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 "Texture.h"
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13 |
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14 | #include <math.h>
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15 |
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16 | #include <IL/il.h>
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17 | #include <assert.h>
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18 |
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19 |
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20 | #ifdef _CRT_SET
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21 | #define _CRTDBG_MAP_ALLOC
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22 | #include <stdlib.h>
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23 | #include <crtdbg.h>
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24 |
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25 | // redefine new operator
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26 | #define DEBUG_NEW new(_NORMAL_BLOCK, __FILE__, __LINE__)
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27 | #define new DEBUG_NEW
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28 | #endif
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29 |
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30 |
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31 | using namespace std;
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32 |
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33 |
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34 | static void startil()
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35 | {
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36 | ilInit();
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37 | assert(ilGetError() == IL_NO_ERROR);
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38 | }
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39 |
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40 |
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41 | static void stopil()
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42 | {
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43 | ilShutDown();
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44 | assert(ilGetError() == IL_NO_ERROR);
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45 | }
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46 |
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47 |
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48 | namespace CHCDemoEngine
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49 | {
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50 |
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51 | static ShaderProgram *sCgSsaoProgram = NULL;
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52 | static ShaderProgram *sCgGiProgram = NULL;
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53 |
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54 | static ShaderProgram *sCgDeferredProgram = NULL;
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55 | static ShaderProgram *sCgAntiAliasingProgram = NULL;
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56 | static ShaderProgram *sCgDeferredShadowProgram = NULL;
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57 |
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58 | static ShaderProgram *sCgCombineSsaoProgram = NULL;
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59 | static ShaderProgram *sCgFilterSsaoProgram = NULL;
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60 | static ShaderProgram *sCgCombineIllumProgram = NULL;
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61 | static ShaderProgram *sCgLogLumProgram = NULL;
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62 | static ShaderProgram *sCgToneProgram = NULL;
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63 | static ShaderProgram *sCgDownSampleProgram = NULL;
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64 | static ShaderProgram *sCgScaleDepthProgram = NULL;
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65 | static ShaderProgram *sCgPrepareSsaoProgram = NULL;
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66 | static ShaderProgram *sCgLenseFlareProgram = NULL;
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67 |
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68 | static ShaderProgram *sCgDOFProgram = NULL;
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69 |
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70 |
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71 | static GLuint noiseTex2D = 0;
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72 | static GLuint noiseTex1D = 0;
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73 | static GLuint sampleTex2D = 0;
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74 |
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75 |
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76 | static Sample2 samples2[NUM_PRECOMPUTED_SAMPLES];
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77 | // ssao random spherical samples
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78 | //static Sample2 samples2[NUM_SAMPLES];
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79 |
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80 | // pcf samples
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81 | static Sample2 pcfSamples[NUM_PCF_TABS];
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82 | // dof samples
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83 | static Sample2 dofSamples[NUM_DOF_TABS];
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84 |
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85 | static Texture *sHaloTex[5];
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86 |
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87 | int DeferredRenderer::colorBufferIdx = 0;
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88 |
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89 |
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90 |
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91 |
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92 | /** Helper method that computes the view vectors in the corners of the current view frustum.
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93 | */
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94 | static void ComputeViewVectors(PerspectiveCamera *cam,
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95 | Vector3 &bl,
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96 | Vector3 &br,
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97 | Vector3 &tl,
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98 | Vector3 &tr)
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99 | {
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100 | Vector3 ftl, ftr, fbl, fbr, ntl, ntr, nbl, nbr;
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101 | cam->ComputePoints(ftl, ftr, fbl, fbr, ntl, ntr, nbl, nbr);
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102 |
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103 | bl = Normalize(nbl - fbl);
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104 | br = Normalize(nbr - fbr);
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105 | tl = Normalize(ntl - ftl);
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106 | tr = Normalize(ntr - ftr);
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107 | }
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108 |
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109 |
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110 | static float GaussianDistribution(float x, float y, float rho)
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111 | {
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112 | float g = 1.0f / sqrtf(2.0f * M_PI * rho * rho);
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113 | g *= expf( -(x * x + y * y) / (2.0f * rho * rho));
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114 |
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115 | return g;
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116 | }
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117 |
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118 |
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119 | static void PrintGLerror(char *msg)
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120 | {
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121 | GLenum errCode;
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122 | const GLubyte *errStr;
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123 |
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124 | if ((errCode = glGetError()) != GL_NO_ERROR)
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125 | {
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126 | errStr = gluErrorString(errCode);
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127 | fprintf(stderr,"OpenGL ERROR: %s: %s\n", errStr, msg);
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128 | }
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129 | }
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130 |
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131 |
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132 | static Sample2 UnitTest(float x, float y, int wi, int he)
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133 | {
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134 | Sample2 s;
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135 |
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136 | s.x = float(floor(x * (float)wi - 0.5f) + 1.0f) / (float)wi;
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137 | s.y = float(floor(y * (float)he - 0.5f) + 1.0f) / (float)he;
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138 |
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139 | return s;
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140 | }
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141 |
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142 |
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143 | static void ComputeSampleOffsets(float *sampleOffsets,
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144 | int imageW, int imageH,
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145 | float width,
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146 | int samples)
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147 | {
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148 | const float xoffs = width / (float)imageW;
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149 | const float yoffs = width / (float)imageH;
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150 |
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151 | const int numSamples = (int)sqrt((float)samples);
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152 | const int startSamples = -numSamples / 2;
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153 | const int endSamples = numSamples + startSamples - 1;
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154 | //cout << startSamples << " " << endSamples << endl;
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155 |
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156 | int idx = 0;
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157 |
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158 | for (int x = startSamples; x <= endSamples; ++ x)
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159 | {
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160 | for (int y = startSamples; y <= endSamples; ++ y)
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161 | {
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162 | sampleOffsets[idx + 0] = (float)x * xoffs;
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163 | sampleOffsets[idx + 1] = (float)y * yoffs;
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164 | idx += 2;
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165 | }
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166 | }
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167 | }
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168 |
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169 |
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170 | void DeferredRenderer::FlipFbos(FrameBufferObject *fbo)
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171 | {
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172 | fbo->Bind();
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173 | colorBufferIdx = 3 - colorBufferIdx;
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174 | glDrawBuffers(1, mrt + colorBufferIdx);
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175 | }
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176 |
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177 |
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178 | void DeferredRenderer::DrawQuad(ShaderProgram *p)
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179 | {
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180 | if (p) p->Bind();
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181 |
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182 | // interpolate the view vector
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183 | Vector3 bl = mCornersView[0];
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184 | Vector3 br = mCornersView[1];
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185 | Vector3 tl = mCornersView[2];
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186 | Vector3 tr = mCornersView[3];
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187 |
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188 | // note: slightly larger texture could hide ambient occlusion error on border but costs resolution
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189 | glBegin(GL_QUADS);
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190 |
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191 | glTexCoord2f(0, 0); glMultiTexCoord3fARB(GL_TEXTURE1_ARB, bl.x, bl.y, bl.z); glVertex2f( .0f, .0f);
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192 | glTexCoord2f(1, 0); glMultiTexCoord3fARB(GL_TEXTURE1_ARB, br.x, br.y, br.z); glVertex2f(1.0f, .0f);
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193 | glTexCoord2f(1, 1); glMultiTexCoord3fARB(GL_TEXTURE1_ARB, tr.x, tr.y, tr.z); glVertex2f(1.0f, 1.0f);
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194 | glTexCoord2f(0, 1); glMultiTexCoord3fARB(GL_TEXTURE1_ARB, tl.x, tl.y, tl.z); glVertex2f( .0f, 1.0f);
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195 |
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196 | glEnd();
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197 | }
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198 |
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199 | QuadraticDiscSampleGenerator2D nixgibts(NUM_SAMPLES, 1.0f);
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200 |
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201 | /** Generate poisson disc distributed sample points on the unit disc
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202 | */
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203 | static void GenerateSamples(int sampling)
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204 | {
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205 | switch (sampling)
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206 | {
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207 | case DeferredRenderer::SAMPLING_POISSON:
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208 | {
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209 | static PoissonDiscSampleGenerator2D poisson(NUM_SAMPLES, 1.0f);
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210 | poisson.Generate((float *)samples2);
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211 | }
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212 | break;
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213 | case DeferredRenderer::SAMPLING_QUADRATIC:
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214 | {
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215 | QuadraticDiscSampleGenerator2D g(NUM_PRECOMPUTED_SAMPLES, 1.0f);
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216 | //static QuadraticDiscSampleGenerator2D g(NUM_SAMPLES, 1.0f);
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217 | g.Generate((float *)samples2);
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218 | }
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219 | break;
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220 | default: // SAMPLING_DEFAULT
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221 | {
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222 | static RandomSampleGenerator2D g(NUM_SAMPLES, 1.0f);
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223 | g.Generate((float *)samples2);
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224 | }
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225 | }
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226 | }
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227 |
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228 |
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229 | static void CreateNoiseTex2D(int w, int h)
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230 | {
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231 | //GLubyte *randomNormals = new GLubyte[mWidth * mHeight * 3];
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232 | Vector3 *randomNormals = new Vector3[w * h];
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233 |
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234 | for (int i = 0; i < w * h; ++ i)
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235 | {
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236 | // create random samples on a circle
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237 | const float r = RandomValue(0, 1);
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238 |
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239 | const float theta = 2.0f * acos(sqrt(1.0f - r));
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240 | //randomNormals[i] = Vector3(cos(theta), sin(theta), 0);
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241 | randomNormals[i] = Vector3(RandomValue(-M_PI, M_PI), 0, 0);
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242 | //Normalize(randomNormals[i]);
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243 | }
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244 |
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245 |
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246 | glEnable(GL_TEXTURE_2D);
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247 | glGenTextures(1, &noiseTex2D);
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248 | glBindTexture(GL_TEXTURE_2D, noiseTex2D);
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249 |
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250 | //glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_NEAREST);
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251 | //glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_NEAREST);
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252 | glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_LINEAR);
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253 | glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_LINEAR);
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254 | glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_S, GL_REPEAT);
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255 | glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_T, GL_REPEAT);
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256 |
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257 | glTexImage2D(GL_TEXTURE_2D, 0, GL_RGBA16F_ARB, w, h, 0, GL_RGB, GL_FLOAT, (float *)randomNormals);
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258 |
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259 | glBindTexture(GL_TEXTURE_2D, 0);
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260 | glDisable(GL_TEXTURE_2D);
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261 |
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262 | delete [] randomNormals;
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263 |
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264 | cout << "created noise texture" << endl;
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265 |
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266 | PrintGLerror("noisetexture");
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267 | }
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268 |
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269 |
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270 | static void CreateSampleTex(Sample2 *samples, int numSamples)
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271 | {
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272 | glEnable(GL_TEXTURE_2D);
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273 | glGenTextures(1, &sampleTex2D);
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274 | glBindTexture(GL_TEXTURE_2D, sampleTex2D);
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275 |
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276 | glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_NEAREST);
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277 | glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_NEAREST);
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278 | glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_S, GL_REPEAT);
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279 | glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_T, GL_REPEAT);
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280 |
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281 | int w = numSamples;
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282 | int h = 1;
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283 |
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284 | float *tempBuffer = new float[numSamples * 3];
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285 |
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286 | for (int i = 0; i < numSamples; ++ i)
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287 | {
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288 | tempBuffer[i * 3 + 0] = samples[i].x;
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289 | tempBuffer[i * 3 + 1] = samples[i].y;
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290 | tempBuffer[i * 3 + 2] = 0;
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291 |
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292 | }
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293 |
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294 | glTexImage2D(GL_TEXTURE_2D, 0, GL_RGBA32F_ARB, w, h, 0, GL_RGB, GL_FLOAT, (float *)tempBuffer);
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295 |
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296 | glBindTexture(GL_TEXTURE_2D, 0);
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297 | glDisable(GL_TEXTURE_2D);
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298 |
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299 | cout << "created sample texture" << endl;
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300 |
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301 | delete [] tempBuffer;
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302 |
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303 | PrintGLerror("noisetexture");
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304 | }
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305 |
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306 |
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307 | static void PrepareLenseFlare()
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308 | {
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309 | string textures[] = {"flare4.tga", "lens2.jpg", "lens3.jpg", "lens4.jpg", "lens1.jpg"};
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310 |
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311 | // todo: delete halo textures
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312 | for (int i = 0; i < 5; ++ i)
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313 | {
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314 | sHaloTex[i] = new Texture(model_path + textures[i]);
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315 |
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316 | sHaloTex[i]->SetBoundaryModeS(Texture::BORDER);
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317 | sHaloTex[i]->SetBoundaryModeT(Texture::BORDER);
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318 |
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319 | sHaloTex[i]->Create();
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320 | }
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321 |
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322 | cout << "prepared lense flare textures" << endl;
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323 |
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324 | PrintGLerror("prepare lense flare");
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325 | }
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326 |
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327 |
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328 | DeferredRenderer::DeferredRenderer(int w, int h,
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329 | PerspectiveCamera *cam,
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330 | bool ssaoUseFullResolution):
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331 | mWidth(w), mHeight(h),
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332 | mCamera(cam),
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333 | mUseTemporalCoherence(true),
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334 | mRegenerateSamples(true),
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335 | mSamplingMethod(SAMPLING_POISSON),
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336 | mShadingMethod(DEFAULT),
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337 | mIllumFboIndex(0),
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338 | mSortSamples(true),
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339 | mKernelRadius(1e-8f),
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340 | mSampleIntensity(0.2f),
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341 | mSunVisiblePixels(0),
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342 | mSavedFrameNumber(-1),
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343 | mSavedFrameSuffix(""),
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344 | mMaxDistance(1e6f),
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345 | mTempCohFactor(.0f),
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346 | mUseToneMapping(false),
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347 | mUseAntiAliasing(false),
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348 | mUseDepthOfField(false),
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349 | mSsaoUseFullResolution(ssaoUseFullResolution),
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350 | mMaxConvergence(2000.0f),
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351 | mSpatialWeight(.0f)
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352 | {
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353 | ///////////
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354 | //-- the flip-flop fbos
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355 |
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356 | int downSampledWidth, downSampledHeight;
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357 |
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358 | if (mSsaoUseFullResolution)
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359 | {
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360 | downSampledWidth = w; downSampledHeight = h;
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361 | cout << "using full resolution ssao" << endl;
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362 | }
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363 | else
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364 | {
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365 | downSampledWidth = w / 2; downSampledHeight = h / 2;
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366 | cout << "using half resolution ssao" << endl;
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367 | }
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368 |
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369 |
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370 | /////////
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371 | //-- the illumination fbo is either half size or full size
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372 |
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373 | mIllumFbo = new FrameBufferObject(downSampledWidth, downSampledHeight, FrameBufferObject::DEPTH_NONE);
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374 | mFBOs.push_back(mIllumFbo);
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375 |
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376 | for (int i = 0; i < 4; ++ i)
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377 | {
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378 | mIllumFbo->AddColorBuffer(ColorBufferObject::RGBA_FLOAT_32, ColorBufferObject::WRAP_CLAMP_TO_EDGE, ColorBufferObject::FILTER_LINEAR);
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379 | FrameBufferObject::InitBuffer(mIllumFbo, i);
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380 | }
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381 |
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382 |
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383 | ///////////////
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384 | //-- the downsampled ssao + color bleeding textures:
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385 | //-- as GI is mostly low frequency, we can use lower resolution to improve performance
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386 |
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387 | mDownSampleFbo = new FrameBufferObject(downSampledWidth, downSampledHeight, FrameBufferObject::DEPTH_NONE);
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388 | // the downsampled color + depth buffer
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389 | mDownSampleFbo->AddColorBuffer(ColorBufferObject::RGBA_FLOAT_32, ColorBufferObject::WRAP_CLAMP_TO_EDGE, ColorBufferObject::FILTER_LINEAR);
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390 | // downsample buffer for the normal texture
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391 | mDownSampleFbo->AddColorBuffer(ColorBufferObject::RGB_FLOAT_16, ColorBufferObject::WRAP_CLAMP_TO_EDGE, ColorBufferObject::FILTER_LINEAR);
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392 |
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393 | for (int i = 0; i < 2; ++ i)
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394 | {
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395 | FrameBufferObject::InitBuffer(mDownSampleFbo, i);
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396 | }
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397 |
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398 | mFBOs.push_back(mDownSampleFbo);
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399 |
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400 |
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401 | /////////
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402 | //-- temporal buffer
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403 |
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404 | mTempFbo = new FrameBufferObject(mWidth, mHeight, FrameBufferObject::DEPTH_NONE);
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405 | mFBOs.push_back(mTempFbo);
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406 |
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407 | mTempFbo->AddColorBuffer(ColorBufferObject::RGBA_FLOAT_32, ColorBufferObject::WRAP_CLAMP_TO_EDGE, ColorBufferObject::FILTER_LINEAR);
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408 | FrameBufferObject::InitBuffer(mTempFbo, 0);
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409 |
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410 |
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411 | // create noise texture for ssao
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412 | // for performance reasons we use a smaller texture and repeat it over the screen
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413 | CreateNoiseTex2D(mIllumFbo->GetWidth() / 4, mIllumFbo->GetWidth() / 4);
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414 |
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415 | mProjViewMatrix = IdentityMatrix();
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416 | mOldProjViewMatrix = IdentityMatrix();
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417 |
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418 | for (int i = 0; i < 4; ++ i)
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419 | {
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420 | mCornersView[i] = mOldCornersView[i] = Vector3::UNIT_X();
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421 | }
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422 |
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423 | mEyePos = mOldEyePos = Vector3::ZERO();
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424 |
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425 | PrepareLenseFlare();
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426 |
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427 | InitCg();
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428 | }
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429 |
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430 |
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431 | DeferredRenderer::~DeferredRenderer()
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432 | {
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433 | CLEAR_CONTAINER(mFBOs);
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434 |
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435 | glDeleteTextures(1, &noiseTex2D);
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436 | glDeleteTextures(1, &noiseTex1D);
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437 | }
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438 |
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439 |
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440 | void DeferredRenderer::InitCg()
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441 | {
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442 | ShaderManager *sm = ShaderManager::GetSingleton();
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443 |
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444 | sCgDeferredProgram = sm->CreateFragmentProgram("deferred", "main", "DeferredFrag");
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445 | sCgDeferredShadowProgram = sm->CreateFragmentProgram("deferred", "main_shadow", "DeferredFragShadow");
|
---|
446 | sCgSsaoProgram = sm->CreateFragmentProgram("ssao", "main", "SsaoFrag");
|
---|
447 | sCgGiProgram = sm->CreateFragmentProgram("globillum", "main", "GiFrag");
|
---|
448 | sCgCombineIllumProgram = sm->CreateFragmentProgram("globillum", "combine", "CombineGi");
|
---|
449 |
|
---|
450 | if (mSsaoUseFullResolution)
|
---|
451 | {
|
---|
452 | sCgFilterSsaoProgram = sm->CreateFragmentProgram("combineSsaoSep", "FilterSsaoFullRes", "FilterSsao");
|
---|
453 | }
|
---|
454 | else
|
---|
455 | {
|
---|
456 | sCgFilterSsaoProgram = sm->CreateFragmentProgram("combineSsaoSep", "FilterSsaoHalfRes", "FilterSsao");
|
---|
457 | }
|
---|
458 |
|
---|
459 | sCgCombineSsaoProgram = sm->CreateFragmentProgram("combineSsaoSep", "CombineSsao", "CombineSsao");
|
---|
460 | sCgAntiAliasingProgram = sm->CreateFragmentProgram("antialiasing", "main", "AntiAliasing");
|
---|
461 | sCgToneProgram = sm->CreateFragmentProgram("tonemap", "ToneMap", "ToneMap");
|
---|
462 | sCgDownSampleProgram = sm->CreateFragmentProgram("deferred", "Output", "Output");
|
---|
463 | sCgScaleDepthProgram = sm->CreateFragmentProgram("deferred", "ScaleDepth", "ScaleDepth");
|
---|
464 | sCgLogLumProgram = sm->CreateFragmentProgram("tonemap", "CalcAvgLogLum", "AvgLogLum");
|
---|
465 | sCgPrepareSsaoProgram = sm->CreateFragmentProgram("deferred", "PrepareSsao", "PrepareSsao");
|
---|
466 | sCgLenseFlareProgram = sm->CreateFragmentProgram("lenseFlare", "LenseFlare", "LenseFlare");
|
---|
467 | sCgDOFProgram = sm->CreateFragmentProgram("depthOfField", "DepthOfField", "DepthOfField");
|
---|
468 |
|
---|
469 |
|
---|
470 | ///////////////////
|
---|
471 | //-- initialize program parameters
|
---|
472 |
|
---|
473 | string ssaoParams[] =
|
---|
474 | {"colors", "normals", "oldTex", "noiseTex", "temporalCoherence",
|
---|
475 | "samples", "bl", "br", "tl", "tr",
|
---|
476 | "modelViewProj", "oldModelViewProj", "oldEyePos", "oldbl", "oldbr",
|
---|
477 | "oldtl", "oldtr", "attribsTex", "kernelRadius", "sampleIntensity"};
|
---|
478 |
|
---|
479 | sCgSsaoProgram->AddParameters(ssaoParams, 0, 20);
|
---|
480 |
|
---|
481 | string giParams[] =
|
---|
482 | {"colors", "normals", "noiseTex", "oldSsaoTex", "oldIllumTex",
|
---|
483 | "temporalCoherence", "samples", "bl", "br", "tl",
|
---|
484 | "tr", "oldModelViewProj", "modelViewProj"};
|
---|
485 |
|
---|
486 | sCgGiProgram->AddParameters(giParams, 0, 13);
|
---|
487 |
|
---|
488 | string toneParams[] = {"colors", "imageKey", "whiteLum", "middleGrey"};
|
---|
489 | sCgToneProgram->AddParameters(toneParams, 0, 4);
|
---|
490 |
|
---|
491 |
|
---|
492 | ////////////////
|
---|
493 |
|
---|
494 | string deferredShadowParams[] =
|
---|
495 | {"colors", "normals", "shadowMap", "noiseTex", "shadowMatrix",
|
---|
496 | "sampleWidth", "lightDir", "eyePos", "samples", "weights"};
|
---|
497 |
|
---|
498 | sCgDeferredShadowProgram->AddParameters(deferredShadowParams, 0, 10);
|
---|
499 |
|
---|
500 | ////////////////
|
---|
501 |
|
---|
502 | string combineIllumParams[] = {"colorsTex", "ssaoTex", "illumTex"};
|
---|
503 | sCgCombineIllumProgram->AddParameters(combineIllumParams, 0, 3);
|
---|
504 |
|
---|
505 | ////////////////
|
---|
506 |
|
---|
507 | string combineSsaoParams[] =
|
---|
508 | //{"colorsTex", "ssaoTex", "bl", "br", "tl", "tr", "res", "maxConvergence"};
|
---|
509 | {"colorsTex", "ssaoTex", "bl", "br", "tl", "tr", "res", "maxConvergence", "spatialWeight"};
|
---|
510 |
|
---|
511 | //sCgCombineSsaoProgram->AddParameters(combineSsaoParams, 0, 13);
|
---|
512 | sCgCombineSsaoProgram->AddParameters(combineSsaoParams, 0, 9);
|
---|
513 |
|
---|
514 |
|
---|
515 | ////////////////
|
---|
516 |
|
---|
517 | string filterSsaoParams[] =
|
---|
518 | {"colorsTex", "ssaoTex", "bl", "br", "tl", "tr", "res", "maxConvergence", "spatialWeight"};
|
---|
519 |
|
---|
520 | sCgFilterSsaoProgram->AddParameters(filterSsaoParams, 0, 9);
|
---|
521 |
|
---|
522 |
|
---|
523 | //////////////
|
---|
524 |
|
---|
525 | string deferredParams[] = {"colors", "normals", "lightDir"};
|
---|
526 | sCgDeferredProgram->AddParameters(deferredParams, 0, 3);
|
---|
527 |
|
---|
528 | ///////////////////
|
---|
529 |
|
---|
530 | string aaParams[] = {"colors", "normals", "offsets"};
|
---|
531 | sCgAntiAliasingProgram->AddParameters(aaParams, 0, 3);
|
---|
532 |
|
---|
533 | /////////////////////
|
---|
534 |
|
---|
535 | string downSampleParams[] = {"colors"};
|
---|
536 | sCgDownSampleProgram->AddParameters(downSampleParams, 0, 1);
|
---|
537 |
|
---|
538 | /////////////////////
|
---|
539 |
|
---|
540 | string scaleDepthParams[] = {"colors"};
|
---|
541 | sCgScaleDepthProgram->AddParameters(scaleDepthParams, 0, 1);
|
---|
542 |
|
---|
543 | ////////////
|
---|
544 |
|
---|
545 | sCgLogLumProgram->AddParameter("colors", 0);
|
---|
546 |
|
---|
547 | ////////////////
|
---|
548 |
|
---|
549 |
|
---|
550 | string prepareSsaoParams[] =
|
---|
551 | {"colorsTex", "normalsTex", "diffVals", "oldTex",
|
---|
552 | "oldEyePos", "modelViewProj", "oldModelViewProj",
|
---|
553 | "oldbl", "oldbr", "oldtl", "oldtr"};
|
---|
554 |
|
---|
555 | sCgPrepareSsaoProgram->AddParameters(prepareSsaoParams, 0, 11);
|
---|
556 |
|
---|
557 |
|
---|
558 | ////////////////
|
---|
559 |
|
---|
560 | string lenseFlareParams[] =
|
---|
561 | {"colorsTex", "flareTex1", "flareTex2", "flareTex3", "flareTex4",
|
---|
562 | "flareTex5", "vectorToLight", "distanceToLight", "sunVisiblePixels"};
|
---|
563 |
|
---|
564 | sCgLenseFlareProgram->AddParameters(lenseFlareParams, 0, 9);
|
---|
565 |
|
---|
566 |
|
---|
567 | ////////////////
|
---|
568 |
|
---|
569 | string dofParams[] = {"colorsTex", "filterOffs", "sceneRange", "zFocus"};
|
---|
570 |
|
---|
571 | sCgDOFProgram->AddParameters(dofParams, 0, 4);
|
---|
572 |
|
---|
573 |
|
---|
574 | /////////
|
---|
575 | //-- pcf tabs for shadowing
|
---|
576 |
|
---|
577 | float filterWeights[NUM_PCF_TABS];
|
---|
578 | PoissonDiscSampleGenerator2D poisson2(NUM_PCF_TABS, 1.0f);
|
---|
579 | poisson2.Generate((float *)pcfSamples);
|
---|
580 |
|
---|
581 | for (int i = 0; i < NUM_PCF_TABS; ++ i)
|
---|
582 | {
|
---|
583 | filterWeights[i] = GaussianDistribution(pcfSamples[i].x, pcfSamples[i].y, 1.0f);
|
---|
584 | }
|
---|
585 |
|
---|
586 | sCgDeferredShadowProgram->SetArray2f(8, (float *)pcfSamples, NUM_PCF_TABS);
|
---|
587 | sCgDeferredShadowProgram->SetArray1f(9, (float *)filterWeights, NUM_PCF_TABS);
|
---|
588 |
|
---|
589 |
|
---|
590 | /////////
|
---|
591 | //-- pcf tabs for depth of field
|
---|
592 |
|
---|
593 | // todo matt: it is stupid to put num samples and width of kernel into constructor => change this!!!
|
---|
594 | PoissonDiscSampleGenerator2D poisson3(NUM_DOF_TABS, 1.0f);
|
---|
595 | poisson3.Generate((float *)dofSamples);
|
---|
596 |
|
---|
597 | for (int i = 0; i < NUM_DOF_TABS; ++ i)
|
---|
598 | {
|
---|
599 | dofSamples[i].x *= 1.0f / mWidth;
|
---|
600 | dofSamples[i].y *= 1.0f / mHeight;
|
---|
601 | }
|
---|
602 |
|
---|
603 | //float dofWeights[NUM_PCF_TABS];
|
---|
604 | //sCgDOFProgram->SetArray1f(2, (float *)dofWeights, NUM_DOF_TABS);
|
---|
605 |
|
---|
606 | PrintGLerror("init");
|
---|
607 | }
|
---|
608 |
|
---|
609 |
|
---|
610 | void DeferredRenderer::Render(FrameBufferObject *fbo,
|
---|
611 | DirectionalLight *light,
|
---|
612 | ShadowMap *shadowMap
|
---|
613 | )
|
---|
614 | {
|
---|
615 | InitFrame();
|
---|
616 |
|
---|
617 | if (shadowMap)
|
---|
618 | FirstPassShadow(fbo, light, shadowMap);
|
---|
619 | else
|
---|
620 | FirstPass(fbo, light);
|
---|
621 |
|
---|
622 | if (mShadingMethod != 0)
|
---|
623 | {
|
---|
624 | PrepareSsao(fbo); // downsample fbo buffers
|
---|
625 | }
|
---|
626 |
|
---|
627 | // q: use antialiasing before or after ssao?
|
---|
628 | //if (useAntiAliasing) AntiAliasing(fbo, light);
|
---|
629 |
|
---|
630 | switch (mShadingMethod)
|
---|
631 | {
|
---|
632 | case SSAO:
|
---|
633 | ComputeSsao(fbo, mTempCohFactor);
|
---|
634 | FilterSsao(fbo);
|
---|
635 | CombineSsao(fbo);
|
---|
636 | break;
|
---|
637 | case GI:
|
---|
638 | ComputeGlobIllum(fbo, mTempCohFactor);
|
---|
639 | CombineIllum(fbo);
|
---|
640 | break;
|
---|
641 | default:
|
---|
642 | // do nothing: standard deferred shading
|
---|
643 | break;
|
---|
644 | }
|
---|
645 |
|
---|
646 | /// depth of field
|
---|
647 | if (mUseDepthOfField)
|
---|
648 | {
|
---|
649 | DepthOfField(fbo);
|
---|
650 | }
|
---|
651 |
|
---|
652 | if (mUseToneMapping)
|
---|
653 | {
|
---|
654 | float imageKey, whiteLum, middleGrey;
|
---|
655 |
|
---|
656 | ComputeToneParameters(fbo, light, imageKey, whiteLum, middleGrey);
|
---|
657 | ToneMap(fbo, imageKey, whiteLum, middleGrey);
|
---|
658 | }
|
---|
659 |
|
---|
660 | /// compute lense flare
|
---|
661 | LenseFlare(fbo, light);
|
---|
662 |
|
---|
663 | const bool saveFrame = (mSavedFrameNumber != -1);
|
---|
664 | const bool displayAfterAA = !saveFrame;
|
---|
665 |
|
---|
666 | // multisampling is difficult / costly with deferred shading
|
---|
667 | // at least do some edge blurring
|
---|
668 | if (mUseAntiAliasing) AntiAliasing(fbo, light, displayAfterAA);
|
---|
669 |
|
---|
670 | /// store the current frame
|
---|
671 | if (saveFrame) SaveFrame(fbo);
|
---|
672 |
|
---|
673 | // if it hasn't been done yet => just output the latest buffer
|
---|
674 | if (!mUseAntiAliasing || !displayAfterAA)
|
---|
675 | Output(fbo);
|
---|
676 |
|
---|
677 | glEnable(GL_LIGHTING);
|
---|
678 | glDisable(GL_TEXTURE_2D);
|
---|
679 |
|
---|
680 | glMatrixMode(GL_PROJECTION);
|
---|
681 | glPopMatrix();
|
---|
682 |
|
---|
683 | glMatrixMode(GL_MODELVIEW);
|
---|
684 | glPopMatrix();
|
---|
685 |
|
---|
686 | // viewport
|
---|
687 | glPopAttrib();
|
---|
688 |
|
---|
689 | FrameBufferObject::Release();
|
---|
690 | ShaderManager::GetSingleton()->DisableFragmentProfile();
|
---|
691 | }
|
---|
692 |
|
---|
693 |
|
---|
694 | static inline float SqrMag(const Sample2 &s)
|
---|
695 | {
|
---|
696 | return (s.x * s.x + s.y * s.y);
|
---|
697 | }
|
---|
698 |
|
---|
699 |
|
---|
700 | static inline float SqrDist(const Sample2 &a, const Sample2 &b)
|
---|
701 | {
|
---|
702 | float x = a.x - b.x;
|
---|
703 | float y = a.y - b.y;
|
---|
704 |
|
---|
705 | return x * x + y * y;
|
---|
706 | }
|
---|
707 |
|
---|
708 |
|
---|
709 | static inline bool lt(const Sample2 &a, const Sample2 &b)
|
---|
710 | {
|
---|
711 | return SqrMag(a) < SqrMag(b);
|
---|
712 | }
|
---|
713 |
|
---|
714 |
|
---|
715 | void DeferredRenderer::SortSamples()
|
---|
716 | {
|
---|
717 | static Sample2 tempSamples[NUM_SAMPLES];
|
---|
718 | static bool checked[NUM_SAMPLES];
|
---|
719 |
|
---|
720 | for (int i = 0; i < NUM_SAMPLES; ++ i)
|
---|
721 | checked[i] = false;
|
---|
722 |
|
---|
723 | Sample2 currentSample;
|
---|
724 | currentSample.x = 0; currentSample.y = 0;
|
---|
725 | int ns = 0; // the next sample index
|
---|
726 |
|
---|
727 | for (int i = 0; i < NUM_SAMPLES; ++ i)
|
---|
728 | {
|
---|
729 | float minLen = 1e20f;
|
---|
730 |
|
---|
731 | for (int j = 0; j < NUM_SAMPLES; ++ j)
|
---|
732 | {
|
---|
733 | if (checked[j]) continue;
|
---|
734 |
|
---|
735 | Sample2 s = samples2[j];
|
---|
736 | const float len = SqrDist(s, currentSample);
|
---|
737 |
|
---|
738 | if (len < minLen)
|
---|
739 | {
|
---|
740 | minLen = len;
|
---|
741 | ns = j;
|
---|
742 | }
|
---|
743 | }
|
---|
744 |
|
---|
745 | tempSamples[i] = samples2[ns];
|
---|
746 | currentSample = samples2[ns];
|
---|
747 | checked[ns] = true;
|
---|
748 | }
|
---|
749 |
|
---|
750 | for (int i = 0; i < NUM_SAMPLES; ++ i)
|
---|
751 | samples2[i] = tempSamples[i];
|
---|
752 | }
|
---|
753 |
|
---|
754 |
|
---|
755 | void DeferredRenderer::ComputeSsao(FrameBufferObject *fbo, float tempCohFactor)
|
---|
756 | {
|
---|
757 | GLuint colorsTex, normalsTex, attribsTex;
|
---|
758 |
|
---|
759 | if (0)
|
---|
760 | {
|
---|
761 | colorsTex = fbo->GetColorBuffer(colorBufferIdx)->GetTexture();
|
---|
762 | normalsTex = fbo->GetColorBuffer(1)->GetTexture();
|
---|
763 | }
|
---|
764 | else
|
---|
765 | {
|
---|
766 | normalsTex = mDownSampleFbo->GetColorBuffer(1)->GetTexture();
|
---|
767 | colorsTex = mDownSampleFbo->GetColorBuffer(0)->GetTexture();
|
---|
768 | }
|
---|
769 |
|
---|
770 | attribsTex = fbo->GetColorBuffer(2)->GetTexture();
|
---|
771 |
|
---|
772 | // flip flop between illumination buffers
|
---|
773 | GLuint oldTex = mIllumFbo->GetColorBuffer(2 - mIllumFboIndex)->GetTexture();
|
---|
774 |
|
---|
775 | glPushAttrib(GL_VIEWPORT_BIT);
|
---|
776 | glViewport(0, 0, mIllumFbo->GetWidth(), mIllumFbo->GetHeight());
|
---|
777 |
|
---|
778 | // read the second buffer, write to the first buffer
|
---|
779 | mIllumFbo->Bind();
|
---|
780 | glDrawBuffers(1, mrt + mIllumFboIndex);
|
---|
781 |
|
---|
782 | int i = 0;
|
---|
783 |
|
---|
784 | sCgSsaoProgram->SetTexture(i ++, colorsTex);
|
---|
785 | sCgSsaoProgram->SetTexture(i ++, normalsTex);
|
---|
786 | sCgSsaoProgram->SetTexture(i ++, oldTex);
|
---|
787 | sCgSsaoProgram->SetTexture(i ++, noiseTex2D);
|
---|
788 |
|
---|
789 | sCgSsaoProgram->SetValue1f(i ++, (mUseTemporalCoherence && !mRegenerateSamples) ? tempCohFactor : 0);
|
---|
790 |
|
---|
791 | if (/*mUseTemporalCoherence || */mRegenerateSamples)
|
---|
792 | {
|
---|
793 | mRegenerateSamples = false;
|
---|
794 |
|
---|
795 | // q: should we generate new samples or only rotate the old ones?
|
---|
796 | // in the first case, the sample patterns look nicer, but the kernel
|
---|
797 | // needs longer to converge
|
---|
798 | GenerateSamples(mSamplingMethod);
|
---|
799 | CreateSampleTex(samples2, NUM_PRECOMPUTED_SAMPLES);
|
---|
800 | //if (mSortSamples) { SortSamples(); }
|
---|
801 | //sCgSsaoProgram->SetArray2f(i, (float *)samples2, NUM_SAMPLES);
|
---|
802 | //sCgSsaoProgram->SetArray2f(i, (float *)samples2, NUM_PRECOMPUTED_SAMPLES);
|
---|
803 | sCgSsaoProgram->SetTexture(i, sampleTex2D);
|
---|
804 | }
|
---|
805 |
|
---|
806 | ++ i;
|
---|
807 |
|
---|
808 | for (int j = 0; j < 4; ++ j, ++ i)
|
---|
809 | {
|
---|
810 | sCgSsaoProgram->SetValue3f(i, mCornersView[j].x, mCornersView[j].y, mCornersView[j].z);
|
---|
811 | }
|
---|
812 |
|
---|
813 | sCgSsaoProgram->SetMatrix(i ++, mProjViewMatrix);
|
---|
814 | sCgSsaoProgram->SetMatrix(i ++, mOldProjViewMatrix);
|
---|
815 |
|
---|
816 | Vector3 de;
|
---|
817 | de.x = mOldEyePos.x - mEyePos.x;
|
---|
818 | de.y = mOldEyePos.y - mEyePos.y;
|
---|
819 | de.z = mOldEyePos.z - mEyePos.z;
|
---|
820 |
|
---|
821 | sCgSsaoProgram->SetValue3f(i ++, de.x, de.y, de.z);
|
---|
822 |
|
---|
823 | for (int j = 0; j < 4; ++ j, ++ i)
|
---|
824 | {
|
---|
825 | sCgSsaoProgram->SetValue3f(i, mOldCornersView[j].x, mOldCornersView[j].y, mOldCornersView[j].z);
|
---|
826 | }
|
---|
827 |
|
---|
828 | sCgSsaoProgram->SetTexture(i ++, attribsTex);
|
---|
829 | sCgSsaoProgram->SetValue1f(i ++, mKernelRadius);
|
---|
830 | sCgSsaoProgram->SetValue1f(i ++, mSampleIntensity * mKernelRadius);
|
---|
831 |
|
---|
832 |
|
---|
833 | DrawQuad(sCgSsaoProgram);
|
---|
834 |
|
---|
835 | glPopAttrib();
|
---|
836 |
|
---|
837 | PrintGLerror("ssao first pass");
|
---|
838 | }
|
---|
839 |
|
---|
840 |
|
---|
841 | static void SetVertex(float x, float y, float x_offs, float y_offs)
|
---|
842 | {
|
---|
843 | glMultiTexCoord2fARB(GL_TEXTURE0_ARB, x, y); // center
|
---|
844 | glMultiTexCoord2fARB(GL_TEXTURE1_ARB, x - x_offs, y + y_offs); // left top
|
---|
845 | glMultiTexCoord2fARB(GL_TEXTURE2_ARB, x + x_offs, y - y_offs); // right bottom
|
---|
846 | glMultiTexCoord2fARB(GL_TEXTURE3_ARB, x + x_offs, y + y_offs); // right top
|
---|
847 | glMultiTexCoord2fARB(GL_TEXTURE4_ARB, x - x_offs, y - y_offs); // left bottom
|
---|
848 |
|
---|
849 | glMultiTexCoord4fARB(GL_TEXTURE5_ARB, x - x_offs, y, x + x_offs, y); // left right
|
---|
850 | glMultiTexCoord4fARB(GL_TEXTURE6_ARB, x, y + y_offs, x, y - y_offs); // top bottom
|
---|
851 |
|
---|
852 | //glVertex3f(x - 0.5f, y - 0.5f, -0.5f);
|
---|
853 | glVertex2f(x, y);
|
---|
854 | }
|
---|
855 |
|
---|
856 |
|
---|
857 | void DeferredRenderer::AntiAliasing(FrameBufferObject *fbo,
|
---|
858 | DirectionalLight *light,
|
---|
859 | bool displayFrame)
|
---|
860 | {
|
---|
861 | ColorBufferObject *colorBuffer = fbo->GetColorBuffer(colorBufferIdx);
|
---|
862 | GLuint colorsTex = colorBuffer->GetTexture();
|
---|
863 | GLuint normalsTex = fbo->GetColorBuffer(1)->GetTexture();
|
---|
864 |
|
---|
865 | // read the second buffer, write to the first buffer
|
---|
866 | if (!displayFrame)
|
---|
867 | FlipFbos(fbo);
|
---|
868 | else
|
---|
869 | // end of the pipeline => just draw image to screen
|
---|
870 | FrameBufferObject::Release();
|
---|
871 |
|
---|
872 | // the neighbouring texels
|
---|
873 | float xOffs = 1.0f / fbo->GetWidth();
|
---|
874 | float yOffs = 1.0f / fbo->GetHeight();
|
---|
875 |
|
---|
876 | sCgAntiAliasingProgram->SetTexture(0, colorsTex);
|
---|
877 | sCgAntiAliasingProgram->SetTexture(1, normalsTex);
|
---|
878 |
|
---|
879 | float offsets[16];
|
---|
880 | int i = 0;
|
---|
881 |
|
---|
882 | offsets[i] = -xOffs; offsets[i + 1] = yOffs; i += 2; // left top
|
---|
883 | offsets[i] = xOffs; offsets[i + 1] = -yOffs; i += 2; // right bottom
|
---|
884 | offsets[i] = xOffs; offsets[i + 1] = yOffs; i += 2; // right top
|
---|
885 | offsets[i] = -xOffs; offsets[i + 1] = -yOffs; i += 2; // left bottom
|
---|
886 | offsets[i] = -xOffs; offsets[i + 1] = .0f; i += 2; // left
|
---|
887 | offsets[i] = xOffs; offsets[i + 1] = .0f; i += 2; // right
|
---|
888 | offsets[i] = .0f; offsets[i + 1] = yOffs; i += 2; // top
|
---|
889 | offsets[i] = .0f; offsets[i + 1] = -yOffs; i += 2; // bottom
|
---|
890 |
|
---|
891 | sCgAntiAliasingProgram->SetArray2f(2, offsets, 8);
|
---|
892 |
|
---|
893 | DrawQuad(sCgAntiAliasingProgram);
|
---|
894 |
|
---|
895 | PrintGLerror("antialiasing");
|
---|
896 | }
|
---|
897 |
|
---|
898 |
|
---|
899 | void DeferredRenderer::FirstPass(FrameBufferObject *fbo, DirectionalLight *light)
|
---|
900 | {
|
---|
901 | GLuint colorsTex = fbo->GetColorBuffer(colorBufferIdx)->GetTexture();
|
---|
902 | GLuint normalsTex = fbo->GetColorBuffer(1)->GetTexture();
|
---|
903 |
|
---|
904 | FlipFbos(fbo);
|
---|
905 |
|
---|
906 | const Vector3 lightDir = -light->GetDirection();
|
---|
907 |
|
---|
908 | sCgDeferredProgram->SetTexture(0, colorsTex);
|
---|
909 | sCgDeferredProgram->SetTexture(1, normalsTex);
|
---|
910 | sCgDeferredProgram->SetValue3f(2, lightDir.x, lightDir.y, lightDir.z);
|
---|
911 |
|
---|
912 | DrawQuad(sCgDeferredProgram);
|
---|
913 |
|
---|
914 | PrintGLerror("deferred shading");
|
---|
915 | }
|
---|
916 |
|
---|
917 |
|
---|
918 | void DeferredRenderer::ComputeGlobIllum(FrameBufferObject *fbo,
|
---|
919 | float tempCohFactor)
|
---|
920 | {
|
---|
921 | #if 0
|
---|
922 | GLuint colorsTex = fbo->GetColorBuffer(colorBufferIdx)->GetTexture();
|
---|
923 | GLuint normalsTex = fbo->GetColorBuffer(1)->GetTexture();
|
---|
924 | #else
|
---|
925 | GLuint colorsTex = mDownSampleFbo->GetColorBuffer(0)->GetTexture();
|
---|
926 | GLuint normalsTex = mDownSampleFbo->GetColorBuffer(1)->GetTexture();
|
---|
927 | #endif
|
---|
928 |
|
---|
929 | glPushAttrib(GL_VIEWPORT_BIT);
|
---|
930 | glViewport(0, 0, mIllumFbo->GetWidth(), mIllumFbo->GetHeight());
|
---|
931 |
|
---|
932 | // read the second buffer, write to the first buffer
|
---|
933 | mIllumFbo->Bind();
|
---|
934 |
|
---|
935 | glDrawBuffers(2, mrt + mIllumFboIndex);
|
---|
936 |
|
---|
937 | GLuint oldSsaoTex = mIllumFbo->GetColorBuffer(2 - mIllumFboIndex)->GetTexture();
|
---|
938 | GLuint oldIllumTex = mIllumFbo->GetColorBuffer(2 - mIllumFboIndex + 1)->GetTexture();
|
---|
939 |
|
---|
940 | int i = 0;
|
---|
941 |
|
---|
942 | sCgGiProgram->SetTexture(i ++, colorsTex);
|
---|
943 | sCgGiProgram->SetTexture(i ++, normalsTex);
|
---|
944 | sCgGiProgram->SetTexture(i ++, noiseTex2D);
|
---|
945 | sCgGiProgram->SetTexture(i ++, oldSsaoTex);
|
---|
946 | sCgGiProgram->SetTexture(i ++, oldIllumTex);
|
---|
947 |
|
---|
948 | sCgGiProgram->SetValue1f(i ++,
|
---|
949 | (mUseTemporalCoherence && !mRegenerateSamples) ? tempCohFactor : 0);
|
---|
950 |
|
---|
951 | if (mUseTemporalCoherence || mRegenerateSamples)
|
---|
952 | {
|
---|
953 | mRegenerateSamples = false;
|
---|
954 |
|
---|
955 | // q: should we generate new samples or only rotate the old ones?
|
---|
956 | // in the first case, the sample patterns look nicer, but the kernel
|
---|
957 | // needs longer to converge
|
---|
958 | GenerateSamples(mSamplingMethod);
|
---|
959 |
|
---|
960 | sCgGiProgram->SetArray2f(i ++, (float *)samples2, NUM_SAMPLES);
|
---|
961 | }
|
---|
962 |
|
---|
963 | Vector3 bl = mCornersView[0];
|
---|
964 | Vector3 br = mCornersView[1];
|
---|
965 | Vector3 tl = mCornersView[2];
|
---|
966 | Vector3 tr = mCornersView[3];
|
---|
967 |
|
---|
968 | sCgGiProgram->SetValue3f(i ++, bl.x, bl.y, bl.z);
|
---|
969 | sCgGiProgram->SetValue3f(i ++, br.x, br.y, br.z);
|
---|
970 | sCgGiProgram->SetValue3f(i ++, tl.x, tl.y, tl.z);
|
---|
971 | sCgGiProgram->SetValue3f(i ++, tr.x, tr.y, tr.z);
|
---|
972 |
|
---|
973 | sCgGiProgram->SetMatrix(i ++, mOldProjViewMatrix);
|
---|
974 | sCgGiProgram->SetMatrix(i ++, mProjViewMatrix);
|
---|
975 |
|
---|
976 |
|
---|
977 | DrawQuad(sCgGiProgram);
|
---|
978 |
|
---|
979 | glPopAttrib();
|
---|
980 |
|
---|
981 | PrintGLerror("globillum first pass");
|
---|
982 | }
|
---|
983 |
|
---|
984 |
|
---|
985 | void DeferredRenderer::CombineIllum(FrameBufferObject *fbo)
|
---|
986 | {
|
---|
987 | GLuint colorsTex = fbo->GetColorBuffer(colorBufferIdx)->GetTexture();
|
---|
988 |
|
---|
989 | GLuint ssaoTex = mIllumFbo->GetColorBuffer(mIllumFboIndex)->GetTexture();
|
---|
990 | GLuint illumTex = mIllumFbo->GetColorBuffer(mIllumFboIndex + 1)->GetTexture();
|
---|
991 |
|
---|
992 | FlipFbos(fbo);
|
---|
993 |
|
---|
994 | sCgCombineIllumProgram->SetTexture(0, colorsTex);
|
---|
995 | sCgCombineIllumProgram->SetTexture(1, ssaoTex);
|
---|
996 | sCgCombineIllumProgram->SetTexture(2, illumTex);
|
---|
997 |
|
---|
998 | DrawQuad(sCgCombineIllumProgram);
|
---|
999 |
|
---|
1000 | PrintGLerror("combine");
|
---|
1001 | }
|
---|
1002 |
|
---|
1003 |
|
---|
1004 | void DeferredRenderer::FilterSsao(FrameBufferObject *fbo)
|
---|
1005 | {
|
---|
1006 | GLuint colorsTex = fbo->GetColorBuffer(colorBufferIdx)->GetTexture();
|
---|
1007 | GLuint normalsTex = fbo->GetColorBuffer(1)->GetTexture();
|
---|
1008 | GLuint ssaoTex = mIllumFbo->GetColorBuffer(mIllumFboIndex)->GetTexture();
|
---|
1009 |
|
---|
1010 | //mIllumFbo->Bind();
|
---|
1011 | //glDrawBuffers(1, mrt + mIllumFboIndex + 1);
|
---|
1012 | mTempFbo->Bind();
|
---|
1013 | glDrawBuffers(1, mrt);
|
---|
1014 |
|
---|
1015 | int i = 0;
|
---|
1016 |
|
---|
1017 | sCgFilterSsaoProgram->SetTexture(i ++, colorsTex);
|
---|
1018 | sCgFilterSsaoProgram->SetTexture(i ++, ssaoTex);
|
---|
1019 |
|
---|
1020 | for (int j = 0; j < 4; ++ j, ++ i)
|
---|
1021 | {
|
---|
1022 | sCgFilterSsaoProgram->SetValue3f(i, mCornersView[j].x, mCornersView[j].y, mCornersView[j].z);
|
---|
1023 | }
|
---|
1024 |
|
---|
1025 | sCgFilterSsaoProgram->SetValue2f(i ++, (float)mWidth, (float)mHeight);
|
---|
1026 | sCgFilterSsaoProgram->SetValue1f(i ++, mMaxConvergence);
|
---|
1027 | sCgFilterSsaoProgram->SetValue1f(i ++, mSpatialWeight);
|
---|
1028 |
|
---|
1029 | DrawQuad(sCgFilterSsaoProgram);
|
---|
1030 | PrintGLerror("combine ssao");
|
---|
1031 | }
|
---|
1032 |
|
---|
1033 |
|
---|
1034 | void DeferredRenderer::CombineSsao(FrameBufferObject *fbo)
|
---|
1035 | {
|
---|
1036 | GLuint colorsTex = fbo->GetColorBuffer(colorBufferIdx)->GetTexture();
|
---|
1037 | GLuint normalsTex = fbo->GetColorBuffer(1)->GetTexture();
|
---|
1038 | //GLuint ssaoTex = mIllumFbo->GetColorBuffer(mIllumFboIndex + 1)->GetTexture();
|
---|
1039 | GLuint ssaoTex = mTempFbo->GetColorBuffer(0)->GetTexture();
|
---|
1040 |
|
---|
1041 | FlipFbos(fbo);
|
---|
1042 |
|
---|
1043 | int i = 0;
|
---|
1044 |
|
---|
1045 | sCgCombineSsaoProgram->SetTexture(i ++, colorsTex);
|
---|
1046 | sCgCombineSsaoProgram->SetTexture(i ++, ssaoTex);
|
---|
1047 |
|
---|
1048 | for (int j = 0; j < 4; ++ j, ++ i)
|
---|
1049 | {
|
---|
1050 | sCgCombineSsaoProgram->SetValue3f(i, mCornersView[j].x, mCornersView[j].y, mCornersView[j].z);
|
---|
1051 | }
|
---|
1052 |
|
---|
1053 | sCgCombineSsaoProgram->SetValue2f(i ++, mWidth, mHeight);
|
---|
1054 | sCgCombineSsaoProgram->SetValue1f(i ++, mMaxConvergence);
|
---|
1055 | sCgCombineSsaoProgram->SetValue1f(i ++, mSpatialWeight);
|
---|
1056 |
|
---|
1057 | DrawQuad(sCgCombineSsaoProgram);
|
---|
1058 |
|
---|
1059 | PrintGLerror("combine ssao");
|
---|
1060 | }
|
---|
1061 |
|
---|
1062 |
|
---|
1063 | void DeferredRenderer::FirstPassShadow(FrameBufferObject *fbo,
|
---|
1064 | DirectionalLight *light,
|
---|
1065 | ShadowMap *shadowMap)
|
---|
1066 | {
|
---|
1067 | GLuint colorsTex = fbo->GetColorBuffer(colorBufferIdx)->GetTexture();
|
---|
1068 | GLuint normalsTex = fbo->GetColorBuffer(1)->GetTexture();
|
---|
1069 |
|
---|
1070 | GLuint shadowTex = shadowMap->GetDepthTexture();
|
---|
1071 |
|
---|
1072 | Matrix4x4 shadowMatrix;
|
---|
1073 | shadowMap->GetTextureMatrix(shadowMatrix);
|
---|
1074 |
|
---|
1075 |
|
---|
1076 | FlipFbos(fbo);
|
---|
1077 |
|
---|
1078 | sCgDeferredShadowProgram->SetTexture(0, colorsTex);
|
---|
1079 | sCgDeferredShadowProgram->SetTexture(1, normalsTex);
|
---|
1080 | sCgDeferredShadowProgram->SetTexture(2, shadowTex);
|
---|
1081 | sCgDeferredShadowProgram->SetTexture(3, noiseTex2D);
|
---|
1082 | sCgDeferredShadowProgram->SetMatrix(4, shadowMatrix);
|
---|
1083 | sCgDeferredShadowProgram->SetValue1f(5, 2.0f / shadowMap->GetSize());
|
---|
1084 |
|
---|
1085 | const Vector3 lightDir = -light->GetDirection();
|
---|
1086 | sCgDeferredShadowProgram->SetValue3f(6, lightDir.x, lightDir.y, lightDir.z);
|
---|
1087 | sCgDeferredShadowProgram->SetValue3f(7, mEyePos.x, mEyePos.y, mEyePos.z);
|
---|
1088 |
|
---|
1089 | DrawQuad(sCgDeferredShadowProgram);
|
---|
1090 |
|
---|
1091 | PrintGLerror("deferred shading + shadows");
|
---|
1092 | }
|
---|
1093 |
|
---|
1094 |
|
---|
1095 | void DeferredRenderer::ComputeToneParameters(FrameBufferObject *fbo,
|
---|
1096 | DirectionalLight *light,
|
---|
1097 | float &imageKey,
|
---|
1098 | float &whiteLum,
|
---|
1099 | float &middleGrey)
|
---|
1100 | {
|
---|
1101 | // hack: estimate value where sky burns out
|
---|
1102 | whiteLum = log(WHITE_LUMINANCE);
|
---|
1103 |
|
---|
1104 | ////////////////////
|
---|
1105 | //-- linear interpolate brightness key depending on the current sun position
|
---|
1106 |
|
---|
1107 | const float minKey = 0.09f;
|
---|
1108 | const float maxKey = 0.36f;
|
---|
1109 |
|
---|
1110 | const float lightIntensity = DotProd(-light->GetDirection(), Vector3::UNIT_Z());
|
---|
1111 | middleGrey = lightIntensity * maxKey + (1.0f - lightIntensity) * minKey;
|
---|
1112 |
|
---|
1113 |
|
---|
1114 | //////////
|
---|
1115 | //-- compute avg loglum
|
---|
1116 |
|
---|
1117 | ColorBufferObject *colorBuffer = fbo->GetColorBuffer(colorBufferIdx);
|
---|
1118 | GLuint colorsTex = colorBuffer->GetTexture();
|
---|
1119 |
|
---|
1120 | FlipFbos(fbo);
|
---|
1121 |
|
---|
1122 | sCgLogLumProgram->SetTexture(0, colorsTex);
|
---|
1123 | DrawQuad(sCgLogLumProgram);
|
---|
1124 |
|
---|
1125 | PrintGLerror("ToneMapParams");
|
---|
1126 |
|
---|
1127 |
|
---|
1128 | ///////////////////
|
---|
1129 | //-- compute avg loglum in scene using mipmapping
|
---|
1130 |
|
---|
1131 | glBindTexture(GL_TEXTURE_2D, fbo->GetColorBuffer(colorBufferIdx)->GetTexture());
|
---|
1132 | glGenerateMipmapEXT(GL_TEXTURE_2D);
|
---|
1133 | }
|
---|
1134 |
|
---|
1135 |
|
---|
1136 | static void ExportData(float *data, int w, int h)
|
---|
1137 | {
|
---|
1138 | startil();
|
---|
1139 |
|
---|
1140 | cout << "w: " << w << " h: " << h << endl;
|
---|
1141 | ILstring filename = ILstring("downsample2.jpg");
|
---|
1142 | ilRegisterType(IL_FLOAT);
|
---|
1143 |
|
---|
1144 | const int depth = 1;
|
---|
1145 | const int bpp = 4;
|
---|
1146 |
|
---|
1147 | if (!ilTexImage(w, h, depth, bpp, IL_RGBA, IL_FLOAT, data))
|
---|
1148 | {
|
---|
1149 | cerr << "IL error " << ilGetError() << endl;
|
---|
1150 | stopil();
|
---|
1151 | return;
|
---|
1152 | }
|
---|
1153 |
|
---|
1154 | if (!ilSaveImage(filename))
|
---|
1155 | {
|
---|
1156 | cerr << "TGA write error " << ilGetError() << endl;
|
---|
1157 | }
|
---|
1158 |
|
---|
1159 | stopil();
|
---|
1160 | }
|
---|
1161 |
|
---|
1162 |
|
---|
1163 | void DeferredRenderer::PrepareSsao(FrameBufferObject *fbo)
|
---|
1164 | {
|
---|
1165 | GLuint colorsTex = fbo->GetColorBuffer(colorBufferIdx)->GetTexture();
|
---|
1166 | GLuint normalsTex = fbo->GetColorBuffer(1)->GetTexture();
|
---|
1167 | GLuint diffVals = fbo->GetColorBuffer(2)->GetTexture();
|
---|
1168 | // flip flop between illumination buffers
|
---|
1169 | GLuint oldTex = mIllumFbo->GetColorBuffer(2 - mIllumFboIndex)->GetTexture();
|
---|
1170 |
|
---|
1171 | int i = 0;
|
---|
1172 |
|
---|
1173 | sCgPrepareSsaoProgram->SetTexture(i ++, colorsTex);
|
---|
1174 | sCgPrepareSsaoProgram->SetTexture(i ++, normalsTex);
|
---|
1175 | sCgPrepareSsaoProgram->SetTexture(i ++, diffVals);
|
---|
1176 | sCgPrepareSsaoProgram->SetTexture(i ++, oldTex);
|
---|
1177 |
|
---|
1178 | Vector3 de;
|
---|
1179 | de.x = mOldEyePos.x - mEyePos.x;
|
---|
1180 | de.y = mOldEyePos.y - mEyePos.y;
|
---|
1181 | de.z = mOldEyePos.z - mEyePos.z;
|
---|
1182 |
|
---|
1183 | sCgPrepareSsaoProgram->SetValue3f(i ++, de.x, de.y, de.z);
|
---|
1184 |
|
---|
1185 | sCgPrepareSsaoProgram->SetMatrix(i ++, mProjViewMatrix);
|
---|
1186 | sCgPrepareSsaoProgram->SetMatrix(i ++, mOldProjViewMatrix);
|
---|
1187 |
|
---|
1188 | for (int j = 0; j < 4; ++ j, ++ i)
|
---|
1189 | sCgPrepareSsaoProgram->SetValue3f(i, mOldCornersView[j].x, mOldCornersView[j].y, mOldCornersView[j].z);
|
---|
1190 |
|
---|
1191 | glPushAttrib(GL_VIEWPORT_BIT);
|
---|
1192 | glViewport(0, 0, mDownSampleFbo->GetWidth(), mDownSampleFbo->GetHeight());
|
---|
1193 |
|
---|
1194 | mDownSampleFbo->Bind();
|
---|
1195 |
|
---|
1196 | // prepare downsampled depth and normal texture for ssao
|
---|
1197 | glDrawBuffers(2, mrt);
|
---|
1198 |
|
---|
1199 | DrawQuad(sCgPrepareSsaoProgram);
|
---|
1200 |
|
---|
1201 | glPopAttrib();
|
---|
1202 | PrintGLerror("prepareSsao");
|
---|
1203 | }
|
---|
1204 |
|
---|
1205 |
|
---|
1206 | void DeferredRenderer::DownSample(FrameBufferObject *fbo,
|
---|
1207 | int bufferIdx,
|
---|
1208 | FrameBufferObject *downSampleFbo,
|
---|
1209 | int downSampleBufferIdx,
|
---|
1210 | ShaderProgram *program)
|
---|
1211 | {
|
---|
1212 | ColorBufferObject *buffer = fbo->GetColorBuffer(bufferIdx);
|
---|
1213 | GLuint tex = buffer->GetTexture();
|
---|
1214 |
|
---|
1215 | glPushAttrib(GL_VIEWPORT_BIT);
|
---|
1216 | glViewport(0, 0, downSampleFbo->GetWidth(), downSampleFbo->GetHeight());
|
---|
1217 |
|
---|
1218 | downSampleFbo->Bind();
|
---|
1219 |
|
---|
1220 | program->SetTexture(0, tex);
|
---|
1221 | glDrawBuffers(1, mrt + downSampleBufferIdx);
|
---|
1222 |
|
---|
1223 | DrawQuad(program);
|
---|
1224 |
|
---|
1225 | glPopAttrib();
|
---|
1226 | PrintGLerror("downsample");
|
---|
1227 | }
|
---|
1228 |
|
---|
1229 |
|
---|
1230 | void DeferredRenderer::ToneMap(FrameBufferObject *fbo,
|
---|
1231 | float imageKey,
|
---|
1232 | float whiteLum,
|
---|
1233 | float middleGrey)
|
---|
1234 | {
|
---|
1235 | ColorBufferObject *colorBuffer = fbo->GetColorBuffer(colorBufferIdx);
|
---|
1236 | GLuint colorsTex = colorBuffer->GetTexture();
|
---|
1237 | //FrameBufferObject::Release();
|
---|
1238 |
|
---|
1239 | FlipFbos(fbo);
|
---|
1240 |
|
---|
1241 | sCgToneProgram->SetTexture(0, colorsTex);
|
---|
1242 | sCgToneProgram->SetValue1f(1, imageKey);
|
---|
1243 | sCgToneProgram->SetValue1f(2, whiteLum);
|
---|
1244 | sCgToneProgram->SetValue1f(3, middleGrey);
|
---|
1245 |
|
---|
1246 | DrawQuad(sCgToneProgram);
|
---|
1247 |
|
---|
1248 | PrintGLerror("ToneMap");
|
---|
1249 | }
|
---|
1250 |
|
---|
1251 |
|
---|
1252 | void DeferredRenderer::Output(FrameBufferObject *fbo)
|
---|
1253 | {
|
---|
1254 | glPushAttrib(GL_VIEWPORT_BIT);
|
---|
1255 | glViewport(0, 0, fbo->GetWidth(), fbo->GetHeight());
|
---|
1256 |
|
---|
1257 | ColorBufferObject *colorBuffer = fbo->GetColorBuffer(colorBufferIdx);
|
---|
1258 | GLuint colorsTex = colorBuffer->GetTexture();
|
---|
1259 |
|
---|
1260 | sCgDownSampleProgram->SetTexture(0, colorsTex);
|
---|
1261 |
|
---|
1262 | FrameBufferObject::Release();
|
---|
1263 | DrawQuad(sCgDownSampleProgram);
|
---|
1264 |
|
---|
1265 | PrintGLerror("output");
|
---|
1266 | }
|
---|
1267 |
|
---|
1268 |
|
---|
1269 | void DeferredRenderer::InitFrame()
|
---|
1270 | {
|
---|
1271 | for (int i = 0; i < 4; ++ i)
|
---|
1272 | mOldCornersView[i] = mCornersView[i];
|
---|
1273 |
|
---|
1274 | mOldProjViewMatrix = mProjViewMatrix;
|
---|
1275 | mOldEyePos = mEyePos;
|
---|
1276 | mEyePos = mCamera->GetPosition();
|
---|
1277 |
|
---|
1278 | // hack: temporarily change far to improve precision
|
---|
1279 | const float oldFar = mCamera->GetFar();
|
---|
1280 | const float oldNear = mCamera->GetNear();
|
---|
1281 |
|
---|
1282 |
|
---|
1283 | Matrix4x4 matViewing, matProjection;
|
---|
1284 |
|
---|
1285 |
|
---|
1286 | ///////////////////
|
---|
1287 |
|
---|
1288 | // use view orientation as we assume that the eye point is always in the center
|
---|
1289 | // of our coordinate system, this way we have the highest precision near the eye point
|
---|
1290 | mCamera->GetViewOrientationMatrix(matViewing);
|
---|
1291 | mCamera->GetProjectionMatrix(matProjection);
|
---|
1292 |
|
---|
1293 | mProjViewMatrix = matViewing * matProjection;
|
---|
1294 | ComputeViewVectors(mCamera, mCornersView[0], mCornersView[1], mCornersView[2], mCornersView[3]);
|
---|
1295 |
|
---|
1296 |
|
---|
1297 | // switch roles of old and new fbo
|
---|
1298 | // the algorihm uses two input fbos, where the one
|
---|
1299 | // contais the color buffer from the last frame,
|
---|
1300 | // the other one will be written
|
---|
1301 |
|
---|
1302 | mIllumFboIndex = 2 - mIllumFboIndex;
|
---|
1303 |
|
---|
1304 | // enable fragment shading
|
---|
1305 | ShaderManager::GetSingleton()->EnableFragmentProfile();
|
---|
1306 |
|
---|
1307 | glDisable(GL_ALPHA_TEST);
|
---|
1308 | glDisable(GL_TEXTURE_2D);
|
---|
1309 | glDisable(GL_LIGHTING);
|
---|
1310 | glDisable(GL_BLEND);
|
---|
1311 | glDisable(GL_DEPTH_TEST);
|
---|
1312 |
|
---|
1313 | glPolygonMode(GL_FRONT, GL_FILL);
|
---|
1314 |
|
---|
1315 | glMatrixMode(GL_PROJECTION);
|
---|
1316 | glPushMatrix();
|
---|
1317 | glLoadIdentity();
|
---|
1318 |
|
---|
1319 | gluOrtho2D(0, 1, 0, 1);
|
---|
1320 |
|
---|
1321 |
|
---|
1322 | glMatrixMode(GL_MODELVIEW);
|
---|
1323 | glPushMatrix();
|
---|
1324 | glLoadIdentity();
|
---|
1325 |
|
---|
1326 |
|
---|
1327 | glPushAttrib(GL_VIEWPORT_BIT);
|
---|
1328 | glViewport(0, 0, mWidth, mHeight);
|
---|
1329 |
|
---|
1330 | // revert to old far and near plane
|
---|
1331 | mCamera->SetFar(oldFar);
|
---|
1332 | mCamera->SetNear(oldNear);
|
---|
1333 | }
|
---|
1334 |
|
---|
1335 |
|
---|
1336 | void DeferredRenderer::LenseFlare(FrameBufferObject *fbo,
|
---|
1337 | DirectionalLight *light
|
---|
1338 | )
|
---|
1339 | {
|
---|
1340 | // light source visible?
|
---|
1341 | if (!mSunVisiblePixels) return;
|
---|
1342 |
|
---|
1343 | // the sun is a large distance in the reverse light direction
|
---|
1344 | // => extrapolate light pos
|
---|
1345 | const Vector3 lightPos = light->GetDirection() * -1e3f;
|
---|
1346 |
|
---|
1347 | float w;
|
---|
1348 | Vector3 projLightPos = mProjViewMatrix.Transform(w, lightPos, 1.0f);
|
---|
1349 | projLightPos /= w;
|
---|
1350 | projLightPos = projLightPos * 0.5f + Vector3(0.5f);
|
---|
1351 |
|
---|
1352 | // vector to light from screen center in texture space
|
---|
1353 | Vector3 vectorToLight = projLightPos - Vector3(0.5f);
|
---|
1354 | vectorToLight.z = .0f;
|
---|
1355 |
|
---|
1356 | const float distanceToLight = Magnitude(vectorToLight);
|
---|
1357 | vectorToLight /= distanceToLight;
|
---|
1358 |
|
---|
1359 | //cout << "dist " << distanceToLight << " v " << vectorToLight << endl;
|
---|
1360 |
|
---|
1361 |
|
---|
1362 | ColorBufferObject *colorBuffer = fbo->GetColorBuffer(colorBufferIdx);
|
---|
1363 | GLuint colorsTex = colorBuffer->GetTexture();
|
---|
1364 |
|
---|
1365 | FlipFbos(fbo);
|
---|
1366 |
|
---|
1367 | int i = 0;
|
---|
1368 |
|
---|
1369 | sCgLenseFlareProgram->SetTexture(i ++, colorsTex);
|
---|
1370 | sCgLenseFlareProgram->SetTexture(i ++, sHaloTex[0]->GetId());
|
---|
1371 | sCgLenseFlareProgram->SetTexture(i ++, sHaloTex[1]->GetId());
|
---|
1372 | sCgLenseFlareProgram->SetTexture(i ++, sHaloTex[2]->GetId());
|
---|
1373 | sCgLenseFlareProgram->SetTexture(i ++, sHaloTex[3]->GetId());
|
---|
1374 | sCgLenseFlareProgram->SetTexture(i ++, sHaloTex[4]->GetId());
|
---|
1375 | sCgLenseFlareProgram->SetValue2f(i ++, vectorToLight.x, vectorToLight.y);
|
---|
1376 | sCgLenseFlareProgram->SetValue1f(i ++, distanceToLight);
|
---|
1377 | sCgLenseFlareProgram->SetValue1f(i ++, (float)mSunVisiblePixels);
|
---|
1378 |
|
---|
1379 | DrawQuad(sCgLenseFlareProgram);
|
---|
1380 |
|
---|
1381 | PrintGLerror("LenseFlare");
|
---|
1382 | }
|
---|
1383 |
|
---|
1384 |
|
---|
1385 | void DeferredRenderer::DepthOfField(FrameBufferObject *fbo)
|
---|
1386 | {
|
---|
1387 | ColorBufferObject *colorBuffer = fbo->GetColorBuffer(colorBufferIdx);
|
---|
1388 | GLuint colorsTex = colorBuffer->GetTexture();
|
---|
1389 |
|
---|
1390 | FlipFbos(fbo);
|
---|
1391 |
|
---|
1392 | int i = 0;
|
---|
1393 |
|
---|
1394 | const float zFocus = 7.0f;
|
---|
1395 |
|
---|
1396 | sCgDOFProgram->SetTexture(i ++, colorsTex);
|
---|
1397 | sCgDOFProgram->SetArray2f(i ++, (float *)dofSamples, NUM_DOF_TABS);
|
---|
1398 | sCgDOFProgram->SetValue1f(i ++, min(mCamera->GetFar(), mMaxDistance) - mCamera->GetNear());
|
---|
1399 | sCgDOFProgram->SetValue1f(i ++, zFocus);
|
---|
1400 |
|
---|
1401 | DrawQuad(sCgDOFProgram);
|
---|
1402 |
|
---|
1403 | PrintGLerror("LenseFlare");
|
---|
1404 | }
|
---|
1405 |
|
---|
1406 |
|
---|
1407 | void DeferredRenderer::SaveFrame(FrameBufferObject *fbo)
|
---|
1408 | {
|
---|
1409 | ColorBufferObject *colorBuffer = fbo->GetColorBuffer(colorBufferIdx);
|
---|
1410 | GLuint colorsTex = colorBuffer->GetTexture();
|
---|
1411 |
|
---|
1412 | GLubyte *data = new GLubyte[mWidth * mHeight * 4];
|
---|
1413 |
|
---|
1414 | // grab texture data
|
---|
1415 | glEnable(GL_TEXTURE_2D);
|
---|
1416 | glBindTexture(GL_TEXTURE_2D, colorsTex);
|
---|
1417 | glGetTexImage(GL_TEXTURE_2D, 0, GL_RGBA, GL_UNSIGNED_BYTE, data);
|
---|
1418 |
|
---|
1419 | glBindTexture(GL_TEXTURE_2D, 0);
|
---|
1420 | glDisable(GL_TEXTURE_2D);
|
---|
1421 |
|
---|
1422 | /////////////////
|
---|
1423 |
|
---|
1424 | startil();
|
---|
1425 |
|
---|
1426 | static char imageName[200];
|
---|
1427 | sprintf(imageName, "%s_%05d.tga", mSavedFrameSuffix.c_str(), mSavedFrameNumber);
|
---|
1428 |
|
---|
1429 | ILstring fileName = ILstring(imageName);
|
---|
1430 | ilRegisterType(IL_FLOAT);
|
---|
1431 |
|
---|
1432 | const int depth = 1;
|
---|
1433 | const int bpp = 4;
|
---|
1434 |
|
---|
1435 | if (!ilTexImage(mWidth, mHeight, depth, bpp, IL_RGBA, IL_UNSIGNED_BYTE, data))
|
---|
1436 | {
|
---|
1437 | cerr << "IL error " << ilGetError() << endl;
|
---|
1438 | stopil();
|
---|
1439 | return;
|
---|
1440 | }
|
---|
1441 |
|
---|
1442 | ilEnable(IL_FILE_OVERWRITE);
|
---|
1443 |
|
---|
1444 | if (!ilSaveImage(fileName))
|
---|
1445 | {
|
---|
1446 | cerr << "TGA write error " << ilGetError() << endl;
|
---|
1447 | }
|
---|
1448 |
|
---|
1449 | delete [] data;
|
---|
1450 |
|
---|
1451 | stopil();
|
---|
1452 |
|
---|
1453 | PrintGLerror("Store frame");
|
---|
1454 | }
|
---|
1455 |
|
---|
1456 |
|
---|
1457 | void DeferredRenderer::SetUseTemporalCoherence(bool temporal)
|
---|
1458 | {
|
---|
1459 | mUseTemporalCoherence = temporal;
|
---|
1460 | }
|
---|
1461 |
|
---|
1462 |
|
---|
1463 | void DeferredRenderer::SetSamplingMethod(SAMPLING_METHOD s)
|
---|
1464 | {
|
---|
1465 | if (s != mSamplingMethod)
|
---|
1466 | {
|
---|
1467 | mSamplingMethod = s;
|
---|
1468 | mRegenerateSamples = true;
|
---|
1469 | }
|
---|
1470 | }
|
---|
1471 |
|
---|
1472 |
|
---|
1473 | void DeferredRenderer::SetShadingMethod(SHADING_METHOD s)
|
---|
1474 | {
|
---|
1475 | if (s != mShadingMethod)
|
---|
1476 | {
|
---|
1477 | mShadingMethod = s;
|
---|
1478 | mRegenerateSamples = true;
|
---|
1479 | }
|
---|
1480 | }
|
---|
1481 |
|
---|
1482 |
|
---|
1483 | #if TODO
|
---|
1484 |
|
---|
1485 | void DeferredRenderer::SetNumSamples(int numSamples)
|
---|
1486 | {
|
---|
1487 | mNumSamples = numSamples;
|
---|
1488 | }
|
---|
1489 |
|
---|
1490 | #endif
|
---|
1491 |
|
---|
1492 |
|
---|
1493 | void DeferredRenderer::SetSampleIntensity(float sampleIntensity)
|
---|
1494 | {
|
---|
1495 | mSampleIntensity = sampleIntensity;
|
---|
1496 | mRegenerateSamples = true;
|
---|
1497 | }
|
---|
1498 |
|
---|
1499 |
|
---|
1500 | void DeferredRenderer::SetKernelRadius(float kernelRadius)
|
---|
1501 | {
|
---|
1502 | mKernelRadius = kernelRadius;
|
---|
1503 | mRegenerateSamples = true;
|
---|
1504 | }
|
---|
1505 |
|
---|
1506 |
|
---|
1507 | /*void DeferredRenderer::SetSortSamples(bool sortSamples)
|
---|
1508 | {
|
---|
1509 | mSortSamples = sortSamples;
|
---|
1510 | }*/
|
---|
1511 |
|
---|
1512 |
|
---|
1513 | void DeferredRenderer::SetSunVisiblePixels(int pixels)
|
---|
1514 | {
|
---|
1515 | mSunVisiblePixels = pixels;
|
---|
1516 | }
|
---|
1517 |
|
---|
1518 |
|
---|
1519 | void DeferredRenderer::SetMaxDistance(float maxDist)
|
---|
1520 | {
|
---|
1521 | mMaxDistance = maxDist;
|
---|
1522 | }
|
---|
1523 |
|
---|
1524 |
|
---|
1525 | void DeferredRenderer::SetUseToneMapping(bool toneMapping)
|
---|
1526 | {
|
---|
1527 | mUseToneMapping = toneMapping;
|
---|
1528 | }
|
---|
1529 |
|
---|
1530 |
|
---|
1531 | void DeferredRenderer::SetUseAntiAliasing(bool antiAliasing)
|
---|
1532 | {
|
---|
1533 | mUseAntiAliasing = antiAliasing;
|
---|
1534 | }
|
---|
1535 |
|
---|
1536 |
|
---|
1537 | void DeferredRenderer::SetUseDepthOfField(bool dof)
|
---|
1538 | {
|
---|
1539 | mUseDepthOfField = dof;
|
---|
1540 | }
|
---|
1541 |
|
---|
1542 |
|
---|
1543 | void DeferredRenderer::SetTemporalCoherenceFactorForSsao(float factor)
|
---|
1544 | {
|
---|
1545 | mTempCohFactor = factor;
|
---|
1546 | }
|
---|
1547 |
|
---|
1548 |
|
---|
1549 | void DeferredRenderer::SetSaveFrame(const string &suffix, int frameNumber)
|
---|
1550 | {
|
---|
1551 | mSavedFrameSuffix = suffix;
|
---|
1552 | mSavedFrameNumber = frameNumber;
|
---|
1553 | }
|
---|
1554 |
|
---|
1555 |
|
---|
1556 | void DeferredRenderer::SetMaxConvergence(float c)
|
---|
1557 | {
|
---|
1558 | mMaxConvergence = c;
|
---|
1559 | }
|
---|
1560 |
|
---|
1561 |
|
---|
1562 | void DeferredRenderer::SetSpatialWeight(float w)
|
---|
1563 | {
|
---|
1564 | mSpatialWeight = w;
|
---|
1565 | }
|
---|
1566 |
|
---|
1567 |
|
---|
1568 | } // namespace
|
---|