Basic ambient occlusion effect up and running; needs tweaking and

optimization.
This commit is contained in:
Andrzej Kapolka 2013-08-16 17:26:47 -07:00
parent 772ddfadb1
commit b41fa1e03c
6 changed files with 177 additions and 41 deletions

View file

@ -11,6 +11,13 @@
// the depth texture // the depth texture
uniform sampler2D depthTexture; uniform sampler2D depthTexture;
// the random rotation texture
uniform sampler2D rotationTexture;
// the sample kernel containing the unit offset vectors
const int SAMPLE_KERNEL_SIZE = 16;
uniform vec3 sampleKernel[SAMPLE_KERNEL_SIZE];
// the distance to the near clip plane // the distance to the near clip plane
uniform float near; uniform float near;
@ -23,20 +30,37 @@ uniform vec2 leftBottom;
// the right and top edges of the view window // the right and top edges of the view window
uniform vec2 rightTop; uniform vec2 rightTop;
// the radius of the effect
uniform float radius;
// the scale for the noise texture
uniform vec2 noiseScale;
// given a texture coordinate, returns the 3D view space z coordinate
float texCoordToViewSpaceZ(vec2 texCoord) {
return (far * near) / (texture2D(depthTexture, texCoord).r * (far - near) - far);
}
// given a texture coordinate, returns the 3D view space coordinate // given a texture coordinate, returns the 3D view space coordinate
vec3 texCoordToViewSpace(vec2 texCoord) { vec3 texCoordToViewSpace(vec2 texCoord) {
float z = (far * near) / (texture2D(depthTexture, texCoord).r * (far - near) - far); float z = texCoordToViewSpaceZ(texCoord);
return vec3(((texCoord * 2.0 - vec2(1.0, 1.0)) * (rightTop - leftBottom) + rightTop + leftBottom) * z / (-2.0 * near), z); return vec3(((texCoord * 2.0 - vec2(1.0, 1.0)) * (rightTop - leftBottom) + rightTop + leftBottom) * z / (-2.0 * near), z);
} }
void main(void) { void main(void) {
float ds = dFdx(gl_TexCoord[0].s); vec3 rotationX = texture2D(rotationTexture, gl_TexCoord[0].st * noiseScale).rgb;
float dt = dFdy(gl_TexCoord[0].t); vec3 rotationY = normalize(cross(rotationX, vec3(0.0, 0.0, 1.0)));
mat3 rotation = mat3(rotationX, rotationY, cross(rotationX, rotationY));
vec3 center = texCoordToViewSpace(gl_TexCoord[0].st); vec3 center = texCoordToViewSpace(gl_TexCoord[0].st);
vec3 left = texCoordToViewSpace(gl_TexCoord[0].st - vec2(-ds, 0.0)) - center;
vec3 right = texCoordToViewSpace(gl_TexCoord[0].st - vec2(ds, 0.0)) - center; float occlusion = 4.0;
vec3 up = texCoordToViewSpace(gl_TexCoord[0].st - vec2(0.0, dt)) - center; for (int i = 0; i < SAMPLE_KERNEL_SIZE; i++) {
vec3 down = texCoordToViewSpace(gl_TexCoord[0].st - vec2(0.0, -dt)) - center; vec3 offset = center + rotation * (radius * sampleKernel[i]);
float occlusion = 0.5 - (left.z / length(left) + right.z / length(right) + up.z / length(up) + down.z / length(down)) / 8.0; vec4 projected = gl_ProjectionMatrix * vec4(offset, 1.0);
gl_FragColor = vec4(occlusion, occlusion, occlusion, 0.0); float depth = texCoordToViewSpaceZ(projected.xy * 0.5 / projected.w + vec2(0.5, 0.5));
occlusion += 1.0 - step(offset.z, depth); // * step(abs(center.z - depth), radius);
}
gl_FragColor = vec4(occlusion, occlusion, occlusion, 0.0) / 16.0;
} }

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@ -0,0 +1,14 @@
#version 120
//
// ambient_occlusion.vert
// vertex shader
//
// Created by Andrzej Kapolka on 8/16/13.
// Copyright (c) 2013 High Fidelity, Inc. All rights reserved.
//
void main(void) {
gl_TexCoord[0] = gl_MultiTexCoord0;
gl_Position = gl_Vertex;
}

View file

@ -0,0 +1,25 @@
#version 120
//
// occlusion_blur.frag
// fragment shader
//
// Created by Andrzej Kapolka on 8/16/13.
// Copyright (c) 2013 High Fidelity, Inc. All rights reserved.
//
// the original texture
uniform sampler2D originalTexture;
void main(void) {
float ds = dFdx(gl_TexCoord[0].s);
float dt = dFdy(gl_TexCoord[0].t);
vec4 sum = vec4(0.0, 0.0, 0.0, 0.0);
for (int i = 0; i < 4; i++) {
for (int j = 0; j < 4; j++) {
sum += texture2D(originalTexture, gl_TexCoord[0].st +
vec2(ds, dt) * vec2(-2.0 + float(i), -2.0 + float(j)));
}
}
gl_FragColor = sum / 16.0;
}

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@ -6,6 +6,13 @@
// Copyright (c) 2013 High Fidelity, Inc. All rights reserved. // Copyright (c) 2013 High Fidelity, Inc. All rights reserved.
// //
// include this before QOpenGLFramebufferObject, which includes an earlier version of OpenGL
#include "InterfaceConfig.h"
#include <QOpenGLFramebufferObject>
#include <glm/gtc/random.hpp>
#include <SharedUtil.h> #include <SharedUtil.h>
#include "AmbientOcclusionEffect.h" #include "AmbientOcclusionEffect.h"
@ -14,61 +21,120 @@
#include "ProgramObject.h" #include "ProgramObject.h"
#include "RenderUtil.h" #include "RenderUtil.h"
const int ROTATION_WIDTH = 4;
const int ROTATION_HEIGHT = 4;
void AmbientOcclusionEffect::init() { void AmbientOcclusionEffect::init() {
switchToResourcesParentIfRequired(); switchToResourcesParentIfRequired();
_program = new ProgramObject(); _occlusionProgram = new ProgramObject();
_program->addShaderFromSourceFile(QGLShader::Fragment, "resources/shaders/ambient_occlusion.frag"); _occlusionProgram->addShaderFromSourceFile(QGLShader::Vertex, "resources/shaders/ambient_occlusion.vert");
_program->link(); _occlusionProgram->addShaderFromSourceFile(QGLShader::Fragment, "resources/shaders/ambient_occlusion.frag");
_occlusionProgram->link();
_nearLocation = _program->uniformLocation("near"); _blurProgram = new ProgramObject();
_farLocation = _program->uniformLocation("far"); _blurProgram->addShaderFromSourceFile(QGLShader::Vertex, "resources/shaders/ambient_occlusion.vert");
_leftBottomLocation = _program->uniformLocation("leftBottom"); _blurProgram->addShaderFromSourceFile(QGLShader::Fragment, "resources/shaders/occlusion_blur.frag");
_rightTopLocation = _program->uniformLocation("rightTop"); _blurProgram->link();
_program->bind(); _blurProgram->bind();
_program->setUniformValue("depthTexture", 0); _blurProgram->setUniformValue("originalTexture", 0);
_program->release(); _blurProgram->release();
// create the sample kernel: an array of spherically distributed offset vectors
const int SAMPLE_KERNEL_SIZE = 16;
QVector3D sampleKernel[SAMPLE_KERNEL_SIZE];
for (int i = 0; i < SAMPLE_KERNEL_SIZE; i++) {
glm::vec3 vector = glm::ballRand(1.0f);
sampleKernel[i] = QVector3D(vector.x, vector.y, vector.z);
}
_occlusionProgram->bind();
_occlusionProgram->setUniformValue("depthTexture", 0);
_occlusionProgram->setUniformValue("rotationTexture", 1);
_occlusionProgram->setUniformValueArray("sampleKernel", sampleKernel, SAMPLE_KERNEL_SIZE);
_occlusionProgram->setUniformValue("radius", 0.1f);
_occlusionProgram->release();
_nearLocation = _occlusionProgram->uniformLocation("near");
_farLocation = _occlusionProgram->uniformLocation("far");
_leftBottomLocation = _occlusionProgram->uniformLocation("leftBottom");
_rightTopLocation = _occlusionProgram->uniformLocation("rightTop");
_noiseScaleLocation = _occlusionProgram->uniformLocation("noiseScale");
// generate the random rotation texture
glGenTextures(1, &_rotationTextureID);
glBindTexture(GL_TEXTURE_2D, _rotationTextureID);
const int ELEMENTS_PER_PIXEL = 3;
unsigned char rotationData[ROTATION_WIDTH * ROTATION_HEIGHT * ELEMENTS_PER_PIXEL];
unsigned char* rotation = rotationData;
for (int i = 0; i < ROTATION_WIDTH * ROTATION_HEIGHT; i++) {
glm::vec3 randvec = glm::sphericalRand(1.0f);
*rotation++ = ((randvec.x + 1.0f) / 2.0f) * 255.0f;
*rotation++ = ((randvec.y + 1.0f) / 2.0f) * 255.0f;
*rotation++ = ((randvec.z + 1.0f) / 2.0f) * 255.0f;
}
glTexImage2D(GL_TEXTURE_2D, 0, GL_RGB, ROTATION_WIDTH, ROTATION_HEIGHT, 0, GL_RGB, GL_UNSIGNED_BYTE, rotationData);
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_NEAREST);
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_NEAREST);
glBindTexture(GL_TEXTURE_2D, 0);
} }
void AmbientOcclusionEffect::render() { void AmbientOcclusionEffect::render() {
glPushMatrix();
glLoadIdentity();
glMatrixMode(GL_PROJECTION);
glPushMatrix();
glLoadIdentity();
glDisable(GL_BLEND); glDisable(GL_BLEND);
//glBlendFuncSeparate(GL_ZERO, GL_SRC_COLOR, GL_ZERO, GL_ONE);
glDisable(GL_DEPTH_TEST); glDisable(GL_DEPTH_TEST);
glDepthMask(GL_FALSE); glDepthMask(GL_FALSE);
glBindTexture(GL_TEXTURE_2D, Application::getInstance()->getTextureCache()->getPrimaryDepthTextureID()); glBindTexture(GL_TEXTURE_2D, Application::getInstance()->getTextureCache()->getPrimaryDepthTextureID());
glActiveTexture(GL_TEXTURE1);
glBindTexture(GL_TEXTURE_2D, _rotationTextureID);
// render with the occlusion shader to the secondary buffer
QOpenGLFramebufferObject* secondaryFBO = Application::getInstance()->getTextureCache()->getSecondaryFramebufferObject();
secondaryFBO->bind();
float left, right, bottom, top, nearVal, farVal; float left, right, bottom, top, nearVal, farVal;
glm::vec4 nearClipPlane, farClipPlane; glm::vec4 nearClipPlane, farClipPlane;
Application::getInstance()->getViewFrustum()->computeOffAxisFrustum( Application::getInstance()->getViewFrustum()->computeOffAxisFrustum(
left, right, bottom, top, nearVal, farVal, nearClipPlane, farClipPlane); left, right, bottom, top, nearVal, farVal, nearClipPlane, farClipPlane);
_program->bind(); _occlusionProgram->bind();
_program->setUniformValue(_nearLocation, nearVal); _occlusionProgram->setUniformValue(_nearLocation, nearVal);
_program->setUniformValue(_farLocation, farVal); _occlusionProgram->setUniformValue(_farLocation, farVal);
_program->setUniformValue(_leftBottomLocation, left, bottom); _occlusionProgram->setUniformValue(_leftBottomLocation, left, bottom);
_program->setUniformValue(_rightTopLocation, right, top); _occlusionProgram->setUniformValue(_rightTopLocation, right, top);
QSize size = Application::getInstance()->getGLWidget()->size();
_occlusionProgram->setUniformValue(_noiseScaleLocation, size.width() / (float)ROTATION_WIDTH,
size.height() / (float)ROTATION_HEIGHT);
renderFullscreenQuad(); renderFullscreenQuad();
_program->release(); _occlusionProgram->release();
glPopMatrix(); secondaryFBO->release();
glBindTexture(GL_TEXTURE_2D, 0);
glActiveTexture(GL_TEXTURE0);
// now render secondary to primary with 4x4 blur
Application::getInstance()->getTextureCache()->getPrimaryFramebufferObject()->bind();
glMatrixMode(GL_MODELVIEW);
glPopMatrix();
glEnable(GL_BLEND); glEnable(GL_BLEND);
//glBlendFuncSeparate(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA, GL_CONSTANT_ALPHA, GL_ONE); glBlendFuncSeparate(GL_ZERO, GL_SRC_COLOR, GL_ZERO, GL_ONE);
glBindTexture(GL_TEXTURE_2D, secondaryFBO->texture());
_blurProgram->bind();
renderFullscreenQuad();
_blurProgram->release();
glBindTexture(GL_TEXTURE_2D, 0);
//glEnable(GL_BLEND);
glBlendFuncSeparate(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA, GL_CONSTANT_ALPHA, GL_ONE);
glEnable(GL_DEPTH_TEST); glEnable(GL_DEPTH_TEST);
glDepthMask(GL_TRUE); glDepthMask(GL_TRUE);
glBindTexture(GL_TEXTURE_2D, 0);
} }

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@ -9,6 +9,8 @@
#ifndef __interface__AmbientOcclusionEffect__ #ifndef __interface__AmbientOcclusionEffect__
#define __interface__AmbientOcclusionEffect__ #define __interface__AmbientOcclusionEffect__
#include "InterfaceConfig.h"
class ProgramObject; class ProgramObject;
/// A screen space ambient occlusion effect. /// A screen space ambient occlusion effect.
@ -21,11 +23,16 @@ public:
private: private:
ProgramObject* _program; ProgramObject* _occlusionProgram;
int _nearLocation; int _nearLocation;
int _farLocation; int _farLocation;
int _leftBottomLocation; int _leftBottomLocation;
int _rightTopLocation; int _rightTopLocation;
int _noiseScaleLocation;
ProgramObject* _blurProgram;
GLuint _rotationTextureID;
}; };
#endif /* defined(__interface__AmbientOcclusionEffect__) */ #endif /* defined(__interface__AmbientOcclusionEffect__) */

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@ -5,7 +5,7 @@
// Created by Andrzej Kapolka on 8/7/13. // Created by Andrzej Kapolka on 8/7/13.
// Copyright (c) 2013 High Fidelity, Inc. All rights reserved. // Copyright (c) 2013 High Fidelity, Inc. All rights reserved.
// include this before QGLWidget, which includes an earlier version of OpenGL // include this before QOpenGLFramebufferObject, which includes an earlier version of OpenGL
#include "InterfaceConfig.h" #include "InterfaceConfig.h"
#include <QOpenGLFramebufferObject> #include <QOpenGLFramebufferObject>