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https://github.com/lubosz/overte.git
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Beginnings of ambient occlusion. Looks like an architectural drawing.
This commit is contained in:
parent
cceeb1c6ff
commit
3ddab484e0
9 changed files with 160 additions and 19 deletions
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@ -30,6 +30,13 @@ vec3 texCoordToViewSpace(vec2 texCoord) {
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}
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void main(void) {
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float depth = texture2D(depthTexture, gl_TexCoord[0].st).r;
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gl_FragColor = vec4(depth, depth, depth, 1.0);
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float ds = dFdx(gl_TexCoord[0].s);
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float dt = dFdy(gl_TexCoord[0].t);
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vec3 center = texCoordToViewSpace(gl_TexCoord[0].st);
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vec3 left = texCoordToViewSpace(gl_TexCoord[0].st - vec2(-ds, 0.0)) - center;
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vec3 right = texCoordToViewSpace(gl_TexCoord[0].st - vec2(ds, 0.0)) - center;
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vec3 up = texCoordToViewSpace(gl_TexCoord[0].st - vec2(0.0, dt)) - center;
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vec3 down = texCoordToViewSpace(gl_TexCoord[0].st - vec2(0.0, -dt)) - center;
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float occlusion = 0.5 - (left.z / length(left) + right.z / length(right) + up.z / length(up) + down.z / length(down)) / 8.0;
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gl_FragColor = vec4(occlusion, occlusion, occlusion, 0.0);
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}
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@ -2121,6 +2121,7 @@ void Application::init() {
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_environment.init();
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_glowEffect.init();
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_ambientOcclusionEffect.init();
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_handControl.setScreenDimensions(_glWidget->width(), _glWidget->height());
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@ -9,8 +9,66 @@
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#include <SharedUtil.h>
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#include "AmbientOcclusionEffect.h"
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#include "Application.h"
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#include "InterfaceConfig.h"
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#include "ProgramObject.h"
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#include "RenderUtil.h"
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void AmbientOcclusionEffect::init() {
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switchToResourcesParentIfRequired();
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_program = new ProgramObject();
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_program->addShaderFromSourceFile(QGLShader::Fragment, "resources/shaders/ambient_occlusion.frag");
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_program->link();
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_nearLocation = _program->uniformLocation("near");
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_farLocation = _program->uniformLocation("far");
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_leftBottomLocation = _program->uniformLocation("leftBottom");
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_rightTopLocation = _program->uniformLocation("rightTop");
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_program->bind();
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_program->setUniformValue("depthTexture", 0);
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_program->release();
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}
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void AmbientOcclusionEffect::render() {
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glPushMatrix();
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glLoadIdentity();
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glMatrixMode(GL_PROJECTION);
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glPushMatrix();
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glLoadIdentity();
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glDisable(GL_BLEND);
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//glBlendFuncSeparate(GL_ZERO, GL_SRC_COLOR, GL_ZERO, GL_ONE);
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glDisable(GL_DEPTH_TEST);
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glDepthMask(GL_FALSE);
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glBindTexture(GL_TEXTURE_2D, Application::getInstance()->getTextureCache()->getPrimaryDepthTextureID());
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float left, right, bottom, top, nearVal, farVal;
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glm::vec4 nearClipPlane, farClipPlane;
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Application::getInstance()->getViewFrustum()->computeOffAxisFrustum(
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left, right, bottom, top, nearVal, farVal, nearClipPlane, farClipPlane);
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_program->bind();
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_program->setUniformValue(_nearLocation, nearVal);
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_program->setUniformValue(_farLocation, farVal);
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_program->setUniformValue(_leftBottomLocation, left, bottom);
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_program->setUniformValue(_rightTopLocation, right, top);
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renderFullscreenQuad();
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_program->release();
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glPopMatrix();
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glMatrixMode(GL_MODELVIEW);
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glPopMatrix();
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glEnable(GL_BLEND);
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//glBlendFuncSeparate(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA, GL_CONSTANT_ALPHA, GL_ONE);
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glEnable(GL_DEPTH_TEST);
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glDepthMask(GL_TRUE);
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glBindTexture(GL_TEXTURE_2D, 0);
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}
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@ -9,14 +9,23 @@
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#ifndef __interface__AmbientOcclusionEffect__
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#define __interface__AmbientOcclusionEffect__
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#include "InterfaceConfig.h"
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class ProgramObject;
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/// A screen space ambient occlusion effect.
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class AmbientOcclusionEffect {
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public:
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void init();
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void render();
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private:
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ProgramObject* _program;
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int _nearLocation;
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int _farLocation;
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int _leftBottomLocation;
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int _rightTopLocation;
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};
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#endif /* defined(__interface__AmbientOcclusionEffect__) */
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@ -13,6 +13,7 @@
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#include "Application.h"
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#include "GlowEffect.h"
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#include "ProgramObject.h"
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#include "RenderUtil.h"
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GlowEffect::GlowEffect() : _renderMode(BLUR_ADD_MODE) {
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}
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@ -68,19 +69,6 @@ void GlowEffect::end() {
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glBlendColor(0.0f, 0.0f, 0.0f, 0.0f);
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}
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static void renderFullscreenQuad() {
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glBegin(GL_QUADS);
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glTexCoord2f(0.0f, 0.0f);
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glVertex2f(-1.0f, -1.0f);
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glTexCoord2f(1.0f, 0.0f);
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glVertex2f(1.0f, -1.0f);
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glTexCoord2f(1.0f, 1.0f);
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glVertex2f(1.0f, 1.0f);
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glTexCoord2f(0.0f, 1.0f);
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glVertex2f(-1.0f, 1.0f);
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glEnd();
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}
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void GlowEffect::render() {
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QOpenGLFramebufferObject* primaryFBO = Application::getInstance()->getTextureCache()->getPrimaryFramebufferObject();
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primaryFBO->release();
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@ -95,6 +83,7 @@ void GlowEffect::render() {
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glDisable(GL_BLEND);
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glDisable(GL_DEPTH_TEST);
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glDepthMask(GL_FALSE);
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if (_isEmpty) {
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// copy the primary to the screen
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@ -210,6 +199,7 @@ void GlowEffect::render() {
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glEnable(GL_BLEND);
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glEnable(GL_DEPTH_TEST);
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glDepthMask(GL_TRUE);
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glBindTexture(GL_TEXTURE_2D, 0);
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}
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22
interface/src/renderer/RenderUtil.cpp
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22
interface/src/renderer/RenderUtil.cpp
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@ -0,0 +1,22 @@
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//
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// RenderUtil.cpp
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// interface
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//
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// Created by Andrzej Kapolka on 8/15/13.
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// Copyright (c) 2013 High Fidelity, Inc. All rights reserved.
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#include "InterfaceConfig.h"
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#include "RenderUtil.h"
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void renderFullscreenQuad() {
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glBegin(GL_QUADS);
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glTexCoord2f(0.0f, 0.0f);
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glVertex2f(-1.0f, -1.0f);
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glTexCoord2f(1.0f, 0.0f);
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glVertex2f(1.0f, -1.0f);
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glTexCoord2f(1.0f, 1.0f);
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glVertex2f(1.0f, 1.0f);
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glTexCoord2f(0.0f, 1.0f);
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glVertex2f(-1.0f, 1.0f);
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glEnd();
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}
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15
interface/src/renderer/RenderUtil.h
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15
interface/src/renderer/RenderUtil.h
Normal file
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@ -0,0 +1,15 @@
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//
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// RenderUtil.h
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// interface
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//
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// Created by Andrzej Kapolka on 8/15/13.
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// Copyright (c) 2013 High Fidelity, Inc. All rights reserved.
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//
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#ifndef __interface__RenderUtil__
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#define __interface__RenderUtil__
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/// Renders a quad from (-1, -1, 0) to (1, 1, 0) with texture coordinates from (0, 0) to (1, 1).
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void renderFullscreenQuad();
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#endif /* defined(__interface__RenderUtil__) */
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@ -5,6 +5,9 @@
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// Created by Andrzej Kapolka on 8/6/13.
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// Copyright (c) 2013 High Fidelity, Inc. All rights reserved.
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// include this before QGLWidget, which includes an earlier version of OpenGL
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#include "InterfaceConfig.h"
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#include <QGLWidget>
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#include <QOpenGLFramebufferObject>
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@ -23,6 +26,7 @@ TextureCache::~TextureCache() {
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}
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if (_primaryFramebufferObject != NULL) {
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delete _primaryFramebufferObject;
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glDeleteTextures(1, &_primaryDepthTextureID);
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}
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if (_secondaryFramebufferObject != NULL) {
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delete _secondaryFramebufferObject;
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@ -60,13 +64,31 @@ GLuint TextureCache::getPermutationNormalTextureID() {
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QOpenGLFramebufferObject* TextureCache::getPrimaryFramebufferObject() {
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if (_primaryFramebufferObject == NULL) {
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_primaryFramebufferObject = new QOpenGLFramebufferObject(Application::getInstance()->getGLWidget()->size(),
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QOpenGLFramebufferObject::Depth);
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QSize size = Application::getInstance()->getGLWidget()->size();
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_primaryFramebufferObject = new QOpenGLFramebufferObject(size);
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Application::getInstance()->getGLWidget()->installEventFilter(this);
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glGenTextures(1, &_primaryDepthTextureID);
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glBindTexture(GL_TEXTURE_2D, _primaryDepthTextureID);
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glTexImage2D(GL_TEXTURE_2D, 0, GL_DEPTH_COMPONENT, size.width(), size.height(),
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0, GL_DEPTH_COMPONENT, GL_UNSIGNED_BYTE, 0);
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glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_NEAREST);
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glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_NEAREST);
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glBindTexture(GL_TEXTURE_2D, 0);
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_primaryFramebufferObject->bind();
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glFramebufferTexture2D(GL_DRAW_FRAMEBUFFER, GL_DEPTH_ATTACHMENT, GL_TEXTURE_2D, _primaryDepthTextureID, 0);
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_primaryFramebufferObject->release();
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}
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return _primaryFramebufferObject;
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}
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GLuint TextureCache::getPrimaryDepthTextureID() {
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// ensure that the primary framebuffer object is initialized before returning the depth texture id
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getPrimaryFramebufferObject();
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return _primaryDepthTextureID;
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}
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QOpenGLFramebufferObject* TextureCache::getSecondaryFramebufferObject() {
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if (_secondaryFramebufferObject == NULL) {
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_secondaryFramebufferObject = new QOpenGLFramebufferObject(Application::getInstance()->getGLWidget()->size());
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@ -89,6 +111,7 @@ bool TextureCache::eventFilter(QObject* watched, QEvent* event) {
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if (_primaryFramebufferObject != NULL && _primaryFramebufferObject->size() != size) {
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delete _primaryFramebufferObject;
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_primaryFramebufferObject = NULL;
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glDeleteTextures(1, &_primaryDepthTextureID);
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}
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if (_secondaryFramebufferObject != NULL && _secondaryFramebufferObject->size() != size) {
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delete _secondaryFramebufferObject;
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@ -15,16 +15,31 @@
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class QOpenGLFramebufferObject;
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/// Stored cached textures, including render-to-texture targets.
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class TextureCache : public QObject {
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public:
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TextureCache();
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~TextureCache();
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/// Returns the ID of the permutation/normal texture used for Perlin noise shader programs. This texture
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/// has two lines: the first, a set of random numbers in [0, 255] to be used as permutation offsets, and
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/// the second, a set of random unit vectors to be used as noise gradients.
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GLuint getPermutationNormalTextureID();
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/// Returns a pointer to the primary framebuffer object. This render target includes a depth component, and is
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/// used for scene rendering.
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QOpenGLFramebufferObject* getPrimaryFramebufferObject();
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/// Returns the ID of the primary framebuffer object's depth texture. This contains the Z buffer used in rendering.
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GLuint getPrimaryDepthTextureID();
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/// Returns a pointer to the secondary framebuffer object, used as an additional render target when performing full
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/// screen effects.
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QOpenGLFramebufferObject* getSecondaryFramebufferObject();
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/// Returns a pointer to the tertiary framebuffer object, used as an additional render target when performing full
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/// screen effects.
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QOpenGLFramebufferObject* getTertiaryFramebufferObject();
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virtual bool eventFilter(QObject* watched, QEvent* event);
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@ -34,6 +49,7 @@ private:
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GLuint _permutationNormalTextureID;
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QOpenGLFramebufferObject* _primaryFramebufferObject;
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GLuint _primaryDepthTextureID;
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QOpenGLFramebufferObject* _secondaryFramebufferObject;
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QOpenGLFramebufferObject* _tertiaryFramebufferObject;
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};
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