// 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 //! 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: //! Size of individual tile in pixels. static int TileSize() { return 32; } public: //! Creates new tile sampler. Standard_EXPORT OpenGl_TileSampler(); //! Returns width of ray-tracing viewport. int SizeX() const { return mySizeX; } //! Returns height of ray-tracing viewport. int SizeY() const { return mySizeY; } //! Returns number of tiles in X dimension. int NbTilesX() const { return myTilesX; } //! Returns number of tiles in Y dimension. int NbTilesY() const { return myTilesY; } //! Returns total number of tiles in viewport. int NbTiles() const { return myTilesX * myTilesY; } //! Specifies size of ray-tracing viewport. Standard_EXPORT void SetSize (const int theSizeX, const int theSizeY); //! Returns number of pixels in the given tile. int TileArea (const int theX, const int theY) const { return Min (TileSize(), mySizeX - theX * TileSize()) * Min (TileSize(), mySizeY - theY * TileSize()); } //! Fetches current error estimation from the GPU and //! builds 2D discrete distribution for tile sampling. Standard_EXPORT void GrabVarianceMap (const Handle(OpenGl_Context)& theContext); //! Samples tile location according to estimated error. Standard_EXPORT void Sample (int& theOffsetX, int& theOffsetY); //! Resets tile sampler to initial state. void Reset() { mySample = 0; } //! Uploads offsets of sampled tiles to the given OpenGL texture. Standard_EXPORT void Upload (const Handle(OpenGl_Context)& theContext, const Handle(OpenGl_Texture)& theTexture, const int theNbTilesX, const int theNbTilesY, const bool theAdaptive); protected: //! Returns tile value (estimated error). float Tile (const int theX, const int theY) const { return myVarianceMap[theY * myTilesX + theX]; } //! Returns tile value (estimated error). float& ChangeTile (const int theX, const int theY) { return myVarianceMap[theY * myTilesX + theX]; } protected: std::vector myVarianceMap; //!< Estimation of visual error per tile std::vector myMarginalMap; //!< Marginal distribution of 2D error map OpenGl_HaltonSampler mySampler; //!< Halton sequence generator int mySample; //!< Index of generated sample int mySizeX; //!< Width of ray-tracing viewport int mySizeY; //!< Height of ray-tracing viewport int myTilesX; //!< Number of tiles in X dimension int myTilesY; //!< Number of tiles in Y dimension }; #endif // _OpenGl_TileSampler_H