[2952] | 1 | #ifndef _DEFERREDRENDERER_H__
|
---|
| 2 | #define _DEFERREDRENDERER_H__
|
---|
[2858] | 3 |
|
---|
| 4 | #include "common.h"
|
---|
[2859] | 5 | #include "glInterface.h"
|
---|
[3021] | 6 | #include "ShaderProgram.h"
|
---|
[2896] | 7 |
|
---|
[2859] | 8 | #include <Cg/cg.h>
|
---|
| 9 | #include <Cg/cgGL.h>
|
---|
[2858] | 10 |
|
---|
[2859] | 11 |
|
---|
[2858] | 12 | namespace CHCDemoEngine
|
---|
| 13 | {
|
---|
| 14 |
|
---|
| 15 | class FrameBufferObject;
|
---|
[2860] | 16 | class Vector3;
|
---|
| 17 | class Camera;
|
---|
[2861] | 18 | class Matrix4x4;
|
---|
[2896] | 19 | class ShadowMap;
|
---|
[2952] | 20 | class DirectionalLight;
|
---|
[2858] | 21 |
|
---|
[2896] | 22 |
|
---|
[3019] | 23 |
|
---|
| 24 |
|
---|
[2859] | 25 | /** This class implements a deferred shading algorithm that takes
|
---|
| 26 | a frame buffer object as input and outputs an image in the given size
|
---|
[2858] | 27 | */
|
---|
[2896] | 28 | class DeferredRenderer
|
---|
[2858] | 29 | {
|
---|
| 30 | public:
|
---|
[2874] | 31 | /** Constructor for a deferred shader taking the requested output image size,
|
---|
[2861] | 32 | the current camera, and a scaling factor.
|
---|
[2860] | 33 |
|
---|
| 34 | The parameter scaleFactor must be reciprocal value of the
|
---|
[2952] | 35 | scale factor used for creating the world space position texture. It is used recover the
|
---|
[2860] | 36 | exact scene size that was scaled in order to improve floating point precision.
|
---|
[2858] | 37 | */
|
---|
[2896] | 38 | DeferredRenderer(int w, int h, Camera *cam, float scaleFactor);
|
---|
[2874] | 39 | /** The algorithm renders the scene given an fbo consists of 1 color buffer,
|
---|
[2861] | 40 | 1 position buffer, and 1 normal buffer.
|
---|
| 41 | We also need the projection view matrix of the last frame for reprojection, and
|
---|
| 42 | a smoothing factor for temporal coherence
|
---|
[2858] | 43 | */
|
---|
[3021] | 44 |
|
---|
| 45 | ~DeferredRenderer();
|
---|
| 46 |
|
---|
[2900] | 47 | void Render(FrameBufferObject *fbo,
|
---|
| 48 | const Matrix4x4 &oldProjViewMatrix,
|
---|
| 49 | const Matrix4x4 &projViewMatrix,
|
---|
[2901] | 50 | float tempCohFactor,
|
---|
[2952] | 51 | DirectionalLight *light,
|
---|
[2991] | 52 | bool useToneMapping,
|
---|
| 53 | ShadowMap *shadowMap = NULL
|
---|
| 54 | );
|
---|
[2859] | 55 |
|
---|
[3021] | 56 |
|
---|
[2875] | 57 | void SetUseTemporalCoherence(bool temporal);
|
---|
[2874] | 58 |
|
---|
[2930] | 59 | enum SAMPLING_METHOD {SAMPLING_POISSON, SAMPLING_QUADRATIC, SAMPLING_DEFAULT};
|
---|
[2896] | 60 | enum SHADING_METHOD {DEFAULT, SSAO, GI};
|
---|
[2875] | 61 |
|
---|
[2896] | 62 | void SetSamplingMethod(SAMPLING_METHOD s);
|
---|
[2887] | 63 |
|
---|
[2897] | 64 | void SetShadingMethod(SHADING_METHOD s);
|
---|
[3021] | 65 |
|
---|
[3038] | 66 | // hack: store the color buffer idx for the first flipflip-mrt here
|
---|
| 67 | // TODO matt: make this less hacky
|
---|
[2976] | 68 | static int colorBufferIdx;
|
---|
[2887] | 69 |
|
---|
[3038] | 70 |
|
---|
[2859] | 71 | protected:
|
---|
| 72 |
|
---|
[2928] | 73 | void ComputeSsao(FrameBufferObject *fbo,
|
---|
| 74 | float tempCohFactor,
|
---|
[3027] | 75 | const Matrix4x4 &projViewMatrix,
|
---|
| 76 | const Matrix4x4 &oldProjViewMatrix
|
---|
| 77 | );
|
---|
[2859] | 78 |
|
---|
[3027] | 79 | void ComputeGlobIllum(FrameBufferObject *fbo,
|
---|
| 80 | float tempCohFactor,
|
---|
| 81 | const Matrix4x4 &projViewMatrix,
|
---|
| 82 | const Matrix4x4 &oldProjViewMatrix);
|
---|
[2873] | 83 |
|
---|
[2952] | 84 | void FirstPass(FrameBufferObject *fbo, DirectionalLight *light);
|
---|
[2868] | 85 |
|
---|
[2952] | 86 | void FirstPassShadow(FrameBufferObject *fbo, DirectionalLight *light, ShadowMap *shadowMap);
|
---|
[2896] | 87 |
|
---|
[3038] | 88 | void ComputeToneParameters(FrameBufferObject *fbo,
|
---|
| 89 | DirectionalLight *light,
|
---|
| 90 | float &imageKey,
|
---|
| 91 | float &whiteLum,
|
---|
| 92 | float &middleGrey);
|
---|
[2972] | 93 |
|
---|
[3007] | 94 | void ToneMap(FrameBufferObject *fbo, float imageKey, float whiteLum, float middleGrey);
|
---|
[2972] | 95 |
|
---|
[2973] | 96 |
|
---|
[2880] | 97 | void CombineSsao(FrameBufferObject *fbo);
|
---|
| 98 | void CombineIllum(FrameBufferObject *fbo);
|
---|
| 99 |
|
---|
[2970] | 100 | void AntiAliasing(FrameBufferObject *fbo, DirectionalLight *light);
|
---|
[2889] | 101 | /** Helper method that computes the view vectors in the corners of the current view frustum.
|
---|
| 102 | */
|
---|
[2861] | 103 | void ComputeViewVectors(Vector3 &tl, Vector3 &tr, Vector3 &bl, Vector3 &br);
|
---|
[2859] | 104 |
|
---|
[3006] | 105 | /** Downsample buffer of fbo to buffer of downSampleFbo. The downSampleFbo must have half the
|
---|
| 106 | resolution of fbo.
|
---|
| 107 | */
|
---|
| 108 | void DownSample(FrameBufferObject *fbo, int bufferIdx,
|
---|
| 109 | FrameBufferObject *downSampleFbo, int downSampleBufferIdx);
|
---|
[2972] | 110 |
|
---|
[3026] | 111 | void DrawQuad(ShaderProgram *p);
|
---|
[2972] | 112 |
|
---|
[3038] | 113 | /** Initialises the deferred shader and loads the required shaders:
|
---|
| 114 | This function has to be called only once.
|
---|
| 115 | */
|
---|
| 116 | void InitCg();
|
---|
[3026] | 117 |
|
---|
| 118 |
|
---|
[2859] | 119 | ////////////
|
---|
| 120 |
|
---|
| 121 | int mWidth;
|
---|
| 122 | int mHeight;
|
---|
| 123 |
|
---|
[2860] | 124 | Camera *mCamera;
|
---|
| 125 |
|
---|
[2875] | 126 | bool mUseTemporalCoherence;
|
---|
[2887] | 127 |
|
---|
[2896] | 128 | int mSamplingMethod;
|
---|
| 129 |
|
---|
| 130 | int mShadingMethod;
|
---|
| 131 |
|
---|
| 132 | bool mRegenerateSamples;
|
---|
[2976] | 133 |
|
---|
[3019] | 134 | int mIllumFboIndex;
|
---|
| 135 | // the fbo for indirect illumination (ssao + color bleeding)
|
---|
| 136 | FrameBufferObject *mIllumFbo;
|
---|
[2994] | 137 |
|
---|
| 138 | FrameBufferObject *mDownSampleFbo;
|
---|
[3019] | 139 |
|
---|
| 140 | FBOContainer mFBOs;
|
---|
| 141 |
|
---|
| 142 | static ShaderContainer sShaders;
|
---|
[2858] | 143 | };
|
---|
| 144 |
|
---|
[3038] | 145 |
|
---|
[2858] | 146 | } // namespace
|
---|
[2886] | 147 |
|
---|
[2859] | 148 | #endif // _SsaoShader_H__ |
---|