]> git.tdb.fi Git - libs/gl.git/commitdiff
Convert existing post-processors to use the provided common resources
authorMikko Rasa <tdb@tdb.fi>
Mon, 20 Aug 2012 21:05:41 +0000 (00:05 +0300)
committerMikko Rasa <tdb@tdb.fi>
Mon, 20 Aug 2012 21:05:41 +0000 (00:05 +0300)
source/ambientocclusion.cpp
source/ambientocclusion.h
source/bloom.cpp
source/bloom.h

index a14d35085f73562775bfd4728f51b1e6c1b31d46..e22e039159a39b1b57927c77aa47a4053f916080 100644 (file)
@@ -1,19 +1,11 @@
 #include <cmath>
 #include "ambientocclusion.h"
 #include "blend.h"
-#include "meshbuilder.h"
+#include "shader.h"
 #include "tests.h"
 
 namespace {
 
-const char vertex_shader[] =
-       "varying vec2 texcoord;\n"
-       "void main()\n"
-       "{\n"
-       "       gl_Position = gl_Vertex;\n"
-       "       texcoord = gl_Vertex.xy*0.5+0.5;\n"
-       "}\n";
-
 const char occlude_fs[] =
        "uniform sampler2D depth;\n"
        "uniform sampler2D rotate;\n"
@@ -74,10 +66,16 @@ namespace Msp {
 namespace GL {
 
 AmbientOcclusion::AmbientOcclusion(unsigned w, unsigned h, float depth_ratio):
-       occlude_shader(vertex_shader, occlude_fs),
-       combine_shader(vertex_shader, combine_fs),
-       quad(VERTEX2)
+       quad(get_fullscreen_quad())
 {
+       occlude_shader.attach_shader(get_fullscreen_vertex_shader());
+       occlude_shader.attach_shader_owned(new Shader(FRAGMENT_SHADER, occlude_fs));
+       occlude_shader.link();
+
+       combine_shader.attach_shader(get_fullscreen_vertex_shader());
+       combine_shader.attach_shader_owned(new Shader(FRAGMENT_SHADER, combine_fs));
+       combine_shader.link();
+
        occlusion.storage(GL::RGB, w, h);
        occlusion.set_min_filter(GL::NEAREST);
        occlusion.set_mag_filter(GL::NEAREST);
@@ -114,14 +112,6 @@ AmbientOcclusion::AmbientOcclusion(unsigned w, unsigned h, float depth_ratio):
 
        set_depth_ratio(depth_ratio);
        set_darkness(1.5);
-
-       MeshBuilder bld(quad);
-       bld.begin(TRIANGLE_STRIP);
-       bld.vertex(-1, 1);
-       bld.vertex(-1, -1);
-       bld.vertex(1, 1);
-       bld.vertex(1, -1);
-       bld.end();
 }
 
 void AmbientOcclusion::set_depth_ratio(float depth_ratio)
index 704ddb25d8c0ed673455a765d39ba8ae64ef96be..c080eb24579d9bdf9a4560eb53f8cde6eac8e911 100644 (file)
@@ -29,7 +29,7 @@ private:
        Texturing combine_texturing;
        Program combine_shader;
        ProgramData combine_shdata;
-       Mesh quad;
+       const Mesh &quad;
 
 public:
        AmbientOcclusion(unsigned, unsigned, float);
index 36cdb8ddfeec2eeb67e940f95521667e549dc78d..896147c2e885074620866da9e9e8dacb836ad1a6 100644 (file)
@@ -2,8 +2,8 @@
 #include <msp/strings/format.h>
 #include "blend.h"
 #include "bloom.h"
-#include "meshbuilder.h"
 #include "misc.h"
+#include "shader.h"
 #include "tests.h"
 #include "texunit.h"
 
@@ -11,14 +11,6 @@ using namespace std;
 
 namespace {
 
-static const char blur_vs[]=
-       "varying vec2 texcoord;\n"
-       "void main()\n"
-       "{\n"
-       "       gl_Position = vec4(gl_Vertex.xy*2.0-1.0, 0.0, 1.0);\n"
-       "       texcoord = gl_Vertex.xy;\n"
-       "}";
-
 static const char blur_fs[]=
        "uniform sampler2D source;\n"
        "uniform vec2 delta;\n"
@@ -32,14 +24,6 @@ static const char blur_fs[]=
        "               gl_FragColor += texture2D(source, texcoord+delta*float(i-size))*factors[i];\n"
        "}";
 
-static const char combine_vs[]=
-       "varying vec2 texcoord;\n"
-       "void main()\n"
-       "{\n"
-       "       gl_Position = vec4(gl_Vertex.xy*2.0-1.0, 0.0, 1.0);\n"
-       "       texcoord = gl_Vertex.xy;\n"
-       "}";
-
 static const char combine_fs[]=
        "uniform sampler2D source;\n"
        "uniform sampler2D blurred;\n"
@@ -56,10 +40,16 @@ namespace Msp {
 namespace GL {
 
 Bloom::Bloom(unsigned w, unsigned h):
-       blur_shader(blur_vs, blur_fs),
-       combine_shader(combine_vs, combine_fs),
-       quad(VERTEX2)
+       quad(get_fullscreen_quad())
 {
+       blur_shader.attach_shader(get_fullscreen_vertex_shader());
+       blur_shader.attach_shader_owned(new Shader(FRAGMENT_SHADER, blur_fs));
+       blur_shader.link();
+
+       combine_shader.attach_shader(get_fullscreen_vertex_shader());
+       combine_shader.attach_shader_owned(new Shader(FRAGMENT_SHADER, combine_fs));
+       combine_shader.link();
+
        blur_shdata[0].uniform("delta", 1.0f/w, 0.0f);
        blur_shdata[1].uniform("delta", 0.0f, 1.0f/h);
 
@@ -77,14 +67,6 @@ Bloom::Bloom(unsigned w, unsigned h):
 
        set_radius(2.0f);
        set_strength(0.2f);
-
-       MeshBuilder mbld(quad);
-       mbld.begin(TRIANGLE_STRIP);
-       mbld.vertex(0, 1);
-       mbld.vertex(0, 0);
-       mbld.vertex(1, 1);
-       mbld.vertex(1, 0);
-       mbld.end();
 }
 
 void Bloom::set_radius(float r)
index e6738b2f105d3903fcaa526f95e6d8f4f9a4b199..1d9a654a87da0a875124d4cd2f6e67fc253a3ca0 100644 (file)
@@ -31,7 +31,7 @@ private:
        Program combine_shader;
        ProgramData combine_shdata;
        Texturing combine_texturing;
-       Mesh quad;
+       const Mesh &quad;
 
 public:
        Bloom(unsigned, unsigned);