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3 Commits

Author SHA1 Message Date
Tleety 4ffb03fdd5 Merge remote-tracking branch 'origin/master' into SmallFixes-Tobias
# Conflicts:
#	src/Engine/Rendering/DrawFinalPass.cpp
2016-02-23 10:02:53 +01:00
Tleety 97fcdb342d Bloom should now show behind transparent objects. 2016-02-19 14:23:40 +01:00
Tleety 949ee76f55 Fallow and name fix 2016-02-19 13:52:16 +01:00
6 changed files with 29 additions and 23 deletions
+2 -4
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@@ -14,14 +14,11 @@ class SSAOPass
{ {
public: public:
SSAOPass(IRenderer* rendere); SSAOPass(IRenderer* rendere);
~SSAOPass() { ~SSAOPass() { };
delete m_DrawBloomPass;
};
void Draw(GLuint depthBuffer, Camera* camera); 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);
void ClearBuffer(); void ClearBuffer();
void OnWindowResize();
//Return the SSAO of the texture sent to Draw //Return the SSAO of the texture sent to Draw
GLuint SSAOTexture() const { return m_DrawBloomPass->GaussianTexture(); } GLuint SSAOTexture() const { return m_DrawBloomPass->GaussianTexture(); }
@@ -34,6 +31,7 @@ private:
void GenerateTexture(GLuint* texture, GLenum wrapping, GLenum filtering, glm::vec2 dimensions, GLint internalFormat, GLint format, GLenum type) const; void GenerateTexture(GLuint* texture, GLenum wrapping, GLenum filtering, glm::vec2 dimensions, GLint internalFormat, GLint format, GLenum type) const;
void ComputeAO(GLuint depthBuffer, Camera* camera);
//void blurHorizontal(GLuint depthBuffer); //void blurHorizontal(GLuint depthBuffer);
//void blurVertical(GLuint depthBuffer); //void blurVertical(GLuint depthBuffer);
+2 -2
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@@ -76,7 +76,7 @@ struct LightResult {
}; };
float CalcAttenuation(float radius, float dist, float falloff) { float CalcAttenuation(float radius, float dist, float falloff) {
return 1.0 - smoothstep(radius * 0.3, radius, dist); return 1.0 - smoothstep(radius * falloff, radius, dist);
} }
vec4 CalcSpecular(vec4 lightColor, vec4 viewVec, vec4 lightVec, vec4 normal) { vec4 CalcSpecular(vec4 lightColor, vec4 viewVec, vec4 lightVec, vec4 normal) {
@@ -174,7 +174,7 @@ void main()
sceneColor = vec4(color_result.xyz, clamp(color_result.a, 0, 1)); sceneColor = vec4(color_result.xyz, clamp(color_result.a, 0, 1));
color_result += glowTexel*GlowIntensity; color_result += glowTexel*GlowIntensity;
bloomColor = vec4(clamp(color_result.xyz - 1.0, 0, 100), 1.0); bloomColor = vec4(clamp(color_result.xyz - 1.0, 0, 100), clamp(color_result.a, 0, 1));
//Tiled Debug Code //Tiled Debug Code
/* /*
+2
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@@ -192,8 +192,10 @@ void DrawFinalPass::Draw(RenderScene& scene, GLuint SSAOTexture)
state->StencilMask(0x00); state->StencilMask(0x00);
DrawModelRenderQueues(scene.Jobs.OpaqueObjects, scene, SSAOTexture); DrawModelRenderQueues(scene.Jobs.OpaqueObjects, scene, SSAOTexture);
GLERROR("OpaqueObjects"); GLERROR("OpaqueObjects");
state->BlendFunc(GL_ONE, GL_ONE);
DrawModelRenderQueues(scene.Jobs.TransparentObjects, scene, SSAOTexture); DrawModelRenderQueues(scene.Jobs.TransparentObjects, scene, SSAOTexture);
GLERROR("TransparentObjects"); GLERROR("TransparentObjects");
state->BlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA);
DrawSprites(scene.Jobs.SpriteJob, scene); DrawSprites(scene.Jobs.SpriteJob, scene);
GLERROR("SpriteJobs"); GLERROR("SpriteJobs");
+15 -3
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@@ -21,13 +21,23 @@ void PickingPass::InitializeTextures()
{ {
GenerateTexture(&m_PickingTexture, GL_CLAMP_TO_BORDER, GL_LINEAR, GenerateTexture(&m_PickingTexture, GL_CLAMP_TO_BORDER, GL_LINEAR,
glm::vec2(m_Renderer->GetViewportSize().Width, m_Renderer->GetViewportSize().Height), GL_RG8, GL_RG, GL_UNSIGNED_BYTE); glm::vec2(m_Renderer->GetViewportSize().Width, m_Renderer->GetViewportSize().Height), GL_RG8, GL_RG, GL_UNSIGNED_BYTE);
GenerateTexture(&m_DepthBuffer, GL_CLAMP_TO_BORDER, GL_NEAREST,
glm::vec2(m_Renderer->GetViewportSize().Width, m_Renderer->GetViewportSize().Height), GL_DEPTH24_STENCIL8, GL_DEPTH_STENCIL, GL_UNSIGNED_INT_24_8);
} }
void PickingPass::InitializeFrameBuffers() void PickingPass::InitializeFrameBuffers()
{ {
/* glGenRenderbuffers(1, &m_DepthBuffer);
glBindRenderbuffer(GL_RENDERBUFFER, m_DepthBuffer);
glRenderbufferStorage(GL_RENDERBUFFER, GL_DEPTH_COMPONENT, m_Renderer->GetViewportSize().Width, m_Renderer->GetViewportSize().Height);*/
glGenTextures(1, &m_DepthBuffer);
glBindTexture(GL_TEXTURE_2D, m_DepthBuffer);
glTexImage2D(GL_TEXTURE_2D, 0, GL_DEPTH24_STENCIL8, (int)(m_Renderer->GetViewportSize().Width), (int)(m_Renderer->GetViewportSize().Height), 0, GL_DEPTH_STENCIL, GL_UNSIGNED_INT_24_8, nullptr);
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_NEAREST);
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_NEAREST);
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_S, GL_CLAMP_TO_BORDER);
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_T, GL_CLAMP_TO_BORDER);
m_PickingBuffer.AddResource(std::shared_ptr<BufferResource>(new Texture2D(&m_DepthBuffer, GL_DEPTH_ATTACHMENT))); m_PickingBuffer.AddResource(std::shared_ptr<BufferResource>(new Texture2D(&m_DepthBuffer, GL_DEPTH_ATTACHMENT)));
m_PickingBuffer.AddResource(std::shared_ptr<BufferResource>(new Texture2D(&m_PickingTexture, GL_COLOR_ATTACHMENT0))); m_PickingBuffer.AddResource(std::shared_ptr<BufferResource>(new Texture2D(&m_PickingTexture, GL_COLOR_ATTACHMENT0)));
m_PickingBuffer.Generate(); m_PickingBuffer.Generate();
@@ -372,6 +382,8 @@ void PickingPass::ClearPicking()
void PickingPass::OnWindowResize() void PickingPass::OnWindowResize()
{ {
InitializeTextures(); InitializeTextures();
glBindRenderbuffer(GL_RENDERBUFFER, m_DepthBuffer);
glRenderbufferStorage(GL_RENDERBUFFER, GL_DEPTH_COMPONENT, m_Renderer->GetViewportSize().Width, m_Renderer->GetViewportSize().Height);
m_PickingBuffer.Generate(); m_PickingBuffer.Generate();
} }
-2
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@@ -30,7 +30,6 @@ void Renderer::glfwFrameBufferCallback(GLFWwindow* window, int width, int height
currentRenderer->m_LightCullingPass->OnWindowResize(); currentRenderer->m_LightCullingPass->OnWindowResize();
currentRenderer->m_PickingPass->OnWindowResize(); currentRenderer->m_PickingPass->OnWindowResize();
currentRenderer->m_DrawBloomPass->OnWindowResize(); currentRenderer->m_DrawBloomPass->OnWindowResize();
currentRenderer->m_SSAOPass->OnWindowResize();
} }
void Renderer::InitializeWindow() void Renderer::InitializeWindow()
@@ -127,7 +126,6 @@ void Renderer::Draw(RenderFrame& frame)
m_PickingPass->ClearPicking(); m_PickingPass->ClearPicking();
m_DrawFinalPass->ClearBuffer(); m_DrawFinalPass->ClearBuffer();
m_DrawBloomPass->ClearBuffer(); m_DrawBloomPass->ClearBuffer();
m_SSAOPass->ClearBuffer();
PerformanceTimer::StopTimer("Renderer-ClearBuffers"); PerformanceTimer::StopTimer("Renderer-ClearBuffers");
for (auto scene : frame.RenderScenes) { for (auto scene : frame.RenderScenes) {
PerformanceTimer::StartTimer("Renderer-Depth"); PerformanceTimer::StartTimer("Renderer-Depth");
+8 -12
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@@ -6,7 +6,6 @@ SSAOPass::SSAOPass(IRenderer* renderer)
m_ScreenQuad = ResourceManager::Load<Model>("Models/Core/ScreenQuad.mesh"); m_ScreenQuad = ResourceManager::Load<Model>("Models/Core/ScreenQuad.mesh");
InitializeTexture();
InitializeBuffer(); InitializeBuffer();
InitializeShaderProgram(); InitializeShaderProgram();
Setting(0.1f, 0.012f, 1.0f, 1.0f, 13, 7); Setting(0.1f, 0.012f, 1.0f, 1.0f, 13, 7);
@@ -29,16 +28,16 @@ void SSAOPass::InitializeShaderProgram()
m_SSAOViewSpaceZProgram->Link(); m_SSAOViewSpaceZProgram->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);
}
void SSAOPass::InitializeBuffer() void SSAOPass::InitializeBuffer()
{ {
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);
m_SSAOFramBuffer.AddResource(std::shared_ptr<BufferResource>(new Texture2D(&m_SSAOTexture, GL_COLOR_ATTACHMENT0))); m_SSAOFramBuffer.AddResource(std::shared_ptr<BufferResource>(new Texture2D(&m_SSAOTexture, GL_COLOR_ATTACHMENT0)));
m_SSAOFramBuffer.Generate(); m_SSAOFramBuffer.Generate();
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);
m_SSAOViewSpaceZFramBuffer.AddResource(std::shared_ptr<BufferResource>(new Texture2D(&m_SSAOViewSpaceZTexture, GL_COLOR_ATTACHMENT0))); m_SSAOViewSpaceZFramBuffer.AddResource(std::shared_ptr<BufferResource>(new Texture2D(&m_SSAOViewSpaceZTexture, GL_COLOR_ATTACHMENT0)));
m_SSAOViewSpaceZFramBuffer.Generate(); m_SSAOViewSpaceZFramBuffer.Generate();
} }
@@ -46,12 +45,12 @@ void SSAOPass::InitializeBuffer()
void SSAOPass::ClearBuffer() void SSAOPass::ClearBuffer()
{ {
m_SSAOFramBuffer.Bind(); m_SSAOFramBuffer.Bind();
glClearColor(1.f, 1.f, 1.f, 1.f); glClearColor(0.f, 0.f, 0.f, 0.f);
glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT); glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT);
m_SSAOFramBuffer.Unbind(); m_SSAOFramBuffer.Unbind();
m_SSAOViewSpaceZFramBuffer.Bind(); m_SSAOViewSpaceZFramBuffer.Bind();
glClearColor(1.f, 1.f, 1.f, 1.f); glClearColor(0.f, 0.f, 0.f, 0.f);
glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT); glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT);
m_SSAOViewSpaceZFramBuffer.Unbind(); m_SSAOViewSpaceZFramBuffer.Unbind();
} }
@@ -137,9 +136,6 @@ void SSAOPass::Draw(GLuint depthBuffer, Camera* camera)
m_DrawBloomPass->Draw(m_SSAOTexture); m_DrawBloomPass->Draw(m_SSAOTexture);
} }
void SSAOPass::OnWindowResize() { void ComputeAO(GLuint depthBuffer, Camera* camera) {
m_DrawBloomPass->OnWindowResize();
InitializeTexture();
m_SSAOFramBuffer.Generate();
m_SSAOViewSpaceZFramBuffer.Generate();
} }