-#include <cmath>
+#include <algorithm>
#include "ambientocclusion.h"
#include "blend.h"
+#include "camera.h"
+#include "renderer.h"
#include "shader.h"
#include "tests.h"
-namespace {
-
-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";
-
-}
+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,RED)),
+ occlude_shader("ambientocclusion_occlude.glsl"),
+ combine_shader("ambientocclusion_combine.glsl"),
quad(get_fullscreen_quad())
{
- occlude_shader.attach_shader(get_fullscreen_vertex_shader());
- occlude_shader.attach_shader_owned(new Shader(FRAGMENT_SHADER, occlude_fs));
- occlude_shader.link();
-
- combine_shader.attach_shader(get_fullscreen_vertex_shader());
- combine_shader.attach_shader_owned(new Shader(FRAGMENT_SHADER, combine_fs));
- combine_shader.link();
-
- occlusion.storage(GL::RGB, w, h);
- occlusion.set_min_filter(GL::NEAREST);
- occlusion.set_mag_filter(GL::NEAREST);
- fbo.attach(COLOR_ATTACHMENT0, occlusion, 0);
+ occlude_target.set_texture_filter(LINEAR);
+ texturing.attach(2, occlude_target.get_target_texture(RENDER_COLOR));
- 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);
+ unsigned seed = 1;
+ rotate_lookup.storage(RGBA, 4, 4, 1);
+ rotate_lookup.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, GL::RGBA, GL::UNSIGNED_BYTE, data);
+ rotate_lookup.image(0, RGBA, UNSIGNED_BYTE, 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", w, 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("color", 1);
- combine_shdata.uniform("depth", 0);
- combine_shdata.uniform("occlusion", 2);
- combine_shdata.uniform("screen_size", w, 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::render(const Texture2D &color, const Texture2D &depth)
+void AmbientOcclusion::set_edge_depth_threshold(float edt)
{
- occlude_texturing.attach(0, depth);
- combine_texturing.attach(0, depth);
- combine_texturing.attach(1, color);
+ shdata.uniform("edge_depth_threshold", edt);
+}
- Bind unbind_dtest(static_cast<DepthTest *>(0), true);
- Bind unbind_blend(static_cast<Blend *>(0), true);
+void AmbientOcclusion::render(Renderer &renderer, const Texture2D &color, const Texture2D &depth)
+{
+ texturing.attach(0, color);
+ texturing.attach(1, depth);
+
+ if(renderer.get_camera())
+ shdata.uniform("inverse_projection", invert(renderer.get_camera()->get_projection_matrix()));
+
+ Renderer::Push push(renderer);
+ renderer.set_texturing(&texturing);
+ renderer.set_shader_program(&occlude_shader, &shdata);
{
- GL::Bind bind_fbo(fbo, true);
- GL::Bind bind_tex(occlude_texturing);
- GL::Bind bind_shader(occlude_shader);
- occlude_shdata.apply();
- quad.draw();
+ BindRestore bind_fbo(occlude_target.get_framebuffer());
+ quad.draw(renderer);
}
- GL::Bind bind_tex(combine_texturing);
- GL::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