Initial work to support SSAO: rendering position and normal maps
parent
eb189326b1
commit
532a0fa9f2
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@ -20,6 +20,8 @@ smooth in vec4 ioFragColor;
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in vec4 ioFragPosLightSpace;
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out vec4 outColor;
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out vec3 outPosition;
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out vec3 outNormal;
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float ShadowCalculationPCF(vec4 frag_pos_light_space) {
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vec3 projected_coordinates = frag_pos_light_space.xyz / frag_pos_light_space.w;
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@ -88,19 +90,9 @@ void main() {
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vec4 specular = spec * vec4(0.5);
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// shadow
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// float shadow = ShadowCalculation(ioFragPosLightSpace);
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float shadow = ShadowCalculationPCF(ioFragPosLightSpace);
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outColor = ambient + (1.0 - shadow) * (diffuse + specular);
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//
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//
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// vec3 projected_coordinates = ioFragPosLightSpace.xyz / ioFragPosLightSpace.w;
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// projected_coordinates = projected_coordinates * 0.5 + 0.5;
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// float shadow_map_value = texture(uShadowMap, projected_coordinates.xy).r;
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// outColor = shadow_map_value * vec4(1.0, 1.0, 1.0, 1.0);
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//
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// outColor = vec4(vec3(1.0f - shadow_map_value), 1.0);
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// outColor = (shadow) * vec4(1.0, 1.0, 1.0, 1.0);
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// outColor = ioFragPosLightSpace / ioFragPosLightSpace.w;
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// outColor = ambient + diffuse + specular;
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outPosition = ioFragPosition.xyz;
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outNormal = ioFragNormal;
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}
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@ -87,6 +87,8 @@ static void module_serialize (
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Serializer* serializer) {
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SerializeBool(*serializer, "protot.RenderModule.DrawDepth", sRendererSettings.DrawDepth);
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SerializeBool(*serializer, "protot.RenderModule.DrawLightDepth", sRendererSettings.DrawLightDepth);
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SerializeBool(*serializer, "protot.RenderModule.mIsSSAOEnabled", gRenderer->mIsSSAOEnabled);
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SerializeBool(*serializer, "protot.RenderModule.Camera.mIsOrthographic", gRenderer->mCamera.mIsOrthographic);
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SerializeFloat(*serializer, "protot.RenderModule.Camera.mFov", gRenderer->mCamera.mFov);
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SerializeVec3(*serializer, "protot.RenderModule.Camera.mEye", gRenderer->mCamera.mEye);
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@ -374,10 +376,16 @@ void Renderer::Initialize(int width, int height) {
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// Render Target
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gLog("Initializing main render target size: %d,%d", width, height);
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mRenderTarget.Initialize(width, height,
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RenderTarget::EnableColor
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int render_target_flags = RenderTarget::EnableColor
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| RenderTarget::EnableDepthTexture
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| RenderTarget::EnableLinearizedDepthTexture);
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| RenderTarget::EnableLinearizedDepthTexture;
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if (mIsSSAOEnabled) {
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render_target_flags = render_target_flags
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| RenderTarget::EnablePositionTexture
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| RenderTarget::EnableNormalTexture;
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}
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mRenderTarget.Initialize(width, height, render_target_flags);
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mRenderTarget.mVertexArray = &gVertexArray;
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mRenderTarget.mQuadMesh = &gScreenQuad;
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@ -404,8 +412,22 @@ void Renderer::Shutdown() {
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void Renderer::RenderGl() {
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mSceneAreaWidth = mSceneAreaWidth < 1 ? 1 : mSceneAreaWidth;
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mSceneAreaHeight = mSceneAreaHeight < 1 ? 1 : mSceneAreaHeight;
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if (mSceneAreaWidth != mRenderTarget.mWidth || mSceneAreaHeight != mRenderTarget.mHeight) {
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mRenderTarget.Resize(mSceneAreaWidth, mSceneAreaHeight);
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// TODO: Refactor enabling/disabling buffers for SSAO
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int required_render_flags = RenderTarget::EnableColor
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| RenderTarget::EnableDepthTexture
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| RenderTarget::EnableLinearizedDepthTexture;
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if (mIsSSAOEnabled) {
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required_render_flags = required_render_flags
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| RenderTarget::EnablePositionTexture
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| RenderTarget::EnableNormalTexture;
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}
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if (mSceneAreaWidth != mRenderTarget.mWidth
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|| mSceneAreaHeight != mRenderTarget.mHeight
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|| mRenderTarget.mFlags != required_render_flags ) {
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mRenderTarget.Resize(mSceneAreaWidth, mSceneAreaHeight, required_render_flags);
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}
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if (mCamera.mWidth != mSceneAreaWidth
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@ -488,6 +510,13 @@ void Renderer::RenderGl() {
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gLog ("Warning: Uniform %s not found!", "uLightSpaceMatrix");
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}
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if (mIsSSAOEnabled) {
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GLenum buffers[] = { GL_COLOR_ATTACHMENT0, GL_COLOR_ATTACHMENT2, GL_COLOR_ATTACHMENT3 };
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glDrawBuffers (3, buffers);
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} else {
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GLenum buffers[] = { GL_COLOR_ATTACHMENT0};
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glDrawBuffers (1, buffers);
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}
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RenderScene(mDefaultProgram, mCamera);
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if (mSettings->DrawDepth) {
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@ -593,19 +622,32 @@ void Renderer::DrawGui() {
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ImGui::EndDock();
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if (ImGui::BeginDock("Render Settings")) {
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ImGui::Text("Scene");
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ImGui::SliderFloat("Moving Factor", &moving_factor, -10.0f, 10.0f);
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ImGui::Text("Camera");
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mCamera.DrawGui();
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ImGui::Text("Default Texture");
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ImVec2 content_avail = ImGui::GetContentRegionAvail();
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ImGui::Image((void*) mDefaultTexture.mTextureId,
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ImVec2(content_avail.x, content_avail.x),
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ImVec2(0.0f, 1.0f),
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ImVec2(1.0f, 0.0f)
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);
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ImGui::Checkbox("Enable SSAO", &mIsSSAOEnabled);
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if (mIsSSAOEnabled) {
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ImGui::Text("Position Texture");
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mPositionTextureRef.mTextureIdPtr = &mRenderTarget.mPositionTexture;
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mPositionTextureRef.magic = (GLuint)0xbadface;
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float aspect = mRenderTarget.mHeight / mRenderTarget.mWidth;
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ImVec2 content_avail = ImGui::GetContentRegionAvail();
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ImGui::Image((void*) &mPositionTextureRef,
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ImVec2(content_avail.x, content_avail.x * aspect),
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ImVec2(0.0f, 1.0f),
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ImVec2(1.0f, 0.0f)
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);
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ImGui::Text("Normal Texture");
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mNormalTextureRef.mTextureIdPtr = &mRenderTarget.mNormalTexture;
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mNormalTextureRef.magic = (GLuint)0xbadface;
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ImGui::Image((void*) &mNormalTextureRef,
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ImVec2(content_avail.x, content_avail.x * aspect),
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ImVec2(0.0f, 1.0f),
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ImVec2(1.0f, 0.0f)
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);
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}
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}
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ImGui::EndDock();
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@ -55,6 +55,8 @@ struct Renderer {
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RendererSettings* mSettings = nullptr;
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bool mInitialized = false;
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bool mIsSSAOEnabled = false;
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uint32_t mWidth = 1;
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uint32_t mHeight = 1;
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uint32_t mSceneAreaWidth = 1;
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@ -72,6 +74,8 @@ struct Renderer {
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RenderTarget mRenderTarget;
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GLTextureRef mRenderTextureRef = { (int)0xbadface };
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GLTextureRef mPositionTextureRef = { (int)0xbadface };
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GLTextureRef mNormalTextureRef = { (int)0xbadface };
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Renderer() :
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mInitialized(false),
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@ -153,6 +153,10 @@ GLuint RenderProgram::LinkProgram(GLuint vertex_shader, GLuint fragment_shader)
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glBindAttribLocation(ProgramID, 2, "inUV");
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glBindAttribLocation(ProgramID, 3, "inColor");
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glBindFragDataLocation(ProgramID, 0, "outColor");
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glBindFragDataLocation(ProgramID, 1, "outPosition");
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glBindFragDataLocation(ProgramID, 2, "outNormal");
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glLinkProgram(ProgramID);
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GLint Result = GL_FALSE;
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@ -277,14 +281,29 @@ void RenderTarget::Initialize(int width, int height, int flags) {
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mFlags = flags;
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Resize(width, height);
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Resize(width, height, mFlags);
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}
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void RenderTarget::Bind() {
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assert(glIsFramebuffer(mFrameBufferId));
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glBindFramebuffer(GL_FRAMEBUFFER, mFrameBufferId);
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GLenum shadow_map_draw_buffers[] = { GL_COLOR_ATTACHMENT0 };
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glDrawBuffers(1, shadow_map_draw_buffers);
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GLenum buffers[8];
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int num_buffers = 0;
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if (mFlags & EnableColor) {
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buffers[num_buffers++] = GL_COLOR_ATTACHMENT0;
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}
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if (mFlags & EnablePositionTexture ) {
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buffers[num_buffers++] = GL_COLOR_ATTACHMENT2;
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}
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if (mFlags & EnableNormalTexture) {
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buffers[num_buffers++] = GL_COLOR_ATTACHMENT3;
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}
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glDrawBuffers(num_buffers, buffers);
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}
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void RenderTarget::Cleanup() {
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@ -313,17 +332,30 @@ void RenderTarget::Cleanup() {
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mLinearizedDepthTexture = -1;
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}
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if (mPositionTexture != -1) {
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glDeleteTextures(1, &mPositionTexture);
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mPositionTexture = -1;
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}
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if (mNormalTexture != -1) {
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glDeleteTextures(1, &mNormalTexture);
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mNormalTexture = -1;
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}
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mWidth = -1;
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mHeight = -1;
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mFlags = 0;
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}
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void RenderTarget::Resize(int width, int height) {
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if (width == mWidth && height == mHeight)
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void RenderTarget::Resize(int width, int height, int flags) {
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if (width == mWidth && height == mHeight && flags == mFlags)
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return;
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Cleanup();
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gLog("Resizing RenderTarget to %d,%d", width, height);
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mFlags = flags;
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gLog("Resizing RenderTarget to %d,%d flags: %d", width, height, flags);
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mWidth = width;
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mHeight = height;
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@ -360,7 +392,6 @@ void RenderTarget::Resize(int width, int height) {
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float border_color[] = { 1.0f, 1.0f, 1.0f, 1.0f };
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glTexParameterfv(GL_TEXTURE_2D, GL_TEXTURE_BORDER_COLOR, border_color);
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glFramebufferTexture2D(GL_FRAMEBUFFER, GL_DEPTH_ATTACHMENT, GL_TEXTURE_2D, mDepthTexture, 0);
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if (mFlags & EnableLinearizedDepthTexture) {
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@ -383,6 +414,32 @@ void RenderTarget::Resize(int width, int height) {
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glFramebufferRenderbuffer(GL_FRAMEBUFFER, GL_DEPTH_ATTACHMENT, GL_RENDERBUFFER, mDepthBuffer);
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}
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if (mFlags & EnablePositionTexture) {
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glGenTextures(1, &mPositionTexture);
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glBindTexture(GL_TEXTURE_2D, mPositionTexture);
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glTexImage2D(GL_TEXTURE_2D, 0, GL_RGB16F, mWidth, mHeight, 0, GL_RGB, GL_FLOAT, NULL);
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glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_NEAREST);
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glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_NEAREST);
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glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_S, GL_CLAMP_TO_EDGE);
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glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_T, GL_CLAMP_TO_EDGE);
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glFramebufferTexture2D(GL_FRAMEBUFFER, GL_COLOR_ATTACHMENT2, GL_TEXTURE_2D, mPositionTexture, 0);
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}
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if (mFlags & EnableNormalTexture) {
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glGenTextures(1, &mNormalTexture);
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glBindTexture(GL_TEXTURE_2D, mNormalTexture);
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glTexImage2D(GL_TEXTURE_2D, 0, GL_RGB16F, mWidth, mHeight, 0, GL_RGB, GL_FLOAT, NULL);
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glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_NEAREST);
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glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_NEAREST);
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glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_S, GL_CLAMP_TO_EDGE);
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glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_T, GL_CLAMP_TO_EDGE);
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glFramebufferTexture2D(GL_FRAMEBUFFER, GL_COLOR_ATTACHMENT3, GL_TEXTURE_2D, mNormalTexture, 0);
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}
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GLenum result = glCheckFramebufferStatus(GL_FRAMEBUFFER);
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if (result != GL_FRAMEBUFFER_COMPLETE) {
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switch (result) {
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@ -254,12 +254,16 @@ struct RenderTarget {
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GLuint mDepthBuffer = -1;
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GLuint mDepthTexture = -1;
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GLuint mLinearizedDepthTexture = -1;
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GLuint mPositionTexture = -1;
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GLuint mNormalTexture = -1;
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typedef enum {
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EnableColor = 1,
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EnableDepth = 2,
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EnableDepthTexture = 4,
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EnableLinearizedDepthTexture = 8
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EnableLinearizedDepthTexture = 8,
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EnablePositionTexture = 16,
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EnableNormalTexture = 32,
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} Flags;
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int mFlags = 0;
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@ -274,7 +278,7 @@ struct RenderTarget {
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void Initialize(int width, int height, int flags);
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void Bind();
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void Cleanup();
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void Resize(int width, int height);
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void Resize(int width, int height, int flags);
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void RenderToLinearizedDepth(const float& near, const float& far, bool is_orthographic);
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};
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