*/
class AmbientOcclusion: public PostProcessor
{
+public:
+ struct Template: PostProcessor::Template
+ {
+ class Loader: public DataFile::DerivedObjectLoader<Template, PostProcessor::Template::Loader>
+ {
+ public:
+ Loader(Template &);
+ };
+
+ unsigned n_samples;
+ float occlusion_radius;
+ float darkness;
+ float edge_depth_threshold;
+
+ Template();
+
+ virtual AmbientOcclusion *create(unsigned, unsigned) const;
+ };
+
private:
Texture2D rotate_lookup;
RenderTarget occlude_target;
- Texturing occlude_texturing;
+ Texturing texturing;
Program occlude_shader;
- ProgramData occlude_shdata;
- Texturing combine_texturing;
Program combine_shader;
- ProgramData combine_shdata;
+ mutable ProgramData shdata;
const Mesh &quad;
public:
- AmbientOcclusion(unsigned, unsigned, float);
+ AmbientOcclusion(unsigned, unsigned, float = 1.0f);
+
+private:
+ static float random(unsigned &);
+
+public:
+ void set_n_samples(unsigned);
+ void set_occlusion_radius(float);
+ void set_edge_depth_threshold(float);
- void set_depth_ratio(float);
void set_darkness(float);
virtual void render(Renderer &, const Texture2D &, const Texture2D &);