X-Git-Url: http://git.tdb.fi/?p=libs%2Fgl.git;a=blobdiff_plain;f=source%2Feffects%2Fambientocclusion.cpp;h=8c31a53fb115ddfe5ff25dd1f540e60132f6dc5b;hp=a10fa838e7b3b1d0f2da41c1f4f3b029a97df92e;hb=c8520aa336e92f2eaf9a38c3430c608520a90324;hpb=e6bb00e2d6b817b81a555b6cbebe3ba4ec28cf80 diff --git a/source/effects/ambientocclusion.cpp b/source/effects/ambientocclusion.cpp index a10fa838..8c31a53f 100644 --- a/source/effects/ambientocclusion.cpp +++ b/source/effects/ambientocclusion.cpp @@ -2,10 +2,10 @@ #include "ambientocclusion.h" #include "blend.h" #include "camera.h" +#include "mesh.h" #include "renderer.h" #include "resources.h" -#include "shader.h" -#include "tests.h" +#include "texture2d.h" using namespace std; @@ -13,19 +13,38 @@ namespace Msp { namespace GL { AmbientOcclusion::AmbientOcclusion(unsigned w, unsigned h, float): - occlude_target(w, h, (RENDER_COLOR,R8)), + rotate_lookup(get_or_create_rotate_lookup()), + occlude_target(w, h, (COLOR_ATTACHMENT,R8)), occlude_shader(Resources::get_global().get("_ambientocclusion_occlude.glsl.shader")), combine_shader(Resources::get_global().get("_ambientocclusion_combine.glsl.shader")), quad(Resources::get_global().get("_fullscreen_quad.mesh")), linear_sampler(Resources::get_global().get("_linear_clamp.samp")), - nearest_sampler(Resources::get_global().get("_nearest_clamp.samp")) + nearest_clamp_sampler(Resources::get_global().get("_nearest_clamp.samp")), + nearest_sampler(Resources::get_global().get("_nearest.samp")) { - unsigned seed = 1; - rotate_lookup.storage(RGBA8, 4, 4, 1); + set_n_samples(16); + set_occlusion_radius(0.5f); + set_darkness(1.0f); + set_edge_depth_threshold(0.1f); +} + +const Texture2D &AmbientOcclusion::get_or_create_rotate_lookup() +{ + Resources &resources = Resources::get_global(); + + static const string name = "_ambientocclusion_rotate.tex"; + Texture2D *rotate_lookup = resources.find(name); + if(rotate_lookup) + return *rotate_lookup; + + rotate_lookup = new Texture2D; + rotate_lookup->storage(RGBA8, 4, 4, 1); + resources.add(name, rotate_lookup); + unsigned char data[64]; for(unsigned i=0; i<16; ++i) { - Geometry::Angle a = Geometry::Angle::from_turns(random(seed)); + Geometry::Angle a = Geometry::Angle::from_turns(i*7/16.0f); unsigned char c = (cos(a)*0.5f+0.5f)*255; unsigned char s = (sin(a)*0.5f+0.5f)*255; data[i*4 ] = c; @@ -33,33 +52,32 @@ AmbientOcclusion::AmbientOcclusion(unsigned w, unsigned h, float): data[i*4+2] = 255-s; data[i*4+3] = ((i+i/4)%2)*255; } - rotate_lookup.image(0, data); + rotate_lookup->image(0, data); - set_n_samples(16); - set_occlusion_radius(0.5f); - set_darkness(1.0f); - set_edge_depth_threshold(0.1f); + return *rotate_lookup; } -float AmbientOcclusion::random(unsigned &seed) +float AmbientOcclusion::radical_inverse(unsigned n) { - static const unsigned modulus = (1U<<31)-1; - seed = (static_cast(seed)*48271)%modulus; // minstd - return static_cast(seed)/(modulus-1); + unsigned inv = ((n&0x55)<<1) | ((n&0xAA)>>1); + inv = ((inv&0x33)<<2) | ((inv&0xCC)>>2); + inv = ((inv&0x0F)<<4) | ((inv&0xF0)>>4); + return inv/256.0f; } void AmbientOcclusion::set_n_samples(unsigned n) { - if(n<1 || n>32) + if(n<1 || n>128) throw out_of_range("AmbientOcclusion::set_n_samples"); - unsigned seed = 1; - float radius_divisor = (n-1)*(n-1); - Vector3 sample_points[32]; + vector sample_points(n); for(unsigned i=0; i(i)/n; + float z = sqrt(1.0f-r*r); + float d = radical_inverse(i); + Geometry::Angle a = Geometry::Angle::from_turns(d); + sample_points[i] = Vector3(cos(a)*r, sin(a)*r, z)*(0.1f+0.9f*d*d); } shdata.uniform3_array("sample_points", n, &sample_points[0].x); shdata.uniform("n_samples", static_cast(n)); @@ -82,29 +100,33 @@ void AmbientOcclusion::set_edge_depth_threshold(float edt) void AmbientOcclusion::render(Renderer &renderer, const Texture2D &color, const Texture2D &depth) { + const Framebuffer *out_fbo = renderer.get_framebuffer(); + Renderer::Push push(renderer); - renderer.set_texture("source", &color, &nearest_sampler); - renderer.set_texture("depth", &depth, &nearest_sampler); - renderer.set_texture("occlusion", &occlude_target.get_target_texture(RENDER_COLOR), &linear_sampler); + renderer.set_texture("source", &color, &nearest_clamp_sampler); + renderer.set_texture("depth", &depth, &nearest_clamp_sampler); + renderer.set_texture("occlusion", &occlude_target.get_target_texture(COLOR_ATTACHMENT), &linear_sampler); renderer.set_texture("rotate", &rotate_lookup, &nearest_sampler); renderer.set_shader_program(&occlude_shader, &shdata); - { - BindRestore bind_fbo(occlude_target.get_framebuffer()); - quad.draw(renderer); - } + renderer.set_framebuffer(&occlude_target.get_framebuffer()); + quad.draw(renderer); + renderer.set_framebuffer(out_fbo); renderer.set_shader_program(&combine_shader); quad.draw(renderer); } +void AmbientOcclusion::set_debug_name(const string &name) +{ +#ifdef DEBUG + occlude_target.set_debug_name(name+" [RT]"); + shdata.set_debug_name(name+" [UBO]"); +#else + (void)name; +#endif +} -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 {