[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 |
|
---|
[2702] | 553 | if (0)
|
---|
[2678] | 554 | {
|
---|
[2702] | 555 | // render the box of the object
|
---|
[2678] | 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 |
|
---|
[2609] | 592 | Preprocessor *p = mViewCellsManager->GetPreprocessor();
|
---|
| 593 | // handle dynamic objects
|
---|
| 594 | DynamicObjectsContainer::const_iterator dit, dit_end = p->mDynamicObjects.end();
|
---|
| 595 |
|
---|
| 596 | for (dit = p->mDynamicObjects.begin(); dit != dit_end; ++ dit)
|
---|
| 597 | {
|
---|
[2615] | 598 | _RenderDynamicObject(*dit);
|
---|
[2609] | 599 | }
|
---|
[2702] | 600 |
|
---|
[2600] | 601 | _RenderSceneTrianglesWithDrawArrays();
|
---|
| 602 |
|
---|
| 603 | return true;
|
---|
[1145] | 604 | }
|
---|
| 605 |
|
---|
| 606 |
|
---|
[2702] | 607 |
|
---|
| 608 | Preprocessor *GlRenderer::GetPreprocessor()
|
---|
| 609 | {
|
---|
| 610 | return mViewCellsManager->GetPreprocessor();
|
---|
| 611 | }
|
---|
| 612 |
|
---|
| 613 |
|
---|
| 614 | /****************************************************************/
|
---|
| 615 | /* GlRendererBuffer implementation */
|
---|
| 616 | /****************************************************************/
|
---|
| 617 |
|
---|
| 618 |
|
---|
| 619 |
|
---|
| 620 | GlRendererBuffer::GlRendererBuffer(SceneGraph *sceneGraph,
|
---|
| 621 | ViewCellsManager *viewcells,
|
---|
| 622 | KdTree *tree):
|
---|
| 623 | GlRenderer(sceneGraph, viewcells, tree)
|
---|
| 624 | {
|
---|
| 625 | mPixelBuffer = NULL;
|
---|
| 626 | // implement width and height in subclasses
|
---|
| 627 | }
|
---|
| 628 |
|
---|
| 629 |
|
---|
[589] | 630 | void
|
---|
[2538] | 631 | GlRendererBuffer::EvalQueryWithItemBuffer()
|
---|
[997] | 632 | {
|
---|
| 633 | // read back the texture
|
---|
| 634 | glReadPixels(0, 0,
|
---|
[2671] | 635 | GetWidth(), GetHeight(),
|
---|
| 636 | GL_RGBA,
|
---|
| 637 | GL_UNSIGNED_BYTE,
|
---|
| 638 | mPixelBuffer);
|
---|
| 639 |
|
---|
| 640 |
|
---|
[997] | 641 | unsigned int *p = mPixelBuffer;
|
---|
[2671] | 642 |
|
---|
[997] | 643 | for (int y = 0; y < GetHeight(); y++)
|
---|
| 644 | {
|
---|
| 645 | for (int x = 0; x < GetWidth(); x++, p++)
|
---|
| 646 | {
|
---|
| 647 | unsigned int id = (*p) & 0xFFFFFF;
|
---|
| 648 |
|
---|
| 649 | if (id != 0xFFFFFF)
|
---|
[2053] | 650 | {
|
---|
[997] | 651 | ++ mObjects[id]->mCounter;
|
---|
[2053] | 652 | }
|
---|
[997] | 653 | }
|
---|
| 654 | }
|
---|
| 655 | }
|
---|
| 656 |
|
---|
[1145] | 657 |
|
---|
[997] | 658 | void
|
---|
| 659 | GlRendererBuffer::EvalQueryWithOcclusionQueries(
|
---|
| 660 | //RenderCostSample &sample
|
---|
| 661 | )
|
---|
| 662 | {
|
---|
| 663 | glDepthFunc(GL_LEQUAL);
|
---|
| 664 |
|
---|
| 665 | glColorMask(GL_FALSE, GL_FALSE, GL_FALSE, GL_FALSE);
|
---|
| 666 | glDepthMask(GL_FALSE);
|
---|
[1000] | 667 |
|
---|
| 668 |
|
---|
| 669 | // simulate detectemptyviewspace using backface culling
|
---|
[1001] | 670 | if (mDetectEmptyViewSpace)
|
---|
[997] | 671 | {
|
---|
[1000] | 672 | glEnable(GL_CULL_FACE);
|
---|
[1001] | 673 | //cout << "culling" << endl;
|
---|
[1000] | 674 | }
|
---|
| 675 | else
|
---|
| 676 | {
|
---|
[1001] | 677 | //cout << "not culling" << endl;
|
---|
[1000] | 678 | glDisable(GL_CULL_FACE);
|
---|
[1001] | 679 | }
|
---|
[1000] | 680 |
|
---|
| 681 |
|
---|
[1001] | 682 | //const int numQ = 1;
|
---|
| 683 | const int numQ = (int)mOcclusionQueries.size();
|
---|
[1000] | 684 |
|
---|
[1001] | 685 | //glFinish();
|
---|
| 686 | int q = 0;
|
---|
| 687 |
|
---|
| 688 | //-- now issue queries for all objects
|
---|
| 689 | for (int j = 0; j < (int)mObjects.size(); j += q)
|
---|
[1000] | 690 | {
|
---|
[1001] | 691 | for (q = 0; ((j + q) < (int)mObjects.size()) && (q < numQ); ++ q)
|
---|
[997] | 692 | {
|
---|
[1001] | 693 | mOcclusionQueries[q]->BeginQuery();
|
---|
[1000] | 694 |
|
---|
[997] | 695 | RenderIntersectable(mObjects[j + q]);
|
---|
[1000] | 696 |
|
---|
[1001] | 697 | mOcclusionQueries[q]->EndQuery();
|
---|
[997] | 698 | }
|
---|
[1001] | 699 | //cout << "q: " << q << endl;
|
---|
[997] | 700 | // collect results of the queries
|
---|
[1001] | 701 | for (int t = 0; t < q; ++ t)
|
---|
[997] | 702 | {
|
---|
| 703 | unsigned int pixelCount;
|
---|
[1001] | 704 |
|
---|
[997] | 705 | //-- reenable other state
|
---|
[1001] | 706 |
|
---|
| 707 | pixelCount = mOcclusionQueries[t]->GetQueryResult();
|
---|
[997] | 708 |
|
---|
[1001] | 709 | //if (pixelCount > 0)
|
---|
| 710 | // cout <<"o="<<j+q<<" q="<<mOcclusionQueries[q]->GetQueryId()<<" pc="<<pixelCount<<" ";
|
---|
| 711 | mObjects[j + t]->mCounter += pixelCount;
|
---|
[2053] | 712 |
|
---|
[997] | 713 | }
|
---|
| 714 | }
|
---|
[2690] | 715 |
|
---|
[1001] | 716 | //glFinish();
|
---|
[997] | 717 | glColorMask(GL_TRUE, GL_TRUE, GL_TRUE, GL_TRUE);
|
---|
| 718 | glDepthMask(GL_TRUE);
|
---|
[1000] | 719 |
|
---|
| 720 | glEnable(GL_CULL_FACE);
|
---|
[997] | 721 | }
|
---|
| 722 |
|
---|
| 723 |
|
---|
| 724 | void
|
---|
[1931] | 725 | GlRenderer::RandomViewPoint()
|
---|
[1001] | 726 | {
|
---|
[589] | 727 | // do not use this function since it could return different viewpoints for
|
---|
| 728 | // different executions of the algorithm
|
---|
| 729 |
|
---|
[1112] | 730 | // mViewCellsManager->GetViewPoint(mViewPoint);
|
---|
[589] | 731 |
|
---|
| 732 | while (1) {
|
---|
| 733 | Vector3 pVector = Vector3(halton.GetNumber(1),
|
---|
| 734 | halton.GetNumber(2),
|
---|
| 735 | halton.GetNumber(3));
|
---|
| 736 |
|
---|
[1112] | 737 | mViewPoint = mViewCellsManager->GetViewSpaceBox().GetPoint(pVector);
|
---|
[589] | 738 | ViewCell *v = mViewCellsManager->GetViewCell(mViewPoint);
|
---|
| 739 | if (v && v->GetValid())
|
---|
| 740 | break;
|
---|
| 741 | // generate a new vector
|
---|
| 742 | halton.GenerateNext();
|
---|
| 743 | }
|
---|
| 744 |
|
---|
| 745 | Vector3 dVector = Vector3(2*M_PI*halton.GetNumber(4),
|
---|
| 746 | M_PI*halton.GetNumber(5),
|
---|
| 747 | 0.0f);
|
---|
| 748 |
|
---|
| 749 | mViewDirection = Normalize(Vector3(sin(dVector.x),
|
---|
[2614] | 750 | // cos(dVector.y),
|
---|
[589] | 751 | 0.0f,
|
---|
| 752 | cos(dVector.x)));
|
---|
| 753 | halton.GenerateNext();
|
---|
| 754 | }
|
---|
| 755 |
|
---|
| 756 |
|
---|
[1585] | 757 | void
|
---|
| 758 | GlRenderer::RenderBox(const AxisAlignedBox3 &box)
|
---|
| 759 | {
|
---|
| 760 |
|
---|
| 761 | glBegin(GL_LINE_LOOP);
|
---|
| 762 | glVertex3d(box.Min().x, box.Max().y, box.Min().z );
|
---|
| 763 | glVertex3d(box.Max().x, box.Max().y, box.Min().z );
|
---|
| 764 | glVertex3d(box.Max().x, box.Min().y, box.Min().z );
|
---|
| 765 | glVertex3d(box.Min().x, box.Min().y, box.Min().z );
|
---|
| 766 | glEnd();
|
---|
| 767 |
|
---|
| 768 | glBegin(GL_LINE_LOOP);
|
---|
| 769 | glVertex3d(box.Min().x, box.Min().y, box.Max().z );
|
---|
| 770 | glVertex3d(box.Max().x, box.Min().y, box.Max().z );
|
---|
| 771 | glVertex3d(box.Max().x, box.Max().y, box.Max().z );
|
---|
| 772 | glVertex3d(box.Min().x, box.Max().y, box.Max().z );
|
---|
| 773 | glEnd();
|
---|
| 774 |
|
---|
| 775 | glBegin(GL_LINE_LOOP);
|
---|
| 776 | glVertex3d(box.Max().x, box.Min().y, box.Min().z );
|
---|
| 777 | glVertex3d(box.Max().x, box.Min().y, box.Max().z );
|
---|
| 778 | glVertex3d(box.Max().x, box.Max().y, box.Max().z );
|
---|
| 779 | glVertex3d(box.Max().x, box.Max().y, box.Min().z );
|
---|
| 780 | glEnd();
|
---|
| 781 |
|
---|
| 782 | glBegin(GL_LINE_LOOP);
|
---|
| 783 | glVertex3d(box.Min().x, box.Min().y, box.Min().z );
|
---|
| 784 | glVertex3d(box.Min().x, box.Min().y, box.Max().z );
|
---|
| 785 | glVertex3d(box.Min().x, box.Max().y, box.Max().z );
|
---|
| 786 | glVertex3d(box.Min().x, box.Max().y, box.Min().z );
|
---|
| 787 | glEnd();
|
---|
| 788 |
|
---|
| 789 | glBegin(GL_LINE_LOOP);
|
---|
| 790 | glVertex3d(box.Min().x, box.Min().y, box.Min().z );
|
---|
| 791 | glVertex3d(box.Max().x, box.Min().y, box.Min().z );
|
---|
| 792 | glVertex3d(box.Max().x, box.Min().y, box.Max().z );
|
---|
| 793 | glVertex3d(box.Min().x, box.Min().y, box.Max().z );
|
---|
| 794 | glEnd();
|
---|
| 795 |
|
---|
| 796 | glBegin(GL_LINE_LOOP);
|
---|
| 797 | glVertex3d(box.Min().x, box.Max().y, box.Min().z );
|
---|
| 798 | glVertex3d(box.Max().x, box.Max().y, box.Min().z );
|
---|
| 799 | glVertex3d(box.Max().x, box.Max().y, box.Max().z );
|
---|
| 800 | glVertex3d(box.Min().x, box.Max().y, box.Max().z );
|
---|
| 801 |
|
---|
| 802 | glEnd();
|
---|
| 803 |
|
---|
[811] | 804 | }
|
---|
[1585] | 805 |
|
---|
| 806 | void
|
---|
| 807 | GlRenderer::RenderBvhNode(BvhNode *node)
|
---|
| 808 | {
|
---|
| 809 | if (node->IsLeaf()) {
|
---|
| 810 | BvhLeaf *leaf = (BvhLeaf *) node;
|
---|
[1785] | 811 |
|
---|
| 812 | #if 0
|
---|
| 813 | if (leaf->mGlList == 0) {
|
---|
| 814 | leaf->mGlList = glGenLists(1);
|
---|
| 815 | if (leaf->mGlList != 0)
|
---|
| 816 | glNewList(leaf->mGlList, GL_COMPILE);
|
---|
| 817 |
|
---|
| 818 | for (int i=0; i < leaf->mObjects.size(); i++)
|
---|
| 819 | RenderIntersectable(leaf->mObjects[i]);
|
---|
| 820 |
|
---|
| 821 | if (leaf->mGlList != 0)
|
---|
| 822 | glEndList();
|
---|
| 823 | }
|
---|
| 824 |
|
---|
| 825 | if (leaf->mGlList != 0)
|
---|
| 826 | glCallList(leaf->mGlList);
|
---|
| 827 | #else
|
---|
[1983] | 828 | for (int i=0; i < leaf->mObjects.size(); i++)
|
---|
| 829 | RenderIntersectable(leaf->mObjects[i]);
|
---|
[1785] | 830 | #endif
|
---|
[1585] | 831 | } else {
|
---|
| 832 | BvhInterior *in = (BvhInterior *)node;
|
---|
| 833 | RenderBvhNode(in->GetBack());
|
---|
| 834 | RenderBvhNode(in->GetFront());
|
---|
| 835 | }
|
---|
[1594] | 836 | }
|
---|
| 837 |
|
---|
| 838 | void
|
---|
| 839 | GlRenderer::RenderKdNode(KdNode *node)
|
---|
| 840 | {
|
---|
[2620] | 841 | if (node->IsLeaf())
|
---|
[2538] | 842 | {
|
---|
[2613] | 843 | #if !EVAL_ERROR
|
---|
[2538] | 844 | RenderKdLeaf(static_cast<KdLeaf *>(node));
|
---|
| 845 | #else
|
---|
[2619] | 846 | KdLeaf *leaf = static_cast<KdLeaf *>(node);
|
---|
[2538] | 847 | for (int i=0; i < leaf->mObjects.size(); i++)
|
---|
[2619] | 848 | {
|
---|
[2538] | 849 | RenderIntersectable(leaf->mObjects[i]);
|
---|
[2620] | 850 |
|
---|
[2619] | 851 | }
|
---|
[2538] | 852 | #endif
|
---|
| 853 | }
|
---|
| 854 | else
|
---|
| 855 | {
|
---|
[2619] | 856 | KdInterior *inter = static_cast<KdInterior *>(node);
|
---|
| 857 | RenderKdNode(inter->mBack);
|
---|
| 858 | RenderKdNode(inter->mFront);
|
---|
[1594] | 859 | }
|
---|
[1585] | 860 | }
|
---|
| 861 |
|
---|
[1785] | 862 |
|
---|
[2690] | 863 | void GlRendererBuffer::EvalRenderCostSample(RenderCostSample &sample,
|
---|
| 864 | const bool useOcclusionQueries,
|
---|
| 865 | const int threshold)
|
---|
[1785] | 866 | {
|
---|
[2543] | 867 | // choose a random view point
|
---|
| 868 | mViewCellsManager->GetViewPoint(mViewPoint);
|
---|
| 869 | sample.mPosition = mViewPoint;
|
---|
| 870 | //cout << "viewpoint: " << mViewPoint << endl;
|
---|
| 871 |
|
---|
| 872 | // take a render cost sample by rendering a cube
|
---|
| 873 | Vector3 directions[6];
|
---|
| 874 |
|
---|
| 875 | directions[0] = Vector3(1,0,0);
|
---|
| 876 | directions[1] = Vector3(0,1,0);
|
---|
| 877 | directions[2] = Vector3(0,0,1);
|
---|
| 878 | directions[3] = Vector3(-1,0,0);
|
---|
| 879 | directions[4] = Vector3(0,-1,0);
|
---|
| 880 | directions[5] = Vector3(0,0,-1);
|
---|
| 881 |
|
---|
| 882 | sample.mVisibleObjects = 0;
|
---|
| 883 |
|
---|
| 884 | // reset object counters
|
---|
| 885 | ObjectContainer::const_iterator it, it_end = mObjects.end();
|
---|
| 886 |
|
---|
| 887 | for (it = mObjects.begin(); it != it_end; ++ it)
|
---|
| 888 | (*it)->mCounter = 0;
|
---|
| 889 |
|
---|
| 890 | ++ mFrame;
|
---|
| 891 |
|
---|
| 892 | //glCullFace(GL_FRONT);
|
---|
| 893 | glCullFace(GL_BACK);
|
---|
| 894 | glDisable(GL_CULL_FACE);
|
---|
| 895 |
|
---|
| 896 |
|
---|
[1785] | 897 | // query all 6 directions for a full point sample
|
---|
[2543] | 898 | for (int i = 0; i < 6; ++ i)
|
---|
[1785] | 899 | {
|
---|
[2543] | 900 | mViewDirection = directions[i];
|
---|
| 901 | SetupCamera();
|
---|
| 902 |
|
---|
| 903 | glClearColor(1.0f, 1.0f, 1.0f, 1.0f);
|
---|
| 904 | glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT);
|
---|
| 905 | //glColorMask(GL_TRUE, GL_TRUE, GL_TRUE, GL_TRUE); glDepthMask(GL_TRUE);
|
---|
| 906 | glDepthFunc(GL_LESS);
|
---|
| 907 |
|
---|
| 908 | mUseFalseColors = true;
|
---|
| 909 |
|
---|
| 910 | // the actual scene rendering fills the depth (for occlusion queries)
|
---|
| 911 | // and the frame buffer (for item buffer)
|
---|
| 912 | RenderScene();
|
---|
| 913 |
|
---|
| 914 |
|
---|
| 915 | if (0)
|
---|
[1785] | 916 | {
|
---|
[2543] | 917 | char filename[256];
|
---|
| 918 | sprintf(filename, "snap/frame-%04d-%d.png", mFrame, i);
|
---|
| 919 | // QImage im = toImage();
|
---|
| 920 | // im.save(filename, "PNG");
|
---|
[1785] | 921 | }
|
---|
[2543] | 922 |
|
---|
| 923 | // evaluate the sample
|
---|
| 924 | if (useOcclusionQueries)
|
---|
[1785] | 925 | {
|
---|
[2543] | 926 | EvalQueryWithOcclusionQueries();
|
---|
[1785] | 927 | }
|
---|
[2543] | 928 | else
|
---|
[1785] | 929 | {
|
---|
[2543] | 930 | EvalQueryWithItemBuffer();
|
---|
[1785] | 931 | }
|
---|
| 932 | }
|
---|
[2543] | 933 |
|
---|
| 934 | // now evaluate the statistics over that sample
|
---|
| 935 | // currently only the number of visible objects is taken into account
|
---|
| 936 | sample.Reset();
|
---|
| 937 |
|
---|
| 938 | for (it = mObjects.begin(); it != it_end; ++ it)
|
---|
[1785] | 939 | {
|
---|
[2543] | 940 | Intersectable *obj = *it;
|
---|
| 941 | if (obj->mCounter >= threshold)
|
---|
[1785] | 942 | {
|
---|
[2543] | 943 | ++ sample.mVisibleObjects;
|
---|
| 944 | sample.mVisiblePixels += obj->mCounter;
|
---|
[1785] | 945 | }
|
---|
| 946 | }
|
---|
[2543] | 947 |
|
---|
| 948 | //cout << "RS=" << sample.mVisibleObjects << " ";
|
---|
[1585] | 949 | }
|
---|
[1785] | 950 |
|
---|
| 951 |
|
---|
| 952 | GlRendererBuffer::~GlRendererBuffer()
|
---|
| 953 | {
|
---|
[1990] | 954 | #if 0
|
---|
| 955 | #ifdef USE_CG
|
---|
| 956 | if (sCgFragmentProgram)
|
---|
[1785] | 957 | cgDestroyProgram(sCgFragmentProgram);
|
---|
| 958 | if (sCgContext)
|
---|
| 959 | cgDestroyContext(sCgContext);
|
---|
| 960 | #endif
|
---|
[1990] | 961 | #endif
|
---|
[2543] | 962 |
|
---|
[1785] | 963 | }
|
---|
| 964 |
|
---|
| 965 |
|
---|
| 966 | void
|
---|
| 967 | GlRendererBuffer::SampleRenderCost(const int numSamples,
|
---|
| 968 | vector<RenderCostSample> &samples,
|
---|
| 969 | const bool useOcclusionQueries,
|
---|
| 970 | const int threshold
|
---|
| 971 | )
|
---|
| 972 | {
|
---|
[2677] | 973 | MakeLive();
|
---|
[1785] | 974 |
|
---|
[2543] | 975 | if (mPixelBuffer == NULL)
|
---|
| 976 | mPixelBuffer = new unsigned int[GetWidth()*GetHeight()];
|
---|
[1785] | 977 |
|
---|
[2543] | 978 | // using 90 degree projection to capture 360 view with 6 samples
|
---|
| 979 | SetupProjection(GetHeight(), GetHeight(), 90.0f);
|
---|
[1785] | 980 |
|
---|
[2543] | 981 | //samples.resize(numSamples);
|
---|
| 982 | halton.Reset();
|
---|
[1785] | 983 |
|
---|
[2543] | 984 | // the number of queries queried in batch mode
|
---|
| 985 | const int numQ = 500;
|
---|
[1785] | 986 |
|
---|
[2543] | 987 | //const int numQ = (int)mObjects.size();
|
---|
| 988 | if (useOcclusionQueries)
|
---|
| 989 | {
|
---|
| 990 | cout << "\ngenerating " << numQ << " queries ... ";
|
---|
| 991 | OcclusionQuery::GenQueries(mOcclusionQueries, numQ);
|
---|
| 992 | cout << "finished" << endl;
|
---|
| 993 | }
|
---|
| 994 |
|
---|
| 995 | // sampling queries
|
---|
| 996 | for (int i = 0; i < numSamples; ++ i)
|
---|
| 997 | {
|
---|
| 998 | cout << ".";
|
---|
| 999 | EvalRenderCostSample(samples[i], useOcclusionQueries, threshold);
|
---|
| 1000 | }
|
---|
| 1001 |
|
---|
[2677] | 1002 | DoneLive();
|
---|
[1785] | 1003 | }
|
---|
| 1004 |
|
---|
| 1005 |
|
---|
| 1006 |
|
---|
| 1007 |
|
---|
[2543] | 1008 |
|
---|
[1785] | 1009 | void
|
---|
[1931] | 1010 | GlRenderer::ClearErrorBuffer()
|
---|
[1785] | 1011 | {
|
---|
| 1012 | for (int i=0; i < mPvsStatFrames; i++) {
|
---|
| 1013 | mPvsErrorBuffer[i].mError = 1.0f;
|
---|
| 1014 | }
|
---|
[2002] | 1015 | mPvsStat.maxError = 0.0f;
|
---|
[1785] | 1016 | }
|
---|
| 1017 |
|
---|
| 1018 |
|
---|
| 1019 | void
|
---|
| 1020 | GlRendererBuffer::EvalPvsStat()
|
---|
| 1021 | {
|
---|
[2679] | 1022 | //MakeLive();
|
---|
[2049] | 1023 |
|
---|
[2048] | 1024 | GlRenderer::EvalPvsStat();
|
---|
[2049] | 1025 |
|
---|
[2679] | 1026 | //DoneLive();
|
---|
[2677] | 1027 | // mRenderingFinished.wakeAll();
|
---|
[1785] | 1028 | }
|
---|
| 1029 |
|
---|
| 1030 |
|
---|
[2048] | 1031 | void GlRendererBuffer::EvalPvsStat(const SimpleRayContainer &viewPoints)
|
---|
| 1032 | {
|
---|
[2679] | 1033 | //MakeLive();
|
---|
[2048] | 1034 |
|
---|
| 1035 | GlRenderer::EvalPvsStat(viewPoints);
|
---|
| 1036 |
|
---|
[2679] | 1037 | //DoneLive();
|
---|
[2048] | 1038 | }
|
---|
| 1039 |
|
---|
| 1040 |
|
---|
[1785] | 1041 | void GlRendererBuffer::SampleBeamContributions(Intersectable *sourceObject,
|
---|
| 1042 | Beam &beam,
|
---|
| 1043 | const int desiredSamples,
|
---|
| 1044 | BeamSampleStatistics &stat)
|
---|
| 1045 | {
|
---|
| 1046 | // TODO: should be moved out of here (not to be done every time)
|
---|
| 1047 | // only back faces are interesting for the depth pass
|
---|
| 1048 | glShadeModel(GL_FLAT);
|
---|
| 1049 | glDisable(GL_LIGHTING);
|
---|
| 1050 |
|
---|
| 1051 | // needed to kill the fragments for the front buffer
|
---|
| 1052 | glEnable(GL_ALPHA_TEST);
|
---|
| 1053 | glAlphaFunc(GL_GREATER, 0);
|
---|
| 1054 |
|
---|
| 1055 | // assumes that the beam is constructed and contains kd-tree nodes
|
---|
| 1056 | // and viewcells which it intersects
|
---|
| 1057 |
|
---|
| 1058 |
|
---|
| 1059 | // Get the number of viewpoints to be sampled
|
---|
| 1060 | // Now it is a sqrt but in general a wiser decision could be made.
|
---|
| 1061 | // The less viewpoints the better for rendering performance, since less passes
|
---|
| 1062 | // over the beam is needed.
|
---|
| 1063 | // The viewpoints could actually be generated outside of the bounding box which
|
---|
| 1064 | // would distribute the 'efective viewpoints' of the object surface and thus
|
---|
| 1065 | // with a few viewpoints better sample the viewpoint space....
|
---|
| 1066 |
|
---|
| 1067 | //TODO: comment in
|
---|
| 1068 | //int viewPointSamples = sqrt((float)desiredSamples);
|
---|
| 1069 | int viewPointSamples = max(desiredSamples / (GetWidth() * GetHeight()), 1);
|
---|
| 1070 |
|
---|
| 1071 | // the number of direction samples per pass is given by the number of viewpoints
|
---|
| 1072 | int directionalSamples = desiredSamples / viewPointSamples;
|
---|
| 1073 |
|
---|
| 1074 | Debug << "directional samples: " << directionalSamples << endl;
|
---|
| 1075 | for (int i = 0; i < viewPointSamples; ++ i)
|
---|
| 1076 | {
|
---|
| 1077 | Vector3 viewPoint = beam.mBox.GetRandomPoint();
|
---|
| 1078 |
|
---|
| 1079 | // perhaps the viewpoint should be shifted back a little bit so that it always lies
|
---|
| 1080 | // inside the source object
|
---|
| 1081 | // 'ideally' the viewpoints would be distributed on the soureObject surface, but this
|
---|
| 1082 | // would require more complicated sampling (perhaps hierarchical rejection sampling of
|
---|
| 1083 | // the object surface is an option here - only the mesh faces which are inside the box
|
---|
| 1084 | // are considered as candidates)
|
---|
| 1085 |
|
---|
| 1086 | SampleViewpointContributions(sourceObject,
|
---|
| 1087 | viewPoint,
|
---|
| 1088 | beam,
|
---|
| 1089 | directionalSamples,
|
---|
| 1090 | stat);
|
---|
| 1091 | }
|
---|
| 1092 |
|
---|
| 1093 |
|
---|
| 1094 | // note:
|
---|
| 1095 | // this routine would be called only if the number of desired samples is sufficiently
|
---|
| 1096 | // large - for other rss tree cells the cpu based sampling is perhaps more efficient
|
---|
| 1097 | // distributing the work between cpu and gpu would also allow us to place more sophisticated
|
---|
| 1098 | // sample distributions (silhouette ones) using the cpu and the jittered once on the GPU
|
---|
| 1099 | // in order that thios scheme is working well the gpu render buffer should run in a separate
|
---|
| 1100 | // thread than the cpu sampler, which would not be such a big problem....
|
---|
| 1101 |
|
---|
| 1102 | // disable alpha test again
|
---|
| 1103 | glDisable(GL_ALPHA_TEST);
|
---|
| 1104 | }
|
---|
| 1105 |
|
---|
| 1106 |
|
---|
| 1107 |
|
---|
| 1108 | void GlRendererBuffer::SampleViewpointContributions(Intersectable *sourceObject,
|
---|
| 1109 | const Vector3 viewPoint,
|
---|
| 1110 | Beam &beam,
|
---|
| 1111 | const int samples,
|
---|
| 1112 | BeamSampleStatistics &stat)
|
---|
| 1113 | {
|
---|
| 1114 | // 1. setup the view port to match the desired samples
|
---|
| 1115 | glViewport(0, 0, samples, samples);
|
---|
| 1116 |
|
---|
| 1117 | // 2. setup the projection matrix and view matrix to match the viewpoint + beam.mDirBox
|
---|
| 1118 | SetupProjectionForViewPoint(viewPoint, beam, sourceObject);
|
---|
| 1119 |
|
---|
| 1120 |
|
---|
| 1121 | // 3. reset z-buffer to 0 and render the source object for the beam
|
---|
| 1122 | // with glCullFace(Enabled) and glFrontFace(GL_CW)
|
---|
| 1123 | // save result to the front depth map
|
---|
| 1124 | // the front depth map holds ray origins
|
---|
| 1125 |
|
---|
| 1126 |
|
---|
| 1127 | // front depth buffer must be initialised to 0
|
---|
| 1128 | float clearDepth;
|
---|
| 1129 |
|
---|
| 1130 | glGetFloatv(GL_DEPTH_CLEAR_VALUE, &clearDepth);
|
---|
| 1131 | glClearDepth(0.0f);
|
---|
| 1132 | glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT | GL_STENCIL_BUFFER_BIT);
|
---|
| 1133 |
|
---|
| 1134 |
|
---|
| 1135 | // glFrontFace(GL_CCW);
|
---|
| 1136 | glEnable(GL_CULL_FACE);
|
---|
| 1137 | glCullFace(GL_FRONT);
|
---|
| 1138 | glColorMask(0, 0, 0, 0);
|
---|
| 1139 |
|
---|
| 1140 |
|
---|
| 1141 | // stencil is increased where the source object is located
|
---|
| 1142 | glEnable(GL_STENCIL_TEST);
|
---|
| 1143 | glStencilFunc(GL_ALWAYS, 0x1, 0x1);
|
---|
| 1144 | glStencilOp(GL_REPLACE, GL_REPLACE, GL_REPLACE);
|
---|
| 1145 |
|
---|
| 1146 |
|
---|
| 1147 | #if 0
|
---|
| 1148 | static int glSourceObjList = -1;
|
---|
| 1149 | if (glSourceObjList != -1)
|
---|
| 1150 | {
|
---|
| 1151 | glSourceObjList = glGenLists(1);
|
---|
| 1152 | glNewList(glSourceObjList, GL_COMPILE);
|
---|
| 1153 |
|
---|
| 1154 | RenderIntersectable(sourceObject);
|
---|
| 1155 |
|
---|
| 1156 | glEndList();
|
---|
| 1157 | }
|
---|
| 1158 | glCallList(glSourceObjList);
|
---|
| 1159 |
|
---|
| 1160 | #else
|
---|
| 1161 | RenderIntersectable(sourceObject);
|
---|
| 1162 |
|
---|
| 1163 | #endif
|
---|
| 1164 |
|
---|
| 1165 | // copy contents of the front depth buffer into depth texture
|
---|
| 1166 | glBindTexture(GL_TEXTURE_2D, frontDepthMap);
|
---|
| 1167 | glCopyTexSubImage2D(GL_TEXTURE_2D, 0, 0, 0, 0, 0, depthMapSize, depthMapSize);
|
---|
| 1168 |
|
---|
| 1169 | // reset clear function
|
---|
| 1170 | glClearDepth(clearDepth);
|
---|
| 1171 |
|
---|
| 1172 |
|
---|
| 1173 | // 4. set up the termination depth buffer (= standard depth buffer)
|
---|
| 1174 | // only rays which have non-zero entry in the origin buffer are valid since
|
---|
| 1175 | // they realy start on the object surface (this is tagged by setting a
|
---|
| 1176 | // stencil buffer bit at step 3).
|
---|
| 1177 |
|
---|
| 1178 | glStencilFunc(GL_EQUAL, 0x1, 0x1);
|
---|
| 1179 | glStencilOp(GL_KEEP, GL_KEEP, GL_KEEP);
|
---|
| 1180 |
|
---|
| 1181 | glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT);
|
---|
| 1182 | glDepthMask(1);
|
---|
| 1183 |
|
---|
| 1184 | glEnable(GL_DEPTH_TEST);
|
---|
| 1185 |
|
---|
| 1186 | glEnable(GL_CULL_FACE);
|
---|
| 1187 | glCullFace(GL_BACK);
|
---|
| 1188 |
|
---|
| 1189 | // setup front depth buffer
|
---|
| 1190 | glEnable(GL_TEXTURE_2D);
|
---|
| 1191 |
|
---|
[1990] | 1192 | #if 0
|
---|
| 1193 | #ifdef USE_CG
|
---|
[1785] | 1194 | // bind pixel shader implementing the front depth buffer functionality
|
---|
| 1195 | cgGLBindProgram(sCgFragmentProgram);
|
---|
| 1196 | cgGLEnableProfile(sCgFragmentProfile);
|
---|
| 1197 | #endif
|
---|
[1990] | 1198 | #endif
|
---|
[1785] | 1199 | // 5. render all objects inside the beam
|
---|
| 1200 | // we can use id based false color to read them back for gaining the pvs
|
---|
| 1201 |
|
---|
| 1202 | glColorMask(1, 1, 1, 1);
|
---|
| 1203 |
|
---|
| 1204 |
|
---|
| 1205 | // if objects not stored in beam => extract objects
|
---|
| 1206 | if (beam.mFlags & !Beam::STORE_OBJECTS)
|
---|
| 1207 | {
|
---|
| 1208 | vector<KdNode *>::const_iterator it, it_end = beam.mKdNodes.end();
|
---|
| 1209 |
|
---|
| 1210 | Intersectable::NewMail();
|
---|
| 1211 | for (it = beam.mKdNodes.begin(); it != it_end; ++ it)
|
---|
| 1212 | {
|
---|
| 1213 | mKdTree->CollectObjects(*it, beam.mObjects);
|
---|
| 1214 | }
|
---|
| 1215 | }
|
---|
| 1216 |
|
---|
| 1217 |
|
---|
| 1218 | // (objects can be compiled to a gl list now so that subsequent rendering for
|
---|
| 1219 | // this beam is fast - the same hold for step 3)
|
---|
| 1220 | // Afterwards we have two depth buffers defining the ray origin and termination
|
---|
| 1221 |
|
---|
| 1222 |
|
---|
| 1223 | #if 0
|
---|
| 1224 | static int glObjList = -1;
|
---|
| 1225 | if (glObjList != -1)
|
---|
| 1226 | {
|
---|
| 1227 | glObjList = glGenLists(1);
|
---|
| 1228 | glNewList(glObjList, GL_COMPILE);
|
---|
| 1229 |
|
---|
| 1230 | ObjectContainer::const_iterator it, it_end = beam.mObjects.end();
|
---|
| 1231 | for (it = beam.mObjects.begin(); it != it_end; ++ it)
|
---|
| 1232 | {
|
---|
| 1233 | // render all objects except the source object
|
---|
| 1234 | if (*it != sourceObject)
|
---|
| 1235 | RenderIntersectable(*it);
|
---|
| 1236 | }
|
---|
| 1237 |
|
---|
| 1238 | glEndList();
|
---|
| 1239 | }
|
---|
| 1240 |
|
---|
| 1241 | glCallList(glObjList);
|
---|
| 1242 | #else
|
---|
| 1243 | ObjectContainer::const_iterator it, it_end = beam.mObjects.end();
|
---|
| 1244 | for (it = beam.mObjects.begin(); it != it_end; ++ it)
|
---|
| 1245 | {
|
---|
| 1246 | // render all objects except the source object
|
---|
| 1247 | if (*it != sourceObject)
|
---|
| 1248 | RenderIntersectable(*it);
|
---|
| 1249 | }
|
---|
| 1250 | #endif
|
---|
| 1251 |
|
---|
[1935] | 1252 | // 6. Use occlusion queries for all viewcell meshes associated with the beam ->
|
---|
[1785] | 1253 | // a fragment passes if the corresponding stencil fragment is set and its depth is
|
---|
| 1254 | // between origin and termination buffer
|
---|
| 1255 |
|
---|
| 1256 | // create new queries if necessary
|
---|
| 1257 | OcclusionQuery::GenQueries(mOcclusionQueries, (int)beam.mViewCells.size());
|
---|
| 1258 |
|
---|
| 1259 | // check whether any backfacing polygon would pass the depth test?
|
---|
| 1260 | // matt: should check both back /front facing because of dual depth buffer
|
---|
| 1261 | // and danger of cutting the near plane with front facing polys.
|
---|
| 1262 |
|
---|
| 1263 | glColorMask(GL_FALSE, GL_FALSE, GL_FALSE, GL_FALSE);
|
---|
| 1264 | glDepthMask(GL_FALSE);
|
---|
| 1265 | glDisable(GL_CULL_FACE);
|
---|
| 1266 |
|
---|
| 1267 |
|
---|
| 1268 | ViewCellContainer::const_iterator vit, vit_end = beam.mViewCells.end();
|
---|
| 1269 |
|
---|
| 1270 | int queryIdx = 0;
|
---|
| 1271 |
|
---|
| 1272 | for (vit = beam.mViewCells.begin(); vit != vit_end; ++ vit)
|
---|
| 1273 | {
|
---|
| 1274 | mOcclusionQueries[queryIdx ++]->BeginQuery();
|
---|
| 1275 | RenderIntersectable(*vit);
|
---|
| 1276 | mOcclusionQueries[queryIdx]->EndQuery();
|
---|
| 1277 |
|
---|
| 1278 | ++ queryIdx;
|
---|
| 1279 | }
|
---|
| 1280 |
|
---|
| 1281 | // at this point, if possible, go and do some other computation
|
---|
| 1282 |
|
---|
| 1283 | // 7. The number of visible pixels is the number of sample rays which see the source
|
---|
| 1284 | // object from the corresponding viewcell -> remember these values for later update
|
---|
| 1285 | // of the viewcell pvs - or update immediately?
|
---|
| 1286 |
|
---|
| 1287 | queryIdx = 0;
|
---|
| 1288 |
|
---|
| 1289 | for (vit = beam.mViewCells.begin(); vit != vit_end; ++ vit)
|
---|
| 1290 | {
|
---|
| 1291 | // fetch queries
|
---|
| 1292 | unsigned int pixelCount = mOcclusionQueries[queryIdx ++]->GetQueryResult();
|
---|
| 1293 |
|
---|
| 1294 | if (pixelCount)
|
---|
| 1295 | Debug << "view cell " << (*vit)->GetId() << " visible pixels: " << pixelCount << endl;
|
---|
| 1296 | }
|
---|
| 1297 |
|
---|
| 1298 |
|
---|
| 1299 | // 8. Copmpute rendering statistics
|
---|
| 1300 | // In general it is not neccessary to remember to extract all the rays cast. I hope it
|
---|
| 1301 | // would be sufficient to gain only the intergral statistics about the new contributions
|
---|
| 1302 | // and so the rss tree would actually store no new rays (only the initial ones)
|
---|
| 1303 | // the subdivision of the tree would only be driven by the statistics (the glrender could
|
---|
| 1304 | // evaluate the contribution entropy for example)
|
---|
| 1305 | // However might be an option to extract/store only those the rays which made a contribution
|
---|
| 1306 | // (new viewcell has been discovered) or relative contribution greater than a threshold ...
|
---|
| 1307 |
|
---|
| 1308 | ObjectContainer pvsObj;
|
---|
| 1309 | stat.pvsSize = ComputePvs(beam.mObjects, pvsObj);
|
---|
| 1310 |
|
---|
| 1311 | // to gain ray source and termination
|
---|
| 1312 | // copy contents of ray termination buffer into depth texture
|
---|
| 1313 | // and compare with ray source buffer
|
---|
| 1314 | #if 0
|
---|
| 1315 | VssRayContainer rays;
|
---|
| 1316 |
|
---|
| 1317 | glBindTexture(GL_TEXTURE_2D, backDepthMap);
|
---|
| 1318 | glCopyTexSubImage2D(GL_TEXTURE_2D, 0, 0, 0, 0, 0, depthMapSize, depthMapSize);
|
---|
| 1319 |
|
---|
| 1320 | ComputeRays(Intersectable *sourceObj, rays);
|
---|
| 1321 |
|
---|
| 1322 | #endif
|
---|
| 1323 |
|
---|
[1990] | 1324 | ////////
|
---|
[1785] | 1325 | //-- cleanup
|
---|
| 1326 |
|
---|
| 1327 | // reset gl state
|
---|
| 1328 | glColorMask(GL_TRUE, GL_TRUE, GL_TRUE, GL_TRUE);
|
---|
| 1329 | glDepthMask(GL_TRUE);
|
---|
| 1330 | glEnable(GL_CULL_FACE);
|
---|
| 1331 | glDisable(GL_STENCIL_TEST);
|
---|
[1935] | 1332 |
|
---|
[1990] | 1333 | #if 0
|
---|
| 1334 | #ifdef USE_CG
|
---|
[1785] | 1335 | cgGLDisableProfile(sCgFragmentProfile);
|
---|
| 1336 | #endif
|
---|
[1990] | 1337 | #endif
|
---|
| 1338 |
|
---|
[1785] | 1339 | glDisable(GL_TEXTURE_2D);
|
---|
| 1340 |
|
---|
| 1341 | // remove objects from beam
|
---|
| 1342 | if (beam.mFlags & !Beam::STORE_OBJECTS)
|
---|
| 1343 | beam.mObjects.clear();
|
---|
| 1344 | }
|
---|
| 1345 |
|
---|
| 1346 |
|
---|
| 1347 | void GlRendererBuffer::SetupProjectionForViewPoint(const Vector3 &viewPoint,
|
---|
| 1348 | const Beam &beam,
|
---|
| 1349 | Intersectable *sourceObject)
|
---|
| 1350 | {
|
---|
| 1351 | float left, right, bottom, top, znear, zfar;
|
---|
| 1352 |
|
---|
| 1353 | beam.ComputePerspectiveFrustum(left, right, bottom, top, znear, zfar,
|
---|
| 1354 | mSceneGraph->GetBox());
|
---|
| 1355 |
|
---|
| 1356 | //Debug << left << " " << right << " " << bottom << " " << top << " " << znear << " " << zfar << endl;
|
---|
| 1357 | glMatrixMode(GL_PROJECTION);
|
---|
| 1358 | glLoadIdentity();
|
---|
| 1359 | glFrustum(left, right, bottom, top, znear, zfar);
|
---|
| 1360 | //glFrustum(-1, 1, -1, 1, 1, 20000);
|
---|
| 1361 |
|
---|
| 1362 | const Vector3 center = viewPoint + beam.GetMainDirection() * (zfar - znear) * 0.3f;
|
---|
| 1363 | const Vector3 up =
|
---|
| 1364 | Normalize(CrossProd(beam.mPlanes[0].mNormal, beam.mPlanes[4].mNormal));
|
---|
| 1365 |
|
---|
| 1366 | #ifdef GTP_DEBUG
|
---|
| 1367 | Debug << "view point: " << viewPoint << endl;
|
---|
| 1368 | Debug << "eye: " << center << endl;
|
---|
| 1369 | Debug << "up: " << up << endl;
|
---|
| 1370 | #endif
|
---|
| 1371 |
|
---|
| 1372 | glMatrixMode(GL_MODELVIEW);
|
---|
| 1373 | glLoadIdentity();
|
---|
| 1374 | gluLookAt(viewPoint.x, viewPoint.y, viewPoint.z,
|
---|
| 1375 | center.x, center.y, center.z,
|
---|
| 1376 | up.x, up.y, up.z);
|
---|
| 1377 | }
|
---|
| 1378 |
|
---|
| 1379 |
|
---|
| 1380 | void GlRendererBuffer::InitGL()
|
---|
| 1381 | {
|
---|
[2664] | 1382 | //MakeCurrent();
|
---|
[1990] | 1383 | GlRenderer::InitGL();
|
---|
[1785] | 1384 |
|
---|
[2664] | 1385 | #if 0
|
---|
[1785] | 1386 | // initialise dual depth buffer textures
|
---|
| 1387 | glGenTextures(1, &frontDepthMap);
|
---|
| 1388 | glBindTexture(GL_TEXTURE_2D, frontDepthMap);
|
---|
[2552] | 1389 |
|
---|
[1785] | 1390 | glTexImage2D(GL_TEXTURE_2D, 0, GL_DEPTH_COMPONENT, depthMapSize,
|
---|
[2552] | 1391 | depthMapSize, 0, GL_DEPTH_COMPONENT, GL_UNSIGNED_BYTE, NULL);
|
---|
[1785] | 1392 |
|
---|
| 1393 | glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_NEAREST);
|
---|
| 1394 | glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_NEAREST);
|
---|
| 1395 | glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_S, GL_CLAMP);
|
---|
| 1396 | glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_T, GL_CLAMP);
|
---|
| 1397 |
|
---|
| 1398 | glGenTextures(1, &backDepthMap);
|
---|
| 1399 | glBindTexture(GL_TEXTURE_2D, backDepthMap);
|
---|
[2552] | 1400 |
|
---|
[1785] | 1401 | glTexImage2D(GL_TEXTURE_2D, 0, GL_DEPTH_COMPONENT, depthMapSize,
|
---|
[2612] | 1402 | depthMapSize, 0, GL_DEPTH_COMPONENT, GL_UNSIGNED_BYTE, NULL);
|
---|
[1785] | 1403 | glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_NEAREST);
|
---|
| 1404 | glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_NEAREST);
|
---|
| 1405 | glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_S, GL_CLAMP);
|
---|
| 1406 | glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_T, GL_CLAMP);
|
---|
| 1407 |
|
---|
[2664] | 1408 |
|
---|
[1990] | 1409 | #ifdef USE_CG
|
---|
| 1410 |
|
---|
[1785] | 1411 | // cg initialization
|
---|
| 1412 | cgSetErrorCallback(handleCgError);
|
---|
| 1413 | sCgContext = cgCreateContext();
|
---|
[2552] | 1414 |
|
---|
[1785] | 1415 | if (cgGLIsProfileSupported(CG_PROFILE_ARBFP1))
|
---|
| 1416 | sCgFragmentProfile = CG_PROFILE_ARBFP1;
|
---|
| 1417 | else
|
---|
| 1418 | {
|
---|
[2552] | 1419 | // try FP30
|
---|
| 1420 | if (cgGLIsProfileSupported(CG_PROFILE_FP30))
|
---|
| 1421 | sCgFragmentProfile = CG_PROFILE_FP30;
|
---|
| 1422 | else
|
---|
| 1423 | {
|
---|
| 1424 | Debug << "Neither arbfp1 or fp30 fragment profiles supported on this system" << endl;
|
---|
| 1425 | exit(1);
|
---|
| 1426 | }
|
---|
| 1427 | }
|
---|
[1785] | 1428 |
|
---|
[2552] | 1429 | sCgFragmentProgram = cgCreateProgramFromFile(sCgContext,
|
---|
| 1430 | CG_SOURCE, "../src/dual_depth.cg",
|
---|
| 1431 | sCgFragmentProfile,
|
---|
| 1432 | NULL,
|
---|
| 1433 | NULL);
|
---|
[1785] | 1434 |
|
---|
[2552] | 1435 | if (!cgIsProgramCompiled(sCgFragmentProgram))
|
---|
| 1436 | cgCompileProgram(sCgFragmentProgram);
|
---|
[1785] | 1437 |
|
---|
[2552] | 1438 | cgGLLoadProgram(sCgFragmentProgram);
|
---|
| 1439 | cgGLBindProgram(sCgFragmentProgram);
|
---|
[1785] | 1440 |
|
---|
[2552] | 1441 | Debug << "---- PROGRAM BEGIN ----\n" <<
|
---|
| 1442 | cgGetProgramString(sCgFragmentProgram, CG_COMPILED_PROGRAM) << "---- PROGRAM END ----\n";
|
---|
[1785] | 1443 |
|
---|
| 1444 | #endif
|
---|
| 1445 | #endif
|
---|
[2664] | 1446 | //DoneCurrent();
|
---|
[1785] | 1447 | }
|
---|
| 1448 |
|
---|
| 1449 |
|
---|
| 1450 | void GlRendererBuffer::ComputeRays(Intersectable *sourceObj, VssRayContainer &rays)
|
---|
| 1451 | {
|
---|
| 1452 | for (int i = 0; i < depthMapSize * depthMapSize; ++ i)
|
---|
| 1453 | {
|
---|
| 1454 | //todo glGetTexImage()
|
---|
| 1455 | }
|
---|
| 1456 | }
|
---|
| 1457 |
|
---|
[2677] | 1458 |
|
---|
[2023] | 1459 | bool GlRendererBuffer::ValidViewPoint()
|
---|
[2048] | 1460 | {
|
---|
[2677] | 1461 | MakeLive();
|
---|
[1785] | 1462 |
|
---|
[2048] | 1463 | SetupProjection(GetWidth(), GetHeight());
|
---|
| 1464 |
|
---|
[2023] | 1465 | bool result = GlRenderer::ValidViewPoint();
|
---|
[2612] | 1466 |
|
---|
[2677] | 1467 | DoneLive();
|
---|
[2048] | 1468 |
|
---|
[2023] | 1469 | return result;
|
---|
| 1470 | }
|
---|
| 1471 |
|
---|
| 1472 |
|
---|
[1931] | 1473 | void
|
---|
| 1474 | GlRenderer::EvalPvsStat()
|
---|
| 1475 | {
|
---|
[2679] | 1476 | mPvsStat.Reset();
|
---|
| 1477 | halton.Reset();
|
---|
[1785] | 1478 |
|
---|
[2679] | 1479 | SetupProjection(GetWidth(), GetHeight());
|
---|
[1785] | 1480 |
|
---|
[2679] | 1481 | cout << "Random Pvs STATS, mPvsStatFrames=" << mPvsStatFrames << endl;
|
---|
[2619] | 1482 |
|
---|
[2679] | 1483 | for (int i=0; i < mPvsStatFrames; i++) {
|
---|
| 1484 | float err;
|
---|
| 1485 | // set frame id for saving the error buffer
|
---|
| 1486 | mFrame = i;
|
---|
[1785] | 1487 |
|
---|
[2679] | 1488 | // cerr<<"RV"<<endl;
|
---|
| 1489 | RandomViewPoint();
|
---|
| 1490 | // cerr<<"RV2"<<endl;
|
---|
[2616] | 1491 |
|
---|
[2679] | 1492 | if (mPvsErrorBuffer[i].mError == 1.0f) {
|
---|
| 1493 | // check if the view point is valid
|
---|
| 1494 | if (!ValidViewPoint()) {
|
---|
| 1495 | mPvsErrorBuffer[i].mError = -1.0f;
|
---|
| 1496 | }
|
---|
[2616] | 1497 |
|
---|
[2679] | 1498 | // manualy corrected view point
|
---|
| 1499 | if (mFrame == 5105)
|
---|
| 1500 | mPvsErrorBuffer[i].mError = -1.0f;
|
---|
| 1501 | }
|
---|
[2662] | 1502 |
|
---|
[2611] | 1503 |
|
---|
[2679] | 1504 | if (mPvsErrorBuffer[i].mError > 0.0f)
|
---|
| 1505 | {
|
---|
| 1506 | int pvsSize;
|
---|
[2611] | 1507 |
|
---|
[2685] | 1508 | mPvsErrorBuffer[i].mError = GetPixelError(pvsSize);
|
---|
[2679] | 1509 | mPvsErrorBuffer[i].mPvsSize = pvsSize;
|
---|
[2664] | 1510 |
|
---|
[2679] | 1511 | //cout<<"("<<i<<" ["<<mViewPoint<<"]["<<mViewDirection<<"] "<<mPvsErrorBuffer[i].mError<<")";
|
---|
| 1512 | }
|
---|
| 1513 |
|
---|
| 1514 | err = mPvsErrorBuffer[i].mError;
|
---|
| 1515 |
|
---|
| 1516 | if (err >= 0.0f) {
|
---|
| 1517 | if (err > mPvsStat.maxError)
|
---|
| 1518 | mPvsStat.maxError = err;
|
---|
| 1519 | mPvsStat.sumError += err;
|
---|
| 1520 | mPvsStat.sumPvsSize += mPvsErrorBuffer[i].mPvsSize;
|
---|
| 1521 |
|
---|
| 1522 | if (err == 0.0f)
|
---|
| 1523 | mPvsStat.errorFreeFrames++;
|
---|
| 1524 | mPvsStat.frames++;
|
---|
| 1525 | }
|
---|
[1931] | 1526 | }
|
---|
[2647] | 1527 |
|
---|
[2679] | 1528 | glFinish();
|
---|
[2647] | 1529 |
|
---|
[2679] | 1530 | static bool first = true;
|
---|
[2686] | 1531 |
|
---|
[2679] | 1532 | if (first) {
|
---|
[2647] | 1533 |
|
---|
[2679] | 1534 | bool exportRandomViewCells;
|
---|
| 1535 | Environment::GetSingleton()->GetBoolValue("ViewCells.exportRandomViewCells",
|
---|
| 1536 | exportRandomViewCells);
|
---|
| 1537 |
|
---|
| 1538 | if (0 && exportRandomViewCells)
|
---|
| 1539 | {
|
---|
| 1540 | char buff[512];
|
---|
| 1541 | Environment::GetSingleton()->GetStringValue("Scene.filename", buff);
|
---|
| 1542 | string filename(buff);
|
---|
| 1543 |
|
---|
| 1544 | string viewCellPointsFile;
|
---|
| 1545 |
|
---|
| 1546 | if (strstr(filename.c_str(), ".obj"))
|
---|
| 1547 | viewCellPointsFile = ReplaceSuffix(filename, ".obj", ".vc");
|
---|
| 1548 | else if (strstr(filename.c_str(), ".dat"))
|
---|
| 1549 | viewCellPointsFile = ReplaceSuffix(filename, ".dat", ".vc");
|
---|
| 1550 | else if (strstr(filename.c_str(), ".x3d"))
|
---|
| 1551 | viewCellPointsFile = ReplaceSuffix(filename, ".x3d", ".vc");
|
---|
| 1552 |
|
---|
| 1553 |
|
---|
| 1554 | cout << "exporting random view cells" << endl;
|
---|
| 1555 | preprocessor->mViewCellsManager->ExportRandomViewCells(viewCellPointsFile);
|
---|
| 1556 | cout << "finished" << endl;
|
---|
| 1557 | }
|
---|
| 1558 | first = false;
|
---|
| 1559 | }
|
---|
| 1560 |
|
---|
| 1561 | cout<<endl<<flush;
|
---|
[1785] | 1562 | }
|
---|
[1931] | 1563 |
|
---|
[2048] | 1564 |
|
---|
| 1565 | void GlRenderer::EvalPvsStat(const SimpleRayContainer &viewPoints)
|
---|
| 1566 | {
|
---|
[2662] | 1567 | mPvsStat.Reset();
|
---|
[2048] | 1568 |
|
---|
[2662] | 1569 | SetupProjection(GetWidth(), GetHeight());
|
---|
| 1570 |
|
---|
| 1571 | cout << "mPvsStatFrames=" << viewPoints.size() << endl;
|
---|
| 1572 |
|
---|
| 1573 | SimpleRayContainer::const_iterator sit, sit_end = viewPoints.end();
|
---|
| 1574 |
|
---|
| 1575 | int i = 0;
|
---|
| 1576 |
|
---|
| 1577 | for (sit = viewPoints.begin(); sit != sit_end; ++ sit, ++ i)
|
---|
[2048] | 1578 | {
|
---|
[2662] | 1579 | SimpleRay sray = *sit;
|
---|
[2687] | 1580 |
|
---|
[2685] | 1581 | int pvsSize = -1;
|
---|
[2653] | 1582 |
|
---|
[2662] | 1583 | // set frame id for saving the error buffer
|
---|
| 1584 | mFrame = i;
|
---|
| 1585 | mViewPoint = sray.mOrigin;
|
---|
| 1586 | mViewDirection = sray.mDirection;
|
---|
[2571] | 1587 |
|
---|
[2662] | 1588 | // skip all frames which have already 0 pixel error
|
---|
| 1589 | // $$ Reverted back by JB for efficiency
|
---|
| 1590 | if (mPvsErrorBuffer[i].mError > 0.0f)
|
---|
| 1591 | {
|
---|
| 1592 | // compute the pixel error
|
---|
[2685] | 1593 | mPvsErrorBuffer[i].mError = GetPixelError(pvsSize);
|
---|
[2662] | 1594 | mPvsErrorBuffer[i].mPvsSize = pvsSize;
|
---|
[2571] | 1595 |
|
---|
[2685] | 1596 | if (0 && (mPvsErrorBuffer[i].mError * GetWidth() * GetHeight() > 0) && (pvsSize > 0))
|
---|
[2662] | 1597 | {
|
---|
[2685] | 1598 | cout << "error in frame " << i << "," << mViewPoint << "," << mViewDirection << " "
|
---|
[2664] | 1599 | << mPvsErrorBuffer[i].mError * GetWidth() * GetHeight() << endl;
|
---|
[2662] | 1600 | }
|
---|
| 1601 | }
|
---|
[2571] | 1602 |
|
---|
[2662] | 1603 | const float err = mPvsErrorBuffer[i].mError;
|
---|
[2571] | 1604 |
|
---|
[2662] | 1605 | // hack:
|
---|
| 1606 | // do not account for the case that no PVS is rendered - hack for 08 rebuttal GVS evaluation
|
---|
| 1607 | // drop the first frame (for some reason, the first frame yields wrong pixel error)
|
---|
| 1608 |
|
---|
[2687] | 1609 | if (pvsSize != 0)
|
---|
[2662] | 1610 | {
|
---|
[2687] | 1611 | // hack: test if error is suspiciously large
|
---|
| 1612 | if ((err >= -1e-6f) && (err < (1.0f - 1e-6f)))
|
---|
[2662] | 1613 | {
|
---|
[2687] | 1614 | if (err > mPvsStat.maxError)
|
---|
| 1615 | {
|
---|
| 1616 | mPvsStat.maxError = err;
|
---|
| 1617 | cout << "new max error: " << mPvsStat.maxError * GetWidth() * GetHeight() << endl;
|
---|
| 1618 | }
|
---|
[2662] | 1619 |
|
---|
[2687] | 1620 | mPvsStat.sumError += err;
|
---|
| 1621 | mPvsStat.sumPvsSize += mPvsErrorBuffer[i].mPvsSize;
|
---|
[2662] | 1622 |
|
---|
[2687] | 1623 | if (err == 0.0f)
|
---|
| 1624 | ++ mPvsStat.errorFreeFrames;
|
---|
[2662] | 1625 |
|
---|
[2687] | 1626 | // $$ JB
|
---|
| 1627 | // moved it back here not to count frames with negative err (backfacing triangle)
|
---|
| 1628 | ++ mPvsStat.frames;
|
---|
| 1629 |
|
---|
| 1630 | if ((mPvsStat.frames % 100) == 0)
|
---|
| 1631 | cout << "processed " << mPvsStat.frames << " valid view points " << endl;
|
---|
| 1632 | }
|
---|
| 1633 | else
|
---|
| 1634 | {
|
---|
| 1635 | cerr << "warning: strange error (" << err << "), pvs size " << pvsSize << endl;
|
---|
| 1636 | }
|
---|
[2662] | 1637 | }
|
---|
[2048] | 1638 | }
|
---|
[2647] | 1639 |
|
---|
[2662] | 1640 | glFinish();
|
---|
| 1641 |
|
---|
| 1642 |
|
---|
| 1643 | cout << endl << flush;
|
---|
[2048] | 1644 | }
|
---|
| 1645 |
|
---|
| 1646 |
|
---|
| 1647 |
|
---|
[2002] | 1648 | bool
|
---|
| 1649 | GlRenderer::ValidViewPoint()
|
---|
[1931] | 1650 | {
|
---|
[2543] | 1651 | //cout<<"VV4 ";
|
---|
[2048] | 1652 | if (!mDetectEmptyViewSpace)
|
---|
| 1653 | return true;
|
---|
| 1654 | //cout << "vp: " << mViewPoint << " dir: " << mViewDirection << endl;
|
---|
[1931] | 1655 |
|
---|
[2543] | 1656 | OcclusionQuery *query = mOcclusionQueries[0];
|
---|
[1931] | 1657 |
|
---|
[2543] | 1658 | // now check whether any backfacing polygon would pass the depth test
|
---|
| 1659 | SetupCamera();
|
---|
| 1660 | glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT);
|
---|
| 1661 | glEnable( GL_CULL_FACE );
|
---|
| 1662 | glCullFace(GL_BACK);
|
---|
[2002] | 1663 |
|
---|
[2543] | 1664 | //cout<<"VV1 ";
|
---|
| 1665 | RenderScene();
|
---|
| 1666 |
|
---|
| 1667 | glColorMask(GL_FALSE, GL_FALSE, GL_FALSE, GL_FALSE);
|
---|
| 1668 | glDepthMask(GL_FALSE);
|
---|
| 1669 | glDisable( GL_CULL_FACE );
|
---|
| 1670 |
|
---|
| 1671 | query->BeginQuery();
|
---|
| 1672 |
|
---|
| 1673 | // cout<<"VV2 ";
|
---|
| 1674 | RenderScene();
|
---|
| 1675 | // cout<<"VV3 ";
|
---|
| 1676 |
|
---|
| 1677 | query->EndQuery();
|
---|
| 1678 |
|
---|
| 1679 | // at this point, if possible, go and do some other computation
|
---|
| 1680 | glColorMask(GL_TRUE, GL_TRUE, GL_TRUE, GL_TRUE);
|
---|
| 1681 | glDepthMask(GL_TRUE);
|
---|
| 1682 | glEnable( GL_CULL_FACE );
|
---|
| 1683 |
|
---|
[2612] | 1684 | // int wait = 0;
|
---|
| 1685 | // while (!query->ResultAvailable()) {
|
---|
| 1686 | // wait++;
|
---|
| 1687 | // }
|
---|
[2543] | 1688 |
|
---|
| 1689 | // reenable other state
|
---|
| 1690 | unsigned int pixelCount = query->GetQueryResult();
|
---|
| 1691 | // cout<<"VV4 ";
|
---|
| 1692 |
|
---|
| 1693 |
|
---|
[2687] | 1694 | // backfacing polygon found -> not a valid viewspace sample
|
---|
[2543] | 1695 | if (pixelCount > 0)
|
---|
[2687] | 1696 | return false;
|
---|
| 1697 |
|
---|
[2543] | 1698 | return true;
|
---|
[2002] | 1699 | }
|
---|
[1931] | 1700 |
|
---|
[2543] | 1701 |
|
---|
| 1702 | float GlRenderer::GetPixelError(int &pvsSize)
|
---|
[2002] | 1703 | {
|
---|
[2663] | 1704 | return -1.0f;
|
---|
[1931] | 1705 | }
|
---|
| 1706 |
|
---|
[2543] | 1707 |
|
---|
| 1708 | void GlRenderer::RenderViewPoint()
|
---|
[1983] | 1709 | {
|
---|
[2538] | 1710 | mWireFrame = true;
|
---|
| 1711 | glPushMatrix();
|
---|
| 1712 | glTranslatef(mViewPoint.x, mViewPoint.y, mViewPoint.z);
|
---|
[2564] | 1713 | glScalef(5.0f, 5.0f, 5.0f);
|
---|
[2538] | 1714 | glPushAttrib(GL_CURRENT_BIT);
|
---|
| 1715 | glColor3f(1.0f, 0.0f, 0.0f);
|
---|
| 1716 | gluSphere((::GLUquadric *)mSphere,
|
---|
| 1717 | 1e-3*Magnitude(mViewCellsManager->GetViewSpaceBox().Size()), 6, 6);
|
---|
| 1718 | glPopAttrib();
|
---|
| 1719 | glPopMatrix();
|
---|
| 1720 | mWireFrame = false;
|
---|
[1983] | 1721 | }
|
---|
[1931] | 1722 |
|
---|
| 1723 |
|
---|
[2538] | 1724 | void GlRenderer::EnableDrawArrays()
|
---|
| 1725 | {
|
---|
[2620] | 1726 | glEnableClientState(GL_VERTEX_ARRAY);
|
---|
| 1727 | glEnableClientState(GL_NORMAL_ARRAY);
|
---|
[2538] | 1728 | }
|
---|
[1931] | 1729 |
|
---|
| 1730 |
|
---|
[2538] | 1731 | void GlRenderer::DisableDrawArrays()
|
---|
| 1732 | {
|
---|
| 1733 | glDisableClientState(GL_VERTEX_ARRAY);
|
---|
| 1734 | glDisableClientState(GL_NORMAL_ARRAY);
|
---|
| 1735 | }
|
---|
[2006] | 1736 |
|
---|
[2538] | 1737 |
|
---|
| 1738 | #if 0
|
---|
| 1739 |
|
---|
| 1740 | void GlRenderer::RenderKdLeaf(KdLeaf *leaf)
|
---|
| 1741 | {
|
---|
| 1742 | int bufferSize = 0;
|
---|
| 1743 |
|
---|
| 1744 | // count #new triangles
|
---|
| 1745 | for (size_t i = 0; i < leaf->mObjects.size(); ++ i)
|
---|
| 1746 | {
|
---|
| 1747 | TriangleIntersectable *obj = static_cast<TriangleIntersectable *>(leaf->mObjects[i]);
|
---|
| 1748 |
|
---|
| 1749 | // check if already rendered
|
---|
[2643] | 1750 | if (!obj->Mailed2())
|
---|
[2538] | 1751 | bufferSize += 3;
|
---|
| 1752 | //else cout << obj->mMailbox << " " << obj->sMailId << " ";
|
---|
| 1753 | }
|
---|
| 1754 |
|
---|
| 1755 | Vector3 *vertices = new Vector3[bufferSize];
|
---|
| 1756 | Vector3 *normals = new Vector3[bufferSize];
|
---|
| 1757 |
|
---|
| 1758 | int j = 0;
|
---|
| 1759 |
|
---|
| 1760 | for (size_t i = 0; i < leaf->mObjects.size(); ++ i)
|
---|
| 1761 | {
|
---|
| 1762 | TriangleIntersectable *obj = static_cast<TriangleIntersectable *>(leaf->mObjects[i]);
|
---|
| 1763 |
|
---|
| 1764 | // check if already rendered
|
---|
[2643] | 1765 | if (obj->Mailed2())
|
---|
[2538] | 1766 | continue;
|
---|
| 1767 |
|
---|
[2643] | 1768 | obj->Mail2();
|
---|
[2538] | 1769 |
|
---|
| 1770 | Triangle3 tri = obj->GetItem();
|
---|
| 1771 |
|
---|
| 1772 | vertices[j * 3 + 0] = tri.mVertices[0];
|
---|
| 1773 | vertices[j * 3 + 1] = tri.mVertices[1];
|
---|
| 1774 | vertices[j * 3 + 2] = tri.mVertices[2];
|
---|
| 1775 |
|
---|
| 1776 | Vector3 n = tri.GetNormal();
|
---|
| 1777 |
|
---|
| 1778 | normals[j * 3 + 0] = n;
|
---|
| 1779 | normals[j * 3 + 1] = n;
|
---|
| 1780 | normals[j * 3 + 2] = n;
|
---|
| 1781 |
|
---|
| 1782 | ++ j;
|
---|
| 1783 | }
|
---|
| 1784 |
|
---|
| 1785 | glVertexPointer(3, GL_FLOAT, 0, vertices);
|
---|
| 1786 | glNormalPointer(GL_FLOAT, 0, normals);
|
---|
| 1787 |
|
---|
| 1788 | glDrawArrays(GL_TRIANGLES, 0, bufferSize);
|
---|
| 1789 |
|
---|
| 1790 | DEL_PTR(vertices);
|
---|
| 1791 | DEL_PTR(normals);
|
---|
[1931] | 1792 | }
|
---|
[2538] | 1793 |
|
---|
| 1794 | #else
|
---|
| 1795 |
|
---|
| 1796 | void GlRenderer::RenderKdLeaf(KdLeaf *leaf)
|
---|
| 1797 | {
|
---|
| 1798 | if (!leaf->mIndexBufferSize)
|
---|
| 1799 | return;
|
---|
| 1800 |
|
---|
[2539] | 1801 | size_t offset = mObjects.size() * 3;
|
---|
[2538] | 1802 | char *arrayPtr = mUseVbos ? NULL : (char *)mData;
|
---|
| 1803 |
|
---|
| 1804 | glVertexPointer(3, GL_FLOAT, 0, (char *)arrayPtr);
|
---|
| 1805 | glNormalPointer(GL_FLOAT, 0, (char *)arrayPtr + offset * sizeof(Vector3));
|
---|
| 1806 |
|
---|
| 1807 | glDrawElements(GL_TRIANGLES, leaf->mIndexBufferSize, GL_UNSIGNED_INT, mIndices + leaf->mIndexBufferStart);
|
---|
| 1808 | }
|
---|
| 1809 |
|
---|
| 1810 | #endif
|
---|
| 1811 |
|
---|
[2600] | 1812 |
|
---|
[2620] | 1813 |
|
---|
| 1814 | void GlRenderer::PreparePvs(const ObjectPvs &pvs)
|
---|
| 1815 | {
|
---|
| 1816 | int indexBufferSize = 0;
|
---|
[2671] | 1817 | mRenderedNodes = 0;
|
---|
| 1818 |
|
---|
[2643] | 1819 | KdNode::NewMail2();
|
---|
[2633] | 1820 |
|
---|
[2620] | 1821 | ObjectPvsIterator it = pvs.GetIterator();
|
---|
| 1822 |
|
---|
| 1823 | while (it.HasMoreEntries())
|
---|
| 1824 | {
|
---|
| 1825 | Intersectable *obj = it.Next();
|
---|
| 1826 | switch (obj->Type())
|
---|
| 1827 | {
|
---|
| 1828 | case Intersectable::KD_INTERSECTABLE:
|
---|
| 1829 | {
|
---|
| 1830 | KdNode *node = static_cast<KdIntersectable *>(obj)->GetItem();
|
---|
| 1831 | _UpdatePvsIndices(node, indexBufferSize);
|
---|
| 1832 | }
|
---|
| 1833 | break;
|
---|
| 1834 |
|
---|
| 1835 | }
|
---|
| 1836 | }
|
---|
| 1837 |
|
---|
| 1838 | mIndexBufferSize = indexBufferSize;
|
---|
| 1839 | }
|
---|
| 1840 |
|
---|
[2685] | 1841 |
|
---|
[2620] | 1842 | void GlRenderer::_UpdatePvsIndices(KdNode *node, int &indexBufferSize)
|
---|
| 1843 | {
|
---|
[2643] | 1844 | if (node->Mailed2())
|
---|
[2620] | 1845 | return;
|
---|
| 1846 |
|
---|
[2643] | 1847 | node->Mail2();
|
---|
[2620] | 1848 |
|
---|
| 1849 | // if (mObjects.size() * 3 < indexBufferSize) cerr << "problem: " << mObjects.size() * 3 << " < " << indexBufferSize << endl;
|
---|
| 1850 | if (!node->IsLeaf())
|
---|
| 1851 | {
|
---|
| 1852 | KdInterior *kdInterior = static_cast<KdInterior *>(node);
|
---|
| 1853 |
|
---|
| 1854 | _UpdatePvsIndices(kdInterior->mBack, indexBufferSize);
|
---|
| 1855 | _UpdatePvsIndices(kdInterior->mFront, indexBufferSize);
|
---|
| 1856 | }
|
---|
| 1857 | else
|
---|
| 1858 | {
|
---|
| 1859 | KdLeaf *leaf = static_cast<KdLeaf *>(node);
|
---|
| 1860 |
|
---|
| 1861 | leaf->mIndexBufferStart = indexBufferSize;
|
---|
| 1862 |
|
---|
| 1863 | for (size_t i = 0; i < leaf->mObjects.size(); ++ i)
|
---|
| 1864 | {
|
---|
| 1865 | TriangleIntersectable *obj =
|
---|
| 1866 | static_cast<TriangleIntersectable *>(leaf->mObjects[i]);
|
---|
| 1867 |
|
---|
| 1868 | if (obj->mRenderedFrame != mCurrentFrame)
|
---|
| 1869 | {
|
---|
| 1870 | obj->mRenderedFrame = mCurrentFrame;
|
---|
[2685] | 1871 |
|
---|
| 1872 | const int id = obj->GetId() * 3;
|
---|
[2620] | 1873 |
|
---|
[2685] | 1874 | mIndices[indexBufferSize + 0] = id + 0;
|
---|
| 1875 | mIndices[indexBufferSize + 1] = id + 1;
|
---|
| 1876 | mIndices[indexBufferSize + 2] = id + 2;
|
---|
[2620] | 1877 |
|
---|
| 1878 | indexBufferSize += 3;
|
---|
| 1879 | }
|
---|
| 1880 | }
|
---|
| 1881 |
|
---|
[2671] | 1882 | ++ mRenderedNodes;
|
---|
| 1883 |
|
---|
[2620] | 1884 | leaf->mIndexBufferSize = indexBufferSize - leaf->mIndexBufferStart;
|
---|
| 1885 | }
|
---|
| 1886 | }
|
---|
| 1887 |
|
---|
[2671] | 1888 |
|
---|
[2600] | 1889 | void GlRenderer::CreateVertexArrays(SceneGraphLeaf *leaf)
|
---|
[2538] | 1890 | {
|
---|
[2600] | 1891 | size_t offset = leaf->mGeometry.size() * 3;
|
---|
[2538] | 1892 |
|
---|
[2685] | 1893 | mData = new Vector3[offset * 2];
|
---|
| 1894 | mIndices = new unsigned int[offset];
|
---|
| 1895 |
|
---|
| 1896 |
|
---|
[2600] | 1897 | for (size_t i = 0; i < leaf->mGeometry.size(); ++ i)
|
---|
[2538] | 1898 | {
|
---|
[2600] | 1899 | TriangleIntersectable *obj = static_cast<TriangleIntersectable *>(leaf->mGeometry[i]);
|
---|
[2538] | 1900 |
|
---|
| 1901 | Triangle3 tri = obj->GetItem();
|
---|
| 1902 | const Vector3 n = tri.GetNormal();
|
---|
| 1903 |
|
---|
| 1904 | mData[i * 3 + 0] = tri.mVertices[0];
|
---|
| 1905 | mData[i * 3 + 1] = tri.mVertices[1];
|
---|
| 1906 | mData[i * 3 + 2] = tri.mVertices[2];
|
---|
| 1907 |
|
---|
| 1908 | mData[offset + i * 3 + 0] = n;
|
---|
| 1909 | mData[offset + i * 3 + 1] = n;
|
---|
| 1910 | mData[offset + i * 3 + 2] = n;
|
---|
[2685] | 1911 |
|
---|
| 1912 | mIndices[i * 3 + 0] = 0;
|
---|
| 1913 | mIndices[i * 3 + 1] = 0;
|
---|
| 1914 | mIndices[i * 3 + 2] = 0;
|
---|
[2538] | 1915 | }
|
---|
| 1916 |
|
---|
[2686] | 1917 | cout << "\n******** created vertex arrays **********" << endl;
|
---|
| 1918 |
|
---|
[2538] | 1919 | if (mUseVbos)
|
---|
| 1920 | {
|
---|
| 1921 | EnableDrawArrays();
|
---|
| 1922 |
|
---|
| 1923 | glGenBuffersARB(1, &mVboId);
|
---|
| 1924 | glBindBufferARB(GL_ARRAY_BUFFER_ARB, mVboId);
|
---|
| 1925 |
|
---|
| 1926 | glVertexPointer(3, GL_FLOAT, 0, (char *)NULL);
|
---|
| 1927 | glNormalPointer(GL_FLOAT, 0, (char *)NULL + offset * sizeof(Vector3));
|
---|
| 1928 |
|
---|
[2685] | 1929 | glBufferDataARB(GL_ARRAY_BUFFER_ARB, offset * 2 * sizeof(Vector3), mData, GL_STATIC_DRAW_ARB);
|
---|
[2538] | 1930 | glBindBufferARB(GL_ARRAY_BUFFER_ARB, 0);
|
---|
| 1931 |
|
---|
| 1932 | DisableDrawArrays();
|
---|
| 1933 |
|
---|
| 1934 | delete [] mData;
|
---|
[2663] | 1935 | mData = NULL;
|
---|
[2686] | 1936 |
|
---|
| 1937 | cout << "\n******** created vertex buffer objects **********" << endl;
|
---|
[2538] | 1938 | }
|
---|
| 1939 | }
|
---|
| 1940 |
|
---|
| 1941 |
|
---|
| 1942 | void GlRenderer::DeleteVbos()
|
---|
| 1943 | {
|
---|
| 1944 | glDeleteBuffersARB(1, &mVboId);
|
---|
| 1945 | }
|
---|
| 1946 |
|
---|
| 1947 |
|
---|
| 1948 |
|
---|
| 1949 | }
|
---|