[589] | 1 | #include "Mesh.h"
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| 2 | #include "GlRenderer.h"
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| 3 | #include "ViewCellsManager.h"
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| 4 | #include "SceneGraph.h"
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| 5 | #include "Pvs.h"
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| 6 | #include "Viewcell.h"
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| 7 | #include "Beam.h"
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[532] | 8 | #include "KdTree.h"
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[589] | 9 | #include "Environment.h"
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[513] | 10 |
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[589] | 11 | #include <GL/glext.h>
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[512] | 12 | #include <Cg/cg.h>
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[589] | 13 | #include <Cg/cgGL.h>
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| 14 |
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[608] | 15 | #include <QVBoxLayout>
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| 16 |
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[512] | 17 | static CGcontext sCgContext = NULL;
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[589] | 18 | static CGprogram sCgFragmentProgram = NULL;
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| 19 | static CGprofile sCgFragmentProfile;
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[516] | 20 |
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[589] | 21 | GLuint frontDepthMap;
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| 22 | GLuint backDepthMap;
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| 23 |
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| 24 | const int depthMapSize = 512;
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| 25 | static vector<int> sQueries;
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| 26 |
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| 27 | GlRendererWidget *rendererWidget = NULL;
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| 28 | GlDebuggerWidget *debuggerWidget = NULL;
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| 29 |
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| 30 |
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| 31 | #ifdef _WIN32
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| 32 | PFNGLGENOCCLUSIONQUERIESNVPROC glGenOcclusionQueriesNV;
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| 33 | PFNGLBEGINOCCLUSIONQUERYNVPROC glBeginOcclusionQueryNV;
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| 34 | PFNGLENDOCCLUSIONQUERYNVPROC glEndOcclusionQueryNV;
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| 35 | PFNGLGETOCCLUSIONQUERYUIVNVPROC glGetOcclusionQueryuivNV;
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| 36 | #endif
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| 37 |
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| 38 | GlRenderer::GlRenderer(SceneGraph *sceneGraph,
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| 39 | ViewCellsManager *viewCellsManager,
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| 40 | KdTree *tree):
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| 41 | Renderer(sceneGraph, viewCellsManager),
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| 42 | mKdTree(tree)
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| 43 | {
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| 44 | mSceneGraph->CollectObjects(&mObjects);
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| 45 | mViewPoint = mSceneGraph->GetBox().Center();
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| 46 | mViewDirection = Vector3(0,0,1);
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[608] | 47 |
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[589] | 48 | // timerId = startTimer(10);
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| 49 | // debug coords for atlanta
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[608] | 50 | // mViewPoint = Vector3(3473, 6.778, -1699);
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| 51 | // mViewDirection = Vector3(-0.2432, 0, 0.97);
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[589] | 52 |
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| 53 | mFrame = 0;
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| 54 | mWireFrame = false;
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| 55 | environment->GetBoolValue("Preprocessor.detectEmptyViewSpace", mDetectEmptyViewSpace);
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| 56 | mSnapErrorFrames = false;
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| 57 | mSnapPrefix = "";
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| 58 |
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| 59 | }
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| 60 |
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| 61 | GlRenderer::~GlRenderer()
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| 62 | {
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| 63 | cerr<<"gl renderer destructor..\n";
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| 64 | if (sCgFragmentProgram)
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| 65 | cgDestroyProgram(sCgFragmentProgram);
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| 66 | if (sCgContext)
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| 67 | cgDestroyContext(sCgContext);
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| 68 | cerr<<"done."<<endl;
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| 69 | }
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| 70 |
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| 71 |
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[517] | 72 | static void handleCgError()
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[516] | 73 | {
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[525] | 74 | Debug << "Cg error: " << cgGetErrorString(cgGetError()) << endl;
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[517] | 75 | exit(1);
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[589] | 76 | }
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| 77 |
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| 78 | void
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| 79 | GlRenderer::RenderIntersectable(Intersectable *object)
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| 80 | {
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| 81 |
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| 82 | glPushAttrib(GL_CURRENT_BIT);
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| 83 | if (mUseFalseColors)
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| 84 | SetupFalseColor(object->mId);
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| 85 |
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| 86 |
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| 87 | switch (object->Type()) {
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| 88 | case Intersectable::MESH_INSTANCE:
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| 89 | RenderMeshInstance((MeshInstance *)object);
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| 90 | break;
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| 91 | case Intersectable::VIEW_CELL:
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| 92 | RenderViewCell(dynamic_cast<ViewCell *>(object));
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| 93 | break;
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| 94 | default:
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| 95 | cerr<<"Rendering this object not yet implemented\n";
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| 96 | break;
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| 97 | }
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| 98 |
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| 99 | glPopAttrib();
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| 100 | }
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| 101 |
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| 102 |
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| 103 | void
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| 104 | GlRenderer::RenderViewCell(ViewCell *vc)
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| 105 | {
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| 106 | if (vc->GetMesh()) {
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| 107 |
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[599] | 108 | if (!mUseFalseColors) {
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| 109 | if (vc->GetValid())
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| 110 | glColor3f(0,1,0);
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| 111 | else
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| 112 | glColor3f(0,0,1);
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| 113 | }
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[589] | 114 |
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| 115 | RenderMesh(vc->GetMesh());
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[599] | 116 | } else {
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| 117 | // render viewcells in the subtree
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| 118 | if (!vc->IsLeaf()) {
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| 119 | ViewCellInterior *vci = (ViewCellInterior *) vc;
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| 120 |
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| 121 | ViewCellContainer::iterator it = vci->mChildren.begin();
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| 122 | for (; it != vci->mChildren.end(); ++it) {
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| 123 | RenderViewCell(*it);
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| 124 | }
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[685] | 125 | } else {
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| 126 | // cerr<<"Empty viewcell mesh\n";
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[599] | 127 | }
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[589] | 128 | }
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| 129 | }
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| 130 |
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[599] | 131 |
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[589] | 132 | void
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| 133 | GlRenderer::RenderMeshInstance(MeshInstance *mi)
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| 134 | {
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| 135 | RenderMesh(mi->GetMesh());
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| 136 | }
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| 137 |
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| 138 | void
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| 139 | GlRenderer::SetupFalseColor(const int id)
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| 140 | {
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| 141 | // swap bits of the color
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| 142 |
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| 143 | glColor3ub(id&255, (id>>8)&255, (id>>16)&255);
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| 144 | }
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| 145 |
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| 146 |
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| 147 | int GlRenderer::GetId(int r, int g, int b) const
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| 148 | {
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| 149 | return r + (g << 8) + (b << 16);
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| 150 | }
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| 151 |
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| 152 | void
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| 153 | GlRenderer::SetupMaterial(Material *m)
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| 154 | {
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| 155 | if (m)
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| 156 | glColor3fv(&(m->mDiffuseColor.r));
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| 157 | }
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| 158 |
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| 159 | void
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| 160 | GlRenderer::RenderMesh(Mesh *mesh)
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| 161 | {
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| 162 | int i = 0;
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| 163 |
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| 164 | if (!mUseFalseColors)
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| 165 | SetupMaterial(mesh->mMaterial);
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| 166 |
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| 167 | for (i=0; i < mesh->mFaces.size(); i++) {
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| 168 | if (mWireFrame)
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| 169 | glBegin(GL_LINE_LOOP);
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| 170 | else
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| 171 | glBegin(GL_POLYGON);
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| 172 |
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| 173 | Face *face = mesh->mFaces[i];
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| 174 | for (int j = 0; j < face->mVertexIndices.size(); j++) {
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| 175 | glVertex3fv(&mesh->mVertices[face->mVertexIndices[j]].x);
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| 176 | }
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| 177 | glEnd();
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| 178 | }
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| 179 | }
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| 180 |
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| 181 | void
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| 182 | GlRenderer::InitGL()
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| 183 | {
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| 184 | glMatrixMode(GL_PROJECTION);
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| 185 | glLoadIdentity();
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| 186 |
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| 187 | glMatrixMode(GL_MODELVIEW);
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| 188 | glLoadIdentity();
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| 189 |
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| 190 | glEnable(GL_CULL_FACE);
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| 191 | glShadeModel(GL_FLAT);
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| 192 | glEnable(GL_DEPTH_TEST);
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| 193 | glEnable(GL_CULL_FACE);
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| 194 |
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| 195 | glGenOcclusionQueriesNV = (PFNGLGENOCCLUSIONQUERIESNVPROC)
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| 196 | wglGetProcAddress("glGenOcclusionQueriesNV");
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| 197 | glBeginOcclusionQueryNV = (PFNGLBEGINOCCLUSIONQUERYNVPROC)
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| 198 | wglGetProcAddress("glBeginOcclusionQueryNV");
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| 199 | glEndOcclusionQueryNV = (PFNGLENDOCCLUSIONQUERYNVPROC)
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| 200 | wglGetProcAddress("glEndOcclusionQueryNV");
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| 201 | glGetOcclusionQueryuivNV = (PFNGLGETOCCLUSIONQUERYUIVNVPROC)
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[540] | 202 | wglGetProcAddress("glGetOcclusionQueryuivNV");
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[589] | 203 |
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[576] | 204 | glClearColor(0.0f, 0.0f, 0.0f, 1.0f);
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[589] | 205 |
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| 206 | }
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| 207 |
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| 208 | void
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| 209 | GlRendererWidget::RenderInfo()
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| 210 | {
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| 211 | QString s;
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[608] | 212 | int vc = 0;
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| 213 | if (mViewCellsManager)
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| 214 | vc = mViewCellsManager->GetViewCells().size();
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| 215 | s.sprintf("frame:%04d viewpoint:(%4.1f,%4.1f,%4.1f) dir:(%4.1f,%4.1f,%4.1f) viewcells:%04d",
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[589] | 216 | mFrame,
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| 217 | mViewPoint.x,
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| 218 | mViewPoint.y,
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| 219 | mViewPoint.z,
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| 220 | mViewDirection.x,
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| 221 | mViewDirection.y,
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[608] | 222 | mViewDirection.z,
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| 223 | vc
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[589] | 224 | );
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| 225 | renderText(0,20,s);
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| 226 | }
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| 227 |
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| 228 |
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| 229 | void
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| 230 | GlRenderer::SetupProjection(const int w, const int h)
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| 231 | {
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| 232 | glViewport(0, 0, w, h);
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| 233 | glMatrixMode(GL_PROJECTION);
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| 234 | glLoadIdentity();
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| 235 | gluPerspective(70.0, 1.0, 0.1, 2.0*Magnitude(mSceneGraph->GetBox().Diagonal()));
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| 236 | glMatrixMode(GL_MODELVIEW);
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| 237 | }
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| 238 |
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| 239 | void
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| 240 | GlRenderer::SetupCamera()
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| 241 | {
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| 242 | Vector3 target = mViewPoint + mViewDirection;
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| 243 | Vector3 up(0,1,0);
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| 244 |
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| 245 | glLoadIdentity();
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| 246 | gluLookAt(mViewPoint.x, mViewPoint.y, mViewPoint.z,
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| 247 | target.x, target.y, target.z,
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| 248 | up.x, up.y, up.z);
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| 249 | }
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| 250 |
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| 251 | void
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| 252 | GlRendererBuffer::RandomViewPoint()
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| 253 | {
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| 254 |
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| 255 |
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| 256 | // do not use this function since it could return different viewpoints for
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| 257 | // different executions of the algorithm
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| 258 |
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| 259 | //mViewCellsManager->GetViewPoint(mViewPoint);
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| 260 |
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| 261 | while (1) {
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| 262 | Vector3 pVector = Vector3(halton.GetNumber(1),
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| 263 | halton.GetNumber(2),
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| 264 | halton.GetNumber(3));
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| 265 |
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| 266 | mViewPoint = mSceneGraph->GetBox().GetPoint(pVector);
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| 267 | ViewCell *v = mViewCellsManager->GetViewCell(mViewPoint);
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| 268 | if (v && v->GetValid())
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| 269 | break;
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| 270 | // generate a new vector
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| 271 | halton.GenerateNext();
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| 272 | }
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| 273 |
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| 274 |
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| 275 | Vector3 dVector = Vector3(2*M_PI*halton.GetNumber(4),
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| 276 | M_PI*halton.GetNumber(5),
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| 277 | 0.0f);
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| 278 |
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| 279 | mViewDirection = Normalize(Vector3(sin(dVector.x),
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| 280 | // cos(dVector.y),
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| 281 | 0.0f,
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| 282 | cos(dVector.x)));
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| 283 | halton.GenerateNext();
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| 284 | }
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| 285 |
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| 286 |
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[563] | 287 | GlRendererBuffer::GlRendererBuffer(const int w,
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| 288 | const int h,
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| 289 | SceneGraph *sceneGraph,
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| 290 | ViewCellsManager *viewcells,
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| 291 | KdTree *tree):
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| 292 | QGLPixelBuffer(QSize(w, h)), GlRenderer(sceneGraph, viewcells, tree) {
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| 293 |
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[589] | 294 | environment->GetIntValue("Preprocessor.pvsRenderErrorSamples", mPvsStatFrames);
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[563] | 295 | mPvsErrorBuffer.resize(mPvsStatFrames);
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| 296 | ClearErrorBuffer();
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| 297 |
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| 298 | InitGL();
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| 299 |
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| 300 | }
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[589] | 301 |
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| 302 | float
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| 303 | GlRendererBuffer::GetPixelError()
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| 304 | {
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| 305 | float pErrorPixels = -1.0f;
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| 306 |
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| 307 | glReadBuffer(GL_BACK);
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| 308 |
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| 309 | // mUseFalseColors = true;
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| 310 |
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| 311 | mUseFalseColors = false;
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| 312 |
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| 313 | static int query = -1;
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| 314 | unsigned int pixelCount;
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| 315 |
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| 316 | if (query == -1)
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| 317 | glGenOcclusionQueriesNV(1, (unsigned int *)&query);
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| 318 |
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| 319 | if (mDetectEmptyViewSpace) {
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| 320 | // now check whether any backfacing polygon would pass the depth test
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| 321 | SetupCamera();
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| 322 | glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT);
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| 323 | glEnable( GL_CULL_FACE );
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| 324 |
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| 325 | RenderScene();
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| 326 |
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| 327 | glColorMask(GL_FALSE, GL_FALSE, GL_FALSE, GL_FALSE);
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| 328 | glDepthMask(GL_FALSE);
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| 329 | glDisable( GL_CULL_FACE );
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| 330 |
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| 331 | glBeginOcclusionQueryNV(query);
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| 332 |
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| 333 | RenderScene();
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| 334 |
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| 335 | glEndOcclusionQueryNV();
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| 336 |
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| 337 | // at this point, if possible, go and do some other computation
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| 338 | glColorMask(GL_TRUE, GL_TRUE, GL_TRUE, GL_TRUE);
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| 339 | glDepthMask(GL_TRUE);
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| 340 | glEnable( GL_CULL_FACE );
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| 341 |
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| 342 | // reenable other state
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| 343 | glGetOcclusionQueryuivNV(query,
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| 344 | GL_PIXEL_COUNT_NV,
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| 345 | &pixelCount);
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| 346 |
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| 347 | if (pixelCount > 0)
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| 348 | return -1.0f; // backfacing polygon found -> not a valid viewspace sample
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| 349 | } else
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| 350 | glDisable( GL_CULL_FACE );
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| 351 |
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| 352 |
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| 353 | ViewCell *viewcell = mViewCellsManager->GetViewCell(mViewPoint);
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| 354 |
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| 355 | if (viewcell) {
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| 356 | SetupCamera();
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| 357 | glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT);
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| 358 |
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| 359 | glColorMask(GL_FALSE, GL_TRUE, GL_FALSE, GL_FALSE);
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| 360 |
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| 361 | // Render PVS
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| 362 | std::map<Intersectable *,
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| 363 | PvsData<Intersectable *>,
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| 364 | LtSample<Intersectable *> >::const_iterator it = viewcell->GetPvs().mEntries.begin();
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| 365 |
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| 366 | for (; it != viewcell->GetPvs().mEntries.end(); ++ it) {
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| 367 | Intersectable *object = (*it).first;
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| 368 | RenderIntersectable(object);
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| 369 | }
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| 370 |
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| 371 | // glColorMask(GL_TRUE, GL_FALSE, GL_FALSE, GL_FALSE);
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| 372 | glColorMask(GL_TRUE, GL_TRUE, GL_TRUE, GL_TRUE);
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| 373 | mUseFalseColors = true;
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| 374 |
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| 375 | glBeginOcclusionQueryNV(query);
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| 376 |
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| 377 | SetupCamera();
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| 378 |
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| 379 | RenderScene();
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| 380 |
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| 381 | glEndOcclusionQueryNV();
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| 382 |
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| 383 |
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| 384 | unsigned int pixelCount;
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| 385 | // reenable other state
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| 386 | glGetOcclusionQueryuivNV(query,
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| 387 | GL_PIXEL_COUNT_NV,
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| 388 | &pixelCount);
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| 389 |
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| 390 | pErrorPixels = ((float)pixelCount)/(GetWidth()*GetHeight());
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| 391 | if (mSnapErrorFrames && pErrorPixels > 0.01) {
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| 392 |
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| 393 | char filename[256];
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| 394 | sprintf(filename, "error-frame-%04d-%0.5f.png", mFrame, pErrorPixels);
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| 395 | QImage im = toImage();
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| 396 | im.save(mSnapPrefix + filename, "PNG");
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| 397 | if (1) { //0 && mFrame == 1543) {
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| 398 | int x,y;
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| 399 | int lastIndex = -1;
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| 400 | for (y=0; y < im.height(); y++)
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| 401 | for (x=0; x < im.width(); x++) {
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| 402 | QRgb p = im.pixel(x,y);
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| 403 | int index = qRed(p) + (qGreen(p)<<8) + (qBlue(p)<<16);
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| 404 | if (qGreen(p) != 255 && index!=0) {
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| 405 | if (index != lastIndex) {
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| 406 | Debug<<"ei="<<index<<" ";
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| 407 | lastIndex = index;
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| 408 | }
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| 409 | }
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| 410 | }
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| 411 | }
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| 412 |
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| 413 |
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| 414 | mUseFalseColors = false;
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| 415 | glPushAttrib(GL_CURRENT_BIT);
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| 416 | glColor3f(0,1,0);
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| 417 | glColorMask(GL_TRUE, GL_TRUE, GL_TRUE, GL_TRUE);
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| 418 | SetupCamera();
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| 419 | glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT);
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| 420 |
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| 421 | // Render PVS
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| 422 | std::map<Intersectable *,
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| 423 | PvsData<Intersectable *>,
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| 424 | LtSample<Intersectable *> >::const_iterator it = viewcell->GetPvs().mEntries.begin();
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| 425 |
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| 426 | for (; it != viewcell->GetPvs().mEntries.end(); ++ it) {
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| 427 | Intersectable *object = (*it).first;
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| 428 | RenderIntersectable(object);
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| 429 | }
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| 430 |
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| 431 | im = toImage();
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| 432 | sprintf(filename, "error-frame-%04d-%0.5f-pvs.png", mFrame, pErrorPixels);
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| 433 | im.save(mSnapPrefix + filename, "PNG");
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| 434 | glPopAttrib();
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| 435 | }
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| 436 | glColorMask(GL_TRUE, GL_TRUE, GL_TRUE, GL_TRUE);
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| 437 | }
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| 438 |
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| 439 | return pErrorPixels;
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| 440 | }
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| 441 |
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| 442 |
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[608] | 443 | void
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| 444 | GlRendererWidget::SetupProjection(const int w, const int h)
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| 445 | {
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| 446 | if (!mTopView)
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| 447 | GlRenderer::SetupProjection(w, h);
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| 448 | else {
|
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| 449 | glViewport(0, 0, w, h);
|
---|
| 450 | glMatrixMode(GL_PROJECTION);
|
---|
| 451 | glLoadIdentity();
|
---|
| 452 | gluPerspective(50.0, 1.0, 0.1, 20.0*Magnitude(mSceneGraph->GetBox().Diagonal()));
|
---|
| 453 | glMatrixMode(GL_MODELVIEW);
|
---|
| 454 | }
|
---|
| 455 | }
|
---|
| 456 |
|
---|
[589] | 457 | float
|
---|
| 458 | GlRendererWidget::RenderErrors()
|
---|
| 459 | {
|
---|
| 460 | float pErrorPixels = -1.0f;
|
---|
| 461 |
|
---|
| 462 | glReadBuffer(GL_BACK);
|
---|
| 463 |
|
---|
| 464 | mUseFalseColors = true;
|
---|
| 465 |
|
---|
| 466 | SetupCamera();
|
---|
| 467 | glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT);
|
---|
[608] | 468 |
|
---|
| 469 | double eq[4];
|
---|
| 470 | eq[0] = mSceneCutPlane.mNormal.x;
|
---|
| 471 | eq[1] = mSceneCutPlane.mNormal.y;
|
---|
| 472 | eq[2] = mSceneCutPlane.mNormal.z;
|
---|
| 473 | eq[3] = mSceneCutPlane.mD;
|
---|
| 474 |
|
---|
| 475 | if (mCutScene) {
|
---|
| 476 | glClipPlane(GL_CLIP_PLANE0, eq);
|
---|
| 477 | glEnable(GL_CLIP_PLANE0);
|
---|
| 478 | }
|
---|
| 479 |
|
---|
[589] | 480 | if (mDetectEmptyViewSpace)
|
---|
| 481 | glEnable( GL_CULL_FACE );
|
---|
| 482 | else
|
---|
| 483 | glDisable( GL_CULL_FACE );
|
---|
| 484 |
|
---|
| 485 | ObjectContainer::const_iterator oi = mObjects.begin();
|
---|
| 486 | for (; oi != mObjects.end(); oi++)
|
---|
| 487 | RenderIntersectable(*oi);
|
---|
| 488 |
|
---|
| 489 | ViewCell *viewcell = mViewCellsManager->GetViewCell(mViewPoint);
|
---|
| 490 |
|
---|
| 491 | QImage im1, im2;
|
---|
| 492 | QImage diff;
|
---|
| 493 |
|
---|
| 494 | if (viewcell) {
|
---|
| 495 | // read back the texture
|
---|
| 496 | im1 = grabFrameBuffer(true);
|
---|
| 497 |
|
---|
| 498 | SetupCamera();
|
---|
| 499 | glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT);
|
---|
| 500 |
|
---|
| 501 | std::map<Intersectable *,
|
---|
| 502 | PvsData<Intersectable *>,
|
---|
| 503 | LtSample<Intersectable *> >::const_iterator it = viewcell->GetPvs().mEntries.begin();
|
---|
| 504 |
|
---|
| 505 | for (; it != viewcell->GetPvs().mEntries.end(); ++ it) {
|
---|
| 506 | Intersectable *object = (*it).first;
|
---|
| 507 | RenderIntersectable(object);
|
---|
| 508 | }
|
---|
| 509 |
|
---|
| 510 | // read back the texture
|
---|
| 511 | im2 = grabFrameBuffer(true);
|
---|
| 512 |
|
---|
| 513 | diff = im1;
|
---|
| 514 | int x, y;
|
---|
| 515 | int errorPixels = 0;
|
---|
| 516 |
|
---|
| 517 | for (y = 0; y < im1.height(); y++)
|
---|
| 518 | for (x = 0; x < im1.width(); x++)
|
---|
| 519 | if (im1.pixel(x, y) == im2.pixel(x, y))
|
---|
| 520 | diff.setPixel(x, y, qRgba(0,0,0,0));
|
---|
| 521 | else {
|
---|
| 522 | diff.setPixel(x, y, qRgba(255,128,128,255));
|
---|
| 523 | errorPixels++;
|
---|
| 524 |
|
---|
| 525 | }
|
---|
| 526 | pErrorPixels = ((float)errorPixels)/(im1.height()*im1.width());
|
---|
| 527 | }
|
---|
| 528 |
|
---|
| 529 | // now render the pvs again
|
---|
| 530 | SetupCamera();
|
---|
| 531 | glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT);
|
---|
| 532 | mUseFalseColors = false;
|
---|
| 533 |
|
---|
| 534 | oi = mObjects.begin();
|
---|
| 535 | for (; oi != mObjects.end(); oi++)
|
---|
| 536 | RenderIntersectable(*oi);
|
---|
| 537 |
|
---|
| 538 | // now render im1
|
---|
| 539 | if (viewcell) {
|
---|
| 540 | if (1 || mTopView) {
|
---|
| 541 | mWireFrame = true;
|
---|
| 542 | RenderIntersectable(viewcell);
|
---|
| 543 | mWireFrame = false;
|
---|
| 544 | }
|
---|
| 545 |
|
---|
| 546 | // init ortographic projection
|
---|
| 547 | glMatrixMode(GL_PROJECTION);
|
---|
| 548 | glPushMatrix();
|
---|
| 549 |
|
---|
| 550 | glLoadIdentity();
|
---|
| 551 | gluOrtho2D(0, 1.0f, 0, 1.0f);
|
---|
| 552 |
|
---|
| 553 | glMatrixMode(GL_MODELVIEW);
|
---|
| 554 | glLoadIdentity();
|
---|
| 555 |
|
---|
| 556 | bindTexture(diff);
|
---|
| 557 |
|
---|
| 558 | glPushAttrib(GL_ENABLE_BIT);
|
---|
| 559 | glEnable( GL_ALPHA_TEST );
|
---|
| 560 | glDisable( GL_CULL_FACE );
|
---|
| 561 | glAlphaFunc( GL_GREATER, 0.5 );
|
---|
| 562 |
|
---|
| 563 | glEnable( GL_TEXTURE_2D );
|
---|
| 564 | glBegin(GL_QUADS);
|
---|
| 565 |
|
---|
| 566 | glTexCoord2f(0,0);
|
---|
| 567 | glVertex3f(0,0,0);
|
---|
| 568 |
|
---|
| 569 | glTexCoord2f(1,0);
|
---|
| 570 | glVertex3f( 1, 0, 0);
|
---|
| 571 |
|
---|
| 572 | glTexCoord2f(1,1);
|
---|
| 573 | glVertex3f( 1, 1, 0);
|
---|
| 574 |
|
---|
| 575 | glTexCoord2f(0,1);
|
---|
| 576 | glVertex3f(0, 1, 0);
|
---|
| 577 | glEnd();
|
---|
| 578 |
|
---|
| 579 | glPopAttrib();
|
---|
| 580 |
|
---|
| 581 | // restore the projection matrix
|
---|
| 582 | glMatrixMode(GL_PROJECTION);
|
---|
| 583 | glPopMatrix();
|
---|
| 584 | glMatrixMode(GL_MODELVIEW);
|
---|
| 585 | }
|
---|
| 586 |
|
---|
[608] | 587 | glDisable(GL_CLIP_PLANE0);
|
---|
| 588 |
|
---|
[589] | 589 | return pErrorPixels;
|
---|
| 590 | }
|
---|
| 591 |
|
---|
| 592 |
|
---|
| 593 | bool
|
---|
| 594 | GlRenderer::RenderScene()
|
---|
| 595 | {
|
---|
| 596 | static int glList = -1;
|
---|
| 597 | if (glList == -1)
|
---|
| 598 | {
|
---|
| 599 | glList = glGenLists(1);
|
---|
| 600 | glNewList(glList, GL_COMPILE);
|
---|
| 601 | ObjectContainer::const_iterator oi = mObjects.begin();
|
---|
| 602 | for (; oi != mObjects.end(); oi++)
|
---|
| 603 | RenderIntersectable(*oi);
|
---|
| 604 | glEndList();
|
---|
| 605 | }
|
---|
| 606 |
|
---|
| 607 | glCallList(glList);
|
---|
| 608 |
|
---|
| 609 | return true;
|
---|
| 610 | }
|
---|
| 611 |
|
---|
| 612 |
|
---|
| 613 | void
|
---|
| 614 | GlRendererBuffer::ClearErrorBuffer()
|
---|
| 615 | {
|
---|
| 616 | for (int i=0; i < mPvsStatFrames; i++) {
|
---|
| 617 | mPvsErrorBuffer[i] = 1.0f;
|
---|
| 618 | }
|
---|
| 619 | }
|
---|
| 620 |
|
---|
| 621 |
|
---|
| 622 | void
|
---|
| 623 | GlRendererBuffer::EvalPvsStat()
|
---|
| 624 | {
|
---|
| 625 | mPvsStat.Reset();
|
---|
| 626 | halton.Reset();
|
---|
| 627 |
|
---|
| 628 | makeCurrent();
|
---|
| 629 | SetupProjection(GetWidth(), GetHeight());
|
---|
| 630 |
|
---|
| 631 | for (int i=0; i < mPvsStatFrames; i++) {
|
---|
| 632 | float err;
|
---|
| 633 | // set frame id for saving the error buffer
|
---|
| 634 | mFrame = i;
|
---|
| 635 | RandomViewPoint();
|
---|
| 636 |
|
---|
| 637 | // atlanta problematic frames: 325 525 691 1543
|
---|
| 638 | #if 0
|
---|
| 639 | if (mFrame != 325 &&
|
---|
| 640 | mFrame != 525 &&
|
---|
| 641 | mFrame != 691 &&
|
---|
| 642 | mFrame != 1543)
|
---|
| 643 | mPvsErrorBuffer[i] = -1;
|
---|
| 644 | else {
|
---|
| 645 | Debug<<"frame ="<<mFrame<<" vp="<<mViewPoint<<" vd="<<mViewDirection<<endl;
|
---|
| 646 | }
|
---|
| 647 | #endif
|
---|
| 648 | if (mPvsErrorBuffer[i] > 0.0f) {
|
---|
| 649 | mPvsErrorBuffer[i] = GetPixelError();
|
---|
| 650 | cout<<"("<<i<<","<<mPvsErrorBuffer[i]<<")";
|
---|
| 651 | // swapBuffers();
|
---|
| 652 | }
|
---|
| 653 |
|
---|
| 654 | err = mPvsErrorBuffer[i];
|
---|
| 655 |
|
---|
| 656 | if (err >= 0.0f) {
|
---|
| 657 | if (err > mPvsStat.maxError)
|
---|
| 658 | mPvsStat.maxError = err;
|
---|
| 659 | mPvsStat.sumError += err;
|
---|
| 660 | if (err == 0.0f)
|
---|
| 661 | mPvsStat.errorFreeFrames++;
|
---|
| 662 | mPvsStat.frames++;
|
---|
| 663 | }
|
---|
| 664 | }
|
---|
| 665 |
|
---|
| 666 | glFinish();
|
---|
| 667 | doneCurrent();
|
---|
| 668 |
|
---|
| 669 | cout<<endl<<flush;
|
---|
| 670 | // mRenderingFinished.wakeAll();
|
---|
| 671 | }
|
---|
| 672 |
|
---|
| 673 |
|
---|
| 674 |
|
---|
| 675 |
|
---|
| 676 |
|
---|
| 677 | void
|
---|
| 678 | GlRendererWidget::mousePressEvent(QMouseEvent *e)
|
---|
| 679 | {
|
---|
| 680 | int x = e->pos().x();
|
---|
| 681 | int y = e->pos().y();
|
---|
| 682 |
|
---|
| 683 | mousePoint.x = x;
|
---|
| 684 | mousePoint.y = y;
|
---|
| 685 |
|
---|
| 686 | }
|
---|
| 687 |
|
---|
| 688 | void
|
---|
| 689 | GlRendererWidget::mouseMoveEvent(QMouseEvent *e)
|
---|
| 690 | {
|
---|
| 691 | float MOVE_SENSITIVITY = Magnitude(mSceneGraph->GetBox().Diagonal())*1e-3;
|
---|
| 692 | float TURN_SENSITIVITY=0.1f;
|
---|
| 693 | float TILT_SENSITIVITY=32.0 ;
|
---|
| 694 | float TURN_ANGLE= M_PI/36.0 ;
|
---|
| 695 |
|
---|
| 696 | int x = e->pos().x();
|
---|
| 697 | int y = e->pos().y();
|
---|
| 698 |
|
---|
| 699 | if (e->modifiers() & Qt::ControlModifier) {
|
---|
| 700 | mViewPoint.y += (y-mousePoint.y)*MOVE_SENSITIVITY/2.0;
|
---|
| 701 | mViewPoint.x += (x-mousePoint.x)*MOVE_SENSITIVITY/2.0;
|
---|
| 702 | } else {
|
---|
| 703 | mViewPoint += mViewDirection*((mousePoint.y - y)*MOVE_SENSITIVITY);
|
---|
| 704 | float adiff = TURN_ANGLE*(x - mousePoint.x)*-TURN_SENSITIVITY;
|
---|
| 705 | float angle = atan2(mViewDirection.x, mViewDirection.z);
|
---|
| 706 | mViewDirection.x = sin(angle+adiff);
|
---|
| 707 | mViewDirection.z = cos(angle+adiff);
|
---|
| 708 | }
|
---|
| 709 |
|
---|
| 710 | mousePoint.x = x;
|
---|
| 711 | mousePoint.y = y;
|
---|
| 712 |
|
---|
| 713 | updateGL();
|
---|
| 714 | }
|
---|
| 715 |
|
---|
| 716 | void
|
---|
| 717 | GlRendererWidget::mouseReleaseEvent(QMouseEvent *)
|
---|
| 718 | {
|
---|
| 719 |
|
---|
| 720 |
|
---|
| 721 | }
|
---|
| 722 |
|
---|
| 723 | void
|
---|
| 724 | GlRendererWidget::resizeGL(int w, int h)
|
---|
| 725 | {
|
---|
| 726 | SetupProjection(w, h);
|
---|
| 727 | updateGL();
|
---|
| 728 | }
|
---|
| 729 |
|
---|
| 730 | void
|
---|
| 731 | GlRendererWidget::paintGL()
|
---|
| 732 | {
|
---|
[608] | 733 | glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT);
|
---|
| 734 |
|
---|
| 735 |
|
---|
[685] | 736 | if (!mRenderViewCells) {
|
---|
| 737 | RenderErrors();
|
---|
| 738 | RenderInfo();
|
---|
| 739 | } else {
|
---|
[599] | 740 | RenderViewCells();
|
---|
[608] | 741 |
|
---|
[685] | 742 | mWireFrame = true;
|
---|
| 743 | RenderScene();
|
---|
| 744 | mWireFrame = false;
|
---|
| 745 | RenderInfo();
|
---|
| 746 | }
|
---|
| 747 |
|
---|
[589] | 748 | mFrame++;
|
---|
| 749 | }
|
---|
| 750 |
|
---|
| 751 |
|
---|
| 752 | void
|
---|
| 753 | GlRendererWidget::SetupCamera()
|
---|
| 754 | {
|
---|
| 755 | if (!mTopView)
|
---|
| 756 | GlRenderer::SetupCamera();
|
---|
| 757 | else {
|
---|
[608] | 758 | if (0) {
|
---|
| 759 | float dist = Magnitude(mSceneGraph->GetBox().Diagonal())*0.05;
|
---|
| 760 | Vector3 pos = mViewPoint - dist*Vector3(mViewDirection.x,
|
---|
| 761 | -1,
|
---|
| 762 | mViewDirection.y);
|
---|
| 763 |
|
---|
| 764 | Vector3 target = mViewPoint + dist*mViewDirection;
|
---|
| 765 | Vector3 up(0,1,0);
|
---|
| 766 |
|
---|
| 767 | glLoadIdentity();
|
---|
| 768 | gluLookAt(pos.x, pos.y, pos.z,
|
---|
| 769 | target.x, target.y, target.z,
|
---|
| 770 | up.x, up.y, up.z);
|
---|
| 771 | } else {
|
---|
| 772 | float dist = Magnitude(mSceneGraph->GetBox().Diagonal())*mTopDistance;
|
---|
| 773 | Vector3 pos = mViewPoint + dist*Vector3(0,
|
---|
| 774 | 1,
|
---|
| 775 | 0);
|
---|
| 776 |
|
---|
| 777 | Vector3 target = mViewPoint;
|
---|
| 778 | Vector3 up(mViewDirection.x, 0, mViewDirection.z);
|
---|
| 779 |
|
---|
| 780 | glLoadIdentity();
|
---|
| 781 | gluLookAt(pos.x, pos.y, pos.z,
|
---|
| 782 | target.x, target.y, target.z,
|
---|
| 783 | up.x, up.y, up.z);
|
---|
| 784 |
|
---|
| 785 | }
|
---|
[589] | 786 | }
|
---|
| 787 |
|
---|
| 788 | }
|
---|
| 789 |
|
---|
| 790 | void
|
---|
| 791 | GlRendererWidget::keyPressEvent ( QKeyEvent * e )
|
---|
| 792 | {
|
---|
| 793 | switch (e->key()) {
|
---|
| 794 | case Qt::Key_T:
|
---|
| 795 | mTopView = !mTopView;
|
---|
[608] | 796 | SetupProjection(width(), height());
|
---|
[589] | 797 | updateGL();
|
---|
| 798 | break;
|
---|
[599] | 799 | case Qt::Key_V:
|
---|
| 800 | mRenderViewCells = !mRenderViewCells;
|
---|
| 801 | updateGL();
|
---|
| 802 | break;
|
---|
[589] | 803 | default:
|
---|
| 804 | e->ignore();
|
---|
| 805 | break;
|
---|
| 806 | }
|
---|
[608] | 807 | }
|
---|
| 808 |
|
---|
[589] | 809 |
|
---|
[608] | 810 | RendererControlWidget::RendererControlWidget(QWidget * parent, Qt::WFlags f):
|
---|
| 811 | QWidget(parent, f)
|
---|
| 812 | {
|
---|
| 813 |
|
---|
| 814 | QVBoxLayout *vl = new QVBoxLayout;
|
---|
| 815 | setLayout(vl);
|
---|
| 816 |
|
---|
| 817 | QWidget *vbox = new QGroupBox("ViewCells", this);
|
---|
| 818 | layout()->addWidget(vbox);
|
---|
| 819 |
|
---|
| 820 | vl = new QVBoxLayout;
|
---|
| 821 | vbox->setLayout(vl);
|
---|
| 822 |
|
---|
| 823 | QSlider *slider = new QSlider(Qt::Horizontal, vbox);
|
---|
| 824 | vl->addWidget(slider);
|
---|
| 825 | slider->show();
|
---|
[685] | 826 | slider->setRange(1, 5000);
|
---|
[608] | 827 | slider->setSizePolicy(QSizePolicy::Preferred, QSizePolicy::Preferred);
|
---|
| 828 | slider->setValue(500);
|
---|
| 829 |
|
---|
| 830 | connect(slider, SIGNAL(valueChanged(int)), SIGNAL(SetViewCellGranularity(int)));
|
---|
| 831 |
|
---|
| 832 |
|
---|
| 833 |
|
---|
| 834 | QWidget *hbox = new QWidget(vbox);
|
---|
| 835 | vl->addWidget(hbox);
|
---|
| 836 | QHBoxLayout *hlayout = new QHBoxLayout;
|
---|
| 837 | hbox->setLayout(hlayout);
|
---|
| 838 |
|
---|
| 839 | QCheckBox *cb = new QCheckBox("Show viewcells", hbox);
|
---|
| 840 | hlayout->addWidget(cb);
|
---|
| 841 | cb->setChecked(false);
|
---|
| 842 | connect(cb, SIGNAL(toggled(bool)), SIGNAL(SetShowViewCells(bool)));
|
---|
| 843 |
|
---|
| 844 | vbox->resize(800,100);
|
---|
| 845 |
|
---|
| 846 |
|
---|
| 847 | vbox = new QGroupBox("Rendering", this);
|
---|
| 848 | layout()->addWidget(vbox);
|
---|
| 849 |
|
---|
| 850 | vl = new QVBoxLayout;
|
---|
| 851 | vbox->setLayout(vl);
|
---|
| 852 |
|
---|
| 853 | slider = new QSlider(Qt::Horizontal, vbox);
|
---|
| 854 | vbox->layout()->addWidget(slider);
|
---|
| 855 | slider->show();
|
---|
| 856 | slider->setRange(0, 1000);
|
---|
| 857 | slider->setSizePolicy(QSizePolicy::Preferred, QSizePolicy::Preferred);
|
---|
| 858 | slider->setValue(1000);
|
---|
| 859 |
|
---|
| 860 | connect(slider, SIGNAL(valueChanged(int)), SIGNAL(SetSceneCut(int)));
|
---|
| 861 |
|
---|
| 862 |
|
---|
| 863 | cb = new QCheckBox("Cut view cells", vbox);
|
---|
| 864 | vbox->layout()->addWidget(cb);
|
---|
| 865 | cb->setChecked(false);
|
---|
| 866 | connect(cb, SIGNAL(toggled(bool)), SIGNAL(SetCutViewCells(bool)));
|
---|
| 867 |
|
---|
| 868 | cb = new QCheckBox("Cut scene", vbox);
|
---|
| 869 | vbox->layout()->addWidget(cb);
|
---|
| 870 | cb->setChecked(false);
|
---|
| 871 | connect(cb, SIGNAL(toggled(bool)), SIGNAL(SetCutScene(bool)));
|
---|
| 872 |
|
---|
| 873 |
|
---|
| 874 | slider = new QSlider(Qt::Horizontal, vbox);
|
---|
| 875 | vbox->layout()->addWidget(slider);
|
---|
| 876 | slider->show();
|
---|
| 877 | slider->setRange(1, 1000);
|
---|
| 878 | slider->setSizePolicy(QSizePolicy::Preferred, QSizePolicy::Preferred);
|
---|
| 879 | slider->setValue(500);
|
---|
| 880 |
|
---|
| 881 | connect(slider, SIGNAL(valueChanged(int)), SIGNAL(SetTopDistance(int)));
|
---|
| 882 |
|
---|
| 883 | cb = new QCheckBox("Top View", vbox);
|
---|
| 884 | vbox->layout()->addWidget(cb);
|
---|
| 885 | cb->setChecked(false);
|
---|
| 886 | connect(cb, SIGNAL(toggled(bool)), SIGNAL(SetTopView(bool)));
|
---|
| 887 |
|
---|
| 888 |
|
---|
| 889 | adjustSize();
|
---|
[589] | 890 | }
|
---|
| 891 |
|
---|
[599] | 892 | GlRendererWidget::GlRendererWidget(SceneGraph *sceneGraph,
|
---|
| 893 | ViewCellsManager *viewcells,
|
---|
| 894 | KdTree *tree,
|
---|
| 895 | QWidget * parent,
|
---|
| 896 | const QGLWidget * shareWidget,
|
---|
| 897 | Qt::WFlags f
|
---|
| 898 | )
|
---|
| 899 | :
|
---|
| 900 | GlRenderer(sceneGraph, viewcells, tree), QGLWidget(parent, shareWidget, f)
|
---|
| 901 | {
|
---|
| 902 | mTopView = false;
|
---|
| 903 | mRenderViewCells = false;
|
---|
[608] | 904 | mTopDistance = 1.0f;
|
---|
| 905 | mCutViewCells = false;
|
---|
| 906 | mCutScene = false;
|
---|
| 907 |
|
---|
| 908 | RendererControlWidget *cw = new RendererControlWidget(NULL);
|
---|
| 909 | connect(cw, SIGNAL(SetViewCellGranularity(int)), this, SLOT(SetViewCellGranularity(int)));
|
---|
| 910 | connect(cw, SIGNAL(SetSceneCut(int)), this, SLOT(SetSceneCut(int)));
|
---|
| 911 | connect(cw, SIGNAL(SetTopDistance(int)), this, SLOT(SetTopDistance(int)));
|
---|
| 912 | connect(cw, SIGNAL(SetShowViewCells(bool)), this, SLOT(SetShowViewCells(bool)));
|
---|
| 913 | connect(cw, SIGNAL(SetTopView(bool)), this, SLOT(SetTopView(bool)));
|
---|
| 914 | connect(cw, SIGNAL(SetCutViewCells(bool)), this, SLOT(SetCutViewCells(bool)));
|
---|
| 915 | connect(cw, SIGNAL(SetCutScene(bool)), this, SLOT(SetCutScene(bool)));
|
---|
| 916 |
|
---|
| 917 | cw->show();
|
---|
| 918 | }
|
---|
[589] | 919 |
|
---|
[608] | 920 | void
|
---|
| 921 | GlRendererWidget::SetViewCellGranularity(int number)
|
---|
| 922 | {
|
---|
| 923 | mViewCellsManager->CollectViewCells(number);
|
---|
| 924 | updateGL();
|
---|
| 925 | }
|
---|
[599] | 926 |
|
---|
[608] | 927 | void
|
---|
| 928 | GlRendererWidget::SetSceneCut(int number)
|
---|
| 929 | {
|
---|
| 930 | // assume the cut plane can only be aligned with xz plane
|
---|
| 931 | // shift it along y according to number, which is percentage of the bounding
|
---|
| 932 | // box position
|
---|
| 933 | if (mViewCellsManager) {
|
---|
| 934 | AxisAlignedBox3 box = mViewCellsManager->GetViewSpaceBox();
|
---|
| 935 | Vector3 p = box.Min() + (number/1000.0f)*box.Max();
|
---|
| 936 | mSceneCutPlane.mNormal = Vector3(0,-1,0);
|
---|
| 937 | mSceneCutPlane.mD = -DotProd(mSceneCutPlane.mNormal, p);
|
---|
| 938 | updateGL();
|
---|
| 939 | }
|
---|
[599] | 940 | }
|
---|
| 941 |
|
---|
| 942 | void
|
---|
[608] | 943 | GlRendererWidget::SetTopDistance(int number)
|
---|
[599] | 944 | {
|
---|
[608] | 945 | mTopDistance = number/1000.0f;
|
---|
[599] | 946 | updateGL();
|
---|
| 947 | }
|
---|
| 948 |
|
---|
| 949 | void
|
---|
| 950 | GlRendererWidget::RenderViewCells()
|
---|
| 951 | {
|
---|
| 952 | mUseFalseColors = true;
|
---|
| 953 |
|
---|
| 954 | SetupCamera();
|
---|
[608] | 955 | glEnable(GL_CULL_FACE);
|
---|
[685] | 956 | //glDisable(GL_CULL_FACE);
|
---|
[608] | 957 | glCullFace(GL_FRONT);
|
---|
| 958 | double eq[4];
|
---|
| 959 | eq[0] = mSceneCutPlane.mNormal.x;
|
---|
| 960 | eq[1] = mSceneCutPlane.mNormal.y;
|
---|
| 961 | eq[2] = mSceneCutPlane.mNormal.z;
|
---|
| 962 | eq[3] = mSceneCutPlane.mD;
|
---|
[599] | 963 |
|
---|
[608] | 964 | if (mCutViewCells) {
|
---|
| 965 | glClipPlane(GL_CLIP_PLANE0, eq);
|
---|
| 966 | glEnable(GL_CLIP_PLANE0);
|
---|
| 967 | }
|
---|
| 968 |
|
---|
[599] | 969 | int i;
|
---|
| 970 | ViewCellContainer &viewcells = mViewCellsManager->GetViewCells();
|
---|
| 971 | for (i=0; i < viewcells.size(); i++) {
|
---|
| 972 | ViewCell *vc = viewcells[i];
|
---|
[608] | 973 | // Mesh *m = vc->GetMesh();
|
---|
| 974 | RgbColor c = vc->GetColor();
|
---|
| 975 | glColor3f(c.r, c.g, c.b);
|
---|
[599] | 976 | RenderViewCell(vc);
|
---|
| 977 | }
|
---|
| 978 |
|
---|
[608] | 979 | glDisable(GL_CLIP_PLANE0);
|
---|
| 980 |
|
---|
[599] | 981 | }
|
---|
| 982 |
|
---|
[589] | 983 | void GlRendererBuffer::SampleBeamContributions(Intersectable *sourceObject,
|
---|
| 984 | Beam &beam,
|
---|
| 985 | const int desiredSamples,
|
---|
[517] | 986 | BeamSampleStatistics &stat)
|
---|
[540] | 987 | {
|
---|
[589] | 988 | // TODO: should be moved out of here (not to be done every time)
|
---|
[513] | 989 | // only back faces are interesting for the depth pass
|
---|
[589] | 990 | glShadeModel(GL_FLAT);
|
---|
| 991 | glDisable(GL_LIGHTING);
|
---|
| 992 |
|
---|
| 993 | // needed to kill the fragments for the front buffer
|
---|
| 994 | glEnable(GL_ALPHA_TEST);
|
---|
| 995 | glAlphaFunc(GL_GREATER, 0);
|
---|
| 996 |
|
---|
| 997 | // assumes that the beam is constructed and contains kd-tree nodes
|
---|
| 998 | // and viewcells which it intersects
|
---|
| 999 |
|
---|
| 1000 |
|
---|
| 1001 | // Get the number of viewpoints to be sampled
|
---|
| 1002 | // Now it is a sqrt but in general a wiser decision could be made.
|
---|
| 1003 | // The less viewpoints the better for rendering performance, since less passes
|
---|
| 1004 | // over the beam is needed.
|
---|
| 1005 | // The viewpoints could actually be generated outside of the bounding box which
|
---|
| 1006 | // would distribute the 'efective viewpoints' of the object surface and thus
|
---|
| 1007 | // with a few viewpoints better sample the viewpoint space....
|
---|
| 1008 |
|
---|
| 1009 | //TODO: comment in
|
---|
| 1010 | //int viewPointSamples = sqrt((float)desiredSamples);
|
---|
| 1011 | int viewPointSamples = max(desiredSamples / (GetWidth() * GetHeight()), 1);
|
---|
| 1012 |
|
---|
| 1013 | // the number of direction samples per pass is given by the number of viewpoints
|
---|
| 1014 | int directionalSamples = desiredSamples / viewPointSamples;
|
---|
| 1015 |
|
---|
| 1016 | Debug << "directional samples: " << directionalSamples << endl;
|
---|
| 1017 | for (int i = 0; i < viewPointSamples; ++ i)
|
---|
| 1018 | {
|
---|
| 1019 | Vector3 viewPoint = beam.mBox.GetRandomPoint();
|
---|
| 1020 |
|
---|
| 1021 | // perhaps the viewpoint should be shifted back a little bit so that it always lies
|
---|
| 1022 | // inside the source object
|
---|
| 1023 | // 'ideally' the viewpoints would be distributed on the soureObject surface, but this
|
---|
| 1024 | // would require more complicated sampling (perhaps hierarchical rejection sampling of
|
---|
| 1025 | // the object surface is an option here - only the mesh faces which are inside the box
|
---|
| 1026 | // are considered as candidates)
|
---|
| 1027 |
|
---|
| 1028 | SampleViewpointContributions(sourceObject,
|
---|
| 1029 | viewPoint,
|
---|
| 1030 | beam,
|
---|
| 1031 | directionalSamples,
|
---|
| 1032 | stat);
|
---|
| 1033 | }
|
---|
| 1034 |
|
---|
| 1035 |
|
---|
| 1036 | // note:
|
---|
| 1037 | // this routine would be called only if the number of desired samples is sufficiently
|
---|
| 1038 | // large - for other rss tree cells the cpu based sampling is perhaps more efficient
|
---|
| 1039 | // distributing the work between cpu and gpu would also allow us to place more sophisticated
|
---|
| 1040 | // sample distributions (silhouette ones) using the cpu and the jittered once on the GPU
|
---|
| 1041 | // in order that thios scheme is working well the gpu render buffer should run in a separate
|
---|
| 1042 | // thread than the cpu sampler, which would not be such a big problem....
|
---|
| 1043 |
|
---|
| 1044 | // disable alpha test again
|
---|
| 1045 | glDisable(GL_ALPHA_TEST);
|
---|
| 1046 | }
|
---|
| 1047 |
|
---|
| 1048 |
|
---|
| 1049 | void GlRendererBuffer::SampleViewpointContributions(Intersectable *sourceObject,
|
---|
| 1050 | const Vector3 viewPoint,
|
---|
| 1051 | Beam &beam,
|
---|
| 1052 | const int samples,
|
---|
[513] | 1053 | BeamSampleStatistics &stat)
|
---|
[589] | 1054 | {
|
---|
| 1055 | // 1. setup the view port to match the desired samples
|
---|
| 1056 | glViewport(0, 0, samples, samples);
|
---|
| 1057 |
|
---|
| 1058 | // 2. setup the projection matrix and view matrix to match the viewpoint + beam.mDirBox
|
---|
| 1059 | SetupProjectionForViewPoint(viewPoint, beam, sourceObject);
|
---|
| 1060 |
|
---|
| 1061 |
|
---|
| 1062 | // 3. reset z-buffer to 0 and render the source object for the beam
|
---|
| 1063 | // with glCullFace(Enabled) and glFrontFace(GL_CW)
|
---|
[544] | 1064 | // save result to the front depth map
|
---|
| 1065 | // the front depth map holds ray origins
|
---|
[589] | 1066 |
|
---|
| 1067 |
|
---|
| 1068 | // front depth buffer must be initialised to 0
|
---|
| 1069 | float clearDepth;
|
---|
| 1070 |
|
---|
| 1071 | glGetFloatv(GL_DEPTH_CLEAR_VALUE, &clearDepth);
|
---|
| 1072 | glClearDepth(0.0f);
|
---|
| 1073 | glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT | GL_STENCIL_BUFFER_BIT);
|
---|
| 1074 |
|
---|
| 1075 |
|
---|
| 1076 | //glFrontFace(GL_CW);
|
---|
| 1077 | glEnable(GL_CULL_FACE);
|
---|
| 1078 | glCullFace(GL_FRONT);
|
---|
| 1079 | glColorMask(0, 0, 0, 0);
|
---|
| 1080 |
|
---|
| 1081 |
|
---|
| 1082 | // stencil is increased where the source object is located
|
---|
| 1083 | glEnable(GL_STENCIL_TEST);
|
---|
| 1084 | glStencilFunc(GL_ALWAYS, 0x1, 0x1);
|
---|
| 1085 | glStencilOp(GL_REPLACE, GL_REPLACE, GL_REPLACE);
|
---|
| 1086 |
|
---|
| 1087 |
|
---|
[513] | 1088 | #if 0
|
---|
[589] | 1089 | static int glSourceObjList = -1;
|
---|
| 1090 | if (glSourceObjList != -1)
|
---|
| 1091 | {
|
---|
| 1092 | glSourceObjList = glGenLists(1);
|
---|
| 1093 | glNewList(glSourceObjList, GL_COMPILE);
|
---|
| 1094 |
|
---|
| 1095 | RenderIntersectable(sourceObject);
|
---|
[513] | 1096 |
|
---|
| 1097 | glEndList();
|
---|
[589] | 1098 | }
|
---|
| 1099 | glCallList(glSourceObjList);
|
---|
| 1100 |
|
---|
| 1101 | #else
|
---|
| 1102 | RenderIntersectable(sourceObject);
|
---|
| 1103 |
|
---|
| 1104 | #endif
|
---|
| 1105 |
|
---|
| 1106 | // copy contents of the front depth buffer into depth texture
|
---|
[540] | 1107 | glBindTexture(GL_TEXTURE_2D, frontDepthMap);
|
---|
[544] | 1108 | glCopyTexSubImage2D(GL_TEXTURE_2D, 0, 0, 0, 0, 0, depthMapSize, depthMapSize);
|
---|
[589] | 1109 |
|
---|
| 1110 |
|
---|
| 1111 | // reset clear function
|
---|
| 1112 | glClearDepth(clearDepth);
|
---|
| 1113 |
|
---|
| 1114 |
|
---|
| 1115 |
|
---|
| 1116 | // 4. set up the termination depth buffer (= standard depth buffer)
|
---|
| 1117 | // only rays which have non-zero entry in the origin buffer are valid since
|
---|
| 1118 | // they realy start on the object surface (this is tagged by setting a
|
---|
| 1119 | // stencil buffer bit at step 3).
|
---|
| 1120 |
|
---|
[541] | 1121 | glStencilFunc(GL_EQUAL, 0x1, 0x1);
|
---|
[589] | 1122 | glStencilOp(GL_KEEP, GL_KEEP, GL_KEEP);
|
---|
| 1123 |
|
---|
| 1124 | glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT);
|
---|
| 1125 | glDepthMask(1);
|
---|
| 1126 |
|
---|
| 1127 | glEnable(GL_DEPTH_TEST);
|
---|
| 1128 |
|
---|
| 1129 | glEnable(GL_CULL_FACE);
|
---|
| 1130 | glCullFace(GL_BACK);
|
---|
| 1131 |
|
---|
| 1132 | // setup front depth buffer
|
---|
[544] | 1133 | glEnable(GL_TEXTURE_2D);
|
---|
| 1134 |
|
---|
| 1135 | // bind pixel shader implementing the front depth buffer functionality
|
---|
| 1136 | cgGLBindProgram(sCgFragmentProgram);
|
---|
[589] | 1137 | cgGLEnableProfile(sCgFragmentProfile);
|
---|
| 1138 |
|
---|
| 1139 |
|
---|
| 1140 | // 5. render all objects inside the beam
|
---|
| 1141 | // we can use id based false color to read them back for gaining the pvs
|
---|
| 1142 |
|
---|
| 1143 | glColorMask(1, 1, 1, 1);
|
---|
| 1144 |
|
---|
[544] | 1145 |
|
---|
| 1146 | // if objects not stored in beam => extract objects
|
---|
[532] | 1147 | if (beam.mFlags & !Beam::STORE_OBJECTS)
|
---|
| 1148 | {
|
---|
| 1149 | vector<KdNode *>::const_iterator it, it_end = beam.mKdNodes.end();
|
---|
| 1150 |
|
---|
| 1151 | Intersectable::NewMail();
|
---|
| 1152 | for (it = beam.mKdNodes.begin(); it != it_end; ++ it)
|
---|
| 1153 | {
|
---|
| 1154 | mKdTree->CollectObjects(*it, beam.mObjects);
|
---|
| 1155 | }
|
---|
| 1156 | }
|
---|
| 1157 |
|
---|
[544] | 1158 |
|
---|
[589] | 1159 | // (objects can be compiled to a gl list now so that subsequent rendering for
|
---|
| 1160 | // this beam is fast - the same hold for step 3)
|
---|
[544] | 1161 | // Afterwards we have two depth buffers defining the ray origin and termination
|
---|
| 1162 |
|
---|
| 1163 |
|
---|
[513] | 1164 | #if 0
|
---|
[589] | 1165 | static int glObjList = -1;
|
---|
| 1166 | if (glObjList != -1)
|
---|
| 1167 | {
|
---|
| 1168 | glObjList = glGenLists(1);
|
---|
| 1169 | glNewList(glObjList, GL_COMPILE);
|
---|
| 1170 |
|
---|
| 1171 | ObjectContainer::const_iterator it, it_end = beam.mObjects.end();
|
---|
| 1172 | for (it = beam.mObjects.begin(); it != it_end; ++ it)
|
---|
| 1173 | {
|
---|
| 1174 | // render all objects except the source object
|
---|
| 1175 | if (*it != sourceObject)
|
---|
| 1176 | RenderIntersectable(*it);
|
---|
| 1177 | }
|
---|
[513] | 1178 |
|
---|
| 1179 | glEndList();
|
---|
[589] | 1180 | }
|
---|
| 1181 |
|
---|
| 1182 | glCallList(glObjList);
|
---|
| 1183 | #else
|
---|
| 1184 | ObjectContainer::const_iterator it, it_end = beam.mObjects.end();
|
---|
| 1185 | for (it = beam.mObjects.begin(); it != it_end; ++ it)
|
---|
| 1186 | {
|
---|
| 1187 | // render all objects except the source object
|
---|
| 1188 | if (*it != sourceObject)
|
---|
| 1189 | RenderIntersectable(*it);
|
---|
| 1190 | }
|
---|
| 1191 | #endif
|
---|
[513] | 1192 |
|
---|
[589] | 1193 |
|
---|
| 1194 |
|
---|
| 1195 | // 6. Use occlusion queries for all viewcell meshes associated with the beam ->
|
---|
| 1196 | // a fragment passes if the corresponding stencil fragment is set and its depth is
|
---|
| 1197 | // between origin and termination buffer
|
---|
| 1198 |
|
---|
| 1199 | // create new queries if necessary
|
---|
| 1200 | GenQueries((int)beam.mViewCells.size());
|
---|
| 1201 |
|
---|
| 1202 | // check whether any backfacing polygon would pass the depth test?
|
---|
| 1203 | // matt: should check both back /front facing because of dual depth buffer
|
---|
| 1204 | // and danger of cutting the near plane with front facing polys.
|
---|
| 1205 |
|
---|
| 1206 | glColorMask(GL_FALSE, GL_FALSE, GL_FALSE, GL_FALSE);
|
---|
| 1207 | glDepthMask(GL_FALSE);
|
---|
| 1208 | glDisable(GL_CULL_FACE);
|
---|
| 1209 |
|
---|
| 1210 |
|
---|
| 1211 | ViewCellContainer::const_iterator vit, vit_end = beam.mViewCells.end();
|
---|
| 1212 |
|
---|
| 1213 | int queryIdx = 0;
|
---|
| 1214 |
|
---|
| 1215 | for (vit = beam.mViewCells.begin(); vit != vit_end; ++ vit)
|
---|
| 1216 | {
|
---|
| 1217 | glBeginOcclusionQueryNV(sQueries[queryIdx ++]);
|
---|
| 1218 |
|
---|
| 1219 | RenderIntersectable(*vit);
|
---|
| 1220 |
|
---|
| 1221 | glEndOcclusionQueryNV();
|
---|
| 1222 | }
|
---|
| 1223 |
|
---|
| 1224 |
|
---|
| 1225 |
|
---|
| 1226 | // at this point, if possible, go and do some other computation
|
---|
| 1227 |
|
---|
| 1228 |
|
---|
| 1229 |
|
---|
| 1230 | // 7. The number of visible pixels is the number of sample rays which see the source
|
---|
| 1231 | // object from the corresponding viewcell -> remember these values for later update
|
---|
| 1232 | // of the viewcell pvs - or update immediately?
|
---|
| 1233 |
|
---|
| 1234 | queryIdx = 0;
|
---|
| 1235 | unsigned int pixelCount;
|
---|
| 1236 |
|
---|
| 1237 | for (vit = beam.mViewCells.begin(); vit != vit_end; ++ vit)
|
---|
| 1238 | {
|
---|
| 1239 | // fetch queries
|
---|
| 1240 | glGetOcclusionQueryuivNV(sQueries[queryIdx ++],
|
---|
| 1241 | GL_PIXEL_COUNT_NV,
|
---|
| 1242 | &pixelCount);
|
---|
| 1243 | if (pixelCount)
|
---|
| 1244 | Debug << "view cell " << (*vit)->GetId() << " visible pixels: " << pixelCount << endl;
|
---|
| 1245 | }
|
---|
| 1246 |
|
---|
| 1247 |
|
---|
| 1248 | // 8. Copmpute rendering statistics
|
---|
| 1249 | // In general it is not neccessary to remember to extract all the rays cast. I hope it
|
---|
| 1250 | // would be sufficient to gain only the intergral statistics about the new contributions
|
---|
| 1251 | // and so the rss tree would actually store no new rays (only the initial ones)
|
---|
| 1252 | // the subdivision of the tree would only be driven by the statistics (the glrender could
|
---|
| 1253 | // evaluate the contribution entropy for example)
|
---|
| 1254 | // However might be an option to extract/store only those the rays which made a contribution
|
---|
| 1255 | // (new viewcell has been discovered) or relative contribution greater than a threshold ...
|
---|
| 1256 |
|
---|
| 1257 | ObjectContainer pvsObj;
|
---|
| 1258 | stat.pvsSize = ComputePvs(beam.mObjects, pvsObj);
|
---|
| 1259 |
|
---|
| 1260 | // to gain ray source and termination
|
---|
| 1261 | // copy contents of ray termination buffer into depth texture
|
---|
| 1262 | // and compare with ray source buffer
|
---|
| 1263 | #if 0
|
---|
[544] | 1264 | VssRayContainer rays;
|
---|
| 1265 |
|
---|
[540] | 1266 | glBindTexture(GL_TEXTURE_2D, backDepthMap);
|
---|
[589] | 1267 | glCopyTexSubImage2D(GL_TEXTURE_2D, 0, 0, 0, 0, 0, depthMapSize, depthMapSize);
|
---|
| 1268 |
|
---|
| 1269 | ComputeRays(Intersectable *sourceObj, rays);
|
---|
| 1270 |
|
---|
| 1271 | #endif
|
---|
| 1272 |
|
---|
| 1273 |
|
---|
| 1274 |
|
---|
| 1275 | //-- cleanup
|
---|
| 1276 |
|
---|
| 1277 |
|
---|
| 1278 | // reset gl state
|
---|
| 1279 | glColorMask(GL_TRUE, GL_TRUE, GL_TRUE, GL_TRUE);
|
---|
| 1280 | glDepthMask(GL_TRUE);
|
---|
| 1281 | glEnable(GL_CULL_FACE);
|
---|
| 1282 | glDisable(GL_STENCIL_TEST);
|
---|
| 1283 | cgGLDisableProfile(sCgFragmentProfile);
|
---|
| 1284 | glDisable(GL_TEXTURE_2D);
|
---|
| 1285 |
|
---|
| 1286 | // remove objects from beam
|
---|
| 1287 | if (beam.mFlags & !Beam::STORE_OBJECTS)
|
---|
| 1288 | beam.mObjects.clear();
|
---|
| 1289 | }
|
---|
| 1290 |
|
---|
| 1291 |
|
---|
| 1292 | void GlRendererBuffer::GenQueries(const int numQueries)
|
---|
[540] | 1293 | {
|
---|
[589] | 1294 | if ((int)sQueries.size() < numQueries)
|
---|
| 1295 | {
|
---|
| 1296 | const int n = numQueries - (int)sQueries.size();
|
---|
| 1297 | unsigned int *newQueries = new unsigned int[n];
|
---|
| 1298 |
|
---|
| 1299 | glGenOcclusionQueriesNV(n, (unsigned int *)newQueries);
|
---|
| 1300 |
|
---|
| 1301 | for (int i = 0; i < n; ++ i)
|
---|
| 1302 | {
|
---|
| 1303 | sQueries.push_back(newQueries[i]);
|
---|
| 1304 | }
|
---|
| 1305 |
|
---|
| 1306 | delete [] newQueries;
|
---|
| 1307 | }
|
---|
| 1308 | }
|
---|
| 1309 |
|
---|
| 1310 |
|
---|
| 1311 | void GlRendererBuffer::SetupProjectionForViewPoint(const Vector3 &viewPoint,
|
---|
| 1312 | const Beam &beam,
|
---|
| 1313 | Intersectable *sourceObject)
|
---|
| 1314 | {
|
---|
| 1315 | float left, right, bottom, top, znear, zfar;
|
---|
| 1316 |
|
---|
| 1317 | beam.ComputePerspectiveFrustum(left, right, bottom, top, znear, zfar,
|
---|
| 1318 | mSceneGraph->GetBox());
|
---|
| 1319 |
|
---|
| 1320 | //Debug << left << " " << right << " " << bottom << " " << top << " " << znear << " " << zfar << endl;
|
---|
| 1321 | glMatrixMode(GL_PROJECTION);
|
---|
| 1322 | glLoadIdentity();
|
---|
| 1323 | glFrustum(left, right, bottom, top, znear, zfar);
|
---|
| 1324 | //glFrustum(-1, 1, -1, 1, 1, 20000);
|
---|
| 1325 |
|
---|
| 1326 | const Vector3 center = viewPoint + beam.GetMainDirection() * (zfar - znear) * 0.3f;
|
---|
| 1327 | const Vector3 up =
|
---|
| 1328 | Normalize(CrossProd(beam.mPlanes[0].mNormal, beam.mPlanes[4].mNormal));
|
---|
| 1329 |
|
---|
| 1330 | #ifdef _DEBUG
|
---|
| 1331 | Debug << "view point: " << viewPoint << endl;
|
---|
| 1332 | Debug << "eye: " << center << endl;
|
---|
| 1333 | Debug << "up: " << up << endl;
|
---|
| 1334 | #endif
|
---|
| 1335 |
|
---|
| 1336 | glMatrixMode(GL_MODELVIEW);
|
---|
| 1337 | glLoadIdentity();
|
---|
| 1338 | gluLookAt(viewPoint.x, viewPoint.y, viewPoint.z,
|
---|
| 1339 | center.x, center.y, center.z,
|
---|
| 1340 | up.x, up.y, up.z);
|
---|
| 1341 | }
|
---|
| 1342 |
|
---|
| 1343 |
|
---|
| 1344 | void GlRendererBuffer::InitGL()
|
---|
| 1345 | {
|
---|
| 1346 | makeCurrent();
|
---|
[556] | 1347 | GlRenderer::InitGL();
|
---|
[589] | 1348 | #if 1
|
---|
[540] | 1349 | // initialise dual depth buffer textures
|
---|
| 1350 | glGenTextures(1, &frontDepthMap);
|
---|
| 1351 | glBindTexture(GL_TEXTURE_2D, frontDepthMap);
|
---|
| 1352 |
|
---|
| 1353 | glTexImage2D(GL_TEXTURE_2D, 0, GL_DEPTH_COMPONENT, depthMapSize,
|
---|
| 1354 | depthMapSize, 0, GL_DEPTH_COMPONENT, GL_UNSIGNED_BYTE, NULL);
|
---|
| 1355 | glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_NEAREST);
|
---|
[589] | 1356 | glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_NEAREST);
|
---|
| 1357 | glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_S, GL_CLAMP);
|
---|
| 1358 | glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_T, GL_CLAMP);
|
---|
| 1359 |
|
---|
[540] | 1360 | glGenTextures(1, &backDepthMap);
|
---|
| 1361 | glBindTexture(GL_TEXTURE_2D, backDepthMap);
|
---|
| 1362 |
|
---|
| 1363 | glTexImage2D(GL_TEXTURE_2D, 0, GL_DEPTH_COMPONENT, depthMapSize,
|
---|
| 1364 | depthMapSize, 0, GL_DEPTH_COMPONENT, GL_UNSIGNED_BYTE, NULL);
|
---|
| 1365 | glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_NEAREST);
|
---|
[589] | 1366 | glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_NEAREST);
|
---|
| 1367 | glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_S, GL_CLAMP);
|
---|
| 1368 | glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_T, GL_CLAMP);
|
---|
| 1369 |
|
---|
| 1370 | // cg initialization
|
---|
[540] | 1371 | cgSetErrorCallback(handleCgError);
|
---|
| 1372 | sCgContext = cgCreateContext();
|
---|
| 1373 |
|
---|
| 1374 | if (cgGLIsProfileSupported(CG_PROFILE_ARBFP1))
|
---|
| 1375 | sCgFragmentProfile = CG_PROFILE_ARBFP1;
|
---|
| 1376 | else
|
---|
| 1377 | {
|
---|
| 1378 | // try FP30
|
---|
| 1379 | if (cgGLIsProfileSupported(CG_PROFILE_FP30))
|
---|
| 1380 | sCgFragmentProfile = CG_PROFILE_FP30;
|
---|
| 1381 | else
|
---|
| 1382 | {
|
---|
| 1383 | Debug << "Neither arbfp1 or fp30 fragment profiles supported on this system" << endl;
|
---|
| 1384 | exit(1);
|
---|
| 1385 | }
|
---|
| 1386 | }
|
---|
| 1387 |
|
---|
| 1388 |
|
---|
[589] | 1389 | sCgFragmentProgram = cgCreateProgramFromFile(sCgContext,
|
---|
| 1390 | CG_SOURCE, "../src/dual_depth.cg",
|
---|
| 1391 | sCgFragmentProfile,
|
---|
| 1392 | NULL,
|
---|
| 1393 | NULL);
|
---|
| 1394 |
|
---|
| 1395 | if (!cgIsProgramCompiled(sCgFragmentProgram))
|
---|
| 1396 | cgCompileProgram(sCgFragmentProgram);
|
---|
| 1397 |
|
---|
| 1398 | cgGLLoadProgram(sCgFragmentProgram);
|
---|
| 1399 | cgGLBindProgram(sCgFragmentProgram);
|
---|
| 1400 |
|
---|
| 1401 | Debug << "---- PROGRAM BEGIN ----\n" <<
|
---|
| 1402 | cgGetProgramString(sCgFragmentProgram, CG_COMPILED_PROGRAM) << "---- PROGRAM END ----\n";
|
---|
| 1403 |
|
---|
| 1404 | #endif
|
---|
| 1405 | doneCurrent();
|
---|
| 1406 | }
|
---|
| 1407 |
|
---|
| 1408 |
|
---|
| 1409 | void GlRendererBuffer::ComputeRays(Intersectable *sourceObj, VssRayContainer &rays)
|
---|
| 1410 | {
|
---|
| 1411 | for (int i = 0; i < depthMapSize * depthMapSize; ++ i)
|
---|
| 1412 | {
|
---|
| 1413 | //todo glGetTexImage()
|
---|
| 1414 | }
|
---|
| 1415 | }
|
---|
| 1416 |
|
---|
| 1417 |
|
---|
| 1418 |
|
---|
[540] | 1419 | inline bool ilt(Intersectable *obj1, Intersectable *obj2)
|
---|
| 1420 | {
|
---|
| 1421 | return obj1->mId < obj2->mId;
|
---|
| 1422 | }
|
---|
[589] | 1423 |
|
---|
| 1424 |
|
---|
| 1425 | int GlRendererBuffer::ComputePvs(ObjectContainer &objects,
|
---|
| 1426 | ObjectContainer &pvs) const
|
---|
| 1427 | {
|
---|
| 1428 | int pvsSize = 0;
|
---|
| 1429 | QImage image = toImage();
|
---|
| 1430 | Intersectable::NewMail();
|
---|
| 1431 |
|
---|
[540] | 1432 | std::stable_sort(objects.begin(), objects.end(), ilt);
|
---|
| 1433 |
|
---|
| 1434 | MeshInstance dummy(NULL);
|
---|
| 1435 |
|
---|
| 1436 | Intersectable *obj = NULL;
|
---|
[589] | 1437 |
|
---|
| 1438 | for (int x = 0; x < image.width(); ++ x)
|
---|
| 1439 | {
|
---|
| 1440 | for (int y = 0; y < image.height(); ++ y)
|
---|
| 1441 | {
|
---|
| 1442 | QRgb pix = image.pixel(x, y);
|
---|
| 1443 | const int id = GetId(qRed(pix), qGreen(pix), qBlue(pix));
|
---|
| 1444 |
|
---|
[540] | 1445 | dummy.SetId(id);
|
---|
| 1446 |
|
---|
| 1447 | ObjectContainer::iterator oit =
|
---|
| 1448 | lower_bound(objects.begin(), objects.end(), &dummy, ilt);
|
---|
[589] | 1449 |
|
---|
| 1450 |
|
---|
| 1451 | if (//(oit != oit.end()) &&
|
---|
| 1452 | ((*oit)->GetId() == id) &&
|
---|
| 1453 | !obj->Mailed())
|
---|
| 1454 | {
|
---|
| 1455 | obj = *oit;
|
---|
| 1456 | obj->Mail();
|
---|
| 1457 | ++ pvsSize;
|
---|
| 1458 | pvs.push_back(obj);
|
---|
| 1459 | }
|
---|
| 1460 | }
|
---|
| 1461 | }
|
---|
| 1462 |
|
---|
| 1463 | return pvsSize;
|
---|
| 1464 | }
|
---|
| 1465 |
|
---|
| 1466 | /***********************************************************************/
|
---|
| 1467 | /* GlDebuggerWidget implementation */
|
---|
| 1468 | /***********************************************************************/
|
---|
| 1469 |
|
---|
| 1470 |
|
---|
[540] | 1471 | GlDebuggerWidget::GlDebuggerWidget(GlRendererBuffer *buf, QWidget *parent)
|
---|
[538] | 1472 | : QGLWidget(QGLFormat(QGL::SampleBuffers), parent), mRenderBuffer(buf)
|
---|
| 1473 | {
|
---|
| 1474 | // create the pbuffer
|
---|
| 1475 | //pbuffer = new QGLPixelBuffer(QSize(512, 512), format(), this);
|
---|
| 1476 | timerId = startTimer(20);
|
---|
| 1477 | setWindowTitle(("OpenGL pbuffers"));
|
---|
| 1478 | }
|
---|
| 1479 |
|
---|
| 1480 |
|
---|
| 1481 | GlDebuggerWidget::~GlDebuggerWidget()
|
---|
| 1482 | {
|
---|
[556] | 1483 | mRenderBuffer->releaseFromDynamicTexture();
|
---|
| 1484 | glDeleteTextures(1, &dynamicTexture);
|
---|
| 1485 |
|
---|
| 1486 | DEL_PTR(mRenderBuffer);
|
---|
[538] | 1487 | }
|
---|
| 1488 |
|
---|
| 1489 |
|
---|
| 1490 | void GlDebuggerWidget::initializeGL()
|
---|
| 1491 | {
|
---|
| 1492 | glMatrixMode(GL_PROJECTION);
|
---|
| 1493 | glLoadIdentity();
|
---|
| 1494 |
|
---|
| 1495 | glFrustum(-1, 1, -1, 1, 10, 100);
|
---|
| 1496 | glTranslatef(-0.5f, -0.5f, -0.5f);
|
---|
| 1497 | glTranslatef(0.0f, 0.0f, -15.0f);
|
---|
| 1498 | glMatrixMode(GL_MODELVIEW);
|
---|
| 1499 |
|
---|
| 1500 | glEnable(GL_CULL_FACE);
|
---|
| 1501 | initCommon();
|
---|
| 1502 | initPbuffer();
|
---|
| 1503 |
|
---|
| 1504 | }
|
---|
| 1505 |
|
---|
| 1506 |
|
---|
| 1507 | void GlDebuggerWidget::resizeGL(int w, int h)
|
---|
| 1508 | {
|
---|
| 1509 | glViewport(0, 0, w, h);
|
---|
| 1510 | }
|
---|
| 1511 |
|
---|
| 1512 |
|
---|
| 1513 | void GlDebuggerWidget::paintGL()
|
---|
| 1514 | {
|
---|
| 1515 | // draw a spinning cube into the pbuffer..
|
---|
| 1516 | mRenderBuffer->makeCurrent();
|
---|
[540] | 1517 |
|
---|
| 1518 | BeamSampleStatistics stats;
|
---|
| 1519 | mRenderBuffer->SampleBeamContributions(mSourceObject, mBeam, mSamples, stats);
|
---|
| 1520 |
|
---|
[538] | 1521 | glFlush();
|
---|
| 1522 |
|
---|
[540] | 1523 | // rendering directly to a texture is not supported on X11, unfortunately
|
---|
[538] | 1524 | mRenderBuffer->updateDynamicTexture(dynamicTexture);
|
---|
| 1525 |
|
---|
[540] | 1526 | // and use the pbuffer contents as a texture when rendering the
|
---|
[538] | 1527 | // background and the bouncing cubes
|
---|
| 1528 | makeCurrent();
|
---|
| 1529 | glBindTexture(GL_TEXTURE_2D, dynamicTexture);
|
---|
| 1530 | glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT);
|
---|
| 1531 |
|
---|
| 1532 | // draw the background
|
---|
| 1533 | glMatrixMode(GL_MODELVIEW);
|
---|
| 1534 | glPushMatrix();
|
---|
| 1535 | glLoadIdentity();
|
---|
| 1536 | glMatrixMode(GL_PROJECTION);
|
---|
| 1537 | glPushMatrix();
|
---|
| 1538 | glLoadIdentity();
|
---|
| 1539 |
|
---|
| 1540 | glPopMatrix();
|
---|
| 1541 | glMatrixMode(GL_MODELVIEW);
|
---|
| 1542 | glPopMatrix();
|
---|
| 1543 | }
|
---|
| 1544 |
|
---|
| 1545 |
|
---|
| 1546 | void GlDebuggerWidget::initPbuffer()
|
---|
| 1547 | {
|
---|
| 1548 | // set up the pbuffer context
|
---|
| 1549 | mRenderBuffer->makeCurrent();
|
---|
[540] | 1550 | /*mRenderBuffer->InitGL();
|
---|
[538] | 1551 |
|
---|
| 1552 | glViewport(0, 0, mRenderBuffer->size().width(), mRenderBuffer->size().height());
|
---|
| 1553 | glMatrixMode(GL_PROJECTION);
|
---|
| 1554 | glLoadIdentity();
|
---|
| 1555 | glOrtho(-1, 1, -1, 1, -99, 99);
|
---|
| 1556 | glTranslatef(-0.5f, -0.5f, 0.0f);
|
---|
| 1557 | glMatrixMode(GL_MODELVIEW);
|
---|
| 1558 | glLoadIdentity();
|
---|
| 1559 |
|
---|
[540] | 1560 | glClear(GL_DEPTH_BUFFER_BIT | GL_COLOR_BUFFER_BIT);*/
|
---|
| 1561 |
|
---|
[538] | 1562 | // generate a texture that has the same size/format as the pbuffer
|
---|
| 1563 | dynamicTexture = mRenderBuffer->generateDynamicTexture();
|
---|
| 1564 |
|
---|
| 1565 | // bind the dynamic texture to the pbuffer - this is a no-op under X11
|
---|
| 1566 | mRenderBuffer->bindToDynamicTexture(dynamicTexture);
|
---|
| 1567 | makeCurrent();
|
---|
| 1568 | }
|
---|
| 1569 |
|
---|
| 1570 | void GlDebuggerWidget::initCommon()
|
---|
| 1571 | {
|
---|
| 1572 | glEnable(GL_TEXTURE_2D);
|
---|
| 1573 | glEnable(GL_DEPTH_TEST);
|
---|
| 1574 |
|
---|
| 1575 | glClearColor(1.0f, 1.0f, 1.0f, 1.0f);
|
---|
[589] | 1576 | }
|
---|