-/* $Id$
-
-This file is part of libmspgl
-Copyright © 2010-2011 Mikko Rasa, Mikkosoft Productions
-Distributed under the LGPL
-*/
-
+#define _USE_MATH_DEFINES
#include <cmath>
#include "ambientocclusion.h"
#include "blend.h"
-#include "meshbuilder.h"
+#include "renderer.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"
- "uniform vec2 screen_size;\n"
- "uniform vec2 depth_ratio;\n"
- "uniform float darkness;\n"
- "varying vec2 texcoord;\n"
- "void main()\n"
- "{\n"
- " mat2 transform = mat2(texture2D(rotate, texcoord*screen_size/4.0)*2.0-1.0)\n"
- " *mat2(screen_size.y/screen_size.x, 0.0, 0.0, 1.0)*3.0/screen_size.y;\n"
- " float sample = depth_ratio.x/(texture2D(depth, texcoord).r-depth_ratio.y);\n"
- " float sum = 0.0;\n"
- " for(int i=0; i<=3; ++i)\n"
- " for(int j=0; j<=3; ++j)\n"
- " {\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"
- " sum += atan(dz/dxy)/1.570796;\n"
- " else if(dz<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"
- "}\n";
-
-const char combine_fs[] =
- "uniform sampler2D color;\n"
- "uniform sampler2D depth;\n"
- "uniform sampler2D occlusion;\n"
- "uniform vec2 screen_size;\n"
- "uniform vec2 depth_ratio;\n"
- "varying vec2 texcoord;\n"
- "void main()\n"
- "{\n"
- " float sample = depth_ratio.x/(texture2D(depth, texcoord).r-depth_ratio.y);\n"
- " float sum = 1.0;\n"
- " float count = 1.0;\n"
- " for(int i=0; i<=3; ++i)\n"
- " for(int j=0; j<=3; ++j)\n"
- " {\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"
- " {\n"
- " sum += texture2D(occlusion, texcoord+offs).r;\n"
- " count += 1.0;\n"
- " }\n"
- " }\n"
- " gl_FragColor = texture2D(color, texcoord)*sum/count;\n"
- "}\n";
-
-}
-
namespace Msp {
namespace GL {
AmbientOcclusion::AmbientOcclusion(unsigned w, unsigned h, float depth_ratio):
- occlude_shader(vertex_shader, occlude_fs),
- occlude_shdata(occlude_shader),
- combine_shader(vertex_shader, combine_fs),
- combine_shdata(combine_shader),
- quad(VERTEX2)
+ occlude_shader("ambientocclusion_occlude.glsl"),
+ combine_shader("ambientocclusion_combine.glsl"),
+ quad(get_fullscreen_quad())
{
- occlusion.storage(GL::RGB, w, h);
- occlusion.set_min_filter(GL::NEAREST);
- occlusion.set_mag_filter(GL::NEAREST);
+ 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("depth", 0);
occlude_shdata.uniform("rotate", 1);
- occlude_shdata.uniform("screen_size", w, h);
+ occlude_shdata.uniform("screen_size", static_cast<float>(w), static_cast<float>(h));
- combine_shdata.uniform("color", 1);
+ combine_shdata.uniform("source", 1);
combine_shdata.uniform("depth", 0);
combine_shdata.uniform("occlusion", 2);
- combine_shdata.uniform("screen_size", w, h);
+ 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)
occlude_shdata.uniform("darkness", darkness);
}
-void AmbientOcclusion::render(const Texture2D &color, const Texture2D &depth)
+void AmbientOcclusion::render(Renderer &renderer, const Texture2D &color, const Texture2D &depth)
{
occlude_texturing.attach(0, 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);
{
- GL::Bind bind_fbo(fbo, true);
- GL::Bind bind_tex(occlude_texturing);
- GL::Bind bind_shader(occlude_shader);
- occlude_shdata.apply();
- quad.draw();
+ Renderer::Push push(renderer);
+ BindRestore bind_fbo(fbo);
+ renderer.set_texturing(&occlude_texturing);
+ renderer.set_shader_program(&occlude_shader, &occlude_shdata);
+ quad.draw(renderer);
}
- GL::Bind bind_tex(combine_texturing);
- GL::Bind bind_shader(combine_shader);
- combine_shdata.apply();
- quad.draw();
+ Renderer::Push push(renderer);
+ renderer.set_texturing(&combine_texturing);
+ renderer.set_shader_program(&combine_shader, &combine_shdata);
+ quad.draw(renderer);
}
} // namespace GL