]> git.tdb.fi Git - libs/gl.git/blob - source/ambientocclusion.cpp
Remove some methods that have been deprecated for a long while
[libs/gl.git] / source / ambientocclusion.cpp
1 #define _USE_MATH_DEFINES
2 #include <cmath>
3 #include "ambientocclusion.h"
4 #include "blend.h"
5 #include "renderer.h"
6 #include "shader.h"
7 #include "tests.h"
8
9 namespace Msp {
10 namespace GL {
11
12 AmbientOcclusion::AmbientOcclusion(unsigned w, unsigned h, float depth_ratio):
13         occlude_target(w, h, (RENDER_COLOR,RGB)),
14         occlude_shader("ambientocclusion_occlude.glsl"),
15         combine_shader("ambientocclusion_combine.glsl"),
16         quad(get_fullscreen_quad())
17 {
18         texturing.attach(2, occlude_target.get_target_texture(RENDER_COLOR));
19
20         rotate_lookup.storage(RGBA, 4, 4);
21         rotate_lookup.set_min_filter(NEAREST);
22         rotate_lookup.set_mag_filter(NEAREST);
23         unsigned char data[64];
24         for(unsigned i=0; i<16; ++i)
25         {
26                 float a = ((i*541)%16)*M_PI/32;
27                 float c = cos(a);
28                 float s = sin(a);
29                 data[i*3  ] = static_cast<unsigned char>(127+c*127);
30                 data[i*3+1] = static_cast<unsigned char>(127+s*127);
31                 data[i*3+2] = static_cast<unsigned char>(127-s*127);
32                 data[i*3+4] = static_cast<unsigned char>(127+c*127);
33         }
34         rotate_lookup.image(0, RGBA, UNSIGNED_BYTE, data);
35
36         texturing.attach(3, rotate_lookup);
37
38         shdata.uniform("source", 0);
39         shdata.uniform("depth", 1);
40         shdata.uniform("occlusion", 2);
41         shdata.uniform("rotate", 3);
42         shdata.uniform("screen_size", static_cast<float>(w), static_cast<float>(h));
43
44         set_depth_ratio(depth_ratio);
45         set_darkness(1.5);
46 }
47
48 void AmbientOcclusion::set_depth_ratio(float depth_ratio)
49 {
50         depth_ratio = 1/depth_ratio;
51
52         shdata.uniform("depth_ratio", depth_ratio, 1+depth_ratio);
53 }
54
55 void AmbientOcclusion::set_darkness(float darkness)
56 {
57         shdata.uniform("darkness", darkness);
58 }
59
60 void AmbientOcclusion::render(Renderer &renderer, const Texture2D &color, const Texture2D &depth)
61 {
62         texturing.attach(0, color);
63         texturing.attach(1, depth);
64
65         Renderer::Push push(renderer);
66         renderer.set_texturing(&texturing);
67         renderer.set_shader_program(&occlude_shader, &shdata);
68
69         {
70                 BindRestore bind_fbo(occlude_target.get_framebuffer());
71                 quad.draw(renderer);
72         }
73
74         renderer.set_shader_program(&combine_shader);
75         quad.draw(renderer);
76 }
77
78 } // namespace GL
79 } // namespace Msp