mirror of
https://github.com/OpenSpace/OpenSpace.git
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289 lines
11 KiB
C++
289 lines
11 KiB
C++
/*****************************************************************************************
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* *
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* OpenSpace *
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* *
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* Copyright (c) 2014-2025 *
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* *
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* Permission is hereby granted, free of charge, to any person obtaining a copy of this *
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* software and associated documentation files (the "Software"), to deal in the Software *
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* without restriction, including without limitation the rights to use, copy, modify, *
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* merge, publish, distribute, sublicense, and/or sell copies of the Software, and to *
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* permit persons to whom the Software is furnished to do so, subject to the following *
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* conditions: *
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* *
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* The above copyright notice and this permission notice shall be included in all copies *
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* or substantial portions of the Software. *
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* *
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* THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS OR IMPLIED, *
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* INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY, FITNESS FOR A *
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* PARTICULAR PURPOSE AND NONINFRINGEMENT. IN NO EVENT SHALL THE AUTHORS OR COPYRIGHT *
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* HOLDERS BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER LIABILITY, WHETHER IN AN ACTION OF *
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* CONTRACT, TORT OR OTHERWISE, ARISING FROM, OUT OF OR IN CONNECTION WITH THE SOFTWARE *
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* OR THE USE OR OTHER DEALINGS IN THE SOFTWARE. *
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****************************************************************************************/
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#ifndef __OPENSPACE_CORE___FRAMEBUFFERRENDERER___H__
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#define __OPENSPACE_CORE___FRAMEBUFFERRENDERER___H__
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#include <openspace/rendering/raycasterlistener.h>
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#include <openspace/rendering/deferredcasterlistener.h>
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#include <ghoul/glm.h>
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#include <ghoul/opengl/ghoul_gl.h>
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#include <ghoul/opengl/uniformcache.h>
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#include <map>
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#include <vector>
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namespace ghoul { class Dictionary; }
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namespace ghoul::filesystem { class File; }
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namespace ghoul::opengl {
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class ProgramObject;
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class Texture;
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} // namespace ghoul::opengl
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namespace openspace {
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class Camera;
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struct DeferredcastData;
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struct DeferredcasterTask;
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struct RaycastData;
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struct RaycasterTask;
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class Scene;
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class SceneGraphNode;
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struct UpdateStructures;
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class FramebufferRenderer final : public RaycasterListener, public DeferredcasterListener
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{
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public:
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virtual ~FramebufferRenderer() override = default;
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//============================//
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//===== Reuse textures =====//
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//============================//
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/**
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* Gives access to the currently NOT used pingPongTexture. This texture is available
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* for all RenderBins. However, it cannot be used at the same time as the Deferred
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* Caster Tasks. The size of the texture is the resolution of the viewport.
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*
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* NOTE (malej 2023-02-21): The currently NOT used pingPongTexture might change
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* depending on where in the render cycle you are. Especially after the Deferred
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* Caster Tasks.
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*
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* \return The identifier of the currently NOT used pingPongTexture
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*/
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GLuint additionalColorTexture1() const;
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/**
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* Gives access to the exitColorTexture. This texture is available for all RenderBins.
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* However, it cannot be used at the same time as the Raycaster Tasks. The size of the
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* texture is the resolution of the viewport.
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*
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* \return The identifier of the exitColorTexture
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*/
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GLuint additionalColorTexture2() const;
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/**
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* Gives access to the fxaaTexture. This texture is available for all RenderBins.
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* However, it cannot be used at the same time as the FXAA Task. The size of the
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* texture is the resolution of the viewport.
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*
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* \return The identifier of the fxaaTexture
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*/
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GLuint additionalColorTexture3() const;
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/**
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* Gives access to the exitDepthTexture. This texture is available for all RenderBins.
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* However, it cannot be used at the same time as the Raycaster Tasks. The size of the
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* texture is the resolution of the viewport.
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*
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* \return The identifier of the exitDepthTexture
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*/
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GLuint additionalDepthTexture() const;
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//=============================//
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//===== Access G-buffer =====//
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//=============================//
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// Functions to access the G-buffer textures
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/**
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* Gives access to the color texture of the G-buffer. NOTE: This texture is used for
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* the majority of rendering the scene and might be already in use. Use CAUTION when
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* using this function. The size of the texture is the resolution of the viewport.
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*
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* \return The identifier of the color texture of the G-buffer
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*/
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GLuint gBufferColorTexture() const;
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/**
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* Gives access to the position texture of the G-buffer. NOTE: This texture is used
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* for the majority of rendering the scene and might be already in use. Use CAUTION
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* when using this function. The size of the texture is the resolution of the
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* viewport.
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*
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* \return The identifier of the position texture of the G-buffer
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*/
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GLuint gBufferPositionTexture() const;
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/**
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* Gives access to the normal texture of the G-buffer. NOTE: This texture is used for
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* the majority of rendering the scene and might be already in use. Use CAUTION when
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* using this function. The size of the texture is the resolution of the viewport.
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*
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* \return The identifier of the normal texture of the G-buffer
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*/
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GLuint gBufferNormalTexture() const;
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/**
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* Gives access to the depth texture of the G-buffer. NOTE: This texture is used for
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* the majority of rendering the scene and might be already in use. Use CAUTION when
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* using this function. The size of the texture is the resolution of the viewport.
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*
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* \return The identifier of the depth texture of the G-buffer
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*/
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GLuint gBufferDepthTexture() const;
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void initialize();
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void deinitialize();
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void updateResolution();
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void updateRaycastData();
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void updateDeferredcastData();
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void updateHDRAndFiltering();
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void updateFXAA();
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void updateDownscaledVolume();
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void setResolution(glm::ivec2 res);
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void setHDRExposure(float hdrExposure);
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void setGamma(float gamma);
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void setHueValueSaturation(float hue, float value, float saturation);
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void enableFXAA(bool enable);
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void setDisableHDR(bool disable);
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void update();
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void performRaycasterTasks(const std::vector<RaycasterTask>& tasks,
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const glm::ivec4& viewport);
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void performDeferredTasks(const std::vector<DeferredcasterTask>& tasks,
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const glm::ivec4& viewport);
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void render(Scene* scene, Camera* camera, float blackoutFactor);
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void renderDepthMaps();
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/**
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* Update render data. Responsible for calling renderEngine::setRenderData
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*/
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virtual void updateRendererData();
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virtual void raycastersChanged(VolumeRaycaster& raycaster,
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RaycasterListener::IsAttached attached) override;
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virtual void deferredcastersChanged(Deferredcaster& deferredcaster,
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DeferredcasterListener::IsAttached isAttached) override;
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void registerShadowCaster(const std::string& shadowGroup,
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const SceneGraphNode* lightsource, const SceneGraphNode* target);
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void removeShadowCaster(const std::string& shadowGroup, const SceneGraphNode* target);
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std::pair<GLuint, glm::dmat4> shadowInformation(const std::string& shadowgroup) const;
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private:
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using RaycasterProgObjMap = std::map<
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VolumeRaycaster*,
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std::unique_ptr<ghoul::opengl::ProgramObject>
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>;
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using DeferredcasterProgObjMap = std::map<
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Deferredcaster*,
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std::unique_ptr<ghoul::opengl::ProgramObject>
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>;
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void applyTMO(float blackoutFactor, const glm::ivec4& viewport);
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void applyFXAA(const glm::ivec4& viewport);
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void updateDownscaleTextures() const;
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void writeDownscaledVolume(const glm::ivec4& viewport);
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std::map<VolumeRaycaster*, RaycastData> _raycastData;
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RaycasterProgObjMap _exitPrograms;
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RaycasterProgObjMap _raycastPrograms;
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RaycasterProgObjMap _insideRaycastPrograms;
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std::map<Deferredcaster*, DeferredcastData> _deferredcastData;
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DeferredcasterProgObjMap _deferredcastPrograms;
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std::unique_ptr<ghoul::opengl::ProgramObject> _hdrFilteringProgram;
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std::unique_ptr<ghoul::opengl::ProgramObject> _tmoProgram;
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std::unique_ptr<ghoul::opengl::ProgramObject> _fxaaProgram;
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std::unique_ptr<ghoul::opengl::ProgramObject> _downscaledVolumeProgram;
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UniformCache(hdrFeedingTexture, blackoutFactor, hdrExposure, gamma,
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Hue, Saturation, Value, Viewport, Resolution) _hdrUniformCache;
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UniformCache(renderedTexture, inverseScreenSize, Viewport,
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Resolution) _fxaaUniformCache;
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UniformCache(downscaledRenderedVolume, downscaledRenderedVolumeDepth, viewport,
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resolution) _writeDownscaledVolumeUniformCache;
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GLint _defaultFBO = 0;
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GLuint _screenQuad = 0;
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GLuint _vertexPositionBuffer = 0;
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GLuint _exitColorTexture = 0;
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GLuint _exitDepthTexture = 0;
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GLuint _exitFramebuffer = 0;
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struct {
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GLuint colorTexture;
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GLuint positionTexture;
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GLuint normalTexture;
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GLuint depthTexture;
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GLuint framebuffer;
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} _gBuffers;
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struct {
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GLuint framebuffer;
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GLuint colorTexture[2];
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} _pingPongBuffers;
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struct {
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GLuint fxaaFramebuffer;
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GLuint fxaaTexture;
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} _fxaaBuffers;
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struct {
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GLuint framebuffer;
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GLuint colorTexture;
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GLuint depthbuffer;
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float currentDownscaleFactor = 1.f;
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} _downscaleVolumeRendering;
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struct ShadowMap {
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const SceneGraphNode* lightsource = nullptr;
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std::vector<const SceneGraphNode*> targets;
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GLuint depthMap = 0;
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glm::ivec2 depthMapResolution = glm::ivec2(0);
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GLuint fbo = 0;
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glm::dmat4 viewProjectionMatrix = glm::dmat4(1.0);
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};
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std::map<std::string, ShadowMap> _shadowMaps;
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unsigned int _pingPongIndex = 0u;
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bool _dirtyDeferredcastData;
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bool _dirtyRaycastData;
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bool _dirtyResolution;
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glm::ivec2 _resolution = glm::ivec2(0);
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int _nAaSamples;
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bool _enableFXAA = true;
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bool _disableHDR = false;
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float _hdrExposure = 3.7f;
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float _gamma = 0.95f;
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float _hue = 1.f;
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float _saturation = 1.f;
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float _value = 1.f;
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bool _renderedDepthMapsThisFrame = false;
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ghoul::Dictionary _rendererData;
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};
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} // namespace openspace
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#endif // __OPENSPACE_CORE___FRAMEBUFFERRENDERER___H__
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