Added Deferred Shading

Former-commit-id: 926022d6306144e2f87cd293291928bda44c7a87
This commit is contained in:
Lynix 2013-10-22 12:54:05 +02:00
parent d363e29e15
commit b7b65d7119
28 changed files with 2355 additions and 0 deletions

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// Copyright (C) 2013 Jérôme Leclercq
// This file is part of the "Nazara Engine - Graphics module"
// For conditions of distribution and use, see copyright notice in Config.hpp
#pragma once
#ifndef NAZARA_DEFERREDRENDERQUEUE_HPP
#define NAZARA_DEFERREDRENDERQUEUE_HPP
#include <Nazara/Prerequesites.hpp>
#include <Nazara/Core/Color.hpp>
#include <Nazara/Core/ResourceListener.hpp>
#include <Nazara/Graphics/AbstractRenderQueue.hpp>
#include <Nazara/Math/Box.hpp>
#include <Nazara/Math/Matrix4.hpp>
#include <map>
#include <tuple>
class NzForwardRenderQueue;
class NzMaterial;
class NzSkeletalMesh;
class NzStaticMesh;
class NAZARA_API NzDeferredRenderQueue : public NzAbstractRenderQueue, NzResourceListener
{
friend class NzDeferredRenderTechnique;
public:
NzDeferredRenderQueue(NzForwardRenderQueue* forwardQueue);
~NzDeferredRenderQueue();
void AddDrawable(const NzDrawable* drawable);
void AddLight(const NzLight* light);
void AddModel(const NzModel* model);
void AddSprite(const NzSprite* sprite);
void AddSubMesh(const NzMaterial* material, const NzSubMesh* subMesh, const NzMatrix4f& transformMatrix);
void Clear(bool fully);
private:
bool OnResourceDestroy(const NzResource* resource, int index) override;
void OnResourceReleased(const NzResource* resource, int index) override;
struct SkeletalData
{
///TODO
NzMatrix4f transformMatrix;
};
struct StaticData
{
NzMatrix4f transformMatrix;
};
struct BatchedModelMaterialComparator
{
bool operator()(const NzMaterial* mat1, const NzMaterial* mat2);
};
struct BatchedSpriteMaterialComparator
{
bool operator()(const NzMaterial* mat1, const NzMaterial* mat2);
};
struct BatchedSkeletalMeshComparator
{
bool operator()(const NzSkeletalMesh* subMesh1, const NzSkeletalMesh* subMesh2);
};
struct BatchedStaticMeshComparator
{
bool operator()(const NzStaticMesh* subMesh1, const NzStaticMesh* subMesh2);
};
typedef std::map<const NzSkeletalMesh*, std::vector<SkeletalData>, BatchedSkeletalMeshComparator> BatchedSkeletalMeshContainer;
typedef std::map<const NzStaticMesh*, std::vector<StaticData>, BatchedStaticMeshComparator> BatchedStaticMeshContainer;
typedef std::map<const NzMaterial*, std::tuple<bool, bool, BatchedSkeletalMeshContainer, BatchedStaticMeshContainer>, BatchedModelMaterialComparator> BatchedModelContainer;
typedef std::map<const NzMaterial*, std::vector<const NzSprite*>> BatchedSpriteContainer;
typedef std::vector<const NzLight*> LightContainer;
BatchedModelContainer opaqueModels;
BatchedSpriteContainer sprites;
LightContainer directionalLights;
LightContainer pointLights;
LightContainer spotLights;
NzForwardRenderQueue* m_forwardQueue;
};
#endif // NAZARA_DEFERREDRENDERQUEUE_HPP

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// Copyright (C) 2013 Jérôme Leclercq
// This file is part of the "Nazara Engine - Graphics module"
// For conditions of distribution and use, see copyright notice in Config.hpp
#pragma once
#ifndef NAZARA_DEFERREDRENDERTECHNIQUE_HPP
#define NAZARA_DEFERREDRENDERTECHNIQUE_HPP
#include <Nazara/Prerequesites.hpp>
#include <Nazara/Graphics/AbstractRenderTechnique.hpp>
#include <Nazara/Graphics/DeferredRenderQueue.hpp>
#include <Nazara/Graphics/ForwardRenderTechnique.hpp>
#include <Nazara/Math/Vector2.hpp>
#include <Nazara/Renderer/RenderStates.hpp>
#include <Nazara/Renderer/RenderTexture.hpp>
#include <Nazara/Renderer/ShaderProgram.hpp>
#include <Nazara/Renderer/Texture.hpp>
#include <Nazara/Renderer/TextureSampler.hpp>
#include <Nazara/Utility/Mesh.hpp>
class NAZARA_API NzDeferredRenderTechnique : public NzAbstractRenderTechnique, public NzRenderTarget::Listener
{
public:
NzDeferredRenderTechnique();
~NzDeferredRenderTechnique();
void Clear(const NzScene* scene);
bool Draw(const NzScene* scene);
NzTexture* GetGBuffer(unsigned int i) const;
NzAbstractRenderQueue* GetRenderQueue() override;
nzRenderTechniqueType GetType() const override;
NzTexture* GetWorkTexture(unsigned int i) const;
static bool IsSupported();
private:
void GeomPass(const NzScene* scene);
void DirectionalLightPass(const NzScene* scene);
void PointLightPass(const NzScene* scene);
void SpotLightPass(const NzScene* scene);
bool UpdateTextures() const;
NzForwardRenderTechnique m_forwardTechnique; // Doit être initialisé avant la RenderQueue
NzDeferredRenderQueue m_renderQueue;
NzMeshRef m_sphere;
NzStaticMesh* m_sphereMesh;
mutable NzRenderTexture m_bloomRTT;
mutable NzRenderTexture m_dofRTT;
mutable NzRenderTexture m_geometryRTT;
mutable NzRenderTexture m_ssaoRTT;
NzRenderStates m_clearStates;
NzShaderProgramRef m_aaProgram;
NzShaderProgramRef m_blitProgram;
NzShaderProgramRef m_bloomBrightProgram;
NzShaderProgramRef m_bloomFinalProgram;
NzShaderProgramRef m_clearProgram;
NzShaderProgramRef m_directionalLightProgram;
NzShaderProgramRef m_depthOfFieldProgram;
NzShaderProgramRef m_gaussianBlurProgram;
NzShaderProgramRef m_pointLightProgram;
NzShaderProgramRef m_ssaoProgram;
NzShaderProgramRef m_ssaoFinalProgram;
NzShaderProgramRef m_spotLightProgram;
mutable NzTextureRef m_bloomTextureA;
mutable NzTextureRef m_bloomTextureB;
mutable NzTextureRef m_dofTextureA;
mutable NzTextureRef m_dofTextureB;
mutable NzTextureRef m_GBuffer[4];
mutable NzTextureRef m_ssaoTextureA;
mutable NzTextureRef m_ssaoTextureB;
mutable NzTextureRef m_ssaoNoiseTexture;
mutable NzTextureRef m_workTextureA;
mutable NzTextureRef m_workTextureB;
NzTextureSampler m_bilinearSampler;
NzTextureSampler m_pointSampler;
NzTextureSampler m_ssaoSampler;
NzVector2ui m_GBufferSize;
const NzRenderTarget* m_viewerTarget;
mutable bool m_texturesUpdated;
int m_gaussianBlurProgramFilterLocation;
};
#endif // NAZARA_FORWARDRENDERTECHNIQUE_HPP

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// Copyright (C) 2013 Jérôme Leclercq
// This file is part of the "Nazara Engine - Graphics module"
// For conditions of distribution and use, see copyright notice in Config.hpp
#include <Nazara/Graphics/DeferredRenderQueue.hpp>
#include <Nazara/Graphics/Camera.hpp>
#include <Nazara/Graphics/ForwardRenderQueue.hpp>
#include <Nazara/Graphics/Light.hpp>
#include <Nazara/Graphics/Model.hpp>
#include <Nazara/Graphics/Sprite.hpp>
#include <Nazara/Renderer/Material.hpp>
#include <Nazara/Utility/SkeletalMesh.hpp>
#include <Nazara/Utility/StaticMesh.hpp>
#include <Nazara/Graphics/Debug.hpp>
namespace
{
enum ResourceType
{
ResourceType_Material,
ResourceType_SkeletalMesh,
ResourceType_StaticMesh
};
}
NzDeferredRenderQueue::NzDeferredRenderQueue(NzForwardRenderQueue* forwardQueue) :
m_forwardQueue(forwardQueue)
{
}
NzDeferredRenderQueue::~NzDeferredRenderQueue()
{
Clear(true);
}
void NzDeferredRenderQueue::AddDrawable(const NzDrawable* drawable)
{
m_forwardQueue->AddDrawable(drawable);
}
void NzDeferredRenderQueue::AddLight(const NzLight* light)
{
#if NAZARA_GRAPHICS_SAFE
if (!light)
{
NazaraError("Invalid light");
return;
}
#endif
switch (light->GetLightType())
{
case nzLightType_Directional:
directionalLights.push_back(light);
break;
case nzLightType_Point:
pointLights.push_back(light);
break;
case nzLightType_Spot:
spotLights.push_back(light);
break;
}
m_forwardQueue->AddLight(light);
}
void NzDeferredRenderQueue::AddModel(const NzModel* model)
{
#if NAZARA_GRAPHICS_SAFE
if (!model)
{
NazaraError("Invalid model");
return;
}
if (!model->IsDrawable())
{
NazaraError("Model is not drawable");
return;
}
#endif
const NzMatrix4f& transformMatrix = model->GetTransformMatrix();
NzMesh* mesh = model->GetMesh();
unsigned int submeshCount = mesh->GetSubMeshCount();
for (unsigned int i = 0; i < submeshCount; ++i)
{
NzSubMesh* subMesh = mesh->GetSubMesh(i);
NzMaterial* material = model->GetMaterial(subMesh->GetMaterialIndex());
AddSubMesh(material, subMesh, transformMatrix);
}
}
void NzDeferredRenderQueue::AddSprite(const NzSprite* sprite)
{
#if NAZARA_GRAPHICS_SAFE
if (!sprite)
{
NazaraError("Invalid sprite");
return;
}
if (!sprite->IsDrawable())
{
NazaraError("Sprite is not drawable");
return;
}
#endif
NzMaterial* material = sprite->GetMaterial();
if (material->IsEnabled(nzRendererParameter_Blend))
m_forwardQueue->AddSprite(sprite);
else
sprites[material].push_back(sprite);
}
void NzDeferredRenderQueue::AddSubMesh(const NzMaterial* material, const NzSubMesh* subMesh, const NzMatrix4f& transformMatrix)
{
switch (subMesh->GetAnimationType())
{
case nzAnimationType_Skeletal:
{
///TODO
/*
** Il y a ici deux choses importantes à gérer:
** -Pour commencer, la mise en cache de std::vector suffisamment grands pour contenir le résultat du skinning
** l'objectif ici est d'éviter une allocation à chaque frame, donc de réutiliser un tableau existant
** Note: Il faudrait évaluer aussi la possibilité de conserver le buffer d'une frame à l'autre.
** Ceci permettant de ne pas skinner inutilement ce qui ne bouge pas, ou de skinner partiellement un mesh.
** Il faut cependant voir stocker ce set de buffers, qui doit être communs à toutes les RQ d'une même scène.
**
** -Ensuite, la possibilité de regrouper les modèles skinnés identiques, une centaine de soldats marchant au pas
** ne devrait requérir qu'un skinning.
*/
NazaraError("Skeletal mesh not supported yet, sorry");
break;
}
case nzAnimationType_Static:
{
if (material->IsEnabled(nzRendererParameter_Blend))
m_forwardQueue->AddSubMesh(material, subMesh, transformMatrix);
else
{
const NzStaticMesh* staticMesh = static_cast<const NzStaticMesh*>(subMesh);
auto pair = opaqueModels.insert(std::make_pair(material, BatchedModelContainer::mapped_type()));
if (pair.second)
material->AddResourceListener(this, ResourceType_Material);
bool& used = std::get<0>(pair.first->second);
bool& enableInstancing = std::get<1>(pair.first->second);
used = true;
auto& meshMap = std::get<3>(pair.first->second);
auto pair2 = meshMap.insert(std::make_pair(staticMesh, BatchedStaticMeshContainer::mapped_type()));
if (pair2.second)
staticMesh->AddResourceListener(this, ResourceType_StaticMesh);
std::vector<StaticData>& staticDataContainer = pair2.first->second;
unsigned int instanceCount = staticDataContainer.size() + 1;
// Avons-nous suffisamment d'instances pour que le coût d'utilisation de l'instancing soit payé ?
if (instanceCount >= NAZARA_GRAPHICS_INSTANCING_MIN_INSTANCES_COUNT)
enableInstancing = true; // Apparemment oui, activons l'instancing avec ce matériau
staticDataContainer.resize(instanceCount);
StaticData& data = staticDataContainer.back();
data.transformMatrix = transformMatrix;
}
break;
}
}
}
void NzDeferredRenderQueue::Clear(bool fully)
{
directionalLights.clear();
pointLights.clear();
spotLights.clear();
if (fully)
{
for (auto& matIt : opaqueModels)
{
const NzMaterial* material = matIt.first;
material->RemoveResourceListener(this);
BatchedSkeletalMeshContainer& skeletalContainer = std::get<2>(matIt.second);
for (auto& meshIt : skeletalContainer)
{
const NzSkeletalMesh* skeletalMesh = meshIt.first;
skeletalMesh->RemoveResourceListener(this);
}
BatchedStaticMeshContainer& staticContainer = std::get<3>(matIt.second);
for (auto& meshIt : staticContainer)
{
const NzStaticMesh* staticMesh = meshIt.first;
staticMesh->RemoveResourceListener(this);
}
}
opaqueModels.clear();
sprites.clear();
}
m_forwardQueue->Clear(fully);
}
bool NzDeferredRenderQueue::OnResourceDestroy(const NzResource* resource, int index)
{
switch (index)
{
case ResourceType_Material:
opaqueModels.erase(static_cast<const NzMaterial*>(resource));
break;
case ResourceType_SkeletalMesh:
{
for (auto& pair : opaqueModels)
std::get<2>(pair.second).erase(static_cast<const NzSkeletalMesh*>(resource));
break;
}
case ResourceType_StaticMesh:
{
for (auto& pair : opaqueModels)
std::get<3>(pair.second).erase(static_cast<const NzStaticMesh*>(resource));
break;
}
}
return false; // Nous ne voulons plus recevoir d'évènement de cette ressource
}
void NzDeferredRenderQueue::OnResourceReleased(const NzResource* resource, int index)
{
OnResourceDestroy(resource, index);
}
bool NzDeferredRenderQueue::BatchedModelMaterialComparator::operator()(const NzMaterial* mat1, const NzMaterial* mat2)
{
nzUInt32 possibleFlags[] = {
nzShaderFlags_Deferred,
nzShaderFlags_Deferred | nzShaderFlags_Instancing
};
for (nzUInt32 flag : possibleFlags)
{
const NzShaderProgram* program1 = mat1->GetShaderProgram(nzShaderTarget_Model, flag);
const NzShaderProgram* program2 = mat2->GetShaderProgram(nzShaderTarget_Model, flag);
if (program1 != program2)
return program1 < program2;
}
const NzTexture* diffuseMap1 = mat1->GetDiffuseMap();
const NzTexture* diffuseMap2 = mat2->GetDiffuseMap();
if (diffuseMap1 != diffuseMap2)
return diffuseMap1 < diffuseMap2;
return mat1 < mat2;
}
bool NzDeferredRenderQueue::BatchedSpriteMaterialComparator::operator()(const NzMaterial* mat1, const NzMaterial* mat2)
{
nzUInt32 possibleFlags[] = {
nzShaderFlags_Deferred
};
for (nzUInt32 flag : possibleFlags)
{
const NzShaderProgram* program1 = mat1->GetShaderProgram(nzShaderTarget_Model, flag);
const NzShaderProgram* program2 = mat2->GetShaderProgram(nzShaderTarget_Model, flag);
if (program1 != program2)
return program1 < program2;
}
const NzTexture* diffuseMap1 = mat1->GetDiffuseMap();
const NzTexture* diffuseMap2 = mat2->GetDiffuseMap();
if (diffuseMap1 != diffuseMap2)
return diffuseMap1 < diffuseMap2;
return mat1 < mat2;
}
bool NzDeferredRenderQueue::BatchedSkeletalMeshComparator::operator()(const NzSkeletalMesh* subMesh1, const NzSkeletalMesh* subMesh2)
{
const NzIndexBuffer* iBuffer1 = subMesh1->GetIndexBuffer();
const NzBuffer* buffer1 = (iBuffer1) ? iBuffer1->GetBuffer() : nullptr;
const NzIndexBuffer* iBuffer2 = subMesh1->GetIndexBuffer();
const NzBuffer* buffer2 = (iBuffer2) ? iBuffer2->GetBuffer() : nullptr;
if (buffer1 == buffer2)
return subMesh1 < subMesh2;
else
return buffer2 < buffer2;
}
bool NzDeferredRenderQueue::BatchedStaticMeshComparator::operator()(const NzStaticMesh* subMesh1, const NzStaticMesh* subMesh2)
{
const NzIndexBuffer* iBuffer1 = subMesh1->GetIndexBuffer();
const NzBuffer* buffer1 = (iBuffer1) ? iBuffer1->GetBuffer() : nullptr;
const NzIndexBuffer* iBuffer2 = subMesh2->GetIndexBuffer();
const NzBuffer* buffer2 = (iBuffer2) ? iBuffer2->GetBuffer() : nullptr;
if (buffer1 == buffer2)
{
buffer1 = subMesh1->GetVertexBuffer()->GetBuffer();
buffer2 = subMesh2->GetVertexBuffer()->GetBuffer();
if (buffer1 == buffer2)
return subMesh1 < subMesh2;
else
return buffer1 < buffer2;
}
else
return buffer1 < buffer2;
}

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@ -6,6 +6,7 @@
#include <Nazara/Core/Error.hpp> #include <Nazara/Core/Error.hpp>
#include <Nazara/Core/Log.hpp> #include <Nazara/Core/Log.hpp>
#include <Nazara/Graphics/Config.hpp> #include <Nazara/Graphics/Config.hpp>
#include <Nazara/Graphics/DeferredRenderTechnique.hpp>
#include <Nazara/Graphics/ForwardRenderTechnique.hpp> #include <Nazara/Graphics/ForwardRenderTechnique.hpp>
#include <Nazara/Graphics/RenderTechniques.hpp> #include <Nazara/Graphics/RenderTechniques.hpp>
#include <Nazara/Graphics/Loaders/Mesh.hpp> #include <Nazara/Graphics/Loaders/Mesh.hpp>
@ -38,6 +39,9 @@ bool NzGraphics::Initialize()
// RenderTechniques // RenderTechniques
NzRenderTechniques::Register(NzRenderTechniques::ToString(nzRenderTechniqueType_BasicForward), 0, []() -> NzAbstractRenderTechnique* { return new NzForwardRenderTechnique; }); NzRenderTechniques::Register(NzRenderTechniques::ToString(nzRenderTechniqueType_BasicForward), 0, []() -> NzAbstractRenderTechnique* { return new NzForwardRenderTechnique; });
if (NzDeferredRenderTechnique::IsSupported())
NzRenderTechniques::Register(NzRenderTechniques::ToString(nzRenderTechniqueType_DeferredShading), 20, []() -> NzAbstractRenderTechnique* { return new NzDeferredRenderTechnique; });
NazaraNotice("Initialized: Graphics module"); NazaraNotice("Initialized: Graphics module");
return true; return true;

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#version 140
out vec4 RenderTarget0;
uniform sampler2D ColorTexture;
uniform vec2 InvTargetSize;
void main()
{
vec2 texCoord = gl_FragCoord.xy * InvTargetSize;
RenderTarget0 = textureLod(ColorTexture, texCoord, 0.0);
}

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#version 140
out vec4 RenderTarget0;
uniform float BrightLuminance = 0.8;
uniform float BrightMiddleGrey = 0.5;
uniform float BrightThreshold = 0.8;
uniform sampler2D ColorTexture;
uniform sampler2D BloomTexture;
uniform vec2 InvTargetSize;
void main()
{
vec2 texCoord = gl_FragCoord.xy * InvTargetSize;
vec3 color = textureLod(ColorTexture, texCoord, 0.0).rgb;
color *= BrightMiddleGrey/BrightLuminance;
color *= 1.0 + (color / (BrightThreshold*BrightThreshold));
color -= 0.5;
color /= (1.0 + color);
RenderTarget0 = vec4(color, 1.0);
};

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@ -0,0 +1,17 @@
#version 140
out vec4 RenderTarget0;
uniform sampler2D BloomTexture;
uniform sampler2D ColorTexture;
uniform vec2 InvTargetSize;
void main()
{
vec2 texCoord = gl_FragCoord.xy * InvTargetSize;
vec3 bloomColor = textureLod(BloomTexture, texCoord, 0.0).rgb;
vec3 originalColor = textureLod(ColorTexture, texCoord, 0.0).rgb;
RenderTarget0 = vec4(originalColor + bloomColor, 1.0);
}

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#version 140
out vec4 RenderTarget0;
out vec4 RenderTarget1;
out vec4 RenderTarget2;
void main()
{
RenderTarget0 = vec4(0.0, 0.0, 0.0, 0.0);
RenderTarget1 = vec4(0.0, 0.0, 0.0, 1.0);
RenderTarget2 = vec4(0.0, 0.0, 0.0, 0.0);
gl_FragDepth = 1.0;
}

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#version 140
out vec4 RenderTarget0;
struct Light
{
int type;
vec4 ambient;
vec4 color;
vec2 factors;
vec4 parameters1;
vec4 parameters2;
vec2 parameters3;
};
uniform vec3 EyePosition;
uniform Light Lights[1];
uniform sampler2D GBuffer0;
uniform sampler2D GBuffer1;
uniform sampler2D GBuffer2;
uniform mat4 InvViewProjMatrix;
uniform vec2 InvTargetSize;
uniform vec4 SceneAmbient;
void main()
{
vec2 texCoord = gl_FragCoord.xy * InvTargetSize;
vec4 gVec0 = textureLod(GBuffer0, texCoord, 0.0);
if (gVec0.w == 0.0)
{
RenderTarget0 = vec4(gVec0.xyz, 1.0);
return;
}
vec4 gVec1 = textureLod(GBuffer1, texCoord, 0.0);
vec4 gVec2 = textureLod(GBuffer2, texCoord, 0.0);
vec3 diffuseColor = gVec0.xyz;
vec3 normal = gVec1.xyz*2.0 - 1.0;
vec3 specularColor = gVec2.xyz;
float depth = gVec1.w*2.0 - 1.0;
float shininess = (gVec2.w == 0.0) ? 0.0 : exp2(gVec2.w*10.5);
vec3 lightDir = -Lights[0].parameters1.xyz;
// Ambient
vec3 lightAmbient = Lights[0].color.rgb * Lights[0].factors.x * (vec3(1.0) + SceneAmbient.rgb);
// Diffuse
float lambert = max(dot(normal, lightDir), 0.0);
vec3 lightDiffuse = lambert * Lights[0].color.rgb * Lights[0].factors.y;
// Specular
vec3 lightSpecular = vec3(0.0);
if (shininess > 0.0)
{
vec3 viewSpace = vec3(texCoord*2.0 - 1.0, depth);
vec4 worldPos = InvViewProjMatrix * vec4(viewSpace, 1.0);
worldPos.xyz /= worldPos.w;
vec3 eyeVec = normalize(EyePosition - worldPos.xyz);
vec3 reflection = reflect(-lightDir, normal);
float specularFactor = max(dot(reflection, eyeVec), 0.0);
specularFactor = pow(specularFactor, shininess);
lightSpecular = specularFactor * Lights[0].color.rgb;
}
lightSpecular *= specularColor;
vec3 lightColor = (lightAmbient + lightDiffuse + lightSpecular);
vec4 fragmentColor = vec4(lightColor * diffuseColor, 1.0);
RenderTarget0 = fragmentColor;
};

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#version 140
out vec4 RenderTarget0;
uniform float FXAAReduceMul = 0.0; // 1.0/8.0
uniform float FXAASpanMax = 8.0;
uniform sampler2D ColorTexture;
uniform vec2 InvTargetSize;
void main()
{
#define FXAA_REDUCE_MIN (1.0/128.0)
vec2 texCoord = gl_FragCoord.xy * InvTargetSize;
vec3 rgbNW = textureLod(ColorTexture, texCoord, 0.0).rgb;
vec3 rgbNE = textureLodOffset(ColorTexture, texCoord, 0.0, ivec2(1,0)).rgb;
vec3 rgbSW = textureLodOffset(ColorTexture, texCoord, 0.0, ivec2(0,1)).rgb;
vec3 rgbSE = textureLodOffset(ColorTexture, texCoord, 0.0, ivec2(1,1)).rgb;
vec3 rgbM = textureLod(ColorTexture, texCoord, 0.0).rgb;
vec3 luma = vec3(0.299, 0.587, 0.114);
float lumaNW = dot(rgbNW, luma);
float lumaNE = dot(rgbNE, luma);
float lumaSW = dot(rgbSW, luma);
float lumaSE = dot(rgbSE, luma);
float lumaM = dot(rgbM, luma);
float lumaMin = min(lumaM, min(min(lumaNW, lumaNE), min(lumaSW, lumaSE)));
float lumaMax = max(lumaM, max(max(lumaNW, lumaNE), max(lumaSW, lumaSE)));
vec2 dir;
dir.x = -((lumaNW + lumaNE) - (lumaSW + lumaSE));
dir.y = ((lumaNW + lumaSW) - (lumaNE + lumaSE));
float dirReduce = max((lumaNW + lumaNE + lumaSW + lumaSE) * (0.25 * FXAAReduceMul), FXAA_REDUCE_MIN);
float rcpDirMin = 1.0/(min(abs(dir.x), abs(dir.y)) + dirReduce);
dir = min(vec2(FXAASpanMax, FXAASpanMax), max(vec2(-FXAASpanMax, -FXAASpanMax), dir * rcpDirMin)) * InvTargetSize;
vec3 rgbA = (1.0/2.0) * (textureLod(ColorTexture, texCoord + dir * (1.0/3.0 - 0.5), 0.0).rgb + textureLod(ColorTexture, texCoord + dir * (2.0/3.0 - 0.5), 0.0).rgb);
vec3 rgbB = rgbA * 1.0/2.0 + 1.0/4.0 * (textureLod(ColorTexture, texCoord + dir * (0.0/3.0 - 0.5), 0.0).rgb + textureLod(ColorTexture, texCoord + dir * (3.0/3.0 - 0.5), 0.0).rgb);
float lumaB = dot(rgbB, luma);
vec3 fragmentColor = (lumaB < lumaMin || lumaB > lumaMax) ? rgbA : rgbB;
RenderTarget0 = vec4(fragmentColor, 1.0);
}

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// http://www.geeks3d.com/20100909/shader-library-gaussian-blur-post-processing-filter-in-glsl/
#version 140
out vec4 RenderTarget0;
uniform sampler2D ColorTexture;
uniform vec2 Filter;
uniform vec2 InvTargetSize;
float offset[3] = float[](0.0, 1.3846153846, 3.2307692308);
float weight[3] = float[](0.2270270270, 0.3162162162, 0.0702702703);
void main()
{
vec2 texCoord = gl_FragCoord.xy * InvTargetSize;
vec3 color = textureLod(ColorTexture, texCoord, 0.0).rgb * weight[0];
for (int i = 1; i < 3; i++)
{
color += textureLod(ColorTexture, texCoord + Filter*vec2(offset[i])*InvTargetSize, 0.0).rgb * weight[i];
color += textureLod(ColorTexture, texCoord - Filter*vec2(offset[i])*InvTargetSize, 0.0).rgb * weight[i];
}
RenderTarget0 = vec4(color, 1.0);
}

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#version 140
out vec4 RenderTarget0;
struct Light
{
int type;
vec4 ambient;
vec4 color;
vec2 factors;
vec4 parameters1;
vec4 parameters2;
vec2 parameters3;
};
uniform vec3 EyePosition;
uniform Light Lights[1];
uniform sampler2D GBuffer0;
uniform sampler2D GBuffer1;
uniform sampler2D GBuffer2;
uniform mat4 InvViewProjMatrix;
uniform vec2 InvTargetSize;
uniform vec4 SceneAmbient;
void main()
{
vec2 texCoord = gl_FragCoord.xy * InvTargetSize;
vec4 gVec0 = textureLod(GBuffer0, texCoord, 0.0);
if (gVec0.w == 0.0)
{
RenderTarget0 = vec4(gVec0.xyz, 1.0);
return;
}
vec4 gVec1 = textureLod(GBuffer1, texCoord, 0.0);
vec4 gVec2 = textureLod(GBuffer2, texCoord, 0.0);
vec3 diffuseColor = gVec0.xyz;
vec3 normal = gVec1.xyz*2.0 - 1.0;
vec3 specularColor = gVec2.xyz;
float depth = gVec1.w*2.0 - 1.0;
float shininess = (gVec2.w == 0.0) ? 0.0 : exp2(gVec2.w*10.5);
vec3 viewSpace = vec3(texCoord*2.0 - 1.0, depth);
vec4 worldPos = InvViewProjMatrix * vec4(viewSpace, 1.0);
worldPos.xyz /= worldPos.w;
vec3 lightDir = Lights[0].parameters1.xyz - worldPos.xyz;
float lightDirLength = length(lightDir);
lightDir /= lightDirLength;
float att = max(Lights[0].parameters1.w - Lights[0].parameters2.x*lightDirLength, 0.0);
// Ambient
vec3 lightAmbient = att * Lights[0].color.rgb * Lights[0].factors.x * (vec3(1.0) + SceneAmbient.rgb);
// Diffuse
float lambert = max(dot(normal, lightDir), 0.0);
vec3 lightDiffuse = att * lambert * Lights[0].color.rgb * Lights[0].factors.y;
// Specular
vec3 lightSpecular = vec3(0.0);
if (shininess > 0.0)
{
vec3 eyeVec = normalize(EyePosition - worldPos.xyz);
vec3 reflection = reflect(-lightDir, normal);
float specularFactor = max(dot(reflection, eyeVec), 0.0);
specularFactor = pow(specularFactor, shininess);
lightSpecular = att * specularFactor * Lights[0].color.rgb;
}
lightSpecular *= specularColor;
vec3 lightColor = (lightAmbient + lightDiffuse + lightSpecular);
vec4 fragmentColor = vec4(lightColor * diffuseColor, 1.0);
RenderTarget0 = fragmentColor;
};

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#version 140
out vec4 RenderTarget0;
uniform float SSAOBias = 0.0;
uniform float SSAOIntensity = 3.0;
uniform float SSAOSampleScale = 0.1;
uniform float SSAOScale = 1.0;
uniform int NoiseTextureSize;
uniform mat4 InvViewProjMatrix;
uniform sampler2D GBuffer1;
uniform sampler2D NoiseTexture;
uniform vec2 TargetSize;
uniform vec2 InvTargetSize;
vec3 extractPosition(in float depth, in vec2 texCoord)
{
depth = depth*2.0 - 1.0;
vec3 viewSpace = vec3(texCoord*2.0 - 1.0, depth);
vec4 worldPos = InvViewProjMatrix * vec4(viewSpace, 1.0);
worldPos.xyz /= worldPos.w;
return worldPos.xyz;
}
float doAmbientOcclusion(in vec2 texCoord, in vec3 original, in vec3 normal)
{
vec3 newp = extractPosition(textureLod(GBuffer1, texCoord, 0.0).w, texCoord);
vec3 diff = newp - original;
float d = length(diff);
vec3 v = diff * 1.0/d;
d *= SSAOScale;
return max(0.0, dot(normal, v) - SSAOBias) * (SSAOIntensity / (1.0 + d));
}
void main(void)
{
const vec2 Kernel[16] = vec2[](
vec2(0.53812504, 0.18565957),
vec2(0.13790712, 0.24864247),
vec2(0.33715037, 0.56794053),
vec2(-0.6999805, -0.04511441),
vec2(0.06896307, -0.15983082),
vec2(0.056099437, 0.006954967),
vec2(-0.014653638, 0.14027752),
vec2(0.010019933, -0.1924225),
vec2(-0.35775623, -0.5301969),
vec2(-0.3169221, 0.106360726),
vec2(0.010350345, -0.58698344),
vec2(-0.08972908, -0.49408212),
vec2(0.7119986, -0.0154690035),
vec2(-0.053382345, 0.059675813),
vec2(0.035267662, -0.063188605),
vec2(-0.47761092, 0.2847911));
vec2 texCoord = gl_FragCoord.xy * InvTargetSize;
vec4 gVec1 = textureLod(GBuffer1, texCoord, 0.0);
if (gVec1.w == 1.0)
{
RenderTarget0 = vec4(1.0, 0.0, 0.0, 0.0);
return;
}
vec3 normal = gVec1.xyz*2.0 - 1.0;
vec3 viewPos = extractPosition(gVec1.w, texCoord);
vec2 randVec = normalize(textureLod(NoiseTexture, texCoord * (TargetSize/NoiseTextureSize), 0.0).xy * 2.0 - 1.0);
float ao = 0.0;
const int ITERATIONS = 16;
for (int i = 0; i < ITERATIONS; ++i)
{
vec2 coord = reflect(Kernel[i], randVec) * SSAOSampleScale;
ao += doAmbientOcclusion(texCoord + coord, viewPos, normal);
}
RenderTarget0 = vec4(1.0 - ao/ITERATIONS, 0.0, 0.0, 0.0);
}

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#version 140
out vec4 RenderTarget0;
uniform sampler2D ColorTexture;
uniform sampler2D SSAOTexture;
uniform vec2 InvTargetSize;
void main()
{
vec2 texCoord = gl_FragCoord.xy * InvTargetSize;
vec3 color = textureLod(ColorTexture, texCoord, 0.0).rgb;
float ssao = textureLod(SSAOTexture, texCoord, 0.0).r;
RenderTarget0 = vec4(color*ssao, 1.0);
}

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#version 140
out vec4 RenderTarget0;
struct Light
{
int type;
vec4 ambient;
vec4 color;
vec2 factors;
vec4 parameters1;
vec4 parameters2;
vec2 parameters3;
};
uniform vec3 EyePosition;
uniform Light Lights[1];
uniform sampler2D GBuffer0;
uniform sampler2D GBuffer1;
uniform sampler2D GBuffer2;
uniform mat4 InvViewProjMatrix;
uniform vec2 InvTargetSize;
uniform vec4 SceneAmbient;
void main()
{
vec2 texCoord = gl_FragCoord.xy * InvTargetSize;
vec4 gVec0 = textureLod(GBuffer0, texCoord, 0.0);
if (gVec0.w == 0.0)
{
RenderTarget0 = vec4(gVec0.xyz, 1.0);
return;
}
vec4 gVec1 = textureLod(GBuffer1, texCoord, 0.0);
vec4 gVec2 = textureLod(GBuffer2, texCoord, 0.0);
vec3 diffuseColor = gVec0.xyz;
vec3 normal = gVec1.xyz*2.0 - 1.0;
vec3 specularColor = gVec2.xyz;
float depth = gVec1.w*2.0 - 1.0;
float shininess = (gVec2.w == 0.0) ? 0.0 : exp2(gVec2.w*10.5);
vec3 viewSpace = vec3(texCoord*2.0 - 1.0, depth);
vec4 worldPos = InvViewProjMatrix * vec4(viewSpace, 1.0);
worldPos.xyz /= worldPos.w;
vec3 lightDir = Lights[0].parameters1.xyz - worldPos.xyz;
float lightDirLength = length(lightDir);
lightDir /= lightDirLength;
float att = max(Lights[0].parameters1.w - Lights[0].parameters2.w*lightDirLength, 0.0);
// Ambient
vec3 lightAmbient = att * Lights[0].color.rgb * Lights[0].factors.x * (vec3(1.0) + SceneAmbient.rgb);
// Modification de l'atténuation pour gérer le spot
float curAngle = dot(Lights[0].parameters2.xyz, -lightDir);
float outerAngle = Lights[0].parameters3.y;
float innerMinusOuterAngle = Lights[0].parameters3.x - outerAngle;
att *= max((curAngle - outerAngle) / innerMinusOuterAngle, 0.0);
// Diffuse
float lambert = max(dot(normal, lightDir), 0.0);
vec3 lightDiffuse = att * lambert * Lights[0].color.rgb * Lights[0].factors.y;
// Specular
vec3 lightSpecular = vec3(0.0);
if (shininess > 0.0)
{
vec3 eyeVec = normalize(EyePosition - worldPos.xyz);
vec3 reflection = reflect(-lightDir, normal);
float specularFactor = max(dot(reflection, eyeVec), 0.0);
specularFactor = pow(specularFactor, shininess);
lightSpecular = att * specularFactor * Lights[0].color.rgb;
}
lightSpecular *= specularColor;
vec3 lightColor = (lightAmbient + lightDiffuse + lightSpecular);
vec4 fragmentColor = vec4(lightColor * diffuseColor, 1.0);
RenderTarget0 = fragmentColor;
}

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