]> git.tdb.fi Git - libs/gl.git/blobdiff - source/ambientocclusion.cpp
Drop Id tags and copyright notices from files
[libs/gl.git] / source / ambientocclusion.cpp
index a3d8894cfe0d7a3735d37c0c44088ddf0a087670..0cd3693b8f6ceca22255762294388b437662acc9 100644 (file)
@@ -1,10 +1,3 @@
-/* $Id$
-
-This file is part of libmspgl
-Copyright © 2010  Mikko Rasa, Mikkosoft Productions
-Distributed under the LGPL
-*/
-
 #include <cmath>
 #include "ambientocclusion.h"
 #include "blend.h"
@@ -31,19 +24,21 @@ const char occlude_fs[] =
        "void main()\n"
        "{\n"
        "       mat2 transform = mat2(texture2D(rotate, texcoord*screen_size/4.0)*2.0-1.0)\n"
-       "               *mat2(screen_size.y/screen_size.x, 0.0, 0.0, 1.0)*0.02;\n"
-       "       float depth_avg = 0.0;\n"
+       "               *mat2(screen_size.y/screen_size.x, 0.0, 0.0, 1.0)*3.0/screen_size.y;\n"
+       "       float sample = depth_ratio.x/(texture2D(depth, texcoord).r-depth_ratio.y);\n"
+       "       float sum = 0.0;\n"
        "       for(int i=0; i<=3; ++i)\n"
        "               for(int j=0; j<=3; ++j)\n"
        "               {\n"
        "                       vec2 offs = transform*vec2(float(i)-1.5, float(j)-1.5);\n"
-       "                       depth_avg += depth_ratio.x/(texture2D(depth, texcoord+offs).r-depth_ratio.y);\n"
+       "                       float dxy = length(offs)*-sample;\n"
+       "                       float dz = depth_ratio.x/(texture2D(depth, texcoord+offs).r-depth_ratio.y)-sample;\n"
+       "                       if(abs(dz)<3*dxy)\n"
+       "                               sum += atan(dz/dxy)/1.570796;\n"
+       "                       else if(dz<0)\n"
+       "                               sum -= 0.8;\n"
        "               }\n"
-       "       depth_avg /= 16;\n"
-       "       float sample = depth_ratio.x/(texture2D(depth, texcoord).r-depth_ratio.y);\n"
-       "       float diff = sample-depth_avg;\n"
-       "       float shade = min(diff*darkness, 0.0)+1.0;\n"
-       "       gl_FragColor = vec4(shade, 0.0, 0.0, 1.0);\n"
+       "       gl_FragColor = vec4(min(1.0-sum*darkness/16.0, 1.0), 0.0, 0.0, 1.0);\n"
        "}\n";
 
 const char combine_fs[] =
@@ -52,7 +47,6 @@ const char combine_fs[] =
        "uniform sampler2D occlusion;\n"
        "uniform vec2 screen_size;\n"
        "uniform vec2 depth_ratio;\n"
-       "uniform float edge_threshold;\n"
        "varying vec2 texcoord;\n"
        "void main()\n"
        "{\n"
@@ -63,8 +57,9 @@ const char combine_fs[] =
        "               for(int j=0; j<=3; ++j)\n"
        "               {\n"
        "                       vec2 offs = vec2(float(i)-1.5, float(j)-1.5)/screen_size;\n"
-       "                       float depth = depth_ratio.x/(texture2D(depth, texcoord+offs).r-depth_ratio.y);\n"
-       "                       if(abs(depth-sample)<edge_threshold)\n"
+       "                       float dxy = length(offs)*-sample;\n"
+       "                       float dz = depth_ratio.x/(texture2D(depth, texcoord+offs).r-depth_ratio.y)-sample;\n"
+       "                       if(abs(dz)<3*dxy)\n"
        "                       {\n"
        "                               sum += texture2D(occlusion, texcoord+offs).r;\n"
        "                               count += 1.0;\n"
@@ -80,7 +75,9 @@ namespace GL {
 
 AmbientOcclusion::AmbientOcclusion(unsigned w, unsigned h, float depth_ratio):
        occlude_shader(vertex_shader, occlude_fs),
+       occlude_shdata(occlude_shader),
        combine_shader(vertex_shader, combine_fs),
+       combine_shdata(combine_shader),
        quad(VERTEX2)
 {
        occlusion.storage(GL::RGB, w, h);
@@ -108,35 +105,38 @@ AmbientOcclusion::AmbientOcclusion(unsigned w, unsigned h, float depth_ratio):
 
        occlude_texturing.attach(1, rotate_lookup);
 
-       depth_ratio = 1/depth_ratio;
-
-       occlude_shdata.uniform(occlude_shader.get_uniform_location("depth"), 0);
-       occlude_shdata.uniform(occlude_shader.get_uniform_location("rotate"), 1);
-       occlude_shdata.uniform(occlude_shader.get_uniform_location("screen_size"), w, h);
-       occlude_shdata.uniform(occlude_shader.get_uniform_location("depth_ratio"), depth_ratio, 1+depth_ratio);
+       occlude_shdata.uniform("depth", 0);
+       occlude_shdata.uniform("rotate", 1);
+       occlude_shdata.uniform("screen_size", w, h);
 
-       combine_shdata.uniform(combine_shader.get_uniform_location("color"), 1);
-       combine_shdata.uniform(combine_shader.get_uniform_location("depth"), 0);
-       combine_shdata.uniform(combine_shader.get_uniform_location("occlusion"), 2);
-       combine_shdata.uniform(combine_shader.get_uniform_location("screen_size"), w, h);
-       combine_shdata.uniform(combine_shader.get_uniform_location("depth_ratio"), depth_ratio, 1+depth_ratio);
-       combine_shdata.uniform(combine_shader.get_uniform_location("edge_threshold"), 0.05f);
+       combine_shdata.uniform("color", 1);
+       combine_shdata.uniform("depth", 0);
+       combine_shdata.uniform("occlusion", 2);
+       combine_shdata.uniform("screen_size", w, h);
 
-       set_darkness(15);
+       set_depth_ratio(depth_ratio);
+       set_darkness(1.5);
 
        MeshBuilder bld(quad);
        bld.begin(TRIANGLE_STRIP);
-       bld.vertex(-1, -1);
        bld.vertex(-1, 1);
-       bld.vertex(1, -1);
+       bld.vertex(-1, -1);
        bld.vertex(1, 1);
+       bld.vertex(1, -1);
        bld.end();
 }
 
-void AmbientOcclusion::set_darkness(float d)
+void AmbientOcclusion::set_depth_ratio(float depth_ratio)
+{
+       depth_ratio = 1/depth_ratio;
+
+       occlude_shdata.uniform("depth_ratio", depth_ratio, 1+depth_ratio);
+       combine_shdata.uniform("depth_ratio", depth_ratio, 1+depth_ratio);
+}
+
+void AmbientOcclusion::set_darkness(float darkness)
 {
-       darkness = d;
-       occlude_shdata.uniform(occlude_shader.get_uniform_location("darkness"), darkness);
+       occlude_shdata.uniform("darkness", darkness);
 }
 
 void AmbientOcclusion::render(const Texture2D &color, const Texture2D &depth)