SSAO is working, but is kinda crappy. You can change shade variables in the debug window.

This commit is contained in:
Teejoon
2016-02-19 16:50:04 +01:00
parent 0d665c10fe
commit 201480b17f
16 changed files with 444 additions and 38 deletions
+20 -14
View File
@@ -19,16 +19,20 @@ void DrawBloomPass::InitializeTextures()
void DrawBloomPass::InitializeShaderPrograms()
{
m_GaussianProgram_horiz = ResourceManager::Load<ShaderProgram>("##GaussianProgramHoriz");
m_GaussianProgram_horiz->AddShader(std::shared_ptr<Shader>(new VertexShader("Shaders/Gaussian_horiz.vert.glsl")));
m_GaussianProgram_horiz->AddShader(std::shared_ptr<Shader>(new FragmentShader("Shaders/Gaussian_horiz.frag.glsl")));
m_GaussianProgram_horiz->Compile();
m_GaussianProgram_horiz->Link();
if (m_GaussianProgram_horiz->GetHandle() == 0) {
m_GaussianProgram_horiz->AddShader(std::shared_ptr<Shader>(new VertexShader("Shaders/Gaussian_horiz.vert.glsl")));
m_GaussianProgram_horiz->AddShader(std::shared_ptr<Shader>(new FragmentShader("Shaders/Gaussian_horiz.frag.glsl")));
m_GaussianProgram_horiz->Compile();
m_GaussianProgram_horiz->Link();
}
m_GaussianProgram_vert = ResourceManager::Load<ShaderProgram>("##GaussianProgramVert");
m_GaussianProgram_vert->AddShader(std::shared_ptr<Shader>(new VertexShader("Shaders/Gaussian_vert.vert.glsl")));
m_GaussianProgram_vert->AddShader(std::shared_ptr<Shader>(new FragmentShader("Shaders/Gaussian_vert.frag.glsl")));
m_GaussianProgram_vert->Compile();
m_GaussianProgram_vert->Link();
m_GaussianProgram_vert = ResourceManager::Load<ShaderProgram>("##GaussianProgramVert");
if (m_GaussianProgram_vert->GetHandle() == 0) {
m_GaussianProgram_vert->AddShader(std::shared_ptr<Shader>(new VertexShader("Shaders/Gaussian_vert.vert.glsl")));
m_GaussianProgram_vert->AddShader(std::shared_ptr<Shader>(new FragmentShader("Shaders/Gaussian_vert.frag.glsl")));
m_GaussianProgram_vert->Compile();
m_GaussianProgram_vert->Link();
}
}
@@ -70,16 +74,18 @@ void DrawBloomPass::Draw(GLuint texture)
//Horizontal pass, first use the given texture then save it to the horizontal framebuffer.
m_GaussianFrameBuffer_horiz.Bind();
GLERROR("m_GaussianFrameBuffer_horiz.Bind()");
m_GaussianProgram_horiz->Bind();
GLERROR("m_GaussianProgram_horiz->Bind()");
glActiveTexture(GL_TEXTURE0);
glBindTexture(GL_TEXTURE_2D, texture);
GLERROR("glBindTexture");
glBindVertexArray(m_ScreenQuad->VAO);
glBindBuffer(GL_ELEMENT_ARRAY_BUFFER, m_ScreenQuad->ElementBuffer);
GLERROR("GL_ELEMENT_ARRAY_BUFFER");
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);
GLERROR("HEJ");
//Iterate some times to make it more gaussian.
for (int i = 1; i < m_iterations; i++) {
//Vertical pass
@@ -92,7 +98,7 @@ void DrawBloomPass::Draw(GLuint texture)
glBindBuffer(GL_ELEMENT_ARRAY_BUFFER, m_ScreenQuad->ElementBuffer);
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);
GLERROR("HEJ LOOP");
//horizontal pass
m_GaussianFrameBuffer_horiz.Bind();
@@ -112,7 +118,7 @@ void DrawBloomPass::Draw(GLuint texture)
m_GaussianProgram_vert->Bind();
glBindTexture(GL_TEXTURE_2D, m_GaussianTexture_horiz);
GLERROR("GL_TEXTURE_2D");
glBindVertexArray(m_ScreenQuad->VAO);
glBindBuffer(GL_ELEMENT_ARRAY_BUFFER, m_ScreenQuad->ElementBuffer);
glDrawElementsBaseVertex(GL_TRIANGLES, m_ScreenQuad->MaterialGroups()[0].material->EndIndex - m_ScreenQuad->MaterialGroups()[0].material->StartIndex +1