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import imgui
import numpy as np
from pathlib import Path
import moderngl
import moderngl_window
from base import OrbitDragCameraWindow
from moderngl_window.integrations.imgui import ModernglWindowRenderer
class SSAODemo(OrbitDragCameraWindow):
"""A demo of screen space ambient occlusion, based on https://learnopengl.com/Advanced-Lighting/SSAO
Runs best with a discrete GPU! Integrated GPUs can struggle a bit with the deferred rendering
pipeline.
"""
title = "SSAO"
resource_dir = (Path(__file__) / '../resources').resolve()
def __init__(self, **kwargs):
super().__init__(**kwargs)
#self.wnd.mouse_exclusivity = True
self.camera.projection.update(near=0.1, far=50.0)
self.camera.radius = 2.0
self.camera.angle_x = 290.0
self.camera.angle_y = -80.0
self.camera.velocity = 7.0
self.camera.target = (0.0, 0.0, 0.0)
self.camera.mouse_sensitivity = 1.0
self.camera.zoom_sensitivity = 0.3
self.render_modes = ["ADS + SSAO", "ADS (no SSAO)", "occlusion texture"]
self.render_mode = 0
self.base_color = (0.2, 0.4, 0.8)
self.material_properties = [0.5, 0.5, 0.25, 25.0]
self.ssao_z_offset = 0.0
self.ssao_blur = False
self.frame_time_decay_factor = 0.995
self.average_frame_time = 0.01666
# Create the geometry framebuffer.
self.g_view_z = self.ctx.texture(self.wnd.buffer_size, 1, dtype="f2")
self.g_normal = self.ctx.texture(self.wnd.buffer_size, 3, dtype="f2")
self.g_depth = self.ctx.depth_texture(self.wnd.buffer_size)
self.g_buffer = self.ctx.framebuffer(
color_attachments=[self.g_view_z, self.g_normal],
depth_attachment=self.g_depth
)
# Generate the SSAO framebuffer.
self.ssao_occlusion = self.ctx.texture(self.wnd.buffer_size, 1, dtype="f1")
self.ssao_buffer = self.ctx.framebuffer(color_attachments=[self.ssao_occlusion])
# Generate the blurred SSAO framebuffer.
self.ssao_blurred_occlusion = self.ctx.texture(self.wnd.buffer_size, 1, dtype="f1")
self.ssao_blurred_buffer = self.ctx.framebuffer(
color_attachments=[self.ssao_blurred_occlusion]
)
# Load the geometry program.
self.geometry_program = self.load_program("programs/ssao/geometry.glsl")
# Load the SSAO program.
self.ssao_program = self.load_program("programs/ssao/ssao.glsl")
self.ssao_program["g_view_z"].value = 0
self.ssao_program["g_norm"].value = 1
self.ssao_program["noise"].value = 2
# Load the blurring program.
self.blur_program = self.load_program("programs/ssao/blur.glsl")
self.blur_program["input_texture"].value = 0
# Load the shading program.
self.shading_program = self.load_program("programs/ssao/shading.glsl")
self.shading_program["g_view_z"].value = 0
self.shading_program["g_normal"].value = 1
self.shading_program["ssao_occlusion"].value = 2
# Load the scene.
self.scene = self.load_scene('scenes/stanford_dragon.obj', cache=True)
self.vao = self.scene.root_nodes[0].mesh.vao.instance(self.geometry_program)
# Generate a fullscreen quad.
self.quad_fs = moderngl_window.geometry.quad_fs()
# Generate SSAO samples (in tangent space coordinates, with z along the normal).
self.n_ssao_samples = 64 # If you change this number, also change ssao.glsl.
self.ssao_std_dev = 0.1
self.ssao_samples = np.random.normal(0.0, self.ssao_std_dev, (self.n_ssao_samples, 3))
self.ssao_samples[:, 2] = np.abs(self.ssao_samples[:, 2])
self.ssao_program["samples"].write(self.ssao_samples.ravel().astype('f4'))
# Create random vectors used to decorrelate SSAO samples.
rand_texture_size = 32 # If you change this number, also change ssao.glgl.
rand_texture_data = np.random.bytes(3 * rand_texture_size * rand_texture_size)
self.random_texture = self.ctx.texture(
(rand_texture_size, rand_texture_size),
3,
dtype="f1",
data=rand_texture_data
)
self.random_texture.filter == (moderngl.NEAREST, moderngl.NEAREST)
self.random_texture.repeat_x = True
self.random_texture.repeat_y = True
# Set up imgui.
imgui.create_context()
if self.wnd.ctx.error != "GL_NO_ERROR":
print(self.wnd.ctx.error)
self.imgui = ModernglWindowRenderer(self.wnd)
def render(self, time: float, frametime: float):
self.average_frame_time = (self.frame_time_decay_factor * self.average_frame_time +
(1.0 - self.frame_time_decay_factor) * frametime)
projection_matrix = self.camera.projection.matrix
camera_matrix = self.camera.matrix
mvp = projection_matrix * camera_matrix
camera_pos = (self.camera.position.x, self.camera.position.y, self.camera.position.z)
# Run the geometry pass.
self.ctx.enable_only(moderngl.DEPTH_TEST | moderngl.CULL_FACE)
self.g_buffer.clear(0.0, 0.0, 0.0)
self.g_buffer.use()
self.geometry_program["mvp"].write(mvp.astype('f4'))
self.geometry_program["m_camera"].write(camera_matrix.astype('f4'))
self.vao.render()
# Calculate occlusion.
self.ctx.disable(moderngl.DEPTH_TEST)
self.ssao_buffer.clear(0.0)
self.ssao_buffer.use()
self.ssao_program["m_camera_inverse"].write(camera_matrix.inverse.astype('f4'))
self.ssao_program["m_projection_inverse"].write(projection_matrix.inverse.astype('f4'))
self.ssao_program["v_camera_pos"].value = camera_pos
self.ssao_program["f_camera_pos"].value = camera_pos
self.ssao_program["mvp"].write(mvp.astype('f4'))
self.ssao_program["z_offset"].value = self.ssao_z_offset
self.g_view_z.use(location=0)
self.g_normal.use(location=1)
self.random_texture.use(location=2)
self.quad_fs.render(self.ssao_program)
# Blur the occlusion map.
if self.ssao_blur:
self.ssao_blurred_buffer.clear(0.0)
self.ssao_blurred_buffer.use()
self.ssao_occlusion.use(location=0)
self.quad_fs.render(self.blur_program)
# Run the shading pass.
self.ctx.screen.clear(1.0, 1.0, 1.0);
self.ctx.screen.use()
self.shading_program["m_camera_inverse"].write(camera_matrix.inverse.astype('f4'))
self.shading_program["m_projection_inverse"].write(projection_matrix.inverse.astype('f4'))
self.shading_program["v_camera_pos"].value = camera_pos
self.shading_program["camera_pos"].value = camera_pos
self.shading_program["light_pos"].value = camera_pos
self.shading_program["base_color"].value = tuple(self.base_color)
self.shading_program["material_properties"].value = tuple(self.material_properties)
self.shading_program["render_mode"].value = self.render_mode
self.g_view_z.use(location=0)
self.g_normal.use(location=1)
if self.ssao_blur:
self.ssao_blurred_occlusion.use(location=2)
else:
self.ssao_occlusion.use(location=2)
self.quad_fs.render(self.shading_program)
self.render_ui()
def render_ui(self):
imgui.new_frame()
imgui.begin("Debug Panel", False)
imgui.text(f"Frame time: {1000.0 * self.average_frame_time:.1f} ms")
imgui.text(f"FPS: {1.0 / self.average_frame_time:.1f}")
_, self.render_mode = imgui.combo("render mode", self.render_mode, self.render_modes)
_, self.ssao_z_offset = imgui.slider_float("SSAO z-offset", self.ssao_z_offset, -0.3, 0.3)
_, self.ssao_blur = imgui.checkbox("blur occlusion texture", self.ssao_blur)
_, self.base_color = imgui.color_edit3(
"color",
self.base_color[0],
self.base_color[1],
self.base_color[2],
)
_, self.material_properties[0] = imgui.slider_float("ambient", self.material_properties[0], 0.0, 1.0)
_, self.material_properties[1] = imgui.slider_float("diffuse", self.material_properties[1], 0.0, 1.0)
_, self.material_properties[2] = imgui.slider_float("specular", self.material_properties[2], 0.0, 1.0)
_, self.material_properties[3] = imgui.slider_float("specular exponent", self.material_properties[3], 1.0, 50.0)
imgui.end()
imgui.render()
self.imgui.render(imgui.get_draw_data())
def mouse_position_event(self, x, y, dx, dy):
self.imgui.mouse_position_event(x, y, dx, dy)
def mouse_drag_event(self, x: int, y: int, dx, dy):
self.imgui.mouse_drag_event(x, y, dx, dy)
if not self.imgui.io.want_capture_mouse:
super().mouse_drag_event(x, y, dx, dy)
def mouse_scroll_event(self, x_offset, y_offset):
self.imgui.mouse_scroll_event(x_offset, y_offset)
if not self.imgui.io.want_capture_mouse:
super().mouse_scroll_event(x_offset, y_offset)
def mouse_press_event(self, x, y, button):
self.imgui.mouse_press_event(x, y, button)
def mouse_release_event(self, x, y, button):
self.imgui.mouse_release_event(x, y, button)
def key_event(self, key, action, modifiers):
self.imgui.key_event(key, action, modifiers)
if not self.imgui.io.want_capture_keyboard:
super().key_event(key, action, modifiers)
if __name__ == '__main__':
moderngl_window.run_window_config(SSAODemo)
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