[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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[2116] | 7 | //#include "ObjectPvs.h"
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[589] | 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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[2530] | 65 | mKdTree(tree),
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| 66 | mUseFalseColors(false)
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[589] | 67 | {
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| 68 | mSceneGraph->CollectObjects(&mObjects);
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[1112] | 69 |
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| 70 | // mViewCellsManager->GetViewPoint(mViewPoint);
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| 71 |
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[1942] | 72 | viewCellsManager->GetViewPoint(mViewPoint);
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| 73 | //mSceneGraph->GetBox().Center();
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[589] | 74 | mViewDirection = Vector3(0,0,1);
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[608] | 75 |
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[1112] | 76 | // mViewPoint = Vector3(991.7, 187.8, -271);
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| 77 | // mViewDirection = Vector3(0.9, 0, -0.4);
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[878] | 78 |
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[589] | 79 | // timerId = startTimer(10);
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| 80 | // debug coords for atlanta
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[608] | 81 | // mViewPoint = Vector3(3473, 6.778, -1699);
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| 82 | // mViewDirection = Vector3(-0.2432, 0, 0.97);
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[589] | 83 |
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| 84 | mFrame = 0;
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| 85 | mWireFrame = false;
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[1983] | 86 | Environment::GetSingleton()->GetBoolValue("Preprocessor.detectEmptyViewSpace",
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| 87 | mDetectEmptyViewSpace);
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[746] | 88 | mSnapErrorFrames = true;
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| 89 | mSnapPrefix = "snap/";
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| 90 | mUseForcedColors = false;
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[1594] | 91 | mRenderBoxes = false;
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[2053] | 92 | // mUseGlLists = true;
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| 93 | mUseGlLists = false;
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[1931] | 94 |
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[2049] | 95 | if (mViewCellsManager->GetViewCellPoints()->size())
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[2116] | 96 | mPvsStatFrames = (int)mViewCellsManager->GetViewCellPoints()->size();
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[2049] | 97 | else
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| 98 | Environment::GetSingleton()->GetIntValue("Preprocessor.pvsRenderErrorSamples", mPvsStatFrames);
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| 99 |
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| 100 |
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[1931] | 101 | mPvsErrorBuffer.resize(mPvsStatFrames);
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| 102 | ClearErrorBuffer();
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[589] | 103 | }
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| 104 |
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| 105 | GlRenderer::~GlRenderer()
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| 106 | {
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| 107 | cerr<<"gl renderer destructor..\n";
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[1145] | 108 |
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| 109 | //CLEAR_CONTAINER(sQueries);
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[1001] | 110 | CLEAR_CONTAINER(mOcclusionQueries);
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[589] | 111 |
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[1145] | 112 | cerr<<"done."<<endl;
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[589] | 113 | }
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| 114 |
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[1145] | 115 |
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[589] | 116 | void
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[1581] | 117 | GlRenderer::RenderTriangle(TriangleIntersectable *object)
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| 118 | {
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| 119 | Triangle3 &t = object->GetItem();
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[2050] | 120 |
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[1581] | 121 | glBegin(GL_TRIANGLES);
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[1997] | 122 | Vector3 normal = t.GetNormal();
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| 123 | glNormal3f(normal.x, normal.y, normal.z);
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[1581] | 124 | glVertex3f(t.mVertices[0].x, t.mVertices[0].y, t.mVertices[0].z);
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| 125 | glVertex3f(t.mVertices[1].x, t.mVertices[1].y, t.mVertices[1].z);
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| 126 | glVertex3f(t.mVertices[2].x, t.mVertices[2].y, t.mVertices[2].z);
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| 127 | glEnd();
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| 128 | }
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| 129 |
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| 130 | void
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[589] | 131 | GlRenderer::RenderIntersectable(Intersectable *object)
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| 132 | {
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[2050] | 133 | if (!object)
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| 134 | return;
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| 135 |
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[1594] | 136 | if (object->Mailed())
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| 137 | return;
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[2050] | 138 |
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[1594] | 139 | object->Mail();
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| 140 |
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[589] | 141 | glPushAttrib(GL_CURRENT_BIT);
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| 142 | if (mUseFalseColors)
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| 143 | SetupFalseColor(object->mId);
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[1944] | 144 |
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[589] | 145 | switch (object->Type()) {
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| 146 | case Intersectable::MESH_INSTANCE:
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| 147 | RenderMeshInstance((MeshInstance *)object);
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| 148 | break;
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| 149 | case Intersectable::VIEW_CELL:
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[2017] | 150 | RenderViewCell(static_cast<ViewCell *>(object));
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[1581] | 151 | break;
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[1001] | 152 | case Intersectable::TRANSFORMED_MESH_INSTANCE:
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[2017] | 153 | RenderTransformedMeshInstance(static_cast<TransformedMeshInstance *>(object));
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[1581] | 154 | break;
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| 155 | case Intersectable::TRIANGLE_INTERSECTABLE:
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[2017] | 156 | RenderTriangle(static_cast<TriangleIntersectable *>(object));
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[1581] | 157 | break;
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[1585] | 158 | case Intersectable::BVH_INTERSECTABLE: {
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| 159 |
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[2017] | 160 | BvhNode *node = static_cast<BvhNode *>(object);
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[1785] | 161 |
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[1594] | 162 | if (mRenderBoxes)
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| 163 | RenderBox(node->GetBoundingBox());
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| 164 | else
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| 165 | RenderBvhNode(node);
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[1585] | 166 | break;
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| 167 | }
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[1594] | 168 | case Intersectable::KD_INTERSECTABLE: {
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[2017] | 169 | KdNode *node = (static_cast<KdIntersectable *>(object))->GetItem();
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[1785] | 170 |
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[1594] | 171 | if (mRenderBoxes)
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| 172 | RenderBox(mKdTree->GetBox(node));
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| 173 | else
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| 174 | RenderKdNode(node);
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| 175 | break;
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| 176 | }
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[1585] | 177 |
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[589] | 178 | default:
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| 179 | cerr<<"Rendering this object not yet implemented\n";
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| 180 | break;
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| 181 | }
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| 182 |
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| 183 | glPopAttrib();
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| 184 | }
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| 185 |
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[1581] | 186 | void
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| 187 | GlRenderer::RenderRays(const VssRayContainer &rays)
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| 188 | {
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| 189 | VssRayContainer::const_iterator it = rays.begin(), it_end = rays.end();
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[589] | 190 |
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[1581] | 191 | glBegin(GL_LINES);
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| 192 | for (; it != it_end; ++it) {
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| 193 | VssRay *ray = *it;
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| 194 | float importance = log10(1e3*ray->mWeightedPvsContribution)/3.0f;
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| 195 | // cout<<"w="<<ray->mWeightedPvsContribution<<" r="<<ray->mWeightedPvsContribution;
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| 196 | glColor3f(importance, importance, importance);
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| 197 | glVertex3fv(&ray->mOrigin.x);
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| 198 | glVertex3fv(&ray->mTermination.x);
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| 199 | }
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| 200 | glEnd();
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| 201 | }
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| 202 |
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[1737] | 203 |
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| 204 |
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[589] | 205 | void
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| 206 | GlRenderer::RenderViewCell(ViewCell *vc)
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| 207 | {
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| 208 | if (vc->GetMesh()) {
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| 209 |
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[599] | 210 | if (!mUseFalseColors) {
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| 211 | if (vc->GetValid())
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| 212 | glColor3f(0,1,0);
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| 213 | else
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| 214 | glColor3f(0,0,1);
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| 215 | }
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[589] | 216 |
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| 217 | RenderMesh(vc->GetMesh());
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[599] | 218 | } else {
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| 219 | // render viewcells in the subtree
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| 220 | if (!vc->IsLeaf()) {
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| 221 | ViewCellInterior *vci = (ViewCellInterior *) vc;
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| 222 |
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| 223 | ViewCellContainer::iterator it = vci->mChildren.begin();
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| 224 | for (; it != vci->mChildren.end(); ++it) {
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| 225 | RenderViewCell(*it);
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| 226 | }
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[685] | 227 | } else {
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| 228 | // cerr<<"Empty viewcell mesh\n";
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[599] | 229 | }
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[589] | 230 | }
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| 231 | }
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| 232 |
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[599] | 233 |
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[2530] | 234 | void GlRenderer::RenderMeshInstance(MeshInstance *mi)
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[589] | 235 | {
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[2530] | 236 | RenderMesh(mi->GetMesh());
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[589] | 237 | }
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| 238 |
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[1001] | 239 |
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[589] | 240 | void
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[1001] | 241 | GlRenderer::RenderTransformedMeshInstance(TransformedMeshInstance *mi)
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| 242 | {
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| 243 | // apply world transform before rendering
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| 244 | Matrix4x4 m;
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| 245 | mi->GetWorldTransform(m);
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| 246 |
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| 247 | glPushMatrix();
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[1002] | 248 | /* cout << "\n";
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[1001] | 249 | for (int i = 0; i < 4; ++ i)
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| 250 | for (int j = 0; j < 4; ++ j)
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[1002] | 251 | cout << m.x[i][j] << " "; cout << "\n"*/
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[1001] | 252 |
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| 253 | glMultMatrixf((float *)m.x);
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| 254 |
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[1002] | 255 | /*GLfloat dummy[16];
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| 256 | glGetFloatv(GL_MODELVIEW_MATRIX, dummy);
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[1001] | 257 | for (int i = 0; i < 16; ++ i)
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| 258 | cout << dummy[i] << " ";
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| 259 | cout << endl;*/
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| 260 | RenderMesh(mi->GetMesh());
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| 261 |
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| 262 | glPopMatrix();
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| 263 | }
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| 264 |
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| 265 |
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| 266 | void
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[1960] | 267 | GlRenderer::SetupFalseColor(const unsigned int id)
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[589] | 268 | {
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[1944] | 269 | // swap bits of the color
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| 270 | glColor3ub(id&255, (id>>8)&255, (id>>16)&255);
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[589] | 271 | }
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| 272 |
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| 273 |
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[1960] | 274 | unsigned int GlRenderer::GetId(const unsigned char r,
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| 275 | const unsigned char g,
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| 276 | const unsigned char b) const
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[589] | 277 | {
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| 278 | return r + (g << 8) + (b << 16);
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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::SetupMaterial(Material *m)
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| 284 | {
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| 285 | if (m)
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| 286 | glColor3fv(&(m->mDiffuseColor.r));
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| 287 | }
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| 288 |
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[1960] | 289 |
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[589] | 290 | void
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| 291 | GlRenderer::RenderMesh(Mesh *mesh)
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| 292 | {
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| 293 | int i = 0;
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| 294 |
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[746] | 295 | if (!mUseFalseColors && !mUseForcedColors)
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[1944] | 296 | SetupMaterial(mesh->mMaterial);
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[589] | 297 |
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| 298 | for (i=0; i < mesh->mFaces.size(); i++) {
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| 299 | if (mWireFrame)
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| 300 | glBegin(GL_LINE_LOOP);
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| 301 | else
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| 302 | glBegin(GL_POLYGON);
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| 303 |
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| 304 | Face *face = mesh->mFaces[i];
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| 305 | for (int j = 0; j < face->mVertexIndices.size(); j++) {
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| 306 | glVertex3fv(&mesh->mVertices[face->mVertexIndices[j]].x);
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| 307 | }
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| 308 | glEnd();
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| 309 | }
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| 310 | }
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| 311 |
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| 312 | void
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| 313 | GlRenderer::InitGL()
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| 314 | {
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[1608] | 315 | mSphere = (GLUquadric *)gluNewQuadric();
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| 316 |
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[589] | 317 | glMatrixMode(GL_PROJECTION);
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| 318 | glLoadIdentity();
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| 319 |
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| 320 | glMatrixMode(GL_MODELVIEW);
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| 321 | glLoadIdentity();
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| 322 |
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[1785] | 323 | glFrontFace(GL_CCW);
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| 324 | glCullFace(GL_BACK);
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[589] | 325 | glEnable(GL_CULL_FACE);
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| 326 | glShadeModel(GL_FLAT);
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[1997] | 327 | glDepthFunc( GL_LESS );
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[589] | 328 | glEnable(GL_DEPTH_TEST);
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| 329 | glEnable(GL_CULL_FACE);
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| 330 |
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[1001] | 331 | InitExtensions();
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[746] | 332 |
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| 333 | glTexEnvi(GL_TEXTURE_ENV, GL_TEXTURE_ENV_MODE, GL_REPLACE );
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| 334 |
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| 335 | glEnable( GL_NORMALIZE );
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| 336 |
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| 337 | glClearColor(0.0f, 0.0f, 1.0f, 1.0f);
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[2002] | 338 |
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| 339 | OcclusionQuery::GenQueries(mOcclusionQueries, 10);
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[589] | 340 | }
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| 341 |
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[746] | 342 |
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[589] | 343 | void
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[811] | 344 | GlRenderer::SetupProjection(const int w, const int h, const float angle)
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[589] | 345 | {
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| 346 | glViewport(0, 0, w, h);
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| 347 | glMatrixMode(GL_PROJECTION);
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| 348 | glLoadIdentity();
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[811] | 349 | gluPerspective(angle, 1.0, 0.1, 2.0*Magnitude(mSceneGraph->GetBox().Diagonal()));
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[589] | 350 | glMatrixMode(GL_MODELVIEW);
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| 351 | }
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| 352 |
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[1581] | 353 |
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| 354 |
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[589] | 355 | void
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| 356 | GlRenderer::SetupCamera()
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| 357 | {
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| 358 | Vector3 target = mViewPoint + mViewDirection;
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[2023] | 359 | //cout << "vp: " << mViewPoint << " dr: " << mViewDirection << endl;
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| 360 | //cout<<"box: " << mKdTree->GetBox()<<endl;
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[589] | 361 | Vector3 up(0,1,0);
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| 362 |
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[811] | 363 | if (abs(DotProd(mViewDirection, up)) > 0.99f)
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| 364 | up = Vector3(1, 0, 0);
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| 365 |
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[589] | 366 | glLoadIdentity();
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| 367 | gluLookAt(mViewPoint.x, mViewPoint.y, mViewPoint.z,
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| 368 | target.x, target.y, target.z,
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| 369 | up.x, up.y, up.z);
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| 370 | }
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| 371 |
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[1145] | 372 | void
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| 373 | GlRenderer::_RenderScene()
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| 374 | {
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| 375 | ObjectContainer::const_iterator oi = mObjects.begin();
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| 376 | for (; oi != mObjects.end(); oi++)
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| 377 | RenderIntersectable(*oi);
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| 378 | }
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| 379 |
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[2002] | 380 | void
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| 381 | GlRenderer::_RenderSceneTriangles()
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| 382 | {
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| 383 | glBegin(GL_TRIANGLES);
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| 384 |
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| 385 | ObjectContainer::const_iterator oi = mObjects.begin();
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| 386 | for (; oi != mObjects.end(); oi++) {
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| 387 |
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| 388 | if ((*oi)->Type() == Intersectable::TRIANGLE_INTERSECTABLE) {
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| 389 | TriangleIntersectable *object = (TriangleIntersectable *)*oi;
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| 390 | Triangle3 &t = object->GetItem();
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| 391 |
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| 392 | Vector3 normal = t.GetNormal();
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| 393 | glNormal3f(normal.x, normal.y, normal.z);
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| 394 | glVertex3f(t.mVertices[0].x, t.mVertices[0].y, t.mVertices[0].z);
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| 395 | glVertex3f(t.mVertices[1].x, t.mVertices[1].y, t.mVertices[1].z);
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| 396 | glVertex3f(t.mVertices[2].x, t.mVertices[2].y, t.mVertices[2].z);
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| 397 |
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| 398 | }
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| 399 | }
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| 400 |
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| 401 | glEnd();
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| 402 |
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| 403 | }
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| 404 |
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[1145] | 405 | bool
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| 406 | GlRenderer::RenderScene()
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| 407 | {
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[1785] | 408 | Intersectable::NewMail();
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[1145] | 409 | static int glList = -1;
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| 410 | if (mUseGlLists) {
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| 411 | if (glList == -1) {
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| 412 | glList = glGenLists(1);
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| 413 | glNewList(glList, GL_COMPILE);
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[2002] | 414 | _RenderSceneTriangles();
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[1145] | 415 | glEndList();
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| 416 | }
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[1969] | 417 |
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[1145] | 418 | glCallList(glList);
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| 419 | } else
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[2002] | 420 | _RenderSceneTriangles();
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[1145] | 421 |
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| 422 |
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| 423 | return true;
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| 424 | }
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| 425 |
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| 426 |
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[589] | 427 | void
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[997] | 428 | GlRendererBuffer::EvalQueryWithItemBuffer(
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[1001] | 429 | //RenderCostSample &sample
|
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[997] | 430 | )
|
---|
| 431 | {
|
---|
| 432 | // read back the texture
|
---|
| 433 | glReadPixels(0, 0,
|
---|
| 434 | GetWidth(), GetHeight(),
|
---|
| 435 | GL_RGBA,
|
---|
| 436 | GL_UNSIGNED_BYTE,
|
---|
| 437 | mPixelBuffer);
|
---|
| 438 |
|
---|
| 439 |
|
---|
| 440 | unsigned int *p = mPixelBuffer;
|
---|
| 441 |
|
---|
| 442 | for (int y = 0; y < GetHeight(); y++)
|
---|
| 443 | {
|
---|
| 444 | for (int x = 0; x < GetWidth(); x++, p++)
|
---|
| 445 | {
|
---|
| 446 | unsigned int id = (*p) & 0xFFFFFF;
|
---|
| 447 |
|
---|
| 448 | if (id != 0xFFFFFF)
|
---|
[2053] | 449 | {
|
---|
[997] | 450 | ++ mObjects[id]->mCounter;
|
---|
[2053] | 451 | }
|
---|
[997] | 452 | }
|
---|
| 453 | }
|
---|
| 454 | }
|
---|
| 455 |
|
---|
[1145] | 456 |
|
---|
| 457 |
|
---|
| 458 | /****************************************************************/
|
---|
| 459 | /* GlRendererBuffer implementation */
|
---|
| 460 | /****************************************************************/
|
---|
| 461 |
|
---|
| 462 |
|
---|
| 463 |
|
---|
| 464 | GlRendererBuffer::GlRendererBuffer(SceneGraph *sceneGraph,
|
---|
| 465 | ViewCellsManager *viewcells,
|
---|
| 466 | KdTree *tree):
|
---|
| 467 | GlRenderer(sceneGraph, viewcells, tree)
|
---|
| 468 | {
|
---|
[1785] | 469 |
|
---|
| 470 | mPixelBuffer = NULL;
|
---|
| 471 |
|
---|
| 472 | // implement width and height in subclasses
|
---|
[1145] | 473 | }
|
---|
| 474 |
|
---|
| 475 |
|
---|
[997] | 476 | void
|
---|
| 477 | GlRendererBuffer::EvalQueryWithOcclusionQueries(
|
---|
| 478 | //RenderCostSample &sample
|
---|
| 479 | )
|
---|
| 480 | {
|
---|
| 481 | glDepthFunc(GL_LEQUAL);
|
---|
| 482 |
|
---|
| 483 | glColorMask(GL_FALSE, GL_FALSE, GL_FALSE, GL_FALSE);
|
---|
| 484 | glDepthMask(GL_FALSE);
|
---|
[1000] | 485 |
|
---|
| 486 |
|
---|
| 487 | // simulate detectemptyviewspace using backface culling
|
---|
[1001] | 488 | if (mDetectEmptyViewSpace)
|
---|
[997] | 489 | {
|
---|
[1000] | 490 | glEnable(GL_CULL_FACE);
|
---|
[1001] | 491 | //cout << "culling" << endl;
|
---|
[1000] | 492 | }
|
---|
| 493 | else
|
---|
| 494 | {
|
---|
[1001] | 495 | //cout << "not culling" << endl;
|
---|
[1000] | 496 | glDisable(GL_CULL_FACE);
|
---|
[1001] | 497 | }
|
---|
[1000] | 498 |
|
---|
| 499 |
|
---|
[1001] | 500 | //const int numQ = 1;
|
---|
| 501 | const int numQ = (int)mOcclusionQueries.size();
|
---|
[1000] | 502 |
|
---|
[1001] | 503 | //glFinish();
|
---|
| 504 | #if 0
|
---|
[1000] | 505 | //-- now issue queries for all objects
|
---|
| 506 | for (int j = 0; j < (int)mObjects.size(); ++ j)
|
---|
[1001] | 507 | {
|
---|
| 508 | mOcclusionQueries[j]->BeginQuery();
|
---|
| 509 | RenderIntersectable(mObjects[j]);
|
---|
| 510 | mOcclusionQueries[j]->EndQuery();
|
---|
| 511 |
|
---|
| 512 | unsigned int pixelCount;
|
---|
| 513 |
|
---|
| 514 | pixelCount = mOcclusionQueries[j]->GetQueryResult();
|
---|
[2053] | 515 |
|
---|
[1001] | 516 | mObjects[j]->mCounter += pixelCount;
|
---|
| 517 | }
|
---|
| 518 | #else
|
---|
| 519 |
|
---|
| 520 | int q = 0;
|
---|
| 521 |
|
---|
| 522 | //-- now issue queries for all objects
|
---|
| 523 | for (int j = 0; j < (int)mObjects.size(); j += q)
|
---|
[1000] | 524 | {
|
---|
[1001] | 525 | for (q = 0; ((j + q) < (int)mObjects.size()) && (q < numQ); ++ q)
|
---|
[997] | 526 | {
|
---|
[1000] | 527 | //glFinish();
|
---|
[1001] | 528 | mOcclusionQueries[q]->BeginQuery();
|
---|
[1000] | 529 |
|
---|
[997] | 530 | RenderIntersectable(mObjects[j + q]);
|
---|
[1000] | 531 |
|
---|
[1001] | 532 | mOcclusionQueries[q]->EndQuery();
|
---|
[1000] | 533 | //glFinish();
|
---|
[997] | 534 | }
|
---|
[1001] | 535 | //cout << "q: " << q << endl;
|
---|
[997] | 536 | // collect results of the queries
|
---|
[1001] | 537 | for (int t = 0; t < q; ++ t)
|
---|
[997] | 538 | {
|
---|
| 539 | unsigned int pixelCount;
|
---|
[1001] | 540 |
|
---|
[997] | 541 | //-- reenable other state
|
---|
[1001] | 542 | #if 0
|
---|
| 543 | bool available;
|
---|
| 544 |
|
---|
[997] | 545 | do
|
---|
| 546 | {
|
---|
[1001] | 547 | available = mOcclusionQueries[t]->ResultAvailable();
|
---|
| 548 |
|
---|
| 549 | if (!available) cout << "W";
|
---|
[997] | 550 | }
|
---|
[1001] | 551 | while (!available);
|
---|
[997] | 552 | #endif
|
---|
| 553 |
|
---|
[1001] | 554 | pixelCount = mOcclusionQueries[t]->GetQueryResult();
|
---|
[997] | 555 |
|
---|
[1001] | 556 | //if (pixelCount > 0)
|
---|
| 557 | // cout <<"o="<<j+q<<" q="<<mOcclusionQueries[q]->GetQueryId()<<" pc="<<pixelCount<<" ";
|
---|
| 558 | mObjects[j + t]->mCounter += pixelCount;
|
---|
[2053] | 559 |
|
---|
[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
|
---|
[1931] | 574 | GlRenderer::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
|
---|
[1983] | 677 | for (int i=0; i < leaf->mObjects.size(); i++)
|
---|
| 678 | RenderIntersectable(leaf->mObjects[i]);
|
---|
[1785] | 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;
|
---|
[2053] | 741 |
|
---|
[1785] | 742 | }
|
---|
| 743 |
|
---|
| 744 | ++ mFrame;
|
---|
| 745 |
|
---|
| 746 | //glCullFace(GL_FRONT);
|
---|
| 747 | glCullFace(GL_BACK);
|
---|
| 748 | glDisable(GL_CULL_FACE);
|
---|
| 749 |
|
---|
| 750 |
|
---|
| 751 | // query all 6 directions for a full point sample
|
---|
| 752 | for (int i = 0; i < 6; ++ i)
|
---|
| 753 | {
|
---|
| 754 | mViewDirection = directions[i];
|
---|
| 755 | SetupCamera();
|
---|
| 756 |
|
---|
| 757 | glClearColor(1.0f, 1.0f, 1.0f, 1.0f);
|
---|
| 758 | glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT);
|
---|
| 759 | //glColorMask(GL_TRUE, GL_TRUE, GL_TRUE, GL_TRUE); glDepthMask(GL_TRUE);
|
---|
| 760 | glDepthFunc(GL_LESS);
|
---|
| 761 |
|
---|
| 762 | mUseFalseColors = true;
|
---|
| 763 |
|
---|
| 764 | // the actual scene rendering fills the depth (for occlusion queries)
|
---|
| 765 | // and the frame buffer (for item buffer)
|
---|
| 766 | RenderScene();
|
---|
| 767 |
|
---|
| 768 |
|
---|
| 769 | if (0)
|
---|
| 770 | {
|
---|
| 771 | char filename[256];
|
---|
| 772 | sprintf(filename, "snap/frame-%04d-%d.png", mFrame, i);
|
---|
| 773 | // QImage im = toImage();
|
---|
| 774 | // im.save(filename, "PNG");
|
---|
| 775 | }
|
---|
| 776 |
|
---|
| 777 | // evaluate the sample
|
---|
| 778 | if (useOcclusionQueries)
|
---|
| 779 | {
|
---|
| 780 | EvalQueryWithOcclusionQueries();
|
---|
| 781 | }
|
---|
| 782 | else
|
---|
| 783 | {
|
---|
| 784 | EvalQueryWithItemBuffer();
|
---|
| 785 | }
|
---|
| 786 | }
|
---|
| 787 |
|
---|
| 788 | // now evaluate the statistics over that sample
|
---|
| 789 | // currently only the number of visible objects is taken into account
|
---|
| 790 | sample.Reset();
|
---|
| 791 |
|
---|
| 792 | for (it = mObjects.begin(); it != it_end; ++ it)
|
---|
| 793 | {
|
---|
| 794 | Intersectable *obj = *it;
|
---|
| 795 | if (obj->mCounter >= threshold)
|
---|
| 796 | {
|
---|
| 797 | ++ sample.mVisibleObjects;
|
---|
| 798 | sample.mVisiblePixels += obj->mCounter;
|
---|
| 799 | }
|
---|
| 800 | }
|
---|
| 801 |
|
---|
| 802 | //cout << "RS=" << sample.mVisibleObjects << " ";
|
---|
[1585] | 803 | }
|
---|
[1785] | 804 |
|
---|
| 805 |
|
---|
| 806 | GlRendererBuffer::~GlRendererBuffer()
|
---|
| 807 | {
|
---|
[1990] | 808 | #if 0
|
---|
| 809 | #ifdef USE_CG
|
---|
| 810 | if (sCgFragmentProgram)
|
---|
[1785] | 811 | cgDestroyProgram(sCgFragmentProgram);
|
---|
| 812 | if (sCgContext)
|
---|
| 813 | cgDestroyContext(sCgContext);
|
---|
| 814 | #endif
|
---|
[1990] | 815 | #endif
|
---|
[1785] | 816 | }
|
---|
| 817 |
|
---|
| 818 |
|
---|
| 819 | void
|
---|
| 820 | GlRendererBuffer::SampleRenderCost(const int numSamples,
|
---|
| 821 | vector<RenderCostSample> &samples,
|
---|
| 822 | const bool useOcclusionQueries,
|
---|
| 823 | const int threshold
|
---|
| 824 | )
|
---|
| 825 | {
|
---|
| 826 | MakeCurrent();
|
---|
| 827 |
|
---|
| 828 | if (mPixelBuffer == NULL)
|
---|
| 829 | mPixelBuffer = new unsigned int[GetWidth()*GetHeight()];
|
---|
| 830 |
|
---|
| 831 | // using 90 degree projection to capture 360 view with 6 samples
|
---|
| 832 | SetupProjection(GetHeight(), GetHeight(), 90.0f);
|
---|
| 833 |
|
---|
| 834 | //samples.resize(numSamples);
|
---|
| 835 | halton.Reset();
|
---|
| 836 |
|
---|
| 837 | // the number of queries queried in batch mode
|
---|
| 838 | const int numQ = 500;
|
---|
| 839 |
|
---|
| 840 | //const int numQ = (int)mObjects.size();
|
---|
| 841 | if (useOcclusionQueries)
|
---|
| 842 | {
|
---|
| 843 | cout << "\ngenerating " << numQ << " queries ... ";
|
---|
| 844 | OcclusionQuery::GenQueries(mOcclusionQueries, numQ);
|
---|
| 845 | cout << "finished" << endl;
|
---|
| 846 | }
|
---|
| 847 |
|
---|
| 848 | // sampling queries
|
---|
| 849 | for (int i = 0; i < numSamples; ++ i)
|
---|
| 850 | {
|
---|
| 851 | cout << ".";
|
---|
| 852 | EvalRenderCostSample(samples[i], useOcclusionQueries, threshold);
|
---|
| 853 | }
|
---|
| 854 |
|
---|
| 855 | DoneCurrent();
|
---|
| 856 | }
|
---|
| 857 |
|
---|
| 858 |
|
---|
| 859 |
|
---|
| 860 |
|
---|
| 861 |
|
---|
| 862 | void
|
---|
[1931] | 863 | GlRenderer::ClearErrorBuffer()
|
---|
[1785] | 864 | {
|
---|
| 865 | for (int i=0; i < mPvsStatFrames; i++) {
|
---|
| 866 | mPvsErrorBuffer[i].mError = 1.0f;
|
---|
| 867 | }
|
---|
[2002] | 868 | mPvsStat.maxError = 0.0f;
|
---|
[1785] | 869 | }
|
---|
| 870 |
|
---|
| 871 |
|
---|
| 872 | void
|
---|
| 873 | GlRendererBuffer::EvalPvsStat()
|
---|
| 874 | {
|
---|
[2048] | 875 | MakeCurrent();
|
---|
[2049] | 876 |
|
---|
[2048] | 877 | GlRenderer::EvalPvsStat();
|
---|
[2049] | 878 |
|
---|
[2048] | 879 | DoneCurrent();
|
---|
[1785] | 880 | // mRenderingFinished.wakeAll();
|
---|
| 881 | }
|
---|
| 882 |
|
---|
| 883 |
|
---|
[2048] | 884 | void GlRendererBuffer::EvalPvsStat(const SimpleRayContainer &viewPoints)
|
---|
| 885 | {
|
---|
| 886 | MakeCurrent();
|
---|
| 887 |
|
---|
| 888 | GlRenderer::EvalPvsStat(viewPoints);
|
---|
| 889 |
|
---|
| 890 | DoneCurrent();
|
---|
| 891 | }
|
---|
| 892 |
|
---|
| 893 |
|
---|
[1785] | 894 | void GlRendererBuffer::SampleBeamContributions(Intersectable *sourceObject,
|
---|
| 895 | Beam &beam,
|
---|
| 896 | const int desiredSamples,
|
---|
| 897 | BeamSampleStatistics &stat)
|
---|
| 898 | {
|
---|
| 899 | // TODO: should be moved out of here (not to be done every time)
|
---|
| 900 | // only back faces are interesting for the depth pass
|
---|
| 901 | glShadeModel(GL_FLAT);
|
---|
| 902 | glDisable(GL_LIGHTING);
|
---|
| 903 |
|
---|
| 904 | // needed to kill the fragments for the front buffer
|
---|
| 905 | glEnable(GL_ALPHA_TEST);
|
---|
| 906 | glAlphaFunc(GL_GREATER, 0);
|
---|
| 907 |
|
---|
| 908 | // assumes that the beam is constructed and contains kd-tree nodes
|
---|
| 909 | // and viewcells which it intersects
|
---|
| 910 |
|
---|
| 911 |
|
---|
| 912 | // Get the number of viewpoints to be sampled
|
---|
| 913 | // Now it is a sqrt but in general a wiser decision could be made.
|
---|
| 914 | // The less viewpoints the better for rendering performance, since less passes
|
---|
| 915 | // over the beam is needed.
|
---|
| 916 | // The viewpoints could actually be generated outside of the bounding box which
|
---|
| 917 | // would distribute the 'efective viewpoints' of the object surface and thus
|
---|
| 918 | // with a few viewpoints better sample the viewpoint space....
|
---|
| 919 |
|
---|
| 920 | //TODO: comment in
|
---|
| 921 | //int viewPointSamples = sqrt((float)desiredSamples);
|
---|
| 922 | int viewPointSamples = max(desiredSamples / (GetWidth() * GetHeight()), 1);
|
---|
| 923 |
|
---|
| 924 | // the number of direction samples per pass is given by the number of viewpoints
|
---|
| 925 | int directionalSamples = desiredSamples / viewPointSamples;
|
---|
| 926 |
|
---|
| 927 | Debug << "directional samples: " << directionalSamples << endl;
|
---|
| 928 | for (int i = 0; i < viewPointSamples; ++ i)
|
---|
| 929 | {
|
---|
| 930 | Vector3 viewPoint = beam.mBox.GetRandomPoint();
|
---|
| 931 |
|
---|
| 932 | // perhaps the viewpoint should be shifted back a little bit so that it always lies
|
---|
| 933 | // inside the source object
|
---|
| 934 | // 'ideally' the viewpoints would be distributed on the soureObject surface, but this
|
---|
| 935 | // would require more complicated sampling (perhaps hierarchical rejection sampling of
|
---|
| 936 | // the object surface is an option here - only the mesh faces which are inside the box
|
---|
| 937 | // are considered as candidates)
|
---|
| 938 |
|
---|
| 939 | SampleViewpointContributions(sourceObject,
|
---|
| 940 | viewPoint,
|
---|
| 941 | beam,
|
---|
| 942 | directionalSamples,
|
---|
| 943 | stat);
|
---|
| 944 | }
|
---|
| 945 |
|
---|
| 946 |
|
---|
| 947 | // note:
|
---|
| 948 | // this routine would be called only if the number of desired samples is sufficiently
|
---|
| 949 | // large - for other rss tree cells the cpu based sampling is perhaps more efficient
|
---|
| 950 | // distributing the work between cpu and gpu would also allow us to place more sophisticated
|
---|
| 951 | // sample distributions (silhouette ones) using the cpu and the jittered once on the GPU
|
---|
| 952 | // in order that thios scheme is working well the gpu render buffer should run in a separate
|
---|
| 953 | // thread than the cpu sampler, which would not be such a big problem....
|
---|
| 954 |
|
---|
| 955 | // disable alpha test again
|
---|
| 956 | glDisable(GL_ALPHA_TEST);
|
---|
| 957 | }
|
---|
| 958 |
|
---|
| 959 |
|
---|
| 960 |
|
---|
| 961 | void GlRendererBuffer::SampleViewpointContributions(Intersectable *sourceObject,
|
---|
| 962 | const Vector3 viewPoint,
|
---|
| 963 | Beam &beam,
|
---|
| 964 | const int samples,
|
---|
| 965 | BeamSampleStatistics &stat)
|
---|
| 966 | {
|
---|
| 967 | // 1. setup the view port to match the desired samples
|
---|
| 968 | glViewport(0, 0, samples, samples);
|
---|
| 969 |
|
---|
| 970 | // 2. setup the projection matrix and view matrix to match the viewpoint + beam.mDirBox
|
---|
| 971 | SetupProjectionForViewPoint(viewPoint, beam, sourceObject);
|
---|
| 972 |
|
---|
| 973 |
|
---|
| 974 | // 3. reset z-buffer to 0 and render the source object for the beam
|
---|
| 975 | // with glCullFace(Enabled) and glFrontFace(GL_CW)
|
---|
| 976 | // save result to the front depth map
|
---|
| 977 | // the front depth map holds ray origins
|
---|
| 978 |
|
---|
| 979 |
|
---|
| 980 | // front depth buffer must be initialised to 0
|
---|
| 981 | float clearDepth;
|
---|
| 982 |
|
---|
| 983 | glGetFloatv(GL_DEPTH_CLEAR_VALUE, &clearDepth);
|
---|
| 984 | glClearDepth(0.0f);
|
---|
| 985 | glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT | GL_STENCIL_BUFFER_BIT);
|
---|
| 986 |
|
---|
| 987 |
|
---|
| 988 | // glFrontFace(GL_CCW);
|
---|
| 989 | glEnable(GL_CULL_FACE);
|
---|
| 990 | glCullFace(GL_FRONT);
|
---|
| 991 | glColorMask(0, 0, 0, 0);
|
---|
| 992 |
|
---|
| 993 |
|
---|
| 994 | // stencil is increased where the source object is located
|
---|
| 995 | glEnable(GL_STENCIL_TEST);
|
---|
| 996 | glStencilFunc(GL_ALWAYS, 0x1, 0x1);
|
---|
| 997 | glStencilOp(GL_REPLACE, GL_REPLACE, GL_REPLACE);
|
---|
| 998 |
|
---|
| 999 |
|
---|
| 1000 | #if 0
|
---|
| 1001 | static int glSourceObjList = -1;
|
---|
| 1002 | if (glSourceObjList != -1)
|
---|
| 1003 | {
|
---|
| 1004 | glSourceObjList = glGenLists(1);
|
---|
| 1005 | glNewList(glSourceObjList, GL_COMPILE);
|
---|
| 1006 |
|
---|
| 1007 | RenderIntersectable(sourceObject);
|
---|
| 1008 |
|
---|
| 1009 | glEndList();
|
---|
| 1010 | }
|
---|
| 1011 | glCallList(glSourceObjList);
|
---|
| 1012 |
|
---|
| 1013 | #else
|
---|
| 1014 | RenderIntersectable(sourceObject);
|
---|
| 1015 |
|
---|
| 1016 | #endif
|
---|
| 1017 |
|
---|
| 1018 | // copy contents of the front depth buffer into depth texture
|
---|
| 1019 | glBindTexture(GL_TEXTURE_2D, frontDepthMap);
|
---|
| 1020 | glCopyTexSubImage2D(GL_TEXTURE_2D, 0, 0, 0, 0, 0, depthMapSize, depthMapSize);
|
---|
| 1021 |
|
---|
| 1022 | // reset clear function
|
---|
| 1023 | glClearDepth(clearDepth);
|
---|
| 1024 |
|
---|
| 1025 |
|
---|
| 1026 | // 4. set up the termination depth buffer (= standard depth buffer)
|
---|
| 1027 | // only rays which have non-zero entry in the origin buffer are valid since
|
---|
| 1028 | // they realy start on the object surface (this is tagged by setting a
|
---|
| 1029 | // stencil buffer bit at step 3).
|
---|
| 1030 |
|
---|
| 1031 | glStencilFunc(GL_EQUAL, 0x1, 0x1);
|
---|
| 1032 | glStencilOp(GL_KEEP, GL_KEEP, GL_KEEP);
|
---|
| 1033 |
|
---|
| 1034 | glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT);
|
---|
| 1035 | glDepthMask(1);
|
---|
| 1036 |
|
---|
| 1037 | glEnable(GL_DEPTH_TEST);
|
---|
| 1038 |
|
---|
| 1039 | glEnable(GL_CULL_FACE);
|
---|
| 1040 | glCullFace(GL_BACK);
|
---|
| 1041 |
|
---|
| 1042 | // setup front depth buffer
|
---|
| 1043 | glEnable(GL_TEXTURE_2D);
|
---|
| 1044 |
|
---|
[1990] | 1045 | #if 0
|
---|
| 1046 | #ifdef USE_CG
|
---|
[1785] | 1047 | // bind pixel shader implementing the front depth buffer functionality
|
---|
| 1048 | cgGLBindProgram(sCgFragmentProgram);
|
---|
| 1049 | cgGLEnableProfile(sCgFragmentProfile);
|
---|
| 1050 | #endif
|
---|
[1990] | 1051 | #endif
|
---|
[1785] | 1052 | // 5. render all objects inside the beam
|
---|
| 1053 | // we can use id based false color to read them back for gaining the pvs
|
---|
| 1054 |
|
---|
| 1055 | glColorMask(1, 1, 1, 1);
|
---|
| 1056 |
|
---|
| 1057 |
|
---|
| 1058 | // if objects not stored in beam => extract objects
|
---|
| 1059 | if (beam.mFlags & !Beam::STORE_OBJECTS)
|
---|
| 1060 | {
|
---|
| 1061 | vector<KdNode *>::const_iterator it, it_end = beam.mKdNodes.end();
|
---|
| 1062 |
|
---|
| 1063 | Intersectable::NewMail();
|
---|
| 1064 | for (it = beam.mKdNodes.begin(); it != it_end; ++ it)
|
---|
| 1065 | {
|
---|
| 1066 | mKdTree->CollectObjects(*it, beam.mObjects);
|
---|
| 1067 | }
|
---|
| 1068 | }
|
---|
| 1069 |
|
---|
| 1070 |
|
---|
| 1071 | // (objects can be compiled to a gl list now so that subsequent rendering for
|
---|
| 1072 | // this beam is fast - the same hold for step 3)
|
---|
| 1073 | // Afterwards we have two depth buffers defining the ray origin and termination
|
---|
| 1074 |
|
---|
| 1075 |
|
---|
| 1076 | #if 0
|
---|
| 1077 | static int glObjList = -1;
|
---|
| 1078 | if (glObjList != -1)
|
---|
| 1079 | {
|
---|
| 1080 | glObjList = glGenLists(1);
|
---|
| 1081 | glNewList(glObjList, GL_COMPILE);
|
---|
| 1082 |
|
---|
| 1083 | ObjectContainer::const_iterator it, it_end = beam.mObjects.end();
|
---|
| 1084 | for (it = beam.mObjects.begin(); it != it_end; ++ it)
|
---|
| 1085 | {
|
---|
| 1086 | // render all objects except the source object
|
---|
| 1087 | if (*it != sourceObject)
|
---|
| 1088 | RenderIntersectable(*it);
|
---|
| 1089 | }
|
---|
| 1090 |
|
---|
| 1091 | glEndList();
|
---|
| 1092 | }
|
---|
| 1093 |
|
---|
| 1094 | glCallList(glObjList);
|
---|
| 1095 | #else
|
---|
| 1096 | ObjectContainer::const_iterator it, it_end = beam.mObjects.end();
|
---|
| 1097 | for (it = beam.mObjects.begin(); it != it_end; ++ it)
|
---|
| 1098 | {
|
---|
| 1099 | // render all objects except the source object
|
---|
| 1100 | if (*it != sourceObject)
|
---|
| 1101 | RenderIntersectable(*it);
|
---|
| 1102 | }
|
---|
| 1103 | #endif
|
---|
| 1104 |
|
---|
[1935] | 1105 | // 6. Use occlusion queries for all viewcell meshes associated with the beam ->
|
---|
[1785] | 1106 | // a fragment passes if the corresponding stencil fragment is set and its depth is
|
---|
| 1107 | // between origin and termination buffer
|
---|
| 1108 |
|
---|
| 1109 | // create new queries if necessary
|
---|
| 1110 | OcclusionQuery::GenQueries(mOcclusionQueries, (int)beam.mViewCells.size());
|
---|
| 1111 |
|
---|
| 1112 | // check whether any backfacing polygon would pass the depth test?
|
---|
| 1113 | // matt: should check both back /front facing because of dual depth buffer
|
---|
| 1114 | // and danger of cutting the near plane with front facing polys.
|
---|
| 1115 |
|
---|
| 1116 | glColorMask(GL_FALSE, GL_FALSE, GL_FALSE, GL_FALSE);
|
---|
| 1117 | glDepthMask(GL_FALSE);
|
---|
| 1118 | glDisable(GL_CULL_FACE);
|
---|
| 1119 |
|
---|
| 1120 |
|
---|
| 1121 | ViewCellContainer::const_iterator vit, vit_end = beam.mViewCells.end();
|
---|
| 1122 |
|
---|
| 1123 | int queryIdx = 0;
|
---|
| 1124 |
|
---|
| 1125 | for (vit = beam.mViewCells.begin(); vit != vit_end; ++ vit)
|
---|
| 1126 | {
|
---|
| 1127 | mOcclusionQueries[queryIdx ++]->BeginQuery();
|
---|
| 1128 |
|
---|
| 1129 | RenderIntersectable(*vit);
|
---|
| 1130 |
|
---|
| 1131 | mOcclusionQueries[queryIdx]->EndQuery();
|
---|
| 1132 |
|
---|
| 1133 | ++ queryIdx;
|
---|
| 1134 | }
|
---|
| 1135 |
|
---|
| 1136 | // at this point, if possible, go and do some other computation
|
---|
| 1137 |
|
---|
| 1138 | // 7. The number of visible pixels is the number of sample rays which see the source
|
---|
| 1139 | // object from the corresponding viewcell -> remember these values for later update
|
---|
| 1140 | // of the viewcell pvs - or update immediately?
|
---|
| 1141 |
|
---|
| 1142 | queryIdx = 0;
|
---|
| 1143 |
|
---|
| 1144 | for (vit = beam.mViewCells.begin(); vit != vit_end; ++ vit)
|
---|
| 1145 | {
|
---|
| 1146 | // fetch queries
|
---|
| 1147 | unsigned int pixelCount = mOcclusionQueries[queryIdx ++]->GetQueryResult();
|
---|
| 1148 |
|
---|
| 1149 | if (pixelCount)
|
---|
| 1150 | Debug << "view cell " << (*vit)->GetId() << " visible pixels: " << pixelCount << endl;
|
---|
| 1151 | }
|
---|
| 1152 |
|
---|
| 1153 |
|
---|
| 1154 | // 8. Copmpute rendering statistics
|
---|
| 1155 | // In general it is not neccessary to remember to extract all the rays cast. I hope it
|
---|
| 1156 | // would be sufficient to gain only the intergral statistics about the new contributions
|
---|
| 1157 | // and so the rss tree would actually store no new rays (only the initial ones)
|
---|
| 1158 | // the subdivision of the tree would only be driven by the statistics (the glrender could
|
---|
| 1159 | // evaluate the contribution entropy for example)
|
---|
| 1160 | // However might be an option to extract/store only those the rays which made a contribution
|
---|
| 1161 | // (new viewcell has been discovered) or relative contribution greater than a threshold ...
|
---|
| 1162 |
|
---|
| 1163 | ObjectContainer pvsObj;
|
---|
| 1164 | stat.pvsSize = ComputePvs(beam.mObjects, pvsObj);
|
---|
| 1165 |
|
---|
| 1166 | // to gain ray source and termination
|
---|
| 1167 | // copy contents of ray termination buffer into depth texture
|
---|
| 1168 | // and compare with ray source buffer
|
---|
| 1169 | #if 0
|
---|
| 1170 | VssRayContainer rays;
|
---|
| 1171 |
|
---|
| 1172 | glBindTexture(GL_TEXTURE_2D, backDepthMap);
|
---|
| 1173 | glCopyTexSubImage2D(GL_TEXTURE_2D, 0, 0, 0, 0, 0, depthMapSize, depthMapSize);
|
---|
| 1174 |
|
---|
| 1175 | ComputeRays(Intersectable *sourceObj, rays);
|
---|
| 1176 |
|
---|
| 1177 | #endif
|
---|
| 1178 |
|
---|
[1990] | 1179 | ////////
|
---|
[1785] | 1180 | //-- cleanup
|
---|
| 1181 |
|
---|
| 1182 | // reset gl state
|
---|
| 1183 | glColorMask(GL_TRUE, GL_TRUE, GL_TRUE, GL_TRUE);
|
---|
| 1184 | glDepthMask(GL_TRUE);
|
---|
| 1185 | glEnable(GL_CULL_FACE);
|
---|
| 1186 | glDisable(GL_STENCIL_TEST);
|
---|
[1935] | 1187 |
|
---|
[1990] | 1188 | #if 0
|
---|
| 1189 | #ifdef USE_CG
|
---|
[1785] | 1190 | cgGLDisableProfile(sCgFragmentProfile);
|
---|
| 1191 | #endif
|
---|
[1990] | 1192 | #endif
|
---|
| 1193 |
|
---|
[1785] | 1194 | glDisable(GL_TEXTURE_2D);
|
---|
| 1195 |
|
---|
| 1196 | // remove objects from beam
|
---|
| 1197 | if (beam.mFlags & !Beam::STORE_OBJECTS)
|
---|
| 1198 | beam.mObjects.clear();
|
---|
| 1199 | }
|
---|
| 1200 |
|
---|
| 1201 |
|
---|
| 1202 | void GlRendererBuffer::SetupProjectionForViewPoint(const Vector3 &viewPoint,
|
---|
| 1203 | const Beam &beam,
|
---|
| 1204 | Intersectable *sourceObject)
|
---|
| 1205 | {
|
---|
| 1206 | float left, right, bottom, top, znear, zfar;
|
---|
| 1207 |
|
---|
| 1208 | beam.ComputePerspectiveFrustum(left, right, bottom, top, znear, zfar,
|
---|
| 1209 | mSceneGraph->GetBox());
|
---|
| 1210 |
|
---|
| 1211 | //Debug << left << " " << right << " " << bottom << " " << top << " " << znear << " " << zfar << endl;
|
---|
| 1212 | glMatrixMode(GL_PROJECTION);
|
---|
| 1213 | glLoadIdentity();
|
---|
| 1214 | glFrustum(left, right, bottom, top, znear, zfar);
|
---|
| 1215 | //glFrustum(-1, 1, -1, 1, 1, 20000);
|
---|
| 1216 |
|
---|
| 1217 | const Vector3 center = viewPoint + beam.GetMainDirection() * (zfar - znear) * 0.3f;
|
---|
| 1218 | const Vector3 up =
|
---|
| 1219 | Normalize(CrossProd(beam.mPlanes[0].mNormal, beam.mPlanes[4].mNormal));
|
---|
| 1220 |
|
---|
| 1221 | #ifdef GTP_DEBUG
|
---|
| 1222 | Debug << "view point: " << viewPoint << endl;
|
---|
| 1223 | Debug << "eye: " << center << endl;
|
---|
| 1224 | Debug << "up: " << up << endl;
|
---|
| 1225 | #endif
|
---|
| 1226 |
|
---|
| 1227 | glMatrixMode(GL_MODELVIEW);
|
---|
| 1228 | glLoadIdentity();
|
---|
| 1229 | gluLookAt(viewPoint.x, viewPoint.y, viewPoint.z,
|
---|
| 1230 | center.x, center.y, center.z,
|
---|
| 1231 | up.x, up.y, up.z);
|
---|
| 1232 | }
|
---|
| 1233 |
|
---|
| 1234 |
|
---|
| 1235 | void GlRendererBuffer::InitGL()
|
---|
| 1236 | {
|
---|
[1990] | 1237 | MakeCurrent();
|
---|
| 1238 | GlRenderer::InitGL();
|
---|
[1785] | 1239 |
|
---|
| 1240 | // initialise dual depth buffer textures
|
---|
| 1241 | glGenTextures(1, &frontDepthMap);
|
---|
| 1242 | glBindTexture(GL_TEXTURE_2D, frontDepthMap);
|
---|
| 1243 |
|
---|
| 1244 | glTexImage2D(GL_TEXTURE_2D, 0, GL_DEPTH_COMPONENT, depthMapSize,
|
---|
| 1245 | depthMapSize, 0, GL_DEPTH_COMPONENT, GL_UNSIGNED_BYTE, NULL);
|
---|
| 1246 |
|
---|
| 1247 | glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_NEAREST);
|
---|
| 1248 | glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_NEAREST);
|
---|
| 1249 | glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_S, GL_CLAMP);
|
---|
| 1250 | glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_T, GL_CLAMP);
|
---|
| 1251 |
|
---|
| 1252 | glGenTextures(1, &backDepthMap);
|
---|
| 1253 | glBindTexture(GL_TEXTURE_2D, backDepthMap);
|
---|
| 1254 |
|
---|
| 1255 | glTexImage2D(GL_TEXTURE_2D, 0, GL_DEPTH_COMPONENT, depthMapSize,
|
---|
| 1256 | depthMapSize, 0, GL_DEPTH_COMPONENT, GL_UNSIGNED_BYTE, NULL);
|
---|
| 1257 | glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_NEAREST);
|
---|
| 1258 | glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_NEAREST);
|
---|
| 1259 | glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_S, GL_CLAMP);
|
---|
| 1260 | glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_T, GL_CLAMP);
|
---|
| 1261 |
|
---|
[1990] | 1262 | #if 0
|
---|
| 1263 | #ifdef USE_CG
|
---|
| 1264 |
|
---|
[1785] | 1265 | // cg initialization
|
---|
| 1266 | cgSetErrorCallback(handleCgError);
|
---|
| 1267 | sCgContext = cgCreateContext();
|
---|
| 1268 |
|
---|
| 1269 | if (cgGLIsProfileSupported(CG_PROFILE_ARBFP1))
|
---|
| 1270 | sCgFragmentProfile = CG_PROFILE_ARBFP1;
|
---|
| 1271 | else
|
---|
| 1272 | {
|
---|
| 1273 | // try FP30
|
---|
| 1274 | if (cgGLIsProfileSupported(CG_PROFILE_FP30))
|
---|
| 1275 | sCgFragmentProfile = CG_PROFILE_FP30;
|
---|
| 1276 | else
|
---|
| 1277 | {
|
---|
| 1278 | Debug << "Neither arbfp1 or fp30 fragment profiles supported on this system" << endl;
|
---|
| 1279 | exit(1);
|
---|
| 1280 | }
|
---|
| 1281 | }
|
---|
| 1282 |
|
---|
| 1283 | sCgFragmentProgram = cgCreateProgramFromFile(sCgContext,
|
---|
| 1284 | CG_SOURCE, "../src/dual_depth.cg",
|
---|
| 1285 | sCgFragmentProfile,
|
---|
| 1286 | NULL,
|
---|
| 1287 | NULL);
|
---|
| 1288 |
|
---|
| 1289 | if (!cgIsProgramCompiled(sCgFragmentProgram))
|
---|
| 1290 | cgCompileProgram(sCgFragmentProgram);
|
---|
| 1291 |
|
---|
| 1292 | cgGLLoadProgram(sCgFragmentProgram);
|
---|
| 1293 | cgGLBindProgram(sCgFragmentProgram);
|
---|
| 1294 |
|
---|
| 1295 | Debug << "---- PROGRAM BEGIN ----\n" <<
|
---|
| 1296 | cgGetProgramString(sCgFragmentProgram, CG_COMPILED_PROGRAM) << "---- PROGRAM END ----\n";
|
---|
| 1297 |
|
---|
| 1298 | #endif
|
---|
| 1299 |
|
---|
| 1300 | #endif
|
---|
| 1301 | DoneCurrent();
|
---|
| 1302 | }
|
---|
| 1303 |
|
---|
| 1304 |
|
---|
| 1305 | void GlRendererBuffer::ComputeRays(Intersectable *sourceObj, VssRayContainer &rays)
|
---|
| 1306 | {
|
---|
| 1307 | for (int i = 0; i < depthMapSize * depthMapSize; ++ i)
|
---|
| 1308 | {
|
---|
| 1309 | //todo glGetTexImage()
|
---|
| 1310 | }
|
---|
| 1311 | }
|
---|
| 1312 |
|
---|
[2023] | 1313 | bool GlRendererBuffer::ValidViewPoint()
|
---|
[2048] | 1314 | {
|
---|
| 1315 | MakeCurrent();
|
---|
[1785] | 1316 |
|
---|
[2048] | 1317 | SetupProjection(GetWidth(), GetHeight());
|
---|
| 1318 |
|
---|
[2023] | 1319 | bool result = GlRenderer::ValidViewPoint();
|
---|
[2048] | 1320 |
|
---|
[2023] | 1321 | DoneCurrent();
|
---|
[2048] | 1322 |
|
---|
[2023] | 1323 | return result;
|
---|
| 1324 | }
|
---|
| 1325 |
|
---|
| 1326 |
|
---|
[1931] | 1327 | void
|
---|
| 1328 | GlRenderer::EvalPvsStat()
|
---|
| 1329 | {
|
---|
| 1330 | mPvsStat.Reset();
|
---|
| 1331 | halton.Reset();
|
---|
[1785] | 1332 |
|
---|
[1931] | 1333 | SetupProjection(GetWidth(), GetHeight());
|
---|
[1785] | 1334 |
|
---|
[1931] | 1335 | cout<<"mPvsStatFrames="<<mPvsStatFrames<<endl;
|
---|
| 1336 |
|
---|
| 1337 | for (int i=0; i < mPvsStatFrames; i++) {
|
---|
| 1338 | float err;
|
---|
| 1339 | // set frame id for saving the error buffer
|
---|
| 1340 | mFrame = i;
|
---|
| 1341 | RandomViewPoint();
|
---|
[1785] | 1342 |
|
---|
[2002] | 1343 | if (mPvsErrorBuffer[i].mError == 1.0f) {
|
---|
| 1344 | // check if the view point is valid
|
---|
| 1345 | if (!ValidViewPoint())
|
---|
| 1346 | mPvsErrorBuffer[i].mError = -1.0f;
|
---|
| 1347 |
|
---|
| 1348 | // manualy corrected view point
|
---|
| 1349 | if (mFrame == 5105)
|
---|
| 1350 | mPvsErrorBuffer[i].mError = -1.0f;
|
---|
| 1351 | }
|
---|
| 1352 |
|
---|
| 1353 |
|
---|
[1931] | 1354 | // atlanta problematic frames: 325 525 691 1543
|
---|
| 1355 | #if 0
|
---|
| 1356 | if (mFrame != 325 &&
|
---|
| 1357 | mFrame != 525 &&
|
---|
| 1358 | mFrame != 691 &&
|
---|
| 1359 | mFrame != 1543)
|
---|
| 1360 | mPvsErrorBuffer[i] = -1;
|
---|
| 1361 | else {
|
---|
| 1362 | Debug<<"frame ="<<mFrame<<" vp="<<mViewPoint<<" vd="<<mViewDirection<<endl;
|
---|
| 1363 | }
|
---|
| 1364 | #endif
|
---|
| 1365 |
|
---|
[2002] | 1366 | if (mPvsErrorBuffer[i].mError > 0.0f) {
|
---|
[1931] | 1367 | int pvsSize;
|
---|
[2002] | 1368 |
|
---|
[1931] | 1369 | float error = GetPixelError(pvsSize);
|
---|
| 1370 | mPvsErrorBuffer[i].mError = error;
|
---|
| 1371 | mPvsErrorBuffer[i].mPvsSize = pvsSize;
|
---|
[1785] | 1372 |
|
---|
[1931] | 1373 | // emit UpdatePvsErrorItem(i,
|
---|
| 1374 | // mPvsErrorBuffer[i]);
|
---|
| 1375 | cout<<"("<<i<<","<<mPvsErrorBuffer[i].mError<<")";
|
---|
| 1376 | // swapBuffers();
|
---|
| 1377 | }
|
---|
| 1378 |
|
---|
| 1379 | err = mPvsErrorBuffer[i].mError;
|
---|
| 1380 |
|
---|
| 1381 | if (err >= 0.0f) {
|
---|
| 1382 | if (err > mPvsStat.maxError)
|
---|
| 1383 | mPvsStat.maxError = err;
|
---|
| 1384 | mPvsStat.sumError += err;
|
---|
| 1385 | mPvsStat.sumPvsSize += mPvsErrorBuffer[i].mPvsSize;
|
---|
| 1386 |
|
---|
| 1387 | if (err == 0.0f)
|
---|
| 1388 | mPvsStat.errorFreeFrames++;
|
---|
| 1389 | mPvsStat.frames++;
|
---|
| 1390 | }
|
---|
| 1391 | }
|
---|
[2002] | 1392 |
|
---|
[1931] | 1393 | glFinish();
|
---|
| 1394 | cout<<endl<<flush;
|
---|
[1785] | 1395 | }
|
---|
[1931] | 1396 |
|
---|
[2048] | 1397 |
|
---|
| 1398 | void GlRenderer::EvalPvsStat(const SimpleRayContainer &viewPoints)
|
---|
| 1399 | {
|
---|
[2050] | 1400 | mPvsStat.Reset();
|
---|
[2048] | 1401 |
|
---|
[2050] | 1402 | SetupProjection(GetWidth(), GetHeight());
|
---|
| 1403 |
|
---|
| 1404 | cout << "mPvsStatFrames=" << mPvsStatFrames << endl;
|
---|
| 1405 |
|
---|
| 1406 | SimpleRayContainer::const_iterator sit, sit_end = viewPoints.end();
|
---|
| 1407 | int i = 0;
|
---|
| 1408 |
|
---|
| 1409 | for (sit = viewPoints.begin(); sit != sit_end; ++ sit, ++ i)
|
---|
[2048] | 1410 | {
|
---|
[2050] | 1411 |
|
---|
| 1412 | //cout << "view point: " << (*sit) << endl;;
|
---|
| 1413 | SimpleRay sray = *sit;
|
---|
| 1414 |
|
---|
| 1415 | float err;
|
---|
| 1416 |
|
---|
| 1417 | // set frame id for saving the error buffer
|
---|
| 1418 | mFrame = i;
|
---|
| 1419 | mViewPoint = sray.mOrigin;
|
---|
| 1420 | mViewDirection = sray.mDirection;
|
---|
| 1421 |
|
---|
| 1422 | if (mPvsErrorBuffer[i].mError > 0.0f)
|
---|
[2048] | 1423 | {
|
---|
[2050] | 1424 | int pvsSize;
|
---|
| 1425 |
|
---|
| 1426 | // compute the pixel error
|
---|
| 1427 | float error = GetPixelError(pvsSize);
|
---|
| 1428 |
|
---|
| 1429 | mPvsErrorBuffer[i].mError = error;
|
---|
| 1430 | mPvsErrorBuffer[i].mPvsSize = pvsSize;
|
---|
| 1431 |
|
---|
| 1432 | cout << "(" << i << "," << mPvsErrorBuffer[i].mError <<")";
|
---|
[2048] | 1433 | }
|
---|
[2050] | 1434 |
|
---|
| 1435 | err = mPvsErrorBuffer[i].mError;
|
---|
| 1436 |
|
---|
| 1437 | if (err >= 0.0f)
|
---|
[2048] | 1438 | {
|
---|
[2050] | 1439 | if (err > mPvsStat.maxError)
|
---|
| 1440 | mPvsStat.maxError = err;
|
---|
| 1441 |
|
---|
| 1442 | mPvsStat.sumError += err;
|
---|
[2048] | 1443 | mPvsStat.sumPvsSize += mPvsErrorBuffer[i].mPvsSize;
|
---|
[2050] | 1444 |
|
---|
[2048] | 1445 | if (err == 0.0f)
|
---|
[2050] | 1446 | ++ mPvsStat.errorFreeFrames;
|
---|
| 1447 |
|
---|
[2048] | 1448 | ++ mPvsStat.frames;
|
---|
| 1449 | }
|
---|
| 1450 | }
|
---|
[2050] | 1451 |
|
---|
| 1452 | glFinish();
|
---|
| 1453 | cout << endl << flush;
|
---|
[2048] | 1454 | }
|
---|
| 1455 |
|
---|
| 1456 |
|
---|
| 1457 |
|
---|
[2002] | 1458 | bool
|
---|
| 1459 | GlRenderer::ValidViewPoint()
|
---|
[1931] | 1460 | {
|
---|
[2048] | 1461 | //cout<<"VV4 ";
|
---|
| 1462 | if (!mDetectEmptyViewSpace)
|
---|
| 1463 | return true;
|
---|
| 1464 | //cout << "vp: " << mViewPoint << " dir: " << mViewDirection << endl;
|
---|
[1931] | 1465 |
|
---|
[2002] | 1466 | OcclusionQuery *query = mOcclusionQueries[0];
|
---|
[1931] | 1467 |
|
---|
[2002] | 1468 | // now check whether any backfacing polygon would pass the depth test
|
---|
[1931] | 1469 | SetupCamera();
|
---|
| 1470 | glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT);
|
---|
[2002] | 1471 | glEnable( GL_CULL_FACE );
|
---|
| 1472 | glCullFace(GL_BACK);
|
---|
[1931] | 1473 |
|
---|
[2023] | 1474 | //cout<<"VV1 ";
|
---|
[2002] | 1475 | RenderScene();
|
---|
[1931] | 1476 |
|
---|
[2002] | 1477 | glColorMask(GL_FALSE, GL_FALSE, GL_FALSE, GL_FALSE);
|
---|
| 1478 | glDepthMask(GL_FALSE);
|
---|
| 1479 | glDisable( GL_CULL_FACE );
|
---|
[1931] | 1480 |
|
---|
[2002] | 1481 | query->BeginQuery();
|
---|
[1931] | 1482 |
|
---|
[2002] | 1483 | // cout<<"VV2 ";
|
---|
[1931] | 1484 | RenderScene();
|
---|
[2002] | 1485 | // cout<<"VV3 ";
|
---|
[1931] | 1486 |
|
---|
[2002] | 1487 | query->EndQuery();
|
---|
[1931] | 1488 |
|
---|
[2002] | 1489 | // at this point, if possible, go and do some other computation
|
---|
| 1490 | glColorMask(GL_TRUE, GL_TRUE, GL_TRUE, GL_TRUE);
|
---|
| 1491 | glDepthMask(GL_TRUE);
|
---|
| 1492 | glEnable( GL_CULL_FACE );
|
---|
| 1493 |
|
---|
| 1494 | // int wait = 0;
|
---|
| 1495 | // while (!query.ResultAvailable()) {
|
---|
| 1496 | // wait++;
|
---|
| 1497 | // }
|
---|
[1931] | 1498 |
|
---|
| 1499 | // reenable other state
|
---|
[2002] | 1500 | unsigned int pixelCount = query->GetQueryResult();
|
---|
| 1501 | // cout<<"VV4 ";
|
---|
[1931] | 1502 |
|
---|
[2048] | 1503 | //cout<<"count: " << pixelCount<<endl;
|
---|
| 1504 |
|
---|
[2002] | 1505 | if (pixelCount > 0)
|
---|
[2048] | 1506 | {
|
---|
[2002] | 1507 | return false; // backfacing polygon found -> not a valid viewspace sample
|
---|
[2023] | 1508 | }
|
---|
[2002] | 1509 | return true;
|
---|
| 1510 | }
|
---|
[1931] | 1511 |
|
---|
[2002] | 1512 | float
|
---|
| 1513 | GlRenderer::GetPixelError(int &pvsSize)
|
---|
| 1514 | {
|
---|
| 1515 | return -1.0f;
|
---|
[1931] | 1516 | }
|
---|
| 1517 |
|
---|
[1983] | 1518 | void
|
---|
| 1519 | GlRenderer::RenderViewPoint()
|
---|
| 1520 | {
|
---|
| 1521 | mWireFrame = true;
|
---|
| 1522 | glPushMatrix();
|
---|
| 1523 | glTranslatef(mViewPoint.x, mViewPoint.y, mViewPoint.z);
|
---|
| 1524 | glScalef(5.0f,5.0f,5.0f);
|
---|
| 1525 | glPushAttrib(GL_CURRENT_BIT);
|
---|
| 1526 | glColor3f(1.0f, 0.0f, 0.0f);
|
---|
| 1527 | gluSphere((::GLUquadric *)mSphere,
|
---|
| 1528 | 1e-3*Magnitude(mViewCellsManager->GetViewSpaceBox().Size()), 6, 6);
|
---|
| 1529 | glPopAttrib();
|
---|
| 1530 | glPopMatrix();
|
---|
| 1531 | mWireFrame = false;
|
---|
| 1532 | }
|
---|
[1931] | 1533 |
|
---|
| 1534 |
|
---|
| 1535 |
|
---|
| 1536 |
|
---|
[2006] | 1537 |
|
---|
[1931] | 1538 | }
|
---|