1 #define _USE_MATH_DEFINES
3 #include "ambientocclusion.h"
12 AmbientOcclusion::AmbientOcclusion(unsigned w, unsigned h, float depth_ratio):
13 occlude_shader("ambientocclusion_occlude.glsl"),
14 combine_shader("ambientocclusion_combine.glsl"),
15 quad(get_fullscreen_quad())
17 occlusion.storage(RGB, w, h);
18 occlusion.set_min_filter(NEAREST);
19 occlusion.set_mag_filter(NEAREST);
20 occlusion.set_wrap(CLAMP_TO_EDGE);
21 fbo.attach(COLOR_ATTACHMENT0, occlusion, 0);
22 fbo.require_complete();
24 combine_texturing.attach(2, occlusion);
26 rotate_lookup.storage(RGBA, 4, 4);
27 rotate_lookup.set_min_filter(NEAREST);
28 rotate_lookup.set_mag_filter(NEAREST);
29 unsigned char data[64];
30 for(unsigned i=0; i<16; ++i)
32 float a = ((i*541)%16)*M_PI/32;
35 data[i*3 ] = static_cast<unsigned char>(127+c*127);
36 data[i*3+1] = static_cast<unsigned char>(127+s*127);
37 data[i*3+2] = static_cast<unsigned char>(127-s*127);
38 data[i*3+4] = static_cast<unsigned char>(127+c*127);
40 rotate_lookup.image(0, RGBA, UNSIGNED_BYTE, data);
42 occlude_texturing.attach(1, rotate_lookup);
44 occlude_shdata.uniform("depth", 0);
45 occlude_shdata.uniform("rotate", 1);
46 occlude_shdata.uniform("screen_size", static_cast<float>(w), static_cast<float>(h));
48 combine_shdata.uniform("source", 1);
49 combine_shdata.uniform("depth", 0);
50 combine_shdata.uniform("occlusion", 2);
51 combine_shdata.uniform("screen_size", static_cast<float>(w), static_cast<float>(h));
53 set_depth_ratio(depth_ratio);
57 void AmbientOcclusion::set_depth_ratio(float depth_ratio)
59 depth_ratio = 1/depth_ratio;
61 occlude_shdata.uniform("depth_ratio", depth_ratio, 1+depth_ratio);
62 combine_shdata.uniform("depth_ratio", depth_ratio, 1+depth_ratio);
65 void AmbientOcclusion::set_darkness(float darkness)
67 occlude_shdata.uniform("darkness", darkness);
70 void AmbientOcclusion::render(Renderer &renderer, const Texture2D &color, const Texture2D &depth)
72 occlude_texturing.attach(0, depth);
73 combine_texturing.attach(0, depth);
74 combine_texturing.attach(1, color);
78 Renderer::Push push(renderer);
79 BindRestore bind_fbo(fbo);
80 renderer.set_texturing(&occlude_texturing);
81 renderer.set_shader_program(&occlude_shader, &occlude_shdata);
85 Renderer::Push push(renderer);
86 renderer.set_texturing(&combine_texturing);
87 renderer.set_shader_program(&combine_shader, &combine_shdata);