source: GTP/trunk/App/Demos/Vis/FriendlyCulling/src/DeferredRenderer.h @ 3189

Revision 3189, 3.8 KB checked in by mattausch, 16 years ago (diff)
Line 
1#ifndef _DEFERREDRENDERER_H__
2#define _DEFERREDRENDERER_H__
3
4#include "common.h"
5#include "Matrix4x4.h"
6#include "Vector3.h"
7
8namespace CHCDemoEngine
9{
10
11class FrameBufferObject;
12class Vector3;
13class PerspectiveCamera;
14class Matrix4x4;
15class ShadowMap;
16class DirectionalLight;
17
18
19
20
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
23*/
24class DeferredRenderer
25{
26public:
27        /** Constructor for a deferred shader taking the requested output image size,
28                the current camera;
29        */
30        DeferredRenderer(int w, int h, PerspectiveCamera *cam);
31        /** The algorithm renders the scene given an fbo consists of 1 color buffer,
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
35        */
36
37        ~DeferredRenderer();
38
39        void Render(FrameBufferObject *fbo,
40                                float tempCohFactor,
41                                DirectionalLight *light,
42                                bool useToneMapping,
43                                bool useAntiAliasing,
44                                ShadowMap *shadowMap = NULL
45                                );
46
47       
48        void SetUseTemporalCoherence(bool temporal);
49
50        enum SAMPLING_METHOD {SAMPLING_POISSON, SAMPLING_QUADRATIC, SAMPLING_DEFAULT};
51        enum SHADING_METHOD {DEFAULT, SSAO, GI};
52        /** Set the samplig method for the indirect illumination
53        */
54        void SetSamplingMethod(SAMPLING_METHOD s);
55        /** Set the shading method (SSAO, SSAO + color bleeding
56        */
57        void SetShadingMethod(SHADING_METHOD s);
58
59        void SetSortSamples(bool sortSamples) { mSortSamples = sortSamples; }
60
61        // hack: store the color buffer idx for the currently used flip flop-MRT here
62        // TODO matt: make this less hacky
63        static int colorBufferIdx;
64
65
66protected:
67
68        void ComputeSsao(FrameBufferObject *fbo, float tempCohFactor);
69
70        void ComputeGlobIllum(FrameBufferObject *fbo, float tempCohFactor);
71
72        void FirstPass(FrameBufferObject *fbo, DirectionalLight *light);
73
74        void FirstPassShadow(FrameBufferObject *fbo, DirectionalLight *light, ShadowMap *shadowMap);
75
76        void ComputeToneParameters(FrameBufferObject *fbo,
77                                                           DirectionalLight *light,
78                                                           float &imageKey,
79                                                           float &whiteLum,
80                                                           float &middleGrey);
81
82        void ToneMap(FrameBufferObject *fbo, float imageKey, float whiteLum, float middleGrey);
83
84
85        void CombineSsao(FrameBufferObject *fbo);
86        void CombineIllum(FrameBufferObject *fbo);
87
88        void AntiAliasing(FrameBufferObject *fbo, DirectionalLight *light);
89        /** Downsample buffer of fbo to buffer of downSampleFbo. The downSampleFbo must have half the
90                resolution of fbo.
91        */
92        void DownSample(FrameBufferObject *fbo,
93                                        int bufferIdx,
94                                        FrameBufferObject *downSampleFbo,
95                                        int downSampleBufferIdx,
96                                        ShaderProgram *program);
97
98        void DrawQuad(ShaderProgram *p);
99
100        void Output(FrameBufferObject *fbo);
101
102        /** Initialises the deferred shader and loads the required shaders:
103                This function has to be called only once.
104        */
105        void InitCg();
106        /** Is called once per render call and sets the most important parameters.
107        */
108        void InitFrame();
109
110        void FlipFbos(FrameBufferObject *fbo);
111
112        void PrepareSsao(FrameBufferObject *fbo);
113
114        void SortSamples();
115
116
117        ////////////
118
119        int mWidth;
120        int mHeight;
121
122        PerspectiveCamera *mCamera;
123
124        bool mUseTemporalCoherence;
125
126        int mSamplingMethod;
127
128        int mShadingMethod;
129
130        bool mRegenerateSamples;
131
132        int mIllumFboIndex;
133        // the fbo for indirect illumination (ssao + color bleeding)
134        FrameBufferObject *mIllumFbo;
135
136        FrameBufferObject *mDownSampleFbo;
137
138        FBOContainer mFBOs;
139
140        static ShaderContainer sShaders;
141
142        Matrix4x4 mProjViewMatrix;
143        Matrix4x4 mOldProjViewMatrix;
144
145        Vector3 mCornersView[4];
146        Vector3 mOldCornersView[4];
147
148        Vector3 mEyePos;
149        Vector3 mOldEyePos;
150
151        bool mSortSamples;
152};
153
154
155} // namespace
156
157#endif // _SsaoShader_H__
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