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1 /* $Id$
2
3 This file is part of libmspgl
4 Copyright © 2010-2011  Mikko Rasa, Mikkosoft Productions
5 Distributed under the LGPL
6 */
7
8 #include <cmath>
9 #include "ambientocclusion.h"
10 #include "blend.h"
11 #include "meshbuilder.h"
12 #include "tests.h"
13
14 namespace {
15
16 const char vertex_shader[] =
17         "varying vec2 texcoord;\n"
18         "void main()\n"
19         "{\n"
20         "       gl_Position = gl_Vertex;\n"
21         "       texcoord = gl_Vertex.xy*0.5+0.5;\n"
22         "}\n";
23
24 const char occlude_fs[] =
25         "uniform sampler2D depth;\n"
26         "uniform sampler2D rotate;\n"
27         "uniform vec2 screen_size;\n"
28         "uniform vec2 depth_ratio;\n"
29         "uniform float darkness;\n"
30         "varying vec2 texcoord;\n"
31         "void main()\n"
32         "{\n"
33         "       mat2 transform = mat2(texture2D(rotate, texcoord*screen_size/4.0)*2.0-1.0)\n"
34         "               *mat2(screen_size.y/screen_size.x, 0.0, 0.0, 1.0)*3.0/screen_size.y;\n"
35         "       float sample = depth_ratio.x/(texture2D(depth, texcoord).r-depth_ratio.y);\n"
36         "       float sum = 0.0;\n"
37         "       for(int i=0; i<=3; ++i)\n"
38         "               for(int j=0; j<=3; ++j)\n"
39         "               {\n"
40         "                       vec2 offs = transform*vec2(float(i)-1.5, float(j)-1.5);\n"
41         "                       float dxy = length(offs)*-sample;\n"
42         "                       float dz = depth_ratio.x/(texture2D(depth, texcoord+offs).r-depth_ratio.y)-sample;\n"
43         "                       if(abs(dz)<3*dxy)\n"
44         "                               sum += atan(dz/dxy)/1.570796;\n"
45         "                       else if(dz<0)\n"
46         "                               sum -= 0.8;\n"
47         "               }\n"
48         "       gl_FragColor = vec4(min(1.0-sum*darkness/16.0, 1.0), 0.0, 0.0, 1.0);\n"
49         "}\n";
50
51 const char combine_fs[] =
52         "uniform sampler2D color;\n"
53         "uniform sampler2D depth;\n"
54         "uniform sampler2D occlusion;\n"
55         "uniform vec2 screen_size;\n"
56         "uniform vec2 depth_ratio;\n"
57         "varying vec2 texcoord;\n"
58         "void main()\n"
59         "{\n"
60         "       float sample = depth_ratio.x/(texture2D(depth, texcoord).r-depth_ratio.y);\n"
61         "       float sum = 1.0;\n"
62         "       float count = 1.0;\n"
63         "       for(int i=0; i<=3; ++i)\n"
64         "               for(int j=0; j<=3; ++j)\n"
65         "               {\n"
66         "                       vec2 offs = vec2(float(i)-1.5, float(j)-1.5)/screen_size;\n"
67         "                       float dxy = length(offs)*-sample;\n"
68         "                       float dz = depth_ratio.x/(texture2D(depth, texcoord+offs).r-depth_ratio.y)-sample;\n"
69         "                       if(abs(dz)<3*dxy)\n"
70         "                       {\n"
71         "                               sum += texture2D(occlusion, texcoord+offs).r;\n"
72         "                               count += 1.0;\n"
73         "                       }\n"
74         "               }\n"
75         "       gl_FragColor = texture2D(color, texcoord)*sum/count;\n"
76         "}\n";
77
78 }
79
80 namespace Msp {
81 namespace GL {
82
83 AmbientOcclusion::AmbientOcclusion(unsigned w, unsigned h, float depth_ratio):
84         occlude_shader(vertex_shader, occlude_fs),
85         occlude_shdata(occlude_shader),
86         combine_shader(vertex_shader, combine_fs),
87         combine_shdata(combine_shader),
88         quad(VERTEX2)
89 {
90         occlusion.storage(GL::RGB, w, h);
91         occlusion.set_min_filter(GL::NEAREST);
92         occlusion.set_mag_filter(GL::NEAREST);
93         fbo.attach(COLOR_ATTACHMENT0, occlusion, 0);
94
95         combine_texturing.attach(2, occlusion);
96
97         rotate_lookup.storage(GL::RGBA, 4, 4);
98         rotate_lookup.set_min_filter(GL::NEAREST);
99         rotate_lookup.set_mag_filter(GL::NEAREST);
100         unsigned char data[64];
101         for(unsigned i=0; i<16; ++i)
102         {
103                 float a = ((i*541)%16)*M_PI/32;
104                 float c = cos(a);
105                 float s = sin(a);
106                 data[i*3  ] = static_cast<unsigned char>(127+c*127);
107                 data[i*3+1] = static_cast<unsigned char>(127+s*127);
108                 data[i*3+2] = static_cast<unsigned char>(127-s*127);
109                 data[i*3+4] = static_cast<unsigned char>(127+c*127);
110         }
111         rotate_lookup.image(0, GL::RGBA, GL::UNSIGNED_BYTE, data);
112
113         occlude_texturing.attach(1, rotate_lookup);
114
115         occlude_shdata.uniform("depth", 0);
116         occlude_shdata.uniform("rotate", 1);
117         occlude_shdata.uniform("screen_size", w, h);
118
119         combine_shdata.uniform("color", 1);
120         combine_shdata.uniform("depth", 0);
121         combine_shdata.uniform("occlusion", 2);
122         combine_shdata.uniform("screen_size", w, h);
123
124         set_depth_ratio(depth_ratio);
125         set_darkness(1.5);
126
127         MeshBuilder bld(quad);
128         bld.begin(TRIANGLE_STRIP);
129         bld.vertex(-1, 1);
130         bld.vertex(-1, -1);
131         bld.vertex(1, 1);
132         bld.vertex(1, -1);
133         bld.end();
134 }
135
136 void AmbientOcclusion::set_depth_ratio(float depth_ratio)
137 {
138         depth_ratio = 1/depth_ratio;
139
140         occlude_shdata.uniform("depth_ratio", depth_ratio, 1+depth_ratio);
141         combine_shdata.uniform("depth_ratio", depth_ratio, 1+depth_ratio);
142 }
143
144 void AmbientOcclusion::set_darkness(float darkness)
145 {
146         occlude_shdata.uniform("darkness", darkness);
147 }
148
149 void AmbientOcclusion::render(const Texture2D &color, const Texture2D &depth)
150 {
151         occlude_texturing.attach(0, depth);
152         combine_texturing.attach(0, depth);
153         combine_texturing.attach(1, color);
154
155         Bind unbind_dtest(static_cast<DepthTest *>(0), true);
156         Bind unbind_blend(static_cast<Blend *>(0), true);
157
158         {
159                 GL::Bind bind_fbo(fbo, true);
160                 GL::Bind bind_tex(occlude_texturing);
161                 GL::Bind bind_shader(occlude_shader);
162                 occlude_shdata.apply();
163                 quad.draw();
164         }
165
166         GL::Bind bind_tex(combine_texturing);
167         GL::Bind bind_shader(combine_shader);
168         combine_shdata.apply();
169         quad.draw();
170 }
171
172 } // namespace GL
173 } // namespace Msp