diff --git a/interface/resources/shaders/ambient_occlusion.frag b/interface/resources/shaders/ambient_occlusion.frag new file mode 100644 index 0000000000..b59c87d797 --- /dev/null +++ b/interface/resources/shaders/ambient_occlusion.frag @@ -0,0 +1,66 @@ +#version 120 + +// +// ambient_occlusion.frag +// fragment shader +// +// Created by Andrzej Kapolka on 7/5/13. +// Copyright (c) 2013 High Fidelity, Inc. All rights reserved. +// + +// the depth texture +uniform sampler2D depthTexture; + +// the random rotation texture +uniform sampler2D rotationTexture; + +// the sample kernel containing the unit offset vectors +const int SAMPLE_KERNEL_SIZE = 16; +uniform vec3 sampleKernel[SAMPLE_KERNEL_SIZE]; + +// the distance to the near clip plane +uniform float near; + +// the distance to the far clip plane +uniform float far; + +// the left and bottom edges of the view window +uniform vec2 leftBottom; + +// the right and top edges of the view window +uniform vec2 rightTop; + +// the radius of the effect +uniform float radius; + +// the scale for the noise texture +uniform vec2 noiseScale; + +// given a texture coordinate, returns the 3D view space z coordinate +float texCoordToViewSpaceZ(vec2 texCoord) { + return (far * near) / (texture2D(depthTexture, texCoord).r * (far - near) - far); +} + +// given a texture coordinate, returns the 3D view space coordinate +vec3 texCoordToViewSpace(vec2 texCoord) { + float z = texCoordToViewSpaceZ(texCoord); + return vec3(((texCoord * 2.0 - vec2(1.0, 1.0)) * (rightTop - leftBottom) + rightTop + leftBottom) * z / (-2.0 * near), z); +} + +void main(void) { + vec3 rotationX = texture2D(rotationTexture, gl_TexCoord[0].st * noiseScale).rgb; + vec3 rotationY = normalize(cross(rotationX, vec3(0.0, 0.0, 1.0))); + mat3 rotation = mat3(rotationX, rotationY, cross(rotationX, rotationY)); + + vec3 center = texCoordToViewSpace(gl_TexCoord[0].st); + + float occlusion = 4.0; + for (int i = 0; i < SAMPLE_KERNEL_SIZE; i++) { + vec3 offset = center + rotation * (radius * sampleKernel[i]); + vec4 projected = gl_ProjectionMatrix * vec4(offset, 1.0); + float depth = texCoordToViewSpaceZ(projected.xy * 0.5 / projected.w + vec2(0.5, 0.5)); + occlusion += 1.0 - step(offset.z, depth); // * step(abs(center.z - depth), radius); + } + + gl_FragColor = vec4(occlusion, occlusion, occlusion, 0.0) / 16.0; +} diff --git a/interface/resources/shaders/ambient_occlusion.vert b/interface/resources/shaders/ambient_occlusion.vert new file mode 100644 index 0000000000..ca6af718bd --- /dev/null +++ b/interface/resources/shaders/ambient_occlusion.vert @@ -0,0 +1,14 @@ +#version 120 + +// +// ambient_occlusion.vert +// vertex shader +// +// Created by Andrzej Kapolka on 8/16/13. +// Copyright (c) 2013 High Fidelity, Inc. All rights reserved. +// + +void main(void) { + gl_TexCoord[0] = gl_MultiTexCoord0; + gl_Position = gl_Vertex; +} diff --git a/interface/resources/shaders/occlusion_blur.frag b/interface/resources/shaders/occlusion_blur.frag new file mode 100644 index 0000000000..2ee5eaf2cb --- /dev/null +++ b/interface/resources/shaders/occlusion_blur.frag @@ -0,0 +1,25 @@ +#version 120 + +// +// occlusion_blur.frag +// fragment shader +// +// Created by Andrzej Kapolka on 8/16/13. +// Copyright (c) 2013 High Fidelity, Inc. All rights reserved. +// + +// the original texture +uniform sampler2D originalTexture; + +void main(void) { + float ds = dFdx(gl_TexCoord[0].s); + float dt = dFdy(gl_TexCoord[0].t); + vec4 sum = vec4(0.0, 0.0, 0.0, 0.0); + for (int i = 0; i < 4; i++) { + for (int j = 0; j < 4; j++) { + sum += texture2D(originalTexture, gl_TexCoord[0].st + + vec2(ds, dt) * vec2(-2.0 + float(i), -2.0 + float(j))); + } + } + gl_FragColor = sum / 16.0; +} diff --git a/interface/src/Application.cpp b/interface/src/Application.cpp index 1785bf4d0c..adc5bb1b71 100644 --- a/interface/src/Application.cpp +++ b/interface/src/Application.cpp @@ -1449,6 +1449,7 @@ void Application::init() { _environment.init(); _glowEffect.init(); + _ambientOcclusionEffect.init(); _handControl.setScreenDimensions(_glWidget->width(), _glWidget->height()); @@ -2375,6 +2376,11 @@ void Application::displaySide(Camera& whichCamera) { renderWorldBox(); } + // render the ambient occlusion effect if enabled + if (Menu::getInstance()->isOptionChecked(MenuOption::AmbientOcclusion)) { + _ambientOcclusionEffect.render(); + } + // brad's frustum for debugging if (Menu::getInstance()->isOptionChecked(MenuOption::DisplayFrustum)) { renderViewFrustum(_viewFrustum); diff --git a/interface/src/Application.h b/interface/src/Application.h index 32fa39eb83..51606ce75a 100644 --- a/interface/src/Application.h +++ b/interface/src/Application.h @@ -32,6 +32,7 @@ #include "Environment.h" #include "GLCanvas.h" #include "PacketHeaders.h" +#include "PieMenu.h" #include "SerialInterface.h" #include "Stars.h" #include "Swatch.h" @@ -42,9 +43,9 @@ #include "VoxelPacketProcessor.h" #include "VoxelSystem.h" #include "Webcam.h" -#include "PieMenu.h" #include "avatar/Avatar.h" #include "avatar/HandControl.h" +#include "renderer/AmbientOcclusionEffect.h" #include "renderer/GeometryCache.h" #include "renderer/GlowEffect.h" #include "renderer/TextureCache.h" @@ -314,6 +315,7 @@ private: TextureCache _textureCache; GlowEffect _glowEffect; + AmbientOcclusionEffect _ambientOcclusionEffect; #ifndef _WIN32 Audio _audio; diff --git a/interface/src/Menu.cpp b/interface/src/Menu.cpp index 67bb1d3f8e..1e55c8f911 100644 --- a/interface/src/Menu.cpp +++ b/interface/src/Menu.cpp @@ -163,6 +163,7 @@ Menu::Menu() : appInstance->getGlowEffect(), SLOT(cycleRenderMode())); + addCheckableActionToQMenuAndActionHash(renderMenu, MenuOption::AmbientOcclusion); addCheckableActionToQMenuAndActionHash(renderMenu, MenuOption::FrameTimer); addCheckableActionToQMenuAndActionHash(renderMenu, MenuOption::LookAtVectors); addCheckableActionToQMenuAndActionHash(renderMenu, MenuOption::LookAtIndicator, 0, true); diff --git a/interface/src/Menu.h b/interface/src/Menu.h index e399101702..252c9a8707 100644 --- a/interface/src/Menu.h +++ b/interface/src/Menu.h @@ -108,6 +108,7 @@ private: namespace MenuOption { + const QString AmbientOcclusion = "Ambient Occlusion"; const QString Avatars = "Avatars"; const QString AvatarAsBalls = "Avatar as Balls"; const QString Atmosphere = "Atmosphere"; diff --git a/interface/src/renderer/AmbientOcclusionEffect.cpp b/interface/src/renderer/AmbientOcclusionEffect.cpp new file mode 100644 index 0000000000..ff86615b26 --- /dev/null +++ b/interface/src/renderer/AmbientOcclusionEffect.cpp @@ -0,0 +1,145 @@ +// +// AmbientOcclusionEffect.cpp +// interface +// +// Created by Andrzej Kapolka on 7/14/13. +// Copyright (c) 2013 High Fidelity, Inc. All rights reserved. +// + +// include this before QOpenGLFramebufferObject, which includes an earlier version of OpenGL +#include "InterfaceConfig.h" + +#include + +#include + +#include + +#include "AmbientOcclusionEffect.h" +#include "Application.h" +#include "InterfaceConfig.h" +#include "ProgramObject.h" +#include "RenderUtil.h" + +const int ROTATION_WIDTH = 4; +const int ROTATION_HEIGHT = 4; + +void AmbientOcclusionEffect::init() { + switchToResourcesParentIfRequired(); + + _occlusionProgram = new ProgramObject(); + _occlusionProgram->addShaderFromSourceFile(QGLShader::Vertex, "resources/shaders/ambient_occlusion.vert"); + _occlusionProgram->addShaderFromSourceFile(QGLShader::Fragment, "resources/shaders/ambient_occlusion.frag"); + _occlusionProgram->link(); + + _blurProgram = new ProgramObject(); + _blurProgram->addShaderFromSourceFile(QGLShader::Vertex, "resources/shaders/ambient_occlusion.vert"); + _blurProgram->addShaderFromSourceFile(QGLShader::Fragment, "resources/shaders/occlusion_blur.frag"); + _blurProgram->link(); + + _blurProgram->bind(); + _blurProgram->setUniformValue("originalTexture", 0); + _blurProgram->release(); + + // create the sample kernel: an array of spherically distributed offset vectors + const int SAMPLE_KERNEL_SIZE = 16; + QVector3D sampleKernel[SAMPLE_KERNEL_SIZE]; + for (int i = 0; i < SAMPLE_KERNEL_SIZE; i++) { + // square the length in order to increase density towards the center + glm::vec3 vector = glm::sphericalRand(1.0f); + float scale = randFloat(); + const float MIN_VECTOR_LENGTH = 0.01f; + const float MAX_VECTOR_LENGTH = 1.0f; + vector *= glm::mix(MIN_VECTOR_LENGTH, MAX_VECTOR_LENGTH, scale * scale); + sampleKernel[i] = QVector3D(vector.x, vector.y, vector.z); + } + + _occlusionProgram->bind(); + _occlusionProgram->setUniformValue("depthTexture", 0); + _occlusionProgram->setUniformValue("rotationTexture", 1); + _occlusionProgram->setUniformValueArray("sampleKernel", sampleKernel, SAMPLE_KERNEL_SIZE); + _occlusionProgram->setUniformValue("radius", 0.1f); + _occlusionProgram->release(); + + _nearLocation = _occlusionProgram->uniformLocation("near"); + _farLocation = _occlusionProgram->uniformLocation("far"); + _leftBottomLocation = _occlusionProgram->uniformLocation("leftBottom"); + _rightTopLocation = _occlusionProgram->uniformLocation("rightTop"); + _noiseScaleLocation = _occlusionProgram->uniformLocation("noiseScale"); + + // generate the random rotation texture + glGenTextures(1, &_rotationTextureID); + glBindTexture(GL_TEXTURE_2D, _rotationTextureID); + const int ELEMENTS_PER_PIXEL = 3; + unsigned char rotationData[ROTATION_WIDTH * ROTATION_HEIGHT * ELEMENTS_PER_PIXEL]; + unsigned char* rotation = rotationData; + for (int i = 0; i < ROTATION_WIDTH * ROTATION_HEIGHT; i++) { + glm::vec3 randvec = glm::sphericalRand(1.0f); + *rotation++ = ((randvec.x + 1.0f) / 2.0f) * 255.0f; + *rotation++ = ((randvec.y + 1.0f) / 2.0f) * 255.0f; + *rotation++ = ((randvec.z + 1.0f) / 2.0f) * 255.0f; + } + glTexImage2D(GL_TEXTURE_2D, 0, GL_RGB, ROTATION_WIDTH, ROTATION_HEIGHT, 0, GL_RGB, GL_UNSIGNED_BYTE, rotationData); + glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_NEAREST); + glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_NEAREST); + glBindTexture(GL_TEXTURE_2D, 0); +} + +void AmbientOcclusionEffect::render() { + glDisable(GL_BLEND); + glDisable(GL_DEPTH_TEST); + glDepthMask(GL_FALSE); + + glBindTexture(GL_TEXTURE_2D, Application::getInstance()->getTextureCache()->getPrimaryDepthTextureID()); + + glActiveTexture(GL_TEXTURE1); + glBindTexture(GL_TEXTURE_2D, _rotationTextureID); + + // render with the occlusion shader to the secondary buffer + QOpenGLFramebufferObject* secondaryFBO = Application::getInstance()->getTextureCache()->getSecondaryFramebufferObject(); + secondaryFBO->bind(); + + float left, right, bottom, top, nearVal, farVal; + glm::vec4 nearClipPlane, farClipPlane; + Application::getInstance()->getViewFrustum()->computeOffAxisFrustum( + left, right, bottom, top, nearVal, farVal, nearClipPlane, farClipPlane); + + _occlusionProgram->bind(); + _occlusionProgram->setUniformValue(_nearLocation, nearVal); + _occlusionProgram->setUniformValue(_farLocation, farVal); + _occlusionProgram->setUniformValue(_leftBottomLocation, left, bottom); + _occlusionProgram->setUniformValue(_rightTopLocation, right, top); + QSize size = Application::getInstance()->getGLWidget()->size(); + _occlusionProgram->setUniformValue(_noiseScaleLocation, size.width() / (float)ROTATION_WIDTH, + size.height() / (float)ROTATION_HEIGHT); + + renderFullscreenQuad(); + + _occlusionProgram->release(); + + secondaryFBO->release(); + + glBindTexture(GL_TEXTURE_2D, 0); + glActiveTexture(GL_TEXTURE0); + + // now render secondary to primary with 4x4 blur + Application::getInstance()->getTextureCache()->getPrimaryFramebufferObject()->bind(); + + glEnable(GL_BLEND); + glBlendFuncSeparate(GL_ZERO, GL_SRC_COLOR, GL_ZERO, GL_ONE); + + glBindTexture(GL_TEXTURE_2D, secondaryFBO->texture()); + + _blurProgram->bind(); + + renderFullscreenQuad(); + + _blurProgram->release(); + + glBindTexture(GL_TEXTURE_2D, 0); + + //glEnable(GL_BLEND); + glBlendFuncSeparate(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA, GL_CONSTANT_ALPHA, GL_ONE); + glEnable(GL_DEPTH_TEST); + glDepthMask(GL_TRUE); +} diff --git a/interface/src/renderer/AmbientOcclusionEffect.h b/interface/src/renderer/AmbientOcclusionEffect.h new file mode 100644 index 0000000000..d41bb65381 --- /dev/null +++ b/interface/src/renderer/AmbientOcclusionEffect.h @@ -0,0 +1,39 @@ +// +// AmbientOcclusionEffect.h +// interface +// +// Created by Andrzej Kapolka on 7/14/13. +// Copyright (c) 2013 High Fidelity, Inc. All rights reserved. +// + +#ifndef __interface__AmbientOcclusionEffect__ +#define __interface__AmbientOcclusionEffect__ + +#include "InterfaceConfig.h" + +class ProgramObject; + +/// A screen space ambient occlusion effect. See John Chapman's tutorial at +/// http://john-chapman-graphics.blogspot.co.uk/2013/01/ssao-tutorial.html for reference. +class AmbientOcclusionEffect { +public: + + void init(); + + void render(); + +private: + + ProgramObject* _occlusionProgram; + int _nearLocation; + int _farLocation; + int _leftBottomLocation; + int _rightTopLocation; + int _noiseScaleLocation; + + ProgramObject* _blurProgram; + + GLuint _rotationTextureID; +}; + +#endif /* defined(__interface__AmbientOcclusionEffect__) */ diff --git a/interface/src/renderer/GlowEffect.cpp b/interface/src/renderer/GlowEffect.cpp index ce069bc20b..85c4eb27b2 100644 --- a/interface/src/renderer/GlowEffect.cpp +++ b/interface/src/renderer/GlowEffect.cpp @@ -5,7 +5,7 @@ // Created by Andrzej Kapolka on 8/7/13. // Copyright (c) 2013 High Fidelity, Inc. All rights reserved. -// include this before QGLWidget, which includes an earlier version of OpenGL +// include this before QOpenGLFramebufferObject, which includes an earlier version of OpenGL #include "InterfaceConfig.h" #include @@ -13,6 +13,7 @@ #include "Application.h" #include "GlowEffect.h" #include "ProgramObject.h" +#include "RenderUtil.h" GlowEffect::GlowEffect() : _renderMode(BLUR_ADD_MODE) { } @@ -68,19 +69,6 @@ void GlowEffect::end() { glBlendColor(0.0f, 0.0f, 0.0f, 0.0f); } -static void renderFullscreenQuad() { - glBegin(GL_QUADS); - glTexCoord2f(0.0f, 0.0f); - glVertex2f(-1.0f, -1.0f); - glTexCoord2f(1.0f, 0.0f); - glVertex2f(1.0f, -1.0f); - glTexCoord2f(1.0f, 1.0f); - glVertex2f(1.0f, 1.0f); - glTexCoord2f(0.0f, 1.0f); - glVertex2f(-1.0f, 1.0f); - glEnd(); -} - void GlowEffect::render() { QOpenGLFramebufferObject* primaryFBO = Application::getInstance()->getTextureCache()->getPrimaryFramebufferObject(); primaryFBO->release(); @@ -95,6 +83,7 @@ void GlowEffect::render() { glDisable(GL_BLEND); glDisable(GL_DEPTH_TEST); + glDepthMask(GL_FALSE); if (_isEmpty) { // copy the primary to the screen @@ -210,6 +199,7 @@ void GlowEffect::render() { glEnable(GL_BLEND); glEnable(GL_DEPTH_TEST); + glDepthMask(GL_TRUE); glBindTexture(GL_TEXTURE_2D, 0); } diff --git a/interface/src/renderer/RenderUtil.cpp b/interface/src/renderer/RenderUtil.cpp new file mode 100644 index 0000000000..4b53fb4d12 --- /dev/null +++ b/interface/src/renderer/RenderUtil.cpp @@ -0,0 +1,22 @@ +// +// RenderUtil.cpp +// interface +// +// Created by Andrzej Kapolka on 8/15/13. +// Copyright (c) 2013 High Fidelity, Inc. All rights reserved. + +#include "InterfaceConfig.h" +#include "RenderUtil.h" + +void renderFullscreenQuad() { + glBegin(GL_QUADS); + glTexCoord2f(0.0f, 0.0f); + glVertex2f(-1.0f, -1.0f); + glTexCoord2f(1.0f, 0.0f); + glVertex2f(1.0f, -1.0f); + glTexCoord2f(1.0f, 1.0f); + glVertex2f(1.0f, 1.0f); + glTexCoord2f(0.0f, 1.0f); + glVertex2f(-1.0f, 1.0f); + glEnd(); +} diff --git a/interface/src/renderer/RenderUtil.h b/interface/src/renderer/RenderUtil.h new file mode 100644 index 0000000000..51e31fe260 --- /dev/null +++ b/interface/src/renderer/RenderUtil.h @@ -0,0 +1,15 @@ +// +// RenderUtil.h +// interface +// +// Created by Andrzej Kapolka on 8/15/13. +// Copyright (c) 2013 High Fidelity, Inc. All rights reserved. +// + +#ifndef __interface__RenderUtil__ +#define __interface__RenderUtil__ + +/// Renders a quad from (-1, -1, 0) to (1, 1, 0) with texture coordinates from (0, 0) to (1, 1). +void renderFullscreenQuad(); + +#endif /* defined(__interface__RenderUtil__) */ diff --git a/interface/src/renderer/TextureCache.cpp b/interface/src/renderer/TextureCache.cpp index d4cc97edbf..5696475487 100644 --- a/interface/src/renderer/TextureCache.cpp +++ b/interface/src/renderer/TextureCache.cpp @@ -5,6 +5,9 @@ // Created by Andrzej Kapolka on 8/6/13. // Copyright (c) 2013 High Fidelity, Inc. All rights reserved. +// include this before QGLWidget, which includes an earlier version of OpenGL +#include "InterfaceConfig.h" + #include #include @@ -23,6 +26,7 @@ TextureCache::~TextureCache() { } if (_primaryFramebufferObject != NULL) { delete _primaryFramebufferObject; + glDeleteTextures(1, &_primaryDepthTextureID); } if (_secondaryFramebufferObject != NULL) { delete _secondaryFramebufferObject; @@ -60,13 +64,31 @@ GLuint TextureCache::getPermutationNormalTextureID() { QOpenGLFramebufferObject* TextureCache::getPrimaryFramebufferObject() { if (_primaryFramebufferObject == NULL) { - _primaryFramebufferObject = new QOpenGLFramebufferObject(Application::getInstance()->getGLWidget()->size(), - QOpenGLFramebufferObject::Depth); + QSize size = Application::getInstance()->getGLWidget()->size(); + _primaryFramebufferObject = new QOpenGLFramebufferObject(size); Application::getInstance()->getGLWidget()->installEventFilter(this); + + glGenTextures(1, &_primaryDepthTextureID); + glBindTexture(GL_TEXTURE_2D, _primaryDepthTextureID); + glTexImage2D(GL_TEXTURE_2D, 0, GL_DEPTH_COMPONENT, size.width(), size.height(), + 0, GL_DEPTH_COMPONENT, GL_UNSIGNED_BYTE, 0); + glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_NEAREST); + glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_NEAREST); + glBindTexture(GL_TEXTURE_2D, 0); + + _primaryFramebufferObject->bind(); + glFramebufferTexture2D(GL_DRAW_FRAMEBUFFER, GL_DEPTH_ATTACHMENT, GL_TEXTURE_2D, _primaryDepthTextureID, 0); + _primaryFramebufferObject->release(); } return _primaryFramebufferObject; } +GLuint TextureCache::getPrimaryDepthTextureID() { + // ensure that the primary framebuffer object is initialized before returning the depth texture id + getPrimaryFramebufferObject(); + return _primaryDepthTextureID; +} + QOpenGLFramebufferObject* TextureCache::getSecondaryFramebufferObject() { if (_secondaryFramebufferObject == NULL) { _secondaryFramebufferObject = new QOpenGLFramebufferObject(Application::getInstance()->getGLWidget()->size()); @@ -89,6 +111,7 @@ bool TextureCache::eventFilter(QObject* watched, QEvent* event) { if (_primaryFramebufferObject != NULL && _primaryFramebufferObject->size() != size) { delete _primaryFramebufferObject; _primaryFramebufferObject = NULL; + glDeleteTextures(1, &_primaryDepthTextureID); } if (_secondaryFramebufferObject != NULL && _secondaryFramebufferObject->size() != size) { delete _secondaryFramebufferObject; diff --git a/interface/src/renderer/TextureCache.h b/interface/src/renderer/TextureCache.h index 716f087992..1f2fc96ac5 100644 --- a/interface/src/renderer/TextureCache.h +++ b/interface/src/renderer/TextureCache.h @@ -15,16 +15,31 @@ class QOpenGLFramebufferObject; +/// Stored cached textures, including render-to-texture targets. class TextureCache : public QObject { public: TextureCache(); ~TextureCache(); + /// Returns the ID of the permutation/normal texture used for Perlin noise shader programs. This texture + /// has two lines: the first, a set of random numbers in [0, 255] to be used as permutation offsets, and + /// the second, a set of random unit vectors to be used as noise gradients. GLuint getPermutationNormalTextureID(); + /// Returns a pointer to the primary framebuffer object. This render target includes a depth component, and is + /// used for scene rendering. QOpenGLFramebufferObject* getPrimaryFramebufferObject(); + + /// Returns the ID of the primary framebuffer object's depth texture. This contains the Z buffer used in rendering. + GLuint getPrimaryDepthTextureID(); + + /// Returns a pointer to the secondary framebuffer object, used as an additional render target when performing full + /// screen effects. QOpenGLFramebufferObject* getSecondaryFramebufferObject(); + + /// Returns a pointer to the tertiary framebuffer object, used as an additional render target when performing full + /// screen effects. QOpenGLFramebufferObject* getTertiaryFramebufferObject(); virtual bool eventFilter(QObject* watched, QEvent* event); @@ -34,6 +49,7 @@ private: GLuint _permutationNormalTextureID; QOpenGLFramebufferObject* _primaryFramebufferObject; + GLuint _primaryDepthTextureID; QOpenGLFramebufferObject* _secondaryFramebufferObject; QOpenGLFramebufferObject* _tertiaryFramebufferObject; };