1 #define _USE_MATH_DEFINES
3 #include "ambientocclusion.h"
12 AmbientOcclusion::AmbientOcclusion(unsigned w, unsigned h, float depth_ratio):
13 occlude_target(w, h, (RENDER_COLOR,RGB)),
14 occlude_shader("ambientocclusion_occlude.glsl"),
15 combine_shader("ambientocclusion_combine.glsl"),
16 quad(get_fullscreen_quad())
18 combine_texturing.attach(2, occlude_target.get_target_texture(RENDER_COLOR));
20 rotate_lookup.storage(RGBA, 4, 4);
21 rotate_lookup.set_min_filter(NEAREST);
22 rotate_lookup.set_mag_filter(NEAREST);
23 unsigned char data[64];
24 for(unsigned i=0; i<16; ++i)
26 float a = ((i*541)%16)*M_PI/32;
29 data[i*3 ] = static_cast<unsigned char>(127+c*127);
30 data[i*3+1] = static_cast<unsigned char>(127+s*127);
31 data[i*3+2] = static_cast<unsigned char>(127-s*127);
32 data[i*3+4] = static_cast<unsigned char>(127+c*127);
34 rotate_lookup.image(0, RGBA, UNSIGNED_BYTE, data);
36 occlude_texturing.attach(1, rotate_lookup);
38 occlude_shdata.uniform("depth", 0);
39 occlude_shdata.uniform("rotate", 1);
40 occlude_shdata.uniform("screen_size", static_cast<float>(w), static_cast<float>(h));
42 combine_shdata.uniform("source", 1);
43 combine_shdata.uniform("depth", 0);
44 combine_shdata.uniform("occlusion", 2);
45 combine_shdata.uniform("screen_size", static_cast<float>(w), static_cast<float>(h));
47 set_depth_ratio(depth_ratio);
51 void AmbientOcclusion::set_depth_ratio(float depth_ratio)
53 depth_ratio = 1/depth_ratio;
55 occlude_shdata.uniform("depth_ratio", depth_ratio, 1+depth_ratio);
56 combine_shdata.uniform("depth_ratio", depth_ratio, 1+depth_ratio);
59 void AmbientOcclusion::set_darkness(float darkness)
61 occlude_shdata.uniform("darkness", darkness);
64 void AmbientOcclusion::render(Renderer &renderer, const Texture2D &color, const Texture2D &depth)
66 occlude_texturing.attach(0, depth);
67 combine_texturing.attach(0, depth);
68 combine_texturing.attach(1, color);
71 Renderer::Push push(renderer);
72 BindRestore bind_fbo(occlude_target.get_framebuffer());
73 renderer.set_texturing(&occlude_texturing);
74 renderer.set_shader_program(&occlude_shader, &occlude_shdata);
78 Renderer::Push push(renderer);
79 renderer.set_texturing(&combine_texturing);
80 renderer.set_shader_program(&combine_shader, &combine_shdata);