X-Git-Url: http://git.tdb.fi/?p=libs%2Fgl.git;a=blobdiff_plain;f=source%2Fambientocclusion.cpp;h=ed7d1636d711d34ee6539fd4ddb11adbb4677f44;hp=a3d8894cfe0d7a3735d37c0c44088ddf0a087670;hb=HEAD;hpb=c216893af147042e40c389e2530e71277c343044 diff --git a/source/ambientocclusion.cpp b/source/ambientocclusion.cpp deleted file mode 100644 index a3d8894c..00000000 --- a/source/ambientocclusion.cpp +++ /dev/null @@ -1,166 +0,0 @@ -/* $Id$ - -This file is part of libmspgl -Copyright © 2010 Mikko Rasa, Mikkosoft Productions -Distributed under the LGPL -*/ - -#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)*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); - } - rotate_lookup.image(0, GL::RGBA, GL::UNSIGNED_BYTE, data); - - occlude_texturing.attach(1, rotate_lookup); - - depth_ratio = 1/depth_ratio; - - 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); - - 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); - - set_darkness(15); - - 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 d) -{ - darkness = d; - occlude_shdata.uniform(occlude_shader.get_uniform_location("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