Class: Rendering::SSAOEffect

Inherits:
Object
  • Object
show all
Includes:
Effect
Defined in:
lib/engine/rendering/post_processing/ssao_effect.rb

Instance Attribute Summary collapse

Attributes included from Effect

#enabled

Instance Method Summary collapse

Constructor Details

#initialize(kernel_size: 16, radius: 0.5, bias: 0.025, power: 2.0, blur_size: 2, depth_threshold: 1000.0) ⇒ SSAOEffect

Returns a new instance of SSAOEffect.



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# File 'lib/engine/rendering/post_processing/ssao_effect.rb', line 7

def initialize(kernel_size: 16, radius: 0.5, bias: 0.025, power: 2.0, blur_size: 2, depth_threshold: 1000.0)
  @kernel_size = [kernel_size, 64].min
  @radius = radius
  @bias = bias
  @power = power
  @blur_size = blur_size
  @depth_threshold = depth_threshold
end

Instance Attribute Details

#biasObject

Returns the value of attribute bias.



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# File 'lib/engine/rendering/post_processing/ssao_effect.rb', line 62

def bias
  @bias
end

#blur_sizeObject

Returns the value of attribute blur_size.



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# File 'lib/engine/rendering/post_processing/ssao_effect.rb', line 62

def blur_size
  @blur_size
end

#powerObject

Returns the value of attribute power.



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# File 'lib/engine/rendering/post_processing/ssao_effect.rb', line 62

def power
  @power
end

#radiusObject

Returns the value of attribute radius.



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# File 'lib/engine/rendering/post_processing/ssao_effect.rb', line 62

def radius
  @radius
end

Instance Method Details

#apply(input_rt, output_rt, screen_quad) ⇒ Object



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# File 'lib/engine/rendering/post_processing/ssao_effect.rb', line 16

def apply(input_rt, output_rt, screen_quad)
  ensure_textures(input_rt.width, input_rt.height)

  camera = Engine::Camera.instance
  Engine::GL.Disable(Engine::GL::DEPTH_TEST)

  # Pass 1: Generate SSAO
  @ssao_rt.bind
  Engine::GL.ClearColor(1.0, 1.0, 1.0, 1.0)
  Engine::GL.Clear(Engine::GL::COLOR_BUFFER_BIT)

  ssao_material.set_runtime_texture("depthTexture", PostProcessingEffect.depth_texture)
  ssao_material.set_runtime_texture("normalTexture", PostProcessingEffect.normal_texture)
  ssao_material.set_runtime_texture("noiseTexture", noise_texture)

  ssao_material.set_mat4("projection", camera.projection.transpose)
  ssao_material.set_mat4("view", camera.view_matrix)
  ssao_material.set_mat4("inverseVP", camera.inverse_vp_matrix)
  ssao_material.set_float("nearPlane", camera.near)
  ssao_material.set_float("farPlane", camera.far)

  noise_scale = [@ssao_rt.width / 4.0, @ssao_rt.height / 4.0]
  ssao_material.set_vec2("noiseScale", noise_scale)

  screen_quad.draw_with_material(ssao_material)

  # Pass 2: Blur SSAO
  @blur_rt.bind
  Engine::GL.Clear(Engine::GL::COLOR_BUFFER_BIT)

  blur_material.set_runtime_texture("ssaoTexture", @ssao_rt.color_texture)
  blur_material.set_runtime_texture("depthTexture", PostProcessingEffect.depth_texture)

  screen_quad.draw_with_material(blur_material)

  # Pass 3: Combine with scene
  output_rt.bind
  Engine::GL.Clear(Engine::GL::COLOR_BUFFER_BIT)

  combine_material.set_runtime_texture("screenTexture", input_rt.color_texture)
  combine_material.set_runtime_texture("ssaoTexture", @blur_rt.color_texture)

  screen_quad.draw_with_material(combine_material)
  output_rt
end

#update_paramsObject



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# File 'lib/engine/rendering/post_processing/ssao_effect.rb', line 64

def update_params
  ssao_material.set_float("radius", @radius)
  ssao_material.set_float("bias", @bias)
  ssao_material.set_float("power", @power)
  blur_material.set_int("blurSize", @blur_size)
end