//// FramebufferCache.cpp// interface/src/renderer//// Created by Andrzej Kapolka on 8/6/13.// Copyright 2013 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 "FramebufferCache.h" #include <mutex> #include <glm/glm.hpp> #include <QMap>#include <QQueue>#include <gpu/Batch.h>#include "RenderUtilsLogging.h" static QQueue<gpu::FramebufferPointer> _cachedFramebuffers; FramebufferCache::FramebufferCache() {} FramebufferCache::~FramebufferCache() { _cachedFramebuffers.clear();} void FramebufferCache::setFrameBufferSize(QSize frameBufferSize) { //If the size changed, we need to delete our FBOs if (_frameBufferSize != frameBufferSize) { _frameBufferSize = frameBufferSize; _selfieFramebuffer.reset(); _cachedFramebuffers.clear(); _occlusionFramebuffer.reset(); _occlusionTexture.reset(); _occlusionBlurredFramebuffer.reset(); _occlusionBlurredTexture.reset(); }} void FramebufferCache::createPrimaryFramebuffer() { auto colorFormat = gpu::Element::COLOR_SRGBA_32; auto width = _frameBufferSize.width(); auto height = _frameBufferSize.height(); auto defaultSampler = gpu::Sampler(gpu::Sampler::FILTER_MIN_MAG_POINT); _selfieFramebuffer = gpu::FramebufferPointer(gpu::Framebuffer::create()); auto tex = gpu::TexturePointer(gpu::Texture::create2D(colorFormat, width * 0.5, height * 0.5, defaultSampler)); _selfieFramebuffer->setRenderBuffer(0, tex); auto smoothSampler = gpu::Sampler(gpu::Sampler::FILTER_MIN_MAG_MIP_LINEAR); resizeAmbientOcclusionBuffers();} void FramebufferCache::resizeAmbientOcclusionBuffers() { _occlusionFramebuffer.reset(); _occlusionTexture.reset(); _occlusionBlurredFramebuffer.reset(); _occlusionBlurredTexture.reset(); auto width = _frameBufferSize.width() >> _AOResolutionLevel; auto height = _frameBufferSize.height() >> _AOResolutionLevel; auto colorFormat = gpu::Element(gpu::VEC4, gpu::NUINT8, gpu::RGB); auto defaultSampler = gpu::Sampler(gpu::Sampler::FILTER_MIN_MAG_LINEAR); // auto depthFormat = gpu::Element(gpu::SCALAR, gpu::UINT32, gpu::DEPTH_STENCIL); // Depth24_Stencil8 texel format _occlusionTexture = gpu::TexturePointer(gpu::Texture::create2D(colorFormat, width, height, defaultSampler)); _occlusionFramebuffer = gpu::FramebufferPointer(gpu::Framebuffer::create()); _occlusionFramebuffer->setRenderBuffer(0, _occlusionTexture); // _occlusionFramebuffer->setDepthStencilBuffer(_primaryDepthTexture, depthFormat); _occlusionBlurredTexture = gpu::TexturePointer(gpu::Texture::create2D(colorFormat, width, height, defaultSampler)); _occlusionBlurredFramebuffer = gpu::FramebufferPointer(gpu::Framebuffer::create()); _occlusionBlurredFramebuffer->setRenderBuffer(0, _occlusionBlurredTexture); // _occlusionBlurredFramebuffer->setDepthStencilBuffer(_primaryDepthTexture, depthFormat);} gpu::FramebufferPointer FramebufferCache::getFramebuffer() { if (_cachedFramebuffers.isEmpty()) { _cachedFramebuffers.push_back(gpu::FramebufferPointer(gpu::Framebuffer::create(gpu::Element::COLOR_SRGBA_32, _frameBufferSize.width(), _frameBufferSize.height()))); } gpu::FramebufferPointer result = _cachedFramebuffers.front(); _cachedFramebuffers.pop_front(); return result;} void FramebufferCache::releaseFramebuffer(const gpu::FramebufferPointer& framebuffer) { if (QSize(framebuffer->getSize().x, framebuffer->getSize().y) == _frameBufferSize) { _cachedFramebuffers.push_back(framebuffer); }} gpu::FramebufferPointer FramebufferCache::getSelfieFramebuffer() { if (!_selfieFramebuffer) { createPrimaryFramebuffer(); } return _selfieFramebuffer;} void FramebufferCache::setAmbientOcclusionResolutionLevel(int level) { const int MAX_AO_RESOLUTION_LEVEL = 4; level = std::max(0, std::min(level, MAX_AO_RESOLUTION_LEVEL)); if (level != _AOResolutionLevel) { _AOResolutionLevel = level; resizeAmbientOcclusionBuffers(); }} gpu::FramebufferPointer FramebufferCache::getOcclusionFramebuffer() { if (!_occlusionFramebuffer) { resizeAmbientOcclusionBuffers(); } return _occlusionFramebuffer;} gpu::TexturePointer FramebufferCache::getOcclusionTexture() { if (!_occlusionTexture) { resizeAmbientOcclusionBuffers(); } return _occlusionTexture;} gpu::FramebufferPointer FramebufferCache::getOcclusionBlurredFramebuffer() { if (!_occlusionBlurredFramebuffer) { resizeAmbientOcclusionBuffers(); } return _occlusionBlurredFramebuffer;} gpu::TexturePointer FramebufferCache::getOcclusionBlurredTexture() { if (!_occlusionBlurredTexture) { resizeAmbientOcclusionBuffers(); } return _occlusionBlurredTexture;}
//
// FramebufferCache.cpp
// interface/src/renderer
//
// Created by Andrzej Kapolka on 8/6/13.
// Copyright 2013 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 "FramebufferCache.h"
#include <mutex>
#include <glm/glm.hpp>
#include <QMap>
#include <QQueue>
#include <gpu/Batch.h>
#include "RenderUtilsLogging.h"
static QQueue<gpu::FramebufferPointer> _cachedFramebuffers;
FramebufferCache::FramebufferCache() {
}
FramebufferCache::~FramebufferCache() {
_cachedFramebuffers.clear();
}
void FramebufferCache::setFrameBufferSize(QSize frameBufferSize) {
//If the size changed, we need to delete our FBOs
if (_frameBufferSize != frameBufferSize) {
_frameBufferSize = frameBufferSize;
_selfieFramebuffer.reset();
_cachedFramebuffers.clear();
_occlusionFramebuffer.reset();
_occlusionTexture.reset();
_occlusionBlurredFramebuffer.reset();
_occlusionBlurredTexture.reset();
}
}
void FramebufferCache::createPrimaryFramebuffer() {
auto colorFormat = gpu::Element::COLOR_SRGBA_32;
auto width = _frameBufferSize.width();
auto height = _frameBufferSize.height();
auto defaultSampler = gpu::Sampler(gpu::Sampler::FILTER_MIN_MAG_POINT);
_selfieFramebuffer = gpu::FramebufferPointer(gpu::Framebuffer::create());
auto tex = gpu::TexturePointer(gpu::Texture::create2D(colorFormat, width * 0.5, height * 0.5, defaultSampler));
_selfieFramebuffer->setRenderBuffer(0, tex);
auto smoothSampler = gpu::Sampler(gpu::Sampler::FILTER_MIN_MAG_MIP_LINEAR);
resizeAmbientOcclusionBuffers();
}
void FramebufferCache::resizeAmbientOcclusionBuffers() {
_occlusionFramebuffer.reset();
_occlusionTexture.reset();
_occlusionBlurredFramebuffer.reset();
_occlusionBlurredTexture.reset();
auto width = _frameBufferSize.width() >> _AOResolutionLevel;
auto height = _frameBufferSize.height() >> _AOResolutionLevel;
auto colorFormat = gpu::Element(gpu::VEC4, gpu::NUINT8, gpu::RGB);
auto defaultSampler = gpu::Sampler(gpu::Sampler::FILTER_MIN_MAG_LINEAR);
// auto depthFormat = gpu::Element(gpu::SCALAR, gpu::UINT32, gpu::DEPTH_STENCIL); // Depth24_Stencil8 texel format
_occlusionTexture = gpu::TexturePointer(gpu::Texture::create2D(colorFormat, width, height, defaultSampler));
_occlusionFramebuffer = gpu::FramebufferPointer(gpu::Framebuffer::create());
_occlusionFramebuffer->setRenderBuffer(0, _occlusionTexture);
// _occlusionFramebuffer->setDepthStencilBuffer(_primaryDepthTexture, depthFormat);
_occlusionBlurredTexture = gpu::TexturePointer(gpu::Texture::create2D(colorFormat, width, height, defaultSampler));
_occlusionBlurredFramebuffer = gpu::FramebufferPointer(gpu::Framebuffer::create());
_occlusionBlurredFramebuffer->setRenderBuffer(0, _occlusionBlurredTexture);
// _occlusionBlurredFramebuffer->setDepthStencilBuffer(_primaryDepthTexture, depthFormat);
}
gpu::FramebufferPointer FramebufferCache::getFramebuffer() {
if (_cachedFramebuffers.isEmpty()) {
_cachedFramebuffers.push_back(gpu::FramebufferPointer(gpu::Framebuffer::create(gpu::Element::COLOR_SRGBA_32, _frameBufferSize.width(), _frameBufferSize.height())));
}
gpu::FramebufferPointer result = _cachedFramebuffers.front();
_cachedFramebuffers.pop_front();
return result;
}
void FramebufferCache::releaseFramebuffer(const gpu::FramebufferPointer& framebuffer) {
if (QSize(framebuffer->getSize().x, framebuffer->getSize().y) == _frameBufferSize) {
_cachedFramebuffers.push_back(framebuffer);
}
}
gpu::FramebufferPointer FramebufferCache::getSelfieFramebuffer() {
if (!_selfieFramebuffer) {
createPrimaryFramebuffer();
}
return _selfieFramebuffer;
}
void FramebufferCache::setAmbientOcclusionResolutionLevel(int level) {
const int MAX_AO_RESOLUTION_LEVEL = 4;
level = std::max(0, std::min(level, MAX_AO_RESOLUTION_LEVEL));
if (level != _AOResolutionLevel) {
_AOResolutionLevel = level;
resizeAmbientOcclusionBuffers();
}
}
gpu::FramebufferPointer FramebufferCache::getOcclusionFramebuffer() {
if (!_occlusionFramebuffer) {
resizeAmbientOcclusionBuffers();
}
return _occlusionFramebuffer;
}
gpu::TexturePointer FramebufferCache::getOcclusionTexture() {
if (!_occlusionTexture) {
resizeAmbientOcclusionBuffers();
}
return _occlusionTexture;
}
gpu::FramebufferPointer FramebufferCache::getOcclusionBlurredFramebuffer() {
if (!_occlusionBlurredFramebuffer) {
resizeAmbientOcclusionBuffers();
}
return _occlusionBlurredFramebuffer;
}
gpu::TexturePointer FramebufferCache::getOcclusionBlurredTexture() {
if (!_occlusionBlurredTexture) {
resizeAmbientOcclusionBuffers();
}
return _occlusionBlurredTexture;
}