]> git.tdb.fi Git - libs/gl.git/blobdiff - source/ambientocclusion.cpp
Lots of comment updates
[libs/gl.git] / source / ambientocclusion.cpp
index a3d8894cfe0d7a3735d37c0c44088ddf0a087670..e22e039159a39b1b57927c77aa47a4053f916080 100644 (file)
@@ -1,26 +1,11 @@
-/* $Id$
-
-This file is part of libmspgl
-Copyright © 2010  Mikko Rasa, Mikkosoft Productions
-Distributed under the LGPL
-*/
-
 #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"
@@ -31,19 +16,21 @@ const char occlude_fs[] =
        "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)*0.02;\n"
-       "       float depth_avg = 0.0;\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"
-       "                       depth_avg += depth_ratio.x/(texture2D(depth, texcoord+offs).r-depth_ratio.y);\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"
-       "       depth_avg /= 16;\n"
-       "       float sample = depth_ratio.x/(texture2D(depth, texcoord).r-depth_ratio.y);\n"
-       "       float diff = sample-depth_avg;\n"
-       "       float shade = min(diff*darkness, 0.0)+1.0;\n"
-       "       gl_FragColor = vec4(shade, 0.0, 0.0, 1.0);\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[] =
@@ -52,7 +39,6 @@ const char combine_fs[] =
        "uniform sampler2D occlusion;\n"
        "uniform vec2 screen_size;\n"
        "uniform vec2 depth_ratio;\n"
-       "uniform float edge_threshold;\n"
        "varying vec2 texcoord;\n"
        "void main()\n"
        "{\n"
@@ -63,8 +49,9 @@ const char combine_fs[] =
        "               for(int j=0; j<=3; ++j)\n"
        "               {\n"
        "                       vec2 offs = vec2(float(i)-1.5, float(j)-1.5)/screen_size;\n"
-       "                       float depth = depth_ratio.x/(texture2D(depth, texcoord+offs).r-depth_ratio.y);\n"
-       "                       if(abs(depth-sample)<edge_threshold)\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"
@@ -79,10 +66,16 @@ namespace Msp {
 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())
 {
+       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);
@@ -108,35 +101,30 @@ AmbientOcclusion::AmbientOcclusion(unsigned w, unsigned h, float depth_ratio):
 
        occlude_texturing.attach(1, rotate_lookup);
 
+       occlude_shdata.uniform("depth", 0);
+       occlude_shdata.uniform("rotate", 1);
+       occlude_shdata.uniform("screen_size", w, h);
+
+       combine_shdata.uniform("color", 1);
+       combine_shdata.uniform("depth", 0);
+       combine_shdata.uniform("occlusion", 2);
+       combine_shdata.uniform("screen_size", w, 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(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(occlude_shader.get_uniform_location("depth_ratio"), depth_ratio, 1+depth_ratio);
-
-       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(combine_shader.get_uniform_location("depth_ratio"), depth_ratio, 1+depth_ratio);
-       combine_shdata.uniform(combine_shader.get_uniform_location("edge_threshold"), 0.05f);
-
-       set_darkness(15);
-
-       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();
+       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 d)
+void AmbientOcclusion::set_darkness(float darkness)
 {
-       darkness = d;
-       occlude_shdata.uniform(occlude_shader.get_uniform_location("darkness"), darkness);
+       occlude_shdata.uniform("darkness", darkness);
 }
 
 void AmbientOcclusion::render(const Texture2D &color, const Texture2D &depth)