mirror of
https://github.com/overte-org/overte.git
synced 2025-04-16 13:56:24 +02:00
Breaking framebuffer ops out of texture cache
This commit is contained in:
parent
94d57a2e43
commit
c3a2b72c13
10 changed files with 236 additions and 236 deletions
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@ -59,6 +59,7 @@
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#include <DependencyManager.h>
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#include <EntityScriptingInterface.h>
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#include <ErrorDialog.h>
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#include <FramebufferCache.h>
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#include <gpu/Batch.h>
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#include <gpu/Context.h>
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#include <gpu/GLBackend.h>
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@ -85,6 +86,7 @@
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#include <SettingHandle.h>
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#include <SimpleAverage.h>
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#include <SoundCache.h>
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#include <TextureCache.h>
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#include <Tooltip.h>
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#include <UserActivityLogger.h>
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#include <UUID.h>
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@ -263,6 +265,8 @@ bool setupEssentials(int& argc, char** argv) {
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auto audioScope = DependencyManager::set<AudioScope>();
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auto deferredLightingEffect = DependencyManager::set<DeferredLightingEffect>();
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auto textureCache = DependencyManager::set<TextureCache>();
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auto framebufferCache = DependencyManager::set<FramebufferCache>();
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auto animationCache = DependencyManager::set<AnimationCache>();
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auto ddeFaceTracker = DependencyManager::set<DdeFaceTracker>();
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auto modelBlender = DependencyManager::set<ModelBlender>();
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@ -730,6 +734,7 @@ Application::~Application() {
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DependencyManager::destroy<OffscreenUi>();
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DependencyManager::destroy<AvatarManager>();
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DependencyManager::destroy<AnimationCache>();
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DependencyManager::destroy<FramebufferCache>();
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DependencyManager::destroy<TextureCache>();
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DependencyManager::destroy<GeometryCache>();
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DependencyManager::destroy<ScriptCache>();
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@ -889,6 +894,8 @@ void Application::paintGL() {
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PerformanceWarning warn(showWarnings, "Application::paintGL()");
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resizeGL();
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glEnable(GL_LINE_SMOOTH);
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{
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PerformanceTimer perfTimer("renderOverlay");
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@ -899,7 +906,6 @@ void Application::paintGL() {
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_applicationOverlay.renderOverlay(&renderArgs);
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}
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glEnable(GL_LINE_SMOOTH);
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if (_myCamera.getMode() == CAMERA_MODE_FIRST_PERSON || _myCamera.getMode() == CAMERA_MODE_THIRD_PERSON) {
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Menu::getInstance()->setIsOptionChecked(MenuOption::FirstPerson, _myAvatar->getBoomLength() <= MyAvatar::ZOOM_MIN);
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@ -976,7 +982,7 @@ void Application::paintGL() {
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{
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gpu::Batch batch;
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auto primaryFbo = DependencyManager::get<TextureCache>()->getPrimaryFramebuffer();
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auto primaryFbo = DependencyManager::get<FramebufferCache>()->getPrimaryFramebuffer();
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batch.setFramebuffer(primaryFbo);
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// clear the normal and specular buffers
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batch.clearFramebuffer(
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@ -987,7 +993,7 @@ void Application::paintGL() {
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vec4(vec3(0), 1), 1.0, 0.0);
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// Viewport is assigned to the size of the framebuffer
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QSize size = DependencyManager::get<TextureCache>()->getFrameBufferSize();
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QSize size = DependencyManager::get<FramebufferCache>()->getFrameBufferSize();
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renderArgs._viewport = glm::ivec4(0, 0, size.width(), size.height());
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batch.setViewportTransform(renderArgs._viewport);
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renderArgs._context->render(batch);
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@ -1003,7 +1009,7 @@ void Application::paintGL() {
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{
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auto geometryCache = DependencyManager::get<GeometryCache>();
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auto primaryFbo = DependencyManager::get<TextureCache>()->getPrimaryFramebuffer();
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auto primaryFbo = DependencyManager::get<FramebufferCache>()->getPrimaryFramebuffer();
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gpu::Batch batch;
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batch.blit(primaryFbo, glm::ivec4(0, 0, _renderResolution.x, _renderResolution.y),
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nullptr, glm::ivec4(0, 0, _glWidget->getDeviceSize().width(), _glWidget->getDeviceSize().height()));
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@ -1077,7 +1083,7 @@ void Application::resizeGL() {
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if (_renderResolution != toGlm(renderSize)) {
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_renderResolution = toGlm(renderSize);
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DependencyManager::get<TextureCache>()->setFrameBufferSize(renderSize);
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DependencyManager::get<FramebufferCache>()->setFrameBufferSize(renderSize);
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updateProjectionMatrix();
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}
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@ -2997,7 +3003,7 @@ PickRay Application::computePickRay(float x, float y) const {
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}
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QImage Application::renderAvatarBillboard(RenderArgs* renderArgs) {
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auto primaryFramebuffer = DependencyManager::get<TextureCache>()->getPrimaryFramebuffer();
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auto primaryFramebuffer = DependencyManager::get<FramebufferCache>()->getPrimaryFramebuffer();
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glBindFramebuffer(GL_FRAMEBUFFER, gpu::GLBackend::getFramebufferID(primaryFramebuffer));
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// clear the alpha channel so the background is transparent
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@ -3475,11 +3481,11 @@ void Application::renderRearViewMirror(RenderArgs* renderArgs, const QRect& regi
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// set the bounds of rear mirror view
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gpu::Vec4i viewport;
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if (billboard) {
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QSize size = DependencyManager::get<TextureCache>()->getFrameBufferSize();
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QSize size = DependencyManager::get<FramebufferCache>()->getFrameBufferSize();
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viewport = gpu::Vec4i(region.x(), size.height() - region.y() - region.height(), region.width(), region.height());
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} else {
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// if not rendering the billboard, the region is in device independent coordinates; must convert to device
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QSize size = DependencyManager::get<TextureCache>()->getFrameBufferSize();
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QSize size = DependencyManager::get<FramebufferCache>()->getFrameBufferSize();
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float ratio = (float)QApplication::desktop()->windowHandle()->devicePixelRatio() * getRenderResolutionScale();
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int x = region.x() * ratio, y = region.y() * ratio, width = region.width() * ratio, height = region.height() * ratio;
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viewport = gpu::Vec4i(x, size.height() - y - height, width, height);
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@ -34,7 +34,6 @@
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#include <ScriptEngine.h>
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#include <ShapeManager.h>
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#include <StDev.h>
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#include <TextureCache.h>
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#include <udt/PacketHeaders.h>
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#include <ViewFrustum.h>
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@ -30,6 +30,7 @@
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#include <PathUtils.h>
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#include <SharedUtil.h>
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#include <UserActivityLogger.h>
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#include <FramebufferCache.h>
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#include <OVR_CAPI_GL.h>
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@ -644,7 +645,7 @@ void OculusManager::display(QGLWidget * glCanvas, RenderArgs* renderArgs, const
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return;
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}
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auto primaryFBO = DependencyManager::get<TextureCache>()->getPrimaryFramebuffer();
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auto primaryFBO = DependencyManager::get<FramebufferCache>()->getPrimaryFramebuffer();
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glBindFramebuffer(GL_FRAMEBUFFER, gpu::GLBackend::getFramebufferID(primaryFBO));
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glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT);
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@ -704,7 +705,7 @@ void OculusManager::display(QGLWidget * glCanvas, RenderArgs* renderArgs, const
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_activeEye = ovrEye_Count;
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gpu::FramebufferPointer finalFbo;
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finalFbo = DependencyManager::get<TextureCache>()->getPrimaryFramebuffer();
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finalFbo = DependencyManager::get<FramebufferCache>()->getPrimaryFramebuffer();
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glBindFramebuffer(GL_FRAMEBUFFER, 0);
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// restore our normal viewport
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@ -1,19 +1,21 @@
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//
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// Framebuffer.h
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// libraries/gpu/src/gpu
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//
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// Created by Sam Gateau on 4/12/2015.
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// Copyright 2014 High Fidelity, Inc.
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//
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// Distributed under the Apache License, Version 2.0.
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// See the accompanying file LICENSE or http://www.apache.org/licenses/LICENSE-2.0.html
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//
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#ifndef hifi_gpu_Framebuffer_h
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#define hifi_gpu_Framebuffer_h
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#include "Texture.h"
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//
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// Framebuffer.h
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// libraries/gpu/src/gpu
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//
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// Created by Sam Gateau on 4/12/2015.
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// Copyright 2014 High Fidelity, Inc.
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//
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// Distributed under the Apache License, Version 2.0.
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// See the accompanying file LICENSE or http://www.apache.org/licenses/LICENSE-2.0.html
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//
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#ifndef hifi_gpu_Framebuffer_h
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#define hifi_gpu_Framebuffer_h
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#include "Texture.h"
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#include <memory>
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class QImage;
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namespace gpu {
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typedef Element Format;
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@ -130,7 +132,9 @@ public:
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void resize( uint16 width, uint16 height, uint16 samples = 1 );
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static const uint32 MAX_NUM_RENDER_BUFFERS = 8;
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static uint32 getMaxNumRenderBuffers() { return MAX_NUM_RENDER_BUFFERS; }
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static uint32 getMaxNumRenderBuffers() { return MAX_NUM_RENDER_BUFFERS; }
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void getImage(QImage* result) const;
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protected:
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SwapchainPointer _swapchain;
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@ -151,10 +155,10 @@ protected:
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// Non exposed
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Framebuffer(const Framebuffer& framebuffer) {}
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Framebuffer() {}
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// This shouldn't be used by anything else than the Backend class with the proper casting.
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mutable GPUObject* _gpuObject = NULL;
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void setGPUObject(GPUObject* gpuObject) const { _gpuObject = gpuObject; }
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// This shouldn't be used by anything else than the Backend class with the proper casting.
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mutable GPUObject* _gpuObject = NULL;
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void setGPUObject(GPUObject* gpuObject) const { _gpuObject = gpuObject; }
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GPUObject* getGPUObject() const { return _gpuObject; }
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friend class Backend;
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};
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@ -162,4 +166,4 @@ typedef std::shared_ptr<Framebuffer> FramebufferPointer;
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}
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#endif
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#endif
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@ -10,7 +10,7 @@
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//
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#include "Texture.h"
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#include <math.h>
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#include <glm/gtc/constants.hpp>
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#include <QDebug>
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@ -23,6 +23,7 @@
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#include "GeometryCache.h"
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#include "RenderUtil.h"
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#include "TextureCache.h"
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#include "FramebufferCache.h"
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#include "simple_vert.h"
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@ -215,8 +216,6 @@ void DeferredLightingEffect::addSpotLight(const glm::vec3& position, float radiu
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}
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void DeferredLightingEffect::prepare(RenderArgs* args) {
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auto textureCache = DependencyManager::get<TextureCache>();
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gpu::Batch batch;
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// clear the normal and specular buffers
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@ -232,25 +231,23 @@ void DeferredLightingEffect::render(RenderArgs* args) {
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gpu::Batch batch;
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// perform deferred lighting, rendering to free fbo
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auto textureCache = DependencyManager::get<TextureCache>();
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auto framebufferCache = DependencyManager::get<FramebufferCache>();
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QSize framebufferSize = textureCache->getFrameBufferSize();
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QSize framebufferSize = framebufferCache->getFrameBufferSize();
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// binding the first framebuffer
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auto freeFBO = DependencyManager::get<TextureCache>()->getSecondaryFramebuffer();
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auto freeFBO = framebufferCache->getSecondaryFramebuffer();
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batch.setFramebuffer(freeFBO);
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batch.setViewportTransform(args->_viewport);
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batch.clearColorFramebuffer(freeFBO->getBufferMask(), glm::vec4(0.0f, 0.0f, 0.0f, 0.0f));
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batch.setResourceTexture(0, textureCache->getPrimaryColorTexture());
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batch.setResourceTexture(1, textureCache->getPrimaryNormalTexture());
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batch.setResourceTexture(2, textureCache->getPrimarySpecularTexture());
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batch.setResourceTexture(3, textureCache->getPrimaryDepthTexture());
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auto primaryFramebuffer = framebufferCache->getPrimaryFramebuffer();
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for (int i = 0; i < 3; ++i) {
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batch.setResourceTexture(i, primaryFramebuffer->getRenderBuffer(i));
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}
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batch.setResourceTexture(3, primaryFramebuffer->getDepthStencilBuffer());
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float sMin = args->_viewport.x / (float)framebufferSize.width();
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float sWidth = args->_viewport.z / (float)framebufferSize.width();
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@ -267,7 +264,7 @@ void DeferredLightingEffect::render(RenderArgs* args) {
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const LightLocations* locations = &_directionalLightLocations;
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bool shadowsEnabled = _viewState->getShadowsEnabled();
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if (shadowsEnabled) {
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batch.setResourceTexture(4, textureCache->getShadowFramebuffer()->getDepthStencilBuffer());
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batch.setResourceTexture(4, framebufferCache->getShadowFramebuffer()->getDepthStencilBuffer());
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program = _directionalLightShadowMap;
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locations = &_directionalLightShadowMapLocations;
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@ -294,7 +291,7 @@ void DeferredLightingEffect::render(RenderArgs* args) {
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}
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batch.setPipeline(program);
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}
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batch._glUniform1f(locations->shadowScale, 1.0f / textureCache->getShadowFramebuffer()->getWidth());
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batch._glUniform1f(locations->shadowScale, 1.0f / framebufferCache->getShadowFramebuffer()->getWidth());
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} else {
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if (useSkyboxCubemap) {
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@ -537,12 +534,12 @@ void DeferredLightingEffect::render(RenderArgs* args) {
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void DeferredLightingEffect::copyBack(RenderArgs* args) {
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gpu::Batch batch;
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auto textureCache = DependencyManager::get<TextureCache>();
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QSize framebufferSize = textureCache->getFrameBufferSize();
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auto framebufferCache = DependencyManager::get<FramebufferCache>();
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QSize framebufferSize = framebufferCache->getFrameBufferSize();
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auto freeFBO = DependencyManager::get<TextureCache>()->getSecondaryFramebuffer();
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auto freeFBO = framebufferCache->getSecondaryFramebuffer();
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batch.setFramebuffer(textureCache->getPrimaryFramebuffer());
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batch.setFramebuffer(framebufferCache->getPrimaryFramebuffer());
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batch.setPipeline(_blitLightBuffer);
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batch.setResourceTexture(0, freeFBO->getRenderBuffer(0));
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@ -564,7 +561,6 @@ void DeferredLightingEffect::copyBack(RenderArgs* args) {
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batch.draw(gpu::TRIANGLE_STRIP, 4);
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args->_context->syncCache();
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args->_context->render(batch);
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}
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112
libraries/render-utils/src/FramebufferCache.cpp
Normal file
112
libraries/render-utils/src/FramebufferCache.cpp
Normal file
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@ -0,0 +1,112 @@
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//
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// FramebufferCache.cpp
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// interface/src/renderer
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//
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// Created by Andrzej Kapolka on 8/6/13.
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// Copyright 2013 High Fidelity, Inc.
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//
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// Distributed under the Apache License, Version 2.0.
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// See the accompanying file LICENSE or http://www.apache.org/licenses/LICENSE-2.0.html
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//
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#include "FramebufferCache.h"
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#include <mutex>
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#include <glm/glm.hpp>
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#include <QMap>
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#include <QQueue>
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#include <gpu/Batch.h>
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#include <gpu/GPUConfig.h>
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#include "RenderUtilsLogging.h"
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static QQueue<gpu::FramebufferPointer> _cachedFramebuffers;
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FramebufferCache::FramebufferCache() {
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}
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FramebufferCache::~FramebufferCache() {
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_cachedFramebuffers.clear();
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}
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void FramebufferCache::setFrameBufferSize(QSize frameBufferSize) {
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//If the size changed, we need to delete our FBOs
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if (_frameBufferSize != frameBufferSize) {
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_frameBufferSize = frameBufferSize;
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_primaryFramebuffer.reset();
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}
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}
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void FramebufferCache::createPrimaryFramebuffer() {
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_primaryFramebuffer = gpu::FramebufferPointer(gpu::Framebuffer::create());
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static auto colorFormat = gpu::Element(gpu::VEC4, gpu::NUINT8, gpu::RGBA);
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static auto depthFormat = gpu::Element(gpu::SCALAR, gpu::FLOAT, gpu::DEPTH);
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auto width = _frameBufferSize.width();
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auto height = _frameBufferSize.height();
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auto defaultSampler = gpu::Sampler(gpu::Sampler::FILTER_MIN_MAG_POINT);
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auto colorTexture = gpu::TexturePointer(gpu::Texture::create2D(colorFormat, width, height, defaultSampler));
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auto normalTexture = gpu::TexturePointer(gpu::Texture::create2D(colorFormat, width, height, defaultSampler));
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auto specularTexture = gpu::TexturePointer(gpu::Texture::create2D(colorFormat, width, height, defaultSampler));
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_primaryFramebuffer->setRenderBuffer(0, colorTexture);
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_primaryFramebuffer->setRenderBuffer(1, normalTexture);
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_primaryFramebuffer->setRenderBuffer(2, specularTexture);
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auto depthTexture = gpu::TexturePointer(gpu::Texture::create2D(depthFormat, width, height, defaultSampler));
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_primaryFramebuffer->setDepthStencilBuffer(depthTexture, depthFormat);
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}
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gpu::FramebufferPointer FramebufferCache::getPrimaryFramebuffer() {
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if (!_primaryFramebuffer) {
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createPrimaryFramebuffer();
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}
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return _primaryFramebuffer;
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}
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void FramebufferCache::setPrimaryDrawBuffers(gpu::Batch& batch, bool color, bool normal, bool specular) {
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GLenum buffers[3];
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int bufferCount = 0;
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if (color) {
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buffers[bufferCount++] = GL_COLOR_ATTACHMENT0;
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}
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if (normal) {
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buffers[bufferCount++] = GL_COLOR_ATTACHMENT1;
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}
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if (specular) {
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buffers[bufferCount++] = GL_COLOR_ATTACHMENT2;
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}
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batch._glDrawBuffers(bufferCount, buffers);
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}
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gpu::FramebufferPointer FramebufferCache::getFramebuffer() {
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if (_cachedFramebuffers.isEmpty()) {
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_cachedFramebuffers.push_back(gpu::FramebufferPointer(gpu::Framebuffer::create(gpu::Element::COLOR_RGBA_32, _frameBufferSize.width(), _frameBufferSize.height())));
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}
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gpu::FramebufferPointer result = _cachedFramebuffers.front();
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_cachedFramebuffers.pop_front();
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return result;
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}
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void FramebufferCache::releaseFramebuffer(const gpu::FramebufferPointer& framebuffer) {
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_cachedFramebuffers.push_back(framebuffer);
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}
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gpu::FramebufferPointer FramebufferCache::getSecondaryFramebuffer() {
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static auto _secondaryFramebuffer = getFramebuffer();
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return _secondaryFramebuffer;
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}
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gpu::FramebufferPointer FramebufferCache::getShadowFramebuffer() {
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if (!_shadowFramebuffer) {
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const int SHADOW_MAP_SIZE = 2048;
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_shadowFramebuffer = gpu::FramebufferPointer(gpu::Framebuffer::createShadowmap(SHADOW_MAP_SIZE));
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}
|
||||
return _shadowFramebuffer;
|
||||
}
|
59
libraries/render-utils/src/FramebufferCache.h
Normal file
59
libraries/render-utils/src/FramebufferCache.h
Normal file
|
@ -0,0 +1,59 @@
|
|||
//
|
||||
// Created by Bradley Austin Davis on 2015/07/20
|
||||
// Copyright 2015 High Fidelity, Inc.
|
||||
//
|
||||
// Distributed under the Apache License, Version 2.0.
|
||||
// See the accompanying file LICENSE or http://www.apache.org/licenses/LICENSE-2.0.html
|
||||
//
|
||||
|
||||
#ifndef hifi_FramebufferCache_h
|
||||
#define hifi_FramebufferCache_h
|
||||
|
||||
#include <QSize>
|
||||
|
||||
#include <gpu/Framebuffer.h>
|
||||
#include <DependencyManager.h>
|
||||
|
||||
namespace gpu {
|
||||
class Batch;
|
||||
}
|
||||
|
||||
/// Stores cached textures, including render-to-texture targets.
|
||||
class FramebufferCache : public Dependency {
|
||||
SINGLETON_DEPENDENCY
|
||||
|
||||
public:
|
||||
/// Sets the desired texture resolution for the framebuffer objects.
|
||||
void setFrameBufferSize(QSize frameBufferSize);
|
||||
const QSize& getFrameBufferSize() const { return _frameBufferSize; }
|
||||
|
||||
/// Returns a pointer to the primary framebuffer object. This render target includes a depth component, and is
|
||||
/// used for scene rendering.
|
||||
gpu::FramebufferPointer getPrimaryFramebuffer();
|
||||
|
||||
gpu::FramebufferPointer getSecondaryFramebuffer();
|
||||
|
||||
/// Returns the framebuffer object used to render shadow maps;
|
||||
gpu::FramebufferPointer getShadowFramebuffer();
|
||||
|
||||
/// Enables or disables draw buffers on the primary framebuffer. Note: the primary framebuffer must be bound.
|
||||
void setPrimaryDrawBuffers(gpu::Batch& batch, bool color, bool normal = false, bool specular = false);
|
||||
|
||||
/// Returns a free framebuffer with a single color attachment for temp or intra-frame operations
|
||||
gpu::FramebufferPointer getFramebuffer();
|
||||
// TODO add sync functionality to the release, so we don't reuse a framebuffer being read from
|
||||
/// Releases a free framebuffer back for reuse
|
||||
void releaseFramebuffer(const gpu::FramebufferPointer& framebuffer);
|
||||
|
||||
private:
|
||||
FramebufferCache();
|
||||
virtual ~FramebufferCache();
|
||||
|
||||
void createPrimaryFramebuffer();
|
||||
|
||||
gpu::FramebufferPointer _primaryFramebuffer;
|
||||
gpu::FramebufferPointer _shadowFramebuffer;
|
||||
QSize _frameBufferSize{ 100, 100 };
|
||||
};
|
||||
|
||||
#endif // hifi_FramebufferCache_h
|
|
@ -9,6 +9,13 @@
|
|||
// See the accompanying file LICENSE or http://www.apache.org/licenses/LICENSE-2.0.html
|
||||
//
|
||||
|
||||
#include "TextureCache.h"
|
||||
|
||||
#include <mutex>
|
||||
|
||||
#include <glm/glm.hpp>
|
||||
#include <glm/gtc/random.hpp>
|
||||
|
||||
#include <gpu/Batch.h>
|
||||
#include <gpu/GLBackend.h>
|
||||
#include <gpu/GPUConfig.h>
|
||||
|
@ -19,21 +26,10 @@
|
|||
#include <QThreadPool>
|
||||
#include <qimagereader.h>
|
||||
|
||||
#include <glm/glm.hpp>
|
||||
#include <glm/gtc/random.hpp>
|
||||
|
||||
#include "RenderUtilsLogging.h"
|
||||
#include "TextureCache.h"
|
||||
|
||||
|
||||
#include <mutex>
|
||||
|
||||
TextureCache::TextureCache() :
|
||||
_permutationNormalTexture(0),
|
||||
_whiteTexture(0),
|
||||
_blueTexture(0),
|
||||
_frameBufferSize(100, 100)
|
||||
{
|
||||
TextureCache::TextureCache() {
|
||||
const qint64 TEXTURE_DEFAULT_UNUSED_MAX_SIZE = DEFAULT_UNUSED_MAX_SIZE;
|
||||
setUnusedResourceCacheSize(TEXTURE_DEFAULT_UNUSED_MAX_SIZE);
|
||||
}
|
||||
|
@ -41,23 +37,6 @@ TextureCache::TextureCache() :
|
|||
TextureCache::~TextureCache() {
|
||||
}
|
||||
|
||||
void TextureCache::setFrameBufferSize(QSize frameBufferSize) {
|
||||
//If the size changed, we need to delete our FBOs
|
||||
if (_frameBufferSize != frameBufferSize) {
|
||||
_frameBufferSize = frameBufferSize;
|
||||
|
||||
_primaryFramebuffer.reset();
|
||||
_primaryDepthTexture.reset();
|
||||
_primaryColorTexture.reset();
|
||||
_primaryNormalTexture.reset();
|
||||
_primarySpecularTexture.reset();
|
||||
|
||||
_secondaryFramebuffer.reset();
|
||||
|
||||
_tertiaryFramebuffer.reset();
|
||||
}
|
||||
}
|
||||
|
||||
// use fixed table of permutations. Could also make ordered list programmatically
|
||||
// and then shuffle algorithm. For testing, this ensures consistent behavior in each run.
|
||||
// this list taken from Ken Perlin's Improved Noise reference implementation (orig. in Java) at
|
||||
|
@ -175,113 +154,6 @@ NetworkTexturePointer TextureCache::getTexture(const QUrl& url, TextureType type
|
|||
return texture;
|
||||
}
|
||||
|
||||
void TextureCache::createPrimaryFramebuffer() {
|
||||
_primaryFramebuffer = gpu::FramebufferPointer(gpu::Framebuffer::create());
|
||||
|
||||
auto colorFormat = gpu::Element(gpu::VEC4, gpu::NUINT8, gpu::RGBA);
|
||||
auto width = _frameBufferSize.width();
|
||||
auto height = _frameBufferSize.height();
|
||||
|
||||
auto defaultSampler = gpu::Sampler(gpu::Sampler::FILTER_MIN_MAG_POINT);
|
||||
_primaryColorTexture = gpu::TexturePointer(gpu::Texture::create2D(colorFormat, width, height, defaultSampler));
|
||||
_primaryNormalTexture = gpu::TexturePointer(gpu::Texture::create2D(colorFormat, width, height, defaultSampler));
|
||||
_primarySpecularTexture = gpu::TexturePointer(gpu::Texture::create2D(colorFormat, width, height, defaultSampler));
|
||||
|
||||
_primaryFramebuffer->setRenderBuffer(0, _primaryColorTexture);
|
||||
_primaryFramebuffer->setRenderBuffer(1, _primaryNormalTexture);
|
||||
_primaryFramebuffer->setRenderBuffer(2, _primarySpecularTexture);
|
||||
|
||||
|
||||
auto depthFormat = gpu::Element(gpu::SCALAR, gpu::FLOAT, gpu::DEPTH);
|
||||
_primaryDepthTexture = gpu::TexturePointer(gpu::Texture::create2D(depthFormat, width, height, defaultSampler));
|
||||
|
||||
_primaryFramebuffer->setDepthStencilBuffer(_primaryDepthTexture, depthFormat);
|
||||
}
|
||||
|
||||
gpu::FramebufferPointer TextureCache::getPrimaryFramebuffer() {
|
||||
if (!_primaryFramebuffer) {
|
||||
createPrimaryFramebuffer();
|
||||
}
|
||||
return _primaryFramebuffer;
|
||||
}
|
||||
|
||||
gpu::TexturePointer TextureCache::getPrimaryDepthTexture() {
|
||||
if (!_primaryDepthTexture) {
|
||||
createPrimaryFramebuffer();
|
||||
}
|
||||
return _primaryDepthTexture;
|
||||
}
|
||||
|
||||
gpu::TexturePointer TextureCache::getPrimaryColorTexture() {
|
||||
if (!_primaryColorTexture) {
|
||||
createPrimaryFramebuffer();
|
||||
}
|
||||
return _primaryColorTexture;
|
||||
}
|
||||
|
||||
gpu::TexturePointer TextureCache::getPrimaryNormalTexture() {
|
||||
if (!_primaryNormalTexture) {
|
||||
createPrimaryFramebuffer();
|
||||
}
|
||||
return _primaryNormalTexture;
|
||||
}
|
||||
|
||||
gpu::TexturePointer TextureCache::getPrimarySpecularTexture() {
|
||||
if (!_primarySpecularTexture) {
|
||||
createPrimaryFramebuffer();
|
||||
}
|
||||
return _primarySpecularTexture;
|
||||
}
|
||||
|
||||
GLuint TextureCache::getPrimaryDepthTextureID() {
|
||||
return gpu::GLBackend::getTextureID(getPrimaryDepthTexture());
|
||||
}
|
||||
|
||||
void TextureCache::setPrimaryDrawBuffers(bool color, bool normal, bool specular) {
|
||||
gpu::Batch batch;
|
||||
setPrimaryDrawBuffers(batch, color, normal, specular);
|
||||
gpu::GLBackend::renderBatch(batch);
|
||||
}
|
||||
|
||||
void TextureCache::setPrimaryDrawBuffers(gpu::Batch& batch, bool color, bool normal, bool specular) {
|
||||
GLenum buffers[3];
|
||||
int bufferCount = 0;
|
||||
if (color) {
|
||||
buffers[bufferCount++] = GL_COLOR_ATTACHMENT0;
|
||||
}
|
||||
if (normal) {
|
||||
buffers[bufferCount++] = GL_COLOR_ATTACHMENT1;
|
||||
}
|
||||
if (specular) {
|
||||
buffers[bufferCount++] = GL_COLOR_ATTACHMENT2;
|
||||
}
|
||||
batch._glDrawBuffers(bufferCount, buffers);
|
||||
}
|
||||
|
||||
gpu::FramebufferPointer TextureCache::getSecondaryFramebuffer() {
|
||||
if (!_secondaryFramebuffer) {
|
||||
_secondaryFramebuffer = gpu::FramebufferPointer(gpu::Framebuffer::create(gpu::Element::COLOR_RGBA_32, _frameBufferSize.width(), _frameBufferSize.height()));
|
||||
}
|
||||
return _secondaryFramebuffer;
|
||||
}
|
||||
|
||||
gpu::FramebufferPointer TextureCache::getTertiaryFramebuffer() {
|
||||
if (!_tertiaryFramebuffer) {
|
||||
_tertiaryFramebuffer = gpu::FramebufferPointer(gpu::Framebuffer::create(gpu::Element::COLOR_RGBA_32, _frameBufferSize.width(), _frameBufferSize.height()));
|
||||
}
|
||||
return _tertiaryFramebuffer;
|
||||
}
|
||||
|
||||
gpu::FramebufferPointer TextureCache::getShadowFramebuffer() {
|
||||
if (!_shadowFramebuffer) {
|
||||
const int SHADOW_MAP_SIZE = 2048;
|
||||
_shadowFramebuffer = gpu::FramebufferPointer(gpu::Framebuffer::createShadowmap(SHADOW_MAP_SIZE));
|
||||
|
||||
_shadowTexture = _shadowFramebuffer->getDepthStencilBuffer();
|
||||
}
|
||||
return _shadowFramebuffer;
|
||||
}
|
||||
|
||||
/// Returns a texture version of an image file
|
||||
gpu::TexturePointer TextureCache::getImageTexture(const QString& path) {
|
||||
QImage image = QImage(path).mirrored(false, true);
|
||||
|
|
|
@ -13,8 +13,6 @@
|
|||
#define hifi_TextureCache_h
|
||||
|
||||
#include <gpu/Texture.h>
|
||||
#include <gpu/Framebuffer.h>
|
||||
|
||||
#include <model/Light.h>
|
||||
|
||||
#include <QImage>
|
||||
|
@ -39,10 +37,6 @@ class TextureCache : public ResourceCache, public Dependency {
|
|||
SINGLETON_DEPENDENCY
|
||||
|
||||
public:
|
||||
/// Sets the desired texture resolution for the framebuffer objects.
|
||||
void setFrameBufferSize(QSize frameBufferSize);
|
||||
const QSize& getFrameBufferSize() const { return _frameBufferSize; }
|
||||
|
||||
/// Returns the ID of the permutation/normal texture used for Perlin noise shader programs. This texture
|
||||
/// has two lines: the first, a set of random numbers in [0, 255] to be used as permutation offsets, and
|
||||
/// the second, a set of random unit vectors to be used as noise gradients.
|
||||
|
@ -67,33 +61,6 @@ public:
|
|||
NetworkTexturePointer getTexture(const QUrl& url, TextureType type = DEFAULT_TEXTURE, bool dilatable = false,
|
||||
const QByteArray& content = QByteArray());
|
||||
|
||||
/// Returns a pointer to the primary framebuffer object. This render target includes a depth component, and is
|
||||
/// used for scene rendering.
|
||||
gpu::FramebufferPointer getPrimaryFramebuffer();
|
||||
|
||||
gpu::TexturePointer getPrimaryDepthTexture();
|
||||
gpu::TexturePointer getPrimaryColorTexture();
|
||||
gpu::TexturePointer getPrimaryNormalTexture();
|
||||
gpu::TexturePointer getPrimarySpecularTexture();
|
||||
|
||||
/// Returns the ID of the primary framebuffer object's depth texture. This contains the Z buffer used in rendering.
|
||||
uint32_t getPrimaryDepthTextureID();
|
||||
|
||||
/// Enables or disables draw buffers on the primary framebuffer. Note: the primary framebuffer must be bound.
|
||||
void setPrimaryDrawBuffers(bool color, bool normal = false, bool specular = false);
|
||||
void setPrimaryDrawBuffers(gpu::Batch& batch, bool color, bool normal = false, bool specular = false);
|
||||
|
||||
/// Returns a pointer to the secondary framebuffer object, used as an additional render target when performing full
|
||||
/// screen effects.
|
||||
gpu::FramebufferPointer getSecondaryFramebuffer();
|
||||
|
||||
/// Returns a pointer to the tertiary framebuffer object, used as an additional render target when performing full
|
||||
/// screen effects.
|
||||
gpu::FramebufferPointer getTertiaryFramebuffer();
|
||||
|
||||
/// Returns the framebuffer object used to render shadow maps;
|
||||
gpu::FramebufferPointer getShadowFramebuffer();
|
||||
|
||||
protected:
|
||||
|
||||
virtual QSharedPointer<Resource> createResource(const QUrl& url,
|
||||
|
@ -110,23 +77,7 @@ private:
|
|||
gpu::TexturePointer _blueTexture;
|
||||
gpu::TexturePointer _blackTexture;
|
||||
|
||||
|
||||
QHash<QUrl, QWeakPointer<NetworkTexture> > _dilatableNetworkTextures;
|
||||
|
||||
gpu::TexturePointer _primaryDepthTexture;
|
||||
gpu::TexturePointer _primaryColorTexture;
|
||||
gpu::TexturePointer _primaryNormalTexture;
|
||||
gpu::TexturePointer _primarySpecularTexture;
|
||||
gpu::FramebufferPointer _primaryFramebuffer;
|
||||
void createPrimaryFramebuffer();
|
||||
|
||||
gpu::FramebufferPointer _secondaryFramebuffer;
|
||||
gpu::FramebufferPointer _tertiaryFramebuffer;
|
||||
|
||||
gpu::FramebufferPointer _shadowFramebuffer;
|
||||
gpu::TexturePointer _shadowTexture;
|
||||
|
||||
QSize _frameBufferSize;
|
||||
};
|
||||
|
||||
/// A simple object wrapper for an OpenGL texture.
|
||||
|
|
Loading…
Reference in a new issue