check float texture extension, use float32 or float16 if available, show extension on title bar, add thread and render task for lightmap rendering

This commit is contained in:
2019-07-28 19:22:47 +02:00
parent 087894451b
commit 563b4ff86f
8 changed files with 120 additions and 55 deletions

View File

@@ -1666,6 +1666,9 @@ Here's a list of what's available in this release.
<border id="ext-fbf" height="20" width="30" color="0 0 0 1" align="center" justify="center" margin="0 5 0 0"> <border id="ext-fbf" height="20" width="30" color="0 0 0 1" align="center" justify="center" margin="0 5 0 0">
<text id="txt-rec" text="FbF" color="0 0 0 1"/> <text id="txt-rec" text="FbF" color="0 0 0 1"/>
</border> </border>
<border id="ext-flt" height="20" width="40" color="0 0 0 1" align="center" justify="center" margin="0 5 0 0">
<text id="ext-flt-text" text="flt" color="0 0 0 1"/>
</border>
<border id="ext-dpi" height="20" width="60" color=".2" align="center" justify="center" margin="0 5 0 0"> <border id="ext-dpi" height="20" width="60" color=".2" align="center" justify="center" margin="0 5 0 0">
<text id="txt-dpi" text="4x-dpi" color="1"/> <text id="txt-dpi" text="4x-dpi" color="1"/>
</border> </border>

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@@ -1237,6 +1237,23 @@ void App::initLayout()
x->m_color = ShaderManager::ext_framebuffer_fetch ? glm::vec4(0, 1, 0, 1) : glm::vec4(1, 0, 0, 1); x->m_color = ShaderManager::ext_framebuffer_fetch ? glm::vec4(0, 1, 0, 1) : glm::vec4(1, 0, 0, 1);
} }
if (auto x = layout[main_id]->find<NodeBorder>("ext-flt"))
{
if (ShaderManager::ext_texture_float || ShaderManager::ext_half_float_pixel)
{
if (auto t = x->find<NodeText>("ext-flt-text"))
{
int bits = ShaderManager::ext_texture_float ? 32 : 16;
t->set_text_format("flt%d", bits);
}
x->m_color = glm::vec4(0, 1, 0, 1);
}
else
{
x->m_color = glm::vec4(1, 0, 0, 1);
}
}
brush_update(); brush_update();
// hacky thing to make the toolbar buttons not steal events when moving cursor fast // hacky thing to make the toolbar buttons not steal events when moving cursor fast

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@@ -15,10 +15,18 @@ void App::initShaders()
for (int i = 0; i < n_exts; i++) for (int i = 0; i < n_exts; i++)
{ {
std::string ext = (const char*)glGetStringi(GL_EXTENSIONS, i); std::string ext = (const char*)glGetStringi(GL_EXTENSIONS, i);
if (ext.find("shader_framebuffer_fetch") != std::string::npos) if (GLAD_GL_EXT_shader_framebuffer_fetch || GLAD_GL_EXT_shader_framebuffer_fetch_non_coherent)
{ {
ShaderManager::ext_framebuffer_fetch = true; ShaderManager::ext_framebuffer_fetch = true;
} }
else if (GLAD_GL_ARB_texture_float || GLAD_GL_ATI_texture_float)
{
ShaderManager::ext_texture_float = true;
}
else if (GLAD_GL_NV_half_float || GLAD_GL_ARB_half_float_pixel)
{
ShaderManager::ext_half_float_pixel = true;
}
} }
}); });

View File

@@ -1494,15 +1494,24 @@ void Canvas::resize(int width, int height)
m_size = { width, height }; m_size = { width, height };
for (int i = 0; i < 6; i++) for (int i = 0; i < 6; i++)
{ {
//#if defined(__IOS__) || defined(__ANDROID__) if (ShaderManager::ext_texture_float)
{
m_tmp[i].create(width, height, -1, GL_RGBA32F);
m_tmp_dual[i].create(width, height, -1, GL_RGBA32F);
m_tex[i].create(width, height, GL_RGBA32F);
}
else if (ShaderManager::ext_half_float_pixel)
{
m_tmp[i].create(width, height, -1, GL_RGBA16F);
m_tmp_dual[i].create(width, height, -1, GL_RGBA16F);
m_tex[i].create(width, height, GL_RGBA16F);
}
else
{
m_tmp[i].create(width, height, -1, GL_RGBA8); m_tmp[i].create(width, height, -1, GL_RGBA8);
m_tmp_dual[i].create(width, height, -1, GL_RGBA8); m_tmp_dual[i].create(width, height, -1, GL_RGBA8);
m_tex[i].create(width, height, GL_RGBA8); m_tex[i].create(width, height, GL_RGBA8);
//#else }
// m_tmp[i].create(width, height, -1, GL_RGBA32F);
// m_tmp_dual[i].create(width, height, -1, GL_RGBA32F);
// m_tex[i].create(width, height, GL_RGBA32F);
//#endif
m_tex2[i].create(width, height, GL_RGBA8); m_tex2[i].create(width, height, GL_RGBA8);
} }
for (auto& l : m_layers) for (auto& l : m_layers)
@@ -1539,15 +1548,24 @@ bool Canvas::create(int width, int height)
m_size = { width, height }; m_size = { width, height };
for (int i = 0; i < 6; i++) for (int i = 0; i < 6; i++)
{ {
//#if defined(__IOS__) || defined(__ANDROID__) if (ShaderManager::ext_texture_float)
{
m_tmp[i].create(width, height, -1, GL_RGBA32F);
m_tmp_dual[i].create(width, height, -1, GL_RGBA32F);
m_tex[i].create(width, height, GL_RGBA32F);
}
else if (ShaderManager::ext_half_float_pixel)
{
m_tmp[i].create(width, height, -1, GL_RGBA16F);
m_tmp_dual[i].create(width, height, -1, GL_RGBA16F);
m_tex[i].create(width, height, GL_RGBA16F);
}
else
{
m_tmp[i].create(width, height, -1, GL_RGBA8); m_tmp[i].create(width, height, -1, GL_RGBA8);
m_tmp_dual[i].create(width, height, -1, GL_RGBA8); m_tmp_dual[i].create(width, height, -1, GL_RGBA8);
m_tex[i].create(width, height, GL_RGBA8); m_tex[i].create(width, height, GL_RGBA8);
//#else }
// m_tmp[i].create(width, height, -1, GL_RGBA32F);
// m_tmp_dual[i].create(width, height, -1, GL_RGBA32F);
// m_tex[i].create(width, height, GL_RGBA32F);
//#endif
m_tex2[i].create(width, height, GL_RGBA8); m_tex2[i].create(width, height, GL_RGBA8);
} }
#if defined(__IOS__) || defined(__ANDROID__) #if defined(__IOS__) || defined(__ANDROID__)

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@@ -121,12 +121,19 @@ void NodePanelGrid::init_controls()
m_render->on_click = [this](Node*) m_render->on_click = [this](Node*)
{ {
gl_state gl; if (ShaderManager::ext_texture_float || ShaderManager::ext_half_float_pixel)
gl.save(); {
std::thread([this] {
bake_uvs(); bake_uvs();
m_hm_shading->set_index(3); m_hm_shading->set_index(3);
m_shade_mode = ShadeMode::Textured; m_shade_mode = ShadeMode::Textured;
gl.restore(); }).detach();
}
else
{
App::I->message_box("Rendering failed",
"Your hardware does not support lightmap rendering.");
}
}; };
m_commit->on_click = [this](Node*) m_commit->on_click = [this](Node*)
{ {
@@ -213,6 +220,7 @@ float NodePanelGrid::get_offset() const
void NodePanelGrid::draw_heightmap(const glm::mat4& proj, const glm::mat4& camera, bool commit) const void NodePanelGrid::draw_heightmap(const glm::mat4& proj, const glm::mat4& camera, bool commit) const
{ {
assert(App::I->is_render_thread());
if (m_groud_opacity->get_value() > 0.f) if (m_groud_opacity->get_value() > 0.f)
{ {
bool depth = glIsEnabled(GL_DEPTH_TEST); bool depth = glIsEnabled(GL_DEPTH_TEST);
@@ -345,11 +353,18 @@ void NodePanelGrid::bake_uvs()
return; return;
RTT fb; RTT fb;
#if defined(__IOS__) || defined(__ANDROID__) if (ShaderManager::ext_texture_float)
fb.create(m_texture.size().x, m_texture.size().y, -1, GL_RGBA16F); {
#else
fb.create(m_texture.size().x, m_texture.size().y, -1, GL_RGBA32F); fb.create(m_texture.size().x, m_texture.size().y, -1, GL_RGBA32F);
#endif }
else if (ShaderManager::ext_half_float_pixel)
{
fb.create(m_texture.size().x, m_texture.size().y, -1, GL_RGBA16F);
}
std::unique_ptr<float[]> data_nor;
std::unique_ptr<float[]> data_pos;
App::I->render_task([&]{
fb.bindFramebuffer(); fb.bindFramebuffer();
fb.clear({ 1, 0, 0, 1 }); fb.clear({ 1, 0, 0, 1 });
glDisable(GL_BLEND); glDisable(GL_BLEND);
@@ -361,22 +376,20 @@ void NodePanelGrid::bake_uvs()
// bake normal // bake normal
ShaderManager::u_int(kShaderUniform::Mode, 0); ShaderManager::u_int(kShaderUniform::Mode, 0);
m_hm_plane.draw_fill(); m_hm_plane.draw_fill();
std::unique_ptr<float[]> data_nor(fb.readTextureDataFloat()); data_nor.reset(fb.readTextureDataFloat());
//stbi_write_png("bake-nor.png", fb.getWidth(), fb.getHeight(), 4, fb.readTextureData(), 0); //stbi_write_png("bake-nor.png", fb.getWidth(), fb.getHeight(), 4, fb.readTextureData(), 0);
// bake position // bake position
ShaderManager::u_int(kShaderUniform::Mode, 1); ShaderManager::u_int(kShaderUniform::Mode, 1);
m_hm_plane.draw_fill(); m_hm_plane.draw_fill();
std::unique_ptr<float[]> data_pos(fb.readTextureDataFloat()); data_pos.reset(fb.readTextureDataFloat());
//stbi_write_png("bake-pos.png", fb.getWidth(), fb.getHeight(), 4, fb.readTextureData(), 0); //stbi_write_png("bake-pos.png", fb.getWidth(), fb.getHeight(), 4, fb.readTextureData(), 0);
fb.unbindFramebuffer(); fb.unbindFramebuffer();
fb.destroy(); fb.destroy();
});
auto pb = root()->add_child<NodeProgressBar>(); auto pb = App::I->show_progress("Lightmap Rendering");
pb->m_progress->SetWidthP(0);
pb->m_title->set_text("Lightmap Rendering");
pb->btn_cancel->destroy();
if (m_rt_dirty) if (m_rt_dirty)
{ {

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@@ -7,6 +7,8 @@
std::map<kShader, Shader> ShaderManager::m_shaders; std::map<kShader, Shader> ShaderManager::m_shaders;
Shader* ShaderManager::m_current; Shader* ShaderManager::m_current;
bool ShaderManager::ext_framebuffer_fetch = false; bool ShaderManager::ext_framebuffer_fetch = false;
bool ShaderManager::ext_texture_float = false;
bool ShaderManager::ext_half_float_pixel = false;
std::string Shader::read(const std::string& path) std::string Shader::read(const std::string& path)
{ {

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@@ -110,6 +110,8 @@ class ShaderManager
static Shader* m_current; static Shader* m_current;
public: public:
static bool ext_framebuffer_fetch; static bool ext_framebuffer_fetch;
static bool ext_texture_float;
static bool ext_half_float_pixel;
static bool load(kShader id, const std::string& path); static bool load(kShader id, const std::string& path);
static bool reload(); static bool reload();
static bool create(kShader id, const std::string& vertex, const std::string& fragment); static bool create(kShader id, const std::string& vertex, const std::string& fragment);

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@@ -740,6 +740,7 @@ void parallel_for(size_t nb_elements, std::function<void(size_t i)> functor, boo
void gl_state::save() void gl_state::save()
{ {
assert(App::I->is_render_thread());
blend = glIsEnabled(GL_BLEND); blend = glIsEnabled(GL_BLEND);
depth_test = glIsEnabled(GL_DEPTH_TEST); depth_test = glIsEnabled(GL_DEPTH_TEST);
scissor_test = glIsEnabled(GL_SCISSOR_TEST); scissor_test = glIsEnabled(GL_SCISSOR_TEST);
@@ -759,6 +760,7 @@ void gl_state::save()
void gl_state::restore() void gl_state::restore()
{ {
assert(App::I->is_render_thread());
blend ? glEnable(GL_BLEND) : glDisable(GL_BLEND); blend ? glEnable(GL_BLEND) : glDisable(GL_BLEND);
depth_test ? glEnable(GL_DEPTH_TEST) : glDisable(GL_DEPTH_TEST); depth_test ? glEnable(GL_DEPTH_TEST) : glDisable(GL_DEPTH_TEST);
scissor_test ? glEnable(GL_SCISSOR_TEST) : glDisable(GL_SCISSOR_TEST); scissor_test ? glEnable(GL_SCISSOR_TEST) : glDisable(GL_SCISSOR_TEST);