From 6465fe6ed68fd242d85a3411e46bf3a12cdbe6a2 Mon Sep 17 00:00:00 2001 From: Teejoon Date: Wed, 24 Feb 2016 13:22:41 +0100 Subject: [PATCH] Have fix the resizing errors --- include/Engine/Rendering/SSAOPass.h | 6 ++++-- src/Engine/Rendering/PickingPass.cpp | 18 +++--------------- src/Engine/Rendering/Renderer.cpp | 2 ++ src/Engine/Rendering/SSAOPass.cpp | 20 ++++++++++++-------- 4 files changed, 21 insertions(+), 25 deletions(-) diff --git a/include/Engine/Rendering/SSAOPass.h b/include/Engine/Rendering/SSAOPass.h index f15e20d3..792d1d82 100644 --- a/include/Engine/Rendering/SSAOPass.h +++ b/include/Engine/Rendering/SSAOPass.h @@ -14,11 +14,14 @@ class SSAOPass { public: SSAOPass(IRenderer* rendere); - ~SSAOPass() { }; + ~SSAOPass() { + delete m_DrawBloomPass; + }; void Draw(GLuint depthBuffer, Camera* camera); void Setting(float radius, float bias, float contrast, float intensityScale, int numOfSamples, int NumOfTurns); void ClearBuffer(); + void OnWindowResize(); //Return the SSAO of the texture sent to Draw GLuint SSAOTexture() const { return m_DrawBloomPass->GaussianTexture(); } @@ -31,7 +34,6 @@ private: void GenerateTexture(GLuint* texture, GLenum wrapping, GLenum filtering, glm::vec2 dimensions, GLint internalFormat, GLint format, GLenum type) const; - void ComputeAO(GLuint depthBuffer, Camera* camera); //void blurHorizontal(GLuint depthBuffer); //void blurVertical(GLuint depthBuffer); diff --git a/src/Engine/Rendering/PickingPass.cpp b/src/Engine/Rendering/PickingPass.cpp index d1ed73dd..4b4cd193 100644 --- a/src/Engine/Rendering/PickingPass.cpp +++ b/src/Engine/Rendering/PickingPass.cpp @@ -21,23 +21,13 @@ void PickingPass::InitializeTextures() { GenerateTexture(&m_PickingTexture, GL_CLAMP_TO_BORDER, GL_LINEAR, glm::vec2(m_Renderer->GetViewportSize().Width, m_Renderer->GetViewportSize().Height), GL_RG8, GL_RG, GL_UNSIGNED_BYTE); + + GenerateTexture(&m_DepthBuffer, GL_CLAMP_TO_BORDER, GL_NEAREST, + glm::vec2(m_Renderer->GetViewportSize().Width, m_Renderer->GetViewportSize().Height), GL_DEPTH24_STENCIL8, GL_DEPTH_STENCIL, GL_UNSIGNED_INT_24_8); } void PickingPass::InitializeFrameBuffers() { - /* glGenRenderbuffers(1, &m_DepthBuffer); - glBindRenderbuffer(GL_RENDERBUFFER, m_DepthBuffer); - glRenderbufferStorage(GL_RENDERBUFFER, GL_DEPTH_COMPONENT, m_Renderer->GetViewportSize().Width, m_Renderer->GetViewportSize().Height);*/ - - 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(new Texture2D(&m_DepthBuffer, GL_DEPTH_ATTACHMENT))); m_PickingBuffer.AddResource(std::shared_ptr(new Texture2D(&m_PickingTexture, GL_COLOR_ATTACHMENT0))); m_PickingBuffer.Generate(); @@ -382,8 +372,6 @@ void PickingPass::ClearPicking() void PickingPass::OnWindowResize() { InitializeTextures(); - glBindRenderbuffer(GL_RENDERBUFFER, m_DepthBuffer); - glRenderbufferStorage(GL_RENDERBUFFER, GL_DEPTH_COMPONENT, m_Renderer->GetViewportSize().Width, m_Renderer->GetViewportSize().Height); m_PickingBuffer.Generate(); } diff --git a/src/Engine/Rendering/Renderer.cpp b/src/Engine/Rendering/Renderer.cpp index 0c668cad..5b3348c3 100644 --- a/src/Engine/Rendering/Renderer.cpp +++ b/src/Engine/Rendering/Renderer.cpp @@ -30,6 +30,7 @@ void Renderer::glfwFrameBufferCallback(GLFWwindow* window, int width, int height currentRenderer->m_LightCullingPass->OnWindowResize(); currentRenderer->m_PickingPass->OnWindowResize(); currentRenderer->m_DrawBloomPass->OnWindowResize(); + currentRenderer->m_SSAOPass->OnWindowResize(); } void Renderer::InitializeWindow() @@ -126,6 +127,7 @@ void Renderer::Draw(RenderFrame& frame) m_PickingPass->ClearPicking(); m_DrawFinalPass->ClearBuffer(); m_DrawBloomPass->ClearBuffer(); + m_SSAOPass->ClearBuffer(); PerformanceTimer::StopTimer("Renderer-ClearBuffers"); for (auto scene : frame.RenderScenes) { PerformanceTimer::StartTimer("Renderer-Depth"); diff --git a/src/Engine/Rendering/SSAOPass.cpp b/src/Engine/Rendering/SSAOPass.cpp index 331e040f..d4cdcb19 100644 --- a/src/Engine/Rendering/SSAOPass.cpp +++ b/src/Engine/Rendering/SSAOPass.cpp @@ -6,6 +6,7 @@ SSAOPass::SSAOPass(IRenderer* renderer) m_ScreenQuad = ResourceManager::Load("Models/Core/ScreenQuad.mesh"); + InitializeTexture(); InitializeBuffer(); InitializeShaderProgram(); Setting(0.1f, 0.012f, 1.0f, 1.0f, 13, 7); @@ -28,16 +29,16 @@ void SSAOPass::InitializeShaderProgram() m_SSAOViewSpaceZProgram->Link(); } +void SSAOPass::InitializeTexture() { + 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); + 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); +} void SSAOPass::InitializeBuffer() { - 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(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_R32F, GL_RED, GL_FLOAT); - m_SSAOViewSpaceZFramBuffer.AddResource(std::shared_ptr(new Texture2D(&m_SSAOViewSpaceZTexture, GL_COLOR_ATTACHMENT0))); m_SSAOViewSpaceZFramBuffer.Generate(); } @@ -45,12 +46,12 @@ void SSAOPass::InitializeBuffer() void SSAOPass::ClearBuffer() { m_SSAOFramBuffer.Bind(); - glClearColor(0.f, 0.f, 0.f, 0.f); + glClearColor(1.f, 1.f, 1.f, 1.f); glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT); m_SSAOFramBuffer.Unbind(); m_SSAOViewSpaceZFramBuffer.Bind(); - glClearColor(0.f, 0.f, 0.f, 0.f); + glClearColor(1.f, 1.f, 1.f, 1.f); glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT); m_SSAOViewSpaceZFramBuffer.Unbind(); } @@ -136,6 +137,9 @@ void SSAOPass::Draw(GLuint depthBuffer, Camera* camera) m_DrawBloomPass->Draw(m_SSAOTexture); } -void ComputeAO(GLuint depthBuffer, Camera* camera) { - +void SSAOPass::OnWindowResize() { + m_DrawBloomPass->OnWindowResize(); + InitializeTexture(); + m_SSAOFramBuffer.Generate(); + m_SSAOViewSpaceZFramBuffer.Generate(); } \ No newline at end of file