-/* $Id$
-
-This file is part of libmspgl
-Copyright © 2010 Mikko Rasa, Mikkosoft Productions
-Distributed under the LGPL
-*/
-
+#define _USE_MATH_DEFINES
#include <cmath>
#include "ambientocclusion.h"
#include "blend.h"
-#include "meshbuilder.h"
+#include "shader.h"
#include "tests.h"
namespace {
-const char vertex_shader[] =
- "varying vec2 texcoord;\n"
- "void main()\n"
- "{\n"
- " gl_Position = gl_Vertex;\n"
- " texcoord = gl_Vertex.xy*0.5+0.5;\n"
- "}\n";
-
const char occlude_fs[] =
"uniform sampler2D depth;\n"
"uniform sampler2D rotate;\n"
" vec2 offs = transform*vec2(float(i)-1.5, float(j)-1.5);\n"
" float dxy = length(offs)*-sample;\n"
" float dz = depth_ratio.x/(texture2D(depth, texcoord+offs).r-depth_ratio.y)-sample;\n"
- " if(abs(dz)<3*dxy)\n"
+ " if(abs(dz)<3.0*dxy)\n"
" sum += atan(dz/dxy)/1.570796;\n"
- " else if(dz<0)\n"
+ " else if(dz<0.0)\n"
" sum -= 0.8;\n"
" }\n"
" gl_FragColor = vec4(min(1.0-sum*darkness/16.0, 1.0), 0.0, 0.0, 1.0);\n"
" vec2 offs = vec2(float(i)-1.5, float(j)-1.5)/screen_size;\n"
" float dxy = length(offs)*-sample;\n"
" float dz = depth_ratio.x/(texture2D(depth, texcoord+offs).r-depth_ratio.y)-sample;\n"
- " if(abs(dz)<3*dxy)\n"
+ " if(abs(dz)<3.0*dxy)\n"
" {\n"
" sum += texture2D(occlusion, texcoord+offs).r;\n"
" count += 1.0;\n"
namespace GL {
AmbientOcclusion::AmbientOcclusion(unsigned w, unsigned h, float depth_ratio):
- occlude_shader(vertex_shader, occlude_fs),
- combine_shader(vertex_shader, combine_fs),
- quad(VERTEX2)
+ quad(get_fullscreen_quad())
{
- occlusion.storage(GL::RGB, w, h);
- occlusion.set_min_filter(GL::NEAREST);
- occlusion.set_mag_filter(GL::NEAREST);
+ occlude_shader.attach_shader(get_fullscreen_vertex_shader());
+ occlude_shader.attach_shader_owned(new FragmentShader(occlude_fs));
+ occlude_shader.bind_attribute(get_component_type(VERTEX2), "vertex");
+ occlude_shader.link();
+
+ combine_shader.attach_shader(get_fullscreen_vertex_shader());
+ combine_shader.attach_shader_owned(new FragmentShader(combine_fs));
+ combine_shader.bind_attribute(get_component_type(VERTEX2), "vertex");
+ combine_shader.link();
+
+ occlusion.storage(RGB, w, h);
+ occlusion.set_min_filter(NEAREST);
+ occlusion.set_mag_filter(NEAREST);
+ occlusion.set_wrap(CLAMP_TO_EDGE);
fbo.attach(COLOR_ATTACHMENT0, occlusion, 0);
+ fbo.require_complete();
combine_texturing.attach(2, occlusion);
- rotate_lookup.storage(GL::RGBA, 4, 4);
- rotate_lookup.set_min_filter(GL::NEAREST);
- rotate_lookup.set_mag_filter(GL::NEAREST);
+ rotate_lookup.storage(RGBA, 4, 4);
+ rotate_lookup.set_min_filter(NEAREST);
+ rotate_lookup.set_mag_filter(NEAREST);
unsigned char data[64];
for(unsigned i=0; i<16; ++i)
{
data[i*3+2] = static_cast<unsigned char>(127-s*127);
data[i*3+4] = static_cast<unsigned char>(127+c*127);
}
- rotate_lookup.image(0, GL::RGBA, GL::UNSIGNED_BYTE, data);
+ rotate_lookup.image(0, RGBA, UNSIGNED_BYTE, data);
occlude_texturing.attach(1, rotate_lookup);
- occlude_shdata.uniform(occlude_shader.get_uniform_location("depth"), 0);
- occlude_shdata.uniform(occlude_shader.get_uniform_location("rotate"), 1);
- occlude_shdata.uniform(occlude_shader.get_uniform_location("screen_size"), w, h);
+ occlude_shdata.uniform("depth", 0);
+ occlude_shdata.uniform("rotate", 1);
+ occlude_shdata.uniform("screen_size", static_cast<float>(w), static_cast<float>(h));
- combine_shdata.uniform(combine_shader.get_uniform_location("color"), 1);
- combine_shdata.uniform(combine_shader.get_uniform_location("depth"), 0);
- combine_shdata.uniform(combine_shader.get_uniform_location("occlusion"), 2);
- combine_shdata.uniform(combine_shader.get_uniform_location("screen_size"), w, h);
+ combine_shdata.uniform("color", 1);
+ combine_shdata.uniform("depth", 0);
+ combine_shdata.uniform("occlusion", 2);
+ combine_shdata.uniform("screen_size", static_cast<float>(w), static_cast<float>(h));
set_depth_ratio(depth_ratio);
set_darkness(1.5);
-
- MeshBuilder bld(quad);
- bld.begin(TRIANGLE_STRIP);
- bld.vertex(-1, 1);
- bld.vertex(-1, -1);
- bld.vertex(1, 1);
- bld.vertex(1, -1);
- bld.end();
}
void AmbientOcclusion::set_depth_ratio(float depth_ratio)
{
depth_ratio = 1/depth_ratio;
- occlude_shdata.uniform(occlude_shader.get_uniform_location("depth_ratio"), depth_ratio, 1+depth_ratio);
- combine_shdata.uniform(combine_shader.get_uniform_location("depth_ratio"), depth_ratio, 1+depth_ratio);
+ occlude_shdata.uniform("depth_ratio", depth_ratio, 1+depth_ratio);
+ combine_shdata.uniform("depth_ratio", depth_ratio, 1+depth_ratio);
}
void AmbientOcclusion::set_darkness(float darkness)
{
- occlude_shdata.uniform(occlude_shader.get_uniform_location("darkness"), darkness);
+ occlude_shdata.uniform("darkness", darkness);
}
void AmbientOcclusion::render(const Texture2D &color, const Texture2D &depth)
combine_texturing.attach(0, depth);
combine_texturing.attach(1, color);
- Bind unbind_dtest(static_cast<DepthTest *>(0), true);
- Bind unbind_blend(static_cast<Blend *>(0), true);
+ BindRestore unbind_dtest(static_cast<DepthTest *>(0));
+ BindRestore unbind_blend(static_cast<Blend *>(0));
+ Bind bind_mesh(quad);
{
- GL::Bind bind_fbo(fbo, true);
- GL::Bind bind_tex(occlude_texturing);
- GL::Bind bind_shader(occlude_shader);
+ BindRestore bind_fbo(fbo);
+ Bind bind_tex(occlude_texturing);
+ Bind bind_shader(occlude_shader);
occlude_shdata.apply();
quad.draw();
}
- GL::Bind bind_tex(combine_texturing);
- GL::Bind bind_shader(combine_shader);
+ Bind bind_tex(combine_texturing);
+ Bind bind_shader(combine_shader);
combine_shdata.apply();
quad.draw();
}