[589] | 1 | #include "Mesh.h"
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[1001] | 2 | #include "glInterface.h"
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| 3 | #include "OcclusionQuery.h"
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[589] | 4 | #include "GlRenderer.h"
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| 5 | #include "ViewCellsManager.h"
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| 6 | #include "SceneGraph.h"
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| 7 | #include "Pvs.h"
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| 8 | #include "Viewcell.h"
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| 9 | #include "Beam.h"
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[532] | 10 | #include "KdTree.h"
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[589] | 11 | #include "Environment.h"
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[1581] | 12 | #include "Triangle3.h"
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| 13 | #include "IntersectableWrapper.h"
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[1585] | 14 | #include "BvHierarchy.h"
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[1594] | 15 | #include "KdTree.h"
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[513] | 16 |
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[1146] | 17 | //#include <Cg/cg.h>
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| 18 | //#include <Cg/cgGL.h>
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[1001] | 19 |
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| 20 |
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[863] | 21 | namespace GtpVisibilityPreprocessor {
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[860] | 22 |
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[516] | 23 |
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[1112] | 24 | static bool arbQuerySupport = false;
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| 25 | static bool nvQuerySupport = false;
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| 26 |
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[1925] | 27 | static GLuint frontDepthMap;
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| 28 | static GLuint backDepthMap;
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[1112] | 29 |
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[1785] | 30 | const int depthMapSize = 512;
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| 31 |
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[1112] | 32 | static void InitExtensions()
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| 33 | {
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| 34 | GLenum err = glewInit();
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| 35 |
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| 36 | if (GLEW_OK != err)
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| 37 | {
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| 38 | // problem: glewInit failed, something is seriously wrong
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| 39 | cerr << "Error: " << glewGetErrorString(err) << endl;
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| 40 | exit(1);
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| 41 | }
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| 42 |
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| 43 | if (GLEW_ARB_occlusion_query)
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| 44 | arbQuerySupport = true;
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| 45 |
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| 46 | if (GLEW_NV_occlusion_query)
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| 47 | nvQuerySupport = true;
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| 48 |
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| 49 |
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| 50 | if (!arbQuerySupport && !nvQuerySupport)
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| 51 | {
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| 52 | cout << "I require the GL_ARB_occlusion_query or the GL_NV_occlusion_query OpenGL extension to work.\n";
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| 53 | exit(1);
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| 54 | }
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[1001] | 55 | }
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[589] | 56 |
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[811] | 57 |
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[589] | 58 | GlRenderer::GlRenderer(SceneGraph *sceneGraph,
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| 59 | ViewCellsManager *viewCellsManager,
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| 60 | KdTree *tree):
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| 61 | Renderer(sceneGraph, viewCellsManager),
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| 62 | mKdTree(tree)
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| 63 | {
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| 64 | mSceneGraph->CollectObjects(&mObjects);
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[1112] | 65 |
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| 66 | // mViewCellsManager->GetViewPoint(mViewPoint);
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| 67 |
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[589] | 68 | mViewPoint = mSceneGraph->GetBox().Center();
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| 69 | mViewDirection = Vector3(0,0,1);
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[608] | 70 |
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[1112] | 71 | // mViewPoint = Vector3(991.7, 187.8, -271);
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| 72 | // mViewDirection = Vector3(0.9, 0, -0.4);
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[878] | 73 |
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[589] | 74 | // timerId = startTimer(10);
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| 75 | // debug coords for atlanta
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[608] | 76 | // mViewPoint = Vector3(3473, 6.778, -1699);
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| 77 | // mViewDirection = Vector3(-0.2432, 0, 0.97);
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[589] | 78 |
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| 79 | mFrame = 0;
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| 80 | mWireFrame = false;
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[1004] | 81 | Environment::GetSingleton()->GetBoolValue("Preprocessor.detectEmptyViewSpace", mDetectEmptyViewSpace);
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[746] | 82 | mSnapErrorFrames = true;
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| 83 | mSnapPrefix = "snap/";
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| 84 | mUseForcedColors = false;
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[1594] | 85 | mRenderBoxes = false;
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[1785] | 86 | // mUseGlLists = true;
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| 87 | mUseGlLists = false;
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[589] | 88 | }
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| 89 |
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| 90 | GlRenderer::~GlRenderer()
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| 91 | {
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| 92 | cerr<<"gl renderer destructor..\n";
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[1145] | 93 |
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| 94 | //CLEAR_CONTAINER(sQueries);
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[1001] | 95 | CLEAR_CONTAINER(mOcclusionQueries);
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[589] | 96 |
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[1145] | 97 | cerr<<"done."<<endl;
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[589] | 98 | }
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| 99 |
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[1145] | 100 |
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[589] | 101 | void
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[1581] | 102 | GlRenderer::RenderTriangle(TriangleIntersectable *object)
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| 103 | {
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| 104 | Triangle3 &t = object->GetItem();
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| 105 | glBegin(GL_TRIANGLES);
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| 106 | glVertex3f(t.mVertices[0].x, t.mVertices[0].y, t.mVertices[0].z);
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| 107 | glVertex3f(t.mVertices[1].x, t.mVertices[1].y, t.mVertices[1].z);
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| 108 | glVertex3f(t.mVertices[2].x, t.mVertices[2].y, t.mVertices[2].z);
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| 109 | glEnd();
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| 110 | }
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| 111 |
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| 112 | void
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[589] | 113 | GlRenderer::RenderIntersectable(Intersectable *object)
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| 114 | {
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[1594] | 115 | if (object->Mailed())
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| 116 | return;
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| 117 | object->Mail();
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| 118 |
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[589] | 119 | glPushAttrib(GL_CURRENT_BIT);
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| 120 | if (mUseFalseColors)
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| 121 | SetupFalseColor(object->mId);
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| 122 |
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| 123 |
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| 124 | switch (object->Type()) {
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| 125 | case Intersectable::MESH_INSTANCE:
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| 126 | RenderMeshInstance((MeshInstance *)object);
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| 127 | break;
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| 128 | case Intersectable::VIEW_CELL:
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[1581] | 129 | RenderViewCell(dynamic_cast<ViewCell *>(object));
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| 130 | break;
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[1001] | 131 | case Intersectable::TRANSFORMED_MESH_INSTANCE:
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[1581] | 132 | RenderTransformedMeshInstance(dynamic_cast<TransformedMeshInstance *>(object));
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| 133 | break;
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| 134 | case Intersectable::TRIANGLE_INTERSECTABLE:
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| 135 | RenderTriangle(dynamic_cast<TriangleIntersectable *>(object));
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| 136 | break;
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[1585] | 137 | case Intersectable::BVH_INTERSECTABLE: {
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| 138 |
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[1785] | 139 | BvhNode *node = dynamic_cast<BvhNode *>(object);
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| 140 |
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[1594] | 141 | if (mRenderBoxes)
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| 142 | RenderBox(node->GetBoundingBox());
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| 143 | else
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| 144 | RenderBvhNode(node);
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[1585] | 145 | break;
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| 146 | }
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[1594] | 147 | case Intersectable::KD_INTERSECTABLE: {
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| 148 | KdNode *node = (dynamic_cast<KdIntersectable *>(object))->GetItem();
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[1785] | 149 |
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[1594] | 150 | if (mRenderBoxes)
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| 151 | RenderBox(mKdTree->GetBox(node));
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| 152 | else
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| 153 | RenderKdNode(node);
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| 154 | break;
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| 155 | }
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[1585] | 156 |
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[589] | 157 | default:
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| 158 | cerr<<"Rendering this object not yet implemented\n";
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| 159 | break;
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| 160 | }
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| 161 |
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| 162 | glPopAttrib();
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| 163 | }
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| 164 |
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[1581] | 165 | void
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| 166 | GlRenderer::RenderRays(const VssRayContainer &rays)
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| 167 | {
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| 168 | VssRayContainer::const_iterator it = rays.begin(), it_end = rays.end();
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[589] | 169 |
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[1581] | 170 | glBegin(GL_LINES);
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| 171 | for (; it != it_end; ++it) {
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| 172 | VssRay *ray = *it;
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| 173 | float importance = log10(1e3*ray->mWeightedPvsContribution)/3.0f;
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| 174 | // cout<<"w="<<ray->mWeightedPvsContribution<<" r="<<ray->mWeightedPvsContribution;
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| 175 | glColor3f(importance, importance, importance);
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| 176 | glVertex3fv(&ray->mOrigin.x);
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| 177 | glVertex3fv(&ray->mTermination.x);
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| 178 | }
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| 179 | glEnd();
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| 180 | }
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| 181 |
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[1737] | 182 |
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| 183 |
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[589] | 184 | void
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| 185 | GlRenderer::RenderViewCell(ViewCell *vc)
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| 186 | {
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| 187 | if (vc->GetMesh()) {
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| 188 |
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[599] | 189 | if (!mUseFalseColors) {
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| 190 | if (vc->GetValid())
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| 191 | glColor3f(0,1,0);
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| 192 | else
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| 193 | glColor3f(0,0,1);
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| 194 | }
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[589] | 195 |
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| 196 | RenderMesh(vc->GetMesh());
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[599] | 197 | } else {
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| 198 | // render viewcells in the subtree
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| 199 | if (!vc->IsLeaf()) {
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| 200 | ViewCellInterior *vci = (ViewCellInterior *) vc;
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| 201 |
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| 202 | ViewCellContainer::iterator it = vci->mChildren.begin();
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| 203 | for (; it != vci->mChildren.end(); ++it) {
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| 204 | RenderViewCell(*it);
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| 205 | }
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[685] | 206 | } else {
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| 207 | // cerr<<"Empty viewcell mesh\n";
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[599] | 208 | }
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[589] | 209 | }
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| 210 | }
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| 211 |
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[599] | 212 |
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[589] | 213 | void
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| 214 | GlRenderer::RenderMeshInstance(MeshInstance *mi)
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| 215 | {
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| 216 | RenderMesh(mi->GetMesh());
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| 217 | }
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| 218 |
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[1001] | 219 |
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[589] | 220 | void
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[1001] | 221 | GlRenderer::RenderTransformedMeshInstance(TransformedMeshInstance *mi)
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| 222 | {
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| 223 | // apply world transform before rendering
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| 224 | Matrix4x4 m;
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| 225 | mi->GetWorldTransform(m);
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| 226 |
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| 227 | glPushMatrix();
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[1002] | 228 | /* cout << "\n";
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[1001] | 229 | for (int i = 0; i < 4; ++ i)
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| 230 | for (int j = 0; j < 4; ++ j)
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[1002] | 231 | cout << m.x[i][j] << " "; cout << "\n"*/
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[1001] | 232 |
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| 233 | glMultMatrixf((float *)m.x);
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| 234 |
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[1002] | 235 | /*GLfloat dummy[16];
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| 236 | glGetFloatv(GL_MODELVIEW_MATRIX, dummy);
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[1001] | 237 | for (int i = 0; i < 16; ++ i)
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| 238 | cout << dummy[i] << " ";
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| 239 | cout << endl;*/
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| 240 | RenderMesh(mi->GetMesh());
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| 241 |
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| 242 | glPopMatrix();
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| 243 | }
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| 244 |
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| 245 |
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| 246 | void
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[589] | 247 | GlRenderer::SetupFalseColor(const int id)
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| 248 | {
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| 249 | // swap bits of the color
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| 250 | glColor3ub(id&255, (id>>8)&255, (id>>16)&255);
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| 251 | }
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| 252 |
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| 253 |
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| 254 | int GlRenderer::GetId(int r, int g, int b) const
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| 255 | {
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| 256 | return r + (g << 8) + (b << 16);
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| 257 | }
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| 258 |
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| 259 | void
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| 260 | GlRenderer::SetupMaterial(Material *m)
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| 261 | {
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| 262 | if (m)
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| 263 | glColor3fv(&(m->mDiffuseColor.r));
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| 264 | }
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| 265 |
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| 266 | void
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| 267 | GlRenderer::RenderMesh(Mesh *mesh)
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| 268 | {
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| 269 | int i = 0;
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| 270 |
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[746] | 271 | if (!mUseFalseColors && !mUseForcedColors)
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[589] | 272 | SetupMaterial(mesh->mMaterial);
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| 273 |
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| 274 | for (i=0; i < mesh->mFaces.size(); i++) {
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| 275 | if (mWireFrame)
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| 276 | glBegin(GL_LINE_LOOP);
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| 277 | else
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| 278 | glBegin(GL_POLYGON);
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| 279 |
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| 280 | Face *face = mesh->mFaces[i];
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| 281 | for (int j = 0; j < face->mVertexIndices.size(); j++) {
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| 282 | glVertex3fv(&mesh->mVertices[face->mVertexIndices[j]].x);
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| 283 | }
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| 284 | glEnd();
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| 285 | }
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| 286 | }
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| 287 |
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| 288 | void
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| 289 | GlRenderer::InitGL()
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| 290 | {
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[1608] | 291 | mSphere = (GLUquadric *)gluNewQuadric();
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| 292 |
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[589] | 293 | glMatrixMode(GL_PROJECTION);
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| 294 | glLoadIdentity();
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| 295 |
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| 296 | glMatrixMode(GL_MODELVIEW);
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| 297 | glLoadIdentity();
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| 298 |
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[1785] | 299 | glFrontFace(GL_CCW);
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| 300 | glCullFace(GL_BACK);
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[589] | 301 | glEnable(GL_CULL_FACE);
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| 302 | glShadeModel(GL_FLAT);
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| 303 | glEnable(GL_DEPTH_TEST);
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| 304 | glEnable(GL_CULL_FACE);
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| 305 |
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[1001] | 306 | InitExtensions();
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[811] | 307 |
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[746] | 308 | #if 0
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| 309 | GLfloat mat_ambient[] = { 0.5, 0.5, 0.5, 1.0 };
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| 310 | /* mat_specular and mat_shininess are NOT default values */
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| 311 | GLfloat mat_diffuse[] = { 1.0, 1.0, 1.0, 1.0 };
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| 312 | GLfloat mat_specular[] = { 0.3, 0.3, 0.3, 1.0 };
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| 313 | GLfloat mat_shininess[] = { 1.0 };
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| 314 |
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| 315 | GLfloat light_ambient[] = { 0.2, 0.2, 0.2, 1.0 };
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| 316 | GLfloat light_diffuse[] = { 0.4, 0.4, 0.4, 1.0 };
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| 317 | GLfloat light_specular[] = { 0.3, 0.3, 0.3, 1.0 };
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| 318 |
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| 319 | GLfloat lmodel_ambient[] = { 0.3, 0.3, 0.3, 1.0 };
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| 320 |
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| 321 |
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| 322 | // default Material
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| 323 | glMaterialfv(GL_FRONT, GL_AMBIENT, mat_ambient);
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| 324 | glMaterialfv(GL_FRONT, GL_DIFFUSE, mat_diffuse);
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| 325 | glMaterialfv(GL_FRONT, GL_SPECULAR, mat_specular);
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| 326 | glMaterialfv(GL_FRONT, GL_SHININESS, mat_shininess);
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| 327 |
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| 328 | // a light
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| 329 | glLightfv(GL_LIGHT0, GL_AMBIENT, light_ambient);
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| 330 | glLightfv(GL_LIGHT0, GL_DIFFUSE, light_diffuse);
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| 331 | glLightfv(GL_LIGHT0, GL_SPECULAR, light_specular);
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| 332 |
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| 333 | glLightfv(GL_LIGHT1, GL_AMBIENT, light_ambient);
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| 334 | glLightfv(GL_LIGHT1, GL_DIFFUSE, light_diffuse);
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| 335 | glLightfv(GL_LIGHT1, GL_SPECULAR, light_specular);
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| 336 |
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| 337 | glLightModelfv(GL_LIGHT_MODEL_AMBIENT, lmodel_ambient);
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| 338 |
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| 339 | glEnable(GL_LIGHTING);
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| 340 | glEnable(GL_LIGHT0);
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| 341 | glEnable(GL_LIGHT1);
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| 342 |
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| 343 |
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| 344 | // set position of the light
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| 345 | GLfloat infinite_light[] = { 1.0, 0.8, 1.0, 0.0 };
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| 346 | glLightfv (GL_LIGHT0, GL_POSITION, infinite_light);
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| 347 |
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| 348 | // set position of the light2
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| 349 | GLfloat infinite_light2[] = { -0.3, 1.5, 1.0, 0.0 };
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| 350 | glLightfv (GL_LIGHT1, GL_POSITION, infinite_light2);
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| 351 |
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| 352 | glColorMaterial( GL_FRONT_AND_BACK, GL_AMBIENT_AND_DIFFUSE);
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| 353 | // glColorMaterial( GL_FRONT_AND_BACK, GL_SPECULAR);
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| 354 | glEnable(GL_COLOR_MATERIAL);
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| 355 |
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| 356 | glShadeModel( GL_FLAT );
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| 357 |
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| 358 | glDepthFunc( GL_LESS );
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| 359 | glEnable( GL_DEPTH_TEST );
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| 360 | #endif
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| 361 |
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| 362 | glTexEnvi(GL_TEXTURE_ENV, GL_TEXTURE_ENV_MODE, GL_REPLACE );
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| 363 |
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| 364 | glEnable( GL_NORMALIZE );
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| 365 |
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| 366 | glClearColor(0.0f, 0.0f, 1.0f, 1.0f);
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[589] | 367 | }
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| 368 |
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[746] | 369 |
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[589] | 370 | void
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[811] | 371 | GlRenderer::SetupProjection(const int w, const int h, const float angle)
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[589] | 372 | {
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| 373 | glViewport(0, 0, w, h);
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| 374 | glMatrixMode(GL_PROJECTION);
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| 375 | glLoadIdentity();
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[811] | 376 | gluPerspective(angle, 1.0, 0.1, 2.0*Magnitude(mSceneGraph->GetBox().Diagonal()));
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[589] | 377 | glMatrixMode(GL_MODELVIEW);
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| 378 | }
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| 379 |
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[1581] | 380 |
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| 381 |
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[589] | 382 | void
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| 383 | GlRenderer::SetupCamera()
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| 384 | {
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| 385 | Vector3 target = mViewPoint + mViewDirection;
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[811] | 386 |
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[589] | 387 | Vector3 up(0,1,0);
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| 388 |
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[811] | 389 | if (abs(DotProd(mViewDirection, up)) > 0.99f)
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| 390 | up = Vector3(1, 0, 0);
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| 391 |
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[589] | 392 | glLoadIdentity();
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| 393 | gluLookAt(mViewPoint.x, mViewPoint.y, mViewPoint.z,
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| 394 | target.x, target.y, target.z,
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| 395 | up.x, up.y, up.z);
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| 396 | }
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| 397 |
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[1145] | 398 | void
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| 399 | GlRenderer::_RenderScene()
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| 400 | {
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| 401 | ObjectContainer::const_iterator oi = mObjects.begin();
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[811] | 402 |
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[1145] | 403 | for (; oi != mObjects.end(); oi++)
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| 404 | RenderIntersectable(*oi);
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| 405 | }
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| 406 |
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| 407 | bool
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| 408 | GlRenderer::RenderScene()
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| 409 | {
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[1785] | 410 | Intersectable::NewMail();
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[1145] | 411 | static int glList = -1;
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| 412 | if (mUseGlLists) {
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| 413 | if (glList == -1) {
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| 414 | glList = glGenLists(1);
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| 415 | glNewList(glList, GL_COMPILE);
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| 416 | _RenderScene();
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| 417 | glEndList();
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| 418 | }
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| 419 | glCallList(glList);
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| 420 | } else
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| 421 | _RenderScene();
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| 422 |
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| 423 |
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| 424 | return true;
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| 425 | }
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| 426 |
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| 427 |
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[589] | 428 | void
|
---|
[997] | 429 | GlRendererBuffer::EvalQueryWithItemBuffer(
|
---|
[1001] | 430 | //RenderCostSample &sample
|
---|
[997] | 431 | )
|
---|
| 432 | {
|
---|
| 433 | // read back the texture
|
---|
| 434 | glReadPixels(0, 0,
|
---|
| 435 | GetWidth(), GetHeight(),
|
---|
| 436 | GL_RGBA,
|
---|
| 437 | GL_UNSIGNED_BYTE,
|
---|
| 438 | mPixelBuffer);
|
---|
| 439 |
|
---|
| 440 |
|
---|
| 441 | unsigned int *p = mPixelBuffer;
|
---|
| 442 |
|
---|
| 443 | for (int y = 0; y < GetHeight(); y++)
|
---|
| 444 | {
|
---|
| 445 | for (int x = 0; x < GetWidth(); x++, p++)
|
---|
| 446 | {
|
---|
| 447 | unsigned int id = (*p) & 0xFFFFFF;
|
---|
| 448 |
|
---|
| 449 | if (id != 0xFFFFFF)
|
---|
| 450 | ++ mObjects[id]->mCounter;
|
---|
| 451 | }
|
---|
| 452 | }
|
---|
| 453 | }
|
---|
| 454 |
|
---|
[1145] | 455 |
|
---|
| 456 |
|
---|
| 457 | /****************************************************************/
|
---|
| 458 | /* GlRendererBuffer implementation */
|
---|
| 459 | /****************************************************************/
|
---|
| 460 |
|
---|
| 461 |
|
---|
| 462 |
|
---|
| 463 | GlRendererBuffer::GlRendererBuffer(SceneGraph *sceneGraph,
|
---|
| 464 | ViewCellsManager *viewcells,
|
---|
| 465 | KdTree *tree):
|
---|
| 466 | GlRenderer(sceneGraph, viewcells, tree)
|
---|
| 467 | {
|
---|
[1785] | 468 | Environment::GetSingleton()->GetIntValue("Preprocessor.pvsRenderErrorSamples", mPvsStatFrames);
|
---|
| 469 | mPvsErrorBuffer.resize(mPvsStatFrames);
|
---|
| 470 | ClearErrorBuffer();
|
---|
| 471 |
|
---|
| 472 | mPixelBuffer = NULL;
|
---|
| 473 |
|
---|
| 474 | // implement width and height in subclasses
|
---|
[1145] | 475 | }
|
---|
| 476 |
|
---|
| 477 |
|
---|
[997] | 478 | void
|
---|
| 479 | GlRendererBuffer::EvalQueryWithOcclusionQueries(
|
---|
| 480 | //RenderCostSample &sample
|
---|
| 481 | )
|
---|
| 482 | {
|
---|
| 483 | glDepthFunc(GL_LEQUAL);
|
---|
| 484 |
|
---|
| 485 | glColorMask(GL_FALSE, GL_FALSE, GL_FALSE, GL_FALSE);
|
---|
| 486 | glDepthMask(GL_FALSE);
|
---|
[1000] | 487 |
|
---|
| 488 |
|
---|
| 489 | // simulate detectemptyviewspace using backface culling
|
---|
[1001] | 490 | if (mDetectEmptyViewSpace)
|
---|
[997] | 491 | {
|
---|
[1000] | 492 | glEnable(GL_CULL_FACE);
|
---|
[1001] | 493 | //cout << "culling" << endl;
|
---|
[1000] | 494 | }
|
---|
| 495 | else
|
---|
| 496 | {
|
---|
[1001] | 497 | //cout << "not culling" << endl;
|
---|
[1000] | 498 | glDisable(GL_CULL_FACE);
|
---|
[1001] | 499 | }
|
---|
[1000] | 500 |
|
---|
| 501 |
|
---|
[1001] | 502 | //const int numQ = 1;
|
---|
| 503 | const int numQ = (int)mOcclusionQueries.size();
|
---|
[1000] | 504 |
|
---|
[1001] | 505 | //glFinish();
|
---|
| 506 | #if 0
|
---|
[1000] | 507 | //-- now issue queries for all objects
|
---|
| 508 | for (int j = 0; j < (int)mObjects.size(); ++ j)
|
---|
[1001] | 509 | {
|
---|
| 510 | mOcclusionQueries[j]->BeginQuery();
|
---|
| 511 | RenderIntersectable(mObjects[j]);
|
---|
| 512 | mOcclusionQueries[j]->EndQuery();
|
---|
| 513 |
|
---|
| 514 | unsigned int pixelCount;
|
---|
| 515 |
|
---|
| 516 | pixelCount = mOcclusionQueries[j]->GetQueryResult();
|
---|
| 517 | mObjects[j]->mCounter += pixelCount;
|
---|
| 518 | }
|
---|
| 519 | #else
|
---|
| 520 |
|
---|
| 521 | int q = 0;
|
---|
| 522 |
|
---|
| 523 | //-- now issue queries for all objects
|
---|
| 524 | for (int j = 0; j < (int)mObjects.size(); j += q)
|
---|
[1000] | 525 | {
|
---|
[1001] | 526 | for (q = 0; ((j + q) < (int)mObjects.size()) && (q < numQ); ++ q)
|
---|
[997] | 527 | {
|
---|
[1000] | 528 | //glFinish();
|
---|
[1001] | 529 | mOcclusionQueries[q]->BeginQuery();
|
---|
[1000] | 530 |
|
---|
[997] | 531 | RenderIntersectable(mObjects[j + q]);
|
---|
[1000] | 532 |
|
---|
[1001] | 533 | mOcclusionQueries[q]->EndQuery();
|
---|
[1000] | 534 | //glFinish();
|
---|
[997] | 535 | }
|
---|
[1001] | 536 | //cout << "q: " << q << endl;
|
---|
[997] | 537 | // collect results of the queries
|
---|
[1001] | 538 | for (int t = 0; t < q; ++ t)
|
---|
[997] | 539 | {
|
---|
| 540 | unsigned int pixelCount;
|
---|
[1001] | 541 |
|
---|
[997] | 542 | //-- reenable other state
|
---|
[1001] | 543 | #if 0
|
---|
| 544 | bool available;
|
---|
| 545 |
|
---|
[997] | 546 | do
|
---|
| 547 | {
|
---|
[1001] | 548 | available = mOcclusionQueries[t]->ResultAvailable();
|
---|
| 549 |
|
---|
| 550 | if (!available) cout << "W";
|
---|
[997] | 551 | }
|
---|
[1001] | 552 | while (!available);
|
---|
[997] | 553 | #endif
|
---|
| 554 |
|
---|
[1001] | 555 | pixelCount = mOcclusionQueries[t]->GetQueryResult();
|
---|
[997] | 556 |
|
---|
[1001] | 557 | //if (pixelCount > 0)
|
---|
| 558 | // cout <<"o="<<j+q<<" q="<<mOcclusionQueries[q]->GetQueryId()<<" pc="<<pixelCount<<" ";
|
---|
| 559 | mObjects[j + t]->mCounter += pixelCount;
|
---|
[997] | 560 | }
|
---|
| 561 |
|
---|
[1001] | 562 | //j += q;
|
---|
[997] | 563 | }
|
---|
[1001] | 564 | #endif
|
---|
| 565 | //glFinish();
|
---|
[997] | 566 | glColorMask(GL_TRUE, GL_TRUE, GL_TRUE, GL_TRUE);
|
---|
| 567 | glDepthMask(GL_TRUE);
|
---|
[1000] | 568 |
|
---|
| 569 | glEnable(GL_CULL_FACE);
|
---|
[997] | 570 | }
|
---|
| 571 |
|
---|
| 572 |
|
---|
| 573 | void
|
---|
[589] | 574 | GlRendererBuffer::RandomViewPoint()
|
---|
[1001] | 575 | {
|
---|
[589] | 576 | // do not use this function since it could return different viewpoints for
|
---|
| 577 | // different executions of the algorithm
|
---|
| 578 |
|
---|
[1112] | 579 | // mViewCellsManager->GetViewPoint(mViewPoint);
|
---|
[589] | 580 |
|
---|
| 581 | while (1) {
|
---|
| 582 | Vector3 pVector = Vector3(halton.GetNumber(1),
|
---|
| 583 | halton.GetNumber(2),
|
---|
| 584 | halton.GetNumber(3));
|
---|
| 585 |
|
---|
[1112] | 586 | mViewPoint = mViewCellsManager->GetViewSpaceBox().GetPoint(pVector);
|
---|
[589] | 587 | ViewCell *v = mViewCellsManager->GetViewCell(mViewPoint);
|
---|
| 588 | if (v && v->GetValid())
|
---|
| 589 | break;
|
---|
| 590 | // generate a new vector
|
---|
| 591 | halton.GenerateNext();
|
---|
| 592 | }
|
---|
| 593 |
|
---|
| 594 | Vector3 dVector = Vector3(2*M_PI*halton.GetNumber(4),
|
---|
| 595 | M_PI*halton.GetNumber(5),
|
---|
| 596 | 0.0f);
|
---|
| 597 |
|
---|
| 598 | mViewDirection = Normalize(Vector3(sin(dVector.x),
|
---|
| 599 | // cos(dVector.y),
|
---|
| 600 | 0.0f,
|
---|
| 601 | cos(dVector.x)));
|
---|
| 602 | halton.GenerateNext();
|
---|
| 603 | }
|
---|
| 604 |
|
---|
| 605 |
|
---|
[1585] | 606 | void
|
---|
| 607 | GlRenderer::RenderBox(const AxisAlignedBox3 &box)
|
---|
| 608 | {
|
---|
| 609 |
|
---|
| 610 | glBegin(GL_LINE_LOOP);
|
---|
| 611 | glVertex3d(box.Min().x, box.Max().y, box.Min().z );
|
---|
| 612 | glVertex3d(box.Max().x, box.Max().y, box.Min().z );
|
---|
| 613 | glVertex3d(box.Max().x, box.Min().y, box.Min().z );
|
---|
| 614 | glVertex3d(box.Min().x, box.Min().y, box.Min().z );
|
---|
| 615 | glEnd();
|
---|
| 616 |
|
---|
| 617 | glBegin(GL_LINE_LOOP);
|
---|
| 618 | glVertex3d(box.Min().x, box.Min().y, box.Max().z );
|
---|
| 619 | glVertex3d(box.Max().x, box.Min().y, box.Max().z );
|
---|
| 620 | glVertex3d(box.Max().x, box.Max().y, box.Max().z );
|
---|
| 621 | glVertex3d(box.Min().x, box.Max().y, box.Max().z );
|
---|
| 622 | glEnd();
|
---|
| 623 |
|
---|
| 624 | glBegin(GL_LINE_LOOP);
|
---|
| 625 | glVertex3d(box.Max().x, box.Min().y, box.Min().z );
|
---|
| 626 | glVertex3d(box.Max().x, box.Min().y, box.Max().z );
|
---|
| 627 | glVertex3d(box.Max().x, box.Max().y, box.Max().z );
|
---|
| 628 | glVertex3d(box.Max().x, box.Max().y, box.Min().z );
|
---|
| 629 | glEnd();
|
---|
| 630 |
|
---|
| 631 | glBegin(GL_LINE_LOOP);
|
---|
| 632 | glVertex3d(box.Min().x, box.Min().y, box.Min().z );
|
---|
| 633 | glVertex3d(box.Min().x, box.Min().y, box.Max().z );
|
---|
| 634 | glVertex3d(box.Min().x, box.Max().y, box.Max().z );
|
---|
| 635 | glVertex3d(box.Min().x, box.Max().y, box.Min().z );
|
---|
| 636 | glEnd();
|
---|
| 637 |
|
---|
| 638 | glBegin(GL_LINE_LOOP);
|
---|
| 639 | glVertex3d(box.Min().x, box.Min().y, box.Min().z );
|
---|
| 640 | glVertex3d(box.Max().x, box.Min().y, box.Min().z );
|
---|
| 641 | glVertex3d(box.Max().x, box.Min().y, box.Max().z );
|
---|
| 642 | glVertex3d(box.Min().x, box.Min().y, box.Max().z );
|
---|
| 643 | glEnd();
|
---|
| 644 |
|
---|
| 645 | glBegin(GL_LINE_LOOP);
|
---|
| 646 | glVertex3d(box.Min().x, box.Max().y, box.Min().z );
|
---|
| 647 | glVertex3d(box.Max().x, box.Max().y, box.Min().z );
|
---|
| 648 | glVertex3d(box.Max().x, box.Max().y, box.Max().z );
|
---|
| 649 | glVertex3d(box.Min().x, box.Max().y, box.Max().z );
|
---|
| 650 |
|
---|
| 651 | glEnd();
|
---|
| 652 |
|
---|
[811] | 653 | }
|
---|
[1585] | 654 |
|
---|
| 655 | void
|
---|
| 656 | GlRenderer::RenderBvhNode(BvhNode *node)
|
---|
| 657 | {
|
---|
| 658 | if (node->IsLeaf()) {
|
---|
| 659 | BvhLeaf *leaf = (BvhLeaf *) node;
|
---|
[1785] | 660 |
|
---|
| 661 | #if 0
|
---|
| 662 | if (leaf->mGlList == 0) {
|
---|
| 663 | leaf->mGlList = glGenLists(1);
|
---|
| 664 | if (leaf->mGlList != 0)
|
---|
| 665 | glNewList(leaf->mGlList, GL_COMPILE);
|
---|
| 666 |
|
---|
| 667 | for (int i=0; i < leaf->mObjects.size(); i++)
|
---|
| 668 | RenderIntersectable(leaf->mObjects[i]);
|
---|
| 669 |
|
---|
| 670 | if (leaf->mGlList != 0)
|
---|
| 671 | glEndList();
|
---|
| 672 | }
|
---|
| 673 |
|
---|
| 674 | if (leaf->mGlList != 0)
|
---|
| 675 | glCallList(leaf->mGlList);
|
---|
| 676 | #else
|
---|
| 677 | for (int i=0; i < leaf->mObjects.size(); i++)
|
---|
| 678 | RenderIntersectable(leaf->mObjects[i]);
|
---|
| 679 | #endif
|
---|
[1585] | 680 | } else {
|
---|
| 681 | BvhInterior *in = (BvhInterior *)node;
|
---|
| 682 | RenderBvhNode(in->GetBack());
|
---|
| 683 | RenderBvhNode(in->GetFront());
|
---|
| 684 | }
|
---|
[1594] | 685 |
|
---|
| 686 | //cout << "leaf obj " << i << endl;
|
---|
| 687 |
|
---|
| 688 | }
|
---|
| 689 |
|
---|
| 690 | void
|
---|
| 691 | GlRenderer::RenderKdNode(KdNode *node)
|
---|
| 692 | {
|
---|
| 693 | if (node->IsLeaf()) {
|
---|
| 694 | KdLeaf *leaf = (KdLeaf *) node;
|
---|
| 695 | for (int i=0; i < leaf->mObjects.size(); i++) {
|
---|
| 696 | RenderIntersectable(leaf->mObjects[i]);
|
---|
| 697 | }
|
---|
| 698 | } else {
|
---|
| 699 | KdInterior *in = (KdInterior *)node;
|
---|
| 700 | RenderKdNode(in->mBack);
|
---|
| 701 | RenderKdNode(in->mFront);
|
---|
| 702 | }
|
---|
[1585] | 703 |
|
---|
| 704 | }
|
---|
| 705 |
|
---|
[1785] | 706 |
|
---|
| 707 |
|
---|
| 708 |
|
---|
| 709 |
|
---|
| 710 |
|
---|
| 711 |
|
---|
| 712 | void
|
---|
| 713 | GlRendererBuffer::EvalRenderCostSample(RenderCostSample &sample,
|
---|
| 714 | const bool useOcclusionQueries,
|
---|
| 715 | const int threshold
|
---|
| 716 | )
|
---|
| 717 | {
|
---|
| 718 | // choose a random view point
|
---|
| 719 | mViewCellsManager->GetViewPoint(mViewPoint);
|
---|
| 720 | sample.mPosition = mViewPoint;
|
---|
| 721 | //cout << "viewpoint: " << mViewPoint << endl;
|
---|
| 722 |
|
---|
| 723 | // take a render cost sample by rendering a cube
|
---|
| 724 | Vector3 directions[6];
|
---|
| 725 |
|
---|
| 726 | directions[0] = Vector3(1,0,0);
|
---|
| 727 | directions[1] = Vector3(0,1,0);
|
---|
| 728 | directions[2] = Vector3(0,0,1);
|
---|
| 729 | directions[3] = Vector3(-1,0,0);
|
---|
| 730 | directions[4] = Vector3(0,-1,0);
|
---|
| 731 | directions[5] = Vector3(0,0,-1);
|
---|
| 732 |
|
---|
| 733 | sample.mVisibleObjects = 0;
|
---|
| 734 |
|
---|
| 735 | // reset object counters
|
---|
| 736 | ObjectContainer::const_iterator it, it_end = mObjects.end();
|
---|
| 737 |
|
---|
| 738 | for (it = mObjects.begin(); it != it_end; ++ it)
|
---|
| 739 | {
|
---|
| 740 | (*it)->mCounter = 0;
|
---|
| 741 | }
|
---|
| 742 |
|
---|
| 743 | ++ mFrame;
|
---|
| 744 |
|
---|
| 745 | //glCullFace(GL_FRONT);
|
---|
| 746 | glCullFace(GL_BACK);
|
---|
| 747 | glDisable(GL_CULL_FACE);
|
---|
| 748 |
|
---|
| 749 |
|
---|
| 750 | // query all 6 directions for a full point sample
|
---|
| 751 | for (int i = 0; i < 6; ++ i)
|
---|
| 752 | {
|
---|
| 753 | mViewDirection = directions[i];
|
---|
| 754 | SetupCamera();
|
---|
| 755 |
|
---|
| 756 | glClearColor(1.0f, 1.0f, 1.0f, 1.0f);
|
---|
| 757 | glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT);
|
---|
| 758 | //glColorMask(GL_TRUE, GL_TRUE, GL_TRUE, GL_TRUE); glDepthMask(GL_TRUE);
|
---|
| 759 | glDepthFunc(GL_LESS);
|
---|
| 760 |
|
---|
| 761 | mUseFalseColors = true;
|
---|
| 762 |
|
---|
| 763 | // the actual scene rendering fills the depth (for occlusion queries)
|
---|
| 764 | // and the frame buffer (for item buffer)
|
---|
| 765 | RenderScene();
|
---|
| 766 |
|
---|
| 767 |
|
---|
| 768 | if (0)
|
---|
| 769 | {
|
---|
| 770 | char filename[256];
|
---|
| 771 | sprintf(filename, "snap/frame-%04d-%d.png", mFrame, i);
|
---|
| 772 | // QImage im = toImage();
|
---|
| 773 | // im.save(filename, "PNG");
|
---|
| 774 | }
|
---|
| 775 |
|
---|
| 776 | // evaluate the sample
|
---|
| 777 | if (useOcclusionQueries)
|
---|
| 778 | {
|
---|
| 779 | EvalQueryWithOcclusionQueries();
|
---|
| 780 | }
|
---|
| 781 | else
|
---|
| 782 | {
|
---|
| 783 | EvalQueryWithItemBuffer();
|
---|
| 784 | }
|
---|
| 785 | }
|
---|
| 786 |
|
---|
| 787 | // now evaluate the statistics over that sample
|
---|
| 788 | // currently only the number of visible objects is taken into account
|
---|
| 789 | sample.Reset();
|
---|
| 790 |
|
---|
| 791 | for (it = mObjects.begin(); it != it_end; ++ it)
|
---|
| 792 | {
|
---|
| 793 | Intersectable *obj = *it;
|
---|
| 794 | if (obj->mCounter >= threshold)
|
---|
| 795 | {
|
---|
| 796 | ++ sample.mVisibleObjects;
|
---|
| 797 | sample.mVisiblePixels += obj->mCounter;
|
---|
| 798 | }
|
---|
| 799 | }
|
---|
| 800 |
|
---|
| 801 | //cout << "RS=" << sample.mVisibleObjects << " ";
|
---|
[1585] | 802 | }
|
---|
[1785] | 803 |
|
---|
| 804 |
|
---|
| 805 | GlRendererBuffer::~GlRendererBuffer()
|
---|
| 806 | {
|
---|
| 807 | #if USE_CG
|
---|
| 808 | if (sCgFragmentProgram)
|
---|
| 809 | cgDestroyProgram(sCgFragmentProgram);
|
---|
| 810 | if (sCgContext)
|
---|
| 811 | cgDestroyContext(sCgContext);
|
---|
| 812 | #endif
|
---|
| 813 | }
|
---|
| 814 |
|
---|
| 815 |
|
---|
| 816 | void
|
---|
| 817 | GlRendererBuffer::SampleRenderCost(const int numSamples,
|
---|
| 818 | vector<RenderCostSample> &samples,
|
---|
| 819 | const bool useOcclusionQueries,
|
---|
| 820 | const int threshold
|
---|
| 821 | )
|
---|
| 822 | {
|
---|
| 823 | MakeCurrent();
|
---|
| 824 |
|
---|
| 825 | if (mPixelBuffer == NULL)
|
---|
| 826 | mPixelBuffer = new unsigned int[GetWidth()*GetHeight()];
|
---|
| 827 |
|
---|
| 828 | // using 90 degree projection to capture 360 view with 6 samples
|
---|
| 829 | SetupProjection(GetHeight(), GetHeight(), 90.0f);
|
---|
| 830 |
|
---|
| 831 | //samples.resize(numSamples);
|
---|
| 832 | halton.Reset();
|
---|
| 833 |
|
---|
| 834 | // the number of queries queried in batch mode
|
---|
| 835 | const int numQ = 500;
|
---|
| 836 |
|
---|
| 837 | //const int numQ = (int)mObjects.size();
|
---|
| 838 | if (useOcclusionQueries)
|
---|
| 839 | {
|
---|
| 840 | cout << "\ngenerating " << numQ << " queries ... ";
|
---|
| 841 | OcclusionQuery::GenQueries(mOcclusionQueries, numQ);
|
---|
| 842 | cout << "finished" << endl;
|
---|
| 843 | }
|
---|
| 844 |
|
---|
| 845 | // sampling queries
|
---|
| 846 | for (int i = 0; i < numSamples; ++ i)
|
---|
| 847 | {
|
---|
| 848 | cout << ".";
|
---|
| 849 | EvalRenderCostSample(samples[i], useOcclusionQueries, threshold);
|
---|
| 850 | }
|
---|
| 851 |
|
---|
| 852 | DoneCurrent();
|
---|
| 853 | }
|
---|
| 854 |
|
---|
| 855 |
|
---|
| 856 |
|
---|
| 857 |
|
---|
| 858 |
|
---|
| 859 | void
|
---|
| 860 | GlRendererBuffer::ClearErrorBuffer()
|
---|
| 861 | {
|
---|
| 862 | for (int i=0; i < mPvsStatFrames; i++) {
|
---|
| 863 | mPvsErrorBuffer[i].mError = 1.0f;
|
---|
| 864 | }
|
---|
| 865 | }
|
---|
| 866 |
|
---|
| 867 |
|
---|
| 868 | void
|
---|
| 869 | GlRendererBuffer::EvalPvsStat()
|
---|
| 870 | {
|
---|
| 871 | mPvsStat.Reset();
|
---|
| 872 | halton.Reset();
|
---|
| 873 |
|
---|
| 874 | MakeCurrent();
|
---|
| 875 |
|
---|
| 876 | SetupProjection(GetWidth(), GetHeight());
|
---|
| 877 |
|
---|
| 878 | cout<<"mPvsStatFrames="<<mPvsStatFrames<<endl;
|
---|
| 879 |
|
---|
| 880 | for (int i=0; i < mPvsStatFrames; i++) {
|
---|
| 881 | float err;
|
---|
| 882 | // set frame id for saving the error buffer
|
---|
| 883 | mFrame = i;
|
---|
| 884 | RandomViewPoint();
|
---|
| 885 |
|
---|
| 886 | // atlanta problematic frames: 325 525 691 1543
|
---|
| 887 | #if 0
|
---|
| 888 | if (mFrame != 325 &&
|
---|
| 889 | mFrame != 525 &&
|
---|
| 890 | mFrame != 691 &&
|
---|
| 891 | mFrame != 1543)
|
---|
| 892 | mPvsErrorBuffer[i] = -1;
|
---|
| 893 | else {
|
---|
| 894 | Debug<<"frame ="<<mFrame<<" vp="<<mViewPoint<<" vd="<<mViewDirection<<endl;
|
---|
| 895 | }
|
---|
| 896 | #endif
|
---|
| 897 |
|
---|
| 898 | if (mPvsErrorBuffer[i].mError > 0.0f) {
|
---|
| 899 | int pvsSize;
|
---|
| 900 |
|
---|
| 901 |
|
---|
| 902 | float error = GetPixelError(pvsSize);
|
---|
| 903 | mPvsErrorBuffer[i].mError = error;
|
---|
| 904 | mPvsErrorBuffer[i].mPvsSize = pvsSize;
|
---|
| 905 |
|
---|
| 906 | // emit UpdatePvsErrorItem(i,
|
---|
| 907 | // mPvsErrorBuffer[i]);
|
---|
| 908 |
|
---|
| 909 | cout<<"("<<i<<","<<mPvsErrorBuffer[i].mError<<")";
|
---|
| 910 | // swapBuffers();
|
---|
| 911 | }
|
---|
| 912 |
|
---|
| 913 | err = mPvsErrorBuffer[i].mError;
|
---|
| 914 |
|
---|
| 915 | if (err >= 0.0f) {
|
---|
| 916 | if (err > mPvsStat.maxError)
|
---|
| 917 | mPvsStat.maxError = err;
|
---|
| 918 | mPvsStat.sumError += err;
|
---|
| 919 | mPvsStat.sumPvsSize += mPvsErrorBuffer[i].mPvsSize;
|
---|
| 920 |
|
---|
| 921 | if (err == 0.0f)
|
---|
| 922 | mPvsStat.errorFreeFrames++;
|
---|
| 923 | mPvsStat.frames++;
|
---|
| 924 | }
|
---|
| 925 | }
|
---|
| 926 |
|
---|
| 927 | glFinish();
|
---|
| 928 | DoneCurrent();
|
---|
| 929 |
|
---|
| 930 | cout<<endl<<flush;
|
---|
| 931 | // mRenderingFinished.wakeAll();
|
---|
| 932 | }
|
---|
| 933 |
|
---|
| 934 |
|
---|
| 935 |
|
---|
| 936 |
|
---|
| 937 |
|
---|
| 938 |
|
---|
| 939 |
|
---|
| 940 | void GlRendererBuffer::SampleBeamContributions(Intersectable *sourceObject,
|
---|
| 941 | Beam &beam,
|
---|
| 942 | const int desiredSamples,
|
---|
| 943 | BeamSampleStatistics &stat)
|
---|
| 944 | {
|
---|
| 945 | // TODO: should be moved out of here (not to be done every time)
|
---|
| 946 | // only back faces are interesting for the depth pass
|
---|
| 947 | glShadeModel(GL_FLAT);
|
---|
| 948 | glDisable(GL_LIGHTING);
|
---|
| 949 |
|
---|
| 950 | // needed to kill the fragments for the front buffer
|
---|
| 951 | glEnable(GL_ALPHA_TEST);
|
---|
| 952 | glAlphaFunc(GL_GREATER, 0);
|
---|
| 953 |
|
---|
| 954 | // assumes that the beam is constructed and contains kd-tree nodes
|
---|
| 955 | // and viewcells which it intersects
|
---|
| 956 |
|
---|
| 957 |
|
---|
| 958 | // Get the number of viewpoints to be sampled
|
---|
| 959 | // Now it is a sqrt but in general a wiser decision could be made.
|
---|
| 960 | // The less viewpoints the better for rendering performance, since less passes
|
---|
| 961 | // over the beam is needed.
|
---|
| 962 | // The viewpoints could actually be generated outside of the bounding box which
|
---|
| 963 | // would distribute the 'efective viewpoints' of the object surface and thus
|
---|
| 964 | // with a few viewpoints better sample the viewpoint space....
|
---|
| 965 |
|
---|
| 966 | //TODO: comment in
|
---|
| 967 | //int viewPointSamples = sqrt((float)desiredSamples);
|
---|
| 968 | int viewPointSamples = max(desiredSamples / (GetWidth() * GetHeight()), 1);
|
---|
| 969 |
|
---|
| 970 | // the number of direction samples per pass is given by the number of viewpoints
|
---|
| 971 | int directionalSamples = desiredSamples / viewPointSamples;
|
---|
| 972 |
|
---|
| 973 | Debug << "directional samples: " << directionalSamples << endl;
|
---|
| 974 | for (int i = 0; i < viewPointSamples; ++ i)
|
---|
| 975 | {
|
---|
| 976 | Vector3 viewPoint = beam.mBox.GetRandomPoint();
|
---|
| 977 |
|
---|
| 978 | // perhaps the viewpoint should be shifted back a little bit so that it always lies
|
---|
| 979 | // inside the source object
|
---|
| 980 | // 'ideally' the viewpoints would be distributed on the soureObject surface, but this
|
---|
| 981 | // would require more complicated sampling (perhaps hierarchical rejection sampling of
|
---|
| 982 | // the object surface is an option here - only the mesh faces which are inside the box
|
---|
| 983 | // are considered as candidates)
|
---|
| 984 |
|
---|
| 985 | SampleViewpointContributions(sourceObject,
|
---|
| 986 | viewPoint,
|
---|
| 987 | beam,
|
---|
| 988 | directionalSamples,
|
---|
| 989 | stat);
|
---|
| 990 | }
|
---|
| 991 |
|
---|
| 992 |
|
---|
| 993 | // note:
|
---|
| 994 | // this routine would be called only if the number of desired samples is sufficiently
|
---|
| 995 | // large - for other rss tree cells the cpu based sampling is perhaps more efficient
|
---|
| 996 | // distributing the work between cpu and gpu would also allow us to place more sophisticated
|
---|
| 997 | // sample distributions (silhouette ones) using the cpu and the jittered once on the GPU
|
---|
| 998 | // in order that thios scheme is working well the gpu render buffer should run in a separate
|
---|
| 999 | // thread than the cpu sampler, which would not be such a big problem....
|
---|
| 1000 |
|
---|
| 1001 | // disable alpha test again
|
---|
| 1002 | glDisable(GL_ALPHA_TEST);
|
---|
| 1003 | }
|
---|
| 1004 |
|
---|
| 1005 |
|
---|
| 1006 |
|
---|
| 1007 | void GlRendererBuffer::SampleViewpointContributions(Intersectable *sourceObject,
|
---|
| 1008 | const Vector3 viewPoint,
|
---|
| 1009 | Beam &beam,
|
---|
| 1010 | const int samples,
|
---|
| 1011 | BeamSampleStatistics &stat)
|
---|
| 1012 | {
|
---|
| 1013 | // 1. setup the view port to match the desired samples
|
---|
| 1014 | glViewport(0, 0, samples, samples);
|
---|
| 1015 |
|
---|
| 1016 | // 2. setup the projection matrix and view matrix to match the viewpoint + beam.mDirBox
|
---|
| 1017 | SetupProjectionForViewPoint(viewPoint, beam, sourceObject);
|
---|
| 1018 |
|
---|
| 1019 |
|
---|
| 1020 | // 3. reset z-buffer to 0 and render the source object for the beam
|
---|
| 1021 | // with glCullFace(Enabled) and glFrontFace(GL_CW)
|
---|
| 1022 | // save result to the front depth map
|
---|
| 1023 | // the front depth map holds ray origins
|
---|
| 1024 |
|
---|
| 1025 |
|
---|
| 1026 | // front depth buffer must be initialised to 0
|
---|
| 1027 | float clearDepth;
|
---|
| 1028 |
|
---|
| 1029 | glGetFloatv(GL_DEPTH_CLEAR_VALUE, &clearDepth);
|
---|
| 1030 | glClearDepth(0.0f);
|
---|
| 1031 | glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT | GL_STENCIL_BUFFER_BIT);
|
---|
| 1032 |
|
---|
| 1033 |
|
---|
| 1034 | // glFrontFace(GL_CCW);
|
---|
| 1035 | glEnable(GL_CULL_FACE);
|
---|
| 1036 | glCullFace(GL_FRONT);
|
---|
| 1037 | glColorMask(0, 0, 0, 0);
|
---|
| 1038 |
|
---|
| 1039 |
|
---|
| 1040 | // stencil is increased where the source object is located
|
---|
| 1041 | glEnable(GL_STENCIL_TEST);
|
---|
| 1042 | glStencilFunc(GL_ALWAYS, 0x1, 0x1);
|
---|
| 1043 | glStencilOp(GL_REPLACE, GL_REPLACE, GL_REPLACE);
|
---|
| 1044 |
|
---|
| 1045 |
|
---|
| 1046 | #if 0
|
---|
| 1047 | static int glSourceObjList = -1;
|
---|
| 1048 | if (glSourceObjList != -1)
|
---|
| 1049 | {
|
---|
| 1050 | glSourceObjList = glGenLists(1);
|
---|
| 1051 | glNewList(glSourceObjList, GL_COMPILE);
|
---|
| 1052 |
|
---|
| 1053 | RenderIntersectable(sourceObject);
|
---|
| 1054 |
|
---|
| 1055 | glEndList();
|
---|
| 1056 | }
|
---|
| 1057 | glCallList(glSourceObjList);
|
---|
| 1058 |
|
---|
| 1059 | #else
|
---|
| 1060 | RenderIntersectable(sourceObject);
|
---|
| 1061 |
|
---|
| 1062 | #endif
|
---|
| 1063 |
|
---|
| 1064 | // copy contents of the front depth buffer into depth texture
|
---|
| 1065 | glBindTexture(GL_TEXTURE_2D, frontDepthMap);
|
---|
| 1066 | glCopyTexSubImage2D(GL_TEXTURE_2D, 0, 0, 0, 0, 0, depthMapSize, depthMapSize);
|
---|
| 1067 |
|
---|
| 1068 |
|
---|
| 1069 | // reset clear function
|
---|
| 1070 | glClearDepth(clearDepth);
|
---|
| 1071 |
|
---|
| 1072 |
|
---|
| 1073 |
|
---|
| 1074 | // 4. set up the termination depth buffer (= standard depth buffer)
|
---|
| 1075 | // only rays which have non-zero entry in the origin buffer are valid since
|
---|
| 1076 | // they realy start on the object surface (this is tagged by setting a
|
---|
| 1077 | // stencil buffer bit at step 3).
|
---|
| 1078 |
|
---|
| 1079 | glStencilFunc(GL_EQUAL, 0x1, 0x1);
|
---|
| 1080 | glStencilOp(GL_KEEP, GL_KEEP, GL_KEEP);
|
---|
| 1081 |
|
---|
| 1082 | glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT);
|
---|
| 1083 | glDepthMask(1);
|
---|
| 1084 |
|
---|
| 1085 | glEnable(GL_DEPTH_TEST);
|
---|
| 1086 |
|
---|
| 1087 | glEnable(GL_CULL_FACE);
|
---|
| 1088 | glCullFace(GL_BACK);
|
---|
| 1089 |
|
---|
| 1090 | // setup front depth buffer
|
---|
| 1091 | glEnable(GL_TEXTURE_2D);
|
---|
| 1092 |
|
---|
| 1093 | #if USE_CG
|
---|
| 1094 | // bind pixel shader implementing the front depth buffer functionality
|
---|
| 1095 | cgGLBindProgram(sCgFragmentProgram);
|
---|
| 1096 | cgGLEnableProfile(sCgFragmentProfile);
|
---|
| 1097 | #endif
|
---|
| 1098 |
|
---|
| 1099 | // 5. render all objects inside the beam
|
---|
| 1100 | // we can use id based false color to read them back for gaining the pvs
|
---|
| 1101 |
|
---|
| 1102 | glColorMask(1, 1, 1, 1);
|
---|
| 1103 |
|
---|
| 1104 |
|
---|
| 1105 | // if objects not stored in beam => extract objects
|
---|
| 1106 | if (beam.mFlags & !Beam::STORE_OBJECTS)
|
---|
| 1107 | {
|
---|
| 1108 | vector<KdNode *>::const_iterator it, it_end = beam.mKdNodes.end();
|
---|
| 1109 |
|
---|
| 1110 | Intersectable::NewMail();
|
---|
| 1111 | for (it = beam.mKdNodes.begin(); it != it_end; ++ it)
|
---|
| 1112 | {
|
---|
| 1113 | mKdTree->CollectObjects(*it, beam.mObjects);
|
---|
| 1114 | }
|
---|
| 1115 | }
|
---|
| 1116 |
|
---|
| 1117 |
|
---|
| 1118 | // (objects can be compiled to a gl list now so that subsequent rendering for
|
---|
| 1119 | // this beam is fast - the same hold for step 3)
|
---|
| 1120 | // Afterwards we have two depth buffers defining the ray origin and termination
|
---|
| 1121 |
|
---|
| 1122 |
|
---|
| 1123 | #if 0
|
---|
| 1124 | static int glObjList = -1;
|
---|
| 1125 | if (glObjList != -1)
|
---|
| 1126 | {
|
---|
| 1127 | glObjList = glGenLists(1);
|
---|
| 1128 | glNewList(glObjList, GL_COMPILE);
|
---|
| 1129 |
|
---|
| 1130 | ObjectContainer::const_iterator it, it_end = beam.mObjects.end();
|
---|
| 1131 | for (it = beam.mObjects.begin(); it != it_end; ++ it)
|
---|
| 1132 | {
|
---|
| 1133 | // render all objects except the source object
|
---|
| 1134 | if (*it != sourceObject)
|
---|
| 1135 | RenderIntersectable(*it);
|
---|
| 1136 | }
|
---|
| 1137 |
|
---|
| 1138 | glEndList();
|
---|
| 1139 | }
|
---|
| 1140 |
|
---|
| 1141 | glCallList(glObjList);
|
---|
| 1142 | #else
|
---|
| 1143 | ObjectContainer::const_iterator it, it_end = beam.mObjects.end();
|
---|
| 1144 | for (it = beam.mObjects.begin(); it != it_end; ++ it)
|
---|
| 1145 | {
|
---|
| 1146 | // render all objects except the source object
|
---|
| 1147 | if (*it != sourceObject)
|
---|
| 1148 | RenderIntersectable(*it);
|
---|
| 1149 | }
|
---|
| 1150 | #endif
|
---|
| 1151 |
|
---|
| 1152 |
|
---|
| 1153 |
|
---|
| 1154 | // 6. Use occlusion queries for all viewcell meshes associated with the beam ->
|
---|
| 1155 | // a fragment passes if the corresponding stencil fragment is set and its depth is
|
---|
| 1156 | // between origin and termination buffer
|
---|
| 1157 |
|
---|
| 1158 | // create new queries if necessary
|
---|
| 1159 | OcclusionQuery::GenQueries(mOcclusionQueries, (int)beam.mViewCells.size());
|
---|
| 1160 |
|
---|
| 1161 | // check whether any backfacing polygon would pass the depth test?
|
---|
| 1162 | // matt: should check both back /front facing because of dual depth buffer
|
---|
| 1163 | // and danger of cutting the near plane with front facing polys.
|
---|
| 1164 |
|
---|
| 1165 | glColorMask(GL_FALSE, GL_FALSE, GL_FALSE, GL_FALSE);
|
---|
| 1166 | glDepthMask(GL_FALSE);
|
---|
| 1167 | glDisable(GL_CULL_FACE);
|
---|
| 1168 |
|
---|
| 1169 |
|
---|
| 1170 | ViewCellContainer::const_iterator vit, vit_end = beam.mViewCells.end();
|
---|
| 1171 |
|
---|
| 1172 | int queryIdx = 0;
|
---|
| 1173 |
|
---|
| 1174 | for (vit = beam.mViewCells.begin(); vit != vit_end; ++ vit)
|
---|
| 1175 | {
|
---|
| 1176 | mOcclusionQueries[queryIdx ++]->BeginQuery();
|
---|
| 1177 |
|
---|
| 1178 | RenderIntersectable(*vit);
|
---|
| 1179 |
|
---|
| 1180 | mOcclusionQueries[queryIdx]->EndQuery();
|
---|
| 1181 |
|
---|
| 1182 | ++ queryIdx;
|
---|
| 1183 | }
|
---|
| 1184 |
|
---|
| 1185 |
|
---|
| 1186 |
|
---|
| 1187 | // at this point, if possible, go and do some other computation
|
---|
| 1188 |
|
---|
| 1189 |
|
---|
| 1190 |
|
---|
| 1191 | // 7. The number of visible pixels is the number of sample rays which see the source
|
---|
| 1192 | // object from the corresponding viewcell -> remember these values for later update
|
---|
| 1193 | // of the viewcell pvs - or update immediately?
|
---|
| 1194 |
|
---|
| 1195 | queryIdx = 0;
|
---|
| 1196 |
|
---|
| 1197 | for (vit = beam.mViewCells.begin(); vit != vit_end; ++ vit)
|
---|
| 1198 | {
|
---|
| 1199 | // fetch queries
|
---|
| 1200 | unsigned int pixelCount = mOcclusionQueries[queryIdx ++]->GetQueryResult();
|
---|
| 1201 |
|
---|
| 1202 | if (pixelCount)
|
---|
| 1203 | Debug << "view cell " << (*vit)->GetId() << " visible pixels: " << pixelCount << endl;
|
---|
| 1204 | }
|
---|
| 1205 |
|
---|
| 1206 |
|
---|
| 1207 | // 8. Copmpute rendering statistics
|
---|
| 1208 | // In general it is not neccessary to remember to extract all the rays cast. I hope it
|
---|
| 1209 | // would be sufficient to gain only the intergral statistics about the new contributions
|
---|
| 1210 | // and so the rss tree would actually store no new rays (only the initial ones)
|
---|
| 1211 | // the subdivision of the tree would only be driven by the statistics (the glrender could
|
---|
| 1212 | // evaluate the contribution entropy for example)
|
---|
| 1213 | // However might be an option to extract/store only those the rays which made a contribution
|
---|
| 1214 | // (new viewcell has been discovered) or relative contribution greater than a threshold ...
|
---|
| 1215 |
|
---|
| 1216 | ObjectContainer pvsObj;
|
---|
| 1217 | stat.pvsSize = ComputePvs(beam.mObjects, pvsObj);
|
---|
| 1218 |
|
---|
| 1219 | // to gain ray source and termination
|
---|
| 1220 | // copy contents of ray termination buffer into depth texture
|
---|
| 1221 | // and compare with ray source buffer
|
---|
| 1222 | #if 0
|
---|
| 1223 | VssRayContainer rays;
|
---|
| 1224 |
|
---|
| 1225 | glBindTexture(GL_TEXTURE_2D, backDepthMap);
|
---|
| 1226 | glCopyTexSubImage2D(GL_TEXTURE_2D, 0, 0, 0, 0, 0, depthMapSize, depthMapSize);
|
---|
| 1227 |
|
---|
| 1228 | ComputeRays(Intersectable *sourceObj, rays);
|
---|
| 1229 |
|
---|
| 1230 | #endif
|
---|
| 1231 |
|
---|
| 1232 |
|
---|
| 1233 |
|
---|
| 1234 | //-- cleanup
|
---|
| 1235 |
|
---|
| 1236 |
|
---|
| 1237 | // reset gl state
|
---|
| 1238 | glColorMask(GL_TRUE, GL_TRUE, GL_TRUE, GL_TRUE);
|
---|
| 1239 | glDepthMask(GL_TRUE);
|
---|
| 1240 | glEnable(GL_CULL_FACE);
|
---|
| 1241 | glDisable(GL_STENCIL_TEST);
|
---|
| 1242 | #if USE_CG
|
---|
| 1243 | cgGLDisableProfile(sCgFragmentProfile);
|
---|
| 1244 | #endif
|
---|
| 1245 | glDisable(GL_TEXTURE_2D);
|
---|
| 1246 |
|
---|
| 1247 | // remove objects from beam
|
---|
| 1248 | if (beam.mFlags & !Beam::STORE_OBJECTS)
|
---|
| 1249 | beam.mObjects.clear();
|
---|
| 1250 | }
|
---|
| 1251 |
|
---|
| 1252 |
|
---|
| 1253 | void GlRendererBuffer::SetupProjectionForViewPoint(const Vector3 &viewPoint,
|
---|
| 1254 | const Beam &beam,
|
---|
| 1255 | Intersectable *sourceObject)
|
---|
| 1256 | {
|
---|
| 1257 | float left, right, bottom, top, znear, zfar;
|
---|
| 1258 |
|
---|
| 1259 | beam.ComputePerspectiveFrustum(left, right, bottom, top, znear, zfar,
|
---|
| 1260 | mSceneGraph->GetBox());
|
---|
| 1261 |
|
---|
| 1262 | //Debug << left << " " << right << " " << bottom << " " << top << " " << znear << " " << zfar << endl;
|
---|
| 1263 | glMatrixMode(GL_PROJECTION);
|
---|
| 1264 | glLoadIdentity();
|
---|
| 1265 | glFrustum(left, right, bottom, top, znear, zfar);
|
---|
| 1266 | //glFrustum(-1, 1, -1, 1, 1, 20000);
|
---|
| 1267 |
|
---|
| 1268 | const Vector3 center = viewPoint + beam.GetMainDirection() * (zfar - znear) * 0.3f;
|
---|
| 1269 | const Vector3 up =
|
---|
| 1270 | Normalize(CrossProd(beam.mPlanes[0].mNormal, beam.mPlanes[4].mNormal));
|
---|
| 1271 |
|
---|
| 1272 | #ifdef GTP_DEBUG
|
---|
| 1273 | Debug << "view point: " << viewPoint << endl;
|
---|
| 1274 | Debug << "eye: " << center << endl;
|
---|
| 1275 | Debug << "up: " << up << endl;
|
---|
| 1276 | #endif
|
---|
| 1277 |
|
---|
| 1278 | glMatrixMode(GL_MODELVIEW);
|
---|
| 1279 | glLoadIdentity();
|
---|
| 1280 | gluLookAt(viewPoint.x, viewPoint.y, viewPoint.z,
|
---|
| 1281 | center.x, center.y, center.z,
|
---|
| 1282 | up.x, up.y, up.z);
|
---|
| 1283 | }
|
---|
| 1284 |
|
---|
| 1285 |
|
---|
| 1286 | void GlRendererBuffer::InitGL()
|
---|
| 1287 | {
|
---|
| 1288 | MakeCurrent();
|
---|
| 1289 | GlRenderer::InitGL();
|
---|
| 1290 |
|
---|
| 1291 | #if 1
|
---|
| 1292 | // initialise dual depth buffer textures
|
---|
| 1293 | glGenTextures(1, &frontDepthMap);
|
---|
| 1294 | glBindTexture(GL_TEXTURE_2D, frontDepthMap);
|
---|
| 1295 |
|
---|
| 1296 | glTexImage2D(GL_TEXTURE_2D, 0, GL_DEPTH_COMPONENT, depthMapSize,
|
---|
| 1297 | depthMapSize, 0, GL_DEPTH_COMPONENT, GL_UNSIGNED_BYTE, NULL);
|
---|
| 1298 |
|
---|
| 1299 | glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_NEAREST);
|
---|
| 1300 | glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_NEAREST);
|
---|
| 1301 | glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_S, GL_CLAMP);
|
---|
| 1302 | glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_T, GL_CLAMP);
|
---|
| 1303 |
|
---|
| 1304 | glGenTextures(1, &backDepthMap);
|
---|
| 1305 | glBindTexture(GL_TEXTURE_2D, backDepthMap);
|
---|
| 1306 |
|
---|
| 1307 | glTexImage2D(GL_TEXTURE_2D, 0, GL_DEPTH_COMPONENT, depthMapSize,
|
---|
| 1308 | depthMapSize, 0, GL_DEPTH_COMPONENT, GL_UNSIGNED_BYTE, NULL);
|
---|
| 1309 | glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_NEAREST);
|
---|
| 1310 | glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_NEAREST);
|
---|
| 1311 | glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_S, GL_CLAMP);
|
---|
| 1312 | glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_T, GL_CLAMP);
|
---|
| 1313 |
|
---|
| 1314 |
|
---|
| 1315 | #if USE_CG
|
---|
| 1316 | // cg initialization
|
---|
| 1317 | cgSetErrorCallback(handleCgError);
|
---|
| 1318 | sCgContext = cgCreateContext();
|
---|
| 1319 |
|
---|
| 1320 | if (cgGLIsProfileSupported(CG_PROFILE_ARBFP1))
|
---|
| 1321 | sCgFragmentProfile = CG_PROFILE_ARBFP1;
|
---|
| 1322 | else
|
---|
| 1323 | {
|
---|
| 1324 | // try FP30
|
---|
| 1325 | if (cgGLIsProfileSupported(CG_PROFILE_FP30))
|
---|
| 1326 | sCgFragmentProfile = CG_PROFILE_FP30;
|
---|
| 1327 | else
|
---|
| 1328 | {
|
---|
| 1329 | Debug << "Neither arbfp1 or fp30 fragment profiles supported on this system" << endl;
|
---|
| 1330 | exit(1);
|
---|
| 1331 | }
|
---|
| 1332 | }
|
---|
| 1333 |
|
---|
| 1334 | sCgFragmentProgram = cgCreateProgramFromFile(sCgContext,
|
---|
| 1335 | CG_SOURCE, "../src/dual_depth.cg",
|
---|
| 1336 | sCgFragmentProfile,
|
---|
| 1337 | NULL,
|
---|
| 1338 | NULL);
|
---|
| 1339 |
|
---|
| 1340 | if (!cgIsProgramCompiled(sCgFragmentProgram))
|
---|
| 1341 | cgCompileProgram(sCgFragmentProgram);
|
---|
| 1342 |
|
---|
| 1343 | cgGLLoadProgram(sCgFragmentProgram);
|
---|
| 1344 | cgGLBindProgram(sCgFragmentProgram);
|
---|
| 1345 |
|
---|
| 1346 | Debug << "---- PROGRAM BEGIN ----\n" <<
|
---|
| 1347 | cgGetProgramString(sCgFragmentProgram, CG_COMPILED_PROGRAM) << "---- PROGRAM END ----\n";
|
---|
| 1348 |
|
---|
| 1349 | #endif
|
---|
| 1350 |
|
---|
| 1351 | #endif
|
---|
| 1352 | DoneCurrent();
|
---|
| 1353 | }
|
---|
| 1354 |
|
---|
| 1355 |
|
---|
| 1356 | void GlRendererBuffer::ComputeRays(Intersectable *sourceObj, VssRayContainer &rays)
|
---|
| 1357 | {
|
---|
| 1358 | for (int i = 0; i < depthMapSize * depthMapSize; ++ i)
|
---|
| 1359 | {
|
---|
| 1360 | //todo glGetTexImage()
|
---|
| 1361 | }
|
---|
| 1362 | }
|
---|
| 1363 |
|
---|
| 1364 |
|
---|
| 1365 |
|
---|
| 1366 |
|
---|
| 1367 |
|
---|
| 1368 |
|
---|
| 1369 |
|
---|
| 1370 |
|
---|
| 1371 |
|
---|
| 1372 |
|
---|
| 1373 |
|
---|
| 1374 |
|
---|
| 1375 | }
|
---|