SSAO is working, but is kinda crappy. You can change shade variables in the debug window.
This commit is contained in:
@@ -19,16 +19,20 @@ void DrawBloomPass::InitializeTextures()
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void DrawBloomPass::InitializeShaderPrograms()
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{
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m_GaussianProgram_horiz = ResourceManager::Load<ShaderProgram>("##GaussianProgramHoriz");
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m_GaussianProgram_horiz->AddShader(std::shared_ptr<Shader>(new VertexShader("Shaders/Gaussian_horiz.vert.glsl")));
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m_GaussianProgram_horiz->AddShader(std::shared_ptr<Shader>(new FragmentShader("Shaders/Gaussian_horiz.frag.glsl")));
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m_GaussianProgram_horiz->Compile();
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m_GaussianProgram_horiz->Link();
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if (m_GaussianProgram_horiz->GetHandle() == 0) {
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m_GaussianProgram_horiz->AddShader(std::shared_ptr<Shader>(new VertexShader("Shaders/Gaussian_horiz.vert.glsl")));
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m_GaussianProgram_horiz->AddShader(std::shared_ptr<Shader>(new FragmentShader("Shaders/Gaussian_horiz.frag.glsl")));
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m_GaussianProgram_horiz->Compile();
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m_GaussianProgram_horiz->Link();
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}
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m_GaussianProgram_vert = ResourceManager::Load<ShaderProgram>("##GaussianProgramVert");
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m_GaussianProgram_vert->AddShader(std::shared_ptr<Shader>(new VertexShader("Shaders/Gaussian_vert.vert.glsl")));
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m_GaussianProgram_vert->AddShader(std::shared_ptr<Shader>(new FragmentShader("Shaders/Gaussian_vert.frag.glsl")));
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m_GaussianProgram_vert->Compile();
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m_GaussianProgram_vert->Link();
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m_GaussianProgram_vert = ResourceManager::Load<ShaderProgram>("##GaussianProgramVert");
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if (m_GaussianProgram_vert->GetHandle() == 0) {
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m_GaussianProgram_vert->AddShader(std::shared_ptr<Shader>(new VertexShader("Shaders/Gaussian_vert.vert.glsl")));
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m_GaussianProgram_vert->AddShader(std::shared_ptr<Shader>(new FragmentShader("Shaders/Gaussian_vert.frag.glsl")));
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m_GaussianProgram_vert->Compile();
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m_GaussianProgram_vert->Link();
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}
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}
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@@ -70,16 +74,18 @@ void DrawBloomPass::Draw(GLuint texture)
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//Horizontal pass, first use the given texture then save it to the horizontal framebuffer.
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m_GaussianFrameBuffer_horiz.Bind();
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GLERROR("m_GaussianFrameBuffer_horiz.Bind()");
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m_GaussianProgram_horiz->Bind();
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GLERROR("m_GaussianProgram_horiz->Bind()");
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glActiveTexture(GL_TEXTURE0);
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glBindTexture(GL_TEXTURE_2D, texture);
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GLERROR("glBindTexture");
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glBindVertexArray(m_ScreenQuad->VAO);
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glBindBuffer(GL_ELEMENT_ARRAY_BUFFER, m_ScreenQuad->ElementBuffer);
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GLERROR("GL_ELEMENT_ARRAY_BUFFER");
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glDrawElementsBaseVertex(GL_TRIANGLES, m_ScreenQuad->MaterialGroups()[0].material->EndIndex - m_ScreenQuad->MaterialGroups()[0].material->StartIndex +1
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, GL_UNSIGNED_INT, 0, m_ScreenQuad->MaterialGroups()[0].material->StartIndex);
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GLERROR("HEJ");
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//Iterate some times to make it more gaussian.
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for (int i = 1; i < m_iterations; i++) {
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//Vertical pass
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@@ -92,7 +98,7 @@ void DrawBloomPass::Draw(GLuint texture)
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glBindBuffer(GL_ELEMENT_ARRAY_BUFFER, m_ScreenQuad->ElementBuffer);
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glDrawElementsBaseVertex(GL_TRIANGLES, m_ScreenQuad->MaterialGroups()[0].material->EndIndex - m_ScreenQuad->MaterialGroups()[0].material->StartIndex +1
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, GL_UNSIGNED_INT, 0, m_ScreenQuad->MaterialGroups()[0].material->StartIndex);
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GLERROR("HEJ LOOP");
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//horizontal pass
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m_GaussianFrameBuffer_horiz.Bind();
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@@ -112,7 +118,7 @@ void DrawBloomPass::Draw(GLuint texture)
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m_GaussianProgram_vert->Bind();
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glBindTexture(GL_TEXTURE_2D, m_GaussianTexture_horiz);
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GLERROR("GL_TEXTURE_2D");
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glBindVertexArray(m_ScreenQuad->VAO);
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glBindBuffer(GL_ELEMENT_ARRAY_BUFFER, m_ScreenQuad->ElementBuffer);
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glDrawElementsBaseVertex(GL_TRIANGLES, m_ScreenQuad->MaterialGroups()[0].material->EndIndex - m_ScreenQuad->MaterialGroups()[0].material->StartIndex +1
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@@ -18,7 +18,7 @@ void DrawColorCorrectionPass::InitializeShaderPrograms()
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m_ColorCorrectionProgram->Link();
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}
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void DrawColorCorrectionPass::Draw(GLuint sceneTexture, GLuint bloomTexture, GLuint sceneTextureLowRes, GLuint bloomTextureLowRes, GLfloat gamma, GLfloat exposure)
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void DrawColorCorrectionPass::Draw(GLuint sceneTexture, GLuint bloomTexture, GLuint sceneTextureLowRes, GLuint bloomTextureLowRes, GLuint SSAOTexture, GLfloat gamma, GLfloat exposure)
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{
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//glBindFramebuffer(GL_FRAMEBUFFER, 0);
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GLERROR("DrawScreenQuadPass::Draw: Pre");
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@@ -37,6 +37,8 @@ void DrawColorCorrectionPass::Draw(GLuint sceneTexture, GLuint bloomTexture, GLu
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glBindTexture(GL_TEXTURE_2D, sceneTextureLowRes);
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glActiveTexture(GL_TEXTURE3);
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glBindTexture(GL_TEXTURE_2D, bloomTextureLowRes);
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glActiveTexture(GL_TEXTURE4);
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glBindTexture(GL_TEXTURE_2D, SSAOTexture);
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glBindVertexArray(m_ScreenQuad->VAO);
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glBindBuffer(GL_ELEMENT_ARRAY_BUFFER, m_ScreenQuad->ElementBuffer);
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@@ -22,10 +22,21 @@ void DrawFinalPass::InitializeTextures()
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void DrawFinalPass::InitializeFrameBuffers()
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{
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glGenRenderbuffers(1, &m_DepthBuffer);
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glGenTextures(1, &m_DepthBuffer);
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glBindTexture(GL_TEXTURE_2D, m_DepthBuffer);
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glTexImage2D(GL_TEXTURE_2D, 0, GL_DEPTH24_STENCIL8, (int)(m_Renderer->GetViewportSize().Width), (int)(m_Renderer->GetViewportSize().Height), 0, GL_DEPTH_STENCIL, GL_UNSIGNED_INT_24_8, nullptr);
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glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_NEAREST);
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glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_NEAREST);
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glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_S, GL_CLAMP_TO_BORDER);
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glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_T, GL_CLAMP_TO_BORDER);
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/*glGenRenderbuffers(1, &m_DepthBuffer);
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glBindRenderbuffer(GL_RENDERBUFFER, m_DepthBuffer);
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glRenderbufferStorage(GL_RENDERBUFFER, GL_DEPTH24_STENCIL8, m_Renderer->GetViewportSize().Width, m_Renderer->GetViewportSize().Height);
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GLERROR("RenderBuffer generation");
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GLERROR("RenderBuffer generation");*/
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GenerateTexture(&m_SceneTexture, GL_CLAMP_TO_EDGE, GL_LINEAR, glm::vec2(m_Renderer->GetViewportSize().Width, m_Renderer->GetViewportSize().Height), GL_RGB16F, GL_RGB, GL_FLOAT);
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//GenerateTexture(&m_BloomTexture, GL_CLAMP_TO_EDGE, GL_LINEAR, glm::vec2(m_Renderer->GetViewPortSize().Width, m_Renderer->GetViewPortSize().Height), GL_RGB16F, GL_RGB, GL_FLOAT);
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@@ -33,7 +44,7 @@ void DrawFinalPass::InitializeFrameBuffers()
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//GenerateMipMapTexture(&m_BloomTexture, GL_CLAMP_TO_EDGE, glm::vec2(m_Renderer->GetViewPortSize().Width, m_Renderer->GetViewPortSize().Height), GL_RGB16F, GL_FLOAT, 4);
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//GenerateTexture(&m_StencilTexture, GL_CLAMP_TO_EDGE, GL_LINEAR, glm::vec2(m_Renderer->GetViewportSize().Width, m_Renderer->GetViewportSize().Height), GL_STENCIL, GL_STENCIL_INDEX8, GL_INT);
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m_FinalPassFrameBuffer.AddResource(std::shared_ptr<BufferResource>(new RenderBuffer(&m_DepthBuffer, GL_DEPTH_STENCIL_ATTACHMENT)));
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m_FinalPassFrameBuffer.AddResource(std::shared_ptr<BufferResource>(new Texture2D(&m_DepthBuffer, GL_DEPTH_STENCIL_ATTACHMENT)));
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//m_FinalPassFrameBuffer.AddResource(std::shared_ptr<BufferResource>(new Texture2D(&m_StencilTexture, GL_STENCIL_ATTACHMENT)));
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m_FinalPassFrameBuffer.AddResource(std::shared_ptr<BufferResource>(new Texture2D(&m_SceneTexture, GL_COLOR_ATTACHMENT0)));
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m_FinalPassFrameBuffer.AddResource(std::shared_ptr<BufferResource>(new Texture2D(&m_BloomTexture, GL_COLOR_ATTACHMENT1)));
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@@ -176,10 +187,12 @@ void DrawFinalPass::InitializeShaderPrograms()
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void DrawFinalPass::Draw(RenderScene& scene)
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{
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GLERROR("Pre");
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RenderCamera = scene.Camera;
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DrawFinalPassState* state = new DrawFinalPassState(m_FinalPassFrameBuffer.GetHandle());
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if (scene.ClearDepth) {
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glClear(GL_DEPTH_BUFFER_BIT);
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//glClear(GL_DEPTH_BUFFER_BIT);
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state->Disable(GL_DEPTH_TEST);
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state->DepthMask(GL_FALSE);
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}
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//TODO: Do we need check for this or will it be per scene always?
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glClearStencil(0x00);
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@@ -241,7 +254,7 @@ void DrawFinalPass::Draw(RenderScene& scene)
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DrawShieldToStencilBuffer(scene.Jobs.ShieldObjects, scene);
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GLERROR("StencilPass");
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glClear(GL_DEPTH_BUFFER_BIT);
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//glClear(GL_DEPTH_BUFFER_BIT);
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stateLowRes->Enable(GL_DEPTH_TEST);
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stateLowRes->StencilFunc(GL_LEQUAL, 1, 0xFF);
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@@ -743,17 +756,26 @@ void DrawFinalPass::BindExplosionUniforms(GLuint shaderHandle, std::shared_ptr<E
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void DrawFinalPass::BindModelUniforms(GLuint shaderHandle, std::shared_ptr<ModelJob>& job, RenderScene& scene)
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{
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GLERROR("Bind 1 uniform");
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GLint Location_M = glGetUniformLocation(shaderHandle, "M");
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glUniformMatrix4fv(Location_M, 1, GL_FALSE, glm::value_ptr(job->Matrix));
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GLERROR("Bind 2 uniform");
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GLint Location_V = glGetUniformLocation(shaderHandle, "V");
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glUniformMatrix4fv(Location_V, 1, GL_FALSE, glm::value_ptr(scene.Camera->ViewMatrix()));
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GLERROR("Bind 3 uniform");
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GLint Location_P = glGetUniformLocation(shaderHandle, "P");
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glUniformMatrix4fv(Location_P, 1, GL_FALSE, glm::value_ptr(scene.Camera->ProjectionMatrix()));
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GLERROR("Bind 4 uniform");
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if (1/*job->Model->IsSkinned()*/) {
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GLERROR("Bind 1 uniform");
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GLint Location_M = glGetUniformLocation(shaderHandle, "M");
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glUniformMatrix4fv(Location_M, 1, GL_FALSE, glm::value_ptr(job->Matrix));
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GLERROR("Bind 2 uniform");
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GLint Location_V = glGetUniformLocation(shaderHandle, "V");
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glUniformMatrix4fv(Location_V, 1, GL_FALSE, glm::value_ptr(scene.Camera->ViewMatrix()));
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GLERROR("Bind 3 uniform");
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GLint Location_P = glGetUniformLocation(shaderHandle, "P");
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glUniformMatrix4fv(Location_P, 1, GL_FALSE, glm::value_ptr(scene.Camera->ProjectionMatrix()));
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GLERROR("Bind 4 uniform");
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} else {
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GLERROR("Bind 1 uniform");
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GLint Location_M = glGetUniformLocation(shaderHandle, "M");
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glUniformMatrix4fv(Location_M, 1, GL_FALSE, glm::value_ptr(job->Matrix));
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GLERROR("Bind 2 uniform");
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GLint Location_V = glGetUniformLocation(shaderHandle, "PV");
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glUniformMatrix4fv(Location_V, 1, GL_FALSE, glm::value_ptr(scene.Camera->ProjectionMatrix() * scene.Camera->ViewMatrix()));
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GLERROR("Bind 3 uniform");
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}
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GLint Location_ScreenDimensions = glGetUniformLocation(shaderHandle, "ScreenDimensions");
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glUniform2f(Location_ScreenDimensions, m_Renderer->Resolution().Width, m_Renderer->Resolution().Height);
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GLERROR("Bind 5 uniform");
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@@ -93,7 +93,12 @@ void Renderer::Update(double dt)
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void Renderer::Draw(RenderFrame& frame)
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{
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ImGui::Combo("Draw textures", &m_DebugTextureToDraw, "Final\0Scene\0Bloom\0SceneLowRes\0BloomLowRes\0Gaussian\0Picking");
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ImGui::Combo("Draw textures", &m_DebugTextureToDraw, "Final\0Scene\0Bloom\0SceneLowRes\0BloomLowRes\0Gaussian\0Picking\0SSAO");
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ImGui::SliderFloat("SSAO sample radius", &m_SSAO_Radius, 0.0001f, 1.0f);
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ImGui::SliderFloat("SSAO bias", &m_SSAO_Bias, 0.0f, 1.0f);
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ImGui::SliderFloat("SSAO intensity", &m_SSAO_Intensity, 0.0f, 1.0f);
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m_SSAOPass->Setting(m_SSAO_Radius, m_SSAO_Bias, m_SSAO_Intensity);
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//clear buffer 0
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glClearColor(0.f, 0.f, 0.f, 0.f);
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glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT);
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@@ -124,8 +129,10 @@ void Renderer::Draw(RenderFrame& frame)
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}
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m_DrawBloomPass->Draw(m_DrawFinalPass->BloomTexture());
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m_SSAOPass->Draw(m_DrawFinalPass->DepthBuffer(), m_DrawFinalPass->DepthBufferCamera());
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if (m_DebugTextureToDraw == 0) {
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m_DrawColorCorrectionPass->Draw(m_DrawFinalPass->SceneTexture(), m_DrawBloomPass->GaussianTexture(), m_DrawFinalPass->SceneTextureLowRes(), m_DrawFinalPass->BloomTextureLowRes(), frame.Gamma, frame.Exposure);
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m_DrawColorCorrectionPass->Draw(m_DrawFinalPass->SceneTexture(), m_DrawBloomPass->GaussianTexture(), m_DrawFinalPass->SceneTextureLowRes(), m_DrawFinalPass->BloomTextureLowRes(), m_SSAOPass->SSAOTexture(), frame.Gamma, frame.Exposure);
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}
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if (m_DebugTextureToDraw == 1) {
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m_DrawScreenQuadPass->Draw(m_DrawFinalPass->SceneTexture());
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@@ -145,6 +152,9 @@ void Renderer::Draw(RenderFrame& frame)
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if (m_DebugTextureToDraw == 6) {
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m_DrawScreenQuadPass->Draw(m_PickingPass->PickingTexture());
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}
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if (m_DebugTextureToDraw == 7) {
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m_DrawScreenQuadPass->Draw(m_SSAOPass->SSAOTexture());
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}
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m_ImGuiRenderPass->Draw();
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GLERROR("Imgui draw");
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@@ -191,4 +201,5 @@ void Renderer::InitializeRenderPasses()
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m_DrawScreenQuadPass = new DrawScreenQuadPass(this);
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m_DrawBloomPass = new DrawBloomPass(this);
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m_DrawColorCorrectionPass = new DrawColorCorrectionPass(this);
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m_SSAOPass = new SSAOPass(this);
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}
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@@ -0,0 +1,135 @@
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#include "Rendering/SSAOPass.h"
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SSAOPass::SSAOPass(IRenderer* renderer)
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{
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m_Renderer = renderer;
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m_ScreenQuad = ResourceManager::Load<Model>("Models/Core/ScreenQuad.mesh");
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InitializeBuffer();
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InitializeShaderProgram();
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Setting(0.1f, 0.012f, 1.0f);
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m_DrawBloomPass = new DrawBloomPass(renderer);
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}
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void SSAOPass::InitializeShaderProgram()
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{
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m_SSAOProgram = ResourceManager::Load<ShaderProgram>("##SSAOProgram");
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m_SSAOProgram->AddShader(std::shared_ptr<Shader>(new VertexShader("Shaders/SSAO.vert.glsl")));
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m_SSAOProgram->AddShader(std::shared_ptr<Shader>(new FragmentShader("Shaders/SSAO.frag.glsl")));
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m_SSAOProgram->Compile();
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m_SSAOProgram->Link();
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m_SSAOViewSpaceZProgram = ResourceManager::Load<ShaderProgram>("##SSAOViewSpaceZProgram");
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m_SSAOViewSpaceZProgram->AddShader(std::shared_ptr<Shader>(new VertexShader("Shaders/SSAO.vert.glsl")));
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m_SSAOViewSpaceZProgram->AddShader(std::shared_ptr<Shader>(new FragmentShader("Shaders/SSAOViewSpaceZ.frag.glsl")));
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m_SSAOViewSpaceZProgram->Compile();
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m_SSAOViewSpaceZProgram->Link();
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}
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void SSAOPass::InitializeBuffer()
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{
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GenerateTexture(&m_SSAOTexture, GL_CLAMP_TO_EDGE, GL_LINEAR, glm::vec2(m_Renderer->GetViewportSize().Width, m_Renderer->GetViewportSize().Height), GL_RGB16F, GL_RGB, GL_FLOAT);
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m_SSAOFramBuffer.AddResource(std::shared_ptr<BufferResource>(new Texture2D(&m_SSAOTexture, GL_COLOR_ATTACHMENT0)));
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m_SSAOFramBuffer.Generate();
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GenerateTexture(&m_SSAOViewSpaceZTexture, GL_CLAMP_TO_EDGE, GL_LINEAR, glm::vec2(m_Renderer->GetViewportSize().Width, m_Renderer->GetViewportSize().Height), GL_RGB32F, GL_RGB, GL_FLOAT);
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m_SSAOViewSpaceZFramBuffer.AddResource(std::shared_ptr<BufferResource>(new Texture2D(&m_SSAOViewSpaceZTexture, GL_COLOR_ATTACHMENT0)));
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m_SSAOViewSpaceZFramBuffer.Generate();
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}
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void SSAOPass::ClearBuffer()
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{
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m_SSAOFramBuffer.Bind();
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glClearColor(0.f, 0.f, 0.f, 0.f);
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glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT);
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m_SSAOFramBuffer.Unbind();
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m_SSAOViewSpaceZFramBuffer.Bind();
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glClearColor(0.f, 0.f, 0.f, 0.f);
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glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT);
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m_SSAOViewSpaceZFramBuffer.Unbind();
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}
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void SSAOPass::Setting(float radius, float bias, float intensity) {
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m_Radius = radius;
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m_Bias = bias;
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m_Intensity = intensity;
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}
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void SSAOPass::GenerateTexture(GLuint* texture, GLenum wrapping, GLenum filtering, glm::vec2 dimensions, GLint internalFormat, GLint format, GLenum type) const
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{
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glGenTextures(1, texture);
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glBindTexture(GL_TEXTURE_2D, *texture);
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glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_S, wrapping);
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glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_T, wrapping);
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glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, filtering);
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glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, filtering);
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glTexImage2D(GL_TEXTURE_2D, 0, internalFormat, dimensions.x, dimensions.y, 0, format, type, nullptr);
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GLERROR("Texture initialization failed");
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}
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void SSAOPass::Draw(GLuint depthBuffer, Camera* camera)
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{
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SSAOPassState state;
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GLuint viewSpaceZPShaderHandle = m_SSAOViewSpaceZProgram->GetHandle();
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GLuint SSAOShaderHandle = m_SSAOProgram->GetHandle();
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m_SSAOViewSpaceZFramBuffer.Bind();
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m_SSAOViewSpaceZProgram->Bind();
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glActiveTexture(GL_TEXTURE0);
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glBindTexture(GL_TEXTURE_2D, depthBuffer);
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glm::vec3 clipInfo = glm::vec3(
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(camera->NearClip() * camera->FarClip()),
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(camera->NearClip() - camera->FarClip()),
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(camera->FarClip())
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);
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/*glm::vec3 clipInfo = glm::vec3(
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(camera->NearClip()),
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(-1.0f),
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(+1.0f)
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);*/
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glUniform3fv(glGetUniformLocation(viewSpaceZPShaderHandle, "ClipInfo"), 1, glm::value_ptr(clipInfo));
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glBindVertexArray(m_ScreenQuad->VAO);
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glBindBuffer(GL_ELEMENT_ARRAY_BUFFER, m_ScreenQuad->ElementBuffer);
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glDrawElementsBaseVertex(GL_TRIANGLES, m_ScreenQuad->MaterialGroups()[0].material->EndIndex - m_ScreenQuad->MaterialGroups()[0].material->StartIndex + 1
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, GL_UNSIGNED_INT, 0, m_ScreenQuad->MaterialGroups()[0].material->StartIndex);
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glm::vec4 projInfo = glm::vec4(
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(-2.0f / (m_Renderer->GetViewportSize().Width * camera->ProjectionMatrix()[0][0])),
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(-2.0f / (m_Renderer->GetViewportSize().Height * camera->ProjectionMatrix()[1][1])),
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((1.0f - camera->ProjectionMatrix()[0][2]) / camera->ProjectionMatrix()[0][0]),
|
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((1.0f - camera->ProjectionMatrix()[1][2]) / camera->ProjectionMatrix()[1][1])
|
||||
);
|
||||
|
||||
|
||||
m_SSAOFramBuffer.Bind();
|
||||
m_SSAOProgram->Bind();
|
||||
|
||||
glActiveTexture(GL_TEXTURE0);
|
||||
glBindTexture(GL_TEXTURE_2D, m_SSAOViewSpaceZTexture);
|
||||
|
||||
// How many pixel there are in a 1m long object 1m away from the camera
|
||||
glUniform1f(glGetUniformLocation(SSAOShaderHandle, "ProjScale"), m_Renderer->GetViewportSize().Height / (-2.0f * glm::tan(camera->FOV() * 0.5f)));
|
||||
|
||||
glUniform1f(glGetUniformLocation(SSAOShaderHandle, "Radius"), m_Radius);
|
||||
glUniform1f(glGetUniformLocation(SSAOShaderHandle, "Bias"), m_Bias);
|
||||
glUniform1f(glGetUniformLocation(SSAOShaderHandle, "IntensityDivR6"), m_Intensity / glm::pow(m_Radius, 6));
|
||||
|
||||
glUniform4fv(glGetUniformLocation(SSAOShaderHandle, "ProjInfo"), 1, glm::value_ptr(projInfo));
|
||||
glDrawElementsBaseVertex(GL_TRIANGLES, m_ScreenQuad->MaterialGroups()[0].material->EndIndex - m_ScreenQuad->MaterialGroups()[0].material->StartIndex + 1
|
||||
, GL_UNSIGNED_INT, 0, m_ScreenQuad->MaterialGroups()[0].material->StartIndex);
|
||||
|
||||
m_DrawBloomPass->ClearBuffer();
|
||||
m_DrawBloomPass->Draw(m_SSAOTexture);
|
||||
}
|
||||
|
||||
void ComputeAO(GLuint depthBuffer, Camera* camera) {
|
||||
|
||||
}
|
||||
@@ -0,0 +1,16 @@
|
||||
#include "Rendering/SSAOPassState.h"
|
||||
|
||||
|
||||
SSAOPassState::SSAOPassState()
|
||||
{
|
||||
//BindFramebuffer(0);
|
||||
Disable(GL_BLEND);
|
||||
Disable(GL_DEPTH_TEST);
|
||||
Disable(GL_CULL_FACE);
|
||||
}
|
||||
|
||||
SSAOPassState::~SSAOPassState()
|
||||
{
|
||||
|
||||
}
|
||||
|
||||
@@ -98,8 +98,7 @@ void ShaderProgram::AddShader(std::shared_ptr<Shader> shader)
|
||||
|
||||
void ShaderProgram::Compile()
|
||||
{
|
||||
if (m_ShaderProgramHandle == 0)
|
||||
{
|
||||
if (m_ShaderProgramHandle == 0) {
|
||||
m_ShaderProgramHandle = glCreateProgram();
|
||||
}
|
||||
|
||||
|
||||
Reference in New Issue
Block a user