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https://github.com/OpenSpace/OpenSpace.git
synced 2026-03-18 11:30:32 -05:00
Get rid of MSAA GUI and updated framebuffer volume rendering (need more tests here).
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@@ -50,13 +50,13 @@
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namespace {
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constexpr const char* _loggerCat = "FramebufferRenderer";
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constexpr const std::array<const char*, 3> UniformNames = {
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"mainColorTexture", "blackoutFactor", "nAaSamples"
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constexpr const std::array<const char*, 2> UniformNames = {
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"mainColorTexture", "blackoutFactor"
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};
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constexpr const std::array<const char*, 8> HDRUniformNames = {
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constexpr const std::array<const char*, 7> HDRUniformNames = {
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"hdrFeedingTexture", "blackoutFactor", "hdrExposure", "gamma",
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"Hue", "Saturation", "Value", "nAaSamples"
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"Hue", "Saturation", "Value"
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};
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constexpr const std::array<const char*, 2> FXAAUniformNames = {
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@@ -316,7 +316,6 @@ void FramebufferRenderer::initialize() {
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// Default GL State for Blending
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glBlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA);
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}
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void FramebufferRenderer::deinitialize() {
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@@ -360,23 +359,6 @@ void FramebufferRenderer::deferredcastersChanged(Deferredcaster&,
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_dirtyDeferredcastData = true;
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}
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void FramebufferRenderer::resolveMSAA(float blackoutFactor) {
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_resolveProgram->activate();
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ghoul::opengl::TextureUnit mainColorTextureUnit;
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mainColorTextureUnit.activate();
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glBindTexture(GL_TEXTURE_2D_MULTISAMPLE, _gBuffers._colorTexture);
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_resolveProgram->setUniform(_uniformCache.mainColorTexture, mainColorTextureUnit);
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_resolveProgram->setUniform(_uniformCache.blackoutFactor, blackoutFactor);
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_resolveProgram->setUniform(_uniformCache.nAaSamples, _nAaSamples);
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glBindVertexArray(_screenQuad);
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glDrawArrays(GL_TRIANGLES, 0, 6);
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glBindVertexArray(0);
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_resolveProgram->deactivate();
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}
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void FramebufferRenderer::applyTMO(float blackoutFactor) {
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const bool doPerformanceMeasurements = global::performanceManager.isEnabled();
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std::unique_ptr<performance::PerformanceMeasurement> perfInternal;
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@@ -1005,7 +987,6 @@ void FramebufferRenderer::performRaycasterTasks(const std::vector<RaycasterTask>
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glBindTexture(GL_TEXTURE_2D, _gBuffers._depthTexture);
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raycastProgram->setUniform("mainDepthTexture", mainDepthTextureUnit);
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raycastProgram->setUniform("nAaSamples", _nAaSamples);
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raycastProgram->setUniform("windowSize", static_cast<glm::vec2>(_resolution));
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glDisable(GL_DEPTH_TEST);
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@@ -1119,21 +1100,6 @@ void FramebufferRenderer::setResolution(glm::ivec2 res) {
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_dirtyResolution = true;
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}
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void FramebufferRenderer::setNAaSamples(int nAaSamples) {
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ghoul_assert(
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nAaSamples >= 1 && nAaSamples <= 8,
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"Number of AA samples has to be between 1 and 8"
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);
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_nAaSamples = nAaSamples;
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if (_nAaSamples == 0) {
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_nAaSamples = 1;
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}
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if (_nAaSamples > 8) {
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LERROR("Framebuffer renderer does not support more than 8 MSAA samples.");
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_nAaSamples = 8;
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}
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}
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void FramebufferRenderer::disableHDR(bool disable) {
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_disableHDR = std::move(disable);
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}
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@@ -1161,10 +1127,6 @@ void FramebufferRenderer::setSaturation(float sat) {
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_saturation = std::move(sat);
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}
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int FramebufferRenderer::nAaSamples() const {
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return _nAaSamples;
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}
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void FramebufferRenderer::enableFXAA(bool enable) {
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_enableFXAA = std::move(enable);
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}
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