X-Git-Url: http://git.tdb.fi/?a=blobdiff_plain;f=source%2Feffects%2Fambientocclusion.h;h=d055c6851e1aa362c4aaab1ea2fb8a3c91ef5662;hb=f853ca0a365ae8b43ba8b2f4d6f21cd1c2bd4bd5;hp=71a9270337a0d8517ab848ad2a9dd11dad22d548;hpb=9489e2fe00469212c42a38fd8c77a15a8ad9e465;p=libs%2Fgl.git diff --git a/source/effects/ambientocclusion.h b/source/effects/ambientocclusion.h index 71a92703..d055c685 100644 --- a/source/effects/ambientocclusion.h +++ b/source/effects/ambientocclusion.h @@ -1,19 +1,17 @@ #ifndef MSP_GL_AMBIENTOCCLUSION_H_ #define MSP_GL_AMBIENTOCCLUSION_H_ -#include "framebuffer.h" -#include "mesh.h" #include "postprocessor.h" -#include "program.h" #include "programdata.h" #include "rendertarget.h" -#include "texture2d.h" namespace Msp { namespace GL { +class Program; + /** -Implements screen-space ambient occlusion. +Darkens recessed areas of the scene to simulate the occlusion of ambient light. http://en.wikipedia.org/wiki/Screen_Space_Ambient_Occlusion */ @@ -28,18 +26,16 @@ public: Loader(Template &); }; - unsigned n_samples; - float occlusion_radius; - float darkness; - float edge_depth_threshold; - - Template(); + unsigned n_samples = 16; + float occlusion_radius = 0.5f; + float darkness = 1.0f; + float edge_depth_threshold = 0.1f; virtual AmbientOcclusion *create(unsigned, unsigned) const; }; private: - Texture2D rotate_lookup; + const Texture2D &rotate_lookup; RenderTarget occlude_target; const Program &occlude_shader; const Program &combine_shader; @@ -50,10 +46,11 @@ private: const Sampler &nearest_sampler; public: - AmbientOcclusion(unsigned, unsigned, float = 1.0f); + AmbientOcclusion(unsigned, unsigned); private: - static float random(unsigned &); + static const Texture2D &get_or_create_rotate_lookup(); + static float radical_inverse(unsigned); public: void set_n_samples(unsigned); @@ -63,6 +60,8 @@ public: void set_darkness(float); virtual void render(Renderer &, const Texture2D &, const Texture2D &); + + virtual void set_debug_name(const std::string &); }; } // namespace GL