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