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ssao.cpp
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ssao.cpp
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#include "common.hpp"
using namespace al;
const int w = 960, h = 540;
struct ssao_app : App {
VAOMesh obj {Mesh::TRIANGLES};
VAOMesh quad {Mesh::TRIANGLE_STRIP};
ShaderProgram scene_shader, ssao_shader, ssao_blur_ver_shader,
ssao_blur_hor_shader, composite_shader;
EasyFBO scene_data, ssao_blur, ssao_blur_temp, ssao;
Texture tex_pos_world, tex_obj_color;
bool do_ssao = false;
void onCreate() override;
void onDraw(Graphics &g) override;
bool onKeyDown(Keyboard const &k) override;
};
void ssao_app::onCreate() {
nav().pos(0, 0, 10);
nav().faceToward({0, 0, 0}, {0, 1, 0});
nav().setHome();
lens().fovy(24);
lens().near(1);
lens().far(1000);
// obj to render
prepare_obj(obj);
// viewport fill quad
addTexQuad(quad);
quad.update();
load_shader(scene_shader, "scene.vert", "scene.frag");
load_shader(ssao_shader, "ssao.vert", "ssao.frag");
load_shader(ssao_blur_ver_shader, "blur_ver.vert", "blur_ver.frag");
load_shader(ssao_blur_hor_shader, "blur_hor.vert", "blur_hor.frag");
load_shader(composite_shader, "composite.vert", "composite.frag");
// scene data fbo: normal(f32) position(f32) color(u8)
{
// setup with primary attachment
EasyFBOSetting float_setting;
float_setting.internal = GL_RGBA32F;
float_setting.filterMin = GL_LINEAR;
float_setting.filterMag = GL_LINEAR;
float_setting.depth_format = GL_DEPTH_COMPONENT32F;
float_setting.use_depth_texture = true;
scene_data.init(w, h, float_setting);
// attach more textures
tex_pos_world.create2D(w, h, GL_RGBA32F, GL_RGBA, GL_FLOAT);
tex_pos_world.filter(Texture::LINEAR);
tex_obj_color.create2D(w, h, GL_RGBA8, GL_RGBA, GL_UNSIGNED_BYTE);
tex_obj_color.filter(Texture::LINEAR);
auto &fbo = scene_data.fbo();
fbo.bind();
fbo.attachTexture2D(tex_pos_world, GL_COLOR_ATTACHMENT1);
fbo.attachTexture2D(tex_obj_color, GL_COLOR_ATTACHMENT2);
// make sure drawing to all three attachments
unsigned int scene_buffers[] = {GL_COLOR_ATTACHMENT0, GL_COLOR_ATTACHMENT1, GL_COLOR_ATTACHMENT2};
glDrawBuffers(3, scene_buffers);
fbo.unbind();
}
// ssao fbos
{
EasyFBOSetting fbo_setting;
fbo_setting.internal = GL_RGBA8;
fbo_setting.filterMin = GL_LINEAR;
fbo_setting.filterMag = GL_LINEAR;
// work at half res for speed
ssao.init(w / 2, h / 2, fbo_setting);
ssao_blur.init(w / 2, h / 2, fbo_setting);
ssao_blur_temp.init(w / 2, h / 2, fbo_setting);
}
}
void ssao_app::onDraw(Graphics &g) {
g.cullFace(true);
// save the matrices used to render the scene
Mat4f view_matrix;
Mat4f proj_matrix;
// prepare scene data textures
{
g.framebuffer(scene_data);
g.viewport(0, 0, w, h);
g.pushCamera(view()); // need to reset cam since viewport changed
view_matrix = g.viewMatrix();
proj_matrix = g.projMatrix(); // one used for w, h, viewport
g.blending(false);
g.depthTesting(true);
g.depthMask(true);
// clear takes r, g, b, a, and buffer index
g.clearColorBuffer(0, 0, 0, 0, 0); // normal
g.clearColorBuffer(0, 0, 0, 0, 1); // pos world
g.clearColorBuffer(0, 0, 0, 0, 2); // color
g.clearDepth(1);
g.shader(scene_shader);
auto world_normal_matrix = g.modelMatrix().inversed().transpose();
g.shader().uniform("al_NormalMatrix", world_normal_matrix);
g.shader().uniform("al_ModelMatrix", g.modelMatrix());
g.draw(obj);
g.popCamera();
}
// beginning of effects
g.depthTesting(false);
g.blending(false);
g.camera(Viewpoint::IDENTITY);
g.viewport(0, 0, w, h);
// ssao
{
// work at half res for speed
g.viewport(0, 0, w/2, h/2);
g.shader(ssao_shader);
g.shader().uniform("tex0", 0);
g.shader().uniform("tex1", 1);
g.shader().uniform("tex2", 2);
g.shader().uniform("nfr", lens().near(), lens().far(), 3.0, 0.0);
g.shader().uniform("view", view_matrix);
g.shader().uniform("proj", proj_matrix);
g.shader().uniform("inv_view_proj", (proj_matrix * view_matrix).inversed());
g.shader().uniform("resolution", w/2, h/2);
g.framebuffer(ssao);
scene_data.tex().bind(0); // normal
scene_data.depthTex().bind(1); // depth
tex_pos_world.bind(2); // world position
g.draw(quad);
// and blur
g.shader(ssao_blur_ver_shader);
g.shader().uniform("tex0", 0);
g.shader().uniform("resolution", w/2, h/2);
g.framebuffer(ssao_blur_temp);
ssao.tex().bind(0);
g.draw(quad);
g.shader(ssao_blur_hor_shader);
g.shader().uniform("tex0", 0);
g.shader().uniform("resolution", w/2, h/2);
g.framebuffer(ssao_blur);
ssao_blur_temp.tex().bind(0);
g.draw(quad);
}
// now composite to raw output and draw to window
{
g.framebuffer(FBO::DEFAULT);
g.viewport(0, 0, fbWidth(), fbHeight());
g.clearColorBuffer(1.0f, 0.0f, 0.0f, 1.0f, 0);
g.shader(composite_shader);
g.shader().uniform("tex0", 0);
g.shader().uniform("tex1", 1);
g.shader().uniform("do_ssao", do_ssao? 1.0f : 0.0f);
g.shader().uniform("resolution", fbWidth(), fbHeight());
tex_obj_color.bind(0);
ssao_blur.tex().bind(1);
g.draw(quad);
float y = -1.0f;
g.quadViewport(tex_obj_color, -1.0f, y, 0.3f, 0.3f); y += 0.3f;
g.quadViewport(ssao.tex(), -1.0f, y, 0.3f, 0.3f); y += 0.3f;
g.quadViewport(ssao_blur_temp.tex(), -1.0f, y, 0.3f, 0.3f); y += 0.3f;
g.quadViewport(ssao_blur.tex(), -1.0f, y, 0.3f, 0.3f); y += 0.3f;
g.quadViewport(tex_pos_world, -1.0f, y, 0.3f, 0.3f); y += 0.3f;
g.quadViewport(scene_data.tex(), -1.0f, y, 0.3f, 0.3f); y += 0.3f;
}
}
bool ssao_app::onKeyDown(const Keyboard& k) {
switch (k.key()) {
case ' ': do_ssao = !do_ssao; break;
}
return true;
}
int main() {
ssao_app app;
app.dimensions(w, h);
app.start();
}