]> 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 a14d35085f73562775bfd4728f51b1e6c1b31d46..e22e039159a39b1b57927c77aa47a4053f916080 100644 (file)
@@ -1,19 +1,11 @@
 #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"
@@ -74,10 +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);
@@ -114,14 +112,6 @@ AmbientOcclusion::AmbientOcclusion(unsigned w, unsigned h, float depth_ratio):
 
        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)