2 #include "ambientocclusion.h"
13 AmbientOcclusion::AmbientOcclusion(unsigned w, unsigned h, float):
14 rotate_lookup(get_or_create_rotate_lookup()),
15 occlude_target(w, h, (COLOR_ATTACHMENT,R8)),
16 occlude_shader(Resources::get_global().get<Program>("_ambientocclusion_occlude.glsl.shader")),
17 combine_shader(Resources::get_global().get<Program>("_ambientocclusion_combine.glsl.shader")),
18 quad(Resources::get_global().get<Mesh>("_fullscreen_quad.mesh")),
19 linear_sampler(Resources::get_global().get<Sampler>("_linear_clamp.samp")),
20 nearest_clamp_sampler(Resources::get_global().get<Sampler>("_nearest_clamp.samp")),
21 nearest_sampler(Resources::get_global().get<Sampler>("_nearest.samp"))
24 set_occlusion_radius(0.5f);
26 set_edge_depth_threshold(0.1f);
29 const Texture2D &AmbientOcclusion::get_or_create_rotate_lookup()
31 Resources &resources = Resources::get_global();
33 static const string name = "_ambientocclusion_rotate.tex2d";
34 Texture2D *rotate_lookup = resources.find<Texture2D>(name);
36 return *rotate_lookup;
38 rotate_lookup = new Texture2D;
39 rotate_lookup->storage(RGBA8, 4, 4, 1);
40 resources.add(name, rotate_lookup);
42 unsigned char data[64];
43 for(unsigned i=0; i<16; ++i)
45 Geometry::Angle<float> a = Geometry::Angle<float>::from_turns(i*7/16.0f);
46 unsigned char c = (cos(a)*0.5f+0.5f)*255;
47 unsigned char s = (sin(a)*0.5f+0.5f)*255;
51 data[i*4+3] = ((i+i/4)%2)*255;
53 rotate_lookup->image(0, data);
55 return *rotate_lookup;
58 float AmbientOcclusion::radical_inverse(unsigned n)
60 unsigned inv = ((n&0x55)<<1) | ((n&0xAA)>>1);
61 inv = ((inv&0x33)<<2) | ((inv&0xCC)>>2);
62 inv = ((inv&0x0F)<<4) | ((inv&0xF0)>>4);
66 void AmbientOcclusion::set_n_samples(unsigned n)
69 throw out_of_range("AmbientOcclusion::set_n_samples");
71 vector<Vector3> sample_points(n);
72 for(unsigned i=0; i<n; ++i)
74 float r = static_cast<float>(i)/n;
75 float z = sqrt(1.0f-r*r);
76 float d = radical_inverse(i);
77 Geometry::Angle<float> a = Geometry::Angle<float>::from_turns(d);
78 sample_points[i] = Vector3(cos(a)*r, sin(a)*r, z)*(0.1f+0.9f*d*d);
80 shdata.uniform3_array("sample_points", n, &sample_points[0].x);
81 shdata.uniform("n_samples", static_cast<int>(n));
84 void AmbientOcclusion::set_occlusion_radius(float r)
86 shdata.uniform("occlusion_radius", r);
89 void AmbientOcclusion::set_darkness(float darkness)
91 shdata.uniform("darkness", darkness);
94 void AmbientOcclusion::set_edge_depth_threshold(float edt)
96 shdata.uniform("edge_depth_threshold", edt);
99 void AmbientOcclusion::render(Renderer &renderer, const Texture2D &color, const Texture2D &depth)
101 const Framebuffer *out_fbo = renderer.get_framebuffer();
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(COLOR_ATTACHMENT), &linear_sampler);
107 renderer.set_texture("rotate", &rotate_lookup, &nearest_sampler);
108 renderer.set_shader_program(&occlude_shader, &shdata);
110 renderer.set_framebuffer(&occlude_target.get_framebuffer());
113 renderer.set_framebuffer(out_fbo);
114 renderer.set_shader_program(&combine_shader);
118 void AmbientOcclusion::set_debug_name(const string &name)
121 occlude_target.set_debug_name(name+" [RT]");
122 shdata.set_debug_name(name+" [UBO]");
129 AmbientOcclusion::Template::Template():
131 occlusion_radius(0.5f),
133 edge_depth_threshold(0.1f)
136 AmbientOcclusion *AmbientOcclusion::Template::create(unsigned width, unsigned height) const
138 RefPtr<AmbientOcclusion> ao = new AmbientOcclusion(width/size_divisor, height/size_divisor);
139 ao->set_n_samples(n_samples);
140 ao->set_occlusion_radius(occlusion_radius);
141 ao->set_darkness(darkness);
142 ao->set_edge_depth_threshold(edge_depth_threshold);
147 AmbientOcclusion::Template::Loader::Loader(Template &t):
148 DataFile::DerivedObjectLoader<Template, PostProcessor::Template::Loader>(t)
150 add("darkness", &Template::darkness);
151 add("edge_depth_threshold", &Template::edge_depth_threshold);
152 add("occlusion_radius", &Template::occlusion_radius);
153 add("samples", &Template::n_samples);