2 #include "ambientocclusion.h"
15 AmbientOcclusion::AmbientOcclusion(unsigned w, unsigned h, float):
16 rotate_lookup(get_or_create_rotate_lookup()),
17 occlude_target(w, h, (RENDER_COLOR,R8)),
18 occlude_shader(Resources::get_global().get<Program>("_ambientocclusion_occlude.glsl.shader")),
19 combine_shader(Resources::get_global().get<Program>("_ambientocclusion_combine.glsl.shader")),
20 quad(Resources::get_global().get<Mesh>("_fullscreen_quad.mesh")),
21 linear_sampler(Resources::get_global().get<Sampler>("_linear_clamp.samp")),
22 nearest_clamp_sampler(Resources::get_global().get<Sampler>("_nearest_clamp.samp")),
23 nearest_sampler(Resources::get_global().get<Sampler>("_nearest.samp"))
26 set_occlusion_radius(0.5f);
28 set_edge_depth_threshold(0.1f);
31 const Texture2D &AmbientOcclusion::get_or_create_rotate_lookup()
33 Resources &resources = Resources::get_global();
35 static const string name = "_ambientocclusion_rotate.tex2d";
36 Texture2D *rotate_lookup = resources.find<Texture2D>(name);
38 return *rotate_lookup;
40 rotate_lookup = new Texture2D;
41 rotate_lookup->storage(RGBA8, 4, 4, 1);
42 resources.add(name, rotate_lookup);
44 unsigned char data[64];
45 for(unsigned i=0; i<16; ++i)
47 Geometry::Angle<float> a = Geometry::Angle<float>::from_turns(i*7/16.0f);
48 unsigned char c = (cos(a)*0.5f+0.5f)*255;
49 unsigned char s = (sin(a)*0.5f+0.5f)*255;
53 data[i*4+3] = ((i+i/4)%2)*255;
55 rotate_lookup->image(0, data);
57 return *rotate_lookup;
60 float AmbientOcclusion::radical_inverse(unsigned n)
62 unsigned inv = ((n&0x55)<<1) | ((n&0xAA)>>1);
63 inv = ((inv&0x33)<<2) | ((inv&0xCC)>>2);
64 inv = ((inv&0x0F)<<4) | ((inv&0xF0)>>4);
68 void AmbientOcclusion::set_n_samples(unsigned n)
71 throw out_of_range("AmbientOcclusion::set_n_samples");
73 vector<Vector3> sample_points(n);
74 for(unsigned i=0; i<n; ++i)
76 float r = static_cast<float>(i)/n;
77 float z = sqrt(1.0f-r*r);
78 float d = radical_inverse(i);
79 Geometry::Angle<float> a = Geometry::Angle<float>::from_turns(d);
80 sample_points[i] = Vector3(cos(a)*r, sin(a)*r, z)*(0.1f+0.9f*d*d);
82 shdata.uniform3_array("sample_points", n, &sample_points[0].x);
83 shdata.uniform("n_samples", static_cast<int>(n));
86 void AmbientOcclusion::set_occlusion_radius(float r)
88 shdata.uniform("occlusion_radius", r);
91 void AmbientOcclusion::set_darkness(float darkness)
93 shdata.uniform("darkness", darkness);
96 void AmbientOcclusion::set_edge_depth_threshold(float edt)
98 shdata.uniform("edge_depth_threshold", edt);
101 void AmbientOcclusion::render(Renderer &renderer, const Texture2D &color, const Texture2D &depth)
103 Renderer::Push push(renderer);
104 renderer.set_texture("source", &color, &nearest_clamp_sampler);
105 renderer.set_texture("depth", &depth, &nearest_clamp_sampler);
106 renderer.set_texture("occlusion", &occlude_target.get_target_texture(RENDER_COLOR), &linear_sampler);
107 renderer.set_texture("rotate", &rotate_lookup, &nearest_sampler);
108 renderer.set_shader_program(&occlude_shader, &shdata);
111 BindRestore bind_fbo(occlude_target.get_framebuffer());
115 renderer.set_shader_program(&combine_shader);
119 void AmbientOcclusion::set_debug_name(const string &name)
122 occlude_target.set_debug_name(name+" [RT]");
123 shdata.set_debug_name(name+" [UBO]");
130 AmbientOcclusion::Template::Template():
132 occlusion_radius(0.5f),
134 edge_depth_threshold(0.1f)
137 AmbientOcclusion *AmbientOcclusion::Template::create(unsigned width, unsigned height) const
139 RefPtr<AmbientOcclusion> ao = new AmbientOcclusion(width/size_divisor, height/size_divisor);
140 ao->set_n_samples(n_samples);
141 ao->set_occlusion_radius(occlusion_radius);
142 ao->set_darkness(darkness);
143 ao->set_edge_depth_threshold(edge_depth_threshold);
148 AmbientOcclusion::Template::Loader::Loader(Template &t):
149 DataFile::DerivedObjectLoader<Template, PostProcessor::Template::Loader>(t)
151 add("darkness", &Template::darkness);
152 add("edge_depth_threshold", &Template::edge_depth_threshold);
153 add("occlusion_radius", &Template::occlusion_radius);
154 add("samples", &Template::n_samples);