SSAO now working. Changed in DrawFinalePass so that th AOTexture is on texture position 0 and only get binded once.

Changed so that the picking pass get drawn once in the beginning so that the AO shatde could calculate AO from the depthbuffer generated during pthe pickingpass.

In the ImGUI debugg window there is now sliders to change the behavior of the AO shader. Only the minimum ambient lightning is HardCoded in to the frowardPlus fragmentshaders with a define in the begining.
This commit is contained in:
Teejoon
2016-02-22 14:48:20 +01:00
parent 201480b17f
commit adceccf402
18 changed files with 192 additions and 170 deletions
-7
View File
@@ -74,18 +74,13 @@ 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
@@ -98,7 +93,6 @@ 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();
@@ -118,7 +112,6 @@ 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
@@ -18,7 +18,7 @@ void DrawColorCorrectionPass::InitializeShaderPrograms()
m_ColorCorrectionProgram->Link();
}
void DrawColorCorrectionPass::Draw(GLuint sceneTexture, GLuint bloomTexture, GLuint sceneTextureLowRes, GLuint bloomTextureLowRes, GLuint SSAOTexture, GLfloat gamma, GLfloat exposure)
void DrawColorCorrectionPass::Draw(GLuint sceneTexture, GLuint bloomTexture, GLuint sceneTextureLowRes, GLuint bloomTextureLowRes, GLfloat gamma, GLfloat exposure)
{
//glBindFramebuffer(GL_FRAMEBUFFER, 0);
GLERROR("DrawScreenQuadPass::Draw: Pre");
@@ -37,8 +37,6 @@ void DrawColorCorrectionPass::Draw(GLuint sceneTexture, GLuint bloomTexture, GLu
glBindTexture(GL_TEXTURE_2D, sceneTextureLowRes);
glActiveTexture(GL_TEXTURE3);
glBindTexture(GL_TEXTURE_2D, bloomTextureLowRes);
glActiveTexture(GL_TEXTURE4);
glBindTexture(GL_TEXTURE_2D, SSAOTexture);
glBindVertexArray(m_ScreenQuad->VAO);
glBindBuffer(GL_ELEMENT_ARRAY_BUFFER, m_ScreenQuad->ElementBuffer);
+28 -36
View File
@@ -22,20 +22,10 @@ void DrawFinalPass::InitializeTextures()
void DrawFinalPass::InitializeFrameBuffers()
{
glGenTextures(1, &m_DepthBuffer);
glBindTexture(GL_TEXTURE_2D, m_DepthBuffer);
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);
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_NEAREST);
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_NEAREST);
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_S, GL_CLAMP_TO_BORDER);
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_T, GL_CLAMP_TO_BORDER);
/*glGenRenderbuffers(1, &m_DepthBuffer);
glGenRenderbuffers(1, &m_DepthBuffer);
glBindRenderbuffer(GL_RENDERBUFFER, m_DepthBuffer);
glRenderbufferStorage(GL_RENDERBUFFER, GL_DEPTH24_STENCIL8, m_Renderer->GetViewportSize().Width, m_Renderer->GetViewportSize().Height);
GLERROR("RenderBuffer generation");*/
GLERROR("RenderBuffer generation");
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);
@@ -44,7 +34,7 @@ void DrawFinalPass::InitializeFrameBuffers()
//GenerateMipMapTexture(&m_BloomTexture, GL_CLAMP_TO_EDGE, glm::vec2(m_Renderer->GetViewPortSize().Width, m_Renderer->GetViewPortSize().Height), GL_RGB16F, GL_FLOAT, 4);
//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);
m_FinalPassFrameBuffer.AddResource(std::shared_ptr<BufferResource>(new Texture2D(&m_DepthBuffer, GL_DEPTH_STENCIL_ATTACHMENT)));
m_FinalPassFrameBuffer.AddResource(std::shared_ptr<BufferResource>(new RenderBuffer(&m_DepthBuffer, GL_DEPTH_STENCIL_ATTACHMENT)));
//m_FinalPassFrameBuffer.AddResource(std::shared_ptr<BufferResource>(new Texture2D(&m_StencilTexture, GL_STENCIL_ATTACHMENT)));
m_FinalPassFrameBuffer.AddResource(std::shared_ptr<BufferResource>(new Texture2D(&m_SceneTexture, GL_COLOR_ATTACHMENT0)));
m_FinalPassFrameBuffer.AddResource(std::shared_ptr<BufferResource>(new Texture2D(&m_BloomTexture, GL_COLOR_ATTACHMENT1)));
@@ -184,7 +174,7 @@ void DrawFinalPass::InitializeShaderPrograms()
GLERROR("Creating DepthFill program");
}
void DrawFinalPass::Draw(RenderScene& scene)
void DrawFinalPass::Draw(RenderScene& scene, GLuint SSAOTexture)
{
GLERROR("Pre");
RenderCamera = scene.Camera;
@@ -199,12 +189,11 @@ void DrawFinalPass::Draw(RenderScene& scene)
glClear(GL_STENCIL_BUFFER_BIT);
//Fill depth buffer
state->StencilMask(0x00);
DrawModelRenderQueues(scene.Jobs.OpaqueObjects, scene);
DrawModelRenderQueues(scene.Jobs.OpaqueObjects, scene, SSAOTexture);
GLERROR("OpaqueObjects");
DrawModelRenderQueues(scene.Jobs.TransparentObjects, scene);
DrawModelRenderQueues(scene.Jobs.TransparentObjects, scene, SSAOTexture);
GLERROR("TransparentObjects");
DrawSprites(scene.Jobs.SpriteJob, scene);
GLERROR("SpriteJobs");
@@ -219,11 +208,11 @@ void DrawFinalPass::Draw(RenderScene& scene)
//Draw Opaque shielded objects
state->StencilFunc(GL_NOTEQUAL, 1, 0xFF);
state->StencilMask(0x00);
DrawModelRenderQueues(scene.Jobs.OpaqueShieldedObjects, scene); //might need changing
DrawModelRenderQueues(scene.Jobs.OpaqueShieldedObjects, scene, SSAOTexture); //might need changing
GLERROR("Shielded Opaque object");
//Draw Transparen Shielded objects
DrawModelRenderQueues(scene.Jobs.TransparentShieldedObjects, scene); //might need changing
DrawModelRenderQueues(scene.Jobs.TransparentShieldedObjects, scene, SSAOTexture); //might need changing
GLERROR("Shielded Transparent objects");
GLERROR("END");
@@ -259,9 +248,9 @@ void DrawFinalPass::Draw(RenderScene& scene)
stateLowRes->Enable(GL_DEPTH_TEST);
stateLowRes->StencilFunc(GL_LEQUAL, 1, 0xFF);
stateLowRes->StencilMask(0x00);
DrawModelRenderQueues(scene.Jobs.OpaqueObjects, scene);
DrawModelRenderQueues(scene.Jobs.OpaqueObjects, scene, SSAOTexture);
GLERROR("OpaqueObjects");
DrawModelRenderQueues(scene.Jobs.TransparentObjects, scene);
DrawModelRenderQueues(scene.Jobs.TransparentObjects, scene, SSAOTexture);
GLERROR("TransparentObjects");
glViewport(0, 0, m_Renderer->GetViewportSize().Width, m_Renderer->GetViewportSize().Height);
glScissor(0, 0, m_Renderer->GetViewportSize().Width, m_Renderer->GetViewportSize().Height);
@@ -313,7 +302,7 @@ void DrawFinalPass::GenerateMipMapTexture(GLuint* texture, GLenum wrapping, glm:
GLERROR("MipMap Texture initialization failed");
}
void DrawFinalPass::DrawModelRenderQueues(std::list<std::shared_ptr<RenderJob>>& jobs, RenderScene& scene)
void DrawFinalPass::DrawModelRenderQueues(std::list<std::shared_ptr<RenderJob>>& jobs, RenderScene& scene, GLuint SSAOTexture)
{
GLuint forwardHandle = m_ForwardPlusProgram->GetHandle();
GLERROR("forwardHandle");
@@ -336,6 +325,9 @@ void DrawFinalPass::DrawModelRenderQueues(std::list<std::shared_ptr<RenderJob>>&
glBindBufferBase(GL_SHADER_STORAGE_BUFFER, 2, m_LightCullingPass->LightGridSSBO());
glBindBufferBase(GL_SHADER_STORAGE_BUFFER, 4, m_LightCullingPass->LightIndexSSBO());
glActiveTexture(GL_TEXTURE0);
glBindTexture(GL_TEXTURE_2D, SSAOTexture);
for (auto &job : jobs) {
auto explosionEffectJob = std::dynamic_pointer_cast<ExplosionEffectJob>(job);
if (explosionEffectJob) {
@@ -682,14 +674,14 @@ void DrawFinalPass::DrawSprites(std::list<std::shared_ptr<RenderJob>>&jobs, Rend
glUniform4fv(glGetUniformLocation(shaderHandle, "FillColor"), 1, glm::value_ptr(spriteJob->FillColor));
glUniform1f(glGetUniformLocation(shaderHandle, "FillPercentage"), spriteJob->FillPercentage);
glActiveTexture(GL_TEXTURE0);
glActiveTexture(GL_TEXTURE1);
if (spriteJob->DiffuseTexture != nullptr) {
glBindTexture(GL_TEXTURE_2D, spriteJob->DiffuseTexture->m_Texture);
} else {
glBindTexture(GL_TEXTURE_2D, m_ErrorTexture->m_Texture);
}
glActiveTexture(GL_TEXTURE1);
glActiveTexture(GL_TEXTURE2);
if (spriteJob->IncandescenceTexture != nullptr) {
glBindTexture(GL_TEXTURE_2D, spriteJob->IncandescenceTexture->m_Texture);
} else {
@@ -804,7 +796,7 @@ void DrawFinalPass::BindExplosionTextures(GLuint shaderHandle, std::shared_ptr<E
case RawModel::MaterialType::SingleTextures:
case RawModel::MaterialType::Basic:
{
glActiveTexture(GL_TEXTURE0);
glActiveTexture(GL_TEXTURE1);
if (job->DiffuseTexture.size() > 0 && job->DiffuseTexture[0]->Texture != nullptr) {
glBindTexture(GL_TEXTURE_2D, job->DiffuseTexture[0]->Texture->m_Texture);
glUniform2fv(glGetUniformLocation(shaderHandle, "DiffuseUVRepeat"), 1, glm::value_ptr(job->DiffuseTexture[0]->UVRepeat));
@@ -814,7 +806,7 @@ void DrawFinalPass::BindExplosionTextures(GLuint shaderHandle, std::shared_ptr<E
glUniform2fv(glGetUniformLocation(shaderHandle, "DiffuseUVRepeat"), 1, glm::value_ptr(glm::vec2(1.0f, 1.0f)));
}
glActiveTexture(GL_TEXTURE1);
glActiveTexture(GL_TEXTURE2);
if (job->NormalTexture.size() > 0 && job->NormalTexture[0]->Texture != nullptr) {
glBindTexture(GL_TEXTURE_2D, job->NormalTexture[0]->Texture->m_Texture);
glUniform2fv(glGetUniformLocation(shaderHandle, "NormalUVRepeat"), 1, glm::value_ptr(job->NormalTexture[0]->UVRepeat));
@@ -824,7 +816,7 @@ void DrawFinalPass::BindExplosionTextures(GLuint shaderHandle, std::shared_ptr<E
glUniform2fv(glGetUniformLocation(shaderHandle, "NormalUVRepeat"), 1, glm::value_ptr(glm::vec2(1.0f, 1.0f)));
}
glActiveTexture(GL_TEXTURE2);
glActiveTexture(GL_TEXTURE3);
if (job->SpecularTexture.size() > 0 && job->SpecularTexture[0]->Texture != nullptr) {
glBindTexture(GL_TEXTURE_2D, job->SpecularTexture[0]->Texture->m_Texture);
glUniform2fv(glGetUniformLocation(shaderHandle, "SpecularUVRepeat"), 1, glm::value_ptr(job->SpecularTexture[0]->UVRepeat));
@@ -834,7 +826,7 @@ void DrawFinalPass::BindExplosionTextures(GLuint shaderHandle, std::shared_ptr<E
glUniform2fv(glGetUniformLocation(shaderHandle, "SpecularUVRepeat"), 1, glm::value_ptr(glm::vec2(1.0f, 1.0f)));
}
glActiveTexture(GL_TEXTURE3);
glActiveTexture(GL_TEXTURE4);
if (job->IncandescenceTexture.size() > 0 && job->IncandescenceTexture[0]->Texture != nullptr) {
glBindTexture(GL_TEXTURE_2D, job->IncandescenceTexture[0]->Texture->m_Texture);
glUniform2fv(glGetUniformLocation(shaderHandle, "GlowUVRepeat"), 1, glm::value_ptr(job->IncandescenceTexture[0]->UVRepeat));
@@ -847,7 +839,7 @@ void DrawFinalPass::BindExplosionTextures(GLuint shaderHandle, std::shared_ptr<E
}
case RawModel::MaterialType::SplatMapping:
{
glActiveTexture(GL_TEXTURE0);
glActiveTexture(GL_TEXTURE1);
glBindTexture(GL_TEXTURE_2D, job->SplatMap->Texture->m_Texture);
int texturePosition = GL_TEXTURE1;
@@ -922,7 +914,7 @@ void DrawFinalPass::BindModelTextures(GLuint shaderHandle, std::shared_ptr<Model
case RawModel::MaterialType::SingleTextures:
case RawModel::MaterialType::Basic:
{
glActiveTexture(GL_TEXTURE0);
glActiveTexture(GL_TEXTURE1);
if (job->DiffuseTexture.size() > 0 && job->DiffuseTexture[0]->Texture != nullptr) {
glBindTexture(GL_TEXTURE_2D, job->DiffuseTexture[0]->Texture->m_Texture);
glUniform2fv(glGetUniformLocation(shaderHandle, "DiffuseUVRepeat"), 1, glm::value_ptr(job->DiffuseTexture[0]->UVRepeat));
@@ -932,7 +924,7 @@ void DrawFinalPass::BindModelTextures(GLuint shaderHandle, std::shared_ptr<Model
glUniform2fv(glGetUniformLocation(shaderHandle, "DiffuseUVRepeat"), 1, glm::value_ptr(glm::vec2(1.0f, 1.0f)));
}
glActiveTexture(GL_TEXTURE1);
glActiveTexture(GL_TEXTURE2);
if (job->NormalTexture.size() > 0 && job->NormalTexture[0]->Texture != nullptr) {
glBindTexture(GL_TEXTURE_2D, job->NormalTexture[0]->Texture->m_Texture);
glUniform2fv(glGetUniformLocation(shaderHandle, "NormalUVRepeat"), 1, glm::value_ptr(job->NormalTexture[0]->UVRepeat));
@@ -942,7 +934,7 @@ void DrawFinalPass::BindModelTextures(GLuint shaderHandle, std::shared_ptr<Model
glUniform2fv(glGetUniformLocation(shaderHandle, "NormalUVRepeat"), 1, glm::value_ptr(glm::vec2(1.0f, 1.0f)));
}
glActiveTexture(GL_TEXTURE2);
glActiveTexture(GL_TEXTURE3);
if (job->SpecularTexture.size() > 0 && job->SpecularTexture[0]->Texture != nullptr) {
glBindTexture(GL_TEXTURE_2D, job->SpecularTexture[0]->Texture->m_Texture);
glUniform2fv(glGetUniformLocation(shaderHandle, "SpecularUVRepeat"), 1, glm::value_ptr(job->SpecularTexture[0]->UVRepeat));
@@ -952,7 +944,7 @@ void DrawFinalPass::BindModelTextures(GLuint shaderHandle, std::shared_ptr<Model
glUniform2fv(glGetUniformLocation(shaderHandle, "SpecularUVRepeat"), 1, glm::value_ptr(glm::vec2(1.0f, 1.0f)));
}
glActiveTexture(GL_TEXTURE3);
glActiveTexture(GL_TEXTURE4);
if (job->IncandescenceTexture.size() > 0 && job->IncandescenceTexture[0]->Texture != nullptr) {
glBindTexture(GL_TEXTURE_2D, job->IncandescenceTexture[0]->Texture->m_Texture);
glUniform2fv(glGetUniformLocation(shaderHandle, "GlowUVRepeat"), 1, glm::value_ptr(job->IncandescenceTexture[0]->UVRepeat));
@@ -965,10 +957,10 @@ void DrawFinalPass::BindModelTextures(GLuint shaderHandle, std::shared_ptr<Model
}
case RawModel::MaterialType::SplatMapping:
{
glActiveTexture(GL_TEXTURE0);
glActiveTexture(GL_TEXTURE1);
glBindTexture(GL_TEXTURE_2D, job->SplatMap->Texture->m_Texture);
int texturePosition = GL_TEXTURE1;
int texturePosition = GL_TEXTURE2;
//Bind 5 diffuse textures
std::string UniformName = "DiffuseUVRepeat";
+15 -4
View File
@@ -23,11 +23,20 @@ void PickingPass::InitializeTextures()
void PickingPass::InitializeFrameBuffers()
{
glGenRenderbuffers(1, &m_DepthBuffer);
/* glGenRenderbuffers(1, &m_DepthBuffer);
glBindRenderbuffer(GL_RENDERBUFFER, m_DepthBuffer);
glRenderbufferStorage(GL_RENDERBUFFER, GL_DEPTH_COMPONENT, m_Renderer->GetViewportSize().Width, m_Renderer->GetViewportSize().Height);
glRenderbufferStorage(GL_RENDERBUFFER, GL_DEPTH_COMPONENT, m_Renderer->GetViewportSize().Width, m_Renderer->GetViewportSize().Height);*/
m_PickingBuffer.AddResource(std::shared_ptr<BufferResource>(new RenderBuffer(&m_DepthBuffer, GL_DEPTH_ATTACHMENT)));
glGenTextures(1, &m_DepthBuffer);
glBindTexture(GL_TEXTURE_2D, m_DepthBuffer);
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);
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_NEAREST);
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_NEAREST);
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_S, GL_CLAMP_TO_BORDER);
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_T, GL_CLAMP_TO_BORDER);
m_PickingBuffer.AddResource(std::shared_ptr<BufferResource>(new Texture2D(&m_DepthBuffer, GL_DEPTH_ATTACHMENT)));
m_PickingBuffer.AddResource(std::shared_ptr<BufferResource>(new Texture2D(&m_PickingTexture, GL_COLOR_ATTACHMENT0)));
m_PickingBuffer.Generate();
}
@@ -61,7 +70,9 @@ void PickingPass::Draw(RenderScene& scene)
m_PickingProgram->Bind();
if (scene.ClearDepth) {
glClear(GL_DEPTH_BUFFER_BIT);
//glClear(GL_DEPTH_BUFFER_BIT);
state->Disable(GL_DEPTH_TEST);
state->DepthMask(GL_FALSE);
}
m_Camera = scene.Camera;
+16 -11
View File
@@ -93,12 +93,15 @@ void Renderer::Update(double dt)
void Renderer::Draw(RenderFrame& frame)
{
ImGui::Combo("Draw textures", &m_DebugTextureToDraw, "Final\0Scene\0Bloom\0SceneLowRes\0BloomLowRes\0Gaussian\0Picking\0SSAO");
ImGui::Combo("Draw textures", &m_DebugTextureToDraw, "Final\0Scene\0Bloom\0SceneLowRes\0BloomLowRes\0Gaussian\0Picking\0Ambient Occlusion");
ImGui::SliderFloat("SSAO sample radius", &m_SSAO_Radius, 0.0001f, 1.0f);
ImGui::SliderFloat("SSAO bias", &m_SSAO_Bias, 0.0f, 1.0f);
ImGui::SliderFloat("SSAO intensity", &m_SSAO_Intensity, 0.0f, 1.0f);
m_SSAOPass->Setting(m_SSAO_Radius, m_SSAO_Bias, m_SSAO_Intensity);
ImGui::SliderFloat("SSAO sample radius", &m_SSAO_Radius, 0.01f, 5.0f);
ImGui::SliderFloat("SSAO bias", &m_SSAO_Bias, 0.0f, 0.1f);
ImGui::SliderFloat("SSAO contrast", &m_SSAO_Contrast, 0.0f, 10.0f);
ImGui::SliderFloat("SSAO IntensityScale", &m_SSAO_IntensityScale, 0.0f, 10.0f);
ImGui::SliderInt("SSAO Number of Samples", &m_SSAO_NumOfSamples, 2, 100);
ImGui::SliderInt("SSAO Number of Turns", &m_SSAO_NumOfTurns, 0, 50);
m_SSAOPass->Setting(m_SSAO_Radius, m_SSAO_Bias, m_SSAO_Contrast, m_SSAO_IntensityScale, m_SSAO_NumOfSamples, m_SSAO_NumOfTurns);
//clear buffer 0
glClearColor(0.f, 0.f, 0.f, 0.f);
glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT);
@@ -107,20 +110,23 @@ void Renderer::Draw(RenderFrame& frame)
m_PickingPass->ClearPicking();
m_DrawFinalPass->ClearBuffer();
m_DrawBloomPass->ClearBuffer();
for (auto scene : frame.RenderScenes) {
m_PickingPass->Draw(*scene);
GLERROR("Drawing pickingpass");
}
m_SSAOPass->Draw(m_PickingPass->DepthBuffer(), frame.RenderScenes.front()->Camera);
GLuint ao = m_SSAOPass->SSAOTexture();
for (auto scene : frame.RenderScenes){
SortRenderJobsByDepth(*scene);
GLERROR("SortByDepth");
m_PickingPass->Draw(*scene);
GLERROR("Drawing pickingpass");
m_LightCullingPass->GenerateNewFrustum(*scene);
GLERROR("Generate frustums");
m_LightCullingPass->FillLightList(*scene);
GLERROR("Filling light list");
m_LightCullingPass->CullLights(*scene);
GLERROR("LightCulling");
m_DrawFinalPass->Draw(*scene);
m_DrawFinalPass->Draw(*scene, ao);
GLERROR("Draw Geometry+Light");
//m_DrawScenePass->Draw(*scene);
@@ -129,10 +135,9 @@ void Renderer::Draw(RenderFrame& frame)
}
m_DrawBloomPass->Draw(m_DrawFinalPass->BloomTexture());
m_SSAOPass->Draw(m_DrawFinalPass->DepthBuffer(), m_DrawFinalPass->DepthBufferCamera());
if (m_DebugTextureToDraw == 0) {
m_DrawColorCorrectionPass->Draw(m_DrawFinalPass->SceneTexture(), m_DrawBloomPass->GaussianTexture(), m_DrawFinalPass->SceneTextureLowRes(), m_DrawFinalPass->BloomTextureLowRes(), m_SSAOPass->SSAOTexture(), frame.Gamma, frame.Exposure);
m_DrawColorCorrectionPass->Draw(m_DrawFinalPass->SceneTexture(), m_DrawBloomPass->GaussianTexture(), m_DrawFinalPass->SceneTextureLowRes(), m_DrawFinalPass->BloomTextureLowRes(), frame.Gamma, frame.Exposure);
}
if (m_DebugTextureToDraw == 1) {
m_DrawScreenQuadPass->Draw(m_DrawFinalPass->SceneTexture());
+20 -14
View File
@@ -8,7 +8,7 @@ SSAOPass::SSAOPass(IRenderer* renderer)
InitializeBuffer();
InitializeShaderProgram();
Setting(0.1f, 0.012f, 1.0f);
Setting(0.1f, 0.012f, 1.0f, 1.0f, 13, 7);
m_DrawBloomPass = new DrawBloomPass(renderer);
}
@@ -31,12 +31,12 @@ void SSAOPass::InitializeShaderProgram()
void SSAOPass::InitializeBuffer()
{
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);
GenerateTexture(&m_SSAOTexture, GL_CLAMP_TO_EDGE, GL_LINEAR, glm::vec2(m_Renderer->GetViewportSize().Width, m_Renderer->GetViewportSize().Height), GL_R8, GL_RED, GL_FLOAT);
m_SSAOFramBuffer.AddResource(std::shared_ptr<BufferResource>(new Texture2D(&m_SSAOTexture, GL_COLOR_ATTACHMENT0)));
m_SSAOFramBuffer.Generate();
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);
GenerateTexture(&m_SSAOViewSpaceZTexture, GL_CLAMP_TO_EDGE, GL_LINEAR, glm::vec2(m_Renderer->GetViewportSize().Width, m_Renderer->GetViewportSize().Height), GL_R32F, GL_RED, GL_FLOAT);
m_SSAOViewSpaceZFramBuffer.AddResource(std::shared_ptr<BufferResource>(new Texture2D(&m_SSAOViewSpaceZTexture, GL_COLOR_ATTACHMENT0)));
m_SSAOViewSpaceZFramBuffer.Generate();
@@ -55,10 +55,13 @@ void SSAOPass::ClearBuffer()
m_SSAOViewSpaceZFramBuffer.Unbind();
}
void SSAOPass::Setting(float radius, float bias, float intensity) {
void SSAOPass::Setting(float radius, float bias, float contrast, float intensityScale, int numOfSamples, int NumOfTurns) {
m_Radius = radius;
m_Bias = bias;
m_Intensity = intensity;
m_Contrast = contrast;
m_IntensityScale = intensityScale;
m_NumOfSamples = numOfSamples;
m_NumOfTurns = NumOfTurns;
}
void SSAOPass::GenerateTexture(GLuint* texture, GLenum wrapping, GLenum filtering, glm::vec2 dimensions, GLint internalFormat, GLint format, GLenum type) const
@@ -102,10 +105,10 @@ void SSAOPass::Draw(GLuint depthBuffer, Camera* camera)
, GL_UNSIGNED_INT, 0, m_ScreenQuad->MaterialGroups()[0].material->StartIndex);
glm::vec4 projInfo = glm::vec4(
(-2.0f / (m_Renderer->GetViewportSize().Width * camera->ProjectionMatrix()[0][0])),
(-2.0f / (m_Renderer->GetViewportSize().Height * camera->ProjectionMatrix()[1][1])),
((1.0f - camera->ProjectionMatrix()[0][2]) / camera->ProjectionMatrix()[0][0]),
((1.0f - camera->ProjectionMatrix()[1][2]) / camera->ProjectionMatrix()[1][1])
((1.0 - camera->ProjectionMatrix()[0][2]) / camera->ProjectionMatrix()[0][0]),
(-2.0 / (m_Renderer->GetViewportSize().Width * camera->ProjectionMatrix()[0][0])),
((1.0 + camera->ProjectionMatrix()[1][2]) / camera->ProjectionMatrix()[1][1]),
(-2.0 / (m_Renderer->GetViewportSize().Height * camera->ProjectionMatrix()[1][1]))
);
@@ -116,13 +119,16 @@ void SSAOPass::Draw(GLuint depthBuffer, Camera* camera)
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, "uProjScale"), 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));
glUniform1f(glGetUniformLocation(SSAOShaderHandle, "uRadius"), m_Radius);
glUniform1f(glGetUniformLocation(SSAOShaderHandle, "uBias"), m_Bias);
glUniform1f(glGetUniformLocation(SSAOShaderHandle, "uContrast"), m_Contrast);
glUniform1f(glGetUniformLocation(SSAOShaderHandle, "uIntensityScale"), m_IntensityScale);
glUniform1i(glGetUniformLocation(SSAOShaderHandle, "uNumOfSamples"), m_NumOfSamples);
glUniform1i(glGetUniformLocation(SSAOShaderHandle, "uNumOfTurns"), m_NumOfTurns);;
glUniform4fv(glGetUniformLocation(SSAOShaderHandle, "ProjInfo"), 1, glm::value_ptr(projInfo));
glUniform4fv(glGetUniformLocation(SSAOShaderHandle, "uProjInfo"), 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);