OpenSceneGraph/examples/osgbindlesstext/osgbindlesstext.cpp

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/* OpenSceneGraph example, osgbindlesstex.
*
* Permission is hereby granted, free of charge, to any person obtaining a copy
* of this software and associated documentation files (the "Software"), to deal
* in the Software without restriction, including without limitation the rights
* to use, copy, modify, merge, publish, distribute, sublicense, and/or sell
* copies of the Software, and to permit persons to whom the Software is
* furnished to do so, subject to the following conditions:
*
* THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS OR
* IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY,
* FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. IN NO EVENT SHALL THE
* AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER
* LIABILITY, WHETHER IN AN ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING FROM,
* OUT OF OR IN CONNECTION WITH THE SOFTWARE OR THE USE OR OTHER DEALINGS IN
* THE SOFTWARE.
*/
///\author David A Heitbrink
/// This is an example implementation of the use of bindless textures.
/// "bindless" textures are relatively simple concept, basically
/// you get a texture handle, then ask the driver to keep said
/// handle resident.
///
/// Once the texture has been made resident, we need to upload
/// the handle (a 64 bit unsigned int) to the shader. This can
/// be done in a number of ways, through attributes, uniform
/// buffer objects, shader buffer objects or just plain uniforms.
///
/// The basic point of the bindless texture is to remove the need
/// to bind a new texture every time we want to render something
/// with a different texture. Generally speaking in broad terms
/// driver overhead tends to be a huge bottle neck on modern
/// hardware (as of late 2016). By using bindless textures
/// we can remove a lot of calls to the driver to switch active
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/// textures while rendering. What this also allows us to do
/// is to consolidate more objects + draw states as we do
/// not need to change textures, this save us a lot of calls to
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/// the driver.
///
/// This example combines instancing with bindless textures
/// to draw 1000 cubes, each with a unique texture. This is
/// a pretty simplified example, where each instance ID is
/// used as a index into the array of textures.
///
/// One of the powerful things about bindless textures is it allows
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/// many more objects to be combined into a single drawable.
/// However to do this you may need to add an attribute to
/// use an index into the array of texture handles, and not
/// just use the instance ID like in this example.
#include <osg/Depth>
#include <osg/Geode>
#include <osg/Geometry>
#include <osg/Material>
#include <osg/Math>
#include <osg/MatrixTransform>
#include <osg/PolygonOffset>
#include <osg/Projection>
#include <osg/ShapeDrawable>
#include <osg/StateSet>
#include <osg/Switch>
#include <osg/Texture2D>
#include <osg/TextureBuffer>
#include <osg/Image>
#include <osg/TexEnv>
#include <osg/VertexProgram>
#include <osg/FragmentProgram>
#include <osg/GLExtensions>
#include <osg/ContextData>
#include <osg/TextureBuffer>
#include <osg/BufferIndexBinding>
#include <osgDB/ReadFile>
#include <osgDB/FileUtils>
#include <osgText/Text>
#include <osgViewer/Viewer>
#include <osgViewer/ViewerEventHandlers>
#include <osgGA/StateSetManipulator>
#include <iostream>
#include <sstream>
//Hard coded constant for number unique textures
const int TextureCount = 1000;
// To use bindless textures, we need to tell the GPU to
// enable the use of 64 bit integers and bindless textures
//
//
// At this time (late 2016) NVidia drivers seem to dislike
// the ARB, GL_ARB_bindless_texture, if you do not have a
// NVidia driver, you will most likely have to change:
// GL_NV_gpu_shader5
// to:
// GL_ARB_gpu_shader5
//the XXX is so we can replace it with a string from TextureCount
std::string vertShader=
"#version 450 compatibility \n"
"#extension GL_ARB_bindless_texture : require \n"
"#extension GL_NV_gpu_shader5 : require // uint64_t \n"
"//#extension GL_ARB_gpu_shader5 : require // uint64_t \n"
"//#extension GL_ARB_gpu_shader_int64: require // uint64_t \n"
"in float osg_FrameTime; \n"
"out vec2 TexCoord; \n"
"flat out int textureIndex; \n"
"void main() { \n"
" mat4 scale =mat4(0.01, 0.00, 0.00, 0.00, \n"
" 0.00, 0.01, 0.00, 0.00, \n"
" 0.00, 0.00, 0.01, 0.00, \n"
" 0.00, 0.00, 0.00, 1.00); \n"
" vec4 pos = gl_Vertex*scale; \n"
" pos.x += ((gl_InstanceID%100)/10)*0.015-0.075; \n"
" pos.y += (gl_InstanceID/100)*0.015 - 0.075; \n"
" pos.z += (gl_InstanceID%10)*0.015 - 0.075; \n"
" pos.w = 1; \n"
" gl_Position = gl_ModelViewProjectionMatrix*pos; \n"
" TexCoord = gl_MultiTexCoord0.xy; \n"
" textureIndex = gl_InstanceID%XXX; \n"
"} \n"
;
//we could setup tex to be of type sampler2D, and not have to do
//the type conversion, but I wanted to added code to test if tex
//had a value set.
//If we get a red cube, we are not getting our handle from our UBO,
//if we get a black cube, then we are having an issue with the
//texture handle itself
std::string fragShader =
"#version 450 compatibility \n"
"#extension GL_ARB_bindless_texture : require \n"
"#extension GL_NV_gpu_shader5 : require // uint64_t \n"
"//#extension GL_ARB_gpu_shader5 : require // uint64_t \n"
"//#extension GL_ARB_gpu_shader_int64: require // uint64_t \n"
"uniform sampler2D TextureId; \n"
"in vec2 TexCoord; \n"
"flat in int textureIndex; \n"
"layout (binding = 0, std140) uniform TEXTURE_BLOCK \n"
"{ \n"
" uint64_t tex[XXX]; \n"
"}; \n"
"void main() { \n"
" int tIndex = (int)(textureIndex); \n"
" sampler2D myText = sampler2D(tex[tIndex]); \n"
" gl_FragColor = texture2D(myText,TexCoord); \n"
" if (tex[tIndex] == 0) gl_FragColor.r = 1.0; \n"
"} \n"
;
///This class provides a basic wraper for a Uniform Buffer Object
///or UBO, and provides the storage for the texture handles
class BindlessBuffer: public osg::Referenced{
public:
typedef osg::ref_ptr<osg::UniformBufferObject> UniBufferObjRef;
typedef osg::ref_ptr<osg::UniformBufferBinding> UniBufferBindingRef;
typedef osg::ref_ptr<osg::UInt64Array> HandleArrayRef;
typedef osg::ref_ptr<BindlessBuffer> BindlessBufferRef;
static BindlessBufferRef Make(size_t count){
BindlessBufferRef val = new BindlessBuffer();
val->_count = count;
val->_sbbo = new osg::UniformBufferObject;
val->_handles = new osg::UInt64Array();
val->_handles->resize(count*2,0);
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val->_handles->setBufferObject(val->_sbbo.get());
val->_ssbb = new osg::UniformBufferBinding(0, val->_handles.get(), 0, sizeof(GLuint64)*count);
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return val;
}
BindlessBuffer& operator = (const BindlessBuffer& rhs){
if (this != &rhs){
_count=rhs._count;
_sbbo =rhs._sbbo ;
_ssbb =rhs._ssbb ;
_handles = rhs._handles;
}
return *this;
}
BindlessBuffer(const BindlessBuffer& rhs):osg::Referenced(rhs){
if (this != &rhs){
_count=rhs._count;
_sbbo =rhs._sbbo ;
_ssbb =rhs._ssbb ;
_handles = rhs._handles;
}
}
UniBufferObjRef& Object(){return _sbbo;}
UniBufferBindingRef& Binding(){return _ssbb;}
HandleArrayRef& Handles(){return _handles;}
int count(){return _count;}
private:
int _count;
UniBufferObjRef _sbbo;
UniBufferBindingRef _ssbb;
HandleArrayRef _handles;
BindlessBuffer():osg::Referenced(),_count(0){
}
};
///This class extends a Texture, when this is texture is applied
///the first time, it will setup all our texture handles, after that
///it will not make any more GL calls until it gets released
class BindlessTexture: public osg::Texture2D
{
public:
typedef osg::ref_ptr<BindlessBuffer> BufferRef;
typedef std::vector<osg::ref_ptr<osg::Image> > TextureList;
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typedef std::vector<GLuint64> HandleList;
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typedef osg::ref_ptr< osg::Texture::TextureObject> TextureObjectRef;
typedef std::vector<TextureObjectRef> TextureObjectList;
typedef osg::buffered_object<TextureObjectList> TextureObjectBuffer;
BindlessTexture();
BindlessTexture(BufferRef, TextureList);
BindlessTexture(const BindlessTexture& rhs, const osg::CopyOp& copy =osg::CopyOp::SHALLOW_COPY);
void releaseGLObjects(osg::State* state) const;
void resizeGLObjectBuffers(unsigned maxSize);
void setBidlessIndex(unsigned int index);
META_StateAttribute(osg, BindlessTexture, TEXTURE);
void apply(osg::State& state) const;
protected:
void applyOnce(osg::State &state) const;
mutable osg::buffered_object<HandleList> _handles;
mutable TextureList _textureList;
mutable osg::ref_ptr<BindlessBuffer> _buffer;
mutable std::vector<bool> _isBound;
mutable TextureObjectBuffer _textureBufferList;
// array index = texture image unit.
unsigned int _bindlessIndex;
};
BindlessTexture::BindlessTexture():osg::Texture2D(),_bindlessIndex(0)
{
_isBound.resize(5,false);
}
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BindlessTexture::BindlessTexture(const BindlessTexture& rhs, const osg::CopyOp& copy) :
osg::Texture2D( rhs, copy )
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{
_isBound.resize(5,false);
_buffer = rhs._buffer;
_bindlessIndex = rhs._bindlessIndex;
for(unsigned i=0; i<rhs._handles.size(); ++i)
_handles[i] = rhs._handles[i];
}
BindlessTexture::BindlessTexture(BufferRef ref,TextureList textureList) :
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osg::Texture2D( textureList[0] ),
_textureList(textureList),
_buffer(ref),
_bindlessIndex(0)
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{
_isBound.resize(5,false);
}
void BindlessTexture::setBidlessIndex(unsigned int index){
_bindlessIndex = index;
}
/// Just as the name suggest this should be called once per
/// context, during its lifetime. This basically
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/// just sets up our texture handles, and loads them
/// into our UBO. A good portion of this was copied from
/// Texture2D::apply, this is in no ways a general solution.
void BindlessTexture::applyOnce(osg::State& state) const
{
if (!_buffer)
return;
TextureObject* textureObject;
unsigned contextID = state.getContextID();
osg::GLExtensions* extensions = osg::GLExtensions::Get( contextID, true );
osg::ref_ptr<osg::Image> image = _image;
if (_handles[contextID].size() < _textureList.size())
_handles[contextID].resize( _textureList.size(),0);
if (_textureBufferList[contextID].size() < _textureList.size())
_textureBufferList[contextID].resize( _textureList.size());
int txtcount = _textureList.size();
if (_buffer->count() < txtcount)
txtcount = _buffer->count();
//for each actual texture we have, bind it, get the texture hande, assign the value to our UBO
for (int i = 0; i <txtcount; i++){
image = _textureList[i];
if (_image.valid())
computeInternalFormatWithImage(*image);
else
continue;
// compute the dimensions of the texture.
computeRequiredTextureDimensions(state,*image,_textureWidth, _textureHeight, _numMipmapLevels);
textureObject = generateAndAssignTextureObject(contextID,GL_TEXTURE_2D,_numMipmapLevels,_internalFormat,_textureWidth,_textureHeight,1,_borderWidth);
textureObject->bind();
applyTexParameters(GL_TEXTURE_2D,state);
applyTexImage2D_load(state,GL_TEXTURE_2D,image.get(),
_textureWidth, _textureHeight, _numMipmapLevels);
textureObject->setAllocated(true);
_textureBufferList[contextID][i] = textureObject;
//Here is where the "magic" happens, we get the texture handle for our texture, copy it to our UBO,
//and then tell OpenGL to keep the handle resident
_handles[contextID][i] = extensions->glGetTextureHandle( textureObject->id() );
std::vector<GLuint64> &vec = _buffer->Handles()->asVector();
vec[i*2] = _handles[contextID][i];
_buffer->Object()->dirty();
_buffer->Handles()->dirty();
if ( _handles[contextID][i] != 0L || extensions->glIsTextureHandleResident( _handles[contextID][i]) == GL_FALSE)
{
extensions->glMakeTextureHandleResident( _handles[contextID][i] );
}
}
// update the modified tag to show that it is up to date.
getModifiedCount(contextID) = image->getModifiedCount();
}
void BindlessTexture::apply(osg::State& state) const
{
unsigned contextID = state.getContextID();
if ( _isBound[contextID] == false )
{
applyOnce(state);
_isBound[contextID] = true;
}else{
//we should mostly hit this during the lifetime of this object,
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//note we basically do nothing......
}
}
/// cleanup, we just need to tell OpenGL to release our texture handle
void BindlessTexture::releaseGLObjects(osg::State* state) const
{
if ( state )
{
unsigned contextID = state->getContextID();
osg::Texture2D::releaseGLObjects( state );
osg::GLExtensions* ext = osg::GLExtensions::Get( contextID, true );
for(unsigned i=0; i<_handles[contextID].size(); ++i)
{
ext->glMakeTextureHandleNonResident( _handles[contextID][i] );
_handles[contextID][i] = 0;
}
}
}
void
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BindlessTexture::resizeGLObjectBuffers(unsigned int maxSize)
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{
osg::Texture2D::resizeGLObjectBuffers( maxSize );
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unsigned int handleSize = _handles.size();
unsigned int txtSize = _textureList.size();
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if ( handleSize < maxSize ) {
_isBound.resize(maxSize,false);
}
if ( handleSize < maxSize ) {
_handles.resize( maxSize );
for(unsigned i=handleSize; i<_handles.size(); ++i){
for(unsigned j=0; j<txtSize; ++j)
_handles[i][j] = 0;
}
}
}
typedef osg::ref_ptr<osg::Image> ImageRef;
///////////////////////////////////////////////////////
///Create an array of images, with checkerboard
///pattern with random color and size
///
void createImageArray(osg::StateSet* attachPnt){
BindlessTexture::TextureList images;
images.resize(TextureCount);
BindlessBuffer::BindlessBufferRef buffer = BindlessBuffer::Make(TextureCount);
srand (time(NULL));
for (int i =0; i < TextureCount; i++){
ImageRef tImage = new osg::Image();
int powerOf2 = rand()%6+4;
const unsigned int imageSize = 1<<powerOf2;
tImage->allocateImage(imageSize,imageSize,1,GL_RGBA,GL_UNSIGNED_BYTE);
unsigned char* buff = tImage->data();
const int stride = 4;
unsigned char primaryColor[4];
int boxWidth = rand()%15+2;
int boxLength = rand()%15+2;
//light squares
primaryColor[0] = rand()%128 + 128;
primaryColor[1] = rand()%128 + 128;
primaryColor[2] = rand()%128 + 128;
//dark squares
unsigned char secondaryColor[4];
secondaryColor[0] = rand()%128;
secondaryColor[1] = rand()%128;
secondaryColor[2] = rand()%128;
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for (unsigned int x = 0; x < imageSize; x++){
for (unsigned int y =0; y<imageSize; y++){
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unsigned char* pixel = &buff[(x*imageSize+y)*stride];
int xSide = x/boxWidth;
int ySide = y/boxLength;
bool isPrimaryColor = (xSide+ySide)%2>0;
if (isPrimaryColor){
pixel[0] = primaryColor[0];
pixel[1] = primaryColor[1];
pixel[2] = primaryColor[2];
}else{
pixel[0] = secondaryColor[0];
pixel[1] = secondaryColor[1];
pixel[2] = secondaryColor[2];
}
pixel[3] = 255;
}
}
images[i] = tImage;
std::stringstream sstr;
sstr<<"Image"<<i;
tImage->setName(sstr.str());
}
BindlessTexture* tex = new BindlessTexture(buffer,images);
attachPnt->setTextureAttribute(0,tex,osg::StateAttribute::ON);
attachPnt->setAttributeAndModes(buffer->Binding(), osg::StateAttribute::ON);
}
///Create a cube centered at the origin, with given by size
///
osg::Geometry* createCube(float scale, osg::Vec3 origin = osg::Vec3(0.0f,0.0f,0.0f) )
{
osg::Geometry* geometry = new osg::Geometry;
geometry->setName("TexturedCubeArray");
osg::Vec3Array* vertices = new osg::Vec3Array;
geometry->setVertexArray(vertices);
osg::Vec2Array* tcoords = new osg::Vec2Array();
geometry->setTexCoordArray(0,tcoords);
origin -= osg::Vec3(scale/2.0f,scale/2.0f,scale/2.0f);
osg::Vec3 dx(scale,0.0f,0.0f);
osg::Vec3 dy(0.0f,scale,0.0f);
osg::Vec3 dz(0.0f,0.0f,scale);
{
// front face
vertices->push_back(origin);
vertices->push_back(origin+dx);
vertices->push_back(origin+dx+dz);
vertices->push_back(origin+dz);
tcoords->push_back(osg::Vec2(0.0f,0.0f));
tcoords->push_back(osg::Vec2(1.0f,0.0f));
tcoords->push_back(osg::Vec2(1.0f,1.0f));
tcoords->push_back(osg::Vec2(0.0f,1.0f));
}
{
// back face
vertices->push_back(origin+dy);
vertices->push_back(origin+dy+dz);
vertices->push_back(origin+dy+dx+dz);
vertices->push_back(origin+dy+dx);
tcoords->push_back(osg::Vec2(0.0f,0.0f));
tcoords->push_back(osg::Vec2(1.0f,0.0f));
tcoords->push_back(osg::Vec2(1.0f,1.0f));
tcoords->push_back(osg::Vec2(0.0f,1.0f));
}
{
// left face
vertices->push_back(origin+dy);
vertices->push_back(origin);
vertices->push_back(origin+dz);
vertices->push_back(origin+dy+dz);
tcoords->push_back(osg::Vec2(0.0f,0.0f));
tcoords->push_back(osg::Vec2(1.0f,0.0f));
tcoords->push_back(osg::Vec2(1.0f,1.0f));
tcoords->push_back(osg::Vec2(0.0f,1.0f));
}
{
// right face
vertices->push_back(origin+dx+dy);
vertices->push_back(origin+dx+dy+dz);
vertices->push_back(origin+dx+dz);
vertices->push_back(origin+dx);
tcoords->push_back(osg::Vec2(0.0f,0.0f));
tcoords->push_back(osg::Vec2(1.0f,0.0f));
tcoords->push_back(osg::Vec2(1.0f,1.0f));
tcoords->push_back(osg::Vec2(0.0f,1.0f));
}
{
// top face
vertices->push_back(origin+dz);
vertices->push_back(origin+dz+dx);
vertices->push_back(origin+dz+dx+dy);
vertices->push_back(origin+dz+dy);
tcoords->push_back(osg::Vec2(0.0f,0.0f));
tcoords->push_back(osg::Vec2(1.0f,0.0f));
tcoords->push_back(osg::Vec2(1.0f,1.0f));
tcoords->push_back(osg::Vec2(0.0f,1.0f));
}
{
// bottom face
vertices->push_back(origin);
vertices->push_back(origin+dy);
vertices->push_back(origin+dx+dy);
vertices->push_back(origin+dx);
tcoords->push_back(osg::Vec2(0.0f,0.0f));
tcoords->push_back(osg::Vec2(1.0f,0.0f));
tcoords->push_back(osg::Vec2(1.0f,1.0f));
tcoords->push_back(osg::Vec2(0.0f,1.0f));
}
osg::DrawArrays* primSet = new osg::DrawArrays(GL_QUADS, 0, vertices->size());
geometry->addPrimitiveSet(primSet);
return geometry;
}
///
///Here we are going to create our scene, basically we need to make sure our
///Bindless texture gets applied before our shader programs.
///
///
osg::Group* CreateScene(){
osg::Group* sceneRoot= new osg::Group();
sceneRoot->setName("Root");
osg::Geode *geo = new osg::Geode();
geo->setName("Geo");
sceneRoot->addChild(geo);
osg::StateSet* scene_ss = sceneRoot->getOrCreateStateSet();
createImageArray(scene_ss);
scene_ss->setMode(GL_DEPTH_TEST,osg::StateAttribute::ON);
osg::ref_ptr<osg::Geometry> geom = createCube(0.9f);
osg::PrimitiveSet *prim = geom->getPrimitiveSet(0);
//instanced elements must use VBOs
geom->setUseDisplayList(false);
geom->setUseVertexBufferObjects(true);
geom->setCullingActive(false);
prim->setNumInstances(1000);
prim->dirty();
sceneRoot->addChild(geo);
geo->addDrawable(geom.get());
osg::StateSet* ss = geo->getOrCreateStateSet();
std::string strTextureCount;
std::stringstream ssconv;
ssconv<<TextureCount;
ssconv>>strTextureCount;
std::string::size_type pos = vertShader.find("XXX");
vertShader.replace(pos,size_t(3),strTextureCount);
pos = fragShader.find("XXX");
fragShader.replace(pos,size_t(3),strTextureCount);
osg::Program* program = new osg::Program;
osg::Shader* vertex_shader = new osg::Shader(osg::Shader::VERTEX, vertShader);
program->addShader(vertex_shader);
osg::Shader* fragment_shader = new osg::Shader(osg::Shader::FRAGMENT, fragShader);
program->addShader(fragment_shader);
ss->setAttributeAndModes(program, osg::StateAttribute::ON);
return sceneRoot;
}
int main(int argc, char** argv)
{
// set command line options
osg::ArgumentParser arguments(&argc,argv);
// construct the viewer.
osgViewer::Viewer viewer(arguments);
// add the stats handler
viewer.addEventHandler(new osgViewer::StatsHandler);
// add model to viewer.
viewer.setSceneData( CreateScene() );
viewer.realize();
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viewer.getCamera()->getGraphicsContext()->getState()->setUseModelViewAndProjectionUniforms(true);
return viewer.run();
}