[2896] | 1 | #include "DeferredRenderer.h"
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[2859] | 2 | #include "FrameBufferObject.h"
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| 3 | #include "RenderState.h"
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| 4 | #include "SampleGenerator.h"
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[2860] | 5 | #include "Vector3.h"
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| 6 | #include "Camera.h"
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[2884] | 7 | #include "shaderenv.h"
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[2886] | 8 | #include "Halton.h"
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[2895] | 9 | #include "ShadowMapping.h"
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[2952] | 10 | #include "Light.h"
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[3057] | 11 | #include "ShaderManager.h"
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[2858] | 12 |
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[3003] | 13 | #include <IL/il.h>
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| 14 | #include <assert.h>
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[2859] | 15 |
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[3003] | 16 |
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[3021] | 17 | #ifdef _CRT_SET
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| 18 | #define _CRTDBG_MAP_ALLOC
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| 19 | #include <stdlib.h>
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| 20 | #include <crtdbg.h>
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| 21 |
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| 22 | // redefine new operator
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| 23 | #define DEBUG_NEW new(_NORMAL_BLOCK, __FILE__, __LINE__)
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| 24 | #define new DEBUG_NEW
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| 25 | #endif
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| 26 |
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| 27 |
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[2858] | 28 | using namespace std;
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| 29 |
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| 30 |
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[3003] | 31 | static void startil()
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| 32 | {
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| 33 | ilInit();
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| 34 | assert(ilGetError() == IL_NO_ERROR);
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| 35 | }
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| 36 |
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| 37 |
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| 38 | static void stopil()
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| 39 | {
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| 40 | ilShutDown();
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| 41 | assert(ilGetError() == IL_NO_ERROR);
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| 42 | }
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| 43 |
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[2858] | 44 | namespace CHCDemoEngine
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| 45 | {
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| 46 |
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[3026] | 47 | static ShaderProgram *sCgSsaoProgram = NULL;
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| 48 | static ShaderProgram *sCgGiProgram = NULL;
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[2873] | 49 |
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[3026] | 50 | static ShaderProgram *sCgDeferredProgram = NULL;
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| 51 | static ShaderProgram *sCgAntiAliasingProgram = NULL;
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| 52 | static ShaderProgram *sCgDeferredShadowProgram = NULL;
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[2859] | 53 |
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[3026] | 54 | static ShaderProgram *sCgCombineSsaoProgram = NULL;
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| 55 | static ShaderProgram *sCgCombineIllumProgram = NULL;
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| 56 | static ShaderProgram *sCgLogLumProgram = NULL;
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| 57 | static ShaderProgram *sCgToneProgram = NULL;
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| 58 | static ShaderProgram *sCgDownSampleProgram = NULL;
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[3137] | 59 | static ShaderProgram *sCgScaleDepthProgram = NULL;
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[3155] | 60 | static ShaderProgram *sCgPrepareSsaoProgram = NULL;
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[2869] | 61 |
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[2992] | 62 |
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[3129] | 63 | static GLuint noiseTex2D = 0;
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| 64 | static GLuint noiseTex1D = 0;
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[2865] | 65 |
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[3128] | 66 |
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[2859] | 67 | // ssao random spherical samples
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[2903] | 68 | static Sample2 samples2[NUM_SAMPLES];
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[2966] | 69 | // number of pcf tabs
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[3103] | 70 | static Sample2 pcfSamples[NUM_PCF_TABS];
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[2966] | 71 |
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[3026] | 72 |
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[3167] | 73 | static float ssaoFilterOffsets[NUM_SSAO_FILTER_SAMPLES * 2];
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| 74 | static float ssaoFilterWeights[NUM_SSAO_FILTER_SAMPLES];
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[3103] | 75 |
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| 76 |
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[3118] | 77 | int DeferredRenderer::colorBufferIdx = 0;
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[2859] | 78 |
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[2992] | 79 |
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[3085] | 80 | /** Helper method that computes the view vectors in the corners of the current view frustum.
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| 81 | */
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| 82 | static void ComputeViewVectors(PerspectiveCamera *cam, Vector3 &bl, Vector3 &br, Vector3 &tl, Vector3 &tr)
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| 83 | {
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| 84 | Vector3 ftl, ftr, fbl, fbr, ntl, ntr, nbl, nbr;
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| 85 | cam->ComputePoints(ftl, ftr, fbl, fbr, ntl, ntr, nbl, nbr);
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| 86 |
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| 87 | bl = Normalize(nbl - fbl);
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| 88 | br = Normalize(nbr - fbr);
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| 89 | tl = Normalize(ntl - ftl);
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| 90 | tr = Normalize(ntr - ftr);
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| 91 | }
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| 92 |
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| 93 |
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[3025] | 94 | static float GaussianDistribution(float x, float y, float rho)
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| 95 | {
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[3110] | 96 | float g = 1.0f / sqrtf(2.0f * M_PI * rho * rho);
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[3133] | 97 | g *= expf( -(x * x + y * y) / (2.0f * rho * rho));
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[3025] | 98 |
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| 99 | return g;
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| 100 | }
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| 101 |
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| 102 |
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[2859] | 103 | static void PrintGLerror(char *msg)
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| 104 | {
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| 105 | GLenum errCode;
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| 106 | const GLubyte *errStr;
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| 107 |
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| 108 | if ((errCode = glGetError()) != GL_NO_ERROR)
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| 109 | {
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| 110 | errStr = gluErrorString(errCode);
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| 111 | fprintf(stderr,"OpenGL ERROR: %s: %s\n", errStr, msg);
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| 112 | }
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| 113 | }
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| 114 |
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| 115 |
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[3134] | 116 | static void ComputeSampleOffsets(float *sampleOffsets,
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| 117 | int imageW, int imageH,
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| 118 | float width,
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| 119 | int samples)
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| 120 | {
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| 121 | const float xoffs = width / (float)imageW;
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| 122 | const float yoffs = width / (float)imageH;
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[3017] | 123 |
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[3134] | 124 | const int numSamples = (int)sqrt((float)samples);
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| 125 | const int startSamples = -numSamples / 2;
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| 126 | const int endSamples = numSamples + startSamples - 1;
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| 127 | //cout << startSamples << " " << endSamples << endl;
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[2976] | 128 |
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[3134] | 129 | int idx = 0;
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[3017] | 130 |
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[3134] | 131 | for (int x = startSamples; x <= endSamples; ++ x)
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[3017] | 132 | {
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[3134] | 133 | for (int y = startSamples; y <= endSamples; ++ y)
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[3017] | 134 | {
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[3134] | 135 | sampleOffsets[idx + 0] = (float)x * xoffs;
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| 136 | sampleOffsets[idx + 1] = (float)y * yoffs;
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[3017] | 137 | idx += 2;
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| 138 | }
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| 139 | }
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| 140 | }
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| 141 |
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[3026] | 142 |
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[3132] | 143 | void DeferredRenderer::FlipFbos(FrameBufferObject *fbo)
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| 144 | {
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| 145 | fbo->Bind();
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| 146 | colorBufferIdx = 3 - colorBufferIdx;
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| 147 | glDrawBuffers(1, mrt + colorBufferIdx);
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| 148 | }
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| 149 |
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| 150 |
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[3026] | 151 | void DeferredRenderer::DrawQuad(ShaderProgram *p)
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| 152 | {
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[3132] | 153 | if (p) p->Bind();
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[3026] | 154 |
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[3089] | 155 | // interpolate the view vector
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[3085] | 156 | Vector3 bl = mCornersView[0];
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| 157 | Vector3 br = mCornersView[1];
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| 158 | Vector3 tl = mCornersView[2];
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| 159 | Vector3 tr = mCornersView[3];
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| 160 |
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[3026] | 161 | // note: slightly larger texture could hide ambient occlusion error on border but costs resolution
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| 162 | glBegin(GL_QUADS);
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| 163 |
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[3093] | 164 | glTexCoord2f(0, 0); glMultiTexCoord3fARB(GL_TEXTURE1_ARB, bl.x, bl.y, bl.z); glVertex2f( .0f, .0f);
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| 165 | glTexCoord2f(1, 0); glMultiTexCoord3fARB(GL_TEXTURE1_ARB, br.x, br.y, br.z); glVertex2f(1.0f, .0f);
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| 166 | glTexCoord2f(1, 1); glMultiTexCoord3fARB(GL_TEXTURE1_ARB, tr.x, tr.y, tr.z); glVertex2f(1.0f, 1.0f);
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| 167 | glTexCoord2f(0, 1); glMultiTexCoord3fARB(GL_TEXTURE1_ARB, tl.x, tl.y, tl.z); glVertex2f( .0f, 1.0f);
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[3026] | 168 |
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| 169 | glEnd();
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| 170 | }
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| 171 |
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| 172 |
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[2859] | 173 | /** Generate poisson disc distributed sample points on the unit disc
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| 174 | */
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[2887] | 175 | static void GenerateSamples(int sampling)
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[2859] | 176 | {
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[2887] | 177 | switch (sampling)
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| 178 | {
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[2930] | 179 | case DeferredRenderer::SAMPLING_POISSON:
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[2887] | 180 | {
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[2930] | 181 | PoissonDiscSampleGenerator2 poisson(NUM_SAMPLES, 1.0f);
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[2900] | 182 | poisson.Generate((float *)samples2);
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[2887] | 183 | }
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| 184 | break;
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[2930] | 185 | case DeferredRenderer::SAMPLING_QUADRATIC:
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[2887] | 186 | {
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[2930] | 187 | QuadraticDiscSampleGenerator2 g(NUM_SAMPLES, 1.0f);
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| 188 | g.Generate((float *)samples2);
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[2887] | 189 | }
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| 190 | break;
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[2930] | 191 | default: // SAMPLING_DEFAULT
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[3026] | 192 | {
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| 193 | RandomSampleGenerator2 g(NUM_SAMPLES, 1.0f);
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| 194 | g.Generate((float *)samples2);
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| 195 | }
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[2903] | 196 | }
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[2859] | 197 | }
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| 198 |
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| 199 |
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[2879] | 200 | static void CreateNoiseTex2D(int w, int h)
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| 201 | {
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| 202 | //GLubyte *randomNormals = new GLubyte[mWidth * mHeight * 3];
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| 203 | float *randomNormals = new float[w * h * 3];
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| 204 |
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[2900] | 205 | static HaltonSequence halton;
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| 206 | float r[2];
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| 207 |
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[2879] | 208 | for (int i = 0; i < w * h * 3; i += 3)
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| 209 | {
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[2903] | 210 | // create random samples on a circle
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| 211 | r[0] = RandomValue(0, 1);
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| 212 | //halton.GetNext(1, r);
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| 213 |
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| 214 | const float theta = 2.0f * acos(sqrt(1.0f - r[0]));
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| 215 |
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| 216 | randomNormals[i + 0] = cos(theta);
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| 217 | randomNormals[i + 1] = sin(theta);
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| 218 | randomNormals[i + 2] = 0;
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[2879] | 219 | }
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| 220 |
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| 221 | glEnable(GL_TEXTURE_2D);
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[3129] | 222 | glGenTextures(1, &noiseTex2D);
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| 223 | glBindTexture(GL_TEXTURE_2D, noiseTex2D);
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[2879] | 224 |
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| 225 | glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_NEAREST);
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| 226 | glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_NEAREST);
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| 227 | glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_S, GL_REPEAT);
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| 228 | glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_T, GL_REPEAT);
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| 229 |
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| 230 | glTexImage2D(GL_TEXTURE_2D, 0, GL_RGBA16F_ARB, w, h, 0, GL_RGB, GL_FLOAT, randomNormals);
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| 231 |
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| 232 | glBindTexture(GL_TEXTURE_2D, 0);
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| 233 | glDisable(GL_TEXTURE_2D);
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| 234 |
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| 235 | delete [] randomNormals;
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| 236 |
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| 237 | cout << "created noise texture" << endl;
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| 238 |
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| 239 | PrintGLerror("noisetexture");
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| 240 | }
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| 241 |
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| 242 |
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[3129] | 243 | static void CreateNoiseTex1D(int w)
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| 244 | {
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| 245 | float *randomValues = new float[w * 3];
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| 246 |
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| 247 | static HaltonSequence halton;
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| 248 |
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| 249 | randomValues[0] = randomValues[1] = randomValues[2] = 0;
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| 250 |
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| 251 | for (int i = 3; i < w * 3; i += 3)
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| 252 | {
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| 253 | // create random samples on a circle
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| 254 | randomValues[i + 0] = 20.0f * RandomValue(0, 1) / 512.0f;
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| 255 | randomValues[i + 1] = 20.0f * RandomValue(0, 1) / 384.0f;
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| 256 | randomValues[i + 2] = 0;
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| 257 | }
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| 258 |
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| 259 | glEnable(GL_TEXTURE_2D);
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| 260 | glGenTextures(1, &noiseTex1D);
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| 261 | glBindTexture(GL_TEXTURE_2D, noiseTex1D);
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| 262 |
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| 263 | glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_NEAREST);
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| 264 | glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_NEAREST);
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| 265 | glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_S, GL_REPEAT);
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| 266 | glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_T, GL_REPEAT);
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| 267 |
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| 268 | glTexImage2D(GL_TEXTURE_2D, 0, GL_RGBA16F_ARB, w, 1, 0, GL_RGB, GL_FLOAT, randomValues);
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| 269 |
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| 270 | glBindTexture(GL_TEXTURE_2D, 0);
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| 271 | glDisable(GL_TEXTURE_2D);
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| 272 |
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| 273 | delete [] randomValues;
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| 274 |
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| 275 | cout << "created noise texture 1D" << endl;
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| 276 |
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| 277 | PrintGLerror("noisetexture 1D");
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| 278 | }
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| 279 |
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| 280 |
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| 281 |
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[3068] | 282 | DeferredRenderer::DeferredRenderer(int w, int h, PerspectiveCamera *cam):
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[2860] | 283 | mWidth(w), mHeight(h),
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| 284 | mCamera(cam),
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[2875] | 285 | mUseTemporalCoherence(true),
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[2895] | 286 | mRegenerateSamples(true),
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[2930] | 287 | mSamplingMethod(SAMPLING_POISSON),
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[2895] | 288 | mShadingMethod(DEFAULT),
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[3135] | 289 | mIllumFboIndex(0)
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[2861] | 290 | {
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| 291 | ///////////
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| 292 | //-- the flip-flop fbos
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[2859] | 293 |
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[3155] | 294 | const int dsw = w / 2; const int dsh = h / 2;
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| 295 | //const int dsw = w; const int dsh = h;
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[3103] | 296 |
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| 297 | mIllumFbo = new FrameBufferObject(dsw, dsh, FrameBufferObject::DEPTH_NONE);
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[3094] | 298 | //mIllumFbo = new FrameBufferObject(w, h, FrameBufferObject::DEPTH_NONE);
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| 299 |
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[3019] | 300 | mFBOs.push_back(mIllumFbo);
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[2891] | 301 |
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[3019] | 302 | for (int i = 0; i < 4; ++ i)
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| 303 | {
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[3088] | 304 | mIllumFbo->AddColorBuffer(ColorBufferObject::RGBA_FLOAT_32, ColorBufferObject::WRAP_CLAMP_TO_EDGE, ColorBufferObject::FILTER_LINEAR);
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[3117] | 305 | FrameBufferObject::InitBuffer(mIllumFbo, i);
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[3019] | 306 | }
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[3002] | 307 |
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[3117] | 308 |
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| 309 | ///////////////
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| 310 | //-- the downsampled ssao + color bleeding textures: as gi is inherently low frequency, we can use these to improve performance
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| 311 |
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[3103] | 312 | mDownSampleFbo = new FrameBufferObject(dsw, dsh, FrameBufferObject::DEPTH_NONE);
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[3094] | 313 | //mDownSampleFbo = new FrameBufferObject(w, h, FrameBufferObject::DEPTH_NONE);
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[3002] | 314 | mDownSampleFbo->AddColorBuffer(ColorBufferObject::RGBA_FLOAT_32, ColorBufferObject::WRAP_CLAMP_TO_EDGE, ColorBufferObject::FILTER_LINEAR);
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[3087] | 315 | // downsample buffer for the normal texture
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[3017] | 316 | mDownSampleFbo->AddColorBuffer(ColorBufferObject::RGB_FLOAT_16, ColorBufferObject::WRAP_CLAMP_TO_EDGE, ColorBufferObject::FILTER_LINEAR);
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[3117] | 317 | // downsample buffer for the offset texture
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| 318 | mDownSampleFbo->AddColorBuffer(ColorBufferObject::RGB_FLOAT_32, ColorBufferObject::WRAP_CLAMP_TO_EDGE, ColorBufferObject::FILTER_LINEAR);
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[3019] | 319 |
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[3117] | 320 | for (int i = 0; i < 3; ++ i)
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| 321 | {
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| 322 | FrameBufferObject::InitBuffer(mDownSampleFbo, i);
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| 323 | }
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| 324 |
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[3019] | 325 | mFBOs.push_back(mDownSampleFbo);
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[3038] | 326 |
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[3084] | 327 | // create noise texture for ssao
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[3150] | 328 | // for performance reasons we use a smaller texture and repeat it over the screen
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| 329 | CreateNoiseTex2D(mIllumFbo->GetWidth() / 4, mIllumFbo->GetWidth() / 4);
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| 330 | //CreateNoiseTex1D(mIllumFbo->GetWidth() / 4);
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[3084] | 331 |
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[3085] | 332 | mProjViewMatrix = IdentityMatrix();
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| 333 | mOldProjViewMatrix = IdentityMatrix();
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| 334 |
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| 335 | for (int i = 0; i < 4; ++ i)
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| 336 | {
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| 337 | mCornersView[i] = mOldCornersView[i] = Vector3::UNIT_X();
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| 338 | }
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| 339 |
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| 340 | mEyePos = mOldEyePos = Vector3::ZERO();
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| 341 |
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[3038] | 342 | InitCg();
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[2861] | 343 | }
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| 344 |
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| 345 |
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[2896] | 346 | DeferredRenderer::~DeferredRenderer()
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[2861] | 347 | {
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[3019] | 348 | CLEAR_CONTAINER(mFBOs);
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[3129] | 349 | glDeleteTextures(1, &noiseTex2D);
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| 350 | glDeleteTextures(1, &noiseTex1D);
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[2861] | 351 | }
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| 352 |
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| 353 |
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[2896] | 354 | void DeferredRenderer::SetUseTemporalCoherence(bool temporal)
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[2875] | 355 | {
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| 356 | mUseTemporalCoherence = temporal;
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| 357 | }
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| 358 |
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| 359 |
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[3021] | 360 |
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[3038] | 361 | void DeferredRenderer::InitCg()
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[3026] | 362 | {
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[3057] | 363 | ShaderManager *sm = ShaderManager::GetSingleton();
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[2873] | 364 |
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[3057] | 365 | sCgDeferredProgram = sm->CreateFragmentProgram("deferred", "main", "deferredFrag");
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| 366 | sCgDeferredShadowProgram = sm->CreateFragmentProgram("deferred", "main_shadow", "deferredFragShader");
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| 367 | sCgSsaoProgram = sm->CreateFragmentProgram("ssao", "main", "ssaoFrag");
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| 368 | sCgGiProgram = sm->CreateFragmentProgram("globillum", "main", "giFrag");
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| 369 | sCgCombineIllumProgram = sm->CreateFragmentProgram("globillum", "combine", "combineGi");
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[3120] | 370 | sCgCombineSsaoProgram = sm->CreateFragmentProgram("combineSsao", "combine", "combineSsao");
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[3057] | 371 | sCgAntiAliasingProgram = sm->CreateFragmentProgram("antialiasing", "main", "antiAliasing");
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| 372 | sCgToneProgram = sm->CreateFragmentProgram("tonemap", "ToneMap", "toneMap");
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[3137] | 373 | sCgDownSampleProgram = sm->CreateFragmentProgram("deferred", "Output", "Output");
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| 374 | sCgScaleDepthProgram = sm->CreateFragmentProgram("deferred", "ScaleDepth", "ScaleDepth");
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[3057] | 375 | sCgLogLumProgram = sm->CreateFragmentProgram("tonemap", "CalcAvgLogLum", "avgLogLum");
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[3155] | 376 | sCgPrepareSsaoProgram = sm->CreateFragmentProgram("deferred", "PrepareSsao", "PrepareSsao");
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[3038] | 377 |
|
---|
[3034] | 378 |
|
---|
[3104] | 379 | ///////////////////
|
---|
| 380 | //-- initialize program parameters
|
---|
[3034] | 381 |
|
---|
[3104] | 382 | string ssaoParams[] =
|
---|
| 383 | {"colors", "normals", "oldTex", "noiseTex", "temporalCoherence",
|
---|
[3111] | 384 | "samples", "bl", "br", "tl", "tr",
|
---|
| 385 | "modelViewProj", "oldModelViewProj", "oldEyePos", "oldbl", "oldbr",
|
---|
[3150] | 386 | "oldtl", "oldtr", "attribsTex"};
|
---|
| 387 | sCgSsaoProgram->AddParameters(ssaoParams, 0, 18);
|
---|
[3085] | 388 |
|
---|
[3104] | 389 | string giParams[] =
|
---|
| 390 | {"colors", "normals", "noiseTex", "oldSsaoTex", "oldIllumTex",
|
---|
[3111] | 391 | "temporalCoherence", "samples", "bl", "br", "tl",
|
---|
| 392 | "tr", "oldModelViewProj", "modelViewProj"};
|
---|
[3104] | 393 | sCgGiProgram->AddParameters(giParams, 0, 13);
|
---|
[3034] | 394 |
|
---|
[3104] | 395 | string toneParams[] = {"colors", "imageKey", "whiteLum", "middleGrey"};
|
---|
| 396 | sCgToneProgram->AddParameters(toneParams, 0, 4);
|
---|
[3034] | 397 |
|
---|
| 398 |
|
---|
[3104] | 399 | ////////////////
|
---|
| 400 |
|
---|
| 401 | string deferredShadowParams[] =
|
---|
| 402 | {"colors", "normals", "shadowMap", "noiseTex", "shadowMatrix",
|
---|
| 403 | "sampleWidth", "lightDir", "eyePos", "samples", "weights"};
|
---|
[3035] | 404 |
|
---|
[3104] | 405 | sCgDeferredShadowProgram->AddParameters(deferredShadowParams, 0, 10);
|
---|
| 406 |
|
---|
| 407 | ////////////////
|
---|
[3034] | 408 |
|
---|
[3104] | 409 | string combineIllumParams[] = {"colorsTex", "ssaoTex", "illumTex"};
|
---|
| 410 | sCgCombineIllumProgram->AddParameters(combineIllumParams, 0, 3);
|
---|
[3035] | 411 |
|
---|
[3104] | 412 | ////////////////
|
---|
[3035] | 413 |
|
---|
[3155] | 414 | string combineSsaoParams[] =
|
---|
| 415 | {"colorsTex", "normalsTex", "ssaoTex", "filterOffs",
|
---|
[3163] | 416 | "filterWeights", "modelViewProj", "bl", "br", "tl", "tr"};
|
---|
| 417 | sCgCombineSsaoProgram->AddParameters(combineSsaoParams, 0, 10);
|
---|
[3035] | 418 |
|
---|
[3104] | 419 | //////////////
|
---|
[3036] | 420 |
|
---|
[3104] | 421 | string deferredParams[] = {"colors", "normals", "lightDir"};
|
---|
| 422 | sCgDeferredProgram->AddParameters(deferredParams, 0, 3);
|
---|
| 423 |
|
---|
| 424 | ///////////////////
|
---|
| 425 |
|
---|
[3136] | 426 | string aaParams[] = {"colors", "normals", "offsets"};
|
---|
| 427 | sCgAntiAliasingProgram->AddParameters(aaParams, 0, 3);
|
---|
[3104] | 428 |
|
---|
| 429 | /////////////////////
|
---|
| 430 |
|
---|
[3137] | 431 | string downSampleParams[] = {"colors"};
|
---|
| 432 | sCgDownSampleProgram->AddParameters(downSampleParams, 0, 1);
|
---|
[3104] | 433 |
|
---|
[3137] | 434 | /////////////////////
|
---|
| 435 |
|
---|
| 436 | string scaleDepthParams[] = {"colors"};
|
---|
| 437 | sCgScaleDepthProgram->AddParameters(scaleDepthParams, 0, 1);
|
---|
| 438 |
|
---|
[3104] | 439 | ////////////
|
---|
| 440 |
|
---|
| 441 | sCgLogLumProgram->AddParameter("colors", 0);
|
---|
[3128] | 442 |
|
---|
| 443 | ////////////////
|
---|
| 444 |
|
---|
[3155] | 445 |
|
---|
| 446 | string prepareSsaoParams[] =
|
---|
[3167] | 447 | {"colorsTex", "normalsTex", "diffVals", "oldTex",
|
---|
| 448 | "oldEyePos", "modelViewProj", "oldModelViewProj",
|
---|
| 449 | "oldbl", "oldbr", "oldtl", "oldtr"};
|
---|
[3104] | 450 |
|
---|
[3167] | 451 | sCgPrepareSsaoProgram->AddParameters(prepareSsaoParams, 0, 11);
|
---|
[3155] | 452 |
|
---|
| 453 |
|
---|
| 454 | ////////////////
|
---|
| 455 |
|
---|
[3167] | 456 | const float filterWidth = 1.0f;
|
---|
[3155] | 457 |
|
---|
[3167] | 458 | PoissonDiscSampleGenerator2 poisson(NUM_SSAO_FILTER_SAMPLES, 1.0f);
|
---|
[3103] | 459 | poisson.Generate((float *)ssaoFilterOffsets);
|
---|
[3036] | 460 |
|
---|
[3105] | 461 | const float xoffs = (float)filterWidth / mWidth;
|
---|
| 462 | const float yoffs = (float)filterWidth / mHeight;
|
---|
[3103] | 463 |
|
---|
[3167] | 464 | for (int i = 0; i < NUM_SSAO_FILTER_SAMPLES; ++ i)
|
---|
[3103] | 465 | {
|
---|
| 466 | float x = ssaoFilterOffsets[2 * i + 0];
|
---|
| 467 | float y = ssaoFilterOffsets[2 * i + 1];
|
---|
| 468 |
|
---|
[3140] | 469 | ssaoFilterWeights[i] = GaussianDistribution(x, y, 1.0f);
|
---|
| 470 | //ssaoFilterWeights[i] = 1.0f;
|
---|
[3120] | 471 |
|
---|
[3103] | 472 | ssaoFilterOffsets[2 * i + 0] *= xoffs;
|
---|
| 473 | ssaoFilterOffsets[2 * i + 1] *= yoffs;
|
---|
| 474 | }
|
---|
| 475 |
|
---|
[3133] | 476 |
|
---|
[3144] | 477 | /////////
|
---|
[3133] | 478 | //-- pcf tabs for shadowing
|
---|
| 479 |
|
---|
[3026] | 480 | float filterWeights[NUM_PCF_TABS];
|
---|
[3103] | 481 | PoissonDiscSampleGenerator2 poisson2(NUM_PCF_TABS, 1.0f);
|
---|
| 482 | poisson2.Generate((float *)pcfSamples);
|
---|
[2990] | 483 |
|
---|
[3026] | 484 | for (int i = 0; i < NUM_PCF_TABS; ++ i)
|
---|
[2880] | 485 | {
|
---|
[3026] | 486 | filterWeights[i] = GaussianDistribution(pcfSamples[i].x, pcfSamples[i].y, 1.0f);
|
---|
[2880] | 487 | }
|
---|
| 488 |
|
---|
[3035] | 489 | sCgDeferredShadowProgram->SetArray2f(8, (float *)pcfSamples, NUM_PCF_TABS);
|
---|
| 490 | sCgDeferredShadowProgram->SetArray1f(9, (float *)filterWeights, NUM_PCF_TABS);
|
---|
[2880] | 491 |
|
---|
[2859] | 492 | PrintGLerror("init");
|
---|
| 493 | }
|
---|
| 494 |
|
---|
| 495 |
|
---|
[2896] | 496 | void DeferredRenderer::Render(FrameBufferObject *fbo,
|
---|
[2901] | 497 | float tempCohFactor,
|
---|
[2952] | 498 | DirectionalLight *light,
|
---|
[2991] | 499 | bool useToneMapping,
|
---|
[3175] | 500 | bool useAntiAliasing,
|
---|
[2991] | 501 | ShadowMap *shadowMap
|
---|
| 502 | )
|
---|
[2859] | 503 | {
|
---|
[3085] | 504 | InitFrame();
|
---|
| 505 |
|
---|
[2944] | 506 | if (shadowMap)
|
---|
[2952] | 507 | FirstPassShadow(fbo, light, shadowMap);
|
---|
[2895] | 508 | else
|
---|
[2952] | 509 | FirstPass(fbo, light);
|
---|
[2944] | 510 |
|
---|
[3103] | 511 | if (mShadingMethod != 0)
|
---|
[2880] | 512 | {
|
---|
[3133] | 513 | // downsample fbo buffers
|
---|
[3155] | 514 | PrepareSsao(fbo);
|
---|
[3103] | 515 | }
|
---|
[3006] | 516 |
|
---|
[3133] | 517 | // antialiasing of the color buffer
|
---|
[3168] | 518 | //AntiAliasing(fbo, light);
|
---|
[3132] | 519 |
|
---|
[3103] | 520 | switch (mShadingMethod)
|
---|
| 521 | {
|
---|
| 522 | case SSAO:
|
---|
[3085] | 523 | ComputeSsao(fbo, tempCohFactor);
|
---|
[2944] | 524 | CombineSsao(fbo);
|
---|
| 525 | break;
|
---|
| 526 | case GI:
|
---|
[3085] | 527 | ComputeGlobIllum(fbo, tempCohFactor);
|
---|
[2944] | 528 | CombineIllum(fbo);
|
---|
| 529 | break;
|
---|
| 530 | default: // DEFAULT
|
---|
| 531 | // do nothing: standard deferred shading
|
---|
| 532 | break;
|
---|
| 533 | }
|
---|
[2884] | 534 |
|
---|
[2991] | 535 | if (useToneMapping)
|
---|
| 536 | {
|
---|
| 537 | float imageKey, whiteLum, middleGrey;
|
---|
| 538 |
|
---|
| 539 | ComputeToneParameters(fbo, light, imageKey, whiteLum, middleGrey);
|
---|
[3007] | 540 | ToneMap(fbo, imageKey, whiteLum, middleGrey);
|
---|
[2991] | 541 | }
|
---|
| 542 |
|
---|
[3175] | 543 | // multisampling is difficult / costly with deferred shading
|
---|
| 544 | // at least do some edge blurring
|
---|
[3135] | 545 |
|
---|
[3175] | 546 | if (useAntiAliasing)
|
---|
| 547 | AntiAliasing(fbo, light);
|
---|
| 548 | else
|
---|
| 549 | Output(fbo); // just output the latest buffer
|
---|
[2867] | 550 |
|
---|
| 551 | glEnable(GL_LIGHTING);
|
---|
| 552 | glDisable(GL_TEXTURE_2D);
|
---|
| 553 |
|
---|
| 554 | glMatrixMode(GL_PROJECTION);
|
---|
| 555 | glPopMatrix();
|
---|
| 556 |
|
---|
| 557 | glMatrixMode(GL_MODELVIEW);
|
---|
| 558 | glPopMatrix();
|
---|
| 559 |
|
---|
[3089] | 560 | // viewport
|
---|
[2867] | 561 | glPopAttrib();
|
---|
| 562 |
|
---|
[3007] | 563 | FrameBufferObject::Release();
|
---|
[3057] | 564 | ShaderManager::GetSingleton()->DisableFragmentProfile();
|
---|
[2859] | 565 | }
|
---|
| 566 |
|
---|
| 567 |
|
---|
[3167] | 568 |
|
---|
| 569 | static inline float SqrMag(const Sample2 &s)
|
---|
| 570 | {
|
---|
| 571 | return (s.x * s.x + s.y * s.y);
|
---|
| 572 | }
|
---|
| 573 |
|
---|
| 574 |
|
---|
| 575 | static inline float SqrDist(const Sample2 &a, const Sample2 &b)
|
---|
| 576 | {
|
---|
| 577 | float x = a.x - b.x;
|
---|
| 578 | float y = a.y - b.y;
|
---|
| 579 |
|
---|
| 580 | return x * x + y * y;
|
---|
| 581 | }
|
---|
| 582 |
|
---|
| 583 |
|
---|
| 584 | static inline bool lt(const Sample2 &a, const Sample2 &b)
|
---|
| 585 | {
|
---|
| 586 | return SqrMag(a) < SqrMag(b);
|
---|
| 587 | }
|
---|
| 588 |
|
---|
| 589 |
|
---|
| 590 | void DeferredRenderer::SortSamples()
|
---|
| 591 | {
|
---|
| 592 | //for (int i = 0; i < NUM_SAMPLES; ++ i)cout << SqrDist(samples2[i-1], samples2[i]) << "|";
|
---|
| 593 | float dist = 0;
|
---|
| 594 | for (int i = 1; i < NUM_SAMPLES; ++ i)
|
---|
| 595 | dist += SqrDist(samples2[i-1], samples2[i]);
|
---|
| 596 | //cout << samples2[i].x << " " << samples2[i].y
|
---|
| 597 |
|
---|
| 598 | //cout << "\nbefore: " << dist << endl;
|
---|
| 599 |
|
---|
| 600 | //sort(samples2, samples2 + sizeof(samples2) / sizeof(Sample2), lt2);
|
---|
| 601 |
|
---|
| 602 |
|
---|
| 603 | static Sample2 tempSamples[NUM_SAMPLES];
|
---|
| 604 | static bool checked[NUM_SAMPLES];
|
---|
| 605 |
|
---|
| 606 | for (int i = 0; i < NUM_SAMPLES; ++ i)
|
---|
| 607 | checked[i] = false;
|
---|
| 608 |
|
---|
| 609 | Sample2 currentSample;
|
---|
| 610 | currentSample.x = 0; currentSample.y = 0;
|
---|
| 611 | int ns = 0; // the next sample index
|
---|
| 612 |
|
---|
| 613 | for (int i = 0; i < NUM_SAMPLES; ++ i)
|
---|
| 614 | {
|
---|
| 615 | float minLen = 1e20f;
|
---|
| 616 |
|
---|
| 617 | for (int j = 0; j < NUM_SAMPLES; ++ j)
|
---|
| 618 | {
|
---|
| 619 | if (checked[j]) continue;
|
---|
| 620 |
|
---|
| 621 | Sample2 s = samples2[j];
|
---|
| 622 | const float len = SqrDist(s, currentSample);
|
---|
| 623 |
|
---|
| 624 | if (len < minLen)
|
---|
| 625 | {
|
---|
| 626 | minLen = len;
|
---|
| 627 | ns = j;
|
---|
| 628 | }
|
---|
| 629 | }
|
---|
| 630 |
|
---|
| 631 | tempSamples[i] = samples2[ns];
|
---|
| 632 | currentSample = samples2[ns];
|
---|
| 633 | checked[ns] = true;
|
---|
| 634 | }
|
---|
| 635 |
|
---|
| 636 | for (int i = 0; i < NUM_SAMPLES; ++ i)
|
---|
| 637 | samples2[i] = tempSamples[i];
|
---|
| 638 |
|
---|
| 639 | dist = 0;
|
---|
| 640 | for (int i = 1; i < NUM_SAMPLES; ++ i)
|
---|
| 641 | dist += SqrDist(samples2[i-1], samples2[i]);
|
---|
| 642 | //cout << samples2[i].x << " " << samples2[i].y << " " << SqrDist(samples2[i-1], samples2[i]) << "|";
|
---|
| 643 |
|
---|
| 644 | //cout << "after: " << dist << endl;
|
---|
| 645 | }
|
---|
| 646 |
|
---|
| 647 |
|
---|
[2896] | 648 | void DeferredRenderer::ComputeSsao(FrameBufferObject *fbo,
|
---|
[3087] | 649 | float tempCohFactor)
|
---|
[2859] | 650 | {
|
---|
[3117] | 651 | GLuint colorsTex, normalsTex, attribsTex;
|
---|
[3015] | 652 |
|
---|
[3133] | 653 | if (0)
|
---|
[3117] | 654 | {
|
---|
| 655 | colorsTex = fbo->GetColorBuffer(colorBufferIdx)->GetTexture();
|
---|
| 656 | normalsTex = fbo->GetColorBuffer(1)->GetTexture();
|
---|
| 657 | attribsTex = fbo->GetColorBuffer(2)->GetTexture();
|
---|
| 658 | }
|
---|
| 659 | else
|
---|
| 660 | {
|
---|
| 661 | colorsTex = mDownSampleFbo->GetColorBuffer(0)->GetTexture();
|
---|
| 662 | normalsTex = mDownSampleFbo->GetColorBuffer(1)->GetTexture();
|
---|
| 663 | attribsTex = mDownSampleFbo->GetColorBuffer(2)->GetTexture();
|
---|
[3132] | 664 | //attribsTex = fbo->GetColorBuffer(2)->GetTexture();
|
---|
[3117] | 665 | }
|
---|
| 666 |
|
---|
[3087] | 667 | // flip flop between illumination buffers
|
---|
[3019] | 668 | GLuint oldTex = mIllumFbo->GetColorBuffer(2 - mIllumFboIndex)->GetTexture();
|
---|
[2993] | 669 |
|
---|
[3006] | 670 | glPushAttrib(GL_VIEWPORT_BIT);
|
---|
[3019] | 671 | glViewport(0, 0, mIllumFbo->GetWidth(), mIllumFbo->GetHeight());
|
---|
[3006] | 672 |
|
---|
[2861] | 673 | // read the second buffer, write to the first buffer
|
---|
[3019] | 674 | mIllumFbo->Bind();
|
---|
| 675 | glDrawBuffers(1, mrt + mIllumFboIndex);
|
---|
[2868] | 676 |
|
---|
[3095] | 677 | int i = 0;
|
---|
[3034] | 678 |
|
---|
[3095] | 679 | sCgSsaoProgram->SetTexture(i ++, colorsTex);
|
---|
| 680 | sCgSsaoProgram->SetTexture(i ++, normalsTex);
|
---|
| 681 | sCgSsaoProgram->SetTexture(i ++, oldTex);
|
---|
[3129] | 682 | sCgSsaoProgram->SetTexture(i ++, noiseTex2D);
|
---|
[3095] | 683 |
|
---|
| 684 | sCgSsaoProgram->SetValue1f(i ++, (mUseTemporalCoherence && !mRegenerateSamples) ? tempCohFactor : 0);
|
---|
[3035] | 685 |
|
---|
[3129] | 686 | if (mUseTemporalCoherence || mRegenerateSamples)
|
---|
[2875] | 687 | {
|
---|
[2895] | 688 | mRegenerateSamples = false;
|
---|
[2859] | 689 |
|
---|
[2875] | 690 | // q: should we generate new samples or only rotate the old ones?
|
---|
| 691 | // in the first case, the sample patterns look nicer, but the kernel
|
---|
| 692 | // needs longer to converge
|
---|
[3129] | 693 | GenerateSamples(mSamplingMethod);
|
---|
[3167] | 694 |
|
---|
| 695 | SortSamples();
|
---|
[3095] | 696 | sCgSsaoProgram->SetArray2f(i, (float *)samples2, NUM_SAMPLES);
|
---|
[2875] | 697 | }
|
---|
[3085] | 698 |
|
---|
[3095] | 699 | ++ i;
|
---|
[2859] | 700 |
|
---|
[3095] | 701 | for (int j = 0; j < 4; ++ j, ++ i)
|
---|
| 702 | sCgSsaoProgram->SetValue3f(i, mCornersView[j].x, mCornersView[j].y, mCornersView[j].z);
|
---|
[2987] | 703 |
|
---|
[3095] | 704 | sCgSsaoProgram->SetMatrix(i ++, mProjViewMatrix);
|
---|
| 705 | sCgSsaoProgram->SetMatrix(i ++, mOldProjViewMatrix);
|
---|
[3062] | 706 |
|
---|
[3105] | 707 | Vector3 de;
|
---|
| 708 | de.x = mOldEyePos.x - mEyePos.x;
|
---|
| 709 | de.y = mOldEyePos.y - mEyePos.y;
|
---|
| 710 | de.z = mOldEyePos.z - mEyePos.z;
|
---|
[3035] | 711 |
|
---|
[3095] | 712 | sCgSsaoProgram->SetValue3f(i ++, de.x, de.y, de.z);
|
---|
[3093] | 713 |
|
---|
[3095] | 714 | for (int j = 0; j < 4; ++ j, ++ i)
|
---|
| 715 | sCgSsaoProgram->SetValue3f(i, mOldCornersView[j].x, mOldCornersView[j].y, mOldCornersView[j].z);
|
---|
[3085] | 716 |
|
---|
[3110] | 717 | sCgSsaoProgram->SetTexture(i ++, attribsTex);
|
---|
| 718 |
|
---|
[3129] | 719 |
|
---|
[3026] | 720 | DrawQuad(sCgSsaoProgram);
|
---|
[2987] | 721 |
|
---|
[3006] | 722 | glPopAttrib();
|
---|
[2859] | 723 |
|
---|
| 724 | PrintGLerror("ssao first pass");
|
---|
| 725 | }
|
---|
| 726 |
|
---|
| 727 |
|
---|
[2865] | 728 | static void SetVertex(float x, float y, float x_offs, float y_offs)
|
---|
| 729 | {
|
---|
| 730 | glMultiTexCoord2fARB(GL_TEXTURE0_ARB, x, y); // center
|
---|
| 731 | glMultiTexCoord2fARB(GL_TEXTURE1_ARB, x - x_offs, y + y_offs); // left top
|
---|
| 732 | glMultiTexCoord2fARB(GL_TEXTURE2_ARB, x + x_offs, y - y_offs); // right bottom
|
---|
| 733 | glMultiTexCoord2fARB(GL_TEXTURE3_ARB, x + x_offs, y + y_offs); // right top
|
---|
| 734 | glMultiTexCoord2fARB(GL_TEXTURE4_ARB, x - x_offs, y - y_offs); // left bottom
|
---|
| 735 |
|
---|
| 736 | glMultiTexCoord4fARB(GL_TEXTURE5_ARB, x - x_offs, y, x + x_offs, y); // left right
|
---|
| 737 | glMultiTexCoord4fARB(GL_TEXTURE6_ARB, x, y + y_offs, x, y - y_offs); // top bottom
|
---|
| 738 |
|
---|
[3089] | 739 | //glVertex3f(x - 0.5f, y - 0.5f, -0.5f);
|
---|
| 740 | glVertex2f(x, y);
|
---|
[2865] | 741 | }
|
---|
| 742 |
|
---|
| 743 |
|
---|
[2970] | 744 | void DeferredRenderer::AntiAliasing(FrameBufferObject *fbo, DirectionalLight *light)
|
---|
[2865] | 745 | {
|
---|
[2968] | 746 | ColorBufferObject *colorBuffer = fbo->GetColorBuffer(colorBufferIdx);
|
---|
| 747 | GLuint colorsTex = colorBuffer->GetTexture();
|
---|
[3136] | 748 | GLuint normalsTex = fbo->GetColorBuffer(1)->GetTexture();
|
---|
[3007] | 749 |
|
---|
[3132] | 750 | // read the second buffer, write to the first buffer
|
---|
[3142] | 751 | //FlipFbos(fbo);
|
---|
[3162] | 752 | // end of the pipeline => just draw image to screen
|
---|
| 753 | FrameBufferObject::Release();
|
---|
[3132] | 754 |
|
---|
[3136] | 755 | // the neighbouring texels
|
---|
| 756 | float xOffs = 1.0f / fbo->GetWidth();
|
---|
| 757 | float yOffs = 1.0f / fbo->GetHeight();
|
---|
| 758 |
|
---|
[3034] | 759 | sCgAntiAliasingProgram->SetTexture(0, colorsTex);
|
---|
| 760 | sCgAntiAliasingProgram->SetTexture(1, normalsTex);
|
---|
[2865] | 761 |
|
---|
[3136] | 762 | float offsets[16];
|
---|
| 763 | int i = 0;
|
---|
[2868] | 764 |
|
---|
[3136] | 765 | offsets[i] = -xOffs; offsets[i + 1] = yOffs; i += 2; // left top
|
---|
| 766 | offsets[i] = xOffs; offsets[i + 1] = -yOffs; i += 2; // right bottom
|
---|
| 767 | offsets[i] = xOffs; offsets[i + 1] = yOffs; i += 2; // right top
|
---|
| 768 | offsets[i] = -xOffs; offsets[i + 1] = -yOffs; i += 2; // left bottom
|
---|
| 769 | offsets[i] = -xOffs; offsets[i + 1] = .0f; i += 2; // left
|
---|
| 770 | offsets[i] = xOffs; offsets[i + 1] = .0f; i += 2; // right
|
---|
| 771 | offsets[i] = .0f; offsets[i + 1] = yOffs; i += 2; // top
|
---|
| 772 | offsets[i] = .0f; offsets[i + 1] = -yOffs; i += 2; // bottom
|
---|
[2865] | 773 |
|
---|
[3136] | 774 | sCgAntiAliasingProgram->SetArray2f(2, offsets, 8);
|
---|
[2865] | 775 |
|
---|
[3136] | 776 | DrawQuad(sCgAntiAliasingProgram);
|
---|
[2865] | 777 |
|
---|
[2867] | 778 | PrintGLerror("antialiasing");
|
---|
[2865] | 779 | }
|
---|
| 780 |
|
---|
| 781 |
|
---|
[2952] | 782 | void DeferredRenderer::FirstPass(FrameBufferObject *fbo, DirectionalLight *light)
|
---|
[2868] | 783 | {
|
---|
[2973] | 784 | GLuint colorsTex = fbo->GetColorBuffer(colorBufferIdx)->GetTexture();
|
---|
[3009] | 785 | GLuint normalsTex = fbo->GetColorBuffer(1)->GetTexture();
|
---|
[2868] | 786 |
|
---|
[3132] | 787 | FlipFbos(fbo);
|
---|
[2868] | 788 |
|
---|
[3026] | 789 | const Vector3 lightDir = -light->GetDirection();
|
---|
[2868] | 790 |
|
---|
[3034] | 791 | sCgDeferredProgram->SetTexture(0, colorsTex);
|
---|
| 792 | sCgDeferredProgram->SetTexture(1, normalsTex);
|
---|
| 793 | sCgDeferredProgram->SetValue3f(2, lightDir.x, lightDir.y, lightDir.z);
|
---|
[2868] | 794 |
|
---|
[3026] | 795 | DrawQuad(sCgDeferredProgram);
|
---|
[2952] | 796 |
|
---|
[2868] | 797 | PrintGLerror("deferred shading");
|
---|
| 798 | }
|
---|
| 799 |
|
---|
[2869] | 800 |
|
---|
[2896] | 801 | void DeferredRenderer::ComputeGlobIllum(FrameBufferObject *fbo,
|
---|
[3085] | 802 | float tempCohFactor)
|
---|
[2869] | 803 | {
|
---|
[3016] | 804 | #if 0
|
---|
| 805 | GLuint colorsTex = fbo->GetColorBuffer(colorBufferIdx)->GetTexture();
|
---|
| 806 | GLuint normalsTex = fbo->GetColorBuffer(1)->GetTexture();
|
---|
| 807 | #else
|
---|
[3003] | 808 | GLuint colorsTex = mDownSampleFbo->GetColorBuffer(0)->GetTexture();
|
---|
[3009] | 809 | GLuint normalsTex = mDownSampleFbo->GetColorBuffer(1)->GetTexture();
|
---|
[3016] | 810 | #endif
|
---|
[2869] | 811 |
|
---|
[3006] | 812 | glPushAttrib(GL_VIEWPORT_BIT);
|
---|
[3019] | 813 | glViewport(0, 0, mIllumFbo->GetWidth(), mIllumFbo->GetHeight());
|
---|
[2869] | 814 |
|
---|
[2873] | 815 | // read the second buffer, write to the first buffer
|
---|
[3019] | 816 | mIllumFbo->Bind();
|
---|
[2873] | 817 |
|
---|
[3019] | 818 | glDrawBuffers(2, mrt + mIllumFboIndex);
|
---|
[2873] | 819 |
|
---|
[3019] | 820 | GLuint oldSsaoTex = mIllumFbo->GetColorBuffer(2 - mIllumFboIndex)->GetTexture();
|
---|
| 821 | GLuint oldIllumTex = mIllumFbo->GetColorBuffer(2 - mIllumFboIndex + 1)->GetTexture();
|
---|
[2869] | 822 |
|
---|
[3160] | 823 | int i = 0;
|
---|
[2869] | 824 |
|
---|
[3160] | 825 | sCgGiProgram->SetTexture(i ++, colorsTex);
|
---|
| 826 | sCgGiProgram->SetTexture(i ++, normalsTex);
|
---|
| 827 | sCgGiProgram->SetTexture(i ++, noiseTex2D);
|
---|
| 828 | sCgGiProgram->SetTexture(i ++, oldSsaoTex);
|
---|
| 829 | sCgGiProgram->SetTexture(i ++, oldIllumTex);
|
---|
| 830 |
|
---|
| 831 | sCgGiProgram->SetValue1f(i ++,
|
---|
[3026] | 832 | (mUseTemporalCoherence && !mRegenerateSamples) ? tempCohFactor : 0);
|
---|
[2869] | 833 |
|
---|
[2895] | 834 | if (mUseTemporalCoherence || mRegenerateSamples)
|
---|
[2875] | 835 | {
|
---|
[2895] | 836 | mRegenerateSamples = false;
|
---|
[2873] | 837 |
|
---|
[2875] | 838 | // q: should we generate new samples or only rotate the old ones?
|
---|
| 839 | // in the first case, the sample patterns look nicer, but the kernel
|
---|
| 840 | // needs longer to converge
|
---|
[2895] | 841 | GenerateSamples(mSamplingMethod);
|
---|
[2903] | 842 |
|
---|
[3160] | 843 | sCgGiProgram->SetArray2f(i ++, (float *)samples2, NUM_SAMPLES);
|
---|
[2875] | 844 | }
|
---|
| 845 |
|
---|
[3085] | 846 | Vector3 bl = mCornersView[0];
|
---|
| 847 | Vector3 br = mCornersView[1];
|
---|
| 848 | Vector3 tl = mCornersView[2];
|
---|
| 849 | Vector3 tr = mCornersView[3];
|
---|
[2895] | 850 |
|
---|
[3160] | 851 | sCgGiProgram->SetValue3f(i ++, bl.x, bl.y, bl.z);
|
---|
| 852 | sCgGiProgram->SetValue3f(i ++, br.x, br.y, br.z);
|
---|
| 853 | sCgGiProgram->SetValue3f(i ++, tl.x, tl.y, tl.z);
|
---|
| 854 | sCgGiProgram->SetValue3f(i ++, tr.x, tr.y, tr.z);
|
---|
[2873] | 855 |
|
---|
[3160] | 856 | sCgGiProgram->SetMatrix(i ++, mOldProjViewMatrix);
|
---|
| 857 | sCgGiProgram->SetMatrix(i ++, mProjViewMatrix);
|
---|
[3035] | 858 |
|
---|
| 859 |
|
---|
[3026] | 860 | DrawQuad(sCgGiProgram);
|
---|
[2990] | 861 |
|
---|
[3006] | 862 | glPopAttrib();
|
---|
| 863 |
|
---|
[2873] | 864 | PrintGLerror("globillum first pass");
|
---|
[2869] | 865 | }
|
---|
| 866 |
|
---|
| 867 |
|
---|
[2896] | 868 | void DeferredRenderer::CombineIllum(FrameBufferObject *fbo)
|
---|
[2880] | 869 | {
|
---|
[2973] | 870 | GLuint colorsTex = fbo->GetColorBuffer(colorBufferIdx)->GetTexture();
|
---|
[2884] | 871 |
|
---|
[3019] | 872 | GLuint ssaoTex = mIllumFbo->GetColorBuffer(mIllumFboIndex)->GetTexture();
|
---|
| 873 | GLuint illumTex = mIllumFbo->GetColorBuffer(mIllumFboIndex + 1)->GetTexture();
|
---|
[2880] | 874 |
|
---|
[3132] | 875 | FlipFbos(fbo);
|
---|
[2891] | 876 |
|
---|
[3036] | 877 | sCgCombineIllumProgram->SetTexture(0, colorsTex);
|
---|
| 878 | sCgCombineIllumProgram->SetTexture(1, ssaoTex);
|
---|
| 879 | sCgCombineIllumProgram->SetTexture(2, illumTex);
|
---|
[2880] | 880 |
|
---|
[3026] | 881 | DrawQuad(sCgCombineIllumProgram);
|
---|
[2880] | 882 |
|
---|
| 883 | PrintGLerror("combine");
|
---|
| 884 | }
|
---|
| 885 |
|
---|
| 886 |
|
---|
[2896] | 887 | void DeferredRenderer::CombineSsao(FrameBufferObject *fbo)
|
---|
[2880] | 888 | {
|
---|
[2973] | 889 | GLuint colorsTex = fbo->GetColorBuffer(colorBufferIdx)->GetTexture();
|
---|
[3103] | 890 | GLuint normalsTex = fbo->GetColorBuffer(1)->GetTexture();
|
---|
[3144] | 891 | GLuint ssaoTex = mIllumFbo->GetColorBuffer(mIllumFboIndex)->GetTexture();
|
---|
[3132] | 892 |
|
---|
| 893 | FlipFbos(fbo);
|
---|
[2880] | 894 |
|
---|
[3104] | 895 | int i = 0;
|
---|
[3148] | 896 |
|
---|
[3104] | 897 | sCgCombineSsaoProgram->SetTexture(i ++, colorsTex);
|
---|
[3120] | 898 | sCgCombineSsaoProgram->SetTexture(i ++, normalsTex);
|
---|
[3104] | 899 | sCgCombineSsaoProgram->SetTexture(i ++, ssaoTex);
|
---|
[3017] | 900 |
|
---|
[3167] | 901 | sCgCombineSsaoProgram->SetArray2f(i ++, (float *)ssaoFilterOffsets, NUM_SSAO_FILTER_SAMPLES);
|
---|
| 902 | sCgCombineSsaoProgram->SetArray1f(i ++, (float *)ssaoFilterWeights, NUM_SSAO_FILTER_SAMPLES);
|
---|
[2880] | 903 |
|
---|
[3160] | 904 | sCgCombineSsaoProgram->SetMatrix(i++, mProjViewMatrix);
|
---|
[3134] | 905 |
|
---|
[3163] | 906 | for (int j = 0; j < 4; ++ j, ++ i)
|
---|
| 907 | sCgCombineSsaoProgram->SetValue3f(i, mCornersView[j].x, mCornersView[j].y, mCornersView[j].z);
|
---|
[3134] | 908 |
|
---|
[3026] | 909 | DrawQuad(sCgCombineSsaoProgram);
|
---|
[2974] | 910 |
|
---|
[2880] | 911 | PrintGLerror("combine ssao");
|
---|
| 912 | }
|
---|
| 913 |
|
---|
| 914 |
|
---|
[2952] | 915 | void DeferredRenderer::FirstPassShadow(FrameBufferObject *fbo,
|
---|
| 916 | DirectionalLight *light,
|
---|
| 917 | ShadowMap *shadowMap)
|
---|
[2895] | 918 | {
|
---|
[2973] | 919 | GLuint colorsTex = fbo->GetColorBuffer(colorBufferIdx)->GetTexture();
|
---|
[3009] | 920 | GLuint normalsTex = fbo->GetColorBuffer(1)->GetTexture();
|
---|
[2973] | 921 |
|
---|
[2928] | 922 | GLuint shadowTex = shadowMap->GetDepthTexture();
|
---|
[2895] | 923 |
|
---|
| 924 | Matrix4x4 shadowMatrix;
|
---|
| 925 | shadowMap->GetTextureMatrix(shadowMatrix);
|
---|
| 926 |
|
---|
| 927 |
|
---|
[3132] | 928 | FlipFbos(fbo);
|
---|
| 929 |
|
---|
[3035] | 930 | sCgDeferredShadowProgram->SetTexture(0, colorsTex);
|
---|
| 931 | sCgDeferredShadowProgram->SetTexture(1, normalsTex);
|
---|
| 932 | sCgDeferredShadowProgram->SetTexture(2, shadowTex);
|
---|
[3129] | 933 | sCgDeferredShadowProgram->SetTexture(3, noiseTex2D);
|
---|
[3035] | 934 | sCgDeferredShadowProgram->SetMatrix(4, shadowMatrix);
|
---|
| 935 | sCgDeferredShadowProgram->SetValue1f(5, 2.0f / shadowMap->GetSize());
|
---|
[3027] | 936 |
|
---|
[3026] | 937 | const Vector3 lightDir = -light->GetDirection();
|
---|
[3035] | 938 | sCgDeferredShadowProgram->SetValue3f(6, lightDir.x, lightDir.y, lightDir.z);
|
---|
[3085] | 939 | sCgDeferredShadowProgram->SetValue3f(7, mEyePos.x, mEyePos.y, mEyePos.z);
|
---|
[2952] | 940 |
|
---|
[3026] | 941 | DrawQuad(sCgDeferredShadowProgram);
|
---|
[2895] | 942 |
|
---|
| 943 | PrintGLerror("deferred shading + shadows");
|
---|
| 944 | }
|
---|
| 945 |
|
---|
| 946 |
|
---|
[2896] | 947 | void DeferredRenderer::SetSamplingMethod(SAMPLING_METHOD s)
|
---|
[2895] | 948 | {
|
---|
| 949 | if (s != mSamplingMethod)
|
---|
| 950 | {
|
---|
| 951 | mSamplingMethod = s;
|
---|
| 952 | mRegenerateSamples = true;
|
---|
| 953 | }
|
---|
| 954 | }
|
---|
| 955 |
|
---|
[2897] | 956 |
|
---|
| 957 | void DeferredRenderer::SetShadingMethod(SHADING_METHOD s)
|
---|
| 958 | {
|
---|
| 959 | if (s != mShadingMethod)
|
---|
| 960 | {
|
---|
| 961 | mShadingMethod = s;
|
---|
| 962 | mRegenerateSamples = true;
|
---|
| 963 | }
|
---|
| 964 | }
|
---|
| 965 |
|
---|
[2965] | 966 |
|
---|
[2973] | 967 | void DeferredRenderer::ComputeToneParameters(FrameBufferObject *fbo,
|
---|
| 968 | DirectionalLight *light,
|
---|
| 969 | float &imageKey,
|
---|
| 970 | float &whiteLum,
|
---|
| 971 | float &middleGrey)
|
---|
[2972] | 972 | {
|
---|
[2975] | 973 | // hack: estimate value where sky burns out
|
---|
[3010] | 974 | whiteLum = log(WHITE_LUMINANCE);
|
---|
[2973] | 975 |
|
---|
[2975] | 976 | ////////////////////
|
---|
| 977 | //-- linear interpolate brightness key depending on the current sun position
|
---|
[2973] | 978 |
|
---|
| 979 | const float minKey = 0.09f;
|
---|
[3020] | 980 | const float maxKey = 0.36f;
|
---|
[2973] | 981 |
|
---|
| 982 | const float lightIntensity = DotProd(-light->GetDirection(), Vector3::UNIT_Z());
|
---|
| 983 | middleGrey = lightIntensity * maxKey + (1.0f - lightIntensity) * minKey;
|
---|
[2991] | 984 |
|
---|
[2993] | 985 |
|
---|
[2991] | 986 | //////////
|
---|
| 987 | //-- compute avg loglum
|
---|
| 988 |
|
---|
| 989 | ColorBufferObject *colorBuffer = fbo->GetColorBuffer(colorBufferIdx);
|
---|
[2992] | 990 | GLuint colorsTex = colorBuffer->GetTexture();
|
---|
[2991] | 991 |
|
---|
[3132] | 992 | FlipFbos(fbo);
|
---|
[2991] | 993 |
|
---|
[3035] | 994 | sCgLogLumProgram->SetTexture(0, colorsTex);
|
---|
[3026] | 995 | DrawQuad(sCgLogLumProgram);
|
---|
[2991] | 996 |
|
---|
| 997 | PrintGLerror("ToneMapParams");
|
---|
| 998 |
|
---|
| 999 |
|
---|
| 1000 | ///////////////////
|
---|
| 1001 | //-- compute avg loglum in scene using mipmapping
|
---|
| 1002 |
|
---|
[3008] | 1003 | glBindTexture(GL_TEXTURE_2D, fbo->GetColorBuffer(colorBufferIdx)->GetTexture());
|
---|
| 1004 | glGenerateMipmapEXT(GL_TEXTURE_2D);
|
---|
[2972] | 1005 | }
|
---|
| 1006 |
|
---|
| 1007 |
|
---|
[3003] | 1008 | static void ExportData(float *data, int w, int h)
|
---|
| 1009 | {
|
---|
| 1010 | startil();
|
---|
| 1011 |
|
---|
| 1012 | cout << "w: " << w << " h: " << h << endl;
|
---|
| 1013 | ILstring filename = ILstring("downsample2.jpg");
|
---|
| 1014 | ilRegisterType(IL_FLOAT);
|
---|
| 1015 |
|
---|
| 1016 | const int depth = 1;
|
---|
| 1017 | const int bpp = 4;
|
---|
| 1018 |
|
---|
| 1019 | if (!ilTexImage(w, h, depth, bpp, IL_RGBA, IL_FLOAT, data))
|
---|
| 1020 | {
|
---|
| 1021 | cerr << "IL error " << ilGetError() << endl;
|
---|
| 1022 | stopil();
|
---|
| 1023 | return;
|
---|
| 1024 | }
|
---|
| 1025 |
|
---|
| 1026 | if (!ilSaveImage(filename))
|
---|
| 1027 | {
|
---|
| 1028 | cerr << "TGA write error " << ilGetError() << endl;
|
---|
| 1029 | }
|
---|
| 1030 |
|
---|
| 1031 | stopil();
|
---|
| 1032 | }
|
---|
| 1033 |
|
---|
| 1034 |
|
---|
[3155] | 1035 | void DeferredRenderer::PrepareSsao(FrameBufferObject *fbo)
|
---|
| 1036 | {
|
---|
[3167] | 1037 | GLuint colorsTex, normalsTex, diffVals, oldTex;
|
---|
[3155] | 1038 |
|
---|
| 1039 | colorsTex = fbo->GetColorBuffer(colorBufferIdx)->GetTexture();
|
---|
[3167] | 1040 | normalsTex = fbo->GetColorBuffer(1)->GetTexture();
|
---|
[3155] | 1041 | diffVals = fbo->GetColorBuffer(2)->GetTexture();
|
---|
| 1042 | //diffVals = mDownSampleFbo->GetColorBuffer(2)->GetTexture();
|
---|
| 1043 |
|
---|
| 1044 | // flip flop between illumination buffers
|
---|
| 1045 | oldTex = mIllumFbo->GetColorBuffer(2 - mIllumFboIndex)->GetTexture();
|
---|
| 1046 |
|
---|
| 1047 | int i = 0;
|
---|
| 1048 |
|
---|
| 1049 | sCgPrepareSsaoProgram->SetTexture(i ++, colorsTex);
|
---|
[3167] | 1050 | sCgPrepareSsaoProgram->SetTexture(i ++, normalsTex);
|
---|
| 1051 | sCgPrepareSsaoProgram->SetTexture(i ++, diffVals);
|
---|
[3155] | 1052 | sCgPrepareSsaoProgram->SetTexture(i ++, oldTex);
|
---|
| 1053 |
|
---|
| 1054 | Vector3 de;
|
---|
| 1055 | de.x = mOldEyePos.x - mEyePos.x;
|
---|
| 1056 | de.y = mOldEyePos.y - mEyePos.y;
|
---|
| 1057 | de.z = mOldEyePos.z - mEyePos.z;
|
---|
| 1058 |
|
---|
| 1059 | sCgPrepareSsaoProgram->SetValue3f(i ++, de.x, de.y, de.z);
|
---|
| 1060 |
|
---|
[3156] | 1061 | sCgPrepareSsaoProgram->SetMatrix(i ++, mProjViewMatrix);
|
---|
| 1062 | sCgPrepareSsaoProgram->SetMatrix(i ++, mOldProjViewMatrix);
|
---|
| 1063 |
|
---|
| 1064 | for (int j = 0; j < 4; ++ j, ++ i)
|
---|
| 1065 | sCgPrepareSsaoProgram->SetValue3f(i, mOldCornersView[j].x, mOldCornersView[j].y, mOldCornersView[j].z);
|
---|
| 1066 |
|
---|
[3155] | 1067 | glPushAttrib(GL_VIEWPORT_BIT);
|
---|
| 1068 | glViewport(0, 0, mDownSampleFbo->GetWidth(), mDownSampleFbo->GetHeight());
|
---|
| 1069 |
|
---|
| 1070 | mDownSampleFbo->Bind();
|
---|
| 1071 |
|
---|
[3167] | 1072 | glDrawBuffers(3, mrt + 0);
|
---|
[3155] | 1073 |
|
---|
| 1074 | DrawQuad(sCgPrepareSsaoProgram);
|
---|
| 1075 |
|
---|
| 1076 | glPopAttrib();
|
---|
| 1077 | PrintGLerror("prepareSsao");
|
---|
| 1078 | }
|
---|
| 1079 |
|
---|
| 1080 |
|
---|
| 1081 |
|
---|
[3103] | 1082 | void DeferredRenderer::DownSample(FrameBufferObject *fbo,
|
---|
| 1083 | int bufferIdx,
|
---|
[3006] | 1084 | FrameBufferObject *downSampleFbo,
|
---|
[3137] | 1085 | int downSampleBufferIdx,
|
---|
| 1086 | ShaderProgram *program)
|
---|
[2972] | 1087 | {
|
---|
[3137] | 1088 | ColorBufferObject *buffer = fbo->GetColorBuffer(bufferIdx);
|
---|
| 1089 | GLuint tex = buffer->GetTexture();
|
---|
[3006] | 1090 |
|
---|
| 1091 | glPushAttrib(GL_VIEWPORT_BIT);
|
---|
| 1092 | glViewport(0, 0, downSampleFbo->GetWidth(), downSampleFbo->GetHeight());
|
---|
[2972] | 1093 |
|
---|
[3137] | 1094 | downSampleFbo->Bind();
|
---|
[2994] | 1095 |
|
---|
[3137] | 1096 | program->SetTexture(0, tex);
|
---|
[3006] | 1097 | glDrawBuffers(1, mrt + downSampleBufferIdx);
|
---|
[2994] | 1098 |
|
---|
[3137] | 1099 | DrawQuad(program);
|
---|
[3005] | 1100 |
|
---|
[3006] | 1101 | glPopAttrib();
|
---|
[3005] | 1102 | PrintGLerror("downsample");
|
---|
[2972] | 1103 | }
|
---|
| 1104 |
|
---|
| 1105 |
|
---|
[2973] | 1106 | void DeferredRenderer::ToneMap(FrameBufferObject *fbo,
|
---|
| 1107 | float imageKey,
|
---|
| 1108 | float whiteLum,
|
---|
| 1109 | float middleGrey)
|
---|
[2972] | 1110 | {
|
---|
| 1111 | ColorBufferObject *colorBuffer = fbo->GetColorBuffer(colorBufferIdx);
|
---|
[2994] | 1112 | GLuint colorsTex = colorBuffer->GetTexture();
|
---|
[3132] | 1113 | //FrameBufferObject::Release();
|
---|
[2972] | 1114 |
|
---|
[3132] | 1115 | FlipFbos(fbo);
|
---|
[3007] | 1116 |
|
---|
[3035] | 1117 | sCgToneProgram->SetTexture(0, colorsTex);
|
---|
| 1118 | sCgToneProgram->SetValue1f(1, imageKey);
|
---|
| 1119 | sCgToneProgram->SetValue1f(2, whiteLum);
|
---|
| 1120 | sCgToneProgram->SetValue1f(3, middleGrey);
|
---|
[3007] | 1121 |
|
---|
[3026] | 1122 | DrawQuad(sCgToneProgram);
|
---|
[2972] | 1123 |
|
---|
[2973] | 1124 | PrintGLerror("ToneMap");
|
---|
[2972] | 1125 | }
|
---|
| 1126 |
|
---|
| 1127 |
|
---|
[3132] | 1128 | void DeferredRenderer::Output(FrameBufferObject *fbo)
|
---|
| 1129 | {
|
---|
| 1130 | glPushAttrib(GL_VIEWPORT_BIT);
|
---|
| 1131 | glViewport(0, 0, fbo->GetWidth(), fbo->GetHeight());
|
---|
| 1132 |
|
---|
| 1133 | ColorBufferObject *colorBuffer = fbo->GetColorBuffer(colorBufferIdx);
|
---|
| 1134 | GLuint colorsTex = colorBuffer->GetTexture();
|
---|
| 1135 |
|
---|
| 1136 | sCgDownSampleProgram->SetTexture(0, colorsTex);
|
---|
| 1137 |
|
---|
| 1138 | FrameBufferObject::Release();
|
---|
| 1139 | DrawQuad(sCgDownSampleProgram);
|
---|
| 1140 |
|
---|
[3134] | 1141 | PrintGLerror("output");
|
---|
[3132] | 1142 | }
|
---|
| 1143 |
|
---|
| 1144 |
|
---|
[3085] | 1145 | void DeferredRenderer::InitFrame()
|
---|
| 1146 | {
|
---|
[3095] | 1147 | for (int i = 0; i < 4; ++ i)
|
---|
| 1148 | mOldCornersView[i] = mCornersView[i];
|
---|
| 1149 |
|
---|
[3085] | 1150 | mOldProjViewMatrix = mProjViewMatrix;
|
---|
[3095] | 1151 | mOldEyePos = mEyePos;
|
---|
[3106] | 1152 | mEyePos = mCamera->GetPosition();
|
---|
[3081] | 1153 |
|
---|
[3104] | 1154 | // hack: temporarily change far to improve precision
|
---|
| 1155 | const float oldFar = mCamera->GetFar();
|
---|
[3106] | 1156 | const float oldNear = mCamera->GetNear();
|
---|
[3132] | 1157 |
|
---|
[3104] | 1158 |
|
---|
[3106] | 1159 | Matrix4x4 matViewing, matProjection;
|
---|
[3104] | 1160 |
|
---|
[3106] | 1161 |
|
---|
| 1162 | ///////////////////
|
---|
| 1163 |
|
---|
| 1164 |
|
---|
[3093] | 1165 | mCamera->GetViewOrientationMatrix(matViewing);
|
---|
[3085] | 1166 | mCamera->GetProjectionMatrix(matProjection);
|
---|
| 1167 |
|
---|
| 1168 | mProjViewMatrix = matViewing * matProjection;
|
---|
[3095] | 1169 | ComputeViewVectors(mCamera, mCornersView[0], mCornersView[1], mCornersView[2], mCornersView[3]);
|
---|
[3106] | 1170 |
|
---|
[3085] | 1171 |
|
---|
[3095] | 1172 | // switch roles of old and new fbo
|
---|
| 1173 | // the algorihm uses two input fbos, where the one
|
---|
| 1174 | // contais the color buffer from the last frame,
|
---|
| 1175 | // the other one will be written
|
---|
[3085] | 1176 |
|
---|
[3095] | 1177 | mIllumFboIndex = 2 - mIllumFboIndex;
|
---|
| 1178 |
|
---|
| 1179 | // enable fragment shading
|
---|
| 1180 | ShaderManager::GetSingleton()->EnableFragmentProfile();
|
---|
| 1181 |
|
---|
| 1182 | glDisable(GL_ALPHA_TEST);
|
---|
| 1183 | glDisable(GL_TEXTURE_2D);
|
---|
| 1184 | glDisable(GL_LIGHTING);
|
---|
| 1185 | glDisable(GL_BLEND);
|
---|
| 1186 | glDisable(GL_DEPTH_TEST);
|
---|
| 1187 |
|
---|
| 1188 | glPolygonMode(GL_FRONT, GL_FILL);
|
---|
| 1189 |
|
---|
| 1190 | glMatrixMode(GL_PROJECTION);
|
---|
| 1191 | glPushMatrix();
|
---|
| 1192 | glLoadIdentity();
|
---|
| 1193 |
|
---|
| 1194 | gluOrtho2D(0, 1, 0, 1);
|
---|
| 1195 |
|
---|
| 1196 |
|
---|
| 1197 | glMatrixMode(GL_MODELVIEW);
|
---|
| 1198 | glPushMatrix();
|
---|
| 1199 | glLoadIdentity();
|
---|
| 1200 |
|
---|
| 1201 |
|
---|
| 1202 | glPushAttrib(GL_VIEWPORT_BIT);
|
---|
| 1203 | glViewport(0, 0, mWidth, mHeight);
|
---|
[3128] | 1204 |
|
---|
| 1205 | // revert to old far and near plane
|
---|
[3104] | 1206 | mCamera->SetFar(oldFar);
|
---|
[3106] | 1207 | mCamera->SetNear(oldNear);
|
---|
[3085] | 1208 | }
|
---|
| 1209 |
|
---|
| 1210 |
|
---|
[2858] | 1211 | } // namespace
|
---|