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RasterizerGpu.cpp
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RasterizerGpu.cpp
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#include "RasterizerGpu.h"
#include <iostream>
#include <cmath>
RasterizerGPU::RasterizerGPU(GLHandler *glHandler) {
RasterizerGPU::glHandler = glHandler;
RasterizerGPU::stageUsesGPU = true;
}
RasterizerGPU::~RasterizerGPU() {
auto bufferCoherency = glHandler->getCoherentBufferMask();
glHandler->deleteBuffer(GLHandler::EFTDEM_RAW_POINT_BUFFER);
glHandler->deleteBuffer(GLHandler::EFTDEM_RAW_POINT_INDEX_BUFFER);
glHandler->deleteBuffer(GLHandler::EFTDEM_SORTED_POINT_SUM_BUFFER);
glHandler->deleteBuffer(GLHandler::EFTDEM_SORTED_POINT_COUNT_BUFFER);
}
/**
* Creates a heightmap from the given point grid by averaging the points of every grid cell.
* @param pointGrid The point grid containing the point data, sorted into a grid
* @param generateOutput Whether or not to create output. May be false if the next stage uses the same GPU buffer
* @return A new heightMap struct
*/
heightMap * RasterizerGPU::apply(pointGrid *pointGrid, bool generateOutput) {
using namespace gl;
std::cout << "Rasterizing points to height map using OpenGL..." << std::endl;
auto start = std::chrono::high_resolution_clock::now();
auto shader = glHandler->getShaderPrograms({"countChunks.glsl", "sumChunks.glsl", "makeHeightmap.glsl"}, true);
glHandler->setProgram(shader.at(0));
auto workgroupSize = (unsigned int) (std::ceil(std::sqrt((double) pointGrid->numberOfPoints)));
workgroupSize = (unsigned int) std::ceil(workgroupSize / 8.);
auto bufferMask = glHandler->getCoherentBufferMask();
if (!(bufferMask.at(GLHandler::EFTDEM_RAW_POINT_BUFFER)
&& bufferMask.at(GLHandler::EFTDEM_RAW_POINT_INDEX_BUFFER)
&& bufferMask.at(GLHandler::EFTDEM_SORTED_POINT_COUNT_BUFFER))) {
if (!(bufferMask.at(GLHandler::EFTDEM_RAW_POINT_BUFFER))) {
auto rawPoints = new std::vector<GLfloat>();
for (const auto& cell : pointGrid->points) {
for (auto point : cell) {
rawPoints->emplace_back(point.x);
rawPoints->emplace_back(point.y);
rawPoints->emplace_back(point.z);
}
}
glHandler->dataToBuffer(GLHandler::EFTDEM_RAW_POINT_BUFFER,
(long) (sizeof(GLfloat) * pointGrid->numberOfPoints * 3),
rawPoints->data(), GL_STATIC_DRAW);
delete rawPoints;
}
if (!(bufferMask.at(GLHandler::EFTDEM_RAW_POINT_INDEX_BUFFER))) {
auto indices = new std::vector<GLuint>(pointGrid->numberOfPoints);
unsigned long long maxIndex = 0;
for (auto i = 0ul; i < pointGrid->points.size(); i++) {
for (auto j = maxIndex; j < pointGrid->points.at(i).size() + maxIndex; j++) {
indices->at(j) = (GLuint) i;
}
maxIndex += pointGrid->points.at(i).size();
}
glHandler->dataToBuffer(GLHandler::EFTDEM_RAW_POINT_INDEX_BUFFER,
(long) (sizeof(GLuint) * pointGrid->numberOfPoints),
indices->data(), GL_STATIC_DRAW);
delete indices;
}
if (!(bufferMask.at(GLHandler::EFTDEM_SORTED_POINT_COUNT_BUFFER))) {
//countChunks.glsl
auto counts = new GLuint[pointGrid->resolutionX * pointGrid->resolutionY];
for (unsigned long i = 0; i < pointGrid->resolutionX * pointGrid->resolutionY; i++) counts[i] = 0u;
glHandler->dataToBuffer(GLHandler::EFTDEM_SORTED_POINT_COUNT_BUFFER,
(long) (sizeof(GLuint) * pointGrid->resolutionX * pointGrid->resolutionY),
counts, GL_STATIC_DRAW);
glHandler->bindBuffer(GLHandler::EFTDEM_UNBIND);
glUniform1ui(glGetUniformLocation(glHandler->getProgram(), "numberOfPoints"), pointGrid->numberOfPoints);
glDispatchCompute(workgroupSize, workgroupSize, 1);
delete[] counts;
GLHandler::waitForShaderStorageIntegrity();
}
}
//sumChunks.glsl
glHandler->setProgram(shader.at(1));
auto sums = new GLuint[pointGrid->resolutionX * pointGrid->resolutionY];
for (unsigned long i = 0; i < pointGrid->resolutionX * pointGrid->resolutionY; i++) sums[i] = 0u;
glHandler->dataToBuffer(GLHandler::EFTDEM_SORTED_POINT_SUM_BUFFER,
(long) (sizeof(GLuint) * pointGrid->resolutionX * pointGrid->resolutionY),
sums, GL_STATIC_DRAW);
glHandler->bindBuffer(GLHandler::EFTDEM_UNBIND);
glUniform1ui(glGetUniformLocation(glHandler->getProgram(), "numberOfPoints"), pointGrid->numberOfPoints);
glDispatchCompute(workgroupSize, workgroupSize, 1);
delete[] sums;
GLHandler::waitForShaderStorageIntegrity();
//makeHeightmap.glsl
glHandler->setProgram(shader.at(2));
glHandler->dataToBuffer(GLHandler::EFTDEM_HEIGHTMAP_BUFFER,
(long) (sizeof(GLfloat) * pointGrid->resolutionX * pointGrid->resolutionY),
nullptr, GL_DYNAMIC_DRAW);
glHandler->bindBuffer(GLHandler::EFTDEM_UNBIND);
glUniform2ui(glGetUniformLocation(glHandler->getProgram(), "resolution"), pointGrid->resolutionX, pointGrid->resolutionY);
glDispatchCompute((GLuint) std::ceil((double) pointGrid->resolutionX / 8.), (GLuint) std::ceil((double) pointGrid->resolutionY / 8.), 1);
if (!generateOutput) {
GLHandler::waitForShaderStorageIntegrity();
return emptyHeightMapFromPointGrid(pointGrid);
}
auto map = emptyHeightMapFromPointGrid(pointGrid);
glHandler->dataFromBuffer(GLHandler::EFTDEM_HEIGHTMAP_BUFFER, 0,
(long) (sizeof(float) * pointGrid->resolutionX * pointGrid->resolutionY),
map->heights.data());
auto end = std::chrono::high_resolution_clock::now();
std::cout << "Elapsed time for averaging: " << duration_cast<std::chrono::milliseconds>(end - start).count() << "ms" << std::endl;
return map;
}