[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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[3101] | 8 | #include "RenderState.h"
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[3102] | 9 | #include "SceneEntity.h"
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[2887] | 10 |
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[3102] | 11 |
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[2800] | 12 | #include <IL/il.h>
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| 13 | #include <assert.h>
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[2764] | 14 |
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| 15 |
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[3021] | 16 | #ifdef _CRT_SET
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| 17 | #define _CRTDBG_MAP_ALLOC
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| 18 | #include <stdlib.h>
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| 19 | #include <crtdbg.h>
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| 20 |
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| 21 | // redefine new operator
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| 22 | #define DEBUG_NEW new(_NORMAL_BLOCK, __FILE__, __LINE__)
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| 23 | #define new DEBUG_NEW
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| 24 | #endif
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| 25 |
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| 26 |
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[2808] | 27 | using namespace std;
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| 28 |
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[2848] | 29 | const static int texWidth = 2048;
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| 30 | const static int texHeight = 2048;
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[2808] | 31 |
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| 32 |
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| 33 | static void PrintGLerror(char *msg)
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| 34 | {
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| 35 | GLenum errCode;
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| 36 | const GLubyte *errStr;
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| 37 |
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| 38 | if ((errCode = glGetError()) != GL_NO_ERROR)
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| 39 | {
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| 40 | errStr = gluErrorString(errCode);
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| 41 | fprintf(stderr,"OpenGL ERROR: %s: %s\n", errStr, msg);
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| 42 | }
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| 43 | }
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| 44 |
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| 45 |
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[2887] | 46 | static void startil()
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[2800] | 47 | {
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| 48 | ilInit();
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| 49 | assert(ilGetError() == IL_NO_ERROR);
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| 50 | }
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[2764] | 51 |
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| 52 |
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[2887] | 53 | static void stopil()
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[2800] | 54 | {
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| 55 | ilShutDown();
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| 56 | assert(ilGetError() == IL_NO_ERROR);
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| 57 | }
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| 58 |
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| 59 |
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[2776] | 60 | namespace CHCDemoEngine
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[2764] | 61 | {
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| 62 |
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| 63 |
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[2887] | 64 | static void GrabDepthBuffer(float *data, GLuint depthTexture)
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[2808] | 65 | {
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[2877] | 66 | glEnable(GL_TEXTURE_2D);
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| 67 | glBindTexture(GL_TEXTURE_2D, depthTexture);
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[2764] | 68 |
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[2877] | 69 | glGetTexImage(GL_TEXTURE_2D, 0, GL_DEPTH_COMPONENT, GL_FLOAT, data);
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[2764] | 70 |
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[2877] | 71 | glBindTexture(GL_TEXTURE_2D, 0);
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| 72 | glDisable(GL_TEXTURE_2D);
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[2808] | 73 | }
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[2764] | 74 |
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| 75 |
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[2887] | 76 | static void ExportDepthBuffer(float *data)
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[2808] | 77 | {
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| 78 | startil();
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| 79 |
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[3101] | 80 | ILstring filename = ILstring("sceneQuery.tga");
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[2808] | 81 | ilRegisterType(IL_FLOAT);
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| 82 |
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| 83 | const int depth = 1;
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| 84 | const int bpp = 1;
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| 85 |
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| 86 | if (!ilTexImage(texWidth, texHeight, depth, bpp, IL_LUMINANCE, IL_FLOAT, data))
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| 87 | {
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| 88 | cerr << "IL error " << ilGetError() << endl;
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| 89 | stopil();
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| 90 | return;
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| 91 | }
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| 92 |
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[3219] | 93 | ilEnable(IL_FILE_OVERWRITE);
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| 94 |
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[2808] | 95 | if (!ilSaveImage(filename))
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| 96 | {
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| 97 | cerr << "TGA write error " << ilGetError() << endl;
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| 98 | }
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| 99 |
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| 100 | stopil();
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| 101 |
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| 102 | cout << "exported depth buffer" << endl;
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| 103 | }
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| 104 |
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| 105 |
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[2887] | 106 | SceneQuery::SceneQuery(const AxisAlignedBox3 &sceneBox,
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[3101] | 107 | RenderTraverser *renderer, RenderState *state):
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| 108 | mSceneBox(sceneBox), mDepth(NULL), mRenderState(state)
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[2764] | 109 | {
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[2778] | 110 | Prepare(renderer);
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[2764] | 111 | }
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| 112 |
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| 113 |
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| 114 | bool SceneQuery::CalcIntersection(Vector3 &pt)
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| 115 | {
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[2888] | 116 | const int px = (mSceneBox.Max(0) - pt.x) * (texWidth - 1) / mSceneBox.Size(0);
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| 117 | const int py = (mSceneBox.Max(1) - pt.y) * (texHeight - 1) / mSceneBox.Size(1);
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[2764] | 118 |
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[3101] | 119 | const float d = mDepth[px + py * texHeight];
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[2764] | 120 |
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[2808] | 121 | static float depth = d;
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[2800] | 122 |
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[3101] | 123 | if (d > .0f)
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[2764] | 124 | {
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[2808] | 125 | // temporal smoothing of depth values
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[2848] | 126 | const float x = .5f;
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[2808] | 127 | depth = d * x + depth * (1.0f - x);
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[2764] | 128 |
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[2808] | 129 | const float offs = mSceneBox.Size(2) * 5e-2f;
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| 130 | pt.z = mSceneBox.Max().z - mSceneBox.Size().z * depth + offs;
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| 131 |
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[2764] | 132 | return true;
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| 133 | }
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| 134 |
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| 135 | return false;
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| 136 | }
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| 137 |
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[2778] | 138 |
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| 139 | void SceneQuery::Prepare(RenderTraverser *renderer)
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[2764] | 140 | {
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| 141 | cout << "Preparing scene queries" << endl;
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| 142 |
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[3101] | 143 | const float xlen = mSceneBox.Size().x * .5f;
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| 144 | const float ylen = mSceneBox.Size().y * .5f;
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[2796] | 145 |
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| 146 | Vector3 pos = Vector3(mSceneBox.Center().x, mSceneBox.Center().y, mSceneBox.Max().z);
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[2764] | 147 |
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[2877] | 148 | FrameBufferObject *fbo = new FrameBufferObject(texWidth, texHeight, FrameBufferObject::DEPTH_32, true);
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[3001] | 149 | fbo->AddColorBuffer(ColorBufferObject::RGBA_UBYTE,
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[2965] | 150 | ColorBufferObject::WRAP_CLAMP_TO_EDGE,
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| 151 | ColorBufferObject::FILTER_NEAREST,
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| 152 | ColorBufferObject::FILTER_NEAREST);
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[2809] | 153 |
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| 154 |
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[2877] | 155 | fbo->Bind();
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[2809] | 156 |
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[2877] | 157 | glDrawBuffers(1, mrt);
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[2887] | 158 |
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| 159 | glPushAttrib(GL_VIEWPORT_BIT);
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[2877] | 160 | glViewport(0, 0, texWidth, texHeight);
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[2764] | 161 |
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[2877] | 162 | glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT);
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[2764] | 163 |
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[2897] | 164 | glMatrixMode(GL_MODELVIEW);
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| 165 | glPushMatrix();
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[3103] | 166 | glLoadIdentity();
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[2897] | 167 |
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[2877] | 168 | glMatrixMode(GL_PROJECTION);
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| 169 | glPushMatrix();
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[3103] | 170 | glLoadIdentity();
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[2808] | 171 |
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[3102] | 172 | OrthoCamera *orthoCam = new OrthoCamera(xlen, -xlen, ylen, -ylen, .0f, mSceneBox.Size().z);
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| 173 |
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| 174 | orthoCam->SetDirection(Vector3(0, 0, -1));
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| 175 | orthoCam->SetPosition(pos);
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[2764] | 176 |
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[3102] | 177 | orthoCam->SetupViewProjection();
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[2764] | 178 |
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[3102] | 179 | //glOrtho(xlen, -xlen, ylen, -ylen, 0.0f, mSceneBox.Size().z);
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[3103] | 180 | glMatrixMode(GL_MODELVIEW);
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[3102] | 181 | //orthoCam->SetupCameraView();
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[2778] | 182 |
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[2877] | 183 | mDepth = new float[texHeight * texWidth];
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[2809] | 184 |
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[2897] | 185 | Camera *oldCam = renderer->GetCamera();
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| 186 | renderer->SetCamera(orthoCam);
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| 187 |
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[2953] | 188 | glEnableClientState(GL_VERTEX_ARRAY);
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| 189 | glEnableClientState(GL_NORMAL_ARRAY);
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| 190 |
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[3102] | 191 | // hack: use highest lod level for trees (billboards)
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| 192 | LODLevel::InitFrame(Vector3(1e6f));
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| 193 |
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[3101] | 194 | // forward rendering
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| 195 | mRenderState->SetRenderTechnique(0);
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[3102] | 196 | // temporarilly switch off
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| 197 | renderer->SetRenderDynamicObjects(false);
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[3101] | 198 |
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[2877] | 199 | renderer->RenderScene();
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[2897] | 200 |
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[2953] | 201 | glDisableClientState(GL_VERTEX_ARRAY);
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| 202 | glDisableClientState(GL_NORMAL_ARRAY);
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| 203 |
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[2897] | 204 | renderer->SetCamera(oldCam);
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[3102] | 205 | // temporarilly switch off
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| 206 | renderer->SetRenderDynamicObjects(true);
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[2897] | 207 |
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| 208 | glMatrixMode(GL_MODELVIEW);
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[2877] | 209 | glPopMatrix();
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[2897] | 210 |
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[2877] | 211 | glMatrixMode(GL_PROJECTION);
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| 212 | glPopMatrix();
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[2834] | 213 |
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[2877] | 214 | glPopAttrib();
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| 215 |
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| 216 | FrameBufferObject::Release();
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[2834] | 217 |
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[2877] | 218 | GrabDepthBuffer(mDepth, fbo->GetDepthTex());
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[3101] | 219 | ExportDepthBuffer(mDepth); PrintGLerror("grab depth");
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[2796] | 220 |
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[2877] | 221 | DEL_PTR(fbo);
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[2796] | 222 | DEL_PTR(orthoCam);
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[2764] | 223 | }
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| 224 |
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[2808] | 225 |
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| 226 |
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| 227 |
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[2764] | 228 | } |
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