From 5687bb2b8cd7715b5a5c5bb1d75f42992a23a56c Mon Sep 17 00:00:00 2001 From: Mikko Rasa Date: Sun, 19 Dec 2010 13:22:54 +0000 Subject: [PATCH] Improve the ambient occlusion algorithm Allow changing the depth ratio Use correct winding for the triangle strip Set pipeline texture wrapping to CLAMP_TO_EDGE --- source/ambientocclusion.cpp | 47 ++++++++++++++++++++----------------- source/ambientocclusion.h | 2 +- source/pipeline.cpp | 2 ++ 3 files changed, 29 insertions(+), 22 deletions(-) diff --git a/source/ambientocclusion.cpp b/source/ambientocclusion.cpp index a3d8894c..2775e854 100644 --- a/source/ambientocclusion.cpp +++ b/source/ambientocclusion.cpp @@ -31,19 +31,21 @@ 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*dxy)\n" + " sum += atan(dz/dxy)/1.570796;\n" + " else if(dz<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 +54,6 @@ 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 +64,9 @@ 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)set_min_filter(NEAREST); color_buf->set_mag_filter(NEAREST); + color_buf->set_wrap(CLAMP_TO_EDGE); color_buf->storage((hdr ? RGB16F : RGB), width, height); fbo->attach(COLOR_ATTACHMENT0, *color_buf, 0); depth_buf = new Texture2D; depth_buf->set_min_filter(NEAREST); depth_buf->set_mag_filter(NEAREST); + depth_buf->set_wrap(CLAMP_TO_EDGE); depth_buf->storage(DEPTH_COMPONENT, width, height); fbo->attach(DEPTH_ATTACHMENT, *depth_buf, 0); } -- 2.45.2