diff --git a/src/editor/textureDebugger.jai b/src/editor/textureDebugger.jai index 795d810..5c1b639 100644 --- a/src/editor/textureDebugger.jai +++ b/src/editor/textureDebugger.jai @@ -7,7 +7,7 @@ theme_ptr : GR.Overall_Theme; current_pipeline : s32 = 0; current_slot : s32 = 0; -pipeline_names : []string = .["shadowmap", "reflection", "main", "position", "normal"]; +pipeline_names : []string = .["shadowmap", "reflection", "main", "position", "normal", "ssao"]; draw_subwindow_texture_debug :: (state: *GR.Subwindow_State, r: GR.Rect, data: *void) { r2 := r; @@ -29,6 +29,7 @@ draw_subwindow_texture_debug :: (state: *GR.Subwindow_State, r: GR.Rect, data: * case 2; image = g_rendertex; case 3; image = g_gbuf_position; case 4; image = g_gbuf_normal; + case 5; image = g_ssaobuf; } uiTex.tex = image; diff --git a/src/main.jai b/src/main.jai index 7b626b7..8693f0c 100644 --- a/src/main.jai +++ b/src/main.jai @@ -114,6 +114,7 @@ init_after_asset_pack :: () { init_editor(); game_init(); lworlds(); + init_rendering(); load_post_process_from_pack(); } diff --git a/src/rendering/backend_sokol.jai b/src/rendering/backend_sokol.jai index a8fc691..22aea63 100644 --- a/src/rendering/backend_sokol.jai +++ b/src/rendering/backend_sokol.jai @@ -256,6 +256,19 @@ backend_process_command_buckets :: () { current_trile_offset_index = 0; // This is not optimal, but it is nice and simple. // --- TODO: Do SSAO pass here: + sg_begin_pass(*(sg_pass.{ action = state.pass_action_clear, attachments = g_ssao_attachments})); + sg_apply_pipeline(gPipelines.ssao.pipeline); + gPipelines.ssao.bind.images[0] = g_gbuf_position; + gPipelines.ssao.bind.images[1] = g_gbuf_normal; + gPipelines.ssao.bind.images[2] = g_gbuf_position; + sg_apply_bindings(*gPipelines.ssao.bind); + ssao_fs_uniform : Ssao_Fs_Params; + mvp := create_viewproj(*camera); + ssao_fs_uniform.projection = mvp.floats; + ssao_fs_uniform.samples = g_ssao_samples; + sg_apply_uniforms(UB_ssao_fs_params, *(sg_range.{ ptr = *ssao_fs_uniform, size = size_of(type_of(ssao_fs_uniform)) })); + sg_draw(0, 6, 1); + sg_end_pass(); // 5. Main pass sg_begin_pass(*(sg_pass.{ action = state.pass_action_clear, attachments = g_rendertex_attachments})); diff --git a/src/rendering/core.jai b/src/rendering/core.jai index 7eebff2..a48bae4 100644 --- a/src/rendering/core.jai +++ b/src/rendering/core.jai @@ -2,15 +2,14 @@ #load "backend.jai"; +init_rendering :: () { + init_ssao(); +} + // Core rendering function, runs several passes. render :: () { tasks_to_commands(); process_command_buckets(); - // // @ToDo: Consider a depth pre-pass here? Research required. - // shadow_pass(); - // reflection_pass(); - // forward_pass(); - // // @ToDo: Post-processing. } #scope_file diff --git a/src/rendering/pipelines.jai b/src/rendering/pipelines.jai index 999966e..d99e40c 100644 --- a/src/rendering/pipelines.jai +++ b/src/rendering/pipelines.jai @@ -23,7 +23,10 @@ g_gbuf_normal : sg_image; g_gbuf_depth : sg_image; g_gbuf_attachments : sg_attachments; -g_ssaobuf : sg_image; +g_ssaobuf : sg_image; +g_ssao_noise_buf : sg_image; +g_ssaobuf_depth : sg_image; +g_ssao_attachments : sg_attachments; gPipelines : struct { // G-Buffer generation for SSAO and other effects @@ -43,10 +46,14 @@ gPipelines : struct { // Renders sets of triles trile : Pipeline_Binding; - // Renders the ground plane. + // Renders the ground plane. (just water) plane : Pipeline_Binding; + // Post-processing pipeline postprocess : Pipeline_Binding; + + // Renders the SSAO texture using things from the gbuffer pass. + ssao: Pipeline_Binding; } create_final_image :: () { @@ -117,6 +124,7 @@ create_pipelines :: () { create_sky_pipeline(); create_plane_pipeline(); create_postprocess_pipeline(); + create_ssao_pipeline(); create_shadowmap_image(); create_final_image(); @@ -669,6 +677,101 @@ create_postprocess_pipeline :: () { } +create_ssao_pipeline :: () { + platconf := get_plat_conf(); + pipeline: sg_pipeline_desc; + shader_desc := ssao_shader_desc(sg_query_backend()); + pipeline.shader = sg_make_shader(*shader_desc); + + pipeline.layout.attrs[ATTR_ssao_position] = .{ format = .FLOAT2 }; + pipeline.layout.attrs[ATTR_ssao_uv] = .{ format = .FLOAT2 }; + pipeline.index_type = .UINT16; + + color_state := sg_color_target_state.{ + blend = .{ + enabled = true, + src_factor_rgb = .SRC_ALPHA, + dst_factor_rgb = .ONE_MINUS_SRC_ALPHA + } + }; + + pipeline.color_count = 1; + pipeline.depth = .{ + write_enabled = true, + compare = .LESS_EQUAL, + pixel_format = .DEPTH + }; + pipeline.colors[0] = color_state; + + gPipelines.ssao.pipeline = sg_make_pipeline(*pipeline); + + quad_vertices : [16]float = .[ + -1.0, 1.0, 0.0, flip_if_plat(1.0), // top-let + -1.0, -1.0, 0.0, flip_if_plat(0.0), // bottom-let + 1.0, -1.0, 1.0, flip_if_plat(0.0), // bottom-right + 1.0, 1.0, 1.0, flip_if_plat(1.0), // top-right + ]; + quad_indices : [6]u16 = .[ + 0, 1, 2, 0, 2, 3 + ]; + + vbuffer := sg_buffer_desc.{ size = size_of(float) * 16, data = .{ + ptr = quad_vertices.data, + size = 16 * 4 + }}; + ibuffer := sg_buffer_desc.{ size = size_of(u16) * 6, data = .{ + ptr = quad_indices.data, + size = 6 * 2 + }, + type = .INDEXBUFFER, + }; + + gPipelines.ssao.bind.vertex_buffers[0] = sg_make_buffer(*vbuffer); + gPipelines.ssao.bind.index_buffer = sg_make_buffer(*ibuffer); + gPipelines.ssao.bind.samplers[0] = sg_make_sampler(*(sg_sampler_desc.{ + wrap_u = .CLAMP_TO_EDGE, + wrap_v = .CLAMP_TO_EDGE, + min_filter = .NEAREST, + mag_filter = .NEAREST, + })); + + w,h := get_render_size(); + img_desc := sg_image_desc.{ + width = w, + height = h, + render_target = true, + }; + img_desc.sample_count = 1; + g_ssaobuf = sg_make_image(*img_desc); + img_desc = sg_image_desc.{ + width = w, + height = h, + pixel_format = .DEPTH, + render_target = true, + }; + img_desc.sample_count = 1; + g_ssaobuf_depth = sg_make_image(*img_desc); + + attachmentsDesc := sg_attachments_desc.{ + colors[0].image = g_ssaobuf, + depth_stencil.image = g_ssaobuf_depth + }; + sg_destroy_attachments(g_ssao_attachments); + g_ssao_attachments = sg_make_attachments(*attachmentsDesc); + + imgdata : sg_image_data; + imgdata.subimage[0][0] = .{g_ssao_noise.data, cast(u64) (16*4)}; + texdesc : sg_image_desc = .{ + render_target = false, + width = 4, + height = 4, + pixel_format = sg_pixel_format.RGBA8, + sample_count = 1, + data = imgdata + }; + g_ssao_noise_buf = sg_make_image(*texdesc); +} + init_plane_textures :: () { gPipelines.plane.bind.images[3] = create_texture_from_pack("./resources/utiltex/water.png"); } diff --git a/src/rendering/rendering.jai b/src/rendering/rendering.jai index 003930a..d85b7b8 100644 --- a/src/rendering/rendering.jai +++ b/src/rendering/rendering.jai @@ -8,6 +8,7 @@ */ #load "sky.jai"; +#load "ssao.jai"; #load "core.jai"; #load "tasks.jai"; #load "camera.jai"; diff --git a/src/rendering/ssao.jai b/src/rendering/ssao.jai new file mode 100644 index 0000000..17fd032 --- /dev/null +++ b/src/rendering/ssao.jai @@ -0,0 +1,33 @@ +#scope_file + +Random :: #import "Random"; + +#scope_export + +g_ssao_samples : [64][4]float; +g_ssao_noise : [16*4]float; + +init_ssao :: () { + for 0..63 { + vec := Vector3.{ + Random.random_get_zero_to_one() * 2 - 1, + Random.random_get_zero_to_one() * 2 - 1, + Random.random_get_zero_to_one(), + }; + vec = normalize(vec); + vec *= Random.random_get_zero_to_one(); + scale := cast(float)it/64.0; + scale = lerp(0.1, 1.0, scale*scale); + vec *= scale; + g_ssao_samples[it][0] = vec.x; + g_ssao_samples[it][1] = vec.y; + g_ssao_samples[it][2] = vec.z; + g_ssao_samples[it][3] = 0; + } + for 0..15 { + g_ssao_noise[it*4+0] = Random.random_get_zero_to_one() * 2 - 1; + g_ssao_noise[it*4+1] = Random.random_get_zero_to_one() * 2 - 1; + g_ssao_noise[it*4+2] = 0.0; + g_ssao_noise[it*4+3] = 0.0; + } +} diff --git a/src/shaders/jai/shader_ssao.jai b/src/shaders/jai/shader_ssao.jai new file mode 100644 index 0000000..d1d18dc --- /dev/null +++ b/src/shaders/jai/shader_ssao.jai @@ -0,0 +1,749 @@ +/* + #version:1# (machine generated, don't edit!) + + Generated by sokol-shdc (https://github.com/floooh/sokol-tools) + + Cmdline: + sokol-shdc -i shader_ssao.glsl -o ./jai/shader_ssao.jai -l glsl430:glsl300es:metal_macos -f sokol_jai + + Overview: + ========= + Shader program: 'ssao': + Get shader desc: ssao_shader_desc(sg_query_backend()) + Vertex Shader: vs_ssao + Fragment Shader: fs_ssao + Attributes: + ATTR_ssao_position => 0 + ATTR_ssao_uv => 1 + Bindings: + Uniform block 'ssao_fs_params': + Jai struct: Ssao_Fs_Params + Bind slot: UB_ssao_fs_params => 1 + Image 'g_position': + Image type: ._2D + Sample type: .FLOAT + Multisampled: false + Bind slot: IMG_g_position => 0 + Image 'g_normal': + Image type: ._2D + Sample type: .FLOAT + Multisampled: false + Bind slot: IMG_g_normal => 1 + Image 'tex_noise': + Image type: ._2D + Sample type: .FLOAT + Multisampled: false + Bind slot: IMG_tex_noise => 2 + Sampler 'ssao_smp': + Type: .FILTERING + Bind slot: SMP_ssao_smp => 0 +*/ +ATTR_ssao_position :: 0; +ATTR_ssao_uv :: 1; +UB_ssao_fs_params :: 1; +IMG_g_position :: 0; +IMG_g_normal :: 1; +IMG_tex_noise :: 2; +SMP_ssao_smp :: 0; +Ssao_Fs_Params :: struct { + projection: [16]float; + samples: [64][4]float; +}; +/* + #version 430 + + layout(location = 0) in vec2 position; + layout(location = 0) out vec2 quad_uv; + layout(location = 1) in vec2 uv; + + void main() + { + gl_Position = vec4(position, 0.0, 1.0); + quad_uv = uv; + } + +*/ +vs_ssao_source_glsl430 := u8.[ + 0x23,0x76,0x65,0x72,0x73,0x69,0x6f,0x6e,0x20,0x34,0x33,0x30,0x0a,0x0a,0x6c,0x61, + 0x79,0x6f,0x75,0x74,0x28,0x6c,0x6f,0x63,0x61,0x74,0x69,0x6f,0x6e,0x20,0x3d,0x20, + 0x30,0x29,0x20,0x69,0x6e,0x20,0x76,0x65,0x63,0x32,0x20,0x70,0x6f,0x73,0x69,0x74, + 0x69,0x6f,0x6e,0x3b,0x0a,0x6c,0x61,0x79,0x6f,0x75,0x74,0x28,0x6c,0x6f,0x63,0x61, + 0x74,0x69,0x6f,0x6e,0x20,0x3d,0x20,0x30,0x29,0x20,0x6f,0x75,0x74,0x20,0x76,0x65, + 0x63,0x32,0x20,0x71,0x75,0x61,0x64,0x5f,0x75,0x76,0x3b,0x0a,0x6c,0x61,0x79,0x6f, + 0x75,0x74,0x28,0x6c,0x6f,0x63,0x61,0x74,0x69,0x6f,0x6e,0x20,0x3d,0x20,0x31,0x29, + 0x20,0x69,0x6e,0x20,0x76,0x65,0x63,0x32,0x20,0x75,0x76,0x3b,0x0a,0x0a,0x76,0x6f, + 0x69,0x64,0x20,0x6d,0x61,0x69,0x6e,0x28,0x29,0x0a,0x7b,0x0a,0x20,0x20,0x20,0x20, + 0x67,0x6c,0x5f,0x50,0x6f,0x73,0x69,0x74,0x69,0x6f,0x6e,0x20,0x3d,0x20,0x76,0x65, + 0x63,0x34,0x28,0x70,0x6f,0x73,0x69,0x74,0x69,0x6f,0x6e,0x2c,0x20,0x30,0x2e,0x30, + 0x2c,0x20,0x31,0x2e,0x30,0x29,0x3b,0x0a,0x20,0x20,0x20,0x20,0x71,0x75,0x61,0x64, + 0x5f,0x75,0x76,0x20,0x3d,0x20,0x75,0x76,0x3b,0x0a,0x7d,0x0a,0x0a,0x00, +]; +/* + #version 430 + + vec4 _204; + + uniform vec4 ssao_fs_params[68]; + layout(binding = 16) uniform sampler2D g_position_ssao_smp; + layout(binding = 17) uniform sampler2D g_normal_ssao_smp; + layout(binding = 18) uniform sampler2D tex_noise_ssao_smp; + + layout(location = 0) in vec2 quad_uv; + layout(location = 0) out vec4 out_color; + + void main() + { + vec4 _25 = texture(g_position_ssao_smp, quad_uv); + vec3 _26 = _25.xyz; + vec3 _35 = normalize(texture(g_normal_ssao_smp, quad_uv).xyz); + vec3 _51 = normalize(texture(tex_noise_ssao_smp, quad_uv * vec2(320.0, 180.0)).xyz); + vec3 _60 = normalize(_51 - (_35 * dot(_51, _35))); + mat3 _85 = mat3(_60, cross(_35, _60), _35); + float occlusion = 0.0; + for (int i = 0; i < 64; i++) + { + vec3 _119 = _26 + (_85 * ssao_fs_params[i * 1 + 4].xyz); + vec4 _131 = mat4(ssao_fs_params[0], ssao_fs_params[1], ssao_fs_params[2], ssao_fs_params[3]) * vec4(_119, 1.0); + vec2 _138 = _131.xy / vec2(_131.w); + vec4 _192; + _192.x = _138.x; + _192.y = _138.y; + vec2 _150 = (_192.xy * 0.5) + vec2(0.5); + vec4 _196; + _196.x = _150.x; + _196.y = _150.y; + vec4 _161 = texture(g_position_ssao_smp, _196.xy); + float _163 = _161.z; + occlusion += (float(_163 >= _119.z) * smoothstep(0.0, 1.0, 1.0 - (_25.z - _163))); + } + float _182 = occlusion; + float _185 = 1.0 - (_182 * 0.015625); + occlusion = _185; + out_color = vec4(_185, _185, _185, 1.0); + } + +*/ +fs_ssao_source_glsl430 := u8.[ + 0x23,0x76,0x65,0x72,0x73,0x69,0x6f,0x6e,0x20,0x34,0x33,0x30,0x0a,0x0a,0x76,0x65, + 0x63,0x34,0x20,0x5f,0x32,0x30,0x34,0x3b,0x0a,0x0a,0x75,0x6e,0x69,0x66,0x6f,0x72, + 0x6d,0x20,0x76,0x65,0x63,0x34,0x20,0x73,0x73,0x61,0x6f,0x5f,0x66,0x73,0x5f,0x70, + 0x61,0x72,0x61,0x6d,0x73,0x5b,0x36,0x38,0x5d,0x3b,0x0a,0x6c,0x61,0x79,0x6f,0x75, + 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main() + { + highp vec4 _25 = texture(g_position_ssao_smp, quad_uv); + highp vec3 _26 = _25.xyz; + highp vec3 _35 = normalize(texture(g_normal_ssao_smp, quad_uv).xyz); + highp vec3 _51 = normalize(texture(tex_noise_ssao_smp, quad_uv * vec2(320.0, 180.0)).xyz); + highp vec3 _60 = normalize(_51 - (_35 * dot(_51, _35))); + highp mat3 _85 = mat3(_60, cross(_35, _60), _35); + highp float occlusion = 0.0; + for (int i = 0; i < 64; i++) + { + highp vec3 _119 = _26 + (_85 * ssao_fs_params[i * 1 + 4].xyz); + highp vec4 _131 = mat4(ssao_fs_params[0], ssao_fs_params[1], ssao_fs_params[2], ssao_fs_params[3]) * vec4(_119, 1.0); + highp vec2 _138 = _131.xy / vec2(_131.w); + highp vec4 _192; + _192.x = _138.x; + _192.y = _138.y; + highp vec2 _150 = (_192.xy * 0.5) + vec2(0.5); + highp vec4 _196; + _196.x = _150.x; + _196.y = _150.y; + highp vec4 _161 = texture(g_position_ssao_smp, _196.xy); + highp float _163 = _161.z; + occlusion += (float(_163 >= _119.z) * smoothstep(0.0, 1.0, 1.0 - (_25.z - _163))); + } + highp float _182 = occlusion; + highp float _185 = 1.0 - (_182 * 0.015625); + occlusion = _185; + out_color = vec4(_185, _185, _185, 1.0); + } + +*/ +fs_ssao_source_glsl300es := u8.[ + 0x23,0x76,0x65,0x72,0x73,0x69,0x6f,0x6e,0x20,0x33,0x30,0x30,0x20,0x65,0x73,0x0a, + 0x70,0x72,0x65,0x63,0x69,0x73,0x69,0x6f,0x6e,0x20,0x6d,0x65,0x64,0x69,0x75,0x6d, + 0x70,0x20,0x66,0x6c,0x6f,0x61,0x74,0x3b,0x0a,0x70,0x72,0x65,0x63,0x69,0x73,0x69, + 0x6f,0x6e,0x20,0x68,0x69,0x67,0x68,0x70,0x20,0x69,0x6e,0x74,0x3b,0x0a,0x0a,0x76, + 0x65,0x63,0x34,0x20,0x5f,0x32,0x30,0x34,0x3b,0x0a,0x0a,0x75,0x6e,0x69,0x66,0x6f, + 0x72,0x6d,0x20,0x68,0x69,0x67,0x68,0x70,0x20,0x76,0x65,0x63,0x34,0x20,0x73,0x73, + 0x61,0x6f,0x5f,0x66,0x73,0x5f,0x70,0x61,0x72,0x61,0x6d,0x73,0x5b,0x36,0x38,0x5d, + 0x3b,0x0a,0x75,0x6e,0x69,0x66,0x6f,0x72,0x6d,0x20,0x68,0x69,0x67,0x68,0x70,0x20, + 0x73,0x61,0x6d,0x70,0x6c,0x65,0x72,0x32,0x44,0x20,0x67,0x5f,0x70,0x6f,0x73,0x69, + 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0x30,0x29,0x3b,0x0a,0x20,0x20,0x20,0x20,0x6f,0x75,0x74,0x2e,0x71,0x75,0x61,0x64, + 0x5f,0x75,0x76,0x20,0x3d,0x20,0x69,0x6e,0x2e,0x75,0x76,0x3b,0x0a,0x20,0x20,0x20, + 0x20,0x72,0x65,0x74,0x75,0x72,0x6e,0x20,0x6f,0x75,0x74,0x3b,0x0a,0x7d,0x0a,0x0a, + 0x00, +]; +/* + #include + #include + + using namespace metal; + + struct ssao_fs_params + { + float4x4 projection; + float4 samples[64]; + }; + + constant float4 _204 = {}; + + struct main0_out + { + float4 out_color [[color(0)]]; + }; + + struct main0_in + { + float2 quad_uv [[user(locn0)]]; + }; + + fragment main0_out main0(main0_in in [[stage_in]], constant ssao_fs_params& _109 [[buffer(0)]], texture2d g_position [[texture(0)]], texture2d g_normal [[texture(1)]], texture2d tex_noise [[texture(2)]], sampler ssao_smp [[sampler(0)]]) + { + main0_out out = {}; + float4 _25 = g_position.sample(ssao_smp, in.quad_uv); + float3 _26 = _25.xyz; + float3 _35 = fast::normalize(g_normal.sample(ssao_smp, in.quad_uv).xyz); + float3 _51 = fast::normalize(tex_noise.sample(ssao_smp, (in.quad_uv * float2(320.0, 180.0))).xyz); + float3 _60 = fast::normalize(_51 - (_35 * dot(_51, _35))); + float3x3 _85 = float3x3(_60, cross(_35, _60), _35); + float occlusion = 0.0; + for (int i = 0; i < 64; i++) + { + float3 _119 = _26 + (_85 * _109.samples[i].xyz); + float4 _131 = _109.projection * float4(_119, 1.0); + float2 _138 = _131.xy / float2(_131.w); + float4 _192; + _192.x = _138.x; + _192.y = _138.y; + float2 _150 = (_192.xy * 0.5) + float2(0.5); + float4 _196; + _196.x = _150.x; + _196.y = _150.y; + float4 _161 = g_position.sample(ssao_smp, _196.xy); + float _163 = _161.z; + occlusion += (float(_163 >= _119.z) * smoothstep(0.0, 1.0, 1.0 - (_25.z - _163))); + } + float _182 = occlusion; + float _185 = 1.0 - (_182 * 0.015625); + occlusion = _185; + out.out_color = float4(_185, _185, _185, 1.0); + return out; + } + +*/ +fs_ssao_source_metal_macos := u8.[ + 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0x3b,0x0a,0x7d,0x0a,0x0a,0x00, +]; +ssao_shader_desc :: (backend: sg_backend) -> sg_shader_desc { + desc: sg_shader_desc; + desc.label = "ssao_shader"; + if backend == { + case .GLCORE; + desc.vertex_func.source = xx *vs_ssao_source_glsl430; + desc.vertex_func.entry = "main"; + desc.fragment_func.source = xx *fs_ssao_source_glsl430; + desc.fragment_func.entry = "main"; + desc.attrs[0].base_type = .FLOAT; + desc.attrs[0].glsl_name = "position"; + desc.attrs[1].base_type = .FLOAT; + desc.attrs[1].glsl_name = "uv"; + desc.uniform_blocks[1].stage = .FRAGMENT; + desc.uniform_blocks[1].layout = .STD140; + desc.uniform_blocks[1].size = 1088; + desc.uniform_blocks[1].glsl_uniforms[0].type = .FLOAT4; + desc.uniform_blocks[1].glsl_uniforms[0].array_count = 68; + desc.uniform_blocks[1].glsl_uniforms[0].glsl_name = "ssao_fs_params"; + desc.images[0].stage = .FRAGMENT; + desc.images[0].multisampled = false; + desc.images[0].image_type = ._2D; + desc.images[0].sample_type = .FLOAT; + desc.images[1].stage = .FRAGMENT; + desc.images[1].multisampled = false; + desc.images[1].image_type = ._2D; + desc.images[1].sample_type = .FLOAT; + desc.images[2].stage = .FRAGMENT; + desc.images[2].multisampled = false; + desc.images[2].image_type = ._2D; + desc.images[2].sample_type = .FLOAT; + desc.samplers[0].stage = .FRAGMENT; + desc.samplers[0].sampler_type = .FILTERING; + desc.image_sampler_pairs[0].stage = .FRAGMENT; + desc.image_sampler_pairs[0].image_slot = 0; + desc.image_sampler_pairs[0].sampler_slot = 0; + desc.image_sampler_pairs[0].glsl_name = "g_position_ssao_smp"; + desc.image_sampler_pairs[1].stage = .FRAGMENT; + desc.image_sampler_pairs[1].image_slot = 1; + desc.image_sampler_pairs[1].sampler_slot = 0; + desc.image_sampler_pairs[1].glsl_name = "g_normal_ssao_smp"; + desc.image_sampler_pairs[2].stage = .FRAGMENT; + desc.image_sampler_pairs[2].image_slot = 2; + desc.image_sampler_pairs[2].sampler_slot = 0; + desc.image_sampler_pairs[2].glsl_name = "tex_noise_ssao_smp"; + case .GLES3; + desc.vertex_func.source = xx *vs_ssao_source_glsl300es; + desc.vertex_func.entry = "main"; + desc.fragment_func.source = xx *fs_ssao_source_glsl300es; + desc.fragment_func.entry = "main"; + desc.attrs[0].base_type = .FLOAT; + desc.attrs[0].glsl_name = "position"; + desc.attrs[1].base_type = .FLOAT; + desc.attrs[1].glsl_name = "uv"; + desc.uniform_blocks[1].stage = .FRAGMENT; + desc.uniform_blocks[1].layout = .STD140; + desc.uniform_blocks[1].size = 1088; + desc.uniform_blocks[1].glsl_uniforms[0].type = .FLOAT4; + desc.uniform_blocks[1].glsl_uniforms[0].array_count = 68; + desc.uniform_blocks[1].glsl_uniforms[0].glsl_name = "ssao_fs_params"; + desc.images[0].stage = .FRAGMENT; + desc.images[0].multisampled = false; + desc.images[0].image_type = ._2D; + desc.images[0].sample_type = .FLOAT; + desc.images[1].stage = .FRAGMENT; + desc.images[1].multisampled = false; + desc.images[1].image_type = ._2D; + desc.images[1].sample_type = .FLOAT; + desc.images[2].stage = .FRAGMENT; + desc.images[2].multisampled = false; + desc.images[2].image_type = ._2D; + desc.images[2].sample_type = .FLOAT; + desc.samplers[0].stage = .FRAGMENT; + desc.samplers[0].sampler_type = .FILTERING; + desc.image_sampler_pairs[0].stage = .FRAGMENT; + desc.image_sampler_pairs[0].image_slot = 0; + desc.image_sampler_pairs[0].sampler_slot = 0; + desc.image_sampler_pairs[0].glsl_name = "g_position_ssao_smp"; + desc.image_sampler_pairs[1].stage = .FRAGMENT; + desc.image_sampler_pairs[1].image_slot = 1; + desc.image_sampler_pairs[1].sampler_slot = 0; + desc.image_sampler_pairs[1].glsl_name = "g_normal_ssao_smp"; + desc.image_sampler_pairs[2].stage = .FRAGMENT; + desc.image_sampler_pairs[2].image_slot = 2; + desc.image_sampler_pairs[2].sampler_slot = 0; + desc.image_sampler_pairs[2].glsl_name = "tex_noise_ssao_smp"; + case .METAL_MACOS; + desc.vertex_func.source = xx *vs_ssao_source_metal_macos; + desc.vertex_func.entry = "main0"; + desc.fragment_func.source = xx *fs_ssao_source_metal_macos; + desc.fragment_func.entry = "main0"; + desc.attrs[0].base_type = .FLOAT; + desc.attrs[1].base_type = .FLOAT; + desc.uniform_blocks[1].stage = .FRAGMENT; + desc.uniform_blocks[1].layout = .STD140; + desc.uniform_blocks[1].size = 1088; + desc.uniform_blocks[1].msl_buffer_n = 0; + desc.images[0].stage = .FRAGMENT; + desc.images[0].multisampled = false; + desc.images[0].image_type = ._2D; + desc.images[0].sample_type = .FLOAT; + desc.images[0].msl_texture_n = 0; + desc.images[1].stage = .FRAGMENT; + desc.images[1].multisampled = false; + desc.images[1].image_type = ._2D; + desc.images[1].sample_type = .FLOAT; + desc.images[1].msl_texture_n = 1; + desc.images[2].stage = .FRAGMENT; + desc.images[2].multisampled = false; + desc.images[2].image_type = ._2D; + desc.images[2].sample_type = .FLOAT; + desc.images[2].msl_texture_n = 2; + desc.samplers[0].stage = .FRAGMENT; + desc.samplers[0].sampler_type = .FILTERING; + desc.samplers[0].msl_sampler_n = 0; + desc.image_sampler_pairs[0].stage = .FRAGMENT; + desc.image_sampler_pairs[0].image_slot = 0; + desc.image_sampler_pairs[0].sampler_slot = 0; + desc.image_sampler_pairs[1].stage = .FRAGMENT; + desc.image_sampler_pairs[1].image_slot = 1; + desc.image_sampler_pairs[1].sampler_slot = 0; + desc.image_sampler_pairs[2].stage = .FRAGMENT; + desc.image_sampler_pairs[2].image_slot = 2; + desc.image_sampler_pairs[2].sampler_slot = 0; + } + return desc; +} diff --git a/src/shaders/shader_ssao.glsl b/src/shaders/shader_ssao.glsl new file mode 100644 index 0000000..5493355 --- /dev/null +++ b/src/shaders/shader_ssao.glsl @@ -0,0 +1,59 @@ +@vs vs_ssao +in vec2 position; +in vec2 uv; + +out vec2 quad_uv; + +void main() { + gl_Position = vec4(position, 0.0, 1.0); + quad_uv = uv; +} +@end + +@fs fs_ssao + +layout(binding=0) uniform texture2D g_position; +layout(binding=1) uniform texture2D g_normal; +layout(binding=2) uniform texture2D tex_noise; + +layout(binding=0) uniform sampler ssao_smp; + +layout(binding=1) uniform ssao_fs_params { + mat4 projection; + vec4 samples[64]; +}; + +in vec2 quad_uv; +out vec4 out_color; + +void main() { + vec3 frag_pos = texture(sampler2D(g_position, ssao_smp), quad_uv).xyz; + vec3 normal = normalize(texture(sampler2D(g_normal, ssao_smp), quad_uv).rgb); + vec2 noise_scale = vec2(1280.0/4.0, 720.0/4.0); // @Incomplete: get screen size + vec3 random_vec = normalize(texture(sampler2D(tex_noise, ssao_smp), quad_uv * noise_scale).xyz); + + vec3 tangent = normalize(random_vec - normal * dot(random_vec, normal)); + vec3 bitangent = cross(normal, tangent); + mat3 tbn = mat3(tangent, bitangent, normal); + + float occlusion = 0.0; + for (int i = 0; i < 64; ++i) { + vec3 sample_pos = tbn * samples[i].xyz; + sample_pos = frag_pos + sample_pos; + + vec4 offset = vec4(sample_pos, 1.0); + offset = projection * offset; + offset.xy /= offset.w; + offset.xy = offset.xy * 0.5 + 0.5; + + float sample_depth = texture(sampler2D(g_position, ssao_smp), offset.xy).z; + float range_check = smoothstep(0.0, 1.0, 1.0 - (frag_pos.z - sample_depth)); + occlusion += (sample_depth >= sample_pos.z ? 1.0 : 0.0) * range_check; + } + + occlusion = 1.0 - (occlusion / 64.0); + out_color = vec4(occlusion, occlusion, occlusion, 1.0); +} +@end + +@program ssao vs_ssao fs_ssao diff --git a/trueno/trueno.xcodeproj/project.xcworkspace/xcuserdata/tuomas.katajisto.xcuserdatad/UserInterfaceState.xcuserstate b/trueno/trueno.xcodeproj/project.xcworkspace/xcuserdata/tuomas.katajisto.xcuserdatad/UserInterfaceState.xcuserstate index 17f7535..a1fe4b1 100644 Binary files a/trueno/trueno.xcodeproj/project.xcworkspace/xcuserdata/tuomas.katajisto.xcuserdatad/UserInterfaceState.xcuserstate and b/trueno/trueno.xcodeproj/project.xcworkspace/xcuserdata/tuomas.katajisto.xcuserdatad/UserInterfaceState.xcuserstate differ