source: GTP/trunk/App/Demos/Vis/FriendlyCulling/src/DeferredRenderer.cpp @ 3287

Revision 3287, 39.5 KB checked in by mattausch, 15 years ago (diff)

worked on videos - still problems with strange white pixels

RevLine 
[2896]1#include "DeferredRenderer.h"
[2859]2#include "FrameBufferObject.h"
3#include "RenderState.h"
4#include "SampleGenerator.h"
[2860]5#include "Vector3.h"
6#include "Camera.h"
[2884]7#include "shaderenv.h"
[2886]8#include "Halton.h"
[2895]9#include "ShadowMapping.h"
[2952]10#include "Light.h"
[3057]11#include "ShaderManager.h"
[3213]12#include "Texture.h"
13
[3198]14#include <math.h>
[2858]15
[3003]16#include <IL/il.h>
17#include <assert.h>
[2859]18
[3003]19
[3021]20#ifdef _CRT_SET
21        #define _CRTDBG_MAP_ALLOC
22        #include <stdlib.h>
23        #include <crtdbg.h>
24
25        // redefine new operator
26        #define DEBUG_NEW new(_NORMAL_BLOCK, __FILE__, __LINE__)
27        #define new DEBUG_NEW
28#endif
29
30
[2858]31using namespace std;
32
33
[3003]34static void startil()
35{
36        ilInit();
37        assert(ilGetError() == IL_NO_ERROR);
38}
39
40
41static void stopil()
42{
43        ilShutDown();
44        assert(ilGetError() == IL_NO_ERROR);
45}
46
[3198]47
[2858]48namespace CHCDemoEngine
49{
50
[3026]51static ShaderProgram *sCgSsaoProgram = NULL;
52static ShaderProgram *sCgGiProgram = NULL;
[2873]53
[3026]54static ShaderProgram *sCgDeferredProgram = NULL;
55static ShaderProgram *sCgAntiAliasingProgram = NULL;
56static ShaderProgram *sCgDeferredShadowProgram = NULL;
[2859]57
[3026]58static ShaderProgram *sCgCombineSsaoProgram = NULL;
59static ShaderProgram *sCgCombineIllumProgram = NULL;
60static ShaderProgram *sCgLogLumProgram = NULL;
61static ShaderProgram *sCgToneProgram = NULL;
62static ShaderProgram *sCgDownSampleProgram = NULL;
[3137]63static ShaderProgram *sCgScaleDepthProgram = NULL;
[3155]64static ShaderProgram *sCgPrepareSsaoProgram = NULL;
[3213]65static ShaderProgram *sCgLenseFlareProgram = NULL;
[2869]66
[3232]67static ShaderProgram *sCgDOFProgram = NULL;
[2992]68
[3232]69
[3129]70static GLuint noiseTex2D = 0;
71static GLuint noiseTex1D = 0;
[2865]72
[3128]73
[2859]74// ssao random spherical samples
[3246]75static Sample2 samples2[NUM_SAMPLES];
76//#define NUM_PRECOMPUTED_SAMPLES 240
77//static Sample2 samples2[NUM_PRECOMPUTED_SAMPLES];
[3232]78// pcf samples
[3103]79static Sample2 pcfSamples[NUM_PCF_TABS];
[3232]80// dof samples
81static Sample2 dofSamples[NUM_DOF_TABS];
[2966]82
[3026]83
[3167]84static float ssaoFilterOffsets[NUM_SSAO_FILTER_SAMPLES * 2];
85static float ssaoFilterWeights[NUM_SSAO_FILTER_SAMPLES];
[3103]86
[3214]87static Texture *sHaloTex[5];
[3103]88
[3118]89int DeferredRenderer::colorBufferIdx = 0;
[2859]90
[2992]91
[3212]92
93
[3085]94/** Helper method that computes the view vectors in the corners of the current view frustum.
95*/
96static void ComputeViewVectors(PerspectiveCamera *cam, Vector3 &bl, Vector3 &br, Vector3 &tl, Vector3 &tr)
97{
98        Vector3 ftl, ftr, fbl, fbr, ntl, ntr, nbl, nbr;
99        cam->ComputePoints(ftl, ftr, fbl, fbr, ntl, ntr, nbl, nbr);
100
101        bl = Normalize(nbl - fbl);
102        br = Normalize(nbr - fbr);
103        tl = Normalize(ntl - ftl);
104        tr = Normalize(ntr - ftr);
105}
106
107
[3025]108static float GaussianDistribution(float x, float y, float rho)
109{
[3110]110        float g = 1.0f / sqrtf(2.0f * M_PI * rho * rho);
[3133]111    g *= expf( -(x * x + y * y) / (2.0f * rho * rho));
[3025]112
113    return g;
114}
115
116
[2859]117static void PrintGLerror(char *msg)
118{
119        GLenum errCode;
120        const GLubyte *errStr;
121       
122        if ((errCode = glGetError()) != GL_NO_ERROR)
123        {
124                errStr = gluErrorString(errCode);
125                fprintf(stderr,"OpenGL ERROR: %s: %s\n", errStr, msg);
126        }
127}
128
129
[3206]130static Sample2 UnitTest(float x, float y, int wi, int he)
[3198]131{
132        Sample2 s;
133
134        s.x = float(floor(x * (float)wi - 0.5f) + 1.0f) / (float)wi;
135        s.y = float(floor(y * (float)he - 0.5f) + 1.0f) / (float)he;
136
137        return s;
138}
139
140
[3134]141static void ComputeSampleOffsets(float *sampleOffsets,
142                                                                 int imageW, int imageH,
143                                                                 float width,
144                                                                 int samples)
145{
146        const float xoffs = width / (float)imageW;
147        const float yoffs = width / (float)imageH;
[3017]148       
[3134]149        const int numSamples = (int)sqrt((float)samples);
150        const int startSamples = -numSamples / 2;
151        const int endSamples = numSamples + startSamples - 1;
152        //cout << startSamples << " " << endSamples << endl;
[2976]153
[3134]154        int idx = 0;
[3017]155
[3134]156        for (int x = startSamples; x <= endSamples; ++ x)
[3017]157        {
[3134]158                for (int y = startSamples; y <= endSamples; ++ y)
[3017]159                {
[3134]160                        sampleOffsets[idx + 0] = (float)x * xoffs;
161                        sampleOffsets[idx + 1] = (float)y * yoffs;
[3017]162                        idx += 2;
163                }
164        }
165}
166
[3026]167
[3132]168void DeferredRenderer::FlipFbos(FrameBufferObject *fbo)
169{
170        fbo->Bind();
171        colorBufferIdx = 3 - colorBufferIdx;
172        glDrawBuffers(1, mrt + colorBufferIdx);
173}
174
175
[3026]176void DeferredRenderer::DrawQuad(ShaderProgram *p)
177{
[3132]178        if (p) p->Bind();
[3026]179
[3089]180        // interpolate the view vector
[3085]181        Vector3 bl = mCornersView[0];
182        Vector3 br = mCornersView[1];
183        Vector3 tl = mCornersView[2];
184        Vector3 tr = mCornersView[3];
185
[3026]186        // note: slightly larger texture could hide ambient occlusion error on border but costs resolution
187        glBegin(GL_QUADS);
188
[3093]189        glTexCoord2f(0, 0); glMultiTexCoord3fARB(GL_TEXTURE1_ARB, bl.x, bl.y, bl.z); glVertex2f( .0f,  .0f);
190        glTexCoord2f(1, 0); glMultiTexCoord3fARB(GL_TEXTURE1_ARB, br.x, br.y, br.z); glVertex2f(1.0f,  .0f);
191        glTexCoord2f(1, 1); glMultiTexCoord3fARB(GL_TEXTURE1_ARB, tr.x, tr.y, tr.z); glVertex2f(1.0f, 1.0f);
192        glTexCoord2f(0, 1); glMultiTexCoord3fARB(GL_TEXTURE1_ARB, tl.x, tl.y, tl.z); glVertex2f( .0f, 1.0f);
[3026]193
194        glEnd();
195}
196
197
[2859]198/** Generate poisson disc distributed sample points on the unit disc
199*/
[2887]200static void GenerateSamples(int sampling)
[2859]201{
[2887]202        switch (sampling)
203        {
[2930]204        case DeferredRenderer::SAMPLING_POISSON:
[2887]205                {
[3227]206                        static PoissonDiscSampleGenerator2D poisson(NUM_SAMPLES, 1.0f);
[2900]207                        poisson.Generate((float *)samples2);
[2887]208                }
209                break;
[2930]210        case DeferredRenderer::SAMPLING_QUADRATIC:
[2887]211                {
[3246]212                        //static QuadraticDiscSampleGenerator2D g(NUM_PRECOMPUTED_SAMPLES, 1.0f);
213                        static QuadraticDiscSampleGenerator2D g(NUM_SAMPLES, 1.0f);
[2930]214                        g.Generate((float *)samples2);
[2887]215                }
216                break;
[2930]217        default: // SAMPLING_DEFAULT
[3026]218                {
[3227]219                        static RandomSampleGenerator2D g(NUM_SAMPLES, 1.0f);
[3026]220                        g.Generate((float *)samples2);
221                }
[2903]222        }
[2859]223}
224
225
[2879]226static void CreateNoiseTex2D(int w, int h)
227{
228        //GLubyte *randomNormals = new GLubyte[mWidth * mHeight * 3];
[3227]229        Vector3 *randomNormals = new Vector3[w * h];
[2879]230
[3227]231        for (int i = 0; i < w * h; ++ i)
[2879]232        {
[2903]233                // create random samples on a circle
[3227]234                const float r = RandomValue(0, 1);
[2903]235
[3227]236                const float theta = 2.0f * acos(sqrt(1.0f - r));
237                //randomNormals[i] = Vector3(cos(theta), sin(theta), 0);
238                randomNormals[i] = Vector3(RandomValue(-M_PI, M_PI), 0, 0);
239                //Normalize(randomNormals[i]);
[2879]240        }
241
[3227]242
[2879]243        glEnable(GL_TEXTURE_2D);
[3129]244        glGenTextures(1, &noiseTex2D);
245        glBindTexture(GL_TEXTURE_2D, noiseTex2D);
[2879]246               
[3227]247        //glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_NEAREST);
248        //glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_NEAREST);
249
250        glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_LINEAR);
251        glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_LINEAR);
[2879]252        glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_S, GL_REPEAT);
253        glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_T, GL_REPEAT);
254
[3227]255        glTexImage2D(GL_TEXTURE_2D, 0, GL_RGBA16F_ARB, w, h, 0, GL_RGB, GL_FLOAT, (float *)randomNormals);
[2879]256
257        glBindTexture(GL_TEXTURE_2D, 0);
258        glDisable(GL_TEXTURE_2D);
259
260        delete [] randomNormals;
261
262        cout << "created noise texture" << endl;
263
264        PrintGLerror("noisetexture");
265}
266
267
[3213]268static void PrepareLenseFlare()
269{
[3214]270        string textures[] = {"flare4.tga", "lens2.jpg", "lens3.jpg", "lens4.jpg", "lens1.jpg"};
[3213]271
[3270]272        // todo: delete halo textures
[3214]273        for (int i = 0; i < 5; ++ i)
[3213]274        {
275                sHaloTex[i] = new Texture(model_path + textures[i]);
276
[3214]277                sHaloTex[i]->SetBoundaryModeS(Texture::BORDER);
278                sHaloTex[i]->SetBoundaryModeT(Texture::BORDER);
[3213]279
280                sHaloTex[i]->Create();
281        }
282
283        cout << "prepared lense flare textures" << endl;
284
285        PrintGLerror("prepare lense flare");
286}
287
288
[3216]289DeferredRenderer::DeferredRenderer(int w, int h,
290                                                                   PerspectiveCamera *cam,
291                                                                   bool ssaoUseFullResolution):
[2860]292mWidth(w), mHeight(h),
293mCamera(cam),
[2875]294mUseTemporalCoherence(true),
[2895]295mRegenerateSamples(true),
[2930]296mSamplingMethod(SAMPLING_POISSON),
[2895]297mShadingMethod(DEFAULT),
[3189]298mIllumFboIndex(0),
[3212]299mSortSamples(true),
300mKernelRadius(1e-8f),
[3216]301mSsaoFilterRadius(12.0f),
[3215]302mSampleIntensity(0.2f),
[3219]303mSunVisiblePixels(0),
[3220]304mSavedFrameNumber(-1),
[3235]305mSavedFrameSuffix(""),
[3242]306mMaxDistance(1e6f),
307mTempCohFactor(.0f),
308mUseToneMapping(false),
309mUseAntiAliasing(false),
310mUseDepthOfField(false)
[2861]311{
312        ///////////
313        //-- the flip-flop fbos
[2859]314
[3216]315        int downSampledWidth, downSampledHeight;
316
317        if (ssaoUseFullResolution)
318        {
319                downSampledWidth = w; downSampledHeight = h;
320                cout << "using full resolution ssao" << endl;
321        }
322        else
323        {
324                downSampledWidth = w / 2; downSampledHeight = h / 2;
325                cout << "using half resolution ssao" << endl;
326        }
327
328        mIllumFbo = new FrameBufferObject(downSampledWidth, downSampledHeight, FrameBufferObject::DEPTH_NONE);
[3094]329        //mIllumFbo = new FrameBufferObject(w, h, FrameBufferObject::DEPTH_NONE);
330
[3019]331        mFBOs.push_back(mIllumFbo);
[2891]332
[3019]333        for (int i = 0; i < 4; ++ i)
334        {
[3088]335                mIllumFbo->AddColorBuffer(ColorBufferObject::RGBA_FLOAT_32, ColorBufferObject::WRAP_CLAMP_TO_EDGE, ColorBufferObject::FILTER_LINEAR);
[3117]336                FrameBufferObject::InitBuffer(mIllumFbo, i);
[3019]337        }
[3002]338
[3117]339
340        ///////////////
[3212]341        //-- the downsampled ssao + color bleeding textures:
342        //-- as GI is mostly low frequency, we can use lower resolution toimprove performance
[3117]343
[3222]344        mDownSampleFbo = new FrameBufferObject(downSampledWidth, downSampledHeight, FrameBufferObject::DEPTH_NONE);
[3204]345        // the downsampled color + depth buffer
[3002]346        mDownSampleFbo->AddColorBuffer(ColorBufferObject::RGBA_FLOAT_32, ColorBufferObject::WRAP_CLAMP_TO_EDGE, ColorBufferObject::FILTER_LINEAR);
[3204]347        // downsample buffer for the normal texture
[3212]348        mDownSampleFbo->AddColorBuffer(ColorBufferObject::RGB_FLOAT_16, ColorBufferObject::WRAP_CLAMP_TO_EDGE, ColorBufferObject::FILTER_LINEAR);
[3019]349
[3212]350
[3199]351        for (int i = 0; i < 2; ++ i)
352        {
353                FrameBufferObject::InitBuffer(mDownSampleFbo, i);
354        }
[3117]355
[3019]356        mFBOs.push_back(mDownSampleFbo);
[3038]357
[3084]358        // create noise texture for ssao
[3150]359        // for performance reasons we use a smaller texture and repeat it over the screen
360        CreateNoiseTex2D(mIllumFbo->GetWidth() / 4, mIllumFbo->GetWidth() / 4);
[3227]361        //CreateNoiseTex2D(mIllumFbo->GetWidth(), mIllumFbo->GetWidth());
[3192]362       
[3085]363        mProjViewMatrix = IdentityMatrix();
364        mOldProjViewMatrix = IdentityMatrix();
365
366        for (int i = 0; i < 4; ++ i)
367        {
368                mCornersView[i] = mOldCornersView[i] = Vector3::UNIT_X();
369        }
370
371        mEyePos = mOldEyePos = Vector3::ZERO();
372
[3213]373        PrepareLenseFlare();
374
[3038]375        InitCg();
[2861]376}
377
378
[2896]379DeferredRenderer::~DeferredRenderer()
[2861]380{
[3019]381        CLEAR_CONTAINER(mFBOs);
[3206]382
[3129]383        glDeleteTextures(1, &noiseTex2D);
384        glDeleteTextures(1, &noiseTex1D);
[2861]385}
386
387
[3038]388void DeferredRenderer::InitCg()
[3026]389{       
[3057]390        ShaderManager *sm = ShaderManager::GetSingleton();
[2873]391
[3216]392        sCgDeferredProgram = sm->CreateFragmentProgram("deferred", "main", "DeferredFrag");
393        sCgDeferredShadowProgram = sm->CreateFragmentProgram("deferred", "main_shadow", "DeferredFragShadow");
394        sCgSsaoProgram = sm->CreateFragmentProgram("ssao", "main", "SsaoFrag");
395        sCgGiProgram = sm->CreateFragmentProgram("globillum", "main", "GiFrag");
396        sCgCombineIllumProgram = sm->CreateFragmentProgram("globillum", "combine", "CombineGi");
397        sCgCombineSsaoProgram = sm->CreateFragmentProgram("combineSsao", "CombineSsaoHalfRes", "CombineSsao");
398        sCgAntiAliasingProgram = sm->CreateFragmentProgram("antialiasing", "main", "AntiAliasing");
399        sCgToneProgram = sm->CreateFragmentProgram("tonemap", "ToneMap", "ToneMap");
[3137]400        sCgDownSampleProgram = sm->CreateFragmentProgram("deferred", "Output", "Output");
401        sCgScaleDepthProgram = sm->CreateFragmentProgram("deferred", "ScaleDepth", "ScaleDepth");
[3216]402        sCgLogLumProgram = sm->CreateFragmentProgram("tonemap", "CalcAvgLogLum", "AvgLogLum");
[3155]403        sCgPrepareSsaoProgram = sm->CreateFragmentProgram("deferred", "PrepareSsao", "PrepareSsao");
[3213]404        sCgLenseFlareProgram = sm->CreateFragmentProgram("lenseFlare", "LenseFlare", "LenseFlare");
[3232]405        sCgDOFProgram = sm->CreateFragmentProgram("depthOfField", "DepthOfField", "DepthOfField");
[3038]406
[3034]407
[3104]408        ///////////////////
409        //-- initialize program parameters
[3034]410
[3104]411        string ssaoParams[] =
412                {"colors", "normals", "oldTex", "noiseTex", "temporalCoherence",
[3111]413                 "samples", "bl", "br", "tl", "tr",
414                 "modelViewProj", "oldModelViewProj", "oldEyePos", "oldbl", "oldbr",
[3212]415                 "oldtl", "oldtr", "attribsTex", "kernelRadius", "sampleIntensity"};
416        sCgSsaoProgram->AddParameters(ssaoParams, 0, 20);
[3085]417       
[3104]418        string giParams[] =
419                {"colors", "normals", "noiseTex", "oldSsaoTex", "oldIllumTex",
[3111]420                 "temporalCoherence", "samples", "bl", "br", "tl",
421                 "tr", "oldModelViewProj", "modelViewProj"};
[3232]422
[3104]423        sCgGiProgram->AddParameters(giParams, 0, 13);
[3034]424
[3104]425        string toneParams[] = {"colors", "imageKey", "whiteLum", "middleGrey"};
426        sCgToneProgram->AddParameters(toneParams, 0, 4);
[3034]427
428
[3104]429        ////////////////
430
431        string deferredShadowParams[] =
432                {"colors", "normals", "shadowMap", "noiseTex", "shadowMatrix",
433                 "sampleWidth", "lightDir", "eyePos", "samples", "weights"};
[3035]434       
[3104]435        sCgDeferredShadowProgram->AddParameters(deferredShadowParams, 0, 10);
436       
437        ////////////////
[3034]438
[3104]439        string combineIllumParams[] = {"colorsTex", "ssaoTex", "illumTex"};
440        sCgCombineIllumProgram->AddParameters(combineIllumParams, 0, 3);
[3035]441
[3104]442        ////////////////
[3035]443
[3155]444        string combineSsaoParams[] =
[3216]445                {"colorsTex", "normalsTex", "ssaoTex", "filterOffs", "filterWeights",
446                "ssaoFilterRadius", "modelViewProj", "bl", "br", "tl",
447                "tr", "w", "h"};
[3232]448
[3216]449        sCgCombineSsaoProgram->AddParameters(combineSsaoParams, 0, 13);
[3035]450
[3104]451        //////////////
[3036]452
[3104]453        string deferredParams[] = {"colors", "normals", "lightDir"};
454        sCgDeferredProgram->AddParameters(deferredParams, 0, 3);
455
456        ///////////////////
457
[3136]458        string aaParams[] = {"colors", "normals", "offsets"};
459        sCgAntiAliasingProgram->AddParameters(aaParams, 0, 3);
[3104]460
461        /////////////////////
462
[3137]463        string downSampleParams[] = {"colors"};
464        sCgDownSampleProgram->AddParameters(downSampleParams, 0, 1);
[3104]465
[3137]466        /////////////////////
467
468        string scaleDepthParams[] = {"colors"};
469        sCgScaleDepthProgram->AddParameters(scaleDepthParams, 0, 1);
470
[3104]471        ////////////
472
473        sCgLogLumProgram->AddParameter("colors", 0);
[3128]474
475        ////////////////
476
[3155]477       
478        string prepareSsaoParams[] =
[3199]479                {"colorsTex", "normalsTex", "diffVals", "oldTex",
[3167]480                 "oldEyePos", "modelViewProj", "oldModelViewProj",
481                 "oldbl", "oldbr", "oldtl", "oldtr"};
[3104]482
[3199]483        sCgPrepareSsaoProgram->AddParameters(prepareSsaoParams, 0, 11);
[3155]484
485
486        ////////////////
[3213]487       
488        string lenseFlareParams[] =
489                {"colorsTex", "flareTex1", "flareTex2", "flareTex3", "flareTex4",
[3215]490                 "flareTex5", "vectorToLight", "distanceToLight", "sunVisiblePixels"};
[3213]491
[3215]492        sCgLenseFlareProgram->AddParameters(lenseFlareParams, 0, 9);
[3213]493
[3232]494       
495        ////////////////
496       
[3235]497        string dofParams[] = {"colorsTex", "filterOffs", "sceneRange", "zFocus"};
[3213]498
[3235]499        sCgDOFProgram->AddParameters(dofParams, 0, 4);
[3232]500
501
[3213]502        ////////////////
[3232]503        //-- prepare filter for ssao
[3213]504
[3216]505        PrepareSsaoFilter();
[3213]506
[3155]507
[3144]508        /////////
[3133]509        //-- pcf tabs for shadowing
510
[3026]511        float filterWeights[NUM_PCF_TABS];
[3227]512        PoissonDiscSampleGenerator2D poisson2(NUM_PCF_TABS, 1.0f);
[3103]513        poisson2.Generate((float *)pcfSamples);
[2990]514
[3026]515        for (int i = 0; i < NUM_PCF_TABS; ++ i)
[2880]516        {
[3026]517                filterWeights[i] = GaussianDistribution(pcfSamples[i].x, pcfSamples[i].y, 1.0f);
[2880]518        }
519
[3035]520        sCgDeferredShadowProgram->SetArray2f(8, (float *)pcfSamples, NUM_PCF_TABS);
521        sCgDeferredShadowProgram->SetArray1f(9, (float *)filterWeights, NUM_PCF_TABS);
[2880]522
[3232]523
524        /////////
525        //-- pcf tabs for depth of field
526
527        // todo matt: it is stupid to put num samples and width of kernel into constructor => change this!!!
528        PoissonDiscSampleGenerator2D poisson3(NUM_DOF_TABS, 1.0f);
[3235]529        poisson3.Generate((float *)dofSamples);
[3232]530
[3235]531        for (int i = 0; i < NUM_DOF_TABS; ++ i)
532        {
533                dofSamples[i].x *= 1.0f / mWidth;
534                dofSamples[i].y *= 1.0f / mHeight;
535        }
536
[3232]537        //float dofWeights[NUM_PCF_TABS];
538        //sCgDOFProgram->SetArray1f(2, (float *)dofWeights, NUM_DOF_TABS);
539
[2859]540        PrintGLerror("init");
541}
542
543
[2896]544void DeferredRenderer::Render(FrameBufferObject *fbo,
[2952]545                                                          DirectionalLight *light,
[2991]546                                                          ShadowMap *shadowMap
547                                                          )
[2859]548{
[3085]549        InitFrame();
550
[2944]551        if (shadowMap)
[2952]552                FirstPassShadow(fbo, light, shadowMap);
[2895]553        else
[2952]554                FirstPass(fbo, light);
[2944]555
[3103]556        if (mShadingMethod != 0)
[2880]557        {
[3214]558                PrepareSsao(fbo); // downsample fbo buffers
[3103]559        }
[3006]560
[3213]561        // q: use antialiasing before or after ssao?
[3193]562        //if (useAntiAliasing) AntiAliasing(fbo, light);
[3132]563
[3103]564        switch (mShadingMethod)
565        {
566        case SSAO:
[3242]567                ComputeSsao(fbo, mTempCohFactor);
[2944]568                CombineSsao(fbo);
569                break;
570        case GI:
[3242]571                ComputeGlobIllum(fbo, mTempCohFactor);
[2944]572                CombineIllum(fbo);
573                break;
[3214]574        default:
[2944]575                // do nothing: standard deferred shading
576                break;
577        }
[2884]578
[3242]579        /// depth of field
580        if (mUseDepthOfField)
581        {
582                DepthOfField(fbo);
583        }
[3235]584
[3242]585        if (mUseToneMapping)
[2991]586        {
587                float imageKey, whiteLum, middleGrey;
588
589                ComputeToneParameters(fbo, light, imageKey, whiteLum, middleGrey);
[3007]590                ToneMap(fbo, imageKey, whiteLum, middleGrey);
[2991]591        }
592
[3215]593        /// compute lense flare
594        LenseFlare(fbo, light);
[3213]595
[3219]596        const bool saveFrame = (mSavedFrameNumber != -1);
597        const bool displayAfterAA = !saveFrame;
598
[3175]599        // multisampling is difficult / costly with deferred shading
600        // at least do some edge blurring
[3242]601        if (mUseAntiAliasing) AntiAliasing(fbo, light, displayAfterAA);
[3219]602       
603        /// store the current frame
604        if (saveFrame) SaveFrame(fbo);
[3135]605
[3219]606        // if it hasn't been done yet => just output the latest buffer
[3242]607        if (!mUseAntiAliasing || !displayAfterAA)
[3219]608                Output(fbo);
609
[2867]610        glEnable(GL_LIGHTING);
611        glDisable(GL_TEXTURE_2D);
612
613        glMatrixMode(GL_PROJECTION);
614        glPopMatrix();
615
616        glMatrixMode(GL_MODELVIEW);
617        glPopMatrix();
618
[3089]619        // viewport
[2867]620        glPopAttrib();
621
[3007]622        FrameBufferObject::Release();
[3057]623        ShaderManager::GetSingleton()->DisableFragmentProfile();
[2859]624}
625
626
[3216]627void DeferredRenderer::PrepareSsaoFilter()
628{
629        const float filterWidth = 1.0f;
[3167]630
[3227]631        PoissonDiscSampleGenerator2D poisson(NUM_SSAO_FILTER_SAMPLES, 1.0f);
[3216]632        poisson.Generate((float *)ssaoFilterOffsets);
633
634        const float xoffs = (float)filterWidth / mWidth;
635        const float yoffs = (float)filterWidth / mHeight;
636
637        for (int i = 0; i < NUM_SSAO_FILTER_SAMPLES; ++ i)
638        {
639                float x = ssaoFilterOffsets[2 * i + 0];
640                float y = ssaoFilterOffsets[2 * i + 1];
641
642                ssaoFilterWeights[i] = GaussianDistribution(x, y, 1.0f);
643                //ssaoFilterWeights[i] = 1.0f;
644
645                ssaoFilterOffsets[2 * i + 0] *= xoffs;
646                ssaoFilterOffsets[2 * i + 1] *= yoffs;
647        }
648}
649
650
[3167]651static inline float SqrMag(const Sample2 &s)
652{
653        return (s.x * s.x + s.y * s.y);
654}
655
656
657static inline float SqrDist(const Sample2 &a, const Sample2 &b)
658{
659        float x = a.x - b.x;
660        float y = a.y - b.y;
661       
662        return x * x + y * y;
663}
664
665
666static inline bool lt(const Sample2 &a, const Sample2 &b)
667{
668        return SqrMag(a) < SqrMag(b);
669}
670
671
672void DeferredRenderer::SortSamples()
673{
674        static Sample2 tempSamples[NUM_SAMPLES];
675        static bool checked[NUM_SAMPLES];
676
677        for (int i = 0; i < NUM_SAMPLES; ++ i)
678                checked[i] = false;
679
680        Sample2 currentSample;
681        currentSample.x = 0; currentSample.y = 0;
682        int ns = 0; // the next sample index
683
684        for (int i = 0; i < NUM_SAMPLES; ++ i)
685        {
686                float minLen = 1e20f;
687
688                for (int j = 0; j < NUM_SAMPLES; ++ j)
689                {
690                        if (checked[j]) continue;
691
692                        Sample2 s = samples2[j];
693                        const float len = SqrDist(s, currentSample);
694
695                        if (len < minLen)
696                        {
697                                minLen = len;
698                                ns = j;
699                        }
700                }
701
702                tempSamples[i] = samples2[ns];
703                currentSample = samples2[ns];
704                checked[ns] = true;
705        }
706
707        for (int i = 0; i < NUM_SAMPLES; ++ i)
708                samples2[i] = tempSamples[i];
709}
710
711
[3199]712void DeferredRenderer::ComputeSsao(FrameBufferObject *fbo, float tempCohFactor)
[2859]713{
[3117]714        GLuint colorsTex, normalsTex, attribsTex;
[3015]715
[3133]716        if (0)
[3199]717        {
[3117]718                colorsTex = fbo->GetColorBuffer(colorBufferIdx)->GetTexture();
[3199]719                normalsTex = fbo->GetColorBuffer(1)->GetTexture();
720        }
[3117]721        else
[3199]722        {
723                normalsTex = mDownSampleFbo->GetColorBuffer(1)->GetTexture();
[3117]724                colorsTex = mDownSampleFbo->GetColorBuffer(0)->GetTexture();
[3199]725        }
726
[3198]727        attribsTex = fbo->GetColorBuffer(2)->GetTexture();
[3117]728
[3087]729        // flip flop between illumination buffers
[3019]730        GLuint oldTex = mIllumFbo->GetColorBuffer(2 - mIllumFboIndex)->GetTexture();
[2993]731
[3006]732        glPushAttrib(GL_VIEWPORT_BIT);
[3019]733        glViewport(0, 0, mIllumFbo->GetWidth(), mIllumFbo->GetHeight());
[3006]734
[2861]735        // read the second buffer, write to the first buffer
[3019]736        mIllumFbo->Bind();
737        glDrawBuffers(1, mrt + mIllumFboIndex);
[2868]738
[3095]739        int i = 0;
[3034]740
[3095]741        sCgSsaoProgram->SetTexture(i ++, colorsTex);
742        sCgSsaoProgram->SetTexture(i ++, normalsTex);
743        sCgSsaoProgram->SetTexture(i ++, oldTex);
[3129]744        sCgSsaoProgram->SetTexture(i ++, noiseTex2D);
[3095]745
746        sCgSsaoProgram->SetValue1f(i ++, (mUseTemporalCoherence && !mRegenerateSamples) ? tempCohFactor : 0);
[3035]747       
[3231]748        static int currentPos = 0;
749
[3129]750        if (mUseTemporalCoherence || mRegenerateSamples)
[2875]751        {
[2895]752                mRegenerateSamples = false;
[2859]753
[2875]754                // q: should we generate new samples or only rotate the old ones?
755                // in the first case, the sample patterns look nicer, but the kernel
756                // needs longer to converge
[3246]757                //if (currentPos + NUM_SAMPLES >= NUM_PRECOMPUTED_SAMPLES)      {
[3231]758                        currentPos = 0;
759                        GenerateSamples(mSamplingMethod);
[3246]760                //}
[3167]761
[3192]762                //if (mSortSamples) { SortSamples(); }
[3231]763                sCgSsaoProgram->SetArray2f(i, (float *)samples2 + currentPos, NUM_SAMPLES);
764
765                currentPos += NUM_SAMPLES;
[2875]766        }
[3085]767       
[3095]768        ++ i;
[2859]769
[3095]770        for (int j = 0; j < 4; ++ j, ++ i)
771                sCgSsaoProgram->SetValue3f(i, mCornersView[j].x, mCornersView[j].y, mCornersView[j].z);
[2987]772
[3095]773        sCgSsaoProgram->SetMatrix(i ++, mProjViewMatrix);
774        sCgSsaoProgram->SetMatrix(i ++, mOldProjViewMatrix);
[3062]775
[3105]776        Vector3 de;
777        de.x = mOldEyePos.x - mEyePos.x;
778        de.y = mOldEyePos.y - mEyePos.y;
779        de.z = mOldEyePos.z - mEyePos.z;
[3035]780
[3095]781        sCgSsaoProgram->SetValue3f(i ++, de.x, de.y, de.z);
[3093]782
[3095]783        for (int j = 0; j < 4; ++ j, ++ i)
[3212]784        {
[3095]785                sCgSsaoProgram->SetValue3f(i, mOldCornersView[j].x, mOldCornersView[j].y, mOldCornersView[j].z);
[3212]786        }
[3085]787
[3110]788        sCgSsaoProgram->SetTexture(i ++, attribsTex);
[3212]789        sCgSsaoProgram->SetValue1f(i ++, mKernelRadius);
[3227]790        sCgSsaoProgram->SetValue1f(i ++, mSampleIntensity * mKernelRadius);
[3110]791
[3129]792
[3026]793        DrawQuad(sCgSsaoProgram);
[2987]794
[3006]795        glPopAttrib();
[2859]796
797        PrintGLerror("ssao first pass");
798}
799
800
[2865]801static void SetVertex(float x, float y, float x_offs, float y_offs)
802{
803        glMultiTexCoord2fARB(GL_TEXTURE0_ARB, x, y); // center
804        glMultiTexCoord2fARB(GL_TEXTURE1_ARB, x - x_offs, y + y_offs); // left top
805        glMultiTexCoord2fARB(GL_TEXTURE2_ARB, x + x_offs, y - y_offs); // right bottom
806        glMultiTexCoord2fARB(GL_TEXTURE3_ARB, x + x_offs, y + y_offs); // right top
807        glMultiTexCoord2fARB(GL_TEXTURE4_ARB, x - x_offs, y - y_offs); // left bottom
808
809        glMultiTexCoord4fARB(GL_TEXTURE5_ARB, x - x_offs, y, x + x_offs, y); // left right
810        glMultiTexCoord4fARB(GL_TEXTURE6_ARB, x, y + y_offs, x, y - y_offs); // top bottom
811
[3089]812        //glVertex3f(x - 0.5f, y - 0.5f, -0.5f);
813        glVertex2f(x, y);
[2865]814}
815
816
[3219]817void DeferredRenderer::AntiAliasing(FrameBufferObject *fbo,
818                                                                        DirectionalLight *light,
819                                                                        bool displayFrame)
[2865]820{
[2968]821        ColorBufferObject *colorBuffer = fbo->GetColorBuffer(colorBufferIdx);
822        GLuint colorsTex = colorBuffer->GetTexture();
[3136]823        GLuint normalsTex = fbo->GetColorBuffer(1)->GetTexture();
[3007]824
[3132]825        // read the second buffer, write to the first buffer
[3219]826        if (!displayFrame)
827                FlipFbos(fbo);
828        else
829                // end of the pipeline => just draw image to screen
830                FrameBufferObject::Release();
[3132]831
[3136]832        // the neighbouring texels
833        float xOffs = 1.0f / fbo->GetWidth();
834        float yOffs = 1.0f / fbo->GetHeight();
835
[3034]836        sCgAntiAliasingProgram->SetTexture(0, colorsTex);
837        sCgAntiAliasingProgram->SetTexture(1, normalsTex);
[2865]838
[3136]839        float offsets[16];
840        int i = 0;
[2868]841
[3136]842        offsets[i] = -xOffs; offsets[i + 1] =  yOffs; i += 2; // left top
843        offsets[i] =  xOffs; offsets[i + 1] = -yOffs; i += 2; // right bottom
844        offsets[i] =  xOffs; offsets[i + 1] =  yOffs; i += 2; // right top
845        offsets[i] = -xOffs; offsets[i + 1] = -yOffs; i += 2; // left bottom
846        offsets[i] = -xOffs; offsets[i + 1] =    .0f; i += 2; // left
847        offsets[i] =  xOffs; offsets[i + 1] =    .0f; i += 2; // right
848        offsets[i] =    .0f; offsets[i + 1] =  yOffs; i += 2; // top
849        offsets[i] =    .0f; offsets[i + 1] = -yOffs; i += 2; // bottom
[2865]850
[3136]851        sCgAntiAliasingProgram->SetArray2f(2, offsets, 8);
[2865]852
[3136]853        DrawQuad(sCgAntiAliasingProgram);
[2865]854
[2867]855        PrintGLerror("antialiasing");
[2865]856}
857
858
[2952]859void DeferredRenderer::FirstPass(FrameBufferObject *fbo, DirectionalLight *light)
[2868]860{
[2973]861        GLuint colorsTex = fbo->GetColorBuffer(colorBufferIdx)->GetTexture();
[3009]862        GLuint normalsTex = fbo->GetColorBuffer(1)->GetTexture();
[2868]863
[3132]864        FlipFbos(fbo);
[2868]865
[3026]866        const Vector3 lightDir = -light->GetDirection();
[2868]867
[3034]868        sCgDeferredProgram->SetTexture(0, colorsTex);
869        sCgDeferredProgram->SetTexture(1, normalsTex);
870        sCgDeferredProgram->SetValue3f(2, lightDir.x, lightDir.y, lightDir.z);
[2868]871       
[3026]872        DrawQuad(sCgDeferredProgram);
[2952]873
[2868]874        PrintGLerror("deferred shading");
875}
876
[2869]877
[2896]878void DeferredRenderer::ComputeGlobIllum(FrameBufferObject *fbo,
[3085]879                                                                                float tempCohFactor)
[2869]880{
[3016]881#if 0
882        GLuint colorsTex = fbo->GetColorBuffer(colorBufferIdx)->GetTexture();
883        GLuint normalsTex = fbo->GetColorBuffer(1)->GetTexture();
884#else
[3003]885        GLuint colorsTex = mDownSampleFbo->GetColorBuffer(0)->GetTexture();
[3009]886        GLuint normalsTex = mDownSampleFbo->GetColorBuffer(1)->GetTexture();
[3016]887#endif
[2869]888
[3006]889        glPushAttrib(GL_VIEWPORT_BIT);
[3019]890        glViewport(0, 0, mIllumFbo->GetWidth(), mIllumFbo->GetHeight());
[2869]891
[2873]892        // read the second buffer, write to the first buffer
[3019]893        mIllumFbo->Bind();
[2873]894
[3019]895        glDrawBuffers(2, mrt + mIllumFboIndex);
[2873]896
[3019]897        GLuint oldSsaoTex = mIllumFbo->GetColorBuffer(2 - mIllumFboIndex)->GetTexture();
898        GLuint oldIllumTex = mIllumFbo->GetColorBuffer(2 - mIllumFboIndex + 1)->GetTexture();
[2869]899
[3160]900        int i = 0;
[2869]901
[3160]902        sCgGiProgram->SetTexture(i ++, colorsTex);
903        sCgGiProgram->SetTexture(i ++, normalsTex);
904        sCgGiProgram->SetTexture(i ++, noiseTex2D);
905        sCgGiProgram->SetTexture(i ++, oldSsaoTex);
906        sCgGiProgram->SetTexture(i ++, oldIllumTex);
907
908        sCgGiProgram->SetValue1f(i ++,
[3026]909                (mUseTemporalCoherence && !mRegenerateSamples) ? tempCohFactor : 0);
[2869]910
[2895]911        if (mUseTemporalCoherence || mRegenerateSamples)
[2875]912        {
[2895]913                mRegenerateSamples = false;
[2873]914
[2875]915                // q: should we generate new samples or only rotate the old ones?
916                // in the first case, the sample patterns look nicer, but the kernel
917                // needs longer to converge
[2895]918                GenerateSamples(mSamplingMethod);
[2903]919
[3160]920                sCgGiProgram->SetArray2f(i ++, (float *)samples2, NUM_SAMPLES);
[2875]921        }
922
[3085]923        Vector3 bl = mCornersView[0];
924        Vector3 br = mCornersView[1];
925        Vector3 tl = mCornersView[2];
926        Vector3 tr = mCornersView[3];
[2895]927
[3160]928        sCgGiProgram->SetValue3f(i ++, bl.x, bl.y, bl.z);
929        sCgGiProgram->SetValue3f(i ++, br.x, br.y, br.z);
930        sCgGiProgram->SetValue3f(i ++, tl.x, tl.y, tl.z);
931        sCgGiProgram->SetValue3f(i ++, tr.x, tr.y, tr.z);
[2873]932
[3160]933        sCgGiProgram->SetMatrix(i ++, mOldProjViewMatrix);
934        sCgGiProgram->SetMatrix(i ++, mProjViewMatrix);
[3035]935
936
[3026]937        DrawQuad(sCgGiProgram);
[2990]938
[3006]939        glPopAttrib();
940
[2873]941        PrintGLerror("globillum first pass");
[2869]942}
943
944
[2896]945void DeferredRenderer::CombineIllum(FrameBufferObject *fbo)
[2880]946{
[2973]947        GLuint colorsTex = fbo->GetColorBuffer(colorBufferIdx)->GetTexture();
[2884]948
[3019]949        GLuint ssaoTex = mIllumFbo->GetColorBuffer(mIllumFboIndex)->GetTexture();
950        GLuint illumTex = mIllumFbo->GetColorBuffer(mIllumFboIndex + 1)->GetTexture();
[2880]951
[3132]952        FlipFbos(fbo);
[2891]953
[3036]954        sCgCombineIllumProgram->SetTexture(0, colorsTex);
955        sCgCombineIllumProgram->SetTexture(1, ssaoTex);
956        sCgCombineIllumProgram->SetTexture(2, illumTex);
[2880]957       
[3026]958        DrawQuad(sCgCombineIllumProgram);
[2880]959
960        PrintGLerror("combine");
961}
962
963
[2896]964void DeferredRenderer::CombineSsao(FrameBufferObject *fbo)
[2880]965{
[2973]966        GLuint colorsTex = fbo->GetColorBuffer(colorBufferIdx)->GetTexture();
[3103]967        GLuint normalsTex = fbo->GetColorBuffer(1)->GetTexture();
[3144]968        GLuint ssaoTex = mIllumFbo->GetColorBuffer(mIllumFboIndex)->GetTexture();
[3132]969       
970        FlipFbos(fbo);
[2880]971
[3104]972        int i = 0;
[3148]973
[3104]974        sCgCombineSsaoProgram->SetTexture(i ++, colorsTex);
[3120]975        sCgCombineSsaoProgram->SetTexture(i ++, normalsTex);
[3104]976        sCgCombineSsaoProgram->SetTexture(i ++, ssaoTex);
[3017]977
[3167]978        sCgCombineSsaoProgram->SetArray2f(i ++, (float *)ssaoFilterOffsets, NUM_SSAO_FILTER_SAMPLES);
979        sCgCombineSsaoProgram->SetArray1f(i ++, (float *)ssaoFilterWeights, NUM_SSAO_FILTER_SAMPLES);
[3216]980        sCgCombineSsaoProgram->SetValue1f(i ++, mSsaoFilterRadius);
981
[3160]982        sCgCombineSsaoProgram->SetMatrix(i++, mProjViewMatrix);
[3134]983
[3163]984        for (int j = 0; j < 4; ++ j, ++ i)
985                sCgCombineSsaoProgram->SetValue3f(i, mCornersView[j].x, mCornersView[j].y, mCornersView[j].z);
[3134]986
[3205]987        sCgCombineSsaoProgram->SetValue1f(i ++, mIllumFbo->GetColorBuffer(mIllumFboIndex)->GetWidth());
988        sCgCombineSsaoProgram->SetValue1f(i ++, mIllumFbo->GetColorBuffer(mIllumFboIndex)->GetHeight());
989
[3026]990        DrawQuad(sCgCombineSsaoProgram);
[2974]991       
[2880]992        PrintGLerror("combine ssao");
993}
994
995
[2952]996void DeferredRenderer::FirstPassShadow(FrameBufferObject *fbo,
997                                                                           DirectionalLight *light,
998                                                                           ShadowMap *shadowMap)
[2895]999{
[2973]1000        GLuint colorsTex = fbo->GetColorBuffer(colorBufferIdx)->GetTexture();
[3009]1001        GLuint normalsTex = fbo->GetColorBuffer(1)->GetTexture();
[2973]1002
[2928]1003        GLuint shadowTex = shadowMap->GetDepthTexture();
[2895]1004
1005        Matrix4x4 shadowMatrix;
1006        shadowMap->GetTextureMatrix(shadowMatrix);
1007
1008
[3132]1009        FlipFbos(fbo);
1010
[3035]1011        sCgDeferredShadowProgram->SetTexture(0, colorsTex);
1012        sCgDeferredShadowProgram->SetTexture(1, normalsTex);
1013        sCgDeferredShadowProgram->SetTexture(2, shadowTex);
[3129]1014        sCgDeferredShadowProgram->SetTexture(3, noiseTex2D);
[3035]1015        sCgDeferredShadowProgram->SetMatrix(4, shadowMatrix);
1016        sCgDeferredShadowProgram->SetValue1f(5, 2.0f / shadowMap->GetSize());
[3027]1017
[3026]1018        const Vector3 lightDir = -light->GetDirection();
[3035]1019        sCgDeferredShadowProgram->SetValue3f(6, lightDir.x, lightDir.y, lightDir.z);
[3085]1020        sCgDeferredShadowProgram->SetValue3f(7, mEyePos.x, mEyePos.y, mEyePos.z);
[2952]1021
[3026]1022        DrawQuad(sCgDeferredShadowProgram);
[2895]1023
1024        PrintGLerror("deferred shading + shadows");
1025}
1026
1027
[2973]1028void DeferredRenderer::ComputeToneParameters(FrameBufferObject *fbo,
1029                                                                                         DirectionalLight *light,
1030                                                                                         float &imageKey,
1031                                                                                         float &whiteLum,
1032                                                                                         float &middleGrey)
[2972]1033{
[2975]1034        // hack: estimate value where sky burns out
[3010]1035        whiteLum = log(WHITE_LUMINANCE);
[2973]1036       
[2975]1037        ////////////////////
1038        //-- linear interpolate brightness key depending on the current sun position
[2973]1039
1040        const float minKey = 0.09f;
[3020]1041        const float maxKey = 0.36f;
[2973]1042
1043        const float lightIntensity = DotProd(-light->GetDirection(), Vector3::UNIT_Z());
1044        middleGrey = lightIntensity * maxKey + (1.0f - lightIntensity) * minKey;
[2991]1045
[2993]1046
[2991]1047        //////////
1048        //-- compute avg loglum
1049
1050        ColorBufferObject *colorBuffer = fbo->GetColorBuffer(colorBufferIdx);
[2992]1051        GLuint colorsTex = colorBuffer->GetTexture();
[2991]1052
[3132]1053        FlipFbos(fbo);
[2991]1054       
[3035]1055        sCgLogLumProgram->SetTexture(0, colorsTex);
[3026]1056        DrawQuad(sCgLogLumProgram);
[2991]1057       
1058        PrintGLerror("ToneMapParams");
1059
1060
1061        ///////////////////
1062        //-- compute avg loglum in scene using mipmapping
1063
[3008]1064        glBindTexture(GL_TEXTURE_2D, fbo->GetColorBuffer(colorBufferIdx)->GetTexture());
1065        glGenerateMipmapEXT(GL_TEXTURE_2D);
[2972]1066}
1067
1068
[3003]1069static void ExportData(float *data, int w, int h)
1070{
1071        startil();
1072
1073        cout << "w: " << w << " h: " << h << endl;
1074        ILstring filename = ILstring("downsample2.jpg");
1075        ilRegisterType(IL_FLOAT);
1076
1077        const int depth = 1;
1078        const int bpp = 4;
1079
1080        if (!ilTexImage(w, h, depth, bpp, IL_RGBA, IL_FLOAT, data))
1081        {
1082                cerr << "IL error " << ilGetError() << endl;
1083                stopil();
1084                return;
1085        }
1086
1087        if (!ilSaveImage(filename))
1088        {
1089                cerr << "TGA write error " << ilGetError() << endl;
1090        }
1091
1092        stopil();
1093}
1094
1095
[3155]1096void DeferredRenderer::PrepareSsao(FrameBufferObject *fbo)
1097{
[3198]1098        GLuint colorsTex = fbo->GetColorBuffer(colorBufferIdx)->GetTexture();
[3199]1099        GLuint normalsTex = fbo->GetColorBuffer(1)->GetTexture();
[3198]1100        GLuint diffVals = fbo->GetColorBuffer(2)->GetTexture();
[3155]1101        // flip flop between illumination buffers
[3198]1102        GLuint oldTex = mIllumFbo->GetColorBuffer(2 - mIllumFboIndex)->GetTexture();
[3155]1103
1104        int i = 0;
1105
1106        sCgPrepareSsaoProgram->SetTexture(i ++, colorsTex);
[3199]1107        sCgPrepareSsaoProgram->SetTexture(i ++, normalsTex);
[3167]1108        sCgPrepareSsaoProgram->SetTexture(i ++, diffVals);
[3155]1109        sCgPrepareSsaoProgram->SetTexture(i ++, oldTex);
1110
1111        Vector3 de;
1112        de.x = mOldEyePos.x - mEyePos.x;
1113        de.y = mOldEyePos.y - mEyePos.y;
1114        de.z = mOldEyePos.z - mEyePos.z;
1115
1116        sCgPrepareSsaoProgram->SetValue3f(i ++, de.x, de.y, de.z);
1117
[3156]1118        sCgPrepareSsaoProgram->SetMatrix(i ++, mProjViewMatrix);
1119        sCgPrepareSsaoProgram->SetMatrix(i ++, mOldProjViewMatrix);
1120
1121        for (int j = 0; j < 4; ++ j, ++ i)
1122                sCgPrepareSsaoProgram->SetValue3f(i, mOldCornersView[j].x, mOldCornersView[j].y, mOldCornersView[j].z);
1123
[3155]1124        glPushAttrib(GL_VIEWPORT_BIT);
1125        glViewport(0, 0, mDownSampleFbo->GetWidth(), mDownSampleFbo->GetHeight());
1126       
1127        mDownSampleFbo->Bind();
1128
[3212]1129        // prepare downsampled depth and normal texture for ssao
[3199]1130        glDrawBuffers(2, mrt);
[3155]1131
1132        DrawQuad(sCgPrepareSsaoProgram);
1133       
1134        glPopAttrib();
1135        PrintGLerror("prepareSsao");
1136}
1137
1138
[3103]1139void DeferredRenderer::DownSample(FrameBufferObject *fbo,
1140                                                                  int bufferIdx,
[3006]1141                                                                  FrameBufferObject *downSampleFbo,
[3137]1142                                                                  int downSampleBufferIdx,
1143                                                                  ShaderProgram *program)
[2972]1144{
[3137]1145        ColorBufferObject *buffer = fbo->GetColorBuffer(bufferIdx);
1146        GLuint tex = buffer->GetTexture();
[3006]1147
1148        glPushAttrib(GL_VIEWPORT_BIT);
1149        glViewport(0, 0, downSampleFbo->GetWidth(), downSampleFbo->GetHeight());
[2972]1150       
[3137]1151        downSampleFbo->Bind();
[2994]1152
[3137]1153        program->SetTexture(0, tex);
[3006]1154        glDrawBuffers(1, mrt + downSampleBufferIdx);
[2994]1155
[3137]1156        DrawQuad(program);
[3005]1157       
[3006]1158        glPopAttrib();
[3005]1159        PrintGLerror("downsample");
[2972]1160}
1161
1162
[2973]1163void DeferredRenderer::ToneMap(FrameBufferObject *fbo,
1164                                                           float imageKey,
1165                                                           float whiteLum,
1166                                                           float middleGrey)
[2972]1167{
1168        ColorBufferObject *colorBuffer = fbo->GetColorBuffer(colorBufferIdx);
[2994]1169        GLuint colorsTex = colorBuffer->GetTexture();
[3132]1170        //FrameBufferObject::Release();
[2972]1171
[3132]1172        FlipFbos(fbo);
[3007]1173
[3035]1174        sCgToneProgram->SetTexture(0, colorsTex);
1175        sCgToneProgram->SetValue1f(1, imageKey);
1176        sCgToneProgram->SetValue1f(2, whiteLum);
1177        sCgToneProgram->SetValue1f(3, middleGrey);
[3007]1178
[3026]1179        DrawQuad(sCgToneProgram);
[2972]1180
[2973]1181        PrintGLerror("ToneMap");
[2972]1182}
1183
1184
[3132]1185void DeferredRenderer::Output(FrameBufferObject *fbo)
1186{
1187        glPushAttrib(GL_VIEWPORT_BIT);
1188        glViewport(0, 0, fbo->GetWidth(), fbo->GetHeight());
1189       
1190        ColorBufferObject *colorBuffer = fbo->GetColorBuffer(colorBufferIdx);
1191        GLuint colorsTex = colorBuffer->GetTexture();
1192
1193        sCgDownSampleProgram->SetTexture(0, colorsTex);
1194
1195        FrameBufferObject::Release();
1196        DrawQuad(sCgDownSampleProgram);
1197
[3134]1198        PrintGLerror("output");
[3132]1199}
1200
1201
[3085]1202void DeferredRenderer::InitFrame()
1203{
[3095]1204        for (int i = 0; i < 4; ++ i)
1205                mOldCornersView[i] = mCornersView[i];
1206
[3085]1207        mOldProjViewMatrix = mProjViewMatrix;
[3095]1208        mOldEyePos = mEyePos;
[3106]1209        mEyePos = mCamera->GetPosition();
[3081]1210
[3104]1211        // hack: temporarily change far to improve precision
1212        const float oldFar = mCamera->GetFar();
[3106]1213        const float oldNear = mCamera->GetNear();
[3132]1214       
[3104]1215
[3106]1216        Matrix4x4 matViewing, matProjection;
[3104]1217
[3106]1218
1219        ///////////////////
1220
[3213]1221        // use view orientation as we assume that the eye point is always in the center
1222        // of our coordinate system, this way we have the highest precision near the eye point
[3093]1223        mCamera->GetViewOrientationMatrix(matViewing);
[3085]1224        mCamera->GetProjectionMatrix(matProjection);
1225
1226        mProjViewMatrix = matViewing * matProjection;
[3095]1227        ComputeViewVectors(mCamera, mCornersView[0], mCornersView[1], mCornersView[2], mCornersView[3]);
[3106]1228       
[3085]1229
[3095]1230        // switch roles of old and new fbo
1231        // the algorihm uses two input fbos, where the one
1232        // contais the color buffer from the last frame,
1233        // the other one will be written
[3085]1234
[3095]1235        mIllumFboIndex = 2 - mIllumFboIndex;
1236       
1237        // enable fragment shading
1238        ShaderManager::GetSingleton()->EnableFragmentProfile();
1239
1240        glDisable(GL_ALPHA_TEST);
1241        glDisable(GL_TEXTURE_2D);
1242        glDisable(GL_LIGHTING);
1243        glDisable(GL_BLEND);
1244        glDisable(GL_DEPTH_TEST);
1245
1246        glPolygonMode(GL_FRONT, GL_FILL);
1247
1248        glMatrixMode(GL_PROJECTION);
1249        glPushMatrix();
1250        glLoadIdentity();
1251
1252        gluOrtho2D(0, 1, 0, 1);
1253
1254
1255        glMatrixMode(GL_MODELVIEW);
1256        glPushMatrix();
1257        glLoadIdentity();
1258
1259       
1260        glPushAttrib(GL_VIEWPORT_BIT);
1261        glViewport(0, 0, mWidth, mHeight);
[3128]1262
1263        // revert to old far and near plane
[3104]1264        mCamera->SetFar(oldFar);
[3106]1265        mCamera->SetNear(oldNear);
[3085]1266}
1267
[3212]1268
[3213]1269void DeferredRenderer::LenseFlare(FrameBufferObject *fbo,
[3215]1270                                                                  DirectionalLight *light                                                       
[3213]1271                                                                  )
[3212]1272{
[3242]1273        // light source visible?
[3215]1274        if (!mSunVisiblePixels) return;
1275
[3213]1276        // the sun is a large distance in the reverse light direction
1277        // => extrapolate light pos
1278        const Vector3 lightPos = light->GetDirection() * -1e3f;
1279
[3214]1280        float w;
1281        Vector3 projLightPos = mProjViewMatrix.Transform(w, lightPos, 1.0f);
1282        projLightPos /= w;
1283        projLightPos = projLightPos * 0.5f + Vector3(0.5f);
[3213]1284
1285        // vector to light from screen center in texture space
1286        Vector3 vectorToLight = projLightPos - Vector3(0.5f);
1287        vectorToLight.z = .0f;
1288
1289        const float distanceToLight = Magnitude(vectorToLight);
1290        vectorToLight /= distanceToLight;
1291
[3214]1292        //cout << "dist " << distanceToLight << " v " << vectorToLight << endl;
[3213]1293
1294
[3212]1295        ColorBufferObject *colorBuffer = fbo->GetColorBuffer(colorBufferIdx);
[3213]1296        GLuint colorsTex = colorBuffer->GetTexture();
1297       
[3212]1298        FlipFbos(fbo);
1299
[3213]1300        int i = 0;
[3212]1301
[3213]1302        sCgLenseFlareProgram->SetTexture(i ++, colorsTex);
1303        sCgLenseFlareProgram->SetTexture(i ++, sHaloTex[0]->GetId());
1304        sCgLenseFlareProgram->SetTexture(i ++, sHaloTex[1]->GetId());
1305        sCgLenseFlareProgram->SetTexture(i ++, sHaloTex[2]->GetId());
1306        sCgLenseFlareProgram->SetTexture(i ++, sHaloTex[3]->GetId());
[3214]1307        sCgLenseFlareProgram->SetTexture(i ++, sHaloTex[4]->GetId());
[3213]1308        sCgLenseFlareProgram->SetValue2f(i ++, vectorToLight.x, vectorToLight.y);
1309        sCgLenseFlareProgram->SetValue1f(i ++, distanceToLight);
[3215]1310        sCgLenseFlareProgram->SetValue1f(i ++, (float)mSunVisiblePixels);
[3213]1311
[3212]1312        DrawQuad(sCgLenseFlareProgram);
1313
1314        PrintGLerror("LenseFlare");
1315}
1316
1317
[3232]1318void DeferredRenderer::DepthOfField(FrameBufferObject *fbo)
1319{
1320        ColorBufferObject *colorBuffer = fbo->GetColorBuffer(colorBufferIdx);
1321        GLuint colorsTex = colorBuffer->GetTexture();
1322       
1323        FlipFbos(fbo);
1324
1325        int i = 0;
1326
[3235]1327        const float zFocus = 7.0f;
1328
[3232]1329        sCgDOFProgram->SetTexture(i ++, colorsTex);
1330        sCgDOFProgram->SetArray2f(i ++, (float *)dofSamples, NUM_DOF_TABS);
[3235]1331        sCgDOFProgram->SetValue1f(i ++, min(mCamera->GetFar(), mMaxDistance) - mCamera->GetNear());
1332        sCgDOFProgram->SetValue1f(i ++, zFocus);
[3232]1333
1334        DrawQuad(sCgDOFProgram);
1335
1336        PrintGLerror("LenseFlare");
1337}
1338
1339
[3219]1340void DeferredRenderer::SaveFrame(FrameBufferObject *fbo)
1341{
1342        ColorBufferObject *colorBuffer = fbo->GetColorBuffer(colorBufferIdx);
1343        GLuint colorsTex = colorBuffer->GetTexture();
[3215]1344
[3219]1345        GLubyte *data = new GLubyte[mWidth * mHeight * 4];
1346
1347        // grab texture data
1348        glEnable(GL_TEXTURE_2D);
1349        glBindTexture(GL_TEXTURE_2D, colorsTex);
1350        glGetTexImage(GL_TEXTURE_2D, 0, GL_RGBA, GL_UNSIGNED_BYTE, data);
1351
1352        glBindTexture(GL_TEXTURE_2D, 0);
1353        glDisable(GL_TEXTURE_2D);
1354
1355        /////////////////
1356
1357        startil();
1358
1359        static char imageName[200];
[3287]1360        sprintf(imageName, "%s_%05d.tga", mSavedFrameSuffix.c_str(), mSavedFrameNumber);
[3219]1361
1362        ILstring fileName = ILstring(imageName);
1363        ilRegisterType(IL_FLOAT);
1364
1365        const int depth = 1;
1366        const int bpp = 4;
1367
1368        if (!ilTexImage(mWidth, mHeight, depth, bpp, IL_RGBA, IL_UNSIGNED_BYTE, data))
1369        {
1370                cerr << "IL error " << ilGetError() << endl;
1371                stopil();
1372                return;
1373        }
1374
1375        ilEnable(IL_FILE_OVERWRITE);
1376
1377        if (!ilSaveImage(fileName))
1378        {
1379                cerr << "TGA write error " << ilGetError() << endl;
1380        }
1381
1382        delete [] data;
1383
1384        stopil();
1385
1386        PrintGLerror("Store frame");
1387}
1388
1389
[3215]1390void DeferredRenderer::SetUseTemporalCoherence(bool temporal)
1391{
1392        mUseTemporalCoherence = temporal;
1393}
1394
1395
1396void DeferredRenderer::SetSamplingMethod(SAMPLING_METHOD s)
1397{
1398        if (s != mSamplingMethod)
1399        {
1400                mSamplingMethod = s;
1401                mRegenerateSamples = true;
1402        }
1403}
1404
1405
1406void DeferredRenderer::SetShadingMethod(SHADING_METHOD s)
1407{
1408        if (s != mShadingMethod)
1409        {
1410                mShadingMethod = s;
1411                mRegenerateSamples = true;
1412        }
1413}
1414
1415
1416#if TODO
1417
1418void DeferredRenderer::SetNumSamples(int numSamples)
1419{
1420        mNumSamples = numSamples;
1421}
1422
1423#endif
1424
1425
1426void DeferredRenderer::SetSampleIntensity(float sampleIntensity)
1427{
1428        mSampleIntensity = sampleIntensity;
[3247]1429        mRegenerateSamples = true;
[3215]1430}
1431
1432
1433void DeferredRenderer::SetKernelRadius(float kernelRadius)
1434{
1435        mKernelRadius = kernelRadius;
[3247]1436        mRegenerateSamples = true;
[3215]1437}
1438
1439
[3216]1440void DeferredRenderer::SetSsaoFilterRadius(float ssaoFilterRadius)
1441{
1442        mSsaoFilterRadius = ssaoFilterRadius;
[3247]1443        mRegenerateSamples = true;
[3216]1444}
1445
1446
[3242]1447/*void DeferredRenderer::SetSortSamples(bool sortSamples)
[3215]1448{
1449        mSortSamples = sortSamples;
[3242]1450}*/
[3215]1451
1452
1453void DeferredRenderer::SetSunVisiblePixels(int pixels)
1454{
1455        mSunVisiblePixels = pixels;
1456}
1457
1458
[3235]1459void DeferredRenderer::SetMaxDistance(float maxDist)
1460{
1461        mMaxDistance = maxDist;
1462}
1463
1464
[3242]1465void DeferredRenderer::SetUseToneMapping(bool toneMapping)
1466{
1467        mUseToneMapping = toneMapping;
1468}
1469       
1470
1471void DeferredRenderer::SetUseAntiAliasing(bool antiAliasing)
1472{
1473        mUseAntiAliasing = antiAliasing;
1474}
1475
1476
1477void DeferredRenderer::SetUseDepthOfField(bool dof)
1478{
1479        mUseDepthOfField = dof;
1480}
1481
1482
1483void DeferredRenderer::SetTemporalCoherenceFactorForSsao(float factor)
1484{
1485        mTempCohFactor = factor;
1486}
1487
1488
[3220]1489void DeferredRenderer::SetSaveFrame(const string &suffix, int frameNumber)
[3219]1490{
[3220]1491        mSavedFrameSuffix = suffix;
[3219]1492        mSavedFrameNumber = frameNumber;
1493}
[3215]1494
[3219]1495
[2858]1496} // namespace
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