ENABLE_THUMBNAIL_GENERATOR -> Use multisampling when generating thumbnail using off-screen framebuffer

This commit is contained in:
Enrico Turri 2019-10-29 14:45:15 +01:00
parent 3ff3eed2b1
commit a7b4b232e9

View file

@ -3567,6 +3567,29 @@ void GLCanvas3D::_render_undo_redo_stack(const bool is_undo, float pos_x)
} }
#if ENABLE_THUMBNAIL_GENERATOR #if ENABLE_THUMBNAIL_GENERATOR
#define ENABLE_THUMBNAIL_GENERATOR_DEBUG_OUTPUT 0
#if ENABLE_THUMBNAIL_GENERATOR_DEBUG_OUTPUT
static void debug_output_thumbnail(const ThumbnailData& thumbnail_data)
{
// debug export of generated image
wxImage image(thumbnail_data.width, thumbnail_data.height);
image.InitAlpha();
for (unsigned int r = 0; r < thumbnail_data.height; ++r)
{
unsigned int rr = (thumbnail_data.height - 1 - r) * thumbnail_data.width;
for (unsigned int c = 0; c < thumbnail_data.width; ++c)
{
unsigned char* px = (unsigned char*)thumbnail_data.pixels.data() + 4 * (rr + c);
image.SetRGB((int)c, (int)r, px[0], px[1], px[2]);
image.SetAlpha((int)c, (int)r, px[3]);
}
}
image.SaveFile("C:/prusa/test/test.png", wxBITMAP_TYPE_PNG);
}
#endif // ENABLE_THUMBNAIL_GENERATOR_DEBUG_OUTPUT
static void render_volumes_in_thumbnail(const GLVolumePtrs& volumes, ThumbnailData& thumbnail_data, bool printable_only, bool parts_only) static void render_volumes_in_thumbnail(const GLVolumePtrs& volumes, ThumbnailData& thumbnail_data, bool printable_only, bool parts_only)
{ {
auto is_visible = [](const GLVolume& v) -> bool auto is_visible = [](const GLVolume& v) -> bool
@ -3617,26 +3640,6 @@ static void render_volumes_in_thumbnail(const GLVolumePtrs& volumes, ThumbnailDa
glsafe(::glDisable(GL_DEPTH_TEST)); glsafe(::glDisable(GL_DEPTH_TEST));
glsafe(::glDisable(GL_LIGHTING)); glsafe(::glDisable(GL_LIGHTING));
glsafe(::glReadPixels(0, 0, thumbnail_data.width, thumbnail_data.height, GL_RGBA, GL_UNSIGNED_BYTE, (void*)thumbnail_data.pixels.data()));
#if 0
// debug export of generated image
wxImage image(thumbnail_data.width, thumbnail_data.height);
image.InitAlpha();
for (unsigned int r = 0; r < thumbnail_data.height; ++r)
{
unsigned int rr = (thumbnail_data.height - 1 - r) * thumbnail_data.width;
for (unsigned int c = 0; c < thumbnail_data.width; ++c)
{
unsigned char* px = thumbnail_data.pixels.data() + 4 * (rr + c);
image.SetRGB((int)c, (int)r, px[0], px[1], px[2]);
image.SetAlpha((int)c, (int)r, px[3]);
}
}
image.SaveFile("C:/prusa/test/test.png", wxBITMAP_TYPE_PNG);
#endif
} }
void GLCanvas3D::_render_thumbnail_framebuffer(ThumbnailData& thumbnail_data, unsigned int w, unsigned int h, bool printable_only, bool parts_only) void GLCanvas3D::_render_thumbnail_framebuffer(ThumbnailData& thumbnail_data, unsigned int w, unsigned int h, bool printable_only, bool parts_only)
@ -3645,34 +3648,102 @@ void GLCanvas3D::_render_thumbnail_framebuffer(ThumbnailData& thumbnail_data, un
if (!thumbnail_data.is_valid()) if (!thumbnail_data.is_valid())
return; return;
GLuint fbo; bool multisample = m_multisample_allowed;
glsafe(::glGenFramebuffers(1, &fbo)); if (multisample)
glsafe(::glBindFramebuffer(GL_FRAMEBUFFER, fbo)); glsafe(::glEnable(GL_MULTISAMPLE));
GLuint tex; GLint max_samples;
glsafe(::glGenTextures(1, &tex)); glsafe(::glGetIntegerv(GL_MAX_SAMPLES, &max_samples));
glsafe(::glBindTexture(GL_TEXTURE_2D, tex)); GLsizei num_samples = max_samples / 2;
glsafe(::glTexImage2D(GL_TEXTURE_2D, 0, GL_RGBA8, w, h, 0, GL_RGBA, GL_UNSIGNED_BYTE, nullptr));
glsafe(::glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_LINEAR));
glsafe(::glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_LINEAR));
glsafe(::glFramebufferTexture2D(GL_FRAMEBUFFER, GL_COLOR_ATTACHMENT0, GL_TEXTURE_2D, tex, 0));
GLuint depth; GLuint render_fbo;
glsafe(::glGenRenderbuffers(1, &depth)); glsafe(::glGenFramebuffers(1, &render_fbo));
glsafe(::glBindRenderbuffer(GL_RENDERBUFFER, depth)); glsafe(::glBindFramebuffer(GL_FRAMEBUFFER, render_fbo));
glsafe(::glRenderbufferStorage(GL_RENDERBUFFER, GL_DEPTH_COMPONENT, w, h));
glsafe(::glFramebufferRenderbuffer(GL_FRAMEBUFFER, GL_DEPTH_ATTACHMENT, GL_RENDERBUFFER, depth)); GLuint render_tex = 0;
GLuint render_tex_buffer = 0;
if (multisample)
{
// use renderbuffer instead of texture to avoid the need to use glTexImage2DMultisample which is available only since OpenGL 3.2
glsafe(::glGenRenderbuffers(1, &render_tex_buffer));
glsafe(::glBindRenderbuffer(GL_RENDERBUFFER, render_tex_buffer));
glsafe(::glRenderbufferStorageMultisample(GL_RENDERBUFFER, num_samples, GL_RGBA8, w, h));
glsafe(::glFramebufferRenderbuffer(GL_FRAMEBUFFER, GL_COLOR_ATTACHMENT0, GL_RENDERBUFFER, render_tex_buffer));
}
else
{
glsafe(::glGenTextures(1, &render_tex));
glsafe(::glBindTexture(GL_TEXTURE_2D, render_tex));
glsafe(::glTexImage2D(GL_TEXTURE_2D, 0, GL_RGBA8, w, h, 0, GL_RGBA, GL_UNSIGNED_BYTE, nullptr));
glsafe(::glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_LINEAR));
glsafe(::glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_LINEAR));
glsafe(::glFramebufferTexture2D(GL_FRAMEBUFFER, GL_COLOR_ATTACHMENT0, GL_TEXTURE_2D, render_tex, 0));
}
GLuint render_depth;
glsafe(::glGenRenderbuffers(1, &render_depth));
glsafe(::glBindRenderbuffer(GL_RENDERBUFFER, render_depth));
if (multisample)
glsafe(::glRenderbufferStorageMultisample(GL_RENDERBUFFER, num_samples, GL_DEPTH_COMPONENT24, w, h));
else
glsafe(::glRenderbufferStorage(GL_RENDERBUFFER, GL_DEPTH_COMPONENT, w, h));
glsafe(::glFramebufferRenderbuffer(GL_FRAMEBUFFER, GL_DEPTH_ATTACHMENT, GL_RENDERBUFFER, render_depth));
GLenum drawBufs[] = { GL_COLOR_ATTACHMENT0 }; GLenum drawBufs[] = { GL_COLOR_ATTACHMENT0 };
glsafe(::glDrawBuffers(1, drawBufs)); glsafe(::glDrawBuffers(1, drawBufs));
if (::glCheckFramebufferStatus(GL_FRAMEBUFFER) == GL_FRAMEBUFFER_COMPLETE) if (::glCheckFramebufferStatus(GL_FRAMEBUFFER) == GL_FRAMEBUFFER_COMPLETE)
{
render_volumes_in_thumbnail(m_volumes.volumes, thumbnail_data, printable_only, parts_only); render_volumes_in_thumbnail(m_volumes.volumes, thumbnail_data, printable_only, parts_only);
if (multisample)
{
GLuint resolve_fbo;
glsafe(::glGenFramebuffers(1, &resolve_fbo));
glsafe(::glBindFramebuffer(GL_FRAMEBUFFER, resolve_fbo));
GLuint resolve_tex;
glsafe(::glGenTextures(1, &resolve_tex));
glsafe(::glBindTexture(GL_TEXTURE_2D, resolve_tex));
glsafe(::glTexImage2D(GL_TEXTURE_2D, 0, GL_RGBA8, w, h, 0, GL_RGBA, GL_UNSIGNED_BYTE, nullptr));
glsafe(::glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_LINEAR));
glsafe(::glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_LINEAR));
glsafe(::glFramebufferTexture2D(GL_FRAMEBUFFER, GL_COLOR_ATTACHMENT0, GL_TEXTURE_2D, resolve_tex, 0));
glsafe(::glDrawBuffers(1, drawBufs));
if (::glCheckFramebufferStatus(GL_FRAMEBUFFER) == GL_FRAMEBUFFER_COMPLETE)
{
glsafe(::glBindFramebuffer(GL_READ_FRAMEBUFFER, render_fbo));
glsafe(::glBindFramebuffer(GL_DRAW_FRAMEBUFFER, resolve_fbo));
glsafe(::glBlitFramebuffer(0, 0, w, h, 0, 0, w, h, GL_COLOR_BUFFER_BIT, GL_LINEAR));
glsafe(::glBindFramebuffer(GL_READ_FRAMEBUFFER, resolve_fbo));
glsafe(::glReadPixels(0, 0, w, h, GL_RGBA, GL_UNSIGNED_BYTE, (void*)thumbnail_data.pixels.data()));
}
glsafe(::glDeleteTextures(1, &resolve_tex));
glsafe(::glDeleteFramebuffers(1, &resolve_fbo));
}
else
glsafe(::glReadPixels(0, 0, w, h, GL_RGBA, GL_UNSIGNED_BYTE, (void*)thumbnail_data.pixels.data()));
#if ENABLE_THUMBNAIL_GENERATOR_DEBUG_OUTPUT
debug_output_thumbnail(thumbnail_data);
#endif // ENABLE_THUMBNAIL_GENERATOR_DEBUG_OUTPUT
}
glsafe(::glBindFramebuffer(GL_FRAMEBUFFER, 0)); glsafe(::glBindFramebuffer(GL_FRAMEBUFFER, 0));
glsafe(::glDeleteRenderbuffers(1, &depth)); glsafe(::glDeleteRenderbuffers(1, &render_depth));
glsafe(::glDeleteTextures(1, &tex)); if (render_tex_buffer != 0)
glsafe(::glDeleteFramebuffers(1, &fbo)); glsafe(::glDeleteRenderbuffers(1, &render_tex_buffer));
if (render_tex != 0)
glsafe(::glDeleteTextures(1, &render_tex));
glsafe(::glDeleteFramebuffers(1, &render_fbo));
if (multisample)
glsafe(::glDisable(GL_MULTISAMPLE));
} }
void GLCanvas3D::_render_thumbnail_legacy(ThumbnailData& thumbnail_data, unsigned int w, unsigned int h, bool printable_only, bool parts_only) void GLCanvas3D::_render_thumbnail_legacy(ThumbnailData& thumbnail_data, unsigned int w, unsigned int h, bool printable_only, bool parts_only)
@ -3694,6 +3765,11 @@ void GLCanvas3D::_render_thumbnail_legacy(ThumbnailData& thumbnail_data, unsigne
render_volumes_in_thumbnail(m_volumes.volumes, thumbnail_data, printable_only, parts_only); render_volumes_in_thumbnail(m_volumes.volumes, thumbnail_data, printable_only, parts_only);
glsafe(::glReadPixels(0, 0, w, h, GL_RGBA, GL_UNSIGNED_BYTE, (void*)thumbnail_data.pixels.data()));
#if ENABLE_THUMBNAIL_GENERATOR_DEBUG_OUTPUT
debug_output_thumbnail(thumbnail_data);
#endif // ENABLE_THUMBNAIL_GENERATOR_DEBUG_OUTPUT
// restore the default framebuffer size to avoid flickering on the 3D scene // restore the default framebuffer size to avoid flickering on the 3D scene
m_camera.apply_viewport(0, 0, cnv_size.get_width(), cnv_size.get_height()); m_camera.apply_viewport(0, 0, cnv_size.get_width(), cnv_size.get_height());
} }