2 #include "ambientocclusion.h"
9 const char occlude_fs[] =
10 "uniform sampler2D depth;\n"
11 "uniform sampler2D rotate;\n"
12 "uniform vec2 screen_size;\n"
13 "uniform vec2 depth_ratio;\n"
14 "uniform float darkness;\n"
15 "varying vec2 texcoord;\n"
18 " mat2 transform = mat2(texture2D(rotate, texcoord*screen_size/4.0)*2.0-1.0)\n"
19 " *mat2(screen_size.y/screen_size.x, 0.0, 0.0, 1.0)*3.0/screen_size.y;\n"
20 " float sample = depth_ratio.x/(texture2D(depth, texcoord).r-depth_ratio.y);\n"
22 " for(int i=0; i<=3; ++i)\n"
23 " for(int j=0; j<=3; ++j)\n"
25 " vec2 offs = transform*vec2(float(i)-1.5, float(j)-1.5);\n"
26 " float dxy = length(offs)*-sample;\n"
27 " float dz = depth_ratio.x/(texture2D(depth, texcoord+offs).r-depth_ratio.y)-sample;\n"
28 " if(abs(dz)<3.0*dxy)\n"
29 " sum += atan(dz/dxy)/1.570796;\n"
33 " gl_FragColor = vec4(min(1.0-sum*darkness/16.0, 1.0), 0.0, 0.0, 1.0);\n"
36 const char combine_fs[] =
37 "uniform sampler2D color;\n"
38 "uniform sampler2D depth;\n"
39 "uniform sampler2D occlusion;\n"
40 "uniform vec2 screen_size;\n"
41 "uniform vec2 depth_ratio;\n"
42 "varying vec2 texcoord;\n"
45 " float sample = depth_ratio.x/(texture2D(depth, texcoord).r-depth_ratio.y);\n"
47 " float count = 1.0;\n"
48 " for(int i=0; i<=3; ++i)\n"
49 " for(int j=0; j<=3; ++j)\n"
51 " vec2 offs = vec2(float(i)-1.5, float(j)-1.5)/screen_size;\n"
52 " float dxy = length(offs)*-sample;\n"
53 " float dz = depth_ratio.x/(texture2D(depth, texcoord+offs).r-depth_ratio.y)-sample;\n"
54 " if(abs(dz)<3.0*dxy)\n"
56 " sum += texture2D(occlusion, texcoord+offs).r;\n"
60 " gl_FragColor = texture2D(color, texcoord)*sum/count;\n"
68 AmbientOcclusion::AmbientOcclusion(unsigned w, unsigned h, float depth_ratio):
69 quad(get_fullscreen_quad())
71 occlude_shader.attach_shader(get_fullscreen_vertex_shader());
72 occlude_shader.attach_shader_owned(new FragmentShader(occlude_fs));
73 occlude_shader.bind_attribute(get_component_type(VERTEX2), "vertex");
74 occlude_shader.link();
76 combine_shader.attach_shader(get_fullscreen_vertex_shader());
77 combine_shader.attach_shader_owned(new FragmentShader(combine_fs));
78 combine_shader.bind_attribute(get_component_type(VERTEX2), "vertex");
79 combine_shader.link();
81 occlusion.storage(RGB, w, h);
82 occlusion.set_min_filter(NEAREST);
83 occlusion.set_mag_filter(NEAREST);
84 occlusion.set_wrap(CLAMP_TO_EDGE);
85 fbo.attach(COLOR_ATTACHMENT0, occlusion, 0);
86 fbo.require_complete();
88 combine_texturing.attach(2, occlusion);
90 rotate_lookup.storage(RGBA, 4, 4);
91 rotate_lookup.set_min_filter(NEAREST);
92 rotate_lookup.set_mag_filter(NEAREST);
93 unsigned char data[64];
94 for(unsigned i=0; i<16; ++i)
96 float a = ((i*541)%16)*M_PI/32;
99 data[i*3 ] = static_cast<unsigned char>(127+c*127);
100 data[i*3+1] = static_cast<unsigned char>(127+s*127);
101 data[i*3+2] = static_cast<unsigned char>(127-s*127);
102 data[i*3+4] = static_cast<unsigned char>(127+c*127);
104 rotate_lookup.image(0, RGBA, UNSIGNED_BYTE, data);
106 occlude_texturing.attach(1, rotate_lookup);
108 occlude_shdata.uniform("depth", 0);
109 occlude_shdata.uniform("rotate", 1);
110 occlude_shdata.uniform("screen_size", w, h);
112 combine_shdata.uniform("color", 1);
113 combine_shdata.uniform("depth", 0);
114 combine_shdata.uniform("occlusion", 2);
115 combine_shdata.uniform("screen_size", w, h);
117 set_depth_ratio(depth_ratio);
121 void AmbientOcclusion::set_depth_ratio(float depth_ratio)
123 depth_ratio = 1/depth_ratio;
125 occlude_shdata.uniform("depth_ratio", depth_ratio, 1+depth_ratio);
126 combine_shdata.uniform("depth_ratio", depth_ratio, 1+depth_ratio);
129 void AmbientOcclusion::set_darkness(float darkness)
131 occlude_shdata.uniform("darkness", darkness);
134 void AmbientOcclusion::render(const Texture2D &color, const Texture2D &depth)
136 occlude_texturing.attach(0, depth);
137 combine_texturing.attach(0, depth);
138 combine_texturing.attach(1, color);
140 BindRestore unbind_dtest(static_cast<DepthTest *>(0));
141 BindRestore unbind_blend(static_cast<Blend *>(0));
142 Bind bind_mesh(quad);
145 BindRestore bind_fbo(fbo);
146 Bind bind_tex(occlude_texturing);
147 Bind bind_shader(occlude_shader);
148 occlude_shdata.apply();
152 Bind bind_tex(combine_texturing);
153 Bind bind_shader(combine_shader);
154 combine_shdata.apply();