[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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[2719] | 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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[2725] | 106 | if (1) {
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[2719] | 107 |
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[2686] | 108 | // outside
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| 109 | mViewPoint = Vector3(35.092, 17.7078, -857.966);
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| 110 | mViewDirection = Vector3(-0.411287, 0, -0.911506);
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[2643] | 111 |
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[2686] | 112 | // strange viewcell for error measurements (id 534)
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| 113 | mViewPoint = Vector3(1405.9, 218.284, -736.785);
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| 114 | mViewDirection = Vector3(0.989155, 0, 0.146877);
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[2653] | 115 |
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[2686] | 116 | // high error for city_full
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| 117 | mViewPoint = Vector3(842.521, 194.708, -136.708);
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| 118 | mViewDirection = Vector3(0.730514, 0, -0.682897);
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[2662] | 119 |
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[2686] | 120 | // also high error for city_full
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| 121 | mViewPoint = Vector3(1038.7f, 192.4f, -471.0f);
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| 122 | mViewDirection = Vector3(-0.8f, 0.0f, -0.6f);
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[2687] | 123 |
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| 124 | mViewPoint = Vector3(440.295, 196.959, -781.302);
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| 125 | mViewDirection = Vector3(-0.0566328, 0, -0.998395);
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[2689] | 126 |
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| 127 | mViewPoint = Vector3(680.682, 189.552, -278.177);
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| 128 | mViewDirection = Vector3(0.942709, -0, -0.333584);
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[2695] | 129 |
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| 130 | // strange error for gvs
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| 131 | mViewPoint = Vector3(1186.9, 193.552, -377.044);
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| 132 | mViewDirection = Vector3(-0.963031, -0, -0.269365);
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| 133 |
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[2696] | 134 | mViewPoint = Vector3(1189.54, 220.087, -462.869);
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[2695] | 135 | mViewDirection = Vector3(-0.996972, -0, -0.0776569);
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[2696] | 136 |
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| 137 | mViewPoint = Vector3(1199.53, 257.677, -457.145);
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| 138 | mViewDirection = Vector3(-0.71206, -0, -0.702108);
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[2697] | 139 |
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| 140 | mViewPoint = Vector3(1188.22, 187.427, -381.739);
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| 141 | mViewDirection = Vector3(-0.963031, -0, -0.269365);
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[2719] | 142 | }
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[2686] | 143 | }
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| 144 |
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[2543] | 145 | mFrame = 0;
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| 146 | mWireFrame = false;
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| 147 | Environment::GetSingleton()->GetBoolValue("Preprocessor.detectEmptyViewSpace",
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| 148 | mDetectEmptyViewSpace);
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[2613] | 149 |
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[2721] | 150 | //mSnapErrorFrames = false;
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| 151 | mSnapErrorFrames = true;
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[2680] | 152 |
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[2543] | 153 | mSnapPrefix = "snap/";
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| 154 | mUseForcedColors = false;
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| 155 | mRenderBoxes = false;
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| 156 | //mUseGlLists = true;
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| 157 | mUseGlLists = false;
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[878] | 158 |
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[2687] | 159 | Environment::GetSingleton()->GetBoolValue("Preprocessor.useVbos", mUseVbos);
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| 160 |
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[2598] | 161 | if (mViewCellsManager->GetViewCellPointsList()->size())
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| 162 | mPvsStatFrames = (int)mViewCellsManager->GetViewCellPointsList()->size();
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[2543] | 163 | else
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[2611] | 164 | Environment::GetSingleton()->GetIntValue("Preprocessor.pvsRenderErrorSamples",
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| 165 | mPvsStatFrames);
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| 166 |
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[2647] | 167 | Debug<<"Info: will evaluate pixel error with "<<mPvsStatFrames<<" samples"<<endl;
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[2611] | 168 |
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[2543] | 169 | mPvsErrorBuffer.resize(mPvsStatFrames);
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| 170 | ClearErrorBuffer();
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[589] | 171 | }
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| 172 |
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[2538] | 173 |
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[589] | 174 | GlRenderer::~GlRenderer()
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| 175 | {
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[2543] | 176 | cerr<<"gl renderer destructor..\n";
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[589] | 177 |
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[2543] | 178 | CLEAR_CONTAINER(mOcclusionQueries);
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[2538] | 179 |
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[2543] | 180 | DeleteVbos();
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[2538] | 181 |
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[2543] | 182 | if (mData) delete [] mData;
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| 183 | if (mIndices) delete [] mIndices;
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| 184 |
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| 185 | glDeleteBuffersARB(1, &mVboId);
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| 186 | cerr<<"done."<<endl;
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[589] | 187 | }
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| 188 |
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[1145] | 189 |
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[2543] | 190 | void GlRenderer::RenderTriangle(TriangleIntersectable *object)
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[1581] | 191 | {
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[2609] | 192 | Triangle3 *t = &(object->GetItem());
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[2543] | 193 | glBegin(GL_TRIANGLES);
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[2575] | 194 | Vector3 normal = t->GetNormal();
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[2543] | 195 | glNormal3f(normal.x, normal.y, normal.z);
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[2575] | 196 | glVertex3f(t->mVertices[0].x, t->mVertices[0].y, t->mVertices[0].z);
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| 197 | glVertex3f(t->mVertices[1].x, t->mVertices[1].y, t->mVertices[1].z);
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| 198 | glVertex3f(t->mVertices[2].x, t->mVertices[2].y, t->mVertices[2].z);
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[2543] | 199 | glEnd();
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[1581] | 200 | }
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| 201 |
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[2543] | 202 |
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| 203 | void GlRenderer::RenderIntersectable(Intersectable *object)
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[589] | 204 | {
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[2619] | 205 | if (!object || (object->mRenderedFrame == mCurrentFrame))
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| 206 | return;
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[2050] | 207 |
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[2543] | 208 | object->mRenderedFrame = mCurrentFrame;
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[589] | 209 |
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[2543] | 210 | glPushAttrib(GL_CURRENT_BIT);
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| 211 |
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[2695] | 212 | if (mUseFalseColors) SetupFalseColor(object->mId);
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[2543] | 213 |
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| 214 | switch (object->Type())
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| 215 | {
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| 216 | case Intersectable::MESH_INSTANCE:
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| 217 | RenderMeshInstance((MeshInstance *)object);
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| 218 | break;
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| 219 | case Intersectable::VIEW_CELL:
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| 220 | RenderViewCell(static_cast<ViewCell *>(object));
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| 221 | break;
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| 222 | case Intersectable::TRANSFORMED_MESH_INSTANCE:
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| 223 | RenderTransformedMeshInstance(static_cast<TransformedMeshInstance *>(object));
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| 224 | break;
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| 225 | case Intersectable::TRIANGLE_INTERSECTABLE:
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| 226 | RenderTriangle(static_cast<TriangleIntersectable *>(object));
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| 227 | break;
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| 228 | case Intersectable::BVH_INTERSECTABLE:
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| 229 | {
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| 230 | BvhNode *node = static_cast<BvhNode *>(object);
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| 231 |
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| 232 | if (mRenderBoxes)
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| 233 | RenderBox(node->GetBoundingBox());
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| 234 | else
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| 235 | RenderBvhNode(node);
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| 236 | break;
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| 237 | }
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| 238 | case Intersectable::KD_INTERSECTABLE:
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| 239 | {
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| 240 | KdNode *node = (static_cast<KdIntersectable *>(object))->GetItem();
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| 241 |
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| 242 | if (mRenderBoxes)
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| 243 | RenderBox(mKdTree->GetBox(node));
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| 244 | else
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| 245 | RenderKdNode(node);
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| 246 | break;
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| 247 | }
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| 248 |
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| 249 | default:
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| 250 | cerr<<"Rendering this object not yet implemented\n";
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| 251 | break;
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| 252 | }
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| 253 |
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| 254 | glPopAttrib();
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[589] | 255 | }
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| 256 |
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[2543] | 257 |
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[2593] | 258 | void GlRenderer::RenderRays(const VssRayContainer &rays, int colorType, int showDistribution, int maxAge)
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[1581] | 259 | {
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[2593] | 260 | float importance;
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[589] | 261 |
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[2543] | 262 | glBegin(GL_LINES);
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[2587] | 263 |
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[2593] | 264 | VssRayContainer::const_iterator it = rays.begin(), it_end = rays.end();
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| 265 |
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[2543] | 266 | for (; it != it_end; ++it)
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| 267 | {
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| 268 | VssRay *ray = *it;
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[2587] | 269 |
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[2591] | 270 | // only show distributions that were checked
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| 271 | if (((ray->mDistribution == SamplingStrategy::DIRECTION_BASED_DISTRIBUTION) && ((showDistribution & 1) == 0)) ||
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| 272 | ((ray->mDistribution == SamplingStrategy::SPATIAL_BOX_BASED_DISTRIBUTION) && ((showDistribution & 2) == 0)) ||
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| 273 | ((ray->mDistribution == SamplingStrategy::OBJECT_DIRECTION_BASED_DISTRIBUTION) && ((showDistribution & 4) == 0)) ||
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[2593] | 274 | ((ray->mDistribution == SamplingStrategy::MUTATION_BASED_DISTRIBUTION) && ((showDistribution & 8) == 0)) ||
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| 275 | ((mViewCellsManager->GetPreprocessor()->mPass - ray->mPass) >= maxAge))
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[2591] | 276 | {
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| 277 | continue;
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| 278 | }
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| 279 |
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[2587] | 280 | switch (colorType)
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| 281 | {
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| 282 | case 0:
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| 283 | glColor3f(1.0f, 0.0f, 0.0f);
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| 284 | break;
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| 285 |
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| 286 | case 1:
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| 287 | importance = 1.0f * ray->Length() / Magnitude(mViewCellsManager->GetViewSpaceBox().Diagonal());
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| 288 | glColor3f(importance, importance, importance);
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| 289 | break;
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| 290 |
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| 291 | case 2:
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| 292 | importance = log10(1e3 * ray->mPvsContribution) / 3.0f;
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| 293 | glColor3f(importance, importance, importance);
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| 294 | break;
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| 295 |
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| 296 | case 3:
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| 297 | {
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| 298 | // nested switches ok?
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| 299 | switch (ray->mDistribution)
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| 300 | {
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| 301 | case SamplingStrategy::SPATIAL_BOX_BASED_DISTRIBUTION:
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| 302 | glColor3f(1, 0, 0);
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| 303 | break;
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| 304 | case SamplingStrategy::MUTATION_BASED_DISTRIBUTION:
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| 305 | glColor3f(0, 1, 0);
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| 306 | break;
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| 307 | case SamplingStrategy::DIRECTION_BASED_DISTRIBUTION:
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| 308 | glColor3f(0, 1, 1);
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| 309 | break;
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| 310 | case SamplingStrategy::OBJECT_DIRECTION_BASED_DISTRIBUTION:
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| 311 | glColor3f(1, 1, 0);
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| 312 | break;
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| 313 | }
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| 314 | }
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| 315 | }
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| 316 |
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[2543] | 317 | glVertex3fv(&ray->mOrigin.x);
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| 318 | glVertex3fv(&ray->mTermination.x);
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| 319 | }
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| 320 |
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| 321 | glEnd();
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[1581] | 322 | }
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| 323 |
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[1737] | 324 |
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[2543] | 325 | void GlRenderer::RenderViewCell(ViewCell *vc)
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[589] | 326 | {
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[2543] | 327 | if (vc->GetMesh())
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| 328 | {
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| 329 | if (!mUseFalseColors)
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| 330 | {
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| 331 | if (vc->GetValid())
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| 332 | glColor3f(0,1,0);
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| 333 | else
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| 334 | glColor3f(0,0,1);
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| 335 | }
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[589] | 336 |
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[2543] | 337 | RenderMesh(vc->GetMesh());
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| 338 | }
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| 339 | else
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| 340 | {
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| 341 | // render viewcells in the subtree
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| 342 | if (!vc->IsLeaf())
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| 343 | {
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| 344 | ViewCellInterior *vci = (ViewCellInterior *) vc;
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[599] | 345 |
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[2543] | 346 | ViewCellContainer::iterator it = vci->mChildren.begin();
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| 347 | for (; it != vci->mChildren.end(); ++it)
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| 348 | {
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| 349 | RenderViewCell(*it);
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| 350 | }
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| 351 | }
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| 352 | else
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| 353 | {
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| 354 | // cerr<<"Empty viewcell mesh\n";
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| 355 | }
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[599] | 356 | }
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[589] | 357 | }
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| 358 |
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[599] | 359 |
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[2530] | 360 | void GlRenderer::RenderMeshInstance(MeshInstance *mi)
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[589] | 361 | {
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[2530] | 362 | RenderMesh(mi->GetMesh());
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[589] | 363 | }
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| 364 |
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[1001] | 365 |
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[589] | 366 | void
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[1001] | 367 | GlRenderer::RenderTransformedMeshInstance(TransformedMeshInstance *mi)
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| 368 | {
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| 369 | // apply world transform before rendering
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| 370 | Matrix4x4 m;
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| 371 | mi->GetWorldTransform(m);
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| 372 |
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| 373 | glPushMatrix();
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| 374 | glMultMatrixf((float *)m.x);
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| 375 |
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| 376 | RenderMesh(mi->GetMesh());
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| 377 |
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| 378 | glPopMatrix();
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| 379 | }
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| 380 |
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| 381 |
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| 382 | void
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[1960] | 383 | GlRenderer::SetupFalseColor(const unsigned int id)
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[589] | 384 | {
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[1944] | 385 | // swap bits of the color
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| 386 | glColor3ub(id&255, (id>>8)&255, (id>>16)&255);
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[589] | 387 | }
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| 388 |
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| 389 |
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[1960] | 390 | unsigned int GlRenderer::GetId(const unsigned char r,
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| 391 | const unsigned char g,
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| 392 | const unsigned char b) const
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[589] | 393 | {
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| 394 | return r + (g << 8) + (b << 16);
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| 395 | }
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| 396 |
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[1960] | 397 |
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[589] | 398 | void
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| 399 | GlRenderer::SetupMaterial(Material *m)
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| 400 | {
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| 401 | if (m)
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| 402 | glColor3fv(&(m->mDiffuseColor.r));
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| 403 | }
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| 404 |
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[1960] | 405 |
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[2543] | 406 | void GlRenderer::RenderMesh(Mesh *mesh)
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[589] | 407 | {
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[2543] | 408 | int i = 0;
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[589] | 409 |
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[2543] | 410 | if (!mUseFalseColors && !mUseForcedColors)
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| 411 | SetupMaterial(mesh->mMaterial);
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[589] | 412 |
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[2562] | 413 | for (i = 0; i < mesh->mFaces.size(); i++)
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[2543] | 414 | {
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| 415 | if (mWireFrame)
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| 416 | glBegin(GL_LINE_LOOP);
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| 417 | else
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| 418 | glBegin(GL_POLYGON);
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| 419 |
|
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| 420 | Face *face = mesh->mFaces[i];
|
---|
[2614] | 421 | Vector3 normal = mesh->GetNormal(i);
|
---|
| 422 |
|
---|
| 423 | glNormal3f(normal.x, normal.y, normal.z);
|
---|
[2543] | 424 | for (int j = 0; j < face->mVertexIndices.size(); j++) {
|
---|
| 425 | glVertex3fv(&mesh->mVertices[face->mVertexIndices[j]].x);
|
---|
| 426 | }
|
---|
| 427 | glEnd();
|
---|
[589] | 428 | }
|
---|
| 429 | }
|
---|
| 430 |
|
---|
[2572] | 431 | void GlRenderer::InitGL()
|
---|
[589] | 432 | {
|
---|
[2572] | 433 | mSphere = (GLUquadric *)gluNewQuadric();
|
---|
[589] | 434 |
|
---|
[2572] | 435 | glMatrixMode(GL_PROJECTION);
|
---|
| 436 | glLoadIdentity();
|
---|
[2562] | 437 |
|
---|
[2572] | 438 | glMatrixMode(GL_MODELVIEW);
|
---|
| 439 | glLoadIdentity();
|
---|
[746] | 440 |
|
---|
[2572] | 441 | glFrontFace(GL_CCW);
|
---|
| 442 | glCullFace(GL_BACK);
|
---|
[746] | 443 |
|
---|
[2572] | 444 | glShadeModel(GL_FLAT);
|
---|
| 445 | glDepthFunc(GL_LESS );
|
---|
| 446 | glEnable(GL_DEPTH_TEST);
|
---|
| 447 | glEnable(GL_CULL_FACE);
|
---|
[2538] | 448 |
|
---|
[2572] | 449 | InitExtensions();
|
---|
| 450 |
|
---|
| 451 | glTexEnvi(GL_TEXTURE_ENV, GL_TEXTURE_ENV_MODE, GL_REPLACE);
|
---|
| 452 | glEnable(GL_NORMALIZE);
|
---|
[2604] | 453 | glClearColor(0.0f, 0.0f, 0.0f, 1.0f);
|
---|
[2572] | 454 |
|
---|
[2663] | 455 | // create some occlusion queries
|
---|
| 456 | OcclusionQuery::GenQueries(mOcclusionQueries, 100);
|
---|
[2572] | 457 |
|
---|
[2601] | 458 | SceneGraphInterior *interior = mSceneGraph->GetRoot();
|
---|
| 459 |
|
---|
| 460 | SceneGraphNodeContainer::iterator ni = interior->mChildren.begin();
|
---|
| 461 |
|
---|
| 462 | for (; ni != interior->mChildren.end(); ni++)
|
---|
| 463 | {
|
---|
| 464 | CreateVertexArrays(static_cast<SceneGraphLeaf *>(*ni));
|
---|
| 465 | }
|
---|
[589] | 466 | }
|
---|
| 467 |
|
---|
[746] | 468 |
|
---|
[589] | 469 | void
|
---|
[811] | 470 | GlRenderer::SetupProjection(const int w, const int h, const float angle)
|
---|
[589] | 471 | {
|
---|
| 472 | glViewport(0, 0, w, h);
|
---|
| 473 | glMatrixMode(GL_PROJECTION);
|
---|
| 474 | glLoadIdentity();
|
---|
[811] | 475 | gluPerspective(angle, 1.0, 0.1, 2.0*Magnitude(mSceneGraph->GetBox().Diagonal()));
|
---|
[589] | 476 | glMatrixMode(GL_MODELVIEW);
|
---|
| 477 | }
|
---|
| 478 |
|
---|
[1581] | 479 |
|
---|
| 480 |
|
---|
[589] | 481 | void
|
---|
| 482 | GlRenderer::SetupCamera()
|
---|
| 483 | {
|
---|
[2544] | 484 | Vector3 target = mViewPoint + mViewDirection;
|
---|
| 485 |
|
---|
| 486 | Vector3 up(0,1,0);
|
---|
| 487 |
|
---|
[2582] | 488 | if (fabs(DotProd(mViewDirection, up)) > 0.99f)
|
---|
| 489 | up = Vector3(1, 0, 0);
|
---|
[2544] | 490 |
|
---|
| 491 | glLoadIdentity();
|
---|
| 492 | gluLookAt(mViewPoint.x, mViewPoint.y, mViewPoint.z,
|
---|
| 493 | target.x, target.y, target.z,
|
---|
| 494 | up.x, up.y, up.z);
|
---|
[589] | 495 | }
|
---|
| 496 |
|
---|
[2620] | 497 |
|
---|
[2671] | 498 | void GlRenderer::_RenderScene()
|
---|
| 499 | {
|
---|
| 500 | ObjectContainer::const_iterator oi = mObjects.begin();
|
---|
[2620] | 501 |
|
---|
[2671] | 502 | for (; oi != mObjects.end(); oi++)
|
---|
| 503 | RenderIntersectable(*oi);
|
---|
[1145] | 504 | }
|
---|
| 505 |
|
---|
[2671] | 506 |
|
---|
[2538] | 507 | void GlRenderer::_RenderSceneTrianglesWithDrawArrays()
|
---|
[2002] | 508 | {
|
---|
[2538] | 509 | EnableDrawArrays();
|
---|
| 510 |
|
---|
| 511 | if (mUseVbos)
|
---|
| 512 | glBindBufferARB(GL_ARRAY_BUFFER_ARB, mVboId);
|
---|
[2002] | 513 |
|
---|
[2671] | 514 | const int offset = (int)mObjects.size() * 3;
|
---|
[2538] | 515 | char *arrayPtr = mUseVbos ? NULL : (char *)mData;
|
---|
[2002] | 516 |
|
---|
[2538] | 517 | glVertexPointer(3, GL_FLOAT, 0, (char *)arrayPtr);
|
---|
| 518 | glNormalPointer(GL_FLOAT, 0, (char *)arrayPtr + offset * sizeof(Vector3));
|
---|
| 519 |
|
---|
[2671] | 520 | glDrawArrays(GL_TRIANGLES, 0, offset);
|
---|
[2538] | 521 | }
|
---|
| 522 |
|
---|
| 523 |
|
---|
[2615] | 524 | void GlRenderer::_RenderDynamicObject(SceneGraphLeaf *leaf)
|
---|
| 525 | {
|
---|
| 526 | // apply world transform before rendering
|
---|
| 527 | Matrix4x4 m;
|
---|
| 528 | leaf->GetTransform(m);
|
---|
| 529 |
|
---|
| 530 | glPushMatrix();
|
---|
| 531 | glMultMatrixf((float *)m.x);
|
---|
| 532 |
|
---|
| 533 | glBegin(GL_TRIANGLES);
|
---|
| 534 |
|
---|
| 535 | ObjectContainer::const_iterator oi = leaf->mGeometry.begin();
|
---|
| 536 | for (; oi != leaf->mGeometry.end(); oi++)
|
---|
| 537 | {
|
---|
| 538 | TriangleIntersectable *object = (TriangleIntersectable *)*oi;
|
---|
| 539 | Triangle3 *t = &(object->GetItem());
|
---|
| 540 |
|
---|
| 541 | Vector3 normal = t->GetNormal();
|
---|
| 542 | glNormal3f(normal.x, normal.y, normal.z);
|
---|
| 543 |
|
---|
| 544 | glVertex3f(t->mVertices[0].x, t->mVertices[0].y, t->mVertices[0].z);
|
---|
| 545 | glVertex3f(t->mVertices[1].x, t->mVertices[1].y, t->mVertices[1].z);
|
---|
| 546 | glVertex3f(t->mVertices[2].x, t->mVertices[2].y, t->mVertices[2].z);
|
---|
| 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();
|
---|
[2706] | 593 |
|
---|
[2609] | 594 | // handle dynamic objects
|
---|
| 595 | DynamicObjectsContainer::const_iterator dit, dit_end = p->mDynamicObjects.end();
|
---|
| 596 |
|
---|
| 597 | for (dit = p->mDynamicObjects.begin(); dit != dit_end; ++ dit)
|
---|
| 598 | {
|
---|
[2615] | 599 | _RenderDynamicObject(*dit);
|
---|
[2609] | 600 | }
|
---|
[2702] | 601 |
|
---|
[2600] | 602 | _RenderSceneTrianglesWithDrawArrays();
|
---|
| 603 |
|
---|
| 604 | return true;
|
---|
[1145] | 605 | }
|
---|
| 606 |
|
---|
| 607 |
|
---|
[2702] | 608 |
|
---|
| 609 | Preprocessor *GlRenderer::GetPreprocessor()
|
---|
| 610 | {
|
---|
| 611 | return mViewCellsManager->GetPreprocessor();
|
---|
| 612 | }
|
---|
| 613 |
|
---|
| 614 |
|
---|
| 615 | /****************************************************************/
|
---|
| 616 | /* GlRendererBuffer implementation */
|
---|
| 617 | /****************************************************************/
|
---|
| 618 |
|
---|
| 619 |
|
---|
| 620 |
|
---|
| 621 | GlRendererBuffer::GlRendererBuffer(SceneGraph *sceneGraph,
|
---|
| 622 | ViewCellsManager *viewcells,
|
---|
| 623 | KdTree *tree):
|
---|
| 624 | GlRenderer(sceneGraph, viewcells, tree)
|
---|
| 625 | {
|
---|
| 626 | mPixelBuffer = NULL;
|
---|
| 627 | // implement width and height in subclasses
|
---|
| 628 | }
|
---|
| 629 |
|
---|
| 630 |
|
---|
[589] | 631 | void
|
---|
[2538] | 632 | GlRendererBuffer::EvalQueryWithItemBuffer()
|
---|
[997] | 633 | {
|
---|
| 634 | // read back the texture
|
---|
| 635 | glReadPixels(0, 0,
|
---|
[2671] | 636 | GetWidth(), GetHeight(),
|
---|
| 637 | GL_RGBA,
|
---|
| 638 | GL_UNSIGNED_BYTE,
|
---|
| 639 | mPixelBuffer);
|
---|
| 640 |
|
---|
| 641 |
|
---|
[997] | 642 | unsigned int *p = mPixelBuffer;
|
---|
[2671] | 643 |
|
---|
[997] | 644 | for (int y = 0; y < GetHeight(); y++)
|
---|
| 645 | {
|
---|
| 646 | for (int x = 0; x < GetWidth(); x++, p++)
|
---|
| 647 | {
|
---|
| 648 | unsigned int id = (*p) & 0xFFFFFF;
|
---|
| 649 |
|
---|
| 650 | if (id != 0xFFFFFF)
|
---|
[2053] | 651 | {
|
---|
[997] | 652 | ++ mObjects[id]->mCounter;
|
---|
[2053] | 653 | }
|
---|
[997] | 654 | }
|
---|
| 655 | }
|
---|
| 656 | }
|
---|
| 657 |
|
---|
[1145] | 658 |
|
---|
[997] | 659 | void
|
---|
| 660 | GlRendererBuffer::EvalQueryWithOcclusionQueries(
|
---|
| 661 | //RenderCostSample &sample
|
---|
| 662 | )
|
---|
| 663 | {
|
---|
| 664 | glDepthFunc(GL_LEQUAL);
|
---|
| 665 |
|
---|
| 666 | glColorMask(GL_FALSE, GL_FALSE, GL_FALSE, GL_FALSE);
|
---|
| 667 | glDepthMask(GL_FALSE);
|
---|
[1000] | 668 |
|
---|
| 669 |
|
---|
| 670 | // simulate detectemptyviewspace using backface culling
|
---|
[1001] | 671 | if (mDetectEmptyViewSpace)
|
---|
[997] | 672 | {
|
---|
[1000] | 673 | glEnable(GL_CULL_FACE);
|
---|
[1001] | 674 | //cout << "culling" << endl;
|
---|
[1000] | 675 | }
|
---|
| 676 | else
|
---|
| 677 | {
|
---|
[1001] | 678 | //cout << "not culling" << endl;
|
---|
[1000] | 679 | glDisable(GL_CULL_FACE);
|
---|
[1001] | 680 | }
|
---|
[1000] | 681 |
|
---|
| 682 |
|
---|
[1001] | 683 | //const int numQ = 1;
|
---|
| 684 | const int numQ = (int)mOcclusionQueries.size();
|
---|
[1000] | 685 |
|
---|
[1001] | 686 | //glFinish();
|
---|
| 687 | int q = 0;
|
---|
| 688 |
|
---|
| 689 | //-- now issue queries for all objects
|
---|
| 690 | for (int j = 0; j < (int)mObjects.size(); j += q)
|
---|
[1000] | 691 | {
|
---|
[1001] | 692 | for (q = 0; ((j + q) < (int)mObjects.size()) && (q < numQ); ++ q)
|
---|
[997] | 693 | {
|
---|
[1001] | 694 | mOcclusionQueries[q]->BeginQuery();
|
---|
[1000] | 695 |
|
---|
[997] | 696 | RenderIntersectable(mObjects[j + q]);
|
---|
[1000] | 697 |
|
---|
[1001] | 698 | mOcclusionQueries[q]->EndQuery();
|
---|
[997] | 699 | }
|
---|
[1001] | 700 | //cout << "q: " << q << endl;
|
---|
[997] | 701 | // collect results of the queries
|
---|
[1001] | 702 | for (int t = 0; t < q; ++ t)
|
---|
[997] | 703 | {
|
---|
| 704 | unsigned int pixelCount;
|
---|
[1001] | 705 |
|
---|
[997] | 706 | //-- reenable other state
|
---|
[1001] | 707 |
|
---|
| 708 | pixelCount = mOcclusionQueries[t]->GetQueryResult();
|
---|
[997] | 709 |
|
---|
[1001] | 710 | //if (pixelCount > 0)
|
---|
| 711 | // cout <<"o="<<j+q<<" q="<<mOcclusionQueries[q]->GetQueryId()<<" pc="<<pixelCount<<" ";
|
---|
| 712 | mObjects[j + t]->mCounter += pixelCount;
|
---|
[2053] | 713 |
|
---|
[997] | 714 | }
|
---|
| 715 | }
|
---|
[2690] | 716 |
|
---|
[1001] | 717 | //glFinish();
|
---|
[997] | 718 | glColorMask(GL_TRUE, GL_TRUE, GL_TRUE, GL_TRUE);
|
---|
| 719 | glDepthMask(GL_TRUE);
|
---|
[1000] | 720 |
|
---|
| 721 | glEnable(GL_CULL_FACE);
|
---|
[997] | 722 | }
|
---|
| 723 |
|
---|
| 724 |
|
---|
| 725 | void
|
---|
[1931] | 726 | GlRenderer::RandomViewPoint()
|
---|
[1001] | 727 | {
|
---|
[589] | 728 | // do not use this function since it could return different viewpoints for
|
---|
| 729 | // different executions of the algorithm
|
---|
| 730 |
|
---|
[1112] | 731 | // mViewCellsManager->GetViewPoint(mViewPoint);
|
---|
[589] | 732 |
|
---|
| 733 | while (1) {
|
---|
| 734 | Vector3 pVector = Vector3(halton.GetNumber(1),
|
---|
| 735 | halton.GetNumber(2),
|
---|
| 736 | halton.GetNumber(3));
|
---|
| 737 |
|
---|
[1112] | 738 | mViewPoint = mViewCellsManager->GetViewSpaceBox().GetPoint(pVector);
|
---|
[589] | 739 | ViewCell *v = mViewCellsManager->GetViewCell(mViewPoint);
|
---|
| 740 | if (v && v->GetValid())
|
---|
| 741 | break;
|
---|
| 742 | // generate a new vector
|
---|
| 743 | halton.GenerateNext();
|
---|
| 744 | }
|
---|
| 745 |
|
---|
| 746 | Vector3 dVector = Vector3(2*M_PI*halton.GetNumber(4),
|
---|
| 747 | M_PI*halton.GetNumber(5),
|
---|
| 748 | 0.0f);
|
---|
| 749 |
|
---|
| 750 | mViewDirection = Normalize(Vector3(sin(dVector.x),
|
---|
[2614] | 751 | // cos(dVector.y),
|
---|
[589] | 752 | 0.0f,
|
---|
| 753 | cos(dVector.x)));
|
---|
| 754 | halton.GenerateNext();
|
---|
| 755 | }
|
---|
| 756 |
|
---|
| 757 |
|
---|
[1585] | 758 | void
|
---|
| 759 | GlRenderer::RenderBox(const AxisAlignedBox3 &box)
|
---|
| 760 | {
|
---|
| 761 |
|
---|
| 762 | glBegin(GL_LINE_LOOP);
|
---|
| 763 | glVertex3d(box.Min().x, box.Max().y, box.Min().z );
|
---|
| 764 | glVertex3d(box.Max().x, box.Max().y, box.Min().z );
|
---|
| 765 | glVertex3d(box.Max().x, box.Min().y, box.Min().z );
|
---|
| 766 | glVertex3d(box.Min().x, box.Min().y, box.Min().z );
|
---|
| 767 | glEnd();
|
---|
| 768 |
|
---|
| 769 | glBegin(GL_LINE_LOOP);
|
---|
| 770 | glVertex3d(box.Min().x, box.Min().y, box.Max().z );
|
---|
| 771 | glVertex3d(box.Max().x, box.Min().y, box.Max().z );
|
---|
| 772 | glVertex3d(box.Max().x, box.Max().y, box.Max().z );
|
---|
| 773 | glVertex3d(box.Min().x, box.Max().y, box.Max().z );
|
---|
| 774 | glEnd();
|
---|
| 775 |
|
---|
| 776 | glBegin(GL_LINE_LOOP);
|
---|
| 777 | glVertex3d(box.Max().x, box.Min().y, box.Min().z );
|
---|
| 778 | glVertex3d(box.Max().x, box.Min().y, box.Max().z );
|
---|
| 779 | glVertex3d(box.Max().x, box.Max().y, box.Max().z );
|
---|
| 780 | glVertex3d(box.Max().x, box.Max().y, box.Min().z );
|
---|
| 781 | glEnd();
|
---|
| 782 |
|
---|
| 783 | glBegin(GL_LINE_LOOP);
|
---|
| 784 | glVertex3d(box.Min().x, box.Min().y, box.Min().z );
|
---|
| 785 | glVertex3d(box.Min().x, box.Min().y, box.Max().z );
|
---|
| 786 | glVertex3d(box.Min().x, box.Max().y, box.Max().z );
|
---|
| 787 | glVertex3d(box.Min().x, box.Max().y, box.Min().z );
|
---|
| 788 | glEnd();
|
---|
| 789 |
|
---|
| 790 | glBegin(GL_LINE_LOOP);
|
---|
| 791 | glVertex3d(box.Min().x, box.Min().y, box.Min().z );
|
---|
| 792 | glVertex3d(box.Max().x, box.Min().y, box.Min().z );
|
---|
| 793 | glVertex3d(box.Max().x, box.Min().y, box.Max().z );
|
---|
| 794 | glVertex3d(box.Min().x, box.Min().y, box.Max().z );
|
---|
| 795 | glEnd();
|
---|
| 796 |
|
---|
| 797 | glBegin(GL_LINE_LOOP);
|
---|
| 798 | glVertex3d(box.Min().x, box.Max().y, box.Min().z );
|
---|
| 799 | glVertex3d(box.Max().x, box.Max().y, box.Min().z );
|
---|
| 800 | glVertex3d(box.Max().x, box.Max().y, box.Max().z );
|
---|
| 801 | glVertex3d(box.Min().x, box.Max().y, box.Max().z );
|
---|
| 802 |
|
---|
| 803 | glEnd();
|
---|
| 804 |
|
---|
[811] | 805 | }
|
---|
[1585] | 806 |
|
---|
| 807 | void
|
---|
| 808 | GlRenderer::RenderBvhNode(BvhNode *node)
|
---|
| 809 | {
|
---|
| 810 | if (node->IsLeaf()) {
|
---|
| 811 | BvhLeaf *leaf = (BvhLeaf *) node;
|
---|
[1785] | 812 |
|
---|
| 813 | #if 0
|
---|
| 814 | if (leaf->mGlList == 0) {
|
---|
| 815 | leaf->mGlList = glGenLists(1);
|
---|
| 816 | if (leaf->mGlList != 0)
|
---|
| 817 | glNewList(leaf->mGlList, GL_COMPILE);
|
---|
| 818 |
|
---|
| 819 | for (int i=0; i < leaf->mObjects.size(); i++)
|
---|
| 820 | RenderIntersectable(leaf->mObjects[i]);
|
---|
| 821 |
|
---|
| 822 | if (leaf->mGlList != 0)
|
---|
| 823 | glEndList();
|
---|
| 824 | }
|
---|
| 825 |
|
---|
| 826 | if (leaf->mGlList != 0)
|
---|
| 827 | glCallList(leaf->mGlList);
|
---|
| 828 | #else
|
---|
[1983] | 829 | for (int i=0; i < leaf->mObjects.size(); i++)
|
---|
| 830 | RenderIntersectable(leaf->mObjects[i]);
|
---|
[1785] | 831 | #endif
|
---|
[1585] | 832 | } else {
|
---|
| 833 | BvhInterior *in = (BvhInterior *)node;
|
---|
| 834 | RenderBvhNode(in->GetBack());
|
---|
| 835 | RenderBvhNode(in->GetFront());
|
---|
| 836 | }
|
---|
[1594] | 837 | }
|
---|
| 838 |
|
---|
| 839 | void
|
---|
| 840 | GlRenderer::RenderKdNode(KdNode *node)
|
---|
| 841 | {
|
---|
[2620] | 842 | if (node->IsLeaf())
|
---|
[2538] | 843 | {
|
---|
[2613] | 844 | #if !EVAL_ERROR
|
---|
[2538] | 845 | RenderKdLeaf(static_cast<KdLeaf *>(node));
|
---|
| 846 | #else
|
---|
[2619] | 847 | KdLeaf *leaf = static_cast<KdLeaf *>(node);
|
---|
[2538] | 848 | for (int i=0; i < leaf->mObjects.size(); i++)
|
---|
[2619] | 849 | {
|
---|
[2538] | 850 | RenderIntersectable(leaf->mObjects[i]);
|
---|
[2620] | 851 |
|
---|
[2619] | 852 | }
|
---|
[2538] | 853 | #endif
|
---|
| 854 | }
|
---|
| 855 | else
|
---|
| 856 | {
|
---|
[2619] | 857 | KdInterior *inter = static_cast<KdInterior *>(node);
|
---|
| 858 | RenderKdNode(inter->mBack);
|
---|
| 859 | RenderKdNode(inter->mFront);
|
---|
[1594] | 860 | }
|
---|
[1585] | 861 | }
|
---|
| 862 |
|
---|
[1785] | 863 |
|
---|
[2690] | 864 | void GlRendererBuffer::EvalRenderCostSample(RenderCostSample &sample,
|
---|
| 865 | const bool useOcclusionQueries,
|
---|
| 866 | const int threshold)
|
---|
[1785] | 867 | {
|
---|
[2543] | 868 | // choose a random view point
|
---|
| 869 | mViewCellsManager->GetViewPoint(mViewPoint);
|
---|
| 870 | sample.mPosition = mViewPoint;
|
---|
| 871 | //cout << "viewpoint: " << mViewPoint << endl;
|
---|
| 872 |
|
---|
| 873 | // take a render cost sample by rendering a cube
|
---|
| 874 | Vector3 directions[6];
|
---|
| 875 |
|
---|
| 876 | directions[0] = Vector3(1,0,0);
|
---|
| 877 | directions[1] = Vector3(0,1,0);
|
---|
| 878 | directions[2] = Vector3(0,0,1);
|
---|
| 879 | directions[3] = Vector3(-1,0,0);
|
---|
| 880 | directions[4] = Vector3(0,-1,0);
|
---|
| 881 | directions[5] = Vector3(0,0,-1);
|
---|
| 882 |
|
---|
| 883 | sample.mVisibleObjects = 0;
|
---|
| 884 |
|
---|
| 885 | // reset object counters
|
---|
| 886 | ObjectContainer::const_iterator it, it_end = mObjects.end();
|
---|
| 887 |
|
---|
| 888 | for (it = mObjects.begin(); it != it_end; ++ it)
|
---|
| 889 | (*it)->mCounter = 0;
|
---|
| 890 |
|
---|
| 891 | ++ mFrame;
|
---|
| 892 |
|
---|
| 893 | //glCullFace(GL_FRONT);
|
---|
| 894 | glCullFace(GL_BACK);
|
---|
| 895 | glDisable(GL_CULL_FACE);
|
---|
| 896 |
|
---|
| 897 |
|
---|
[1785] | 898 | // query all 6 directions for a full point sample
|
---|
[2543] | 899 | for (int i = 0; i < 6; ++ i)
|
---|
[1785] | 900 | {
|
---|
[2543] | 901 | mViewDirection = directions[i];
|
---|
| 902 | SetupCamera();
|
---|
| 903 |
|
---|
| 904 | glClearColor(1.0f, 1.0f, 1.0f, 1.0f);
|
---|
| 905 | glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT);
|
---|
| 906 | //glColorMask(GL_TRUE, GL_TRUE, GL_TRUE, GL_TRUE); glDepthMask(GL_TRUE);
|
---|
| 907 | glDepthFunc(GL_LESS);
|
---|
| 908 |
|
---|
| 909 | mUseFalseColors = true;
|
---|
| 910 |
|
---|
| 911 | // the actual scene rendering fills the depth (for occlusion queries)
|
---|
| 912 | // and the frame buffer (for item buffer)
|
---|
| 913 | RenderScene();
|
---|
| 914 |
|
---|
| 915 |
|
---|
| 916 | if (0)
|
---|
[1785] | 917 | {
|
---|
[2543] | 918 | char filename[256];
|
---|
[2709] | 919 | sprintf_s(filename, "snap/frame-%04d-%d.png", mFrame, i);
|
---|
[2543] | 920 | // QImage im = toImage();
|
---|
| 921 | // im.save(filename, "PNG");
|
---|
[1785] | 922 | }
|
---|
[2543] | 923 |
|
---|
| 924 | // evaluate the sample
|
---|
| 925 | if (useOcclusionQueries)
|
---|
| 926 | EvalQueryWithOcclusionQueries();
|
---|
| 927 | else
|
---|
| 928 | EvalQueryWithItemBuffer();
|
---|
[1785] | 929 | }
|
---|
[2543] | 930 |
|
---|
| 931 | // now evaluate the statistics over that sample
|
---|
| 932 | // currently only the number of visible objects is taken into account
|
---|
| 933 | sample.Reset();
|
---|
| 934 |
|
---|
| 935 | for (it = mObjects.begin(); it != it_end; ++ it)
|
---|
[1785] | 936 | {
|
---|
[2543] | 937 | Intersectable *obj = *it;
|
---|
| 938 | if (obj->mCounter >= threshold)
|
---|
[1785] | 939 | {
|
---|
[2543] | 940 | ++ sample.mVisibleObjects;
|
---|
| 941 | sample.mVisiblePixels += obj->mCounter;
|
---|
[1785] | 942 | }
|
---|
| 943 | }
|
---|
[2543] | 944 |
|
---|
| 945 | //cout << "RS=" << sample.mVisibleObjects << " ";
|
---|
[1585] | 946 | }
|
---|
[1785] | 947 |
|
---|
| 948 |
|
---|
| 949 | GlRendererBuffer::~GlRendererBuffer()
|
---|
| 950 | {
|
---|
[1990] | 951 | #if 0
|
---|
| 952 | #ifdef USE_CG
|
---|
| 953 | if (sCgFragmentProgram)
|
---|
[1785] | 954 | cgDestroyProgram(sCgFragmentProgram);
|
---|
| 955 | if (sCgContext)
|
---|
| 956 | cgDestroyContext(sCgContext);
|
---|
| 957 | #endif
|
---|
[1990] | 958 | #endif
|
---|
[2543] | 959 |
|
---|
[1785] | 960 | }
|
---|
| 961 |
|
---|
| 962 |
|
---|
| 963 | void
|
---|
| 964 | GlRendererBuffer::SampleRenderCost(const int numSamples,
|
---|
| 965 | vector<RenderCostSample> &samples,
|
---|
| 966 | const bool useOcclusionQueries,
|
---|
| 967 | const int threshold
|
---|
| 968 | )
|
---|
| 969 | {
|
---|
[2677] | 970 | MakeLive();
|
---|
[1785] | 971 |
|
---|
[2543] | 972 | if (mPixelBuffer == NULL)
|
---|
| 973 | mPixelBuffer = new unsigned int[GetWidth()*GetHeight()];
|
---|
[1785] | 974 |
|
---|
[2543] | 975 | // using 90 degree projection to capture 360 view with 6 samples
|
---|
| 976 | SetupProjection(GetHeight(), GetHeight(), 90.0f);
|
---|
[1785] | 977 |
|
---|
[2543] | 978 | //samples.resize(numSamples);
|
---|
| 979 | halton.Reset();
|
---|
[1785] | 980 |
|
---|
[2543] | 981 | // the number of queries queried in batch mode
|
---|
| 982 | const int numQ = 500;
|
---|
[1785] | 983 |
|
---|
[2543] | 984 | //const int numQ = (int)mObjects.size();
|
---|
| 985 | if (useOcclusionQueries)
|
---|
| 986 | {
|
---|
| 987 | cout << "\ngenerating " << numQ << " queries ... ";
|
---|
| 988 | OcclusionQuery::GenQueries(mOcclusionQueries, numQ);
|
---|
| 989 | cout << "finished" << endl;
|
---|
| 990 | }
|
---|
| 991 |
|
---|
| 992 | // sampling queries
|
---|
| 993 | for (int i = 0; i < numSamples; ++ i)
|
---|
| 994 | {
|
---|
| 995 | cout << ".";
|
---|
| 996 | EvalRenderCostSample(samples[i], useOcclusionQueries, threshold);
|
---|
| 997 | }
|
---|
| 998 |
|
---|
[2677] | 999 | DoneLive();
|
---|
[1785] | 1000 | }
|
---|
| 1001 |
|
---|
| 1002 |
|
---|
| 1003 |
|
---|
| 1004 |
|
---|
[2543] | 1005 |
|
---|
[1785] | 1006 | void
|
---|
[1931] | 1007 | GlRenderer::ClearErrorBuffer()
|
---|
[1785] | 1008 | {
|
---|
| 1009 | for (int i=0; i < mPvsStatFrames; i++) {
|
---|
| 1010 | mPvsErrorBuffer[i].mError = 1.0f;
|
---|
| 1011 | }
|
---|
[2002] | 1012 | mPvsStat.maxError = 0.0f;
|
---|
[1785] | 1013 | }
|
---|
| 1014 |
|
---|
| 1015 |
|
---|
| 1016 | void
|
---|
| 1017 | GlRendererBuffer::EvalPvsStat()
|
---|
| 1018 | {
|
---|
[2679] | 1019 | //MakeLive();
|
---|
[2049] | 1020 |
|
---|
[2048] | 1021 | GlRenderer::EvalPvsStat();
|
---|
[2049] | 1022 |
|
---|
[2679] | 1023 | //DoneLive();
|
---|
[2677] | 1024 | // mRenderingFinished.wakeAll();
|
---|
[1785] | 1025 | }
|
---|
| 1026 |
|
---|
| 1027 |
|
---|
[2048] | 1028 | void GlRendererBuffer::EvalPvsStat(const SimpleRayContainer &viewPoints)
|
---|
| 1029 | {
|
---|
[2679] | 1030 | //MakeLive();
|
---|
[2048] | 1031 |
|
---|
| 1032 | GlRenderer::EvalPvsStat(viewPoints);
|
---|
| 1033 |
|
---|
[2679] | 1034 | //DoneLive();
|
---|
[2048] | 1035 | }
|
---|
| 1036 |
|
---|
| 1037 |
|
---|
[1785] | 1038 | void GlRendererBuffer::SampleBeamContributions(Intersectable *sourceObject,
|
---|
| 1039 | Beam &beam,
|
---|
| 1040 | const int desiredSamples,
|
---|
| 1041 | BeamSampleStatistics &stat)
|
---|
| 1042 | {
|
---|
| 1043 | // TODO: should be moved out of here (not to be done every time)
|
---|
| 1044 | // only back faces are interesting for the depth pass
|
---|
| 1045 | glShadeModel(GL_FLAT);
|
---|
| 1046 | glDisable(GL_LIGHTING);
|
---|
| 1047 |
|
---|
| 1048 | // needed to kill the fragments for the front buffer
|
---|
| 1049 | glEnable(GL_ALPHA_TEST);
|
---|
| 1050 | glAlphaFunc(GL_GREATER, 0);
|
---|
| 1051 |
|
---|
| 1052 | // assumes that the beam is constructed and contains kd-tree nodes
|
---|
| 1053 | // and viewcells which it intersects
|
---|
| 1054 |
|
---|
| 1055 |
|
---|
| 1056 | // Get the number of viewpoints to be sampled
|
---|
| 1057 | // Now it is a sqrt but in general a wiser decision could be made.
|
---|
| 1058 | // The less viewpoints the better for rendering performance, since less passes
|
---|
| 1059 | // over the beam is needed.
|
---|
| 1060 | // The viewpoints could actually be generated outside of the bounding box which
|
---|
| 1061 | // would distribute the 'efective viewpoints' of the object surface and thus
|
---|
| 1062 | // with a few viewpoints better sample the viewpoint space....
|
---|
| 1063 |
|
---|
| 1064 | //TODO: comment in
|
---|
| 1065 | //int viewPointSamples = sqrt((float)desiredSamples);
|
---|
| 1066 | int viewPointSamples = max(desiredSamples / (GetWidth() * GetHeight()), 1);
|
---|
| 1067 |
|
---|
| 1068 | // the number of direction samples per pass is given by the number of viewpoints
|
---|
| 1069 | int directionalSamples = desiredSamples / viewPointSamples;
|
---|
| 1070 |
|
---|
| 1071 | Debug << "directional samples: " << directionalSamples << endl;
|
---|
| 1072 | for (int i = 0; i < viewPointSamples; ++ i)
|
---|
| 1073 | {
|
---|
| 1074 | Vector3 viewPoint = beam.mBox.GetRandomPoint();
|
---|
| 1075 |
|
---|
| 1076 | // perhaps the viewpoint should be shifted back a little bit so that it always lies
|
---|
| 1077 | // inside the source object
|
---|
| 1078 | // 'ideally' the viewpoints would be distributed on the soureObject surface, but this
|
---|
| 1079 | // would require more complicated sampling (perhaps hierarchical rejection sampling of
|
---|
| 1080 | // the object surface is an option here - only the mesh faces which are inside the box
|
---|
| 1081 | // are considered as candidates)
|
---|
| 1082 |
|
---|
| 1083 | SampleViewpointContributions(sourceObject,
|
---|
| 1084 | viewPoint,
|
---|
| 1085 | beam,
|
---|
| 1086 | directionalSamples,
|
---|
| 1087 | stat);
|
---|
| 1088 | }
|
---|
| 1089 |
|
---|
| 1090 |
|
---|
| 1091 | // note:
|
---|
| 1092 | // this routine would be called only if the number of desired samples is sufficiently
|
---|
| 1093 | // large - for other rss tree cells the cpu based sampling is perhaps more efficient
|
---|
| 1094 | // distributing the work between cpu and gpu would also allow us to place more sophisticated
|
---|
| 1095 | // sample distributions (silhouette ones) using the cpu and the jittered once on the GPU
|
---|
| 1096 | // in order that thios scheme is working well the gpu render buffer should run in a separate
|
---|
| 1097 | // thread than the cpu sampler, which would not be such a big problem....
|
---|
| 1098 |
|
---|
| 1099 | // disable alpha test again
|
---|
| 1100 | glDisable(GL_ALPHA_TEST);
|
---|
| 1101 | }
|
---|
| 1102 |
|
---|
| 1103 |
|
---|
| 1104 |
|
---|
| 1105 | void GlRendererBuffer::SampleViewpointContributions(Intersectable *sourceObject,
|
---|
| 1106 | const Vector3 viewPoint,
|
---|
| 1107 | Beam &beam,
|
---|
| 1108 | const int samples,
|
---|
| 1109 | BeamSampleStatistics &stat)
|
---|
| 1110 | {
|
---|
| 1111 | // 1. setup the view port to match the desired samples
|
---|
| 1112 | glViewport(0, 0, samples, samples);
|
---|
| 1113 |
|
---|
| 1114 | // 2. setup the projection matrix and view matrix to match the viewpoint + beam.mDirBox
|
---|
| 1115 | SetupProjectionForViewPoint(viewPoint, beam, sourceObject);
|
---|
| 1116 |
|
---|
| 1117 |
|
---|
| 1118 | // 3. reset z-buffer to 0 and render the source object for the beam
|
---|
| 1119 | // with glCullFace(Enabled) and glFrontFace(GL_CW)
|
---|
| 1120 | // save result to the front depth map
|
---|
| 1121 | // the front depth map holds ray origins
|
---|
| 1122 |
|
---|
| 1123 |
|
---|
| 1124 | // front depth buffer must be initialised to 0
|
---|
| 1125 | float clearDepth;
|
---|
| 1126 |
|
---|
| 1127 | glGetFloatv(GL_DEPTH_CLEAR_VALUE, &clearDepth);
|
---|
| 1128 | glClearDepth(0.0f);
|
---|
| 1129 | glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT | GL_STENCIL_BUFFER_BIT);
|
---|
| 1130 |
|
---|
| 1131 |
|
---|
| 1132 | // glFrontFace(GL_CCW);
|
---|
| 1133 | glEnable(GL_CULL_FACE);
|
---|
| 1134 | glCullFace(GL_FRONT);
|
---|
| 1135 | glColorMask(0, 0, 0, 0);
|
---|
| 1136 |
|
---|
| 1137 |
|
---|
| 1138 | // stencil is increased where the source object is located
|
---|
| 1139 | glEnable(GL_STENCIL_TEST);
|
---|
| 1140 | glStencilFunc(GL_ALWAYS, 0x1, 0x1);
|
---|
| 1141 | glStencilOp(GL_REPLACE, GL_REPLACE, GL_REPLACE);
|
---|
| 1142 |
|
---|
| 1143 |
|
---|
| 1144 | #if 0
|
---|
| 1145 | static int glSourceObjList = -1;
|
---|
| 1146 | if (glSourceObjList != -1)
|
---|
| 1147 | {
|
---|
| 1148 | glSourceObjList = glGenLists(1);
|
---|
| 1149 | glNewList(glSourceObjList, GL_COMPILE);
|
---|
| 1150 |
|
---|
| 1151 | RenderIntersectable(sourceObject);
|
---|
| 1152 |
|
---|
| 1153 | glEndList();
|
---|
| 1154 | }
|
---|
| 1155 | glCallList(glSourceObjList);
|
---|
| 1156 |
|
---|
| 1157 | #else
|
---|
| 1158 | RenderIntersectable(sourceObject);
|
---|
| 1159 |
|
---|
| 1160 | #endif
|
---|
| 1161 |
|
---|
| 1162 | // copy contents of the front depth buffer into depth texture
|
---|
| 1163 | glBindTexture(GL_TEXTURE_2D, frontDepthMap);
|
---|
| 1164 | glCopyTexSubImage2D(GL_TEXTURE_2D, 0, 0, 0, 0, 0, depthMapSize, depthMapSize);
|
---|
| 1165 |
|
---|
| 1166 | // reset clear function
|
---|
| 1167 | glClearDepth(clearDepth);
|
---|
| 1168 |
|
---|
| 1169 |
|
---|
| 1170 | // 4. set up the termination depth buffer (= standard depth buffer)
|
---|
| 1171 | // only rays which have non-zero entry in the origin buffer are valid since
|
---|
| 1172 | // they realy start on the object surface (this is tagged by setting a
|
---|
| 1173 | // stencil buffer bit at step 3).
|
---|
| 1174 |
|
---|
| 1175 | glStencilFunc(GL_EQUAL, 0x1, 0x1);
|
---|
| 1176 | glStencilOp(GL_KEEP, GL_KEEP, GL_KEEP);
|
---|
| 1177 |
|
---|
| 1178 | glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT);
|
---|
| 1179 | glDepthMask(1);
|
---|
| 1180 |
|
---|
| 1181 | glEnable(GL_DEPTH_TEST);
|
---|
| 1182 |
|
---|
| 1183 | glEnable(GL_CULL_FACE);
|
---|
| 1184 | glCullFace(GL_BACK);
|
---|
| 1185 |
|
---|
| 1186 | // setup front depth buffer
|
---|
| 1187 | glEnable(GL_TEXTURE_2D);
|
---|
| 1188 |
|
---|
[1990] | 1189 | #if 0
|
---|
| 1190 | #ifdef USE_CG
|
---|
[1785] | 1191 | // bind pixel shader implementing the front depth buffer functionality
|
---|
| 1192 | cgGLBindProgram(sCgFragmentProgram);
|
---|
| 1193 | cgGLEnableProfile(sCgFragmentProfile);
|
---|
| 1194 | #endif
|
---|
[1990] | 1195 | #endif
|
---|
[1785] | 1196 | // 5. render all objects inside the beam
|
---|
| 1197 | // we can use id based false color to read them back for gaining the pvs
|
---|
| 1198 |
|
---|
| 1199 | glColorMask(1, 1, 1, 1);
|
---|
| 1200 |
|
---|
| 1201 |
|
---|
| 1202 | // if objects not stored in beam => extract objects
|
---|
| 1203 | if (beam.mFlags & !Beam::STORE_OBJECTS)
|
---|
| 1204 | {
|
---|
| 1205 | vector<KdNode *>::const_iterator it, it_end = beam.mKdNodes.end();
|
---|
| 1206 |
|
---|
| 1207 | Intersectable::NewMail();
|
---|
| 1208 | for (it = beam.mKdNodes.begin(); it != it_end; ++ it)
|
---|
| 1209 | {
|
---|
| 1210 | mKdTree->CollectObjects(*it, beam.mObjects);
|
---|
| 1211 | }
|
---|
| 1212 | }
|
---|
| 1213 |
|
---|
| 1214 |
|
---|
| 1215 | // (objects can be compiled to a gl list now so that subsequent rendering for
|
---|
| 1216 | // this beam is fast - the same hold for step 3)
|
---|
| 1217 | // Afterwards we have two depth buffers defining the ray origin and termination
|
---|
| 1218 |
|
---|
| 1219 |
|
---|
| 1220 | #if 0
|
---|
| 1221 | static int glObjList = -1;
|
---|
| 1222 | if (glObjList != -1)
|
---|
| 1223 | {
|
---|
| 1224 | glObjList = glGenLists(1);
|
---|
| 1225 | glNewList(glObjList, GL_COMPILE);
|
---|
| 1226 |
|
---|
| 1227 | ObjectContainer::const_iterator it, it_end = beam.mObjects.end();
|
---|
| 1228 | for (it = beam.mObjects.begin(); it != it_end; ++ it)
|
---|
| 1229 | {
|
---|
| 1230 | // render all objects except the source object
|
---|
| 1231 | if (*it != sourceObject)
|
---|
| 1232 | RenderIntersectable(*it);
|
---|
| 1233 | }
|
---|
| 1234 |
|
---|
| 1235 | glEndList();
|
---|
| 1236 | }
|
---|
| 1237 |
|
---|
| 1238 | glCallList(glObjList);
|
---|
| 1239 | #else
|
---|
| 1240 | ObjectContainer::const_iterator it, it_end = beam.mObjects.end();
|
---|
| 1241 | for (it = beam.mObjects.begin(); it != it_end; ++ it)
|
---|
| 1242 | {
|
---|
| 1243 | // render all objects except the source object
|
---|
| 1244 | if (*it != sourceObject)
|
---|
| 1245 | RenderIntersectable(*it);
|
---|
| 1246 | }
|
---|
| 1247 | #endif
|
---|
| 1248 |
|
---|
[1935] | 1249 | // 6. Use occlusion queries for all viewcell meshes associated with the beam ->
|
---|
[1785] | 1250 | // a fragment passes if the corresponding stencil fragment is set and its depth is
|
---|
| 1251 | // between origin and termination buffer
|
---|
| 1252 |
|
---|
| 1253 | // create new queries if necessary
|
---|
| 1254 | OcclusionQuery::GenQueries(mOcclusionQueries, (int)beam.mViewCells.size());
|
---|
| 1255 |
|
---|
| 1256 | // check whether any backfacing polygon would pass the depth test?
|
---|
| 1257 | // matt: should check both back /front facing because of dual depth buffer
|
---|
| 1258 | // and danger of cutting the near plane with front facing polys.
|
---|
| 1259 |
|
---|
| 1260 | glColorMask(GL_FALSE, GL_FALSE, GL_FALSE, GL_FALSE);
|
---|
| 1261 | glDepthMask(GL_FALSE);
|
---|
| 1262 | glDisable(GL_CULL_FACE);
|
---|
| 1263 |
|
---|
| 1264 |
|
---|
| 1265 | ViewCellContainer::const_iterator vit, vit_end = beam.mViewCells.end();
|
---|
| 1266 |
|
---|
| 1267 | int queryIdx = 0;
|
---|
| 1268 |
|
---|
| 1269 | for (vit = beam.mViewCells.begin(); vit != vit_end; ++ vit)
|
---|
| 1270 | {
|
---|
| 1271 | mOcclusionQueries[queryIdx ++]->BeginQuery();
|
---|
| 1272 | RenderIntersectable(*vit);
|
---|
| 1273 | mOcclusionQueries[queryIdx]->EndQuery();
|
---|
| 1274 |
|
---|
| 1275 | ++ queryIdx;
|
---|
| 1276 | }
|
---|
| 1277 |
|
---|
| 1278 | // at this point, if possible, go and do some other computation
|
---|
| 1279 |
|
---|
| 1280 | // 7. The number of visible pixels is the number of sample rays which see the source
|
---|
| 1281 | // object from the corresponding viewcell -> remember these values for later update
|
---|
| 1282 | // of the viewcell pvs - or update immediately?
|
---|
| 1283 |
|
---|
| 1284 | queryIdx = 0;
|
---|
| 1285 |
|
---|
| 1286 | for (vit = beam.mViewCells.begin(); vit != vit_end; ++ vit)
|
---|
| 1287 | {
|
---|
| 1288 | // fetch queries
|
---|
| 1289 | unsigned int pixelCount = mOcclusionQueries[queryIdx ++]->GetQueryResult();
|
---|
| 1290 |
|
---|
| 1291 | if (pixelCount)
|
---|
| 1292 | Debug << "view cell " << (*vit)->GetId() << " visible pixels: " << pixelCount << endl;
|
---|
| 1293 | }
|
---|
| 1294 |
|
---|
| 1295 |
|
---|
| 1296 | // 8. Copmpute rendering statistics
|
---|
| 1297 | // In general it is not neccessary to remember to extract all the rays cast. I hope it
|
---|
| 1298 | // would be sufficient to gain only the intergral statistics about the new contributions
|
---|
| 1299 | // and so the rss tree would actually store no new rays (only the initial ones)
|
---|
| 1300 | // the subdivision of the tree would only be driven by the statistics (the glrender could
|
---|
| 1301 | // evaluate the contribution entropy for example)
|
---|
| 1302 | // However might be an option to extract/store only those the rays which made a contribution
|
---|
| 1303 | // (new viewcell has been discovered) or relative contribution greater than a threshold ...
|
---|
| 1304 |
|
---|
| 1305 | ObjectContainer pvsObj;
|
---|
| 1306 | stat.pvsSize = ComputePvs(beam.mObjects, pvsObj);
|
---|
| 1307 |
|
---|
| 1308 | // to gain ray source and termination
|
---|
| 1309 | // copy contents of ray termination buffer into depth texture
|
---|
| 1310 | // and compare with ray source buffer
|
---|
| 1311 | #if 0
|
---|
| 1312 | VssRayContainer rays;
|
---|
| 1313 |
|
---|
| 1314 | glBindTexture(GL_TEXTURE_2D, backDepthMap);
|
---|
| 1315 | glCopyTexSubImage2D(GL_TEXTURE_2D, 0, 0, 0, 0, 0, depthMapSize, depthMapSize);
|
---|
| 1316 |
|
---|
| 1317 | ComputeRays(Intersectable *sourceObj, rays);
|
---|
| 1318 |
|
---|
| 1319 | #endif
|
---|
| 1320 |
|
---|
[1990] | 1321 | ////////
|
---|
[1785] | 1322 | //-- cleanup
|
---|
| 1323 |
|
---|
| 1324 | // reset gl state
|
---|
| 1325 | glColorMask(GL_TRUE, GL_TRUE, GL_TRUE, GL_TRUE);
|
---|
| 1326 | glDepthMask(GL_TRUE);
|
---|
| 1327 | glEnable(GL_CULL_FACE);
|
---|
| 1328 | glDisable(GL_STENCIL_TEST);
|
---|
[1935] | 1329 |
|
---|
[1990] | 1330 | #if 0
|
---|
| 1331 | #ifdef USE_CG
|
---|
[1785] | 1332 | cgGLDisableProfile(sCgFragmentProfile);
|
---|
| 1333 | #endif
|
---|
[1990] | 1334 | #endif
|
---|
| 1335 |
|
---|
[1785] | 1336 | glDisable(GL_TEXTURE_2D);
|
---|
| 1337 |
|
---|
| 1338 | // remove objects from beam
|
---|
| 1339 | if (beam.mFlags & !Beam::STORE_OBJECTS)
|
---|
| 1340 | beam.mObjects.clear();
|
---|
| 1341 | }
|
---|
| 1342 |
|
---|
| 1343 |
|
---|
| 1344 | void GlRendererBuffer::SetupProjectionForViewPoint(const Vector3 &viewPoint,
|
---|
| 1345 | const Beam &beam,
|
---|
| 1346 | Intersectable *sourceObject)
|
---|
| 1347 | {
|
---|
| 1348 | float left, right, bottom, top, znear, zfar;
|
---|
| 1349 |
|
---|
| 1350 | beam.ComputePerspectiveFrustum(left, right, bottom, top, znear, zfar,
|
---|
| 1351 | mSceneGraph->GetBox());
|
---|
| 1352 |
|
---|
| 1353 | //Debug << left << " " << right << " " << bottom << " " << top << " " << znear << " " << zfar << endl;
|
---|
| 1354 | glMatrixMode(GL_PROJECTION);
|
---|
| 1355 | glLoadIdentity();
|
---|
| 1356 | glFrustum(left, right, bottom, top, znear, zfar);
|
---|
| 1357 | //glFrustum(-1, 1, -1, 1, 1, 20000);
|
---|
| 1358 |
|
---|
| 1359 | const Vector3 center = viewPoint + beam.GetMainDirection() * (zfar - znear) * 0.3f;
|
---|
| 1360 | const Vector3 up =
|
---|
| 1361 | Normalize(CrossProd(beam.mPlanes[0].mNormal, beam.mPlanes[4].mNormal));
|
---|
| 1362 |
|
---|
| 1363 | #ifdef GTP_DEBUG
|
---|
| 1364 | Debug << "view point: " << viewPoint << endl;
|
---|
| 1365 | Debug << "eye: " << center << endl;
|
---|
| 1366 | Debug << "up: " << up << endl;
|
---|
| 1367 | #endif
|
---|
| 1368 |
|
---|
| 1369 | glMatrixMode(GL_MODELVIEW);
|
---|
| 1370 | glLoadIdentity();
|
---|
| 1371 | gluLookAt(viewPoint.x, viewPoint.y, viewPoint.z,
|
---|
| 1372 | center.x, center.y, center.z,
|
---|
| 1373 | up.x, up.y, up.z);
|
---|
| 1374 | }
|
---|
| 1375 |
|
---|
| 1376 |
|
---|
| 1377 | void GlRendererBuffer::InitGL()
|
---|
| 1378 | {
|
---|
[2664] | 1379 | //MakeCurrent();
|
---|
[1990] | 1380 | GlRenderer::InitGL();
|
---|
[1785] | 1381 |
|
---|
[2664] | 1382 | #if 0
|
---|
[1785] | 1383 | // initialise dual depth buffer textures
|
---|
| 1384 | glGenTextures(1, &frontDepthMap);
|
---|
| 1385 | glBindTexture(GL_TEXTURE_2D, frontDepthMap);
|
---|
[2552] | 1386 |
|
---|
[1785] | 1387 | glTexImage2D(GL_TEXTURE_2D, 0, GL_DEPTH_COMPONENT, depthMapSize,
|
---|
[2552] | 1388 | depthMapSize, 0, GL_DEPTH_COMPONENT, GL_UNSIGNED_BYTE, NULL);
|
---|
[1785] | 1389 |
|
---|
| 1390 | glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_NEAREST);
|
---|
| 1391 | glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_NEAREST);
|
---|
| 1392 | glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_S, GL_CLAMP);
|
---|
| 1393 | glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_T, GL_CLAMP);
|
---|
| 1394 |
|
---|
| 1395 | glGenTextures(1, &backDepthMap);
|
---|
| 1396 | glBindTexture(GL_TEXTURE_2D, backDepthMap);
|
---|
[2552] | 1397 |
|
---|
[1785] | 1398 | glTexImage2D(GL_TEXTURE_2D, 0, GL_DEPTH_COMPONENT, depthMapSize,
|
---|
[2612] | 1399 | depthMapSize, 0, GL_DEPTH_COMPONENT, GL_UNSIGNED_BYTE, NULL);
|
---|
[1785] | 1400 | glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_NEAREST);
|
---|
| 1401 | glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_NEAREST);
|
---|
| 1402 | glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_S, GL_CLAMP);
|
---|
| 1403 | glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_T, GL_CLAMP);
|
---|
| 1404 |
|
---|
[2664] | 1405 |
|
---|
[1990] | 1406 | #ifdef USE_CG
|
---|
| 1407 |
|
---|
[1785] | 1408 | // cg initialization
|
---|
| 1409 | cgSetErrorCallback(handleCgError);
|
---|
| 1410 | sCgContext = cgCreateContext();
|
---|
[2552] | 1411 |
|
---|
[1785] | 1412 | if (cgGLIsProfileSupported(CG_PROFILE_ARBFP1))
|
---|
| 1413 | sCgFragmentProfile = CG_PROFILE_ARBFP1;
|
---|
| 1414 | else
|
---|
| 1415 | {
|
---|
[2552] | 1416 | // try FP30
|
---|
| 1417 | if (cgGLIsProfileSupported(CG_PROFILE_FP30))
|
---|
| 1418 | sCgFragmentProfile = CG_PROFILE_FP30;
|
---|
| 1419 | else
|
---|
| 1420 | {
|
---|
| 1421 | Debug << "Neither arbfp1 or fp30 fragment profiles supported on this system" << endl;
|
---|
| 1422 | exit(1);
|
---|
| 1423 | }
|
---|
| 1424 | }
|
---|
[1785] | 1425 |
|
---|
[2552] | 1426 | sCgFragmentProgram = cgCreateProgramFromFile(sCgContext,
|
---|
| 1427 | CG_SOURCE, "../src/dual_depth.cg",
|
---|
| 1428 | sCgFragmentProfile,
|
---|
| 1429 | NULL,
|
---|
| 1430 | NULL);
|
---|
[1785] | 1431 |
|
---|
[2552] | 1432 | if (!cgIsProgramCompiled(sCgFragmentProgram))
|
---|
| 1433 | cgCompileProgram(sCgFragmentProgram);
|
---|
[1785] | 1434 |
|
---|
[2552] | 1435 | cgGLLoadProgram(sCgFragmentProgram);
|
---|
| 1436 | cgGLBindProgram(sCgFragmentProgram);
|
---|
[1785] | 1437 |
|
---|
[2552] | 1438 | Debug << "---- PROGRAM BEGIN ----\n" <<
|
---|
| 1439 | cgGetProgramString(sCgFragmentProgram, CG_COMPILED_PROGRAM) << "---- PROGRAM END ----\n";
|
---|
[1785] | 1440 |
|
---|
| 1441 | #endif
|
---|
| 1442 | #endif
|
---|
[2664] | 1443 | //DoneCurrent();
|
---|
[1785] | 1444 | }
|
---|
| 1445 |
|
---|
| 1446 |
|
---|
| 1447 | void GlRendererBuffer::ComputeRays(Intersectable *sourceObj, VssRayContainer &rays)
|
---|
| 1448 | {
|
---|
| 1449 | for (int i = 0; i < depthMapSize * depthMapSize; ++ i)
|
---|
| 1450 | {
|
---|
[2709] | 1451 | // TODO (use glGetTexImage())
|
---|
[1785] | 1452 | }
|
---|
| 1453 | }
|
---|
| 1454 |
|
---|
[2677] | 1455 |
|
---|
[2023] | 1456 | bool GlRendererBuffer::ValidViewPoint()
|
---|
[2048] | 1457 | {
|
---|
[2677] | 1458 | MakeLive();
|
---|
[1785] | 1459 |
|
---|
[2048] | 1460 | SetupProjection(GetWidth(), GetHeight());
|
---|
| 1461 |
|
---|
[2023] | 1462 | bool result = GlRenderer::ValidViewPoint();
|
---|
[2612] | 1463 |
|
---|
[2677] | 1464 | DoneLive();
|
---|
[2048] | 1465 |
|
---|
[2023] | 1466 | return result;
|
---|
| 1467 | }
|
---|
| 1468 |
|
---|
| 1469 |
|
---|
[1931] | 1470 | void
|
---|
| 1471 | GlRenderer::EvalPvsStat()
|
---|
| 1472 | {
|
---|
[2679] | 1473 | mPvsStat.Reset();
|
---|
| 1474 | halton.Reset();
|
---|
[1785] | 1475 |
|
---|
[2679] | 1476 | SetupProjection(GetWidth(), GetHeight());
|
---|
[1785] | 1477 |
|
---|
[2679] | 1478 | cout << "Random Pvs STATS, mPvsStatFrames=" << mPvsStatFrames << endl;
|
---|
[2619] | 1479 |
|
---|
[2679] | 1480 | for (int i=0; i < mPvsStatFrames; i++) {
|
---|
| 1481 | float err;
|
---|
| 1482 | // set frame id for saving the error buffer
|
---|
| 1483 | mFrame = i;
|
---|
[1785] | 1484 |
|
---|
[2679] | 1485 | // cerr<<"RV"<<endl;
|
---|
| 1486 | RandomViewPoint();
|
---|
| 1487 | // cerr<<"RV2"<<endl;
|
---|
[2616] | 1488 |
|
---|
[2679] | 1489 | if (mPvsErrorBuffer[i].mError == 1.0f) {
|
---|
| 1490 | // check if the view point is valid
|
---|
| 1491 | if (!ValidViewPoint()) {
|
---|
| 1492 | mPvsErrorBuffer[i].mError = -1.0f;
|
---|
| 1493 | }
|
---|
[2616] | 1494 |
|
---|
[2679] | 1495 | // manualy corrected view point
|
---|
| 1496 | if (mFrame == 5105)
|
---|
| 1497 | mPvsErrorBuffer[i].mError = -1.0f;
|
---|
| 1498 | }
|
---|
[2662] | 1499 |
|
---|
[2611] | 1500 |
|
---|
[2679] | 1501 | if (mPvsErrorBuffer[i].mError > 0.0f)
|
---|
| 1502 | {
|
---|
| 1503 | int pvsSize;
|
---|
[2611] | 1504 |
|
---|
[2709] | 1505 | mPvsErrorBuffer[i].mError = GetPixelError(pvsSize, 0);
|
---|
[2679] | 1506 | mPvsErrorBuffer[i].mPvsSize = pvsSize;
|
---|
[2664] | 1507 |
|
---|
[2679] | 1508 | //cout<<"("<<i<<" ["<<mViewPoint<<"]["<<mViewDirection<<"] "<<mPvsErrorBuffer[i].mError<<")";
|
---|
| 1509 | }
|
---|
| 1510 |
|
---|
| 1511 | err = mPvsErrorBuffer[i].mError;
|
---|
| 1512 |
|
---|
| 1513 | if (err >= 0.0f) {
|
---|
| 1514 | if (err > mPvsStat.maxError)
|
---|
| 1515 | mPvsStat.maxError = err;
|
---|
| 1516 | mPvsStat.sumError += err;
|
---|
| 1517 | mPvsStat.sumPvsSize += mPvsErrorBuffer[i].mPvsSize;
|
---|
| 1518 |
|
---|
| 1519 | if (err == 0.0f)
|
---|
| 1520 | mPvsStat.errorFreeFrames++;
|
---|
| 1521 | mPvsStat.frames++;
|
---|
| 1522 | }
|
---|
[1931] | 1523 | }
|
---|
[2647] | 1524 |
|
---|
[2679] | 1525 | glFinish();
|
---|
[2647] | 1526 |
|
---|
[2679] | 1527 | static bool first = true;
|
---|
[2686] | 1528 |
|
---|
[2679] | 1529 | if (first) {
|
---|
[2647] | 1530 |
|
---|
[2679] | 1531 | bool exportRandomViewCells;
|
---|
| 1532 | Environment::GetSingleton()->GetBoolValue("ViewCells.exportRandomViewCells",
|
---|
| 1533 | exportRandomViewCells);
|
---|
| 1534 |
|
---|
| 1535 | if (0 && exportRandomViewCells)
|
---|
| 1536 | {
|
---|
| 1537 | char buff[512];
|
---|
| 1538 | Environment::GetSingleton()->GetStringValue("Scene.filename", buff);
|
---|
| 1539 | string filename(buff);
|
---|
| 1540 |
|
---|
| 1541 | string viewCellPointsFile;
|
---|
| 1542 |
|
---|
| 1543 | if (strstr(filename.c_str(), ".obj"))
|
---|
| 1544 | viewCellPointsFile = ReplaceSuffix(filename, ".obj", ".vc");
|
---|
| 1545 | else if (strstr(filename.c_str(), ".dat"))
|
---|
| 1546 | viewCellPointsFile = ReplaceSuffix(filename, ".dat", ".vc");
|
---|
| 1547 | else if (strstr(filename.c_str(), ".x3d"))
|
---|
| 1548 | viewCellPointsFile = ReplaceSuffix(filename, ".x3d", ".vc");
|
---|
| 1549 |
|
---|
| 1550 |
|
---|
| 1551 | cout << "exporting random view cells" << endl;
|
---|
| 1552 | preprocessor->mViewCellsManager->ExportRandomViewCells(viewCellPointsFile);
|
---|
| 1553 | cout << "finished" << endl;
|
---|
| 1554 | }
|
---|
| 1555 | first = false;
|
---|
| 1556 | }
|
---|
| 1557 |
|
---|
| 1558 | cout<<endl<<flush;
|
---|
[1785] | 1559 | }
|
---|
[1931] | 1560 |
|
---|
[2048] | 1561 |
|
---|
| 1562 | void GlRenderer::EvalPvsStat(const SimpleRayContainer &viewPoints)
|
---|
| 1563 | {
|
---|
[2662] | 1564 | mPvsStat.Reset();
|
---|
[2730] | 1565 | ++ mPvsStat.currentPass;
|
---|
[2048] | 1566 |
|
---|
[2662] | 1567 | SetupProjection(GetWidth(), GetHeight());
|
---|
| 1568 |
|
---|
| 1569 | cout << "mPvsStatFrames=" << viewPoints.size() << endl;
|
---|
| 1570 |
|
---|
| 1571 | SimpleRayContainer::const_iterator sit, sit_end = viewPoints.end();
|
---|
| 1572 |
|
---|
| 1573 | int i = 0;
|
---|
[2727] | 1574 | // $matt tmp: somehow this is not properly initialised
|
---|
| 1575 | //ClearErrorBuffer();
|
---|
| 1576 |
|
---|
[2662] | 1577 | for (sit = viewPoints.begin(); sit != sit_end; ++ sit, ++ i)
|
---|
[2048] | 1578 | {
|
---|
[2662] | 1579 | SimpleRay sray = *sit;
|
---|
[2685] | 1580 | int pvsSize = -1;
|
---|
[2653] | 1581 |
|
---|
[2662] | 1582 | // set frame id for saving the error buffer
|
---|
| 1583 | mFrame = i;
|
---|
| 1584 | mViewPoint = sray.mOrigin;
|
---|
| 1585 | mViewDirection = sray.mDirection;
|
---|
[2571] | 1586 |
|
---|
[2726] | 1587 | //cout << "handling vp " << mFrame << " " << mViewPoint << " " << mViewDirection << endl;
|
---|
[2662] | 1588 | // skip all frames which have already 0 pixel error
|
---|
| 1589 | // $$ Reverted back by JB for efficiency
|
---|
[2725] | 1590 | if (1)//mPvsErrorBuffer[i].mError > 0.0f)
|
---|
[2662] | 1591 | {
|
---|
| 1592 | // compute the pixel error
|
---|
[2730] | 1593 | mPvsErrorBuffer[i].mError = GetPixelError(pvsSize, mPvsStat.currentPass);
|
---|
[2662] | 1594 | mPvsErrorBuffer[i].mPvsSize = pvsSize;
|
---|
[2571] | 1595 |
|
---|
[2725] | 1596 | if ((mPvsErrorBuffer[i].mError * GetWidth() * GetHeight() > 0) && (pvsSize > 0))
|
---|
[2662] | 1597 | {
|
---|
[2685] | 1598 | cout << "error in frame " << i << "," << mViewPoint << "," << mViewDirection << " "
|
---|
[2664] | 1599 | << mPvsErrorBuffer[i].mError * GetWidth() * GetHeight() << endl;
|
---|
[2662] | 1600 | }
|
---|
| 1601 | }
|
---|
[2571] | 1602 |
|
---|
[2662] | 1603 | const float err = mPvsErrorBuffer[i].mError;
|
---|
[2571] | 1604 |
|
---|
[2662] | 1605 | // hack:
|
---|
| 1606 | // do not account for the case that no PVS is rendered - hack for 08 rebuttal GVS evaluation
|
---|
| 1607 | // drop the first frame (for some reason, the first frame yields wrong pixel error)
|
---|
| 1608 |
|
---|
[2687] | 1609 | if (pvsSize != 0)
|
---|
[2662] | 1610 | {
|
---|
[2687] | 1611 | // hack: test if error is suspiciously large
|
---|
| 1612 | if ((err >= -1e-6f) && (err < (1.0f - 1e-6f)))
|
---|
[2662] | 1613 | {
|
---|
[2687] | 1614 | if (err > mPvsStat.maxError)
|
---|
| 1615 | {
|
---|
| 1616 | mPvsStat.maxError = err;
|
---|
| 1617 | cout << "new max error: " << mPvsStat.maxError * GetWidth() * GetHeight() << endl;
|
---|
| 1618 | }
|
---|
[2662] | 1619 |
|
---|
[2687] | 1620 | mPvsStat.sumError += err;
|
---|
| 1621 | mPvsStat.sumPvsSize += mPvsErrorBuffer[i].mPvsSize;
|
---|
[2662] | 1622 |
|
---|
[2687] | 1623 | if (err == 0.0f)
|
---|
| 1624 | ++ mPvsStat.errorFreeFrames;
|
---|
[2662] | 1625 |
|
---|
[2687] | 1626 | // $$ 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 |
|
---|
[2709] | 1702 | float GlRenderer::GetPixelError(int &pvsSize, int pass)
|
---|
[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 | }
|
---|