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/*=========================================================================
Program: Visualization Toolkit
Module: vtkDepthPeelingPass.cxx
Copyright (c) Ken Martin, Will Schroeder, Bill Lorensen
All rights reserved.
See Copyright.txt or http://www.kitware.com/Copyright.htm for details.
This software is distributed WITHOUT ANY WARRANTY; without even
the implied warranty of MERCHANTABILITY or FITNESS FOR A PARTICULAR
PURPOSE. See the above copyright notice for more information.
=========================================================================*/
#include "vtkDepthPeelingPass.h"
#include "vtkInformation.h"
#include "vtkObjectFactory.h"
#include "vtkOpenGLActor.h"
#include "vtkOpenGLError.h"
#include "vtkOpenGLRenderWindow.h"
#include "vtkOpenGLRenderer.h"
#include "vtkOpenGLShaderCache.h"
#include "vtkProp.h"
#include "vtkRenderState.h"
#include "vtkRenderer.h"
#include "vtkShaderProgram.h"
#include "vtkTextureObject.h"
#include <cassert>
#include <list>
#include "vtkOpenGLHelper.h"
// the 2D blending shaders we use
#include "vtkDepthPeelingPassIntermediateFS.h"
#include "vtkDepthPeelingPassFinalFS.h"
#include "vtkTextureObjectVS.h"
vtkStandardNewMacro(vtkDepthPeelingPass);
vtkCxxSetObjectMacro(vtkDepthPeelingPass,TranslucentPass,vtkRenderPass);
// ----------------------------------------------------------------------------
vtkDepthPeelingPass::vtkDepthPeelingPass()
{
this->TranslucentPass=0;
this->IsSupported=false;
this->OcclusionRatio=0.0;
this->MaximumNumberOfPeels=4;
this->DepthPeelingHigherLayer=0;
this->IntermediateBlendProgram = 0;
this->FinalBlendProgram = 0;
this->DepthZData = 0;
this->OpaqueZTexture = NULL;
this->TranslucentZTexture = NULL;
this->OpaqueRGBATexture = NULL;
this->TranslucentRGBATexture = NULL;
this->CurrentRGBATexture = NULL;
this->ViewportX = 0;
this->ViewportY = 0;
this->ViewportWidth = 100;
this->ViewportHeight = 100;
}
// ----------------------------------------------------------------------------
vtkDepthPeelingPass::~vtkDepthPeelingPass()
{
if(this->TranslucentPass!=0)
{
this->TranslucentPass->Delete();
}
delete this->DepthZData;
if (this->OpaqueZTexture)
{
this->OpaqueZTexture->UnRegister(this);
this->OpaqueZTexture = NULL;
}
if (this->TranslucentZTexture)
{
this->TranslucentZTexture->UnRegister(this);
this->TranslucentZTexture = NULL;
}
if (this->OpaqueRGBATexture)
{
this->OpaqueRGBATexture->UnRegister(this);
this->OpaqueRGBATexture = NULL;
}
if (this->TranslucentRGBATexture)
{
this->TranslucentRGBATexture->UnRegister(this);
this->TranslucentRGBATexture = NULL;
}
if (this->CurrentRGBATexture)
{
this->CurrentRGBATexture->UnRegister(this);
this->CurrentRGBATexture = NULL;
}
}
//-----------------------------------------------------------------------------
// Description:
// Destructor. Delete SourceCode if any.
void vtkDepthPeelingPass::ReleaseGraphicsResources(vtkWindow *w)
{
assert("pre: w_exists" && w!=0);
if (this->FinalBlendProgram !=0)
{
this->FinalBlendProgram->ReleaseGraphicsResources(w);
delete this->FinalBlendProgram;
this->FinalBlendProgram = 0;
}
if (this->IntermediateBlendProgram !=0)
{
this->IntermediateBlendProgram->ReleaseGraphicsResources(w);
delete this->IntermediateBlendProgram;
this->IntermediateBlendProgram = 0;
}
if(this->TranslucentPass)
{
this->TranslucentPass->ReleaseGraphicsResources(w);
}
if (this->OpaqueZTexture)
{
this->OpaqueZTexture->ReleaseGraphicsResources(w);
}
if (this->TranslucentZTexture)
{
this->TranslucentZTexture->ReleaseGraphicsResources(w);
}
if (this->OpaqueRGBATexture)
{
this->OpaqueRGBATexture->ReleaseGraphicsResources(w);
}
if (this->TranslucentRGBATexture)
{
this->TranslucentRGBATexture->ReleaseGraphicsResources(w);
}
if (this->CurrentRGBATexture)
{
this->CurrentRGBATexture->ReleaseGraphicsResources(w);
}
}
// ----------------------------------------------------------------------------
void vtkDepthPeelingPass::PrintSelf(ostream& os, vtkIndent indent)
{
this->Superclass::PrintSelf(os,indent);
os << indent << "OcclusionRation: " << this->OcclusionRatio << endl;
os << indent << "MaximumNumberOfPeels: " << this->MaximumNumberOfPeels
<< endl;
os << indent << "TranslucentPass:";
if(this->TranslucentPass!=0)
{
this->TranslucentPass->PrintSelf(os,indent);
}
else
{
os << "(none)" <<endl;
}
}
vtkTextureObject *vtkDepthPeelingPassCreateTextureObject(
vtkOpenGLRenderWindow *context, int width, int height,
int numComponents, bool isDepth, void *initialData)
{
vtkTextureObject *result = vtkTextureObject::New();
result->SetContext(context);
if (isDepth == true)
{
if (initialData)
{
result->CreateDepthFromRaw(
width, height, vtkTextureObject::Float32, VTK_FLOAT, initialData);
}
else
{
result->AllocateDepth(width, height, vtkTextureObject::Float32);
}
}
else
{
result->Allocate2D(width, height, numComponents, VTK_UNSIGNED_CHAR);
}
result->SetMinificationFilter(vtkTextureObject::Nearest);
result->SetMagnificationFilter(vtkTextureObject::Nearest);
result->SetWrapS(vtkTextureObject::ClampToEdge);
result->SetWrapT(vtkTextureObject::ClampToEdge);
result->SetWrapR(vtkTextureObject::ClampToEdge);
return result;
}
void vtkDepthPeelingPass::BlendIntermediatePeels(
vtkOpenGLRenderWindow *renWin,
bool done)
{
this->CurrentRGBATexture->CopyFromFrameBuffer(this->ViewportX, this->ViewportY,
this->ViewportX, this->ViewportY,
this->ViewportWidth, this->ViewportHeight);
// take the TranslucentRGBA texture and blend it with the current frame buffer
if (!this->IntermediateBlendProgram)
{
this->IntermediateBlendProgram = new vtkOpenGLHelper;
std::string VSSource = vtkTextureObjectVS;
std::string FSSource = vtkDepthPeelingPassIntermediateFS;
std::string GSSource;
this->IntermediateBlendProgram->Program =
renWin->GetShaderCache()->ReadyShaderProgram(
VSSource.c_str(),
FSSource.c_str(),
GSSource.c_str());
}
else
{
renWin->GetShaderCache()->ReadyShaderProgram(
this->IntermediateBlendProgram->Program);
}
this->IntermediateBlendProgram->Program->SetUniformi(
"translucentRGBATexture", this->TranslucentRGBATexture->GetTextureUnit());
this->IntermediateBlendProgram->Program->SetUniformi(
"currentRGBATexture", this->CurrentRGBATexture->GetTextureUnit());
this->IntermediateBlendProgram->Program->SetUniformi(
"lastpass", done ? 1 : 0);
glDisable(GL_DEPTH_TEST);
this->CurrentRGBATexture->CopyToFrameBuffer(0, 0,
this->ViewportWidth-1, this->ViewportHeight-1,
0, 0, this->ViewportWidth, this->ViewportHeight,
this->IntermediateBlendProgram->Program,
this->IntermediateBlendProgram->VAO);
}
void vtkDepthPeelingPass::BlendFinalPeel(vtkOpenGLRenderWindow *renWin)
{
if (!this->FinalBlendProgram)
{
this->FinalBlendProgram = new vtkOpenGLHelper;
std::string VSSource = vtkTextureObjectVS;
std::string FSSource = vtkDepthPeelingPassFinalFS;
std::string GSSource;
this->FinalBlendProgram->Program =
renWin->GetShaderCache()->ReadyShaderProgram(
VSSource.c_str(),
FSSource.c_str(),
GSSource.c_str());
}
else
{
renWin->GetShaderCache()->ReadyShaderProgram(
this->FinalBlendProgram->Program);
}
this->FinalBlendProgram->Program->SetUniformi(
"translucentRGBATexture", this->TranslucentRGBATexture->GetTextureUnit());
this->OpaqueRGBATexture->Activate();
this->FinalBlendProgram->Program->SetUniformi(
"opaqueRGBATexture", this->OpaqueRGBATexture->GetTextureUnit());
this->OpaqueZTexture->Activate();
this->FinalBlendProgram->Program->SetUniformi(
"opaqueZTexture", this->OpaqueZTexture->GetTextureUnit());
// blend in OpaqueRGBA
glEnable(GL_DEPTH_TEST);
glDepthFunc( GL_ALWAYS );
this->OpaqueRGBATexture->CopyToFrameBuffer(0, 0,
this->ViewportWidth-1, this->ViewportHeight-1,
0, 0, this->ViewportWidth, this->ViewportHeight,
this->FinalBlendProgram->Program,
this->FinalBlendProgram->VAO);
glDepthFunc( GL_LEQUAL );
}
// ----------------------------------------------------------------------------
// Description:
// Perform rendering according to a render state \p s.
// \pre s_exists: s!=0
void vtkDepthPeelingPass::Render(const vtkRenderState *s)
{
assert("pre: s_exists" && s!=0);
this->NumberOfRenderedProps=0;
if(this->TranslucentPass==0)
{
vtkWarningMacro(<<"No TranslucentPass delegate set. Nothing can be rendered.");
return;
}
// Any prop to render?
bool hasTranslucentPolygonalGeometry=false;
int i=0;
while(!hasTranslucentPolygonalGeometry && i<s->GetPropArrayCount())
{
hasTranslucentPolygonalGeometry=
s->GetPropArray()[i]->HasTranslucentPolygonalGeometry()==1;
++i;
}
if(!hasTranslucentPolygonalGeometry)
{
return; // nothing to render.
}
// check driver support
vtkOpenGLRenderWindow *renWin
= vtkOpenGLRenderWindow::SafeDownCast(s->GetRenderer()->GetRenderWindow());
// we need alpha planes
int rgba[4];
renWin->GetColorBufferSizes(rgba);
if (rgba[3] < 8)
{
// just use alpha blending
this->TranslucentPass->Render(s);
return;
}
// Depth peeling.
vtkRenderer *r=s->GetRenderer();
if(s->GetFrameBuffer()==0)
{
// get the viewport dimensions
r->GetTiledSizeAndOrigin(&this->ViewportWidth,&this->ViewportHeight,
&this->ViewportX,&this->ViewportY);
}
else
{
int size[2];
s->GetWindowSize(size);
this->ViewportWidth=size[0];
this->ViewportHeight=size[1];
this->ViewportX=0;
this->ViewportY=0;
}
// has the size changed?
if (this->OpaqueRGBATexture && (
this->OpaqueRGBATexture->GetWidth() != static_cast<unsigned int>(this->ViewportWidth) ||
this->OpaqueRGBATexture->GetHeight() != static_cast<unsigned int>(this->ViewportHeight)))
{
delete this->DepthZData;
this->DepthZData = 0;
this->OpaqueZTexture->UnRegister(this);
this->OpaqueZTexture = 0;
this->OpaqueRGBATexture->UnRegister(this);
this->OpaqueRGBATexture = 0;
this->TranslucentRGBATexture->UnRegister(this);
this->TranslucentRGBATexture = 0;
this->CurrentRGBATexture->UnRegister(this);
this->CurrentRGBATexture = 0;
}
// create textures we need if not done already
if (this->OpaqueRGBATexture == NULL)
{
this->OpaqueZTexture = vtkDepthPeelingPassCreateTextureObject(
renWin, this->ViewportWidth, this->ViewportHeight, 1, true, NULL);
this->OpaqueRGBATexture = vtkDepthPeelingPassCreateTextureObject(
renWin, this->ViewportWidth, this->ViewportHeight, 4, false, NULL);
this->TranslucentRGBATexture = vtkDepthPeelingPassCreateTextureObject(
renWin, this->ViewportWidth, this->ViewportHeight, 4, false, NULL);
this->CurrentRGBATexture = vtkDepthPeelingPassCreateTextureObject(
renWin, this->ViewportWidth, this->ViewportHeight, 4, false, NULL);
this->DepthZData = new std::vector<float>(this->ViewportWidth * this->ViewportHeight, 0.0);
}
this->TranslucentZTexture = vtkDepthPeelingPassCreateTextureObject(
renWin, this->ViewportWidth, this->ViewportHeight, 1, true, &((*this->DepthZData)[0]));
glColorMask(GL_TRUE, GL_TRUE, GL_TRUE, GL_TRUE);
glClearColor(0.0,0.0,0.0,0.0); // always clear to black
// glClearDepth(static_cast<GLclampf>(1.0));
#ifdef GL_MULTISAMPLE
GLboolean multiSampleStatus = glIsEnabled(GL_MULTISAMPLE);
glDisable(GL_MULTISAMPLE);
#endif
glDisable(GL_BLEND);
// Get opaqueRGBA and opaqueZ
this->OpaqueRGBATexture->CopyFromFrameBuffer(this->ViewportX, this->ViewportY,
this->ViewportX, this->ViewportY,
this->ViewportWidth, this->ViewportHeight);
this->OpaqueRGBATexture->Deactivate(); // deactivate & unbind to save texture resources
this->OpaqueZTexture->CopyFromFrameBuffer(this->ViewportX, this->ViewportY,
this->ViewportX, this->ViewportY,
this->ViewportWidth, this->ViewportHeight);
this->TranslucentZTexture->Activate();
this->OpaqueZTexture->Activate();
// Setup property keys for actors:
this->PreRender(s);
// Enable the depth buffer (otherwise it's disabled for translucent geometry)
assert("Render state valid." && s);
int numProps = s->GetPropArrayCount();
for (int j = 0; j < numProps; ++j)
{
vtkProp *prop = s->GetPropArray()[j];
vtkInformation *info = prop->GetPropertyKeys();
if (!info)
{
info = vtkInformation::New();
prop->SetPropertyKeys(info);
info->FastDelete();
}
info->Set(vtkOpenGLActor::GLDepthMaskOverride(), 1);
}
// Do render loop until complete
unsigned int threshold=
static_cast<unsigned int>(this->ViewportWidth*this->ViewportHeight*OcclusionRatio);
#if GL_ES_VERSION_2_0 != 1
GLuint queryId;
glGenQueries(1,&queryId);
#endif
bool done = false;
GLuint nbPixels = threshold + 1;
int peelCount = 0;
glDepthFunc( GL_LEQUAL );
while(!done)
{
glDepthMask(GL_TRUE);
glEnable(GL_DEPTH_TEST);
// clear the zbuffer and color buffers
glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT);
// render the translucent geometry
#if GL_ES_VERSION_2_0 != 1
glBeginQuery(GL_SAMPLES_PASSED,queryId);
#endif
// check if we are going to exceed the max number of peels or if we
// exceeded the pixel threshold last time
peelCount++;
if ((this->MaximumNumberOfPeels && peelCount >= this->MaximumNumberOfPeels) ||
nbPixels <= threshold)
{
done = true;
// if so we do this last render using alpha blending for all
// the stuff that is left
glEnable(GL_BLEND);
glDepthFunc( GL_ALWAYS );
}
this->TranslucentPass->Render(s);
glDepthFunc( GL_LEQUAL );
glDisable(GL_BLEND);
#if GL_ES_VERSION_2_0 != 1
glEndQuery(GL_SAMPLES_PASSED);
glGetQueryObjectuiv(queryId,GL_QUERY_RESULT,&nbPixels);
#endif
// cerr << "Pass " << peelCount << " pixels Drawn " << nbPixels << "\n";
// if something was drawn, blend it in
if (nbPixels > 0)
{
// update translucentZ
this->TranslucentZTexture->CopyFromFrameBuffer(this->ViewportX, this->ViewportY,
this->ViewportX, this->ViewportY,
this->ViewportWidth, this->ViewportHeight);
// blend the last two peels together
if (peelCount > 1)
{
this->BlendIntermediatePeels(renWin,done);
}
// update translucent RGBA
this->TranslucentRGBATexture->CopyFromFrameBuffer(this->ViewportX, this->ViewportY,
this->ViewportX, this->ViewportY,
this->ViewportWidth, this->ViewportHeight);
}
else // if we drew nothing we are done
{
// if we drew nothing on the very first frame we still
// need a valid texture to blend with so copy it
if (peelCount == 1)
{
this->TranslucentRGBATexture->CopyFromFrameBuffer(this->ViewportX, this->ViewportY,
this->ViewportX, this->ViewportY,
this->ViewportWidth, this->ViewportHeight);
}
done = true;
}
}
// std::cout << "Number of peels: " << peelCount << "\n";
// unload the textures we are done with
this->CurrentRGBATexture->Deactivate();
this->TranslucentZTexture->UnRegister(this);
this->TranslucentZTexture = 0;
// do the final blend
this->BlendFinalPeel(renWin);
#ifdef GL_MULTISAMPLE
if(multiSampleStatus)
{
glEnable(GL_MULTISAMPLE);
}
#endif
this->OpaqueZTexture->Deactivate();
// unload the last two textures
this->TranslucentRGBATexture->Deactivate();
this->OpaqueRGBATexture->Deactivate();
// restore blending
glEnable(GL_BLEND);
this->PostRender(s);
for (int j = 0; j < numProps; ++j)
{
vtkProp *prop = s->GetPropArray()[j];
vtkInformation *info = prop->GetPropertyKeys();
if (info)
{
info->Remove(vtkOpenGLActor::GLDepthMaskOverride());
}
}
this->NumberOfRenderedProps = this->TranslucentPass->GetNumberOfRenderedProps();
vtkOpenGLCheckErrorMacro("failed after Render");
}
//------------------------------------------------------------------------------
bool vtkDepthPeelingPass::ReplaceShaderValues(std::string &,
std::string &,
std::string &fragmentShader,
vtkAbstractMapper *,
vtkProp *)
{
vtkShaderProgram::Substitute(
fragmentShader, "//VTK::DepthPeeling::Dec",
"uniform vec2 screenSize;\n"
"uniform sampler2D opaqueZTexture;\n"
"uniform sampler2D translucentZTexture;\n"
);
// Set gl_FragDepth if it isn't set already. It may have already been replaced
// by the mapper, in which case the substitution will fail and the previously
// set depth value will be used.
vtkShaderProgram::Substitute(
fragmentShader, "//VTK::Depth::Impl",
"gl_FragDepth = gl_FragCoord.z;");
// the .0000001 below is an epsilon. It turns out that
// graphics cards can render the same polygon two times
// in a row with different z values. I suspect it has to
// do with how rasterization of the polygon is broken up.
// A different breakup across fragment shaders can result in
// very slightly different z values for some of the pixels.
// The end result is that with depth peeling, you can end up
// counting/accumulating pixels of the same surface twice
// simply due to this randomness in z values. So we introduce
// an epsilon into the transparent test to require some
// minimal z seperation between pixels
vtkShaderProgram::Substitute(
fragmentShader, "//VTK::DepthPeeling::Impl",
"float odepth = texture2D(opaqueZTexture, gl_FragCoord.xy/screenSize).r;\n"
" if (gl_FragDepth >= odepth) { discard; }\n"
" float tdepth = texture2D(translucentZTexture, gl_FragCoord.xy/screenSize).r;\n"
" if (gl_FragDepth <= tdepth + .0000001) { discard; }\n"
);
return true;
}
//------------------------------------------------------------------------------
bool vtkDepthPeelingPass::SetShaderParameters(vtkShaderProgram *program,
vtkAbstractMapper*, vtkProp*)
{
program->SetUniformi("opaqueZTexture",
this->OpaqueZTexture->GetTextureUnit());
program->SetUniformi("translucentZTexture",
this->TranslucentZTexture->GetTextureUnit());
float screenSize[2] = { static_cast<float>(this->ViewportWidth),
static_cast<float>(this->ViewportHeight) };
program->SetUniform2f("screenSize", screenSize);
return true;
}
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