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[libs/gl.git] / source / effects / ambientocclusion.cpp
1 #include <algorithm>
2 #include "ambientocclusion.h"
3 #include "blend.h"
4 #include "camera.h"
5 #include "renderer.h"
6 #include "shader.h"
7 #include "tests.h"
8
9 using namespace std;
10
11 namespace Msp {
12 namespace GL {
13
14 AmbientOcclusion::AmbientOcclusion(unsigned w, unsigned h, float):
15         occlude_target(w, h, (RENDER_COLOR,R8)),
16         occlude_shader("ambientocclusion_occlude.glsl"),
17         combine_shader("ambientocclusion_combine.glsl"),
18         quad(get_fullscreen_quad()),
19         linear_sampler(get_linear_sampler()),
20         nearest_sampler(get_nearest_sampler())
21 {
22         texturing.attach(2, occlude_target.get_target_texture(RENDER_COLOR), linear_sampler.get());
23
24         unsigned seed = 1;
25         rotate_lookup.storage(RGBA8, 4, 4, 1);
26         unsigned char data[64];
27         for(unsigned i=0; i<16; ++i)
28         {
29                 Geometry::Angle<float> a = Geometry::Angle<float>::from_turns(random(seed));
30                 unsigned char c = (cos(a)*0.5f+0.5f)*255;
31                 unsigned char s = (sin(a)*0.5f+0.5f)*255;
32                 data[i*4  ] = c;
33                 data[i*4+1] = s;
34                 data[i*4+2] = 255-s;
35                 data[i*4+3] = ((i+i/4)%2)*255;
36         }
37         rotate_lookup.image(0, data);
38
39         texturing.attach(3, rotate_lookup, nearest_sampler.get());
40
41         shdata.uniform("source", 0);
42         shdata.uniform("depth", 1);
43         shdata.uniform("occlusion", 2);
44         shdata.uniform("rotate", 3);
45         shdata.uniform("inverse_projection", Matrix());
46
47         set_n_samples(16);
48         set_occlusion_radius(0.5f);
49         set_darkness(1.0f);
50         set_edge_depth_threshold(0.1f);
51 }
52
53 float AmbientOcclusion::random(unsigned &seed)
54 {
55         static const unsigned modulus = (1U<<31)-1;
56         seed = (static_cast<UInt64>(seed)*48271)%modulus;  // minstd
57         return static_cast<float>(seed)/(modulus-1);
58 }
59
60 void AmbientOcclusion::set_n_samples(unsigned n)
61 {
62         if(n<1 || n>32)
63                 throw out_of_range("AmbientOcclusion::set_n_samples");
64
65         unsigned seed = 1;
66         float radius_divisor = (n-1)*(n-1);
67         Vector3 sample_points[32];
68         for(unsigned i=0; i<n; ++i)
69         {
70                 Vector3 v(random(seed)-0.5f, random(seed)-0.5f, random(seed)-0.5f);
71                 sample_points[i] = normalize(v)*(0.1f+0.9f*i*i/radius_divisor);
72         }
73         shdata.uniform3_array("sample_points", n, &sample_points[0].x);
74         shdata.uniform("n_samples", static_cast<int>(n));
75 }
76
77 void AmbientOcclusion::set_occlusion_radius(float r)
78 {
79         shdata.uniform("occlusion_radius", r);
80 }
81
82 void AmbientOcclusion::set_darkness(float darkness)
83 {
84         shdata.uniform("darkness", darkness);
85 }
86
87 void AmbientOcclusion::set_edge_depth_threshold(float edt)
88 {
89         shdata.uniform("edge_depth_threshold", edt);
90 }
91
92 void AmbientOcclusion::render(Renderer &renderer, const Texture2D &color, const Texture2D &depth)
93 {
94         texturing.attach(0, color, nearest_sampler.get());
95         texturing.attach(1, depth, nearest_sampler.get());
96
97         if(renderer.get_camera())
98                 shdata.uniform("inverse_projection", invert(renderer.get_camera()->get_projection_matrix()));
99
100         Renderer::Push push(renderer);
101         renderer.set_texturing(&texturing);
102         renderer.set_shader_program(&occlude_shader, &shdata);
103
104         {
105                 BindRestore bind_fbo(occlude_target.get_framebuffer());
106                 quad->draw(renderer);
107         }
108
109         renderer.set_shader_program(&combine_shader);
110         quad->draw(renderer);
111 }
112
113
114 AmbientOcclusion::Template::Template():
115         n_samples(16),
116         occlusion_radius(0.5f),
117         darkness(1.0f),
118         edge_depth_threshold(0.1f)
119 { }
120
121 AmbientOcclusion *AmbientOcclusion::Template::create(unsigned width, unsigned height) const
122 {
123         RefPtr<AmbientOcclusion> ao = new AmbientOcclusion(width/size_divisor, height/size_divisor);
124         ao->set_n_samples(n_samples);
125         ao->set_occlusion_radius(occlusion_radius);
126         ao->set_darkness(darkness);
127         ao->set_edge_depth_threshold(edge_depth_threshold);
128         return ao.release();
129 }
130
131
132 AmbientOcclusion::Template::Loader::Loader(Template &t):
133         DataFile::DerivedObjectLoader<Template, PostProcessor::Template::Loader>(t)
134 {
135         add("darkness", &Template::darkness);
136         add("edge_depth_threshold", &Template::edge_depth_threshold);
137         add("occlusion_radius", &Template::occlusion_radius);
138         add("samples", &Template::n_samples);
139 }
140
141 } // namespace GL
142 } // namespace Msp