X-Git-Url: http://git.tdb.fi/?a=blobdiff_plain;f=source%2Fambientocclusion.cpp;h=444b18b8354cd620fe900ece6ef1c873e6450995;hb=b2764a3a349b48d7445202faa903383386c09a4c;hp=a3d8894cfe0d7a3735d37c0c44088ddf0a087670;hpb=c216893af147042e40c389e2530e71277c343044;p=libs%2Fgl.git diff --git a/source/ambientocclusion.cpp b/source/ambientocclusion.cpp index a3d8894c..444b18b8 100644 --- a/source/ambientocclusion.cpp +++ b/source/ambientocclusion.cpp @@ -1,26 +1,12 @@ -/* $Id$ - -This file is part of libmspgl -Copyright © 2010 Mikko Rasa, Mikkosoft Productions -Distributed under the LGPL -*/ - +#define _USE_MATH_DEFINES #include #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 +17,21 @@ 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)<3.0*dxy)\n" + " sum += atan(dz/dxy)/1.570796;\n" + " else if(dz<0.0)\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 +40,6 @@ 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 +50,9 @@ 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)(127-s*127); data[i*3+4] = static_cast(127+c*127); } - rotate_lookup.image(0, GL::RGBA, GL::UNSIGNED_BYTE, data); + rotate_lookup.image(0, RGBA, UNSIGNED_BYTE, data); occlude_texturing.attach(1, rotate_lookup); + occlude_shdata.uniform("depth", 0); + occlude_shdata.uniform("rotate", 1); + occlude_shdata.uniform("screen_size", static_cast(w), static_cast(h)); + + combine_shdata.uniform("color", 1); + combine_shdata.uniform("depth", 0); + combine_shdata.uniform("occlusion", 2); + combine_shdata.uniform("screen_size", static_cast(w), static_cast(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) @@ -145,19 +138,20 @@ void AmbientOcclusion::render(const Texture2D &color, const Texture2D &depth) combine_texturing.attach(0, depth); combine_texturing.attach(1, color); - Bind unbind_dtest(static_cast(0), true); - Bind unbind_blend(static_cast(0), true); + BindRestore unbind_dtest(static_cast(0)); + BindRestore unbind_blend(static_cast(0)); + Bind bind_mesh(quad); { - GL::Bind bind_fbo(fbo, true); - GL::Bind bind_tex(occlude_texturing); - GL::Bind bind_shader(occlude_shader); + BindRestore bind_fbo(fbo); + Bind bind_tex(occlude_texturing); + Bind bind_shader(occlude_shader); occlude_shdata.apply(); quad.draw(); } - GL::Bind bind_tex(combine_texturing); - GL::Bind bind_shader(combine_shader); + Bind bind_tex(combine_texturing); + Bind bind_shader(combine_shader); combine_shdata.apply(); quad.draw(); }