Add ssao random texture

This commit is contained in:
Magnus Norddahl 2016-08-30 01:09:21 +02:00
commit 723eb746f6
4 changed files with 31 additions and 8 deletions

View file

@ -100,6 +100,7 @@ CVAR(Float, gl_lens_kcube, 0.1f, 0)
CVAR(Float, gl_lens_chromatic, 1.12f, 0)
CVAR(Bool, gl_ssao, false, CVAR_ARCHIVE | CVAR_GLOBALCONFIG)
CVAR(Float, gl_ssao_strength, 0.7, CVAR_ARCHIVE | CVAR_GLOBALCONFIG)
CVAR(Bool, gl_ssao_debug, false, 0)
CVAR(Float, gl_ssao_bias, 0.5f, 0)
CVAR(Float, gl_ssao_radius, 100.0f, 0)
@ -148,11 +149,13 @@ void FGLRenderer::AmbientOccludeScene()
FGLDebug::PushGroup("AmbientOccludeScene");
FGLPostProcessState savedState;
savedState.SaveTextureBinding1();
float bias = gl_ssao_bias;
float aoRadius = gl_ssao_radius;
const float blurAmount = gl_ssao_blur_amount;
int blurSampleCount = gl_ssao_blur_samples;
float aoStrength = gl_ssao_strength;
//float tanHalfFovy = tan(fovy * (M_PI / 360.0f));
float tanHalfFovy = 1.0f / 1.33333302f; //gl_RenderState.mProjectionMatrix.get()[5];
@ -178,8 +181,14 @@ void FGLRenderer::AmbientOccludeScene()
glBindTexture(GL_TEXTURE_2D, mBuffers->AmbientTexture0);
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_NEAREST);
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_NEAREST);
glActiveTexture(GL_TEXTURE1);
glBindTexture(GL_TEXTURE_2D, mBuffers->AmbientRandomTexture);
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_NEAREST);
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_NEAREST);
glActiveTexture(GL_TEXTURE0);
mSSAOShader->Bind();
mSSAOShader->DepthTexture.Set(0);
mSSAOShader->RandomTexture.Set(1);
mSSAOShader->UVToViewA.Set(2.0f * invFocalLenX, -2.0f * invFocalLenY);
mSSAOShader->UVToViewB.Set(-invFocalLenX, invFocalLenY);
mSSAOShader->InvFullResolution.Set(1.0f / mBuffers->AmbientWidth, 1.0f / mBuffers->AmbientHeight);
@ -187,6 +196,7 @@ void FGLRenderer::AmbientOccludeScene()
mSSAOShader->NegInvR2.Set(-1.0f / r2);
mSSAOShader->RadiusToScreen.Set(aoRadius * 0.5 / tanHalfFovy * mBuffers->AmbientHeight);
mSSAOShader->AOMultiplier.Set(1.0f / (1.0f - nDotVBias));
mSSAOShader->AOStrength.Set(aoStrength);
RenderScreenQuad();
// Blur SSAO texture