SSAO is working, but is kinda crappy. You can change shade variables in the debug window.
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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])
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);
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m_SSAOFramBuffer.Bind();
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m_SSAOProgram->Bind();
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glActiveTexture(GL_TEXTURE0);
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glBindTexture(GL_TEXTURE_2D, m_SSAOViewSpaceZTexture);
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// How many pixel there are in a 1m long object 1m away from the camera
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glUniform1f(glGetUniformLocation(SSAOShaderHandle, "ProjScale"), m_Renderer->GetViewportSize().Height / (-2.0f * glm::tan(camera->FOV() * 0.5f)));
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glUniform1f(glGetUniformLocation(SSAOShaderHandle, "Radius"), m_Radius);
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glUniform1f(glGetUniformLocation(SSAOShaderHandle, "Bias"), m_Bias);
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glUniform1f(glGetUniformLocation(SSAOShaderHandle, "IntensityDivR6"), m_Intensity / glm::pow(m_Radius, 6));
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glUniform4fv(glGetUniformLocation(SSAOShaderHandle, "ProjInfo"), 1, glm::value_ptr(projInfo));
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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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m_DrawBloomPass->ClearBuffer();
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m_DrawBloomPass->Draw(m_SSAOTexture);
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}
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void ComputeAO(GLuint depthBuffer, Camera* camera) {
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}
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