1 | #include "DeferredRenderer.h"
|
---|
2 | #include "FrameBufferObject.h"
|
---|
3 | #include "RenderState.h"
|
---|
4 | #include "SampleGenerator.h"
|
---|
5 | #include "Vector3.h"
|
---|
6 | #include "Camera.h"
|
---|
7 | #include "shaderenv.h"
|
---|
8 | #include "Halton.h"
|
---|
9 | #include "ShadowMapping.h"
|
---|
10 | #include "Light.h"
|
---|
11 | #include "ShaderManager.h"
|
---|
12 | #include <math.h>
|
---|
13 |
|
---|
14 | #include <IL/il.h>
|
---|
15 | #include <assert.h>
|
---|
16 |
|
---|
17 |
|
---|
18 | #ifdef _CRT_SET
|
---|
19 | #define _CRTDBG_MAP_ALLOC
|
---|
20 | #include <stdlib.h>
|
---|
21 | #include <crtdbg.h>
|
---|
22 |
|
---|
23 | // redefine new operator
|
---|
24 | #define DEBUG_NEW new(_NORMAL_BLOCK, __FILE__, __LINE__)
|
---|
25 | #define new DEBUG_NEW
|
---|
26 | #endif
|
---|
27 |
|
---|
28 |
|
---|
29 | using namespace std;
|
---|
30 |
|
---|
31 |
|
---|
32 | static void startil()
|
---|
33 | {
|
---|
34 | ilInit();
|
---|
35 | assert(ilGetError() == IL_NO_ERROR);
|
---|
36 | }
|
---|
37 |
|
---|
38 |
|
---|
39 | static void stopil()
|
---|
40 | {
|
---|
41 | ilShutDown();
|
---|
42 | assert(ilGetError() == IL_NO_ERROR);
|
---|
43 | }
|
---|
44 |
|
---|
45 |
|
---|
46 | namespace CHCDemoEngine
|
---|
47 | {
|
---|
48 |
|
---|
49 | static ShaderProgram *sCgSsaoProgram = NULL;
|
---|
50 | static ShaderProgram *sCgGiProgram = NULL;
|
---|
51 |
|
---|
52 | static ShaderProgram *sCgDeferredProgram = NULL;
|
---|
53 | static ShaderProgram *sCgAntiAliasingProgram = NULL;
|
---|
54 | static ShaderProgram *sCgDeferredShadowProgram = NULL;
|
---|
55 |
|
---|
56 | static ShaderProgram *sCgCombineSsaoProgram = NULL;
|
---|
57 | static ShaderProgram *sCgCombineIllumProgram = NULL;
|
---|
58 | static ShaderProgram *sCgLogLumProgram = NULL;
|
---|
59 | static ShaderProgram *sCgToneProgram = NULL;
|
---|
60 | static ShaderProgram *sCgDownSampleProgram = NULL;
|
---|
61 | static ShaderProgram *sCgScaleDepthProgram = NULL;
|
---|
62 | static ShaderProgram *sCgPrepareSsaoProgram = NULL;
|
---|
63 |
|
---|
64 |
|
---|
65 | static GLuint noiseTex2D = 0;
|
---|
66 | static GLuint noiseTex1D = 0;
|
---|
67 |
|
---|
68 |
|
---|
69 | // ssao random spherical samples
|
---|
70 | static Sample2 samples2[NUM_SAMPLES];
|
---|
71 | // number of pcf tabs
|
---|
72 | static Sample2 pcfSamples[NUM_PCF_TABS];
|
---|
73 |
|
---|
74 |
|
---|
75 | static float ssaoFilterOffsets[NUM_SSAO_FILTER_SAMPLES * 2];
|
---|
76 | static float ssaoFilterWeights[NUM_SSAO_FILTER_SAMPLES];
|
---|
77 |
|
---|
78 |
|
---|
79 | int DeferredRenderer::colorBufferIdx = 0;
|
---|
80 |
|
---|
81 |
|
---|
82 | /** Helper method that computes the view vectors in the corners of the current view frustum.
|
---|
83 | */
|
---|
84 | static void ComputeViewVectors(PerspectiveCamera *cam, Vector3 &bl, Vector3 &br, Vector3 &tl, Vector3 &tr)
|
---|
85 | {
|
---|
86 | Vector3 ftl, ftr, fbl, fbr, ntl, ntr, nbl, nbr;
|
---|
87 | cam->ComputePoints(ftl, ftr, fbl, fbr, ntl, ntr, nbl, nbr);
|
---|
88 |
|
---|
89 | bl = Normalize(nbl - fbl);
|
---|
90 | br = Normalize(nbr - fbr);
|
---|
91 | tl = Normalize(ntl - ftl);
|
---|
92 | tr = Normalize(ntr - ftr);
|
---|
93 | }
|
---|
94 |
|
---|
95 |
|
---|
96 | static float GaussianDistribution(float x, float y, float rho)
|
---|
97 | {
|
---|
98 | float g = 1.0f / sqrtf(2.0f * M_PI * rho * rho);
|
---|
99 | g *= expf( -(x * x + y * y) / (2.0f * rho * rho));
|
---|
100 |
|
---|
101 | return g;
|
---|
102 | }
|
---|
103 |
|
---|
104 |
|
---|
105 | static void PrintGLerror(char *msg)
|
---|
106 | {
|
---|
107 | GLenum errCode;
|
---|
108 | const GLubyte *errStr;
|
---|
109 |
|
---|
110 | if ((errCode = glGetError()) != GL_NO_ERROR)
|
---|
111 | {
|
---|
112 | errStr = gluErrorString(errCode);
|
---|
113 | fprintf(stderr,"OpenGL ERROR: %s: %s\n", errStr, msg);
|
---|
114 | }
|
---|
115 | }
|
---|
116 |
|
---|
117 |
|
---|
118 | static Sample2 UnitTest2(float x, float y, int wi, int he)
|
---|
119 | {
|
---|
120 | Sample2 s;
|
---|
121 |
|
---|
122 | s.x = float(floor(x * (float)wi - 0.5f) + 1.0f) / (float)wi;
|
---|
123 | s.y = float(floor(y * (float)he - 0.5f) + 1.0f) / (float)he;
|
---|
124 |
|
---|
125 | return s;
|
---|
126 | }
|
---|
127 |
|
---|
128 |
|
---|
129 | static void ComputeSampleOffsets(float *sampleOffsets,
|
---|
130 | int imageW, int imageH,
|
---|
131 | float width,
|
---|
132 | int samples)
|
---|
133 | {
|
---|
134 | const float xoffs = width / (float)imageW;
|
---|
135 | const float yoffs = width / (float)imageH;
|
---|
136 |
|
---|
137 | const int numSamples = (int)sqrt((float)samples);
|
---|
138 | const int startSamples = -numSamples / 2;
|
---|
139 | const int endSamples = numSamples + startSamples - 1;
|
---|
140 | //cout << startSamples << " " << endSamples << endl;
|
---|
141 |
|
---|
142 | int idx = 0;
|
---|
143 |
|
---|
144 | for (int x = startSamples; x <= endSamples; ++ x)
|
---|
145 | {
|
---|
146 | for (int y = startSamples; y <= endSamples; ++ y)
|
---|
147 | {
|
---|
148 | sampleOffsets[idx + 0] = (float)x * xoffs;
|
---|
149 | sampleOffsets[idx + 1] = (float)y * yoffs;
|
---|
150 | idx += 2;
|
---|
151 | }
|
---|
152 | }
|
---|
153 | }
|
---|
154 |
|
---|
155 |
|
---|
156 | void DeferredRenderer::FlipFbos(FrameBufferObject *fbo)
|
---|
157 | {
|
---|
158 | fbo->Bind();
|
---|
159 | colorBufferIdx = 3 - colorBufferIdx;
|
---|
160 | glDrawBuffers(1, mrt + colorBufferIdx);
|
---|
161 | }
|
---|
162 |
|
---|
163 |
|
---|
164 | void DeferredRenderer::DrawQuad(ShaderProgram *p)
|
---|
165 | {
|
---|
166 | if (p) p->Bind();
|
---|
167 |
|
---|
168 | // interpolate the view vector
|
---|
169 | Vector3 bl = mCornersView[0];
|
---|
170 | Vector3 br = mCornersView[1];
|
---|
171 | Vector3 tl = mCornersView[2];
|
---|
172 | Vector3 tr = mCornersView[3];
|
---|
173 |
|
---|
174 | // note: slightly larger texture could hide ambient occlusion error on border but costs resolution
|
---|
175 | glBegin(GL_QUADS);
|
---|
176 |
|
---|
177 | glTexCoord2f(0, 0); glMultiTexCoord3fARB(GL_TEXTURE1_ARB, bl.x, bl.y, bl.z); glVertex2f( .0f, .0f);
|
---|
178 | glTexCoord2f(1, 0); glMultiTexCoord3fARB(GL_TEXTURE1_ARB, br.x, br.y, br.z); glVertex2f(1.0f, .0f);
|
---|
179 | glTexCoord2f(1, 1); glMultiTexCoord3fARB(GL_TEXTURE1_ARB, tr.x, tr.y, tr.z); glVertex2f(1.0f, 1.0f);
|
---|
180 | glTexCoord2f(0, 1); glMultiTexCoord3fARB(GL_TEXTURE1_ARB, tl.x, tl.y, tl.z); glVertex2f( .0f, 1.0f);
|
---|
181 |
|
---|
182 | glEnd();
|
---|
183 | }
|
---|
184 |
|
---|
185 |
|
---|
186 | /** Generate poisson disc distributed sample points on the unit disc
|
---|
187 | */
|
---|
188 | static void GenerateSamples(int sampling)
|
---|
189 | {
|
---|
190 | switch (sampling)
|
---|
191 | {
|
---|
192 | case DeferredRenderer::SAMPLING_POISSON:
|
---|
193 | {
|
---|
194 | PoissonDiscSampleGenerator2 poisson(NUM_SAMPLES, 1.0f);
|
---|
195 | poisson.Generate((float *)samples2);
|
---|
196 | }
|
---|
197 | break;
|
---|
198 | case DeferredRenderer::SAMPLING_QUADRATIC:
|
---|
199 | {
|
---|
200 | QuadraticDiscSampleGenerator2 g(NUM_SAMPLES, 1.0f);
|
---|
201 | g.Generate((float *)samples2);
|
---|
202 | }
|
---|
203 | break;
|
---|
204 | default: // SAMPLING_DEFAULT
|
---|
205 | {
|
---|
206 | RandomSampleGenerator2 g(NUM_SAMPLES, 1.0f);
|
---|
207 | g.Generate((float *)samples2);
|
---|
208 | }
|
---|
209 | }
|
---|
210 | }
|
---|
211 |
|
---|
212 |
|
---|
213 | static void CreateNoiseTex2D(int w, int h)
|
---|
214 | {
|
---|
215 | //GLubyte *randomNormals = new GLubyte[mWidth * mHeight * 3];
|
---|
216 | float *randomNormals = new float[w * h * 3];
|
---|
217 |
|
---|
218 | static HaltonSequence halton;
|
---|
219 | float r[2];
|
---|
220 |
|
---|
221 | for (int i = 0; i < w * h * 3; i += 3)
|
---|
222 | {
|
---|
223 | // create random samples on a circle
|
---|
224 | r[0] = RandomValue(0, 1);
|
---|
225 | //halton.GetNext(1, r);
|
---|
226 |
|
---|
227 | const float theta = 2.0f * acos(sqrt(1.0f - r[0]));
|
---|
228 |
|
---|
229 | randomNormals[i + 0] = cos(theta);
|
---|
230 | randomNormals[i + 1] = sin(theta);
|
---|
231 | randomNormals[i + 2] = 0;
|
---|
232 | }
|
---|
233 |
|
---|
234 | glEnable(GL_TEXTURE_2D);
|
---|
235 | glGenTextures(1, &noiseTex2D);
|
---|
236 | glBindTexture(GL_TEXTURE_2D, noiseTex2D);
|
---|
237 |
|
---|
238 | glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_NEAREST);
|
---|
239 | glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_NEAREST);
|
---|
240 | glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_S, GL_REPEAT);
|
---|
241 | glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_T, GL_REPEAT);
|
---|
242 |
|
---|
243 | glTexImage2D(GL_TEXTURE_2D, 0, GL_RGBA16F_ARB, w, h, 0, GL_RGB, GL_FLOAT, randomNormals);
|
---|
244 |
|
---|
245 | glBindTexture(GL_TEXTURE_2D, 0);
|
---|
246 | glDisable(GL_TEXTURE_2D);
|
---|
247 |
|
---|
248 | delete [] randomNormals;
|
---|
249 |
|
---|
250 | cout << "created noise texture" << endl;
|
---|
251 |
|
---|
252 | PrintGLerror("noisetexture");
|
---|
253 | }
|
---|
254 |
|
---|
255 |
|
---|
256 | static void CreateNoiseTex1D(int w)
|
---|
257 | {
|
---|
258 | float *randomValues = new float[w * 3];
|
---|
259 |
|
---|
260 | static HaltonSequence halton;
|
---|
261 |
|
---|
262 | randomValues[0] = randomValues[1] = randomValues[2] = 0;
|
---|
263 |
|
---|
264 | for (int i = 3; i < w * 3; i += 3)
|
---|
265 | {
|
---|
266 | // create random samples on a circle
|
---|
267 | randomValues[i + 0] = 20.0f * RandomValue(0, 1) / 512.0f;
|
---|
268 | randomValues[i + 1] = 20.0f * RandomValue(0, 1) / 384.0f;
|
---|
269 | randomValues[i + 2] = 0;
|
---|
270 | }
|
---|
271 |
|
---|
272 | glEnable(GL_TEXTURE_2D);
|
---|
273 | glGenTextures(1, &noiseTex1D);
|
---|
274 | glBindTexture(GL_TEXTURE_2D, noiseTex1D);
|
---|
275 |
|
---|
276 | glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_NEAREST);
|
---|
277 | glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_NEAREST);
|
---|
278 | glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_S, GL_REPEAT);
|
---|
279 | glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_T, GL_REPEAT);
|
---|
280 |
|
---|
281 | glTexImage2D(GL_TEXTURE_2D, 0, GL_RGBA16F_ARB, w, 1, 0, GL_RGB, GL_FLOAT, randomValues);
|
---|
282 |
|
---|
283 | glBindTexture(GL_TEXTURE_2D, 0);
|
---|
284 | glDisable(GL_TEXTURE_2D);
|
---|
285 |
|
---|
286 | delete [] randomValues;
|
---|
287 |
|
---|
288 | cout << "created noise texture 1D" << endl;
|
---|
289 |
|
---|
290 | PrintGLerror("noisetexture 1D");
|
---|
291 | }
|
---|
292 |
|
---|
293 |
|
---|
294 | DeferredRenderer::DeferredRenderer(int w, int h, PerspectiveCamera *cam):
|
---|
295 | mWidth(w), mHeight(h),
|
---|
296 | mCamera(cam),
|
---|
297 | mUseTemporalCoherence(true),
|
---|
298 | mRegenerateSamples(true),
|
---|
299 | mSamplingMethod(SAMPLING_POISSON),
|
---|
300 | mShadingMethod(DEFAULT),
|
---|
301 | mIllumFboIndex(0),
|
---|
302 | mSortSamples(true)
|
---|
303 | {
|
---|
304 | ///////////
|
---|
305 | //-- the flip-flop fbos
|
---|
306 |
|
---|
307 | //const int dsw = w / 2; const int dsh = h / 2;
|
---|
308 | //const int dsw = 128; const int dsh = 96;
|
---|
309 | const int dsw = 16; const int dsh = 12;
|
---|
310 | //const int dsw = w; const int dsh = h;
|
---|
311 |
|
---|
312 | mIllumFbo = new FrameBufferObject(dsw, dsh, FrameBufferObject::DEPTH_NONE);
|
---|
313 | //mIllumFbo = new FrameBufferObject(w, h, FrameBufferObject::DEPTH_NONE);
|
---|
314 |
|
---|
315 | mFBOs.push_back(mIllumFbo);
|
---|
316 |
|
---|
317 | for (int i = 0; i < 4; ++ i)
|
---|
318 | {
|
---|
319 | mIllumFbo->AddColorBuffer(ColorBufferObject::RGBA_FLOAT_32, ColorBufferObject::WRAP_CLAMP_TO_EDGE, ColorBufferObject::FILTER_LINEAR);
|
---|
320 | FrameBufferObject::InitBuffer(mIllumFbo, i);
|
---|
321 | }
|
---|
322 |
|
---|
323 |
|
---|
324 | ///////////////
|
---|
325 | //-- the downsampled ssao + color bleeding textures: as GI is mostly low frequency, we can use lower resolution toimprove performance
|
---|
326 |
|
---|
327 | mDownSampleFbo = new FrameBufferObject(dsw, dsh, FrameBufferObject::DEPTH_NONE);
|
---|
328 | // the downsampled color + depth buffer
|
---|
329 | mDownSampleFbo->AddColorBuffer(ColorBufferObject::RGBA_FLOAT_32, ColorBufferObject::WRAP_CLAMP_TO_EDGE, ColorBufferObject::FILTER_LINEAR);
|
---|
330 | // downsample buffer for the normal texture
|
---|
331 | mDownSampleFbo->AddColorBuffer(ColorBufferObject::RGB_FLOAT_16, ColorBufferObject::WRAP_CLAMP_TO_EDGE, ColorBufferObject::FILTER_NEAREST);
|
---|
332 |
|
---|
333 | for (int i = 0; i < 2; ++ i)
|
---|
334 | {
|
---|
335 | FrameBufferObject::InitBuffer(mDownSampleFbo, i);
|
---|
336 | }
|
---|
337 |
|
---|
338 | mFBOs.push_back(mDownSampleFbo);
|
---|
339 |
|
---|
340 | // create noise texture for ssao
|
---|
341 | // for performance reasons we use a smaller texture and repeat it over the screen
|
---|
342 | CreateNoiseTex2D(mIllumFbo->GetWidth() / 4, mIllumFbo->GetWidth() / 4);
|
---|
343 |
|
---|
344 | mProjViewMatrix = IdentityMatrix();
|
---|
345 | mOldProjViewMatrix = IdentityMatrix();
|
---|
346 |
|
---|
347 | for (int i = 0; i < 4; ++ i)
|
---|
348 | {
|
---|
349 | mCornersView[i] = mOldCornersView[i] = Vector3::UNIT_X();
|
---|
350 | }
|
---|
351 |
|
---|
352 | mEyePos = mOldEyePos = Vector3::ZERO();
|
---|
353 |
|
---|
354 | InitCg();
|
---|
355 |
|
---|
356 | float x = 400.5f / w;
|
---|
357 | float y = 100.5f / h;
|
---|
358 |
|
---|
359 | Sample2 res = UnitTest2(x, y, dsw, dsh);
|
---|
360 |
|
---|
361 | cout << "input : " << x << ", " << y << endl;
|
---|
362 | cout << "result : " << res.x << " " << res.y << endl;
|
---|
363 | cout << "result2: " << res.x * w << " " << res.y * h << endl;
|
---|
364 | }
|
---|
365 |
|
---|
366 |
|
---|
367 | DeferredRenderer::~DeferredRenderer()
|
---|
368 | {
|
---|
369 | CLEAR_CONTAINER(mFBOs);
|
---|
370 | glDeleteTextures(1, &noiseTex2D);
|
---|
371 | glDeleteTextures(1, &noiseTex1D);
|
---|
372 | }
|
---|
373 |
|
---|
374 |
|
---|
375 | void DeferredRenderer::SetUseTemporalCoherence(bool temporal)
|
---|
376 | {
|
---|
377 | mUseTemporalCoherence = temporal;
|
---|
378 | }
|
---|
379 |
|
---|
380 |
|
---|
381 |
|
---|
382 | void DeferredRenderer::InitCg()
|
---|
383 | {
|
---|
384 | ShaderManager *sm = ShaderManager::GetSingleton();
|
---|
385 |
|
---|
386 | sCgDeferredProgram = sm->CreateFragmentProgram("deferred", "main", "deferredFrag");
|
---|
387 | sCgDeferredShadowProgram = sm->CreateFragmentProgram("deferred", "main_shadow", "deferredFragShader");
|
---|
388 | sCgSsaoProgram = sm->CreateFragmentProgram("ssao", "main", "ssaoFrag");
|
---|
389 | sCgGiProgram = sm->CreateFragmentProgram("globillum", "main", "giFrag");
|
---|
390 | sCgCombineIllumProgram = sm->CreateFragmentProgram("globillum", "combine", "combineGi");
|
---|
391 | sCgCombineSsaoProgram = sm->CreateFragmentProgram("combineSsao", "combine", "combineSsao");
|
---|
392 | sCgAntiAliasingProgram = sm->CreateFragmentProgram("antialiasing", "main", "antiAliasing");
|
---|
393 | sCgToneProgram = sm->CreateFragmentProgram("tonemap", "ToneMap", "toneMap");
|
---|
394 | sCgDownSampleProgram = sm->CreateFragmentProgram("deferred", "Output", "Output");
|
---|
395 | sCgScaleDepthProgram = sm->CreateFragmentProgram("deferred", "ScaleDepth", "ScaleDepth");
|
---|
396 | sCgLogLumProgram = sm->CreateFragmentProgram("tonemap", "CalcAvgLogLum", "avgLogLum");
|
---|
397 | sCgPrepareSsaoProgram = sm->CreateFragmentProgram("deferred", "PrepareSsao", "PrepareSsao");
|
---|
398 |
|
---|
399 |
|
---|
400 | ///////////////////
|
---|
401 | //-- initialize program parameters
|
---|
402 |
|
---|
403 | string ssaoParams[] =
|
---|
404 | {"colors", "normals", "oldTex", "noiseTex", "temporalCoherence",
|
---|
405 | "samples", "bl", "br", "tl", "tr",
|
---|
406 | "modelViewProj", "oldModelViewProj", "oldEyePos", "oldbl", "oldbr",
|
---|
407 | "oldtl", "oldtr", "attribsTex"};
|
---|
408 | sCgSsaoProgram->AddParameters(ssaoParams, 0, 18);
|
---|
409 |
|
---|
410 | string giParams[] =
|
---|
411 | {"colors", "normals", "noiseTex", "oldSsaoTex", "oldIllumTex",
|
---|
412 | "temporalCoherence", "samples", "bl", "br", "tl",
|
---|
413 | "tr", "oldModelViewProj", "modelViewProj"};
|
---|
414 | sCgGiProgram->AddParameters(giParams, 0, 13);
|
---|
415 |
|
---|
416 | string toneParams[] = {"colors", "imageKey", "whiteLum", "middleGrey"};
|
---|
417 | sCgToneProgram->AddParameters(toneParams, 0, 4);
|
---|
418 |
|
---|
419 |
|
---|
420 | ////////////////
|
---|
421 |
|
---|
422 | string deferredShadowParams[] =
|
---|
423 | {"colors", "normals", "shadowMap", "noiseTex", "shadowMatrix",
|
---|
424 | "sampleWidth", "lightDir", "eyePos", "samples", "weights"};
|
---|
425 |
|
---|
426 | sCgDeferredShadowProgram->AddParameters(deferredShadowParams, 0, 10);
|
---|
427 |
|
---|
428 | ////////////////
|
---|
429 |
|
---|
430 | string combineIllumParams[] = {"colorsTex", "ssaoTex", "illumTex"};
|
---|
431 | sCgCombineIllumProgram->AddParameters(combineIllumParams, 0, 3);
|
---|
432 |
|
---|
433 | ////////////////
|
---|
434 |
|
---|
435 | string combineSsaoParams[] =
|
---|
436 | {"colorsTex", "normalsTex", "ssaoTex", "filterOffs",
|
---|
437 | "filterWeights", "modelViewProj", "bl", "br", "tl", "tr"};
|
---|
438 | sCgCombineSsaoProgram->AddParameters(combineSsaoParams, 0, 10);
|
---|
439 |
|
---|
440 | //////////////
|
---|
441 |
|
---|
442 | string deferredParams[] = {"colors", "normals", "lightDir"};
|
---|
443 | sCgDeferredProgram->AddParameters(deferredParams, 0, 3);
|
---|
444 |
|
---|
445 | ///////////////////
|
---|
446 |
|
---|
447 | string aaParams[] = {"colors", "normals", "offsets"};
|
---|
448 | sCgAntiAliasingProgram->AddParameters(aaParams, 0, 3);
|
---|
449 |
|
---|
450 | /////////////////////
|
---|
451 |
|
---|
452 | string downSampleParams[] = {"colors"};
|
---|
453 | sCgDownSampleProgram->AddParameters(downSampleParams, 0, 1);
|
---|
454 |
|
---|
455 | /////////////////////
|
---|
456 |
|
---|
457 | string scaleDepthParams[] = {"colors"};
|
---|
458 | sCgScaleDepthProgram->AddParameters(scaleDepthParams, 0, 1);
|
---|
459 |
|
---|
460 | ////////////
|
---|
461 |
|
---|
462 | sCgLogLumProgram->AddParameter("colors", 0);
|
---|
463 |
|
---|
464 | ////////////////
|
---|
465 |
|
---|
466 |
|
---|
467 | string prepareSsaoParams[] =
|
---|
468 | {"colorsTex", "normalsTex", "diffVals", "oldTex",
|
---|
469 | "oldEyePos", "modelViewProj", "oldModelViewProj",
|
---|
470 | "oldbl", "oldbr", "oldtl", "oldtr"};
|
---|
471 |
|
---|
472 | sCgPrepareSsaoProgram->AddParameters(prepareSsaoParams, 0, 11);
|
---|
473 |
|
---|
474 |
|
---|
475 | ////////////////
|
---|
476 |
|
---|
477 | const float filterWidth = 1.0f;
|
---|
478 |
|
---|
479 | PoissonDiscSampleGenerator2 poisson(NUM_SSAO_FILTER_SAMPLES, 1.0f);
|
---|
480 | poisson.Generate((float *)ssaoFilterOffsets);
|
---|
481 |
|
---|
482 | const float xoffs = (float)filterWidth / mWidth;
|
---|
483 | const float yoffs = (float)filterWidth / mHeight;
|
---|
484 |
|
---|
485 | for (int i = 0; i < NUM_SSAO_FILTER_SAMPLES; ++ i)
|
---|
486 | {
|
---|
487 | float x = ssaoFilterOffsets[2 * i + 0];
|
---|
488 | float y = ssaoFilterOffsets[2 * i + 1];
|
---|
489 |
|
---|
490 | ssaoFilterWeights[i] = GaussianDistribution(x, y, 1.0f);
|
---|
491 | //ssaoFilterWeights[i] = 1.0f;
|
---|
492 |
|
---|
493 | ssaoFilterOffsets[2 * i + 0] *= xoffs;
|
---|
494 | ssaoFilterOffsets[2 * i + 1] *= yoffs;
|
---|
495 | }
|
---|
496 |
|
---|
497 |
|
---|
498 | /////////
|
---|
499 | //-- pcf tabs for shadowing
|
---|
500 |
|
---|
501 | float filterWeights[NUM_PCF_TABS];
|
---|
502 | PoissonDiscSampleGenerator2 poisson2(NUM_PCF_TABS, 1.0f);
|
---|
503 | poisson2.Generate((float *)pcfSamples);
|
---|
504 |
|
---|
505 | for (int i = 0; i < NUM_PCF_TABS; ++ i)
|
---|
506 | {
|
---|
507 | filterWeights[i] = GaussianDistribution(pcfSamples[i].x, pcfSamples[i].y, 1.0f);
|
---|
508 | }
|
---|
509 |
|
---|
510 | sCgDeferredShadowProgram->SetArray2f(8, (float *)pcfSamples, NUM_PCF_TABS);
|
---|
511 | sCgDeferredShadowProgram->SetArray1f(9, (float *)filterWeights, NUM_PCF_TABS);
|
---|
512 |
|
---|
513 | PrintGLerror("init");
|
---|
514 | }
|
---|
515 |
|
---|
516 |
|
---|
517 | void DeferredRenderer::Render(FrameBufferObject *fbo,
|
---|
518 | float tempCohFactor,
|
---|
519 | DirectionalLight *light,
|
---|
520 | bool useToneMapping,
|
---|
521 | bool useAntiAliasing,
|
---|
522 | ShadowMap *shadowMap
|
---|
523 | )
|
---|
524 | {
|
---|
525 | InitFrame();
|
---|
526 |
|
---|
527 | if (shadowMap)
|
---|
528 | FirstPassShadow(fbo, light, shadowMap);
|
---|
529 | else
|
---|
530 | FirstPass(fbo, light);
|
---|
531 |
|
---|
532 | if (mShadingMethod != 0)
|
---|
533 | {
|
---|
534 | // downsample fbo buffers
|
---|
535 | PrepareSsao(fbo);
|
---|
536 | }
|
---|
537 |
|
---|
538 | // multisampling is difficult / costly with deferred shading
|
---|
539 | // at least do some edge blurring
|
---|
540 | //if (useAntiAliasing) AntiAliasing(fbo, light);
|
---|
541 |
|
---|
542 | switch (mShadingMethod)
|
---|
543 | {
|
---|
544 | case SSAO:
|
---|
545 | ComputeSsao(fbo, tempCohFactor);
|
---|
546 | CombineSsao(fbo);
|
---|
547 | break;
|
---|
548 | case GI:
|
---|
549 | ComputeGlobIllum(fbo, tempCohFactor);
|
---|
550 | CombineIllum(fbo);
|
---|
551 | break;
|
---|
552 | default: // DEFAULT
|
---|
553 | // do nothing: standard deferred shading
|
---|
554 | break;
|
---|
555 | }
|
---|
556 |
|
---|
557 | if (useToneMapping)
|
---|
558 | {
|
---|
559 | float imageKey, whiteLum, middleGrey;
|
---|
560 |
|
---|
561 | ComputeToneParameters(fbo, light, imageKey, whiteLum, middleGrey);
|
---|
562 | ToneMap(fbo, imageKey, whiteLum, middleGrey);
|
---|
563 | }
|
---|
564 |
|
---|
565 | // multisampling is difficult / costly with deferred shading
|
---|
566 | // at least do some edge blurring
|
---|
567 | if (useAntiAliasing) AntiAliasing(fbo, light); else
|
---|
568 | Output(fbo); // just output the latest buffer
|
---|
569 |
|
---|
570 | glEnable(GL_LIGHTING);
|
---|
571 | glDisable(GL_TEXTURE_2D);
|
---|
572 |
|
---|
573 | glMatrixMode(GL_PROJECTION);
|
---|
574 | glPopMatrix();
|
---|
575 |
|
---|
576 | glMatrixMode(GL_MODELVIEW);
|
---|
577 | glPopMatrix();
|
---|
578 |
|
---|
579 | // viewport
|
---|
580 | glPopAttrib();
|
---|
581 |
|
---|
582 | FrameBufferObject::Release();
|
---|
583 | ShaderManager::GetSingleton()->DisableFragmentProfile();
|
---|
584 | }
|
---|
585 |
|
---|
586 |
|
---|
587 |
|
---|
588 | static inline float SqrMag(const Sample2 &s)
|
---|
589 | {
|
---|
590 | return (s.x * s.x + s.y * s.y);
|
---|
591 | }
|
---|
592 |
|
---|
593 |
|
---|
594 | static inline float SqrDist(const Sample2 &a, const Sample2 &b)
|
---|
595 | {
|
---|
596 | float x = a.x - b.x;
|
---|
597 | float y = a.y - b.y;
|
---|
598 |
|
---|
599 | return x * x + y * y;
|
---|
600 | }
|
---|
601 |
|
---|
602 |
|
---|
603 | static inline bool lt(const Sample2 &a, const Sample2 &b)
|
---|
604 | {
|
---|
605 | return SqrMag(a) < SqrMag(b);
|
---|
606 | }
|
---|
607 |
|
---|
608 |
|
---|
609 | void DeferredRenderer::SortSamples()
|
---|
610 | {
|
---|
611 | static Sample2 tempSamples[NUM_SAMPLES];
|
---|
612 | static bool checked[NUM_SAMPLES];
|
---|
613 |
|
---|
614 | for (int i = 0; i < NUM_SAMPLES; ++ i)
|
---|
615 | checked[i] = false;
|
---|
616 |
|
---|
617 | Sample2 currentSample;
|
---|
618 | currentSample.x = 0; currentSample.y = 0;
|
---|
619 | int ns = 0; // the next sample index
|
---|
620 |
|
---|
621 | for (int i = 0; i < NUM_SAMPLES; ++ i)
|
---|
622 | {
|
---|
623 | float minLen = 1e20f;
|
---|
624 |
|
---|
625 | for (int j = 0; j < NUM_SAMPLES; ++ j)
|
---|
626 | {
|
---|
627 | if (checked[j]) continue;
|
---|
628 |
|
---|
629 | Sample2 s = samples2[j];
|
---|
630 | const float len = SqrDist(s, currentSample);
|
---|
631 |
|
---|
632 | if (len < minLen)
|
---|
633 | {
|
---|
634 | minLen = len;
|
---|
635 | ns = j;
|
---|
636 | }
|
---|
637 | }
|
---|
638 |
|
---|
639 | tempSamples[i] = samples2[ns];
|
---|
640 | currentSample = samples2[ns];
|
---|
641 | checked[ns] = true;
|
---|
642 | }
|
---|
643 |
|
---|
644 | for (int i = 0; i < NUM_SAMPLES; ++ i)
|
---|
645 | samples2[i] = tempSamples[i];
|
---|
646 | }
|
---|
647 |
|
---|
648 |
|
---|
649 | void DeferredRenderer::ComputeSsao(FrameBufferObject *fbo, float tempCohFactor)
|
---|
650 | {
|
---|
651 | GLuint colorsTex, normalsTex, attribsTex;
|
---|
652 |
|
---|
653 | if (0)
|
---|
654 | {
|
---|
655 | colorsTex = fbo->GetColorBuffer(colorBufferIdx)->GetTexture();
|
---|
656 | normalsTex = fbo->GetColorBuffer(1)->GetTexture();
|
---|
657 | }
|
---|
658 | else
|
---|
659 | {
|
---|
660 | normalsTex = mDownSampleFbo->GetColorBuffer(1)->GetTexture();
|
---|
661 | colorsTex = mDownSampleFbo->GetColorBuffer(0)->GetTexture();
|
---|
662 | }
|
---|
663 |
|
---|
664 | attribsTex = fbo->GetColorBuffer(2)->GetTexture();
|
---|
665 |
|
---|
666 | // flip flop between illumination buffers
|
---|
667 | GLuint oldTex = mIllumFbo->GetColorBuffer(2 - mIllumFboIndex)->GetTexture();
|
---|
668 |
|
---|
669 | glPushAttrib(GL_VIEWPORT_BIT);
|
---|
670 | glViewport(0, 0, mIllumFbo->GetWidth(), mIllumFbo->GetHeight());
|
---|
671 |
|
---|
672 | // read the second buffer, write to the first buffer
|
---|
673 | mIllumFbo->Bind();
|
---|
674 | glDrawBuffers(1, mrt + mIllumFboIndex);
|
---|
675 |
|
---|
676 | int i = 0;
|
---|
677 |
|
---|
678 | sCgSsaoProgram->SetTexture(i ++, colorsTex);
|
---|
679 | sCgSsaoProgram->SetTexture(i ++, normalsTex);
|
---|
680 | sCgSsaoProgram->SetTexture(i ++, oldTex);
|
---|
681 | sCgSsaoProgram->SetTexture(i ++, noiseTex2D);
|
---|
682 |
|
---|
683 | sCgSsaoProgram->SetValue1f(i ++, (mUseTemporalCoherence && !mRegenerateSamples) ? tempCohFactor : 0);
|
---|
684 |
|
---|
685 | if (mUseTemporalCoherence || mRegenerateSamples)
|
---|
686 | {
|
---|
687 | mRegenerateSamples = false;
|
---|
688 |
|
---|
689 | // q: should we generate new samples or only rotate the old ones?
|
---|
690 | // in the first case, the sample patterns look nicer, but the kernel
|
---|
691 | // needs longer to converge
|
---|
692 | GenerateSamples(mSamplingMethod);
|
---|
693 |
|
---|
694 | //if (mSortSamples) { SortSamples(); }
|
---|
695 | sCgSsaoProgram->SetArray2f(i, (float *)samples2, NUM_SAMPLES);
|
---|
696 | }
|
---|
697 |
|
---|
698 | ++ i;
|
---|
699 |
|
---|
700 | for (int j = 0; j < 4; ++ j, ++ i)
|
---|
701 | sCgSsaoProgram->SetValue3f(i, mCornersView[j].x, mCornersView[j].y, mCornersView[j].z);
|
---|
702 |
|
---|
703 | sCgSsaoProgram->SetMatrix(i ++, mProjViewMatrix);
|
---|
704 | sCgSsaoProgram->SetMatrix(i ++, mOldProjViewMatrix);
|
---|
705 |
|
---|
706 | Vector3 de;
|
---|
707 | de.x = mOldEyePos.x - mEyePos.x;
|
---|
708 | de.y = mOldEyePos.y - mEyePos.y;
|
---|
709 | de.z = mOldEyePos.z - mEyePos.z;
|
---|
710 |
|
---|
711 | sCgSsaoProgram->SetValue3f(i ++, de.x, de.y, de.z);
|
---|
712 |
|
---|
713 | for (int j = 0; j < 4; ++ j, ++ i)
|
---|
714 | sCgSsaoProgram->SetValue3f(i, mOldCornersView[j].x, mOldCornersView[j].y, mOldCornersView[j].z);
|
---|
715 |
|
---|
716 | sCgSsaoProgram->SetTexture(i ++, attribsTex);
|
---|
717 |
|
---|
718 |
|
---|
719 | DrawQuad(sCgSsaoProgram);
|
---|
720 |
|
---|
721 | glPopAttrib();
|
---|
722 |
|
---|
723 | PrintGLerror("ssao first pass");
|
---|
724 | }
|
---|
725 |
|
---|
726 |
|
---|
727 | static void SetVertex(float x, float y, float x_offs, float y_offs)
|
---|
728 | {
|
---|
729 | glMultiTexCoord2fARB(GL_TEXTURE0_ARB, x, y); // center
|
---|
730 | glMultiTexCoord2fARB(GL_TEXTURE1_ARB, x - x_offs, y + y_offs); // left top
|
---|
731 | glMultiTexCoord2fARB(GL_TEXTURE2_ARB, x + x_offs, y - y_offs); // right bottom
|
---|
732 | glMultiTexCoord2fARB(GL_TEXTURE3_ARB, x + x_offs, y + y_offs); // right top
|
---|
733 | glMultiTexCoord2fARB(GL_TEXTURE4_ARB, x - x_offs, y - y_offs); // left bottom
|
---|
734 |
|
---|
735 | glMultiTexCoord4fARB(GL_TEXTURE5_ARB, x - x_offs, y, x + x_offs, y); // left right
|
---|
736 | glMultiTexCoord4fARB(GL_TEXTURE6_ARB, x, y + y_offs, x, y - y_offs); // top bottom
|
---|
737 |
|
---|
738 | //glVertex3f(x - 0.5f, y - 0.5f, -0.5f);
|
---|
739 | glVertex2f(x, y);
|
---|
740 | }
|
---|
741 |
|
---|
742 |
|
---|
743 | void DeferredRenderer::AntiAliasing(FrameBufferObject *fbo, DirectionalLight *light)
|
---|
744 | {
|
---|
745 | ColorBufferObject *colorBuffer = fbo->GetColorBuffer(colorBufferIdx);
|
---|
746 | GLuint colorsTex = colorBuffer->GetTexture();
|
---|
747 | GLuint normalsTex = fbo->GetColorBuffer(1)->GetTexture();
|
---|
748 |
|
---|
749 | // read the second buffer, write to the first buffer
|
---|
750 | //FlipFbos(fbo);
|
---|
751 | // end of the pipeline => just draw image to screen
|
---|
752 | FrameBufferObject::Release();
|
---|
753 |
|
---|
754 | // the neighbouring texels
|
---|
755 | float xOffs = 1.0f / fbo->GetWidth();
|
---|
756 | float yOffs = 1.0f / fbo->GetHeight();
|
---|
757 |
|
---|
758 | sCgAntiAliasingProgram->SetTexture(0, colorsTex);
|
---|
759 | sCgAntiAliasingProgram->SetTexture(1, normalsTex);
|
---|
760 |
|
---|
761 | float offsets[16];
|
---|
762 | int i = 0;
|
---|
763 |
|
---|
764 | offsets[i] = -xOffs; offsets[i + 1] = yOffs; i += 2; // left top
|
---|
765 | offsets[i] = xOffs; offsets[i + 1] = -yOffs; i += 2; // right bottom
|
---|
766 | offsets[i] = xOffs; offsets[i + 1] = yOffs; i += 2; // right top
|
---|
767 | offsets[i] = -xOffs; offsets[i + 1] = -yOffs; i += 2; // left bottom
|
---|
768 | offsets[i] = -xOffs; offsets[i + 1] = .0f; i += 2; // left
|
---|
769 | offsets[i] = xOffs; offsets[i + 1] = .0f; i += 2; // right
|
---|
770 | offsets[i] = .0f; offsets[i + 1] = yOffs; i += 2; // top
|
---|
771 | offsets[i] = .0f; offsets[i + 1] = -yOffs; i += 2; // bottom
|
---|
772 |
|
---|
773 | sCgAntiAliasingProgram->SetArray2f(2, offsets, 8);
|
---|
774 |
|
---|
775 | DrawQuad(sCgAntiAliasingProgram);
|
---|
776 |
|
---|
777 | PrintGLerror("antialiasing");
|
---|
778 | }
|
---|
779 |
|
---|
780 |
|
---|
781 | void DeferredRenderer::FirstPass(FrameBufferObject *fbo, DirectionalLight *light)
|
---|
782 | {
|
---|
783 | GLuint colorsTex = fbo->GetColorBuffer(colorBufferIdx)->GetTexture();
|
---|
784 | GLuint normalsTex = fbo->GetColorBuffer(1)->GetTexture();
|
---|
785 |
|
---|
786 | FlipFbos(fbo);
|
---|
787 |
|
---|
788 | const Vector3 lightDir = -light->GetDirection();
|
---|
789 |
|
---|
790 | sCgDeferredProgram->SetTexture(0, colorsTex);
|
---|
791 | sCgDeferredProgram->SetTexture(1, normalsTex);
|
---|
792 | sCgDeferredProgram->SetValue3f(2, lightDir.x, lightDir.y, lightDir.z);
|
---|
793 |
|
---|
794 | DrawQuad(sCgDeferredProgram);
|
---|
795 |
|
---|
796 | PrintGLerror("deferred shading");
|
---|
797 | }
|
---|
798 |
|
---|
799 |
|
---|
800 | void DeferredRenderer::ComputeGlobIllum(FrameBufferObject *fbo,
|
---|
801 | float tempCohFactor)
|
---|
802 | {
|
---|
803 | #if 0
|
---|
804 | GLuint colorsTex = fbo->GetColorBuffer(colorBufferIdx)->GetTexture();
|
---|
805 | GLuint normalsTex = fbo->GetColorBuffer(1)->GetTexture();
|
---|
806 | #else
|
---|
807 | GLuint colorsTex = mDownSampleFbo->GetColorBuffer(0)->GetTexture();
|
---|
808 | GLuint normalsTex = mDownSampleFbo->GetColorBuffer(1)->GetTexture();
|
---|
809 | #endif
|
---|
810 |
|
---|
811 | glPushAttrib(GL_VIEWPORT_BIT);
|
---|
812 | glViewport(0, 0, mIllumFbo->GetWidth(), mIllumFbo->GetHeight());
|
---|
813 |
|
---|
814 | // read the second buffer, write to the first buffer
|
---|
815 | mIllumFbo->Bind();
|
---|
816 |
|
---|
817 | glDrawBuffers(2, mrt + mIllumFboIndex);
|
---|
818 |
|
---|
819 | GLuint oldSsaoTex = mIllumFbo->GetColorBuffer(2 - mIllumFboIndex)->GetTexture();
|
---|
820 | GLuint oldIllumTex = mIllumFbo->GetColorBuffer(2 - mIllumFboIndex + 1)->GetTexture();
|
---|
821 |
|
---|
822 | int i = 0;
|
---|
823 |
|
---|
824 | sCgGiProgram->SetTexture(i ++, colorsTex);
|
---|
825 | sCgGiProgram->SetTexture(i ++, normalsTex);
|
---|
826 | sCgGiProgram->SetTexture(i ++, noiseTex2D);
|
---|
827 | sCgGiProgram->SetTexture(i ++, oldSsaoTex);
|
---|
828 | sCgGiProgram->SetTexture(i ++, oldIllumTex);
|
---|
829 |
|
---|
830 | sCgGiProgram->SetValue1f(i ++,
|
---|
831 | (mUseTemporalCoherence && !mRegenerateSamples) ? tempCohFactor : 0);
|
---|
832 |
|
---|
833 | if (mUseTemporalCoherence || mRegenerateSamples)
|
---|
834 | {
|
---|
835 | mRegenerateSamples = false;
|
---|
836 |
|
---|
837 | // q: should we generate new samples or only rotate the old ones?
|
---|
838 | // in the first case, the sample patterns look nicer, but the kernel
|
---|
839 | // needs longer to converge
|
---|
840 | GenerateSamples(mSamplingMethod);
|
---|
841 |
|
---|
842 | sCgGiProgram->SetArray2f(i ++, (float *)samples2, NUM_SAMPLES);
|
---|
843 | }
|
---|
844 |
|
---|
845 | Vector3 bl = mCornersView[0];
|
---|
846 | Vector3 br = mCornersView[1];
|
---|
847 | Vector3 tl = mCornersView[2];
|
---|
848 | Vector3 tr = mCornersView[3];
|
---|
849 |
|
---|
850 | sCgGiProgram->SetValue3f(i ++, bl.x, bl.y, bl.z);
|
---|
851 | sCgGiProgram->SetValue3f(i ++, br.x, br.y, br.z);
|
---|
852 | sCgGiProgram->SetValue3f(i ++, tl.x, tl.y, tl.z);
|
---|
853 | sCgGiProgram->SetValue3f(i ++, tr.x, tr.y, tr.z);
|
---|
854 |
|
---|
855 | sCgGiProgram->SetMatrix(i ++, mOldProjViewMatrix);
|
---|
856 | sCgGiProgram->SetMatrix(i ++, mProjViewMatrix);
|
---|
857 |
|
---|
858 |
|
---|
859 | DrawQuad(sCgGiProgram);
|
---|
860 |
|
---|
861 | glPopAttrib();
|
---|
862 |
|
---|
863 | PrintGLerror("globillum first pass");
|
---|
864 | }
|
---|
865 |
|
---|
866 |
|
---|
867 | void DeferredRenderer::CombineIllum(FrameBufferObject *fbo)
|
---|
868 | {
|
---|
869 | GLuint colorsTex = fbo->GetColorBuffer(colorBufferIdx)->GetTexture();
|
---|
870 |
|
---|
871 | GLuint ssaoTex = mIllumFbo->GetColorBuffer(mIllumFboIndex)->GetTexture();
|
---|
872 | GLuint illumTex = mIllumFbo->GetColorBuffer(mIllumFboIndex + 1)->GetTexture();
|
---|
873 |
|
---|
874 | FlipFbos(fbo);
|
---|
875 |
|
---|
876 | sCgCombineIllumProgram->SetTexture(0, colorsTex);
|
---|
877 | sCgCombineIllumProgram->SetTexture(1, ssaoTex);
|
---|
878 | sCgCombineIllumProgram->SetTexture(2, illumTex);
|
---|
879 |
|
---|
880 | DrawQuad(sCgCombineIllumProgram);
|
---|
881 |
|
---|
882 | PrintGLerror("combine");
|
---|
883 | }
|
---|
884 |
|
---|
885 |
|
---|
886 | void DeferredRenderer::CombineSsao(FrameBufferObject *fbo)
|
---|
887 | {
|
---|
888 | GLuint colorsTex = fbo->GetColorBuffer(colorBufferIdx)->GetTexture();
|
---|
889 | GLuint normalsTex = fbo->GetColorBuffer(1)->GetTexture();
|
---|
890 | GLuint ssaoTex = mIllumFbo->GetColorBuffer(mIllumFboIndex)->GetTexture();
|
---|
891 |
|
---|
892 | FlipFbos(fbo);
|
---|
893 |
|
---|
894 | int i = 0;
|
---|
895 |
|
---|
896 | sCgCombineSsaoProgram->SetTexture(i ++, colorsTex);
|
---|
897 | sCgCombineSsaoProgram->SetTexture(i ++, normalsTex);
|
---|
898 | sCgCombineSsaoProgram->SetTexture(i ++, ssaoTex);
|
---|
899 |
|
---|
900 | sCgCombineSsaoProgram->SetArray2f(i ++, (float *)ssaoFilterOffsets, NUM_SSAO_FILTER_SAMPLES);
|
---|
901 | sCgCombineSsaoProgram->SetArray1f(i ++, (float *)ssaoFilterWeights, NUM_SSAO_FILTER_SAMPLES);
|
---|
902 |
|
---|
903 | sCgCombineSsaoProgram->SetMatrix(i++, mProjViewMatrix);
|
---|
904 |
|
---|
905 | for (int j = 0; j < 4; ++ j, ++ i)
|
---|
906 | sCgCombineSsaoProgram->SetValue3f(i, mCornersView[j].x, mCornersView[j].y, mCornersView[j].z);
|
---|
907 |
|
---|
908 | DrawQuad(sCgCombineSsaoProgram);
|
---|
909 |
|
---|
910 | PrintGLerror("combine ssao");
|
---|
911 | }
|
---|
912 |
|
---|
913 |
|
---|
914 | void DeferredRenderer::FirstPassShadow(FrameBufferObject *fbo,
|
---|
915 | DirectionalLight *light,
|
---|
916 | ShadowMap *shadowMap)
|
---|
917 | {
|
---|
918 | GLuint colorsTex = fbo->GetColorBuffer(colorBufferIdx)->GetTexture();
|
---|
919 | GLuint normalsTex = fbo->GetColorBuffer(1)->GetTexture();
|
---|
920 |
|
---|
921 | GLuint shadowTex = shadowMap->GetDepthTexture();
|
---|
922 |
|
---|
923 | Matrix4x4 shadowMatrix;
|
---|
924 | shadowMap->GetTextureMatrix(shadowMatrix);
|
---|
925 |
|
---|
926 |
|
---|
927 | FlipFbos(fbo);
|
---|
928 |
|
---|
929 | sCgDeferredShadowProgram->SetTexture(0, colorsTex);
|
---|
930 | sCgDeferredShadowProgram->SetTexture(1, normalsTex);
|
---|
931 | sCgDeferredShadowProgram->SetTexture(2, shadowTex);
|
---|
932 | sCgDeferredShadowProgram->SetTexture(3, noiseTex2D);
|
---|
933 | sCgDeferredShadowProgram->SetMatrix(4, shadowMatrix);
|
---|
934 | sCgDeferredShadowProgram->SetValue1f(5, 2.0f / shadowMap->GetSize());
|
---|
935 |
|
---|
936 | const Vector3 lightDir = -light->GetDirection();
|
---|
937 | sCgDeferredShadowProgram->SetValue3f(6, lightDir.x, lightDir.y, lightDir.z);
|
---|
938 | sCgDeferredShadowProgram->SetValue3f(7, mEyePos.x, mEyePos.y, mEyePos.z);
|
---|
939 |
|
---|
940 | DrawQuad(sCgDeferredShadowProgram);
|
---|
941 |
|
---|
942 | PrintGLerror("deferred shading + shadows");
|
---|
943 | }
|
---|
944 |
|
---|
945 |
|
---|
946 | void DeferredRenderer::SetSamplingMethod(SAMPLING_METHOD s)
|
---|
947 | {
|
---|
948 | if (s != mSamplingMethod)
|
---|
949 | {
|
---|
950 | mSamplingMethod = s;
|
---|
951 | mRegenerateSamples = true;
|
---|
952 | }
|
---|
953 | }
|
---|
954 |
|
---|
955 |
|
---|
956 | void DeferredRenderer::SetShadingMethod(SHADING_METHOD s)
|
---|
957 | {
|
---|
958 | if (s != mShadingMethod)
|
---|
959 | {
|
---|
960 | mShadingMethod = s;
|
---|
961 | mRegenerateSamples = true;
|
---|
962 | }
|
---|
963 | }
|
---|
964 |
|
---|
965 |
|
---|
966 | void DeferredRenderer::ComputeToneParameters(FrameBufferObject *fbo,
|
---|
967 | DirectionalLight *light,
|
---|
968 | float &imageKey,
|
---|
969 | float &whiteLum,
|
---|
970 | float &middleGrey)
|
---|
971 | {
|
---|
972 | // hack: estimate value where sky burns out
|
---|
973 | whiteLum = log(WHITE_LUMINANCE);
|
---|
974 |
|
---|
975 | ////////////////////
|
---|
976 | //-- linear interpolate brightness key depending on the current sun position
|
---|
977 |
|
---|
978 | const float minKey = 0.09f;
|
---|
979 | const float maxKey = 0.36f;
|
---|
980 |
|
---|
981 | const float lightIntensity = DotProd(-light->GetDirection(), Vector3::UNIT_Z());
|
---|
982 | middleGrey = lightIntensity * maxKey + (1.0f - lightIntensity) * minKey;
|
---|
983 |
|
---|
984 |
|
---|
985 | //////////
|
---|
986 | //-- compute avg loglum
|
---|
987 |
|
---|
988 | ColorBufferObject *colorBuffer = fbo->GetColorBuffer(colorBufferIdx);
|
---|
989 | GLuint colorsTex = colorBuffer->GetTexture();
|
---|
990 |
|
---|
991 | FlipFbos(fbo);
|
---|
992 |
|
---|
993 | sCgLogLumProgram->SetTexture(0, colorsTex);
|
---|
994 | DrawQuad(sCgLogLumProgram);
|
---|
995 |
|
---|
996 | PrintGLerror("ToneMapParams");
|
---|
997 |
|
---|
998 |
|
---|
999 | ///////////////////
|
---|
1000 | //-- compute avg loglum in scene using mipmapping
|
---|
1001 |
|
---|
1002 | glBindTexture(GL_TEXTURE_2D, fbo->GetColorBuffer(colorBufferIdx)->GetTexture());
|
---|
1003 | glGenerateMipmapEXT(GL_TEXTURE_2D);
|
---|
1004 | }
|
---|
1005 |
|
---|
1006 |
|
---|
1007 | static void ExportData(float *data, int w, int h)
|
---|
1008 | {
|
---|
1009 | startil();
|
---|
1010 |
|
---|
1011 | cout << "w: " << w << " h: " << h << endl;
|
---|
1012 | ILstring filename = ILstring("downsample2.jpg");
|
---|
1013 | ilRegisterType(IL_FLOAT);
|
---|
1014 |
|
---|
1015 | const int depth = 1;
|
---|
1016 | const int bpp = 4;
|
---|
1017 |
|
---|
1018 | if (!ilTexImage(w, h, depth, bpp, IL_RGBA, IL_FLOAT, data))
|
---|
1019 | {
|
---|
1020 | cerr << "IL error " << ilGetError() << endl;
|
---|
1021 | stopil();
|
---|
1022 | return;
|
---|
1023 | }
|
---|
1024 |
|
---|
1025 | if (!ilSaveImage(filename))
|
---|
1026 | {
|
---|
1027 | cerr << "TGA write error " << ilGetError() << endl;
|
---|
1028 | }
|
---|
1029 |
|
---|
1030 | stopil();
|
---|
1031 | }
|
---|
1032 |
|
---|
1033 |
|
---|
1034 | void DeferredRenderer::PrepareSsao(FrameBufferObject *fbo)
|
---|
1035 | {
|
---|
1036 | GLuint colorsTex = fbo->GetColorBuffer(colorBufferIdx)->GetTexture();
|
---|
1037 | GLuint normalsTex = fbo->GetColorBuffer(1)->GetTexture();
|
---|
1038 | GLuint diffVals = fbo->GetColorBuffer(2)->GetTexture();
|
---|
1039 | // flip flop between illumination buffers
|
---|
1040 | GLuint oldTex = mIllumFbo->GetColorBuffer(2 - mIllumFboIndex)->GetTexture();
|
---|
1041 |
|
---|
1042 | int i = 0;
|
---|
1043 |
|
---|
1044 | sCgPrepareSsaoProgram->SetTexture(i ++, colorsTex);
|
---|
1045 | sCgPrepareSsaoProgram->SetTexture(i ++, normalsTex);
|
---|
1046 | sCgPrepareSsaoProgram->SetTexture(i ++, diffVals);
|
---|
1047 | sCgPrepareSsaoProgram->SetTexture(i ++, oldTex);
|
---|
1048 |
|
---|
1049 | Vector3 de;
|
---|
1050 | de.x = mOldEyePos.x - mEyePos.x;
|
---|
1051 | de.y = mOldEyePos.y - mEyePos.y;
|
---|
1052 | de.z = mOldEyePos.z - mEyePos.z;
|
---|
1053 |
|
---|
1054 | sCgPrepareSsaoProgram->SetValue3f(i ++, de.x, de.y, de.z);
|
---|
1055 |
|
---|
1056 | sCgPrepareSsaoProgram->SetMatrix(i ++, mProjViewMatrix);
|
---|
1057 | sCgPrepareSsaoProgram->SetMatrix(i ++, mOldProjViewMatrix);
|
---|
1058 |
|
---|
1059 | for (int j = 0; j < 4; ++ j, ++ i)
|
---|
1060 | sCgPrepareSsaoProgram->SetValue3f(i, mOldCornersView[j].x, mOldCornersView[j].y, mOldCornersView[j].z);
|
---|
1061 |
|
---|
1062 | glPushAttrib(GL_VIEWPORT_BIT);
|
---|
1063 | glViewport(0, 0, mDownSampleFbo->GetWidth(), mDownSampleFbo->GetHeight());
|
---|
1064 |
|
---|
1065 | mDownSampleFbo->Bind();
|
---|
1066 |
|
---|
1067 | // prepare downsampled color and normal texture for ssao
|
---|
1068 | glDrawBuffers(2, mrt);
|
---|
1069 |
|
---|
1070 | DrawQuad(sCgPrepareSsaoProgram);
|
---|
1071 |
|
---|
1072 | glPopAttrib();
|
---|
1073 | PrintGLerror("prepareSsao");
|
---|
1074 | }
|
---|
1075 |
|
---|
1076 |
|
---|
1077 |
|
---|
1078 | void DeferredRenderer::DownSample(FrameBufferObject *fbo,
|
---|
1079 | int bufferIdx,
|
---|
1080 | FrameBufferObject *downSampleFbo,
|
---|
1081 | int downSampleBufferIdx,
|
---|
1082 | ShaderProgram *program)
|
---|
1083 | {
|
---|
1084 | ColorBufferObject *buffer = fbo->GetColorBuffer(bufferIdx);
|
---|
1085 | GLuint tex = buffer->GetTexture();
|
---|
1086 |
|
---|
1087 | glPushAttrib(GL_VIEWPORT_BIT);
|
---|
1088 | glViewport(0, 0, downSampleFbo->GetWidth(), downSampleFbo->GetHeight());
|
---|
1089 |
|
---|
1090 | downSampleFbo->Bind();
|
---|
1091 |
|
---|
1092 | program->SetTexture(0, tex);
|
---|
1093 | glDrawBuffers(1, mrt + downSampleBufferIdx);
|
---|
1094 |
|
---|
1095 | DrawQuad(program);
|
---|
1096 |
|
---|
1097 | glPopAttrib();
|
---|
1098 | PrintGLerror("downsample");
|
---|
1099 | }
|
---|
1100 |
|
---|
1101 |
|
---|
1102 | void DeferredRenderer::ToneMap(FrameBufferObject *fbo,
|
---|
1103 | float imageKey,
|
---|
1104 | float whiteLum,
|
---|
1105 | float middleGrey)
|
---|
1106 | {
|
---|
1107 | ColorBufferObject *colorBuffer = fbo->GetColorBuffer(colorBufferIdx);
|
---|
1108 | GLuint colorsTex = colorBuffer->GetTexture();
|
---|
1109 | //FrameBufferObject::Release();
|
---|
1110 |
|
---|
1111 | FlipFbos(fbo);
|
---|
1112 |
|
---|
1113 | sCgToneProgram->SetTexture(0, colorsTex);
|
---|
1114 | sCgToneProgram->SetValue1f(1, imageKey);
|
---|
1115 | sCgToneProgram->SetValue1f(2, whiteLum);
|
---|
1116 | sCgToneProgram->SetValue1f(3, middleGrey);
|
---|
1117 |
|
---|
1118 | DrawQuad(sCgToneProgram);
|
---|
1119 |
|
---|
1120 | PrintGLerror("ToneMap");
|
---|
1121 | }
|
---|
1122 |
|
---|
1123 |
|
---|
1124 | void DeferredRenderer::Output(FrameBufferObject *fbo)
|
---|
1125 | {
|
---|
1126 | glPushAttrib(GL_VIEWPORT_BIT);
|
---|
1127 | glViewport(0, 0, fbo->GetWidth(), fbo->GetHeight());
|
---|
1128 |
|
---|
1129 | ColorBufferObject *colorBuffer = fbo->GetColorBuffer(colorBufferIdx);
|
---|
1130 | GLuint colorsTex = colorBuffer->GetTexture();
|
---|
1131 |
|
---|
1132 | sCgDownSampleProgram->SetTexture(0, colorsTex);
|
---|
1133 |
|
---|
1134 | FrameBufferObject::Release();
|
---|
1135 | DrawQuad(sCgDownSampleProgram);
|
---|
1136 |
|
---|
1137 | PrintGLerror("output");
|
---|
1138 | }
|
---|
1139 |
|
---|
1140 |
|
---|
1141 | void DeferredRenderer::InitFrame()
|
---|
1142 | {
|
---|
1143 | for (int i = 0; i < 4; ++ i)
|
---|
1144 | mOldCornersView[i] = mCornersView[i];
|
---|
1145 |
|
---|
1146 | mOldProjViewMatrix = mProjViewMatrix;
|
---|
1147 | mOldEyePos = mEyePos;
|
---|
1148 | mEyePos = mCamera->GetPosition();
|
---|
1149 |
|
---|
1150 | // hack: temporarily change far to improve precision
|
---|
1151 | const float oldFar = mCamera->GetFar();
|
---|
1152 | const float oldNear = mCamera->GetNear();
|
---|
1153 |
|
---|
1154 |
|
---|
1155 | Matrix4x4 matViewing, matProjection;
|
---|
1156 |
|
---|
1157 |
|
---|
1158 | ///////////////////
|
---|
1159 |
|
---|
1160 |
|
---|
1161 | mCamera->GetViewOrientationMatrix(matViewing);
|
---|
1162 | mCamera->GetProjectionMatrix(matProjection);
|
---|
1163 |
|
---|
1164 | mProjViewMatrix = matViewing * matProjection;
|
---|
1165 | ComputeViewVectors(mCamera, mCornersView[0], mCornersView[1], mCornersView[2], mCornersView[3]);
|
---|
1166 |
|
---|
1167 |
|
---|
1168 | // switch roles of old and new fbo
|
---|
1169 | // the algorihm uses two input fbos, where the one
|
---|
1170 | // contais the color buffer from the last frame,
|
---|
1171 | // the other one will be written
|
---|
1172 |
|
---|
1173 | mIllumFboIndex = 2 - mIllumFboIndex;
|
---|
1174 |
|
---|
1175 | // enable fragment shading
|
---|
1176 | ShaderManager::GetSingleton()->EnableFragmentProfile();
|
---|
1177 |
|
---|
1178 | glDisable(GL_ALPHA_TEST);
|
---|
1179 | glDisable(GL_TEXTURE_2D);
|
---|
1180 | glDisable(GL_LIGHTING);
|
---|
1181 | glDisable(GL_BLEND);
|
---|
1182 | glDisable(GL_DEPTH_TEST);
|
---|
1183 |
|
---|
1184 | glPolygonMode(GL_FRONT, GL_FILL);
|
---|
1185 |
|
---|
1186 | glMatrixMode(GL_PROJECTION);
|
---|
1187 | glPushMatrix();
|
---|
1188 | glLoadIdentity();
|
---|
1189 |
|
---|
1190 | gluOrtho2D(0, 1, 0, 1);
|
---|
1191 |
|
---|
1192 |
|
---|
1193 | glMatrixMode(GL_MODELVIEW);
|
---|
1194 | glPushMatrix();
|
---|
1195 | glLoadIdentity();
|
---|
1196 |
|
---|
1197 |
|
---|
1198 | glPushAttrib(GL_VIEWPORT_BIT);
|
---|
1199 | glViewport(0, 0, mWidth, mHeight);
|
---|
1200 |
|
---|
1201 | // revert to old far and near plane
|
---|
1202 | mCamera->SetFar(oldFar);
|
---|
1203 | mCamera->SetNear(oldNear);
|
---|
1204 | }
|
---|
1205 |
|
---|
1206 | } // namespace
|
---|