You can now change the quality of SSAO by sliding the SSAO Quality
This commit is contained in:
@@ -5,6 +5,7 @@
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#include "DrawFinalPassState.h"
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#include "LightCullingPass.h"
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#include "CubeMapPass.h"
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#include "SSAOPass.h"
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#include "FrameBuffer.h"
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#include "ShaderProgram.h"
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#include "Util/UnorderedMapVec2.h"
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@@ -14,12 +15,12 @@
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class DrawFinalPass
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{
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public:
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DrawFinalPass(IRenderer* renderer, LightCullingPass* lightCullingPass, CubeMapPass* cubeMapPass);
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DrawFinalPass(IRenderer* renderer, LightCullingPass* lightCullingPass, CubeMapPass* cubeMapPass, SSAOPass* ssaoPass);
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~DrawFinalPass() { }
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void InitializeTextures();
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void InitializeFrameBuffers();
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void InitializeShaderPrograms();
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void Draw(RenderScene& scene, GLuint SSAOTexture);
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void Draw(RenderScene& scene);
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void ClearBuffer();
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void OnWindowResize();
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@@ -38,7 +39,7 @@ private:
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void GenerateMipMapTexture(GLuint* texture, GLenum wrapping, glm::vec2 dimensions, GLint format, GLenum type, GLint numMipMaps) const;
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void DrawSprites(std::list<std::shared_ptr<RenderJob>>&jobs, RenderScene& scene);
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void DrawModelRenderQueues(std::list<std::shared_ptr<RenderJob>>& jobs, RenderScene& scene, GLuint SSAOTexture);
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void DrawModelRenderQueues(std::list<std::shared_ptr<RenderJob>>& jobs, RenderScene& scene);
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void DrawShieldToStencilBuffer(std::list<std::shared_ptr<RenderJob>>& jobs, RenderScene& scene);
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void DrawShieldedModelRenderQueue(std::list<std::shared_ptr<RenderJob>>& jobs, RenderScene& scene);
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void DrawToDepthBuffer(std::list<std::shared_ptr<RenderJob>>& jobs, RenderScene& scene);
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@@ -71,6 +72,7 @@ private:
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const IRenderer* m_Renderer;
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const LightCullingPass* m_LightCullingPass;
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const CubeMapPass* m_CubeMapPass;
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const SSAOPass* m_SSAOPass;
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ShaderProgram* m_ForwardPlusProgram;
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ShaderProgram* m_ExplosionEffectProgram;
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@@ -5,6 +5,7 @@
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#include "../OpenGL.h"
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#include "../GLM.h"
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#include "../Core/Util/Rectangle.h"
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#include "../Core/ConfigFile.h"
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#include "Util/ScreenCoords.h"
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#include "Camera.h"
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#include "RenderQueue.h"
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@@ -32,8 +32,9 @@ class Renderer : public IRenderer
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static void glfwFrameBufferCallback(GLFWwindow* window, int width, int height);
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public:
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Renderer(EventBroker* eventBroker)
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: m_EventBroker(eventBroker)
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Renderer(EventBroker* eventBroker, ConfigFile* config)
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: m_EventBroker(eventBroker)
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, m_Config(config)
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{ }
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virtual void Initialize() override;
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@@ -47,6 +48,7 @@ private:
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//----------------------Variables----------------------//
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static std::unordered_map <GLFWwindow*, Renderer*> m_WindowToRenderer;
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ConfigFile* m_Config;
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EventBroker* m_EventBroker;
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TextPass* m_TextPass;
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@@ -67,6 +69,9 @@ private:
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float m_SSAO_IntensityScale = 1.0f;
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int m_SSAO_NumOfSamples = 24;
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int m_SSAO_NumOfTurns = 7;
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int m_SSAO_iterations = 9;
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int m_SSAO_TextureQuality = 0;
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int m_SSAO_Quality = 0;
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PickingPass* m_PickingPass;
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LightCullingPass* m_LightCullingPass;
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@@ -13,18 +13,32 @@
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class SSAOPass
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{
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public:
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SSAOPass(IRenderer* rendere);
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~SSAOPass() {
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delete m_DrawBloomPass;
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};
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SSAOPass(IRenderer* renderer, ConfigFile* config);
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~SSAOPass() { };
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void ChangeQuality(int quality);
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void Draw(GLuint depthBuffer, Camera* camera);
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void Setting(float radius, float bias, float contrast, float intensityScale, int numOfSamples, int NumOfTurns);
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void Setting(float radius, float bias, float contrast, float intensityScale, int numOfSamples, int numOfTurns, int iterations, int quality);
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void ClearBuffer();
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void OnWindowResize();
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//Return the SSAO of the texture sent to Draw
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GLuint SSAOTexture() const { return m_DrawBloomPass->GaussianTexture(); }
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GLuint SSAOTexture() const {
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if (m_Quality == 0) {
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return m_WhiteTexture->m_Texture;
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} else {
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return m_GaussianTexture_vert;
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}
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}
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int TextureQuality() const {
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if (m_Quality == 0) {
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return 13;
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} else {
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return m_TextureQuality;
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}
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}
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private:
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void InitializeTexture();
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@@ -40,6 +54,7 @@ private:
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Model* m_ScreenQuad;
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const IRenderer* m_Renderer;
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ConfigFile* m_Config;
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float m_Radius;
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float m_Bias;
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@@ -47,6 +62,11 @@ private:
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float m_IntensityScale;
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int m_NumOfSamples;
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int m_NumOfTurns;
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int m_Iterations;
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int m_TextureQuality;
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int m_Quality;
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Texture* m_WhiteTexture;
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GLuint m_SSAOTexture;
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FrameBuffer m_SSAOFramBuffer;
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@@ -54,10 +74,16 @@ private:
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GLuint m_SSAOViewSpaceZTexture;
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FrameBuffer m_SSAOViewSpaceZFramBuffer;
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GLuint m_GaussianTexture_horiz;
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GLuint m_GaussianTexture_vert;
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FrameBuffer m_GaussianFrameBuffer_horiz;
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FrameBuffer m_GaussianFrameBuffer_vert;
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ShaderProgram* m_SSAOProgram;
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ShaderProgram* m_SSAOViewSpaceZProgram;
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DrawBloomPass* m_DrawBloomPass;
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ShaderProgram* m_GaussianProgram_horiz;
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ShaderProgram* m_GaussianProgram_vert;
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};
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#endif
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@@ -36,4 +36,37 @@ ResourceLoading=true
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[Sound]
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BGMVolume=1.0
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SFXVolume=1.0
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Announcer=female
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Announcer=female
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[SSAO]
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Quality=0
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[SSAO1]
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Radius=1.0
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Bias=0.02
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Contrast=1.5
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Intensity=1.0
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NumSamples=8
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NumTurns=3
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NumIterations=5
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TextureQuality=2
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[SSAO2]
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Radius=1.0
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Bias=0.02
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Contrast=1.5
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Intensity=1.0
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NumSamples=16
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NumTurns=13
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NumIterations=9
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TextureQuality=1
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[SSAO3]
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Radius=1.0
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Bias=0.02
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Contrast=1.5
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Intensity=1.0
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NumSamples=24
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NumTurns=17
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NumIterations=13
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TextureQuality=0
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@@ -13,6 +13,7 @@ uniform vec4 AmbientColor;
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uniform float FillPercentage;
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uniform float GlowIntensity = 10;
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uniform vec3 CameraPosition;
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uniform int SSAOQuality;
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uniform vec2 DiffuseUVRepeat;
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uniform vec2 NormalUVRepeat;
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@@ -125,7 +126,7 @@ vec4 CalcNormalMappedValue(vec3 normal, vec3 tangent, vec3 bitangent, vec2 textu
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void main()
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{
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float ao = texelFetch(AOTexture, ivec2(gl_FragCoord.xy), 0).r;
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float ao = texelFetch(AOTexture, ivec2(gl_FragCoord.xy) >> int(SSAOQuality), 0).r;
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ao = (clamp(1.0 - (1.0 - ao), 0.0, 1.0) + MIN_AMBIENT_LIGHT) / (1.0 + MIN_AMBIENT_LIGHT);
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vec4 diffuseTexel = texture2D(DiffuseTexture, Input.TextureCoordinate * DiffuseUVRepeat);
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vec4 glowTexel = texture2D(GlowMapTexture, Input.TextureCoordinate * GlowUVRepeat);
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@@ -11,6 +11,7 @@ uniform vec4 DiffuseColor;
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uniform vec4 FillColor;
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uniform vec4 Color;
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uniform vec4 AmbientColor;
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uniform int SSAOQuality;
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//Get bineded at the same time as the textures
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uniform vec2 DiffuseUVRepeat1;
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@@ -177,7 +178,7 @@ vec4 CalcBlendedNormal(vec4 blendValue, sampler2D R, sampler2D G, sampler2D B,
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void main()
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{
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float ao = texelFetch(AOTexture, ivec2(gl_FragCoord.xy), 0).r;
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float ao = texelFetch(AOTexture, ivec2(gl_FragCoord.xy) >> int(SSAOQuality), 0).r;
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ao = (clamp(1.0 - (1.0 - ao), 0.0, 1.0) + MIN_AMBIENT_LIGHT) / (1.0 + MIN_AMBIENT_LIGHT);
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vec4 splatTexel = texture2D(SplatMapTexture, Input.TextureCoordinate);
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@@ -2,11 +2,11 @@
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//Number of samples per pixel
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uniform int uNumOfSamples;
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//#define NUM_SAMPLES (11)
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//#define uNumOfSamples (11)
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//Number of turns around the cirle
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uniform int uNumOfTurns;
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//#define NUM_TURNS (7)
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//#define uNumOfTurns (7)
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layout (binding = 0) uniform sampler2D ViewSpaceZ;
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@@ -16,15 +16,16 @@ uniform float uProjScale;
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//#define ProjScale 500
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uniform float uRadius;
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//#define Radius 1.0f
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//#define uRadius 1.0f
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uniform float uBias;
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//#define Bias 0.012f
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//#define uBias 0.05f
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uniform float uContrast;
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//#define IntensityDivR6 1
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//#define uContrast 1.5f
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uniform float uIntensityScale;
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//#define uIntensityScale 1.0f
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out float AO;
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@@ -88,13 +89,7 @@ void main() {
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vec3 origin = getVSPosition(originScreenCoord);
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float radius;
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if(origin.z < uRadius){
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radius = origin.z;
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} else {
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radius = uRadius;
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}
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float radius = min(origin.z, uRadius);
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vec3 originNormal = getVSFaceNormal(origin);
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@@ -2,7 +2,12 @@
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layout (location = 0) in vec3 Position;
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out VertexData{
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vec2 TextureCoordinate;
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}Output;
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void main()
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{
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gl_Position = vec4(Position, 1.0);
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Output.TextureCoordinate = (vec2(Position) + 1) / 2;
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}
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@@ -3,11 +3,15 @@
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layout (binding = 0) uniform sampler2D DepthBuffer;
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uniform vec3 ClipInfo;
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in VertexData{
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vec2 TextureCoordinate;
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}Input;
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out float depthLinear;
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//Just for Debug, should be depthLinear
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//out vec4 fragmentColor;
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void main() {
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float depthSample = texelFetch(DepthBuffer, ivec2(gl_FragCoord.xy), 0).r;
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float depthSample = texture2D(DepthBuffer, Input.TextureCoordinate).r;
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depthLinear = ClipInfo[0] / (ClipInfo[1] * depthSample + ClipInfo[2]);
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//float depthLinear = (NearClip) / ( -depthSample + 1.0f);
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//fragmentColor = vec4(depthLinear, depthLinear, depthLinear, 1.0f);
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@@ -17,6 +17,7 @@ void CubeMapPass::LoadTextures(std::string input)
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m_CubeMapTextures.push_back(img);
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}
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GenerateCubeMapTexture();
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m_PreviusCubeMapTexture = input;
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}
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}
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@@ -1,9 +1,9 @@
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#include "Rendering/DrawFinalPass.h"
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DrawFinalPass::DrawFinalPass(IRenderer* renderer, LightCullingPass* lightCullingPass, CubeMapPass* cubeMapPass)
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: m_Renderer(renderer)
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, m_LightCullingPass(lightCullingPass)
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, m_CubeMapPass(cubeMapPass)
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DrawFinalPass::DrawFinalPass(IRenderer* renderer, LightCullingPass* lightCullingPass, CubeMapPass* cubeMapPass, SSAOPass* ssaoPass)
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: m_Renderer(renderer)
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, m_LightCullingPass(lightCullingPass)
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, m_CubeMapPass(cubeMapPass)
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, m_SSAOPass(ssaoPass)
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{
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//TODO: Make sure that uniforms are not sent into shader if not needed.
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m_ShieldPixelRate = 8;
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@@ -175,7 +175,7 @@ void DrawFinalPass::InitializeShaderPrograms()
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GLERROR("Creating DepthFill program");
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}
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void DrawFinalPass::Draw(RenderScene& scene, GLuint SSAOTexture)
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void DrawFinalPass::Draw(RenderScene& scene)
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{
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GLERROR("Pre");
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DrawFinalPassState* state = new DrawFinalPassState(m_FinalPassFrameBuffer.GetHandle());
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@@ -191,10 +191,10 @@ void DrawFinalPass::Draw(RenderScene& scene, GLuint SSAOTexture)
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//Fill depth buffer
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state->StencilMask(0x00);
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DrawModelRenderQueues(scene.Jobs.OpaqueObjects, scene, SSAOTexture);
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DrawModelRenderQueues(scene.Jobs.OpaqueObjects, scene);
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GLERROR("OpaqueObjects");
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state->BlendFunc(GL_ONE, GL_ONE);
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DrawModelRenderQueues(scene.Jobs.TransparentObjects, scene, SSAOTexture);
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DrawModelRenderQueues(scene.Jobs.TransparentObjects, scene);
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GLERROR("TransparentObjects");
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state->BlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA);
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DrawSprites(scene.Jobs.SpriteJob, scene);
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@@ -210,11 +210,11 @@ void DrawFinalPass::Draw(RenderScene& scene, GLuint SSAOTexture)
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//Draw Opaque shielded objects
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state->StencilFunc(GL_NOTEQUAL, 1, 0xFF);
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state->StencilMask(0x00);
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DrawModelRenderQueues(scene.Jobs.OpaqueShieldedObjects, scene, SSAOTexture); //might need changing
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DrawModelRenderQueues(scene.Jobs.OpaqueShieldedObjects, scene); //might need changing
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GLERROR("Shielded Opaque object");
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//Draw Transparen Shielded objects
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DrawModelRenderQueues(scene.Jobs.TransparentShieldedObjects, scene, SSAOTexture); //might need changing
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DrawModelRenderQueues(scene.Jobs.TransparentShieldedObjects, scene); //might need changing
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GLERROR("Shielded Transparent objects");
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GLERROR("END");
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@@ -250,9 +250,9 @@ void DrawFinalPass::Draw(RenderScene& scene, GLuint SSAOTexture)
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stateLowRes->Enable(GL_DEPTH_TEST);
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stateLowRes->StencilFunc(GL_LEQUAL, 1, 0xFF);
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stateLowRes->StencilMask(0x00);
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DrawModelRenderQueues(scene.Jobs.OpaqueObjects, scene, SSAOTexture);
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DrawModelRenderQueues(scene.Jobs.OpaqueObjects, scene);
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GLERROR("OpaqueObjects");
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DrawModelRenderQueues(scene.Jobs.TransparentObjects, scene, SSAOTexture);
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DrawModelRenderQueues(scene.Jobs.TransparentObjects, scene);
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GLERROR("TransparentObjects");
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glViewport(0, 0, m_Renderer->GetViewportSize().Width, m_Renderer->GetViewportSize().Height);
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glScissor(0, 0, m_Renderer->GetViewportSize().Width, m_Renderer->GetViewportSize().Height);
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@@ -340,7 +340,7 @@ void DrawFinalPass::GenerateMipMapTexture(GLuint* texture, GLenum wrapping, glm:
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GLERROR("MipMap Texture initialization failed");
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}
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void DrawFinalPass::DrawModelRenderQueues(std::list<std::shared_ptr<RenderJob>>& jobs, RenderScene& scene, GLuint SSAOTexture)
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void DrawFinalPass::DrawModelRenderQueues(std::list<std::shared_ptr<RenderJob>>& jobs, RenderScene& scene)
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{
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GLuint forwardHandle = m_ForwardPlusProgram->GetHandle();
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GLERROR("forwardHandle");
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@@ -364,7 +364,7 @@ void DrawFinalPass::DrawModelRenderQueues(std::list<std::shared_ptr<RenderJob>>&
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glBindBufferBase(GL_SHADER_STORAGE_BUFFER, 4, m_LightCullingPass->LightIndexSSBO());
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glActiveTexture(GL_TEXTURE0);
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glBindTexture(GL_TEXTURE_2D, SSAOTexture);
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glBindTexture(GL_TEXTURE_2D, m_SSAOPass->SSAOTexture());
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for (auto &job : jobs) {
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auto explosionEffectJob = std::dynamic_pointer_cast<ExplosionEffectJob>(job);
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@@ -383,7 +383,7 @@ void DrawFinalPass::DrawModelRenderQueues(std::list<std::shared_ptr<RenderJob>>&
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BindExplosionTextures(explosionSkinnedHandle, explosionEffectJob);
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glActiveTexture(GL_TEXTURE5);
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glBindTexture(GL_TEXTURE_CUBE_MAP, m_CubeMapPass->m_CubeMapTexture);
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glUniform3fv(glGetUniformLocation(forwardHandle, "CameraPosition"), 1, glm::value_ptr(scene.Camera->Position()));
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glUniform3fv(glGetUniformLocation(explosionSkinnedHandle, "CameraPosition"), 1, glm::value_ptr(scene.Camera->Position()));
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std::vector<glm::mat4> frameBones;
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if (explosionEffectJob->AnimationOffset.animation != nullptr) {
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@@ -401,7 +401,7 @@ void DrawFinalPass::DrawModelRenderQueues(std::list<std::shared_ptr<RenderJob>>&
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BindExplosionTextures(explosionHandle, explosionEffectJob);
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glActiveTexture(GL_TEXTURE5);
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glBindTexture(GL_TEXTURE_CUBE_MAP, m_CubeMapPass->m_CubeMapTexture);
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glUniform3fv(glGetUniformLocation(forwardHandle, "CameraPosition"), 1, glm::value_ptr(scene.Camera->Position()));
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glUniform3fv(glGetUniformLocation(explosionHandle, "CameraPosition"), 1, glm::value_ptr(scene.Camera->Position()));
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}
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break;
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@@ -463,7 +463,7 @@ void DrawFinalPass::DrawModelRenderQueues(std::list<std::shared_ptr<RenderJob>>&
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BindModelTextures(forwardSkinnedHandle, modelJob);
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glActiveTexture(GL_TEXTURE5);
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glBindTexture(GL_TEXTURE_CUBE_MAP, m_CubeMapPass->m_CubeMapTexture);
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glUniform3fv(glGetUniformLocation(forwardHandle, "CameraPosition"), 1, glm::value_ptr(scene.Camera->Position()));
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glUniform3fv(glGetUniformLocation(forwardSkinnedHandle, "CameraPosition"), 1, glm::value_ptr(scene.Camera->Position()));
|
||||
|
||||
std::vector<glm::mat4> frameBones;
|
||||
if (modelJob->AnimationOffset.animation != nullptr) {
|
||||
@@ -753,6 +753,7 @@ void DrawFinalPass::DrawSprites(std::list<std::shared_ptr<RenderJob>>&jobs, Rend
|
||||
|
||||
void DrawFinalPass::BindExplosionUniforms(GLuint shaderHandle, std::shared_ptr<ExplosionEffectJob>& job, RenderScene& scene)
|
||||
{
|
||||
glUniform1i(glGetUniformLocation(shaderHandle, "SSAOQuality"), m_SSAOPass->TextureQuality());
|
||||
GLERROR("Bind 1 uniform");
|
||||
glUniformMatrix4fv(glGetUniformLocation(shaderHandle, "M"), 1, GL_FALSE, glm::value_ptr(job->Matrix));
|
||||
GLERROR("Bind 2 uniform");
|
||||
@@ -801,6 +802,7 @@ void DrawFinalPass::BindExplosionUniforms(GLuint shaderHandle, std::shared_ptr<E
|
||||
|
||||
void DrawFinalPass::BindModelUniforms(GLuint shaderHandle, std::shared_ptr<ModelJob>& job, RenderScene& scene)
|
||||
{
|
||||
glUniform1i(glGetUniformLocation(shaderHandle, "SSAOQuality"), m_SSAOPass->TextureQuality());
|
||||
GLERROR("Bind 1 uniform");
|
||||
GLint Location_M = glGetUniformLocation(shaderHandle, "M");
|
||||
glUniformMatrix4fv(Location_M, 1, GL_FALSE, glm::value_ptr(job->Matrix));
|
||||
|
||||
@@ -42,33 +42,33 @@ void FrameBuffer::Generate()
|
||||
GLERROR("PRE");
|
||||
|
||||
std::vector<GLenum> attachments;
|
||||
|
||||
glGenFramebuffers(1, &m_BufferHandle);
|
||||
if (m_BufferHandle == 0) {
|
||||
glGenFramebuffers(1, &m_BufferHandle);
|
||||
}
|
||||
glBindFramebuffer(GL_FRAMEBUFFER, m_BufferHandle);
|
||||
GLERROR("1");
|
||||
|
||||
for (auto it = m_Resources.begin(); it != m_Resources.end(); it++) {
|
||||
switch ((*it)->m_ResourceType) {
|
||||
case GL_TEXTURE_2D:
|
||||
glFramebufferTexture2D(GL_FRAMEBUFFER, (*it)->m_Attachment, (*it)->m_ResourceType, *(*it)->m_ResourceHandle, 0);
|
||||
GLERROR("FrameBuffer generate: glFramebufferTexture2D");
|
||||
for (auto it = m_Resources.begin(); it != m_Resources.end(); it++) {
|
||||
switch ((*it)->m_ResourceType) {
|
||||
case GL_TEXTURE_2D:
|
||||
glFramebufferTexture2D(GL_FRAMEBUFFER, (*it)->m_Attachment, (*it)->m_ResourceType, *(*it)->m_ResourceHandle, 0);
|
||||
GLERROR("FrameBuffer generate: glFramebufferTexture2D");
|
||||
|
||||
break;
|
||||
case GL_RENDERBUFFER:
|
||||
glFramebufferRenderbuffer(GL_FRAMEBUFFER, (*it)->m_Attachment, (*it)->m_ResourceType, *(*it)->m_ResourceHandle);
|
||||
GLERROR("FrameBuffer generate: glFramebufferRenderbuffer");
|
||||
break;
|
||||
}
|
||||
GLERROR("2");
|
||||
break;
|
||||
case GL_RENDERBUFFER:
|
||||
glFramebufferRenderbuffer(GL_FRAMEBUFFER, (*it)->m_Attachment, (*it)->m_ResourceType, *(*it)->m_ResourceHandle);
|
||||
GLERROR("FrameBuffer generate: glFramebufferRenderbuffer");
|
||||
break;
|
||||
}
|
||||
GLERROR("2");
|
||||
|
||||
if ((*it)->m_Attachment != GL_DEPTH_ATTACHMENT && (*it)->m_Attachment != GL_STENCIL_ATTACHMENT && (*it)->m_Attachment != GL_DEPTH_STENCIL_ATTACHMENT) {
|
||||
attachments.push_back((*it)->m_Attachment);
|
||||
}
|
||||
GLERROR("Attachment");
|
||||
|
||||
}
|
||||
GLERROR("3");
|
||||
if ((*it)->m_Attachment != GL_DEPTH_ATTACHMENT && (*it)->m_Attachment != GL_STENCIL_ATTACHMENT && (*it)->m_Attachment != GL_DEPTH_STENCIL_ATTACHMENT) {
|
||||
attachments.push_back((*it)->m_Attachment);
|
||||
}
|
||||
GLERROR("Attachment");
|
||||
|
||||
}
|
||||
GLERROR("3");
|
||||
|
||||
GLenum* bufferTextures = &attachments[0];
|
||||
glDrawBuffers(attachments.size(), bufferTextures);
|
||||
|
||||
@@ -121,7 +121,11 @@ void Renderer::Draw(RenderFrame& frame)
|
||||
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);
|
||||
ImGui::SliderInt("SSAO Blur Iterations", &m_SSAO_iterations, 0, 20);
|
||||
ImGui::SliderInt("SSAO TextureQuality", &m_SSAO_TextureQuality, 0, 4);
|
||||
ImGui::SliderInt("SSAO Quality", &m_SSAO_Quality, 0, 3);
|
||||
//m_SSAOPass->Setting(m_SSAO_Radius, m_SSAO_Bias, m_SSAO_Contrast, m_SSAO_IntensityScale, m_SSAO_NumOfSamples, m_SSAO_NumOfTurns, m_SSAO_iterations, m_SSAO_TextureQuality);
|
||||
m_SSAOPass->ChangeQuality(m_SSAO_Quality);
|
||||
GLERROR("SSAO Settings");
|
||||
//clear buffer 0
|
||||
glClearColor(0.f, 0.f, 0.f, 0.f);
|
||||
@@ -159,7 +163,7 @@ void Renderer::Draw(RenderFrame& frame)
|
||||
PerformanceTimer::StartTimerAndStopPrevious("Renderer-Light Culling");
|
||||
m_LightCullingPass->CullLights(*scene);
|
||||
GLERROR("LightCulling");
|
||||
m_DrawFinalPass->Draw(*scene, ao);
|
||||
m_DrawFinalPass->Draw(*scene);
|
||||
PerformanceTimer::StartTimerAndStopPrevious("Renderer-Draw Geometry+Light");
|
||||
GLERROR("Draw Geometry+Light");
|
||||
//m_DrawScenePass->Draw(*scene);
|
||||
@@ -248,9 +252,10 @@ void Renderer::InitializeRenderPasses()
|
||||
m_PickingPass = new PickingPass(this, m_EventBroker);
|
||||
m_LightCullingPass = new LightCullingPass(this);
|
||||
m_CubeMapPass = new CubeMapPass(this);
|
||||
m_DrawFinalPass = new DrawFinalPass(this, m_LightCullingPass, m_CubeMapPass);
|
||||
m_SSAOPass = new SSAOPass(this, m_Config);
|
||||
m_DrawFinalPass = new DrawFinalPass(this, m_LightCullingPass, m_CubeMapPass, m_SSAOPass);
|
||||
m_DrawScreenQuadPass = new DrawScreenQuadPass(this);
|
||||
m_DrawBloomPass = new DrawBloomPass(this);
|
||||
m_DrawColorCorrectionPass = new DrawColorCorrectionPass(this);
|
||||
m_SSAOPass = new SSAOPass(this);
|
||||
|
||||
}
|
||||
|
||||
@@ -1,50 +1,134 @@
|
||||
#include "Rendering/SSAOPass.h"
|
||||
|
||||
SSAOPass::SSAOPass(IRenderer* renderer)
|
||||
SSAOPass::SSAOPass(IRenderer* renderer, ConfigFile* config)
|
||||
: m_Renderer(renderer)
|
||||
, m_Config(config)
|
||||
{
|
||||
m_Renderer = renderer;
|
||||
m_WhiteTexture = CommonFunctions::LoadTexture("Textures/Core/White.png", false);
|
||||
|
||||
m_Quality = m_Config->Get<int>("SSAO.Quality", 0);
|
||||
if (m_Quality == 0) {
|
||||
return;
|
||||
}
|
||||
|
||||
ChangeQuality(m_Quality);
|
||||
|
||||
}
|
||||
|
||||
void SSAOPass::ChangeQuality(int quality)
|
||||
{
|
||||
if (m_Quality == quality) {
|
||||
return;
|
||||
}
|
||||
|
||||
m_Quality = quality;
|
||||
|
||||
if (m_Quality == 0) {
|
||||
glDeleteTextures(1, &m_SSAOTexture);
|
||||
glDeleteTextures(1, &m_SSAOViewSpaceZTexture);
|
||||
glDeleteTextures(1, &m_GaussianTexture_horiz);
|
||||
glDeleteTextures(1, &m_GaussianTexture_vert);
|
||||
return;
|
||||
}
|
||||
|
||||
std::string qStr = std::to_string(m_Quality);
|
||||
Setting(
|
||||
m_Config->Get<float>("SSAO" + qStr + ".Radius", 0.01),
|
||||
m_Config->Get<float>("SSAO" + qStr + ".Bias", 0.012),
|
||||
m_Config->Get<float>("SSAO" + qStr + ".Contrast", 1.0),
|
||||
m_Config->Get<float>("SSAO" + qStr + ".Intensity", 1.0),
|
||||
m_Config->Get<int>("SSAO" + qStr + ".NumSamples", 0),
|
||||
m_Config->Get<int>("SSAO" + qStr + ".NumTurns", 0),
|
||||
m_Config->Get<int>("SSAO" + qStr + ".NumIterations", 0),
|
||||
m_Config->Get<int>("SSAO" + qStr + ".TextureQuality", 4)
|
||||
);
|
||||
|
||||
|
||||
|
||||
m_ScreenQuad = ResourceManager::Load<Model>("Models/Core/ScreenQuad.mesh");
|
||||
|
||||
InitializeTexture();
|
||||
InitializeBuffer();
|
||||
InitializeShaderProgram();
|
||||
Setting(0.1f, 0.012f, 1.0f, 1.0f, 13, 7);
|
||||
|
||||
m_DrawBloomPass = new DrawBloomPass(renderer);
|
||||
|
||||
}
|
||||
|
||||
void SSAOPass::InitializeShaderProgram()
|
||||
{
|
||||
m_SSAOProgram = ResourceManager::Load<ShaderProgram>("##SSAOProgram");
|
||||
m_SSAOProgram->AddShader(std::shared_ptr<Shader>(new VertexShader("Shaders/SSAO.vert.glsl")));
|
||||
m_SSAOProgram->AddShader(std::shared_ptr<Shader>(new FragmentShader("Shaders/SSAO.frag.glsl")));
|
||||
m_SSAOProgram->Compile();
|
||||
m_SSAOProgram->Link();
|
||||
if (m_SSAOProgram->GetHandle() == 0) {
|
||||
m_SSAOProgram->AddShader(std::shared_ptr<Shader>(new VertexShader("Shaders/SSAO.vert.glsl")));
|
||||
m_SSAOProgram->AddShader(std::shared_ptr<Shader>(new FragmentShader("Shaders/SSAO.frag.glsl")));
|
||||
m_SSAOProgram->Compile();
|
||||
m_SSAOProgram->Link();
|
||||
}
|
||||
|
||||
m_SSAOViewSpaceZProgram = ResourceManager::Load<ShaderProgram>("##SSAOViewSpaceZProgram");
|
||||
m_SSAOViewSpaceZProgram->AddShader(std::shared_ptr<Shader>(new VertexShader("Shaders/SSAO.vert.glsl")));
|
||||
m_SSAOViewSpaceZProgram->AddShader(std::shared_ptr<Shader>(new FragmentShader("Shaders/SSAOViewSpaceZ.frag.glsl")));
|
||||
m_SSAOViewSpaceZProgram->Compile();
|
||||
m_SSAOViewSpaceZProgram->Link();
|
||||
if (m_SSAOViewSpaceZProgram->GetHandle() == 0) {
|
||||
m_SSAOViewSpaceZProgram->AddShader(std::shared_ptr<Shader>(new VertexShader("Shaders/SSAO.vert.glsl")));
|
||||
m_SSAOViewSpaceZProgram->AddShader(std::shared_ptr<Shader>(new FragmentShader("Shaders/SSAOViewSpaceZ.frag.glsl")));
|
||||
m_SSAOViewSpaceZProgram->Compile();
|
||||
m_SSAOViewSpaceZProgram->Link();
|
||||
}
|
||||
|
||||
m_GaussianProgram_horiz = ResourceManager::Load<ShaderProgram>("##GaussianProgramHoriz");
|
||||
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");
|
||||
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();
|
||||
}
|
||||
}
|
||||
|
||||
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);
|
||||
GenerateTexture(&m_SSAOTexture, GL_CLAMP_TO_EDGE, GL_LINEAR, glm::vec2(m_Renderer->GetViewportSize().Width >> m_TextureQuality, m_Renderer->GetViewportSize().Height >> m_TextureQuality), GL_R8, GL_RED, GL_FLOAT);
|
||||
GenerateTexture(&m_SSAOViewSpaceZTexture, GL_CLAMP_TO_EDGE, GL_LINEAR, glm::vec2(m_Renderer->GetViewportSize().Width >> m_TextureQuality, m_Renderer->GetViewportSize().Height >> m_TextureQuality), GL_R32F, GL_RED, GL_FLOAT);
|
||||
|
||||
GenerateTexture(&m_GaussianTexture_horiz, GL_CLAMP_TO_EDGE, GL_LINEAR, glm::vec2(m_Renderer->GetViewportSize().Width >> m_TextureQuality, m_Renderer->GetViewportSize().Height >> m_TextureQuality), GL_R8, GL_RGB, GL_FLOAT);
|
||||
GenerateTexture(&m_GaussianTexture_vert, GL_CLAMP_TO_EDGE, GL_LINEAR, glm::vec2(m_Renderer->GetViewportSize().Width >> m_TextureQuality, m_Renderer->GetViewportSize().Height >> m_TextureQuality), GL_R8, GL_RGB, GL_FLOAT);
|
||||
}
|
||||
|
||||
void SSAOPass::InitializeBuffer()
|
||||
{
|
||||
m_SSAOFramBuffer.AddResource(std::shared_ptr<BufferResource>(new Texture2D(&m_SSAOTexture, GL_COLOR_ATTACHMENT0)));
|
||||
m_SSAOFramBuffer.Generate();
|
||||
if (m_SSAOFramBuffer.GetHandle() == 0) {
|
||||
m_SSAOFramBuffer.AddResource(std::shared_ptr<BufferResource>(new Texture2D(&m_SSAOTexture, GL_COLOR_ATTACHMENT0)));
|
||||
}
|
||||
m_SSAOFramBuffer.Generate();
|
||||
|
||||
|
||||
if (m_SSAOViewSpaceZFramBuffer.GetHandle() == 0) {
|
||||
m_SSAOViewSpaceZFramBuffer.AddResource(std::shared_ptr<BufferResource>(new Texture2D(&m_SSAOViewSpaceZTexture, GL_COLOR_ATTACHMENT0)));
|
||||
}
|
||||
m_SSAOViewSpaceZFramBuffer.Generate();
|
||||
|
||||
|
||||
|
||||
if (m_GaussianFrameBuffer_horiz.GetHandle() == 0) {
|
||||
m_GaussianFrameBuffer_horiz.AddResource(std::shared_ptr<BufferResource>(new Texture2D(&m_GaussianTexture_horiz, GL_COLOR_ATTACHMENT0)));
|
||||
}
|
||||
m_GaussianFrameBuffer_horiz.Generate();
|
||||
|
||||
|
||||
if (m_GaussianFrameBuffer_vert.GetHandle() == 0) {
|
||||
m_GaussianFrameBuffer_vert.AddResource(std::shared_ptr<BufferResource>(new Texture2D(&m_GaussianTexture_vert, GL_COLOR_ATTACHMENT0)));
|
||||
}
|
||||
m_GaussianFrameBuffer_vert.Generate();
|
||||
|
||||
m_SSAOViewSpaceZFramBuffer.AddResource(std::shared_ptr<BufferResource>(new Texture2D(&m_SSAOViewSpaceZTexture, GL_COLOR_ATTACHMENT0)));
|
||||
m_SSAOViewSpaceZFramBuffer.Generate();
|
||||
}
|
||||
|
||||
void SSAOPass::ClearBuffer()
|
||||
{
|
||||
return;
|
||||
|
||||
m_SSAOFramBuffer.Bind();
|
||||
glClearColor(1.f, 1.f, 1.f, 1.f);
|
||||
glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT);
|
||||
@@ -54,19 +138,32 @@ void SSAOPass::ClearBuffer()
|
||||
glClearColor(1.f, 1.f, 1.f, 1.f);
|
||||
glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT);
|
||||
m_SSAOViewSpaceZFramBuffer.Unbind();
|
||||
|
||||
m_GaussianFrameBuffer_horiz.Bind();
|
||||
glClearColor(1.f, 1.f, 1.f, 1.f);
|
||||
glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT);
|
||||
m_GaussianFrameBuffer_horiz.Unbind();
|
||||
|
||||
m_GaussianFrameBuffer_vert.Bind();
|
||||
glClearColor(1.f, 1.f, 1.f, 1.f);
|
||||
glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT);
|
||||
m_GaussianFrameBuffer_vert.Unbind();
|
||||
}
|
||||
|
||||
void SSAOPass::Setting(float radius, float bias, float contrast, float intensityScale, int numOfSamples, int NumOfTurns) {
|
||||
void SSAOPass::Setting(float radius, float bias, float contrast, float intensityScale, int numOfSamples, int numOfTurns, int iterations, int quality) {
|
||||
m_Radius = radius;
|
||||
m_Bias = bias;
|
||||
m_Contrast = contrast;
|
||||
m_IntensityScale = intensityScale;
|
||||
m_NumOfSamples = numOfSamples;
|
||||
m_NumOfTurns = NumOfTurns;
|
||||
m_NumOfTurns = numOfTurns;
|
||||
m_Iterations = iterations;
|
||||
m_TextureQuality = quality;
|
||||
}
|
||||
|
||||
void SSAOPass::GenerateTexture(GLuint* texture, GLenum wrapping, GLenum filtering, glm::vec2 dimensions, GLint internalFormat, GLint format, GLenum type) const
|
||||
{
|
||||
glDeleteTextures(1, texture);
|
||||
glGenTextures(1, texture);
|
||||
glBindTexture(GL_TEXTURE_2D, *texture);
|
||||
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_S, wrapping);
|
||||
@@ -79,6 +176,10 @@ void SSAOPass::GenerateTexture(GLuint* texture, GLenum wrapping, GLenum filterin
|
||||
|
||||
void SSAOPass::Draw(GLuint depthBuffer, Camera* camera)
|
||||
{
|
||||
if (m_Quality == 0) {
|
||||
return;
|
||||
}
|
||||
|
||||
SSAOPassState state;
|
||||
GLuint viewSpaceZPShaderHandle = m_SSAOViewSpaceZProgram->GetHandle();
|
||||
GLuint SSAOShaderHandle = m_SSAOProgram->GetHandle();
|
||||
@@ -98,6 +199,7 @@ void SSAOPass::Draw(GLuint depthBuffer, Camera* camera)
|
||||
(-1.0f),
|
||||
(+1.0f)
|
||||
);*/
|
||||
glViewport(0, 0, (m_Renderer->GetViewportSize().Width >> m_TextureQuality), (m_Renderer->GetViewportSize().Height >> m_TextureQuality)); //JOHAN TODO: Get this into state
|
||||
glUniform3fv(glGetUniformLocation(viewSpaceZPShaderHandle, "ClipInfo"), 1, glm::value_ptr(clipInfo));
|
||||
|
||||
glBindVertexArray(m_ScreenQuad->VAO);
|
||||
@@ -107,9 +209,9 @@ void SSAOPass::Draw(GLuint depthBuffer, Camera* camera)
|
||||
|
||||
glm::vec4 projInfo = glm::vec4(
|
||||
((1.0 - camera->ProjectionMatrix()[0][2]) / camera->ProjectionMatrix()[0][0]),
|
||||
(-2.0 / (m_Renderer->GetViewportSize().Width * camera->ProjectionMatrix()[0][0])),
|
||||
(-2.0 / ((m_Renderer->GetViewportSize().Width >> m_TextureQuality) * camera->ProjectionMatrix()[0][0])),
|
||||
((1.0 + camera->ProjectionMatrix()[1][2]) / camera->ProjectionMatrix()[1][1]),
|
||||
(-2.0 / (m_Renderer->GetViewportSize().Height * camera->ProjectionMatrix()[1][1]))
|
||||
(-2.0 / ((m_Renderer->GetViewportSize().Height >> m_TextureQuality) * camera->ProjectionMatrix()[1][1]))
|
||||
);
|
||||
|
||||
|
||||
@@ -120,26 +222,76 @@ 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, "uProjScale"), m_Renderer->GetViewportSize().Height / (-2.0f * glm::tan(camera->FOV() * 0.5f)));
|
||||
glUniform1f(glGetUniformLocation(SSAOShaderHandle, "uProjScale"), (m_Renderer->GetViewportSize().Height >> m_TextureQuality) / (-2.0f * glm::tan(camera->FOV() * 0.5f)));
|
||||
|
||||
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);;
|
||||
glUniform1i(glGetUniformLocation(SSAOShaderHandle, "uNumOfTurns"), m_NumOfTurns);
|
||||
|
||||
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);
|
||||
|
||||
m_DrawBloomPass->ClearBuffer();
|
||||
m_DrawBloomPass->Draw(m_SSAOTexture);
|
||||
DrawBloomPassState BloomState;
|
||||
GLuint shaderHandle_horiz = m_GaussianProgram_horiz->GetHandle();
|
||||
GLuint shaderHandle_vert = m_GaussianProgram_vert->GetHandle();
|
||||
|
||||
m_GaussianFrameBuffer_horiz.Bind();
|
||||
m_GaussianProgram_horiz->Bind();
|
||||
|
||||
glActiveTexture(GL_TEXTURE0);
|
||||
glBindTexture(GL_TEXTURE_2D, m_SSAOTexture);
|
||||
|
||||
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
|
||||
, GL_UNSIGNED_INT, 0, m_ScreenQuad->MaterialGroups()[0].material->StartIndex);
|
||||
//Iterate some times to make it more gaussian.
|
||||
for (int i = 1; i < m_Iterations; i++) {
|
||||
//Vertical pass
|
||||
m_GaussianFrameBuffer_vert.Bind();
|
||||
m_GaussianProgram_vert->Bind();
|
||||
|
||||
glBindTexture(GL_TEXTURE_2D, m_GaussianTexture_horiz);
|
||||
|
||||
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
|
||||
, GL_UNSIGNED_INT, 0, m_ScreenQuad->MaterialGroups()[0].material->StartIndex);
|
||||
//horizontal pass
|
||||
|
||||
m_GaussianFrameBuffer_horiz.Bind();
|
||||
m_GaussianProgram_horiz->Bind();
|
||||
|
||||
glBindTexture(GL_TEXTURE_2D, m_GaussianTexture_vert);
|
||||
|
||||
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
|
||||
, GL_UNSIGNED_INT, 0, m_ScreenQuad->MaterialGroups()[0].material->StartIndex);
|
||||
}
|
||||
|
||||
//final vertical gaussian after the iterations are done
|
||||
|
||||
m_GaussianFrameBuffer_vert.Bind();
|
||||
m_GaussianProgram_vert->Bind();
|
||||
|
||||
glBindTexture(GL_TEXTURE_2D, m_GaussianTexture_horiz);
|
||||
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
|
||||
, GL_UNSIGNED_INT, 0, m_ScreenQuad->MaterialGroups()[0].material->StartIndex);
|
||||
|
||||
glViewport(0, 0, (m_Renderer->GetViewportSize().Width), (m_Renderer->GetViewportSize().Height));
|
||||
}
|
||||
|
||||
void SSAOPass::OnWindowResize() {
|
||||
m_DrawBloomPass->OnWindowResize();
|
||||
if (m_Quality == 0) {
|
||||
return;
|
||||
}
|
||||
|
||||
InitializeTexture();
|
||||
m_SSAOFramBuffer.Generate();
|
||||
m_SSAOViewSpaceZFramBuffer.Generate();
|
||||
}
|
||||
+1
-1
@@ -54,7 +54,7 @@ Game::Game(int argc, char* argv[])
|
||||
m_EventBroker = new EventBroker();
|
||||
|
||||
// Create the renderer
|
||||
m_Renderer = new Renderer(m_EventBroker);
|
||||
m_Renderer = new Renderer(m_EventBroker, m_Config);
|
||||
m_Renderer->SetFullscreen(m_Config->Get<bool>("Video.Fullscreen", false));
|
||||
m_Renderer->SetVSYNC(m_Config->Get<bool>("Video.VSYNC", false));
|
||||
m_Renderer->SetResolution(Rectangle::Rectangle(
|
||||
|
||||
Reference in New Issue
Block a user