+++ /dev/null
-#define _USE_MATH_DEFINES
-#include <cmath>
-#include "ambientocclusion.h"
-#include "blend.h"
-#include "renderer.h"
-#include "shader.h"
-#include "tests.h"
-
-namespace Msp {
-namespace GL {
-
-AmbientOcclusion::AmbientOcclusion(unsigned w, unsigned h, float depth_ratio):
- occlude_target(w, h, (RENDER_COLOR,RGB)),
- occlude_shader("ambientocclusion_occlude.glsl"),
- combine_shader("ambientocclusion_combine.glsl"),
- quad(get_fullscreen_quad())
-{
- texturing.attach(2, occlude_target.get_target_texture(RENDER_COLOR));
-
- rotate_lookup.storage(RGBA, 4, 4);
- rotate_lookup.set_min_filter(NEAREST);
- rotate_lookup.set_mag_filter(NEAREST);
- unsigned char data[64];
- for(unsigned i=0; i<16; ++i)
- {
- float a = ((i*541)%16)*M_PI/32;
- float c = cos(a);
- float s = sin(a);
- data[i*3 ] = static_cast<unsigned char>(127+c*127);
- data[i*3+1] = static_cast<unsigned char>(127+s*127);
- data[i*3+2] = static_cast<unsigned char>(127-s*127);
- data[i*3+4] = static_cast<unsigned char>(127+c*127);
- }
- rotate_lookup.image(0, RGBA, UNSIGNED_BYTE, data);
-
- texturing.attach(3, rotate_lookup);
-
- shdata.uniform("source", 0);
- shdata.uniform("depth", 1);
- shdata.uniform("occlusion", 2);
- shdata.uniform("rotate", 3);
- shdata.uniform("screen_size", static_cast<float>(w), static_cast<float>(h));
-
- set_depth_ratio(depth_ratio);
- set_darkness(1.5);
-}
-
-void AmbientOcclusion::set_depth_ratio(float depth_ratio)
-{
- depth_ratio = 1/depth_ratio;
-
- shdata.uniform("depth_ratio", depth_ratio, 1+depth_ratio);
-}
-
-void AmbientOcclusion::set_darkness(float darkness)
-{
- shdata.uniform("darkness", darkness);
-}
-
-void AmbientOcclusion::render(Renderer &renderer, const Texture2D &color, const Texture2D &depth)
-{
- texturing.attach(0, color);
- texturing.attach(1, depth);
-
- Renderer::Push push(renderer);
- renderer.set_texturing(&texturing);
- renderer.set_shader_program(&occlude_shader, &shdata);
-
- {
- BindRestore bind_fbo(occlude_target.get_framebuffer());
- quad.draw(renderer);
- }
-
- renderer.set_shader_program(&combine_shader);
- quad.draw(renderer);
-}
-
-} // namespace GL
-} // namespace Msp