]> git.tdb.fi Git - libs/gl.git/blobdiff - source/effects/ambientocclusion.h
Rearrange soucre files into subdirectories
[libs/gl.git] / source / effects / ambientocclusion.h
diff --git a/source/effects/ambientocclusion.h b/source/effects/ambientocclusion.h
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+#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 "rendertarget.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
+{
+public:
+       struct Template: PostProcessor::Template
+       {
+               class Loader: public DataFile::DerivedObjectLoader<Template, PostProcessor::Template::Loader>
+               {
+               public:
+                       Loader(Template &);
+               };
+
+               unsigned n_samples;
+               float occlusion_radius;
+               float darkness;
+               float edge_depth_threshold;
+
+               Template();
+
+               virtual AmbientOcclusion *create(unsigned, unsigned) const;
+       };
+
+private:
+       Texture2D rotate_lookup;
+       RenderTarget occlude_target;
+       Texturing texturing;
+       Program occlude_shader;
+       Program combine_shader;
+       mutable ProgramData shdata;
+       RefPtr<Mesh> quad;
+       RefPtr<Sampler> linear_sampler;
+       RefPtr<Sampler> nearest_sampler;
+
+public:
+       AmbientOcclusion(unsigned, unsigned, float = 1.0f);
+
+private:
+       static float random(unsigned &);
+
+public:
+       void set_n_samples(unsigned);
+       void set_occlusion_radius(float);
+       void set_edge_depth_threshold(float);
+
+       void set_darkness(float);
+
+       virtual void render(Renderer &, const Texture2D &, const Texture2D &);
+};
+
+} // namespace GL
+} // namespace Msp
+
+#endif