I've been trying to add SSAO (based on the tutorial here: http://john-chapman-graphics.blogspot.co.nz/2013/01/ssao-tutorial.html) to a project of mine and I've gotten stuck on rendering the depth correctly.
I have created a framebuffer texture to draw the depth to each frame. The texture itself looks correct when I draw it to a quad but I can't figure out how to correctly apply it to the whole scene.
Here's what the regular scene looks like:
And here's the applied depth texture:
Currently in my fragment shader I just use my regular texture coordinates (TexCoord0) to draw the depth texture. I'm guessing I need to change this but I don't have a clue what to change it to. Here's the relevant fragment shader code:
#version 330 core
in vec2 TexCoord0;
smooth in vec3 vNormal;
smooth in vec3 vWorldPos;
in mat4 ProjectionMatrix;
uniform sampler2D uDepthTex;
layout(location = 0) out vec4 FragColor;
void main()
{
FragColor = texture(uDepthTex, TexCoord0);
}
I'm at a bit of a loss as to how to fix this. I've read a lot of sample code online which seems to use regular texture coordinates to draw the depth.
EDIT: Here's my framebuffer setup code:
glGenFramebuffers(1, &ssaoFramebufferID);
glBindFramebuffer(GL_FRAMEBUFFER, ssaoFramebufferID);
glGenTextures(1, &ssaoDepthTextureID);
glBindTexture(GL_TEXTURE_2D, ssaoDepthTextureID);
glTexImage2D(GL_TEXTURE_2D, 0, GL_DEPTH_COMPONENT24, 1024, 1024, 0, GL_DEPTH_COMPONENT, GL_FLOAT, 0);
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);
glTexParameteri (GL_TEXTURE_2D, GL_TEXTURE_COMPARE_MODE, GL_NONE);
glFramebufferTexture(GL_FRAMEBUFFER, GL_DEPTH_ATTACHMENT, ssaoDepthTextureID, 0);
glDrawBuffer(GL_NONE);
glReadBuffer(GL_NONE);
glBindFramebuffer(GL_FRAMEBUFFER, 0);
And the depth pass code I call each frame before regular draw:
glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT);
glBindTexture(GL_TEXTURE_2D, 0);
glBindFramebuffer(GL_FRAMEBUFFER, ssaoFramebufferID);
glViewport(0, 0, 1024, 1024);
depthShader.Bind();
depthShader.SetUniformMatrixfv("depthMVP", camera.GetViewMatrix() * Matrix4::Perspective(60, aspectRatio, 0.1f, 10.0f));
DrawScene(true);
glBindFramebuffer(GL_FRAMEBUFFER, 0);
glViewport(0, 0, width, height);
My depth shaders, vertex:
#version 330 core
layout(location = 0) in vec3 Position;
uniform mat4 depthMVP;
void main() {
gl_Position = depthMVP * vec4(Position, 1.0);
}
fragment:
#version 330 core
layout(location = 0) out float fragmentdepth;
void main() {
fragmentdepth = gl_FragCoord.z;
}
EDIT2: The glClear call where it currently is gives me a completely black texture. Putting it below the first glViewport call gives the depth image I displayed above though:
glBindTexture(GL_TEXTURE_2D, 0);
glBindFramebuffer(GL_FRAMEBUFFER, ssaoFramebufferID);
glViewport(0, 0, 1024, 1024);
glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT);
I managed to get it working thanks to some help in the comments:
My code is now as follows, fragment shader:
#version 330 core
in vec2 TexCoord0;
smooth in vec3 vNormal;
smooth in vec3 vWorldPos;
in mat4 ProjectionMatrix;
uniform sampler2D uDepthTex;
uniform float uWidth;
uniform float uHeight;
layout(location = 0) out vec4 FragColor;
void main()
{
vec2 res = gl_FragCoord.xy / vec2(uWidth, uHeight);
FragColor = texture(uDepthTex, res);
}
Framebuffer creation:
glGenFramebuffers(1, &ssaoFramebufferID);
glBindFramebuffer(GL_FRAMEBUFFER, ssaoFramebufferID);
glGenTextures(1, &ssaoDepthTextureID);
glBindTexture(GL_TEXTURE_2D, ssaoDepthTextureID);
glTexImage2D(GL_TEXTURE_2D, 0, GL_DEPTH_COMPONENT, 1024, 768, 0, GL_DEPTH_COMPONENT, GL_FLOAT, 0);
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);
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_COMPARE_FUNC, GL_LEQUAL);
glTexParameteri (GL_TEXTURE_2D, GL_TEXTURE_COMPARE_MODE, GL_NONE);
Depth draw code:
glBindFramebuffer(GL_FRAMEBUFFER, ssaoFramebufferID);
glViewport(0, 0, 1024, 768);
glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT);
depthShader.Bind();
glDisable(GL_ALPHA_TEST);
depthShader.SetUniformMatrixfv("depthMVP", Matrix4::Perspective(60, aspectRatio, 0.1f, 10.0f) * camera.GetViewMatrix());
DrawScene();
glBindFramebuffer(GL_FRAMEBUFFER, 0);
glViewport(0, 0, width, height);
glEnable(GL_ALPHA_TEST);