Add another gbuffer with normal data and make ssao pass use it
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parent
490dd612b3
commit
00e72028ef
13 changed files with 242 additions and 162 deletions
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@ -121,7 +121,7 @@ CUSTOM_CVAR(Int, gl_ssao_portals, 0, CVAR_ARCHIVE | CVAR_GLOBALCONFIG)
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}
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CVAR(Float, gl_ssao_strength, 0.7, CVAR_ARCHIVE | CVAR_GLOBALCONFIG)
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CVAR(Bool, gl_ssao_debug, false, 0)
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CVAR(Int, gl_ssao_debug, 0, 0)
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CVAR(Float, gl_ssao_bias, 0.5f, 0)
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CVAR(Float, gl_ssao_radius, 100.0f, 0)
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CUSTOM_CVAR(Float, gl_ssao_blur_amount, 4.0f, 0)
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@ -162,13 +162,12 @@ void FGLRenderer::AmbientOccludeScene()
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FGLDebug::PushGroup("AmbientOccludeScene");
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FGLPostProcessState savedState;
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savedState.SaveTextureBinding1();
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savedState.SaveTextureBindings(3);
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float bias = gl_ssao_bias;
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float aoRadius = gl_ssao_radius;
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const float blurAmount = gl_ssao_blur_amount;
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float aoStrength = gl_ssao_strength;
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bool multisample = gl_multisample > 1;
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//float tanHalfFovy = tan(fovy * (M_PI / 360.0f));
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float tanHalfFovy = 1.0f / gl_RenderState.mProjectionMatrix.get()[5];
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@ -189,16 +188,16 @@ void FGLRenderer::AmbientOccludeScene()
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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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glActiveTexture(GL_TEXTURE0);
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mLinearDepthShader->Bind(multisample);
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mLinearDepthShader->DepthTexture[multisample].Set(0);
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mLinearDepthShader->ColorTexture[multisample].Set(1);
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if (multisample) mLinearDepthShader->SampleCount[multisample].Set(gl_multisample);
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mLinearDepthShader->LinearizeDepthA[multisample].Set(1.0f / GetZFar() - 1.0f / GetZNear());
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mLinearDepthShader->LinearizeDepthB[multisample].Set(MAX(1.0f / GetZNear(), 1.e-8f));
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mLinearDepthShader->InverseDepthRangeA[multisample].Set(1.0f);
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mLinearDepthShader->InverseDepthRangeB[multisample].Set(0.0f);
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mLinearDepthShader->Scale[multisample].Set(mBuffers->AmbientWidth * 2.0f / (float)mScreenViewport.width, mBuffers->AmbientHeight * 2.0f / (float)mScreenViewport.height);
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mLinearDepthShader->Offset[multisample].Set(mSceneViewport.left / (float)mScreenViewport.width, mSceneViewport.top / (float)mScreenViewport.height);
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mLinearDepthShader->Bind();
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mLinearDepthShader->DepthTexture.Set(0);
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mLinearDepthShader->ColorTexture.Set(1);
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if (gl_multisample > 1) mLinearDepthShader->SampleCount.Set(gl_multisample);
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mLinearDepthShader->LinearizeDepthA.Set(1.0f / GetZFar() - 1.0f / GetZNear());
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mLinearDepthShader->LinearizeDepthB.Set(MAX(1.0f / GetZNear(), 1.e-8f));
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mLinearDepthShader->InverseDepthRangeA.Set(1.0f);
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mLinearDepthShader->InverseDepthRangeB.Set(0.0f);
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mLinearDepthShader->Scale.Set(mBuffers->AmbientWidth * 2.0f / (float)mScreenViewport.width, mBuffers->AmbientHeight * 2.0f / (float)mScreenViewport.height);
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mLinearDepthShader->Offset.Set(mSceneViewport.left / (float)mScreenViewport.width, mSceneViewport.top / (float)mScreenViewport.height);
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RenderScreenQuad();
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// Apply ambient occlusion
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@ -212,10 +211,14 @@ void FGLRenderer::AmbientOccludeScene()
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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_REPEAT);
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glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_T, GL_REPEAT);
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mBuffers->BindSceneNormalTexture(2);
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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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glActiveTexture(GL_TEXTURE0);
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mSSAOShader->Bind();
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mSSAOShader->DepthTexture.Set(0);
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mSSAOShader->RandomTexture.Set(1);
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mSSAOShader->NormalTexture.Set(2);
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mSSAOShader->UVToViewA.Set(2.0f * invFocalLenX, -2.0f * invFocalLenY);
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mSSAOShader->UVToViewB.Set(-invFocalLenX, invFocalLenY);
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mSSAOShader->InvFullResolution.Set(1.0f / mBuffers->AmbientWidth, 1.0f / mBuffers->AmbientHeight);
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@ -246,26 +249,29 @@ void FGLRenderer::AmbientOccludeScene()
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// Add SSAO back to scene texture:
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mBuffers->BindSceneFB(false);
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GLenum buffers[] = { GL_COLOR_ATTACHMENT0 };
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glDrawBuffers(1, buffers);
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glViewport(mSceneViewport.left, mSceneViewport.top, mSceneViewport.width, mSceneViewport.height);
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glEnable(GL_BLEND);
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glBlendEquation(GL_FUNC_ADD);
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if (gl_ssao_debug)
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if (gl_ssao_debug > 1)
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glBlendFunc(GL_ONE, GL_ZERO);
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else
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glBlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA);
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if (gl_ssao_debug == 1)
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{
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glClearColor(1.0f, 1.0f, 1.0f, 1.0f);
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glClear(GL_COLOR_BUFFER_BIT);
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}
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glActiveTexture(GL_TEXTURE0);
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glBindTexture(GL_TEXTURE_2D, mBuffers->AmbientTexture1);
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glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_LINEAR);
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glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_LINEAR);
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mBuffers->BindSceneDataTexture(1);
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mSSAOCombineShader->Bind(multisample);
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mSSAOCombineShader->AODepthTexture[multisample].Set(0);
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mSSAOCombineShader->SceneDataTexture[multisample].Set(1);
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if (multisample) mSSAOCombineShader->SampleCount[multisample].Set(gl_multisample);
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mSSAOCombineShader->Scale[multisample].Set(mBuffers->AmbientWidth * 2.0f / (float)mScreenViewport.width, mBuffers->AmbientHeight * 2.0f / (float)mScreenViewport.height);
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mSSAOCombineShader->Offset[multisample].Set(mSceneViewport.left / (float)mScreenViewport.width, mSceneViewport.top / (float)mScreenViewport.height);
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mBuffers->BindSceneFogTexture(1);
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mSSAOCombineShader->Bind();
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mSSAOCombineShader->AODepthTexture.Set(0);
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mSSAOCombineShader->SceneFogTexture.Set(1);
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if (gl_multisample > 1) mSSAOCombineShader->SampleCount.Set(gl_multisample);
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mSSAOCombineShader->Scale.Set(mBuffers->AmbientWidth * 2.0f / (float)mScreenViewport.width, mBuffers->AmbientHeight * 2.0f / (float)mScreenViewport.height);
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mSSAOCombineShader->Offset.Set(mSceneViewport.left / (float)mScreenViewport.width, mSceneViewport.top / (float)mScreenViewport.height);
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RenderScreenQuad();
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FGLDebug::PopGroup();
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@ -285,7 +291,7 @@ void FGLRenderer::UpdateCameraExposure()
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FGLDebug::PushGroup("UpdateCameraExposure");
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FGLPostProcessState savedState;
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savedState.SaveTextureBinding1();
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savedState.SaveTextureBindings(2);
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// Extract light level from scene texture:
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const auto &level0 = mBuffers->ExposureLevels[0];
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@ -358,7 +364,7 @@ void FGLRenderer::BloomScene()
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FGLDebug::PushGroup("BloomScene");
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FGLPostProcessState savedState;
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savedState.SaveTextureBinding1();
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savedState.SaveTextureBindings(2);
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const float blurAmount = gl_bloom_amount;
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int sampleCount = gl_bloom_kernel_size;
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@ -461,7 +467,7 @@ void FGLRenderer::TonemapScene()
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}
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else
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{
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savedState.SaveTextureBinding1();
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savedState.SaveTextureBindings(2);
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glActiveTexture(GL_TEXTURE1);
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glBindTexture(GL_TEXTURE_2D, mBuffers->ExposureTexture);
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glActiveTexture(GL_TEXTURE0);
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