[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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[1990] | 17 | #ifdef USE_CG
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[1001] | 18 |
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[1990] | 19 | #include <Cg/cg.h>
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| 20 | #include <Cg/cgGL.h>
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[1001] | 21 |
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[1990] | 22 | #endif
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| 23 |
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[863] | 24 | namespace GtpVisibilityPreprocessor {
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[860] | 25 |
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[516] | 26 |
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[1112] | 27 | static bool arbQuerySupport = false;
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| 28 | static bool nvQuerySupport = false;
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| 29 |
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[1925] | 30 | static GLuint frontDepthMap;
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| 31 | static GLuint backDepthMap;
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[1112] | 32 |
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[1785] | 33 | const int depthMapSize = 512;
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| 34 |
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[1112] | 35 | static void InitExtensions()
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| 36 | {
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| 37 | GLenum err = glewInit();
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| 38 |
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| 39 | if (GLEW_OK != err)
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| 40 | {
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| 41 | // problem: glewInit failed, something is seriously wrong
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| 42 | cerr << "Error: " << glewGetErrorString(err) << endl;
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| 43 | exit(1);
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| 44 | }
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| 45 |
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| 46 | if (GLEW_ARB_occlusion_query)
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| 47 | arbQuerySupport = true;
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| 48 |
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| 49 | if (GLEW_NV_occlusion_query)
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| 50 | nvQuerySupport = true;
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| 51 |
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| 52 |
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| 53 | if (!arbQuerySupport && !nvQuerySupport)
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| 54 | {
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| 55 | cout << "I require the GL_ARB_occlusion_query or the GL_NV_occlusion_query OpenGL extension to work.\n";
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| 56 | exit(1);
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| 57 | }
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[1001] | 58 | }
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[589] | 59 |
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[811] | 60 |
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[589] | 61 | GlRenderer::GlRenderer(SceneGraph *sceneGraph,
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| 62 | ViewCellsManager *viewCellsManager,
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| 63 | KdTree *tree):
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| 64 | Renderer(sceneGraph, viewCellsManager),
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| 65 | mKdTree(tree)
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| 66 | {
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| 67 | mSceneGraph->CollectObjects(&mObjects);
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[1112] | 68 |
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| 69 | // mViewCellsManager->GetViewPoint(mViewPoint);
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| 70 |
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[1942] | 71 | viewCellsManager->GetViewPoint(mViewPoint);
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| 72 | //mSceneGraph->GetBox().Center();
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[589] | 73 | mViewDirection = Vector3(0,0,1);
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[608] | 74 |
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[1112] | 75 | // mViewPoint = Vector3(991.7, 187.8, -271);
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| 76 | // mViewDirection = Vector3(0.9, 0, -0.4);
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[878] | 77 |
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[589] | 78 | // timerId = startTimer(10);
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| 79 | // debug coords for atlanta
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[608] | 80 | // mViewPoint = Vector3(3473, 6.778, -1699);
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| 81 | // mViewDirection = Vector3(-0.2432, 0, 0.97);
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[589] | 82 |
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| 83 | mFrame = 0;
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| 84 | mWireFrame = false;
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[1983] | 85 | Environment::GetSingleton()->GetBoolValue("Preprocessor.detectEmptyViewSpace",
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| 86 | mDetectEmptyViewSpace);
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[746] | 87 | mSnapErrorFrames = true;
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| 88 | mSnapPrefix = "snap/";
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| 89 | mUseForcedColors = false;
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[1594] | 90 | mRenderBoxes = false;
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[2002] | 91 | mUseGlLists = true;
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| 92 | //mUseGlLists = false;
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[1931] | 93 |
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| 94 | Environment::GetSingleton()->GetIntValue("Preprocessor.pvsRenderErrorSamples", mPvsStatFrames);
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| 95 | mPvsErrorBuffer.resize(mPvsStatFrames);
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| 96 | ClearErrorBuffer();
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| 97 |
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[589] | 98 | }
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| 99 |
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| 100 | GlRenderer::~GlRenderer()
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| 101 | {
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| 102 | cerr<<"gl renderer destructor..\n";
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[1145] | 103 |
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| 104 | //CLEAR_CONTAINER(sQueries);
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[1001] | 105 | CLEAR_CONTAINER(mOcclusionQueries);
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[589] | 106 |
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[1145] | 107 | cerr<<"done."<<endl;
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[589] | 108 | }
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| 109 |
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[1145] | 110 |
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[589] | 111 | void
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[1581] | 112 | GlRenderer::RenderTriangle(TriangleIntersectable *object)
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| 113 | {
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| 114 | Triangle3 &t = object->GetItem();
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[1944] | 115 |
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[1581] | 116 | glBegin(GL_TRIANGLES);
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[1997] | 117 | Vector3 normal = t.GetNormal();
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| 118 | glNormal3f(normal.x, normal.y, normal.z);
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[1581] | 119 | glVertex3f(t.mVertices[0].x, t.mVertices[0].y, t.mVertices[0].z);
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| 120 | glVertex3f(t.mVertices[1].x, t.mVertices[1].y, t.mVertices[1].z);
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| 121 | glVertex3f(t.mVertices[2].x, t.mVertices[2].y, t.mVertices[2].z);
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| 122 | glEnd();
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| 123 | }
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| 124 |
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| 125 | void
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[589] | 126 | GlRenderer::RenderIntersectable(Intersectable *object)
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| 127 | {
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[1594] | 128 | if (object->Mailed())
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| 129 | return;
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| 130 | object->Mail();
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| 131 |
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[589] | 132 | glPushAttrib(GL_CURRENT_BIT);
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| 133 | if (mUseFalseColors)
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| 134 | SetupFalseColor(object->mId);
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[1944] | 135 |
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[589] | 136 | switch (object->Type()) {
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| 137 | case Intersectable::MESH_INSTANCE:
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| 138 | RenderMeshInstance((MeshInstance *)object);
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| 139 | break;
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| 140 | case Intersectable::VIEW_CELL:
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[1581] | 141 | RenderViewCell(dynamic_cast<ViewCell *>(object));
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| 142 | break;
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[1001] | 143 | case Intersectable::TRANSFORMED_MESH_INSTANCE:
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[1581] | 144 | RenderTransformedMeshInstance(dynamic_cast<TransformedMeshInstance *>(object));
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| 145 | break;
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| 146 | case Intersectable::TRIANGLE_INTERSECTABLE:
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| 147 | RenderTriangle(dynamic_cast<TriangleIntersectable *>(object));
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| 148 | break;
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[1585] | 149 | case Intersectable::BVH_INTERSECTABLE: {
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| 150 |
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[1785] | 151 | BvhNode *node = dynamic_cast<BvhNode *>(object);
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| 152 |
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[1594] | 153 | if (mRenderBoxes)
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| 154 | RenderBox(node->GetBoundingBox());
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| 155 | else
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| 156 | RenderBvhNode(node);
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[1585] | 157 | break;
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| 158 | }
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[1594] | 159 | case Intersectable::KD_INTERSECTABLE: {
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| 160 | KdNode *node = (dynamic_cast<KdIntersectable *>(object))->GetItem();
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[1785] | 161 |
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[1594] | 162 | if (mRenderBoxes)
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| 163 | RenderBox(mKdTree->GetBox(node));
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| 164 | else
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| 165 | RenderKdNode(node);
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| 166 | break;
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| 167 | }
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[1585] | 168 |
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[589] | 169 | default:
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| 170 | cerr<<"Rendering this object not yet implemented\n";
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| 171 | break;
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| 172 | }
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| 173 |
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| 174 | glPopAttrib();
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| 175 | }
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| 176 |
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[1581] | 177 | void
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| 178 | GlRenderer::RenderRays(const VssRayContainer &rays)
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| 179 | {
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| 180 | VssRayContainer::const_iterator it = rays.begin(), it_end = rays.end();
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[589] | 181 |
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[1581] | 182 | glBegin(GL_LINES);
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| 183 | for (; it != it_end; ++it) {
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| 184 | VssRay *ray = *it;
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| 185 | float importance = log10(1e3*ray->mWeightedPvsContribution)/3.0f;
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| 186 | // cout<<"w="<<ray->mWeightedPvsContribution<<" r="<<ray->mWeightedPvsContribution;
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| 187 | glColor3f(importance, importance, importance);
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| 188 | glVertex3fv(&ray->mOrigin.x);
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| 189 | glVertex3fv(&ray->mTermination.x);
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| 190 | }
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| 191 | glEnd();
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| 192 | }
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| 193 |
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[1737] | 194 |
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| 195 |
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[589] | 196 | void
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| 197 | GlRenderer::RenderViewCell(ViewCell *vc)
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| 198 | {
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| 199 | if (vc->GetMesh()) {
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| 200 |
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[599] | 201 | if (!mUseFalseColors) {
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| 202 | if (vc->GetValid())
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| 203 | glColor3f(0,1,0);
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| 204 | else
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| 205 | glColor3f(0,0,1);
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| 206 | }
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[589] | 207 |
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| 208 | RenderMesh(vc->GetMesh());
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[599] | 209 | } else {
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| 210 | // render viewcells in the subtree
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| 211 | if (!vc->IsLeaf()) {
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| 212 | ViewCellInterior *vci = (ViewCellInterior *) vc;
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| 213 |
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| 214 | ViewCellContainer::iterator it = vci->mChildren.begin();
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| 215 | for (; it != vci->mChildren.end(); ++it) {
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| 216 | RenderViewCell(*it);
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| 217 | }
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[685] | 218 | } else {
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| 219 | // cerr<<"Empty viewcell mesh\n";
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[599] | 220 | }
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[589] | 221 | }
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| 222 | }
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| 223 |
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[599] | 224 |
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[589] | 225 | void
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| 226 | GlRenderer::RenderMeshInstance(MeshInstance *mi)
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| 227 | {
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| 228 | RenderMesh(mi->GetMesh());
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| 229 | }
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| 230 |
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[1001] | 231 |
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[589] | 232 | void
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[1001] | 233 | GlRenderer::RenderTransformedMeshInstance(TransformedMeshInstance *mi)
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| 234 | {
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| 235 | // apply world transform before rendering
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| 236 | Matrix4x4 m;
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| 237 | mi->GetWorldTransform(m);
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| 238 |
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| 239 | glPushMatrix();
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[1002] | 240 | /* cout << "\n";
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[1001] | 241 | for (int i = 0; i < 4; ++ i)
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| 242 | for (int j = 0; j < 4; ++ j)
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[1002] | 243 | cout << m.x[i][j] << " "; cout << "\n"*/
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[1001] | 244 |
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| 245 | glMultMatrixf((float *)m.x);
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| 246 |
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[1002] | 247 | /*GLfloat dummy[16];
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| 248 | glGetFloatv(GL_MODELVIEW_MATRIX, dummy);
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[1001] | 249 | for (int i = 0; i < 16; ++ i)
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| 250 | cout << dummy[i] << " ";
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| 251 | cout << endl;*/
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| 252 | RenderMesh(mi->GetMesh());
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| 253 |
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| 254 | glPopMatrix();
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| 255 | }
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| 256 |
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| 257 |
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| 258 | void
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[1960] | 259 | GlRenderer::SetupFalseColor(const unsigned int id)
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[589] | 260 | {
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[1944] | 261 | // swap bits of the color
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| 262 | glColor3ub(id&255, (id>>8)&255, (id>>16)&255);
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[589] | 263 | }
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| 264 |
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| 265 |
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[1960] | 266 | unsigned int GlRenderer::GetId(const unsigned char r,
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| 267 | const unsigned char g,
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| 268 | const unsigned char b) const
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[589] | 269 | {
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| 270 | return r + (g << 8) + (b << 16);
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| 271 | }
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| 272 |
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[1960] | 273 |
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[589] | 274 | void
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| 275 | GlRenderer::SetupMaterial(Material *m)
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| 276 | {
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| 277 | if (m)
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| 278 | glColor3fv(&(m->mDiffuseColor.r));
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| 279 | }
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| 280 |
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[1960] | 281 |
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[589] | 282 | void
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| 283 | GlRenderer::RenderMesh(Mesh *mesh)
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| 284 | {
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| 285 | int i = 0;
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| 286 |
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[746] | 287 | if (!mUseFalseColors && !mUseForcedColors)
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[1944] | 288 | SetupMaterial(mesh->mMaterial);
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[589] | 289 |
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| 290 | for (i=0; i < mesh->mFaces.size(); i++) {
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| 291 | if (mWireFrame)
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| 292 | glBegin(GL_LINE_LOOP);
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| 293 | else
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| 294 | glBegin(GL_POLYGON);
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| 295 |
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| 296 | Face *face = mesh->mFaces[i];
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| 297 | for (int j = 0; j < face->mVertexIndices.size(); j++) {
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| 298 | glVertex3fv(&mesh->mVertices[face->mVertexIndices[j]].x);
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| 299 | }
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| 300 | glEnd();
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| 301 | }
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| 302 | }
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| 303 |
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| 304 | void
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| 305 | GlRenderer::InitGL()
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| 306 | {
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[1608] | 307 | mSphere = (GLUquadric *)gluNewQuadric();
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| 308 |
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[589] | 309 | glMatrixMode(GL_PROJECTION);
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| 310 | glLoadIdentity();
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| 311 |
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| 312 | glMatrixMode(GL_MODELVIEW);
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| 313 | glLoadIdentity();
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| 314 |
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[1785] | 315 | glFrontFace(GL_CCW);
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| 316 | glCullFace(GL_BACK);
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[589] | 317 | glEnable(GL_CULL_FACE);
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| 318 | glShadeModel(GL_FLAT);
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[1997] | 319 | glDepthFunc( GL_LESS );
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[589] | 320 | glEnable(GL_DEPTH_TEST);
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| 321 | glEnable(GL_CULL_FACE);
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| 322 |
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[1001] | 323 | InitExtensions();
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[746] | 324 |
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| 325 | glTexEnvi(GL_TEXTURE_ENV, GL_TEXTURE_ENV_MODE, GL_REPLACE );
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| 326 |
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| 327 | glEnable( GL_NORMALIZE );
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| 328 |
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| 329 | glClearColor(0.0f, 0.0f, 1.0f, 1.0f);
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[2002] | 330 |
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| 331 | OcclusionQuery::GenQueries(mOcclusionQueries, 10);
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[589] | 332 | }
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| 333 |
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[746] | 334 |
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[589] | 335 | void
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[811] | 336 | GlRenderer::SetupProjection(const int w, const int h, const float angle)
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[589] | 337 | {
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| 338 | glViewport(0, 0, w, h);
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| 339 | glMatrixMode(GL_PROJECTION);
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| 340 | glLoadIdentity();
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[811] | 341 | gluPerspective(angle, 1.0, 0.1, 2.0*Magnitude(mSceneGraph->GetBox().Diagonal()));
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[589] | 342 | glMatrixMode(GL_MODELVIEW);
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| 343 | }
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| 344 |
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[1581] | 345 |
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| 346 |
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[589] | 347 | void
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| 348 | GlRenderer::SetupCamera()
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| 349 | {
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| 350 | Vector3 target = mViewPoint + mViewDirection;
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[811] | 351 |
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[589] | 352 | Vector3 up(0,1,0);
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| 353 |
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[811] | 354 | if (abs(DotProd(mViewDirection, up)) > 0.99f)
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| 355 | up = Vector3(1, 0, 0);
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| 356 |
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[589] | 357 | glLoadIdentity();
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| 358 | gluLookAt(mViewPoint.x, mViewPoint.y, mViewPoint.z,
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| 359 | target.x, target.y, target.z,
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| 360 | up.x, up.y, up.z);
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| 361 | }
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| 362 |
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[1145] | 363 | void
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| 364 | GlRenderer::_RenderScene()
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| 365 | {
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| 366 | ObjectContainer::const_iterator oi = mObjects.begin();
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| 367 | for (; oi != mObjects.end(); oi++)
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| 368 | RenderIntersectable(*oi);
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| 369 | }
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| 370 |
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[2002] | 371 | void
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| 372 | GlRenderer::_RenderSceneTriangles()
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| 373 | {
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| 374 | glBegin(GL_TRIANGLES);
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| 375 |
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| 376 | ObjectContainer::const_iterator oi = mObjects.begin();
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| 377 | for (; oi != mObjects.end(); oi++) {
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| 378 |
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| 379 | if ((*oi)->Type() == Intersectable::TRIANGLE_INTERSECTABLE) {
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| 380 | TriangleIntersectable *object = (TriangleIntersectable *)*oi;
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| 381 | Triangle3 &t = object->GetItem();
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| 382 |
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| 383 | Vector3 normal = t.GetNormal();
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| 384 | glNormal3f(normal.x, normal.y, normal.z);
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| 385 | glVertex3f(t.mVertices[0].x, t.mVertices[0].y, t.mVertices[0].z);
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| 386 | glVertex3f(t.mVertices[1].x, t.mVertices[1].y, t.mVertices[1].z);
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| 387 | glVertex3f(t.mVertices[2].x, t.mVertices[2].y, t.mVertices[2].z);
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| 388 |
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| 389 | }
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| 390 | }
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| 391 |
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| 392 | glEnd();
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| 393 |
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| 394 | }
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| 395 |
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[1145] | 396 | bool
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| 397 | GlRenderer::RenderScene()
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| 398 | {
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[1785] | 399 | Intersectable::NewMail();
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[1145] | 400 | static int glList = -1;
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| 401 | if (mUseGlLists) {
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| 402 | if (glList == -1) {
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| 403 | glList = glGenLists(1);
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| 404 | glNewList(glList, GL_COMPILE);
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[2002] | 405 | _RenderSceneTriangles();
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[1145] | 406 | glEndList();
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| 407 | }
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[1969] | 408 |
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[1145] | 409 | glCallList(glList);
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| 410 | } else
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[2002] | 411 | _RenderSceneTriangles();
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[1145] | 412 |
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| 413 |
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| 414 | return true;
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| 415 | }
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| 416 |
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| 417 |
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[589] | 418 | void
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[997] | 419 | GlRendererBuffer::EvalQueryWithItemBuffer(
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[1001] | 420 | //RenderCostSample &sample
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[997] | 421 | )
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| 422 | {
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| 423 | // read back the texture
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| 424 | glReadPixels(0, 0,
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| 425 | GetWidth(), GetHeight(),
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| 426 | GL_RGBA,
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| 427 | GL_UNSIGNED_BYTE,
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| 428 | mPixelBuffer);
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| 429 |
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| 430 |
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| 431 | unsigned int *p = mPixelBuffer;
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| 432 |
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| 433 | for (int y = 0; y < GetHeight(); y++)
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| 434 | {
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| 435 | for (int x = 0; x < GetWidth(); x++, p++)
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| 436 | {
|
---|
| 437 | unsigned int id = (*p) & 0xFFFFFF;
|
---|
| 438 |
|
---|
| 439 | if (id != 0xFFFFFF)
|
---|
| 440 | ++ mObjects[id]->mCounter;
|
---|
| 441 | }
|
---|
| 442 | }
|
---|
| 443 | }
|
---|
| 444 |
|
---|
[1145] | 445 |
|
---|
| 446 |
|
---|
| 447 | /****************************************************************/
|
---|
| 448 | /* GlRendererBuffer implementation */
|
---|
| 449 | /****************************************************************/
|
---|
| 450 |
|
---|
| 451 |
|
---|
| 452 |
|
---|
| 453 | GlRendererBuffer::GlRendererBuffer(SceneGraph *sceneGraph,
|
---|
| 454 | ViewCellsManager *viewcells,
|
---|
| 455 | KdTree *tree):
|
---|
| 456 | GlRenderer(sceneGraph, viewcells, tree)
|
---|
| 457 | {
|
---|
[1785] | 458 |
|
---|
| 459 | mPixelBuffer = NULL;
|
---|
| 460 |
|
---|
| 461 | // implement width and height in subclasses
|
---|
[1145] | 462 | }
|
---|
| 463 |
|
---|
| 464 |
|
---|
[997] | 465 | void
|
---|
| 466 | GlRendererBuffer::EvalQueryWithOcclusionQueries(
|
---|
| 467 | //RenderCostSample &sample
|
---|
| 468 | )
|
---|
| 469 | {
|
---|
| 470 | glDepthFunc(GL_LEQUAL);
|
---|
| 471 |
|
---|
| 472 | glColorMask(GL_FALSE, GL_FALSE, GL_FALSE, GL_FALSE);
|
---|
| 473 | glDepthMask(GL_FALSE);
|
---|
[1000] | 474 |
|
---|
| 475 |
|
---|
| 476 | // simulate detectemptyviewspace using backface culling
|
---|
[1001] | 477 | if (mDetectEmptyViewSpace)
|
---|
[997] | 478 | {
|
---|
[1000] | 479 | glEnable(GL_CULL_FACE);
|
---|
[1001] | 480 | //cout << "culling" << endl;
|
---|
[1000] | 481 | }
|
---|
| 482 | else
|
---|
| 483 | {
|
---|
[1001] | 484 | //cout << "not culling" << endl;
|
---|
[1000] | 485 | glDisable(GL_CULL_FACE);
|
---|
[1001] | 486 | }
|
---|
[1000] | 487 |
|
---|
| 488 |
|
---|
[1001] | 489 | //const int numQ = 1;
|
---|
| 490 | const int numQ = (int)mOcclusionQueries.size();
|
---|
[1000] | 491 |
|
---|
[1001] | 492 | //glFinish();
|
---|
| 493 | #if 0
|
---|
[1000] | 494 | //-- now issue queries for all objects
|
---|
| 495 | for (int j = 0; j < (int)mObjects.size(); ++ j)
|
---|
[1001] | 496 | {
|
---|
| 497 | mOcclusionQueries[j]->BeginQuery();
|
---|
| 498 | RenderIntersectable(mObjects[j]);
|
---|
| 499 | mOcclusionQueries[j]->EndQuery();
|
---|
| 500 |
|
---|
| 501 | unsigned int pixelCount;
|
---|
| 502 |
|
---|
| 503 | pixelCount = mOcclusionQueries[j]->GetQueryResult();
|
---|
| 504 | mObjects[j]->mCounter += pixelCount;
|
---|
| 505 | }
|
---|
| 506 | #else
|
---|
| 507 |
|
---|
| 508 | int q = 0;
|
---|
| 509 |
|
---|
| 510 | //-- now issue queries for all objects
|
---|
| 511 | for (int j = 0; j < (int)mObjects.size(); j += q)
|
---|
[1000] | 512 | {
|
---|
[1001] | 513 | for (q = 0; ((j + q) < (int)mObjects.size()) && (q < numQ); ++ q)
|
---|
[997] | 514 | {
|
---|
[1000] | 515 | //glFinish();
|
---|
[1001] | 516 | mOcclusionQueries[q]->BeginQuery();
|
---|
[1000] | 517 |
|
---|
[997] | 518 | RenderIntersectable(mObjects[j + q]);
|
---|
[1000] | 519 |
|
---|
[1001] | 520 | mOcclusionQueries[q]->EndQuery();
|
---|
[1000] | 521 | //glFinish();
|
---|
[997] | 522 | }
|
---|
[1001] | 523 | //cout << "q: " << q << endl;
|
---|
[997] | 524 | // collect results of the queries
|
---|
[1001] | 525 | for (int t = 0; t < q; ++ t)
|
---|
[997] | 526 | {
|
---|
| 527 | unsigned int pixelCount;
|
---|
[1001] | 528 |
|
---|
[997] | 529 | //-- reenable other state
|
---|
[1001] | 530 | #if 0
|
---|
| 531 | bool available;
|
---|
| 532 |
|
---|
[997] | 533 | do
|
---|
| 534 | {
|
---|
[1001] | 535 | available = mOcclusionQueries[t]->ResultAvailable();
|
---|
| 536 |
|
---|
| 537 | if (!available) cout << "W";
|
---|
[997] | 538 | }
|
---|
[1001] | 539 | while (!available);
|
---|
[997] | 540 | #endif
|
---|
| 541 |
|
---|
[1001] | 542 | pixelCount = mOcclusionQueries[t]->GetQueryResult();
|
---|
[997] | 543 |
|
---|
[1001] | 544 | //if (pixelCount > 0)
|
---|
| 545 | // cout <<"o="<<j+q<<" q="<<mOcclusionQueries[q]->GetQueryId()<<" pc="<<pixelCount<<" ";
|
---|
| 546 | mObjects[j + t]->mCounter += pixelCount;
|
---|
[997] | 547 | }
|
---|
| 548 |
|
---|
[1001] | 549 | //j += q;
|
---|
[997] | 550 | }
|
---|
[1001] | 551 | #endif
|
---|
| 552 | //glFinish();
|
---|
[997] | 553 | glColorMask(GL_TRUE, GL_TRUE, GL_TRUE, GL_TRUE);
|
---|
| 554 | glDepthMask(GL_TRUE);
|
---|
[1000] | 555 |
|
---|
| 556 | glEnable(GL_CULL_FACE);
|
---|
[997] | 557 | }
|
---|
| 558 |
|
---|
| 559 |
|
---|
| 560 | void
|
---|
[1931] | 561 | GlRenderer::RandomViewPoint()
|
---|
[1001] | 562 | {
|
---|
[589] | 563 | // do not use this function since it could return different viewpoints for
|
---|
| 564 | // different executions of the algorithm
|
---|
| 565 |
|
---|
[1112] | 566 | // mViewCellsManager->GetViewPoint(mViewPoint);
|
---|
[589] | 567 |
|
---|
| 568 | while (1) {
|
---|
| 569 | Vector3 pVector = Vector3(halton.GetNumber(1),
|
---|
| 570 | halton.GetNumber(2),
|
---|
| 571 | halton.GetNumber(3));
|
---|
| 572 |
|
---|
[1112] | 573 | mViewPoint = mViewCellsManager->GetViewSpaceBox().GetPoint(pVector);
|
---|
[589] | 574 | ViewCell *v = mViewCellsManager->GetViewCell(mViewPoint);
|
---|
| 575 | if (v && v->GetValid())
|
---|
| 576 | break;
|
---|
| 577 | // generate a new vector
|
---|
| 578 | halton.GenerateNext();
|
---|
| 579 | }
|
---|
| 580 |
|
---|
| 581 | Vector3 dVector = Vector3(2*M_PI*halton.GetNumber(4),
|
---|
| 582 | M_PI*halton.GetNumber(5),
|
---|
| 583 | 0.0f);
|
---|
| 584 |
|
---|
| 585 | mViewDirection = Normalize(Vector3(sin(dVector.x),
|
---|
| 586 | // cos(dVector.y),
|
---|
| 587 | 0.0f,
|
---|
| 588 | cos(dVector.x)));
|
---|
| 589 | halton.GenerateNext();
|
---|
| 590 | }
|
---|
| 591 |
|
---|
| 592 |
|
---|
[1585] | 593 | void
|
---|
| 594 | GlRenderer::RenderBox(const AxisAlignedBox3 &box)
|
---|
| 595 | {
|
---|
| 596 |
|
---|
| 597 | glBegin(GL_LINE_LOOP);
|
---|
| 598 | glVertex3d(box.Min().x, box.Max().y, box.Min().z );
|
---|
| 599 | glVertex3d(box.Max().x, box.Max().y, box.Min().z );
|
---|
| 600 | glVertex3d(box.Max().x, box.Min().y, box.Min().z );
|
---|
| 601 | glVertex3d(box.Min().x, box.Min().y, box.Min().z );
|
---|
| 602 | glEnd();
|
---|
| 603 |
|
---|
| 604 | glBegin(GL_LINE_LOOP);
|
---|
| 605 | glVertex3d(box.Min().x, box.Min().y, box.Max().z );
|
---|
| 606 | glVertex3d(box.Max().x, box.Min().y, box.Max().z );
|
---|
| 607 | glVertex3d(box.Max().x, box.Max().y, box.Max().z );
|
---|
| 608 | glVertex3d(box.Min().x, box.Max().y, box.Max().z );
|
---|
| 609 | glEnd();
|
---|
| 610 |
|
---|
| 611 | glBegin(GL_LINE_LOOP);
|
---|
| 612 | glVertex3d(box.Max().x, box.Min().y, box.Min().z );
|
---|
| 613 | glVertex3d(box.Max().x, box.Min().y, box.Max().z );
|
---|
| 614 | glVertex3d(box.Max().x, box.Max().y, box.Max().z );
|
---|
| 615 | glVertex3d(box.Max().x, box.Max().y, box.Min().z );
|
---|
| 616 | glEnd();
|
---|
| 617 |
|
---|
| 618 | glBegin(GL_LINE_LOOP);
|
---|
| 619 | glVertex3d(box.Min().x, box.Min().y, box.Min().z );
|
---|
| 620 | glVertex3d(box.Min().x, box.Min().y, box.Max().z );
|
---|
| 621 | glVertex3d(box.Min().x, box.Max().y, box.Max().z );
|
---|
| 622 | glVertex3d(box.Min().x, box.Max().y, box.Min().z );
|
---|
| 623 | glEnd();
|
---|
| 624 |
|
---|
| 625 | glBegin(GL_LINE_LOOP);
|
---|
| 626 | glVertex3d(box.Min().x, box.Min().y, box.Min().z );
|
---|
| 627 | glVertex3d(box.Max().x, box.Min().y, box.Min().z );
|
---|
| 628 | glVertex3d(box.Max().x, box.Min().y, box.Max().z );
|
---|
| 629 | glVertex3d(box.Min().x, box.Min().y, box.Max().z );
|
---|
| 630 | glEnd();
|
---|
| 631 |
|
---|
| 632 | glBegin(GL_LINE_LOOP);
|
---|
| 633 | glVertex3d(box.Min().x, box.Max().y, box.Min().z );
|
---|
| 634 | glVertex3d(box.Max().x, box.Max().y, box.Min().z );
|
---|
| 635 | glVertex3d(box.Max().x, box.Max().y, box.Max().z );
|
---|
| 636 | glVertex3d(box.Min().x, box.Max().y, box.Max().z );
|
---|
| 637 |
|
---|
| 638 | glEnd();
|
---|
| 639 |
|
---|
[811] | 640 | }
|
---|
[1585] | 641 |
|
---|
| 642 | void
|
---|
| 643 | GlRenderer::RenderBvhNode(BvhNode *node)
|
---|
| 644 | {
|
---|
| 645 | if (node->IsLeaf()) {
|
---|
| 646 | BvhLeaf *leaf = (BvhLeaf *) node;
|
---|
[1785] | 647 |
|
---|
| 648 | #if 0
|
---|
| 649 | if (leaf->mGlList == 0) {
|
---|
| 650 | leaf->mGlList = glGenLists(1);
|
---|
| 651 | if (leaf->mGlList != 0)
|
---|
| 652 | glNewList(leaf->mGlList, GL_COMPILE);
|
---|
| 653 |
|
---|
| 654 | for (int i=0; i < leaf->mObjects.size(); i++)
|
---|
| 655 | RenderIntersectable(leaf->mObjects[i]);
|
---|
| 656 |
|
---|
| 657 | if (leaf->mGlList != 0)
|
---|
| 658 | glEndList();
|
---|
| 659 | }
|
---|
| 660 |
|
---|
| 661 | if (leaf->mGlList != 0)
|
---|
| 662 | glCallList(leaf->mGlList);
|
---|
| 663 | #else
|
---|
[1983] | 664 | for (int i=0; i < leaf->mObjects.size(); i++)
|
---|
| 665 | RenderIntersectable(leaf->mObjects[i]);
|
---|
[1785] | 666 | #endif
|
---|
[1585] | 667 | } else {
|
---|
| 668 | BvhInterior *in = (BvhInterior *)node;
|
---|
| 669 | RenderBvhNode(in->GetBack());
|
---|
| 670 | RenderBvhNode(in->GetFront());
|
---|
| 671 | }
|
---|
[1594] | 672 |
|
---|
| 673 | //cout << "leaf obj " << i << endl;
|
---|
| 674 |
|
---|
| 675 | }
|
---|
| 676 |
|
---|
| 677 | void
|
---|
| 678 | GlRenderer::RenderKdNode(KdNode *node)
|
---|
| 679 | {
|
---|
| 680 | if (node->IsLeaf()) {
|
---|
| 681 | KdLeaf *leaf = (KdLeaf *) node;
|
---|
| 682 | for (int i=0; i < leaf->mObjects.size(); i++) {
|
---|
| 683 | RenderIntersectable(leaf->mObjects[i]);
|
---|
| 684 | }
|
---|
| 685 | } else {
|
---|
| 686 | KdInterior *in = (KdInterior *)node;
|
---|
| 687 | RenderKdNode(in->mBack);
|
---|
| 688 | RenderKdNode(in->mFront);
|
---|
| 689 | }
|
---|
[1585] | 690 |
|
---|
| 691 | }
|
---|
| 692 |
|
---|
[1785] | 693 |
|
---|
| 694 |
|
---|
| 695 |
|
---|
| 696 |
|
---|
| 697 |
|
---|
| 698 |
|
---|
| 699 | void
|
---|
| 700 | GlRendererBuffer::EvalRenderCostSample(RenderCostSample &sample,
|
---|
| 701 | const bool useOcclusionQueries,
|
---|
| 702 | const int threshold
|
---|
| 703 | )
|
---|
| 704 | {
|
---|
| 705 | // choose a random view point
|
---|
| 706 | mViewCellsManager->GetViewPoint(mViewPoint);
|
---|
| 707 | sample.mPosition = mViewPoint;
|
---|
| 708 | //cout << "viewpoint: " << mViewPoint << endl;
|
---|
| 709 |
|
---|
| 710 | // take a render cost sample by rendering a cube
|
---|
| 711 | Vector3 directions[6];
|
---|
| 712 |
|
---|
| 713 | directions[0] = Vector3(1,0,0);
|
---|
| 714 | directions[1] = Vector3(0,1,0);
|
---|
| 715 | directions[2] = Vector3(0,0,1);
|
---|
| 716 | directions[3] = Vector3(-1,0,0);
|
---|
| 717 | directions[4] = Vector3(0,-1,0);
|
---|
| 718 | directions[5] = Vector3(0,0,-1);
|
---|
| 719 |
|
---|
| 720 | sample.mVisibleObjects = 0;
|
---|
| 721 |
|
---|
| 722 | // reset object counters
|
---|
| 723 | ObjectContainer::const_iterator it, it_end = mObjects.end();
|
---|
| 724 |
|
---|
| 725 | for (it = mObjects.begin(); it != it_end; ++ it)
|
---|
| 726 | {
|
---|
| 727 | (*it)->mCounter = 0;
|
---|
| 728 | }
|
---|
| 729 |
|
---|
| 730 | ++ mFrame;
|
---|
| 731 |
|
---|
| 732 | //glCullFace(GL_FRONT);
|
---|
| 733 | glCullFace(GL_BACK);
|
---|
| 734 | glDisable(GL_CULL_FACE);
|
---|
| 735 |
|
---|
| 736 |
|
---|
| 737 | // query all 6 directions for a full point sample
|
---|
| 738 | for (int i = 0; i < 6; ++ i)
|
---|
| 739 | {
|
---|
| 740 | mViewDirection = directions[i];
|
---|
| 741 | SetupCamera();
|
---|
| 742 |
|
---|
| 743 | glClearColor(1.0f, 1.0f, 1.0f, 1.0f);
|
---|
| 744 | glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT);
|
---|
| 745 | //glColorMask(GL_TRUE, GL_TRUE, GL_TRUE, GL_TRUE); glDepthMask(GL_TRUE);
|
---|
| 746 | glDepthFunc(GL_LESS);
|
---|
| 747 |
|
---|
| 748 | mUseFalseColors = true;
|
---|
| 749 |
|
---|
| 750 | // the actual scene rendering fills the depth (for occlusion queries)
|
---|
| 751 | // and the frame buffer (for item buffer)
|
---|
| 752 | RenderScene();
|
---|
| 753 |
|
---|
| 754 |
|
---|
| 755 | if (0)
|
---|
| 756 | {
|
---|
| 757 | char filename[256];
|
---|
| 758 | sprintf(filename, "snap/frame-%04d-%d.png", mFrame, i);
|
---|
| 759 | // QImage im = toImage();
|
---|
| 760 | // im.save(filename, "PNG");
|
---|
| 761 | }
|
---|
| 762 |
|
---|
| 763 | // evaluate the sample
|
---|
| 764 | if (useOcclusionQueries)
|
---|
| 765 | {
|
---|
| 766 | EvalQueryWithOcclusionQueries();
|
---|
| 767 | }
|
---|
| 768 | else
|
---|
| 769 | {
|
---|
| 770 | EvalQueryWithItemBuffer();
|
---|
| 771 | }
|
---|
| 772 | }
|
---|
| 773 |
|
---|
| 774 | // now evaluate the statistics over that sample
|
---|
| 775 | // currently only the number of visible objects is taken into account
|
---|
| 776 | sample.Reset();
|
---|
| 777 |
|
---|
| 778 | for (it = mObjects.begin(); it != it_end; ++ it)
|
---|
| 779 | {
|
---|
| 780 | Intersectable *obj = *it;
|
---|
| 781 | if (obj->mCounter >= threshold)
|
---|
| 782 | {
|
---|
| 783 | ++ sample.mVisibleObjects;
|
---|
| 784 | sample.mVisiblePixels += obj->mCounter;
|
---|
| 785 | }
|
---|
| 786 | }
|
---|
| 787 |
|
---|
| 788 | //cout << "RS=" << sample.mVisibleObjects << " ";
|
---|
[1585] | 789 | }
|
---|
[1785] | 790 |
|
---|
| 791 |
|
---|
| 792 | GlRendererBuffer::~GlRendererBuffer()
|
---|
| 793 | {
|
---|
[1990] | 794 | #if 0
|
---|
| 795 | #ifdef USE_CG
|
---|
| 796 | if (sCgFragmentProgram)
|
---|
[1785] | 797 | cgDestroyProgram(sCgFragmentProgram);
|
---|
| 798 | if (sCgContext)
|
---|
| 799 | cgDestroyContext(sCgContext);
|
---|
| 800 | #endif
|
---|
[1990] | 801 | #endif
|
---|
[1785] | 802 | }
|
---|
| 803 |
|
---|
| 804 |
|
---|
| 805 | void
|
---|
| 806 | GlRendererBuffer::SampleRenderCost(const int numSamples,
|
---|
| 807 | vector<RenderCostSample> &samples,
|
---|
| 808 | const bool useOcclusionQueries,
|
---|
| 809 | const int threshold
|
---|
| 810 | )
|
---|
| 811 | {
|
---|
| 812 | MakeCurrent();
|
---|
| 813 |
|
---|
| 814 | if (mPixelBuffer == NULL)
|
---|
| 815 | mPixelBuffer = new unsigned int[GetWidth()*GetHeight()];
|
---|
| 816 |
|
---|
| 817 | // using 90 degree projection to capture 360 view with 6 samples
|
---|
| 818 | SetupProjection(GetHeight(), GetHeight(), 90.0f);
|
---|
| 819 |
|
---|
| 820 | //samples.resize(numSamples);
|
---|
| 821 | halton.Reset();
|
---|
| 822 |
|
---|
| 823 | // the number of queries queried in batch mode
|
---|
| 824 | const int numQ = 500;
|
---|
| 825 |
|
---|
| 826 | //const int numQ = (int)mObjects.size();
|
---|
| 827 | if (useOcclusionQueries)
|
---|
| 828 | {
|
---|
| 829 | cout << "\ngenerating " << numQ << " queries ... ";
|
---|
| 830 | OcclusionQuery::GenQueries(mOcclusionQueries, numQ);
|
---|
| 831 | cout << "finished" << endl;
|
---|
| 832 | }
|
---|
| 833 |
|
---|
| 834 | // sampling queries
|
---|
| 835 | for (int i = 0; i < numSamples; ++ i)
|
---|
| 836 | {
|
---|
| 837 | cout << ".";
|
---|
| 838 | EvalRenderCostSample(samples[i], useOcclusionQueries, threshold);
|
---|
| 839 | }
|
---|
| 840 |
|
---|
| 841 | DoneCurrent();
|
---|
| 842 | }
|
---|
| 843 |
|
---|
| 844 |
|
---|
| 845 |
|
---|
| 846 |
|
---|
| 847 |
|
---|
| 848 | void
|
---|
[1931] | 849 | GlRenderer::ClearErrorBuffer()
|
---|
[1785] | 850 | {
|
---|
| 851 | for (int i=0; i < mPvsStatFrames; i++) {
|
---|
| 852 | mPvsErrorBuffer[i].mError = 1.0f;
|
---|
| 853 | }
|
---|
[2002] | 854 | mPvsStat.maxError = 0.0f;
|
---|
[1785] | 855 | }
|
---|
| 856 |
|
---|
| 857 |
|
---|
| 858 | void
|
---|
| 859 | GlRendererBuffer::EvalPvsStat()
|
---|
| 860 | {
|
---|
| 861 |
|
---|
| 862 | MakeCurrent();
|
---|
| 863 |
|
---|
[1931] | 864 | GlRenderer::EvalPvsStat();
|
---|
[1785] | 865 |
|
---|
| 866 | DoneCurrent();
|
---|
[1931] | 867 |
|
---|
[1785] | 868 | // mRenderingFinished.wakeAll();
|
---|
| 869 | }
|
---|
| 870 |
|
---|
| 871 |
|
---|
| 872 | void GlRendererBuffer::SampleBeamContributions(Intersectable *sourceObject,
|
---|
| 873 | Beam &beam,
|
---|
| 874 | const int desiredSamples,
|
---|
| 875 | BeamSampleStatistics &stat)
|
---|
| 876 | {
|
---|
| 877 | // TODO: should be moved out of here (not to be done every time)
|
---|
| 878 | // only back faces are interesting for the depth pass
|
---|
| 879 | glShadeModel(GL_FLAT);
|
---|
| 880 | glDisable(GL_LIGHTING);
|
---|
| 881 |
|
---|
| 882 | // needed to kill the fragments for the front buffer
|
---|
| 883 | glEnable(GL_ALPHA_TEST);
|
---|
| 884 | glAlphaFunc(GL_GREATER, 0);
|
---|
| 885 |
|
---|
| 886 | // assumes that the beam is constructed and contains kd-tree nodes
|
---|
| 887 | // and viewcells which it intersects
|
---|
| 888 |
|
---|
| 889 |
|
---|
| 890 | // Get the number of viewpoints to be sampled
|
---|
| 891 | // Now it is a sqrt but in general a wiser decision could be made.
|
---|
| 892 | // The less viewpoints the better for rendering performance, since less passes
|
---|
| 893 | // over the beam is needed.
|
---|
| 894 | // The viewpoints could actually be generated outside of the bounding box which
|
---|
| 895 | // would distribute the 'efective viewpoints' of the object surface and thus
|
---|
| 896 | // with a few viewpoints better sample the viewpoint space....
|
---|
| 897 |
|
---|
| 898 | //TODO: comment in
|
---|
| 899 | //int viewPointSamples = sqrt((float)desiredSamples);
|
---|
| 900 | int viewPointSamples = max(desiredSamples / (GetWidth() * GetHeight()), 1);
|
---|
| 901 |
|
---|
| 902 | // the number of direction samples per pass is given by the number of viewpoints
|
---|
| 903 | int directionalSamples = desiredSamples / viewPointSamples;
|
---|
| 904 |
|
---|
| 905 | Debug << "directional samples: " << directionalSamples << endl;
|
---|
| 906 | for (int i = 0; i < viewPointSamples; ++ i)
|
---|
| 907 | {
|
---|
| 908 | Vector3 viewPoint = beam.mBox.GetRandomPoint();
|
---|
| 909 |
|
---|
| 910 | // perhaps the viewpoint should be shifted back a little bit so that it always lies
|
---|
| 911 | // inside the source object
|
---|
| 912 | // 'ideally' the viewpoints would be distributed on the soureObject surface, but this
|
---|
| 913 | // would require more complicated sampling (perhaps hierarchical rejection sampling of
|
---|
| 914 | // the object surface is an option here - only the mesh faces which are inside the box
|
---|
| 915 | // are considered as candidates)
|
---|
| 916 |
|
---|
| 917 | SampleViewpointContributions(sourceObject,
|
---|
| 918 | viewPoint,
|
---|
| 919 | beam,
|
---|
| 920 | directionalSamples,
|
---|
| 921 | stat);
|
---|
| 922 | }
|
---|
| 923 |
|
---|
| 924 |
|
---|
| 925 | // note:
|
---|
| 926 | // this routine would be called only if the number of desired samples is sufficiently
|
---|
| 927 | // large - for other rss tree cells the cpu based sampling is perhaps more efficient
|
---|
| 928 | // distributing the work between cpu and gpu would also allow us to place more sophisticated
|
---|
| 929 | // sample distributions (silhouette ones) using the cpu and the jittered once on the GPU
|
---|
| 930 | // in order that thios scheme is working well the gpu render buffer should run in a separate
|
---|
| 931 | // thread than the cpu sampler, which would not be such a big problem....
|
---|
| 932 |
|
---|
| 933 | // disable alpha test again
|
---|
| 934 | glDisable(GL_ALPHA_TEST);
|
---|
| 935 | }
|
---|
| 936 |
|
---|
| 937 |
|
---|
| 938 |
|
---|
| 939 | void GlRendererBuffer::SampleViewpointContributions(Intersectable *sourceObject,
|
---|
| 940 | const Vector3 viewPoint,
|
---|
| 941 | Beam &beam,
|
---|
| 942 | const int samples,
|
---|
| 943 | BeamSampleStatistics &stat)
|
---|
| 944 | {
|
---|
| 945 | // 1. setup the view port to match the desired samples
|
---|
| 946 | glViewport(0, 0, samples, samples);
|
---|
| 947 |
|
---|
| 948 | // 2. setup the projection matrix and view matrix to match the viewpoint + beam.mDirBox
|
---|
| 949 | SetupProjectionForViewPoint(viewPoint, beam, sourceObject);
|
---|
| 950 |
|
---|
| 951 |
|
---|
| 952 | // 3. reset z-buffer to 0 and render the source object for the beam
|
---|
| 953 | // with glCullFace(Enabled) and glFrontFace(GL_CW)
|
---|
| 954 | // save result to the front depth map
|
---|
| 955 | // the front depth map holds ray origins
|
---|
| 956 |
|
---|
| 957 |
|
---|
| 958 | // front depth buffer must be initialised to 0
|
---|
| 959 | float clearDepth;
|
---|
| 960 |
|
---|
| 961 | glGetFloatv(GL_DEPTH_CLEAR_VALUE, &clearDepth);
|
---|
| 962 | glClearDepth(0.0f);
|
---|
| 963 | glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT | GL_STENCIL_BUFFER_BIT);
|
---|
| 964 |
|
---|
| 965 |
|
---|
| 966 | // glFrontFace(GL_CCW);
|
---|
| 967 | glEnable(GL_CULL_FACE);
|
---|
| 968 | glCullFace(GL_FRONT);
|
---|
| 969 | glColorMask(0, 0, 0, 0);
|
---|
| 970 |
|
---|
| 971 |
|
---|
| 972 | // stencil is increased where the source object is located
|
---|
| 973 | glEnable(GL_STENCIL_TEST);
|
---|
| 974 | glStencilFunc(GL_ALWAYS, 0x1, 0x1);
|
---|
| 975 | glStencilOp(GL_REPLACE, GL_REPLACE, GL_REPLACE);
|
---|
| 976 |
|
---|
| 977 |
|
---|
| 978 | #if 0
|
---|
| 979 | static int glSourceObjList = -1;
|
---|
| 980 | if (glSourceObjList != -1)
|
---|
| 981 | {
|
---|
| 982 | glSourceObjList = glGenLists(1);
|
---|
| 983 | glNewList(glSourceObjList, GL_COMPILE);
|
---|
| 984 |
|
---|
| 985 | RenderIntersectable(sourceObject);
|
---|
| 986 |
|
---|
| 987 | glEndList();
|
---|
| 988 | }
|
---|
| 989 | glCallList(glSourceObjList);
|
---|
| 990 |
|
---|
| 991 | #else
|
---|
| 992 | RenderIntersectable(sourceObject);
|
---|
| 993 |
|
---|
| 994 | #endif
|
---|
| 995 |
|
---|
| 996 | // copy contents of the front depth buffer into depth texture
|
---|
| 997 | glBindTexture(GL_TEXTURE_2D, frontDepthMap);
|
---|
| 998 | glCopyTexSubImage2D(GL_TEXTURE_2D, 0, 0, 0, 0, 0, depthMapSize, depthMapSize);
|
---|
| 999 |
|
---|
| 1000 | // reset clear function
|
---|
| 1001 | glClearDepth(clearDepth);
|
---|
| 1002 |
|
---|
| 1003 |
|
---|
| 1004 | // 4. set up the termination depth buffer (= standard depth buffer)
|
---|
| 1005 | // only rays which have non-zero entry in the origin buffer are valid since
|
---|
| 1006 | // they realy start on the object surface (this is tagged by setting a
|
---|
| 1007 | // stencil buffer bit at step 3).
|
---|
| 1008 |
|
---|
| 1009 | glStencilFunc(GL_EQUAL, 0x1, 0x1);
|
---|
| 1010 | glStencilOp(GL_KEEP, GL_KEEP, GL_KEEP);
|
---|
| 1011 |
|
---|
| 1012 | glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT);
|
---|
| 1013 | glDepthMask(1);
|
---|
| 1014 |
|
---|
| 1015 | glEnable(GL_DEPTH_TEST);
|
---|
| 1016 |
|
---|
| 1017 | glEnable(GL_CULL_FACE);
|
---|
| 1018 | glCullFace(GL_BACK);
|
---|
| 1019 |
|
---|
| 1020 | // setup front depth buffer
|
---|
| 1021 | glEnable(GL_TEXTURE_2D);
|
---|
| 1022 |
|
---|
[1990] | 1023 | #if 0
|
---|
| 1024 | #ifdef USE_CG
|
---|
[1785] | 1025 | // bind pixel shader implementing the front depth buffer functionality
|
---|
| 1026 | cgGLBindProgram(sCgFragmentProgram);
|
---|
| 1027 | cgGLEnableProfile(sCgFragmentProfile);
|
---|
| 1028 | #endif
|
---|
[1990] | 1029 | #endif
|
---|
[1785] | 1030 | // 5. render all objects inside the beam
|
---|
| 1031 | // we can use id based false color to read them back for gaining the pvs
|
---|
| 1032 |
|
---|
| 1033 | glColorMask(1, 1, 1, 1);
|
---|
| 1034 |
|
---|
| 1035 |
|
---|
| 1036 | // if objects not stored in beam => extract objects
|
---|
| 1037 | if (beam.mFlags & !Beam::STORE_OBJECTS)
|
---|
| 1038 | {
|
---|
| 1039 | vector<KdNode *>::const_iterator it, it_end = beam.mKdNodes.end();
|
---|
| 1040 |
|
---|
| 1041 | Intersectable::NewMail();
|
---|
| 1042 | for (it = beam.mKdNodes.begin(); it != it_end; ++ it)
|
---|
| 1043 | {
|
---|
| 1044 | mKdTree->CollectObjects(*it, beam.mObjects);
|
---|
| 1045 | }
|
---|
| 1046 | }
|
---|
| 1047 |
|
---|
| 1048 |
|
---|
| 1049 | // (objects can be compiled to a gl list now so that subsequent rendering for
|
---|
| 1050 | // this beam is fast - the same hold for step 3)
|
---|
| 1051 | // Afterwards we have two depth buffers defining the ray origin and termination
|
---|
| 1052 |
|
---|
| 1053 |
|
---|
| 1054 | #if 0
|
---|
| 1055 | static int glObjList = -1;
|
---|
| 1056 | if (glObjList != -1)
|
---|
| 1057 | {
|
---|
| 1058 | glObjList = glGenLists(1);
|
---|
| 1059 | glNewList(glObjList, GL_COMPILE);
|
---|
| 1060 |
|
---|
| 1061 | ObjectContainer::const_iterator it, it_end = beam.mObjects.end();
|
---|
| 1062 | for (it = beam.mObjects.begin(); it != it_end; ++ it)
|
---|
| 1063 | {
|
---|
| 1064 | // render all objects except the source object
|
---|
| 1065 | if (*it != sourceObject)
|
---|
| 1066 | RenderIntersectable(*it);
|
---|
| 1067 | }
|
---|
| 1068 |
|
---|
| 1069 | glEndList();
|
---|
| 1070 | }
|
---|
| 1071 |
|
---|
| 1072 | glCallList(glObjList);
|
---|
| 1073 | #else
|
---|
| 1074 | ObjectContainer::const_iterator it, it_end = beam.mObjects.end();
|
---|
| 1075 | for (it = beam.mObjects.begin(); it != it_end; ++ it)
|
---|
| 1076 | {
|
---|
| 1077 | // render all objects except the source object
|
---|
| 1078 | if (*it != sourceObject)
|
---|
| 1079 | RenderIntersectable(*it);
|
---|
| 1080 | }
|
---|
| 1081 | #endif
|
---|
| 1082 |
|
---|
[1935] | 1083 | // 6. Use occlusion queries for all viewcell meshes associated with the beam ->
|
---|
[1785] | 1084 | // a fragment passes if the corresponding stencil fragment is set and its depth is
|
---|
| 1085 | // between origin and termination buffer
|
---|
| 1086 |
|
---|
| 1087 | // create new queries if necessary
|
---|
| 1088 | OcclusionQuery::GenQueries(mOcclusionQueries, (int)beam.mViewCells.size());
|
---|
| 1089 |
|
---|
| 1090 | // check whether any backfacing polygon would pass the depth test?
|
---|
| 1091 | // matt: should check both back /front facing because of dual depth buffer
|
---|
| 1092 | // and danger of cutting the near plane with front facing polys.
|
---|
| 1093 |
|
---|
| 1094 | glColorMask(GL_FALSE, GL_FALSE, GL_FALSE, GL_FALSE);
|
---|
| 1095 | glDepthMask(GL_FALSE);
|
---|
| 1096 | glDisable(GL_CULL_FACE);
|
---|
| 1097 |
|
---|
| 1098 |
|
---|
| 1099 | ViewCellContainer::const_iterator vit, vit_end = beam.mViewCells.end();
|
---|
| 1100 |
|
---|
| 1101 | int queryIdx = 0;
|
---|
| 1102 |
|
---|
| 1103 | for (vit = beam.mViewCells.begin(); vit != vit_end; ++ vit)
|
---|
| 1104 | {
|
---|
| 1105 | mOcclusionQueries[queryIdx ++]->BeginQuery();
|
---|
| 1106 |
|
---|
| 1107 | RenderIntersectable(*vit);
|
---|
| 1108 |
|
---|
| 1109 | mOcclusionQueries[queryIdx]->EndQuery();
|
---|
| 1110 |
|
---|
| 1111 | ++ queryIdx;
|
---|
| 1112 | }
|
---|
| 1113 |
|
---|
| 1114 | // at this point, if possible, go and do some other computation
|
---|
| 1115 |
|
---|
| 1116 | // 7. The number of visible pixels is the number of sample rays which see the source
|
---|
| 1117 | // object from the corresponding viewcell -> remember these values for later update
|
---|
| 1118 | // of the viewcell pvs - or update immediately?
|
---|
| 1119 |
|
---|
| 1120 | queryIdx = 0;
|
---|
| 1121 |
|
---|
| 1122 | for (vit = beam.mViewCells.begin(); vit != vit_end; ++ vit)
|
---|
| 1123 | {
|
---|
| 1124 | // fetch queries
|
---|
| 1125 | unsigned int pixelCount = mOcclusionQueries[queryIdx ++]->GetQueryResult();
|
---|
| 1126 |
|
---|
| 1127 | if (pixelCount)
|
---|
| 1128 | Debug << "view cell " << (*vit)->GetId() << " visible pixels: " << pixelCount << endl;
|
---|
| 1129 | }
|
---|
| 1130 |
|
---|
| 1131 |
|
---|
| 1132 | // 8. Copmpute rendering statistics
|
---|
| 1133 | // In general it is not neccessary to remember to extract all the rays cast. I hope it
|
---|
| 1134 | // would be sufficient to gain only the intergral statistics about the new contributions
|
---|
| 1135 | // and so the rss tree would actually store no new rays (only the initial ones)
|
---|
| 1136 | // the subdivision of the tree would only be driven by the statistics (the glrender could
|
---|
| 1137 | // evaluate the contribution entropy for example)
|
---|
| 1138 | // However might be an option to extract/store only those the rays which made a contribution
|
---|
| 1139 | // (new viewcell has been discovered) or relative contribution greater than a threshold ...
|
---|
| 1140 |
|
---|
| 1141 | ObjectContainer pvsObj;
|
---|
| 1142 | stat.pvsSize = ComputePvs(beam.mObjects, pvsObj);
|
---|
| 1143 |
|
---|
| 1144 | // to gain ray source and termination
|
---|
| 1145 | // copy contents of ray termination buffer into depth texture
|
---|
| 1146 | // and compare with ray source buffer
|
---|
| 1147 | #if 0
|
---|
| 1148 | VssRayContainer rays;
|
---|
| 1149 |
|
---|
| 1150 | glBindTexture(GL_TEXTURE_2D, backDepthMap);
|
---|
| 1151 | glCopyTexSubImage2D(GL_TEXTURE_2D, 0, 0, 0, 0, 0, depthMapSize, depthMapSize);
|
---|
| 1152 |
|
---|
| 1153 | ComputeRays(Intersectable *sourceObj, rays);
|
---|
| 1154 |
|
---|
| 1155 | #endif
|
---|
| 1156 |
|
---|
[1990] | 1157 | ////////
|
---|
[1785] | 1158 | //-- cleanup
|
---|
| 1159 |
|
---|
| 1160 | // reset gl state
|
---|
| 1161 | glColorMask(GL_TRUE, GL_TRUE, GL_TRUE, GL_TRUE);
|
---|
| 1162 | glDepthMask(GL_TRUE);
|
---|
| 1163 | glEnable(GL_CULL_FACE);
|
---|
| 1164 | glDisable(GL_STENCIL_TEST);
|
---|
[1935] | 1165 |
|
---|
[1990] | 1166 | #if 0
|
---|
| 1167 | #ifdef USE_CG
|
---|
[1785] | 1168 | cgGLDisableProfile(sCgFragmentProfile);
|
---|
| 1169 | #endif
|
---|
[1990] | 1170 | #endif
|
---|
| 1171 |
|
---|
[1785] | 1172 | glDisable(GL_TEXTURE_2D);
|
---|
| 1173 |
|
---|
| 1174 | // remove objects from beam
|
---|
| 1175 | if (beam.mFlags & !Beam::STORE_OBJECTS)
|
---|
| 1176 | beam.mObjects.clear();
|
---|
| 1177 | }
|
---|
| 1178 |
|
---|
| 1179 |
|
---|
| 1180 | void GlRendererBuffer::SetupProjectionForViewPoint(const Vector3 &viewPoint,
|
---|
| 1181 | const Beam &beam,
|
---|
| 1182 | Intersectable *sourceObject)
|
---|
| 1183 | {
|
---|
| 1184 | float left, right, bottom, top, znear, zfar;
|
---|
| 1185 |
|
---|
| 1186 | beam.ComputePerspectiveFrustum(left, right, bottom, top, znear, zfar,
|
---|
| 1187 | mSceneGraph->GetBox());
|
---|
| 1188 |
|
---|
| 1189 | //Debug << left << " " << right << " " << bottom << " " << top << " " << znear << " " << zfar << endl;
|
---|
| 1190 | glMatrixMode(GL_PROJECTION);
|
---|
| 1191 | glLoadIdentity();
|
---|
| 1192 | glFrustum(left, right, bottom, top, znear, zfar);
|
---|
| 1193 | //glFrustum(-1, 1, -1, 1, 1, 20000);
|
---|
| 1194 |
|
---|
| 1195 | const Vector3 center = viewPoint + beam.GetMainDirection() * (zfar - znear) * 0.3f;
|
---|
| 1196 | const Vector3 up =
|
---|
| 1197 | Normalize(CrossProd(beam.mPlanes[0].mNormal, beam.mPlanes[4].mNormal));
|
---|
| 1198 |
|
---|
| 1199 | #ifdef GTP_DEBUG
|
---|
| 1200 | Debug << "view point: " << viewPoint << endl;
|
---|
| 1201 | Debug << "eye: " << center << endl;
|
---|
| 1202 | Debug << "up: " << up << endl;
|
---|
| 1203 | #endif
|
---|
| 1204 |
|
---|
| 1205 | glMatrixMode(GL_MODELVIEW);
|
---|
| 1206 | glLoadIdentity();
|
---|
| 1207 | gluLookAt(viewPoint.x, viewPoint.y, viewPoint.z,
|
---|
| 1208 | center.x, center.y, center.z,
|
---|
| 1209 | up.x, up.y, up.z);
|
---|
| 1210 | }
|
---|
| 1211 |
|
---|
| 1212 |
|
---|
| 1213 | void GlRendererBuffer::InitGL()
|
---|
| 1214 | {
|
---|
[1990] | 1215 | MakeCurrent();
|
---|
| 1216 | GlRenderer::InitGL();
|
---|
[1785] | 1217 |
|
---|
| 1218 | // initialise dual depth buffer textures
|
---|
| 1219 | glGenTextures(1, &frontDepthMap);
|
---|
| 1220 | glBindTexture(GL_TEXTURE_2D, frontDepthMap);
|
---|
| 1221 |
|
---|
| 1222 | glTexImage2D(GL_TEXTURE_2D, 0, GL_DEPTH_COMPONENT, depthMapSize,
|
---|
| 1223 | depthMapSize, 0, GL_DEPTH_COMPONENT, GL_UNSIGNED_BYTE, NULL);
|
---|
| 1224 |
|
---|
| 1225 | glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_NEAREST);
|
---|
| 1226 | glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_NEAREST);
|
---|
| 1227 | glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_S, GL_CLAMP);
|
---|
| 1228 | glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_T, GL_CLAMP);
|
---|
| 1229 |
|
---|
| 1230 | glGenTextures(1, &backDepthMap);
|
---|
| 1231 | glBindTexture(GL_TEXTURE_2D, backDepthMap);
|
---|
| 1232 |
|
---|
| 1233 | glTexImage2D(GL_TEXTURE_2D, 0, GL_DEPTH_COMPONENT, depthMapSize,
|
---|
| 1234 | depthMapSize, 0, GL_DEPTH_COMPONENT, GL_UNSIGNED_BYTE, NULL);
|
---|
| 1235 | glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_NEAREST);
|
---|
| 1236 | glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_NEAREST);
|
---|
| 1237 | glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_S, GL_CLAMP);
|
---|
| 1238 | glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_T, GL_CLAMP);
|
---|
| 1239 |
|
---|
[1990] | 1240 | #if 0
|
---|
| 1241 | #ifdef USE_CG
|
---|
| 1242 |
|
---|
[1785] | 1243 | // cg initialization
|
---|
| 1244 | cgSetErrorCallback(handleCgError);
|
---|
| 1245 | sCgContext = cgCreateContext();
|
---|
| 1246 |
|
---|
| 1247 | if (cgGLIsProfileSupported(CG_PROFILE_ARBFP1))
|
---|
| 1248 | sCgFragmentProfile = CG_PROFILE_ARBFP1;
|
---|
| 1249 | else
|
---|
| 1250 | {
|
---|
| 1251 | // try FP30
|
---|
| 1252 | if (cgGLIsProfileSupported(CG_PROFILE_FP30))
|
---|
| 1253 | sCgFragmentProfile = CG_PROFILE_FP30;
|
---|
| 1254 | else
|
---|
| 1255 | {
|
---|
| 1256 | Debug << "Neither arbfp1 or fp30 fragment profiles supported on this system" << endl;
|
---|
| 1257 | exit(1);
|
---|
| 1258 | }
|
---|
| 1259 | }
|
---|
| 1260 |
|
---|
| 1261 | sCgFragmentProgram = cgCreateProgramFromFile(sCgContext,
|
---|
| 1262 | CG_SOURCE, "../src/dual_depth.cg",
|
---|
| 1263 | sCgFragmentProfile,
|
---|
| 1264 | NULL,
|
---|
| 1265 | NULL);
|
---|
| 1266 |
|
---|
| 1267 | if (!cgIsProgramCompiled(sCgFragmentProgram))
|
---|
| 1268 | cgCompileProgram(sCgFragmentProgram);
|
---|
| 1269 |
|
---|
| 1270 | cgGLLoadProgram(sCgFragmentProgram);
|
---|
| 1271 | cgGLBindProgram(sCgFragmentProgram);
|
---|
| 1272 |
|
---|
| 1273 | Debug << "---- PROGRAM BEGIN ----\n" <<
|
---|
| 1274 | cgGetProgramString(sCgFragmentProgram, CG_COMPILED_PROGRAM) << "---- PROGRAM END ----\n";
|
---|
| 1275 |
|
---|
| 1276 | #endif
|
---|
| 1277 |
|
---|
| 1278 | #endif
|
---|
| 1279 | DoneCurrent();
|
---|
| 1280 | }
|
---|
| 1281 |
|
---|
| 1282 |
|
---|
| 1283 | void GlRendererBuffer::ComputeRays(Intersectable *sourceObj, VssRayContainer &rays)
|
---|
| 1284 | {
|
---|
| 1285 | for (int i = 0; i < depthMapSize * depthMapSize; ++ i)
|
---|
| 1286 | {
|
---|
| 1287 | //todo glGetTexImage()
|
---|
| 1288 | }
|
---|
| 1289 | }
|
---|
| 1290 |
|
---|
| 1291 |
|
---|
[1931] | 1292 | void
|
---|
| 1293 | GlRenderer::EvalPvsStat()
|
---|
| 1294 | {
|
---|
[1785] | 1295 |
|
---|
[1931] | 1296 | mPvsStat.Reset();
|
---|
| 1297 | halton.Reset();
|
---|
[1785] | 1298 |
|
---|
[1931] | 1299 | SetupProjection(GetWidth(), GetHeight());
|
---|
[1785] | 1300 |
|
---|
[1931] | 1301 | cout<<"mPvsStatFrames="<<mPvsStatFrames<<endl;
|
---|
| 1302 |
|
---|
| 1303 | for (int i=0; i < mPvsStatFrames; i++) {
|
---|
| 1304 | float err;
|
---|
| 1305 | // set frame id for saving the error buffer
|
---|
| 1306 | mFrame = i;
|
---|
| 1307 | RandomViewPoint();
|
---|
[1785] | 1308 |
|
---|
[2002] | 1309 | if (mPvsErrorBuffer[i].mError == 1.0f) {
|
---|
| 1310 | // check if the view point is valid
|
---|
| 1311 | if (!ValidViewPoint())
|
---|
| 1312 | mPvsErrorBuffer[i].mError = -1.0f;
|
---|
| 1313 |
|
---|
| 1314 | // manualy corrected view point
|
---|
| 1315 | if (mFrame == 5105)
|
---|
| 1316 | mPvsErrorBuffer[i].mError = -1.0f;
|
---|
| 1317 | }
|
---|
| 1318 |
|
---|
| 1319 |
|
---|
[1931] | 1320 | // atlanta problematic frames: 325 525 691 1543
|
---|
| 1321 | #if 0
|
---|
| 1322 | if (mFrame != 325 &&
|
---|
| 1323 | mFrame != 525 &&
|
---|
| 1324 | mFrame != 691 &&
|
---|
| 1325 | mFrame != 1543)
|
---|
| 1326 | mPvsErrorBuffer[i] = -1;
|
---|
| 1327 | else {
|
---|
| 1328 | Debug<<"frame ="<<mFrame<<" vp="<<mViewPoint<<" vd="<<mViewDirection<<endl;
|
---|
| 1329 | }
|
---|
| 1330 | #endif
|
---|
| 1331 |
|
---|
[2002] | 1332 | if (mPvsErrorBuffer[i].mError > 0.0f) {
|
---|
[1931] | 1333 | int pvsSize;
|
---|
[2002] | 1334 |
|
---|
[1931] | 1335 | float error = GetPixelError(pvsSize);
|
---|
| 1336 | mPvsErrorBuffer[i].mError = error;
|
---|
| 1337 | mPvsErrorBuffer[i].mPvsSize = pvsSize;
|
---|
[1785] | 1338 |
|
---|
[1931] | 1339 | // emit UpdatePvsErrorItem(i,
|
---|
| 1340 | // mPvsErrorBuffer[i]);
|
---|
| 1341 | cout<<"("<<i<<","<<mPvsErrorBuffer[i].mError<<")";
|
---|
| 1342 | // swapBuffers();
|
---|
| 1343 | }
|
---|
| 1344 |
|
---|
| 1345 | err = mPvsErrorBuffer[i].mError;
|
---|
| 1346 |
|
---|
| 1347 | if (err >= 0.0f) {
|
---|
| 1348 | if (err > mPvsStat.maxError)
|
---|
| 1349 | mPvsStat.maxError = err;
|
---|
| 1350 | mPvsStat.sumError += err;
|
---|
| 1351 | mPvsStat.sumPvsSize += mPvsErrorBuffer[i].mPvsSize;
|
---|
| 1352 |
|
---|
| 1353 | if (err == 0.0f)
|
---|
| 1354 | mPvsStat.errorFreeFrames++;
|
---|
| 1355 | mPvsStat.frames++;
|
---|
| 1356 | }
|
---|
| 1357 | }
|
---|
[2002] | 1358 |
|
---|
[1931] | 1359 | glFinish();
|
---|
| 1360 | cout<<endl<<flush;
|
---|
[1785] | 1361 | }
|
---|
[1931] | 1362 |
|
---|
[2002] | 1363 | bool
|
---|
| 1364 | GlRenderer::ValidViewPoint()
|
---|
[1931] | 1365 | {
|
---|
[2002] | 1366 | if (!mDetectEmptyViewSpace)
|
---|
| 1367 | return true;
|
---|
[1931] | 1368 |
|
---|
[2002] | 1369 | OcclusionQuery *query = mOcclusionQueries[0];
|
---|
[1931] | 1370 |
|
---|
[2002] | 1371 | // now check whether any backfacing polygon would pass the depth test
|
---|
[1931] | 1372 | SetupCamera();
|
---|
| 1373 | glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT);
|
---|
[2002] | 1374 | glEnable( GL_CULL_FACE );
|
---|
| 1375 | glCullFace(GL_BACK);
|
---|
[1931] | 1376 |
|
---|
[2002] | 1377 | // cout<<"VV1 ";
|
---|
| 1378 | RenderScene();
|
---|
[1931] | 1379 |
|
---|
[2002] | 1380 | glColorMask(GL_FALSE, GL_FALSE, GL_FALSE, GL_FALSE);
|
---|
| 1381 | glDepthMask(GL_FALSE);
|
---|
| 1382 | glDisable( GL_CULL_FACE );
|
---|
[1931] | 1383 |
|
---|
[2002] | 1384 | query->BeginQuery();
|
---|
[1931] | 1385 |
|
---|
[2002] | 1386 | // cout<<"VV2 ";
|
---|
[1931] | 1387 | RenderScene();
|
---|
[2002] | 1388 | // cout<<"VV3 ";
|
---|
[1931] | 1389 |
|
---|
[2002] | 1390 | query->EndQuery();
|
---|
[1931] | 1391 |
|
---|
[2002] | 1392 | // at this point, if possible, go and do some other computation
|
---|
| 1393 | glColorMask(GL_TRUE, GL_TRUE, GL_TRUE, GL_TRUE);
|
---|
| 1394 | glDepthMask(GL_TRUE);
|
---|
| 1395 | glEnable( GL_CULL_FACE );
|
---|
| 1396 |
|
---|
| 1397 | // int wait = 0;
|
---|
| 1398 | // while (!query.ResultAvailable()) {
|
---|
| 1399 | // wait++;
|
---|
| 1400 | // }
|
---|
[1931] | 1401 |
|
---|
| 1402 | // reenable other state
|
---|
[2002] | 1403 | unsigned int pixelCount = query->GetQueryResult();
|
---|
| 1404 | // cout<<"VV4 ";
|
---|
[1931] | 1405 |
|
---|
[2002] | 1406 | if (pixelCount > 0)
|
---|
| 1407 | return false; // backfacing polygon found -> not a valid viewspace sample
|
---|
[1931] | 1408 |
|
---|
[2002] | 1409 | return true;
|
---|
| 1410 | }
|
---|
[1931] | 1411 |
|
---|
[2002] | 1412 | float
|
---|
| 1413 | GlRenderer::GetPixelError(int &pvsSize)
|
---|
| 1414 | {
|
---|
| 1415 | return -1.0f;
|
---|
[1931] | 1416 | }
|
---|
| 1417 |
|
---|
[1983] | 1418 | void
|
---|
| 1419 | GlRenderer::RenderViewPoint()
|
---|
| 1420 | {
|
---|
| 1421 | mWireFrame = true;
|
---|
| 1422 | glPushMatrix();
|
---|
| 1423 | glTranslatef(mViewPoint.x, mViewPoint.y, mViewPoint.z);
|
---|
| 1424 | glScalef(5.0f,5.0f,5.0f);
|
---|
| 1425 | glPushAttrib(GL_CURRENT_BIT);
|
---|
| 1426 | glColor3f(1.0f, 0.0f, 0.0f);
|
---|
| 1427 | gluSphere((::GLUquadric *)mSphere,
|
---|
| 1428 | 1e-3*Magnitude(mViewCellsManager->GetViewSpaceBox().Size()), 6, 6);
|
---|
| 1429 | glPopAttrib();
|
---|
| 1430 | glPopMatrix();
|
---|
| 1431 | mWireFrame = false;
|
---|
| 1432 | }
|
---|
[1931] | 1433 |
|
---|
| 1434 |
|
---|
| 1435 |
|
---|
| 1436 |
|
---|
| 1437 | }
|
---|