我正在尝试将Sascha Willems SSAO example用作资源时复制LearnOpenGL SSAO tutorial。但是我的SSAO代码仅部分覆盖了特定角度/距离的模型,并且在靠近对象时也具有非常强的自遮挡效果。
左边是我的渲染器,右边是Sascha Willems SSAO Example:
编辑:RenderDoc的“正确”图像上有一些奇怪的伪像。抱歉。
关于我的渲染器变量的一些注释:
SSAO噪声
// Random Generator
std::default_random_engine rndEngine(static_cast<unsigned>(glfwGetTime()));
std::uniform_real_distribution<float> rndDist(0.0f, 1.0f);
// SSAO random noise
std::vector<glm::vec4> ssaoNoise(SSAO_NOISE_DIM * SSAO_NOISE_DIM);
for (uint32_t i = 0; i < static_cast<uint32_t>(ssaoNoise.size()); i++)
{
ssaoNoise[i] = glm::vec4(rndDist(rndEngine) * 2.0f - 1.0f, rndDist(rndEngine) * 2.0f - 1.0f, 0.0f, 0.0f);
}
SSAO内核
// Function for SSAOKernel generation
float lerp(float a, float b, float f)
{
return a + f * (b - a);
}
// SSAO sample kernel
std::vector<glm::vec4> ssaoKernel(SSAO_KERNEL_SIZE);
for (uint32_t i = 0; i < SSAO_KERNEL_SIZE; i++)
{
glm::vec3 sample(rndDist(rndEngine) * 2.0 - 1.0, rndDist(rndEngine) * 2.0 - 1.0, rndDist(rndEngine));
sample = glm::normalize(sample);
sample *= rndDist(rndEngine);
float scale = float(i) / float(SSAO_KERNEL_SIZE);
scale = lerp(0.1f, 1.0f, scale * scale);
ssaoKernel[i] = glm::vec4(sample * scale, 0.0f);
}
SSAO内核XY值在-1.0至1.0之间,Z值在0.0至1.0之间:
ssaoKernel XYZ[0]: X: -0.0428458 Y: 0.0578492 Z: 0.0569087
ssaoKernel XYZ[1]: X: 0.0191572 Y: 0.0442375 Z: 0.00108795
ssaoKernel XYZ[2]: X: 0.00155709 Y: 0.0287552 Z: 0.024916
ssaoKernel XYZ[3]: X: -0.0169349 Y: -0.0298343 Z: 0.0272303
ssaoKernel XYZ[4]: X: 0.0469432 Y: 0.0348599 Z: 0.0573885
(...)
ssaoKernel XYZ[31]: X: -0.104106 Y: -0.434528 Z: 0.321963
model.vert
mat3 normalMatrix = transpose(inverse(mat3(ubo.view * ubo.model)));
outNormalViewSpace = normalMatrix * inNormal;
outPositionViewSpace = vec3(ubo.view * ubo.model * vec4(inPosition, 1.0));
model.frag
// These are identical to the camera
float near = 0.1;
float far = 100.0;
float LinearizeDepth(float depth)
{
float z = depth * 2.0 - 1.0;
return (2.0 * near * far) / (far + near - z * (far - near));
}
(...)
outNormalViewSpace = vec4(normalize(inNormalViewSpace) * 0.5 + 0.5, 1.0);
outPositionDepth = vec4(inPositionViewSpace, LinearizeDepth(gl_FragCoord.z));
fullscreen.vert
outUV = vec2((gl_VertexIndex << 1) & 2, gl_VertexIndex & 2);
gl_Position = vec4(outUV * 2.0f - 1.0f, 0.0f, 1.0f);
ssao.frag
#version 450
layout (location = 0) in vec2 inUV;
layout (constant_id = 1) const int SSAO_KERNEL_SIZE = 32;
layout (constant_id = 2) const float SSAO_RADIUS = 0.5;
layout (binding = 0) uniform sampler2D samplerPositionDepth;
layout (binding = 1) uniform sampler2D samplerNormal;
layout (binding = 2) uniform sampler2D samplerSSAONoise;
layout (binding = 3) uniform SSAOKernel
{
vec4 samples[SSAO_KERNEL_SIZE];
} ssaoKernel;
layout( push_constant ) uniform UniformBufferObject {
mat4 projection;
} ubo;
layout (location = 0) out float outSSAO;
void main()
{
//
// SSAO Post Processing (Pre-Blur)
//
// Get a random vector using a noise lookup
ivec2 texDim = textureSize(samplerPositionDepth, 0);
ivec2 noiseDim = textureSize(samplerSSAONoise, 0);
const vec2 noiseUV = vec2(float(texDim.x) / float(noiseDim.x), float(texDim.y) / (noiseDim.y)) * inUV;
vec3 randomVec = texture(samplerSSAONoise, noiseUV).xyz * 2.0 - 1.0;
// Get G-Buffer values
vec3 fragPos = texture(samplerPositionDepth, inUV).rgb;
vec3 normal = normalize(texture(samplerNormal, inUV).rgb * 2.0 - 1.0);
// Create TBN matrix
vec3 tangent = normalize(randomVec - normal * dot(randomVec, normal));
vec3 bitangent = cross(tangent, normal);
mat3 TBN = mat3(tangent, bitangent, normal);
// Calculate occlusion value
float occlusion = 0.0f;
for(int i = 0; i < SSAO_KERNEL_SIZE; i++)
{
vec3 samplePos = TBN * ssaoKernel.samples[i].xyz;
samplePos = fragPos + samplePos * SSAO_RADIUS;
// project
vec4 offset = vec4(samplePos, 1.0f);
offset = ubo.projection * offset;
offset.xyz /= offset.w;
offset.xyz = offset.xyz * 0.5f + 0.5f;
float sampleDepth = -texture(samplerPositionDepth, offset.xy).w;
// Range check
float rangeCheck = smoothstep(0.0f, 1.0f, SSAO_RADIUS / abs(fragPos.z - sampleDepth));
occlusion += (sampleDepth >= samplePos.z ? 1.0f : 0.0f) * rangeCheck;
}
occlusion = 1.0 - (occlusion / float(SSAO_KERNEL_SIZE));
outSSAO = occlusion;
}
在某处必须设置错误或计算不正确,但是我不能完全依靠它。如果缺少相关内容,请随时请求其他代码段。
非常感谢您的帮助,谢谢!
答案 0 :(得分:3)
信贷转到mlkn,以在注释中指出LinearizeDepth函数的外观不正确。他是正确的,有一个额外的不必要的“ * 2.0-1.0”步骤不属于该步骤。谢谢mlkn! :)
这是原始的,不正确的LinearizeDepth函数:
float LinearizeDepth(float depth)
{
float z = depth * 2.0 - 1.0;
return (2.0 * near * far) / (far + near - z * (far - near));
}
通过删除第一行并将其更改为此:
float LinearizeDepth(float depth)
{
return (2.0 * near * far) / (far + near - depth * (far - near));
}