+++ /dev/null
-#define _USE_MATH_DEFINES
-#include <cmath>
-#include "ambientocclusion.h"
-#include "blend.h"
-#include "shader.h"
-#include "tests.h"
-
-namespace Msp {
-namespace GL {
-
-AmbientOcclusion::AmbientOcclusion(unsigned w, unsigned h, float depth_ratio):
- occlude_shader("ambientocclusion_occlude.glsl"),
- combine_shader("ambientocclusion_combine.glsl"),
- quad(get_fullscreen_quad())
-{
- 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(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)
- {
- float a = ((i*541)%16)*M_PI/32;
- float c = cos(a);
- float s = sin(a);
- data[i*3 ] = static_cast<unsigned char>(127+c*127);
- data[i*3+1] = static_cast<unsigned char>(127+s*127);
- 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, 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", static_cast<float>(w), static_cast<float>(h));
-
- combine_shdata.uniform("source", 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);
-}
-
-void AmbientOcclusion::set_depth_ratio(float 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("darkness", darkness);
-}
-
-void AmbientOcclusion::render(const Texture2D &color, const Texture2D &depth)
-{
- occlude_texturing.attach(0, depth);
- combine_texturing.attach(0, depth);
- combine_texturing.attach(1, color);
-
- BindRestore unbind_dtest(static_cast<DepthTest *>(0));
- BindRestore unbind_blend(static_cast<Blend *>(0));
- Bind bind_mesh(quad);
-
- {
- BindRestore bind_fbo(fbo);
- Bind bind_tex(occlude_texturing);
- Bind bind_shader(occlude_shader);
- occlude_shdata.apply();
- quad.draw();
- }
-
- Bind bind_tex(combine_texturing);
- Bind bind_shader(combine_shader);
- combine_shdata.apply();
- quad.draw();
-}
-
-} // namespace GL
-} // namespace Msp