X-Git-Url: http://git.tdb.fi/?p=libs%2Fgl.git;a=blobdiff_plain;f=source%2Fambientocclusion.cpp;h=ed7d1636d711d34ee6539fd4ddb11adbb4677f44;hp=a3d8894cfe0d7a3735d37c0c44088ddf0a087670;hb=99d25b5ef615a23ef63645fea87596b3384b5ede;hpb=c216893af147042e40c389e2530e71277c343044 diff --git a/source/ambientocclusion.cpp b/source/ambientocclusion.cpp index a3d8894c..ed7d1636 100644 --- a/source/ambientocclusion.cpp +++ b/source/ambientocclusion.cpp @@ -1,165 +1,145 @@ -/* $Id$ - -This file is part of libmspgl -Copyright © 2010 Mikko Rasa, Mikkosoft Productions -Distributed under the LGPL -*/ - -#include +#include #include "ambientocclusion.h" #include "blend.h" -#include "meshbuilder.h" +#include "camera.h" +#include "renderer.h" +#include "shader.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)*0.02;\n" - " float depth_avg = 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" - " depth_avg += depth_ratio.x/(texture2D(depth, texcoord+offs).r-depth_ratio.y);\n" - " }\n" - " depth_avg /= 16;\n" - " float sample = depth_ratio.x/(texture2D(depth, texcoord).r-depth_ratio.y);\n" - " float diff = sample-depth_avg;\n" - " float shade = min(diff*darkness, 0.0)+1.0;\n" - " gl_FragColor = vec4(shade, 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" - "uniform float edge_threshold;\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 depth = depth_ratio.x/(texture2D(depth, texcoord+offs).r-depth_ratio.y);\n" - " if(abs(depth-sample)(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); + Geometry::Angle a = Geometry::Angle::from_turns(random(seed)); + unsigned char c = (cos(a)*0.5f+0.5f)*255; + unsigned char s = (sin(a)*0.5f+0.5f)*255; + data[i*4 ] = c; + data[i*4+1] = s; + data[i*4+2] = 255-s; + data[i*4+3] = ((i+i/4)%2)*255; } - rotate_lookup.image(0, GL::RGBA, GL::UNSIGNED_BYTE, data); + rotate_lookup.image(0, RGBA, UNSIGNED_BYTE, data); + + texturing.attach(3, rotate_lookup); - occlude_texturing.attach(1, rotate_lookup); + shdata.uniform("source", 0); + shdata.uniform("depth", 1); + shdata.uniform("occlusion", 2); + shdata.uniform("rotate", 3); + shdata.uniform("inverse_projection", Matrix()); - depth_ratio = 1/depth_ratio; + set_n_samples(16); + set_occlusion_radius(0.5f); + set_darkness(1.0f); + set_edge_depth_threshold(0.1f); +} - occlude_shdata.uniform(occlude_shader.get_uniform_location("depth"), 0); - occlude_shdata.uniform(occlude_shader.get_uniform_location("rotate"), 1); - occlude_shdata.uniform(occlude_shader.get_uniform_location("screen_size"), w, h); - occlude_shdata.uniform(occlude_shader.get_uniform_location("depth_ratio"), depth_ratio, 1+depth_ratio); +float AmbientOcclusion::random(unsigned &seed) +{ + static const unsigned modulus = (1U<<31)-1; + seed = (static_cast(seed)*48271)%modulus; // minstd + return static_cast(seed)/(modulus-1); +} + +void AmbientOcclusion::set_n_samples(unsigned n) +{ + if(n<1 || n>32) + throw out_of_range("AmbientOcclusion::set_n_samples"); + + unsigned seed = 1; + float radius_divisor = (n-1)*(n-1); + Vector3 sample_points[32]; + for(unsigned i=0; i(n)); +} - combine_shdata.uniform(combine_shader.get_uniform_location("color"), 1); - combine_shdata.uniform(combine_shader.get_uniform_location("depth"), 0); - combine_shdata.uniform(combine_shader.get_uniform_location("occlusion"), 2); - combine_shdata.uniform(combine_shader.get_uniform_location("screen_size"), w, h); - combine_shdata.uniform(combine_shader.get_uniform_location("depth_ratio"), depth_ratio, 1+depth_ratio); - combine_shdata.uniform(combine_shader.get_uniform_location("edge_threshold"), 0.05f); +void AmbientOcclusion::set_occlusion_radius(float r) +{ + shdata.uniform("occlusion_radius", r); +} - set_darkness(15); +void AmbientOcclusion::set_depth_ratio(float) +{ +} - 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_darkness(float darkness) +{ + shdata.uniform("darkness", darkness); } -void AmbientOcclusion::set_darkness(float d) +void AmbientOcclusion::set_edge_depth_threshold(float edt) { - darkness = d; - occlude_shdata.uniform(occlude_shader.get_uniform_location("darkness"), darkness); + shdata.uniform("edge_depth_threshold", edt); } -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); + + if(renderer.get_camera()) + shdata.uniform("inverse_projection", invert(renderer.get_camera()->get_projection_matrix())); - 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); { - GL::Bind bind_fbo(fbo, true); - GL::Bind bind_tex(occlude_texturing); - GL::Bind bind_shader(occlude_shader); - occlude_shdata.apply(); - quad.draw(); + BindRestore bind_fbo(occlude_target.get_framebuffer()); + quad.draw(renderer); } - GL::Bind bind_tex(combine_texturing); - GL::Bind bind_shader(combine_shader); - combine_shdata.apply(); - quad.draw(); + renderer.set_shader_program(&combine_shader); + quad.draw(renderer); +} + + +AmbientOcclusion::Template::Template(): + n_samples(16), + occlusion_radius(0.5f), + darkness(1.0f), + edge_depth_threshold(0.1f) +{ } + +AmbientOcclusion *AmbientOcclusion::Template::create(unsigned width, unsigned height) const +{ + RefPtr ao = new AmbientOcclusion(width/size_divisor, height/size_divisor); + ao->set_n_samples(n_samples); + ao->set_occlusion_radius(occlusion_radius); + ao->set_darkness(darkness); + ao->set_edge_depth_threshold(edge_depth_threshold); + return ao.release(); +} + + +AmbientOcclusion::Template::Loader::Loader(Template &t): + DataFile::DerivedObjectLoader(t) +{ + add("darkness", &Template::darkness); + add("edge_depth_threshold", &Template::edge_depth_threshold); + add("occlusion_radius", &Template::occlusion_radius); + add("samples", &Template::n_samples); } } // namespace GL