#include <cmath>
#include "ambientocclusion.h"
#include "blend.h"
+#include "renderer.h"
#include "shader.h"
#include "tests.h"
namespace GL {
AmbientOcclusion::AmbientOcclusion(unsigned w, unsigned h, float depth_ratio):
+ occlude_target(w, h, (RENDER_COLOR,RGB)),
occlude_shader("ambientocclusion_occlude.glsl"),
combine_shader("ambientocclusion_combine.glsl"),
quad(get_fullscreen_quad())
{
- occlusion.storage(RGB, w, h);
- occlusion.set_min_filter(NEAREST);
- occlusion.set_mag_filter(NEAREST);
- occlusion.set_wrap(CLAMP_TO_EDGE);
- fbo.attach(COLOR_ATTACHMENT0, occlusion, 0);
- fbo.require_complete();
-
- combine_texturing.attach(2, occlusion);
+ combine_texturing.attach(2, occlude_target.get_target_texture(RENDER_COLOR));
rotate_lookup.storage(RGBA, 4, 4);
rotate_lookup.set_min_filter(NEAREST);
occlude_shdata.uniform("darkness", darkness);
}
-void AmbientOcclusion::render(const Texture2D &color, const Texture2D &depth)
+void AmbientOcclusion::render(Renderer &renderer, const Texture2D &color, const Texture2D &depth)
{
occlude_texturing.attach(0, depth);
combine_texturing.attach(0, depth);
combine_texturing.attach(1, color);
- Bind bind_mesh(quad);
-
{
- BindRestore bind_fbo(fbo);
- Bind bind_tex(occlude_texturing);
- Bind bind_shader(occlude_shader);
- occlude_shdata.apply();
- quad.draw();
+ Renderer::Push push(renderer);
+ BindRestore bind_fbo(occlude_target.get_framebuffer());
+ renderer.set_texturing(&occlude_texturing);
+ renderer.set_shader_program(&occlude_shader, &occlude_shdata);
+ quad.draw(renderer);
}
- Bind bind_tex(combine_texturing);
- Bind bind_shader(combine_shader);
- combine_shdata.apply();
- quad.draw();
+ Renderer::Push push(renderer);
+ renderer.set_texturing(&combine_texturing);
+ renderer.set_shader_program(&combine_shader, &combine_shdata);
+ quad.draw(renderer);
}
} // namespace GL