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occt/src/OpenGl/OpenGl_TileSampler.hxx
2017-01-26 12:57:02 +03:00

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// 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 <vector>
//! 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<float> myVarianceMap; //!< Estimation of visual error per tile
std::vector<float> 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