You can now change the quality of SSAO by sliding the SSAO Quality
This commit is contained in:
@@ -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)));
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m_SSAOFramBuffer.Generate();
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if (m_SSAOFramBuffer.GetHandle() == 0) {
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m_SSAOFramBuffer.AddResource(std::shared_ptr<BufferResource>(new Texture2D(&m_SSAOTexture, GL_COLOR_ATTACHMENT0)));
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}
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m_SSAOFramBuffer.Generate();
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if (m_SSAOViewSpaceZFramBuffer.GetHandle() == 0) {
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m_SSAOViewSpaceZFramBuffer.AddResource(std::shared_ptr<BufferResource>(new Texture2D(&m_SSAOViewSpaceZTexture, GL_COLOR_ATTACHMENT0)));
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}
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m_SSAOViewSpaceZFramBuffer.Generate();
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if (m_GaussianFrameBuffer_horiz.GetHandle() == 0) {
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m_GaussianFrameBuffer_horiz.AddResource(std::shared_ptr<BufferResource>(new Texture2D(&m_GaussianTexture_horiz, GL_COLOR_ATTACHMENT0)));
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}
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m_GaussianFrameBuffer_horiz.Generate();
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if (m_GaussianFrameBuffer_vert.GetHandle() == 0) {
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m_GaussianFrameBuffer_vert.AddResource(std::shared_ptr<BufferResource>(new Texture2D(&m_GaussianTexture_vert, GL_COLOR_ATTACHMENT0)));
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}
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m_GaussianFrameBuffer_vert.Generate();
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m_SSAOViewSpaceZFramBuffer.AddResource(std::shared_ptr<BufferResource>(new Texture2D(&m_SSAOViewSpaceZTexture, GL_COLOR_ATTACHMENT0)));
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m_SSAOViewSpaceZFramBuffer.Generate();
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}
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void SSAOPass::ClearBuffer()
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{
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return;
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m_SSAOFramBuffer.Bind();
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glClearColor(1.f, 1.f, 1.f, 1.f);
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glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT);
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@@ -54,19 +138,32 @@ void SSAOPass::ClearBuffer()
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glClearColor(1.f, 1.f, 1.f, 1.f);
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glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT);
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m_SSAOViewSpaceZFramBuffer.Unbind();
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m_GaussianFrameBuffer_horiz.Bind();
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glClearColor(1.f, 1.f, 1.f, 1.f);
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glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT);
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m_GaussianFrameBuffer_horiz.Unbind();
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m_GaussianFrameBuffer_vert.Bind();
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glClearColor(1.f, 1.f, 1.f, 1.f);
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glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT);
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m_GaussianFrameBuffer_vert.Unbind();
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}
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void SSAOPass::Setting(float radius, float bias, float contrast, float intensityScale, int numOfSamples, int NumOfTurns) {
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void SSAOPass::Setting(float radius, float bias, float contrast, float intensityScale, int numOfSamples, int numOfTurns, int iterations, int quality) {
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m_Radius = radius;
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m_Bias = bias;
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m_Contrast = contrast;
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m_IntensityScale = intensityScale;
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m_NumOfSamples = numOfSamples;
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m_NumOfTurns = NumOfTurns;
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m_NumOfTurns = numOfTurns;
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m_Iterations = iterations;
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m_TextureQuality = quality;
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}
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void SSAOPass::GenerateTexture(GLuint* texture, GLenum wrapping, GLenum filtering, glm::vec2 dimensions, GLint internalFormat, GLint format, GLenum type) const
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{
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glDeleteTextures(1, texture);
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glGenTextures(1, texture);
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glBindTexture(GL_TEXTURE_2D, *texture);
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glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_S, wrapping);
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@@ -79,6 +176,10 @@ void SSAOPass::GenerateTexture(GLuint* texture, GLenum wrapping, GLenum filterin
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void SSAOPass::Draw(GLuint depthBuffer, Camera* camera)
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{
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if (m_Quality == 0) {
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return;
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}
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SSAOPassState state;
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GLuint viewSpaceZPShaderHandle = m_SSAOViewSpaceZProgram->GetHandle();
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GLuint SSAOShaderHandle = m_SSAOProgram->GetHandle();
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@@ -98,6 +199,7 @@ void SSAOPass::Draw(GLuint depthBuffer, Camera* camera)
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(-1.0f),
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(+1.0f)
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);*/
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glViewport(0, 0, (m_Renderer->GetViewportSize().Width >> m_TextureQuality), (m_Renderer->GetViewportSize().Height >> m_TextureQuality)); //JOHAN TODO: Get this into state
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glUniform3fv(glGetUniformLocation(viewSpaceZPShaderHandle, "ClipInfo"), 1, glm::value_ptr(clipInfo));
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glBindVertexArray(m_ScreenQuad->VAO);
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@@ -107,9 +209,9 @@ void SSAOPass::Draw(GLuint depthBuffer, Camera* camera)
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glm::vec4 projInfo = glm::vec4(
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((1.0 - camera->ProjectionMatrix()[0][2]) / camera->ProjectionMatrix()[0][0]),
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(-2.0 / (m_Renderer->GetViewportSize().Width * camera->ProjectionMatrix()[0][0])),
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(-2.0 / ((m_Renderer->GetViewportSize().Width >> m_TextureQuality) * camera->ProjectionMatrix()[0][0])),
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((1.0 + camera->ProjectionMatrix()[1][2]) / camera->ProjectionMatrix()[1][1]),
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(-2.0 / (m_Renderer->GetViewportSize().Height * camera->ProjectionMatrix()[1][1]))
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(-2.0 / ((m_Renderer->GetViewportSize().Height >> m_TextureQuality) * camera->ProjectionMatrix()[1][1]))
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);
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@@ -120,26 +222,76 @@ void SSAOPass::Draw(GLuint depthBuffer, Camera* camera)
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glBindTexture(GL_TEXTURE_2D, m_SSAOViewSpaceZTexture);
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// How many pixel there are in a 1m long object 1m away from the camera
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glUniform1f(glGetUniformLocation(SSAOShaderHandle, "uProjScale"), m_Renderer->GetViewportSize().Height / (-2.0f * glm::tan(camera->FOV() * 0.5f)));
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glUniform1f(glGetUniformLocation(SSAOShaderHandle, "uProjScale"), (m_Renderer->GetViewportSize().Height >> m_TextureQuality) / (-2.0f * glm::tan(camera->FOV() * 0.5f)));
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glUniform1f(glGetUniformLocation(SSAOShaderHandle, "uRadius"), m_Radius);
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glUniform1f(glGetUniformLocation(SSAOShaderHandle, "uBias"), m_Bias);
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glUniform1f(glGetUniformLocation(SSAOShaderHandle, "uContrast"), m_Contrast);
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glUniform1f(glGetUniformLocation(SSAOShaderHandle, "uIntensityScale"), m_IntensityScale);
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glUniform1i(glGetUniformLocation(SSAOShaderHandle, "uNumOfSamples"), m_NumOfSamples);
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glUniform1i(glGetUniformLocation(SSAOShaderHandle, "uNumOfTurns"), m_NumOfTurns);;
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glUniform1i(glGetUniformLocation(SSAOShaderHandle, "uNumOfTurns"), m_NumOfTurns);
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glUniform4fv(glGetUniformLocation(SSAOShaderHandle, "uProjInfo"), 1, glm::value_ptr(projInfo));
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glDrawElementsBaseVertex(GL_TRIANGLES, m_ScreenQuad->MaterialGroups()[0].material->EndIndex - m_ScreenQuad->MaterialGroups()[0].material->StartIndex + 1
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, GL_UNSIGNED_INT, 0, m_ScreenQuad->MaterialGroups()[0].material->StartIndex);
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m_DrawBloomPass->ClearBuffer();
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m_DrawBloomPass->Draw(m_SSAOTexture);
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DrawBloomPassState BloomState;
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GLuint shaderHandle_horiz = m_GaussianProgram_horiz->GetHandle();
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GLuint shaderHandle_vert = m_GaussianProgram_vert->GetHandle();
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m_GaussianFrameBuffer_horiz.Bind();
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m_GaussianProgram_horiz->Bind();
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glActiveTexture(GL_TEXTURE0);
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glBindTexture(GL_TEXTURE_2D, m_SSAOTexture);
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glBindVertexArray(m_ScreenQuad->VAO);
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glBindBuffer(GL_ELEMENT_ARRAY_BUFFER, m_ScreenQuad->ElementBuffer);
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glDrawElementsBaseVertex(GL_TRIANGLES, m_ScreenQuad->MaterialGroups()[0].material->EndIndex - m_ScreenQuad->MaterialGroups()[0].material->StartIndex + 1
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, GL_UNSIGNED_INT, 0, m_ScreenQuad->MaterialGroups()[0].material->StartIndex);
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//Iterate some times to make it more gaussian.
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for (int i = 1; i < m_Iterations; i++) {
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//Vertical pass
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m_GaussianFrameBuffer_vert.Bind();
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m_GaussianProgram_vert->Bind();
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glBindTexture(GL_TEXTURE_2D, m_GaussianTexture_horiz);
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glBindVertexArray(m_ScreenQuad->VAO);
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glBindBuffer(GL_ELEMENT_ARRAY_BUFFER, m_ScreenQuad->ElementBuffer);
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glDrawElementsBaseVertex(GL_TRIANGLES, m_ScreenQuad->MaterialGroups()[0].material->EndIndex - m_ScreenQuad->MaterialGroups()[0].material->StartIndex + 1
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, GL_UNSIGNED_INT, 0, m_ScreenQuad->MaterialGroups()[0].material->StartIndex);
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//horizontal pass
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m_GaussianFrameBuffer_horiz.Bind();
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m_GaussianProgram_horiz->Bind();
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glBindTexture(GL_TEXTURE_2D, m_GaussianTexture_vert);
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glBindVertexArray(m_ScreenQuad->VAO);
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glBindBuffer(GL_ELEMENT_ARRAY_BUFFER, m_ScreenQuad->ElementBuffer);
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glDrawElementsBaseVertex(GL_TRIANGLES, m_ScreenQuad->MaterialGroups()[0].material->EndIndex - m_ScreenQuad->MaterialGroups()[0].material->StartIndex + 1
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, GL_UNSIGNED_INT, 0, m_ScreenQuad->MaterialGroups()[0].material->StartIndex);
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}
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//final vertical gaussian after the iterations are done
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m_GaussianFrameBuffer_vert.Bind();
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m_GaussianProgram_vert->Bind();
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glBindTexture(GL_TEXTURE_2D, m_GaussianTexture_horiz);
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glBindVertexArray(m_ScreenQuad->VAO);
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glBindBuffer(GL_ELEMENT_ARRAY_BUFFER, m_ScreenQuad->ElementBuffer);
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glDrawElementsBaseVertex(GL_TRIANGLES, m_ScreenQuad->MaterialGroups()[0].material->EndIndex - m_ScreenQuad->MaterialGroups()[0].material->StartIndex + 1
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, GL_UNSIGNED_INT, 0, m_ScreenQuad->MaterialGroups()[0].material->StartIndex);
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glViewport(0, 0, (m_Renderer->GetViewportSize().Width), (m_Renderer->GetViewportSize().Height));
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}
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void SSAOPass::OnWindowResize() {
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m_DrawBloomPass->OnWindowResize();
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if (m_Quality == 0) {
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return;
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}
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InitializeTexture();
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m_SSAOFramBuffer.Generate();
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m_SSAOViewSpaceZFramBuffer.Generate();
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}
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