X-Git-Url: http://git.tdb.fi/?a=blobdiff_plain;f=source%2Fambientocclusion.cpp;h=53b51e127d0993ce8e15093d1d1b1dc25c59c192;hb=3b159edbe4e80a2bc19c4c2fcd42cb996b9fbfe0;hp=278720cec48fac4903661f4f52010fa99a3b19b1;hpb=d435f7230c5b2e3a5b9ccc7f38d16f6f3ece812a;p=libs%2Fgl.git diff --git a/source/ambientocclusion.cpp b/source/ambientocclusion.cpp index 278720ce..53b51e12 100644 --- a/source/ambientocclusion.cpp +++ b/source/ambientocclusion.cpp @@ -1,85 +1,25 @@ +#define _USE_MATH_DEFINES #include #include "ambientocclusion.h" #include "blend.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"; - -} - namespace Msp { namespace GL { AmbientOcclusion::AmbientOcclusion(unsigned w, unsigned h, float depth_ratio): + 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 FragmentShader(occlude_fs)); - occlude_shader.link(); - - combine_shader.attach_shader(get_fullscreen_vertex_shader()); - combine_shader.attach_shader_owned(new FragmentShader(combine_fs)); - combine_shader.link(); - occlusion.storage(RGB, w, h); occlusion.set_min_filter(NEAREST); occlusion.set_mag_filter(NEAREST); + occlusion.set_wrap(CLAMP_TO_EDGE); fbo.attach(COLOR_ATTACHMENT0, occlusion, 0); + fbo.require_complete(); combine_texturing.attach(2, occlusion); @@ -103,12 +43,12 @@ AmbientOcclusion::AmbientOcclusion(unsigned w, unsigned h, float depth_ratio): occlude_shdata.uniform("depth", 0); occlude_shdata.uniform("rotate", 1); - occlude_shdata.uniform("screen_size", w, h); + occlude_shdata.uniform("screen_size", static_cast(w), static_cast(h)); - combine_shdata.uniform("color", 1); + combine_shdata.uniform("source", 1); combine_shdata.uniform("depth", 0); combine_shdata.uniform("occlusion", 2); - combine_shdata.uniform("screen_size", w, h); + combine_shdata.uniform("screen_size", static_cast(w), static_cast(h)); set_depth_ratio(depth_ratio); set_darkness(1.5); @@ -127,27 +67,25 @@ void AmbientOcclusion::set_darkness(float darkness) occlude_shdata.uniform("darkness", darkness); } -void AmbientOcclusion::render(const Texture2D &color, const Texture2D &depth) +void AmbientOcclusion::render(Renderer &renderer, const Texture2D &color, const Texture2D &depth) { occlude_texturing.attach(0, 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); { - Bind bind_fbo(fbo, true); - Bind bind_tex(occlude_texturing); - Bind bind_shader(occlude_shader); - occlude_shdata.apply(); - quad.draw(); + Renderer::Push push(renderer); + BindRestore bind_fbo(fbo); + renderer.set_texturing(&occlude_texturing); + renderer.set_shader_program(&occlude_shader, &occlude_shdata); + quad.draw(renderer); } - Bind bind_tex(combine_texturing); - Bind bind_shader(combine_shader); - combine_shdata.apply(); - quad.draw(); + Renderer::Push push(renderer); + renderer.set_texturing(&combine_texturing); + renderer.set_shader_program(&combine_shader, &combine_shdata); + quad.draw(renderer); } } // namespace GL