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