framework2
115 строк · 4.6 Кб
1/*
2* GodRaysPass.cpp
3*
4* Copyright (c) 2013, satcy, http://satcy.net
5* All rights reserved.
6*
7* Redistribution and use in source and binary forms, with or without
8* modification, are permitted provided that the following conditions are met:
9*
10* * Redistributions of source code must retain the above copyright notice,
11* this list of conditions and the following disclaimer.
12* * Redistributions in binary form must reproduce the above copyright
13* notice, this list of conditions and the following disclaimer in the
14* documentation and/or other materials provided with the distribution.
15* * Neither the name of Neil Mendoza nor the names of its contributors may be used
16* to endorse or promote products derived from this software without
17* specific prior written permission.
18*
19* THIS SOFTWARE IS PROVIDED BY THE COPYRIGHT HOLDERS AND CONTRIBUTORS "AS IS"
20* AND ANY EXPRESS OR IMPLIED WARRANTIES, INCLUDING, BUT NOT LIMITED TO, THE
21* IMPLIED WARRANTIES OF MERCHANTABILITY AND FITNESS FOR A PARTICULAR PURPOSE
22* ARE DISCLAIMED. IN NO EVENT SHALL THE COPYRIGHT OWNER OR CONTRIBUTORS BE
23* LIABLE FOR ANY DIRECT, INDIRECT, INCIDENTAL, SPECIAL, EXEMPLARY, OR
24* CONSEQUENTIAL DAMAGES (INCLUDING, BUT NOT LIMITED TO, PROCUREMENT OF
25* SUBSTITUTE GOODS OR SERVICES; LOSS OF USE, DATA, OR PROFITS; OR BUSINESS
26* INTERRUPTION) HOWEVER CAUSED AND ON ANY THEORY OF LIABILITY, WHETHER IN
27* CONTRACT, STRICT LIABILITY, OR TORT (INCLUDING NEGLIGENCE OR OTHERWISE)
28* ARISING IN ANY WAY OUT OF THE USE OF THIS SOFTWARE, EVEN IF ADVISED OF THE
29* POSSIBILITY OF SUCH DAMAGE.
30*
31*/
32#include "GodRaysPass.h"
33#include "ofMain.h"
34
35namespace itg
36{
37GodRaysPass::GodRaysPass(const ofVec2f& aspect, bool arb, const ofVec3f & lightPositionOnScreen, float lightDirDOTviewDir) :
38lightPositionOnScreen(lightPositionOnScreen), lightDirDOTviewDir(lightDirDOTviewDir), RenderPass(aspect, arb, "godrays")
39{
40
41string vertShaderSrc = STRINGIFY(
42void main(void)
43{
44gl_TexCoord[0] = gl_MultiTexCoord0;
45gl_FrontColor = gl_Color;
46gl_Position = gl_ModelViewProjectionMatrix * gl_Vertex;
47}
48);
49
50string fragShaderSrc = STRINGIFY(
51uniform sampler2D rtex;
52uniform sampler2D otex;
53
54const int NUM_SAMPLES = 50;
55
56uniform vec2 lightPositionOnScreen;
57uniform float lightDirDOTviewDir;
58
59void main(void)
60{
61vec4 origColor = texture2D(otex, gl_TexCoord[0].st);
62vec4 raysColor = texture2D(rtex, gl_TexCoord[0].st);
63
64if (lightDirDOTviewDir>0.0){
65float exposure = 0.1/float(NUM_SAMPLES);
66float decay = 1.0 ;
67float density = 0.5;
68float weight = 6.0;
69float illuminationDecay = 1.0;
70
71vec2 deltaTextCoord = vec2( gl_TexCoord[0].st - lightPositionOnScreen);
72vec2 textCoo = gl_TexCoord[0].st;
73deltaTextCoord *= 1.0 / float(NUM_SAMPLES) * density;
74
75
76
77for(int i=0; i < NUM_SAMPLES ; i++)
78{
79textCoo -= deltaTextCoord;
80vec4 tsample = texture2D(rtex, textCoo );
81tsample *= illuminationDecay * weight;
82raysColor += tsample;
83illuminationDecay *= decay;
84}
85raysColor *= exposure * lightDirDOTviewDir;
86float p = 0.3 *raysColor.g + 0.59*raysColor.r + 0.11*raysColor.b;
87gl_FragColor = origColor + p;
88} else {
89gl_FragColor = origColor;
90}
91}
92);
93shader.setupShaderFromSource(GL_VERTEX_SHADER, vertShaderSrc);
94shader.setupShaderFromSource(GL_FRAGMENT_SHADER, fragShaderSrc);
95shader.linkProgram();
96
97}
98
99void GodRaysPass::render(ofFbo& readFbo, ofFbo& writeFbo, ofTexture& depthTex)
100{
101writeFbo.begin();
102
103shader.begin();
104shader.setUniformTexture("otex", readFbo.getTexture(), 0);
105shader.setUniformTexture("rtex", readFbo.getTexture(), 1);
106shader.setUniform2f("lightPositionOnScreen", lightPositionOnScreen.x, lightPositionOnScreen.y);
107shader.setUniform1f("lightDirDOTviewDir", lightDirDOTviewDir);
108
109
110texturedQuad(0, 0, writeFbo.getWidth(), writeFbo.getHeight());
111
112shader.end();
113writeFbo.end();
114}
115}