2 #include "ambientocclusion.h"
14 AmbientOcclusion::AmbientOcclusion(unsigned w, unsigned h, float):
15 rotate_lookup(get_or_create_rotate_lookup()),
16 occlude_target(w, h, (RENDER_COLOR,R8)),
17 occlude_shader(Resources::get_global().get<Program>("_ambientocclusion_occlude.glsl.shader")),
18 combine_shader(Resources::get_global().get<Program>("_ambientocclusion_combine.glsl.shader")),
19 quad(Resources::get_global().get<Mesh>("_fullscreen_quad.mesh")),
20 linear_sampler(Resources::get_global().get<Sampler>("_linear_clamp.samp")),
21 nearest_clamp_sampler(Resources::get_global().get<Sampler>("_nearest_clamp.samp")),
22 nearest_sampler(Resources::get_global().get<Sampler>("_nearest.samp"))
25 set_occlusion_radius(0.5f);
27 set_edge_depth_threshold(0.1f);
30 const Texture2D &AmbientOcclusion::get_or_create_rotate_lookup()
32 Resources &resources = Resources::get_global();
34 static const string name = "_ambientocclusion_rotate.tex2d";
35 Texture2D *rotate_lookup = resources.find<Texture2D>(name);
37 return *rotate_lookup;
39 rotate_lookup = new Texture2D;
40 rotate_lookup->storage(RGBA8, 4, 4, 1);
41 resources.add(name, rotate_lookup);
43 unsigned char data[64];
44 for(unsigned i=0; i<16; ++i)
46 Geometry::Angle<float> a = Geometry::Angle<float>::from_turns(i*7/16.0f);
47 unsigned char c = (cos(a)*0.5f+0.5f)*255;
48 unsigned char s = (sin(a)*0.5f+0.5f)*255;
52 data[i*4+3] = ((i+i/4)%2)*255;
54 rotate_lookup->image(0, data);
56 return *rotate_lookup;
59 float AmbientOcclusion::radical_inverse(unsigned n)
61 unsigned inv = ((n&0x55)<<1) | ((n&0xAA)>>1);
62 inv = ((inv&0x33)<<2) | ((inv&0xCC)>>2);
63 inv = ((inv&0x0F)<<4) | ((inv&0xF0)>>4);
67 void AmbientOcclusion::set_n_samples(unsigned n)
70 throw out_of_range("AmbientOcclusion::set_n_samples");
72 vector<Vector3> sample_points(n);
73 for(unsigned i=0; i<n; ++i)
75 float r = static_cast<float>(i)/n;
76 float z = sqrt(1.0f-r*r);
77 float d = radical_inverse(i);
78 Geometry::Angle<float> a = Geometry::Angle<float>::from_turns(d);
79 sample_points[i] = Vector3(cos(a)*r, sin(a)*r, z)*(0.1f+0.9f*d*d);
81 shdata.uniform3_array("sample_points", n, &sample_points[0].x);
82 shdata.uniform("n_samples", static_cast<int>(n));
85 void AmbientOcclusion::set_occlusion_radius(float r)
87 shdata.uniform("occlusion_radius", r);
90 void AmbientOcclusion::set_darkness(float darkness)
92 shdata.uniform("darkness", darkness);
95 void AmbientOcclusion::set_edge_depth_threshold(float edt)
97 shdata.uniform("edge_depth_threshold", edt);
100 void AmbientOcclusion::render(Renderer &renderer, const Texture2D &color, const Texture2D &depth)
102 const Framebuffer *out_fbo = renderer.get_framebuffer();
104 Renderer::Push push(renderer);
105 renderer.set_texture("source", &color, &nearest_clamp_sampler);
106 renderer.set_texture("depth", &depth, &nearest_clamp_sampler);
107 renderer.set_texture("occlusion", &occlude_target.get_target_texture(RENDER_COLOR), &linear_sampler);
108 renderer.set_texture("rotate", &rotate_lookup, &nearest_sampler);
109 renderer.set_shader_program(&occlude_shader, &shdata);
111 renderer.set_framebuffer(&occlude_target.get_framebuffer());
114 renderer.set_framebuffer(out_fbo);
115 renderer.set_shader_program(&combine_shader);
119 void AmbientOcclusion::set_debug_name(const string &name)
122 occlude_target.set_debug_name(name+" [RT]");
123 shdata.set_debug_name(name+" [UBO]");
130 AmbientOcclusion::Template::Template():
132 occlusion_radius(0.5f),
134 edge_depth_threshold(0.1f)
137 AmbientOcclusion *AmbientOcclusion::Template::create(unsigned width, unsigned height) const
139 RefPtr<AmbientOcclusion> ao = new AmbientOcclusion(width/size_divisor, height/size_divisor);
140 ao->set_n_samples(n_samples);
141 ao->set_occlusion_radius(occlusion_radius);
142 ao->set_darkness(darkness);
143 ao->set_edge_depth_threshold(edge_depth_threshold);
148 AmbientOcclusion::Template::Loader::Loader(Template &t):
149 DataFile::DerivedObjectLoader<Template, PostProcessor::Template::Loader>(t)
151 add("darkness", &Template::darkness);
152 add("edge_depth_threshold", &Template::edge_depth_threshold);
153 add("occlusion_radius", &Template::occlusion_radius);
154 add("samples", &Template::n_samples);