--- /dev/null
+#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