]> git.tdb.fi Git - libs/gl.git/blobdiff - source/ambientocclusion.cpp
Convert existing post-processors to use the provided common resources
[libs/gl.git] / source / ambientocclusion.cpp
index 2775e854cfe1d73b4b5c7f3786e8d440f91a8a66..e22e039159a39b1b57927c77aa47a4053f916080 100644 (file)
@@ -1,26 +1,11 @@
-/* $Id$
-
-This file is part of libmspgl
-Copyright © 2010  Mikko Rasa, Mikkosoft Productions
-Distributed under the LGPL
-*/
-
 #include <cmath>
 #include "ambientocclusion.h"
 #include "blend.h"
-#include "meshbuilder.h"
+#include "shader.h"
 #include "tests.h"
 
 namespace {
 
-const char vertex_shader[] =
-       "varying vec2 texcoord;\n"
-       "void main()\n"
-       "{\n"
-       "       gl_Position = gl_Vertex;\n"
-       "       texcoord = gl_Vertex.xy*0.5+0.5;\n"
-       "}\n";
-
 const char occlude_fs[] =
        "uniform sampler2D depth;\n"
        "uniform sampler2D rotate;\n"
@@ -81,10 +66,16 @@ namespace Msp {
 namespace GL {
 
 AmbientOcclusion::AmbientOcclusion(unsigned w, unsigned h, float depth_ratio):
-       occlude_shader(vertex_shader, occlude_fs),
-       combine_shader(vertex_shader, combine_fs),
-       quad(VERTEX2)
+       quad(get_fullscreen_quad())
 {
+       occlude_shader.attach_shader(get_fullscreen_vertex_shader());
+       occlude_shader.attach_shader_owned(new Shader(FRAGMENT_SHADER, occlude_fs));
+       occlude_shader.link();
+
+       combine_shader.attach_shader(get_fullscreen_vertex_shader());
+       combine_shader.attach_shader_owned(new Shader(FRAGMENT_SHADER, combine_fs));
+       combine_shader.link();
+
        occlusion.storage(GL::RGB, w, h);
        occlusion.set_min_filter(GL::NEAREST);
        occlusion.set_mag_filter(GL::NEAREST);
@@ -110,38 +101,30 @@ AmbientOcclusion::AmbientOcclusion(unsigned w, unsigned h, float depth_ratio):
 
        occlude_texturing.attach(1, rotate_lookup);
 
-       occlude_shdata.uniform(occlude_shader.get_uniform_location("depth"), 0);
-       occlude_shdata.uniform(occlude_shader.get_uniform_location("rotate"), 1);
-       occlude_shdata.uniform(occlude_shader.get_uniform_location("screen_size"), w, h);
+       occlude_shdata.uniform("depth", 0);
+       occlude_shdata.uniform("rotate", 1);
+       occlude_shdata.uniform("screen_size", w, h);
 
-       combine_shdata.uniform(combine_shader.get_uniform_location("color"), 1);
-       combine_shdata.uniform(combine_shader.get_uniform_location("depth"), 0);
-       combine_shdata.uniform(combine_shader.get_uniform_location("occlusion"), 2);
-       combine_shdata.uniform(combine_shader.get_uniform_location("screen_size"), w, h);
+       combine_shdata.uniform("color", 1);
+       combine_shdata.uniform("depth", 0);
+       combine_shdata.uniform("occlusion", 2);
+       combine_shdata.uniform("screen_size", w, h);
 
        set_depth_ratio(depth_ratio);
        set_darkness(1.5);
-
-       MeshBuilder bld(quad);
-       bld.begin(TRIANGLE_STRIP);
-       bld.vertex(-1, 1);
-       bld.vertex(-1, -1);
-       bld.vertex(1, 1);
-       bld.vertex(1, -1);
-       bld.end();
 }
 
 void AmbientOcclusion::set_depth_ratio(float depth_ratio)
 {
        depth_ratio = 1/depth_ratio;
 
-       occlude_shdata.uniform(occlude_shader.get_uniform_location("depth_ratio"), depth_ratio, 1+depth_ratio);
-       combine_shdata.uniform(combine_shader.get_uniform_location("depth_ratio"), depth_ratio, 1+depth_ratio);
+       occlude_shdata.uniform("depth_ratio", depth_ratio, 1+depth_ratio);
+       combine_shdata.uniform("depth_ratio", depth_ratio, 1+depth_ratio);
 }
 
 void AmbientOcclusion::set_darkness(float darkness)
 {
-       occlude_shdata.uniform(occlude_shader.get_uniform_location("darkness"), darkness);
+       occlude_shdata.uniform("darkness", darkness);
 }
 
 void AmbientOcclusion::render(const Texture2D &color, const Texture2D &depth)