[2562] | 1 | #include "Mesh.h"
|
---|
| 2 | #include "glInterface.h"
|
---|
| 3 | #include "OcclusionQuery.h"
|
---|
| 4 | #include "GlRenderer.h"
|
---|
| 5 | #include "ViewCellsManager.h"
|
---|
| 6 | #include "SceneGraph.h"
|
---|
| 7 | #include "Viewcell.h"
|
---|
| 8 | #include "Beam.h"
|
---|
| 9 | #include "KdTree.h"
|
---|
| 10 | #include "Environment.h"
|
---|
| 11 | #include "Triangle3.h"
|
---|
| 12 | #include "IntersectableWrapper.h"
|
---|
| 13 | #include "BvHierarchy.h"
|
---|
| 14 | #include "KdTree.h"
|
---|
| 15 |
|
---|
| 16 | #ifdef USE_CG
|
---|
| 17 |
|
---|
| 18 | #include <Cg/cg.h>
|
---|
| 19 | #include <Cg/cgGL.h>
|
---|
| 20 |
|
---|
| 21 | #endif
|
---|
| 22 |
|
---|
| 23 | namespace GtpVisibilityPreprocessor {
|
---|
| 24 |
|
---|
| 25 |
|
---|
| 26 | static bool arbQuerySupport = false;
|
---|
| 27 | static bool nvQuerySupport = false;
|
---|
| 28 |
|
---|
| 29 | static GLuint frontDepthMap;
|
---|
| 30 | static GLuint backDepthMap;
|
---|
| 31 |
|
---|
| 32 | const int depthMapSize = 512;
|
---|
| 33 |
|
---|
| 34 |
|
---|
| 35 | static void InitExtensions()
|
---|
| 36 | {
|
---|
| 37 | GLenum err = glewInit();
|
---|
| 38 |
|
---|
| 39 | if (GLEW_OK != err)
|
---|
| 40 | {
|
---|
| 41 | // problem: glewInit failed, something is seriously wrong
|
---|
| 42 | cerr << "Error: " << glewGetErrorString(err) << endl;
|
---|
| 43 | exit(1);
|
---|
| 44 | }
|
---|
| 45 |
|
---|
| 46 | if (GLEW_ARB_occlusion_query)
|
---|
| 47 | arbQuerySupport = true;
|
---|
| 48 |
|
---|
| 49 | if (GLEW_NV_occlusion_query)
|
---|
| 50 | nvQuerySupport = true;
|
---|
| 51 |
|
---|
| 52 | if (!arbQuerySupport && !nvQuerySupport)
|
---|
| 53 | {
|
---|
| 54 | cout << "I require the GL_ARB_occlusion_query or the GL_NV_occlusion_query OpenGL extension to work.\n";
|
---|
| 55 | exit(1);
|
---|
| 56 | }
|
---|
| 57 |
|
---|
| 58 | if (!GLEW_ARB_vertex_buffer_object)
|
---|
| 59 | {
|
---|
| 60 | cout << "vbos not supported" << endl;
|
---|
| 61 | }
|
---|
| 62 | else
|
---|
| 63 | {
|
---|
| 64 | cout << "vbos supported" << endl;
|
---|
| 65 | }
|
---|
| 66 | }
|
---|
| 67 |
|
---|
| 68 |
|
---|
| 69 | GlRenderer::GlRenderer(SceneGraph *sceneGraph,
|
---|
| 70 | ViewCellsManager *viewCellsManager,
|
---|
| 71 | KdTree *tree):
|
---|
| 72 | Renderer(sceneGraph, viewCellsManager),
|
---|
| 73 | mKdTree(tree),
|
---|
| 74 | mUseFalseColors(false),
|
---|
| 75 | mVboId(-1),
|
---|
| 76 | mData(NULL),
|
---|
| 77 | mIndices(NULL),
|
---|
| 78 | //mUseVbos(true),
|
---|
| 79 | mUseVbos(false),
|
---|
| 80 | mCurrentFrame(-1)
|
---|
| 81 | {
|
---|
| 82 | mSceneGraph->CollectObjects(&mObjects);
|
---|
| 83 |
|
---|
| 84 | viewCellsManager->GetViewPoint(mViewPoint);
|
---|
| 85 |
|
---|
| 86 | mViewDirection = Vector3(0,0,1);
|
---|
| 87 |
|
---|
| 88 | mFrame = 0;
|
---|
| 89 | mWireFrame = false;
|
---|
| 90 | Environment::GetSingleton()->GetBoolValue("Preprocessor.detectEmptyViewSpace",
|
---|
| 91 | mDetectEmptyViewSpace);
|
---|
[2613] | 92 | mSnapErrorFrames = false;
|
---|
[2562] | 93 | mSnapPrefix = "snap/";
|
---|
| 94 | mUseForcedColors = false;
|
---|
| 95 | mRenderBoxes = false;
|
---|
| 96 | //mUseGlLists = true;
|
---|
| 97 | mUseGlLists = false;
|
---|
| 98 |
|
---|
| 99 | if (mViewCellsManager->GetViewCellPoints()->size())
|
---|
| 100 | mPvsStatFrames = (int)mViewCellsManager->GetViewCellPoints()->size();
|
---|
| 101 | else
|
---|
| 102 | Environment::GetSingleton()->GetIntValue("Preprocessor.pvsRenderErrorSamples", mPvsStatFrames);
|
---|
| 103 |
|
---|
| 104 |
|
---|
| 105 | mPvsErrorBuffer.resize(mPvsStatFrames);
|
---|
| 106 | ClearErrorBuffer();
|
---|
| 107 | }
|
---|
| 108 |
|
---|
| 109 |
|
---|
| 110 | GlRenderer::~GlRenderer()
|
---|
| 111 | {
|
---|
| 112 | cerr<<"gl renderer destructor..\n";
|
---|
| 113 |
|
---|
| 114 | CLEAR_CONTAINER(mOcclusionQueries);
|
---|
| 115 |
|
---|
| 116 | DeleteVbos();
|
---|
| 117 |
|
---|
| 118 | if (mData) delete [] mData;
|
---|
| 119 | if (mIndices) delete [] mIndices;
|
---|
| 120 |
|
---|
| 121 | glDeleteBuffersARB(1, &mVboId);
|
---|
| 122 | cerr<<"done."<<endl;
|
---|
| 123 | }
|
---|
| 124 |
|
---|
| 125 |
|
---|
| 126 | void GlRenderer::RenderTriangle(TriangleIntersectable *object)
|
---|
| 127 | {
|
---|
| 128 | Triangle3 &t = object->GetItem();
|
---|
| 129 |
|
---|
| 130 | glBegin(GL_TRIANGLES);
|
---|
| 131 | Vector3 normal = t.GetNormal();
|
---|
| 132 | glNormal3f(normal.x, normal.y, normal.z);
|
---|
| 133 | glVertex3f(t.mVertices[0].x, t.mVertices[0].y, t.mVertices[0].z);
|
---|
| 134 | glVertex3f(t.mVertices[1].x, t.mVertices[1].y, t.mVertices[1].z);
|
---|
| 135 | glVertex3f(t.mVertices[2].x, t.mVertices[2].y, t.mVertices[2].z);
|
---|
| 136 | glEnd();
|
---|
| 137 | }
|
---|
| 138 |
|
---|
| 139 |
|
---|
| 140 | void GlRenderer::RenderIntersectable(Intersectable *object)
|
---|
| 141 | {
|
---|
| 142 | if (!object)
|
---|
| 143 | return;
|
---|
| 144 |
|
---|
| 145 | if (object->mRenderedFrame == mCurrentFrame)
|
---|
| 146 | return;
|
---|
| 147 |
|
---|
| 148 | object->mRenderedFrame = mCurrentFrame;
|
---|
| 149 |
|
---|
| 150 | //if (object->Mailed()) return;
|
---|
| 151 | //object->Mail();
|
---|
| 152 |
|
---|
| 153 | glPushAttrib(GL_CURRENT_BIT);
|
---|
| 154 |
|
---|
| 155 | if (mUseFalseColors)
|
---|
| 156 | SetupFalseColor(object->mId);
|
---|
| 157 |
|
---|
| 158 | switch (object->Type())
|
---|
| 159 | {
|
---|
| 160 | case Intersectable::MESH_INSTANCE:
|
---|
| 161 | RenderMeshInstance((MeshInstance *)object);
|
---|
| 162 | break;
|
---|
| 163 | case Intersectable::VIEW_CELL:
|
---|
| 164 | RenderViewCell(static_cast<ViewCell *>(object));
|
---|
| 165 | break;
|
---|
| 166 | case Intersectable::TRANSFORMED_MESH_INSTANCE:
|
---|
| 167 | RenderTransformedMeshInstance(static_cast<TransformedMeshInstance *>(object));
|
---|
| 168 | break;
|
---|
| 169 | case Intersectable::TRIANGLE_INTERSECTABLE:
|
---|
| 170 | RenderTriangle(static_cast<TriangleIntersectable *>(object));
|
---|
| 171 | break;
|
---|
| 172 | case Intersectable::BVH_INTERSECTABLE:
|
---|
| 173 | {
|
---|
| 174 | BvhNode *node = static_cast<BvhNode *>(object);
|
---|
| 175 |
|
---|
| 176 | if (mRenderBoxes)
|
---|
| 177 | RenderBox(node->GetBoundingBox());
|
---|
| 178 | else
|
---|
| 179 | RenderBvhNode(node);
|
---|
| 180 | break;
|
---|
| 181 | }
|
---|
| 182 | case Intersectable::KD_INTERSECTABLE:
|
---|
| 183 | {
|
---|
| 184 | KdNode *node = (static_cast<KdIntersectable *>(object))->GetItem();
|
---|
| 185 |
|
---|
| 186 | if (mRenderBoxes)
|
---|
| 187 | RenderBox(mKdTree->GetBox(node));
|
---|
| 188 | else
|
---|
| 189 | RenderKdNode(node);
|
---|
| 190 | break;
|
---|
| 191 | }
|
---|
| 192 |
|
---|
| 193 | default:
|
---|
| 194 | cerr<<"Rendering this object not yet implemented\n";
|
---|
| 195 | break;
|
---|
| 196 | }
|
---|
| 197 |
|
---|
| 198 | glPopAttrib();
|
---|
| 199 | }
|
---|
| 200 |
|
---|
| 201 |
|
---|
| 202 | void GlRenderer::RenderRays(const VssRayContainer &rays)
|
---|
| 203 | {
|
---|
| 204 | VssRayContainer::const_iterator it = rays.begin(), it_end = rays.end();
|
---|
| 205 |
|
---|
| 206 | glBegin(GL_LINES);
|
---|
| 207 |
|
---|
| 208 | for (; it != it_end; ++it)
|
---|
| 209 | {
|
---|
| 210 | VssRay *ray = *it;
|
---|
| 211 | const float importance = log10(1e3*ray->mWeightedPvsContribution)/3.0f;
|
---|
| 212 |
|
---|
| 213 | glColor3f(importance, importance, importance);
|
---|
| 214 | glVertex3fv(&ray->mOrigin.x);
|
---|
| 215 | glVertex3fv(&ray->mTermination.x);
|
---|
| 216 | }
|
---|
| 217 |
|
---|
| 218 | glEnd();
|
---|
| 219 | }
|
---|
| 220 |
|
---|
| 221 |
|
---|
| 222 | void GlRenderer::RenderViewCell(ViewCell *vc)
|
---|
| 223 | {
|
---|
| 224 | if (vc->GetMesh())
|
---|
| 225 | {
|
---|
| 226 | if (!mUseFalseColors)
|
---|
| 227 | {
|
---|
| 228 | if (vc->GetValid())
|
---|
| 229 | glColor3f(0,1,0);
|
---|
| 230 | else
|
---|
| 231 | glColor3f(0,0,1);
|
---|
| 232 | }
|
---|
| 233 |
|
---|
| 234 | RenderMesh(vc->GetMesh());
|
---|
| 235 | }
|
---|
| 236 | else
|
---|
| 237 | {
|
---|
| 238 | // render viewcells in the subtree
|
---|
| 239 | if (!vc->IsLeaf())
|
---|
| 240 | {
|
---|
| 241 | ViewCellInterior *vci = (ViewCellInterior *) vc;
|
---|
| 242 |
|
---|
| 243 | ViewCellContainer::iterator it = vci->mChildren.begin();
|
---|
| 244 | for (; it != vci->mChildren.end(); ++it)
|
---|
| 245 | {
|
---|
| 246 | RenderViewCell(*it);
|
---|
| 247 | }
|
---|
| 248 | }
|
---|
| 249 | else
|
---|
| 250 | {
|
---|
| 251 | // cerr<<"Empty viewcell mesh\n";
|
---|
| 252 | }
|
---|
| 253 | }
|
---|
| 254 | }
|
---|
| 255 |
|
---|
| 256 |
|
---|
| 257 | void GlRenderer::RenderMeshInstance(MeshInstance *mi)
|
---|
| 258 | {
|
---|
| 259 | RenderMesh(mi->GetMesh());
|
---|
| 260 | }
|
---|
| 261 |
|
---|
| 262 |
|
---|
| 263 | void
|
---|
| 264 | GlRenderer::RenderTransformedMeshInstance(TransformedMeshInstance *mi)
|
---|
| 265 | {
|
---|
| 266 | // apply world transform before rendering
|
---|
| 267 | Matrix4x4 m;
|
---|
| 268 | mi->GetWorldTransform(m);
|
---|
| 269 |
|
---|
| 270 | glPushMatrix();
|
---|
| 271 |
|
---|
| 272 | glMultMatrixf((float *)m.x);
|
---|
| 273 |
|
---|
| 274 | RenderMesh(mi->GetMesh());
|
---|
| 275 |
|
---|
| 276 | glPopMatrix();
|
---|
| 277 | }
|
---|
| 278 |
|
---|
| 279 |
|
---|
| 280 | void
|
---|
| 281 | GlRenderer::SetupFalseColor(const unsigned int id)
|
---|
| 282 | {
|
---|
| 283 | // swap bits of the color
|
---|
| 284 | glColor3ub(id&255, (id>>8)&255, (id>>16)&255);
|
---|
| 285 | }
|
---|
| 286 |
|
---|
| 287 |
|
---|
| 288 | unsigned int GlRenderer::GetId(const unsigned char r,
|
---|
| 289 | const unsigned char g,
|
---|
| 290 | const unsigned char b) const
|
---|
| 291 | {
|
---|
| 292 | return r + (g << 8) + (b << 16);
|
---|
| 293 | }
|
---|
| 294 |
|
---|
| 295 |
|
---|
| 296 | void
|
---|
| 297 | GlRenderer::SetupMaterial(Material *m)
|
---|
| 298 | {
|
---|
| 299 | if (m)
|
---|
| 300 | glColor3fv(&(m->mDiffuseColor.r));
|
---|
| 301 | }
|
---|
| 302 |
|
---|
| 303 |
|
---|
| 304 | void GlRenderer::RenderMesh(Mesh *mesh)
|
---|
| 305 | {
|
---|
| 306 | int i = 0;
|
---|
| 307 |
|
---|
| 308 | if (!mUseFalseColors && !mUseForcedColors)
|
---|
| 309 | SetupMaterial(mesh->mMaterial);
|
---|
| 310 |
|
---|
| 311 | for (i=0; i < mesh->mFaces.size(); i++)
|
---|
| 312 | {
|
---|
| 313 | if (mWireFrame)
|
---|
| 314 | glBegin(GL_LINE_LOOP);
|
---|
| 315 | else
|
---|
| 316 | glBegin(GL_POLYGON);
|
---|
| 317 |
|
---|
| 318 | Face *face = mesh->mFaces[i];
|
---|
| 319 | for (int j = 0; j < face->mVertexIndices.size(); j++) {
|
---|
| 320 | glVertex3fv(&mesh->mVertices[face->mVertexIndices[j]].x);
|
---|
| 321 | }
|
---|
| 322 | glEnd();
|
---|
| 323 | }
|
---|
| 324 | }
|
---|
| 325 |
|
---|
| 326 | void
|
---|
| 327 | GlRenderer::InitGL()
|
---|
| 328 | {
|
---|
| 329 | mSphere = (GLUquadric *)gluNewQuadric();
|
---|
| 330 |
|
---|
| 331 | glMatrixMode(GL_PROJECTION);
|
---|
| 332 | glLoadIdentity();
|
---|
| 333 |
|
---|
| 334 | glMatrixMode(GL_MODELVIEW);
|
---|
| 335 | glLoadIdentity();
|
---|
| 336 |
|
---|
| 337 | glFrontFace(GL_CCW);
|
---|
| 338 | glCullFace(GL_BACK);
|
---|
| 339 | glEnable(GL_CULL_FACE);
|
---|
| 340 | glShadeModel(GL_FLAT);
|
---|
| 341 | glDepthFunc( GL_LESS );
|
---|
| 342 | glEnable(GL_DEPTH_TEST);
|
---|
| 343 | glEnable(GL_CULL_FACE);
|
---|
| 344 |
|
---|
| 345 | InitExtensions();
|
---|
| 346 |
|
---|
| 347 | glTexEnvi(GL_TEXTURE_ENV, GL_TEXTURE_ENV_MODE, GL_REPLACE );
|
---|
| 348 |
|
---|
| 349 | glEnable( GL_NORMALIZE );
|
---|
| 350 |
|
---|
| 351 | glClearColor(0.0f, 0.0f, 1.0f, 1.0f);
|
---|
| 352 |
|
---|
| 353 | OcclusionQuery::GenQueries(mOcclusionQueries, 10);
|
---|
| 354 |
|
---|
| 355 | CreateVertexArrays();
|
---|
| 356 | }
|
---|
| 357 |
|
---|
| 358 |
|
---|
| 359 | void
|
---|
| 360 | GlRenderer::SetupProjection(const int w, const int h, const float angle)
|
---|
| 361 | {
|
---|
| 362 | glViewport(0, 0, w, h);
|
---|
| 363 | glMatrixMode(GL_PROJECTION);
|
---|
| 364 | glLoadIdentity();
|
---|
| 365 | gluPerspective(angle, 1.0, 0.1, 2.0*Magnitude(mSceneGraph->GetBox().Diagonal()));
|
---|
| 366 | glMatrixMode(GL_MODELVIEW);
|
---|
| 367 | }
|
---|
| 368 |
|
---|
| 369 |
|
---|
| 370 |
|
---|
| 371 | void
|
---|
| 372 | GlRenderer::SetupCamera()
|
---|
| 373 | {
|
---|
| 374 | Vector3 target = mViewPoint + mViewDirection;
|
---|
| 375 |
|
---|
| 376 | Vector3 up(0,1,0);
|
---|
| 377 |
|
---|
| 378 | if (abs(DotProd(mViewDirection, up)) > 0.99f)
|
---|
| 379 | up = Vector3(1, 0, 0);
|
---|
| 380 |
|
---|
| 381 | glLoadIdentity();
|
---|
| 382 | gluLookAt(mViewPoint.x, mViewPoint.y, mViewPoint.z,
|
---|
| 383 | target.x, target.y, target.z,
|
---|
| 384 | up.x, up.y, up.z);
|
---|
| 385 | }
|
---|
| 386 |
|
---|
| 387 | void
|
---|
| 388 | GlRenderer::_RenderScene()
|
---|
| 389 | {
|
---|
| 390 | ObjectContainer::const_iterator oi = mObjects.begin();
|
---|
| 391 | for (; oi != mObjects.end(); oi++)
|
---|
| 392 | RenderIntersectable(*oi);
|
---|
| 393 | }
|
---|
| 394 |
|
---|
| 395 | void GlRenderer::_RenderSceneTrianglesWithDrawArrays()
|
---|
| 396 | {
|
---|
| 397 | EnableDrawArrays();
|
---|
| 398 |
|
---|
| 399 | if (mUseVbos)
|
---|
| 400 | glBindBufferARB(GL_ARRAY_BUFFER_ARB, mVboId);
|
---|
| 401 |
|
---|
| 402 | int offset = (int)mObjects.size() * 3;
|
---|
| 403 | char *arrayPtr = mUseVbos ? NULL : (char *)mData;
|
---|
| 404 |
|
---|
| 405 | glVertexPointer(3, GL_FLOAT, 0, (char *)arrayPtr);
|
---|
| 406 | glNormalPointer(GL_FLOAT, 0, (char *)arrayPtr + offset * sizeof(Vector3));
|
---|
| 407 |
|
---|
| 408 | glDrawArrays(GL_TRIANGLES, 0, (int)mObjects.size() * 3);
|
---|
| 409 | //DisableDrawArrays();
|
---|
| 410 | }
|
---|
| 411 |
|
---|
| 412 |
|
---|
| 413 | void GlRenderer::_RenderSceneTriangles()
|
---|
| 414 | {
|
---|
| 415 | glBegin(GL_TRIANGLES);
|
---|
| 416 |
|
---|
| 417 | ObjectContainer::const_iterator oi = mObjects.begin();
|
---|
| 418 | for (; oi != mObjects.end(); oi++) {
|
---|
| 419 |
|
---|
| 420 | if ((*oi)->Type() == Intersectable::TRIANGLE_INTERSECTABLE) {
|
---|
| 421 | TriangleIntersectable *object = (TriangleIntersectable *)*oi;
|
---|
| 422 | Triangle3 &t = object->GetItem();
|
---|
| 423 |
|
---|
| 424 | Vector3 normal = t.GetNormal();
|
---|
| 425 | glNormal3f(normal.x, normal.y, normal.z);
|
---|
| 426 | glVertex3f(t.mVertices[0].x, t.mVertices[0].y, t.mVertices[0].z);
|
---|
| 427 | glVertex3f(t.mVertices[1].x, t.mVertices[1].y, t.mVertices[1].z);
|
---|
| 428 | glVertex3f(t.mVertices[2].x, t.mVertices[2].y, t.mVertices[2].z);
|
---|
| 429 |
|
---|
| 430 | }
|
---|
| 431 | }
|
---|
| 432 |
|
---|
| 433 | glEnd();
|
---|
| 434 | }
|
---|
| 435 |
|
---|
| 436 |
|
---|
| 437 | bool
|
---|
| 438 | GlRenderer::RenderScene()
|
---|
| 439 | {
|
---|
| 440 | Intersectable::NewMail();
|
---|
| 441 |
|
---|
| 442 | #if 1
|
---|
| 443 |
|
---|
| 444 | _RenderSceneTrianglesWithDrawArrays();
|
---|
| 445 |
|
---|
| 446 | #else
|
---|
| 447 | static int glList = -1;
|
---|
| 448 | if (mUseGlLists) {
|
---|
| 449 | if (glList == -1) {
|
---|
| 450 | glList = glGenLists(1);
|
---|
| 451 | glNewList(glList, GL_COMPILE);
|
---|
| 452 | _RenderSceneTriangles();
|
---|
| 453 | glEndList();
|
---|
| 454 | }
|
---|
| 455 |
|
---|
| 456 | glCallList(glList);
|
---|
| 457 | } else
|
---|
| 458 | _RenderSceneTriangles();
|
---|
| 459 |
|
---|
| 460 | #endif
|
---|
| 461 | return true;
|
---|
| 462 | }
|
---|
| 463 |
|
---|
| 464 |
|
---|
| 465 | void
|
---|
| 466 | GlRendererBuffer::EvalQueryWithItemBuffer()
|
---|
| 467 | {
|
---|
| 468 | // read back the texture
|
---|
| 469 | glReadPixels(0, 0,
|
---|
| 470 | GetWidth(), GetHeight(),
|
---|
| 471 | GL_RGBA,
|
---|
| 472 | GL_UNSIGNED_BYTE,
|
---|
| 473 | mPixelBuffer);
|
---|
| 474 |
|
---|
| 475 |
|
---|
| 476 | unsigned int *p = mPixelBuffer;
|
---|
| 477 |
|
---|
| 478 | for (int y = 0; y < GetHeight(); y++)
|
---|
| 479 | {
|
---|
| 480 | for (int x = 0; x < GetWidth(); x++, p++)
|
---|
| 481 | {
|
---|
| 482 | unsigned int id = (*p) & 0xFFFFFF;
|
---|
| 483 |
|
---|
| 484 | if (id != 0xFFFFFF)
|
---|
| 485 | {
|
---|
| 486 | ++ mObjects[id]->mCounter;
|
---|
| 487 | }
|
---|
| 488 | }
|
---|
| 489 | }
|
---|
| 490 | }
|
---|
| 491 |
|
---|
| 492 |
|
---|
| 493 |
|
---|
| 494 | /****************************************************************/
|
---|
| 495 | /* GlRendererBuffer implementation */
|
---|
| 496 | /****************************************************************/
|
---|
| 497 |
|
---|
| 498 |
|
---|
| 499 |
|
---|
| 500 | GlRendererBuffer::GlRendererBuffer(SceneGraph *sceneGraph,
|
---|
| 501 | ViewCellsManager *viewcells,
|
---|
| 502 | KdTree *tree):
|
---|
| 503 | GlRenderer(sceneGraph, viewcells, tree)
|
---|
| 504 | {
|
---|
| 505 | mPixelBuffer = NULL;
|
---|
| 506 | // implement width and height in subclasses
|
---|
| 507 | }
|
---|
| 508 |
|
---|
| 509 |
|
---|
| 510 | void
|
---|
| 511 | GlRendererBuffer::EvalQueryWithOcclusionQueries(
|
---|
| 512 | //RenderCostSample &sample
|
---|
| 513 | )
|
---|
| 514 | {
|
---|
| 515 | glDepthFunc(GL_LEQUAL);
|
---|
| 516 |
|
---|
| 517 | glColorMask(GL_FALSE, GL_FALSE, GL_FALSE, GL_FALSE);
|
---|
| 518 | glDepthMask(GL_FALSE);
|
---|
| 519 |
|
---|
| 520 |
|
---|
| 521 | // simulate detectemptyviewspace using backface culling
|
---|
| 522 | if (mDetectEmptyViewSpace)
|
---|
| 523 | {
|
---|
| 524 | glEnable(GL_CULL_FACE);
|
---|
| 525 | //cout << "culling" << endl;
|
---|
| 526 | }
|
---|
| 527 | else
|
---|
| 528 | {
|
---|
| 529 | //cout << "not culling" << endl;
|
---|
| 530 | glDisable(GL_CULL_FACE);
|
---|
| 531 | }
|
---|
| 532 |
|
---|
| 533 |
|
---|
| 534 | //const int numQ = 1;
|
---|
| 535 | const int numQ = (int)mOcclusionQueries.size();
|
---|
| 536 |
|
---|
| 537 | //glFinish();
|
---|
| 538 | #if 0
|
---|
| 539 | //-- now issue queries for all objects
|
---|
| 540 | for (int j = 0; j < (int)mObjects.size(); ++ j)
|
---|
| 541 | {
|
---|
| 542 | mOcclusionQueries[j]->BeginQuery();
|
---|
| 543 | RenderIntersectable(mObjects[j]);
|
---|
| 544 | mOcclusionQueries[j]->EndQuery();
|
---|
| 545 |
|
---|
| 546 | unsigned int pixelCount;
|
---|
| 547 |
|
---|
| 548 | pixelCount = mOcclusionQueries[j]->GetQueryResult();
|
---|
| 549 |
|
---|
| 550 | mObjects[j]->mCounter += pixelCount;
|
---|
| 551 | }
|
---|
| 552 | #else
|
---|
| 553 |
|
---|
| 554 | int q = 0;
|
---|
| 555 |
|
---|
| 556 | //-- now issue queries for all objects
|
---|
| 557 | for (int j = 0; j < (int)mObjects.size(); j += q)
|
---|
| 558 | {
|
---|
| 559 | for (q = 0; ((j + q) < (int)mObjects.size()) && (q < numQ); ++ q)
|
---|
| 560 | {
|
---|
| 561 | //glFinish();
|
---|
| 562 | mOcclusionQueries[q]->BeginQuery();
|
---|
| 563 |
|
---|
| 564 | RenderIntersectable(mObjects[j + q]);
|
---|
| 565 |
|
---|
| 566 | mOcclusionQueries[q]->EndQuery();
|
---|
| 567 | //glFinish();
|
---|
| 568 | }
|
---|
| 569 | //cout << "q: " << q << endl;
|
---|
| 570 | // collect results of the queries
|
---|
| 571 | for (int t = 0; t < q; ++ t)
|
---|
| 572 | {
|
---|
| 573 | unsigned int pixelCount;
|
---|
| 574 |
|
---|
| 575 | //-- reenable other state
|
---|
| 576 | #if 0
|
---|
| 577 | bool available;
|
---|
| 578 |
|
---|
| 579 | do
|
---|
| 580 | {
|
---|
| 581 | available = mOcclusionQueries[t]->ResultAvailable();
|
---|
| 582 |
|
---|
| 583 | if (!available) cout << "W";
|
---|
| 584 | }
|
---|
| 585 | while (!available);
|
---|
| 586 | #endif
|
---|
| 587 |
|
---|
| 588 | pixelCount = mOcclusionQueries[t]->GetQueryResult();
|
---|
| 589 |
|
---|
| 590 | //if (pixelCount > 0)
|
---|
| 591 | // cout <<"o="<<j+q<<" q="<<mOcclusionQueries[q]->GetQueryId()<<" pc="<<pixelCount<<" ";
|
---|
| 592 | mObjects[j + t]->mCounter += pixelCount;
|
---|
| 593 |
|
---|
| 594 | }
|
---|
| 595 |
|
---|
| 596 | //j += q;
|
---|
| 597 | }
|
---|
| 598 | #endif
|
---|
| 599 | //glFinish();
|
---|
| 600 | glColorMask(GL_TRUE, GL_TRUE, GL_TRUE, GL_TRUE);
|
---|
| 601 | glDepthMask(GL_TRUE);
|
---|
| 602 |
|
---|
| 603 | glEnable(GL_CULL_FACE);
|
---|
| 604 | }
|
---|
| 605 |
|
---|
| 606 |
|
---|
| 607 | void
|
---|
| 608 | GlRenderer::RandomViewPoint()
|
---|
| 609 | {
|
---|
| 610 | // do not use this function since it could return different viewpoints for
|
---|
| 611 | // different executions of the algorithm
|
---|
| 612 |
|
---|
| 613 | // mViewCellsManager->GetViewPoint(mViewPoint);
|
---|
| 614 |
|
---|
| 615 | while (1) {
|
---|
| 616 | Vector3 pVector = Vector3(halton.GetNumber(1),
|
---|
| 617 | halton.GetNumber(2),
|
---|
| 618 | halton.GetNumber(3));
|
---|
| 619 |
|
---|
| 620 | mViewPoint = mViewCellsManager->GetViewSpaceBox().GetPoint(pVector);
|
---|
| 621 | ViewCell *v = mViewCellsManager->GetViewCell(mViewPoint);
|
---|
| 622 | if (v && v->GetValid())
|
---|
| 623 | break;
|
---|
| 624 | // generate a new vector
|
---|
| 625 | halton.GenerateNext();
|
---|
| 626 | }
|
---|
| 627 |
|
---|
| 628 | Vector3 dVector = Vector3(2*M_PI*halton.GetNumber(4),
|
---|
| 629 | M_PI*halton.GetNumber(5),
|
---|
| 630 | 0.0f);
|
---|
| 631 |
|
---|
| 632 | mViewDirection = Normalize(Vector3(sin(dVector.x),
|
---|
| 633 | // cos(dVector.y),
|
---|
| 634 | 0.0f,
|
---|
| 635 | cos(dVector.x)));
|
---|
| 636 | halton.GenerateNext();
|
---|
| 637 | }
|
---|
| 638 |
|
---|
| 639 |
|
---|
| 640 | void
|
---|
| 641 | GlRenderer::RenderBox(const AxisAlignedBox3 &box)
|
---|
| 642 | {
|
---|
| 643 |
|
---|
| 644 | glBegin(GL_LINE_LOOP);
|
---|
| 645 | glVertex3d(box.Min().x, box.Max().y, box.Min().z );
|
---|
| 646 | glVertex3d(box.Max().x, box.Max().y, box.Min().z );
|
---|
| 647 | glVertex3d(box.Max().x, box.Min().y, box.Min().z );
|
---|
| 648 | glVertex3d(box.Min().x, box.Min().y, box.Min().z );
|
---|
| 649 | glEnd();
|
---|
| 650 |
|
---|
| 651 | glBegin(GL_LINE_LOOP);
|
---|
| 652 | glVertex3d(box.Min().x, box.Min().y, box.Max().z );
|
---|
| 653 | glVertex3d(box.Max().x, box.Min().y, box.Max().z );
|
---|
| 654 | glVertex3d(box.Max().x, box.Max().y, box.Max().z );
|
---|
| 655 | glVertex3d(box.Min().x, box.Max().y, box.Max().z );
|
---|
| 656 | glEnd();
|
---|
| 657 |
|
---|
| 658 | glBegin(GL_LINE_LOOP);
|
---|
| 659 | glVertex3d(box.Max().x, box.Min().y, box.Min().z );
|
---|
| 660 | glVertex3d(box.Max().x, box.Min().y, box.Max().z );
|
---|
| 661 | glVertex3d(box.Max().x, box.Max().y, box.Max().z );
|
---|
| 662 | glVertex3d(box.Max().x, box.Max().y, box.Min().z );
|
---|
| 663 | glEnd();
|
---|
| 664 |
|
---|
| 665 | glBegin(GL_LINE_LOOP);
|
---|
| 666 | glVertex3d(box.Min().x, box.Min().y, box.Min().z );
|
---|
| 667 | glVertex3d(box.Min().x, box.Min().y, box.Max().z );
|
---|
| 668 | glVertex3d(box.Min().x, box.Max().y, box.Max().z );
|
---|
| 669 | glVertex3d(box.Min().x, box.Max().y, box.Min().z );
|
---|
| 670 | glEnd();
|
---|
| 671 |
|
---|
| 672 | glBegin(GL_LINE_LOOP);
|
---|
| 673 | glVertex3d(box.Min().x, box.Min().y, box.Min().z );
|
---|
| 674 | glVertex3d(box.Max().x, box.Min().y, box.Min().z );
|
---|
| 675 | glVertex3d(box.Max().x, box.Min().y, box.Max().z );
|
---|
| 676 | glVertex3d(box.Min().x, box.Min().y, box.Max().z );
|
---|
| 677 | glEnd();
|
---|
| 678 |
|
---|
| 679 | glBegin(GL_LINE_LOOP);
|
---|
| 680 | glVertex3d(box.Min().x, box.Max().y, box.Min().z );
|
---|
| 681 | glVertex3d(box.Max().x, box.Max().y, box.Min().z );
|
---|
| 682 | glVertex3d(box.Max().x, box.Max().y, box.Max().z );
|
---|
| 683 | glVertex3d(box.Min().x, box.Max().y, box.Max().z );
|
---|
| 684 |
|
---|
| 685 | glEnd();
|
---|
| 686 |
|
---|
| 687 | }
|
---|
| 688 |
|
---|
| 689 | void
|
---|
| 690 | GlRenderer::RenderBvhNode(BvhNode *node)
|
---|
| 691 | {
|
---|
| 692 | if (node->IsLeaf()) {
|
---|
| 693 | BvhLeaf *leaf = (BvhLeaf *) node;
|
---|
| 694 |
|
---|
| 695 | #if 0
|
---|
| 696 | if (leaf->mGlList == 0) {
|
---|
| 697 | leaf->mGlList = glGenLists(1);
|
---|
| 698 | if (leaf->mGlList != 0)
|
---|
| 699 | glNewList(leaf->mGlList, GL_COMPILE);
|
---|
| 700 |
|
---|
| 701 | for (int i=0; i < leaf->mObjects.size(); i++)
|
---|
| 702 | RenderIntersectable(leaf->mObjects[i]);
|
---|
| 703 |
|
---|
| 704 | if (leaf->mGlList != 0)
|
---|
| 705 | glEndList();
|
---|
| 706 | }
|
---|
| 707 |
|
---|
| 708 | if (leaf->mGlList != 0)
|
---|
| 709 | glCallList(leaf->mGlList);
|
---|
| 710 | #else
|
---|
| 711 | for (int i=0; i < leaf->mObjects.size(); i++)
|
---|
| 712 | RenderIntersectable(leaf->mObjects[i]);
|
---|
| 713 | #endif
|
---|
| 714 | } else {
|
---|
| 715 | BvhInterior *in = (BvhInterior *)node;
|
---|
| 716 | RenderBvhNode(in->GetBack());
|
---|
| 717 | RenderBvhNode(in->GetFront());
|
---|
| 718 | }
|
---|
| 719 | }
|
---|
| 720 |
|
---|
| 721 | void
|
---|
| 722 | GlRenderer::RenderKdNode(KdNode *node)
|
---|
| 723 | {
|
---|
| 724 | if (node->IsLeaf())
|
---|
| 725 | {
|
---|
| 726 | #if 1
|
---|
| 727 | RenderKdLeaf(static_cast<KdLeaf *>(node));
|
---|
| 728 | #else
|
---|
| 729 | KdLeaf *leaf = (KdLeaf *)node;
|
---|
| 730 | for (int i=0; i < leaf->mObjects.size(); i++)
|
---|
| 731 | {
|
---|
| 732 | RenderIntersectable(leaf->mObjects[i]);
|
---|
| 733 | }
|
---|
| 734 | #endif
|
---|
| 735 | }
|
---|
| 736 | else
|
---|
| 737 | {
|
---|
| 738 | KdInterior *in = (KdInterior *)node;
|
---|
| 739 | RenderKdNode(in->mBack);
|
---|
| 740 | RenderKdNode(in->mFront);
|
---|
| 741 | }
|
---|
| 742 | }
|
---|
| 743 |
|
---|
| 744 |
|
---|
| 745 |
|
---|
| 746 |
|
---|
| 747 | void
|
---|
| 748 | GlRendererBuffer::EvalRenderCostSample(RenderCostSample &sample,
|
---|
| 749 | const bool useOcclusionQueries,
|
---|
| 750 | const int threshold
|
---|
| 751 | )
|
---|
| 752 | {
|
---|
| 753 | // choose a random view point
|
---|
| 754 | mViewCellsManager->GetViewPoint(mViewPoint);
|
---|
| 755 | sample.mPosition = mViewPoint;
|
---|
| 756 | //cout << "viewpoint: " << mViewPoint << endl;
|
---|
| 757 |
|
---|
| 758 | // take a render cost sample by rendering a cube
|
---|
| 759 | Vector3 directions[6];
|
---|
| 760 |
|
---|
| 761 | directions[0] = Vector3(1,0,0);
|
---|
| 762 | directions[1] = Vector3(0,1,0);
|
---|
| 763 | directions[2] = Vector3(0,0,1);
|
---|
| 764 | directions[3] = Vector3(-1,0,0);
|
---|
| 765 | directions[4] = Vector3(0,-1,0);
|
---|
| 766 | directions[5] = Vector3(0,0,-1);
|
---|
| 767 |
|
---|
| 768 | sample.mVisibleObjects = 0;
|
---|
| 769 |
|
---|
| 770 | // reset object counters
|
---|
| 771 | ObjectContainer::const_iterator it, it_end = mObjects.end();
|
---|
| 772 |
|
---|
| 773 | for (it = mObjects.begin(); it != it_end; ++ it)
|
---|
| 774 | {
|
---|
| 775 | (*it)->mCounter = 0;
|
---|
| 776 |
|
---|
| 777 | }
|
---|
| 778 |
|
---|
| 779 | ++ mFrame;
|
---|
| 780 |
|
---|
| 781 | //glCullFace(GL_FRONT);
|
---|
| 782 | glCullFace(GL_BACK);
|
---|
| 783 | glDisable(GL_CULL_FACE);
|
---|
| 784 |
|
---|
| 785 |
|
---|
| 786 | // query all 6 directions for a full point sample
|
---|
| 787 | for (int i = 0; i < 6; ++ i)
|
---|
| 788 | {
|
---|
| 789 | mViewDirection = directions[i];
|
---|
| 790 | SetupCamera();
|
---|
| 791 |
|
---|
| 792 | glClearColor(1.0f, 1.0f, 1.0f, 1.0f);
|
---|
| 793 | glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT);
|
---|
| 794 | //glColorMask(GL_TRUE, GL_TRUE, GL_TRUE, GL_TRUE); glDepthMask(GL_TRUE);
|
---|
| 795 | glDepthFunc(GL_LESS);
|
---|
| 796 |
|
---|
| 797 | mUseFalseColors = true;
|
---|
| 798 |
|
---|
| 799 | // the actual scene rendering fills the depth (for occlusion queries)
|
---|
| 800 | // and the frame buffer (for item buffer)
|
---|
| 801 | RenderScene();
|
---|
| 802 |
|
---|
| 803 |
|
---|
| 804 | if (0)
|
---|
| 805 | {
|
---|
| 806 | char filename[256];
|
---|
| 807 | sprintf(filename, "snap/frame-%04d-%d.png", mFrame, i);
|
---|
| 808 | // QImage im = toImage();
|
---|
| 809 | // im.save(filename, "PNG");
|
---|
| 810 | }
|
---|
| 811 |
|
---|
| 812 | // evaluate the sample
|
---|
| 813 | if (useOcclusionQueries)
|
---|
| 814 | {
|
---|
| 815 | EvalQueryWithOcclusionQueries();
|
---|
| 816 | }
|
---|
| 817 | else
|
---|
| 818 | {
|
---|
| 819 | EvalQueryWithItemBuffer();
|
---|
| 820 | }
|
---|
| 821 | }
|
---|
| 822 |
|
---|
| 823 | // now evaluate the statistics over that sample
|
---|
| 824 | // currently only the number of visible objects is taken into account
|
---|
| 825 | sample.Reset();
|
---|
| 826 |
|
---|
| 827 | for (it = mObjects.begin(); it != it_end; ++ it)
|
---|
| 828 | {
|
---|
| 829 | Intersectable *obj = *it;
|
---|
| 830 | if (obj->mCounter >= threshold)
|
---|
| 831 | {
|
---|
| 832 | ++ sample.mVisibleObjects;
|
---|
| 833 | sample.mVisiblePixels += obj->mCounter;
|
---|
| 834 | }
|
---|
| 835 | }
|
---|
| 836 |
|
---|
| 837 | //cout << "RS=" << sample.mVisibleObjects << " ";
|
---|
| 838 | }
|
---|
| 839 |
|
---|
| 840 |
|
---|
| 841 | GlRendererBuffer::~GlRendererBuffer()
|
---|
| 842 | {
|
---|
| 843 | #if 0
|
---|
| 844 | #ifdef USE_CG
|
---|
| 845 | if (sCgFragmentProgram)
|
---|
| 846 | cgDestroyProgram(sCgFragmentProgram);
|
---|
| 847 | if (sCgContext)
|
---|
| 848 | cgDestroyContext(sCgContext);
|
---|
| 849 | #endif
|
---|
| 850 | #endif
|
---|
| 851 |
|
---|
| 852 | }
|
---|
| 853 |
|
---|
| 854 |
|
---|
| 855 | void
|
---|
| 856 | GlRendererBuffer::SampleRenderCost(const int numSamples,
|
---|
| 857 | vector<RenderCostSample> &samples,
|
---|
| 858 | const bool useOcclusionQueries,
|
---|
| 859 | const int threshold
|
---|
| 860 | )
|
---|
| 861 | {
|
---|
| 862 | MakeCurrent();
|
---|
| 863 |
|
---|
| 864 | if (mPixelBuffer == NULL)
|
---|
| 865 | mPixelBuffer = new unsigned int[GetWidth()*GetHeight()];
|
---|
| 866 |
|
---|
| 867 | // using 90 degree projection to capture 360 view with 6 samples
|
---|
| 868 | SetupProjection(GetHeight(), GetHeight(), 90.0f);
|
---|
| 869 |
|
---|
| 870 | //samples.resize(numSamples);
|
---|
| 871 | halton.Reset();
|
---|
| 872 |
|
---|
| 873 | // the number of queries queried in batch mode
|
---|
| 874 | const int numQ = 500;
|
---|
| 875 |
|
---|
| 876 | //const int numQ = (int)mObjects.size();
|
---|
| 877 | if (useOcclusionQueries)
|
---|
| 878 | {
|
---|
| 879 | cout << "\ngenerating " << numQ << " queries ... ";
|
---|
| 880 | OcclusionQuery::GenQueries(mOcclusionQueries, numQ);
|
---|
| 881 | cout << "finished" << endl;
|
---|
| 882 | }
|
---|
| 883 |
|
---|
| 884 | // sampling queries
|
---|
| 885 | for (int i = 0; i < numSamples; ++ i)
|
---|
| 886 | {
|
---|
| 887 | cout << ".";
|
---|
| 888 | EvalRenderCostSample(samples[i], useOcclusionQueries, threshold);
|
---|
| 889 | }
|
---|
| 890 |
|
---|
| 891 | DoneCurrent();
|
---|
| 892 | }
|
---|
| 893 |
|
---|
| 894 |
|
---|
| 895 |
|
---|
| 896 |
|
---|
| 897 |
|
---|
| 898 | void
|
---|
| 899 | GlRenderer::ClearErrorBuffer()
|
---|
| 900 | {
|
---|
| 901 | for (int i=0; i < mPvsStatFrames; i++) {
|
---|
| 902 | mPvsErrorBuffer[i].mError = 1.0f;
|
---|
| 903 | }
|
---|
| 904 | mPvsStat.maxError = 0.0f;
|
---|
| 905 | }
|
---|
| 906 |
|
---|
| 907 |
|
---|
| 908 | void
|
---|
| 909 | GlRendererBuffer::EvalPvsStat()
|
---|
| 910 | {
|
---|
| 911 | MakeCurrent();
|
---|
| 912 |
|
---|
| 913 | GlRenderer::EvalPvsStat();
|
---|
| 914 |
|
---|
| 915 | DoneCurrent();
|
---|
| 916 | // mRenderingFinished.wakeAll();
|
---|
| 917 | }
|
---|
| 918 |
|
---|
| 919 |
|
---|
| 920 | void GlRendererBuffer::EvalPvsStat(const SimpleRayContainer &viewPoints)
|
---|
| 921 | {
|
---|
| 922 | MakeCurrent();
|
---|
| 923 |
|
---|
| 924 | GlRenderer::EvalPvsStat(viewPoints);
|
---|
| 925 |
|
---|
| 926 | DoneCurrent();
|
---|
| 927 | }
|
---|
| 928 |
|
---|
| 929 |
|
---|
| 930 | void GlRendererBuffer::SampleBeamContributions(Intersectable *sourceObject,
|
---|
| 931 | Beam &beam,
|
---|
| 932 | const int desiredSamples,
|
---|
| 933 | BeamSampleStatistics &stat)
|
---|
| 934 | {
|
---|
| 935 | // TODO: should be moved out of here (not to be done every time)
|
---|
| 936 | // only back faces are interesting for the depth pass
|
---|
| 937 | glShadeModel(GL_FLAT);
|
---|
| 938 | glDisable(GL_LIGHTING);
|
---|
| 939 |
|
---|
| 940 | // needed to kill the fragments for the front buffer
|
---|
| 941 | glEnable(GL_ALPHA_TEST);
|
---|
| 942 | glAlphaFunc(GL_GREATER, 0);
|
---|
| 943 |
|
---|
| 944 | // assumes that the beam is constructed and contains kd-tree nodes
|
---|
| 945 | // and viewcells which it intersects
|
---|
| 946 |
|
---|
| 947 |
|
---|
| 948 | // Get the number of viewpoints to be sampled
|
---|
| 949 | // Now it is a sqrt but in general a wiser decision could be made.
|
---|
| 950 | // The less viewpoints the better for rendering performance, since less passes
|
---|
| 951 | // over the beam is needed.
|
---|
| 952 | // The viewpoints could actually be generated outside of the bounding box which
|
---|
| 953 | // would distribute the 'efective viewpoints' of the object surface and thus
|
---|
| 954 | // with a few viewpoints better sample the viewpoint space....
|
---|
| 955 |
|
---|
| 956 | //TODO: comment in
|
---|
| 957 | //int viewPointSamples = sqrt((float)desiredSamples);
|
---|
| 958 | int viewPointSamples = max(desiredSamples / (GetWidth() * GetHeight()), 1);
|
---|
| 959 |
|
---|
| 960 | // the number of direction samples per pass is given by the number of viewpoints
|
---|
| 961 | int directionalSamples = desiredSamples / viewPointSamples;
|
---|
| 962 |
|
---|
| 963 | Debug << "directional samples: " << directionalSamples << endl;
|
---|
| 964 | for (int i = 0; i < viewPointSamples; ++ i)
|
---|
| 965 | {
|
---|
| 966 | Vector3 viewPoint = beam.mBox.GetRandomPoint();
|
---|
| 967 |
|
---|
| 968 | // perhaps the viewpoint should be shifted back a little bit so that it always lies
|
---|
| 969 | // inside the source object
|
---|
| 970 | // 'ideally' the viewpoints would be distributed on the soureObject surface, but this
|
---|
| 971 | // would require more complicated sampling (perhaps hierarchical rejection sampling of
|
---|
| 972 | // the object surface is an option here - only the mesh faces which are inside the box
|
---|
| 973 | // are considered as candidates)
|
---|
| 974 |
|
---|
| 975 | SampleViewpointContributions(sourceObject,
|
---|
| 976 | viewPoint,
|
---|
| 977 | beam,
|
---|
| 978 | directionalSamples,
|
---|
| 979 | stat);
|
---|
| 980 | }
|
---|
| 981 |
|
---|
| 982 |
|
---|
| 983 | // note:
|
---|
| 984 | // this routine would be called only if the number of desired samples is sufficiently
|
---|
| 985 | // large - for other rss tree cells the cpu based sampling is perhaps more efficient
|
---|
| 986 | // distributing the work between cpu and gpu would also allow us to place more sophisticated
|
---|
| 987 | // sample distributions (silhouette ones) using the cpu and the jittered once on the GPU
|
---|
| 988 | // in order that thios scheme is working well the gpu render buffer should run in a separate
|
---|
| 989 | // thread than the cpu sampler, which would not be such a big problem....
|
---|
| 990 |
|
---|
| 991 | // disable alpha test again
|
---|
| 992 | glDisable(GL_ALPHA_TEST);
|
---|
| 993 | }
|
---|
| 994 |
|
---|
| 995 |
|
---|
| 996 |
|
---|
| 997 | void GlRendererBuffer::SampleViewpointContributions(Intersectable *sourceObject,
|
---|
| 998 | const Vector3 viewPoint,
|
---|
| 999 | Beam &beam,
|
---|
| 1000 | const int samples,
|
---|
| 1001 | BeamSampleStatistics &stat)
|
---|
| 1002 | {
|
---|
| 1003 | // 1. setup the view port to match the desired samples
|
---|
| 1004 | glViewport(0, 0, samples, samples);
|
---|
| 1005 |
|
---|
| 1006 | // 2. setup the projection matrix and view matrix to match the viewpoint + beam.mDirBox
|
---|
| 1007 | SetupProjectionForViewPoint(viewPoint, beam, sourceObject);
|
---|
| 1008 |
|
---|
| 1009 |
|
---|
| 1010 | // 3. reset z-buffer to 0 and render the source object for the beam
|
---|
| 1011 | // with glCullFace(Enabled) and glFrontFace(GL_CW)
|
---|
| 1012 | // save result to the front depth map
|
---|
| 1013 | // the front depth map holds ray origins
|
---|
| 1014 |
|
---|
| 1015 |
|
---|
| 1016 | // front depth buffer must be initialised to 0
|
---|
| 1017 | float clearDepth;
|
---|
| 1018 |
|
---|
| 1019 | glGetFloatv(GL_DEPTH_CLEAR_VALUE, &clearDepth);
|
---|
| 1020 | glClearDepth(0.0f);
|
---|
| 1021 | glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT | GL_STENCIL_BUFFER_BIT);
|
---|
| 1022 |
|
---|
| 1023 |
|
---|
| 1024 | // glFrontFace(GL_CCW);
|
---|
| 1025 | glEnable(GL_CULL_FACE);
|
---|
| 1026 | glCullFace(GL_FRONT);
|
---|
| 1027 | glColorMask(0, 0, 0, 0);
|
---|
| 1028 |
|
---|
| 1029 |
|
---|
| 1030 | // stencil is increased where the source object is located
|
---|
| 1031 | glEnable(GL_STENCIL_TEST);
|
---|
| 1032 | glStencilFunc(GL_ALWAYS, 0x1, 0x1);
|
---|
| 1033 | glStencilOp(GL_REPLACE, GL_REPLACE, GL_REPLACE);
|
---|
| 1034 |
|
---|
| 1035 |
|
---|
| 1036 | #if 0
|
---|
| 1037 | static int glSourceObjList = -1;
|
---|
| 1038 | if (glSourceObjList != -1)
|
---|
| 1039 | {
|
---|
| 1040 | glSourceObjList = glGenLists(1);
|
---|
| 1041 | glNewList(glSourceObjList, GL_COMPILE);
|
---|
| 1042 |
|
---|
| 1043 | RenderIntersectable(sourceObject);
|
---|
| 1044 |
|
---|
| 1045 | glEndList();
|
---|
| 1046 | }
|
---|
| 1047 | glCallList(glSourceObjList);
|
---|
| 1048 |
|
---|
| 1049 | #else
|
---|
| 1050 | RenderIntersectable(sourceObject);
|
---|
| 1051 |
|
---|
| 1052 | #endif
|
---|
| 1053 |
|
---|
| 1054 | // copy contents of the front depth buffer into depth texture
|
---|
| 1055 | glBindTexture(GL_TEXTURE_2D, frontDepthMap);
|
---|
| 1056 | glCopyTexSubImage2D(GL_TEXTURE_2D, 0, 0, 0, 0, 0, depthMapSize, depthMapSize);
|
---|
| 1057 |
|
---|
| 1058 | // reset clear function
|
---|
| 1059 | glClearDepth(clearDepth);
|
---|
| 1060 |
|
---|
| 1061 |
|
---|
| 1062 | // 4. set up the termination depth buffer (= standard depth buffer)
|
---|
| 1063 | // only rays which have non-zero entry in the origin buffer are valid since
|
---|
| 1064 | // they realy start on the object surface (this is tagged by setting a
|
---|
| 1065 | // stencil buffer bit at step 3).
|
---|
| 1066 |
|
---|
| 1067 | glStencilFunc(GL_EQUAL, 0x1, 0x1);
|
---|
| 1068 | glStencilOp(GL_KEEP, GL_KEEP, GL_KEEP);
|
---|
| 1069 |
|
---|
| 1070 | glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT);
|
---|
| 1071 | glDepthMask(1);
|
---|
| 1072 |
|
---|
| 1073 | glEnable(GL_DEPTH_TEST);
|
---|
| 1074 |
|
---|
| 1075 | glEnable(GL_CULL_FACE);
|
---|
| 1076 | glCullFace(GL_BACK);
|
---|
| 1077 |
|
---|
| 1078 | // setup front depth buffer
|
---|
| 1079 | glEnable(GL_TEXTURE_2D);
|
---|
| 1080 |
|
---|
| 1081 | #if 0
|
---|
| 1082 | #ifdef USE_CG
|
---|
| 1083 | // bind pixel shader implementing the front depth buffer functionality
|
---|
| 1084 | cgGLBindProgram(sCgFragmentProgram);
|
---|
| 1085 | cgGLEnableProfile(sCgFragmentProfile);
|
---|
| 1086 | #endif
|
---|
| 1087 | #endif
|
---|
| 1088 | // 5. render all objects inside the beam
|
---|
| 1089 | // we can use id based false color to read them back for gaining the pvs
|
---|
| 1090 |
|
---|
| 1091 | glColorMask(1, 1, 1, 1);
|
---|
| 1092 |
|
---|
| 1093 |
|
---|
| 1094 | // if objects not stored in beam => extract objects
|
---|
| 1095 | if (beam.mFlags & !Beam::STORE_OBJECTS)
|
---|
| 1096 | {
|
---|
| 1097 | vector<KdNode *>::const_iterator it, it_end = beam.mKdNodes.end();
|
---|
| 1098 |
|
---|
| 1099 | Intersectable::NewMail();
|
---|
| 1100 | for (it = beam.mKdNodes.begin(); it != it_end; ++ it)
|
---|
| 1101 | {
|
---|
| 1102 | mKdTree->CollectObjects(*it, beam.mObjects);
|
---|
| 1103 | }
|
---|
| 1104 | }
|
---|
| 1105 |
|
---|
| 1106 |
|
---|
| 1107 | // (objects can be compiled to a gl list now so that subsequent rendering for
|
---|
| 1108 | // this beam is fast - the same hold for step 3)
|
---|
| 1109 | // Afterwards we have two depth buffers defining the ray origin and termination
|
---|
| 1110 |
|
---|
| 1111 |
|
---|
| 1112 | #if 0
|
---|
| 1113 | static int glObjList = -1;
|
---|
| 1114 | if (glObjList != -1)
|
---|
| 1115 | {
|
---|
| 1116 | glObjList = glGenLists(1);
|
---|
| 1117 | glNewList(glObjList, GL_COMPILE);
|
---|
| 1118 |
|
---|
| 1119 | ObjectContainer::const_iterator it, it_end = beam.mObjects.end();
|
---|
| 1120 | for (it = beam.mObjects.begin(); it != it_end; ++ it)
|
---|
| 1121 | {
|
---|
| 1122 | // render all objects except the source object
|
---|
| 1123 | if (*it != sourceObject)
|
---|
| 1124 | RenderIntersectable(*it);
|
---|
| 1125 | }
|
---|
| 1126 |
|
---|
| 1127 | glEndList();
|
---|
| 1128 | }
|
---|
| 1129 |
|
---|
| 1130 | glCallList(glObjList);
|
---|
| 1131 | #else
|
---|
| 1132 | ObjectContainer::const_iterator it, it_end = beam.mObjects.end();
|
---|
| 1133 | for (it = beam.mObjects.begin(); it != it_end; ++ it)
|
---|
| 1134 | {
|
---|
| 1135 | // render all objects except the source object
|
---|
| 1136 | if (*it != sourceObject)
|
---|
| 1137 | RenderIntersectable(*it);
|
---|
| 1138 | }
|
---|
| 1139 | #endif
|
---|
| 1140 |
|
---|
| 1141 | // 6. Use occlusion queries for all viewcell meshes associated with the beam ->
|
---|
| 1142 | // a fragment passes if the corresponding stencil fragment is set and its depth is
|
---|
| 1143 | // between origin and termination buffer
|
---|
| 1144 |
|
---|
| 1145 | // create new queries if necessary
|
---|
| 1146 | OcclusionQuery::GenQueries(mOcclusionQueries, (int)beam.mViewCells.size());
|
---|
| 1147 |
|
---|
| 1148 | // check whether any backfacing polygon would pass the depth test?
|
---|
| 1149 | // matt: should check both back /front facing because of dual depth buffer
|
---|
| 1150 | // and danger of cutting the near plane with front facing polys.
|
---|
| 1151 |
|
---|
| 1152 | glColorMask(GL_FALSE, GL_FALSE, GL_FALSE, GL_FALSE);
|
---|
| 1153 | glDepthMask(GL_FALSE);
|
---|
| 1154 | glDisable(GL_CULL_FACE);
|
---|
| 1155 |
|
---|
| 1156 |
|
---|
| 1157 | ViewCellContainer::const_iterator vit, vit_end = beam.mViewCells.end();
|
---|
| 1158 |
|
---|
| 1159 | int queryIdx = 0;
|
---|
| 1160 |
|
---|
| 1161 | for (vit = beam.mViewCells.begin(); vit != vit_end; ++ vit)
|
---|
| 1162 | {
|
---|
| 1163 | mOcclusionQueries[queryIdx ++]->BeginQuery();
|
---|
| 1164 | RenderIntersectable(*vit);
|
---|
| 1165 | mOcclusionQueries[queryIdx]->EndQuery();
|
---|
| 1166 |
|
---|
| 1167 | ++ queryIdx;
|
---|
| 1168 | }
|
---|
| 1169 |
|
---|
| 1170 | // at this point, if possible, go and do some other computation
|
---|
| 1171 |
|
---|
| 1172 | // 7. The number of visible pixels is the number of sample rays which see the source
|
---|
| 1173 | // object from the corresponding viewcell -> remember these values for later update
|
---|
| 1174 | // of the viewcell pvs - or update immediately?
|
---|
| 1175 |
|
---|
| 1176 | queryIdx = 0;
|
---|
| 1177 |
|
---|
| 1178 | for (vit = beam.mViewCells.begin(); vit != vit_end; ++ vit)
|
---|
| 1179 | {
|
---|
| 1180 | // fetch queries
|
---|
| 1181 | unsigned int pixelCount = mOcclusionQueries[queryIdx ++]->GetQueryResult();
|
---|
| 1182 |
|
---|
| 1183 | if (pixelCount)
|
---|
| 1184 | Debug << "view cell " << (*vit)->GetId() << " visible pixels: " << pixelCount << endl;
|
---|
| 1185 | }
|
---|
| 1186 |
|
---|
| 1187 |
|
---|
| 1188 | // 8. Copmpute rendering statistics
|
---|
| 1189 | // In general it is not neccessary to remember to extract all the rays cast. I hope it
|
---|
| 1190 | // would be sufficient to gain only the intergral statistics about the new contributions
|
---|
| 1191 | // and so the rss tree would actually store no new rays (only the initial ones)
|
---|
| 1192 | // the subdivision of the tree would only be driven by the statistics (the glrender could
|
---|
| 1193 | // evaluate the contribution entropy for example)
|
---|
| 1194 | // However might be an option to extract/store only those the rays which made a contribution
|
---|
| 1195 | // (new viewcell has been discovered) or relative contribution greater than a threshold ...
|
---|
| 1196 |
|
---|
| 1197 | ObjectContainer pvsObj;
|
---|
| 1198 | stat.pvsSize = ComputePvs(beam.mObjects, pvsObj);
|
---|
| 1199 |
|
---|
| 1200 | // to gain ray source and termination
|
---|
| 1201 | // copy contents of ray termination buffer into depth texture
|
---|
| 1202 | // and compare with ray source buffer
|
---|
| 1203 | #if 0
|
---|
| 1204 | VssRayContainer rays;
|
---|
| 1205 |
|
---|
| 1206 | glBindTexture(GL_TEXTURE_2D, backDepthMap);
|
---|
| 1207 | glCopyTexSubImage2D(GL_TEXTURE_2D, 0, 0, 0, 0, 0, depthMapSize, depthMapSize);
|
---|
| 1208 |
|
---|
| 1209 | ComputeRays(Intersectable *sourceObj, rays);
|
---|
| 1210 |
|
---|
| 1211 | #endif
|
---|
| 1212 |
|
---|
| 1213 | ////////
|
---|
| 1214 | //-- cleanup
|
---|
| 1215 |
|
---|
| 1216 | // reset gl state
|
---|
| 1217 | glColorMask(GL_TRUE, GL_TRUE, GL_TRUE, GL_TRUE);
|
---|
| 1218 | glDepthMask(GL_TRUE);
|
---|
| 1219 | glEnable(GL_CULL_FACE);
|
---|
| 1220 | glDisable(GL_STENCIL_TEST);
|
---|
| 1221 |
|
---|
| 1222 | #if 0
|
---|
| 1223 | #ifdef USE_CG
|
---|
| 1224 | cgGLDisableProfile(sCgFragmentProfile);
|
---|
| 1225 | #endif
|
---|
| 1226 | #endif
|
---|
| 1227 |
|
---|
| 1228 | glDisable(GL_TEXTURE_2D);
|
---|
| 1229 |
|
---|
| 1230 | // remove objects from beam
|
---|
| 1231 | if (beam.mFlags & !Beam::STORE_OBJECTS)
|
---|
| 1232 | beam.mObjects.clear();
|
---|
| 1233 | }
|
---|
| 1234 |
|
---|
| 1235 |
|
---|
| 1236 | void GlRendererBuffer::SetupProjectionForViewPoint(const Vector3 &viewPoint,
|
---|
| 1237 | const Beam &beam,
|
---|
| 1238 | Intersectable *sourceObject)
|
---|
| 1239 | {
|
---|
| 1240 | float left, right, bottom, top, znear, zfar;
|
---|
| 1241 |
|
---|
| 1242 | beam.ComputePerspectiveFrustum(left, right, bottom, top, znear, zfar,
|
---|
| 1243 | mSceneGraph->GetBox());
|
---|
| 1244 |
|
---|
| 1245 | //Debug << left << " " << right << " " << bottom << " " << top << " " << znear << " " << zfar << endl;
|
---|
| 1246 | glMatrixMode(GL_PROJECTION);
|
---|
| 1247 | glLoadIdentity();
|
---|
| 1248 | glFrustum(left, right, bottom, top, znear, zfar);
|
---|
| 1249 | //glFrustum(-1, 1, -1, 1, 1, 20000);
|
---|
| 1250 |
|
---|
| 1251 | const Vector3 center = viewPoint + beam.GetMainDirection() * (zfar - znear) * 0.3f;
|
---|
| 1252 | const Vector3 up =
|
---|
| 1253 | Normalize(CrossProd(beam.mPlanes[0].mNormal, beam.mPlanes[4].mNormal));
|
---|
| 1254 |
|
---|
| 1255 | #ifdef GTP_DEBUG
|
---|
| 1256 | Debug << "view point: " << viewPoint << endl;
|
---|
| 1257 | Debug << "eye: " << center << endl;
|
---|
| 1258 | Debug << "up: " << up << endl;
|
---|
| 1259 | #endif
|
---|
| 1260 |
|
---|
| 1261 | glMatrixMode(GL_MODELVIEW);
|
---|
| 1262 | glLoadIdentity();
|
---|
| 1263 | gluLookAt(viewPoint.x, viewPoint.y, viewPoint.z,
|
---|
| 1264 | center.x, center.y, center.z,
|
---|
| 1265 | up.x, up.y, up.z);
|
---|
| 1266 | }
|
---|
| 1267 |
|
---|
| 1268 |
|
---|
| 1269 | void GlRendererBuffer::InitGL()
|
---|
| 1270 | {
|
---|
| 1271 | MakeCurrent();
|
---|
| 1272 | GlRenderer::InitGL();
|
---|
| 1273 |
|
---|
| 1274 | // initialise dual depth buffer textures
|
---|
| 1275 | glGenTextures(1, &frontDepthMap);
|
---|
| 1276 | glBindTexture(GL_TEXTURE_2D, frontDepthMap);
|
---|
| 1277 |
|
---|
| 1278 | glTexImage2D(GL_TEXTURE_2D, 0, GL_DEPTH_COMPONENT, depthMapSize,
|
---|
| 1279 | depthMapSize, 0, GL_DEPTH_COMPONENT, GL_UNSIGNED_BYTE, NULL);
|
---|
| 1280 |
|
---|
| 1281 | glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_NEAREST);
|
---|
| 1282 | glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_NEAREST);
|
---|
| 1283 | glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_S, GL_CLAMP);
|
---|
| 1284 | glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_T, GL_CLAMP);
|
---|
| 1285 |
|
---|
| 1286 | glGenTextures(1, &backDepthMap);
|
---|
| 1287 | glBindTexture(GL_TEXTURE_2D, backDepthMap);
|
---|
| 1288 |
|
---|
| 1289 | glTexImage2D(GL_TEXTURE_2D, 0, GL_DEPTH_COMPONENT, depthMapSize,
|
---|
| 1290 | depthMapSize, 0, GL_DEPTH_COMPONENT, GL_UNSIGNED_BYTE, NULL);
|
---|
| 1291 | glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_NEAREST);
|
---|
| 1292 | glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_NEAREST);
|
---|
| 1293 | glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_S, GL_CLAMP);
|
---|
| 1294 | glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_T, GL_CLAMP);
|
---|
| 1295 |
|
---|
| 1296 | #if 0
|
---|
| 1297 | #ifdef USE_CG
|
---|
| 1298 |
|
---|
| 1299 | // cg initialization
|
---|
| 1300 | cgSetErrorCallback(handleCgError);
|
---|
| 1301 | sCgContext = cgCreateContext();
|
---|
| 1302 |
|
---|
| 1303 | if (cgGLIsProfileSupported(CG_PROFILE_ARBFP1))
|
---|
| 1304 | sCgFragmentProfile = CG_PROFILE_ARBFP1;
|
---|
| 1305 | else
|
---|
| 1306 | {
|
---|
| 1307 | // try FP30
|
---|
| 1308 | if (cgGLIsProfileSupported(CG_PROFILE_FP30))
|
---|
| 1309 | sCgFragmentProfile = CG_PROFILE_FP30;
|
---|
| 1310 | else
|
---|
| 1311 | {
|
---|
| 1312 | Debug << "Neither arbfp1 or fp30 fragment profiles supported on this system" << endl;
|
---|
| 1313 | exit(1);
|
---|
| 1314 | }
|
---|
| 1315 | }
|
---|
| 1316 |
|
---|
| 1317 | sCgFragmentProgram = cgCreateProgramFromFile(sCgContext,
|
---|
| 1318 | CG_SOURCE, "../src/dual_depth.cg",
|
---|
| 1319 | sCgFragmentProfile,
|
---|
| 1320 | NULL,
|
---|
| 1321 | NULL);
|
---|
| 1322 |
|
---|
| 1323 | if (!cgIsProgramCompiled(sCgFragmentProgram))
|
---|
| 1324 | cgCompileProgram(sCgFragmentProgram);
|
---|
| 1325 |
|
---|
| 1326 | cgGLLoadProgram(sCgFragmentProgram);
|
---|
| 1327 | cgGLBindProgram(sCgFragmentProgram);
|
---|
| 1328 |
|
---|
| 1329 | Debug << "---- PROGRAM BEGIN ----\n" <<
|
---|
| 1330 | cgGetProgramString(sCgFragmentProgram, CG_COMPILED_PROGRAM) << "---- PROGRAM END ----\n";
|
---|
| 1331 |
|
---|
| 1332 | #endif
|
---|
| 1333 |
|
---|
| 1334 | #endif
|
---|
| 1335 | DoneCurrent();
|
---|
| 1336 | }
|
---|
| 1337 |
|
---|
| 1338 |
|
---|
| 1339 | void GlRendererBuffer::ComputeRays(Intersectable *sourceObj, VssRayContainer &rays)
|
---|
| 1340 | {
|
---|
| 1341 | for (int i = 0; i < depthMapSize * depthMapSize; ++ i)
|
---|
| 1342 | {
|
---|
| 1343 | //todo glGetTexImage()
|
---|
| 1344 | }
|
---|
| 1345 | }
|
---|
| 1346 |
|
---|
| 1347 | bool GlRendererBuffer::ValidViewPoint()
|
---|
| 1348 | {
|
---|
| 1349 | MakeCurrent();
|
---|
| 1350 |
|
---|
| 1351 | SetupProjection(GetWidth(), GetHeight());
|
---|
| 1352 |
|
---|
| 1353 | bool result = GlRenderer::ValidViewPoint();
|
---|
| 1354 |
|
---|
| 1355 | DoneCurrent();
|
---|
| 1356 |
|
---|
| 1357 | return result;
|
---|
| 1358 | }
|
---|
| 1359 |
|
---|
| 1360 |
|
---|
| 1361 | void
|
---|
| 1362 | GlRenderer::EvalPvsStat()
|
---|
| 1363 | {
|
---|
| 1364 | mPvsStat.Reset();
|
---|
| 1365 | halton.Reset();
|
---|
| 1366 |
|
---|
| 1367 | SetupProjection(GetWidth(), GetHeight());
|
---|
| 1368 |
|
---|
| 1369 | cout<<"mPvsStatFrames="<<mPvsStatFrames<<endl;
|
---|
| 1370 |
|
---|
| 1371 | for (int i=0; i < mPvsStatFrames; i++) {
|
---|
| 1372 | float err;
|
---|
| 1373 | // set frame id for saving the error buffer
|
---|
| 1374 | mFrame = i;
|
---|
| 1375 | RandomViewPoint();
|
---|
| 1376 |
|
---|
| 1377 | if (mPvsErrorBuffer[i].mError == 1.0f) {
|
---|
| 1378 | // check if the view point is valid
|
---|
| 1379 | if (!ValidViewPoint())
|
---|
| 1380 | mPvsErrorBuffer[i].mError = -1.0f;
|
---|
| 1381 |
|
---|
| 1382 | // manualy corrected view point
|
---|
| 1383 | if (mFrame == 5105)
|
---|
| 1384 | mPvsErrorBuffer[i].mError = -1.0f;
|
---|
| 1385 | }
|
---|
| 1386 |
|
---|
| 1387 |
|
---|
| 1388 | // atlanta problematic frames: 325 525 691 1543
|
---|
| 1389 | #if 0
|
---|
| 1390 | if (mFrame != 325 &&
|
---|
| 1391 | mFrame != 525 &&
|
---|
| 1392 | mFrame != 691 &&
|
---|
| 1393 | mFrame != 1543)
|
---|
| 1394 | mPvsErrorBuffer[i] = -1;
|
---|
| 1395 | else {
|
---|
| 1396 | Debug<<"frame ="<<mFrame<<" vp="<<mViewPoint<<" vd="<<mViewDirection<<endl;
|
---|
| 1397 | }
|
---|
| 1398 | #endif
|
---|
| 1399 |
|
---|
| 1400 | if (mPvsErrorBuffer[i].mError > 0.0f) {
|
---|
| 1401 | int pvsSize;
|
---|
| 1402 |
|
---|
| 1403 | float error = GetPixelError(pvsSize);
|
---|
| 1404 | mPvsErrorBuffer[i].mError = error;
|
---|
| 1405 | mPvsErrorBuffer[i].mPvsSize = pvsSize;
|
---|
| 1406 |
|
---|
| 1407 | // emit UpdatePvsErrorItem(i,
|
---|
| 1408 | // mPvsErrorBuffer[i]);
|
---|
| 1409 | cout<<"("<<i<<","<<mPvsErrorBuffer[i].mError<<")";
|
---|
| 1410 | // swapBuffers();
|
---|
| 1411 | }
|
---|
| 1412 |
|
---|
| 1413 | err = mPvsErrorBuffer[i].mError;
|
---|
| 1414 |
|
---|
| 1415 | if (err >= 0.0f) {
|
---|
| 1416 | if (err > mPvsStat.maxError)
|
---|
| 1417 | mPvsStat.maxError = err;
|
---|
| 1418 | mPvsStat.sumError += err;
|
---|
| 1419 | mPvsStat.sumPvsSize += mPvsErrorBuffer[i].mPvsSize;
|
---|
| 1420 |
|
---|
| 1421 | if (err == 0.0f)
|
---|
| 1422 | mPvsStat.errorFreeFrames++;
|
---|
| 1423 | mPvsStat.frames++;
|
---|
| 1424 | }
|
---|
| 1425 | }
|
---|
| 1426 |
|
---|
| 1427 | glFinish();
|
---|
| 1428 | cout<<endl<<flush;
|
---|
| 1429 | }
|
---|
| 1430 |
|
---|
| 1431 |
|
---|
| 1432 | void GlRenderer::EvalPvsStat(const SimpleRayContainer &viewPoints)
|
---|
| 1433 | {
|
---|
| 1434 | mPvsStat.Reset();
|
---|
| 1435 |
|
---|
| 1436 | SetupProjection(GetWidth(), GetHeight());
|
---|
| 1437 |
|
---|
| 1438 | cout << "mPvsStatFrames=" << mPvsStatFrames << endl;
|
---|
| 1439 |
|
---|
| 1440 | SimpleRayContainer::const_iterator sit, sit_end = viewPoints.end();
|
---|
| 1441 | int i = 0;
|
---|
| 1442 |
|
---|
| 1443 | for (sit = viewPoints.begin(); sit != sit_end; ++ sit, ++ i)
|
---|
| 1444 | {
|
---|
| 1445 |
|
---|
| 1446 | //cout << "view point: " << (*sit) << endl;;
|
---|
| 1447 | SimpleRay sray = *sit;
|
---|
| 1448 |
|
---|
| 1449 | float err;
|
---|
| 1450 |
|
---|
| 1451 | // set frame id for saving the error buffer
|
---|
| 1452 | mFrame = i;
|
---|
| 1453 | mViewPoint = sray.mOrigin;
|
---|
| 1454 | mViewDirection = sray.mDirection;
|
---|
| 1455 |
|
---|
| 1456 | if (mPvsErrorBuffer[i].mError > 0.0f)
|
---|
| 1457 | {
|
---|
| 1458 | int pvsSize;
|
---|
| 1459 |
|
---|
| 1460 | // compute the pixel error
|
---|
| 1461 | float error = GetPixelError(pvsSize);
|
---|
| 1462 |
|
---|
| 1463 | mPvsErrorBuffer[i].mError = error;
|
---|
| 1464 | mPvsErrorBuffer[i].mPvsSize = pvsSize;
|
---|
| 1465 |
|
---|
| 1466 | cout << "(" << i << "," << mPvsErrorBuffer[i].mError <<")";
|
---|
| 1467 | }
|
---|
| 1468 |
|
---|
| 1469 | err = mPvsErrorBuffer[i].mError;
|
---|
| 1470 |
|
---|
| 1471 | if (err >= 0.0f)
|
---|
| 1472 | {
|
---|
| 1473 | if (err > mPvsStat.maxError)
|
---|
| 1474 | mPvsStat.maxError = err;
|
---|
| 1475 |
|
---|
| 1476 | mPvsStat.sumError += err;
|
---|
| 1477 | mPvsStat.sumPvsSize += mPvsErrorBuffer[i].mPvsSize;
|
---|
| 1478 |
|
---|
| 1479 | if (err == 0.0f)
|
---|
| 1480 | ++ mPvsStat.errorFreeFrames;
|
---|
| 1481 |
|
---|
| 1482 | ++ mPvsStat.frames;
|
---|
| 1483 | }
|
---|
| 1484 | }
|
---|
| 1485 |
|
---|
| 1486 | glFinish();
|
---|
| 1487 | cout << endl << flush;
|
---|
| 1488 | }
|
---|
| 1489 |
|
---|
| 1490 |
|
---|
| 1491 |
|
---|
| 1492 | bool
|
---|
| 1493 | GlRenderer::ValidViewPoint()
|
---|
| 1494 | {
|
---|
| 1495 | //cout<<"VV4 ";
|
---|
| 1496 | if (!mDetectEmptyViewSpace)
|
---|
| 1497 | return true;
|
---|
| 1498 | //cout << "vp: " << mViewPoint << " dir: " << mViewDirection << endl;
|
---|
| 1499 |
|
---|
| 1500 | OcclusionQuery *query = mOcclusionQueries[0];
|
---|
| 1501 |
|
---|
| 1502 | // now check whether any backfacing polygon would pass the depth test
|
---|
| 1503 | SetupCamera();
|
---|
| 1504 | glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT);
|
---|
| 1505 | glEnable( GL_CULL_FACE );
|
---|
| 1506 | glCullFace(GL_BACK);
|
---|
| 1507 |
|
---|
| 1508 | //cout<<"VV1 ";
|
---|
| 1509 | RenderScene();
|
---|
| 1510 |
|
---|
| 1511 | glColorMask(GL_FALSE, GL_FALSE, GL_FALSE, GL_FALSE);
|
---|
| 1512 | glDepthMask(GL_FALSE);
|
---|
| 1513 | glDisable( GL_CULL_FACE );
|
---|
| 1514 |
|
---|
| 1515 | query->BeginQuery();
|
---|
| 1516 |
|
---|
| 1517 | // cout<<"VV2 ";
|
---|
| 1518 | RenderScene();
|
---|
| 1519 | // cout<<"VV3 ";
|
---|
| 1520 |
|
---|
| 1521 | query->EndQuery();
|
---|
| 1522 |
|
---|
| 1523 | // at this point, if possible, go and do some other computation
|
---|
| 1524 | glColorMask(GL_TRUE, GL_TRUE, GL_TRUE, GL_TRUE);
|
---|
| 1525 | glDepthMask(GL_TRUE);
|
---|
| 1526 | glEnable( GL_CULL_FACE );
|
---|
| 1527 |
|
---|
| 1528 | // int wait = 0;
|
---|
| 1529 | // while (!query.ResultAvailable()) {
|
---|
| 1530 | // wait++;
|
---|
| 1531 | // }
|
---|
| 1532 |
|
---|
| 1533 | // reenable other state
|
---|
| 1534 | unsigned int pixelCount = query->GetQueryResult();
|
---|
| 1535 | // cout<<"VV4 ";
|
---|
| 1536 |
|
---|
| 1537 | //cout<<"count: " << pixelCount<<endl;
|
---|
| 1538 |
|
---|
| 1539 | if (pixelCount > 0)
|
---|
| 1540 | {
|
---|
| 1541 | return false; // backfacing polygon found -> not a valid viewspace sample
|
---|
| 1542 | }
|
---|
| 1543 | return true;
|
---|
| 1544 | }
|
---|
| 1545 |
|
---|
| 1546 |
|
---|
| 1547 | float GlRenderer::GetPixelError(int &pvsSize)
|
---|
| 1548 | {
|
---|
| 1549 | return -1.0f;
|
---|
| 1550 | }
|
---|
| 1551 |
|
---|
| 1552 |
|
---|
| 1553 | void GlRenderer::RenderViewPoint()
|
---|
| 1554 | {
|
---|
| 1555 | mWireFrame = true;
|
---|
| 1556 | glPushMatrix();
|
---|
| 1557 | glTranslatef(mViewPoint.x, mViewPoint.y, mViewPoint.z);
|
---|
| 1558 | glScalef(5.0f,5.0f,5.0f);
|
---|
| 1559 | glPushAttrib(GL_CURRENT_BIT);
|
---|
| 1560 | glColor3f(1.0f, 0.0f, 0.0f);
|
---|
| 1561 | gluSphere((::GLUquadric *)mSphere,
|
---|
| 1562 | 1e-3*Magnitude(mViewCellsManager->GetViewSpaceBox().Size()), 6, 6);
|
---|
| 1563 | glPopAttrib();
|
---|
| 1564 | glPopMatrix();
|
---|
| 1565 | mWireFrame = false;
|
---|
| 1566 | }
|
---|
| 1567 |
|
---|
| 1568 |
|
---|
| 1569 | void GlRenderer::EnableDrawArrays()
|
---|
| 1570 | {
|
---|
| 1571 | glEnableClientState(GL_VERTEX_ARRAY);
|
---|
| 1572 | glEnableClientState(GL_NORMAL_ARRAY);
|
---|
| 1573 | }
|
---|
| 1574 |
|
---|
| 1575 |
|
---|
| 1576 | void GlRenderer::DisableDrawArrays()
|
---|
| 1577 | {
|
---|
| 1578 | glDisableClientState(GL_VERTEX_ARRAY);
|
---|
| 1579 | glDisableClientState(GL_NORMAL_ARRAY);
|
---|
| 1580 | }
|
---|
| 1581 |
|
---|
| 1582 |
|
---|
| 1583 | #if 0
|
---|
| 1584 |
|
---|
| 1585 | void GlRenderer::RenderKdLeaf(KdLeaf *leaf)
|
---|
| 1586 | {
|
---|
| 1587 | int bufferSize = 0;
|
---|
| 1588 |
|
---|
| 1589 | // count #new triangles
|
---|
| 1590 | for (size_t i = 0; i < leaf->mObjects.size(); ++ i)
|
---|
| 1591 | {
|
---|
| 1592 | TriangleIntersectable *obj = static_cast<TriangleIntersectable *>(leaf->mObjects[i]);
|
---|
| 1593 |
|
---|
| 1594 | // check if already rendered
|
---|
| 1595 | if (!obj->Mailed())
|
---|
| 1596 | bufferSize += 3;
|
---|
| 1597 | //else cout << obj->mMailbox << " " << obj->sMailId << " ";
|
---|
| 1598 | }
|
---|
| 1599 |
|
---|
| 1600 | Vector3 *vertices = new Vector3[bufferSize];
|
---|
| 1601 | Vector3 *normals = new Vector3[bufferSize];
|
---|
| 1602 |
|
---|
| 1603 | int j = 0;
|
---|
| 1604 |
|
---|
| 1605 | for (size_t i = 0; i < leaf->mObjects.size(); ++ i)
|
---|
| 1606 | {
|
---|
| 1607 | TriangleIntersectable *obj = static_cast<TriangleIntersectable *>(leaf->mObjects[i]);
|
---|
| 1608 |
|
---|
| 1609 | // check if already rendered
|
---|
| 1610 | if (obj->Mailed())
|
---|
| 1611 | continue;
|
---|
| 1612 |
|
---|
| 1613 | obj->Mail();
|
---|
| 1614 |
|
---|
| 1615 | Triangle3 tri = obj->GetItem();
|
---|
| 1616 |
|
---|
| 1617 | vertices[j * 3 + 0] = tri.mVertices[0];
|
---|
| 1618 | vertices[j * 3 + 1] = tri.mVertices[1];
|
---|
| 1619 | vertices[j * 3 + 2] = tri.mVertices[2];
|
---|
| 1620 |
|
---|
| 1621 | Vector3 n = tri.GetNormal();
|
---|
| 1622 |
|
---|
| 1623 | normals[j * 3 + 0] = n;
|
---|
| 1624 | normals[j * 3 + 1] = n;
|
---|
| 1625 | normals[j * 3 + 2] = n;
|
---|
| 1626 |
|
---|
| 1627 | ++ j;
|
---|
| 1628 | }
|
---|
| 1629 |
|
---|
| 1630 | glVertexPointer(3, GL_FLOAT, 0, vertices);
|
---|
| 1631 | glNormalPointer(GL_FLOAT, 0, normals);
|
---|
| 1632 |
|
---|
| 1633 | glDrawArrays(GL_TRIANGLES, 0, bufferSize);
|
---|
| 1634 |
|
---|
| 1635 | DEL_PTR(vertices);
|
---|
| 1636 | DEL_PTR(normals);
|
---|
| 1637 | }
|
---|
| 1638 |
|
---|
| 1639 | #else
|
---|
| 1640 |
|
---|
| 1641 | void GlRenderer::RenderKdLeaf(KdLeaf *leaf)
|
---|
| 1642 | {
|
---|
| 1643 | if (!leaf->mIndexBufferSize)
|
---|
| 1644 | return;
|
---|
| 1645 |
|
---|
| 1646 | size_t offset = mObjects.size() * 3;
|
---|
| 1647 | char *arrayPtr = mUseVbos ? NULL : (char *)mData;
|
---|
| 1648 |
|
---|
| 1649 | glVertexPointer(3, GL_FLOAT, 0, (char *)arrayPtr);
|
---|
| 1650 | glNormalPointer(GL_FLOAT, 0, (char *)arrayPtr + offset * sizeof(Vector3));
|
---|
| 1651 |
|
---|
| 1652 | glDrawElements(GL_TRIANGLES, leaf->mIndexBufferSize, GL_UNSIGNED_INT, mIndices + leaf->mIndexBufferStart);
|
---|
| 1653 | }
|
---|
| 1654 |
|
---|
| 1655 | #endif
|
---|
| 1656 |
|
---|
| 1657 | void GlRenderer::CreateVertexArrays()
|
---|
| 1658 | {
|
---|
| 1659 | mData = new Vector3[mObjects.size() * 6];
|
---|
| 1660 | mIndices = new unsigned int[mObjects.size() * 3];
|
---|
| 1661 |
|
---|
| 1662 | size_t offset = mObjects.size() * 3;
|
---|
| 1663 |
|
---|
| 1664 | for (size_t i = 0; i < mObjects.size(); ++ i)
|
---|
| 1665 | {
|
---|
| 1666 | TriangleIntersectable *obj = static_cast<TriangleIntersectable *>(mObjects[i]);
|
---|
| 1667 |
|
---|
| 1668 | Triangle3 tri = obj->GetItem();
|
---|
| 1669 | const Vector3 n = tri.GetNormal();
|
---|
| 1670 |
|
---|
| 1671 | mData[i * 3 + 0] = tri.mVertices[0];
|
---|
| 1672 | mData[i * 3 + 1] = tri.mVertices[1];
|
---|
| 1673 | mData[i * 3 + 2] = tri.mVertices[2];
|
---|
| 1674 |
|
---|
| 1675 | mData[offset + i * 3 + 0] = n;
|
---|
| 1676 | mData[offset + i * 3 + 1] = n;
|
---|
| 1677 | mData[offset + i * 3 + 2] = n;
|
---|
| 1678 | }
|
---|
| 1679 |
|
---|
| 1680 | if (mUseVbos)
|
---|
| 1681 | {
|
---|
| 1682 | EnableDrawArrays();
|
---|
| 1683 |
|
---|
| 1684 | glGenBuffersARB(1, &mVboId);
|
---|
| 1685 | glBindBufferARB(GL_ARRAY_BUFFER_ARB, mVboId);
|
---|
| 1686 |
|
---|
| 1687 | glVertexPointer(3, GL_FLOAT, 0, (char *)NULL);
|
---|
| 1688 | glNormalPointer(GL_FLOAT, 0, (char *)NULL + offset * sizeof(Vector3));
|
---|
| 1689 |
|
---|
| 1690 | glBufferDataARB(GL_ARRAY_BUFFER_ARB, mObjects.size() * 6 * sizeof(Vector3), mData, GL_STATIC_DRAW_ARB);
|
---|
| 1691 | glBindBufferARB(GL_ARRAY_BUFFER_ARB, 0);
|
---|
| 1692 |
|
---|
| 1693 | DisableDrawArrays();
|
---|
| 1694 |
|
---|
| 1695 | delete [] mData;
|
---|
| 1696 | }
|
---|
| 1697 |
|
---|
| 1698 | cout << "\n******** created vertex buffer objects **********" << endl;
|
---|
| 1699 | }
|
---|
| 1700 |
|
---|
| 1701 |
|
---|
| 1702 | void GlRenderer::DeleteVbos()
|
---|
| 1703 | {
|
---|
| 1704 | glDeleteBuffersARB(1, &mVboId);
|
---|
| 1705 |
|
---|
| 1706 | /*
|
---|
| 1707 | KdLeafContainer leaves;
|
---|
| 1708 | mKdTree->CollectLeaves(leaves);
|
---|
| 1709 |
|
---|
| 1710 | KdLeafContainer::const_iterator kit, kit_end = leaves.end();
|
---|
| 1711 |
|
---|
| 1712 | for (kit = leaves.begin(); kit != kit_end; ++ kit)
|
---|
| 1713 | {
|
---|
| 1714 | KdLeaf *leaf = *kit;
|
---|
| 1715 |
|
---|
| 1716 | if (leaf->mVboId == -1)
|
---|
| 1717 | {
|
---|
| 1718 | // delete old vbo
|
---|
| 1719 | glDeleteBuffersARB(1, &leaf->mVboId);
|
---|
| 1720 | leaf->mVboId = -1;
|
---|
| 1721 | }
|
---|
| 1722 | }
|
---|
| 1723 | */
|
---|
| 1724 | }
|
---|
| 1725 |
|
---|
| 1726 |
|
---|
| 1727 |
|
---|
| 1728 | }
|
---|