Files
OpenSpace/modules/globebrowsing/rendering/chunkrenderer.cpp
Kalle Bladin f51f293989 Feature/globebrowsing optimization (#310)
* Simplest possible PBO implementation.

* Add PBO class

* TileLoadJob owns raw tile data

* Working on a soluton to cache textures and reuse them

* PBO and cached textures working for one texture type. Color textures.

* Threadpool for tile requests uses LRU cache as queue

* Remove framesUntilRequestFlush

* Clean up

* Clean up

* Use prioritizing concurrent job manager

* Use TileTextureInitData to initialize RawTileDataReader.

* Class TextureContainer owns the textures to use for tiles.

* Using TileTextureInitData to determine if new caches need to be created.

* Remove WriteDataDescription

* Remove TileDataLayout

* Rendering many different layer types again

* TileProviderByLevel gives layergroup id to tile providers

* Comment away use of PBO

* Erase unfinished requests to make room for new ones

* Enable choice of PBO or not.

* Enable resetting of asynctiledataprovider

* Add the ability to use PBO and also load to CPU

* Update ghoul

* Solve culling issue.

* Texture pointer of Tile is now a raw pointer. Currently break single image tile provider and text tile provider.

* Add gpudata

* Move fetching of shader preprocessing data to LayerManager

* No comparisons to determine shader recompilation.

* Show the tile cache size in the GUI

* Clean up and comment.

* Solve bug where float is interpreted as NaN

* Enable ability to blend between layers again

* Fix single image provider

* Fix windows build error

* Fix OSX compile issue.

* Some clean up

* Showing correct texture data size

* Enable use of text tile providers again. No backgroupd image path however.

* Change cache size from GUI

* Clean up

* Solve osx compilation error.

* Update ghoul

* Make it possible to switch between PBO and not during runtime.

* Enable resetting of tile datasets

* change function module in moduleengine to identify module by name

* MemoryAwareTileCache is no longer a singleton

* Update ownership of properties for globe browsing

* Logging info about resetting tile reader.

* Logging info

* Fix requested changes

* Fix some compile warnings.

* Fix compilation warnings

* Add ability to blend values with blend parameter. Also define settings through lua dict.

* Fix some comments on pull request.

* Change formatting

* Change formatting

* Change formatting

* Fix pull request comments.

* Those are details

* Make Mercury great again.

* Make Earth great again.

* Solve conflict

* Test to sometimes use valueblending and sometimes not

* Not always use value blending

* Update ghoul

* Change from auto to explicit type.

* Update test for LRU Cache

* Include algorithm.
2017-05-30 15:37:05 +02:00

269 lines
12 KiB
C++

/*****************************************************************************************
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* OpenSpace *
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* Copyright (c) 2014-2017 *
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#include <modules/globebrowsing/rendering/chunkrenderer.h>
#include <modules/globebrowsing/chunk/chunk.h>
#include <modules/globebrowsing/globes/renderableglobe.h>
#include <modules/globebrowsing/meshes/grid.h>
#include <modules/globebrowsing/rendering/layershadermanager.h>
#include <modules/globebrowsing/rendering/gpu/gpulayermanager.h>
#include <modules/globebrowsing/rendering/layer/layergroup.h>
#include <modules/globebrowsing/tile/rawtiledatareader/rawtiledatareader.h>
#include <openspace/util/updatestructures.h>
namespace openspace {
namespace globebrowsing {
ChunkRenderer::ChunkRenderer(std::shared_ptr<Grid> grid,
std::shared_ptr<LayerManager> layerManager)
: _grid(grid)
,_layerManager(layerManager)
{
_globalLayerShaderManager = std::make_shared<LayerShaderManager>(
"GlobalChunkedLodPatch",
"${MODULE_GLOBEBROWSING}/shaders/globalchunkedlodpatch_vs.glsl",
"${MODULE_GLOBEBROWSING}/shaders/globalchunkedlodpatch_fs.glsl");
_localLayerShaderManager = std::make_shared<LayerShaderManager>(
"LocalChunkedLodPatch",
"${MODULE_GLOBEBROWSING}/shaders/localchunkedlodpatch_vs.glsl",
"${MODULE_GLOBEBROWSING}/shaders/localchunkedlodpatch_fs.glsl");
_globalGpuLayerManager = std::make_shared<GPULayerManager>();
_localGpuLayerManager = std::make_shared<GPULayerManager>();
}
void ChunkRenderer::renderChunk(const Chunk& chunk, const RenderData& data) {
// A little arbitrary with 10 but it works
if (chunk.tileIndex().level <
chunk.owner().debugProperties().modelSpaceRenderingCutoffLevel) {
renderChunkGlobally(chunk, data);
}
else {
renderChunkLocally(chunk, data);
}
}
void ChunkRenderer::update() {
// unused atm. Could be used for caching or precalculating
}
void ChunkRenderer::recompileShaders(const RenderableGlobe& globe) {
LayerShaderManager::LayerShaderPreprocessingData preprocessingData =
LayerShaderManager::LayerShaderPreprocessingData::get(globe);
_globalLayerShaderManager->recompileShaderProgram(preprocessingData);
_localLayerShaderManager->recompileShaderProgram(preprocessingData);
}
ghoul::opengl::ProgramObject* ChunkRenderer::getActivatedProgramWithTileData(
std::shared_ptr<LayerShaderManager> layeredShaderManager,
std::shared_ptr<GPULayerManager> gpuLayerManager,
const Chunk& chunk)
{
const TileIndex& tileIndex = chunk.tileIndex();
// Now the shader program can be accessed
ghoul::opengl::ProgramObject* programObject = layeredShaderManager->programObject();
if (layeredShaderManager->updatedOnLastCall()) {
gpuLayerManager->bind(programObject, *_layerManager);
}
// Activate the shader program
programObject->activate();
gpuLayerManager->setValue(programObject, *_layerManager, tileIndex);
// The length of the skirts is proportional to its size
// TODO: Skirt length should probably be proportional to the size reffered to by
// the chunk's most high resolution height map.
programObject->setUniform("skirtLength",
glm::min(static_cast<float>(chunk.surfacePatch().halfSize().lat * 1000000),
8700.0f));
programObject->setUniform("xSegments", _grid->xSegments());
if (chunk.owner().debugProperties().showHeightResolution) {
programObject->setUniform("vertexResolution",
glm::vec2(_grid->xSegments(), _grid->ySegments()));
}
return programObject;
}
void ChunkRenderer::renderChunkGlobally(const Chunk& chunk, const RenderData& data){
ghoul::opengl::ProgramObject* programObject = getActivatedProgramWithTileData(
_globalLayerShaderManager,
_globalGpuLayerManager,
chunk);
if (programObject == nullptr) {
return;
}
const Ellipsoid& ellipsoid = chunk.owner().ellipsoid();
if (_layerManager->hasAnyBlendingLayersEnabled()) {
// Calculations are done in the reference frame of the globe. Hence, the
// camera position needs to be transformed with the inverse model matrix
glm::dmat4 inverseModelTransform = chunk.owner().inverseModelTransform();
glm::dvec3 cameraPosition = glm::dvec3(
inverseModelTransform * glm::dvec4(data.camera.positionVec3(), 1));
float distanceScaleFactor = chunk.owner().generalProperties().lodScaleFactor *
ellipsoid.minimumRadius();
programObject->setUniform("cameraPosition", glm::vec3(cameraPosition));
programObject->setUniform("distanceScaleFactor", distanceScaleFactor);
programObject->setUniform("chunkLevel", chunk.tileIndex().level);
}
// Calculate other uniform variables needed for rendering
Geodetic2 swCorner = chunk.surfacePatch().getCorner(Quad::SOUTH_WEST);
auto patchSize = chunk.surfacePatch().size();
glm::dmat4 modelTransform = chunk.owner().modelTransform();
glm::dmat4 viewTransform = data.camera.combinedViewMatrix();
glm::mat4 modelViewTransform = glm::mat4(viewTransform * modelTransform);
glm::mat4 modelViewProjectionTransform = data.camera.sgctInternal.projectionMatrix() *
modelViewTransform;
// Upload the uniform variables
programObject->setUniform(
"modelViewProjectionTransform", modelViewProjectionTransform);
programObject->setUniform("minLatLon", glm::vec2(swCorner.toLonLatVec2()));
programObject->setUniform("lonLatScalingFactor", glm::vec2(patchSize.toLonLatVec2()));
programObject->setUniform("radiiSquared", glm::vec3(ellipsoid.radiiSquared()));
if (_layerManager->layerGroup(
layergroupid::NightLayers).activeLayers().size() > 0 ||
_layerManager->layerGroup(
layergroupid::WaterMasks).activeLayers().size() > 0 ||
chunk.owner().generalProperties().atmosphereEnabled ||
chunk.owner().generalProperties().performShading) {
// This code temporary until real light sources can be implemented.
glm::vec3 directionToSunWorldSpace =
glm::normalize(-data.modelTransform.translation);
glm::vec3 directionToSunCameraSpace =
(viewTransform * glm::dvec4(directionToSunWorldSpace, 0));
programObject->setUniform("modelViewTransform", modelViewTransform);
programObject->setUniform(
"lightDirectionCameraSpace", -directionToSunCameraSpace);
}
// OpenGL rendering settings
glEnable(GL_DEPTH_TEST);
glEnable(GL_CULL_FACE);
glCullFace(GL_BACK);
// render
_grid->geometry().drawUsingActiveProgram();
_globalGpuLayerManager->deactivate();
// disable shader
programObject->deactivate();
}
void ChunkRenderer::renderChunkLocally(const Chunk& chunk, const RenderData& data) {
ghoul::opengl::ProgramObject* programObject = getActivatedProgramWithTileData(
_localLayerShaderManager,
_localGpuLayerManager,
chunk);
if (programObject == nullptr) {
return;
}
using namespace glm;
const Ellipsoid& ellipsoid = chunk.owner().ellipsoid();
if (_layerManager->hasAnyBlendingLayersEnabled()) {
float distanceScaleFactor = chunk.owner().generalProperties().lodScaleFactor *
chunk.owner().ellipsoid().minimumRadius();
programObject->setUniform("distanceScaleFactor", distanceScaleFactor);
programObject->setUniform("chunkLevel", chunk.tileIndex().level);
}
// Calculate other uniform variables needed for rendering
dmat4 modelTransform = chunk.owner().modelTransform();
dmat4 viewTransform = data.camera.combinedViewMatrix();
dmat4 modelViewTransform = viewTransform * modelTransform;
std::vector<std::string> cornerNames = { "p01", "p11", "p00", "p10" };
std::vector<glm::dvec3> cornersCameraSpace(4);
for (int i = 0; i < 4; ++i) {
Quad q = static_cast<Quad>(i);
Geodetic2 corner = chunk.surfacePatch().getCorner(q);
glm::dvec3 cornerModelSpace = ellipsoid.cartesianSurfacePosition(corner);
glm::dvec3 cornerCameraSpace =
glm::dvec3(dmat4(modelViewTransform) * glm::dvec4(cornerModelSpace, 1));
cornersCameraSpace[i] = cornerCameraSpace;
programObject->setUniform(cornerNames[i], vec3(cornerCameraSpace));
}
// TODO: Patch normal can be calculated for all corners and then linearly
// interpolated on the GPU to avoid cracks for high altitudes.
vec3 patchNormalCameraSpace = normalize(
cross(cornersCameraSpace[Quad::SOUTH_EAST] -
cornersCameraSpace[Quad::SOUTH_WEST],
cornersCameraSpace[Quad::NORTH_EAST] -
cornersCameraSpace[Quad::SOUTH_WEST]));
programObject->setUniform("patchNormalCameraSpace", patchNormalCameraSpace);
programObject->setUniform("projectionTransform", data.camera.sgctInternal.projectionMatrix());
if (_layerManager->layerGroup(
layergroupid::NightLayers).activeLayers().size() > 0 ||
_layerManager->layerGroup(
layergroupid::WaterMasks).activeLayers().size() > 0 ||
chunk.owner().generalProperties().atmosphereEnabled ||
chunk.owner().generalProperties().performShading)
{
glm::vec3 directionToSunWorldSpace =
glm::normalize(-data.modelTransform.translation);
glm::vec3 directionToSunCameraSpace =
(viewTransform * glm::dvec4(directionToSunWorldSpace, 0));
programObject->setUniform(
"lightDirectionCameraSpace", -directionToSunCameraSpace);
}
// OpenGL rendering settings
glEnable(GL_DEPTH_TEST);
glEnable(GL_CULL_FACE);
glCullFace(GL_BACK);
// render
_grid->geometry().drawUsingActiveProgram();
_localGpuLayerManager->deactivate();
// disable shader
programObject->deactivate();
}
} // namespace globebrowsing
} // namespace openspace