source: GTP/trunk/App/Demos/Vis/FriendlyCulling/src/DeferredRenderer.h @ 3085

Revision 3085, 3.5 KB checked in by mattausch, 16 years ago (diff)
RevLine 
[2952]1#ifndef _DEFERREDRENDERER_H__
2#define _DEFERREDRENDERER_H__
[2858]3
4#include "common.h"
[3085]5#include "Matrix4x4.h"
6#include "Vector3.h"
[2896]7
[2858]8namespace CHCDemoEngine
9{
10
11class FrameBufferObject;
[2860]12class Vector3;
[3062]13class PerspectiveCamera;
[2861]14class Matrix4x4;
[2896]15class ShadowMap;
[2952]16class DirectionalLight;
[2858]17
[2896]18
[3019]19
20
[2859]21/** This class implements a deferred shading algorithm that takes
22        a frame buffer object as input and outputs an image in the given size
[2858]23*/
[2896]24class DeferredRenderer
[2858]25{
26public:
[2874]27        /** Constructor for a deferred shader taking the requested output image size,
[3068]28                the current camera;
[2858]29        */
[3068]30        DeferredRenderer(int w, int h, PerspectiveCamera *cam);
[2874]31        /** The algorithm renders the scene given an fbo consists of 1 color buffer,
[2861]32                1 position buffer, and 1 normal buffer.
33                We also need the  projection view matrix of the last frame for reprojection, and
34                a smoothing factor for temporal coherence
[2858]35        */
[3021]36
37        ~DeferredRenderer();
38
[2900]39        void Render(FrameBufferObject *fbo,
[2901]40                                float tempCohFactor,
[2952]41                                DirectionalLight *light,
[2991]42                                bool useToneMapping,
43                                ShadowMap *shadowMap = NULL
44                                );
[2859]45
[3021]46       
[2875]47        void SetUseTemporalCoherence(bool temporal);
[2874]48
[2930]49        enum SAMPLING_METHOD {SAMPLING_POISSON, SAMPLING_QUADRATIC, SAMPLING_DEFAULT};
[2896]50        enum SHADING_METHOD {DEFAULT, SSAO, GI};
[3068]51        /** Set the samplig method for the indirect illumination
52        */
[2896]53        void SetSamplingMethod(SAMPLING_METHOD s);
[3068]54        /** Set the shading method (SSAO, SSAO + color bleeding
55        */
[2897]56        void SetShadingMethod(SHADING_METHOD s);
[3021]57
[3068]58        // hack: store the color buffer idx for the currently used flip flop-MRT here
[3038]59        // TODO matt: make this less hacky
[2976]60        static int colorBufferIdx;
[2887]61
[3038]62
[2859]63protected:
64
[3085]65        void ComputeSsao(FrameBufferObject *fbo, float tempCohFactor);
[2859]66
[3085]67        void ComputeGlobIllum(FrameBufferObject *fbo, float tempCohFactor);
[2873]68
[2952]69        void FirstPass(FrameBufferObject *fbo, DirectionalLight *light);
[2868]70
[2952]71        void FirstPassShadow(FrameBufferObject *fbo, DirectionalLight *light, ShadowMap *shadowMap);
[2896]72
[3038]73        void ComputeToneParameters(FrameBufferObject *fbo,
74                                                           DirectionalLight *light,
75                                                           float &imageKey,
76                                                           float &whiteLum,
77                                                           float &middleGrey);
[2972]78
[3007]79        void ToneMap(FrameBufferObject *fbo, float imageKey, float whiteLum, float middleGrey);
[2972]80
[2973]81
[2880]82        void CombineSsao(FrameBufferObject *fbo);
83        void CombineIllum(FrameBufferObject *fbo);
84
[2970]85        void AntiAliasing(FrameBufferObject *fbo, DirectionalLight *light);
[3006]86        /** Downsample buffer of fbo to buffer of downSampleFbo. The downSampleFbo must have half the
87                resolution of fbo.
88        */
89        void DownSample(FrameBufferObject *fbo, int bufferIdx,
90                                        FrameBufferObject *downSampleFbo, int downSampleBufferIdx);
[2972]91
[3026]92        void DrawQuad(ShaderProgram *p);
[2972]93
[3038]94        /** Initialises the deferred shader and loads the required shaders:
95                This function has to be called only once.
96        */
97        void InitCg();
[3085]98        /** Is called once per render call and sets the most important parameters.
99        */
100        void InitFrame();
[3026]101
102
[2859]103        ////////////
104
105        int mWidth;
106        int mHeight;
107
[3062]108        PerspectiveCamera *mCamera;
[2860]109
[2875]110        bool mUseTemporalCoherence;
[2887]111
[2896]112        int mSamplingMethod;
113
114        int mShadingMethod;
115
116        bool mRegenerateSamples;
[2976]117
[3019]118        int mIllumFboIndex;
119        // the fbo for indirect illumination (ssao + color bleeding)
120        FrameBufferObject *mIllumFbo;
[2994]121
122        FrameBufferObject *mDownSampleFbo;
[3019]123
124        FBOContainer mFBOs;
125
126        static ShaderContainer sShaders;
[3085]127
128        Matrix4x4 mProjViewMatrix;
129        Matrix4x4 mOldProjViewMatrix;
130
131        Vector3 mCornersView[4];
132        Vector3 mOldCornersView[4];
133
134        Vector3 mEyePos;
135        Vector3 mOldEyePos;
[2858]136};
137
[3038]138
[2858]139} // namespace
[2886]140
[2859]141#endif // _SsaoShader_H__
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