SSAO is working, but is kinda crappy. You can change shade variables in the debug window.
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@@ -17,7 +17,7 @@ public:
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void InitializeFrameBuffers();
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void InitializeShaderPrograms();
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void Draw(GLuint sceneTexture, GLuint bloomTexture, GLuint sceneTextureLowRes, GLuint bloomTextureLowRes, GLfloat gamma, GLfloat exposure);
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void Draw(GLuint sceneTexture, GLuint bloomTexture, GLuint sceneTextureLowRes, GLuint bloomTextureLowRes, GLuint SSAOTexture, GLfloat gamma, GLfloat exposure);
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private:
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const IRenderer* m_Renderer;
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@@ -21,6 +21,9 @@ public:
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void Draw(RenderScene& scene);
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void ClearBuffer();
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//Return the texture that is used in later stages to apply the bloom effect
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GLuint DepthBuffer() const { return m_DepthBuffer; }
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Camera* DepthBufferCamera() const { return RenderCamera; }
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//Return the texture that is used in later stages to apply the bloom effect
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GLuint BloomTexture() const { return m_BloomTexture; }
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GLuint BloomTextureLowRes() const { return m_BloomTextureLowRes; }
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@@ -62,6 +65,7 @@ private:
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GLuint m_SceneTextureLowRes;
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GLuint m_DepthBuffer;
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GLuint m_DepthBufferLowRes;
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Camera* RenderCamera;
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//maqke this component based i guess?
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GLuint m_ShieldPixelRate = 16;
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@@ -16,6 +16,7 @@
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#include "DrawScreenQuadPass.h"
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#include "DrawBloomPass.h"
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#include "DrawColorCorrectionPass.h"
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#include "SSAOPass.h"
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#include "../Core/EventBroker.h"
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#include "ImGuiRenderPass.h"
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#include "Camera.h"
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@@ -50,6 +51,9 @@ private:
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Model* m_UnitSphere;
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int m_DebugTextureToDraw = 0;
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float m_SSAO_Radius = 0.2f;
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float m_SSAO_Bias = 0.012f;
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float m_SSAO_Intensity = 1.0f;
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PickingPass* m_PickingPass;
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LightCullingPass* m_LightCullingPass;
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@@ -58,6 +62,7 @@ private:
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DrawScreenQuadPass* m_DrawScreenQuadPass;
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DrawBloomPass* m_DrawBloomPass;
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DrawColorCorrectionPass* m_DrawColorCorrectionPass;
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SSAOPass* m_SSAOPass;
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//----------------------Functions----------------------//
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void InitializeWindow();
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@@ -0,0 +1,58 @@
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#ifndef SSAOPass_h__
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#define SSAOPass_h__
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#include "IRenderer.h"
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#include "SSAOPassState.h"
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//#include "LightCullingPass.h" Finalpass om den skall skickas in
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#include "FrameBuffer.h"
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#include "ShaderProgram.h"
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#include "DrawBloomPass.h"
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//#include "Util/UnorderedMapVec2.h"
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#include "Texture.h"
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class SSAOPass
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{
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public:
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SSAOPass(IRenderer* rendere);
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~SSAOPass() { };
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void Draw(GLuint depthBuffer, Camera* camera);
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void Setting(float radius, float bias, float intensity);
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void ClearBuffer();
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//Return the SSAO of the texture sent to Draw
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GLuint SSAOTexture() const { return m_DrawBloomPass->GaussianTexture(); }
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private:
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void InitializeTexture();
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void InitializeFrameBuffer();
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void InitializeShaderProgram();
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void InitializeBuffer();
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void GenerateTexture(GLuint* texture, GLenum wrapping, GLenum filtering, glm::vec2 dimensions, GLint internalFormat, GLint format, GLenum type) const;
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void ComputeAO(GLuint depthBuffer, Camera* camera);
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//void blurHorizontal(GLuint depthBuffer);
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//void blurVertical(GLuint depthBuffer);
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Model* m_ScreenQuad;
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const IRenderer* m_Renderer;
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float m_Radius;
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float m_Bias;
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float m_Intensity;
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GLuint m_SSAOTexture;
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FrameBuffer m_SSAOFramBuffer;
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GLuint m_SSAOViewSpaceZTexture;
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FrameBuffer m_SSAOViewSpaceZFramBuffer;
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ShaderProgram* m_SSAOProgram;
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ShaderProgram* m_SSAOViewSpaceZProgram;
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DrawBloomPass* m_DrawBloomPass;
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};
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#endif
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@@ -0,0 +1,15 @@
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#ifndef SSAOPassState_h__
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#define SSAOPassState_h__
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#include "Rendering/RenderState.h"
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class SSAOPassState : public RenderState
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{
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public:
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SSAOPassState();
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~SSAOPassState();
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private:
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};
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#endif
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