overte-HifiExperiments/libraries/render-utils/src/AmbientOcclusionEffect.cpp
2015-07-24 16:07:30 -07:00

264 lines
12 KiB
C++

//
// AmbientOcclusionEffect.cpp
// interface/src/renderer
//
// Created by Niraj Venkat on 7/14/13.
// Copyright 2013 High Fidelity, Inc.
//
// Distributed under the Apache License, Version 2.0.
// See the accompanying file LICENSE or http://www.apache.org/licenses/LICENSE-2.0.html
//
// include this before QOpenGLFramebufferObject, which includes an earlier version of OpenGL
#include <gpu/GPUConfig.h>
#include <gpu/GLBackend.h>
#include <glm/gtc/random.hpp>
#include <PathUtils.h>
#include <SharedUtil.h>
#include "gpu/StandardShaderLib.h"
#include "AmbientOcclusionEffect.h"
#include "TextureCache.h"
#include "FramebufferCache.h"
#include "DependencyManager.h"
#include "ViewFrustum.h"
#include "GeometryCache.h"
#include "ambient_occlusion_vert.h"
#include "ambient_occlusion_frag.h"
#include "gaussian_blur_vertical_vert.h"
#include "gaussian_blur_horizontal_vert.h"
#include "gaussian_blur_frag.h"
#include "occlusion_blend_frag.h"
AmbientOcclusion::AmbientOcclusion() {
}
const gpu::PipelinePointer& AmbientOcclusion::getOcclusionPipeline() {
if (!_occlusionPipeline) {
auto vs = gpu::ShaderPointer(gpu::Shader::createVertex(std::string(ambient_occlusion_vert)));
auto ps = gpu::ShaderPointer(gpu::Shader::createPixel(std::string(ambient_occlusion_frag)));
gpu::ShaderPointer program = gpu::ShaderPointer(gpu::Shader::createProgram(vs, ps));
gpu::Shader::BindingSet slotBindings;
slotBindings.insert(gpu::Shader::Binding(std::string("depthTexture"), 0));
slotBindings.insert(gpu::Shader::Binding(std::string("normalTexture"), 1));
gpu::Shader::makeProgram(*program, slotBindings);
_gScaleLoc = program->getUniforms().findLocation("g_scale");
_gBiasLoc = program->getUniforms().findLocation("g_bias");
_gSampleRadiusLoc = program->getUniforms().findLocation("g_sample_rad");
_gIntensityLoc = program->getUniforms().findLocation("g_intensity");
_bufferWidthLoc = program->getUniforms().findLocation("bufferWidth");
_bufferHeightLoc = program->getUniforms().findLocation("bufferHeight");
gpu::StatePointer state = gpu::StatePointer(new gpu::State());
state->setDepthTest(false, false, gpu::LESS_EQUAL);
// Blend on transparent
state->setBlendFunction(false,
gpu::State::SRC_ALPHA, gpu::State::BLEND_OP_ADD, gpu::State::INV_SRC_ALPHA,
gpu::State::DEST_ALPHA, gpu::State::BLEND_OP_ADD, gpu::State::ZERO);
// Link the occlusion FBO to texture
_occlusionBuffer = gpu::FramebufferPointer(gpu::Framebuffer::create(gpu::Element::COLOR_RGBA_32,
DependencyManager::get<FramebufferCache>()->getFrameBufferSize().width(), DependencyManager::get<FramebufferCache>()->getFrameBufferSize().height()));
auto format = gpu::Element(gpu::VEC4, gpu::NUINT8, gpu::RGBA);
auto width = _occlusionBuffer->getWidth();
auto height = _occlusionBuffer->getHeight();
auto defaultSampler = gpu::Sampler(gpu::Sampler::FILTER_MIN_MAG_POINT);
_occlusionTexture = gpu::TexturePointer(gpu::Texture::create2D(format, width, height, defaultSampler));
// Good to go add the brand new pipeline
_occlusionPipeline.reset(gpu::Pipeline::create(program, state));
}
return _occlusionPipeline;
}
const gpu::PipelinePointer& AmbientOcclusion::getVBlurPipeline() {
if (!_vBlurPipeline) {
auto vs = gpu::ShaderPointer(gpu::Shader::createVertex(std::string(gaussian_blur_vertical_vert)));
auto ps = gpu::ShaderPointer(gpu::Shader::createPixel(std::string(gaussian_blur_frag)));
gpu::ShaderPointer program = gpu::ShaderPointer(gpu::Shader::createProgram(vs, ps));
gpu::Shader::BindingSet slotBindings;
gpu::Shader::makeProgram(*program, slotBindings);
gpu::StatePointer state = gpu::StatePointer(new gpu::State());
state->setDepthTest(false, false, gpu::LESS_EQUAL);
// Blend on transparent
state->setBlendFunction(false,
gpu::State::SRC_ALPHA, gpu::State::BLEND_OP_ADD, gpu::State::INV_SRC_ALPHA,
gpu::State::DEST_ALPHA, gpu::State::BLEND_OP_ADD, gpu::State::ZERO);
// Link the horizontal blur FBO to texture
_vBlurBuffer = gpu::FramebufferPointer(gpu::Framebuffer::create(gpu::Element::COLOR_RGBA_32,
DependencyManager::get<FramebufferCache>()->getFrameBufferSize().width(), DependencyManager::get<FramebufferCache>()->getFrameBufferSize().height()));
auto format = gpu::Element(gpu::VEC4, gpu::NUINT8, gpu::RGBA);
auto width = _vBlurBuffer->getWidth();
auto height = _vBlurBuffer->getHeight();
auto defaultSampler = gpu::Sampler(gpu::Sampler::FILTER_MIN_MAG_POINT);
_vBlurTexture = gpu::TexturePointer(gpu::Texture::create2D(format, width, height, defaultSampler));
// Good to go add the brand new pipeline
_vBlurPipeline.reset(gpu::Pipeline::create(program, state));
}
return _vBlurPipeline;
}
const gpu::PipelinePointer& AmbientOcclusion::getHBlurPipeline() {
if (!_hBlurPipeline) {
auto vs = gpu::ShaderPointer(gpu::Shader::createVertex(std::string(gaussian_blur_horizontal_vert)));
auto ps = gpu::ShaderPointer(gpu::Shader::createPixel(std::string(gaussian_blur_frag)));
gpu::ShaderPointer program = gpu::ShaderPointer(gpu::Shader::createProgram(vs, ps));
gpu::Shader::BindingSet slotBindings;
gpu::Shader::makeProgram(*program, slotBindings);
gpu::StatePointer state = gpu::StatePointer(new gpu::State());
state->setDepthTest(false, false, gpu::LESS_EQUAL);
// Blend on transparent
state->setBlendFunction(false,
gpu::State::SRC_ALPHA, gpu::State::BLEND_OP_ADD, gpu::State::INV_SRC_ALPHA,
gpu::State::DEST_ALPHA, gpu::State::BLEND_OP_ADD, gpu::State::ZERO);
// Link the horizontal blur FBO to texture
_hBlurBuffer = gpu::FramebufferPointer(gpu::Framebuffer::create(gpu::Element::COLOR_RGBA_32,
DependencyManager::get<FramebufferCache>()->getFrameBufferSize().width(), DependencyManager::get<FramebufferCache>()->getFrameBufferSize().height()));
auto format = gpu::Element(gpu::VEC4, gpu::NUINT8, gpu::RGBA);
auto width = _hBlurBuffer->getWidth();
auto height = _hBlurBuffer->getHeight();
auto defaultSampler = gpu::Sampler(gpu::Sampler::FILTER_MIN_MAG_POINT);
_hBlurTexture = gpu::TexturePointer(gpu::Texture::create2D(format, width, height, defaultSampler));
// Good to go add the brand new pipeline
_hBlurPipeline.reset(gpu::Pipeline::create(program, state));
}
return _hBlurPipeline;
}
const gpu::PipelinePointer& AmbientOcclusion::getBlendPipeline() {
if (!_blendPipeline) {
auto vs = gpu::ShaderPointer(gpu::Shader::createVertex(std::string(occlusion_blend_vert)));
auto ps = gpu::ShaderPointer(gpu::Shader::createPixel(std::string(occlusion_blend_frag)));
gpu::ShaderPointer program = gpu::ShaderPointer(gpu::Shader::createProgram(vs, ps));
gpu::Shader::BindingSet slotBindings;
slotBindings.insert(gpu::Shader::Binding(std::string("blurredOcclusionTexture"), 0));
gpu::Shader::makeProgram(*program, slotBindings);
gpu::StatePointer state = gpu::StatePointer(new gpu::State());
state->setDepthTest(false, false, gpu::LESS_EQUAL);
// Blend on transparent
state->setBlendFunction(true,
gpu::State::SRC_COLOR, gpu::State::BLEND_OP_ADD, gpu::State::DEST_COLOR);
// Link the blend FBO to texture
_blendBuffer = gpu::FramebufferPointer(gpu::Framebuffer::create(gpu::Element::COLOR_RGBA_32,
DependencyManager::get<FramebufferCache>()->getFrameBufferSize().width(), DependencyManager::get<FramebufferCache>()->getFrameBufferSize().height()));
auto format = gpu::Element(gpu::VEC4, gpu::NUINT8, gpu::RGBA);
auto width = _blendBuffer->getWidth();
auto height = _blendBuffer->getHeight();
auto defaultSampler = gpu::Sampler(gpu::Sampler::FILTER_MIN_MAG_POINT);
_blendTexture = gpu::TexturePointer(gpu::Texture::create2D(format, width, height, defaultSampler));
// Good to go add the brand new pipeline
_blendPipeline.reset(gpu::Pipeline::create(program, state));
}
return _blendPipeline;
}
void AmbientOcclusion::run(const render::SceneContextPointer& sceneContext, const render::RenderContextPointer& renderContext) {
assert(renderContext->args);
assert(renderContext->args->_viewFrustum);
RenderArgs* args = renderContext->args;
auto& scene = sceneContext->_scene;
gpu::Batch batch;
glm::mat4 projMat;
Transform viewMat;
args->_viewFrustum->evalProjectionMatrix(projMat);
args->_viewFrustum->evalViewTransform(viewMat);
batch.setProjectionTransform(projMat);
batch.setViewTransform(viewMat);
batch.setModelTransform(Transform());
// Occlusion step
getOcclusionPipeline();
batch.setResourceTexture(0, DependencyManager::get<FramebufferCache>()->getPrimaryDepthTexture());
batch.setResourceTexture(1, DependencyManager::get<FramebufferCache>()->getPrimaryNormalTexture());
_occlusionBuffer->setRenderBuffer(0, _occlusionTexture);
batch.setFramebuffer(_occlusionBuffer);
// Occlusion uniforms
g_scale = 1.0f;
g_bias = 1.0f;
g_sample_rad = 1.0f;
g_intensity = 1.0f;
// Bind the first gpu::Pipeline we need - for calculating occlusion buffer
batch.setPipeline(getOcclusionPipeline());
batch._glUniform1f(_gScaleLoc, g_scale);
batch._glUniform1f(_gBiasLoc, g_bias);
batch._glUniform1f(_gSampleRadiusLoc, g_sample_rad);
batch._glUniform1f(_gIntensityLoc, g_intensity);
batch._glUniform1f(_bufferWidthLoc, DependencyManager::get<FramebufferCache>()->getFrameBufferSize().width());
batch._glUniform1f(_bufferHeightLoc, DependencyManager::get<FramebufferCache>()->getFrameBufferSize().height());
glm::vec4 color(0.0f, 0.0f, 0.0f, 1.0f);
glm::vec2 bottomLeft(-1.0f, -1.0f);
glm::vec2 topRight(1.0f, 1.0f);
glm::vec2 texCoordTopLeft(0.0f, 0.0f);
glm::vec2 texCoordBottomRight(1.0f, 1.0f);
DependencyManager::get<GeometryCache>()->renderQuad(batch, bottomLeft, topRight, texCoordTopLeft, texCoordBottomRight, color);
// Vertical blur step
getVBlurPipeline();
batch.setResourceTexture(0, _occlusionTexture);
_vBlurBuffer->setRenderBuffer(0, _vBlurTexture);
batch.setFramebuffer(_vBlurBuffer);
// Bind the second gpu::Pipeline we need - for calculating blur buffer
batch.setPipeline(getVBlurPipeline());
DependencyManager::get<GeometryCache>()->renderQuad(batch, bottomLeft, topRight, texCoordTopLeft, texCoordBottomRight, color);
// Horizontal blur step
getHBlurPipeline();
batch.setResourceTexture(0, _vBlurTexture);
_hBlurBuffer->setRenderBuffer(0, _hBlurTexture);
batch.setFramebuffer(_hBlurBuffer);
// Bind the third gpu::Pipeline we need - for calculating blur buffer
batch.setPipeline(getHBlurPipeline());
DependencyManager::get<GeometryCache>()->renderQuad(batch, bottomLeft, topRight, texCoordTopLeft, texCoordBottomRight, color);
// Blend step
getBlendPipeline();
batch.setResourceTexture(0, _hBlurTexture);
batch.setFramebuffer(DependencyManager::get<FramebufferCache>()->getPrimaryFramebuffer());
// Bind the fourth gpu::Pipeline we need - for blending the primary color buffer with blurred occlusion texture
batch.setPipeline(getBlendPipeline());
DependencyManager::get<GeometryCache>()->renderQuad(batch, bottomLeft, topRight, texCoordTopLeft, texCoordBottomRight, color);
// Ready to render
args->_context->syncCache();
args->_context->render((batch));
}