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[libs/gl.git] / source / ambientocclusion.cpp
1 #include <algorithm>
2 #include "ambientocclusion.h"
3 #include "blend.h"
4 #include "camera.h"
5 #include "renderer.h"
6 #include "shader.h"
7 #include "tests.h"
8
9 using namespace std;
10
11 namespace Msp {
12 namespace GL {
13
14 AmbientOcclusion::AmbientOcclusion(unsigned w, unsigned h, float):
15         occlude_target(w, h, (RENDER_COLOR,RGB)),
16         occlude_shader("ambientocclusion_occlude.glsl"),
17         combine_shader("ambientocclusion_combine.glsl"),
18         quad(get_fullscreen_quad())
19 {
20         occlude_target.set_texture_filter(LINEAR);
21         texturing.attach(2, occlude_target.get_target_texture(RENDER_COLOR));
22
23         unsigned seed = 1;
24         rotate_lookup.storage(RGBA, 4, 4);
25         rotate_lookup.set_filter(NEAREST);
26         unsigned char data[64];
27         for(unsigned i=0; i<16; ++i)
28         {
29                 Geometry::Angle<float> a = Geometry::Angle<float>::from_turns(random(seed));
30                 unsigned char c = (cos(a)*0.5f+0.5f)*255;
31                 unsigned char s = (sin(a)*0.5f+0.5f)*255;
32                 data[i*3  ] = c;
33                 data[i*3+1] = s;
34                 data[i*3+2] = 255-s;
35                 data[i*3+4] = ((i+i/4)%2)*255;
36         }
37         rotate_lookup.image(0, RGBA, UNSIGNED_BYTE, data);
38
39         texturing.attach(3, rotate_lookup);
40
41         shdata.uniform("source", 0);
42         shdata.uniform("depth", 1);
43         shdata.uniform("occlusion", 2);
44         shdata.uniform("rotate", 3);
45         shdata.uniform("inverse_projection", Matrix());
46
47         set_n_samples(16);
48         set_occlusion_radius(0.5f);
49         set_darkness(1.0f);
50 }
51
52 float AmbientOcclusion::random(unsigned &seed)
53 {
54         static const unsigned modulus = (1U<<31)-1;
55         seed = (static_cast<UInt64>(seed)*48271)%modulus;  // minstd
56         return static_cast<float>(seed)/(modulus-1);
57 }
58
59 void AmbientOcclusion::set_n_samples(unsigned n)
60 {
61         if(n<1 || n>32)
62                 throw out_of_range("AmbientOcclusion::set_n_samples");
63
64         unsigned seed = 1;
65         float radius_divisor = (n-1)*(n-1);
66         Vector3 sample_points[32];
67         for(unsigned i=0; i<n; ++i)
68         {
69                 Vector3 v(random(seed)-0.5f, random(seed)-0.5f, random(seed)-0.5f);
70                 sample_points[i] = normalize(v)*(0.1f+0.9f*i*i/radius_divisor);
71         }
72         shdata.uniform3_array("sample_points", n, &sample_points[0].x);
73         shdata.uniform("n_samples", static_cast<int>(n));
74 }
75
76 void AmbientOcclusion::set_occlusion_radius(float r)
77 {
78         shdata.uniform("occlusion_radius", r);
79 }
80
81 void AmbientOcclusion::set_depth_ratio(float)
82 {
83 }
84
85 void AmbientOcclusion::set_darkness(float darkness)
86 {
87         shdata.uniform("darkness", darkness);
88 }
89
90 void AmbientOcclusion::render(Renderer &renderer, const Texture2D &color, const Texture2D &depth)
91 {
92         texturing.attach(0, color);
93         texturing.attach(1, depth);
94
95         if(renderer.get_camera())
96                 shdata.uniform("inverse_projection", invert(renderer.get_camera()->get_projection_matrix()));
97
98         Renderer::Push push(renderer);
99         renderer.set_texturing(&texturing);
100         renderer.set_shader_program(&occlude_shader, &shdata);
101
102         {
103                 BindRestore bind_fbo(occlude_target.get_framebuffer());
104                 quad.draw(renderer);
105         }
106
107         renderer.set_shader_program(&combine_shader);
108         quad.draw(renderer);
109 }
110
111 } // namespace GL
112 } // namespace Msp