-#define _USE_MATH_DEFINES
-#include <cmath>
-#include "ambientocclusion.h"
-#include "blend.h"
-#include "shader.h"
-#include "tests.h"
-
-namespace {
-
-const char occlude_fs[] =
- "uniform sampler2D depth;\n"
- "uniform sampler2D rotate;\n"
- "uniform vec2 screen_size;\n"
- "uniform vec2 depth_ratio;\n"
- "uniform float darkness;\n"
- "varying vec2 texcoord;\n"
- "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)*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"
- " float dxy = length(offs)*-sample;\n"
- " float dz = depth_ratio.x/(texture2D(depth, texcoord+offs).r-depth_ratio.y)-sample;\n"
- " if(abs(dz)<3.0*dxy)\n"
- " sum += atan(dz/dxy)/1.570796;\n"
- " else if(dz<0.0)\n"
- " sum -= 0.8;\n"
- " }\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[] =
- "uniform sampler2D color;\n"
- "uniform sampler2D depth;\n"
- "uniform sampler2D occlusion;\n"
- "uniform vec2 screen_size;\n"
- "uniform vec2 depth_ratio;\n"
- "varying vec2 texcoord;\n"
- "void main()\n"
- "{\n"
- " float sample = depth_ratio.x/(texture2D(depth, texcoord).r-depth_ratio.y);\n"
- " float sum = 1.0;\n"
- " float count = 1.0;\n"
- " for(int i=0; i<=3; ++i)\n"
- " for(int j=0; j<=3; ++j)\n"
- " {\n"
- " vec2 offs = vec2(float(i)-1.5, float(j)-1.5)/screen_size;\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)<3.0*dxy)\n"
- " {\n"
- " sum += texture2D(occlusion, texcoord+offs).r;\n"
- " count += 1.0;\n"
- " }\n"
- " }\n"
- " gl_FragColor = texture2D(color, texcoord)*sum/count;\n"
- "}\n";
-
-}
-
-namespace Msp {
-namespace GL {
-
-AmbientOcclusion::AmbientOcclusion(unsigned w, unsigned h, float depth_ratio):
- quad(get_fullscreen_quad())
-{
- occlude_shader.attach_shader(get_fullscreen_vertex_shader());
- occlude_shader.attach_shader_owned(new FragmentShader(occlude_fs));
- occlude_shader.bind_attribute(get_component_type(VERTEX2), "vertex");
- occlude_shader.link();
-
- combine_shader.attach_shader(get_fullscreen_vertex_shader());
- combine_shader.attach_shader_owned(new FragmentShader(combine_fs));
- combine_shader.bind_attribute(get_component_type(VERTEX2), "vertex");
- combine_shader.link();
-
- occlusion.storage(RGB, w, h);
- occlusion.set_min_filter(NEAREST);
- occlusion.set_mag_filter(NEAREST);
- occlusion.set_wrap(CLAMP_TO_EDGE);
- fbo.attach(COLOR_ATTACHMENT0, occlusion, 0);
- fbo.require_complete();
-
- combine_texturing.attach(2, occlusion);
-
- 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);
-
- occlude_texturing.attach(1, rotate_lookup);
-
- occlude_shdata.uniform("depth", 0);
- occlude_shdata.uniform("rotate", 1);
- occlude_shdata.uniform("screen_size", static_cast<float>(w), static_cast<float>(h));
-
- combine_shdata.uniform("color", 1);
- combine_shdata.uniform("depth", 0);
- combine_shdata.uniform("occlusion", 2);
- combine_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;
-
- 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)
-{
- occlude_shdata.uniform("darkness", darkness);
-}
-
-void AmbientOcclusion::render(const Texture2D &color, const Texture2D &depth)
-{
- occlude_texturing.attach(0, depth);
- combine_texturing.attach(0, depth);
- combine_texturing.attach(1, color);
-
- BindRestore unbind_dtest(static_cast<DepthTest *>(0));
- BindRestore unbind_blend(static_cast<Blend *>(0));
- Bind bind_mesh(quad);
-
- {
- BindRestore bind_fbo(fbo);
- Bind bind_tex(occlude_texturing);
- Bind bind_shader(occlude_shader);
- occlude_shdata.apply();
- quad.draw();
- }
-
- Bind bind_tex(combine_texturing);
- Bind bind_shader(combine_shader);
- combine_shdata.apply();
- quad.draw();
-}
-
-} // namespace GL
-} // namespace Msp