Files
Nuake-custom/Nuake/src/Rendering/PostFX/SSAO.cpp
2023-07-19 00:31:22 -04:00

146 lines
4.2 KiB
C++

#include "SSAO.h"
#include "src/Core/Core.h"
#include "src/Rendering/Textures/Texture.h"
#include <src/Rendering/Shaders/Shader.h>
#include "src/Rendering/Shaders/ShaderManager.h"
#include "src/Rendering/Renderer.h"
#include <GL\glew.h>
#include <random>
#include <src/Vendors/imgui/imgui.h>
namespace Nuake
{
SSAO::SSAO()
{
GenerateKernel();
GenerateNoise();
_size = { 1280, 720 };
_ssaoFramebuffer = CreateRef<FrameBuffer>(false, Vector2(_size));
auto& renderTarget = CreateRef<Texture>(_size, GL_RGBA, GL_RGBA16F, GL_FLOAT);
_ssaoFramebuffer->SetTexture(renderTarget, GL_COLOR_ATTACHMENT0);
_ssaoBlurFramebuffer = CreateRef<FrameBuffer>(false, Vector2(_size));
auto& renderTargetBlur = CreateRef<Texture>(_size, GL_RGBA, GL_RGBA16F, GL_FLOAT);
_ssaoBlurFramebuffer->SetTexture(renderTargetBlur);
}
void SSAO::Resize(const Vector2& size)
{
if (_size == size)
return;
_size = size;
_ssaoFramebuffer->QueueResize(size);
_ssaoBlurFramebuffer->QueueResize(size);
}
void SSAO::GenerateKernel()
{
std::uniform_real_distribution<float> randomFloats(0.0, 1.0); // random floats between [0.0, 1.0]
std::default_random_engine generator;
std::vector<Vector3> ssaoKernel;
for (unsigned int i = 0; i < 64; ++i)
{
Vector3 sample(
randomFloats(generator) * 2.0 - 1.0,
randomFloats(generator) * 2.0 - 1.0,
randomFloats(generator)
);
sample = glm::normalize(sample);
sample *= randomFloats(generator);
float scale = (float)i / 64.0f;
scale = lerp(0.1f, 1.0f, scale * scale);
sample *= scale;
_ssaoKernel.push_back(sample);
}
}
void SSAO::GenerateNoise()
{
std::uniform_real_distribution<float> randomFloats(0.0, 1.0);
std::default_random_engine generator;
for (unsigned int i = 0; i < 16; i++)
{
Vector3 noise(
randomFloats(generator) * 2.0 - 1.0,
randomFloats(generator) * 2.0 - 1.0,
0.0f);
_ssaoNoise.push_back(noise);
}
_ssaoNoiseTexture = CreateRef<Texture>(Vector2(4, 4), GL_RGB, GL_RGBA16F, GL_FLOAT, &_ssaoNoise[0]);
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_NEAREST);
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_NEAREST);
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_S, GL_REPEAT);
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_T, GL_REPEAT);
}
void SSAO::Draw(FrameBuffer* gBuffer, const Matrix4& projection, const Matrix4& view)
{
_ssaoFramebuffer->Bind();
{
_ssaoFramebuffer->Clear();
const auto& depthTexture = gBuffer->GetTexture(GL_DEPTH_ATTACHMENT);
const auto& normalTexture = gBuffer->GetTexture(GL_COLOR_ATTACHMENT1);
Shader* shader = ShaderManager::GetShader("resources/Shaders/ssao.shader");
shader->Bind();
shader->SetUniformMat4f("u_Projection", projection);
shader->SetUniformMat4f("u_View", view);
shader->SetUniformTex("u_Depth", depthTexture.get(), 2);
shader->SetUniformTex("u_Normal", normalTexture.get(), 3);
shader->SetUniformTex("u_Noise", _ssaoNoiseTexture.get(), 6);
shader->SetUniform1i("u_KernelSize", 64);
shader->SetUniform1f("u_Radius", Radius);
shader->SetUniform1f("u_Bias", Bias);
shader->SetUniform1f("u_Falloff", Falloff);
shader->SetUniform1f("u_Area", Area);
shader->SetUniform1f("u_Strength", Strength);
shader->SetUniformVec2("u_NoiseScale", Vector2(_size.x / 4, _size.y / 4) );
int i = 0;
for (const auto& k : _ssaoKernel)
{
const std::string& uniformName = "u_Samples[" + std::to_string(i) + "]";
shader->SetUniform3f(uniformName, k.x, k.y, k.z);
i++;
}
//shader->SetUniform1fv("u_Samples", 64 * 3, (float*)&(_ssaoKernel.begin()));
Renderer::DrawQuad(Matrix4(1.0));
}
_ssaoFramebuffer->Unbind();
_ssaoBlurFramebuffer->Bind();
{
Shader* shader = ShaderManager::GetShader("resources/Shaders/blur.shader");
shader->Bind();
shader->SetUniformTex("u_Input", _ssaoFramebuffer->GetTexture().get(), 2);
Renderer::DrawQuad(Matrix4(1.0));
}
_ssaoBlurFramebuffer->Unbind();
/*
if (ImGui::Begin("SSAO debug"))
{
ImGui::Image((void*)(uintptr_t)(_ssaoFramebuffer->GetTexture(GL_COLOR_ATTACHMENT0)->GetID()), ImGui::GetContentRegionAvail(), ImVec2(0, 1), ImVec2(1, 0));
}
ImGui::End();
*/
}
Ref<FrameBuffer> SSAO::GetOuput() const
{
return _ssaoBlurFramebuffer;
}
}