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