#include "ambientocclusion.h"
#include "blend.h"
#include "camera.h"
+#include "mesh.h"
#include "renderer.h"
#include "resources.h"
-#include "shader.h"
-#include "tests.h"
+#include "texture2d.h"
using namespace std;
AmbientOcclusion::AmbientOcclusion(unsigned w, unsigned h, float):
rotate_lookup(get_or_create_rotate_lookup()),
- occlude_target(w, h, (RENDER_COLOR,R8)),
+ occlude_target(w, h, (COLOR_ATTACHMENT,R8)),
occlude_shader(Resources::get_global().get<Program>("_ambientocclusion_occlude.glsl.shader")),
combine_shader(Resources::get_global().get<Program>("_ambientocclusion_combine.glsl.shader")),
quad(Resources::get_global().get<Mesh>("_fullscreen_quad.mesh")),
{
Resources &resources = Resources::get_global();
- static const string name = "_ambientocclusion_rotate.tex2d";
+ static const string name = "_ambientocclusion_rotate.tex";
Texture2D *rotate_lookup = resources.find<Texture2D>(name);
if(rotate_lookup)
return *rotate_lookup;
rotate_lookup->storage(RGBA8, 4, 4, 1);
resources.add(name, rotate_lookup);
- unsigned seed = 1;
unsigned char data[64];
for(unsigned i=0; i<16; ++i)
{
- Geometry::Angle<float> a = Geometry::Angle<float>::from_turns(random(seed));
+ Geometry::Angle<float> a = Geometry::Angle<float>::from_turns(i*7/16.0f);
unsigned char c = (cos(a)*0.5f+0.5f)*255;
unsigned char s = (sin(a)*0.5f+0.5f)*255;
data[i*4 ] = c;
return *rotate_lookup;
}
-float AmbientOcclusion::random(unsigned &seed)
+float AmbientOcclusion::radical_inverse(unsigned n)
{
- static const unsigned modulus = (1U<<31)-1;
- seed = (static_cast<UInt64>(seed)*48271)%modulus; // minstd
- return static_cast<float>(seed)/(modulus-1);
+ unsigned inv = ((n&0x55)<<1) | ((n&0xAA)>>1);
+ inv = ((inv&0x33)<<2) | ((inv&0xCC)>>2);
+ inv = ((inv&0x0F)<<4) | ((inv&0xF0)>>4);
+ return inv/256.0f;
}
void AmbientOcclusion::set_n_samples(unsigned n)
{
- if(n<1 || n>32)
+ if(n<1 || n>128)
throw out_of_range("AmbientOcclusion::set_n_samples");
- unsigned seed = 1;
- float radius_divisor = (n-1)*(n-1);
- Vector3 sample_points[32];
+ vector<Vector3> sample_points(n);
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);
+ float r = static_cast<float>(i)/n;
+ float z = sqrt(1.0f-r*r);
+ float d = radical_inverse(i);
+ Geometry::Angle<float> a = Geometry::Angle<float>::from_turns(d);
+ sample_points[i] = Vector3(cos(a)*r, sin(a)*r, z)*(0.1f+0.9f*d*d);
}
shdata.uniform3_array("sample_points", n, &sample_points[0].x);
shdata.uniform("n_samples", static_cast<int>(n));
void AmbientOcclusion::render(Renderer &renderer, const Texture2D &color, const Texture2D &depth)
{
+ const Framebuffer *out_fbo = renderer.get_framebuffer();
+
Renderer::Push push(renderer);
renderer.set_texture("source", &color, &nearest_clamp_sampler);
renderer.set_texture("depth", &depth, &nearest_clamp_sampler);
- renderer.set_texture("occlusion", &occlude_target.get_target_texture(RENDER_COLOR), &linear_sampler);
+ renderer.set_texture("occlusion", &occlude_target.get_target_texture(COLOR_ATTACHMENT), &linear_sampler);
renderer.set_texture("rotate", &rotate_lookup, &nearest_sampler);
renderer.set_shader_program(&occlude_shader, &shdata);
- {
- BindRestore bind_fbo(occlude_target.get_framebuffer());
- quad.draw(renderer);
- }
+ renderer.set_framebuffer(&occlude_target.get_framebuffer());
+ quad.draw(renderer);
+ renderer.set_framebuffer(out_fbo);
renderer.set_shader_program(&combine_shader);
quad.draw(renderer);
}
+void AmbientOcclusion::set_debug_name(const string &name)
+{
+#ifdef DEBUG
+ occlude_target.set_debug_name(name+" [RT]");
+ shdata.set_debug_name(name+" [UBO]");
+#else
+ (void)name;
+#endif
+}
-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
{