diff --git a/include/Engine/Rendering/DrawFinalPass.h b/include/Engine/Rendering/DrawFinalPass.h index 1800c90e..e522cdc5 100644 --- a/include/Engine/Rendering/DrawFinalPass.h +++ b/include/Engine/Rendering/DrawFinalPass.h @@ -5,6 +5,7 @@ #include "DrawFinalPassState.h" #include "LightCullingPass.h" #include "CubeMapPass.h" +#include "SSAOPass.h" #include "FrameBuffer.h" #include "ShaderProgram.h" #include "Util/UnorderedMapVec2.h" @@ -14,12 +15,12 @@ class DrawFinalPass { public: - DrawFinalPass(IRenderer* renderer, LightCullingPass* lightCullingPass, CubeMapPass* cubeMapPass); + DrawFinalPass(IRenderer* renderer, LightCullingPass* lightCullingPass, CubeMapPass* cubeMapPass, SSAOPass* ssaoPass); ~DrawFinalPass() { } void InitializeTextures(); void InitializeFrameBuffers(); void InitializeShaderPrograms(); - void Draw(RenderScene& scene, GLuint SSAOTexture); + void Draw(RenderScene& scene); void ClearBuffer(); void OnWindowResize(); @@ -38,7 +39,7 @@ private: void GenerateMipMapTexture(GLuint* texture, GLenum wrapping, glm::vec2 dimensions, GLint format, GLenum type, GLint numMipMaps) const; void DrawSprites(std::list>&jobs, RenderScene& scene); - void DrawModelRenderQueues(std::list>& jobs, RenderScene& scene, GLuint SSAOTexture); + void DrawModelRenderQueues(std::list>& jobs, RenderScene& scene); void DrawShieldToStencilBuffer(std::list>& jobs, RenderScene& scene); void DrawShieldedModelRenderQueue(std::list>& jobs, RenderScene& scene); void DrawToDepthBuffer(std::list>& jobs, RenderScene& scene); @@ -71,6 +72,7 @@ private: const IRenderer* m_Renderer; const LightCullingPass* m_LightCullingPass; const CubeMapPass* m_CubeMapPass; + const SSAOPass* m_SSAOPass; ShaderProgram* m_ForwardPlusProgram; ShaderProgram* m_ExplosionEffectProgram; diff --git a/include/Engine/Rendering/IRenderer.h b/include/Engine/Rendering/IRenderer.h index 4441bb7d..97293f06 100644 --- a/include/Engine/Rendering/IRenderer.h +++ b/include/Engine/Rendering/IRenderer.h @@ -5,6 +5,7 @@ #include "../OpenGL.h" #include "../GLM.h" #include "../Core/Util/Rectangle.h" +#include "../Core/ConfigFile.h" #include "Util/ScreenCoords.h" #include "Camera.h" #include "RenderQueue.h" diff --git a/include/Engine/Rendering/Renderer.h b/include/Engine/Rendering/Renderer.h index f3a6bf31..246b328d 100644 --- a/include/Engine/Rendering/Renderer.h +++ b/include/Engine/Rendering/Renderer.h @@ -32,8 +32,9 @@ class Renderer : public IRenderer static void glfwFrameBufferCallback(GLFWwindow* window, int width, int height); public: - Renderer(EventBroker* eventBroker) - : m_EventBroker(eventBroker) + Renderer(EventBroker* eventBroker, ConfigFile* config) + : m_EventBroker(eventBroker) + , m_Config(config) { } virtual void Initialize() override; @@ -47,6 +48,7 @@ private: //----------------------Variables----------------------// static std::unordered_map m_WindowToRenderer; + ConfigFile* m_Config; EventBroker* m_EventBroker; TextPass* m_TextPass; @@ -67,6 +69,9 @@ private: float m_SSAO_IntensityScale = 1.0f; int m_SSAO_NumOfSamples = 24; int m_SSAO_NumOfTurns = 7; + int m_SSAO_iterations = 9; + int m_SSAO_TextureQuality = 0; + int m_SSAO_Quality = 0; PickingPass* m_PickingPass; LightCullingPass* m_LightCullingPass; diff --git a/include/Engine/Rendering/SSAOPass.h b/include/Engine/Rendering/SSAOPass.h index 792d1d82..a2cf349d 100644 --- a/include/Engine/Rendering/SSAOPass.h +++ b/include/Engine/Rendering/SSAOPass.h @@ -13,18 +13,32 @@ class SSAOPass { public: - SSAOPass(IRenderer* rendere); - ~SSAOPass() { - delete m_DrawBloomPass; - }; + SSAOPass(IRenderer* renderer, ConfigFile* config); + ~SSAOPass() { }; + + void ChangeQuality(int quality); void Draw(GLuint depthBuffer, Camera* camera); - void Setting(float radius, float bias, float contrast, float intensityScale, int numOfSamples, int NumOfTurns); + void Setting(float radius, float bias, float contrast, float intensityScale, int numOfSamples, int numOfTurns, int iterations, int quality); void ClearBuffer(); void OnWindowResize(); //Return the SSAO of the texture sent to Draw - GLuint SSAOTexture() const { return m_DrawBloomPass->GaussianTexture(); } + GLuint SSAOTexture() const { + if (m_Quality == 0) { + return m_WhiteTexture->m_Texture; + } else { + return m_GaussianTexture_vert; + } + } + + int TextureQuality() const { + if (m_Quality == 0) { + return 13; + } else { + return m_TextureQuality; + } + } private: void InitializeTexture(); @@ -40,6 +54,7 @@ private: Model* m_ScreenQuad; const IRenderer* m_Renderer; + ConfigFile* m_Config; float m_Radius; float m_Bias; @@ -47,6 +62,11 @@ private: float m_IntensityScale; int m_NumOfSamples; int m_NumOfTurns; + int m_Iterations; + int m_TextureQuality; + int m_Quality; + + Texture* m_WhiteTexture; GLuint m_SSAOTexture; FrameBuffer m_SSAOFramBuffer; @@ -54,10 +74,16 @@ private: GLuint m_SSAOViewSpaceZTexture; FrameBuffer m_SSAOViewSpaceZFramBuffer; + GLuint m_GaussianTexture_horiz; + GLuint m_GaussianTexture_vert; + + FrameBuffer m_GaussianFrameBuffer_horiz; + FrameBuffer m_GaussianFrameBuffer_vert; + ShaderProgram* m_SSAOProgram; ShaderProgram* m_SSAOViewSpaceZProgram; - - DrawBloomPass* m_DrawBloomPass; + ShaderProgram* m_GaussianProgram_horiz; + ShaderProgram* m_GaussianProgram_vert; }; #endif \ No newline at end of file diff --git a/resources/DefaultConfig.ini b/resources/DefaultConfig.ini index 60ee4823..d4696bba 100644 --- a/resources/DefaultConfig.ini +++ b/resources/DefaultConfig.ini @@ -36,4 +36,37 @@ ResourceLoading=true [Sound] BGMVolume=1.0 SFXVolume=1.0 -Announcer=female \ No newline at end of file +Announcer=female + +[SSAO] +Quality=0 + +[SSAO1] +Radius=1.0 +Bias=0.02 +Contrast=1.5 +Intensity=1.0 +NumSamples=8 +NumTurns=3 +NumIterations=5 +TextureQuality=2 + +[SSAO2] +Radius=1.0 +Bias=0.02 +Contrast=1.5 +Intensity=1.0 +NumSamples=16 +NumTurns=13 +NumIterations=9 +TextureQuality=1 + +[SSAO3] +Radius=1.0 +Bias=0.02 +Contrast=1.5 +Intensity=1.0 +NumSamples=24 +NumTurns=17 +NumIterations=13 +TextureQuality=0 \ No newline at end of file diff --git a/resources/Shaders/ForwardPlus.frag.glsl b/resources/Shaders/ForwardPlus.frag.glsl index 6fbc9c27..00f95888 100644 --- a/resources/Shaders/ForwardPlus.frag.glsl +++ b/resources/Shaders/ForwardPlus.frag.glsl @@ -13,6 +13,7 @@ uniform vec4 AmbientColor; uniform float FillPercentage; uniform float GlowIntensity = 10; uniform vec3 CameraPosition; +uniform int SSAOQuality; uniform vec2 DiffuseUVRepeat; uniform vec2 NormalUVRepeat; @@ -125,7 +126,7 @@ vec4 CalcNormalMappedValue(vec3 normal, vec3 tangent, vec3 bitangent, vec2 textu void main() { - float ao = texelFetch(AOTexture, ivec2(gl_FragCoord.xy), 0).r; + float ao = texelFetch(AOTexture, ivec2(gl_FragCoord.xy) >> int(SSAOQuality), 0).r; ao = (clamp(1.0 - (1.0 - ao), 0.0, 1.0) + MIN_AMBIENT_LIGHT) / (1.0 + MIN_AMBIENT_LIGHT); vec4 diffuseTexel = texture2D(DiffuseTexture, Input.TextureCoordinate * DiffuseUVRepeat); vec4 glowTexel = texture2D(GlowMapTexture, Input.TextureCoordinate * GlowUVRepeat); diff --git a/resources/Shaders/ForwardPlusSplatMapRGB.frag.glsl b/resources/Shaders/ForwardPlusSplatMapRGB.frag.glsl index cf358b96..c67a9c99 100644 --- a/resources/Shaders/ForwardPlusSplatMapRGB.frag.glsl +++ b/resources/Shaders/ForwardPlusSplatMapRGB.frag.glsl @@ -11,6 +11,7 @@ uniform vec4 DiffuseColor; uniform vec4 FillColor; uniform vec4 Color; uniform vec4 AmbientColor; +uniform int SSAOQuality; //Get bineded at the same time as the textures uniform vec2 DiffuseUVRepeat1; @@ -177,7 +178,7 @@ vec4 CalcBlendedNormal(vec4 blendValue, sampler2D R, sampler2D G, sampler2D B, void main() { - float ao = texelFetch(AOTexture, ivec2(gl_FragCoord.xy), 0).r; + float ao = texelFetch(AOTexture, ivec2(gl_FragCoord.xy) >> int(SSAOQuality), 0).r; ao = (clamp(1.0 - (1.0 - ao), 0.0, 1.0) + MIN_AMBIENT_LIGHT) / (1.0 + MIN_AMBIENT_LIGHT); vec4 splatTexel = texture2D(SplatMapTexture, Input.TextureCoordinate); diff --git a/resources/Shaders/SSAO.frag.glsl b/resources/Shaders/SSAO.frag.glsl index 68c830f8..749881c4 100644 --- a/resources/Shaders/SSAO.frag.glsl +++ b/resources/Shaders/SSAO.frag.glsl @@ -2,11 +2,11 @@ //Number of samples per pixel uniform int uNumOfSamples; -//#define NUM_SAMPLES (11) +//#define uNumOfSamples (11) //Number of turns around the cirle uniform int uNumOfTurns; -//#define NUM_TURNS (7) +//#define uNumOfTurns (7) layout (binding = 0) uniform sampler2D ViewSpaceZ; @@ -16,15 +16,16 @@ uniform float uProjScale; //#define ProjScale 500 uniform float uRadius; -//#define Radius 1.0f +//#define uRadius 1.0f uniform float uBias; -//#define Bias 0.012f +//#define uBias 0.05f uniform float uContrast; -//#define IntensityDivR6 1 +//#define uContrast 1.5f uniform float uIntensityScale; +//#define uIntensityScale 1.0f out float AO; @@ -88,13 +89,7 @@ void main() { vec3 origin = getVSPosition(originScreenCoord); - float radius; - if(origin.z < uRadius){ - radius = origin.z; - } else { - radius = uRadius; - } - + float radius = min(origin.z, uRadius); vec3 originNormal = getVSFaceNormal(origin); diff --git a/resources/Shaders/SSAO.vert.glsl b/resources/Shaders/SSAO.vert.glsl index a019c5ef..346bc141 100644 --- a/resources/Shaders/SSAO.vert.glsl +++ b/resources/Shaders/SSAO.vert.glsl @@ -2,7 +2,12 @@ layout (location = 0) in vec3 Position; +out VertexData{ + vec2 TextureCoordinate; +}Output; + void main() { gl_Position = vec4(Position, 1.0); + Output.TextureCoordinate = (vec2(Position) + 1) / 2; } \ No newline at end of file diff --git a/resources/Shaders/SSAOViewSpaceZ.frag.glsl b/resources/Shaders/SSAOViewSpaceZ.frag.glsl index dbcfd899..d1bf6f17 100644 --- a/resources/Shaders/SSAOViewSpaceZ.frag.glsl +++ b/resources/Shaders/SSAOViewSpaceZ.frag.glsl @@ -3,11 +3,15 @@ layout (binding = 0) uniform sampler2D DepthBuffer; uniform vec3 ClipInfo; +in VertexData{ + vec2 TextureCoordinate; +}Input; + out float depthLinear; //Just for Debug, should be depthLinear //out vec4 fragmentColor; void main() { - float depthSample = texelFetch(DepthBuffer, ivec2(gl_FragCoord.xy), 0).r; + float depthSample = texture2D(DepthBuffer, Input.TextureCoordinate).r; depthLinear = ClipInfo[0] / (ClipInfo[1] * depthSample + ClipInfo[2]); //float depthLinear = (NearClip) / ( -depthSample + 1.0f); //fragmentColor = vec4(depthLinear, depthLinear, depthLinear, 1.0f); diff --git a/src/Engine/Rendering/CubeMapPass.cpp b/src/Engine/Rendering/CubeMapPass.cpp index 75f5e1c9..fc318498 100644 --- a/src/Engine/Rendering/CubeMapPass.cpp +++ b/src/Engine/Rendering/CubeMapPass.cpp @@ -17,6 +17,7 @@ void CubeMapPass::LoadTextures(std::string input) m_CubeMapTextures.push_back(img); } GenerateCubeMapTexture(); + m_PreviusCubeMapTexture = input; } } diff --git a/src/Engine/Rendering/DrawFinalPass.cpp b/src/Engine/Rendering/DrawFinalPass.cpp index 6cd2c1f1..48c07941 100644 --- a/src/Engine/Rendering/DrawFinalPass.cpp +++ b/src/Engine/Rendering/DrawFinalPass.cpp @@ -1,9 +1,9 @@ #include "Rendering/DrawFinalPass.h" - -DrawFinalPass::DrawFinalPass(IRenderer* renderer, LightCullingPass* lightCullingPass, CubeMapPass* cubeMapPass) - : m_Renderer(renderer) - , m_LightCullingPass(lightCullingPass) - , m_CubeMapPass(cubeMapPass) +DrawFinalPass::DrawFinalPass(IRenderer* renderer, LightCullingPass* lightCullingPass, CubeMapPass* cubeMapPass, SSAOPass* ssaoPass) + : m_Renderer(renderer) + , m_LightCullingPass(lightCullingPass) + , m_CubeMapPass(cubeMapPass) + , m_SSAOPass(ssaoPass) { //TODO: Make sure that uniforms are not sent into shader if not needed. m_ShieldPixelRate = 8; @@ -175,7 +175,7 @@ void DrawFinalPass::InitializeShaderPrograms() GLERROR("Creating DepthFill program"); } -void DrawFinalPass::Draw(RenderScene& scene, GLuint SSAOTexture) +void DrawFinalPass::Draw(RenderScene& scene) { GLERROR("Pre"); DrawFinalPassState* state = new DrawFinalPassState(m_FinalPassFrameBuffer.GetHandle()); @@ -191,10 +191,10 @@ void DrawFinalPass::Draw(RenderScene& scene, GLuint SSAOTexture) //Fill depth buffer state->StencilMask(0x00); - DrawModelRenderQueues(scene.Jobs.OpaqueObjects, scene, SSAOTexture); + DrawModelRenderQueues(scene.Jobs.OpaqueObjects, scene); GLERROR("OpaqueObjects"); state->BlendFunc(GL_ONE, GL_ONE); - DrawModelRenderQueues(scene.Jobs.TransparentObjects, scene, SSAOTexture); + DrawModelRenderQueues(scene.Jobs.TransparentObjects, scene); GLERROR("TransparentObjects"); state->BlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA); DrawSprites(scene.Jobs.SpriteJob, scene); @@ -210,11 +210,11 @@ void DrawFinalPass::Draw(RenderScene& scene, GLuint SSAOTexture) //Draw Opaque shielded objects state->StencilFunc(GL_NOTEQUAL, 1, 0xFF); state->StencilMask(0x00); - DrawModelRenderQueues(scene.Jobs.OpaqueShieldedObjects, scene, SSAOTexture); //might need changing + DrawModelRenderQueues(scene.Jobs.OpaqueShieldedObjects, scene); //might need changing GLERROR("Shielded Opaque object"); //Draw Transparen Shielded objects - DrawModelRenderQueues(scene.Jobs.TransparentShieldedObjects, scene, SSAOTexture); //might need changing + DrawModelRenderQueues(scene.Jobs.TransparentShieldedObjects, scene); //might need changing GLERROR("Shielded Transparent objects"); GLERROR("END"); @@ -250,9 +250,9 @@ void DrawFinalPass::Draw(RenderScene& scene, GLuint SSAOTexture) stateLowRes->Enable(GL_DEPTH_TEST); stateLowRes->StencilFunc(GL_LEQUAL, 1, 0xFF); stateLowRes->StencilMask(0x00); - DrawModelRenderQueues(scene.Jobs.OpaqueObjects, scene, SSAOTexture); + DrawModelRenderQueues(scene.Jobs.OpaqueObjects, scene); GLERROR("OpaqueObjects"); - DrawModelRenderQueues(scene.Jobs.TransparentObjects, scene, SSAOTexture); + DrawModelRenderQueues(scene.Jobs.TransparentObjects, scene); GLERROR("TransparentObjects"); glViewport(0, 0, m_Renderer->GetViewportSize().Width, m_Renderer->GetViewportSize().Height); glScissor(0, 0, m_Renderer->GetViewportSize().Width, m_Renderer->GetViewportSize().Height); @@ -340,7 +340,7 @@ void DrawFinalPass::GenerateMipMapTexture(GLuint* texture, GLenum wrapping, glm: GLERROR("MipMap Texture initialization failed"); } -void DrawFinalPass::DrawModelRenderQueues(std::list>& jobs, RenderScene& scene, GLuint SSAOTexture) +void DrawFinalPass::DrawModelRenderQueues(std::list>& jobs, RenderScene& scene) { GLuint forwardHandle = m_ForwardPlusProgram->GetHandle(); GLERROR("forwardHandle"); @@ -364,7 +364,7 @@ void DrawFinalPass::DrawModelRenderQueues(std::list>& glBindBufferBase(GL_SHADER_STORAGE_BUFFER, 4, m_LightCullingPass->LightIndexSSBO()); glActiveTexture(GL_TEXTURE0); - glBindTexture(GL_TEXTURE_2D, SSAOTexture); + glBindTexture(GL_TEXTURE_2D, m_SSAOPass->SSAOTexture()); for (auto &job : jobs) { auto explosionEffectJob = std::dynamic_pointer_cast(job); @@ -383,7 +383,7 @@ void DrawFinalPass::DrawModelRenderQueues(std::list>& BindExplosionTextures(explosionSkinnedHandle, explosionEffectJob); glActiveTexture(GL_TEXTURE5); glBindTexture(GL_TEXTURE_CUBE_MAP, m_CubeMapPass->m_CubeMapTexture); - glUniform3fv(glGetUniformLocation(forwardHandle, "CameraPosition"), 1, glm::value_ptr(scene.Camera->Position())); + glUniform3fv(glGetUniformLocation(explosionSkinnedHandle, "CameraPosition"), 1, glm::value_ptr(scene.Camera->Position())); std::vector frameBones; if (explosionEffectJob->AnimationOffset.animation != nullptr) { @@ -401,7 +401,7 @@ void DrawFinalPass::DrawModelRenderQueues(std::list>& BindExplosionTextures(explosionHandle, explosionEffectJob); glActiveTexture(GL_TEXTURE5); glBindTexture(GL_TEXTURE_CUBE_MAP, m_CubeMapPass->m_CubeMapTexture); - glUniform3fv(glGetUniformLocation(forwardHandle, "CameraPosition"), 1, glm::value_ptr(scene.Camera->Position())); + glUniform3fv(glGetUniformLocation(explosionHandle, "CameraPosition"), 1, glm::value_ptr(scene.Camera->Position())); } break; @@ -463,7 +463,7 @@ void DrawFinalPass::DrawModelRenderQueues(std::list>& BindModelTextures(forwardSkinnedHandle, modelJob); glActiveTexture(GL_TEXTURE5); glBindTexture(GL_TEXTURE_CUBE_MAP, m_CubeMapPass->m_CubeMapTexture); - glUniform3fv(glGetUniformLocation(forwardHandle, "CameraPosition"), 1, glm::value_ptr(scene.Camera->Position())); + glUniform3fv(glGetUniformLocation(forwardSkinnedHandle, "CameraPosition"), 1, glm::value_ptr(scene.Camera->Position())); std::vector frameBones; if (modelJob->AnimationOffset.animation != nullptr) { @@ -753,6 +753,7 @@ void DrawFinalPass::DrawSprites(std::list>&jobs, Rend void DrawFinalPass::BindExplosionUniforms(GLuint shaderHandle, std::shared_ptr& 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& 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)); diff --git a/src/Engine/Rendering/FrameBuffer.cpp b/src/Engine/Rendering/FrameBuffer.cpp index 794fb84e..9ba0d2d8 100644 --- a/src/Engine/Rendering/FrameBuffer.cpp +++ b/src/Engine/Rendering/FrameBuffer.cpp @@ -42,33 +42,33 @@ void FrameBuffer::Generate() GLERROR("PRE"); std::vector 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); diff --git a/src/Engine/Rendering/Renderer.cpp b/src/Engine/Rendering/Renderer.cpp index 251bba2b..fcf2bc84 100644 --- a/src/Engine/Rendering/Renderer.cpp +++ b/src/Engine/Rendering/Renderer.cpp @@ -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); + } diff --git a/src/Engine/Rendering/SSAOPass.cpp b/src/Engine/Rendering/SSAOPass.cpp index d4cdcb19..7d39e34a 100644 --- a/src/Engine/Rendering/SSAOPass.cpp +++ b/src/Engine/Rendering/SSAOPass.cpp @@ -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("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("SSAO" + qStr + ".Radius", 0.01), + m_Config->Get("SSAO" + qStr + ".Bias", 0.012), + m_Config->Get("SSAO" + qStr + ".Contrast", 1.0), + m_Config->Get("SSAO" + qStr + ".Intensity", 1.0), + m_Config->Get("SSAO" + qStr + ".NumSamples", 0), + m_Config->Get("SSAO" + qStr + ".NumTurns", 0), + m_Config->Get("SSAO" + qStr + ".NumIterations", 0), + m_Config->Get("SSAO" + qStr + ".TextureQuality", 4) + ); + + m_ScreenQuad = ResourceManager::Load("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("##SSAOProgram"); - m_SSAOProgram->AddShader(std::shared_ptr(new VertexShader("Shaders/SSAO.vert.glsl"))); - m_SSAOProgram->AddShader(std::shared_ptr(new FragmentShader("Shaders/SSAO.frag.glsl"))); - m_SSAOProgram->Compile(); - m_SSAOProgram->Link(); + if (m_SSAOProgram->GetHandle() == 0) { + m_SSAOProgram->AddShader(std::shared_ptr(new VertexShader("Shaders/SSAO.vert.glsl"))); + m_SSAOProgram->AddShader(std::shared_ptr(new FragmentShader("Shaders/SSAO.frag.glsl"))); + m_SSAOProgram->Compile(); + m_SSAOProgram->Link(); + } m_SSAOViewSpaceZProgram = ResourceManager::Load("##SSAOViewSpaceZProgram"); - m_SSAOViewSpaceZProgram->AddShader(std::shared_ptr(new VertexShader("Shaders/SSAO.vert.glsl"))); - m_SSAOViewSpaceZProgram->AddShader(std::shared_ptr(new FragmentShader("Shaders/SSAOViewSpaceZ.frag.glsl"))); - m_SSAOViewSpaceZProgram->Compile(); - m_SSAOViewSpaceZProgram->Link(); + if (m_SSAOViewSpaceZProgram->GetHandle() == 0) { + m_SSAOViewSpaceZProgram->AddShader(std::shared_ptr(new VertexShader("Shaders/SSAO.vert.glsl"))); + m_SSAOViewSpaceZProgram->AddShader(std::shared_ptr(new FragmentShader("Shaders/SSAOViewSpaceZ.frag.glsl"))); + m_SSAOViewSpaceZProgram->Compile(); + m_SSAOViewSpaceZProgram->Link(); + } + + m_GaussianProgram_horiz = ResourceManager::Load("##GaussianProgramHoriz"); + if (m_GaussianProgram_horiz->GetHandle() == 0) { + m_GaussianProgram_horiz->AddShader(std::shared_ptr(new VertexShader("Shaders/Gaussian_horiz.vert.glsl"))); + m_GaussianProgram_horiz->AddShader(std::shared_ptr(new FragmentShader("Shaders/Gaussian_horiz.frag.glsl"))); + m_GaussianProgram_horiz->Compile(); + m_GaussianProgram_horiz->Link(); + } + + m_GaussianProgram_vert = ResourceManager::Load("##GaussianProgramVert"); + if (m_GaussianProgram_vert->GetHandle() == 0) { + m_GaussianProgram_vert->AddShader(std::shared_ptr(new VertexShader("Shaders/Gaussian_vert.vert.glsl"))); + m_GaussianProgram_vert->AddShader(std::shared_ptr(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(new Texture2D(&m_SSAOTexture, GL_COLOR_ATTACHMENT0))); - m_SSAOFramBuffer.Generate(); + if (m_SSAOFramBuffer.GetHandle() == 0) { + m_SSAOFramBuffer.AddResource(std::shared_ptr(new Texture2D(&m_SSAOTexture, GL_COLOR_ATTACHMENT0))); + } + m_SSAOFramBuffer.Generate(); + + + if (m_SSAOViewSpaceZFramBuffer.GetHandle() == 0) { + m_SSAOViewSpaceZFramBuffer.AddResource(std::shared_ptr(new Texture2D(&m_SSAOViewSpaceZTexture, GL_COLOR_ATTACHMENT0))); + } + m_SSAOViewSpaceZFramBuffer.Generate(); + + + + if (m_GaussianFrameBuffer_horiz.GetHandle() == 0) { + m_GaussianFrameBuffer_horiz.AddResource(std::shared_ptr(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(new Texture2D(&m_GaussianTexture_vert, GL_COLOR_ATTACHMENT0))); + } + m_GaussianFrameBuffer_vert.Generate(); - m_SSAOViewSpaceZFramBuffer.AddResource(std::shared_ptr(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(); } \ No newline at end of file diff --git a/src/Game/Game.cpp b/src/Game/Game.cpp index 24b7cd1e..3495730e 100644 --- a/src/Game/Game.cpp +++ b/src/Game/Game.cpp @@ -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("Video.Fullscreen", false)); m_Renderer->SetVSYNC(m_Config->Get("Video.VSYNC", false)); m_Renderer->SetResolution(Rectangle::Rectangle(