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https://github.com/ZDoom/qzdoom-gpl.git
synced 2024-11-30 07:31:12 +00:00
Add ssao random texture
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parent
9076d46261
commit
723eb746f6
4 changed files with 31 additions and 8 deletions
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@ -100,6 +100,7 @@ CVAR(Float, gl_lens_kcube, 0.1f, 0)
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CVAR(Float, gl_lens_chromatic, 1.12f, 0)
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CVAR(Float, gl_lens_chromatic, 1.12f, 0)
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CVAR(Bool, gl_ssao, false, CVAR_ARCHIVE | CVAR_GLOBALCONFIG)
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CVAR(Bool, gl_ssao, false, CVAR_ARCHIVE | CVAR_GLOBALCONFIG)
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CVAR(Float, gl_ssao_strength, 0.7, CVAR_ARCHIVE | CVAR_GLOBALCONFIG)
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CVAR(Bool, gl_ssao_debug, false, 0)
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CVAR(Bool, gl_ssao_debug, false, 0)
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CVAR(Float, gl_ssao_bias, 0.5f, 0)
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CVAR(Float, gl_ssao_bias, 0.5f, 0)
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CVAR(Float, gl_ssao_radius, 100.0f, 0)
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CVAR(Float, gl_ssao_radius, 100.0f, 0)
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@ -148,11 +149,13 @@ void FGLRenderer::AmbientOccludeScene()
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FGLDebug::PushGroup("AmbientOccludeScene");
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FGLDebug::PushGroup("AmbientOccludeScene");
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FGLPostProcessState savedState;
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FGLPostProcessState savedState;
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savedState.SaveTextureBinding1();
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float bias = gl_ssao_bias;
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float bias = gl_ssao_bias;
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float aoRadius = gl_ssao_radius;
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float aoRadius = gl_ssao_radius;
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const float blurAmount = gl_ssao_blur_amount;
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const float blurAmount = gl_ssao_blur_amount;
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int blurSampleCount = gl_ssao_blur_samples;
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int blurSampleCount = gl_ssao_blur_samples;
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float aoStrength = gl_ssao_strength;
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//float tanHalfFovy = tan(fovy * (M_PI / 360.0f));
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//float tanHalfFovy = tan(fovy * (M_PI / 360.0f));
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float tanHalfFovy = 1.0f / 1.33333302f; //gl_RenderState.mProjectionMatrix.get()[5];
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float tanHalfFovy = 1.0f / 1.33333302f; //gl_RenderState.mProjectionMatrix.get()[5];
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@ -178,8 +181,14 @@ void FGLRenderer::AmbientOccludeScene()
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glBindTexture(GL_TEXTURE_2D, mBuffers->AmbientTexture0);
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glBindTexture(GL_TEXTURE_2D, mBuffers->AmbientTexture0);
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glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_NEAREST);
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glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_NEAREST);
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glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_NEAREST);
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glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_NEAREST);
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glActiveTexture(GL_TEXTURE1);
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glBindTexture(GL_TEXTURE_2D, mBuffers->AmbientRandomTexture);
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glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_NEAREST);
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glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_NEAREST);
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glActiveTexture(GL_TEXTURE0);
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mSSAOShader->Bind();
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mSSAOShader->Bind();
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mSSAOShader->DepthTexture.Set(0);
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mSSAOShader->DepthTexture.Set(0);
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mSSAOShader->RandomTexture.Set(1);
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mSSAOShader->UVToViewA.Set(2.0f * invFocalLenX, -2.0f * invFocalLenY);
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mSSAOShader->UVToViewA.Set(2.0f * invFocalLenX, -2.0f * invFocalLenY);
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mSSAOShader->UVToViewB.Set(-invFocalLenX, invFocalLenY);
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mSSAOShader->UVToViewB.Set(-invFocalLenX, invFocalLenY);
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mSSAOShader->InvFullResolution.Set(1.0f / mBuffers->AmbientWidth, 1.0f / mBuffers->AmbientHeight);
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mSSAOShader->InvFullResolution.Set(1.0f / mBuffers->AmbientWidth, 1.0f / mBuffers->AmbientHeight);
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@ -187,6 +196,7 @@ void FGLRenderer::AmbientOccludeScene()
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mSSAOShader->NegInvR2.Set(-1.0f / r2);
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mSSAOShader->NegInvR2.Set(-1.0f / r2);
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mSSAOShader->RadiusToScreen.Set(aoRadius * 0.5 / tanHalfFovy * mBuffers->AmbientHeight);
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mSSAOShader->RadiusToScreen.Set(aoRadius * 0.5 / tanHalfFovy * mBuffers->AmbientHeight);
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mSSAOShader->AOMultiplier.Set(1.0f / (1.0f - nDotVBias));
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mSSAOShader->AOMultiplier.Set(1.0f / (1.0f - nDotVBias));
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mSSAOShader->AOStrength.Set(aoStrength);
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RenderScreenQuad();
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RenderScreenQuad();
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// Blur SSAO texture
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// Blur SSAO texture
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@ -71,12 +71,20 @@ void FSSAOShader::Bind()
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{
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{
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if (!mShader)
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if (!mShader)
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{
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{
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const char *defines = R"(
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#define USE_RANDOM_TEXTURE
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#define RANDOM_TEXTURE_WIDTH 4.0
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#define NUM_DIRECTIONS 8.0
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#define NUM_STEPS 4.0
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)";
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mShader.Compile(FShaderProgram::Vertex, "shaders/glsl/screenquad.vp", "", 330);
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mShader.Compile(FShaderProgram::Vertex, "shaders/glsl/screenquad.vp", "", 330);
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mShader.Compile(FShaderProgram::Fragment, "shaders/glsl/ssao.fp", "", 330);
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mShader.Compile(FShaderProgram::Fragment, "shaders/glsl/ssao.fp", defines, 330);
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mShader.SetFragDataLocation(0, "FragColor");
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mShader.SetFragDataLocation(0, "FragColor");
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mShader.Link("shaders/glsl/ssao");
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mShader.Link("shaders/glsl/ssao");
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mShader.SetAttribLocation(0, "PositionInProjection");
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mShader.SetAttribLocation(0, "PositionInProjection");
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DepthTexture.Init(mShader, "DepthTexture");
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DepthTexture.Init(mShader, "DepthTexture");
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RandomTexture.Init(mShader, "RandomTexture");
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UVToViewA.Init(mShader, "UVToViewA");
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UVToViewA.Init(mShader, "UVToViewA");
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UVToViewB.Init(mShader, "UVToViewB");
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UVToViewB.Init(mShader, "UVToViewB");
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InvFullResolution.Init(mShader, "InvFullResolution");
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InvFullResolution.Init(mShader, "InvFullResolution");
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@ -84,6 +92,7 @@ void FSSAOShader::Bind()
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NegInvR2.Init(mShader, "NegInvR2");
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NegInvR2.Init(mShader, "NegInvR2");
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RadiusToScreen.Init(mShader, "RadiusToScreen");
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RadiusToScreen.Init(mShader, "RadiusToScreen");
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AOMultiplier.Init(mShader, "AOMultiplier");
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AOMultiplier.Init(mShader, "AOMultiplier");
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AOStrength.Init(mShader, "AOStrength");
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}
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}
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mShader.Bind();
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mShader.Bind();
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}
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}
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@ -24,6 +24,7 @@ public:
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void Bind();
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void Bind();
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FBufferedUniformSampler DepthTexture;
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FBufferedUniformSampler DepthTexture;
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FBufferedUniformSampler RandomTexture;
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FBufferedUniform2f UVToViewA;
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FBufferedUniform2f UVToViewA;
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FBufferedUniform2f UVToViewB;
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FBufferedUniform2f UVToViewB;
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FBufferedUniform2f InvFullResolution;
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FBufferedUniform2f InvFullResolution;
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@ -31,6 +32,7 @@ public:
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FBufferedUniform1f NegInvR2;
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FBufferedUniform1f NegInvR2;
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FBufferedUniform1f RadiusToScreen;
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FBufferedUniform1f RadiusToScreen;
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FBufferedUniform1f AOMultiplier;
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FBufferedUniform1f AOMultiplier;
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FBufferedUniform1f AOStrength;
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private:
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private:
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FShaderProgram mShader;
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FShaderProgram mShader;
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@ -11,15 +11,14 @@ uniform float NegInvR2;
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uniform float RadiusToScreen;
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uniform float RadiusToScreen;
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uniform float AOMultiplier;
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uniform float AOMultiplier;
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uniform float AOStrength;
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uniform sampler2D DepthTexture;
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uniform sampler2D DepthTexture;
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#if USE_RANDOM_TEXTURE
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#if defined(USE_RANDOM_TEXTURE)
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uniform sampler2D RandomTexture;
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uniform sampler2D RandomTexture;
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#endif
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#endif
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#define NUM_DIRECTIONS 8.0
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#define NUM_STEPS 4.0
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#define PI 3.14159265358979323846
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#define PI 3.14159265358979323846
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// Calculate eye space position for the specified texture coordinate
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// Calculate eye space position for the specified texture coordinate
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@ -54,13 +53,12 @@ vec2 RotateDirection(vec2 dir, vec2 cossin)
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vec4 GetJitter()
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vec4 GetJitter()
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{
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{
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#if !USE_RANDOM_TEXTURE
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#if !defined(USE_RANDOM_TEXTURE)
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return vec4(1,0,1,1);
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return vec4(1,0,1,1);
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//vec3 rand = noise3(TexCoord.x + TexCoord.y);
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//vec3 rand = noise3(TexCoord.x + TexCoord.y);
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//float angle = 2.0 * PI * rand.x / NUM_DIRECTIONS;
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//float angle = 2.0 * PI * rand.x / NUM_DIRECTIONS;
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//return vec4(cos(angle), sin(angle), rand.y, rand.z);
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//return vec4(cos(angle), sin(angle), rand.y, rand.z);
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#else
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#else
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#define RANDOM_TEXTURE_WIDTH 4.0
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return texture(RandomTexture, gl_FragCoord.xy / RANDOM_TEXTURE_WIDTH);
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return texture(RandomTexture, gl_FragCoord.xy / RANDOM_TEXTURE_WIDTH);
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#endif
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#endif
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}
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}
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@ -109,7 +107,11 @@ void main()
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{
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{
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vec3 viewPosition = FetchViewPos(TexCoord);
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vec3 viewPosition = FetchViewPos(TexCoord);
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vec3 viewNormal = ReconstructNormal(viewPosition);
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vec3 viewNormal = ReconstructNormal(viewPosition);
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float occlusion = ComputeAO(viewPosition, viewNormal);
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float occlusion = ComputeAO(viewPosition, viewNormal) * AOStrength + (1.0 - AOStrength);
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// GZDoom does not use linear buffers at the moment, apply some gamma to get it closer to correct
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occlusion = occlusion * occlusion;
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//FragColor = vec4(viewPosition.x * 0.001 + 0.5, viewPosition.y * 0.001 + 0.5, viewPosition.z * 0.001, 1.0);
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//FragColor = vec4(viewPosition.x * 0.001 + 0.5, viewPosition.y * 0.001 + 0.5, viewPosition.z * 0.001, 1.0);
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//FragColor = vec4(viewNormal.x * 0.5 + 0.5, viewNormal.y * 0.5 + 0.5, viewNormal.z * 0.5 + 0.5, 1.0);
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//FragColor = vec4(viewNormal.x * 0.5 + 0.5, viewNormal.y * 0.5 + 0.5, viewNormal.z * 0.5 + 0.5, 1.0);
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//FragColor = vec4(occlusion, viewPosition.z, 0.0, 1.0);
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//FragColor = vec4(occlusion, viewPosition.z, 0.0, 1.0);
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