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ayush3017

SSAO strange problem

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Ok I implemented SSAO as given here.
And here is the whole code:

struct Mtrl
{
float4 ambient;
float4 diffuse;
float4 spec;
float specPower;
};

struct DirLight
{
float4 ambient;
float4 diffuse;
float4 spec;
float3 dirW;
};

uniform extern float4x4 gView;
uniform extern float4x4 gWorld;
uniform extern float4x4 gWorldInv;
uniform extern float4x4 gWVP;
uniform extern Mtrl gMtrl;
uniform extern DirLight gLight;
uniform extern float3 gEyePosW;
uniform extern texture gTex;
uniform extern texture gNormalMap;
uniform extern float4x4 gView;
uniform extern float4x4 worldView;
uniform extern float4x4 worldViewInverseTranspose;

uniform extern texture sceneMaterialMap, sceneNormalMap, scenePositionXYMap, scenePositionZMap, gEnvMap;

sampler EnvMapS = sampler_state
{
Texture = <gEnvMap>;
MinFilter = Anisotropic;
MagFilter = LINEAR;
MipFilter = LINEAR;
AddressU = WRAP;
AddressV = WRAP;
};

sampler textureSampler = sampler_state
{
Texture = <sceneMaterialMap>;
MinFilter = ANISOTROPIC;
MaxAnisotropy = 16;
MagFilter = LINEAR;
MipFilter = LINEAR;
AddressU = WRAP;
AddressV = WRAP;
};

sampler normalSampler = sampler_state
{
Texture = <sceneNormalMap>;
MinFilter = ANISOTROPIC;
MaxAnisotropy = 16;
MagFilter = LINEAR;
MipFilter = LINEAR;
AddressU = WRAP;
AddressV = WRAP;
};

sampler positionXYSampler = sampler_state
{
Texture = <scenePositionXYMap>;
MinFilter = ANISOTROPIC;
MaxAnisotropy = 16;
MagFilter = LINEAR;
MipFilter = LINEAR;
AddressU = WRAP;
AddressV = WRAP;
};

sampler positionZSampler = sampler_state
{
Texture = <scenePositionZMap>;
MinFilter = ANISOTROPIC;
MaxAnisotropy = 16;
MagFilter = LINEAR;
MipFilter = LINEAR;
AddressU = WRAP;
AddressV = WRAP;
};

sampler TexS = sampler_state
{
Texture = <gTex>;
MinFilter = ANISOTROPIC;
MaxAnisotropy = 16;
MagFilter = LINEAR;
MipFilter = LINEAR;
AddressU = WRAP;
AddressV = WRAP;
};

sampler NormalMapS = sampler_state
{
Texture = <gNormalMap>;
MinFilter = ANISOTROPIC;
MaxAnisotropy = 16;
MagFilter = LINEAR;
MipFilter = LINEAR;
//AddressU = WRAP;
//AddressV = WRAP;
};

struct OutputVS
{
float4 vPos : POSITION0;
float2 vTex0 : TEXCOORD0;
float3 vWorldPos : TEXCOORD1;
float3 vWorldNrm : TEXCOORD2;

};


struct OutputPS
{
float4 vMaterial : COLOR0;
float4 vWorldNrm : COLOR1;
float4 vWorldPosXY : COLOR2;
float4 vWorldPosZ : COLOR3;
};



OutputVS NormalMapVS(float3 posL : POSITION0,
float3 tangentL : TANGENT0,
float3 binormalL : BINORMAL0,
float3 normalL : NORMAL0,
float2 tex0 : TEXCOORD0)
{

OutputVS outVS = (OutputVS)0;
float4x4 ViewSpace = mul(gWorld, gView);
outVS.vWorldPos = mul(float4(posL, 1), ViewSpace);
outVS.vPos = mul(float4(outVS.vWorldPos, 1), projectionMatrix);
outVS.vTex0 = tex0;
outVS.vWorldNrm = normalize(mul(float4(normalL, 0), worldViewInverseTranspose));

return outVS;
}

OutputPS NormalMapPS(OutputVS i) : COLOR
{
OutputPS o;
float4 vDiffuseMaterial = tex2D(TexS, i.vTex0);
clip(vDiffuseMaterial.a - 0.2f);

o.vMaterial.rgb = vDiffuseMaterial;
o.vMaterial.a = 1.0;

o.vWorldNrm.xyz = 0.5f * (i.vWorldNrm + 1.0);
o.vWorldNrm.w = 0.0;

o.vWorldPosXY = float4(i.vWorldPos.xy, 0, 0);
o.vWorldPosZ = float4(i.vWorldPos.z, 0, 0, 0);

return o;
}

float3 getPosition(in float2 texCoord)
{
float3 position;
position.xy = tex2D(positionXYSampler, texCoord).xy;
position.z = tex2D(positionZSampler, texCoord).x;
return position;
}

float doAmbientOcclusion(in float2 tcoord,in float2 uv, in float3 p, in float3 cnorm)
{
float3 diff = getPosition( tcoord + uv ) - p;
const float3 v = normalize(diff);
const float d = length(diff)*g_scale;
return max( 0.0, dot(cnorm,v) - g_bias )*( 1.0 / (1.0+d) ) * g_intensity;
}


float4 deferredLighting(float2 tex0:TEXCOORD0):COLOR
{
float3 diffuseMaterial = tex2D(textureSampler, tex0);
float3 worldNormal = 2*tex2D(normalSampler, tex0) - 1;

float3 worldPos;
worldPos = getPosition(tex0);
float2 rand = normalize(tex2D(randomNormalSampler, (1024 * 768) * tex0 / (64 * 64)).xy * 2.0f - 1.0f);

float ao = 0.0f;
float rad = g_sample_rad / worldPos.z;


float2 vec[16] =
{
float2(0.355512, -0.709318 ),
float2(0.534186, 0.71511 ),
float2(-0.87866, 0.157139 ),
float2(0.140679, -0.475516 ),
float2(-0.0796121, 0.158842 ),
float2(-0.0759516, -0.101676 ),
float2(0.12493, -0.0223423 ),
float2(-0.0720074, 0.243395 ),
float2(-0.207641, 0.414286 ),
float2(-0.277332, -0.371262 ),
float2(0.63864, -0.114214 ),
float2(-0.184051, 0.622119),
float2(0.110007, -0.219486 ),
float2(0.235085, 0.314707 ),
float2(-0.290012, 0.0518654),
float2(0.0975089, -0.329594 )
};


int iterations = 16;
for(int j=0 ; j < iterations ; ++j)
{
float2 coord1 = reflect(vec[j], rand) * rad;
float2 coord2 = float2(coord1.x * 0.707f - coord1.y * 0.707f, coord1.x * 0.707f + coord1.y * 0.707f);

ao += doAmbientOcclusion( tex0, coord1 * 0.25f, worldPos, worldNormal );
ao += doAmbientOcclusion( tex0, coord2 * 0.50f, worldPos, worldNormal );
ao += doAmbientOcclusion( tex0, coord1 * 0.75f, worldPos, worldNormal );
ao += doAmbientOcclusion( tex0, coord2, worldPos, worldNormal );
}

ao /= (float)iterations * 4.0f;


ao = (1 - ao);


float3 lightDir = mul(gLight.dirW , worldView);
lightDir = normalize(lightDir);
//float3 lightDir = normalize(gLight.dirW);
float4 color;
color.rgb = ao * diffuseMaterial +
saturate(dot(lightDir, worldNormal)) * gLight.diffuse * diffuseMaterial;

color.a = 1.0f;

return color;

}




But however I am having strange plus sign all over the screen:

And sometimes:


The area covered by the square formed at the intersection point of the 2 lines has the accurate SSAO. Please help.

[Edited by - ayush3017 on September 1, 2010 12:13:56 PM]

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Oh what the hell I set X8R8G8B as the surface format of the XY map and D3DFMT_G16R16F for the Z map. Then I changed both to D3DFMT_G16R16F and everything worked fine.

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