Merge branch 'master' into feature/FXAA

# Conflicts:
#	include/openspace/rendering/framebufferrenderer.h
#	include/openspace/rendering/renderer.h
#	src/rendering/framebufferrenderer.cpp
This commit is contained in:
Alexander Bock
2019-08-20 14:47:01 +02:00
13 changed files with 163 additions and 186 deletions
+20 -27
View File
@@ -65,10 +65,7 @@ namespace {
namespace openspace::interaction {
ghoul::Dictionary
openspace::interaction::NavigationHandler::NavigationState::dictionary() const
{
ghoul::Dictionary NavigationHandler::NavigationState::dictionary() const {
ghoul::Dictionary cameraDict;
cameraDict.setValue(KeyPosition, position);
cameraDict.setValue(KeyAnchor, anchor);
@@ -93,9 +90,7 @@ ghoul::Dictionary
return cameraDict;
}
openspace::interaction::NavigationHandler::NavigationState::NavigationState(
const ghoul::Dictionary& dictionary)
{
NavigationHandler::NavigationState::NavigationState(const ghoul::Dictionary& dictionary) {
const bool hasAnchor = dictionary.hasValue<std::string>(KeyAnchor);
const bool hasPosition = dictionary.hasValue<glm::dvec3>(KeyPosition);
if (!hasAnchor || !hasPosition) {
@@ -129,14 +124,12 @@ openspace::interaction::NavigationHandler::NavigationState::NavigationState(
}
}
openspace::interaction::NavigationHandler::NavigationState::NavigationState(
std::string anchor,
std::string aim,
std::string referenceFrame,
glm::dvec3 position,
std::optional<glm::dvec3> up,
double yaw,
double pitch)
NavigationHandler::NavigationState::NavigationState(std::string anchor, std::string aim,
std::string referenceFrame,
glm::dvec3 position,
std::optional<glm::dvec3> up,
double yaw,
double pitch)
: anchor(std::move(anchor))
, aim(std::move(aim))
, referenceFrame(std::move(referenceFrame))
@@ -332,7 +325,7 @@ void NavigationHandler::keyboardCallback(Key key, KeyModifier modifier, KeyActio
}
NavigationHandler::NavigationState NavigationHandler::navigationState(
const SceneGraphNode& referenceFrame) const
const SceneGraphNode& referenceFrame) const
{
const SceneGraphNode* anchor = _orbitalNavigator.anchorNode();
const SceneGraphNode* aim = _orbitalNavigator.aimNode();
@@ -375,7 +368,7 @@ NavigationHandler::NavigationState NavigationHandler::navigationState(
}
void NavigationHandler::saveNavigationState(const std::string& filepath,
const std::string& referenceFrameIdentifier)
const std::string& referenceFrameIdentifier)
{
const SceneGraphNode* referenceFrame = _orbitalNavigator.followingAnchorRotation() ?
_orbitalNavigator.anchorNode() :
@@ -429,9 +422,9 @@ void NavigationHandler::loadNavigationState(const std::string& filepath) {
}
void NavigationHandler::setJoystickAxisMapping(int axis,
JoystickCameraStates::AxisType mapping,
JoystickCameraStates::AxisInvert shouldInvert,
JoystickCameraStates::AxisNormalize shouldNormalize)
JoystickCameraStates::AxisType mapping,
JoystickCameraStates::AxisInvert shouldInvert,
JoystickCameraStates::AxisNormalize shouldNormalize)
{
_orbitalNavigator.joystickStates().setAxisMapping(
axis,
@@ -442,9 +435,9 @@ void NavigationHandler::setJoystickAxisMapping(int axis,
}
void NavigationHandler::setWebsocketAxisMapping(int axis,
WebsocketCameraStates::AxisType mapping,
WebsocketCameraStates::AxisInvert shouldInvert,
WebsocketCameraStates::AxisNormalize shouldNormalize)
WebsocketCameraStates::AxisType mapping,
WebsocketCameraStates::AxisInvert shouldInvert,
WebsocketCameraStates::AxisNormalize shouldNormalize)
{
_orbitalNavigator.websocketStates().setAxisMapping(
axis,
@@ -456,7 +449,7 @@ void NavigationHandler::setWebsocketAxisMapping(int axis,
JoystickCameraStates::AxisInformation
NavigationHandler::joystickAxisMapping(int axis) const
NavigationHandler::joystickAxisMapping(int axis) const
{
return _orbitalNavigator.joystickStates().axisMapping(axis);
}
@@ -470,9 +463,9 @@ float NavigationHandler::joystickAxisDeadzone(int axis) const {
}
void NavigationHandler::bindJoystickButtonCommand(int button, std::string command,
JoystickAction action,
JoystickCameraStates::ButtonCommandRemote remote,
std::string documentation)
JoystickAction action,
JoystickCameraStates::ButtonCommandRemote remote,
std::string documentation)
{
_orbitalNavigator.joystickStates().bindButtonCommand(
button,
+74 -43
View File
@@ -72,6 +72,37 @@ namespace {
constexpr const char* RenderFragmentShaderPath =
"${SHADERS}/framebuffer/renderframebuffer.frag";
const GLenum ColorAttachment0Array[1] = {
GL_COLOR_ATTACHMENT0
};
const GLenum ColorAttachment1Array[1] = {
GL_COLOR_ATTACHMENT1
};
const GLenum ColorAttachment01Array[2] = {
GL_COLOR_ATTACHMENT0,
GL_COLOR_ATTACHMENT1
};
const GLenum ColorAttachment03Array[2] = {
GL_COLOR_ATTACHMENT0,
GL_COLOR_ATTACHMENT3
};
const GLenum ColorAttachment012Array[3] = {
GL_COLOR_ATTACHMENT0,
GL_COLOR_ATTACHMENT1,
GL_COLOR_ATTACHMENT2
};
const GLenum ColorAttachment0123Array[4] = {
GL_COLOR_ATTACHMENT0,
GL_COLOR_ATTACHMENT1,
GL_COLOR_ATTACHMENT2,
GL_COLOR_ATTACHMENT3
};
void saveTextureToMemory(GLenum attachment, int width, int height,
std::vector<double>& memory)
{
@@ -132,15 +163,15 @@ void FramebufferRenderer::initialize() {
glGetIntegerv(GL_FRAMEBUFFER_BINDING, &_defaultFBO);
// GBuffers
glGenTextures(1, &_gBuffers._colorTexture);
glGenTextures(1, &_gBuffers._depthTexture);
glGenTextures(1, &_gBuffers._positionTexture);
glGenTextures(1, &_gBuffers._normalTexture);
glGenFramebuffers(1, &_gBuffers._framebuffer);
glGenTextures(1, &_gBuffers.colorTexture);
glGenTextures(1, &_gBuffers.depthTexture);
glGenTextures(1, &_gBuffers.positionTexture);
glGenTextures(1, &_gBuffers.normalTexture);
glGenFramebuffers(1, &_gBuffers.framebuffer);
// PingPong Buffers
// The first pingpong buffer shares the color texture with the renderbuffer:
_pingPongBuffers.colorTexture[0] = _gBuffers._colorTexture;
_pingPongBuffers.colorTexture[0] = _gBuffers.colorTexture;
glGenTextures(1, &_pingPongBuffers.colorTexture[1]);
glGenFramebuffers(1, &_pingPongBuffers.framebuffer);
@@ -150,12 +181,12 @@ void FramebufferRenderer::initialize() {
glGenFramebuffers(1, &_exitFramebuffer);
// HDR / Filtering Buffers
glGenFramebuffers(1, &_hdrBuffers._hdrFilteringFramebuffer);
glGenTextures(1, &_hdrBuffers._hdrFilteringTexture);
glGenFramebuffers(1, &_hdrBuffers.hdrFilteringFramebuffer);
glGenTextures(1, &_hdrBuffers.hdrFilteringTexture);
// FXAA Buffers
glGenFramebuffers(1, &_fxaaBuffers._fxaaFramebuffer);
glGenTextures(1, &_fxaaBuffers._fxaaTexture);
glGenFramebuffers(1, &_fxaaBuffers.fxaaFramebuffer);
glGenTextures(1, &_fxaaBuffers.fxaaTexture);
// Allocate Textures/Buffers Memory
updateResolution();
@@ -166,29 +197,29 @@ void FramebufferRenderer::initialize() {
//==============================//
//===== GBuffers Buffers =====//
//==============================//
glBindFramebuffer(GL_FRAMEBUFFER, _gBuffers._framebuffer);
glBindFramebuffer(GL_FRAMEBUFFER, _gBuffers.framebuffer);
glFramebufferTexture(
GL_FRAMEBUFFER,
GL_COLOR_ATTACHMENT0,
_gBuffers._colorTexture,
_gBuffers.colorTexture,
0
);
glFramebufferTexture(
GL_FRAMEBUFFER,
GL_COLOR_ATTACHMENT1,
_gBuffers._positionTexture,
_gBuffers.positionTexture,
0
);
glFramebufferTexture(
GL_FRAMEBUFFER,
GL_COLOR_ATTACHMENT2,
_gBuffers._normalTexture,
_gBuffers.normalTexture,
0
);
glFramebufferTexture(
GL_FRAMEBUFFER,
GL_DEPTH_ATTACHMENT,
_gBuffers._depthTexture,
_gBuffers.depthTexture,
0
);
@@ -216,7 +247,7 @@ void FramebufferRenderer::initialize() {
glFramebufferTexture(
GL_FRAMEBUFFER,
GL_DEPTH_ATTACHMENT,
_gBuffers._depthTexture,
_gBuffers.depthTexture,
0
);
@@ -251,11 +282,11 @@ void FramebufferRenderer::initialize() {
//===================================//
//===== HDR/Filtering Buffers =====//
//===================================//
glBindFramebuffer(GL_FRAMEBUFFER, _hdrBuffers._hdrFilteringFramebuffer);
glBindFramebuffer(GL_FRAMEBUFFER, _hdrBuffers.hdrFilteringFramebuffer);
glFramebufferTexture(
GL_FRAMEBUFFER,
GL_COLOR_ATTACHMENT0,
_hdrBuffers._hdrFilteringTexture,
_hdrBuffers.hdrFilteringTexture,
0
);
@@ -267,11 +298,11 @@ void FramebufferRenderer::initialize() {
//===================================//
//========== FXAA Buffers =========//
//===================================//
glBindFramebuffer(GL_FRAMEBUFFER, _fxaaBuffers._fxaaFramebuffer);
glBindFramebuffer(GL_FRAMEBUFFER, _fxaaBuffers.fxaaFramebuffer);
glFramebufferTexture(
GL_FRAMEBUFFER,
GL_COLOR_ATTACHMENT0,
_fxaaBuffers._fxaaTexture,
_fxaaBuffers.fxaaTexture,
0
);
@@ -321,19 +352,19 @@ void FramebufferRenderer::initialize() {
void FramebufferRenderer::deinitialize() {
LINFO("Deinitializing FramebufferRenderer");
glDeleteFramebuffers(1, &_gBuffers._framebuffer);
glDeleteFramebuffers(1, &_gBuffers.framebuffer);
glDeleteFramebuffers(1, &_exitFramebuffer);
glDeleteFramebuffers(1, &_hdrBuffers._hdrFilteringFramebuffer);
glDeleteFramebuffers(1, &_fxaaBuffers._fxaaFramebuffer);
glDeleteFramebuffers(1, &_hdrBuffers.hdrFilteringFramebuffer);
glDeleteFramebuffers(1, &_fxaaBuffers.fxaaFramebuffer);
glDeleteFramebuffers(1, &_pingPongBuffers.framebuffer);
glDeleteTextures(1, &_gBuffers._colorTexture);
glDeleteTextures(1, &_gBuffers._depthTexture);
glDeleteTextures(1, &_gBuffers.colorTexture);
glDeleteTextures(1, &_gBuffers.depthTexture);
glDeleteTextures(1, &_hdrBuffers._hdrFilteringTexture);
glDeleteTextures(1, &_fxaaBuffers._fxaaTexture);
glDeleteTextures(1, &_gBuffers._positionTexture);
glDeleteTextures(1, &_gBuffers._normalTexture);
glDeleteTextures(1, &_hdrBuffers.hdrFilteringTexture);
glDeleteTextures(1, &_fxaaBuffers.fxaaTexture);
glDeleteTextures(1, &_gBuffers.positionTexture);
glDeleteTextures(1, &_gBuffers.normalTexture);
glDeleteTextures(1, &_pingPongBuffers.colorTexture[1]);
@@ -413,7 +444,7 @@ void FramebufferRenderer::applyFXAA() {
renderedTextureUnit.activate();
glBindTexture(
GL_TEXTURE_2D,
_fxaaBuffers._fxaaTexture
_fxaaBuffers.fxaaTexture
);
_fxaaProgram->setUniform(
@@ -525,7 +556,7 @@ void FramebufferRenderer::update() {
}
void FramebufferRenderer::updateResolution() {
glBindTexture(GL_TEXTURE_2D, _gBuffers._colorTexture);
glBindTexture(GL_TEXTURE_2D, _gBuffers.colorTexture);
glTexImage2D(
GL_TEXTURE_2D,
0,
@@ -540,7 +571,7 @@ void FramebufferRenderer::updateResolution() {
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_LINEAR);
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_LINEAR);
glBindTexture(GL_TEXTURE_2D, _gBuffers._positionTexture);
glBindTexture(GL_TEXTURE_2D, _gBuffers.positionTexture);
glTexImage2D(
GL_TEXTURE_2D,
0,
@@ -555,7 +586,7 @@ void FramebufferRenderer::updateResolution() {
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_LINEAR);
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_LINEAR);
glBindTexture(GL_TEXTURE_2D, _gBuffers._normalTexture);
glBindTexture(GL_TEXTURE_2D, _gBuffers.normalTexture);
glTexImage2D(
GL_TEXTURE_2D,
0,
@@ -570,7 +601,7 @@ void FramebufferRenderer::updateResolution() {
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_LINEAR);
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_LINEAR);
glBindTexture(GL_TEXTURE_2D, _gBuffers._depthTexture);
glBindTexture(GL_TEXTURE_2D, _gBuffers.depthTexture);
glTexImage2D(
GL_TEXTURE_2D,
0,
@@ -601,7 +632,7 @@ void FramebufferRenderer::updateResolution() {
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_LINEAR);
// HDR / Filtering
glBindTexture(GL_TEXTURE_2D, _hdrBuffers._hdrFilteringTexture);
glBindTexture(GL_TEXTURE_2D, _hdrBuffers.hdrFilteringTexture);
glTexImage2D(
GL_TEXTURE_2D,
0,
@@ -617,7 +648,7 @@ void FramebufferRenderer::updateResolution() {
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_LINEAR);
// FXAA
glBindTexture(GL_TEXTURE_2D, _fxaaBuffers._fxaaTexture);
glBindTexture(GL_TEXTURE_2D, _fxaaBuffers.fxaaTexture);
glTexImage2D(
GL_TEXTURE_2D,
0,
@@ -843,7 +874,7 @@ void FramebufferRenderer::render(Scene* scene, Camera* camera, float blackoutFac
}
// deferred g-buffer
glBindFramebuffer(GL_FRAMEBUFFER, _gBuffers._framebuffer);
glBindFramebuffer(GL_FRAMEBUFFER, _gBuffers.framebuffer);
glDrawBuffers(3, ColorAttachment012Array);
glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT);
@@ -904,7 +935,7 @@ void FramebufferRenderer::render(Scene* scene, Camera* camera, float blackoutFac
glDisable(GL_DEPTH_TEST);
if (_enableFXAA) {
glBindFramebuffer(GL_FRAMEBUFFER, _fxaaBuffers._fxaaFramebuffer);
glBindFramebuffer(GL_FRAMEBUFFER, _fxaaBuffers.fxaaFramebuffer);
}
else {
// When applying the TMO, the result is saved to the default FBO to be displayed
@@ -938,7 +969,7 @@ void FramebufferRenderer::performRaycasterTasks(const std::vector<RaycasterTask>
exitProgram->deactivate();
}
glBindFramebuffer(GL_FRAMEBUFFER, _gBuffers._framebuffer);
glBindFramebuffer(GL_FRAMEBUFFER, _gBuffers.framebuffer);
glm::vec3 cameraPosition;
bool isCameraInside = raycaster->isCameraInside(
raycasterTask.renderData,
@@ -984,7 +1015,7 @@ void FramebufferRenderer::performRaycasterTasks(const std::vector<RaycasterTask>
ghoul::opengl::TextureUnit mainDepthTextureUnit;
mainDepthTextureUnit.activate();
glBindTexture(GL_TEXTURE_2D, _gBuffers._depthTexture);
glBindTexture(GL_TEXTURE_2D, _gBuffers.depthTexture);
raycastProgram->setUniform("mainDepthTexture", mainDepthTextureUnit);
raycastProgram->setUniform("windowSize", static_cast<glm::vec2>(_resolution));
@@ -1049,7 +1080,7 @@ void FramebufferRenderer::performDeferredTasks(
ghoul::opengl::TextureUnit mainPositionTextureUnit;
mainPositionTextureUnit.activate();
glBindTexture(GL_TEXTURE_2D, _gBuffers._positionTexture);
glBindTexture(GL_TEXTURE_2D, _gBuffers.positionTexture);
deferredcastProgram->setUniform(
"mainPositionTexture",
mainPositionTextureUnit
@@ -1057,7 +1088,7 @@ void FramebufferRenderer::performDeferredTasks(
ghoul::opengl::TextureUnit mainNormalTextureUnit;
mainNormalTextureUnit.activate();
glBindTexture(GL_TEXTURE_2D, _gBuffers._normalTexture);
glBindTexture(GL_TEXTURE_2D, _gBuffers.normalTexture);
deferredcastProgram->setUniform(
"mainNormalTexture",
mainNormalTextureUnit
@@ -1100,7 +1131,7 @@ void FramebufferRenderer::setResolution(glm::ivec2 res) {
_dirtyResolution = true;
}
void FramebufferRenderer::disableHDR(bool disable) {
void FramebufferRenderer::setDisableHDR(bool disable) {
_disableHDR = std::move(disable);
}
+3 -3
View File
@@ -275,7 +275,7 @@ RenderEngine::RenderEngine()
, _enableFXAA(FXAAInfo, true)
, _disableHDRPipeline(DisableHDRPipelineInfo, false)
, _hdrExposure(HDRExposureInfo, 3.7f, 0.01f, 10.0f)
, _gamma(GammaInfo, 0.86f, 0.01f, 5.0f)
, _gamma(GammaInfo, 0.95f, 0.01f, 5.0f)
, _hue(HueInfo, 180.f, 0.0f, 360.0f)
, _saturation(SaturationInfo, 1.f, 0.0f, 2.0f)
, _value(ValueInfo, 1.f, 0.0f, 2.0f)
@@ -297,7 +297,7 @@ RenderEngine::RenderEngine()
glm::vec3(0.f),
glm::vec3(-glm::pi<float>()),
glm::vec3(glm::pi<float>())
)
)
{
_doPerformanceMeasurements.onChange([this](){
global::performanceManager.setEnabled(_doPerformanceMeasurements);
@@ -318,7 +318,7 @@ RenderEngine::RenderEngine()
_disableHDRPipeline.onChange([this]() {
if (_renderer) {
_renderer->disableHDR(_disableHDRPipeline);
_renderer->setDisableHDR(_disableHDRPipeline);
}
});
addProperty(_disableHDRPipeline);