]> git.tdb.fi Git - libs/gl.git/blobdiff - source/effects/ambientocclusion.cpp
Some tweaks to vector component handling
[libs/gl.git] / source / effects / ambientocclusion.cpp
index 8149e408ee0a1dcc323e441c61c91d4f58842349..c7fff846fbbe655b7d25f0d5b7daf886ed42d866 100644 (file)
@@ -12,7 +12,7 @@ using namespace std;
 namespace Msp {
 namespace GL {
 
-AmbientOcclusion::AmbientOcclusion(unsigned w, unsigned h, float):
+AmbientOcclusion::AmbientOcclusion(unsigned w, unsigned h):
        rotate_lookup(get_or_create_rotate_lookup()),
        occlude_target(w, h, (COLOR_ATTACHMENT,R8)),
        occlude_shader(Resources::get_global().get<Program>("_ambientocclusion_occlude.glsl.shader")),
@@ -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;
@@ -79,7 +79,7 @@ void AmbientOcclusion::set_n_samples(unsigned n)
                Geometry::Angle<float> a = Geometry::Angle<float>::from_turns(d);
                sample_points[i] = Vector3(cos(a)*r, sin(a)*r, z)*(0.1f+0.9f*d*d);
        }
-       shdata.uniform3_array("sample_points", n, &sample_points[0].x);
+       shdata.uniform3_array("sample_points", n, &sample_points[0][0]);
        shdata.uniform("n_samples", static_cast<int>(n));
 }
 
@@ -109,10 +109,14 @@ void AmbientOcclusion::render(Renderer &renderer, const Texture2D &color, const
        renderer.set_texture("rotate", &rotate_lookup, &nearest_sampler);
        renderer.set_shader_program(&occlude_shader, &shdata);
 
+       renderer.set_pipeline_key(this);
        renderer.set_framebuffer(&occlude_target.get_framebuffer());
+       renderer.clear(0);
        quad.draw(renderer);
 
+       renderer.set_pipeline_key(this, 1);
        renderer.set_framebuffer(out_fbo);
+       renderer.clear(0);
        renderer.set_shader_program(&combine_shader);
        quad.draw(renderer);
 }