source: GTP/trunk/App/Demos/Vis/FriendlyCulling/src/DeferredRenderer.h @ 3175

Revision 3175, 3.7 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,
[3175]43                                bool useAntiAliasing,
[2991]44                                ShadowMap *shadowMap = NULL
45                                );
[2859]46
[3021]47       
[2875]48        void SetUseTemporalCoherence(bool temporal);
[2874]49
[2930]50        enum SAMPLING_METHOD {SAMPLING_POISSON, SAMPLING_QUADRATIC, SAMPLING_DEFAULT};
[2896]51        enum SHADING_METHOD {DEFAULT, SSAO, GI};
[3068]52        /** Set the samplig method for the indirect illumination
53        */
[2896]54        void SetSamplingMethod(SAMPLING_METHOD s);
[3068]55        /** Set the shading method (SSAO, SSAO + color bleeding
56        */
[2897]57        void SetShadingMethod(SHADING_METHOD s);
[3021]58
[3068]59        // hack: store the color buffer idx for the currently used flip flop-MRT here
[3038]60        // TODO matt: make this less hacky
[2976]61        static int colorBufferIdx;
[2887]62
[3038]63
[2859]64protected:
65
[3085]66        void ComputeSsao(FrameBufferObject *fbo, float tempCohFactor);
[2859]67
[3085]68        void ComputeGlobIllum(FrameBufferObject *fbo, float tempCohFactor);
[2873]69
[2952]70        void FirstPass(FrameBufferObject *fbo, DirectionalLight *light);
[2868]71
[2952]72        void FirstPassShadow(FrameBufferObject *fbo, DirectionalLight *light, ShadowMap *shadowMap);
[2896]73
[3038]74        void ComputeToneParameters(FrameBufferObject *fbo,
75                                                           DirectionalLight *light,
76                                                           float &imageKey,
77                                                           float &whiteLum,
78                                                           float &middleGrey);
[2972]79
[3007]80        void ToneMap(FrameBufferObject *fbo, float imageKey, float whiteLum, float middleGrey);
[2972]81
[2973]82
[2880]83        void CombineSsao(FrameBufferObject *fbo);
84        void CombineIllum(FrameBufferObject *fbo);
85
[2970]86        void AntiAliasing(FrameBufferObject *fbo, DirectionalLight *light);
[3006]87        /** Downsample buffer of fbo to buffer of downSampleFbo. The downSampleFbo must have half the
88                resolution of fbo.
89        */
[3137]90        void DownSample(FrameBufferObject *fbo,
91                                        int bufferIdx,
92                                        FrameBufferObject *downSampleFbo,
93                                        int downSampleBufferIdx,
94                                        ShaderProgram *program);
[2972]95
[3026]96        void DrawQuad(ShaderProgram *p);
[2972]97
[3132]98        void Output(FrameBufferObject *fbo);
99
[3038]100        /** Initialises the deferred shader and loads the required shaders:
101                This function has to be called only once.
102        */
103        void InitCg();
[3085]104        /** Is called once per render call and sets the most important parameters.
105        */
106        void InitFrame();
[3026]107
[3132]108        void FlipFbos(FrameBufferObject *fbo);
[3026]109
[3155]110        void PrepareSsao(FrameBufferObject *fbo);
[3132]111
[3167]112        void SortSamples();
[3155]113
114
[2859]115        ////////////
116
117        int mWidth;
118        int mHeight;
119
[3062]120        PerspectiveCamera *mCamera;
[2860]121
[2875]122        bool mUseTemporalCoherence;
[2887]123
[2896]124        int mSamplingMethod;
125
126        int mShadingMethod;
127
128        bool mRegenerateSamples;
[2976]129
[3019]130        int mIllumFboIndex;
131        // the fbo for indirect illumination (ssao + color bleeding)
132        FrameBufferObject *mIllumFbo;
[2994]133
134        FrameBufferObject *mDownSampleFbo;
[3019]135
136        FBOContainer mFBOs;
137
138        static ShaderContainer sShaders;
[3085]139
140        Matrix4x4 mProjViewMatrix;
141        Matrix4x4 mOldProjViewMatrix;
142
143        Vector3 mCornersView[4];
144        Vector3 mOldCornersView[4];
145
146        Vector3 mEyePos;
147        Vector3 mOldEyePos;
[2858]148};
149
[3038]150
[2858]151} // namespace
[2886]152
[2859]153#endif // _SsaoShader_H__
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