1 | #include "DeferredRenderer.h"
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2 | #include "FrameBufferObject.h"
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3 | #include "RenderState.h"
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4 | #include "SampleGenerator.h"
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5 | #include "Vector3.h"
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6 | #include "Camera.h"
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7 | #include "shaderenv.h"
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8 | #include "Halton.h"
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9 | #include "ShadowMapping.h"
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10 | #include "Light.h"
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11 | #include "ShaderManager.h"
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12 |
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13 | #include <IL/il.h>
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14 | #include <assert.h>
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15 |
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16 |
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17 | #ifdef _CRT_SET
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18 | #define _CRTDBG_MAP_ALLOC
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19 | #include <stdlib.h>
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20 | #include <crtdbg.h>
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21 |
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22 | // redefine new operator
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23 | #define DEBUG_NEW new(_NORMAL_BLOCK, __FILE__, __LINE__)
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24 | #define new DEBUG_NEW
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25 | #endif
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26 |
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27 |
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28 | using namespace std;
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29 |
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30 |
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31 | static void startil()
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32 | {
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33 | ilInit();
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34 | assert(ilGetError() == IL_NO_ERROR);
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35 | }
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36 |
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37 |
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38 | static void stopil()
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39 | {
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40 | ilShutDown();
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41 | assert(ilGetError() == IL_NO_ERROR);
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42 | }
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43 |
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44 | namespace CHCDemoEngine
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45 | {
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46 |
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47 | static ShaderProgram *sCgSsaoProgram = NULL;
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48 | static ShaderProgram *sCgGiProgram = NULL;
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49 |
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50 | static ShaderProgram *sCgDeferredProgram = NULL;
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51 | static ShaderProgram *sCgAntiAliasingProgram = NULL;
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52 | static ShaderProgram *sCgDeferredShadowProgram = NULL;
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53 |
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54 | static ShaderProgram *sCgCombineSsaoProgram = NULL;
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55 | static ShaderProgram *sCgCombineIllumProgram = NULL;
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56 | static ShaderProgram *sCgLogLumProgram = NULL;
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57 | static ShaderProgram *sCgToneProgram = NULL;
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58 | static ShaderProgram *sCgDownSampleProgram = NULL;
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59 | static ShaderProgram *sCgScaleDepthProgram = NULL;
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60 |
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61 |
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62 | static GLuint noiseTex2D = 0;
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63 | static GLuint noiseTex1D = 0;
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64 |
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65 |
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66 | // ssao random spherical samples
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67 | static Sample2 samples2[NUM_SAMPLES];
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68 | // number of pcf tabs
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69 | static Sample2 pcfSamples[NUM_PCF_TABS];
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70 |
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71 |
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72 | static float ssaoFilterOffsets[NUM_SSAO_FILTERSAMPLES * 2];
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73 | static float ssaoFilterWeights[NUM_SSAO_FILTERSAMPLES];
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74 |
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75 |
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76 | int DeferredRenderer::colorBufferIdx = 0;
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77 |
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78 |
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79 | /** Helper method that computes the view vectors in the corners of the current view frustum.
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80 | */
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81 | static void ComputeViewVectors(PerspectiveCamera *cam, Vector3 &bl, Vector3 &br, Vector3 &tl, Vector3 &tr)
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82 | {
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83 | Vector3 ftl, ftr, fbl, fbr, ntl, ntr, nbl, nbr;
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84 | cam->ComputePoints(ftl, ftr, fbl, fbr, ntl, ntr, nbl, nbr);
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85 |
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86 | bl = Normalize(nbl - fbl);
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87 | br = Normalize(nbr - fbr);
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88 | tl = Normalize(ntl - ftl);
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89 | tr = Normalize(ntr - ftr);
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90 | }
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91 |
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92 |
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93 | static float GaussianDistribution(float x, float y, float rho)
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94 | {
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95 | float g = 1.0f / sqrtf(2.0f * M_PI * rho * rho);
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96 | g *= expf( -(x * x + y * y) / (2.0f * rho * rho));
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97 |
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98 | return g;
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99 | }
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100 |
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101 |
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102 | static void PrintGLerror(char *msg)
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103 | {
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104 | GLenum errCode;
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105 | const GLubyte *errStr;
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106 |
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107 | if ((errCode = glGetError()) != GL_NO_ERROR)
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108 | {
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109 | errStr = gluErrorString(errCode);
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110 | fprintf(stderr,"OpenGL ERROR: %s: %s\n", errStr, msg);
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111 | }
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112 | }
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113 |
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114 |
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115 | static void ComputeSampleOffsets(float *sampleOffsets,
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116 | int imageW, int imageH,
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117 | float width,
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118 | int samples)
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119 | {
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120 | const float xoffs = width / (float)imageW;
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121 | const float yoffs = width / (float)imageH;
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122 |
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123 | const int numSamples = (int)sqrt((float)samples);
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124 | const int startSamples = -numSamples / 2;
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125 | const int endSamples = numSamples + startSamples - 1;
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126 | //cout << startSamples << " " << endSamples << endl;
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127 |
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128 | int idx = 0;
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129 |
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130 | for (int x = startSamples; x <= endSamples; ++ x)
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131 | {
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132 | for (int y = startSamples; y <= endSamples; ++ y)
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133 | {
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134 | sampleOffsets[idx + 0] = (float)x * xoffs;
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135 | sampleOffsets[idx + 1] = (float)y * yoffs;
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136 | idx += 2;
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137 | }
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138 | }
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139 | }
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140 |
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141 |
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142 | void DeferredRenderer::FlipFbos(FrameBufferObject *fbo)
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143 | {
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144 | fbo->Bind();
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145 | colorBufferIdx = 3 - colorBufferIdx;
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146 | glDrawBuffers(1, mrt + colorBufferIdx);
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147 | }
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148 |
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149 |
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150 | void DeferredRenderer::DrawQuad(ShaderProgram *p)
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151 | {
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152 | if (p) p->Bind();
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153 |
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154 | // interpolate the view vector
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155 | Vector3 bl = mCornersView[0];
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156 | Vector3 br = mCornersView[1];
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157 | Vector3 tl = mCornersView[2];
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158 | Vector3 tr = mCornersView[3];
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159 |
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160 | // note: slightly larger texture could hide ambient occlusion error on border but costs resolution
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161 | glBegin(GL_QUADS);
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162 |
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163 | glTexCoord2f(0, 0); glMultiTexCoord3fARB(GL_TEXTURE1_ARB, bl.x, bl.y, bl.z); glVertex2f( .0f, .0f);
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164 | glTexCoord2f(1, 0); glMultiTexCoord3fARB(GL_TEXTURE1_ARB, br.x, br.y, br.z); glVertex2f(1.0f, .0f);
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165 | glTexCoord2f(1, 1); glMultiTexCoord3fARB(GL_TEXTURE1_ARB, tr.x, tr.y, tr.z); glVertex2f(1.0f, 1.0f);
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166 | glTexCoord2f(0, 1); glMultiTexCoord3fARB(GL_TEXTURE1_ARB, tl.x, tl.y, tl.z); glVertex2f( .0f, 1.0f);
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167 |
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168 | glEnd();
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169 | }
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170 |
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171 |
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172 | /** Generate poisson disc distributed sample points on the unit disc
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173 | */
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174 | static void GenerateSamples(int sampling)
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175 | {
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176 | switch (sampling)
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177 | {
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178 | case DeferredRenderer::SAMPLING_POISSON:
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179 | {
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180 | PoissonDiscSampleGenerator2 poisson(NUM_SAMPLES, 1.0f);
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181 | poisson.Generate((float *)samples2);
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182 | }
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183 | break;
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184 | case DeferredRenderer::SAMPLING_QUADRATIC:
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185 | {
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186 | QuadraticDiscSampleGenerator2 g(NUM_SAMPLES, 1.0f);
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187 | g.Generate((float *)samples2);
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188 | }
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189 | break;
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190 | default: // SAMPLING_DEFAULT
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191 | {
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192 | RandomSampleGenerator2 g(NUM_SAMPLES, 1.0f);
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193 | g.Generate((float *)samples2);
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194 | }
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195 | }
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196 | }
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197 |
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198 |
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199 | static void CreateNoiseTex2D(int w, int h)
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200 | {
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201 | //GLubyte *randomNormals = new GLubyte[mWidth * mHeight * 3];
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202 | float *randomNormals = new float[w * h * 3];
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203 |
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204 | static HaltonSequence halton;
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205 | float r[2];
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206 |
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207 | for (int i = 0; i < w * h * 3; i += 3)
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208 | {
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209 | // create random samples on a circle
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210 | r[0] = RandomValue(0, 1);
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211 | //halton.GetNext(1, r);
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212 |
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213 | const float theta = 2.0f * acos(sqrt(1.0f - r[0]));
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214 |
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215 | randomNormals[i + 0] = cos(theta);
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216 | randomNormals[i + 1] = sin(theta);
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217 | randomNormals[i + 2] = 0;
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218 | }
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219 |
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220 | glEnable(GL_TEXTURE_2D);
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221 | glGenTextures(1, &noiseTex2D);
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222 | glBindTexture(GL_TEXTURE_2D, noiseTex2D);
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223 |
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224 | glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_NEAREST);
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225 | glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_NEAREST);
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226 | glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_S, GL_REPEAT);
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227 | glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_T, GL_REPEAT);
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228 |
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229 | glTexImage2D(GL_TEXTURE_2D, 0, GL_RGBA16F_ARB, w, h, 0, GL_RGB, GL_FLOAT, randomNormals);
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230 |
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231 | glBindTexture(GL_TEXTURE_2D, 0);
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232 | glDisable(GL_TEXTURE_2D);
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233 |
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234 | delete [] randomNormals;
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235 |
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236 | cout << "created noise texture" << endl;
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237 |
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238 | PrintGLerror("noisetexture");
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239 | }
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240 |
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241 |
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242 | static void CreateNoiseTex1D(int w)
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243 | {
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244 | float *randomValues = new float[w * 3];
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245 |
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246 | static HaltonSequence halton;
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247 |
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248 | randomValues[0] = randomValues[1] = randomValues[2] = 0;
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249 |
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250 | for (int i = 3; i < w * 3; i += 3)
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251 | {
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252 | // create random samples on a circle
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253 | randomValues[i + 0] = 20.0f * RandomValue(0, 1) / 512.0f;
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254 | randomValues[i + 1] = 20.0f * RandomValue(0, 1) / 384.0f;
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255 | randomValues[i + 2] = 0;
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256 | }
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257 |
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258 | glEnable(GL_TEXTURE_2D);
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259 | glGenTextures(1, &noiseTex1D);
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260 | glBindTexture(GL_TEXTURE_2D, noiseTex1D);
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261 |
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262 | glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_NEAREST);
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263 | glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_NEAREST);
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264 | glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_S, GL_REPEAT);
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265 | glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_T, GL_REPEAT);
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266 |
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267 | glTexImage2D(GL_TEXTURE_2D, 0, GL_RGBA16F_ARB, w, 1, 0, GL_RGB, GL_FLOAT, randomValues);
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268 |
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269 | glBindTexture(GL_TEXTURE_2D, 0);
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270 | glDisable(GL_TEXTURE_2D);
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271 |
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272 | delete [] randomValues;
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273 |
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274 | cout << "created noise texture 1D" << endl;
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275 |
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276 | PrintGLerror("noisetexture 1D");
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277 | }
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278 |
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279 |
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280 |
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281 | DeferredRenderer::DeferredRenderer(int w, int h, PerspectiveCamera *cam):
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282 | mWidth(w), mHeight(h),
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283 | mCamera(cam),
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284 | mUseTemporalCoherence(true),
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285 | mRegenerateSamples(true),
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286 | mSamplingMethod(SAMPLING_POISSON),
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287 | mShadingMethod(DEFAULT),
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288 | mIllumFboIndex(0)
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289 | {
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290 | ///////////
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291 | //-- the flip-flop fbos
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292 |
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293 | //const int dsw = w / 2; const int dsh = h / 2;
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294 | const int dsw = w; const int dsh = h;
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295 |
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296 | mIllumFbo = new FrameBufferObject(dsw, dsh, FrameBufferObject::DEPTH_NONE);
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297 | //mIllumFbo = new FrameBufferObject(w, h, FrameBufferObject::DEPTH_NONE);
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298 |
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299 | mFBOs.push_back(mIllumFbo);
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300 |
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301 | for (int i = 0; i < 4; ++ i)
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302 | {
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303 | mIllumFbo->AddColorBuffer(ColorBufferObject::RGBA_FLOAT_32, ColorBufferObject::WRAP_CLAMP_TO_EDGE, ColorBufferObject::FILTER_LINEAR);
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304 | FrameBufferObject::InitBuffer(mIllumFbo, i);
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305 | }
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306 |
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307 |
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308 | ///////////////
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309 | //-- the downsampled ssao + color bleeding textures: as gi is inherently low frequency, we can use these to improve performance
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310 |
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311 | mDownSampleFbo = new FrameBufferObject(dsw, dsh, FrameBufferObject::DEPTH_NONE);
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312 | //mDownSampleFbo = new FrameBufferObject(w, h, FrameBufferObject::DEPTH_NONE);
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313 | mDownSampleFbo->AddColorBuffer(ColorBufferObject::RGBA_FLOAT_32, ColorBufferObject::WRAP_CLAMP_TO_EDGE, ColorBufferObject::FILTER_LINEAR);
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314 | // downsample buffer for the normal texture
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315 | mDownSampleFbo->AddColorBuffer(ColorBufferObject::RGB_FLOAT_16, ColorBufferObject::WRAP_CLAMP_TO_EDGE, ColorBufferObject::FILTER_LINEAR);
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316 | // downsample buffer for the offset texture
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317 | mDownSampleFbo->AddColorBuffer(ColorBufferObject::RGB_FLOAT_32, ColorBufferObject::WRAP_CLAMP_TO_EDGE, ColorBufferObject::FILTER_LINEAR);
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318 |
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319 | for (int i = 0; i < 3; ++ i)
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320 | {
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321 | FrameBufferObject::InitBuffer(mDownSampleFbo, i);
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322 | }
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323 |
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324 | mFBOs.push_back(mDownSampleFbo);
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325 |
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326 | // create noise texture for ssao
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327 | // for performance reasons we use a smaller texture and repeat it over the screen
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328 | CreateNoiseTex2D(mIllumFbo->GetWidth() / 4, mIllumFbo->GetWidth() / 4);
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329 | //CreateNoiseTex1D(mIllumFbo->GetWidth() / 4);
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330 |
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331 | mProjViewMatrix = IdentityMatrix();
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332 | mOldProjViewMatrix = IdentityMatrix();
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333 |
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334 | for (int i = 0; i < 4; ++ i)
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335 | {
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336 | mCornersView[i] = mOldCornersView[i] = Vector3::UNIT_X();
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337 | }
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338 |
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339 | mEyePos = mOldEyePos = Vector3::ZERO();
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340 |
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341 | InitCg();
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342 | }
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343 |
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344 |
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345 | DeferredRenderer::~DeferredRenderer()
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346 | {
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347 | CLEAR_CONTAINER(mFBOs);
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348 | glDeleteTextures(1, &noiseTex2D);
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349 | glDeleteTextures(1, &noiseTex1D);
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350 | }
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351 |
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352 |
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353 | void DeferredRenderer::SetUseTemporalCoherence(bool temporal)
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354 | {
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355 | mUseTemporalCoherence = temporal;
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356 | }
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357 |
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358 |
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359 |
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360 | void DeferredRenderer::InitCg()
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361 | {
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362 | ShaderManager *sm = ShaderManager::GetSingleton();
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363 |
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364 | sCgDeferredProgram = sm->CreateFragmentProgram("deferred", "main", "deferredFrag");
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365 | sCgDeferredShadowProgram = sm->CreateFragmentProgram("deferred", "main_shadow", "deferredFragShader");
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366 | sCgSsaoProgram = sm->CreateFragmentProgram("ssao", "main", "ssaoFrag");
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367 | sCgGiProgram = sm->CreateFragmentProgram("globillum", "main", "giFrag");
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368 | sCgCombineIllumProgram = sm->CreateFragmentProgram("globillum", "combine", "combineGi");
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369 | sCgCombineSsaoProgram = sm->CreateFragmentProgram("combineSsao", "combine", "combineSsao");
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370 | sCgAntiAliasingProgram = sm->CreateFragmentProgram("antialiasing", "main", "antiAliasing");
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371 | sCgToneProgram = sm->CreateFragmentProgram("tonemap", "ToneMap", "toneMap");
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372 | sCgDownSampleProgram = sm->CreateFragmentProgram("deferred", "Output", "Output");
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373 | sCgScaleDepthProgram = sm->CreateFragmentProgram("deferred", "ScaleDepth", "ScaleDepth");
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374 | sCgLogLumProgram = sm->CreateFragmentProgram("tonemap", "CalcAvgLogLum", "avgLogLum");
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375 |
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376 |
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377 | ///////////////////
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378 | //-- initialize program parameters
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379 |
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380 | string ssaoParams[] =
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381 | {"colors", "normals", "oldTex", "noiseTex", "temporalCoherence",
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382 | "samples", "bl", "br", "tl", "tr",
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383 | "modelViewProj", "oldModelViewProj", "oldEyePos", "oldbl", "oldbr",
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384 | "oldtl", "oldtr", "attribsTex"};
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385 | sCgSsaoProgram->AddParameters(ssaoParams, 0, 18);
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386 |
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387 | string giParams[] =
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388 | {"colors", "normals", "noiseTex", "oldSsaoTex", "oldIllumTex",
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389 | "temporalCoherence", "samples", "bl", "br", "tl",
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390 | "tr", "oldModelViewProj", "modelViewProj"};
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391 | sCgGiProgram->AddParameters(giParams, 0, 13);
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392 |
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393 | string toneParams[] = {"colors", "imageKey", "whiteLum", "middleGrey"};
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394 | sCgToneProgram->AddParameters(toneParams, 0, 4);
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395 |
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396 |
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397 | ////////////////
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398 |
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399 | string deferredShadowParams[] =
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400 | {"colors", "normals", "shadowMap", "noiseTex", "shadowMatrix",
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401 | "sampleWidth", "lightDir", "eyePos", "samples", "weights"};
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402 |
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403 | sCgDeferredShadowProgram->AddParameters(deferredShadowParams, 0, 10);
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404 |
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405 | ////////////////
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406 |
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407 | string combineIllumParams[] = {"colorsTex", "ssaoTex", "illumTex"};
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408 | sCgCombineIllumProgram->AddParameters(combineIllumParams, 0, 3);
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409 |
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410 | ////////////////
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411 |
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412 | string combineSsaoParams[] = {"colorsTex", "normalsTex", "ssaoTex", "filterOffs", "filterWeights", "bl", "br", "tl", "tr"};
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413 | sCgCombineSsaoProgram->AddParameters(combineSsaoParams, 0, 9);
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414 |
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415 | //////////////
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416 |
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417 | string deferredParams[] = {"colors", "normals", "lightDir"};
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418 | sCgDeferredProgram->AddParameters(deferredParams, 0, 3);
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419 |
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420 | ///////////////////
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421 |
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422 | string aaParams[] = {"colors", "normals", "offsets"};
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423 | sCgAntiAliasingProgram->AddParameters(aaParams, 0, 3);
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424 |
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425 | /////////////////////
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426 |
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427 | string downSampleParams[] = {"colors"};
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428 | sCgDownSampleProgram->AddParameters(downSampleParams, 0, 1);
|
---|
429 |
|
---|
430 | /////////////////////
|
---|
431 |
|
---|
432 | string scaleDepthParams[] = {"colors"};
|
---|
433 | sCgScaleDepthProgram->AddParameters(scaleDepthParams, 0, 1);
|
---|
434 |
|
---|
435 | ////////////
|
---|
436 |
|
---|
437 | sCgLogLumProgram->AddParameter("colors", 0);
|
---|
438 |
|
---|
439 | ////////////////
|
---|
440 |
|
---|
441 |
|
---|
442 | const float filterWidth = 100.0f;
|
---|
443 | //const float filterWidth = 1000.0f;
|
---|
444 |
|
---|
445 | #if 1
|
---|
446 | PoissonDiscSampleGenerator2 poisson(NUM_SSAO_FILTERSAMPLES, 1.0f);
|
---|
447 | poisson.Generate((float *)ssaoFilterOffsets);
|
---|
448 |
|
---|
449 | const float xoffs = (float)filterWidth / mWidth;
|
---|
450 | const float yoffs = (float)filterWidth / mHeight;
|
---|
451 |
|
---|
452 | for (int i = 0; i < NUM_SSAO_FILTERSAMPLES; ++ i)
|
---|
453 | {
|
---|
454 | float x = ssaoFilterOffsets[2 * i + 0];
|
---|
455 | float y = ssaoFilterOffsets[2 * i + 1];
|
---|
456 |
|
---|
457 | ssaoFilterWeights[i] = GaussianDistribution(x, y, 1.0f);
|
---|
458 | //ssaoFilterWeights[i] = 1.0f;
|
---|
459 |
|
---|
460 | ssaoFilterOffsets[2 * i + 0] *= xoffs;
|
---|
461 | ssaoFilterOffsets[2 * i + 1] *= yoffs;
|
---|
462 | }
|
---|
463 | #else
|
---|
464 | //ComputeSampleOffsets(ssaoFilterOffsets, mWidth, mHeight, sqrt(NUM_SSAO_FILTERSAMPLES), NUM_SSAO_FILTERSAMPLES);
|
---|
465 | ComputeSampleOffsets(ssaoFilterOffsets, mWidth, mHeight, filterWidth, NUM_SSAO_FILTERSAMPLES);
|
---|
466 | //cout<<"ssao filter size: " << NUM_SSAO_FILTERSAMPLES << endl;
|
---|
467 | for (int i = 0; i < NUM_SSAO_FILTERSAMPLES; ++ i)
|
---|
468 | ssaoFilterWeights[i] = 1.0f;
|
---|
469 |
|
---|
470 | #endif
|
---|
471 |
|
---|
472 | /////////
|
---|
473 | //-- pcf tabs for shadowing
|
---|
474 |
|
---|
475 | float filterWeights[NUM_PCF_TABS];
|
---|
476 | PoissonDiscSampleGenerator2 poisson2(NUM_PCF_TABS, 1.0f);
|
---|
477 | poisson2.Generate((float *)pcfSamples);
|
---|
478 |
|
---|
479 | for (int i = 0; i < NUM_PCF_TABS; ++ i)
|
---|
480 | {
|
---|
481 | filterWeights[i] = GaussianDistribution(pcfSamples[i].x, pcfSamples[i].y, 1.0f);
|
---|
482 | }
|
---|
483 |
|
---|
484 | sCgDeferredShadowProgram->SetArray2f(8, (float *)pcfSamples, NUM_PCF_TABS);
|
---|
485 | sCgDeferredShadowProgram->SetArray1f(9, (float *)filterWeights, NUM_PCF_TABS);
|
---|
486 |
|
---|
487 | PrintGLerror("init");
|
---|
488 | }
|
---|
489 |
|
---|
490 |
|
---|
491 | void DeferredRenderer::Render(FrameBufferObject *fbo,
|
---|
492 | float tempCohFactor,
|
---|
493 | DirectionalLight *light,
|
---|
494 | bool useToneMapping,
|
---|
495 | ShadowMap *shadowMap
|
---|
496 | )
|
---|
497 | {
|
---|
498 | InitFrame();
|
---|
499 |
|
---|
500 | if (shadowMap)
|
---|
501 | FirstPassShadow(fbo, light, shadowMap);
|
---|
502 | else
|
---|
503 | FirstPass(fbo, light);
|
---|
504 |
|
---|
505 | if (mShadingMethod != 0)
|
---|
506 | {
|
---|
507 | // downsample fbo buffers
|
---|
508 | // colors
|
---|
509 | DownSample(fbo, colorBufferIdx, mDownSampleFbo, 0, sCgScaleDepthProgram);
|
---|
510 | DownSample(fbo, 1, mDownSampleFbo, 1, sCgDownSampleProgram); // normals
|
---|
511 | DownSample(fbo, 2, mDownSampleFbo, 2, sCgDownSampleProgram); // offsets
|
---|
512 | }
|
---|
513 |
|
---|
514 | // antialiasing of the color buffer
|
---|
515 | //AntiAliasing(fbo, light);
|
---|
516 |
|
---|
517 | switch (mShadingMethod)
|
---|
518 | {
|
---|
519 | case SSAO:
|
---|
520 | ComputeSsao(fbo, tempCohFactor);
|
---|
521 | CombineSsao(fbo);
|
---|
522 | break;
|
---|
523 | case GI:
|
---|
524 | ComputeGlobIllum(fbo, tempCohFactor);
|
---|
525 | CombineIllum(fbo);
|
---|
526 | break;
|
---|
527 | default: // DEFAULT
|
---|
528 | // do nothing: standard deferred shading
|
---|
529 | break;
|
---|
530 | }
|
---|
531 |
|
---|
532 | if (useToneMapping)
|
---|
533 | {
|
---|
534 | float imageKey, whiteLum, middleGrey;
|
---|
535 |
|
---|
536 | ComputeToneParameters(fbo, light, imageKey, whiteLum, middleGrey);
|
---|
537 | ToneMap(fbo, imageKey, whiteLum, middleGrey);
|
---|
538 | }
|
---|
539 |
|
---|
540 | // as multisampling is difficult / costly with deferred shading,
|
---|
541 | // at least do some antialiasing
|
---|
542 | AntiAliasing(fbo, light);
|
---|
543 |
|
---|
544 | // just output the latest buffer
|
---|
545 | //Output(fbo);
|
---|
546 |
|
---|
547 | glEnable(GL_LIGHTING);
|
---|
548 | glDisable(GL_TEXTURE_2D);
|
---|
549 |
|
---|
550 | glMatrixMode(GL_PROJECTION);
|
---|
551 | glPopMatrix();
|
---|
552 |
|
---|
553 | glMatrixMode(GL_MODELVIEW);
|
---|
554 | glPopMatrix();
|
---|
555 |
|
---|
556 | // viewport
|
---|
557 | glPopAttrib();
|
---|
558 |
|
---|
559 | FrameBufferObject::Release();
|
---|
560 | ShaderManager::GetSingleton()->DisableFragmentProfile();
|
---|
561 | }
|
---|
562 |
|
---|
563 |
|
---|
564 | void DeferredRenderer::ComputeSsao(FrameBufferObject *fbo,
|
---|
565 | float tempCohFactor)
|
---|
566 | {
|
---|
567 | GLuint colorsTex, normalsTex, attribsTex;
|
---|
568 |
|
---|
569 | if (0)
|
---|
570 | {
|
---|
571 | colorsTex = fbo->GetColorBuffer(colorBufferIdx)->GetTexture();
|
---|
572 | normalsTex = fbo->GetColorBuffer(1)->GetTexture();
|
---|
573 | attribsTex = fbo->GetColorBuffer(2)->GetTexture();
|
---|
574 | }
|
---|
575 | else
|
---|
576 | {
|
---|
577 | colorsTex = mDownSampleFbo->GetColorBuffer(0)->GetTexture();
|
---|
578 | normalsTex = mDownSampleFbo->GetColorBuffer(1)->GetTexture();
|
---|
579 | attribsTex = mDownSampleFbo->GetColorBuffer(2)->GetTexture();
|
---|
580 | //attribsTex = fbo->GetColorBuffer(2)->GetTexture();
|
---|
581 | }
|
---|
582 |
|
---|
583 | // flip flop between illumination buffers
|
---|
584 | GLuint oldTex = mIllumFbo->GetColorBuffer(2 - mIllumFboIndex)->GetTexture();
|
---|
585 |
|
---|
586 | glPushAttrib(GL_VIEWPORT_BIT);
|
---|
587 | glViewport(0, 0, mIllumFbo->GetWidth(), mIllumFbo->GetHeight());
|
---|
588 |
|
---|
589 | // read the second buffer, write to the first buffer
|
---|
590 | mIllumFbo->Bind();
|
---|
591 | glDrawBuffers(1, mrt + mIllumFboIndex);
|
---|
592 |
|
---|
593 | int i = 0;
|
---|
594 |
|
---|
595 | sCgSsaoProgram->SetTexture(i ++, colorsTex);
|
---|
596 | sCgSsaoProgram->SetTexture(i ++, normalsTex);
|
---|
597 | sCgSsaoProgram->SetTexture(i ++, oldTex);
|
---|
598 | sCgSsaoProgram->SetTexture(i ++, noiseTex2D);
|
---|
599 |
|
---|
600 | sCgSsaoProgram->SetValue1f(i ++, (mUseTemporalCoherence && !mRegenerateSamples) ? tempCohFactor : 0);
|
---|
601 |
|
---|
602 | if (mUseTemporalCoherence || mRegenerateSamples)
|
---|
603 | //if (mRegenerateSamples)
|
---|
604 | {
|
---|
605 | mRegenerateSamples = false;
|
---|
606 |
|
---|
607 | // q: should we generate new samples or only rotate the old ones?
|
---|
608 | // in the first case, the sample patterns look nicer, but the kernel
|
---|
609 | // needs longer to converge
|
---|
610 | GenerateSamples(mSamplingMethod);
|
---|
611 | sCgSsaoProgram->SetArray2f(i, (float *)samples2, NUM_SAMPLES);
|
---|
612 | }
|
---|
613 |
|
---|
614 | ++ i;
|
---|
615 |
|
---|
616 | for (int j = 0; j < 4; ++ j, ++ i)
|
---|
617 | sCgSsaoProgram->SetValue3f(i, mCornersView[j].x, mCornersView[j].y, mCornersView[j].z);
|
---|
618 |
|
---|
619 | sCgSsaoProgram->SetMatrix(i ++, mProjViewMatrix);
|
---|
620 | sCgSsaoProgram->SetMatrix(i ++, mOldProjViewMatrix);
|
---|
621 |
|
---|
622 | Vector3 de;
|
---|
623 | de.x = mOldEyePos.x - mEyePos.x;
|
---|
624 | de.y = mOldEyePos.y - mEyePos.y;
|
---|
625 | de.z = mOldEyePos.z - mEyePos.z;
|
---|
626 |
|
---|
627 | sCgSsaoProgram->SetValue3f(i ++, de.x, de.y, de.z);
|
---|
628 |
|
---|
629 | for (int j = 0; j < 4; ++ j, ++ i)
|
---|
630 | sCgSsaoProgram->SetValue3f(i, mOldCornersView[j].x, mOldCornersView[j].y, mOldCornersView[j].z);
|
---|
631 |
|
---|
632 | sCgSsaoProgram->SetTexture(i ++, attribsTex);
|
---|
633 |
|
---|
634 |
|
---|
635 | DrawQuad(sCgSsaoProgram);
|
---|
636 |
|
---|
637 | glPopAttrib();
|
---|
638 |
|
---|
639 | PrintGLerror("ssao first pass");
|
---|
640 | }
|
---|
641 |
|
---|
642 |
|
---|
643 | static void SetVertex(float x, float y, float x_offs, float y_offs)
|
---|
644 | {
|
---|
645 | glMultiTexCoord2fARB(GL_TEXTURE0_ARB, x, y); // center
|
---|
646 | glMultiTexCoord2fARB(GL_TEXTURE1_ARB, x - x_offs, y + y_offs); // left top
|
---|
647 | glMultiTexCoord2fARB(GL_TEXTURE2_ARB, x + x_offs, y - y_offs); // right bottom
|
---|
648 | glMultiTexCoord2fARB(GL_TEXTURE3_ARB, x + x_offs, y + y_offs); // right top
|
---|
649 | glMultiTexCoord2fARB(GL_TEXTURE4_ARB, x - x_offs, y - y_offs); // left bottom
|
---|
650 |
|
---|
651 | glMultiTexCoord4fARB(GL_TEXTURE5_ARB, x - x_offs, y, x + x_offs, y); // left right
|
---|
652 | glMultiTexCoord4fARB(GL_TEXTURE6_ARB, x, y + y_offs, x, y - y_offs); // top bottom
|
---|
653 |
|
---|
654 | //glVertex3f(x - 0.5f, y - 0.5f, -0.5f);
|
---|
655 | glVertex2f(x, y);
|
---|
656 | }
|
---|
657 |
|
---|
658 |
|
---|
659 | void DeferredRenderer::AntiAliasing(FrameBufferObject *fbo, DirectionalLight *light)
|
---|
660 | {
|
---|
661 | ColorBufferObject *colorBuffer = fbo->GetColorBuffer(colorBufferIdx);
|
---|
662 | GLuint colorsTex = colorBuffer->GetTexture();
|
---|
663 | GLuint normalsTex = fbo->GetColorBuffer(1)->GetTexture();
|
---|
664 |
|
---|
665 | FrameBufferObject::Release();
|
---|
666 | // read the second buffer, write to the first buffer
|
---|
667 | //FlipFbos(fbo);
|
---|
668 |
|
---|
669 | // the neighbouring texels
|
---|
670 | float xOffs = 1.0f / fbo->GetWidth();
|
---|
671 | float yOffs = 1.0f / fbo->GetHeight();
|
---|
672 |
|
---|
673 | sCgAntiAliasingProgram->SetTexture(0, colorsTex);
|
---|
674 | sCgAntiAliasingProgram->SetTexture(1, normalsTex);
|
---|
675 |
|
---|
676 | float offsets[16];
|
---|
677 | int i = 0;
|
---|
678 |
|
---|
679 | offsets[i] = -xOffs; offsets[i + 1] = yOffs; i += 2; // left top
|
---|
680 | offsets[i] = xOffs; offsets[i + 1] = -yOffs; i += 2; // right bottom
|
---|
681 | offsets[i] = xOffs; offsets[i + 1] = yOffs; i += 2; // right top
|
---|
682 | offsets[i] = -xOffs; offsets[i + 1] = -yOffs; i += 2; // left bottom
|
---|
683 | offsets[i] = -xOffs; offsets[i + 1] = .0f; i += 2; // left
|
---|
684 | offsets[i] = xOffs; offsets[i + 1] = .0f; i += 2; // right
|
---|
685 | offsets[i] = .0f; offsets[i + 1] = yOffs; i += 2; // top
|
---|
686 | offsets[i] = .0f; offsets[i + 1] = -yOffs; i += 2; // bottom
|
---|
687 |
|
---|
688 | sCgAntiAliasingProgram->SetArray2f(2, offsets, 8);
|
---|
689 |
|
---|
690 | DrawQuad(sCgAntiAliasingProgram);
|
---|
691 |
|
---|
692 | PrintGLerror("antialiasing");
|
---|
693 | }
|
---|
694 |
|
---|
695 |
|
---|
696 | void DeferredRenderer::FirstPass(FrameBufferObject *fbo, DirectionalLight *light)
|
---|
697 | {
|
---|
698 | GLuint colorsTex = fbo->GetColorBuffer(colorBufferIdx)->GetTexture();
|
---|
699 | GLuint normalsTex = fbo->GetColorBuffer(1)->GetTexture();
|
---|
700 |
|
---|
701 | FlipFbos(fbo);
|
---|
702 |
|
---|
703 | const Vector3 lightDir = -light->GetDirection();
|
---|
704 |
|
---|
705 | sCgDeferredProgram->SetTexture(0, colorsTex);
|
---|
706 | sCgDeferredProgram->SetTexture(1, normalsTex);
|
---|
707 | sCgDeferredProgram->SetValue3f(2, lightDir.x, lightDir.y, lightDir.z);
|
---|
708 |
|
---|
709 | DrawQuad(sCgDeferredProgram);
|
---|
710 |
|
---|
711 | PrintGLerror("deferred shading");
|
---|
712 | }
|
---|
713 |
|
---|
714 |
|
---|
715 | void DeferredRenderer::ComputeGlobIllum(FrameBufferObject *fbo,
|
---|
716 | float tempCohFactor)
|
---|
717 | {
|
---|
718 | #if 0
|
---|
719 | GLuint colorsTex = fbo->GetColorBuffer(colorBufferIdx)->GetTexture();
|
---|
720 | GLuint normalsTex = fbo->GetColorBuffer(1)->GetTexture();
|
---|
721 | #else
|
---|
722 | GLuint colorsTex = mDownSampleFbo->GetColorBuffer(0)->GetTexture();
|
---|
723 | GLuint normalsTex = mDownSampleFbo->GetColorBuffer(1)->GetTexture();
|
---|
724 | #endif
|
---|
725 |
|
---|
726 | glPushAttrib(GL_VIEWPORT_BIT);
|
---|
727 | glViewport(0, 0, mIllumFbo->GetWidth(), mIllumFbo->GetHeight());
|
---|
728 |
|
---|
729 | // read the second buffer, write to the first buffer
|
---|
730 | mIllumFbo->Bind();
|
---|
731 |
|
---|
732 | glDrawBuffers(2, mrt + mIllumFboIndex);
|
---|
733 |
|
---|
734 | GLuint oldSsaoTex = mIllumFbo->GetColorBuffer(2 - mIllumFboIndex)->GetTexture();
|
---|
735 | GLuint oldIllumTex = mIllumFbo->GetColorBuffer(2 - mIllumFboIndex + 1)->GetTexture();
|
---|
736 |
|
---|
737 | sCgGiProgram->SetTexture(0, colorsTex);
|
---|
738 | sCgGiProgram->SetTexture(1, normalsTex);
|
---|
739 | sCgGiProgram->SetTexture(2, noiseTex2D);
|
---|
740 | sCgGiProgram->SetTexture(3, oldSsaoTex);
|
---|
741 | sCgGiProgram->SetTexture(4, oldIllumTex);
|
---|
742 |
|
---|
743 | sCgGiProgram->SetValue1f(5,
|
---|
744 | (mUseTemporalCoherence && !mRegenerateSamples) ? tempCohFactor : 0);
|
---|
745 |
|
---|
746 | if (mUseTemporalCoherence || mRegenerateSamples)
|
---|
747 | {
|
---|
748 | mRegenerateSamples = false;
|
---|
749 |
|
---|
750 | // q: should we generate new samples or only rotate the old ones?
|
---|
751 | // in the first case, the sample patterns look nicer, but the kernel
|
---|
752 | // needs longer to converge
|
---|
753 | GenerateSamples(mSamplingMethod);
|
---|
754 |
|
---|
755 | sCgGiProgram->SetArray2f(6, (float *)samples2, NUM_SAMPLES);
|
---|
756 | }
|
---|
757 |
|
---|
758 | Vector3 bl = mCornersView[0];
|
---|
759 | Vector3 br = mCornersView[1];
|
---|
760 | Vector3 tl = mCornersView[2];
|
---|
761 | Vector3 tr = mCornersView[3];
|
---|
762 |
|
---|
763 | sCgGiProgram->SetValue3f(7, bl.x, bl.y, bl.z);
|
---|
764 | sCgGiProgram->SetValue3f(8, br.x, br.y, br.z);
|
---|
765 | sCgGiProgram->SetValue3f(9, tl.x, tl.y, tl.z);
|
---|
766 | sCgGiProgram->SetValue3f(10, tr.x, tr.y, tr.z);
|
---|
767 |
|
---|
768 | sCgGiProgram->SetMatrix(11, mOldProjViewMatrix);
|
---|
769 | sCgGiProgram->SetMatrix(12, mProjViewMatrix);
|
---|
770 |
|
---|
771 |
|
---|
772 | DrawQuad(sCgGiProgram);
|
---|
773 |
|
---|
774 | glPopAttrib();
|
---|
775 |
|
---|
776 | PrintGLerror("globillum first pass");
|
---|
777 | }
|
---|
778 |
|
---|
779 |
|
---|
780 | void DeferredRenderer::CombineIllum(FrameBufferObject *fbo)
|
---|
781 | {
|
---|
782 | GLuint colorsTex = fbo->GetColorBuffer(colorBufferIdx)->GetTexture();
|
---|
783 |
|
---|
784 | GLuint ssaoTex = mIllumFbo->GetColorBuffer(mIllumFboIndex)->GetTexture();
|
---|
785 | GLuint illumTex = mIllumFbo->GetColorBuffer(mIllumFboIndex + 1)->GetTexture();
|
---|
786 |
|
---|
787 | FlipFbos(fbo);
|
---|
788 |
|
---|
789 | sCgCombineIllumProgram->SetTexture(0, colorsTex);
|
---|
790 | sCgCombineIllumProgram->SetTexture(1, ssaoTex);
|
---|
791 | sCgCombineIllumProgram->SetTexture(2, illumTex);
|
---|
792 |
|
---|
793 | DrawQuad(sCgCombineIllumProgram);
|
---|
794 |
|
---|
795 | PrintGLerror("combine");
|
---|
796 | }
|
---|
797 |
|
---|
798 |
|
---|
799 | void DeferredRenderer::CombineSsao(FrameBufferObject *fbo)
|
---|
800 | {
|
---|
801 | GLuint colorsTex = fbo->GetColorBuffer(colorBufferIdx)->GetTexture();
|
---|
802 | GLuint normalsTex = fbo->GetColorBuffer(1)->GetTexture();
|
---|
803 | GLuint ssaoTex = mIllumFbo->GetColorBuffer(mIllumFboIndex)->GetTexture();
|
---|
804 |
|
---|
805 | FlipFbos(fbo);
|
---|
806 |
|
---|
807 | int i = 0;
|
---|
808 |
|
---|
809 | sCgCombineSsaoProgram->SetTexture(i ++, colorsTex);
|
---|
810 | sCgCombineSsaoProgram->SetTexture(i ++, normalsTex);
|
---|
811 | sCgCombineSsaoProgram->SetTexture(i ++, ssaoTex);
|
---|
812 |
|
---|
813 | sCgCombineSsaoProgram->SetArray2f(i ++, (float *)ssaoFilterOffsets, NUM_SSAO_FILTERSAMPLES);
|
---|
814 | sCgCombineSsaoProgram->SetArray1f(i ++, (float *)ssaoFilterWeights, NUM_SSAO_FILTERSAMPLES);
|
---|
815 |
|
---|
816 | Vector3 bl = mCornersView[0];
|
---|
817 | Vector3 br = mCornersView[1];
|
---|
818 | Vector3 tl = mCornersView[2];
|
---|
819 | Vector3 tr = mCornersView[3];
|
---|
820 |
|
---|
821 |
|
---|
822 | DrawQuad(sCgCombineSsaoProgram);
|
---|
823 |
|
---|
824 | PrintGLerror("combine ssao");
|
---|
825 | }
|
---|
826 |
|
---|
827 |
|
---|
828 | void DeferredRenderer::FirstPassShadow(FrameBufferObject *fbo,
|
---|
829 | DirectionalLight *light,
|
---|
830 | ShadowMap *shadowMap)
|
---|
831 | {
|
---|
832 | GLuint colorsTex = fbo->GetColorBuffer(colorBufferIdx)->GetTexture();
|
---|
833 | GLuint normalsTex = fbo->GetColorBuffer(1)->GetTexture();
|
---|
834 |
|
---|
835 | GLuint shadowTex = shadowMap->GetDepthTexture();
|
---|
836 |
|
---|
837 | Matrix4x4 shadowMatrix;
|
---|
838 | shadowMap->GetTextureMatrix(shadowMatrix);
|
---|
839 |
|
---|
840 |
|
---|
841 | FlipFbos(fbo);
|
---|
842 |
|
---|
843 | sCgDeferredShadowProgram->SetTexture(0, colorsTex);
|
---|
844 | sCgDeferredShadowProgram->SetTexture(1, normalsTex);
|
---|
845 | sCgDeferredShadowProgram->SetTexture(2, shadowTex);
|
---|
846 | sCgDeferredShadowProgram->SetTexture(3, noiseTex2D);
|
---|
847 | sCgDeferredShadowProgram->SetMatrix(4, shadowMatrix);
|
---|
848 | sCgDeferredShadowProgram->SetValue1f(5, 2.0f / shadowMap->GetSize());
|
---|
849 |
|
---|
850 | const Vector3 lightDir = -light->GetDirection();
|
---|
851 | sCgDeferredShadowProgram->SetValue3f(6, lightDir.x, lightDir.y, lightDir.z);
|
---|
852 | sCgDeferredShadowProgram->SetValue3f(7, mEyePos.x, mEyePos.y, mEyePos.z);
|
---|
853 |
|
---|
854 | DrawQuad(sCgDeferredShadowProgram);
|
---|
855 |
|
---|
856 | PrintGLerror("deferred shading + shadows");
|
---|
857 | }
|
---|
858 |
|
---|
859 |
|
---|
860 | void DeferredRenderer::SetSamplingMethod(SAMPLING_METHOD s)
|
---|
861 | {
|
---|
862 | if (s != mSamplingMethod)
|
---|
863 | {
|
---|
864 | mSamplingMethod = s;
|
---|
865 | mRegenerateSamples = true;
|
---|
866 | }
|
---|
867 | }
|
---|
868 |
|
---|
869 |
|
---|
870 | void DeferredRenderer::SetShadingMethod(SHADING_METHOD s)
|
---|
871 | {
|
---|
872 | if (s != mShadingMethod)
|
---|
873 | {
|
---|
874 | mShadingMethod = s;
|
---|
875 | mRegenerateSamples = true;
|
---|
876 | }
|
---|
877 | }
|
---|
878 |
|
---|
879 |
|
---|
880 | void DeferredRenderer::ComputeToneParameters(FrameBufferObject *fbo,
|
---|
881 | DirectionalLight *light,
|
---|
882 | float &imageKey,
|
---|
883 | float &whiteLum,
|
---|
884 | float &middleGrey)
|
---|
885 | {
|
---|
886 | // hack: estimate value where sky burns out
|
---|
887 | whiteLum = log(WHITE_LUMINANCE);
|
---|
888 |
|
---|
889 | ////////////////////
|
---|
890 | //-- linear interpolate brightness key depending on the current sun position
|
---|
891 |
|
---|
892 | const float minKey = 0.09f;
|
---|
893 | const float maxKey = 0.36f;
|
---|
894 |
|
---|
895 | const float lightIntensity = DotProd(-light->GetDirection(), Vector3::UNIT_Z());
|
---|
896 | middleGrey = lightIntensity * maxKey + (1.0f - lightIntensity) * minKey;
|
---|
897 |
|
---|
898 |
|
---|
899 | //////////
|
---|
900 | //-- compute avg loglum
|
---|
901 |
|
---|
902 | ColorBufferObject *colorBuffer = fbo->GetColorBuffer(colorBufferIdx);
|
---|
903 | GLuint colorsTex = colorBuffer->GetTexture();
|
---|
904 |
|
---|
905 | FlipFbos(fbo);
|
---|
906 |
|
---|
907 | sCgLogLumProgram->SetTexture(0, colorsTex);
|
---|
908 | DrawQuad(sCgLogLumProgram);
|
---|
909 |
|
---|
910 | PrintGLerror("ToneMapParams");
|
---|
911 |
|
---|
912 |
|
---|
913 | ///////////////////
|
---|
914 | //-- compute avg loglum in scene using mipmapping
|
---|
915 |
|
---|
916 | glBindTexture(GL_TEXTURE_2D, fbo->GetColorBuffer(colorBufferIdx)->GetTexture());
|
---|
917 | glGenerateMipmapEXT(GL_TEXTURE_2D);
|
---|
918 | }
|
---|
919 |
|
---|
920 |
|
---|
921 | static void ExportData(float *data, int w, int h)
|
---|
922 | {
|
---|
923 | startil();
|
---|
924 |
|
---|
925 | cout << "w: " << w << " h: " << h << endl;
|
---|
926 | ILstring filename = ILstring("downsample2.jpg");
|
---|
927 | ilRegisterType(IL_FLOAT);
|
---|
928 |
|
---|
929 | const int depth = 1;
|
---|
930 | const int bpp = 4;
|
---|
931 |
|
---|
932 | if (!ilTexImage(w, h, depth, bpp, IL_RGBA, IL_FLOAT, data))
|
---|
933 | {
|
---|
934 | cerr << "IL error " << ilGetError() << endl;
|
---|
935 | stopil();
|
---|
936 | return;
|
---|
937 | }
|
---|
938 |
|
---|
939 | if (!ilSaveImage(filename))
|
---|
940 | {
|
---|
941 | cerr << "TGA write error " << ilGetError() << endl;
|
---|
942 | }
|
---|
943 |
|
---|
944 | stopil();
|
---|
945 | }
|
---|
946 |
|
---|
947 |
|
---|
948 | void DeferredRenderer::DownSample(FrameBufferObject *fbo,
|
---|
949 | int bufferIdx,
|
---|
950 | FrameBufferObject *downSampleFbo,
|
---|
951 | int downSampleBufferIdx,
|
---|
952 | ShaderProgram *program)
|
---|
953 | {
|
---|
954 | ColorBufferObject *buffer = fbo->GetColorBuffer(bufferIdx);
|
---|
955 | GLuint tex = buffer->GetTexture();
|
---|
956 |
|
---|
957 | glPushAttrib(GL_VIEWPORT_BIT);
|
---|
958 | glViewport(0, 0, downSampleFbo->GetWidth(), downSampleFbo->GetHeight());
|
---|
959 |
|
---|
960 | downSampleFbo->Bind();
|
---|
961 |
|
---|
962 | program->SetTexture(0, tex);
|
---|
963 | glDrawBuffers(1, mrt + downSampleBufferIdx);
|
---|
964 |
|
---|
965 | DrawQuad(program);
|
---|
966 |
|
---|
967 | glPopAttrib();
|
---|
968 | PrintGLerror("downsample");
|
---|
969 | }
|
---|
970 |
|
---|
971 |
|
---|
972 | void DeferredRenderer::ToneMap(FrameBufferObject *fbo,
|
---|
973 | float imageKey,
|
---|
974 | float whiteLum,
|
---|
975 | float middleGrey)
|
---|
976 | {
|
---|
977 | ColorBufferObject *colorBuffer = fbo->GetColorBuffer(colorBufferIdx);
|
---|
978 | GLuint colorsTex = colorBuffer->GetTexture();
|
---|
979 | //FrameBufferObject::Release();
|
---|
980 |
|
---|
981 | FlipFbos(fbo);
|
---|
982 |
|
---|
983 | sCgToneProgram->SetTexture(0, colorsTex);
|
---|
984 | sCgToneProgram->SetValue1f(1, imageKey);
|
---|
985 | sCgToneProgram->SetValue1f(2, whiteLum);
|
---|
986 | sCgToneProgram->SetValue1f(3, middleGrey);
|
---|
987 |
|
---|
988 | DrawQuad(sCgToneProgram);
|
---|
989 |
|
---|
990 | PrintGLerror("ToneMap");
|
---|
991 | }
|
---|
992 |
|
---|
993 |
|
---|
994 | void DeferredRenderer::Output(FrameBufferObject *fbo)
|
---|
995 | {
|
---|
996 | glPushAttrib(GL_VIEWPORT_BIT);
|
---|
997 | glViewport(0, 0, fbo->GetWidth(), fbo->GetHeight());
|
---|
998 |
|
---|
999 | ColorBufferObject *colorBuffer = fbo->GetColorBuffer(colorBufferIdx);
|
---|
1000 | GLuint colorsTex = colorBuffer->GetTexture();
|
---|
1001 |
|
---|
1002 | sCgDownSampleProgram->SetTexture(0, colorsTex);
|
---|
1003 |
|
---|
1004 | FrameBufferObject::Release();
|
---|
1005 | DrawQuad(sCgDownSampleProgram);
|
---|
1006 |
|
---|
1007 | PrintGLerror("output");
|
---|
1008 | }
|
---|
1009 |
|
---|
1010 |
|
---|
1011 | /*
|
---|
1012 | void DeferredRenderer::BackProject(FrameBufferObject *fbo)
|
---|
1013 | {
|
---|
1014 | // back project new frame into old one and check
|
---|
1015 | // if pixel still valid. store this property with ssao texture or even
|
---|
1016 | // betteer with color / depth texture. This way
|
---|
1017 | // we can sample this property together with the color / depth
|
---|
1018 | // values and we do not require additional texture lookups
|
---|
1019 | fbo->Bind();
|
---|
1020 |
|
---|
1021 | GLuint colorsTex = fbo->GetColorBuffer(colorBufferIdx)->GetTexture();
|
---|
1022 | //GLuint ssaoTex = mIllumFbo->GetColorBuffer(mIllumFboIndex)->GetTexture();
|
---|
1023 |
|
---|
1024 | // overwrite old color texture
|
---|
1025 | //colorBufferIdx = 3 - colorBufferIdx;
|
---|
1026 | //glDrawBuffers(1, mrt + colorBufferIdx);
|
---|
1027 | //glDrawBuffers(1, mrt + colorBufferIdx);
|
---|
1028 |
|
---|
1029 | sCgCombineSsaoProgram->SetTexture(0, colorsTex);
|
---|
1030 | //sCgCombineSsaoProgram->SetTexture(1, ssaoTex);
|
---|
1031 |
|
---|
1032 | DrawQuad(sCgBackProjectProgram);
|
---|
1033 |
|
---|
1034 | PrintGLerror("combine ssao");
|
---|
1035 | }
|
---|
1036 | */
|
---|
1037 |
|
---|
1038 |
|
---|
1039 | void DeferredRenderer::InitFrame()
|
---|
1040 | {
|
---|
1041 | for (int i = 0; i < 4; ++ i)
|
---|
1042 | mOldCornersView[i] = mCornersView[i];
|
---|
1043 |
|
---|
1044 | mOldProjViewMatrix = mProjViewMatrix;
|
---|
1045 | mOldEyePos = mEyePos;
|
---|
1046 | mEyePos = mCamera->GetPosition();
|
---|
1047 |
|
---|
1048 | // hack: temporarily change far to improve precision
|
---|
1049 | const float oldFar = mCamera->GetFar();
|
---|
1050 | const float oldNear = mCamera->GetNear();
|
---|
1051 |
|
---|
1052 |
|
---|
1053 | Matrix4x4 matViewing, matProjection;
|
---|
1054 |
|
---|
1055 |
|
---|
1056 | ///////////////////
|
---|
1057 |
|
---|
1058 |
|
---|
1059 | mCamera->GetViewOrientationMatrix(matViewing);
|
---|
1060 | mCamera->GetProjectionMatrix(matProjection);
|
---|
1061 |
|
---|
1062 | mProjViewMatrix = matViewing * matProjection;
|
---|
1063 | ComputeViewVectors(mCamera, mCornersView[0], mCornersView[1], mCornersView[2], mCornersView[3]);
|
---|
1064 |
|
---|
1065 |
|
---|
1066 | // switch roles of old and new fbo
|
---|
1067 | // the algorihm uses two input fbos, where the one
|
---|
1068 | // contais the color buffer from the last frame,
|
---|
1069 | // the other one will be written
|
---|
1070 |
|
---|
1071 | mIllumFboIndex = 2 - mIllumFboIndex;
|
---|
1072 |
|
---|
1073 | // enable fragment shading
|
---|
1074 | ShaderManager::GetSingleton()->EnableFragmentProfile();
|
---|
1075 |
|
---|
1076 | glDisable(GL_ALPHA_TEST);
|
---|
1077 | glDisable(GL_TEXTURE_2D);
|
---|
1078 | glDisable(GL_LIGHTING);
|
---|
1079 | glDisable(GL_BLEND);
|
---|
1080 | glDisable(GL_DEPTH_TEST);
|
---|
1081 |
|
---|
1082 | glPolygonMode(GL_FRONT, GL_FILL);
|
---|
1083 |
|
---|
1084 | glMatrixMode(GL_PROJECTION);
|
---|
1085 | glPushMatrix();
|
---|
1086 | glLoadIdentity();
|
---|
1087 |
|
---|
1088 | gluOrtho2D(0, 1, 0, 1);
|
---|
1089 |
|
---|
1090 |
|
---|
1091 | glMatrixMode(GL_MODELVIEW);
|
---|
1092 | glPushMatrix();
|
---|
1093 | glLoadIdentity();
|
---|
1094 |
|
---|
1095 |
|
---|
1096 | glPushAttrib(GL_VIEWPORT_BIT);
|
---|
1097 | glViewport(0, 0, mWidth, mHeight);
|
---|
1098 |
|
---|
1099 | // revert to old far and near plane
|
---|
1100 | mCamera->SetFar(oldFar);
|
---|
1101 | mCamera->SetNear(oldNear);
|
---|
1102 | }
|
---|
1103 |
|
---|
1104 |
|
---|
1105 | } // namespace
|
---|