Better SSAO

This commit is contained in:
Antoine Pilote
2023-08-02 22:00:17 -04:00
parent 7543d5aca4
commit 4b7c75b493
4 changed files with 51 additions and 40 deletions

View File

@@ -8,6 +8,7 @@ out flat vec2 UV;
out mat4 v_InvView;
out mat4 v_InvProjection;
out mat4 v_View;
out mat4 v_Projection;
uniform mat4 u_View;
uniform mat4 u_Projection;
@@ -15,6 +16,7 @@ uniform mat4 u_Projection;
void main()
{
v_View = u_View;
v_Projection = u_Projection;
v_InvView = inverse(u_View);
v_InvProjection = inverse(u_Projection);
@@ -28,7 +30,6 @@ void main()
uniform sampler2D u_Depth;
uniform sampler2D u_Normal;
uniform sampler2D u_Noise;
uniform int u_KernelSize = 64;
uniform vec3 u_Samples[64];
@@ -39,13 +40,20 @@ uniform float u_Bias = 0.025f;
uniform float u_Falloff = 0.0022;
uniform float u_Area = 0.0075;
uniform float u_Strength = 2.0f;
in vec2 UV;
in mat4 v_View;
in mat4 v_InvView;
in mat4 v_InvProjection;
in mat4 v_Projection;
out vec4 FragColor;
float linearize_depth(float d, float zNear, float zFar)
{
return zNear * zFar / (zFar + d * (zNear - zFar));
}
vec3 WorldPosFromDepth(float depth)
{
float z = depth * 2.0 - 1.0;
@@ -91,46 +99,51 @@ vec3 normal_from_depth(float depth, vec2 texcoords) {
void main()
{
float depth = texture(u_Depth, UV).r ;
vec3 fragPos = ViewPosFromDepth(depth);
float normalizedRadius = u_Radius;
if(depth > 0.9999999f)
float depth = texture(u_Depth, UV).r;
if (depth > 0.9999999f )
{
FragColor = vec4(0, 0, 0, 0);
return;
}
vec3 goodNormal = normal_from_depth(depth, UV);
vec3 normal = texture(u_Normal, UV).rgb * 2.0 - 1.0;
vec4 normalT = v_View * vec4(normal, 1.0);
normalT *= -1.0f;
normal = normalT.xyz;
normal = normalize(normal);
normal = goodNormal;
vec3 randomVec = texture(u_Noise, UV * u_NoiseScale).xyz;
float radius_depth = normalizedRadius / depth;
const float SCALING_NEAR = 0.9;
float depthScaler = (depth - SCALING_NEAR) * 1.0 / (1.0 - SCALING_NEAR);
depthScaler = min(max(depthScaler, 0.0), 1.0);
float scaledRadius = u_Radius * depthScaler;
vec3 fragPos = ViewPosFromDepth(depth);
vec3 normal = texture(u_Normal, UV).xyz * 2.0 - 1.0;//normal_from_depth(depth, UV);
normal.z *= -1.0f;
// Remove translation from view;
mat4 invView = v_InvView;
invView[3] = vec4(0, 0, 0, 1);
normal = (invView * vec4(normal, 1.0f)).xyz;
vec3 randomVec = texture(u_Noise, UV * u_NoiseScale).xyz;
vec3 tangent = normalize(randomVec - normal * dot(randomVec, normal));
vec3 bitangent = cross(normal, tangent);
mat3 TBN = mat3(tangent, bitangent, normal);
float occlusion = 0.0;
vec3 position = vec3(UV, depth);
int skipped = 0;
float rangeCheckC = 0.0f;
for(int i=0; i < 64; i++)
for(int i= 0; i < 64; i++)
{
vec3 ray = u_Radius * reflect(u_Samples[i], randomVec);
vec3 hemi_ray = position + sign(dot(ray, normal)) * ray;
float sampleDepth = texture(u_Depth, hemi_ray.xy).r;
float rangeCheck = smoothstep(0.0, 1.0, u_Radius * 0.8 / abs(depth - sampleDepth));
float ao = hemi_ray.z >= sampleDepth + u_Bias ? 1.0 : 0.0;
occlusion += ao * rangeCheck;
rangeCheckC += rangeCheck;
vec3 samplePos = TBN * u_Samples[i]; // generate a random point
samplePos.z *= -1.0f;
samplePos = fragPos + samplePos * scaledRadius;
vec4 offset = vec4(samplePos, 1.0); // make it a 4-vector
offset = v_Projection * offset; // project on the near clipping plane
offset.xyz /= offset.w; // perform perspective divide
offset.xyz = offset.xyz * 0.5 + 0.5; // transform to (0,1) range
float sampleDepth = texture(u_Depth, offset.xy).r;
float rangeCheck = smoothstep(0.0, 1.0, scaledRadius / abs((samplePos.z) - sampleDepth));
occlusion += (sampleDepth <= depth - u_Bias / 100.0 ? 1.0 : 0.0) * rangeCheck;
}
float ao = 1.0 - (occlusion / 64.0);
rangeCheckC /= 64.0;
float finalAO = pow(ao, u_Strength);
float finalAO = pow(ao, u_Strength * 100.0);
FragColor = vec4(finalAO, finalAO, finalAO, 1.0);
//FragColor = vec4(rangeCheckC, rangeCheckC, rangeCheckC, 1.0);
//FragColor = vec4(1.0, 1.0, 1.0, 1.0);
//FragColor = vec4(samplePos.z, samplePos.z, samplePos.z, 1.0);
}

View File

@@ -130,13 +130,13 @@ namespace Nuake
}
_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

View File

@@ -27,11 +27,11 @@ namespace Nuake
}
public:
float Radius = 0.060f;
float Bias = 0.00125f;
float Radius = 0.997f;
float Bias = 0.045f;
float Area = 0.0075f;
float Falloff = 0.002f;
float Strength = 0.5f;
float Strength = 0.2f;
void Resize(const Vector2& size);
SSAO();
void Draw(FrameBuffer* gBuffer, const Matrix4& projection, const Matrix4& view);

View File

@@ -144,8 +144,6 @@ namespace Nuake
}
framebuffer.Unbind();
RenderCommand::Enable(RendererEnum::DEPTH_TEST);
Renderer::EndDraw();
}