]> git.tdb.fi Git - libs/gl.git/blobdiff - source/effects/ambientocclusion.cpp
Change various generated texture names to use the unified extension
[libs/gl.git] / source / effects / ambientocclusion.cpp
index 430ac0ba86556747005fb046ce5a3e32aaaddb7d..8c31a53fb115ddfe5ff25dd1f540e60132f6dc5b 100644 (file)
@@ -2,10 +2,10 @@
 #include "ambientocclusion.h"
 #include "blend.h"
 #include "camera.h"
+#include "mesh.h"
 #include "renderer.h"
 #include "resources.h"
-#include "shader.h"
-#include "tests.h"
+#include "texture2d.h"
 
 using namespace std;
 
@@ -14,7 +14,7 @@ namespace GL {
 
 AmbientOcclusion::AmbientOcclusion(unsigned w, unsigned h, float):
        rotate_lookup(get_or_create_rotate_lookup()),
-       occlude_target(w, h, (RENDER_COLOR,R8)),
+       occlude_target(w, h, (COLOR_ATTACHMENT,R8)),
        occlude_shader(Resources::get_global().get<Program>("_ambientocclusion_occlude.glsl.shader")),
        combine_shader(Resources::get_global().get<Program>("_ambientocclusion_combine.glsl.shader")),
        quad(Resources::get_global().get<Mesh>("_fullscreen_quad.mesh")),
@@ -32,7 +32,7 @@ const Texture2D &AmbientOcclusion::get_or_create_rotate_lookup()
 {
        Resources &resources = Resources::get_global();
 
-       static const string name = "_ambientocclusion_rotate.tex2d";
+       static const string name = "_ambientocclusion_rotate.tex";
        Texture2D *rotate_lookup = resources.find<Texture2D>(name);
        if(rotate_lookup)
                return *rotate_lookup;
@@ -67,10 +67,10 @@ float AmbientOcclusion::radical_inverse(unsigned n)
 
 void AmbientOcclusion::set_n_samples(unsigned n)
 {
-       if(n<1 || n>32)
+       if(n<1 || n>128)
                throw out_of_range("AmbientOcclusion::set_n_samples");
 
-       Vector3 sample_points[32];
+       vector<Vector3> sample_points(n);
        for(unsigned i=0; i<n; ++i)
        {
                float r = static_cast<float>(i)/n;
@@ -100,29 +100,33 @@ void AmbientOcclusion::set_edge_depth_threshold(float edt)
 
 void AmbientOcclusion::render(Renderer &renderer, const Texture2D &color, const Texture2D &depth)
 {
+       const Framebuffer *out_fbo = renderer.get_framebuffer();
+
        Renderer::Push push(renderer);
        renderer.set_texture("source", &color, &nearest_clamp_sampler);
        renderer.set_texture("depth", &depth, &nearest_clamp_sampler);
-       renderer.set_texture("occlusion", &occlude_target.get_target_texture(RENDER_COLOR), &linear_sampler);
+       renderer.set_texture("occlusion", &occlude_target.get_target_texture(COLOR_ATTACHMENT), &linear_sampler);
        renderer.set_texture("rotate", &rotate_lookup, &nearest_sampler);
        renderer.set_shader_program(&occlude_shader, &shdata);
 
-       {
-               BindRestore bind_fbo(occlude_target.get_framebuffer());
-               quad.draw(renderer);
-       }
+       renderer.set_framebuffer(&occlude_target.get_framebuffer());
+       quad.draw(renderer);
 
+       renderer.set_framebuffer(out_fbo);
        renderer.set_shader_program(&combine_shader);
        quad.draw(renderer);
 }
 
+void AmbientOcclusion::set_debug_name(const string &name)
+{
+#ifdef DEBUG
+       occlude_target.set_debug_name(name+" [RT]");
+       shdata.set_debug_name(name+" [UBO]");
+#else
+       (void)name;
+#endif
+}
 
-AmbientOcclusion::Template::Template():
-       n_samples(16),
-       occlusion_radius(0.5f),
-       darkness(1.0f),
-       edge_depth_threshold(0.1f)
-{ }
 
 AmbientOcclusion *AmbientOcclusion::Template::create(unsigned width, unsigned height) const
 {