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