[2764] | 1 | #include "SceneQuery.h"
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| 2 | #include "glInterface.h"
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| 3 | #include "Vector3.h"
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| 4 | #include "Camera.h"
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[2778] | 5 | #include "SceneQuery.h"
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| 6 | #include "RenderTraverser.h"
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[2887] | 7 | #include "FrameBufferObject.h"
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| 8 |
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[2800] | 9 | #include <IL/il.h>
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| 10 | #include <assert.h>
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[2764] | 11 |
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| 12 |
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[2877] | 13 |
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[2887] | 14 |
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[2808] | 15 | using namespace std;
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| 16 |
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[2848] | 17 | const static int texWidth = 2048;
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| 18 | const static int texHeight = 2048;
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[2808] | 19 |
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| 20 |
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[2877] | 21 | static GLenum mrt[] = {GL_COLOR_ATTACHMENT0_EXT, GL_COLOR_ATTACHMENT1_EXT, GL_COLOR_ATTACHMENT2_EXT};
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[2808] | 22 |
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[2877] | 23 |
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[2808] | 24 | static void PrintGLerror(char *msg)
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| 25 | {
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| 26 | GLenum errCode;
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| 27 | const GLubyte *errStr;
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| 28 |
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| 29 | if ((errCode = glGetError()) != GL_NO_ERROR)
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| 30 | {
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| 31 | errStr = gluErrorString(errCode);
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| 32 | fprintf(stderr,"OpenGL ERROR: %s: %s\n", errStr, msg);
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| 33 | }
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| 34 | }
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| 35 |
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| 36 |
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[2887] | 37 | static void startil()
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[2800] | 38 | {
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| 39 | ilInit();
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| 40 | assert(ilGetError() == IL_NO_ERROR);
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| 41 | }
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[2764] | 42 |
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| 43 |
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[2887] | 44 | static void stopil()
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[2800] | 45 | {
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| 46 | ilShutDown();
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| 47 | assert(ilGetError() == IL_NO_ERROR);
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| 48 | }
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| 49 |
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| 50 |
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[2776] | 51 | namespace CHCDemoEngine
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[2764] | 52 | {
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| 53 |
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| 54 |
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[2887] | 55 | static void GrabDepthBuffer(float *data, GLuint depthTexture)
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[2808] | 56 | {
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[2877] | 57 | glEnable(GL_TEXTURE_2D);
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| 58 | glBindTexture(GL_TEXTURE_2D, depthTexture);
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[2764] | 59 |
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[2877] | 60 | glGetTexImage(GL_TEXTURE_2D, 0, GL_DEPTH_COMPONENT, GL_FLOAT, data);
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[2764] | 61 |
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[2877] | 62 | glBindTexture(GL_TEXTURE_2D, 0);
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| 63 | glDisable(GL_TEXTURE_2D);
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[2808] | 64 | }
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[2764] | 65 |
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| 66 |
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[2887] | 67 | static void ExportDepthBuffer(float *data)
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[2808] | 68 | {
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| 69 | startil();
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| 70 |
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| 71 | ILstring filename = ILstring("depth.tga");
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| 72 | ilRegisterType(IL_FLOAT);
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| 73 |
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| 74 | const int depth = 1;
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| 75 | const int bpp = 1;
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| 76 |
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| 77 | if (!ilTexImage(texWidth, texHeight, depth, bpp, IL_LUMINANCE, IL_FLOAT, data))
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| 78 | {
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| 79 | cerr << "IL error " << ilGetError() << endl;
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| 80 | stopil();
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| 81 | return;
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| 82 | }
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| 83 |
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| 84 | if (!ilSaveImage(filename))
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| 85 | {
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| 86 | cerr << "TGA write error " << ilGetError() << endl;
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| 87 | }
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| 88 |
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| 89 | stopil();
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| 90 |
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| 91 | cout << "exported depth buffer" << endl;
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| 92 | }
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| 93 |
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| 94 |
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[2887] | 95 | SceneQuery::SceneQuery(const AxisAlignedBox3 &sceneBox,
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| 96 | RenderTraverser *renderer):
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[2796] | 97 | mSceneBox(sceneBox), mDepth(NULL)
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[2764] | 98 | {
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[2778] | 99 | Prepare(renderer);
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[2764] | 100 | }
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| 101 |
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| 102 |
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| 103 | bool SceneQuery::CalcIntersection(Vector3 &pt)
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| 104 | {
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[2808] | 105 | const int px = (pt.x - mSceneBox.Min(0)) * (texWidth - 1) / mSceneBox.Size(0);
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| 106 | const int py = (pt.y - mSceneBox.Min(1)) * (texHeight - 1) / mSceneBox.Size(1);
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[2764] | 107 |
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[2808] | 108 | float d = mDepth[px + py * texHeight];
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[2764] | 109 |
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[2808] | 110 | static float depth = d;
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[2800] | 111 |
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| 112 | if (d > 0)
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[2764] | 113 | {
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[2808] | 114 | // temporal smoothing of depth values
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[2848] | 115 | const float x = .5f;
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[2808] | 116 | depth = d * x + depth * (1.0f - x);
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[2764] | 117 |
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[2808] | 118 | const float offs = mSceneBox.Size(2) * 5e-2f;
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| 119 | pt.z = mSceneBox.Max().z - mSceneBox.Size().z * depth + offs;
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| 120 |
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[2764] | 121 | return true;
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| 122 | }
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| 123 |
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| 124 | return false;
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| 125 | }
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| 126 |
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[2778] | 127 |
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| 128 | void SceneQuery::Prepare(RenderTraverser *renderer)
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[2764] | 129 | {
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| 130 | cout << "Preparing scene queries" << endl;
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| 131 |
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[2796] | 132 | const float xlen = mSceneBox.Size().x * 0.5f;
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| 133 | const float ylen = mSceneBox.Size().y * 0.5f;
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| 134 |
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| 135 | Camera *orthoCam = new Camera(xlen, ylen);
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| 136 | orthoCam->SetOrtho(true);
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[2764] | 137 |
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| 138 | orthoCam->SetNear(0.0f);
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[2887] | 139 | orthoCam->SetDirection(Vector3(0, 0, 1));
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[2764] | 140 |
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[2887] | 141 | cout << orthoCam->GetDirection() << endl;
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[2796] | 142 | Vector3 pos = Vector3(mSceneBox.Center().x, mSceneBox.Center().y, mSceneBox.Max().z);
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[2764] | 143 | orthoCam->SetPosition(pos);
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| 144 |
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[2877] | 145 | FrameBufferObject *fbo = new FrameBufferObject(texWidth, texHeight, FrameBufferObject::DEPTH_32, true);
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| 146 | fbo->AddColorBuffer(ColorBufferObject::BUFFER_UBYTE, ColorBufferObject::WRAP_CLAMP_TO_EDGE, ColorBufferObject::FILTER_NEAREST, false);
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[2809] | 147 |
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| 148 |
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[2877] | 149 | fbo->Bind();
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[2809] | 150 |
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[2877] | 151 | glDrawBuffers(1, mrt);
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[2887] | 152 |
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| 153 | glPushAttrib(GL_VIEWPORT_BIT);
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[2877] | 154 | glViewport(0, 0, texWidth, texHeight);
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[2764] | 155 |
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[2877] | 156 | glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT);
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[2764] | 157 |
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[2877] | 158 | glFrontFace(GL_CCW);
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| 159 | glCullFace(GL_BACK);
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| 160 |
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| 161 | glEnable(GL_CULL_FACE);
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[2808] | 162 |
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[2877] | 163 | glShadeModel(GL_FLAT);
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| 164 | glEnable(GL_DEPTH_TEST);
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[2808] | 165 |
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[2877] | 166 | glMatrixMode(GL_PROJECTION);
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| 167 | glPushMatrix();
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[2808] | 168 |
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| 169 |
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[2877] | 170 | glOrtho(+xlen, -xlen, ylen, -ylen, 0.0f, mSceneBox.Size().z);
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[2764] | 171 |
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[2877] | 172 | glMatrixMode(GL_MODELVIEW);
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| 173 | glPushMatrix();
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[2764] | 174 |
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[2877] | 175 | orthoCam->SetupCameraView();
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[2778] | 176 |
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[2877] | 177 | mDepth = new float[texHeight * texWidth];
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[2809] | 178 |
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[2877] | 179 | renderer->RenderScene();
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| 180 |
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| 181 | glPopMatrix();
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| 182 | glMatrixMode(GL_PROJECTION);
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| 183 |
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| 184 | glPopMatrix();
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[2834] | 185 |
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[2877] | 186 | glPopAttrib();
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| 187 |
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| 188 | FrameBufferObject::Release();
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[2834] | 189 |
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[2877] | 190 | GrabDepthBuffer(mDepth, fbo->GetDepthTex());
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[2887] | 191 | ExportDepthBuffer(mDepth); PrintGLerror("grab");
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[2796] | 192 |
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[2877] | 193 | DEL_PTR(fbo);
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[2796] | 194 | DEL_PTR(orthoCam);
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[2764] | 195 | }
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| 196 |
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[2808] | 197 |
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| 198 |
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| 199 |
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[2764] | 200 | } |
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