[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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[2575] | 7 | #include "ViewCell.h"
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[589] | 8 | #include "Beam.h"
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[532] | 9 | #include "KdTree.h"
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[589] | 10 | #include "Environment.h"
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[1581] | 11 | #include "Triangle3.h"
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| 12 | #include "IntersectableWrapper.h"
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[1585] | 13 | #include "BvHierarchy.h"
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[1594] | 14 | #include "KdTree.h"
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[2587] | 15 | #include "SamplingStrategy.h"
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[2593] | 16 | #include "Preprocessor.h"
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[2600] | 17 | #include "SceneGraph.h"
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[513] | 18 |
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[2587] | 19 |
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[1990] | 20 | #ifdef USE_CG
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[1001] | 21 |
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[1990] | 22 | #include <Cg/cg.h>
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| 23 | #include <Cg/cgGL.h>
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[1001] | 24 |
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[1990] | 25 | #endif
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| 26 |
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[2613] | 27 | // if 1 = SAFE RENDERING OF PVS primitives without VBOs for Pvs error estimation
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| 28 | #define EVAL_ERROR 0
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| 29 |
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[863] | 30 | namespace GtpVisibilityPreprocessor {
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[860] | 31 |
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[516] | 32 |
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[1112] | 33 | static bool arbQuerySupport = false;
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| 34 | static bool nvQuerySupport = false;
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| 35 |
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[1925] | 36 | static GLuint frontDepthMap;
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| 37 | static GLuint backDepthMap;
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[1112] | 38 |
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[1785] | 39 | const int depthMapSize = 512;
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| 40 |
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[2538] | 41 |
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[1112] | 42 | static void InitExtensions()
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| 43 | {
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| 44 | GLenum err = glewInit();
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| 45 |
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| 46 | if (GLEW_OK != err)
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| 47 | {
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| 48 | // problem: glewInit failed, something is seriously wrong
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| 49 | cerr << "Error: " << glewGetErrorString(err) << endl;
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| 50 | exit(1);
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| 51 | }
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| 52 |
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| 53 | if (GLEW_ARB_occlusion_query)
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| 54 | arbQuerySupport = true;
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| 55 |
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| 56 | if (GLEW_NV_occlusion_query)
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| 57 | nvQuerySupport = true;
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| 58 |
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| 59 | if (!arbQuerySupport && !nvQuerySupport)
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| 60 | {
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| 61 | cout << "I require the GL_ARB_occlusion_query or the GL_NV_occlusion_query OpenGL extension to work.\n";
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| 62 | exit(1);
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| 63 | }
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[2538] | 64 |
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| 65 | if (!GLEW_ARB_vertex_buffer_object)
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| 66 | {
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| 67 | cout << "vbos not supported" << endl;
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| 68 | }
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| 69 | else
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| 70 | {
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| 71 | cout << "vbos supported" << endl;
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| 72 | }
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[1001] | 73 | }
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[589] | 74 |
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[811] | 75 |
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[589] | 76 | GlRenderer::GlRenderer(SceneGraph *sceneGraph,
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| 77 | ViewCellsManager *viewCellsManager,
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| 78 | KdTree *tree):
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[2543] | 79 | Renderer(sceneGraph, viewCellsManager),
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| 80 | mKdTree(tree),
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| 81 | mUseFalseColors(false),
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| 82 | mVboId(-1),
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| 83 | mData(NULL),
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| 84 | mIndices(NULL),
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[2560] | 85 | //mUseVbos(true),
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| 86 | mUseVbos(false),
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[2543] | 87 | mCurrentFrame(-1)
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[589] | 88 | {
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[2601] | 89 | mSceneGraph->CollectObjects(mObjects);
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[1112] | 90 |
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[2588] | 91 | #if 1
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[2543] | 92 | viewCellsManager->GetViewPoint(mViewPoint);
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| 93 | mViewDirection = Vector3(0,0,1);
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[2588] | 94 | #else
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| 95 | mViewPoint = Vector3(1099.9,183.0,-387);
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| 96 | mViewDirection = Vector3(-0.6,0,-0.8);
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| 97 | #endif
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[2543] | 98 | mFrame = 0;
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| 99 | mWireFrame = false;
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| 100 | Environment::GetSingleton()->GetBoolValue("Preprocessor.detectEmptyViewSpace",
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| 101 | mDetectEmptyViewSpace);
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[2613] | 102 |
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[2543] | 103 | mSnapErrorFrames = true;
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| 104 | mSnapPrefix = "snap/";
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| 105 | mUseForcedColors = false;
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| 106 | mRenderBoxes = false;
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| 107 | //mUseGlLists = true;
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| 108 | mUseGlLists = false;
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[878] | 109 |
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[2598] | 110 | if (mViewCellsManager->GetViewCellPointsList()->size())
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| 111 | mPvsStatFrames = (int)mViewCellsManager->GetViewCellPointsList()->size();
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[2543] | 112 | else
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[2611] | 113 | Environment::GetSingleton()->GetIntValue("Preprocessor.pvsRenderErrorSamples",
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| 114 | mPvsStatFrames);
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| 115 |
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| 116 |
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[2543] | 117 | mPvsErrorBuffer.resize(mPvsStatFrames);
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| 118 | ClearErrorBuffer();
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[589] | 119 | }
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| 120 |
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[2538] | 121 |
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[589] | 122 | GlRenderer::~GlRenderer()
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| 123 | {
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[2543] | 124 | cerr<<"gl renderer destructor..\n";
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[589] | 125 |
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[2543] | 126 | CLEAR_CONTAINER(mOcclusionQueries);
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[2538] | 127 |
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[2543] | 128 | DeleteVbos();
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[2538] | 129 |
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[2543] | 130 | if (mData) delete [] mData;
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| 131 | if (mIndices) delete [] mIndices;
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| 132 |
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| 133 | glDeleteBuffersARB(1, &mVboId);
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| 134 | cerr<<"done."<<endl;
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[589] | 135 | }
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| 136 |
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[1145] | 137 |
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[2543] | 138 | void GlRenderer::RenderTriangle(TriangleIntersectable *object)
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[1581] | 139 | {
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[2609] | 140 | Triangle3 *t = &(object->GetItem());
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[2543] | 141 | glBegin(GL_TRIANGLES);
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[2575] | 142 | Vector3 normal = t->GetNormal();
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[2543] | 143 | glNormal3f(normal.x, normal.y, normal.z);
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[2575] | 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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[2543] | 147 | glEnd();
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[1581] | 148 | }
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| 149 |
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[2543] | 150 |
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| 151 | void GlRenderer::RenderIntersectable(Intersectable *object)
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[589] | 152 | {
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[2593] | 153 | if (!object || (object->mRenderedFrame == mCurrentFrame))
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[2543] | 154 | return;
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[2050] | 155 |
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[2543] | 156 | object->mRenderedFrame = mCurrentFrame;
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[589] | 157 |
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[2543] | 158 | glPushAttrib(GL_CURRENT_BIT);
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| 159 |
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| 160 | if (mUseFalseColors)
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| 161 | SetupFalseColor(object->mId);
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| 162 |
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| 163 | switch (object->Type())
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| 164 | {
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| 165 | case Intersectable::MESH_INSTANCE:
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| 166 | RenderMeshInstance((MeshInstance *)object);
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| 167 | break;
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| 168 | case Intersectable::VIEW_CELL:
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| 169 | RenderViewCell(static_cast<ViewCell *>(object));
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| 170 | break;
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| 171 | case Intersectable::TRANSFORMED_MESH_INSTANCE:
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| 172 | RenderTransformedMeshInstance(static_cast<TransformedMeshInstance *>(object));
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| 173 | break;
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| 174 | case Intersectable::TRIANGLE_INTERSECTABLE:
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| 175 | RenderTriangle(static_cast<TriangleIntersectable *>(object));
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| 176 | break;
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| 177 | case Intersectable::BVH_INTERSECTABLE:
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| 178 | {
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| 179 | BvhNode *node = static_cast<BvhNode *>(object);
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| 180 |
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| 181 | if (mRenderBoxes)
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| 182 | RenderBox(node->GetBoundingBox());
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| 183 | else
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| 184 | RenderBvhNode(node);
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| 185 | break;
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| 186 | }
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| 187 | case Intersectable::KD_INTERSECTABLE:
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| 188 | {
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| 189 | KdNode *node = (static_cast<KdIntersectable *>(object))->GetItem();
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| 190 |
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| 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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| 197 |
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| 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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[589] | 204 | }
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| 205 |
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[2543] | 206 |
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[2593] | 207 | void GlRenderer::RenderRays(const VssRayContainer &rays, int colorType, int showDistribution, int maxAge)
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[1581] | 208 | {
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[2593] | 209 | float importance;
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[589] | 210 |
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[2543] | 211 | glBegin(GL_LINES);
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[2587] | 212 |
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[2593] | 213 | VssRayContainer::const_iterator it = rays.begin(), it_end = rays.end();
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| 214 |
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[2543] | 215 | for (; it != it_end; ++it)
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| 216 | {
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| 217 | VssRay *ray = *it;
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[2587] | 218 |
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[2591] | 219 | // only show distributions that were checked
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| 220 | if (((ray->mDistribution == SamplingStrategy::DIRECTION_BASED_DISTRIBUTION) && ((showDistribution & 1) == 0)) ||
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| 221 | ((ray->mDistribution == SamplingStrategy::SPATIAL_BOX_BASED_DISTRIBUTION) && ((showDistribution & 2) == 0)) ||
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| 222 | ((ray->mDistribution == SamplingStrategy::OBJECT_DIRECTION_BASED_DISTRIBUTION) && ((showDistribution & 4) == 0)) ||
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[2593] | 223 | ((ray->mDistribution == SamplingStrategy::MUTATION_BASED_DISTRIBUTION) && ((showDistribution & 8) == 0)) ||
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| 224 | ((mViewCellsManager->GetPreprocessor()->mPass - ray->mPass) >= maxAge))
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[2591] | 225 | {
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| 226 | continue;
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| 227 | }
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| 228 |
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[2587] | 229 | switch (colorType)
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| 230 | {
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| 231 | case 0:
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| 232 | glColor3f(1.0f, 0.0f, 0.0f);
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| 233 | break;
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| 234 |
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| 235 | case 1:
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| 236 | importance = 1.0f * ray->Length() / Magnitude(mViewCellsManager->GetViewSpaceBox().Diagonal());
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| 237 | glColor3f(importance, importance, importance);
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| 238 | break;
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| 239 |
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| 240 | case 2:
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| 241 | importance = log10(1e3 * ray->mPvsContribution) / 3.0f;
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| 242 | glColor3f(importance, importance, importance);
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| 243 | break;
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| 244 |
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| 245 | case 3:
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| 246 | {
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| 247 | // nested switches ok?
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| 248 | switch (ray->mDistribution)
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| 249 | {
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| 250 | case SamplingStrategy::SPATIAL_BOX_BASED_DISTRIBUTION:
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| 251 | glColor3f(1, 0, 0);
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| 252 | break;
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| 253 | case SamplingStrategy::MUTATION_BASED_DISTRIBUTION:
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| 254 | glColor3f(0, 1, 0);
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| 255 | break;
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| 256 | case SamplingStrategy::DIRECTION_BASED_DISTRIBUTION:
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| 257 | glColor3f(0, 1, 1);
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| 258 | break;
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| 259 | case SamplingStrategy::OBJECT_DIRECTION_BASED_DISTRIBUTION:
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| 260 | glColor3f(1, 1, 0);
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| 261 | break;
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| 262 | }
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| 263 | }
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| 264 | }
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| 265 |
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[2543] | 266 | glVertex3fv(&ray->mOrigin.x);
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| 267 | glVertex3fv(&ray->mTermination.x);
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| 268 | }
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| 269 |
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| 270 | glEnd();
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[1581] | 271 | }
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| 272 |
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[1737] | 273 |
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[2543] | 274 | void GlRenderer::RenderViewCell(ViewCell *vc)
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[589] | 275 | {
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[2543] | 276 | if (vc->GetMesh())
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| 277 | {
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| 278 | if (!mUseFalseColors)
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| 279 | {
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| 280 | if (vc->GetValid())
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| 281 | glColor3f(0,1,0);
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| 282 | else
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| 283 | glColor3f(0,0,1);
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| 284 | }
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[589] | 285 |
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[2543] | 286 | RenderMesh(vc->GetMesh());
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| 287 | }
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| 288 | else
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| 289 | {
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| 290 | // render viewcells in the subtree
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| 291 | if (!vc->IsLeaf())
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| 292 | {
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| 293 | ViewCellInterior *vci = (ViewCellInterior *) vc;
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[599] | 294 |
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[2543] | 295 | ViewCellContainer::iterator it = vci->mChildren.begin();
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| 296 | for (; it != vci->mChildren.end(); ++it)
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| 297 | {
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| 298 | RenderViewCell(*it);
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| 299 | }
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| 300 | }
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| 301 | else
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| 302 | {
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| 303 | // cerr<<"Empty viewcell mesh\n";
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| 304 | }
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[599] | 305 | }
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[589] | 306 | }
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| 307 |
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[599] | 308 |
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[2530] | 309 | void GlRenderer::RenderMeshInstance(MeshInstance *mi)
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[589] | 310 | {
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[2530] | 311 | RenderMesh(mi->GetMesh());
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[589] | 312 | }
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| 313 |
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[1001] | 314 |
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[589] | 315 | void
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[1001] | 316 | GlRenderer::RenderTransformedMeshInstance(TransformedMeshInstance *mi)
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| 317 | {
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| 318 | // apply world transform before rendering
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| 319 | Matrix4x4 m;
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| 320 | mi->GetWorldTransform(m);
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| 321 |
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| 322 | glPushMatrix();
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| 323 | glMultMatrixf((float *)m.x);
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| 324 |
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| 325 | RenderMesh(mi->GetMesh());
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| 326 |
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| 327 | glPopMatrix();
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| 328 | }
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| 329 |
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| 330 |
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| 331 | void
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[1960] | 332 | GlRenderer::SetupFalseColor(const unsigned int id)
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[589] | 333 | {
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[1944] | 334 | // swap bits of the color
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| 335 | glColor3ub(id&255, (id>>8)&255, (id>>16)&255);
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[589] | 336 | }
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| 337 |
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| 338 |
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[1960] | 339 | unsigned int GlRenderer::GetId(const unsigned char r,
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| 340 | const unsigned char g,
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| 341 | const unsigned char b) const
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[589] | 342 | {
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| 343 | return r + (g << 8) + (b << 16);
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| 344 | }
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| 345 |
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[1960] | 346 |
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[589] | 347 | void
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| 348 | GlRenderer::SetupMaterial(Material *m)
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| 349 | {
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| 350 | if (m)
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| 351 | glColor3fv(&(m->mDiffuseColor.r));
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| 352 | }
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| 353 |
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[1960] | 354 |
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[2543] | 355 | void GlRenderer::RenderMesh(Mesh *mesh)
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[589] | 356 | {
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[2543] | 357 | int i = 0;
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[589] | 358 |
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[2543] | 359 | if (!mUseFalseColors && !mUseForcedColors)
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| 360 | SetupMaterial(mesh->mMaterial);
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[589] | 361 |
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[2562] | 362 | for (i = 0; i < mesh->mFaces.size(); i++)
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[2543] | 363 | {
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| 364 | if (mWireFrame)
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| 365 | glBegin(GL_LINE_LOOP);
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| 366 | else
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| 367 | glBegin(GL_POLYGON);
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| 368 |
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| 369 | Face *face = mesh->mFaces[i];
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[2614] | 370 | Vector3 normal = mesh->GetNormal(i);
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| 371 |
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| 372 | glNormal3f(normal.x, normal.y, normal.z);
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[2543] | 373 | for (int j = 0; j < face->mVertexIndices.size(); j++) {
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| 374 | glVertex3fv(&mesh->mVertices[face->mVertexIndices[j]].x);
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| 375 | }
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| 376 | glEnd();
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[589] | 377 | }
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| 378 | }
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| 379 |
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[2572] | 380 | void GlRenderer::InitGL()
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[589] | 381 | {
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[2572] | 382 | mSphere = (GLUquadric *)gluNewQuadric();
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[589] | 383 |
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[2572] | 384 | glMatrixMode(GL_PROJECTION);
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| 385 | glLoadIdentity();
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[2562] | 386 |
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[2572] | 387 | glMatrixMode(GL_MODELVIEW);
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| 388 | glLoadIdentity();
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[746] | 389 |
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[2572] | 390 | glFrontFace(GL_CCW);
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| 391 | glCullFace(GL_BACK);
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[746] | 392 |
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[2572] | 393 | glShadeModel(GL_FLAT);
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| 394 | glDepthFunc(GL_LESS );
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| 395 | glEnable(GL_DEPTH_TEST);
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| 396 | glEnable(GL_CULL_FACE);
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[2538] | 397 |
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[2572] | 398 | InitExtensions();
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| 399 |
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| 400 | glTexEnvi(GL_TEXTURE_ENV, GL_TEXTURE_ENV_MODE, GL_REPLACE);
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| 401 |
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| 402 | glEnable(GL_NORMALIZE);
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| 403 |
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[2604] | 404 | glClearColor(0.0f, 0.0f, 0.0f, 1.0f);
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[2572] | 405 |
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| 406 | OcclusionQuery::GenQueries(mOcclusionQueries, 10);
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| 407 |
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[2601] | 408 | SceneGraphInterior *interior = mSceneGraph->GetRoot();
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| 409 |
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| 410 | SceneGraphNodeContainer::iterator ni = interior->mChildren.begin();
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| 411 |
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| 412 | for (; ni != interior->mChildren.end(); ni++)
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| 413 | {
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| 414 | CreateVertexArrays(static_cast<SceneGraphLeaf *>(*ni));
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| 415 | }
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[589] | 416 | }
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| 417 |
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[746] | 418 |
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[589] | 419 | void
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[811] | 420 | GlRenderer::SetupProjection(const int w, const int h, const float angle)
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[589] | 421 | {
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| 422 | glViewport(0, 0, w, h);
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| 423 | glMatrixMode(GL_PROJECTION);
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| 424 | glLoadIdentity();
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[811] | 425 | gluPerspective(angle, 1.0, 0.1, 2.0*Magnitude(mSceneGraph->GetBox().Diagonal()));
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[589] | 426 | glMatrixMode(GL_MODELVIEW);
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| 427 | }
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| 428 |
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[1581] | 429 |
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| 430 |
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[589] | 431 | void
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| 432 | GlRenderer::SetupCamera()
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| 433 | {
|
---|
[2544] | 434 | Vector3 target = mViewPoint + mViewDirection;
|
---|
| 435 |
|
---|
| 436 | Vector3 up(0,1,0);
|
---|
| 437 |
|
---|
[2582] | 438 | if (fabs(DotProd(mViewDirection, up)) > 0.99f)
|
---|
| 439 | up = Vector3(1, 0, 0);
|
---|
[2544] | 440 |
|
---|
| 441 | glLoadIdentity();
|
---|
| 442 | gluLookAt(mViewPoint.x, mViewPoint.y, mViewPoint.z,
|
---|
| 443 | target.x, target.y, target.z,
|
---|
| 444 | up.x, up.y, up.z);
|
---|
[589] | 445 | }
|
---|
| 446 |
|
---|
[1145] | 447 | void
|
---|
| 448 | GlRenderer::_RenderScene()
|
---|
| 449 | {
|
---|
[2538] | 450 | ObjectContainer::const_iterator oi = mObjects.begin();
|
---|
| 451 | for (; oi != mObjects.end(); oi++)
|
---|
| 452 | RenderIntersectable(*oi);
|
---|
[1145] | 453 | }
|
---|
| 454 |
|
---|
[2538] | 455 | void GlRenderer::_RenderSceneTrianglesWithDrawArrays()
|
---|
[2002] | 456 | {
|
---|
[2538] | 457 | EnableDrawArrays();
|
---|
| 458 |
|
---|
| 459 | if (mUseVbos)
|
---|
| 460 | glBindBufferARB(GL_ARRAY_BUFFER_ARB, mVboId);
|
---|
[2002] | 461 |
|
---|
[2539] | 462 | int offset = (int)mObjects.size() * 3;
|
---|
[2538] | 463 | char *arrayPtr = mUseVbos ? NULL : (char *)mData;
|
---|
[2002] | 464 |
|
---|
[2538] | 465 | glVertexPointer(3, GL_FLOAT, 0, (char *)arrayPtr);
|
---|
| 466 | glNormalPointer(GL_FLOAT, 0, (char *)arrayPtr + offset * sizeof(Vector3));
|
---|
| 467 |
|
---|
[2539] | 468 | glDrawArrays(GL_TRIANGLES, 0, (int)mObjects.size() * 3);
|
---|
[2538] | 469 | //DisableDrawArrays();
|
---|
| 470 | }
|
---|
| 471 |
|
---|
| 472 |
|
---|
[2615] | 473 | void GlRenderer::_RenderDynamicObject(SceneGraphLeaf *leaf)
|
---|
| 474 | {
|
---|
| 475 | // apply world transform before rendering
|
---|
| 476 | Matrix4x4 m;
|
---|
| 477 | leaf->GetTransform(m);
|
---|
| 478 |
|
---|
| 479 | glPushMatrix();
|
---|
| 480 | glMultMatrixf((float *)m.x);
|
---|
| 481 |
|
---|
| 482 | glBegin(GL_TRIANGLES);
|
---|
| 483 |
|
---|
| 484 | ObjectContainer::const_iterator oi = leaf->mGeometry.begin();
|
---|
| 485 | for (; oi != leaf->mGeometry.end(); oi++)
|
---|
| 486 | {
|
---|
| 487 | TriangleIntersectable *object = (TriangleIntersectable *)*oi;
|
---|
| 488 | Triangle3 *t = &(object->GetItem());
|
---|
| 489 |
|
---|
| 490 | Vector3 normal = t->GetNormal();
|
---|
| 491 | glNormal3f(normal.x, normal.y, normal.z);
|
---|
| 492 |
|
---|
| 493 | glVertex3f(t->mVertices[0].x, t->mVertices[0].y, t->mVertices[0].z);
|
---|
| 494 | glVertex3f(t->mVertices[1].x, t->mVertices[1].y, t->mVertices[1].z);
|
---|
| 495 | glVertex3f(t->mVertices[2].x, t->mVertices[2].y, t->mVertices[2].z);
|
---|
| 496 |
|
---|
| 497 | }
|
---|
| 498 |
|
---|
| 499 | glEnd();
|
---|
| 500 |
|
---|
| 501 | glPopMatrix();
|
---|
| 502 | }
|
---|
| 503 |
|
---|
| 504 |
|
---|
| 505 |
|
---|
[2538] | 506 | void GlRenderer::_RenderSceneTriangles()
|
---|
| 507 | {
|
---|
| 508 | glBegin(GL_TRIANGLES);
|
---|
| 509 |
|
---|
| 510 | ObjectContainer::const_iterator oi = mObjects.begin();
|
---|
| 511 | for (; oi != mObjects.end(); oi++) {
|
---|
| 512 |
|
---|
| 513 | if ((*oi)->Type() == Intersectable::TRIANGLE_INTERSECTABLE) {
|
---|
| 514 | TriangleIntersectable *object = (TriangleIntersectable *)*oi;
|
---|
[2575] | 515 | Triangle3 *t = &(object->GetItem());
|
---|
[2538] | 516 |
|
---|
[2575] | 517 | Vector3 normal = t->GetNormal();
|
---|
[2538] | 518 | glNormal3f(normal.x, normal.y, normal.z);
|
---|
[2575] | 519 | glVertex3f(t->mVertices[0].x, t->mVertices[0].y, t->mVertices[0].z);
|
---|
| 520 | glVertex3f(t->mVertices[1].x, t->mVertices[1].y, t->mVertices[1].z);
|
---|
| 521 | glVertex3f(t->mVertices[2].x, t->mVertices[2].y, t->mVertices[2].z);
|
---|
[2538] | 522 |
|
---|
| 523 | }
|
---|
[2002] | 524 | }
|
---|
| 525 |
|
---|
[2538] | 526 | glEnd();
|
---|
[2002] | 527 | }
|
---|
| 528 |
|
---|
[2538] | 529 |
|
---|
[1145] | 530 | bool
|
---|
| 531 | GlRenderer::RenderScene()
|
---|
| 532 | {
|
---|
[2600] | 533 | Intersectable::NewMail();
|
---|
[2615] | 534 | #if DYNAMIC_OBJECTS_HACK
|
---|
[2609] | 535 | Preprocessor *p = mViewCellsManager->GetPreprocessor();
|
---|
| 536 | // handle dynamic objects
|
---|
| 537 | DynamicObjectsContainer::const_iterator dit, dit_end = p->mDynamicObjects.end();
|
---|
| 538 |
|
---|
| 539 | for (dit = p->mDynamicObjects.begin(); dit != dit_end; ++ dit)
|
---|
| 540 | {
|
---|
[2615] | 541 | #if USE_TRANSFORMED_MESH_INSTANCE_HACK
|
---|
| 542 | RenderIntersectable(*dit);
|
---|
| 543 | #else
|
---|
| 544 | _RenderDynamicObject(*dit);
|
---|
| 545 | #endif
|
---|
[2609] | 546 | }
|
---|
[2615] | 547 | #endif
|
---|
[2538] | 548 | #if 1
|
---|
[2600] | 549 | _RenderSceneTrianglesWithDrawArrays();
|
---|
| 550 |
|
---|
[2538] | 551 | #else
|
---|
[2600] | 552 | static int glList = -1;
|
---|
| 553 | if (mUseGlLists) {
|
---|
| 554 | if (glList == -1) {
|
---|
| 555 | glList = glGenLists(1);
|
---|
| 556 | glNewList(glList, GL_COMPILE);
|
---|
| 557 | _RenderSceneTriangles();
|
---|
| 558 | glEndList();
|
---|
| 559 | }
|
---|
| 560 |
|
---|
| 561 | glCallList(glList);
|
---|
| 562 | } else
|
---|
| 563 | _RenderSceneTriangles();
|
---|
| 564 |
|
---|
[2538] | 565 | #endif
|
---|
[2600] | 566 | return true;
|
---|
[1145] | 567 | }
|
---|
| 568 |
|
---|
| 569 |
|
---|
[589] | 570 | void
|
---|
[2538] | 571 | GlRendererBuffer::EvalQueryWithItemBuffer()
|
---|
[997] | 572 | {
|
---|
| 573 | // read back the texture
|
---|
| 574 | glReadPixels(0, 0,
|
---|
| 575 | GetWidth(), GetHeight(),
|
---|
| 576 | GL_RGBA,
|
---|
| 577 | GL_UNSIGNED_BYTE,
|
---|
| 578 | mPixelBuffer);
|
---|
| 579 |
|
---|
| 580 |
|
---|
| 581 | unsigned int *p = mPixelBuffer;
|
---|
| 582 |
|
---|
| 583 | for (int y = 0; y < GetHeight(); y++)
|
---|
| 584 | {
|
---|
| 585 | for (int x = 0; x < GetWidth(); x++, p++)
|
---|
| 586 | {
|
---|
| 587 | unsigned int id = (*p) & 0xFFFFFF;
|
---|
| 588 |
|
---|
| 589 | if (id != 0xFFFFFF)
|
---|
[2053] | 590 | {
|
---|
[997] | 591 | ++ mObjects[id]->mCounter;
|
---|
[2053] | 592 | }
|
---|
[997] | 593 | }
|
---|
| 594 | }
|
---|
| 595 | }
|
---|
| 596 |
|
---|
[1145] | 597 |
|
---|
| 598 |
|
---|
| 599 | /****************************************************************/
|
---|
| 600 | /* GlRendererBuffer implementation */
|
---|
| 601 | /****************************************************************/
|
---|
| 602 |
|
---|
| 603 |
|
---|
| 604 |
|
---|
| 605 | GlRendererBuffer::GlRendererBuffer(SceneGraph *sceneGraph,
|
---|
| 606 | ViewCellsManager *viewcells,
|
---|
| 607 | KdTree *tree):
|
---|
| 608 | GlRenderer(sceneGraph, viewcells, tree)
|
---|
[2538] | 609 | {
|
---|
| 610 | mPixelBuffer = NULL;
|
---|
[1785] | 611 | // implement width and height in subclasses
|
---|
[1145] | 612 | }
|
---|
| 613 |
|
---|
| 614 |
|
---|
[997] | 615 | void
|
---|
| 616 | GlRendererBuffer::EvalQueryWithOcclusionQueries(
|
---|
| 617 | //RenderCostSample &sample
|
---|
| 618 | )
|
---|
| 619 | {
|
---|
| 620 | glDepthFunc(GL_LEQUAL);
|
---|
| 621 |
|
---|
| 622 | glColorMask(GL_FALSE, GL_FALSE, GL_FALSE, GL_FALSE);
|
---|
| 623 | glDepthMask(GL_FALSE);
|
---|
[1000] | 624 |
|
---|
| 625 |
|
---|
| 626 | // simulate detectemptyviewspace using backface culling
|
---|
[1001] | 627 | if (mDetectEmptyViewSpace)
|
---|
[997] | 628 | {
|
---|
[1000] | 629 | glEnable(GL_CULL_FACE);
|
---|
[1001] | 630 | //cout << "culling" << endl;
|
---|
[1000] | 631 | }
|
---|
| 632 | else
|
---|
| 633 | {
|
---|
[1001] | 634 | //cout << "not culling" << endl;
|
---|
[1000] | 635 | glDisable(GL_CULL_FACE);
|
---|
[1001] | 636 | }
|
---|
[1000] | 637 |
|
---|
| 638 |
|
---|
[1001] | 639 | //const int numQ = 1;
|
---|
| 640 | const int numQ = (int)mOcclusionQueries.size();
|
---|
[1000] | 641 |
|
---|
[1001] | 642 | //glFinish();
|
---|
| 643 | #if 0
|
---|
[1000] | 644 | //-- now issue queries for all objects
|
---|
| 645 | for (int j = 0; j < (int)mObjects.size(); ++ j)
|
---|
[1001] | 646 | {
|
---|
| 647 | mOcclusionQueries[j]->BeginQuery();
|
---|
| 648 | RenderIntersectable(mObjects[j]);
|
---|
| 649 | mOcclusionQueries[j]->EndQuery();
|
---|
| 650 |
|
---|
| 651 | unsigned int pixelCount;
|
---|
| 652 |
|
---|
| 653 | pixelCount = mOcclusionQueries[j]->GetQueryResult();
|
---|
[2053] | 654 |
|
---|
[1001] | 655 | mObjects[j]->mCounter += pixelCount;
|
---|
| 656 | }
|
---|
| 657 | #else
|
---|
| 658 |
|
---|
| 659 | int q = 0;
|
---|
| 660 |
|
---|
| 661 | //-- now issue queries for all objects
|
---|
| 662 | for (int j = 0; j < (int)mObjects.size(); j += q)
|
---|
[1000] | 663 | {
|
---|
[1001] | 664 | for (q = 0; ((j + q) < (int)mObjects.size()) && (q < numQ); ++ q)
|
---|
[997] | 665 | {
|
---|
[1000] | 666 | //glFinish();
|
---|
[1001] | 667 | mOcclusionQueries[q]->BeginQuery();
|
---|
[1000] | 668 |
|
---|
[997] | 669 | RenderIntersectable(mObjects[j + q]);
|
---|
[1000] | 670 |
|
---|
[1001] | 671 | mOcclusionQueries[q]->EndQuery();
|
---|
[1000] | 672 | //glFinish();
|
---|
[997] | 673 | }
|
---|
[1001] | 674 | //cout << "q: " << q << endl;
|
---|
[997] | 675 | // collect results of the queries
|
---|
[1001] | 676 | for (int t = 0; t < q; ++ t)
|
---|
[997] | 677 | {
|
---|
| 678 | unsigned int pixelCount;
|
---|
[1001] | 679 |
|
---|
[997] | 680 | //-- reenable other state
|
---|
[1001] | 681 | #if 0
|
---|
| 682 | bool available;
|
---|
| 683 |
|
---|
[997] | 684 | do
|
---|
| 685 | {
|
---|
[1001] | 686 | available = mOcclusionQueries[t]->ResultAvailable();
|
---|
| 687 |
|
---|
| 688 | if (!available) cout << "W";
|
---|
[997] | 689 | }
|
---|
[1001] | 690 | while (!available);
|
---|
[997] | 691 | #endif
|
---|
| 692 |
|
---|
[1001] | 693 | pixelCount = mOcclusionQueries[t]->GetQueryResult();
|
---|
[997] | 694 |
|
---|
[1001] | 695 | //if (pixelCount > 0)
|
---|
| 696 | // cout <<"o="<<j+q<<" q="<<mOcclusionQueries[q]->GetQueryId()<<" pc="<<pixelCount<<" ";
|
---|
| 697 | mObjects[j + t]->mCounter += pixelCount;
|
---|
[2053] | 698 |
|
---|
[997] | 699 | }
|
---|
| 700 |
|
---|
[1001] | 701 | //j += q;
|
---|
[997] | 702 | }
|
---|
[1001] | 703 | #endif
|
---|
| 704 | //glFinish();
|
---|
[997] | 705 | glColorMask(GL_TRUE, GL_TRUE, GL_TRUE, GL_TRUE);
|
---|
| 706 | glDepthMask(GL_TRUE);
|
---|
[1000] | 707 |
|
---|
| 708 | glEnable(GL_CULL_FACE);
|
---|
[997] | 709 | }
|
---|
| 710 |
|
---|
| 711 |
|
---|
| 712 | void
|
---|
[1931] | 713 | GlRenderer::RandomViewPoint()
|
---|
[1001] | 714 | {
|
---|
[589] | 715 | // do not use this function since it could return different viewpoints for
|
---|
| 716 | // different executions of the algorithm
|
---|
| 717 |
|
---|
[1112] | 718 | // mViewCellsManager->GetViewPoint(mViewPoint);
|
---|
[589] | 719 |
|
---|
| 720 | while (1) {
|
---|
| 721 | Vector3 pVector = Vector3(halton.GetNumber(1),
|
---|
| 722 | halton.GetNumber(2),
|
---|
| 723 | halton.GetNumber(3));
|
---|
| 724 |
|
---|
[1112] | 725 | mViewPoint = mViewCellsManager->GetViewSpaceBox().GetPoint(pVector);
|
---|
[589] | 726 | ViewCell *v = mViewCellsManager->GetViewCell(mViewPoint);
|
---|
| 727 | if (v && v->GetValid())
|
---|
| 728 | break;
|
---|
| 729 | // generate a new vector
|
---|
| 730 | halton.GenerateNext();
|
---|
| 731 | }
|
---|
| 732 |
|
---|
| 733 | Vector3 dVector = Vector3(2*M_PI*halton.GetNumber(4),
|
---|
| 734 | M_PI*halton.GetNumber(5),
|
---|
| 735 | 0.0f);
|
---|
| 736 |
|
---|
| 737 | mViewDirection = Normalize(Vector3(sin(dVector.x),
|
---|
[2614] | 738 | // cos(dVector.y),
|
---|
[589] | 739 | 0.0f,
|
---|
| 740 | cos(dVector.x)));
|
---|
| 741 | halton.GenerateNext();
|
---|
| 742 | }
|
---|
| 743 |
|
---|
| 744 |
|
---|
[1585] | 745 | void
|
---|
| 746 | GlRenderer::RenderBox(const AxisAlignedBox3 &box)
|
---|
| 747 | {
|
---|
| 748 |
|
---|
| 749 | glBegin(GL_LINE_LOOP);
|
---|
| 750 | glVertex3d(box.Min().x, box.Max().y, box.Min().z );
|
---|
| 751 | glVertex3d(box.Max().x, box.Max().y, box.Min().z );
|
---|
| 752 | glVertex3d(box.Max().x, box.Min().y, box.Min().z );
|
---|
| 753 | glVertex3d(box.Min().x, box.Min().y, box.Min().z );
|
---|
| 754 | glEnd();
|
---|
| 755 |
|
---|
| 756 | glBegin(GL_LINE_LOOP);
|
---|
| 757 | glVertex3d(box.Min().x, box.Min().y, box.Max().z );
|
---|
| 758 | glVertex3d(box.Max().x, box.Min().y, box.Max().z );
|
---|
| 759 | glVertex3d(box.Max().x, box.Max().y, box.Max().z );
|
---|
| 760 | glVertex3d(box.Min().x, box.Max().y, box.Max().z );
|
---|
| 761 | glEnd();
|
---|
| 762 |
|
---|
| 763 | glBegin(GL_LINE_LOOP);
|
---|
| 764 | glVertex3d(box.Max().x, box.Min().y, box.Min().z );
|
---|
| 765 | glVertex3d(box.Max().x, box.Min().y, box.Max().z );
|
---|
| 766 | glVertex3d(box.Max().x, box.Max().y, box.Max().z );
|
---|
| 767 | glVertex3d(box.Max().x, box.Max().y, box.Min().z );
|
---|
| 768 | glEnd();
|
---|
| 769 |
|
---|
| 770 | glBegin(GL_LINE_LOOP);
|
---|
| 771 | glVertex3d(box.Min().x, box.Min().y, box.Min().z );
|
---|
| 772 | glVertex3d(box.Min().x, box.Min().y, box.Max().z );
|
---|
| 773 | glVertex3d(box.Min().x, box.Max().y, box.Max().z );
|
---|
| 774 | glVertex3d(box.Min().x, box.Max().y, box.Min().z );
|
---|
| 775 | glEnd();
|
---|
| 776 |
|
---|
| 777 | glBegin(GL_LINE_LOOP);
|
---|
| 778 | glVertex3d(box.Min().x, box.Min().y, box.Min().z );
|
---|
| 779 | glVertex3d(box.Max().x, box.Min().y, box.Min().z );
|
---|
| 780 | glVertex3d(box.Max().x, box.Min().y, box.Max().z );
|
---|
| 781 | glVertex3d(box.Min().x, box.Min().y, box.Max().z );
|
---|
| 782 | glEnd();
|
---|
| 783 |
|
---|
| 784 | glBegin(GL_LINE_LOOP);
|
---|
| 785 | glVertex3d(box.Min().x, box.Max().y, box.Min().z );
|
---|
| 786 | glVertex3d(box.Max().x, box.Max().y, box.Min().z );
|
---|
| 787 | glVertex3d(box.Max().x, box.Max().y, box.Max().z );
|
---|
| 788 | glVertex3d(box.Min().x, box.Max().y, box.Max().z );
|
---|
| 789 |
|
---|
| 790 | glEnd();
|
---|
| 791 |
|
---|
[811] | 792 | }
|
---|
[1585] | 793 |
|
---|
| 794 | void
|
---|
| 795 | GlRenderer::RenderBvhNode(BvhNode *node)
|
---|
| 796 | {
|
---|
| 797 | if (node->IsLeaf()) {
|
---|
| 798 | BvhLeaf *leaf = (BvhLeaf *) node;
|
---|
[1785] | 799 |
|
---|
| 800 | #if 0
|
---|
| 801 | if (leaf->mGlList == 0) {
|
---|
| 802 | leaf->mGlList = glGenLists(1);
|
---|
| 803 | if (leaf->mGlList != 0)
|
---|
| 804 | glNewList(leaf->mGlList, GL_COMPILE);
|
---|
| 805 |
|
---|
| 806 | for (int i=0; i < leaf->mObjects.size(); i++)
|
---|
| 807 | RenderIntersectable(leaf->mObjects[i]);
|
---|
| 808 |
|
---|
| 809 | if (leaf->mGlList != 0)
|
---|
| 810 | glEndList();
|
---|
| 811 | }
|
---|
| 812 |
|
---|
| 813 | if (leaf->mGlList != 0)
|
---|
| 814 | glCallList(leaf->mGlList);
|
---|
| 815 | #else
|
---|
[1983] | 816 | for (int i=0; i < leaf->mObjects.size(); i++)
|
---|
| 817 | RenderIntersectable(leaf->mObjects[i]);
|
---|
[1785] | 818 | #endif
|
---|
[1585] | 819 | } else {
|
---|
| 820 | BvhInterior *in = (BvhInterior *)node;
|
---|
| 821 | RenderBvhNode(in->GetBack());
|
---|
| 822 | RenderBvhNode(in->GetFront());
|
---|
| 823 | }
|
---|
[1594] | 824 | }
|
---|
| 825 |
|
---|
| 826 | void
|
---|
| 827 | GlRenderer::RenderKdNode(KdNode *node)
|
---|
| 828 | {
|
---|
[2538] | 829 | if (node->IsLeaf())
|
---|
| 830 | {
|
---|
[2613] | 831 | #if !EVAL_ERROR
|
---|
[2538] | 832 | RenderKdLeaf(static_cast<KdLeaf *>(node));
|
---|
| 833 | #else
|
---|
| 834 | KdLeaf *leaf = (KdLeaf *)node;
|
---|
| 835 | for (int i=0; i < leaf->mObjects.size(); i++)
|
---|
| 836 | {
|
---|
| 837 | RenderIntersectable(leaf->mObjects[i]);
|
---|
| 838 | }
|
---|
| 839 | #endif
|
---|
| 840 | }
|
---|
| 841 | else
|
---|
| 842 | {
|
---|
| 843 | KdInterior *in = (KdInterior *)node;
|
---|
| 844 | RenderKdNode(in->mBack);
|
---|
| 845 | RenderKdNode(in->mFront);
|
---|
[1594] | 846 | }
|
---|
[1585] | 847 | }
|
---|
| 848 |
|
---|
[1785] | 849 |
|
---|
| 850 |
|
---|
| 851 |
|
---|
| 852 | void
|
---|
| 853 | GlRendererBuffer::EvalRenderCostSample(RenderCostSample &sample,
|
---|
| 854 | const bool useOcclusionQueries,
|
---|
| 855 | const int threshold
|
---|
| 856 | )
|
---|
| 857 | {
|
---|
[2543] | 858 | // choose a random view point
|
---|
| 859 | mViewCellsManager->GetViewPoint(mViewPoint);
|
---|
| 860 | sample.mPosition = mViewPoint;
|
---|
| 861 | //cout << "viewpoint: " << mViewPoint << endl;
|
---|
| 862 |
|
---|
| 863 | // take a render cost sample by rendering a cube
|
---|
| 864 | Vector3 directions[6];
|
---|
| 865 |
|
---|
| 866 | directions[0] = Vector3(1,0,0);
|
---|
| 867 | directions[1] = Vector3(0,1,0);
|
---|
| 868 | directions[2] = Vector3(0,0,1);
|
---|
| 869 | directions[3] = Vector3(-1,0,0);
|
---|
| 870 | directions[4] = Vector3(0,-1,0);
|
---|
| 871 | directions[5] = Vector3(0,0,-1);
|
---|
| 872 |
|
---|
| 873 | sample.mVisibleObjects = 0;
|
---|
| 874 |
|
---|
| 875 | // reset object counters
|
---|
| 876 | ObjectContainer::const_iterator it, it_end = mObjects.end();
|
---|
| 877 |
|
---|
| 878 | for (it = mObjects.begin(); it != it_end; ++ it)
|
---|
[1785] | 879 | {
|
---|
[2543] | 880 | (*it)->mCounter = 0;
|
---|
| 881 |
|
---|
[1785] | 882 | }
|
---|
| 883 |
|
---|
[2543] | 884 | ++ mFrame;
|
---|
| 885 |
|
---|
| 886 | //glCullFace(GL_FRONT);
|
---|
| 887 | glCullFace(GL_BACK);
|
---|
| 888 | glDisable(GL_CULL_FACE);
|
---|
| 889 |
|
---|
| 890 |
|
---|
[1785] | 891 | // query all 6 directions for a full point sample
|
---|
[2543] | 892 | for (int i = 0; i < 6; ++ i)
|
---|
[1785] | 893 | {
|
---|
[2543] | 894 | mViewDirection = directions[i];
|
---|
| 895 | SetupCamera();
|
---|
| 896 |
|
---|
| 897 | glClearColor(1.0f, 1.0f, 1.0f, 1.0f);
|
---|
| 898 | glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT);
|
---|
| 899 | //glColorMask(GL_TRUE, GL_TRUE, GL_TRUE, GL_TRUE); glDepthMask(GL_TRUE);
|
---|
| 900 | glDepthFunc(GL_LESS);
|
---|
| 901 |
|
---|
| 902 | mUseFalseColors = true;
|
---|
| 903 |
|
---|
| 904 | // the actual scene rendering fills the depth (for occlusion queries)
|
---|
| 905 | // and the frame buffer (for item buffer)
|
---|
| 906 | RenderScene();
|
---|
| 907 |
|
---|
| 908 |
|
---|
| 909 | if (0)
|
---|
[1785] | 910 | {
|
---|
[2543] | 911 | char filename[256];
|
---|
| 912 | sprintf(filename, "snap/frame-%04d-%d.png", mFrame, i);
|
---|
| 913 | // QImage im = toImage();
|
---|
| 914 | // im.save(filename, "PNG");
|
---|
[1785] | 915 | }
|
---|
[2543] | 916 |
|
---|
| 917 | // evaluate the sample
|
---|
| 918 | if (useOcclusionQueries)
|
---|
[1785] | 919 | {
|
---|
[2543] | 920 | EvalQueryWithOcclusionQueries();
|
---|
[1785] | 921 | }
|
---|
[2543] | 922 | else
|
---|
[1785] | 923 | {
|
---|
[2543] | 924 | EvalQueryWithItemBuffer();
|
---|
[1785] | 925 | }
|
---|
| 926 | }
|
---|
[2543] | 927 |
|
---|
| 928 | // now evaluate the statistics over that sample
|
---|
| 929 | // currently only the number of visible objects is taken into account
|
---|
| 930 | sample.Reset();
|
---|
| 931 |
|
---|
| 932 | for (it = mObjects.begin(); it != it_end; ++ it)
|
---|
[1785] | 933 | {
|
---|
[2543] | 934 | Intersectable *obj = *it;
|
---|
| 935 | if (obj->mCounter >= threshold)
|
---|
[1785] | 936 | {
|
---|
[2543] | 937 | ++ sample.mVisibleObjects;
|
---|
| 938 | sample.mVisiblePixels += obj->mCounter;
|
---|
[1785] | 939 | }
|
---|
| 940 | }
|
---|
[2543] | 941 |
|
---|
| 942 | //cout << "RS=" << sample.mVisibleObjects << " ";
|
---|
[1585] | 943 | }
|
---|
[1785] | 944 |
|
---|
| 945 |
|
---|
| 946 | GlRendererBuffer::~GlRendererBuffer()
|
---|
| 947 | {
|
---|
[1990] | 948 | #if 0
|
---|
| 949 | #ifdef USE_CG
|
---|
| 950 | if (sCgFragmentProgram)
|
---|
[1785] | 951 | cgDestroyProgram(sCgFragmentProgram);
|
---|
| 952 | if (sCgContext)
|
---|
| 953 | cgDestroyContext(sCgContext);
|
---|
| 954 | #endif
|
---|
[1990] | 955 | #endif
|
---|
[2543] | 956 |
|
---|
[1785] | 957 | }
|
---|
| 958 |
|
---|
| 959 |
|
---|
| 960 | void
|
---|
| 961 | GlRendererBuffer::SampleRenderCost(const int numSamples,
|
---|
| 962 | vector<RenderCostSample> &samples,
|
---|
| 963 | const bool useOcclusionQueries,
|
---|
| 964 | const int threshold
|
---|
| 965 | )
|
---|
| 966 | {
|
---|
[2543] | 967 | MakeCurrent();
|
---|
[1785] | 968 |
|
---|
[2543] | 969 | if (mPixelBuffer == NULL)
|
---|
| 970 | mPixelBuffer = new unsigned int[GetWidth()*GetHeight()];
|
---|
[1785] | 971 |
|
---|
[2543] | 972 | // using 90 degree projection to capture 360 view with 6 samples
|
---|
| 973 | SetupProjection(GetHeight(), GetHeight(), 90.0f);
|
---|
[1785] | 974 |
|
---|
[2543] | 975 | //samples.resize(numSamples);
|
---|
| 976 | halton.Reset();
|
---|
[1785] | 977 |
|
---|
[2543] | 978 | // the number of queries queried in batch mode
|
---|
| 979 | const int numQ = 500;
|
---|
[1785] | 980 |
|
---|
[2543] | 981 | //const int numQ = (int)mObjects.size();
|
---|
| 982 | if (useOcclusionQueries)
|
---|
| 983 | {
|
---|
| 984 | cout << "\ngenerating " << numQ << " queries ... ";
|
---|
| 985 | OcclusionQuery::GenQueries(mOcclusionQueries, numQ);
|
---|
| 986 | cout << "finished" << endl;
|
---|
| 987 | }
|
---|
| 988 |
|
---|
| 989 | // sampling queries
|
---|
| 990 | for (int i = 0; i < numSamples; ++ i)
|
---|
| 991 | {
|
---|
| 992 | cout << ".";
|
---|
| 993 | EvalRenderCostSample(samples[i], useOcclusionQueries, threshold);
|
---|
| 994 | }
|
---|
| 995 |
|
---|
| 996 | DoneCurrent();
|
---|
[1785] | 997 | }
|
---|
| 998 |
|
---|
| 999 |
|
---|
| 1000 |
|
---|
| 1001 |
|
---|
[2543] | 1002 |
|
---|
[1785] | 1003 | void
|
---|
[1931] | 1004 | GlRenderer::ClearErrorBuffer()
|
---|
[1785] | 1005 | {
|
---|
| 1006 | for (int i=0; i < mPvsStatFrames; i++) {
|
---|
| 1007 | mPvsErrorBuffer[i].mError = 1.0f;
|
---|
| 1008 | }
|
---|
[2002] | 1009 | mPvsStat.maxError = 0.0f;
|
---|
[1785] | 1010 | }
|
---|
| 1011 |
|
---|
| 1012 |
|
---|
| 1013 | void
|
---|
| 1014 | GlRendererBuffer::EvalPvsStat()
|
---|
| 1015 | {
|
---|
[2048] | 1016 | MakeCurrent();
|
---|
[2049] | 1017 |
|
---|
[2048] | 1018 | GlRenderer::EvalPvsStat();
|
---|
[2049] | 1019 |
|
---|
[2048] | 1020 | DoneCurrent();
|
---|
[1785] | 1021 | // mRenderingFinished.wakeAll();
|
---|
| 1022 | }
|
---|
| 1023 |
|
---|
| 1024 |
|
---|
[2048] | 1025 | void GlRendererBuffer::EvalPvsStat(const SimpleRayContainer &viewPoints)
|
---|
| 1026 | {
|
---|
| 1027 | MakeCurrent();
|
---|
| 1028 |
|
---|
| 1029 | GlRenderer::EvalPvsStat(viewPoints);
|
---|
| 1030 |
|
---|
| 1031 | DoneCurrent();
|
---|
| 1032 | }
|
---|
| 1033 |
|
---|
| 1034 |
|
---|
[1785] | 1035 | void GlRendererBuffer::SampleBeamContributions(Intersectable *sourceObject,
|
---|
| 1036 | Beam &beam,
|
---|
| 1037 | const int desiredSamples,
|
---|
| 1038 | BeamSampleStatistics &stat)
|
---|
| 1039 | {
|
---|
| 1040 | // TODO: should be moved out of here (not to be done every time)
|
---|
| 1041 | // only back faces are interesting for the depth pass
|
---|
| 1042 | glShadeModel(GL_FLAT);
|
---|
| 1043 | glDisable(GL_LIGHTING);
|
---|
| 1044 |
|
---|
| 1045 | // needed to kill the fragments for the front buffer
|
---|
| 1046 | glEnable(GL_ALPHA_TEST);
|
---|
| 1047 | glAlphaFunc(GL_GREATER, 0);
|
---|
| 1048 |
|
---|
| 1049 | // assumes that the beam is constructed and contains kd-tree nodes
|
---|
| 1050 | // and viewcells which it intersects
|
---|
| 1051 |
|
---|
| 1052 |
|
---|
| 1053 | // Get the number of viewpoints to be sampled
|
---|
| 1054 | // Now it is a sqrt but in general a wiser decision could be made.
|
---|
| 1055 | // The less viewpoints the better for rendering performance, since less passes
|
---|
| 1056 | // over the beam is needed.
|
---|
| 1057 | // The viewpoints could actually be generated outside of the bounding box which
|
---|
| 1058 | // would distribute the 'efective viewpoints' of the object surface and thus
|
---|
| 1059 | // with a few viewpoints better sample the viewpoint space....
|
---|
| 1060 |
|
---|
| 1061 | //TODO: comment in
|
---|
| 1062 | //int viewPointSamples = sqrt((float)desiredSamples);
|
---|
| 1063 | int viewPointSamples = max(desiredSamples / (GetWidth() * GetHeight()), 1);
|
---|
| 1064 |
|
---|
| 1065 | // the number of direction samples per pass is given by the number of viewpoints
|
---|
| 1066 | int directionalSamples = desiredSamples / viewPointSamples;
|
---|
| 1067 |
|
---|
| 1068 | Debug << "directional samples: " << directionalSamples << endl;
|
---|
| 1069 | for (int i = 0; i < viewPointSamples; ++ i)
|
---|
| 1070 | {
|
---|
| 1071 | Vector3 viewPoint = beam.mBox.GetRandomPoint();
|
---|
| 1072 |
|
---|
| 1073 | // perhaps the viewpoint should be shifted back a little bit so that it always lies
|
---|
| 1074 | // inside the source object
|
---|
| 1075 | // 'ideally' the viewpoints would be distributed on the soureObject surface, but this
|
---|
| 1076 | // would require more complicated sampling (perhaps hierarchical rejection sampling of
|
---|
| 1077 | // the object surface is an option here - only the mesh faces which are inside the box
|
---|
| 1078 | // are considered as candidates)
|
---|
| 1079 |
|
---|
| 1080 | SampleViewpointContributions(sourceObject,
|
---|
| 1081 | viewPoint,
|
---|
| 1082 | beam,
|
---|
| 1083 | directionalSamples,
|
---|
| 1084 | stat);
|
---|
| 1085 | }
|
---|
| 1086 |
|
---|
| 1087 |
|
---|
| 1088 | // note:
|
---|
| 1089 | // this routine would be called only if the number of desired samples is sufficiently
|
---|
| 1090 | // large - for other rss tree cells the cpu based sampling is perhaps more efficient
|
---|
| 1091 | // distributing the work between cpu and gpu would also allow us to place more sophisticated
|
---|
| 1092 | // sample distributions (silhouette ones) using the cpu and the jittered once on the GPU
|
---|
| 1093 | // in order that thios scheme is working well the gpu render buffer should run in a separate
|
---|
| 1094 | // thread than the cpu sampler, which would not be such a big problem....
|
---|
| 1095 |
|
---|
| 1096 | // disable alpha test again
|
---|
| 1097 | glDisable(GL_ALPHA_TEST);
|
---|
| 1098 | }
|
---|
| 1099 |
|
---|
| 1100 |
|
---|
| 1101 |
|
---|
| 1102 | void GlRendererBuffer::SampleViewpointContributions(Intersectable *sourceObject,
|
---|
| 1103 | const Vector3 viewPoint,
|
---|
| 1104 | Beam &beam,
|
---|
| 1105 | const int samples,
|
---|
| 1106 | BeamSampleStatistics &stat)
|
---|
| 1107 | {
|
---|
| 1108 | // 1. setup the view port to match the desired samples
|
---|
| 1109 | glViewport(0, 0, samples, samples);
|
---|
| 1110 |
|
---|
| 1111 | // 2. setup the projection matrix and view matrix to match the viewpoint + beam.mDirBox
|
---|
| 1112 | SetupProjectionForViewPoint(viewPoint, beam, sourceObject);
|
---|
| 1113 |
|
---|
| 1114 |
|
---|
| 1115 | // 3. reset z-buffer to 0 and render the source object for the beam
|
---|
| 1116 | // with glCullFace(Enabled) and glFrontFace(GL_CW)
|
---|
| 1117 | // save result to the front depth map
|
---|
| 1118 | // the front depth map holds ray origins
|
---|
| 1119 |
|
---|
| 1120 |
|
---|
| 1121 | // front depth buffer must be initialised to 0
|
---|
| 1122 | float clearDepth;
|
---|
| 1123 |
|
---|
| 1124 | glGetFloatv(GL_DEPTH_CLEAR_VALUE, &clearDepth);
|
---|
| 1125 | glClearDepth(0.0f);
|
---|
| 1126 | glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT | GL_STENCIL_BUFFER_BIT);
|
---|
| 1127 |
|
---|
| 1128 |
|
---|
| 1129 | // glFrontFace(GL_CCW);
|
---|
| 1130 | glEnable(GL_CULL_FACE);
|
---|
| 1131 | glCullFace(GL_FRONT);
|
---|
| 1132 | glColorMask(0, 0, 0, 0);
|
---|
| 1133 |
|
---|
| 1134 |
|
---|
| 1135 | // stencil is increased where the source object is located
|
---|
| 1136 | glEnable(GL_STENCIL_TEST);
|
---|
| 1137 | glStencilFunc(GL_ALWAYS, 0x1, 0x1);
|
---|
| 1138 | glStencilOp(GL_REPLACE, GL_REPLACE, GL_REPLACE);
|
---|
| 1139 |
|
---|
| 1140 |
|
---|
| 1141 | #if 0
|
---|
| 1142 | static int glSourceObjList = -1;
|
---|
| 1143 | if (glSourceObjList != -1)
|
---|
| 1144 | {
|
---|
| 1145 | glSourceObjList = glGenLists(1);
|
---|
| 1146 | glNewList(glSourceObjList, GL_COMPILE);
|
---|
| 1147 |
|
---|
| 1148 | RenderIntersectable(sourceObject);
|
---|
| 1149 |
|
---|
| 1150 | glEndList();
|
---|
| 1151 | }
|
---|
| 1152 | glCallList(glSourceObjList);
|
---|
| 1153 |
|
---|
| 1154 | #else
|
---|
| 1155 | RenderIntersectable(sourceObject);
|
---|
| 1156 |
|
---|
| 1157 | #endif
|
---|
| 1158 |
|
---|
| 1159 | // copy contents of the front depth buffer into depth texture
|
---|
| 1160 | glBindTexture(GL_TEXTURE_2D, frontDepthMap);
|
---|
| 1161 | glCopyTexSubImage2D(GL_TEXTURE_2D, 0, 0, 0, 0, 0, depthMapSize, depthMapSize);
|
---|
| 1162 |
|
---|
| 1163 | // reset clear function
|
---|
| 1164 | glClearDepth(clearDepth);
|
---|
| 1165 |
|
---|
| 1166 |
|
---|
| 1167 | // 4. set up the termination depth buffer (= standard depth buffer)
|
---|
| 1168 | // only rays which have non-zero entry in the origin buffer are valid since
|
---|
| 1169 | // they realy start on the object surface (this is tagged by setting a
|
---|
| 1170 | // stencil buffer bit at step 3).
|
---|
| 1171 |
|
---|
| 1172 | glStencilFunc(GL_EQUAL, 0x1, 0x1);
|
---|
| 1173 | glStencilOp(GL_KEEP, GL_KEEP, GL_KEEP);
|
---|
| 1174 |
|
---|
| 1175 | glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT);
|
---|
| 1176 | glDepthMask(1);
|
---|
| 1177 |
|
---|
| 1178 | glEnable(GL_DEPTH_TEST);
|
---|
| 1179 |
|
---|
| 1180 | glEnable(GL_CULL_FACE);
|
---|
| 1181 | glCullFace(GL_BACK);
|
---|
| 1182 |
|
---|
| 1183 | // setup front depth buffer
|
---|
| 1184 | glEnable(GL_TEXTURE_2D);
|
---|
| 1185 |
|
---|
[1990] | 1186 | #if 0
|
---|
| 1187 | #ifdef USE_CG
|
---|
[1785] | 1188 | // bind pixel shader implementing the front depth buffer functionality
|
---|
| 1189 | cgGLBindProgram(sCgFragmentProgram);
|
---|
| 1190 | cgGLEnableProfile(sCgFragmentProfile);
|
---|
| 1191 | #endif
|
---|
[1990] | 1192 | #endif
|
---|
[1785] | 1193 | // 5. render all objects inside the beam
|
---|
| 1194 | // we can use id based false color to read them back for gaining the pvs
|
---|
| 1195 |
|
---|
| 1196 | glColorMask(1, 1, 1, 1);
|
---|
| 1197 |
|
---|
| 1198 |
|
---|
| 1199 | // if objects not stored in beam => extract objects
|
---|
| 1200 | if (beam.mFlags & !Beam::STORE_OBJECTS)
|
---|
| 1201 | {
|
---|
| 1202 | vector<KdNode *>::const_iterator it, it_end = beam.mKdNodes.end();
|
---|
| 1203 |
|
---|
| 1204 | Intersectable::NewMail();
|
---|
| 1205 | for (it = beam.mKdNodes.begin(); it != it_end; ++ it)
|
---|
| 1206 | {
|
---|
| 1207 | mKdTree->CollectObjects(*it, beam.mObjects);
|
---|
| 1208 | }
|
---|
| 1209 | }
|
---|
| 1210 |
|
---|
| 1211 |
|
---|
| 1212 | // (objects can be compiled to a gl list now so that subsequent rendering for
|
---|
| 1213 | // this beam is fast - the same hold for step 3)
|
---|
| 1214 | // Afterwards we have two depth buffers defining the ray origin and termination
|
---|
| 1215 |
|
---|
| 1216 |
|
---|
| 1217 | #if 0
|
---|
| 1218 | static int glObjList = -1;
|
---|
| 1219 | if (glObjList != -1)
|
---|
| 1220 | {
|
---|
| 1221 | glObjList = glGenLists(1);
|
---|
| 1222 | glNewList(glObjList, GL_COMPILE);
|
---|
| 1223 |
|
---|
| 1224 | ObjectContainer::const_iterator it, it_end = beam.mObjects.end();
|
---|
| 1225 | for (it = beam.mObjects.begin(); it != it_end; ++ it)
|
---|
| 1226 | {
|
---|
| 1227 | // render all objects except the source object
|
---|
| 1228 | if (*it != sourceObject)
|
---|
| 1229 | RenderIntersectable(*it);
|
---|
| 1230 | }
|
---|
| 1231 |
|
---|
| 1232 | glEndList();
|
---|
| 1233 | }
|
---|
| 1234 |
|
---|
| 1235 | glCallList(glObjList);
|
---|
| 1236 | #else
|
---|
| 1237 | ObjectContainer::const_iterator it, it_end = beam.mObjects.end();
|
---|
| 1238 | for (it = beam.mObjects.begin(); it != it_end; ++ it)
|
---|
| 1239 | {
|
---|
| 1240 | // render all objects except the source object
|
---|
| 1241 | if (*it != sourceObject)
|
---|
| 1242 | RenderIntersectable(*it);
|
---|
| 1243 | }
|
---|
| 1244 | #endif
|
---|
| 1245 |
|
---|
[1935] | 1246 | // 6. Use occlusion queries for all viewcell meshes associated with the beam ->
|
---|
[1785] | 1247 | // a fragment passes if the corresponding stencil fragment is set and its depth is
|
---|
| 1248 | // between origin and termination buffer
|
---|
| 1249 |
|
---|
| 1250 | // create new queries if necessary
|
---|
| 1251 | OcclusionQuery::GenQueries(mOcclusionQueries, (int)beam.mViewCells.size());
|
---|
| 1252 |
|
---|
| 1253 | // check whether any backfacing polygon would pass the depth test?
|
---|
| 1254 | // matt: should check both back /front facing because of dual depth buffer
|
---|
| 1255 | // and danger of cutting the near plane with front facing polys.
|
---|
| 1256 |
|
---|
| 1257 | glColorMask(GL_FALSE, GL_FALSE, GL_FALSE, GL_FALSE);
|
---|
| 1258 | glDepthMask(GL_FALSE);
|
---|
| 1259 | glDisable(GL_CULL_FACE);
|
---|
| 1260 |
|
---|
| 1261 |
|
---|
| 1262 | ViewCellContainer::const_iterator vit, vit_end = beam.mViewCells.end();
|
---|
| 1263 |
|
---|
| 1264 | int queryIdx = 0;
|
---|
| 1265 |
|
---|
| 1266 | for (vit = beam.mViewCells.begin(); vit != vit_end; ++ vit)
|
---|
| 1267 | {
|
---|
| 1268 | mOcclusionQueries[queryIdx ++]->BeginQuery();
|
---|
| 1269 | RenderIntersectable(*vit);
|
---|
| 1270 | mOcclusionQueries[queryIdx]->EndQuery();
|
---|
| 1271 |
|
---|
| 1272 | ++ queryIdx;
|
---|
| 1273 | }
|
---|
| 1274 |
|
---|
| 1275 | // at this point, if possible, go and do some other computation
|
---|
| 1276 |
|
---|
| 1277 | // 7. The number of visible pixels is the number of sample rays which see the source
|
---|
| 1278 | // object from the corresponding viewcell -> remember these values for later update
|
---|
| 1279 | // of the viewcell pvs - or update immediately?
|
---|
| 1280 |
|
---|
| 1281 | queryIdx = 0;
|
---|
| 1282 |
|
---|
| 1283 | for (vit = beam.mViewCells.begin(); vit != vit_end; ++ vit)
|
---|
| 1284 | {
|
---|
| 1285 | // fetch queries
|
---|
| 1286 | unsigned int pixelCount = mOcclusionQueries[queryIdx ++]->GetQueryResult();
|
---|
| 1287 |
|
---|
| 1288 | if (pixelCount)
|
---|
| 1289 | Debug << "view cell " << (*vit)->GetId() << " visible pixels: " << pixelCount << endl;
|
---|
| 1290 | }
|
---|
| 1291 |
|
---|
| 1292 |
|
---|
| 1293 | // 8. Copmpute rendering statistics
|
---|
| 1294 | // In general it is not neccessary to remember to extract all the rays cast. I hope it
|
---|
| 1295 | // would be sufficient to gain only the intergral statistics about the new contributions
|
---|
| 1296 | // and so the rss tree would actually store no new rays (only the initial ones)
|
---|
| 1297 | // the subdivision of the tree would only be driven by the statistics (the glrender could
|
---|
| 1298 | // evaluate the contribution entropy for example)
|
---|
| 1299 | // However might be an option to extract/store only those the rays which made a contribution
|
---|
| 1300 | // (new viewcell has been discovered) or relative contribution greater than a threshold ...
|
---|
| 1301 |
|
---|
| 1302 | ObjectContainer pvsObj;
|
---|
| 1303 | stat.pvsSize = ComputePvs(beam.mObjects, pvsObj);
|
---|
| 1304 |
|
---|
| 1305 | // to gain ray source and termination
|
---|
| 1306 | // copy contents of ray termination buffer into depth texture
|
---|
| 1307 | // and compare with ray source buffer
|
---|
| 1308 | #if 0
|
---|
| 1309 | VssRayContainer rays;
|
---|
| 1310 |
|
---|
| 1311 | glBindTexture(GL_TEXTURE_2D, backDepthMap);
|
---|
| 1312 | glCopyTexSubImage2D(GL_TEXTURE_2D, 0, 0, 0, 0, 0, depthMapSize, depthMapSize);
|
---|
| 1313 |
|
---|
| 1314 | ComputeRays(Intersectable *sourceObj, rays);
|
---|
| 1315 |
|
---|
| 1316 | #endif
|
---|
| 1317 |
|
---|
[1990] | 1318 | ////////
|
---|
[1785] | 1319 | //-- cleanup
|
---|
| 1320 |
|
---|
| 1321 | // reset gl state
|
---|
| 1322 | glColorMask(GL_TRUE, GL_TRUE, GL_TRUE, GL_TRUE);
|
---|
| 1323 | glDepthMask(GL_TRUE);
|
---|
| 1324 | glEnable(GL_CULL_FACE);
|
---|
| 1325 | glDisable(GL_STENCIL_TEST);
|
---|
[1935] | 1326 |
|
---|
[1990] | 1327 | #if 0
|
---|
| 1328 | #ifdef USE_CG
|
---|
[1785] | 1329 | cgGLDisableProfile(sCgFragmentProfile);
|
---|
| 1330 | #endif
|
---|
[1990] | 1331 | #endif
|
---|
| 1332 |
|
---|
[1785] | 1333 | glDisable(GL_TEXTURE_2D);
|
---|
| 1334 |
|
---|
| 1335 | // remove objects from beam
|
---|
| 1336 | if (beam.mFlags & !Beam::STORE_OBJECTS)
|
---|
| 1337 | beam.mObjects.clear();
|
---|
| 1338 | }
|
---|
| 1339 |
|
---|
| 1340 |
|
---|
| 1341 | void GlRendererBuffer::SetupProjectionForViewPoint(const Vector3 &viewPoint,
|
---|
| 1342 | const Beam &beam,
|
---|
| 1343 | Intersectable *sourceObject)
|
---|
| 1344 | {
|
---|
| 1345 | float left, right, bottom, top, znear, zfar;
|
---|
| 1346 |
|
---|
| 1347 | beam.ComputePerspectiveFrustum(left, right, bottom, top, znear, zfar,
|
---|
| 1348 | mSceneGraph->GetBox());
|
---|
| 1349 |
|
---|
| 1350 | //Debug << left << " " << right << " " << bottom << " " << top << " " << znear << " " << zfar << endl;
|
---|
| 1351 | glMatrixMode(GL_PROJECTION);
|
---|
| 1352 | glLoadIdentity();
|
---|
| 1353 | glFrustum(left, right, bottom, top, znear, zfar);
|
---|
| 1354 | //glFrustum(-1, 1, -1, 1, 1, 20000);
|
---|
| 1355 |
|
---|
| 1356 | const Vector3 center = viewPoint + beam.GetMainDirection() * (zfar - znear) * 0.3f;
|
---|
| 1357 | const Vector3 up =
|
---|
| 1358 | Normalize(CrossProd(beam.mPlanes[0].mNormal, beam.mPlanes[4].mNormal));
|
---|
| 1359 |
|
---|
| 1360 | #ifdef GTP_DEBUG
|
---|
| 1361 | Debug << "view point: " << viewPoint << endl;
|
---|
| 1362 | Debug << "eye: " << center << endl;
|
---|
| 1363 | Debug << "up: " << up << endl;
|
---|
| 1364 | #endif
|
---|
| 1365 |
|
---|
| 1366 | glMatrixMode(GL_MODELVIEW);
|
---|
| 1367 | glLoadIdentity();
|
---|
| 1368 | gluLookAt(viewPoint.x, viewPoint.y, viewPoint.z,
|
---|
| 1369 | center.x, center.y, center.z,
|
---|
| 1370 | up.x, up.y, up.z);
|
---|
| 1371 | }
|
---|
| 1372 |
|
---|
| 1373 |
|
---|
| 1374 | void GlRendererBuffer::InitGL()
|
---|
| 1375 | {
|
---|
[1990] | 1376 | MakeCurrent();
|
---|
| 1377 | GlRenderer::InitGL();
|
---|
[1785] | 1378 |
|
---|
| 1379 | // initialise dual depth buffer textures
|
---|
| 1380 | glGenTextures(1, &frontDepthMap);
|
---|
| 1381 | glBindTexture(GL_TEXTURE_2D, frontDepthMap);
|
---|
[2552] | 1382 |
|
---|
[1785] | 1383 | glTexImage2D(GL_TEXTURE_2D, 0, GL_DEPTH_COMPONENT, depthMapSize,
|
---|
[2552] | 1384 | depthMapSize, 0, GL_DEPTH_COMPONENT, GL_UNSIGNED_BYTE, NULL);
|
---|
[1785] | 1385 |
|
---|
| 1386 | glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_NEAREST);
|
---|
| 1387 | glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_NEAREST);
|
---|
| 1388 | glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_S, GL_CLAMP);
|
---|
| 1389 | glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_T, GL_CLAMP);
|
---|
| 1390 |
|
---|
| 1391 | glGenTextures(1, &backDepthMap);
|
---|
| 1392 | glBindTexture(GL_TEXTURE_2D, backDepthMap);
|
---|
[2552] | 1393 |
|
---|
[1785] | 1394 | glTexImage2D(GL_TEXTURE_2D, 0, GL_DEPTH_COMPONENT, depthMapSize,
|
---|
[2612] | 1395 | depthMapSize, 0, GL_DEPTH_COMPONENT, GL_UNSIGNED_BYTE, NULL);
|
---|
[1785] | 1396 | glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_NEAREST);
|
---|
| 1397 | glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_NEAREST);
|
---|
| 1398 | glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_S, GL_CLAMP);
|
---|
| 1399 | glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_T, GL_CLAMP);
|
---|
| 1400 |
|
---|
[1990] | 1401 | #if 0
|
---|
| 1402 | #ifdef USE_CG
|
---|
| 1403 |
|
---|
[1785] | 1404 | // cg initialization
|
---|
| 1405 | cgSetErrorCallback(handleCgError);
|
---|
| 1406 | sCgContext = cgCreateContext();
|
---|
[2552] | 1407 |
|
---|
[1785] | 1408 | if (cgGLIsProfileSupported(CG_PROFILE_ARBFP1))
|
---|
| 1409 | sCgFragmentProfile = CG_PROFILE_ARBFP1;
|
---|
| 1410 | else
|
---|
| 1411 | {
|
---|
[2552] | 1412 | // try FP30
|
---|
| 1413 | if (cgGLIsProfileSupported(CG_PROFILE_FP30))
|
---|
| 1414 | sCgFragmentProfile = CG_PROFILE_FP30;
|
---|
| 1415 | else
|
---|
| 1416 | {
|
---|
| 1417 | Debug << "Neither arbfp1 or fp30 fragment profiles supported on this system" << endl;
|
---|
| 1418 | exit(1);
|
---|
| 1419 | }
|
---|
| 1420 | }
|
---|
[1785] | 1421 |
|
---|
[2552] | 1422 | sCgFragmentProgram = cgCreateProgramFromFile(sCgContext,
|
---|
| 1423 | CG_SOURCE, "../src/dual_depth.cg",
|
---|
| 1424 | sCgFragmentProfile,
|
---|
| 1425 | NULL,
|
---|
| 1426 | NULL);
|
---|
[1785] | 1427 |
|
---|
[2552] | 1428 | if (!cgIsProgramCompiled(sCgFragmentProgram))
|
---|
| 1429 | cgCompileProgram(sCgFragmentProgram);
|
---|
[1785] | 1430 |
|
---|
[2552] | 1431 | cgGLLoadProgram(sCgFragmentProgram);
|
---|
| 1432 | cgGLBindProgram(sCgFragmentProgram);
|
---|
[1785] | 1433 |
|
---|
[2552] | 1434 | Debug << "---- PROGRAM BEGIN ----\n" <<
|
---|
| 1435 | cgGetProgramString(sCgFragmentProgram, CG_COMPILED_PROGRAM) << "---- PROGRAM END ----\n";
|
---|
[1785] | 1436 |
|
---|
| 1437 | #endif
|
---|
| 1438 | #endif
|
---|
[2552] | 1439 | DoneCurrent();
|
---|
[1785] | 1440 | }
|
---|
| 1441 |
|
---|
| 1442 |
|
---|
| 1443 | void GlRendererBuffer::ComputeRays(Intersectable *sourceObj, VssRayContainer &rays)
|
---|
| 1444 | {
|
---|
| 1445 | for (int i = 0; i < depthMapSize * depthMapSize; ++ i)
|
---|
| 1446 | {
|
---|
| 1447 | //todo glGetTexImage()
|
---|
| 1448 | }
|
---|
| 1449 | }
|
---|
| 1450 |
|
---|
[2023] | 1451 | bool GlRendererBuffer::ValidViewPoint()
|
---|
[2048] | 1452 | {
|
---|
| 1453 | MakeCurrent();
|
---|
[1785] | 1454 |
|
---|
[2048] | 1455 | SetupProjection(GetWidth(), GetHeight());
|
---|
| 1456 |
|
---|
[2023] | 1457 | bool result = GlRenderer::ValidViewPoint();
|
---|
[2612] | 1458 |
|
---|
[2023] | 1459 | DoneCurrent();
|
---|
[2048] | 1460 |
|
---|
[2023] | 1461 | return result;
|
---|
| 1462 | }
|
---|
| 1463 |
|
---|
| 1464 |
|
---|
[1931] | 1465 | void
|
---|
| 1466 | GlRenderer::EvalPvsStat()
|
---|
| 1467 | {
|
---|
| 1468 | mPvsStat.Reset();
|
---|
| 1469 | halton.Reset();
|
---|
[1785] | 1470 |
|
---|
[1931] | 1471 | SetupProjection(GetWidth(), GetHeight());
|
---|
[1785] | 1472 |
|
---|
[2611] | 1473 | cout<<"Random Pvs STATS, mPvsStatFrames="<<mPvsStatFrames<<endl;
|
---|
[1931] | 1474 |
|
---|
| 1475 | for (int i=0; i < mPvsStatFrames; i++) {
|
---|
| 1476 | float err;
|
---|
| 1477 | // set frame id for saving the error buffer
|
---|
| 1478 | mFrame = i;
|
---|
[2611] | 1479 | // cerr<<"RV"<<endl;
|
---|
[1931] | 1480 | RandomViewPoint();
|
---|
[2611] | 1481 | // cerr<<"RV2"<<endl;
|
---|
[1785] | 1482 |
|
---|
[2002] | 1483 | if (mPvsErrorBuffer[i].mError == 1.0f) {
|
---|
| 1484 | // check if the view point is valid
|
---|
| 1485 | if (!ValidViewPoint())
|
---|
| 1486 | mPvsErrorBuffer[i].mError = -1.0f;
|
---|
[2612] | 1487 |
|
---|
[2002] | 1488 | // manualy corrected view point
|
---|
| 1489 | if (mFrame == 5105)
|
---|
| 1490 | mPvsErrorBuffer[i].mError = -1.0f;
|
---|
| 1491 | }
|
---|
| 1492 |
|
---|
| 1493 |
|
---|
[1931] | 1494 | // atlanta problematic frames: 325 525 691 1543
|
---|
| 1495 | #if 0
|
---|
| 1496 | if (mFrame != 325 &&
|
---|
| 1497 | mFrame != 525 &&
|
---|
| 1498 | mFrame != 691 &&
|
---|
| 1499 | mFrame != 1543)
|
---|
| 1500 | mPvsErrorBuffer[i] = -1;
|
---|
| 1501 | else {
|
---|
| 1502 | Debug<<"frame ="<<mFrame<<" vp="<<mViewPoint<<" vd="<<mViewDirection<<endl;
|
---|
| 1503 | }
|
---|
| 1504 | #endif
|
---|
| 1505 |
|
---|
[2002] | 1506 | if (mPvsErrorBuffer[i].mError > 0.0f) {
|
---|
[1931] | 1507 | int pvsSize;
|
---|
[2611] | 1508 |
|
---|
[1931] | 1509 | float error = GetPixelError(pvsSize);
|
---|
[2611] | 1510 |
|
---|
[1931] | 1511 | mPvsErrorBuffer[i].mError = error;
|
---|
| 1512 | mPvsErrorBuffer[i].mPvsSize = pvsSize;
|
---|
[1785] | 1513 |
|
---|
[1931] | 1514 | // emit UpdatePvsErrorItem(i,
|
---|
| 1515 | // mPvsErrorBuffer[i]);
|
---|
| 1516 | cout<<"("<<i<<","<<mPvsErrorBuffer[i].mError<<")";
|
---|
| 1517 | // swapBuffers();
|
---|
| 1518 | }
|
---|
| 1519 |
|
---|
| 1520 | err = mPvsErrorBuffer[i].mError;
|
---|
| 1521 |
|
---|
| 1522 | if (err >= 0.0f) {
|
---|
| 1523 | if (err > mPvsStat.maxError)
|
---|
| 1524 | mPvsStat.maxError = err;
|
---|
| 1525 | mPvsStat.sumError += err;
|
---|
| 1526 | mPvsStat.sumPvsSize += mPvsErrorBuffer[i].mPvsSize;
|
---|
| 1527 |
|
---|
| 1528 | if (err == 0.0f)
|
---|
| 1529 | mPvsStat.errorFreeFrames++;
|
---|
| 1530 | mPvsStat.frames++;
|
---|
| 1531 | }
|
---|
| 1532 | }
|
---|
[2002] | 1533 |
|
---|
[1931] | 1534 | glFinish();
|
---|
| 1535 | cout<<endl<<flush;
|
---|
[1785] | 1536 | }
|
---|
[1931] | 1537 |
|
---|
[2048] | 1538 |
|
---|
| 1539 | void GlRenderer::EvalPvsStat(const SimpleRayContainer &viewPoints)
|
---|
| 1540 | {
|
---|
[2050] | 1541 | mPvsStat.Reset();
|
---|
[2048] | 1542 |
|
---|
[2050] | 1543 | SetupProjection(GetWidth(), GetHeight());
|
---|
| 1544 |
|
---|
| 1545 | cout << "mPvsStatFrames=" << mPvsStatFrames << endl;
|
---|
| 1546 |
|
---|
| 1547 | SimpleRayContainer::const_iterator sit, sit_end = viewPoints.end();
|
---|
| 1548 | int i = 0;
|
---|
| 1549 |
|
---|
| 1550 | for (sit = viewPoints.begin(); sit != sit_end; ++ sit, ++ i)
|
---|
[2048] | 1551 | {
|
---|
[2050] | 1552 |
|
---|
| 1553 | //cout << "view point: " << (*sit) << endl;;
|
---|
| 1554 | SimpleRay sray = *sit;
|
---|
| 1555 |
|
---|
| 1556 | float err;
|
---|
| 1557 |
|
---|
| 1558 | // set frame id for saving the error buffer
|
---|
| 1559 | mFrame = i;
|
---|
| 1560 | mViewPoint = sray.mOrigin;
|
---|
| 1561 | mViewDirection = sray.mDirection;
|
---|
| 1562 |
|
---|
| 1563 | if (mPvsErrorBuffer[i].mError > 0.0f)
|
---|
[2571] | 1564 | {
|
---|
[2050] | 1565 | int pvsSize;
|
---|
[2571] | 1566 |
|
---|
[2050] | 1567 | // compute the pixel error
|
---|
| 1568 | float error = GetPixelError(pvsSize);
|
---|
[2571] | 1569 |
|
---|
[2050] | 1570 | mPvsErrorBuffer[i].mError = error;
|
---|
| 1571 | mPvsErrorBuffer[i].mPvsSize = pvsSize;
|
---|
[2571] | 1572 |
|
---|
[2050] | 1573 | cout << "(" << i << "," << mPvsErrorBuffer[i].mError <<")";
|
---|
[2571] | 1574 | }
|
---|
| 1575 |
|
---|
[2050] | 1576 | err = mPvsErrorBuffer[i].mError;
|
---|
[2571] | 1577 |
|
---|
[2050] | 1578 | if (err >= 0.0f)
|
---|
[2571] | 1579 | {
|
---|
[2050] | 1580 | if (err > mPvsStat.maxError)
|
---|
[2571] | 1581 | mPvsStat.maxError = err;
|
---|
| 1582 |
|
---|
[2050] | 1583 | mPvsStat.sumError += err;
|
---|
[2571] | 1584 | mPvsStat.sumPvsSize += mPvsErrorBuffer[i].mPvsSize;
|
---|
| 1585 |
|
---|
| 1586 | if (err == 0.0f)
|
---|
[2050] | 1587 | ++ mPvsStat.errorFreeFrames;
|
---|
[2571] | 1588 |
|
---|
| 1589 | ++ mPvsStat.frames;
|
---|
| 1590 | }
|
---|
[2048] | 1591 | }
|
---|
[2050] | 1592 |
|
---|
| 1593 | glFinish();
|
---|
| 1594 | cout << endl << flush;
|
---|
[2048] | 1595 | }
|
---|
| 1596 |
|
---|
| 1597 |
|
---|
| 1598 |
|
---|
[2002] | 1599 | bool
|
---|
| 1600 | GlRenderer::ValidViewPoint()
|
---|
[1931] | 1601 | {
|
---|
[2543] | 1602 | //cout<<"VV4 ";
|
---|
[2048] | 1603 | if (!mDetectEmptyViewSpace)
|
---|
| 1604 | return true;
|
---|
| 1605 | //cout << "vp: " << mViewPoint << " dir: " << mViewDirection << endl;
|
---|
[1931] | 1606 |
|
---|
[2543] | 1607 | OcclusionQuery *query = mOcclusionQueries[0];
|
---|
[1931] | 1608 |
|
---|
[2543] | 1609 | // now check whether any backfacing polygon would pass the depth test
|
---|
| 1610 | SetupCamera();
|
---|
| 1611 | glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT);
|
---|
| 1612 | glEnable( GL_CULL_FACE );
|
---|
| 1613 | glCullFace(GL_BACK);
|
---|
[2002] | 1614 |
|
---|
[2543] | 1615 | //cout<<"VV1 ";
|
---|
| 1616 | RenderScene();
|
---|
| 1617 |
|
---|
| 1618 | glColorMask(GL_FALSE, GL_FALSE, GL_FALSE, GL_FALSE);
|
---|
| 1619 | glDepthMask(GL_FALSE);
|
---|
| 1620 | glDisable( GL_CULL_FACE );
|
---|
| 1621 |
|
---|
| 1622 | query->BeginQuery();
|
---|
| 1623 |
|
---|
| 1624 | // cout<<"VV2 ";
|
---|
| 1625 | RenderScene();
|
---|
| 1626 | // cout<<"VV3 ";
|
---|
| 1627 |
|
---|
| 1628 | query->EndQuery();
|
---|
| 1629 |
|
---|
| 1630 | // at this point, if possible, go and do some other computation
|
---|
| 1631 | glColorMask(GL_TRUE, GL_TRUE, GL_TRUE, GL_TRUE);
|
---|
| 1632 | glDepthMask(GL_TRUE);
|
---|
| 1633 | glEnable( GL_CULL_FACE );
|
---|
| 1634 |
|
---|
[2612] | 1635 | // int wait = 0;
|
---|
| 1636 | // while (!query->ResultAvailable()) {
|
---|
| 1637 | // wait++;
|
---|
| 1638 | // }
|
---|
[2543] | 1639 |
|
---|
| 1640 | // reenable other state
|
---|
| 1641 | unsigned int pixelCount = query->GetQueryResult();
|
---|
| 1642 | // cout<<"VV4 ";
|
---|
| 1643 |
|
---|
| 1644 |
|
---|
| 1645 | if (pixelCount > 0)
|
---|
| 1646 | {
|
---|
| 1647 | return false; // backfacing polygon found -> not a valid viewspace sample
|
---|
| 1648 | }
|
---|
| 1649 | return true;
|
---|
[2002] | 1650 | }
|
---|
[1931] | 1651 |
|
---|
[2543] | 1652 |
|
---|
| 1653 | float GlRenderer::GetPixelError(int &pvsSize)
|
---|
[2002] | 1654 | {
|
---|
| 1655 | return -1.0f;
|
---|
[1931] | 1656 | }
|
---|
| 1657 |
|
---|
[2543] | 1658 |
|
---|
| 1659 | void GlRenderer::RenderViewPoint()
|
---|
[1983] | 1660 | {
|
---|
[2538] | 1661 | mWireFrame = true;
|
---|
| 1662 | glPushMatrix();
|
---|
| 1663 | glTranslatef(mViewPoint.x, mViewPoint.y, mViewPoint.z);
|
---|
[2564] | 1664 | glScalef(5.0f, 5.0f, 5.0f);
|
---|
[2538] | 1665 | glPushAttrib(GL_CURRENT_BIT);
|
---|
| 1666 | glColor3f(1.0f, 0.0f, 0.0f);
|
---|
| 1667 | gluSphere((::GLUquadric *)mSphere,
|
---|
| 1668 | 1e-3*Magnitude(mViewCellsManager->GetViewSpaceBox().Size()), 6, 6);
|
---|
| 1669 | glPopAttrib();
|
---|
| 1670 | glPopMatrix();
|
---|
| 1671 | mWireFrame = false;
|
---|
[1983] | 1672 | }
|
---|
[1931] | 1673 |
|
---|
| 1674 |
|
---|
[2538] | 1675 | void GlRenderer::EnableDrawArrays()
|
---|
| 1676 | {
|
---|
| 1677 | glEnableClientState(GL_VERTEX_ARRAY);
|
---|
| 1678 | glEnableClientState(GL_NORMAL_ARRAY);
|
---|
| 1679 | }
|
---|
[1931] | 1680 |
|
---|
| 1681 |
|
---|
[2538] | 1682 | void GlRenderer::DisableDrawArrays()
|
---|
| 1683 | {
|
---|
| 1684 | glDisableClientState(GL_VERTEX_ARRAY);
|
---|
| 1685 | glDisableClientState(GL_NORMAL_ARRAY);
|
---|
| 1686 | }
|
---|
[2006] | 1687 |
|
---|
[2538] | 1688 |
|
---|
| 1689 | #if 0
|
---|
| 1690 |
|
---|
| 1691 | void GlRenderer::RenderKdLeaf(KdLeaf *leaf)
|
---|
| 1692 | {
|
---|
| 1693 | int bufferSize = 0;
|
---|
| 1694 |
|
---|
| 1695 | // count #new triangles
|
---|
| 1696 | for (size_t i = 0; i < leaf->mObjects.size(); ++ i)
|
---|
| 1697 | {
|
---|
| 1698 | TriangleIntersectable *obj = static_cast<TriangleIntersectable *>(leaf->mObjects[i]);
|
---|
| 1699 |
|
---|
| 1700 | // check if already rendered
|
---|
| 1701 | if (!obj->Mailed())
|
---|
| 1702 | bufferSize += 3;
|
---|
| 1703 | //else cout << obj->mMailbox << " " << obj->sMailId << " ";
|
---|
| 1704 | }
|
---|
| 1705 |
|
---|
| 1706 | Vector3 *vertices = new Vector3[bufferSize];
|
---|
| 1707 | Vector3 *normals = new Vector3[bufferSize];
|
---|
| 1708 |
|
---|
| 1709 | int j = 0;
|
---|
| 1710 |
|
---|
| 1711 | for (size_t i = 0; i < leaf->mObjects.size(); ++ i)
|
---|
| 1712 | {
|
---|
| 1713 | TriangleIntersectable *obj = static_cast<TriangleIntersectable *>(leaf->mObjects[i]);
|
---|
| 1714 |
|
---|
| 1715 | // check if already rendered
|
---|
| 1716 | if (obj->Mailed())
|
---|
| 1717 | continue;
|
---|
| 1718 |
|
---|
| 1719 | obj->Mail();
|
---|
| 1720 |
|
---|
| 1721 | Triangle3 tri = obj->GetItem();
|
---|
| 1722 |
|
---|
| 1723 | vertices[j * 3 + 0] = tri.mVertices[0];
|
---|
| 1724 | vertices[j * 3 + 1] = tri.mVertices[1];
|
---|
| 1725 | vertices[j * 3 + 2] = tri.mVertices[2];
|
---|
| 1726 |
|
---|
| 1727 | Vector3 n = tri.GetNormal();
|
---|
| 1728 |
|
---|
| 1729 | normals[j * 3 + 0] = n;
|
---|
| 1730 | normals[j * 3 + 1] = n;
|
---|
| 1731 | normals[j * 3 + 2] = n;
|
---|
| 1732 |
|
---|
| 1733 | ++ j;
|
---|
| 1734 | }
|
---|
| 1735 |
|
---|
| 1736 | glVertexPointer(3, GL_FLOAT, 0, vertices);
|
---|
| 1737 | glNormalPointer(GL_FLOAT, 0, normals);
|
---|
| 1738 |
|
---|
| 1739 | glDrawArrays(GL_TRIANGLES, 0, bufferSize);
|
---|
| 1740 |
|
---|
| 1741 | DEL_PTR(vertices);
|
---|
| 1742 | DEL_PTR(normals);
|
---|
[1931] | 1743 | }
|
---|
[2538] | 1744 |
|
---|
| 1745 | #else
|
---|
| 1746 |
|
---|
| 1747 | void GlRenderer::RenderKdLeaf(KdLeaf *leaf)
|
---|
| 1748 | {
|
---|
| 1749 | if (!leaf->mIndexBufferSize)
|
---|
| 1750 | return;
|
---|
| 1751 |
|
---|
[2539] | 1752 | size_t offset = mObjects.size() * 3;
|
---|
[2538] | 1753 | char *arrayPtr = mUseVbos ? NULL : (char *)mData;
|
---|
| 1754 |
|
---|
| 1755 | glVertexPointer(3, GL_FLOAT, 0, (char *)arrayPtr);
|
---|
| 1756 | glNormalPointer(GL_FLOAT, 0, (char *)arrayPtr + offset * sizeof(Vector3));
|
---|
| 1757 |
|
---|
| 1758 | glDrawElements(GL_TRIANGLES, leaf->mIndexBufferSize, GL_UNSIGNED_INT, mIndices + leaf->mIndexBufferStart);
|
---|
| 1759 | }
|
---|
| 1760 |
|
---|
| 1761 | #endif
|
---|
| 1762 |
|
---|
[2600] | 1763 |
|
---|
| 1764 | void GlRenderer::CreateVertexArrays(SceneGraphLeaf *leaf)
|
---|
[2538] | 1765 | {
|
---|
[2600] | 1766 | mData = new Vector3[leaf->mGeometry.size() * 6];
|
---|
| 1767 | mIndices = new unsigned int[leaf->mGeometry.size() * 3];
|
---|
[2538] | 1768 |
|
---|
[2600] | 1769 | size_t offset = leaf->mGeometry.size() * 3;
|
---|
[2538] | 1770 |
|
---|
[2600] | 1771 | for (size_t i = 0; i < leaf->mGeometry.size(); ++ i)
|
---|
[2538] | 1772 | {
|
---|
[2600] | 1773 | TriangleIntersectable *obj = static_cast<TriangleIntersectable *>(leaf->mGeometry[i]);
|
---|
[2538] | 1774 |
|
---|
| 1775 | Triangle3 tri = obj->GetItem();
|
---|
| 1776 | const Vector3 n = tri.GetNormal();
|
---|
| 1777 |
|
---|
| 1778 | mData[i * 3 + 0] = tri.mVertices[0];
|
---|
| 1779 | mData[i * 3 + 1] = tri.mVertices[1];
|
---|
| 1780 | mData[i * 3 + 2] = tri.mVertices[2];
|
---|
| 1781 |
|
---|
| 1782 | mData[offset + i * 3 + 0] = n;
|
---|
| 1783 | mData[offset + i * 3 + 1] = n;
|
---|
| 1784 | mData[offset + i * 3 + 2] = n;
|
---|
| 1785 | }
|
---|
| 1786 |
|
---|
| 1787 | if (mUseVbos)
|
---|
| 1788 | {
|
---|
| 1789 | EnableDrawArrays();
|
---|
| 1790 |
|
---|
| 1791 | glGenBuffersARB(1, &mVboId);
|
---|
| 1792 | glBindBufferARB(GL_ARRAY_BUFFER_ARB, mVboId);
|
---|
| 1793 |
|
---|
| 1794 | glVertexPointer(3, GL_FLOAT, 0, (char *)NULL);
|
---|
| 1795 | glNormalPointer(GL_FLOAT, 0, (char *)NULL + offset * sizeof(Vector3));
|
---|
| 1796 |
|
---|
[2601] | 1797 | glBufferDataARB(GL_ARRAY_BUFFER_ARB, leaf->mGeometry.size() * 6 * sizeof(Vector3), mData, GL_STATIC_DRAW_ARB);
|
---|
[2538] | 1798 | glBindBufferARB(GL_ARRAY_BUFFER_ARB, 0);
|
---|
| 1799 |
|
---|
| 1800 | DisableDrawArrays();
|
---|
| 1801 |
|
---|
| 1802 | delete [] mData;
|
---|
| 1803 | }
|
---|
| 1804 |
|
---|
[2539] | 1805 | cout << "\n******** created vertex buffer objects **********" << endl;
|
---|
[2538] | 1806 | }
|
---|
| 1807 |
|
---|
| 1808 |
|
---|
| 1809 | void GlRenderer::DeleteVbos()
|
---|
| 1810 | {
|
---|
| 1811 | glDeleteBuffersARB(1, &mVboId);
|
---|
| 1812 |
|
---|
| 1813 | /*
|
---|
| 1814 | KdLeafContainer leaves;
|
---|
| 1815 | mKdTree->CollectLeaves(leaves);
|
---|
| 1816 |
|
---|
| 1817 | KdLeafContainer::const_iterator kit, kit_end = leaves.end();
|
---|
| 1818 |
|
---|
| 1819 | for (kit = leaves.begin(); kit != kit_end; ++ kit)
|
---|
| 1820 | {
|
---|
| 1821 | KdLeaf *leaf = *kit;
|
---|
| 1822 |
|
---|
| 1823 | if (leaf->mVboId == -1)
|
---|
| 1824 | {
|
---|
| 1825 | // delete old vbo
|
---|
| 1826 | glDeleteBuffersARB(1, &leaf->mVboId);
|
---|
| 1827 | leaf->mVboId = -1;
|
---|
| 1828 | }
|
---|
| 1829 | }
|
---|
| 1830 | */
|
---|
| 1831 | }
|
---|
| 1832 |
|
---|
| 1833 |
|
---|
| 1834 |
|
---|
| 1835 | }
|
---|