From: Mikko Rasa Date: Mon, 20 Aug 2012 21:05:41 +0000 (+0300) Subject: Convert existing post-processors to use the provided common resources X-Git-Url: http://git.tdb.fi/?p=libs%2Fgl.git;a=commitdiff_plain;h=86af62e6f5a743a08c04dde873f51802af5982c4 Convert existing post-processors to use the provided common resources --- diff --git a/source/ambientocclusion.cpp b/source/ambientocclusion.cpp index a14d3508..e22e0391 100644 --- a/source/ambientocclusion.cpp +++ b/source/ambientocclusion.cpp @@ -1,19 +1,11 @@ #include #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) diff --git a/source/ambientocclusion.h b/source/ambientocclusion.h index 704ddb25..c080eb24 100644 --- a/source/ambientocclusion.h +++ b/source/ambientocclusion.h @@ -29,7 +29,7 @@ private: Texturing combine_texturing; Program combine_shader; ProgramData combine_shdata; - Mesh quad; + const Mesh &quad; public: AmbientOcclusion(unsigned, unsigned, float); diff --git a/source/bloom.cpp b/source/bloom.cpp index 36cdb8dd..896147c2 100644 --- a/source/bloom.cpp +++ b/source/bloom.cpp @@ -2,8 +2,8 @@ #include #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) diff --git a/source/bloom.h b/source/bloom.h index e6738b2f..1d9a654a 100644 --- a/source/bloom.h +++ b/source/bloom.h @@ -31,7 +31,7 @@ private: Program combine_shader; ProgramData combine_shdata; Texturing combine_texturing; - Mesh quad; + const Mesh &quad; public: Bloom(unsigned, unsigned);