1 | #include "SsaoShader.h"
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2 | #include "FrameBufferObject.h"
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3 | #include "RenderState.h"
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4 | #include "SampleGenerator.h"
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5 | #include "Vector3.h"
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6 | #include "Camera.h"
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7 |
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8 |
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9 | using namespace std;
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10 |
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11 | static GLenum mymrt[] = {GL_COLOR_ATTACHMENT0_EXT, GL_COLOR_ATTACHMENT1_EXT, GL_COLOR_ATTACHMENT2_EXT};
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12 |
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13 | namespace CHCDemoEngine
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14 | {
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15 |
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16 | // number of ssao samples
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17 | #define NUM_SAMPLES 16
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18 |
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19 |
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20 | static CGprogram sCgSsaoProgram = NULL;
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21 |
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22 | static CGparameter sColorsTexParam;
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23 | static CGparameter sPositionsTexParam;
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24 | static CGparameter sNormalsTexParam;
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25 | static CGparameter sOldModelViewProjMatrixParam;
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26 | static CGparameter sMaxDepthParam;
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27 | static CGparameter sSamplesParam;
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28 | static CGparameter sOldTexParam;
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29 | static CGparameter sNoiseTexParam;
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30 | static CGparameter sNoiseMultiplierParam;
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31 | static CGparameter sExpFactorParam;
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32 |
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33 | static GLuint noiseTex;
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34 |
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35 | // ssao random spherical samples
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36 | static Sample2 samples[NUM_SAMPLES];
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37 |
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38 |
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39 | static void PrintGLerror(char *msg)
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40 | {
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41 | GLenum errCode;
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42 | const GLubyte *errStr;
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43 |
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44 | if ((errCode = glGetError()) != GL_NO_ERROR)
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45 | {
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46 | errStr = gluErrorString(errCode);
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47 | fprintf(stderr,"OpenGL ERROR: %s: %s\n", errStr, msg);
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48 | }
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49 | }
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50 |
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51 |
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52 | /** Generate poisson disc distributed sample points on the unit disc
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53 | */
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54 | static void GenerateSamples()
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55 | {
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56 | static PoissonDiscSampleGenerator poisson(NUM_SAMPLES, 1.0f);
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57 | poisson.Generate((Sample2 *)samples);
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58 | }
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59 |
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60 |
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61 | SsaoShader::SsaoShader(int w, int h,
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62 | Camera *cam,
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63 | float scaleFactor
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64 | ):
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65 | mWidth(w), mHeight(h),
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66 | mCamera(cam),
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67 | mScaleFactor(scaleFactor)
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68 | {
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69 |
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70 | ///////////
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71 | //-- the flip-flop fbos
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72 |
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73 | mNewFbo = new FrameBufferObject(w, h, FrameBufferObject::DEPTH_NONE);
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74 | // the diffuse color buffer
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75 | mNewFbo->AddColorBuffer(ColorBufferObject::BUFFER_FLOAT_32, ColorBufferObject::WRAP_CLAMP_TO_EDGE, ColorBufferObject::FILTER_LINEAR, false, false);
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76 |
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77 | mOldFbo = new FrameBufferObject(w, h, FrameBufferObject::DEPTH_NONE);
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78 | // the diffuse color buffer
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79 | mOldFbo->AddColorBuffer(ColorBufferObject::BUFFER_FLOAT_32, ColorBufferObject::WRAP_CLAMP_TO_EDGE, ColorBufferObject::FILTER_LINEAR, false, false);
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80 |
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81 |
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82 | // create noise texture for ssao
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83 | CreateNoiseTex2D();
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84 | }
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85 |
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86 |
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87 | SsaoShader::~SsaoShader()
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88 | {
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89 | if (sCgSsaoProgram)
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90 | cgDestroyProgram(sCgSsaoProgram);
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91 |
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92 | DEL_PTR(mNewFbo);
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93 | DEL_PTR(mOldFbo);
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94 |
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95 | glDeleteTextures(1, &noiseTex);
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96 | }
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97 |
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98 |
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99 | void SsaoShader::Init(CGcontext context)
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100 | {
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101 | ///////////////
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102 |
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103 | sCgSsaoProgram =
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104 | cgCreateProgramFromFile(context,
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105 | CG_SOURCE,
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106 | "src/shaders/deferred.cg",
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107 | RenderState::sCgFragmentProfile,
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108 | "main_ssao",
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109 | NULL);
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110 |
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111 | if (sCgSsaoProgram != NULL)
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112 | {
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113 | cgGLLoadProgram(sCgSsaoProgram);
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114 |
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115 | // we need size of texture for scaling
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116 | sPositionsTexParam = cgGetNamedParameter(sCgSsaoProgram, "positions");
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117 | sColorsTexParam = cgGetNamedParameter(sCgSsaoProgram, "colors");
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118 | sNormalsTexParam = cgGetNamedParameter(sCgSsaoProgram, "normals");
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119 | sNoiseTexParam = cgGetNamedParameter(sCgSsaoProgram, "noiseTexture");
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120 | sNoiseMultiplierParam = cgGetNamedParameter(sCgSsaoProgram, "noiseMultiplier");
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121 | sOldModelViewProjMatrixParam = cgGetNamedParameter(sCgSsaoProgram, "oldModelViewProj");
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122 | sMaxDepthParam = cgGetNamedParameter(sCgSsaoProgram, "maxDepth");
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123 | sExpFactorParam = cgGetNamedParameter(sCgSsaoProgram, "expFactor");
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124 |
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125 | sSamplesParam = cgGetNamedParameter(sCgSsaoProgram, "samples");
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126 | sOldTexParam = cgGetNamedParameter(sCgSsaoProgram, "oldTex");
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127 |
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128 | // generate samples for ssao kernel
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129 | GenerateSamples();
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130 | cgGLSetParameterArray2f(sSamplesParam, 0, NUM_SAMPLES, (const float *)samples);
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131 | }
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132 | else
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133 | cerr << "ssao program failed to load" << endl;
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134 |
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135 | PrintGLerror("init");
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136 | }
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137 |
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138 |
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139 | void SsaoShader::Render(FrameBufferObject *fbo,
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140 | const Matrix4x4 &oldProjViewMatrix,
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141 | float expFactor)
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142 | {
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143 | cgGLSetMatrixParameterfc(sOldModelViewProjMatrixParam, (const float *)oldProjViewMatrix.x);
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144 |
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145 | // switch roles of old and new fbo
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146 | // the algorihm uses two input fbos, where the one
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147 | // contais the color buffer from the last frame,
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148 | // the other one will be written
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149 | swap(mNewFbo, mOldFbo);
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150 |
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151 | ComputeSsao(fbo, expFactor);
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152 | // the second pass just renders the combined solution
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153 | DisplayTexture();
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154 | }
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155 |
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156 |
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157 | void SsaoShader::ComputeSsao(FrameBufferObject *fbo, float expFactor)
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158 | {
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159 | GLuint colorsTex = fbo->GetColorBuffer(0)->GetTexture();
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160 | GLuint positionsTex = fbo->GetColorBuffer(1)->GetTexture();
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161 | GLuint normalsTex = fbo->GetColorBuffer(2)->GetTexture();
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162 |
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163 | // read the second buffer, write to the first buffer
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164 | mNewFbo->Bind();
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165 | GLuint oldTex = mOldFbo->GetColorBuffer(0)->GetTexture();
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166 |
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167 | glPushAttrib(GL_VIEWPORT_BIT);
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168 | glViewport(0, 0, mWidth, mHeight);
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169 |
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170 | glDrawBuffers(1, mymrt);
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171 |
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172 | glDisable(GL_ALPHA_TEST);
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173 | glDisable(GL_TEXTURE_2D);
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174 | glDisable(GL_LIGHTING);
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175 |
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176 | glMatrixMode(GL_PROJECTION);
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177 | glPushMatrix();
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178 | glLoadIdentity();
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179 |
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180 | glMatrixMode(GL_MODELVIEW);
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181 | glPushMatrix();
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182 | glLoadIdentity();
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183 |
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184 | const float offs = 0.5f;
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185 |
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186 | glOrtho(-offs, offs, -offs, offs, 0, 1);
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187 |
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188 | glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT);
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189 |
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190 | cgGLEnableProfile(RenderState::sCgFragmentProfile);
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191 |
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192 | cgGLBindProgram(sCgSsaoProgram);
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193 |
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194 | cgGLSetTextureParameter(sPositionsTexParam, positionsTex);
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195 | cgGLEnableTextureParameter(sPositionsTexParam);
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196 |
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197 | cgGLSetTextureParameter(sColorsTexParam, colorsTex);
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198 | cgGLEnableTextureParameter(sColorsTexParam);
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199 |
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200 | cgGLSetTextureParameter(sNormalsTexParam, normalsTex);
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201 | cgGLEnableTextureParameter(sNormalsTexParam);
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202 |
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203 | cgGLSetTextureParameter(sNoiseTexParam, noiseTex);
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204 | cgGLEnableTextureParameter(sNoiseTexParam);
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205 |
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206 | cgGLSetTextureParameter(sOldTexParam, oldTex);
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207 | cgGLEnableTextureParameter(sOldTexParam);
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208 |
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209 | cgGLSetParameter1f(sNoiseMultiplierParam, RandomValue(3.0f, 17.0f));
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210 |
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211 | cgGLSetParameter1f(sMaxDepthParam, mScaleFactor);
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212 | cgGLSetParameter1f(sExpFactorParam, expFactor);
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213 |
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214 |
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215 | GenerateSamples();
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216 | cgGLSetParameterArray2f(sSamplesParam, 0, NUM_SAMPLES, (const float *)samples);
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217 |
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218 | Vector3 tl, tr, bl, br;
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219 | ComputeViewVectors(tl, tr, bl, br);
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220 |
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221 | glColor3f(1.0f, 1.0f, 1.0f);
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222 |
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223 | glBegin(GL_QUADS);
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224 |
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225 | // note: slightly larger texture hides ambient occlusion error on border but costs resolution
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226 | //const float new_offs = 0.55f;
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227 | const float new_offs = 0.5f;
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228 |
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229 | glColor3f(bl.x, bl.y, bl.z); glTexCoord2f(0, 0); glVertex3f(-new_offs, -new_offs, -0.5f);
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230 | glColor3f(br.x, br.y, br.z); glTexCoord2f(1, 0); glVertex3f( new_offs, -new_offs, -0.5f);
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231 | glColor3f(tr.x, tr.y, tr.z); glTexCoord2f(1, 1); glVertex3f( new_offs, new_offs, -0.5f);
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232 | glColor3f(tl.x, tl.y, tl.z); glTexCoord2f(0, 1); glVertex3f(-new_offs, new_offs, -0.5f);
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233 |
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234 | glEnd();
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235 |
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236 | cgGLDisableTextureParameter(sColorsTexParam);
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237 | cgGLDisableTextureParameter(sPositionsTexParam);
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238 | cgGLDisableTextureParameter(sNormalsTexParam);
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239 | cgGLDisableTextureParameter(sNoiseTexParam);
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240 | cgGLDisableTextureParameter(sOldTexParam);
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241 |
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242 | cgGLDisableProfile(RenderState::sCgFragmentProfile);
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243 |
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244 | glEnable(GL_LIGHTING);
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245 | glDisable(GL_TEXTURE_2D);
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246 |
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247 | glMatrixMode(GL_PROJECTION);
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248 | glPopMatrix();
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249 |
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250 | glMatrixMode(GL_MODELVIEW);
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251 | glPopMatrix();
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252 |
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253 | glPopAttrib();
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254 |
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255 | FrameBufferObject::Release();
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256 |
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257 | PrintGLerror("ssao first pass");
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258 | }
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259 |
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260 |
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261 | void SsaoShader::DisplayTexture()
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262 | {
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263 | glEnable(GL_TEXTURE_2D);
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264 |
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265 | glBindTexture(GL_TEXTURE_2D, mNewFbo->GetColorBuffer(0)->GetTexture());
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266 |
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267 | glDisable(GL_LIGHTING);
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268 |
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269 | glMatrixMode(GL_PROJECTION);
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270 | glPushMatrix();
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271 | glLoadIdentity();
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272 |
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273 | glMatrixMode(GL_MODELVIEW);
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274 | glPushMatrix();
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275 | glLoadIdentity();
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276 |
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277 | const float offs = 0.5f;
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278 | glOrtho(-offs, offs, -offs, offs, 0, 1);
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279 |
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280 | glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT);
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281 |
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282 | glColor4f(1.0f, 1.0f, 1.0f, 1.0f);
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283 | glBegin(GL_QUADS);
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284 |
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285 | glTexCoord2f(0, 0); glVertex3f(-offs, -offs, -0.5f);
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286 | glTexCoord2f(1, 0); glVertex3f( offs, -offs, -0.5f);
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287 | glTexCoord2f(1, 1); glVertex3f( offs, offs, -0.5f);
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288 | glTexCoord2f(0, 1); glVertex3f(-offs, offs, -0.5f);
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289 |
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290 | glEnd();
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291 |
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292 | glEnable(GL_LIGHTING);
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293 | glDisable(GL_TEXTURE_2D);
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294 |
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295 | glMatrixMode(GL_PROJECTION);
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296 | glPopMatrix();
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297 |
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298 | glMatrixMode(GL_MODELVIEW);
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299 | glPopMatrix();
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300 |
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301 | PrintGLerror("ssao second pass");
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302 | }
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303 |
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304 |
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305 | void SsaoShader::ComputeViewVectors(Vector3 &tl, Vector3 &tr, Vector3 &bl, Vector3 &br)
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306 | {
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307 | Vector3 ftl, ftr, fbl, fbr, ntl, ntr, nbl, nbr;
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308 |
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309 | mCamera->ComputePoints(ftl, ftr, fbl, fbr, ntl, ntr, nbl, nbr);
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310 |
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311 | #if 1 // matT: debug this!!
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312 |
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313 | bl = -Normalize(nbl - fbl);
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314 | br = -Normalize(nbr - fbr);
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315 | tl = -Normalize(ntl - ftl);
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316 | tr = -Normalize(ntr - ftr);
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317 |
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318 | #else // just take camera direction
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319 |
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320 | bl = -Normalize(mCamera->GetDirection());
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321 | br = -Normalize(mCamera->GetDirection());
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322 | tl = -Normalize(mCamera->GetDirection());
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323 | tr = -Normalize(mCamera->GetDirection());
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324 |
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325 | #endif
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326 |
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327 | // normalize to 0 .. 1
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328 | bl = bl * 0.5f + 0.5f;
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329 | br = br * 0.5f + 0.5f;
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330 | tl = tl * 0.5f + 0.5f;
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331 | tr = tr * 0.5f + 0.5f;
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332 | }
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333 |
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334 |
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335 | void SsaoShader::CreateNoiseTex2D()
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336 | {
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337 | GLubyte *randomNormals = new GLubyte[mWidth * mHeight * 3];
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338 |
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339 | for (int i = 0; i < mWidth * mHeight * 3; i += 3)
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340 | {
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341 | // create random samples over sphere
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342 | const float rx = RandomValue(0, 1);
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343 | const float theta = 2.0f * acos(sqrt(1.0f - rx));
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344 |
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345 | randomNormals[i + 0] = (GLubyte)((cos(theta) * 0.5f + 0.5f) * 255.0f);
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346 | randomNormals[i + 1] = (GLubyte)((sin(theta) * 0.5f + 0.5f) * 255.0f);
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347 | randomNormals[i + 2] = 0;
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348 | }
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349 |
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350 | glEnable(GL_TEXTURE_2D);
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351 | glGenTextures(1, &noiseTex);
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352 | glBindTexture(GL_TEXTURE_2D, noiseTex);
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353 |
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354 | glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_NEAREST);
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355 | glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_NEAREST);
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356 | glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_S, GL_REPEAT);
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357 | glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_T, GL_REPEAT);
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358 |
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359 | glTexImage2D(GL_TEXTURE_2D, 0, GL_RGB8, mWidth, mHeight, 0, GL_RGB, GL_UNSIGNED_BYTE, randomNormals);
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360 |
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361 | glBindTexture(GL_TEXTURE_2D, 0);
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362 | glDisable(GL_TEXTURE_2D);
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363 |
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364 | delete [] randomNormals;
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365 |
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366 | cout << "created noise texture" << endl;
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367 |
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368 | PrintGLerror("noisetexture");
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369 | }
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370 |
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371 |
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372 | } // namespace
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