Line data Source code
1 : /* ao.cpp: screenspace ambient occlusion
2 : *
3 : * Screenspace ambient occlusion is a way to simulate darkening of corners which
4 : * do not recieve as much diffuse light as other areas. SSAO relies on the depth
5 : * buffer of the scene to determine areas which appear to be creases and
6 : * darkens those areas. Various settings allow for more or less artifact-free
7 : * rendition of this darkening effect.
8 : */
9 : #include "../libprimis-headers/cube.h"
10 : #include "../../shared/geomexts.h"
11 : #include "../../shared/glemu.h"
12 : #include "../../shared/glexts.h"
13 :
14 : #include <format>
15 :
16 : #include "ao.h"
17 : #include "rendergl.h"
18 : #include "renderlights.h"
19 : #include "rendertimers.h"
20 : #include "renderwindow.h"
21 : #include "shader.h"
22 : #include "shaderparam.h"
23 : #include "texture.h"
24 :
25 : #include "interface/control.h"
26 :
27 : int aow = -1,
28 : aoh = -1;
29 : static std::array<GLuint, 4> aofbo = { 0, 0, 0, 0 };
30 : std::array<GLuint, 4> aotex = { 0, 0, 0, 0 };
31 : GLuint aonoisetex = 0;
32 :
33 0 : VARFP(ao, 0, 1, 1, { cleanupao(); cleardeferredlightshaders(); }); //toggles ao use in general
34 : static FVARR(aoradius, 0, 5, 256);
35 : static FVAR(aocutoff, 0, 2.0f, 1e3f);
36 : static FVARR(aodark, 1e-3f, 11.0f, 1e3f);
37 : static FVARR(aosharp, 1e-3f, 1, 1e3f);
38 : static FVAR(aoprefilterdepth, 0, 1, 1e3f);
39 : FVARR(aomin, 0, 0.25f, 1);
40 0 : VARFR(aosun, 0, 1, 1, cleardeferredlightshaders()); //toggles ambient occlusion for sunlight
41 : FVARR(aosunmin, 0, 0.5f, 1);
42 : static VARP(aoblur, 0, 4, 7);
43 : static VARP(aoiter, 0, 0, 4); //number of times to run ao shader (higher is smoother)
44 0 : VARFP(aoreduce, 0, 1, 2, cleanupao());
45 0 : VARF(aoreducedepth, 0, 1, 2, cleanupao());
46 0 : static VARFP(aofloatdepth, 0, 1, 2, initwarning("AO setup", Init_Load, Change_Shaders));
47 0 : static VARFP(aoprec, 0, 1, 1, cleanupao()); //toggles between r8 and rgba8 buffer format
48 : static VAR(aodepthformat, 1, 0, 0);
49 0 : static VARF(aonoise, 0, 5, 8, cleanupao()); //power or two scale factor for ao noise effect
50 0 : VARFP(aobilateral, 0, 3, 10, cleanupao());
51 : static FVARP(aobilateraldepth, 0, 4, 1e3f);
52 0 : VARFP(aobilateralupscale, 0, 0, 1, cleanupao());
53 0 : VARF(aopackdepth, 0, 1, 1, cleanupao());
54 0 : static VARFP(aotaps, 1, 12, 12, cleanupao());
55 : static VAR(debugao, 0, 0, 4);
56 :
57 : static Shader *ambientobscuranceshader = nullptr;
58 :
59 : /**
60 : * @brief Creates a new ambient obscurance object.
61 : *
62 : * Creates a new ambient obscurance (ambient occlusion) object with values based
63 : * on current settings. This object envelops the AO shader and its accompanying
64 : * values.
65 : *
66 : * @return a new Shader object that applies an AO effect.
67 : */
68 0 : static Shader *loadambientobscuranceshader()
69 : {
70 : string opts;
71 0 : int optslen = 0;
72 :
73 0 : bool linear = aoreducedepth && (aoreduce || aoreducedepth > 1);
74 0 : if(linear)
75 : {
76 0 : opts[optslen++] = 'l';
77 : }
78 0 : if(aobilateral && aopackdepth)
79 : {
80 0 : opts[optslen++] = 'p';
81 : }
82 0 : opts[optslen] = '\0';
83 0 : std::string name = std::format("ambientobscurance{}{}", opts, aotaps);
84 0 : return generateshader(name, "ambientobscuranceshader \"%s\" %d", opts, aotaps);
85 0 : }
86 :
87 : /**
88 : * @brief Sets the ambientobscuranceshader gvar to the value created by above fxn.
89 : *
90 : * The loadambientobscuranceshader() function is called to generate a Shader object
91 : * and is assigned to the ambient obscurance shader global variable. This global
92 : * is local to this file.
93 : */
94 0 : static void loadaoshaders()
95 : {
96 0 : ambientobscuranceshader = loadambientobscuranceshader();
97 0 : }
98 :
99 : /**
100 : * @brief un-sets the ambientobscuranceshader gvar defined by loadaoshaders
101 : *
102 : * Sets the ambientobscuranceshader variable set in loadaoshaders() to nullptr.
103 : * Does not free the object.
104 : */
105 0 : static void clearaoshaders()
106 : {
107 0 : ambientobscuranceshader = nullptr;
108 0 : }
109 :
110 0 : void setupao(int w, int h)
111 : {
112 0 : int sw = w>>aoreduce,
113 0 : sh = h>>aoreduce;
114 :
115 0 : if(sw == aow && sh == aoh)
116 : {
117 0 : return;
118 : }
119 0 : aow = sw;
120 0 : aoh = sh;
121 0 : if(!aonoisetex)
122 : {
123 0 : glGenTextures(1, &aonoisetex);
124 : }
125 0 : bvec *noise = new bvec[(1<<aonoise)*(1<<aonoise)];
126 0 : for(int k = 0; k < (1<<aonoise)*(1<<aonoise); ++k)
127 : {
128 0 : noise[k] = bvec(vec(randomfloat(2)-1, randomfloat(2)-1, 0).normalize());
129 : }
130 0 : createtexture(aonoisetex, 1<<aonoise, 1<<aonoise, noise, 0, 0, GL_RGB, GL_TEXTURE_2D);
131 0 : delete[] noise;
132 :
133 0 : bool upscale = aoreduce && aobilateral && aobilateralupscale;
134 0 : GLenum format = aoprec ? GL_R8 : GL_RGBA8,
135 0 : packformat = aobilateral && aopackdepth ? (aodepthformat ? GL_RG16F : GL_RGBA8) : format;
136 0 : int packfilter = upscale && aopackdepth && !aodepthformat ? 0 : 1;
137 0 : for(int i = 0; i < (upscale ? 3 : 2); ++i)
138 : {
139 : //create framebuffer
140 0 : if(!aotex[i])
141 : {
142 0 : glGenTextures(1, &aotex[i]);
143 : }
144 0 : if(!aofbo[i])
145 : {
146 0 : glGenFramebuffers(1, &aofbo[i]);
147 : }
148 0 : createtexture(aotex[i], upscale && i ? w : aow, upscale && i >= 2 ? h : aoh, nullptr, 3, i < 2 ? packfilter : 1, i < 2 ? packformat : format, GL_TEXTURE_RECTANGLE);
149 0 : glBindFramebuffer(GL_FRAMEBUFFER, aofbo[i]);
150 0 : glFramebufferTexture2D(GL_FRAMEBUFFER, GL_COLOR_ATTACHMENT0, GL_TEXTURE_RECTANGLE, aotex[i], 0);
151 : //make sure we have a framebuffer
152 0 : if(glCheckFramebufferStatus(GL_FRAMEBUFFER) != GL_FRAMEBUFFER_COMPLETE)
153 : {
154 0 : fatal("failed allocating AO buffer!");
155 : }
156 0 : if(!upscale && packformat == GL_RG16F)
157 : {
158 0 : glClearColor(0, 0, 0, 0);
159 0 : glClear(GL_COLOR_BUFFER_BIT);
160 : }
161 : }
162 0 : if(aoreducedepth && (aoreduce || aoreducedepth > 1))
163 : {
164 : //create framebuffer
165 0 : if(!aotex[3])
166 : {
167 0 : glGenTextures(1, &aotex[3]);
168 : }
169 0 : if(!aofbo[3])
170 : {
171 0 : glGenFramebuffers(1, &aofbo[3]);
172 : }
173 0 : createtexture(aotex[3], aow, aoh, nullptr, 3, 0, aodepthformat > 1 ? GL_R32F : (aodepthformat ? GL_R16F : GL_RGBA8), GL_TEXTURE_RECTANGLE);
174 0 : glBindFramebuffer(GL_FRAMEBUFFER, aofbo[3]);
175 0 : glFramebufferTexture2D(GL_FRAMEBUFFER, GL_COLOR_ATTACHMENT0, GL_TEXTURE_RECTANGLE, aotex[3], 0);
176 : //make sure we have a framebuffer
177 0 : if(glCheckFramebufferStatus(GL_FRAMEBUFFER) != GL_FRAMEBUFFER_COMPLETE)
178 : {
179 0 : fatal("failed allocating AO buffer!");
180 : }
181 : }
182 :
183 0 : glBindFramebuffer(GL_FRAMEBUFFER, 0);
184 :
185 0 : loadaoshaders();
186 0 : loadbilateralshaders();
187 : }
188 :
189 0 : void cleanupao()
190 : {
191 0 : for(int i = 0; i < 4; ++i)
192 : {
193 0 : if(aofbo[i])
194 : {
195 0 : glDeleteFramebuffers(1, &aofbo[i]);
196 0 : aofbo[i] = 0;
197 : }
198 : }
199 0 : for(int i = 0; i < 4; ++i)
200 : {
201 0 : if(aotex[i])
202 : {
203 0 : glDeleteTextures(1, &aotex[i]);
204 0 : aotex[i] = 0;
205 : }
206 : }
207 0 : if(aonoisetex)
208 : {
209 0 : glDeleteTextures(1, &aonoisetex);
210 0 : aonoisetex = 0;
211 : }
212 0 : aow = aoh = -1;
213 :
214 0 : clearaoshaders();
215 0 : clearbilateralshaders();
216 0 : }
217 :
218 0 : void initao()
219 : {
220 0 : aodepthformat = aofloatdepth ? aofloatdepth : 0;
221 0 : }
222 :
223 0 : void viewao()
224 : {
225 0 : if(!ao || !debugao)
226 : {
227 0 : return;
228 : }
229 0 : int w = debugfullscreen ? hudw() : std::min(hudw(), hudh())/2, //if debugfullscreen, set to hudw/hudh size; if not, do small size
230 0 : h = debugfullscreen ? hudh() : (w*hudh())/hudw();
231 0 : SETSHADER(hudrect);
232 0 : gle::colorf(1, 1, 1);
233 0 : glBindTexture(GL_TEXTURE_RECTANGLE, aotex[debugao - 1]);
234 0 : int tw = aotex[2] ? gw : aow,
235 0 : th = aotex[2] ? gh : aoh;
236 0 : debugquad(0, 0, w, h, 0, 0, tw, th);
237 : }
238 :
239 0 : void GBuffer::renderao() const
240 : {
241 0 : if(!ao)
242 : {
243 0 : return;
244 : }
245 0 : timer *aotimer = begintimer("ambient obscurance");
246 :
247 0 : if(msaasamples)
248 : {
249 0 : glBindTexture(GL_TEXTURE_2D_MULTISAMPLE, msdepthtex);
250 : }
251 : else
252 : {
253 0 : glBindTexture(GL_TEXTURE_RECTANGLE, gdepthtex);
254 : }
255 0 : bool linear = aoreducedepth && (aoreduce || aoreducedepth > 1);
256 0 : float xscale = eyematrix.a.x,
257 0 : yscale = eyematrix.b.y;
258 0 : if(linear)
259 : {
260 0 : glBindFramebuffer(GL_FRAMEBUFFER, aofbo[3]);
261 0 : glViewport(0, 0, aow, aoh);
262 0 : SETSHADER(linearizedepth);
263 0 : screenquad(vieww, viewh);
264 :
265 0 : xscale *= static_cast<float>(vieww)/aow;
266 0 : yscale *= static_cast<float>(viewh)/aoh;
267 :
268 0 : glBindTexture(GL_TEXTURE_RECTANGLE, aotex[3]);
269 : }
270 :
271 0 : ambientobscuranceshader->set();
272 :
273 0 : glBindFramebuffer(GL_FRAMEBUFFER, aofbo[0]);
274 0 : glViewport(0, 0, aow, aoh);
275 0 : glActiveTexture(GL_TEXTURE1);
276 :
277 0 : if(msaasamples)
278 : {
279 0 : glBindTexture(GL_TEXTURE_2D_MULTISAMPLE, msnormaltex);
280 : }
281 : else
282 : {
283 0 : glBindTexture(GL_TEXTURE_RECTANGLE, gnormaltex);
284 : }
285 :
286 0 : LOCALPARAM(normalmatrix, matrix3(cammatrix));
287 0 : glActiveTexture(GL_TEXTURE2);
288 0 : glBindTexture(GL_TEXTURE_2D, aonoisetex);
289 0 : glActiveTexture(GL_TEXTURE0);
290 :
291 0 : LOCALPARAMF(tapparams, aoradius*eyematrix.d.z/xscale, aoradius*eyematrix.d.z/yscale, aoradius*aoradius*aocutoff*aocutoff);
292 0 : LOCALPARAMF(contrastparams, (2.0f*aodark)/aotaps, aosharp);
293 0 : LOCALPARAMF(offsetscale, xscale/eyematrix.d.z, yscale/eyematrix.d.z, eyematrix.d.x/eyematrix.d.z, eyematrix.d.y/eyematrix.d.z);
294 0 : LOCALPARAMF(prefilterdepth, aoprefilterdepth);
295 0 : screenquad(vieww, viewh, aow/static_cast<float>(1<<aonoise), aoh/static_cast<float>(1<<aonoise));
296 :
297 0 : if(aobilateral)
298 : {
299 0 : if(aoreduce && aobilateralupscale)
300 : {
301 0 : for(int i = 0; i < 2; ++i)
302 : {
303 0 : setbilateralshader(aobilateral, i, aobilateraldepth);
304 0 : glBindFramebuffer(GL_FRAMEBUFFER, aofbo[i+1]);
305 0 : glViewport(0, 0, vieww, i ? viewh : aoh);
306 0 : glBindTexture(GL_TEXTURE_RECTANGLE, aotex[i]);
307 0 : glActiveTexture(GL_TEXTURE1);
308 0 : if(msaasamples)
309 : {
310 0 : glBindTexture(GL_TEXTURE_2D_MULTISAMPLE, msdepthtex);
311 : }
312 : else
313 : {
314 0 : glBindTexture(GL_TEXTURE_RECTANGLE, gdepthtex);
315 : }
316 0 : glActiveTexture(GL_TEXTURE0);
317 0 : screenquad(vieww, viewh, i ? vieww : aow, aoh);
318 : }
319 0 : }
320 : else
321 : {
322 0 : for(int i = 0; i < 2 + 2*aoiter; ++i)
323 : {
324 0 : setbilateralshader(aobilateral, i%2, aobilateraldepth);
325 0 : glBindFramebuffer(GL_FRAMEBUFFER, aofbo[(i+1)%2]);
326 0 : glViewport(0, 0, aow, aoh);
327 0 : glBindTexture(GL_TEXTURE_RECTANGLE, aotex[i%2]);
328 0 : glActiveTexture(GL_TEXTURE1);
329 0 : if(linear)
330 : {
331 0 : glBindTexture(GL_TEXTURE_RECTANGLE, aotex[3]);
332 : }
333 0 : else if(msaasamples)
334 : {
335 0 : glBindTexture(GL_TEXTURE_2D_MULTISAMPLE, msdepthtex);
336 : }
337 : else
338 : {
339 0 : glBindTexture(GL_TEXTURE_RECTANGLE, gdepthtex);
340 : }
341 0 : glActiveTexture(GL_TEXTURE0);
342 0 : screenquad(vieww, viewh);
343 : }
344 : }
345 : }
346 0 : else if(aoblur)
347 : {
348 : std::array<float, maxblurradius+1> blurweights,
349 : bluroffsets;
350 0 : setupblurkernel(aoblur, blurweights.data(), bluroffsets.data());
351 0 : for(int i = 0; i < 2+2*aoiter; ++i)
352 : {
353 0 : glBindFramebuffer(GL_FRAMEBUFFER, aofbo[(i+1)%2]);
354 0 : glViewport(0, 0, aow, aoh);
355 0 : setblurshader(i%2, 1, aoblur, blurweights.data(), bluroffsets.data(), GL_TEXTURE_RECTANGLE);
356 0 : glBindTexture(GL_TEXTURE_RECTANGLE, aotex[i%2]);
357 0 : screenquad(aow, aoh);
358 : }
359 : }
360 :
361 0 : glBindFramebuffer(GL_FRAMEBUFFER, msaasamples ? msfbo : gfbo);
362 0 : glViewport(0, 0, vieww, viewh);
363 :
364 0 : endtimer(aotimer);
365 : }
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