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*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*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 Shader(FRAGMENT_SHADER, occlude_fs));
73 occlude_shader.link();
75 combine_shader.attach_shader(get_fullscreen_vertex_shader());
76 combine_shader.attach_shader_owned(new Shader(FRAGMENT_SHADER, combine_fs));
77 combine_shader.link();
79 occlusion.storage(GL::RGB, w, h);
80 occlusion.set_min_filter(GL::NEAREST);
81 occlusion.set_mag_filter(GL::NEAREST);
82 fbo.attach(COLOR_ATTACHMENT0, occlusion, 0);
84 combine_texturing.attach(2, occlusion);
86 rotate_lookup.storage(GL::RGBA, 4, 4);
87 rotate_lookup.set_min_filter(GL::NEAREST);
88 rotate_lookup.set_mag_filter(GL::NEAREST);
89 unsigned char data[64];
90 for(unsigned i=0; i<16; ++i)
92 float a = ((i*541)%16)*M_PI/32;
95 data[i*3 ] = static_cast<unsigned char>(127+c*127);
96 data[i*3+1] = static_cast<unsigned char>(127+s*127);
97 data[i*3+2] = static_cast<unsigned char>(127-s*127);
98 data[i*3+4] = static_cast<unsigned char>(127+c*127);
100 rotate_lookup.image(0, GL::RGBA, GL::UNSIGNED_BYTE, data);
102 occlude_texturing.attach(1, rotate_lookup);
104 occlude_shdata.uniform("depth", 0);
105 occlude_shdata.uniform("rotate", 1);
106 occlude_shdata.uniform("screen_size", w, h);
108 combine_shdata.uniform("color", 1);
109 combine_shdata.uniform("depth", 0);
110 combine_shdata.uniform("occlusion", 2);
111 combine_shdata.uniform("screen_size", w, h);
113 set_depth_ratio(depth_ratio);
117 void AmbientOcclusion::set_depth_ratio(float depth_ratio)
119 depth_ratio = 1/depth_ratio;
121 occlude_shdata.uniform("depth_ratio", depth_ratio, 1+depth_ratio);
122 combine_shdata.uniform("depth_ratio", depth_ratio, 1+depth_ratio);
125 void AmbientOcclusion::set_darkness(float darkness)
127 occlude_shdata.uniform("darkness", darkness);
130 void AmbientOcclusion::render(const Texture2D &color, const Texture2D &depth)
132 occlude_texturing.attach(0, depth);
133 combine_texturing.attach(0, depth);
134 combine_texturing.attach(1, color);
136 Bind unbind_dtest(static_cast<DepthTest *>(0), true);
137 Bind unbind_blend(static_cast<Blend *>(0), true);
140 GL::Bind bind_fbo(fbo, true);
141 GL::Bind bind_tex(occlude_texturing);
142 GL::Bind bind_shader(occlude_shader);
143 occlude_shdata.apply();
147 GL::Bind bind_tex(combine_texturing);
148 GL::Bind bind_shader(combine_shader);
149 combine_shdata.apply();