overte-thingvellir/libraries/render-utils/src/AmbientOcclusionEffect.cpp
2015-12-22 18:39:44 -08:00

435 lines
19 KiB
C++

//
// AmbientOcclusionEffect.cpp
// libraries/render-utils/src/
//
// Created by Niraj Venkat on 7/15/15.
// Copyright 2015 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 <glm/gtc/random.hpp>
#include <PathUtils.h>
#include <SharedUtil.h>
#include <gpu/Context.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::Shader::createVertex(std::string(ambient_occlusion_vert));
auto ps = gpu::Shader::createPixel(std::string(ambient_occlusion_frag));
gpu::ShaderPointer program = 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");
_nearLoc = program->getUniforms().findLocation("near");
_depthScaleLoc = program->getUniforms().findLocation("depthScale");
_depthTexCoordOffsetLoc = program->getUniforms().findLocation("depthTexCoordOffset");
_depthTexCoordScaleLoc = program->getUniforms().findLocation("depthTexCoordScale");
_renderTargetResLoc = program->getUniforms().findLocation("renderTargetRes");
_renderTargetResInvLoc = program->getUniforms().findLocation("renderTargetResInv");
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 = gpu::Pipeline::create(program, state);
}
return _occlusionPipeline;
}
const gpu::PipelinePointer& AmbientOcclusion::getVBlurPipeline() {
if (!_vBlurPipeline) {
auto vs = gpu::Shader::createVertex(std::string(gaussian_blur_vertical_vert));
auto ps = gpu::Shader::createPixel(std::string(gaussian_blur_frag));
gpu::ShaderPointer program = 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 = gpu::Pipeline::create(program, state);
}
return _vBlurPipeline;
}
const gpu::PipelinePointer& AmbientOcclusion::getHBlurPipeline() {
if (!_hBlurPipeline) {
auto vs = gpu::Shader::createVertex(std::string(gaussian_blur_horizontal_vert));
auto ps = gpu::Shader::createPixel(std::string(gaussian_blur_frag));
gpu::ShaderPointer program = 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 = gpu::Pipeline::create(program, state);
}
return _hBlurPipeline;
}
const gpu::PipelinePointer& AmbientOcclusion::getBlendPipeline() {
if (!_blendPipeline) {
auto vs = gpu::Shader::createVertex(std::string(ambient_occlusion_vert));
auto ps = gpu::Shader::createPixel(std::string(occlusion_blend_frag));
gpu::ShaderPointer program = 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::INV_SRC_ALPHA, gpu::State::BLEND_OP_ADD, gpu::State::SRC_ALPHA);
// Good to go add the brand new pipeline
_blendPipeline = gpu::Pipeline::create(program, state);
}
return _blendPipeline;
}
void AmbientOcclusion::run(const render::SceneContextPointer& sceneContext, const render::RenderContextPointer& renderContext) {
assert(renderContext->getArgs());
assert(renderContext->getArgs()->_viewFrustum);
RenderArgs* args = renderContext->getArgs();
gpu::doInBatch(args->_context, [=](gpu::Batch& batch) {
auto framebufferCache = DependencyManager::get<FramebufferCache>();
QSize framebufferSize = framebufferCache->getFrameBufferSize();
float fbWidth = framebufferSize.width();
float fbHeight = framebufferSize.height();
float sMin = args->_viewport.x / fbWidth;
float sWidth = args->_viewport.z / fbWidth;
float tMin = args->_viewport.y / fbHeight;
float tHeight = args->_viewport.w / fbHeight;
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, framebufferCache->getPrimaryDepthTexture());
batch.setResourceTexture(1, framebufferCache->getDeferredNormalTexture());
_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);
// setup uniforms for unpacking a view-space position from the depth buffer
// This is code taken from DeferredLightEffect.render() method in DeferredLightingEffect.cpp.
// DeferredBuffer.slh shows how the unpacking is done and what variables are needed.
// initialize the view-space unpacking uniforms using frustum data
float left, right, bottom, top, nearVal, farVal;
glm::vec4 nearClipPlane, farClipPlane;
args->_viewFrustum->computeOffAxisFrustum(left, right, bottom, top, nearVal, farVal, nearClipPlane, farClipPlane);
float depthScale = (farVal - nearVal) / farVal;
float nearScale = -1.0f / nearVal;
float depthTexCoordScaleS = (right - left) * nearScale / sWidth;
float depthTexCoordScaleT = (top - bottom) * nearScale / tHeight;
float depthTexCoordOffsetS = left * nearScale - sMin * depthTexCoordScaleS;
float depthTexCoordOffsetT = bottom * nearScale - tMin * depthTexCoordScaleT;
// now set the position-unpacking unforms
batch._glUniform1f(_nearLoc, nearVal);
batch._glUniform1f(_depthScaleLoc, depthScale);
batch._glUniform2f(_depthTexCoordOffsetLoc, depthTexCoordOffsetS, depthTexCoordOffsetT);
batch._glUniform2f(_depthTexCoordScaleLoc, depthTexCoordScaleS, depthTexCoordScaleT);
batch._glUniform2f(_renderTargetResLoc, fbWidth, fbHeight);
batch._glUniform2f(_renderTargetResInvLoc, 1.0f / fbWidth, 1.0f / fbHeight);
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(framebufferCache->getDeferredFramebuffer());
// 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);
});
}
AmbientOcclusionEffect::AmbientOcclusionEffect() {
Parameters parameters;
_parametersBuffer = gpu::BufferView(std::make_shared<gpu::Buffer>(sizeof(Parameters), (const gpu::Byte*) &parameters));
}
const gpu::PipelinePointer& AmbientOcclusionEffect::getOcclusionPipeline() {
if (!_occlusionPipeline) {
auto vs = gpu::StandardShaderLib::getDrawViewportQuadTransformTexcoordVS();
auto ps = gpu::Shader::createPixel(std::string(ambient_occlusion_frag));
gpu::ShaderPointer program = 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);
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 = gpu::Pipeline::create(program, state);
}
return _occlusionPipeline;
}
const gpu::PipelinePointer& AmbientOcclusionEffect::getVBlurPipeline() {
if (!_vBlurPipeline) {
auto vs = gpu::Shader::createVertex(std::string(gaussian_blur_vertical_vert));
auto ps = gpu::Shader::createPixel(std::string(gaussian_blur_frag));
gpu::ShaderPointer program = 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 = gpu::Pipeline::create(program, state);
}
return _vBlurPipeline;
}
const gpu::PipelinePointer& AmbientOcclusionEffect::getHBlurPipeline() {
if (!_hBlurPipeline) {
auto vs = gpu::Shader::createVertex(std::string(gaussian_blur_horizontal_vert));
auto ps = gpu::Shader::createPixel(std::string(gaussian_blur_frag));
gpu::ShaderPointer program = 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 = gpu::Pipeline::create(program, state);
}
return _hBlurPipeline;
}
void AmbientOcclusionEffect::run(const render::SceneContextPointer& sceneContext, const render::RenderContextPointer& renderContext) {
assert(renderContext->getArgs());
assert(renderContext->getArgs()->_viewFrustum);
RenderArgs* args = renderContext->getArgs();
gpu::doInBatch(args->_context, [=](gpu::Batch& batch) {
auto framebufferCache = DependencyManager::get<FramebufferCache>();
QSize framebufferSize = framebufferCache->getFrameBufferSize();
float fbWidth = framebufferSize.width();
float fbHeight = framebufferSize.height();
float sMin = args->_viewport.x / fbWidth;
float sWidth = args->_viewport.z / fbWidth;
float tMin = args->_viewport.y / fbHeight;
float tHeight = args->_viewport.w / fbHeight;
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, framebufferCache->getPrimaryDepthTexture());
batch.setResourceTexture(1, framebufferCache->getDeferredNormalTexture());
/*_occlusionBuffer->setRenderBuffer(0, _occlusionTexture);
batch.setFramebuffer(_occlusionBuffer);
*/
batch.draw(gpu::TRIANGLE_STRIP, 4);
});
}