glBindFramebuffer(GL_FRAMEBUFFER, fbo);
}
+// Same, but with a depth texture.
+template<size_t num_elements>
+class PersistentFBOSetWithDepth {
+public:
+ void render_to(GLuint depth_tex, const array<GLuint, num_elements> &textures);
+
+ // Convenience wrappers.
+ void render_to(GLuint depth_tex, GLuint texture0) {
+ render_to(depth_tex, {{texture0}});
+ }
+
+ void render_to(GLuint depth_tex, GLuint texture0, GLuint texture1) {
+ render_to(depth_tex, {{texture0, texture1}});
+ }
+
+ void render_to(GLuint depth_tex, GLuint texture0, GLuint texture1, GLuint texture2) {
+ render_to(depth_tex, {{texture0, texture1, texture2}});
+ }
+
+ void render_to(GLuint depth_tex, GLuint texture0, GLuint texture1, GLuint texture2, GLuint texture3) {
+ render_to(depth_tex, {{texture0, texture1, texture2, texture3}});
+ }
+
+private:
+ // TODO: Delete these on destruction.
+ map<pair<GLuint, array<GLuint, num_elements>>, GLuint> fbos;
+};
+
+template<size_t num_elements>
+void PersistentFBOSetWithDepth<num_elements>::render_to(GLuint depth_tex, const array<GLuint, num_elements> &textures)
+{
+ auto key = make_pair(depth_tex, textures);
+
+ auto it = fbos.find(key);
+ if (it != fbos.end()) {
+ glBindFramebuffer(GL_FRAMEBUFFER, it->second);
+ return;
+ }
+
+ GLuint fbo;
+ glCreateFramebuffers(1, &fbo);
+ GLenum bufs[num_elements];
+ glNamedFramebufferTexture(fbo, GL_DEPTH_ATTACHMENT, depth_tex, 0);
+ for (size_t i = 0; i < num_elements; ++i) {
+ glNamedFramebufferTexture(fbo, GL_COLOR_ATTACHMENT0 + i, textures[i], 0);
+ bufs[i] = GL_COLOR_ATTACHMENT0 + i;
+ }
+ glNamedFramebufferDrawBuffers(fbo, num_elements, bufs);
+
+ fbos[key] = fbo;
+ glBindFramebuffer(GL_FRAMEBUFFER, fbo);
+}
+
// Convert RGB to grayscale, using Rec. 709 coefficients.
class GrayscaleConversion {
public:
void exec(GLuint tex0, GLuint tex1, GLuint forward_flow_tex, GLuint backward_flow_tex, GLuint flow_tex, GLuint depth_tex, int width, int height, float alpha);
private:
- PersistentFBOSet<2> fbos;
+ PersistentFBOSetWithDepth<1> fbos;
GLuint splat_vs_obj;
GLuint splat_fs_obj;
glDepthFunc(GL_LESS); // We store the difference between I_0 and I_1, where less difference is good. (Default 1.0 is effectively +inf, which always loses.)
glBindVertexArray(splat_vao);
- // FIXME: Get this into FBOSet, so we can reuse FBOs across frames.
- GLuint fbo;
- glCreateFramebuffers(1, &fbo);
- glNamedFramebufferTexture(fbo, GL_COLOR_ATTACHMENT0, flow_tex, 0);
- glNamedFramebufferTexture(fbo, GL_DEPTH_ATTACHMENT, depth_tex, 0);
- glBindFramebuffer(GL_FRAMEBUFFER, fbo);
+ fbos.render_to(depth_tex, flow_tex);
// Do forward splatting.
bind_sampler(splat_program, uniform_flow_tex, 2, forward_flow_tex, nearest_sampler);
glDrawArraysInstanced(GL_TRIANGLE_STRIP, 0, 4, width * height);
glDisable(GL_DEPTH_TEST);
-
- glDeleteFramebuffers(1, &fbo);
}
// Doing good and fast hole-filling on a GPU is nontrivial. We choose an option
void exec(GLuint flow_tex, GLuint depth_tex, GLuint temp_tex[3], int width, int height);
private:
- PersistentFBOSet<2> fbos;
+ PersistentFBOSetWithDepth<1> fbos;
GLuint fill_vs_obj;
GLuint fill_fs_obj;
glDepthFunc(GL_LESS); // Only update the values > 0.999f (ie., only invalid pixels).
glBindVertexArray(fill_vao);
- // FIXME: Get this into FBOSet, so we can reuse FBOs across frames.
- GLuint fbo;
- glCreateFramebuffers(1, &fbo);
- glNamedFramebufferTexture(fbo, GL_COLOR_ATTACHMENT0, flow_tex, 0); // NOTE: Reading and writing to the same texture.
- glNamedFramebufferTexture(fbo, GL_DEPTH_ATTACHMENT, depth_tex, 0);
- glBindFramebuffer(GL_FRAMEBUFFER, fbo);
+ fbos.render_to(depth_tex, flow_tex); // NOTE: Reading and writing to the same texture.
// Fill holes from the left, by shifting 1, 2, 4, 8, etc. pixels to the right.
for (int offs = 1; offs < width; offs *= 2) {
}
glDisable(GL_DEPTH_TEST);
-
- glDeleteFramebuffers(1, &fbo);
}
// Blend the four directions from HoleFill into one pixel, so that single-pixel
void exec(GLuint flow_tex, GLuint depth_tex, GLuint temp_tex[3], int width, int height);
private:
- PersistentFBOSet<2> fbos;
+ PersistentFBOSetWithDepth<1> fbos;
GLuint blend_vs_obj;
GLuint blend_fs_obj;
glDepthFunc(GL_LEQUAL); // Skip over all of the pixels that were never holes to begin with.
glBindVertexArray(blend_vao);
- // FIXME: Get this into FBOSet, so we can reuse FBOs across frames.
- GLuint fbo;
- glCreateFramebuffers(1, &fbo);
- glNamedFramebufferTexture(fbo, GL_COLOR_ATTACHMENT0, flow_tex, 0); // NOTE: Reading and writing to the same texture.
- glNamedFramebufferTexture(fbo, GL_DEPTH_ATTACHMENT, depth_tex, 0);
- glBindFramebuffer(GL_FRAMEBUFFER, fbo);
+ fbos.render_to(depth_tex, flow_tex); // NOTE: Reading and writing to the same texture.
glDrawArrays(GL_TRIANGLE_STRIP, 0, 4);
glDisable(GL_DEPTH_TEST);
-
- glDeleteFramebuffers(1, &fbo);
}
class Blend {