[589] | 1 | #include "Mesh.h"
|
---|
[1001] | 2 | #include "glInterface.h"
|
---|
| 3 | #include "OcclusionQuery.h"
|
---|
[589] | 4 | #include "GlRenderer.h"
|
---|
| 5 | #include "ViewCellsManager.h"
|
---|
| 6 | #include "SceneGraph.h"
|
---|
[2575] | 7 | #include "ViewCell.h"
|
---|
[589] | 8 | #include "Beam.h"
|
---|
[532] | 9 | #include "KdTree.h"
|
---|
[589] | 10 | #include "Environment.h"
|
---|
[1581] | 11 | #include "Triangle3.h"
|
---|
| 12 | #include "IntersectableWrapper.h"
|
---|
[1585] | 13 | #include "BvHierarchy.h"
|
---|
[1594] | 14 | #include "KdTree.h"
|
---|
[2587] | 15 | #include "SamplingStrategy.h"
|
---|
[2593] | 16 | #include "Preprocessor.h"
|
---|
[2600] | 17 | #include "SceneGraph.h"
|
---|
[513] | 18 |
|
---|
[2587] | 19 |
|
---|
[1990] | 20 | #ifdef USE_CG
|
---|
[1001] | 21 |
|
---|
[1990] | 22 | #include <Cg/cg.h>
|
---|
| 23 | #include <Cg/cgGL.h>
|
---|
[1001] | 24 |
|
---|
[1990] | 25 | #endif
|
---|
| 26 |
|
---|
[2613] | 27 | // if 1 = SAFE RENDERING OF PVS primitives without VBOs for Pvs error estimation
|
---|
[2620] | 28 | #define EVAL_ERROR 0
|
---|
[2613] | 29 |
|
---|
[863] | 30 | namespace GtpVisibilityPreprocessor {
|
---|
[860] | 31 |
|
---|
[516] | 32 |
|
---|
[1112] | 33 | static bool arbQuerySupport = false;
|
---|
| 34 | static bool nvQuerySupport = false;
|
---|
| 35 |
|
---|
[1925] | 36 | static GLuint frontDepthMap;
|
---|
| 37 | static GLuint backDepthMap;
|
---|
[1112] | 38 |
|
---|
[1785] | 39 | const int depthMapSize = 512;
|
---|
| 40 |
|
---|
[2538] | 41 |
|
---|
[1112] | 42 | static void InitExtensions()
|
---|
| 43 | {
|
---|
| 44 | GLenum err = glewInit();
|
---|
| 45 |
|
---|
| 46 | if (GLEW_OK != err)
|
---|
| 47 | {
|
---|
| 48 | // problem: glewInit failed, something is seriously wrong
|
---|
| 49 | cerr << "Error: " << glewGetErrorString(err) << endl;
|
---|
| 50 | exit(1);
|
---|
| 51 | }
|
---|
| 52 |
|
---|
| 53 | if (GLEW_ARB_occlusion_query)
|
---|
| 54 | arbQuerySupport = true;
|
---|
| 55 |
|
---|
| 56 | if (GLEW_NV_occlusion_query)
|
---|
| 57 | nvQuerySupport = true;
|
---|
| 58 |
|
---|
| 59 | if (!arbQuerySupport && !nvQuerySupport)
|
---|
| 60 | {
|
---|
| 61 | cout << "I require the GL_ARB_occlusion_query or the GL_NV_occlusion_query OpenGL extension to work.\n";
|
---|
| 62 | exit(1);
|
---|
| 63 | }
|
---|
[2538] | 64 |
|
---|
| 65 | if (!GLEW_ARB_vertex_buffer_object)
|
---|
| 66 | {
|
---|
| 67 | cout << "vbos not supported" << endl;
|
---|
| 68 | }
|
---|
| 69 | else
|
---|
| 70 | {
|
---|
| 71 | cout << "vbos supported" << endl;
|
---|
| 72 | }
|
---|
[1001] | 73 | }
|
---|
[589] | 74 |
|
---|
[811] | 75 |
|
---|
[589] | 76 | GlRenderer::GlRenderer(SceneGraph *sceneGraph,
|
---|
| 77 | ViewCellsManager *viewCellsManager,
|
---|
| 78 | KdTree *tree):
|
---|
[2543] | 79 | Renderer(sceneGraph, viewCellsManager),
|
---|
| 80 | mKdTree(tree),
|
---|
| 81 | mUseFalseColors(false),
|
---|
| 82 | mVboId(-1),
|
---|
| 83 | mData(NULL),
|
---|
| 84 | mIndices(NULL),
|
---|
[2560] | 85 | //mUseVbos(true),
|
---|
| 86 | mUseVbos(false),
|
---|
[2643] | 87 | mComputeGVS(false),
|
---|
[2543] | 88 | mCurrentFrame(-1)
|
---|
[589] | 89 | {
|
---|
[2601] | 90 | mSceneGraph->CollectObjects(mObjects);
|
---|
[1112] | 91 |
|
---|
[2638] | 92 | #if 0
|
---|
[2543] | 93 | viewCellsManager->GetViewPoint(mViewPoint);
|
---|
| 94 | mViewDirection = Vector3(0,0,1);
|
---|
[2588] | 95 | #else
|
---|
[2638] | 96 |
|
---|
| 97 | // for sg snapshot
|
---|
| 98 | mViewPoint = Vector3(18.5133, 10.9818, -1032.24);
|
---|
| 99 | mViewDirection = Vector3(-0.5373, 0, 0.843391);
|
---|
| 100 |
|
---|
| 101 | // mViewPoint = Vector3(1213.85, 176.988, -437.364);
|
---|
| 102 | // mViewDirection = Vector3(0.433884, 0, -0.900969);
|
---|
[2619] | 103 |
|
---|
[2643] | 104 | //mViewPoint = Vector3(1213.85, 176.988, -437.364);
|
---|
| 105 | //mViewDirection = Vector3(0.433884, 0, -0.900969);
|
---|
| 106 |
|
---|
| 107 | mViewPoint = Vector3(32.8596, 9.86079, -1023.79);
|
---|
| 108 | mViewDirection = Vector3(-0.92196, 0, 0.387286);
|
---|
| 109 |
|
---|
[2619] | 110 | //mViewPoint = Vector3(1099.9,183.0,-387);
|
---|
| 111 | //mViewDirection = Vector3(-0.6,0,-0.8);
|
---|
[2643] | 112 |
|
---|
| 113 | // inside
|
---|
| 114 | mViewPoint = Vector3(14.1254, 10.9818, -1032.75);
|
---|
| 115 | mViewDirection = Vector3(-0.604798, 0, 0.796379);
|
---|
| 116 |
|
---|
| 117 | // outside
|
---|
| 118 | mViewPoint = Vector3(35.092, 17.7078, -857.966);
|
---|
| 119 | mViewDirection = Vector3(-0.411287, 0, -0.911506);
|
---|
| 120 |
|
---|
[2588] | 121 | #endif
|
---|
[2543] | 122 | mFrame = 0;
|
---|
| 123 | mWireFrame = false;
|
---|
| 124 | Environment::GetSingleton()->GetBoolValue("Preprocessor.detectEmptyViewSpace",
|
---|
| 125 | mDetectEmptyViewSpace);
|
---|
[2613] | 126 |
|
---|
[2622] | 127 | mSnapErrorFrames = false;
|
---|
[2543] | 128 | mSnapPrefix = "snap/";
|
---|
| 129 | mUseForcedColors = false;
|
---|
| 130 | mRenderBoxes = false;
|
---|
| 131 | //mUseGlLists = true;
|
---|
| 132 | mUseGlLists = false;
|
---|
[878] | 133 |
|
---|
[2598] | 134 | if (mViewCellsManager->GetViewCellPointsList()->size())
|
---|
| 135 | mPvsStatFrames = (int)mViewCellsManager->GetViewCellPointsList()->size();
|
---|
[2543] | 136 | else
|
---|
[2611] | 137 | Environment::GetSingleton()->GetIntValue("Preprocessor.pvsRenderErrorSamples",
|
---|
| 138 | mPvsStatFrames);
|
---|
| 139 |
|
---|
| 140 |
|
---|
[2543] | 141 | mPvsErrorBuffer.resize(mPvsStatFrames);
|
---|
| 142 | ClearErrorBuffer();
|
---|
[589] | 143 | }
|
---|
| 144 |
|
---|
[2538] | 145 |
|
---|
[589] | 146 | GlRenderer::~GlRenderer()
|
---|
| 147 | {
|
---|
[2543] | 148 | cerr<<"gl renderer destructor..\n";
|
---|
[589] | 149 |
|
---|
[2543] | 150 | CLEAR_CONTAINER(mOcclusionQueries);
|
---|
[2538] | 151 |
|
---|
[2543] | 152 | DeleteVbos();
|
---|
[2538] | 153 |
|
---|
[2543] | 154 | if (mData) delete [] mData;
|
---|
| 155 | if (mIndices) delete [] mIndices;
|
---|
| 156 |
|
---|
| 157 | glDeleteBuffersARB(1, &mVboId);
|
---|
| 158 | cerr<<"done."<<endl;
|
---|
[589] | 159 | }
|
---|
| 160 |
|
---|
[1145] | 161 |
|
---|
[2543] | 162 | void GlRenderer::RenderTriangle(TriangleIntersectable *object)
|
---|
[1581] | 163 | {
|
---|
[2609] | 164 | Triangle3 *t = &(object->GetItem());
|
---|
[2543] | 165 | glBegin(GL_TRIANGLES);
|
---|
[2575] | 166 | Vector3 normal = t->GetNormal();
|
---|
[2543] | 167 | glNormal3f(normal.x, normal.y, normal.z);
|
---|
[2575] | 168 | glVertex3f(t->mVertices[0].x, t->mVertices[0].y, t->mVertices[0].z);
|
---|
| 169 | glVertex3f(t->mVertices[1].x, t->mVertices[1].y, t->mVertices[1].z);
|
---|
| 170 | glVertex3f(t->mVertices[2].x, t->mVertices[2].y, t->mVertices[2].z);
|
---|
[2543] | 171 | glEnd();
|
---|
[1581] | 172 | }
|
---|
| 173 |
|
---|
[2543] | 174 |
|
---|
| 175 | void GlRenderer::RenderIntersectable(Intersectable *object)
|
---|
[589] | 176 | {
|
---|
[2619] | 177 | if (!object || (object->mRenderedFrame == mCurrentFrame))
|
---|
| 178 | return;
|
---|
[2050] | 179 |
|
---|
[2543] | 180 | object->mRenderedFrame = mCurrentFrame;
|
---|
[589] | 181 |
|
---|
[2543] | 182 | glPushAttrib(GL_CURRENT_BIT);
|
---|
| 183 |
|
---|
| 184 | if (mUseFalseColors)
|
---|
| 185 | SetupFalseColor(object->mId);
|
---|
| 186 |
|
---|
| 187 | switch (object->Type())
|
---|
| 188 | {
|
---|
| 189 | case Intersectable::MESH_INSTANCE:
|
---|
| 190 | RenderMeshInstance((MeshInstance *)object);
|
---|
| 191 | break;
|
---|
| 192 | case Intersectable::VIEW_CELL:
|
---|
| 193 | RenderViewCell(static_cast<ViewCell *>(object));
|
---|
| 194 | break;
|
---|
| 195 | case Intersectable::TRANSFORMED_MESH_INSTANCE:
|
---|
| 196 | RenderTransformedMeshInstance(static_cast<TransformedMeshInstance *>(object));
|
---|
| 197 | break;
|
---|
| 198 | case Intersectable::TRIANGLE_INTERSECTABLE:
|
---|
| 199 | RenderTriangle(static_cast<TriangleIntersectable *>(object));
|
---|
| 200 | break;
|
---|
| 201 | case Intersectable::BVH_INTERSECTABLE:
|
---|
| 202 | {
|
---|
| 203 | BvhNode *node = static_cast<BvhNode *>(object);
|
---|
| 204 |
|
---|
| 205 | if (mRenderBoxes)
|
---|
| 206 | RenderBox(node->GetBoundingBox());
|
---|
| 207 | else
|
---|
| 208 | RenderBvhNode(node);
|
---|
| 209 | break;
|
---|
| 210 | }
|
---|
| 211 | case Intersectable::KD_INTERSECTABLE:
|
---|
| 212 | {
|
---|
| 213 | KdNode *node = (static_cast<KdIntersectable *>(object))->GetItem();
|
---|
| 214 |
|
---|
| 215 | if (mRenderBoxes)
|
---|
| 216 | RenderBox(mKdTree->GetBox(node));
|
---|
| 217 | else
|
---|
| 218 | RenderKdNode(node);
|
---|
| 219 | break;
|
---|
| 220 | }
|
---|
| 221 |
|
---|
| 222 | default:
|
---|
| 223 | cerr<<"Rendering this object not yet implemented\n";
|
---|
| 224 | break;
|
---|
| 225 | }
|
---|
| 226 |
|
---|
| 227 | glPopAttrib();
|
---|
[589] | 228 | }
|
---|
| 229 |
|
---|
[2543] | 230 |
|
---|
[2593] | 231 | void GlRenderer::RenderRays(const VssRayContainer &rays, int colorType, int showDistribution, int maxAge)
|
---|
[1581] | 232 | {
|
---|
[2593] | 233 | float importance;
|
---|
[589] | 234 |
|
---|
[2543] | 235 | glBegin(GL_LINES);
|
---|
[2587] | 236 |
|
---|
[2593] | 237 | VssRayContainer::const_iterator it = rays.begin(), it_end = rays.end();
|
---|
| 238 |
|
---|
[2543] | 239 | for (; it != it_end; ++it)
|
---|
| 240 | {
|
---|
| 241 | VssRay *ray = *it;
|
---|
[2587] | 242 |
|
---|
[2591] | 243 | // only show distributions that were checked
|
---|
| 244 | if (((ray->mDistribution == SamplingStrategy::DIRECTION_BASED_DISTRIBUTION) && ((showDistribution & 1) == 0)) ||
|
---|
| 245 | ((ray->mDistribution == SamplingStrategy::SPATIAL_BOX_BASED_DISTRIBUTION) && ((showDistribution & 2) == 0)) ||
|
---|
| 246 | ((ray->mDistribution == SamplingStrategy::OBJECT_DIRECTION_BASED_DISTRIBUTION) && ((showDistribution & 4) == 0)) ||
|
---|
[2593] | 247 | ((ray->mDistribution == SamplingStrategy::MUTATION_BASED_DISTRIBUTION) && ((showDistribution & 8) == 0)) ||
|
---|
| 248 | ((mViewCellsManager->GetPreprocessor()->mPass - ray->mPass) >= maxAge))
|
---|
[2591] | 249 | {
|
---|
| 250 | continue;
|
---|
| 251 | }
|
---|
| 252 |
|
---|
[2587] | 253 | switch (colorType)
|
---|
| 254 | {
|
---|
| 255 | case 0:
|
---|
| 256 | glColor3f(1.0f, 0.0f, 0.0f);
|
---|
| 257 | break;
|
---|
| 258 |
|
---|
| 259 | case 1:
|
---|
| 260 | importance = 1.0f * ray->Length() / Magnitude(mViewCellsManager->GetViewSpaceBox().Diagonal());
|
---|
| 261 | glColor3f(importance, importance, importance);
|
---|
| 262 | break;
|
---|
| 263 |
|
---|
| 264 | case 2:
|
---|
| 265 | importance = log10(1e3 * ray->mPvsContribution) / 3.0f;
|
---|
| 266 | glColor3f(importance, importance, importance);
|
---|
| 267 | break;
|
---|
| 268 |
|
---|
| 269 | case 3:
|
---|
| 270 | {
|
---|
| 271 | // nested switches ok?
|
---|
| 272 | switch (ray->mDistribution)
|
---|
| 273 | {
|
---|
| 274 | case SamplingStrategy::SPATIAL_BOX_BASED_DISTRIBUTION:
|
---|
| 275 | glColor3f(1, 0, 0);
|
---|
| 276 | break;
|
---|
| 277 | case SamplingStrategy::MUTATION_BASED_DISTRIBUTION:
|
---|
| 278 | glColor3f(0, 1, 0);
|
---|
| 279 | break;
|
---|
| 280 | case SamplingStrategy::DIRECTION_BASED_DISTRIBUTION:
|
---|
| 281 | glColor3f(0, 1, 1);
|
---|
| 282 | break;
|
---|
| 283 | case SamplingStrategy::OBJECT_DIRECTION_BASED_DISTRIBUTION:
|
---|
| 284 | glColor3f(1, 1, 0);
|
---|
| 285 | break;
|
---|
| 286 | }
|
---|
| 287 | }
|
---|
| 288 | }
|
---|
| 289 |
|
---|
[2543] | 290 | glVertex3fv(&ray->mOrigin.x);
|
---|
| 291 | glVertex3fv(&ray->mTermination.x);
|
---|
| 292 | }
|
---|
| 293 |
|
---|
| 294 | glEnd();
|
---|
[1581] | 295 | }
|
---|
| 296 |
|
---|
[1737] | 297 |
|
---|
[2543] | 298 | void GlRenderer::RenderViewCell(ViewCell *vc)
|
---|
[589] | 299 | {
|
---|
[2543] | 300 | if (vc->GetMesh())
|
---|
| 301 | {
|
---|
| 302 | if (!mUseFalseColors)
|
---|
| 303 | {
|
---|
| 304 | if (vc->GetValid())
|
---|
| 305 | glColor3f(0,1,0);
|
---|
| 306 | else
|
---|
| 307 | glColor3f(0,0,1);
|
---|
| 308 | }
|
---|
[589] | 309 |
|
---|
[2543] | 310 | RenderMesh(vc->GetMesh());
|
---|
| 311 | }
|
---|
| 312 | else
|
---|
| 313 | {
|
---|
| 314 | // render viewcells in the subtree
|
---|
| 315 | if (!vc->IsLeaf())
|
---|
| 316 | {
|
---|
| 317 | ViewCellInterior *vci = (ViewCellInterior *) vc;
|
---|
[599] | 318 |
|
---|
[2543] | 319 | ViewCellContainer::iterator it = vci->mChildren.begin();
|
---|
| 320 | for (; it != vci->mChildren.end(); ++it)
|
---|
| 321 | {
|
---|
| 322 | RenderViewCell(*it);
|
---|
| 323 | }
|
---|
| 324 | }
|
---|
| 325 | else
|
---|
| 326 | {
|
---|
| 327 | // cerr<<"Empty viewcell mesh\n";
|
---|
| 328 | }
|
---|
[599] | 329 | }
|
---|
[589] | 330 | }
|
---|
| 331 |
|
---|
[599] | 332 |
|
---|
[2530] | 333 | void GlRenderer::RenderMeshInstance(MeshInstance *mi)
|
---|
[589] | 334 | {
|
---|
[2530] | 335 | RenderMesh(mi->GetMesh());
|
---|
[589] | 336 | }
|
---|
| 337 |
|
---|
[1001] | 338 |
|
---|
[589] | 339 | void
|
---|
[1001] | 340 | GlRenderer::RenderTransformedMeshInstance(TransformedMeshInstance *mi)
|
---|
| 341 | {
|
---|
| 342 | // apply world transform before rendering
|
---|
| 343 | Matrix4x4 m;
|
---|
| 344 | mi->GetWorldTransform(m);
|
---|
| 345 |
|
---|
| 346 | glPushMatrix();
|
---|
| 347 | glMultMatrixf((float *)m.x);
|
---|
| 348 |
|
---|
| 349 | RenderMesh(mi->GetMesh());
|
---|
| 350 |
|
---|
| 351 | glPopMatrix();
|
---|
| 352 | }
|
---|
| 353 |
|
---|
| 354 |
|
---|
| 355 | void
|
---|
[1960] | 356 | GlRenderer::SetupFalseColor(const unsigned int id)
|
---|
[589] | 357 | {
|
---|
[1944] | 358 | // swap bits of the color
|
---|
| 359 | glColor3ub(id&255, (id>>8)&255, (id>>16)&255);
|
---|
[589] | 360 | }
|
---|
| 361 |
|
---|
| 362 |
|
---|
[1960] | 363 | unsigned int GlRenderer::GetId(const unsigned char r,
|
---|
| 364 | const unsigned char g,
|
---|
| 365 | const unsigned char b) const
|
---|
[589] | 366 | {
|
---|
| 367 | return r + (g << 8) + (b << 16);
|
---|
| 368 | }
|
---|
| 369 |
|
---|
[1960] | 370 |
|
---|
[589] | 371 | void
|
---|
| 372 | GlRenderer::SetupMaterial(Material *m)
|
---|
| 373 | {
|
---|
| 374 | if (m)
|
---|
| 375 | glColor3fv(&(m->mDiffuseColor.r));
|
---|
| 376 | }
|
---|
| 377 |
|
---|
[1960] | 378 |
|
---|
[2543] | 379 | void GlRenderer::RenderMesh(Mesh *mesh)
|
---|
[589] | 380 | {
|
---|
[2543] | 381 | int i = 0;
|
---|
[589] | 382 |
|
---|
[2543] | 383 | if (!mUseFalseColors && !mUseForcedColors)
|
---|
| 384 | SetupMaterial(mesh->mMaterial);
|
---|
[589] | 385 |
|
---|
[2562] | 386 | for (i = 0; i < mesh->mFaces.size(); i++)
|
---|
[2543] | 387 | {
|
---|
| 388 | if (mWireFrame)
|
---|
| 389 | glBegin(GL_LINE_LOOP);
|
---|
| 390 | else
|
---|
| 391 | glBegin(GL_POLYGON);
|
---|
| 392 |
|
---|
| 393 | Face *face = mesh->mFaces[i];
|
---|
[2614] | 394 | Vector3 normal = mesh->GetNormal(i);
|
---|
| 395 |
|
---|
| 396 | glNormal3f(normal.x, normal.y, normal.z);
|
---|
[2543] | 397 | for (int j = 0; j < face->mVertexIndices.size(); j++) {
|
---|
| 398 | glVertex3fv(&mesh->mVertices[face->mVertexIndices[j]].x);
|
---|
| 399 | }
|
---|
| 400 | glEnd();
|
---|
[589] | 401 | }
|
---|
| 402 | }
|
---|
| 403 |
|
---|
[2572] | 404 | void GlRenderer::InitGL()
|
---|
[589] | 405 | {
|
---|
[2572] | 406 | mSphere = (GLUquadric *)gluNewQuadric();
|
---|
[589] | 407 |
|
---|
[2572] | 408 | glMatrixMode(GL_PROJECTION);
|
---|
| 409 | glLoadIdentity();
|
---|
[2562] | 410 |
|
---|
[2572] | 411 | glMatrixMode(GL_MODELVIEW);
|
---|
| 412 | glLoadIdentity();
|
---|
[746] | 413 |
|
---|
[2572] | 414 | glFrontFace(GL_CCW);
|
---|
| 415 | glCullFace(GL_BACK);
|
---|
[746] | 416 |
|
---|
[2572] | 417 | glShadeModel(GL_FLAT);
|
---|
| 418 | glDepthFunc(GL_LESS );
|
---|
| 419 | glEnable(GL_DEPTH_TEST);
|
---|
| 420 | glEnable(GL_CULL_FACE);
|
---|
[2538] | 421 |
|
---|
[2572] | 422 | InitExtensions();
|
---|
| 423 |
|
---|
| 424 | glTexEnvi(GL_TEXTURE_ENV, GL_TEXTURE_ENV_MODE, GL_REPLACE);
|
---|
| 425 |
|
---|
| 426 | glEnable(GL_NORMALIZE);
|
---|
| 427 |
|
---|
[2604] | 428 | glClearColor(0.0f, 0.0f, 0.0f, 1.0f);
|
---|
[2572] | 429 |
|
---|
| 430 | OcclusionQuery::GenQueries(mOcclusionQueries, 10);
|
---|
| 431 |
|
---|
[2601] | 432 | SceneGraphInterior *interior = mSceneGraph->GetRoot();
|
---|
| 433 |
|
---|
| 434 | SceneGraphNodeContainer::iterator ni = interior->mChildren.begin();
|
---|
| 435 |
|
---|
| 436 | for (; ni != interior->mChildren.end(); ni++)
|
---|
| 437 | {
|
---|
| 438 | CreateVertexArrays(static_cast<SceneGraphLeaf *>(*ni));
|
---|
| 439 | }
|
---|
[589] | 440 | }
|
---|
| 441 |
|
---|
[746] | 442 |
|
---|
[589] | 443 | void
|
---|
[811] | 444 | GlRenderer::SetupProjection(const int w, const int h, const float angle)
|
---|
[589] | 445 | {
|
---|
| 446 | glViewport(0, 0, w, h);
|
---|
| 447 | glMatrixMode(GL_PROJECTION);
|
---|
| 448 | glLoadIdentity();
|
---|
[811] | 449 | gluPerspective(angle, 1.0, 0.1, 2.0*Magnitude(mSceneGraph->GetBox().Diagonal()));
|
---|
[589] | 450 | glMatrixMode(GL_MODELVIEW);
|
---|
| 451 | }
|
---|
| 452 |
|
---|
[1581] | 453 |
|
---|
| 454 |
|
---|
[589] | 455 | void
|
---|
| 456 | GlRenderer::SetupCamera()
|
---|
| 457 | {
|
---|
[2544] | 458 | Vector3 target = mViewPoint + mViewDirection;
|
---|
| 459 |
|
---|
| 460 | Vector3 up(0,1,0);
|
---|
| 461 |
|
---|
[2582] | 462 | if (fabs(DotProd(mViewDirection, up)) > 0.99f)
|
---|
| 463 | up = Vector3(1, 0, 0);
|
---|
[2544] | 464 |
|
---|
| 465 | glLoadIdentity();
|
---|
| 466 | gluLookAt(mViewPoint.x, mViewPoint.y, mViewPoint.z,
|
---|
| 467 | target.x, target.y, target.z,
|
---|
| 468 | up.x, up.y, up.z);
|
---|
[589] | 469 | }
|
---|
| 470 |
|
---|
[2620] | 471 |
|
---|
| 472 |
|
---|
[1145] | 473 | void
|
---|
| 474 | GlRenderer::_RenderScene()
|
---|
| 475 | {
|
---|
[2619] | 476 |
|
---|
| 477 | ObjectContainer::const_iterator oi = mObjects.begin();
|
---|
| 478 | for (; oi != mObjects.end(); oi++)
|
---|
| 479 | RenderIntersectable(*oi);
|
---|
[1145] | 480 | }
|
---|
| 481 |
|
---|
[2538] | 482 | void GlRenderer::_RenderSceneTrianglesWithDrawArrays()
|
---|
[2002] | 483 | {
|
---|
[2538] | 484 | EnableDrawArrays();
|
---|
| 485 |
|
---|
| 486 | if (mUseVbos)
|
---|
| 487 | glBindBufferARB(GL_ARRAY_BUFFER_ARB, mVboId);
|
---|
[2002] | 488 |
|
---|
[2539] | 489 | int offset = (int)mObjects.size() * 3;
|
---|
[2538] | 490 | char *arrayPtr = mUseVbos ? NULL : (char *)mData;
|
---|
[2002] | 491 |
|
---|
[2538] | 492 | glVertexPointer(3, GL_FLOAT, 0, (char *)arrayPtr);
|
---|
| 493 | glNormalPointer(GL_FLOAT, 0, (char *)arrayPtr + offset * sizeof(Vector3));
|
---|
| 494 |
|
---|
[2539] | 495 | glDrawArrays(GL_TRIANGLES, 0, (int)mObjects.size() * 3);
|
---|
[2538] | 496 | //DisableDrawArrays();
|
---|
| 497 | }
|
---|
| 498 |
|
---|
| 499 |
|
---|
[2615] | 500 | void GlRenderer::_RenderDynamicObject(SceneGraphLeaf *leaf)
|
---|
| 501 | {
|
---|
| 502 | // apply world transform before rendering
|
---|
| 503 | Matrix4x4 m;
|
---|
| 504 | leaf->GetTransform(m);
|
---|
| 505 |
|
---|
| 506 | glPushMatrix();
|
---|
| 507 | glMultMatrixf((float *)m.x);
|
---|
| 508 |
|
---|
| 509 | glBegin(GL_TRIANGLES);
|
---|
| 510 |
|
---|
| 511 | ObjectContainer::const_iterator oi = leaf->mGeometry.begin();
|
---|
| 512 | for (; oi != leaf->mGeometry.end(); oi++)
|
---|
| 513 | {
|
---|
| 514 | TriangleIntersectable *object = (TriangleIntersectable *)*oi;
|
---|
| 515 | Triangle3 *t = &(object->GetItem());
|
---|
| 516 |
|
---|
| 517 | Vector3 normal = t->GetNormal();
|
---|
| 518 | glNormal3f(normal.x, normal.y, normal.z);
|
---|
| 519 |
|
---|
| 520 | glVertex3f(t->mVertices[0].x, t->mVertices[0].y, t->mVertices[0].z);
|
---|
| 521 | glVertex3f(t->mVertices[1].x, t->mVertices[1].y, t->mVertices[1].z);
|
---|
| 522 | glVertex3f(t->mVertices[2].x, t->mVertices[2].y, t->mVertices[2].z);
|
---|
| 523 |
|
---|
| 524 | }
|
---|
| 525 |
|
---|
| 526 | glEnd();
|
---|
[2638] | 527 |
|
---|
| 528 | glPopMatrix();
|
---|
[2615] | 529 |
|
---|
[2638] | 530 | #if 1
|
---|
| 531 | // test the box of the object
|
---|
| 532 | AxisAlignedBox3 box = leaf->GetBox();
|
---|
| 533 | RenderBox(box);
|
---|
| 534 | #endif
|
---|
[2615] | 535 | }
|
---|
| 536 |
|
---|
| 537 |
|
---|
| 538 |
|
---|
[2538] | 539 | void GlRenderer::_RenderSceneTriangles()
|
---|
| 540 | {
|
---|
| 541 | glBegin(GL_TRIANGLES);
|
---|
| 542 |
|
---|
| 543 | ObjectContainer::const_iterator oi = mObjects.begin();
|
---|
| 544 | for (; oi != mObjects.end(); oi++) {
|
---|
| 545 |
|
---|
[2620] | 546 | if ((*oi)->Type() == Intersectable::TRIANGLE_INTERSECTABLE) {
|
---|
[2538] | 547 | TriangleIntersectable *object = (TriangleIntersectable *)*oi;
|
---|
[2575] | 548 | Triangle3 *t = &(object->GetItem());
|
---|
[2538] | 549 |
|
---|
[2575] | 550 | Vector3 normal = t->GetNormal();
|
---|
[2538] | 551 | glNormal3f(normal.x, normal.y, normal.z);
|
---|
[2575] | 552 | glVertex3f(t->mVertices[0].x, t->mVertices[0].y, t->mVertices[0].z);
|
---|
| 553 | glVertex3f(t->mVertices[1].x, t->mVertices[1].y, t->mVertices[1].z);
|
---|
| 554 | glVertex3f(t->mVertices[2].x, t->mVertices[2].y, t->mVertices[2].z);
|
---|
[2620] | 555 | }
|
---|
[2002] | 556 | }
|
---|
| 557 |
|
---|
[2538] | 558 | glEnd();
|
---|
[2002] | 559 | }
|
---|
| 560 |
|
---|
[2538] | 561 |
|
---|
[1145] | 562 | bool
|
---|
| 563 | GlRenderer::RenderScene()
|
---|
| 564 | {
|
---|
[2619] | 565 | mCurrentFrame++;
|
---|
| 566 |
|
---|
| 567 | Intersectable::NewMail();
|
---|
[2615] | 568 | #if DYNAMIC_OBJECTS_HACK
|
---|
[2609] | 569 | Preprocessor *p = mViewCellsManager->GetPreprocessor();
|
---|
| 570 | // handle dynamic objects
|
---|
| 571 | DynamicObjectsContainer::const_iterator dit, dit_end = p->mDynamicObjects.end();
|
---|
| 572 |
|
---|
| 573 | for (dit = p->mDynamicObjects.begin(); dit != dit_end; ++ dit)
|
---|
| 574 | {
|
---|
[2615] | 575 | #if USE_TRANSFORMED_MESH_INSTANCE_HACK
|
---|
| 576 | RenderIntersectable(*dit);
|
---|
| 577 | #else
|
---|
| 578 | _RenderDynamicObject(*dit);
|
---|
| 579 | #endif
|
---|
[2609] | 580 | }
|
---|
[2615] | 581 | #endif
|
---|
[2538] | 582 | #if 1
|
---|
[2600] | 583 | _RenderSceneTrianglesWithDrawArrays();
|
---|
| 584 |
|
---|
[2538] | 585 | #else
|
---|
[2600] | 586 | static int glList = -1;
|
---|
| 587 | if (mUseGlLists) {
|
---|
| 588 | if (glList == -1) {
|
---|
| 589 | glList = glGenLists(1);
|
---|
| 590 | glNewList(glList, GL_COMPILE);
|
---|
| 591 | _RenderSceneTriangles();
|
---|
| 592 | glEndList();
|
---|
| 593 | }
|
---|
| 594 |
|
---|
| 595 | glCallList(glList);
|
---|
| 596 | } else
|
---|
| 597 | _RenderSceneTriangles();
|
---|
| 598 |
|
---|
[2538] | 599 | #endif
|
---|
[2600] | 600 | return true;
|
---|
[1145] | 601 | }
|
---|
| 602 |
|
---|
| 603 |
|
---|
[589] | 604 | void
|
---|
[2538] | 605 | GlRendererBuffer::EvalQueryWithItemBuffer()
|
---|
[997] | 606 | {
|
---|
| 607 | // read back the texture
|
---|
| 608 | glReadPixels(0, 0,
|
---|
| 609 | GetWidth(), GetHeight(),
|
---|
| 610 | GL_RGBA,
|
---|
| 611 | GL_UNSIGNED_BYTE,
|
---|
| 612 | mPixelBuffer);
|
---|
| 613 |
|
---|
| 614 |
|
---|
| 615 | unsigned int *p = mPixelBuffer;
|
---|
| 616 |
|
---|
| 617 | for (int y = 0; y < GetHeight(); y++)
|
---|
| 618 | {
|
---|
| 619 | for (int x = 0; x < GetWidth(); x++, p++)
|
---|
| 620 | {
|
---|
| 621 | unsigned int id = (*p) & 0xFFFFFF;
|
---|
| 622 |
|
---|
| 623 | if (id != 0xFFFFFF)
|
---|
[2053] | 624 | {
|
---|
[997] | 625 | ++ mObjects[id]->mCounter;
|
---|
[2053] | 626 | }
|
---|
[997] | 627 | }
|
---|
| 628 | }
|
---|
| 629 | }
|
---|
| 630 |
|
---|
[1145] | 631 |
|
---|
| 632 |
|
---|
| 633 | /****************************************************************/
|
---|
| 634 | /* GlRendererBuffer implementation */
|
---|
| 635 | /****************************************************************/
|
---|
| 636 |
|
---|
| 637 |
|
---|
| 638 |
|
---|
| 639 | GlRendererBuffer::GlRendererBuffer(SceneGraph *sceneGraph,
|
---|
| 640 | ViewCellsManager *viewcells,
|
---|
| 641 | KdTree *tree):
|
---|
| 642 | GlRenderer(sceneGraph, viewcells, tree)
|
---|
[2538] | 643 | {
|
---|
| 644 | mPixelBuffer = NULL;
|
---|
[1785] | 645 | // implement width and height in subclasses
|
---|
[1145] | 646 | }
|
---|
| 647 |
|
---|
| 648 |
|
---|
[997] | 649 | void
|
---|
| 650 | GlRendererBuffer::EvalQueryWithOcclusionQueries(
|
---|
| 651 | //RenderCostSample &sample
|
---|
| 652 | )
|
---|
| 653 | {
|
---|
| 654 | glDepthFunc(GL_LEQUAL);
|
---|
| 655 |
|
---|
| 656 | glColorMask(GL_FALSE, GL_FALSE, GL_FALSE, GL_FALSE);
|
---|
| 657 | glDepthMask(GL_FALSE);
|
---|
[1000] | 658 |
|
---|
| 659 |
|
---|
| 660 | // simulate detectemptyviewspace using backface culling
|
---|
[1001] | 661 | if (mDetectEmptyViewSpace)
|
---|
[997] | 662 | {
|
---|
[1000] | 663 | glEnable(GL_CULL_FACE);
|
---|
[1001] | 664 | //cout << "culling" << endl;
|
---|
[1000] | 665 | }
|
---|
| 666 | else
|
---|
| 667 | {
|
---|
[1001] | 668 | //cout << "not culling" << endl;
|
---|
[1000] | 669 | glDisable(GL_CULL_FACE);
|
---|
[1001] | 670 | }
|
---|
[1000] | 671 |
|
---|
| 672 |
|
---|
[1001] | 673 | //const int numQ = 1;
|
---|
| 674 | const int numQ = (int)mOcclusionQueries.size();
|
---|
[1000] | 675 |
|
---|
[1001] | 676 | //glFinish();
|
---|
| 677 | #if 0
|
---|
[1000] | 678 | //-- now issue queries for all objects
|
---|
| 679 | for (int j = 0; j < (int)mObjects.size(); ++ j)
|
---|
[1001] | 680 | {
|
---|
| 681 | mOcclusionQueries[j]->BeginQuery();
|
---|
| 682 | RenderIntersectable(mObjects[j]);
|
---|
| 683 | mOcclusionQueries[j]->EndQuery();
|
---|
| 684 |
|
---|
| 685 | unsigned int pixelCount;
|
---|
| 686 |
|
---|
| 687 | pixelCount = mOcclusionQueries[j]->GetQueryResult();
|
---|
[2053] | 688 |
|
---|
[1001] | 689 | mObjects[j]->mCounter += pixelCount;
|
---|
| 690 | }
|
---|
| 691 | #else
|
---|
| 692 |
|
---|
| 693 | int q = 0;
|
---|
| 694 |
|
---|
| 695 | //-- now issue queries for all objects
|
---|
| 696 | for (int j = 0; j < (int)mObjects.size(); j += q)
|
---|
[1000] | 697 | {
|
---|
[1001] | 698 | for (q = 0; ((j + q) < (int)mObjects.size()) && (q < numQ); ++ q)
|
---|
[997] | 699 | {
|
---|
[1000] | 700 | //glFinish();
|
---|
[1001] | 701 | mOcclusionQueries[q]->BeginQuery();
|
---|
[1000] | 702 |
|
---|
[997] | 703 | RenderIntersectable(mObjects[j + q]);
|
---|
[1000] | 704 |
|
---|
[1001] | 705 | mOcclusionQueries[q]->EndQuery();
|
---|
[1000] | 706 | //glFinish();
|
---|
[997] | 707 | }
|
---|
[1001] | 708 | //cout << "q: " << q << endl;
|
---|
[997] | 709 | // collect results of the queries
|
---|
[1001] | 710 | for (int t = 0; t < q; ++ t)
|
---|
[997] | 711 | {
|
---|
| 712 | unsigned int pixelCount;
|
---|
[1001] | 713 |
|
---|
[997] | 714 | //-- reenable other state
|
---|
[1001] | 715 | #if 0
|
---|
| 716 | bool available;
|
---|
| 717 |
|
---|
[997] | 718 | do
|
---|
| 719 | {
|
---|
[1001] | 720 | available = mOcclusionQueries[t]->ResultAvailable();
|
---|
| 721 |
|
---|
| 722 | if (!available) cout << "W";
|
---|
[997] | 723 | }
|
---|
[1001] | 724 | while (!available);
|
---|
[997] | 725 | #endif
|
---|
| 726 |
|
---|
[1001] | 727 | pixelCount = mOcclusionQueries[t]->GetQueryResult();
|
---|
[997] | 728 |
|
---|
[1001] | 729 | //if (pixelCount > 0)
|
---|
| 730 | // cout <<"o="<<j+q<<" q="<<mOcclusionQueries[q]->GetQueryId()<<" pc="<<pixelCount<<" ";
|
---|
| 731 | mObjects[j + t]->mCounter += pixelCount;
|
---|
[2053] | 732 |
|
---|
[997] | 733 | }
|
---|
| 734 |
|
---|
[1001] | 735 | //j += q;
|
---|
[997] | 736 | }
|
---|
[1001] | 737 | #endif
|
---|
| 738 | //glFinish();
|
---|
[997] | 739 | glColorMask(GL_TRUE, GL_TRUE, GL_TRUE, GL_TRUE);
|
---|
| 740 | glDepthMask(GL_TRUE);
|
---|
[1000] | 741 |
|
---|
| 742 | glEnable(GL_CULL_FACE);
|
---|
[997] | 743 | }
|
---|
| 744 |
|
---|
| 745 |
|
---|
| 746 | void
|
---|
[1931] | 747 | GlRenderer::RandomViewPoint()
|
---|
[1001] | 748 | {
|
---|
[589] | 749 | // do not use this function since it could return different viewpoints for
|
---|
| 750 | // different executions of the algorithm
|
---|
| 751 |
|
---|
[1112] | 752 | // mViewCellsManager->GetViewPoint(mViewPoint);
|
---|
[589] | 753 |
|
---|
| 754 | while (1) {
|
---|
| 755 | Vector3 pVector = Vector3(halton.GetNumber(1),
|
---|
| 756 | halton.GetNumber(2),
|
---|
| 757 | halton.GetNumber(3));
|
---|
| 758 |
|
---|
[1112] | 759 | mViewPoint = mViewCellsManager->GetViewSpaceBox().GetPoint(pVector);
|
---|
[589] | 760 | ViewCell *v = mViewCellsManager->GetViewCell(mViewPoint);
|
---|
| 761 | if (v && v->GetValid())
|
---|
| 762 | break;
|
---|
| 763 | // generate a new vector
|
---|
| 764 | halton.GenerateNext();
|
---|
| 765 | }
|
---|
| 766 |
|
---|
| 767 | Vector3 dVector = Vector3(2*M_PI*halton.GetNumber(4),
|
---|
| 768 | M_PI*halton.GetNumber(5),
|
---|
| 769 | 0.0f);
|
---|
| 770 |
|
---|
| 771 | mViewDirection = Normalize(Vector3(sin(dVector.x),
|
---|
[2614] | 772 | // cos(dVector.y),
|
---|
[589] | 773 | 0.0f,
|
---|
| 774 | cos(dVector.x)));
|
---|
| 775 | halton.GenerateNext();
|
---|
| 776 | }
|
---|
| 777 |
|
---|
| 778 |
|
---|
[1585] | 779 | void
|
---|
| 780 | GlRenderer::RenderBox(const AxisAlignedBox3 &box)
|
---|
| 781 | {
|
---|
| 782 |
|
---|
| 783 | glBegin(GL_LINE_LOOP);
|
---|
| 784 | glVertex3d(box.Min().x, box.Max().y, box.Min().z );
|
---|
| 785 | glVertex3d(box.Max().x, box.Max().y, box.Min().z );
|
---|
| 786 | glVertex3d(box.Max().x, box.Min().y, box.Min().z );
|
---|
| 787 | glVertex3d(box.Min().x, box.Min().y, box.Min().z );
|
---|
| 788 | glEnd();
|
---|
| 789 |
|
---|
| 790 | glBegin(GL_LINE_LOOP);
|
---|
| 791 | glVertex3d(box.Min().x, box.Min().y, box.Max().z );
|
---|
| 792 | glVertex3d(box.Max().x, box.Min().y, box.Max().z );
|
---|
| 793 | glVertex3d(box.Max().x, box.Max().y, box.Max().z );
|
---|
| 794 | glVertex3d(box.Min().x, box.Max().y, box.Max().z );
|
---|
| 795 | glEnd();
|
---|
| 796 |
|
---|
| 797 | glBegin(GL_LINE_LOOP);
|
---|
| 798 | glVertex3d(box.Max().x, box.Min().y, box.Min().z );
|
---|
| 799 | glVertex3d(box.Max().x, box.Min().y, box.Max().z );
|
---|
| 800 | glVertex3d(box.Max().x, box.Max().y, box.Max().z );
|
---|
| 801 | glVertex3d(box.Max().x, box.Max().y, box.Min().z );
|
---|
| 802 | glEnd();
|
---|
| 803 |
|
---|
| 804 | glBegin(GL_LINE_LOOP);
|
---|
| 805 | glVertex3d(box.Min().x, box.Min().y, box.Min().z );
|
---|
| 806 | glVertex3d(box.Min().x, box.Min().y, box.Max().z );
|
---|
| 807 | glVertex3d(box.Min().x, box.Max().y, box.Max().z );
|
---|
| 808 | glVertex3d(box.Min().x, box.Max().y, box.Min().z );
|
---|
| 809 | glEnd();
|
---|
| 810 |
|
---|
| 811 | glBegin(GL_LINE_LOOP);
|
---|
| 812 | glVertex3d(box.Min().x, box.Min().y, box.Min().z );
|
---|
| 813 | glVertex3d(box.Max().x, box.Min().y, box.Min().z );
|
---|
| 814 | glVertex3d(box.Max().x, box.Min().y, box.Max().z );
|
---|
| 815 | glVertex3d(box.Min().x, box.Min().y, box.Max().z );
|
---|
| 816 | glEnd();
|
---|
| 817 |
|
---|
| 818 | glBegin(GL_LINE_LOOP);
|
---|
| 819 | glVertex3d(box.Min().x, box.Max().y, box.Min().z );
|
---|
| 820 | glVertex3d(box.Max().x, box.Max().y, box.Min().z );
|
---|
| 821 | glVertex3d(box.Max().x, box.Max().y, box.Max().z );
|
---|
| 822 | glVertex3d(box.Min().x, box.Max().y, box.Max().z );
|
---|
| 823 |
|
---|
| 824 | glEnd();
|
---|
| 825 |
|
---|
[811] | 826 | }
|
---|
[1585] | 827 |
|
---|
| 828 | void
|
---|
| 829 | GlRenderer::RenderBvhNode(BvhNode *node)
|
---|
| 830 | {
|
---|
| 831 | if (node->IsLeaf()) {
|
---|
| 832 | BvhLeaf *leaf = (BvhLeaf *) node;
|
---|
[1785] | 833 |
|
---|
| 834 | #if 0
|
---|
| 835 | if (leaf->mGlList == 0) {
|
---|
| 836 | leaf->mGlList = glGenLists(1);
|
---|
| 837 | if (leaf->mGlList != 0)
|
---|
| 838 | glNewList(leaf->mGlList, GL_COMPILE);
|
---|
| 839 |
|
---|
| 840 | for (int i=0; i < leaf->mObjects.size(); i++)
|
---|
| 841 | RenderIntersectable(leaf->mObjects[i]);
|
---|
| 842 |
|
---|
| 843 | if (leaf->mGlList != 0)
|
---|
| 844 | glEndList();
|
---|
| 845 | }
|
---|
| 846 |
|
---|
| 847 | if (leaf->mGlList != 0)
|
---|
| 848 | glCallList(leaf->mGlList);
|
---|
| 849 | #else
|
---|
[1983] | 850 | for (int i=0; i < leaf->mObjects.size(); i++)
|
---|
| 851 | RenderIntersectable(leaf->mObjects[i]);
|
---|
[1785] | 852 | #endif
|
---|
[1585] | 853 | } else {
|
---|
| 854 | BvhInterior *in = (BvhInterior *)node;
|
---|
| 855 | RenderBvhNode(in->GetBack());
|
---|
| 856 | RenderBvhNode(in->GetFront());
|
---|
| 857 | }
|
---|
[1594] | 858 | }
|
---|
| 859 |
|
---|
| 860 | void
|
---|
| 861 | GlRenderer::RenderKdNode(KdNode *node)
|
---|
| 862 | {
|
---|
[2620] | 863 | if (node->IsLeaf())
|
---|
[2538] | 864 | {
|
---|
[2613] | 865 | #if !EVAL_ERROR
|
---|
[2538] | 866 | RenderKdLeaf(static_cast<KdLeaf *>(node));
|
---|
| 867 | #else
|
---|
[2619] | 868 | KdLeaf *leaf = static_cast<KdLeaf *>(node);
|
---|
[2538] | 869 | for (int i=0; i < leaf->mObjects.size(); i++)
|
---|
[2619] | 870 | {
|
---|
[2538] | 871 | RenderIntersectable(leaf->mObjects[i]);
|
---|
[2620] | 872 |
|
---|
[2619] | 873 | }
|
---|
[2538] | 874 | #endif
|
---|
| 875 | }
|
---|
| 876 | else
|
---|
| 877 | {
|
---|
[2619] | 878 | KdInterior *inter = static_cast<KdInterior *>(node);
|
---|
| 879 | RenderKdNode(inter->mBack);
|
---|
| 880 | RenderKdNode(inter->mFront);
|
---|
[1594] | 881 | }
|
---|
[1585] | 882 | }
|
---|
| 883 |
|
---|
[1785] | 884 |
|
---|
| 885 |
|
---|
| 886 |
|
---|
| 887 | void
|
---|
| 888 | GlRendererBuffer::EvalRenderCostSample(RenderCostSample &sample,
|
---|
| 889 | const bool useOcclusionQueries,
|
---|
| 890 | const int threshold
|
---|
| 891 | )
|
---|
| 892 | {
|
---|
[2543] | 893 | // choose a random view point
|
---|
| 894 | mViewCellsManager->GetViewPoint(mViewPoint);
|
---|
| 895 | sample.mPosition = mViewPoint;
|
---|
| 896 | //cout << "viewpoint: " << mViewPoint << endl;
|
---|
| 897 |
|
---|
| 898 | // take a render cost sample by rendering a cube
|
---|
| 899 | Vector3 directions[6];
|
---|
| 900 |
|
---|
| 901 | directions[0] = Vector3(1,0,0);
|
---|
| 902 | directions[1] = Vector3(0,1,0);
|
---|
| 903 | directions[2] = Vector3(0,0,1);
|
---|
| 904 | directions[3] = Vector3(-1,0,0);
|
---|
| 905 | directions[4] = Vector3(0,-1,0);
|
---|
| 906 | directions[5] = Vector3(0,0,-1);
|
---|
| 907 |
|
---|
| 908 | sample.mVisibleObjects = 0;
|
---|
| 909 |
|
---|
| 910 | // reset object counters
|
---|
| 911 | ObjectContainer::const_iterator it, it_end = mObjects.end();
|
---|
| 912 |
|
---|
| 913 | for (it = mObjects.begin(); it != it_end; ++ it)
|
---|
[1785] | 914 | {
|
---|
[2543] | 915 | (*it)->mCounter = 0;
|
---|
| 916 |
|
---|
[1785] | 917 | }
|
---|
| 918 |
|
---|
[2543] | 919 | ++ mFrame;
|
---|
| 920 |
|
---|
| 921 | //glCullFace(GL_FRONT);
|
---|
| 922 | glCullFace(GL_BACK);
|
---|
| 923 | glDisable(GL_CULL_FACE);
|
---|
| 924 |
|
---|
| 925 |
|
---|
[1785] | 926 | // query all 6 directions for a full point sample
|
---|
[2543] | 927 | for (int i = 0; i < 6; ++ i)
|
---|
[1785] | 928 | {
|
---|
[2543] | 929 | mViewDirection = directions[i];
|
---|
| 930 | SetupCamera();
|
---|
| 931 |
|
---|
| 932 | glClearColor(1.0f, 1.0f, 1.0f, 1.0f);
|
---|
| 933 | glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT);
|
---|
| 934 | //glColorMask(GL_TRUE, GL_TRUE, GL_TRUE, GL_TRUE); glDepthMask(GL_TRUE);
|
---|
| 935 | glDepthFunc(GL_LESS);
|
---|
| 936 |
|
---|
| 937 | mUseFalseColors = true;
|
---|
| 938 |
|
---|
| 939 | // the actual scene rendering fills the depth (for occlusion queries)
|
---|
| 940 | // and the frame buffer (for item buffer)
|
---|
| 941 | RenderScene();
|
---|
| 942 |
|
---|
| 943 |
|
---|
| 944 | if (0)
|
---|
[1785] | 945 | {
|
---|
[2543] | 946 | char filename[256];
|
---|
| 947 | sprintf(filename, "snap/frame-%04d-%d.png", mFrame, i);
|
---|
| 948 | // QImage im = toImage();
|
---|
| 949 | // im.save(filename, "PNG");
|
---|
[1785] | 950 | }
|
---|
[2543] | 951 |
|
---|
| 952 | // evaluate the sample
|
---|
| 953 | if (useOcclusionQueries)
|
---|
[1785] | 954 | {
|
---|
[2543] | 955 | EvalQueryWithOcclusionQueries();
|
---|
[1785] | 956 | }
|
---|
[2543] | 957 | else
|
---|
[1785] | 958 | {
|
---|
[2543] | 959 | EvalQueryWithItemBuffer();
|
---|
[1785] | 960 | }
|
---|
| 961 | }
|
---|
[2543] | 962 |
|
---|
| 963 | // now evaluate the statistics over that sample
|
---|
| 964 | // currently only the number of visible objects is taken into account
|
---|
| 965 | sample.Reset();
|
---|
| 966 |
|
---|
| 967 | for (it = mObjects.begin(); it != it_end; ++ it)
|
---|
[1785] | 968 | {
|
---|
[2543] | 969 | Intersectable *obj = *it;
|
---|
| 970 | if (obj->mCounter >= threshold)
|
---|
[1785] | 971 | {
|
---|
[2543] | 972 | ++ sample.mVisibleObjects;
|
---|
| 973 | sample.mVisiblePixels += obj->mCounter;
|
---|
[1785] | 974 | }
|
---|
| 975 | }
|
---|
[2543] | 976 |
|
---|
| 977 | //cout << "RS=" << sample.mVisibleObjects << " ";
|
---|
[1585] | 978 | }
|
---|
[1785] | 979 |
|
---|
| 980 |
|
---|
| 981 | GlRendererBuffer::~GlRendererBuffer()
|
---|
| 982 | {
|
---|
[1990] | 983 | #if 0
|
---|
| 984 | #ifdef USE_CG
|
---|
| 985 | if (sCgFragmentProgram)
|
---|
[1785] | 986 | cgDestroyProgram(sCgFragmentProgram);
|
---|
| 987 | if (sCgContext)
|
---|
| 988 | cgDestroyContext(sCgContext);
|
---|
| 989 | #endif
|
---|
[1990] | 990 | #endif
|
---|
[2543] | 991 |
|
---|
[1785] | 992 | }
|
---|
| 993 |
|
---|
| 994 |
|
---|
| 995 | void
|
---|
| 996 | GlRendererBuffer::SampleRenderCost(const int numSamples,
|
---|
| 997 | vector<RenderCostSample> &samples,
|
---|
| 998 | const bool useOcclusionQueries,
|
---|
| 999 | const int threshold
|
---|
| 1000 | )
|
---|
| 1001 | {
|
---|
[2543] | 1002 | MakeCurrent();
|
---|
[1785] | 1003 |
|
---|
[2543] | 1004 | if (mPixelBuffer == NULL)
|
---|
| 1005 | mPixelBuffer = new unsigned int[GetWidth()*GetHeight()];
|
---|
[1785] | 1006 |
|
---|
[2543] | 1007 | // using 90 degree projection to capture 360 view with 6 samples
|
---|
| 1008 | SetupProjection(GetHeight(), GetHeight(), 90.0f);
|
---|
[1785] | 1009 |
|
---|
[2543] | 1010 | //samples.resize(numSamples);
|
---|
| 1011 | halton.Reset();
|
---|
[1785] | 1012 |
|
---|
[2543] | 1013 | // the number of queries queried in batch mode
|
---|
| 1014 | const int numQ = 500;
|
---|
[1785] | 1015 |
|
---|
[2543] | 1016 | //const int numQ = (int)mObjects.size();
|
---|
| 1017 | if (useOcclusionQueries)
|
---|
| 1018 | {
|
---|
| 1019 | cout << "\ngenerating " << numQ << " queries ... ";
|
---|
| 1020 | OcclusionQuery::GenQueries(mOcclusionQueries, numQ);
|
---|
| 1021 | cout << "finished" << endl;
|
---|
| 1022 | }
|
---|
| 1023 |
|
---|
| 1024 | // sampling queries
|
---|
| 1025 | for (int i = 0; i < numSamples; ++ i)
|
---|
| 1026 | {
|
---|
| 1027 | cout << ".";
|
---|
| 1028 | EvalRenderCostSample(samples[i], useOcclusionQueries, threshold);
|
---|
| 1029 | }
|
---|
| 1030 |
|
---|
| 1031 | DoneCurrent();
|
---|
[1785] | 1032 | }
|
---|
| 1033 |
|
---|
| 1034 |
|
---|
| 1035 |
|
---|
| 1036 |
|
---|
[2543] | 1037 |
|
---|
[1785] | 1038 | void
|
---|
[1931] | 1039 | GlRenderer::ClearErrorBuffer()
|
---|
[1785] | 1040 | {
|
---|
| 1041 | for (int i=0; i < mPvsStatFrames; i++) {
|
---|
| 1042 | mPvsErrorBuffer[i].mError = 1.0f;
|
---|
| 1043 | }
|
---|
[2002] | 1044 | mPvsStat.maxError = 0.0f;
|
---|
[1785] | 1045 | }
|
---|
| 1046 |
|
---|
| 1047 |
|
---|
| 1048 | void
|
---|
| 1049 | GlRendererBuffer::EvalPvsStat()
|
---|
| 1050 | {
|
---|
[2048] | 1051 | MakeCurrent();
|
---|
[2049] | 1052 |
|
---|
[2048] | 1053 | GlRenderer::EvalPvsStat();
|
---|
[2049] | 1054 |
|
---|
[2048] | 1055 | DoneCurrent();
|
---|
[1785] | 1056 | // mRenderingFinished.wakeAll();
|
---|
| 1057 | }
|
---|
| 1058 |
|
---|
| 1059 |
|
---|
[2048] | 1060 | void GlRendererBuffer::EvalPvsStat(const SimpleRayContainer &viewPoints)
|
---|
| 1061 | {
|
---|
| 1062 | MakeCurrent();
|
---|
| 1063 |
|
---|
| 1064 | GlRenderer::EvalPvsStat(viewPoints);
|
---|
| 1065 |
|
---|
| 1066 | DoneCurrent();
|
---|
| 1067 | }
|
---|
| 1068 |
|
---|
| 1069 |
|
---|
[1785] | 1070 | void GlRendererBuffer::SampleBeamContributions(Intersectable *sourceObject,
|
---|
| 1071 | Beam &beam,
|
---|
| 1072 | const int desiredSamples,
|
---|
| 1073 | BeamSampleStatistics &stat)
|
---|
| 1074 | {
|
---|
| 1075 | // TODO: should be moved out of here (not to be done every time)
|
---|
| 1076 | // only back faces are interesting for the depth pass
|
---|
| 1077 | glShadeModel(GL_FLAT);
|
---|
| 1078 | glDisable(GL_LIGHTING);
|
---|
| 1079 |
|
---|
| 1080 | // needed to kill the fragments for the front buffer
|
---|
| 1081 | glEnable(GL_ALPHA_TEST);
|
---|
| 1082 | glAlphaFunc(GL_GREATER, 0);
|
---|
| 1083 |
|
---|
| 1084 | // assumes that the beam is constructed and contains kd-tree nodes
|
---|
| 1085 | // and viewcells which it intersects
|
---|
| 1086 |
|
---|
| 1087 |
|
---|
| 1088 | // Get the number of viewpoints to be sampled
|
---|
| 1089 | // Now it is a sqrt but in general a wiser decision could be made.
|
---|
| 1090 | // The less viewpoints the better for rendering performance, since less passes
|
---|
| 1091 | // over the beam is needed.
|
---|
| 1092 | // The viewpoints could actually be generated outside of the bounding box which
|
---|
| 1093 | // would distribute the 'efective viewpoints' of the object surface and thus
|
---|
| 1094 | // with a few viewpoints better sample the viewpoint space....
|
---|
| 1095 |
|
---|
| 1096 | //TODO: comment in
|
---|
| 1097 | //int viewPointSamples = sqrt((float)desiredSamples);
|
---|
| 1098 | int viewPointSamples = max(desiredSamples / (GetWidth() * GetHeight()), 1);
|
---|
| 1099 |
|
---|
| 1100 | // the number of direction samples per pass is given by the number of viewpoints
|
---|
| 1101 | int directionalSamples = desiredSamples / viewPointSamples;
|
---|
| 1102 |
|
---|
| 1103 | Debug << "directional samples: " << directionalSamples << endl;
|
---|
| 1104 | for (int i = 0; i < viewPointSamples; ++ i)
|
---|
| 1105 | {
|
---|
| 1106 | Vector3 viewPoint = beam.mBox.GetRandomPoint();
|
---|
| 1107 |
|
---|
| 1108 | // perhaps the viewpoint should be shifted back a little bit so that it always lies
|
---|
| 1109 | // inside the source object
|
---|
| 1110 | // 'ideally' the viewpoints would be distributed on the soureObject surface, but this
|
---|
| 1111 | // would require more complicated sampling (perhaps hierarchical rejection sampling of
|
---|
| 1112 | // the object surface is an option here - only the mesh faces which are inside the box
|
---|
| 1113 | // are considered as candidates)
|
---|
| 1114 |
|
---|
| 1115 | SampleViewpointContributions(sourceObject,
|
---|
| 1116 | viewPoint,
|
---|
| 1117 | beam,
|
---|
| 1118 | directionalSamples,
|
---|
| 1119 | stat);
|
---|
| 1120 | }
|
---|
| 1121 |
|
---|
| 1122 |
|
---|
| 1123 | // note:
|
---|
| 1124 | // this routine would be called only if the number of desired samples is sufficiently
|
---|
| 1125 | // large - for other rss tree cells the cpu based sampling is perhaps more efficient
|
---|
| 1126 | // distributing the work between cpu and gpu would also allow us to place more sophisticated
|
---|
| 1127 | // sample distributions (silhouette ones) using the cpu and the jittered once on the GPU
|
---|
| 1128 | // in order that thios scheme is working well the gpu render buffer should run in a separate
|
---|
| 1129 | // thread than the cpu sampler, which would not be such a big problem....
|
---|
| 1130 |
|
---|
| 1131 | // disable alpha test again
|
---|
| 1132 | glDisable(GL_ALPHA_TEST);
|
---|
| 1133 | }
|
---|
| 1134 |
|
---|
| 1135 |
|
---|
| 1136 |
|
---|
| 1137 | void GlRendererBuffer::SampleViewpointContributions(Intersectable *sourceObject,
|
---|
| 1138 | const Vector3 viewPoint,
|
---|
| 1139 | Beam &beam,
|
---|
| 1140 | const int samples,
|
---|
| 1141 | BeamSampleStatistics &stat)
|
---|
| 1142 | {
|
---|
| 1143 | // 1. setup the view port to match the desired samples
|
---|
| 1144 | glViewport(0, 0, samples, samples);
|
---|
| 1145 |
|
---|
| 1146 | // 2. setup the projection matrix and view matrix to match the viewpoint + beam.mDirBox
|
---|
| 1147 | SetupProjectionForViewPoint(viewPoint, beam, sourceObject);
|
---|
| 1148 |
|
---|
| 1149 |
|
---|
| 1150 | // 3. reset z-buffer to 0 and render the source object for the beam
|
---|
| 1151 | // with glCullFace(Enabled) and glFrontFace(GL_CW)
|
---|
| 1152 | // save result to the front depth map
|
---|
| 1153 | // the front depth map holds ray origins
|
---|
| 1154 |
|
---|
| 1155 |
|
---|
| 1156 | // front depth buffer must be initialised to 0
|
---|
| 1157 | float clearDepth;
|
---|
| 1158 |
|
---|
| 1159 | glGetFloatv(GL_DEPTH_CLEAR_VALUE, &clearDepth);
|
---|
| 1160 | glClearDepth(0.0f);
|
---|
| 1161 | glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT | GL_STENCIL_BUFFER_BIT);
|
---|
| 1162 |
|
---|
| 1163 |
|
---|
| 1164 | // glFrontFace(GL_CCW);
|
---|
| 1165 | glEnable(GL_CULL_FACE);
|
---|
| 1166 | glCullFace(GL_FRONT);
|
---|
| 1167 | glColorMask(0, 0, 0, 0);
|
---|
| 1168 |
|
---|
| 1169 |
|
---|
| 1170 | // stencil is increased where the source object is located
|
---|
| 1171 | glEnable(GL_STENCIL_TEST);
|
---|
| 1172 | glStencilFunc(GL_ALWAYS, 0x1, 0x1);
|
---|
| 1173 | glStencilOp(GL_REPLACE, GL_REPLACE, GL_REPLACE);
|
---|
| 1174 |
|
---|
| 1175 |
|
---|
| 1176 | #if 0
|
---|
| 1177 | static int glSourceObjList = -1;
|
---|
| 1178 | if (glSourceObjList != -1)
|
---|
| 1179 | {
|
---|
| 1180 | glSourceObjList = glGenLists(1);
|
---|
| 1181 | glNewList(glSourceObjList, GL_COMPILE);
|
---|
| 1182 |
|
---|
| 1183 | RenderIntersectable(sourceObject);
|
---|
| 1184 |
|
---|
| 1185 | glEndList();
|
---|
| 1186 | }
|
---|
| 1187 | glCallList(glSourceObjList);
|
---|
| 1188 |
|
---|
| 1189 | #else
|
---|
| 1190 | RenderIntersectable(sourceObject);
|
---|
| 1191 |
|
---|
| 1192 | #endif
|
---|
| 1193 |
|
---|
| 1194 | // copy contents of the front depth buffer into depth texture
|
---|
| 1195 | glBindTexture(GL_TEXTURE_2D, frontDepthMap);
|
---|
| 1196 | glCopyTexSubImage2D(GL_TEXTURE_2D, 0, 0, 0, 0, 0, depthMapSize, depthMapSize);
|
---|
| 1197 |
|
---|
| 1198 | // reset clear function
|
---|
| 1199 | glClearDepth(clearDepth);
|
---|
| 1200 |
|
---|
| 1201 |
|
---|
| 1202 | // 4. set up the termination depth buffer (= standard depth buffer)
|
---|
| 1203 | // only rays which have non-zero entry in the origin buffer are valid since
|
---|
| 1204 | // they realy start on the object surface (this is tagged by setting a
|
---|
| 1205 | // stencil buffer bit at step 3).
|
---|
| 1206 |
|
---|
| 1207 | glStencilFunc(GL_EQUAL, 0x1, 0x1);
|
---|
| 1208 | glStencilOp(GL_KEEP, GL_KEEP, GL_KEEP);
|
---|
| 1209 |
|
---|
| 1210 | glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT);
|
---|
| 1211 | glDepthMask(1);
|
---|
| 1212 |
|
---|
| 1213 | glEnable(GL_DEPTH_TEST);
|
---|
| 1214 |
|
---|
| 1215 | glEnable(GL_CULL_FACE);
|
---|
| 1216 | glCullFace(GL_BACK);
|
---|
| 1217 |
|
---|
| 1218 | // setup front depth buffer
|
---|
| 1219 | glEnable(GL_TEXTURE_2D);
|
---|
| 1220 |
|
---|
[1990] | 1221 | #if 0
|
---|
| 1222 | #ifdef USE_CG
|
---|
[1785] | 1223 | // bind pixel shader implementing the front depth buffer functionality
|
---|
| 1224 | cgGLBindProgram(sCgFragmentProgram);
|
---|
| 1225 | cgGLEnableProfile(sCgFragmentProfile);
|
---|
| 1226 | #endif
|
---|
[1990] | 1227 | #endif
|
---|
[1785] | 1228 | // 5. render all objects inside the beam
|
---|
| 1229 | // we can use id based false color to read them back for gaining the pvs
|
---|
| 1230 |
|
---|
| 1231 | glColorMask(1, 1, 1, 1);
|
---|
| 1232 |
|
---|
| 1233 |
|
---|
| 1234 | // if objects not stored in beam => extract objects
|
---|
| 1235 | if (beam.mFlags & !Beam::STORE_OBJECTS)
|
---|
| 1236 | {
|
---|
| 1237 | vector<KdNode *>::const_iterator it, it_end = beam.mKdNodes.end();
|
---|
| 1238 |
|
---|
| 1239 | Intersectable::NewMail();
|
---|
| 1240 | for (it = beam.mKdNodes.begin(); it != it_end; ++ it)
|
---|
| 1241 | {
|
---|
| 1242 | mKdTree->CollectObjects(*it, beam.mObjects);
|
---|
| 1243 | }
|
---|
| 1244 | }
|
---|
| 1245 |
|
---|
| 1246 |
|
---|
| 1247 | // (objects can be compiled to a gl list now so that subsequent rendering for
|
---|
| 1248 | // this beam is fast - the same hold for step 3)
|
---|
| 1249 | // Afterwards we have two depth buffers defining the ray origin and termination
|
---|
| 1250 |
|
---|
| 1251 |
|
---|
| 1252 | #if 0
|
---|
| 1253 | static int glObjList = -1;
|
---|
| 1254 | if (glObjList != -1)
|
---|
| 1255 | {
|
---|
| 1256 | glObjList = glGenLists(1);
|
---|
| 1257 | glNewList(glObjList, GL_COMPILE);
|
---|
| 1258 |
|
---|
| 1259 | ObjectContainer::const_iterator it, it_end = beam.mObjects.end();
|
---|
| 1260 | for (it = beam.mObjects.begin(); it != it_end; ++ it)
|
---|
| 1261 | {
|
---|
| 1262 | // render all objects except the source object
|
---|
| 1263 | if (*it != sourceObject)
|
---|
| 1264 | RenderIntersectable(*it);
|
---|
| 1265 | }
|
---|
| 1266 |
|
---|
| 1267 | glEndList();
|
---|
| 1268 | }
|
---|
| 1269 |
|
---|
| 1270 | glCallList(glObjList);
|
---|
| 1271 | #else
|
---|
| 1272 | ObjectContainer::const_iterator it, it_end = beam.mObjects.end();
|
---|
| 1273 | for (it = beam.mObjects.begin(); it != it_end; ++ it)
|
---|
| 1274 | {
|
---|
| 1275 | // render all objects except the source object
|
---|
| 1276 | if (*it != sourceObject)
|
---|
| 1277 | RenderIntersectable(*it);
|
---|
| 1278 | }
|
---|
| 1279 | #endif
|
---|
| 1280 |
|
---|
[1935] | 1281 | // 6. Use occlusion queries for all viewcell meshes associated with the beam ->
|
---|
[1785] | 1282 | // a fragment passes if the corresponding stencil fragment is set and its depth is
|
---|
| 1283 | // between origin and termination buffer
|
---|
| 1284 |
|
---|
| 1285 | // create new queries if necessary
|
---|
| 1286 | OcclusionQuery::GenQueries(mOcclusionQueries, (int)beam.mViewCells.size());
|
---|
| 1287 |
|
---|
| 1288 | // check whether any backfacing polygon would pass the depth test?
|
---|
| 1289 | // matt: should check both back /front facing because of dual depth buffer
|
---|
| 1290 | // and danger of cutting the near plane with front facing polys.
|
---|
| 1291 |
|
---|
| 1292 | glColorMask(GL_FALSE, GL_FALSE, GL_FALSE, GL_FALSE);
|
---|
| 1293 | glDepthMask(GL_FALSE);
|
---|
| 1294 | glDisable(GL_CULL_FACE);
|
---|
| 1295 |
|
---|
| 1296 |
|
---|
| 1297 | ViewCellContainer::const_iterator vit, vit_end = beam.mViewCells.end();
|
---|
| 1298 |
|
---|
| 1299 | int queryIdx = 0;
|
---|
| 1300 |
|
---|
| 1301 | for (vit = beam.mViewCells.begin(); vit != vit_end; ++ vit)
|
---|
| 1302 | {
|
---|
| 1303 | mOcclusionQueries[queryIdx ++]->BeginQuery();
|
---|
| 1304 | RenderIntersectable(*vit);
|
---|
| 1305 | mOcclusionQueries[queryIdx]->EndQuery();
|
---|
| 1306 |
|
---|
| 1307 | ++ queryIdx;
|
---|
| 1308 | }
|
---|
| 1309 |
|
---|
| 1310 | // at this point, if possible, go and do some other computation
|
---|
| 1311 |
|
---|
| 1312 | // 7. The number of visible pixels is the number of sample rays which see the source
|
---|
| 1313 | // object from the corresponding viewcell -> remember these values for later update
|
---|
| 1314 | // of the viewcell pvs - or update immediately?
|
---|
| 1315 |
|
---|
| 1316 | queryIdx = 0;
|
---|
| 1317 |
|
---|
| 1318 | for (vit = beam.mViewCells.begin(); vit != vit_end; ++ vit)
|
---|
| 1319 | {
|
---|
| 1320 | // fetch queries
|
---|
| 1321 | unsigned int pixelCount = mOcclusionQueries[queryIdx ++]->GetQueryResult();
|
---|
| 1322 |
|
---|
| 1323 | if (pixelCount)
|
---|
| 1324 | Debug << "view cell " << (*vit)->GetId() << " visible pixels: " << pixelCount << endl;
|
---|
| 1325 | }
|
---|
| 1326 |
|
---|
| 1327 |
|
---|
| 1328 | // 8. Copmpute rendering statistics
|
---|
| 1329 | // In general it is not neccessary to remember to extract all the rays cast. I hope it
|
---|
| 1330 | // would be sufficient to gain only the intergral statistics about the new contributions
|
---|
| 1331 | // and so the rss tree would actually store no new rays (only the initial ones)
|
---|
| 1332 | // the subdivision of the tree would only be driven by the statistics (the glrender could
|
---|
| 1333 | // evaluate the contribution entropy for example)
|
---|
| 1334 | // However might be an option to extract/store only those the rays which made a contribution
|
---|
| 1335 | // (new viewcell has been discovered) or relative contribution greater than a threshold ...
|
---|
| 1336 |
|
---|
| 1337 | ObjectContainer pvsObj;
|
---|
| 1338 | stat.pvsSize = ComputePvs(beam.mObjects, pvsObj);
|
---|
| 1339 |
|
---|
| 1340 | // to gain ray source and termination
|
---|
| 1341 | // copy contents of ray termination buffer into depth texture
|
---|
| 1342 | // and compare with ray source buffer
|
---|
| 1343 | #if 0
|
---|
| 1344 | VssRayContainer rays;
|
---|
| 1345 |
|
---|
| 1346 | glBindTexture(GL_TEXTURE_2D, backDepthMap);
|
---|
| 1347 | glCopyTexSubImage2D(GL_TEXTURE_2D, 0, 0, 0, 0, 0, depthMapSize, depthMapSize);
|
---|
| 1348 |
|
---|
| 1349 | ComputeRays(Intersectable *sourceObj, rays);
|
---|
| 1350 |
|
---|
| 1351 | #endif
|
---|
| 1352 |
|
---|
[1990] | 1353 | ////////
|
---|
[1785] | 1354 | //-- cleanup
|
---|
| 1355 |
|
---|
| 1356 | // reset gl state
|
---|
| 1357 | glColorMask(GL_TRUE, GL_TRUE, GL_TRUE, GL_TRUE);
|
---|
| 1358 | glDepthMask(GL_TRUE);
|
---|
| 1359 | glEnable(GL_CULL_FACE);
|
---|
| 1360 | glDisable(GL_STENCIL_TEST);
|
---|
[1935] | 1361 |
|
---|
[1990] | 1362 | #if 0
|
---|
| 1363 | #ifdef USE_CG
|
---|
[1785] | 1364 | cgGLDisableProfile(sCgFragmentProfile);
|
---|
| 1365 | #endif
|
---|
[1990] | 1366 | #endif
|
---|
| 1367 |
|
---|
[1785] | 1368 | glDisable(GL_TEXTURE_2D);
|
---|
| 1369 |
|
---|
| 1370 | // remove objects from beam
|
---|
| 1371 | if (beam.mFlags & !Beam::STORE_OBJECTS)
|
---|
| 1372 | beam.mObjects.clear();
|
---|
| 1373 | }
|
---|
| 1374 |
|
---|
| 1375 |
|
---|
| 1376 | void GlRendererBuffer::SetupProjectionForViewPoint(const Vector3 &viewPoint,
|
---|
| 1377 | const Beam &beam,
|
---|
| 1378 | Intersectable *sourceObject)
|
---|
| 1379 | {
|
---|
| 1380 | float left, right, bottom, top, znear, zfar;
|
---|
| 1381 |
|
---|
| 1382 | beam.ComputePerspectiveFrustum(left, right, bottom, top, znear, zfar,
|
---|
| 1383 | mSceneGraph->GetBox());
|
---|
| 1384 |
|
---|
| 1385 | //Debug << left << " " << right << " " << bottom << " " << top << " " << znear << " " << zfar << endl;
|
---|
| 1386 | glMatrixMode(GL_PROJECTION);
|
---|
| 1387 | glLoadIdentity();
|
---|
| 1388 | glFrustum(left, right, bottom, top, znear, zfar);
|
---|
| 1389 | //glFrustum(-1, 1, -1, 1, 1, 20000);
|
---|
| 1390 |
|
---|
| 1391 | const Vector3 center = viewPoint + beam.GetMainDirection() * (zfar - znear) * 0.3f;
|
---|
| 1392 | const Vector3 up =
|
---|
| 1393 | Normalize(CrossProd(beam.mPlanes[0].mNormal, beam.mPlanes[4].mNormal));
|
---|
| 1394 |
|
---|
| 1395 | #ifdef GTP_DEBUG
|
---|
| 1396 | Debug << "view point: " << viewPoint << endl;
|
---|
| 1397 | Debug << "eye: " << center << endl;
|
---|
| 1398 | Debug << "up: " << up << endl;
|
---|
| 1399 | #endif
|
---|
| 1400 |
|
---|
| 1401 | glMatrixMode(GL_MODELVIEW);
|
---|
| 1402 | glLoadIdentity();
|
---|
| 1403 | gluLookAt(viewPoint.x, viewPoint.y, viewPoint.z,
|
---|
| 1404 | center.x, center.y, center.z,
|
---|
| 1405 | up.x, up.y, up.z);
|
---|
| 1406 | }
|
---|
| 1407 |
|
---|
| 1408 |
|
---|
| 1409 | void GlRendererBuffer::InitGL()
|
---|
| 1410 | {
|
---|
[1990] | 1411 | MakeCurrent();
|
---|
| 1412 | GlRenderer::InitGL();
|
---|
[1785] | 1413 |
|
---|
| 1414 | // initialise dual depth buffer textures
|
---|
| 1415 | glGenTextures(1, &frontDepthMap);
|
---|
| 1416 | glBindTexture(GL_TEXTURE_2D, frontDepthMap);
|
---|
[2552] | 1417 |
|
---|
[1785] | 1418 | glTexImage2D(GL_TEXTURE_2D, 0, GL_DEPTH_COMPONENT, depthMapSize,
|
---|
[2552] | 1419 | depthMapSize, 0, GL_DEPTH_COMPONENT, GL_UNSIGNED_BYTE, NULL);
|
---|
[1785] | 1420 |
|
---|
| 1421 | glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_NEAREST);
|
---|
| 1422 | glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_NEAREST);
|
---|
| 1423 | glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_S, GL_CLAMP);
|
---|
| 1424 | glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_T, GL_CLAMP);
|
---|
| 1425 |
|
---|
| 1426 | glGenTextures(1, &backDepthMap);
|
---|
| 1427 | glBindTexture(GL_TEXTURE_2D, backDepthMap);
|
---|
[2552] | 1428 |
|
---|
[1785] | 1429 | glTexImage2D(GL_TEXTURE_2D, 0, GL_DEPTH_COMPONENT, depthMapSize,
|
---|
[2612] | 1430 | depthMapSize, 0, GL_DEPTH_COMPONENT, GL_UNSIGNED_BYTE, NULL);
|
---|
[1785] | 1431 | glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_NEAREST);
|
---|
| 1432 | glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_NEAREST);
|
---|
| 1433 | glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_S, GL_CLAMP);
|
---|
| 1434 | glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_T, GL_CLAMP);
|
---|
| 1435 |
|
---|
[1990] | 1436 | #if 0
|
---|
| 1437 | #ifdef USE_CG
|
---|
| 1438 |
|
---|
[1785] | 1439 | // cg initialization
|
---|
| 1440 | cgSetErrorCallback(handleCgError);
|
---|
| 1441 | sCgContext = cgCreateContext();
|
---|
[2552] | 1442 |
|
---|
[1785] | 1443 | if (cgGLIsProfileSupported(CG_PROFILE_ARBFP1))
|
---|
| 1444 | sCgFragmentProfile = CG_PROFILE_ARBFP1;
|
---|
| 1445 | else
|
---|
| 1446 | {
|
---|
[2552] | 1447 | // try FP30
|
---|
| 1448 | if (cgGLIsProfileSupported(CG_PROFILE_FP30))
|
---|
| 1449 | sCgFragmentProfile = CG_PROFILE_FP30;
|
---|
| 1450 | else
|
---|
| 1451 | {
|
---|
| 1452 | Debug << "Neither arbfp1 or fp30 fragment profiles supported on this system" << endl;
|
---|
| 1453 | exit(1);
|
---|
| 1454 | }
|
---|
| 1455 | }
|
---|
[1785] | 1456 |
|
---|
[2552] | 1457 | sCgFragmentProgram = cgCreateProgramFromFile(sCgContext,
|
---|
| 1458 | CG_SOURCE, "../src/dual_depth.cg",
|
---|
| 1459 | sCgFragmentProfile,
|
---|
| 1460 | NULL,
|
---|
| 1461 | NULL);
|
---|
[1785] | 1462 |
|
---|
[2552] | 1463 | if (!cgIsProgramCompiled(sCgFragmentProgram))
|
---|
| 1464 | cgCompileProgram(sCgFragmentProgram);
|
---|
[1785] | 1465 |
|
---|
[2552] | 1466 | cgGLLoadProgram(sCgFragmentProgram);
|
---|
| 1467 | cgGLBindProgram(sCgFragmentProgram);
|
---|
[1785] | 1468 |
|
---|
[2552] | 1469 | Debug << "---- PROGRAM BEGIN ----\n" <<
|
---|
| 1470 | cgGetProgramString(sCgFragmentProgram, CG_COMPILED_PROGRAM) << "---- PROGRAM END ----\n";
|
---|
[1785] | 1471 |
|
---|
| 1472 | #endif
|
---|
| 1473 | #endif
|
---|
[2552] | 1474 | DoneCurrent();
|
---|
[1785] | 1475 | }
|
---|
| 1476 |
|
---|
| 1477 |
|
---|
| 1478 | void GlRendererBuffer::ComputeRays(Intersectable *sourceObj, VssRayContainer &rays)
|
---|
| 1479 | {
|
---|
| 1480 | for (int i = 0; i < depthMapSize * depthMapSize; ++ i)
|
---|
| 1481 | {
|
---|
| 1482 | //todo glGetTexImage()
|
---|
| 1483 | }
|
---|
| 1484 | }
|
---|
| 1485 |
|
---|
[2023] | 1486 | bool GlRendererBuffer::ValidViewPoint()
|
---|
[2048] | 1487 | {
|
---|
| 1488 | MakeCurrent();
|
---|
[1785] | 1489 |
|
---|
[2048] | 1490 | SetupProjection(GetWidth(), GetHeight());
|
---|
| 1491 |
|
---|
[2023] | 1492 | bool result = GlRenderer::ValidViewPoint();
|
---|
[2612] | 1493 |
|
---|
[2023] | 1494 | DoneCurrent();
|
---|
[2048] | 1495 |
|
---|
[2023] | 1496 | return result;
|
---|
| 1497 | }
|
---|
| 1498 |
|
---|
| 1499 |
|
---|
[1931] | 1500 | void
|
---|
| 1501 | GlRenderer::EvalPvsStat()
|
---|
| 1502 | {
|
---|
| 1503 | mPvsStat.Reset();
|
---|
| 1504 | halton.Reset();
|
---|
[1785] | 1505 |
|
---|
[1931] | 1506 | SetupProjection(GetWidth(), GetHeight());
|
---|
[1785] | 1507 |
|
---|
[2611] | 1508 | cout<<"Random Pvs STATS, mPvsStatFrames="<<mPvsStatFrames<<endl;
|
---|
[1931] | 1509 |
|
---|
| 1510 | for (int i=0; i < mPvsStatFrames; i++) {
|
---|
| 1511 | float err;
|
---|
| 1512 | // set frame id for saving the error buffer
|
---|
| 1513 | mFrame = i;
|
---|
[2619] | 1514 |
|
---|
[2611] | 1515 | // cerr<<"RV"<<endl;
|
---|
[1931] | 1516 | RandomViewPoint();
|
---|
[2611] | 1517 | // cerr<<"RV2"<<endl;
|
---|
[1785] | 1518 |
|
---|
[2002] | 1519 | if (mPvsErrorBuffer[i].mError == 1.0f) {
|
---|
| 1520 | // check if the view point is valid
|
---|
[2616] | 1521 | if (!ValidViewPoint()) {
|
---|
[2002] | 1522 | mPvsErrorBuffer[i].mError = -1.0f;
|
---|
[2616] | 1523 | }
|
---|
| 1524 |
|
---|
[2002] | 1525 | // manualy corrected view point
|
---|
| 1526 | if (mFrame == 5105)
|
---|
| 1527 | mPvsErrorBuffer[i].mError = -1.0f;
|
---|
| 1528 | }
|
---|
| 1529 |
|
---|
| 1530 |
|
---|
[1931] | 1531 | // atlanta problematic frames: 325 525 691 1543
|
---|
| 1532 | #if 0
|
---|
| 1533 | if (mFrame != 325 &&
|
---|
| 1534 | mFrame != 525 &&
|
---|
| 1535 | mFrame != 691 &&
|
---|
| 1536 | mFrame != 1543)
|
---|
| 1537 | mPvsErrorBuffer[i] = -1;
|
---|
| 1538 | else {
|
---|
| 1539 | Debug<<"frame ="<<mFrame<<" vp="<<mViewPoint<<" vd="<<mViewDirection<<endl;
|
---|
| 1540 | }
|
---|
| 1541 | #endif
|
---|
| 1542 |
|
---|
[2616] | 1543 |
|
---|
[2002] | 1544 | if (mPvsErrorBuffer[i].mError > 0.0f) {
|
---|
[1931] | 1545 | int pvsSize;
|
---|
[2611] | 1546 |
|
---|
[1931] | 1547 | float error = GetPixelError(pvsSize);
|
---|
[2611] | 1548 |
|
---|
[1931] | 1549 | mPvsErrorBuffer[i].mError = error;
|
---|
| 1550 | mPvsErrorBuffer[i].mPvsSize = pvsSize;
|
---|
[1785] | 1551 |
|
---|
[1931] | 1552 | // emit UpdatePvsErrorItem(i,
|
---|
| 1553 | // mPvsErrorBuffer[i]);
|
---|
[2619] | 1554 | cout<<"("<<i<<" ["<<mViewPoint<<"]["<<mViewDirection<<"] "<<mPvsErrorBuffer[i].mError<<")";
|
---|
[1931] | 1555 | // swapBuffers();
|
---|
| 1556 | }
|
---|
| 1557 |
|
---|
| 1558 | err = mPvsErrorBuffer[i].mError;
|
---|
| 1559 |
|
---|
| 1560 | if (err >= 0.0f) {
|
---|
| 1561 | if (err > mPvsStat.maxError)
|
---|
| 1562 | mPvsStat.maxError = err;
|
---|
| 1563 | mPvsStat.sumError += err;
|
---|
| 1564 | mPvsStat.sumPvsSize += mPvsErrorBuffer[i].mPvsSize;
|
---|
| 1565 |
|
---|
| 1566 | if (err == 0.0f)
|
---|
| 1567 | mPvsStat.errorFreeFrames++;
|
---|
| 1568 | mPvsStat.frames++;
|
---|
| 1569 | }
|
---|
| 1570 | }
|
---|
[2002] | 1571 |
|
---|
[1931] | 1572 | glFinish();
|
---|
| 1573 | cout<<endl<<flush;
|
---|
[1785] | 1574 | }
|
---|
[1931] | 1575 |
|
---|
[2048] | 1576 |
|
---|
| 1577 | void GlRenderer::EvalPvsStat(const SimpleRayContainer &viewPoints)
|
---|
| 1578 | {
|
---|
[2050] | 1579 | mPvsStat.Reset();
|
---|
[2048] | 1580 |
|
---|
[2050] | 1581 | SetupProjection(GetWidth(), GetHeight());
|
---|
| 1582 |
|
---|
| 1583 | cout << "mPvsStatFrames=" << mPvsStatFrames << endl;
|
---|
| 1584 |
|
---|
| 1585 | SimpleRayContainer::const_iterator sit, sit_end = viewPoints.end();
|
---|
| 1586 | int i = 0;
|
---|
| 1587 |
|
---|
| 1588 | for (sit = viewPoints.begin(); sit != sit_end; ++ sit, ++ i)
|
---|
[2048] | 1589 | {
|
---|
[2050] | 1590 |
|
---|
| 1591 | //cout << "view point: " << (*sit) << endl;;
|
---|
| 1592 | SimpleRay sray = *sit;
|
---|
| 1593 |
|
---|
| 1594 | float err;
|
---|
| 1595 |
|
---|
| 1596 | // set frame id for saving the error buffer
|
---|
| 1597 | mFrame = i;
|
---|
| 1598 | mViewPoint = sray.mOrigin;
|
---|
| 1599 | mViewDirection = sray.mDirection;
|
---|
| 1600 |
|
---|
| 1601 | if (mPvsErrorBuffer[i].mError > 0.0f)
|
---|
[2571] | 1602 | {
|
---|
[2050] | 1603 | int pvsSize;
|
---|
[2571] | 1604 |
|
---|
[2050] | 1605 | // compute the pixel error
|
---|
| 1606 | float error = GetPixelError(pvsSize);
|
---|
[2620] | 1607 |
|
---|
[2050] | 1608 | mPvsErrorBuffer[i].mError = error;
|
---|
| 1609 | mPvsErrorBuffer[i].mPvsSize = pvsSize;
|
---|
[2571] | 1610 |
|
---|
[2050] | 1611 | cout << "(" << i << "," << mPvsErrorBuffer[i].mError <<")";
|
---|
[2571] | 1612 | }
|
---|
| 1613 |
|
---|
[2050] | 1614 | err = mPvsErrorBuffer[i].mError;
|
---|
[2571] | 1615 |
|
---|
[2050] | 1616 | if (err >= 0.0f)
|
---|
[2571] | 1617 | {
|
---|
[2050] | 1618 | if (err > mPvsStat.maxError)
|
---|
[2571] | 1619 | mPvsStat.maxError = err;
|
---|
| 1620 |
|
---|
[2050] | 1621 | mPvsStat.sumError += err;
|
---|
[2571] | 1622 | mPvsStat.sumPvsSize += mPvsErrorBuffer[i].mPvsSize;
|
---|
| 1623 |
|
---|
| 1624 | if (err == 0.0f)
|
---|
[2050] | 1625 | ++ mPvsStat.errorFreeFrames;
|
---|
[2571] | 1626 |
|
---|
| 1627 | ++ mPvsStat.frames;
|
---|
| 1628 | }
|
---|
[2048] | 1629 | }
|
---|
[2050] | 1630 |
|
---|
| 1631 | glFinish();
|
---|
| 1632 | cout << endl << flush;
|
---|
[2048] | 1633 | }
|
---|
| 1634 |
|
---|
| 1635 |
|
---|
| 1636 |
|
---|
[2002] | 1637 | bool
|
---|
| 1638 | GlRenderer::ValidViewPoint()
|
---|
[1931] | 1639 | {
|
---|
[2543] | 1640 | //cout<<"VV4 ";
|
---|
[2048] | 1641 | if (!mDetectEmptyViewSpace)
|
---|
| 1642 | return true;
|
---|
| 1643 | //cout << "vp: " << mViewPoint << " dir: " << mViewDirection << endl;
|
---|
[1931] | 1644 |
|
---|
[2543] | 1645 | OcclusionQuery *query = mOcclusionQueries[0];
|
---|
[1931] | 1646 |
|
---|
[2543] | 1647 | // now check whether any backfacing polygon would pass the depth test
|
---|
| 1648 | SetupCamera();
|
---|
| 1649 | glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT);
|
---|
| 1650 | glEnable( GL_CULL_FACE );
|
---|
| 1651 | glCullFace(GL_BACK);
|
---|
[2002] | 1652 |
|
---|
[2543] | 1653 | //cout<<"VV1 ";
|
---|
| 1654 | RenderScene();
|
---|
| 1655 |
|
---|
| 1656 | glColorMask(GL_FALSE, GL_FALSE, GL_FALSE, GL_FALSE);
|
---|
| 1657 | glDepthMask(GL_FALSE);
|
---|
| 1658 | glDisable( GL_CULL_FACE );
|
---|
| 1659 |
|
---|
| 1660 | query->BeginQuery();
|
---|
| 1661 |
|
---|
| 1662 | // cout<<"VV2 ";
|
---|
| 1663 | RenderScene();
|
---|
| 1664 | // cout<<"VV3 ";
|
---|
| 1665 |
|
---|
| 1666 | query->EndQuery();
|
---|
| 1667 |
|
---|
| 1668 | // at this point, if possible, go and do some other computation
|
---|
| 1669 | glColorMask(GL_TRUE, GL_TRUE, GL_TRUE, GL_TRUE);
|
---|
| 1670 | glDepthMask(GL_TRUE);
|
---|
| 1671 | glEnable( GL_CULL_FACE );
|
---|
| 1672 |
|
---|
[2612] | 1673 | // int wait = 0;
|
---|
| 1674 | // while (!query->ResultAvailable()) {
|
---|
| 1675 | // wait++;
|
---|
| 1676 | // }
|
---|
[2543] | 1677 |
|
---|
| 1678 | // reenable other state
|
---|
| 1679 | unsigned int pixelCount = query->GetQueryResult();
|
---|
| 1680 | // cout<<"VV4 ";
|
---|
| 1681 |
|
---|
| 1682 |
|
---|
| 1683 | if (pixelCount > 0)
|
---|
| 1684 | {
|
---|
| 1685 | return false; // backfacing polygon found -> not a valid viewspace sample
|
---|
| 1686 | }
|
---|
| 1687 | return true;
|
---|
[2002] | 1688 | }
|
---|
[1931] | 1689 |
|
---|
[2543] | 1690 |
|
---|
| 1691 | float GlRenderer::GetPixelError(int &pvsSize)
|
---|
[2002] | 1692 | {
|
---|
| 1693 | return -1.0f;
|
---|
[1931] | 1694 | }
|
---|
| 1695 |
|
---|
[2543] | 1696 |
|
---|
| 1697 | void GlRenderer::RenderViewPoint()
|
---|
[1983] | 1698 | {
|
---|
[2538] | 1699 | mWireFrame = true;
|
---|
| 1700 | glPushMatrix();
|
---|
| 1701 | glTranslatef(mViewPoint.x, mViewPoint.y, mViewPoint.z);
|
---|
[2564] | 1702 | glScalef(5.0f, 5.0f, 5.0f);
|
---|
[2538] | 1703 | glPushAttrib(GL_CURRENT_BIT);
|
---|
| 1704 | glColor3f(1.0f, 0.0f, 0.0f);
|
---|
| 1705 | gluSphere((::GLUquadric *)mSphere,
|
---|
| 1706 | 1e-3*Magnitude(mViewCellsManager->GetViewSpaceBox().Size()), 6, 6);
|
---|
| 1707 | glPopAttrib();
|
---|
| 1708 | glPopMatrix();
|
---|
| 1709 | mWireFrame = false;
|
---|
[1983] | 1710 | }
|
---|
[1931] | 1711 |
|
---|
| 1712 |
|
---|
[2538] | 1713 | void GlRenderer::EnableDrawArrays()
|
---|
| 1714 | {
|
---|
[2620] | 1715 | glEnableClientState(GL_VERTEX_ARRAY);
|
---|
| 1716 | glEnableClientState(GL_NORMAL_ARRAY);
|
---|
[2538] | 1717 | }
|
---|
[1931] | 1718 |
|
---|
| 1719 |
|
---|
[2538] | 1720 | void GlRenderer::DisableDrawArrays()
|
---|
| 1721 | {
|
---|
| 1722 | glDisableClientState(GL_VERTEX_ARRAY);
|
---|
| 1723 | glDisableClientState(GL_NORMAL_ARRAY);
|
---|
| 1724 | }
|
---|
[2006] | 1725 |
|
---|
[2538] | 1726 |
|
---|
| 1727 | #if 0
|
---|
| 1728 |
|
---|
| 1729 | void GlRenderer::RenderKdLeaf(KdLeaf *leaf)
|
---|
| 1730 | {
|
---|
| 1731 | int bufferSize = 0;
|
---|
| 1732 |
|
---|
| 1733 | // count #new triangles
|
---|
| 1734 | for (size_t i = 0; i < leaf->mObjects.size(); ++ i)
|
---|
| 1735 | {
|
---|
| 1736 | TriangleIntersectable *obj = static_cast<TriangleIntersectable *>(leaf->mObjects[i]);
|
---|
| 1737 |
|
---|
| 1738 | // check if already rendered
|
---|
[2643] | 1739 | if (!obj->Mailed2())
|
---|
[2538] | 1740 | bufferSize += 3;
|
---|
| 1741 | //else cout << obj->mMailbox << " " << obj->sMailId << " ";
|
---|
| 1742 | }
|
---|
| 1743 |
|
---|
| 1744 | Vector3 *vertices = new Vector3[bufferSize];
|
---|
| 1745 | Vector3 *normals = new Vector3[bufferSize];
|
---|
| 1746 |
|
---|
| 1747 | int j = 0;
|
---|
| 1748 |
|
---|
| 1749 | for (size_t i = 0; i < leaf->mObjects.size(); ++ i)
|
---|
| 1750 | {
|
---|
| 1751 | TriangleIntersectable *obj = static_cast<TriangleIntersectable *>(leaf->mObjects[i]);
|
---|
| 1752 |
|
---|
| 1753 | // check if already rendered
|
---|
[2643] | 1754 | if (obj->Mailed2())
|
---|
[2538] | 1755 | continue;
|
---|
| 1756 |
|
---|
[2643] | 1757 | obj->Mail2();
|
---|
[2538] | 1758 |
|
---|
| 1759 | Triangle3 tri = obj->GetItem();
|
---|
| 1760 |
|
---|
| 1761 | vertices[j * 3 + 0] = tri.mVertices[0];
|
---|
| 1762 | vertices[j * 3 + 1] = tri.mVertices[1];
|
---|
| 1763 | vertices[j * 3 + 2] = tri.mVertices[2];
|
---|
| 1764 |
|
---|
| 1765 | Vector3 n = tri.GetNormal();
|
---|
| 1766 |
|
---|
| 1767 | normals[j * 3 + 0] = n;
|
---|
| 1768 | normals[j * 3 + 1] = n;
|
---|
| 1769 | normals[j * 3 + 2] = n;
|
---|
| 1770 |
|
---|
| 1771 | ++ j;
|
---|
| 1772 | }
|
---|
| 1773 |
|
---|
| 1774 | glVertexPointer(3, GL_FLOAT, 0, vertices);
|
---|
| 1775 | glNormalPointer(GL_FLOAT, 0, normals);
|
---|
| 1776 |
|
---|
| 1777 | glDrawArrays(GL_TRIANGLES, 0, bufferSize);
|
---|
| 1778 |
|
---|
| 1779 | DEL_PTR(vertices);
|
---|
| 1780 | DEL_PTR(normals);
|
---|
[1931] | 1781 | }
|
---|
[2538] | 1782 |
|
---|
| 1783 | #else
|
---|
| 1784 |
|
---|
| 1785 | void GlRenderer::RenderKdLeaf(KdLeaf *leaf)
|
---|
| 1786 | {
|
---|
| 1787 | if (!leaf->mIndexBufferSize)
|
---|
| 1788 | return;
|
---|
| 1789 |
|
---|
[2539] | 1790 | size_t offset = mObjects.size() * 3;
|
---|
[2538] | 1791 | char *arrayPtr = mUseVbos ? NULL : (char *)mData;
|
---|
| 1792 |
|
---|
| 1793 | glVertexPointer(3, GL_FLOAT, 0, (char *)arrayPtr);
|
---|
| 1794 | glNormalPointer(GL_FLOAT, 0, (char *)arrayPtr + offset * sizeof(Vector3));
|
---|
| 1795 |
|
---|
| 1796 | glDrawElements(GL_TRIANGLES, leaf->mIndexBufferSize, GL_UNSIGNED_INT, mIndices + leaf->mIndexBufferStart);
|
---|
| 1797 | }
|
---|
| 1798 |
|
---|
| 1799 | #endif
|
---|
| 1800 |
|
---|
[2600] | 1801 |
|
---|
[2620] | 1802 |
|
---|
| 1803 | void GlRenderer::PreparePvs(const ObjectPvs &pvs)
|
---|
| 1804 | {
|
---|
| 1805 | int indexBufferSize = 0;
|
---|
| 1806 |
|
---|
[2643] | 1807 | KdNode::NewMail2();
|
---|
[2633] | 1808 |
|
---|
[2620] | 1809 | ObjectPvsIterator it = pvs.GetIterator();
|
---|
| 1810 |
|
---|
| 1811 | while (it.HasMoreEntries())
|
---|
| 1812 | {
|
---|
| 1813 | Intersectable *obj = it.Next();
|
---|
| 1814 | switch (obj->Type())
|
---|
| 1815 | {
|
---|
| 1816 | case Intersectable::KD_INTERSECTABLE:
|
---|
| 1817 | {
|
---|
| 1818 | KdNode *node = static_cast<KdIntersectable *>(obj)->GetItem();
|
---|
| 1819 | _UpdatePvsIndices(node, indexBufferSize);
|
---|
| 1820 | }
|
---|
| 1821 | break;
|
---|
| 1822 |
|
---|
| 1823 | }
|
---|
| 1824 | }
|
---|
| 1825 |
|
---|
| 1826 | mIndexBufferSize = indexBufferSize;
|
---|
| 1827 | }
|
---|
| 1828 |
|
---|
| 1829 | void GlRenderer::_UpdatePvsIndices(KdNode *node, int &indexBufferSize)
|
---|
| 1830 | {
|
---|
[2643] | 1831 | if (node->Mailed2())
|
---|
[2620] | 1832 | return;
|
---|
| 1833 |
|
---|
[2643] | 1834 | node->Mail2();
|
---|
[2620] | 1835 |
|
---|
| 1836 | // if (mObjects.size() * 3 < indexBufferSize) cerr << "problem: " << mObjects.size() * 3 << " < " << indexBufferSize << endl;
|
---|
| 1837 | if (!node->IsLeaf())
|
---|
| 1838 | {
|
---|
| 1839 | KdInterior *kdInterior = static_cast<KdInterior *>(node);
|
---|
| 1840 |
|
---|
| 1841 | _UpdatePvsIndices(kdInterior->mBack, indexBufferSize);
|
---|
| 1842 | _UpdatePvsIndices(kdInterior->mFront, indexBufferSize);
|
---|
| 1843 | }
|
---|
| 1844 | else
|
---|
| 1845 | {
|
---|
| 1846 | KdLeaf *leaf = static_cast<KdLeaf *>(node);
|
---|
| 1847 |
|
---|
| 1848 | leaf->mIndexBufferStart = indexBufferSize;
|
---|
| 1849 |
|
---|
| 1850 | for (size_t i = 0; i < leaf->mObjects.size(); ++ i)
|
---|
| 1851 | {
|
---|
| 1852 | TriangleIntersectable *obj =
|
---|
| 1853 | static_cast<TriangleIntersectable *>(leaf->mObjects[i]);
|
---|
| 1854 |
|
---|
| 1855 | if (obj->mRenderedFrame != mCurrentFrame)
|
---|
| 1856 | {
|
---|
| 1857 | obj->mRenderedFrame = mCurrentFrame;
|
---|
| 1858 |
|
---|
| 1859 | mIndices[indexBufferSize + 0] = (obj->GetId() - 1) * 3 + 0;
|
---|
| 1860 | mIndices[indexBufferSize + 1] = (obj->GetId() - 1) * 3 + 1;
|
---|
| 1861 | mIndices[indexBufferSize + 2] = (obj->GetId() - 1) * 3 + 2;
|
---|
| 1862 |
|
---|
| 1863 | indexBufferSize += 3;
|
---|
| 1864 | }
|
---|
| 1865 | }
|
---|
| 1866 |
|
---|
| 1867 | leaf->mIndexBufferSize = indexBufferSize - leaf->mIndexBufferStart;
|
---|
| 1868 | }
|
---|
| 1869 | }
|
---|
| 1870 |
|
---|
[2600] | 1871 | void GlRenderer::CreateVertexArrays(SceneGraphLeaf *leaf)
|
---|
[2538] | 1872 | {
|
---|
[2600] | 1873 | mData = new Vector3[leaf->mGeometry.size() * 6];
|
---|
| 1874 | mIndices = new unsigned int[leaf->mGeometry.size() * 3];
|
---|
[2538] | 1875 |
|
---|
[2600] | 1876 | size_t offset = leaf->mGeometry.size() * 3;
|
---|
[2538] | 1877 |
|
---|
[2600] | 1878 | for (size_t i = 0; i < leaf->mGeometry.size(); ++ i)
|
---|
[2538] | 1879 | {
|
---|
[2600] | 1880 | TriangleIntersectable *obj = static_cast<TriangleIntersectable *>(leaf->mGeometry[i]);
|
---|
[2538] | 1881 |
|
---|
| 1882 | Triangle3 tri = obj->GetItem();
|
---|
| 1883 | const Vector3 n = tri.GetNormal();
|
---|
| 1884 |
|
---|
| 1885 | mData[i * 3 + 0] = tri.mVertices[0];
|
---|
| 1886 | mData[i * 3 + 1] = tri.mVertices[1];
|
---|
| 1887 | mData[i * 3 + 2] = tri.mVertices[2];
|
---|
| 1888 |
|
---|
| 1889 | mData[offset + i * 3 + 0] = n;
|
---|
| 1890 | mData[offset + i * 3 + 1] = n;
|
---|
| 1891 | mData[offset + i * 3 + 2] = n;
|
---|
| 1892 | }
|
---|
| 1893 |
|
---|
| 1894 | if (mUseVbos)
|
---|
| 1895 | {
|
---|
| 1896 | EnableDrawArrays();
|
---|
| 1897 |
|
---|
| 1898 | glGenBuffersARB(1, &mVboId);
|
---|
| 1899 | glBindBufferARB(GL_ARRAY_BUFFER_ARB, mVboId);
|
---|
| 1900 |
|
---|
| 1901 | glVertexPointer(3, GL_FLOAT, 0, (char *)NULL);
|
---|
| 1902 | glNormalPointer(GL_FLOAT, 0, (char *)NULL + offset * sizeof(Vector3));
|
---|
| 1903 |
|
---|
[2601] | 1904 | glBufferDataARB(GL_ARRAY_BUFFER_ARB, leaf->mGeometry.size() * 6 * sizeof(Vector3), mData, GL_STATIC_DRAW_ARB);
|
---|
[2538] | 1905 | glBindBufferARB(GL_ARRAY_BUFFER_ARB, 0);
|
---|
| 1906 |
|
---|
| 1907 | DisableDrawArrays();
|
---|
| 1908 |
|
---|
| 1909 | delete [] mData;
|
---|
| 1910 | }
|
---|
| 1911 |
|
---|
[2539] | 1912 | cout << "\n******** created vertex buffer objects **********" << endl;
|
---|
[2538] | 1913 | }
|
---|
| 1914 |
|
---|
| 1915 |
|
---|
| 1916 | void GlRenderer::DeleteVbos()
|
---|
| 1917 | {
|
---|
| 1918 | glDeleteBuffersARB(1, &mVboId);
|
---|
| 1919 |
|
---|
| 1920 | /*
|
---|
| 1921 | KdLeafContainer leaves;
|
---|
| 1922 | mKdTree->CollectLeaves(leaves);
|
---|
| 1923 |
|
---|
| 1924 | KdLeafContainer::const_iterator kit, kit_end = leaves.end();
|
---|
| 1925 |
|
---|
| 1926 | for (kit = leaves.begin(); kit != kit_end; ++ kit)
|
---|
| 1927 | {
|
---|
| 1928 | KdLeaf *leaf = *kit;
|
---|
| 1929 |
|
---|
| 1930 | if (leaf->mVboId == -1)
|
---|
| 1931 | {
|
---|
| 1932 | // delete old vbo
|
---|
| 1933 | glDeleteBuffersARB(1, &leaf->mVboId);
|
---|
| 1934 | leaf->mVboId = -1;
|
---|
| 1935 | }
|
---|
| 1936 | }
|
---|
| 1937 | */
|
---|
| 1938 | }
|
---|
| 1939 |
|
---|
| 1940 |
|
---|
| 1941 |
|
---|
| 1942 | }
|
---|