[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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[3213] | 12 | #include "Texture.h"
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| 13 |
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[3198] | 14 | #include <math.h>
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[2858] | 15 |
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[3003] | 16 | #include <IL/il.h>
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| 17 | #include <assert.h>
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[2859] | 18 |
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[3003] | 19 |
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[3021] | 20 | #ifdef _CRT_SET
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| 21 | #define _CRTDBG_MAP_ALLOC
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| 22 | #include <stdlib.h>
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| 23 | #include <crtdbg.h>
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| 24 |
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| 25 | // redefine new operator
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| 26 | #define DEBUG_NEW new(_NORMAL_BLOCK, __FILE__, __LINE__)
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| 27 | #define new DEBUG_NEW
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| 28 | #endif
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| 29 |
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| 30 |
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[2858] | 31 | using namespace std;
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| 32 |
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| 33 |
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[3003] | 34 | static void startil()
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| 35 | {
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| 36 | ilInit();
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| 37 | assert(ilGetError() == IL_NO_ERROR);
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| 38 | }
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| 39 |
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| 40 |
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| 41 | static void stopil()
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| 42 | {
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| 43 | ilShutDown();
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| 44 | assert(ilGetError() == IL_NO_ERROR);
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| 45 | }
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| 46 |
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[3198] | 47 |
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[2858] | 48 | namespace CHCDemoEngine
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| 49 | {
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| 50 |
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[3026] | 51 | static ShaderProgram *sCgSsaoProgram = NULL;
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| 52 | static ShaderProgram *sCgGiProgram = NULL;
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[2873] | 53 |
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[3026] | 54 | static ShaderProgram *sCgDeferredProgram = NULL;
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| 55 | static ShaderProgram *sCgAntiAliasingProgram = NULL;
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| 56 | static ShaderProgram *sCgDeferredShadowProgram = NULL;
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[2859] | 57 |
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[3026] | 58 | static ShaderProgram *sCgCombineSsaoProgram = NULL;
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| 59 | static ShaderProgram *sCgCombineIllumProgram = NULL;
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| 60 | static ShaderProgram *sCgLogLumProgram = NULL;
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| 61 | static ShaderProgram *sCgToneProgram = NULL;
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| 62 | static ShaderProgram *sCgDownSampleProgram = NULL;
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[3137] | 63 | static ShaderProgram *sCgScaleDepthProgram = NULL;
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[3155] | 64 | static ShaderProgram *sCgPrepareSsaoProgram = NULL;
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[3213] | 65 | static ShaderProgram *sCgLenseFlareProgram = NULL;
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[2869] | 66 |
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[3232] | 67 | static ShaderProgram *sCgDOFProgram = NULL;
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[2992] | 68 |
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[3232] | 69 |
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[3129] | 70 | static GLuint noiseTex2D = 0;
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| 71 | static GLuint noiseTex1D = 0;
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[2865] | 72 |
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[3128] | 73 |
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[2859] | 74 | // ssao random spherical samples
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[3246] | 75 | static Sample2 samples2[NUM_SAMPLES];
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| 76 | //#define NUM_PRECOMPUTED_SAMPLES 240
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| 77 | //static Sample2 samples2[NUM_PRECOMPUTED_SAMPLES];
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[3232] | 78 | // pcf samples
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[3103] | 79 | static Sample2 pcfSamples[NUM_PCF_TABS];
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[3232] | 80 | // dof samples
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| 81 | static Sample2 dofSamples[NUM_DOF_TABS];
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[2966] | 82 |
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[3026] | 83 |
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[3167] | 84 | static float ssaoFilterOffsets[NUM_SSAO_FILTER_SAMPLES * 2];
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| 85 | static float ssaoFilterWeights[NUM_SSAO_FILTER_SAMPLES];
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[3103] | 86 |
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[3214] | 87 | static Texture *sHaloTex[5];
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[3103] | 88 |
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[3118] | 89 | int DeferredRenderer::colorBufferIdx = 0;
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[2859] | 90 |
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[2992] | 91 |
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[3212] | 92 |
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| 93 |
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[3085] | 94 | /** Helper method that computes the view vectors in the corners of the current view frustum.
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| 95 | */
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| 96 | static void ComputeViewVectors(PerspectiveCamera *cam, Vector3 &bl, Vector3 &br, Vector3 &tl, Vector3 &tr)
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| 97 | {
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| 98 | Vector3 ftl, ftr, fbl, fbr, ntl, ntr, nbl, nbr;
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| 99 | cam->ComputePoints(ftl, ftr, fbl, fbr, ntl, ntr, nbl, nbr);
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| 100 |
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| 101 | bl = Normalize(nbl - fbl);
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| 102 | br = Normalize(nbr - fbr);
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| 103 | tl = Normalize(ntl - ftl);
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| 104 | tr = Normalize(ntr - ftr);
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| 105 | }
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| 106 |
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| 107 |
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[3025] | 108 | static float GaussianDistribution(float x, float y, float rho)
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| 109 | {
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[3110] | 110 | float g = 1.0f / sqrtf(2.0f * M_PI * rho * rho);
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[3133] | 111 | g *= expf( -(x * x + y * y) / (2.0f * rho * rho));
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[3025] | 112 |
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| 113 | return g;
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| 114 | }
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| 115 |
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| 116 |
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[2859] | 117 | static void PrintGLerror(char *msg)
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| 118 | {
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| 119 | GLenum errCode;
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| 120 | const GLubyte *errStr;
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| 121 |
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| 122 | if ((errCode = glGetError()) != GL_NO_ERROR)
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| 123 | {
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| 124 | errStr = gluErrorString(errCode);
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| 125 | fprintf(stderr,"OpenGL ERROR: %s: %s\n", errStr, msg);
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| 126 | }
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| 127 | }
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| 128 |
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| 129 |
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[3206] | 130 | static Sample2 UnitTest(float x, float y, int wi, int he)
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[3198] | 131 | {
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| 132 | Sample2 s;
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| 133 |
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| 134 | s.x = float(floor(x * (float)wi - 0.5f) + 1.0f) / (float)wi;
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| 135 | s.y = float(floor(y * (float)he - 0.5f) + 1.0f) / (float)he;
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| 136 |
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| 137 | return s;
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| 138 | }
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| 139 |
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| 140 |
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[3134] | 141 | static void ComputeSampleOffsets(float *sampleOffsets,
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| 142 | int imageW, int imageH,
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| 143 | float width,
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| 144 | int samples)
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| 145 | {
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| 146 | const float xoffs = width / (float)imageW;
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| 147 | const float yoffs = width / (float)imageH;
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[3017] | 148 |
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[3134] | 149 | const int numSamples = (int)sqrt((float)samples);
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| 150 | const int startSamples = -numSamples / 2;
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| 151 | const int endSamples = numSamples + startSamples - 1;
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| 152 | //cout << startSamples << " " << endSamples << endl;
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[2976] | 153 |
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[3134] | 154 | int idx = 0;
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[3017] | 155 |
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[3134] | 156 | for (int x = startSamples; x <= endSamples; ++ x)
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[3017] | 157 | {
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[3134] | 158 | for (int y = startSamples; y <= endSamples; ++ y)
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[3017] | 159 | {
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[3134] | 160 | sampleOffsets[idx + 0] = (float)x * xoffs;
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| 161 | sampleOffsets[idx + 1] = (float)y * yoffs;
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[3017] | 162 | idx += 2;
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| 163 | }
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| 164 | }
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| 165 | }
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| 166 |
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[3026] | 167 |
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[3132] | 168 | void DeferredRenderer::FlipFbos(FrameBufferObject *fbo)
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| 169 | {
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| 170 | fbo->Bind();
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| 171 | colorBufferIdx = 3 - colorBufferIdx;
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| 172 | glDrawBuffers(1, mrt + colorBufferIdx);
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| 173 | }
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| 174 |
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| 175 |
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[3026] | 176 | void DeferredRenderer::DrawQuad(ShaderProgram *p)
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| 177 | {
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[3132] | 178 | if (p) p->Bind();
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[3026] | 179 |
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[3089] | 180 | // interpolate the view vector
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[3085] | 181 | Vector3 bl = mCornersView[0];
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| 182 | Vector3 br = mCornersView[1];
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| 183 | Vector3 tl = mCornersView[2];
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| 184 | Vector3 tr = mCornersView[3];
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| 185 |
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[3026] | 186 | // note: slightly larger texture could hide ambient occlusion error on border but costs resolution
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| 187 | glBegin(GL_QUADS);
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| 188 |
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[3093] | 189 | glTexCoord2f(0, 0); glMultiTexCoord3fARB(GL_TEXTURE1_ARB, bl.x, bl.y, bl.z); glVertex2f( .0f, .0f);
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| 190 | glTexCoord2f(1, 0); glMultiTexCoord3fARB(GL_TEXTURE1_ARB, br.x, br.y, br.z); glVertex2f(1.0f, .0f);
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| 191 | glTexCoord2f(1, 1); glMultiTexCoord3fARB(GL_TEXTURE1_ARB, tr.x, tr.y, tr.z); glVertex2f(1.0f, 1.0f);
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| 192 | glTexCoord2f(0, 1); glMultiTexCoord3fARB(GL_TEXTURE1_ARB, tl.x, tl.y, tl.z); glVertex2f( .0f, 1.0f);
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[3026] | 193 |
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| 194 | glEnd();
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| 195 | }
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| 196 |
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| 197 |
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[2859] | 198 | /** Generate poisson disc distributed sample points on the unit disc
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| 199 | */
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[2887] | 200 | static void GenerateSamples(int sampling)
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[2859] | 201 | {
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[2887] | 202 | switch (sampling)
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| 203 | {
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[2930] | 204 | case DeferredRenderer::SAMPLING_POISSON:
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[2887] | 205 | {
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[3227] | 206 | static PoissonDiscSampleGenerator2D poisson(NUM_SAMPLES, 1.0f);
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[2900] | 207 | poisson.Generate((float *)samples2);
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[2887] | 208 | }
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| 209 | break;
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[2930] | 210 | case DeferredRenderer::SAMPLING_QUADRATIC:
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[2887] | 211 | {
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[3246] | 212 | //static QuadraticDiscSampleGenerator2D g(NUM_PRECOMPUTED_SAMPLES, 1.0f);
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| 213 | static QuadraticDiscSampleGenerator2D g(NUM_SAMPLES, 1.0f);
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[2930] | 214 | g.Generate((float *)samples2);
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[2887] | 215 | }
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| 216 | break;
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[2930] | 217 | default: // SAMPLING_DEFAULT
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[3026] | 218 | {
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[3227] | 219 | static RandomSampleGenerator2D g(NUM_SAMPLES, 1.0f);
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[3026] | 220 | g.Generate((float *)samples2);
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| 221 | }
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[2903] | 222 | }
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[2859] | 223 | }
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| 224 |
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| 225 |
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[2879] | 226 | static void CreateNoiseTex2D(int w, int h)
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| 227 | {
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| 228 | //GLubyte *randomNormals = new GLubyte[mWidth * mHeight * 3];
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[3227] | 229 | Vector3 *randomNormals = new Vector3[w * h];
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[2879] | 230 |
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[3227] | 231 | for (int i = 0; i < w * h; ++ i)
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[2879] | 232 | {
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[2903] | 233 | // create random samples on a circle
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[3227] | 234 | const float r = RandomValue(0, 1);
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[2903] | 235 |
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[3227] | 236 | const float theta = 2.0f * acos(sqrt(1.0f - r));
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| 237 | //randomNormals[i] = Vector3(cos(theta), sin(theta), 0);
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| 238 | randomNormals[i] = Vector3(RandomValue(-M_PI, M_PI), 0, 0);
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| 239 | //Normalize(randomNormals[i]);
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[2879] | 240 | }
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| 241 |
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[3227] | 242 |
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[2879] | 243 | glEnable(GL_TEXTURE_2D);
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[3129] | 244 | glGenTextures(1, &noiseTex2D);
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| 245 | glBindTexture(GL_TEXTURE_2D, noiseTex2D);
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[2879] | 246 |
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[3227] | 247 | //glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_NEAREST);
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| 248 | //glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_NEAREST);
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| 249 |
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| 250 | glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_LINEAR);
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| 251 | glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_LINEAR);
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[2879] | 252 | glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_S, GL_REPEAT);
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| 253 | glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_T, GL_REPEAT);
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| 254 |
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[3227] | 255 | glTexImage2D(GL_TEXTURE_2D, 0, GL_RGBA16F_ARB, w, h, 0, GL_RGB, GL_FLOAT, (float *)randomNormals);
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[2879] | 256 |
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| 257 | glBindTexture(GL_TEXTURE_2D, 0);
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| 258 | glDisable(GL_TEXTURE_2D);
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| 259 |
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| 260 | delete [] randomNormals;
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| 261 |
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| 262 | cout << "created noise texture" << endl;
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| 263 |
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| 264 | PrintGLerror("noisetexture");
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| 265 | }
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| 266 |
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| 267 |
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[3213] | 268 | static void PrepareLenseFlare()
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| 269 | {
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[3214] | 270 | string textures[] = {"flare4.tga", "lens2.jpg", "lens3.jpg", "lens4.jpg", "lens1.jpg"};
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[3213] | 271 |
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[3270] | 272 | // todo: delete halo textures
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[3214] | 273 | for (int i = 0; i < 5; ++ i)
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[3213] | 274 | {
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| 275 | sHaloTex[i] = new Texture(model_path + textures[i]);
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| 276 |
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[3214] | 277 | sHaloTex[i]->SetBoundaryModeS(Texture::BORDER);
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| 278 | sHaloTex[i]->SetBoundaryModeT(Texture::BORDER);
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[3213] | 279 |
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| 280 | sHaloTex[i]->Create();
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| 281 | }
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| 282 |
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| 283 | cout << "prepared lense flare textures" << endl;
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| 284 |
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| 285 | PrintGLerror("prepare lense flare");
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| 286 | }
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| 287 |
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| 288 |
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[3216] | 289 | DeferredRenderer::DeferredRenderer(int w, int h,
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| 290 | PerspectiveCamera *cam,
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| 291 | bool ssaoUseFullResolution):
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[2860] | 292 | mWidth(w), mHeight(h),
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| 293 | mCamera(cam),
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[2875] | 294 | mUseTemporalCoherence(true),
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[2895] | 295 | mRegenerateSamples(true),
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[2930] | 296 | mSamplingMethod(SAMPLING_POISSON),
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[2895] | 297 | mShadingMethod(DEFAULT),
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[3189] | 298 | mIllumFboIndex(0),
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[3212] | 299 | mSortSamples(true),
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| 300 | mKernelRadius(1e-8f),
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[3216] | 301 | mSsaoFilterRadius(12.0f),
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[3215] | 302 | mSampleIntensity(0.2f),
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[3219] | 303 | mSunVisiblePixels(0),
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[3220] | 304 | mSavedFrameNumber(-1),
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[3235] | 305 | mSavedFrameSuffix(""),
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[3242] | 306 | mMaxDistance(1e6f),
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| 307 | mTempCohFactor(.0f),
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| 308 | mUseToneMapping(false),
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| 309 | mUseAntiAliasing(false),
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| 310 | mUseDepthOfField(false)
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[2861] | 311 | {
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| 312 | ///////////
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| 313 | //-- the flip-flop fbos
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[2859] | 314 |
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[3216] | 315 | int downSampledWidth, downSampledHeight;
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| 316 |
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| 317 | if (ssaoUseFullResolution)
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| 318 | {
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| 319 | downSampledWidth = w; downSampledHeight = h;
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| 320 | cout << "using full resolution ssao" << endl;
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| 321 | }
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| 322 | else
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| 323 | {
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| 324 | downSampledWidth = w / 2; downSampledHeight = h / 2;
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| 325 | cout << "using half resolution ssao" << endl;
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| 326 | }
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| 327 |
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| 328 | mIllumFbo = new FrameBufferObject(downSampledWidth, downSampledHeight, FrameBufferObject::DEPTH_NONE);
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[3094] | 329 | //mIllumFbo = new FrameBufferObject(w, h, FrameBufferObject::DEPTH_NONE);
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| 330 |
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[3019] | 331 | mFBOs.push_back(mIllumFbo);
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[2891] | 332 |
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[3019] | 333 | for (int i = 0; i < 4; ++ i)
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| 334 | {
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[3088] | 335 | mIllumFbo->AddColorBuffer(ColorBufferObject::RGBA_FLOAT_32, ColorBufferObject::WRAP_CLAMP_TO_EDGE, ColorBufferObject::FILTER_LINEAR);
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[3117] | 336 | FrameBufferObject::InitBuffer(mIllumFbo, i);
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[3019] | 337 | }
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[3002] | 338 |
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[3117] | 339 |
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| 340 | ///////////////
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[3212] | 341 | //-- the downsampled ssao + color bleeding textures:
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| 342 | //-- as GI is mostly low frequency, we can use lower resolution toimprove performance
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[3117] | 343 |
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[3222] | 344 | mDownSampleFbo = new FrameBufferObject(downSampledWidth, downSampledHeight, FrameBufferObject::DEPTH_NONE);
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[3204] | 345 | // the downsampled color + depth buffer
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[3002] | 346 | mDownSampleFbo->AddColorBuffer(ColorBufferObject::RGBA_FLOAT_32, ColorBufferObject::WRAP_CLAMP_TO_EDGE, ColorBufferObject::FILTER_LINEAR);
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[3204] | 347 | // downsample buffer for the normal texture
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[3212] | 348 | mDownSampleFbo->AddColorBuffer(ColorBufferObject::RGB_FLOAT_16, ColorBufferObject::WRAP_CLAMP_TO_EDGE, ColorBufferObject::FILTER_LINEAR);
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[3019] | 349 |
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[3212] | 350 |
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[3199] | 351 | for (int i = 0; i < 2; ++ i)
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| 352 | {
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| 353 | FrameBufferObject::InitBuffer(mDownSampleFbo, i);
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| 354 | }
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[3117] | 355 |
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[3019] | 356 | mFBOs.push_back(mDownSampleFbo);
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[3038] | 357 |
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[3084] | 358 | // create noise texture for ssao
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[3150] | 359 | // for performance reasons we use a smaller texture and repeat it over the screen
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| 360 | CreateNoiseTex2D(mIllumFbo->GetWidth() / 4, mIllumFbo->GetWidth() / 4);
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[3227] | 361 | //CreateNoiseTex2D(mIllumFbo->GetWidth(), mIllumFbo->GetWidth());
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[3192] | 362 |
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[3085] | 363 | mProjViewMatrix = IdentityMatrix();
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| 364 | mOldProjViewMatrix = IdentityMatrix();
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| 365 |
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| 366 | for (int i = 0; i < 4; ++ i)
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| 367 | {
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| 368 | mCornersView[i] = mOldCornersView[i] = Vector3::UNIT_X();
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| 369 | }
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| 370 |
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| 371 | mEyePos = mOldEyePos = Vector3::ZERO();
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| 372 |
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[3213] | 373 | PrepareLenseFlare();
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| 374 |
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[3038] | 375 | InitCg();
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[2861] | 376 | }
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| 377 |
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| 378 |
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[2896] | 379 | DeferredRenderer::~DeferredRenderer()
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[2861] | 380 | {
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[3019] | 381 | CLEAR_CONTAINER(mFBOs);
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[3206] | 382 |
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[3129] | 383 | glDeleteTextures(1, &noiseTex2D);
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| 384 | glDeleteTextures(1, &noiseTex1D);
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[2861] | 385 | }
|
---|
| 386 |
|
---|
| 387 |
|
---|
[3038] | 388 | void 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");
|
---|
[3296] | 397 | //sCgCombineSsaoProgram = sm->CreateFragmentProgram("combineSsao", "CombineSsaoHalfRes", "CombineSsao");
|
---|
[3299] | 398 | sCgCombineSsaoProgram = sm->CreateFragmentProgram("combineSsaoSep", "CombineSsaoFullRes", "CombineSsao");
|
---|
[3216] | 399 | sCgAntiAliasingProgram = sm->CreateFragmentProgram("antialiasing", "main", "AntiAliasing");
|
---|
| 400 | sCgToneProgram = sm->CreateFragmentProgram("tonemap", "ToneMap", "ToneMap");
|
---|
[3137] | 401 | sCgDownSampleProgram = sm->CreateFragmentProgram("deferred", "Output", "Output");
|
---|
| 402 | sCgScaleDepthProgram = sm->CreateFragmentProgram("deferred", "ScaleDepth", "ScaleDepth");
|
---|
[3216] | 403 | sCgLogLumProgram = sm->CreateFragmentProgram("tonemap", "CalcAvgLogLum", "AvgLogLum");
|
---|
[3155] | 404 | sCgPrepareSsaoProgram = sm->CreateFragmentProgram("deferred", "PrepareSsao", "PrepareSsao");
|
---|
[3213] | 405 | sCgLenseFlareProgram = sm->CreateFragmentProgram("lenseFlare", "LenseFlare", "LenseFlare");
|
---|
[3232] | 406 | sCgDOFProgram = sm->CreateFragmentProgram("depthOfField", "DepthOfField", "DepthOfField");
|
---|
[3038] | 407 |
|
---|
[3034] | 408 |
|
---|
[3104] | 409 | ///////////////////
|
---|
| 410 | //-- initialize program parameters
|
---|
[3034] | 411 |
|
---|
[3104] | 412 | string ssaoParams[] =
|
---|
| 413 | {"colors", "normals", "oldTex", "noiseTex", "temporalCoherence",
|
---|
[3111] | 414 | "samples", "bl", "br", "tl", "tr",
|
---|
| 415 | "modelViewProj", "oldModelViewProj", "oldEyePos", "oldbl", "oldbr",
|
---|
[3212] | 416 | "oldtl", "oldtr", "attribsTex", "kernelRadius", "sampleIntensity"};
|
---|
| 417 | sCgSsaoProgram->AddParameters(ssaoParams, 0, 20);
|
---|
[3085] | 418 |
|
---|
[3104] | 419 | string giParams[] =
|
---|
| 420 | {"colors", "normals", "noiseTex", "oldSsaoTex", "oldIllumTex",
|
---|
[3111] | 421 | "temporalCoherence", "samples", "bl", "br", "tl",
|
---|
| 422 | "tr", "oldModelViewProj", "modelViewProj"};
|
---|
[3232] | 423 |
|
---|
[3104] | 424 | sCgGiProgram->AddParameters(giParams, 0, 13);
|
---|
[3034] | 425 |
|
---|
[3104] | 426 | string toneParams[] = {"colors", "imageKey", "whiteLum", "middleGrey"};
|
---|
| 427 | sCgToneProgram->AddParameters(toneParams, 0, 4);
|
---|
[3034] | 428 |
|
---|
| 429 |
|
---|
[3104] | 430 | ////////////////
|
---|
| 431 |
|
---|
| 432 | string deferredShadowParams[] =
|
---|
| 433 | {"colors", "normals", "shadowMap", "noiseTex", "shadowMatrix",
|
---|
| 434 | "sampleWidth", "lightDir", "eyePos", "samples", "weights"};
|
---|
[3035] | 435 |
|
---|
[3104] | 436 | sCgDeferredShadowProgram->AddParameters(deferredShadowParams, 0, 10);
|
---|
| 437 |
|
---|
| 438 | ////////////////
|
---|
[3034] | 439 |
|
---|
[3104] | 440 | string combineIllumParams[] = {"colorsTex", "ssaoTex", "illumTex"};
|
---|
| 441 | sCgCombineIllumProgram->AddParameters(combineIllumParams, 0, 3);
|
---|
[3035] | 442 |
|
---|
[3104] | 443 | ////////////////
|
---|
[3035] | 444 |
|
---|
[3299] | 445 | /*string combineSsaoParams[] =
|
---|
[3216] | 446 | {"colorsTex", "normalsTex", "ssaoTex", "filterOffs", "filterWeights",
|
---|
| 447 | "ssaoFilterRadius", "modelViewProj", "bl", "br", "tl",
|
---|
| 448 | "tr", "w", "h"};
|
---|
[3299] | 449 | */
|
---|
| 450 | string combineSsaoParams[] =
|
---|
| 451 | {"colorsTex", "ssaoTex", "bl", "br", "tl", "tr", "xyStep"};
|
---|
[3232] | 452 |
|
---|
[3299] | 453 | //sCgCombineSsaoProgram->AddParameters(combineSsaoParams, 0, 13);
|
---|
| 454 | sCgCombineSsaoProgram->AddParameters(combineSsaoParams, 0, 7);
|
---|
[3035] | 455 |
|
---|
[3299] | 456 |
|
---|
[3104] | 457 | //////////////
|
---|
[3036] | 458 |
|
---|
[3104] | 459 | string deferredParams[] = {"colors", "normals", "lightDir"};
|
---|
| 460 | sCgDeferredProgram->AddParameters(deferredParams, 0, 3);
|
---|
| 461 |
|
---|
| 462 | ///////////////////
|
---|
| 463 |
|
---|
[3136] | 464 | string aaParams[] = {"colors", "normals", "offsets"};
|
---|
| 465 | sCgAntiAliasingProgram->AddParameters(aaParams, 0, 3);
|
---|
[3104] | 466 |
|
---|
| 467 | /////////////////////
|
---|
| 468 |
|
---|
[3137] | 469 | string downSampleParams[] = {"colors"};
|
---|
| 470 | sCgDownSampleProgram->AddParameters(downSampleParams, 0, 1);
|
---|
[3104] | 471 |
|
---|
[3137] | 472 | /////////////////////
|
---|
| 473 |
|
---|
| 474 | string scaleDepthParams[] = {"colors"};
|
---|
| 475 | sCgScaleDepthProgram->AddParameters(scaleDepthParams, 0, 1);
|
---|
| 476 |
|
---|
[3104] | 477 | ////////////
|
---|
| 478 |
|
---|
| 479 | sCgLogLumProgram->AddParameter("colors", 0);
|
---|
[3128] | 480 |
|
---|
| 481 | ////////////////
|
---|
| 482 |
|
---|
[3155] | 483 |
|
---|
| 484 | string prepareSsaoParams[] =
|
---|
[3199] | 485 | {"colorsTex", "normalsTex", "diffVals", "oldTex",
|
---|
[3167] | 486 | "oldEyePos", "modelViewProj", "oldModelViewProj",
|
---|
| 487 | "oldbl", "oldbr", "oldtl", "oldtr"};
|
---|
[3104] | 488 |
|
---|
[3199] | 489 | sCgPrepareSsaoProgram->AddParameters(prepareSsaoParams, 0, 11);
|
---|
[3155] | 490 |
|
---|
| 491 |
|
---|
| 492 | ////////////////
|
---|
[3213] | 493 |
|
---|
| 494 | string lenseFlareParams[] =
|
---|
| 495 | {"colorsTex", "flareTex1", "flareTex2", "flareTex3", "flareTex4",
|
---|
[3215] | 496 | "flareTex5", "vectorToLight", "distanceToLight", "sunVisiblePixels"};
|
---|
[3213] | 497 |
|
---|
[3215] | 498 | sCgLenseFlareProgram->AddParameters(lenseFlareParams, 0, 9);
|
---|
[3213] | 499 |
|
---|
[3232] | 500 |
|
---|
| 501 | ////////////////
|
---|
| 502 |
|
---|
[3235] | 503 | string dofParams[] = {"colorsTex", "filterOffs", "sceneRange", "zFocus"};
|
---|
[3213] | 504 |
|
---|
[3235] | 505 | sCgDOFProgram->AddParameters(dofParams, 0, 4);
|
---|
[3232] | 506 |
|
---|
| 507 |
|
---|
[3213] | 508 | ////////////////
|
---|
[3232] | 509 | //-- prepare filter for ssao
|
---|
[3213] | 510 |
|
---|
[3216] | 511 | PrepareSsaoFilter();
|
---|
[3213] | 512 |
|
---|
[3155] | 513 |
|
---|
[3144] | 514 | /////////
|
---|
[3133] | 515 | //-- pcf tabs for shadowing
|
---|
| 516 |
|
---|
[3026] | 517 | float filterWeights[NUM_PCF_TABS];
|
---|
[3227] | 518 | PoissonDiscSampleGenerator2D poisson2(NUM_PCF_TABS, 1.0f);
|
---|
[3103] | 519 | poisson2.Generate((float *)pcfSamples);
|
---|
[2990] | 520 |
|
---|
[3026] | 521 | for (int i = 0; i < NUM_PCF_TABS; ++ i)
|
---|
[2880] | 522 | {
|
---|
[3026] | 523 | filterWeights[i] = GaussianDistribution(pcfSamples[i].x, pcfSamples[i].y, 1.0f);
|
---|
[2880] | 524 | }
|
---|
| 525 |
|
---|
[3035] | 526 | sCgDeferredShadowProgram->SetArray2f(8, (float *)pcfSamples, NUM_PCF_TABS);
|
---|
| 527 | sCgDeferredShadowProgram->SetArray1f(9, (float *)filterWeights, NUM_PCF_TABS);
|
---|
[2880] | 528 |
|
---|
[3232] | 529 |
|
---|
| 530 | /////////
|
---|
| 531 | //-- pcf tabs for depth of field
|
---|
| 532 |
|
---|
| 533 | // todo matt: it is stupid to put num samples and width of kernel into constructor => change this!!!
|
---|
| 534 | PoissonDiscSampleGenerator2D poisson3(NUM_DOF_TABS, 1.0f);
|
---|
[3235] | 535 | poisson3.Generate((float *)dofSamples);
|
---|
[3232] | 536 |
|
---|
[3235] | 537 | for (int i = 0; i < NUM_DOF_TABS; ++ i)
|
---|
| 538 | {
|
---|
| 539 | dofSamples[i].x *= 1.0f / mWidth;
|
---|
| 540 | dofSamples[i].y *= 1.0f / mHeight;
|
---|
| 541 | }
|
---|
| 542 |
|
---|
[3232] | 543 | //float dofWeights[NUM_PCF_TABS];
|
---|
| 544 | //sCgDOFProgram->SetArray1f(2, (float *)dofWeights, NUM_DOF_TABS);
|
---|
| 545 |
|
---|
[2859] | 546 | PrintGLerror("init");
|
---|
| 547 | }
|
---|
| 548 |
|
---|
| 549 |
|
---|
[2896] | 550 | void DeferredRenderer::Render(FrameBufferObject *fbo,
|
---|
[2952] | 551 | DirectionalLight *light,
|
---|
[2991] | 552 | ShadowMap *shadowMap
|
---|
| 553 | )
|
---|
[2859] | 554 | {
|
---|
[3085] | 555 | InitFrame();
|
---|
| 556 |
|
---|
[2944] | 557 | if (shadowMap)
|
---|
[2952] | 558 | FirstPassShadow(fbo, light, shadowMap);
|
---|
[2895] | 559 | else
|
---|
[2952] | 560 | FirstPass(fbo, light);
|
---|
[2944] | 561 |
|
---|
[3103] | 562 | if (mShadingMethod != 0)
|
---|
[2880] | 563 | {
|
---|
[3214] | 564 | PrepareSsao(fbo); // downsample fbo buffers
|
---|
[3103] | 565 | }
|
---|
[3006] | 566 |
|
---|
[3213] | 567 | // q: use antialiasing before or after ssao?
|
---|
[3193] | 568 | //if (useAntiAliasing) AntiAliasing(fbo, light);
|
---|
[3132] | 569 |
|
---|
[3103] | 570 | switch (mShadingMethod)
|
---|
| 571 | {
|
---|
| 572 | case SSAO:
|
---|
[3242] | 573 | ComputeSsao(fbo, mTempCohFactor);
|
---|
[2944] | 574 | CombineSsao(fbo);
|
---|
| 575 | break;
|
---|
| 576 | case GI:
|
---|
[3242] | 577 | ComputeGlobIllum(fbo, mTempCohFactor);
|
---|
[2944] | 578 | CombineIllum(fbo);
|
---|
| 579 | break;
|
---|
[3214] | 580 | default:
|
---|
[2944] | 581 | // do nothing: standard deferred shading
|
---|
| 582 | break;
|
---|
| 583 | }
|
---|
[2884] | 584 |
|
---|
[3242] | 585 | /// depth of field
|
---|
| 586 | if (mUseDepthOfField)
|
---|
| 587 | {
|
---|
| 588 | DepthOfField(fbo);
|
---|
| 589 | }
|
---|
[3235] | 590 |
|
---|
[3242] | 591 | if (mUseToneMapping)
|
---|
[2991] | 592 | {
|
---|
| 593 | float imageKey, whiteLum, middleGrey;
|
---|
| 594 |
|
---|
| 595 | ComputeToneParameters(fbo, light, imageKey, whiteLum, middleGrey);
|
---|
[3007] | 596 | ToneMap(fbo, imageKey, whiteLum, middleGrey);
|
---|
[2991] | 597 | }
|
---|
| 598 |
|
---|
[3215] | 599 | /// compute lense flare
|
---|
| 600 | LenseFlare(fbo, light);
|
---|
[3213] | 601 |
|
---|
[3219] | 602 | const bool saveFrame = (mSavedFrameNumber != -1);
|
---|
| 603 | const bool displayAfterAA = !saveFrame;
|
---|
| 604 |
|
---|
[3175] | 605 | // multisampling is difficult / costly with deferred shading
|
---|
| 606 | // at least do some edge blurring
|
---|
[3242] | 607 | if (mUseAntiAliasing) AntiAliasing(fbo, light, displayAfterAA);
|
---|
[3219] | 608 |
|
---|
| 609 | /// store the current frame
|
---|
| 610 | if (saveFrame) SaveFrame(fbo);
|
---|
[3135] | 611 |
|
---|
[3219] | 612 | // if it hasn't been done yet => just output the latest buffer
|
---|
[3242] | 613 | if (!mUseAntiAliasing || !displayAfterAA)
|
---|
[3219] | 614 | Output(fbo);
|
---|
| 615 |
|
---|
[2867] | 616 | glEnable(GL_LIGHTING);
|
---|
| 617 | glDisable(GL_TEXTURE_2D);
|
---|
| 618 |
|
---|
| 619 | glMatrixMode(GL_PROJECTION);
|
---|
| 620 | glPopMatrix();
|
---|
| 621 |
|
---|
| 622 | glMatrixMode(GL_MODELVIEW);
|
---|
| 623 | glPopMatrix();
|
---|
| 624 |
|
---|
[3089] | 625 | // viewport
|
---|
[2867] | 626 | glPopAttrib();
|
---|
| 627 |
|
---|
[3007] | 628 | FrameBufferObject::Release();
|
---|
[3057] | 629 | ShaderManager::GetSingleton()->DisableFragmentProfile();
|
---|
[2859] | 630 | }
|
---|
| 631 |
|
---|
[3296] | 632 | #if 0
|
---|
[2859] | 633 |
|
---|
[3216] | 634 | void DeferredRenderer::PrepareSsaoFilter()
|
---|
| 635 | {
|
---|
| 636 | const float filterWidth = 1.0f;
|
---|
[3167] | 637 |
|
---|
[3227] | 638 | PoissonDiscSampleGenerator2D poisson(NUM_SSAO_FILTER_SAMPLES, 1.0f);
|
---|
[3216] | 639 | poisson.Generate((float *)ssaoFilterOffsets);
|
---|
| 640 |
|
---|
| 641 | const float xoffs = (float)filterWidth / mWidth;
|
---|
| 642 | const float yoffs = (float)filterWidth / mHeight;
|
---|
| 643 |
|
---|
| 644 | for (int i = 0; i < NUM_SSAO_FILTER_SAMPLES; ++ i)
|
---|
| 645 | {
|
---|
| 646 | float x = ssaoFilterOffsets[2 * i + 0];
|
---|
| 647 | float y = ssaoFilterOffsets[2 * i + 1];
|
---|
| 648 |
|
---|
| 649 | ssaoFilterWeights[i] = GaussianDistribution(x, y, 1.0f);
|
---|
| 650 | //ssaoFilterWeights[i] = 1.0f;
|
---|
| 651 |
|
---|
| 652 | ssaoFilterOffsets[2 * i + 0] *= xoffs;
|
---|
| 653 | ssaoFilterOffsets[2 * i + 1] *= yoffs;
|
---|
| 654 | }
|
---|
| 655 | }
|
---|
| 656 |
|
---|
[3296] | 657 | #else
|
---|
[3216] | 658 |
|
---|
[3297] | 659 | /** star filter
|
---|
| 660 | */
|
---|
[3296] | 661 | void DeferredRenderer::PrepareSsaoFilter()
|
---|
| 662 | {
|
---|
| 663 | const float filterWidth = 1.0f;
|
---|
| 664 |
|
---|
| 665 | PoissonDiscSampleGenerator2D poisson(NUM_SSAO_FILTER_SAMPLES, 1.0f);
|
---|
| 666 | poisson.Generate((float *)ssaoFilterOffsets);
|
---|
| 667 |
|
---|
| 668 | const float xoffs = (float)filterWidth / mWidth;
|
---|
| 669 | const float yoffs = (float)filterWidth / mHeight;
|
---|
| 670 |
|
---|
[3297] | 671 | const int n = NUM_SSAO_FILTER_SAMPLES / 2 + 1;
|
---|
| 672 |
|
---|
| 673 | for (int i = 0; i < n; ++ i)
|
---|
[3296] | 674 | {
|
---|
[3297] | 675 | const int idx = i - NUM_SSAO_FILTER_SAMPLES / 4;
|
---|
[3296] | 676 |
|
---|
[3297] | 677 | const float x = xoffs * (float)idx;
|
---|
| 678 | const float y = 0;
|
---|
| 679 |
|
---|
[3296] | 680 | ssaoFilterWeights[i] = GaussianDistribution(x, y, 1.0f);
|
---|
| 681 |
|
---|
[3297] | 682 | ssaoFilterOffsets[2 * i + 0] = x;
|
---|
| 683 | ssaoFilterOffsets[2 * i + 1] = y;
|
---|
[3296] | 684 | }
|
---|
| 685 |
|
---|
[3297] | 686 | int j = 2 * n;
|
---|
[3296] | 687 |
|
---|
[3297] | 688 | for (int i = 0; i < n; ++ i)
|
---|
| 689 | {
|
---|
| 690 | const int idx = i - NUM_SSAO_FILTER_SAMPLES / 4;
|
---|
[3296] | 691 |
|
---|
[3297] | 692 | if (idx)
|
---|
| 693 | {
|
---|
| 694 | const float x = 0;
|
---|
| 695 | const float y = yoffs * (float)idx;
|
---|
| 696 |
|
---|
| 697 | ssaoFilterWeights[i] = GaussianDistribution(x, y, 1.0f);
|
---|
| 698 | //ssaoFilterWeights[i] = 1.0f;
|
---|
| 699 |
|
---|
| 700 | ssaoFilterOffsets[j + 0] = x;
|
---|
| 701 | ssaoFilterOffsets[j + 1] = y;
|
---|
| 702 |
|
---|
| 703 | j += 2;
|
---|
| 704 | }
|
---|
[3296] | 705 | }
|
---|
[3297] | 706 |
|
---|
| 707 | for (int i = 0; i < NUM_SSAO_FILTER_SAMPLES; ++ i)
|
---|
| 708 | {
|
---|
| 709 | cout << "samples " << i << ": " << ssaoFilterOffsets[i * 2] << " " << ssaoFilterOffsets[i * 2 + 1] << endl;
|
---|
| 710 | }
|
---|
[3296] | 711 | }
|
---|
| 712 |
|
---|
| 713 | #endif
|
---|
| 714 |
|
---|
| 715 |
|
---|
[3167] | 716 | static inline float SqrMag(const Sample2 &s)
|
---|
| 717 | {
|
---|
| 718 | return (s.x * s.x + s.y * s.y);
|
---|
| 719 | }
|
---|
| 720 |
|
---|
| 721 |
|
---|
| 722 | static inline float SqrDist(const Sample2 &a, const Sample2 &b)
|
---|
| 723 | {
|
---|
| 724 | float x = a.x - b.x;
|
---|
| 725 | float y = a.y - b.y;
|
---|
| 726 |
|
---|
| 727 | return x * x + y * y;
|
---|
| 728 | }
|
---|
| 729 |
|
---|
| 730 |
|
---|
| 731 | static inline bool lt(const Sample2 &a, const Sample2 &b)
|
---|
| 732 | {
|
---|
| 733 | return SqrMag(a) < SqrMag(b);
|
---|
| 734 | }
|
---|
| 735 |
|
---|
| 736 |
|
---|
| 737 | void DeferredRenderer::SortSamples()
|
---|
| 738 | {
|
---|
| 739 | static Sample2 tempSamples[NUM_SAMPLES];
|
---|
| 740 | static bool checked[NUM_SAMPLES];
|
---|
| 741 |
|
---|
| 742 | for (int i = 0; i < NUM_SAMPLES; ++ i)
|
---|
| 743 | checked[i] = false;
|
---|
| 744 |
|
---|
| 745 | Sample2 currentSample;
|
---|
| 746 | currentSample.x = 0; currentSample.y = 0;
|
---|
| 747 | int ns = 0; // the next sample index
|
---|
| 748 |
|
---|
| 749 | for (int i = 0; i < NUM_SAMPLES; ++ i)
|
---|
| 750 | {
|
---|
| 751 | float minLen = 1e20f;
|
---|
| 752 |
|
---|
| 753 | for (int j = 0; j < NUM_SAMPLES; ++ j)
|
---|
| 754 | {
|
---|
| 755 | if (checked[j]) continue;
|
---|
| 756 |
|
---|
| 757 | Sample2 s = samples2[j];
|
---|
| 758 | const float len = SqrDist(s, currentSample);
|
---|
| 759 |
|
---|
| 760 | if (len < minLen)
|
---|
| 761 | {
|
---|
| 762 | minLen = len;
|
---|
| 763 | ns = j;
|
---|
| 764 | }
|
---|
| 765 | }
|
---|
| 766 |
|
---|
| 767 | tempSamples[i] = samples2[ns];
|
---|
| 768 | currentSample = samples2[ns];
|
---|
| 769 | checked[ns] = true;
|
---|
| 770 | }
|
---|
| 771 |
|
---|
| 772 | for (int i = 0; i < NUM_SAMPLES; ++ i)
|
---|
| 773 | samples2[i] = tempSamples[i];
|
---|
| 774 | }
|
---|
| 775 |
|
---|
| 776 |
|
---|
[3199] | 777 | void DeferredRenderer::ComputeSsao(FrameBufferObject *fbo, float tempCohFactor)
|
---|
[2859] | 778 | {
|
---|
[3117] | 779 | GLuint colorsTex, normalsTex, attribsTex;
|
---|
[3015] | 780 |
|
---|
[3133] | 781 | if (0)
|
---|
[3199] | 782 | {
|
---|
[3117] | 783 | colorsTex = fbo->GetColorBuffer(colorBufferIdx)->GetTexture();
|
---|
[3199] | 784 | normalsTex = fbo->GetColorBuffer(1)->GetTexture();
|
---|
| 785 | }
|
---|
[3117] | 786 | else
|
---|
[3199] | 787 | {
|
---|
| 788 | normalsTex = mDownSampleFbo->GetColorBuffer(1)->GetTexture();
|
---|
[3117] | 789 | colorsTex = mDownSampleFbo->GetColorBuffer(0)->GetTexture();
|
---|
[3199] | 790 | }
|
---|
| 791 |
|
---|
[3198] | 792 | attribsTex = fbo->GetColorBuffer(2)->GetTexture();
|
---|
[3117] | 793 |
|
---|
[3087] | 794 | // flip flop between illumination buffers
|
---|
[3019] | 795 | GLuint oldTex = mIllumFbo->GetColorBuffer(2 - mIllumFboIndex)->GetTexture();
|
---|
[2993] | 796 |
|
---|
[3006] | 797 | glPushAttrib(GL_VIEWPORT_BIT);
|
---|
[3019] | 798 | glViewport(0, 0, mIllumFbo->GetWidth(), mIllumFbo->GetHeight());
|
---|
[3006] | 799 |
|
---|
[2861] | 800 | // read the second buffer, write to the first buffer
|
---|
[3019] | 801 | mIllumFbo->Bind();
|
---|
| 802 | glDrawBuffers(1, mrt + mIllumFboIndex);
|
---|
[2868] | 803 |
|
---|
[3095] | 804 | int i = 0;
|
---|
[3034] | 805 |
|
---|
[3095] | 806 | sCgSsaoProgram->SetTexture(i ++, colorsTex);
|
---|
| 807 | sCgSsaoProgram->SetTexture(i ++, normalsTex);
|
---|
| 808 | sCgSsaoProgram->SetTexture(i ++, oldTex);
|
---|
[3129] | 809 | sCgSsaoProgram->SetTexture(i ++, noiseTex2D);
|
---|
[3095] | 810 |
|
---|
| 811 | sCgSsaoProgram->SetValue1f(i ++, (mUseTemporalCoherence && !mRegenerateSamples) ? tempCohFactor : 0);
|
---|
[3035] | 812 |
|
---|
[3231] | 813 | static int currentPos = 0;
|
---|
| 814 |
|
---|
[3129] | 815 | if (mUseTemporalCoherence || mRegenerateSamples)
|
---|
[2875] | 816 | {
|
---|
[2895] | 817 | mRegenerateSamples = false;
|
---|
[2859] | 818 |
|
---|
[2875] | 819 | // q: should we generate new samples or only rotate the old ones?
|
---|
| 820 | // in the first case, the sample patterns look nicer, but the kernel
|
---|
| 821 | // needs longer to converge
|
---|
[3246] | 822 | //if (currentPos + NUM_SAMPLES >= NUM_PRECOMPUTED_SAMPLES) {
|
---|
[3231] | 823 | currentPos = 0;
|
---|
| 824 | GenerateSamples(mSamplingMethod);
|
---|
[3246] | 825 | //}
|
---|
[3167] | 826 |
|
---|
[3192] | 827 | //if (mSortSamples) { SortSamples(); }
|
---|
[3231] | 828 | sCgSsaoProgram->SetArray2f(i, (float *)samples2 + currentPos, NUM_SAMPLES);
|
---|
| 829 |
|
---|
| 830 | currentPos += NUM_SAMPLES;
|
---|
[2875] | 831 | }
|
---|
[3085] | 832 |
|
---|
[3095] | 833 | ++ i;
|
---|
[2859] | 834 |
|
---|
[3095] | 835 | for (int j = 0; j < 4; ++ j, ++ i)
|
---|
| 836 | sCgSsaoProgram->SetValue3f(i, mCornersView[j].x, mCornersView[j].y, mCornersView[j].z);
|
---|
[2987] | 837 |
|
---|
[3095] | 838 | sCgSsaoProgram->SetMatrix(i ++, mProjViewMatrix);
|
---|
| 839 | sCgSsaoProgram->SetMatrix(i ++, mOldProjViewMatrix);
|
---|
[3062] | 840 |
|
---|
[3105] | 841 | Vector3 de;
|
---|
| 842 | de.x = mOldEyePos.x - mEyePos.x;
|
---|
| 843 | de.y = mOldEyePos.y - mEyePos.y;
|
---|
| 844 | de.z = mOldEyePos.z - mEyePos.z;
|
---|
[3035] | 845 |
|
---|
[3095] | 846 | sCgSsaoProgram->SetValue3f(i ++, de.x, de.y, de.z);
|
---|
[3093] | 847 |
|
---|
[3095] | 848 | for (int j = 0; j < 4; ++ j, ++ i)
|
---|
[3212] | 849 | {
|
---|
[3095] | 850 | sCgSsaoProgram->SetValue3f(i, mOldCornersView[j].x, mOldCornersView[j].y, mOldCornersView[j].z);
|
---|
[3212] | 851 | }
|
---|
[3085] | 852 |
|
---|
[3110] | 853 | sCgSsaoProgram->SetTexture(i ++, attribsTex);
|
---|
[3212] | 854 | sCgSsaoProgram->SetValue1f(i ++, mKernelRadius);
|
---|
[3227] | 855 | sCgSsaoProgram->SetValue1f(i ++, mSampleIntensity * mKernelRadius);
|
---|
[3110] | 856 |
|
---|
[3129] | 857 |
|
---|
[3026] | 858 | DrawQuad(sCgSsaoProgram);
|
---|
[2987] | 859 |
|
---|
[3006] | 860 | glPopAttrib();
|
---|
[2859] | 861 |
|
---|
| 862 | PrintGLerror("ssao first pass");
|
---|
| 863 | }
|
---|
| 864 |
|
---|
| 865 |
|
---|
[2865] | 866 | static void SetVertex(float x, float y, float x_offs, float y_offs)
|
---|
| 867 | {
|
---|
| 868 | glMultiTexCoord2fARB(GL_TEXTURE0_ARB, x, y); // center
|
---|
| 869 | glMultiTexCoord2fARB(GL_TEXTURE1_ARB, x - x_offs, y + y_offs); // left top
|
---|
| 870 | glMultiTexCoord2fARB(GL_TEXTURE2_ARB, x + x_offs, y - y_offs); // right bottom
|
---|
| 871 | glMultiTexCoord2fARB(GL_TEXTURE3_ARB, x + x_offs, y + y_offs); // right top
|
---|
| 872 | glMultiTexCoord2fARB(GL_TEXTURE4_ARB, x - x_offs, y - y_offs); // left bottom
|
---|
| 873 |
|
---|
| 874 | glMultiTexCoord4fARB(GL_TEXTURE5_ARB, x - x_offs, y, x + x_offs, y); // left right
|
---|
| 875 | glMultiTexCoord4fARB(GL_TEXTURE6_ARB, x, y + y_offs, x, y - y_offs); // top bottom
|
---|
| 876 |
|
---|
[3089] | 877 | //glVertex3f(x - 0.5f, y - 0.5f, -0.5f);
|
---|
| 878 | glVertex2f(x, y);
|
---|
[2865] | 879 | }
|
---|
| 880 |
|
---|
| 881 |
|
---|
[3219] | 882 | void DeferredRenderer::AntiAliasing(FrameBufferObject *fbo,
|
---|
| 883 | DirectionalLight *light,
|
---|
| 884 | bool displayFrame)
|
---|
[2865] | 885 | {
|
---|
[2968] | 886 | ColorBufferObject *colorBuffer = fbo->GetColorBuffer(colorBufferIdx);
|
---|
| 887 | GLuint colorsTex = colorBuffer->GetTexture();
|
---|
[3136] | 888 | GLuint normalsTex = fbo->GetColorBuffer(1)->GetTexture();
|
---|
[3007] | 889 |
|
---|
[3132] | 890 | // read the second buffer, write to the first buffer
|
---|
[3219] | 891 | if (!displayFrame)
|
---|
| 892 | FlipFbos(fbo);
|
---|
| 893 | else
|
---|
| 894 | // end of the pipeline => just draw image to screen
|
---|
| 895 | FrameBufferObject::Release();
|
---|
[3132] | 896 |
|
---|
[3136] | 897 | // the neighbouring texels
|
---|
| 898 | float xOffs = 1.0f / fbo->GetWidth();
|
---|
| 899 | float yOffs = 1.0f / fbo->GetHeight();
|
---|
| 900 |
|
---|
[3034] | 901 | sCgAntiAliasingProgram->SetTexture(0, colorsTex);
|
---|
| 902 | sCgAntiAliasingProgram->SetTexture(1, normalsTex);
|
---|
[2865] | 903 |
|
---|
[3136] | 904 | float offsets[16];
|
---|
| 905 | int i = 0;
|
---|
[2868] | 906 |
|
---|
[3136] | 907 | offsets[i] = -xOffs; offsets[i + 1] = yOffs; i += 2; // left top
|
---|
| 908 | offsets[i] = xOffs; offsets[i + 1] = -yOffs; i += 2; // right bottom
|
---|
| 909 | offsets[i] = xOffs; offsets[i + 1] = yOffs; i += 2; // right top
|
---|
| 910 | offsets[i] = -xOffs; offsets[i + 1] = -yOffs; i += 2; // left bottom
|
---|
| 911 | offsets[i] = -xOffs; offsets[i + 1] = .0f; i += 2; // left
|
---|
| 912 | offsets[i] = xOffs; offsets[i + 1] = .0f; i += 2; // right
|
---|
| 913 | offsets[i] = .0f; offsets[i + 1] = yOffs; i += 2; // top
|
---|
| 914 | offsets[i] = .0f; offsets[i + 1] = -yOffs; i += 2; // bottom
|
---|
[2865] | 915 |
|
---|
[3136] | 916 | sCgAntiAliasingProgram->SetArray2f(2, offsets, 8);
|
---|
[2865] | 917 |
|
---|
[3136] | 918 | DrawQuad(sCgAntiAliasingProgram);
|
---|
[2865] | 919 |
|
---|
[2867] | 920 | PrintGLerror("antialiasing");
|
---|
[2865] | 921 | }
|
---|
| 922 |
|
---|
| 923 |
|
---|
[2952] | 924 | void DeferredRenderer::FirstPass(FrameBufferObject *fbo, DirectionalLight *light)
|
---|
[2868] | 925 | {
|
---|
[2973] | 926 | GLuint colorsTex = fbo->GetColorBuffer(colorBufferIdx)->GetTexture();
|
---|
[3009] | 927 | GLuint normalsTex = fbo->GetColorBuffer(1)->GetTexture();
|
---|
[2868] | 928 |
|
---|
[3132] | 929 | FlipFbos(fbo);
|
---|
[2868] | 930 |
|
---|
[3026] | 931 | const Vector3 lightDir = -light->GetDirection();
|
---|
[2868] | 932 |
|
---|
[3034] | 933 | sCgDeferredProgram->SetTexture(0, colorsTex);
|
---|
| 934 | sCgDeferredProgram->SetTexture(1, normalsTex);
|
---|
| 935 | sCgDeferredProgram->SetValue3f(2, lightDir.x, lightDir.y, lightDir.z);
|
---|
[2868] | 936 |
|
---|
[3026] | 937 | DrawQuad(sCgDeferredProgram);
|
---|
[2952] | 938 |
|
---|
[2868] | 939 | PrintGLerror("deferred shading");
|
---|
| 940 | }
|
---|
| 941 |
|
---|
[2869] | 942 |
|
---|
[2896] | 943 | void DeferredRenderer::ComputeGlobIllum(FrameBufferObject *fbo,
|
---|
[3085] | 944 | float tempCohFactor)
|
---|
[2869] | 945 | {
|
---|
[3016] | 946 | #if 0
|
---|
| 947 | GLuint colorsTex = fbo->GetColorBuffer(colorBufferIdx)->GetTexture();
|
---|
| 948 | GLuint normalsTex = fbo->GetColorBuffer(1)->GetTexture();
|
---|
| 949 | #else
|
---|
[3003] | 950 | GLuint colorsTex = mDownSampleFbo->GetColorBuffer(0)->GetTexture();
|
---|
[3009] | 951 | GLuint normalsTex = mDownSampleFbo->GetColorBuffer(1)->GetTexture();
|
---|
[3016] | 952 | #endif
|
---|
[2869] | 953 |
|
---|
[3006] | 954 | glPushAttrib(GL_VIEWPORT_BIT);
|
---|
[3019] | 955 | glViewport(0, 0, mIllumFbo->GetWidth(), mIllumFbo->GetHeight());
|
---|
[2869] | 956 |
|
---|
[2873] | 957 | // read the second buffer, write to the first buffer
|
---|
[3019] | 958 | mIllumFbo->Bind();
|
---|
[2873] | 959 |
|
---|
[3019] | 960 | glDrawBuffers(2, mrt + mIllumFboIndex);
|
---|
[2873] | 961 |
|
---|
[3019] | 962 | GLuint oldSsaoTex = mIllumFbo->GetColorBuffer(2 - mIllumFboIndex)->GetTexture();
|
---|
| 963 | GLuint oldIllumTex = mIllumFbo->GetColorBuffer(2 - mIllumFboIndex + 1)->GetTexture();
|
---|
[2869] | 964 |
|
---|
[3160] | 965 | int i = 0;
|
---|
[2869] | 966 |
|
---|
[3160] | 967 | sCgGiProgram->SetTexture(i ++, colorsTex);
|
---|
| 968 | sCgGiProgram->SetTexture(i ++, normalsTex);
|
---|
| 969 | sCgGiProgram->SetTexture(i ++, noiseTex2D);
|
---|
| 970 | sCgGiProgram->SetTexture(i ++, oldSsaoTex);
|
---|
| 971 | sCgGiProgram->SetTexture(i ++, oldIllumTex);
|
---|
| 972 |
|
---|
| 973 | sCgGiProgram->SetValue1f(i ++,
|
---|
[3026] | 974 | (mUseTemporalCoherence && !mRegenerateSamples) ? tempCohFactor : 0);
|
---|
[2869] | 975 |
|
---|
[2895] | 976 | if (mUseTemporalCoherence || mRegenerateSamples)
|
---|
[2875] | 977 | {
|
---|
[2895] | 978 | mRegenerateSamples = false;
|
---|
[2873] | 979 |
|
---|
[2875] | 980 | // q: should we generate new samples or only rotate the old ones?
|
---|
| 981 | // in the first case, the sample patterns look nicer, but the kernel
|
---|
| 982 | // needs longer to converge
|
---|
[2895] | 983 | GenerateSamples(mSamplingMethod);
|
---|
[2903] | 984 |
|
---|
[3160] | 985 | sCgGiProgram->SetArray2f(i ++, (float *)samples2, NUM_SAMPLES);
|
---|
[2875] | 986 | }
|
---|
| 987 |
|
---|
[3085] | 988 | Vector3 bl = mCornersView[0];
|
---|
| 989 | Vector3 br = mCornersView[1];
|
---|
| 990 | Vector3 tl = mCornersView[2];
|
---|
| 991 | Vector3 tr = mCornersView[3];
|
---|
[2895] | 992 |
|
---|
[3160] | 993 | sCgGiProgram->SetValue3f(i ++, bl.x, bl.y, bl.z);
|
---|
| 994 | sCgGiProgram->SetValue3f(i ++, br.x, br.y, br.z);
|
---|
| 995 | sCgGiProgram->SetValue3f(i ++, tl.x, tl.y, tl.z);
|
---|
| 996 | sCgGiProgram->SetValue3f(i ++, tr.x, tr.y, tr.z);
|
---|
[2873] | 997 |
|
---|
[3160] | 998 | sCgGiProgram->SetMatrix(i ++, mOldProjViewMatrix);
|
---|
| 999 | sCgGiProgram->SetMatrix(i ++, mProjViewMatrix);
|
---|
[3035] | 1000 |
|
---|
| 1001 |
|
---|
[3026] | 1002 | DrawQuad(sCgGiProgram);
|
---|
[2990] | 1003 |
|
---|
[3006] | 1004 | glPopAttrib();
|
---|
| 1005 |
|
---|
[2873] | 1006 | PrintGLerror("globillum first pass");
|
---|
[2869] | 1007 | }
|
---|
| 1008 |
|
---|
| 1009 |
|
---|
[2896] | 1010 | void DeferredRenderer::CombineIllum(FrameBufferObject *fbo)
|
---|
[2880] | 1011 | {
|
---|
[2973] | 1012 | GLuint colorsTex = fbo->GetColorBuffer(colorBufferIdx)->GetTexture();
|
---|
[2884] | 1013 |
|
---|
[3019] | 1014 | GLuint ssaoTex = mIllumFbo->GetColorBuffer(mIllumFboIndex)->GetTexture();
|
---|
| 1015 | GLuint illumTex = mIllumFbo->GetColorBuffer(mIllumFboIndex + 1)->GetTexture();
|
---|
[2880] | 1016 |
|
---|
[3132] | 1017 | FlipFbos(fbo);
|
---|
[2891] | 1018 |
|
---|
[3036] | 1019 | sCgCombineIllumProgram->SetTexture(0, colorsTex);
|
---|
| 1020 | sCgCombineIllumProgram->SetTexture(1, ssaoTex);
|
---|
| 1021 | sCgCombineIllumProgram->SetTexture(2, illumTex);
|
---|
[2880] | 1022 |
|
---|
[3026] | 1023 | DrawQuad(sCgCombineIllumProgram);
|
---|
[2880] | 1024 |
|
---|
| 1025 | PrintGLerror("combine");
|
---|
| 1026 | }
|
---|
| 1027 |
|
---|
| 1028 |
|
---|
[2896] | 1029 | void DeferredRenderer::CombineSsao(FrameBufferObject *fbo)
|
---|
[2880] | 1030 | {
|
---|
[2973] | 1031 | GLuint colorsTex = fbo->GetColorBuffer(colorBufferIdx)->GetTexture();
|
---|
[3103] | 1032 | GLuint normalsTex = fbo->GetColorBuffer(1)->GetTexture();
|
---|
[3144] | 1033 | GLuint ssaoTex = mIllumFbo->GetColorBuffer(mIllumFboIndex)->GetTexture();
|
---|
[3132] | 1034 |
|
---|
| 1035 | FlipFbos(fbo);
|
---|
[2880] | 1036 |
|
---|
[3104] | 1037 | int i = 0;
|
---|
[3148] | 1038 |
|
---|
[3104] | 1039 | sCgCombineSsaoProgram->SetTexture(i ++, colorsTex);
|
---|
| 1040 | sCgCombineSsaoProgram->SetTexture(i ++, ssaoTex);
|
---|
[3017] | 1041 |
|
---|
[3299] | 1042 | //sCgCombineSsaoProgram->SetArray2f(i ++, (float *)ssaoFilterOffsets, NUM_SSAO_FILTER_SAMPLES);
|
---|
| 1043 | //sCgCombineSsaoProgram->SetArray1f(i ++, (float *)ssaoFilterWeights, NUM_SSAO_FILTER_SAMPLES);
|
---|
| 1044 | //sCgCombineSsaoProgram->SetValue1f(i ++, mSsaoFilterRadius);
|
---|
[3300] | 1045 | //sCgCombineSsaoProgram->SetMatrix(i ++, mProjViewMatrix);
|
---|
[3216] | 1046 |
|
---|
[3163] | 1047 | for (int j = 0; j < 4; ++ j, ++ i)
|
---|
[3296] | 1048 | {
|
---|
[3163] | 1049 | sCgCombineSsaoProgram->SetValue3f(i, mCornersView[j].x, mCornersView[j].y, mCornersView[j].z);
|
---|
[3296] | 1050 | }
|
---|
[3134] | 1051 |
|
---|
[3300] | 1052 | //float xOffs, yOffs;
|
---|
| 1053 |
|
---|
[3299] | 1054 | //sCgCombineSsaoProgram->SetValue2f(i ++, 1.0f / (float)mWidth, 1.0f / (float)mHeight);
|
---|
| 1055 | sCgCombineSsaoProgram->SetValue2f(i ++, 1.0f / (float)mWidth, 0);
|
---|
[3205] | 1056 |
|
---|
[3026] | 1057 | DrawQuad(sCgCombineSsaoProgram);
|
---|
[2974] | 1058 |
|
---|
[2880] | 1059 | PrintGLerror("combine ssao");
|
---|
| 1060 | }
|
---|
| 1061 |
|
---|
| 1062 |
|
---|
[3296] | 1063 | void DeferredRenderer::CombineSsao2(FrameBufferObject *fbo)
|
---|
| 1064 | {
|
---|
| 1065 | GLuint colorsTex = fbo->GetColorBuffer(colorBufferIdx)->GetTexture();
|
---|
| 1066 | GLuint normalsTex = fbo->GetColorBuffer(1)->GetTexture();
|
---|
| 1067 | GLuint ssaoTex = mIllumFbo->GetColorBuffer(mIllumFboIndex)->GetTexture();
|
---|
| 1068 |
|
---|
| 1069 | FlipFbos(fbo);
|
---|
| 1070 |
|
---|
| 1071 | int i = 0;
|
---|
| 1072 |
|
---|
| 1073 | sCgCombineSsaoProgram->SetTexture(i ++, colorsTex);
|
---|
| 1074 | sCgCombineSsaoProgram->SetTexture(i ++, normalsTex);
|
---|
| 1075 | sCgCombineSsaoProgram->SetTexture(i ++, ssaoTex);
|
---|
| 1076 |
|
---|
| 1077 | sCgCombineSsaoProgram->SetArray2f(i ++, (float *)ssaoFilterOffsets, NUM_SSAO_FILTER_SAMPLES);
|
---|
| 1078 | sCgCombineSsaoProgram->SetArray1f(i ++, (float *)ssaoFilterWeights, NUM_SSAO_FILTER_SAMPLES);
|
---|
| 1079 | sCgCombineSsaoProgram->SetValue1f(i ++, mSsaoFilterRadius);
|
---|
| 1080 |
|
---|
| 1081 | sCgCombineSsaoProgram->SetMatrix(i++, mProjViewMatrix);
|
---|
| 1082 |
|
---|
| 1083 | for (int j = 0; j < 4; ++ j, ++ i)
|
---|
| 1084 | {
|
---|
| 1085 | sCgCombineSsaoProgram->SetValue3f(i, mCornersView[j].x, mCornersView[j].y, mCornersView[j].z);
|
---|
| 1086 | }
|
---|
| 1087 |
|
---|
| 1088 | sCgCombineSsaoProgram->SetValue1f(i ++, mIllumFbo->GetColorBuffer(mIllumFboIndex)->GetWidth());
|
---|
| 1089 | sCgCombineSsaoProgram->SetValue1f(i ++, mIllumFbo->GetColorBuffer(mIllumFboIndex)->GetHeight());
|
---|
| 1090 |
|
---|
| 1091 | DrawQuad(sCgCombineSsaoProgram);
|
---|
| 1092 |
|
---|
| 1093 | PrintGLerror("combine ssao");
|
---|
| 1094 | }
|
---|
| 1095 |
|
---|
| 1096 |
|
---|
[2952] | 1097 | void DeferredRenderer::FirstPassShadow(FrameBufferObject *fbo,
|
---|
| 1098 | DirectionalLight *light,
|
---|
| 1099 | ShadowMap *shadowMap)
|
---|
[2895] | 1100 | {
|
---|
[2973] | 1101 | GLuint colorsTex = fbo->GetColorBuffer(colorBufferIdx)->GetTexture();
|
---|
[3009] | 1102 | GLuint normalsTex = fbo->GetColorBuffer(1)->GetTexture();
|
---|
[2973] | 1103 |
|
---|
[2928] | 1104 | GLuint shadowTex = shadowMap->GetDepthTexture();
|
---|
[2895] | 1105 |
|
---|
| 1106 | Matrix4x4 shadowMatrix;
|
---|
| 1107 | shadowMap->GetTextureMatrix(shadowMatrix);
|
---|
| 1108 |
|
---|
| 1109 |
|
---|
[3132] | 1110 | FlipFbos(fbo);
|
---|
| 1111 |
|
---|
[3035] | 1112 | sCgDeferredShadowProgram->SetTexture(0, colorsTex);
|
---|
| 1113 | sCgDeferredShadowProgram->SetTexture(1, normalsTex);
|
---|
| 1114 | sCgDeferredShadowProgram->SetTexture(2, shadowTex);
|
---|
[3129] | 1115 | sCgDeferredShadowProgram->SetTexture(3, noiseTex2D);
|
---|
[3035] | 1116 | sCgDeferredShadowProgram->SetMatrix(4, shadowMatrix);
|
---|
| 1117 | sCgDeferredShadowProgram->SetValue1f(5, 2.0f / shadowMap->GetSize());
|
---|
[3027] | 1118 |
|
---|
[3026] | 1119 | const Vector3 lightDir = -light->GetDirection();
|
---|
[3035] | 1120 | sCgDeferredShadowProgram->SetValue3f(6, lightDir.x, lightDir.y, lightDir.z);
|
---|
[3085] | 1121 | sCgDeferredShadowProgram->SetValue3f(7, mEyePos.x, mEyePos.y, mEyePos.z);
|
---|
[2952] | 1122 |
|
---|
[3026] | 1123 | DrawQuad(sCgDeferredShadowProgram);
|
---|
[2895] | 1124 |
|
---|
| 1125 | PrintGLerror("deferred shading + shadows");
|
---|
| 1126 | }
|
---|
| 1127 |
|
---|
| 1128 |
|
---|
[2973] | 1129 | void DeferredRenderer::ComputeToneParameters(FrameBufferObject *fbo,
|
---|
| 1130 | DirectionalLight *light,
|
---|
| 1131 | float &imageKey,
|
---|
| 1132 | float &whiteLum,
|
---|
| 1133 | float &middleGrey)
|
---|
[2972] | 1134 | {
|
---|
[2975] | 1135 | // hack: estimate value where sky burns out
|
---|
[3010] | 1136 | whiteLum = log(WHITE_LUMINANCE);
|
---|
[2973] | 1137 |
|
---|
[2975] | 1138 | ////////////////////
|
---|
| 1139 | //-- linear interpolate brightness key depending on the current sun position
|
---|
[2973] | 1140 |
|
---|
| 1141 | const float minKey = 0.09f;
|
---|
[3020] | 1142 | const float maxKey = 0.36f;
|
---|
[2973] | 1143 |
|
---|
| 1144 | const float lightIntensity = DotProd(-light->GetDirection(), Vector3::UNIT_Z());
|
---|
| 1145 | middleGrey = lightIntensity * maxKey + (1.0f - lightIntensity) * minKey;
|
---|
[2991] | 1146 |
|
---|
[2993] | 1147 |
|
---|
[2991] | 1148 | //////////
|
---|
| 1149 | //-- compute avg loglum
|
---|
| 1150 |
|
---|
| 1151 | ColorBufferObject *colorBuffer = fbo->GetColorBuffer(colorBufferIdx);
|
---|
[2992] | 1152 | GLuint colorsTex = colorBuffer->GetTexture();
|
---|
[2991] | 1153 |
|
---|
[3132] | 1154 | FlipFbos(fbo);
|
---|
[2991] | 1155 |
|
---|
[3035] | 1156 | sCgLogLumProgram->SetTexture(0, colorsTex);
|
---|
[3026] | 1157 | DrawQuad(sCgLogLumProgram);
|
---|
[2991] | 1158 |
|
---|
| 1159 | PrintGLerror("ToneMapParams");
|
---|
| 1160 |
|
---|
| 1161 |
|
---|
| 1162 | ///////////////////
|
---|
| 1163 | //-- compute avg loglum in scene using mipmapping
|
---|
| 1164 |
|
---|
[3008] | 1165 | glBindTexture(GL_TEXTURE_2D, fbo->GetColorBuffer(colorBufferIdx)->GetTexture());
|
---|
| 1166 | glGenerateMipmapEXT(GL_TEXTURE_2D);
|
---|
[2972] | 1167 | }
|
---|
| 1168 |
|
---|
| 1169 |
|
---|
[3003] | 1170 | static void ExportData(float *data, int w, int h)
|
---|
| 1171 | {
|
---|
| 1172 | startil();
|
---|
| 1173 |
|
---|
| 1174 | cout << "w: " << w << " h: " << h << endl;
|
---|
| 1175 | ILstring filename = ILstring("downsample2.jpg");
|
---|
| 1176 | ilRegisterType(IL_FLOAT);
|
---|
| 1177 |
|
---|
| 1178 | const int depth = 1;
|
---|
| 1179 | const int bpp = 4;
|
---|
| 1180 |
|
---|
| 1181 | if (!ilTexImage(w, h, depth, bpp, IL_RGBA, IL_FLOAT, data))
|
---|
| 1182 | {
|
---|
| 1183 | cerr << "IL error " << ilGetError() << endl;
|
---|
| 1184 | stopil();
|
---|
| 1185 | return;
|
---|
| 1186 | }
|
---|
| 1187 |
|
---|
| 1188 | if (!ilSaveImage(filename))
|
---|
| 1189 | {
|
---|
| 1190 | cerr << "TGA write error " << ilGetError() << endl;
|
---|
| 1191 | }
|
---|
| 1192 |
|
---|
| 1193 | stopil();
|
---|
| 1194 | }
|
---|
| 1195 |
|
---|
| 1196 |
|
---|
[3155] | 1197 | void DeferredRenderer::PrepareSsao(FrameBufferObject *fbo)
|
---|
| 1198 | {
|
---|
[3198] | 1199 | GLuint colorsTex = fbo->GetColorBuffer(colorBufferIdx)->GetTexture();
|
---|
[3199] | 1200 | GLuint normalsTex = fbo->GetColorBuffer(1)->GetTexture();
|
---|
[3198] | 1201 | GLuint diffVals = fbo->GetColorBuffer(2)->GetTexture();
|
---|
[3155] | 1202 | // flip flop between illumination buffers
|
---|
[3198] | 1203 | GLuint oldTex = mIllumFbo->GetColorBuffer(2 - mIllumFboIndex)->GetTexture();
|
---|
[3155] | 1204 |
|
---|
| 1205 | int i = 0;
|
---|
| 1206 |
|
---|
| 1207 | sCgPrepareSsaoProgram->SetTexture(i ++, colorsTex);
|
---|
[3199] | 1208 | sCgPrepareSsaoProgram->SetTexture(i ++, normalsTex);
|
---|
[3167] | 1209 | sCgPrepareSsaoProgram->SetTexture(i ++, diffVals);
|
---|
[3155] | 1210 | sCgPrepareSsaoProgram->SetTexture(i ++, oldTex);
|
---|
| 1211 |
|
---|
| 1212 | Vector3 de;
|
---|
| 1213 | de.x = mOldEyePos.x - mEyePos.x;
|
---|
| 1214 | de.y = mOldEyePos.y - mEyePos.y;
|
---|
| 1215 | de.z = mOldEyePos.z - mEyePos.z;
|
---|
| 1216 |
|
---|
| 1217 | sCgPrepareSsaoProgram->SetValue3f(i ++, de.x, de.y, de.z);
|
---|
| 1218 |
|
---|
[3156] | 1219 | sCgPrepareSsaoProgram->SetMatrix(i ++, mProjViewMatrix);
|
---|
| 1220 | sCgPrepareSsaoProgram->SetMatrix(i ++, mOldProjViewMatrix);
|
---|
| 1221 |
|
---|
| 1222 | for (int j = 0; j < 4; ++ j, ++ i)
|
---|
| 1223 | sCgPrepareSsaoProgram->SetValue3f(i, mOldCornersView[j].x, mOldCornersView[j].y, mOldCornersView[j].z);
|
---|
| 1224 |
|
---|
[3155] | 1225 | glPushAttrib(GL_VIEWPORT_BIT);
|
---|
| 1226 | glViewport(0, 0, mDownSampleFbo->GetWidth(), mDownSampleFbo->GetHeight());
|
---|
| 1227 |
|
---|
| 1228 | mDownSampleFbo->Bind();
|
---|
| 1229 |
|
---|
[3212] | 1230 | // prepare downsampled depth and normal texture for ssao
|
---|
[3199] | 1231 | glDrawBuffers(2, mrt);
|
---|
[3155] | 1232 |
|
---|
| 1233 | DrawQuad(sCgPrepareSsaoProgram);
|
---|
| 1234 |
|
---|
| 1235 | glPopAttrib();
|
---|
| 1236 | PrintGLerror("prepareSsao");
|
---|
| 1237 | }
|
---|
| 1238 |
|
---|
| 1239 |
|
---|
[3103] | 1240 | void DeferredRenderer::DownSample(FrameBufferObject *fbo,
|
---|
| 1241 | int bufferIdx,
|
---|
[3006] | 1242 | FrameBufferObject *downSampleFbo,
|
---|
[3137] | 1243 | int downSampleBufferIdx,
|
---|
| 1244 | ShaderProgram *program)
|
---|
[2972] | 1245 | {
|
---|
[3137] | 1246 | ColorBufferObject *buffer = fbo->GetColorBuffer(bufferIdx);
|
---|
| 1247 | GLuint tex = buffer->GetTexture();
|
---|
[3006] | 1248 |
|
---|
| 1249 | glPushAttrib(GL_VIEWPORT_BIT);
|
---|
| 1250 | glViewport(0, 0, downSampleFbo->GetWidth(), downSampleFbo->GetHeight());
|
---|
[2972] | 1251 |
|
---|
[3137] | 1252 | downSampleFbo->Bind();
|
---|
[2994] | 1253 |
|
---|
[3137] | 1254 | program->SetTexture(0, tex);
|
---|
[3006] | 1255 | glDrawBuffers(1, mrt + downSampleBufferIdx);
|
---|
[2994] | 1256 |
|
---|
[3137] | 1257 | DrawQuad(program);
|
---|
[3005] | 1258 |
|
---|
[3006] | 1259 | glPopAttrib();
|
---|
[3005] | 1260 | PrintGLerror("downsample");
|
---|
[2972] | 1261 | }
|
---|
| 1262 |
|
---|
| 1263 |
|
---|
[2973] | 1264 | void DeferredRenderer::ToneMap(FrameBufferObject *fbo,
|
---|
| 1265 | float imageKey,
|
---|
| 1266 | float whiteLum,
|
---|
| 1267 | float middleGrey)
|
---|
[2972] | 1268 | {
|
---|
| 1269 | ColorBufferObject *colorBuffer = fbo->GetColorBuffer(colorBufferIdx);
|
---|
[2994] | 1270 | GLuint colorsTex = colorBuffer->GetTexture();
|
---|
[3132] | 1271 | //FrameBufferObject::Release();
|
---|
[2972] | 1272 |
|
---|
[3132] | 1273 | FlipFbos(fbo);
|
---|
[3007] | 1274 |
|
---|
[3035] | 1275 | sCgToneProgram->SetTexture(0, colorsTex);
|
---|
| 1276 | sCgToneProgram->SetValue1f(1, imageKey);
|
---|
| 1277 | sCgToneProgram->SetValue1f(2, whiteLum);
|
---|
| 1278 | sCgToneProgram->SetValue1f(3, middleGrey);
|
---|
[3007] | 1279 |
|
---|
[3026] | 1280 | DrawQuad(sCgToneProgram);
|
---|
[2972] | 1281 |
|
---|
[2973] | 1282 | PrintGLerror("ToneMap");
|
---|
[2972] | 1283 | }
|
---|
| 1284 |
|
---|
| 1285 |
|
---|
[3132] | 1286 | void DeferredRenderer::Output(FrameBufferObject *fbo)
|
---|
| 1287 | {
|
---|
| 1288 | glPushAttrib(GL_VIEWPORT_BIT);
|
---|
| 1289 | glViewport(0, 0, fbo->GetWidth(), fbo->GetHeight());
|
---|
| 1290 |
|
---|
| 1291 | ColorBufferObject *colorBuffer = fbo->GetColorBuffer(colorBufferIdx);
|
---|
| 1292 | GLuint colorsTex = colorBuffer->GetTexture();
|
---|
| 1293 |
|
---|
| 1294 | sCgDownSampleProgram->SetTexture(0, colorsTex);
|
---|
| 1295 |
|
---|
| 1296 | FrameBufferObject::Release();
|
---|
| 1297 | DrawQuad(sCgDownSampleProgram);
|
---|
| 1298 |
|
---|
[3134] | 1299 | PrintGLerror("output");
|
---|
[3132] | 1300 | }
|
---|
| 1301 |
|
---|
| 1302 |
|
---|
[3085] | 1303 | void DeferredRenderer::InitFrame()
|
---|
| 1304 | {
|
---|
[3095] | 1305 | for (int i = 0; i < 4; ++ i)
|
---|
| 1306 | mOldCornersView[i] = mCornersView[i];
|
---|
| 1307 |
|
---|
[3085] | 1308 | mOldProjViewMatrix = mProjViewMatrix;
|
---|
[3095] | 1309 | mOldEyePos = mEyePos;
|
---|
[3106] | 1310 | mEyePos = mCamera->GetPosition();
|
---|
[3081] | 1311 |
|
---|
[3104] | 1312 | // hack: temporarily change far to improve precision
|
---|
| 1313 | const float oldFar = mCamera->GetFar();
|
---|
[3106] | 1314 | const float oldNear = mCamera->GetNear();
|
---|
[3132] | 1315 |
|
---|
[3104] | 1316 |
|
---|
[3106] | 1317 | Matrix4x4 matViewing, matProjection;
|
---|
[3104] | 1318 |
|
---|
[3106] | 1319 |
|
---|
| 1320 | ///////////////////
|
---|
| 1321 |
|
---|
[3213] | 1322 | // use view orientation as we assume that the eye point is always in the center
|
---|
| 1323 | // of our coordinate system, this way we have the highest precision near the eye point
|
---|
[3093] | 1324 | mCamera->GetViewOrientationMatrix(matViewing);
|
---|
[3085] | 1325 | mCamera->GetProjectionMatrix(matProjection);
|
---|
| 1326 |
|
---|
| 1327 | mProjViewMatrix = matViewing * matProjection;
|
---|
[3095] | 1328 | ComputeViewVectors(mCamera, mCornersView[0], mCornersView[1], mCornersView[2], mCornersView[3]);
|
---|
[3106] | 1329 |
|
---|
[3085] | 1330 |
|
---|
[3095] | 1331 | // switch roles of old and new fbo
|
---|
| 1332 | // the algorihm uses two input fbos, where the one
|
---|
| 1333 | // contais the color buffer from the last frame,
|
---|
| 1334 | // the other one will be written
|
---|
[3085] | 1335 |
|
---|
[3095] | 1336 | mIllumFboIndex = 2 - mIllumFboIndex;
|
---|
| 1337 |
|
---|
| 1338 | // enable fragment shading
|
---|
| 1339 | ShaderManager::GetSingleton()->EnableFragmentProfile();
|
---|
| 1340 |
|
---|
| 1341 | glDisable(GL_ALPHA_TEST);
|
---|
| 1342 | glDisable(GL_TEXTURE_2D);
|
---|
| 1343 | glDisable(GL_LIGHTING);
|
---|
| 1344 | glDisable(GL_BLEND);
|
---|
| 1345 | glDisable(GL_DEPTH_TEST);
|
---|
| 1346 |
|
---|
| 1347 | glPolygonMode(GL_FRONT, GL_FILL);
|
---|
| 1348 |
|
---|
| 1349 | glMatrixMode(GL_PROJECTION);
|
---|
| 1350 | glPushMatrix();
|
---|
| 1351 | glLoadIdentity();
|
---|
| 1352 |
|
---|
| 1353 | gluOrtho2D(0, 1, 0, 1);
|
---|
| 1354 |
|
---|
| 1355 |
|
---|
| 1356 | glMatrixMode(GL_MODELVIEW);
|
---|
| 1357 | glPushMatrix();
|
---|
| 1358 | glLoadIdentity();
|
---|
| 1359 |
|
---|
| 1360 |
|
---|
| 1361 | glPushAttrib(GL_VIEWPORT_BIT);
|
---|
| 1362 | glViewport(0, 0, mWidth, mHeight);
|
---|
[3128] | 1363 |
|
---|
| 1364 | // revert to old far and near plane
|
---|
[3104] | 1365 | mCamera->SetFar(oldFar);
|
---|
[3106] | 1366 | mCamera->SetNear(oldNear);
|
---|
[3085] | 1367 | }
|
---|
| 1368 |
|
---|
[3212] | 1369 |
|
---|
[3213] | 1370 | void DeferredRenderer::LenseFlare(FrameBufferObject *fbo,
|
---|
[3215] | 1371 | DirectionalLight *light
|
---|
[3213] | 1372 | )
|
---|
[3212] | 1373 | {
|
---|
[3242] | 1374 | // light source visible?
|
---|
[3215] | 1375 | if (!mSunVisiblePixels) return;
|
---|
| 1376 |
|
---|
[3213] | 1377 | // the sun is a large distance in the reverse light direction
|
---|
| 1378 | // => extrapolate light pos
|
---|
| 1379 | const Vector3 lightPos = light->GetDirection() * -1e3f;
|
---|
| 1380 |
|
---|
[3214] | 1381 | float w;
|
---|
| 1382 | Vector3 projLightPos = mProjViewMatrix.Transform(w, lightPos, 1.0f);
|
---|
| 1383 | projLightPos /= w;
|
---|
| 1384 | projLightPos = projLightPos * 0.5f + Vector3(0.5f);
|
---|
[3213] | 1385 |
|
---|
| 1386 | // vector to light from screen center in texture space
|
---|
| 1387 | Vector3 vectorToLight = projLightPos - Vector3(0.5f);
|
---|
| 1388 | vectorToLight.z = .0f;
|
---|
| 1389 |
|
---|
| 1390 | const float distanceToLight = Magnitude(vectorToLight);
|
---|
| 1391 | vectorToLight /= distanceToLight;
|
---|
| 1392 |
|
---|
[3214] | 1393 | //cout << "dist " << distanceToLight << " v " << vectorToLight << endl;
|
---|
[3213] | 1394 |
|
---|
| 1395 |
|
---|
[3212] | 1396 | ColorBufferObject *colorBuffer = fbo->GetColorBuffer(colorBufferIdx);
|
---|
[3213] | 1397 | GLuint colorsTex = colorBuffer->GetTexture();
|
---|
| 1398 |
|
---|
[3212] | 1399 | FlipFbos(fbo);
|
---|
| 1400 |
|
---|
[3213] | 1401 | int i = 0;
|
---|
[3212] | 1402 |
|
---|
[3213] | 1403 | sCgLenseFlareProgram->SetTexture(i ++, colorsTex);
|
---|
| 1404 | sCgLenseFlareProgram->SetTexture(i ++, sHaloTex[0]->GetId());
|
---|
| 1405 | sCgLenseFlareProgram->SetTexture(i ++, sHaloTex[1]->GetId());
|
---|
| 1406 | sCgLenseFlareProgram->SetTexture(i ++, sHaloTex[2]->GetId());
|
---|
| 1407 | sCgLenseFlareProgram->SetTexture(i ++, sHaloTex[3]->GetId());
|
---|
[3214] | 1408 | sCgLenseFlareProgram->SetTexture(i ++, sHaloTex[4]->GetId());
|
---|
[3213] | 1409 | sCgLenseFlareProgram->SetValue2f(i ++, vectorToLight.x, vectorToLight.y);
|
---|
| 1410 | sCgLenseFlareProgram->SetValue1f(i ++, distanceToLight);
|
---|
[3215] | 1411 | sCgLenseFlareProgram->SetValue1f(i ++, (float)mSunVisiblePixels);
|
---|
[3213] | 1412 |
|
---|
[3212] | 1413 | DrawQuad(sCgLenseFlareProgram);
|
---|
| 1414 |
|
---|
| 1415 | PrintGLerror("LenseFlare");
|
---|
| 1416 | }
|
---|
| 1417 |
|
---|
| 1418 |
|
---|
[3232] | 1419 | void DeferredRenderer::DepthOfField(FrameBufferObject *fbo)
|
---|
| 1420 | {
|
---|
| 1421 | ColorBufferObject *colorBuffer = fbo->GetColorBuffer(colorBufferIdx);
|
---|
| 1422 | GLuint colorsTex = colorBuffer->GetTexture();
|
---|
| 1423 |
|
---|
| 1424 | FlipFbos(fbo);
|
---|
| 1425 |
|
---|
| 1426 | int i = 0;
|
---|
| 1427 |
|
---|
[3235] | 1428 | const float zFocus = 7.0f;
|
---|
| 1429 |
|
---|
[3232] | 1430 | sCgDOFProgram->SetTexture(i ++, colorsTex);
|
---|
| 1431 | sCgDOFProgram->SetArray2f(i ++, (float *)dofSamples, NUM_DOF_TABS);
|
---|
[3235] | 1432 | sCgDOFProgram->SetValue1f(i ++, min(mCamera->GetFar(), mMaxDistance) - mCamera->GetNear());
|
---|
| 1433 | sCgDOFProgram->SetValue1f(i ++, zFocus);
|
---|
[3232] | 1434 |
|
---|
| 1435 | DrawQuad(sCgDOFProgram);
|
---|
| 1436 |
|
---|
| 1437 | PrintGLerror("LenseFlare");
|
---|
| 1438 | }
|
---|
| 1439 |
|
---|
| 1440 |
|
---|
[3219] | 1441 | void DeferredRenderer::SaveFrame(FrameBufferObject *fbo)
|
---|
| 1442 | {
|
---|
| 1443 | ColorBufferObject *colorBuffer = fbo->GetColorBuffer(colorBufferIdx);
|
---|
| 1444 | GLuint colorsTex = colorBuffer->GetTexture();
|
---|
[3215] | 1445 |
|
---|
[3219] | 1446 | GLubyte *data = new GLubyte[mWidth * mHeight * 4];
|
---|
| 1447 |
|
---|
| 1448 | // grab texture data
|
---|
| 1449 | glEnable(GL_TEXTURE_2D);
|
---|
| 1450 | glBindTexture(GL_TEXTURE_2D, colorsTex);
|
---|
| 1451 | glGetTexImage(GL_TEXTURE_2D, 0, GL_RGBA, GL_UNSIGNED_BYTE, data);
|
---|
| 1452 |
|
---|
| 1453 | glBindTexture(GL_TEXTURE_2D, 0);
|
---|
| 1454 | glDisable(GL_TEXTURE_2D);
|
---|
| 1455 |
|
---|
| 1456 | /////////////////
|
---|
| 1457 |
|
---|
| 1458 | startil();
|
---|
| 1459 |
|
---|
| 1460 | static char imageName[200];
|
---|
[3287] | 1461 | sprintf(imageName, "%s_%05d.tga", mSavedFrameSuffix.c_str(), mSavedFrameNumber);
|
---|
[3219] | 1462 |
|
---|
| 1463 | ILstring fileName = ILstring(imageName);
|
---|
| 1464 | ilRegisterType(IL_FLOAT);
|
---|
| 1465 |
|
---|
| 1466 | const int depth = 1;
|
---|
| 1467 | const int bpp = 4;
|
---|
| 1468 |
|
---|
| 1469 | if (!ilTexImage(mWidth, mHeight, depth, bpp, IL_RGBA, IL_UNSIGNED_BYTE, data))
|
---|
| 1470 | {
|
---|
| 1471 | cerr << "IL error " << ilGetError() << endl;
|
---|
| 1472 | stopil();
|
---|
| 1473 | return;
|
---|
| 1474 | }
|
---|
| 1475 |
|
---|
| 1476 | ilEnable(IL_FILE_OVERWRITE);
|
---|
| 1477 |
|
---|
| 1478 | if (!ilSaveImage(fileName))
|
---|
| 1479 | {
|
---|
| 1480 | cerr << "TGA write error " << ilGetError() << endl;
|
---|
| 1481 | }
|
---|
| 1482 |
|
---|
| 1483 | delete [] data;
|
---|
| 1484 |
|
---|
| 1485 | stopil();
|
---|
| 1486 |
|
---|
| 1487 | PrintGLerror("Store frame");
|
---|
| 1488 | }
|
---|
| 1489 |
|
---|
| 1490 |
|
---|
[3215] | 1491 | void DeferredRenderer::SetUseTemporalCoherence(bool temporal)
|
---|
| 1492 | {
|
---|
| 1493 | mUseTemporalCoherence = temporal;
|
---|
| 1494 | }
|
---|
| 1495 |
|
---|
| 1496 |
|
---|
| 1497 | void DeferredRenderer::SetSamplingMethod(SAMPLING_METHOD s)
|
---|
| 1498 | {
|
---|
| 1499 | if (s != mSamplingMethod)
|
---|
| 1500 | {
|
---|
| 1501 | mSamplingMethod = s;
|
---|
| 1502 | mRegenerateSamples = true;
|
---|
| 1503 | }
|
---|
| 1504 | }
|
---|
| 1505 |
|
---|
| 1506 |
|
---|
| 1507 | void DeferredRenderer::SetShadingMethod(SHADING_METHOD s)
|
---|
| 1508 | {
|
---|
| 1509 | if (s != mShadingMethod)
|
---|
| 1510 | {
|
---|
| 1511 | mShadingMethod = s;
|
---|
| 1512 | mRegenerateSamples = true;
|
---|
| 1513 | }
|
---|
| 1514 | }
|
---|
| 1515 |
|
---|
| 1516 |
|
---|
| 1517 | #if TODO
|
---|
| 1518 |
|
---|
| 1519 | void DeferredRenderer::SetNumSamples(int numSamples)
|
---|
| 1520 | {
|
---|
| 1521 | mNumSamples = numSamples;
|
---|
| 1522 | }
|
---|
| 1523 |
|
---|
| 1524 | #endif
|
---|
| 1525 |
|
---|
| 1526 |
|
---|
| 1527 | void DeferredRenderer::SetSampleIntensity(float sampleIntensity)
|
---|
| 1528 | {
|
---|
| 1529 | mSampleIntensity = sampleIntensity;
|
---|
[3247] | 1530 | mRegenerateSamples = true;
|
---|
[3215] | 1531 | }
|
---|
| 1532 |
|
---|
| 1533 |
|
---|
| 1534 | void DeferredRenderer::SetKernelRadius(float kernelRadius)
|
---|
| 1535 | {
|
---|
| 1536 | mKernelRadius = kernelRadius;
|
---|
[3247] | 1537 | mRegenerateSamples = true;
|
---|
[3215] | 1538 | }
|
---|
| 1539 |
|
---|
| 1540 |
|
---|
[3216] | 1541 | void DeferredRenderer::SetSsaoFilterRadius(float ssaoFilterRadius)
|
---|
| 1542 | {
|
---|
| 1543 | mSsaoFilterRadius = ssaoFilterRadius;
|
---|
[3247] | 1544 | mRegenerateSamples = true;
|
---|
[3216] | 1545 | }
|
---|
| 1546 |
|
---|
| 1547 |
|
---|
[3242] | 1548 | /*void DeferredRenderer::SetSortSamples(bool sortSamples)
|
---|
[3215] | 1549 | {
|
---|
| 1550 | mSortSamples = sortSamples;
|
---|
[3242] | 1551 | }*/
|
---|
[3215] | 1552 |
|
---|
| 1553 |
|
---|
| 1554 | void DeferredRenderer::SetSunVisiblePixels(int pixels)
|
---|
| 1555 | {
|
---|
| 1556 | mSunVisiblePixels = pixels;
|
---|
| 1557 | }
|
---|
| 1558 |
|
---|
| 1559 |
|
---|
[3235] | 1560 | void DeferredRenderer::SetMaxDistance(float maxDist)
|
---|
| 1561 | {
|
---|
| 1562 | mMaxDistance = maxDist;
|
---|
| 1563 | }
|
---|
| 1564 |
|
---|
| 1565 |
|
---|
[3242] | 1566 | void DeferredRenderer::SetUseToneMapping(bool toneMapping)
|
---|
| 1567 | {
|
---|
| 1568 | mUseToneMapping = toneMapping;
|
---|
| 1569 | }
|
---|
| 1570 |
|
---|
| 1571 |
|
---|
| 1572 | void DeferredRenderer::SetUseAntiAliasing(bool antiAliasing)
|
---|
| 1573 | {
|
---|
| 1574 | mUseAntiAliasing = antiAliasing;
|
---|
| 1575 | }
|
---|
| 1576 |
|
---|
| 1577 |
|
---|
| 1578 | void DeferredRenderer::SetUseDepthOfField(bool dof)
|
---|
| 1579 | {
|
---|
| 1580 | mUseDepthOfField = dof;
|
---|
| 1581 | }
|
---|
| 1582 |
|
---|
| 1583 |
|
---|
| 1584 | void DeferredRenderer::SetTemporalCoherenceFactorForSsao(float factor)
|
---|
| 1585 | {
|
---|
| 1586 | mTempCohFactor = factor;
|
---|
| 1587 | }
|
---|
| 1588 |
|
---|
| 1589 |
|
---|
[3220] | 1590 | void DeferredRenderer::SetSaveFrame(const string &suffix, int frameNumber)
|
---|
[3219] | 1591 | {
|
---|
[3220] | 1592 | mSavedFrameSuffix = suffix;
|
---|
[3219] | 1593 | mSavedFrameNumber = frameNumber;
|
---|
| 1594 | }
|
---|
[3215] | 1595 |
|
---|
[3219] | 1596 |
|
---|
[2858] | 1597 | } // namespace
|
---|