Files
OpenSpace/modules/globebrowsing/rendering/chunkrenderer.h
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

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/*****************************************************************************************
* *
* OpenSpace *
* *
* Copyright (c) 2014-2017 *
* *
* Permission is hereby granted, free of charge, to any person obtaining a copy of this *
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* 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 *
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* CONTRACT, TORT OR OTHERWISE, ARISING FROM, OUT OF OR IN CONNECTION WITH THE SOFTWARE *
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****************************************************************************************/
#ifndef __OPENSPACE_MODULE_GLOBEBROWSING___CHUNK_RENDERER___H__
#define __OPENSPACE_MODULE_GLOBEBROWSING___CHUNK_RENDERER___H__
#include <memory>
namespace ghoul { namespace opengl {
class ProgramObject;
} }
namespace openspace {
struct RenderData;
namespace globebrowsing {
class Chunk;
class Grid;
class GPULayerManager;
class LayerManager;
class LayerShaderManager;
class RenderableGlobe;
class ChunkRenderer {
public:
ChunkRenderer(std::shared_ptr<Grid> grid,
std::shared_ptr<LayerManager> layerManager);
/**
* Chooses to render a chunk either locally or globally depending on the chunklevel
* of the <code>Chunk</code>.
*/
void renderChunk(const Chunk& chunk, const RenderData& data);
void update();
void recompileShaders(const RenderableGlobe& globe);
private:
/**
* Chunks can be rendered either globally or locally. Global rendering is performed
* in the model space of the globe. With global rendering, the vertex positions
* of a chunk are calculated in the vertex shader by transforming the geodetic
* coordinates of the chunk to model space coordinates. We can only achieve floating
* point precision by doing this which means that the camera too close to a global
* tile will lead to jagging. We only render global chunks for lower chunk levels.
*/
void renderChunkGlobally(const Chunk& chunk, const RenderData& data);
/**
* Local rendering of chunks are done using linear interpolation in camera space.
* All four corner points of the chunk are calculated in double precision on the
* CPU and transformed to camera space with double precision matrix transforms.
* These positions can then be cast to floats and uploaded to the vertex shader.
* The vertex shader rendering performs linear interpolation between the four
* corner points to get the resulting chunk. This means that there will be an error
* due to the curvature of the globe. The smaller the patch is (with higher chunk
* levels) the better the approximation becomes. This is why we only render local
* chunks for higher chunk levels.
*/
void renderChunkLocally(const Chunk& chunk, const RenderData& data);
ghoul::opengl::ProgramObject* getActivatedProgramWithTileData(
std::shared_ptr<LayerShaderManager> layeredShaderManager,
std::shared_ptr<GPULayerManager> gpuLayerManager,
const Chunk& chunk);
// shared pointer to a grid which can be the same for all rendered chunks.
std::shared_ptr<Grid> _grid;
std::shared_ptr<LayerManager> _layerManager;
// Two different shader programs. One for global and one for local rendering.
std::shared_ptr<LayerShaderManager> _globalLayerShaderManager;
std::shared_ptr<LayerShaderManager> _localLayerShaderManager;
// Layered texture uniforms are chached in the uniform ID handles.
std::shared_ptr<GPULayerManager> _globalGpuLayerManager;
std::shared_ptr<GPULayerManager> _localGpuLayerManager;
};
} // namespace globebrowsing
} // namespace openspace
#endif // __OPENSPACE_MODULE_GLOBEBROWSING___CHUNK_RENDERER___H__