[930] | 1 | //========================================
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| 2 | // Class to interface the VisualCAD specifications.
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| 3 | // Nicolau Sunyer & Sergi Funtané (10/13/2005).
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| 4 | // Universitat de Girona.
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| 5 | //========================================
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| 6 |
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| 7 | #pragma warning(disable:4244) |
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| 8 | // Includes
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| 9 | #include "glew.h"
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| 10 | #include <glut.h>
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| 11 | #include "stdlib.h"
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| 12 |
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| 13 | // Includes
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| 14 | #include "CMesh.h"
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| 15 | #include "vcObscuranceMap.h"
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| 16 |
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| 17 | //progress bar
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| 18 | #include <wx/progdlg.h>
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| 19 |
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| 20 | #define ROUND(x) (floor(x+0.5))
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| 21 |
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| 22 | #ifndef M_PI
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| 23 | #define M_PI 3.14159265358979323846
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| 24 | #endif
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| 25 |
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| 26 | // DepthPeeling Layers.
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| 27 | #define MAX_LAYERS 12
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| 28 |
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| 29 | // To use Offsets in the PBOs.
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| 30 | #define BUFFER_OFFSET(i) ((char *)NULL + (i))
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| 31 |
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| 32 | //GLSL
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| 33 | // Handlers
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| 34 | GLuint vProjection,fProjection,pProjection;
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| 35 | GLuint vReflect, fReflect, pReflect;
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| 36 | GLuint vCopy, fCopy, pCopy;
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| 37 | GLuint vTransfer, fTransfer, pTransfer;
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| 38 | GLuint vNormalize, fNormalize, pNormalize;
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| 39 |
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| 40 | //Uniform Parameters
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| 41 | //Projection Step
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| 42 | GLint TexturaDepthProjection;
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| 43 | GLint SizeProjection;
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| 44 | GLint FirstProjection;
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| 45 |
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| 46 | //Reflectivity texture generation Step.
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| 47 |
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| 48 | //Texture Copy Step.
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| 49 | GLint TextureCopy;
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| 50 | GLint Texture2Copy;
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| 51 |
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| 52 | //Energy Transfer Step.
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| 53 | GLint TexturaReflectTransfer;
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| 54 | GLint DirectionTransfer;
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| 55 | GLint DmaxTransfer;
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| 56 |
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| 57 | //Lightmap Normalization Step.
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| 58 | GLint TexturaNormalize;
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| 59 |
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| 60 | // Global variables
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| 61 | CVert Vertex, Direccio, Increment, Primer, Ultim, Origin;
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| 62 |
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| 63 | static GLuint texName[3];
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| 64 |
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| 65 | static int ResX; //Resolution
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| 66 | static int ResY;
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| 67 | static int Res2X; //Resolution
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| 68 | static int Res2Y; //Resolution
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| 69 |
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| 70 |
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| 71 | //RenderTexture *ob=NULL; // RenderTexture for the Obscurances.
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| 72 |
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| 73 | static GLuint texProjeccions[2]; //Texture name
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| 74 | static GLuint texTransfer[1];
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| 75 | static GLuint texReflect[1];
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| 76 | static GLuint texCopy[1];
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| 77 | static GLuint texNormalize[1];
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| 78 | static GLuint fb1; // Framebuffer Reflectivity
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| 79 | static GLuint fb2; // Framebuffer Projeccions
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| 80 | static GLuint fb3; // Framebuffer Transfer
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| 81 | static GLuint fb4; // Framebuffer Copy
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| 82 | static GLuint fb5; // Lightmap Normalization
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| 83 |
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| 84 |
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| 85 |
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| 86 | GLenum glerror;
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| 87 |
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| 88 | GLfloat *m_pTextureImage;// Texture of diferent colors.
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| 89 | GLfloat *m_pTextureReflect; //Texture of reflectivitat.
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| 90 | GLfloat *m_pBlau;
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| 91 | GLfloat *m_pNegre;
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| 92 | int obs_global_cancelar;
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| 93 |
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| 94 | CMesh g_pMesh; // Mesh Data
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| 95 | static CSphere Esfera;
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| 96 |
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| 97 | static GLuint ProjectionsPBO[MAX_LAYERS+2]; // PBOs to store the projections.
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| 98 | static GLuint ObscurancesPBO; // PBOs to store the projections.
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| 99 | static GLuint ztex; //Texture with the depth.
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| 100 |
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| 101 |
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| 102 | // Function to use when the window is resized
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| 103 | void changeSize(int w, int h)
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| 104 | {
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| 105 |
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| 106 | if(h == 0)
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| 107 | h = 1;
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| 108 |
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| 109 | float ratio = 1.0 * (float)w / (float)h;
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| 110 |
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| 111 | //Camera Set up
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| 112 | glMatrixMode(GL_PROJECTION);
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| 113 | glLoadIdentity();
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| 114 | gluOrtho2D(-w,w,-h,h);
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| 115 |
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| 116 | glMatrixMode(GL_MODELVIEW);
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| 117 | glLoadIdentity();
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| 118 |
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| 119 | glViewport(0, 0, w, h);
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| 120 |
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| 121 | }
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| 122 |
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| 123 |
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| 124 | // Returns a random point in the surface of the sphere
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| 125 | CVert ranpoint(float r, CVert c)
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| 126 | {
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| 127 | double ale1, ale2;
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| 128 | CVert p;
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| 129 | float alfa,beta;
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| 130 |
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| 131 | ale1= (float)rand()/(float)RAND_MAX;
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| 132 | ale2= (float)rand()/(float)RAND_MAX;
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| 133 |
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| 134 | alfa=1.0-2.0*ale1; /* real between -1 and 1 */
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| 135 | alfa=acos(alfa); /* angle between 0 and PI */
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| 136 |
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| 137 | beta=2*M_PI*ale2; /* angle between 0 and 2*PI */
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| 138 |
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| 139 | p.x=c.x+r*sin(alfa)*cos(beta);
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| 140 | p.y=c.y+r*sin(alfa)*sin(beta);
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| 141 | p.z=c.z+r*cos(alfa);
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| 142 |
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| 143 | return p;
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| 144 | }
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| 145 |
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| 146 | // Function to find a point in the sphere in the direction that goes from the point in the surface of the sphere
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| 147 | // to the center of the sphere. First it gets the random point in the surface.
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| 148 | void BuscarDireccio()
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| 149 | {
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| 150 | Esfera.center.x = 0.0;
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| 151 | Esfera.center.y = 0.0;
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| 152 | Esfera.center.z = 0.0;
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| 153 | Esfera.radius = sqrt(12.0)/2.0;
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| 154 |
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| 155 | Primer = ranpoint(Esfera.radius,Esfera.center);
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| 156 | Vertex.x = Primer.x + (Esfera.center.x-Primer.x) * ((float)rand()/(float)RAND_MAX)*2.0;
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| 157 | Vertex.y = Primer.y + (Esfera.center.y-Primer.y) * ((float)rand()/(float)RAND_MAX)*2.0;
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| 158 | Vertex.z = Primer.z + (Esfera.center.z-Primer.z) * ((float)rand()/(float)RAND_MAX)*2.0;
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| 159 | }
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| 160 |
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| 161 | // Function that renders the depth peeling geometry planes and stores them in PBOs.
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| 162 | void RenderProjeccions(void)
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| 163 | {
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| 164 | glUseProgram(pProjection);
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| 165 | glBindFramebufferEXT(GL_FRAMEBUFFER_EXT, fb2);
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| 166 |
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| 167 | int i, j, e;
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| 168 | changeSize(ResX, ResY);
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| 169 | glClearColor(0.0,0.0,1.0,1.0);
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| 170 | glClearDepth(1.0);
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| 171 | glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT);
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| 172 | glEnable (GL_DEPTH_TEST); // Enable Depth Testing
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| 173 | glDepthFunc(GL_LESS);
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| 174 |
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| 175 | glDisable(GL_CULL_FACE);
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| 176 |
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| 177 | glMatrixMode(GL_PROJECTION);
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| 178 | glLoadIdentity();
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| 179 | glOrtho(-Esfera.radius,Esfera.radius,-Esfera.radius,Esfera.radius,0,Esfera.radius * 2.0);
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| 180 |
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| 181 | glMatrixMode(GL_MODELVIEW);
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| 182 | glLoadIdentity();
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| 183 | gluLookAt(Primer.x,Primer.y,Primer.z,
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| 184 | Esfera.center.x,Esfera.center.y,Esfera.center.z,
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| 185 | 0.0f,1.0f,0.0f);
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| 186 |
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| 187 | glViewport(0,0,ResX,ResY);
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| 188 |
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| 189 | glUniform1f(SizeProjection, (float)ResX);
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| 190 | glUniform1f(FirstProjection, 1.0);
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| 191 |
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| 192 | // Enable Pointers
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| 193 | glEnableClientState( GL_VERTEX_ARRAY ); // Enable Vertex Arrays
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| 194 | glEnableClientState( GL_TEXTURE_COORD_ARRAY ); // Enable Texture Coord Arrays
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| 195 | glEnableClientState( GL_NORMAL_ARRAY ); // Enable Texture Coord Arrays
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| 196 |
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| 197 | for(i=0; i<g_pMesh.m_pObject._numGeos;i++)
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| 198 | {
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| 199 | for(j=0; j<g_pMesh.m_pObject._geo[i]._numTriSets;j++)
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| 200 | {
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| 201 | // Set Pointers To Our Data
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| 202 | glBindBufferARB( GL_ARRAY_BUFFER_ARB, g_pMesh.m_pObject._geo[i]._triSet[j].m_nVBOVertices );
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| 203 | glVertexPointer( 3, GL_FLOAT, 0, (char *) NULL ); // Set The Vertex Pointer To The Vertex Buffer
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| 204 | glBindBufferARB( GL_ARRAY_BUFFER_ARB, g_pMesh.m_pObject._geo[i]._triSet[j].m_nVBOTexCoords );
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| 205 | glTexCoordPointer( 2, GL_FLOAT, 0, (char *) NULL ); // Set The TexCoord Pointer To The TexCoord Buffer
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| 206 | glBindBufferARB( GL_ARRAY_BUFFER_ARB, g_pMesh.m_pObject._geo[i]._triSet[j].m_nVBONormals );
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| 207 | glNormalPointer( GL_FLOAT, 0, (char *) NULL ); // Set The TexCoord Pointer To The TexCoord Buffer
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| 208 | glBindBufferARB( GL_ELEMENT_ARRAY_BUFFER_ARB, g_pMesh.m_pObject._geo[i]._triSet[j].m_nVBOIndexs );
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| 209 |
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| 210 | // Render
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| 211 | glDrawElements( GL_TRIANGLES, g_pMesh.m_pObject._geo[i]._triSet[j]._numTris*3,GL_UNSIGNED_INT,BUFFER_OFFSET(0) ); // Draw All Of The Quads At Once
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| 212 |
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| 213 | }
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| 214 | }
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| 215 |
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| 216 | //Copy the color buffer to PBO.
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| 217 | glBindBufferARB( GL_PIXEL_PACK_BUFFER_EXT, ProjectionsPBO[1] ); // Bind The Buffer
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| 218 | glReadPixels(0, 0, ResX, ResY, GL_RGBA, GL_FLOAT, BUFFER_OFFSET(0));
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| 219 | glBindBufferARB(GL_PIXEL_PACK_BUFFER_EXT, 0);
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| 220 |
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| 221 | //Render the following layers.
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| 222 | glUniform1f(FirstProjection, 0.0);
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| 223 |
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| 224 | e = 1;
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| 225 |
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| 226 | for(e = 1; e < MAX_LAYERS; e++)
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| 227 | {
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| 228 | glBindBufferARB( GL_PIXEL_PACK_BUFFER_EXT, ProjectionsPBO[e] ); // Bind The Buffer
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| 229 | glBindTexture(GL_TEXTURE_2D,texName[0]);
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| 230 | glCopyTexSubImage2D(GL_TEXTURE_2D, 0, 0, 0, 0, 0, ResX, ResY);
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| 231 | glBindBufferARB( GL_PIXEL_PACK_BUFFER_EXT, 0 ); // Bind The Buffer
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| 232 | glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT);
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| 233 |
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| 234 | glActiveTexture(GL_TEXTURE0);
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| 235 | glBindTexture(GL_TEXTURE_2D, texName[0]);
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| 236 | glUniform1i(TexturaDepthProjection, 0);
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| 237 |
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| 238 | for(i=0; i<g_pMesh.m_pObject._numGeos;i++)
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| 239 | {
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| 240 | for(j=0; j<g_pMesh.m_pObject._geo[i]._numTriSets;j++)
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| 241 | {
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| 242 | // Set Pointers To Our Data
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| 243 | glBindBufferARB( GL_ARRAY_BUFFER_ARB, g_pMesh.m_pObject._geo[i]._triSet[j].m_nVBOVertices );
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| 244 | glVertexPointer( 3, GL_FLOAT, 0, (char *) NULL ); // Set The Vertex Pointer To The Vertex Buffer
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| 245 | glBindBufferARB( GL_ARRAY_BUFFER_ARB, g_pMesh.m_pObject._geo[i]._triSet[j].m_nVBOTexCoords );
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| 246 | glTexCoordPointer( 2, GL_FLOAT, 0, (char *) NULL ); // Set The TexCoord Pointer To The TexCoord Buffer
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| 247 | glBindBufferARB( GL_ARRAY_BUFFER_ARB, g_pMesh.m_pObject._geo[i]._triSet[j].m_nVBONormals );
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| 248 | glNormalPointer( GL_FLOAT, 0, (char *) NULL ); // Set The TexCoord Pointer To The TexCoord Buffer
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| 249 | glBindBufferARB( GL_ELEMENT_ARRAY_BUFFER_ARB, g_pMesh.m_pObject._geo[i]._triSet[j].m_nVBOIndexs );
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| 250 |
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| 251 | glDrawElements( GL_TRIANGLES, g_pMesh.m_pObject._geo[i]._triSet[j]._numTris*3,GL_UNSIGNED_INT,BUFFER_OFFSET(0) ); // Draw All Of The Quads At Once
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| 252 | }
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| 253 | }
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| 254 |
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| 255 | glBindBufferARB( GL_PIXEL_PACK_BUFFER_EXT, ProjectionsPBO[e+1] ); // Bind The Buffer
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| 256 | glReadPixels(0, 0, ResX, ResY, GL_RGBA, GL_FLOAT, BUFFER_OFFSET(0));
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| 257 | glBindBufferARB(GL_PIXEL_PACK_BUFFER_EXT, 0);
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| 258 | }
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| 259 |
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| 260 | glDisableClientState( GL_VERTEX_ARRAY ); // Disable Vertex Arrays
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| 261 | glDisableClientState( GL_TEXTURE_COORD_ARRAY ); // Disable Texture Coord Arrays
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| 262 | glDisableClientState( GL_NORMAL_ARRAY ); // Disable Texture Coord Arrays
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| 263 |
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| 264 | glBindFramebufferEXT(GL_FRAMEBUFFER_EXT, 0);
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| 265 | glUseProgram(0);
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| 266 | }
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| 267 |
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| 268 | // Function that calculates the lightmap using the neighbouring projections.
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| 269 | void RenderTransfer(void)
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| 270 | {
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| 271 | glUseProgram(pTransfer);
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| 272 | glBindFramebufferEXT(GL_FRAMEBUFFER_EXT, fb3);
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| 273 |
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| 274 | glBlendFunc(GL_ONE, GL_ONE);
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| 275 |
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| 276 | glEnable(GL_BLEND);
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| 277 |
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| 278 | glMatrixMode(GL_PROJECTION);
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| 279 | glLoadIdentity();
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| 280 | gluOrtho2D(-1,1,-1,1);
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| 281 |
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| 282 | glMatrixMode(GL_MODELVIEW);
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| 283 | glLoadIdentity();
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| 284 | glPointSize(1.0);
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| 285 |
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| 286 | glViewport(0, 0, Res2X, Res2Y);
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| 287 |
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| 288 | glUniform1f(DmaxTransfer, (GLfloat)0.3);
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| 289 | glUniform1f(DirectionTransfer, 0.0);
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| 290 | glActiveTexture(GL_TEXTURE0);
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| 291 | glBindTexture(GL_TEXTURE_2D, texReflect[0]);
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| 292 | glUniform1i(TexturaReflectTransfer, 0);
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| 293 |
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| 294 | //First Render
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| 295 | glEnableClientState( GL_VERTEX_ARRAY ); // Enable Vertex Arrays
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| 296 | glUniform1f(DirectionTransfer, 1.0);
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| 297 | glBindBufferARB( GL_ARRAY_BUFFER_ARB, ProjectionsPBO[1] );
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| 298 | glVertexPointer( 4, GL_FLOAT, 0, (char *) NULL ); // Set The Vertex Pointer To The Vertex Buffer
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| 299 |
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| 300 | glEnableClientState( GL_TEXTURE_COORD_ARRAY ); // Enable Texture Coord Arrays
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| 301 | glBindBufferARB( GL_ARRAY_BUFFER_ARB, ProjectionsPBO[0] );
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| 302 | glTexCoordPointer( 4, GL_FLOAT, 0, (char *) NULL ); // Set The TexCoord Pointer To The TexCoord Buffer
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| 303 |
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| 304 | glDrawArrays(GL_POINTS, 0, ResX*ResY );
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| 305 |
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| 306 | for(int e=0;e<MAX_LAYERS-1;e++)
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| 307 | {
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| 308 | glUniform1f(DirectionTransfer, 0.0);
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| 309 |
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| 310 | glBindBufferARB( GL_ARRAY_BUFFER_ARB, ProjectionsPBO[e+1] );
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| 311 | glVertexPointer( 4, GL_FLOAT, 0, (char *) NULL ); // Set The Vertex Pointer To The Vertex Buffer
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| 312 |
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| 313 | glBindBufferARB( GL_ARRAY_BUFFER_ARB, ProjectionsPBO[e+2] );
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| 314 | glTexCoordPointer( 4, GL_FLOAT, 0, (char *) NULL ); // Set The TexCoord Pointer To The TexCoord Buffer
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| 315 |
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| 316 | glDrawArrays(GL_POINTS, 0, ResX*ResY );
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| 317 |
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| 318 | glUniform1f(DirectionTransfer, 1.0);
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| 319 |
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| 320 | glBindBufferARB( GL_ARRAY_BUFFER_ARB, ProjectionsPBO[e+2] );
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| 321 | glVertexPointer( 4, GL_FLOAT, 0, (char *) NULL ); // Set The Vertex Pointer To The Vertex Buffer
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| 322 |
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| 323 | glBindBufferARB( GL_ARRAY_BUFFER_ARB, ProjectionsPBO[e+1] );
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| 324 | glTexCoordPointer( 4, GL_FLOAT, 0, (char *) NULL ); // Set The TexCoord Pointer To The TexCoord Buffer
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| 325 |
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| 326 | glDrawArrays(GL_POINTS, 0, ResX*ResY );
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| 327 | }
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| 328 |
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| 329 | glUniform1f(DirectionTransfer, 0.0);
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| 330 | glEnableClientState( GL_VERTEX_ARRAY ); // Enable Vertex Arrays
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| 331 | glBindBufferARB( GL_ARRAY_BUFFER_ARB, ProjectionsPBO[MAX_LAYERS] );
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| 332 | glVertexPointer( 4, GL_FLOAT, 0, (char *) NULL ); // Set The Vertex Pointer To The Vertex Buffer
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| 333 |
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| 334 | glEnableClientState( GL_TEXTURE_COORD_ARRAY ); // Enable Texture Coord Arrays
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| 335 | glBindBufferARB( GL_ARRAY_BUFFER_ARB, ProjectionsPBO[MAX_LAYERS+1] );
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| 336 | glTexCoordPointer( 4, GL_FLOAT, 0, (char *) NULL ); // Set The TexCoord Pointer To The TexCoord Buffer
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| 337 |
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| 338 | glDrawArrays(GL_POINTS, 0, ResX*ResY );
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| 339 |
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| 340 |
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| 341 | glDisableClientState( GL_VERTEX_ARRAY ); // Disable Vertex Arrays
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| 342 | glDisableClientState( GL_TEXTURE_COORD_ARRAY ); // Disable Texture Coord Arrays
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| 343 |
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| 344 | glDisable(GL_BLEND);
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| 345 | glUseProgram(0);
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| 346 |
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| 347 | glBindFramebufferEXT(GL_FRAMEBUFFER_EXT, 0);
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| 348 |
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| 349 | }
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| 350 |
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| 351 | // Function that copies the 16-bit fp RGBA buffer of the lightmap to a 32-bit RGBA fb buffer.
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| 352 | void CopyTexture(void)
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| 353 | {
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| 354 | glUseProgram(pCopy);
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| 355 | glBindFramebufferEXT(GL_FRAMEBUFFER_EXT, fb4);
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| 356 | void *texturePBO;
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| 357 |
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| 358 | glBindBufferARB( GL_PIXEL_PACK_BUFFER_EXT, ObscurancesPBO ); // Bind The Buffer
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| 359 | texturePBO = glMapBuffer(GL_PIXEL_PACK_BUFFER_EXT, GL_READ_ONLY);
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| 360 | glBindTexture(GL_TEXTURE_2D,texName[1]);
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| 361 | glTexSubImage2D(GL_TEXTURE_2D, 0, 0, 0, Res2X, Res2Y, GL_RGBA, GL_FLOAT, texturePBO);
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| 362 | glUnmapBuffer(GL_PIXEL_PACK_BUFFER_ARB);
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| 363 | glBindBufferARB( GL_PIXEL_PACK_BUFFER_EXT, 0 ); // Bind The Buffer
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| 364 |
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| 365 | glEnable(GL_CULL_FACE);
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| 366 |
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| 367 | glMatrixMode(GL_PROJECTION);
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| 368 | glLoadIdentity();
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| 369 | gluOrtho2D(-Res2X,Res2Y,-Res2X,Res2Y);
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| 370 |
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| 371 | glMatrixMode(GL_MODELVIEW);
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| 372 | glLoadIdentity();
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| 373 |
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| 374 | glViewport(0, 0, Res2X, Res2Y);
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| 375 |
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| 376 | glActiveTexture(GL_TEXTURE0);
|
---|
| 377 | glBindTexture(GL_TEXTURE_2D, texTransfer[0]);
|
---|
| 378 | glUniform1i(TextureCopy, 0);
|
---|
| 379 | glActiveTexture(GL_TEXTURE1);
|
---|
| 380 | glBindTexture(GL_TEXTURE_2D, texName[1]);
|
---|
| 381 | glUniform1i(Texture2Copy, 1);
|
---|
| 382 | glActiveTexture(GL_TEXTURE0);
|
---|
| 383 |
|
---|
| 384 |
|
---|
| 385 | //Draw the geometry.
|
---|
| 386 | glBegin(GL_QUADS);
|
---|
| 387 | {
|
---|
| 388 | glTexCoord2f(0, 0); glVertex3f(-Res2X, -Res2Y, -0.5f);
|
---|
| 389 | glTexCoord2f(1,0); glVertex3f(Res2X, -Res2Y, -0.5f);
|
---|
| 390 | glTexCoord2f(1,1); glVertex3f(Res2X, Res2Y, -0.5f);
|
---|
| 391 | glTexCoord2f(0, 1); glVertex3f(-Res2X, Res2Y, -0.5f);
|
---|
| 392 | }
|
---|
| 393 | glEnd();
|
---|
| 394 |
|
---|
| 395 | //Copy Buffer to PBO.
|
---|
| 396 | glBindBufferARB( GL_PIXEL_PACK_BUFFER_EXT,ObscurancesPBO ); // Bind The Buffer
|
---|
| 397 | glReadPixels(0, 0, Res2X, Res2Y, GL_RGBA, GL_FLOAT, BUFFER_OFFSET(0));
|
---|
| 398 | glBindBufferARB(GL_PIXEL_PACK_BUFFER_EXT, 0);
|
---|
| 399 |
|
---|
| 400 | glBindFramebufferEXT(GL_FRAMEBUFFER_EXT, fb3);
|
---|
| 401 | glClearColor(0.0,0.0,0.0,0.0);
|
---|
| 402 | glClear(GL_COLOR_BUFFER_BIT);
|
---|
| 403 |
|
---|
| 404 | glBindFramebufferEXT(GL_FRAMEBUFFER_EXT, 0);
|
---|
| 405 | glUseProgram(0);
|
---|
| 406 | }
|
---|
| 407 |
|
---|
| 408 | // Function that calculates the reflectivity map from the scene data.
|
---|
| 409 | void RenderReflect(void)
|
---|
| 410 | {
|
---|
| 411 | glUseProgram(pReflect);
|
---|
| 412 | glBindFramebufferEXT(GL_FRAMEBUFFER_EXT, fb1);
|
---|
| 413 |
|
---|
| 414 | int i, j;
|
---|
| 415 |
|
---|
| 416 | glClearColor(0.0,0.0,0.0,0.0);
|
---|
| 417 | glClear(GL_COLOR_BUFFER_BIT);
|
---|
| 418 |
|
---|
| 419 | glMatrixMode(GL_PROJECTION);
|
---|
| 420 | glLoadIdentity();
|
---|
| 421 | gluOrtho2D(0,1,0,1);
|
---|
| 422 |
|
---|
| 423 | glMatrixMode(GL_MODELVIEW);
|
---|
| 424 | glLoadIdentity();
|
---|
| 425 |
|
---|
| 426 | glViewport(0, 0, Res2X, Res2Y);
|
---|
| 427 |
|
---|
| 428 | // Enable Pointers
|
---|
| 429 | glEnableClientState( GL_VERTEX_ARRAY ); // Enable Vertex Arrays
|
---|
| 430 | glEnableClientState( GL_COLOR_ARRAY ); // Enable Texture Coord Arrays
|
---|
| 431 |
|
---|
| 432 | for(i=0; i<g_pMesh.m_pObject._numGeos;i++)
|
---|
| 433 | {
|
---|
| 434 | for(j=0; j<g_pMesh.m_pObject._geo[i]._numTriSets;j++)
|
---|
| 435 | {
|
---|
| 436 | // Set Pointers To Our Data
|
---|
| 437 | glBindBufferARB( GL_ARRAY_BUFFER_ARB, g_pMesh.m_pObject._geo[i]._triSet[j].m_nVBOTexCoords );
|
---|
| 438 | glVertexPointer( 2, GL_FLOAT, 0, (char *) NULL ); // Set The Vertex Pointer To The Vertex Buffer
|
---|
| 439 | glBindBufferARB( GL_ARRAY_BUFFER_ARB, g_pMesh.m_pObject._geo[i]._triSet[j].m_nVBOColors );
|
---|
| 440 | glColorPointer( 3, GL_FLOAT, 0, (char *) NULL ); // Set The TexCoord Pointer To The TexCoord Buffer
|
---|
| 441 | glBindBufferARB( GL_ELEMENT_ARRAY_BUFFER_ARB, g_pMesh.m_pObject._geo[i]._triSet[j].m_nVBOIndexs );
|
---|
| 442 |
|
---|
| 443 | // Render
|
---|
| 444 | glDrawElements( GL_TRIANGLES, g_pMesh.m_pObject._geo[i]._triSet[j]._numTris*3,GL_UNSIGNED_INT,BUFFER_OFFSET(0) ); // Draw All Of The Quads At Once
|
---|
| 445 |
|
---|
| 446 | }
|
---|
| 447 | }
|
---|
| 448 |
|
---|
| 449 | glDisableClientState( GL_VERTEX_ARRAY ); // Enable Vertex Arrays
|
---|
| 450 | glDisableClientState( GL_COLOR_ARRAY ); // Enable Texture Coord Arrays
|
---|
| 451 |
|
---|
| 452 | glUseProgram(0);
|
---|
| 453 | glBindFramebufferEXT(GL_FRAMEBUFFER_EXT, 0);
|
---|
| 454 | }
|
---|
| 455 |
|
---|
| 456 | // Function that copies the 16-bit fp RGBA buffer of the lightmap to a 32-bit RGBA fb buffer.
|
---|
| 457 | void NormalizeLightmap(void)
|
---|
| 458 | {
|
---|
| 459 | glUseProgram(pNormalize);
|
---|
| 460 | glBindFramebufferEXT(GL_FRAMEBUFFER_EXT, fb5);
|
---|
| 461 |
|
---|
| 462 | glEnable(GL_CULL_FACE);
|
---|
| 463 |
|
---|
| 464 | glMatrixMode(GL_PROJECTION);
|
---|
| 465 | glLoadIdentity();
|
---|
| 466 | gluOrtho2D(-Res2X,Res2Y,-Res2X,Res2Y);
|
---|
| 467 |
|
---|
| 468 | glMatrixMode(GL_MODELVIEW);
|
---|
| 469 | glLoadIdentity();
|
---|
| 470 |
|
---|
| 471 | glViewport(0, 0, Res2X, Res2Y);
|
---|
| 472 |
|
---|
| 473 | glActiveTexture(GL_TEXTURE0);
|
---|
| 474 | glBindTexture(GL_TEXTURE_2D, texCopy[0]);
|
---|
| 475 | glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_LINEAR);
|
---|
| 476 | glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_LINEAR);
|
---|
| 477 | glUniform1i(TextureCopy, 0);
|
---|
| 478 |
|
---|
| 479 | //Draw the geometry.
|
---|
| 480 | glBegin(GL_QUADS);
|
---|
| 481 | {
|
---|
| 482 | glTexCoord2f(0, 0); glVertex3f(-Res2X, -Res2Y, -0.5f);
|
---|
| 483 | glTexCoord2f(1,0); glVertex3f(Res2X, -Res2Y, -0.5f);
|
---|
| 484 | glTexCoord2f(1,1); glVertex3f(Res2X, Res2Y, -0.5f);
|
---|
| 485 | glTexCoord2f(0, 1); glVertex3f(-Res2X, Res2Y, -0.5f);
|
---|
| 486 | }
|
---|
| 487 | glEnd();
|
---|
| 488 |
|
---|
| 489 | glBindFramebufferEXT(GL_FRAMEBUFFER_EXT, 0);
|
---|
| 490 | glUseProgram(0);
|
---|
| 491 | }
|
---|
| 492 |
|
---|
| 493 | // Function that updates the lightmap.
|
---|
| 494 | // The number of directions used to calculate the lightmap is iterations * steps
|
---|
| 495 | void UpdateTexture(int iterations, int steps)
|
---|
| 496 | {
|
---|
| 497 | const int range = ((steps * 100) / steps) + ((iterations) * 100)/(steps * iterations);
|
---|
| 498 |
|
---|
| 499 | //progress bar
|
---|
| 500 | wxProgressDialog dialog(wxT("Calculating GPUObscurances"),
|
---|
| 501 | wxT("Progress..."),
|
---|
| 502 | range, //range
|
---|
| 503 | 0, //parent
|
---|
| 504 | wxPD_APP_MODAL|wxPD_AUTO_HIDE|
|
---|
| 505 | wxPD_ELAPSED_TIME|wxPD_ESTIMATED_TIME|wxPD_REMAINING_TIME|wxPD_CAN_ABORT);
|
---|
| 506 |
|
---|
| 507 | bool cont = true;
|
---|
| 508 |
|
---|
| 509 | printf("\nIteracions: %d => Steps: %d\n", iterations, steps);
|
---|
| 510 | for(int i = 0; (i < steps) && cont; i++)
|
---|
| 511 | {
|
---|
| 512 | for(int j = 0; (j < iterations) && cont; j++)
|
---|
| 513 | {
|
---|
| 514 | cont = dialog.Update(i*100/steps + j*100/(steps*iterations));
|
---|
| 515 | BuscarDireccio(); // Find a random direction
|
---|
| 516 | RenderProjeccions();
|
---|
| 517 | RenderTransfer();
|
---|
| 518 | }
|
---|
| 519 | CopyTexture();
|
---|
| 520 | }
|
---|
| 521 | printf("\r100%% Done!!!!");
|
---|
| 522 | NormalizeLightmap();
|
---|
| 523 | }
|
---|
| 524 |
|
---|
| 525 | // Function that generates the VBOs with the geometric data of the scene.
|
---|
| 526 | // It also initializes the constant textures used.
|
---|
| 527 | void InitGeometry(void)
|
---|
| 528 | {
|
---|
| 529 | int i, j;
|
---|
| 530 | m_pBlau = new float[ResX * ResY * 4];
|
---|
| 531 | //Initialize a blue buffer.
|
---|
| 532 | for(i = 0; i<ResX; i++)
|
---|
| 533 | {
|
---|
| 534 | for(j = 0; j<ResY; j++)
|
---|
| 535 | {
|
---|
| 536 | m_pBlau[4 * (i * ResY + j)] = 0.0;
|
---|
| 537 | m_pBlau[4 * (i * ResY + j) + 1] = 0.0;
|
---|
| 538 | m_pBlau[4 * (i * ResY + j) + 2] = 1.0;
|
---|
| 539 | m_pBlau[4 * (i * ResY + j) + 3] = 1.0;
|
---|
| 540 | }
|
---|
| 541 | }
|
---|
| 542 |
|
---|
| 543 | //Initialize a black buffer
|
---|
| 544 | for(i = 0; i<Res2X; i++)
|
---|
| 545 | {
|
---|
| 546 | for(j = 0; j<Res2Y; j++)
|
---|
| 547 | {
|
---|
| 548 | m_pNegre[4*(i*Res2Y+j)] = 0.0;
|
---|
| 549 | m_pNegre[4*(i*Res2Y+j)+1] = 0.0;
|
---|
| 550 | m_pNegre[4*(i*Res2Y+j)+2] = 0.0;
|
---|
| 551 | m_pNegre[4*(i*Res2Y+j)+3] = 0.0;
|
---|
| 552 | }
|
---|
| 553 | }
|
---|
| 554 |
|
---|
| 555 | for(i = 0; i<g_pMesh.m_pObject._numGeos;i++)
|
---|
| 556 | {
|
---|
| 557 | for(j = 0; j<g_pMesh.m_pObject._geo[i]._numTriSets;j++)
|
---|
| 558 | {
|
---|
| 559 | //Aqui creeem els VBOs.
|
---|
| 560 |
|
---|
| 561 | g_pMesh.m_pObject._geo[i]._triSet[j].m_nVBOIndexs = 0;
|
---|
| 562 | // Generate And Bind The Index Buffer
|
---|
| 563 | glGenBuffersARB( 1, (unsigned int *)&g_pMesh.m_pObject._geo[i]._triSet[j].m_nVBOIndexs ); // Get A Valid Name
|
---|
| 564 | glBindBufferARB( GL_ARRAY_BUFFER_ARB, g_pMesh.m_pObject._geo[i]._triSet[j].m_nVBOIndexs ); // Bind The Buffer
|
---|
| 565 | // Load The Data
|
---|
| 566 | glBufferDataARB( GL_ARRAY_BUFFER_ARB, g_pMesh.m_pObject._geo[i]._triSet[j]._numTris * 3 * sizeof(int), g_pMesh.m_pObject._geo[i]._triSet[j]._index, GL_STATIC_DRAW_ARB );
|
---|
| 567 |
|
---|
| 568 | g_pMesh.m_pObject._geo[i]._triSet[j].m_nVBOVertices = 0;
|
---|
| 569 | // Generate And Bind The Vertex Buffer
|
---|
| 570 | glGenBuffersARB( 1, &g_pMesh.m_pObject._geo[i]._triSet[j].m_nVBOVertices ); // Get A Valid Name
|
---|
| 571 | glBindBufferARB( GL_ARRAY_BUFFER_ARB, g_pMesh.m_pObject._geo[i]._triSet[j].m_nVBOVertices ); // Bind The Buffer
|
---|
| 572 | // Load The Data
|
---|
| 573 | glBufferDataARB( GL_ARRAY_BUFFER_ARB, g_pMesh.m_pObject._geo[i]._triSet[j]._numVer * 3 * sizeof(float), g_pMesh.m_pObject._geo[i]._triSet[j]._ver, GL_STATIC_DRAW_ARB );
|
---|
| 574 |
|
---|
| 575 | g_pMesh.m_pObject._geo[i]._triSet[j].m_nVBONormals = 0;
|
---|
| 576 | // Generate And Bind The Normal Buffer
|
---|
| 577 | glGenBuffersARB( 1, &g_pMesh.m_pObject._geo[i]._triSet[j].m_nVBONormals ); // Get A Valid Name
|
---|
| 578 | glBindBufferARB( GL_ARRAY_BUFFER_ARB, g_pMesh.m_pObject._geo[i]._triSet[j].m_nVBONormals ); // Bind The Buffer
|
---|
| 579 | // Load The Data
|
---|
| 580 | glBufferDataARB( GL_ARRAY_BUFFER_ARB, g_pMesh.m_pObject._geo[i]._triSet[j]._numVer * 3 * sizeof(float), g_pMesh.m_pObject._geo[i]._triSet[j]._nor, GL_STATIC_DRAW_ARB );
|
---|
| 581 |
|
---|
| 582 | g_pMesh.m_pObject._geo[i]._triSet[j].m_nVBOTexCoords = 0;
|
---|
| 583 | // Generate And Bind The TexCoord Buffer
|
---|
| 584 | glGenBuffersARB( 1, &g_pMesh.m_pObject._geo[i]._triSet[j].m_nVBOTexCoords ); // Get A Valid Name
|
---|
| 585 | glBindBufferARB( GL_ARRAY_BUFFER_ARB, g_pMesh.m_pObject._geo[i]._triSet[j].m_nVBOTexCoords ); // Bind The Buffer
|
---|
| 586 | // Load The Data
|
---|
| 587 | glBufferDataARB( GL_ARRAY_BUFFER_ARB, g_pMesh.m_pObject._geo[i]._triSet[j]._numVer * 2 * sizeof(float), g_pMesh.m_pObject._geo[i]._triSet[j]._tex, GL_STATIC_DRAW_ARB );
|
---|
| 588 |
|
---|
| 589 | g_pMesh.m_pObject._geo[i]._triSet[j].m_nVBOColors = 0;
|
---|
| 590 | // Generate And Bind The Color Buffer
|
---|
| 591 | glGenBuffersARB( 1, &g_pMesh.m_pObject._geo[i]._triSet[j].m_nVBOColors ); // Get A Valid Name
|
---|
| 592 | glBindBufferARB( GL_ARRAY_BUFFER_ARB, g_pMesh.m_pObject._geo[i]._triSet[j].m_nVBOColors ); // Bind The Buffer
|
---|
| 593 | // Load The Data
|
---|
| 594 | //*12
|
---|
| 595 | glBufferDataARB( GL_ARRAY_BUFFER_ARB, g_pMesh.m_pObject._geo[i]._triSet[j]._numVer * 3 * sizeof(float), g_pMesh.m_pObject._geo[i]._triSet[j]._refl, GL_STATIC_DRAW_ARB );
|
---|
| 596 | }
|
---|
| 597 | }
|
---|
| 598 | glBindBufferARB( GL_ARRAY_BUFFER_ARB, 0 ); // Bind The Buffer
|
---|
| 599 | }
|
---|
| 600 |
|
---|
| 601 | // Functions that initializes the RenderTextures, the shaders and so on...
|
---|
| 602 | void init2(char *argv)
|
---|
| 603 | {
|
---|
| 604 | g_pMesh.LoadMesh(argv);
|
---|
| 605 |
|
---|
| 606 | m_pTextureImage = new float[Res2X*Res2Y*4];// Texture of diferent colors.
|
---|
| 607 | m_pTextureReflect = new float[Res2X*Res2Y*4]; //Texture of reflectivitat.
|
---|
| 608 | m_pNegre = new float[Res2X*Res2Y*4];
|
---|
| 609 |
|
---|
| 610 | //Create Textures.
|
---|
| 611 | glGenTextures(3, &texName[0]); // Create The Textures
|
---|
| 612 |
|
---|
| 613 | InitGeometry();
|
---|
| 614 |
|
---|
| 615 | //Texture
|
---|
| 616 | // Binding
|
---|
| 617 | glBindTexture( GL_TEXTURE_2D, texName[0] );
|
---|
| 618 | glTexImage2D(GL_TEXTURE_2D, 0, GL_RGBA_FLOAT32_ATI, ResX, ResY, 0, GL_RGBA, GL_FLOAT, NULL);
|
---|
| 619 | glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_NEAREST);
|
---|
| 620 | glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_NEAREST);
|
---|
| 621 |
|
---|
| 622 | //Texture
|
---|
| 623 | // Binding
|
---|
| 624 | glBindTexture( GL_TEXTURE_2D, texName[1] );
|
---|
| 625 | glTexImage2D(GL_TEXTURE_2D, 0, GL_RGBA_FLOAT32_ATI, Res2X, Res2Y, 0, GL_RGBA, GL_FLOAT, NULL);
|
---|
| 626 | glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_S, GL_CLAMP_TO_EDGE);
|
---|
| 627 | glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_T, GL_CLAMP_TO_EDGE);
|
---|
| 628 | glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_NEAREST);
|
---|
| 629 | glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_NEAREST);
|
---|
| 630 |
|
---|
| 631 |
|
---|
| 632 | //Texture
|
---|
| 633 | // Binding
|
---|
| 634 | glBindTexture( GL_TEXTURE_2D, texName[2] );
|
---|
| 635 | glTexImage2D(GL_TEXTURE_2D, 0, GL_RGBA_FLOAT32_ATI, Res2X, Res2Y, 0, GL_RGBA, GL_FLOAT, m_pTextureReflect);
|
---|
| 636 | glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_S, GL_CLAMP_TO_EDGE);
|
---|
| 637 | glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_T, GL_CLAMP_TO_EDGE);
|
---|
| 638 | glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_NEAREST);
|
---|
| 639 | glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_NEAREST);
|
---|
| 640 |
|
---|
| 641 | //FBOs
|
---|
| 642 | glGenFramebuffersEXT(1, &fb1);
|
---|
| 643 | glBindFramebufferEXT(GL_FRAMEBUFFER_EXT, fb1);
|
---|
| 644 |
|
---|
| 645 | glGenTextures(1,&texReflect[0]);
|
---|
| 646 |
|
---|
| 647 | glBindTexture( GL_TEXTURE_2D, texReflect[0] );
|
---|
| 648 | glTexImage2D(GL_TEXTURE_2D, 0, GL_RGBA_FLOAT32_ATI, Res2X, Res2Y, 0, GL_RGBA, GL_FLOAT, 0);
|
---|
| 649 | glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_S, GL_CLAMP_TO_EDGE);
|
---|
| 650 | glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_T, GL_CLAMP_TO_EDGE);
|
---|
| 651 | glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_NEAREST);
|
---|
| 652 | glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_NEAREST);
|
---|
| 653 |
|
---|
| 654 | glFramebufferTexture2DEXT(GL_FRAMEBUFFER_EXT, GL_COLOR_ATTACHMENT0_EXT, GL_TEXTURE_2D, texReflect[0],0);
|
---|
| 655 | glFramebufferRenderbufferEXT(GL_FRAMEBUFFER_EXT, GL_DEPTH_ATTACHMENT_EXT, GL_RENDERBUFFER_EXT, 0);
|
---|
| 656 |
|
---|
| 657 | glGenFramebuffersEXT(1, &fb2);
|
---|
| 658 | glBindFramebufferEXT(GL_FRAMEBUFFER_EXT, fb2);
|
---|
| 659 |
|
---|
| 660 | glGenTextures(1,&texProjeccions[0]);
|
---|
| 661 |
|
---|
| 662 | glBindTexture( GL_TEXTURE_2D, texProjeccions[0] );
|
---|
| 663 | glTexImage2D(GL_TEXTURE_2D, 0, GL_RGBA_FLOAT32_ATI, ResX, ResY, 0, GL_RGBA, GL_FLOAT, 0);
|
---|
| 664 | glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_S, GL_CLAMP_TO_EDGE);
|
---|
| 665 | glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_T, GL_CLAMP_TO_EDGE);
|
---|
| 666 | glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_NEAREST);
|
---|
| 667 | glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_NEAREST);
|
---|
| 668 |
|
---|
| 669 | glFramebufferTexture2DEXT(GL_FRAMEBUFFER_EXT, GL_COLOR_ATTACHMENT0_EXT, GL_TEXTURE_2D, texProjeccions[0],0);
|
---|
| 670 |
|
---|
| 671 | glGenRenderbuffersEXT(1, &texProjeccions[1]); |
---|
| 672 | glBindRenderbufferEXT(GL_RENDERBUFFER_EXT, texProjeccions[1]); |
---|
| 673 | glRenderbufferStorageEXT(GL_RENDERBUFFER_EXT, GL_DEPTH_COMPONENT24, ResX, ResY ); |
---|
| 674 | glFramebufferRenderbufferEXT(GL_FRAMEBUFFER_EXT, GL_DEPTH_ATTACHMENT_EXT, GL_RENDERBUFFER_EXT, texProjeccions[1]);
|
---|
| 675 |
|
---|
| 676 | glGenFramebuffersEXT(1, &fb3);
|
---|
| 677 | glBindFramebufferEXT(GL_FRAMEBUFFER_EXT, fb3);
|
---|
| 678 |
|
---|
| 679 | glGenTextures(1,&texTransfer[0]);
|
---|
| 680 |
|
---|
| 681 | glBindTexture( GL_TEXTURE_2D, texTransfer[0] );
|
---|
| 682 | glTexImage2D(GL_TEXTURE_2D, 0, GL_RGBA_FLOAT16_ATI, Res2X, Res2Y, 0, GL_RGBA, GL_FLOAT, 0);
|
---|
| 683 | glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_S, GL_CLAMP_TO_EDGE);
|
---|
| 684 | glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_T, GL_CLAMP_TO_EDGE);
|
---|
| 685 | glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_NEAREST);
|
---|
| 686 | glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_NEAREST);
|
---|
| 687 |
|
---|
| 688 | glFramebufferTexture2DEXT(GL_FRAMEBUFFER_EXT, GL_COLOR_ATTACHMENT0_EXT, GL_TEXTURE_2D, texTransfer[0],0);
|
---|
| 689 | glFramebufferRenderbufferEXT(GL_FRAMEBUFFER_EXT, GL_DEPTH_ATTACHMENT_EXT, GL_RENDERBUFFER_EXT, 0);
|
---|
| 690 |
|
---|
| 691 | glClearColor(0.0,0.0,0.0,0.0);
|
---|
| 692 | glClear(GL_COLOR_BUFFER_BIT);
|
---|
| 693 |
|
---|
| 694 | glGenFramebuffersEXT(1, &fb4);
|
---|
| 695 | glBindFramebufferEXT(GL_FRAMEBUFFER_EXT, fb4);
|
---|
| 696 |
|
---|
| 697 | glGenTextures(1,&texCopy[0]);
|
---|
| 698 |
|
---|
| 699 | glBindTexture( GL_TEXTURE_2D, texCopy[0] );
|
---|
| 700 | glTexImage2D(GL_TEXTURE_2D, 0, GL_RGBA_FLOAT32_ATI, Res2X, Res2Y, 0, GL_RGBA, GL_FLOAT, 0);
|
---|
| 701 | glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_S, GL_CLAMP_TO_EDGE);
|
---|
| 702 | glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_T, GL_CLAMP_TO_EDGE);
|
---|
| 703 | glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_NEAREST);
|
---|
| 704 | glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_NEAREST);
|
---|
| 705 |
|
---|
| 706 | glFramebufferTexture2DEXT(GL_FRAMEBUFFER_EXT, GL_COLOR_ATTACHMENT0_EXT, GL_TEXTURE_2D, texCopy[0],0);
|
---|
| 707 | glFramebufferRenderbufferEXT(GL_FRAMEBUFFER_EXT, GL_DEPTH_ATTACHMENT_EXT, GL_RENDERBUFFER_EXT, 0);
|
---|
| 708 |
|
---|
| 709 | glGenFramebuffersEXT(1, &fb5);
|
---|
| 710 | glBindFramebufferEXT(GL_FRAMEBUFFER_EXT, fb5);
|
---|
| 711 |
|
---|
| 712 | glGenTextures(1,&texNormalize[0]);
|
---|
| 713 |
|
---|
| 714 | glBindTexture( GL_TEXTURE_2D, texNormalize[0] );
|
---|
| 715 | glTexImage2D(GL_TEXTURE_2D, 0, GL_RGBA_FLOAT32_ATI, Res2X, Res2Y, 0, GL_RGBA, GL_FLOAT, 0);
|
---|
| 716 | glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_S, GL_CLAMP_TO_EDGE);
|
---|
| 717 | glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_T, GL_CLAMP_TO_EDGE);
|
---|
| 718 | glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_NEAREST);
|
---|
| 719 | glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_NEAREST);
|
---|
| 720 |
|
---|
| 721 | glFramebufferTexture2DEXT(GL_FRAMEBUFFER_EXT, GL_COLOR_ATTACHMENT0_EXT, GL_TEXTURE_2D, texNormalize[0],0);
|
---|
| 722 | glFramebufferRenderbufferEXT(GL_FRAMEBUFFER_EXT, GL_DEPTH_ATTACHMENT_EXT, GL_RENDERBUFFER_EXT, 0);
|
---|
| 723 |
|
---|
| 724 | //Create PBO
|
---|
| 725 | glGenBuffersARB( MAX_LAYERS+2, &ProjectionsPBO[0] );
|
---|
| 726 | glBindBufferARB( GL_PIXEL_PACK_BUFFER_EXT, ProjectionsPBO[0] ); // Bind The Buffer
|
---|
| 727 | glBufferDataARB( GL_PIXEL_PACK_BUFFER_EXT, ResX*ResY*4*sizeof(float), m_pBlau, GL_STREAM_COPY );
|
---|
| 728 | glBindBufferARB( GL_PIXEL_PACK_BUFFER_EXT, ProjectionsPBO[MAX_LAYERS+1] ); // Bind The Buffer
|
---|
| 729 | glBufferDataARB( GL_PIXEL_PACK_BUFFER_EXT, ResX*ResY*4*sizeof(float), m_pBlau, GL_STREAM_COPY );
|
---|
| 730 | for (int e = 1; e < MAX_LAYERS+1; e++ )
|
---|
| 731 | {
|
---|
| 732 | glBindBufferARB( GL_PIXEL_PACK_BUFFER_EXT, ProjectionsPBO[e] ); // Bind The Buffer
|
---|
| 733 | glBufferDataARB( GL_PIXEL_PACK_BUFFER_EXT, ResX*ResY*4*sizeof(float), NULL, GL_STREAM_COPY );
|
---|
| 734 | }
|
---|
| 735 |
|
---|
| 736 | glGenBuffersARB( 1, &ObscurancesPBO );
|
---|
| 737 | glBindBufferARB( GL_PIXEL_PACK_BUFFER_EXT, ObscurancesPBO ); // Bind The Buffer
|
---|
| 738 | glBufferDataARB( GL_PIXEL_PACK_BUFFER_EXT, Res2X*Res2Y*4*sizeof(float), m_pNegre, GL_STREAM_COPY );
|
---|
| 739 | glBindBufferARB( GL_PIXEL_PACK_BUFFER_EXT, 0 ); // Bind The Buffer
|
---|
| 740 |
|
---|
| 741 | //GLSL
|
---|
| 742 | //Projection Shaders
|
---|
| 743 |
|
---|
| 744 | vProjection = glCreateShader(GL_VERTEX_SHADER);
|
---|
| 745 | fProjection = glCreateShader(GL_FRAGMENT_SHADER);
|
---|
| 746 |
|
---|
| 747 | static const char *vvProjection =
|
---|
| 748 | " \n"
|
---|
| 749 | " varying float cosine; \n"
|
---|
| 750 | " varying vec2 texCoord; \n"
|
---|
| 751 | " \n"
|
---|
| 752 | " void main() \n"
|
---|
| 753 | " { \n"
|
---|
| 754 | " gl_Position = ftransform(); \n"
|
---|
| 755 | " texCoord = gl_MultiTexCoord0.st; \n"
|
---|
| 756 | " \n"
|
---|
| 757 | " cosine = (gl_ModelViewMatrixInverseTranspose * vec4(gl_Normal,1.0)).z; \n"
|
---|
| 758 | " } \n"
|
---|
| 759 | " \n";
|
---|
| 760 |
|
---|
| 761 | static const char *ffProjection =
|
---|
| 762 | " \n"
|
---|
| 763 | " uniform float res; \n"
|
---|
| 764 | " uniform float first; \n"
|
---|
| 765 | " uniform sampler2D ztex; \n"
|
---|
| 766 | " \n"
|
---|
| 767 | " varying float cosine; \n"
|
---|
| 768 | " varying vec2 texCoord; \n"
|
---|
| 769 | " \n"
|
---|
| 770 | " void main() \n"
|
---|
| 771 | " { \n"
|
---|
| 772 | " if( first == 0.0) \n"
|
---|
| 773 | " { \n"
|
---|
| 774 | " float depth = tex2D(ztex,gl_FragCoord.xy/res).a; \n"
|
---|
| 775 | " if (gl_FragCoord.z < (depth + 0.000001)) discard; \n"
|
---|
| 776 | " } \n"
|
---|
| 777 | " gl_FragColor.rg = texCoord+0.5/512.0; \n"
|
---|
| 778 | " gl_FragColor.b = cosine; \n"
|
---|
| 779 | " gl_FragColor.a = gl_FragCoord.z; \n"
|
---|
| 780 | " } \n";
|
---|
| 781 |
|
---|
| 782 |
|
---|
| 783 | glShaderSource(vProjection, 1, &vvProjection, NULL);
|
---|
| 784 | glShaderSource(fProjection, 1, &ffProjection, NULL);
|
---|
| 785 |
|
---|
| 786 | glCompileShader(vProjection);
|
---|
| 787 | glCompileShader(fProjection);
|
---|
| 788 |
|
---|
| 789 | pProjection = glCreateProgram();
|
---|
| 790 | glAttachShader(pProjection, vProjection);
|
---|
| 791 | glAttachShader(pProjection, fProjection);
|
---|
| 792 |
|
---|
| 793 | glLinkProgram(pProjection);
|
---|
| 794 |
|
---|
| 795 | glUseProgram(pProjection);
|
---|
| 796 | TexturaDepthProjection = glGetUniformLocation(pProjection, "ztex");
|
---|
| 797 | SizeProjection = glGetUniformLocation(pProjection, "res");
|
---|
| 798 | FirstProjection = glGetUniformLocation(pProjection, "first");
|
---|
| 799 |
|
---|
| 800 | glUseProgram(0);
|
---|
| 801 |
|
---|
| 802 |
|
---|
| 803 | //Reflect Shaders
|
---|
| 804 |
|
---|
| 805 | vReflect = glCreateShader(GL_VERTEX_SHADER);
|
---|
| 806 | fReflect = glCreateShader(GL_FRAGMENT_SHADER);
|
---|
| 807 |
|
---|
| 808 | static const char *vvReflect =
|
---|
| 809 | " \n"
|
---|
| 810 | " varying vec4 color; \n"
|
---|
| 811 | " \n"
|
---|
| 812 | " void main() \n"
|
---|
| 813 | " { \n"
|
---|
| 814 | " vec4 posicio = vec4(gl_Vertex.xy, -0.5, 1.0); \n"
|
---|
| 815 | " gl_Position = gl_ModelViewProjectionMatrix * posicio; \n"
|
---|
| 816 | " \n"
|
---|
| 817 | " color = vec4(gl_Color.xyz,1.0); \n"
|
---|
| 818 | " } \n";
|
---|
| 819 |
|
---|
| 820 | static const char *ffReflect =
|
---|
| 821 | " \n"
|
---|
| 822 | " varying vec4 color; \n"
|
---|
| 823 | " \n"
|
---|
| 824 | " void main() \n"
|
---|
| 825 | " { \n"
|
---|
| 826 | " gl_FragColor = color; \n"
|
---|
| 827 | " } \n"
|
---|
| 828 | " \n";
|
---|
| 829 |
|
---|
| 830 | glShaderSource(vReflect, 1, &vvReflect, NULL);
|
---|
| 831 | glShaderSource(fReflect, 1, &ffReflect, NULL);
|
---|
| 832 |
|
---|
| 833 | glCompileShader(vReflect);
|
---|
| 834 | glCompileShader(fReflect);
|
---|
| 835 |
|
---|
| 836 | pReflect = glCreateProgram();
|
---|
| 837 | glAttachShader(pReflect, vReflect);
|
---|
| 838 | glAttachShader(pReflect, fReflect);
|
---|
| 839 |
|
---|
| 840 | glLinkProgram(pReflect);
|
---|
| 841 |
|
---|
| 842 | glUseProgram(0);
|
---|
| 843 |
|
---|
| 844 | //Texture Copy Shaders
|
---|
| 845 |
|
---|
| 846 | vCopy = glCreateShader(GL_VERTEX_SHADER);
|
---|
| 847 | fCopy = glCreateShader(GL_FRAGMENT_SHADER);
|
---|
| 848 |
|
---|
| 849 | static const char *vvCopy =
|
---|
| 850 | " \n"
|
---|
| 851 | " varying vec2 texCoord; \n"
|
---|
| 852 | " \n"
|
---|
| 853 | " void main() \n"
|
---|
| 854 | " { \n"
|
---|
| 855 | " vec4 posicio = vec4(gl_Vertex.xyz, 1.0); \n"
|
---|
| 856 | " gl_Position = gl_ModelViewProjectionMatrix * posicio; \n"
|
---|
| 857 | " \n"
|
---|
| 858 | " texCoord = gl_MultiTexCoord0.st; \n"
|
---|
| 859 | " } \n";
|
---|
| 860 |
|
---|
| 861 | static const char *ffCopy =
|
---|
| 862 | " \n"
|
---|
| 863 | " uniform sampler2D texture; \n"
|
---|
| 864 | " uniform sampler2D texture2; \n"
|
---|
| 865 | " \n"
|
---|
| 866 | " varying vec2 texCoord; \n"
|
---|
| 867 | " \n"
|
---|
| 868 | " void main() \n"
|
---|
| 869 | " { \n"
|
---|
| 870 | " gl_FragColor = tex2D(texture,texCoord) + tex2D(texture2,texCoord); \n"
|
---|
| 871 | " } \n";
|
---|
| 872 |
|
---|
| 873 | glShaderSource(vCopy, 1, &vvCopy, NULL);
|
---|
| 874 | glShaderSource(fCopy, 1, &ffCopy, NULL);
|
---|
| 875 |
|
---|
| 876 | glCompileShader(vCopy);
|
---|
| 877 | glCompileShader(fCopy);
|
---|
| 878 |
|
---|
| 879 | pCopy = glCreateProgram();
|
---|
| 880 | glAttachShader(pCopy, vCopy);
|
---|
| 881 | glAttachShader(pCopy, fCopy);
|
---|
| 882 |
|
---|
| 883 | glLinkProgram(pCopy);
|
---|
| 884 |
|
---|
| 885 | glUseProgram(pCopy);
|
---|
| 886 | TextureCopy = glGetUniformLocation(pCopy, "texture");
|
---|
| 887 | Texture2Copy = glGetUniformLocation(pCopy, "texture2");
|
---|
| 888 | glUseProgram(0);
|
---|
| 889 |
|
---|
| 890 | //Lightmap Normalization Shaders
|
---|
| 891 |
|
---|
| 892 | vNormalize = glCreateShader(GL_VERTEX_SHADER);
|
---|
| 893 | fNormalize = glCreateShader(GL_FRAGMENT_SHADER);
|
---|
| 894 |
|
---|
| 895 | static const char *vvNormalize =
|
---|
| 896 | " \n"
|
---|
| 897 | " varying vec2 texCoord; \n"
|
---|
| 898 | " \n"
|
---|
| 899 | " void main() \n"
|
---|
| 900 | " { \n"
|
---|
| 901 | " vec4 posicio = vec4(gl_Vertex.xyz, 1.0); \n"
|
---|
| 902 | " gl_Position = gl_ModelViewProjectionMatrix * posicio; \n"
|
---|
| 903 | " \n"
|
---|
| 904 | " texCoord = gl_MultiTexCoord0.st; \n"
|
---|
| 905 | " } \n";
|
---|
| 906 |
|
---|
| 907 | static const char *ffNormalize =
|
---|
| 908 | " \n"
|
---|
| 909 | " uniform sampler2D texture; \n"
|
---|
| 910 | " \n"
|
---|
| 911 | " varying vec2 texCoord; \n"
|
---|
| 912 | " \n"
|
---|
| 913 | " void main() \n"
|
---|
| 914 | " { \n"
|
---|
| 915 | " float res = 256.0; \n"
|
---|
| 916 | " float dif = 1.0/res; \n"
|
---|
| 917 | " vec4 aux1 = tex2D(texture,texCoord); \n"
|
---|
| 918 | " vec4 aux2 = tex2D(texture,vec2(texCoord.r+dif,texCoord.g)); \n"
|
---|
| 919 | " vec4 aux3 = tex2D(texture,vec2(texCoord.r+dif,texCoord.g+dif)); \n"
|
---|
| 920 | " vec4 aux4 = tex2D(texture,vec2(texCoord.r,texCoord.g+dif)); \n"
|
---|
| 921 | " float counter = 0.0; \n"
|
---|
| 922 | " vec4 aux = vec4(0.0,0.0,0.0,0.0); \n"
|
---|
| 923 | " if(aux1.a>0.0) \n"
|
---|
| 924 | " { \n"
|
---|
| 925 | " aux += vec4(aux1.rgb/aux1.a,1.0); \n"
|
---|
| 926 | " counter += 1.0; \n"
|
---|
| 927 | " } \n"
|
---|
| 928 | " if(aux2.a>0.0) \n"
|
---|
| 929 | " { \n"
|
---|
| 930 | " aux += vec4(aux2.rgb/aux2.a,1.0); \n"
|
---|
| 931 | " counter += 1.0; \n"
|
---|
| 932 | " } \n"
|
---|
| 933 | " if(aux3.a>0.0) \n"
|
---|
| 934 | " { \n"
|
---|
| 935 | " aux += vec4(aux3.rgb/aux3.a,1.0); \n"
|
---|
| 936 | " counter += 1.0; \n"
|
---|
| 937 | " } \n"
|
---|
| 938 | " if(aux4.a>0.0) \n"
|
---|
| 939 | " { \n"
|
---|
| 940 | " aux += vec4(aux4.rgb/aux4.a,1.0); \n"
|
---|
| 941 | " counter += 1.0; \n"
|
---|
| 942 | " } \n"
|
---|
| 943 | " if(counter < 1.0) gl_FragColor = vec4(0.0,0.0,0.0,0.0); \n"
|
---|
| 944 | " else \n"
|
---|
| 945 | " { \n"
|
---|
| 946 | " aux /= counter; \n"
|
---|
| 947 | " gl_FragColor = aux; \n"
|
---|
| 948 | " } \n"
|
---|
| 949 | " } \n";
|
---|
| 950 |
|
---|
| 951 | glShaderSource(vNormalize, 1, &vvNormalize, NULL);
|
---|
| 952 | glShaderSource(fNormalize, 1, &ffNormalize, NULL);
|
---|
| 953 |
|
---|
| 954 | glCompileShader(vNormalize);
|
---|
| 955 | glCompileShader(fNormalize);
|
---|
| 956 |
|
---|
| 957 | pNormalize = glCreateProgram();
|
---|
| 958 | glAttachShader(pNormalize, vNormalize);
|
---|
| 959 | glAttachShader(pNormalize, fNormalize);
|
---|
| 960 |
|
---|
| 961 | glLinkProgram(pNormalize);
|
---|
| 962 |
|
---|
| 963 | glUseProgram(pNormalize);
|
---|
| 964 | TexturaNormalize = glGetUniformLocation(pNormalize, "texture");
|
---|
| 965 | glUseProgram(0);
|
---|
| 966 |
|
---|
| 967 | //Energy Transfer Shaders
|
---|
| 968 |
|
---|
| 969 | vTransfer = glCreateShader(GL_VERTEX_SHADER);
|
---|
| 970 | fTransfer = glCreateShader(GL_FRAGMENT_SHADER);
|
---|
| 971 |
|
---|
| 972 | static const char *vvTransfer =
|
---|
| 973 | " \n"
|
---|
| 974 | " uniform float direction; \n"
|
---|
| 975 | " \n"
|
---|
| 976 | " varying vec2 p1; \n"
|
---|
| 977 | " varying vec2 p2; \n"
|
---|
| 978 | " varying float factor; \n"
|
---|
| 979 | " \n"
|
---|
| 980 | " void main() \n"
|
---|
| 981 | " { \n"
|
---|
| 982 | " vec4 position = gl_Vertex; \n"
|
---|
| 983 | " vec4 texCoord = gl_MultiTexCoord0; \n"
|
---|
| 984 | " if(((direction == 0) && (position.b != 1.0) && (position.b < 0.0) && ((texCoord.b > 0.0) || (texCoord.b == 1))) \n"
|
---|
| 985 | " || ((direction == 1) && (position.b != 1.0) && (position.b > 0.0) && ((texCoord.b < 0.0) || (texCoord.b == 1)))) \n"
|
---|
| 986 | " { \n"
|
---|
| 987 | " \n"
|
---|
| 988 | " p1 = vec2(position.r, position.g); \n"
|
---|
| 989 | " \n"
|
---|
| 990 | " p2 = vec2(texCoord.r, texCoord.g); \n"
|
---|
| 991 | " \n"
|
---|
| 992 | " gl_Position = vec4((p1 * 2.0) - vec2(1.0,1.0), 0.0,1.0); \n"
|
---|
| 993 | " \n"
|
---|
| 994 | " if (texCoord.b == 1) factor = 1; \n"
|
---|
| 995 | " else factor = abs(texCoord.a - position.a); \n"
|
---|
| 996 | " } \n"
|
---|
| 997 | " else \n"
|
---|
| 998 | " { \n"
|
---|
| 999 | " gl_Position = vec4( 0.0,0.0, 2.0, 1.0 ); \n"
|
---|
| 1000 | " p1 = p2 = vec2(1.0,1.0); \n"
|
---|
| 1001 | " factor = 0.5; \n"
|
---|
| 1002 | " } \n"
|
---|
| 1003 | " } \n";
|
---|
| 1004 |
|
---|
| 1005 | static const char *ffTransfer =
|
---|
| 1006 | " \n"
|
---|
| 1007 | " uniform sampler2D reflectivity; \n"
|
---|
| 1008 | " uniform float dmax; \n"
|
---|
| 1009 | " \n"
|
---|
| 1010 | " varying vec2 p1; \n"
|
---|
| 1011 | " varying vec2 p2; \n"
|
---|
| 1012 | " varying float factor; \n"
|
---|
| 1013 | " \n"
|
---|
| 1014 | " void main() \n"
|
---|
| 1015 | " { \n"
|
---|
| 1016 | " if(factor>=dmax) gl_FragColor.rgb = vec3(0.5,0.5,0.5); \n"
|
---|
| 1017 | " else gl_FragColor.rgb = tex2D(reflectivity,p2).rgb * sqrt(factor/dmax); \n"
|
---|
| 1018 | " gl_FragColor.a = 1.0; \n"
|
---|
| 1019 | " } \n";
|
---|
| 1020 |
|
---|
| 1021 | glShaderSource(vTransfer, 1, &vvTransfer, NULL);
|
---|
| 1022 | glShaderSource(fTransfer, 1, &ffTransfer, NULL);
|
---|
| 1023 |
|
---|
| 1024 | glCompileShader(vTransfer);
|
---|
| 1025 | glCompileShader(fTransfer);
|
---|
| 1026 |
|
---|
| 1027 | pTransfer = glCreateProgram();
|
---|
| 1028 | glAttachShader(pTransfer, vTransfer);
|
---|
| 1029 | glAttachShader(pTransfer, fTransfer);
|
---|
| 1030 |
|
---|
| 1031 | glLinkProgram(pTransfer);
|
---|
| 1032 |
|
---|
| 1033 | glUseProgram(pTransfer);
|
---|
| 1034 | TexturaReflectTransfer = glGetUniformLocation(pTransfer, "reflectivity");
|
---|
| 1035 | DirectionTransfer = glGetUniformLocation(pTransfer, "direction");
|
---|
| 1036 | DmaxTransfer = glGetUniformLocation(pTransfer, "dmax");
|
---|
| 1037 |
|
---|
| 1038 | glUseProgram(0);
|
---|
| 1039 |
|
---|
| 1040 | // Setup GL States
|
---|
| 1041 | glEnable (GL_DEPTH_TEST); // Enable Depth Testing
|
---|
| 1042 |
|
---|
| 1043 | //Generate the reflectivity texture.
|
---|
| 1044 | RenderReflect();
|
---|
| 1045 |
|
---|
| 1046 | UpdateTexture(60,3);
|
---|
| 1047 |
|
---|
| 1048 | }
|
---|
| 1049 |
|
---|
| 1050 | // Function that interfaces with the VisualCAD.
|
---|
| 1051 | int vcObscurerGenerateImage(CMesh &geom, char *argv, int quality, int *imgUsize, int *imgVsize, float **imgRgbBuffer)
|
---|
| 1052 | {
|
---|
| 1053 | // float divisor;
|
---|
| 1054 | int *DadesTemp = new int[4];
|
---|
| 1055 | float *dadesf=NULL;
|
---|
| 1056 | int *dadesi=NULL;
|
---|
| 1057 | int qual;
|
---|
| 1058 | float aux[4];
|
---|
| 1059 | float a;
|
---|
| 1060 |
|
---|
| 1061 |
|
---|
| 1062 | glutCreateWindow("T");
|
---|
| 1063 |
|
---|
| 1064 | glerror = glewInit();
|
---|
| 1065 |
|
---|
| 1066 | FILE *file = NULL;
|
---|
| 1067 |
|
---|
| 1068 | file = fopen("tmp.txt", "w");
|
---|
| 1069 |
|
---|
| 1070 | if (glerror != GLEW_OK) fprintf(file, "\nError initializing glew library, %s", glewGetErrorString(glerror));
|
---|
| 1071 | else fprintf(file, "\nTot Correcte!\n");
|
---|
| 1072 |
|
---|
| 1073 | fclose(file);
|
---|
| 1074 |
|
---|
| 1075 | memset(&aux, 0.0, 4);
|
---|
| 1076 |
|
---|
| 1077 | qual = quality;
|
---|
| 1078 |
|
---|
| 1079 | if (qual < 1) qual = 1;
|
---|
| 1080 |
|
---|
| 1081 | switch (qual)
|
---|
| 1082 | {
|
---|
| 1083 | case 1: *imgVsize = *imgUsize = 256;
|
---|
| 1084 | break;
|
---|
| 1085 | case 2: *imgVsize = *imgUsize = 512;
|
---|
| 1086 | break;
|
---|
| 1087 | case 3: *imgVsize = *imgUsize = 1024;
|
---|
| 1088 | break;
|
---|
| 1089 | case 4: *imgVsize = *imgUsize = 2048;
|
---|
| 1090 | break;
|
---|
| 1091 | default: printf("\nResolution not supported");
|
---|
| 1092 | };
|
---|
| 1093 |
|
---|
| 1094 | Res2X = *imgUsize;
|
---|
| 1095 | Res2Y = *imgVsize;
|
---|
| 1096 |
|
---|
| 1097 | ResX = Res2X * 2.0;
|
---|
| 1098 | ResY = Res2Y * 2.0;
|
---|
| 1099 |
|
---|
| 1100 | if(ResX == 4096) ResX = 2048;
|
---|
| 1101 | if(ResY == 4096) ResY = 2048;
|
---|
| 1102 |
|
---|
| 1103 | printf("\nRes(Plans de projeccio): ResolucioX = %d , ResolucioY = %d", ResX, ResY);
|
---|
| 1104 | printf("\nRes2(Lightmap): ResolucioX = %d , ResolucioY = %d", Res2X, Res2Y);
|
---|
| 1105 | dadesf = new float[Res2X*Res2Y*4];
|
---|
| 1106 | dadesi = new int[Res2X*Res2Y*4];
|
---|
| 1107 |
|
---|
| 1108 | init2(argv);
|
---|
| 1109 |
|
---|
| 1110 | glBindFramebufferEXT(GL_FRAMEBUFFER_EXT, fb5);
|
---|
| 1111 | glReadPixels(0,0,Res2X,Res2Y,GL_RGBA,GL_FLOAT,dadesf);
|
---|
| 1112 | glBindFramebufferEXT(GL_FRAMEBUFFER_EXT, 0);
|
---|
| 1113 |
|
---|
| 1114 | *imgRgbBuffer = dadesf;
|
---|
| 1115 |
|
---|
| 1116 | geom = g_pMesh;
|
---|
| 1117 |
|
---|
| 1118 | return 0;
|
---|
| 1119 |
|
---|
| 1120 | } |
---|