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https://github.com/lubosz/overte.git
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Basic ambient occlusion effect up and running; needs tweaking and
optimization.
This commit is contained in:
parent
772ddfadb1
commit
b41fa1e03c
6 changed files with 177 additions and 41 deletions
interface
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@ -11,6 +11,13 @@
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// the depth texture
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uniform sampler2D depthTexture;
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// the random rotation texture
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uniform sampler2D rotationTexture;
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// the sample kernel containing the unit offset vectors
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const int SAMPLE_KERNEL_SIZE = 16;
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uniform vec3 sampleKernel[SAMPLE_KERNEL_SIZE];
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// the distance to the near clip plane
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uniform float near;
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@ -23,20 +30,37 @@ uniform vec2 leftBottom;
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// the right and top edges of the view window
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uniform vec2 rightTop;
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// the radius of the effect
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uniform float radius;
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// the scale for the noise texture
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uniform vec2 noiseScale;
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// given a texture coordinate, returns the 3D view space z coordinate
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float texCoordToViewSpaceZ(vec2 texCoord) {
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return (far * near) / (texture2D(depthTexture, texCoord).r * (far - near) - far);
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}
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// given a texture coordinate, returns the 3D view space coordinate
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vec3 texCoordToViewSpace(vec2 texCoord) {
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float z = (far * near) / (texture2D(depthTexture, texCoord).r * (far - near) - far);
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float z = texCoordToViewSpaceZ(texCoord);
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return vec3(((texCoord * 2.0 - vec2(1.0, 1.0)) * (rightTop - leftBottom) + rightTop + leftBottom) * z / (-2.0 * near), z);
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}
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void main(void) {
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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 rotationX = texture2D(rotationTexture, gl_TexCoord[0].st * noiseScale).rgb;
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vec3 rotationY = normalize(cross(rotationX, vec3(0.0, 0.0, 1.0)));
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mat3 rotation = mat3(rotationX, rotationY, cross(rotationX, rotationY));
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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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float occlusion = 4.0;
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for (int i = 0; i < SAMPLE_KERNEL_SIZE; i++) {
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vec3 offset = center + rotation * (radius * sampleKernel[i]);
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vec4 projected = gl_ProjectionMatrix * vec4(offset, 1.0);
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float depth = texCoordToViewSpaceZ(projected.xy * 0.5 / projected.w + vec2(0.5, 0.5));
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occlusion += 1.0 - step(offset.z, depth); // * step(abs(center.z - depth), radius);
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}
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gl_FragColor = vec4(occlusion, occlusion, occlusion, 0.0) / 16.0;
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}
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14
interface/resources/shaders/ambient_occlusion.vert
Normal file
14
interface/resources/shaders/ambient_occlusion.vert
Normal file
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@ -0,0 +1,14 @@
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#version 120
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//
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// ambient_occlusion.vert
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// vertex shader
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//
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// Created by Andrzej Kapolka on 8/16/13.
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// Copyright (c) 2013 High Fidelity, Inc. All rights reserved.
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//
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void main(void) {
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gl_TexCoord[0] = gl_MultiTexCoord0;
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gl_Position = gl_Vertex;
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}
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25
interface/resources/shaders/occlusion_blur.frag
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25
interface/resources/shaders/occlusion_blur.frag
Normal file
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@ -0,0 +1,25 @@
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#version 120
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//
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// occlusion_blur.frag
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// fragment shader
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//
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// Created by Andrzej Kapolka on 8/16/13.
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// Copyright (c) 2013 High Fidelity, Inc. All rights reserved.
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//
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// the original texture
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uniform sampler2D originalTexture;
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void main(void) {
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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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vec4 sum = vec4(0.0, 0.0, 0.0, 0.0);
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for (int i = 0; i < 4; i++) {
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for (int j = 0; j < 4; j++) {
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sum += texture2D(originalTexture, gl_TexCoord[0].st +
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vec2(ds, dt) * vec2(-2.0 + float(i), -2.0 + float(j)));
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}
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}
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gl_FragColor = sum / 16.0;
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}
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@ -6,6 +6,13 @@
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// Copyright (c) 2013 High Fidelity, Inc. All rights reserved.
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//
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// include this before QOpenGLFramebufferObject, which includes an earlier version of OpenGL
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#include "InterfaceConfig.h"
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#include <QOpenGLFramebufferObject>
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#include <glm/gtc/random.hpp>
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#include <SharedUtil.h>
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#include "AmbientOcclusionEffect.h"
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@ -14,61 +21,120 @@
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#include "ProgramObject.h"
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#include "RenderUtil.h"
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const int ROTATION_WIDTH = 4;
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const int ROTATION_HEIGHT = 4;
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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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_occlusionProgram = new ProgramObject();
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_occlusionProgram->addShaderFromSourceFile(QGLShader::Vertex, "resources/shaders/ambient_occlusion.vert");
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_occlusionProgram->addShaderFromSourceFile(QGLShader::Fragment, "resources/shaders/ambient_occlusion.frag");
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_occlusionProgram->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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_blurProgram = new ProgramObject();
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_blurProgram->addShaderFromSourceFile(QGLShader::Vertex, "resources/shaders/ambient_occlusion.vert");
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_blurProgram->addShaderFromSourceFile(QGLShader::Fragment, "resources/shaders/occlusion_blur.frag");
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_blurProgram->link();
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_program->bind();
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_program->setUniformValue("depthTexture", 0);
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_program->release();
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_blurProgram->bind();
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_blurProgram->setUniformValue("originalTexture", 0);
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_blurProgram->release();
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// create the sample kernel: an array of spherically distributed offset vectors
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const int SAMPLE_KERNEL_SIZE = 16;
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QVector3D sampleKernel[SAMPLE_KERNEL_SIZE];
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for (int i = 0; i < SAMPLE_KERNEL_SIZE; i++) {
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glm::vec3 vector = glm::ballRand(1.0f);
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sampleKernel[i] = QVector3D(vector.x, vector.y, vector.z);
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}
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_occlusionProgram->bind();
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_occlusionProgram->setUniformValue("depthTexture", 0);
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_occlusionProgram->setUniformValue("rotationTexture", 1);
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_occlusionProgram->setUniformValueArray("sampleKernel", sampleKernel, SAMPLE_KERNEL_SIZE);
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_occlusionProgram->setUniformValue("radius", 0.1f);
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_occlusionProgram->release();
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_nearLocation = _occlusionProgram->uniformLocation("near");
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_farLocation = _occlusionProgram->uniformLocation("far");
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_leftBottomLocation = _occlusionProgram->uniformLocation("leftBottom");
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_rightTopLocation = _occlusionProgram->uniformLocation("rightTop");
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_noiseScaleLocation = _occlusionProgram->uniformLocation("noiseScale");
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// generate the random rotation texture
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glGenTextures(1, &_rotationTextureID);
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glBindTexture(GL_TEXTURE_2D, _rotationTextureID);
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const int ELEMENTS_PER_PIXEL = 3;
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unsigned char rotationData[ROTATION_WIDTH * ROTATION_HEIGHT * ELEMENTS_PER_PIXEL];
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unsigned char* rotation = rotationData;
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for (int i = 0; i < ROTATION_WIDTH * ROTATION_HEIGHT; i++) {
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glm::vec3 randvec = glm::sphericalRand(1.0f);
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*rotation++ = ((randvec.x + 1.0f) / 2.0f) * 255.0f;
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*rotation++ = ((randvec.y + 1.0f) / 2.0f) * 255.0f;
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*rotation++ = ((randvec.z + 1.0f) / 2.0f) * 255.0f;
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}
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glTexImage2D(GL_TEXTURE_2D, 0, GL_RGB, ROTATION_WIDTH, ROTATION_HEIGHT, 0, GL_RGB, GL_UNSIGNED_BYTE, rotationData);
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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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}
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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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glActiveTexture(GL_TEXTURE1);
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glBindTexture(GL_TEXTURE_2D, _rotationTextureID);
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// render with the occlusion shader to the secondary buffer
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QOpenGLFramebufferObject* secondaryFBO = Application::getInstance()->getTextureCache()->getSecondaryFramebufferObject();
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secondaryFBO->bind();
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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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_occlusionProgram->bind();
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_occlusionProgram->setUniformValue(_nearLocation, nearVal);
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_occlusionProgram->setUniformValue(_farLocation, farVal);
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_occlusionProgram->setUniformValue(_leftBottomLocation, left, bottom);
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_occlusionProgram->setUniformValue(_rightTopLocation, right, top);
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QSize size = Application::getInstance()->getGLWidget()->size();
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_occlusionProgram->setUniformValue(_noiseScaleLocation, size.width() / (float)ROTATION_WIDTH,
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size.height() / (float)ROTATION_HEIGHT);
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renderFullscreenQuad();
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_program->release();
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_occlusionProgram->release();
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glPopMatrix();
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secondaryFBO->release();
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glBindTexture(GL_TEXTURE_2D, 0);
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glActiveTexture(GL_TEXTURE0);
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// now render secondary to primary with 4x4 blur
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Application::getInstance()->getTextureCache()->getPrimaryFramebufferObject()->bind();
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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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glBlendFuncSeparate(GL_ZERO, GL_SRC_COLOR, GL_ZERO, GL_ONE);
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glBindTexture(GL_TEXTURE_2D, secondaryFBO->texture());
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_blurProgram->bind();
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renderFullscreenQuad();
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_blurProgram->release();
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glBindTexture(GL_TEXTURE_2D, 0);
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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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@ -9,6 +9,8 @@
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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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private:
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ProgramObject* _program;
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ProgramObject* _occlusionProgram;
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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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int _noiseScaleLocation;
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ProgramObject* _blurProgram;
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GLuint _rotationTextureID;
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};
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#endif /* defined(__interface__AmbientOcclusionEffect__) */
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@ -5,7 +5,7 @@
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// Created by Andrzej Kapolka on 8/7/13.
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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 this before QOpenGLFramebufferObject, which includes an earlier version of OpenGL
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#include "InterfaceConfig.h"
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#include <QOpenGLFramebufferObject>
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