X-Git-Url: http://git.tdb.fi/?p=libs%2Fgl.git;a=blobdiff_plain;f=source%2Fambientocclusion.cpp;h=ed7d1636d711d34ee6539fd4ddb11adbb4677f44;hp=0cd3693b8f6ceca22255762294388b437662acc9;hb=HEAD;hpb=f14435e58bfa0fa697a06ba9a454bb30cd37d9d8 diff --git a/source/ambientocclusion.cpp b/source/ambientocclusion.cpp deleted file mode 100644 index 0cd3693b..00000000 --- a/source/ambientocclusion.cpp +++ /dev/null @@ -1,166 +0,0 @@ -#include -#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(127+c*127); - data[i*3+1] = static_cast(127+s*127); - data[i*3+2] = static_cast(127-s*127); - data[i*3+4] = static_cast(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(0), true); - Bind unbind_blend(static_cast(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