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SSAO.cpp
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144 lines (123 loc) · 4.81 KB
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#include "SSAO.hpp"
#include "fg/FrameGraph.hpp"
#include "fg/Blackboard.hpp"
#include "../FrameGraphHelper.hpp"
#include "../FrameGraphTexture.hpp"
#include "../FrameData.hpp"
#include "../GBufferData.hpp"
#include "../SSAOData.hpp"
#include "../ShaderCodeBuilder.hpp"
#include "tracy/TracyOpenGL.hpp"
#include <random>
SSAO::SSAO(RenderContext &rc, uint32_t kernelSize) : m_renderContext{rc} {
_generateNoiseTexture();
_generateSampleKernel(kernelSize);
_createPipeline(kernelSize);
}
SSAO::~SSAO() {
m_renderContext.destroy(m_pipeline).destroy(m_noise).destroy(m_kernelBuffer);
}
void SSAO::addPass(FrameGraph &fg, FrameGraphBlackboard &blackboard) {
const auto [frameBlock] = blackboard.get<FrameData>();
const auto &gBuffer = blackboard.get<GBufferData>();
const auto extent = fg.getDescriptor<FrameGraphTexture>(gBuffer.depth).extent;
blackboard.add<SSAOData>() = fg.addCallbackPass<SSAOData>(
"SSAO",
[&](FrameGraph::Builder &builder, SSAOData &data) {
builder.read(frameBlock);
builder.read(gBuffer.depth);
builder.read(gBuffer.normal);
data.ssao = builder.create<FrameGraphTexture>(
"SSAO", {.extent = extent, .format = PixelFormat::R8_UNorm});
data.ssao = builder.write(data.ssao);
},
[=, this](const SSAOData &data, FrameGraphPassResources &resources,
void *ctx) {
NAMED_DEBUG_MARKER("SSAO");
TracyGpuZone("SSAO");
const RenderingInfo renderingInfo{
.area = {.extent = extent},
.colorAttachments = {{
.image = getTexture(resources, data.ssao),
.clearValue = glm::vec4{1.0f},
}},
};
auto &rc = *static_cast<RenderContext *>(ctx);
const auto framebuffer = rc.beginRendering(renderingInfo);
rc.setGraphicsPipeline(m_pipeline)
.bindUniformBuffer(0, getBuffer(resources, frameBlock))
.bindTexture(0, getTexture(resources, gBuffer.depth))
.bindTexture(1, getTexture(resources, gBuffer.normal))
.bindTexture(2, m_noise)
.bindUniformBuffer(1, m_kernelBuffer)
.drawFullScreenTriangle()
.endRendering(framebuffer);
});
}
void SSAO::_generateNoiseTexture() {
constexpr auto kSize = 4u;
std::uniform_real_distribution<float> dist{0.0, 1.0};
std::random_device rd{};
std::default_random_engine g{rd()};
std::vector<glm::vec3> ssaoNoise;
std::generate_n(std::back_inserter(ssaoNoise), kSize * kSize, [&] {
// Rotate around z-axis (in tangent space)
return glm::vec3{dist(g) * 2.0 - 1.0, dist(g) * 2.0 - 1.0, 0.0f};
});
m_noise =
m_renderContext.createTexture2D({kSize, kSize}, PixelFormat::RGB16F);
m_renderContext
.setupSampler(m_noise,
{
.minFilter = TexelFilter::Linear,
.mipmapMode = MipmapMode::None,
.magFilter = TexelFilter::Linear,
.addressModeS = SamplerAddressMode::Repeat,
.addressModeT = SamplerAddressMode::Repeat,
})
.upload(m_noise, 0, {kSize, kSize},
{
.format = GL_RGB,
.dataType = GL_FLOAT,
.pixels = ssaoNoise.data(),
});
}
void SSAO::_generateSampleKernel(uint32_t kernelSize) {
std::uniform_real_distribution<float> dist{0.0f, 1.0f};
std::random_device rd{};
std::default_random_engine g{rd()};
std::vector<glm::vec4> ssaoKernel;
std::generate_n(std::back_inserter(ssaoKernel), kernelSize,
[&, i = 0]() mutable {
glm::vec3 sample{
dist(g) * 2.0f - 1.0f,
dist(g) * 2.0f - 1.0f,
dist(g),
};
sample = glm::normalize(sample);
sample *= dist(g);
auto scale = static_cast<float>(i++) / kernelSize;
scale = glm::mix(0.1f, 1.0f, scale * scale);
return glm::vec4{sample * scale, 0.0f};
});
m_kernelBuffer = m_renderContext.createBuffer(sizeof(glm::vec4) * kernelSize,
ssaoKernel.data());
}
void SSAO::_createPipeline(uint32_t kernelSize) {
ShaderCodeBuilder shaderCodeBuilder;
const auto program = m_renderContext.createGraphicsProgram(
shaderCodeBuilder.build("FullScreenTriangle.vert"),
shaderCodeBuilder.addDefine("KERNEL_SIZE", kernelSize).build("SSAO.frag"));
m_pipeline = GraphicsPipeline::Builder{}
.setDepthStencil({
.depthTest = false,
.depthWrite = false,
})
.setRasterizerState({
.polygonMode = PolygonMode::Fill,
.cullMode = CullMode::Back,
.scissorTest = false,
})
.setShaderProgram(program)
.build();
}