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:
@@ -1666,6 +1666,9 @@ Here's a list of what's available in this release.
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<border id="ext-fbf" height="20" width="30" color="0 0 0 1" align="center" justify="center" margin="0 5 0 0">
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<text id="txt-rec" text="FbF" color="0 0 0 1"/>
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</border>
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<border id="ext-flt" height="20" width="40" color="0 0 0 1" align="center" justify="center" margin="0 5 0 0">
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<text id="ext-flt-text" text="flt" color="0 0 0 1"/>
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</border>
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<border id="ext-dpi" height="20" width="60" color=".2" align="center" justify="center" margin="0 5 0 0">
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<text id="txt-dpi" text="4x-dpi" color="1"/>
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</border>
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@@ -1237,6 +1237,23 @@ void App::initLayout()
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x->m_color = ShaderManager::ext_framebuffer_fetch ? glm::vec4(0, 1, 0, 1) : glm::vec4(1, 0, 0, 1);
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}
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if (auto x = layout[main_id]->find<NodeBorder>("ext-flt"))
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{
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if (ShaderManager::ext_texture_float || ShaderManager::ext_half_float_pixel)
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{
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if (auto t = x->find<NodeText>("ext-flt-text"))
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{
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int bits = ShaderManager::ext_texture_float ? 32 : 16;
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t->set_text_format("flt%d", bits);
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}
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x->m_color = glm::vec4(0, 1, 0, 1);
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}
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else
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{
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x->m_color = glm::vec4(1, 0, 0, 1);
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}
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}
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brush_update();
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// 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()
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for (int i = 0; i < n_exts; i++)
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{
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std::string ext = (const char*)glGetStringi(GL_EXTENSIONS, i);
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if (ext.find("shader_framebuffer_fetch") != std::string::npos)
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if (GLAD_GL_EXT_shader_framebuffer_fetch || GLAD_GL_EXT_shader_framebuffer_fetch_non_coherent)
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{
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ShaderManager::ext_framebuffer_fetch = true;
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}
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else if (GLAD_GL_ARB_texture_float || GLAD_GL_ATI_texture_float)
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{
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ShaderManager::ext_texture_float = true;
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}
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else if (GLAD_GL_NV_half_float || GLAD_GL_ARB_half_float_pixel)
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{
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ShaderManager::ext_half_float_pixel = true;
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}
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}
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});
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@@ -1494,15 +1494,24 @@ void Canvas::resize(int width, int height)
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m_size = { width, height };
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for (int i = 0; i < 6; i++)
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{
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//#if defined(__IOS__) || defined(__ANDROID__)
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if (ShaderManager::ext_texture_float)
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{
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m_tmp[i].create(width, height, -1, GL_RGBA32F);
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m_tmp_dual[i].create(width, height, -1, GL_RGBA32F);
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m_tex[i].create(width, height, GL_RGBA32F);
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}
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else if (ShaderManager::ext_half_float_pixel)
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{
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m_tmp[i].create(width, height, -1, GL_RGBA16F);
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m_tmp_dual[i].create(width, height, -1, GL_RGBA16F);
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m_tex[i].create(width, height, GL_RGBA16F);
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}
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else
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{
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m_tmp[i].create(width, height, -1, GL_RGBA8);
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m_tmp_dual[i].create(width, height, -1, GL_RGBA8);
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m_tex[i].create(width, height, GL_RGBA8);
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//#else
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// m_tmp[i].create(width, height, -1, GL_RGBA32F);
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// m_tmp_dual[i].create(width, height, -1, GL_RGBA32F);
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// m_tex[i].create(width, height, GL_RGBA32F);
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//#endif
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}
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m_tex2[i].create(width, height, GL_RGBA8);
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}
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for (auto& l : m_layers)
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@@ -1539,15 +1548,24 @@ bool Canvas::create(int width, int height)
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m_size = { width, height };
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for (int i = 0; i < 6; i++)
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{
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//#if defined(__IOS__) || defined(__ANDROID__)
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if (ShaderManager::ext_texture_float)
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{
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m_tmp[i].create(width, height, -1, GL_RGBA32F);
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m_tmp_dual[i].create(width, height, -1, GL_RGBA32F);
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m_tex[i].create(width, height, GL_RGBA32F);
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}
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else if (ShaderManager::ext_half_float_pixel)
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{
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m_tmp[i].create(width, height, -1, GL_RGBA16F);
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m_tmp_dual[i].create(width, height, -1, GL_RGBA16F);
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m_tex[i].create(width, height, GL_RGBA16F);
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}
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else
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{
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m_tmp[i].create(width, height, -1, GL_RGBA8);
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m_tmp_dual[i].create(width, height, -1, GL_RGBA8);
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m_tex[i].create(width, height, GL_RGBA8);
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//#else
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// m_tmp[i].create(width, height, -1, GL_RGBA32F);
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// m_tmp_dual[i].create(width, height, -1, GL_RGBA32F);
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// m_tex[i].create(width, height, GL_RGBA32F);
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//#endif
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}
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m_tex2[i].create(width, height, GL_RGBA8);
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}
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#if defined(__IOS__) || defined(__ANDROID__)
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@@ -121,12 +121,19 @@ void NodePanelGrid::init_controls()
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m_render->on_click = [this](Node*)
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{
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gl_state gl;
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gl.save();
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if (ShaderManager::ext_texture_float || ShaderManager::ext_half_float_pixel)
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{
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std::thread([this] {
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bake_uvs();
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m_hm_shading->set_index(3);
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m_shade_mode = ShadeMode::Textured;
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gl.restore();
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}).detach();
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}
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else
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{
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App::I->message_box("Rendering failed",
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"Your hardware does not support lightmap rendering.");
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}
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};
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m_commit->on_click = [this](Node*)
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{
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@@ -213,6 +220,7 @@ float NodePanelGrid::get_offset() const
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void NodePanelGrid::draw_heightmap(const glm::mat4& proj, const glm::mat4& camera, bool commit) const
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{
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assert(App::I->is_render_thread());
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if (m_groud_opacity->get_value() > 0.f)
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{
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bool depth = glIsEnabled(GL_DEPTH_TEST);
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@@ -345,11 +353,18 @@ void NodePanelGrid::bake_uvs()
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return;
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RTT fb;
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#if defined(__IOS__) || defined(__ANDROID__)
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fb.create(m_texture.size().x, m_texture.size().y, -1, GL_RGBA16F);
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#else
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if (ShaderManager::ext_texture_float)
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{
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fb.create(m_texture.size().x, m_texture.size().y, -1, GL_RGBA32F);
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#endif
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}
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else if (ShaderManager::ext_half_float_pixel)
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{
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fb.create(m_texture.size().x, m_texture.size().y, -1, GL_RGBA16F);
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}
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std::unique_ptr<float[]> data_nor;
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std::unique_ptr<float[]> data_pos;
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App::I->render_task([&]{
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fb.bindFramebuffer();
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fb.clear({ 1, 0, 0, 1 });
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glDisable(GL_BLEND);
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@@ -361,22 +376,20 @@ void NodePanelGrid::bake_uvs()
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// bake normal
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ShaderManager::u_int(kShaderUniform::Mode, 0);
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m_hm_plane.draw_fill();
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std::unique_ptr<float[]> data_nor(fb.readTextureDataFloat());
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data_nor.reset(fb.readTextureDataFloat());
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//stbi_write_png("bake-nor.png", fb.getWidth(), fb.getHeight(), 4, fb.readTextureData(), 0);
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// bake position
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ShaderManager::u_int(kShaderUniform::Mode, 1);
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m_hm_plane.draw_fill();
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std::unique_ptr<float[]> data_pos(fb.readTextureDataFloat());
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data_pos.reset(fb.readTextureDataFloat());
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//stbi_write_png("bake-pos.png", fb.getWidth(), fb.getHeight(), 4, fb.readTextureData(), 0);
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fb.unbindFramebuffer();
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fb.destroy();
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});
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auto pb = root()->add_child<NodeProgressBar>();
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pb->m_progress->SetWidthP(0);
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pb->m_title->set_text("Lightmap Rendering");
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pb->btn_cancel->destroy();
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auto pb = App::I->show_progress("Lightmap Rendering");
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if (m_rt_dirty)
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{
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@@ -7,6 +7,8 @@
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std::map<kShader, Shader> ShaderManager::m_shaders;
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Shader* ShaderManager::m_current;
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bool ShaderManager::ext_framebuffer_fetch = false;
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bool ShaderManager::ext_texture_float = false;
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bool ShaderManager::ext_half_float_pixel = false;
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std::string Shader::read(const std::string& path)
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{
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@@ -110,6 +110,8 @@ class ShaderManager
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static Shader* m_current;
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public:
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static bool ext_framebuffer_fetch;
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static bool ext_texture_float;
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static bool ext_half_float_pixel;
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static bool load(kShader id, const std::string& path);
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static bool reload();
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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
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void gl_state::save()
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{
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assert(App::I->is_render_thread());
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blend = glIsEnabled(GL_BLEND);
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depth_test = glIsEnabled(GL_DEPTH_TEST);
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scissor_test = glIsEnabled(GL_SCISSOR_TEST);
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@@ -759,6 +760,7 @@ void gl_state::save()
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void gl_state::restore()
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{
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assert(App::I->is_render_thread());
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blend ? glEnable(GL_BLEND) : glDisable(GL_BLEND);
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depth_test ? glEnable(GL_DEPTH_TEST) : glDisable(GL_DEPTH_TEST);
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scissor_test ? glEnable(GL_SCISSOR_TEST) : glDisable(GL_SCISSOR_TEST);
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