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PostProcessing.cc
1/*===========================================================================*\
2* *
3* OpenFlipper *
4 * Copyright (c) 2001-2015, RWTH-Aachen University *
5 * Department of Computer Graphics and Multimedia *
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7 * www.openflipper.org *
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10 * This file is part of OpenFlipper. *
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40\*===========================================================================*/
41
42
43
44
45#include <ACG/GL/acg_glew.hh>
46#include <ACG/GL/GLError.hh>
47#include <ACG/GL/AntiAliasing.hh>
48
49#include <OpenFlipper/common/RendererInfo.hh>
50
51
52#include "PostProcessing.hh"
53
54
55
56
57PostProcessing::PostProcessing()
58 : debugLevel_(10), backbufferFBO_(0), backbufferTarget_(GL_BACK), stereoMode_(false)
59{
60 backbufferViewport_[0] = backbufferViewport_[1] = backbufferViewport_[2] = backbufferViewport_[3] = 0;
61}
62
63
64PostProcessing::~PostProcessing()
65{
66
67}
68
69
70int PostProcessing::setupScene( int _viewerID, int _width, int _height, int _samples /*= 0*/, int _stereoEye /*= -1*/ )
71{
72 /*
73 try to keep memory usage minimal
74 -> prefer unorm over fp format
75 */
76
77 const int numProcs = postProcessorManager().numActive(_viewerID);
78
79 if (!numProcs && _stereoEye < 0)
80 return -1; // nothing to do
81
82 /* create enough textures for the postprocessing chain:
83
84 - Scene Rendering pass: 1 FBO, maybe multisampled
85 - Resolve MSAA: 1 FBO, non msaa target, post processor input, can be skipped if multisampling is disabled
86 - 1st PostProc:
87 if no more following PostProcs, write to hw fbo
88 otherwise, write to temp fbo
89
90 - 2nd PostProc:
91 write to
92
93
94 At least 2 FBO's required, 3 for multiple PostProcs.
95
96 */
97
98
99 // All render targets have the same format for now.
100 // If one PostProc requires floating point, then all PostProcs work on fp data.
101
102 // Search for a post proc that requires floating pt.
103 bool requiresFP = false;
104
105 for (int i = 0; i < numProcs && !requiresFP; ++i)
106 {
107 PostProcessorInfo* pi = postProcessorManager().active(_viewerID, i);
108
109 if (pi && pi->plugin)
110 {
112 fmt.outputFormat_ = PostProcessorFormatDesc::PostProcessorFormat_DONTCARE;
113 pi->plugin->getFormatDesc(&fmt);
114
115 if (!fmt.inputFormats_.empty())
116 {
117 size_t numInputs = fmt.inputFormats_.size();
118
119 for (size_t k = 0; k < numInputs; ++k)
120 {
121 if (fmt.inputFormats_[k] == PostProcessorFormatDesc::PostProcessorFormat_FLOAT)
122 {
123 requiresFP = true;
124 break;
125 }
126 }
127 }
128
129 if (fmt.outputFormat_ == PostProcessorFormatDesc::PostProcessorFormat_FLOAT)
130 requiresFP = true;
131 }
132 }
133
134 // avoid dealing with multisampling texture type for only one sample
135 if (_samples < 2)
136 _samples = 0;
137
138 // number of eyes from which to scene is rendered
139 const int numEyes = _stereoEye < 0 ? 1 : 2;
140
141 GLuint texInternalFmt = requiresFP ? GL_RGBA32F : GL_RGBA;
142
143 // allocate enough FBOs for the pipeline
144 if (_stereoEye < 1)
145 {
146 // save output target FBO
147 glGetIntegerv(GL_DRAW_FRAMEBUFFER_BINDING, (GLint*)&backbufferFBO_);
148 glGetIntegerv(GL_DRAW_BUFFER, (GLint*)&backbufferTarget_);
149 glGetIntegerv(GL_VIEWPORT, backbufferViewport_);
150
151 // in stereo mode, allocation for both eyes is done while setting up the left eye
152
153 // alloc/resize scene targets
154 for (int i = 0; i < numEyes; ++i)
155 setupFBO(sceneFBO_ + i, _width, _height, texInternalFmt, _samples);
156
157 // alloc/resize processing double buffer
158
159 int numTempBuffers = std::min(numProcs - 1, 2);
160
161 if (_samples > 0) // resolve msaa into temp buffer, requires additional step
162 numTempBuffers = std::min(numProcs, 2);
163
164 for (int i = 0; i < numTempBuffers; ++i)
165 setupFBO(procFBO_ + i, _width, _height, texInternalFmt, 0);
166
167 // alloc/resize stereo final targets
168 for (int i = 0; i < (_stereoEye >= 0 ? 2 : 0); ++i)
169 setupFBO(stereoFBO_ + i, _width, _height, texInternalFmt, 0);
170 }
171
172
173 // bind scene render target FBO
174 int targetFboId = std::max(std::min(_stereoEye, 1), 0); // clamp(eye, 0, 1)
175 sceneFBO_[targetFboId].bind();
176 glDrawBuffer(GL_COLOR_ATTACHMENT0);
177 glViewport(0, 0, _width, _height);
178
179 // clear fbo
180 glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT);
181
182 // save stereo setting
183 stereoMode_ = _stereoEye >= 0;
184
185 // enable multisample FBO
186 if (_samples > 0)
187 glEnable(GL_MULTISAMPLE);
188
189 return 1;
190}
191
192
193void PostProcessing::setupFBO( ACG::FBO* _dst, int _width, int _height, GLuint _intfmt , int _samples )
194{
195 // render to multisampled texture -> no texfilter!
196 GLuint filterMode = _samples ? GL_NEAREST : GL_LINEAR;
197
198 if (!_dst->getFboID())
199 {
200 // alloc
201 _dst->setMultisampling(_samples);
202 _dst->attachTexture2D(GL_COLOR_ATTACHMENT0, _width, _height, _intfmt, GL_RGBA, GL_CLAMP, filterMode, filterMode);
203
204 // reading from GL_DEPTH24_STENCIL8 is buggy on ati
205 _dst->attachTexture2DDepth(_width, _height, GL_DEPTH24_STENCIL8, GL_DEPTH_STENCIL);
206
207 // GL_DEPTH_COMPONENT32: has weird effect on color buffer - colors are darker!
208 // reading from depth works, but no stencil support
209// _dst->attachTexture2DDepth(_width, _height, GL_DEPTH_COMPONENT32, GL_DEPTH_COMPONENT);
210
211 // GL_DEPTH_COMPONENT: same as GL_DEPTH_COMPONENT32
212// _dst->attachTexture2DDepth(_width, _height, GL_DEPTH_COMPONENT, GL_DEPTH_COMPONENT);
213
214 // colors are darker only in classical renderer!!
215 }
216 else
217 {
218 // resize
219 _dst->setMultisampling(_samples);
220 _dst->resize(_width, _height);
221
222 // reformat
223 if (_dst->getInternalFormat(GL_COLOR_ATTACHMENT0) != _intfmt)
224 _dst->attachTexture2D(GL_COLOR_ATTACHMENT0, _width, _height, _intfmt, GL_RGBA, GL_CLAMP, filterMode, filterMode);
225 }
226}
227
228
229void PostProcessing::postProcess( int _viewerID, ACG::GLState* _glstate, const ACG::GLMatrixd& _modelview, const ACG::GLMatrixd& _proj1, const ACG::GLMatrixd& _proj2, bool _hwOpenGLStereo )
230{
231 // disable multisample FBO
232 if (sceneFBO_[0].getMultisamplingCount())
233 glDisable(GL_MULTISAMPLE);
234
235 // 1st post processing source: active fbo
236 int postProcSrc = 1;
237 PostProcessorInput postProcInput;
238
239 std::vector<const PostProcessorInput*> postProcInputVec;
240 postProcInputVec.push_back(&postProcInput);
241
242 // # post processors in chain
243 const int numProcs = postProcessorManager().numActive(_viewerID);
244
245 // # executions of postproc chain, one for each eye
246 int numChainExecs = stereoMode_ ? 2 : 1;
247
248 // use GL_LEQUAL for depth testing, restore current depth func afterwards
249 GLint saveDepthFunc = GL_LESS;
250 glGetIntegerv(GL_DEPTH_FUNC, &saveDepthFunc);
251
252 glDepthMask(1);
253 glColorMask(1,1,1,1);
254
255
256 // execute
257
258 for (int chainId = 0; chainId < numChainExecs; ++chainId) {
259
260 // 1. input: scene render target
261
262 postProcInput.width = sceneFBO_[chainId].width();
263 postProcInput.height = sceneFBO_[chainId].height();
264
265 postProcInput.depthRange_[0] = 0.0f;
266 postProcInput.depthRange_[1] = 1.0f;
267
268 postProcInput.view_ = _modelview;
269 postProcInput.proj_ = chainId ? _proj2 : _proj1;
270
271 // resolve multisampling before post processing
272 if (sceneFBO_[chainId].getMultisamplingCount())
273 {
274 // resolve into first temp target or into stereo output (no postprocs, but stereo)
275 ACG::FBO* resolveTarget = numProcs ? &procFBO_[0] : &stereoFBO_[chainId];
276
277 if (numProcs || (stereoMode_ && !_hwOpenGLStereo))
278 resolveMultisampling(resolveTarget, &sceneFBO_[chainId]);
279
280 // use resolved texture as input for processing
281 postProcInput.colorTex_ = resolveTarget->getAttachment(GL_COLOR_ATTACHMENT0);
282 postProcInput.depthTex_ = resolveTarget->getAttachment(GL_DEPTH_ATTACHMENT);
283
284 postProcInput.texfmt_ = resolveTarget->getInternalFormat(GL_COLOR_ATTACHMENT0);
285
286 // read from procFBO_[0], write to procFBO_[1]
287 postProcSrc = 0;
288 }
289 else
290 {
291 // read directly from scene fbo
292 postProcInput.colorTex_ = sceneFBO_[chainId].getAttachment(GL_COLOR_ATTACHMENT0);
293 postProcInput.depthTex_ = sceneFBO_[chainId].getAttachment(GL_DEPTH_ATTACHMENT);
294
295 postProcInput.texfmt_ = sceneFBO_[chainId].getInternalFormat(GL_COLOR_ATTACHMENT0);
296
297 // write to procFBO_[0]
298 postProcSrc = 1;
299 }
300
301
302 // execute post processing chain with 2 FBOs
303 for (int i = 0; i < numProcs; ++i) {
304
305 int postProcTarget = 1 - postProcSrc;
306
307 // specify output target of the next post processor
308 GLuint outputFBO = procFBO_[postProcTarget].getFboID();
309 GLuint outputDrawbuffer = GL_COLOR_ATTACHMENT0;
310 GLint outputViewport[4] = {0, 0, procFBO_[postProcTarget].width(), procFBO_[postProcTarget].height()};
311
312 const GLint* outputViewportPtr = outputViewport;
313
314 // write to stereo or back buffer in last step
315 if (i + 1 == numProcs)
316 {
317 if (stereoMode_)
318 {
319 if (_hwOpenGLStereo)
320 {
321 outputFBO = backbufferFBO_;
322 outputDrawbuffer = chainId ? GL_BACK_RIGHT : GL_BACK_LEFT;
323
324 outputViewportPtr = backbufferViewport_;
325 }
326 else
327 {
328 outputFBO = stereoFBO_[chainId].getFboID();
329 outputDrawbuffer = GL_COLOR_ATTACHMENT0;
330
331 outputViewport[0] = outputViewport[1] = 0;
332 outputViewport[2] = stereoFBO_[chainId].width();
333 outputViewport[3] = stereoFBO_[chainId].height();
334 }
335 }
336 else
337 {
338 outputFBO = backbufferFBO_;
339 outputDrawbuffer = backbufferTarget_;
340 outputViewportPtr = backbufferViewport_;
341 }
342 }
343
344 PostProcessorOutput postProcOutput(outputFBO, outputDrawbuffer,
345 procFBO_[postProcTarget].width(), procFBO_[postProcTarget].height(), outputViewportPtr);
346
347 // apply post processor
348 PostProcessorInfo* proc = postProcessorManager().active( _viewerID, i );
349 if (proc && proc->plugin)
350 {
351 // set default opengl states
352 glDepthMask(1);
353 glColorMask(1,1,1,1);
354
355 glEnable(GL_CULL_FACE);
356 glCullFace(GL_BACK);
357 glFrontFace(GL_CCW);
358 glDisable(GL_BLEND);
359 glDepthFunc(GL_LEQUAL);
360
361 proc->plugin->postProcess(_glstate, postProcInputVec, postProcOutput);
362
363 // make sure that post processor writes to specified output
364 if (debugLevel_ > 0)
365 {
366 GLint testFBO = 0, testDrawbuffer = 0;
367 GLint testVp[4];
368
369 glGetIntegerv(GL_DRAW_FRAMEBUFFER_BINDING, &testFBO);
370 glGetIntegerv(GL_DRAW_BUFFER, &testDrawbuffer);
371 glGetIntegerv(GL_VIEWPORT, testVp);
372
373 if (GLuint(testFBO) != postProcOutput.fbo_)
374 std::cerr << "Error: PostProcessor does not write to specified FBO: " << proc->plugin->postProcessorName().toStdString() << std::endl;
375
376 if (GLuint(testDrawbuffer) != postProcOutput.drawBuffer_)
377 std::cerr << "Error: PostProcessor does not write to specified draw-buffer: " << proc->plugin->postProcessorName().toStdString() << std::endl;
378
379 if (testVp[0] != postProcOutput.viewport_[0] || testVp[1] != postProcOutput.viewport_[1] ||
380 testVp[2] != postProcOutput.viewport_[2] || testVp[3] != postProcOutput.viewport_[3])
381 std::cerr << "Error: PostProcessor does not write to specified viewport: " << proc->plugin->postProcessorName().toStdString()
382 << " actual: (" << testVp[0] << " " << testVp[1] << " " << testVp[2] << " " << testVp[3] << ") expected: ("
383 << postProcOutput.viewport_[0] << " " << postProcOutput.viewport_[1] << " " << postProcOutput.viewport_[2] << " " << postProcOutput.viewport_[3] << ")" << std::endl;
384 }
385 }
386
387 // swap target/source fbo
388 postProcSrc = postProcTarget;
389
390 postProcInput.colorTex_ = procFBO_[postProcSrc].getAttachment(GL_COLOR_ATTACHMENT0);
391 }
392
393 }
394
395
396 // restore backbuffer
397 glBindFramebuffer(GL_FRAMEBUFFER, backbufferFBO_);
398 glDrawBuffer(backbufferTarget_);
399 glViewport(backbufferViewport_[0], backbufferViewport_[1], backbufferViewport_[2], backbufferViewport_[3]);
400
401 // restore depth func
402 glDepthFunc(saveDepthFunc);
403}
404
405void PostProcessing::resolveMultisampling( ACG::FBO* _dst, ACG::FBO* _src )
406{
407 const int resolveMethod = 0;
408
409 GLint curFbo = 0;
410 glGetIntegerv(GL_DRAW_FRAMEBUFFER_BINDING, &curFbo);
411
412 if (resolveMethod == 0)
413 {
414 // resolve by blitting
415
416 glBindFramebuffer(GL_READ_FRAMEBUFFER, _src->getFboID());
417 glBindFramebuffer(GL_DRAW_FRAMEBUFFER, _dst->getFboID());
418
419 if (debugLevel_ > 0)
420 {
421 if (_src->size() != _dst->size())
422 std::cerr << "PostProcessing::resolveMultisampling - FBO size mismatch : src ("
423 << _src->width() << " " << _src->height() << ") dst ("
424 << _dst->width() << " " << _dst->height() << ")" << std::endl;
425 }
426
427 glBlitFramebuffer(0, 0, _src->width(), _src->height(),
428 0, 0, _dst->width(), _dst->height(),
429 GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT, GL_NEAREST);
430
431 }
432 else
433 {
434 // resolve manually
435 _dst->bind();
436 glDrawBuffer(GL_COLOR_ATTACHMENT0);
437 GLuint multisampledColorTex = _src->getAttachment(GL_COLOR_ATTACHMENT0);
438 GLuint multisampledDepthTex = _src->getAttachment(GL_DEPTH_ATTACHMENT);
439 glDepthFunc(GL_ALWAYS);
440 ACG::MSTextureSampler::filterMSAATexture_Nearest(multisampledColorTex, multisampledDepthTex, _src->getMultisamplingCount());
441 glDepthFunc(GL_LEQUAL);
442 }
443
444 checkGLError();
445
446 glBindFramebuffer(GL_FRAMEBUFFER, curFbo);
447
448}
449
450
452{
453 PostProcessorInfo* procAnaglyph = postProcessorManager().getPostProcessor("Anaglyph Stereo Postprocessor Plugin");
454
455 if (procAnaglyph)
456 {
457 const int numProcs = postProcessorManager().numActive(_viewerID);
458
459 PostProcessorInput inputs[2];
460
461 for (int i = 0; i < 2; ++i)
462 {
463 // if the scene is multisampled or at least one post processor is active, read from stereoFBO_
464 // otherwise, read from the non-multisampled and unprocessed sceneFBO_
465 ACG::FBO* eyeSrcFBO = &stereoFBO_[i];
466
467 if (!numProcs && !sceneFBO_[i].getMultisamplingCount())
468 eyeSrcFBO = &sceneFBO_[i];
469
470 inputs[i].colorTex_ = eyeSrcFBO->getAttachment(GL_COLOR_ATTACHMENT0);
471 inputs[i].depthTex_ = eyeSrcFBO->getAttachment(GL_DEPTH_ATTACHMENT);
472 inputs[i].width = eyeSrcFBO->width();
473 inputs[i].height = eyeSrcFBO->height();
474
475 inputs[i].texfmt_ = eyeSrcFBO->getInternalFormat(GL_COLOR_ATTACHMENT0);
476 }
477
478
479 std::vector<const PostProcessorInput*> anaglyphInputVec(2);
480 anaglyphInputVec[0] = inputs;
481 anaglyphInputVec[1] = inputs + 1;
482
483 PostProcessorOutput anaglyphOutput(backbufferFBO_,
484 backbufferTarget_,
485 inputs[0].width, inputs[0].height, backbufferViewport_);
486
487 procAnaglyph->plugin->postProcess(0, anaglyphInputVec, anaglyphOutput);
488 }
489 else
490 std::cerr << "error: stereo anaglyph plugin missing!" << std::endl;
491}
492
void resize(GLsizei _width, GLsizei _height, bool _forceResize=false)
resize function (if textures created by this class)
Definition FBO.cc:550
GLuint getInternalFormat(GLenum _attachment)
return internal texture format of attachment
Definition FBO.cc:543
GLsizei setMultisampling(GLsizei _samples, GLboolean _fixedsamplelocations=GL_TRUE)
Definition FBO.cc:609
bool bind()
bind the fbo and sets it as rendertarget
Definition FBO.cc:458
ACG::Vec2i size() const
get width and height of fbo texture
Definition FBO.hh:155
GLsizei width() const
get width of fbo texture
Definition FBO.hh:149
GLsizei height() const
get height of fbo texture
Definition FBO.hh:152
void attachTexture2D(GLenum _attachment, GLsizei _width, GLsizei _height, GLuint _internalFmt, GLenum _format, GLint _wrapMode=GL_CLAMP_TO_EDGE, GLint _minFilter=GL_NEAREST, GLint _magFilter=GL_NEAREST)
function to attach a texture to fbo
Definition FBO.cc:207
GLuint getFboID()
return opengl id
Definition FBO.cc:604
GLuint getAttachment(GLenum _attachment)
return attached texture id
Definition FBO.cc:536
GLsizei getMultisamplingCount() const
get number of samples
Definition FBO.hh:93
void attachTexture2DDepth(GLsizei _width, GLsizei _height, GLuint _internalFmt=GL_DEPTH_COMPONENT32, GLenum _format=GL_DEPTH_COMPONENT)
function to attach a depth-buffer texture to fbo (using GL_DEPTH_ATTACHMENT)
Definition FBO.cc:334
int setupScene(int _viewerID, int _width, int _height, int _samples=0, int _stereoEye=-1)
Bind fbo for scene rendering.
ACG::FBO sceneFBO_[2]
FBO for scene rendering, one for each eye in stereo mode, possibly multisampled.
ACG::FBO procFBO_[2]
post-processing read/write FBOs, no msaa
void resolveStereoAnyglyph(int _viewerID)
Resolve stereo buffers as anaglyph.
GLuint backbufferFBO_
backbuffer output, not owned by this class
void postProcess(int _viewerID, ACG::GLState *_glstate, const ACG::GLMatrixd &_modelview, const ACG::GLMatrixd &_proj1, const ACG::GLMatrixd &_proj2, bool _hwOpenGLStereo=false)
Perform all post processing.
bool stereoMode_
postprocessing in stereo mode
int debugLevel_
perform extra checks for debugging: 0 -> no checks, 1 -> fast checks, 2 -> more checks etc.
ACG::FBO stereoFBO_[2]
store post processing results for each stereo eyes, input for anaglyph processor, no msaa
PostProcessorInterface * plugin
Pointer to the loaded plugin (Already casted when loading it)
virtual void postProcess(ACG::GLState *_glState, const std::vector< const PostProcessorInput * > &_input, const PostProcessorOutput &_output)=0
post processor function
virtual QString postProcessorName()=0
announce name for the postProcessor function
int numActive(int _id)
Get the number of active post processors for viewer.
PostProcessorInfo * getPostProcessor(QString _name)
get post processor with the given name
PostProcessorInfo * active(int _id, int _chainIdx=0)
Get the current active post processor for viewer at chain index.