2 #include "ambientocclusion.h"
14 AmbientOcclusion::AmbientOcclusion(unsigned w, unsigned h, float):
15 occlude_target(w, h, (RENDER_COLOR,RED)),
16 occlude_shader("ambientocclusion_occlude.glsl"),
17 combine_shader("ambientocclusion_combine.glsl"),
18 quad(get_fullscreen_quad())
20 occlude_target.set_texture_filter(LINEAR);
21 texturing.attach(2, occlude_target.get_target_texture(RENDER_COLOR));
24 rotate_lookup.storage(RGBA, 4, 4, 1);
25 rotate_lookup.set_filter(NEAREST);
26 unsigned char data[64];
27 for(unsigned i=0; i<16; ++i)
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;
35 data[i*4+3] = ((i+i/4)%2)*255;
37 rotate_lookup.image(0, RGBA, UNSIGNED_BYTE, data);
39 texturing.attach(3, rotate_lookup);
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());
48 set_occlusion_radius(0.5f);
50 set_edge_depth_threshold(0.1f);
53 float AmbientOcclusion::random(unsigned &seed)
55 static const unsigned modulus = (1U<<31)-1;
56 seed = (static_cast<UInt64>(seed)*48271)%modulus; // minstd
57 return static_cast<float>(seed)/(modulus-1);
60 void AmbientOcclusion::set_n_samples(unsigned n)
63 throw out_of_range("AmbientOcclusion::set_n_samples");
66 float radius_divisor = (n-1)*(n-1);
67 Vector3 sample_points[32];
68 for(unsigned i=0; i<n; ++i)
70 Vector3 v(random(seed)-0.5f, random(seed)-0.5f, random(seed)-0.5f);
71 sample_points[i] = normalize(v)*(0.1f+0.9f*i*i/radius_divisor);
73 shdata.uniform3_array("sample_points", n, &sample_points[0].x);
74 shdata.uniform("n_samples", static_cast<int>(n));
77 void AmbientOcclusion::set_occlusion_radius(float r)
79 shdata.uniform("occlusion_radius", r);
82 void AmbientOcclusion::set_depth_ratio(float)
86 void AmbientOcclusion::set_darkness(float darkness)
88 shdata.uniform("darkness", darkness);
91 void AmbientOcclusion::set_edge_depth_threshold(float edt)
93 shdata.uniform("edge_depth_threshold", edt);
96 void AmbientOcclusion::render(Renderer &renderer, const Texture2D &color, const Texture2D &depth)
98 texturing.attach(0, color);
99 texturing.attach(1, depth);
101 if(renderer.get_camera())
102 shdata.uniform("inverse_projection", invert(renderer.get_camera()->get_projection_matrix()));
104 Renderer::Push push(renderer);
105 renderer.set_texturing(&texturing);
106 renderer.set_shader_program(&occlude_shader, &shdata);
109 BindRestore bind_fbo(occlude_target.get_framebuffer());
113 renderer.set_shader_program(&combine_shader);
118 AmbientOcclusion::Template::Template():
120 occlusion_radius(0.5f),
122 edge_depth_threshold(0.1f)
125 AmbientOcclusion *AmbientOcclusion::Template::create(unsigned width, unsigned height) const
127 RefPtr<AmbientOcclusion> ao = new AmbientOcclusion(width/size_divisor, height/size_divisor);
128 ao->set_n_samples(n_samples);
129 ao->set_occlusion_radius(occlusion_radius);
130 ao->set_darkness(darkness);
131 ao->set_edge_depth_threshold(edge_depth_threshold);
136 AmbientOcclusion::Template::Loader::Loader(Template &t):
137 DataFile::DerivedObjectLoader<Template, PostProcessor::Template::Loader>(t)
139 add("darkness", &Template::darkness);
140 add("edge_depth_threshold", &Template::edge_depth_threshold);
141 add("occlusion_radius", &Template::occlusion_radius);
142 add("samples", &Template::n_samples);