Ejemplo n.º 1
0
    void ospray::sg::FrameBuffer::updateFB()
    {
      // workaround insufficient detection of new framebuffer in sg::Frame:
      // create the new FB first and release the old afterwards to ensure a
      // different address / handle
      auto oldFrameBuffer = ospFrameBuffer;

      committed_size = child("size").valueAs<vec2i>();

      committed_format = OSP_FB_NONE;
      auto key = child("colorFormat").valueAs<std::string>();
      for(auto const& el : colorFormats)
        if (el.first == key) {
          committed_format = el.second;
          break;
        }
#ifdef OSPRAY_APPS_ENABLE_DENOISER
      useDenoiser = child("useDenoiser").valueAs<bool>();
      if (useDenoiser)
        committed_format = OSP_FB_RGBA32F;
#endif

      auto useAccum    = child("useAccumBuffer").valueAs<bool>();
      auto useVariance = child("useVarianceBuffer").valueAs<bool>();
      ospFrameBuffer = ospNewFrameBuffer((osp::vec2i&)committed_size, committed_format,
                                         OSP_FB_COLOR |
#ifdef OSPRAY_APPS_ENABLE_DENOISER
          (useDenoiser ? OSP_FB_NORMAL | OSP_FB_ALBEDO : 0) |
#endif
                                         (useAccum ? OSP_FB_ACCUM : 0) |
                                         (useVariance ? OSP_FB_VARIANCE : 0));
      setValue(ospFrameBuffer);
      ospRelease(oldFrameBuffer);
      toneMapperActive = false;
    }
Ejemplo n.º 2
0
void GLFWOSPRayWindow::reshape(const ospcommon::vec2i &newWindowSize)
{
  windowSize = newWindowSize;

  // release the current frame buffer, if it exists
  if (framebuffer)
    ospRelease(framebuffer);

  // create new frame buffer
  framebuffer = ospNewFrameBuffer(*reinterpret_cast<osp::vec2i *>(&windowSize),
                                  OSP_FB_SRGBA,
                                  OSP_FB_COLOR | OSP_FB_ACCUM);

  // reset OpenGL viewport and orthographic projection
  glViewport(0, 0, windowSize.x, windowSize.y);

  glMatrixMode(GL_PROJECTION);
  glLoadIdentity();
  glOrtho(0.0, windowSize.x, 0.0, windowSize.y, -1.0, 1.0);

  // update camera
  arcballCamera->updateWindowSize(windowSize);

  ospSetf(camera, "aspect", windowSize.x / float(windowSize.y));
  ospCommit(camera);
}
Ejemplo n.º 3
0
int main(int ac, const char **av) {
  // image size
  osp_vec2i imgSize;
  imgSize.x = 1024; // width
  imgSize.y = 768; // height

  // camera
  float cam_pos[] = {0.f, 0.f, 0.f};
  float cam_up [] = {0.f, 1.f, 0.f};
  float cam_view [] = {0.1f, 0.f, 1.f};

  // triangle mesh data
  float vertex[] = { -1.0f, -1.0f, 3.0f, 0.f,
                     -1.0f,  1.0f, 3.0f, 0.f,
                      1.0f, -1.0f, 3.0f, 0.f,
                      0.1f,  0.1f, 0.3f, 0.f };
  float color[] =  { 0.9f, 0.5f, 0.5f, 1.0f,
                     0.8f, 0.8f, 0.8f, 1.0f,
                     0.8f, 0.8f, 0.8f, 1.0f,
                     0.5f, 0.9f, 0.5f, 1.0f };
  int32_t index[] = { 0, 1, 2,
                      1, 2, 3 };


  // initialize OSPRay; OSPRay parses (and removes) its commandline parameters, e.g. "--osp:debug"
  ospInit(&ac, av);

  // create and setup camera
  OSPCamera camera = ospNewCamera("perspective");
  ospSetf(camera, "aspect", imgSize.x/(float)imgSize.y);
  ospSet3fv(camera, "pos", cam_pos);
  ospSet3fv(camera, "dir", cam_view);
  ospSet3fv(camera, "up",  cam_up);
  ospCommit(camera); // commit each object to indicate modifications are done


  // create and setup model and mesh
  OSPGeometry mesh = ospNewGeometry("triangles");
  OSPData data = ospNewData(4, OSP_FLOAT3A, vertex, 0); // OSP_FLOAT3 format is also supported for vertex positions (currently not on MIC)
  ospCommit(data);
  ospSetData(mesh, "vertex", data);

  data = ospNewData(4, OSP_FLOAT4, color, 0);
  ospCommit(data);
  ospSetData(mesh, "vertex.color", data);

  data = ospNewData(2, OSP_INT3, index, 0); // OSP_INT4 format is also supported for triangle indices
  ospCommit(data);
  ospSetData(mesh, "index", data);

  ospCommit(mesh);


  OSPModel world = ospNewModel();
  ospAddGeometry(world, mesh);
  ospCommit(world);


  // create and setup renderer
  OSPRenderer renderer = ospNewRenderer("scivis"); // choose Scientific Visualization renderer
  ospSet1f(renderer, "aoWeight", 1.0f);            // with full Ambient Occlusion
  ospSet1i(renderer, "aoSamples", 1);
  ospSetObject(renderer, "model",  world);
  ospSetObject(renderer, "camera", camera);
  ospCommit(renderer);


  // create and setup framebuffer
  OSPFrameBuffer framebuffer = ospNewFrameBuffer(&imgSize, OSP_FB_SRGBA, OSP_FB_COLOR | /*OSP_FB_DEPTH |*/ OSP_FB_ACCUM);
  ospFrameBufferClear(framebuffer, OSP_FB_COLOR | OSP_FB_ACCUM);

  // render one frame
  ospRenderFrame(framebuffer, renderer, OSP_FB_COLOR | OSP_FB_ACCUM);

  // access framebuffer and write its content as PPM file
  const uint32_t * fb = (uint32_t*)ospMapFrameBuffer(framebuffer, OSP_FB_COLOR);
  writePPM("firstFrameC.ppm", &imgSize, fb);
  ospUnmapFrameBuffer(fb, framebuffer);


  // render 10 more frames, which are accumulated to result in a better converged image
  for (int frames = 0; frames < 10; frames++)
    ospRenderFrame(framebuffer, renderer, OSP_FB_COLOR | OSP_FB_ACCUM);

  fb = (uint32_t*)ospMapFrameBuffer(framebuffer, OSP_FB_COLOR);
  writePPM("accumulatedFrameC.ppm", &imgSize, fb);
  ospUnmapFrameBuffer(fb, framebuffer);

  return 0;
}