You can now change the quality of SSAO by sliding the SSAO Quality
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@@ -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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