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ssao.cc
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// clang-format off
// Must precede glfw/glad, to include OpenGL functions.
#include <qrk/quarkgl.h>
// clang-format on
#include <glm/ext.hpp>
#include <glm/glm.hpp>
#include <glm/gtc/matrix_transform.hpp>
#include <glm/gtc/type_ptr.hpp>
#include <random>
const char* lampShaderSource = R"SHADER(
#version 460 core
out vec4 fragColor;
uniform vec3 lightColor;
void main() { fragColor = vec4(lightColor, 1.0); }
)SHADER";
int main() {
constexpr int width = 1280, height = 960;
qrk::Window win(width, height, "SSAO", /* fullscreen */ false,
/* samples */ 0);
win.setClearColor(glm::vec4(0.0f, 0.0f, 0.0f, 1.0f));
win.enableMouseCapture();
win.setEscBehavior(qrk::EscBehavior::UNCAPTURE_MOUSE_OR_CLOSE);
win.setMouseButtonBehavior(qrk::MouseButtonBehavior::CAPTURE_MOUSE);
// Create camera.
auto camera =
std::make_shared<qrk::Camera>(/* position */ glm::vec3(2.0f, 1.0f, 5.0f));
camera->lookAt(glm::vec3(0.0f, -2.0f, 0.0f));
auto cameraControls = std::make_shared<qrk::FlyCameraControls>();
cameraControls->setSpeed(10.0f);
win.bindCamera(camera);
win.bindCameraControls(cameraControls);
// Create light registry and add lights.
auto lightRegistry = std::make_shared<qrk::LightRegistry>();
lightRegistry->setViewSource(camera);
// We explicitly _don't_ add the lightregistry to the geometry pass.
// geometryPassShader.addUniformSource(lightRegistry);
// Create lights.
std::vector<std::shared_ptr<qrk::PointLight>> lights;
auto light = std::make_shared<qrk::PointLight>(glm::vec3(0.0f, 5.0f, 0.0f));
light->setDiffuse(glm::vec3(0.3f));
light->setSpecular(light->getDiffuse());
qrk::Attenuation attenuation = {
.constant = 1.0f, .linear = 0.09f, .quadratic = 0.032f};
light->setAttenuation(attenuation);
lightRegistry->addLight(light);
lights.push_back(light);
auto directionalLight =
std::make_shared<qrk::DirectionalLight>(glm::vec3(-0.2f, -1.0f, -0.3f));
directionalLight->setSpecular(glm::vec3(0.1f, 0.1f, 0.1f));
lightRegistry->addLight(directionalLight);
qrk::Shader lampShader(qrk::ShaderPath("examples/shaders/model.vert"),
qrk::ShaderInline(lampShaderSource));
lampShader.addUniformSource(camera);
qrk::CubeMesh lightCube;
// Create the scene.
qrk::Model backpack("examples/assets/SurvivalGuitarBackpack/scene.gltf");
qrk::TextureMap brickwall(qrk::Texture::load("examples/assets/brickwall.jpg"),
qrk::TextureMapType::DIFFUSE);
qrk::TextureMap brickwallNormalMap(
qrk::Texture::load("examples/assets/brickwall_normal.jpg",
/*isSRGB=*/false),
qrk::TextureMapType::NORMAL);
qrk::RoomMesh room({brickwall, brickwallNormalMap});
// Build the G-Buffer and prepare deferred shading.
qrk::DeferredGeometryPassShader geometryPassShader;
geometryPassShader.addUniformSource(camera);
auto gBuffer = std::make_shared<qrk::GBuffer>(win.getSize());
// Build SSAO buffers.
qrk::SsaoShader ssaoShader;
ssaoShader.addUniformSource(camera);
auto ssaoKernel = std::make_shared<qrk::SsaoKernel>();
ssaoShader.addUniformSource(ssaoKernel);
auto ssaoBuffer = std::make_shared<qrk::SsaoBuffer>(win.getSize());
auto ssaoPassTextures = std::make_shared<qrk::TextureRegistry>();
ssaoPassTextures->addTextureSource(gBuffer);
ssaoPassTextures->addTextureSource(ssaoKernel);
ssaoShader.addUniformSource(ssaoPassTextures);
qrk::SsaoBlurShader ssaoBlurShader;
auto ssaoBlurredBuffer = std::make_shared<qrk::SsaoBuffer>(win.getSize());
auto lightingPassTextures = std::make_shared<qrk::TextureRegistry>();
lightingPassTextures->addTextureSource(gBuffer);
lightingPassTextures->addTextureSource(ssaoBlurredBuffer);
qrk::ScreenQuadMesh screenQuad;
// Set up the lighting pass.
qrk::ScreenShader lightingPassShader(
qrk::ShaderPath("examples/shaders/deferred_lighting_ssao.frag"));
lightingPassShader.addUniformSource(lightRegistry);
lightingPassShader.addUniformSource(lightingPassTextures);
lightingPassShader.setVec3("ambient", glm::vec3(0.5f));
lightingPassShader.setFloat("shininess", 16.0f);
lightingPassShader.setFloat("emissionAttenuation.constant", 1.0f);
lightingPassShader.setFloat("emissionAttenuation.linear", 0.09f);
lightingPassShader.setFloat("emissionAttenuation.quadratic", 0.032f);
qrk::ScreenShader screenShader;
bool drawOcclusionMap = false;
win.addKeyPressHandler(GLFW_KEY_1, [&](int mods) {
drawOcclusionMap = !drawOcclusionMap;
printf("drawOcclusionMap = %d\n", drawOcclusionMap);
});
bool useSsao = true;
win.addKeyPressHandler(GLFW_KEY_2, [&](int mods) {
useSsao = !useSsao;
printf("useSsao = %d\n", useSsao);
});
printf("Controls:\n");
printf("- WASD: movement\n");
printf("- Mouse: camera\n");
printf("- 1: draw the SSAO texture\n");
printf("- 2: enable/disable SSAO\n");
// win.enableFaceCull();
win.loop([&](float deltaTime) {
// Step 1: geometry pass. Build the G-Buffer.
gBuffer->activate();
gBuffer->clear();
geometryPassShader.updateUniforms();
// Draw meshes.
backpack.setModelTransform(glm::scale(
glm::rotate(glm::translate(glm::mat4(1.0f), glm::vec3(0, -2.2f, 0)),
glm::radians(-90.0f), glm::vec3(1.0f, 0.0f, 0.0f)),
glm::vec3(0.007f)));
backpack.draw(geometryPassShader);
room.setModelTransform(glm::scale(
glm::rotate(glm::translate(glm::mat4(1.0f), glm::vec3(0, 5.0f, 0)),
glm::radians(0.0f), glm::vec3(1.0f, 0.0f, 0.0f)),
glm::vec3(15.0f)));
room.draw(geometryPassShader);
gBuffer->deactivate();
// Step 2: SSAO.
// TODO: Extract into an "SSAO pass".
ssaoBuffer->activate();
ssaoBuffer->clear();
ssaoShader.updateUniforms();
screenQuad.unsetTexture();
screenQuad.draw(ssaoShader, ssaoPassTextures.get());
ssaoBuffer->deactivate();
// Step 3: SSAO blur.
ssaoBlurredBuffer->activate();
ssaoBlurredBuffer->clear();
ssaoBlurShader.configureWith(*ssaoKernel, *ssaoBuffer);
screenQuad.unsetTexture();
screenQuad.draw(ssaoBlurShader);
ssaoBlurredBuffer->deactivate();
if (drawOcclusionMap) {
win.setViewport();
screenQuad.setTexture(ssaoBlurredBuffer->getSsaoTexture());
screenQuad.draw(screenShader);
return;
}
// Step 4: lighting pass.
win.setViewport();
lightingPassShader.updateUniforms();
lightingPassShader.setBool("useSsao", useSsao);
// Bind textures.
screenQuad.unsetTexture();
screenQuad.draw(lightingPassShader, lightingPassTextures.get());
// Step 5: forward render anything else on top.
// Before we do so, we have to blit the depth buffer.
gBuffer->blitToDefault(GL_DEPTH_BUFFER_BIT);
// Draw the lights.
lampShader.updateUniforms();
for (auto& light : lights) {
lightCube.setModelTransform(glm::scale(
glm::translate(glm::mat4(1.0f), light->getPosition()), glm::vec3(0.2f)));
lampShader.setVec3("lightColor", light->getDiffuse());
lightCube.draw(lampShader);
}
});
return 0;
}