Merge with antialiased abuffer

This commit is contained in:
Emil Axelsson
2016-02-03 17:47:29 +01:00
81 changed files with 2375 additions and 3142 deletions
+251
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/*****************************************************************************************
* *
* OpenSpace *
* *
* Copyright (c) 2014-2016 *
* *
* Permission is hereby granted, free of charge, to any person obtaining a copy of this *
* software and associated documentation files (the "Software"), to deal in the Software *
* without restriction, including without limitation the rights to use, copy, modify, *
* merge, publish, distribute, sublicense, and/or sell copies of the Software, and to *
* permit persons to whom the Software is furnished to do so, subject to the following *
* conditions: *
* *
* The above copyright notice and this permission notice shall be included in all copies *
* or substantial portions of the Software. *
* *
* THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS OR IMPLIED, *
* INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY, FITNESS FOR A *
* PARTICULAR PURPOSE AND NONINFRINGEMENT. IN NO EVENT SHALL THE AUTHORS OR COPYRIGHT *
* HOLDERS BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER LIABILITY, WHETHER IN AN ACTION OF *
* CONTRACT, TORT OR OTHERWISE, ARISING FROM, OUT OF OR IN CONNECTION WITH THE SOFTWARE *
* OR THE USE OR OTHER DEALINGS IN THE SOFTWARE. *
****************************************************************************************/
#include <openspace/rendering/abufferrenderer.h>
#include <openspace/engine/openspaceengine.h>
#include <openspace/rendering/renderengine.h>
#include <openspace/scene/scene.h>
#include <openspace/util/camera.h>
#include <ghoul/opengl/programobject.h>
#include <ghoul/misc/dictionary.h>
#include <string>
namespace {
const std::string _loggerCat = "ABufferRenderer";
const int MaxLayers = 16;
}
namespace openspace {
ABufferRenderer::ABufferRenderer()
: _camera(nullptr)
, _scene(nullptr)
, _resolution(glm::ivec2(0))
, _dirtyResolution(true)
, _resolveProgram(nullptr) { }
ABufferRenderer::~ABufferRenderer() {}
void ABufferRenderer::initialize() {
LINFO("Initializing ABufferRenderer");
const GLfloat size = 1.0f;
const GLfloat vertex_data[] = {
// x y s t
-size, -size, 0.0f, 1.0f,
size, size, 0.0f, 1.0f,
-size, size, 0.0f, 1.0f,
-size, -size, 0.0f, 1.0f,
size, -size, 0.0f, 1.0f,
size, size, 0.0f, 1.0f,
};
glGenVertexArrays(1, &_screenQuad);
glBindVertexArray(_screenQuad);
glGenBuffers(1, &_vertexPositionBuffer);
glBindBuffer(GL_ARRAY_BUFFER, _vertexPositionBuffer);
glBufferData(GL_ARRAY_BUFFER, sizeof(vertex_data), vertex_data, GL_STATIC_DRAW);
glVertexAttribPointer(0, 4, GL_FLOAT, GL_FALSE, sizeof(GLfloat)*4, reinterpret_cast<void*>(0));
glEnableVertexAttribArray(0);
glGenTextures(1, &_anchorPointerTexture);
glGenBuffers(1, &_anchorPointerTextureInitializer);
glGenBuffers(1, &_atomicCounterBuffer);
glBindBuffer(GL_ATOMIC_COUNTER_BUFFER, _atomicCounterBuffer);
glBufferData(GL_ATOMIC_COUNTER_BUFFER, sizeof(GLuint), NULL, GL_DYNAMIC_COPY);
glGenBuffers(1, &_fragmentBuffer);
glGenTextures(1, &_fragmentTexture);
if (_dirtyResolution) {
updateResolution();
}
updateRendererData();
ghoul::Dictionary dict = createResolveDictionary();
_resolveProgram = ghoul::opengl::ProgramObject::Build("ABuffer Resolve",
"${SHADERS}/abuffer/resolveabuffer.vert",
"${SHADERS}/abuffer/resolveabuffer.frag",
dict);
}
void ABufferRenderer::deinitialize() {
LINFO("Deinitializing ABufferRenderer");
glDeleteBuffers(1, &_fragmentBuffer);
glDeleteTextures(1, &_fragmentTexture);
glDeleteTextures(1, &_anchorPointerTexture);
glDeleteBuffers(1, &_anchorPointerTextureInitializer);
glDeleteBuffers(1, &_atomicCounterBuffer);
glDeleteBuffers(1, &_vertexPositionBuffer);
glDeleteVertexArrays(1, &_screenQuad);
}
void ABufferRenderer::update() {
bool dirtyRendererData = false;
bool dirtyResolveDictionary = false;
if (_dirtyResolution) {
updateResolution();
}
if (dirtyRendererData) {
dirtyResolveDictionary = true;
updateRendererData();
}
// TODO: Collect volumes from scene graph.
// Diff against cache, update cache.
// possibly mark resolve dictionary as dirty
if (dirtyResolveDictionary) {
ghoul::Dictionary dict = createResolveDictionary();
_resolveProgram->setDictionary(dict);
}
if (_resolveProgram->isDirty()) {
_resolveProgram->rebuildFromFile();
}
}
void ABufferRenderer::render(float blackoutFactor, bool doPerformanceMeasurements) {
if (_scene == nullptr) return;
if (_camera == nullptr) return;
// Reset
glEnable(GL_DEPTH_TEST);
glEnable(GL_BLEND);
clear();
// Step 1: Render geometries to the fragment buffer
// Bind head-pointer image for read-write
glBindBufferBase(GL_ATOMIC_COUNTER_BUFFER, 0, _atomicCounterBuffer);
glBindImageTexture(0, _anchorPointerTexture, 0, GL_FALSE, 0, GL_READ_WRITE, GL_R32UI);
glBindImageTexture(1, _fragmentTexture, 0, GL_FALSE, 0, GL_READ_WRITE, GL_RGBA32UI);
_scene->render({ *_camera, psc(), doPerformanceMeasurements });
// Step 2: Render volumes to the fragment buffer
//TODO: Implement this
// Step 3: Resolve the buffer
_resolveProgram->activate();
_resolveProgram->setUniform("blackoutFactor", blackoutFactor);
// todo: pre-ray-cast for each volume
glBindVertexArray(_screenQuad);
glDrawArrays(GL_TRIANGLES, 0, 6);
// todo: post-ray-cast for each volume
_resolveProgram->deactivate();
}
void ABufferRenderer::setScene(Scene* scene) {
_scene = scene;
}
void ABufferRenderer::setCamera(Camera* camera) {
_camera = camera;
}
void ABufferRenderer::setResolution(glm::ivec2 res) {
if (res != _resolution) {
_resolution = res;
_dirtyResolution = true;
}
}
void ABufferRenderer::clear() {
glBindBuffer(GL_PIXEL_UNPACK_BUFFER, _anchorPointerTextureInitializer);
glBindTexture(GL_TEXTURE_2D, _anchorPointerTexture);
glTexImage2D(GL_TEXTURE_2D, 0, GL_R32UI, _resolution.x, _resolution.y, 0, GL_RED_INTEGER, GL_UNSIGNED_INT, NULL);
glBindBuffer(GL_PIXEL_UNPACK_BUFFER, 0);
static const GLuint zero = 1;
glBindBufferBase(GL_ATOMIC_COUNTER_BUFFER, 0, _atomicCounterBuffer);
glBufferSubData(GL_ATOMIC_COUNTER_BUFFER, 0, sizeof(zero), &zero);
glBindBufferBase(GL_ATOMIC_COUNTER_BUFFER, 0, 0);
}
void ABufferRenderer::updateResolution() {
int totalPixels = _resolution.x * _resolution.y;
glBindTexture(GL_TEXTURE_2D, _anchorPointerTexture);
glTexImage2D(GL_TEXTURE_2D, 0, GL_R32UI, _resolution.x, _resolution.y, 0, GL_RED_INTEGER, GL_UNSIGNED_INT, NULL);
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_NEAREST);
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_NEAREST);
glBindBuffer(GL_PIXEL_UNPACK_BUFFER, _anchorPointerTextureInitializer);
glBufferData(GL_PIXEL_UNPACK_BUFFER, totalPixels * sizeof(GLuint), NULL, GL_STATIC_DRAW);
GLuint* data = (GLuint*)glMapBuffer(GL_PIXEL_UNPACK_BUFFER, GL_WRITE_ONLY);
memset(data, 0x00, totalPixels * sizeof(GLuint));
glUnmapBuffer(GL_PIXEL_UNPACK_BUFFER);
glBindBuffer(GL_PIXEL_UNPACK_BUFFER, 0);
glBindBuffer(GL_TEXTURE_BUFFER, _fragmentBuffer);
glBufferData(GL_TEXTURE_BUFFER, MaxLayers*totalPixels*sizeof(GLuint) * 4, NULL, GL_DYNAMIC_COPY);
glBindTexture(GL_TEXTURE_BUFFER, _fragmentTexture);
glTexBuffer(GL_TEXTURE_BUFFER, GL_RGBA32UI, _fragmentBuffer);
glBindTexture(GL_TEXTURE_BUFFER, 0);
glBindImageTexture(1, _fragmentTexture, 0, GL_FALSE, 0, GL_WRITE_ONLY, GL_RGBA32UI);
_dirtyResolution = false;
}
ghoul::Dictionary ABufferRenderer::createResolveDictionary() {
ghoul::Dictionary dict;
dict.setValue("rendererData", _rendererData);
// TODO: Add volume data to dictionary
// such as id, bitmask, path to raycaster frag shader, helpers, nVolumes...
return dict;
}
void ABufferRenderer::updateRendererData() {
ghoul::Dictionary dict;
//dict.setValue("windowWidth", _resolution.x);
//dict.setValue("windowHeight", _resolution.y);
dict.setValue("maxLayers", MaxLayers);
dict.setValue("fragmentRendererPath", std::string("${SHADERS}/abuffer/renderabuffer.frag"));
_rendererData = dict;
OsEng.renderEngine().setRendererData(dict);
}
}