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.
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@@ -93,12 +93,15 @@ 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\0SSAO");
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ImGui::Combo("Draw textures", &m_DebugTextureToDraw, "Final\0Scene\0Bloom\0SceneLowRes\0BloomLowRes\0Gaussian\0Picking\0Ambient Occlusion");
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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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ImGui::SliderFloat("SSAO sample radius", &m_SSAO_Radius, 0.01f, 5.0f);
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ImGui::SliderFloat("SSAO bias", &m_SSAO_Bias, 0.0f, 0.1f);
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ImGui::SliderFloat("SSAO contrast", &m_SSAO_Contrast, 0.0f, 10.0f);
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ImGui::SliderFloat("SSAO IntensityScale", &m_SSAO_IntensityScale, 0.0f, 10.0f);
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ImGui::SliderInt("SSAO Number of Samples", &m_SSAO_NumOfSamples, 2, 100);
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ImGui::SliderInt("SSAO Number of Turns", &m_SSAO_NumOfTurns, 0, 50);
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m_SSAOPass->Setting(m_SSAO_Radius, m_SSAO_Bias, m_SSAO_Contrast, m_SSAO_IntensityScale, m_SSAO_NumOfSamples, m_SSAO_NumOfTurns);
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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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@@ -107,20 +110,23 @@ void Renderer::Draw(RenderFrame& frame)
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m_PickingPass->ClearPicking();
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m_DrawFinalPass->ClearBuffer();
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m_DrawBloomPass->ClearBuffer();
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for (auto scene : frame.RenderScenes) {
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m_PickingPass->Draw(*scene);
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GLERROR("Drawing pickingpass");
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}
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m_SSAOPass->Draw(m_PickingPass->DepthBuffer(), frame.RenderScenes.front()->Camera);
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GLuint ao = m_SSAOPass->SSAOTexture();
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for (auto scene : frame.RenderScenes){
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SortRenderJobsByDepth(*scene);
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GLERROR("SortByDepth");
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m_PickingPass->Draw(*scene);
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GLERROR("Drawing pickingpass");
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m_LightCullingPass->GenerateNewFrustum(*scene);
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GLERROR("Generate frustums");
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m_LightCullingPass->FillLightList(*scene);
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GLERROR("Filling light list");
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m_LightCullingPass->CullLights(*scene);
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GLERROR("LightCulling");
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m_DrawFinalPass->Draw(*scene);
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m_DrawFinalPass->Draw(*scene, ao);
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GLERROR("Draw Geometry+Light");
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//m_DrawScenePass->Draw(*scene);
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@@ -129,10 +135,9 @@ 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(), m_SSAOPass->SSAOTexture(), frame.Gamma, frame.Exposure);
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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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}
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if (m_DebugTextureToDraw == 1) {
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m_DrawScreenQuadPass->Draw(m_DrawFinalPass->SceneTexture());
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