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 | static CGprogram sCgDeferredProgram2 = NULL;
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22 | static CGprogram sCgAntiAliasingProgram = NULL;
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23 |
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24 | static CGparameter sColorsTexDeferredParam;
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25 | static CGparameter sPositionsTexDeferredParam;
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26 | static CGparameter sNormalsTexDeferredParam;
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27 |
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28 | static CGparameter sColorsTexParam;
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29 | static CGparameter sPositionsTexParam;
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30 | static CGparameter sNormalsTexParam;
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31 |
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32 |
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33 | static CGparameter sOldModelViewProjMatrixParam;
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34 | static CGparameter sMaxDepthParam;
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35 | static CGparameter sSamplesParam;
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36 | static CGparameter sOldTexParam;
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37 | static CGparameter sNoiseTexParam;
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38 | static CGparameter sNoiseMultiplierParam;
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39 | static CGparameter sExpFactorParam;
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40 |
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41 | static CGparameter sColorsTexAntiAliasingParam;
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42 | static CGparameter sNormalsTexAntiAliasingParam;
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43 |
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44 |
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45 | static GLuint noiseTex;
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46 |
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47 | // ssao random spherical samples
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48 | static Sample2 samples[NUM_SAMPLES];
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49 |
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50 |
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51 | static void PrintGLerror(char *msg)
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52 | {
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53 | GLenum errCode;
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54 | const GLubyte *errStr;
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55 |
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56 | if ((errCode = glGetError()) != GL_NO_ERROR)
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57 | {
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58 | errStr = gluErrorString(errCode);
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59 | fprintf(stderr,"OpenGL ERROR: %s: %s\n", errStr, msg);
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60 | }
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61 | }
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62 |
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63 |
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64 | /** Generate poisson disc distributed sample points on the unit disc
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65 | */
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66 | static void GenerateSamples()
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67 | {
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68 | static PoissonDiscSampleGenerator poisson(NUM_SAMPLES, 1.0f);
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69 | poisson.Generate((Sample2 *)samples);
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70 | }
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71 |
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72 |
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73 | SsaoShader::SsaoShader(int w, int h, Camera *cam, float scaleFactor):
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74 | mWidth(w), mHeight(h),
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75 | mCamera(cam),
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76 | mScaleFactor(scaleFactor)
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77 | {
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78 |
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79 | ///////////
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80 | //-- the flip-flop fbos
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81 |
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82 | mNewFbo = new FrameBufferObject(w, h, FrameBufferObject::DEPTH_NONE);
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83 | // the diffuse color buffer
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84 | mNewFbo->AddColorBuffer(ColorBufferObject::BUFFER_FLOAT_32, ColorBufferObject::WRAP_CLAMP_TO_EDGE, ColorBufferObject::FILTER_LINEAR, false);
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85 |
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86 | mOldFbo = new FrameBufferObject(w, h, FrameBufferObject::DEPTH_NONE);
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87 | // the diffuse color buffer
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88 | mOldFbo->AddColorBuffer(ColorBufferObject::BUFFER_FLOAT_32, ColorBufferObject::WRAP_CLAMP_TO_EDGE, ColorBufferObject::FILTER_LINEAR, false);
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89 |
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90 | mFbo3 = new FrameBufferObject(w, h, FrameBufferObject::DEPTH_NONE);
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91 | // the diffuse color buffer
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92 | mFbo3->AddColorBuffer(ColorBufferObject::BUFFER_FLOAT_32, ColorBufferObject::WRAP_CLAMP_TO_EDGE, ColorBufferObject::FILTER_LINEAR, false);
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93 |
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94 |
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95 | // create noise texture for ssao
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96 | CreateNoiseTex2D();
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97 | }
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98 |
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99 |
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100 | SsaoShader::~SsaoShader()
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101 | {
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102 | if (sCgSsaoProgram)
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103 | cgDestroyProgram(sCgSsaoProgram);
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104 |
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105 | DEL_PTR(mNewFbo);
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106 | DEL_PTR(mOldFbo);
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107 |
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108 | glDeleteTextures(1, &noiseTex);
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109 | }
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110 |
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111 |
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112 | void SsaoShader::Init(CGcontext context)
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113 | {
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114 | sCgDeferredProgram2 =
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115 | cgCreateProgramFromFile(context,
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116 | CG_SOURCE,
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117 | "src/shaders/deferred.cg",
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118 | RenderState::sCgFragmentProfile,
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119 | "main2",
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120 | NULL);
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121 |
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122 | if (sCgDeferredProgram2 != NULL)
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123 | {
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124 | cgGLLoadProgram(sCgDeferredProgram2);
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125 |
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126 | // we need size of texture for scaling
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127 | sPositionsTexDeferredParam = cgGetNamedParameter(sCgDeferredProgram2, "positions");
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128 | sColorsTexDeferredParam = cgGetNamedParameter(sCgDeferredProgram2, "colors");
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129 | sNormalsTexDeferredParam = cgGetNamedParameter(sCgDeferredProgram2, "normals");
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130 | }
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131 | else
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132 | cerr << "deferred program failed to load" << endl;
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133 |
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134 |
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135 | ///////////////
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136 |
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137 | sCgSsaoProgram =
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138 | cgCreateProgramFromFile(context,
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139 | CG_SOURCE,
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140 | "src/shaders/ssao.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 (sCgSsaoProgram != NULL)
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146 | {
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147 | cgGLLoadProgram(sCgSsaoProgram);
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148 |
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149 | // we need size of texture for scaling
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150 | sPositionsTexParam = cgGetNamedParameter(sCgSsaoProgram, "positions");
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151 | sColorsTexParam = cgGetNamedParameter(sCgSsaoProgram, "colors");
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152 | sNormalsTexParam = cgGetNamedParameter(sCgSsaoProgram, "normals");
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153 | sNoiseTexParam = cgGetNamedParameter(sCgSsaoProgram, "noiseTexture");
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154 | sNoiseMultiplierParam = cgGetNamedParameter(sCgSsaoProgram, "noiseMultiplier");
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155 |
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156 | sOldModelViewProjMatrixParam = cgGetNamedParameter(sCgSsaoProgram, "oldModelViewProj");
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157 | sMaxDepthParam = cgGetNamedParameter(sCgSsaoProgram, "maxDepth");
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158 | sExpFactorParam = cgGetNamedParameter(sCgSsaoProgram, "expFactor");
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159 |
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160 | sSamplesParam = cgGetNamedParameter(sCgSsaoProgram, "samples");
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161 | sOldTexParam = cgGetNamedParameter(sCgSsaoProgram, "oldTex");
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162 |
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163 | // generate samples for ssao kernel
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164 | GenerateSamples();
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165 | cgGLSetParameterArray2f(sSamplesParam, 0, NUM_SAMPLES, (const float *)samples);
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166 | }
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167 | else
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168 | cerr << "ssao program failed to load" << endl;
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169 |
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170 | sCgAntiAliasingProgram =
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171 | cgCreateProgramFromFile(context,
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172 | CG_SOURCE,
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173 | "src/shaders/antialiasing.cg",
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174 | RenderState::sCgFragmentProfile,
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175 | "main",
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176 | NULL);
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177 |
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178 | if (sCgAntiAliasingProgram != NULL)
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179 | {
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180 | cgGLLoadProgram(sCgAntiAliasingProgram);
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181 |
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182 | sColorsTexAntiAliasingParam = cgGetNamedParameter(sCgAntiAliasingProgram, "colors");
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183 | sNormalsTexAntiAliasingParam = cgGetNamedParameter(sCgAntiAliasingProgram, "normals");
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184 | }
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185 | else
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186 | cerr << "antialiasing program failed to load" << endl;
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187 |
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188 |
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189 | PrintGLerror("init");
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190 | }
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191 |
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192 |
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193 | void SsaoShader::Render(FrameBufferObject *fbo,
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194 | const Matrix4x4 &oldProjViewMatrix,
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195 | float expFactor)
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196 | {
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197 |
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198 | // switch roles of old and new fbo
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199 | // the algorihm uses two input fbos, where the one
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200 | // contais the color buffer from the last frame,
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201 | // the other one will be written
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202 | swap(mNewFbo, mOldFbo);
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203 |
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204 | cgGLSetMatrixParameterfc(sOldModelViewProjMatrixParam, (const float *)oldProjViewMatrix.x);
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205 |
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206 | glPushAttrib(GL_VIEWPORT_BIT);
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207 | glViewport(0, 0, mWidth, mHeight);
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208 |
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209 | FrameBufferObject::Release();
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210 |
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211 | glDrawBuffers(1, mymrt);
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212 |
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213 | cgGLEnableProfile(RenderState::sCgFragmentProfile);
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214 |
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215 | glDisable(GL_ALPHA_TEST);
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216 | glDisable(GL_TEXTURE_2D);
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217 | glDisable(GL_LIGHTING);
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218 |
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219 | glMatrixMode(GL_PROJECTION);
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220 | glPushMatrix();
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221 | glLoadIdentity();
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222 |
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223 | glMatrixMode(GL_MODELVIEW);
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224 | glPushMatrix();
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225 | glLoadIdentity();
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226 |
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227 | const float offs = 0.5f;
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228 | glOrtho(-offs, offs, -offs, offs, 0, 1);
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229 |
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230 | FirstPass(fbo);
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231 | ComputeSsao(fbo, expFactor);
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232 | AntiAliasing(fbo);
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233 |
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234 | glEnable(GL_LIGHTING);
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235 | glDisable(GL_TEXTURE_2D);
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236 |
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237 | glMatrixMode(GL_PROJECTION);
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238 | glPopMatrix();
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239 |
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240 | glMatrixMode(GL_MODELVIEW);
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241 | glPopMatrix();
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242 |
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243 | glPopAttrib();
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244 |
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245 | cgGLDisableProfile(RenderState::sCgFragmentProfile);
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246 | }
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247 |
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248 |
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249 | void SsaoShader::ComputeSsao(FrameBufferObject *fbo, float expFactor)
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250 | {
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251 | GLuint colorsTex = mFbo3->GetColorBuffer(0)->GetTexture();
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252 | GLuint positionsTex = fbo->GetColorBuffer(1)->GetTexture();
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253 | GLuint normalsTex = fbo->GetColorBuffer(2)->GetTexture();
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254 |
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255 | if (1)
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256 | {
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257 | // generate mip map levels for position texture
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258 | glBindTexture(GL_TEXTURE_2D, positionsTex);
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259 | glGenerateMipmapEXT(GL_TEXTURE_2D);
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260 | }
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261 |
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262 |
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263 | // read the second buffer, write to the first buffer
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264 | mNewFbo->Bind();
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265 | glDrawBuffers(1, mymrt);
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266 |
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267 | GLuint oldTex = mOldFbo->GetColorBuffer(0)->GetTexture();
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268 |
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269 | glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT);
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270 |
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271 | cgGLEnableProfile(RenderState::sCgFragmentProfile);
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272 | cgGLBindProgram(sCgSsaoProgram);
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273 |
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274 | cgGLSetTextureParameter(sPositionsTexParam, positionsTex);
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275 | cgGLEnableTextureParameter(sPositionsTexParam);
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276 |
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277 | cgGLSetTextureParameter(sColorsTexParam, colorsTex);
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278 | cgGLEnableTextureParameter(sColorsTexParam);
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279 |
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280 | cgGLSetTextureParameter(sNormalsTexParam, normalsTex);
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281 | cgGLEnableTextureParameter(sNormalsTexParam);
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282 |
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283 | cgGLSetTextureParameter(sNoiseTexParam, noiseTex);
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284 | cgGLEnableTextureParameter(sNoiseTexParam);
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285 |
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286 | cgGLSetTextureParameter(sOldTexParam, oldTex);
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287 | cgGLEnableTextureParameter(sOldTexParam);
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288 |
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289 | cgGLSetParameter1f(sNoiseMultiplierParam, RandomValue(3.0f, 17.0f));
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290 |
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291 | cgGLSetParameter1f(sMaxDepthParam, mScaleFactor);
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292 | cgGLSetParameter1f(sExpFactorParam, expFactor);
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293 |
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294 |
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295 | //GenerateSamples();
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296 | cgGLSetParameterArray2f(sSamplesParam, 0, NUM_SAMPLES, (const float *)samples);
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297 |
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298 | Vector3 tl, tr, bl, br;
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299 | ComputeViewVectors(tl, tr, bl, br);
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300 |
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301 | glColor3f(1.0f, 1.0f, 1.0f);
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302 |
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303 | glBegin(GL_QUADS);
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304 |
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305 | // note: slightly larger texture hides ambient occlusion error on border but costs resolution
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306 | //const float new_offs = 0.55f;
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307 | const float new_offs = 0.5f;
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308 |
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309 | glColor3f(bl.x, bl.y, bl.z); glTexCoord2f(0, 0); glVertex3f(-new_offs, -new_offs, -0.5f);
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310 | glColor3f(br.x, br.y, br.z); glTexCoord2f(1, 0); glVertex3f( new_offs, -new_offs, -0.5f);
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311 | glColor3f(tr.x, tr.y, tr.z); glTexCoord2f(1, 1); glVertex3f( new_offs, new_offs, -0.5f);
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312 | glColor3f(tl.x, tl.y, tl.z); glTexCoord2f(0, 1); glVertex3f(-new_offs, new_offs, -0.5f);
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313 |
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314 | glEnd();
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315 |
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316 | cgGLDisableTextureParameter(sColorsTexParam);
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317 | cgGLDisableTextureParameter(sPositionsTexParam);
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318 | cgGLDisableTextureParameter(sNormalsTexParam);
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319 | cgGLDisableTextureParameter(sNoiseTexParam);
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320 | cgGLDisableTextureParameter(sOldTexParam);
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321 |
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322 | FrameBufferObject::Release();
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323 |
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324 | PrintGLerror("ssao first pass");
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325 | }
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326 |
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327 |
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328 | void SsaoShader::ComputeViewVectors(Vector3 &tl, Vector3 &tr, Vector3 &bl, Vector3 &br)
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329 | {
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330 | Vector3 ftl, ftr, fbl, fbr, ntl, ntr, nbl, nbr;
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331 |
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332 | mCamera->ComputePoints(ftl, ftr, fbl, fbr, ntl, ntr, nbl, nbr);
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333 |
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334 | #if 1 // matT: debug this!!
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335 |
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336 | bl = -Normalize(nbl - fbl);
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337 | br = -Normalize(nbr - fbr);
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338 | tl = -Normalize(ntl - ftl);
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339 | tr = -Normalize(ntr - ftr);
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340 |
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341 | #else // just take camera direction
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342 |
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343 | bl = -Normalize(mCamera->GetDirection());
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344 | br = -Normalize(mCamera->GetDirection());
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345 | tl = -Normalize(mCamera->GetDirection());
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346 | tr = -Normalize(mCamera->GetDirection());
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347 |
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348 | #endif
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349 |
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350 | // normalize to 0 .. 1
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351 | bl = bl * 0.5f + 0.5f;
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352 | br = br * 0.5f + 0.5f;
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353 | tl = tl * 0.5f + 0.5f;
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354 | tr = tr * 0.5f + 0.5f;
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355 | }
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356 |
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357 |
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358 | void SsaoShader::CreateNoiseTex2D()
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359 | {
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360 | //GLubyte *randomNormals = new GLubyte[mWidth * mHeight * 3];
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361 | float *randomNormals = new float[mWidth * mHeight * 3];
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362 |
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363 | for (int i = 0; i < mWidth * mHeight * 3; i += 3)
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364 | {
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365 | // create random samples on a circle
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366 | const float rx = RandomValue(0, 1);
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367 | const float theta = 2.0f * acos(sqrt(1.0f - rx));
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368 |
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369 | //randomNormals[i + 0] = (GLubyte)((cos(theta) * 0.5f + 0.5f) * 255.0f);
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370 | //randomNormals[i + 1] = (GLubyte)((sin(theta) * 0.5f + 0.5f) * 255.0f);
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371 | randomNormals[i + 0] = cos(theta);
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372 | randomNormals[i + 1] = sin(theta);
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373 | randomNormals[i + 2] = 0;
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374 | }
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375 |
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376 | glEnable(GL_TEXTURE_2D);
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377 | glGenTextures(1, &noiseTex);
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378 | glBindTexture(GL_TEXTURE_2D, noiseTex);
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379 |
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380 | glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_NEAREST);
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381 | glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_NEAREST);
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382 | glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_S, GL_REPEAT);
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383 | glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_T, GL_REPEAT);
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384 |
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385 | //glTexImage2D(GL_TEXTURE_2D, 0, GL_RGB8, mWidth, mHeight, 0, GL_RGB, GL_UNSIGNED_BYTE, randomNormals);
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386 | glTexImage2D(GL_TEXTURE_2D, 0, GL_RGBA16F_ARB, mWidth, mHeight, 0, GL_RGB, GL_FLOAT, randomNormals);
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387 |
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388 | glBindTexture(GL_TEXTURE_2D, 0);
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389 | glDisable(GL_TEXTURE_2D);
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390 |
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391 | delete [] randomNormals;
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392 |
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393 | cout << "created noise texture" << endl;
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394 |
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395 | PrintGLerror("noisetexture");
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396 | }
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397 |
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398 |
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399 |
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400 | static void SetVertex(float x, float y, float x_offs, float y_offs)
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401 | {
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402 | glMultiTexCoord2fARB(GL_TEXTURE0_ARB, x, y); // center
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403 | glMultiTexCoord2fARB(GL_TEXTURE1_ARB, x - x_offs, y + y_offs); // left top
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404 | glMultiTexCoord2fARB(GL_TEXTURE2_ARB, x + x_offs, y - y_offs); // right bottom
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405 | glMultiTexCoord2fARB(GL_TEXTURE3_ARB, x + x_offs, y + y_offs); // right top
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406 | glMultiTexCoord2fARB(GL_TEXTURE4_ARB, x - x_offs, y - y_offs); // left bottom
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407 |
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408 | glMultiTexCoord4fARB(GL_TEXTURE5_ARB, x - x_offs, y, x + x_offs, y); // left right
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409 | glMultiTexCoord4fARB(GL_TEXTURE6_ARB, x, y + y_offs, x, y - y_offs); // top bottom
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410 |
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411 | glVertex3f(x - 0.5f, y - 0.5f, -0.5f);
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412 | }
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413 |
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414 |
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415 | void SsaoShader::AntiAliasing(FrameBufferObject *fbo)
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416 | {
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417 | GLuint colorsTex = mNewFbo->GetColorBuffer(0)->GetTexture();
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418 | GLuint normalsTex = fbo->GetColorBuffer(2)->GetTexture();
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419 |
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420 | glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT);
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421 |
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422 | cgGLEnableProfile(RenderState::sCgFragmentProfile);
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423 | cgGLBindProgram(sCgAntiAliasingProgram);
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424 |
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425 | cgGLSetTextureParameter(sColorsTexAntiAliasingParam, colorsTex);
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426 | cgGLEnableTextureParameter(sColorsTexAntiAliasingParam);
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427 |
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428 | cgGLSetTextureParameter(sNormalsTexAntiAliasingParam, normalsTex);
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429 | cgGLEnableTextureParameter(sNormalsTexAntiAliasingParam);
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430 |
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431 | glColor3f(1.0f, 1.0f, 1.0f);
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432 |
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433 | float offs2 = 0.5f;
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434 |
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435 | glBegin(GL_QUADS);
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436 |
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437 | // the neighbouring texels
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438 | float x_offs = 1.0f / mWidth;
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439 | float y_offs = 1.0f / mHeight;
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440 |
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441 | SetVertex(0, 0, x_offs, y_offs);
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442 | SetVertex(1, 0, x_offs, y_offs);
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443 | SetVertex(1, 1, x_offs, y_offs);
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444 | SetVertex(0, 1, x_offs, y_offs);
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445 |
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446 | glEnd();
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447 |
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448 | cgGLDisableTextureParameter(sColorsTexAntiAliasingParam);
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449 | cgGLDisableTextureParameter(sNormalsTexAntiAliasingParam);
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450 |
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451 | PrintGLerror("antialiasing");
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452 | }
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453 |
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454 |
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455 | void SsaoShader::FirstPass(FrameBufferObject *fbo)
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456 | {
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457 | GLuint colorsTex = fbo->GetColorBuffer(0)->GetTexture();
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458 | GLuint positionsTex = fbo->GetColorBuffer(1)->GetTexture();
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459 | GLuint normalsTex = fbo->GetColorBuffer(2)->GetTexture();
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460 |
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461 | mFbo3->Bind();
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462 | //mNewFbo->Bind();
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463 |
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464 | glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT);
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465 |
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466 | glDrawBuffers(1, mymrt);
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467 |
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468 | cgGLEnableProfile(RenderState::sCgFragmentProfile);
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469 |
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470 | cgGLBindProgram(sCgDeferredProgram2);
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471 |
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472 | cgGLSetTextureParameter(sColorsTexDeferredParam, colorsTex);
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473 | cgGLEnableTextureParameter(sColorsTexDeferredParam);
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474 |
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475 | cgGLSetTextureParameter(sPositionsTexDeferredParam, positionsTex);
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476 | cgGLEnableTextureParameter(sPositionsTexDeferredParam);
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477 |
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478 | cgGLSetTextureParameter(sNormalsTexDeferredParam, normalsTex);
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479 | cgGLEnableTextureParameter(sNormalsTexDeferredParam);
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480 |
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481 | glColor3f(1.0f, 1.0f, 1.0f);
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482 |
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483 | const float offs = 0.5f;
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484 |
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485 | glBegin(GL_QUADS);
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486 |
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487 | glTexCoord2f(0, 0); glVertex3f(-offs, -offs, -0.5f);
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488 | glTexCoord2f(1, 0); glVertex3f( offs, -offs, -0.5f);
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489 | glTexCoord2f(1, 1); glVertex3f( offs, offs, -0.5f);
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490 | glTexCoord2f(0, 1); glVertex3f(-offs, offs, -0.5f);
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491 |
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492 | glEnd();
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493 |
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494 | cgGLDisableTextureParameter(sColorsTexDeferredParam);
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495 | cgGLDisableTextureParameter(sPositionsTexDeferredParam);
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496 | cgGLDisableTextureParameter(sNormalsTexDeferredParam);
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497 |
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498 | cgGLDisableProfile(RenderState::sCgFragmentProfile);
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499 |
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500 | FrameBufferObject::Release();
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501 |
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502 | PrintGLerror("deferred shading");
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503 | }
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504 |
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505 | } // namespace
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