]> git.tdb.fi Git - libs/gl.git/blobdiff - source/effects/ambientocclusion.cpp
Remove remaining deprecated things from the core classes
[libs/gl.git] / source / effects / ambientocclusion.cpp
index 21271acf2555d8a7f6b474d9cf3657cc69dccdb9..d8470077f03ca3e453f36510777880fb2c04dbe7 100644 (file)
@@ -4,8 +4,6 @@
 #include "camera.h"
 #include "renderer.h"
 #include "resources.h"
-#include "shader.h"
-#include "tests.h"
 
 using namespace std;
 
@@ -14,7 +12,7 @@ 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")),
@@ -100,18 +98,19 @@ 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);
 }