[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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[2643] | 85 | mComputeGVS(false),
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[2670] | 86 | mCurrentFrame(100)
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[589] | 87 | {
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[2601] | 88 | mSceneGraph->CollectObjects(mObjects);
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[1112] | 89 |
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[2686] | 90 | if (0)
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| 91 | {
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| 92 | viewCellsManager->GetViewPoint(mViewPoint);
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| 93 | mViewDirection = Vector3(0,0,1);
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| 94 | }
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| 95 | else
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| 96 | {
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[2638] | 97 |
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[2686] | 98 | // for sg snapshot
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| 99 | mViewPoint = Vector3(32.8596, 9.86079, -1023.79);
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| 100 | mViewDirection = Vector3(-0.92196, 0, 0.387286);
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[2643] | 101 |
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[2686] | 102 | // inside
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| 103 | mViewPoint = Vector3(14.1254, 10.9818, -1032.75);
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| 104 | mViewDirection = Vector3(-0.604798, 0, 0.796379);
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[2643] | 105 |
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[2686] | 106 | // outside
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| 107 | mViewPoint = Vector3(35.092, 17.7078, -857.966);
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| 108 | mViewDirection = Vector3(-0.411287, 0, -0.911506);
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[2643] | 109 |
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[2686] | 110 | // strange viewcell for error measurements (id 534)
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| 111 | mViewPoint = Vector3(1405.9, 218.284, -736.785);
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| 112 | mViewDirection = Vector3(0.989155, 0, 0.146877);
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[2653] | 113 |
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[2686] | 114 | // high error for city_full
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| 115 | mViewPoint = Vector3(842.521, 194.708, -136.708);
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| 116 | mViewDirection = Vector3(0.730514, 0, -0.682897);
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[2662] | 117 |
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[2686] | 118 | // also high error for city_full
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| 119 | mViewPoint = Vector3(1038.7f, 192.4f, -471.0f);
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| 120 | mViewDirection = Vector3(-0.8f, 0.0f, -0.6f);
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[2687] | 121 |
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| 122 | mViewPoint = Vector3(440.295, 196.959, -781.302);
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| 123 | mViewDirection = Vector3(-0.0566328, 0, -0.998395);
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[2689] | 124 |
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| 125 | mViewPoint = Vector3(680.682, 189.552, -278.177);
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| 126 | mViewDirection = Vector3(0.942709, -0, -0.333584);
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[2695] | 127 |
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| 128 | // strange error for gvs
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| 129 | mViewPoint = Vector3(1186.9, 193.552, -377.044);
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| 130 | mViewDirection = Vector3(-0.963031, -0, -0.269365);
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| 131 |
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[2696] | 132 | mViewPoint = Vector3(1189.54, 220.087, -462.869);
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[2695] | 133 | mViewDirection = Vector3(-0.996972, -0, -0.0776569);
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[2696] | 134 |
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| 135 | mViewPoint = Vector3(1199.53, 257.677, -457.145);
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| 136 | mViewDirection = Vector3(-0.71206, -0, -0.702108);
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[2697] | 137 |
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| 138 | mViewPoint = Vector3(1188.22, 187.427, -381.739);
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| 139 | mViewDirection = Vector3(-0.963031, -0, -0.269365);
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[2686] | 140 | }
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| 141 |
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[2543] | 142 | mFrame = 0;
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| 143 | mWireFrame = false;
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| 144 | Environment::GetSingleton()->GetBoolValue("Preprocessor.detectEmptyViewSpace",
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| 145 | mDetectEmptyViewSpace);
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[2613] | 146 |
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[2686] | 147 | //mSnapErrorFrames = false;
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| 148 | mSnapErrorFrames = true;
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[2680] | 149 |
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[2543] | 150 | mSnapPrefix = "snap/";
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| 151 | mUseForcedColors = false;
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| 152 | mRenderBoxes = false;
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| 153 | //mUseGlLists = true;
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| 154 | mUseGlLists = false;
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[878] | 155 |
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[2687] | 156 | Environment::GetSingleton()->GetBoolValue("Preprocessor.useVbos", mUseVbos);
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| 157 |
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[2598] | 158 | if (mViewCellsManager->GetViewCellPointsList()->size())
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| 159 | mPvsStatFrames = (int)mViewCellsManager->GetViewCellPointsList()->size();
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[2543] | 160 | else
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[2611] | 161 | Environment::GetSingleton()->GetIntValue("Preprocessor.pvsRenderErrorSamples",
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| 162 | mPvsStatFrames);
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| 163 |
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[2647] | 164 | Debug<<"Info: will evaluate pixel error with "<<mPvsStatFrames<<" samples"<<endl;
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[2611] | 165 |
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[2543] | 166 | mPvsErrorBuffer.resize(mPvsStatFrames);
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| 167 | ClearErrorBuffer();
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[589] | 168 | }
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| 169 |
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[2538] | 170 |
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[589] | 171 | GlRenderer::~GlRenderer()
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| 172 | {
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[2543] | 173 | cerr<<"gl renderer destructor..\n";
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[589] | 174 |
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[2543] | 175 | CLEAR_CONTAINER(mOcclusionQueries);
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[2538] | 176 |
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[2543] | 177 | DeleteVbos();
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[2538] | 178 |
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[2543] | 179 | if (mData) delete [] mData;
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| 180 | if (mIndices) delete [] mIndices;
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| 181 |
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| 182 | glDeleteBuffersARB(1, &mVboId);
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| 183 | cerr<<"done."<<endl;
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[589] | 184 | }
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| 185 |
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[1145] | 186 |
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[2543] | 187 | void GlRenderer::RenderTriangle(TriangleIntersectable *object)
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[1581] | 188 | {
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[2609] | 189 | Triangle3 *t = &(object->GetItem());
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[2543] | 190 | glBegin(GL_TRIANGLES);
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[2575] | 191 | Vector3 normal = t->GetNormal();
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[2543] | 192 | glNormal3f(normal.x, normal.y, normal.z);
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[2575] | 193 | glVertex3f(t->mVertices[0].x, t->mVertices[0].y, t->mVertices[0].z);
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| 194 | glVertex3f(t->mVertices[1].x, t->mVertices[1].y, t->mVertices[1].z);
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| 195 | glVertex3f(t->mVertices[2].x, t->mVertices[2].y, t->mVertices[2].z);
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[2543] | 196 | glEnd();
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[1581] | 197 | }
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| 198 |
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[2543] | 199 |
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| 200 | void GlRenderer::RenderIntersectable(Intersectable *object)
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[589] | 201 | {
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[2619] | 202 | if (!object || (object->mRenderedFrame == mCurrentFrame))
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| 203 | return;
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[2050] | 204 |
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[2543] | 205 | object->mRenderedFrame = mCurrentFrame;
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[589] | 206 |
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[2543] | 207 | glPushAttrib(GL_CURRENT_BIT);
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| 208 |
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[2695] | 209 | if (mUseFalseColors) SetupFalseColor(object->mId);
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[2543] | 210 |
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| 211 | switch (object->Type())
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| 212 | {
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| 213 | case Intersectable::MESH_INSTANCE:
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| 214 | RenderMeshInstance((MeshInstance *)object);
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| 215 | break;
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| 216 | case Intersectable::VIEW_CELL:
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| 217 | RenderViewCell(static_cast<ViewCell *>(object));
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| 218 | break;
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| 219 | case Intersectable::TRANSFORMED_MESH_INSTANCE:
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| 220 | RenderTransformedMeshInstance(static_cast<TransformedMeshInstance *>(object));
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| 221 | break;
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| 222 | case Intersectable::TRIANGLE_INTERSECTABLE:
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| 223 | RenderTriangle(static_cast<TriangleIntersectable *>(object));
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| 224 | break;
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| 225 | case Intersectable::BVH_INTERSECTABLE:
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| 226 | {
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| 227 | BvhNode *node = static_cast<BvhNode *>(object);
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| 228 |
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| 229 | if (mRenderBoxes)
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| 230 | RenderBox(node->GetBoundingBox());
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| 231 | else
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| 232 | RenderBvhNode(node);
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| 233 | break;
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| 234 | }
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| 235 | case Intersectable::KD_INTERSECTABLE:
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| 236 | {
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| 237 | KdNode *node = (static_cast<KdIntersectable *>(object))->GetItem();
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| 238 |
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| 239 | if (mRenderBoxes)
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| 240 | RenderBox(mKdTree->GetBox(node));
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| 241 | else
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| 242 | RenderKdNode(node);
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| 243 | break;
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| 244 | }
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| 245 |
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| 246 | default:
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| 247 | cerr<<"Rendering this object not yet implemented\n";
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| 248 | break;
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| 249 | }
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| 250 |
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| 251 | glPopAttrib();
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[589] | 252 | }
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| 253 |
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[2543] | 254 |
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[2593] | 255 | void GlRenderer::RenderRays(const VssRayContainer &rays, int colorType, int showDistribution, int maxAge)
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[1581] | 256 | {
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[2593] | 257 | float importance;
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[589] | 258 |
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[2543] | 259 | glBegin(GL_LINES);
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[2587] | 260 |
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[2593] | 261 | VssRayContainer::const_iterator it = rays.begin(), it_end = rays.end();
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| 262 |
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[2543] | 263 | for (; it != it_end; ++it)
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| 264 | {
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| 265 | VssRay *ray = *it;
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[2587] | 266 |
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[2591] | 267 | // only show distributions that were checked
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| 268 | if (((ray->mDistribution == SamplingStrategy::DIRECTION_BASED_DISTRIBUTION) && ((showDistribution & 1) == 0)) ||
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| 269 | ((ray->mDistribution == SamplingStrategy::SPATIAL_BOX_BASED_DISTRIBUTION) && ((showDistribution & 2) == 0)) ||
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| 270 | ((ray->mDistribution == SamplingStrategy::OBJECT_DIRECTION_BASED_DISTRIBUTION) && ((showDistribution & 4) == 0)) ||
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[2593] | 271 | ((ray->mDistribution == SamplingStrategy::MUTATION_BASED_DISTRIBUTION) && ((showDistribution & 8) == 0)) ||
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| 272 | ((mViewCellsManager->GetPreprocessor()->mPass - ray->mPass) >= maxAge))
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[2591] | 273 | {
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| 274 | continue;
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| 275 | }
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| 276 |
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[2587] | 277 | switch (colorType)
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| 278 | {
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| 279 | case 0:
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| 280 | glColor3f(1.0f, 0.0f, 0.0f);
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| 281 | break;
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| 282 |
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| 283 | case 1:
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| 284 | importance = 1.0f * ray->Length() / Magnitude(mViewCellsManager->GetViewSpaceBox().Diagonal());
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| 285 | glColor3f(importance, importance, importance);
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| 286 | break;
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| 287 |
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| 288 | case 2:
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| 289 | importance = log10(1e3 * ray->mPvsContribution) / 3.0f;
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| 290 | glColor3f(importance, importance, importance);
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| 291 | break;
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| 292 |
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| 293 | case 3:
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| 294 | {
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| 295 | // nested switches ok?
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| 296 | switch (ray->mDistribution)
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| 297 | {
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| 298 | case SamplingStrategy::SPATIAL_BOX_BASED_DISTRIBUTION:
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| 299 | glColor3f(1, 0, 0);
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| 300 | break;
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| 301 | case SamplingStrategy::MUTATION_BASED_DISTRIBUTION:
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| 302 | glColor3f(0, 1, 0);
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| 303 | break;
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| 304 | case SamplingStrategy::DIRECTION_BASED_DISTRIBUTION:
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| 305 | glColor3f(0, 1, 1);
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| 306 | break;
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| 307 | case SamplingStrategy::OBJECT_DIRECTION_BASED_DISTRIBUTION:
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| 308 | glColor3f(1, 1, 0);
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| 309 | break;
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| 310 | }
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| 311 | }
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| 312 | }
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| 313 |
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[2543] | 314 | glVertex3fv(&ray->mOrigin.x);
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| 315 | glVertex3fv(&ray->mTermination.x);
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| 316 | }
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| 317 |
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| 318 | glEnd();
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[1581] | 319 | }
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| 320 |
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[1737] | 321 |
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[2543] | 322 | void GlRenderer::RenderViewCell(ViewCell *vc)
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[589] | 323 | {
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[2543] | 324 | if (vc->GetMesh())
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| 325 | {
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| 326 | if (!mUseFalseColors)
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| 327 | {
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| 328 | if (vc->GetValid())
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| 329 | glColor3f(0,1,0);
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| 330 | else
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| 331 | glColor3f(0,0,1);
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| 332 | }
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[589] | 333 |
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[2543] | 334 | RenderMesh(vc->GetMesh());
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| 335 | }
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| 336 | else
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| 337 | {
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| 338 | // render viewcells in the subtree
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| 339 | if (!vc->IsLeaf())
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| 340 | {
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| 341 | ViewCellInterior *vci = (ViewCellInterior *) vc;
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[599] | 342 |
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[2543] | 343 | ViewCellContainer::iterator it = vci->mChildren.begin();
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| 344 | for (; it != vci->mChildren.end(); ++it)
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| 345 | {
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| 346 | RenderViewCell(*it);
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| 347 | }
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| 348 | }
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| 349 | else
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| 350 | {
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| 351 | // cerr<<"Empty viewcell mesh\n";
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| 352 | }
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[599] | 353 | }
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[589] | 354 | }
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| 355 |
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[599] | 356 |
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[2530] | 357 | void GlRenderer::RenderMeshInstance(MeshInstance *mi)
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[589] | 358 | {
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[2530] | 359 | RenderMesh(mi->GetMesh());
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[589] | 360 | }
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| 361 |
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[1001] | 362 |
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[589] | 363 | void
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[1001] | 364 | GlRenderer::RenderTransformedMeshInstance(TransformedMeshInstance *mi)
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| 365 | {
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| 366 | // apply world transform before rendering
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| 367 | Matrix4x4 m;
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| 368 | mi->GetWorldTransform(m);
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| 369 |
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| 370 | glPushMatrix();
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| 371 | glMultMatrixf((float *)m.x);
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| 372 |
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| 373 | RenderMesh(mi->GetMesh());
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| 374 |
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| 375 | glPopMatrix();
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| 376 | }
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| 377 |
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| 378 |
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| 379 | void
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[1960] | 380 | GlRenderer::SetupFalseColor(const unsigned int id)
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[589] | 381 | {
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[1944] | 382 | // swap bits of the color
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| 383 | glColor3ub(id&255, (id>>8)&255, (id>>16)&255);
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[589] | 384 | }
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| 385 |
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| 386 |
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[1960] | 387 | unsigned int GlRenderer::GetId(const unsigned char r,
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| 388 | const unsigned char g,
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| 389 | const unsigned char b) const
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[589] | 390 | {
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| 391 | return r + (g << 8) + (b << 16);
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| 392 | }
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| 393 |
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[1960] | 394 |
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[589] | 395 | void
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| 396 | GlRenderer::SetupMaterial(Material *m)
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| 397 | {
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| 398 | if (m)
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| 399 | glColor3fv(&(m->mDiffuseColor.r));
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| 400 | }
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| 401 |
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[1960] | 402 |
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[2543] | 403 | void GlRenderer::RenderMesh(Mesh *mesh)
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[589] | 404 | {
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[2543] | 405 | int i = 0;
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[589] | 406 |
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[2543] | 407 | if (!mUseFalseColors && !mUseForcedColors)
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| 408 | SetupMaterial(mesh->mMaterial);
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[589] | 409 |
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[2562] | 410 | for (i = 0; i < mesh->mFaces.size(); i++)
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[2543] | 411 | {
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| 412 | if (mWireFrame)
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| 413 | glBegin(GL_LINE_LOOP);
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| 414 | else
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| 415 | glBegin(GL_POLYGON);
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| 416 |
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| 417 | Face *face = mesh->mFaces[i];
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[2614] | 418 | Vector3 normal = mesh->GetNormal(i);
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| 419 |
|
---|
| 420 | glNormal3f(normal.x, normal.y, normal.z);
|
---|
[2543] | 421 | for (int j = 0; j < face->mVertexIndices.size(); j++) {
|
---|
| 422 | glVertex3fv(&mesh->mVertices[face->mVertexIndices[j]].x);
|
---|
| 423 | }
|
---|
| 424 | glEnd();
|
---|
[589] | 425 | }
|
---|
| 426 | }
|
---|
| 427 |
|
---|
[2572] | 428 | void GlRenderer::InitGL()
|
---|
[589] | 429 | {
|
---|
[2572] | 430 | mSphere = (GLUquadric *)gluNewQuadric();
|
---|
[589] | 431 |
|
---|
[2572] | 432 | glMatrixMode(GL_PROJECTION);
|
---|
| 433 | glLoadIdentity();
|
---|
[2562] | 434 |
|
---|
[2572] | 435 | glMatrixMode(GL_MODELVIEW);
|
---|
| 436 | glLoadIdentity();
|
---|
[746] | 437 |
|
---|
[2572] | 438 | glFrontFace(GL_CCW);
|
---|
| 439 | glCullFace(GL_BACK);
|
---|
[746] | 440 |
|
---|
[2572] | 441 | glShadeModel(GL_FLAT);
|
---|
| 442 | glDepthFunc(GL_LESS );
|
---|
| 443 | glEnable(GL_DEPTH_TEST);
|
---|
| 444 | glEnable(GL_CULL_FACE);
|
---|
[2538] | 445 |
|
---|
[2572] | 446 | InitExtensions();
|
---|
| 447 |
|
---|
| 448 | glTexEnvi(GL_TEXTURE_ENV, GL_TEXTURE_ENV_MODE, GL_REPLACE);
|
---|
| 449 |
|
---|
| 450 | glEnable(GL_NORMALIZE);
|
---|
| 451 |
|
---|
[2604] | 452 | glClearColor(0.0f, 0.0f, 0.0f, 1.0f);
|
---|
[2572] | 453 |
|
---|
[2663] | 454 | // create some occlusion queries
|
---|
| 455 | OcclusionQuery::GenQueries(mOcclusionQueries, 100);
|
---|
[2572] | 456 |
|
---|
[2601] | 457 | SceneGraphInterior *interior = mSceneGraph->GetRoot();
|
---|
| 458 |
|
---|
| 459 | SceneGraphNodeContainer::iterator ni = interior->mChildren.begin();
|
---|
| 460 |
|
---|
| 461 | for (; ni != interior->mChildren.end(); ni++)
|
---|
| 462 | {
|
---|
| 463 | CreateVertexArrays(static_cast<SceneGraphLeaf *>(*ni));
|
---|
| 464 | }
|
---|
[589] | 465 | }
|
---|
| 466 |
|
---|
[746] | 467 |
|
---|
[589] | 468 | void
|
---|
[811] | 469 | GlRenderer::SetupProjection(const int w, const int h, const float angle)
|
---|
[589] | 470 | {
|
---|
| 471 | glViewport(0, 0, w, h);
|
---|
| 472 | glMatrixMode(GL_PROJECTION);
|
---|
| 473 | glLoadIdentity();
|
---|
[811] | 474 | gluPerspective(angle, 1.0, 0.1, 2.0*Magnitude(mSceneGraph->GetBox().Diagonal()));
|
---|
[589] | 475 | glMatrixMode(GL_MODELVIEW);
|
---|
| 476 | }
|
---|
| 477 |
|
---|
[1581] | 478 |
|
---|
| 479 |
|
---|
[589] | 480 | void
|
---|
| 481 | GlRenderer::SetupCamera()
|
---|
| 482 | {
|
---|
[2544] | 483 | Vector3 target = mViewPoint + mViewDirection;
|
---|
| 484 |
|
---|
| 485 | Vector3 up(0,1,0);
|
---|
| 486 |
|
---|
[2582] | 487 | if (fabs(DotProd(mViewDirection, up)) > 0.99f)
|
---|
| 488 | up = Vector3(1, 0, 0);
|
---|
[2544] | 489 |
|
---|
| 490 | glLoadIdentity();
|
---|
| 491 | gluLookAt(mViewPoint.x, mViewPoint.y, mViewPoint.z,
|
---|
| 492 | target.x, target.y, target.z,
|
---|
| 493 | up.x, up.y, up.z);
|
---|
[589] | 494 | }
|
---|
| 495 |
|
---|
[2620] | 496 |
|
---|
[2671] | 497 | void GlRenderer::_RenderScene()
|
---|
| 498 | {
|
---|
| 499 | ObjectContainer::const_iterator oi = mObjects.begin();
|
---|
[2620] | 500 |
|
---|
[2671] | 501 | for (; oi != mObjects.end(); oi++)
|
---|
| 502 | RenderIntersectable(*oi);
|
---|
[1145] | 503 | }
|
---|
| 504 |
|
---|
[2671] | 505 |
|
---|
[2538] | 506 | void GlRenderer::_RenderSceneTrianglesWithDrawArrays()
|
---|
[2002] | 507 | {
|
---|
[2538] | 508 | EnableDrawArrays();
|
---|
| 509 |
|
---|
| 510 | if (mUseVbos)
|
---|
| 511 | glBindBufferARB(GL_ARRAY_BUFFER_ARB, mVboId);
|
---|
[2002] | 512 |
|
---|
[2671] | 513 | const int offset = (int)mObjects.size() * 3;
|
---|
[2538] | 514 | char *arrayPtr = mUseVbos ? NULL : (char *)mData;
|
---|
[2002] | 515 |
|
---|
[2538] | 516 | glVertexPointer(3, GL_FLOAT, 0, (char *)arrayPtr);
|
---|
| 517 | glNormalPointer(GL_FLOAT, 0, (char *)arrayPtr + offset * sizeof(Vector3));
|
---|
| 518 |
|
---|
[2671] | 519 | glDrawArrays(GL_TRIANGLES, 0, offset);
|
---|
[2538] | 520 | }
|
---|
| 521 |
|
---|
| 522 |
|
---|
[2615] | 523 | void GlRenderer::_RenderDynamicObject(SceneGraphLeaf *leaf)
|
---|
| 524 | {
|
---|
| 525 | // apply world transform before rendering
|
---|
| 526 | Matrix4x4 m;
|
---|
| 527 | leaf->GetTransform(m);
|
---|
| 528 |
|
---|
| 529 | glPushMatrix();
|
---|
| 530 | glMultMatrixf((float *)m.x);
|
---|
| 531 |
|
---|
| 532 | glBegin(GL_TRIANGLES);
|
---|
| 533 |
|
---|
| 534 | ObjectContainer::const_iterator oi = leaf->mGeometry.begin();
|
---|
| 535 | for (; oi != leaf->mGeometry.end(); oi++)
|
---|
| 536 | {
|
---|
| 537 | TriangleIntersectable *object = (TriangleIntersectable *)*oi;
|
---|
| 538 | Triangle3 *t = &(object->GetItem());
|
---|
| 539 |
|
---|
| 540 | Vector3 normal = t->GetNormal();
|
---|
| 541 | glNormal3f(normal.x, normal.y, normal.z);
|
---|
| 542 |
|
---|
| 543 | glVertex3f(t->mVertices[0].x, t->mVertices[0].y, t->mVertices[0].z);
|
---|
| 544 | glVertex3f(t->mVertices[1].x, t->mVertices[1].y, t->mVertices[1].z);
|
---|
| 545 | glVertex3f(t->mVertices[2].x, t->mVertices[2].y, t->mVertices[2].z);
|
---|
| 546 |
|
---|
| 547 | }
|
---|
| 548 |
|
---|
| 549 | glEnd();
|
---|
[2638] | 550 |
|
---|
| 551 | glPopMatrix();
|
---|
[2615] | 552 |
|
---|
[2678] | 553 | if (1)
|
---|
| 554 | {
|
---|
| 555 | // test the box of the object
|
---|
| 556 | AxisAlignedBox3 box = leaf->GetBox();
|
---|
| 557 | RenderBox(box);
|
---|
| 558 | }
|
---|
[2615] | 559 | }
|
---|
| 560 |
|
---|
| 561 |
|
---|
| 562 |
|
---|
[2538] | 563 | void GlRenderer::_RenderSceneTriangles()
|
---|
| 564 | {
|
---|
| 565 | glBegin(GL_TRIANGLES);
|
---|
| 566 |
|
---|
| 567 | ObjectContainer::const_iterator oi = mObjects.begin();
|
---|
| 568 | for (; oi != mObjects.end(); oi++) {
|
---|
| 569 |
|
---|
[2620] | 570 | if ((*oi)->Type() == Intersectable::TRIANGLE_INTERSECTABLE) {
|
---|
[2538] | 571 | TriangleIntersectable *object = (TriangleIntersectable *)*oi;
|
---|
[2575] | 572 | Triangle3 *t = &(object->GetItem());
|
---|
[2538] | 573 |
|
---|
[2575] | 574 | Vector3 normal = t->GetNormal();
|
---|
[2538] | 575 | glNormal3f(normal.x, normal.y, normal.z);
|
---|
[2575] | 576 | glVertex3f(t->mVertices[0].x, t->mVertices[0].y, t->mVertices[0].z);
|
---|
| 577 | glVertex3f(t->mVertices[1].x, t->mVertices[1].y, t->mVertices[1].z);
|
---|
| 578 | glVertex3f(t->mVertices[2].x, t->mVertices[2].y, t->mVertices[2].z);
|
---|
[2620] | 579 | }
|
---|
[2002] | 580 | }
|
---|
| 581 |
|
---|
[2538] | 582 | glEnd();
|
---|
[2002] | 583 | }
|
---|
| 584 |
|
---|
[2538] | 585 |
|
---|
[2671] | 586 | bool GlRenderer::RenderScene()
|
---|
[1145] | 587 | {
|
---|
[2671] | 588 | ++ mCurrentFrame;
|
---|
| 589 |
|
---|
| 590 | Intersectable::NewMail();
|
---|
| 591 |
|
---|
[2615] | 592 | #if DYNAMIC_OBJECTS_HACK
|
---|
[2609] | 593 | Preprocessor *p = mViewCellsManager->GetPreprocessor();
|
---|
| 594 | // handle dynamic objects
|
---|
| 595 | DynamicObjectsContainer::const_iterator dit, dit_end = p->mDynamicObjects.end();
|
---|
| 596 |
|
---|
| 597 | for (dit = p->mDynamicObjects.begin(); dit != dit_end; ++ dit)
|
---|
| 598 | {
|
---|
[2615] | 599 | _RenderDynamicObject(*dit);
|
---|
[2609] | 600 | }
|
---|
[2615] | 601 | #endif
|
---|
[2600] | 602 | _RenderSceneTrianglesWithDrawArrays();
|
---|
| 603 |
|
---|
| 604 | return true;
|
---|
[1145] | 605 | }
|
---|
| 606 |
|
---|
| 607 |
|
---|
[589] | 608 | void
|
---|
[2538] | 609 | GlRendererBuffer::EvalQueryWithItemBuffer()
|
---|
[997] | 610 | {
|
---|
| 611 | // read back the texture
|
---|
| 612 | glReadPixels(0, 0,
|
---|
[2671] | 613 | GetWidth(), GetHeight(),
|
---|
| 614 | GL_RGBA,
|
---|
| 615 | GL_UNSIGNED_BYTE,
|
---|
| 616 | mPixelBuffer);
|
---|
| 617 |
|
---|
| 618 |
|
---|
[997] | 619 | unsigned int *p = mPixelBuffer;
|
---|
[2671] | 620 |
|
---|
[997] | 621 | for (int y = 0; y < GetHeight(); y++)
|
---|
| 622 | {
|
---|
| 623 | for (int x = 0; x < GetWidth(); x++, p++)
|
---|
| 624 | {
|
---|
| 625 | unsigned int id = (*p) & 0xFFFFFF;
|
---|
| 626 |
|
---|
| 627 | if (id != 0xFFFFFF)
|
---|
[2053] | 628 | {
|
---|
[997] | 629 | ++ mObjects[id]->mCounter;
|
---|
[2053] | 630 | }
|
---|
[997] | 631 | }
|
---|
| 632 | }
|
---|
| 633 | }
|
---|
| 634 |
|
---|
[1145] | 635 |
|
---|
| 636 |
|
---|
| 637 | /****************************************************************/
|
---|
| 638 | /* GlRendererBuffer implementation */
|
---|
| 639 | /****************************************************************/
|
---|
| 640 |
|
---|
| 641 |
|
---|
| 642 |
|
---|
| 643 | GlRendererBuffer::GlRendererBuffer(SceneGraph *sceneGraph,
|
---|
| 644 | ViewCellsManager *viewcells,
|
---|
| 645 | KdTree *tree):
|
---|
| 646 | GlRenderer(sceneGraph, viewcells, tree)
|
---|
[2538] | 647 | {
|
---|
[2665] | 648 | mPixelBuffer = NULL;
|
---|
| 649 | // implement width and height in subclasses
|
---|
[1145] | 650 | }
|
---|
| 651 |
|
---|
| 652 |
|
---|
[997] | 653 | void
|
---|
| 654 | GlRendererBuffer::EvalQueryWithOcclusionQueries(
|
---|
| 655 | //RenderCostSample &sample
|
---|
| 656 | )
|
---|
| 657 | {
|
---|
| 658 | glDepthFunc(GL_LEQUAL);
|
---|
| 659 |
|
---|
| 660 | glColorMask(GL_FALSE, GL_FALSE, GL_FALSE, GL_FALSE);
|
---|
| 661 | glDepthMask(GL_FALSE);
|
---|
[1000] | 662 |
|
---|
| 663 |
|
---|
| 664 | // simulate detectemptyviewspace using backface culling
|
---|
[1001] | 665 | if (mDetectEmptyViewSpace)
|
---|
[997] | 666 | {
|
---|
[1000] | 667 | glEnable(GL_CULL_FACE);
|
---|
[1001] | 668 | //cout << "culling" << endl;
|
---|
[1000] | 669 | }
|
---|
| 670 | else
|
---|
| 671 | {
|
---|
[1001] | 672 | //cout << "not culling" << endl;
|
---|
[1000] | 673 | glDisable(GL_CULL_FACE);
|
---|
[1001] | 674 | }
|
---|
[1000] | 675 |
|
---|
| 676 |
|
---|
[1001] | 677 | //const int numQ = 1;
|
---|
| 678 | const int numQ = (int)mOcclusionQueries.size();
|
---|
[1000] | 679 |
|
---|
[1001] | 680 | //glFinish();
|
---|
| 681 | int q = 0;
|
---|
| 682 |
|
---|
| 683 | //-- now issue queries for all objects
|
---|
| 684 | for (int j = 0; j < (int)mObjects.size(); j += q)
|
---|
[1000] | 685 | {
|
---|
[1001] | 686 | for (q = 0; ((j + q) < (int)mObjects.size()) && (q < numQ); ++ q)
|
---|
[997] | 687 | {
|
---|
[1001] | 688 | mOcclusionQueries[q]->BeginQuery();
|
---|
[1000] | 689 |
|
---|
[997] | 690 | RenderIntersectable(mObjects[j + q]);
|
---|
[1000] | 691 |
|
---|
[1001] | 692 | mOcclusionQueries[q]->EndQuery();
|
---|
[997] | 693 | }
|
---|
[1001] | 694 | //cout << "q: " << q << endl;
|
---|
[997] | 695 | // collect results of the queries
|
---|
[1001] | 696 | for (int t = 0; t < q; ++ t)
|
---|
[997] | 697 | {
|
---|
| 698 | unsigned int pixelCount;
|
---|
[1001] | 699 |
|
---|
[997] | 700 | //-- reenable other state
|
---|
[1001] | 701 |
|
---|
| 702 | pixelCount = mOcclusionQueries[t]->GetQueryResult();
|
---|
[997] | 703 |
|
---|
[1001] | 704 | //if (pixelCount > 0)
|
---|
| 705 | // cout <<"o="<<j+q<<" q="<<mOcclusionQueries[q]->GetQueryId()<<" pc="<<pixelCount<<" ";
|
---|
| 706 | mObjects[j + t]->mCounter += pixelCount;
|
---|
[2053] | 707 |
|
---|
[997] | 708 | }
|
---|
| 709 | }
|
---|
[2690] | 710 |
|
---|
[1001] | 711 | //glFinish();
|
---|
[997] | 712 | glColorMask(GL_TRUE, GL_TRUE, GL_TRUE, GL_TRUE);
|
---|
| 713 | glDepthMask(GL_TRUE);
|
---|
[1000] | 714 |
|
---|
| 715 | glEnable(GL_CULL_FACE);
|
---|
[997] | 716 | }
|
---|
| 717 |
|
---|
| 718 |
|
---|
| 719 | void
|
---|
[1931] | 720 | GlRenderer::RandomViewPoint()
|
---|
[1001] | 721 | {
|
---|
[589] | 722 | // do not use this function since it could return different viewpoints for
|
---|
| 723 | // different executions of the algorithm
|
---|
| 724 |
|
---|
[1112] | 725 | // mViewCellsManager->GetViewPoint(mViewPoint);
|
---|
[589] | 726 |
|
---|
| 727 | while (1) {
|
---|
| 728 | Vector3 pVector = Vector3(halton.GetNumber(1),
|
---|
| 729 | halton.GetNumber(2),
|
---|
| 730 | halton.GetNumber(3));
|
---|
| 731 |
|
---|
[1112] | 732 | mViewPoint = mViewCellsManager->GetViewSpaceBox().GetPoint(pVector);
|
---|
[589] | 733 | ViewCell *v = mViewCellsManager->GetViewCell(mViewPoint);
|
---|
| 734 | if (v && v->GetValid())
|
---|
| 735 | break;
|
---|
| 736 | // generate a new vector
|
---|
| 737 | halton.GenerateNext();
|
---|
| 738 | }
|
---|
| 739 |
|
---|
| 740 | Vector3 dVector = Vector3(2*M_PI*halton.GetNumber(4),
|
---|
| 741 | M_PI*halton.GetNumber(5),
|
---|
| 742 | 0.0f);
|
---|
| 743 |
|
---|
| 744 | mViewDirection = Normalize(Vector3(sin(dVector.x),
|
---|
[2614] | 745 | // cos(dVector.y),
|
---|
[589] | 746 | 0.0f,
|
---|
| 747 | cos(dVector.x)));
|
---|
| 748 | halton.GenerateNext();
|
---|
| 749 | }
|
---|
| 750 |
|
---|
| 751 |
|
---|
[1585] | 752 | void
|
---|
| 753 | GlRenderer::RenderBox(const AxisAlignedBox3 &box)
|
---|
| 754 | {
|
---|
| 755 |
|
---|
| 756 | glBegin(GL_LINE_LOOP);
|
---|
| 757 | glVertex3d(box.Min().x, box.Max().y, box.Min().z );
|
---|
| 758 | glVertex3d(box.Max().x, box.Max().y, box.Min().z );
|
---|
| 759 | glVertex3d(box.Max().x, box.Min().y, box.Min().z );
|
---|
| 760 | glVertex3d(box.Min().x, box.Min().y, box.Min().z );
|
---|
| 761 | glEnd();
|
---|
| 762 |
|
---|
| 763 | glBegin(GL_LINE_LOOP);
|
---|
| 764 | glVertex3d(box.Min().x, box.Min().y, box.Max().z );
|
---|
| 765 | glVertex3d(box.Max().x, box.Min().y, box.Max().z );
|
---|
| 766 | glVertex3d(box.Max().x, box.Max().y, box.Max().z );
|
---|
| 767 | glVertex3d(box.Min().x, box.Max().y, box.Max().z );
|
---|
| 768 | glEnd();
|
---|
| 769 |
|
---|
| 770 | glBegin(GL_LINE_LOOP);
|
---|
| 771 | glVertex3d(box.Max().x, box.Min().y, box.Min().z );
|
---|
| 772 | glVertex3d(box.Max().x, box.Min().y, box.Max().z );
|
---|
| 773 | glVertex3d(box.Max().x, box.Max().y, box.Max().z );
|
---|
| 774 | glVertex3d(box.Max().x, box.Max().y, box.Min().z );
|
---|
| 775 | glEnd();
|
---|
| 776 |
|
---|
| 777 | glBegin(GL_LINE_LOOP);
|
---|
| 778 | glVertex3d(box.Min().x, box.Min().y, box.Min().z );
|
---|
| 779 | glVertex3d(box.Min().x, box.Min().y, box.Max().z );
|
---|
| 780 | glVertex3d(box.Min().x, box.Max().y, box.Max().z );
|
---|
| 781 | glVertex3d(box.Min().x, box.Max().y, box.Min().z );
|
---|
| 782 | glEnd();
|
---|
| 783 |
|
---|
| 784 | glBegin(GL_LINE_LOOP);
|
---|
| 785 | glVertex3d(box.Min().x, box.Min().y, box.Min().z );
|
---|
| 786 | glVertex3d(box.Max().x, box.Min().y, box.Min().z );
|
---|
| 787 | glVertex3d(box.Max().x, box.Min().y, box.Max().z );
|
---|
| 788 | glVertex3d(box.Min().x, box.Min().y, box.Max().z );
|
---|
| 789 | glEnd();
|
---|
| 790 |
|
---|
| 791 | glBegin(GL_LINE_LOOP);
|
---|
| 792 | glVertex3d(box.Min().x, box.Max().y, box.Min().z );
|
---|
| 793 | glVertex3d(box.Max().x, box.Max().y, box.Min().z );
|
---|
| 794 | glVertex3d(box.Max().x, box.Max().y, box.Max().z );
|
---|
| 795 | glVertex3d(box.Min().x, box.Max().y, box.Max().z );
|
---|
| 796 |
|
---|
| 797 | glEnd();
|
---|
| 798 |
|
---|
[811] | 799 | }
|
---|
[1585] | 800 |
|
---|
| 801 | void
|
---|
| 802 | GlRenderer::RenderBvhNode(BvhNode *node)
|
---|
| 803 | {
|
---|
| 804 | if (node->IsLeaf()) {
|
---|
| 805 | BvhLeaf *leaf = (BvhLeaf *) node;
|
---|
[1785] | 806 |
|
---|
| 807 | #if 0
|
---|
| 808 | if (leaf->mGlList == 0) {
|
---|
| 809 | leaf->mGlList = glGenLists(1);
|
---|
| 810 | if (leaf->mGlList != 0)
|
---|
| 811 | glNewList(leaf->mGlList, GL_COMPILE);
|
---|
| 812 |
|
---|
| 813 | for (int i=0; i < leaf->mObjects.size(); i++)
|
---|
| 814 | RenderIntersectable(leaf->mObjects[i]);
|
---|
| 815 |
|
---|
| 816 | if (leaf->mGlList != 0)
|
---|
| 817 | glEndList();
|
---|
| 818 | }
|
---|
| 819 |
|
---|
| 820 | if (leaf->mGlList != 0)
|
---|
| 821 | glCallList(leaf->mGlList);
|
---|
| 822 | #else
|
---|
[1983] | 823 | for (int i=0; i < leaf->mObjects.size(); i++)
|
---|
| 824 | RenderIntersectable(leaf->mObjects[i]);
|
---|
[1785] | 825 | #endif
|
---|
[1585] | 826 | } else {
|
---|
| 827 | BvhInterior *in = (BvhInterior *)node;
|
---|
| 828 | RenderBvhNode(in->GetBack());
|
---|
| 829 | RenderBvhNode(in->GetFront());
|
---|
| 830 | }
|
---|
[1594] | 831 | }
|
---|
| 832 |
|
---|
| 833 | void
|
---|
| 834 | GlRenderer::RenderKdNode(KdNode *node)
|
---|
| 835 | {
|
---|
[2620] | 836 | if (node->IsLeaf())
|
---|
[2538] | 837 | {
|
---|
[2613] | 838 | #if !EVAL_ERROR
|
---|
[2538] | 839 | RenderKdLeaf(static_cast<KdLeaf *>(node));
|
---|
| 840 | #else
|
---|
[2619] | 841 | KdLeaf *leaf = static_cast<KdLeaf *>(node);
|
---|
[2538] | 842 | for (int i=0; i < leaf->mObjects.size(); i++)
|
---|
[2619] | 843 | {
|
---|
[2538] | 844 | RenderIntersectable(leaf->mObjects[i]);
|
---|
[2620] | 845 |
|
---|
[2619] | 846 | }
|
---|
[2538] | 847 | #endif
|
---|
| 848 | }
|
---|
| 849 | else
|
---|
| 850 | {
|
---|
[2619] | 851 | KdInterior *inter = static_cast<KdInterior *>(node);
|
---|
| 852 | RenderKdNode(inter->mBack);
|
---|
| 853 | RenderKdNode(inter->mFront);
|
---|
[1594] | 854 | }
|
---|
[1585] | 855 | }
|
---|
| 856 |
|
---|
[1785] | 857 |
|
---|
[2690] | 858 | void GlRendererBuffer::EvalRenderCostSample(RenderCostSample &sample,
|
---|
| 859 | const bool useOcclusionQueries,
|
---|
| 860 | const int threshold)
|
---|
[1785] | 861 | {
|
---|
[2543] | 862 | // choose a random view point
|
---|
| 863 | mViewCellsManager->GetViewPoint(mViewPoint);
|
---|
| 864 | sample.mPosition = mViewPoint;
|
---|
| 865 | //cout << "viewpoint: " << mViewPoint << endl;
|
---|
| 866 |
|
---|
| 867 | // take a render cost sample by rendering a cube
|
---|
| 868 | Vector3 directions[6];
|
---|
| 869 |
|
---|
| 870 | directions[0] = Vector3(1,0,0);
|
---|
| 871 | directions[1] = Vector3(0,1,0);
|
---|
| 872 | directions[2] = Vector3(0,0,1);
|
---|
| 873 | directions[3] = Vector3(-1,0,0);
|
---|
| 874 | directions[4] = Vector3(0,-1,0);
|
---|
| 875 | directions[5] = Vector3(0,0,-1);
|
---|
| 876 |
|
---|
| 877 | sample.mVisibleObjects = 0;
|
---|
| 878 |
|
---|
| 879 | // reset object counters
|
---|
| 880 | ObjectContainer::const_iterator it, it_end = mObjects.end();
|
---|
| 881 |
|
---|
| 882 | for (it = mObjects.begin(); it != it_end; ++ it)
|
---|
| 883 | (*it)->mCounter = 0;
|
---|
| 884 |
|
---|
| 885 | ++ mFrame;
|
---|
| 886 |
|
---|
| 887 | //glCullFace(GL_FRONT);
|
---|
| 888 | glCullFace(GL_BACK);
|
---|
| 889 | glDisable(GL_CULL_FACE);
|
---|
| 890 |
|
---|
| 891 |
|
---|
[1785] | 892 | // query all 6 directions for a full point sample
|
---|
[2543] | 893 | for (int i = 0; i < 6; ++ i)
|
---|
[1785] | 894 | {
|
---|
[2543] | 895 | mViewDirection = directions[i];
|
---|
| 896 | SetupCamera();
|
---|
| 897 |
|
---|
| 898 | glClearColor(1.0f, 1.0f, 1.0f, 1.0f);
|
---|
| 899 | glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT);
|
---|
| 900 | //glColorMask(GL_TRUE, GL_TRUE, GL_TRUE, GL_TRUE); glDepthMask(GL_TRUE);
|
---|
| 901 | glDepthFunc(GL_LESS);
|
---|
| 902 |
|
---|
| 903 | mUseFalseColors = true;
|
---|
| 904 |
|
---|
| 905 | // the actual scene rendering fills the depth (for occlusion queries)
|
---|
| 906 | // and the frame buffer (for item buffer)
|
---|
| 907 | RenderScene();
|
---|
| 908 |
|
---|
| 909 |
|
---|
| 910 | if (0)
|
---|
[1785] | 911 | {
|
---|
[2543] | 912 | char filename[256];
|
---|
| 913 | sprintf(filename, "snap/frame-%04d-%d.png", mFrame, i);
|
---|
| 914 | // QImage im = toImage();
|
---|
| 915 | // im.save(filename, "PNG");
|
---|
[1785] | 916 | }
|
---|
[2543] | 917 |
|
---|
| 918 | // evaluate the sample
|
---|
| 919 | if (useOcclusionQueries)
|
---|
[1785] | 920 | {
|
---|
[2543] | 921 | EvalQueryWithOcclusionQueries();
|
---|
[1785] | 922 | }
|
---|
[2543] | 923 | else
|
---|
[1785] | 924 | {
|
---|
[2543] | 925 | EvalQueryWithItemBuffer();
|
---|
[1785] | 926 | }
|
---|
| 927 | }
|
---|
[2543] | 928 |
|
---|
| 929 | // now evaluate the statistics over that sample
|
---|
| 930 | // currently only the number of visible objects is taken into account
|
---|
| 931 | sample.Reset();
|
---|
| 932 |
|
---|
| 933 | for (it = mObjects.begin(); it != it_end; ++ it)
|
---|
[1785] | 934 | {
|
---|
[2543] | 935 | Intersectable *obj = *it;
|
---|
| 936 | if (obj->mCounter >= threshold)
|
---|
[1785] | 937 | {
|
---|
[2543] | 938 | ++ sample.mVisibleObjects;
|
---|
| 939 | sample.mVisiblePixels += obj->mCounter;
|
---|
[1785] | 940 | }
|
---|
| 941 | }
|
---|
[2543] | 942 |
|
---|
| 943 | //cout << "RS=" << sample.mVisibleObjects << " ";
|
---|
[1585] | 944 | }
|
---|
[1785] | 945 |
|
---|
| 946 |
|
---|
| 947 | GlRendererBuffer::~GlRendererBuffer()
|
---|
| 948 | {
|
---|
[1990] | 949 | #if 0
|
---|
| 950 | #ifdef USE_CG
|
---|
| 951 | if (sCgFragmentProgram)
|
---|
[1785] | 952 | cgDestroyProgram(sCgFragmentProgram);
|
---|
| 953 | if (sCgContext)
|
---|
| 954 | cgDestroyContext(sCgContext);
|
---|
| 955 | #endif
|
---|
[1990] | 956 | #endif
|
---|
[2543] | 957 |
|
---|
[1785] | 958 | }
|
---|
| 959 |
|
---|
| 960 |
|
---|
| 961 | void
|
---|
| 962 | GlRendererBuffer::SampleRenderCost(const int numSamples,
|
---|
| 963 | vector<RenderCostSample> &samples,
|
---|
| 964 | const bool useOcclusionQueries,
|
---|
| 965 | const int threshold
|
---|
| 966 | )
|
---|
| 967 | {
|
---|
[2677] | 968 | MakeLive();
|
---|
[1785] | 969 |
|
---|
[2543] | 970 | if (mPixelBuffer == NULL)
|
---|
| 971 | mPixelBuffer = new unsigned int[GetWidth()*GetHeight()];
|
---|
[1785] | 972 |
|
---|
[2543] | 973 | // using 90 degree projection to capture 360 view with 6 samples
|
---|
| 974 | SetupProjection(GetHeight(), GetHeight(), 90.0f);
|
---|
[1785] | 975 |
|
---|
[2543] | 976 | //samples.resize(numSamples);
|
---|
| 977 | halton.Reset();
|
---|
[1785] | 978 |
|
---|
[2543] | 979 | // the number of queries queried in batch mode
|
---|
| 980 | const int numQ = 500;
|
---|
[1785] | 981 |
|
---|
[2543] | 982 | //const int numQ = (int)mObjects.size();
|
---|
| 983 | if (useOcclusionQueries)
|
---|
| 984 | {
|
---|
| 985 | cout << "\ngenerating " << numQ << " queries ... ";
|
---|
| 986 | OcclusionQuery::GenQueries(mOcclusionQueries, numQ);
|
---|
| 987 | cout << "finished" << endl;
|
---|
| 988 | }
|
---|
| 989 |
|
---|
| 990 | // sampling queries
|
---|
| 991 | for (int i = 0; i < numSamples; ++ i)
|
---|
| 992 | {
|
---|
| 993 | cout << ".";
|
---|
| 994 | EvalRenderCostSample(samples[i], useOcclusionQueries, threshold);
|
---|
| 995 | }
|
---|
| 996 |
|
---|
[2677] | 997 | DoneLive();
|
---|
[1785] | 998 | }
|
---|
| 999 |
|
---|
| 1000 |
|
---|
| 1001 |
|
---|
| 1002 |
|
---|
[2543] | 1003 |
|
---|
[1785] | 1004 | void
|
---|
[1931] | 1005 | GlRenderer::ClearErrorBuffer()
|
---|
[1785] | 1006 | {
|
---|
| 1007 | for (int i=0; i < mPvsStatFrames; i++) {
|
---|
| 1008 | mPvsErrorBuffer[i].mError = 1.0f;
|
---|
| 1009 | }
|
---|
[2002] | 1010 | mPvsStat.maxError = 0.0f;
|
---|
[1785] | 1011 | }
|
---|
| 1012 |
|
---|
| 1013 |
|
---|
| 1014 | void
|
---|
| 1015 | GlRendererBuffer::EvalPvsStat()
|
---|
| 1016 | {
|
---|
[2679] | 1017 | //MakeLive();
|
---|
[2049] | 1018 |
|
---|
[2048] | 1019 | GlRenderer::EvalPvsStat();
|
---|
[2049] | 1020 |
|
---|
[2679] | 1021 | //DoneLive();
|
---|
[2677] | 1022 | // mRenderingFinished.wakeAll();
|
---|
[1785] | 1023 | }
|
---|
| 1024 |
|
---|
| 1025 |
|
---|
[2048] | 1026 | void GlRendererBuffer::EvalPvsStat(const SimpleRayContainer &viewPoints)
|
---|
| 1027 | {
|
---|
[2679] | 1028 | //MakeLive();
|
---|
[2048] | 1029 |
|
---|
| 1030 | GlRenderer::EvalPvsStat(viewPoints);
|
---|
| 1031 |
|
---|
[2679] | 1032 | //DoneLive();
|
---|
[2048] | 1033 | }
|
---|
| 1034 |
|
---|
| 1035 |
|
---|
[1785] | 1036 | void GlRendererBuffer::SampleBeamContributions(Intersectable *sourceObject,
|
---|
| 1037 | Beam &beam,
|
---|
| 1038 | const int desiredSamples,
|
---|
| 1039 | BeamSampleStatistics &stat)
|
---|
| 1040 | {
|
---|
| 1041 | // TODO: should be moved out of here (not to be done every time)
|
---|
| 1042 | // only back faces are interesting for the depth pass
|
---|
| 1043 | glShadeModel(GL_FLAT);
|
---|
| 1044 | glDisable(GL_LIGHTING);
|
---|
| 1045 |
|
---|
| 1046 | // needed to kill the fragments for the front buffer
|
---|
| 1047 | glEnable(GL_ALPHA_TEST);
|
---|
| 1048 | glAlphaFunc(GL_GREATER, 0);
|
---|
| 1049 |
|
---|
| 1050 | // assumes that the beam is constructed and contains kd-tree nodes
|
---|
| 1051 | // and viewcells which it intersects
|
---|
| 1052 |
|
---|
| 1053 |
|
---|
| 1054 | // Get the number of viewpoints to be sampled
|
---|
| 1055 | // Now it is a sqrt but in general a wiser decision could be made.
|
---|
| 1056 | // The less viewpoints the better for rendering performance, since less passes
|
---|
| 1057 | // over the beam is needed.
|
---|
| 1058 | // The viewpoints could actually be generated outside of the bounding box which
|
---|
| 1059 | // would distribute the 'efective viewpoints' of the object surface and thus
|
---|
| 1060 | // with a few viewpoints better sample the viewpoint space....
|
---|
| 1061 |
|
---|
| 1062 | //TODO: comment in
|
---|
| 1063 | //int viewPointSamples = sqrt((float)desiredSamples);
|
---|
| 1064 | int viewPointSamples = max(desiredSamples / (GetWidth() * GetHeight()), 1);
|
---|
| 1065 |
|
---|
| 1066 | // the number of direction samples per pass is given by the number of viewpoints
|
---|
| 1067 | int directionalSamples = desiredSamples / viewPointSamples;
|
---|
| 1068 |
|
---|
| 1069 | Debug << "directional samples: " << directionalSamples << endl;
|
---|
| 1070 | for (int i = 0; i < viewPointSamples; ++ i)
|
---|
| 1071 | {
|
---|
| 1072 | Vector3 viewPoint = beam.mBox.GetRandomPoint();
|
---|
| 1073 |
|
---|
| 1074 | // perhaps the viewpoint should be shifted back a little bit so that it always lies
|
---|
| 1075 | // inside the source object
|
---|
| 1076 | // 'ideally' the viewpoints would be distributed on the soureObject surface, but this
|
---|
| 1077 | // would require more complicated sampling (perhaps hierarchical rejection sampling of
|
---|
| 1078 | // the object surface is an option here - only the mesh faces which are inside the box
|
---|
| 1079 | // are considered as candidates)
|
---|
| 1080 |
|
---|
| 1081 | SampleViewpointContributions(sourceObject,
|
---|
| 1082 | viewPoint,
|
---|
| 1083 | beam,
|
---|
| 1084 | directionalSamples,
|
---|
| 1085 | stat);
|
---|
| 1086 | }
|
---|
| 1087 |
|
---|
| 1088 |
|
---|
| 1089 | // note:
|
---|
| 1090 | // this routine would be called only if the number of desired samples is sufficiently
|
---|
| 1091 | // large - for other rss tree cells the cpu based sampling is perhaps more efficient
|
---|
| 1092 | // distributing the work between cpu and gpu would also allow us to place more sophisticated
|
---|
| 1093 | // sample distributions (silhouette ones) using the cpu and the jittered once on the GPU
|
---|
| 1094 | // in order that thios scheme is working well the gpu render buffer should run in a separate
|
---|
| 1095 | // thread than the cpu sampler, which would not be such a big problem....
|
---|
| 1096 |
|
---|
| 1097 | // disable alpha test again
|
---|
| 1098 | glDisable(GL_ALPHA_TEST);
|
---|
| 1099 | }
|
---|
| 1100 |
|
---|
| 1101 |
|
---|
| 1102 |
|
---|
| 1103 | void GlRendererBuffer::SampleViewpointContributions(Intersectable *sourceObject,
|
---|
| 1104 | const Vector3 viewPoint,
|
---|
| 1105 | Beam &beam,
|
---|
| 1106 | const int samples,
|
---|
| 1107 | BeamSampleStatistics &stat)
|
---|
| 1108 | {
|
---|
| 1109 | // 1. setup the view port to match the desired samples
|
---|
| 1110 | glViewport(0, 0, samples, samples);
|
---|
| 1111 |
|
---|
| 1112 | // 2. setup the projection matrix and view matrix to match the viewpoint + beam.mDirBox
|
---|
| 1113 | SetupProjectionForViewPoint(viewPoint, beam, sourceObject);
|
---|
| 1114 |
|
---|
| 1115 |
|
---|
| 1116 | // 3. reset z-buffer to 0 and render the source object for the beam
|
---|
| 1117 | // with glCullFace(Enabled) and glFrontFace(GL_CW)
|
---|
| 1118 | // save result to the front depth map
|
---|
| 1119 | // the front depth map holds ray origins
|
---|
| 1120 |
|
---|
| 1121 |
|
---|
| 1122 | // front depth buffer must be initialised to 0
|
---|
| 1123 | float clearDepth;
|
---|
| 1124 |
|
---|
| 1125 | glGetFloatv(GL_DEPTH_CLEAR_VALUE, &clearDepth);
|
---|
| 1126 | glClearDepth(0.0f);
|
---|
| 1127 | glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT | GL_STENCIL_BUFFER_BIT);
|
---|
| 1128 |
|
---|
| 1129 |
|
---|
| 1130 | // glFrontFace(GL_CCW);
|
---|
| 1131 | glEnable(GL_CULL_FACE);
|
---|
| 1132 | glCullFace(GL_FRONT);
|
---|
| 1133 | glColorMask(0, 0, 0, 0);
|
---|
| 1134 |
|
---|
| 1135 |
|
---|
| 1136 | // stencil is increased where the source object is located
|
---|
| 1137 | glEnable(GL_STENCIL_TEST);
|
---|
| 1138 | glStencilFunc(GL_ALWAYS, 0x1, 0x1);
|
---|
| 1139 | glStencilOp(GL_REPLACE, GL_REPLACE, GL_REPLACE);
|
---|
| 1140 |
|
---|
| 1141 |
|
---|
| 1142 | #if 0
|
---|
| 1143 | static int glSourceObjList = -1;
|
---|
| 1144 | if (glSourceObjList != -1)
|
---|
| 1145 | {
|
---|
| 1146 | glSourceObjList = glGenLists(1);
|
---|
| 1147 | glNewList(glSourceObjList, GL_COMPILE);
|
---|
| 1148 |
|
---|
| 1149 | RenderIntersectable(sourceObject);
|
---|
| 1150 |
|
---|
| 1151 | glEndList();
|
---|
| 1152 | }
|
---|
| 1153 | glCallList(glSourceObjList);
|
---|
| 1154 |
|
---|
| 1155 | #else
|
---|
| 1156 | RenderIntersectable(sourceObject);
|
---|
| 1157 |
|
---|
| 1158 | #endif
|
---|
| 1159 |
|
---|
| 1160 | // copy contents of the front depth buffer into depth texture
|
---|
| 1161 | glBindTexture(GL_TEXTURE_2D, frontDepthMap);
|
---|
| 1162 | glCopyTexSubImage2D(GL_TEXTURE_2D, 0, 0, 0, 0, 0, depthMapSize, depthMapSize);
|
---|
| 1163 |
|
---|
| 1164 | // reset clear function
|
---|
| 1165 | glClearDepth(clearDepth);
|
---|
| 1166 |
|
---|
| 1167 |
|
---|
| 1168 | // 4. set up the termination depth buffer (= standard depth buffer)
|
---|
| 1169 | // only rays which have non-zero entry in the origin buffer are valid since
|
---|
| 1170 | // they realy start on the object surface (this is tagged by setting a
|
---|
| 1171 | // stencil buffer bit at step 3).
|
---|
| 1172 |
|
---|
| 1173 | glStencilFunc(GL_EQUAL, 0x1, 0x1);
|
---|
| 1174 | glStencilOp(GL_KEEP, GL_KEEP, GL_KEEP);
|
---|
| 1175 |
|
---|
| 1176 | glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT);
|
---|
| 1177 | glDepthMask(1);
|
---|
| 1178 |
|
---|
| 1179 | glEnable(GL_DEPTH_TEST);
|
---|
| 1180 |
|
---|
| 1181 | glEnable(GL_CULL_FACE);
|
---|
| 1182 | glCullFace(GL_BACK);
|
---|
| 1183 |
|
---|
| 1184 | // setup front depth buffer
|
---|
| 1185 | glEnable(GL_TEXTURE_2D);
|
---|
| 1186 |
|
---|
[1990] | 1187 | #if 0
|
---|
| 1188 | #ifdef USE_CG
|
---|
[1785] | 1189 | // bind pixel shader implementing the front depth buffer functionality
|
---|
| 1190 | cgGLBindProgram(sCgFragmentProgram);
|
---|
| 1191 | cgGLEnableProfile(sCgFragmentProfile);
|
---|
| 1192 | #endif
|
---|
[1990] | 1193 | #endif
|
---|
[1785] | 1194 | // 5. render all objects inside the beam
|
---|
| 1195 | // we can use id based false color to read them back for gaining the pvs
|
---|
| 1196 |
|
---|
| 1197 | glColorMask(1, 1, 1, 1);
|
---|
| 1198 |
|
---|
| 1199 |
|
---|
| 1200 | // if objects not stored in beam => extract objects
|
---|
| 1201 | if (beam.mFlags & !Beam::STORE_OBJECTS)
|
---|
| 1202 | {
|
---|
| 1203 | vector<KdNode *>::const_iterator it, it_end = beam.mKdNodes.end();
|
---|
| 1204 |
|
---|
| 1205 | Intersectable::NewMail();
|
---|
| 1206 | for (it = beam.mKdNodes.begin(); it != it_end; ++ it)
|
---|
| 1207 | {
|
---|
| 1208 | mKdTree->CollectObjects(*it, beam.mObjects);
|
---|
| 1209 | }
|
---|
| 1210 | }
|
---|
| 1211 |
|
---|
| 1212 |
|
---|
| 1213 | // (objects can be compiled to a gl list now so that subsequent rendering for
|
---|
| 1214 | // this beam is fast - the same hold for step 3)
|
---|
| 1215 | // Afterwards we have two depth buffers defining the ray origin and termination
|
---|
| 1216 |
|
---|
| 1217 |
|
---|
| 1218 | #if 0
|
---|
| 1219 | static int glObjList = -1;
|
---|
| 1220 | if (glObjList != -1)
|
---|
| 1221 | {
|
---|
| 1222 | glObjList = glGenLists(1);
|
---|
| 1223 | glNewList(glObjList, GL_COMPILE);
|
---|
| 1224 |
|
---|
| 1225 | ObjectContainer::const_iterator it, it_end = beam.mObjects.end();
|
---|
| 1226 | for (it = beam.mObjects.begin(); it != it_end; ++ it)
|
---|
| 1227 | {
|
---|
| 1228 | // render all objects except the source object
|
---|
| 1229 | if (*it != sourceObject)
|
---|
| 1230 | RenderIntersectable(*it);
|
---|
| 1231 | }
|
---|
| 1232 |
|
---|
| 1233 | glEndList();
|
---|
| 1234 | }
|
---|
| 1235 |
|
---|
| 1236 | glCallList(glObjList);
|
---|
| 1237 | #else
|
---|
| 1238 | ObjectContainer::const_iterator it, it_end = beam.mObjects.end();
|
---|
| 1239 | for (it = beam.mObjects.begin(); it != it_end; ++ it)
|
---|
| 1240 | {
|
---|
| 1241 | // render all objects except the source object
|
---|
| 1242 | if (*it != sourceObject)
|
---|
| 1243 | RenderIntersectable(*it);
|
---|
| 1244 | }
|
---|
| 1245 | #endif
|
---|
| 1246 |
|
---|
[1935] | 1247 | // 6. Use occlusion queries for all viewcell meshes associated with the beam ->
|
---|
[1785] | 1248 | // a fragment passes if the corresponding stencil fragment is set and its depth is
|
---|
| 1249 | // between origin and termination buffer
|
---|
| 1250 |
|
---|
| 1251 | // create new queries if necessary
|
---|
| 1252 | OcclusionQuery::GenQueries(mOcclusionQueries, (int)beam.mViewCells.size());
|
---|
| 1253 |
|
---|
| 1254 | // check whether any backfacing polygon would pass the depth test?
|
---|
| 1255 | // matt: should check both back /front facing because of dual depth buffer
|
---|
| 1256 | // and danger of cutting the near plane with front facing polys.
|
---|
| 1257 |
|
---|
| 1258 | glColorMask(GL_FALSE, GL_FALSE, GL_FALSE, GL_FALSE);
|
---|
| 1259 | glDepthMask(GL_FALSE);
|
---|
| 1260 | glDisable(GL_CULL_FACE);
|
---|
| 1261 |
|
---|
| 1262 |
|
---|
| 1263 | ViewCellContainer::const_iterator vit, vit_end = beam.mViewCells.end();
|
---|
| 1264 |
|
---|
| 1265 | int queryIdx = 0;
|
---|
| 1266 |
|
---|
| 1267 | for (vit = beam.mViewCells.begin(); vit != vit_end; ++ vit)
|
---|
| 1268 | {
|
---|
| 1269 | mOcclusionQueries[queryIdx ++]->BeginQuery();
|
---|
| 1270 | RenderIntersectable(*vit);
|
---|
| 1271 | mOcclusionQueries[queryIdx]->EndQuery();
|
---|
| 1272 |
|
---|
| 1273 | ++ queryIdx;
|
---|
| 1274 | }
|
---|
| 1275 |
|
---|
| 1276 | // at this point, if possible, go and do some other computation
|
---|
| 1277 |
|
---|
| 1278 | // 7. The number of visible pixels is the number of sample rays which see the source
|
---|
| 1279 | // object from the corresponding viewcell -> remember these values for later update
|
---|
| 1280 | // of the viewcell pvs - or update immediately?
|
---|
| 1281 |
|
---|
| 1282 | queryIdx = 0;
|
---|
| 1283 |
|
---|
| 1284 | for (vit = beam.mViewCells.begin(); vit != vit_end; ++ vit)
|
---|
| 1285 | {
|
---|
| 1286 | // fetch queries
|
---|
| 1287 | unsigned int pixelCount = mOcclusionQueries[queryIdx ++]->GetQueryResult();
|
---|
| 1288 |
|
---|
| 1289 | if (pixelCount)
|
---|
| 1290 | Debug << "view cell " << (*vit)->GetId() << " visible pixels: " << pixelCount << endl;
|
---|
| 1291 | }
|
---|
| 1292 |
|
---|
| 1293 |
|
---|
| 1294 | // 8. Copmpute rendering statistics
|
---|
| 1295 | // In general it is not neccessary to remember to extract all the rays cast. I hope it
|
---|
| 1296 | // would be sufficient to gain only the intergral statistics about the new contributions
|
---|
| 1297 | // and so the rss tree would actually store no new rays (only the initial ones)
|
---|
| 1298 | // the subdivision of the tree would only be driven by the statistics (the glrender could
|
---|
| 1299 | // evaluate the contribution entropy for example)
|
---|
| 1300 | // However might be an option to extract/store only those the rays which made a contribution
|
---|
| 1301 | // (new viewcell has been discovered) or relative contribution greater than a threshold ...
|
---|
| 1302 |
|
---|
| 1303 | ObjectContainer pvsObj;
|
---|
| 1304 | stat.pvsSize = ComputePvs(beam.mObjects, pvsObj);
|
---|
| 1305 |
|
---|
| 1306 | // to gain ray source and termination
|
---|
| 1307 | // copy contents of ray termination buffer into depth texture
|
---|
| 1308 | // and compare with ray source buffer
|
---|
| 1309 | #if 0
|
---|
| 1310 | VssRayContainer rays;
|
---|
| 1311 |
|
---|
| 1312 | glBindTexture(GL_TEXTURE_2D, backDepthMap);
|
---|
| 1313 | glCopyTexSubImage2D(GL_TEXTURE_2D, 0, 0, 0, 0, 0, depthMapSize, depthMapSize);
|
---|
| 1314 |
|
---|
| 1315 | ComputeRays(Intersectable *sourceObj, rays);
|
---|
| 1316 |
|
---|
| 1317 | #endif
|
---|
| 1318 |
|
---|
[1990] | 1319 | ////////
|
---|
[1785] | 1320 | //-- cleanup
|
---|
| 1321 |
|
---|
| 1322 | // reset gl state
|
---|
| 1323 | glColorMask(GL_TRUE, GL_TRUE, GL_TRUE, GL_TRUE);
|
---|
| 1324 | glDepthMask(GL_TRUE);
|
---|
| 1325 | glEnable(GL_CULL_FACE);
|
---|
| 1326 | glDisable(GL_STENCIL_TEST);
|
---|
[1935] | 1327 |
|
---|
[1990] | 1328 | #if 0
|
---|
| 1329 | #ifdef USE_CG
|
---|
[1785] | 1330 | cgGLDisableProfile(sCgFragmentProfile);
|
---|
| 1331 | #endif
|
---|
[1990] | 1332 | #endif
|
---|
| 1333 |
|
---|
[1785] | 1334 | glDisable(GL_TEXTURE_2D);
|
---|
| 1335 |
|
---|
| 1336 | // remove objects from beam
|
---|
| 1337 | if (beam.mFlags & !Beam::STORE_OBJECTS)
|
---|
| 1338 | beam.mObjects.clear();
|
---|
| 1339 | }
|
---|
| 1340 |
|
---|
| 1341 |
|
---|
| 1342 | void GlRendererBuffer::SetupProjectionForViewPoint(const Vector3 &viewPoint,
|
---|
| 1343 | const Beam &beam,
|
---|
| 1344 | Intersectable *sourceObject)
|
---|
| 1345 | {
|
---|
| 1346 | float left, right, bottom, top, znear, zfar;
|
---|
| 1347 |
|
---|
| 1348 | beam.ComputePerspectiveFrustum(left, right, bottom, top, znear, zfar,
|
---|
| 1349 | mSceneGraph->GetBox());
|
---|
| 1350 |
|
---|
| 1351 | //Debug << left << " " << right << " " << bottom << " " << top << " " << znear << " " << zfar << endl;
|
---|
| 1352 | glMatrixMode(GL_PROJECTION);
|
---|
| 1353 | glLoadIdentity();
|
---|
| 1354 | glFrustum(left, right, bottom, top, znear, zfar);
|
---|
| 1355 | //glFrustum(-1, 1, -1, 1, 1, 20000);
|
---|
| 1356 |
|
---|
| 1357 | const Vector3 center = viewPoint + beam.GetMainDirection() * (zfar - znear) * 0.3f;
|
---|
| 1358 | const Vector3 up =
|
---|
| 1359 | Normalize(CrossProd(beam.mPlanes[0].mNormal, beam.mPlanes[4].mNormal));
|
---|
| 1360 |
|
---|
| 1361 | #ifdef GTP_DEBUG
|
---|
| 1362 | Debug << "view point: " << viewPoint << endl;
|
---|
| 1363 | Debug << "eye: " << center << endl;
|
---|
| 1364 | Debug << "up: " << up << endl;
|
---|
| 1365 | #endif
|
---|
| 1366 |
|
---|
| 1367 | glMatrixMode(GL_MODELVIEW);
|
---|
| 1368 | glLoadIdentity();
|
---|
| 1369 | gluLookAt(viewPoint.x, viewPoint.y, viewPoint.z,
|
---|
| 1370 | center.x, center.y, center.z,
|
---|
| 1371 | up.x, up.y, up.z);
|
---|
| 1372 | }
|
---|
| 1373 |
|
---|
| 1374 |
|
---|
| 1375 | void GlRendererBuffer::InitGL()
|
---|
| 1376 | {
|
---|
[2664] | 1377 | //MakeCurrent();
|
---|
[1990] | 1378 | GlRenderer::InitGL();
|
---|
[1785] | 1379 |
|
---|
[2664] | 1380 | #if 0
|
---|
[1785] | 1381 | // initialise dual depth buffer textures
|
---|
| 1382 | glGenTextures(1, &frontDepthMap);
|
---|
| 1383 | glBindTexture(GL_TEXTURE_2D, frontDepthMap);
|
---|
[2552] | 1384 |
|
---|
[1785] | 1385 | glTexImage2D(GL_TEXTURE_2D, 0, GL_DEPTH_COMPONENT, depthMapSize,
|
---|
[2552] | 1386 | depthMapSize, 0, GL_DEPTH_COMPONENT, GL_UNSIGNED_BYTE, NULL);
|
---|
[1785] | 1387 |
|
---|
| 1388 | glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_NEAREST);
|
---|
| 1389 | glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_NEAREST);
|
---|
| 1390 | glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_S, GL_CLAMP);
|
---|
| 1391 | glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_T, GL_CLAMP);
|
---|
| 1392 |
|
---|
| 1393 | glGenTextures(1, &backDepthMap);
|
---|
| 1394 | glBindTexture(GL_TEXTURE_2D, backDepthMap);
|
---|
[2552] | 1395 |
|
---|
[1785] | 1396 | glTexImage2D(GL_TEXTURE_2D, 0, GL_DEPTH_COMPONENT, depthMapSize,
|
---|
[2612] | 1397 | depthMapSize, 0, GL_DEPTH_COMPONENT, GL_UNSIGNED_BYTE, NULL);
|
---|
[1785] | 1398 | glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_NEAREST);
|
---|
| 1399 | glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_NEAREST);
|
---|
| 1400 | glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_S, GL_CLAMP);
|
---|
| 1401 | glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_T, GL_CLAMP);
|
---|
| 1402 |
|
---|
[2664] | 1403 |
|
---|
[1990] | 1404 | #ifdef USE_CG
|
---|
| 1405 |
|
---|
[1785] | 1406 | // cg initialization
|
---|
| 1407 | cgSetErrorCallback(handleCgError);
|
---|
| 1408 | sCgContext = cgCreateContext();
|
---|
[2552] | 1409 |
|
---|
[1785] | 1410 | if (cgGLIsProfileSupported(CG_PROFILE_ARBFP1))
|
---|
| 1411 | sCgFragmentProfile = CG_PROFILE_ARBFP1;
|
---|
| 1412 | else
|
---|
| 1413 | {
|
---|
[2552] | 1414 | // try FP30
|
---|
| 1415 | if (cgGLIsProfileSupported(CG_PROFILE_FP30))
|
---|
| 1416 | sCgFragmentProfile = CG_PROFILE_FP30;
|
---|
| 1417 | else
|
---|
| 1418 | {
|
---|
| 1419 | Debug << "Neither arbfp1 or fp30 fragment profiles supported on this system" << endl;
|
---|
| 1420 | exit(1);
|
---|
| 1421 | }
|
---|
| 1422 | }
|
---|
[1785] | 1423 |
|
---|
[2552] | 1424 | sCgFragmentProgram = cgCreateProgramFromFile(sCgContext,
|
---|
| 1425 | CG_SOURCE, "../src/dual_depth.cg",
|
---|
| 1426 | sCgFragmentProfile,
|
---|
| 1427 | NULL,
|
---|
| 1428 | NULL);
|
---|
[1785] | 1429 |
|
---|
[2552] | 1430 | if (!cgIsProgramCompiled(sCgFragmentProgram))
|
---|
| 1431 | cgCompileProgram(sCgFragmentProgram);
|
---|
[1785] | 1432 |
|
---|
[2552] | 1433 | cgGLLoadProgram(sCgFragmentProgram);
|
---|
| 1434 | cgGLBindProgram(sCgFragmentProgram);
|
---|
[1785] | 1435 |
|
---|
[2552] | 1436 | Debug << "---- PROGRAM BEGIN ----\n" <<
|
---|
| 1437 | cgGetProgramString(sCgFragmentProgram, CG_COMPILED_PROGRAM) << "---- PROGRAM END ----\n";
|
---|
[1785] | 1438 |
|
---|
| 1439 | #endif
|
---|
| 1440 | #endif
|
---|
[2664] | 1441 | //DoneCurrent();
|
---|
[1785] | 1442 | }
|
---|
| 1443 |
|
---|
| 1444 |
|
---|
| 1445 | void GlRendererBuffer::ComputeRays(Intersectable *sourceObj, VssRayContainer &rays)
|
---|
| 1446 | {
|
---|
| 1447 | for (int i = 0; i < depthMapSize * depthMapSize; ++ i)
|
---|
| 1448 | {
|
---|
| 1449 | //todo glGetTexImage()
|
---|
| 1450 | }
|
---|
| 1451 | }
|
---|
| 1452 |
|
---|
[2677] | 1453 |
|
---|
[2023] | 1454 | bool GlRendererBuffer::ValidViewPoint()
|
---|
[2048] | 1455 | {
|
---|
[2677] | 1456 | MakeLive();
|
---|
[1785] | 1457 |
|
---|
[2048] | 1458 | SetupProjection(GetWidth(), GetHeight());
|
---|
| 1459 |
|
---|
[2023] | 1460 | bool result = GlRenderer::ValidViewPoint();
|
---|
[2612] | 1461 |
|
---|
[2677] | 1462 | DoneLive();
|
---|
[2048] | 1463 |
|
---|
[2023] | 1464 | return result;
|
---|
| 1465 | }
|
---|
| 1466 |
|
---|
| 1467 |
|
---|
[1931] | 1468 | void
|
---|
| 1469 | GlRenderer::EvalPvsStat()
|
---|
| 1470 | {
|
---|
[2679] | 1471 | mPvsStat.Reset();
|
---|
| 1472 | halton.Reset();
|
---|
[1785] | 1473 |
|
---|
[2679] | 1474 | SetupProjection(GetWidth(), GetHeight());
|
---|
[1785] | 1475 |
|
---|
[2679] | 1476 | cout << "Random Pvs STATS, mPvsStatFrames=" << mPvsStatFrames << endl;
|
---|
[2619] | 1477 |
|
---|
[2679] | 1478 | for (int i=0; i < mPvsStatFrames; i++) {
|
---|
| 1479 | float err;
|
---|
| 1480 | // set frame id for saving the error buffer
|
---|
| 1481 | mFrame = i;
|
---|
[1785] | 1482 |
|
---|
[2679] | 1483 | // cerr<<"RV"<<endl;
|
---|
| 1484 | RandomViewPoint();
|
---|
| 1485 | // cerr<<"RV2"<<endl;
|
---|
[2616] | 1486 |
|
---|
[2679] | 1487 | if (mPvsErrorBuffer[i].mError == 1.0f) {
|
---|
| 1488 | // check if the view point is valid
|
---|
| 1489 | if (!ValidViewPoint()) {
|
---|
| 1490 | mPvsErrorBuffer[i].mError = -1.0f;
|
---|
| 1491 | }
|
---|
[2616] | 1492 |
|
---|
[2679] | 1493 | // manualy corrected view point
|
---|
| 1494 | if (mFrame == 5105)
|
---|
| 1495 | mPvsErrorBuffer[i].mError = -1.0f;
|
---|
| 1496 | }
|
---|
[2662] | 1497 |
|
---|
[2611] | 1498 |
|
---|
[2679] | 1499 | if (mPvsErrorBuffer[i].mError > 0.0f)
|
---|
| 1500 | {
|
---|
| 1501 | int pvsSize;
|
---|
[2611] | 1502 |
|
---|
[2685] | 1503 | mPvsErrorBuffer[i].mError = GetPixelError(pvsSize);
|
---|
[2679] | 1504 | mPvsErrorBuffer[i].mPvsSize = pvsSize;
|
---|
[2664] | 1505 |
|
---|
[2679] | 1506 | //cout<<"("<<i<<" ["<<mViewPoint<<"]["<<mViewDirection<<"] "<<mPvsErrorBuffer[i].mError<<")";
|
---|
| 1507 | }
|
---|
| 1508 |
|
---|
| 1509 | err = mPvsErrorBuffer[i].mError;
|
---|
| 1510 |
|
---|
| 1511 | if (err >= 0.0f) {
|
---|
| 1512 | if (err > mPvsStat.maxError)
|
---|
| 1513 | mPvsStat.maxError = err;
|
---|
| 1514 | mPvsStat.sumError += err;
|
---|
| 1515 | mPvsStat.sumPvsSize += mPvsErrorBuffer[i].mPvsSize;
|
---|
| 1516 |
|
---|
| 1517 | if (err == 0.0f)
|
---|
| 1518 | mPvsStat.errorFreeFrames++;
|
---|
| 1519 | mPvsStat.frames++;
|
---|
| 1520 | }
|
---|
[1931] | 1521 | }
|
---|
[2647] | 1522 |
|
---|
[2679] | 1523 | glFinish();
|
---|
[2647] | 1524 |
|
---|
[2679] | 1525 | static bool first = true;
|
---|
[2686] | 1526 |
|
---|
[2679] | 1527 | if (first) {
|
---|
[2647] | 1528 |
|
---|
[2679] | 1529 | bool exportRandomViewCells;
|
---|
| 1530 | Environment::GetSingleton()->GetBoolValue("ViewCells.exportRandomViewCells",
|
---|
| 1531 | exportRandomViewCells);
|
---|
| 1532 |
|
---|
| 1533 | if (0 && exportRandomViewCells)
|
---|
| 1534 | {
|
---|
| 1535 | char buff[512];
|
---|
| 1536 | Environment::GetSingleton()->GetStringValue("Scene.filename", buff);
|
---|
| 1537 | string filename(buff);
|
---|
| 1538 |
|
---|
| 1539 | string viewCellPointsFile;
|
---|
| 1540 |
|
---|
| 1541 | if (strstr(filename.c_str(), ".obj"))
|
---|
| 1542 | viewCellPointsFile = ReplaceSuffix(filename, ".obj", ".vc");
|
---|
| 1543 | else if (strstr(filename.c_str(), ".dat"))
|
---|
| 1544 | viewCellPointsFile = ReplaceSuffix(filename, ".dat", ".vc");
|
---|
| 1545 | else if (strstr(filename.c_str(), ".x3d"))
|
---|
| 1546 | viewCellPointsFile = ReplaceSuffix(filename, ".x3d", ".vc");
|
---|
| 1547 |
|
---|
| 1548 |
|
---|
| 1549 | cout << "exporting random view cells" << endl;
|
---|
| 1550 | preprocessor->mViewCellsManager->ExportRandomViewCells(viewCellPointsFile);
|
---|
| 1551 | cout << "finished" << endl;
|
---|
| 1552 | }
|
---|
| 1553 | first = false;
|
---|
| 1554 | }
|
---|
| 1555 |
|
---|
| 1556 | cout<<endl<<flush;
|
---|
[1785] | 1557 | }
|
---|
[1931] | 1558 |
|
---|
[2048] | 1559 |
|
---|
| 1560 | void GlRenderer::EvalPvsStat(const SimpleRayContainer &viewPoints)
|
---|
| 1561 | {
|
---|
[2662] | 1562 | mPvsStat.Reset();
|
---|
[2048] | 1563 |
|
---|
[2662] | 1564 | SetupProjection(GetWidth(), GetHeight());
|
---|
| 1565 |
|
---|
| 1566 | cout << "mPvsStatFrames=" << viewPoints.size() << endl;
|
---|
| 1567 |
|
---|
| 1568 | SimpleRayContainer::const_iterator sit, sit_end = viewPoints.end();
|
---|
| 1569 |
|
---|
| 1570 | int i = 0;
|
---|
| 1571 |
|
---|
| 1572 | for (sit = viewPoints.begin(); sit != sit_end; ++ sit, ++ i)
|
---|
[2048] | 1573 | {
|
---|
[2662] | 1574 | SimpleRay sray = *sit;
|
---|
[2687] | 1575 |
|
---|
[2685] | 1576 | int pvsSize = -1;
|
---|
[2653] | 1577 |
|
---|
[2662] | 1578 | // set frame id for saving the error buffer
|
---|
| 1579 | mFrame = i;
|
---|
| 1580 | mViewPoint = sray.mOrigin;
|
---|
| 1581 | mViewDirection = sray.mDirection;
|
---|
[2571] | 1582 |
|
---|
[2662] | 1583 | // skip all frames which have already 0 pixel error
|
---|
| 1584 | // $$ Reverted back by JB for efficiency
|
---|
| 1585 | if (mPvsErrorBuffer[i].mError > 0.0f)
|
---|
| 1586 | {
|
---|
| 1587 | // compute the pixel error
|
---|
[2685] | 1588 | mPvsErrorBuffer[i].mError = GetPixelError(pvsSize);
|
---|
[2662] | 1589 | mPvsErrorBuffer[i].mPvsSize = pvsSize;
|
---|
[2571] | 1590 |
|
---|
[2685] | 1591 | if (0 && (mPvsErrorBuffer[i].mError * GetWidth() * GetHeight() > 0) && (pvsSize > 0))
|
---|
[2662] | 1592 | {
|
---|
[2685] | 1593 | cout << "error in frame " << i << "," << mViewPoint << "," << mViewDirection << " "
|
---|
[2664] | 1594 | << mPvsErrorBuffer[i].mError * GetWidth() * GetHeight() << endl;
|
---|
[2662] | 1595 | }
|
---|
| 1596 | }
|
---|
[2571] | 1597 |
|
---|
[2662] | 1598 | const float err = mPvsErrorBuffer[i].mError;
|
---|
[2571] | 1599 |
|
---|
[2662] | 1600 | // hack:
|
---|
| 1601 | // do not account for the case that no PVS is rendered - hack for 08 rebuttal GVS evaluation
|
---|
| 1602 | // drop the first frame (for some reason, the first frame yields wrong pixel error)
|
---|
| 1603 |
|
---|
[2687] | 1604 | if (pvsSize != 0)
|
---|
[2662] | 1605 | {
|
---|
[2687] | 1606 | // hack: test if error is suspiciously large
|
---|
| 1607 | if ((err >= -1e-6f) && (err < (1.0f - 1e-6f)))
|
---|
[2662] | 1608 | {
|
---|
[2687] | 1609 | if (err > mPvsStat.maxError)
|
---|
| 1610 | {
|
---|
| 1611 | mPvsStat.maxError = err;
|
---|
| 1612 | cout << "new max error: " << mPvsStat.maxError * GetWidth() * GetHeight() << endl;
|
---|
| 1613 | }
|
---|
[2662] | 1614 |
|
---|
[2687] | 1615 | mPvsStat.sumError += err;
|
---|
| 1616 | mPvsStat.sumPvsSize += mPvsErrorBuffer[i].mPvsSize;
|
---|
[2662] | 1617 |
|
---|
[2687] | 1618 | if (err == 0.0f)
|
---|
| 1619 | ++ mPvsStat.errorFreeFrames;
|
---|
[2662] | 1620 |
|
---|
[2687] | 1621 | // $$ JB
|
---|
| 1622 | // moved it back here not to count frames with negative err (backfacing triangle)
|
---|
| 1623 | ++ mPvsStat.frames;
|
---|
| 1624 |
|
---|
| 1625 | if ((mPvsStat.frames % 100) == 0)
|
---|
| 1626 | cout << "processed " << mPvsStat.frames << " valid view points " << endl;
|
---|
| 1627 | }
|
---|
| 1628 | else
|
---|
| 1629 | {
|
---|
| 1630 | cerr << "warning: strange error (" << err << "), pvs size " << pvsSize << endl;
|
---|
| 1631 | }
|
---|
[2662] | 1632 | }
|
---|
[2048] | 1633 | }
|
---|
[2647] | 1634 |
|
---|
[2662] | 1635 | glFinish();
|
---|
| 1636 |
|
---|
| 1637 |
|
---|
| 1638 | cout << endl << flush;
|
---|
[2048] | 1639 | }
|
---|
| 1640 |
|
---|
| 1641 |
|
---|
| 1642 |
|
---|
[2002] | 1643 | bool
|
---|
| 1644 | GlRenderer::ValidViewPoint()
|
---|
[1931] | 1645 | {
|
---|
[2543] | 1646 | //cout<<"VV4 ";
|
---|
[2048] | 1647 | if (!mDetectEmptyViewSpace)
|
---|
| 1648 | return true;
|
---|
| 1649 | //cout << "vp: " << mViewPoint << " dir: " << mViewDirection << endl;
|
---|
[1931] | 1650 |
|
---|
[2543] | 1651 | OcclusionQuery *query = mOcclusionQueries[0];
|
---|
[1931] | 1652 |
|
---|
[2543] | 1653 | // now check whether any backfacing polygon would pass the depth test
|
---|
| 1654 | SetupCamera();
|
---|
| 1655 | glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT);
|
---|
| 1656 | glEnable( GL_CULL_FACE );
|
---|
| 1657 | glCullFace(GL_BACK);
|
---|
[2002] | 1658 |
|
---|
[2543] | 1659 | //cout<<"VV1 ";
|
---|
| 1660 | RenderScene();
|
---|
| 1661 |
|
---|
| 1662 | glColorMask(GL_FALSE, GL_FALSE, GL_FALSE, GL_FALSE);
|
---|
| 1663 | glDepthMask(GL_FALSE);
|
---|
| 1664 | glDisable( GL_CULL_FACE );
|
---|
| 1665 |
|
---|
| 1666 | query->BeginQuery();
|
---|
| 1667 |
|
---|
| 1668 | // cout<<"VV2 ";
|
---|
| 1669 | RenderScene();
|
---|
| 1670 | // cout<<"VV3 ";
|
---|
| 1671 |
|
---|
| 1672 | query->EndQuery();
|
---|
| 1673 |
|
---|
| 1674 | // at this point, if possible, go and do some other computation
|
---|
| 1675 | glColorMask(GL_TRUE, GL_TRUE, GL_TRUE, GL_TRUE);
|
---|
| 1676 | glDepthMask(GL_TRUE);
|
---|
| 1677 | glEnable( GL_CULL_FACE );
|
---|
| 1678 |
|
---|
[2612] | 1679 | // int wait = 0;
|
---|
| 1680 | // while (!query->ResultAvailable()) {
|
---|
| 1681 | // wait++;
|
---|
| 1682 | // }
|
---|
[2543] | 1683 |
|
---|
| 1684 | // reenable other state
|
---|
| 1685 | unsigned int pixelCount = query->GetQueryResult();
|
---|
| 1686 | // cout<<"VV4 ";
|
---|
| 1687 |
|
---|
| 1688 |
|
---|
[2687] | 1689 | // backfacing polygon found -> not a valid viewspace sample
|
---|
[2543] | 1690 | if (pixelCount > 0)
|
---|
[2687] | 1691 | return false;
|
---|
| 1692 |
|
---|
[2543] | 1693 | return true;
|
---|
[2002] | 1694 | }
|
---|
[1931] | 1695 |
|
---|
[2543] | 1696 |
|
---|
| 1697 | float GlRenderer::GetPixelError(int &pvsSize)
|
---|
[2002] | 1698 | {
|
---|
[2663] | 1699 | return -1.0f;
|
---|
[1931] | 1700 | }
|
---|
| 1701 |
|
---|
[2543] | 1702 |
|
---|
| 1703 | void GlRenderer::RenderViewPoint()
|
---|
[1983] | 1704 | {
|
---|
[2538] | 1705 | mWireFrame = true;
|
---|
| 1706 | glPushMatrix();
|
---|
| 1707 | glTranslatef(mViewPoint.x, mViewPoint.y, mViewPoint.z);
|
---|
[2564] | 1708 | glScalef(5.0f, 5.0f, 5.0f);
|
---|
[2538] | 1709 | glPushAttrib(GL_CURRENT_BIT);
|
---|
| 1710 | glColor3f(1.0f, 0.0f, 0.0f);
|
---|
| 1711 | gluSphere((::GLUquadric *)mSphere,
|
---|
| 1712 | 1e-3*Magnitude(mViewCellsManager->GetViewSpaceBox().Size()), 6, 6);
|
---|
| 1713 | glPopAttrib();
|
---|
| 1714 | glPopMatrix();
|
---|
| 1715 | mWireFrame = false;
|
---|
[1983] | 1716 | }
|
---|
[1931] | 1717 |
|
---|
| 1718 |
|
---|
[2538] | 1719 | void GlRenderer::EnableDrawArrays()
|
---|
| 1720 | {
|
---|
[2620] | 1721 | glEnableClientState(GL_VERTEX_ARRAY);
|
---|
| 1722 | glEnableClientState(GL_NORMAL_ARRAY);
|
---|
[2538] | 1723 | }
|
---|
[1931] | 1724 |
|
---|
| 1725 |
|
---|
[2538] | 1726 | void GlRenderer::DisableDrawArrays()
|
---|
| 1727 | {
|
---|
| 1728 | glDisableClientState(GL_VERTEX_ARRAY);
|
---|
| 1729 | glDisableClientState(GL_NORMAL_ARRAY);
|
---|
| 1730 | }
|
---|
[2006] | 1731 |
|
---|
[2538] | 1732 |
|
---|
| 1733 | #if 0
|
---|
| 1734 |
|
---|
| 1735 | void GlRenderer::RenderKdLeaf(KdLeaf *leaf)
|
---|
| 1736 | {
|
---|
| 1737 | int bufferSize = 0;
|
---|
| 1738 |
|
---|
| 1739 | // count #new triangles
|
---|
| 1740 | for (size_t i = 0; i < leaf->mObjects.size(); ++ i)
|
---|
| 1741 | {
|
---|
| 1742 | TriangleIntersectable *obj = static_cast<TriangleIntersectable *>(leaf->mObjects[i]);
|
---|
| 1743 |
|
---|
| 1744 | // check if already rendered
|
---|
[2643] | 1745 | if (!obj->Mailed2())
|
---|
[2538] | 1746 | bufferSize += 3;
|
---|
| 1747 | //else cout << obj->mMailbox << " " << obj->sMailId << " ";
|
---|
| 1748 | }
|
---|
| 1749 |
|
---|
| 1750 | Vector3 *vertices = new Vector3[bufferSize];
|
---|
| 1751 | Vector3 *normals = new Vector3[bufferSize];
|
---|
| 1752 |
|
---|
| 1753 | int j = 0;
|
---|
| 1754 |
|
---|
| 1755 | for (size_t i = 0; i < leaf->mObjects.size(); ++ i)
|
---|
| 1756 | {
|
---|
| 1757 | TriangleIntersectable *obj = static_cast<TriangleIntersectable *>(leaf->mObjects[i]);
|
---|
| 1758 |
|
---|
| 1759 | // check if already rendered
|
---|
[2643] | 1760 | if (obj->Mailed2())
|
---|
[2538] | 1761 | continue;
|
---|
| 1762 |
|
---|
[2643] | 1763 | obj->Mail2();
|
---|
[2538] | 1764 |
|
---|
| 1765 | Triangle3 tri = obj->GetItem();
|
---|
| 1766 |
|
---|
| 1767 | vertices[j * 3 + 0] = tri.mVertices[0];
|
---|
| 1768 | vertices[j * 3 + 1] = tri.mVertices[1];
|
---|
| 1769 | vertices[j * 3 + 2] = tri.mVertices[2];
|
---|
| 1770 |
|
---|
| 1771 | Vector3 n = tri.GetNormal();
|
---|
| 1772 |
|
---|
| 1773 | normals[j * 3 + 0] = n;
|
---|
| 1774 | normals[j * 3 + 1] = n;
|
---|
| 1775 | normals[j * 3 + 2] = n;
|
---|
| 1776 |
|
---|
| 1777 | ++ j;
|
---|
| 1778 | }
|
---|
| 1779 |
|
---|
| 1780 | glVertexPointer(3, GL_FLOAT, 0, vertices);
|
---|
| 1781 | glNormalPointer(GL_FLOAT, 0, normals);
|
---|
| 1782 |
|
---|
| 1783 | glDrawArrays(GL_TRIANGLES, 0, bufferSize);
|
---|
| 1784 |
|
---|
| 1785 | DEL_PTR(vertices);
|
---|
| 1786 | DEL_PTR(normals);
|
---|
[1931] | 1787 | }
|
---|
[2538] | 1788 |
|
---|
| 1789 | #else
|
---|
| 1790 |
|
---|
| 1791 | void GlRenderer::RenderKdLeaf(KdLeaf *leaf)
|
---|
| 1792 | {
|
---|
| 1793 | if (!leaf->mIndexBufferSize)
|
---|
| 1794 | return;
|
---|
| 1795 |
|
---|
[2539] | 1796 | size_t offset = mObjects.size() * 3;
|
---|
[2538] | 1797 | char *arrayPtr = mUseVbos ? NULL : (char *)mData;
|
---|
| 1798 |
|
---|
| 1799 | glVertexPointer(3, GL_FLOAT, 0, (char *)arrayPtr);
|
---|
| 1800 | glNormalPointer(GL_FLOAT, 0, (char *)arrayPtr + offset * sizeof(Vector3));
|
---|
| 1801 |
|
---|
| 1802 | glDrawElements(GL_TRIANGLES, leaf->mIndexBufferSize, GL_UNSIGNED_INT, mIndices + leaf->mIndexBufferStart);
|
---|
| 1803 | }
|
---|
| 1804 |
|
---|
| 1805 | #endif
|
---|
| 1806 |
|
---|
[2600] | 1807 |
|
---|
[2620] | 1808 |
|
---|
| 1809 | void GlRenderer::PreparePvs(const ObjectPvs &pvs)
|
---|
| 1810 | {
|
---|
| 1811 | int indexBufferSize = 0;
|
---|
[2671] | 1812 | mRenderedNodes = 0;
|
---|
| 1813 |
|
---|
[2643] | 1814 | KdNode::NewMail2();
|
---|
[2633] | 1815 |
|
---|
[2620] | 1816 | ObjectPvsIterator it = pvs.GetIterator();
|
---|
| 1817 |
|
---|
| 1818 | while (it.HasMoreEntries())
|
---|
| 1819 | {
|
---|
| 1820 | Intersectable *obj = it.Next();
|
---|
| 1821 | switch (obj->Type())
|
---|
| 1822 | {
|
---|
| 1823 | case Intersectable::KD_INTERSECTABLE:
|
---|
| 1824 | {
|
---|
| 1825 | KdNode *node = static_cast<KdIntersectable *>(obj)->GetItem();
|
---|
| 1826 | _UpdatePvsIndices(node, indexBufferSize);
|
---|
| 1827 | }
|
---|
| 1828 | break;
|
---|
| 1829 |
|
---|
| 1830 | }
|
---|
| 1831 | }
|
---|
| 1832 |
|
---|
| 1833 | mIndexBufferSize = indexBufferSize;
|
---|
| 1834 | }
|
---|
| 1835 |
|
---|
[2685] | 1836 |
|
---|
[2620] | 1837 | void GlRenderer::_UpdatePvsIndices(KdNode *node, int &indexBufferSize)
|
---|
| 1838 | {
|
---|
[2643] | 1839 | if (node->Mailed2())
|
---|
[2620] | 1840 | return;
|
---|
| 1841 |
|
---|
[2643] | 1842 | node->Mail2();
|
---|
[2620] | 1843 |
|
---|
| 1844 | // if (mObjects.size() * 3 < indexBufferSize) cerr << "problem: " << mObjects.size() * 3 << " < " << indexBufferSize << endl;
|
---|
| 1845 | if (!node->IsLeaf())
|
---|
| 1846 | {
|
---|
| 1847 | KdInterior *kdInterior = static_cast<KdInterior *>(node);
|
---|
| 1848 |
|
---|
| 1849 | _UpdatePvsIndices(kdInterior->mBack, indexBufferSize);
|
---|
| 1850 | _UpdatePvsIndices(kdInterior->mFront, indexBufferSize);
|
---|
| 1851 | }
|
---|
| 1852 | else
|
---|
| 1853 | {
|
---|
| 1854 | KdLeaf *leaf = static_cast<KdLeaf *>(node);
|
---|
| 1855 |
|
---|
| 1856 | leaf->mIndexBufferStart = indexBufferSize;
|
---|
| 1857 |
|
---|
| 1858 | for (size_t i = 0; i < leaf->mObjects.size(); ++ i)
|
---|
| 1859 | {
|
---|
| 1860 | TriangleIntersectable *obj =
|
---|
| 1861 | static_cast<TriangleIntersectable *>(leaf->mObjects[i]);
|
---|
| 1862 |
|
---|
| 1863 | if (obj->mRenderedFrame != mCurrentFrame)
|
---|
| 1864 | {
|
---|
| 1865 | obj->mRenderedFrame = mCurrentFrame;
|
---|
[2685] | 1866 |
|
---|
| 1867 | const int id = obj->GetId() * 3;
|
---|
[2620] | 1868 |
|
---|
[2685] | 1869 | mIndices[indexBufferSize + 0] = id + 0;
|
---|
| 1870 | mIndices[indexBufferSize + 1] = id + 1;
|
---|
| 1871 | mIndices[indexBufferSize + 2] = id + 2;
|
---|
[2620] | 1872 |
|
---|
| 1873 | indexBufferSize += 3;
|
---|
| 1874 | }
|
---|
| 1875 | }
|
---|
| 1876 |
|
---|
[2671] | 1877 | ++ mRenderedNodes;
|
---|
| 1878 |
|
---|
[2620] | 1879 | leaf->mIndexBufferSize = indexBufferSize - leaf->mIndexBufferStart;
|
---|
| 1880 | }
|
---|
| 1881 | }
|
---|
| 1882 |
|
---|
[2671] | 1883 |
|
---|
[2600] | 1884 | void GlRenderer::CreateVertexArrays(SceneGraphLeaf *leaf)
|
---|
[2538] | 1885 | {
|
---|
[2600] | 1886 | size_t offset = leaf->mGeometry.size() * 3;
|
---|
[2538] | 1887 |
|
---|
[2685] | 1888 | mData = new Vector3[offset * 2];
|
---|
| 1889 | mIndices = new unsigned int[offset];
|
---|
| 1890 |
|
---|
| 1891 |
|
---|
[2600] | 1892 | for (size_t i = 0; i < leaf->mGeometry.size(); ++ i)
|
---|
[2538] | 1893 | {
|
---|
[2600] | 1894 | TriangleIntersectable *obj = static_cast<TriangleIntersectable *>(leaf->mGeometry[i]);
|
---|
[2538] | 1895 |
|
---|
| 1896 | Triangle3 tri = obj->GetItem();
|
---|
| 1897 | const Vector3 n = tri.GetNormal();
|
---|
| 1898 |
|
---|
| 1899 | mData[i * 3 + 0] = tri.mVertices[0];
|
---|
| 1900 | mData[i * 3 + 1] = tri.mVertices[1];
|
---|
| 1901 | mData[i * 3 + 2] = tri.mVertices[2];
|
---|
| 1902 |
|
---|
| 1903 | mData[offset + i * 3 + 0] = n;
|
---|
| 1904 | mData[offset + i * 3 + 1] = n;
|
---|
| 1905 | mData[offset + i * 3 + 2] = n;
|
---|
[2685] | 1906 |
|
---|
| 1907 | mIndices[i * 3 + 0] = 0;
|
---|
| 1908 | mIndices[i * 3 + 1] = 0;
|
---|
| 1909 | mIndices[i * 3 + 2] = 0;
|
---|
[2538] | 1910 | }
|
---|
| 1911 |
|
---|
[2686] | 1912 | cout << "\n******** created vertex arrays **********" << endl;
|
---|
| 1913 |
|
---|
[2538] | 1914 | if (mUseVbos)
|
---|
| 1915 | {
|
---|
| 1916 | EnableDrawArrays();
|
---|
| 1917 |
|
---|
| 1918 | glGenBuffersARB(1, &mVboId);
|
---|
| 1919 | glBindBufferARB(GL_ARRAY_BUFFER_ARB, mVboId);
|
---|
| 1920 |
|
---|
| 1921 | glVertexPointer(3, GL_FLOAT, 0, (char *)NULL);
|
---|
| 1922 | glNormalPointer(GL_FLOAT, 0, (char *)NULL + offset * sizeof(Vector3));
|
---|
| 1923 |
|
---|
[2685] | 1924 | glBufferDataARB(GL_ARRAY_BUFFER_ARB, offset * 2 * sizeof(Vector3), mData, GL_STATIC_DRAW_ARB);
|
---|
[2538] | 1925 | glBindBufferARB(GL_ARRAY_BUFFER_ARB, 0);
|
---|
| 1926 |
|
---|
| 1927 | DisableDrawArrays();
|
---|
| 1928 |
|
---|
| 1929 | delete [] mData;
|
---|
[2663] | 1930 | mData = NULL;
|
---|
[2686] | 1931 |
|
---|
| 1932 | cout << "\n******** created vertex buffer objects **********" << endl;
|
---|
[2538] | 1933 | }
|
---|
| 1934 | }
|
---|
| 1935 |
|
---|
| 1936 |
|
---|
| 1937 | void GlRenderer::DeleteVbos()
|
---|
| 1938 | {
|
---|
| 1939 | glDeleteBuffersARB(1, &mVboId);
|
---|
| 1940 | }
|
---|
| 1941 |
|
---|
| 1942 |
|
---|
| 1943 |
|
---|
| 1944 | }
|
---|