Revolutionizing ao

This commit is contained in:
samcake 2016-07-26 23:19:41 -07:00
parent 4f04dbc926
commit afb1ebf42e
12 changed files with 221 additions and 190 deletions

View file

@ -33,6 +33,91 @@
#include "ssao_makeHorizontalBlur_frag.h"
#include "ssao_makeVerticalBlur_frag.h"
AmbientOcclusionFramebuffer::AmbientOcclusionFramebuffer() {
}
void AmbientOcclusionFramebuffer::updateLinearDepth(const gpu::TexturePointer& linearDepthBuffer) {
//If the depth buffer or size changed, we need to delete our FBOs
bool reset = false;
if ((_linearDepthTexture != linearDepthBuffer)) {
_linearDepthTexture = linearDepthBuffer;
reset = true;
}
if (_linearDepthTexture) {
auto newFrameSize = glm::ivec2(_linearDepthTexture->getDimensions());
if (_frameSize != newFrameSize) {
_frameSize = newFrameSize;
reset = true;
}
}
if (reset) {
clear();
}
}
void AmbientOcclusionFramebuffer::clear() {
_occlusionFramebuffer.reset();
_occlusionTexture.reset();
_occlusionBlurredFramebuffer.reset();
_occlusionBlurredTexture.reset();
}
gpu::TexturePointer AmbientOcclusionFramebuffer::getLinearDepthTexture() {
return _linearDepthTexture;
}
void AmbientOcclusionFramebuffer::allocate() {
auto width = _frameSize.x;
auto height = _frameSize.y;
_occlusionTexture = gpu::TexturePointer(gpu::Texture::create2D(gpu::Element::COLOR_RGBA_32, width, height, gpu::Sampler(gpu::Sampler::FILTER_MIN_MAG_LINEAR_MIP_POINT)));
_occlusionFramebuffer = gpu::FramebufferPointer(gpu::Framebuffer::create());
_occlusionFramebuffer->setRenderBuffer(0, _occlusionTexture);
_occlusionBlurredTexture = gpu::TexturePointer(gpu::Texture::create2D(gpu::Element::COLOR_RGBA_32, width, height, gpu::Sampler(gpu::Sampler::FILTER_MIN_MAG_LINEAR_MIP_POINT)));
_occlusionBlurredFramebuffer = gpu::FramebufferPointer(gpu::Framebuffer::create());
_occlusionBlurredFramebuffer->setRenderBuffer(0, _occlusionBlurredTexture);
}
gpu::FramebufferPointer AmbientOcclusionFramebuffer::getOcclusionFramebuffer() {
if (!_occlusionFramebuffer) {
allocate();
}
return _occlusionFramebuffer;
}
gpu::TexturePointer AmbientOcclusionFramebuffer::getOcclusionTexture() {
if (!_occlusionTexture) {
allocate();
}
return _occlusionTexture;
}
gpu::FramebufferPointer AmbientOcclusionFramebuffer::getOcclusionBlurredFramebuffer() {
if (!_occlusionBlurredFramebuffer) {
allocate();
}
return _occlusionBlurredFramebuffer;
}
gpu::TexturePointer AmbientOcclusionFramebuffer::getOcclusionBlurredTexture() {
if (!_occlusionBlurredTexture) {
allocate();
}
return _occlusionBlurredTexture;
}
void AmbientOcclusionFramebuffer::setResolutionLevel(int resolutionLevel) {
if (resolutionLevel != getResolutionLevel()) {
clear();
_resolutionLevel = resolutionLevel;
}
}
class GaussianDistribution {
public:
@ -90,8 +175,7 @@ public:
const int AmbientOcclusionEffect_FrameTransformSlot = 0;
const int AmbientOcclusionEffect_ParamsSlot = 1;
const int AmbientOcclusionEffect_DepthMapSlot = 0;
const int AmbientOcclusionEffect_PyramidMapSlot = 0;
const int AmbientOcclusionEffect_LinearDepthMapSlot = 0;
const int AmbientOcclusionEffect_OcclusionMapSlot = 0;
AmbientOcclusionEffect::AmbientOcclusionEffect() {
@ -147,13 +231,22 @@ void AmbientOcclusionEffect::configure(const Config& config) {
current.y = 1.0f / config.numSamples;
}
if (!_framebuffer) {
_framebuffer = std::make_shared<AmbientOcclusionFramebuffer>();
}
_framebuffer->setResolutionLevel(config.resolutionLevel);
if (config.resolutionLevel != getResolutionLevel()) {
_parametersBuffer.edit<Parameters>().resolutionInfo.w = config.resolutionLevel;
}
const auto& resolutionLevel = config.resolutionLevel;
if (resolutionLevel != getResolutionLevel()) {
auto& current = _parametersBuffer.edit<Parameters>().resolutionInfo;
current.x = (float)resolutionLevel;
// Communicate the change to the Framebuffer cache
DependencyManager::get<FramebufferCache>()->setAmbientOcclusionResolutionLevel(resolutionLevel);
// DependencyManager::get<FramebufferCache>()->setAmbientOcclusionResolutionLevel(resolutionLevel);
}
if (config.blurRadius != getBlurRadius()) {
@ -177,32 +270,6 @@ void AmbientOcclusionEffect::configure(const Config& config) {
}
}
const gpu::PipelinePointer& AmbientOcclusionEffect::getPyramidPipeline() {
if (!_pyramidPipeline) {
auto vs = gpu::StandardShaderLib::getDrawViewportQuadTransformTexcoordVS();
auto ps = gpu::Shader::createPixel(std::string(ssao_makePyramid_frag));
gpu::ShaderPointer program = gpu::Shader::createProgram(vs, ps);
gpu::Shader::BindingSet slotBindings;
slotBindings.insert(gpu::Shader::Binding(std::string("ambientOcclusionFrameTransformBuffer"), AmbientOcclusionEffect_FrameTransformSlot));
slotBindings.insert(gpu::Shader::Binding(std::string("ambientOcclusionParamsBuffer"), AmbientOcclusionEffect_ParamsSlot));
slotBindings.insert(gpu::Shader::Binding(std::string("depthMap"), AmbientOcclusionEffect_DepthMapSlot));
gpu::Shader::makeProgram(*program, slotBindings);
gpu::StatePointer state = gpu::StatePointer(new gpu::State());
// Stencil test the pyramid passe for objects pixels only, not the background
state->setStencilTest(true, 0xFF, gpu::State::StencilTest(0, 0xFF, gpu::NOT_EQUAL, gpu::State::STENCIL_OP_KEEP, gpu::State::STENCIL_OP_KEEP, gpu::State::STENCIL_OP_KEEP));
state->setColorWriteMask(true, false, false, false);
// Good to go add the brand new pipeline
_pyramidPipeline = gpu::Pipeline::create(program, state);
}
return _pyramidPipeline;
}
const gpu::PipelinePointer& AmbientOcclusionEffect::getOcclusionPipeline() {
if (!_occlusionPipeline) {
auto vs = gpu::StandardShaderLib::getDrawViewportQuadTransformTexcoordVS();
@ -212,7 +279,7 @@ const gpu::PipelinePointer& AmbientOcclusionEffect::getOcclusionPipeline() {
gpu::Shader::BindingSet slotBindings;
slotBindings.insert(gpu::Shader::Binding(std::string("ambientOcclusionFrameTransformBuffer"), AmbientOcclusionEffect_FrameTransformSlot));
slotBindings.insert(gpu::Shader::Binding(std::string("ambientOcclusionParamsBuffer"), AmbientOcclusionEffect_ParamsSlot));
slotBindings.insert(gpu::Shader::Binding(std::string("pyramidMap"), AmbientOcclusionEffect_PyramidMapSlot));
slotBindings.insert(gpu::Shader::Binding(std::string("pyramidMap"), AmbientOcclusionEffect_LinearDepthMapSlot));
gpu::Shader::makeProgram(*program, slotBindings);
gpu::StatePointer state = gpu::StatePointer(new gpu::State());
@ -282,8 +349,7 @@ void AmbientOcclusionEffect::updateGaussianDistribution() {
GaussianDistribution::evalSampling(coefs, Parameters::GAUSSIAN_COEFS_LENGTH, getBlurRadius(), getBlurDeviation());
}
void AmbientOcclusionEffect::run(const render::SceneContextPointer& sceneContext, const render::RenderContextPointer& renderContext) {
#ifdef FIX_THE_FRAMEBUFFER_CACHE
void AmbientOcclusionEffect::run(const render::SceneContextPointer& sceneContext, const render::RenderContextPointer& renderContext, const Inputs& inputs, Outputs& outputs) {
assert(renderContext->args);
assert(renderContext->args->hasViewFrustum());
@ -294,18 +360,39 @@ void AmbientOcclusionEffect::run(const render::SceneContextPointer& sceneContext
return;
}
auto framebufferCache = DependencyManager::get<FramebufferCache>();
auto depthBuffer = framebufferCache->getPrimaryDepthTexture();
auto normalBuffer = framebufferCache->getDeferredNormalTexture();
auto pyramidFBO = framebufferCache->getDepthPyramidFramebuffer();
auto occlusionFBO = framebufferCache->getOcclusionFramebuffer();
auto occlusionBlurredFBO = framebufferCache->getOcclusionBlurredFramebuffer();
const auto frameTransform = inputs.get0();
const auto deferredFramebuffer = inputs.get1();
const auto linearDepthFramebuffer = inputs.get2();
auto linearDepthTexture = linearDepthFramebuffer->getLinearDepthTexture();
auto normalTexture = deferredFramebuffer->getDeferredNormalTexture();
auto sourceViewport = args->_viewport;
auto occlusionViewport = sourceViewport;
QSize framebufferSize = framebufferCache->getFrameBufferSize();
float sMin = args->_viewport.x / (float)framebufferSize.width();
float sWidth = args->_viewport.z / (float)framebufferSize.width();
float tMin = args->_viewport.y / (float)framebufferSize.height();
float tHeight = args->_viewport.w / (float)framebufferSize.height();
if (!_framebuffer) {
_framebuffer = std::make_shared<AmbientOcclusionFramebuffer>();
}
if (_framebuffer->getResolutionLevel() > 0) {
linearDepthTexture = linearDepthFramebuffer->getHalfLinearDepthTexture();
normalTexture = linearDepthFramebuffer->getHalfNormalTexture();
occlusionViewport = occlusionViewport >> _framebuffer->getResolutionLevel();
}
_framebuffer->updateLinearDepth(linearDepthTexture);
auto occlusionFBO = _framebuffer->getOcclusionFramebuffer();
auto occlusionBlurredFBO = _framebuffer->getOcclusionBlurredFramebuffer();
outputs = _framebuffer;
auto framebufferSize = _framebuffer->getSourceFrameSize();
float sMin = args->_viewport.x / (float)framebufferSize.x;
float sWidth = args->_viewport.z / (float)framebufferSize.x;
float tMin = args->_viewport.y / (float)framebufferSize.y;
float tHeight = args->_viewport.w / (float)framebufferSize.y;
auto resolutionLevel = getResolutionLevel();
@ -341,7 +428,6 @@ void AmbientOcclusionEffect::run(const render::SceneContextPointer& sceneContext
}
auto pyramidPipeline = getPyramidPipeline();
auto occlusionPipeline = getOcclusionPipeline();
auto firstHBlurPipeline = getHBlurPipeline();
auto lastVBlurPipeline = getVBlurPipeline();
@ -351,7 +437,7 @@ void AmbientOcclusionEffect::run(const render::SceneContextPointer& sceneContext
_gpuTimer.begin(batch);
batch.setViewportTransform(args->_viewport);
batch.setViewportTransform(occlusionViewport);
batch.setProjectionTransform(glm::mat4());
batch.setViewTransform(Transform());
@ -363,32 +449,18 @@ void AmbientOcclusionEffect::run(const render::SceneContextPointer& sceneContext
batch.setUniformBuffer(AmbientOcclusionEffect_FrameTransformSlot, _frameTransformBuffer);
batch.setUniformBuffer(AmbientOcclusionEffect_ParamsSlot, _parametersBuffer);
// Pyramid pass
batch.setFramebuffer(pyramidFBO);
batch.clearColorFramebuffer(gpu::Framebuffer::BUFFER_COLOR0, glm::vec4(args->getViewFrustum().getFarClip(), 0.0f, 0.0f, 0.0f));
batch.setPipeline(pyramidPipeline);
batch.setResourceTexture(AmbientOcclusionEffect_DepthMapSlot, depthBuffer);
batch.draw(gpu::TRIANGLE_STRIP, 4);
// Make pyramid mips
batch.generateTextureMips(pyramidFBO->getRenderBuffer(0));
// Adjust Viewport for rendering resolution
if (resolutionLevel > 0) {
glm::ivec4 viewport(args->_viewport.x, args->_viewport.y, args->_viewport.z >> resolutionLevel, args->_viewport.w >> resolutionLevel);
batch.setViewportTransform(viewport);
}
// batch.generateTextureMips(linearDepthTexture);
// Occlusion pass
batch.setFramebuffer(occlusionFBO);
batch.clearColorFramebuffer(gpu::Framebuffer::BUFFER_COLOR0, glm::vec4(1.0f));
batch.setPipeline(occlusionPipeline);
batch.setResourceTexture(AmbientOcclusionEffect_PyramidMapSlot, pyramidFBO->getRenderBuffer(0));
batch.setResourceTexture(AmbientOcclusionEffect_LinearDepthMapSlot, linearDepthTexture);
batch.draw(gpu::TRIANGLE_STRIP, 4);
if (getBlurRadius() > 0) {
/* if (getBlurRadius() > 0) {
// Blur 1st pass
batch.setFramebuffer(occlusionBlurredFBO);
batch.setPipeline(firstHBlurPipeline);
@ -400,12 +472,15 @@ void AmbientOcclusionEffect::run(const render::SceneContextPointer& sceneContext
batch.setPipeline(lastVBlurPipeline);
batch.setResourceTexture(AmbientOcclusionEffect_OcclusionMapSlot, occlusionBlurredFBO->getRenderBuffer(0));
batch.draw(gpu::TRIANGLE_STRIP, 4);
}
}*/
batch.setResourceTexture(AmbientOcclusionEffect_LinearDepthMapSlot, nullptr);
batch.setResourceTexture(AmbientOcclusionEffect_OcclusionMapSlot, nullptr);
_gpuTimer.end(batch);
});
// Update the timer
std::static_pointer_cast<Config>(renderContext->jobConfig)->gpuTime = _gpuTimer.getAverage();
#endif
}

View file

@ -16,6 +16,47 @@
#include "render/DrawTask.h"
#include "DeferredFrameTransform.h"
#include "DeferredFramebuffer.h"
#include "SurfaceGeometryPass.h"
class AmbientOcclusionFramebuffer {
public:
AmbientOcclusionFramebuffer();
gpu::FramebufferPointer getOcclusionFramebuffer();
gpu::TexturePointer getOcclusionTexture();
gpu::FramebufferPointer getOcclusionBlurredFramebuffer();
gpu::TexturePointer getOcclusionBlurredTexture();
// Update the source framebuffer size which will drive the allocation of all the other resources.
void updateLinearDepth(const gpu::TexturePointer& linearDepthBuffer);
gpu::TexturePointer getLinearDepthTexture();
const glm::ivec2& getSourceFrameSize() const { return _frameSize; }
void setResolutionLevel(int level);
int getResolutionLevel() const { return _resolutionLevel; }
protected:
void clear();
void allocate();
gpu::TexturePointer _linearDepthTexture;
gpu::FramebufferPointer _occlusionFramebuffer;
gpu::TexturePointer _occlusionTexture;
gpu::FramebufferPointer _occlusionBlurredFramebuffer;
gpu::TexturePointer _occlusionBlurredTexture;
glm::ivec2 _frameSize;
int _resolutionLevel{ 0 };
};
using AmbientOcclusionFramebufferPointer = std::shared_ptr<AmbientOcclusionFramebuffer>;
class AmbientOcclusionEffectConfig : public render::Job::Config::Persistent {
Q_OBJECT
Q_PROPERTY(bool enabled MEMBER enabled NOTIFY dirty)
@ -67,13 +108,15 @@ signals:
class AmbientOcclusionEffect {
public:
using Inputs = render::VaryingSet3<DeferredFrameTransformPointer, DeferredFramebufferPointer, LinearDepthFramebufferPointer>;
using Outputs = AmbientOcclusionFramebufferPointer;
using Config = AmbientOcclusionEffectConfig;
using JobModel = render::Job::Model<AmbientOcclusionEffect, Config>;
using JobModel = render::Job::ModelIO<AmbientOcclusionEffect, Inputs, Outputs, Config>;
AmbientOcclusionEffect();
void configure(const Config& config);
void run(const render::SceneContextPointer& sceneContext, const render::RenderContextPointer& renderContext);
void run(const render::SceneContextPointer& sceneContext, const render::RenderContextPointer& renderContext, const Inputs& inputs, Outputs& outputs);
float getRadius() const { return _parametersBuffer.get<Parameters>().radiusInfo.x; }
float getObscuranceLevel() const { return _parametersBuffer.get<Parameters>().radiusInfo.w; }
@ -131,16 +174,16 @@ private:
};
gpu::BufferView _parametersBuffer;
const gpu::PipelinePointer& getPyramidPipeline();
const gpu::PipelinePointer& getOcclusionPipeline();
const gpu::PipelinePointer& getHBlurPipeline(); // first
const gpu::PipelinePointer& getVBlurPipeline(); // second
gpu::PipelinePointer _pyramidPipeline;
gpu::PipelinePointer _occlusionPipeline;
gpu::PipelinePointer _hBlurPipeline;
gpu::PipelinePointer _vBlurPipeline;
AmbientOcclusionFramebufferPointer _framebuffer;
gpu::RangeTimer _gpuTimer;
};

View file

@ -202,14 +202,14 @@ static const std::string DEFAULT_DEBUG_SCATTERING_SHADER{
static const std::string DEFAULT_AMBIENT_OCCLUSION_SHADER{
"vec4 getFragmentColor() {"
" return vec4(vec3(texture(obscuranceMap, uv).x), 1.0);"
" return vec4(vec3(texture(obscuranceMap, uv).xyz), 1.0);"
// When drawing color " return vec4(vec3(texture(occlusionMap, uv).xyz), 1.0);"
// when drawing normal " return vec4(normalize(texture(occlusionMap, uv).xyz * 2.0 - vec3(1.0)), 1.0);"
// when drawing normal" return vec4(normalize(texture(occlusionMap, uv).xyz * 2.0 - vec3(1.0)), 1.0);"
" }"
};
static const std::string DEFAULT_AMBIENT_OCCLUSION_BLURRED_SHADER{
"vec4 getFragmentColor() {"
" return vec4(vec3(texture(occlusionBlurredMap, uv).x), 1.0);"
" return vec4(vec3(texture(occlusionBlurredMap, uv).xyz), 1.0);"
" }"
};
@ -379,6 +379,7 @@ void DebugDeferredBuffer::run(const SceneContextPointer& sceneContext, const Ren
auto& deferredFramebuffer = inputs.get0();
auto& linearDepthTarget = inputs.get1();
auto& surfaceGeometryFramebuffer = inputs.get2();
auto& ambientOcclusionFramebuffer = inputs.get3();
gpu::doInBatch(args->_context, [&](gpu::Batch& batch) {
batch.enableStereo(false);
@ -414,13 +415,9 @@ void DebugDeferredBuffer::run(const SceneContextPointer& sceneContext, const Ren
batch.setResourceTexture(Curvature, surfaceGeometryFramebuffer->getCurvatureTexture());
batch.setResourceTexture(DiffusedCurvature, surfaceGeometryFramebuffer->getLowCurvatureTexture());
if (DependencyManager::get<DeferredLightingEffect>()->isAmbientOcclusionEnabled()) {
batch.setResourceTexture(AmbientOcclusion, framebufferCache->getOcclusionTexture());
} else {
// need to assign the white texture if ao is off
batch.setResourceTexture(AmbientOcclusion, textureCache->getWhiteTexture());
}
batch.setResourceTexture(AmbientOcclusionBlurred, framebufferCache->getOcclusionBlurredTexture());
batch.setResourceTexture(AmbientOcclusion, ambientOcclusionFramebuffer->getOcclusionTexture());
batch.setResourceTexture(AmbientOcclusionBlurred, ambientOcclusionFramebuffer->getOcclusionBlurredTexture());
const glm::vec4 color(1.0f, 1.0f, 1.0f, 1.0f);
const glm::vec2 bottomLeft(_size.x, _size.y);

View file

@ -17,6 +17,7 @@
#include <render/DrawTask.h>
#include "DeferredFramebuffer.h"
#include "SurfaceGeometryPass.h"
#include "AmbientOcclusionEffect.h"
class DebugDeferredBufferConfig : public render::Job::Config {
Q_OBJECT
@ -36,7 +37,7 @@ signals:
class DebugDeferredBuffer {
public:
using Inputs = render::VaryingSet4<DeferredFramebufferPointer, LinearDepthFramebufferPointer, SurfaceGeometryFramebufferPointer, gpu::FramebufferPointer>;
using Inputs = render::VaryingSet4<DeferredFramebufferPointer, LinearDepthFramebufferPointer, SurfaceGeometryFramebufferPointer, AmbientOcclusionFramebufferPointer>;
using Config = DebugDeferredBufferConfig;
using JobModel = render::Job::ModelI<DebugDeferredBuffer, Inputs, Config>;

View file

@ -400,7 +400,7 @@ void RenderDeferredSetup::run(const render::SceneContextPointer& sceneContext, c
const DeferredFramebufferPointer& deferredFramebuffer,
const LightingModelPointer& lightingModel,
const SurfaceGeometryFramebufferPointer& surfaceGeometryFramebuffer,
const gpu::FramebufferPointer& lowCurvatureNormalFramebuffer,
const AmbientOcclusionFramebufferPointer& ambientOcclusionFramebuffer,
const SubsurfaceScatteringResourcePointer& subsurfaceScatteringResource) {
auto args = renderContext->args;
@ -431,7 +431,7 @@ void RenderDeferredSetup::run(const render::SceneContextPointer& sceneContext, c
// FIXME: Different render modes should have different tasks
if (args->_renderMode == RenderArgs::DEFAULT_RENDER_MODE && deferredLightingEffect->isAmbientOcclusionEnabled()) {
batch.setResourceTexture(DEFERRED_BUFFER_OBSCURANCE_UNIT, framebufferCache->getOcclusionTexture());
batch.setResourceTexture(DEFERRED_BUFFER_OBSCURANCE_UNIT, ambientOcclusionFramebuffer->getOcclusionTexture());
} else {
// need to assign the white texture if ao is off
batch.setResourceTexture(DEFERRED_BUFFER_OBSCURANCE_UNIT, textureCache->getWhiteTexture());
@ -446,9 +446,6 @@ void RenderDeferredSetup::run(const render::SceneContextPointer& sceneContext, c
// Subsurface scattering specific
if (surfaceGeometryFramebuffer) {
batch.setResourceTexture(DEFERRED_BUFFER_CURVATURE_UNIT, surfaceGeometryFramebuffer->getCurvatureTexture());
}
if (lowCurvatureNormalFramebuffer) {
// batch.setResourceTexture(DEFERRED_BUFFER_DIFFUSED_CURVATURE_UNIT, lowCurvatureNormalFramebuffer->getRenderBuffer(0));
batch.setResourceTexture(DEFERRED_BUFFER_DIFFUSED_CURVATURE_UNIT, surfaceGeometryFramebuffer->getLowCurvatureTexture());
}
if (subsurfaceScatteringResource) {
@ -693,7 +690,7 @@ void RenderDeferred::run(const SceneContextPointer& sceneContext, const RenderCo
auto deferredFramebuffer = inputs.get1();
auto lightingModel = inputs.get2();
auto surfaceGeometryFramebuffer = inputs.get3();
auto lowCurvatureNormalFramebuffer = inputs.get4();
auto ssaoFramebuffer = inputs.get4();
auto subsurfaceScatteringResource = inputs.get5();
auto args = renderContext->args;
@ -701,7 +698,7 @@ void RenderDeferred::run(const SceneContextPointer& sceneContext, const RenderCo
_gpuTimer.begin(batch);
});
setupJob.run(sceneContext, renderContext, deferredTransform, deferredFramebuffer, lightingModel, surfaceGeometryFramebuffer, lowCurvatureNormalFramebuffer, subsurfaceScatteringResource);
setupJob.run(sceneContext, renderContext, deferredTransform, deferredFramebuffer, lightingModel, surfaceGeometryFramebuffer, ssaoFramebuffer, subsurfaceScatteringResource);
lightsJob.run(sceneContext, renderContext, deferredTransform, deferredFramebuffer, lightingModel);

View file

@ -30,6 +30,7 @@
#include "LightStage.h"
#include "SurfaceGeometryPass.h"
#include "SubsurfaceScattering.h"
#include "AmbientOcclusionEffect.h"
class RenderArgs;
struct LightLocations;
@ -138,7 +139,7 @@ public:
const DeferredFramebufferPointer& deferredFramebuffer,
const LightingModelPointer& lightingModel,
const SurfaceGeometryFramebufferPointer& surfaceGeometryFramebuffer,
const gpu::FramebufferPointer& lowCurvatureNormalFramebuffer,
const AmbientOcclusionFramebufferPointer& ambientOcclusionFramebuffer,
const SubsurfaceScatteringResourcePointer& subsurfaceScatteringResource);
};
@ -178,7 +179,7 @@ signals:
class RenderDeferred {
public:
using Inputs = render::VaryingSet6 < DeferredFrameTransformPointer, DeferredFramebufferPointer, LightingModelPointer, SurfaceGeometryFramebufferPointer, gpu::FramebufferPointer, SubsurfaceScatteringResourcePointer>;
using Inputs = render::VaryingSet6 < DeferredFrameTransformPointer, DeferredFramebufferPointer, LightingModelPointer, SurfaceGeometryFramebufferPointer, AmbientOcclusionFramebufferPointer, SubsurfaceScatteringResourcePointer>;
using Config = RenderDeferredConfig;
using JobModel = render::Job::ModelI<RenderDeferred, Inputs, Config>;

View file

@ -35,10 +35,6 @@ void FramebufferCache::setFrameBufferSize(QSize frameBufferSize) {
_frameBufferSize = frameBufferSize;
_selfieFramebuffer.reset();
_cachedFramebuffers.clear();
_occlusionFramebuffer.reset();
_occlusionTexture.reset();
_occlusionBlurredFramebuffer.reset();
_occlusionBlurredTexture.reset();
}
}
@ -54,35 +50,6 @@ void FramebufferCache::createPrimaryFramebuffer() {
_selfieFramebuffer->setRenderBuffer(0, tex);
auto smoothSampler = gpu::Sampler(gpu::Sampler::FILTER_MIN_MAG_MIP_LINEAR);
resizeAmbientOcclusionBuffers();
}
void FramebufferCache::resizeAmbientOcclusionBuffers() {
_occlusionFramebuffer.reset();
_occlusionTexture.reset();
_occlusionBlurredFramebuffer.reset();
_occlusionBlurredTexture.reset();
auto width = _frameBufferSize.width() >> _AOResolutionLevel;
auto height = _frameBufferSize.height() >> _AOResolutionLevel;
auto colorFormat = gpu::Element(gpu::VEC4, gpu::NUINT8, gpu::RGB);
auto defaultSampler = gpu::Sampler(gpu::Sampler::FILTER_MIN_MAG_LINEAR);
// auto depthFormat = gpu::Element(gpu::SCALAR, gpu::UINT32, gpu::DEPTH_STENCIL); // Depth24_Stencil8 texel format
_occlusionTexture = gpu::TexturePointer(gpu::Texture::create2D(colorFormat, width, height, defaultSampler));
_occlusionFramebuffer = gpu::FramebufferPointer(gpu::Framebuffer::create());
_occlusionFramebuffer->setRenderBuffer(0, _occlusionTexture);
// _occlusionFramebuffer->setDepthStencilBuffer(_primaryDepthTexture, depthFormat);
_occlusionBlurredTexture = gpu::TexturePointer(gpu::Texture::create2D(colorFormat, width, height, defaultSampler));
_occlusionBlurredFramebuffer = gpu::FramebufferPointer(gpu::Framebuffer::create());
_occlusionBlurredFramebuffer->setRenderBuffer(0, _occlusionBlurredTexture);
// _occlusionBlurredFramebuffer->setDepthStencilBuffer(_primaryDepthTexture, depthFormat);
}
@ -107,40 +74,3 @@ gpu::FramebufferPointer FramebufferCache::getSelfieFramebuffer() {
}
return _selfieFramebuffer;
}
void FramebufferCache::setAmbientOcclusionResolutionLevel(int level) {
const int MAX_AO_RESOLUTION_LEVEL = 4;
level = std::max(0, std::min(level, MAX_AO_RESOLUTION_LEVEL));
if (level != _AOResolutionLevel) {
_AOResolutionLevel = level;
resizeAmbientOcclusionBuffers();
}
}
gpu::FramebufferPointer FramebufferCache::getOcclusionFramebuffer() {
if (!_occlusionFramebuffer) {
resizeAmbientOcclusionBuffers();
}
return _occlusionFramebuffer;
}
gpu::TexturePointer FramebufferCache::getOcclusionTexture() {
if (!_occlusionTexture) {
resizeAmbientOcclusionBuffers();
}
return _occlusionTexture;
}
gpu::FramebufferPointer FramebufferCache::getOcclusionBlurredFramebuffer() {
if (!_occlusionBlurredFramebuffer) {
resizeAmbientOcclusionBuffers();
}
return _occlusionBlurredFramebuffer;
}
gpu::TexturePointer FramebufferCache::getOcclusionBlurredTexture() {
if (!_occlusionBlurredTexture) {
resizeAmbientOcclusionBuffers();
}
return _occlusionBlurredTexture;
}

View file

@ -30,12 +30,6 @@ public:
void setFrameBufferSize(QSize frameBufferSize);
const QSize& getFrameBufferSize() const { return _frameBufferSize; }
void setAmbientOcclusionResolutionLevel(int level);
gpu::FramebufferPointer getOcclusionFramebuffer();
gpu::TexturePointer getOcclusionTexture();
gpu::FramebufferPointer getOcclusionBlurredFramebuffer();
gpu::TexturePointer getOcclusionBlurredTexture();
/// Returns the framebuffer object used to render selfie maps;
gpu::FramebufferPointer getSelfieFramebuffer();
@ -56,18 +50,7 @@ private:
gpu::FramebufferPointer _selfieFramebuffer;
gpu::FramebufferPointer _occlusionFramebuffer;
gpu::TexturePointer _occlusionTexture;
gpu::FramebufferPointer _occlusionBlurredFramebuffer;
gpu::TexturePointer _occlusionBlurredTexture;
QSize _frameBufferSize{ 100, 100 };
int _AOResolutionLevel = 1; // AO perform at half res
// Resize/reallocate the buffers used for AO
// the size of the AO buffers is scaled by the AOResolutionScale;
void resizeAmbientOcclusionBuffers();
};
#endif // hifi_FramebufferCache_h

View file

@ -141,13 +141,14 @@ RenderDeferredTask::RenderDeferredTask(CullFunctor cullFunctor) {
const auto scatteringResource = addJob<SubsurfaceScattering>("Scattering");
// AO job
addJob<AmbientOcclusionEffect>("AmbientOcclusion");
const auto ambientOcclusionInputs = AmbientOcclusionEffect::Inputs(deferredFrameTransform, deferredFramebuffer, linearDepthTarget).hasVarying();
const auto ambientOcclusionFramebuffer = addJob<AmbientOcclusionEffect>("AmbientOcclusion", ambientOcclusionInputs);
// Draw Lights just add the lights to the current list of lights to deal with. NOt really gpu job for now.
addJob<DrawLight>("DrawLight", lights);
const auto deferredLightingInputs = RenderDeferred::Inputs(deferredFrameTransform, deferredFramebuffer, lightingModel,
surfaceGeometryFramebuffer, lowCurvatureNormalFramebuffer, scatteringResource).hasVarying();
surfaceGeometryFramebuffer, ambientOcclusionFramebuffer, scatteringResource).hasVarying();
// DeferredBuffer is complete, now let's shade it into the LightingBuffer
addJob<RenderDeferred>("RenderDeferred", deferredLightingInputs);
@ -178,7 +179,7 @@ RenderDeferredTask::RenderDeferredTask(CullFunctor cullFunctor) {
addJob<DebugSubsurfaceScattering>("DebugScattering", deferredLightingInputs);
// Debugging Deferred buffer job
const auto debugFramebuffers = render::Varying(DebugDeferredBuffer::Inputs(deferredFramebuffer, linearDepthTarget, surfaceGeometryFramebuffer, lowCurvatureNormalFramebuffer));
const auto debugFramebuffers = render::Varying(DebugDeferredBuffer::Inputs(deferredFramebuffer, linearDepthTarget, surfaceGeometryFramebuffer, ambientOcclusionFramebuffer));
addJob<DebugDeferredBuffer>("DebugDeferredBuffer", debugFramebuffers);
// Scene Octree Debuging job

View file

@ -193,7 +193,7 @@ void LinearDepthPass::run(const render::SceneContextPointer& sceneContext, const
batch.setResourceTexture(DepthLinearPass_NormalMapSlot, normalTexture);
batch.setPipeline(downsamplePipeline);
batch.draw(gpu::TRIANGLE_STRIP, 4);
_gpuTimer.end(batch);
});

View file

@ -76,6 +76,9 @@ bool isStereo() {
float getStereoSideWidth() {
return float(int(frameTransform._stereoInfo.y) >> getResolutionLevel());
}
float getStereoSideHeight() {
return float(int(frameTransform._pixelInfo.w) >> getResolutionLevel());
}
ivec3 getStereoSideInfo(int xPos) {
int sideWidth = int(getStereoSideWidth());

View file

@ -21,7 +21,7 @@ const int MAX_MIP_LEVEL = 5;
uniform sampler2D pyramidMap;
float getZEye(ivec2 pixel) {
return -texelFetch(pyramidMap, pixel, getResolutionLevel()).x;
return -texelFetch(pyramidMap, pixel, 0/*getResolutionLevel()*/).x;
}
vec3 evalEyePositionFromZeye(int side, float Zeye, vec2 texcoord) {
@ -112,7 +112,7 @@ void main(void) {
// From now on, ssC is the pixel pos in the side
ssC.x -= side.y;
vec2 fragPos = (vec2(ssC) + 0.5) / getStereoSideWidth();
vec2 fragPos = (vec2(ssC) + 0.5) / vec2(getStereoSideWidth(), getStereoSideHeight());
// The position and normal of the pixel fragment in Eye space
vec3 Cp = evalEyePositionFromZeye(side.x, Zeye, fragPos);
@ -146,16 +146,16 @@ void main(void) {
outFragColor = vec4(packOcclusionDepth(A, CSZToDephtKey(Cp.z)), 1.0);
<! // KEEP IT for Debugging
// KEEP IT for Debugging
// Debug Normal: outFragColor = vec4((Cn + vec3(1.0))* 0.5, 1.0);
// Debug Radius outFragColor = vec4(vec3(ssDiskRadius / 100.0), 1.0);
// Debug MaxMiplevel outFragColor = vec4(1.0 - vec3(float(clamp(findMSB(int(ssDiskRadius)) - LOG_MAX_OFFSET, 0, MAX_MIP_LEVEL))/ float(MAX_MIP_LEVEL)), 1.0);
// Debug OffsetPosition
float ssR;
vec2 unitOffset = tapLocation(int(getNumSamples() - 1), 0, ssR);
vec3 Q = getOffsetPosition(side, ssC, unitOffset, ssR * ssDiskRadius);
// float ssR;
// vec2 unitOffset = tapLocation(int(getNumSamples() - 1), 0, ssR);
// vec3 Q = getOffsetPosition(side, ssC, unitOffset, ssR * ssDiskRadius);
//outFragColor = vec4(vec3(Q.x / 10.0, Q.y / 2.0, -Q.z/ 3.0), 1.0);
vec3 v = normalize(Q - Cp);
outFragColor = vec4((v + vec3(1.0))* 0.5, 1.0);
!>
// vec3 v = normalize(Q - Cp);
//outFragColor = vec4((v + vec3(1.0))* 0.5, 1.0);
// outFragColor = vec4((Cn + vec3(1.0))* 0.5, 1.0);
}