move blurring to texture object

This commit is contained in:
Konstantin Käfer
2014-05-26 13:31:51 +02:00
parent e3e982acd8
commit 6350dc5235
5 changed files with 105 additions and 77 deletions

View File

@@ -84,6 +84,7 @@ public:
void renderIcon(IconBucket& bucket, const std::string& layer_name, const Tile::ID& id);
void renderText(TextBucket& bucket, const std::string& layer_name, const Tile::ID& id);
void renderRaster(RasterBucket& bucket, const std::string& layer_name, const Tile::ID& id);
void renderPrerenderedTexture(Bucket &bucket, const GenericProperties &properties);
void resize();
@@ -114,6 +115,8 @@ private:
const mat4 &translatedMatrix(const std::array<float, 2> &translation, const Tile::ID &id, TranslateAnchor anchor = TranslateAnchor::Map);
void prepareTile(const Tile& tile);
public:
void useProgram(uint32_t program);
void lineWidth(float lineWidth);
void depthMask(bool value);
@@ -125,6 +128,14 @@ public:
mat4 nativeMatrix;
mat4 extrudeMatrix;
// used to composite images and flips the geometry upside down
const mat4 flipMatrix = []{
mat4 flipMatrix;
matrix::ortho(flipMatrix, 0, 4096, -4096, 0, 0, 1);
matrix::translate(flipMatrix, flipMatrix, 0, -4096, 0);
return flipMatrix;
}();
private:
Map& map;
@@ -140,6 +151,7 @@ private:
enum { Opaque, Translucent } pass = Opaque;
const float strata_epsilon = 1.0f / (1 << 16);
public:
std::unique_ptr<PlainShader> plainShader;
std::unique_ptr<OutlineShader> outlineShader;
std::unique_ptr<LineShader> lineShader;

View File

@@ -6,8 +6,11 @@
namespace llmr {
class Painter;
class PrerenderedTexture : private util::noncopyable {
public:
PrerenderedTexture(uint16_t size);
~PrerenderedTexture();
void bindTexture();
@@ -16,7 +19,10 @@ public:
inline GLuint getTexture() const { return texture; }
void blur(Painter& painter, uint16_t passes);
private:
const uint16_t size;
GLint previous_fbo = 0;
GLuint fbo = 0;
GLuint texture = 0;

View File

@@ -157,10 +157,9 @@ void Painter::renderFill(FillBucket& bucket, const std::string& layer_name, cons
// Buffer value around the 0..4096 extent that will be drawn into the 256x256 pixel
// texture. We later scale the texture so that the actual bounds will align with this
// tile's bounds. The reason we do this is so that the
const int buffer = 4096 * properties.prerenderBuffer;
if (!bucket.prerendered) {
bucket.prerendered = std::make_unique<PrerenderedTexture>();
bucket.prerendered = std::make_unique<PrerenderedTexture>(properties.prerenderSize);
glDisable(GL_DEPTH_TEST);
glDisable(GL_STENCIL_TEST);
@@ -179,6 +178,7 @@ void Painter::renderFill(FillBucket& bucket, const std::string& layer_name, cons
// essentially downscale everyting, and then upscale it later when rendering.
mat4 vtxMatrix;
const int buffer = 4096 * properties.prerenderBuffer;
matrix::ortho(vtxMatrix, -buffer, 4096 + buffer, -4096 - buffer, buffer, 0, 1);
matrix::translate(vtxMatrix, vtxMatrix, 0, -4096, 0);
@@ -188,63 +188,7 @@ void Painter::renderFill(FillBucket& bucket, const std::string& layer_name, cons
renderFill(bucket, properties, id, vtxMatrix);
mat4 regularMatrix;
matrix::ortho(regularMatrix, 0, 4096, -4096, 0, 0, 1);
matrix::translate(regularMatrix, regularMatrix, 0, -4096, 0);
// BLUR
GLuint original_texture = bucket.prerendered->getTexture();
GLuint secondary_texture;
glGenTextures(1, &secondary_texture);
glBindTexture(GL_TEXTURE_2D, secondary_texture);
glTexParameterf(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_LINEAR);
glTexParameterf(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_LINEAR);
glTexParameterf(GL_TEXTURE_2D, GL_TEXTURE_WRAP_S, GL_CLAMP_TO_EDGE);
glTexParameterf(GL_TEXTURE_2D, GL_TEXTURE_WRAP_T, GL_CLAMP_TO_EDGE);
glTexImage2D(GL_TEXTURE_2D, 0, GL_RGBA, properties.prerenderSize, properties.prerenderSize, 0, GL_RGBA, GL_UNSIGNED_BYTE, 0);
glBindTexture(GL_TEXTURE_2D, 0);
useProgram(gaussianShader->program);
gaussianShader->setMatrix(regularMatrix);
gaussianShader->setImage(0);
glActiveTexture(GL_TEXTURE0);
for (int i = 0; i < properties.prerenderBlur; i++) {
// Render horizontal
glFramebufferTexture2D(GL_FRAMEBUFFER, GL_COLOR_ATTACHMENT0, GL_TEXTURE_2D, secondary_texture, 0);
#if GL_EXT_discard_framebuffer
const GLenum discards[] = { GL_COLOR_ATTACHMENT0 };
glDiscardFramebufferEXT(GL_FRAMEBUFFER, 1, discards);
#endif
glClear(GL_COLOR_BUFFER_BIT);
gaussianShader->setOffset({{ 1.0f / float(properties.prerenderSize), 0 }});
glBindTexture(GL_TEXTURE_2D, original_texture);
coveringGaussianArray.bind(*gaussianShader, tileStencilBuffer, BUFFER_OFFSET(0));
glDrawArrays(GL_TRIANGLES, 0, (GLsizei)tileStencilBuffer.index());
// Render vertical
glFramebufferTexture2D(GL_FRAMEBUFFER, GL_COLOR_ATTACHMENT0, GL_TEXTURE_2D, original_texture, 0);
#if GL_EXT_discard_framebuffer
glDiscardFramebufferEXT(GL_FRAMEBUFFER, 1, discards);
#endif
glClear(GL_COLOR_BUFFER_BIT);
gaussianShader->setOffset({{ 0, 1.0f / float(properties.prerenderSize) }});
glBindTexture(GL_TEXTURE_2D, secondary_texture);
coveringGaussianArray.bind(*gaussianShader, tileStencilBuffer, BUFFER_OFFSET(0));
glDrawArrays(GL_TRIANGLES, 0, (GLsizei)tileStencilBuffer.index());
}
glDeleteTextures(1, &secondary_texture);
bucket.prerendered->blur(*this, properties.prerenderBlur);
// RESET STATE
@@ -257,23 +201,7 @@ void Painter::renderFill(FillBucket& bucket, const std::string& layer_name, cons
glViewport(0, 0, gl_viewport[0], gl_viewport[1]);
}
// draw the texture on a quad
depthMask(false);
useProgram(rasterShader->program);
rasterShader->setMatrix(matrix);
rasterShader->setOpacity(1);
glDepthRange(strata, 1.0f);
glActiveTexture(GL_TEXTURE0);
rasterShader->setImage(0);
rasterShader->setBuffer(buffer);
bucket.prerendered->bindTexture();
coveringRasterArray.bind(*rasterShader, tileStencilBuffer, BUFFER_OFFSET(0));
glDrawArrays(GL_TRIANGLES, 0, (GLsizei)tileStencilBuffer.index());
depthMask(true);
renderPrerenderedTexture(bucket, properties);
}
} else {
const mat4 &vtxMatrix = translatedMatrix(properties.translate, id, properties.translateAnchor);

View File

@@ -0,0 +1,25 @@
#include <llmr/renderer/painter.hpp>
using namespace llmr;
void Painter::renderPrerenderedTexture(Bucket &bucket, const GenericProperties &properties) {
const int buffer = 4096 * properties.prerenderBuffer;
// draw the texture on a quad
depthMask(false);
useProgram(rasterShader->program);
rasterShader->setMatrix(matrix);
rasterShader->setOpacity(1);
glDepthRange(strata, 1.0f);
glActiveTexture(GL_TEXTURE0);
rasterShader->setImage(0);
rasterShader->setBuffer(buffer);
bucket.prerendered->bindTexture();
coveringRasterArray.bind(*rasterShader, tileStencilBuffer, BUFFER_OFFSET(0));
glDrawArrays(GL_TRIANGLES, 0, (GLsizei)tileStencilBuffer.index());
depthMask(true);
}

View File

@@ -1,8 +1,13 @@
#include <llmr/renderer/prerendered_texture.hpp>
#include <llmr/renderer/painter.hpp>
using namespace llmr;
PrerenderedTexture::PrerenderedTexture(uint16_t size)
: size(size) {
}
PrerenderedTexture::~PrerenderedTexture() {
if (texture != 0) {
glDeleteTextures(1, &texture);
@@ -40,7 +45,7 @@ void PrerenderedTexture::bindFramebuffer() {
glTexParameterf(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_LINEAR);
glTexParameterf(GL_TEXTURE_2D, GL_TEXTURE_WRAP_S, GL_CLAMP_TO_EDGE);
glTexParameterf(GL_TEXTURE_2D, GL_TEXTURE_WRAP_T, GL_CLAMP_TO_EDGE);
glTexImage2D(GL_TEXTURE_2D, 0, GL_RGBA, 256, 256, 0, GL_RGBA, GL_UNSIGNED_BYTE, 0);
glTexImage2D(GL_TEXTURE_2D, 0, GL_RGBA, size, size, 0, GL_RGBA, GL_UNSIGNED_BYTE, 0);
glBindTexture(GL_TEXTURE_2D, 0);
}
@@ -78,3 +83,55 @@ void PrerenderedTexture::unbindFramebuffer() {
fbo = 0;
}
}
void PrerenderedTexture::blur(Painter& painter, uint16_t passes) {
const GLuint original_texture = texture;
// Create a secondary texture
GLuint secondary_texture;
glGenTextures(1, &secondary_texture);
glBindTexture(GL_TEXTURE_2D, secondary_texture);
glTexParameterf(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_LINEAR);
glTexParameterf(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_LINEAR);
glTexParameterf(GL_TEXTURE_2D, GL_TEXTURE_WRAP_S, GL_CLAMP_TO_EDGE);
glTexParameterf(GL_TEXTURE_2D, GL_TEXTURE_WRAP_T, GL_CLAMP_TO_EDGE);
glTexImage2D(GL_TEXTURE_2D, 0, GL_RGBA, size, size, 0, GL_RGBA, GL_UNSIGNED_BYTE, 0);
glBindTexture(GL_TEXTURE_2D, 0);
painter.useProgram(painter.gaussianShader->program);
painter.gaussianShader->setMatrix(painter.flipMatrix);
painter.gaussianShader->setImage(0);
glActiveTexture(GL_TEXTURE0);
for (int i = 0; i < passes; i++) {
// Render horizontal
glFramebufferTexture2D(GL_FRAMEBUFFER, GL_COLOR_ATTACHMENT0, GL_TEXTURE_2D, secondary_texture, 0);
#if GL_EXT_discard_framebuffer
const GLenum discards[] = { GL_COLOR_ATTACHMENT0 };
glDiscardFramebufferEXT(GL_FRAMEBUFFER, 1, discards);
#endif
glClear(GL_COLOR_BUFFER_BIT);
painter.gaussianShader->setOffset({{ 1.0f / float(size), 0 }});
glBindTexture(GL_TEXTURE_2D, original_texture);
painter.coveringGaussianArray.bind(*painter.gaussianShader, painter.tileStencilBuffer, BUFFER_OFFSET(0));
glDrawArrays(GL_TRIANGLES, 0, (GLsizei)painter.tileStencilBuffer.index());
// Render vertical
glFramebufferTexture2D(GL_FRAMEBUFFER, GL_COLOR_ATTACHMENT0, GL_TEXTURE_2D, original_texture, 0);
#if GL_EXT_discard_framebuffer
glDiscardFramebufferEXT(GL_FRAMEBUFFER, 1, discards);
#endif
glClear(GL_COLOR_BUFFER_BIT);
painter.gaussianShader->setOffset({{ 0, 1.0f / float(size) }});
glBindTexture(GL_TEXTURE_2D, secondary_texture);
painter.coveringGaussianArray.bind(*painter.gaussianShader, painter.tileStencilBuffer, BUFFER_OFFSET(0));
glDrawArrays(GL_TRIANGLES, 0, (GLsizei)painter.tileStencilBuffer.index());
}
glDeleteTextures(1, &secondary_texture);
}