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[libs/gl.git] / source / ambientocclusion.cpp
diff --git a/source/ambientocclusion.cpp b/source/ambientocclusion.cpp
deleted file mode 100644 (file)
index 9e376a4..0000000
+++ /dev/null
@@ -1,173 +0,0 @@
-/* $Id$
-
-This file is part of libmspgl
-Copyright © 2010-2011  Mikko Rasa, Mikkosoft Productions
-Distributed under the LGPL
-*/
-
-#include <cmath>
-#include "ambientocclusion.h"
-#include "blend.h"
-#include "meshbuilder.h"
-#include "tests.h"
-
-namespace {
-
-const char vertex_shader[] =
-       "varying vec2 texcoord;\n"
-       "void main()\n"
-       "{\n"
-       "       gl_Position = gl_Vertex;\n"
-       "       texcoord = gl_Vertex.xy*0.5+0.5;\n"
-       "}\n";
-
-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*dxy)\n"
-       "                               sum += atan(dz/dxy)/1.570796;\n"
-       "                       else if(dz<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*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):
-       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);
-       occlusion.set_min_filter(GL::NEAREST);
-       occlusion.set_mag_filter(GL::NEAREST);
-       fbo.attach(COLOR_ATTACHMENT0, occlusion, 0);
-
-       combine_texturing.attach(2, occlusion);
-
-       rotate_lookup.storage(GL::RGBA, 4, 4);
-       rotate_lookup.set_min_filter(GL::NEAREST);
-       rotate_lookup.set_mag_filter(GL::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, GL::RGBA, GL::UNSIGNED_BYTE, data);
-
-       occlude_texturing.attach(1, rotate_lookup);
-
-       occlude_shdata.uniform("depth", 0);
-       occlude_shdata.uniform("rotate", 1);
-       occlude_shdata.uniform("screen_size", w, h);
-
-       combine_shdata.uniform("color", 1);
-       combine_shdata.uniform("depth", 0);
-       combine_shdata.uniform("occlusion", 2);
-       combine_shdata.uniform("screen_size", w, h);
-
-       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.end();
-}
-
-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);
-
-       Bind unbind_dtest(static_cast<DepthTest *>(0), true);
-       Bind unbind_blend(static_cast<Blend *>(0), true);
-
-       {
-               GL::Bind bind_fbo(fbo, true);
-               GL::Bind bind_tex(occlude_texturing);
-               GL::Bind bind_shader(occlude_shader);
-               occlude_shdata.apply();
-               quad.draw();
-       }
-
-       GL::Bind bind_tex(combine_texturing);
-       GL::Bind bind_shader(combine_shader);
-       combine_shdata.apply();
-       quad.draw();
-}
-
-} // namespace GL
-} // namespace Msp