collada_scene: improve ssao implementation

This commit is contained in:
Zack Buhman 2026-03-01 04:25:07 +00:00
parent e4ba80ae80
commit 6a57516349
8 changed files with 171 additions and 49 deletions

View File

@ -23,6 +23,12 @@ local shader_ssao = love.graphics.newShader(pixel_ssao, vertex_screen)
local pixel_clear = love.filesystem.newFileData("pixel_clear.glsl")
local shader_clear = love.graphics.newShader(pixel_clear, vertex_screen)
local pixel_blur = love.filesystem.newFileData("pixel_blur.glsl")
local shader_blur = love.graphics.newShader(pixel_blur, vertex_screen)
local pixel_shade = love.filesystem.newFileData("pixel_shade.glsl")
local shader_shade = love.graphics.newShader(pixel_shade, vertex_screen)
local noise_texture = random_data.generate_noise_texture(4, 4)
local ssao_kernel_shaderstorage_buffer = random_data.generate_ssao_kernel(64)
@ -323,10 +329,10 @@ collada_scene = {
----------------------------------------------------------------------
if true then
love.graphics.setCanvas()
love.graphics.setCanvas({g_occlusion_canvas_a, depth=false})
love.graphics.setShader(shader_ssao)
shader_ssao:send("projection", "column", perspective_projection.data)
shader_ssao:send("g_color_sampler", g_color_canvas)
--shader_ssao:send("g_color_sampler", g_color_canvas)
shader_ssao:send("g_position_sampler", g_position_canvas)
shader_ssao:send("g_normal_sampler", g_normal_canvas)
shader_ssao:send("noise_sampler", noise_texture)
@ -337,9 +343,38 @@ collada_scene = {
shader_ssao:send("occlusion_exponent", global_parameters.ssao.occlusion_exponent)
shader_ssao:send("occlusion_offset", global_parameters.ssao.occlusion_offset)
shader_ssao:send("bias1", global_parameters.ssao.bias1)
shader_ssao:send("radius1", global_parameters.ssao.radius1)
shader_ssao:send("occlusion_exponent1", global_parameters.ssao.occlusion_exponent1)
shader_ssao:send("occlusion_offset1", global_parameters.ssao.occlusion_offset1)
love.graphics.setDepthMode("always", false)
love.graphics.drawFromShader(screen_index_buffer, 3 * 2, 1, 1)
end
if true then
love.graphics.setShader(shader_blur)
for i = 1, 2 do
shader_blur:send("g_occlusion_sampler", g_occlusion_canvas_a)
shader_blur:send("inverse_screen_size", {1.0 / 1024.0, 1.0 / 1024.0})
shader_blur:send("dir", {1, 0})
love.graphics.setDepthMode("always", false)
love.graphics.setCanvas({g_occlusion_canvas_b, depth=false})
love.graphics.drawFromShader(screen_index_buffer, 3 * 2, 1, 1)
shader_blur:send("g_occlusion_sampler", g_occlusion_canvas_b)
shader_blur:send("dir", {0, 1})
love.graphics.setCanvas({g_occlusion_canvas_a, depth=false})
love.graphics.drawFromShader(screen_index_buffer, 3 * 2, 1, 1)
end
end
shader_shade:send("g_occlusion_sampler", g_occlusion_canvas_a)
shader_shade:send("g_color_sampler", g_color_canvas)
love.graphics.setDepthMode("always", false)
love.graphics.setCanvas()
love.graphics.setShader(shader_shade)
love.graphics.drawFromShader(screen_index_buffer, 3 * 2, 1, 1)
end,
}

View File

@ -1,9 +1,19 @@
local params = {
ssao = {
bias = 0.05,
radius = 0.5,
occlusion_exponent = 1,
occlusion_offset = 0,
-- bias = 7.05,
-- radius = 20.5,
-- occlusion_exponent = 12,
-- occlusion_offset = 0.1,
bias = 4.85,
radius = 12.7,
occlusion_exponent = 18.3,
occlusion_offset = 0.10,
bias1 = -1.12,
radius1 = 2.7,
occlusion_exponent1 = 0.56,
occlusion_offset1 = 0.01,
}
}

View File

@ -81,6 +81,8 @@ function init()
g_position_canvas = love.graphics.newCanvas(1024, 1024, {format = "rgba32f"})
g_normal_canvas = love.graphics.newCanvas(1024, 1024, {format = "rgba32f"})
g_color_canvas = love.graphics.newCanvas(1024, 1024, {format = "rgba32f"})
g_occlusion_canvas_a = love.graphics.newCanvas(1024, 1024, {format = "rg32f"})
g_occlusion_canvas_b = love.graphics.newCanvas(1024, 1024, {format = "rg32f"})
g_shadow_canvas = love.graphics.newCanvas(2048, 2048, {format = "r32f"})

37
pixel_blur.glsl Normal file
View File

@ -0,0 +1,37 @@
#pragma language glsl3
uniform sampler2D g_occlusion_sampler;
in vec4 PixelTexture;
out vec2 out_blur;
//const float offset[3] = float[](0.0, 1.3846153846, 3.2307692308);
//const float weight[3] = float[](0.2270270270, 0.3162162162, 0.0702702703);
const float offset[3] = float[](-1.200436, 0, 1.200436);
const float weight[3] = float[](0.30613, 0.38774, 0.30613);
uniform vec2 inverse_screen_size;
uniform vec2 dir;
void pixelmain()
{
vec2 sample = texture(g_occlusion_sampler, gl_FragCoord.xy * inverse_screen_size).xy;
float blur = sample.x * weight[1];
vec2 a = (gl_FragCoord.xy + (dir * offset[0])) * inverse_screen_size;
vec2 b = (gl_FragCoord.xy - (dir * offset[0])) * inverse_screen_size;
blur += texture(g_occlusion_sampler, a).x * weight[0];
blur += texture(g_occlusion_sampler, b).x * weight[0];
/*
for (int i=1; i<1; i++) {
vec2 a = (gl_FragCoord.xy + (dir * offset[i])) * inverse_screen_size;
vec2 b = (gl_FragCoord.xy - (dir * offset[i])) * inverse_screen_size;
blur += texture(g_occlusion_sampler, a).x * weight[i];
blur += texture(g_occlusion_sampler, b).x * weight[i];
}
*/
out_blur = vec2(blur, sample.y);
}

View File

@ -71,8 +71,8 @@ void pixelmain()
specular = specular_color;
}
//float diffuse_intensity = max(dot(normal, light_direction), 0.0);
float diffuse_intensity = 0.7;
float diffuse_intensity = max(dot(normal, light_direction), 0.0);
//float diffuse_intensity = 0.7;
float specular_intensity = pow(max(dot(view_direction, reflect_light_direction), 0.0), shininess);
vec3 color = emission.xyz * 0;

21
pixel_shade.glsl Normal file
View File

@ -0,0 +1,21 @@
#pragma language glsl3
uniform sampler2D g_occlusion_sampler;
uniform sampler2D g_color_sampler;
out vec4 out_color;
void pixelmain()
{
vec2 occlusion = texelFetch(g_occlusion_sampler, ivec2(gl_FragCoord.xy), 0).xy;
vec3 color = texelFetch(g_color_sampler, ivec2(gl_FragCoord.xy), 0).xyz;
float f = (1.0 - min(1.0, occlusion.y));
float f2 = smoothstep(0.0, 0.2, f);
//out_color = vec4(color * f2 * occlusion.x, 1.0);
if (color == vec3(0, 0, 0))
out_color = vec4(0, 0, 0, 1);
else
out_color = vec4(color * occlusion.x + occlusion.y * occlusion.y, 1.0);
//out_color = vec4(occlusion.y);
}

View File

@ -1,6 +1,6 @@
#pragma language glsl4
uniform sampler2D g_color_sampler;
//uniform sampler2D g_color_sampler;
uniform sampler2D g_position_sampler;
uniform sampler2D g_normal_sampler;
uniform sampler2D noise_sampler;
@ -10,6 +10,11 @@ uniform vec3 sample_kernel[64];
const vec2 noise_scale = vec2(1024.0 / 4.0, 1024 / 4.0);
uniform float bias1;
uniform float radius1;
uniform float occlusion_exponent1;
uniform float occlusion_offset1;
uniform float bias;
uniform float radius;
uniform float occlusion_exponent;
@ -19,16 +24,27 @@ const int samples = 64;
varying vec4 PixelTexture;
out vec4 out_color;
out vec2 out_occlusion;
layout (std430) readonly buffer SSAOKernelLayout
{
vec4 SSAOKernel[];
};
float kernel_depth(vec3 position, vec3 sample_position)
{
vec4 offset = vec4(sample_position, 1.0);
offset = projection * offset;
offset.xyz = offset.xyz / offset.w;
vec2 sample_depth_coord = offset.xy * vec2(0.5, -0.5) + 0.5;
float sample_depth = texture(g_position_sampler, sample_depth_coord).z;
return sample_depth;
}
void pixelmain()
{
vec3 color = texture(g_color_sampler, PixelTexture.xy).xyz;
//vec3 color = texture(g_color_sampler, PixelTexture.xy).xyz;
vec3 position = texture(g_position_sampler, PixelTexture.xy).xyz;
vec3 normal = normalize(texture(g_normal_sampler, PixelTexture.xy).xyz);
vec3 noise = normalize(vec3(texture(noise_sampler, PixelTexture.xy * noise_scale).xy, 0));
@ -37,24 +53,27 @@ void pixelmain()
vec3 bitangent = cross(normal, tangent);
mat3 TBN = mat3(tangent, bitangent, normal);
float occlusion1 = 0.0;
float occlusion = 0.0;
for (int i = 0; i < samples; i++) {
vec3 sample_position = TBN * SSAOKernel[i].xyz;
//vec3 sample_position = SSAOKernel[i].xyz;
sample_position = sample_position * radius + position;
vec3 sample_position = (TBN * SSAOKernel[i].xyz) * radius + position;
vec3 sample_position1 = (SSAOKernel[i].xyz) * radius1 + position;
vec4 offset = vec4(sample_position, 1.0);
offset = projection * offset;
offset.xyz = offset.xyz / offset.w;
vec2 sample_depth_coord = offset.xy * vec2(0.5, -0.5) + 0.5;
float sample_depth = texture(g_position_sampler, sample_depth_coord).z;
float sample_depth = kernel_depth(position, sample_position);
float sample_depth1 = kernel_depth(position, sample_position1);
float range_check = smoothstep(0.0, 1.0, radius / abs(position.z - sample_depth));
occlusion += (sample_depth >= sample_position.z + bias ? 1.0 : 0.0) * range_check;
float range_check1 = smoothstep(0.0, 1.0, radius1 / abs(position.z - sample_depth1));
occlusion1 += (sample_depth1 >= sample_position1.z + bias1 ? 1.0 : 0.0) * range_check1;
}
occlusion = 1.0 - (occlusion / samples);
occlusion = pow(occlusion, occlusion_exponent) + occlusion_offset;
out_color = vec4(color * occlusion, 1.0);
occlusion1 = 1.0 - (occlusion1 / samples);
occlusion1 = pow(occlusion1, occlusion_exponent1) + occlusion_offset1;
//out_color = vec4(color * occlusion * occlusion1, 1.0);
out_occlusion = vec2(occlusion, occlusion1);
}

View File

@ -2,37 +2,36 @@ local _font = require 'font'
local global_parameters = require "global_parameters"
local parameter_order = {
{"ssao", "bias"},
{"ssao", "radius"},
{"ssao", "occlusion_exponent"},
{"ssao", "occlusion_offset"},
{"ssao", "bias1"},
{"ssao", "radius1"},
{"ssao", "occlusion_exponent1"},
{"ssao", "occlusion_offset1"},
}
local current_param_ix = 0
local get_max_param_ix = function()
local param_ix = 0
for key, values in pairs(global_parameters) do
for subkey, _ in pairs(values) do
param_ix = param_ix + 1
end
end
return param_ix
return #parameter_order
end
local max_param_ix = get_max_param_ix()
local get_current_param_keys = function()
local param_ix = 0
for key, values in pairs(global_parameters) do
for subkey, _ in pairs(values) do
if param_ix == current_param_ix then
return key, subkey
end
param_ix = param_ix + 1
end
end
assert(false)
local params = parameter_order[current_param_ix + 1]
return params[1], params[2]
end
local update_parameter = function(f)
key, subkey = get_current_param_keys()
local value = global_parameters[key][subkey]
local new_value = f(value)
print(value, new_value)
global_parameters[key][subkey] = new_value
end
@ -52,18 +51,17 @@ local draw = function(font)
local x = init_x
local y = 10
local param_ix = 0
for key, values in pairs(global_parameters) do
for subkey, value in pairs(values) do
local prefix = " "
if param_ix == current_param_ix then
prefix = "> "
end
local line = prefix .. key .. "." .. subkey .. ": " .. tostring(value)
_font.draw_string(font, line, x, y)
y = y + font.glyph_height
param_ix = param_ix + 1
for param_ix, params in ipairs(parameter_order) do
local prefix = " "
if (param_ix - 1) == current_param_ix then
prefix = "> "
end
local key = params[1]
local subkey = params[2]
local value = global_parameters[key][subkey]
local line = prefix .. key .. "." .. subkey .. ": " .. tostring(value)
_font.draw_string(font, line, x, y)
y = y + font.glyph_height
end
end