[692] | 1 | /**
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| 2 | Implementation of a Deferred Shading engine in OGRE, using Multiple Render Targets and
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| 3 | HLSL/GLSL high level language shaders.
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| 4 | // W.J. :wumpus: van der Laan 2005 //
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| 5 |
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| 6 | Deferred shading renders the scene to a 'fat' texture format, using a shader that outputs colour,
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| 7 | normal, depth, and possible other attributes per fragment. Multi Render Target is required as we
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| 8 | are dealing with many outputs which get written into multiple render textures in the same pass.
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| 9 |
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| 10 | After rendering the scene in this format, the shading (lighting) can be done as a post process.
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| 11 | This means that lighting is done in screen space. Adding them requires nothing more than rendering
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| 12 | a screenful quad; thus the method allows for an enormous amount of lights without noticable
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| 13 | performance loss.
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| 14 |
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| 15 | Little lights affecting small area ("Minilights") can be even further optimised by rendering
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| 16 | their convex bounding geometry. This is also shown in this demo by 6 swarming lights.
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| 17 |
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| 18 | The paper for GDC2004 on Deferred Shading can be found here:
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| 19 | http://www.talula.demon.co.uk/DeferredShading.pdf
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| 20 | *******************************************************************************
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| 21 | Copyright (c) W.J. van der Laan
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| 22 |
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| 23 | Permission is hereby granted, free of charge, to any person obtaining a copy of
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| 24 | this software and associated documentation files (the "Software"), to deal in
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| 25 | the Software without restriction, including without limitation the rights to use,
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| 26 | copy, modify, merge, publish, distribute, sublicense, and/or sell copies of the
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| 27 | Software, and to permit persons to whom the Software is furnished to do so, subject
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| 28 | to the following conditions:
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| 29 |
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| 30 | The above copyright notice and this permission notice shall be included in all copies
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| 31 | or substantial portions of the Software.
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| 32 |
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| 33 | THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS OR IMPLIED,
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| 34 | INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY, FITNESS FOR A
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| 35 | PARTICULAR PURPOSE AND NONINFRINGEMENT. IN NO EVENT SHALL THE AUTHORS OR COPYRIGHT
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| 36 | HOLDERS BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER LIABILITY, WHETHER IN AN ACTION
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| 37 | OF CONTRACT, TORT OR OTHERWISE, ARISING FROM,OUT OF OR IN CONNECTION WITH THE
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| 38 | SOFTWARE OR THE USE OR OTHER DEALINGS IN THE SOFTWARE.
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| 39 | *******************************************************************************
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| 40 | */
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| 41 | #ifndef H_WJ_DeferredShadingSystem
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| 42 | #define H_WJ_DeferredShadingSystem
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| 43 |
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| 44 | #include "OgreCompositorInstance.h"
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| 45 | #include "OgreSceneManager.h"
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| 46 | #include "OgreSceneNode.h"
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| 47 | #include "OgreMaterial.h"
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| 48 | class MLight;
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| 49 | class MaterialGenerator;
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| 50 |
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| 51 | /** System to manage Deferred Shading for a camera/render target.
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| 52 | */
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| 53 | class DeferredShadingSystem: public Ogre::CompositorInstance::Listener
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| 54 | {
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| 55 | public:
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| 56 | DeferredShadingSystem(Ogre::Viewport *vp, Ogre::SceneManager *sm, Ogre::Camera *cam);
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| 57 | ~DeferredShadingSystem();
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| 58 |
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| 59 | enum DSMode
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| 60 | {
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| 61 | DSM_SINGLEPASS = 0, // Single pass + two lights
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| 62 | DSM_MULTIPASS = 1, // Multi pass
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| 63 | DSM_SHOWCOLOUR = 2, // Show diffuse (for debugging)
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| 64 | DSM_SHOWNORMALS = 3, // Show normals (for debugging)
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| 65 | DSM_SHOWDSP = 4, // Show depth and specular channel (for debugging)
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| 66 | DSM_COUNT = 5
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| 67 | };
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| 68 |
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| 69 | /** Set rendering mode (one of DSMode)
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| 70 | */
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| 71 | void setMode(DSMode mode);
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| 72 |
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| 73 | /** Activate or deactivate system
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| 74 | */
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| 75 | void setActive(bool active);
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| 76 |
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| 77 | /** Create a new MiniLight
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| 78 | */
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| 79 | MLight *createMLight();
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| 80 |
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| 81 | /** Destroy a MiniLight
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| 82 | */
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| 83 | void destroyMLight(MLight *m);
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| 84 |
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| 85 | /** Update fat (origin) render target
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| 86 | */
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| 87 | void update();
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| 88 |
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| 89 | /// Visibility mask for scene
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| 90 | static const Ogre::uint32 SceneVisibilityMask = 0x00000001;
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| 91 | /// Visibility mask for post-processing geometry (lights, unlit particles)
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| 92 | static const Ogre::uint32 PostVisibilityMask = 0x00000002;
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| 93 |
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| 94 | /** @copydoc CompositorInstance::Listener::notifyMaterialSetup
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| 95 | */
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| 96 | virtual void notifyMaterialSetup(Ogre::uint32 pass_id, Ogre::MaterialPtr &mat);
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| 97 | protected:
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| 98 | Ogre::Viewport *mViewport;
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| 99 | Ogre::SceneManager *mSceneMgr;
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| 100 | Ogre::Camera *mCamera;
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| 101 |
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| 102 | // Fat render target
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| 103 | Ogre::MultiRenderTarget *rttTex;
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| 104 | // Filters
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| 105 | Ogre::CompositorInstance *mInstance[DSM_COUNT];
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| 106 | // Active/inactive
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| 107 | bool mActive;
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| 108 | DSMode mCurrentMode;
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| 109 |
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| 110 | std::set<MLight*> mLights;
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| 111 | Ogre::TexturePtr mTexture0, mTexture1;
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| 112 |
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| 113 | MaterialGenerator *mLightMaterialGenerator;
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| 114 |
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| 115 | void createResources();
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| 116 | void initialiseLightGeometry();
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| 117 | void setupMaterial(const Ogre::MaterialPtr &mat);
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| 118 | };
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| 119 |
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| 120 | #endif
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