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// Copyright (c) 2010-2026, Lawrence Livermore National Security, LLC. Produced
// at the Lawrence Livermore National Laboratory. All Rights reserved. See files
// LICENSE and NOTICE for details. LLNL-CODE-443271.
//
// This file is part of the GLVis visualization tool and library. For more
// information and source code availability see https://glvis.org.
//
// GLVis is free software; you can redistribute it and/or modify it under the
// terms of the BSD-3 license. We welcome feedback and contributions, see file
// CONTRIBUTING.md for details.
#include "renderer.hpp"
namespace gl3
{
using namespace resource;
// Beginning in OpenGL 3.0, there were two changes in texture format support:
// - The older single-channel internal format GL_ALPHA was deprecated in favor
// of GL_RED
// - New sized internal formats were introduced, e.g. GL_RGBA32F defines a 4-
// channel texture with each channel holding a 32-bit floating point value
//
// An additional complication is introduced with OpenGL ES 3/WebGL 2 - the
// unsized formats like GL_RED and GL_RGBA no longer support floating-point
// data being passed in, so use of the sized internal formats is obligatory in
// WebGL 2.
bool GLDevice::useLegacyTextureFmts()
{
#ifdef __EMSCRIPTEN__
const std::string versionString
= reinterpret_cast<const char*>(glGetString(GL_VERSION));
if (versionString.find("OpenGL ES 3.0") != std::string::npos)
{
return false;
}
else
{
return true;
}
#else
return !GLEW_VERSION_3_0;
#endif
}
void MeshRenderer::setAntialiasing(bool aa_status)
{
if (msaa_enable != aa_status)
{
msaa_enable = aa_status;
if (msaa_enable)
{
if (!feat_use_fbo_antialias)
{
glEnable(GL_MULTISAMPLE);
glEnable(GL_LINE_SMOOTH);
device->enableBlend();
}
device->setLineWidth(line_w_aa);
}
else
{
if (!feat_use_fbo_antialias)
{
glDisable(GL_MULTISAMPLE);
glDisable(GL_LINE_SMOOTH);
device->disableBlend();
}
device->setLineWidth(line_w);
}
}
}
void MeshRenderer::setLineWidth(float w)
{
line_w = w;
if (device && !msaa_enable)
{
device->setLineWidth(line_w);
}
}
void MeshRenderer::setLineWidthMS(float w)
{
line_w_aa = w;
if (device && msaa_enable)
{
device->setLineWidth(line_w_aa);
}
}
void MeshRenderer::init()
{
#ifdef __EMSCRIPTEN__
const std::string versionString
= reinterpret_cast<const char*>(glGetString(GL_VERSION));
bool is_webgl2 = (versionString.find("OpenGL ES 3.0") != std::string::npos);
feat_use_fbo_antialias = is_webgl2;
if (feat_use_fbo_antialias)
{
glGetIntegerv(GL_MAX_SAMPLES, &msaa_samples);
}
#else
// TODO: we could also support ARB_framebuffer_object
feat_use_fbo_antialias = GLEW_VERSION_3_0;
glGetIntegerv(GL_MAX_SAMPLES, &msaa_samples);
#endif
}
void MeshRenderer::render(const RenderQueue& queue)
{
// elements containing opaque objects should be rendered first
RenderQueue sorted_queue = queue;
std::stable_partition(sorted_queue.begin(), sorted_queue.end(),
[](RenderQueue::value_type& renderPair)
{
return !renderPair.first.contains_translucent;
});
RenderBufHandle renderBufs[2];
FBOHandle msaaFb;
if (feat_use_fbo_antialias && msaa_enable)
{
GLuint colorBuf, depthBuf;
glGenRenderbuffers(1, &colorBuf);
glGenRenderbuffers(1, &depthBuf);
renderBufs[0] = RenderBufHandle(colorBuf);
renderBufs[1] = RenderBufHandle(depthBuf);
GLuint fbo;
glGenFramebuffers(1, &fbo);
int vp[4];
device->getViewport(vp);
int width = vp[2];
int height = vp[3];
glBindRenderbuffer(GL_RENDERBUFFER, colorBuf);
glRenderbufferStorageMultisample(GL_RENDERBUFFER, msaa_samples,
GL_RGBA8, width, height);
glBindRenderbuffer(GL_RENDERBUFFER, depthBuf);
glRenderbufferStorageMultisample(GL_RENDERBUFFER, msaa_samples,
GL_DEPTH_COMPONENT24, width, height);
glBindRenderbuffer(GL_RENDERBUFFER, 0);
glBindFramebuffer(GL_FRAMEBUFFER, fbo);
glFramebufferRenderbuffer(GL_FRAMEBUFFER, GL_COLOR_ATTACHMENT0,
GL_RENDERBUFFER, colorBuf);
glFramebufferRenderbuffer(GL_FRAMEBUFFER, GL_DEPTH_ATTACHMENT,
GL_RENDERBUFFER, depthBuf);
if (glCheckFramebufferStatus(GL_FRAMEBUFFER) != GL_FRAMEBUFFER_COMPLETE)
{
std::cerr << "Unable to create multisampled renderbuffer." << std::flush;
glDeleteFramebuffers(1, &fbo);
glBindFramebuffer(GL_FRAMEBUFFER, 0);
}
else
{
msaaFb = FBOHandle(fbo);
}
#ifndef __EMSCRIPTEN__
glEnable(GL_MULTISAMPLE);
#endif
}
glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT);
for (auto& q_elem : sorted_queue)
{
const RenderParams& params = q_elem.first;
device->setTransformMatrices(params.model_view.mtx, params.projection.mtx);
device->setMaterial(params.mesh_material);
device->setNumLights(params.num_pt_lights);
for (int i = 0; i < params.num_pt_lights; i++)
{
device->setPointLight(i, params.lights[i]);
}
device->setAmbientLight(params.light_amb_scene);
device->setStaticColor(params.static_color);
device->setClipPlaneUse(params.use_clip_plane);
device->setClipPlaneEqn(params.clip_plane_eqn);
// aggregate buffers with common parameters
std::vector<int> tex_bufs, no_tex_bufs;
std::vector<TextBuffer*> text_bufs;
GlDrawable* curr_drawable = q_elem.second;
for (int i = 0; i < NUM_LAYOUTS; i++)
{
for (size_t j = 0; j < GlDrawable::NUM_SHAPES; j++)
{
if (curr_drawable->buffers[i][j])
{
if (i == LAYOUT_VTX_TEXTURE0 || i == LAYOUT_VTX_NORMAL_TEXTURE0)
{
tex_bufs.emplace_back(curr_drawable->buffers[i][j].get()->getHandle());
}
else
{
no_tex_bufs.emplace_back(curr_drawable->buffers[i][j].get()->getHandle());
}
}
if (curr_drawable->indexed_buffers[i][j])
{
if (i == LAYOUT_VTX_TEXTURE0 || i == LAYOUT_VTX_NORMAL_TEXTURE0)
{
tex_bufs.emplace_back(curr_drawable->indexed_buffers[i][j].get()->getHandle());
}
else
{
no_tex_bufs.emplace_back(
curr_drawable->indexed_buffers[i][j].get()->getHandle());
}
}
}
}
text_bufs.emplace_back(&curr_drawable->text_buffer);
if (params.contains_translucent)
{
device->enableBlend();
}
else
{
device->enableDepthWrite();
}
device->attachTexture(GLDevice::SAMPLER_COLOR, color_tex);
device->attachTexture(GLDevice::SAMPLER_ALPHA, alpha_tex);
for (auto buf : tex_bufs)
{
device->drawDeviceBuffer(buf);
}
device->detachTexture(GLDevice::SAMPLER_COLOR);
device->detachTexture(GLDevice::SAMPLER_ALPHA);
for (auto buf : no_tex_bufs)
{
device->drawDeviceBuffer(buf);
}
if (!params.contains_translucent)
{
device->enableBlend();
device->disableDepthWrite();
}
device->attachTexture(1, font_tex);
device->setNumLights(0);
for (TextBuffer* buf : text_bufs)
{
device->drawDeviceBuffer(*buf);
}
device->enableDepthWrite();
if (feat_use_fbo_antialias || !msaa_enable) { device->disableBlend(); }
}
if (feat_use_fbo_antialias && msaa_enable && msaaFb)
{
device->enableBlend();
int vp[4];
device->getViewport(vp);
int width = vp[2];
int height = vp[3];
GLuint colorBufId;
glGenRenderbuffers(1, &colorBufId);
RenderBufHandle colorBuf(colorBufId);
GLuint fboId;
glGenFramebuffers(1, &fboId);
FBOHandle resolveFb(fboId);
glBindRenderbuffer(GL_RENDERBUFFER, colorBuf);
glRenderbufferStorage(GL_RENDERBUFFER, GL_RGBA8, width, height);
glBindRenderbuffer(GL_RENDERBUFFER, 0);
glBindFramebuffer(GL_FRAMEBUFFER, resolveFb);
glFramebufferRenderbuffer(GL_FRAMEBUFFER, GL_COLOR_ATTACHMENT0,
GL_RENDERBUFFER, colorBuf);
if (glCheckFramebufferStatus(GL_FRAMEBUFFER) != GL_FRAMEBUFFER_COMPLETE)
{
std::cerr << "Unable to create resolve renderbuffer." << std::endl;
glBindFramebuffer(GL_FRAMEBUFFER, 0);
}
// bind our draw framebuffer and blit the multisampled image
glBindFramebuffer(GL_DRAW_FRAMEBUFFER, resolveFb);
glBindFramebuffer(GL_READ_FRAMEBUFFER, msaaFb);
glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT);
glBlitFramebuffer(0, 0, width, height,
0, 0, width, height,
GL_COLOR_BUFFER_BIT,
GL_NEAREST);
#ifndef __EMSCRIPTEN__
glDisable(GL_MULTISAMPLE);
#endif
glBindFramebuffer(GL_DRAW_FRAMEBUFFER, 0);
glBindFramebuffer(GL_READ_FRAMEBUFFER, resolveFb);
glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT);
glBlitFramebuffer(0, 0, width, height,
0, 0, width, height,
GL_COLOR_BUFFER_BIT,
GL_LINEAR);
device->disableBlend();
}
}
CaptureBuffer MeshRenderer::capture(const RenderQueue& queue)
{
CaptureBuffer cbuf;
device->initXfbMode();
for (auto& q_elem : queue)
{
const RenderParams& params = q_elem.first;
device->setTransformMatrices(params.model_view.mtx, params.projection.mtx);
device->setMaterial(params.mesh_material);
device->setNumLights(params.num_pt_lights);
for (int i = 0; i < params.num_pt_lights; i++)
{
device->setPointLight(i, params.lights[i]);
}
device->setAmbientLight(params.light_amb_scene);
device->setStaticColor(params.static_color);
device->setClipPlaneUse(params.use_clip_plane);
device->setClipPlaneEqn(params.clip_plane_eqn);
// aggregate buffers with common parameters
std::vector<int> tex_bufs, no_tex_bufs;
std::vector<TextBuffer*> text_bufs;
GlDrawable* curr_drawable = q_elem.second;
for (int i = 0; i < NUM_LAYOUTS; i++)
{
for (size_t j = 0; j < GlDrawable::NUM_SHAPES; j++)
{
if (curr_drawable->buffers[i][j])
{
if (i == LAYOUT_VTX_TEXTURE0 || i == LAYOUT_VTX_NORMAL_TEXTURE0)
{
tex_bufs.emplace_back(curr_drawable->buffers[i][j].get()->getHandle());
}
else
{
no_tex_bufs.emplace_back(curr_drawable->buffers[i][j].get()->getHandle());
}
}
if (curr_drawable->indexed_buffers[i][j])
{
if (i == LAYOUT_VTX_TEXTURE0 || i == LAYOUT_VTX_NORMAL_TEXTURE0)
{
tex_bufs.emplace_back(curr_drawable->indexed_buffers[i][j].get()->getHandle());
}
else
{
no_tex_bufs.emplace_back(
curr_drawable->indexed_buffers[i][j].get()->getHandle());
}
}
}
}
text_bufs.emplace_back(&curr_drawable->text_buffer);
device->attachTexture(GLDevice::SAMPLER_COLOR, color_tex);
device->attachTexture(GLDevice::SAMPLER_ALPHA, alpha_tex);
for (auto buf : tex_bufs)
{
device->captureXfbBuffer(*palette, cbuf, buf);
}
device->detachTexture(GLDevice::SAMPLER_COLOR);
device->detachTexture(GLDevice::SAMPLER_ALPHA);
for (auto buf : no_tex_bufs)
{
device->captureXfbBuffer(*palette, cbuf, buf);
}
if (!params.contains_translucent)
{
device->enableBlend();
device->disableDepthWrite();
}
device->attachTexture(1, font_tex);
device->setNumLights(0);
for (TextBuffer* buf : text_bufs)
{
device->captureXfbBuffer(cbuf, *buf);
}
}
device->exitXfbMode();
return cbuf;
}
void MeshRenderer::buffer(GlDrawable* buf)
{
for (int i = 0; i < NUM_LAYOUTS; i++)
{
for (size_t j = 0; j < GlDrawable::NUM_SHAPES; j++)
{
if (buf->buffers[i][j])
{
device->bufferToDevice((array_layout) i, *(buf->buffers[i][j].get()));
}
if (buf->indexed_buffers[i][j])
{
device->bufferToDevice((array_layout) i, *(buf->indexed_buffers[i][j].get()));
}
}
}
device->bufferToDevice(buf->text_buffer);
}
void GLDevice::init()
{
// enable depth testing
glDepthFunc(GL_LEQUAL);
glEnable(GL_DEPTH_TEST);
// enable polygon offset to expose mesh lines
glPolygonOffset(1,1);
glEnable(GL_POLYGON_OFFSET_FILL);
// use "over" blending equation
glBlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA);
glPixelStorei(GL_UNPACK_ALIGNMENT, 1);
// generate a white default texture modulation with default texture will just
// pass through input color
GLuint default_texture;
glGenTextures(1, &default_texture);
glBindTexture(GL_TEXTURE_2D, default_texture);
int black_color = 0xFFFFFFFF;
glTexImage2D(GL_TEXTURE_2D, 0, GL_RGBA, 1, 1, 0, GL_RGBA, GL_UNSIGNED_BYTE,
&black_color);
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_S, GL_CLAMP_TO_EDGE);
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_T, GL_CLAMP_TO_EDGE);
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_NEAREST);
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_NEAREST);
passthrough_texture = TextureHandle(default_texture);
}
void GLDevice::setViewport(GLsizei w, GLsizei h)
{
vp_width = w;
vp_height = h;
glViewport(0, 0, w, h);
}
void GLDevice::getViewport(GLint (&vp)[4])
{
vp[0] = vp[1] = 0;
vp[2] = vp_width;
vp[3] = vp_height;
}
void GLDevice::setTransformMatrices(glm::mat4 model_view, glm::mat4 projection)
{
model_view_mtx = model_view;
proj_mtx = projection;
}
void GLDevice::captureXfbBuffer(CaptureBuffer& capture, const TextBuffer& t_buf)
{
for (const auto& entry : t_buf)
{
glm::vec3 raster = glm::project(
glm::vec3(entry.rx, entry.ry, entry.rz),
model_view_mtx,
proj_mtx,
glm::vec4(0, 0, vp_width, vp_height));
capture.text.emplace_back(raster, glm::make_vec4(static_color.data()),
entry.text);
}
}
}
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