-#define _USE_MATH_DEFINES
-#include <cmath>
+#include <algorithm>
#include "ambientocclusion.h"
#include "blend.h"
+#include "camera.h"
+#include "renderer.h"
#include "shader.h"
#include "tests.h"
+using namespace std;
+
namespace Msp {
namespace GL {
-AmbientOcclusion::AmbientOcclusion(unsigned w, unsigned h, float depth_ratio):
+AmbientOcclusion::AmbientOcclusion(unsigned w, unsigned h, float):
+ occlude_target(w, h, (RENDER_COLOR,R8)),
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);
+ occlude_target.set_texture_filter(LINEAR);
+ texturing.attach(2, occlude_target.get_target_texture(RENDER_COLOR));
+
+ unsigned seed = 1;
+ rotate_lookup.storage(RGBA8, 4, 4, 1);
+ rotate_lookup.get_default_sampler().set_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);
+ Geometry::Angle<float> a = Geometry::Angle<float>::from_turns(random(seed));
+ unsigned char c = (cos(a)*0.5f+0.5f)*255;
+ unsigned char s = (sin(a)*0.5f+0.5f)*255;
+ data[i*4 ] = c;
+ data[i*4+1] = s;
+ data[i*4+2] = 255-s;
+ data[i*4+3] = ((i+i/4)%2)*255;
}
- rotate_lookup.image(0, RGBA, UNSIGNED_BYTE, data);
+ rotate_lookup.image(0, data);
- occlude_texturing.attach(1, rotate_lookup);
+ texturing.attach(3, 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));
+ shdata.uniform("source", 0);
+ shdata.uniform("depth", 1);
+ shdata.uniform("occlusion", 2);
+ shdata.uniform("rotate", 3);
+ shdata.uniform("inverse_projection", Matrix());
- 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_n_samples(16);
+ set_occlusion_radius(0.5f);
+ set_darkness(1.0f);
+ set_edge_depth_threshold(0.1f);
+}
- set_depth_ratio(depth_ratio);
- set_darkness(1.5);
+float AmbientOcclusion::random(unsigned &seed)
+{
+ static const unsigned modulus = (1U<<31)-1;
+ seed = (static_cast<UInt64>(seed)*48271)%modulus; // minstd
+ return static_cast<float>(seed)/(modulus-1);
}
-void AmbientOcclusion::set_depth_ratio(float depth_ratio)
+void AmbientOcclusion::set_n_samples(unsigned n)
{
- depth_ratio = 1/depth_ratio;
+ if(n<1 || n>32)
+ throw out_of_range("AmbientOcclusion::set_n_samples");
- occlude_shdata.uniform("depth_ratio", depth_ratio, 1+depth_ratio);
- combine_shdata.uniform("depth_ratio", depth_ratio, 1+depth_ratio);
+ unsigned seed = 1;
+ float radius_divisor = (n-1)*(n-1);
+ Vector3 sample_points[32];
+ for(unsigned i=0; i<n; ++i)
+ {
+ Vector3 v(random(seed)-0.5f, random(seed)-0.5f, random(seed)-0.5f);
+ sample_points[i] = normalize(v)*(0.1f+0.9f*i*i/radius_divisor);
+ }
+ shdata.uniform3_array("sample_points", n, &sample_points[0].x);
+ shdata.uniform("n_samples", static_cast<int>(n));
+}
+
+void AmbientOcclusion::set_occlusion_radius(float r)
+{
+ shdata.uniform("occlusion_radius", r);
}
void AmbientOcclusion::set_darkness(float darkness)
{
- occlude_shdata.uniform("darkness", darkness);
+ shdata.uniform("darkness", darkness);
+}
+
+void AmbientOcclusion::set_edge_depth_threshold(float edt)
+{
+ shdata.uniform("edge_depth_threshold", edt);
}
-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);
+ texturing.attach(0, color);
+ texturing.attach(1, depth);
+
+ if(renderer.get_camera())
+ shdata.uniform("inverse_projection", invert(renderer.get_camera()->get_projection_matrix()));
- Bind bind_mesh(quad);
+ Renderer::Push push(renderer);
+ renderer.set_texturing(&texturing);
+ renderer.set_shader_program(&occlude_shader, &shdata);
{
- BindRestore bind_fbo(fbo);
- Bind bind_tex(occlude_texturing);
- Bind bind_shader(occlude_shader);
- occlude_shdata.apply();
- quad.draw();
+ BindRestore bind_fbo(occlude_target.get_framebuffer());
+ quad->draw(renderer);
}
- Bind bind_tex(combine_texturing);
- Bind bind_shader(combine_shader);
- combine_shdata.apply();
- quad.draw();
+ renderer.set_shader_program(&combine_shader);
+ quad->draw(renderer);
+}
+
+
+AmbientOcclusion::Template::Template():
+ n_samples(16),
+ occlusion_radius(0.5f),
+ darkness(1.0f),
+ edge_depth_threshold(0.1f)
+{ }
+
+AmbientOcclusion *AmbientOcclusion::Template::create(unsigned width, unsigned height) const
+{
+ RefPtr<AmbientOcclusion> ao = new AmbientOcclusion(width/size_divisor, height/size_divisor);
+ ao->set_n_samples(n_samples);
+ ao->set_occlusion_radius(occlusion_radius);
+ ao->set_darkness(darkness);
+ ao->set_edge_depth_threshold(edge_depth_threshold);
+ return ao.release();
+}
+
+
+AmbientOcclusion::Template::Loader::Loader(Template &t):
+ DataFile::DerivedObjectLoader<Template, PostProcessor::Template::Loader>(t)
+{
+ add("darkness", &Template::darkness);
+ add("edge_depth_threshold", &Template::edge_depth_threshold);
+ add("occlusion_radius", &Template::occlusion_radius);
+ add("samples", &Template::n_samples);
}
} // namespace GL