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 | static CGprogram sCgAntiAliasingProgram;
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33 |
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34 | static CGparameter sColorsTexAntiAliasingParam;
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35 | static CGparameter sNormalsTexAntiAliasingParam;
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36 |
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37 |
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38 | static GLuint noiseTex;
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39 |
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40 | // ssao random spherical samples
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41 | static Sample2 samples[NUM_SAMPLES];
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42 |
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43 |
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44 | static void PrintGLerror(char *msg)
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45 | {
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46 | GLenum errCode;
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47 | const GLubyte *errStr;
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48 |
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49 | if ((errCode = glGetError()) != GL_NO_ERROR)
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50 | {
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51 | errStr = gluErrorString(errCode);
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52 | fprintf(stderr,"OpenGL ERROR: %s: %s\n", errStr, msg);
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53 | }
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54 | }
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55 |
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56 |
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57 | /** Generate poisson disc distributed sample points on the unit disc
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58 | */
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59 | static void GenerateSamples()
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60 | {
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61 | static PoissonDiscSampleGenerator poisson(NUM_SAMPLES, 1.0f);
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62 | poisson.Generate((Sample2 *)samples);
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63 | }
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64 |
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65 |
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66 | SsaoShader::SsaoShader(int w, int h, Camera *cam, float scaleFactor):
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67 | mWidth(w), mHeight(h),
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68 | mCamera(cam),
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69 | mScaleFactor(scaleFactor)
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70 | {
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71 |
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72 | ///////////
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73 | //-- the flip-flop fbos
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74 |
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75 | mNewFbo = new FrameBufferObject(w, h, FrameBufferObject::DEPTH_NONE);
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76 | // the diffuse color buffer
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77 | mNewFbo->AddColorBuffer(ColorBufferObject::BUFFER_FLOAT_32, ColorBufferObject::WRAP_CLAMP_TO_EDGE, ColorBufferObject::FILTER_LINEAR, false);
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78 |
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79 | mOldFbo = new FrameBufferObject(w, h, FrameBufferObject::DEPTH_NONE);
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80 | // the diffuse color buffer
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81 | mOldFbo->AddColorBuffer(ColorBufferObject::BUFFER_FLOAT_32, ColorBufferObject::WRAP_CLAMP_TO_EDGE, ColorBufferObject::FILTER_LINEAR, false);
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82 |
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83 |
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84 | // create noise texture for ssao
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85 | CreateNoiseTex2D();
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86 | }
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87 |
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88 |
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89 | SsaoShader::~SsaoShader()
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90 | {
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91 | if (sCgSsaoProgram)
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92 | cgDestroyProgram(sCgSsaoProgram);
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93 |
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94 | DEL_PTR(mNewFbo);
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95 | DEL_PTR(mOldFbo);
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96 |
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97 | glDeleteTextures(1, &noiseTex);
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98 | }
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99 |
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100 |
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101 | void SsaoShader::Init(CGcontext context)
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102 | {
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103 | ///////////////
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104 |
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105 | sCgSsaoProgram =
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106 | cgCreateProgramFromFile(context,
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107 | CG_SOURCE,
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108 | "src/shaders/deferred.cg",
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109 | RenderState::sCgFragmentProfile,
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110 | "main_ssao",
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111 | NULL);
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112 |
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113 | if (sCgSsaoProgram != NULL)
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114 | {
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115 | cgGLLoadProgram(sCgSsaoProgram);
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116 |
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117 | // we need size of texture for scaling
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118 | sPositionsTexParam = cgGetNamedParameter(sCgSsaoProgram, "positions");
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119 | sColorsTexParam = cgGetNamedParameter(sCgSsaoProgram, "colors");
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120 | sNormalsTexParam = cgGetNamedParameter(sCgSsaoProgram, "normals");
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121 | sNoiseTexParam = cgGetNamedParameter(sCgSsaoProgram, "noiseTexture");
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122 | sNoiseMultiplierParam = cgGetNamedParameter(sCgSsaoProgram, "noiseMultiplier");
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123 | sOldModelViewProjMatrixParam = cgGetNamedParameter(sCgSsaoProgram, "oldModelViewProj");
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124 | sMaxDepthParam = cgGetNamedParameter(sCgSsaoProgram, "maxDepth");
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125 | sExpFactorParam = cgGetNamedParameter(sCgSsaoProgram, "expFactor");
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126 |
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127 | sSamplesParam = cgGetNamedParameter(sCgSsaoProgram, "samples");
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128 | sOldTexParam = cgGetNamedParameter(sCgSsaoProgram, "oldTex");
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129 |
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130 | // generate samples for ssao kernel
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131 | GenerateSamples();
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132 | cgGLSetParameterArray2f(sSamplesParam, 0, NUM_SAMPLES, (const float *)samples);
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133 | }
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134 | else
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135 | cerr << "ssao program failed to load" << endl;
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136 |
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137 | sCgAntiAliasingProgram =
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138 | cgCreateProgramFromFile(context,
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139 | CG_SOURCE,
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140 | "src/shaders/antialiasing.cg",
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141 | RenderState::sCgFragmentProfile,
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142 | "main",
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143 | NULL);
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144 |
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145 | if (sCgAntiAliasingProgram != NULL)
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146 | {
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147 | cgGLLoadProgram(sCgAntiAliasingProgram);
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148 |
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149 | sColorsTexAntiAliasingParam = cgGetNamedParameter(sCgAntiAliasingProgram, "colors");
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150 | sNormalsTexAntiAliasingParam = cgGetNamedParameter(sCgAntiAliasingProgram, "normals");
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151 | }
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152 | else
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153 | cerr << "antialiasing program failed to load" << endl;
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154 |
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155 |
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156 | PrintGLerror("init");
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157 | }
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158 |
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159 |
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160 | void SsaoShader::Render(FrameBufferObject *fbo,
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161 | const Matrix4x4 &oldProjViewMatrix,
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162 | float expFactor)
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163 | {
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164 | cgGLSetMatrixParameterfc(sOldModelViewProjMatrixParam, (const float *)oldProjViewMatrix.x);
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165 |
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166 | glPushAttrib(GL_VIEWPORT_BIT);
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167 | glViewport(0, 0, mWidth, mHeight);
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168 |
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169 | glDrawBuffers(1, mymrt);
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170 |
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171 | cgGLEnableProfile(RenderState::sCgFragmentProfile);
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172 |
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173 | glDisable(GL_ALPHA_TEST);
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174 | glDisable(GL_TEXTURE_2D);
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175 | glDisable(GL_LIGHTING);
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176 |
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177 | glMatrixMode(GL_PROJECTION);
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178 | glPushMatrix();
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179 | glLoadIdentity();
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180 |
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181 | glMatrixMode(GL_MODELVIEW);
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182 | glPushMatrix();
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183 | glLoadIdentity();
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184 |
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185 | const float offs = 0.5f;
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186 | glOrtho(-offs, offs, -offs, offs, 0, 1);
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187 |
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188 | // switch roles of old and new fbo
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189 | // the algorihm uses two input fbos, where the one
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190 | // contais the color buffer from the last frame,
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191 | // the other one will be written
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192 | swap(mNewFbo, mOldFbo);
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193 |
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194 | ComputeSsao(fbo, expFactor);
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195 | // the second pass just renders the combined solution
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196 | //DisplayTexture();
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197 | AntiAliasing(fbo);
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198 |
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199 | glEnable(GL_LIGHTING);
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200 | glDisable(GL_TEXTURE_2D);
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201 |
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202 | glMatrixMode(GL_PROJECTION);
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203 | glPopMatrix();
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204 |
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205 | glMatrixMode(GL_MODELVIEW);
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206 | glPopMatrix();
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207 |
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208 | glPopAttrib();
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209 |
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210 | cgGLDisableProfile(RenderState::sCgFragmentProfile);
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211 | }
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212 |
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213 |
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214 | void SsaoShader::ComputeSsao(FrameBufferObject *fbo, float expFactor)
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215 | {
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216 | GLuint colorsTex = fbo->GetColorBuffer(0)->GetTexture();
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217 | GLuint positionsTex = fbo->GetColorBuffer(1)->GetTexture();
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218 | GLuint normalsTex = fbo->GetColorBuffer(2)->GetTexture();
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219 |
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220 | if (1)
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221 | {
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222 | // generate mip map levels for position texture
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223 | glBindTexture(GL_TEXTURE_2D, positionsTex);
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224 | glGenerateMipmapEXT(GL_TEXTURE_2D);
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225 | }
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226 |
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227 |
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228 | // read the second buffer, write to the first buffer
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229 | mNewFbo->Bind();
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230 | GLuint oldTex = mOldFbo->GetColorBuffer(0)->GetTexture();
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231 |
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232 | glDrawBuffers(1, mymrt);
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233 |
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234 | glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT);
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235 |
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236 | cgGLBindProgram(sCgSsaoProgram);
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237 |
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238 | cgGLSetTextureParameter(sPositionsTexParam, positionsTex);
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239 | cgGLEnableTextureParameter(sPositionsTexParam);
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240 |
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241 | cgGLSetTextureParameter(sColorsTexParam, colorsTex);
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242 | cgGLEnableTextureParameter(sColorsTexParam);
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243 |
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244 | cgGLSetTextureParameter(sNormalsTexParam, normalsTex);
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245 | cgGLEnableTextureParameter(sNormalsTexParam);
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246 |
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247 | cgGLSetTextureParameter(sNoiseTexParam, noiseTex);
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248 | cgGLEnableTextureParameter(sNoiseTexParam);
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249 |
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250 | cgGLSetTextureParameter(sOldTexParam, oldTex);
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251 | cgGLEnableTextureParameter(sOldTexParam);
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252 |
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253 | cgGLSetParameter1f(sNoiseMultiplierParam, RandomValue(3.0f, 17.0f));
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254 |
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255 | cgGLSetParameter1f(sMaxDepthParam, mScaleFactor);
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256 | cgGLSetParameter1f(sExpFactorParam, expFactor);
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257 |
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258 |
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259 | //GenerateSamples();
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260 | cgGLSetParameterArray2f(sSamplesParam, 0, NUM_SAMPLES, (const float *)samples);
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261 |
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262 | Vector3 tl, tr, bl, br;
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263 | ComputeViewVectors(tl, tr, bl, br);
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264 |
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265 | glColor3f(1.0f, 1.0f, 1.0f);
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266 |
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267 | glBegin(GL_QUADS);
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268 |
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269 | // note: slightly larger texture hides ambient occlusion error on border but costs resolution
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270 | //const float new_offs = 0.55f;
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271 | const float new_offs = 0.5f;
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272 |
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273 | glColor3f(bl.x, bl.y, bl.z); glTexCoord2f(0, 0); glVertex3f(-new_offs, -new_offs, -0.5f);
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274 | glColor3f(br.x, br.y, br.z); glTexCoord2f(1, 0); glVertex3f( new_offs, -new_offs, -0.5f);
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275 | glColor3f(tr.x, tr.y, tr.z); glTexCoord2f(1, 1); glVertex3f( new_offs, new_offs, -0.5f);
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276 | glColor3f(tl.x, tl.y, tl.z); glTexCoord2f(0, 1); glVertex3f(-new_offs, new_offs, -0.5f);
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277 |
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278 | glEnd();
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279 |
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280 | cgGLDisableTextureParameter(sColorsTexParam);
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281 | cgGLDisableTextureParameter(sPositionsTexParam);
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282 | cgGLDisableTextureParameter(sNormalsTexParam);
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283 | cgGLDisableTextureParameter(sNoiseTexParam);
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284 | cgGLDisableTextureParameter(sOldTexParam);
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285 |
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286 | FrameBufferObject::Release();
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287 |
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288 | PrintGLerror("ssao first pass");
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289 | }
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290 |
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291 |
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292 | void SsaoShader::ComputeViewVectors(Vector3 &tl, Vector3 &tr, Vector3 &bl, Vector3 &br)
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293 | {
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294 | Vector3 ftl, ftr, fbl, fbr, ntl, ntr, nbl, nbr;
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295 |
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296 | mCamera->ComputePoints(ftl, ftr, fbl, fbr, ntl, ntr, nbl, nbr);
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297 |
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298 | #if 1 // matT: debug this!!
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299 |
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300 | bl = -Normalize(nbl - fbl);
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301 | br = -Normalize(nbr - fbr);
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302 | tl = -Normalize(ntl - ftl);
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303 | tr = -Normalize(ntr - ftr);
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304 |
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305 | #else // just take camera direction
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306 |
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307 | bl = -Normalize(mCamera->GetDirection());
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308 | br = -Normalize(mCamera->GetDirection());
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309 | tl = -Normalize(mCamera->GetDirection());
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310 | tr = -Normalize(mCamera->GetDirection());
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311 |
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312 | #endif
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313 |
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314 | // normalize to 0 .. 1
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315 | bl = bl * 0.5f + 0.5f;
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316 | br = br * 0.5f + 0.5f;
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317 | tl = tl * 0.5f + 0.5f;
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318 | tr = tr * 0.5f + 0.5f;
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319 | }
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320 |
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321 |
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322 | void SsaoShader::CreateNoiseTex2D()
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323 | {
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324 | //GLubyte *randomNormals = new GLubyte[mWidth * mHeight * 3];
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325 | float *randomNormals = new float[mWidth * mHeight * 3];
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326 |
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327 | for (int i = 0; i < mWidth * mHeight * 3; i += 3)
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328 | {
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329 | // create random samples on a circle
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330 | const float rx = RandomValue(0, 1);
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331 | const float theta = 2.0f * acos(sqrt(1.0f - rx));
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332 |
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333 | //randomNormals[i + 0] = (GLubyte)((cos(theta) * 0.5f + 0.5f) * 255.0f);
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334 | //randomNormals[i + 1] = (GLubyte)((sin(theta) * 0.5f + 0.5f) * 255.0f);
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335 | randomNormals[i + 0] = cos(theta);
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336 | randomNormals[i + 1] = sin(theta);
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337 | randomNormals[i + 2] = 0;
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338 | }
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339 |
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340 | glEnable(GL_TEXTURE_2D);
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341 | glGenTextures(1, &noiseTex);
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342 | glBindTexture(GL_TEXTURE_2D, noiseTex);
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343 |
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344 | glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_NEAREST);
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345 | glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_NEAREST);
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346 | glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_S, GL_REPEAT);
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347 | glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_T, GL_REPEAT);
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348 |
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349 | //glTexImage2D(GL_TEXTURE_2D, 0, GL_RGB8, mWidth, mHeight, 0, GL_RGB, GL_UNSIGNED_BYTE, randomNormals);
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350 | glTexImage2D(GL_TEXTURE_2D, 0, GL_RGBA16F_ARB, mWidth, mHeight, 0, GL_RGB, GL_FLOAT, randomNormals);
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351 |
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352 | glBindTexture(GL_TEXTURE_2D, 0);
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353 | glDisable(GL_TEXTURE_2D);
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354 |
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355 | delete [] randomNormals;
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356 |
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357 | cout << "created noise texture" << endl;
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358 |
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359 | PrintGLerror("noisetexture");
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360 | }
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361 |
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362 |
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363 |
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364 | static void SetVertex(float x, float y, float x_offs, float y_offs)
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365 | {
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366 | glMultiTexCoord2fARB(GL_TEXTURE0_ARB, x, y); // center
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367 | glMultiTexCoord2fARB(GL_TEXTURE1_ARB, x - x_offs, y + y_offs); // left top
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368 | glMultiTexCoord2fARB(GL_TEXTURE2_ARB, x + x_offs, y - y_offs); // right bottom
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369 | glMultiTexCoord2fARB(GL_TEXTURE3_ARB, x + x_offs, y + y_offs); // right top
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370 | glMultiTexCoord2fARB(GL_TEXTURE4_ARB, x - x_offs, y - y_offs); // left bottom
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371 |
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372 | glMultiTexCoord4fARB(GL_TEXTURE5_ARB, x - x_offs, y, x + x_offs, y); // left right
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373 | glMultiTexCoord4fARB(GL_TEXTURE6_ARB, x, y + y_offs, x, y - y_offs); // top bottom
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374 |
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375 | glVertex3f(x - 0.5f, y - 0.5f, -0.5f);
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376 | }
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377 |
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378 |
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379 | void SsaoShader::AntiAliasing(FrameBufferObject *fbo)
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380 | {
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381 | GLuint colorsTex = mNewFbo->GetColorBuffer(0)->GetTexture();
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382 | GLuint normalsTex = fbo->GetColorBuffer(2)->GetTexture();
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383 |
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384 | glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT);
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385 |
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386 | cgGLEnableProfile(RenderState::sCgFragmentProfile);
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387 |
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388 | cgGLBindProgram(sCgAntiAliasingProgram);
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389 |
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390 | cgGLSetTextureParameter(sColorsTexAntiAliasingParam, colorsTex);
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391 | cgGLEnableTextureParameter(sColorsTexAntiAliasingParam);
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392 |
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393 | cgGLSetTextureParameter(sNormalsTexAntiAliasingParam, normalsTex);
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394 | cgGLEnableTextureParameter(sNormalsTexAntiAliasingParam);
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395 |
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396 | glColor3f(1.0f, 1.0f, 1.0f);
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397 |
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398 | float offs2 = 0.5f;
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399 |
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400 | glBegin(GL_QUADS);
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401 |
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402 | // the neighbouring texels
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403 | float x_offs = 1.0f / mWidth;
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404 | float y_offs = 1.0f / mHeight;
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405 |
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406 | SetVertex(0, 0, x_offs, y_offs);
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407 | SetVertex(1, 0, x_offs, y_offs);
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408 | SetVertex(1, 1, x_offs, y_offs);
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409 | SetVertex(0, 1, x_offs, y_offs);
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410 |
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411 | glEnd();
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412 |
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413 | cgGLDisableTextureParameter(sColorsTexAntiAliasingParam);
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414 | cgGLDisableTextureParameter(sNormalsTexAntiAliasingParam);
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415 |
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416 | PrintGLerror("antialiasing");
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417 | }
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418 |
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419 |
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420 | } // namespace
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