X-Git-Url: http://git.tdb.fi/?p=libs%2Fgl.git;a=blobdiff_plain;f=source%2Fambientocclusion.cpp;h=1b078cdc116a187a718e9d92b8ef97b3fd84f5ec;hp=c02daf52a6942cd24af3a6c5dc34dd578419da43;hb=6a045019fbd68738b77849629e6dfd3dfd9a4d93;hpb=8daa4f20451419ebd065729a17960eeabde1751f diff --git a/source/ambientocclusion.cpp b/source/ambientocclusion.cpp index c02daf52..1b078cdc 100644 --- a/source/ambientocclusion.cpp +++ b/source/ambientocclusion.cpp @@ -1,88 +1,21 @@ +#define _USE_MATH_DEFINES #include #include "ambientocclusion.h" #include "blend.h" +#include "renderer.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*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_target(w, h, (RENDER_COLOR,RGB)), + occlude_shader("ambientocclusion_occlude.glsl"), + combine_shader("ambientocclusion_combine.glsl"), quad(get_fullscreen_quad()) { - occlude_shader.attach_shader(get_fullscreen_vertex_shader()); - occlude_shader.attach_shader_owned(new FragmentShader(occlude_fs)); - occlude_shader.link(); - - combine_shader.attach_shader(get_fullscreen_vertex_shader()); - combine_shader.attach_shader_owned(new FragmentShader(combine_fs)); - 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); - - combine_texturing.attach(2, occlusion); + texturing.attach(2, occlude_target.get_target_texture(RENDER_COLOR)); rotate_lookup.storage(RGBA, 4, 4); rotate_lookup.set_min_filter(NEAREST); @@ -100,16 +33,13 @@ AmbientOcclusion::AmbientOcclusion(unsigned w, unsigned h, float depth_ratio): } 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", w, h); + texturing.attach(3, rotate_lookup); - combine_shdata.uniform("color", 1); - combine_shdata.uniform("depth", 0); - combine_shdata.uniform("occlusion", 2); - combine_shdata.uniform("screen_size", w, h); + shdata.uniform("source", 0); + shdata.uniform("depth", 1); + shdata.uniform("occlusion", 2); + shdata.uniform("rotate", 3); + shdata.uniform("screen_size", static_cast(w), static_cast(h)); set_depth_ratio(depth_ratio); set_darkness(1.5); @@ -119,36 +49,30 @@ 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); + shdata.uniform("depth_ratio", depth_ratio, 1+depth_ratio); } void AmbientOcclusion::set_darkness(float darkness) { - occlude_shdata.uniform("darkness", darkness); + shdata.uniform("darkness", darkness); } -void AmbientOcclusion::render(const Texture2D &color, const Texture2D &depth) +void AmbientOcclusion::render(Renderer &renderer, const Texture2D &color, const Texture2D &depth) { - occlude_texturing.attach(0, depth); - combine_texturing.attach(0, depth); - combine_texturing.attach(1, color); + texturing.attach(0, color); + texturing.attach(1, depth); - Bind unbind_dtest(static_cast(0), true); - Bind unbind_blend(static_cast(0), true); + Renderer::Push push(renderer); + renderer.set_texturing(&texturing); + renderer.set_shader_program(&occlude_shader, &shdata); { - Bind bind_fbo(fbo, true); - Bind bind_tex(occlude_texturing); - Bind bind_shader(occlude_shader); - occlude_shdata.apply(); - quad.draw(); + BindRestore bind_fbo(occlude_target.get_framebuffer()); + quad.draw(renderer); } - Bind bind_tex(combine_texturing); - Bind bind_shader(combine_shader); - combine_shdata.apply(); - quad.draw(); + renderer.set_shader_program(&combine_shader); + quad.draw(renderer); } } // namespace GL