-#include <algorithm>
-#include "ambientocclusion.h"
-#include "blend.h"
-#include "camera.h"
-#include "renderer.h"
-#include "shader.h"
-#include "tests.h"
-
-using namespace std;
-
-namespace Msp {
-namespace GL {
-
-AmbientOcclusion::AmbientOcclusion(unsigned w, unsigned h, float):
- occlude_target(w, h, (RENDER_COLOR,RED)),
- occlude_shader("ambientocclusion_occlude.glsl"),
- combine_shader("ambientocclusion_combine.glsl"),
- quad(get_fullscreen_quad())
-{
- occlude_target.set_texture_filter(LINEAR);
- texturing.attach(2, occlude_target.get_target_texture(RENDER_COLOR));
-
- unsigned seed = 1;
- rotate_lookup.storage(RGBA, 4, 4, 1);
- rotate_lookup.set_filter(NEAREST);
- unsigned char data[64];
- for(unsigned i=0; i<16; ++i)
- {
- Geometry::Angle<float> a = Geometry::Angle<float>::from_turns(random(seed));
- unsigned char c = (cos(a)*0.5f+0.5f)*255;
- unsigned char s = (sin(a)*0.5f+0.5f)*255;
- data[i*4 ] = c;
- data[i*4+1] = s;
- data[i*4+2] = 255-s;
- data[i*4+3] = ((i+i/4)%2)*255;
- }
- 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("inverse_projection", Matrix());
-
- set_n_samples(16);
- set_occlusion_radius(0.5f);
- set_darkness(1.0f);
- set_edge_depth_threshold(0.1f);
-}
-
-float AmbientOcclusion::random(unsigned &seed)
-{
- static const unsigned modulus = (1U<<31)-1;
- seed = (static_cast<UInt64>(seed)*48271)%modulus; // minstd
- return static_cast<float>(seed)/(modulus-1);
-}
-
-void AmbientOcclusion::set_n_samples(unsigned n)
-{
- if(n<1 || n>32)
- throw out_of_range("AmbientOcclusion::set_n_samples");
-
- unsigned seed = 1;
- float radius_divisor = (n-1)*(n-1);
- Vector3 sample_points[32];
- for(unsigned i=0; i<n; ++i)
- {
- Vector3 v(random(seed)-0.5f, random(seed)-0.5f, random(seed)-0.5f);
- sample_points[i] = normalize(v)*(0.1f+0.9f*i*i/radius_divisor);
- }
- shdata.uniform3_array("sample_points", n, &sample_points[0].x);
- shdata.uniform("n_samples", static_cast<int>(n));
-}
-
-void AmbientOcclusion::set_occlusion_radius(float r)
-{
- shdata.uniform("occlusion_radius", r);
-}
-
-void AmbientOcclusion::set_darkness(float darkness)
-{
- shdata.uniform("darkness", darkness);
-}
-
-void AmbientOcclusion::set_edge_depth_threshold(float edt)
-{
- shdata.uniform("edge_depth_threshold", edt);
-}
-
-void AmbientOcclusion::render(Renderer &renderer, const Texture2D &color, const Texture2D &depth)
-{
- texturing.attach(0, color);
- texturing.attach(1, depth);
-
- if(renderer.get_camera())
- shdata.uniform("inverse_projection", invert(renderer.get_camera()->get_projection_matrix()));
-
- 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);
-}
-
-
-AmbientOcclusion::Template::Template():
- n_samples(16),
- occlusion_radius(0.5f),
- darkness(1.0f),
- edge_depth_threshold(0.1f)
-{ }
-
-AmbientOcclusion *AmbientOcclusion::Template::create(unsigned width, unsigned height) const
-{
- RefPtr<AmbientOcclusion> ao = new AmbientOcclusion(width/size_divisor, height/size_divisor);
- ao->set_n_samples(n_samples);
- ao->set_occlusion_radius(occlusion_radius);
- ao->set_darkness(darkness);
- ao->set_edge_depth_threshold(edge_depth_threshold);
- return ao.release();
-}
-
-
-AmbientOcclusion::Template::Loader::Loader(Template &t):
- DataFile::DerivedObjectLoader<Template, PostProcessor::Template::Loader>(t)
-{
- add("darkness", &Template::darkness);
- add("edge_depth_threshold", &Template::edge_depth_threshold);
- add("occlusion_radius", &Template::occlusion_radius);
- add("samples", &Template::n_samples);
-}
-
-} // namespace GL
-} // namespace Msp