]> git.tdb.fi Git - libs/gl.git/blobdiff - source/effects/ambientocclusion.cpp
Access builtin resources through a global instance
[libs/gl.git] / source / effects / ambientocclusion.cpp
index 8c1dd616c4b53ba40b49aea69bfd237bd89e1b17..d23469edf8aeeac20a0a62cf285e47dde551f019 100644 (file)
@@ -3,6 +3,7 @@
 #include "blend.h"
 #include "camera.h"
 #include "renderer.h"
+#include "resources.h"
 #include "shader.h"
 #include "tests.h"
 
@@ -13,14 +14,12 @@ namespace GL {
 
 AmbientOcclusion::AmbientOcclusion(unsigned w, unsigned h, float):
        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_sampler(Resources::get_global().get<Sampler>("_nearest_clamp.samp"))
 {
-       texturing.attach(2, occlude_target.get_target_texture(RENDER_COLOR), linear_sampler.get());
-
        unsigned seed = 1;
        rotate_lookup.storage(RGBA8, 4, 4, 1);
        unsigned char data[64];
@@ -36,12 +35,6 @@ AmbientOcclusion::AmbientOcclusion(unsigned w, unsigned h, float):
        }
        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);
@@ -91,23 +84,23 @@ 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_sampler);
+       renderer.set_texture("depth", &depth, &nearest_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);
 }