1 | #ifndef _DEFERREDRENDERER_H__
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2 | #define _DEFERREDRENDERER_H__
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3 |
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4 | #include "common.h"
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5 | #include "glInterface.h"
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6 |
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7 | #include <Cg/cg.h>
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8 | #include <Cg/cgGL.h>
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9 |
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10 |
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11 | namespace CHCDemoEngine
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12 | {
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13 |
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14 | class FrameBufferObject;
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15 | class Vector3;
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16 | class Camera;
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17 | class Matrix4x4;
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18 | class ShadowMap;
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19 | class DirectionalLight;
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20 |
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21 |
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22 | /** This class implements a deferred shading algorithm that takes
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23 | a frame buffer object as input and outputs an image in the given size
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24 | */
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25 | class DeferredRenderer
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26 | {
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27 | public:
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28 | /** Constructor for a deferred shader taking the requested output image size,
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29 | the current camera, and a scaling factor.
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30 |
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31 | The parameter scaleFactor must be reciprocal value of the
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32 | scale factor used for creating the world space position texture. It is used recover the
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33 | exact scene size that was scaled in order to improve floating point precision.
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34 | */
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35 | DeferredRenderer(int w, int h, Camera *cam, float scaleFactor);
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36 | /** The algorithm renders the scene given an fbo consists of 1 color buffer,
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37 | 1 position buffer, and 1 normal buffer.
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38 | We also need the projection view matrix of the last frame for reprojection, and
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39 | a smoothing factor for temporal coherence
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40 | */
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41 | void Render(FrameBufferObject *fbo,
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42 | const Matrix4x4 &oldProjViewMatrix,
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43 | const Matrix4x4 &projViewMatrix,
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44 | float tempCohFactor,
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45 | DirectionalLight *light,
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46 | bool useToneMapping,
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47 | ShadowMap *shadowMap = NULL
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48 | );
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49 |
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50 | /** Initialises the deferred shader and loads the required shaders:
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51 | This function has to be called only once.
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52 | */
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53 | static void Init(CGcontext context);
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54 |
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55 | ~DeferredRenderer();
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56 |
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57 | void SetUseTemporalCoherence(bool temporal);
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58 |
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59 | enum SAMPLING_METHOD {SAMPLING_POISSON, SAMPLING_QUADRATIC, SAMPLING_DEFAULT};
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60 | enum SHADING_METHOD {DEFAULT, SSAO, GI};
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61 |
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62 | void SetSamplingMethod(SAMPLING_METHOD s);
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63 |
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64 | void SetShadingMethod(SHADING_METHOD s);
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65 | static int colorBufferIdx;
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66 |
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67 | protected:
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68 |
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69 | void ComputeSsao(FrameBufferObject *fbo,
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70 | float tempCohFactor,
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71 | const Matrix4x4 &oldProjViewMatrix,
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72 | const Matrix4x4 &projViewMatrix);
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73 |
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74 | void ComputeGlobIllum(FrameBufferObject *fbo, float tempCohFactor, const Matrix4x4 &oldProjViewMatrix);
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75 |
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76 | void FirstPass(FrameBufferObject *fbo, DirectionalLight *light);
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77 |
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78 | void FirstPassShadow(FrameBufferObject *fbo, DirectionalLight *light, ShadowMap *shadowMap);
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79 |
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80 | void ComputeToneParameters(FrameBufferObject *fbo, DirectionalLight *light, float &imageKey, float &whiteLum, float &middleGrey);
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81 |
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82 | void ToneMap(FrameBufferObject *fbo, DirectionalLight *light, float imageKey, float whiteLum, float middleGrey);
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83 |
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84 |
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85 | void CombineSsao(FrameBufferObject *fbo);
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86 | void CombineIllum(FrameBufferObject *fbo);
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87 |
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88 | void AntiAliasing(FrameBufferObject *fbo, DirectionalLight *light);
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89 | /** Helper method that computes the view vectors in the corners of the current view frustum.
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90 | */
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91 | void ComputeViewVectors(Vector3 &tl, Vector3 &tr, Vector3 &bl, Vector3 &br);
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92 |
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93 | void DownSample(FrameBufferObject *fbo);
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94 |
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95 |
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96 |
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97 | ////////////
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98 |
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99 | int mWidth;
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100 | int mHeight;
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101 |
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102 | /// a scale factor of scene positions in order to get better float precision in the shader
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103 | float mScaleFactor;
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104 |
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105 | Camera *mCamera;
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106 |
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107 | bool mUseTemporalCoherence;
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108 |
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109 | int mSamplingMethod;
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110 | int mFboIndex;
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111 |
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112 | int mShadingMethod;
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113 |
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114 | bool mRegenerateSamples;
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115 |
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116 | // the main fbo we are working with
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117 | FrameBufferObject *mFbo;
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118 |
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119 | FrameBufferObject *mDownSampleFbo;
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120 | };
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121 |
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122 | } // namespace
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123 |
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124 | #endif // _SsaoShader_H__ |
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