Move SSAO pass to be before translucent rendering

Fix depth sampling location when not using fullscreen scene
This commit is contained in:
Magnus Norddahl 2016-09-03 04:29:50 +02:00
parent 902097d6da
commit e7765bb240
5 changed files with 17 additions and 5 deletions

View file

@ -136,7 +136,6 @@ void FGLRenderer::RenderScreenQuad()
void FGLRenderer::PostProcessScene() void FGLRenderer::PostProcessScene()
{ {
AmbientOccludeScene();
mBuffers->BlitSceneToTexture(); mBuffers->BlitSceneToTexture();
BloomScene(); BloomScene();
TonemapScene(); TonemapScene();
@ -187,6 +186,8 @@ void FGLRenderer::AmbientOccludeScene()
mLinearDepthShader->LinearizeDepthB[multisample].Set(MAX(1.0f / GetZNear(), 1.e-8f)); mLinearDepthShader->LinearizeDepthB[multisample].Set(MAX(1.0f / GetZNear(), 1.e-8f));
mLinearDepthShader->InverseDepthRangeA[multisample].Set(1.0f); mLinearDepthShader->InverseDepthRangeA[multisample].Set(1.0f);
mLinearDepthShader->InverseDepthRangeB[multisample].Set(0.0f); mLinearDepthShader->InverseDepthRangeB[multisample].Set(0.0f);
mLinearDepthShader->Scale[multisample].Set(mSceneViewport.width / (float)mScreenViewport.width, mSceneViewport.height / (float)mScreenViewport.height);
mLinearDepthShader->Offset[multisample].Set(mSceneViewport.left / (float)mScreenViewport.width, mSceneViewport.top / (float)mScreenViewport.height);
RenderScreenQuad(); RenderScreenQuad();
// Apply ambient occlusion // Apply ambient occlusion
@ -246,7 +247,6 @@ void FGLRenderer::AmbientOccludeScene()
mSSAOCombineShader->Bind(); mSSAOCombineShader->Bind();
mSSAOCombineShader->AODepthTexture.Set(0); mSSAOCombineShader->AODepthTexture.Set(0);
RenderScreenQuad(); RenderScreenQuad();
glViewport(mScreenViewport.left, mScreenViewport.top, mScreenViewport.width, mScreenViewport.height);
FGLDebug::PopGroup(); FGLDebug::PopGroup();
} }

View file

@ -503,6 +503,8 @@ void FGLRenderer::DrawScene(int drawmode)
RenderScene(recursion); RenderScene(recursion);
AmbientOccludeScene();
// Handle all portals after rendering the opaque objects but before // Handle all portals after rendering the opaque objects but before
// doing all translucent stuff // doing all translucent stuff
recursion++; recursion++;

View file

@ -65,6 +65,8 @@ void FLinearDepthShader::Bind(bool multisample)
LinearizeDepthB[multisample].Init(shader, "LinearizeDepthB"); LinearizeDepthB[multisample].Init(shader, "LinearizeDepthB");
InverseDepthRangeA[multisample].Init(shader, "InverseDepthRangeA"); InverseDepthRangeA[multisample].Init(shader, "InverseDepthRangeA");
InverseDepthRangeB[multisample].Init(shader, "InverseDepthRangeB"); InverseDepthRangeB[multisample].Init(shader, "InverseDepthRangeB");
Scale[multisample].Init(shader, "Scale");
Offset[multisample].Init(shader, "Offset");
} }
shader.Bind(); shader.Bind();
} }

View file

@ -14,6 +14,8 @@ public:
FBufferedUniform1f LinearizeDepthB[2]; FBufferedUniform1f LinearizeDepthB[2];
FBufferedUniform1f InverseDepthRangeA[2]; FBufferedUniform1f InverseDepthRangeA[2];
FBufferedUniform1f InverseDepthRangeB[2]; FBufferedUniform1f InverseDepthRangeB[2];
FBufferedUniform2f Scale[2];
FBufferedUniform2f Offset[2];
private: private:
FShaderProgram mShader[2]; FShaderProgram mShader[2];

View file

@ -8,28 +8,34 @@ uniform int SampleCount;
#else #else
uniform sampler2D DepthTexture; uniform sampler2D DepthTexture;
#endif #endif
uniform float LinearizeDepthA; uniform float LinearizeDepthA;
uniform float LinearizeDepthB; uniform float LinearizeDepthB;
uniform float InverseDepthRangeA; uniform float InverseDepthRangeA;
uniform float InverseDepthRangeB; uniform float InverseDepthRangeB;
uniform vec2 Scale;
uniform vec2 Offset;
void main() void main()
{ {
vec2 uv = Offset + TexCoord * Scale;
#if defined(MULTISAMPLE) #if defined(MULTISAMPLE)
ivec2 texSize = textureSize(DepthTexture); ivec2 texSize = textureSize(DepthTexture);
ivec2 ipos = ivec2(TexCoord * vec2(texSize)); ivec2 ipos = ivec2(uv * vec2(texSize));
float depth = 0.0; float depth = 0.0;
for (int i = 0; i < SampleCount; i++) for (int i = 0; i < SampleCount; i++)
depth += texelFetch(DepthTexture, ipos, i).x; depth += texelFetch(DepthTexture, ipos, i).x;
depth /= float(SampleCount); depth /= float(SampleCount);
#else #else
/*ivec2 texSize = textureSize(DepthTexture, 0); /*ivec2 texSize = textureSize(DepthTexture, 0);
ivec2 ipos = ivec2(TexCoord * vec2(texSize)); ivec2 ipos = ivec2(uv * vec2(texSize));
if (ipos.x < 0) ipos.x += texSize.x; if (ipos.x < 0) ipos.x += texSize.x;
if (ipos.y < 0) ipos.y += texSize.y; if (ipos.y < 0) ipos.y += texSize.y;
float depth = texelFetch(DepthTexture, ipos, 0).x;*/ float depth = texelFetch(DepthTexture, ipos, 0).x;*/
float depth = texture(DepthTexture, TexCoord).x; float depth = texture(DepthTexture, uv).x;
#endif #endif
float normalizedDepth = clamp(InverseDepthRangeA * depth + InverseDepthRangeB, 0.0, 1.0); float normalizedDepth = clamp(InverseDepthRangeA * depth + InverseDepthRangeB, 0.0, 1.0);
FragColor = vec4(1.0 / (normalizedDepth * LinearizeDepthA + LinearizeDepthB), 0.0, 0.0, 1.0); FragColor = vec4(1.0 / (normalizedDepth * LinearizeDepthA + LinearizeDepthB), 0.0, 0.0, 1.0);
} }