DX11 - SSAO

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12 comments, last by Migi0027 10 years, 9 months ago

I'm so terribly sorry to re-re-re open this one, but I never fully succeeded at this one, SSAO. unsure.png

SSAO Shader:


Texture2D t_depthmap : register(t0);
Texture2D t_normalmap : register(t1);
Texture2D t_random : register(t2);
SamplerState ss;

cbuffer SSAOBuffer : register(c0)
{
	float g_scale;
	float g_bias;
	float g_sample_rad;
	float g_intensity;
	float ssaoIterations;
	float3 pppspace;

	matrix view;
};

struct VS_Output
{  
	float4 Pos : SV_POSITION;              
	float2 Tex : TEXCOORD0;
};
 
VS_Output VShader(uint id : SV_VertexID)
{
	VS_Output Output;
	Output.Tex = float2((id << 1) & 2, id & 2);
	Output.Pos = float4(Output.Tex * float2(2,-2) + float2(-1,1), 0, 1);
	return Output;
}

// Helper for modifying the saturation of a color.
float4 AdjustSaturation(float4 color, float saturation)
{
	// The constants 0.3, 0.59, and 0.11 are chosen because the
	// human eye is more sensitive to green light, and less to blue.
	float grey = dot(color, float3(0.3, 0.59, 0.11));

	return lerp(grey, color, saturation);
}

// Ambient Occlusion Stuff --------------------------------------------------

float3 getPosition(in float2 uv)
{
	return t_depthmap.Sample(ss, uv).xyz;
}

float3 getNormal(in float2 uv)
{
	return normalize(t_normalmap.Sample(ss, uv).xyz * 2.0f - 1.0f);
}

float2 getRandom(in float2 uv)
{
	//return normalize(t_random.Sample(ss, uv ).xy * 2.0f - 1.0f); // ~100FPS
	return normalize(t_random.Sample(ss, float2(600, 800) * uv / float2(60, 60)).xy * 2.0f - 1.0f);
}

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;
}

// End

float4 PShader(VS_Output input) : SV_TARGET
{
	// ADD SSAO ---------------------------------------------------------------
	const float2 vec[4] = {float2(1,0),float2(-1,0),
				float2(0,1),float2(0,-1)};

	float3 p = getPosition(input.Tex);
	float3 n = getNormal(input.Tex);
	float2 rand = getRandom(input.Tex);

	float ao = 0.0f;
	float rad = g_sample_rad/p.z; // g_s_r

	//**SSAO Calculation**//
	int iterations = 4;
	for (int j = 0; j < iterations; ++j)
	{
	  float2 coord1 = reflect(vec[j], rand)*rad;
	  float2 coord2 = float2(coord1.x*0.707 - coord1.y*0.707,
				  coord1.x*0.707 + coord1.y*0.707);
	  
	  ao += doAmbientOcclusion(input.Tex, coord1*0.25, p, n);
	  ao += doAmbientOcclusion(input.Tex, coord2*0.5, p, n);
	  ao += doAmbientOcclusion(input.Tex, coord1*0.75, p, n);
	  ao += doAmbientOcclusion(input.Tex, coord2, p, n);
	}
	ao /= (float)iterations*4.0;

	ao = saturate(ao);

	return float4(ao, ao, ao, 1.0f);
}

How I write my depth map to the ssao:


VS
output.depth = output.position.z / output.position.w;
PS
float depth = input.depth;
output.Depth = float4(depth, depth, depth, 1);

How i write my normal map to the ssao:


VS -- I think this is wrong
output.NormalW = mul(mul(worldMatrix, viewMatrix), float4(normal.xyz,0) );
PS
output.Normals = float4(input.NormalW, 1);

Render Result:

2ztay6g.png

Ehh.

Again, I'm so sorry for re-posting this, it's just, i really want this feature completed (well, working at least).

Thank You, like always...

FastCall22: "I want to make the distinction that my laptop is a whore-box that connects to different network"

Blog about... stuff (GDNet, WordPress): www.gamedev.net/blog/1882-the-cuboid-zone/, cuboidzone.wordpress.com/

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Why not use an existing implementation like the one from nvidia at https://developer.nvidia.com/nvidia-graphics-sdk-11-direct3d ?

Looking at your shader the first thing that strikes me is that your depth texture has more than one channel, where they are usually single channel.

So how would the depth shader be written correctly to the SSAO shader?

Thank you for your interest by the way, appreciate it!

FastCall22: "I want to make the distinction that my laptop is a whore-box that connects to different network"

Blog about... stuff (GDNet, WordPress): www.gamedev.net/blog/1882-the-cuboid-zone/, cuboidzone.wordpress.com/

I think that that ssao shader needs view space position (whole three components x,y and z), as i can see you store normals that way, although:


output.NormalW = mul(mul(worldMatrix, viewMatrix), float4(normal.xyz,0) );

this mul order is right if shader packs matrices as column major, i don't know dx11 shader systems so i am not sure, but in dx9 i can force row major with this statement:


#pragma pack_matrix(row_major)

beacuse it matches my system in cpp code and i always mul vectors with matrices this way:


result = mul( vec, matrix );

Ok, it is a bit better now in the sense that it doesn't just become randomly black: (SSAO Map)

2vjsx8h.png

But this isn't right yet, well I don't think it is, I mean look at the left of the cube, where the left side is rendered, it's black, why?

Ohh, and belfegor, about the matrices, you were right!

How I write my depth map to the ssao:


VS:

output.position = mul(position, worldMatrix);
output.position = mul(output.position, viewMatrix);
output.position = mul(output.position, projectionMatrix);

output.NormalW = mul(float4(-normal.xyz,0), mul(worldMatrix, viewMatrix));

// Store the position value in a second input value for depth value calculations.
output.depthPosition = output.position;

PS:

// Depth
float depth = 1.0f - (input.depthPosition.z / input.depthPosition.w);
output.Depth = float4(depth, depth, depth, 1.0f);

// Normals
output.Normals = float4(input.NormalW, 1); 

Now, is this the correct way to map the depth and the normal maps?

FastCall22: "I want to make the distinction that my laptop is a whore-box that connects to different network"

Blog about... stuff (GDNet, WordPress): www.gamedev.net/blog/1882-the-cuboid-zone/, cuboidzone.wordpress.com/

I said output view space position, so it is like this:


VS
output.depthPosition.xyz = mul(float4(position.xyz,1), mul(worldMatrix, viewMatrix)).xyz;
PS
output.Depth = float4(input.depthPosition.xyz, 1.0f);

although you must have proper render target (or "view" whatever they call it in dx11) format that can hold at least 3 floating point components.

And why do you invert your normals now?


output.NormalW = mul(float4(-normal.xyz,0), mul(worldMatrix, viewMatrix));

Then when you fix those issues, play with ssao "sampling radius" to match your world scale (in case you don't get expected results).

Sorry about the normals, just testing, and forgot it there...

The result, is this correct?

2gy57yw.png

FastCall22: "I want to make the distinction that my laptop is a whore-box that connects to different network"

Blog about... stuff (GDNet, WordPress): www.gamedev.net/blog/1882-the-cuboid-zone/, cuboidzone.wordpress.com/

I would say no. Try decreasing "g_sample_rad" and invert result like this:

ao = 1 - saturate(ao);

Now looks like this, look at the variables in the upper left corner:

6eq07n.png

FastCall22: "I want to make the distinction that my laptop is a whore-box that connects to different network"

Blog about... stuff (GDNet, WordPress): www.gamedev.net/blog/1882-the-cuboid-zone/, cuboidzone.wordpress.com/

Let me try this one with my renderer and i get back to you. smile.png

EDIT: Here is it (on and off). All parameters are same as yours except radius which i set to 0.1f (10cm in my world) since it feels more natural for me.

oma-2013-07-18-20-47-50-.jpg

oma-2013-07-18-20-47-53-.jpg

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