X-Git-Url: http://git.tdb.fi/?p=libs%2Fgl.git;a=blobdiff_plain;f=source%2Fambientocclusion.cpp;h=ed7d1636d711d34ee6539fd4ddb11adbb4677f44;hp=f42069bebae007ed15105e34536dada4a98eec98;hb=99d25b5ef615a23ef63645fea87596b3384b5ede;hpb=f33a98b1a044c8ac7b12778cbca6c4a124875e4a diff --git a/source/ambientocclusion.cpp b/source/ambientocclusion.cpp index f42069be..ed7d1636 100644 --- a/source/ambientocclusion.cpp +++ b/source/ambientocclusion.cpp @@ -1,155 +1,145 @@ -#include +#include #include "ambientocclusion.h" #include "blend.h" +#include "camera.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"; - -} +using namespace std; namespace Msp { namespace GL { -AmbientOcclusion::AmbientOcclusion(unsigned w, unsigned h, float depth_ratio): +AmbientOcclusion::AmbientOcclusion(unsigned w, unsigned h, float): + occlude_target(w, h, (RENDER_COLOR,RED)), + 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); - fbo.require_complete(); - - combine_texturing.attach(2, occlusion); - - rotate_lookup.storage(RGBA, 4, 4); - rotate_lookup.set_min_filter(NEAREST); - rotate_lookup.set_mag_filter(NEAREST); + occlude_target.set_texture_filter(LINEAR); + texturing.attach(2, occlude_target.get_target_texture(RENDER_COLOR)); + + unsigned seed = 1; + rotate_lookup.storage(RGBA, 4, 4, 1); + rotate_lookup.set_filter(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); + 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, RGBA, UNSIGNED_BYTE, data); - occlude_texturing.attach(1, rotate_lookup); + texturing.attach(3, rotate_lookup); - occlude_shdata.uniform("depth", 0); - occlude_shdata.uniform("rotate", 1); - occlude_shdata.uniform("screen_size", w, h); + shdata.uniform("source", 0); + shdata.uniform("depth", 1); + shdata.uniform("occlusion", 2); + shdata.uniform("rotate", 3); + shdata.uniform("inverse_projection", Matrix()); - combine_shdata.uniform("color", 1); - combine_shdata.uniform("depth", 0); - combine_shdata.uniform("occlusion", 2); - combine_shdata.uniform("screen_size", w, h); + set_n_samples(16); + set_occlusion_radius(0.5f); + set_darkness(1.0f); + set_edge_depth_threshold(0.1f); +} - set_depth_ratio(depth_ratio); - set_darkness(1.5); +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_depth_ratio(float depth_ratio) +void AmbientOcclusion::set_n_samples(unsigned n) { - depth_ratio = 1/depth_ratio; + if(n<1 || n>32) + throw out_of_range("AmbientOcclusion::set_n_samples"); - occlude_shdata.uniform("depth_ratio", depth_ratio, 1+depth_ratio); - combine_shdata.uniform("depth_ratio", depth_ratio, 1+depth_ratio); + unsigned seed = 1; + float radius_divisor = (n-1)*(n-1); + Vector3 sample_points[32]; + for(unsigned i=0; i(n)); +} + +void AmbientOcclusion::set_occlusion_radius(float r) +{ + shdata.uniform("occlusion_radius", r); +} + +void AmbientOcclusion::set_depth_ratio(float) +{ } 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::set_edge_depth_threshold(float edt) { - occlude_texturing.attach(0, depth); - combine_texturing.attach(0, depth); - combine_texturing.attach(1, color); + shdata.uniform("edge_depth_threshold", edt); +} + +void AmbientOcclusion::render(Renderer &renderer, const Texture2D &color, const Texture2D &depth) +{ + texturing.attach(0, color); + texturing.attach(1, depth); + + if(renderer.get_camera()) + shdata.uniform("inverse_projection", invert(renderer.get_camera()->get_projection_matrix())); - BindRestore unbind_dtest(static_cast(0)); - BindRestore unbind_blend(static_cast(0)); + Renderer::Push push(renderer); + renderer.set_texturing(&texturing); + renderer.set_shader_program(&occlude_shader, &shdata); { - BindRestore bind_fbo(fbo); - 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); +} + + +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