[930] | 1 | //========================================
|
---|
| 2 | // Class to interface the VisualCAD specifications.
|
---|
| 3 | // Nicolau Sunyer & Sergi Funtané (10/13/2005).
|
---|
| 4 | // Universitat de Girona.
|
---|
| 5 | //========================================
|
---|
| 6 |
|
---|
| 7 | #pragma warning(disable:4244) |
---|
| 8 | // Includes
|
---|
[1648] | 9 | #define GLEW_STATIC 1
|
---|
[930] | 10 | #include "glew.h"
|
---|
| 11 | #include <glut.h>
|
---|
[1648] | 12 | //#include <iostream>
|
---|
[930] | 13 | #include "stdlib.h"
|
---|
[1648] | 14 | #include "time.h"
|
---|
[930] | 15 |
|
---|
| 16 | // Includes
|
---|
| 17 | #include "CMesh.h"
|
---|
| 18 | #include "vcObscuranceMap.h"
|
---|
| 19 |
|
---|
| 20 | #define ROUND(x) (floor(x+0.5))
|
---|
| 21 |
|
---|
| 22 | #ifndef M_PI
|
---|
| 23 | #define M_PI 3.14159265358979323846
|
---|
| 24 | #endif
|
---|
| 25 |
|
---|
| 26 | // DepthPeeling Layers.
|
---|
| 27 | #define MAX_LAYERS 12
|
---|
| 28 |
|
---|
| 29 | // To use Offsets in the PBOs.
|
---|
| 30 | #define BUFFER_OFFSET(i) ((char *)NULL + (i))
|
---|
| 31 |
|
---|
| 32 | //GLSL
|
---|
| 33 | // Handlers
|
---|
| 34 | GLuint vProjection,fProjection,pProjection;
|
---|
| 35 | GLuint vReflect, fReflect, pReflect;
|
---|
| 36 | GLuint vCopy, fCopy, pCopy;
|
---|
| 37 | GLuint vTransfer, fTransfer, pTransfer;
|
---|
| 38 | GLuint vNormalize, fNormalize, pNormalize;
|
---|
| 39 |
|
---|
| 40 | //Uniform Parameters
|
---|
| 41 | //Projection Step
|
---|
| 42 | GLint TexturaDepthProjection;
|
---|
| 43 | GLint SizeProjection;
|
---|
| 44 | GLint FirstProjection;
|
---|
| 45 |
|
---|
| 46 | //Reflectivity texture generation Step.
|
---|
| 47 |
|
---|
| 48 | //Texture Copy Step.
|
---|
| 49 | GLint TextureCopy;
|
---|
| 50 | GLint Texture2Copy;
|
---|
| 51 |
|
---|
| 52 | //Energy Transfer Step.
|
---|
| 53 | GLint TexturaReflectTransfer;
|
---|
| 54 | GLint DirectionTransfer;
|
---|
| 55 | GLint DmaxTransfer;
|
---|
| 56 |
|
---|
| 57 | //Lightmap Normalization Step.
|
---|
| 58 | GLint TexturaNormalize;
|
---|
[1648] | 59 | GLint ResolutionNormalize;
|
---|
[930] | 60 |
|
---|
| 61 | // Global variables
|
---|
| 62 | CVert Vertex, Direccio, Increment, Primer, Ultim, Origin;
|
---|
| 63 |
|
---|
| 64 | static GLuint texName[3];
|
---|
| 65 |
|
---|
| 66 | static int ResX; //Resolution
|
---|
| 67 | static int ResY;
|
---|
| 68 | static int Res2X; //Resolution
|
---|
| 69 | static int Res2Y; //Resolution
|
---|
| 70 |
|
---|
| 71 | //RenderTexture *ob=NULL; // RenderTexture for the Obscurances.
|
---|
| 72 |
|
---|
| 73 | static GLuint texProjeccions[2]; //Texture name
|
---|
| 74 | static GLuint texTransfer[1];
|
---|
| 75 | static GLuint texReflect[1];
|
---|
| 76 | static GLuint texCopy[1];
|
---|
| 77 | static GLuint texNormalize[1];
|
---|
| 78 | static GLuint fb1; // Framebuffer Reflectivity
|
---|
| 79 | static GLuint fb2; // Framebuffer Projeccions
|
---|
| 80 | static GLuint fb3; // Framebuffer Transfer
|
---|
| 81 | static GLuint fb4; // Framebuffer Copy
|
---|
| 82 | static GLuint fb5; // Lightmap Normalization
|
---|
| 83 |
|
---|
| 84 |
|
---|
| 85 |
|
---|
| 86 | GLenum glerror;
|
---|
| 87 |
|
---|
| 88 | GLfloat *m_pTextureImage;// Texture of diferent colors.
|
---|
| 89 | GLfloat *m_pTextureReflect; //Texture of reflectivitat.
|
---|
| 90 | GLfloat *m_pBlau;
|
---|
| 91 | GLfloat *m_pNegre;
|
---|
| 92 | int obs_global_cancelar;
|
---|
| 93 |
|
---|
| 94 | CMesh g_pMesh; // Mesh Data
|
---|
| 95 | static CSphere Esfera;
|
---|
| 96 |
|
---|
| 97 | static GLuint ProjectionsPBO[MAX_LAYERS+2]; // PBOs to store the projections.
|
---|
| 98 | static GLuint ObscurancesPBO; // PBOs to store the projections.
|
---|
| 99 | static GLuint ztex; //Texture with the depth.
|
---|
| 100 |
|
---|
| 101 |
|
---|
| 102 | // Function to use when the window is resized
|
---|
| 103 | void changeSize(int w, int h)
|
---|
| 104 | {
|
---|
| 105 |
|
---|
| 106 | if(h == 0)
|
---|
| 107 | h = 1;
|
---|
| 108 |
|
---|
| 109 | float ratio = 1.0 * (float)w / (float)h;
|
---|
| 110 |
|
---|
| 111 | //Camera Set up
|
---|
| 112 | glMatrixMode(GL_PROJECTION);
|
---|
| 113 | glLoadIdentity();
|
---|
| 114 | gluOrtho2D(-w,w,-h,h);
|
---|
| 115 |
|
---|
| 116 | glMatrixMode(GL_MODELVIEW);
|
---|
| 117 | glLoadIdentity();
|
---|
| 118 |
|
---|
| 119 | glViewport(0, 0, w, h);
|
---|
| 120 |
|
---|
| 121 | }
|
---|
| 122 |
|
---|
[1648] | 123 | float vdc(int i, int base)
|
---|
| 124 | {
|
---|
| 125 | float prec = 1.0 / (float)base;
|
---|
| 126 | float f = 0.0;
|
---|
| 127 | while(i!=0)
|
---|
| 128 | {
|
---|
| 129 | f += (float)(prec * (i % base));
|
---|
| 130 | i /= base;
|
---|
| 131 | prec /= base;
|
---|
| 132 | }
|
---|
| 133 | return f;
|
---|
| 134 | }
|
---|
[930] | 135 |
|
---|
| 136 | // Returns a random point in the surface of the sphere
|
---|
[1648] | 137 | CVert ranpoint(float r, CVert c, int &count)
|
---|
[930] | 138 | {
|
---|
[1648] | 139 | float ale1, ale2;
|
---|
[930] | 140 | CVert p;
|
---|
| 141 | float alfa,beta;
|
---|
| 142 |
|
---|
[1648] | 143 | count++;
|
---|
| 144 | ale1 = vdc(count, 2);
|
---|
| 145 | ale2 = vdc(count, 3);
|
---|
| 146 | // ale1= (float)rand()/(float)RAND_MAX;
|
---|
| 147 | // ale2= (float)rand()/(float)RAND_MAX;
|
---|
[930] | 148 |
|
---|
| 149 | alfa=1.0-2.0*ale1; /* real between -1 and 1 */
|
---|
| 150 | alfa=acos(alfa); /* angle between 0 and PI */
|
---|
| 151 |
|
---|
| 152 | beta=2*M_PI*ale2; /* angle between 0 and 2*PI */
|
---|
| 153 |
|
---|
| 154 | p.x=c.x+r*sin(alfa)*cos(beta);
|
---|
| 155 | p.y=c.y+r*sin(alfa)*sin(beta);
|
---|
| 156 | p.z=c.z+r*cos(alfa);
|
---|
| 157 |
|
---|
| 158 | return p;
|
---|
| 159 | }
|
---|
| 160 |
|
---|
| 161 | // Function to find a point in the sphere in the direction that goes from the point in the surface of the sphere
|
---|
| 162 | // to the center of the sphere. First it gets the random point in the surface.
|
---|
[1648] | 163 | void BuscarDireccio(int &count)
|
---|
[930] | 164 | {
|
---|
| 165 | Esfera.center.x = 0.0;
|
---|
| 166 | Esfera.center.y = 0.0;
|
---|
| 167 | Esfera.center.z = 0.0;
|
---|
| 168 | Esfera.radius = sqrt(12.0)/2.0;
|
---|
| 169 |
|
---|
[1648] | 170 | Primer = ranpoint(Esfera.radius, Esfera.center, count);
|
---|
[930] | 171 | Vertex.x = Primer.x + (Esfera.center.x-Primer.x) * ((float)rand()/(float)RAND_MAX)*2.0;
|
---|
| 172 | Vertex.y = Primer.y + (Esfera.center.y-Primer.y) * ((float)rand()/(float)RAND_MAX)*2.0;
|
---|
| 173 | Vertex.z = Primer.z + (Esfera.center.z-Primer.z) * ((float)rand()/(float)RAND_MAX)*2.0;
|
---|
| 174 | }
|
---|
| 175 |
|
---|
| 176 | // Function that renders the depth peeling geometry planes and stores them in PBOs.
|
---|
[1648] | 177 | void RenderProjeccions(int buffer, int first)
|
---|
[930] | 178 | {
|
---|
[1648] | 179 | int i, j, e;
|
---|
| 180 |
|
---|
[930] | 181 | glUseProgram(pProjection);
|
---|
| 182 | glBindFramebufferEXT(GL_FRAMEBUFFER_EXT, fb2);
|
---|
| 183 |
|
---|
| 184 | changeSize(ResX, ResY);
|
---|
| 185 | glEnable (GL_DEPTH_TEST); // Enable Depth Testing
|
---|
| 186 | glDepthFunc(GL_LESS);
|
---|
| 187 |
|
---|
| 188 | glDisable(GL_CULL_FACE);
|
---|
| 189 |
|
---|
| 190 | glMatrixMode(GL_PROJECTION);
|
---|
| 191 | glLoadIdentity();
|
---|
| 192 | glOrtho(-Esfera.radius,Esfera.radius,-Esfera.radius,Esfera.radius,0,Esfera.radius * 2.0);
|
---|
| 193 |
|
---|
| 194 | glMatrixMode(GL_MODELVIEW);
|
---|
| 195 | glLoadIdentity();
|
---|
| 196 | gluLookAt(Primer.x,Primer.y,Primer.z,
|
---|
| 197 | Esfera.center.x,Esfera.center.y,Esfera.center.z,
|
---|
| 198 | 0.0f,1.0f,0.0f);
|
---|
| 199 |
|
---|
| 200 | glViewport(0,0,ResX,ResY);
|
---|
| 201 |
|
---|
| 202 | glUniform1f(SizeProjection, (float)ResX);
|
---|
[1648] | 203 | glUniform1f(FirstProjection, (float)first);
|
---|
[930] | 204 |
|
---|
[1648] | 205 | int other = ((buffer == 1)? 0:1);
|
---|
| 206 | if(first == 0)
|
---|
| 207 | {
|
---|
| 208 | glBindBufferARB( GL_PIXEL_PACK_BUFFER_EXT, ProjectionsPBO[other] ); // Bind The Buffer
|
---|
| 209 | glBindTexture(GL_TEXTURE_2D,texName[0]);
|
---|
| 210 | glCopyTexSubImage2D(GL_TEXTURE_2D, 0, 0, 0, 0, 0, ResX, ResY);
|
---|
| 211 | glBindBufferARB( GL_PIXEL_PACK_BUFFER_EXT, 0 ); // Bind The Buffer
|
---|
| 212 | glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT);
|
---|
| 213 |
|
---|
| 214 | glActiveTexture(GL_TEXTURE0);
|
---|
| 215 | glBindTexture(GL_TEXTURE_2D, texName[0]);
|
---|
| 216 | glUniform1i(TexturaDepthProjection, 0);
|
---|
| 217 | }
|
---|
| 218 |
|
---|
[930] | 219 | // Enable Pointers
|
---|
| 220 | glEnableClientState( GL_VERTEX_ARRAY ); // Enable Vertex Arrays
|
---|
| 221 | glEnableClientState( GL_TEXTURE_COORD_ARRAY ); // Enable Texture Coord Arrays
|
---|
| 222 | glEnableClientState( GL_NORMAL_ARRAY ); // Enable Texture Coord Arrays
|
---|
| 223 |
|
---|
| 224 | for(i=0; i<g_pMesh.m_pObject._numGeos;i++)
|
---|
| 225 | {
|
---|
| 226 | for(j=0; j<g_pMesh.m_pObject._geo[i]._numTriSets;j++)
|
---|
| 227 | {
|
---|
| 228 | // Set Pointers To Our Data
|
---|
| 229 | glBindBufferARB( GL_ARRAY_BUFFER_ARB, g_pMesh.m_pObject._geo[i]._triSet[j].m_nVBOVertices );
|
---|
| 230 | glVertexPointer( 3, GL_FLOAT, 0, (char *) NULL ); // Set The Vertex Pointer To The Vertex Buffer
|
---|
| 231 | glBindBufferARB( GL_ARRAY_BUFFER_ARB, g_pMesh.m_pObject._geo[i]._triSet[j].m_nVBOTexCoords );
|
---|
| 232 | glTexCoordPointer( 2, GL_FLOAT, 0, (char *) NULL ); // Set The TexCoord Pointer To The TexCoord Buffer
|
---|
| 233 | glBindBufferARB( GL_ARRAY_BUFFER_ARB, g_pMesh.m_pObject._geo[i]._triSet[j].m_nVBONormals );
|
---|
| 234 | glNormalPointer( GL_FLOAT, 0, (char *) NULL ); // Set The TexCoord Pointer To The TexCoord Buffer
|
---|
| 235 | glBindBufferARB( GL_ELEMENT_ARRAY_BUFFER_ARB, g_pMesh.m_pObject._geo[i]._triSet[j].m_nVBOIndexs );
|
---|
| 236 |
|
---|
| 237 | // Render
|
---|
| 238 | 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
|
---|
| 239 |
|
---|
| 240 | }
|
---|
| 241 | }
|
---|
| 242 |
|
---|
[1648] | 243 | glDisableClientState( GL_VERTEX_ARRAY ); // Disable Vertex Arrays
|
---|
| 244 | glDisableClientState( GL_TEXTURE_COORD_ARRAY ); // Disable Texture Coord Arrays
|
---|
| 245 | glDisableClientState( GL_NORMAL_ARRAY ); // Disable Texture Coord Arrays
|
---|
| 246 |
|
---|
[930] | 247 | //Copy the color buffer to PBO.
|
---|
[1648] | 248 | glBindBufferARB( GL_PIXEL_PACK_BUFFER_EXT, ProjectionsPBO[buffer] ); // Bind The Buffer
|
---|
[930] | 249 | glReadPixels(0, 0, ResX, ResY, GL_RGBA, GL_FLOAT, BUFFER_OFFSET(0));
|
---|
| 250 | glBindBufferARB(GL_PIXEL_PACK_BUFFER_EXT, 0);
|
---|
| 251 |
|
---|
| 252 | glBindFramebufferEXT(GL_FRAMEBUFFER_EXT, 0);
|
---|
| 253 | glUseProgram(0);
|
---|
| 254 | }
|
---|
| 255 |
|
---|
| 256 | // Function that calculates the lightmap using the neighbouring projections.
|
---|
[1648] | 257 | void RenderTransfer(int buffer, int first)
|
---|
[930] | 258 | {
|
---|
| 259 | glUseProgram(pTransfer);
|
---|
| 260 | glBindFramebufferEXT(GL_FRAMEBUFFER_EXT, fb3);
|
---|
| 261 |
|
---|
[1648] | 262 | int other = ((buffer == 1)? 0:1);
|
---|
| 263 |
|
---|
[930] | 264 | glBlendFunc(GL_ONE, GL_ONE);
|
---|
| 265 |
|
---|
| 266 | glEnable(GL_BLEND);
|
---|
| 267 |
|
---|
| 268 | glMatrixMode(GL_PROJECTION);
|
---|
| 269 | glLoadIdentity();
|
---|
| 270 | gluOrtho2D(-1,1,-1,1);
|
---|
| 271 |
|
---|
| 272 | glMatrixMode(GL_MODELVIEW);
|
---|
| 273 | glLoadIdentity();
|
---|
| 274 | glPointSize(1.0);
|
---|
| 275 |
|
---|
| 276 | glViewport(0, 0, Res2X, Res2Y);
|
---|
| 277 |
|
---|
| 278 | glUniform1f(DmaxTransfer, (GLfloat)0.3);
|
---|
| 279 | glActiveTexture(GL_TEXTURE0);
|
---|
| 280 | glBindTexture(GL_TEXTURE_2D, texReflect[0]);
|
---|
| 281 | glUniform1i(TexturaReflectTransfer, 0);
|
---|
| 282 |
|
---|
[1648] | 283 | if(first == 1)
|
---|
| 284 | {
|
---|
| 285 | //First Render
|
---|
| 286 | glUniform1f(DirectionTransfer, (float)buffer);
|
---|
| 287 | glEnableClientState( GL_VERTEX_ARRAY ); // Enable Vertex Arrays
|
---|
| 288 | glBindBufferARB( GL_ARRAY_BUFFER_ARB, ProjectionsPBO[buffer] );
|
---|
| 289 | glVertexPointer( 4, GL_FLOAT, 0, (char *) NULL ); // Set The Vertex Pointer To The Vertex Buffer
|
---|
[930] | 290 |
|
---|
[1648] | 291 | glEnableClientState( GL_TEXTURE_COORD_ARRAY ); // Enable Texture Coord Arrays
|
---|
| 292 | glBindBufferARB( GL_ARRAY_BUFFER_ARB, ProjectionsPBO[other] );
|
---|
| 293 | glTexCoordPointer( 4, GL_FLOAT, 0, (char *) NULL ); // Set The TexCoord Pointer To The TexCoord Buffer
|
---|
[930] | 294 |
|
---|
[1648] | 295 | glDrawArrays(GL_POINTS, 0, ResX*ResY );
|
---|
| 296 | }
|
---|
| 297 | else
|
---|
[930] | 298 | {
|
---|
| 299 | glUniform1f(DirectionTransfer, 0.0);
|
---|
| 300 |
|
---|
[1648] | 301 | glEnableClientState( GL_VERTEX_ARRAY ); // Enable Vertex Arrays
|
---|
| 302 | glBindBufferARB( GL_ARRAY_BUFFER_ARB, ProjectionsPBO[buffer] );
|
---|
[930] | 303 | glVertexPointer( 4, GL_FLOAT, 0, (char *) NULL ); // Set The Vertex Pointer To The Vertex Buffer
|
---|
| 304 |
|
---|
[1648] | 305 | glEnableClientState( GL_TEXTURE_COORD_ARRAY ); // Enable Texture Coord Arrays
|
---|
| 306 | glBindBufferARB( GL_ARRAY_BUFFER_ARB, ProjectionsPBO[other] );
|
---|
[930] | 307 | glTexCoordPointer( 4, GL_FLOAT, 0, (char *) NULL ); // Set The TexCoord Pointer To The TexCoord Buffer
|
---|
| 308 |
|
---|
| 309 | glDrawArrays(GL_POINTS, 0, ResX*ResY );
|
---|
| 310 |
|
---|
| 311 | glUniform1f(DirectionTransfer, 1.0);
|
---|
| 312 |
|
---|
[1648] | 313 | glBindBufferARB( GL_ARRAY_BUFFER_ARB, ProjectionsPBO[other] );
|
---|
[930] | 314 | glVertexPointer( 4, GL_FLOAT, 0, (char *) NULL ); // Set The Vertex Pointer To The Vertex Buffer
|
---|
| 315 |
|
---|
[1648] | 316 | glBindBufferARB( GL_ARRAY_BUFFER_ARB, ProjectionsPBO[buffer] );
|
---|
[930] | 317 | glTexCoordPointer( 4, GL_FLOAT, 0, (char *) NULL ); // Set The TexCoord Pointer To The TexCoord Buffer
|
---|
| 318 |
|
---|
| 319 | glDrawArrays(GL_POINTS, 0, ResX*ResY );
|
---|
| 320 | }
|
---|
| 321 |
|
---|
| 322 | glDisableClientState( GL_VERTEX_ARRAY ); // Disable Vertex Arrays
|
---|
| 323 | glDisableClientState( GL_TEXTURE_COORD_ARRAY ); // Disable Texture Coord Arrays
|
---|
| 324 |
|
---|
| 325 | glDisable(GL_BLEND);
|
---|
| 326 | glUseProgram(0);
|
---|
| 327 |
|
---|
| 328 | glBindFramebufferEXT(GL_FRAMEBUFFER_EXT, 0);
|
---|
| 329 |
|
---|
| 330 | }
|
---|
| 331 |
|
---|
| 332 | // Function that copies the 16-bit fp RGBA buffer of the lightmap to a 32-bit RGBA fb buffer.
|
---|
| 333 | void CopyTexture(void)
|
---|
| 334 | {
|
---|
| 335 | glUseProgram(pCopy);
|
---|
| 336 | glBindFramebufferEXT(GL_FRAMEBUFFER_EXT, fb4);
|
---|
| 337 | void *texturePBO;
|
---|
| 338 |
|
---|
| 339 | glBindBufferARB( GL_PIXEL_PACK_BUFFER_EXT, ObscurancesPBO ); // Bind The Buffer
|
---|
| 340 | texturePBO = glMapBuffer(GL_PIXEL_PACK_BUFFER_EXT, GL_READ_ONLY);
|
---|
| 341 | glBindTexture(GL_TEXTURE_2D,texName[1]);
|
---|
| 342 | glTexSubImage2D(GL_TEXTURE_2D, 0, 0, 0, Res2X, Res2Y, GL_RGBA, GL_FLOAT, texturePBO);
|
---|
| 343 | glUnmapBuffer(GL_PIXEL_PACK_BUFFER_ARB);
|
---|
| 344 | glBindBufferARB( GL_PIXEL_PACK_BUFFER_EXT, 0 ); // Bind The Buffer
|
---|
| 345 |
|
---|
| 346 | glEnable(GL_CULL_FACE);
|
---|
| 347 |
|
---|
| 348 | glMatrixMode(GL_PROJECTION);
|
---|
| 349 | glLoadIdentity();
|
---|
| 350 | gluOrtho2D(-Res2X,Res2Y,-Res2X,Res2Y);
|
---|
| 351 |
|
---|
| 352 | glMatrixMode(GL_MODELVIEW);
|
---|
| 353 | glLoadIdentity();
|
---|
| 354 |
|
---|
| 355 | glViewport(0, 0, Res2X, Res2Y);
|
---|
| 356 |
|
---|
| 357 | glActiveTexture(GL_TEXTURE0);
|
---|
| 358 | glBindTexture(GL_TEXTURE_2D, texTransfer[0]);
|
---|
| 359 | glUniform1i(TextureCopy, 0);
|
---|
| 360 | glActiveTexture(GL_TEXTURE1);
|
---|
| 361 | glBindTexture(GL_TEXTURE_2D, texName[1]);
|
---|
| 362 | glUniform1i(Texture2Copy, 1);
|
---|
| 363 | glActiveTexture(GL_TEXTURE0);
|
---|
| 364 |
|
---|
| 365 |
|
---|
| 366 | //Draw the geometry.
|
---|
| 367 | glBegin(GL_QUADS);
|
---|
| 368 | {
|
---|
| 369 | glTexCoord2f(0, 0); glVertex3f(-Res2X, -Res2Y, -0.5f);
|
---|
| 370 | glTexCoord2f(1,0); glVertex3f(Res2X, -Res2Y, -0.5f);
|
---|
| 371 | glTexCoord2f(1,1); glVertex3f(Res2X, Res2Y, -0.5f);
|
---|
| 372 | glTexCoord2f(0, 1); glVertex3f(-Res2X, Res2Y, -0.5f);
|
---|
| 373 | }
|
---|
| 374 | glEnd();
|
---|
| 375 |
|
---|
| 376 | //Copy Buffer to PBO.
|
---|
| 377 | glBindBufferARB( GL_PIXEL_PACK_BUFFER_EXT,ObscurancesPBO ); // Bind The Buffer
|
---|
| 378 | glReadPixels(0, 0, Res2X, Res2Y, GL_RGBA, GL_FLOAT, BUFFER_OFFSET(0));
|
---|
| 379 | glBindBufferARB(GL_PIXEL_PACK_BUFFER_EXT, 0);
|
---|
| 380 |
|
---|
| 381 | glBindFramebufferEXT(GL_FRAMEBUFFER_EXT, fb3);
|
---|
| 382 | glClearColor(0.0,0.0,0.0,0.0);
|
---|
| 383 | glClear(GL_COLOR_BUFFER_BIT);
|
---|
| 384 |
|
---|
| 385 | glBindFramebufferEXT(GL_FRAMEBUFFER_EXT, 0);
|
---|
| 386 | glUseProgram(0);
|
---|
| 387 | }
|
---|
| 388 |
|
---|
| 389 | // Function that calculates the reflectivity map from the scene data.
|
---|
| 390 | void RenderReflect(void)
|
---|
| 391 | {
|
---|
| 392 | glUseProgram(pReflect);
|
---|
| 393 | glBindFramebufferEXT(GL_FRAMEBUFFER_EXT, fb1);
|
---|
| 394 |
|
---|
| 395 | int i, j;
|
---|
| 396 |
|
---|
| 397 | glClearColor(0.0,0.0,0.0,0.0);
|
---|
| 398 | glClear(GL_COLOR_BUFFER_BIT);
|
---|
| 399 |
|
---|
| 400 | glMatrixMode(GL_PROJECTION);
|
---|
| 401 | glLoadIdentity();
|
---|
| 402 | gluOrtho2D(0,1,0,1);
|
---|
| 403 |
|
---|
| 404 | glMatrixMode(GL_MODELVIEW);
|
---|
| 405 | glLoadIdentity();
|
---|
| 406 |
|
---|
| 407 | glViewport(0, 0, Res2X, Res2Y);
|
---|
| 408 |
|
---|
| 409 | // Enable Pointers
|
---|
| 410 | glEnableClientState( GL_VERTEX_ARRAY ); // Enable Vertex Arrays
|
---|
| 411 | glEnableClientState( GL_COLOR_ARRAY ); // Enable Texture Coord Arrays
|
---|
| 412 |
|
---|
| 413 | for(i=0; i<g_pMesh.m_pObject._numGeos;i++)
|
---|
| 414 | {
|
---|
| 415 | for(j=0; j<g_pMesh.m_pObject._geo[i]._numTriSets;j++)
|
---|
| 416 | {
|
---|
| 417 | // Set Pointers To Our Data
|
---|
| 418 | glBindBufferARB( GL_ARRAY_BUFFER_ARB, g_pMesh.m_pObject._geo[i]._triSet[j].m_nVBOTexCoords );
|
---|
| 419 | glVertexPointer( 2, GL_FLOAT, 0, (char *) NULL ); // Set The Vertex Pointer To The Vertex Buffer
|
---|
| 420 | glBindBufferARB( GL_ARRAY_BUFFER_ARB, g_pMesh.m_pObject._geo[i]._triSet[j].m_nVBOColors );
|
---|
| 421 | glColorPointer( 3, GL_FLOAT, 0, (char *) NULL ); // Set The TexCoord Pointer To The TexCoord Buffer
|
---|
| 422 | glBindBufferARB( GL_ELEMENT_ARRAY_BUFFER_ARB, g_pMesh.m_pObject._geo[i]._triSet[j].m_nVBOIndexs );
|
---|
| 423 |
|
---|
| 424 | // Render
|
---|
| 425 | 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
|
---|
| 426 |
|
---|
| 427 | }
|
---|
| 428 | }
|
---|
| 429 |
|
---|
| 430 | glDisableClientState( GL_VERTEX_ARRAY ); // Enable Vertex Arrays
|
---|
| 431 | glDisableClientState( GL_COLOR_ARRAY ); // Enable Texture Coord Arrays
|
---|
| 432 |
|
---|
| 433 | glUseProgram(0);
|
---|
| 434 | glBindFramebufferEXT(GL_FRAMEBUFFER_EXT, 0);
|
---|
| 435 | }
|
---|
| 436 |
|
---|
| 437 | // Function that copies the 16-bit fp RGBA buffer of the lightmap to a 32-bit RGBA fb buffer.
|
---|
| 438 | void NormalizeLightmap(void)
|
---|
| 439 | {
|
---|
| 440 | glUseProgram(pNormalize);
|
---|
| 441 | glBindFramebufferEXT(GL_FRAMEBUFFER_EXT, fb5);
|
---|
| 442 |
|
---|
| 443 | glEnable(GL_CULL_FACE);
|
---|
| 444 |
|
---|
| 445 | glMatrixMode(GL_PROJECTION);
|
---|
| 446 | glLoadIdentity();
|
---|
| 447 | gluOrtho2D(-Res2X,Res2Y,-Res2X,Res2Y);
|
---|
| 448 |
|
---|
| 449 | glMatrixMode(GL_MODELVIEW);
|
---|
| 450 | glLoadIdentity();
|
---|
| 451 |
|
---|
| 452 | glViewport(0, 0, Res2X, Res2Y);
|
---|
| 453 |
|
---|
| 454 | glActiveTexture(GL_TEXTURE0);
|
---|
| 455 | glBindTexture(GL_TEXTURE_2D, texCopy[0]);
|
---|
[1648] | 456 | glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_NEAREST);
|
---|
| 457 | glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_NEAREST);
|
---|
| 458 | glUniform1i(TexturaNormalize, 0);
|
---|
| 459 | glUniform1f(ResolutionNormalize, Res2X);
|
---|
[930] | 460 |
|
---|
| 461 | //Draw the geometry.
|
---|
| 462 | glBegin(GL_QUADS);
|
---|
| 463 | {
|
---|
| 464 | glTexCoord2f(0, 0); glVertex3f(-Res2X, -Res2Y, -0.5f);
|
---|
| 465 | glTexCoord2f(1,0); glVertex3f(Res2X, -Res2Y, -0.5f);
|
---|
| 466 | glTexCoord2f(1,1); glVertex3f(Res2X, Res2Y, -0.5f);
|
---|
| 467 | glTexCoord2f(0, 1); glVertex3f(-Res2X, Res2Y, -0.5f);
|
---|
| 468 | }
|
---|
| 469 | glEnd();
|
---|
| 470 |
|
---|
| 471 | glBindFramebufferEXT(GL_FRAMEBUFFER_EXT, 0);
|
---|
| 472 | glUseProgram(0);
|
---|
[1648] | 473 |
|
---|
[930] | 474 | }
|
---|
| 475 |
|
---|
| 476 | // Function that updates the lightmap.
|
---|
| 477 | // The number of directions used to calculate the lightmap is iterations * steps
|
---|
[1648] | 478 | void UpdateTexture(int iterations, int steps, int &count)
|
---|
[930] | 479 | {
|
---|
| 480 | const int range = ((steps * 100) / steps) + ((iterations) * 100)/(steps * iterations);
|
---|
| 481 |
|
---|
| 482 | //progress bar
|
---|
| 483 | wxProgressDialog dialog(wxT("Calculating GPUObscurances"),
|
---|
| 484 | wxT("Progress..."),
|
---|
| 485 | range, //range
|
---|
| 486 | 0, //parent
|
---|
| 487 | wxPD_APP_MODAL|wxPD_AUTO_HIDE|
|
---|
| 488 | wxPD_ELAPSED_TIME|wxPD_ESTIMATED_TIME|wxPD_REMAINING_TIME|wxPD_CAN_ABORT);
|
---|
| 489 |
|
---|
| 490 | bool cont = true;
|
---|
[1648] | 491 |
|
---|
| 492 | count = 0;
|
---|
[930] | 493 | printf("\nIteracions: %d => Steps: %d\n", iterations, steps);
|
---|
| 494 | for(int i = 0; (i < steps) && cont; i++)
|
---|
| 495 | {
|
---|
| 496 | for(int j = 0; (j < iterations) && cont; j++)
|
---|
| 497 | {
|
---|
| 498 | cont = dialog.Update(i*100/steps + j*100/(steps*iterations));
|
---|
[1648] | 499 | BuscarDireccio(count); // Find a random direction
|
---|
| 500 | glBindFramebufferEXT(GL_FRAMEBUFFER_EXT, fb2);
|
---|
| 501 | glClearColor(0.0,0.0,1.0,1.0);
|
---|
| 502 | glClearDepth(1.0);
|
---|
| 503 | glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT);
|
---|
| 504 | glBindFramebufferEXT(GL_FRAMEBUFFER_EXT, 0);
|
---|
| 505 | glBindBufferARB( GL_PIXEL_PACK_BUFFER_EXT, ProjectionsPBO[0] ); // Bind The Buffer
|
---|
| 506 | glBufferDataARB( GL_PIXEL_PACK_BUFFER_EXT, ResX*ResY*4*sizeof(float), m_pBlau, GL_STREAM_COPY );
|
---|
| 507 | glBindBufferARB( GL_PIXEL_PACK_BUFFER_EXT, 0 );
|
---|
| 508 | RenderProjeccions(1,1);
|
---|
| 509 | RenderTransfer(1,1);
|
---|
| 510 | int l = 0;
|
---|
| 511 | for(int k=1; k < MAX_LAYERS; k++)
|
---|
| 512 | {
|
---|
| 513 | RenderProjeccions(l,0);
|
---|
| 514 | l = (l == 0)? 1:0;
|
---|
| 515 | RenderTransfer(l,0);
|
---|
| 516 | }
|
---|
| 517 | glBindBufferARB( GL_PIXEL_PACK_BUFFER_EXT, ProjectionsPBO[l] ); // Bind The Buffer
|
---|
| 518 | glBufferDataARB( GL_PIXEL_PACK_BUFFER_EXT, ResX*ResY*4*sizeof(float), m_pBlau, GL_STREAM_COPY );
|
---|
| 519 | glBindBufferARB( GL_PIXEL_PACK_BUFFER_EXT, 0 );
|
---|
| 520 | l = (l = 0)? 1:0;
|
---|
| 521 | RenderTransfer(l,1);
|
---|
[930] | 522 | }
|
---|
| 523 | CopyTexture();
|
---|
| 524 | }
|
---|
| 525 | printf("\r100%% Done!!!!");
|
---|
[1648] | 526 |
|
---|
[930] | 527 | NormalizeLightmap();
|
---|
| 528 | }
|
---|
| 529 |
|
---|
| 530 | // Function that generates the VBOs with the geometric data of the scene.
|
---|
| 531 | // It also initializes the constant textures used.
|
---|
| 532 | void InitGeometry(void)
|
---|
| 533 | {
|
---|
| 534 | int i, j;
|
---|
| 535 | m_pBlau = new float[ResX * ResY * 4];
|
---|
| 536 | //Initialize a blue buffer.
|
---|
| 537 | for(i = 0; i<ResX; i++)
|
---|
| 538 | {
|
---|
| 539 | for(j = 0; j<ResY; j++)
|
---|
| 540 | {
|
---|
| 541 | m_pBlau[4 * (i * ResY + j)] = 0.0;
|
---|
| 542 | m_pBlau[4 * (i * ResY + j) + 1] = 0.0;
|
---|
| 543 | m_pBlau[4 * (i * ResY + j) + 2] = 1.0;
|
---|
| 544 | m_pBlau[4 * (i * ResY + j) + 3] = 1.0;
|
---|
| 545 | }
|
---|
| 546 | }
|
---|
| 547 |
|
---|
| 548 | //Initialize a black buffer
|
---|
| 549 | for(i = 0; i<Res2X; i++)
|
---|
| 550 | {
|
---|
| 551 | for(j = 0; j<Res2Y; j++)
|
---|
| 552 | {
|
---|
| 553 | m_pNegre[4*(i*Res2Y+j)] = 0.0;
|
---|
| 554 | m_pNegre[4*(i*Res2Y+j)+1] = 0.0;
|
---|
| 555 | m_pNegre[4*(i*Res2Y+j)+2] = 0.0;
|
---|
| 556 | m_pNegre[4*(i*Res2Y+j)+3] = 0.0;
|
---|
| 557 | }
|
---|
| 558 | }
|
---|
| 559 |
|
---|
| 560 | for(i = 0; i<g_pMesh.m_pObject._numGeos;i++)
|
---|
| 561 | {
|
---|
| 562 | for(j = 0; j<g_pMesh.m_pObject._geo[i]._numTriSets;j++)
|
---|
| 563 | {
|
---|
| 564 | //Aqui creeem els VBOs.
|
---|
| 565 |
|
---|
| 566 | g_pMesh.m_pObject._geo[i]._triSet[j].m_nVBOIndexs = 0;
|
---|
| 567 | // Generate And Bind The Index Buffer
|
---|
| 568 | glGenBuffersARB( 1, (unsigned int *)&g_pMesh.m_pObject._geo[i]._triSet[j].m_nVBOIndexs ); // Get A Valid Name
|
---|
| 569 | glBindBufferARB( GL_ARRAY_BUFFER_ARB, g_pMesh.m_pObject._geo[i]._triSet[j].m_nVBOIndexs ); // Bind The Buffer
|
---|
| 570 | // Load The Data
|
---|
| 571 | 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 );
|
---|
| 572 |
|
---|
| 573 | g_pMesh.m_pObject._geo[i]._triSet[j].m_nVBOVertices = 0;
|
---|
| 574 | // Generate And Bind The Vertex Buffer
|
---|
| 575 | glGenBuffersARB( 1, &g_pMesh.m_pObject._geo[i]._triSet[j].m_nVBOVertices ); // Get A Valid Name
|
---|
| 576 | glBindBufferARB( GL_ARRAY_BUFFER_ARB, g_pMesh.m_pObject._geo[i]._triSet[j].m_nVBOVertices ); // Bind The Buffer
|
---|
| 577 | // Load The Data
|
---|
| 578 | 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 );
|
---|
| 579 |
|
---|
| 580 | g_pMesh.m_pObject._geo[i]._triSet[j].m_nVBONormals = 0;
|
---|
| 581 | // Generate And Bind The Normal Buffer
|
---|
| 582 | glGenBuffersARB( 1, &g_pMesh.m_pObject._geo[i]._triSet[j].m_nVBONormals ); // Get A Valid Name
|
---|
| 583 | glBindBufferARB( GL_ARRAY_BUFFER_ARB, g_pMesh.m_pObject._geo[i]._triSet[j].m_nVBONormals ); // Bind The Buffer
|
---|
| 584 | // Load The Data
|
---|
| 585 | 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 );
|
---|
| 586 |
|
---|
| 587 | g_pMesh.m_pObject._geo[i]._triSet[j].m_nVBOTexCoords = 0;
|
---|
| 588 | // Generate And Bind The TexCoord Buffer
|
---|
| 589 | glGenBuffersARB( 1, &g_pMesh.m_pObject._geo[i]._triSet[j].m_nVBOTexCoords ); // Get A Valid Name
|
---|
| 590 | glBindBufferARB( GL_ARRAY_BUFFER_ARB, g_pMesh.m_pObject._geo[i]._triSet[j].m_nVBOTexCoords ); // Bind The Buffer
|
---|
| 591 | // Load The Data
|
---|
| 592 | 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 );
|
---|
| 593 |
|
---|
| 594 | g_pMesh.m_pObject._geo[i]._triSet[j].m_nVBOColors = 0;
|
---|
| 595 | // Generate And Bind The Color Buffer
|
---|
| 596 | glGenBuffersARB( 1, &g_pMesh.m_pObject._geo[i]._triSet[j].m_nVBOColors ); // Get A Valid Name
|
---|
| 597 | glBindBufferARB( GL_ARRAY_BUFFER_ARB, g_pMesh.m_pObject._geo[i]._triSet[j].m_nVBOColors ); // Bind The Buffer
|
---|
| 598 | // Load The Data
|
---|
| 599 | //*12
|
---|
| 600 | 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 );
|
---|
| 601 | }
|
---|
| 602 | }
|
---|
| 603 | glBindBufferARB( GL_ARRAY_BUFFER_ARB, 0 ); // Bind The Buffer
|
---|
| 604 | }
|
---|
| 605 |
|
---|
| 606 | // Functions that initializes the RenderTextures, the shaders and so on...
|
---|
| 607 | void init2(char *argv)
|
---|
| 608 | {
|
---|
[1648] | 609 | int count;
|
---|
| 610 |
|
---|
| 611 | srand ( time(NULL) );
|
---|
| 612 |
|
---|
[930] | 613 | g_pMesh.LoadMesh(argv);
|
---|
| 614 |
|
---|
| 615 | m_pTextureImage = new float[Res2X*Res2Y*4];// Texture of diferent colors.
|
---|
| 616 | m_pTextureReflect = new float[Res2X*Res2Y*4]; //Texture of reflectivitat.
|
---|
| 617 | m_pNegre = new float[Res2X*Res2Y*4];
|
---|
| 618 |
|
---|
| 619 | //Create Textures.
|
---|
| 620 | glGenTextures(3, &texName[0]); // Create The Textures
|
---|
| 621 |
|
---|
| 622 | InitGeometry();
|
---|
| 623 |
|
---|
| 624 | //Texture
|
---|
| 625 | // Binding
|
---|
| 626 | glBindTexture( GL_TEXTURE_2D, texName[0] );
|
---|
| 627 | glTexImage2D(GL_TEXTURE_2D, 0, GL_RGBA_FLOAT32_ATI, ResX, ResY, 0, GL_RGBA, GL_FLOAT, NULL);
|
---|
| 628 | glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_NEAREST);
|
---|
| 629 | glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_NEAREST);
|
---|
| 630 |
|
---|
| 631 | //Texture
|
---|
| 632 | // Binding
|
---|
| 633 | glBindTexture( GL_TEXTURE_2D, texName[1] );
|
---|
| 634 | glTexImage2D(GL_TEXTURE_2D, 0, GL_RGBA_FLOAT32_ATI, Res2X, Res2Y, 0, GL_RGBA, GL_FLOAT, NULL);
|
---|
| 635 | glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_S, GL_CLAMP_TO_EDGE);
|
---|
| 636 | glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_T, GL_CLAMP_TO_EDGE);
|
---|
| 637 | glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_NEAREST);
|
---|
| 638 | glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_NEAREST);
|
---|
| 639 |
|
---|
| 640 |
|
---|
| 641 | //Texture
|
---|
| 642 | // Binding
|
---|
| 643 | glBindTexture( GL_TEXTURE_2D, texName[2] );
|
---|
| 644 | glTexImage2D(GL_TEXTURE_2D, 0, GL_RGBA_FLOAT32_ATI, Res2X, Res2Y, 0, GL_RGBA, GL_FLOAT, m_pTextureReflect);
|
---|
| 645 | glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_S, GL_CLAMP_TO_EDGE);
|
---|
| 646 | glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_T, GL_CLAMP_TO_EDGE);
|
---|
| 647 | glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_NEAREST);
|
---|
| 648 | glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_NEAREST);
|
---|
| 649 |
|
---|
| 650 | //FBOs
|
---|
| 651 | glGenFramebuffersEXT(1, &fb1);
|
---|
| 652 | glBindFramebufferEXT(GL_FRAMEBUFFER_EXT, fb1);
|
---|
| 653 |
|
---|
| 654 | glGenTextures(1,&texReflect[0]);
|
---|
| 655 |
|
---|
| 656 | glBindTexture( GL_TEXTURE_2D, texReflect[0] );
|
---|
| 657 | glTexImage2D(GL_TEXTURE_2D, 0, GL_RGBA_FLOAT32_ATI, Res2X, Res2Y, 0, GL_RGBA, GL_FLOAT, 0);
|
---|
| 658 | glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_S, GL_CLAMP_TO_EDGE);
|
---|
| 659 | glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_T, GL_CLAMP_TO_EDGE);
|
---|
| 660 | glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_NEAREST);
|
---|
| 661 | glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_NEAREST);
|
---|
| 662 |
|
---|
| 663 | glFramebufferTexture2DEXT(GL_FRAMEBUFFER_EXT, GL_COLOR_ATTACHMENT0_EXT, GL_TEXTURE_2D, texReflect[0],0);
|
---|
| 664 | glFramebufferRenderbufferEXT(GL_FRAMEBUFFER_EXT, GL_DEPTH_ATTACHMENT_EXT, GL_RENDERBUFFER_EXT, 0);
|
---|
| 665 |
|
---|
| 666 | glGenFramebuffersEXT(1, &fb2);
|
---|
| 667 | glBindFramebufferEXT(GL_FRAMEBUFFER_EXT, fb2);
|
---|
| 668 |
|
---|
| 669 | glGenTextures(1,&texProjeccions[0]);
|
---|
| 670 |
|
---|
| 671 | glBindTexture( GL_TEXTURE_2D, texProjeccions[0] );
|
---|
| 672 | glTexImage2D(GL_TEXTURE_2D, 0, GL_RGBA_FLOAT32_ATI, ResX, ResY, 0, GL_RGBA, GL_FLOAT, 0);
|
---|
| 673 | glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_S, GL_CLAMP_TO_EDGE);
|
---|
| 674 | glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_T, GL_CLAMP_TO_EDGE);
|
---|
| 675 | glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_NEAREST);
|
---|
| 676 | glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_NEAREST);
|
---|
| 677 |
|
---|
| 678 | glFramebufferTexture2DEXT(GL_FRAMEBUFFER_EXT, GL_COLOR_ATTACHMENT0_EXT, GL_TEXTURE_2D, texProjeccions[0],0);
|
---|
| 679 |
|
---|
| 680 | glGenRenderbuffersEXT(1, &texProjeccions[1]); |
---|
| 681 | glBindRenderbufferEXT(GL_RENDERBUFFER_EXT, texProjeccions[1]); |
---|
| 682 | glRenderbufferStorageEXT(GL_RENDERBUFFER_EXT, GL_DEPTH_COMPONENT24, ResX, ResY ); |
---|
| 683 | glFramebufferRenderbufferEXT(GL_FRAMEBUFFER_EXT, GL_DEPTH_ATTACHMENT_EXT, GL_RENDERBUFFER_EXT, texProjeccions[1]);
|
---|
| 684 |
|
---|
| 685 | glGenFramebuffersEXT(1, &fb3);
|
---|
| 686 | glBindFramebufferEXT(GL_FRAMEBUFFER_EXT, fb3);
|
---|
| 687 |
|
---|
| 688 | glGenTextures(1,&texTransfer[0]);
|
---|
| 689 |
|
---|
| 690 | glBindTexture( GL_TEXTURE_2D, texTransfer[0] );
|
---|
| 691 | glTexImage2D(GL_TEXTURE_2D, 0, GL_RGBA_FLOAT16_ATI, Res2X, Res2Y, 0, GL_RGBA, GL_FLOAT, 0);
|
---|
| 692 | glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_S, GL_CLAMP_TO_EDGE);
|
---|
| 693 | glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_T, GL_CLAMP_TO_EDGE);
|
---|
| 694 | glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_NEAREST);
|
---|
| 695 | glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_NEAREST);
|
---|
| 696 |
|
---|
| 697 | glFramebufferTexture2DEXT(GL_FRAMEBUFFER_EXT, GL_COLOR_ATTACHMENT0_EXT, GL_TEXTURE_2D, texTransfer[0],0);
|
---|
| 698 | glFramebufferRenderbufferEXT(GL_FRAMEBUFFER_EXT, GL_DEPTH_ATTACHMENT_EXT, GL_RENDERBUFFER_EXT, 0);
|
---|
| 699 |
|
---|
| 700 | glClearColor(0.0,0.0,0.0,0.0);
|
---|
| 701 | glClear(GL_COLOR_BUFFER_BIT);
|
---|
| 702 |
|
---|
| 703 | glGenFramebuffersEXT(1, &fb4);
|
---|
| 704 | glBindFramebufferEXT(GL_FRAMEBUFFER_EXT, fb4);
|
---|
| 705 |
|
---|
| 706 | glGenTextures(1,&texCopy[0]);
|
---|
| 707 |
|
---|
| 708 | glBindTexture( GL_TEXTURE_2D, texCopy[0] );
|
---|
| 709 | glTexImage2D(GL_TEXTURE_2D, 0, GL_RGBA_FLOAT32_ATI, Res2X, Res2Y, 0, GL_RGBA, GL_FLOAT, 0);
|
---|
| 710 | glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_S, GL_CLAMP_TO_EDGE);
|
---|
| 711 | glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_T, GL_CLAMP_TO_EDGE);
|
---|
| 712 | glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_NEAREST);
|
---|
| 713 | glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_NEAREST);
|
---|
| 714 |
|
---|
| 715 | glFramebufferTexture2DEXT(GL_FRAMEBUFFER_EXT, GL_COLOR_ATTACHMENT0_EXT, GL_TEXTURE_2D, texCopy[0],0);
|
---|
| 716 | glFramebufferRenderbufferEXT(GL_FRAMEBUFFER_EXT, GL_DEPTH_ATTACHMENT_EXT, GL_RENDERBUFFER_EXT, 0);
|
---|
| 717 |
|
---|
| 718 | glGenFramebuffersEXT(1, &fb5);
|
---|
| 719 | glBindFramebufferEXT(GL_FRAMEBUFFER_EXT, fb5);
|
---|
| 720 |
|
---|
| 721 | glGenTextures(1,&texNormalize[0]);
|
---|
| 722 |
|
---|
| 723 | glBindTexture( GL_TEXTURE_2D, texNormalize[0] );
|
---|
| 724 | glTexImage2D(GL_TEXTURE_2D, 0, GL_RGBA_FLOAT32_ATI, Res2X, Res2Y, 0, GL_RGBA, GL_FLOAT, 0);
|
---|
| 725 | glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_S, GL_CLAMP_TO_EDGE);
|
---|
| 726 | glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_T, GL_CLAMP_TO_EDGE);
|
---|
| 727 | glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_NEAREST);
|
---|
| 728 | glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_NEAREST);
|
---|
| 729 |
|
---|
| 730 | glFramebufferTexture2DEXT(GL_FRAMEBUFFER_EXT, GL_COLOR_ATTACHMENT0_EXT, GL_TEXTURE_2D, texNormalize[0],0);
|
---|
| 731 | glFramebufferRenderbufferEXT(GL_FRAMEBUFFER_EXT, GL_DEPTH_ATTACHMENT_EXT, GL_RENDERBUFFER_EXT, 0);
|
---|
| 732 |
|
---|
| 733 | //Create PBO
|
---|
| 734 | glGenBuffersARB( MAX_LAYERS+2, &ProjectionsPBO[0] );
|
---|
| 735 | glBindBufferARB( GL_PIXEL_PACK_BUFFER_EXT, ProjectionsPBO[0] ); // Bind The Buffer
|
---|
| 736 | glBufferDataARB( GL_PIXEL_PACK_BUFFER_EXT, ResX*ResY*4*sizeof(float), m_pBlau, GL_STREAM_COPY );
|
---|
| 737 | glBindBufferARB( GL_PIXEL_PACK_BUFFER_EXT, ProjectionsPBO[MAX_LAYERS+1] ); // Bind The Buffer
|
---|
| 738 | glBufferDataARB( GL_PIXEL_PACK_BUFFER_EXT, ResX*ResY*4*sizeof(float), m_pBlau, GL_STREAM_COPY );
|
---|
| 739 | for (int e = 1; e < MAX_LAYERS+1; e++ )
|
---|
| 740 | {
|
---|
| 741 | glBindBufferARB( GL_PIXEL_PACK_BUFFER_EXT, ProjectionsPBO[e] ); // Bind The Buffer
|
---|
| 742 | glBufferDataARB( GL_PIXEL_PACK_BUFFER_EXT, ResX*ResY*4*sizeof(float), NULL, GL_STREAM_COPY );
|
---|
| 743 | }
|
---|
| 744 |
|
---|
| 745 | glGenBuffersARB( 1, &ObscurancesPBO );
|
---|
| 746 | glBindBufferARB( GL_PIXEL_PACK_BUFFER_EXT, ObscurancesPBO ); // Bind The Buffer
|
---|
| 747 | glBufferDataARB( GL_PIXEL_PACK_BUFFER_EXT, Res2X*Res2Y*4*sizeof(float), m_pNegre, GL_STREAM_COPY );
|
---|
| 748 | glBindBufferARB( GL_PIXEL_PACK_BUFFER_EXT, 0 ); // Bind The Buffer
|
---|
| 749 |
|
---|
| 750 | //GLSL
|
---|
| 751 | //Projection Shaders
|
---|
[1648] | 752 | // char *vsProjection = NULL, *fsProjection = NULL;
|
---|
[930] | 753 |
|
---|
| 754 | vProjection = glCreateShader(GL_VERTEX_SHADER);
|
---|
| 755 | fProjection = glCreateShader(GL_FRAGMENT_SHADER);
|
---|
| 756 |
|
---|
[1648] | 757 | // vsProjection = textFileRead("projection.vert");
|
---|
| 758 | // fsProjection = textFileRead("projection.frag");
|
---|
| 759 |
|
---|
| 760 | // const char *vvProjection = vsProjection;
|
---|
[930] | 761 | static const char *vvProjection =
|
---|
| 762 | " \n"
|
---|
| 763 | " varying float cosine; \n"
|
---|
| 764 | " varying vec2 texCoord; \n"
|
---|
| 765 | " \n"
|
---|
| 766 | " void main() \n"
|
---|
| 767 | " { \n"
|
---|
| 768 | " gl_Position = ftransform(); \n"
|
---|
| 769 | " texCoord = gl_MultiTexCoord0.st; \n"
|
---|
| 770 | " \n"
|
---|
| 771 | " cosine = (gl_ModelViewMatrixInverseTranspose * vec4(gl_Normal,1.0)).z; \n"
|
---|
| 772 | " } \n"
|
---|
| 773 | " \n";
|
---|
| 774 |
|
---|
[1648] | 775 | // const char *ffProjection = fsProjection;
|
---|
[930] | 776 | static const char *ffProjection =
|
---|
| 777 | " \n"
|
---|
| 778 | " uniform float res; \n"
|
---|
| 779 | " uniform float first; \n"
|
---|
| 780 | " uniform sampler2D ztex; \n"
|
---|
| 781 | " \n"
|
---|
| 782 | " varying float cosine; \n"
|
---|
| 783 | " varying vec2 texCoord; \n"
|
---|
| 784 | " \n"
|
---|
| 785 | " void main() \n"
|
---|
| 786 | " { \n"
|
---|
| 787 | " if( first == 0.0) \n"
|
---|
| 788 | " { \n"
|
---|
| 789 | " float depth = tex2D(ztex,gl_FragCoord.xy/res).a; \n"
|
---|
| 790 | " if (gl_FragCoord.z < (depth + 0.000001)) discard; \n"
|
---|
| 791 | " } \n"
|
---|
| 792 | " gl_FragColor.rg = texCoord+0.5/512.0; \n"
|
---|
| 793 | " gl_FragColor.b = cosine; \n"
|
---|
| 794 | " gl_FragColor.a = gl_FragCoord.z; \n"
|
---|
| 795 | " } \n";
|
---|
| 796 |
|
---|
| 797 |
|
---|
| 798 | glShaderSource(vProjection, 1, &vvProjection, NULL);
|
---|
| 799 | glShaderSource(fProjection, 1, &ffProjection, NULL);
|
---|
| 800 |
|
---|
[1648] | 801 | // free(vsProjection); free(fsProjection);
|
---|
| 802 |
|
---|
[930] | 803 | glCompileShader(vProjection);
|
---|
| 804 | glCompileShader(fProjection);
|
---|
| 805 |
|
---|
| 806 | pProjection = glCreateProgram();
|
---|
| 807 | glAttachShader(pProjection, vProjection);
|
---|
| 808 | glAttachShader(pProjection, fProjection);
|
---|
| 809 |
|
---|
| 810 | glLinkProgram(pProjection);
|
---|
| 811 |
|
---|
| 812 | glUseProgram(pProjection);
|
---|
| 813 | TexturaDepthProjection = glGetUniformLocation(pProjection, "ztex");
|
---|
| 814 | SizeProjection = glGetUniformLocation(pProjection, "res");
|
---|
| 815 | FirstProjection = glGetUniformLocation(pProjection, "first");
|
---|
| 816 |
|
---|
| 817 | glUseProgram(0);
|
---|
| 818 |
|
---|
| 819 |
|
---|
| 820 | //Reflect Shaders
|
---|
[1648] | 821 | // char *vsReflect = NULL, *fsReflect = NULL;
|
---|
[930] | 822 |
|
---|
| 823 | vReflect = glCreateShader(GL_VERTEX_SHADER);
|
---|
| 824 | fReflect = glCreateShader(GL_FRAGMENT_SHADER);
|
---|
| 825 |
|
---|
[1648] | 826 | // vsReflect = textFileRead("reflect.vert");
|
---|
| 827 | // fsReflect = textFileRead("reflect.frag");
|
---|
| 828 |
|
---|
| 829 | // const char *vvReflect = vsReflect;
|
---|
[930] | 830 | static const char *vvReflect =
|
---|
| 831 | " \n"
|
---|
| 832 | " varying vec4 color; \n"
|
---|
| 833 | " \n"
|
---|
| 834 | " void main() \n"
|
---|
| 835 | " { \n"
|
---|
| 836 | " vec4 posicio = vec4(gl_Vertex.xy, -0.5, 1.0); \n"
|
---|
| 837 | " gl_Position = gl_ModelViewProjectionMatrix * posicio; \n"
|
---|
| 838 | " \n"
|
---|
| 839 | " color = vec4(gl_Color.xyz,1.0); \n"
|
---|
| 840 | " } \n";
|
---|
| 841 |
|
---|
[1648] | 842 | // const char *ffReflect = fsReflect;
|
---|
[930] | 843 | static const char *ffReflect =
|
---|
| 844 | " \n"
|
---|
| 845 | " varying vec4 color; \n"
|
---|
| 846 | " \n"
|
---|
| 847 | " void main() \n"
|
---|
| 848 | " { \n"
|
---|
| 849 | " gl_FragColor = color; \n"
|
---|
| 850 | " } \n"
|
---|
| 851 | " \n";
|
---|
| 852 |
|
---|
| 853 | glShaderSource(vReflect, 1, &vvReflect, NULL);
|
---|
| 854 | glShaderSource(fReflect, 1, &ffReflect, NULL);
|
---|
| 855 |
|
---|
[1648] | 856 | // free(vsReflect); free(fsReflect);
|
---|
| 857 |
|
---|
[930] | 858 | glCompileShader(vReflect);
|
---|
| 859 | glCompileShader(fReflect);
|
---|
| 860 |
|
---|
| 861 | pReflect = glCreateProgram();
|
---|
| 862 | glAttachShader(pReflect, vReflect);
|
---|
| 863 | glAttachShader(pReflect, fReflect);
|
---|
| 864 |
|
---|
| 865 | glLinkProgram(pReflect);
|
---|
| 866 |
|
---|
[1648] | 867 | // glUseProgram(pReflect);
|
---|
[930] | 868 | glUseProgram(0);
|
---|
| 869 |
|
---|
| 870 | //Texture Copy Shaders
|
---|
[1648] | 871 | // char *vsCopy = NULL, *fsCopy = NULL;
|
---|
[930] | 872 |
|
---|
| 873 | vCopy = glCreateShader(GL_VERTEX_SHADER);
|
---|
| 874 | fCopy = glCreateShader(GL_FRAGMENT_SHADER);
|
---|
| 875 |
|
---|
[1648] | 876 | // vsCopy = textFileRead("copy.vert");
|
---|
| 877 | // fsCopy = textFileRead("copy.frag");
|
---|
| 878 |
|
---|
| 879 | // const char *vvCopy = vsCopy;
|
---|
[930] | 880 | static const char *vvCopy =
|
---|
| 881 | " \n"
|
---|
| 882 | " varying vec2 texCoord; \n"
|
---|
| 883 | " \n"
|
---|
| 884 | " void main() \n"
|
---|
| 885 | " { \n"
|
---|
| 886 | " vec4 posicio = vec4(gl_Vertex.xyz, 1.0); \n"
|
---|
| 887 | " gl_Position = gl_ModelViewProjectionMatrix * posicio; \n"
|
---|
| 888 | " \n"
|
---|
| 889 | " texCoord = gl_MultiTexCoord0.st; \n"
|
---|
| 890 | " } \n";
|
---|
| 891 |
|
---|
[1648] | 892 | // const char *ffCopy = fsCopy;
|
---|
[930] | 893 | static const char *ffCopy =
|
---|
| 894 | " \n"
|
---|
| 895 | " uniform sampler2D texture; \n"
|
---|
| 896 | " uniform sampler2D texture2; \n"
|
---|
| 897 | " \n"
|
---|
| 898 | " varying vec2 texCoord; \n"
|
---|
| 899 | " \n"
|
---|
| 900 | " void main() \n"
|
---|
| 901 | " { \n"
|
---|
| 902 | " gl_FragColor = tex2D(texture,texCoord) + tex2D(texture2,texCoord); \n"
|
---|
| 903 | " } \n";
|
---|
| 904 |
|
---|
| 905 | glShaderSource(vCopy, 1, &vvCopy, NULL);
|
---|
| 906 | glShaderSource(fCopy, 1, &ffCopy, NULL);
|
---|
| 907 |
|
---|
[1648] | 908 | // free(vsCopy); free(fsCopy);
|
---|
| 909 |
|
---|
[930] | 910 | glCompileShader(vCopy);
|
---|
| 911 | glCompileShader(fCopy);
|
---|
| 912 |
|
---|
| 913 | pCopy = glCreateProgram();
|
---|
| 914 | glAttachShader(pCopy, vCopy);
|
---|
| 915 | glAttachShader(pCopy, fCopy);
|
---|
| 916 |
|
---|
| 917 | glLinkProgram(pCopy);
|
---|
| 918 |
|
---|
| 919 | glUseProgram(pCopy);
|
---|
| 920 | TextureCopy = glGetUniformLocation(pCopy, "texture");
|
---|
| 921 | Texture2Copy = glGetUniformLocation(pCopy, "texture2");
|
---|
| 922 | glUseProgram(0);
|
---|
| 923 |
|
---|
| 924 | //Lightmap Normalization Shaders
|
---|
[1648] | 925 | // char *vsNormalize = NULL, *fsNormalize = NULL;
|
---|
[930] | 926 |
|
---|
| 927 | vNormalize = glCreateShader(GL_VERTEX_SHADER);
|
---|
| 928 | fNormalize = glCreateShader(GL_FRAGMENT_SHADER);
|
---|
| 929 |
|
---|
[1648] | 930 | // vsNormalize = textFileRead("normalize.vert");
|
---|
| 931 | // fsNormalize = textFileRead("normalize.frag");
|
---|
| 932 |
|
---|
| 933 | // const char *vvNormalize = vsNormalize;
|
---|
[930] | 934 | static const char *vvNormalize =
|
---|
| 935 | " \n"
|
---|
| 936 | " varying vec2 texCoord; \n"
|
---|
| 937 | " \n"
|
---|
| 938 | " void main() \n"
|
---|
| 939 | " { \n"
|
---|
| 940 | " vec4 posicio = vec4(gl_Vertex.xyz, 1.0); \n"
|
---|
| 941 | " gl_Position = gl_ModelViewProjectionMatrix * posicio; \n"
|
---|
| 942 | " \n"
|
---|
| 943 | " texCoord = gl_MultiTexCoord0.st; \n"
|
---|
| 944 | " } \n";
|
---|
| 945 |
|
---|
[1648] | 946 | // const char *ffNormalize = fsNormalize;
|
---|
[930] | 947 | static const char *ffNormalize =
|
---|
[1648] | 948 | " \n"
|
---|
| 949 | " uniform sampler2D texture; \n"
|
---|
| 950 | " uniform float res; \n"
|
---|
| 951 | " \n"
|
---|
| 952 | " varying vec2 texCoord; \n"
|
---|
| 953 | " \n"
|
---|
| 954 | " void main() \n"
|
---|
| 955 | " { \n"
|
---|
| 956 | " vec4 aux1 = tex2D(texture,texCoord); \n"
|
---|
| 957 | " if(aux1.a > 10.0) \n"
|
---|
| 958 | " { \n"
|
---|
| 959 | " gl_FragColor = vec4(aux1.rgb/aux1.a,1.0); \n"
|
---|
| 960 | " } \n"
|
---|
| 961 | " else \n"
|
---|
| 962 | " { \n"
|
---|
| 963 | // " float res = 256.0; \n"
|
---|
| 964 | " float dif = 1.0/res; \n"
|
---|
| 965 | " \n"
|
---|
| 966 | " float counter = 0.0; \n"
|
---|
| 967 | " vec4 aux = vec4(0.0,0.0,0.0,0.0); \n"
|
---|
| 968 | " \n"
|
---|
| 969 | " vec4 aux2 = tex2D(texture,vec2(texCoord.r+dif,texCoord.g)); \n"
|
---|
| 970 | " vec4 aux3 = tex2D(texture,vec2(texCoord.r+dif,texCoord.g+dif)); \n"
|
---|
| 971 | " vec4 aux4 = tex2D(texture,vec2(texCoord.r,texCoord.g+dif)); \n"
|
---|
| 972 | " vec4 aux5 = tex2D(texture,vec2(texCoord.r-dif,texCoord.g+dif)); \n"
|
---|
| 973 | " vec4 aux6 = tex2D(texture,vec2(texCoord.r-dif,texCoord.g)); \n"
|
---|
| 974 | " vec4 aux7 = tex2D(texture,vec2(texCoord.r-dif,texCoord.g-dif)); \n"
|
---|
| 975 | " vec4 aux8 = tex2D(texture,vec2(texCoord.r,texCoord.g-dif)); \n"
|
---|
| 976 | " vec4 aux9 = tex2D(texture,vec2(texCoord.r+dif,texCoord.g-dif)); \n"
|
---|
| 977 | // " if(aux1.a>0.0) \n"
|
---|
| 978 | // " { \n"
|
---|
| 979 | // " aux += aux1; \n"
|
---|
| 980 | // " counter += 1.0; \n"
|
---|
| 981 | // " } \n"
|
---|
| 982 | " if(aux2.a>10.0) \n"
|
---|
| 983 | " { \n"
|
---|
| 984 | " aux += aux2; \n"
|
---|
| 985 | " counter += 1.0; \n"
|
---|
| 986 | " } \n"
|
---|
| 987 | " if(aux3.a>10.0) \n"
|
---|
| 988 | " { \n"
|
---|
| 989 | " aux += aux3; \n"
|
---|
| 990 | " counter += 1.0; \n"
|
---|
| 991 | " } \n"
|
---|
| 992 | " if(aux4.a>10.0) \n"
|
---|
| 993 | " { \n"
|
---|
| 994 | " aux += aux4; \n"
|
---|
| 995 | " counter += 1.0; \n"
|
---|
| 996 | " } \n"
|
---|
| 997 | " if(aux5.a>10.0) \n"
|
---|
| 998 | " { \n"
|
---|
| 999 | " aux += aux5; \n"
|
---|
| 1000 | " counter += 1.0; \n"
|
---|
| 1001 | " } \n"
|
---|
| 1002 | " if(aux6.a>10.0) \n"
|
---|
| 1003 | " { \n"
|
---|
| 1004 | " aux += aux6; \n"
|
---|
| 1005 | " counter += 1.0; \n"
|
---|
| 1006 | " } \n"
|
---|
| 1007 | " if(aux7.a>10.0) \n"
|
---|
| 1008 | " { \n"
|
---|
| 1009 | " aux += aux7; \n"
|
---|
| 1010 | " counter += 1.0; \n"
|
---|
| 1011 | " } \n"
|
---|
| 1012 | " if(aux8.a>10.0) \n"
|
---|
| 1013 | " { \n"
|
---|
| 1014 | " aux += aux8; \n"
|
---|
| 1015 | " counter += 1.0; \n"
|
---|
| 1016 | " } \n"
|
---|
| 1017 | " if(aux9.a>10.0) \n"
|
---|
| 1018 | " { \n"
|
---|
| 1019 | " aux += aux9; \n"
|
---|
| 1020 | " counter += 1.0; \n"
|
---|
| 1021 | " } \n"
|
---|
| 1022 | " if(counter < 1.0) gl_FragColor = vec4(0.0,0.0,0.0,0.0); \n"
|
---|
| 1023 | " else \n"
|
---|
| 1024 | " { \n"
|
---|
| 1025 | " aux /= counter; \n"
|
---|
| 1026 | " gl_FragColor = vec4(aux.rgb/aux.a,1.0); \n"
|
---|
| 1027 | " }; \n"
|
---|
| 1028 | " } \n"
|
---|
| 1029 | " } \n";
|
---|
[930] | 1030 |
|
---|
| 1031 | glShaderSource(vNormalize, 1, &vvNormalize, NULL);
|
---|
| 1032 | glShaderSource(fNormalize, 1, &ffNormalize, NULL);
|
---|
| 1033 |
|
---|
[1648] | 1034 | // free(vsNormalize); free(fsNormalize);
|
---|
| 1035 |
|
---|
[930] | 1036 | glCompileShader(vNormalize);
|
---|
| 1037 | glCompileShader(fNormalize);
|
---|
| 1038 |
|
---|
| 1039 | pNormalize = glCreateProgram();
|
---|
| 1040 | glAttachShader(pNormalize, vNormalize);
|
---|
| 1041 | glAttachShader(pNormalize, fNormalize);
|
---|
| 1042 |
|
---|
| 1043 | glLinkProgram(pNormalize);
|
---|
| 1044 |
|
---|
| 1045 | glUseProgram(pNormalize);
|
---|
| 1046 | TexturaNormalize = glGetUniformLocation(pNormalize, "texture");
|
---|
[1648] | 1047 | ResolutionNormalize = glGetUniformLocation(pNormalize, "res");
|
---|
[930] | 1048 | glUseProgram(0);
|
---|
| 1049 |
|
---|
| 1050 | //Energy Transfer Shaders
|
---|
[1648] | 1051 | // char *vsTransfer = NULL, *fsTransfer = NULL;
|
---|
[930] | 1052 |
|
---|
| 1053 | vTransfer = glCreateShader(GL_VERTEX_SHADER);
|
---|
| 1054 | fTransfer = glCreateShader(GL_FRAGMENT_SHADER);
|
---|
| 1055 |
|
---|
[1648] | 1056 | // vsTransfer = textFileRead("transfer.vert");
|
---|
| 1057 | // fsTransfer = textFileRead("transfer.frag");
|
---|
| 1058 |
|
---|
| 1059 | // const char *vvTransfer = vsTransfer;
|
---|
[930] | 1060 | static const char *vvTransfer =
|
---|
| 1061 | " \n"
|
---|
| 1062 | " uniform float direction; \n"
|
---|
| 1063 | " \n"
|
---|
| 1064 | " varying vec2 p1; \n"
|
---|
| 1065 | " varying vec2 p2; \n"
|
---|
| 1066 | " varying float factor; \n"
|
---|
| 1067 | " \n"
|
---|
| 1068 | " void main() \n"
|
---|
| 1069 | " { \n"
|
---|
| 1070 | " vec4 position = gl_Vertex; \n"
|
---|
| 1071 | " vec4 texCoord = gl_MultiTexCoord0; \n"
|
---|
| 1072 | " if(((direction == 0) && (position.b != 1.0) && (position.b < 0.0) && ((texCoord.b > 0.0) || (texCoord.b == 1))) \n"
|
---|
| 1073 | " || ((direction == 1) && (position.b != 1.0) && (position.b > 0.0) && ((texCoord.b < 0.0) || (texCoord.b == 1)))) \n"
|
---|
| 1074 | " { \n"
|
---|
| 1075 | " \n"
|
---|
| 1076 | " p1 = vec2(position.r, position.g); \n"
|
---|
| 1077 | " \n"
|
---|
| 1078 | " p2 = vec2(texCoord.r, texCoord.g); \n"
|
---|
| 1079 | " \n"
|
---|
| 1080 | " gl_Position = vec4((p1 * 2.0) - vec2(1.0,1.0), 0.0,1.0); \n"
|
---|
| 1081 | " \n"
|
---|
| 1082 | " if (texCoord.b == 1) factor = 1; \n"
|
---|
| 1083 | " else factor = abs(texCoord.a - position.a); \n"
|
---|
| 1084 | " } \n"
|
---|
| 1085 | " else \n"
|
---|
| 1086 | " { \n"
|
---|
| 1087 | " gl_Position = vec4( 0.0,0.0, 2.0, 1.0 ); \n"
|
---|
| 1088 | " p1 = p2 = vec2(1.0,1.0); \n"
|
---|
| 1089 | " factor = 0.5; \n"
|
---|
| 1090 | " } \n"
|
---|
| 1091 | " } \n";
|
---|
| 1092 |
|
---|
[1648] | 1093 | // const char *ffTransfer = fsTransfer;
|
---|
[930] | 1094 | static const char *ffTransfer =
|
---|
| 1095 | " \n"
|
---|
| 1096 | " uniform sampler2D reflectivity; \n"
|
---|
| 1097 | " uniform float dmax; \n"
|
---|
| 1098 | " \n"
|
---|
| 1099 | " varying vec2 p1; \n"
|
---|
| 1100 | " varying vec2 p2; \n"
|
---|
| 1101 | " varying float factor; \n"
|
---|
| 1102 | " \n"
|
---|
| 1103 | " void main() \n"
|
---|
| 1104 | " { \n"
|
---|
| 1105 | " if(factor>=dmax) gl_FragColor.rgb = vec3(0.5,0.5,0.5); \n"
|
---|
| 1106 | " else gl_FragColor.rgb = tex2D(reflectivity,p2).rgb * sqrt(factor/dmax); \n"
|
---|
| 1107 | " gl_FragColor.a = 1.0; \n"
|
---|
| 1108 | " } \n";
|
---|
| 1109 |
|
---|
| 1110 | glShaderSource(vTransfer, 1, &vvTransfer, NULL);
|
---|
| 1111 | glShaderSource(fTransfer, 1, &ffTransfer, NULL);
|
---|
| 1112 |
|
---|
[1648] | 1113 | // free(vsTransfer); free(fsTransfer);
|
---|
| 1114 |
|
---|
[930] | 1115 | glCompileShader(vTransfer);
|
---|
| 1116 | glCompileShader(fTransfer);
|
---|
| 1117 |
|
---|
| 1118 | pTransfer = glCreateProgram();
|
---|
| 1119 | glAttachShader(pTransfer, vTransfer);
|
---|
| 1120 | glAttachShader(pTransfer, fTransfer);
|
---|
| 1121 |
|
---|
| 1122 | glLinkProgram(pTransfer);
|
---|
| 1123 |
|
---|
| 1124 | glUseProgram(pTransfer);
|
---|
| 1125 | TexturaReflectTransfer = glGetUniformLocation(pTransfer, "reflectivity");
|
---|
| 1126 | DirectionTransfer = glGetUniformLocation(pTransfer, "direction");
|
---|
| 1127 | DmaxTransfer = glGetUniformLocation(pTransfer, "dmax");
|
---|
| 1128 |
|
---|
| 1129 | glUseProgram(0);
|
---|
| 1130 |
|
---|
| 1131 | // Setup GL States
|
---|
| 1132 | glEnable (GL_DEPTH_TEST); // Enable Depth Testing
|
---|
| 1133 |
|
---|
| 1134 | //Generate the reflectivity texture.
|
---|
| 1135 | RenderReflect();
|
---|
| 1136 |
|
---|
[1648] | 1137 | UpdateTexture(60, 3, count);
|
---|
[930] | 1138 |
|
---|
| 1139 | }
|
---|
| 1140 |
|
---|
[1648] | 1141 | //Interface of the Obscurance Module
|
---|
[930] | 1142 | int vcObscurerGenerateImage(CMesh &geom, char *argv, int quality, int *imgUsize, int *imgVsize, float **imgRgbBuffer)
|
---|
| 1143 | {
|
---|
| 1144 | // float divisor;
|
---|
| 1145 | int *DadesTemp = new int[4];
|
---|
| 1146 | float *dadesf=NULL;
|
---|
| 1147 | int *dadesi=NULL;
|
---|
| 1148 | int qual;
|
---|
| 1149 | float aux[4];
|
---|
| 1150 | float a;
|
---|
| 1151 |
|
---|
[1648] | 1152 | glutCreateWindow("T");
|
---|
[930] | 1153 |
|
---|
| 1154 | glerror = glewInit();
|
---|
| 1155 |
|
---|
| 1156 | FILE *file = NULL;
|
---|
| 1157 |
|
---|
[1648] | 1158 | file = fopen("GPUObscurancesLog.txt", "w");
|
---|
[930] | 1159 |
|
---|
[1648] | 1160 | if ((!file) || (glerror != GLEW_OK))
|
---|
| 1161 | {
|
---|
| 1162 | fprintf(file, "GPUObscurancesLog: Error initializing glew library");
|
---|
| 1163 | exit(-1);
|
---|
| 1164 | }
|
---|
| 1165 | else
|
---|
| 1166 | fprintf(file, "GPUObscurancesLog: glew library correctly initialized");
|
---|
[930] | 1167 |
|
---|
| 1168 | fclose(file);
|
---|
| 1169 |
|
---|
| 1170 | memset(&aux, 0.0, 4);
|
---|
| 1171 |
|
---|
| 1172 | qual = quality;
|
---|
| 1173 |
|
---|
| 1174 | if (qual < 1) qual = 1;
|
---|
| 1175 |
|
---|
| 1176 | switch (qual)
|
---|
| 1177 | {
|
---|
| 1178 | case 1: *imgVsize = *imgUsize = 256;
|
---|
| 1179 | break;
|
---|
| 1180 | case 2: *imgVsize = *imgUsize = 512;
|
---|
| 1181 | break;
|
---|
| 1182 | case 3: *imgVsize = *imgUsize = 1024;
|
---|
| 1183 | break;
|
---|
| 1184 | case 4: *imgVsize = *imgUsize = 2048;
|
---|
| 1185 | break;
|
---|
| 1186 | default: printf("\nResolution not supported");
|
---|
| 1187 | };
|
---|
| 1188 |
|
---|
| 1189 | Res2X = *imgUsize;
|
---|
| 1190 | Res2Y = *imgVsize;
|
---|
| 1191 |
|
---|
| 1192 | ResX = Res2X * 2.0;
|
---|
| 1193 | ResY = Res2Y * 2.0;
|
---|
| 1194 |
|
---|
| 1195 | if(ResX == 4096) ResX = 2048;
|
---|
| 1196 | if(ResY == 4096) ResY = 2048;
|
---|
| 1197 |
|
---|
| 1198 | printf("\nRes(Plans de projeccio): ResolucioX = %d , ResolucioY = %d", ResX, ResY);
|
---|
| 1199 | printf("\nRes2(Lightmap): ResolucioX = %d , ResolucioY = %d", Res2X, Res2Y);
|
---|
| 1200 | dadesf = new float[Res2X*Res2Y*4];
|
---|
| 1201 | dadesi = new int[Res2X*Res2Y*4];
|
---|
| 1202 |
|
---|
| 1203 | init2(argv);
|
---|
| 1204 |
|
---|
[1648] | 1205 | //->g_pMesh.FreeMem();
|
---|
| 1206 |
|
---|
[930] | 1207 | glBindFramebufferEXT(GL_FRAMEBUFFER_EXT, fb5);
|
---|
| 1208 | glReadPixels(0,0,Res2X,Res2Y,GL_RGBA,GL_FLOAT,dadesf);
|
---|
| 1209 | glBindFramebufferEXT(GL_FRAMEBUFFER_EXT, 0);
|
---|
| 1210 |
|
---|
[1648] | 1211 | /* for(int i=0; i<Res2X*Res2Y; i++)
|
---|
| 1212 | {
|
---|
| 1213 | divisor = dadesf[4*i+3];
|
---|
| 1214 | if(divisor>15)
|
---|
| 1215 | {
|
---|
| 1216 | dadesf[4*i] = (dadesf[4*i]/divisor);
|
---|
| 1217 | dadesf[4*i+1] = (dadesf[4*i+1]/divisor);
|
---|
| 1218 | dadesf[4*i+2] = (dadesf[4*i+2]/divisor);
|
---|
| 1219 | dadesf[4*i+3] = 1.0;
|
---|
| 1220 | }
|
---|
| 1221 | else
|
---|
| 1222 | {
|
---|
| 1223 | a=0;
|
---|
| 1224 | aux[0] = 0.0;
|
---|
| 1225 | aux[1] = 0.0;
|
---|
| 1226 | aux[2] = 0.0;
|
---|
| 1227 | aux[3] = 0.0;
|
---|
| 1228 | if(i/Res2X > 0)
|
---|
| 1229 | {
|
---|
| 1230 | if(i/Res2X < Res2Y-1)
|
---|
| 1231 | {
|
---|
| 1232 | if(i%Res2X !=0)
|
---|
| 1233 | {
|
---|
| 1234 | if(dadesf[4*(i-Res2X)-1]>15) //ul();
|
---|
| 1235 | {
|
---|
| 1236 | aux[0] += (dadesf[4*(i-Res2X)-4]/dadesf[4*(i-Res2X)-1]);
|
---|
| 1237 | aux[1] += (dadesf[4*(i-Res2X)-3]/dadesf[4*(i-Res2X)-1]);
|
---|
| 1238 | aux[2] += (dadesf[4*(i-Res2X)-2]/dadesf[4*(i-Res2X)-1]);
|
---|
| 1239 | aux[3] += 1.0;
|
---|
| 1240 | a =+ 1.0;;
|
---|
| 1241 | }
|
---|
| 1242 | if(dadesf[4*i-1]>15) //l();
|
---|
| 1243 | {
|
---|
| 1244 | aux[0] += (dadesf[4*i-4]/dadesf[4*i-1]);
|
---|
| 1245 | aux[1] += (dadesf[4*i-3]/dadesf[4*i-1]);
|
---|
| 1246 | aux[2] += (dadesf[4*i-2]/dadesf[4*i-1]);
|
---|
| 1247 | aux[3] += 1.0;
|
---|
| 1248 | a =+ 1.0;;
|
---|
| 1249 | }
|
---|
| 1250 | if(dadesf[4*(i+Res2X)-1]>15) //dl();
|
---|
| 1251 | {
|
---|
| 1252 | aux[0] += (dadesf[4*(i+Res2X)-4]/dadesf[4*(i+Res2X)-1]);
|
---|
| 1253 | aux[1] += (dadesf[4*(i+Res2X)-3]/dadesf[4*(i+Res2X)-1]);
|
---|
| 1254 | aux[2] += (dadesf[4*(i+Res2X)-2]/dadesf[4*(i+Res2X)-1]);
|
---|
| 1255 | aux[3] += 1.0;
|
---|
| 1256 | a =+ 1.0;;
|
---|
| 1257 | }
|
---|
| 1258 | }
|
---|
| 1259 | if(dadesf[4*(i+Res2X)+3]>15) //d();
|
---|
| 1260 | {
|
---|
| 1261 | aux[0] += (dadesf[4*(i+Res2X)]/dadesf[4*(i+Res2X)+3]);
|
---|
| 1262 | aux[1] += (dadesf[4*(i+Res2X)+1]/dadesf[4*(i+Res2X)+3]);
|
---|
| 1263 | aux[2] += (dadesf[4*(i+Res2X)+2]/dadesf[4*(i+Res2X)+3]);
|
---|
| 1264 | aux[3] += 1.0;
|
---|
| 1265 | a =+ 1.0;;
|
---|
| 1266 | }
|
---|
| 1267 | if(i%Res2X!=Res2X-1)
|
---|
| 1268 | {
|
---|
| 1269 | if(dadesf[4*(i-Res2X)+7]>15) //ur();
|
---|
| 1270 | {
|
---|
| 1271 | aux[0] += (dadesf[4*(i-Res2X)+4]/dadesf[4*(i-Res2X)+7]);
|
---|
| 1272 | aux[1] += (dadesf[4*(i-Res2X)+5]/dadesf[4*(i-Res2X)+7]);
|
---|
| 1273 | aux[2] += (dadesf[4*(i-Res2X)+6]/dadesf[4*(i-Res2X)+7]);
|
---|
| 1274 | aux[3] += 1.0;
|
---|
| 1275 | a =+ 1.0;;
|
---|
| 1276 | }
|
---|
| 1277 | if(dadesf[4*i+7]>15) //r();
|
---|
| 1278 | {
|
---|
| 1279 | aux[0] += (dadesf[4*i+4]/dadesf[4*i+7]);
|
---|
| 1280 | aux[1] += (dadesf[4*i+5]/dadesf[4*i+7]);
|
---|
| 1281 | aux[2] += (dadesf[4*i+6]/dadesf[4*i+7]);
|
---|
| 1282 | aux[3] += 1.0;
|
---|
| 1283 | a =+ 1.0;;
|
---|
| 1284 | }
|
---|
| 1285 | if(dadesf[4*(i+Res2X)+7]>15) //dr();
|
---|
| 1286 | {
|
---|
| 1287 | aux[0] += (dadesf[4*(i+Res2X)+4]/dadesf[4*(i+Res2X)+7]);
|
---|
| 1288 | aux[1] += (dadesf[4*(i+Res2X)+5]/dadesf[4*(i+Res2X)+7]);
|
---|
| 1289 | aux[2] += (dadesf[4*(i+Res2X)+6]/dadesf[4*(i+Res2X)+7]);
|
---|
| 1290 | aux[3] += 1.0;
|
---|
| 1291 | a =+ 1.0;;
|
---|
| 1292 | }
|
---|
| 1293 | }
|
---|
| 1294 | if(dadesf[4*(i-Res2X)+3]>15) //u();
|
---|
| 1295 | {
|
---|
| 1296 | aux[0] += (dadesf[4*(i-Res2X)]/dadesf[4*(i-Res2X)+3]);
|
---|
| 1297 | aux[1] += (dadesf[4*(i-Res2X)+1]/dadesf[4*(i-Res2X)+3]);
|
---|
| 1298 | aux[2] += (dadesf[4*(i-Res2X)+2]/dadesf[4*(i-Res2X)+3]);
|
---|
| 1299 | aux[3] += 1.0;
|
---|
| 1300 | a =+ 1.0;;
|
---|
| 1301 | }
|
---|
| 1302 | }
|
---|
| 1303 | }
|
---|
| 1304 | else
|
---|
| 1305 | {
|
---|
| 1306 | if(i%Res2X !=0)
|
---|
| 1307 | {
|
---|
| 1308 | if(dadesf[4*i-1]>15) //l();
|
---|
| 1309 | {
|
---|
| 1310 | aux[0] += (dadesf[4*i-4]/dadesf[4*i-1]);
|
---|
| 1311 | aux[1] += (dadesf[4*i-3]/dadesf[4*i-1]);
|
---|
| 1312 | aux[2] += (dadesf[4*i-2]/dadesf[4*i-1]);
|
---|
| 1313 | aux[3] += 1.0;
|
---|
| 1314 | a =+ 1.0;;
|
---|
| 1315 | }
|
---|
| 1316 | if(dadesf[4*(i+Res2X)-1]>15) //dl();
|
---|
| 1317 | {
|
---|
| 1318 | aux[0] += (dadesf[4*(i+Res2X)-4]/dadesf[4*(i+Res2X)-1]);
|
---|
| 1319 | aux[1] += (dadesf[4*(i+Res2X)-3]/dadesf[4*(i+Res2X)-1]);
|
---|
| 1320 | aux[2] += (dadesf[4*(i+Res2X)-2]/dadesf[4*(i+Res2X)-1]);
|
---|
| 1321 | aux[3] = 1.0;
|
---|
| 1322 | a =+ 1.0;;
|
---|
| 1323 | }
|
---|
| 1324 | }
|
---|
| 1325 | if(i%Res2X!=Res2X-1)
|
---|
| 1326 | {
|
---|
| 1327 | if(dadesf[4*i+7]>15) //r();
|
---|
| 1328 | {
|
---|
| 1329 | aux[0] += (dadesf[4*i+4]/dadesf[4*i+7]);
|
---|
| 1330 | aux[1] += (dadesf[4*i+5]/dadesf[4*i+7]);
|
---|
| 1331 | aux[2] += (dadesf[4*i+6]/dadesf[4*i+7]);
|
---|
| 1332 | aux[3] += 1.0;
|
---|
| 1333 | a =+ 1.0;;
|
---|
| 1334 | }
|
---|
| 1335 | if(dadesf[4*(i+Res2X)+7]>15) //dr();
|
---|
| 1336 | {
|
---|
| 1337 | aux[0] += (dadesf[4*(i+Res2X)+4]/dadesf[4*(i+Res2X)+7]);
|
---|
| 1338 | aux[1] += (dadesf[4*(i+Res2X)+5]/dadesf[4*(i+Res2X)+7]);
|
---|
| 1339 | aux[2] += (dadesf[4*(i+Res2X)+6]/dadesf[4*(i+Res2X)+7]);
|
---|
| 1340 | aux[3] += 1.0;
|
---|
| 1341 | a =+ 1.0;;
|
---|
| 1342 | }
|
---|
| 1343 | }
|
---|
| 1344 | if(dadesf[4*(i+Res2X)+3]>15) //d();
|
---|
| 1345 | {
|
---|
| 1346 | aux[0] += (dadesf[4*(i+Res2X)]/dadesf[4*(i+Res2X)+3]);
|
---|
| 1347 | aux[1] += (dadesf[4*(i+Res2X)+1]/dadesf[4*(i+Res2X)+3]);
|
---|
| 1348 | aux[2] += (dadesf[4*(i+Res2X)+2]/dadesf[4*(i+Res2X)+3]);
|
---|
| 1349 | aux[3] += 1.0;
|
---|
| 1350 | a =+ 1.0;;
|
---|
| 1351 | }
|
---|
| 1352 | }
|
---|
| 1353 | if(a > 0.0)
|
---|
| 1354 | {
|
---|
| 1355 | dadesf[4*i] = aux[0]/aux[3];
|
---|
| 1356 | dadesf[4*i+1] = aux[1]/aux[3];
|
---|
| 1357 | dadesf[4*i+2] = aux[2]/aux[3];
|
---|
| 1358 | dadesf[4*i+3] = 1.0;
|
---|
| 1359 | }
|
---|
| 1360 | else
|
---|
| 1361 | {
|
---|
| 1362 | dadesf[4*i] = 0.0;
|
---|
| 1363 | dadesf[4*i+1] = 0.0;
|
---|
| 1364 | dadesf[4*i+2] = 0.0;
|
---|
| 1365 | dadesf[4*i+3] = 0.0;
|
---|
| 1366 | }
|
---|
| 1367 | }
|
---|
| 1368 | dadesi[4*i] = (int)(255.0*dadesf[4*i]);
|
---|
| 1369 | dadesi[4*i+1] = (int)(255.0*dadesf[4*i+1]);
|
---|
| 1370 | dadesi[4*i+2] = (int)(255.0*dadesf[4*i+2]);
|
---|
| 1371 | dadesi[4*i+3] = (int)(255.0*dadesf[4*i+3]);
|
---|
| 1372 |
|
---|
| 1373 | }
|
---|
| 1374 | */
|
---|
[930] | 1375 | *imgRgbBuffer = dadesf;
|
---|
| 1376 |
|
---|
| 1377 | geom = g_pMesh;
|
---|
| 1378 |
|
---|
| 1379 | return 0;
|
---|
| 1380 |
|
---|
| 1381 | } |
---|