From d84bc88d4743eecb308ed9ba7a3397593238eddb Mon Sep 17 00:00:00 2001 From: vincentlj Date: Mon, 13 Jan 2014 17:56:05 +0000 Subject: [PATCH] SSAO: Use direct gl calls. git-svn-id: svn+ssh://svn.code.sf.net/p/supertuxkart/code/main/trunk@15054 178a84e3-b1eb-0310-8ba1-8eac791a3b58 --- src/graphics/post_processing.cpp | 80 +++++++++++++++++++++++++++++++- src/graphics/post_processing.hpp | 1 + src/graphics/render.cpp | 8 +--- 3 files changed, 80 insertions(+), 9 deletions(-) diff --git a/src/graphics/post_processing.cpp b/src/graphics/post_processing.cpp index d3cac48cd..72f3c88ad 100644 --- a/src/graphics/post_processing.cpp +++ b/src/graphics/post_processing.cpp @@ -546,6 +546,59 @@ namespace PassThroughShader } } +namespace SSAOShader +{ + GLuint Program = 0; + GLuint attrib_position, attrib_texcoord; + GLuint uniform_normals_and_depth, uniform_invprojm, uniform_projm, uniform_samplePoints; + float SSAOSamples[64]; + + GLuint vao = 0; + + void init() + { + initGL(); + Program = LoadProgram(file_manager->getAsset("shaders/screenquad.vert").c_str(), file_manager->getAsset("shaders/ssao.frag").c_str()); + attrib_position = glGetAttribLocation(Program, "Position"); + attrib_texcoord = glGetAttribLocation(Program, "Texcoord"); + uniform_normals_and_depth = glGetUniformLocation(Program, "normals_and_depth"); + uniform_invprojm = glGetUniformLocation(Program, "invprojm"); + uniform_projm = glGetUniformLocation(Program, "projm"); + uniform_samplePoints = glGetUniformLocation(Program, "samplePoints[0]"); + if (!quad_vbo) + initQuadVBO(); + glGenVertexArrays(1, &vao); + glBindVertexArray(vao); + glBindBuffer(GL_ARRAY_BUFFER, quad_vbo); + glEnableVertexAttribArray(attrib_position); + glEnableVertexAttribArray(attrib_texcoord); + glVertexAttribPointer(attrib_position, 2, GL_FLOAT, GL_FALSE, 4 * sizeof(float), 0); + glVertexAttribPointer(attrib_texcoord, 2, GL_FLOAT, GL_FALSE, 4 * sizeof(float), (GLvoid*)(2 * sizeof(float))); + glBindVertexArray(0); + + for (unsigned i = 0; i < 16; i++) { + // Generate x/y component between -1 and 1 + // Use double to avoid denorm and get a true uniform distribution + double x = rand(); + x /= RAND_MAX; + x = 2 * x - 1; + double y = rand(); + y /= RAND_MAX; + y = 2 * y - 1; + + // compute z so that norm (x,y,z) is one + double z = sqrt(x * x + y * y); + // Norm factor + double w = rand(); + w /= RAND_MAX; + SSAOSamples[4 * i] = (float)x; + SSAOSamples[4 * i + 1] = (float)y; + SSAOSamples[4 * i + 2] = (float)z; + SSAOSamples[4 * i + 3] = (float)w; + } + } +} + namespace FogShader { GLuint Program = 0; @@ -863,8 +916,31 @@ void PostProcessing::renderPassThrough(ITexture *tex) glDisable(GL_BLEND); } -// ---------------------------------------------------------------------------- -/** Render the post-processed scene, solids only, color to color, no stencil */ + +void PostProcessing::renderSSAO(const core::matrix4 &invprojm, const core::matrix4 &projm) +{ + if (!SSAOShader::Program) + SSAOShader::init(); + glDisable(GL_DEPTH_TEST); + glDisable(GL_BLEND); + + glUseProgram(SSAOShader::Program); + glBindVertexArray(SSAOShader::vao); + glUniformMatrix4fv(SSAOShader::uniform_invprojm, 1, GL_FALSE, invprojm.pointer()); + glUniformMatrix4fv(SSAOShader::uniform_projm, 1, GL_FALSE, projm.pointer()); + glUniform4fv(SSAOShader::uniform_samplePoints, 16, SSAOShader::SSAOSamples); + + glActiveTexture(GL_TEXTURE0); + glBindTexture(GL_TEXTURE_2D, static_cast(irr_driver->getRTT(RTT_NORMAL_AND_DEPTH))->getOpenGLTextureName()); + glUniform1i(SSAOShader::uniform_normals_and_depth, 0); + + glDrawArrays(GL_TRIANGLE_STRIP, 0, 4); + glBindVertexArray(0); + glBindBuffer(GL_ARRAY_BUFFER, 0); + glBindBuffer(GL_ELEMENT_ARRAY_BUFFER, 0); + glEnable(GL_DEPTH_TEST); +} + void PostProcessing::renderFog(const core::vector3df &campos, const core::matrix4 &ipvmat) { irr_driver->getVideoDriver()->setRenderTarget(irr_driver->getRTT(RTT_COLOR), false, false); diff --git a/src/graphics/post_processing.hpp b/src/graphics/post_processing.hpp index c64d2ef2f..7bcc8cb6d 100644 --- a/src/graphics/post_processing.hpp +++ b/src/graphics/post_processing.hpp @@ -79,6 +79,7 @@ public: void renderLightbBlend(video::ITexture *diffuse, video::ITexture *specular, video::ITexture *ao, video::ITexture *specmap, bool debug); void renderFog(const core::vector3df &campos, const core::matrix4 &ipvmat); + void renderSSAO(const core::matrix4 &invprojm, const core::matrix4 &projm); /** Blur the in texture */ void renderGaussian3Blur(video::ITexture *in, video::ITexture *temprtt, float inv_width, float inv_height); diff --git a/src/graphics/render.cpp b/src/graphics/render.cpp index 0e3eb9354..8793085f5 100644 --- a/src/graphics/render.cpp +++ b/src/graphics/render.cpp @@ -749,16 +749,10 @@ void IrrDriver::renderLights(const core::aabbox3df& cambox, } m_post_processing->renderPointlight(irr_driver->getRTT(RTT_NORMAL_AND_DEPTH) , accumulatedLightPos, accumulatedLightColor, accumulatedLightEnergy); // Handle SSAO - SMaterial m_material; - - m_material.ZWriteEnable = false; - m_material.MaterialType = irr_driver->getShader(ES_SSAO); - m_material.setTexture(0, irr_driver->getRTT(RTT_NORMAL_AND_DEPTH)); - m_video_driver->setRenderTarget(irr_driver->getRTT(RTT_SSAO), true, false, SColor(255, 255, 255, 255)); - m_post_processing->drawQuad(cam, m_material); + m_post_processing->renderSSAO(irr_driver->getInvProjMatrix(), irr_driver->getProjMatrix()); // Blur it to reduce noise. if(UserConfigParams::m_ssao == 1)