feat: deferred lighting (WIP)

This commit is contained in:
MihailRis 2025-06-14 22:43:18 +03:00
parent 2ad076bec3
commit e849d5e9b7
10 changed files with 105 additions and 12 deletions

View File

@ -14,6 +14,10 @@
{
"name": "ssao",
"advanced": true
},
{
"name": "deferred_lighting",
"advanced": true
}
],
"textures": [

View File

@ -1,14 +1,14 @@
local function configure_SSAO()
local slot = gfx.posteffects.index("core:default")
gfx.posteffects.set_effect(slot, "ssao")
gfx.posteffects.set_intensity(slot, 1.0)
-- gfx.posteffects.set_intensity(slot, 1.0)
-- Generating random SSAO samples
local buffer = Bytearray(0)
for i = 0, 63 do
local x = math.random() * 2.0 - 1.0
local y = math.random() * 2.0 - 1.0
local z = math.random()
local z = math.random() * 2.0
local len = math.sqrt(x * x + y * y + z * z)
if len > 0 then
x = x / len
@ -77,4 +77,6 @@ function on_hud_open()
player.set_vel(pid, 0, 1, 0)
end
end)
configure_SSAO()
end

View File

@ -5,6 +5,7 @@ uniform sampler2D u_screen;
uniform sampler2D u_position;
uniform sampler2D u_normal;
uniform sampler2D u_noise;
uniform sampler2D u_ssao;
uniform sampler2D u_shadows;
uniform ivec2 u_screenSize;

View File

@ -1,4 +1,3 @@
vec4 effect() {
//return vec4(vec3(pow(texture(u_shadows, v_uv).r, 5.0) * 1000.0), 1.0);
return texture(u_screen, v_uv);
}

View File

@ -0,0 +1,11 @@
vec4 effect() {
float ssao = 0.0;
for (int y = -1; y <= 1; y++) {
for (int x = -1; x <= 1; x++) {
vec2 offset = vec2(x, y) / u_screenSize;
ssao += texture(u_ssao, v_uv + offset * 2.0).r;
}
}
ssao /= 9.0;
return vec4(texture(u_screen, v_uv).rgb * mix(1.0, ssao, 1.0), 1.0);
}

View File

@ -1,13 +1,12 @@
#param vec3 u_ssaoSamples[64]
#param int u_kernelSize = 16
#param float u_radius = 0.25
#param float u_bias = 0.025
#param float u_radius = 0.2
#param float u_bias = 0.006
vec4 effect() {
vec2 noiseScale = u_screenSize / 4.0;
vec3 position = texture(u_position, v_uv).xyz;
vec3 color = texture(u_screen, v_uv).rgb;
vec3 normal = texture(u_normal, v_uv).xyz;
vec3 randomVec = normalize(texture(u_noise, v_uv * noiseScale).xyz);
@ -31,7 +30,7 @@ vec4 effect() {
}
occlusion = min(1.0, 1.05 - (occlusion / u_kernelSize));
float z = -position.z * 0.02;
float z = -position.z * 0.01;
z = max(0.0, 1.0 - z);
return vec4(color * mix(1.0, occlusion, z), 1.0);
return vec4(occlusion, 0.0, 0.0, 1.0);
}

View File

@ -84,6 +84,26 @@ void GBuffer::createDepthBuffer() {
);
}
void GBuffer::createSSAOBuffer() {
glGenTextures(1, &ssaoBuffer);
glBindTexture(GL_TEXTURE_2D, ssaoBuffer);
glTexImage2D(
GL_TEXTURE_2D,
0,
GL_R16F,
width,
height,
0,
GL_RED,
GL_FLOAT,
nullptr
);
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_NEAREST);
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_NEAREST);
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_S, GL_CLAMP_TO_EDGE);
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_T, GL_CLAMP_TO_EDGE);
}
GBuffer::GBuffer(uint width, uint height) : width(width), height(height) {
glGenFramebuffers(1, &fbo);
glBindFramebuffer(GL_FRAMEBUFFER, fbo);
@ -100,7 +120,20 @@ GBuffer::GBuffer(uint width, uint height) : width(width), height(height) {
createDepthBuffer();
if (glCheckFramebufferStatus(GL_FRAMEBUFFER) != GL_FRAMEBUFFER_COMPLETE) {
logger.error() << "framebuffer is not complete!";
logger.error() << "gbuffer is not complete!";
}
glBindFramebuffer(GL_FRAMEBUFFER, 0);
glGenFramebuffers(1, &ssaoFbo);
glBindFramebuffer(GL_FRAMEBUFFER, ssaoFbo);
createSSAOBuffer();
glFramebufferTexture2D(
GL_FRAMEBUFFER, GL_COLOR_ATTACHMENT0, GL_TEXTURE_2D, ssaoBuffer, 0
);
GLenum ssaoAttachments[1] = {GL_COLOR_ATTACHMENT0};
glDrawBuffers(1, ssaoAttachments);
if (glCheckFramebufferStatus(GL_FRAMEBUFFER) != GL_FRAMEBUFFER_COMPLETE) {
logger.error() << "SSAO framebuffer is not complete!";
}
glBindFramebuffer(GL_FRAMEBUFFER, 0);
}
@ -109,8 +142,10 @@ GBuffer::~GBuffer() {
glDeleteTextures(1, &colorBuffer);
glDeleteTextures(1, &positionsBuffer);
glDeleteTextures(1, &normalsBuffer);
glDeleteTextures(1, &ssaoBuffer);
glDeleteRenderbuffers(1, &depthBuffer);
glDeleteFramebuffers(1, &fbo);
glDeleteFramebuffers(1, &ssaoFbo);
}
void GBuffer::bind() {
@ -118,6 +153,11 @@ void GBuffer::bind() {
glClear(GL_COLOR_BUFFER_BIT);
}
void GBuffer::bindSSAO() const {
glBindFramebuffer(GL_FRAMEBUFFER, ssaoFbo);
glClear(GL_COLOR_BUFFER_BIT);
}
void GBuffer::unbind() {
glBindFramebuffer(GL_FRAMEBUFFER, 0);
}
@ -133,6 +173,10 @@ void GBuffer::bindBuffers() const {
glBindTexture(GL_TEXTURE_2D, colorBuffer);
}
void GBuffer::bindSSAOBuffer() const {
glBindTexture(GL_TEXTURE_2D, ssaoBuffer);
}
void GBuffer::resize(uint width, uint height) {
if (this->width == width && this->height == height) {
return;
@ -180,6 +224,17 @@ void GBuffer::resize(uint width, uint height) {
glBindTexture(GL_TEXTURE_2D, 0);
glBindFramebuffer(GL_FRAMEBUFFER, 0);
glBindFramebuffer(GL_FRAMEBUFFER, ssaoFbo);
glBindTexture(GL_TEXTURE_2D, ssaoBuffer);
glTexImage2D(
GL_TEXTURE_2D, 0, GL_R16F, width, height, 0, GL_RED, GL_FLOAT, nullptr
);
glFramebufferTexture2D(
GL_FRAMEBUFFER, GL_COLOR_ATTACHMENT0, GL_TEXTURE_2D, ssaoBuffer, 0
);
glBindTexture(GL_TEXTURE_2D, 0);
glBindFramebuffer(GL_FRAMEBUFFER, 0);
}
std::unique_ptr<ImageData> GBuffer::toImage() const {

View File

@ -10,9 +10,11 @@ public:
~GBuffer() override;
void bind() override;
void bindSSAO() const;
void unbind() override;
void bindBuffers() const;
void bindSSAOBuffer() const;
void resize(uint width, uint height);
@ -29,9 +31,12 @@ private:
uint positionsBuffer;
uint normalsBuffer;
uint depthBuffer;
uint ssaoFbo;
uint ssaoBuffer;
void createColorBuffer();
void createPositionsBuffer();
void createNormalsBuffer();
void createDepthBuffer();
void createSSAOBuffer();
};

View File

@ -88,7 +88,9 @@ void PostProcessing::configureEffect(
shader.uniform1i("u_position", 1);
shader.uniform1i("u_normal", 2);
}
shader.uniform1i("u_noise", 3);
shader.uniform1i("u_noise", 3); // used in SSAO pass
shader.uniform1i("u_ssao", 3);
shader.uniform1i("u_shadows", 4);
shader.uniform2i("u_screenSize", viewport);
shader.uniform1f("u_timer", timer);
@ -126,13 +128,25 @@ void PostProcessing::render(
glBindTexture(GL_TEXTURE_2D, noiseTexture);
glActiveTexture(GL_TEXTURE0);
auto& ssaoEffect = assets.require<PostEffect>("ssao");
auto& shader = ssaoEffect.use();
configureEffect(context, ssaoEffect, shader, timer, camera, shadowMap);
gbuffer->bindSSAO();
quadMesh->draw();
gbuffer->unbind();
glActiveTexture(GL_TEXTURE3);
gbuffer->bindSSAOBuffer();
} else {
glActiveTexture(GL_TEXTURE0);
fbo->getTexture()->bind();
}
if (totalPasses == 0) {
auto& effect = assets.require<PostEffect>("default");
auto& effect = assets.require<PostEffect>(
gbuffer ? "deferred_lighting" : "default"
);
auto& shader = effect.use();
configureEffect(context, effect, shader, timer, camera, shadowMap);
quadMesh->draw();

View File

@ -17,7 +17,10 @@ static int l_set_effect(lua::State* L) {
size_t index = static_cast<size_t>(lua::tointeger(L, 1));
auto name = lua::require_string(L, 2);
auto& assets = *engine->getAssets();
auto effect = std::make_shared<PostEffect>(assets.require<PostEffect>(name));
auto effect = assets.getShared<PostEffect>(name);
if (effect == nullptr) {
throw std::runtime_error(std::string("post-effect '") + name + "' not found");
}
post_processing->setEffect(index, std::move(effect));
return 0;
}