OpenSubdiv/examples/common/gl_framebuffer.cpp

531 lines
14 KiB
C++

//
// Copyright 2013 Pixar
//
// Licensed under the Apache License, Version 2.0 (the "Apache License")
// with the following modification; you may not use this file except in
// compliance with the Apache License and the following modification to it:
// Section 6. Trademarks. is deleted and replaced with:
//
// 6. Trademarks. This License does not grant permission to use the trade
// names, trademarks, service marks, or product names of the Licensor
// and its affiliates, except as required to comply with Section 4(c) of
// the License and to reproduce the content of the NOTICE file.
//
// You may obtain a copy of the Apache License at
//
// http://www.apache.org/licenses/LICENSE-2.0
//
// Unless required by applicable law or agreed to in writing, software
// distributed under the Apache License with the above modification is
// distributed on an "AS IS" BASIS, WITHOUT WARRANTIES OR CONDITIONS OF ANY
// KIND, either express or implied. See the Apache License for the specific
// language governing permissions and limitations under the Apache License.
//
#include "gl_framebuffer.h"
#include "gl_common.h"
#include "gl_hud.h"
#include <cstdlib>
#include <cassert>
#include <iostream>
#ifdef OPENSUBDIV_HAS_PNG
#include <zlib.h>
#include <png.h>
#endif
GLFrameBuffer::GLFrameBuffer() :
_width(0), _height(0),
_frameBuffer(0),
_frameBufferColor(0),
_frameBufferNormal(0),
_frameBufferDepthTexture(0),
_program(0),
_vao(0),
_vbo(0) {
}
GLFrameBuffer::~GLFrameBuffer() {
glDeleteFramebuffers(1, &_frameBuffer);
glDeleteTextures(1, &_frameBufferColor);
glDeleteTextures(1, &_frameBufferNormal);
glDeleteTextures(1, &_frameBufferDepthTexture);
glDeleteProgram(_program);
glDeleteVertexArrays(1, &_vao);
glDeleteBuffers(1, &_vbo);
}
static const char *g_framebufferShaderSource =
#include "framebuffer.gen.h"
;
void
GLFrameBuffer::Init(int width, int height) {
_width = width;
_height = height;
if (not _program)
_program = compileProgram(g_framebufferShaderSource);
if (not _vao) {
glGenVertexArrays(1, &_vao);
}
glBindVertexArray(_vao);
if (not _vbo) {
glGenBuffers(1, &_vbo);
static float pos[] = { -1, -1, 1, -1, -1, 1, 1, 1 };
glGenBuffers(1, &_vbo);
glBindBuffer(GL_ARRAY_BUFFER, _vbo);
glBufferData(GL_ARRAY_BUFFER, sizeof(pos), pos, GL_STATIC_DRAW);
}
glBindBuffer(GL_ARRAY_BUFFER, _vbo);
glEnableVertexAttribArray(0);
glVertexAttribPointer(0, 2, GL_FLOAT, GL_FALSE, 0, 0);
glBindVertexArray(0);
glBindBuffer(GL_ARRAY_BUFFER, 0);
if (not _frameBuffer) {
glGenFramebuffers(1, &_frameBuffer);
if (not _frameBufferColor) {
_frameBufferColor=allocateTexture();
}
if (not _frameBufferNormal) {
_frameBufferNormal=allocateTexture();
}
if (not _frameBufferDepthTexture) {
_frameBufferDepthTexture=allocateTexture();
}
}
glBindTexture(GL_TEXTURE_2D, 0);
checkGLErrors("FrameBuffer::Init");
}
void
GLFrameBuffer::Bind() const {
glBindFramebuffer(GL_FRAMEBUFFER, _frameBuffer);
GLenum buffers[2] = {GL_COLOR_ATTACHMENT0, GL_COLOR_ATTACHMENT1};
glDrawBuffers(2, buffers);
}
GLuint
GLFrameBuffer::allocateTexture() {
GLuint texture;
glGenTextures(1, &texture);
glBindTexture(GL_TEXTURE_2D, texture);
glTexParameterf(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_LINEAR);
glTexParameterf(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_LINEAR);
glTexParameterf(GL_TEXTURE_2D, GL_TEXTURE_WRAP_S, GL_CLAMP_TO_EDGE);
glTexParameterf(GL_TEXTURE_2D, GL_TEXTURE_WRAP_T, GL_CLAMP_TO_EDGE);
checkGLErrors("FrameBuffer::allocateTexture");
return texture;
}
GLuint
GLFrameBuffer::compileProgram(char const * src, char const * defines) {
GLuint program = glCreateProgram();
static char const versionStr[] = "#version 330\n",
vtxDefineStr[] = "#define IMAGE_VERTEX_SHADER\n",
fragDefineStr[] = "#define IMAGE_FRAGMENT_SHADER\n";
std::string vertexSrc = std::string(versionStr) + vtxDefineStr + (defines ? defines : "") + src;
GLuint vs = compileShader(GL_VERTEX_SHADER, vertexSrc.c_str());
std::string fragmentSrc = std::string(versionStr) + fragDefineStr + (defines ? defines : "") + src;
GLuint fs = compileShader(GL_FRAGMENT_SHADER, fragmentSrc.c_str());
glAttachShader(program, vs);
glAttachShader(program, fs);
glLinkProgram(program);
glDeleteShader(vs);
glDeleteShader(fs);
GLint status;
glGetProgramiv(program, GL_LINK_STATUS, &status);
if (status == GL_FALSE) {
GLint infoLogLength;
glGetProgramiv(_program, GL_INFO_LOG_LENGTH, &infoLogLength);
char *infoLog = new char[infoLogLength];
glGetProgramInfoLog(_program, infoLogLength, NULL, infoLog);
printf("%s\n", infoLog);
delete[] infoLog;
}
#if defined(GL_ARB_separate_shader_objects) or defined(GL_VERSION_4_1)
GLint colorMap = glGetUniformLocation(program, "colorMap");
if (colorMap != -1)
glProgramUniform1i(program, colorMap, 0); // GL_TEXTURE0
GLint normalMap = glGetUniformLocation(program, "normalMap");
if (normalMap != -1)
glProgramUniform1i(program, normalMap, 1); // GL_TEXTURE1
GLint depthMap = glGetUniformLocation(program, "depthMap");
if (depthMap != -1)
glProgramUniform1i(program, depthMap, 2); // GL_TEXTURE2
#else
glUseProgram(program);
GLint colorMap = glGetUniformLocation(program, "colorMap");
if (colorMap != -1)
glUniform1i(colorMap, 0); // GL_TEXTURE0
GLint colorMap = glGetUniformLocation(program, "normalMap");
if (normalMap != -1)
glUniform1i(normalMap, 1); // GL_TEXTURE1
GLint depthMap = glGetUniformLocation(program, "depthMap");
if (depthMap != -1)
glUniform1i(depthMap, 2); // GL_TEXTURE2
#endif
return program;
}
void
GLFrameBuffer::ApplyImageShader() {
glDisable(GL_DEPTH_TEST);
glBindFramebuffer(GL_FRAMEBUFFER, 0);
glClear(GL_COLOR_BUFFER_BIT);
glViewport(0, 0, GetWidth(), GetHeight());
glUseProgram(_program);
glActiveTexture(GL_TEXTURE0);
glBindTexture(GL_TEXTURE_2D, _frameBufferColor);
glActiveTexture(GL_TEXTURE1);
glBindTexture(GL_TEXTURE_2D, _frameBufferNormal);
glActiveTexture(GL_TEXTURE2);
glBindTexture(GL_TEXTURE_2D, _frameBufferDepthTexture);
glBindVertexArray(_vao);
glDrawArrays(GL_TRIANGLE_STRIP, 0, 4);
glBindVertexArray(0);
glUseProgram(0);
}
void
GLFrameBuffer::Reshape(int width, int height) {
// resize framebuffers
glBindTexture(GL_TEXTURE_2D, _frameBufferColor);
glTexImage2D(GL_TEXTURE_2D, 0, GL_RGBA8, width, height, 0,
GL_RGBA, GL_UNSIGNED_BYTE, 0);
glBindTexture(GL_TEXTURE_2D, _frameBufferNormal);
glTexImage2D(GL_TEXTURE_2D, 0, GL_RGB, width, height, 0,
GL_RGB, GL_FLOAT, 0);
glBindTexture(GL_TEXTURE_2D, _frameBufferDepthTexture);
glTexImage2D(GL_TEXTURE_2D, 0, GL_DEPTH_COMPONENT32F, width, height, 0,
GL_DEPTH_COMPONENT, GL_FLOAT, 0);
glBindFramebuffer(GL_FRAMEBUFFER, _frameBuffer);
glFramebufferTexture2D(GL_FRAMEBUFFER, GL_COLOR_ATTACHMENT0,
GL_TEXTURE_2D, _frameBufferColor, 0);
glFramebufferTexture2D(GL_FRAMEBUFFER, GL_COLOR_ATTACHMENT1,
GL_TEXTURE_2D, _frameBufferNormal, 0);
glFramebufferTexture2D(GL_FRAMEBUFFER, GL_DEPTH_ATTACHMENT,
GL_TEXTURE_2D, _frameBufferDepthTexture, 0);
GLenum status = glCheckFramebufferStatus(GL_FRAMEBUFFER);
if (status != GL_FRAMEBUFFER_COMPLETE)
assert(false);
glBindTexture(GL_TEXTURE_2D, 0);
glBindFramebuffer(GL_FRAMEBUFFER, 0);
_width=width;
_height=height;
}
void
GLFrameBuffer::BuildUI(GLhud * /* hud */, int /* x */, int /* y */) {
}
struct PixelStoreState {
void Push() {
glGetIntegerv(GL_PACK_ROW_LENGTH, &_packRowLength);
glGetIntegerv(GL_PACK_ALIGNMENT, &_packAlignment);
glGetIntegerv(GL_PACK_SKIP_PIXELS, &_packSkipPixels);
glGetIntegerv(GL_PACK_SKIP_ROWS, &_packSkipRows);
}
void Pop() {
Set(_packRowLength, _packAlignment, _packSkipPixels, _packSkipRows);
}
void Set(GLint packRowLength,
GLint packAlignment,
GLint packSkipPixels,
GLint packSkipRows) {
glPixelStorei(GL_PACK_ROW_LENGTH, packRowLength);
glPixelStorei(GL_PACK_ALIGNMENT, packAlignment);
glPixelStorei(GL_PACK_SKIP_PIXELS, packSkipPixels);
glPixelStorei(GL_PACK_SKIP_ROWS, packSkipRows);
}
private:
GLint _packRowLength,
_packAlignment,
_packSkipPixels,
_packSkipRows;
};
void
GLFrameBuffer::Screenshot() const {
#ifdef OPENSUBDIV_HAS_PNG
int width = GetWidth(),
height = GetHeight();
void * buf = malloc(GetWidth() * GetHeight() * 4 /*RGBA*/);
PixelStoreState pixelStore;
pixelStore.Push();
pixelStore.Set( /* GL_PACK_ROW_LENGTH */ 0,
/* GL_PACK_ALIGNMENT */ 1,
/* GL_PACK_SKIP_PIXELS */ 0,
/* GL_PACK_SKIP_ROWS */ 0);
GLint restoreBinding, restoreActiveTexture;
glGetIntegerv( GL_TEXTURE_BINDING_2D, &restoreBinding );
glGetIntegerv( GL_ACTIVE_TEXTURE, & restoreActiveTexture);
glActiveTexture( GL_TEXTURE0 );
glBindTexture( GL_TEXTURE_2D, _frameBufferColor );
glGetTexImage(GL_TEXTURE_2D, 0, GL_RGBA, GL_UNSIGNED_BYTE, buf);
glActiveTexture( restoreActiveTexture );
glBindTexture( GL_TEXTURE_2D, restoreBinding );
pixelStore.Pop();
glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT);
static int counter=0;
char fname[64];
snprintf(fname, 64, "screenshot.%d.png", counter++);
if (FILE * f = fopen( fname, "w" )) {
png_structp png_ptr =
png_create_write_struct(PNG_LIBPNG_VER_STRING, NULL, NULL, NULL);
assert(png_ptr);
png_infop info_ptr =
png_create_info_struct(png_ptr);
assert(info_ptr);
png_set_IHDR(png_ptr, info_ptr, width, height, 8,
PNG_COLOR_TYPE_RGB_ALPHA,
PNG_INTERLACE_NONE,
PNG_COMPRESSION_TYPE_DEFAULT,
PNG_FILTER_TYPE_DEFAULT );
png_set_compression_level(png_ptr, Z_BEST_COMPRESSION);
png_bytep rows_ptr[ height ];
for(int i = 0; i<height; ++i ) {
rows_ptr[height-i-1] = ((png_byte *)buf) + i*width*4;
}
png_set_rows(png_ptr, info_ptr, rows_ptr);
png_init_io(png_ptr, f);
png_write_png( png_ptr, info_ptr, PNG_TRANSFORM_IDENTITY, 0 );
png_destroy_write_struct(&png_ptr, &info_ptr);
fclose(f);
fprintf(stdout, "Saved %s\n", fname);
} else {
fprintf(stderr, "Error creating: %s\n", fname);
}
free(buf);
#endif
}
//------------------------------------------------------------------------------
SSAOGLFrameBuffer::SSAOGLFrameBuffer() :
_active(0),
_radius(0),
_scale(0),
_gamma(0),
_contrast(0) {
}
static const char *g_ssaoShaderSource =
#include "ssao.gen.h"
;
void
SSAOGLFrameBuffer::Init(int width, int height) {
GLFrameBuffer::Init(width, height);
if (_active) {
setProgram( compileProgram(g_ssaoShaderSource) );
GLuint program = getProgram();
glUseProgram(program);
_radius = glGetUniformLocation(program, "radius");
_scale = glGetUniformLocation(program, "scale");
_gamma = glGetUniformLocation(program, "gamma");
_contrast = glGetUniformLocation(program, "contrast");
SetRadius(0.01f);
SetScale(300.0f);
SetContrast(1.0f);
SetGamma(1.0f);
}
checkGLErrors("SSAOGLFrameBuffer::Init");
}
void
SSAOGLFrameBuffer::ApplyImageShader() {
GLFrameBuffer::ApplyImageShader();
}
// nasty hack until callbacks carry pointers
static SSAOGLFrameBuffer * g_ssaofb=0;
static void
ssaoCallbackCheckbox(bool value, int /* data */) {
g_ssaofb->SetActive(value);
}
static void
ssaoCallbackSlider(float value, int data) {
switch (data) {
case 0: g_ssaofb->SetRadius(value); break;
case 1: g_ssaofb->SetScale(value); break;
case 2: g_ssaofb->SetGamma(value); break;
case 3: g_ssaofb->SetContrast(value); break;
default:
assert(0);
}
}
void
SSAOGLFrameBuffer::BuildUI(GLhud * hud, int x, int y) {
g_ssaofb = this;
hud->AddCheckBox("SSAO", _active, x, y, ssaoCallbackCheckbox);
hud->AddSlider("Radius", 0.0f, 0.1f, 0.01f, x+20, y+20, 20, false, ssaoCallbackSlider, 0);
hud->AddSlider("Scale", 1.0f, 1000.0f, 300.0f, x+20, y+60, 20, false, ssaoCallbackSlider, 1);
//hud->AddSlider("Gamma", 0.0f, 1.0f, 1.0f, x+20, y+100, 20, false, callbackSlider, 2);
//hud->AddSlider("Contrast", 0.0f, 1.0f, 1.0f, x+20, y+140, 20, false, callbackSlider, 3);
}
void
SSAOGLFrameBuffer::SetActive(bool value) {
if ( (_active = value) ) {
SSAOGLFrameBuffer::Init(GetWidth(), GetHeight());
} else {
setProgram( compileProgram(g_framebufferShaderSource) );
}
}
void
SSAOGLFrameBuffer::SetRadius(float value) {
GLuint program = getProgram();
if (_radius!=-1 and program>0) {
#if defined(GL_ARB_separate_shader_objects) or defined(GL_VERSION_4_1)
glProgramUniform1f(program, _radius, value);
#else
glUseProgram(program);
glUniform1f(_radius, value);
#endif
}
}
void
SSAOGLFrameBuffer::SetScale(float value) {
GLuint program = getProgram();
if (_scale!=-1 and program>0) {
#if defined(GL_ARB_separate_shader_objects) or defined(GL_VERSION_4_1)
glProgramUniform1f(program, _scale, value);
#else
glUseProgram(program);
glUniform1f(_scale, value);
#endif
}
}
void
SSAOGLFrameBuffer::SetGamma(float value) {
GLuint program = getProgram();
if (_gamma!=-1 and program>0) {
#if defined(GL_ARB_separate_shader_objects) or defined(GL_VERSION_4_1)
glProgramUniform1f(program, _gamma, value);
#else
glUseProgram(program);
glUniform1f(_gamma, value);
#endif
}
}
void
SSAOGLFrameBuffer::SetContrast(float value) {
GLuint program = getProgram();
if (_contrast!=-1 and program>0) {
#if defined(GL_ARB_separate_shader_objects) or defined(GL_VERSION_4_1)
glProgramUniform1f(program, _contrast, value);
#else
glUseProgram(program);
glUniform1f(_contrast, value);
#endif
}
}