// Created on: 2016-06-16 // Created by: Denis BOGOLEPOV & Danila ULYANOV // Copyright (c) 2016 OPEN CASCADE SAS // // This file is part of Open CASCADE Technology software library. // // This library is free software; you can redistribute it and/or modify it under // the terms of the GNU Lesser General Public License version 2.1 as published // by the Free Software Foundation, with special exception defined in the file // OCCT_LGPL_EXCEPTION.txt. Consult the file LICENSE_LGPL_21.txt included in OCCT // distribution for complete text of the license and disclaimer of any warranty. // // Alternatively, this file may be used under the terms of Open CASCADE // commercial license or contractual agreement. #ifndef _OpenGl_TileSampler_H #define _OpenGl_TileSampler_H #include #include #include #include class Graphic3d_RenderingParams; //! Tool object used for sampling screen tiles according to estimated pixel variance (used in path tracing engine). //! To improve GPU thread coherency, rendering window is split into pixel blocks or tiles. The important feature of //! this approach is that it is possible to keep the same number of tiles for any screen resolution (e.g. 256 tiles //! can be used for both 512 x 512 window and 1920 x 1080 window). So, a smaller number of tiles allows to increase //! interactivity (FPS), but at the cost of higher per-frame variance ('noise'). On the contrary a larger number of //! tiles decrease interactivity, but leads to lower per-frame variance. Note that the total time needed to produce //! final final image is the same for both cases. class OpenGl_TileSampler { public: //! Creates new tile sampler. Standard_EXPORT OpenGl_TileSampler(); //! Size of individual tile in pixels. Graphic3d_Vec2i TileSize() const { return Graphic3d_Vec2i (myTileSize, myTileSize); } //! Scale factor for quantization of visual error (float) into signed integer. float VarianceScaleFactor() const { return myScaleFactor; } //! Returns number of tiles in X dimension. int NbTilesX() const { return (int)myTiles.SizeX; } //! Returns number of tiles in Y dimension. int NbTilesY() const { return (int)myTiles.SizeY; } //! Returns total number of tiles in viewport. int NbTiles() const { return int(myTiles.SizeX * myTiles.SizeY); } //! Returns ray-tracing viewport. const Graphic3d_Vec2i& ViewSize() const { return myViewSize; } //! Number of tiles within offsets texture. Graphic3d_Vec2i NbOffsetTiles (bool theAdaptive) const { return theAdaptive ? Graphic3d_Vec2i ((int )myOffsetsShrunk.SizeX, (int )myOffsetsShrunk.SizeY) : Graphic3d_Vec2i ((int )myOffsets.SizeX, (int )myOffsets.SizeY); } //! Maximum number of tiles within offsets texture. Graphic3d_Vec2i NbOffsetTilesMax() const { return NbOffsetTiles (true).cwiseMax (NbOffsetTiles (false)); } //! Viewport for rendering using offsets texture. Graphic3d_Vec2i OffsetTilesViewport (bool theAdaptive) const { return NbOffsetTiles (theAdaptive) * myTileSize; } //! Maximum viewport for rendering using offsets texture. Graphic3d_Vec2i OffsetTilesViewportMax() const { return NbOffsetTilesMax() * myTileSize; } //! Return maximum number of samples per tile. int MaxTileSamples() const { int aNbSamples = 0; for (Standard_Size aRowIter = 0; aRowIter < myTiles.SizeY; ++aRowIter) { for (Standard_Size aColIter = 0; aColIter < myTiles.SizeX; ++aColIter) { aNbSamples = Max (aNbSamples, myTiles.Value (aRowIter, aColIter)); } } return aNbSamples; } //! Specifies size of ray-tracing viewport and recomputes tile size. Standard_EXPORT void SetSize (const Graphic3d_RenderingParams& theParams, const Graphic3d_Vec2i& theSize); //! Fetches current error estimation from the GPU and //! builds 2D discrete distribution for tile sampling. Standard_EXPORT void GrabVarianceMap (const Handle(OpenGl_Context)& theContext, const Handle(OpenGl_Texture)& theTexture); //! Resets (restart) tile sampler to initial state. void Reset() { myLastSample = 0; } //! Uploads tile samples to the given OpenGL texture. bool UploadSamples (const Handle(OpenGl_Context)& theContext, const Handle(OpenGl_Texture)& theSamplesTexture, const bool theAdaptive) { return upload (theContext, theSamplesTexture, Handle(OpenGl_Texture)(), theAdaptive); } //! Uploads offsets of sampled tiles to the given OpenGL texture. bool UploadOffsets (const Handle(OpenGl_Context)& theContext, const Handle(OpenGl_Texture)& theOffsetsTexture, const bool theAdaptive) { return upload (theContext, Handle(OpenGl_Texture)(), theOffsetsTexture, theAdaptive); } protected: //! Returns number of pixels in the given tile. int tileArea (int theX, int theY) const { const int aSizeX = Min (myTileSize, myViewSize.x() - theX * myTileSize); const int aSizeY = Min (myTileSize, myViewSize.y() - theY * myTileSize); return aSizeX * aSizeY; } //! Samples tile location according to estimated error. Standard_EXPORT Graphic3d_Vec2i nextTileToSample(); //! Uploads offsets of sampled tiles to the given OpenGL texture. Standard_EXPORT bool upload (const Handle(OpenGl_Context)& theContext, const Handle(OpenGl_Texture)& theSamplesTexture, const Handle(OpenGl_Texture)& theOffsetsTexture, const bool theAdaptive); //! Auxiliary method for dumping 2D image map into stream (e.g. for debugging). Standard_EXPORT void dumpMap (std::ostream& theStream, const Image_PixMapTypedData& theMap, const char* theTitle) const; protected: Image_PixMapTypedData myTiles; //!< number of samples per tile (initially all 1) Image_PixMapTypedData myTileSamples; //!< number of samples for all pixels within the tile (initially equals to Tile area) Image_PixMapTypedData myVarianceMap; //!< Estimation of visual error per tile Image_PixMapTypedData myVarianceRaw; //!< Estimation of visual error per tile (raw data) Image_PixMapTypedData myOffsets; //!< 2D array of tiles redirecting to another tile Image_PixMapTypedData myOffsetsShrunk; //!< 2D array of tiles redirecting to another tile (shrunk) std::vector myMarginalMap; //!< Marginal distribution of 2D error map OpenGl_HaltonSampler mySampler; //!< Halton sequence generator unsigned int myLastSample; //!< Index of generated sample float myScaleFactor; //!< scale factor for quantization of visual error (float) into signed integer int myTileSize; //!< tile size Graphic3d_Vec2i myViewSize; //!< ray-tracing viewport }; #endif // _OpenGl_TileSampler_H