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/*
* SPDX-FileCopyrightText: Copyright (c) 2025 NVIDIA CORPORATION & AFFILIATES. All rights reserved.
* SPDX-License-Identifier: Apache-2.0
*
* Licensed under the Apache License, Version 2.0 (the "License");
* you may not use this file except in compliance with the License.
* You may obtain a copy of the License at
*
* http://www.apache.org/licenses/LICENSE-2.0
*
* Unless required by applicable law or agreed to in writing, software
* distributed under the License is distributed on an "AS IS" BASIS,
* WITHOUT WARRANTIES OR CONDITIONS OF ANY KIND, either express or implied.
* See the License for the specific language governing permissions and
* limitations under the License.
*/
/** @file testbed.cu
* @author Thomas Müller & Alex Evans, NVIDIA
*/
#include <neural-graphics-primitives/common.h>
#include <neural-graphics-primitives/common_device.cuh>
#include <neural-graphics-primitives/json_binding.h>
#include <neural-graphics-primitives/render_buffer.h>
#include <neural-graphics-primitives/testbed.h>
#include <tiny-cuda-nn/common_host.h>
#include <json/json.hpp>
#include <filesystem/directory.h>
#include <filesystem/path.h>
#include <playne-equivalence/playne_equivalence.cuh>
#include <fstream>
#include <unordered_set>
#ifdef NGP_GUI
# include <imgui/backends/imgui_impl_glfw.h>
# include <imgui/backends/imgui_impl_opengl3.h>
# include <imgui/misc/cpp/imgui_stdlib.h>
# include <imgui/imgui.h>
# include <imguizmo/ImGuizmo.h>
# ifdef _WIN32
# include <GL/gl3w.h>
# else
# include <GL/glew.h>
# endif
# include <GLFW/glfw3.h>
# include <GLFW/glfw3native.h>
# include <cuda_gl_interop.h>
#endif
// Windows.h is evil
#undef min
#undef max
#undef near
#undef far
using namespace std::literals::chrono_literals;
using nlohmann::json;
namespace ngp {
int do_system(const std::string& cmd) {
#ifdef _WIN32
tlog::info() << "> " << cmd;
return _wsystem(utf8_to_utf16(cmd).c_str());
#else
tlog::info() << "$ " << cmd;
return system(cmd.c_str());
#endif
}
std::atomic<size_t> g_total_n_bytes_allocated{0};
void Testbed::update_imgui_paths() {
snprintf(m_imgui.cam_path_path, sizeof(m_imgui.cam_path_path), "%s", (root_dir() / "cam.json").str().c_str());
snprintf(m_imgui.video_path, sizeof(m_imgui.video_path), "%s", (root_dir() / "video.json").str().c_str());
snprintf(m_imgui.cam_export_path, sizeof(m_imgui.cam_export_path), "%s", (root_dir() / "cam_export.json").str().c_str());
}
void Testbed::set_mode(ETestbedMode mode) {
if (mode == m_testbed_mode) {
return;
}
// Clear device-owned data that might be mode-specific
for (auto&& device : m_devices) {
device.clear();
}
m_testbed_mode = mode;
// Set various defaults depending on mode
m_use_aux_devices = false;
if (m_testbed_mode == ETestbedMode::Gen3c) {
if (m_dlss_provider && m_aperture_size == 0.0f) {
m_dlss = true;
}
} else {
m_dlss = false;
}
m_reproject_enable = m_testbed_mode == ETestbedMode::Gen3c;
reset_camera();
#ifdef NGP_GUI
update_vr_performance_settings();
#endif
}
void Testbed::load_file(const fs::path& path) {
if (!path.exists()) {
tlog::error() << "File '" << path.str() << "' does not exist.";
return;
}
// If we get a json file, we need to parse it to determine its purpose.
if (equals_case_insensitive(path.extension(), "json")) {
json file;
{
std::ifstream f{native_string(path)};
file = json::parse(f, nullptr, true, true);
}
// Camera path
if (file.contains("path")) {
load_camera_path(path);
return;
}
}
tlog::error() << "File '" << path.str() << "' is not a valid file to load.";
}
void Testbed::reset_accumulation(bool due_to_camera_movement, bool immediate_redraw, bool reset_pip) {
if (immediate_redraw) {
redraw_next_frame();
}
if (!due_to_camera_movement || !reprojection_available()) {
m_windowless_render_surface.reset_accumulation();
for (auto& view : m_views) {
view.render_buffer->reset_accumulation();
}
}
if (reset_pip) {
m_pip_render_buffer->reset_accumulation();
}
}
void Testbed::translate_camera(const vec3& rel, const mat3& rot, bool allow_up_down) {
vec3 movement = rot * rel;
if (!allow_up_down) {
movement -= dot(movement, m_up_dir) * m_up_dir;
}
m_camera[3] += movement;
reset_accumulation(true);
}
vec3 Testbed::look_at() const { return view_pos() + view_dir() * m_scale; }
void Testbed::set_look_at(const vec3& pos) { m_camera[3] += pos - look_at(); }
void Testbed::set_scale(float scale) {
auto prev_look_at = look_at();
m_camera[3] = (view_pos() - prev_look_at) * (scale / m_scale) + prev_look_at;
m_scale = scale;
}
void Testbed::set_view_dir(const vec3& dir) {
auto old_look_at = look_at();
m_camera[0] = normalize(cross(dir, m_up_dir));
m_camera[1] = normalize(cross(dir, m_camera[0]));
m_camera[2] = normalize(dir);
set_look_at(old_look_at);
}
void Testbed::reset_camera() {
m_fov_axis = 1;
m_zoom = 1.0f;
m_screen_center = vec2(0.5f);
set_fov(50.625f);
m_scale = 1.5f;
m_camera = m_default_camera;
m_camera[3] -= m_scale * view_dir();
m_smoothed_camera = m_camera;
m_sun_dir = normalize(vec3(1.0f));
reset_accumulation();
}
fs::path Testbed::root_dir() {
if (m_root_dir.empty()) {
set_root_dir(discover_root_dir());
}
return m_root_dir;
}
void Testbed::set_root_dir(const fs::path& dir) { m_root_dir = dir; }
inline float linear_to_db(float x) { return -10.f * logf(x) / logf(10.f); }
#ifdef NGP_GUI
bool imgui_colored_button(const char* name, float hue) {
ImGui::PushStyleColor(ImGuiCol_Button, (ImVec4)ImColor::HSV(hue, 0.6f, 0.6f));
ImGui::PushStyleColor(ImGuiCol_ButtonHovered, (ImVec4)ImColor::HSV(hue, 0.7f, 0.7f));
ImGui::PushStyleColor(ImGuiCol_ButtonActive, (ImVec4)ImColor::HSV(hue, 0.8f, 0.8f));
bool rv = ImGui::Button(name);
ImGui::PopStyleColor(3);
return rv;
}
void Testbed::overlay_fps() {
ImGui::PushFont((ImFont*)m_imgui.overlay_font);
ImGui::SetNextWindowPos({10.0f, 10.0f}, ImGuiCond_Always, {0.0f, 0.0f});
ImGui::SetNextWindowBgAlpha(0.35f);
if (ImGui::Begin(
"Overlay",
nullptr,
ImGuiWindowFlags_NoDecoration | ImGuiWindowFlags_AlwaysAutoResize | ImGuiWindowFlags_NoSavedSettings |
ImGuiWindowFlags_NoFocusOnAppearing | ImGuiWindowFlags_NoNav | ImGuiWindowFlags_NoMove
)) {
ImGui::Text("%.1f FPS", 1000.0f / m_render_ms.ema_val());
}
ImGui::PopFont();
}
void Testbed::imgui() {
// If a GUI interaction causes an error, write that error to the following string and call
// ImGui::OpenPopup("Error");
static std::string imgui_error_string = "";
m_picture_in_picture_res = 0;
// Good default position and size for the camera path editing window
ImGui::SetNextWindowPos({10.0f, 10.0f}, ImGuiCond_FirstUseEver);
int window_width, window_height;
glfwGetWindowSize(m_glfw_window, &window_width, &window_height);
ImGui::SetNextWindowSize({420.0f, window_height - 20.0f}, ImGuiCond_FirstUseEver);
if (ImGui::Begin("Camera path & video generation", 0, ImGuiWindowFlags_NoScrollbar)) {
if (ImGui::CollapsingHeader("Path manipulation", ImGuiTreeNodeFlags_DefaultOpen)) {
ImGui::Checkbox("Record camera path", &m_record_camera_path);
ImGui::SameLine();
if (ImGui::Button("Clear")) {
m_camera_path.clear();
}
if (m_reproject_enable) {
ImGui::SameLine();
if (ImGui::Button("Init from views")) {
init_camera_path_from_reproject_src_cameras();
}
}
if (int read = m_camera_path.imgui(m_imgui.cam_path_path, m_frame_ms.val(), m_camera, fov(), mat4x3::identity())) {
if (!m_camera_path.rendering || m_gen3c_render_with_gen3c) {
reset_accumulation(true);
if (m_camera_path.update_cam_from_path) {
set_camera_from_time(m_camera_path.play_time);
// A value of larger than 1 indicates that the camera path wants
// to override camera smoothing.
if (read > 1) {
m_smoothed_camera = m_camera;
}
} else {
m_pip_render_buffer->reset_accumulation();
}
}
}
if (!m_camera_path.keyframes.empty()) {
float w = ImGui::GetContentRegionAvail().x;
if (m_camera_path.update_cam_from_path) {
m_picture_in_picture_res = 0;
ImGui::Image((ImTextureID)(size_t)m_rgba_render_textures.front()->texture(), ImVec2(w, w * 9.0f / 16.0f));
} else {
m_picture_in_picture_res = (float)std::min((int(w) + 31) & (~31), 1920 / 4);
ImGui::Image((ImTextureID)(size_t)m_pip_render_texture->texture(), ImVec2(w, w * 9.0f / 16.0f));
}
}
}
if (!m_camera_path.keyframes.empty() && ImGui::CollapsingHeader("Video generation", ImGuiTreeNodeFlags_DefaultOpen)) {
// Render a video
// TODO: simplify this (only allow rendering with Gen3C).
ImGui::BeginDisabled(m_camera_path.rendering);
if (imgui_colored_button(m_camera_path.rendering ? "Waiting for model..." : "Generate video", 0.4)) {
bool was_rendering = m_camera_path.rendering;
m_camera_path.rendering = !m_camera_path.rendering;
if (m_gen3c_render_with_gen3c) {
if (m_gen3c_cb) {
m_gen3c_cb(was_rendering ? "abort_inference" : "request_inference");
}
} else {
if (!clear_tmp_dir()) {
imgui_error_string = "Failed to clear temporary directory 'tmp' to hold rendered images.";
ImGui::OpenPopup("Error");
m_camera_path.rendering = false;
}
if (m_camera_path.rendering) {
m_camera_path.render_start_time = std::chrono::steady_clock::now();
m_camera_path.update_cam_from_path = true;
m_camera_path.play_time = 0.0f;
m_camera_path.auto_play_speed = 1.0f;
m_camera_path.render_frame_idx = 0;
m_dlss = false;
reset_accumulation(true);
set_camera_from_time(m_camera_path.play_time);
m_smoothed_camera = m_camera;
} else {
m_camera_path.update_cam_from_path = false;
m_camera_path.play_time = 0.0f;
m_camera_path.auto_play_speed = 0.0f;
}
}
}
ImGui::EndDisabled();
ImGui::SameLine();
ImGui::BeginDisabled(!m_gen3c_inference_is_connected || !m_gen3c_cb);
ImGui::Checkbox("Gen3C inference", &m_gen3c_render_with_gen3c);
ImGui::EndDisabled();
if (m_camera_path.rendering) {
const auto elapsed = std::chrono::steady_clock::now() - m_camera_path.render_start_time;
const float duration = m_camera_path.duration_seconds();
const uint32_t progress = m_camera_path.render_frame_idx * m_camera_path.render_settings.spp + m_views.front().render_buffer->spp();
const uint32_t goal = m_camera_path.render_settings.n_frames(duration) * m_camera_path.render_settings.spp;
const auto est_remaining = elapsed * (float)(goal - progress) / std::max(progress, 1u);
if (m_gen3c_render_with_gen3c) {
if (!m_gen3c_inference_info.empty()) {
ImGui::TextWrapped("%s", m_gen3c_inference_info.c_str());
}
if (m_gen3c_inference_progress > 0) {
ImGui::ProgressBar(m_gen3c_inference_progress);
}
} else {
ImGui::Text(
"%s",
fmt::format(
"Frame {}/{}, Elapsed: {}, Remaining: {}",
m_camera_path.render_frame_idx + 1,
m_camera_path.render_settings.n_frames(duration),
tlog::durationToString(std::chrono::steady_clock::now() - m_camera_path.render_start_time),
tlog::durationToString(est_remaining)
)
.c_str()
);
ImGui::ProgressBar((float)progress / goal);
}
}
ImGui::BeginDisabled(m_camera_path.rendering);
ImGui::Checkbox("Show rendered Gen3C cache in video", &m_gen3c_show_cache_renderings);
// Note: 3D cache visualization is incompatible with adding Gen3C frames to the viewport.
if (m_gen3c_show_cache_renderings)
m_gen3c_display_frames = false;
ImGui::BeginDisabled(m_gen3c_show_cache_renderings);
ImGui::Checkbox("Add Gen3C keyframes to viewport after inference", &m_gen3c_display_frames);
ImGui::EndDisabled(); // m_gen3c_show_cache_renderings
ImGui::InputText("Video file##Video file path", m_imgui.video_path, sizeof(m_imgui.video_path));
m_camera_path.render_settings.filename = m_imgui.video_path;
ImGui::SliderInt("MP4 quality", &m_camera_path.render_settings.quality, 0, 10);
float duration_seconds = m_camera_path.duration_seconds();
if (ImGui::InputFloat("Duration (seconds)", &duration_seconds) && duration_seconds > 0.0f) {
m_camera_path.set_duration_seconds(duration_seconds);
}
ImGui::InputFloat("FPS (frames/second)", &m_camera_path.render_settings.fps);
ImGui::BeginDisabled(m_gen3c_render_with_gen3c);
ImGui::InputInt2("Resolution", &m_camera_path.render_settings.resolution.x);
// ImGui::InputInt("SPP (samples/pixel)", &m_camera_path.render_settings.spp);
if (m_gen3c_render_with_gen3c) {
m_camera_path.render_settings.spp = 1;
}
// ImGui::SliderFloat("Shutter fraction", &m_camera_path.render_settings.shutter_fraction, 0.0f, 1.0f);
ImGui::EndDisabled(); // end m_gen3c_render_with_gen3c
ImGui::EndDisabled(); // end m_camera_path.rendering
ImGui::Spacing();
bool export_cameras = imgui_colored_button("Export cameras", 0.7);
ImGui::SameLine();
static bool w2c = false;
ImGui::Checkbox("W2C", &w2c);
ImGui::InputText("Cameras file##Camera export path", m_imgui.cam_export_path, sizeof(m_imgui.cam_export_path));
m_camera_path.render_settings.filename = m_imgui.video_path;
if (export_cameras) {
std::vector<json> cameras;
const float duration = m_camera_path.duration_seconds();
for (uint32_t i = 0; i < m_camera_path.render_settings.n_frames(duration); ++i) {
mat4x3 start_cam = m_camera_path.eval_camera_path((float)i / (m_camera_path.render_settings.n_frames(duration))).m();
mat4x3 end_cam = m_camera_path
.eval_camera_path(
((float)i + m_camera_path.render_settings.shutter_fraction) /
(m_camera_path.render_settings.n_frames(duration))
)
.m();
if (w2c) {
start_cam = inverse(mat4x4(start_cam));
end_cam = inverse(mat4x4(end_cam));
}
cameras.push_back({
{"start", start_cam},
{"end", end_cam },
});
}
json j;
j["cameras"] = cameras;
j["resolution"] = m_camera_path.render_settings.resolution;
j["duration_seconds"] = m_camera_path.duration_seconds();
j["fps"] = m_camera_path.render_settings.fps;
j["spp"] = m_camera_path.render_settings.spp;
j["quality"] = m_camera_path.render_settings.quality;
j["shutter_fraction"] = m_camera_path.render_settings.shutter_fraction;
std::ofstream f(native_string(m_imgui.cam_export_path));
f << j;
}
}
}
ImGui::End();
// Good default position and size for the right-hand side window
int pane_width = 350;
ImGui::SetNextWindowPos({window_width - pane_width - 10.0f, 10.0f}, ImGuiCond_FirstUseEver);
ImGui::SetNextWindowSize({(float)pane_width, window_height - 20.0f}, ImGuiCond_FirstUseEver);
ImGui::Begin("Gen3C v" NGP_VERSION);
size_t n_bytes = tcnn::total_n_bytes_allocated() + g_total_n_bytes_allocated;
if (m_dlss_provider) {
n_bytes += m_dlss_provider->allocated_bytes();
}
ImGui::Text("Frame: %.2f ms (%.1f FPS); Mem: %s", m_frame_ms.ema_val(), 1000.0f / m_frame_ms.ema_val(), bytes_to_string(n_bytes).c_str());
bool accum_reset = false;
if (m_testbed_mode == ETestbedMode::Gen3c && ImGui::CollapsingHeader("Video generation server", ImGuiTreeNodeFlags_DefaultOpen)) {
ImGui::TextWrapped("%s", m_gen3c_info.c_str());
ImGui::Spacing();
// Create a child box with a title and borders
if (ImGui::TreeNodeEx("Seeding", ImGuiTreeNodeFlags_DefaultOpen)) {
ImGui::TextWrapped("Enter the path to an image or a pre-processed video directory.");
ImGui::InputText("Path", &m_gen3c_seed_path);
ImGui::BeginDisabled(m_gen3c_seed_path.empty());
if (ImGui::Button("Seed") && m_gen3c_cb) {
m_gen3c_cb("seed_model");
}
if (m_gen3c_seeding_progress > 0) {
ImGui::ProgressBar(m_gen3c_seeding_progress);
}
ImGui::EndDisabled();
ImGui::Spacing();
ImGui::TreePop();
}
// ImGui::Separator();
// We need this to be executed even if the panel below is collapsed.
switch (m_gen3c_camera_source) {
case EGen3cCameraSource::Fake: {
m_gen3c_auto_inference = false;
break;
}
case EGen3cCameraSource::Viewpoint: {
break;
}
case EGen3cCameraSource::Authored: {
m_gen3c_auto_inference = false;
break;
}
default: throw std::runtime_error("Unsupported Gen3C camera source.");
}
}
if (ImGui::CollapsingHeader("Point cloud", ImGuiTreeNodeFlags_DefaultOpen)) {
// accum_reset |= ImGui::Checkbox("Enable reprojection", &m_reproject_enable);
if (m_reproject_enable) {
int max_views = (int)m_reproject_src_views.size();
int prev_min_src_view_index = m_reproject_min_src_view_index;
int prev_max_src_view_index = m_reproject_max_src_view_index;
int prev_n_frames_shown = std::max(0, prev_max_src_view_index - prev_min_src_view_index);
if (ImGui::SliderInt("Min view index", &m_reproject_min_src_view_index, 0, max_views)) {
// If shift, move the range synchronously.
if (ImGui::GetIO().KeyShift) {
m_reproject_max_src_view_index =
std::min(m_reproject_max_src_view_index + m_reproject_min_src_view_index - prev_min_src_view_index, max_views);
// Keep the number of frames shown constant.
m_reproject_min_src_view_index = m_reproject_max_src_view_index - prev_n_frames_shown;
}
// Ensure that range remains valid (max index >= min index).
m_reproject_max_src_view_index = std::max(m_reproject_max_src_view_index, m_reproject_min_src_view_index);
accum_reset = true;
}
if (ImGui::SliderInt("Max view index", &m_reproject_max_src_view_index, 0, max_views)) {
// If shift, move the range synchronously.
if (ImGui::GetIO().KeyShift) {
m_reproject_min_src_view_index =
std::max(m_reproject_min_src_view_index + m_reproject_max_src_view_index - prev_max_src_view_index, 0);
// Keep the number of frames shown constant.
m_reproject_max_src_view_index = m_reproject_min_src_view_index + prev_n_frames_shown;
}
// Ensure that range remains valid (max index >= min index).
m_reproject_min_src_view_index = std::min(m_reproject_max_src_view_index, m_reproject_min_src_view_index);
accum_reset = true;
}
if (max_views > 0 && ImGui::SliderInt("Snap to view", (int*)&m_reproject_selected_src_view, 0, max_views - 1)) {
m_camera = m_smoothed_camera =
m_reproject_src_views[std::min((size_t)m_reproject_selected_src_view, m_reproject_src_views.size() - 1)].camera0;
accum_reset = true;
}
accum_reset |= ImGui::Checkbox("Visualize views", &m_reproject_visualize_src_views);
ImGui::SameLine();
if (ImGui::Button("Delete views")) {
clear_src_views();
}
if (ImGui::TreeNodeEx("Advanced reprojection settings")) {
accum_reset |= ImGui::SliderFloat(
"Reproject min t", &m_reproject_min_t, 0.01f, 16.0f, "%.01f", ImGuiSliderFlags_Logarithmic | ImGuiSliderFlags_NoRoundToFormat
);
accum_reset |= ImGui::SliderFloat(
"Reproject scaling", &m_reproject_step_factor, 1.003f, 1.5f, "%.001f", ImGuiSliderFlags_Logarithmic | ImGuiSliderFlags_NoRoundToFormat
);
accum_reset |= ImGui::Combo("Reproject render mode", (int*)&m_pm_viz_mode, PmVizModeStr);
ImGui::TreePop();
}
}
}
if (ImGui::CollapsingHeader("Rendering", m_testbed_mode == ETestbedMode::Gen3c ? 0 : ImGuiTreeNodeFlags_DefaultOpen)) {
ImGui::Checkbox("Render", &m_render);
ImGui::SameLine();
const auto& render_buffer = m_views.front().render_buffer;
std::string spp_string = m_dlss ? std::string{""} : fmt::format("({} spp)", std::max(render_buffer->spp(), 1u));
ImGui::Text(
": %.01fms for %dx%d %s",
m_render_ms.ema_val(),
render_buffer->in_resolution().x,
render_buffer->in_resolution().y,
spp_string.c_str()
);
ImGui::SameLine();
if (ImGui::Checkbox("VSync", &m_vsync)) {
glfwSwapInterval(m_vsync ? 1 : 0);
}
ImGui::Checkbox("Dynamic resolution", &m_dynamic_res);
ImGui::SameLine();
ImGui::PushItemWidth(ImGui::GetWindowWidth() * 0.3f);
if (m_dynamic_res) {
ImGui::SliderFloat(
"Target FPS", &m_dynamic_res_target_fps, 2.0f, 144.0f, "%.01f", ImGuiSliderFlags_Logarithmic | ImGuiSliderFlags_NoRoundToFormat
);
} else {
ImGui::SliderInt("Resolution factor", &m_fixed_res_factor, 8, 64);
}
ImGui::PopItemWidth();
if (ImGui::TreeNode("Advanced rendering options")) {
accum_reset |= ImGui::Combo("Render mode", (int*)&m_render_mode, RenderModeStr);
accum_reset |= ImGui::Combo("Tonemap curve", (int*)&m_tonemap_curve, TonemapCurveStr);
accum_reset |= ImGui::ColorEdit4("Background", &m_background_color[0]);
if (ImGui::SliderFloat("Exposure", &m_exposure, -5.f, 5.f)) {
set_exposure(m_exposure);
}
ImGui::SliderInt("Max spp", &m_max_spp, 0, 1024, "%d", ImGuiSliderFlags_Logarithmic | ImGuiSliderFlags_NoRoundToFormat);
accum_reset |= ImGui::Checkbox("Render transparency as checkerboard", &m_render_transparency_as_checkerboard);
accum_reset |= ImGui::Combo("Color space", (int*)&m_color_space, ColorSpaceStr);
accum_reset |= ImGui::Checkbox("Snap to pixel centers", &m_snap_to_pixel_centers);
ImGui::TreePop();
}
}
if (ImGui::CollapsingHeader("Camera")) {
ImGui::Checkbox("First person controls", &m_fps_camera);
ImGui::SameLine();
ImGui::Checkbox("Smooth motion", &m_camera_smoothing);
float local_fov = fov();
if (ImGui::SliderFloat("Field of view", &local_fov, 0.0f, 120.0f)) {
set_fov(local_fov);
accum_reset = true;
}
if (ImGui::TreeNode("Advanced camera settings")) {
accum_reset |= ImGui::SliderFloat2("Screen center", &m_screen_center.x, 0.f, 1.f);
accum_reset |= ImGui::SliderFloat2("Parallax shift", &m_parallax_shift.x, -1.f, 1.f);
accum_reset |= ImGui::SliderFloat("Slice / focus depth", &m_slice_plane_z, -m_bounding_radius, m_bounding_radius);
accum_reset |= ImGui::SliderFloat(
"Render near distance", &m_render_near_distance, 0.0f, 1.0f, "%.3f", ImGuiSliderFlags_Logarithmic | ImGuiSliderFlags_NoRoundToFormat
);
bool lens_changed = ImGui::Checkbox("Apply lens distortion", &m_render_with_lens_distortion);
if (m_render_with_lens_distortion) {
lens_changed |= ImGui::Combo("Lens mode", (int*)&m_render_lens.mode, LensModeStr);
if (m_render_lens.mode == ELensMode::OpenCV) {
accum_reset |= ImGui::InputFloat("k1", &m_render_lens.params[0], 0.f, 0.f, "%.5f");
accum_reset |= ImGui::InputFloat("k2", &m_render_lens.params[1], 0.f, 0.f, "%.5f");
accum_reset |= ImGui::InputFloat("p1", &m_render_lens.params[2], 0.f, 0.f, "%.5f");
accum_reset |= ImGui::InputFloat("p2", &m_render_lens.params[3], 0.f, 0.f, "%.5f");
} else if (m_render_lens.mode == ELensMode::OpenCVFisheye) {
accum_reset |= ImGui::InputFloat("k1", &m_render_lens.params[0], 0.f, 0.f, "%.5f");
accum_reset |= ImGui::InputFloat("k2", &m_render_lens.params[1], 0.f, 0.f, "%.5f");
accum_reset |= ImGui::InputFloat("k3", &m_render_lens.params[2], 0.f, 0.f, "%.5f");
accum_reset |= ImGui::InputFloat("k4", &m_render_lens.params[3], 0.f, 0.f, "%.5f");
} else if (m_render_lens.mode == ELensMode::FTheta) {
accum_reset |= ImGui::InputFloat("width", &m_render_lens.params[5], 0.f, 0.f, "%.0f");
accum_reset |= ImGui::InputFloat("height", &m_render_lens.params[6], 0.f, 0.f, "%.0f");
accum_reset |= ImGui::InputFloat("f_theta p0", &m_render_lens.params[0], 0.f, 0.f, "%.5f");
accum_reset |= ImGui::InputFloat("f_theta p1", &m_render_lens.params[1], 0.f, 0.f, "%.5f");
accum_reset |= ImGui::InputFloat("f_theta p2", &m_render_lens.params[2], 0.f, 0.f, "%.5f");
accum_reset |= ImGui::InputFloat("f_theta p3", &m_render_lens.params[3], 0.f, 0.f, "%.5f");
accum_reset |= ImGui::InputFloat("f_theta p4", &m_render_lens.params[4], 0.f, 0.f, "%.5f");
}
if (lens_changed && !m_render_lens.supports_dlss()) {
m_dlss = false;
}
}
ImGui::Spacing();
accum_reset |= lens_changed;
char buf[2048];
vec3 v = view_dir();
vec3 p = look_at();
vec3 s = m_sun_dir;
vec3 u = m_up_dir;
vec4 b = m_background_color;
snprintf(
buf,
sizeof(buf),
"testbed.background_color = [%0.3f, %0.3f, %0.3f, %0.3f]\n"
"testbed.exposure = %0.3f\n"
"testbed.sun_dir = [%0.3f,%0.3f,%0.3f]\n"
"testbed.up_dir = [%0.3f,%0.3f,%0.3f]\n"
"testbed.view_dir = [%0.3f,%0.3f,%0.3f]\n"
"testbed.look_at = [%0.3f,%0.3f,%0.3f]\n"
"testbed.scale = %0.3f\n"
"testbed.fov,testbed.aperture_size,testbed.slice_plane_z = %0.3f,%0.3f,%0.3f\n"
"testbed.autofocus_target = [%0.3f,%0.3f,%0.3f]\n"
"testbed.autofocus = %s\n\n",
b.r,
b.g,
b.b,
b.a,
m_exposure,
s.x,
s.y,
s.z,
u.x,
u.y,
u.z,
v.x,
v.y,
v.z,
p.x,
p.y,
p.z,
scale(),
fov(),
m_aperture_size,
m_slice_plane_z,
m_autofocus_target.x,
m_autofocus_target.y,
m_autofocus_target.z,
m_autofocus ? "True" : "False"
);
ImGui::InputTextMultiline("Params", buf, sizeof(buf));
ImGui::TreePop();
}
}
if (ImGui::BeginPopupModal("Error", NULL, ImGuiWindowFlags_AlwaysAutoResize)) {
ImGui::Text("%s", imgui_error_string.c_str());
if (ImGui::Button("OK", ImVec2(120, 0))) {
ImGui::CloseCurrentPopup();
}
ImGui::EndPopup();
}
if (accum_reset) {
reset_accumulation();
}
if (ImGui::Button("Go to Python REPL")) {
m_want_repl = true;
}
ImGui::End();
}
void Testbed::init_camera_path_from_reproject_src_cameras() {
m_camera_path.clear();
for (int i = m_reproject_min_src_view_index; i < std::min(m_reproject_max_src_view_index, (int)m_reproject_src_views.size()); ++i) {
const auto& view = m_reproject_src_views[i];
m_camera_path.add_camera(
view.camera0,
view.fov()[m_fov_axis],
0.0f // timestamp set to zero: camera path treats keyframes as temporally equidistant
);
}
m_camera_path.keyframe_subsampling = (int)m_camera_path.keyframes.size();
m_camera_path.editing_kernel_type = EEditingKernel::Gaussian;
}
void Testbed::visualize_reproject_src_cameras(ImDrawList* list, const mat4& world2proj) {
for (size_t i = (size_t)m_reproject_min_src_view_index;
i < std::min((size_t)m_reproject_max_src_view_index, m_reproject_src_views.size());
++i) {
const auto& view = m_reproject_src_views[i];
auto res = view.full_resolution;
float aspect = float(res.x) / float(res.y);
visualize_camera(list, world2proj, view.camera0, aspect, 0xffffffff);
}
}
void Testbed::clear_src_views() {
m_reproject_src_views.clear();
reset_accumulation();
}
void Testbed::draw_visualizations(ImDrawList* list, const mat4x3& camera_matrix) {
mat4 view2world = camera_matrix;
mat4 world2view = inverse(view2world);
auto focal = calc_focal_length(ivec2(1), m_relative_focal_length, m_fov_axis, m_zoom);
float zscale = 1.0f / focal[m_fov_axis];
float xyscale = (float)m_window_res[m_fov_axis];
vec2 screen_center = render_screen_center(m_screen_center);
mat4 view2proj = transpose(
mat4{
xyscale,
0.0f,
(float)m_window_res.x * screen_center.x * zscale,
0.0f,
0.0f,
xyscale,
(float)m_window_res.y * screen_center.y * zscale,
0.0f,
0.0f,
0.0f,
1.0f,
0.0f,
0.0f,
0.0f,
zscale,
0.0f,
}
);
mat4 world2proj = view2proj * world2view;
float aspect = (float)m_window_res.x / (float)m_window_res.y;
if (m_reproject_visualize_src_views) {
visualize_reproject_src_cameras(list, world2proj);
}
if (m_visualize_unit_cube) {
visualize_cube(list, world2proj, vec3(0.f), vec3(1.f), mat3::identity());
}
if (m_edit_render_aabb) {
ImGuiIO& io = ImGui::GetIO();
// float flx = focal.x;
float fly = focal.y;
float zfar = m_ndc_zfar;
float znear = m_ndc_znear;
mat4 view2proj_guizmo = transpose(
mat4{
fly * 2.0f / aspect,
0.0f,
0.0f,
0.0f,
0.0f,
-fly * 2.f,
0.0f,
0.0f,
0.0f,
0.0f,
(zfar + znear) / (zfar - znear),
-(2.0f * zfar * znear) / (zfar - znear),
0.0f,
0.0f,
1.0f,
0.0f,
}
);
ImGuizmo::SetRect(0, 0, io.DisplaySize.x, io.DisplaySize.y);
static mat4 matrix = mat4::identity();
static mat4 world2view_guizmo = mat4::identity();
vec3 cen = transpose(m_render_aabb_to_local) * m_render_aabb.center();
if (!ImGuizmo::IsUsing()) {
// The the guizmo is being used, it handles updating its matrix on its own.
// Outside interference can only lead to trouble.
auto rot = transpose(m_render_aabb_to_local);
matrix = mat4(mat4x3(rot[0], rot[1], rot[2], cen));
// Additionally, the world2view transform must stay fixed, else the guizmo will incorrectly
// interpret the state from past frames. Special handling is necessary here, because below
// we emulate world translation and rotation through (inverse) camera movement.
world2view_guizmo = world2view;
}
auto prev_matrix = matrix;
if (ImGuizmo::Manipulate(
(const float*)&world2view_guizmo, (const float*)&view2proj_guizmo, m_camera_path.m_gizmo_op, ImGuizmo::LOCAL, (float*)&matrix, NULL, NULL
)) {
if (m_edit_world_transform) {
// We transform the world by transforming the camera in the opposite direction.
auto rel = prev_matrix * inverse(matrix);
m_camera = mat3(rel) * m_camera;
m_camera[3] += rel[3].xyz();
m_up_dir = mat3(rel) * m_up_dir;
} else {
m_render_aabb_to_local = transpose(mat3(matrix));
vec3 new_cen = m_render_aabb_to_local * matrix[3].xyz();
vec3 old_cen = m_render_aabb.center();
m_render_aabb.min += new_cen - old_cen;
m_render_aabb.max += new_cen - old_cen;
}
reset_accumulation();
}
}
if (m_camera_path.imgui_viz(
list,
view2proj,
world2proj,
world2view,
focal,
aspect,
m_ndc_znear,
m_ndc_zfar
)) {
m_pip_render_buffer->reset_accumulation();
}
}
void glfw_error_callback(int error, const char* description) { tlog::error() << "GLFW error #" << error << ": " << description; }
bool Testbed::keyboard_event() {
if (ImGui::GetIO().WantCaptureKeyboard) {
return false;
}
if (m_keyboard_event_callback && m_keyboard_event_callback()) {
return false;
}
if (ImGui::IsKeyPressed('Q') && ImGui::GetIO().KeyCtrl) {
glfwSetWindowShouldClose(m_glfw_window, GLFW_TRUE);
}
if ((ImGui::IsKeyPressed(GLFW_KEY_TAB) || ImGui::IsKeyPressed(GLFW_KEY_GRAVE_ACCENT)) && !ImGui::GetIO().KeyCtrl) {
m_imgui.mode = (ImGuiMode)(((uint32_t)m_imgui.mode + 1) % (uint32_t)ImGuiMode::NumModes);
}
for (int idx = 0; idx < std::min((int)ERenderMode::NumRenderModes, 10); ++idx) {
char c[] = {"1234567890"};
if (ImGui::IsKeyPressed(c[idx])) {
m_render_mode = (ERenderMode)idx;
reset_accumulation();
}
}
bool ctrl = ImGui::GetIO().KeyCtrl;
bool shift = ImGui::GetIO().KeyShift;
if (ImGui::IsKeyPressed('Z')) {
m_camera_path.m_gizmo_op = ImGuizmo::TRANSLATE;
}
if (ImGui::IsKeyPressed('X')) {
m_camera_path.m_gizmo_op = ImGuizmo::ROTATE;
}
if (ImGui::IsKeyPressed('E')) {
set_exposure(m_exposure + (shift ? -0.5f : 0.5f));
redraw_next_frame();
}
if (ImGui::IsKeyPressed('R')) {
reset_camera();
}
if (ImGui::IsKeyPressed('=') || ImGui::IsKeyPressed('+')) {
if (m_fps_camera) {
m_camera_velocity *= 1.5f;
} else {
set_scale(m_scale * 1.1f);
}
}
if (ImGui::IsKeyPressed('-') || ImGui::IsKeyPressed('_')) {
if (m_fps_camera) {
m_camera_velocity /= 1.5f;
} else {
set_scale(m_scale / 1.1f);
}
}
// WASD camera movement
vec3 translate_vec = vec3(0.0f);
if (ImGui::IsKeyDown('W')) {
translate_vec.z += 1.0f;
}
if (ImGui::IsKeyDown('A')) {
translate_vec.x += -1.0f;
}
if (ImGui::IsKeyDown('S')) {
translate_vec.z += -1.0f;
}
if (ImGui::IsKeyDown('D')) {
translate_vec.x += 1.0f;
}
if (ImGui::IsKeyDown(' ')) {
translate_vec.y += -1.0f;
}
if (ImGui::IsKeyDown('C')) {
translate_vec.y += 1.0f;
}
translate_vec *= m_camera_velocity * m_frame_ms.val() / 1000.0f;
if (shift) {
translate_vec *= 5.0f;
}
if (translate_vec != vec3(0.0f)) {
m_fps_camera = true;
// If VR is active, movement that isn't aligned with the current view
// direction is _very_ jarring to the user, so make keyboard-based
// movement aligned with the VR view, even though it is not an intended
// movement mechanism. (Users should use controllers.)
translate_camera(translate_vec, m_hmd && m_hmd->is_visible() ? mat3(m_views.front().camera0) : mat3(m_camera));
}
return false;
}
void Testbed::mouse_wheel() {
float delta = ImGui::GetIO().MouseWheel;
if (delta == 0) {
return;
}
float scale_factor = pow(1.1f, -delta);
set_scale(m_scale * scale_factor);
reset_accumulation(true);
}
mat3 Testbed::rotation_from_angles(const vec2& angles) const {
vec3 up = m_up_dir;
vec3 side = m_camera[0];
return rotmat(angles.x, up) * rotmat(angles.y, side);
}
void Testbed::mouse_drag() {
vec2 rel = vec2{ImGui::GetIO().MouseDelta.x, ImGui::GetIO().MouseDelta.y} / (float)m_window_res[m_fov_axis];
vec2 mouse = {ImGui::GetMousePos().x, ImGui::GetMousePos().y};
vec3 side = m_camera[0];
bool shift = ImGui::GetIO().KeyShift;
// Left pressed
if (ImGui::GetIO().MouseClicked[0] && shift) {
m_autofocus_target = get_3d_pos_from_pixel(*m_views.front().render_buffer, mouse);
m_autofocus = true;
reset_accumulation();
}
// Left held
if (ImGui::GetIO().MouseDown[0]) {
float rot_sensitivity = m_fps_camera ? 0.35f : 1.0f;
mat3 rot = rotation_from_angles(-rel * 2.0f * PI() * rot_sensitivity);
if (m_fps_camera) {
rot *= mat3(m_camera);
m_camera = mat4x3(rot[0], rot[1], rot[2], m_camera[3]);
} else {
// Turntable
auto old_look_at = look_at();
set_look_at({0.0f, 0.0f, 0.0f});
m_camera = rot * m_camera;
set_look_at(old_look_at);
}
reset_accumulation(true);
}
// Right held
if (ImGui::GetIO().MouseDown[1]) {
mat3 rot = rotation_from_angles(-rel * 2.0f * PI());
if (m_render_mode == ERenderMode::Shade) {
m_sun_dir = transpose(rot) * m_sun_dir;
}
m_slice_plane_z += -rel.y * m_bounding_radius;
reset_accumulation();
}
// Middle pressed
if (ImGui::GetIO().MouseClicked[2]) {
m_drag_depth = get_depth_from_renderbuffer(*m_views.front().render_buffer, mouse / vec2(m_window_res));
}
// Middle held
if (ImGui::GetIO().MouseDown[2]) {
vec3 translation = vec3{-rel.x, -rel.y, 0.0f} / m_zoom;
bool is_orthographic = m_render_with_lens_distortion && m_render_lens.mode == ELensMode::Orthographic;
translation /= m_relative_focal_length[m_fov_axis];
// If we have a valid depth value, scale the scene translation by it such that the
// hovered point in 3D space stays under the cursor.
if (m_drag_depth < 256.0f && !is_orthographic) {
translation *= m_drag_depth;
}
translate_camera(translation, mat3(m_camera));
}
}
bool Testbed::begin_frame() {
if (glfwWindowShouldClose(m_glfw_window)) {
destroy_window();
return false;
}
{
auto now = std::chrono::steady_clock::now();
auto elapsed = now - m_last_frame_time_point;
m_last_frame_time_point = now;
m_frame_ms.update(std::chrono::duration<float, std::milli>(elapsed).count());
}
glfwPollEvents();
glfwGetFramebufferSize(m_glfw_window, &m_window_res.x, &m_window_res.y);
ImGui_ImplOpenGL3_NewFrame();
ImGui_ImplGlfw_NewFrame();
ImGui::NewFrame();
ImGuizmo::BeginFrame();
return true;
}
void Testbed::handle_user_input() {
// Only respond to mouse inputs when not interacting with ImGui
if (!ImGui::IsAnyItemActive() && !ImGuizmo::IsUsing() && !ImGui::GetIO().WantCaptureMouse) {
mouse_wheel();
mouse_drag();
}
keyboard_event();
switch (m_imgui.mode) {
case ImGuiMode::Enabled: imgui(); break;
case ImGuiMode::FpsOverlay: overlay_fps(); break;
case ImGuiMode::Disabled: break;
default: throw std::runtime_error{fmt::format("Invalid imgui mode: {}", (uint32_t)m_imgui.mode)};
}
}
vec3 Testbed::vr_to_world(const vec3& pos) const { return mat3(m_camera) * pos * m_scale + m_camera[3]; }
void Testbed::begin_vr_frame_and_handle_vr_input() {
if (!m_hmd) {
m_vr_frame_info = nullptr;
return;
}
m_hmd->poll_events();
if (!m_hmd->must_run_frame_loop()) {
m_vr_frame_info = nullptr;
return;
}
m_vr_frame_info = m_hmd->begin_frame();
const auto& views = m_vr_frame_info->views;
size_t n_views = views.size();
size_t n_devices = m_devices.size();
if (n_views > 0) {
set_n_views(n_views);
ivec2 total_size = 0;
for (size_t i = 0; i < n_views; ++i) {
ivec2 view_resolution = {views[i].view.subImage.imageRect.extent.width, views[i].view.subImage.imageRect.extent.height};
total_size += view_resolution;
m_views[i].full_resolution = view_resolution;
// Apply the VR pose relative to the world camera transform.
m_views[i].camera0 = mat3(m_camera) * views[i].pose;
m_views[i].camera0[3] = vr_to_world(views[i].pose[3]);
m_views[i].camera1 = m_views[i].camera0;
m_views[i].visualized_dimension = m_visualized_dimension;
const auto& xr_fov = views[i].view.fov;
// Compute the distance on the image plane (1 unit away from the camera) that an angle of the respective FOV spans
vec2 rel_focal_length_left_down = 0.5f *
fov_to_focal_length(ivec2(1), vec2{360.0f * xr_fov.angleLeft / PI(), 360.0f * xr_fov.angleDown / PI()});
vec2 rel_focal_length_right_up = 0.5f *
fov_to_focal_length(ivec2(1), vec2{360.0f * xr_fov.angleRight / PI(), 360.0f * xr_fov.angleUp / PI()});
// Compute total distance (for X and Y) that is spanned on the image plane.
m_views[i].relative_focal_length = rel_focal_length_right_up - rel_focal_length_left_down;
// Compute fraction of that distance that is spanned by the right-up part and set screen center accordingly.
vec2 ratio = rel_focal_length_right_up / m_views[i].relative_focal_length;
m_views[i].screen_center = {1.0f - ratio.x, ratio.y};
// Fix up weirdness in the rendering pipeline
m_views[i].relative_focal_length[(m_fov_axis + 1) % 2] *= (float)view_resolution[(m_fov_axis + 1) % 2] /
(float)view_resolution[m_fov_axis];
m_views[i].render_buffer->set_hidden_area_mask(m_vr_use_hidden_area_mask ? views[i].hidden_area_mask : nullptr);
// Render each view on a different GPU (if available)
m_views[i].device = m_use_aux_devices ? &m_devices.at(i % m_devices.size()) : &primary_device();
}
// Put all the views next to each other, but at half size
glfwSetWindowSize(m_glfw_window, total_size.x / 2, (total_size.y / 2) / n_views);
// VR controller input
const auto& hands = m_vr_frame_info->hands;
m_fps_camera = true;
// TRANSLATE BY STICK (if not pressing the stick)
if (!hands[0].pressing) {
vec3 translate_vec = vec3{hands[0].thumbstick.x, 0.0f, hands[0].thumbstick.y} * m_camera_velocity * m_frame_ms.val() / 1000.0f;
if (translate_vec != vec3(0.0f)) {
translate_camera(translate_vec, mat3(m_views.front().camera0), false);
}
}
// TURN BY STICK (if not pressing the stick)
if (!hands[1].pressing) {
auto prev_camera = m_camera;
// Turn around the up vector (equivalent to x-axis mouse drag) with right joystick left/right
float sensitivity = 0.35f;
auto rot = rotation_from_angles({-2.0f * PI() * sensitivity * hands[1].thumbstick.x * m_frame_ms.val() / 1000.0f, 0.0f}) *
mat3(m_camera);
m_camera = mat4x3(rot[0], rot[1], rot[2], m_camera[3]);
// Translate camera such that center of rotation was about the current view
m_camera[3] += mat3(prev_camera) * views[0].pose[3] * m_scale - mat3(m_camera) * views[0].pose[3] * m_scale;
}
// TRANSLATE, SCALE, AND ROTATE BY GRAB
{
bool both_grabbing = hands[0].grabbing && hands[1].grabbing;
float drag_factor = both_grabbing ? 0.5f : 1.0f;
if (both_grabbing) {
drag_factor = 0.5f;
vec3 prev_diff = hands[0].prev_grab_pos - hands[1].prev_grab_pos;
vec3 diff = hands[0].grab_pos - hands[1].grab_pos;
vec3 center = 0.5f * (hands[0].grab_pos + hands[1].grab_pos);
vec3 center_world = vr_to_world(0.5f * (hands[0].grab_pos + hands[1].grab_pos));
// Scale around center position of the two dragging hands. Makes the scaling feel similar to phone pinch-to-zoom
float scale = m_scale * length(prev_diff) / length(diff);
m_camera[3] = (view_pos() - center_world) * (scale / m_scale) + center_world;
m_scale = scale;
// Take rotational component and project it to the nearest rotation about the up vector.
// We don't want to rotate the scene about any other axis.
vec3 rot = cross(normalize(prev_diff), normalize(diff));
float rot_radians = std::asin(dot(m_up_dir, rot));
auto prev_camera = m_camera;
auto rotcam = rotmat(rot_radians, m_up_dir) * mat3(m_camera);
m_camera = mat4x3(rotcam[0], rotcam[1], rotcam[2], m_camera[3]);
m_camera[3] += mat3(prev_camera) * center * m_scale - mat3(m_camera) * center * m_scale;
}
for (const auto& hand : hands) {
if (hand.grabbing) {
m_camera[3] -= drag_factor * mat3(m_camera) * hand.drag() * m_scale;
}
}
}
}
}
void Testbed::SecondWindow::draw(GLuint texture) {
if (!window) {
return;
}
int display_w, display_h;
GLFWwindow* old_context = glfwGetCurrentContext();
glfwMakeContextCurrent(window);
glfwGetFramebufferSize(window, &display_w, &display_h);
glViewport(0, 0, display_w, display_h);
glClearColor(0.0f, 0.0f, 0.0f, 1.0f);
glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT);
glEnable(GL_TEXTURE_2D);
glBindTexture(GL_TEXTURE_2D, texture);
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_S, GL_REPEAT);
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_T, GL_REPEAT);
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_LINEAR);
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_LINEAR);
glBindVertexArray(vao);
if (program) {
glUseProgram(program);
}
glDrawArrays(GL_TRIANGLES, 0, 6);
glBindVertexArray(0);
glUseProgram(0);
glfwSwapBuffers(window);
glfwMakeContextCurrent(old_context);
}
void Testbed::init_opengl_shaders() {
static const char* shader_vert = R"glsl(#version 140
out vec2 UVs;
void main() {
UVs = vec2((gl_VertexID << 1) & 2, gl_VertexID & 2);
gl_Position = vec4(UVs * 2.0 - 1.0, 0.0, 1.0);
})glsl";
static const char* shader_frag = R"glsl(#version 140
in vec2 UVs;
out vec4 frag_color;
uniform sampler2D rgba_texture;
uniform sampler2D depth_texture;
struct FoveationWarp {
float al, bl, cl;
float am, bm;
float ar, br, cr;
float switch_left, switch_right;
float inv_switch_left, inv_switch_right;
};
uniform FoveationWarp warp_x;
uniform FoveationWarp warp_y;
float unwarp(in FoveationWarp warp, float y) {
y = clamp(y, 0.0, 1.0);
if (y < warp.inv_switch_left) {
return (sqrt(-4.0 * warp.al * warp.cl + 4.0 * warp.al * y + warp.bl * warp.bl) - warp.bl) / (2.0 * warp.al);
} else if (y > warp.inv_switch_right) {
return (sqrt(-4.0 * warp.ar * warp.cr + 4.0 * warp.ar * y + warp.br * warp.br) - warp.br) / (2.0 * warp.ar);
} else {
return (y - warp.bm) / warp.am;
}
}
vec2 unwarp(in vec2 pos) {
return vec2(unwarp(warp_x, pos.x), unwarp(warp_y, pos.y));
}
void main() {
vec2 tex_coords = UVs;
tex_coords.y = 1.0 - tex_coords.y;
tex_coords = unwarp(tex_coords);
frag_color = texture(rgba_texture, tex_coords.xy);
//Uncomment the following line of code to visualize debug the depth buffer for debugging.
// frag_color = vec4(vec3(texture(depth_texture, tex_coords.xy).r), 1.0);
gl_FragDepth = texture(depth_texture, tex_coords.xy).r;
})glsl";
GLuint vert = glCreateShader(GL_VERTEX_SHADER);
glShaderSource(vert, 1, &shader_vert, NULL);
glCompileShader(vert);
check_shader(vert, "Blit vertex shader", false);
GLuint frag = glCreateShader(GL_FRAGMENT_SHADER);
glShaderSource(frag, 1, &shader_frag, NULL);
glCompileShader(frag);
check_shader(frag, "Blit fragment shader", false);
m_blit_program = glCreateProgram();
glAttachShader(m_blit_program, vert);
glAttachShader(m_blit_program, frag);
glLinkProgram(m_blit_program);
check_shader(m_blit_program, "Blit shader program", true);
glDeleteShader(vert);
glDeleteShader(frag);
glGenVertexArrays(1, &m_blit_vao);
}
void Testbed::blit_texture(
const Foveation& foveation,
GLint rgba_texture,
GLint rgba_filter_mode,
GLint depth_texture,
GLint framebuffer,
const ivec2& offset,
const ivec2& resolution
) {
if (m_blit_program == 0) {
return;
}
// Blit image to OpenXR swapchain.
// Note that the OpenXR swapchain is 8bit while the rendering is in a float texture.
// As some XR runtimes do not support float swapchains, we can't render into it directly.
bool tex = glIsEnabled(GL_TEXTURE_2D);
bool depth = glIsEnabled(GL_DEPTH_TEST);
bool cull = glIsEnabled(GL_CULL_FACE);
if (!tex) {
glEnable(GL_TEXTURE_2D);
}
if (!depth) {
glEnable(GL_DEPTH_TEST);
}
if (cull) {
glDisable(GL_CULL_FACE);
}
glDepthFunc(GL_ALWAYS);
glDepthMask(GL_TRUE);
glBindVertexArray(m_blit_vao);
glUseProgram(m_blit_program);
glUniform1i(glGetUniformLocation(m_blit_program, "rgba_texture"), 0);
glUniform1i(glGetUniformLocation(m_blit_program, "depth_texture"), 1);
auto bind_warp = [&](const FoveationPiecewiseQuadratic& warp, const std::string& uniform_name) {
glUniform1f(glGetUniformLocation(m_blit_program, (uniform_name + ".al").c_str()), warp.al);
glUniform1f(glGetUniformLocation(m_blit_program, (uniform_name + ".bl").c_str()), warp.bl);
glUniform1f(glGetUniformLocation(m_blit_program, (uniform_name + ".cl").c_str()), warp.cl);
glUniform1f(glGetUniformLocation(m_blit_program, (uniform_name + ".am").c_str()), warp.am);
glUniform1f(glGetUniformLocation(m_blit_program, (uniform_name + ".bm").c_str()), warp.bm);
glUniform1f(glGetUniformLocation(m_blit_program, (uniform_name + ".ar").c_str()), warp.ar);
glUniform1f(glGetUniformLocation(m_blit_program, (uniform_name + ".br").c_str()), warp.br);
glUniform1f(glGetUniformLocation(m_blit_program, (uniform_name + ".cr").c_str()), warp.cr);
glUniform1f(glGetUniformLocation(m_blit_program, (uniform_name + ".switch_left").c_str()), warp.switch_left);
glUniform1f(glGetUniformLocation(m_blit_program, (uniform_name + ".switch_right").c_str()), warp.switch_right);
glUniform1f(glGetUniformLocation(m_blit_program, (uniform_name + ".inv_switch_left").c_str()), warp.inv_switch_left);
glUniform1f(glGetUniformLocation(m_blit_program, (uniform_name + ".inv_switch_right").c_str()), warp.inv_switch_right);
};
bind_warp(foveation.warp_x, "warp_x");
bind_warp(foveation.warp_y, "warp_y");
glActiveTexture(GL_TEXTURE1);
glBindTexture(GL_TEXTURE_2D, depth_texture);
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_S, GL_REPEAT);
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_T, GL_REPEAT);
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_NEAREST);
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_NEAREST);
glActiveTexture(GL_TEXTURE0);
glBindTexture(GL_TEXTURE_2D, rgba_texture);
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_S, GL_REPEAT);
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_T, GL_REPEAT);
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, rgba_filter_mode);
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, rgba_filter_mode);
glBindFramebuffer(GL_FRAMEBUFFER, framebuffer);
glViewport(offset.x, offset.y, resolution.x, resolution.y);
glDrawArrays(GL_TRIANGLES, 0, 3);
glBindVertexArray(0);
glUseProgram(0);
glDepthFunc(GL_LESS);
// restore old state
if (!tex) {
glDisable(GL_TEXTURE_2D);
}
if (!depth) {
glDisable(GL_DEPTH_TEST);
}
if (cull) {
glEnable(GL_CULL_FACE);
}
glBindFramebuffer(GL_FRAMEBUFFER, 0);
}
void Testbed::draw_gui() {
// Make sure all the cuda code finished its business here
CUDA_CHECK_THROW(cudaDeviceSynchronize());
if (!m_rgba_render_textures.empty()) {
m_second_window.draw((GLuint)m_rgba_render_textures.front()->texture());
}
glfwMakeContextCurrent(m_glfw_window);
int display_w, display_h;
glfwGetFramebufferSize(m_glfw_window, &display_w, &display_h);
glViewport(0, 0, display_w, display_h);
glClearColor(0.f, 0.f, 0.f, 0.f);
glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT);
glEnable(GL_BLEND);
glBlendEquationSeparate(GL_FUNC_ADD, GL_FUNC_ADD);
glBlendFuncSeparate(GL_ONE, GL_ONE_MINUS_SRC_ALPHA, GL_ONE, GL_ONE_MINUS_SRC_ALPHA);
ivec2 extent = {(int)((float)display_w / m_n_views.x), (int)((float)display_h / m_n_views.y)};
int i = 0;
for (int y = 0; y < m_n_views.y; ++y) {
for (int x = 0; x < m_n_views.x; ++x) {
if (i >= m_views.size()) {
break;
}
auto& view = m_views[i];
ivec2 top_left{x * extent.x, display_h - (y + 1) * extent.y};
blit_texture(
m_foveated_rendering_visualize ? Foveation{} : view.foveation,
m_rgba_render_textures.at(i)->texture(),
m_foveated_rendering ? GL_LINEAR : GL_NEAREST,
m_depth_render_textures.at(i)->texture(),
0,
top_left,
extent
);
++i;
}
}
glFinish();
glViewport(0, 0, display_w, display_h);
ImDrawList* list = ImGui::GetBackgroundDrawList();
list->AddCallback(ImDrawCallback_ResetRenderState, nullptr);
// Visualizations are only meaningful when rendering a single view
if (m_views.size() == 1) {
draw_visualizations(list, m_smoothed_camera);
}
if (m_render_ground_truth) {
list->AddText(ImVec2(4.f, 4.f), 0xffffffff, "Ground Truth");
}
ImGui::Render();
ImGui_ImplOpenGL3_RenderDrawData(ImGui::GetDrawData());
glfwSwapBuffers(m_glfw_window);
// Make sure all the OGL code finished its business here.
// Any code outside of this function needs to be able to freely write to
// textures without being worried about interfering with rendering.
glFinish();
}
#endif // NGP_GUI
__global__ void to_8bit_color_kernel(ivec2 resolution, EColorSpace output_color_space, cudaSurfaceObject_t surface, uint8_t* result) {
uint32_t x = threadIdx.x + blockDim.x * blockIdx.x;
uint32_t y = threadIdx.y + blockDim.y * blockIdx.y;
if (x >= resolution.x || y >= resolution.y) {
return;
}
vec4 color;
surf2Dread((float4*)&color, surface, x * sizeof(float4), y);
if (output_color_space == EColorSpace::Linear) {
color.rgb() = linear_to_srgb(color.rgb());
}
for (uint32_t i = 0; i < 3; ++i) {
result[(x + resolution.x * y) * 3 + i] = (uint8_t)(clamp(color[i], 0.0f, 1.0f) * 255.0f + 0.5f);
}
}
void Testbed::prepare_next_camera_path_frame() {
if (!m_camera_path.rendering) {
return;
}
// If we're rendering a video, we'd like to accumulate multiple spp
// for motion blur. Hence dump the frame once the target spp has been reached
// and only reset _then_.
if (m_views.front().render_buffer->spp() == m_camera_path.render_settings.spp) {
auto tmp_dir = fs::path{"tmp"};
if (!tmp_dir.exists()) {
if (!fs::create_directory(tmp_dir)) {
m_camera_path.rendering = false;
tlog::error() << "Failed to create temporary directory 'tmp' to hold rendered images.";
return;
}
}
ivec2 res = m_views.front().render_buffer->out_resolution();
const dim3 threads = {16, 8, 1};
const dim3 blocks = {div_round_up((uint32_t)res.x, threads.x), div_round_up((uint32_t)res.y, threads.y), 1};
GPUMemory<uint8_t> image_data(product(res) * 3);
to_8bit_color_kernel<<<blocks, threads>>>(
res,
EColorSpace::SRGB, // the GUI always renders in SRGB
m_views.front().render_buffer->surface(),
image_data.data()
);
m_render_futures.emplace_back(
m_thread_pool.enqueue_task([image_data = std::move(image_data), frame_idx = m_camera_path.render_frame_idx++, res, tmp_dir] {
std::vector<uint8_t> cpu_image_data(image_data.size());
CUDA_CHECK_THROW(cudaMemcpy(cpu_image_data.data(), image_data.data(), image_data.bytes(), cudaMemcpyDeviceToHost));
write_stbi(tmp_dir / fmt::format("{:06d}.jpg", frame_idx), res.x, res.y, 3, cpu_image_data.data(), 100);
})
);
reset_accumulation(true);
if (m_camera_path.render_frame_idx == m_camera_path.render_settings.n_frames(m_camera_path.duration_seconds())) {
m_camera_path.rendering = false;
wait_all(m_render_futures);
m_render_futures.clear();
tlog::success() << "Finished rendering '.jpg' video frames to '" << tmp_dir << "'. Assembling them into a video next.";
fs::path ffmpeg = "ffmpeg";
#ifdef _WIN32
// Under Windows, try automatically downloading FFmpeg binaries if they don't exist
if (system(fmt::format("where {} >nul 2>nul", ffmpeg.str()).c_str()) != 0) {
fs::path dir = root_dir();
if ((dir / "external" / "ffmpeg").exists()) {
for (const auto& path : fs::directory{dir / "external" / "ffmpeg"}) {
ffmpeg = path / "bin" / "ffmpeg.exe";
}
}
if (!ffmpeg.exists()) {
tlog::info() << "FFmpeg not found. Downloading FFmpeg...";
do_system((dir / "scripts" / "download_ffmpeg.bat").str());
}
for (const auto& path : fs::directory{dir / "external" / "ffmpeg"}) {
ffmpeg = path / "bin" / "ffmpeg.exe";
}
if (!ffmpeg.exists()) {
tlog::warning() << "FFmpeg download failed. Trying system-wide FFmpeg.";
}
}
#endif
auto ffmpeg_command = fmt::format(
"{} -loglevel error -y -framerate {} -i tmp/%06d.jpg -c:v libx264 -preset slow -crf {} -pix_fmt yuv420p \"{}\"",
ffmpeg.str(),
m_camera_path.render_settings.fps,
// Quality goes from 0 to 10. This conversion to CRF means a quality of 10
// is a CRF of 17 and a quality of 0 a CRF of 27, which covers the "sane"
// range of x264 quality settings according to the FFmpeg docs:
// https://trac.ffmpeg.org/wiki/Encode/H.264
27 - m_camera_path.render_settings.quality,
m_camera_path.render_settings.filename
);
int ffmpeg_result = do_system(ffmpeg_command);
if (ffmpeg_result == 0) {
tlog::success() << "Saved video '" << m_camera_path.render_settings.filename << "'";
} else if (ffmpeg_result == -1) {
tlog::error() << "Video could not be assembled: FFmpeg not found.";
} else {
tlog::error() << "Video could not be assembled: FFmpeg failed";
}
clear_tmp_dir();
}
}
const auto& rs = m_camera_path.render_settings;
const float duration = m_camera_path.duration_seconds();
m_camera_path.play_time = (float)((double)m_camera_path.render_frame_idx / (double)rs.n_frames(duration));
if (m_views.front().render_buffer->spp() == 0) {
set_camera_from_time(m_camera_path.play_time);
apply_camera_smoothing(rs.frame_milliseconds(duration));
auto smoothed_camera_backup = m_smoothed_camera;
// Compute the camera for the next frame in order to be able to compute motion blur
// between it and the current one.
set_camera_from_time(m_camera_path.play_time + 1.0f / rs.n_frames(duration));
apply_camera_smoothing(rs.frame_milliseconds(duration));
m_camera_path.render_frame_end_camera = m_smoothed_camera;
// Revert camera such that the next frame will be computed correctly
// (Start camera of next frame should be the same as end camera of this frame)
set_camera_from_time(m_camera_path.play_time);
m_smoothed_camera = smoothed_camera_backup;
}
}
__global__ void reproject_kernel(
BoundingBox render_aabb,
mat3 render_aabb_to_local,
default_rng_t rng,
float near_t,
float step_factor,
uint32_t spp,
uint32_t view_idx,
mat4x3 src_camera,
vec2 src_screen_center,
vec2 src_focal_length,
ivec2 src_resolution,
Foveation src_foveation,
Lens src_lens,
MatrixView<const float> src_depth_buffer,
mat4x3 dst_camera,
vec2 dst_screen_center,
vec2 dst_focal_length,
ivec2 dst_resolution,
Foveation dst_foveation,
Lens dst_lens,
vec4* __restrict__ dst_frame_buffer,
MatrixView<float> dst_depth_buffer,
MatrixView<uint8_t> dst_hole_mask,
MatrixView<ViewIdx> dst_index_field,
MatrixView<uint8_t> src_hole_mask = {},
MatrixView<ViewIdx> src_index_field = {}
) {
uint32_t x = threadIdx.x + blockDim.x * blockIdx.x;
uint32_t y = threadIdx.y + blockDim.y * blockIdx.y;
uint32_t is_hole = dst_hole_mask(y, x);
if (x >= dst_resolution.x || y >= dst_resolution.y || (src_hole_mask && !is_hole)) {
return;
}
auto ray = pixel_to_ray(
spp,
{(int)x, (int)y},
dst_resolution,
dst_focal_length,
dst_camera,
dst_screen_center,
vec3(0.0f), // parallax
false, // pixel center snap
0.0f, // near dist
1.0f, // focus
0.0f, // aperture
dst_foveation,
{},
dst_lens
);
uint32_t dst_idx = x + dst_resolution.x * y;
float t = near_t;
rng.advance(dst_idx);
t *= std::pow(step_factor, rng.next_float());
struct Result {
ViewIdx idx;
float dist;
float t;
};
auto get_reprojected_dist = [&](float t) -> Result {
vec3 p = ray(t);
vec2 src_px = pos_to_pixel(p, src_resolution, src_focal_length, src_camera, src_screen_center, vec3(0.0f), src_foveation, src_lens);
if (src_px.x <= 0 || src_px.x >= src_resolution.x || src_px.y <= 0 || src_px.y >= src_resolution.y) {
return {
{-1, 0},
-1.0f, -1.0f
};
}
ViewIdx nearest = {clamp(ivec2(floor(src_px)), 0, src_resolution - 1), view_idx};
if (src_hole_mask) {
if (!src_hole_mask(nearest.px.y, nearest.px.x) || src_depth_buffer(nearest.px.y, nearest.px.x) == 0.0f) {
return {
{-1, 0},
-1.0f, -1.0f
};
}
}
float d = src_depth_buffer(nearest.px.y, nearest.px.x);
Ray src_ray = {
src_camera[3],
p - src_camera[3],
};
src_ray.d /= src_lens.is_360() ? length(src_ray.d) : dot(src_ray.d, src_camera[2]);
vec3 src_p = src_ray(d);
if (src_index_field) {
nearest = src_index_field(nearest.px.y, nearest.px.x);
}
return {nearest, distance(p, src_p), t};
};
auto refine_match = [&](Result match) -> Result {
static const uint32_t N_STEPS_PER_REFINEMENT = 10;
static const uint32_t N_REFINEMENTS = 3;
float prev_t = match.t / step_factor;
float next_t = match.t * step_factor;
NGP_PRAGMA_UNROLL
for (uint32_t j = 0; j < N_REFINEMENTS; ++j) {
float step_size = (next_t - prev_t) / (N_STEPS_PER_REFINEMENT - 1);
float t = prev_t;
NGP_PRAGMA_UNROLL
for (uint32_t i = 0; i < N_STEPS_PER_REFINEMENT; ++i) {
auto res = get_reprojected_dist(t);
if (res.idx.px.x >= 0 && res.dist < match.dist) {
match = res;
prev_t = t - step_size;
next_t = t + step_size;
}
t += step_size;
}
}
return match;
};
Result final = {
{-1, 0},
std::numeric_limits<float>::infinity(), 0
};
Result fallback = final;
float mint = fmaxf(render_aabb.ray_intersect(render_aabb_to_local * ray.o, render_aabb_to_local * ray.d).x, 0.0f) + 1e-6f;
if (mint < MAX_DEPTH()) {
while (t <= mint) {
t *= step_factor;
}
}
// float last_dist = std::numeric_limits<float>::infinity();
for (; render_aabb.contains(render_aabb_to_local * ray(t)); t *= step_factor) {
auto res = get_reprojected_dist(t);
if (res.idx.px.x >= 0) {
if (res.dist < t * (step_factor - 1.0f)) {
res = refine_match(res);
if (res.dist < final.dist) {
if (res.dist / res.t < 4.0f / dst_focal_length.x) {
final = res;
break;
}
}
}
// if (res.dist < last_dist) {
// fallback = res;
// }
// last_dist = res.dist;
}
}
if (final.idx.px.x == -1) {
final = fallback;
}
float prev_depth = dst_depth_buffer(y, x);
dst_frame_buffer[dst_idx] = vec4::zero();
if (final.idx.px.x == -1) {
if (is_hole) {
dst_depth_buffer(y, x) = MAX_DEPTH();
dst_hole_mask(y, x) = 1;
dst_index_field(y, x) = {-1, 0};
}
} else {
if (is_hole || final.t * step_factor < prev_depth) {
dst_depth_buffer(y, x) = final.t;
dst_hole_mask(y, x) = src_index_field ? 2 : 0;
dst_index_field(y, x) = final.idx;
}
}
}
__global__ void dilate_holes_kernel(ivec2 res, MatrixView<const uint8_t> old_hole_mask, MatrixView<uint8_t> hole_mask) {
int32_t x = threadIdx.x + blockDim.x * blockIdx.x;
int32_t y = threadIdx.y + blockDim.y * blockIdx.y;
if (x >= res.x || y >= res.y) {
return;
}
auto is_hole = [&](const ivec2& offset) {
auto clamped = clamp(ivec2{x, y} + offset, 0, res - 1);
return old_hole_mask(clamped.y, clamped.x);
};
hole_mask(y, x) = is_hole({1, 0}) || is_hole({-1, 0}) || is_hole({1, 1}) || is_hole({-1, 1}) || is_hole({1, -1}) || is_hole({-1, -1}) ||
is_hole({0, 1}) || is_hole({0, -1});
}
__global__ void generate_alt_depth_kernel(
mat4x3 src_camera,
vec2 src_screen_center,
vec2 src_focal_length,
ivec2 src_resolution,
const vec4* __restrict__ src_frame_buffer,
const float* __restrict__ src_depth_buffer,
Foveation src_foveation,
Lens src_lens,
mat4x3 dst_camera,
Lens dst_lens,
MatrixView<float> alt_depth_buffer
) {
uint32_t x = threadIdx.x + blockDim.x * blockIdx.x;
uint32_t y = threadIdx.y + blockDim.y * blockIdx.y;
if (x >= src_resolution.x || y >= src_resolution.y) {
return;
}
auto ray = pixel_to_ray(
0,
{(int)x, (int)y},
src_resolution,
src_focal_length,
src_camera,
src_screen_center,
vec3(0.0f), // parallax
false, // pixel center snap
0.0f, // near dist
1.0f, // focus
0.0f, // aperture
src_foveation,
{},
src_lens
);
uint32_t src_idx = x + src_resolution.x * y;
vec3 p = ray(src_depth_buffer[src_idx]);
alt_depth_buffer(y, x) = dst_lens.is_360() ? distance(p, dst_camera[3]) : dot(p - dst_camera[3], dst_camera[2]);
}
__global__ void copy_depth_buffer_kernel(ivec2 dst_resolution, const float* __restrict__ src_depth_buffer, MatrixView<float> dst_depth_buffer) {
uint32_t x = threadIdx.x + blockDim.x * blockIdx.x;
uint32_t y = threadIdx.y + blockDim.y * blockIdx.y;
if (x >= dst_resolution.x || y >= dst_resolution.y) {
return;
}
uint32_t idx = x + dst_resolution.x * y;
dst_depth_buffer(y, x) = src_depth_buffer[idx];
}
static constexpr float Z_NEAR = 0.1f;
static constexpr float Z_BASE = 1.03f;
inline NGP_HOST_DEVICE float to_log_depth(float d) { return logf(d / Z_NEAR) * logf(Z_BASE); }
inline NGP_HOST_DEVICE float from_log_depth(float d) { return expf(d / logf(Z_BASE)) * Z_NEAR; }
inline NGP_HOST_DEVICE vec4 from_rgbd32(uint32_t val) {
vec4 result = rgba32_to_rgba(val);
result.a = from_log_depth(result.a);
return result;
}
inline NGP_HOST_DEVICE uint32_t to_rgbd32(vec4 rgbd) {
rgbd.a = to_log_depth(rgbd.a);
return rgba_to_rgba32(rgbd);
}
__global__ void reproject_viz_kernel(
ivec2 dst_res,
const ivec2* src_res,
bool pm_enable,
MatrixView<const uint32_t> hole_labels,
MatrixView<const EPmPixelState> state,
MatrixView<const ViewIdx> index_field,
MatrixView<const uint32_t> dst_rgbd,
MatrixView<const float> dst_depth,
const MatrixView<const uint32_t>* src_rgba,
const MatrixView<const float>* src_depth,
MatrixView<vec4> frame,
MatrixView<float> depth,
EPmVizMode viz_mode,
float depth_scale
) {
uint32_t x = threadIdx.x + blockDim.x * blockIdx.x;
uint32_t y = threadIdx.y + blockDim.y * blockIdx.y;
if (x >= dst_res.x || y >= dst_res.y) {
return;
}
if (!pm_enable && state(y, x) == EPmPixelState::Hole) {
if (viz_mode == EPmVizMode::Depth) {
frame(y, x).rgb() = vec3(depth(y, x) * depth_scale);
} else {
frame(y, x).rgb() = vec3(0.0f);
}
depth(y, x) = MAX_DEPTH();
return;
}
auto src_idx = index_field(y, x);
if (viz_mode == EPmVizMode::Depth) {
frame(y, x).rgb() = vec3(dst_depth(y, x) * depth_scale);
} else if (viz_mode == EPmVizMode::Offset) {
vec2 diff = vec2(x, y) / vec2(dst_res) - vec2(src_idx.px) / vec2(src_res[src_idx.view]);
float l = length(diff);
frame(y, x).rgb() = hsv_to_rgb({atan2(diff.y / l, diff.x / l) / (PI() * 2.0f) + 0.5f, 1.0f, l});
} else if (viz_mode == EPmVizMode::Holes) {
if (state(y, x) == EPmPixelState::Hole) {
frame(y, x).rgb() = colormap_turbo(hole_labels(y, x) / (float)product(dst_res));
}
} else {
vec4 rgbd = rgba32_to_rgba(src_rgba[src_idx.view](src_idx.px.y, src_idx.px.x));
rgbd.rgb() = srgb_to_linear(rgbd.rgb());
frame(y, x) = rgbd;
depth(y, x) = src_depth[src_idx.view](src_idx.px.y, src_idx.px.x);
}
}
static constexpr int32_t PM_PATCH_RADIUS = 4;
inline NGP_HOST_DEVICE ivec2 mirror(const ivec2& v, const ivec2& res) { return abs(res - abs(res - v - 1) - 1); }
__global__ void pm_prepare_padded_src_buffers(
ivec2 padded_res,
ivec2 res,
MatrixView<const vec4> src_rgba,
MatrixView<const float> src_depth,
MatrixView<uint32_t> dst_rgbd,
MatrixView<float> dst_depth
) {
int32_t x = threadIdx.x + blockDim.x * blockIdx.x;
int32_t y = threadIdx.y + blockDim.y * blockIdx.y;
if (x >= padded_res.x || y >= padded_res.y) {
return;
}
ivec2 padding = (padded_res - res) / 2;
ivec2 idx = {(int16_t)(x - padding.x), (int16_t)(y - padding.y)};
// auto clamped_idx = clamp(idx, i16vec2((int16_t)0), i16vec2(res - 1));
auto clamped_idx = mirror(idx, i16vec2(res));
vec4 rgba = src_rgba(clamped_idx.y, clamped_idx.x);
rgba.rgb() = linear_to_srgb(rgba.rgb());
dst_rgbd(idx.y, idx.x) = rgba_to_rgba32(rgba);
dst_depth(idx.y, idx.x) = src_depth(clamped_idx.y, clamped_idx.x);
}
__global__ void pm_prepare_padded_dst_buffers(
ivec2 padded_dst_res,
ivec2 dst_res,
uint32_t n_src_views,
const ivec2* src_res,
default_rng_t fixed_seed_rng,
const MatrixView<const uint32_t>* src_rgbd,
const MatrixView<const float>* src_depth,
MatrixView<EPmPixelState> dst_state,
MatrixView<ViewIdx> dst_index_field,
MatrixView<uint32_t> dst_rgbd,
MatrixView<float> dst_depth,
MatrixView<float> dst_depth_threshold,
MatrixView<const uint8_t> hole_mask
) {
int32_t x = threadIdx.x + blockDim.x * blockIdx.x;
int32_t y = threadIdx.y + blockDim.y * blockIdx.y;
if (x >= padded_dst_res.x || y >= padded_dst_res.y) {
return;
}
ivec2 padding = (padded_dst_res - dst_res) / 2;
ivec2 idx = {x - padding.x, y - padding.y};
// auto clamped_idx = clamp(idx, i16vec2((int16_t)0), i16vec2(res - 1));
auto clamped_idx = mirror(idx, dst_res);
ViewIdx src_idx;
uint8_t is_hole = hole_mask(clamped_idx.y, clamped_idx.x);
if (is_hole == 1) {
fixed_seed_rng.advance((x + y * padded_dst_res.x) * 3);
// uint32_t random_view = fixed_seed_rng.next_uint(n_src_views);
uint32_t random_view = 0;
auto res = src_res[random_view];
src_idx = {
i16vec2{(int16_t)fixed_seed_rng.next_uint(res.y), (int16_t)fixed_seed_rng.next_uint(res.x)},
random_view
};
} else {
src_idx = dst_index_field(clamped_idx.y, clamped_idx.x);
}
dst_index_field(idx.y, idx.x) = src_idx;
if (is_hole == 0) {
dst_state(idx.y, idx.x) = EPmPixelState::Reprojected;
dst_rgbd(idx.y, idx.x) = src_rgbd[src_idx.view](src_idx.px.y, src_idx.px.x);
float depth = src_depth[src_idx.view](src_idx.px.y, src_idx.px.x);
dst_depth(idx.y, idx.x) = depth;
dst_depth_threshold(idx.y, idx.x) = depth;
} else if (is_hole == 1) {
dst_state(idx.y, idx.x) = EPmPixelState::Hole;
dst_rgbd(idx.y, idx.x) = 0x00FF00FF;
dst_depth(idx.y, idx.x) = 0.0f;
dst_depth_threshold(idx.y, idx.x) = 0.0f;
} else {
dst_state(idx.y, idx.x) = EPmPixelState::Reprojected;
dst_rgbd(idx.y, idx.x) = src_rgbd[src_idx.view](src_idx.px.y, src_idx.px.x);
dst_depth_threshold(idx.y, idx.x) = dst_depth(idx.y, idx.x);
}
}
void Testbed::reproject_views(const std::vector<const View*> src_views, View& dst_view) {
if (src_views.empty()) {
dst_view.render_buffer->clear_frame(m_stream.get());
return;
}
auto dst_res = dst_view.render_buffer->in_resolution();
std::vector<ivec2> src_res(src_views.size());
std::vector<vec2> src_screen_center(src_views.size());
std::vector<vec2> src_focal_length(src_views.size());
std::vector<GPUImage<float>> tmp_src_depth_buffer(src_views.size());
for (size_t i = 0; i < src_views.size(); ++i) {
src_res[i] = src_views[i]->render_buffer->in_resolution();
src_screen_center[i] = render_screen_center(src_views[i]->screen_center);
src_focal_length[i] =
calc_focal_length(src_views[i]->render_buffer->in_resolution(), src_views[i]->relative_focal_length, m_fov_axis, m_zoom);
// Compute the depth of every pixel in the src_view when reprojected into the dst_view.
// This could in principle happen in parallel with the reprojection step happening below.
tmp_src_depth_buffer[i] = GPUImage<float>(src_res[i], m_stream.get());
const dim3 threads = {16, 8, 1};
const dim3 blocks = {div_round_up((uint32_t)dst_res.x, threads.x), div_round_up((uint32_t)dst_res.y, threads.y), 1};
generate_alt_depth_kernel<<<blocks, threads, 0, m_stream.get()>>>(
src_views[i]->camera0,
src_screen_center[i],
src_focal_length[i],
src_res[i],
src_views[i]->render_buffer->frame_buffer(),
src_views[i]->render_buffer->depth_buffer(),
src_views[i]->foveation,
src_views[i]->lens,
dst_view.camera0,
dst_view.lens,
tmp_src_depth_buffer[i].view()
);
}
dst_view.render_buffer->clear_frame(m_stream.get());
const dim3 threads = {16, 8, 1};
const dim3 blocks = {div_round_up((uint32_t)dst_res.x, threads.x), div_round_up((uint32_t)dst_res.y, threads.y), 1};
auto prev_index_field = std::move(dst_view.index_field);
dst_view.index_field = GPUImage<ViewIdx>(dst_res, PM_PATCH_RADIUS, m_stream.get());
auto prev_hole_mask = std::move(dst_view.hole_mask);
dst_view.hole_mask = GPUImage<uint8_t>(dst_res, m_stream.get());
dst_view.hole_mask.image.memset_async(m_stream.get(), 1);
auto prev_depth_buffer = std::move(dst_view.depth_buffer);
dst_view.depth_buffer = GPUImage<float>(dst_res, PM_PATCH_RADIUS, m_stream.get());
auto dst_screen_center = render_screen_center(dst_view.screen_center);
auto dst_focal_length = calc_focal_length(dst_res, dst_view.relative_focal_length, m_fov_axis, m_zoom);
// First reproject from the source images as much as possible
for (size_t i = 0; i < src_views.size(); ++i) {
reproject_kernel<<<blocks, threads, 0, m_stream.get()>>>(
m_render_aabb,
m_render_aabb_to_local,
m_rng,
m_reproject_min_t,
m_reproject_step_factor,
dst_view.render_buffer->spp(),
i,
src_views[i]->camera0,
src_screen_center[i],
src_focal_length[i],
src_res[i],
src_views[i]->foveation,
src_views[i]->lens,
MatrixView<const float>(src_views[i]->render_buffer->depth_buffer(), src_res[i].x, 1),
dst_view.camera0,
dst_screen_center,
dst_focal_length,
dst_res,
dst_view.foveation,
dst_view.lens,
dst_view.render_buffer->frame_buffer(),
dst_view.depth_buffer.view(),
dst_view.hole_mask.view(),
dst_view.index_field.view()
);
}
// auto old_holes_mask = std::move(dst_view.hole_mask);
// dst_view.hole_mask = GPUImage<uint8_t>(dst_res, m_stream.get());
// dilate_holes_kernel<<<blocks, threads, 0, m_stream.get()>>>(dst_res, old_holes_mask.view(), dst_view.hole_mask.view());
// Then try reprojecting into the remaining holes from the previous rendering
if (m_reproject_reuse_last_frame && prev_depth_buffer.data()) {
reproject_kernel<<<blocks, threads, 0, m_stream.get()>>>(
m_render_aabb,
m_render_aabb_to_local,
m_rng,
m_reproject_min_t,
m_reproject_step_factor,
dst_view.render_buffer->spp(),
0, // Reprojecting from the most recent view will copy the previous index anyway.
dst_view.prev_camera,
render_screen_center(dst_view.screen_center),
calc_focal_length(prev_hole_mask.resolution(), dst_view.relative_focal_length, m_fov_axis, m_zoom),
prev_hole_mask.resolution(),
dst_view.prev_foveation,
dst_view.lens,
prev_depth_buffer.view(),
dst_view.camera0,
dst_screen_center,
dst_focal_length,
dst_res,
dst_view.foveation,
dst_view.lens,
dst_view.render_buffer->frame_buffer(),
dst_view.depth_buffer.view(),
dst_view.hole_mask.view(),
dst_view.index_field.view(),
prev_hole_mask.view(),
prev_index_field.view()
);
}
m_rng.advance();
auto hole_labels = GPUImage<uint32_t>(dst_res, m_stream.get());
// Detect holes and label them
{
init_labels<<<blocks, threads, 0, m_stream.get()>>>(
dst_res.x, dst_res.y, hole_labels.n_elements(), hole_labels.data(), dst_view.hole_mask.data()
);
resolve_labels<<<blocks, threads, 0, m_stream.get()>>>(dst_res.x, dst_res.y, hole_labels.n_elements(), hole_labels.data());
label_reduction<<<blocks, threads, 0, m_stream.get()>>>(
dst_res.x, dst_res.y, hole_labels.n_elements(), hole_labels.data(), dst_view.hole_mask.data()
);
resolve_labels<<<blocks, threads, 0, m_stream.get()>>>(dst_res.x, dst_res.y, hole_labels.n_elements(), hole_labels.data());
}
auto dst_state_buffer = GPUImage<EPmPixelState>(dst_res, PM_PATCH_RADIUS, m_stream.get());
std::vector<GPUImage<uint32_t>> src_rgbd_buffer(src_views.size());
std::vector<GPUImage<float>> src_depth_buffer(src_views.size());
std::vector<ivec2> padded_src_res(src_views.size());
std::vector<MatrixView<const uint32_t>> src_rgbd_views(src_views.size());
std::vector<MatrixView<const float>> src_depth_views(src_views.size());
for (size_t i = 0; i < src_views.size(); ++i) {
src_rgbd_buffer[i] = GPUImage<uint32_t>(src_res[i], PM_PATCH_RADIUS, m_stream.get());
src_depth_buffer[i] = GPUImage<float>(src_res[i], PM_PATCH_RADIUS, m_stream.get());
padded_src_res[i] = src_rgbd_buffer[i].resolution_padded();
const dim3 threads = {16, 8, 1};
const dim3 blocks = {div_round_up((uint32_t)padded_src_res[i].x, threads.x), div_round_up((uint32_t)padded_src_res[i].y, threads.y), 1};
pm_prepare_padded_src_buffers<<<blocks, threads, 0, m_stream.get()>>>(
padded_src_res[i],
src_res[i],
MatrixView<const vec4>(src_views[i]->render_buffer->frame_buffer(), src_res[i].x, 1),
tmp_src_depth_buffer[i].view(),
src_rgbd_buffer[i].view(),
src_depth_buffer[i].view()
);
src_rgbd_views[i] = src_rgbd_buffer[i].view();
src_depth_views[i] = src_depth_buffer[i].view();
}
GPUMemoryArena::Allocation views_alloc;
auto views_scratch = allocate_workspace_and_distribute<MatrixView<const uint32_t>, MatrixView<const float>, ivec2>(
m_stream.get(), &views_alloc, src_views.size(), src_views.size(), src_views.size()
);
auto* src_rgba_views_device = std::get<0>(views_scratch);
auto* src_depth_views_device = std::get<1>(views_scratch);
auto* src_res_device = std::get<2>(views_scratch);
CUDA_CHECK_THROW(cudaMemcpyAsync(
src_rgba_views_device,
src_rgbd_views.data(),
src_views.size() * sizeof(MatrixView<const uint32_t>),
cudaMemcpyHostToDevice,
m_stream.get()
));
CUDA_CHECK_THROW(cudaMemcpyAsync(
src_depth_views_device, src_depth_views.data(), src_views.size() * sizeof(MatrixView<const float>), cudaMemcpyHostToDevice, m_stream.get()
));
CUDA_CHECK_THROW(cudaMemcpyAsync(src_res_device, src_res.data(), src_views.size() * sizeof(ivec2), cudaMemcpyHostToDevice, m_stream.get())
);
auto dst_rgba_buffer = GPUImage<uint32_t>(dst_res, PM_PATCH_RADIUS, m_stream.get());
auto dst_depth_threshold_buffer = GPUImage<float>(dst_res, PM_PATCH_RADIUS, m_stream.get());
ivec2 padded_dst_res = dst_rgba_buffer.resolution_padded();
default_rng_t fixed_seed_rng{0x1337};
{
const dim3 threads = {16, 8, 1};
const dim3 blocks = {div_round_up((uint32_t)padded_dst_res.x, threads.x), div_round_up((uint32_t)padded_dst_res.y, threads.y), 1};
pm_prepare_padded_dst_buffers<<<blocks, threads, 0, m_stream.get()>>>(
padded_dst_res,
dst_res,
(uint32_t)src_views.size(),
src_res_device,
fixed_seed_rng,
src_rgba_views_device,
src_depth_views_device,
dst_state_buffer.view(),
dst_view.index_field.view(),
dst_rgba_buffer.view(),
dst_view.depth_buffer.view(),
dst_depth_threshold_buffer.view(),
dst_view.hole_mask.view()
);
fixed_seed_rng.advance();
}
reproject_viz_kernel<<<blocks, threads, 0, m_stream.get()>>>(
dst_res,
src_res_device,
m_pm_enable,
hole_labels.view(),
dst_state_buffer.view(),
dst_view.index_field.view(),
dst_rgba_buffer.view(),
dst_view.depth_buffer.view(),
src_rgba_views_device,
src_depth_views_device,
MatrixView<vec4>(dst_view.render_buffer->frame_buffer(), dst_res.x, 1),
MatrixView<float>(dst_view.render_buffer->depth_buffer(), dst_res.x, 1),
m_pm_viz_mode,
1.0f
);
}
void Testbed::render(bool skip_rendering) {
// Don't do any smoothing here if a camera path is being rendered. It'll take care
// of the smoothing on its own.
float frame_ms = m_camera_path.rendering ? 0.0f : m_frame_ms.val();
apply_camera_smoothing(frame_ms);
if (!m_render_window || !m_render || skip_rendering) {
return;
}
auto start = std::chrono::steady_clock::now();
ScopeGuard timing_guard{[&]() {
m_render_ms.update(std::chrono::duration<float, std::milli>(std::chrono::steady_clock::now() - start).count());
}};
if (frobenius_norm(m_smoothed_camera - m_camera) < 0.001f) {
m_smoothed_camera = m_camera;
} else if (!m_camera_path.rendering) {
reset_accumulation(true);
}
if (m_autofocus) {
autofocus();
}
Lens lens = m_render_with_lens_distortion ? m_render_lens : Lens{};
#ifdef NGP_GUI
if (m_hmd && m_hmd->is_visible()) {
for (auto& view : m_views) {
view.visualized_dimension = m_visualized_dimension;
}
m_n_views = {(int)m_views.size(), 1};
m_render_with_lens_distortion = false;
reset_accumulation(true);
} else {
set_n_views(1);
m_n_views = {1, 1};
auto& view = m_views.front();
view.full_resolution = m_window_res;
view.camera0 = m_smoothed_camera;
// Motion blur over the fraction of time that the shutter is open. Interpolate in log-space to preserve rotations.
view.camera1 = (m_camera_path.rendering && !m_gen3c_render_with_gen3c) ?
camera_log_lerp(m_smoothed_camera, m_camera_path.render_frame_end_camera, m_camera_path.render_settings.shutter_fraction) :
view.camera0;
view.visualized_dimension = m_visualized_dimension;
view.relative_focal_length = m_relative_focal_length;
view.screen_center = m_screen_center;
view.render_buffer->set_hidden_area_mask(nullptr);
view.foveation = {};
view.lens = lens;
view.device = &primary_device();
}
if (m_dlss) {
m_aperture_size = 0.0f;
if (!m_render_lens.supports_dlss()) {
m_render_with_lens_distortion = false;
}
}
// Update dynamic res and DLSS
{
// Don't count the time being spent allocating buffers and resetting DLSS as part of the frame time.
// Otherwise the dynamic resolution calculations for following frames will be thrown out of whack
// and may even start oscillating.
auto skip_start = std::chrono::steady_clock::now();
ScopeGuard skip_timing_guard{[&]() { start += std::chrono::steady_clock::now() - skip_start; }};
size_t n_pixels = 0, n_pixels_full_res = 0;
for (const auto& view : m_views) {
n_pixels += product(view.render_buffer->in_resolution());
n_pixels_full_res += product(view.full_resolution);
}
float pixel_ratio = n_pixels == 0 ? (1.0f / 256.0f) : ((float)n_pixels / (float)n_pixels_full_res);
float last_factor = std::sqrt(pixel_ratio);
float factor = std::sqrt(pixel_ratio / m_render_ms.val() * 1000.0f / m_dynamic_res_target_fps);
if (!m_dynamic_res) {
factor = 8.f / (float)m_fixed_res_factor;
}
factor = clamp(factor, 1.0f / 16.0f, 1.0f);
vec2 avg_screen_center = vec2(0.0f);
for (size_t i = 0; i < m_views.size(); ++i) {
avg_screen_center += m_views[i].screen_center;
}
avg_screen_center /= (float)m_views.size();
for (auto&& view : m_views) {
if (m_dlss) {
view.render_buffer->enable_dlss(*m_dlss_provider, view.full_resolution);
} else {
view.render_buffer->disable_dlss();
}
ivec2 render_res = view.render_buffer->in_resolution();
ivec2 new_render_res = clamp(ivec2(vec2(view.full_resolution) * factor), view.full_resolution / 16, view.full_resolution);
if (m_camera_path.rendering && !m_gen3c_render_with_gen3c) {
new_render_res = m_camera_path.render_settings.resolution;
}
float ratio = std::sqrt((float)product(render_res) / (float)product(new_render_res));
if (ratio > 1.2f || ratio < 0.8f || factor == 1.0f || !m_dynamic_res || (m_camera_path.rendering && !m_gen3c_render_with_gen3c)) {
render_res = new_render_res;
}
if (view.render_buffer->dlss()) {
render_res = view.render_buffer->dlss()->clamp_resolution(render_res);
view.render_buffer->dlss()->update_feature(
render_res, view.render_buffer->dlss()->is_hdr(), view.render_buffer->dlss()->sharpen()
);
}
view.render_buffer->resize(render_res);
if (m_foveated_rendering) {
if (m_dynamic_foveated_rendering) {
vec2 resolution_scale = vec2(render_res) / vec2(view.full_resolution);
// Only start foveation when DLSS if off or if DLSS is asked to do more than 1.5x upscaling.
// The reason for the 1.5x threshold is that DLSS can do up to 3x upscaling, at which point a
// foveation factor of 2x = 3.0x/1.5x corresponds exactly to bilinear super sampling, which is
// helpful in suppressing DLSS's artifacts.
float foveation_begin_factor = m_dlss ? 1.5f : 1.0f;
resolution_scale =
clamp(resolution_scale * foveation_begin_factor, vec2(1.0f / m_foveated_rendering_max_scaling), vec2(1.0f));
view.foveation = {resolution_scale, vec2(1.0f) - view.screen_center, vec2(m_foveated_rendering_full_res_diameter * 0.5f)};
m_foveated_rendering_scaling = 2.0f / sum(resolution_scale);
} else {
view.foveation = {
vec2(1.0f / m_foveated_rendering_scaling),
vec2(1.0f) - view.screen_center,
vec2(m_foveated_rendering_full_res_diameter * 0.5f)
};
}
} else {
view.foveation = {};
}
}
}
// Make sure all in-use auxiliary GPUs have the latest model and bitfield
std::unordered_set<CudaDevice*> devices_in_use;
for (auto& view : m_views) {
if (!view.device || devices_in_use.count(view.device) != 0) {
continue;
}
devices_in_use.insert(view.device);
sync_device(*view.render_buffer, *view.device);
}
if (m_reproject_enable) {
render_by_reprojection(m_stream.get(), m_views);
} else {
SyncedMultiStream synced_streams{m_stream.get(), m_views.size()};
std::vector<std::future<void>> futures(m_views.size());
for (size_t i = 0; i < m_views.size(); ++i) {
auto& view = m_views[i];
futures[i] = view.device->enqueue_task([this, &view, stream = synced_streams.get(i)]() {
auto device_guard = use_device(stream, *view.render_buffer, *view.device);
render_frame_main(
*view.device, view.camera0, view.camera1, view.screen_center, view.relative_focal_length, view.foveation, view.lens, view.visualized_dimension
);
});
}
for (size_t i = 0; i < m_views.size(); ++i) {
auto& view = m_views[i];
if (futures[i].valid()) {
futures[i].get();
}
render_frame_epilogue(
synced_streams.get(i),
view.camera0,
view.prev_camera,
view.screen_center,
view.relative_focal_length,
view.foveation,
view.prev_foveation,
view.lens,
*view.render_buffer,
true
);
view.prev_camera = view.camera0;
view.prev_foveation = view.foveation;
}
}
for (size_t i = 0; i < m_views.size(); ++i) {
m_rgba_render_textures.at(i)->blit_from_cuda_mapping();
m_depth_render_textures.at(i)->blit_from_cuda_mapping();
}
if (m_picture_in_picture_res > 0) {
ivec2 res{(int)m_picture_in_picture_res, (int)(m_picture_in_picture_res * 9.0f / 16.0f)};
m_pip_render_buffer->resize(res);
if (m_pip_render_buffer->spp() < 8) {
// a bit gross, but let's copy the keyframe's state into the global state in order to not have to plumb
// through the fov etc to render_frame.
CameraKeyframe backup = copy_camera_to_keyframe();
CameraKeyframe pip_kf = m_camera_path.eval_camera_path(m_camera_path.play_time);
set_camera_from_keyframe(pip_kf);
if (m_reproject_enable) {
std::vector<View> views(1);
auto& view = views.front();
view.camera0 = pip_kf.m();
view.camera1 = pip_kf.m();
view.prev_camera = pip_kf.m();
view.screen_center = m_screen_center;
view.relative_focal_length = m_relative_focal_length;
view.foveation = {};
view.prev_foveation = {};
view.lens = lens;
view.visualized_dimension = m_visualized_dimension;
view.render_buffer = m_pip_render_buffer;
render_by_reprojection(m_stream.get(), views);
} else {
render_frame(
m_stream.get(),
pip_kf.m(),
pip_kf.m(),
pip_kf.m(),
m_screen_center,
m_relative_focal_length,
{}, // foveation
{}, // prev foveation
lens,
m_visualized_dimension,
*m_pip_render_buffer
);
}
set_camera_from_keyframe(backup);
m_pip_render_texture->blit_from_cuda_mapping();
}
}
#endif
CUDA_CHECK_THROW(cudaStreamSynchronize(m_stream.get()));
}
mat4x3 Testbed::view_camera(size_t view_idx) const {
if (m_views.size() <= view_idx) {
throw std::runtime_error{fmt::format("View #{} does not exist.", view_idx)};
}
auto& view = m_views.at(view_idx);
return view.camera0;
}
#ifdef NGP_GUI
void Testbed::create_second_window() {
if (m_second_window.window) {
return;
}
bool frameless = false;
glfwWindowHint(GLFW_OPENGL_FORWARD_COMPAT, GL_TRUE);
glfwWindowHint(GLFW_RESIZABLE, !frameless);
glfwWindowHint(GLFW_OPENGL_PROFILE, GLFW_OPENGL_CORE_PROFILE);
glfwWindowHint(GLFW_CENTER_CURSOR, false);
glfwWindowHint(GLFW_DECORATED, !frameless);
glfwWindowHint(GLFW_SCALE_TO_MONITOR, frameless);
glfwWindowHint(GLFW_TRANSPARENT_FRAMEBUFFER, true);
// get the window size / coordinates
int win_w = 0, win_h = 0, win_x = 0, win_y = 0;
GLuint ps = 0, vs = 0;
{
win_w = 1920;
win_h = 1080;
win_x = 0x40000000;
win_y = 0x40000000;
static const char* copy_shader_vert =
"\
in vec2 vertPos_data;\n\
out vec2 texCoords;\n\
void main(){\n\
gl_Position = vec4(vertPos_data.xy, 0.0, 1.0);\n\
texCoords = (vertPos_data.xy + 1.0) * 0.5; texCoords.y=1.0-texCoords.y;\n\
}";
static const char* copy_shader_frag =
"\
in vec2 texCoords;\n\
out vec4 fragColor;\n\
uniform sampler2D screenTex;\n\
void main(){\n\
fragColor = texture(screenTex, texCoords.xy);\n\
}";
vs = compile_shader(false, copy_shader_vert);
ps = compile_shader(true, copy_shader_frag);
}
m_second_window.window = glfwCreateWindow(win_w, win_h, "Fullscreen Output", NULL, m_glfw_window);
if (win_x != 0x40000000) {
glfwSetWindowPos(m_second_window.window, win_x, win_y);
}
glfwMakeContextCurrent(m_second_window.window);
m_second_window.program = glCreateProgram();
glAttachShader(m_second_window.program, vs);
glAttachShader(m_second_window.program, ps);
glLinkProgram(m_second_window.program);
if (!check_shader(m_second_window.program, "shader program", true)) {
glDeleteProgram(m_second_window.program);
m_second_window.program = 0;
}
// vbo and vao
glGenVertexArrays(1, &m_second_window.vao);
glGenBuffers(1, &m_second_window.vbo);
glBindVertexArray(m_second_window.vao);
const float fsquadVerts[] = {-1.0f, -1.0f, -1.0f, 1.0f, 1.0f, 1.0f, 1.0f, 1.0f, 1.0f, -1.0f, -1.0f, -1.0f};
glBindBuffer(GL_ARRAY_BUFFER, m_second_window.vbo);
glBufferData(GL_ARRAY_BUFFER, sizeof(fsquadVerts), fsquadVerts, GL_STATIC_DRAW);
glVertexAttribPointer(0, 2, GL_FLOAT, GL_FALSE, 2 * sizeof(float), (void*)0);
glEnableVertexAttribArray(0);
glBindBuffer(GL_ARRAY_BUFFER, 0);
glBindVertexArray(0);
}
void Testbed::set_n_views(size_t n_views) {
bool changed_views = n_views != m_views.size();
while (m_views.size() > n_views) {
m_views.pop_back();
}
m_rgba_render_textures.resize(n_views);
m_depth_render_textures.resize(n_views);
while (m_views.size() < n_views) {
size_t idx = m_views.size();
m_rgba_render_textures[idx] = std::make_shared<GLTexture>();
m_depth_render_textures[idx] = std::make_shared<GLTexture>();
m_views.emplace_back(View{std::make_shared<CudaRenderBuffer>(m_rgba_render_textures[idx], m_depth_render_textures[idx])});
}
};
#endif // NGP_GUI
void Testbed::init_window(int resw, int resh, bool hidden, bool second_window) {
#ifndef NGP_GUI
throw std::runtime_error{"init_window failed: NGP was built without GUI support"};
#else
m_window_res = {resw, resh};
glfwSetErrorCallback(glfw_error_callback);
if (!glfwInit()) {
throw std::runtime_error{"GLFW could not be initialized."};
}
# ifdef NGP_VULKAN
// Only try to initialize DLSS (Vulkan+NGX) if the
// GPU is sufficiently new. Older GPUs don't support
// DLSS, so it is preferable to not make a futile
// attempt and emit a warning that confuses users.
if (primary_device().compute_capability() >= 70) {
try {
m_dlss_provider = init_vulkan_and_ngx();
} catch (const std::runtime_error& e) {
tlog::warning() << "Could not initialize Vulkan and NGX. DLSS not supported. (" << e.what() << ")";
}
}
# endif
glfwWindowHint(GLFW_VISIBLE, hidden ? GLFW_FALSE : GLFW_TRUE);
std::string title = "Gen3C GUI";
m_glfw_window = glfwCreateWindow(m_window_res.x, m_window_res.y, title.c_str(), NULL, NULL);
if (m_glfw_window == NULL) {
throw std::runtime_error{"GLFW window could not be created."};
}
glfwMakeContextCurrent(m_glfw_window);
# ifdef _WIN32
if (gl3wInit()) {
throw std::runtime_error{"GL3W could not be initialized."};
}
# else
glewExperimental = 1;
if (glewInit()) {
throw std::runtime_error{"GLEW could not be initialized."};
}
# endif
glfwSwapInterval(m_vsync ? 1 : 0); // Disable vsync
GLint gl_version_minor, gl_version_major;
glGetIntegerv(GL_MINOR_VERSION, &gl_version_minor);
glGetIntegerv(GL_MAJOR_VERSION, &gl_version_major);
if (gl_version_major < 3 || (gl_version_major == 3 && gl_version_minor < 1)) {
throw std::runtime_error{
fmt::format("Unsupported OpenGL version {}.{}. Gen3C requires at least OpenGL 3.1", gl_version_major, gl_version_minor)
};
}
tlog::success() << "Initialized OpenGL version " << glGetString(GL_VERSION);
glfwSetWindowUserPointer(m_glfw_window, this);
glfwSetDropCallback(m_glfw_window, [](GLFWwindow* window, int count, const char** paths) {
Testbed* testbed = (Testbed*)glfwGetWindowUserPointer(window);
if (!testbed) {
return;
}
if (testbed->m_file_drop_callback) {
if (testbed->m_file_drop_callback(std::vector<std::string>(paths, paths + count))) {
// Files were handled by the callback.
return;
}
}
for (int i = 0; i < count; i++) {
testbed->load_file(paths[i]);
}
});
glfwSetKeyCallback(m_glfw_window, [](GLFWwindow* window, int key, int scancode, int action, int mods) {
Testbed* testbed = (Testbed*)glfwGetWindowUserPointer(window);
if (testbed) {
testbed->redraw_gui_next_frame();
}
});
glfwSetCursorPosCallback(m_glfw_window, [](GLFWwindow* window, double xpos, double ypos) {
Testbed* testbed = (Testbed*)glfwGetWindowUserPointer(window);
if (testbed && (ImGui::IsAnyItemActive() || ImGui::GetIO().WantCaptureMouse || ImGuizmo::IsUsing()) &&
(ImGui::GetIO().MouseDown[0] || ImGui::GetIO().MouseDown[1] || ImGui::GetIO().MouseDown[2])) {
testbed->redraw_gui_next_frame();
}
});
glfwSetMouseButtonCallback(m_glfw_window, [](GLFWwindow* window, int button, int action, int mods) {
Testbed* testbed = (Testbed*)glfwGetWindowUserPointer(window);
if (testbed) {
testbed->redraw_gui_next_frame();
}
});
glfwSetScrollCallback(m_glfw_window, [](GLFWwindow* window, double xoffset, double yoffset) {
Testbed* testbed = (Testbed*)glfwGetWindowUserPointer(window);
if (testbed) {
testbed->redraw_gui_next_frame();
}
});
glfwSetWindowSizeCallback(m_glfw_window, [](GLFWwindow* window, int width, int height) {
Testbed* testbed = (Testbed*)glfwGetWindowUserPointer(window);
if (testbed) {
testbed->redraw_next_frame();
}
});
glfwSetFramebufferSizeCallback(m_glfw_window, [](GLFWwindow* window, int width, int height) {
Testbed* testbed = (Testbed*)glfwGetWindowUserPointer(window);
if (testbed) {
testbed->redraw_next_frame();
}
});
float xscale, yscale;
glfwGetWindowContentScale(m_glfw_window, &xscale, &yscale);
// IMGUI init
IMGUI_CHECKVERSION();
ImGui::CreateContext();
ImGuiIO& io = ImGui::GetIO();
(void)io;
// By default, imgui places its configuration (state of the GUI -- size of windows, which regions are expanded, etc.) in ./imgui.ini
// relative to the working directory. Instead, we would like to place imgui.ini in the directory that Gen3C project resides in.
static std::string ini_filename;
ini_filename = (root_dir() / "imgui.ini").str();
io.IniFilename = ini_filename.c_str();
// New ImGui event handling seems to make camera controls laggy if input trickling is true. So disable input trickling.
io.ConfigInputTrickleEventQueue = false;
ImGui::StyleColorsDark();
ImGui_ImplGlfw_InitForOpenGL(m_glfw_window, true);
ImGui_ImplOpenGL3_Init("#version 140");
ImGui::GetStyle().ScaleAllSizes(xscale);
ImFontConfig font_cfg;
font_cfg.SizePixels = 13.0f * xscale;
io.Fonts->AddFontDefault(&font_cfg);
ImFontConfig overlay_font_cfg;
overlay_font_cfg.SizePixels = 128.0f * xscale;
m_imgui.overlay_font = io.Fonts->AddFontDefault(&overlay_font_cfg);
init_opengl_shaders();
// Make sure there's at least one usable render texture
set_n_views(1);
m_views.front().full_resolution = m_window_res;
m_views.front().render_buffer->resize(m_views.front().full_resolution);
m_pip_render_texture = std::make_shared<GLTexture>();
m_pip_render_buffer = std::make_shared<CudaRenderBuffer>(m_pip_render_texture);
m_render_window = true;
if (m_second_window.window == nullptr && second_window) {
create_second_window();
}
#endif // NGP_GUI
}
void Testbed::destroy_window() {
#ifndef NGP_GUI
throw std::runtime_error{"destroy_window failed: NGP was built without GUI support"};
#else
if (!m_render_window) {
throw std::runtime_error{"Window must be initialized to be destroyed."};
}
m_hmd.reset();
m_views.clear();
m_rgba_render_textures.clear();
m_depth_render_textures.clear();
m_pip_render_buffer.reset();
m_pip_render_texture.reset();
m_dlss = false;
m_dlss_provider.reset();
ImGui_ImplOpenGL3_Shutdown();
ImGui_ImplGlfw_Shutdown();
ImGui::DestroyContext();
glfwDestroyWindow(m_glfw_window);
glfwTerminate();
m_blit_program = 0;
m_blit_vao = 0;
m_glfw_window = nullptr;
m_render_window = false;
#endif // NGP_GUI
}
void Testbed::init_vr() {
#ifndef NGP_GUI
throw std::runtime_error{"init_vr failed: NGP was built without GUI support"};
#else
try {
if (!m_glfw_window) {
throw std::runtime_error{"`init_window` must be called before `init_vr`"};
}
# if defined(XR_USE_PLATFORM_WIN32)
m_hmd = std::make_unique<OpenXRHMD>(wglGetCurrentDC(), glfwGetWGLContext(m_glfw_window));
# elif defined(XR_USE_PLATFORM_XLIB)
Display* xDisplay = glfwGetX11Display();
GLXContext glxContext = glfwGetGLXContext(m_glfw_window);
int glxFBConfigXID = 0;
glXQueryContext(xDisplay, glxContext, GLX_FBCONFIG_ID, &glxFBConfigXID);
int attributes[3] = {GLX_FBCONFIG_ID, glxFBConfigXID, 0};
int nelements = 1;
GLXFBConfig* pglxFBConfig = glXChooseFBConfig(xDisplay, 0, attributes, &nelements);
if (nelements != 1 || !pglxFBConfig) {
throw std::runtime_error{"init_vr(): Couldn't obtain GLXFBConfig"};
}
GLXFBConfig glxFBConfig = *pglxFBConfig;
XVisualInfo* visualInfo = glXGetVisualFromFBConfig(xDisplay, glxFBConfig);
if (!visualInfo) {
throw std::runtime_error{"init_vr(): Couldn't obtain XVisualInfo"};
}
m_hmd = std::make_unique<OpenXRHMD>(xDisplay, visualInfo->visualid, glxFBConfig, glXGetCurrentDrawable(), glxContext);
# elif defined(XR_USE_PLATFORM_WAYLAND)
m_hmd = std::make_unique<OpenXRHMD>(glfwGetWaylandDisplay());
# endif
// Enable aggressive optimizations to make the VR experience smooth.
update_vr_performance_settings();
// If multiple GPUs are available, shoot for 60 fps in VR.
// Otherwise, it wouldn't be realistic to expect more than 30.
m_dynamic_res_target_fps = m_devices.size() > 1 ? 60 : 30;
m_background_color = {0.0f, 0.0f, 0.0f, 0.0f};
} catch (const std::runtime_error& e) {
if (std::string{e.what()}.find("XR_ERROR_FORM_FACTOR_UNAVAILABLE") != std::string::npos) {
throw std::runtime_error{
"Could not initialize VR. Ensure that SteamVR, OculusVR, or any other OpenXR-compatible runtime is running. Also set it as the active OpenXR runtime."
};
} else {
throw std::runtime_error{fmt::format("Could not initialize VR: {}", e.what())};
}
}
#endif // NGP_GUI
}
void Testbed::update_vr_performance_settings() {
#ifdef NGP_GUI
if (m_hmd) {
auto blend_mode = m_hmd->environment_blend_mode();
// DLSS is instrumental in getting VR to look good. Enable if possible.
// If the environment is blended in (such as in XR/AR applications),
// DLSS causes jittering at object sillhouettes (doesn't deal well with alpha),
// and hence stays disabled.
m_dlss = (blend_mode == EEnvironmentBlendMode::Opaque) && m_dlss_provider;
// Foveated rendering is similarly vital in getting high performance without losing
// resolution in the middle of the view.
m_foveated_rendering = true;
// Many VR runtimes perform optical flow for automatic reprojection / motion smoothing.
// This breaks down for solid-color background, sometimes leading to artifacts. Hence:
// set background color to transparent and, in spherical_checkerboard_kernel(...),
// blend a checkerboard. If the user desires a solid background nonetheless, they can
// set the background color to have an alpha value of 1.0 manually via the GUI or via Python.
m_render_transparency_as_checkerboard = (blend_mode == EEnvironmentBlendMode::Opaque);
} else {
m_foveated_rendering = false;
m_render_transparency_as_checkerboard = false;
}
#endif // NGP_GUI
}
bool Testbed::frame() {
#ifdef NGP_GUI
if (m_render_window) {
if (!begin_frame()) {
return false;
}
handle_user_input();
begin_vr_frame_and_handle_vr_input();
}
#endif
bool skip_rendering = false;
if (!m_dlss && m_max_spp > 0 && !m_views.empty() && m_views.front().render_buffer->spp() >= m_max_spp) {
skip_rendering = true;
}
if (m_camera_path.rendering && !m_gen3c_render_with_gen3c) {
prepare_next_camera_path_frame();
skip_rendering = false;
}
if (m_record_camera_path && !m_views.empty()) {
m_camera_path.spline_order = 1;
const float timestamp = m_camera_path.duration_seconds() + m_frame_ms.val() / 1000.0f;
m_camera_path.add_camera(m_views[0].camera0, focal_length_to_fov(1.0f, m_views[0].relative_focal_length[m_fov_axis]), timestamp);
m_camera_path.keyframe_subsampling = (int)m_camera_path.keyframes.size();
m_camera_path.editing_kernel_type = EEditingKernel::Gaussian;
}
#ifdef NGP_GUI
if (m_hmd && m_hmd->is_visible()) {
skip_rendering = false;
}
#endif
if (!skip_rendering || std::chrono::steady_clock::now() - m_last_gui_draw_time_point > 50ms) {
redraw_gui_next_frame();
}
try {
while (true) {
(*m_task_queue.tryPop())();
}
} catch (const SharedQueueEmptyException&) {}
render(skip_rendering);
#ifdef NGP_GUI
if (m_render_window) {
if (m_gui_redraw) {
draw_gui();
m_gui_redraw = false;
m_last_gui_draw_time_point = std::chrono::steady_clock::now();
}
ImGui::EndFrame();
}
if (m_hmd && m_vr_frame_info) {
// If HMD is visible to the user, splat rendered images to the HMD
if (m_hmd->is_visible()) {
size_t n_views = std::min(m_views.size(), m_vr_frame_info->views.size());
// Blit textures to the OpenXR-owned framebuffers (each corresponding to one eye)
for (size_t i = 0; i < n_views; ++i) {
const auto& vr_view = m_vr_frame_info->views.at(i);
ivec2 resolution = {
vr_view.view.subImage.imageRect.extent.width,
vr_view.view.subImage.imageRect.extent.height,
};
blit_texture(
m_views.at(i).foveation,
m_rgba_render_textures.at(i)->texture(),
GL_LINEAR,
m_depth_render_textures.at(i)->texture(),
vr_view.framebuffer,
ivec2(0),
resolution
);
}
glFinish();
}
// Far and near planes are intentionally reversed, because we map depth inversely
// to z. I.e. a window-space depth of 1 refers to the near plane and a depth of 0
// to the far plane. This results in much better numeric precision.
m_hmd->end_frame(m_vr_frame_info, m_ndc_zfar / m_scale, m_ndc_znear / m_scale, m_vr_use_depth_reproject);
}
#endif
return true;
}
bool Testbed::want_repl() {
bool b = m_want_repl;
m_want_repl = false;
return b;
}
void Testbed::apply_camera_smoothing(float elapsed_ms) {
// Ensure our camera rotation remains an orthogonal matrix as numeric
// errors accumulate across frames.
m_camera = orthogonalize(m_camera);
if (m_camera_smoothing) {
float decay = std::pow(0.02f, elapsed_ms / 1000.0f);
m_smoothed_camera = orthogonalize(camera_log_lerp(m_smoothed_camera, m_camera, 1.0f - decay));
} else {
m_smoothed_camera = m_camera;
}
}
CameraKeyframe Testbed::copy_camera_to_keyframe() const { return CameraKeyframe(m_camera, fov(), 0.0f); }
void Testbed::set_camera_from_keyframe(const CameraKeyframe& k) {
m_camera = k.m();
set_fov(k.fov);
}
void Testbed::set_camera_from_time(float t) {
if (m_camera_path.keyframes.empty()) {
return;
}
set_camera_from_keyframe(m_camera_path.eval_camera_path(t));
}
float Testbed::fov() const { return focal_length_to_fov(1.0f, m_relative_focal_length[m_fov_axis]); }
void Testbed::set_fov(float val) { m_relative_focal_length = vec2(fov_to_focal_length(1, val)); }
vec2 Testbed::fov_xy() const { return focal_length_to_fov(ivec2(1), m_relative_focal_length); }
void Testbed::set_fov_xy(const vec2& val) { m_relative_focal_length = fov_to_focal_length(ivec2(1), val); }
Testbed::Testbed(ETestbedMode mode) {
tcnn::set_log_callback([](LogSeverity severity, const std::string& msg) {
tlog::ESeverity s = tlog::ESeverity::Info;
switch (severity) {
case LogSeverity::Info: s = tlog::ESeverity::Info; break;
case LogSeverity::Debug: s = tlog::ESeverity::Debug; break;
case LogSeverity::Warning: s = tlog::ESeverity::Warning; break;
case LogSeverity::Error: s = tlog::ESeverity::Error; break;
case LogSeverity::Success: s = tlog::ESeverity::Success; break;
default: break;
}
tlog::log(s) << msg;
});
if (!(__CUDACC_VER_MAJOR__ > 10 || (__CUDACC_VER_MAJOR__ == 10 && __CUDACC_VER_MINOR__ >= 2))) {
throw std::runtime_error{"Testbed requires CUDA 10.2 or later."};
}
#ifdef NGP_GUI
// Ensure we're running on the GPU that'll host our GUI. To do so, try creating a dummy
// OpenGL context, figure out the GPU it's running on, and then kill that context again.
if (!is_wsl() && glfwInit()) {
glfwWindowHint(GLFW_VISIBLE, GLFW_FALSE);
GLFWwindow* offscreen_context = glfwCreateWindow(640, 480, "", NULL, NULL);
if (offscreen_context) {
glfwMakeContextCurrent(offscreen_context);
int gl_device = -1;
unsigned int device_count = 0;
if (cudaGLGetDevices(&device_count, &gl_device, 1, cudaGLDeviceListAll) == cudaSuccess) {
if (device_count > 0 && gl_device >= 0) {
set_cuda_device(gl_device);
}
}
glfwDestroyWindow(offscreen_context);
}
glfwTerminate();
}
#endif
// Reset our stream, which was allocated on the originally active device,
// to make sure it corresponds to the now active device.
m_stream = {};
int active_device = cuda_device();
int active_compute_capability = cuda_compute_capability();
tlog::success() << fmt::format(
"Initialized CUDA {}. Active GPU is #{}: {} [{}]", cuda_runtime_version_string(), active_device, cuda_device_name(), active_compute_capability
);
if (active_compute_capability < MIN_GPU_ARCH) {
tlog::warning() << "Insufficient compute capability " << active_compute_capability << " detected.";
tlog::warning() << "This program was compiled for >=" << MIN_GPU_ARCH << " and may thus behave unexpectedly.";
}
m_devices.emplace_back(active_device, true);
int n_devices = cuda_device_count();
for (int i = 0; i < n_devices; ++i) {
if (i == active_device) {
continue;
}
if (cuda_compute_capability(i) >= MIN_GPU_ARCH) {
m_devices.emplace_back(i, false);
}
}
if (m_devices.size() > 1) {
tlog::success() << "Detected auxiliary GPUs:";
for (size_t i = 1; i < m_devices.size(); ++i) {
const auto& device = m_devices[i];
tlog::success() << " #" << device.id() << ": " << device.name() << " [" << device.compute_capability() << "]";
}
}
set_mode(mode);
set_exposure(0);
reset_camera();
}
Testbed::~Testbed() {
// If any temporary file was created, make sure it's deleted
clear_tmp_dir();
if (m_render_window) {
destroy_window();
}
}
bool Testbed::clear_tmp_dir() {
wait_all(m_render_futures);
m_render_futures.clear();
bool success = true;
auto tmp_dir = fs::path{"tmp"};
if (tmp_dir.exists()) {
if (tmp_dir.is_directory()) {
for (const auto& path : fs::directory{tmp_dir}) {
if (path.is_file()) {
success &= path.remove_file();
}
}
}
success &= tmp_dir.remove_file();
}
return success;
}
vec2 Testbed::calc_focal_length(const ivec2& resolution, const vec2& relative_focal_length, int fov_axis, float zoom) const {
return relative_focal_length * (float)resolution[fov_axis] * zoom;
}
vec2 Testbed::render_screen_center(const vec2& screen_center) const {
// see pixel_to_ray for how screen center is used; 0.5, 0.5 is 'normal'. we flip so that it becomes the point in the
// original image we want to center on.
return (0.5f - screen_center) * m_zoom + 0.5f;
}
__global__ void dlss_prep_kernel(
ivec2 resolution,
uint32_t sample_index,
vec2 focal_length,
vec2 screen_center,
vec3 parallax_shift,
bool snap_to_pixel_centers,
float* depth_buffer,
const float znear,
const float zfar,
mat4x3 camera,
mat4x3 prev_camera,
cudaSurfaceObject_t depth_surface,
cudaSurfaceObject_t mvec_surface,
cudaSurfaceObject_t exposure_surface,
Foveation foveation,
Foveation prev_foveation,
Lens lens
) {
uint32_t x = threadIdx.x + blockDim.x * blockIdx.x;
uint32_t y = threadIdx.y + blockDim.y * blockIdx.y;
if (x >= resolution.x || y >= resolution.y) {
return;
}
uint32_t idx = x + resolution.x * y;
uint32_t x_orig = x;
uint32_t y_orig = y;
const float depth = depth_buffer[idx];
vec2 mvec = motion_vector(
sample_index,
{(int)x, (int)y},
resolution,
focal_length,
camera,
prev_camera,
screen_center,
parallax_shift,
snap_to_pixel_centers,
depth,
foveation,
prev_foveation,
lens
);
surf2Dwrite(make_float2(mvec.x, mvec.y), mvec_surface, x_orig * sizeof(float2), y_orig);
// DLSS was trained on games, which presumably used standard normalized device coordinates (ndc)
// depth buffers. So: convert depth to NDC with reasonable near- and far planes.
surf2Dwrite(to_ndc_depth(depth, znear, zfar), depth_surface, x_orig * sizeof(float), y_orig);
// First thread write an exposure factor of 1. Since DLSS will run on tonemapped data,
// exposure is assumed to already have been applied to DLSS' inputs.
if (x_orig == 0 && y_orig == 0) {
surf2Dwrite(1.0f, exposure_surface, 0, 0);
}
}
__global__ void spherical_checkerboard_kernel(
ivec2 resolution,
vec2 focal_length,
mat4x3 camera,
vec2 screen_center,
vec3 parallax_shift,
Foveation foveation,
Lens lens,
vec4 background_color,
vec4* frame_buffer
) {
uint32_t x = threadIdx.x + blockDim.x * blockIdx.x;
uint32_t y = threadIdx.y + blockDim.y * blockIdx.y;
if (x >= resolution.x || y >= resolution.y) {
return;
}
Ray ray = pixel_to_ray(
0,
{(int)x, (int)y},
resolution,
focal_length,
camera,
screen_center,
parallax_shift,
false,
0.0f,
1.0f,
0.0f,
foveation,
{}, // No need for hidden area mask
lens
);
// Blend with checkerboard to break up reprojection weirdness in some VR runtimes
host_device_swap(ray.d.z, ray.d.y);
vec2 spherical = dir_to_spherical(normalize(ray.d)) * 32.0f / PI();
const vec4 dark_gray = {0.5f, 0.5f, 0.5f, 1.0f};
const vec4 light_gray = {0.55f, 0.55f, 0.55f, 1.0f};
vec4 checker = fabsf(fmodf(floorf(spherical.x) + floorf(spherical.y), 2.0f)) < 0.5f ? dark_gray : light_gray;
// Blend background color on top of checkerboard first (checkerboard is meant to be "behind" the background,
// representing transparency), and then blend the result behind the frame buffer.
background_color.rgb() = srgb_to_linear(background_color.rgb());
background_color += (1.0f - background_color.a) * checker;
uint32_t idx = x + resolution.x * y;
frame_buffer[idx] += (1.0f - frame_buffer[idx].a) * background_color;
}
__global__ void vr_overlay_hands_kernel(
ivec2 resolution,
vec2 focal_length,
mat4x3 camera,
vec2 screen_center,
vec3 parallax_shift,
Foveation foveation,
Lens lens,
vec3 left_hand_pos,
float left_grab_strength,
vec4 left_hand_color,
vec3 right_hand_pos,
float right_grab_strength,
vec4 right_hand_color,
float hand_radius,
EColorSpace output_color_space,
cudaSurfaceObject_t surface
// TODO: overwrite depth buffer
) {
uint32_t x = threadIdx.x + blockDim.x * blockIdx.x;
uint32_t y = threadIdx.y + blockDim.y * blockIdx.y;
if (x >= resolution.x || y >= resolution.y) {
return;
}
Ray ray = pixel_to_ray(
0,
{(int)x, (int)y},
resolution,
focal_length,
camera,
screen_center,
parallax_shift,
false,
0.0f,
1.0f,
0.0f,
foveation,
{}, // No need for hidden area mask
lens
);
vec4 color = vec4(0.0f);
auto composit_hand = [&](vec3 hand_pos, float grab_strength, vec4 hand_color) {
// Don't render the hand indicator if it's behind the ray origin.
if (dot(ray.d, hand_pos - ray.o) < 0.0f) {
return;
}
float distance = ray.distance_to(hand_pos);
vec4 base_color = vec4(0.0f);
const vec4 border_color = {0.4f, 0.4f, 0.4f, 0.4f};
// Divide hand radius into an inner part (4/5ths) and a border (1/5th).
float radius = hand_radius * 0.8f;
float border_width = hand_radius * 0.2f;
// When grabbing, shrink the inner part as a visual indicator.
radius *= 0.5f + 0.5f * (1.0f - grab_strength);
if (distance < radius) {
base_color = hand_color;
} else if (distance < radius + border_width) {
base_color = border_color;
} else {
return;
}
// Make hand color opaque when grabbing.
base_color.a = grab_strength + (1.0f - grab_strength) * base_color.a;
color += base_color * (1.0f - color.a);
};
if (dot(ray.d, left_hand_pos - ray.o) < dot(ray.d, right_hand_pos - ray.o)) {
composit_hand(left_hand_pos, left_grab_strength, left_hand_color);
composit_hand(right_hand_pos, right_grab_strength, right_hand_color);
} else {
composit_hand(right_hand_pos, right_grab_strength, right_hand_color);
composit_hand(left_hand_pos, left_grab_strength, left_hand_color);
}
// Blend with existing color of pixel
vec4 prev_color;
surf2Dread((float4*)&prev_color, surface, x * sizeof(float4), y);
if (output_color_space == EColorSpace::SRGB) {
prev_color.rgb() = srgb_to_linear(prev_color.rgb());
}
color += (1.0f - color.a) * prev_color;
if (output_color_space == EColorSpace::SRGB) {
color.rgb() = linear_to_srgb(color.rgb());
}
surf2Dwrite(to_float4(color), surface, x * sizeof(float4), y);
}
void Testbed::render_by_reprojection(cudaStream_t stream, std::vector<View>& views) {
// Reprojection from view cache
int n_src_views = std::max(std::min(m_reproject_max_src_view_index, (int)m_reproject_src_views.size()) - m_reproject_min_src_view_index, 0);
std::vector<const View*> src_views(n_src_views);
for (int i = 0; i < n_src_views; ++i) {
// Invert order of src views to reproject from the most recent one first and fill in the holes / closer content with older views.
src_views[n_src_views - i - 1] = &m_reproject_src_views[i + m_reproject_min_src_view_index];
}
for (size_t i = 0; i < views.size(); ++i) {
auto& view = views[i];
reproject_views(src_views, view);
render_frame_epilogue(
stream,
view.camera0,
view.prev_camera,
view.screen_center,
view.relative_focal_length,
view.foveation,
view.prev_foveation,
view.lens,
*view.render_buffer,
true
);
view.prev_camera = view.camera0;
view.prev_foveation = view.foveation;
}
}
void Testbed::render_frame(
cudaStream_t stream,
const mat4x3& camera_matrix0,
const mat4x3& camera_matrix1,
const mat4x3& prev_camera_matrix,
const vec2& orig_screen_center,
const vec2& relative_focal_length,
const Foveation& foveation,
const Foveation& prev_foveation,
const Lens& lens,
int visualized_dimension,
CudaRenderBuffer& render_buffer,
bool to_srgb,
CudaDevice* device
) {
if (!device) {
device = &primary_device();
}
sync_device(render_buffer, *device);
{
auto device_guard = use_device(stream, render_buffer, *device);
render_frame_main(
*device, camera_matrix0, camera_matrix1, orig_screen_center, relative_focal_length, foveation, lens, visualized_dimension
);
}
render_frame_epilogue(
stream, camera_matrix0, prev_camera_matrix, orig_screen_center, relative_focal_length, foveation, prev_foveation, lens, render_buffer, to_srgb
);
}
void Testbed::render_frame_main(
CudaDevice& device,
const mat4x3& camera_matrix0,
const mat4x3& camera_matrix1,
const vec2& orig_screen_center,
const vec2& relative_focal_length,
const Foveation& foveation,
const Lens& lens,
int visualized_dimension
) {
device.render_buffer_view().clear(device.stream());
vec2 focal_length = calc_focal_length(device.render_buffer_view().resolution, relative_focal_length, m_fov_axis, m_zoom);
vec2 screen_center = render_screen_center(orig_screen_center);
}
void Testbed::render_frame_epilogue(
cudaStream_t stream,
const mat4x3& camera_matrix0,
const mat4x3& prev_camera_matrix,
const vec2& orig_screen_center,
const vec2& relative_focal_length,
const Foveation& foveation,
const Foveation& prev_foveation,
const Lens& lens,
CudaRenderBuffer& render_buffer,
bool to_srgb
) {
vec2 focal_length = calc_focal_length(render_buffer.in_resolution(), relative_focal_length, m_fov_axis, m_zoom);
vec2 screen_center = render_screen_center(orig_screen_center);
render_buffer.set_color_space(m_color_space);
render_buffer.set_tonemap_curve(m_tonemap_curve);
// Prepare DLSS data: motion vectors, scaled depth, exposure
if (render_buffer.dlss()) {
auto res = render_buffer.in_resolution();
const dim3 threads = {16, 8, 1};
const dim3 blocks = {div_round_up((uint32_t)res.x, threads.x), div_round_up((uint32_t)res.y, threads.y), 1};
dlss_prep_kernel<<<blocks, threads, 0, stream>>>(
res,
render_buffer.spp(),
focal_length,
screen_center,
m_parallax_shift,
m_snap_to_pixel_centers,
render_buffer.depth_buffer(),
m_ndc_znear,
m_ndc_zfar,
camera_matrix0,
prev_camera_matrix,
render_buffer.dlss()->depth(),
render_buffer.dlss()->mvec(),
render_buffer.dlss()->exposure(),
foveation,
prev_foveation,
lens
);
render_buffer.set_dlss_sharpening(m_dlss_sharpening);
}
EColorSpace output_color_space = to_srgb ? EColorSpace::SRGB : EColorSpace::Linear;
if (m_render_transparency_as_checkerboard) {
mat4x3 checkerboard_transform = mat4x3::identity();
#ifdef NGP_GUI
if (m_hmd && m_vr_frame_info && !m_vr_frame_info->views.empty()) {
checkerboard_transform = m_vr_frame_info->views[0].pose;
}
#endif
auto res = render_buffer.in_resolution();
const dim3 threads = {16, 8, 1};
const dim3 blocks = {div_round_up((uint32_t)res.x, threads.x), div_round_up((uint32_t)res.y, threads.y), 1};
spherical_checkerboard_kernel<<<blocks, threads, 0, stream>>>(
res,
focal_length,
checkerboard_transform,
screen_center,
m_parallax_shift,
foveation,
lens,
m_background_color,
render_buffer.frame_buffer()
);
}
render_buffer.accumulate(m_exposure, stream);
render_buffer.tonemap(m_exposure, m_background_color, output_color_space, m_ndc_znear, m_ndc_zfar, m_snap_to_pixel_centers, stream);
#ifdef NGP_GUI
// If in VR, indicate the hand position and render transparent background
if (m_hmd && m_vr_frame_info) {
auto& hands = m_vr_frame_info->hands;
auto res = render_buffer.out_resolution();
const dim3 threads = {16, 8, 1};
const dim3 blocks = {div_round_up((uint32_t)res.x, threads.x), div_round_up((uint32_t)res.y, threads.y), 1};
vr_overlay_hands_kernel<<<blocks, threads, 0, stream>>>(
res,
focal_length * vec2(render_buffer.out_resolution()) / vec2(render_buffer.in_resolution()),
camera_matrix0,
screen_center,
m_parallax_shift,
foveation,
lens,
vr_to_world(hands[0].pose[3]),
hands[0].grab_strength,
{hands[0].pressing ? 0.8f : 0.0f, 0.0f, 0.0f, 0.8f},
vr_to_world(hands[1].pose[3]),
hands[1].grab_strength,
{hands[1].pressing ? 0.8f : 0.0f, 0.0f, 0.0f, 0.8f},
0.05f * m_scale, // Hand radius
output_color_space,
render_buffer.surface()
);
}
#endif
}
float Testbed::get_depth_from_renderbuffer(const CudaRenderBuffer& render_buffer, const vec2& uv) {
if (!render_buffer.depth_buffer()) {
return m_scale;
}
float depth;
auto res = render_buffer.in_resolution();
ivec2 depth_pixel = clamp(ivec2(uv * vec2(res)), 0, res - 1);
CUDA_CHECK_THROW(
cudaMemcpy(&depth, render_buffer.depth_buffer() + depth_pixel.x + depth_pixel.y * res.x, sizeof(float), cudaMemcpyDeviceToHost)
);
return depth;
}
vec3 Testbed::get_3d_pos_from_pixel(const CudaRenderBuffer& render_buffer, const vec2& pixel) {
float depth = get_depth_from_renderbuffer(render_buffer, pixel / vec2(m_window_res));
auto ray = pixel_to_ray_pinhole(
0,
ivec2(pixel),
m_window_res,
calc_focal_length(m_window_res, m_relative_focal_length, m_fov_axis, m_zoom),
m_smoothed_camera,
render_screen_center(m_screen_center)
);
return ray(depth);
}
void Testbed::autofocus() {
float new_slice_plane_z = std::max(dot(view_dir(), m_autofocus_target - view_pos()), 0.1f) - m_scale;
if (new_slice_plane_z != m_slice_plane_z) {
m_slice_plane_z = new_slice_plane_z;
if (m_aperture_size != 0.0f) {
reset_accumulation();
}
}
}
Testbed::LevelStats compute_level_stats(const float* params, size_t n_params) {
Testbed::LevelStats s = {};
for (size_t i = 0; i < n_params; ++i) {
float v = params[i];
float av = fabsf(v);
if (av < 0.00001f) {
s.numzero++;
} else {
if (s.count == 0) {
s.min = s.max = v;
}
s.count++;
s.x += v;
s.xsquared += v * v;
s.min = min(s.min, v);
s.max = max(s.max, v);
}
}
return s;
}
Testbed::CudaDevice::CudaDevice(int id, bool is_primary) : m_id{id}, m_is_primary{is_primary} {
auto guard = device_guard();
m_stream = std::make_unique<StreamAndEvent>();
m_data = std::make_unique<Data>();
m_render_worker = std::make_unique<ThreadPool>(is_primary ? 0u : 1u);
}
ScopeGuard Testbed::CudaDevice::device_guard() {
int prev_device = cuda_device();
if (prev_device == m_id) {
return {};
}
set_cuda_device(m_id);
return ScopeGuard{[prev_device]() { set_cuda_device(prev_device); }};
}
void Testbed::sync_device(CudaRenderBuffer& render_buffer, Testbed::CudaDevice& device) {
if (!device.dirty()) {
return;
}
if (device.is_primary()) {
device.data().hidden_area_mask = render_buffer.hidden_area_mask();
device.set_dirty(false);
return;
}
m_stream.signal(device.stream());
int active_device = cuda_device();
auto guard = device.device_guard();
if (render_buffer.hidden_area_mask()) {
auto ham = std::make_shared<Buffer2D<uint8_t>>(render_buffer.hidden_area_mask()->resolution());
CUDA_CHECK_THROW(cudaMemcpyPeerAsync(
ham->data(), device.id(), render_buffer.hidden_area_mask()->data(), active_device, ham->bytes(), device.stream()
));
device.data().hidden_area_mask = ham;
} else {
device.data().hidden_area_mask = nullptr;
}
device.set_dirty(false);
device.signal(m_stream.get());
}
// From https://stackoverflow.com/questions/20843271/passing-a-non-copyable-closure-object-to-stdfunction-parameter
template <class F> auto make_copyable_function(F&& f) {
using dF = std::decay_t<F>;
auto spf = std::make_shared<dF>(std::forward<F>(f));
return [spf](auto&&... args) -> decltype(auto) { return (*spf)(decltype(args)(args)...); };
}
ScopeGuard Testbed::use_device(cudaStream_t stream, CudaRenderBuffer& render_buffer, Testbed::CudaDevice& device) {
device.wait_for(stream);
if (device.is_primary()) {
device.set_render_buffer_view(render_buffer.view());
return ScopeGuard{[&device, stream]() {
device.set_render_buffer_view({});
device.signal(stream);
}};
}
int active_device = cuda_device();
auto guard = device.device_guard();
size_t n_pixels = product(render_buffer.in_resolution());
GPUMemoryArena::Allocation alloc;
auto scratch = allocate_workspace_and_distribute<vec4, float>(device.stream(), &alloc, n_pixels, n_pixels);
device.set_render_buffer_view({
std::get<0>(scratch),
std::get<1>(scratch),
render_buffer.in_resolution(),
render_buffer.spp(),
device.data().hidden_area_mask,
});
return ScopeGuard{
make_copyable_function([&render_buffer, &device, guard = std::move(guard), alloc = std::move(alloc), active_device, stream]() {
// Copy device's render buffer's data onto the original render buffer
CUDA_CHECK_THROW(cudaMemcpyPeerAsync(
render_buffer.frame_buffer(),
active_device,
device.render_buffer_view().frame_buffer,
device.id(),
product(render_buffer.in_resolution()) * sizeof(vec4),
device.stream()
));
CUDA_CHECK_THROW(cudaMemcpyPeerAsync(
render_buffer.depth_buffer(),
active_device,
device.render_buffer_view().depth_buffer,
device.id(),
product(render_buffer.in_resolution()) * sizeof(float),
device.stream()
));
device.set_render_buffer_view({});
device.signal(stream);
})
};
}
void Testbed::set_all_devices_dirty() {
for (auto& device : m_devices) {
device.set_dirty(true);
}
}
void Testbed::load_camera_path(const fs::path& path) { m_camera_path.load(path, mat4x3::identity()); }
bool Testbed::loop_animation() { return m_camera_path.loop; }
void Testbed::set_loop_animation(bool value) { m_camera_path.loop = value; }
} // namespace ngp
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