]> git.tdb.fi Git - libs/gl.git/commitdiff
Give both color and depth buffers to postprocessors
authorMikko Rasa <tdb@tdb.fi>
Tue, 30 Nov 2010 14:38:11 +0000 (14:38 +0000)
committerMikko Rasa <tdb@tdb.fi>
Tue, 30 Nov 2010 14:38:11 +0000 (14:38 +0000)
Add SSAO postprocessor

source/ambientocclusion.cpp [new file with mode: 0644]
source/ambientocclusion.h [new file with mode: 0644]
source/bloom.cpp
source/bloom.h
source/pipeline.cpp
source/pipeline.h
source/postprocessor.h

diff --git a/source/ambientocclusion.cpp b/source/ambientocclusion.cpp
new file mode 100644 (file)
index 0000000..a3d8894
--- /dev/null
@@ -0,0 +1,166 @@
+/* $Id$
+
+This file is part of libmspgl
+Copyright © 2010  Mikko Rasa, Mikkosoft Productions
+Distributed under the LGPL
+*/
+
+#include <cmath>
+#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)<edge_threshold)\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),
+       combine_shader(vertex_shader, combine_fs),
+       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<unsigned char>(127+c*127);
+               data[i*3+1] = static_cast<unsigned char>(127+s*127);
+               data[i*3+2] = static_cast<unsigned char>(127-s*127);
+               data[i*3+4] = static_cast<unsigned char>(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<DepthTest *>(0), true);
+       Bind unbind_blend(static_cast<Blend *>(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
diff --git a/source/ambientocclusion.h b/source/ambientocclusion.h
new file mode 100644 (file)
index 0000000..1866bae
--- /dev/null
@@ -0,0 +1,53 @@
+/* $Id$
+
+This file is part of libmspgl
+Copyright © 2010  Mikko Rasa, Mikkosoft Productions
+Distributed under the LGPL
+*/
+
+#ifndef MSP_GL_AMBIENTOCCLUSION_H_
+#define MSP_GL_AMBIENTOCCLUSION_H_
+
+#include "framebuffer.h"
+#include "mesh.h"
+#include "postprocessor.h"
+#include "program.h"
+#include "programdata.h"
+#include "texture2d.h"
+#include "texturing.h"
+
+namespace Msp {
+namespace GL {
+
+/**
+Implements screen-space ambient occlusion.
+
+http://en.wikipedia.org/wiki/Screen_Space_Ambient_Occlusion
+*/
+class AmbientOcclusion: public PostProcessor
+{
+private:
+       Texture2D occlusion;
+       Texture2D rotate_lookup;
+       Framebuffer fbo;
+       Texturing occlude_texturing;
+       Program occlude_shader;
+       ProgramData occlude_shdata;
+       Texturing combine_texturing;
+       Program combine_shader;
+       ProgramData combine_shdata;
+       Mesh quad;
+       float darkness;
+
+public:
+       AmbientOcclusion(unsigned, unsigned, float);
+
+       void set_darkness(float);
+
+       virtual void render(const Texture2D &, const Texture2D &);
+};
+
+} // namespace GL
+} // namespace Msp
+
+#endif
index 0e5ce9d616d9f6827aec8b80b029e87c15e0aba0..db10c3b26fc45b3c7b0c28ba4c51687ef964a13d 100644 (file)
@@ -126,7 +126,7 @@ void Bloom::set_strength(float s)
        combine_shdata.uniform(combine_shader.get_uniform_location("strength"), s);
 }
 
-void Bloom::render(const Texture2D &src)
+void Bloom::render(const Texture2D &src, const Texture2D &)
 {
        const Framebuffer *dest = Framebuffer::current();
        blur_shader.bind();
index c02604afc0a281a918076190433f6e15ae2e4f1d..b763809aca7422feba10f52be9f402f4a97f5962 100644 (file)
@@ -48,7 +48,7 @@ public:
        values mean more blurriness. */
        void set_strength(float);
 
-       virtual void render(const Texture2D &);
+       virtual void render(const Texture2D &, const Texture2D &);
 };
 
 } // namespace GL
index 62aeaab938b60830d30dad685443a1e6490b95bb..63bdc4e84bbf82f10b883ade20f7d89c6216bc12 100644 (file)
@@ -116,14 +116,18 @@ void Pipeline::add_postprocessor(PostProcessor &pp)
        if(!fbo)
        {
                fbo = new Framebuffer;
+
                color_buf = new Texture2D;
                color_buf->set_min_filter(NEAREST);
                color_buf->set_mag_filter(NEAREST);
                color_buf->storage((hdr ? RGB16F : RGB), width, height);
                fbo->attach(COLOR_ATTACHMENT0, *color_buf, 0);
-               depth_buf = new Renderbuffer;
+
+               depth_buf = new Texture2D;
+               depth_buf->set_min_filter(NEAREST);
+               depth_buf->set_mag_filter(NEAREST);
                depth_buf->storage(DEPTH_COMPONENT, width, height);
-               fbo->attach(DEPTH_ATTACHMENT, *depth_buf);
+               fbo->attach(DEPTH_ATTACHMENT, *depth_buf, 0);
        }
 }
 
@@ -171,7 +175,7 @@ void Pipeline::render_all() const
 
        // XXX Need two color buffer textures to handle multiple post-processors correctly
        for(vector<PostProcessor *>::const_iterator i=postproc.begin(); i!=postproc.end(); ++i)
-               (*i)->render(*color_buf);
+               (*i)->render(*color_buf, *depth_buf);
 }
 
 
index 3f0ea2fa235390a81232c5b95bd26a014a93128d..a63eeb5f686a2deb4cd541e60cd0b05ab0a7101a 100644 (file)
@@ -47,7 +47,7 @@ private:
        bool hdr;
        Framebuffer *fbo;
        Texture2D *color_buf;
-       Renderbuffer *depth_buf;
+       Texture2D *depth_buf;
 
 public:
        Pipeline(unsigned, unsigned, bool);
index 25ed150a53f803b08f763c74c9a4836196ee99df..f835e5afafd75bbfac7568af9ca9ab68634754ea 100644 (file)
@@ -21,12 +21,12 @@ class PostProcessor
 protected:
        PostProcessor() { }
 public:
-       virtual ~PostProcessor();
+       virtual ~PostProcessor() { }
 
        /**
        Renders the effect.  Takes the source texture as a parameter.
        */
-       virtual void render(const Texture2D &) =0;
+       virtual void render(const Texture2D &, const Texture2D &) = 0;
 };
 
 } // namespace GL