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 | #include <math.h>
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13 |
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14 | #include <IL/il.h>
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15 | #include <assert.h>
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16 |
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17 |
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18 | #ifdef _CRT_SET
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19 | #define _CRTDBG_MAP_ALLOC
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20 | #include <stdlib.h>
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21 | #include <crtdbg.h>
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22 |
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23 | // redefine new operator
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24 | #define DEBUG_NEW new(_NORMAL_BLOCK, __FILE__, __LINE__)
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25 | #define new DEBUG_NEW
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26 | #endif
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27 |
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28 |
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29 | using namespace std;
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30 |
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31 |
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32 | static void startil()
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33 | {
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34 | ilInit();
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35 | assert(ilGetError() == IL_NO_ERROR);
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36 | }
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37 |
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38 |
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39 | static void stopil()
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40 | {
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41 | ilShutDown();
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42 | assert(ilGetError() == IL_NO_ERROR);
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43 | }
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44 |
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45 |
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46 | namespace CHCDemoEngine
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47 | {
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48 |
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49 | static ShaderProgram *sCgSsaoProgram = NULL;
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50 | static ShaderProgram *sCgGiProgram = NULL;
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51 |
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52 | static ShaderProgram *sCgDeferredProgram = NULL;
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53 | static ShaderProgram *sCgAntiAliasingProgram = NULL;
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54 | static ShaderProgram *sCgDeferredShadowProgram = NULL;
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55 |
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56 | static ShaderProgram *sCgCombineSsaoProgram = NULL;
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57 | static ShaderProgram *sCgCombineIllumProgram = NULL;
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58 | static ShaderProgram *sCgLogLumProgram = NULL;
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59 | static ShaderProgram *sCgToneProgram = NULL;
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60 | static ShaderProgram *sCgDownSampleProgram = NULL;
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61 | static ShaderProgram *sCgScaleDepthProgram = NULL;
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62 | static ShaderProgram *sCgPrepareSsaoProgram = NULL;
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63 |
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64 |
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65 | static GLuint noiseTex2D = 0;
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66 | static GLuint noiseTex1D = 0;
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67 |
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68 |
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69 | // ssao random spherical samples
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70 | static Sample2 samples2[NUM_SAMPLES];
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71 | // number of pcf tabs
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72 | static Sample2 pcfSamples[NUM_PCF_TABS];
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73 |
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74 |
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75 | static float ssaoFilterOffsets[NUM_SSAO_FILTER_SAMPLES * 2];
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76 | static float ssaoFilterWeights[NUM_SSAO_FILTER_SAMPLES];
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77 |
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78 | static GLuint sBurstTex;
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79 | static GLuint sHaloTex[4];
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80 |
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81 | int DeferredRenderer::colorBufferIdx = 0;
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82 |
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83 |
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84 | static void PrepareLenseFlare()
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85 | {
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86 | sBurstTex = new Texture("burst.jpg");
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87 |
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88 | Texture(const std::string &filename);
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89 |
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90 | glEnable(GL_TEXTURE_2D);
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91 | glGenTextures(1, &sBurstTex);
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92 | glBindTexture(GL_TEXTURE_2D, sBurstTex);
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93 |
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94 | glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_NEAREST);
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95 | glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_NEAREST);
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96 | glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_S, GL_REPEAT);
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97 | glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_T, GL_REPEAT);
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98 |
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99 | glTexImage2D(GL_TEXTURE_2D, 0, GL_RGBA8, w, h, 0, GL_RGBA, GL_UNSIGNED_BYTE, randomNormals);
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100 |
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101 | glBindTexture(GL_TEXTURE_2D, 0);
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102 | glDisable(GL_TEXTURE_2D);
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103 |
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104 | delete [] randomNormals;
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105 |
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106 | cout << "prepared lense flare textures" << endl;
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107 |
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108 | PrintGLerror("prepare lense flare");
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109 | }
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110 |
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111 |
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112 | /** Helper method that computes the view vectors in the corners of the current view frustum.
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113 | */
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114 | static void ComputeViewVectors(PerspectiveCamera *cam, Vector3 &bl, Vector3 &br, Vector3 &tl, Vector3 &tr)
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115 | {
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116 | Vector3 ftl, ftr, fbl, fbr, ntl, ntr, nbl, nbr;
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117 | cam->ComputePoints(ftl, ftr, fbl, fbr, ntl, ntr, nbl, nbr);
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118 |
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119 | bl = Normalize(nbl - fbl);
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120 | br = Normalize(nbr - fbr);
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121 | tl = Normalize(ntl - ftl);
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122 | tr = Normalize(ntr - ftr);
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123 | }
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124 |
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125 |
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126 | static float GaussianDistribution(float x, float y, float rho)
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127 | {
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128 | float g = 1.0f / sqrtf(2.0f * M_PI * rho * rho);
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129 | g *= expf( -(x * x + y * y) / (2.0f * rho * rho));
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130 |
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131 | return g;
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132 | }
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133 |
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134 |
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135 | static void PrintGLerror(char *msg)
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136 | {
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137 | GLenum errCode;
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138 | const GLubyte *errStr;
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139 |
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140 | if ((errCode = glGetError()) != GL_NO_ERROR)
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141 | {
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142 | errStr = gluErrorString(errCode);
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143 | fprintf(stderr,"OpenGL ERROR: %s: %s\n", errStr, msg);
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144 | }
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145 | }
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146 |
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147 |
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148 | static Sample2 UnitTest(float x, float y, int wi, int he)
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149 | {
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150 | Sample2 s;
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151 |
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152 | s.x = float(floor(x * (float)wi - 0.5f) + 1.0f) / (float)wi;
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153 | s.y = float(floor(y * (float)he - 0.5f) + 1.0f) / (float)he;
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154 |
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155 | return s;
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156 | }
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157 |
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158 |
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159 | static void ComputeSampleOffsets(float *sampleOffsets,
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160 | int imageW, int imageH,
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161 | float width,
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162 | int samples)
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163 | {
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164 | const float xoffs = width / (float)imageW;
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165 | const float yoffs = width / (float)imageH;
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166 |
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167 | const int numSamples = (int)sqrt((float)samples);
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168 | const int startSamples = -numSamples / 2;
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169 | const int endSamples = numSamples + startSamples - 1;
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170 | //cout << startSamples << " " << endSamples << endl;
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171 |
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172 | int idx = 0;
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173 |
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174 | for (int x = startSamples; x <= endSamples; ++ x)
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175 | {
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176 | for (int y = startSamples; y <= endSamples; ++ y)
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177 | {
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178 | sampleOffsets[idx + 0] = (float)x * xoffs;
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179 | sampleOffsets[idx + 1] = (float)y * yoffs;
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180 | idx += 2;
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181 | }
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182 | }
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183 | }
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184 |
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185 |
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186 | void DeferredRenderer::FlipFbos(FrameBufferObject *fbo)
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187 | {
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188 | fbo->Bind();
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189 | colorBufferIdx = 3 - colorBufferIdx;
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190 | glDrawBuffers(1, mrt + colorBufferIdx);
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191 | }
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192 |
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193 |
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194 | void DeferredRenderer::DrawQuad(ShaderProgram *p)
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195 | {
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196 | if (p) p->Bind();
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197 |
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198 | // interpolate the view vector
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199 | Vector3 bl = mCornersView[0];
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200 | Vector3 br = mCornersView[1];
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201 | Vector3 tl = mCornersView[2];
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202 | Vector3 tr = mCornersView[3];
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203 |
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204 | // note: slightly larger texture could hide ambient occlusion error on border but costs resolution
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205 | glBegin(GL_QUADS);
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206 |
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207 | glTexCoord2f(0, 0); glMultiTexCoord3fARB(GL_TEXTURE1_ARB, bl.x, bl.y, bl.z); glVertex2f( .0f, .0f);
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208 | glTexCoord2f(1, 0); glMultiTexCoord3fARB(GL_TEXTURE1_ARB, br.x, br.y, br.z); glVertex2f(1.0f, .0f);
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209 | glTexCoord2f(1, 1); glMultiTexCoord3fARB(GL_TEXTURE1_ARB, tr.x, tr.y, tr.z); glVertex2f(1.0f, 1.0f);
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210 | glTexCoord2f(0, 1); glMultiTexCoord3fARB(GL_TEXTURE1_ARB, tl.x, tl.y, tl.z); glVertex2f( .0f, 1.0f);
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211 |
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212 | glEnd();
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213 | }
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214 |
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215 |
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216 | /** Generate poisson disc distributed sample points on the unit disc
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217 | */
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218 | static void GenerateSamples(int sampling)
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219 | {
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220 | switch (sampling)
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221 | {
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222 | case DeferredRenderer::SAMPLING_POISSON:
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223 | {
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224 | PoissonDiscSampleGenerator2 poisson(NUM_SAMPLES, 1.0f);
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225 | poisson.Generate((float *)samples2);
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226 | }
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227 | break;
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228 | case DeferredRenderer::SAMPLING_QUADRATIC:
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229 | {
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230 | QuadraticDiscSampleGenerator2 g(NUM_SAMPLES, 1.0f);
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231 | g.Generate((float *)samples2);
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232 | }
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233 | break;
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234 | default: // SAMPLING_DEFAULT
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235 | {
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236 | RandomSampleGenerator2 g(NUM_SAMPLES, 1.0f);
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237 | g.Generate((float *)samples2);
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238 | }
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239 | }
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240 | }
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241 |
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242 |
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243 | static void CreateNoiseTex2D(int w, int h)
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244 | {
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245 | //GLubyte *randomNormals = new GLubyte[mWidth * mHeight * 3];
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246 | float *randomNormals = new float[w * h * 3];
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247 |
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248 | static HaltonSequence halton;
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249 | float r[2];
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250 |
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251 | for (int i = 0; i < w * h * 3; i += 3)
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252 | {
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253 | // create random samples on a circle
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254 | r[0] = RandomValue(0, 1);
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255 | //halton.GetNext(1, r);
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256 |
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257 | const float theta = 2.0f * acos(sqrt(1.0f - r[0]));
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258 |
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259 | randomNormals[i + 0] = cos(theta);
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260 | randomNormals[i + 1] = sin(theta);
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261 | randomNormals[i + 2] = 0;
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262 | }
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263 |
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264 | glEnable(GL_TEXTURE_2D);
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265 | glGenTextures(1, &noiseTex2D);
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266 | glBindTexture(GL_TEXTURE_2D, noiseTex2D);
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267 |
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268 | glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_NEAREST);
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269 | glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_NEAREST);
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270 | glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_S, GL_REPEAT);
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271 | glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_T, GL_REPEAT);
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272 |
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273 | glTexImage2D(GL_TEXTURE_2D, 0, GL_RGBA16F_ARB, w, h, 0, GL_RGB, GL_FLOAT, randomNormals);
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274 |
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275 | glBindTexture(GL_TEXTURE_2D, 0);
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276 | glDisable(GL_TEXTURE_2D);
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277 |
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278 | delete [] randomNormals;
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279 |
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280 | cout << "created noise texture" << endl;
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281 |
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282 | PrintGLerror("noisetexture");
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283 | }
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284 |
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285 |
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286 | static void CreateNoiseTex1D(int w)
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287 | {
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288 | float *randomValues = new float[w * 3];
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289 |
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290 | static HaltonSequence halton;
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291 |
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292 | randomValues[0] = randomValues[1] = randomValues[2] = 0;
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293 |
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294 | for (int i = 3; i < w * 3; i += 3)
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295 | {
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296 | // create random samples on a circle
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297 | randomValues[i + 0] = 20.0f * RandomValue(0, 1) / 512.0f;
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298 | randomValues[i + 1] = 20.0f * RandomValue(0, 1) / 384.0f;
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299 | randomValues[i + 2] = 0;
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300 | }
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301 |
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302 | glEnable(GL_TEXTURE_2D);
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303 | glGenTextures(1, &noiseTex1D);
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304 | glBindTexture(GL_TEXTURE_2D, noiseTex1D);
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305 |
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306 | glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_NEAREST);
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307 | glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_NEAREST);
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308 | glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_S, GL_REPEAT);
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309 | glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_T, GL_REPEAT);
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310 |
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311 | glTexImage2D(GL_TEXTURE_2D, 0, GL_RGBA16F_ARB, w, 1, 0, GL_RGB, GL_FLOAT, randomValues);
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312 |
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313 | glBindTexture(GL_TEXTURE_2D, 0);
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314 | glDisable(GL_TEXTURE_2D);
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315 |
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316 | delete [] randomValues;
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317 |
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318 | cout << "created noise texture 1D" << endl;
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319 |
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320 | PrintGLerror("noisetexture 1D");
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321 | }
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322 |
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323 |
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324 | DeferredRenderer::DeferredRenderer(int w, int h, PerspectiveCamera *cam):
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325 | mWidth(w), mHeight(h),
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326 | mCamera(cam),
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327 | mUseTemporalCoherence(true),
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328 | mRegenerateSamples(true),
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329 | mSamplingMethod(SAMPLING_POISSON),
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330 | mShadingMethod(DEFAULT),
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331 | mIllumFboIndex(0),
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332 | mSortSamples(true),
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333 | mKernelRadius(1e-8f),
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334 | mSampleIntensity(0.2f)
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335 | {
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336 | ///////////
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337 | //-- the flip-flop fbos
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338 |
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339 | //const int dsw = w / 2; const int dsh = h / 2;
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340 | const int dsw = w; const int dsh = h;
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341 |
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342 | mIllumFbo = new FrameBufferObject(dsw, dsh, FrameBufferObject::DEPTH_NONE);
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343 | //mIllumFbo = new FrameBufferObject(w, h, FrameBufferObject::DEPTH_NONE);
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344 |
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345 | mFBOs.push_back(mIllumFbo);
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346 |
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347 | for (int i = 0; i < 4; ++ i)
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348 | {
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349 | mIllumFbo->AddColorBuffer(ColorBufferObject::RGBA_FLOAT_32, ColorBufferObject::WRAP_CLAMP_TO_EDGE, ColorBufferObject::FILTER_LINEAR);
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350 | FrameBufferObject::InitBuffer(mIllumFbo, i);
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351 | }
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352 |
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353 |
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354 | ///////////////
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355 | //-- the downsampled ssao + color bleeding textures:
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356 | //-- as GI is mostly low frequency, we can use lower resolution toimprove performance
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357 |
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358 | mDownSampleFbo = new FrameBufferObject(dsw, dsh, FrameBufferObject::DEPTH_NONE);
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359 | // the downsampled color + depth buffer
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360 | mDownSampleFbo->AddColorBuffer(ColorBufferObject::RGBA_FLOAT_32, ColorBufferObject::WRAP_CLAMP_TO_EDGE, ColorBufferObject::FILTER_LINEAR);
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361 | // downsample buffer for the normal texture
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362 | mDownSampleFbo->AddColorBuffer(ColorBufferObject::RGB_FLOAT_16, ColorBufferObject::WRAP_CLAMP_TO_EDGE, ColorBufferObject::FILTER_LINEAR);
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363 |
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364 |
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365 | for (int i = 0; i < 2; ++ i)
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366 | {
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367 | FrameBufferObject::InitBuffer(mDownSampleFbo, i);
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368 | }
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369 |
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370 | mFBOs.push_back(mDownSampleFbo);
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371 |
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372 | // create noise texture for ssao
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373 | // for performance reasons we use a smaller texture and repeat it over the screen
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374 | CreateNoiseTex2D(mIllumFbo->GetWidth() / 4, mIllumFbo->GetWidth() / 4);
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375 |
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376 | mProjViewMatrix = IdentityMatrix();
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377 | mOldProjViewMatrix = IdentityMatrix();
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378 |
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379 | for (int i = 0; i < 4; ++ i)
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380 | {
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381 | mCornersView[i] = mOldCornersView[i] = Vector3::UNIT_X();
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382 | }
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383 |
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384 | mEyePos = mOldEyePos = Vector3::ZERO();
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385 |
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386 | InitCg();
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387 | }
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388 |
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389 |
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390 | DeferredRenderer::~DeferredRenderer()
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391 | {
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392 | CLEAR_CONTAINER(mFBOs);
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393 |
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394 | glDeleteTextures(1, &noiseTex2D);
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395 | glDeleteTextures(1, &noiseTex1D);
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396 | }
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397 |
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398 |
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399 | void DeferredRenderer::SetUseTemporalCoherence(bool temporal)
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400 | {
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401 | mUseTemporalCoherence = temporal;
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402 | }
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403 |
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404 |
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405 |
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406 | void DeferredRenderer::InitCg()
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407 | {
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408 | ShaderManager *sm = ShaderManager::GetSingleton();
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409 |
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410 | sCgDeferredProgram = sm->CreateFragmentProgram("deferred", "main", "deferredFrag");
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411 | sCgDeferredShadowProgram = sm->CreateFragmentProgram("deferred", "main_shadow", "deferredFragShader");
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412 | sCgSsaoProgram = sm->CreateFragmentProgram("ssao", "main", "ssaoFrag");
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413 | sCgGiProgram = sm->CreateFragmentProgram("globillum", "main", "giFrag");
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414 | sCgCombineIllumProgram = sm->CreateFragmentProgram("globillum", "combine", "combineGi");
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415 | sCgCombineSsaoProgram = sm->CreateFragmentProgram("combineSsao", "combine", "combineSsao");
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416 | sCgAntiAliasingProgram = sm->CreateFragmentProgram("antialiasing", "main", "antiAliasing");
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417 | sCgToneProgram = sm->CreateFragmentProgram("tonemap", "ToneMap", "toneMap");
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418 | sCgDownSampleProgram = sm->CreateFragmentProgram("deferred", "Output", "Output");
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419 | sCgScaleDepthProgram = sm->CreateFragmentProgram("deferred", "ScaleDepth", "ScaleDepth");
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420 | sCgLogLumProgram = sm->CreateFragmentProgram("tonemap", "CalcAvgLogLum", "avgLogLum");
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421 | sCgPrepareSsaoProgram = sm->CreateFragmentProgram("deferred", "PrepareSsao", "PrepareSsao");
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422 |
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423 |
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424 | ///////////////////
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425 | //-- initialize program parameters
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426 |
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427 | string ssaoParams[] =
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428 | {"colors", "normals", "oldTex", "noiseTex", "temporalCoherence",
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429 | "samples", "bl", "br", "tl", "tr",
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430 | "modelViewProj", "oldModelViewProj", "oldEyePos", "oldbl", "oldbr",
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431 | "oldtl", "oldtr", "attribsTex", "kernelRadius", "sampleIntensity"};
|
---|
432 | sCgSsaoProgram->AddParameters(ssaoParams, 0, 20);
|
---|
433 |
|
---|
434 | string giParams[] =
|
---|
435 | {"colors", "normals", "noiseTex", "oldSsaoTex", "oldIllumTex",
|
---|
436 | "temporalCoherence", "samples", "bl", "br", "tl",
|
---|
437 | "tr", "oldModelViewProj", "modelViewProj"};
|
---|
438 | sCgGiProgram->AddParameters(giParams, 0, 13);
|
---|
439 |
|
---|
440 | string toneParams[] = {"colors", "imageKey", "whiteLum", "middleGrey"};
|
---|
441 | sCgToneProgram->AddParameters(toneParams, 0, 4);
|
---|
442 |
|
---|
443 |
|
---|
444 | ////////////////
|
---|
445 |
|
---|
446 | string deferredShadowParams[] =
|
---|
447 | {"colors", "normals", "shadowMap", "noiseTex", "shadowMatrix",
|
---|
448 | "sampleWidth", "lightDir", "eyePos", "samples", "weights"};
|
---|
449 |
|
---|
450 | sCgDeferredShadowProgram->AddParameters(deferredShadowParams, 0, 10);
|
---|
451 |
|
---|
452 | ////////////////
|
---|
453 |
|
---|
454 | string combineIllumParams[] = {"colorsTex", "ssaoTex", "illumTex"};
|
---|
455 | sCgCombineIllumProgram->AddParameters(combineIllumParams, 0, 3);
|
---|
456 |
|
---|
457 | ////////////////
|
---|
458 |
|
---|
459 | string combineSsaoParams[] =
|
---|
460 | {"colorsTex", "normalsTex", "ssaoTex", "filterOffs",
|
---|
461 | "filterWeights", "modelViewProj", "bl", "br", "tl", "tr", "w", "h"};
|
---|
462 | sCgCombineSsaoProgram->AddParameters(combineSsaoParams, 0, 12);
|
---|
463 |
|
---|
464 | //////////////
|
---|
465 |
|
---|
466 | string deferredParams[] = {"colors", "normals", "lightDir"};
|
---|
467 | sCgDeferredProgram->AddParameters(deferredParams, 0, 3);
|
---|
468 |
|
---|
469 | ///////////////////
|
---|
470 |
|
---|
471 | string aaParams[] = {"colors", "normals", "offsets"};
|
---|
472 | sCgAntiAliasingProgram->AddParameters(aaParams, 0, 3);
|
---|
473 |
|
---|
474 | /////////////////////
|
---|
475 |
|
---|
476 | string downSampleParams[] = {"colors"};
|
---|
477 | sCgDownSampleProgram->AddParameters(downSampleParams, 0, 1);
|
---|
478 |
|
---|
479 | /////////////////////
|
---|
480 |
|
---|
481 | string scaleDepthParams[] = {"colors"};
|
---|
482 | sCgScaleDepthProgram->AddParameters(scaleDepthParams, 0, 1);
|
---|
483 |
|
---|
484 | ////////////
|
---|
485 |
|
---|
486 | sCgLogLumProgram->AddParameter("colors", 0);
|
---|
487 |
|
---|
488 | ////////////////
|
---|
489 |
|
---|
490 |
|
---|
491 | string prepareSsaoParams[] =
|
---|
492 | {"colorsTex", "normalsTex", "diffVals", "oldTex",
|
---|
493 | "oldEyePos", "modelViewProj", "oldModelViewProj",
|
---|
494 | "oldbl", "oldbr", "oldtl", "oldtr"};
|
---|
495 |
|
---|
496 | sCgPrepareSsaoProgram->AddParameters(prepareSsaoParams, 0, 11);
|
---|
497 |
|
---|
498 |
|
---|
499 | ////////////////
|
---|
500 |
|
---|
501 | const float filterWidth = 1.0f;
|
---|
502 |
|
---|
503 | PoissonDiscSampleGenerator2 poisson(NUM_SSAO_FILTER_SAMPLES, 1.0f);
|
---|
504 | poisson.Generate((float *)ssaoFilterOffsets);
|
---|
505 |
|
---|
506 | const float xoffs = (float)filterWidth / mWidth;
|
---|
507 | const float yoffs = (float)filterWidth / mHeight;
|
---|
508 |
|
---|
509 | for (int i = 0; i < NUM_SSAO_FILTER_SAMPLES; ++ i)
|
---|
510 | {
|
---|
511 | float x = ssaoFilterOffsets[2 * i + 0];
|
---|
512 | float y = ssaoFilterOffsets[2 * i + 1];
|
---|
513 |
|
---|
514 | ssaoFilterWeights[i] = GaussianDistribution(x, y, 1.0f);
|
---|
515 | //ssaoFilterWeights[i] = 1.0f;
|
---|
516 |
|
---|
517 | ssaoFilterOffsets[2 * i + 0] *= xoffs;
|
---|
518 | ssaoFilterOffsets[2 * i + 1] *= yoffs;
|
---|
519 | }
|
---|
520 |
|
---|
521 |
|
---|
522 | /////////
|
---|
523 | //-- pcf tabs for shadowing
|
---|
524 |
|
---|
525 | float filterWeights[NUM_PCF_TABS];
|
---|
526 | PoissonDiscSampleGenerator2 poisson2(NUM_PCF_TABS, 1.0f);
|
---|
527 | poisson2.Generate((float *)pcfSamples);
|
---|
528 |
|
---|
529 | for (int i = 0; i < NUM_PCF_TABS; ++ i)
|
---|
530 | {
|
---|
531 | filterWeights[i] = GaussianDistribution(pcfSamples[i].x, pcfSamples[i].y, 1.0f);
|
---|
532 | }
|
---|
533 |
|
---|
534 | sCgDeferredShadowProgram->SetArray2f(8, (float *)pcfSamples, NUM_PCF_TABS);
|
---|
535 | sCgDeferredShadowProgram->SetArray1f(9, (float *)filterWeights, NUM_PCF_TABS);
|
---|
536 |
|
---|
537 | PrintGLerror("init");
|
---|
538 | }
|
---|
539 |
|
---|
540 |
|
---|
541 | void DeferredRenderer::Render(FrameBufferObject *fbo,
|
---|
542 | float tempCohFactor,
|
---|
543 | DirectionalLight *light,
|
---|
544 | bool useToneMapping,
|
---|
545 | bool useAntiAliasing,
|
---|
546 | ShadowMap *shadowMap
|
---|
547 | )
|
---|
548 | {
|
---|
549 | InitFrame();
|
---|
550 |
|
---|
551 | if (shadowMap)
|
---|
552 | FirstPassShadow(fbo, light, shadowMap);
|
---|
553 | else
|
---|
554 | FirstPass(fbo, light);
|
---|
555 |
|
---|
556 | if (mShadingMethod != 0)
|
---|
557 | {
|
---|
558 | // downsample fbo buffers
|
---|
559 | PrepareSsao(fbo);
|
---|
560 | }
|
---|
561 |
|
---|
562 | // multisampling is difficult / costly with deferred shading
|
---|
563 | // at least do some edge blurring
|
---|
564 | //if (useAntiAliasing) AntiAliasing(fbo, light);
|
---|
565 |
|
---|
566 | switch (mShadingMethod)
|
---|
567 | {
|
---|
568 | case SSAO:
|
---|
569 | ComputeSsao(fbo, tempCohFactor);
|
---|
570 | CombineSsao(fbo);
|
---|
571 | break;
|
---|
572 | case GI:
|
---|
573 | ComputeGlobIllum(fbo, tempCohFactor);
|
---|
574 | CombineIllum(fbo);
|
---|
575 | break;
|
---|
576 | default: // DEFAULT
|
---|
577 | // do nothing: standard deferred shading
|
---|
578 | break;
|
---|
579 | }
|
---|
580 |
|
---|
581 | if (useToneMapping)
|
---|
582 | {
|
---|
583 | float imageKey, whiteLum, middleGrey;
|
---|
584 |
|
---|
585 | ComputeToneParameters(fbo, light, imageKey, whiteLum, middleGrey);
|
---|
586 | ToneMap(fbo, imageKey, whiteLum, middleGrey);
|
---|
587 | }
|
---|
588 |
|
---|
589 | // multisampling is difficult / costly with deferred shading
|
---|
590 | // at least do some edge blurring
|
---|
591 | if (useAntiAliasing) AntiAliasing(fbo, light); else
|
---|
592 | Output(fbo); // just output the latest buffer
|
---|
593 |
|
---|
594 | glEnable(GL_LIGHTING);
|
---|
595 | glDisable(GL_TEXTURE_2D);
|
---|
596 |
|
---|
597 | glMatrixMode(GL_PROJECTION);
|
---|
598 | glPopMatrix();
|
---|
599 |
|
---|
600 | glMatrixMode(GL_MODELVIEW);
|
---|
601 | glPopMatrix();
|
---|
602 |
|
---|
603 | // viewport
|
---|
604 | glPopAttrib();
|
---|
605 |
|
---|
606 | FrameBufferObject::Release();
|
---|
607 | ShaderManager::GetSingleton()->DisableFragmentProfile();
|
---|
608 | }
|
---|
609 |
|
---|
610 |
|
---|
611 |
|
---|
612 | static inline float SqrMag(const Sample2 &s)
|
---|
613 | {
|
---|
614 | return (s.x * s.x + s.y * s.y);
|
---|
615 | }
|
---|
616 |
|
---|
617 |
|
---|
618 | static inline float SqrDist(const Sample2 &a, const Sample2 &b)
|
---|
619 | {
|
---|
620 | float x = a.x - b.x;
|
---|
621 | float y = a.y - b.y;
|
---|
622 |
|
---|
623 | return x * x + y * y;
|
---|
624 | }
|
---|
625 |
|
---|
626 |
|
---|
627 | static inline bool lt(const Sample2 &a, const Sample2 &b)
|
---|
628 | {
|
---|
629 | return SqrMag(a) < SqrMag(b);
|
---|
630 | }
|
---|
631 |
|
---|
632 |
|
---|
633 | void DeferredRenderer::SortSamples()
|
---|
634 | {
|
---|
635 | static Sample2 tempSamples[NUM_SAMPLES];
|
---|
636 | static bool checked[NUM_SAMPLES];
|
---|
637 |
|
---|
638 | for (int i = 0; i < NUM_SAMPLES; ++ i)
|
---|
639 | checked[i] = false;
|
---|
640 |
|
---|
641 | Sample2 currentSample;
|
---|
642 | currentSample.x = 0; currentSample.y = 0;
|
---|
643 | int ns = 0; // the next sample index
|
---|
644 |
|
---|
645 | for (int i = 0; i < NUM_SAMPLES; ++ i)
|
---|
646 | {
|
---|
647 | float minLen = 1e20f;
|
---|
648 |
|
---|
649 | for (int j = 0; j < NUM_SAMPLES; ++ j)
|
---|
650 | {
|
---|
651 | if (checked[j]) continue;
|
---|
652 |
|
---|
653 | Sample2 s = samples2[j];
|
---|
654 | const float len = SqrDist(s, currentSample);
|
---|
655 |
|
---|
656 | if (len < minLen)
|
---|
657 | {
|
---|
658 | minLen = len;
|
---|
659 | ns = j;
|
---|
660 | }
|
---|
661 | }
|
---|
662 |
|
---|
663 | tempSamples[i] = samples2[ns];
|
---|
664 | currentSample = samples2[ns];
|
---|
665 | checked[ns] = true;
|
---|
666 | }
|
---|
667 |
|
---|
668 | for (int i = 0; i < NUM_SAMPLES; ++ i)
|
---|
669 | samples2[i] = tempSamples[i];
|
---|
670 | }
|
---|
671 |
|
---|
672 |
|
---|
673 | void DeferredRenderer::ComputeSsao(FrameBufferObject *fbo, float tempCohFactor)
|
---|
674 | {
|
---|
675 | GLuint colorsTex, normalsTex, attribsTex;
|
---|
676 |
|
---|
677 | if (0)
|
---|
678 | {
|
---|
679 | colorsTex = fbo->GetColorBuffer(colorBufferIdx)->GetTexture();
|
---|
680 | normalsTex = fbo->GetColorBuffer(1)->GetTexture();
|
---|
681 | }
|
---|
682 | else
|
---|
683 | {
|
---|
684 | normalsTex = mDownSampleFbo->GetColorBuffer(1)->GetTexture();
|
---|
685 | colorsTex = mDownSampleFbo->GetColorBuffer(0)->GetTexture();
|
---|
686 | }
|
---|
687 |
|
---|
688 | attribsTex = fbo->GetColorBuffer(2)->GetTexture();
|
---|
689 |
|
---|
690 | // flip flop between illumination buffers
|
---|
691 | GLuint oldTex = mIllumFbo->GetColorBuffer(2 - mIllumFboIndex)->GetTexture();
|
---|
692 |
|
---|
693 | glPushAttrib(GL_VIEWPORT_BIT);
|
---|
694 | glViewport(0, 0, mIllumFbo->GetWidth(), mIllumFbo->GetHeight());
|
---|
695 |
|
---|
696 | // read the second buffer, write to the first buffer
|
---|
697 | mIllumFbo->Bind();
|
---|
698 | glDrawBuffers(1, mrt + mIllumFboIndex);
|
---|
699 |
|
---|
700 | int i = 0;
|
---|
701 |
|
---|
702 | sCgSsaoProgram->SetTexture(i ++, colorsTex);
|
---|
703 | sCgSsaoProgram->SetTexture(i ++, normalsTex);
|
---|
704 | sCgSsaoProgram->SetTexture(i ++, oldTex);
|
---|
705 | sCgSsaoProgram->SetTexture(i ++, noiseTex2D);
|
---|
706 |
|
---|
707 | sCgSsaoProgram->SetValue1f(i ++, (mUseTemporalCoherence && !mRegenerateSamples) ? tempCohFactor : 0);
|
---|
708 |
|
---|
709 | if (mUseTemporalCoherence || mRegenerateSamples)
|
---|
710 | {
|
---|
711 | mRegenerateSamples = false;
|
---|
712 |
|
---|
713 | // q: should we generate new samples or only rotate the old ones?
|
---|
714 | // in the first case, the sample patterns look nicer, but the kernel
|
---|
715 | // needs longer to converge
|
---|
716 | GenerateSamples(mSamplingMethod);
|
---|
717 |
|
---|
718 | //if (mSortSamples) { SortSamples(); }
|
---|
719 | sCgSsaoProgram->SetArray2f(i, (float *)samples2, NUM_SAMPLES);
|
---|
720 | }
|
---|
721 |
|
---|
722 | ++ i;
|
---|
723 |
|
---|
724 | for (int j = 0; j < 4; ++ j, ++ i)
|
---|
725 | sCgSsaoProgram->SetValue3f(i, mCornersView[j].x, mCornersView[j].y, mCornersView[j].z);
|
---|
726 |
|
---|
727 | sCgSsaoProgram->SetMatrix(i ++, mProjViewMatrix);
|
---|
728 | sCgSsaoProgram->SetMatrix(i ++, mOldProjViewMatrix);
|
---|
729 |
|
---|
730 | Vector3 de;
|
---|
731 | de.x = mOldEyePos.x - mEyePos.x;
|
---|
732 | de.y = mOldEyePos.y - mEyePos.y;
|
---|
733 | de.z = mOldEyePos.z - mEyePos.z;
|
---|
734 |
|
---|
735 | sCgSsaoProgram->SetValue3f(i ++, de.x, de.y, de.z);
|
---|
736 |
|
---|
737 | for (int j = 0; j < 4; ++ j, ++ i)
|
---|
738 | {
|
---|
739 | sCgSsaoProgram->SetValue3f(i, mOldCornersView[j].x, mOldCornersView[j].y, mOldCornersView[j].z);
|
---|
740 | }
|
---|
741 |
|
---|
742 | sCgSsaoProgram->SetTexture(i ++, attribsTex);
|
---|
743 | sCgSsaoProgram->SetValue1f(i ++, mKernelRadius);
|
---|
744 | sCgSsaoProgram->SetValue1f(i ++, mSampleIntensity);
|
---|
745 |
|
---|
746 |
|
---|
747 | DrawQuad(sCgSsaoProgram);
|
---|
748 |
|
---|
749 | glPopAttrib();
|
---|
750 |
|
---|
751 | PrintGLerror("ssao first pass");
|
---|
752 | }
|
---|
753 |
|
---|
754 |
|
---|
755 | static void SetVertex(float x, float y, float x_offs, float y_offs)
|
---|
756 | {
|
---|
757 | glMultiTexCoord2fARB(GL_TEXTURE0_ARB, x, y); // center
|
---|
758 | glMultiTexCoord2fARB(GL_TEXTURE1_ARB, x - x_offs, y + y_offs); // left top
|
---|
759 | glMultiTexCoord2fARB(GL_TEXTURE2_ARB, x + x_offs, y - y_offs); // right bottom
|
---|
760 | glMultiTexCoord2fARB(GL_TEXTURE3_ARB, x + x_offs, y + y_offs); // right top
|
---|
761 | glMultiTexCoord2fARB(GL_TEXTURE4_ARB, x - x_offs, y - y_offs); // left bottom
|
---|
762 |
|
---|
763 | glMultiTexCoord4fARB(GL_TEXTURE5_ARB, x - x_offs, y, x + x_offs, y); // left right
|
---|
764 | glMultiTexCoord4fARB(GL_TEXTURE6_ARB, x, y + y_offs, x, y - y_offs); // top bottom
|
---|
765 |
|
---|
766 | //glVertex3f(x - 0.5f, y - 0.5f, -0.5f);
|
---|
767 | glVertex2f(x, y);
|
---|
768 | }
|
---|
769 |
|
---|
770 |
|
---|
771 | void DeferredRenderer::AntiAliasing(FrameBufferObject *fbo, DirectionalLight *light)
|
---|
772 | {
|
---|
773 | ColorBufferObject *colorBuffer = fbo->GetColorBuffer(colorBufferIdx);
|
---|
774 | GLuint colorsTex = colorBuffer->GetTexture();
|
---|
775 | GLuint normalsTex = fbo->GetColorBuffer(1)->GetTexture();
|
---|
776 |
|
---|
777 | // read the second buffer, write to the first buffer
|
---|
778 | //FlipFbos(fbo);
|
---|
779 | // end of the pipeline => just draw image to screen
|
---|
780 | FrameBufferObject::Release();
|
---|
781 |
|
---|
782 | // the neighbouring texels
|
---|
783 | float xOffs = 1.0f / fbo->GetWidth();
|
---|
784 | float yOffs = 1.0f / fbo->GetHeight();
|
---|
785 |
|
---|
786 | sCgAntiAliasingProgram->SetTexture(0, colorsTex);
|
---|
787 | sCgAntiAliasingProgram->SetTexture(1, normalsTex);
|
---|
788 |
|
---|
789 | float offsets[16];
|
---|
790 | int i = 0;
|
---|
791 |
|
---|
792 | offsets[i] = -xOffs; offsets[i + 1] = yOffs; i += 2; // left top
|
---|
793 | offsets[i] = xOffs; offsets[i + 1] = -yOffs; i += 2; // right bottom
|
---|
794 | offsets[i] = xOffs; offsets[i + 1] = yOffs; i += 2; // right top
|
---|
795 | offsets[i] = -xOffs; offsets[i + 1] = -yOffs; i += 2; // left bottom
|
---|
796 | offsets[i] = -xOffs; offsets[i + 1] = .0f; i += 2; // left
|
---|
797 | offsets[i] = xOffs; offsets[i + 1] = .0f; i += 2; // right
|
---|
798 | offsets[i] = .0f; offsets[i + 1] = yOffs; i += 2; // top
|
---|
799 | offsets[i] = .0f; offsets[i + 1] = -yOffs; i += 2; // bottom
|
---|
800 |
|
---|
801 | sCgAntiAliasingProgram->SetArray2f(2, offsets, 8);
|
---|
802 |
|
---|
803 | DrawQuad(sCgAntiAliasingProgram);
|
---|
804 |
|
---|
805 | PrintGLerror("antialiasing");
|
---|
806 | }
|
---|
807 |
|
---|
808 |
|
---|
809 | void DeferredRenderer::FirstPass(FrameBufferObject *fbo, DirectionalLight *light)
|
---|
810 | {
|
---|
811 | GLuint colorsTex = fbo->GetColorBuffer(colorBufferIdx)->GetTexture();
|
---|
812 | GLuint normalsTex = fbo->GetColorBuffer(1)->GetTexture();
|
---|
813 |
|
---|
814 | FlipFbos(fbo);
|
---|
815 |
|
---|
816 | const Vector3 lightDir = -light->GetDirection();
|
---|
817 |
|
---|
818 | sCgDeferredProgram->SetTexture(0, colorsTex);
|
---|
819 | sCgDeferredProgram->SetTexture(1, normalsTex);
|
---|
820 | sCgDeferredProgram->SetValue3f(2, lightDir.x, lightDir.y, lightDir.z);
|
---|
821 |
|
---|
822 | DrawQuad(sCgDeferredProgram);
|
---|
823 |
|
---|
824 | PrintGLerror("deferred shading");
|
---|
825 | }
|
---|
826 |
|
---|
827 |
|
---|
828 | void DeferredRenderer::ComputeGlobIllum(FrameBufferObject *fbo,
|
---|
829 | float tempCohFactor)
|
---|
830 | {
|
---|
831 | #if 0
|
---|
832 | GLuint colorsTex = fbo->GetColorBuffer(colorBufferIdx)->GetTexture();
|
---|
833 | GLuint normalsTex = fbo->GetColorBuffer(1)->GetTexture();
|
---|
834 | #else
|
---|
835 | GLuint colorsTex = mDownSampleFbo->GetColorBuffer(0)->GetTexture();
|
---|
836 | GLuint normalsTex = mDownSampleFbo->GetColorBuffer(1)->GetTexture();
|
---|
837 | #endif
|
---|
838 |
|
---|
839 | glPushAttrib(GL_VIEWPORT_BIT);
|
---|
840 | glViewport(0, 0, mIllumFbo->GetWidth(), mIllumFbo->GetHeight());
|
---|
841 |
|
---|
842 | // read the second buffer, write to the first buffer
|
---|
843 | mIllumFbo->Bind();
|
---|
844 |
|
---|
845 | glDrawBuffers(2, mrt + mIllumFboIndex);
|
---|
846 |
|
---|
847 | GLuint oldSsaoTex = mIllumFbo->GetColorBuffer(2 - mIllumFboIndex)->GetTexture();
|
---|
848 | GLuint oldIllumTex = mIllumFbo->GetColorBuffer(2 - mIllumFboIndex + 1)->GetTexture();
|
---|
849 |
|
---|
850 | int i = 0;
|
---|
851 |
|
---|
852 | sCgGiProgram->SetTexture(i ++, colorsTex);
|
---|
853 | sCgGiProgram->SetTexture(i ++, normalsTex);
|
---|
854 | sCgGiProgram->SetTexture(i ++, noiseTex2D);
|
---|
855 | sCgGiProgram->SetTexture(i ++, oldSsaoTex);
|
---|
856 | sCgGiProgram->SetTexture(i ++, oldIllumTex);
|
---|
857 |
|
---|
858 | sCgGiProgram->SetValue1f(i ++,
|
---|
859 | (mUseTemporalCoherence && !mRegenerateSamples) ? tempCohFactor : 0);
|
---|
860 |
|
---|
861 | if (mUseTemporalCoherence || mRegenerateSamples)
|
---|
862 | {
|
---|
863 | mRegenerateSamples = false;
|
---|
864 |
|
---|
865 | // q: should we generate new samples or only rotate the old ones?
|
---|
866 | // in the first case, the sample patterns look nicer, but the kernel
|
---|
867 | // needs longer to converge
|
---|
868 | GenerateSamples(mSamplingMethod);
|
---|
869 |
|
---|
870 | sCgGiProgram->SetArray2f(i ++, (float *)samples2, NUM_SAMPLES);
|
---|
871 | }
|
---|
872 |
|
---|
873 | Vector3 bl = mCornersView[0];
|
---|
874 | Vector3 br = mCornersView[1];
|
---|
875 | Vector3 tl = mCornersView[2];
|
---|
876 | Vector3 tr = mCornersView[3];
|
---|
877 |
|
---|
878 | sCgGiProgram->SetValue3f(i ++, bl.x, bl.y, bl.z);
|
---|
879 | sCgGiProgram->SetValue3f(i ++, br.x, br.y, br.z);
|
---|
880 | sCgGiProgram->SetValue3f(i ++, tl.x, tl.y, tl.z);
|
---|
881 | sCgGiProgram->SetValue3f(i ++, tr.x, tr.y, tr.z);
|
---|
882 |
|
---|
883 | sCgGiProgram->SetMatrix(i ++, mOldProjViewMatrix);
|
---|
884 | sCgGiProgram->SetMatrix(i ++, mProjViewMatrix);
|
---|
885 |
|
---|
886 |
|
---|
887 | DrawQuad(sCgGiProgram);
|
---|
888 |
|
---|
889 | glPopAttrib();
|
---|
890 |
|
---|
891 | PrintGLerror("globillum first pass");
|
---|
892 | }
|
---|
893 |
|
---|
894 |
|
---|
895 | void DeferredRenderer::CombineIllum(FrameBufferObject *fbo)
|
---|
896 | {
|
---|
897 | GLuint colorsTex = fbo->GetColorBuffer(colorBufferIdx)->GetTexture();
|
---|
898 |
|
---|
899 | GLuint ssaoTex = mIllumFbo->GetColorBuffer(mIllumFboIndex)->GetTexture();
|
---|
900 | GLuint illumTex = mIllumFbo->GetColorBuffer(mIllumFboIndex + 1)->GetTexture();
|
---|
901 |
|
---|
902 | FlipFbos(fbo);
|
---|
903 |
|
---|
904 | sCgCombineIllumProgram->SetTexture(0, colorsTex);
|
---|
905 | sCgCombineIllumProgram->SetTexture(1, ssaoTex);
|
---|
906 | sCgCombineIllumProgram->SetTexture(2, illumTex);
|
---|
907 |
|
---|
908 | DrawQuad(sCgCombineIllumProgram);
|
---|
909 |
|
---|
910 | PrintGLerror("combine");
|
---|
911 | }
|
---|
912 |
|
---|
913 |
|
---|
914 | void DeferredRenderer::CombineSsao(FrameBufferObject *fbo)
|
---|
915 | {
|
---|
916 | GLuint colorsTex = fbo->GetColorBuffer(colorBufferIdx)->GetTexture();
|
---|
917 | GLuint normalsTex = fbo->GetColorBuffer(1)->GetTexture();
|
---|
918 | GLuint ssaoTex = mIllumFbo->GetColorBuffer(mIllumFboIndex)->GetTexture();
|
---|
919 |
|
---|
920 | FlipFbos(fbo);
|
---|
921 |
|
---|
922 | int i = 0;
|
---|
923 |
|
---|
924 | sCgCombineSsaoProgram->SetTexture(i ++, colorsTex);
|
---|
925 | sCgCombineSsaoProgram->SetTexture(i ++, normalsTex);
|
---|
926 | sCgCombineSsaoProgram->SetTexture(i ++, ssaoTex);
|
---|
927 |
|
---|
928 | sCgCombineSsaoProgram->SetArray2f(i ++, (float *)ssaoFilterOffsets, NUM_SSAO_FILTER_SAMPLES);
|
---|
929 | sCgCombineSsaoProgram->SetArray1f(i ++, (float *)ssaoFilterWeights, NUM_SSAO_FILTER_SAMPLES);
|
---|
930 |
|
---|
931 | sCgCombineSsaoProgram->SetMatrix(i++, mProjViewMatrix);
|
---|
932 |
|
---|
933 | for (int j = 0; j < 4; ++ j, ++ i)
|
---|
934 | sCgCombineSsaoProgram->SetValue3f(i, mCornersView[j].x, mCornersView[j].y, mCornersView[j].z);
|
---|
935 |
|
---|
936 | sCgCombineSsaoProgram->SetValue1f(i ++, mIllumFbo->GetColorBuffer(mIllumFboIndex)->GetWidth());
|
---|
937 | sCgCombineSsaoProgram->SetValue1f(i ++, mIllumFbo->GetColorBuffer(mIllumFboIndex)->GetHeight());
|
---|
938 |
|
---|
939 | DrawQuad(sCgCombineSsaoProgram);
|
---|
940 |
|
---|
941 | PrintGLerror("combine ssao");
|
---|
942 | }
|
---|
943 |
|
---|
944 |
|
---|
945 | void DeferredRenderer::FirstPassShadow(FrameBufferObject *fbo,
|
---|
946 | DirectionalLight *light,
|
---|
947 | ShadowMap *shadowMap)
|
---|
948 | {
|
---|
949 | GLuint colorsTex = fbo->GetColorBuffer(colorBufferIdx)->GetTexture();
|
---|
950 | GLuint normalsTex = fbo->GetColorBuffer(1)->GetTexture();
|
---|
951 |
|
---|
952 | GLuint shadowTex = shadowMap->GetDepthTexture();
|
---|
953 |
|
---|
954 | Matrix4x4 shadowMatrix;
|
---|
955 | shadowMap->GetTextureMatrix(shadowMatrix);
|
---|
956 |
|
---|
957 |
|
---|
958 | FlipFbos(fbo);
|
---|
959 |
|
---|
960 | sCgDeferredShadowProgram->SetTexture(0, colorsTex);
|
---|
961 | sCgDeferredShadowProgram->SetTexture(1, normalsTex);
|
---|
962 | sCgDeferredShadowProgram->SetTexture(2, shadowTex);
|
---|
963 | sCgDeferredShadowProgram->SetTexture(3, noiseTex2D);
|
---|
964 | sCgDeferredShadowProgram->SetMatrix(4, shadowMatrix);
|
---|
965 | sCgDeferredShadowProgram->SetValue1f(5, 2.0f / shadowMap->GetSize());
|
---|
966 |
|
---|
967 | const Vector3 lightDir = -light->GetDirection();
|
---|
968 | sCgDeferredShadowProgram->SetValue3f(6, lightDir.x, lightDir.y, lightDir.z);
|
---|
969 | sCgDeferredShadowProgram->SetValue3f(7, mEyePos.x, mEyePos.y, mEyePos.z);
|
---|
970 |
|
---|
971 | DrawQuad(sCgDeferredShadowProgram);
|
---|
972 |
|
---|
973 | PrintGLerror("deferred shading + shadows");
|
---|
974 | }
|
---|
975 |
|
---|
976 |
|
---|
977 | void DeferredRenderer::SetSamplingMethod(SAMPLING_METHOD s)
|
---|
978 | {
|
---|
979 | if (s != mSamplingMethod)
|
---|
980 | {
|
---|
981 | mSamplingMethod = s;
|
---|
982 | mRegenerateSamples = true;
|
---|
983 | }
|
---|
984 | }
|
---|
985 |
|
---|
986 |
|
---|
987 | void DeferredRenderer::SetShadingMethod(SHADING_METHOD s)
|
---|
988 | {
|
---|
989 | if (s != mShadingMethod)
|
---|
990 | {
|
---|
991 | mShadingMethod = s;
|
---|
992 | mRegenerateSamples = true;
|
---|
993 | }
|
---|
994 | }
|
---|
995 |
|
---|
996 |
|
---|
997 | #if TODO
|
---|
998 |
|
---|
999 | void DeferredRenderer::SetNumSamples(int numSamples)
|
---|
1000 | {
|
---|
1001 | mNumSamples = numSamples;
|
---|
1002 | }
|
---|
1003 |
|
---|
1004 | #endif
|
---|
1005 |
|
---|
1006 |
|
---|
1007 | void DeferredRenderer::SetSampleIntensity(float sampleIntensity)
|
---|
1008 | {
|
---|
1009 | mSampleIntensity = sampleIntensity;
|
---|
1010 | }
|
---|
1011 |
|
---|
1012 |
|
---|
1013 | void DeferredRenderer::SetKernelRadius(float kernelRadius)
|
---|
1014 | {
|
---|
1015 | mKernelRadius = kernelRadius;
|
---|
1016 | }
|
---|
1017 |
|
---|
1018 |
|
---|
1019 | void DeferredRenderer::ComputeToneParameters(FrameBufferObject *fbo,
|
---|
1020 | DirectionalLight *light,
|
---|
1021 | float &imageKey,
|
---|
1022 | float &whiteLum,
|
---|
1023 | float &middleGrey)
|
---|
1024 | {
|
---|
1025 | // hack: estimate value where sky burns out
|
---|
1026 | whiteLum = log(WHITE_LUMINANCE);
|
---|
1027 |
|
---|
1028 | ////////////////////
|
---|
1029 | //-- linear interpolate brightness key depending on the current sun position
|
---|
1030 |
|
---|
1031 | const float minKey = 0.09f;
|
---|
1032 | const float maxKey = 0.36f;
|
---|
1033 |
|
---|
1034 | const float lightIntensity = DotProd(-light->GetDirection(), Vector3::UNIT_Z());
|
---|
1035 | middleGrey = lightIntensity * maxKey + (1.0f - lightIntensity) * minKey;
|
---|
1036 |
|
---|
1037 |
|
---|
1038 | //////////
|
---|
1039 | //-- compute avg loglum
|
---|
1040 |
|
---|
1041 | ColorBufferObject *colorBuffer = fbo->GetColorBuffer(colorBufferIdx);
|
---|
1042 | GLuint colorsTex = colorBuffer->GetTexture();
|
---|
1043 |
|
---|
1044 | FlipFbos(fbo);
|
---|
1045 |
|
---|
1046 | sCgLogLumProgram->SetTexture(0, colorsTex);
|
---|
1047 | DrawQuad(sCgLogLumProgram);
|
---|
1048 |
|
---|
1049 | PrintGLerror("ToneMapParams");
|
---|
1050 |
|
---|
1051 |
|
---|
1052 | ///////////////////
|
---|
1053 | //-- compute avg loglum in scene using mipmapping
|
---|
1054 |
|
---|
1055 | glBindTexture(GL_TEXTURE_2D, fbo->GetColorBuffer(colorBufferIdx)->GetTexture());
|
---|
1056 | glGenerateMipmapEXT(GL_TEXTURE_2D);
|
---|
1057 | }
|
---|
1058 |
|
---|
1059 |
|
---|
1060 | static void ExportData(float *data, int w, int h)
|
---|
1061 | {
|
---|
1062 | startil();
|
---|
1063 |
|
---|
1064 | cout << "w: " << w << " h: " << h << endl;
|
---|
1065 | ILstring filename = ILstring("downsample2.jpg");
|
---|
1066 | ilRegisterType(IL_FLOAT);
|
---|
1067 |
|
---|
1068 | const int depth = 1;
|
---|
1069 | const int bpp = 4;
|
---|
1070 |
|
---|
1071 | if (!ilTexImage(w, h, depth, bpp, IL_RGBA, IL_FLOAT, data))
|
---|
1072 | {
|
---|
1073 | cerr << "IL error " << ilGetError() << endl;
|
---|
1074 | stopil();
|
---|
1075 | return;
|
---|
1076 | }
|
---|
1077 |
|
---|
1078 | if (!ilSaveImage(filename))
|
---|
1079 | {
|
---|
1080 | cerr << "TGA write error " << ilGetError() << endl;
|
---|
1081 | }
|
---|
1082 |
|
---|
1083 | stopil();
|
---|
1084 | }
|
---|
1085 |
|
---|
1086 |
|
---|
1087 | void DeferredRenderer::PrepareSsao(FrameBufferObject *fbo)
|
---|
1088 | {
|
---|
1089 | GLuint colorsTex = fbo->GetColorBuffer(colorBufferIdx)->GetTexture();
|
---|
1090 | GLuint normalsTex = fbo->GetColorBuffer(1)->GetTexture();
|
---|
1091 | GLuint diffVals = fbo->GetColorBuffer(2)->GetTexture();
|
---|
1092 | // flip flop between illumination buffers
|
---|
1093 | GLuint oldTex = mIllumFbo->GetColorBuffer(2 - mIllumFboIndex)->GetTexture();
|
---|
1094 |
|
---|
1095 | int i = 0;
|
---|
1096 |
|
---|
1097 | sCgPrepareSsaoProgram->SetTexture(i ++, colorsTex);
|
---|
1098 | sCgPrepareSsaoProgram->SetTexture(i ++, normalsTex);
|
---|
1099 | sCgPrepareSsaoProgram->SetTexture(i ++, diffVals);
|
---|
1100 | sCgPrepareSsaoProgram->SetTexture(i ++, oldTex);
|
---|
1101 |
|
---|
1102 | Vector3 de;
|
---|
1103 | de.x = mOldEyePos.x - mEyePos.x;
|
---|
1104 | de.y = mOldEyePos.y - mEyePos.y;
|
---|
1105 | de.z = mOldEyePos.z - mEyePos.z;
|
---|
1106 |
|
---|
1107 | sCgPrepareSsaoProgram->SetValue3f(i ++, de.x, de.y, de.z);
|
---|
1108 |
|
---|
1109 | sCgPrepareSsaoProgram->SetMatrix(i ++, mProjViewMatrix);
|
---|
1110 | sCgPrepareSsaoProgram->SetMatrix(i ++, mOldProjViewMatrix);
|
---|
1111 |
|
---|
1112 | for (int j = 0; j < 4; ++ j, ++ i)
|
---|
1113 | sCgPrepareSsaoProgram->SetValue3f(i, mOldCornersView[j].x, mOldCornersView[j].y, mOldCornersView[j].z);
|
---|
1114 |
|
---|
1115 | glPushAttrib(GL_VIEWPORT_BIT);
|
---|
1116 | glViewport(0, 0, mDownSampleFbo->GetWidth(), mDownSampleFbo->GetHeight());
|
---|
1117 |
|
---|
1118 | mDownSampleFbo->Bind();
|
---|
1119 |
|
---|
1120 | // prepare downsampled depth and normal texture for ssao
|
---|
1121 | glDrawBuffers(2, mrt);
|
---|
1122 |
|
---|
1123 | DrawQuad(sCgPrepareSsaoProgram);
|
---|
1124 |
|
---|
1125 | glPopAttrib();
|
---|
1126 | PrintGLerror("prepareSsao");
|
---|
1127 | }
|
---|
1128 |
|
---|
1129 |
|
---|
1130 | void DeferredRenderer::DownSample(FrameBufferObject *fbo,
|
---|
1131 | int bufferIdx,
|
---|
1132 | FrameBufferObject *downSampleFbo,
|
---|
1133 | int downSampleBufferIdx,
|
---|
1134 | ShaderProgram *program)
|
---|
1135 | {
|
---|
1136 | ColorBufferObject *buffer = fbo->GetColorBuffer(bufferIdx);
|
---|
1137 | GLuint tex = buffer->GetTexture();
|
---|
1138 |
|
---|
1139 | glPushAttrib(GL_VIEWPORT_BIT);
|
---|
1140 | glViewport(0, 0, downSampleFbo->GetWidth(), downSampleFbo->GetHeight());
|
---|
1141 |
|
---|
1142 | downSampleFbo->Bind();
|
---|
1143 |
|
---|
1144 | program->SetTexture(0, tex);
|
---|
1145 | glDrawBuffers(1, mrt + downSampleBufferIdx);
|
---|
1146 |
|
---|
1147 | DrawQuad(program);
|
---|
1148 |
|
---|
1149 | glPopAttrib();
|
---|
1150 | PrintGLerror("downsample");
|
---|
1151 | }
|
---|
1152 |
|
---|
1153 |
|
---|
1154 | void DeferredRenderer::ToneMap(FrameBufferObject *fbo,
|
---|
1155 | float imageKey,
|
---|
1156 | float whiteLum,
|
---|
1157 | float middleGrey)
|
---|
1158 | {
|
---|
1159 | ColorBufferObject *colorBuffer = fbo->GetColorBuffer(colorBufferIdx);
|
---|
1160 | GLuint colorsTex = colorBuffer->GetTexture();
|
---|
1161 | //FrameBufferObject::Release();
|
---|
1162 |
|
---|
1163 | FlipFbos(fbo);
|
---|
1164 |
|
---|
1165 | sCgToneProgram->SetTexture(0, colorsTex);
|
---|
1166 | sCgToneProgram->SetValue1f(1, imageKey);
|
---|
1167 | sCgToneProgram->SetValue1f(2, whiteLum);
|
---|
1168 | sCgToneProgram->SetValue1f(3, middleGrey);
|
---|
1169 |
|
---|
1170 | DrawQuad(sCgToneProgram);
|
---|
1171 |
|
---|
1172 | PrintGLerror("ToneMap");
|
---|
1173 | }
|
---|
1174 |
|
---|
1175 |
|
---|
1176 | void DeferredRenderer::Output(FrameBufferObject *fbo)
|
---|
1177 | {
|
---|
1178 | glPushAttrib(GL_VIEWPORT_BIT);
|
---|
1179 | glViewport(0, 0, fbo->GetWidth(), fbo->GetHeight());
|
---|
1180 |
|
---|
1181 | ColorBufferObject *colorBuffer = fbo->GetColorBuffer(colorBufferIdx);
|
---|
1182 | GLuint colorsTex = colorBuffer->GetTexture();
|
---|
1183 |
|
---|
1184 | sCgDownSampleProgram->SetTexture(0, colorsTex);
|
---|
1185 |
|
---|
1186 | FrameBufferObject::Release();
|
---|
1187 | DrawQuad(sCgDownSampleProgram);
|
---|
1188 |
|
---|
1189 | PrintGLerror("output");
|
---|
1190 | }
|
---|
1191 |
|
---|
1192 |
|
---|
1193 | void DeferredRenderer::InitFrame()
|
---|
1194 | {
|
---|
1195 | for (int i = 0; i < 4; ++ i)
|
---|
1196 | mOldCornersView[i] = mCornersView[i];
|
---|
1197 |
|
---|
1198 | mOldProjViewMatrix = mProjViewMatrix;
|
---|
1199 | mOldEyePos = mEyePos;
|
---|
1200 | mEyePos = mCamera->GetPosition();
|
---|
1201 |
|
---|
1202 | // hack: temporarily change far to improve precision
|
---|
1203 | const float oldFar = mCamera->GetFar();
|
---|
1204 | const float oldNear = mCamera->GetNear();
|
---|
1205 |
|
---|
1206 |
|
---|
1207 | Matrix4x4 matViewing, matProjection;
|
---|
1208 |
|
---|
1209 |
|
---|
1210 | ///////////////////
|
---|
1211 |
|
---|
1212 |
|
---|
1213 | mCamera->GetViewOrientationMatrix(matViewing);
|
---|
1214 | mCamera->GetProjectionMatrix(matProjection);
|
---|
1215 |
|
---|
1216 | mProjViewMatrix = matViewing * matProjection;
|
---|
1217 | ComputeViewVectors(mCamera, mCornersView[0], mCornersView[1], mCornersView[2], mCornersView[3]);
|
---|
1218 |
|
---|
1219 |
|
---|
1220 | // switch roles of old and new fbo
|
---|
1221 | // the algorihm uses two input fbos, where the one
|
---|
1222 | // contais the color buffer from the last frame,
|
---|
1223 | // the other one will be written
|
---|
1224 |
|
---|
1225 | mIllumFboIndex = 2 - mIllumFboIndex;
|
---|
1226 |
|
---|
1227 | // enable fragment shading
|
---|
1228 | ShaderManager::GetSingleton()->EnableFragmentProfile();
|
---|
1229 |
|
---|
1230 | glDisable(GL_ALPHA_TEST);
|
---|
1231 | glDisable(GL_TEXTURE_2D);
|
---|
1232 | glDisable(GL_LIGHTING);
|
---|
1233 | glDisable(GL_BLEND);
|
---|
1234 | glDisable(GL_DEPTH_TEST);
|
---|
1235 |
|
---|
1236 | glPolygonMode(GL_FRONT, GL_FILL);
|
---|
1237 |
|
---|
1238 | glMatrixMode(GL_PROJECTION);
|
---|
1239 | glPushMatrix();
|
---|
1240 | glLoadIdentity();
|
---|
1241 |
|
---|
1242 | gluOrtho2D(0, 1, 0, 1);
|
---|
1243 |
|
---|
1244 |
|
---|
1245 | glMatrixMode(GL_MODELVIEW);
|
---|
1246 | glPushMatrix();
|
---|
1247 | glLoadIdentity();
|
---|
1248 |
|
---|
1249 |
|
---|
1250 | glPushAttrib(GL_VIEWPORT_BIT);
|
---|
1251 | glViewport(0, 0, mWidth, mHeight);
|
---|
1252 |
|
---|
1253 | // revert to old far and near plane
|
---|
1254 | mCamera->SetFar(oldFar);
|
---|
1255 | mCamera->SetNear(oldNear);
|
---|
1256 | }
|
---|
1257 |
|
---|
1258 |
|
---|
1259 | void DeferredRenderer::LenseFlare(FrameBufferObject *fbo)
|
---|
1260 | {
|
---|
1261 | ColorBufferObject *colorBuffer = fbo->GetColorBuffer(colorBufferIdx);
|
---|
1262 |
|
---|
1263 | FlipFbos(fbo);
|
---|
1264 |
|
---|
1265 | sCgLenseFlareProgram->SetTexture(0, colorsTex);
|
---|
1266 | sCgLenseFlareProgram->SetTexture(1, sBurstTex);
|
---|
1267 | sCgLenseFlareProgram->SetTexture(2, sHaloTex[0]);
|
---|
1268 | sCgLenseFlareProgram->SetTexture(3, sHaloTex[1]);
|
---|
1269 | sCgLenseFlareProgram->SetValue1f(4, sHaloTex[2]);
|
---|
1270 | sCgLenseFlareProgram->SetValue1f(5, sHaloTex[3]);
|
---|
1271 |
|
---|
1272 | DrawQuad(sCgLenseFlareProgram);
|
---|
1273 |
|
---|
1274 | PrintGLerror("LenseFlare");
|
---|
1275 | }
|
---|
1276 |
|
---|
1277 |
|
---|
1278 | } // namespace
|
---|