[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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[2538] | 35 |
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[1112] | 36 | static void InitExtensions()
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| 37 | {
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| 38 | GLenum err = glewInit();
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| 39 |
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| 40 | if (GLEW_OK != err)
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| 41 | {
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| 42 | // problem: glewInit failed, something is seriously wrong
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| 43 | cerr << "Error: " << glewGetErrorString(err) << endl;
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| 44 | exit(1);
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| 45 | }
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| 46 |
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| 47 | if (GLEW_ARB_occlusion_query)
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| 48 | arbQuerySupport = true;
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| 49 |
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| 50 | if (GLEW_NV_occlusion_query)
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| 51 | nvQuerySupport = true;
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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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[2538] | 58 |
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| 59 | if (!GLEW_ARB_vertex_buffer_object)
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| 60 | {
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| 61 | cout << "vbos not supported" << endl;
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| 62 | }
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| 63 | else
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| 64 | {
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| 65 | cout << "vbos supported" << endl;
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| 66 | }
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[1001] | 67 | }
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[589] | 68 |
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[811] | 69 |
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[589] | 70 | GlRenderer::GlRenderer(SceneGraph *sceneGraph,
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| 71 | ViewCellsManager *viewCellsManager,
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| 72 | KdTree *tree):
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| 73 | Renderer(sceneGraph, viewCellsManager),
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[2530] | 74 | mKdTree(tree),
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[2538] | 75 | mUseFalseColors(false),
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| 76 | mVboId(-1),
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| 77 | mData(NULL),
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| 78 | mIndices(NULL),
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| 79 | mUseVbos(true)
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| 80 | //mUseVbos(false)
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[589] | 81 | {
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| 82 | mSceneGraph->CollectObjects(&mObjects);
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[1112] | 83 |
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| 84 | // mViewCellsManager->GetViewPoint(mViewPoint);
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| 85 |
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[1942] | 86 | viewCellsManager->GetViewPoint(mViewPoint);
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| 87 | //mSceneGraph->GetBox().Center();
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[589] | 88 | mViewDirection = Vector3(0,0,1);
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[608] | 89 |
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[1112] | 90 | // mViewPoint = Vector3(991.7, 187.8, -271);
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| 91 | // mViewDirection = Vector3(0.9, 0, -0.4);
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[878] | 92 |
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[589] | 93 | // timerId = startTimer(10);
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| 94 | // debug coords for atlanta
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[608] | 95 | // mViewPoint = Vector3(3473, 6.778, -1699);
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| 96 | // mViewDirection = Vector3(-0.2432, 0, 0.97);
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[589] | 97 |
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| 98 | mFrame = 0;
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| 99 | mWireFrame = false;
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[1983] | 100 | Environment::GetSingleton()->GetBoolValue("Preprocessor.detectEmptyViewSpace",
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| 101 | mDetectEmptyViewSpace);
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[746] | 102 | mSnapErrorFrames = true;
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| 103 | mSnapPrefix = "snap/";
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| 104 | mUseForcedColors = false;
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[1594] | 105 | mRenderBoxes = false;
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[2538] | 106 | mUseGlLists = true;
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| 107 | //mUseGlLists = false;
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[1931] | 108 |
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[2049] | 109 | if (mViewCellsManager->GetViewCellPoints()->size())
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[2116] | 110 | mPvsStatFrames = (int)mViewCellsManager->GetViewCellPoints()->size();
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[2049] | 111 | else
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| 112 | Environment::GetSingleton()->GetIntValue("Preprocessor.pvsRenderErrorSamples", mPvsStatFrames);
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| 113 |
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| 114 |
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[1931] | 115 | mPvsErrorBuffer.resize(mPvsStatFrames);
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| 116 | ClearErrorBuffer();
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[589] | 117 | }
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| 118 |
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[2538] | 119 |
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[589] | 120 | GlRenderer::~GlRenderer()
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| 121 | {
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| 122 | cerr<<"gl renderer destructor..\n";
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[1145] | 123 |
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[1001] | 124 | CLEAR_CONTAINER(mOcclusionQueries);
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[589] | 125 |
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[2538] | 126 | DeleteVbos();
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| 127 |
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| 128 | if (mData) delete [] mData;
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| 129 | if (mIndices) delete [] mIndices;
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| 130 |
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| 131 | glDeleteBuffersARB(1, &mVboId);
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[1145] | 132 | cerr<<"done."<<endl;
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[589] | 133 | }
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| 134 |
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[1145] | 135 |
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[589] | 136 | void
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[1581] | 137 | GlRenderer::RenderTriangle(TriangleIntersectable *object)
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| 138 | {
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| 139 | Triangle3 &t = object->GetItem();
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[2050] | 140 |
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[1581] | 141 | glBegin(GL_TRIANGLES);
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[1997] | 142 | Vector3 normal = t.GetNormal();
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| 143 | glNormal3f(normal.x, normal.y, normal.z);
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[1581] | 144 | glVertex3f(t.mVertices[0].x, t.mVertices[0].y, t.mVertices[0].z);
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| 145 | glVertex3f(t.mVertices[1].x, t.mVertices[1].y, t.mVertices[1].z);
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| 146 | glVertex3f(t.mVertices[2].x, t.mVertices[2].y, t.mVertices[2].z);
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| 147 | glEnd();
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| 148 | }
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| 149 |
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| 150 | void
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[589] | 151 | GlRenderer::RenderIntersectable(Intersectable *object)
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| 152 | {
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[2050] | 153 | if (!object)
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| 154 | return;
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| 155 |
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[1594] | 156 | if (object->Mailed())
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| 157 | return;
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[2050] | 158 |
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[1594] | 159 | object->Mail();
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| 160 |
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[589] | 161 | glPushAttrib(GL_CURRENT_BIT);
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| 162 | if (mUseFalseColors)
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| 163 | SetupFalseColor(object->mId);
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[1944] | 164 |
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[589] | 165 | switch (object->Type()) {
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| 166 | case Intersectable::MESH_INSTANCE:
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| 167 | RenderMeshInstance((MeshInstance *)object);
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| 168 | break;
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| 169 | case Intersectable::VIEW_CELL:
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[2017] | 170 | RenderViewCell(static_cast<ViewCell *>(object));
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[1581] | 171 | break;
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[1001] | 172 | case Intersectable::TRANSFORMED_MESH_INSTANCE:
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[2017] | 173 | RenderTransformedMeshInstance(static_cast<TransformedMeshInstance *>(object));
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[1581] | 174 | break;
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| 175 | case Intersectable::TRIANGLE_INTERSECTABLE:
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[2017] | 176 | RenderTriangle(static_cast<TriangleIntersectable *>(object));
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[1581] | 177 | break;
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[1585] | 178 | case Intersectable::BVH_INTERSECTABLE: {
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| 179 |
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[2017] | 180 | BvhNode *node = static_cast<BvhNode *>(object);
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[1785] | 181 |
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[1594] | 182 | if (mRenderBoxes)
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| 183 | RenderBox(node->GetBoundingBox());
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| 184 | else
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| 185 | RenderBvhNode(node);
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[1585] | 186 | break;
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| 187 | }
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[1594] | 188 | case Intersectable::KD_INTERSECTABLE: {
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[2017] | 189 | KdNode *node = (static_cast<KdIntersectable *>(object))->GetItem();
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[1785] | 190 |
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[1594] | 191 | if (mRenderBoxes)
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| 192 | RenderBox(mKdTree->GetBox(node));
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| 193 | else
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| 194 | RenderKdNode(node);
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| 195 | break;
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| 196 | }
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[1585] | 197 |
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[589] | 198 | default:
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| 199 | cerr<<"Rendering this object not yet implemented\n";
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| 200 | break;
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| 201 | }
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| 202 |
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| 203 | glPopAttrib();
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| 204 | }
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| 205 |
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[1581] | 206 | void
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| 207 | GlRenderer::RenderRays(const VssRayContainer &rays)
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| 208 | {
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| 209 | VssRayContainer::const_iterator it = rays.begin(), it_end = rays.end();
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[589] | 210 |
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[1581] | 211 | glBegin(GL_LINES);
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| 212 | for (; it != it_end; ++it) {
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| 213 | VssRay *ray = *it;
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| 214 | float importance = log10(1e3*ray->mWeightedPvsContribution)/3.0f;
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| 215 | // cout<<"w="<<ray->mWeightedPvsContribution<<" r="<<ray->mWeightedPvsContribution;
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| 216 | glColor3f(importance, importance, importance);
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| 217 | glVertex3fv(&ray->mOrigin.x);
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| 218 | glVertex3fv(&ray->mTermination.x);
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| 219 | }
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| 220 | glEnd();
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| 221 | }
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| 222 |
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[1737] | 223 |
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| 224 |
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[589] | 225 | void
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| 226 | GlRenderer::RenderViewCell(ViewCell *vc)
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| 227 | {
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| 228 | if (vc->GetMesh()) {
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| 229 |
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[599] | 230 | if (!mUseFalseColors) {
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| 231 | if (vc->GetValid())
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| 232 | glColor3f(0,1,0);
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| 233 | else
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| 234 | glColor3f(0,0,1);
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| 235 | }
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[589] | 236 |
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| 237 | RenderMesh(vc->GetMesh());
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[599] | 238 | } else {
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| 239 | // render viewcells in the subtree
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| 240 | if (!vc->IsLeaf()) {
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| 241 | ViewCellInterior *vci = (ViewCellInterior *) vc;
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| 242 |
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| 243 | ViewCellContainer::iterator it = vci->mChildren.begin();
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| 244 | for (; it != vci->mChildren.end(); ++it) {
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| 245 | RenderViewCell(*it);
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| 246 | }
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[685] | 247 | } else {
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| 248 | // cerr<<"Empty viewcell mesh\n";
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[599] | 249 | }
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[589] | 250 | }
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| 251 | }
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| 252 |
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[599] | 253 |
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[2530] | 254 | void GlRenderer::RenderMeshInstance(MeshInstance *mi)
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[589] | 255 | {
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[2530] | 256 | RenderMesh(mi->GetMesh());
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[589] | 257 | }
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| 258 |
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[1001] | 259 |
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[589] | 260 | void
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[1001] | 261 | GlRenderer::RenderTransformedMeshInstance(TransformedMeshInstance *mi)
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| 262 | {
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| 263 | // apply world transform before rendering
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| 264 | Matrix4x4 m;
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| 265 | mi->GetWorldTransform(m);
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| 266 |
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| 267 | glPushMatrix();
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[1002] | 268 | /* cout << "\n";
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[1001] | 269 | for (int i = 0; i < 4; ++ i)
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| 270 | for (int j = 0; j < 4; ++ j)
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[1002] | 271 | cout << m.x[i][j] << " "; cout << "\n"*/
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[1001] | 272 |
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| 273 | glMultMatrixf((float *)m.x);
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| 274 |
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[1002] | 275 | /*GLfloat dummy[16];
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| 276 | glGetFloatv(GL_MODELVIEW_MATRIX, dummy);
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[1001] | 277 | for (int i = 0; i < 16; ++ i)
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| 278 | cout << dummy[i] << " ";
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| 279 | cout << endl;*/
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| 280 | RenderMesh(mi->GetMesh());
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| 281 |
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| 282 | glPopMatrix();
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| 283 | }
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| 284 |
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| 285 |
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| 286 | void
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[1960] | 287 | GlRenderer::SetupFalseColor(const unsigned int id)
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[589] | 288 | {
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[1944] | 289 | // swap bits of the color
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| 290 | glColor3ub(id&255, (id>>8)&255, (id>>16)&255);
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[589] | 291 | }
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| 292 |
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| 293 |
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[1960] | 294 | unsigned int GlRenderer::GetId(const unsigned char r,
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| 295 | const unsigned char g,
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| 296 | const unsigned char b) const
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[589] | 297 | {
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| 298 | return r + (g << 8) + (b << 16);
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| 299 | }
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| 300 |
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[1960] | 301 |
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[589] | 302 | void
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| 303 | GlRenderer::SetupMaterial(Material *m)
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| 304 | {
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| 305 | if (m)
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| 306 | glColor3fv(&(m->mDiffuseColor.r));
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| 307 | }
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| 308 |
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[1960] | 309 |
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[589] | 310 | void
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| 311 | GlRenderer::RenderMesh(Mesh *mesh)
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| 312 | {
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| 313 | int i = 0;
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| 314 |
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[746] | 315 | if (!mUseFalseColors && !mUseForcedColors)
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[1944] | 316 | SetupMaterial(mesh->mMaterial);
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[589] | 317 |
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| 318 | for (i=0; i < mesh->mFaces.size(); i++) {
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| 319 | if (mWireFrame)
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| 320 | glBegin(GL_LINE_LOOP);
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| 321 | else
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| 322 | glBegin(GL_POLYGON);
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| 323 |
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| 324 | Face *face = mesh->mFaces[i];
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| 325 | for (int j = 0; j < face->mVertexIndices.size(); j++) {
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| 326 | glVertex3fv(&mesh->mVertices[face->mVertexIndices[j]].x);
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| 327 | }
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| 328 | glEnd();
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| 329 | }
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| 330 | }
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| 331 |
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| 332 | void
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| 333 | GlRenderer::InitGL()
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| 334 | {
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[1608] | 335 | mSphere = (GLUquadric *)gluNewQuadric();
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| 336 |
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[589] | 337 | glMatrixMode(GL_PROJECTION);
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| 338 | glLoadIdentity();
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| 339 |
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| 340 | glMatrixMode(GL_MODELVIEW);
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| 341 | glLoadIdentity();
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| 342 |
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[1785] | 343 | glFrontFace(GL_CCW);
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| 344 | glCullFace(GL_BACK);
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[589] | 345 | glEnable(GL_CULL_FACE);
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| 346 | glShadeModel(GL_FLAT);
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[1997] | 347 | glDepthFunc( GL_LESS );
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[589] | 348 | glEnable(GL_DEPTH_TEST);
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| 349 | glEnable(GL_CULL_FACE);
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| 350 |
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[1001] | 351 | InitExtensions();
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[746] | 352 |
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| 353 | glTexEnvi(GL_TEXTURE_ENV, GL_TEXTURE_ENV_MODE, GL_REPLACE );
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| 354 |
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| 355 | glEnable( GL_NORMALIZE );
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| 356 |
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| 357 | glClearColor(0.0f, 0.0f, 1.0f, 1.0f);
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[2002] | 358 |
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| 359 | OcclusionQuery::GenQueries(mOcclusionQueries, 10);
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[2538] | 360 |
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| 361 | CreateVertexArrays();
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[589] | 362 | }
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| 363 |
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[746] | 364 |
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[589] | 365 | void
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[811] | 366 | GlRenderer::SetupProjection(const int w, const int h, const float angle)
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[589] | 367 | {
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| 368 | glViewport(0, 0, w, h);
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| 369 | glMatrixMode(GL_PROJECTION);
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| 370 | glLoadIdentity();
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[811] | 371 | gluPerspective(angle, 1.0, 0.1, 2.0*Magnitude(mSceneGraph->GetBox().Diagonal()));
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[589] | 372 | glMatrixMode(GL_MODELVIEW);
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| 373 | }
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| 374 |
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[1581] | 375 |
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| 376 |
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[589] | 377 | void
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| 378 | GlRenderer::SetupCamera()
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| 379 | {
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| 380 | Vector3 target = mViewPoint + mViewDirection;
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[2023] | 381 | //cout << "vp: " << mViewPoint << " dr: " << mViewDirection << endl;
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| 382 | //cout<<"box: " << mKdTree->GetBox()<<endl;
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[589] | 383 | Vector3 up(0,1,0);
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| 384 |
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[811] | 385 | if (abs(DotProd(mViewDirection, up)) > 0.99f)
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| 386 | up = Vector3(1, 0, 0);
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| 387 |
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[589] | 388 | glLoadIdentity();
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| 389 | gluLookAt(mViewPoint.x, mViewPoint.y, mViewPoint.z,
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| 390 | target.x, target.y, target.z,
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| 391 | up.x, up.y, up.z);
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| 392 | }
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| 393 |
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[1145] | 394 | void
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| 395 | GlRenderer::_RenderScene()
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| 396 | {
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[2538] | 397 | ObjectContainer::const_iterator oi = mObjects.begin();
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| 398 | for (; oi != mObjects.end(); oi++)
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| 399 | RenderIntersectable(*oi);
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[1145] | 400 | }
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| 401 |
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[2538] | 402 | void GlRenderer::_RenderSceneTrianglesWithDrawArrays()
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[2002] | 403 | {
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[2538] | 404 | EnableDrawArrays();
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| 405 |
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| 406 | if (mUseVbos)
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| 407 | glBindBufferARB(GL_ARRAY_BUFFER_ARB, mVboId);
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[2002] | 408 |
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[2538] | 409 | int offset = mObjects.size() * 3;
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| 410 | char *arrayPtr = mUseVbos ? NULL : (char *)mData;
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[2002] | 411 |
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[2538] | 412 | glVertexPointer(3, GL_FLOAT, 0, (char *)arrayPtr);
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| 413 | glNormalPointer(GL_FLOAT, 0, (char *)arrayPtr + offset * sizeof(Vector3));
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| 414 |
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| 415 | glDrawArrays(GL_TRIANGLES, 0, mObjects.size() * 3);
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| 416 | //DisableDrawArrays();
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| 417 | }
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| 418 |
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| 419 |
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| 420 | void GlRenderer::_RenderSceneTriangles()
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| 421 | {
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| 422 | glBegin(GL_TRIANGLES);
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| 423 |
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| 424 | ObjectContainer::const_iterator oi = mObjects.begin();
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| 425 | for (; oi != mObjects.end(); oi++) {
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| 426 |
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| 427 | if ((*oi)->Type() == Intersectable::TRIANGLE_INTERSECTABLE) {
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| 428 | TriangleIntersectable *object = (TriangleIntersectable *)*oi;
|
---|
| 429 | Triangle3 &t = object->GetItem();
|
---|
| 430 |
|
---|
| 431 | Vector3 normal = t.GetNormal();
|
---|
| 432 | glNormal3f(normal.x, normal.y, normal.z);
|
---|
| 433 | glVertex3f(t.mVertices[0].x, t.mVertices[0].y, t.mVertices[0].z);
|
---|
| 434 | glVertex3f(t.mVertices[1].x, t.mVertices[1].y, t.mVertices[1].z);
|
---|
| 435 | glVertex3f(t.mVertices[2].x, t.mVertices[2].y, t.mVertices[2].z);
|
---|
| 436 |
|
---|
| 437 | }
|
---|
[2002] | 438 | }
|
---|
| 439 |
|
---|
[2538] | 440 | glEnd();
|
---|
[2002] | 441 | }
|
---|
| 442 |
|
---|
[2538] | 443 |
|
---|
[1145] | 444 | bool
|
---|
| 445 | GlRenderer::RenderScene()
|
---|
| 446 | {
|
---|
[1785] | 447 | Intersectable::NewMail();
|
---|
[2538] | 448 |
|
---|
| 449 | #if 1
|
---|
| 450 |
|
---|
| 451 | _RenderSceneTrianglesWithDrawArrays();
|
---|
| 452 |
|
---|
| 453 | #else
|
---|
[1145] | 454 | static int glList = -1;
|
---|
| 455 | if (mUseGlLists) {
|
---|
| 456 | if (glList == -1) {
|
---|
| 457 | glList = glGenLists(1);
|
---|
| 458 | glNewList(glList, GL_COMPILE);
|
---|
[2002] | 459 | _RenderSceneTriangles();
|
---|
[1145] | 460 | glEndList();
|
---|
| 461 | }
|
---|
[1969] | 462 |
|
---|
[1145] | 463 | glCallList(glList);
|
---|
| 464 | } else
|
---|
[2002] | 465 | _RenderSceneTriangles();
|
---|
[1145] | 466 |
|
---|
[2538] | 467 | #endif
|
---|
[1145] | 468 | return true;
|
---|
| 469 | }
|
---|
| 470 |
|
---|
| 471 |
|
---|
[589] | 472 | void
|
---|
[2538] | 473 | GlRendererBuffer::EvalQueryWithItemBuffer()
|
---|
[997] | 474 | {
|
---|
| 475 | // read back the texture
|
---|
| 476 | glReadPixels(0, 0,
|
---|
| 477 | GetWidth(), GetHeight(),
|
---|
| 478 | GL_RGBA,
|
---|
| 479 | GL_UNSIGNED_BYTE,
|
---|
| 480 | mPixelBuffer);
|
---|
| 481 |
|
---|
| 482 |
|
---|
| 483 | unsigned int *p = mPixelBuffer;
|
---|
| 484 |
|
---|
| 485 | for (int y = 0; y < GetHeight(); y++)
|
---|
| 486 | {
|
---|
| 487 | for (int x = 0; x < GetWidth(); x++, p++)
|
---|
| 488 | {
|
---|
| 489 | unsigned int id = (*p) & 0xFFFFFF;
|
---|
| 490 |
|
---|
| 491 | if (id != 0xFFFFFF)
|
---|
[2053] | 492 | {
|
---|
[997] | 493 | ++ mObjects[id]->mCounter;
|
---|
[2053] | 494 | }
|
---|
[997] | 495 | }
|
---|
| 496 | }
|
---|
| 497 | }
|
---|
| 498 |
|
---|
[1145] | 499 |
|
---|
| 500 |
|
---|
| 501 | /****************************************************************/
|
---|
| 502 | /* GlRendererBuffer implementation */
|
---|
| 503 | /****************************************************************/
|
---|
| 504 |
|
---|
| 505 |
|
---|
| 506 |
|
---|
| 507 | GlRendererBuffer::GlRendererBuffer(SceneGraph *sceneGraph,
|
---|
| 508 | ViewCellsManager *viewcells,
|
---|
| 509 | KdTree *tree):
|
---|
| 510 | GlRenderer(sceneGraph, viewcells, tree)
|
---|
[2538] | 511 | {
|
---|
| 512 | mPixelBuffer = NULL;
|
---|
[1785] | 513 | // implement width and height in subclasses
|
---|
[1145] | 514 | }
|
---|
| 515 |
|
---|
| 516 |
|
---|
[997] | 517 | void
|
---|
| 518 | GlRendererBuffer::EvalQueryWithOcclusionQueries(
|
---|
| 519 | //RenderCostSample &sample
|
---|
| 520 | )
|
---|
| 521 | {
|
---|
| 522 | glDepthFunc(GL_LEQUAL);
|
---|
| 523 |
|
---|
| 524 | glColorMask(GL_FALSE, GL_FALSE, GL_FALSE, GL_FALSE);
|
---|
| 525 | glDepthMask(GL_FALSE);
|
---|
[1000] | 526 |
|
---|
| 527 |
|
---|
| 528 | // simulate detectemptyviewspace using backface culling
|
---|
[1001] | 529 | if (mDetectEmptyViewSpace)
|
---|
[997] | 530 | {
|
---|
[1000] | 531 | glEnable(GL_CULL_FACE);
|
---|
[1001] | 532 | //cout << "culling" << endl;
|
---|
[1000] | 533 | }
|
---|
| 534 | else
|
---|
| 535 | {
|
---|
[1001] | 536 | //cout << "not culling" << endl;
|
---|
[1000] | 537 | glDisable(GL_CULL_FACE);
|
---|
[1001] | 538 | }
|
---|
[1000] | 539 |
|
---|
| 540 |
|
---|
[1001] | 541 | //const int numQ = 1;
|
---|
| 542 | const int numQ = (int)mOcclusionQueries.size();
|
---|
[1000] | 543 |
|
---|
[1001] | 544 | //glFinish();
|
---|
| 545 | #if 0
|
---|
[1000] | 546 | //-- now issue queries for all objects
|
---|
| 547 | for (int j = 0; j < (int)mObjects.size(); ++ j)
|
---|
[1001] | 548 | {
|
---|
| 549 | mOcclusionQueries[j]->BeginQuery();
|
---|
| 550 | RenderIntersectable(mObjects[j]);
|
---|
| 551 | mOcclusionQueries[j]->EndQuery();
|
---|
| 552 |
|
---|
| 553 | unsigned int pixelCount;
|
---|
| 554 |
|
---|
| 555 | pixelCount = mOcclusionQueries[j]->GetQueryResult();
|
---|
[2053] | 556 |
|
---|
[1001] | 557 | mObjects[j]->mCounter += pixelCount;
|
---|
| 558 | }
|
---|
| 559 | #else
|
---|
| 560 |
|
---|
| 561 | int q = 0;
|
---|
| 562 |
|
---|
| 563 | //-- now issue queries for all objects
|
---|
| 564 | for (int j = 0; j < (int)mObjects.size(); j += q)
|
---|
[1000] | 565 | {
|
---|
[1001] | 566 | for (q = 0; ((j + q) < (int)mObjects.size()) && (q < numQ); ++ q)
|
---|
[997] | 567 | {
|
---|
[1000] | 568 | //glFinish();
|
---|
[1001] | 569 | mOcclusionQueries[q]->BeginQuery();
|
---|
[1000] | 570 |
|
---|
[997] | 571 | RenderIntersectable(mObjects[j + q]);
|
---|
[1000] | 572 |
|
---|
[1001] | 573 | mOcclusionQueries[q]->EndQuery();
|
---|
[1000] | 574 | //glFinish();
|
---|
[997] | 575 | }
|
---|
[1001] | 576 | //cout << "q: " << q << endl;
|
---|
[997] | 577 | // collect results of the queries
|
---|
[1001] | 578 | for (int t = 0; t < q; ++ t)
|
---|
[997] | 579 | {
|
---|
| 580 | unsigned int pixelCount;
|
---|
[1001] | 581 |
|
---|
[997] | 582 | //-- reenable other state
|
---|
[1001] | 583 | #if 0
|
---|
| 584 | bool available;
|
---|
| 585 |
|
---|
[997] | 586 | do
|
---|
| 587 | {
|
---|
[1001] | 588 | available = mOcclusionQueries[t]->ResultAvailable();
|
---|
| 589 |
|
---|
| 590 | if (!available) cout << "W";
|
---|
[997] | 591 | }
|
---|
[1001] | 592 | while (!available);
|
---|
[997] | 593 | #endif
|
---|
| 594 |
|
---|
[1001] | 595 | pixelCount = mOcclusionQueries[t]->GetQueryResult();
|
---|
[997] | 596 |
|
---|
[1001] | 597 | //if (pixelCount > 0)
|
---|
| 598 | // cout <<"o="<<j+q<<" q="<<mOcclusionQueries[q]->GetQueryId()<<" pc="<<pixelCount<<" ";
|
---|
| 599 | mObjects[j + t]->mCounter += pixelCount;
|
---|
[2053] | 600 |
|
---|
[997] | 601 | }
|
---|
| 602 |
|
---|
[1001] | 603 | //j += q;
|
---|
[997] | 604 | }
|
---|
[1001] | 605 | #endif
|
---|
| 606 | //glFinish();
|
---|
[997] | 607 | glColorMask(GL_TRUE, GL_TRUE, GL_TRUE, GL_TRUE);
|
---|
| 608 | glDepthMask(GL_TRUE);
|
---|
[1000] | 609 |
|
---|
| 610 | glEnable(GL_CULL_FACE);
|
---|
[997] | 611 | }
|
---|
| 612 |
|
---|
| 613 |
|
---|
| 614 | void
|
---|
[1931] | 615 | GlRenderer::RandomViewPoint()
|
---|
[1001] | 616 | {
|
---|
[589] | 617 | // do not use this function since it could return different viewpoints for
|
---|
| 618 | // different executions of the algorithm
|
---|
| 619 |
|
---|
[1112] | 620 | // mViewCellsManager->GetViewPoint(mViewPoint);
|
---|
[589] | 621 |
|
---|
| 622 | while (1) {
|
---|
| 623 | Vector3 pVector = Vector3(halton.GetNumber(1),
|
---|
| 624 | halton.GetNumber(2),
|
---|
| 625 | halton.GetNumber(3));
|
---|
| 626 |
|
---|
[1112] | 627 | mViewPoint = mViewCellsManager->GetViewSpaceBox().GetPoint(pVector);
|
---|
[589] | 628 | ViewCell *v = mViewCellsManager->GetViewCell(mViewPoint);
|
---|
| 629 | if (v && v->GetValid())
|
---|
| 630 | break;
|
---|
| 631 | // generate a new vector
|
---|
| 632 | halton.GenerateNext();
|
---|
| 633 | }
|
---|
| 634 |
|
---|
| 635 | Vector3 dVector = Vector3(2*M_PI*halton.GetNumber(4),
|
---|
| 636 | M_PI*halton.GetNumber(5),
|
---|
| 637 | 0.0f);
|
---|
| 638 |
|
---|
| 639 | mViewDirection = Normalize(Vector3(sin(dVector.x),
|
---|
| 640 | // cos(dVector.y),
|
---|
| 641 | 0.0f,
|
---|
| 642 | cos(dVector.x)));
|
---|
| 643 | halton.GenerateNext();
|
---|
| 644 | }
|
---|
| 645 |
|
---|
| 646 |
|
---|
[1585] | 647 | void
|
---|
| 648 | GlRenderer::RenderBox(const AxisAlignedBox3 &box)
|
---|
| 649 | {
|
---|
| 650 |
|
---|
| 651 | glBegin(GL_LINE_LOOP);
|
---|
| 652 | glVertex3d(box.Min().x, box.Max().y, box.Min().z );
|
---|
| 653 | glVertex3d(box.Max().x, box.Max().y, box.Min().z );
|
---|
| 654 | glVertex3d(box.Max().x, box.Min().y, box.Min().z );
|
---|
| 655 | glVertex3d(box.Min().x, box.Min().y, box.Min().z );
|
---|
| 656 | glEnd();
|
---|
| 657 |
|
---|
| 658 | glBegin(GL_LINE_LOOP);
|
---|
| 659 | glVertex3d(box.Min().x, box.Min().y, box.Max().z );
|
---|
| 660 | glVertex3d(box.Max().x, box.Min().y, box.Max().z );
|
---|
| 661 | glVertex3d(box.Max().x, box.Max().y, box.Max().z );
|
---|
| 662 | glVertex3d(box.Min().x, box.Max().y, box.Max().z );
|
---|
| 663 | glEnd();
|
---|
| 664 |
|
---|
| 665 | glBegin(GL_LINE_LOOP);
|
---|
| 666 | glVertex3d(box.Max().x, box.Min().y, box.Min().z );
|
---|
| 667 | glVertex3d(box.Max().x, box.Min().y, box.Max().z );
|
---|
| 668 | glVertex3d(box.Max().x, box.Max().y, box.Max().z );
|
---|
| 669 | glVertex3d(box.Max().x, box.Max().y, box.Min().z );
|
---|
| 670 | glEnd();
|
---|
| 671 |
|
---|
| 672 | glBegin(GL_LINE_LOOP);
|
---|
| 673 | glVertex3d(box.Min().x, box.Min().y, box.Min().z );
|
---|
| 674 | glVertex3d(box.Min().x, box.Min().y, box.Max().z );
|
---|
| 675 | glVertex3d(box.Min().x, box.Max().y, box.Max().z );
|
---|
| 676 | glVertex3d(box.Min().x, box.Max().y, box.Min().z );
|
---|
| 677 | glEnd();
|
---|
| 678 |
|
---|
| 679 | glBegin(GL_LINE_LOOP);
|
---|
| 680 | glVertex3d(box.Min().x, box.Min().y, box.Min().z );
|
---|
| 681 | glVertex3d(box.Max().x, box.Min().y, box.Min().z );
|
---|
| 682 | glVertex3d(box.Max().x, box.Min().y, box.Max().z );
|
---|
| 683 | glVertex3d(box.Min().x, box.Min().y, box.Max().z );
|
---|
| 684 | glEnd();
|
---|
| 685 |
|
---|
| 686 | glBegin(GL_LINE_LOOP);
|
---|
| 687 | glVertex3d(box.Min().x, box.Max().y, box.Min().z );
|
---|
| 688 | glVertex3d(box.Max().x, box.Max().y, box.Min().z );
|
---|
| 689 | glVertex3d(box.Max().x, box.Max().y, box.Max().z );
|
---|
| 690 | glVertex3d(box.Min().x, box.Max().y, box.Max().z );
|
---|
| 691 |
|
---|
| 692 | glEnd();
|
---|
| 693 |
|
---|
[811] | 694 | }
|
---|
[1585] | 695 |
|
---|
| 696 | void
|
---|
| 697 | GlRenderer::RenderBvhNode(BvhNode *node)
|
---|
| 698 | {
|
---|
| 699 | if (node->IsLeaf()) {
|
---|
| 700 | BvhLeaf *leaf = (BvhLeaf *) node;
|
---|
[1785] | 701 |
|
---|
| 702 | #if 0
|
---|
| 703 | if (leaf->mGlList == 0) {
|
---|
| 704 | leaf->mGlList = glGenLists(1);
|
---|
| 705 | if (leaf->mGlList != 0)
|
---|
| 706 | glNewList(leaf->mGlList, GL_COMPILE);
|
---|
| 707 |
|
---|
| 708 | for (int i=0; i < leaf->mObjects.size(); i++)
|
---|
| 709 | RenderIntersectable(leaf->mObjects[i]);
|
---|
| 710 |
|
---|
| 711 | if (leaf->mGlList != 0)
|
---|
| 712 | glEndList();
|
---|
| 713 | }
|
---|
| 714 |
|
---|
| 715 | if (leaf->mGlList != 0)
|
---|
| 716 | glCallList(leaf->mGlList);
|
---|
| 717 | #else
|
---|
[1983] | 718 | for (int i=0; i < leaf->mObjects.size(); i++)
|
---|
| 719 | RenderIntersectable(leaf->mObjects[i]);
|
---|
[1785] | 720 | #endif
|
---|
[1585] | 721 | } else {
|
---|
| 722 | BvhInterior *in = (BvhInterior *)node;
|
---|
| 723 | RenderBvhNode(in->GetBack());
|
---|
| 724 | RenderBvhNode(in->GetFront());
|
---|
| 725 | }
|
---|
[1594] | 726 | }
|
---|
| 727 |
|
---|
| 728 | void
|
---|
| 729 | GlRenderer::RenderKdNode(KdNode *node)
|
---|
| 730 | {
|
---|
[2538] | 731 | if (node->IsLeaf())
|
---|
| 732 | {
|
---|
| 733 | #if 1
|
---|
| 734 | RenderKdLeaf(static_cast<KdLeaf *>(node));
|
---|
| 735 | #else
|
---|
| 736 | KdLeaf *leaf = (KdLeaf *)node;
|
---|
| 737 | for (int i=0; i < leaf->mObjects.size(); i++)
|
---|
| 738 | {
|
---|
| 739 | RenderIntersectable(leaf->mObjects[i]);
|
---|
| 740 | }
|
---|
| 741 | #endif
|
---|
| 742 | }
|
---|
| 743 | else
|
---|
| 744 | {
|
---|
| 745 | KdInterior *in = (KdInterior *)node;
|
---|
| 746 | RenderKdNode(in->mBack);
|
---|
| 747 | RenderKdNode(in->mFront);
|
---|
[1594] | 748 | }
|
---|
[1585] | 749 | }
|
---|
| 750 |
|
---|
[1785] | 751 |
|
---|
| 752 |
|
---|
| 753 |
|
---|
| 754 | void
|
---|
| 755 | GlRendererBuffer::EvalRenderCostSample(RenderCostSample &sample,
|
---|
| 756 | const bool useOcclusionQueries,
|
---|
| 757 | const int threshold
|
---|
| 758 | )
|
---|
| 759 | {
|
---|
| 760 | // choose a random view point
|
---|
| 761 | mViewCellsManager->GetViewPoint(mViewPoint);
|
---|
| 762 | sample.mPosition = mViewPoint;
|
---|
| 763 | //cout << "viewpoint: " << mViewPoint << endl;
|
---|
| 764 |
|
---|
| 765 | // take a render cost sample by rendering a cube
|
---|
| 766 | Vector3 directions[6];
|
---|
| 767 |
|
---|
| 768 | directions[0] = Vector3(1,0,0);
|
---|
| 769 | directions[1] = Vector3(0,1,0);
|
---|
| 770 | directions[2] = Vector3(0,0,1);
|
---|
| 771 | directions[3] = Vector3(-1,0,0);
|
---|
| 772 | directions[4] = Vector3(0,-1,0);
|
---|
| 773 | directions[5] = Vector3(0,0,-1);
|
---|
| 774 |
|
---|
| 775 | sample.mVisibleObjects = 0;
|
---|
| 776 |
|
---|
| 777 | // reset object counters
|
---|
| 778 | ObjectContainer::const_iterator it, it_end = mObjects.end();
|
---|
| 779 |
|
---|
| 780 | for (it = mObjects.begin(); it != it_end; ++ it)
|
---|
| 781 | {
|
---|
| 782 | (*it)->mCounter = 0;
|
---|
[2053] | 783 |
|
---|
[1785] | 784 | }
|
---|
| 785 |
|
---|
| 786 | ++ mFrame;
|
---|
| 787 |
|
---|
| 788 | //glCullFace(GL_FRONT);
|
---|
| 789 | glCullFace(GL_BACK);
|
---|
| 790 | glDisable(GL_CULL_FACE);
|
---|
| 791 |
|
---|
| 792 |
|
---|
| 793 | // query all 6 directions for a full point sample
|
---|
| 794 | for (int i = 0; i < 6; ++ i)
|
---|
| 795 | {
|
---|
| 796 | mViewDirection = directions[i];
|
---|
| 797 | SetupCamera();
|
---|
| 798 |
|
---|
| 799 | glClearColor(1.0f, 1.0f, 1.0f, 1.0f);
|
---|
| 800 | glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT);
|
---|
| 801 | //glColorMask(GL_TRUE, GL_TRUE, GL_TRUE, GL_TRUE); glDepthMask(GL_TRUE);
|
---|
| 802 | glDepthFunc(GL_LESS);
|
---|
| 803 |
|
---|
| 804 | mUseFalseColors = true;
|
---|
| 805 |
|
---|
| 806 | // the actual scene rendering fills the depth (for occlusion queries)
|
---|
| 807 | // and the frame buffer (for item buffer)
|
---|
| 808 | RenderScene();
|
---|
| 809 |
|
---|
| 810 |
|
---|
| 811 | if (0)
|
---|
| 812 | {
|
---|
| 813 | char filename[256];
|
---|
| 814 | sprintf(filename, "snap/frame-%04d-%d.png", mFrame, i);
|
---|
| 815 | // QImage im = toImage();
|
---|
| 816 | // im.save(filename, "PNG");
|
---|
| 817 | }
|
---|
| 818 |
|
---|
| 819 | // evaluate the sample
|
---|
| 820 | if (useOcclusionQueries)
|
---|
| 821 | {
|
---|
| 822 | EvalQueryWithOcclusionQueries();
|
---|
| 823 | }
|
---|
| 824 | else
|
---|
| 825 | {
|
---|
| 826 | EvalQueryWithItemBuffer();
|
---|
| 827 | }
|
---|
| 828 | }
|
---|
| 829 |
|
---|
| 830 | // now evaluate the statistics over that sample
|
---|
| 831 | // currently only the number of visible objects is taken into account
|
---|
| 832 | sample.Reset();
|
---|
| 833 |
|
---|
| 834 | for (it = mObjects.begin(); it != it_end; ++ it)
|
---|
| 835 | {
|
---|
| 836 | Intersectable *obj = *it;
|
---|
| 837 | if (obj->mCounter >= threshold)
|
---|
| 838 | {
|
---|
| 839 | ++ sample.mVisibleObjects;
|
---|
| 840 | sample.mVisiblePixels += obj->mCounter;
|
---|
| 841 | }
|
---|
| 842 | }
|
---|
| 843 |
|
---|
| 844 | //cout << "RS=" << sample.mVisibleObjects << " ";
|
---|
[1585] | 845 | }
|
---|
[1785] | 846 |
|
---|
| 847 |
|
---|
| 848 | GlRendererBuffer::~GlRendererBuffer()
|
---|
| 849 | {
|
---|
[1990] | 850 | #if 0
|
---|
| 851 | #ifdef USE_CG
|
---|
| 852 | if (sCgFragmentProgram)
|
---|
[1785] | 853 | cgDestroyProgram(sCgFragmentProgram);
|
---|
| 854 | if (sCgContext)
|
---|
| 855 | cgDestroyContext(sCgContext);
|
---|
| 856 | #endif
|
---|
[1990] | 857 | #endif
|
---|
[2538] | 858 |
|
---|
[1785] | 859 | }
|
---|
| 860 |
|
---|
| 861 |
|
---|
| 862 | void
|
---|
| 863 | GlRendererBuffer::SampleRenderCost(const int numSamples,
|
---|
| 864 | vector<RenderCostSample> &samples,
|
---|
| 865 | const bool useOcclusionQueries,
|
---|
| 866 | const int threshold
|
---|
| 867 | )
|
---|
| 868 | {
|
---|
| 869 | MakeCurrent();
|
---|
| 870 |
|
---|
| 871 | if (mPixelBuffer == NULL)
|
---|
| 872 | mPixelBuffer = new unsigned int[GetWidth()*GetHeight()];
|
---|
| 873 |
|
---|
| 874 | // using 90 degree projection to capture 360 view with 6 samples
|
---|
| 875 | SetupProjection(GetHeight(), GetHeight(), 90.0f);
|
---|
| 876 |
|
---|
| 877 | //samples.resize(numSamples);
|
---|
| 878 | halton.Reset();
|
---|
| 879 |
|
---|
| 880 | // the number of queries queried in batch mode
|
---|
| 881 | const int numQ = 500;
|
---|
| 882 |
|
---|
| 883 | //const int numQ = (int)mObjects.size();
|
---|
| 884 | if (useOcclusionQueries)
|
---|
| 885 | {
|
---|
| 886 | cout << "\ngenerating " << numQ << " queries ... ";
|
---|
| 887 | OcclusionQuery::GenQueries(mOcclusionQueries, numQ);
|
---|
| 888 | cout << "finished" << endl;
|
---|
| 889 | }
|
---|
| 890 |
|
---|
| 891 | // sampling queries
|
---|
| 892 | for (int i = 0; i < numSamples; ++ i)
|
---|
| 893 | {
|
---|
| 894 | cout << ".";
|
---|
| 895 | EvalRenderCostSample(samples[i], useOcclusionQueries, threshold);
|
---|
| 896 | }
|
---|
| 897 |
|
---|
| 898 | DoneCurrent();
|
---|
| 899 | }
|
---|
| 900 |
|
---|
| 901 |
|
---|
| 902 |
|
---|
| 903 |
|
---|
| 904 |
|
---|
| 905 | void
|
---|
[1931] | 906 | GlRenderer::ClearErrorBuffer()
|
---|
[1785] | 907 | {
|
---|
| 908 | for (int i=0; i < mPvsStatFrames; i++) {
|
---|
| 909 | mPvsErrorBuffer[i].mError = 1.0f;
|
---|
| 910 | }
|
---|
[2002] | 911 | mPvsStat.maxError = 0.0f;
|
---|
[1785] | 912 | }
|
---|
| 913 |
|
---|
| 914 |
|
---|
| 915 | void
|
---|
| 916 | GlRendererBuffer::EvalPvsStat()
|
---|
| 917 | {
|
---|
[2048] | 918 | MakeCurrent();
|
---|
[2049] | 919 |
|
---|
[2048] | 920 | GlRenderer::EvalPvsStat();
|
---|
[2049] | 921 |
|
---|
[2048] | 922 | DoneCurrent();
|
---|
[1785] | 923 | // mRenderingFinished.wakeAll();
|
---|
| 924 | }
|
---|
| 925 |
|
---|
| 926 |
|
---|
[2048] | 927 | void GlRendererBuffer::EvalPvsStat(const SimpleRayContainer &viewPoints)
|
---|
| 928 | {
|
---|
| 929 | MakeCurrent();
|
---|
| 930 |
|
---|
| 931 | GlRenderer::EvalPvsStat(viewPoints);
|
---|
| 932 |
|
---|
| 933 | DoneCurrent();
|
---|
| 934 | }
|
---|
| 935 |
|
---|
| 936 |
|
---|
[1785] | 937 | void GlRendererBuffer::SampleBeamContributions(Intersectable *sourceObject,
|
---|
| 938 | Beam &beam,
|
---|
| 939 | const int desiredSamples,
|
---|
| 940 | BeamSampleStatistics &stat)
|
---|
| 941 | {
|
---|
| 942 | // TODO: should be moved out of here (not to be done every time)
|
---|
| 943 | // only back faces are interesting for the depth pass
|
---|
| 944 | glShadeModel(GL_FLAT);
|
---|
| 945 | glDisable(GL_LIGHTING);
|
---|
| 946 |
|
---|
| 947 | // needed to kill the fragments for the front buffer
|
---|
| 948 | glEnable(GL_ALPHA_TEST);
|
---|
| 949 | glAlphaFunc(GL_GREATER, 0);
|
---|
| 950 |
|
---|
| 951 | // assumes that the beam is constructed and contains kd-tree nodes
|
---|
| 952 | // and viewcells which it intersects
|
---|
| 953 |
|
---|
| 954 |
|
---|
| 955 | // Get the number of viewpoints to be sampled
|
---|
| 956 | // Now it is a sqrt but in general a wiser decision could be made.
|
---|
| 957 | // The less viewpoints the better for rendering performance, since less passes
|
---|
| 958 | // over the beam is needed.
|
---|
| 959 | // The viewpoints could actually be generated outside of the bounding box which
|
---|
| 960 | // would distribute the 'efective viewpoints' of the object surface and thus
|
---|
| 961 | // with a few viewpoints better sample the viewpoint space....
|
---|
| 962 |
|
---|
| 963 | //TODO: comment in
|
---|
| 964 | //int viewPointSamples = sqrt((float)desiredSamples);
|
---|
| 965 | int viewPointSamples = max(desiredSamples / (GetWidth() * GetHeight()), 1);
|
---|
| 966 |
|
---|
| 967 | // the number of direction samples per pass is given by the number of viewpoints
|
---|
| 968 | int directionalSamples = desiredSamples / viewPointSamples;
|
---|
| 969 |
|
---|
| 970 | Debug << "directional samples: " << directionalSamples << endl;
|
---|
| 971 | for (int i = 0; i < viewPointSamples; ++ i)
|
---|
| 972 | {
|
---|
| 973 | Vector3 viewPoint = beam.mBox.GetRandomPoint();
|
---|
| 974 |
|
---|
| 975 | // perhaps the viewpoint should be shifted back a little bit so that it always lies
|
---|
| 976 | // inside the source object
|
---|
| 977 | // 'ideally' the viewpoints would be distributed on the soureObject surface, but this
|
---|
| 978 | // would require more complicated sampling (perhaps hierarchical rejection sampling of
|
---|
| 979 | // the object surface is an option here - only the mesh faces which are inside the box
|
---|
| 980 | // are considered as candidates)
|
---|
| 981 |
|
---|
| 982 | SampleViewpointContributions(sourceObject,
|
---|
| 983 | viewPoint,
|
---|
| 984 | beam,
|
---|
| 985 | directionalSamples,
|
---|
| 986 | stat);
|
---|
| 987 | }
|
---|
| 988 |
|
---|
| 989 |
|
---|
| 990 | // note:
|
---|
| 991 | // this routine would be called only if the number of desired samples is sufficiently
|
---|
| 992 | // large - for other rss tree cells the cpu based sampling is perhaps more efficient
|
---|
| 993 | // distributing the work between cpu and gpu would also allow us to place more sophisticated
|
---|
| 994 | // sample distributions (silhouette ones) using the cpu and the jittered once on the GPU
|
---|
| 995 | // in order that thios scheme is working well the gpu render buffer should run in a separate
|
---|
| 996 | // thread than the cpu sampler, which would not be such a big problem....
|
---|
| 997 |
|
---|
| 998 | // disable alpha test again
|
---|
| 999 | glDisable(GL_ALPHA_TEST);
|
---|
| 1000 | }
|
---|
| 1001 |
|
---|
| 1002 |
|
---|
| 1003 |
|
---|
| 1004 | void GlRendererBuffer::SampleViewpointContributions(Intersectable *sourceObject,
|
---|
| 1005 | const Vector3 viewPoint,
|
---|
| 1006 | Beam &beam,
|
---|
| 1007 | const int samples,
|
---|
| 1008 | BeamSampleStatistics &stat)
|
---|
| 1009 | {
|
---|
| 1010 | // 1. setup the view port to match the desired samples
|
---|
| 1011 | glViewport(0, 0, samples, samples);
|
---|
| 1012 |
|
---|
| 1013 | // 2. setup the projection matrix and view matrix to match the viewpoint + beam.mDirBox
|
---|
| 1014 | SetupProjectionForViewPoint(viewPoint, beam, sourceObject);
|
---|
| 1015 |
|
---|
| 1016 |
|
---|
| 1017 | // 3. reset z-buffer to 0 and render the source object for the beam
|
---|
| 1018 | // with glCullFace(Enabled) and glFrontFace(GL_CW)
|
---|
| 1019 | // save result to the front depth map
|
---|
| 1020 | // the front depth map holds ray origins
|
---|
| 1021 |
|
---|
| 1022 |
|
---|
| 1023 | // front depth buffer must be initialised to 0
|
---|
| 1024 | float clearDepth;
|
---|
| 1025 |
|
---|
| 1026 | glGetFloatv(GL_DEPTH_CLEAR_VALUE, &clearDepth);
|
---|
| 1027 | glClearDepth(0.0f);
|
---|
| 1028 | glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT | GL_STENCIL_BUFFER_BIT);
|
---|
| 1029 |
|
---|
| 1030 |
|
---|
| 1031 | // glFrontFace(GL_CCW);
|
---|
| 1032 | glEnable(GL_CULL_FACE);
|
---|
| 1033 | glCullFace(GL_FRONT);
|
---|
| 1034 | glColorMask(0, 0, 0, 0);
|
---|
| 1035 |
|
---|
| 1036 |
|
---|
| 1037 | // stencil is increased where the source object is located
|
---|
| 1038 | glEnable(GL_STENCIL_TEST);
|
---|
| 1039 | glStencilFunc(GL_ALWAYS, 0x1, 0x1);
|
---|
| 1040 | glStencilOp(GL_REPLACE, GL_REPLACE, GL_REPLACE);
|
---|
| 1041 |
|
---|
| 1042 |
|
---|
| 1043 | #if 0
|
---|
| 1044 | static int glSourceObjList = -1;
|
---|
| 1045 | if (glSourceObjList != -1)
|
---|
| 1046 | {
|
---|
| 1047 | glSourceObjList = glGenLists(1);
|
---|
| 1048 | glNewList(glSourceObjList, GL_COMPILE);
|
---|
| 1049 |
|
---|
| 1050 | RenderIntersectable(sourceObject);
|
---|
| 1051 |
|
---|
| 1052 | glEndList();
|
---|
| 1053 | }
|
---|
| 1054 | glCallList(glSourceObjList);
|
---|
| 1055 |
|
---|
| 1056 | #else
|
---|
| 1057 | RenderIntersectable(sourceObject);
|
---|
| 1058 |
|
---|
| 1059 | #endif
|
---|
| 1060 |
|
---|
| 1061 | // copy contents of the front depth buffer into depth texture
|
---|
| 1062 | glBindTexture(GL_TEXTURE_2D, frontDepthMap);
|
---|
| 1063 | glCopyTexSubImage2D(GL_TEXTURE_2D, 0, 0, 0, 0, 0, depthMapSize, depthMapSize);
|
---|
| 1064 |
|
---|
| 1065 | // reset clear function
|
---|
| 1066 | glClearDepth(clearDepth);
|
---|
| 1067 |
|
---|
| 1068 |
|
---|
| 1069 | // 4. set up the termination depth buffer (= standard depth buffer)
|
---|
| 1070 | // only rays which have non-zero entry in the origin buffer are valid since
|
---|
| 1071 | // they realy start on the object surface (this is tagged by setting a
|
---|
| 1072 | // stencil buffer bit at step 3).
|
---|
| 1073 |
|
---|
| 1074 | glStencilFunc(GL_EQUAL, 0x1, 0x1);
|
---|
| 1075 | glStencilOp(GL_KEEP, GL_KEEP, GL_KEEP);
|
---|
| 1076 |
|
---|
| 1077 | glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT);
|
---|
| 1078 | glDepthMask(1);
|
---|
| 1079 |
|
---|
| 1080 | glEnable(GL_DEPTH_TEST);
|
---|
| 1081 |
|
---|
| 1082 | glEnable(GL_CULL_FACE);
|
---|
| 1083 | glCullFace(GL_BACK);
|
---|
| 1084 |
|
---|
| 1085 | // setup front depth buffer
|
---|
| 1086 | glEnable(GL_TEXTURE_2D);
|
---|
| 1087 |
|
---|
[1990] | 1088 | #if 0
|
---|
| 1089 | #ifdef USE_CG
|
---|
[1785] | 1090 | // bind pixel shader implementing the front depth buffer functionality
|
---|
| 1091 | cgGLBindProgram(sCgFragmentProgram);
|
---|
| 1092 | cgGLEnableProfile(sCgFragmentProfile);
|
---|
| 1093 | #endif
|
---|
[1990] | 1094 | #endif
|
---|
[1785] | 1095 | // 5. render all objects inside the beam
|
---|
| 1096 | // we can use id based false color to read them back for gaining the pvs
|
---|
| 1097 |
|
---|
| 1098 | glColorMask(1, 1, 1, 1);
|
---|
| 1099 |
|
---|
| 1100 |
|
---|
| 1101 | // if objects not stored in beam => extract objects
|
---|
| 1102 | if (beam.mFlags & !Beam::STORE_OBJECTS)
|
---|
| 1103 | {
|
---|
| 1104 | vector<KdNode *>::const_iterator it, it_end = beam.mKdNodes.end();
|
---|
| 1105 |
|
---|
| 1106 | Intersectable::NewMail();
|
---|
| 1107 | for (it = beam.mKdNodes.begin(); it != it_end; ++ it)
|
---|
| 1108 | {
|
---|
| 1109 | mKdTree->CollectObjects(*it, beam.mObjects);
|
---|
| 1110 | }
|
---|
| 1111 | }
|
---|
| 1112 |
|
---|
| 1113 |
|
---|
| 1114 | // (objects can be compiled to a gl list now so that subsequent rendering for
|
---|
| 1115 | // this beam is fast - the same hold for step 3)
|
---|
| 1116 | // Afterwards we have two depth buffers defining the ray origin and termination
|
---|
| 1117 |
|
---|
| 1118 |
|
---|
| 1119 | #if 0
|
---|
| 1120 | static int glObjList = -1;
|
---|
| 1121 | if (glObjList != -1)
|
---|
| 1122 | {
|
---|
| 1123 | glObjList = glGenLists(1);
|
---|
| 1124 | glNewList(glObjList, GL_COMPILE);
|
---|
| 1125 |
|
---|
| 1126 | ObjectContainer::const_iterator it, it_end = beam.mObjects.end();
|
---|
| 1127 | for (it = beam.mObjects.begin(); it != it_end; ++ it)
|
---|
| 1128 | {
|
---|
| 1129 | // render all objects except the source object
|
---|
| 1130 | if (*it != sourceObject)
|
---|
| 1131 | RenderIntersectable(*it);
|
---|
| 1132 | }
|
---|
| 1133 |
|
---|
| 1134 | glEndList();
|
---|
| 1135 | }
|
---|
| 1136 |
|
---|
| 1137 | glCallList(glObjList);
|
---|
| 1138 | #else
|
---|
| 1139 | ObjectContainer::const_iterator it, it_end = beam.mObjects.end();
|
---|
| 1140 | for (it = beam.mObjects.begin(); it != it_end; ++ it)
|
---|
| 1141 | {
|
---|
| 1142 | // render all objects except the source object
|
---|
| 1143 | if (*it != sourceObject)
|
---|
| 1144 | RenderIntersectable(*it);
|
---|
| 1145 | }
|
---|
| 1146 | #endif
|
---|
| 1147 |
|
---|
[1935] | 1148 | // 6. Use occlusion queries for all viewcell meshes associated with the beam ->
|
---|
[1785] | 1149 | // a fragment passes if the corresponding stencil fragment is set and its depth is
|
---|
| 1150 | // between origin and termination buffer
|
---|
| 1151 |
|
---|
| 1152 | // create new queries if necessary
|
---|
| 1153 | OcclusionQuery::GenQueries(mOcclusionQueries, (int)beam.mViewCells.size());
|
---|
| 1154 |
|
---|
| 1155 | // check whether any backfacing polygon would pass the depth test?
|
---|
| 1156 | // matt: should check both back /front facing because of dual depth buffer
|
---|
| 1157 | // and danger of cutting the near plane with front facing polys.
|
---|
| 1158 |
|
---|
| 1159 | glColorMask(GL_FALSE, GL_FALSE, GL_FALSE, GL_FALSE);
|
---|
| 1160 | glDepthMask(GL_FALSE);
|
---|
| 1161 | glDisable(GL_CULL_FACE);
|
---|
| 1162 |
|
---|
| 1163 |
|
---|
| 1164 | ViewCellContainer::const_iterator vit, vit_end = beam.mViewCells.end();
|
---|
| 1165 |
|
---|
| 1166 | int queryIdx = 0;
|
---|
| 1167 |
|
---|
| 1168 | for (vit = beam.mViewCells.begin(); vit != vit_end; ++ vit)
|
---|
| 1169 | {
|
---|
| 1170 | mOcclusionQueries[queryIdx ++]->BeginQuery();
|
---|
| 1171 | RenderIntersectable(*vit);
|
---|
| 1172 | mOcclusionQueries[queryIdx]->EndQuery();
|
---|
| 1173 |
|
---|
| 1174 | ++ queryIdx;
|
---|
| 1175 | }
|
---|
| 1176 |
|
---|
| 1177 | // at this point, if possible, go and do some other computation
|
---|
| 1178 |
|
---|
| 1179 | // 7. The number of visible pixels is the number of sample rays which see the source
|
---|
| 1180 | // object from the corresponding viewcell -> remember these values for later update
|
---|
| 1181 | // of the viewcell pvs - or update immediately?
|
---|
| 1182 |
|
---|
| 1183 | queryIdx = 0;
|
---|
| 1184 |
|
---|
| 1185 | for (vit = beam.mViewCells.begin(); vit != vit_end; ++ vit)
|
---|
| 1186 | {
|
---|
| 1187 | // fetch queries
|
---|
| 1188 | unsigned int pixelCount = mOcclusionQueries[queryIdx ++]->GetQueryResult();
|
---|
| 1189 |
|
---|
| 1190 | if (pixelCount)
|
---|
| 1191 | Debug << "view cell " << (*vit)->GetId() << " visible pixels: " << pixelCount << endl;
|
---|
| 1192 | }
|
---|
| 1193 |
|
---|
| 1194 |
|
---|
| 1195 | // 8. Copmpute rendering statistics
|
---|
| 1196 | // In general it is not neccessary to remember to extract all the rays cast. I hope it
|
---|
| 1197 | // would be sufficient to gain only the intergral statistics about the new contributions
|
---|
| 1198 | // and so the rss tree would actually store no new rays (only the initial ones)
|
---|
| 1199 | // the subdivision of the tree would only be driven by the statistics (the glrender could
|
---|
| 1200 | // evaluate the contribution entropy for example)
|
---|
| 1201 | // However might be an option to extract/store only those the rays which made a contribution
|
---|
| 1202 | // (new viewcell has been discovered) or relative contribution greater than a threshold ...
|
---|
| 1203 |
|
---|
| 1204 | ObjectContainer pvsObj;
|
---|
| 1205 | stat.pvsSize = ComputePvs(beam.mObjects, pvsObj);
|
---|
| 1206 |
|
---|
| 1207 | // to gain ray source and termination
|
---|
| 1208 | // copy contents of ray termination buffer into depth texture
|
---|
| 1209 | // and compare with ray source buffer
|
---|
| 1210 | #if 0
|
---|
| 1211 | VssRayContainer rays;
|
---|
| 1212 |
|
---|
| 1213 | glBindTexture(GL_TEXTURE_2D, backDepthMap);
|
---|
| 1214 | glCopyTexSubImage2D(GL_TEXTURE_2D, 0, 0, 0, 0, 0, depthMapSize, depthMapSize);
|
---|
| 1215 |
|
---|
| 1216 | ComputeRays(Intersectable *sourceObj, rays);
|
---|
| 1217 |
|
---|
| 1218 | #endif
|
---|
| 1219 |
|
---|
[1990] | 1220 | ////////
|
---|
[1785] | 1221 | //-- cleanup
|
---|
| 1222 |
|
---|
| 1223 | // reset gl state
|
---|
| 1224 | glColorMask(GL_TRUE, GL_TRUE, GL_TRUE, GL_TRUE);
|
---|
| 1225 | glDepthMask(GL_TRUE);
|
---|
| 1226 | glEnable(GL_CULL_FACE);
|
---|
| 1227 | glDisable(GL_STENCIL_TEST);
|
---|
[1935] | 1228 |
|
---|
[1990] | 1229 | #if 0
|
---|
| 1230 | #ifdef USE_CG
|
---|
[1785] | 1231 | cgGLDisableProfile(sCgFragmentProfile);
|
---|
| 1232 | #endif
|
---|
[1990] | 1233 | #endif
|
---|
| 1234 |
|
---|
[1785] | 1235 | glDisable(GL_TEXTURE_2D);
|
---|
| 1236 |
|
---|
| 1237 | // remove objects from beam
|
---|
| 1238 | if (beam.mFlags & !Beam::STORE_OBJECTS)
|
---|
| 1239 | beam.mObjects.clear();
|
---|
| 1240 | }
|
---|
| 1241 |
|
---|
| 1242 |
|
---|
| 1243 | void GlRendererBuffer::SetupProjectionForViewPoint(const Vector3 &viewPoint,
|
---|
| 1244 | const Beam &beam,
|
---|
| 1245 | Intersectable *sourceObject)
|
---|
| 1246 | {
|
---|
| 1247 | float left, right, bottom, top, znear, zfar;
|
---|
| 1248 |
|
---|
| 1249 | beam.ComputePerspectiveFrustum(left, right, bottom, top, znear, zfar,
|
---|
| 1250 | mSceneGraph->GetBox());
|
---|
| 1251 |
|
---|
| 1252 | //Debug << left << " " << right << " " << bottom << " " << top << " " << znear << " " << zfar << endl;
|
---|
| 1253 | glMatrixMode(GL_PROJECTION);
|
---|
| 1254 | glLoadIdentity();
|
---|
| 1255 | glFrustum(left, right, bottom, top, znear, zfar);
|
---|
| 1256 | //glFrustum(-1, 1, -1, 1, 1, 20000);
|
---|
| 1257 |
|
---|
| 1258 | const Vector3 center = viewPoint + beam.GetMainDirection() * (zfar - znear) * 0.3f;
|
---|
| 1259 | const Vector3 up =
|
---|
| 1260 | Normalize(CrossProd(beam.mPlanes[0].mNormal, beam.mPlanes[4].mNormal));
|
---|
| 1261 |
|
---|
| 1262 | #ifdef GTP_DEBUG
|
---|
| 1263 | Debug << "view point: " << viewPoint << endl;
|
---|
| 1264 | Debug << "eye: " << center << endl;
|
---|
| 1265 | Debug << "up: " << up << endl;
|
---|
| 1266 | #endif
|
---|
| 1267 |
|
---|
| 1268 | glMatrixMode(GL_MODELVIEW);
|
---|
| 1269 | glLoadIdentity();
|
---|
| 1270 | gluLookAt(viewPoint.x, viewPoint.y, viewPoint.z,
|
---|
| 1271 | center.x, center.y, center.z,
|
---|
| 1272 | up.x, up.y, up.z);
|
---|
| 1273 | }
|
---|
| 1274 |
|
---|
| 1275 |
|
---|
| 1276 | void GlRendererBuffer::InitGL()
|
---|
| 1277 | {
|
---|
[1990] | 1278 | MakeCurrent();
|
---|
| 1279 | GlRenderer::InitGL();
|
---|
[1785] | 1280 |
|
---|
| 1281 | // initialise dual depth buffer textures
|
---|
| 1282 | glGenTextures(1, &frontDepthMap);
|
---|
| 1283 | glBindTexture(GL_TEXTURE_2D, frontDepthMap);
|
---|
| 1284 |
|
---|
| 1285 | glTexImage2D(GL_TEXTURE_2D, 0, GL_DEPTH_COMPONENT, depthMapSize,
|
---|
| 1286 | depthMapSize, 0, GL_DEPTH_COMPONENT, GL_UNSIGNED_BYTE, NULL);
|
---|
| 1287 |
|
---|
| 1288 | glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_NEAREST);
|
---|
| 1289 | glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_NEAREST);
|
---|
| 1290 | glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_S, GL_CLAMP);
|
---|
| 1291 | glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_T, GL_CLAMP);
|
---|
| 1292 |
|
---|
| 1293 | glGenTextures(1, &backDepthMap);
|
---|
| 1294 | glBindTexture(GL_TEXTURE_2D, backDepthMap);
|
---|
| 1295 |
|
---|
| 1296 | glTexImage2D(GL_TEXTURE_2D, 0, GL_DEPTH_COMPONENT, depthMapSize,
|
---|
| 1297 | depthMapSize, 0, GL_DEPTH_COMPONENT, GL_UNSIGNED_BYTE, NULL);
|
---|
| 1298 | glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_NEAREST);
|
---|
| 1299 | glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_NEAREST);
|
---|
| 1300 | glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_S, GL_CLAMP);
|
---|
| 1301 | glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_T, GL_CLAMP);
|
---|
| 1302 |
|
---|
[1990] | 1303 | #if 0
|
---|
| 1304 | #ifdef USE_CG
|
---|
| 1305 |
|
---|
[1785] | 1306 | // cg initialization
|
---|
| 1307 | cgSetErrorCallback(handleCgError);
|
---|
| 1308 | sCgContext = cgCreateContext();
|
---|
| 1309 |
|
---|
| 1310 | if (cgGLIsProfileSupported(CG_PROFILE_ARBFP1))
|
---|
| 1311 | sCgFragmentProfile = CG_PROFILE_ARBFP1;
|
---|
| 1312 | else
|
---|
| 1313 | {
|
---|
| 1314 | // try FP30
|
---|
| 1315 | if (cgGLIsProfileSupported(CG_PROFILE_FP30))
|
---|
| 1316 | sCgFragmentProfile = CG_PROFILE_FP30;
|
---|
| 1317 | else
|
---|
| 1318 | {
|
---|
| 1319 | Debug << "Neither arbfp1 or fp30 fragment profiles supported on this system" << endl;
|
---|
| 1320 | exit(1);
|
---|
| 1321 | }
|
---|
| 1322 | }
|
---|
| 1323 |
|
---|
| 1324 | sCgFragmentProgram = cgCreateProgramFromFile(sCgContext,
|
---|
| 1325 | CG_SOURCE, "../src/dual_depth.cg",
|
---|
| 1326 | sCgFragmentProfile,
|
---|
| 1327 | NULL,
|
---|
| 1328 | NULL);
|
---|
| 1329 |
|
---|
| 1330 | if (!cgIsProgramCompiled(sCgFragmentProgram))
|
---|
| 1331 | cgCompileProgram(sCgFragmentProgram);
|
---|
| 1332 |
|
---|
| 1333 | cgGLLoadProgram(sCgFragmentProgram);
|
---|
| 1334 | cgGLBindProgram(sCgFragmentProgram);
|
---|
| 1335 |
|
---|
| 1336 | Debug << "---- PROGRAM BEGIN ----\n" <<
|
---|
| 1337 | cgGetProgramString(sCgFragmentProgram, CG_COMPILED_PROGRAM) << "---- PROGRAM END ----\n";
|
---|
| 1338 |
|
---|
| 1339 | #endif
|
---|
| 1340 |
|
---|
| 1341 | #endif
|
---|
| 1342 | DoneCurrent();
|
---|
| 1343 | }
|
---|
| 1344 |
|
---|
| 1345 |
|
---|
| 1346 | void GlRendererBuffer::ComputeRays(Intersectable *sourceObj, VssRayContainer &rays)
|
---|
| 1347 | {
|
---|
| 1348 | for (int i = 0; i < depthMapSize * depthMapSize; ++ i)
|
---|
| 1349 | {
|
---|
| 1350 | //todo glGetTexImage()
|
---|
| 1351 | }
|
---|
| 1352 | }
|
---|
| 1353 |
|
---|
[2023] | 1354 | bool GlRendererBuffer::ValidViewPoint()
|
---|
[2048] | 1355 | {
|
---|
| 1356 | MakeCurrent();
|
---|
[1785] | 1357 |
|
---|
[2048] | 1358 | SetupProjection(GetWidth(), GetHeight());
|
---|
| 1359 |
|
---|
[2023] | 1360 | bool result = GlRenderer::ValidViewPoint();
|
---|
[2048] | 1361 |
|
---|
[2023] | 1362 | DoneCurrent();
|
---|
[2048] | 1363 |
|
---|
[2023] | 1364 | return result;
|
---|
| 1365 | }
|
---|
| 1366 |
|
---|
| 1367 |
|
---|
[1931] | 1368 | void
|
---|
| 1369 | GlRenderer::EvalPvsStat()
|
---|
| 1370 | {
|
---|
| 1371 | mPvsStat.Reset();
|
---|
| 1372 | halton.Reset();
|
---|
[1785] | 1373 |
|
---|
[1931] | 1374 | SetupProjection(GetWidth(), GetHeight());
|
---|
[1785] | 1375 |
|
---|
[1931] | 1376 | cout<<"mPvsStatFrames="<<mPvsStatFrames<<endl;
|
---|
| 1377 |
|
---|
| 1378 | for (int i=0; i < mPvsStatFrames; i++) {
|
---|
| 1379 | float err;
|
---|
| 1380 | // set frame id for saving the error buffer
|
---|
| 1381 | mFrame = i;
|
---|
| 1382 | RandomViewPoint();
|
---|
[1785] | 1383 |
|
---|
[2002] | 1384 | if (mPvsErrorBuffer[i].mError == 1.0f) {
|
---|
| 1385 | // check if the view point is valid
|
---|
| 1386 | if (!ValidViewPoint())
|
---|
| 1387 | mPvsErrorBuffer[i].mError = -1.0f;
|
---|
| 1388 |
|
---|
| 1389 | // manualy corrected view point
|
---|
| 1390 | if (mFrame == 5105)
|
---|
| 1391 | mPvsErrorBuffer[i].mError = -1.0f;
|
---|
| 1392 | }
|
---|
| 1393 |
|
---|
| 1394 |
|
---|
[1931] | 1395 | // atlanta problematic frames: 325 525 691 1543
|
---|
| 1396 | #if 0
|
---|
| 1397 | if (mFrame != 325 &&
|
---|
| 1398 | mFrame != 525 &&
|
---|
| 1399 | mFrame != 691 &&
|
---|
| 1400 | mFrame != 1543)
|
---|
| 1401 | mPvsErrorBuffer[i] = -1;
|
---|
| 1402 | else {
|
---|
| 1403 | Debug<<"frame ="<<mFrame<<" vp="<<mViewPoint<<" vd="<<mViewDirection<<endl;
|
---|
| 1404 | }
|
---|
| 1405 | #endif
|
---|
| 1406 |
|
---|
[2002] | 1407 | if (mPvsErrorBuffer[i].mError > 0.0f) {
|
---|
[1931] | 1408 | int pvsSize;
|
---|
[2002] | 1409 |
|
---|
[1931] | 1410 | float error = GetPixelError(pvsSize);
|
---|
| 1411 | mPvsErrorBuffer[i].mError = error;
|
---|
| 1412 | mPvsErrorBuffer[i].mPvsSize = pvsSize;
|
---|
[1785] | 1413 |
|
---|
[1931] | 1414 | // emit UpdatePvsErrorItem(i,
|
---|
| 1415 | // mPvsErrorBuffer[i]);
|
---|
| 1416 | cout<<"("<<i<<","<<mPvsErrorBuffer[i].mError<<")";
|
---|
| 1417 | // swapBuffers();
|
---|
| 1418 | }
|
---|
| 1419 |
|
---|
| 1420 | err = mPvsErrorBuffer[i].mError;
|
---|
| 1421 |
|
---|
| 1422 | if (err >= 0.0f) {
|
---|
| 1423 | if (err > mPvsStat.maxError)
|
---|
| 1424 | mPvsStat.maxError = err;
|
---|
| 1425 | mPvsStat.sumError += err;
|
---|
| 1426 | mPvsStat.sumPvsSize += mPvsErrorBuffer[i].mPvsSize;
|
---|
| 1427 |
|
---|
| 1428 | if (err == 0.0f)
|
---|
| 1429 | mPvsStat.errorFreeFrames++;
|
---|
| 1430 | mPvsStat.frames++;
|
---|
| 1431 | }
|
---|
| 1432 | }
|
---|
[2002] | 1433 |
|
---|
[1931] | 1434 | glFinish();
|
---|
| 1435 | cout<<endl<<flush;
|
---|
[1785] | 1436 | }
|
---|
[1931] | 1437 |
|
---|
[2048] | 1438 |
|
---|
| 1439 | void GlRenderer::EvalPvsStat(const SimpleRayContainer &viewPoints)
|
---|
| 1440 | {
|
---|
[2050] | 1441 | mPvsStat.Reset();
|
---|
[2048] | 1442 |
|
---|
[2050] | 1443 | SetupProjection(GetWidth(), GetHeight());
|
---|
| 1444 |
|
---|
| 1445 | cout << "mPvsStatFrames=" << mPvsStatFrames << endl;
|
---|
| 1446 |
|
---|
| 1447 | SimpleRayContainer::const_iterator sit, sit_end = viewPoints.end();
|
---|
| 1448 | int i = 0;
|
---|
| 1449 |
|
---|
| 1450 | for (sit = viewPoints.begin(); sit != sit_end; ++ sit, ++ i)
|
---|
[2048] | 1451 | {
|
---|
[2050] | 1452 |
|
---|
| 1453 | //cout << "view point: " << (*sit) << endl;;
|
---|
| 1454 | SimpleRay sray = *sit;
|
---|
| 1455 |
|
---|
| 1456 | float err;
|
---|
| 1457 |
|
---|
| 1458 | // set frame id for saving the error buffer
|
---|
| 1459 | mFrame = i;
|
---|
| 1460 | mViewPoint = sray.mOrigin;
|
---|
| 1461 | mViewDirection = sray.mDirection;
|
---|
| 1462 |
|
---|
| 1463 | if (mPvsErrorBuffer[i].mError > 0.0f)
|
---|
[2048] | 1464 | {
|
---|
[2050] | 1465 | int pvsSize;
|
---|
| 1466 |
|
---|
| 1467 | // compute the pixel error
|
---|
| 1468 | float error = GetPixelError(pvsSize);
|
---|
| 1469 |
|
---|
| 1470 | mPvsErrorBuffer[i].mError = error;
|
---|
| 1471 | mPvsErrorBuffer[i].mPvsSize = pvsSize;
|
---|
| 1472 |
|
---|
| 1473 | cout << "(" << i << "," << mPvsErrorBuffer[i].mError <<")";
|
---|
[2048] | 1474 | }
|
---|
[2050] | 1475 |
|
---|
| 1476 | err = mPvsErrorBuffer[i].mError;
|
---|
| 1477 |
|
---|
| 1478 | if (err >= 0.0f)
|
---|
[2048] | 1479 | {
|
---|
[2050] | 1480 | if (err > mPvsStat.maxError)
|
---|
| 1481 | mPvsStat.maxError = err;
|
---|
| 1482 |
|
---|
| 1483 | mPvsStat.sumError += err;
|
---|
[2048] | 1484 | mPvsStat.sumPvsSize += mPvsErrorBuffer[i].mPvsSize;
|
---|
[2050] | 1485 |
|
---|
[2048] | 1486 | if (err == 0.0f)
|
---|
[2050] | 1487 | ++ mPvsStat.errorFreeFrames;
|
---|
| 1488 |
|
---|
[2048] | 1489 | ++ mPvsStat.frames;
|
---|
| 1490 | }
|
---|
| 1491 | }
|
---|
[2050] | 1492 |
|
---|
| 1493 | glFinish();
|
---|
| 1494 | cout << endl << flush;
|
---|
[2048] | 1495 | }
|
---|
| 1496 |
|
---|
| 1497 |
|
---|
| 1498 |
|
---|
[2002] | 1499 | bool
|
---|
| 1500 | GlRenderer::ValidViewPoint()
|
---|
[1931] | 1501 | {
|
---|
[2048] | 1502 | //cout<<"VV4 ";
|
---|
| 1503 | if (!mDetectEmptyViewSpace)
|
---|
| 1504 | return true;
|
---|
| 1505 | //cout << "vp: " << mViewPoint << " dir: " << mViewDirection << endl;
|
---|
[1931] | 1506 |
|
---|
[2002] | 1507 | OcclusionQuery *query = mOcclusionQueries[0];
|
---|
[1931] | 1508 |
|
---|
[2002] | 1509 | // now check whether any backfacing polygon would pass the depth test
|
---|
[1931] | 1510 | SetupCamera();
|
---|
| 1511 | glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT);
|
---|
[2002] | 1512 | glEnable( GL_CULL_FACE );
|
---|
| 1513 | glCullFace(GL_BACK);
|
---|
[1931] | 1514 |
|
---|
[2023] | 1515 | //cout<<"VV1 ";
|
---|
[2002] | 1516 | RenderScene();
|
---|
[1931] | 1517 |
|
---|
[2002] | 1518 | glColorMask(GL_FALSE, GL_FALSE, GL_FALSE, GL_FALSE);
|
---|
| 1519 | glDepthMask(GL_FALSE);
|
---|
| 1520 | glDisable( GL_CULL_FACE );
|
---|
[1931] | 1521 |
|
---|
[2002] | 1522 | query->BeginQuery();
|
---|
[1931] | 1523 |
|
---|
[2002] | 1524 | // cout<<"VV2 ";
|
---|
[1931] | 1525 | RenderScene();
|
---|
[2002] | 1526 | // cout<<"VV3 ";
|
---|
[1931] | 1527 |
|
---|
[2002] | 1528 | query->EndQuery();
|
---|
[1931] | 1529 |
|
---|
[2002] | 1530 | // at this point, if possible, go and do some other computation
|
---|
| 1531 | glColorMask(GL_TRUE, GL_TRUE, GL_TRUE, GL_TRUE);
|
---|
| 1532 | glDepthMask(GL_TRUE);
|
---|
| 1533 | glEnable( GL_CULL_FACE );
|
---|
| 1534 |
|
---|
| 1535 | // int wait = 0;
|
---|
| 1536 | // while (!query.ResultAvailable()) {
|
---|
| 1537 | // wait++;
|
---|
| 1538 | // }
|
---|
[1931] | 1539 |
|
---|
| 1540 | // reenable other state
|
---|
[2002] | 1541 | unsigned int pixelCount = query->GetQueryResult();
|
---|
| 1542 | // cout<<"VV4 ";
|
---|
[1931] | 1543 |
|
---|
[2048] | 1544 | //cout<<"count: " << pixelCount<<endl;
|
---|
| 1545 |
|
---|
[2002] | 1546 | if (pixelCount > 0)
|
---|
[2048] | 1547 | {
|
---|
[2002] | 1548 | return false; // backfacing polygon found -> not a valid viewspace sample
|
---|
[2023] | 1549 | }
|
---|
[2002] | 1550 | return true;
|
---|
| 1551 | }
|
---|
[1931] | 1552 |
|
---|
[2002] | 1553 | float
|
---|
| 1554 | GlRenderer::GetPixelError(int &pvsSize)
|
---|
| 1555 | {
|
---|
| 1556 | return -1.0f;
|
---|
[1931] | 1557 | }
|
---|
| 1558 |
|
---|
[1983] | 1559 | void
|
---|
| 1560 | GlRenderer::RenderViewPoint()
|
---|
| 1561 | {
|
---|
[2538] | 1562 | mWireFrame = true;
|
---|
| 1563 | glPushMatrix();
|
---|
| 1564 | glTranslatef(mViewPoint.x, mViewPoint.y, mViewPoint.z);
|
---|
| 1565 | glScalef(5.0f,5.0f,5.0f);
|
---|
| 1566 | glPushAttrib(GL_CURRENT_BIT);
|
---|
| 1567 | glColor3f(1.0f, 0.0f, 0.0f);
|
---|
| 1568 | gluSphere((::GLUquadric *)mSphere,
|
---|
| 1569 | 1e-3*Magnitude(mViewCellsManager->GetViewSpaceBox().Size()), 6, 6);
|
---|
| 1570 | glPopAttrib();
|
---|
| 1571 | glPopMatrix();
|
---|
| 1572 | mWireFrame = false;
|
---|
[1983] | 1573 | }
|
---|
[1931] | 1574 |
|
---|
| 1575 |
|
---|
[2538] | 1576 | void GlRenderer::EnableDrawArrays()
|
---|
| 1577 | {
|
---|
| 1578 | glEnableClientState(GL_VERTEX_ARRAY);
|
---|
| 1579 | glEnableClientState(GL_NORMAL_ARRAY);
|
---|
| 1580 | }
|
---|
[1931] | 1581 |
|
---|
| 1582 |
|
---|
[2538] | 1583 | void GlRenderer::DisableDrawArrays()
|
---|
| 1584 | {
|
---|
| 1585 | glDisableClientState(GL_VERTEX_ARRAY);
|
---|
| 1586 | glDisableClientState(GL_NORMAL_ARRAY);
|
---|
| 1587 | }
|
---|
[2006] | 1588 |
|
---|
[2538] | 1589 |
|
---|
| 1590 | #if 0
|
---|
| 1591 |
|
---|
| 1592 | void GlRenderer::RenderKdLeaf(KdLeaf *leaf)
|
---|
| 1593 | {
|
---|
| 1594 | int bufferSize = 0;
|
---|
| 1595 |
|
---|
| 1596 | // count #new triangles
|
---|
| 1597 | for (size_t i = 0; i < leaf->mObjects.size(); ++ i)
|
---|
| 1598 | {
|
---|
| 1599 | TriangleIntersectable *obj = static_cast<TriangleIntersectable *>(leaf->mObjects[i]);
|
---|
| 1600 |
|
---|
| 1601 | // check if already rendered
|
---|
| 1602 | if (!obj->Mailed())
|
---|
| 1603 | bufferSize += 3;
|
---|
| 1604 | //else cout << obj->mMailbox << " " << obj->sMailId << " ";
|
---|
| 1605 | }
|
---|
| 1606 |
|
---|
| 1607 | Vector3 *vertices = new Vector3[bufferSize];
|
---|
| 1608 | Vector3 *normals = new Vector3[bufferSize];
|
---|
| 1609 |
|
---|
| 1610 | int j = 0;
|
---|
| 1611 |
|
---|
| 1612 | for (size_t i = 0; i < leaf->mObjects.size(); ++ i)
|
---|
| 1613 | {
|
---|
| 1614 | TriangleIntersectable *obj = static_cast<TriangleIntersectable *>(leaf->mObjects[i]);
|
---|
| 1615 |
|
---|
| 1616 | // check if already rendered
|
---|
| 1617 | if (obj->Mailed())
|
---|
| 1618 | continue;
|
---|
| 1619 |
|
---|
| 1620 | obj->Mail();
|
---|
| 1621 |
|
---|
| 1622 | Triangle3 tri = obj->GetItem();
|
---|
| 1623 |
|
---|
| 1624 | vertices[j * 3 + 0] = tri.mVertices[0];
|
---|
| 1625 | vertices[j * 3 + 1] = tri.mVertices[1];
|
---|
| 1626 | vertices[j * 3 + 2] = tri.mVertices[2];
|
---|
| 1627 |
|
---|
| 1628 | Vector3 n = tri.GetNormal();
|
---|
| 1629 |
|
---|
| 1630 | normals[j * 3 + 0] = n;
|
---|
| 1631 | normals[j * 3 + 1] = n;
|
---|
| 1632 | normals[j * 3 + 2] = n;
|
---|
| 1633 |
|
---|
| 1634 | ++ j;
|
---|
| 1635 | }
|
---|
| 1636 |
|
---|
| 1637 | glVertexPointer(3, GL_FLOAT, 0, vertices);
|
---|
| 1638 | glNormalPointer(GL_FLOAT, 0, normals);
|
---|
| 1639 |
|
---|
| 1640 | glDrawArrays(GL_TRIANGLES, 0, bufferSize);
|
---|
| 1641 |
|
---|
| 1642 | DEL_PTR(vertices);
|
---|
| 1643 | DEL_PTR(normals);
|
---|
[1931] | 1644 | }
|
---|
[2538] | 1645 |
|
---|
| 1646 | #else
|
---|
| 1647 |
|
---|
| 1648 | void GlRenderer::RenderKdLeaf(KdLeaf *leaf)
|
---|
| 1649 | {
|
---|
| 1650 | if (!leaf->mIndexBufferSize)
|
---|
| 1651 | return;
|
---|
| 1652 |
|
---|
| 1653 | unsigned int offset = mObjects.size() * 3;
|
---|
| 1654 | char *arrayPtr = mUseVbos ? NULL : (char *)mData;
|
---|
| 1655 |
|
---|
| 1656 | glVertexPointer(3, GL_FLOAT, 0, (char *)arrayPtr);
|
---|
| 1657 | glNormalPointer(GL_FLOAT, 0, (char *)arrayPtr + offset * sizeof(Vector3));
|
---|
| 1658 |
|
---|
| 1659 | glDrawElements(GL_TRIANGLES, leaf->mIndexBufferSize, GL_UNSIGNED_INT, mIndices + leaf->mIndexBufferStart);
|
---|
| 1660 | }
|
---|
| 1661 |
|
---|
| 1662 | #endif
|
---|
| 1663 |
|
---|
| 1664 | void GlRenderer::CreateVertexArrays()
|
---|
| 1665 | {
|
---|
| 1666 | mData = new Vector3[mObjects.size() * 6];
|
---|
| 1667 | mIndices = new unsigned int[mObjects.size() * 3];
|
---|
| 1668 |
|
---|
| 1669 | const int offset = mObjects.size() * 3;
|
---|
| 1670 |
|
---|
| 1671 | for (size_t i = 0; i < mObjects.size(); ++ i)
|
---|
| 1672 | {
|
---|
| 1673 | TriangleIntersectable *obj = static_cast<TriangleIntersectable *>(mObjects[i]);
|
---|
| 1674 |
|
---|
| 1675 | Triangle3 tri = obj->GetItem();
|
---|
| 1676 | const Vector3 n = tri.GetNormal();
|
---|
| 1677 |
|
---|
| 1678 | mData[i * 3 + 0] = tri.mVertices[0];
|
---|
| 1679 | mData[i * 3 + 1] = tri.mVertices[1];
|
---|
| 1680 | mData[i * 3 + 2] = tri.mVertices[2];
|
---|
| 1681 |
|
---|
| 1682 | mData[offset + i * 3 + 0] = n;
|
---|
| 1683 | mData[offset + i * 3 + 1] = n;
|
---|
| 1684 | mData[offset + i * 3 + 2] = n;
|
---|
| 1685 | }
|
---|
| 1686 |
|
---|
| 1687 | if (mUseVbos)
|
---|
| 1688 | {
|
---|
| 1689 | EnableDrawArrays();
|
---|
| 1690 |
|
---|
| 1691 | glGenBuffersARB(1, &mVboId);
|
---|
| 1692 | glBindBufferARB(GL_ARRAY_BUFFER_ARB, mVboId);
|
---|
| 1693 |
|
---|
| 1694 | glVertexPointer(3, GL_FLOAT, 0, (char *)NULL);
|
---|
| 1695 | glNormalPointer(GL_FLOAT, 0, (char *)NULL + offset * sizeof(Vector3));
|
---|
| 1696 |
|
---|
| 1697 | glBufferDataARB(GL_ARRAY_BUFFER_ARB, mObjects.size() * 6 * sizeof(Vector3), mData, GL_STATIC_DRAW_ARB);
|
---|
| 1698 | glBindBufferARB(GL_ARRAY_BUFFER_ARB, 0);
|
---|
| 1699 |
|
---|
| 1700 | DisableDrawArrays();
|
---|
| 1701 |
|
---|
| 1702 | delete [] mData;
|
---|
| 1703 | }
|
---|
| 1704 |
|
---|
| 1705 | cout << "\n**************\ndraw arrays created\n" << endl;
|
---|
| 1706 | }
|
---|
| 1707 |
|
---|
| 1708 |
|
---|
| 1709 | void GlRenderer::DeleteVbos()
|
---|
| 1710 | {
|
---|
| 1711 | glDeleteBuffersARB(1, &mVboId);
|
---|
| 1712 |
|
---|
| 1713 | /*
|
---|
| 1714 | KdLeafContainer leaves;
|
---|
| 1715 | mKdTree->CollectLeaves(leaves);
|
---|
| 1716 |
|
---|
| 1717 | KdLeafContainer::const_iterator kit, kit_end = leaves.end();
|
---|
| 1718 |
|
---|
| 1719 | for (kit = leaves.begin(); kit != kit_end; ++ kit)
|
---|
| 1720 | {
|
---|
| 1721 | KdLeaf *leaf = *kit;
|
---|
| 1722 |
|
---|
| 1723 | if (leaf->mVboId == -1)
|
---|
| 1724 | {
|
---|
| 1725 | // delete old vbo
|
---|
| 1726 | glDeleteBuffersARB(1, &leaf->mVboId);
|
---|
| 1727 | leaf->mVboId = -1;
|
---|
| 1728 | }
|
---|
| 1729 | }
|
---|
| 1730 | */
|
---|
| 1731 | }
|
---|
| 1732 |
|
---|
| 1733 |
|
---|
| 1734 |
|
---|
| 1735 | }
|
---|