// 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 "OpenGl_Texture.hxx" #include "OpenGl_HaltonSampler.hxx" #include "Image_PixMapTypedData.hxx" #include "NCollection_LinearVector.hxx" 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. NCollection_Vec2 TileSize() const { return NCollection_Vec2(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 NCollection_Vec2& ViewSize() const { return myViewSize; } //! Number of tiles within offsets texture. NCollection_Vec2 NbOffsetTiles(bool theAdaptive) const { return theAdaptive ? NCollection_Vec2((int)myOffsetsShrunk.SizeX, (int)myOffsetsShrunk.SizeY) : NCollection_Vec2((int)myOffsets.SizeX, (int)myOffsets.SizeY); } //! Maximum number of tiles within offsets texture. NCollection_Vec2 NbOffsetTilesMax() const { return NbOffsetTiles(true).cwiseMax(NbOffsetTiles(false)); } //! Viewport for rendering using offsets texture. NCollection_Vec2 OffsetTilesViewport(bool theAdaptive) const { return NbOffsetTiles(theAdaptive) * myTileSize; } //! Maximum viewport for rendering using offsets texture. NCollection_Vec2 OffsetTilesViewportMax() const { return NbOffsetTilesMax() * myTileSize; } //! Return maximum number of samples per tile. int MaxTileSamples() const { int aNbSamples = 0; for (size_t aRowIter = 0; aRowIter < myTiles.SizeY; ++aRowIter) { for (size_t aColIter = 0; aColIter < myTiles.SizeX; ++aColIter) { aNbSamples = (std::max)(aNbSamples, static_cast(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 NCollection_Vec2& theSize); //! Fetches current error estimation from the GPU and //! builds 2D discrete distribution for tile sampling. Standard_EXPORT void GrabVarianceMap(const occ::handle& theContext, const occ::handle& theTexture); //! Resets (restart) tile sampler to initial state. void Reset() { myLastSample = 0; } //! Uploads tile samples to the given OpenGL texture. bool UploadSamples(const occ::handle& theContext, const occ::handle& theSamplesTexture, const bool theAdaptive) { return upload(theContext, theSamplesTexture, occ::handle(), theAdaptive); } //! Uploads offsets of sampled tiles to the given OpenGL texture. bool UploadOffsets(const occ::handle& theContext, const occ::handle& theOffsetsTexture, const bool theAdaptive) { return upload(theContext, occ::handle(), theOffsetsTexture, theAdaptive); } protected: //! Returns number of pixels in the given tile. int tileArea(int theX, int theY) const { const int aSizeX = (std::min)(myTileSize, myViewSize.x() - theX * myTileSize); const int aSizeY = (std::min)(myTileSize, myViewSize.y() - theY * myTileSize); return aSizeX * aSizeY; } //! Samples tile location according to estimated error. Standard_EXPORT NCollection_Vec2 nextTileToSample(); //! Uploads offsets of sampled tiles to the given OpenGL texture. Standard_EXPORT bool upload(const occ::handle& theContext, const occ::handle& theSamplesTexture, const occ::handle& 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: // clang-format off 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) NCollection_LinearVector 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 // clang-format on int myTileSize; //!< tile size NCollection_Vec2 myViewSize; //!< ray-tracing viewport }; #endif // _OpenGl_TileSampler_H