]> git.tdb.fi Git - libs/gl.git/blobdiff - source/effects/ambientocclusion.cpp
Store the ambient occlusion rotate lookup texture in resources
[libs/gl.git] / source / effects / ambientocclusion.cpp
index 8c1dd616c4b53ba40b49aea69bfd237bd89e1b17..b4050aef92428ceeacf44a8924e4a48d07085279 100644 (file)
@@ -3,6 +3,7 @@
 #include "blend.h"
 #include "camera.h"
 #include "renderer.h"
+#include "resources.h"
 #include "shader.h"
 #include "tests.h"
 
@@ -12,17 +13,35 @@ namespace Msp {
 namespace GL {
 
 AmbientOcclusion::AmbientOcclusion(unsigned w, unsigned h, float):
+       rotate_lookup(get_or_create_rotate_lookup()),
        occlude_target(w, h, (RENDER_COLOR,R8)),
-       occlude_shader("ambientocclusion_occlude.glsl"),
-       combine_shader("ambientocclusion_combine.glsl"),
-       quad(get_fullscreen_quad()),
-       linear_sampler(get_linear_sampler()),
-       nearest_sampler(get_nearest_sampler())
+       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")),
+       linear_sampler(Resources::get_global().get<Sampler>("_linear_clamp.samp")),
+       nearest_clamp_sampler(Resources::get_global().get<Sampler>("_nearest_clamp.samp")),
+       nearest_sampler(Resources::get_global().get<Sampler>("_nearest.samp"))
 {
-       texturing.attach(2, occlude_target.get_target_texture(RENDER_COLOR), linear_sampler.get());
+       set_n_samples(16);
+       set_occlusion_radius(0.5f);
+       set_darkness(1.0f);
+       set_edge_depth_threshold(0.1f);
+}
+
+const Texture2D &AmbientOcclusion::get_or_create_rotate_lookup()
+{
+       Resources &resources = Resources::get_global();
+
+       static const string name = "_ambientocclusion_rotate.tex2d";
+       Texture2D *rotate_lookup = resources.find<Texture2D>(name);
+       if(rotate_lookup)
+               return *rotate_lookup;
+
+       rotate_lookup = new Texture2D;
+       rotate_lookup->storage(RGBA8, 4, 4, 1);
+       resources.add(name, rotate_lookup);
 
        unsigned seed = 1;
-       rotate_lookup.storage(RGBA8, 4, 4, 1);
        unsigned char data[64];
        for(unsigned i=0; i<16; ++i)
        {
@@ -34,20 +53,9 @@ AmbientOcclusion::AmbientOcclusion(unsigned w, unsigned h, float):
                data[i*4+2] = 255-s;
                data[i*4+3] = ((i+i/4)%2)*255;
        }
-       rotate_lookup.image(0, data);
+       rotate_lookup->image(0, data);
 
-       texturing.attach(3, rotate_lookup, nearest_sampler.get());
-
-       shdata.uniform("source", 0);
-       shdata.uniform("depth", 1);
-       shdata.uniform("occlusion", 2);
-       shdata.uniform("rotate", 3);
-       shdata.uniform("inverse_projection", Matrix());
-
-       set_n_samples(16);
-       set_occlusion_radius(0.5f);
-       set_darkness(1.0f);
-       set_edge_depth_threshold(0.1f);
+       return *rotate_lookup;
 }
 
 float AmbientOcclusion::random(unsigned &seed)
@@ -91,23 +99,20 @@ void AmbientOcclusion::set_edge_depth_threshold(float edt)
 
 void AmbientOcclusion::render(Renderer &renderer, const Texture2D &color, const Texture2D &depth)
 {
-       texturing.attach(0, color, nearest_sampler.get());
-       texturing.attach(1, depth, nearest_sampler.get());
-
-       if(renderer.get_camera())
-               shdata.uniform("inverse_projection", invert(renderer.get_camera()->get_projection_matrix()));
-
        Renderer::Push push(renderer);
-       renderer.set_texturing(&texturing);
+       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("rotate", &rotate_lookup, &nearest_sampler);
        renderer.set_shader_program(&occlude_shader, &shdata);
 
        {
                BindRestore bind_fbo(occlude_target.get_framebuffer());
-               quad->draw(renderer);
+               quad.draw(renderer);
        }
 
        renderer.set_shader_program(&combine_shader);
-       quad->draw(renderer);
+       quad.draw(renderer);
 }