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Check the flat qualifier from the correct member
[libs/gl.git] / source / ambientocclusion.cpp
diff --git a/source/ambientocclusion.cpp b/source/ambientocclusion.cpp
deleted file mode 100644 (file)
index 53b51e1..0000000
+++ /dev/null
@@ -1,92 +0,0 @@
-#define _USE_MATH_DEFINES
-#include <cmath>
-#include "ambientocclusion.h"
-#include "blend.h"
-#include "renderer.h"
-#include "shader.h"
-#include "tests.h"
-
-namespace Msp {
-namespace GL {
-
-AmbientOcclusion::AmbientOcclusion(unsigned w, unsigned h, float depth_ratio):
-       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);
-
-       rotate_lookup.storage(RGBA, 4, 4);
-       rotate_lookup.set_min_filter(NEAREST);
-       rotate_lookup.set_mag_filter(NEAREST);
-       unsigned char data[64];
-       for(unsigned i=0; i<16; ++i)
-       {
-               float a = ((i*541)%16)*M_PI/32;
-               float c = cos(a);
-               float s = sin(a);
-               data[i*3  ] = static_cast<unsigned char>(127+c*127);
-               data[i*3+1] = static_cast<unsigned char>(127+s*127);
-               data[i*3+2] = static_cast<unsigned char>(127-s*127);
-               data[i*3+4] = static_cast<unsigned char>(127+c*127);
-       }
-       rotate_lookup.image(0, RGBA, UNSIGNED_BYTE, data);
-
-       occlude_texturing.attach(1, rotate_lookup);
-
-       occlude_shdata.uniform("depth", 0);
-       occlude_shdata.uniform("rotate", 1);
-       occlude_shdata.uniform("screen_size", static_cast<float>(w), static_cast<float>(h));
-
-       combine_shdata.uniform("source", 1);
-       combine_shdata.uniform("depth", 0);
-       combine_shdata.uniform("occlusion", 2);
-       combine_shdata.uniform("screen_size", static_cast<float>(w), static_cast<float>(h));
-
-       set_depth_ratio(depth_ratio);
-       set_darkness(1.5);
-}
-
-void AmbientOcclusion::set_depth_ratio(float 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("darkness", darkness);
-}
-
-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);
-
-
-       {
-               Renderer::Push push(renderer);
-               BindRestore bind_fbo(fbo);
-               renderer.set_texturing(&occlude_texturing);
-               renderer.set_shader_program(&occlude_shader, &occlude_shdata);
-               quad.draw(renderer);
-       }
-
-       Renderer::Push push(renderer);
-       renderer.set_texturing(&combine_texturing);
-       renderer.set_shader_program(&combine_shader, &combine_shdata);
-       quad.draw(renderer);
-}
-
-} // namespace GL
-} // namespace Msp