[2952] | 1 | #ifndef _DEFERREDRENDERER_H__
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| 2 | #define _DEFERREDRENDERER_H__
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[2858] | 3 |
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| 4 | #include "common.h"
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[2859] | 5 | #include "glInterface.h"
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[3021] | 6 | #include "ShaderProgram.h"
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[2896] | 7 |
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[2859] | 8 | #include <Cg/cg.h>
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| 9 | #include <Cg/cgGL.h>
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[2858] | 10 |
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[2859] | 11 |
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[2858] | 12 | namespace CHCDemoEngine
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| 13 | {
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| 14 |
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| 15 | class FrameBufferObject;
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[2860] | 16 | class Vector3;
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| 17 | class Camera;
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[2861] | 18 | class Matrix4x4;
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[2896] | 19 | class ShadowMap;
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[2952] | 20 | class DirectionalLight;
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[2858] | 21 |
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[2896] | 22 |
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[3019] | 23 |
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| 24 | typedef std::vector<FrameBufferObject *> FBOContainer;
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| 25 |
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[2859] | 26 | /** This class implements a deferred shading algorithm that takes
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| 27 | a frame buffer object as input and outputs an image in the given size
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[2858] | 28 | */
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[2896] | 29 | class DeferredRenderer
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[2858] | 30 | {
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| 31 | public:
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[2874] | 32 | /** Constructor for a deferred shader taking the requested output image size,
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[2861] | 33 | the current camera, and a scaling factor.
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[2860] | 34 |
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| 35 | The parameter scaleFactor must be reciprocal value of the
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[2952] | 36 | scale factor used for creating the world space position texture. It is used recover the
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[2860] | 37 | exact scene size that was scaled in order to improve floating point precision.
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[2858] | 38 | */
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[2896] | 39 | DeferredRenderer(int w, int h, Camera *cam, float scaleFactor);
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[2874] | 40 | /** The algorithm renders the scene given an fbo consists of 1 color buffer,
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[2861] | 41 | 1 position buffer, and 1 normal buffer.
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| 42 | We also need the projection view matrix of the last frame for reprojection, and
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| 43 | a smoothing factor for temporal coherence
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[2858] | 44 | */
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[3021] | 45 |
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| 46 | ~DeferredRenderer();
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| 47 |
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[2900] | 48 | void Render(FrameBufferObject *fbo,
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| 49 | const Matrix4x4 &oldProjViewMatrix,
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| 50 | const Matrix4x4 &projViewMatrix,
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[2901] | 51 | float tempCohFactor,
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[2952] | 52 | DirectionalLight *light,
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[2991] | 53 | bool useToneMapping,
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| 54 | ShadowMap *shadowMap = NULL
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| 55 | );
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[2859] | 56 |
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[3021] | 57 |
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[2875] | 58 | void SetUseTemporalCoherence(bool temporal);
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[2874] | 59 |
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[2930] | 60 | enum SAMPLING_METHOD {SAMPLING_POISSON, SAMPLING_QUADRATIC, SAMPLING_DEFAULT};
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[2896] | 61 | enum SHADING_METHOD {DEFAULT, SSAO, GI};
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[2875] | 62 |
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[2896] | 63 | void SetSamplingMethod(SAMPLING_METHOD s);
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[2887] | 64 |
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[2897] | 65 | void SetShadingMethod(SHADING_METHOD s);
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[3021] | 66 |
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| 67 | /** Initialises the deferred shader and loads the required shaders:
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| 68 | This function has to be called only once.
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| 69 | */
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| 70 | static void InitCG(CGcontext context);
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| 71 | /** Releases all shader resources.
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| 72 | */
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| 73 | static void ReleaseCG();
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| 74 |
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[2976] | 75 | static int colorBufferIdx;
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[2887] | 76 |
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[2859] | 77 | protected:
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| 78 |
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[2928] | 79 | void ComputeSsao(FrameBufferObject *fbo,
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| 80 | float tempCohFactor,
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[3027] | 81 | const Matrix4x4 &projViewMatrix,
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| 82 | const Matrix4x4 &oldProjViewMatrix
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| 83 | );
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[2859] | 84 |
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[3027] | 85 | void ComputeGlobIllum(FrameBufferObject *fbo,
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| 86 | float tempCohFactor,
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| 87 | const Matrix4x4 &projViewMatrix,
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| 88 | const Matrix4x4 &oldProjViewMatrix);
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[2873] | 89 |
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[2952] | 90 | void FirstPass(FrameBufferObject *fbo, DirectionalLight *light);
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[2868] | 91 |
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[2952] | 92 | void FirstPassShadow(FrameBufferObject *fbo, DirectionalLight *light, ShadowMap *shadowMap);
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[2896] | 93 |
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[2973] | 94 | void ComputeToneParameters(FrameBufferObject *fbo, DirectionalLight *light, float &imageKey, float &whiteLum, float &middleGrey);
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[2972] | 95 |
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[3007] | 96 | void ToneMap(FrameBufferObject *fbo, float imageKey, float whiteLum, float middleGrey);
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[2972] | 97 |
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[2973] | 98 |
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[2880] | 99 | void CombineSsao(FrameBufferObject *fbo);
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| 100 | void CombineIllum(FrameBufferObject *fbo);
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| 101 |
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[2970] | 102 | void AntiAliasing(FrameBufferObject *fbo, DirectionalLight *light);
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[2889] | 103 | /** Helper method that computes the view vectors in the corners of the current view frustum.
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| 104 | */
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[2861] | 105 | void ComputeViewVectors(Vector3 &tl, Vector3 &tr, Vector3 &bl, Vector3 &br);
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[2859] | 106 |
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[3006] | 107 | /** Downsample buffer of fbo to buffer of downSampleFbo. The downSampleFbo must have half the
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| 108 | resolution of fbo.
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| 109 | */
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| 110 | void DownSample(FrameBufferObject *fbo, int bufferIdx,
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| 111 | FrameBufferObject *downSampleFbo, int downSampleBufferIdx);
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[2972] | 112 |
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[3026] | 113 | void DrawQuad(ShaderProgram *p);
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[2972] | 114 |
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[3026] | 115 | static bool InitProgram(ShaderProgram **program,
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| 116 | CGcontext context,
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| 117 | const std::string &filename,
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| 118 | const std::string &functionName);
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| 119 |
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| 120 |
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[2859] | 121 | ////////////
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| 122 |
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| 123 | int mWidth;
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| 124 | int mHeight;
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| 125 |
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[2860] | 126 | Camera *mCamera;
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| 127 |
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[2875] | 128 | bool mUseTemporalCoherence;
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[2887] | 129 |
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[2896] | 130 | int mSamplingMethod;
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| 131 |
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| 132 | int mShadingMethod;
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| 133 |
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| 134 | bool mRegenerateSamples;
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[2976] | 135 |
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[3019] | 136 | int mIllumFboIndex;
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| 137 | // the fbo for indirect illumination (ssao + color bleeding)
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| 138 | FrameBufferObject *mIllumFbo;
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[2994] | 139 |
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| 140 | FrameBufferObject *mDownSampleFbo;
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[3019] | 141 |
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| 142 | FBOContainer mFBOs;
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| 143 |
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| 144 | static ShaderContainer sShaders;
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[2858] | 145 | };
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| 146 |
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| 147 | } // namespace
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[2886] | 148 |
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[2859] | 149 | #endif // _SsaoShader_H__ |
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