Added SSAO pass

This commit is contained in:
Magnus Norddahl 2016-08-29 13:10:22 +02:00
commit 737e700774
14 changed files with 531 additions and 47 deletions

View file

@ -68,6 +68,7 @@
#include "gl/renderer/gl_postprocessstate.h"
#include "gl/data/gl_data.h"
#include "gl/data/gl_vertexbuffer.h"
#include "gl/shaders/gl_ambientshader.h"
#include "gl/shaders/gl_bloomshader.h"
#include "gl/shaders/gl_blurshader.h"
#include "gl/shaders/gl_tonemapshader.h"
@ -106,6 +107,20 @@ CVAR(Float, gl_lens_k, -0.12f, 0)
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(Bool, gl_ssao_debug, false, 0)
CVAR(Float, gl_ssao_bias, 0.5f, 0)
CVAR(Float, gl_ssao_radius, 100.0f, 0)
CUSTOM_CVAR(Float, gl_ssao_blur_amount, 6.0f, 0)
{
if (self < 0.1f) self = 0.1f;
}
CUSTOM_CVAR(Int, gl_ssao_blur_samples, 9, 0)
{
if (self < 3 || self > 15 || self % 2 == 0)
self = 9;
}
EXTERN_CVAR(Float, vid_brightness)
EXTERN_CVAR(Float, vid_contrast)
@ -117,6 +132,95 @@ void FGLRenderer::RenderScreenQuad()
GLRenderer->mVBO->RenderArray(GL_TRIANGLE_STRIP, FFlatVertexBuffer::PRESENT_INDEX, 4);
}
void FGLRenderer::PostProcessScene()
{
if (FGLRenderBuffers::IsEnabled()) mBuffers->BlitSceneToTexture();
AmbientOccludeScene();
BloomScene();
TonemapScene();
LensDistortScene();
}
//-----------------------------------------------------------------------------
//
// Adds ambient occlusion to the scene
//
//-----------------------------------------------------------------------------
void FGLRenderer::AmbientOccludeScene()
{
if (!gl_ssao || !FGLRenderBuffers::IsEnabled())
return;
FGLDebug::PushGroup("AmbientOccludeScene");
FGLPostProcessState savedState;
float bias = gl_ssao_bias;
float aoRadius = gl_ssao_radius;
const float blurAmount = gl_ssao_blur_amount;
int blurSampleCount = gl_ssao_blur_samples;
//float tanHalfFovy = tan(fovy * (M_PI / 360.0f));
float tanHalfFovy = 1.0f / 1.33333302f; //gl_RenderState.mProjectionMatrix.get()[5];
float invFocalLenX = tanHalfFovy * (mBuffers->AmbientWidth / (float)mBuffers->AmbientHeight);
float invFocalLenY = tanHalfFovy;
float nDotVBias = clamp(bias, 0.0f, 1.0f);
float r2 = aoRadius * aoRadius;
// Calculate linear depth values
glBindFramebuffer(GL_FRAMEBUFFER, mBuffers->AmbientFB0);
glViewport(0, 0, mBuffers->AmbientWidth, mBuffers->AmbientHeight);
mBuffers->BindSceneDepthTexture(0);
mLinearDepthShader->Bind();
mLinearDepthShader->DepthTexture.Set(0);
mLinearDepthShader->LinearizeDepthA.Set(1.0f / GetZFar() - 1.0f / GetZNear());
mLinearDepthShader->LinearizeDepthB.Set(MAX(1.0f / GetZNear(), 1.e-8f));
mLinearDepthShader->InverseDepthRangeA.Set(1.0f);
mLinearDepthShader->InverseDepthRangeB.Set(0.0f);
RenderScreenQuad();
// Apply ambient occlusion
glBindFramebuffer(GL_FRAMEBUFFER, mBuffers->AmbientFB1);
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);
mSSAOShader->Bind();
mSSAOShader->DepthTexture.Set(0);
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);
mSSAOShader->NDotVBias.Set(nDotVBias);
mSSAOShader->NegInvR2.Set(-1.0f / r2);
mSSAOShader->RadiusToScreen.Set(aoRadius * 0.5 / tanHalfFovy * mBuffers->AmbientHeight);
mSSAOShader->AOMultiplier.Set(1.0f / (1.0f - nDotVBias));
RenderScreenQuad();
// Blur SSAO texture
mBlurShader->BlurHorizontal(this, blurAmount, blurSampleCount, mBuffers->AmbientTexture1, mBuffers->AmbientFB0, mBuffers->AmbientWidth, mBuffers->AmbientHeight);
mBlurShader->BlurVertical(this, blurAmount, blurSampleCount, mBuffers->AmbientTexture0, mBuffers->AmbientFB1, mBuffers->AmbientWidth, mBuffers->AmbientHeight);
// Add SSAO back to scene texture:
mBuffers->BindCurrentFB();
glViewport(mSceneViewport.left, mSceneViewport.top, mSceneViewport.width, mSceneViewport.height);
glEnable(GL_BLEND);
glBlendEquation(GL_FUNC_ADD);
if (gl_ssao_debug)
glBlendFunc(GL_ONE, GL_ZERO);
else
glBlendFunc(GL_ZERO, GL_SRC_COLOR);
glActiveTexture(GL_TEXTURE0);
glBindTexture(GL_TEXTURE_2D, mBuffers->AmbientTexture1);
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_LINEAR);
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_LINEAR);
mBloomCombineShader->Bind();
mBloomCombineShader->BloomTexture.Set(0);
RenderScreenQuad();
glViewport(mScreenViewport.left, mScreenViewport.top, mScreenViewport.width, mScreenViewport.height);
FGLDebug::PopGroup();
}
//-----------------------------------------------------------------------------
//
// Adds bloom contribution to scene texture
@ -126,7 +230,7 @@ void FGLRenderer::RenderScreenQuad()
void FGLRenderer::BloomScene()
{
// Only bloom things if enabled and no special fixed light mode is active
if (!gl_bloom || !FGLRenderBuffers::IsEnabled() || gl_fixedcolormap != CM_DEFAULT)
if (!gl_bloom || !FGLRenderBuffers::IsEnabled() || gl_fixedcolormap != CM_DEFAULT || gl_ssao_debug)
return;
FGLDebug::PushGroup("BloomScene");