mirror of
https://github.com/OpenSpace/OpenSpace.git
synced 2026-01-02 09:41:13 -06:00
1525 lines
48 KiB
C++
1525 lines
48 KiB
C++
/*****************************************************************************************
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* *
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* OpenSpace *
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* *
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* Copyright (c) 2014-2020 *
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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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#include <openspace/rendering/framebufferrenderer.h>
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#include <openspace/engine/globals.h>
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#include <openspace/engine/windowdelegate.h>
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#include <openspace/rendering/deferredcaster.h>
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#include <openspace/rendering/deferredcastermanager.h>
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#include <openspace/rendering/raycastermanager.h>
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#include <openspace/rendering/renderable.h>
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#include <openspace/rendering/renderengine.h>
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#include <openspace/rendering/volumeraycaster.h>
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#include <openspace/scene/scene.h>
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#include <openspace/util/camera.h>
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#include <openspace/util/timemanager.h>
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#include <openspace/util/updatestructures.h>
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#include <ghoul/filesystem/filesystem.h>
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#include <ghoul/logging/logmanager.h>
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#include <ghoul/misc/profiling.h>
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#include <ghoul/opengl/ghoul_gl.h>
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#include <ghoul/opengl/programobject.h>
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#include <ghoul/opengl/textureunit.h>
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#include <fstream>
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#include <string>
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#include <vector>
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namespace {
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constexpr const char* _loggerCat = "FramebufferRenderer";
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// If this is true (detected automatically), the OpenGL debug information functions
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// are available and will be used to mark object names and debug groups
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bool HasGLDebugInfo = false;
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struct GLDebugGroup {
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explicit GLDebugGroup(std::string_view name) {
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if (HasGLDebugInfo) {
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glPushDebugGroup(
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GL_DEBUG_SOURCE_APPLICATION,
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0,
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static_cast<GLsizei>(name.length()),
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name.data()
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);
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}
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}
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~GLDebugGroup() {
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if (HasGLDebugInfo) {
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glPopDebugGroup();
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}
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}
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};
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constexpr const std::array<const char*, 7> HDRUniformNames = {
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"hdrFeedingTexture", "blackoutFactor", "hdrExposure", "gamma",
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"Hue", "Saturation", "Value"
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};
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constexpr const std::array<const char*, 2> FXAAUniformNames = {
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"renderedTexture", "inverseScreenSize"
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};
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constexpr const std::array<const char*, 2> DownscaledVolumeUniformNames = {
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"downscaledRenderedVolume", "downscaledRenderedVolumeDepth"
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};
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constexpr const char* ExitFragmentShaderPath =
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"${SHADERS}/framebuffer/exitframebuffer.frag";
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constexpr const char* RaycastFragmentShaderPath =
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"${SHADERS}/framebuffer/raycastframebuffer.frag";
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constexpr const char* GetEntryInsidePath = "${SHADERS}/framebuffer/inside.glsl";
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constexpr const char* GetEntryOutsidePath = "${SHADERS}/framebuffer/outside.glsl";
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constexpr const char* RenderFragmentShaderPath =
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"${SHADERS}/framebuffer/renderframebuffer.frag";
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const GLenum ColorAttachment0Array[1] = {
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GL_COLOR_ATTACHMENT0
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};
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const GLenum ColorAttachment1Array[1] = {
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GL_COLOR_ATTACHMENT1
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};
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const GLenum ColorAttachment01Array[2] = {
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GL_COLOR_ATTACHMENT0,
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GL_COLOR_ATTACHMENT1
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};
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const GLenum ColorAttachment03Array[2] = {
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GL_COLOR_ATTACHMENT0,
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GL_COLOR_ATTACHMENT3
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};
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const GLenum ColorAttachment012Array[3] = {
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GL_COLOR_ATTACHMENT0,
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GL_COLOR_ATTACHMENT1,
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GL_COLOR_ATTACHMENT2
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};
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const GLenum ColorAttachment0123Array[4] = {
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GL_COLOR_ATTACHMENT0,
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GL_COLOR_ATTACHMENT1,
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GL_COLOR_ATTACHMENT2,
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GL_COLOR_ATTACHMENT3
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};
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void saveTextureToMemory(GLenum attachment, int width, int height,
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std::vector<double>& memory)
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{
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memory.clear();
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memory.resize(width * height * 3);
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std::vector<float> tempMemory(width * height * 3);
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if (attachment != GL_DEPTH_ATTACHMENT) {
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glReadBuffer(attachment);
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glReadPixels(0, 0, width, height, GL_RGB, GL_FLOAT, tempMemory.data());
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}
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else {
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glReadPixels(
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0,
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0,
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width,
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height,
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GL_DEPTH_COMPONENT,
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GL_FLOAT,
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tempMemory.data()
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);
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}
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for (int i = 0; i < width * height * 3; ++i) {
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memory[i] = static_cast<double>(tempMemory[i]);
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}
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}
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} // namespace
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namespace openspace {
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void FramebufferRenderer::initialize() {
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LDEBUG("Initializing FramebufferRenderer");
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HasGLDebugInfo = glbinding::Binding::ObjectLabel.isResolved() &&
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glbinding::Binding::PushDebugGroup.isResolved() &&
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glbinding::Binding::PopDebugGroup.isResolved();
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const GLfloat vertexData[] = {
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// x y
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-1.f, -1.f,
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1.f, 1.f,
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-1.f, 1.f,
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-1.f, -1.f,
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1.f, -1.f,
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1.f, 1.f,
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};
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glGenVertexArrays(1, &_screenQuad);
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glBindVertexArray(_screenQuad);
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glGenBuffers(1, &_vertexPositionBuffer);
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glBindBuffer(GL_ARRAY_BUFFER, _vertexPositionBuffer);
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glBufferData(GL_ARRAY_BUFFER, sizeof(vertexData), vertexData, GL_STATIC_DRAW);
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glVertexAttribPointer(0, 2, GL_FLOAT, GL_FALSE, sizeof(GLfloat) * 2, nullptr);
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glEnableVertexAttribArray(0);
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glGetIntegerv(GL_FRAMEBUFFER_BINDING, &_defaultFBO);
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// GBuffers
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glGenTextures(1, &_gBuffers.colorTexture);
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if (HasGLDebugInfo) {
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glObjectLabel(GL_TEXTURE, _gBuffers.colorTexture, -1, "G-Buffer Color");
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}
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glGenTextures(1, &_gBuffers.depthTexture);
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if (HasGLDebugInfo) {
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glObjectLabel(GL_TEXTURE, _gBuffers.depthTexture, -1, "G-Buffer Depth");
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}
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glGenTextures(1, &_gBuffers.positionTexture);
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if (HasGLDebugInfo) {
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glObjectLabel(GL_TEXTURE, _gBuffers.positionTexture, -1, "G-Buffer Position");
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}
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glGenTextures(1, &_gBuffers.normalTexture);
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if (HasGLDebugInfo) {
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glObjectLabel(GL_TEXTURE, _gBuffers.normalTexture, -1, "G-Buffer Normal");
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}
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glGenFramebuffers(1, &_gBuffers.framebuffer);
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if (HasGLDebugInfo) {
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glObjectLabel(GL_FRAMEBUFFER, _gBuffers.framebuffer, -1, "G-Buffer Main");
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}
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// PingPong Buffers
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// The first pingpong buffer shares the color texture with the renderbuffer:
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_pingPongBuffers.colorTexture[0] = _gBuffers.colorTexture;
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glGenTextures(1, &_pingPongBuffers.colorTexture[1]);
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if (glbinding::Binding::ObjectLabel.isResolved()) {
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glObjectLabel(
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GL_TEXTURE,
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_pingPongBuffers.colorTexture[1],
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-1,
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"G-Buffer Color Ping-Pong"
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);
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}
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glGenFramebuffers(1, &_pingPongBuffers.framebuffer);
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if (glbinding::Binding::ObjectLabel.isResolved()) {
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glObjectLabel(
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GL_FRAMEBUFFER,
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_pingPongBuffers.framebuffer,
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-1,
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"G-Buffer Ping-Pong"
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);
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}
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// Exit framebuffer
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glGenTextures(1, &_exitColorTexture);
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if (glbinding::Binding::ObjectLabel.isResolved()) {
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glObjectLabel(GL_TEXTURE, _exitColorTexture, -1, "Exit color");
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}
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glGenTextures(1, &_exitDepthTexture);
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if (glbinding::Binding::ObjectLabel.isResolved()) {
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glObjectLabel(GL_TEXTURE, _exitColorTexture, -1, "Exit depth");
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}
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glGenFramebuffers(1, &_exitFramebuffer);
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if (glbinding::Binding::ObjectLabel.isResolved()) {
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glObjectLabel(GL_FRAMEBUFFER, _exitFramebuffer, -1, "Exit");
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}
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// HDR / Filtering Buffers
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glGenFramebuffers(1, &_hdrBuffers.hdrFilteringFramebuffer);
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if (glbinding::Binding::ObjectLabel.isResolved()) {
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glObjectLabel(GL_FRAMEBUFFER, _exitFramebuffer, -1, "HDR filtering");
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}
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glGenTextures(1, &_hdrBuffers.hdrFilteringTexture);
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if (glbinding::Binding::ObjectLabel.isResolved()) {
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glObjectLabel(GL_TEXTURE, _hdrBuffers.hdrFilteringTexture, -1, "HDR filtering");
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}
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// FXAA Buffers
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glGenFramebuffers(1, &_fxaaBuffers.fxaaFramebuffer);
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if (glbinding::Binding::ObjectLabel.isResolved()) {
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glObjectLabel(GL_FRAMEBUFFER, _fxaaBuffers.fxaaFramebuffer, -1, "FXAA");
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}
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glGenTextures(1, &_fxaaBuffers.fxaaTexture);
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if (glbinding::Binding::ObjectLabel.isResolved()) {
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glObjectLabel(GL_TEXTURE, _fxaaBuffers.fxaaTexture, -1, "FXAA");
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}
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// DownscaleVolumeRendering
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glGenFramebuffers(1, &_downscaleVolumeRendering.framebuffer);
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if (glbinding::Binding::ObjectLabel.isResolved()) {
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glObjectLabel(
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GL_FRAMEBUFFER,
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_downscaleVolumeRendering.framebuffer,
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-1,
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"Downscaled Volume"
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);
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}
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glGenTextures(1, &_downscaleVolumeRendering.colorTexture);
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if (glbinding::Binding::ObjectLabel.isResolved()) {
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glObjectLabel(
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GL_TEXTURE,
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_downscaleVolumeRendering.colorTexture,
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-1,
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"Downscaled Volume Color"
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);
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}
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glGenTextures(1, &_downscaleVolumeRendering.depthbuffer);
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if (glbinding::Binding::ObjectLabel.isResolved()) {
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glObjectLabel(
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GL_TEXTURE,
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_downscaleVolumeRendering.depthbuffer,
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-1,
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"Downscaled Volume Depth"
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);
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}
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// Allocate Textures/Buffers Memory
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updateResolution();
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updateRendererData();
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updateRaycastData();
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//==============================//
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//===== GBuffers Buffers =====//
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//==============================//
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glBindFramebuffer(GL_FRAMEBUFFER, _gBuffers.framebuffer);
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glFramebufferTexture(
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GL_FRAMEBUFFER,
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GL_COLOR_ATTACHMENT0,
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_gBuffers.colorTexture,
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0
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);
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glFramebufferTexture(
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GL_FRAMEBUFFER,
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GL_COLOR_ATTACHMENT1,
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_gBuffers.positionTexture,
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0
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);
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glFramebufferTexture(
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GL_FRAMEBUFFER,
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GL_COLOR_ATTACHMENT2,
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_gBuffers.normalTexture,
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0
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);
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glFramebufferTexture(
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GL_FRAMEBUFFER,
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GL_DEPTH_ATTACHMENT,
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_gBuffers.depthTexture,
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0
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);
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GLenum status = glCheckFramebufferStatus(GL_FRAMEBUFFER);
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if (status != GL_FRAMEBUFFER_COMPLETE) {
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LERROR("Main framebuffer is not complete");
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}
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//==============================//
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//===== PingPong Buffers =====//
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//==============================//
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glBindFramebuffer(GL_FRAMEBUFFER, _pingPongBuffers.framebuffer);
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glFramebufferTexture(
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GL_FRAMEBUFFER,
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GL_COLOR_ATTACHMENT0,
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_pingPongBuffers.colorTexture[0],
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0
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);
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glFramebufferTexture(
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GL_FRAMEBUFFER,
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GL_COLOR_ATTACHMENT1,
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_pingPongBuffers.colorTexture[1],
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0
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);
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glFramebufferTexture(
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GL_FRAMEBUFFER,
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GL_DEPTH_ATTACHMENT,
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_gBuffers.depthTexture,
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0
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);
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status = glCheckFramebufferStatus(GL_FRAMEBUFFER);
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if (status != GL_FRAMEBUFFER_COMPLETE) {
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LERROR("Ping pong buffer is not complete");
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}
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//======================================//
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//===== Volume Rendering Buffers =====//
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//======================================//
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// Builds Exit Framebuffer
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glBindFramebuffer(GL_FRAMEBUFFER, _exitFramebuffer);
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glFramebufferTexture(
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GL_FRAMEBUFFER,
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GL_COLOR_ATTACHMENT0,
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_exitColorTexture,
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0
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);
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glFramebufferTexture(
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GL_FRAMEBUFFER,
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GL_DEPTH_ATTACHMENT,
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_exitDepthTexture,
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0
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);
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status = glCheckFramebufferStatus(GL_FRAMEBUFFER);
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if (status != GL_FRAMEBUFFER_COMPLETE) {
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LERROR("Exit framebuffer is not complete");
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}
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//===================================//
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//===== HDR/Filtering Buffers =====//
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//===================================//
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glBindFramebuffer(GL_FRAMEBUFFER, _hdrBuffers.hdrFilteringFramebuffer);
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glFramebufferTexture(
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GL_FRAMEBUFFER,
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GL_COLOR_ATTACHMENT0,
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_hdrBuffers.hdrFilteringTexture,
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0
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);
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status = glCheckFramebufferStatus(GL_FRAMEBUFFER);
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if (status != GL_FRAMEBUFFER_COMPLETE) {
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LERROR("HDR/Filtering framebuffer is not complete");
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}
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//===================================//
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//========== FXAA Buffers =========//
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//===================================//
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glBindFramebuffer(GL_FRAMEBUFFER, _fxaaBuffers.fxaaFramebuffer);
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glFramebufferTexture(
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GL_FRAMEBUFFER,
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GL_COLOR_ATTACHMENT0,
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_fxaaBuffers.fxaaTexture,
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0
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);
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status = glCheckFramebufferStatus(GL_FRAMEBUFFER);
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if (status != GL_FRAMEBUFFER_COMPLETE) {
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LERROR("FXAA framebuffer is not complete");
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}
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//================================================//
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//===== Downscale Volume Rendering Buffers =====//
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//================================================//
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glBindFramebuffer(GL_FRAMEBUFFER, _downscaleVolumeRendering.framebuffer);
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glFramebufferTexture(
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GL_FRAMEBUFFER,
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GL_COLOR_ATTACHMENT0,
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_downscaleVolumeRendering.colorTexture,
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0
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);
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glFramebufferTexture(
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GL_FRAMEBUFFER,
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GL_DEPTH_ATTACHMENT,
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_downscaleVolumeRendering.depthbuffer,
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0
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);
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status = glCheckFramebufferStatus(GL_FRAMEBUFFER);
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if (status != GL_FRAMEBUFFER_COMPLETE) {
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LERROR("Downscale Volume Rendering framebuffer is not complete");
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}
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|
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// JCC: Moved to here to avoid NVidia: "Program/shader state performance warning"
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// Building programs
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updateHDRAndFiltering();
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updateFXAA();
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updateDeferredcastData();
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updateDownscaledVolume();
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|
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// Sets back to default FBO
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glBindFramebuffer(GL_FRAMEBUFFER, _defaultFBO);
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|
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ghoul::opengl::updateUniformLocations(
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*_hdrFilteringProgram,
|
|
_hdrUniformCache,
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HDRUniformNames
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);
|
|
ghoul::opengl::updateUniformLocations(
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*_fxaaProgram,
|
|
_fxaaUniformCache,
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FXAAUniformNames
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);
|
|
ghoul::opengl::updateUniformLocations(
|
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*_downscaledVolumeProgram,
|
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_writeDownscaledVolumeUniformCache,
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DownscaledVolumeUniformNames
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);
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|
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global::raycasterManager.addListener(*this);
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global::deferredcasterManager.addListener(*this);
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|
|
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// Default GL State for Blending
|
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glBlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA);
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}
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|
|
|
void FramebufferRenderer::deinitialize() {
|
|
LINFO("Deinitializing FramebufferRenderer");
|
|
|
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glDeleteFramebuffers(1, &_gBuffers.framebuffer);
|
|
glDeleteFramebuffers(1, &_exitFramebuffer);
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|
glDeleteFramebuffers(1, &_hdrBuffers.hdrFilteringFramebuffer);
|
|
glDeleteFramebuffers(1, &_fxaaBuffers.fxaaFramebuffer);
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glDeleteFramebuffers(1, &_pingPongBuffers.framebuffer);
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glDeleteFramebuffers(1, &_downscaleVolumeRendering.framebuffer);
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glDeleteTextures(1, &_gBuffers.colorTexture);
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glDeleteTextures(1, &_gBuffers.depthTexture);
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|
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glDeleteTextures(1, &_hdrBuffers.hdrFilteringTexture);
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glDeleteTextures(1, &_fxaaBuffers.fxaaTexture);
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glDeleteTextures(1, &_gBuffers.positionTexture);
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glDeleteTextures(1, &_gBuffers.normalTexture);
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|
glDeleteTextures(1, &_downscaleVolumeRendering.colorTexture);
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|
glDeleteTextures(1, &_downscaleVolumeRendering.depthbuffer);
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|
|
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glDeleteTextures(1, &_pingPongBuffers.colorTexture[1]);
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|
|
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glDeleteTextures(1, &_exitColorTexture);
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|
glDeleteTextures(1, &_exitDepthTexture);
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|
|
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glDeleteBuffers(1, &_vertexPositionBuffer);
|
|
glDeleteVertexArrays(1, &_screenQuad);
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|
|
|
global::raycasterManager.removeListener(*this);
|
|
global::deferredcasterManager.removeListener(*this);
|
|
}
|
|
|
|
void FramebufferRenderer::raycastersChanged(VolumeRaycaster&,
|
|
RaycasterListener::IsAttached)
|
|
{
|
|
_dirtyRaycastData = true;
|
|
}
|
|
|
|
void FramebufferRenderer::deferredcastersChanged(Deferredcaster&,
|
|
DeferredcasterListener::IsAttached)
|
|
{
|
|
_dirtyDeferredcastData = true;
|
|
}
|
|
|
|
void FramebufferRenderer::applyTMO(float blackoutFactor) {
|
|
_hdrFilteringProgram->activate();
|
|
|
|
ghoul::opengl::TextureUnit hdrFeedingTextureUnit;
|
|
hdrFeedingTextureUnit.activate();
|
|
glBindTexture(GL_TEXTURE_2D, _pingPongBuffers.colorTexture[_pingPongIndex]);
|
|
|
|
_hdrFilteringProgram->setUniform(
|
|
_hdrUniformCache.hdrFeedingTexture,
|
|
hdrFeedingTextureUnit
|
|
);
|
|
|
|
_hdrFilteringProgram->setUniform(_hdrUniformCache.blackoutFactor, blackoutFactor);
|
|
_hdrFilteringProgram->setUniform(_hdrUniformCache.hdrExposure, _hdrExposure);
|
|
_hdrFilteringProgram->setUniform(_hdrUniformCache.gamma, _gamma);
|
|
_hdrFilteringProgram->setUniform(_hdrUniformCache.Hue, _hue);
|
|
_hdrFilteringProgram->setUniform(_hdrUniformCache.Saturation, _saturation);
|
|
_hdrFilteringProgram->setUniform(_hdrUniformCache.Value, _value);
|
|
|
|
glDepthMask(false);
|
|
glDisable(GL_DEPTH_TEST);
|
|
|
|
glBindVertexArray(_screenQuad);
|
|
glDrawArrays(GL_TRIANGLES, 0, 6);
|
|
glBindVertexArray(0);
|
|
|
|
glDepthMask(true);
|
|
glEnable(GL_DEPTH_TEST);
|
|
|
|
_hdrFilteringProgram->deactivate();
|
|
}
|
|
|
|
void FramebufferRenderer::applyFXAA() {
|
|
_fxaaProgram->activate();
|
|
|
|
ghoul::opengl::TextureUnit renderedTextureUnit;
|
|
renderedTextureUnit.activate();
|
|
glBindTexture(
|
|
GL_TEXTURE_2D,
|
|
_fxaaBuffers.fxaaTexture
|
|
);
|
|
|
|
_fxaaProgram->setUniform(
|
|
_fxaaUniformCache.renderedTexture,
|
|
renderedTextureUnit
|
|
);
|
|
|
|
glm::vec2 inverseScreenSize(1.f/_resolution.x, 1.f/_resolution.y);
|
|
_fxaaProgram->setUniform(_fxaaUniformCache.inverseScreenSize, inverseScreenSize);
|
|
|
|
glDepthMask(false);
|
|
glDisable(GL_DEPTH_TEST);
|
|
|
|
glBindVertexArray(_screenQuad);
|
|
glDrawArrays(GL_TRIANGLES, 0, 6);
|
|
glBindVertexArray(0);
|
|
|
|
glDepthMask(true);
|
|
glEnable(GL_DEPTH_TEST);
|
|
|
|
_fxaaProgram->deactivate();
|
|
}
|
|
|
|
void FramebufferRenderer::updateDownscaleTextures() {
|
|
glBindTexture(GL_TEXTURE_2D, _downscaleVolumeRendering.colorTexture);
|
|
glTexImage2D(
|
|
GL_TEXTURE_2D,
|
|
0,
|
|
GL_RGBA32F,
|
|
static_cast<GLsizei>(
|
|
_resolution.x * _downscaleVolumeRendering.currentDownscaleFactor
|
|
),
|
|
static_cast<GLsizei>(
|
|
_resolution.y * _downscaleVolumeRendering.currentDownscaleFactor
|
|
),
|
|
0,
|
|
GL_RGBA,
|
|
GL_FLOAT,
|
|
nullptr
|
|
);
|
|
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_LINEAR);
|
|
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_LINEAR);
|
|
float volumeBorderColor[] = { 0.0f, 0.0f, 0.0f, 1.0f };
|
|
glTexParameterfv(GL_TEXTURE_2D, GL_TEXTURE_BORDER_COLOR, volumeBorderColor);
|
|
|
|
glBindTexture(GL_TEXTURE_2D, _downscaleVolumeRendering.depthbuffer);
|
|
glTexImage2D(
|
|
GL_TEXTURE_2D,
|
|
0,
|
|
GL_DEPTH_COMPONENT32F,
|
|
static_cast<GLsizei>(
|
|
_resolution.x * _downscaleVolumeRendering.currentDownscaleFactor
|
|
),
|
|
static_cast<GLsizei>(
|
|
_resolution.y * _downscaleVolumeRendering.currentDownscaleFactor
|
|
),
|
|
0,
|
|
GL_DEPTH_COMPONENT,
|
|
GL_FLOAT,
|
|
nullptr
|
|
);
|
|
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_LINEAR);
|
|
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_LINEAR);
|
|
}
|
|
|
|
void FramebufferRenderer::writeDownscaledVolume() {
|
|
// Saving current OpenGL state
|
|
GLboolean blendEnabled = glIsEnabledi(GL_BLEND, 0);
|
|
|
|
GLenum blendEquationRGB;
|
|
glGetIntegerv(GL_BLEND_EQUATION_RGB, &blendEquationRGB);
|
|
|
|
GLenum blendEquationAlpha;
|
|
glGetIntegerv(GL_BLEND_EQUATION_ALPHA, &blendEquationAlpha);
|
|
|
|
GLenum blendDestAlpha;
|
|
glGetIntegerv(GL_BLEND_DST_ALPHA, &blendDestAlpha);
|
|
|
|
GLenum blendDestRGB;
|
|
glGetIntegerv(GL_BLEND_DST_RGB, &blendDestRGB);
|
|
|
|
GLenum blendSrcAlpha;
|
|
glGetIntegerv(GL_BLEND_SRC_ALPHA, &blendSrcAlpha);
|
|
|
|
GLenum blendSrcRGB;
|
|
glGetIntegerv(GL_BLEND_SRC_RGB, &blendSrcRGB);
|
|
|
|
glEnablei(GL_BLEND, 0);
|
|
glBlendFunc(GL_SRC_ALPHA, GL_ONE);
|
|
|
|
_downscaledVolumeProgram->activate();
|
|
|
|
ghoul::opengl::TextureUnit downscaledTextureUnit;
|
|
downscaledTextureUnit.activate();
|
|
glBindTexture(
|
|
GL_TEXTURE_2D,
|
|
_downscaleVolumeRendering.colorTexture
|
|
);
|
|
|
|
_downscaledVolumeProgram->setUniform(
|
|
_writeDownscaledVolumeUniformCache.downscaledRenderedVolume,
|
|
downscaledTextureUnit
|
|
);
|
|
|
|
ghoul::opengl::TextureUnit downscaledDepthUnit;
|
|
downscaledDepthUnit.activate();
|
|
glBindTexture(
|
|
GL_TEXTURE_2D,
|
|
_downscaleVolumeRendering.depthbuffer
|
|
);
|
|
|
|
_downscaledVolumeProgram->setUniform(
|
|
_writeDownscaledVolumeUniformCache.downscaledRenderedVolumeDepth,
|
|
downscaledDepthUnit
|
|
);
|
|
|
|
|
|
glEnablei(GL_BLEND, 0);
|
|
glBlendFunc(GL_SRC_ALPHA, GL_ONE);
|
|
|
|
glDisable(GL_DEPTH_TEST);
|
|
|
|
glBindVertexArray(_screenQuad);
|
|
glDrawArrays(GL_TRIANGLES, 0, 6);
|
|
glBindVertexArray(0);
|
|
|
|
glEnable(GL_DEPTH_TEST);
|
|
|
|
_downscaledVolumeProgram->deactivate();
|
|
|
|
// Restores blending state
|
|
glBlendEquationSeparate(blendEquationRGB, blendEquationAlpha);
|
|
glBlendFuncSeparate(blendSrcRGB, blendDestRGB, blendSrcAlpha, blendDestAlpha);
|
|
|
|
if (!blendEnabled) {
|
|
glDisablei(GL_BLEND, 0);
|
|
}
|
|
|
|
}
|
|
|
|
void FramebufferRenderer::update() {
|
|
if (_dirtyResolution) {
|
|
updateResolution();
|
|
}
|
|
|
|
if (_dirtyRaycastData) {
|
|
updateRaycastData();
|
|
}
|
|
|
|
if (_dirtyDeferredcastData) {
|
|
updateDeferredcastData();
|
|
}
|
|
|
|
if (_hdrFilteringProgram->isDirty()) {
|
|
_hdrFilteringProgram->rebuildFromFile();
|
|
|
|
ghoul::opengl::updateUniformLocations(
|
|
*_hdrFilteringProgram,
|
|
_hdrUniformCache,
|
|
HDRUniformNames
|
|
);
|
|
}
|
|
|
|
if (_fxaaProgram->isDirty()) {
|
|
_fxaaProgram->rebuildFromFile();
|
|
|
|
ghoul::opengl::updateUniformLocations(
|
|
*_fxaaProgram,
|
|
_fxaaUniformCache,
|
|
FXAAUniformNames
|
|
);
|
|
}
|
|
|
|
if (_downscaledVolumeProgram->isDirty()) {
|
|
_downscaledVolumeProgram->rebuildFromFile();
|
|
|
|
ghoul::opengl::updateUniformLocations(
|
|
*_downscaledVolumeProgram,
|
|
_writeDownscaledVolumeUniformCache,
|
|
DownscaledVolumeUniformNames
|
|
);
|
|
}
|
|
|
|
using K = VolumeRaycaster*;
|
|
using V = std::unique_ptr<ghoul::opengl::ProgramObject>;
|
|
for (const std::pair<const K, V>& program : _exitPrograms) {
|
|
if (program.second->isDirty()) {
|
|
try {
|
|
program.second->rebuildFromFile();
|
|
}
|
|
catch (const ghoul::RuntimeError& e) {
|
|
LERRORC(e.component, e.message);
|
|
}
|
|
}
|
|
}
|
|
|
|
for (const std::pair<const K, V>& program : _raycastPrograms) {
|
|
if (program.second->isDirty()) {
|
|
try {
|
|
program.second->rebuildFromFile();
|
|
}
|
|
catch (const ghoul::RuntimeError& e) {
|
|
LERRORC(e.component, e.message);
|
|
}
|
|
}
|
|
}
|
|
|
|
for (const std::pair<const K, V>& program : _insideRaycastPrograms) {
|
|
if (program.second->isDirty()) {
|
|
try {
|
|
program.second->rebuildFromFile();
|
|
}
|
|
catch (const ghoul::RuntimeError& e) {
|
|
LERRORC(e.component, e.message);
|
|
}
|
|
}
|
|
}
|
|
|
|
for (const std::pair<
|
|
Deferredcaster* const,
|
|
std::unique_ptr<ghoul::opengl::ProgramObject>
|
|
>& program : _deferredcastPrograms)
|
|
{
|
|
if (program.second && program.second->isDirty()) {
|
|
try {
|
|
program.second->rebuildFromFile();
|
|
}
|
|
catch (const ghoul::RuntimeError& e) {
|
|
LERRORC(e.component, e.message);
|
|
}
|
|
}
|
|
}
|
|
}
|
|
|
|
void FramebufferRenderer::updateResolution() {
|
|
glBindTexture(GL_TEXTURE_2D, _gBuffers.colorTexture);
|
|
glTexImage2D(
|
|
GL_TEXTURE_2D,
|
|
0,
|
|
GL_RGBA32F,
|
|
_resolution.x,
|
|
_resolution.y,
|
|
0,
|
|
GL_RGBA,
|
|
GL_FLOAT,
|
|
nullptr
|
|
);
|
|
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);
|
|
glTexImage2D(
|
|
GL_TEXTURE_2D,
|
|
0,
|
|
GL_RGBA32F,
|
|
_resolution.x,
|
|
_resolution.y,
|
|
0,
|
|
GL_RGBA,
|
|
GL_FLOAT,
|
|
nullptr
|
|
);
|
|
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);
|
|
glTexImage2D(
|
|
GL_TEXTURE_2D,
|
|
0,
|
|
GL_RGBA32F,
|
|
_resolution.x,
|
|
_resolution.y,
|
|
0,
|
|
GL_RGBA,
|
|
GL_FLOAT,
|
|
nullptr
|
|
);
|
|
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);
|
|
glTexImage2D(
|
|
GL_TEXTURE_2D,
|
|
0,
|
|
GL_DEPTH_COMPONENT32F,
|
|
_resolution.x,
|
|
_resolution.y,
|
|
0,
|
|
GL_DEPTH_COMPONENT,
|
|
GL_FLOAT,
|
|
nullptr
|
|
);
|
|
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_LINEAR);
|
|
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_LINEAR);
|
|
|
|
glBindTexture(GL_TEXTURE_2D, _pingPongBuffers.colorTexture[1]);
|
|
glTexImage2D(
|
|
GL_TEXTURE_2D,
|
|
0,
|
|
GL_RGBA32F,
|
|
_resolution.x,
|
|
_resolution.y,
|
|
0,
|
|
GL_RGBA,
|
|
GL_FLOAT,
|
|
nullptr
|
|
);
|
|
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_LINEAR);
|
|
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_LINEAR);
|
|
|
|
// HDR / Filtering
|
|
glBindTexture(GL_TEXTURE_2D, _hdrBuffers.hdrFilteringTexture);
|
|
glTexImage2D(
|
|
GL_TEXTURE_2D,
|
|
0,
|
|
GL_RGBA32F,
|
|
_resolution.x,
|
|
_resolution.y,
|
|
0,
|
|
GL_RGBA,
|
|
GL_FLOAT,
|
|
nullptr
|
|
);
|
|
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_LINEAR);
|
|
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_LINEAR);
|
|
|
|
// FXAA
|
|
glBindTexture(GL_TEXTURE_2D, _fxaaBuffers.fxaaTexture);
|
|
glTexImage2D(
|
|
GL_TEXTURE_2D,
|
|
0,
|
|
GL_RGBA,
|
|
_resolution.x,
|
|
_resolution.y,
|
|
0,
|
|
GL_RGBA,
|
|
GL_UNSIGNED_BYTE,
|
|
nullptr
|
|
);
|
|
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_LINEAR);
|
|
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_LINEAR);
|
|
|
|
// Downscale Volume Rendering
|
|
glBindTexture(GL_TEXTURE_2D, _downscaleVolumeRendering.colorTexture);
|
|
glTexImage2D(
|
|
GL_TEXTURE_2D,
|
|
0,
|
|
GL_RGBA32F,
|
|
static_cast<GLsizei>(
|
|
_resolution.x * _downscaleVolumeRendering.currentDownscaleFactor
|
|
),
|
|
static_cast<GLsizei>(
|
|
_resolution.y * _downscaleVolumeRendering.currentDownscaleFactor
|
|
),
|
|
0,
|
|
GL_RGBA,
|
|
GL_FLOAT,
|
|
nullptr
|
|
);
|
|
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_LINEAR);
|
|
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_LINEAR);
|
|
float volumeBorderColor[] = { 0.0f, 0.0f, 0.0f, 1.0f };
|
|
glTexParameterfv(GL_TEXTURE_2D, GL_TEXTURE_BORDER_COLOR, volumeBorderColor);
|
|
|
|
glBindTexture(GL_TEXTURE_2D, _downscaleVolumeRendering.depthbuffer);
|
|
glTexImage2D(
|
|
GL_TEXTURE_2D,
|
|
0,
|
|
GL_DEPTH_COMPONENT32F,
|
|
static_cast<GLsizei>(
|
|
_resolution.x * _downscaleVolumeRendering.currentDownscaleFactor
|
|
),
|
|
static_cast<GLsizei>(
|
|
_resolution.y * _downscaleVolumeRendering.currentDownscaleFactor
|
|
),
|
|
0,
|
|
GL_DEPTH_COMPONENT,
|
|
GL_FLOAT,
|
|
nullptr
|
|
);
|
|
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_LINEAR);
|
|
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_LINEAR);
|
|
|
|
// Volume Rendering Textures
|
|
glBindTexture(GL_TEXTURE_2D, _exitColorTexture);
|
|
glTexImage2D(
|
|
GL_TEXTURE_2D,
|
|
0,
|
|
GL_RGBA16F,
|
|
_resolution.x,
|
|
_resolution.y,
|
|
0,
|
|
GL_RGBA,
|
|
GL_UNSIGNED_SHORT,
|
|
nullptr
|
|
);
|
|
|
|
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_LINEAR);
|
|
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_LINEAR);
|
|
|
|
glBindTexture(GL_TEXTURE_2D, _exitDepthTexture);
|
|
|
|
glTexImage2D(
|
|
GL_TEXTURE_2D,
|
|
0,
|
|
GL_DEPTH_COMPONENT32F,
|
|
_resolution.x,
|
|
_resolution.y,
|
|
0,
|
|
GL_DEPTH_COMPONENT,
|
|
GL_FLOAT,
|
|
nullptr
|
|
);
|
|
|
|
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_LINEAR);
|
|
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_LINEAR);
|
|
|
|
_dirtyResolution = false;
|
|
}
|
|
|
|
void FramebufferRenderer::updateRaycastData() {
|
|
_raycastData.clear();
|
|
_exitPrograms.clear();
|
|
_raycastPrograms.clear();
|
|
_insideRaycastPrograms.clear();
|
|
|
|
const std::vector<VolumeRaycaster*>& raycasters =
|
|
global::raycasterManager.raycasters();
|
|
|
|
int nextId = 0;
|
|
for (VolumeRaycaster* raycaster : raycasters) {
|
|
RaycastData data = { nextId++, "Helper" };
|
|
|
|
const std::string& vsPath = raycaster->boundsVertexShaderPath();
|
|
std::string fsPath = raycaster->boundsFragmentShaderPath();
|
|
|
|
ghoul::Dictionary dict;
|
|
dict.setValue("rendererData", _rendererData);
|
|
dict.setValue("fragmentPath", std::move(fsPath));
|
|
dict.setValue("id", data.id);
|
|
|
|
std::string helperPath = raycaster->helperPath();
|
|
ghoul::Dictionary helpersDict;
|
|
if (!helperPath.empty()) {
|
|
helpersDict.setValue("0", std::move(helperPath));
|
|
}
|
|
dict.setValue("helperPaths", std::move(helpersDict));
|
|
dict.setValue("raycastPath", raycaster->raycasterPath());
|
|
|
|
_raycastData[raycaster] = data;
|
|
|
|
try {
|
|
_exitPrograms[raycaster] = ghoul::opengl::ProgramObject::Build(
|
|
"Volume " + std::to_string(data.id) + " exit",
|
|
absPath(vsPath),
|
|
absPath(ExitFragmentShaderPath),
|
|
dict
|
|
);
|
|
} catch (const ghoul::RuntimeError& e) {
|
|
LERROR(e.message);
|
|
}
|
|
|
|
try {
|
|
ghoul::Dictionary outsideDict = dict;
|
|
outsideDict.setValue("getEntryPath", GetEntryOutsidePath);
|
|
_raycastPrograms[raycaster] = ghoul::opengl::ProgramObject::Build(
|
|
"Volume " + std::to_string(data.id) + " raycast",
|
|
absPath(vsPath),
|
|
absPath(RaycastFragmentShaderPath),
|
|
outsideDict
|
|
);
|
|
} catch (const ghoul::RuntimeError& e) {
|
|
LERROR(e.message);
|
|
}
|
|
|
|
try {
|
|
ghoul::Dictionary insideDict = dict;
|
|
insideDict.setValue("getEntryPath", GetEntryInsidePath);
|
|
_insideRaycastPrograms[raycaster] = ghoul::opengl::ProgramObject::Build(
|
|
"Volume " + std::to_string(data.id) + " inside raycast",
|
|
absPath("${SHADERS}/framebuffer/resolveframebuffer.vert"),
|
|
absPath(RaycastFragmentShaderPath),
|
|
insideDict
|
|
);
|
|
}
|
|
catch (const ghoul::RuntimeError& e) {
|
|
LERRORC(e.component, e.message);
|
|
}
|
|
}
|
|
_dirtyRaycastData = false;
|
|
}
|
|
|
|
void FramebufferRenderer::updateDeferredcastData() {
|
|
_deferredcastData.clear();
|
|
_deferredcastPrograms.clear();
|
|
|
|
const std::vector<Deferredcaster*>& deferredcasters =
|
|
global::deferredcasterManager.deferredcasters();
|
|
int nextId = 0;
|
|
for (Deferredcaster* caster : deferredcasters) {
|
|
DeferredcastData data = { nextId++, "HELPER" };
|
|
|
|
std::string vsPath = caster->deferredcastVSPath();
|
|
std::string fsPath = caster->deferredcastFSPath();
|
|
std::string deferredShaderPath = caster->deferredcastPath();
|
|
|
|
ghoul::Dictionary dict;
|
|
dict.setValue("rendererData", _rendererData);
|
|
//dict.setValue("fragmentPath", fsPath);
|
|
dict.setValue("id", data.id);
|
|
std::string helperPath = caster->helperPath();
|
|
ghoul::Dictionary helpersDict;
|
|
if (!helperPath.empty()) {
|
|
helpersDict.setValue("0", helperPath);
|
|
}
|
|
dict.setValue("helperPaths", helpersDict);
|
|
|
|
_deferredcastData[caster] = data;
|
|
|
|
try {
|
|
_deferredcastPrograms[caster] = ghoul::opengl::ProgramObject::Build(
|
|
"Deferred " + std::to_string(data.id) + " raycast",
|
|
absPath(vsPath),
|
|
absPath(deferredShaderPath),
|
|
dict
|
|
);
|
|
|
|
_deferredcastPrograms[caster]->setIgnoreSubroutineUniformLocationError(
|
|
ghoul::opengl::ProgramObject::IgnoreError::Yes
|
|
);
|
|
_deferredcastPrograms[caster]->setIgnoreUniformLocationError(
|
|
ghoul::opengl::ProgramObject::IgnoreError::Yes
|
|
);
|
|
|
|
caster->initializeCachedVariables(*_deferredcastPrograms[caster]);
|
|
}
|
|
catch (ghoul::RuntimeError& e) {
|
|
LERRORC(e.component, e.message);
|
|
}
|
|
}
|
|
_dirtyDeferredcastData = false;
|
|
}
|
|
|
|
|
|
void FramebufferRenderer::updateHDRAndFiltering() {
|
|
_hdrFilteringProgram = ghoul::opengl::ProgramObject::Build(
|
|
"HDR and Filtering Program",
|
|
absPath("${SHADERS}/framebuffer/hdrAndFiltering.vert"),
|
|
absPath("${SHADERS}/framebuffer/hdrAndFiltering.frag")
|
|
);
|
|
}
|
|
|
|
void FramebufferRenderer::updateFXAA() {
|
|
_fxaaProgram = ghoul::opengl::ProgramObject::Build(
|
|
"FXAA Program",
|
|
absPath("${SHADERS}/framebuffer/fxaa.vert"),
|
|
absPath("${SHADERS}/framebuffer/fxaa.frag")
|
|
);
|
|
}
|
|
|
|
void FramebufferRenderer::updateDownscaledVolume() {
|
|
_downscaledVolumeProgram = ghoul::opengl::ProgramObject::Build(
|
|
"Write Downscaled Volume Program",
|
|
absPath("${SHADERS}/framebuffer/mergeDownscaledVolume.vert"),
|
|
absPath("${SHADERS}/framebuffer/mergeDownscaledVolume.frag")
|
|
);
|
|
}
|
|
|
|
void FramebufferRenderer::render(Scene* scene, Camera* camera, float blackoutFactor) {
|
|
ZoneScoped
|
|
|
|
GLint viewport[4];
|
|
glGetIntegerv(GL_VIEWPORT, viewport);
|
|
|
|
{
|
|
// Set OpenGL default rendering state
|
|
ZoneScopedN("Setting OpenGL state")
|
|
|
|
glGetIntegerv(GL_FRAMEBUFFER_BINDING, &_defaultFBO);
|
|
glEnablei(GL_BLEND, 0);
|
|
glDisablei(GL_BLEND, 1);
|
|
glDisablei(GL_BLEND, 2);
|
|
|
|
glClampColor(GL_CLAMP_READ_COLOR, GL_FALSE);
|
|
|
|
glEnable(GL_DEPTH_TEST);
|
|
}
|
|
_pingPongIndex = 0;
|
|
|
|
if (!scene || !camera) {
|
|
return;
|
|
}
|
|
|
|
{
|
|
// deferred g-buffer
|
|
ZoneScopedN("Deferred G-Buffer")
|
|
TracyGpuZone("Deferred G-Buffer")
|
|
|
|
glViewport(0, 0, _resolution.x, _resolution.y);
|
|
|
|
glBindFramebuffer(GL_FRAMEBUFFER, _gBuffers.framebuffer);
|
|
glDrawBuffers(3, ColorAttachment012Array);
|
|
glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT);
|
|
}
|
|
Time time = global::timeManager.time();
|
|
|
|
RenderData data = {
|
|
*camera,
|
|
std::move(time),
|
|
0,
|
|
{}
|
|
};
|
|
RendererTasks tasks;
|
|
|
|
{
|
|
GLDebugGroup group("Background");
|
|
data.renderBinMask = static_cast<int>(Renderable::RenderBin::Background);
|
|
scene->render(data, tasks);
|
|
}
|
|
|
|
{
|
|
GLDebugGroup group("Opaque");
|
|
data.renderBinMask = static_cast<int>(Renderable::RenderBin::Opaque);
|
|
scene->render(data, tasks);
|
|
}
|
|
|
|
{
|
|
GLDebugGroup group("PreDeferredTransparent");
|
|
data.renderBinMask = static_cast<int>(Renderable::RenderBin::PreDeferredTransparent);
|
|
scene->render(data, tasks);
|
|
}
|
|
|
|
// Run Volume Tasks
|
|
{
|
|
GLDebugGroup group("Raycaster Tasks");
|
|
performRaycasterTasks(tasks.raycasterTasks);
|
|
|
|
if (HasGLDebugInfo) {
|
|
glPopDebugGroup();
|
|
}
|
|
}
|
|
|
|
if (!tasks.deferredcasterTasks.empty()) {
|
|
GLDebugGroup group("Deferred Caster Tasks");
|
|
|
|
// We use ping pong rendering in order to be able to
|
|
// render to the same final buffer, multiple
|
|
// deferred tasks at same time (e.g. more than 1 ATM being seen at once)
|
|
glBindFramebuffer(GL_FRAMEBUFFER, _pingPongBuffers.framebuffer);
|
|
glDrawBuffers(1, &ColorAttachment01Array[_pingPongIndex]);
|
|
|
|
performDeferredTasks(tasks.deferredcasterTasks);
|
|
}
|
|
|
|
glDrawBuffers(1, &ColorAttachment01Array[_pingPongIndex]);
|
|
glEnablei(GL_BLEND, 0);
|
|
|
|
{
|
|
GLDebugGroup group("PostDeferredTransparent");
|
|
data.renderBinMask = static_cast<int>(Renderable::RenderBin::PostDeferredTransparent);
|
|
scene->render(data, tasks);
|
|
}
|
|
|
|
{
|
|
GLDebugGroup group("Overlay");
|
|
data.renderBinMask = static_cast<int>(Renderable::RenderBin::Overlay);
|
|
scene->render(data, tasks);
|
|
}
|
|
|
|
glDrawBuffer(GL_COLOR_ATTACHMENT0);
|
|
|
|
// Disabling depth test for filtering and hdr
|
|
glDisable(GL_DEPTH_TEST);
|
|
|
|
glViewport(viewport[0], viewport[1], viewport[2], viewport[3]);
|
|
|
|
if (_enableFXAA) {
|
|
glBindFramebuffer(GL_FRAMEBUFFER, _fxaaBuffers.fxaaFramebuffer);
|
|
glDrawBuffers(1, ColorAttachment0Array);
|
|
glDisable(GL_BLEND);
|
|
|
|
}
|
|
else {
|
|
// When applying the TMO, the result is saved to the default FBO to be displayed
|
|
// by the Operating System. Also, the resolve procedure is executed in this step.
|
|
glBindFramebuffer(GL_FRAMEBUFFER, _defaultFBO);
|
|
}
|
|
|
|
{
|
|
// Apply the selected TMO on the results and resolve the result to the default FBO
|
|
GLDebugGroup group("Apply TMO");
|
|
|
|
applyTMO(blackoutFactor);
|
|
}
|
|
|
|
if (_enableFXAA) {
|
|
GLDebugGroup group("Apply FXAA");
|
|
glBindFramebuffer(GL_FRAMEBUFFER, _defaultFBO);
|
|
applyFXAA();
|
|
}
|
|
}
|
|
|
|
void FramebufferRenderer::performRaycasterTasks(const std::vector<RaycasterTask>& tasks) {
|
|
ZoneScoped
|
|
|
|
for (const RaycasterTask& raycasterTask : tasks) {
|
|
VolumeRaycaster* raycaster = raycasterTask.raycaster;
|
|
|
|
glBindFramebuffer(GL_FRAMEBUFFER, _exitFramebuffer);
|
|
glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT);
|
|
GLint viewport[4];
|
|
glGetIntegerv(GL_VIEWPORT, viewport);
|
|
|
|
ghoul::opengl::ProgramObject* exitProgram = _exitPrograms[raycaster].get();
|
|
if (exitProgram) {
|
|
exitProgram->activate();
|
|
raycaster->renderExitPoints(raycasterTask.renderData, *exitProgram);
|
|
exitProgram->deactivate();
|
|
}
|
|
|
|
if (raycaster->downscaleRender() < 1.f) {
|
|
glBindFramebuffer(GL_FRAMEBUFFER, _downscaleVolumeRendering.framebuffer);
|
|
const float s = raycaster->downscaleRender();
|
|
glViewport(
|
|
viewport[0],
|
|
viewport[1],
|
|
static_cast<GLsizei>(viewport[2] * s),
|
|
static_cast<GLsizei>(viewport[3] * s)
|
|
);
|
|
if (_downscaleVolumeRendering.currentDownscaleFactor != s) {
|
|
_downscaleVolumeRendering.currentDownscaleFactor = s;
|
|
updateDownscaleTextures();
|
|
}
|
|
glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT);
|
|
}
|
|
else {
|
|
glBindFramebuffer(GL_FRAMEBUFFER, _gBuffers.framebuffer);
|
|
}
|
|
|
|
glm::vec3 cameraPosition = glm::vec3(0.f);
|
|
bool isCameraInside = raycaster->isCameraInside(
|
|
raycasterTask.renderData,
|
|
cameraPosition
|
|
);
|
|
ghoul::opengl::ProgramObject* raycastProgram = nullptr;
|
|
|
|
if (isCameraInside) {
|
|
raycastProgram = _insideRaycastPrograms[raycaster].get();
|
|
if (raycastProgram) {
|
|
raycastProgram->activate();
|
|
raycastProgram->setUniform("cameraPosInRaycaster", cameraPosition);
|
|
}
|
|
else {
|
|
raycastProgram = _insideRaycastPrograms[raycaster].get();
|
|
raycastProgram->activate();
|
|
raycastProgram->setUniform("cameraPosInRaycaster", cameraPosition);
|
|
}
|
|
}
|
|
else {
|
|
raycastProgram = _raycastPrograms[raycaster].get();
|
|
if (raycastProgram) {
|
|
raycastProgram->activate();
|
|
}
|
|
else {
|
|
raycastProgram = _raycastPrograms[raycaster].get();
|
|
raycastProgram->activate();
|
|
}
|
|
}
|
|
|
|
if (raycastProgram) {
|
|
raycastProgram->setUniform("rayCastSteps", raycaster->maxSteps());
|
|
|
|
raycaster->preRaycast(_raycastData[raycaster], *raycastProgram);
|
|
|
|
ghoul::opengl::TextureUnit exitColorTextureUnit;
|
|
exitColorTextureUnit.activate();
|
|
glBindTexture(GL_TEXTURE_2D, _exitColorTexture);
|
|
raycastProgram->setUniform("exitColorTexture", exitColorTextureUnit);
|
|
|
|
ghoul::opengl::TextureUnit exitDepthTextureUnit;
|
|
exitDepthTextureUnit.activate();
|
|
glBindTexture(GL_TEXTURE_2D, _exitDepthTexture);
|
|
raycastProgram->setUniform("exitDepthTexture", exitDepthTextureUnit);
|
|
|
|
ghoul::opengl::TextureUnit mainDepthTextureUnit;
|
|
mainDepthTextureUnit.activate();
|
|
glBindTexture(GL_TEXTURE_2D, _gBuffers.depthTexture);
|
|
raycastProgram->setUniform("mainDepthTexture", mainDepthTextureUnit);
|
|
|
|
if (raycaster->downscaleRender() < 1.f) {
|
|
float scaleDown = raycaster->downscaleRender();
|
|
raycastProgram->setUniform(
|
|
"windowSize",
|
|
glm::vec2(_resolution.x * scaleDown, _resolution.y * scaleDown)
|
|
);
|
|
}
|
|
else {
|
|
raycastProgram->setUniform(
|
|
"windowSize",
|
|
static_cast<glm::vec2>(_resolution)
|
|
);
|
|
}
|
|
|
|
glDisable(GL_DEPTH_TEST);
|
|
glDepthMask(false);
|
|
if (isCameraInside) {
|
|
glBindVertexArray(_screenQuad);
|
|
glDrawArrays(GL_TRIANGLES, 0, 6);
|
|
glBindVertexArray(0);
|
|
}
|
|
else {
|
|
raycaster->renderEntryPoints(raycasterTask.renderData, *raycastProgram);
|
|
}
|
|
glDepthMask(true);
|
|
glEnable(GL_DEPTH_TEST);
|
|
|
|
raycaster->postRaycast(_raycastData[raycaster], *raycastProgram);
|
|
raycastProgram->deactivate();
|
|
}
|
|
else {
|
|
LWARNING("Raycaster is not attached when trying to perform raycaster task");
|
|
}
|
|
|
|
if (raycaster->downscaleRender() < 1.f) {
|
|
glViewport(viewport[0], viewport[1], viewport[2], viewport[3]);
|
|
glBindFramebuffer(GL_DRAW_FRAMEBUFFER, _gBuffers.framebuffer);
|
|
writeDownscaledVolume();
|
|
}
|
|
}
|
|
}
|
|
|
|
void FramebufferRenderer::performDeferredTasks(
|
|
const std::vector<DeferredcasterTask>& tasks)
|
|
{
|
|
ZoneScoped
|
|
|
|
for (const DeferredcasterTask& deferredcasterTask : tasks) {
|
|
Deferredcaster* deferredcaster = deferredcasterTask.deferredcaster;
|
|
|
|
ghoul::opengl::ProgramObject* deferredcastProgram = nullptr;
|
|
|
|
if (deferredcastProgram != _deferredcastPrograms[deferredcaster].get()
|
|
|| deferredcastProgram == nullptr)
|
|
{
|
|
deferredcastProgram = _deferredcastPrograms[deferredcaster].get();
|
|
}
|
|
|
|
if (deferredcastProgram) {
|
|
_pingPongIndex = _pingPongIndex == 0 ? 1 : 0;
|
|
int fromIndex = _pingPongIndex == 0 ? 1 : 0;
|
|
glDrawBuffers(1, &ColorAttachment01Array[_pingPongIndex]);
|
|
glDisablei(GL_BLEND, 0);
|
|
glDisablei(GL_BLEND, 1);
|
|
|
|
deferredcastProgram->activate();
|
|
|
|
// adding G-Buffer
|
|
ghoul::opengl::TextureUnit mainDColorTextureUnit;
|
|
mainDColorTextureUnit.activate();
|
|
glBindTexture(
|
|
GL_TEXTURE_2D,
|
|
_pingPongBuffers.colorTexture[fromIndex]
|
|
);
|
|
deferredcastProgram->setUniform(
|
|
"mainColorTexture",
|
|
mainDColorTextureUnit
|
|
);
|
|
|
|
ghoul::opengl::TextureUnit mainPositionTextureUnit;
|
|
mainPositionTextureUnit.activate();
|
|
glBindTexture(GL_TEXTURE_2D, _gBuffers.positionTexture);
|
|
deferredcastProgram->setUniform(
|
|
"mainPositionTexture",
|
|
mainPositionTextureUnit
|
|
);
|
|
|
|
ghoul::opengl::TextureUnit mainNormalTextureUnit;
|
|
mainNormalTextureUnit.activate();
|
|
glBindTexture(GL_TEXTURE_2D, _gBuffers.normalTexture);
|
|
deferredcastProgram->setUniform(
|
|
"mainNormalTexture",
|
|
mainNormalTextureUnit
|
|
);
|
|
|
|
deferredcaster->preRaycast(
|
|
deferredcasterTask.renderData,
|
|
_deferredcastData[deferredcaster],
|
|
*deferredcastProgram
|
|
);
|
|
|
|
glDisable(GL_DEPTH_TEST);
|
|
glDepthMask(false);
|
|
|
|
glBindVertexArray(_screenQuad);
|
|
glDrawArrays(GL_TRIANGLES, 0, 6);
|
|
glBindVertexArray(0);
|
|
|
|
glDepthMask(true);
|
|
glEnable(GL_DEPTH_TEST);
|
|
|
|
deferredcaster->postRaycast(
|
|
deferredcasterTask.renderData,
|
|
_deferredcastData[deferredcaster],
|
|
*deferredcastProgram
|
|
);
|
|
|
|
deferredcastProgram->deactivate();
|
|
}
|
|
else {
|
|
LWARNING(
|
|
"Deferredcaster is not attached when trying to perform deferred task"
|
|
);
|
|
}
|
|
}
|
|
}
|
|
|
|
void FramebufferRenderer::setResolution(glm::ivec2 res) {
|
|
_resolution = std::move(res);
|
|
_dirtyResolution = true;
|
|
}
|
|
|
|
void FramebufferRenderer::setDisableHDR(bool disable) {
|
|
_disableHDR = std::move(disable);
|
|
}
|
|
|
|
void FramebufferRenderer::setHDRExposure(float hdrExposure) {
|
|
ghoul_assert(hdrExposure > 0.f, "HDR exposure must be greater than zero");
|
|
_hdrExposure = std::move(hdrExposure);
|
|
updateRendererData();
|
|
}
|
|
|
|
void FramebufferRenderer::setGamma(float gamma) {
|
|
ghoul_assert(gamma > 0.f, "Gamma value must be greater than zero");
|
|
_gamma = std::move(gamma);
|
|
}
|
|
|
|
void FramebufferRenderer::setHue(float hue) {
|
|
_hue = std::move(hue);
|
|
}
|
|
|
|
void FramebufferRenderer::setValue(float value) {
|
|
_value = std::move(value);
|
|
}
|
|
|
|
void FramebufferRenderer::setSaturation(float sat) {
|
|
_saturation = std::move(sat);
|
|
}
|
|
|
|
void FramebufferRenderer::enableFXAA(bool enable) {
|
|
_enableFXAA = std::move(enable);
|
|
}
|
|
|
|
void FramebufferRenderer::updateRendererData() {
|
|
ghoul::Dictionary dict;
|
|
dict.setValue("fragmentRendererPath", std::string(RenderFragmentShaderPath));
|
|
dict.setValue("hdrExposure", std::to_string(_hdrExposure));
|
|
dict.setValue("disableHDR", std::to_string(_disableHDR));
|
|
_rendererData = dict;
|
|
global::renderEngine.setRendererData(dict);
|
|
}
|
|
|
|
} // namespace openspace
|