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 : GLuint aofbo[4] = { 0, 0, 0, 0 },
30 : aotex[4] = { 0, 0, 0, 0 },
31 : aonoisetex = 0;
32 :
33 0 : VARFP(ao, 0, 1, 1, { cleanupao(); cleardeferredlightshaders(); }); //toggles ao use in general
34 : FVARR(aoradius, 0, 5, 256);
35 : FVAR(aocutoff, 0, 2.0f, 1e3f);
36 : FVARR(aodark, 1e-3f, 11.0f, 1e3f);
37 : FVARR(aosharp, 1e-3f, 1, 1e3f);
38 : 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 : VARP(aoblur, 0, 4, 7);
43 : 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 : VARFP(aofloatdepth, 0, 1, 2, initwarning("AO setup", Init_Load, Change_Shaders));
47 0 : VARFP(aoprec, 0, 1, 1, cleanupao()); //toggles between r8 and rgba8 buffer format
48 : VAR(aodepthformat, 1, 0, 0);
49 0 : VARF(aonoise, 0, 5, 8, cleanupao()); //power or two scale factor for ao noise effect
50 0 : VARFP(aobilateral, 0, 3, 10, cleanupao());
51 : FVARP(aobilateraldepth, 0, 4, 1e3f);
52 0 : VARFP(aobilateralupscale, 0, 0, 1, cleanupao());
53 0 : VARF(aopackdepth, 0, 1, 1, cleanupao());
54 0 : VARFP(aotaps, 1, 12, 12, cleanupao());
55 : VAR(debugao, 0, 0, 4);
56 :
57 : static Shader *ambientobscuranceshader = nullptr;
58 :
59 : /* loadambientobscuranceshader
60 : *
61 : * creates a new ambient obscurance (ambient occlusion) object with values based
62 : * on current settings
63 : */
64 0 : Shader *loadambientobscuranceshader()
65 : {
66 : string opts;
67 0 : int optslen = 0;
68 :
69 0 : bool linear = aoreducedepth && (aoreduce || aoreducedepth > 1);
70 0 : if(linear)
71 : {
72 0 : opts[optslen++] = 'l';
73 : }
74 0 : if(aobilateral && aopackdepth)
75 : {
76 0 : opts[optslen++] = 'p';
77 : }
78 0 : opts[optslen] = '\0';
79 0 : std::string name = std::format("ambientobscurance{}{}", opts, aotaps);
80 0 : return generateshader(name, "ambientobscuranceshader \"%s\" %d", opts, aotaps);
81 0 : }
82 :
83 : //sets the ambientobscuranceshader gvar to the value created by above fxn
84 0 : void loadaoshaders()
85 : {
86 0 : ambientobscuranceshader = loadambientobscuranceshader();
87 0 : }
88 :
89 : //un-sets the ambientobscuranceshader gvar defined by loadaoshaders
90 0 : void clearaoshaders()
91 : {
92 0 : ambientobscuranceshader = nullptr;
93 0 : }
94 :
95 0 : void setupao(int w, int h)
96 : {
97 0 : int sw = w>>aoreduce,
98 0 : sh = h>>aoreduce;
99 :
100 0 : if(sw == aow && sh == aoh)
101 : {
102 0 : return;
103 : }
104 0 : aow = sw;
105 0 : aoh = sh;
106 0 : if(!aonoisetex)
107 : {
108 0 : glGenTextures(1, &aonoisetex);
109 : }
110 0 : bvec *noise = new bvec[(1<<aonoise)*(1<<aonoise)];
111 0 : for(int k = 0; k < (1<<aonoise)*(1<<aonoise); ++k)
112 : {
113 0 : noise[k] = bvec(vec(randomfloat(2)-1, randomfloat(2)-1, 0).normalize());
114 : }
115 0 : createtexture(aonoisetex, 1<<aonoise, 1<<aonoise, noise, 0, 0, GL_RGB, GL_TEXTURE_2D);
116 0 : delete[] noise;
117 :
118 0 : bool upscale = aoreduce && aobilateral && aobilateralupscale;
119 0 : GLenum format = aoprec ? GL_R8 : GL_RGBA8,
120 0 : packformat = aobilateral && aopackdepth ? (aodepthformat ? GL_RG16F : GL_RGBA8) : format;
121 0 : int packfilter = upscale && aopackdepth && !aodepthformat ? 0 : 1;
122 0 : for(int i = 0; i < (upscale ? 3 : 2); ++i)
123 : {
124 : //create framebuffer
125 0 : if(!aotex[i])
126 : {
127 0 : glGenTextures(1, &aotex[i]);
128 : }
129 0 : if(!aofbo[i])
130 : {
131 0 : glGenFramebuffers(1, &aofbo[i]);
132 : }
133 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);
134 0 : glBindFramebuffer(GL_FRAMEBUFFER, aofbo[i]);
135 0 : glFramebufferTexture2D(GL_FRAMEBUFFER, GL_COLOR_ATTACHMENT0, GL_TEXTURE_RECTANGLE, aotex[i], 0);
136 : //make sure we have a framebuffer
137 0 : if(glCheckFramebufferStatus(GL_FRAMEBUFFER) != GL_FRAMEBUFFER_COMPLETE)
138 : {
139 0 : fatal("failed allocating AO buffer!");
140 : }
141 0 : if(!upscale && packformat == GL_RG16F)
142 : {
143 0 : glClearColor(0, 0, 0, 0);
144 0 : glClear(GL_COLOR_BUFFER_BIT);
145 : }
146 : }
147 0 : if(aoreducedepth && (aoreduce || aoreducedepth > 1))
148 : {
149 : //create framebuffer
150 0 : if(!aotex[3])
151 : {
152 0 : glGenTextures(1, &aotex[3]);
153 : }
154 0 : if(!aofbo[3])
155 : {
156 0 : glGenFramebuffers(1, &aofbo[3]);
157 : }
158 0 : createtexture(aotex[3], aow, aoh, nullptr, 3, 0, aodepthformat > 1 ? GL_R32F : (aodepthformat ? GL_R16F : GL_RGBA8), GL_TEXTURE_RECTANGLE);
159 0 : glBindFramebuffer(GL_FRAMEBUFFER, aofbo[3]);
160 0 : glFramebufferTexture2D(GL_FRAMEBUFFER, GL_COLOR_ATTACHMENT0, GL_TEXTURE_RECTANGLE, aotex[3], 0);
161 : //make sure we have a framebuffer
162 0 : if(glCheckFramebufferStatus(GL_FRAMEBUFFER) != GL_FRAMEBUFFER_COMPLETE)
163 : {
164 0 : fatal("failed allocating AO buffer!");
165 : }
166 : }
167 :
168 0 : glBindFramebuffer(GL_FRAMEBUFFER, 0);
169 :
170 0 : loadaoshaders();
171 0 : loadbilateralshaders();
172 : }
173 :
174 : /* cleanupao
175 : *
176 : * deletes the framebuffer textures for ambient obscurance (ambient occlusion)
177 : *
178 : * aofbo[0-3] and aotex[0-3] as well as aonoisetex if enabled
179 : * sets ao buffer width and height to -1 to indicate buffers not there
180 : * cleans up ao shaders
181 : */
182 0 : void cleanupao()
183 : {
184 0 : for(int i = 0; i < 4; ++i)
185 : {
186 0 : if(aofbo[i])
187 : {
188 0 : glDeleteFramebuffers(1, &aofbo[i]);
189 0 : aofbo[i] = 0;
190 : }
191 : }
192 0 : for(int i = 0; i < 4; ++i)
193 : {
194 0 : if(aotex[i])
195 : {
196 0 : glDeleteTextures(1, &aotex[i]);
197 0 : aotex[i] = 0;
198 : }
199 : }
200 0 : if(aonoisetex)
201 : {
202 0 : glDeleteTextures(1, &aonoisetex);
203 0 : aonoisetex = 0;
204 : }
205 0 : aow = aoh = -1;
206 :
207 0 : clearaoshaders();
208 0 : clearbilateralshaders();
209 0 : }
210 :
211 : /* initao
212 : *
213 : * sets the ao buffer depth format flag depending on the aofloatdepth variable
214 : */
215 0 : void initao()
216 : {
217 0 : aodepthformat = aofloatdepth ? aofloatdepth : 0;
218 0 : }
219 :
220 : /* viewao
221 : *
222 : * displays the raw output of the ao buffer, useful for debugging
223 : *
224 : * either fullscreen (if debugfullscreen is 1) or corner of screen
225 : */
226 0 : void viewao()
227 : {
228 0 : if(!ao || !debugao)
229 : {
230 0 : return;
231 : }
232 0 : int w = debugfullscreen ? hudw() : std::min(hudw(), hudh())/2, //if debugfullscreen, set to hudw/hudh size; if not, do small size
233 0 : h = debugfullscreen ? hudh() : (w*hudh())/hudw();
234 0 : SETSHADER(hudrect);
235 0 : gle::colorf(1, 1, 1);
236 0 : glBindTexture(GL_TEXTURE_RECTANGLE, aotex[debugao - 1]);
237 0 : int tw = aotex[2] ? gw : aow,
238 0 : th = aotex[2] ? gh : aoh;
239 0 : debugquad(0, 0, w, h, 0, 0, tw, th);
240 : }
241 :
242 0 : void GBuffer::renderao() const
243 : {
244 0 : if(!ao)
245 : {
246 0 : return;
247 : }
248 0 : timer *aotimer = begintimer("ambient obscurance");
249 :
250 0 : if(msaasamples)
251 : {
252 0 : glBindTexture(GL_TEXTURE_2D_MULTISAMPLE, msdepthtex);
253 : }
254 : else
255 : {
256 0 : glBindTexture(GL_TEXTURE_RECTANGLE, gdepthtex);
257 : }
258 0 : bool linear = aoreducedepth && (aoreduce || aoreducedepth > 1);
259 0 : float xscale = eyematrix.a.x,
260 0 : yscale = eyematrix.b.y;
261 0 : if(linear)
262 : {
263 0 : glBindFramebuffer(GL_FRAMEBUFFER, aofbo[3]);
264 0 : glViewport(0, 0, aow, aoh);
265 0 : SETSHADER(linearizedepth);
266 0 : screenquad(vieww, viewh);
267 :
268 0 : xscale *= static_cast<float>(vieww)/aow;
269 0 : yscale *= static_cast<float>(viewh)/aoh;
270 :
271 0 : glBindTexture(GL_TEXTURE_RECTANGLE, aotex[3]);
272 : }
273 :
274 0 : ambientobscuranceshader->set();
275 :
276 0 : glBindFramebuffer(GL_FRAMEBUFFER, aofbo[0]);
277 0 : glViewport(0, 0, aow, aoh);
278 0 : glActiveTexture(GL_TEXTURE1);
279 :
280 0 : if(msaasamples)
281 : {
282 0 : glBindTexture(GL_TEXTURE_2D_MULTISAMPLE, msnormaltex);
283 : }
284 : else
285 : {
286 0 : glBindTexture(GL_TEXTURE_RECTANGLE, gnormaltex);
287 : }
288 :
289 0 : LOCALPARAM(normalmatrix, matrix3(cammatrix));
290 0 : glActiveTexture(GL_TEXTURE2);
291 0 : glBindTexture(GL_TEXTURE_2D, aonoisetex);
292 0 : glActiveTexture(GL_TEXTURE0);
293 :
294 0 : LOCALPARAMF(tapparams, aoradius*eyematrix.d.z/xscale, aoradius*eyematrix.d.z/yscale, aoradius*aoradius*aocutoff*aocutoff);
295 0 : LOCALPARAMF(contrastparams, (2.0f*aodark)/aotaps, aosharp);
296 0 : LOCALPARAMF(offsetscale, xscale/eyematrix.d.z, yscale/eyematrix.d.z, eyematrix.d.x/eyematrix.d.z, eyematrix.d.y/eyematrix.d.z);
297 0 : LOCALPARAMF(prefilterdepth, aoprefilterdepth);
298 0 : screenquad(vieww, viewh, aow/static_cast<float>(1<<aonoise), aoh/static_cast<float>(1<<aonoise));
299 :
300 0 : if(aobilateral)
301 : {
302 0 : if(aoreduce && aobilateralupscale)
303 : {
304 0 : for(int i = 0; i < 2; ++i)
305 : {
306 0 : setbilateralshader(aobilateral, i, aobilateraldepth);
307 0 : glBindFramebuffer(GL_FRAMEBUFFER, aofbo[i+1]);
308 0 : glViewport(0, 0, vieww, i ? viewh : aoh);
309 0 : glBindTexture(GL_TEXTURE_RECTANGLE, aotex[i]);
310 0 : glActiveTexture(GL_TEXTURE1);
311 0 : if(msaasamples)
312 : {
313 0 : glBindTexture(GL_TEXTURE_2D_MULTISAMPLE, msdepthtex);
314 : }
315 : else
316 : {
317 0 : glBindTexture(GL_TEXTURE_RECTANGLE, gdepthtex);
318 : }
319 0 : glActiveTexture(GL_TEXTURE0);
320 0 : screenquad(vieww, viewh, i ? vieww : aow, aoh);
321 : }
322 0 : }
323 : else
324 : {
325 0 : for(int i = 0; i < 2 + 2*aoiter; ++i)
326 : {
327 0 : setbilateralshader(aobilateral, i%2, aobilateraldepth);
328 0 : glBindFramebuffer(GL_FRAMEBUFFER, aofbo[(i+1)%2]);
329 0 : glViewport(0, 0, aow, aoh);
330 0 : glBindTexture(GL_TEXTURE_RECTANGLE, aotex[i%2]);
331 0 : glActiveTexture(GL_TEXTURE1);
332 0 : if(linear)
333 : {
334 0 : glBindTexture(GL_TEXTURE_RECTANGLE, aotex[3]);
335 : }
336 0 : else if(msaasamples)
337 : {
338 0 : glBindTexture(GL_TEXTURE_2D_MULTISAMPLE, msdepthtex);
339 : }
340 : else
341 : {
342 0 : glBindTexture(GL_TEXTURE_RECTANGLE, gdepthtex);
343 : }
344 0 : glActiveTexture(GL_TEXTURE0);
345 0 : screenquad(vieww, viewh);
346 : }
347 : }
348 : }
349 0 : else if(aoblur)
350 : {
351 : std::array<float, maxblurradius+1> blurweights,
352 : bluroffsets;
353 0 : setupblurkernel(aoblur, blurweights.data(), bluroffsets.data());
354 0 : for(int i = 0; i < 2+2*aoiter; ++i)
355 : {
356 0 : glBindFramebuffer(GL_FRAMEBUFFER, aofbo[(i+1)%2]);
357 0 : glViewport(0, 0, aow, aoh);
358 0 : setblurshader(i%2, 1, aoblur, blurweights.data(), bluroffsets.data(), GL_TEXTURE_RECTANGLE);
359 0 : glBindTexture(GL_TEXTURE_RECTANGLE, aotex[i%2]);
360 0 : screenquad(aow, aoh);
361 : }
362 : }
363 :
364 0 : glBindFramebuffer(GL_FRAMEBUFFER, msaasamples ? msfbo : gfbo);
365 0 : glViewport(0, 0, vieww, viewh);
366 :
367 0 : endtimer(aotimer);
368 : }
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