You can now change the quality of SSAO by sliding the SSAO Quality
This commit is contained in:
@@ -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()));
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std::vector<glm::mat4> frameBones;
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if (modelJob->AnimationOffset.animation != nullptr) {
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@@ -753,6 +753,7 @@ void DrawFinalPass::DrawSprites(std::list<std::shared_ptr<RenderJob>>&jobs, Rend
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void DrawFinalPass::BindExplosionUniforms(GLuint shaderHandle, std::shared_ptr<ExplosionEffectJob>& job, RenderScene& scene)
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{
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glUniform1i(glGetUniformLocation(shaderHandle, "SSAOQuality"), m_SSAOPass->TextureQuality());
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GLERROR("Bind 1 uniform");
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glUniformMatrix4fv(glGetUniformLocation(shaderHandle, "M"), 1, GL_FALSE, glm::value_ptr(job->Matrix));
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GLERROR("Bind 2 uniform");
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@@ -801,6 +802,7 @@ void DrawFinalPass::BindExplosionUniforms(GLuint shaderHandle, std::shared_ptr<E
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void DrawFinalPass::BindModelUniforms(GLuint shaderHandle, std::shared_ptr<ModelJob>& job, RenderScene& scene)
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{
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glUniform1i(glGetUniformLocation(shaderHandle, "SSAOQuality"), m_SSAOPass->TextureQuality());
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GLERROR("Bind 1 uniform");
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GLint Location_M = glGetUniformLocation(shaderHandle, "M");
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glUniformMatrix4fv(Location_M, 1, GL_FALSE, glm::value_ptr(job->Matrix));
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@@ -42,33 +42,33 @@ void FrameBuffer::Generate()
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GLERROR("PRE");
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std::vector<GLenum> attachments;
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glGenFramebuffers(1, &m_BufferHandle);
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if (m_BufferHandle == 0) {
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glGenFramebuffers(1, &m_BufferHandle);
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}
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glBindFramebuffer(GL_FRAMEBUFFER, m_BufferHandle);
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GLERROR("1");
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for (auto it = m_Resources.begin(); it != m_Resources.end(); it++) {
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switch ((*it)->m_ResourceType) {
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case GL_TEXTURE_2D:
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glFramebufferTexture2D(GL_FRAMEBUFFER, (*it)->m_Attachment, (*it)->m_ResourceType, *(*it)->m_ResourceHandle, 0);
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GLERROR("FrameBuffer generate: glFramebufferTexture2D");
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for (auto it = m_Resources.begin(); it != m_Resources.end(); it++) {
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switch ((*it)->m_ResourceType) {
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case GL_TEXTURE_2D:
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glFramebufferTexture2D(GL_FRAMEBUFFER, (*it)->m_Attachment, (*it)->m_ResourceType, *(*it)->m_ResourceHandle, 0);
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GLERROR("FrameBuffer generate: glFramebufferTexture2D");
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break;
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case GL_RENDERBUFFER:
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glFramebufferRenderbuffer(GL_FRAMEBUFFER, (*it)->m_Attachment, (*it)->m_ResourceType, *(*it)->m_ResourceHandle);
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GLERROR("FrameBuffer generate: glFramebufferRenderbuffer");
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break;
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}
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GLERROR("2");
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break;
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case GL_RENDERBUFFER:
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glFramebufferRenderbuffer(GL_FRAMEBUFFER, (*it)->m_Attachment, (*it)->m_ResourceType, *(*it)->m_ResourceHandle);
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GLERROR("FrameBuffer generate: glFramebufferRenderbuffer");
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break;
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}
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GLERROR("2");
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if ((*it)->m_Attachment != GL_DEPTH_ATTACHMENT && (*it)->m_Attachment != GL_STENCIL_ATTACHMENT && (*it)->m_Attachment != GL_DEPTH_STENCIL_ATTACHMENT) {
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attachments.push_back((*it)->m_Attachment);
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}
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GLERROR("Attachment");
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}
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GLERROR("3");
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if ((*it)->m_Attachment != GL_DEPTH_ATTACHMENT && (*it)->m_Attachment != GL_STENCIL_ATTACHMENT && (*it)->m_Attachment != GL_DEPTH_STENCIL_ATTACHMENT) {
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attachments.push_back((*it)->m_Attachment);
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}
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GLERROR("Attachment");
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}
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GLERROR("3");
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GLenum* bufferTextures = &attachments[0];
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glDrawBuffers(attachments.size(), bufferTextures);
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@@ -121,7 +121,11 @@ void Renderer::Draw(RenderFrame& frame)
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ImGui::SliderFloat("SSAO IntensityScale", &m_SSAO_IntensityScale, 0.0f, 10.0f);
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ImGui::SliderInt("SSAO Number of Samples", &m_SSAO_NumOfSamples, 2, 100);
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ImGui::SliderInt("SSAO Number of Turns", &m_SSAO_NumOfTurns, 0, 50);
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m_SSAOPass->Setting(m_SSAO_Radius, m_SSAO_Bias, m_SSAO_Contrast, m_SSAO_IntensityScale, m_SSAO_NumOfSamples, m_SSAO_NumOfTurns);
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ImGui::SliderInt("SSAO Blur Iterations", &m_SSAO_iterations, 0, 20);
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ImGui::SliderInt("SSAO TextureQuality", &m_SSAO_TextureQuality, 0, 4);
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ImGui::SliderInt("SSAO Quality", &m_SSAO_Quality, 0, 3);
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//m_SSAOPass->Setting(m_SSAO_Radius, m_SSAO_Bias, m_SSAO_Contrast, m_SSAO_IntensityScale, m_SSAO_NumOfSamples, m_SSAO_NumOfTurns, m_SSAO_iterations, m_SSAO_TextureQuality);
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m_SSAOPass->ChangeQuality(m_SSAO_Quality);
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GLERROR("SSAO Settings");
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//clear buffer 0
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glClearColor(0.f, 0.f, 0.f, 0.f);
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@@ -159,7 +163,7 @@ void Renderer::Draw(RenderFrame& frame)
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PerformanceTimer::StartTimerAndStopPrevious("Renderer-Light Culling");
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m_LightCullingPass->CullLights(*scene);
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GLERROR("LightCulling");
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m_DrawFinalPass->Draw(*scene, ao);
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m_DrawFinalPass->Draw(*scene);
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PerformanceTimer::StartTimerAndStopPrevious("Renderer-Draw Geometry+Light");
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GLERROR("Draw Geometry+Light");
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//m_DrawScenePass->Draw(*scene);
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@@ -248,9 +252,10 @@ void Renderer::InitializeRenderPasses()
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m_PickingPass = new PickingPass(this, m_EventBroker);
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m_LightCullingPass = new LightCullingPass(this);
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m_CubeMapPass = new CubeMapPass(this);
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m_DrawFinalPass = new DrawFinalPass(this, m_LightCullingPass, m_CubeMapPass);
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m_SSAOPass = new SSAOPass(this, m_Config);
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m_DrawFinalPass = new DrawFinalPass(this, m_LightCullingPass, m_CubeMapPass, m_SSAOPass);
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m_DrawScreenQuadPass = new DrawScreenQuadPass(this);
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m_DrawBloomPass = new DrawBloomPass(this);
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m_DrawColorCorrectionPass = new DrawColorCorrectionPass(this);
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m_SSAOPass = new SSAOPass(this);
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}
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@@ -1,50 +1,134 @@
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#include "Rendering/SSAOPass.h"
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SSAOPass::SSAOPass(IRenderer* renderer)
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SSAOPass::SSAOPass(IRenderer* renderer, ConfigFile* config)
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: m_Renderer(renderer)
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, m_Config(config)
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{
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m_Renderer = renderer;
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m_WhiteTexture = CommonFunctions::LoadTexture("Textures/Core/White.png", false);
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m_Quality = m_Config->Get<int>("SSAO.Quality", 0);
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if (m_Quality == 0) {
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return;
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}
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ChangeQuality(m_Quality);
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}
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void SSAOPass::ChangeQuality(int quality)
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{
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if (m_Quality == quality) {
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return;
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}
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m_Quality = quality;
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if (m_Quality == 0) {
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glDeleteTextures(1, &m_SSAOTexture);
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glDeleteTextures(1, &m_SSAOViewSpaceZTexture);
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glDeleteTextures(1, &m_GaussianTexture_horiz);
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glDeleteTextures(1, &m_GaussianTexture_vert);
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return;
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}
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std::string qStr = std::to_string(m_Quality);
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Setting(
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m_Config->Get<float>("SSAO" + qStr + ".Radius", 0.01),
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m_Config->Get<float>("SSAO" + qStr + ".Bias", 0.012),
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m_Config->Get<float>("SSAO" + qStr + ".Contrast", 1.0),
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m_Config->Get<float>("SSAO" + qStr + ".Intensity", 1.0),
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m_Config->Get<int>("SSAO" + qStr + ".NumSamples", 0),
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m_Config->Get<int>("SSAO" + qStr + ".NumTurns", 0),
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m_Config->Get<int>("SSAO" + qStr + ".NumIterations", 0),
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m_Config->Get<int>("SSAO" + qStr + ".TextureQuality", 4)
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);
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m_ScreenQuad = ResourceManager::Load<Model>("Models/Core/ScreenQuad.mesh");
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InitializeTexture();
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InitializeBuffer();
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InitializeShaderProgram();
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Setting(0.1f, 0.012f, 1.0f, 1.0f, 13, 7);
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m_DrawBloomPass = new DrawBloomPass(renderer);
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}
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void SSAOPass::InitializeShaderProgram()
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{
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m_SSAOProgram = ResourceManager::Load<ShaderProgram>("##SSAOProgram");
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m_SSAOProgram->AddShader(std::shared_ptr<Shader>(new VertexShader("Shaders/SSAO.vert.glsl")));
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m_SSAOProgram->AddShader(std::shared_ptr<Shader>(new FragmentShader("Shaders/SSAO.frag.glsl")));
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m_SSAOProgram->Compile();
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m_SSAOProgram->Link();
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if (m_SSAOProgram->GetHandle() == 0) {
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m_SSAOProgram->AddShader(std::shared_ptr<Shader>(new VertexShader("Shaders/SSAO.vert.glsl")));
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m_SSAOProgram->AddShader(std::shared_ptr<Shader>(new FragmentShader("Shaders/SSAO.frag.glsl")));
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m_SSAOProgram->Compile();
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m_SSAOProgram->Link();
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}
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m_SSAOViewSpaceZProgram = ResourceManager::Load<ShaderProgram>("##SSAOViewSpaceZProgram");
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m_SSAOViewSpaceZProgram->AddShader(std::shared_ptr<Shader>(new VertexShader("Shaders/SSAO.vert.glsl")));
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m_SSAOViewSpaceZProgram->AddShader(std::shared_ptr<Shader>(new FragmentShader("Shaders/SSAOViewSpaceZ.frag.glsl")));
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m_SSAOViewSpaceZProgram->Compile();
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m_SSAOViewSpaceZProgram->Link();
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if (m_SSAOViewSpaceZProgram->GetHandle() == 0) {
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m_SSAOViewSpaceZProgram->AddShader(std::shared_ptr<Shader>(new VertexShader("Shaders/SSAO.vert.glsl")));
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m_SSAOViewSpaceZProgram->AddShader(std::shared_ptr<Shader>(new FragmentShader("Shaders/SSAOViewSpaceZ.frag.glsl")));
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m_SSAOViewSpaceZProgram->Compile();
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m_SSAOViewSpaceZProgram->Link();
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}
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m_GaussianProgram_horiz = ResourceManager::Load<ShaderProgram>("##GaussianProgramHoriz");
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if (m_GaussianProgram_horiz->GetHandle() == 0) {
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m_GaussianProgram_horiz->AddShader(std::shared_ptr<Shader>(new VertexShader("Shaders/Gaussian_horiz.vert.glsl")));
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m_GaussianProgram_horiz->AddShader(std::shared_ptr<Shader>(new FragmentShader("Shaders/Gaussian_horiz.frag.glsl")));
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m_GaussianProgram_horiz->Compile();
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m_GaussianProgram_horiz->Link();
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}
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m_GaussianProgram_vert = ResourceManager::Load<ShaderProgram>("##GaussianProgramVert");
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if (m_GaussianProgram_vert->GetHandle() == 0) {
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m_GaussianProgram_vert->AddShader(std::shared_ptr<Shader>(new VertexShader("Shaders/Gaussian_vert.vert.glsl")));
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m_GaussianProgram_vert->AddShader(std::shared_ptr<Shader>(new FragmentShader("Shaders/Gaussian_vert.frag.glsl")));
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m_GaussianProgram_vert->Compile();
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m_GaussianProgram_vert->Link();
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}
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}
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void SSAOPass::InitializeTexture() {
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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);
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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);
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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);
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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);
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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);
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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);
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}
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void SSAOPass::InitializeBuffer()
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{
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||||
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();
|
||||
}
|
||||
Reference in New Issue
Block a user