Added lighting to SSAO example. small changes and fixes
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9212a9e3cb
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06369fc72e
11 changed files with 40 additions and 25 deletions
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@ -665,6 +665,15 @@ VkPipelineLayoutCreateInfo vkTools::initializers::pipelineLayoutCreateInfo(
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return pipelineLayoutCreateInfo;
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}
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VkPipelineLayoutCreateInfo vkTools::initializers::pipelineLayoutCreateInfo(
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uint32_t setLayoutCount)
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{
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VkPipelineLayoutCreateInfo pipelineLayoutCreateInfo{};
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pipelineLayoutCreateInfo.sType = VK_STRUCTURE_TYPE_PIPELINE_LAYOUT_CREATE_INFO;
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pipelineLayoutCreateInfo.setLayoutCount = setLayoutCount;
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return pipelineLayoutCreateInfo;
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}
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VkDescriptorSetAllocateInfo vkTools::initializers::descriptorSetAllocateInfo(
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VkDescriptorPool descriptorPool,
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const VkDescriptorSetLayout* pSetLayouts,
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@ -189,7 +189,9 @@ namespace vkTools
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VkPipelineLayoutCreateInfo pipelineLayoutCreateInfo(
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const VkDescriptorSetLayout* pSetLayouts,
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uint32_t setLayoutCount );
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uint32_t setLayoutCount);
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VkPipelineLayoutCreateInfo pipelineLayoutCreateInfo(
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uint32_t setLayoutCount = 1);
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VkDescriptorSetAllocateInfo descriptorSetAllocateInfo(
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VkDescriptorPool descriptorPool,
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@ -9,11 +9,10 @@ layout (location = 0) in vec2 inUV;
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layout (location = 0) out float outFragColor;
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const int blurSize = 4;
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void main()
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{
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const int blurRange = 2;
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int n = 0;
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vec2 texelSize = 1.0 / vec2(textureSize(samplerSSAO, 0));
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float result = 0.0;
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for (int x = -blurRange; x < blurRange; x++)
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@ -22,7 +21,8 @@ void main()
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{
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vec2 offset = vec2(float(x), float(y)) * texelSize;
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result += texture(samplerSSAO, inUV + offset).r;
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n++;
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}
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}
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outFragColor = result / (blurRange * blurRange * blurRange * blurRange);
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outFragColor = result / (float(n));
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}
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Binary file not shown.
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@ -23,12 +23,14 @@ layout (location = 0) out vec4 outFragColor;
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void main()
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{
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vec3 fragPos = texture(samplerposition, inUV).rgb;
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vec3 normal = texture(samplerNormal, inUV).rgb;
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vec3 normal = normalize(texture(samplerNormal, inUV).rgb * 2.0 - 1.0);
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vec4 albedo = texture(samplerAlbedo, inUV);
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float ssao = (uboParams.ssaoBlur == 1) ? texture(samplerSSAOBlur, inUV).r : texture(samplerSSAO, inUV).r;
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outFragColor = vec4(vec3(0.0), 1.0);
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vec3 lightPos = vec3(0.0);
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vec3 L = normalize(lightPos - fragPos);
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float NdotL = max(0.5, dot(normal, L));
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if (uboParams.ssaoOnly == 1)
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{
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@ -36,16 +38,18 @@ void main()
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}
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else
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{
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vec3 baseColor = albedo.rgb * NdotL;
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if (uboParams.ssao == 1)
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{
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outFragColor.rgb = ssao.rrr;
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if (uboParams.ssaoOnly != 1)
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outFragColor.rgb *= albedo.rgb;
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outFragColor.rgb *= baseColor;
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}
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else
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{
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outFragColor.rgb = albedo.rgb;
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outFragColor.rgb = baseColor;
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}
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}
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}
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Binary file not shown.
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@ -13,7 +13,7 @@ layout (location = 1) out vec4 outNormal;
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layout (location = 2) out vec4 outAlbedo;
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const float NEAR_PLANE = 0.1f; //todo: specialization const
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const float FAR_PLANE = 50.0f; //todo: specialization const
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const float FAR_PLANE = 64.0f; //todo: specialization const
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float linearDepth(float depth)
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{
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Binary file not shown.
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@ -23,18 +23,19 @@ layout (location = 0) out float outFragColor;
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// todo: specialization const
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const int kernelSize = 64;
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const float radius = 1.0;
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const float radius = 0.5;
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void main()
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{
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// Get G-Buffer values
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vec3 fragPos = texture(samplerPositionDepth, inUV).rgb;
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vec3 normal = normalize(texture(samplerNormal, inUV).rgb) * 2.0 - 1.0f;
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vec3 normal = normalize(texture(samplerNormal, inUV).rgb * 2.0 - 1.0);
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// Get a random vector using a noise lookup
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ivec2 texDim = textureSize(samplerPositionDepth, 0);
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const vec2 noiseUV = vec2(float(texDim.x)/4.0f, float(texDim.y)/4.0f) * inUV;
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vec3 randomVec = texture(ssaoNoise, noiseUV).xyz * 2.0 - 1.0;
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ivec2 noiseDim = textureSize(ssaoNoise, 0);
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const vec2 noiseUV = vec2(float(texDim.x)/float(noiseDim.x), float(texDim.y)/(noiseDim.y)) * inUV;
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vec3 randomVec = texture(ssaoNoise, noiseUV).xyz;
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// Create TBN matrix
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vec3 tangent = normalize(randomVec - normal * dot(randomVec, normal));
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@ -159,9 +159,9 @@ public:
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#ifndef __ANDROID__
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camera.rotationSpeed = 0.25f;
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#endif
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camera.position = { 1.9f, 2.6f, -9.25f };
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camera.setRotation(glm::vec3(-15.5f, 10.75f, 0.0f));
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camera.setPerspective(60.0f, (float)width / (float)height, 0.1f, 50.0f);
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camera.position = { 7.5f, -6.75f, 0.0f };
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camera.setRotation(glm::vec3(5.0f, 90.0f, 0.0f));
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camera.setPerspective(60.0f, (float)width / (float)height, 0.1f, 64.0f);
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}
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~VulkanExample()
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@ -238,8 +238,8 @@ public:
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VkImageCreateInfo image = vkTools::initializers::imageCreateInfo();
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image.imageType = VK_IMAGE_TYPE_2D;
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image.format = format;
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image.extent.width = frameBuffers.offscreen.width;
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image.extent.height = frameBuffers.offscreen.height;
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image.extent.width = width;
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image.extent.height = height;
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image.extent.depth = 1;
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image.mipLevels = 1;
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image.arrayLayers = 1;
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@ -285,7 +285,7 @@ public:
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assert(validDepthFormat);
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// G-Buffer
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createAttachment(VK_FORMAT_R16G16B16A16_SFLOAT, VK_IMAGE_USAGE_COLOR_ATTACHMENT_BIT, &frameBuffers.offscreen.position, layoutCmd); // Position + Depth
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createAttachment(VK_FORMAT_R32G32B32A32_SFLOAT, VK_IMAGE_USAGE_COLOR_ATTACHMENT_BIT, &frameBuffers.offscreen.position, layoutCmd); // Position + Depth
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createAttachment(VK_FORMAT_R8G8B8A8_UNORM, VK_IMAGE_USAGE_COLOR_ATTACHMENT_BIT, &frameBuffers.offscreen.normal, layoutCmd); // Normals
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createAttachment(VK_FORMAT_R8G8B8A8_UNORM, VK_IMAGE_USAGE_COLOR_ATTACHMENT_BIT, &frameBuffers.offscreen.albedo, layoutCmd); // Albedo (color)
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createAttachment(attDepthFormat, VK_IMAGE_USAGE_DEPTH_STENCIL_ATTACHMENT_BIT, &frameBuffers.offscreen.depth, layoutCmd); // Depth
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@ -496,7 +496,6 @@ public:
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}
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// Shared sampler used for all color attachments
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// todo: separate for nearest (G-Buffer) an linear (ssao, blur, etc.)
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VkSamplerCreateInfo sampler = vkTools::initializers::samplerCreateInfo();
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sampler.magFilter = VK_FILTER_NEAREST;
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sampler.minFilter = VK_FILTER_NEAREST;
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@ -618,10 +617,10 @@ public:
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void loadAssets()
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{
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vkMeshLoader::MeshCreateInfo meshCreateInfo;
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meshCreateInfo.scale = glm::vec3(1.0f);
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meshCreateInfo.scale = glm::vec3(0.5f);
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meshCreateInfo.uvscale = glm::vec2(1.0f);
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meshCreateInfo.center = glm::vec3(0.0f, 0.0f, 0.0f);
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loadMesh(getAssetPath() + "models/treasure_smooth.dae", &meshes.scene, vertexLayout, &meshCreateInfo);
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loadMesh(getAssetPath() + "models/sibenik/sibenik.dae", &meshes.scene, vertexLayout, &meshCreateInfo);
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}
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void reBuildCommandBuffers()
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@ -994,7 +993,7 @@ public:
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// SSAO
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std::uniform_real_distribution<float> rndDist(0.0f, 1.0f);
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std::random_device rndDev;
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std::default_random_engine rndGen(rndDev());
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std::default_random_engine rndGen;
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// Sample kernel
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std::vector<glm::vec4> ssaoKernel(SSAO_KERNEL_SIZE);
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@ -1023,7 +1022,7 @@ public:
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ssaoNoise[i] = glm::vec4(rndDist(rndGen) * 2.0f - 1.0f, rndDist(rndGen) * 2.0f - 1.0f, 0.0f, 0.0f);
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}
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// Upload as texture
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textureLoader->createTexture(ssaoNoise.data(), ssaoNoise.size() * sizeof(glm::vec4), VK_FORMAT_R32G32B32A32_SFLOAT, SSAO_NOISE_DIM, SSAO_NOISE_DIM, &textures.ssaoNoise, VK_FILTER_LINEAR);
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textureLoader->createTexture(ssaoNoise.data(), ssaoNoise.size() * sizeof(glm::vec4), VK_FORMAT_R32G32B32A32_SFLOAT, SSAO_NOISE_DIM, SSAO_NOISE_DIM, &textures.ssaoNoise, VK_FILTER_NEAREST);
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}
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void updateUniformBufferMatrices()
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