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118 lines
4.4 KiB
C++
118 lines
4.4 KiB
C++
// Created on: 2016-06-16
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// Created by: Denis BOGOLEPOV & Danila ULYANOV
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// Copyright (c) 2016 OPEN CASCADE SAS
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//
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// This file is part of Open CASCADE Technology software library.
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//
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// This library is free software; you can redistribute it and/or modify it under
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// the terms of the GNU Lesser General Public License version 2.1 as published
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// by the Free Software Foundation, with special exception defined in the file
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// OCCT_LGPL_EXCEPTION.txt. Consult the file LICENSE_LGPL_21.txt included in OCCT
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// distribution for complete text of the license and disclaimer of any warranty.
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//
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// Alternatively, this file may be used under the terms of Open CASCADE
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// commercial license or contractual agreement.
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#ifndef _OpenGl_TileSampler_H
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#define _OpenGl_TileSampler_H
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#include <OpenGl_Texture.hxx>
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#include <OpenGl_HaltonSampler.hxx>
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#include <vector>
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//! Tool object used for sampling screen tiles according to estimated pixel variance (used in path tracing engine).
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//! To improve GPU thread coherency, rendering window is split into pixel blocks or tiles. The important feature of
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//! this approach is that it is possible to keep the same number of tiles for any screen resolution (e.g. 256 tiles
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//! can be used for both 512 x 512 window and 1920 x 1080 window). So, a smaller number of tiles allows to increase
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//! interactivity (FPS), but at the cost of higher per-frame variance ('noise'). On the contrary a larger number of
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//! tiles decrease interactivity, but leads to lower per-frame variance. Note that the total time needed to produce
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//! final final image is the same for both cases.
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class OpenGl_TileSampler
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{
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public:
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//! Size of individual tile in pixels.
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static int TileSize() { return 32; }
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public:
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//! Creates new tile sampler.
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Standard_EXPORT OpenGl_TileSampler();
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//! Returns width of ray-tracing viewport.
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int SizeX() const { return mySizeX; }
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//! Returns height of ray-tracing viewport.
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int SizeY() const { return mySizeY; }
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//! Returns number of tiles in X dimension.
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int NbTilesX() const { return myTilesX; }
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//! Returns number of tiles in Y dimension.
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int NbTilesY() const { return myTilesY; }
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//! Returns total number of tiles in viewport.
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int NbTiles() const { return myTilesX * myTilesY; }
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//! Specifies size of ray-tracing viewport.
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Standard_EXPORT void SetSize (const int theSizeX,
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const int theSizeY);
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//! Returns number of pixels in the given tile.
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int TileArea (const int theX,
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const int theY) const
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{
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return Min (TileSize(), mySizeX - theX * TileSize())
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* Min (TileSize(), mySizeY - theY * TileSize());
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}
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//! Fetches current error estimation from the GPU and
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//! builds 2D discrete distribution for tile sampling.
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Standard_EXPORT void GrabVarianceMap (const Handle(OpenGl_Context)& theContext);
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//! Samples tile location according to estimated error.
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Standard_EXPORT void Sample (int& theOffsetX,
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int& theOffsetY);
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//! Resets tile sampler to initial state.
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void Reset() { mySample = 0; }
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//! Uploads offsets of sampled tiles to the given OpenGL texture.
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Standard_EXPORT void Upload (const Handle(OpenGl_Context)& theContext,
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const Handle(OpenGl_Texture)& theTexture,
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const int theNbTilesX,
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const int theNbTilesY,
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const bool theAdaptive);
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protected:
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//! Returns tile value (estimated error).
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float Tile (const int theX,
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const int theY) const
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{
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return myVarianceMap[theY * myTilesX + theX];
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}
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//! Returns tile value (estimated error).
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float& ChangeTile (const int theX,
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const int theY)
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{
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return myVarianceMap[theY * myTilesX + theX];
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}
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protected:
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std::vector<float> myVarianceMap; //!< Estimation of visual error per tile
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std::vector<float> myMarginalMap; //!< Marginal distribution of 2D error map
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OpenGl_HaltonSampler mySampler; //!< Halton sequence generator
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int mySample; //!< Index of generated sample
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int mySizeX; //!< Width of ray-tracing viewport
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int mySizeY; //!< Height of ray-tracing viewport
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int myTilesX; //!< Number of tiles in X dimension
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int myTilesY; //!< Number of tiles in Y dimension
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};
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#endif // _OpenGl_TileSampler_H
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