Removed unsused TMOs. Removed unused sliders and adjusted to default position others.

This commit is contained in:
Jonathas Costa
2019-08-15 14:23:14 -04:00
parent 188dffc63c
commit 17d43d4c93
60 changed files with 43 additions and 12329 deletions

View File

@@ -54,10 +54,9 @@ namespace {
"mainColorTexture", "blackoutFactor", "nAaSamples"
};
constexpr const std::array<const char*, 12> HDRUniformNames = {
constexpr const std::array<const char*, 8> HDRUniformNames = {
"hdrFeedingTexture", "blackoutFactor", "hdrExposure", "gamma",
"toneMapOperator", "maxWhite", "Hue", "Saturation", "Value",
"Lightness", "colorSpace", "nAaSamples"
"Hue", "Saturation", "Value", "nAaSamples"
};
constexpr const char* ExitFragmentShaderPath =
@@ -385,13 +384,9 @@ void FramebufferRenderer::applyTMO(float blackoutFactor) {
_hdrFilteringProgram->setUniform(_hdrUniformCache.blackoutFactor, blackoutFactor);
_hdrFilteringProgram->setUniform(_hdrUniformCache.hdrExposure, _hdrExposure);
_hdrFilteringProgram->setUniform(_hdrUniformCache.gamma, _gamma);
_hdrFilteringProgram->setUniform(_hdrUniformCache.toneMapOperator, _toneMapOperator);
_hdrFilteringProgram->setUniform(_hdrUniformCache.maxWhite, _maxWhite);
_hdrFilteringProgram->setUniform(_hdrUniformCache.Hue, _hue);
_hdrFilteringProgram->setUniform(_hdrUniformCache.Saturation, _saturation);
_hdrFilteringProgram->setUniform(_hdrUniformCache.Value, _value);
_hdrFilteringProgram->setUniform(_hdrUniformCache.Lightness, _lightness);
_hdrFilteringProgram->setUniform(_hdrUniformCache.colorSpace, _colorSpace);
_hdrFilteringProgram->setUniform(_hdrUniformCache.nAaSamples, _nAaSamples);
@@ -403,13 +398,8 @@ void FramebufferRenderer::applyTMO(float blackoutFactor) {
}
void FramebufferRenderer::update() {
if (_dirtyMsaaSamplingPattern) {
updateMSAASamplingPattern();
}
if (_dirtyResolution) {
updateResolution();
updateMSAASamplingPattern();
}
if (_dirtyRaycastData) {
@@ -733,330 +723,6 @@ void FramebufferRenderer::updateHDRAndFiltering() {
//_hdrFilteringProgram->setIgnoreUniformLocationError(IgnoreError::Yes);
}
void FramebufferRenderer::updateMSAASamplingPattern() {
// JCC: All code below can be replaced by
// void GetMultisamplefv( enum pname, uint index, float *val );
LDEBUG("Updating MSAA Sampling Pattern");
constexpr const int GridSize = 32;
GLfloat step = 2.f / static_cast<GLfloat>(GridSize);
GLfloat sizeX = -1.f;
GLfloat sizeY = 1.0;
constexpr const int NVertex = 4 * 6;
// openPixelSizeVertexData
GLfloat vertexData[GridSize * GridSize * NVertex];
// @CLEANUP(abock): Is this necessary? I was mucking about with the shader and it
// didn't make any visual difference. If it is necessary, the z and w
// components can be removed for sure since they are always 0, 1 and
// not used in the shader either
for (int y = 0; y < GridSize; ++y) {
for (int x = 0; x < GridSize; ++x) {
vertexData[y * GridSize * NVertex + x * NVertex] = sizeX;
vertexData[y * GridSize * NVertex + x * NVertex + 1] = sizeY - step;
vertexData[y * GridSize * NVertex + x * NVertex + 2] = 0.f;
vertexData[y * GridSize * NVertex + x * NVertex + 3] = 1.f;
vertexData[y * GridSize * NVertex + x * NVertex + 4] = sizeX + step;
vertexData[y * GridSize * NVertex + x * NVertex + 5] = sizeY;
vertexData[y * GridSize * NVertex + x * NVertex + 6] = 0.f;
vertexData[y * GridSize * NVertex + x * NVertex + 7] = 1.f;
vertexData[y * GridSize * NVertex + x * NVertex + 8] = sizeX;
vertexData[y * GridSize * NVertex + x * NVertex + 9] = sizeY;
vertexData[y * GridSize * NVertex + x * NVertex + 10] = 0.f;
vertexData[y * GridSize * NVertex + x * NVertex + 11] = 1.f;
vertexData[y * GridSize * NVertex + x * NVertex + 12] = sizeX;
vertexData[y * GridSize * NVertex + x * NVertex + 13] = sizeY - step;
vertexData[y * GridSize * NVertex + x * NVertex + 14] = 0.f;
vertexData[y * GridSize * NVertex + x * NVertex + 15] = 1.f;
vertexData[y * GridSize * NVertex + x * NVertex + 16] = sizeX + step;
vertexData[y * GridSize * NVertex + x * NVertex + 17] = sizeY - step;
vertexData[y * GridSize * NVertex + x * NVertex + 18] = 0.f;
vertexData[y * GridSize * NVertex + x * NVertex + 19] = 1.f;
vertexData[y * GridSize * NVertex + x * NVertex + 20] = sizeX + step;
vertexData[y * GridSize * NVertex + x * NVertex + 21] = sizeY;
vertexData[y * GridSize * NVertex + x * NVertex + 22] = 0.f;
vertexData[y * GridSize * NVertex + x * NVertex + 23] = 1.f;
sizeX += step;
}
sizeX = -1.f;
sizeY -= step;
}
GLuint pixelSizeQuadVAO = 0;
glGenVertexArrays(1, &pixelSizeQuadVAO);
glBindVertexArray(pixelSizeQuadVAO);
GLuint pixelSizeQuadVBO = 0;
glGenBuffers(1, &pixelSizeQuadVBO);
glBindBuffer(GL_ARRAY_BUFFER, pixelSizeQuadVBO);
glBufferData(
GL_ARRAY_BUFFER,
sizeof(GLfloat) * GridSize * GridSize * NVertex,
vertexData,
GL_STATIC_DRAW
);
// Position
glVertexAttribPointer(0, 4, GL_FLOAT, GL_FALSE, 0, nullptr);
glEnableVertexAttribArray(0);
// Saves current state
GLint defaultFbo;
glGetIntegerv(GL_FRAMEBUFFER_BINDING, &defaultFbo);
GLint viewport[4];
glGetIntegerv(GL_VIEWPORT, viewport);
// Main framebuffer
GLuint pixelSizeTexture = 0;
GLuint pixelSizeFramebuffer = 0;
glGenTextures(1, &pixelSizeTexture);
glBindTexture(GL_TEXTURE_2D_MULTISAMPLE, pixelSizeTexture);
constexpr const GLsizei OnePixel = 1;
glTexImage2DMultisample(
GL_TEXTURE_2D_MULTISAMPLE,
_nAaSamples,
GL_RGBA32F,
OnePixel,
OnePixel,
true
);
glViewport(0, 0, OnePixel, OnePixel);
glGenFramebuffers(1, &pixelSizeFramebuffer);
glBindFramebuffer(GL_FRAMEBUFFER, pixelSizeFramebuffer);
glFramebufferTexture2D(
GL_FRAMEBUFFER,
GL_COLOR_ATTACHMENT0,
GL_TEXTURE_2D_MULTISAMPLE,
pixelSizeTexture,
0
);
GLenum textureBuffers[1] = { GL_COLOR_ATTACHMENT0 };
glDrawBuffers(1, textureBuffers);
glClearColor(0.f, 0.f, 0.f, 1.f);
glClear(GL_COLOR_BUFFER_BIT);
GLenum status = glCheckFramebufferStatus(GL_FRAMEBUFFER);
if (status != GL_FRAMEBUFFER_COMPLETE) {
LERROR("MSAA Sampling pattern framebuffer is not complete");
return;
}
std::unique_ptr<ghoul::opengl::ProgramObject> pixelSizeProgram =
ghoul::opengl::ProgramObject::Build(
"OnePixel MSAA",
absPath("${SHADERS}/framebuffer/pixelSizeMSAA.vert"),
absPath("${SHADERS}/framebuffer/pixelSizeMSAA.frag")
);
pixelSizeProgram->activate();
// Draw sub-pixel grid
glEnable(GL_SAMPLE_SHADING);
glBindVertexArray(pixelSizeQuadVAO);
glDisable(GL_DEPTH_TEST);
glDepthMask(false);
glDrawArrays(GL_TRIANGLES, 0, GridSize * GridSize * 6);
glBindVertexArray(0);
glDepthMask(true);
glEnable(GL_DEPTH_TEST);
glDisable(GL_SAMPLE_SHADING);
pixelSizeProgram->deactivate();
// Now we render the Nx1 quad strip
GLuint nOneStripFramebuffer = 0;
GLuint nOneStripVAO = 0;
GLuint nOneStripVBO = 0;
GLuint nOneStripTexture = 0;
sizeX = -1.f;
step = 2.f / static_cast<GLfloat>(_nAaSamples);
std::vector<GLfloat>nOneStripVertexData(_nAaSamples * (NVertex + 12));
for (int x = 0; x < _nAaSamples; ++x) {
nOneStripVertexData[x * (NVertex + 12)] = sizeX;
nOneStripVertexData[x * (NVertex + 12) + 1] = -1.f;
nOneStripVertexData[x * (NVertex + 12) + 2] = 0.f;
nOneStripVertexData[x * (NVertex + 12) + 3] = 1.f;
nOneStripVertexData[x * (NVertex + 12) + 4] = 0.f;
nOneStripVertexData[x * (NVertex + 12) + 5] = 0.f;
nOneStripVertexData[x * (NVertex + 12) + 6] = sizeX + step;
nOneStripVertexData[x * (NVertex + 12) + 7] = 1.f;
nOneStripVertexData[x * (NVertex + 12) + 8] = 0.f;
nOneStripVertexData[x * (NVertex + 12) + 9] = 1.f;
nOneStripVertexData[x * (NVertex + 12) + 10] = 1.f;
nOneStripVertexData[x * (NVertex + 12) + 11] = 1.f;
nOneStripVertexData[x * (NVertex + 12) + 12] = sizeX;
nOneStripVertexData[x * (NVertex + 12) + 13] = 1.f;
nOneStripVertexData[x * (NVertex + 12) + 14] = 0.f;
nOneStripVertexData[x * (NVertex + 12) + 15] = 1.f;
nOneStripVertexData[x * (NVertex + 12) + 16] = 1.f;
nOneStripVertexData[x * (NVertex + 12) + 17] = 0.f;
nOneStripVertexData[x * (NVertex + 12) + 18] = sizeX;
nOneStripVertexData[x * (NVertex + 12) + 19] = -1.f;
nOneStripVertexData[x * (NVertex + 12) + 20] = 0.f;
nOneStripVertexData[x * (NVertex + 12) + 21] = 1.f;
nOneStripVertexData[x * (NVertex + 12) + 22] = 0.f;
nOneStripVertexData[x * (NVertex + 12) + 23] = 0.f;
nOneStripVertexData[x * (NVertex + 12) + 24] = sizeX + step;
nOneStripVertexData[x * (NVertex + 12) + 25] = -1.f;
nOneStripVertexData[x * (NVertex + 12) + 26] = 0.f;
nOneStripVertexData[x * (NVertex + 12) + 27] = 1.f;
nOneStripVertexData[x * (NVertex + 12) + 28] = 0.f;
nOneStripVertexData[x * (NVertex + 12) + 29] = 1.f;
nOneStripVertexData[x * (NVertex + 12) + 30] = sizeX + step;
nOneStripVertexData[x * (NVertex + 12) + 31] = 1.f;
nOneStripVertexData[x * (NVertex + 12) + 32] = 0.f;
nOneStripVertexData[x * (NVertex + 12) + 33] = 1.f;
nOneStripVertexData[x * (NVertex + 12) + 34] = 1.f;
nOneStripVertexData[x * (NVertex + 12) + 35] = 1.f;
sizeX += step;
}
glGenVertexArrays(1, &nOneStripVAO);
glBindVertexArray(nOneStripVAO);
glGenBuffers(1, &nOneStripVBO);
glBindBuffer(GL_ARRAY_BUFFER, nOneStripVBO);
glBufferData(
GL_ARRAY_BUFFER,
sizeof(GLfloat) * _nAaSamples * (NVertex + 12),
nOneStripVertexData.data(),
GL_STATIC_DRAW
);
// position
glVertexAttribPointer(0, 4, GL_FLOAT, GL_FALSE, sizeof(GLfloat) * 6, nullptr);
glEnableVertexAttribArray(0);
// texture coords
glVertexAttribPointer(
1,
2,
GL_FLOAT,
GL_FALSE,
sizeof(GLfloat) * 6,
reinterpret_cast<GLvoid*>(sizeof(GLfloat) * 4)
);
glEnableVertexAttribArray(1);
// fbo texture buffer
glGenTextures(1, &nOneStripTexture);
glBindTexture(GL_TEXTURE_2D, nOneStripTexture);
glTexImage2D(
GL_TEXTURE_2D,
0,
GL_RGBA32F,
_nAaSamples,
OnePixel,
0,
GL_RGBA,
GL_FLOAT,
nullptr
);
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_LINEAR);
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_LINEAR);
glGenFramebuffers(1, &nOneStripFramebuffer);
glBindFramebuffer(GL_FRAMEBUFFER, nOneStripFramebuffer);
glFramebufferTexture2D(
GL_FRAMEBUFFER,
GL_COLOR_ATTACHMENT0,
GL_TEXTURE_2D,
nOneStripTexture,
0
);
status = glCheckFramebufferStatus(GL_FRAMEBUFFER);
if (status != GL_FRAMEBUFFER_COMPLETE) {
LERROR("nOneStrip framebuffer is not complete");
}
glViewport(0, 0, _nAaSamples, OnePixel);
std::unique_ptr<ghoul::opengl::ProgramObject> nOneStripProgram =
ghoul::opengl::ProgramObject::Build(
"OneStrip MSAA",
absPath("${SHADERS}/framebuffer/nOneStripMSAA.vert"),
absPath("${SHADERS}/framebuffer/nOneStripMSAA.frag")
);
nOneStripProgram->activate();
ghoul::opengl::TextureUnit pixelSizeTextureUnit;
pixelSizeTextureUnit.activate();
glBindTexture(GL_TEXTURE_2D_MULTISAMPLE, pixelSizeTexture);
nOneStripProgram->setUniform("pixelSizeTexture", pixelSizeTextureUnit);
// render strip
glDrawBuffers(1, textureBuffers);
glClearColor(0.f, 1.f, 0.f, 1.f);
glClear(GL_COLOR_BUFFER_BIT);
glBindVertexArray(nOneStripVAO);
glDisable(GL_DEPTH_TEST);
glDepthMask(false);
for (int sample = 0; sample < _nAaSamples; ++sample) {
nOneStripProgram->setUniform("currentSample", sample);
glDrawArrays(GL_TRIANGLES, sample * 6, 6);
}
glDepthMask(true);
glEnable(GL_DEPTH_TEST);
glBindVertexArray(0);
saveTextureToMemory(GL_COLOR_ATTACHMENT0, _nAaSamples, 1, _mSAAPattern);
// Convert back to [-1, 1] range and then scale for the current viewport size:
for (int d = 0; d < _nAaSamples; ++d) {
_mSAAPattern[d * 3] = (2.0 * _mSAAPattern[d * 3] - 1.0) /
static_cast<double>(viewport[1]);
_mSAAPattern[(d * 3) + 1] = (2.0 * _mSAAPattern[(d * 3) + 1] - 1.0) /
static_cast<double>(viewport[3]);
_mSAAPattern[(d * 3) + 2] = 0.0;
}
nOneStripProgram->deactivate();
// Restores default state
glBindFramebuffer(GL_FRAMEBUFFER, defaultFbo);
glViewport(viewport[0], viewport[1], viewport[2], viewport[3]);
// Deletes unused buffers
glDeleteFramebuffers(1, &pixelSizeFramebuffer);
glDeleteTextures(1, &pixelSizeTexture);
glDeleteBuffers(1, &pixelSizeQuadVBO);
glDeleteVertexArrays(1, &pixelSizeQuadVAO);
glDeleteFramebuffers(1, &nOneStripFramebuffer);
glDeleteTextures(1, &nOneStripTexture);
glDeleteBuffers(1, &nOneStripVBO);
glDeleteVertexArrays(1, &nOneStripVAO);
_dirtyMsaaSamplingPattern = false;
}
void FramebufferRenderer::render(Scene* scene, Camera* camera, float blackoutFactor) {
// Set OpenGL default rendering state
glGetIntegerv(GL_FRAMEBUFFER_BINDING, &_defaultFBO);
@@ -1297,9 +963,6 @@ void FramebufferRenderer::performDeferredTasks(
deferredcastProgram->setUniform("nAaSamples", _nAaSamples);
// 48 = 16 samples * 3 coords
deferredcastProgram->setUniform("msaaSamplePatter", &_mSAAPattern[0], 48);
deferredcaster->preRaycast(
deferredcasterTask.renderData,
_deferredcastData[deferredcaster],
@@ -1364,15 +1027,6 @@ void FramebufferRenderer::setGamma(float gamma) {
_gamma = gamma;
}
void FramebufferRenderer::setMaxWhite(float maxWhite) {
ghoul_assert(maxWhite > 0.f, "Max White value must be greater than zero");
_maxWhite = maxWhite;
}
void FramebufferRenderer::setToneMapOperator(int tmOp) {
_toneMapOperator = tmOp;
}
void FramebufferRenderer::setHue(float hue) {
_hue = hue;
}
@@ -1385,22 +1039,10 @@ void FramebufferRenderer::setSaturation(float sat) {
_saturation = sat;
}
void FramebufferRenderer::setLightness(float lightness) {
_lightness = lightness;
}
void FramebufferRenderer::setColorSpace(unsigned int colorspace) {
_colorSpace = colorspace;
}
int FramebufferRenderer::nAaSamples() const {
return _nAaSamples;
}
const std::vector<double>& FramebufferRenderer::mSSAPattern() const {
return _mSAAPattern;
}
void FramebufferRenderer::updateRendererData() {
ghoul::Dictionary dict;
dict.setValue("fragmentRendererPath", std::string(RenderFragmentShaderPath));