Merge pull request from samcake/orange

Introduce the gpu::Framebuffer and its sidekick the gpu::Swapchain
This commit is contained in:
Brad Davis 2015-04-16 13:39:04 -07:00
commit d72bb71030
25 changed files with 1243 additions and 454 deletions

View file

@ -35,7 +35,6 @@
#include <QMouseEvent>
#include <QNetworkReply>
#include <QNetworkDiskCache>
#include <QOpenGLFramebufferObject>
#include <QObject>
#include <QWheelEvent>
#include <QScreen>
@ -802,7 +801,7 @@ void Application::paintGL() {
DependencyManager::get<GlowEffect>()->prepare();
// Viewport is assigned to the size of the framebuffer
QSize size = DependencyManager::get<TextureCache>()->getPrimaryFramebufferObject()->size();
QSize size = DependencyManager::get<TextureCache>()->getFrameBufferSize();
glViewport(0, 0, size.width(), size.height());
glMatrixMode(GL_MODELVIEW);
@ -2642,8 +2641,9 @@ void Application::updateShadowMap() {
activeRenderingThread = QThread::currentThread();
PerformanceTimer perfTimer("shadowMap");
QOpenGLFramebufferObject* fbo = DependencyManager::get<TextureCache>()->getShadowFramebufferObject();
fbo->bind();
auto shadowFramebuffer = DependencyManager::get<TextureCache>()->getShadowFramebuffer();
glBindFramebuffer(GL_FRAMEBUFFER, gpu::GLBackend::getFramebufferID(shadowFramebuffer));
glEnable(GL_DEPTH_TEST);
glClear(GL_DEPTH_BUFFER_BIT);
@ -2659,16 +2659,18 @@ void Application::updateShadowMap() {
loadViewFrustum(_myCamera, _viewFrustum);
int matrixCount = 1;
int targetSize = fbo->width();
//int targetSize = fbo->width();
int sourceSize = shadowFramebuffer->getWidth();
int targetSize = shadowFramebuffer->getWidth();
float targetScale = 1.0f;
if (Menu::getInstance()->isOptionChecked(MenuOption::CascadedShadows)) {
matrixCount = CASCADED_SHADOW_MATRIX_COUNT;
targetSize = fbo->width() / 2;
targetSize = sourceSize / 2;
targetScale = 0.5f;
}
for (int i = 0; i < matrixCount; i++) {
const glm::vec2& coord = MAP_COORDS[i];
glViewport(coord.s * fbo->width(), coord.t * fbo->height(), targetSize, targetSize);
glViewport(coord.s * sourceSize, coord.t * sourceSize, targetSize, targetSize);
// if simple shadow then since the resolution is twice as much as with cascaded, cover 2 regions with the map, not just one
int regionIncrement = (matrixCount == 1 ? 2 : 1);
@ -2791,7 +2793,7 @@ void Application::updateShadowMap() {
glMatrixMode(GL_MODELVIEW);
}
fbo->release();
// fbo->release();
glViewport(0, 0, _glWidget->getDeviceWidth(), _glWidget->getDeviceHeight());
activeRenderingThread = nullptr;
@ -2837,7 +2839,8 @@ PickRay Application::computePickRay(float x, float y) {
}
QImage Application::renderAvatarBillboard() {
DependencyManager::get<TextureCache>()->getPrimaryFramebufferObject()->bind();
auto primaryFramebuffer = DependencyManager::get<TextureCache>()->getPrimaryFramebuffer();
glBindFramebuffer(GL_FRAMEBUFFER, gpu::GLBackend::getFramebufferID(primaryFramebuffer));
// the "glow" here causes an alpha of one
Glower glower;
@ -2850,7 +2853,7 @@ QImage Application::renderAvatarBillboard() {
QImage image(BILLBOARD_SIZE, BILLBOARD_SIZE, QImage::Format_ARGB32);
glReadPixels(0, 0, BILLBOARD_SIZE, BILLBOARD_SIZE, GL_BGRA, GL_UNSIGNED_BYTE, image.bits());
DependencyManager::get<TextureCache>()->getPrimaryFramebufferObject()->release();
glBindFramebuffer(GL_FRAMEBUFFER, 0);
return image;
}

View file

@ -17,7 +17,6 @@
#include <QDesktopWidget>
#include <QGuiApplication>
#include <QOpenGLFramebufferObject>
#include <QScreen>
#include <QOpenGLTimerQuery>
@ -35,6 +34,8 @@
#include "InterfaceLogging.h"
#include "Application.h"
#include <gpu/GLBackend.h>
template <typename Function>
void for_each_eye(Function function) {
for (ovrEyeType eye = ovrEyeType::ovrEye_Left;
@ -530,7 +531,8 @@ void OculusManager::display(const glm::quat &bodyOrientation, const glm::vec3 &p
if (Menu::getInstance()->isOptionChecked(MenuOption::EnableGlowEffect)) {
DependencyManager::get<GlowEffect>()->prepare();
} else {
DependencyManager::get<TextureCache>()->getPrimaryFramebufferObject()->bind();
auto primaryFBO = DependencyManager::get<TextureCache>()->getPrimaryFramebuffer();
glBindFramebuffer(GL_FRAMEBUFFER, gpu::GLBackend::getFramebufferID(primaryFBO));
glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT);
}
@ -621,15 +623,15 @@ void OculusManager::display(const glm::quat &bodyOrientation, const glm::vec3 &p
glPopMatrix();
QOpenGLFramebufferObject * finalFbo = nullptr;
gpu::FramebufferPointer finalFbo;
//Bind the output texture from the glow shader. If glow effect is disabled, we just grab the texture
if (Menu::getInstance()->isOptionChecked(MenuOption::EnableGlowEffect)) {
//Full texture viewport for glow effect
glViewport(0, 0, _renderTargetSize.w, _renderTargetSize.h);
finalFbo = DependencyManager::get<GlowEffect>()->render(true);
} else {
finalFbo = DependencyManager::get<TextureCache>()->getPrimaryFramebufferObject();
finalFbo->release();
finalFbo = DependencyManager::get<TextureCache>()->getPrimaryFramebuffer();
glBindFramebuffer(GL_FRAMEBUFFER, 0);
}
glMatrixMode(GL_PROJECTION);
@ -653,7 +655,7 @@ void OculusManager::display(const glm::quat &bodyOrientation, const glm::vec3 &p
//Left over from when OR was not connected.
glClear(GL_COLOR_BUFFER_BIT);
glBindTexture(GL_TEXTURE_2D, finalFbo->texture());
glBindTexture(GL_TEXTURE_2D, gpu::GLBackend::getTextureID(finalFbo->getRenderBuffer(0)));
//Renders the distorted mesh onto the screen
renderDistortionMesh(eyeRenderPose);

View file

@ -11,8 +11,6 @@
#include "InterfaceConfig.h"
#include <QOpenGLFramebufferObject>
#include <glm/glm.hpp>
#include <GlowEffect.h>

View file

@ -25,7 +25,8 @@ Batch::Batch() :
_textures(),
_streamFormats(),
_transforms(),
_pipelines()
_pipelines(),
_framebuffers()
{
}
@ -41,7 +42,8 @@ void Batch::clear() {
_textures.clear();
_streamFormats.clear();
_transforms.clear();
_pipelines.clear();
_pipelines.clear();
_framebuffers.clear();
}
uint32 Batch::cacheData(uint32 size, const void* data) {
@ -186,3 +188,10 @@ void Batch::setUniformTexture(uint32 slot, const TextureView& view) {
setUniformTexture(slot, view._texture);
}
void Batch::setFramebuffer(const FramebufferPointer& framebuffer) {
ADD_COMMAND(setUniformTexture);
_params.push_back(_framebuffers.cache(framebuffer));
}

View file

@ -23,6 +23,8 @@
#include "Pipeline.h"
#include "Framebuffer.h"
#if defined(NSIGHT_FOUND)
#include "nvToolsExt.h"
class ProfileRange {
@ -112,6 +114,8 @@ public:
void setUniformTexture(uint32 slot, const TexturePointer& view);
void setUniformTexture(uint32 slot, const TextureView& view); // not a command, just a shortcut from a TextureView
// Framebuffer Stage
void setFramebuffer(const FramebufferPointer& framebuffer);
// TODO: As long as we have gl calls explicitely issued from interface
// code, we need to be able to record and batch these calls. THe long
@ -170,6 +174,8 @@ public:
COMMAND_setUniformBuffer,
COMMAND_setUniformTexture,
COMMAND_setFramebuffer,
// TODO: As long as we have gl calls explicitely issued from interface
// code, we need to be able to record and batch these calls. THe long
// term strategy is to get rid of any GL calls in favor of the HIFI GPU API
@ -266,6 +272,7 @@ public:
typedef Cache<Stream::FormatPointer>::Vector StreamFormatCaches;
typedef Cache<Transform>::Vector TransformCaches;
typedef Cache<PipelinePointer>::Vector PipelineCaches;
typedef Cache<FramebufferPointer>::Vector FramebufferCaches;
// Cache Data in a byte array if too big to fit in Param
// FOr example Mat4s are going there
@ -289,6 +296,7 @@ public:
StreamFormatCaches _streamFormats;
TransformCaches _transforms;
PipelineCaches _pipelines;
FramebufferCaches _framebuffers;
protected:
};

View file

@ -15,8 +15,8 @@
#include "Resource.h"
#include "Texture.h"
#include "Shader.h"
#include "Pipeline.h"
#include "Framebuffer.h"
namespace gpu {
@ -47,8 +47,8 @@ public:
};
template< typename T >
static void setGPUObject(const Buffer& buffer, T* bo) {
buffer.setGPUObject(bo);
static void setGPUObject(const Buffer& buffer, T* object) {
buffer.setGPUObject(object);
}
template< typename T >
static T* getGPUObject(const Buffer& buffer) {
@ -56,8 +56,8 @@ public:
}
template< typename T >
static void setGPUObject(const Texture& texture, T* to) {
texture.setGPUObject(to);
static void setGPUObject(const Texture& texture, T* object) {
texture.setGPUObject(object);
}
template< typename T >
static T* getGPUObject(const Texture& texture) {
@ -65,8 +65,8 @@ public:
}
template< typename T >
static void setGPUObject(const Shader& shader, T* so) {
shader.setGPUObject(so);
static void setGPUObject(const Shader& shader, T* object) {
shader.setGPUObject(object);
}
template< typename T >
static T* getGPUObject(const Shader& shader) {
@ -74,8 +74,8 @@ public:
}
template< typename T >
static void setGPUObject(const Pipeline& pipeline, T* po) {
pipeline.setGPUObject(po);
static void setGPUObject(const Pipeline& pipeline, T* object) {
pipeline.setGPUObject(object);
}
template< typename T >
static T* getGPUObject(const Pipeline& pipeline) {
@ -83,14 +83,23 @@ public:
}
template< typename T >
static void setGPUObject(const State& state, T* so) {
state.setGPUObject(so);
static void setGPUObject(const State& state, T* object) {
state.setGPUObject(object);
}
template< typename T >
static T* getGPUObject(const State& state) {
return reinterpret_cast<T*>(state.getGPUObject());
}
template< typename T >
static void setGPUObject(const Framebuffer& framebuffer, T* object) {
framebuffer.setGPUObject(object);
}
template< typename T >
static T* getGPUObject(const Framebuffer& framebuffer) {
return reinterpret_cast<T*>(framebuffer.getGPUObject());
}
protected:
};

View file

@ -34,6 +34,8 @@ typedef glm::mat3 Mat3;
typedef glm::vec4 Vec4;
typedef glm::vec3 Vec3;
typedef glm::vec2 Vec2;
typedef glm::ivec2 Vec2i;
typedef glm::uvec2 Vec2u;
// Description of a scalar type
enum Type {
@ -118,7 +120,8 @@ enum Semantic {
INDEX, //used by index buffer of a mesh
PART, // used by part buffer of a mesh
DEPTH, // Depth buffer
DEPTH, // Depth only buffer
STENCIL, // Stencil only buffer
DEPTH_STENCIL, // Depth Stencil buffer
SRGB,
@ -171,12 +174,28 @@ public:
return getRaw() != right.getRaw();
}
static const Element COLOR_RGBA_32;
protected:
uint8 _semantic;
uint8 _dimension : 4;
uint8 _type : 4;
};
enum ComparisonFunction {
NEVER = 0,
LESS,
EQUAL,
LESS_EQUAL,
GREATER,
NOT_EQUAL,
GREATER_EQUAL,
ALWAYS,
NUM_COMPARISON_FUNCS,
};
};

View file

@ -0,0 +1,279 @@
//
// Framebuffer.cpp
// libraries/gpu/src/gpu
//
// Created by Sam Gateau on 4/12/2015.
// Copyright 2014 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
//
#include "Framebuffer.h"
#include <math.h>
#include <QDebug>
using namespace gpu;
Framebuffer::~Framebuffer() {
}
Framebuffer* Framebuffer::create() {
auto framebuffer = new Framebuffer();
framebuffer->_renderBuffers.resize(MAX_NUM_RENDER_BUFFERS);
return framebuffer;
}
Framebuffer* Framebuffer::create( const Format& colorBufferFormat, uint16 width, uint16 height) {
auto framebuffer = Framebuffer::create();
auto colorTexture = TexturePointer(Texture::create2D(colorBufferFormat, width, height, Sampler(Sampler::FILTER_MIN_MAG_POINT)));
framebuffer->setRenderBuffer(0, colorTexture);
return framebuffer;
}
Framebuffer* Framebuffer::create( const Format& colorBufferFormat, const Format& depthStencilBufferFormat, uint16 width, uint16 height) {
auto framebuffer = Framebuffer::create();
auto colorTexture = TexturePointer(Texture::create2D(colorBufferFormat, width, height, Sampler(Sampler::FILTER_MIN_MAG_POINT)));
auto depthTexture = TexturePointer(Texture::create2D(depthStencilBufferFormat, width, height, Sampler(Sampler::FILTER_MIN_MAG_POINT)));
framebuffer->setRenderBuffer(0, colorTexture);
framebuffer->setDepthStencilBuffer(depthTexture, depthStencilBufferFormat);
return framebuffer;
}
Framebuffer* Framebuffer::createShadowmap(uint16 width) {
auto framebuffer = Framebuffer::create();
auto depthTexture = TexturePointer(Texture::create2D(Element(gpu::SCALAR, gpu::FLOAT, gpu::DEPTH), width, width));
Sampler::Desc samplerDesc;
samplerDesc._borderColor = glm::vec4(1.0f);
samplerDesc._wrapModeU = Sampler::WRAP_BORDER;
samplerDesc._wrapModeV = Sampler::WRAP_BORDER;
samplerDesc._filter = Sampler::FILTER_MIN_MAG_LINEAR;
samplerDesc._comparisonFunc = LESS_EQUAL;
depthTexture->setSampler(Sampler(samplerDesc));
framebuffer->setDepthStencilBuffer(depthTexture, Element(gpu::SCALAR, gpu::FLOAT, gpu::DEPTH));
return framebuffer;
}
bool Framebuffer::isSwapchain() const {
return _swapchain != 0;
}
uint32 Framebuffer::getFrameCount() const {
if (_swapchain) {
return _swapchain->getFrameCount();
} else {
return _frameCount;
}
}
bool Framebuffer::validateTargetCompatibility(const Texture& texture, uint32 subresource) const {
if (texture.getType() == Texture::TEX_1D) {
return false;
}
if (isEmpty()) {
return true;
} else {
if ((texture.getWidth() == getWidth()) &&
(texture.getHeight() == getHeight()) &&
(texture.getNumSamples() == getNumSamples())) {
return true;
} else {
return false;
}
}
}
void Framebuffer::updateSize(const TexturePointer& texture) {
if (!isEmpty()) {
return;
}
if (texture) {
_width = texture->getWidth();
_height = texture->getHeight();
_numSamples = texture->getNumSamples();
} else {
_width = _height = _numSamples = 0;
}
}
void Framebuffer::resize(uint16 width, uint16 height, uint16 numSamples) {
if (width && height && numSamples && !isEmpty() && !isSwapchain()) {
if ((width != _width) || (height != _height) || (numSamples != _numSamples)) {
for (uint32 i = 0; i < _renderBuffers.size(); ++i) {
if (_renderBuffers[i]) {
_renderBuffers[i]._texture->resize2D(width, height, numSamples);
_numSamples = _renderBuffers[i]._texture->getNumSamples();
}
}
if (_depthStencilBuffer) {
_depthStencilBuffer._texture->resize2D(width, height, numSamples);
_numSamples = _depthStencilBuffer._texture->getNumSamples();
}
_width = width;
_height = height;
// _numSamples = numSamples;
}
}
}
uint16 Framebuffer::getWidth() const {
if (isSwapchain()) {
return getSwapchain()->getWidth();
} else {
return _width;
}
}
uint16 Framebuffer::getHeight() const {
if (isSwapchain()) {
return getSwapchain()->getHeight();
} else {
return _height;
}
}
uint16 Framebuffer::getNumSamples() const {
if (isSwapchain()) {
return getSwapchain()->getNumSamples();
} else {
return _numSamples;
}
}
// Render buffers
int Framebuffer::setRenderBuffer(uint32 slot, const TexturePointer& texture, uint32 subresource) {
if (isSwapchain()) {
return -1;
}
// Check for the slot
if (slot >= getMaxNumRenderBuffers()) {
return -1;
}
// Check for the compatibility of size
if (texture) {
if (!validateTargetCompatibility(*texture, subresource)) {
return -1;
}
}
updateSize(texture);
// assign the new one
_renderBuffers[slot] = TextureView(texture, subresource);
// update the mask
int mask = (1<<slot);
_bufferMask = (_bufferMask & ~(mask));
if (texture) {
_bufferMask |= mask;
}
return slot;
}
void Framebuffer::removeRenderBuffers() {
if (isSwapchain()) {
return;
}
_bufferMask = _bufferMask & BUFFER_DEPTHSTENCIL;
for (auto renderBuffer : _renderBuffers) {
renderBuffer._texture.reset();
}
updateSize(TexturePointer(nullptr));
}
uint32 Framebuffer::getNumRenderBuffers() const {
uint32 nb = 0;
for (auto i : _renderBuffers) {
nb += (!i);
}
return nb;
}
TexturePointer Framebuffer::getRenderBuffer(uint32 slot) const {
if (!isSwapchain() && (slot < getMaxNumRenderBuffers())) {
return _renderBuffers[slot]._texture;
} else {
return TexturePointer();
}
}
uint32 Framebuffer::getRenderBufferSubresource(uint32 slot) const {
if (!isSwapchain() && (slot < getMaxNumRenderBuffers())) {
return _renderBuffers[slot]._subresource;
} else {
return 0;
}
}
bool Framebuffer::setDepthStencilBuffer(const TexturePointer& texture, const Format& format, uint32 subresource) {
if (isSwapchain()) {
return false;
}
// Check for the compatibility of size
if (texture) {
if (!validateTargetCompatibility(*texture)) {
return false;
}
}
updateSize(texture);
// assign the new one
_depthStencilBuffer = TextureView(texture, subresource, format);
_bufferMask = ( _bufferMask & ~BUFFER_DEPTHSTENCIL);
if (texture) {
_bufferMask |= BUFFER_DEPTHSTENCIL;
}
return true;
}
TexturePointer Framebuffer::getDepthStencilBuffer() const {
if (isSwapchain()) {
return TexturePointer();
} else {
return _depthStencilBuffer._texture;
}
}
uint32 Framebuffer::getDepthStencilBufferSubresource() const {
if (isSwapchain()) {
return 0;
} else {
return _depthStencilBuffer._subresource;
}
}
Format Framebuffer::getDepthStencilBufferFormat() const {
if (isSwapchain()) {
// return getSwapchain()->getDepthStencilBufferFormat();
return _depthStencilBuffer._element;
} else {
return _depthStencilBuffer._element;
}
}

View file

@ -0,0 +1,164 @@
//
// Framebuffer.h
// libraries/gpu/src/gpu
//
// Created by Sam Gateau on 4/12/2015.
// Copyright 2014 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_gpu_Framebuffer_h
#define hifi_gpu_Framebuffer_h
#include "Texture.h"
#include <memory>
namespace gpu {
typedef Element Format;
class Swapchain {
public:
// Properties
uint16 getWidth() const { return _width; }
uint16 getHeight() const { return _height; }
uint16 getNumSamples() const { return _numSamples; }
bool hasDepthStencil() const { return _hasDepthStencil; }
bool isFullscreen() const { return _isFullscreen; }
uint32 getSwapInterval() const { return _swapInterval; }
bool isStereo() const { return _isStereo; }
uint32 getFrameCount() const { return _frameCount; }
// Pure interface
void setSwapInterval(uint32 interval);
void resize(uint16 width, uint16 height);
void setFullscreen(bool fullscreen);
Swapchain() {}
Swapchain(const Swapchain& swapchain) {}
virtual ~Swapchain() {}
protected:
mutable uint32 _frameCount = 0;
Format _colorFormat;
uint16 _width = 1;
uint16 _height = 1;
uint16 _numSamples = 1;
uint16 _swapInterval = 0;
bool _hasDepthStencil = false;
bool _isFullscreen = false;
bool _isStereo = false;
// Non exposed
friend class Framebuffer;
};
typedef std::shared_ptr<Swapchain> SwapchainPointer;
class Framebuffer {
public:
enum BufferMask {
BUFFER_COLOR0 = 1,
BUFFER_COLOR1 = 2,
BUFFER_COLOR2 = 4,
BUFFER_COLOR3 = 8,
BUFFER_COLOR4 = 16,
BUFFER_COLOR5 = 32,
BUFFER_COLOR6 = 64,
BUFFER_COLOR7 = 128,
BUFFER_COLORS = 0x000000FF,
BUFFER_DEPTH = 0x40000000,
BUFFER_STENCIL = 0x80000000,
BUFFER_DEPTHSTENCIL = 0xC0000000,
};
~Framebuffer();
static Framebuffer* create(const SwapchainPointer& swapchain);
static Framebuffer* create();
static Framebuffer* create(const Format& colorBufferFormat, uint16 width, uint16 height);
static Framebuffer* create(const Format& colorBufferFormat, const Format& depthStencilBufferFormat, uint16 width, uint16 height);
static Framebuffer* createShadowmap(uint16 width);
bool isSwapchain() const;
SwapchainPointer getSwapchain() const { return _swapchain; }
uint32 getFrameCount() const;
// Render buffers
void removeRenderBuffers();
uint32 getNumRenderBuffers() const;
const TextureViews& getRenderBuffers() const { return _renderBuffers; }
int32 setRenderBuffer(uint32 slot, const TexturePointer& texture, uint32 subresource = 0);
TexturePointer getRenderBuffer(uint32 slot) const;
uint32 getRenderBufferSubresource(uint32 slot) const;
bool setDepthStencilBuffer(const TexturePointer& texture, const Format& format, uint32 subresource = 0);
TexturePointer getDepthStencilBuffer() const;
uint32 getDepthStencilBufferSubresource() const;
Format getDepthStencilBufferFormat() const;
// Properties
uint32 getBufferMask() const { return _bufferMask; }
bool isEmpty() const { return (_bufferMask == 0); }
bool hasColor() const { return (getBufferMask() & BUFFER_COLORS); }
bool hasDepthStencil() const { return (getBufferMask() & BUFFER_DEPTHSTENCIL); }
bool validateTargetCompatibility(const Texture& texture, uint32 subresource = 0) const;
Vec2u getSize() const { return Vec2u(getWidth(), getHeight()); }
uint16 getWidth() const;
uint16 getHeight() const;
uint16 getNumSamples() const;
float getAspectRatio() const { return getWidth() / (float) getHeight() ; }
// If not a swapchain canvas, resize can resize all the render buffers and depth stencil attached in one call
void resize( uint16 width, uint16 height, uint16 samples = 1 );
static const uint32 MAX_NUM_RENDER_BUFFERS = 8;
static uint32 getMaxNumRenderBuffers() { return MAX_NUM_RENDER_BUFFERS; }
protected:
SwapchainPointer _swapchain;
TextureViews _renderBuffers;
TextureView _depthStencilBuffer;
uint32 _bufferMask = 0;
uint32 _frameCount = 0;
uint16 _width = 0;
uint16 _height = 0;
uint16 _numSamples = 0;
void updateSize(const TexturePointer& texture);
// Non exposed
Framebuffer(const Framebuffer& framebuffer) {}
Framebuffer() {}
// This shouldn't be used by anything else than the Backend class with the proper casting.
mutable GPUObject* _gpuObject = NULL;
void setGPUObject(GPUObject* gpuObject) const { _gpuObject = gpuObject; }
GPUObject* getGPUObject() const { return _gpuObject; }
friend class Backend;
};
typedef std::shared_ptr<Framebuffer> FramebufferPointer;
}
#endif

View file

@ -32,6 +32,9 @@ GLBackend::CommandCall GLBackend::_commandCalls[Batch::NUM_COMMANDS] =
(&::gpu::GLBackend::do_setUniformBuffer),
(&::gpu::GLBackend::do_setUniformTexture),
(&::gpu::GLBackend::do_setFramebuffer),
(&::gpu::GLBackend::do_glEnable),
(&::gpu::GLBackend::do_glDisable),
@ -67,7 +70,8 @@ GLBackend::CommandCall GLBackend::_commandCalls[Batch::NUM_COMMANDS] =
GLBackend::GLBackend() :
_input(),
_transform(),
_pipeline()
_pipeline(),
_output()
{
initTransform();
}

View file

@ -53,6 +53,7 @@ public:
Stamp _storageStamp;
Stamp _contentStamp;
GLuint _texture;
GLenum _target;
GLuint _size;
GLTexture();
@ -61,6 +62,9 @@ public:
static GLTexture* syncGPUObject(const Texture& texture);
static GLuint getTextureID(const TexturePointer& texture);
// very specific for now
static void syncSampler(const Sampler& sampler, Texture::Type type, GLTexture* object);
class GLShader : public GPUObject {
public:
GLuint _shader;
@ -133,14 +137,25 @@ public:
class GLPipeline : public GPUObject {
public:
GLShader* _program;
GLState* _state;
GLShader* _program = 0;
GLState* _state = 0;
GLPipeline();
~GLPipeline();
};
static GLPipeline* syncGPUObject(const Pipeline& pipeline);
class GLFramebuffer : public GPUObject {
public:
GLuint _fbo = 0;
GLFramebuffer();
~GLFramebuffer();
};
static GLFramebuffer* syncGPUObject(const Framebuffer& framebuffer);
static GLuint getFramebufferID(const FramebufferPointer& framebuffer);
static const int MAX_NUM_ATTRIBUTES = Stream::NUM_INPUT_SLOTS;
static const int MAX_NUM_INPUT_BUFFERS = 16;
@ -276,8 +291,8 @@ protected:
State::Signature _stateSignatureCache;
GLState* _state;
bool _invalidState;
bool _needStateSync;
bool _invalidState = false;
bool _needStateSync = true;
PipelineStageState() :
_pipeline(),
@ -291,6 +306,16 @@ protected:
{}
} _pipeline;
// Output stage
void do_setFramebuffer(Batch& batch, uint32 paramOffset);
struct OutputStageState {
FramebufferPointer _framebuffer = nullptr;
OutputStageState() {}
} _output;
// TODO: As long as we have gl calls explicitely issued from interface
// code, we need to be able to record and batch these calls. THe long
// term strategy is to get rid of any GL calls in favor of the HIFI GPU API

View file

@ -0,0 +1,157 @@
//
// GLBackendTexture.cpp
// libraries/gpu/src/gpu
//
// Created by Sam Gateau on 1/19/2015.
// Copyright 2014 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
//
#include "GPULogging.h"
#include "GLBackendShared.h"
GLBackend::GLFramebuffer::GLFramebuffer() {}
GLBackend::GLFramebuffer::~GLFramebuffer() {
if (_fbo != 0) {
glDeleteFramebuffers(1, &_fbo);
}
}
GLBackend::GLFramebuffer* GLBackend::syncGPUObject(const Framebuffer& framebuffer) {
GLFramebuffer* object = Backend::getGPUObject<GLBackend::GLFramebuffer>(framebuffer);
// If GPU object already created and in sync
bool needUpdate = false;
if (object) {
return object;
} else if (framebuffer.isEmpty()) {
// NO framebuffer definition yet so let's avoid thinking
return nullptr;
}
// need to have a gpu object?
if (!object) {
GLuint fbo;
glGenFramebuffers(1, &fbo);
CHECK_GL_ERROR();
glBindFramebuffer(GL_FRAMEBUFFER, fbo);
unsigned int nbColorBuffers = 0;
GLenum colorBuffers[16];
if (framebuffer.hasColor()) {
static const GLenum colorAttachments[] = {
GL_COLOR_ATTACHMENT0,
GL_COLOR_ATTACHMENT1,
GL_COLOR_ATTACHMENT2,
GL_COLOR_ATTACHMENT3,
GL_COLOR_ATTACHMENT4,
GL_COLOR_ATTACHMENT5,
GL_COLOR_ATTACHMENT6,
GL_COLOR_ATTACHMENT7,
GL_COLOR_ATTACHMENT8,
GL_COLOR_ATTACHMENT9,
GL_COLOR_ATTACHMENT10,
GL_COLOR_ATTACHMENT11,
GL_COLOR_ATTACHMENT12,
GL_COLOR_ATTACHMENT13,
GL_COLOR_ATTACHMENT14,
GL_COLOR_ATTACHMENT15 };
int unit = 0;
for (auto& b : framebuffer.getRenderBuffers()) {
auto surface = b._texture;
if (surface) {
auto gltexture = GLBackend::syncGPUObject(*surface);
if (gltexture) {
glFramebufferTexture2D(GL_FRAMEBUFFER, colorAttachments[unit], GL_TEXTURE_2D, gltexture->_texture, 0);
}
colorBuffers[nbColorBuffers] = colorAttachments[unit];
nbColorBuffers++;
unit++;
}
}
}
if (framebuffer.hasDepthStencil()) {
auto surface = framebuffer.getDepthStencilBuffer();
if (surface) {
auto gltexture = GLBackend::syncGPUObject(*surface);
if (gltexture) {
glFramebufferTexture2D(GL_FRAMEBUFFER, GL_DEPTH_ATTACHMENT, GL_TEXTURE_2D, gltexture->_texture, 0);
}
}
}
// Last but not least, define where we draw
if (nbColorBuffers > 0) {
glDrawBuffers(nbColorBuffers, colorBuffers);
} else {
glDrawBuffer( GL_NONE );
}
// Now check for completness
GLenum status = glCheckFramebufferStatus(GL_FRAMEBUFFER);
bool result = false;
switch (status) {
case GL_FRAMEBUFFER_COMPLETE :
// Success !
result = true;
break;
case GL_FRAMEBUFFER_INCOMPLETE_ATTACHMENT :
qCDebug(gpulogging) << "GLFramebuffer::syncGPUObject : Framebuffer not valid, GL_FRAMEBUFFER_INCOMPLETE_ATTACHMENT.";
break;
case GL_FRAMEBUFFER_INCOMPLETE_MISSING_ATTACHMENT :
qCDebug(gpulogging) << "GLFramebuffer::syncGPUObject : Framebuffer not valid, GL_FRAMEBUFFER_INCOMPLETE_MISSING_ATTACHMENT.";
break;
case GL_FRAMEBUFFER_INCOMPLETE_DRAW_BUFFER :
qCDebug(gpulogging) << "GLFramebuffer::syncGPUObject : Framebuffer not valid, GL_FRAMEBUFFER_INCOMPLETE_DRAW_BUFFER.";
break;
case GL_FRAMEBUFFER_INCOMPLETE_READ_BUFFER :
qCDebug(gpulogging) << "GLFramebuffer::syncGPUObject : Framebuffer not valid, GL_FRAMEBUFFER_INCOMPLETE_READ_BUFFER.";
break;
case GL_FRAMEBUFFER_UNSUPPORTED :
qCDebug(gpulogging) << "GLFramebuffer::syncGPUObject : Framebuffer not valid, GL_FRAMEBUFFER_UNSUPPORTED.";
break;
}
if (!result && fbo) {
glDeleteFramebuffers( 1, &fbo );
return nullptr;
}
// All is green, assign the gpuobject to the Framebuffer
object = new GLFramebuffer();
object->_fbo = fbo;
Backend::setGPUObject(framebuffer, object);
}
return object;
}
GLuint GLBackend::getFramebufferID(const FramebufferPointer& framebuffer) {
if (!framebuffer) {
return 0;
}
GLFramebuffer* object = GLBackend::syncGPUObject(*framebuffer);
if (object) {
return object->_fbo;
} else {
return 0;
}
}
void GLBackend::do_setFramebuffer(Batch& batch, uint32 paramOffset) {
auto framebuffer = batch._framebuffers.get(batch._params[paramOffset]._uint);
if (_output._framebuffer != framebuffer) {
glBindFramebuffer(GL_DRAW_FRAMEBUFFER, getFramebufferID(framebuffer));
_output._framebuffer = framebuffer;
}
}

View file

@ -237,26 +237,26 @@ void GLBackend::resetPipelineState(State::Signature nextSignature) {
}
}
State::ComparisonFunction comparisonFuncFromGL(GLenum func) {
ComparisonFunction comparisonFuncFromGL(GLenum func) {
if (func == GL_NEVER) {
return State::NEVER;
return NEVER;
} else if (func == GL_LESS) {
return State::LESS;
return LESS;
} else if (func == GL_EQUAL) {
return State::EQUAL;
return EQUAL;
} else if (func == GL_LEQUAL) {
return State::LESS_EQUAL;
return LESS_EQUAL;
} else if (func == GL_GREATER) {
return State::GREATER;
return GREATER;
} else if (func == GL_NOTEQUAL) {
return State::NOT_EQUAL;
return NOT_EQUAL;
} else if (func == GL_GEQUAL) {
return State::GREATER_EQUAL;
return GREATER_EQUAL;
} else if (func == GL_ALWAYS) {
return State::ALWAYS;
return ALWAYS;
}
return State::ALWAYS;
return ALWAYS;
}
State::StencilOp stencilOpFromGL(GLenum stencilOp) {

View file

@ -16,7 +16,8 @@ GLBackend::GLTexture::GLTexture() :
_storageStamp(0),
_contentStamp(0),
_texture(0),
_size(0)
_size(0),
_target(GL_TEXTURE_2D)
{}
GLBackend::GLTexture::~GLTexture() {
@ -144,7 +145,38 @@ public:
texel.internalFormat = GL_RED;
break;
case gpu::DEPTH:
texel.format = GL_DEPTH_COMPONENT; // It's depth component to load it
texel.internalFormat = GL_DEPTH_COMPONENT;
switch (dstFormat.getType()) {
case gpu::UINT32:
case gpu::INT32:
case gpu::NUINT32:
case gpu::NINT32: {
texel.internalFormat = GL_DEPTH_COMPONENT32;
break;
}
case gpu::NFLOAT:
case gpu::FLOAT: {
texel.internalFormat = GL_DEPTH_COMPONENT32F;
break;
}
case gpu::UINT16:
case gpu::INT16:
case gpu::NUINT16:
case gpu::NINT16:
case gpu::HALF:
case gpu::NHALF: {
texel.internalFormat = GL_DEPTH_COMPONENT16;
break;
}
case gpu::UINT8:
case gpu::INT8:
case gpu::NUINT8:
case gpu::NINT8: {
texel.internalFormat = GL_DEPTH_COMPONENT24;
break;
}
}
break;
default:
qCDebug(gpulogging) << "Unknown combination of texel format";
@ -254,66 +286,77 @@ GLBackend::GLTexture* GLBackend::syncGPUObject(const Texture& texture) {
// GO through the process of allocating the correct storage and/or update the content
switch (texture.getType()) {
case Texture::TEX_2D: {
if (needUpdate) {
if (texture.isStoredMipAvailable(0)) {
GLint boundTex = -1;
glGetIntegerv(GL_TEXTURE_BINDING_2D, &boundTex);
Texture::PixelsPointer mip = texture.accessStoredMip(0);
const GLvoid* bytes = mip->_sysmem.read<Resource::Byte>();
Element srcFormat = mip->_format;
GLTexelFormat texelFormat = GLTexelFormat::evalGLTexelFormat(texture.getTexelFormat(), srcFormat);
glBindTexture(GL_TEXTURE_2D, object->_texture);
glTexSubImage2D(GL_TEXTURE_2D, 0,
texelFormat.internalFormat, texture.getWidth(), texture.getHeight(), 0,
texelFormat.format, texelFormat.type, bytes);
if (texture.isAutogenerateMips()) {
glGenerateMipmap(GL_TEXTURE_2D);
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_LINEAR_MIPMAP_LINEAR);
}
// At this point the mip piels have been loaded, we can notify
texture.notifyGPULoaded(0);
glBindTexture(GL_TEXTURE_2D, boundTex);
object->_contentStamp = texture.getDataStamp();
}
} else {
const GLvoid* bytes = 0;
Element srcFormat = texture.getTexelFormat();
if (texture.isStoredMipAvailable(0)) {
Texture::PixelsPointer mip = texture.accessStoredMip(0);
bytes = mip->_sysmem.read<Resource::Byte>();
srcFormat = mip->_format;
object->_contentStamp = texture.getDataStamp();
}
if (texture.getNumSlices() == 1) {
GLint boundTex = -1;
glGetIntegerv(GL_TEXTURE_BINDING_2D, &boundTex);
glBindTexture(GL_TEXTURE_2D, object->_texture);
GLTexelFormat texelFormat = GLTexelFormat::evalGLTexelFormat(texture.getTexelFormat(), srcFormat);
glTexImage2D(GL_TEXTURE_2D, 0,
texelFormat.internalFormat, texture.getWidth(), texture.getHeight(), 0,
texelFormat.format, texelFormat.type, bytes);
if (needUpdate) {
if (texture.isStoredMipAvailable(0)) {
Texture::PixelsPointer mip = texture.accessStoredMip(0);
const GLvoid* bytes = mip->_sysmem.read<Resource::Byte>();
Element srcFormat = mip->_format;
GLTexelFormat texelFormat = GLTexelFormat::evalGLTexelFormat(texture.getTexelFormat(), srcFormat);
if (bytes && texture.isAutogenerateMips()) {
glGenerateMipmap(GL_TEXTURE_2D);
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_LINEAR_MIPMAP_LINEAR);
glBindTexture(GL_TEXTURE_2D, object->_texture);
glTexSubImage2D(GL_TEXTURE_2D, 0,
texelFormat.internalFormat, texture.getWidth(), texture.getHeight(), 0,
texelFormat.format, texelFormat.type, bytes);
if (texture.isAutogenerateMips()) {
glGenerateMipmap(GL_TEXTURE_2D);
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_LINEAR_MIPMAP_LINEAR);
}
object->_target = GL_TEXTURE_2D;
syncSampler(texture.getSampler(), texture.getType(), object);
// At this point the mip piels have been loaded, we can notify
texture.notifyGPULoaded(0);
object->_contentStamp = texture.getDataStamp();
}
} else {
const GLvoid* bytes = 0;
Element srcFormat = texture.getTexelFormat();
if (texture.isStoredMipAvailable(0)) {
Texture::PixelsPointer mip = texture.accessStoredMip(0);
bytes = mip->_sysmem.read<Resource::Byte>();
srcFormat = mip->_format;
object->_contentStamp = texture.getDataStamp();
}
GLTexelFormat texelFormat = GLTexelFormat::evalGLTexelFormat(texture.getTexelFormat(), srcFormat);
glTexImage2D(GL_TEXTURE_2D, 0,
texelFormat.internalFormat, texture.getWidth(), texture.getHeight(), 0,
texelFormat.format, texelFormat.type, bytes);
if (bytes && texture.isAutogenerateMips()) {
glGenerateMipmap(GL_TEXTURE_2D);
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_LINEAR_MIPMAP_LINEAR);
} else {
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_NEAREST);
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_NEAREST);
}
object->_target = GL_TEXTURE_2D;
syncSampler(texture.getSampler(), texture.getType(), object);
// At this point the mip piels have been loaded, we can notify
texture.notifyGPULoaded(0);
object->_storageStamp = texture.getStamp();
object->_size = texture.getSize();
}
// At this point the mip piels have been loaded, we can notify
texture.notifyGPULoaded(0);
glBindTexture(GL_TEXTURE_2D, boundTex);
object->_storageStamp = texture.getStamp();
object->_size = texture.getSize();
}
break;
}
@ -339,3 +382,70 @@ GLuint GLBackend::getTextureID(const TexturePointer& texture) {
}
}
void GLBackend::syncSampler(const Sampler& sampler, Texture::Type type, GLTexture* object) {
if (!object) return;
if (!object->_texture) return;
class GLFilterMode {
public:
GLint minFilter;
GLint magFilter;
};
static const GLFilterMode filterModes[] = {
{GL_NEAREST, GL_NEAREST}, //FILTER_MIN_MAG_POINT,
{GL_NEAREST, GL_LINEAR}, //FILTER_MIN_POINT_MAG_LINEAR,
{GL_LINEAR, GL_NEAREST}, //FILTER_MIN_LINEAR_MAG_POINT,
{GL_LINEAR, GL_LINEAR}, //FILTER_MIN_MAG_LINEAR,
{GL_NEAREST_MIPMAP_NEAREST, GL_NEAREST}, //FILTER_MIN_MAG_MIP_POINT,
{GL_NEAREST_MIPMAP_NEAREST, GL_NEAREST}, //FILTER_MIN_MAG_MIP_POINT,
{GL_NEAREST_MIPMAP_LINEAR, GL_NEAREST}, //FILTER_MIN_MAG_POINT_MIP_LINEAR,
{GL_NEAREST_MIPMAP_NEAREST, GL_LINEAR}, //FILTER_MIN_POINT_MAG_LINEAR_MIP_POINT,
{GL_NEAREST_MIPMAP_LINEAR, GL_LINEAR}, //FILTER_MIN_POINT_MAG_MIP_LINEAR,
{GL_LINEAR_MIPMAP_NEAREST, GL_NEAREST}, //FILTER_MIN_LINEAR_MAG_MIP_POINT,
{GL_LINEAR_MIPMAP_LINEAR, GL_NEAREST}, //FILTER_MIN_LINEAR_MAG_POINT_MIP_LINEAR,
{GL_LINEAR_MIPMAP_NEAREST, GL_LINEAR}, //FILTER_MIN_MAG_LINEAR_MIP_POINT,
{GL_LINEAR_MIPMAP_LINEAR, GL_LINEAR}, //FILTER_MIN_MAG_MIP_LINEAR,
{GL_LINEAR_MIPMAP_LINEAR, GL_LINEAR} //FILTER_ANISOTROPIC,
};
auto fm = filterModes[sampler.getFilter()];
glTexParameteri(object->_target, GL_TEXTURE_MIN_FILTER, fm.minFilter);
glTexParameteri(object->_target, GL_TEXTURE_MAG_FILTER, fm.magFilter);
static const GLenum comparisonFuncs[] = {
GL_NEVER,
GL_LESS,
GL_EQUAL,
GL_LEQUAL,
GL_GREATER,
GL_NOTEQUAL,
GL_GEQUAL,
GL_ALWAYS };
if (sampler.doComparison()) {
glTexParameteri(object->_target, GL_TEXTURE_COMPARE_MODE, GL_COMPARE_R_TO_TEXTURE);
glTexParameteri(object->_target, GL_TEXTURE_COMPARE_FUNC, comparisonFuncs[sampler.getComparisonFunction()]);
} else {
glTexParameteri(object->_target, GL_TEXTURE_COMPARE_MODE, GL_NONE);
}
static const GLenum wrapModes[] = {
GL_REPEAT, // WRAP_REPEAT,
GL_MIRRORED_REPEAT, // WRAP_MIRROR,
GL_CLAMP_TO_EDGE, // WRAP_CLAMP,
GL_CLAMP_TO_BORDER, // WRAP_BORDER,
GL_MIRROR_CLAMP_TO_EDGE_EXT }; // WRAP_MIRROR_ONCE,
glTexParameteri(object->_target, GL_TEXTURE_WRAP_S, wrapModes[sampler.getWrapModeU()]);
glTexParameteri(object->_target, GL_TEXTURE_WRAP_T, wrapModes[sampler.getWrapModeV()]);
glTexParameteri(object->_target, GL_TEXTURE_WRAP_R, wrapModes[sampler.getWrapModeW()]);
glTexParameterfv(object->_target, GL_TEXTURE_BORDER_COLOR, (const float*) &sampler.getBorderColor());
glTexParameteri(object->_target, GL_TEXTURE_BASE_LEVEL, sampler.getMipOffset());
glTexParameterf(object->_target, GL_TEXTURE_MIN_LOD, (float) sampler.getMinMip());
glTexParameterf(object->_target, GL_TEXTURE_MAX_LOD, (sampler.getMaxMip() == Sampler::MAX_MIP_LEVEL ? 1000.f : sampler.getMaxMip()));
glTexParameterf(object->_target, GL_TEXTURE_MAX_ANISOTROPY_EXT, sampler.getMaxAnisotropy());
CHECK_GL_ERROR();
}

View file

@ -16,6 +16,8 @@
using namespace gpu;
const Element Element::COLOR_RGBA_32 = Element(VEC4, UINT8, RGBA);
Resource::Size Resource::Sysmem::allocateMemory(Byte** dataAllocated, Size size) {
if ( !dataAllocated ) {
qWarning() << "Buffer::Sysmem::allocateMemory() : Must have a valid dataAllocated pointer.";

View file

@ -42,19 +42,8 @@ public:
virtual ~State();
const Stamp getStamp() const { return _stamp; }
enum ComparisonFunction {
NEVER = 0,
LESS,
EQUAL,
LESS_EQUAL,
GREATER,
NOT_EQUAL,
GREATER_EQUAL,
ALWAYS,
NUM_COMPARISON_FUNCS,
};
typedef ::gpu::ComparisonFunction ComparisonFunction;
enum FillMode {
FILL_POINT = 0,
@ -415,5 +404,4 @@ typedef std::vector< StatePointer > States;
};
#endif

View file

@ -93,23 +93,23 @@ bool Texture::Storage::assignMipData(uint16 level, const Element& format, Size s
return allocated == size;
}
Texture* Texture::create1D(const Element& texelFormat, uint16 width) {
return create(TEX_1D, texelFormat, width, 1, 1, 1, 1);
Texture* Texture::create1D(const Element& texelFormat, uint16 width, const Sampler& sampler) {
return create(TEX_1D, texelFormat, width, 1, 1, 1, 1, sampler);
}
Texture* Texture::create2D(const Element& texelFormat, uint16 width, uint16 height) {
return create(TEX_2D, texelFormat, width, height, 1, 1, 1);
Texture* Texture::create2D(const Element& texelFormat, uint16 width, uint16 height, const Sampler& sampler) {
return create(TEX_2D, texelFormat, width, height, 1, 1, 1, sampler);
}
Texture* Texture::create3D(const Element& texelFormat, uint16 width, uint16 height, uint16 depth) {
return create(TEX_3D, texelFormat, width, height, depth, 1, 1);
Texture* Texture::create3D(const Element& texelFormat, uint16 width, uint16 height, uint16 depth, const Sampler& sampler) {
return create(TEX_3D, texelFormat, width, height, depth, 1, 1, sampler);
}
Texture* Texture::createCube(const Element& texelFormat, uint16 width) {
return create(TEX_CUBE, texelFormat, width, width, 1, 1, 1);
Texture* Texture::createCube(const Element& texelFormat, uint16 width, const Sampler& sampler) {
return create(TEX_CUBE, texelFormat, width, width, 1, 1, 1, sampler);
}
Texture* Texture::create(Type type, const Element& texelFormat, uint16 width, uint16 height, uint16 depth, uint16 numSamples, uint16 numSlices)
Texture* Texture::create(Type type, const Element& texelFormat, uint16 width, uint16 height, uint16 depth, uint16 numSamples, uint16 numSlices, const Sampler& sampler)
{
Texture* tex = new Texture();
tex->_storage.reset(new Storage());
@ -118,6 +118,8 @@ Texture* Texture::create(Type type, const Element& texelFormat, uint16 width, ui
tex->_maxMip = 0;
tex->resize(type, texelFormat, width, height, depth, numSamples, numSlices);
tex->_sampler = sampler;
return tex;
}
@ -346,3 +348,8 @@ uint16 Texture::evalNumSamplesUsed(uint16 numSamplesTried) {
return sample;
}
void Texture::setSampler(const Sampler& sampler) {
_sampler = sampler;
_samplerStamp++;
}

View file

@ -16,6 +16,85 @@
namespace gpu {
class Sampler {
public:
enum Filter {
FILTER_MIN_MAG_POINT, // top mip only
FILTER_MIN_POINT_MAG_LINEAR, // top mip only
FILTER_MIN_LINEAR_MAG_POINT, // top mip only
FILTER_MIN_MAG_LINEAR, // top mip only
FILTER_MIN_MAG_MIP_POINT,
FILTER_MIN_MAG_POINT_MIP_LINEAR,
FILTER_MIN_POINT_MAG_LINEAR_MIP_POINT,
FILTER_MIN_POINT_MAG_MIP_LINEAR,
FILTER_MIN_LINEAR_MAG_MIP_POINT,
FILTER_MIN_LINEAR_MAG_POINT_MIP_LINEAR,
FILTER_MIN_MAG_LINEAR_MIP_POINT,
FILTER_MIN_MAG_MIP_LINEAR,
FILTER_ANISOTROPIC,
NUM_FILTERS,
};
enum WrapMode {
WRAP_REPEAT = 0,
WRAP_MIRROR,
WRAP_CLAMP,
WRAP_BORDER,
WRAP_MIRROR_ONCE,
NUM_WRAP_MODES
};
static const uint8 MAX_MIP_LEVEL = 0xFF;
class Desc {
public:
glm::vec4 _borderColor{ 1.0f };
uint32 _maxAnisotropy = 16;
uint8 _wrapModeU = WRAP_REPEAT;
uint8 _wrapModeV = WRAP_REPEAT;
uint8 _wrapModeW = WRAP_REPEAT;
uint8 _filter = FILTER_MIN_MAG_POINT;
uint8 _comparisonFunc = ALWAYS;
uint8 _mipOffset = 0;
uint8 _minMip = 0;
uint8 _maxMip = MAX_MIP_LEVEL;
Desc() {}
Desc(const Filter filter) : _filter(filter) {}
};
Sampler() {}
Sampler(const Filter filter) : _desc(filter) {}
Sampler(const Desc& desc) : _desc(desc) {}
~Sampler() {}
const glm::vec4& getBorderColor() const { return _desc._borderColor; }
uint32 getMaxAnisotropy() const { return _desc._maxAnisotropy; }
WrapMode getWrapModeU() const { return WrapMode(_desc._wrapModeU); }
WrapMode getWrapModeV() const { return WrapMode(_desc._wrapModeV); }
WrapMode getWrapModeW() const { return WrapMode(_desc._wrapModeW); }
Filter getFilter() const { return Filter(_desc._filter); }
ComparisonFunction getComparisonFunction() const { return ComparisonFunction(_desc._comparisonFunc); }
bool doComparison() const { return getComparisonFunction() != ALWAYS; }
uint8 getMipOffset() const { return _desc._mipOffset; }
uint8 getMinMip() const { return _desc._minMip; }
uint8 getMaxMip() const { return _desc._maxMip; }
protected:
Desc _desc;
};
class Texture : public Resource {
public:
@ -61,10 +140,10 @@ public:
TEX_CUBE,
};
static Texture* create1D(const Element& texelFormat, uint16 width);
static Texture* create2D(const Element& texelFormat, uint16 width, uint16 height);
static Texture* create3D(const Element& texelFormat, uint16 width, uint16 height, uint16 depth);
static Texture* createCube(const Element& texelFormat, uint16 width);
static Texture* create1D(const Element& texelFormat, uint16 width, const Sampler& sampler = Sampler());
static Texture* create2D(const Element& texelFormat, uint16 width, uint16 height, const Sampler& sampler = Sampler());
static Texture* create3D(const Element& texelFormat, uint16 width, uint16 height, uint16 depth, const Sampler& sampler = Sampler());
static Texture* createCube(const Element& texelFormat, uint16 width, const Sampler& sampler = Sampler());
static Texture* createFromStorage(Storage* storage);
@ -181,11 +260,21 @@ public:
bool isDefined() const { return _defined; }
// Own sampler
void setSampler(const Sampler& sampler);
const Sampler& getSampler() const { return _sampler; }
const Stamp getSamplerStamp() const { return _samplerStamp; }
protected:
std::unique_ptr< Storage > _storage;
Stamp _stamp;
Sampler _sampler;
Stamp _samplerStamp;
uint32 _size;
Element _texelFormat;
@ -202,7 +291,7 @@ protected:
bool _autoGenerateMips;
bool _defined;
static Texture* create(Type type, const Element& texelFormat, uint16 width, uint16 height, uint16 depth, uint16 numSamples, uint16 numSlices);
static Texture* create(Type type, const Element& texelFormat, uint16 width, uint16 height, uint16 depth, uint16 numSamples, uint16 numSlices, const Sampler& sampler);
Texture();
Size resize(Type type, const Element& texelFormat, uint16 width, uint16 height, uint16 depth, uint16 numSamples, uint16 numSlices);
@ -240,15 +329,25 @@ public:
_subresource(0),
_element(element)
{};
TextureView(const TexturePointer& texture, const Element& element) :
TextureView(const TexturePointer& texture, uint16 subresource, const Element& element) :
_texture(texture),
_subresource(0),
_subresource(subresource),
_element(element)
{};
TextureView(const TexturePointer& texture, uint16 subresource) :
_texture(texture),
_subresource(subresource)
{};
~TextureView() {}
TextureView(const TextureView& view) = default;
TextureView& operator=(const TextureView& view) = default;
explicit operator bool() const { return (_texture); }
bool operator !() const { return (!_texture); }
};
typedef std::vector<TextureView> TextureViews;
};

View file

@ -12,7 +12,7 @@
// include this before QOpenGLFramebufferObject, which includes an earlier version of OpenGL
#include <gpu/GPUConfig.h>
#include <QOpenGLFramebufferObject>
#include <gpu/GLBackend.h>
#include <glm/gtc/random.hpp>
@ -107,8 +107,8 @@ void AmbientOcclusionEffect::render() {
glBindTexture(GL_TEXTURE_2D, _rotationTextureID);
// render with the occlusion shader to the secondary/tertiary buffer
QOpenGLFramebufferObject* freeFBO = DependencyManager::get<GlowEffect>()->getFreeFramebufferObject();
freeFBO->bind();
auto freeFramebuffer = DependencyManager::get<GlowEffect>()->getFreeFramebuffer();
glBindFramebuffer(GL_FRAMEBUFFER, gpu::GLBackend::getFramebufferID(freeFramebuffer));
float left, right, bottom, top, nearVal, farVal;
glm::vec4 nearClipPlane, farClipPlane;
@ -118,9 +118,10 @@ void AmbientOcclusionEffect::render() {
glGetIntegerv(GL_VIEWPORT, viewport);
const int VIEWPORT_X_INDEX = 0;
const int VIEWPORT_WIDTH_INDEX = 2;
QOpenGLFramebufferObject* primaryFBO = DependencyManager::get<TextureCache>()->getPrimaryFramebufferObject();
float sMin = viewport[VIEWPORT_X_INDEX] / (float)primaryFBO->width();
float sWidth = viewport[VIEWPORT_WIDTH_INDEX] / (float)primaryFBO->width();
auto framebufferSize = DependencyManager::get<TextureCache>()->getFrameBufferSize();
float sMin = viewport[VIEWPORT_X_INDEX] / (float)framebufferSize.width();
float sWidth = viewport[VIEWPORT_WIDTH_INDEX] / (float)framebufferSize.width();
_occlusionProgram->bind();
_occlusionProgram->setUniformValue(_nearLocation, nearVal);
@ -128,7 +129,7 @@ void AmbientOcclusionEffect::render() {
_occlusionProgram->setUniformValue(_leftBottomLocation, left, bottom);
_occlusionProgram->setUniformValue(_rightTopLocation, right, top);
_occlusionProgram->setUniformValue(_noiseScaleLocation, viewport[VIEWPORT_WIDTH_INDEX] / (float)ROTATION_WIDTH,
primaryFBO->height() / (float)ROTATION_HEIGHT);
framebufferSize.height() / (float)ROTATION_HEIGHT);
_occlusionProgram->setUniformValue(_texCoordOffsetLocation, sMin, 0.0f);
_occlusionProgram->setUniformValue(_texCoordScaleLocation, sWidth, 1.0f);
@ -136,22 +137,24 @@ void AmbientOcclusionEffect::render() {
_occlusionProgram->release();
freeFBO->release();
glBindFramebuffer(GL_FRAMEBUFFER, 0);
glBindTexture(GL_TEXTURE_2D, 0);
glActiveTexture(GL_TEXTURE0);
// now render secondary to primary with 4x4 blur
DependencyManager::get<TextureCache>()->getPrimaryFramebufferObject()->bind();
auto primaryFramebuffer = DependencyManager::get<TextureCache>()->getPrimaryFramebuffer();
glBindFramebuffer(GL_FRAMEBUFFER, gpu::GLBackend::getFramebufferID(primaryFramebuffer));
glEnable(GL_BLEND);
glBlendFuncSeparate(GL_ZERO, GL_SRC_COLOR, GL_ZERO, GL_ONE);
glBindTexture(GL_TEXTURE_2D, freeFBO->texture());
auto freeFramebufferTexture = freeFramebuffer->getRenderBuffer(0);
glBindTexture(GL_TEXTURE_2D, gpu::GLBackend::getTextureID(freeFramebufferTexture));
_blurProgram->bind();
_blurProgram->setUniformValue(_blurScaleLocation, 1.0f / primaryFBO->width(), 1.0f / primaryFBO->height());
_blurProgram->setUniformValue(_blurScaleLocation, 1.0f / framebufferSize.width(), 1.0f / framebufferSize.height());
renderFullscreenQuad(sMin, sMin + sWidth);

View file

@ -12,7 +12,6 @@
// include this before QOpenGLFramebufferObject, which includes an earlier version of OpenGL
#include <gpu/GPUConfig.h>
#include <QOpenGLFramebufferObject>
#include <GLMHelpers.h>
#include <PathUtils.h>
@ -183,15 +182,18 @@ void DeferredLightingEffect::render() {
auto textureCache = DependencyManager::get<TextureCache>();
QOpenGLFramebufferObject* primaryFBO = textureCache->getPrimaryFramebufferObject();
primaryFBO->release();
glBindFramebuffer(GL_FRAMEBUFFER, 0 );
QSize framebufferSize = textureCache->getFrameBufferSize();
QOpenGLFramebufferObject* freeFBO = DependencyManager::get<GlowEffect>()->getFreeFramebufferObject();
freeFBO->bind();
auto freeFBO = DependencyManager::get<GlowEffect>()->getFreeFramebuffer();
glBindFramebuffer(GL_FRAMEBUFFER, gpu::GLBackend::getFramebufferID(freeFBO));
glClear(GL_COLOR_BUFFER_BIT);
// glEnable(GL_FRAMEBUFFER_SRGB);
glBindTexture(GL_TEXTURE_2D, primaryFBO->texture());
// glBindTexture(GL_TEXTURE_2D, primaryFBO->texture());
glBindTexture(GL_TEXTURE_2D, textureCache->getPrimaryColorTextureID());
glActiveTexture(GL_TEXTURE1);
glBindTexture(GL_TEXTURE_2D, textureCache->getPrimaryNormalTextureID());
@ -209,11 +211,13 @@ void DeferredLightingEffect::render() {
const int VIEWPORT_Y_INDEX = 1;
const int VIEWPORT_WIDTH_INDEX = 2;
const int VIEWPORT_HEIGHT_INDEX = 3;
float sMin = viewport[VIEWPORT_X_INDEX] / (float)primaryFBO->width();
float sWidth = viewport[VIEWPORT_WIDTH_INDEX] / (float)primaryFBO->width();
float tMin = viewport[VIEWPORT_Y_INDEX] / (float)primaryFBO->height();
float tHeight = viewport[VIEWPORT_HEIGHT_INDEX] / (float)primaryFBO->height();
float sMin = viewport[VIEWPORT_X_INDEX] / (float)framebufferSize.width();
float sWidth = viewport[VIEWPORT_WIDTH_INDEX] / (float)framebufferSize.width();
float tMin = viewport[VIEWPORT_Y_INDEX] / (float)framebufferSize.height();
float tHeight = viewport[VIEWPORT_HEIGHT_INDEX] / (float)framebufferSize.height();
// Fetch the ViewMatrix;
glm::mat4 invViewMat;
_viewState->getViewTransform().getMatrix(invViewMat);
@ -245,7 +249,7 @@ void DeferredLightingEffect::render() {
program->bind();
}
program->setUniformValue(locations->shadowScale,
1.0f / textureCache->getShadowFramebufferObject()->width());
1.0f / textureCache->getShadowFramebuffer()->getWidth());
} else {
if (_ambientLightMode > -1) {
@ -428,7 +432,9 @@ void DeferredLightingEffect::render() {
glActiveTexture(GL_TEXTURE0);
glBindTexture(GL_TEXTURE_2D, 0);
freeFBO->release();
//freeFBO->release();
glBindFramebuffer(GL_FRAMEBUFFER, 0);
// glDisable(GL_FRAMEBUFFER_SRGB);
glDisable(GL_CULL_FACE);
@ -437,9 +443,12 @@ void DeferredLightingEffect::render() {
glBlendFuncSeparate(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA, GL_CONSTANT_ALPHA, GL_ONE);
glColorMask(true, true, true, false);
primaryFBO->bind();
auto primaryFBO = gpu::GLBackend::getFramebufferID(textureCache->getPrimaryFramebuffer());
glBindFramebuffer(GL_DRAW_FRAMEBUFFER, primaryFBO);
//primaryFBO->bind();
glBindTexture(GL_TEXTURE_2D, freeFBO->texture());
glBindTexture(GL_TEXTURE_2D, gpu::GLBackend::getTextureID(freeFBO->getRenderBuffer(0)));
glEnable(GL_TEXTURE_2D);
glPushMatrix();

View file

@ -24,6 +24,7 @@
#include "TextureCache.h"
#include "RenderUtilsLogging.h"
#include "gpu/GLBackend.h"
GlowEffect::GlowEffect()
: _initialized(false),
@ -45,10 +46,10 @@ GlowEffect::~GlowEffect() {
}
}
QOpenGLFramebufferObject* GlowEffect::getFreeFramebufferObject() const {
gpu::FramebufferPointer GlowEffect::getFreeFramebuffer() const {
return (_isOddFrame ?
DependencyManager::get<TextureCache>()->getSecondaryFramebufferObject():
DependencyManager::get<TextureCache>()->getTertiaryFramebufferObject());
DependencyManager::get<TextureCache>()->getSecondaryFramebuffer():
DependencyManager::get<TextureCache>()->getTertiaryFramebuffer());
}
static ProgramObject* createProgram(const QString& name) {
@ -105,7 +106,10 @@ int GlowEffect::getDeviceHeight() const {
void GlowEffect::prepare() {
DependencyManager::get<TextureCache>()->getPrimaryFramebufferObject()->bind();
auto primaryFBO = DependencyManager::get<TextureCache>()->getPrimaryFramebuffer();
GLuint fbo = gpu::GLBackend::getFramebufferID(primaryFBO);
glBindFramebuffer(GL_DRAW_FRAMEBUFFER, fbo);
glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT);
_isEmpty = true;
@ -124,25 +128,28 @@ void GlowEffect::end() {
glBlendColor(0.0f, 0.0f, 0.0f, _intensity = _intensityStack.pop());
}
static void maybeBind(QOpenGLFramebufferObject* fbo) {
static void maybeBind(const gpu::FramebufferPointer& fbo) {
if (fbo) {
fbo->bind();
glBindFramebuffer(GL_FRAMEBUFFER, gpu::GLBackend::getFramebufferID(fbo));
}
}
static void maybeRelease(QOpenGLFramebufferObject* fbo) {
static void maybeRelease(const gpu::FramebufferPointer& fbo) {
if (fbo) {
fbo->release();
glBindFramebuffer(GL_FRAMEBUFFER, 0);
}
}
QOpenGLFramebufferObject* GlowEffect::render(bool toTexture) {
gpu::FramebufferPointer GlowEffect::render(bool toTexture) {
PerformanceTimer perfTimer("glowEffect");
auto textureCache = DependencyManager::get<TextureCache>();
QOpenGLFramebufferObject* primaryFBO = textureCache->getPrimaryFramebufferObject();
primaryFBO->release();
glBindTexture(GL_TEXTURE_2D, primaryFBO->texture());
auto primaryFBO = gpu::GLBackend::getFramebufferID(textureCache->getPrimaryFramebuffer());
glBindFramebuffer(GL_FRAMEBUFFER, 0);
glBindTexture(GL_TEXTURE_2D, textureCache->getPrimaryColorTextureID());
auto framebufferSize = textureCache->getFrameBufferSize();
glPushMatrix();
glLoadIdentity();
@ -155,12 +162,14 @@ QOpenGLFramebufferObject* GlowEffect::render(bool toTexture) {
glDisable(GL_DEPTH_TEST);
glDepthMask(GL_FALSE);
QOpenGLFramebufferObject* destFBO = toTexture ?
textureCache->getSecondaryFramebufferObject() : NULL;
gpu::FramebufferPointer destFBO = toTexture ?
textureCache->getSecondaryFramebuffer() : nullptr;
if (!_enabled || _isEmpty) {
// copy the primary to the screen
if (destFBO && QOpenGLFramebufferObject::hasOpenGLFramebufferBlit()) {
QOpenGLFramebufferObject::blitFramebuffer(destFBO, primaryFBO);
glBindFramebuffer(GL_READ_FRAMEBUFFER, primaryFBO);
glBindFramebuffer(GL_DRAW_FRAMEBUFFER, gpu::GLBackend::getFramebufferID(destFBO));
glBlitFramebuffer(0, 0, framebufferSize.width(), framebufferSize.height(), 0, 0, framebufferSize.width(), framebufferSize.height(), GL_COLOR_BUFFER_BIT, GL_NEAREST);
} else {
maybeBind(destFBO);
if (!destFBO) {
@ -175,35 +184,35 @@ QOpenGLFramebufferObject* GlowEffect::render(bool toTexture) {
}
} else {
// diffuse into the secondary/tertiary (alternating between frames)
QOpenGLFramebufferObject* oldDiffusedFBO =
textureCache->getSecondaryFramebufferObject();
QOpenGLFramebufferObject* newDiffusedFBO =
textureCache->getTertiaryFramebufferObject();
auto oldDiffusedFBO =
textureCache->getSecondaryFramebuffer();
auto newDiffusedFBO =
textureCache->getTertiaryFramebuffer();
if (_isOddFrame) {
qSwap(oldDiffusedFBO, newDiffusedFBO);
}
newDiffusedFBO->bind();
glBindFramebuffer(GL_FRAMEBUFFER, gpu::GLBackend::getFramebufferID(newDiffusedFBO));
if (_isFirstFrame) {
glClear(GL_COLOR_BUFFER_BIT);
} else {
glActiveTexture(GL_TEXTURE1);
glBindTexture(GL_TEXTURE_2D, oldDiffusedFBO->texture());
glBindTexture(GL_TEXTURE_2D, gpu::GLBackend::getTextureID(oldDiffusedFBO->getRenderBuffer(0)));
_diffuseProgram->bind();
QSize size = primaryFBO->size();
_diffuseProgram->setUniformValue(_diffusionScaleLocation, 1.0f / size.width(), 1.0f / size.height());
_diffuseProgram->setUniformValue(_diffusionScaleLocation, 1.0f / framebufferSize.width(), 1.0f / framebufferSize.height());
renderFullscreenQuad();
_diffuseProgram->release();
}
newDiffusedFBO->release();
glBindFramebuffer(GL_FRAMEBUFFER, 0);
// add diffused texture to the primary
glBindTexture(GL_TEXTURE_2D, newDiffusedFBO->texture());
glBindTexture(GL_TEXTURE_2D, gpu::GLBackend::getTextureID(newDiffusedFBO->getRenderBuffer(0)));
if (toTexture) {
destFBO = oldDiffusedFBO;

View file

@ -13,6 +13,7 @@
#define hifi_GlowEffect_h
#include <gpu/GPUConfig.h>
#include <gpu/Framebuffer.h>
#include <QObject>
#include <QGLWidget>
@ -20,8 +21,6 @@
#include <DependencyManager.h>
class QOpenGLFramebufferObject;
class ProgramObject;
/// A generic full screen glow effect.
@ -33,7 +32,7 @@ public:
/// Returns a pointer to the framebuffer object that the glow effect is *not* using for persistent state
/// (either the secondary or the tertiary).
QOpenGLFramebufferObject* getFreeFramebufferObject() const;
gpu::FramebufferPointer getFreeFramebuffer() const;
void init(QGLWidget* widget, bool enabled);
@ -53,7 +52,7 @@ public:
/// Renders the glow effect. To be called after rendering the scene.
/// \param toTexture whether to render to a texture, rather than to the frame buffer
/// \return the framebuffer object to which we rendered, or NULL if to the frame buffer
QOpenGLFramebufferObject* render(bool toTexture = false);
gpu::FramebufferPointer render(bool toTexture = false);
public slots:
void toggleGlowEffect(bool enabled);

View file

@ -130,7 +130,7 @@ void Model::RenderPipelineLib::addRenderPipeline(Model::RenderKey key,
}
// Z test depends if transparent or not
state->setDepthTest(true, !key.isTranslucent(), gpu::State::LESS_EQUAL);
state->setDepthTest(true, !key.isTranslucent(), gpu::LESS_EQUAL);
// Blend on transparent
state->setBlendFunction(key.isTranslucent(),
@ -673,8 +673,6 @@ bool Model::renderCore(float alpha, RenderMode mode, RenderArgs* args) {
return false;
}
// auto glowEffectIntensity = DependencyManager::get<GlowEffect>()->getIntensity();
// Let's introduce a gpu::Batch to capture all the calls to the graphics api
_renderBatch.clear();
gpu::Batch& batch = _renderBatch;
@ -703,35 +701,12 @@ bool Model::renderCore(float alpha, RenderMode mode, RenderArgs* args) {
batch.setViewTransform(_transforms[0]);
// GLBATCH(glDisable)(GL_COLOR_MATERIAL);
// taking care of by the state?
/* if (mode == RenderArgs::DIFFUSE_RENDER_MODE || mode == RenderArgs::NORMAL_RENDER_MODE) {
GLBATCH(glDisable)(GL_CULL_FACE);
} else {
GLBATCH(glEnable)(GL_CULL_FACE);
if (mode == RenderArgs::SHADOW_RENDER_MODE) {
GLBATCH(glCullFace)(GL_FRONT);
}
}
*/
// render opaque meshes with alpha testing
// GLBATCH(glDisable)(GL_BLEND);
// GLBATCH(glEnable)(GL_ALPHA_TEST);
/* if (mode == RenderArgs::SHADOW_RENDER_MODE) {
GLBATCH(glAlphaFunc)(GL_EQUAL, 0.0f);
}
*/
/*DependencyManager::get<TextureCache>()->setPrimaryDrawBuffers(
mode == RenderArgs::DEFAULT_RENDER_MODE || mode == RenderArgs::DIFFUSE_RENDER_MODE,
mode == RenderArgs::DEFAULT_RENDER_MODE || mode == RenderArgs::NORMAL_RENDER_MODE,
mode == RenderArgs::DEFAULT_RENDER_MODE);
*/
{
/*if (mode != RenderArgs::SHADOW_RENDER_MODE)*/ {
GLenum buffers[3];
int bufferCount = 0;
@ -748,6 +723,7 @@ bool Model::renderCore(float alpha, RenderMode mode, RenderArgs* args) {
buffers[bufferCount++] = GL_COLOR_ATTACHMENT2;
}
GLBATCH(glDrawBuffers)(bufferCount, buffers);
// batch.setFramebuffer(DependencyManager::get<TextureCache>()->getPrimaryOpaqueFramebuffer());
}
const float DEFAULT_ALPHA_THRESHOLD = 0.5f;
@ -790,12 +766,6 @@ bool Model::renderCore(float alpha, RenderMode mode, RenderArgs* args) {
translucentMeshPartsRendered += renderMeshes(batch, mode, true, MOSTLY_OPAQUE_THRESHOLD, false, true, true, false, args, true);
translucentMeshPartsRendered += renderMeshes(batch, mode, true, MOSTLY_OPAQUE_THRESHOLD, false, true, true, true, args, true);
// GLBATCH(glDisable)(GL_ALPHA_TEST);
/* GLBATCH(glEnable)(GL_BLEND);
GLBATCH(glDepthMask)(false);
GLBATCH(glDepthFunc)(GL_LEQUAL);
*/
//DependencyManager::get<TextureCache>()->setPrimaryDrawBuffers(true);
{
GLenum buffers[1];
int bufferCount = 0;
@ -805,6 +775,8 @@ bool Model::renderCore(float alpha, RenderMode mode, RenderArgs* args) {
// if (mode == RenderArgs::DEFAULT_RENDER_MODE || mode == RenderArgs::DIFFUSE_RENDER_MODE) {
if (mode != RenderArgs::SHADOW_RENDER_MODE) {
// batch.setFramebuffer(DependencyManager::get<TextureCache>()->getPrimaryTransparentFramebuffer());
const float MOSTLY_TRANSPARENT_THRESHOLD = 0.0f;
translucentMeshPartsRendered += renderMeshes(batch, mode, true, MOSTLY_TRANSPARENT_THRESHOLD, false, false, false, false, args, true);
translucentMeshPartsRendered += renderMeshes(batch, mode, true, MOSTLY_TRANSPARENT_THRESHOLD, false, false, false, true, args, true);
@ -814,6 +786,8 @@ bool Model::renderCore(float alpha, RenderMode mode, RenderArgs* args) {
translucentMeshPartsRendered += renderMeshes(batch, mode, true, MOSTLY_TRANSPARENT_THRESHOLD, false, true, false, true, args, true);
translucentMeshPartsRendered += renderMeshes(batch, mode, true, MOSTLY_TRANSPARENT_THRESHOLD, false, true, true, false, args, true);
translucentMeshPartsRendered += renderMeshes(batch, mode, true, MOSTLY_TRANSPARENT_THRESHOLD, false, true, true, true, args, true);
// batch.setFramebuffer(DependencyManager::get<TextureCache>()->getPrimaryOpaqueFramebuffer());
}
GLBATCH(glDepthMask)(true);
@ -1758,14 +1732,6 @@ void Model::setupBatchTransform(gpu::Batch& batch, RenderArgs* args) {
void Model::endScene(RenderMode mode, RenderArgs* args) {
PROFILE_RANGE(__FUNCTION__);
// auto glowEffectIntensity = DependencyManager::get<GlowEffect>()->getIntensity();
#if defined(ANDROID)
#else
glPushMatrix();
#endif
RenderArgs::RenderSide renderSide = RenderArgs::MONO;
if (args) {
renderSide = args->_renderSide;
@ -1792,34 +1758,15 @@ void Model::endScene(RenderMode mode, RenderArgs* args) {
_sceneRenderBatch.clear();
gpu::Batch& batch = _sceneRenderBatch;
// GLBATCH(glDisable)(GL_COLOR_MATERIAL);
/* if (mode == RenderArgs::DIFFUSE_RENDER_MODE || mode == RenderArgs::NORMAL_RENDER_MODE) {
GLBATCH(glDisable)(GL_CULL_FACE);
} else {
GLBATCH(glEnable)(GL_CULL_FACE);
if (mode == RenderArgs::SHADOW_RENDER_MODE) {
GLBATCH(glCullFace)(GL_FRONT);
}
}*/
// render opaque meshes with alpha testing
// GLBATCH(glDisable)(GL_BLEND);
// GLBATCH(glEnable)(GL_ALPHA_TEST);
/* if (mode == RenderArgs::SHADOW_RENDER_MODE) {
GLBATCH(glAlphaFunc)(GL_EQUAL, 0.0f);
}
*/
/*DependencyManager::get<TextureCache>()->setPrimaryDrawBuffers(
mode == RenderArgs::DEFAULT_RENDER_MODE || mode == RenderArgs::DIFFUSE_RENDER_MODE,
mode == RenderArgs::DEFAULT_RENDER_MODE || mode == RenderArgs::NORMAL_RENDER_MODE,
mode == RenderArgs::DEFAULT_RENDER_MODE);
*/
{
/* if (mode != RenderArgs::SHADOW_RENDER_MODE) */{
GLenum buffers[3];
int bufferCount = 0;
// if (mode == RenderArgs::DEFAULT_RENDER_MODE || mode == RenderArgs::DIFFUSE_RENDER_MODE) {
if (mode != RenderArgs::SHADOW_RENDER_MODE) {
@ -1834,6 +1781,8 @@ void Model::endScene(RenderMode mode, RenderArgs* args) {
buffers[bufferCount++] = GL_COLOR_ATTACHMENT2;
}
GLBATCH(glDrawBuffers)(bufferCount, buffers);
// batch.setFramebuffer(DependencyManager::get<TextureCache>()->getPrimaryOpaqueFramebuffer());
}
const float DEFAULT_ALPHA_THRESHOLD = 0.5f;
@ -1856,7 +1805,6 @@ void Model::endScene(RenderMode mode, RenderArgs* args) {
opaqueMeshPartsRendered += renderMeshesForModelsInScene(batch, mode, false, DEFAULT_ALPHA_THRESHOLD, true, true, true, false, args);
// render translucent meshes afterwards
//DependencyManager::get<TextureCache>()->setPrimaryDrawBuffers(false, true, true);
{
GLenum buffers[2];
int bufferCount = 0;
@ -1876,21 +1824,19 @@ void Model::endScene(RenderMode mode, RenderArgs* args) {
translucentParts += renderMeshesForModelsInScene(batch, mode, true, MOSTLY_OPAQUE_THRESHOLD, false, true, true, false, args);
translucentParts += renderMeshesForModelsInScene(batch, mode, true, MOSTLY_OPAQUE_THRESHOLD, false, true, true, true, args);
// GLBATCH(glDisable)(GL_ALPHA_TEST);
/* GLBATCH(glEnable)(GL_BLEND);
GLBATCH(glDepthMask)(false);
GLBATCH(glDepthFunc)(GL_LEQUAL);
*/
//DependencyManager::get<TextureCache>()->setPrimaryDrawBuffers(true);
{
GLenum buffers[1];
int bufferCount = 0;
buffers[bufferCount++] = GL_COLOR_ATTACHMENT0;
GLBATCH(glDrawBuffers)(bufferCount, buffers);
// batch.setFramebuffer(DependencyManager::get<TextureCache>()->getPrimaryTransparentFramebuffer());
}
// if (mode == RenderArgs::DEFAULT_RENDER_MODE || mode == RenderArgs::DIFFUSE_RENDER_MODE) {
if (mode != RenderArgs::SHADOW_RENDER_MODE) {
// batch.setFramebuffer(DependencyManager::get<TextureCache>()->getPrimaryTransparentFramebuffer());
const float MOSTLY_TRANSPARENT_THRESHOLD = 0.0f;
translucentParts += renderMeshesForModelsInScene(batch, mode, true, MOSTLY_TRANSPARENT_THRESHOLD, false, false, false, false, args);
translucentParts += renderMeshesForModelsInScene(batch, mode, true, MOSTLY_TRANSPARENT_THRESHOLD, false, false, false, true, args);
@ -1900,6 +1846,8 @@ void Model::endScene(RenderMode mode, RenderArgs* args) {
translucentParts += renderMeshesForModelsInScene(batch, mode, true, MOSTLY_TRANSPARENT_THRESHOLD, false, true, false, true, args);
translucentParts += renderMeshesForModelsInScene(batch, mode, true, MOSTLY_TRANSPARENT_THRESHOLD, false, true, true, false, args);
translucentParts += renderMeshesForModelsInScene(batch, mode, true, MOSTLY_TRANSPARENT_THRESHOLD, false, true, true, true, args);
// batch.setFramebuffer(DependencyManager::get<TextureCache>()->getPrimaryOpaqueFramebuffer());
}
GLBATCH(glDepthMask)(true);
@ -1938,10 +1886,10 @@ void Model::endScene(RenderMode mode, RenderArgs* args) {
// Back to no program
GLBATCH(glUseProgram)(0);
if (args) {
args->_translucentMeshPartsRendered = translucentParts;
args->_opaqueMeshPartsRendered = opaqueMeshPartsRendered;
}
if (args) {
args->_translucentMeshPartsRendered = translucentParts;
args->_opaqueMeshPartsRendered = opaqueMeshPartsRendered;
}
}
@ -1951,12 +1899,6 @@ void Model::endScene(RenderMode mode, RenderArgs* args) {
backend.render(_sceneRenderBatch);
}
#if defined(ANDROID)
#else
glPopMatrix();
#endif
// restore all the default material settings
_viewState->setupWorldLight();
@ -2334,17 +2276,15 @@ void Model::pickPrograms(gpu::Batch& batch, RenderMode mode, bool translucent, f
RenderKey key(mode, translucent, alphaThreshold, hasLightmap, hasTangents, hasSpecular, isSkinned);
auto pipeline = _renderPipelineLib.find(key.getRaw());
if (pipeline == _renderPipelineLib.end()) {
qDebug() << "No good, couldn;t find a pipeline from the key ?" << key.getRaw();
qDebug() << "No good, couldn't find a pipeline from the key ?" << key.getRaw();
return;
}
gpu::ShaderPointer program = (*pipeline).second._pipeline->getProgram();
locations = (*pipeline).second._locations.get();
//GLuint glprogram = gpu::GLBackend::getShaderID(program);
//GLBATCH(glUseProgram)(glprogram);
// dare!
// Setup the One pipeline
batch.setPipeline((*pipeline).second._pipeline);
if ((locations->alphaThreshold > -1) && (mode != RenderArgs::SHADOW_RENDER_MODE)) {
@ -2354,9 +2294,6 @@ void Model::pickPrograms(gpu::Batch& batch, RenderMode mode, bool translucent, f
if ((locations->glowIntensity > -1) && (mode != RenderArgs::SHADOW_RENDER_MODE)) {
GLBATCH(glUniform1f)(locations->glowIntensity, DependencyManager::get<GlowEffect>()->getIntensity());
}
// if (!(translucent && alphaThreshold == 0.0f) && (mode != RenderArgs::SHADOW_RENDER_MODE)) {
// GLBATCH(glAlphaFunc)(GL_EQUAL, DependencyManager::get<GlowEffect>()->getIntensity());
// }
}
int Model::renderMeshesForModelsInScene(gpu::Batch& batch, RenderMode mode, bool translucent, float alphaThreshold,
@ -2383,10 +2320,7 @@ int Model::renderMeshesForModelsInScene(gpu::Batch& batch, RenderMode mode, bool
}
}
}
// if we selected a program, then unselect it
if (!pickProgramsNeeded) {
// GLBATCH(glUseProgram)(0);
}
return meshPartsRendered;
}
@ -2415,8 +2349,6 @@ int Model::renderMeshes(gpu::Batch& batch, RenderMode mode, bool translucent, fl
args, locations);
meshPartsRendered = renderMeshesFromList(list, batch, mode, translucent, alphaThreshold,
args, locations, forceRenderSomeMeshes);
// GLBATCH(glUseProgram)(0);
return meshPartsRendered;
}
@ -2427,7 +2359,7 @@ int Model::renderMeshesFromList(QVector<int>& list, gpu::Batch& batch, RenderMod
PROFILE_RANGE(__FUNCTION__);
auto textureCache = DependencyManager::get<TextureCache>();
// auto glowEffect = DependencyManager::get<GlowEffect>();
QString lastMaterialID;
int meshPartsRendered = 0;
updateVisibleJointStates();
@ -2531,13 +2463,6 @@ int Model::renderMeshesFromList(QVector<int>& list, gpu::Batch& batch, RenderMod
qCDebug(renderutils) << "NEW part.materialID:" << part.materialID;
}
/* if (locations->glowIntensity >= 0) {
GLBATCH(glUniform1f)(locations->glowIntensity, glowEffect->getIntensity());
}
if (!(translucent && alphaThreshold == 0.0f)) {
GLBATCH(glAlphaFunc)(GL_EQUAL, glowEffect->getIntensity());
}
*/
if (locations->materialBufferUnit >= 0) {
batch.setUniformBuffer(locations->materialBufferUnit, material->getSchemaBuffer());
}

View file

@ -32,13 +32,6 @@ TextureCache::TextureCache() :
_permutationNormalTexture(0),
_whiteTexture(0),
_blueTexture(0),
_primaryDepthTextureID(0),
_primaryNormalTextureID(0),
_primarySpecularTextureID(0),
_primaryFramebufferObject(NULL),
_secondaryFramebufferObject(NULL),
_tertiaryFramebufferObject(NULL),
_shadowFramebufferObject(NULL),
_frameBufferSize(100, 100),
_associatedWidget(NULL)
{
@ -47,24 +40,6 @@ TextureCache::TextureCache() :
}
TextureCache::~TextureCache() {
if (_primaryFramebufferObject) {
glDeleteTextures(1, &_primaryDepthTextureID);
glDeleteTextures(1, &_primaryNormalTextureID);
glDeleteTextures(1, &_primarySpecularTextureID);
}
if (_primaryFramebufferObject) {
delete _primaryFramebufferObject;
}
if (_secondaryFramebufferObject) {
delete _secondaryFramebufferObject;
}
if (_tertiaryFramebufferObject) {
delete _tertiaryFramebufferObject;
}
}
void TextureCache::setFrameBufferSize(QSize frameBufferSize) {
@ -72,26 +47,15 @@ void TextureCache::setFrameBufferSize(QSize frameBufferSize) {
if (_frameBufferSize != frameBufferSize) {
_frameBufferSize = frameBufferSize;
if (_primaryFramebufferObject) {
delete _primaryFramebufferObject;
_primaryFramebufferObject = NULL;
glDeleteTextures(1, &_primaryDepthTextureID);
_primaryDepthTextureID = 0;
glDeleteTextures(1, &_primaryNormalTextureID);
_primaryNormalTextureID = 0;
glDeleteTextures(1, &_primarySpecularTextureID);
_primarySpecularTextureID = 0;
}
_primaryFramebuffer.reset();
_primaryDepthTexture.reset();
_primaryColorTexture.reset();
_primaryNormalTexture.reset();
_primarySpecularTexture.reset();
if (_secondaryFramebufferObject) {
delete _secondaryFramebufferObject;
_secondaryFramebufferObject = NULL;
}
_secondaryFramebuffer.reset();
if (_tertiaryFramebufferObject) {
delete _tertiaryFramebufferObject;
_tertiaryFramebufferObject = NULL;
}
_tertiaryFramebuffer.reset();
}
}
@ -206,58 +170,78 @@ NetworkTexturePointer TextureCache::getTexture(const QUrl& url, TextureType type
return texture;
}
QOpenGLFramebufferObject* TextureCache::getPrimaryFramebufferObject() {
void TextureCache::createPrimaryFramebuffer() {
_primaryFramebuffer = gpu::FramebufferPointer(gpu::Framebuffer::create());
if (!_primaryFramebufferObject) {
_primaryFramebufferObject = createFramebufferObject();
auto colorFormat = gpu::Element(gpu::VEC4, gpu::NUINT8, gpu::RGBA);
auto width = _frameBufferSize.width();
auto height = _frameBufferSize.height();
glGenTextures(1, &_primaryDepthTextureID);
glBindTexture(GL_TEXTURE_2D, _primaryDepthTextureID);
glTexImage2D(GL_TEXTURE_2D, 0, GL_DEPTH_COMPONENT, _frameBufferSize.width(), _frameBufferSize.height(),
0, GL_DEPTH_COMPONENT, GL_UNSIGNED_BYTE, 0);
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_NEAREST);
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_NEAREST);
glGenTextures(1, &_primaryNormalTextureID);
glBindTexture(GL_TEXTURE_2D, _primaryNormalTextureID);
glTexImage2D(GL_TEXTURE_2D, 0, GL_RGBA, _frameBufferSize.width(), _frameBufferSize.height(),
0, GL_RGBA, GL_UNSIGNED_BYTE, 0);
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_NEAREST);
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_NEAREST);
glBindTexture(GL_TEXTURE_2D, 0);
glGenTextures(1, &_primarySpecularTextureID);
glBindTexture(GL_TEXTURE_2D, _primarySpecularTextureID);
glTexImage2D(GL_TEXTURE_2D, 0, GL_RGBA, _frameBufferSize.width(), _frameBufferSize.height(),
0, GL_RGBA, GL_UNSIGNED_BYTE, 0);
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_NEAREST);
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_NEAREST);
glBindTexture(GL_TEXTURE_2D, 0);
_primaryFramebufferObject->bind();
glFramebufferTexture2D(GL_DRAW_FRAMEBUFFER, GL_DEPTH_ATTACHMENT, GL_TEXTURE_2D, _primaryDepthTextureID, 0);
glFramebufferTexture2D(GL_DRAW_FRAMEBUFFER, GL_COLOR_ATTACHMENT1, GL_TEXTURE_2D, _primaryNormalTextureID, 0);
glFramebufferTexture2D(GL_DRAW_FRAMEBUFFER, GL_COLOR_ATTACHMENT2, GL_TEXTURE_2D, _primarySpecularTextureID, 0);
_primaryFramebufferObject->release();
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 _primaryFramebufferObject;
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() {
// ensure that the primary framebuffer object is initialized before returning the depth texture id
getPrimaryFramebufferObject();
return _primaryDepthTextureID;
return gpu::GLBackend::getTextureID(getPrimaryDepthTexture());
}
GLuint TextureCache::getPrimaryColorTextureID() {
return gpu::GLBackend::getTextureID(getPrimaryColorTexture());
}
GLuint TextureCache::getPrimaryNormalTextureID() {
// ensure that the primary framebuffer object is initialized before returning the normal texture id
getPrimaryFramebufferObject();
return _primaryNormalTextureID;
return gpu::GLBackend::getTextureID(getPrimaryNormalTexture());
}
GLuint TextureCache::getPrimarySpecularTextureID() {
getPrimaryFramebufferObject();
return _primarySpecularTextureID;
return gpu::GLBackend::getTextureID(getPrimarySpecularTexture());
}
void TextureCache::setPrimaryDrawBuffers(bool color, bool normal, bool specular) {
@ -275,70 +259,50 @@ void TextureCache::setPrimaryDrawBuffers(bool color, bool normal, bool specular)
glDrawBuffers(bufferCount, buffers);
}
QOpenGLFramebufferObject* TextureCache::getSecondaryFramebufferObject() {
if (!_secondaryFramebufferObject) {
_secondaryFramebufferObject = createFramebufferObject();
gpu::FramebufferPointer TextureCache::getSecondaryFramebuffer() {
if (!_secondaryFramebuffer) {
_secondaryFramebuffer = gpu::FramebufferPointer(gpu::Framebuffer::create(gpu::Element::COLOR_RGBA_32, _frameBufferSize.width(), _frameBufferSize.height()));
}
return _secondaryFramebufferObject;
return _secondaryFramebuffer;
}
QOpenGLFramebufferObject* TextureCache::getTertiaryFramebufferObject() {
if (!_tertiaryFramebufferObject) {
_tertiaryFramebufferObject = createFramebufferObject();
gpu::FramebufferPointer TextureCache::getTertiaryFramebuffer() {
if (!_tertiaryFramebuffer) {
_tertiaryFramebuffer = gpu::FramebufferPointer(gpu::Framebuffer::create(gpu::Element::COLOR_RGBA_32, _frameBufferSize.width(), _frameBufferSize.height()));
}
return _tertiaryFramebufferObject;
return _tertiaryFramebuffer;
}
QOpenGLFramebufferObject* TextureCache::getShadowFramebufferObject() {
if (!_shadowFramebufferObject) {
gpu::FramebufferPointer TextureCache::getShadowFramebuffer() {
if (!_shadowFramebuffer) {
const int SHADOW_MAP_SIZE = 2048;
_shadowFramebufferObject = new QOpenGLFramebufferObject(SHADOW_MAP_SIZE, SHADOW_MAP_SIZE,
QOpenGLFramebufferObject::NoAttachment, GL_TEXTURE_2D, GL_RGB);
glGenTextures(1, &_shadowDepthTextureID);
glBindTexture(GL_TEXTURE_2D, _shadowDepthTextureID);
glTexImage2D(GL_TEXTURE_2D, 0, GL_DEPTH_COMPONENT32, SHADOW_MAP_SIZE, SHADOW_MAP_SIZE,
0, GL_DEPTH_COMPONENT, GL_FLOAT, 0);
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_LINEAR);
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_LINEAR);
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_S, GL_CLAMP_TO_BORDER);
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_T, GL_CLAMP_TO_BORDER);
const float DISTANT_BORDER[] = { 1.0f, 1.0f, 1.0f, 1.0f };
glTexParameterfv(GL_TEXTURE_2D, GL_TEXTURE_BORDER_COLOR, DISTANT_BORDER);
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_COMPARE_MODE, GL_COMPARE_REF_TO_TEXTURE);
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_COMPARE_FUNC, GL_LEQUAL);
glBindTexture(GL_TEXTURE_2D, 0);
_shadowFramebufferObject->bind();
glFramebufferTexture2D(GL_DRAW_FRAMEBUFFER, GL_DEPTH_ATTACHMENT, GL_TEXTURE_2D, _shadowDepthTextureID, 0);
_shadowFramebufferObject->release();
_shadowFramebuffer = gpu::FramebufferPointer(gpu::Framebuffer::createShadowmap(SHADOW_MAP_SIZE));
_shadowTexture = _shadowFramebuffer->getDepthStencilBuffer();
}
return _shadowFramebufferObject;
return _shadowFramebuffer;
}
GLuint TextureCache::getShadowDepthTextureID() {
// ensure that the shadow framebuffer object is initialized before returning the depth texture id
getShadowFramebufferObject();
return _shadowDepthTextureID;
getShadowFramebuffer();
return gpu::GLBackend::getTextureID(_shadowTexture);
}
bool TextureCache::eventFilter(QObject* watched, QEvent* event) {
if (event->type() == QEvent::Resize) {
QSize size = static_cast<QResizeEvent*>(event)->size();
if (_primaryFramebufferObject && _primaryFramebufferObject->size() != size) {
delete _primaryFramebufferObject;
_primaryFramebufferObject = NULL;
glDeleteTextures(1, &_primaryDepthTextureID);
glDeleteTextures(1, &_primaryNormalTextureID);
glDeleteTextures(1, &_primarySpecularTextureID);
}
if (_secondaryFramebufferObject && _secondaryFramebufferObject->size() != size) {
delete _secondaryFramebufferObject;
_secondaryFramebufferObject = NULL;
}
if (_tertiaryFramebufferObject && _tertiaryFramebufferObject->size() != size) {
delete _tertiaryFramebufferObject;
_tertiaryFramebufferObject = NULL;
if (_frameBufferSize != size) {
_primaryFramebuffer.reset();
_primaryColorTexture.reset();
_primaryDepthTexture.reset();
_primaryNormalTexture.reset();
_primarySpecularTexture.reset();
_secondaryFramebuffer.reset();
_tertiaryFramebuffer.reset();
}
}
return false;
@ -359,17 +323,6 @@ void TextureCache::associateWithWidget(QGLWidget* widget) {
_associatedWidget->installEventFilter(this);
}
QOpenGLFramebufferObject* TextureCache::createFramebufferObject() {
QOpenGLFramebufferObject* fbo = new QOpenGLFramebufferObject(_frameBufferSize);
glBindTexture(GL_TEXTURE_2D, fbo->texture());
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_LINEAR);
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_LINEAR);
glBindTexture(GL_TEXTURE_2D, 0);
return fbo;
}
Texture::Texture() {
}
@ -559,7 +512,7 @@ void NetworkTexture::setImage(const QImage& image, bool translucent, const QColo
formatGPU = gpu::Element(gpu::VEC4, gpu::UINT8, (isLinearRGB ? gpu::RGBA : gpu::SRGBA));
formatMip = gpu::Element(gpu::VEC4, gpu::UINT8, (isLinearRGB ? gpu::BGRA : gpu::SBGRA));
}
_gpuTexture = gpu::TexturePointer(gpu::Texture::create2D(formatGPU, image.width(), image.height()));
_gpuTexture = gpu::TexturePointer(gpu::Texture::create2D(formatGPU, image.width(), image.height(), gpu::Sampler(gpu::Sampler::FILTER_MIN_MAG_MIP_LINEAR)));
_gpuTexture->assignStoredMip(0, formatMip, image.byteCount(), image.constBits());
_gpuTexture->autoGenerateMips(-1);
}
@ -598,7 +551,7 @@ QSharedPointer<Texture> DilatableNetworkTexture::getDilatedTexture(float dilatio
formatGPU = gpu::Element(gpu::VEC4, gpu::UINT8, (isLinearRGB ? gpu::RGBA : gpu::SRGBA));
formatMip = gpu::Element(gpu::VEC4, gpu::UINT8, (isLinearRGB ? gpu::BGRA : gpu::BGRA));
}
texture->_gpuTexture = gpu::TexturePointer(gpu::Texture::create2D(formatGPU, dilatedImage.width(), dilatedImage.height()));
texture->_gpuTexture = gpu::TexturePointer(gpu::Texture::create2D(formatGPU, dilatedImage.width(), dilatedImage.height(), gpu::Sampler(gpu::Sampler::FILTER_MIN_MAG_MIP_LINEAR)));
texture->_gpuTexture->assignStoredMip(0, formatMip, dilatedImage.byteCount(), dilatedImage.constBits());
texture->_gpuTexture->autoGenerateMips(-1);

View file

@ -14,6 +14,7 @@
#include <gpu/GPUConfig.h>
#include <gpu/Texture.h>
#include <gpu/Framebuffer.h>
#include <QImage>
#include <QMap>
@ -22,8 +23,6 @@
#include <DependencyManager.h>
#include <ResourceCache.h>
class QOpenGLFramebufferObject;
class NetworkTexture;
typedef QSharedPointer<NetworkTexture> NetworkTexturePointer;
@ -60,11 +59,17 @@ public:
/// Returns a pointer to the primary framebuffer object. This render target includes a depth component, and is
/// used for scene rendering.
QOpenGLFramebufferObject* getPrimaryFramebufferObject();
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.
GLuint getPrimaryDepthTextureID();
GLuint getPrimaryColorTextureID();
/// Returns the ID of the primary framebuffer object's normal texture.
GLuint getPrimaryNormalTextureID();
@ -76,15 +81,16 @@ public:
/// Returns a pointer to the secondary framebuffer object, used as an additional render target when performing full
/// screen effects.
QOpenGLFramebufferObject* getSecondaryFramebufferObject();
gpu::FramebufferPointer getSecondaryFramebuffer();
/// Returns a pointer to the tertiary framebuffer object, used as an additional render target when performing full
/// screen effects.
QOpenGLFramebufferObject* getTertiaryFramebufferObject();
/// Returns a pointer to the framebuffer object used to render shadow maps.
QOpenGLFramebufferObject* getShadowFramebufferObject();
gpu::FramebufferPointer getTertiaryFramebuffer();
/// Returns the framebuffer object used to render shadow maps;
gpu::FramebufferPointer getShadowFramebuffer();
/// Returns the ID of the shadow framebuffer object's depth texture.
GLuint getShadowDepthTextureID();
@ -99,24 +105,26 @@ private:
TextureCache();
virtual ~TextureCache();
friend class DilatableNetworkTexture;
QOpenGLFramebufferObject* createFramebufferObject();
gpu::TexturePointer _permutationNormalTexture;
gpu::TexturePointer _whiteTexture;
gpu::TexturePointer _blueTexture;
QHash<QUrl, QWeakPointer<NetworkTexture> > _dilatableNetworkTextures;
GLuint _primaryDepthTextureID;
GLuint _primaryNormalTextureID;
GLuint _primarySpecularTextureID;
QOpenGLFramebufferObject* _primaryFramebufferObject;
QOpenGLFramebufferObject* _secondaryFramebufferObject;
QOpenGLFramebufferObject* _tertiaryFramebufferObject;
QOpenGLFramebufferObject* _shadowFramebufferObject;
GLuint _shadowDepthTextureID;
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;
QGLWidget* _associatedWidget;