]> git.tdb.fi Git - libs/gl.git/blobdiff - source/ambientocclusion.h
Add functions to control environment map updates
[libs/gl.git] / source / ambientocclusion.h
index 1866baee4eb57aeeb95c2fd32206f8c0ff8602c5..e7829c181dce39bce8c74f69a631a56fcc9990b0 100644 (file)
@@ -1,10 +1,3 @@
-/* $Id$
-
-This file is part of libmspgl
-Copyright © 2010  Mikko Rasa, Mikkosoft Productions
-Distributed under the LGPL
-*/
-
 #ifndef MSP_GL_AMBIENTOCCLUSION_H_
 #define MSP_GL_AMBIENTOCCLUSION_H_
 
@@ -13,6 +6,7 @@ Distributed under the LGPL
 #include "postprocessor.h"
 #include "program.h"
 #include "programdata.h"
+#include "rendertarget.h"
 #include "texture2d.h"
 #include "texturing.h"
 
@@ -26,25 +20,49 @@ http://en.wikipedia.org/wiki/Screen_Space_Ambient_Occlusion
 */
 class AmbientOcclusion: public PostProcessor
 {
+public:
+       struct Template: PostProcessor::Template
+       {
+               class Loader: public DataFile::DerivedObjectLoader<Template, PostProcessor::Template::Loader>
+               {
+               public:
+                       Loader(Template &);
+               };
+
+               unsigned n_samples;
+               float occlusion_radius;
+               float darkness;
+
+               Template();
+
+               virtual AmbientOcclusion *create(unsigned, unsigned) const;
+       };
+
 private:
-       Texture2D occlusion;
        Texture2D rotate_lookup;
-       Framebuffer fbo;
-       Texturing occlude_texturing;
+       RenderTarget occlude_target;
+       Texturing texturing;
        Program occlude_shader;
-       ProgramData occlude_shdata;
-       Texturing combine_texturing;
        Program combine_shader;
-       ProgramData combine_shdata;
-       Mesh quad;
-       float darkness;
+       mutable ProgramData shdata;
+       const Mesh &quad;
+
+public:
+       AmbientOcclusion(unsigned, unsigned, float = 1.0f);
+
+private:
+       static float random(unsigned &);
 
 public:
-       AmbientOcclusion(unsigned, unsigned, float);
+       void set_n_samples(unsigned);
+       void set_occlusion_radius(float);
+
+       // Deprecated
+       void set_depth_ratio(float);
 
        void set_darkness(float);
 
-       virtual void render(const Texture2D &, const Texture2D &);
+       virtual void render(Renderer &, const Texture2D &, const Texture2D &);
 };
 
 } // namespace GL