Draft ambient occlusion
This commit is contained in:
@@ -4,7 +4,8 @@
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layout(input_attachment_index = 0, set = 1, binding = 0) uniform subpassInput u_color;
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layout(input_attachment_index = 1, set = 1, binding = 1) uniform subpassInput u_normals;
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layout(input_attachment_index = 2, set = 1, binding = 2) uniform subpassInput u_depth;
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layout(input_attachment_index = 2, set = 1, binding = 2) uniform subpassInput u_ao_r_m;
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layout(input_attachment_index = 3, set = 1, binding = 3) uniform subpassInput u_depth;
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layout(location = 0) in vec2 v_pos;
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layout(location = 0) out vec4 f_color;
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@@ -22,7 +23,7 @@ vec3 calculate_view_position(float depth)
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return (view_position.xyz / view_position.w);
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}
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vec3 shading(vec3 normal, vec3 position)
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vec3 shading(vec3 normal, vec3 position, float ao)
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{
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vec3 accum = vec3(0., 0., 0.);
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@@ -32,16 +33,17 @@ vec3 shading(vec3 normal, vec3 position)
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}
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//return vec3(int(position.x * 256.0) ^ int(position.y * 256.0) ^ int(position.z * 256.0));
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return accum;
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return accum * ao;
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}
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void main() {
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vec3 col = subpassLoad(u_color).xyz;
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vec3 normal = subpassLoad(u_normals).xyz;
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float depth = subpassLoad(u_depth).x;
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if (depth == 1.0) {
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discard;
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}
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vec3 col = subpassLoad(u_color).xyz;
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vec3 normal = subpassLoad(u_normals).xyz;
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float ao = subpassLoad(u_ao_r_m).x;
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vec3 position = calculate_view_position(depth);
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f_color = vec4(col * shading(normal, position), 1.0);
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f_color = vec4(col * shading(normal, position, ao), 1.0);
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}
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+79
-26
@@ -44,7 +44,11 @@ use vulkano::{
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QueueCreateInfo, QueueFlags, physical::PhysicalDeviceType,
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},
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format::{ClearValue, Format},
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image::{Image, ImageCreateInfo, ImageType, ImageUsage, SampleCount, view::ImageView},
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image::{
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Image, ImageAspects, ImageCreateInfo, ImageSubresourceRange, ImageType, ImageUsage,
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SampleCount,
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view::{ImageView, ImageViewCreateInfo},
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},
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instance::{Instance, InstanceCreateInfo, InstanceExtensions},
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memory::allocator::{
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AllocationCreateInfo, MemoryAllocatePreference, MemoryTypeFilter, StandardMemoryAllocator,
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@@ -219,6 +223,7 @@ struct RenderContext {
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framebuffers: Vec<Arc<Framebuffer>>,
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color_buffer: Arc<ImageView>,
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material_buffer: Arc<ImageView>,
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ao_r_m_buffer: Arc<ImageView>,
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normal_buffer: Arc<ImageView>,
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depth_buffer: Arc<ImageView>,
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camera_buffers: Vec<Subbuffer<Camera>>,
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@@ -641,6 +646,12 @@ impl ApplicationHandler for App {
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load_op: Clear,
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store_op: DontCare,
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},
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ao_r_m: {
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format: Format::A2B10G10R10_UNORM_PACK32,
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samples: 1,
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load_op: Clear,
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store_op: DontCare,
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},
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normals: {
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format: Format::R16G16B16A16_SFLOAT,
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samples: 1,
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@@ -648,7 +659,7 @@ impl ApplicationHandler for App {
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store_op: DontCare,
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},
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depth: {
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format: Format::D16_UNORM,
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format: Format::D24_UNORM_S8_UINT,
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samples: 1,
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load_op: Clear,
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store_op: DontCare,
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@@ -660,14 +671,14 @@ impl ApplicationHandler for App {
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input: [],
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},
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{
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color: [color, normals],
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color: [color, normals, ao_r_m],
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depth_stencil: {},
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input: [material, depth],
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},
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{
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color: [final_color],
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depth_stencil: {},
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input: [color, normals, depth],
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input: [color, normals, ao_r_m, depth],
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},
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{
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color: [final_color],
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@@ -683,8 +694,14 @@ impl ApplicationHandler for App {
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depth_range: 0.0..=1.0,
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};
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let (framebuffers, color_buffer, material_buffer, normal_buffer, depth_buffer) =
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framebuffer_generation(&images, &render_pass, &self.memory_allocator);
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let (
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framebuffers,
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color_buffer,
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material_buffer,
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ao_r_m_buffer,
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normal_buffer,
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depth_buffer,
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) = framebuffer_generation(&images, &render_pass, &self.memory_allocator);
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let lighting_pipeline = pipeline_recompile(
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&render_pass,
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@@ -722,6 +739,7 @@ impl ApplicationHandler for App {
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framebuffers,
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color_buffer,
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material_buffer,
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ao_r_m_buffer,
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normal_buffer,
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depth_buffer,
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camera_buffers,
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@@ -897,11 +915,11 @@ impl App {
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fn update_camera_uniform(&self, rcx: &mut RenderContext, index: usize) {
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let near = 0.01;
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let far = 100.0;
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let aspect_ratio =
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rcx.swapchain.image_extent()[0] as f32 / rcx.swapchain.image_extent()[1] as f32;
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let proj = Mat4::perspective_rh(std::f32::consts::FRAC_PI_2, aspect_ratio, near, far);
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let proj =
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Mat4::perspective_infinite_reverse_rh(std::f32::consts::FRAC_PI_2, aspect_ratio, near);
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let view = Mat4::from_euler(EulerRot::XYZ, self.cstate.forward.x.to_radians(), self.cstate.forward.y.to_radians(), self.cstate.forward.z.to_radians())
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//* Mat4::from_rotation_z(std::f32::consts::PI)
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* Mat4::from_translation(Vec3::ZERO - self.cstate.position);
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@@ -1048,7 +1066,8 @@ impl App {
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[
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WriteDescriptorSet::image_view(0, rcx.color_buffer.clone()),
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WriteDescriptorSet::image_view(1, rcx.normal_buffer.clone()),
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WriteDescriptorSet::image_view(2, rcx.depth_buffer.clone()),
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WriteDescriptorSet::image_view(2, rcx.ao_r_m_buffer.clone()),
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WriteDescriptorSet::image_view(3, rcx.depth_buffer.clone()),
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],
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[],
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)
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@@ -1279,6 +1298,7 @@ impl App {
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rcx.framebuffers,
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rcx.color_buffer,
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rcx.material_buffer,
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rcx.ao_r_m_buffer,
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rcx.normal_buffer,
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rcx.depth_buffer,
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) = framebuffer_generation(&new_images, &rcx.render_pass, &self.memory_allocator);
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@@ -1355,7 +1375,8 @@ impl App {
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Some(ClearValue::Uint([0, 0, 0, 0])),
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Some([0.12, 0.1, 0.1, 1.0].into()),
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Some([0.0, 0.0, 0.0, 1.0].into()),
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Some(1.0.into()),
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Some([0.0, 0.0, 0.0, 1.0].into()),
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Some((0.0, 0).into()),
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],
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..RenderPassBeginInfo::framebuffer(rcx.framebuffers[image_index].clone())
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},
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@@ -1471,22 +1492,34 @@ fn framebuffer_generation(
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Arc<ImageView>,
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Arc<ImageView>,
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Arc<ImageView>,
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Arc<ImageView>,
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) {
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let depth_buffer = ImageView::new_default(
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Image::new(
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allocator.clone(),
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ImageCreateInfo {
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image_type: ImageType::Dim2d,
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format: Format::D16_UNORM,
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extent: images[0].extent(),
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usage: ImageUsage::DEPTH_STENCIL_ATTACHMENT
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| ImageUsage::INPUT_ATTACHMENT
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| ImageUsage::TRANSIENT_ATTACHMENT,
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..Default::default()
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let depth_buffer = Image::new(
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allocator.clone(),
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ImageCreateInfo {
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image_type: ImageType::Dim2d,
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format: Format::D24_UNORM_S8_UINT,
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extent: images[0].extent(),
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usage: ImageUsage::DEPTH_STENCIL_ATTACHMENT
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| ImageUsage::INPUT_ATTACHMENT
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| ImageUsage::TRANSIENT_ATTACHMENT,
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..Default::default()
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},
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AllocationCreateInfo::default(),
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)
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.unwrap();
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let depth_buffer_ds = ImageView::new_default(depth_buffer.clone()).unwrap();
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let depth_buffer_d = ImageView::new(
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depth_buffer.clone(),
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ImageViewCreateInfo {
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subresource_range: ImageSubresourceRange {
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aspects: ImageAspects::DEPTH,
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mip_levels: 0..1,
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array_layers: 0..1,
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},
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AllocationCreateInfo::default(),
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)
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.unwrap(),
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..ImageViewCreateInfo::from_image(&depth_buffer.clone())
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},
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)
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.unwrap();
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@@ -1526,6 +1559,24 @@ fn framebuffer_generation(
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)
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.unwrap();
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let ao_r_m_buffer = ImageView::new_default(
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Image::new(
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allocator.clone(),
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ImageCreateInfo {
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image_type: ImageType::Dim2d,
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format: Format::A2B10G10R10_UNORM_PACK32,
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extent: images[0].extent(),
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usage: ImageUsage::COLOR_ATTACHMENT
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| ImageUsage::INPUT_ATTACHMENT
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| ImageUsage::TRANSIENT_ATTACHMENT,
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..Default::default()
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},
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AllocationCreateInfo::default(),
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)
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.unwrap(),
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)
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.unwrap();
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let normal_buffer = ImageView::new_default(
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Image::new(
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allocator.clone(),
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@@ -1555,8 +1606,9 @@ fn framebuffer_generation(
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view,
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material_buffer.clone(),
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color_buffer.clone(),
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ao_r_m_buffer.clone(),
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normal_buffer.clone(),
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depth_buffer.clone(),
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depth_buffer_ds.clone(),
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],
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..Default::default()
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},
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@@ -1569,8 +1621,9 @@ fn framebuffer_generation(
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framebuffers,
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color_buffer,
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material_buffer,
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ao_r_m_buffer,
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normal_buffer,
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depth_buffer,
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depth_buffer_d,
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)
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}
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@@ -12,6 +12,7 @@ layout(input_attachment_index = 1, set = 2, binding = 1) uniform subpassInput u_
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layout(location = 0) out vec4 f_color;
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layout(location = 1) out vec4 f_normal;
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layout(location = 2) out vec4 f_ao_r_m;
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float scene(vec4 p) {
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return length(p.xyz) - 1.0;
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@@ -40,6 +41,20 @@ vec3 getNormal(vec3 p) {
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return normalize(n - (scene(vec4(p, camera_uniforms.campos_and_time.w))));
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}
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const float AO_INSTENSITY = 0.1;
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const float AO_STEP = 0.01;
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const uint AO_MAX_ITER = 10;
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float getOcclusion(vec3 p, vec3 n) {
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float ao = 0.0;
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float dist;
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for (uint i = 0; i < AO_MAX_ITER; i++) {
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dist = AO_STEP * i;
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ao += max((dist - scene(vec4(p + n * dist, camera_uniforms.campos_and_time.w))) / dist, 0.0);
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}
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return 1.0 - ao * AO_INSTENSITY;
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}
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//Implicit Surface Entrypoint
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void main() {
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if (subpassLoad(u_material).x != object_uniforms.material) {
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@@ -59,5 +74,7 @@ void main() {
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f_normal = vec4(normalize(rotation * n), 1.0);
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f_ao_r_m.x = getOcclusion(position, n);
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return;
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}
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+1
-1
@@ -267,7 +267,7 @@ fn deferred_pipelines_recompile(
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..RasterizationState::default()
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}),
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depth_stencil_state: Some(DepthStencilState {
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depth: Some(DepthState::simple()),
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depth: Some(DepthState::reverse()),
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..Default::default()
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}),
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multisample_state: Some(MultisampleState::default()),
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+1
-1
@@ -16,7 +16,7 @@ float scene(vec4 p) {
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}
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const float EPSILON = .001;
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const uint MAX_STEPS = 10;
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const uint MAX_STEPS = 50;
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const float NEARPLANE = 0.;
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float FARPLANE = length(object_uniforms.dimensions / 32.);
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