[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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[2620] | 28 | #define EVAL_ERROR 0
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[2613] | 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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[2643] | 87 | mComputeGVS(false),
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[2670] | 88 | mCurrentFrame(100)
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[589] | 89 | {
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[2601] | 90 | mSceneGraph->CollectObjects(mObjects);
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[1112] | 91 |
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[2648] | 92 | #if 1
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[2543] | 93 | viewCellsManager->GetViewPoint(mViewPoint);
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| 94 | mViewDirection = Vector3(0,0,1);
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[2588] | 95 | #else
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[2638] | 96 |
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| 97 | // for sg snapshot
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[2643] | 98 | mViewPoint = Vector3(32.8596, 9.86079, -1023.79);
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| 99 | mViewDirection = Vector3(-0.92196, 0, 0.387286);
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| 100 |
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| 101 | // inside
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| 102 | mViewPoint = Vector3(14.1254, 10.9818, -1032.75);
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| 103 | mViewDirection = Vector3(-0.604798, 0, 0.796379);
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| 104 |
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| 105 | // outside
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| 106 | mViewPoint = Vector3(35.092, 17.7078, -857.966);
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| 107 | mViewDirection = Vector3(-0.411287, 0, -0.911506);
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| 108 |
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[2653] | 109 | // strange viewcell for error measurements (id 534)
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| 110 | mViewPoint = Vector3(1405.9, 218.284, -736.785);
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| 111 | mViewDirection = Vector3(0.989155, 0, 0.146877);
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| 112 |
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[2588] | 113 | #endif
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[2662] | 114 |
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[2543] | 115 | mFrame = 0;
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| 116 | mWireFrame = false;
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| 117 | Environment::GetSingleton()->GetBoolValue("Preprocessor.detectEmptyViewSpace",
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| 118 | mDetectEmptyViewSpace);
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[2613] | 119 |
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[2664] | 120 | //mSnapErrorFrames = false;
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| 121 | mSnapErrorFrames = true;
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[2543] | 122 | mSnapPrefix = "snap/";
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| 123 | mUseForcedColors = false;
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| 124 | mRenderBoxes = false;
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| 125 | //mUseGlLists = true;
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| 126 | mUseGlLists = false;
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[878] | 127 |
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[2598] | 128 | if (mViewCellsManager->GetViewCellPointsList()->size())
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| 129 | mPvsStatFrames = (int)mViewCellsManager->GetViewCellPointsList()->size();
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[2543] | 130 | else
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[2611] | 131 | Environment::GetSingleton()->GetIntValue("Preprocessor.pvsRenderErrorSamples",
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| 132 | mPvsStatFrames);
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| 133 |
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[2647] | 134 | Debug<<"Info: will evaluate pixel error with "<<mPvsStatFrames<<" samples"<<endl;
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[2611] | 135 |
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[2543] | 136 | mPvsErrorBuffer.resize(mPvsStatFrames);
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| 137 | ClearErrorBuffer();
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[589] | 138 | }
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| 139 |
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[2538] | 140 |
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[589] | 141 | GlRenderer::~GlRenderer()
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| 142 | {
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[2543] | 143 | cerr<<"gl renderer destructor..\n";
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[589] | 144 |
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[2543] | 145 | CLEAR_CONTAINER(mOcclusionQueries);
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[2538] | 146 |
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[2543] | 147 | DeleteVbos();
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[2538] | 148 |
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[2543] | 149 | if (mData) delete [] mData;
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| 150 | if (mIndices) delete [] mIndices;
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| 151 |
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| 152 | glDeleteBuffersARB(1, &mVboId);
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| 153 | cerr<<"done."<<endl;
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[589] | 154 | }
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| 155 |
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[1145] | 156 |
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[2543] | 157 | void GlRenderer::RenderTriangle(TriangleIntersectable *object)
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[1581] | 158 | {
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[2609] | 159 | Triangle3 *t = &(object->GetItem());
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[2543] | 160 | glBegin(GL_TRIANGLES);
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[2575] | 161 | Vector3 normal = t->GetNormal();
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[2543] | 162 | glNormal3f(normal.x, normal.y, normal.z);
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[2575] | 163 | glVertex3f(t->mVertices[0].x, t->mVertices[0].y, t->mVertices[0].z);
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| 164 | glVertex3f(t->mVertices[1].x, t->mVertices[1].y, t->mVertices[1].z);
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| 165 | glVertex3f(t->mVertices[2].x, t->mVertices[2].y, t->mVertices[2].z);
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[2543] | 166 | glEnd();
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[1581] | 167 | }
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| 168 |
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[2543] | 169 |
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| 170 | void GlRenderer::RenderIntersectable(Intersectable *object)
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[589] | 171 | {
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[2619] | 172 | if (!object || (object->mRenderedFrame == mCurrentFrame))
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| 173 | return;
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[2050] | 174 |
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[2543] | 175 | object->mRenderedFrame = mCurrentFrame;
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[589] | 176 |
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[2543] | 177 | glPushAttrib(GL_CURRENT_BIT);
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| 178 |
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| 179 | if (mUseFalseColors)
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| 180 | SetupFalseColor(object->mId);
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| 181 |
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| 182 | switch (object->Type())
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| 183 | {
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| 184 | case Intersectable::MESH_INSTANCE:
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| 185 | RenderMeshInstance((MeshInstance *)object);
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| 186 | break;
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| 187 | case Intersectable::VIEW_CELL:
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| 188 | RenderViewCell(static_cast<ViewCell *>(object));
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| 189 | break;
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| 190 | case Intersectable::TRANSFORMED_MESH_INSTANCE:
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| 191 | RenderTransformedMeshInstance(static_cast<TransformedMeshInstance *>(object));
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| 192 | break;
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| 193 | case Intersectable::TRIANGLE_INTERSECTABLE:
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| 194 | RenderTriangle(static_cast<TriangleIntersectable *>(object));
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| 195 | break;
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| 196 | case Intersectable::BVH_INTERSECTABLE:
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| 197 | {
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| 198 | BvhNode *node = static_cast<BvhNode *>(object);
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| 199 |
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| 200 | if (mRenderBoxes)
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| 201 | RenderBox(node->GetBoundingBox());
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| 202 | else
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| 203 | RenderBvhNode(node);
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| 204 | break;
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| 205 | }
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| 206 | case Intersectable::KD_INTERSECTABLE:
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| 207 | {
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| 208 | KdNode *node = (static_cast<KdIntersectable *>(object))->GetItem();
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| 209 |
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| 210 | if (mRenderBoxes)
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| 211 | RenderBox(mKdTree->GetBox(node));
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| 212 | else
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| 213 | RenderKdNode(node);
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| 214 | break;
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| 215 | }
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| 216 |
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| 217 | default:
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| 218 | cerr<<"Rendering this object not yet implemented\n";
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| 219 | break;
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| 220 | }
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| 221 |
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| 222 | glPopAttrib();
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[589] | 223 | }
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| 224 |
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[2543] | 225 |
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[2593] | 226 | void GlRenderer::RenderRays(const VssRayContainer &rays, int colorType, int showDistribution, int maxAge)
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[1581] | 227 | {
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[2593] | 228 | float importance;
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[589] | 229 |
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[2543] | 230 | glBegin(GL_LINES);
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[2587] | 231 |
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[2593] | 232 | VssRayContainer::const_iterator it = rays.begin(), it_end = rays.end();
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| 233 |
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[2543] | 234 | for (; it != it_end; ++it)
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| 235 | {
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| 236 | VssRay *ray = *it;
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[2587] | 237 |
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[2591] | 238 | // only show distributions that were checked
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| 239 | if (((ray->mDistribution == SamplingStrategy::DIRECTION_BASED_DISTRIBUTION) && ((showDistribution & 1) == 0)) ||
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| 240 | ((ray->mDistribution == SamplingStrategy::SPATIAL_BOX_BASED_DISTRIBUTION) && ((showDistribution & 2) == 0)) ||
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| 241 | ((ray->mDistribution == SamplingStrategy::OBJECT_DIRECTION_BASED_DISTRIBUTION) && ((showDistribution & 4) == 0)) ||
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[2593] | 242 | ((ray->mDistribution == SamplingStrategy::MUTATION_BASED_DISTRIBUTION) && ((showDistribution & 8) == 0)) ||
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| 243 | ((mViewCellsManager->GetPreprocessor()->mPass - ray->mPass) >= maxAge))
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[2591] | 244 | {
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| 245 | continue;
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| 246 | }
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| 247 |
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[2587] | 248 | switch (colorType)
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| 249 | {
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| 250 | case 0:
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| 251 | glColor3f(1.0f, 0.0f, 0.0f);
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| 252 | break;
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| 253 |
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| 254 | case 1:
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| 255 | importance = 1.0f * ray->Length() / Magnitude(mViewCellsManager->GetViewSpaceBox().Diagonal());
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| 256 | glColor3f(importance, importance, importance);
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| 257 | break;
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| 258 |
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| 259 | case 2:
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| 260 | importance = log10(1e3 * ray->mPvsContribution) / 3.0f;
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| 261 | glColor3f(importance, importance, importance);
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| 262 | break;
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| 263 |
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| 264 | case 3:
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| 265 | {
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| 266 | // nested switches ok?
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| 267 | switch (ray->mDistribution)
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| 268 | {
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| 269 | case SamplingStrategy::SPATIAL_BOX_BASED_DISTRIBUTION:
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| 270 | glColor3f(1, 0, 0);
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| 271 | break;
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| 272 | case SamplingStrategy::MUTATION_BASED_DISTRIBUTION:
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| 273 | glColor3f(0, 1, 0);
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| 274 | break;
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| 275 | case SamplingStrategy::DIRECTION_BASED_DISTRIBUTION:
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| 276 | glColor3f(0, 1, 1);
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| 277 | break;
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| 278 | case SamplingStrategy::OBJECT_DIRECTION_BASED_DISTRIBUTION:
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| 279 | glColor3f(1, 1, 0);
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| 280 | break;
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| 281 | }
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| 282 | }
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| 283 | }
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| 284 |
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[2543] | 285 | glVertex3fv(&ray->mOrigin.x);
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| 286 | glVertex3fv(&ray->mTermination.x);
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| 287 | }
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| 288 |
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| 289 | glEnd();
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[1581] | 290 | }
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| 291 |
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[1737] | 292 |
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[2543] | 293 | void GlRenderer::RenderViewCell(ViewCell *vc)
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[589] | 294 | {
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[2543] | 295 | if (vc->GetMesh())
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| 296 | {
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| 297 | if (!mUseFalseColors)
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| 298 | {
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| 299 | if (vc->GetValid())
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| 300 | glColor3f(0,1,0);
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| 301 | else
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| 302 | glColor3f(0,0,1);
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| 303 | }
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[589] | 304 |
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[2543] | 305 | RenderMesh(vc->GetMesh());
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| 306 | }
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| 307 | else
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| 308 | {
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| 309 | // render viewcells in the subtree
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| 310 | if (!vc->IsLeaf())
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| 311 | {
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| 312 | ViewCellInterior *vci = (ViewCellInterior *) vc;
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[599] | 313 |
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[2543] | 314 | ViewCellContainer::iterator it = vci->mChildren.begin();
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| 315 | for (; it != vci->mChildren.end(); ++it)
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| 316 | {
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| 317 | RenderViewCell(*it);
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| 318 | }
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| 319 | }
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| 320 | else
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| 321 | {
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| 322 | // cerr<<"Empty viewcell mesh\n";
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| 323 | }
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[599] | 324 | }
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[589] | 325 | }
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| 326 |
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[599] | 327 |
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[2530] | 328 | void GlRenderer::RenderMeshInstance(MeshInstance *mi)
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[589] | 329 | {
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[2530] | 330 | RenderMesh(mi->GetMesh());
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[589] | 331 | }
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| 332 |
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[1001] | 333 |
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[589] | 334 | void
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[1001] | 335 | GlRenderer::RenderTransformedMeshInstance(TransformedMeshInstance *mi)
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| 336 | {
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| 337 | // apply world transform before rendering
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| 338 | Matrix4x4 m;
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| 339 | mi->GetWorldTransform(m);
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| 340 |
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| 341 | glPushMatrix();
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| 342 | glMultMatrixf((float *)m.x);
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| 343 |
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| 344 | RenderMesh(mi->GetMesh());
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| 345 |
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| 346 | glPopMatrix();
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| 347 | }
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| 348 |
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| 349 |
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| 350 | void
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[1960] | 351 | GlRenderer::SetupFalseColor(const unsigned int id)
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[589] | 352 | {
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[1944] | 353 | // swap bits of the color
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| 354 | glColor3ub(id&255, (id>>8)&255, (id>>16)&255);
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[589] | 355 | }
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| 356 |
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| 357 |
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[1960] | 358 | unsigned int GlRenderer::GetId(const unsigned char r,
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| 359 | const unsigned char g,
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| 360 | const unsigned char b) const
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[589] | 361 | {
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| 362 | return r + (g << 8) + (b << 16);
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| 363 | }
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| 364 |
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[1960] | 365 |
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[589] | 366 | void
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| 367 | GlRenderer::SetupMaterial(Material *m)
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| 368 | {
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| 369 | if (m)
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| 370 | glColor3fv(&(m->mDiffuseColor.r));
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| 371 | }
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| 372 |
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[1960] | 373 |
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[2543] | 374 | void GlRenderer::RenderMesh(Mesh *mesh)
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[589] | 375 | {
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[2543] | 376 | int i = 0;
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[589] | 377 |
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[2543] | 378 | if (!mUseFalseColors && !mUseForcedColors)
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| 379 | SetupMaterial(mesh->mMaterial);
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[589] | 380 |
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[2562] | 381 | for (i = 0; i < mesh->mFaces.size(); i++)
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[2543] | 382 | {
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| 383 | if (mWireFrame)
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| 384 | glBegin(GL_LINE_LOOP);
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| 385 | else
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| 386 | glBegin(GL_POLYGON);
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| 387 |
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| 388 | Face *face = mesh->mFaces[i];
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[2614] | 389 | Vector3 normal = mesh->GetNormal(i);
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| 390 |
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| 391 | glNormal3f(normal.x, normal.y, normal.z);
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[2543] | 392 | for (int j = 0; j < face->mVertexIndices.size(); j++) {
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| 393 | glVertex3fv(&mesh->mVertices[face->mVertexIndices[j]].x);
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| 394 | }
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| 395 | glEnd();
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[589] | 396 | }
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| 397 | }
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| 398 |
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[2572] | 399 | void GlRenderer::InitGL()
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[589] | 400 | {
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[2572] | 401 | mSphere = (GLUquadric *)gluNewQuadric();
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[589] | 402 |
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[2572] | 403 | glMatrixMode(GL_PROJECTION);
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| 404 | glLoadIdentity();
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[2562] | 405 |
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[2572] | 406 | glMatrixMode(GL_MODELVIEW);
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| 407 | glLoadIdentity();
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[746] | 408 |
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[2572] | 409 | glFrontFace(GL_CCW);
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| 410 | glCullFace(GL_BACK);
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[746] | 411 |
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[2572] | 412 | glShadeModel(GL_FLAT);
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| 413 | glDepthFunc(GL_LESS );
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| 414 | glEnable(GL_DEPTH_TEST);
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| 415 | glEnable(GL_CULL_FACE);
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[2538] | 416 |
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[2572] | 417 | InitExtensions();
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| 418 |
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| 419 | glTexEnvi(GL_TEXTURE_ENV, GL_TEXTURE_ENV_MODE, GL_REPLACE);
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| 420 |
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| 421 | glEnable(GL_NORMALIZE);
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| 422 |
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[2604] | 423 | glClearColor(0.0f, 0.0f, 0.0f, 1.0f);
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[2572] | 424 |
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[2663] | 425 | // create some occlusion queries
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| 426 | OcclusionQuery::GenQueries(mOcclusionQueries, 100);
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[2572] | 427 |
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[2601] | 428 | SceneGraphInterior *interior = mSceneGraph->GetRoot();
|
---|
| 429 |
|
---|
| 430 | SceneGraphNodeContainer::iterator ni = interior->mChildren.begin();
|
---|
| 431 |
|
---|
| 432 | for (; ni != interior->mChildren.end(); ni++)
|
---|
| 433 | {
|
---|
| 434 | CreateVertexArrays(static_cast<SceneGraphLeaf *>(*ni));
|
---|
| 435 | }
|
---|
[589] | 436 | }
|
---|
| 437 |
|
---|
[746] | 438 |
|
---|
[589] | 439 | void
|
---|
[811] | 440 | GlRenderer::SetupProjection(const int w, const int h, const float angle)
|
---|
[589] | 441 | {
|
---|
| 442 | glViewport(0, 0, w, h);
|
---|
| 443 | glMatrixMode(GL_PROJECTION);
|
---|
| 444 | glLoadIdentity();
|
---|
[811] | 445 | gluPerspective(angle, 1.0, 0.1, 2.0*Magnitude(mSceneGraph->GetBox().Diagonal()));
|
---|
[589] | 446 | glMatrixMode(GL_MODELVIEW);
|
---|
| 447 | }
|
---|
| 448 |
|
---|
[1581] | 449 |
|
---|
| 450 |
|
---|
[589] | 451 | void
|
---|
| 452 | GlRenderer::SetupCamera()
|
---|
| 453 | {
|
---|
[2544] | 454 | Vector3 target = mViewPoint + mViewDirection;
|
---|
| 455 |
|
---|
| 456 | Vector3 up(0,1,0);
|
---|
| 457 |
|
---|
[2582] | 458 | if (fabs(DotProd(mViewDirection, up)) > 0.99f)
|
---|
| 459 | up = Vector3(1, 0, 0);
|
---|
[2544] | 460 |
|
---|
| 461 | glLoadIdentity();
|
---|
| 462 | gluLookAt(mViewPoint.x, mViewPoint.y, mViewPoint.z,
|
---|
| 463 | target.x, target.y, target.z,
|
---|
| 464 | up.x, up.y, up.z);
|
---|
[589] | 465 | }
|
---|
| 466 |
|
---|
[2620] | 467 |
|
---|
[2671] | 468 | void GlRenderer::_RenderScene()
|
---|
| 469 | {
|
---|
| 470 | ObjectContainer::const_iterator oi = mObjects.begin();
|
---|
[2620] | 471 |
|
---|
[2671] | 472 | for (; oi != mObjects.end(); oi++)
|
---|
| 473 | RenderIntersectable(*oi);
|
---|
[1145] | 474 | }
|
---|
| 475 |
|
---|
[2671] | 476 |
|
---|
[2538] | 477 | void GlRenderer::_RenderSceneTrianglesWithDrawArrays()
|
---|
[2002] | 478 | {
|
---|
[2538] | 479 | EnableDrawArrays();
|
---|
| 480 |
|
---|
| 481 | if (mUseVbos)
|
---|
| 482 | glBindBufferARB(GL_ARRAY_BUFFER_ARB, mVboId);
|
---|
[2002] | 483 |
|
---|
[2671] | 484 | const int offset = (int)mObjects.size() * 3;
|
---|
[2538] | 485 | char *arrayPtr = mUseVbos ? NULL : (char *)mData;
|
---|
[2002] | 486 |
|
---|
[2538] | 487 | glVertexPointer(3, GL_FLOAT, 0, (char *)arrayPtr);
|
---|
| 488 | glNormalPointer(GL_FLOAT, 0, (char *)arrayPtr + offset * sizeof(Vector3));
|
---|
| 489 |
|
---|
[2671] | 490 | glDrawArrays(GL_TRIANGLES, 0, offset);
|
---|
[2538] | 491 | }
|
---|
| 492 |
|
---|
| 493 |
|
---|
[2615] | 494 | void GlRenderer::_RenderDynamicObject(SceneGraphLeaf *leaf)
|
---|
| 495 | {
|
---|
| 496 | // apply world transform before rendering
|
---|
| 497 | Matrix4x4 m;
|
---|
| 498 | leaf->GetTransform(m);
|
---|
| 499 |
|
---|
| 500 | glPushMatrix();
|
---|
| 501 | glMultMatrixf((float *)m.x);
|
---|
| 502 |
|
---|
| 503 | glBegin(GL_TRIANGLES);
|
---|
| 504 |
|
---|
| 505 | ObjectContainer::const_iterator oi = leaf->mGeometry.begin();
|
---|
| 506 | for (; oi != leaf->mGeometry.end(); oi++)
|
---|
| 507 | {
|
---|
| 508 | TriangleIntersectable *object = (TriangleIntersectable *)*oi;
|
---|
| 509 | Triangle3 *t = &(object->GetItem());
|
---|
| 510 |
|
---|
| 511 | Vector3 normal = t->GetNormal();
|
---|
| 512 | glNormal3f(normal.x, normal.y, normal.z);
|
---|
| 513 |
|
---|
| 514 | glVertex3f(t->mVertices[0].x, t->mVertices[0].y, t->mVertices[0].z);
|
---|
| 515 | glVertex3f(t->mVertices[1].x, t->mVertices[1].y, t->mVertices[1].z);
|
---|
| 516 | glVertex3f(t->mVertices[2].x, t->mVertices[2].y, t->mVertices[2].z);
|
---|
| 517 |
|
---|
| 518 | }
|
---|
| 519 |
|
---|
| 520 | glEnd();
|
---|
[2638] | 521 |
|
---|
| 522 | glPopMatrix();
|
---|
[2615] | 523 |
|
---|
[2638] | 524 | #if 1
|
---|
| 525 | // test the box of the object
|
---|
| 526 | AxisAlignedBox3 box = leaf->GetBox();
|
---|
| 527 | RenderBox(box);
|
---|
| 528 | #endif
|
---|
[2615] | 529 | }
|
---|
| 530 |
|
---|
| 531 |
|
---|
| 532 |
|
---|
[2538] | 533 | void GlRenderer::_RenderSceneTriangles()
|
---|
| 534 | {
|
---|
| 535 | glBegin(GL_TRIANGLES);
|
---|
| 536 |
|
---|
| 537 | ObjectContainer::const_iterator oi = mObjects.begin();
|
---|
| 538 | for (; oi != mObjects.end(); oi++) {
|
---|
| 539 |
|
---|
[2620] | 540 | if ((*oi)->Type() == Intersectable::TRIANGLE_INTERSECTABLE) {
|
---|
[2538] | 541 | TriangleIntersectable *object = (TriangleIntersectable *)*oi;
|
---|
[2575] | 542 | Triangle3 *t = &(object->GetItem());
|
---|
[2538] | 543 |
|
---|
[2575] | 544 | Vector3 normal = t->GetNormal();
|
---|
[2538] | 545 | glNormal3f(normal.x, normal.y, normal.z);
|
---|
[2575] | 546 | glVertex3f(t->mVertices[0].x, t->mVertices[0].y, t->mVertices[0].z);
|
---|
| 547 | glVertex3f(t->mVertices[1].x, t->mVertices[1].y, t->mVertices[1].z);
|
---|
| 548 | glVertex3f(t->mVertices[2].x, t->mVertices[2].y, t->mVertices[2].z);
|
---|
[2620] | 549 | }
|
---|
[2002] | 550 | }
|
---|
| 551 |
|
---|
[2538] | 552 | glEnd();
|
---|
[2002] | 553 | }
|
---|
| 554 |
|
---|
[2538] | 555 |
|
---|
[2671] | 556 | bool GlRenderer::RenderScene()
|
---|
[1145] | 557 | {
|
---|
[2671] | 558 | ++ mCurrentFrame;
|
---|
| 559 |
|
---|
| 560 | Intersectable::NewMail();
|
---|
| 561 |
|
---|
[2615] | 562 | #if DYNAMIC_OBJECTS_HACK
|
---|
[2609] | 563 | Preprocessor *p = mViewCellsManager->GetPreprocessor();
|
---|
| 564 | // handle dynamic objects
|
---|
| 565 | DynamicObjectsContainer::const_iterator dit, dit_end = p->mDynamicObjects.end();
|
---|
| 566 |
|
---|
| 567 | for (dit = p->mDynamicObjects.begin(); dit != dit_end; ++ dit)
|
---|
| 568 | {
|
---|
[2615] | 569 | #if USE_TRANSFORMED_MESH_INSTANCE_HACK
|
---|
[2671] | 570 | RenderIntersectable(*dit);
|
---|
[2615] | 571 | #else
|
---|
| 572 | _RenderDynamicObject(*dit);
|
---|
| 573 | #endif
|
---|
[2609] | 574 | }
|
---|
[2615] | 575 | #endif
|
---|
[2671] | 576 |
|
---|
[2538] | 577 | #if 1
|
---|
[2600] | 578 | _RenderSceneTrianglesWithDrawArrays();
|
---|
| 579 |
|
---|
[2538] | 580 | #else
|
---|
[2600] | 581 | static int glList = -1;
|
---|
| 582 | if (mUseGlLists) {
|
---|
| 583 | if (glList == -1) {
|
---|
| 584 | glList = glGenLists(1);
|
---|
| 585 | glNewList(glList, GL_COMPILE);
|
---|
| 586 | _RenderSceneTriangles();
|
---|
| 587 | glEndList();
|
---|
| 588 | }
|
---|
| 589 |
|
---|
| 590 | glCallList(glList);
|
---|
| 591 | } else
|
---|
| 592 | _RenderSceneTriangles();
|
---|
| 593 |
|
---|
[2538] | 594 | #endif
|
---|
[2600] | 595 | return true;
|
---|
[1145] | 596 | }
|
---|
| 597 |
|
---|
| 598 |
|
---|
[589] | 599 | void
|
---|
[2538] | 600 | GlRendererBuffer::EvalQueryWithItemBuffer()
|
---|
[997] | 601 | {
|
---|
| 602 | // read back the texture
|
---|
| 603 | glReadPixels(0, 0,
|
---|
[2671] | 604 | GetWidth(), GetHeight(),
|
---|
| 605 | GL_RGBA,
|
---|
| 606 | GL_UNSIGNED_BYTE,
|
---|
| 607 | mPixelBuffer);
|
---|
| 608 |
|
---|
| 609 |
|
---|
[997] | 610 | unsigned int *p = mPixelBuffer;
|
---|
[2671] | 611 |
|
---|
[997] | 612 | for (int y = 0; y < GetHeight(); y++)
|
---|
| 613 | {
|
---|
| 614 | for (int x = 0; x < GetWidth(); x++, p++)
|
---|
| 615 | {
|
---|
| 616 | unsigned int id = (*p) & 0xFFFFFF;
|
---|
| 617 |
|
---|
| 618 | if (id != 0xFFFFFF)
|
---|
[2053] | 619 | {
|
---|
[997] | 620 | ++ mObjects[id]->mCounter;
|
---|
[2053] | 621 | }
|
---|
[997] | 622 | }
|
---|
| 623 | }
|
---|
| 624 | }
|
---|
| 625 |
|
---|
[1145] | 626 |
|
---|
| 627 |
|
---|
| 628 | /****************************************************************/
|
---|
| 629 | /* GlRendererBuffer implementation */
|
---|
| 630 | /****************************************************************/
|
---|
| 631 |
|
---|
| 632 |
|
---|
| 633 |
|
---|
| 634 | GlRendererBuffer::GlRendererBuffer(SceneGraph *sceneGraph,
|
---|
| 635 | ViewCellsManager *viewcells,
|
---|
| 636 | KdTree *tree):
|
---|
| 637 | GlRenderer(sceneGraph, viewcells, tree)
|
---|
[2538] | 638 | {
|
---|
[2665] | 639 | mPixelBuffer = NULL;
|
---|
| 640 | // implement width and height in subclasses
|
---|
[1145] | 641 | }
|
---|
| 642 |
|
---|
| 643 |
|
---|
[997] | 644 | void
|
---|
| 645 | GlRendererBuffer::EvalQueryWithOcclusionQueries(
|
---|
| 646 | //RenderCostSample &sample
|
---|
| 647 | )
|
---|
| 648 | {
|
---|
| 649 | glDepthFunc(GL_LEQUAL);
|
---|
| 650 |
|
---|
| 651 | glColorMask(GL_FALSE, GL_FALSE, GL_FALSE, GL_FALSE);
|
---|
| 652 | glDepthMask(GL_FALSE);
|
---|
[1000] | 653 |
|
---|
| 654 |
|
---|
| 655 | // simulate detectemptyviewspace using backface culling
|
---|
[1001] | 656 | if (mDetectEmptyViewSpace)
|
---|
[997] | 657 | {
|
---|
[1000] | 658 | glEnable(GL_CULL_FACE);
|
---|
[1001] | 659 | //cout << "culling" << endl;
|
---|
[1000] | 660 | }
|
---|
| 661 | else
|
---|
| 662 | {
|
---|
[1001] | 663 | //cout << "not culling" << endl;
|
---|
[1000] | 664 | glDisable(GL_CULL_FACE);
|
---|
[1001] | 665 | }
|
---|
[1000] | 666 |
|
---|
| 667 |
|
---|
[1001] | 668 | //const int numQ = 1;
|
---|
| 669 | const int numQ = (int)mOcclusionQueries.size();
|
---|
[1000] | 670 |
|
---|
[1001] | 671 | //glFinish();
|
---|
| 672 | #if 0
|
---|
[1000] | 673 | //-- now issue queries for all objects
|
---|
| 674 | for (int j = 0; j < (int)mObjects.size(); ++ j)
|
---|
[1001] | 675 | {
|
---|
| 676 | mOcclusionQueries[j]->BeginQuery();
|
---|
| 677 | RenderIntersectable(mObjects[j]);
|
---|
| 678 | mOcclusionQueries[j]->EndQuery();
|
---|
| 679 |
|
---|
| 680 | unsigned int pixelCount;
|
---|
| 681 |
|
---|
| 682 | pixelCount = mOcclusionQueries[j]->GetQueryResult();
|
---|
[2053] | 683 |
|
---|
[1001] | 684 | mObjects[j]->mCounter += pixelCount;
|
---|
| 685 | }
|
---|
| 686 | #else
|
---|
| 687 |
|
---|
| 688 | int q = 0;
|
---|
| 689 |
|
---|
| 690 | //-- now issue queries for all objects
|
---|
| 691 | for (int j = 0; j < (int)mObjects.size(); j += q)
|
---|
[1000] | 692 | {
|
---|
[1001] | 693 | for (q = 0; ((j + q) < (int)mObjects.size()) && (q < numQ); ++ q)
|
---|
[997] | 694 | {
|
---|
[1001] | 695 | mOcclusionQueries[q]->BeginQuery();
|
---|
[1000] | 696 |
|
---|
[997] | 697 | RenderIntersectable(mObjects[j + q]);
|
---|
[1000] | 698 |
|
---|
[1001] | 699 | mOcclusionQueries[q]->EndQuery();
|
---|
[997] | 700 | }
|
---|
[1001] | 701 | //cout << "q: " << q << endl;
|
---|
[997] | 702 | // collect results of the queries
|
---|
[1001] | 703 | for (int t = 0; t < q; ++ t)
|
---|
[997] | 704 | {
|
---|
| 705 | unsigned int pixelCount;
|
---|
[1001] | 706 |
|
---|
[997] | 707 | //-- reenable other state
|
---|
[1001] | 708 | #if 0
|
---|
| 709 | bool available;
|
---|
| 710 |
|
---|
[997] | 711 | do
|
---|
| 712 | {
|
---|
[1001] | 713 | available = mOcclusionQueries[t]->ResultAvailable();
|
---|
| 714 |
|
---|
| 715 | if (!available) cout << "W";
|
---|
[997] | 716 | }
|
---|
[1001] | 717 | while (!available);
|
---|
[997] | 718 | #endif
|
---|
| 719 |
|
---|
[1001] | 720 | pixelCount = mOcclusionQueries[t]->GetQueryResult();
|
---|
[997] | 721 |
|
---|
[1001] | 722 | //if (pixelCount > 0)
|
---|
| 723 | // cout <<"o="<<j+q<<" q="<<mOcclusionQueries[q]->GetQueryId()<<" pc="<<pixelCount<<" ";
|
---|
| 724 | mObjects[j + t]->mCounter += pixelCount;
|
---|
[2053] | 725 |
|
---|
[997] | 726 | }
|
---|
| 727 |
|
---|
[1001] | 728 | //j += q;
|
---|
[997] | 729 | }
|
---|
[1001] | 730 | #endif
|
---|
| 731 | //glFinish();
|
---|
[997] | 732 | glColorMask(GL_TRUE, GL_TRUE, GL_TRUE, GL_TRUE);
|
---|
| 733 | glDepthMask(GL_TRUE);
|
---|
[1000] | 734 |
|
---|
| 735 | glEnable(GL_CULL_FACE);
|
---|
[997] | 736 | }
|
---|
| 737 |
|
---|
| 738 |
|
---|
| 739 | void
|
---|
[1931] | 740 | GlRenderer::RandomViewPoint()
|
---|
[1001] | 741 | {
|
---|
[589] | 742 | // do not use this function since it could return different viewpoints for
|
---|
| 743 | // different executions of the algorithm
|
---|
| 744 |
|
---|
[1112] | 745 | // mViewCellsManager->GetViewPoint(mViewPoint);
|
---|
[589] | 746 |
|
---|
| 747 | while (1) {
|
---|
| 748 | Vector3 pVector = Vector3(halton.GetNumber(1),
|
---|
| 749 | halton.GetNumber(2),
|
---|
| 750 | halton.GetNumber(3));
|
---|
| 751 |
|
---|
[1112] | 752 | mViewPoint = mViewCellsManager->GetViewSpaceBox().GetPoint(pVector);
|
---|
[589] | 753 | ViewCell *v = mViewCellsManager->GetViewCell(mViewPoint);
|
---|
| 754 | if (v && v->GetValid())
|
---|
| 755 | break;
|
---|
| 756 | // generate a new vector
|
---|
| 757 | halton.GenerateNext();
|
---|
| 758 | }
|
---|
| 759 |
|
---|
| 760 | Vector3 dVector = Vector3(2*M_PI*halton.GetNumber(4),
|
---|
| 761 | M_PI*halton.GetNumber(5),
|
---|
| 762 | 0.0f);
|
---|
| 763 |
|
---|
| 764 | mViewDirection = Normalize(Vector3(sin(dVector.x),
|
---|
[2614] | 765 | // cos(dVector.y),
|
---|
[589] | 766 | 0.0f,
|
---|
| 767 | cos(dVector.x)));
|
---|
| 768 | halton.GenerateNext();
|
---|
| 769 | }
|
---|
| 770 |
|
---|
| 771 |
|
---|
[1585] | 772 | void
|
---|
| 773 | GlRenderer::RenderBox(const AxisAlignedBox3 &box)
|
---|
| 774 | {
|
---|
| 775 |
|
---|
| 776 | glBegin(GL_LINE_LOOP);
|
---|
| 777 | glVertex3d(box.Min().x, box.Max().y, box.Min().z );
|
---|
| 778 | glVertex3d(box.Max().x, box.Max().y, box.Min().z );
|
---|
| 779 | glVertex3d(box.Max().x, box.Min().y, box.Min().z );
|
---|
| 780 | glVertex3d(box.Min().x, box.Min().y, box.Min().z );
|
---|
| 781 | glEnd();
|
---|
| 782 |
|
---|
| 783 | glBegin(GL_LINE_LOOP);
|
---|
| 784 | glVertex3d(box.Min().x, box.Min().y, box.Max().z );
|
---|
| 785 | glVertex3d(box.Max().x, box.Min().y, box.Max().z );
|
---|
| 786 | glVertex3d(box.Max().x, box.Max().y, box.Max().z );
|
---|
| 787 | glVertex3d(box.Min().x, box.Max().y, box.Max().z );
|
---|
| 788 | glEnd();
|
---|
| 789 |
|
---|
| 790 | glBegin(GL_LINE_LOOP);
|
---|
| 791 | glVertex3d(box.Max().x, box.Min().y, box.Min().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.Max().x, box.Max().y, box.Min().z );
|
---|
| 795 | glEnd();
|
---|
| 796 |
|
---|
| 797 | glBegin(GL_LINE_LOOP);
|
---|
| 798 | glVertex3d(box.Min().x, box.Min().y, box.Min().z );
|
---|
| 799 | glVertex3d(box.Min().x, box.Min().y, box.Max().z );
|
---|
| 800 | glVertex3d(box.Min().x, box.Max().y, box.Max().z );
|
---|
| 801 | glVertex3d(box.Min().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.Max().x, box.Min().y, box.Min().z );
|
---|
| 807 | glVertex3d(box.Max().x, box.Min().y, box.Max().z );
|
---|
| 808 | glVertex3d(box.Min().x, box.Min().y, box.Max().z );
|
---|
| 809 | glEnd();
|
---|
| 810 |
|
---|
| 811 | glBegin(GL_LINE_LOOP);
|
---|
| 812 | glVertex3d(box.Min().x, box.Max().y, box.Min().z );
|
---|
| 813 | glVertex3d(box.Max().x, box.Max().y, box.Min().z );
|
---|
| 814 | glVertex3d(box.Max().x, box.Max().y, box.Max().z );
|
---|
| 815 | glVertex3d(box.Min().x, box.Max().y, box.Max().z );
|
---|
| 816 |
|
---|
| 817 | glEnd();
|
---|
| 818 |
|
---|
[811] | 819 | }
|
---|
[1585] | 820 |
|
---|
| 821 | void
|
---|
| 822 | GlRenderer::RenderBvhNode(BvhNode *node)
|
---|
| 823 | {
|
---|
| 824 | if (node->IsLeaf()) {
|
---|
| 825 | BvhLeaf *leaf = (BvhLeaf *) node;
|
---|
[1785] | 826 |
|
---|
| 827 | #if 0
|
---|
| 828 | if (leaf->mGlList == 0) {
|
---|
| 829 | leaf->mGlList = glGenLists(1);
|
---|
| 830 | if (leaf->mGlList != 0)
|
---|
| 831 | glNewList(leaf->mGlList, GL_COMPILE);
|
---|
| 832 |
|
---|
| 833 | for (int i=0; i < leaf->mObjects.size(); i++)
|
---|
| 834 | RenderIntersectable(leaf->mObjects[i]);
|
---|
| 835 |
|
---|
| 836 | if (leaf->mGlList != 0)
|
---|
| 837 | glEndList();
|
---|
| 838 | }
|
---|
| 839 |
|
---|
| 840 | if (leaf->mGlList != 0)
|
---|
| 841 | glCallList(leaf->mGlList);
|
---|
| 842 | #else
|
---|
[1983] | 843 | for (int i=0; i < leaf->mObjects.size(); i++)
|
---|
| 844 | RenderIntersectable(leaf->mObjects[i]);
|
---|
[1785] | 845 | #endif
|
---|
[1585] | 846 | } else {
|
---|
| 847 | BvhInterior *in = (BvhInterior *)node;
|
---|
| 848 | RenderBvhNode(in->GetBack());
|
---|
| 849 | RenderBvhNode(in->GetFront());
|
---|
| 850 | }
|
---|
[1594] | 851 | }
|
---|
| 852 |
|
---|
| 853 | void
|
---|
| 854 | GlRenderer::RenderKdNode(KdNode *node)
|
---|
| 855 | {
|
---|
[2620] | 856 | if (node->IsLeaf())
|
---|
[2538] | 857 | {
|
---|
[2613] | 858 | #if !EVAL_ERROR
|
---|
[2538] | 859 | RenderKdLeaf(static_cast<KdLeaf *>(node));
|
---|
| 860 | #else
|
---|
[2619] | 861 | KdLeaf *leaf = static_cast<KdLeaf *>(node);
|
---|
[2538] | 862 | for (int i=0; i < leaf->mObjects.size(); i++)
|
---|
[2619] | 863 | {
|
---|
[2538] | 864 | RenderIntersectable(leaf->mObjects[i]);
|
---|
[2620] | 865 |
|
---|
[2619] | 866 | }
|
---|
[2538] | 867 | #endif
|
---|
| 868 | }
|
---|
| 869 | else
|
---|
| 870 | {
|
---|
[2619] | 871 | KdInterior *inter = static_cast<KdInterior *>(node);
|
---|
| 872 | RenderKdNode(inter->mBack);
|
---|
| 873 | RenderKdNode(inter->mFront);
|
---|
[1594] | 874 | }
|
---|
[1585] | 875 | }
|
---|
| 876 |
|
---|
[1785] | 877 |
|
---|
| 878 |
|
---|
| 879 |
|
---|
| 880 | void
|
---|
| 881 | GlRendererBuffer::EvalRenderCostSample(RenderCostSample &sample,
|
---|
| 882 | const bool useOcclusionQueries,
|
---|
| 883 | const int threshold
|
---|
| 884 | )
|
---|
| 885 | {
|
---|
[2543] | 886 | // choose a random view point
|
---|
| 887 | mViewCellsManager->GetViewPoint(mViewPoint);
|
---|
| 888 | sample.mPosition = mViewPoint;
|
---|
| 889 | //cout << "viewpoint: " << mViewPoint << endl;
|
---|
| 890 |
|
---|
| 891 | // take a render cost sample by rendering a cube
|
---|
| 892 | Vector3 directions[6];
|
---|
| 893 |
|
---|
| 894 | directions[0] = Vector3(1,0,0);
|
---|
| 895 | directions[1] = Vector3(0,1,0);
|
---|
| 896 | directions[2] = Vector3(0,0,1);
|
---|
| 897 | directions[3] = Vector3(-1,0,0);
|
---|
| 898 | directions[4] = Vector3(0,-1,0);
|
---|
| 899 | directions[5] = Vector3(0,0,-1);
|
---|
| 900 |
|
---|
| 901 | sample.mVisibleObjects = 0;
|
---|
| 902 |
|
---|
| 903 | // reset object counters
|
---|
| 904 | ObjectContainer::const_iterator it, it_end = mObjects.end();
|
---|
| 905 |
|
---|
| 906 | for (it = mObjects.begin(); it != it_end; ++ it)
|
---|
[1785] | 907 | {
|
---|
[2543] | 908 | (*it)->mCounter = 0;
|
---|
| 909 |
|
---|
[1785] | 910 | }
|
---|
| 911 |
|
---|
[2543] | 912 | ++ mFrame;
|
---|
| 913 |
|
---|
| 914 | //glCullFace(GL_FRONT);
|
---|
| 915 | glCullFace(GL_BACK);
|
---|
| 916 | glDisable(GL_CULL_FACE);
|
---|
| 917 |
|
---|
| 918 |
|
---|
[1785] | 919 | // query all 6 directions for a full point sample
|
---|
[2543] | 920 | for (int i = 0; i < 6; ++ i)
|
---|
[1785] | 921 | {
|
---|
[2543] | 922 | mViewDirection = directions[i];
|
---|
| 923 | SetupCamera();
|
---|
| 924 |
|
---|
| 925 | glClearColor(1.0f, 1.0f, 1.0f, 1.0f);
|
---|
| 926 | glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT);
|
---|
| 927 | //glColorMask(GL_TRUE, GL_TRUE, GL_TRUE, GL_TRUE); glDepthMask(GL_TRUE);
|
---|
| 928 | glDepthFunc(GL_LESS);
|
---|
| 929 |
|
---|
| 930 | mUseFalseColors = true;
|
---|
| 931 |
|
---|
| 932 | // the actual scene rendering fills the depth (for occlusion queries)
|
---|
| 933 | // and the frame buffer (for item buffer)
|
---|
| 934 | RenderScene();
|
---|
| 935 |
|
---|
| 936 |
|
---|
| 937 | if (0)
|
---|
[1785] | 938 | {
|
---|
[2543] | 939 | char filename[256];
|
---|
| 940 | sprintf(filename, "snap/frame-%04d-%d.png", mFrame, i);
|
---|
| 941 | // QImage im = toImage();
|
---|
| 942 | // im.save(filename, "PNG");
|
---|
[1785] | 943 | }
|
---|
[2543] | 944 |
|
---|
| 945 | // evaluate the sample
|
---|
| 946 | if (useOcclusionQueries)
|
---|
[1785] | 947 | {
|
---|
[2543] | 948 | EvalQueryWithOcclusionQueries();
|
---|
[1785] | 949 | }
|
---|
[2543] | 950 | else
|
---|
[1785] | 951 | {
|
---|
[2543] | 952 | EvalQueryWithItemBuffer();
|
---|
[1785] | 953 | }
|
---|
| 954 | }
|
---|
[2543] | 955 |
|
---|
| 956 | // now evaluate the statistics over that sample
|
---|
| 957 | // currently only the number of visible objects is taken into account
|
---|
| 958 | sample.Reset();
|
---|
| 959 |
|
---|
| 960 | for (it = mObjects.begin(); it != it_end; ++ it)
|
---|
[1785] | 961 | {
|
---|
[2543] | 962 | Intersectable *obj = *it;
|
---|
| 963 | if (obj->mCounter >= threshold)
|
---|
[1785] | 964 | {
|
---|
[2543] | 965 | ++ sample.mVisibleObjects;
|
---|
| 966 | sample.mVisiblePixels += obj->mCounter;
|
---|
[1785] | 967 | }
|
---|
| 968 | }
|
---|
[2543] | 969 |
|
---|
| 970 | //cout << "RS=" << sample.mVisibleObjects << " ";
|
---|
[1585] | 971 | }
|
---|
[1785] | 972 |
|
---|
| 973 |
|
---|
| 974 | GlRendererBuffer::~GlRendererBuffer()
|
---|
| 975 | {
|
---|
[1990] | 976 | #if 0
|
---|
| 977 | #ifdef USE_CG
|
---|
| 978 | if (sCgFragmentProgram)
|
---|
[1785] | 979 | cgDestroyProgram(sCgFragmentProgram);
|
---|
| 980 | if (sCgContext)
|
---|
| 981 | cgDestroyContext(sCgContext);
|
---|
| 982 | #endif
|
---|
[1990] | 983 | #endif
|
---|
[2543] | 984 |
|
---|
[1785] | 985 | }
|
---|
| 986 |
|
---|
| 987 |
|
---|
| 988 | void
|
---|
| 989 | GlRendererBuffer::SampleRenderCost(const int numSamples,
|
---|
| 990 | vector<RenderCostSample> &samples,
|
---|
| 991 | const bool useOcclusionQueries,
|
---|
| 992 | const int threshold
|
---|
| 993 | )
|
---|
| 994 | {
|
---|
[2543] | 995 | MakeCurrent();
|
---|
[1785] | 996 |
|
---|
[2543] | 997 | if (mPixelBuffer == NULL)
|
---|
| 998 | mPixelBuffer = new unsigned int[GetWidth()*GetHeight()];
|
---|
[1785] | 999 |
|
---|
[2543] | 1000 | // using 90 degree projection to capture 360 view with 6 samples
|
---|
| 1001 | SetupProjection(GetHeight(), GetHeight(), 90.0f);
|
---|
[1785] | 1002 |
|
---|
[2543] | 1003 | //samples.resize(numSamples);
|
---|
| 1004 | halton.Reset();
|
---|
[1785] | 1005 |
|
---|
[2543] | 1006 | // the number of queries queried in batch mode
|
---|
| 1007 | const int numQ = 500;
|
---|
[1785] | 1008 |
|
---|
[2543] | 1009 | //const int numQ = (int)mObjects.size();
|
---|
| 1010 | if (useOcclusionQueries)
|
---|
| 1011 | {
|
---|
| 1012 | cout << "\ngenerating " << numQ << " queries ... ";
|
---|
| 1013 | OcclusionQuery::GenQueries(mOcclusionQueries, numQ);
|
---|
| 1014 | cout << "finished" << endl;
|
---|
| 1015 | }
|
---|
| 1016 |
|
---|
| 1017 | // sampling queries
|
---|
| 1018 | for (int i = 0; i < numSamples; ++ i)
|
---|
| 1019 | {
|
---|
| 1020 | cout << ".";
|
---|
| 1021 | EvalRenderCostSample(samples[i], useOcclusionQueries, threshold);
|
---|
| 1022 | }
|
---|
| 1023 |
|
---|
| 1024 | DoneCurrent();
|
---|
[1785] | 1025 | }
|
---|
| 1026 |
|
---|
| 1027 |
|
---|
| 1028 |
|
---|
| 1029 |
|
---|
[2543] | 1030 |
|
---|
[1785] | 1031 | void
|
---|
[1931] | 1032 | GlRenderer::ClearErrorBuffer()
|
---|
[1785] | 1033 | {
|
---|
| 1034 | for (int i=0; i < mPvsStatFrames; i++) {
|
---|
| 1035 | mPvsErrorBuffer[i].mError = 1.0f;
|
---|
| 1036 | }
|
---|
[2002] | 1037 | mPvsStat.maxError = 0.0f;
|
---|
[1785] | 1038 | }
|
---|
| 1039 |
|
---|
| 1040 |
|
---|
| 1041 | void
|
---|
| 1042 | GlRendererBuffer::EvalPvsStat()
|
---|
| 1043 | {
|
---|
[2048] | 1044 | MakeCurrent();
|
---|
[2049] | 1045 |
|
---|
[2048] | 1046 | GlRenderer::EvalPvsStat();
|
---|
[2049] | 1047 |
|
---|
[2048] | 1048 | DoneCurrent();
|
---|
[1785] | 1049 | // mRenderingFinished.wakeAll();
|
---|
| 1050 | }
|
---|
| 1051 |
|
---|
| 1052 |
|
---|
[2048] | 1053 | void GlRendererBuffer::EvalPvsStat(const SimpleRayContainer &viewPoints)
|
---|
| 1054 | {
|
---|
| 1055 | MakeCurrent();
|
---|
| 1056 |
|
---|
| 1057 | GlRenderer::EvalPvsStat(viewPoints);
|
---|
| 1058 |
|
---|
| 1059 | DoneCurrent();
|
---|
| 1060 | }
|
---|
| 1061 |
|
---|
| 1062 |
|
---|
[1785] | 1063 | void GlRendererBuffer::SampleBeamContributions(Intersectable *sourceObject,
|
---|
| 1064 | Beam &beam,
|
---|
| 1065 | const int desiredSamples,
|
---|
| 1066 | BeamSampleStatistics &stat)
|
---|
| 1067 | {
|
---|
| 1068 | // TODO: should be moved out of here (not to be done every time)
|
---|
| 1069 | // only back faces are interesting for the depth pass
|
---|
| 1070 | glShadeModel(GL_FLAT);
|
---|
| 1071 | glDisable(GL_LIGHTING);
|
---|
| 1072 |
|
---|
| 1073 | // needed to kill the fragments for the front buffer
|
---|
| 1074 | glEnable(GL_ALPHA_TEST);
|
---|
| 1075 | glAlphaFunc(GL_GREATER, 0);
|
---|
| 1076 |
|
---|
| 1077 | // assumes that the beam is constructed and contains kd-tree nodes
|
---|
| 1078 | // and viewcells which it intersects
|
---|
| 1079 |
|
---|
| 1080 |
|
---|
| 1081 | // Get the number of viewpoints to be sampled
|
---|
| 1082 | // Now it is a sqrt but in general a wiser decision could be made.
|
---|
| 1083 | // The less viewpoints the better for rendering performance, since less passes
|
---|
| 1084 | // over the beam is needed.
|
---|
| 1085 | // The viewpoints could actually be generated outside of the bounding box which
|
---|
| 1086 | // would distribute the 'efective viewpoints' of the object surface and thus
|
---|
| 1087 | // with a few viewpoints better sample the viewpoint space....
|
---|
| 1088 |
|
---|
| 1089 | //TODO: comment in
|
---|
| 1090 | //int viewPointSamples = sqrt((float)desiredSamples);
|
---|
| 1091 | int viewPointSamples = max(desiredSamples / (GetWidth() * GetHeight()), 1);
|
---|
| 1092 |
|
---|
| 1093 | // the number of direction samples per pass is given by the number of viewpoints
|
---|
| 1094 | int directionalSamples = desiredSamples / viewPointSamples;
|
---|
| 1095 |
|
---|
| 1096 | Debug << "directional samples: " << directionalSamples << endl;
|
---|
| 1097 | for (int i = 0; i < viewPointSamples; ++ i)
|
---|
| 1098 | {
|
---|
| 1099 | Vector3 viewPoint = beam.mBox.GetRandomPoint();
|
---|
| 1100 |
|
---|
| 1101 | // perhaps the viewpoint should be shifted back a little bit so that it always lies
|
---|
| 1102 | // inside the source object
|
---|
| 1103 | // 'ideally' the viewpoints would be distributed on the soureObject surface, but this
|
---|
| 1104 | // would require more complicated sampling (perhaps hierarchical rejection sampling of
|
---|
| 1105 | // the object surface is an option here - only the mesh faces which are inside the box
|
---|
| 1106 | // are considered as candidates)
|
---|
| 1107 |
|
---|
| 1108 | SampleViewpointContributions(sourceObject,
|
---|
| 1109 | viewPoint,
|
---|
| 1110 | beam,
|
---|
| 1111 | directionalSamples,
|
---|
| 1112 | stat);
|
---|
| 1113 | }
|
---|
| 1114 |
|
---|
| 1115 |
|
---|
| 1116 | // note:
|
---|
| 1117 | // this routine would be called only if the number of desired samples is sufficiently
|
---|
| 1118 | // large - for other rss tree cells the cpu based sampling is perhaps more efficient
|
---|
| 1119 | // distributing the work between cpu and gpu would also allow us to place more sophisticated
|
---|
| 1120 | // sample distributions (silhouette ones) using the cpu and the jittered once on the GPU
|
---|
| 1121 | // in order that thios scheme is working well the gpu render buffer should run in a separate
|
---|
| 1122 | // thread than the cpu sampler, which would not be such a big problem....
|
---|
| 1123 |
|
---|
| 1124 | // disable alpha test again
|
---|
| 1125 | glDisable(GL_ALPHA_TEST);
|
---|
| 1126 | }
|
---|
| 1127 |
|
---|
| 1128 |
|
---|
| 1129 |
|
---|
| 1130 | void GlRendererBuffer::SampleViewpointContributions(Intersectable *sourceObject,
|
---|
| 1131 | const Vector3 viewPoint,
|
---|
| 1132 | Beam &beam,
|
---|
| 1133 | const int samples,
|
---|
| 1134 | BeamSampleStatistics &stat)
|
---|
| 1135 | {
|
---|
| 1136 | // 1. setup the view port to match the desired samples
|
---|
| 1137 | glViewport(0, 0, samples, samples);
|
---|
| 1138 |
|
---|
| 1139 | // 2. setup the projection matrix and view matrix to match the viewpoint + beam.mDirBox
|
---|
| 1140 | SetupProjectionForViewPoint(viewPoint, beam, sourceObject);
|
---|
| 1141 |
|
---|
| 1142 |
|
---|
| 1143 | // 3. reset z-buffer to 0 and render the source object for the beam
|
---|
| 1144 | // with glCullFace(Enabled) and glFrontFace(GL_CW)
|
---|
| 1145 | // save result to the front depth map
|
---|
| 1146 | // the front depth map holds ray origins
|
---|
| 1147 |
|
---|
| 1148 |
|
---|
| 1149 | // front depth buffer must be initialised to 0
|
---|
| 1150 | float clearDepth;
|
---|
| 1151 |
|
---|
| 1152 | glGetFloatv(GL_DEPTH_CLEAR_VALUE, &clearDepth);
|
---|
| 1153 | glClearDepth(0.0f);
|
---|
| 1154 | glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT | GL_STENCIL_BUFFER_BIT);
|
---|
| 1155 |
|
---|
| 1156 |
|
---|
| 1157 | // glFrontFace(GL_CCW);
|
---|
| 1158 | glEnable(GL_CULL_FACE);
|
---|
| 1159 | glCullFace(GL_FRONT);
|
---|
| 1160 | glColorMask(0, 0, 0, 0);
|
---|
| 1161 |
|
---|
| 1162 |
|
---|
| 1163 | // stencil is increased where the source object is located
|
---|
| 1164 | glEnable(GL_STENCIL_TEST);
|
---|
| 1165 | glStencilFunc(GL_ALWAYS, 0x1, 0x1);
|
---|
| 1166 | glStencilOp(GL_REPLACE, GL_REPLACE, GL_REPLACE);
|
---|
| 1167 |
|
---|
| 1168 |
|
---|
| 1169 | #if 0
|
---|
| 1170 | static int glSourceObjList = -1;
|
---|
| 1171 | if (glSourceObjList != -1)
|
---|
| 1172 | {
|
---|
| 1173 | glSourceObjList = glGenLists(1);
|
---|
| 1174 | glNewList(glSourceObjList, GL_COMPILE);
|
---|
| 1175 |
|
---|
| 1176 | RenderIntersectable(sourceObject);
|
---|
| 1177 |
|
---|
| 1178 | glEndList();
|
---|
| 1179 | }
|
---|
| 1180 | glCallList(glSourceObjList);
|
---|
| 1181 |
|
---|
| 1182 | #else
|
---|
| 1183 | RenderIntersectable(sourceObject);
|
---|
| 1184 |
|
---|
| 1185 | #endif
|
---|
| 1186 |
|
---|
| 1187 | // copy contents of the front depth buffer into depth texture
|
---|
| 1188 | glBindTexture(GL_TEXTURE_2D, frontDepthMap);
|
---|
| 1189 | glCopyTexSubImage2D(GL_TEXTURE_2D, 0, 0, 0, 0, 0, depthMapSize, depthMapSize);
|
---|
| 1190 |
|
---|
| 1191 | // reset clear function
|
---|
| 1192 | glClearDepth(clearDepth);
|
---|
| 1193 |
|
---|
| 1194 |
|
---|
| 1195 | // 4. set up the termination depth buffer (= standard depth buffer)
|
---|
| 1196 | // only rays which have non-zero entry in the origin buffer are valid since
|
---|
| 1197 | // they realy start on the object surface (this is tagged by setting a
|
---|
| 1198 | // stencil buffer bit at step 3).
|
---|
| 1199 |
|
---|
| 1200 | glStencilFunc(GL_EQUAL, 0x1, 0x1);
|
---|
| 1201 | glStencilOp(GL_KEEP, GL_KEEP, GL_KEEP);
|
---|
| 1202 |
|
---|
| 1203 | glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT);
|
---|
| 1204 | glDepthMask(1);
|
---|
| 1205 |
|
---|
| 1206 | glEnable(GL_DEPTH_TEST);
|
---|
| 1207 |
|
---|
| 1208 | glEnable(GL_CULL_FACE);
|
---|
| 1209 | glCullFace(GL_BACK);
|
---|
| 1210 |
|
---|
| 1211 | // setup front depth buffer
|
---|
| 1212 | glEnable(GL_TEXTURE_2D);
|
---|
| 1213 |
|
---|
[1990] | 1214 | #if 0
|
---|
| 1215 | #ifdef USE_CG
|
---|
[1785] | 1216 | // bind pixel shader implementing the front depth buffer functionality
|
---|
| 1217 | cgGLBindProgram(sCgFragmentProgram);
|
---|
| 1218 | cgGLEnableProfile(sCgFragmentProfile);
|
---|
| 1219 | #endif
|
---|
[1990] | 1220 | #endif
|
---|
[1785] | 1221 | // 5. render all objects inside the beam
|
---|
| 1222 | // we can use id based false color to read them back for gaining the pvs
|
---|
| 1223 |
|
---|
| 1224 | glColorMask(1, 1, 1, 1);
|
---|
| 1225 |
|
---|
| 1226 |
|
---|
| 1227 | // if objects not stored in beam => extract objects
|
---|
| 1228 | if (beam.mFlags & !Beam::STORE_OBJECTS)
|
---|
| 1229 | {
|
---|
| 1230 | vector<KdNode *>::const_iterator it, it_end = beam.mKdNodes.end();
|
---|
| 1231 |
|
---|
| 1232 | Intersectable::NewMail();
|
---|
| 1233 | for (it = beam.mKdNodes.begin(); it != it_end; ++ it)
|
---|
| 1234 | {
|
---|
| 1235 | mKdTree->CollectObjects(*it, beam.mObjects);
|
---|
| 1236 | }
|
---|
| 1237 | }
|
---|
| 1238 |
|
---|
| 1239 |
|
---|
| 1240 | // (objects can be compiled to a gl list now so that subsequent rendering for
|
---|
| 1241 | // this beam is fast - the same hold for step 3)
|
---|
| 1242 | // Afterwards we have two depth buffers defining the ray origin and termination
|
---|
| 1243 |
|
---|
| 1244 |
|
---|
| 1245 | #if 0
|
---|
| 1246 | static int glObjList = -1;
|
---|
| 1247 | if (glObjList != -1)
|
---|
| 1248 | {
|
---|
| 1249 | glObjList = glGenLists(1);
|
---|
| 1250 | glNewList(glObjList, GL_COMPILE);
|
---|
| 1251 |
|
---|
| 1252 | ObjectContainer::const_iterator it, it_end = beam.mObjects.end();
|
---|
| 1253 | for (it = beam.mObjects.begin(); it != it_end; ++ it)
|
---|
| 1254 | {
|
---|
| 1255 | // render all objects except the source object
|
---|
| 1256 | if (*it != sourceObject)
|
---|
| 1257 | RenderIntersectable(*it);
|
---|
| 1258 | }
|
---|
| 1259 |
|
---|
| 1260 | glEndList();
|
---|
| 1261 | }
|
---|
| 1262 |
|
---|
| 1263 | glCallList(glObjList);
|
---|
| 1264 | #else
|
---|
| 1265 | ObjectContainer::const_iterator it, it_end = beam.mObjects.end();
|
---|
| 1266 | for (it = beam.mObjects.begin(); it != it_end; ++ it)
|
---|
| 1267 | {
|
---|
| 1268 | // render all objects except the source object
|
---|
| 1269 | if (*it != sourceObject)
|
---|
| 1270 | RenderIntersectable(*it);
|
---|
| 1271 | }
|
---|
| 1272 | #endif
|
---|
| 1273 |
|
---|
[1935] | 1274 | // 6. Use occlusion queries for all viewcell meshes associated with the beam ->
|
---|
[1785] | 1275 | // a fragment passes if the corresponding stencil fragment is set and its depth is
|
---|
| 1276 | // between origin and termination buffer
|
---|
| 1277 |
|
---|
| 1278 | // create new queries if necessary
|
---|
| 1279 | OcclusionQuery::GenQueries(mOcclusionQueries, (int)beam.mViewCells.size());
|
---|
| 1280 |
|
---|
| 1281 | // check whether any backfacing polygon would pass the depth test?
|
---|
| 1282 | // matt: should check both back /front facing because of dual depth buffer
|
---|
| 1283 | // and danger of cutting the near plane with front facing polys.
|
---|
| 1284 |
|
---|
| 1285 | glColorMask(GL_FALSE, GL_FALSE, GL_FALSE, GL_FALSE);
|
---|
| 1286 | glDepthMask(GL_FALSE);
|
---|
| 1287 | glDisable(GL_CULL_FACE);
|
---|
| 1288 |
|
---|
| 1289 |
|
---|
| 1290 | ViewCellContainer::const_iterator vit, vit_end = beam.mViewCells.end();
|
---|
| 1291 |
|
---|
| 1292 | int queryIdx = 0;
|
---|
| 1293 |
|
---|
| 1294 | for (vit = beam.mViewCells.begin(); vit != vit_end; ++ vit)
|
---|
| 1295 | {
|
---|
| 1296 | mOcclusionQueries[queryIdx ++]->BeginQuery();
|
---|
| 1297 | RenderIntersectable(*vit);
|
---|
| 1298 | mOcclusionQueries[queryIdx]->EndQuery();
|
---|
| 1299 |
|
---|
| 1300 | ++ queryIdx;
|
---|
| 1301 | }
|
---|
| 1302 |
|
---|
| 1303 | // at this point, if possible, go and do some other computation
|
---|
| 1304 |
|
---|
| 1305 | // 7. The number of visible pixels is the number of sample rays which see the source
|
---|
| 1306 | // object from the corresponding viewcell -> remember these values for later update
|
---|
| 1307 | // of the viewcell pvs - or update immediately?
|
---|
| 1308 |
|
---|
| 1309 | queryIdx = 0;
|
---|
| 1310 |
|
---|
| 1311 | for (vit = beam.mViewCells.begin(); vit != vit_end; ++ vit)
|
---|
| 1312 | {
|
---|
| 1313 | // fetch queries
|
---|
| 1314 | unsigned int pixelCount = mOcclusionQueries[queryIdx ++]->GetQueryResult();
|
---|
| 1315 |
|
---|
| 1316 | if (pixelCount)
|
---|
| 1317 | Debug << "view cell " << (*vit)->GetId() << " visible pixels: " << pixelCount << endl;
|
---|
| 1318 | }
|
---|
| 1319 |
|
---|
| 1320 |
|
---|
| 1321 | // 8. Copmpute rendering statistics
|
---|
| 1322 | // In general it is not neccessary to remember to extract all the rays cast. I hope it
|
---|
| 1323 | // would be sufficient to gain only the intergral statistics about the new contributions
|
---|
| 1324 | // and so the rss tree would actually store no new rays (only the initial ones)
|
---|
| 1325 | // the subdivision of the tree would only be driven by the statistics (the glrender could
|
---|
| 1326 | // evaluate the contribution entropy for example)
|
---|
| 1327 | // However might be an option to extract/store only those the rays which made a contribution
|
---|
| 1328 | // (new viewcell has been discovered) or relative contribution greater than a threshold ...
|
---|
| 1329 |
|
---|
| 1330 | ObjectContainer pvsObj;
|
---|
| 1331 | stat.pvsSize = ComputePvs(beam.mObjects, pvsObj);
|
---|
| 1332 |
|
---|
| 1333 | // to gain ray source and termination
|
---|
| 1334 | // copy contents of ray termination buffer into depth texture
|
---|
| 1335 | // and compare with ray source buffer
|
---|
| 1336 | #if 0
|
---|
| 1337 | VssRayContainer rays;
|
---|
| 1338 |
|
---|
| 1339 | glBindTexture(GL_TEXTURE_2D, backDepthMap);
|
---|
| 1340 | glCopyTexSubImage2D(GL_TEXTURE_2D, 0, 0, 0, 0, 0, depthMapSize, depthMapSize);
|
---|
| 1341 |
|
---|
| 1342 | ComputeRays(Intersectable *sourceObj, rays);
|
---|
| 1343 |
|
---|
| 1344 | #endif
|
---|
| 1345 |
|
---|
[1990] | 1346 | ////////
|
---|
[1785] | 1347 | //-- cleanup
|
---|
| 1348 |
|
---|
| 1349 | // reset gl state
|
---|
| 1350 | glColorMask(GL_TRUE, GL_TRUE, GL_TRUE, GL_TRUE);
|
---|
| 1351 | glDepthMask(GL_TRUE);
|
---|
| 1352 | glEnable(GL_CULL_FACE);
|
---|
| 1353 | glDisable(GL_STENCIL_TEST);
|
---|
[1935] | 1354 |
|
---|
[1990] | 1355 | #if 0
|
---|
| 1356 | #ifdef USE_CG
|
---|
[1785] | 1357 | cgGLDisableProfile(sCgFragmentProfile);
|
---|
| 1358 | #endif
|
---|
[1990] | 1359 | #endif
|
---|
| 1360 |
|
---|
[1785] | 1361 | glDisable(GL_TEXTURE_2D);
|
---|
| 1362 |
|
---|
| 1363 | // remove objects from beam
|
---|
| 1364 | if (beam.mFlags & !Beam::STORE_OBJECTS)
|
---|
| 1365 | beam.mObjects.clear();
|
---|
| 1366 | }
|
---|
| 1367 |
|
---|
| 1368 |
|
---|
| 1369 | void GlRendererBuffer::SetupProjectionForViewPoint(const Vector3 &viewPoint,
|
---|
| 1370 | const Beam &beam,
|
---|
| 1371 | Intersectable *sourceObject)
|
---|
| 1372 | {
|
---|
| 1373 | float left, right, bottom, top, znear, zfar;
|
---|
| 1374 |
|
---|
| 1375 | beam.ComputePerspectiveFrustum(left, right, bottom, top, znear, zfar,
|
---|
| 1376 | mSceneGraph->GetBox());
|
---|
| 1377 |
|
---|
| 1378 | //Debug << left << " " << right << " " << bottom << " " << top << " " << znear << " " << zfar << endl;
|
---|
| 1379 | glMatrixMode(GL_PROJECTION);
|
---|
| 1380 | glLoadIdentity();
|
---|
| 1381 | glFrustum(left, right, bottom, top, znear, zfar);
|
---|
| 1382 | //glFrustum(-1, 1, -1, 1, 1, 20000);
|
---|
| 1383 |
|
---|
| 1384 | const Vector3 center = viewPoint + beam.GetMainDirection() * (zfar - znear) * 0.3f;
|
---|
| 1385 | const Vector3 up =
|
---|
| 1386 | Normalize(CrossProd(beam.mPlanes[0].mNormal, beam.mPlanes[4].mNormal));
|
---|
| 1387 |
|
---|
| 1388 | #ifdef GTP_DEBUG
|
---|
| 1389 | Debug << "view point: " << viewPoint << endl;
|
---|
| 1390 | Debug << "eye: " << center << endl;
|
---|
| 1391 | Debug << "up: " << up << endl;
|
---|
| 1392 | #endif
|
---|
| 1393 |
|
---|
| 1394 | glMatrixMode(GL_MODELVIEW);
|
---|
| 1395 | glLoadIdentity();
|
---|
| 1396 | gluLookAt(viewPoint.x, viewPoint.y, viewPoint.z,
|
---|
| 1397 | center.x, center.y, center.z,
|
---|
| 1398 | up.x, up.y, up.z);
|
---|
| 1399 | }
|
---|
| 1400 |
|
---|
| 1401 |
|
---|
| 1402 | void GlRendererBuffer::InitGL()
|
---|
| 1403 | {
|
---|
[2664] | 1404 | //MakeCurrent();
|
---|
[1990] | 1405 | GlRenderer::InitGL();
|
---|
[1785] | 1406 |
|
---|
[2664] | 1407 | #if 0
|
---|
[1785] | 1408 | // initialise dual depth buffer textures
|
---|
| 1409 | glGenTextures(1, &frontDepthMap);
|
---|
| 1410 | glBindTexture(GL_TEXTURE_2D, frontDepthMap);
|
---|
[2552] | 1411 |
|
---|
[1785] | 1412 | glTexImage2D(GL_TEXTURE_2D, 0, GL_DEPTH_COMPONENT, depthMapSize,
|
---|
[2552] | 1413 | depthMapSize, 0, GL_DEPTH_COMPONENT, GL_UNSIGNED_BYTE, NULL);
|
---|
[1785] | 1414 |
|
---|
| 1415 | glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_NEAREST);
|
---|
| 1416 | glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_NEAREST);
|
---|
| 1417 | glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_S, GL_CLAMP);
|
---|
| 1418 | glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_T, GL_CLAMP);
|
---|
| 1419 |
|
---|
| 1420 | glGenTextures(1, &backDepthMap);
|
---|
| 1421 | glBindTexture(GL_TEXTURE_2D, backDepthMap);
|
---|
[2552] | 1422 |
|
---|
[1785] | 1423 | glTexImage2D(GL_TEXTURE_2D, 0, GL_DEPTH_COMPONENT, depthMapSize,
|
---|
[2612] | 1424 | depthMapSize, 0, GL_DEPTH_COMPONENT, GL_UNSIGNED_BYTE, NULL);
|
---|
[1785] | 1425 | glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_NEAREST);
|
---|
| 1426 | glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_NEAREST);
|
---|
| 1427 | glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_S, GL_CLAMP);
|
---|
| 1428 | glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_T, GL_CLAMP);
|
---|
| 1429 |
|
---|
[2664] | 1430 |
|
---|
[1990] | 1431 | #ifdef USE_CG
|
---|
| 1432 |
|
---|
[1785] | 1433 | // cg initialization
|
---|
| 1434 | cgSetErrorCallback(handleCgError);
|
---|
| 1435 | sCgContext = cgCreateContext();
|
---|
[2552] | 1436 |
|
---|
[1785] | 1437 | if (cgGLIsProfileSupported(CG_PROFILE_ARBFP1))
|
---|
| 1438 | sCgFragmentProfile = CG_PROFILE_ARBFP1;
|
---|
| 1439 | else
|
---|
| 1440 | {
|
---|
[2552] | 1441 | // try FP30
|
---|
| 1442 | if (cgGLIsProfileSupported(CG_PROFILE_FP30))
|
---|
| 1443 | sCgFragmentProfile = CG_PROFILE_FP30;
|
---|
| 1444 | else
|
---|
| 1445 | {
|
---|
| 1446 | Debug << "Neither arbfp1 or fp30 fragment profiles supported on this system" << endl;
|
---|
| 1447 | exit(1);
|
---|
| 1448 | }
|
---|
| 1449 | }
|
---|
[1785] | 1450 |
|
---|
[2552] | 1451 | sCgFragmentProgram = cgCreateProgramFromFile(sCgContext,
|
---|
| 1452 | CG_SOURCE, "../src/dual_depth.cg",
|
---|
| 1453 | sCgFragmentProfile,
|
---|
| 1454 | NULL,
|
---|
| 1455 | NULL);
|
---|
[1785] | 1456 |
|
---|
[2552] | 1457 | if (!cgIsProgramCompiled(sCgFragmentProgram))
|
---|
| 1458 | cgCompileProgram(sCgFragmentProgram);
|
---|
[1785] | 1459 |
|
---|
[2552] | 1460 | cgGLLoadProgram(sCgFragmentProgram);
|
---|
| 1461 | cgGLBindProgram(sCgFragmentProgram);
|
---|
[1785] | 1462 |
|
---|
[2552] | 1463 | Debug << "---- PROGRAM BEGIN ----\n" <<
|
---|
| 1464 | cgGetProgramString(sCgFragmentProgram, CG_COMPILED_PROGRAM) << "---- PROGRAM END ----\n";
|
---|
[1785] | 1465 |
|
---|
| 1466 | #endif
|
---|
| 1467 | #endif
|
---|
[2664] | 1468 | //DoneCurrent();
|
---|
[1785] | 1469 | }
|
---|
| 1470 |
|
---|
| 1471 |
|
---|
| 1472 | void GlRendererBuffer::ComputeRays(Intersectable *sourceObj, VssRayContainer &rays)
|
---|
| 1473 | {
|
---|
| 1474 | for (int i = 0; i < depthMapSize * depthMapSize; ++ i)
|
---|
| 1475 | {
|
---|
| 1476 | //todo glGetTexImage()
|
---|
| 1477 | }
|
---|
| 1478 | }
|
---|
| 1479 |
|
---|
[2023] | 1480 | bool GlRendererBuffer::ValidViewPoint()
|
---|
[2048] | 1481 | {
|
---|
| 1482 | MakeCurrent();
|
---|
[1785] | 1483 |
|
---|
[2048] | 1484 | SetupProjection(GetWidth(), GetHeight());
|
---|
| 1485 |
|
---|
[2023] | 1486 | bool result = GlRenderer::ValidViewPoint();
|
---|
[2612] | 1487 |
|
---|
[2023] | 1488 | DoneCurrent();
|
---|
[2048] | 1489 |
|
---|
[2023] | 1490 | return result;
|
---|
| 1491 | }
|
---|
| 1492 |
|
---|
| 1493 |
|
---|
[1931] | 1494 | void
|
---|
| 1495 | GlRenderer::EvalPvsStat()
|
---|
| 1496 | {
|
---|
| 1497 | mPvsStat.Reset();
|
---|
| 1498 | halton.Reset();
|
---|
[1785] | 1499 |
|
---|
[1931] | 1500 | SetupProjection(GetWidth(), GetHeight());
|
---|
[1785] | 1501 |
|
---|
[2664] | 1502 | cout << "Random Pvs STATS, mPvsStatFrames=" << mPvsStatFrames << endl;
|
---|
[1931] | 1503 |
|
---|
| 1504 | for (int i=0; i < mPvsStatFrames; i++) {
|
---|
| 1505 | float err;
|
---|
| 1506 | // set frame id for saving the error buffer
|
---|
| 1507 | mFrame = i;
|
---|
[2619] | 1508 |
|
---|
[2611] | 1509 | // cerr<<"RV"<<endl;
|
---|
[1931] | 1510 | RandomViewPoint();
|
---|
[2611] | 1511 | // cerr<<"RV2"<<endl;
|
---|
[1785] | 1512 |
|
---|
[2002] | 1513 | if (mPvsErrorBuffer[i].mError == 1.0f) {
|
---|
| 1514 | // check if the view point is valid
|
---|
[2616] | 1515 | if (!ValidViewPoint()) {
|
---|
[2002] | 1516 | mPvsErrorBuffer[i].mError = -1.0f;
|
---|
[2616] | 1517 | }
|
---|
| 1518 |
|
---|
[2002] | 1519 | // manualy corrected view point
|
---|
| 1520 | if (mFrame == 5105)
|
---|
| 1521 | mPvsErrorBuffer[i].mError = -1.0f;
|
---|
| 1522 | }
|
---|
[2616] | 1523 |
|
---|
[2662] | 1524 |
|
---|
[2664] | 1525 | if (mPvsErrorBuffer[i].mError > 0.0f) {
|
---|
| 1526 | int pvsSize;
|
---|
[2611] | 1527 |
|
---|
[2664] | 1528 | float error = GetPixelError(pvsSize);
|
---|
[2611] | 1529 |
|
---|
[2667] | 1530 |
|
---|
| 1531 | // emit UpdatePvsErrorItem(i,
|
---|
| 1532 | // mPvsErrorBuffer[i]);
|
---|
| 1533 | // swapBuffers();
|
---|
[2664] | 1534 | mPvsErrorBuffer[i].mError = error;
|
---|
| 1535 | mPvsErrorBuffer[i].mPvsSize = pvsSize;
|
---|
[1785] | 1536 |
|
---|
[2664] | 1537 | cout<<"("<<i<<" ["<<mViewPoint<<"]["<<mViewDirection<<"] "<<mPvsErrorBuffer[i].mError<<")";
|
---|
[1931] | 1538 | }
|
---|
[2664] | 1539 |
|
---|
[1931] | 1540 | err = mPvsErrorBuffer[i].mError;
|
---|
| 1541 |
|
---|
| 1542 | if (err >= 0.0f) {
|
---|
| 1543 | if (err > mPvsStat.maxError)
|
---|
| 1544 | mPvsStat.maxError = err;
|
---|
| 1545 | mPvsStat.sumError += err;
|
---|
| 1546 | mPvsStat.sumPvsSize += mPvsErrorBuffer[i].mPvsSize;
|
---|
| 1547 |
|
---|
| 1548 | if (err == 0.0f)
|
---|
| 1549 | mPvsStat.errorFreeFrames++;
|
---|
| 1550 | mPvsStat.frames++;
|
---|
| 1551 | }
|
---|
| 1552 | }
|
---|
[2002] | 1553 |
|
---|
[1931] | 1554 | glFinish();
|
---|
[2647] | 1555 |
|
---|
| 1556 | static bool first = true;
|
---|
| 1557 | if (first) {
|
---|
| 1558 |
|
---|
| 1559 |
|
---|
| 1560 | bool exportRandomViewCells;
|
---|
| 1561 | Environment::GetSingleton()->GetBoolValue("ViewCells.exportRandomViewCells",
|
---|
| 1562 | exportRandomViewCells);
|
---|
| 1563 |
|
---|
| 1564 | if (0 && exportRandomViewCells)
|
---|
| 1565 | {
|
---|
| 1566 | char buff[512];
|
---|
| 1567 | Environment::GetSingleton()->GetStringValue("Scene.filename", buff);
|
---|
| 1568 | string filename(buff);
|
---|
| 1569 |
|
---|
| 1570 | string viewCellPointsFile;
|
---|
| 1571 |
|
---|
| 1572 | if (strstr(filename.c_str(), ".obj"))
|
---|
| 1573 | viewCellPointsFile = ReplaceSuffix(filename, ".obj", ".vc");
|
---|
| 1574 | else if (strstr(filename.c_str(), ".dat"))
|
---|
| 1575 | viewCellPointsFile = ReplaceSuffix(filename, ".dat", ".vc");
|
---|
| 1576 | else if (strstr(filename.c_str(), ".x3d"))
|
---|
| 1577 | viewCellPointsFile = ReplaceSuffix(filename, ".x3d", ".vc");
|
---|
| 1578 |
|
---|
| 1579 |
|
---|
| 1580 | cout << "exporting random view cells" << endl;
|
---|
| 1581 | preprocessor->mViewCellsManager->ExportRandomViewCells(viewCellPointsFile);
|
---|
| 1582 | cout << "finished" << endl;
|
---|
| 1583 | }
|
---|
| 1584 | first = false;
|
---|
| 1585 | }
|
---|
| 1586 |
|
---|
[1931] | 1587 | cout<<endl<<flush;
|
---|
[1785] | 1588 | }
|
---|
[1931] | 1589 |
|
---|
[2048] | 1590 |
|
---|
| 1591 | void GlRenderer::EvalPvsStat(const SimpleRayContainer &viewPoints)
|
---|
| 1592 | {
|
---|
[2662] | 1593 | mPvsStat.Reset();
|
---|
[2048] | 1594 |
|
---|
[2662] | 1595 | SetupProjection(GetWidth(), GetHeight());
|
---|
| 1596 |
|
---|
| 1597 | cout << "mPvsStatFrames=" << viewPoints.size() << endl;
|
---|
| 1598 |
|
---|
| 1599 | SimpleRayContainer::const_iterator sit, sit_end = viewPoints.end();
|
---|
| 1600 |
|
---|
| 1601 | int i = 0;
|
---|
| 1602 |
|
---|
| 1603 | for (sit = viewPoints.begin(); sit != sit_end; ++ sit, ++ i)
|
---|
[2048] | 1604 | {
|
---|
[2662] | 1605 | //cout << "\n\nvp: " << (*sit) << endl;
|
---|
| 1606 | SimpleRay sray = *sit;
|
---|
| 1607 | int pvsSize = 0;
|
---|
[2653] | 1608 |
|
---|
[2662] | 1609 | // set frame id for saving the error buffer
|
---|
| 1610 | mFrame = i;
|
---|
| 1611 | mViewPoint = sray.mOrigin;
|
---|
| 1612 | mViewDirection = sray.mDirection;
|
---|
[2571] | 1613 |
|
---|
[2662] | 1614 | // skip all frames which have already 0 pixel error
|
---|
| 1615 | // $$ Reverted back by JB for efficiency
|
---|
| 1616 | if (mPvsErrorBuffer[i].mError > 0.0f)
|
---|
| 1617 | {
|
---|
| 1618 | // compute the pixel error
|
---|
[2664] | 1619 | const float error = GetPixelError(pvsSize);
|
---|
[2571] | 1620 |
|
---|
[2662] | 1621 | mPvsErrorBuffer[i].mError = error;
|
---|
| 1622 | mPvsErrorBuffer[i].mPvsSize = pvsSize;
|
---|
[2571] | 1623 |
|
---|
[2664] | 1624 | const int pixelError = (int)mPvsErrorBuffer[i].mError * GetWidth() * GetHeight();
|
---|
[2662] | 1625 | if (0 && (pixelError > 0) && (pvsSize > 0))
|
---|
| 1626 | {
|
---|
[2664] | 1627 | cout << "err: " << i << "," << mViewPoint << "," << mViewDirection << " "
|
---|
| 1628 | << mPvsErrorBuffer[i].mError * GetWidth() * GetHeight() << endl;
|
---|
[2662] | 1629 | }
|
---|
| 1630 | }
|
---|
[2571] | 1631 |
|
---|
[2662] | 1632 | const float err = mPvsErrorBuffer[i].mError;
|
---|
[2571] | 1633 |
|
---|
[2662] | 1634 | // hack:
|
---|
| 1635 | // do not account for the case that no PVS is rendered - hack for 08 rebuttal GVS evaluation
|
---|
| 1636 | // drop the first frame (for some reason, the first frame yields wrong pixel error)
|
---|
| 1637 |
|
---|
[2669] | 1638 | if (//(mFrame > 0) &&
|
---|
| 1639 | (err >= 0.0f) && (err < (1.0f - 1e-6f)) && (pvsSize > 0))
|
---|
[2662] | 1640 | {
|
---|
| 1641 | if (err > mPvsStat.maxError)
|
---|
| 1642 | {
|
---|
| 1643 | mPvsStat.maxError = err;
|
---|
[2653] | 1644 |
|
---|
[2662] | 1645 | cout << "new max error: " << mPvsStat.maxError * GetWidth()*GetHeight() << endl;
|
---|
| 1646 | }
|
---|
| 1647 |
|
---|
| 1648 | mPvsStat.sumError += err;
|
---|
| 1649 | mPvsStat.sumPvsSize += mPvsErrorBuffer[i].mPvsSize;
|
---|
| 1650 |
|
---|
| 1651 | if (err == 0.0f)
|
---|
| 1652 | ++ mPvsStat.errorFreeFrames;
|
---|
| 1653 |
|
---|
| 1654 | // $$ JB
|
---|
| 1655 | // moved it back here not to count frames with negative err (backfacing triangle)
|
---|
| 1656 | ++ mPvsStat.frames;
|
---|
| 1657 | }
|
---|
| 1658 |
|
---|
[2048] | 1659 | }
|
---|
[2647] | 1660 |
|
---|
[2662] | 1661 | glFinish();
|
---|
| 1662 |
|
---|
| 1663 |
|
---|
| 1664 | cout << endl << flush;
|
---|
[2048] | 1665 | }
|
---|
| 1666 |
|
---|
| 1667 |
|
---|
| 1668 |
|
---|
[2002] | 1669 | bool
|
---|
| 1670 | GlRenderer::ValidViewPoint()
|
---|
[1931] | 1671 | {
|
---|
[2543] | 1672 | //cout<<"VV4 ";
|
---|
[2048] | 1673 | if (!mDetectEmptyViewSpace)
|
---|
| 1674 | return true;
|
---|
| 1675 | //cout << "vp: " << mViewPoint << " dir: " << mViewDirection << endl;
|
---|
[1931] | 1676 |
|
---|
[2543] | 1677 | OcclusionQuery *query = mOcclusionQueries[0];
|
---|
[1931] | 1678 |
|
---|
[2543] | 1679 | // now check whether any backfacing polygon would pass the depth test
|
---|
| 1680 | SetupCamera();
|
---|
| 1681 | glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT);
|
---|
| 1682 | glEnable( GL_CULL_FACE );
|
---|
| 1683 | glCullFace(GL_BACK);
|
---|
[2002] | 1684 |
|
---|
[2543] | 1685 | //cout<<"VV1 ";
|
---|
| 1686 | RenderScene();
|
---|
| 1687 |
|
---|
| 1688 | glColorMask(GL_FALSE, GL_FALSE, GL_FALSE, GL_FALSE);
|
---|
| 1689 | glDepthMask(GL_FALSE);
|
---|
| 1690 | glDisable( GL_CULL_FACE );
|
---|
| 1691 |
|
---|
| 1692 | query->BeginQuery();
|
---|
| 1693 |
|
---|
| 1694 | // cout<<"VV2 ";
|
---|
| 1695 | RenderScene();
|
---|
| 1696 | // cout<<"VV3 ";
|
---|
| 1697 |
|
---|
| 1698 | query->EndQuery();
|
---|
| 1699 |
|
---|
| 1700 | // at this point, if possible, go and do some other computation
|
---|
| 1701 | glColorMask(GL_TRUE, GL_TRUE, GL_TRUE, GL_TRUE);
|
---|
| 1702 | glDepthMask(GL_TRUE);
|
---|
| 1703 | glEnable( GL_CULL_FACE );
|
---|
| 1704 |
|
---|
[2612] | 1705 | // int wait = 0;
|
---|
| 1706 | // while (!query->ResultAvailable()) {
|
---|
| 1707 | // wait++;
|
---|
| 1708 | // }
|
---|
[2543] | 1709 |
|
---|
| 1710 | // reenable other state
|
---|
| 1711 | unsigned int pixelCount = query->GetQueryResult();
|
---|
| 1712 | // cout<<"VV4 ";
|
---|
| 1713 |
|
---|
| 1714 |
|
---|
| 1715 | if (pixelCount > 0)
|
---|
| 1716 | {
|
---|
| 1717 | return false; // backfacing polygon found -> not a valid viewspace sample
|
---|
| 1718 | }
|
---|
| 1719 | return true;
|
---|
[2002] | 1720 | }
|
---|
[1931] | 1721 |
|
---|
[2543] | 1722 |
|
---|
| 1723 | float GlRenderer::GetPixelError(int &pvsSize)
|
---|
[2002] | 1724 | {
|
---|
[2663] | 1725 | return -1.0f;
|
---|
[1931] | 1726 | }
|
---|
| 1727 |
|
---|
[2543] | 1728 |
|
---|
| 1729 | void GlRenderer::RenderViewPoint()
|
---|
[1983] | 1730 | {
|
---|
[2538] | 1731 | mWireFrame = true;
|
---|
| 1732 | glPushMatrix();
|
---|
| 1733 | glTranslatef(mViewPoint.x, mViewPoint.y, mViewPoint.z);
|
---|
[2564] | 1734 | glScalef(5.0f, 5.0f, 5.0f);
|
---|
[2538] | 1735 | glPushAttrib(GL_CURRENT_BIT);
|
---|
| 1736 | glColor3f(1.0f, 0.0f, 0.0f);
|
---|
| 1737 | gluSphere((::GLUquadric *)mSphere,
|
---|
| 1738 | 1e-3*Magnitude(mViewCellsManager->GetViewSpaceBox().Size()), 6, 6);
|
---|
| 1739 | glPopAttrib();
|
---|
| 1740 | glPopMatrix();
|
---|
| 1741 | mWireFrame = false;
|
---|
[1983] | 1742 | }
|
---|
[1931] | 1743 |
|
---|
| 1744 |
|
---|
[2538] | 1745 | void GlRenderer::EnableDrawArrays()
|
---|
| 1746 | {
|
---|
[2620] | 1747 | glEnableClientState(GL_VERTEX_ARRAY);
|
---|
| 1748 | glEnableClientState(GL_NORMAL_ARRAY);
|
---|
[2538] | 1749 | }
|
---|
[1931] | 1750 |
|
---|
| 1751 |
|
---|
[2538] | 1752 | void GlRenderer::DisableDrawArrays()
|
---|
| 1753 | {
|
---|
| 1754 | glDisableClientState(GL_VERTEX_ARRAY);
|
---|
| 1755 | glDisableClientState(GL_NORMAL_ARRAY);
|
---|
| 1756 | }
|
---|
[2006] | 1757 |
|
---|
[2538] | 1758 |
|
---|
| 1759 | #if 0
|
---|
| 1760 |
|
---|
| 1761 | void GlRenderer::RenderKdLeaf(KdLeaf *leaf)
|
---|
| 1762 | {
|
---|
| 1763 | int bufferSize = 0;
|
---|
| 1764 |
|
---|
| 1765 | // count #new triangles
|
---|
| 1766 | for (size_t i = 0; i < leaf->mObjects.size(); ++ i)
|
---|
| 1767 | {
|
---|
| 1768 | TriangleIntersectable *obj = static_cast<TriangleIntersectable *>(leaf->mObjects[i]);
|
---|
| 1769 |
|
---|
| 1770 | // check if already rendered
|
---|
[2643] | 1771 | if (!obj->Mailed2())
|
---|
[2538] | 1772 | bufferSize += 3;
|
---|
| 1773 | //else cout << obj->mMailbox << " " << obj->sMailId << " ";
|
---|
| 1774 | }
|
---|
| 1775 |
|
---|
| 1776 | Vector3 *vertices = new Vector3[bufferSize];
|
---|
| 1777 | Vector3 *normals = new Vector3[bufferSize];
|
---|
| 1778 |
|
---|
| 1779 | int j = 0;
|
---|
| 1780 |
|
---|
| 1781 | for (size_t i = 0; i < leaf->mObjects.size(); ++ i)
|
---|
| 1782 | {
|
---|
| 1783 | TriangleIntersectable *obj = static_cast<TriangleIntersectable *>(leaf->mObjects[i]);
|
---|
| 1784 |
|
---|
| 1785 | // check if already rendered
|
---|
[2643] | 1786 | if (obj->Mailed2())
|
---|
[2538] | 1787 | continue;
|
---|
| 1788 |
|
---|
[2643] | 1789 | obj->Mail2();
|
---|
[2538] | 1790 |
|
---|
| 1791 | Triangle3 tri = obj->GetItem();
|
---|
| 1792 |
|
---|
| 1793 | vertices[j * 3 + 0] = tri.mVertices[0];
|
---|
| 1794 | vertices[j * 3 + 1] = tri.mVertices[1];
|
---|
| 1795 | vertices[j * 3 + 2] = tri.mVertices[2];
|
---|
| 1796 |
|
---|
| 1797 | Vector3 n = tri.GetNormal();
|
---|
| 1798 |
|
---|
| 1799 | normals[j * 3 + 0] = n;
|
---|
| 1800 | normals[j * 3 + 1] = n;
|
---|
| 1801 | normals[j * 3 + 2] = n;
|
---|
| 1802 |
|
---|
| 1803 | ++ j;
|
---|
| 1804 | }
|
---|
| 1805 |
|
---|
| 1806 | glVertexPointer(3, GL_FLOAT, 0, vertices);
|
---|
| 1807 | glNormalPointer(GL_FLOAT, 0, normals);
|
---|
| 1808 |
|
---|
| 1809 | glDrawArrays(GL_TRIANGLES, 0, bufferSize);
|
---|
| 1810 |
|
---|
| 1811 | DEL_PTR(vertices);
|
---|
| 1812 | DEL_PTR(normals);
|
---|
[1931] | 1813 | }
|
---|
[2538] | 1814 |
|
---|
| 1815 | #else
|
---|
| 1816 |
|
---|
| 1817 | void GlRenderer::RenderKdLeaf(KdLeaf *leaf)
|
---|
| 1818 | {
|
---|
| 1819 | if (!leaf->mIndexBufferSize)
|
---|
| 1820 | return;
|
---|
| 1821 |
|
---|
[2539] | 1822 | size_t offset = mObjects.size() * 3;
|
---|
[2538] | 1823 | char *arrayPtr = mUseVbos ? NULL : (char *)mData;
|
---|
| 1824 |
|
---|
| 1825 | glVertexPointer(3, GL_FLOAT, 0, (char *)arrayPtr);
|
---|
| 1826 | glNormalPointer(GL_FLOAT, 0, (char *)arrayPtr + offset * sizeof(Vector3));
|
---|
| 1827 |
|
---|
| 1828 | glDrawElements(GL_TRIANGLES, leaf->mIndexBufferSize, GL_UNSIGNED_INT, mIndices + leaf->mIndexBufferStart);
|
---|
| 1829 | }
|
---|
| 1830 |
|
---|
| 1831 | #endif
|
---|
| 1832 |
|
---|
[2600] | 1833 |
|
---|
[2620] | 1834 |
|
---|
| 1835 | void GlRenderer::PreparePvs(const ObjectPvs &pvs)
|
---|
| 1836 | {
|
---|
| 1837 | int indexBufferSize = 0;
|
---|
[2671] | 1838 | mRenderedNodes = 0;
|
---|
| 1839 |
|
---|
[2643] | 1840 | KdNode::NewMail2();
|
---|
[2633] | 1841 |
|
---|
[2620] | 1842 | ObjectPvsIterator it = pvs.GetIterator();
|
---|
| 1843 |
|
---|
| 1844 | while (it.HasMoreEntries())
|
---|
| 1845 | {
|
---|
| 1846 | Intersectable *obj = it.Next();
|
---|
| 1847 | switch (obj->Type())
|
---|
| 1848 | {
|
---|
| 1849 | case Intersectable::KD_INTERSECTABLE:
|
---|
| 1850 | {
|
---|
| 1851 | KdNode *node = static_cast<KdIntersectable *>(obj)->GetItem();
|
---|
| 1852 | _UpdatePvsIndices(node, indexBufferSize);
|
---|
| 1853 | }
|
---|
| 1854 | break;
|
---|
| 1855 |
|
---|
| 1856 | }
|
---|
| 1857 | }
|
---|
| 1858 |
|
---|
| 1859 | mIndexBufferSize = indexBufferSize;
|
---|
| 1860 | }
|
---|
| 1861 |
|
---|
| 1862 | void GlRenderer::_UpdatePvsIndices(KdNode *node, int &indexBufferSize)
|
---|
| 1863 | {
|
---|
[2643] | 1864 | if (node->Mailed2())
|
---|
[2620] | 1865 | return;
|
---|
| 1866 |
|
---|
[2643] | 1867 | node->Mail2();
|
---|
[2620] | 1868 |
|
---|
| 1869 | // if (mObjects.size() * 3 < indexBufferSize) cerr << "problem: " << mObjects.size() * 3 << " < " << indexBufferSize << endl;
|
---|
| 1870 | if (!node->IsLeaf())
|
---|
| 1871 | {
|
---|
| 1872 | KdInterior *kdInterior = static_cast<KdInterior *>(node);
|
---|
| 1873 |
|
---|
| 1874 | _UpdatePvsIndices(kdInterior->mBack, indexBufferSize);
|
---|
| 1875 | _UpdatePvsIndices(kdInterior->mFront, indexBufferSize);
|
---|
| 1876 | }
|
---|
| 1877 | else
|
---|
| 1878 | {
|
---|
| 1879 | KdLeaf *leaf = static_cast<KdLeaf *>(node);
|
---|
| 1880 |
|
---|
| 1881 | leaf->mIndexBufferStart = indexBufferSize;
|
---|
| 1882 |
|
---|
| 1883 | for (size_t i = 0; i < leaf->mObjects.size(); ++ i)
|
---|
| 1884 | {
|
---|
| 1885 | TriangleIntersectable *obj =
|
---|
| 1886 | static_cast<TriangleIntersectable *>(leaf->mObjects[i]);
|
---|
| 1887 |
|
---|
| 1888 | if (obj->mRenderedFrame != mCurrentFrame)
|
---|
| 1889 | {
|
---|
| 1890 | obj->mRenderedFrame = mCurrentFrame;
|
---|
| 1891 |
|
---|
| 1892 | mIndices[indexBufferSize + 0] = (obj->GetId() - 1) * 3 + 0;
|
---|
| 1893 | mIndices[indexBufferSize + 1] = (obj->GetId() - 1) * 3 + 1;
|
---|
| 1894 | mIndices[indexBufferSize + 2] = (obj->GetId() - 1) * 3 + 2;
|
---|
| 1895 |
|
---|
| 1896 | indexBufferSize += 3;
|
---|
| 1897 | }
|
---|
| 1898 | }
|
---|
| 1899 |
|
---|
[2671] | 1900 | ++ mRenderedNodes;
|
---|
| 1901 |
|
---|
[2620] | 1902 | leaf->mIndexBufferSize = indexBufferSize - leaf->mIndexBufferStart;
|
---|
| 1903 | }
|
---|
| 1904 | }
|
---|
| 1905 |
|
---|
[2671] | 1906 |
|
---|
[2600] | 1907 | void GlRenderer::CreateVertexArrays(SceneGraphLeaf *leaf)
|
---|
[2538] | 1908 | {
|
---|
[2600] | 1909 | mData = new Vector3[leaf->mGeometry.size() * 6];
|
---|
| 1910 | mIndices = new unsigned int[leaf->mGeometry.size() * 3];
|
---|
[2538] | 1911 |
|
---|
[2600] | 1912 | size_t offset = leaf->mGeometry.size() * 3;
|
---|
[2538] | 1913 |
|
---|
[2600] | 1914 | for (size_t i = 0; i < leaf->mGeometry.size(); ++ i)
|
---|
[2538] | 1915 | {
|
---|
[2600] | 1916 | TriangleIntersectable *obj = static_cast<TriangleIntersectable *>(leaf->mGeometry[i]);
|
---|
[2538] | 1917 |
|
---|
| 1918 | Triangle3 tri = obj->GetItem();
|
---|
| 1919 | const Vector3 n = tri.GetNormal();
|
---|
| 1920 |
|
---|
| 1921 | mData[i * 3 + 0] = tri.mVertices[0];
|
---|
| 1922 | mData[i * 3 + 1] = tri.mVertices[1];
|
---|
| 1923 | mData[i * 3 + 2] = tri.mVertices[2];
|
---|
| 1924 |
|
---|
| 1925 | mData[offset + i * 3 + 0] = n;
|
---|
| 1926 | mData[offset + i * 3 + 1] = n;
|
---|
| 1927 | mData[offset + i * 3 + 2] = n;
|
---|
| 1928 | }
|
---|
| 1929 |
|
---|
| 1930 | if (mUseVbos)
|
---|
| 1931 | {
|
---|
| 1932 | EnableDrawArrays();
|
---|
| 1933 |
|
---|
| 1934 | glGenBuffersARB(1, &mVboId);
|
---|
| 1935 | glBindBufferARB(GL_ARRAY_BUFFER_ARB, mVboId);
|
---|
| 1936 |
|
---|
| 1937 | glVertexPointer(3, GL_FLOAT, 0, (char *)NULL);
|
---|
| 1938 | glNormalPointer(GL_FLOAT, 0, (char *)NULL + offset * sizeof(Vector3));
|
---|
| 1939 |
|
---|
[2601] | 1940 | glBufferDataARB(GL_ARRAY_BUFFER_ARB, leaf->mGeometry.size() * 6 * sizeof(Vector3), mData, GL_STATIC_DRAW_ARB);
|
---|
[2538] | 1941 | glBindBufferARB(GL_ARRAY_BUFFER_ARB, 0);
|
---|
| 1942 |
|
---|
| 1943 | DisableDrawArrays();
|
---|
| 1944 |
|
---|
| 1945 | delete [] mData;
|
---|
[2663] | 1946 | mData = NULL;
|
---|
[2538] | 1947 | }
|
---|
| 1948 |
|
---|
[2539] | 1949 | cout << "\n******** created vertex buffer objects **********" << endl;
|
---|
[2538] | 1950 | }
|
---|
| 1951 |
|
---|
| 1952 |
|
---|
| 1953 | void GlRenderer::DeleteVbos()
|
---|
| 1954 | {
|
---|
| 1955 | glDeleteBuffersARB(1, &mVboId);
|
---|
| 1956 | }
|
---|
| 1957 |
|
---|
| 1958 |
|
---|
| 1959 |
|
---|
| 1960 | }
|
---|