1 | #include "Mesh.h"
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2 | #include "glInterface.h"
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3 | #include "OcclusionQuery.h"
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4 | #include "GlRenderer.h"
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5 | #include "ViewCellsManager.h"
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6 | #include "SceneGraph.h"
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7 | #include "Pvs.h"
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8 | #include "Viewcell.h"
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9 | #include "Beam.h"
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10 | #include "KdTree.h"
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11 | #include "Environment.h"
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12 | #include "Triangle3.h"
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13 | #include "IntersectableWrapper.h"
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14 | #include "BvHierarchy.h"
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15 | #include "KdTree.h"
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16 |
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17 | //#include <Cg/cg.h>
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18 | //#include <Cg/cgGL.h>
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19 |
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20 |
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21 | namespace GtpVisibilityPreprocessor {
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22 |
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23 |
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24 | static bool arbQuerySupport = false;
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25 | static bool nvQuerySupport = false;
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26 |
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27 |
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28 | static void InitExtensions()
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29 | {
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30 | GLenum err = glewInit();
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31 |
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32 | if (GLEW_OK != err)
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33 | {
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34 | // problem: glewInit failed, something is seriously wrong
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35 | cerr << "Error: " << glewGetErrorString(err) << endl;
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36 | exit(1);
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37 | }
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38 |
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39 | if (GLEW_ARB_occlusion_query)
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40 | arbQuerySupport = true;
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41 |
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42 | if (GLEW_NV_occlusion_query)
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43 | nvQuerySupport = true;
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44 |
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45 |
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46 | if (!arbQuerySupport && !nvQuerySupport)
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47 | {
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48 | cout << "I require the GL_ARB_occlusion_query or the GL_NV_occlusion_query OpenGL extension to work.\n";
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49 | exit(1);
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50 | }
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51 | }
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52 |
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53 |
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54 | GlRenderer::GlRenderer(SceneGraph *sceneGraph,
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55 | ViewCellsManager *viewCellsManager,
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56 | KdTree *tree):
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57 | Renderer(sceneGraph, viewCellsManager),
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58 | mKdTree(tree)
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59 | {
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60 | mSceneGraph->CollectObjects(&mObjects);
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61 |
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62 | // mViewCellsManager->GetViewPoint(mViewPoint);
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63 |
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64 | mViewPoint = mSceneGraph->GetBox().Center();
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65 | mViewDirection = Vector3(0,0,1);
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66 |
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67 | // mViewPoint = Vector3(991.7, 187.8, -271);
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68 | // mViewDirection = Vector3(0.9, 0, -0.4);
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69 |
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70 | // timerId = startTimer(10);
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71 | // debug coords for atlanta
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72 | // mViewPoint = Vector3(3473, 6.778, -1699);
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73 | // mViewDirection = Vector3(-0.2432, 0, 0.97);
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74 |
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75 | mFrame = 0;
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76 | mWireFrame = false;
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77 | Environment::GetSingleton()->GetBoolValue("Preprocessor.detectEmptyViewSpace", mDetectEmptyViewSpace);
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78 | mSnapErrorFrames = true;
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79 | mSnapPrefix = "snap/";
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80 | mUseForcedColors = false;
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81 | mRenderBoxes = false;
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82 | mUseGlLists = true;
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83 | //mUseGlLists = false;
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84 | }
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85 |
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86 | GlRenderer::~GlRenderer()
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87 | {
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88 | cerr<<"gl renderer destructor..\n";
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89 |
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90 | //CLEAR_CONTAINER(sQueries);
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91 | CLEAR_CONTAINER(mOcclusionQueries);
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92 |
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93 | cerr<<"done."<<endl;
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94 | }
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95 |
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96 |
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97 | void
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98 | GlRenderer::RenderTriangle(TriangleIntersectable *object)
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99 | {
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100 | Triangle3 &t = object->GetItem();
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101 | glBegin(GL_TRIANGLES);
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102 | glVertex3f(t.mVertices[0].x, t.mVertices[0].y, t.mVertices[0].z);
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103 | glVertex3f(t.mVertices[1].x, t.mVertices[1].y, t.mVertices[1].z);
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104 | glVertex3f(t.mVertices[2].x, t.mVertices[2].y, t.mVertices[2].z);
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105 | glEnd();
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106 | }
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107 |
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108 | void
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109 | GlRenderer::RenderIntersectable(Intersectable *object)
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110 | {
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111 | if (object->Mailed())
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112 | return;
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113 | object->Mail();
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114 |
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115 | glPushAttrib(GL_CURRENT_BIT);
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116 | if (mUseFalseColors)
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117 | SetupFalseColor(object->mId);
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118 |
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119 |
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120 | switch (object->Type()) {
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121 | case Intersectable::MESH_INSTANCE:
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122 | RenderMeshInstance((MeshInstance *)object);
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123 | break;
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124 | case Intersectable::VIEW_CELL:
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125 | RenderViewCell(dynamic_cast<ViewCell *>(object));
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126 | break;
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127 | case Intersectable::TRANSFORMED_MESH_INSTANCE:
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128 | RenderTransformedMeshInstance(dynamic_cast<TransformedMeshInstance *>(object));
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129 | break;
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130 | case Intersectable::TRIANGLE_INTERSECTABLE:
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131 | RenderTriangle(dynamic_cast<TriangleIntersectable *>(object));
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132 | break;
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133 | case Intersectable::BVH_INTERSECTABLE: {
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134 |
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135 |
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136 | BvhNode *node = (dynamic_cast<BvhIntersectable *>(object))->GetItem();
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137 |
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138 | if (mRenderBoxes)
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139 | RenderBox(node->GetBoundingBox());
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140 | else
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141 | RenderBvhNode(node);
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142 | break;
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143 | }
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144 | case Intersectable::KD_INTERSECTABLE: {
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145 | KdNode *node = (dynamic_cast<KdIntersectable *>(object))->GetItem();
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146 |
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147 | if (mRenderBoxes)
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148 | RenderBox(mKdTree->GetBox(node));
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149 | else
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150 | RenderKdNode(node);
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151 | break;
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152 | }
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153 |
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154 | default:
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155 | cerr<<"Rendering this object not yet implemented\n";
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156 | break;
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157 | }
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158 |
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159 | glPopAttrib();
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160 | }
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161 |
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162 | void
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163 | GlRenderer::RenderRays(const VssRayContainer &rays)
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164 | {
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165 | VssRayContainer::const_iterator it = rays.begin(), it_end = rays.end();
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166 |
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167 | glBegin(GL_LINES);
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168 | for (; it != it_end; ++it) {
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169 | VssRay *ray = *it;
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170 | float importance = log10(1e3*ray->mWeightedPvsContribution)/3.0f;
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171 | // cout<<"w="<<ray->mWeightedPvsContribution<<" r="<<ray->mWeightedPvsContribution;
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172 | glColor3f(importance, importance, importance);
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173 | glVertex3fv(&ray->mOrigin.x);
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174 | glVertex3fv(&ray->mTermination.x);
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175 | }
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176 | glEnd();
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177 | }
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178 |
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179 | void
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180 | GlRenderer::RenderViewCell(ViewCell *vc)
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181 | {
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182 | if (vc->GetMesh()) {
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183 |
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184 | if (!mUseFalseColors) {
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185 | if (vc->GetValid())
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186 | glColor3f(0,1,0);
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187 | else
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188 | glColor3f(0,0,1);
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189 | }
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190 |
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191 | RenderMesh(vc->GetMesh());
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192 | } else {
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193 | // render viewcells in the subtree
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194 | if (!vc->IsLeaf()) {
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195 | ViewCellInterior *vci = (ViewCellInterior *) vc;
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196 |
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197 | ViewCellContainer::iterator it = vci->mChildren.begin();
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198 | for (; it != vci->mChildren.end(); ++it) {
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199 | RenderViewCell(*it);
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200 | }
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201 | } else {
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202 | // cerr<<"Empty viewcell mesh\n";
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203 | }
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204 | }
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205 | }
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206 |
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207 |
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208 | void
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209 | GlRenderer::RenderMeshInstance(MeshInstance *mi)
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210 | {
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211 | RenderMesh(mi->GetMesh());
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212 | }
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213 |
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214 |
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215 | void
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216 | GlRenderer::RenderTransformedMeshInstance(TransformedMeshInstance *mi)
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217 | {
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218 | // apply world transform before rendering
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219 | Matrix4x4 m;
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220 | mi->GetWorldTransform(m);
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221 |
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222 | glPushMatrix();
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223 | /* cout << "\n";
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224 | for (int i = 0; i < 4; ++ i)
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225 | for (int j = 0; j < 4; ++ j)
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226 | cout << m.x[i][j] << " "; cout << "\n"*/
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227 |
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228 | glMultMatrixf((float *)m.x);
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229 |
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230 | /*GLfloat dummy[16];
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231 | glGetFloatv(GL_MODELVIEW_MATRIX, dummy);
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232 | for (int i = 0; i < 16; ++ i)
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233 | cout << dummy[i] << " ";
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234 | cout << endl;*/
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235 | RenderMesh(mi->GetMesh());
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236 |
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237 | glPopMatrix();
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238 | }
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239 |
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240 |
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241 | void
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242 | GlRenderer::SetupFalseColor(const int id)
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243 | {
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244 | // swap bits of the color
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245 | glColor3ub(id&255, (id>>8)&255, (id>>16)&255);
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246 | }
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247 |
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248 |
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249 | int GlRenderer::GetId(int r, int g, int b) const
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250 | {
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251 | return r + (g << 8) + (b << 16);
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252 | }
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253 |
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254 | void
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255 | GlRenderer::SetupMaterial(Material *m)
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256 | {
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257 | if (m)
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258 | glColor3fv(&(m->mDiffuseColor.r));
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259 | }
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260 |
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261 | void
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262 | GlRenderer::RenderMesh(Mesh *mesh)
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263 | {
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264 | int i = 0;
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265 |
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266 | if (!mUseFalseColors && !mUseForcedColors)
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267 | SetupMaterial(mesh->mMaterial);
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268 |
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269 | for (i=0; i < mesh->mFaces.size(); i++) {
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270 | if (mWireFrame)
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271 | glBegin(GL_LINE_LOOP);
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272 | else
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273 | glBegin(GL_POLYGON);
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274 |
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275 | Face *face = mesh->mFaces[i];
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276 | for (int j = 0; j < face->mVertexIndices.size(); j++) {
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277 | glVertex3fv(&mesh->mVertices[face->mVertexIndices[j]].x);
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278 | }
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279 | glEnd();
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280 | }
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281 | }
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282 |
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283 | void
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284 | GlRenderer::InitGL()
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285 | {
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286 | mSphere = (GLUquadric *)gluNewQuadric();
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287 |
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288 | glMatrixMode(GL_PROJECTION);
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289 | glLoadIdentity();
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290 |
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291 | glMatrixMode(GL_MODELVIEW);
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292 | glLoadIdentity();
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293 |
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294 | glEnable(GL_CULL_FACE);
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295 | glShadeModel(GL_FLAT);
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296 | glEnable(GL_DEPTH_TEST);
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297 | glEnable(GL_CULL_FACE);
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298 |
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299 | InitExtensions();
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300 |
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301 | #if 0
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302 | GLfloat mat_ambient[] = { 0.5, 0.5, 0.5, 1.0 };
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303 | /* mat_specular and mat_shininess are NOT default values */
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304 | GLfloat mat_diffuse[] = { 1.0, 1.0, 1.0, 1.0 };
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305 | GLfloat mat_specular[] = { 0.3, 0.3, 0.3, 1.0 };
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306 | GLfloat mat_shininess[] = { 1.0 };
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307 |
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308 | GLfloat light_ambient[] = { 0.2, 0.2, 0.2, 1.0 };
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309 | GLfloat light_diffuse[] = { 0.4, 0.4, 0.4, 1.0 };
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310 | GLfloat light_specular[] = { 0.3, 0.3, 0.3, 1.0 };
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311 |
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312 | GLfloat lmodel_ambient[] = { 0.3, 0.3, 0.3, 1.0 };
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313 |
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314 |
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315 | // default Material
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316 | glMaterialfv(GL_FRONT, GL_AMBIENT, mat_ambient);
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317 | glMaterialfv(GL_FRONT, GL_DIFFUSE, mat_diffuse);
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318 | glMaterialfv(GL_FRONT, GL_SPECULAR, mat_specular);
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319 | glMaterialfv(GL_FRONT, GL_SHININESS, mat_shininess);
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320 |
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321 | // a light
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322 | glLightfv(GL_LIGHT0, GL_AMBIENT, light_ambient);
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323 | glLightfv(GL_LIGHT0, GL_DIFFUSE, light_diffuse);
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324 | glLightfv(GL_LIGHT0, GL_SPECULAR, light_specular);
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325 |
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326 | glLightfv(GL_LIGHT1, GL_AMBIENT, light_ambient);
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327 | glLightfv(GL_LIGHT1, GL_DIFFUSE, light_diffuse);
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328 | glLightfv(GL_LIGHT1, GL_SPECULAR, light_specular);
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329 |
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330 | glLightModelfv(GL_LIGHT_MODEL_AMBIENT, lmodel_ambient);
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331 |
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332 | glEnable(GL_LIGHTING);
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333 | glEnable(GL_LIGHT0);
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334 | glEnable(GL_LIGHT1);
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335 |
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336 |
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337 | // set position of the light
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338 | GLfloat infinite_light[] = { 1.0, 0.8, 1.0, 0.0 };
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339 | glLightfv (GL_LIGHT0, GL_POSITION, infinite_light);
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340 |
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341 | // set position of the light2
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342 | GLfloat infinite_light2[] = { -0.3, 1.5, 1.0, 0.0 };
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343 | glLightfv (GL_LIGHT1, GL_POSITION, infinite_light2);
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344 |
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345 | glColorMaterial( GL_FRONT_AND_BACK, GL_AMBIENT_AND_DIFFUSE);
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346 | // glColorMaterial( GL_FRONT_AND_BACK, GL_SPECULAR);
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347 | glEnable(GL_COLOR_MATERIAL);
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348 |
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349 | glShadeModel( GL_FLAT );
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350 |
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351 | glDepthFunc( GL_LESS );
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352 | glEnable( GL_DEPTH_TEST );
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353 | #endif
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354 |
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355 | glTexEnvi(GL_TEXTURE_ENV, GL_TEXTURE_ENV_MODE, GL_REPLACE );
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356 |
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357 | glEnable( GL_NORMALIZE );
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358 |
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359 | glClearColor(0.0f, 0.0f, 1.0f, 1.0f);
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360 | }
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361 |
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362 |
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363 | void
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364 | GlRenderer::SetupProjection(const int w, const int h, const float angle)
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365 | {
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366 | glViewport(0, 0, w, h);
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367 | glMatrixMode(GL_PROJECTION);
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368 | glLoadIdentity();
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369 | gluPerspective(angle, 1.0, 0.1, 2.0*Magnitude(mSceneGraph->GetBox().Diagonal()));
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370 | glMatrixMode(GL_MODELVIEW);
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371 | }
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372 |
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373 |
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374 |
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375 | void
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376 | GlRenderer::SetupCamera()
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377 | {
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378 | Vector3 target = mViewPoint + mViewDirection;
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379 |
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380 | Vector3 up(0,1,0);
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381 |
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382 | if (abs(DotProd(mViewDirection, up)) > 0.99f)
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383 | up = Vector3(1, 0, 0);
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384 |
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385 | glLoadIdentity();
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386 | gluLookAt(mViewPoint.x, mViewPoint.y, mViewPoint.z,
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387 | target.x, target.y, target.z,
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388 | up.x, up.y, up.z);
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389 | }
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390 |
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391 | void
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392 | GlRenderer::_RenderScene()
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393 | {
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394 | ObjectContainer::const_iterator oi = mObjects.begin();
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395 |
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396 | for (; oi != mObjects.end(); oi++)
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397 | RenderIntersectable(*oi);
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398 | }
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399 |
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400 | bool
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401 | GlRenderer::RenderScene()
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402 | {
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403 | static int glList = -1;
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404 | if (mUseGlLists) {
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405 | if (glList == -1) {
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406 | glList = glGenLists(1);
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407 | glNewList(glList, GL_COMPILE);
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408 | _RenderScene();
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409 | glEndList();
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410 | }
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411 | glCallList(glList);
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412 | } else
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413 | _RenderScene();
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414 |
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415 |
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416 | return true;
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417 | }
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418 |
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419 |
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420 | void
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421 | GlRendererBuffer::EvalQueryWithItemBuffer(
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422 | //RenderCostSample &sample
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423 | )
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424 | {
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425 | // read back the texture
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426 | glReadPixels(0, 0,
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427 | GetWidth(), GetHeight(),
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428 | GL_RGBA,
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429 | GL_UNSIGNED_BYTE,
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430 | mPixelBuffer);
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431 |
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432 |
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433 | unsigned int *p = mPixelBuffer;
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434 |
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435 | for (int y = 0; y < GetHeight(); y++)
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436 | {
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437 | for (int x = 0; x < GetWidth(); x++, p++)
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438 | {
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439 | unsigned int id = (*p) & 0xFFFFFF;
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440 |
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441 | if (id != 0xFFFFFF)
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442 | ++ mObjects[id]->mCounter;
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443 | }
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444 | }
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445 | }
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446 |
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447 |
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448 |
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449 | /****************************************************************/
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450 | /* GlRendererBuffer implementation */
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451 | /****************************************************************/
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452 |
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453 |
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454 |
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455 | GlRendererBuffer::GlRendererBuffer(SceneGraph *sceneGraph,
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456 | ViewCellsManager *viewcells,
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457 | KdTree *tree):
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458 | GlRenderer(sceneGraph, viewcells, tree)
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459 | {
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460 | mPixelBuffer = NULL;
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461 |
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462 | // implement width and height in subclasses
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463 | }
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464 |
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465 |
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466 | void
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467 | GlRendererBuffer::EvalQueryWithOcclusionQueries(
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468 | //RenderCostSample &sample
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469 | )
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470 | {
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471 | glDepthFunc(GL_LEQUAL);
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472 |
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473 | glColorMask(GL_FALSE, GL_FALSE, GL_FALSE, GL_FALSE);
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474 | glDepthMask(GL_FALSE);
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475 |
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476 |
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477 | // simulate detectemptyviewspace using backface culling
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478 | if (mDetectEmptyViewSpace)
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479 | {
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480 | glEnable(GL_CULL_FACE);
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481 | //cout << "culling" << endl;
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482 | }
|
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483 | else
|
---|
484 | {
|
---|
485 | //cout << "not culling" << endl;
|
---|
486 | glDisable(GL_CULL_FACE);
|
---|
487 | }
|
---|
488 |
|
---|
489 |
|
---|
490 | //const int numQ = 1;
|
---|
491 | const int numQ = (int)mOcclusionQueries.size();
|
---|
492 |
|
---|
493 | //glFinish();
|
---|
494 | #if 0
|
---|
495 | //-- now issue queries for all objects
|
---|
496 | for (int j = 0; j < (int)mObjects.size(); ++ j)
|
---|
497 | {
|
---|
498 | mOcclusionQueries[j]->BeginQuery();
|
---|
499 | RenderIntersectable(mObjects[j]);
|
---|
500 | mOcclusionQueries[j]->EndQuery();
|
---|
501 |
|
---|
502 | unsigned int pixelCount;
|
---|
503 |
|
---|
504 | pixelCount = mOcclusionQueries[j]->GetQueryResult();
|
---|
505 | mObjects[j]->mCounter += pixelCount;
|
---|
506 | }
|
---|
507 | #else
|
---|
508 |
|
---|
509 | int q = 0;
|
---|
510 |
|
---|
511 | //-- now issue queries for all objects
|
---|
512 | for (int j = 0; j < (int)mObjects.size(); j += q)
|
---|
513 | {
|
---|
514 | for (q = 0; ((j + q) < (int)mObjects.size()) && (q < numQ); ++ q)
|
---|
515 | {
|
---|
516 | //glFinish();
|
---|
517 | mOcclusionQueries[q]->BeginQuery();
|
---|
518 |
|
---|
519 | RenderIntersectable(mObjects[j + q]);
|
---|
520 |
|
---|
521 | mOcclusionQueries[q]->EndQuery();
|
---|
522 | //glFinish();
|
---|
523 | }
|
---|
524 | //cout << "q: " << q << endl;
|
---|
525 | // collect results of the queries
|
---|
526 | for (int t = 0; t < q; ++ t)
|
---|
527 | {
|
---|
528 | unsigned int pixelCount;
|
---|
529 |
|
---|
530 | //-- reenable other state
|
---|
531 | #if 0
|
---|
532 | bool available;
|
---|
533 |
|
---|
534 | do
|
---|
535 | {
|
---|
536 | available = mOcclusionQueries[t]->ResultAvailable();
|
---|
537 |
|
---|
538 | if (!available) cout << "W";
|
---|
539 | }
|
---|
540 | while (!available);
|
---|
541 | #endif
|
---|
542 |
|
---|
543 | pixelCount = mOcclusionQueries[t]->GetQueryResult();
|
---|
544 |
|
---|
545 | //if (pixelCount > 0)
|
---|
546 | // cout <<"o="<<j+q<<" q="<<mOcclusionQueries[q]->GetQueryId()<<" pc="<<pixelCount<<" ";
|
---|
547 | mObjects[j + t]->mCounter += pixelCount;
|
---|
548 | }
|
---|
549 |
|
---|
550 | //j += q;
|
---|
551 | }
|
---|
552 | #endif
|
---|
553 | //glFinish();
|
---|
554 | glColorMask(GL_TRUE, GL_TRUE, GL_TRUE, GL_TRUE);
|
---|
555 | glDepthMask(GL_TRUE);
|
---|
556 |
|
---|
557 | glEnable(GL_CULL_FACE);
|
---|
558 | }
|
---|
559 |
|
---|
560 |
|
---|
561 | void
|
---|
562 | GlRendererBuffer::RandomViewPoint()
|
---|
563 | {
|
---|
564 | // do not use this function since it could return different viewpoints for
|
---|
565 | // different executions of the algorithm
|
---|
566 |
|
---|
567 | // mViewCellsManager->GetViewPoint(mViewPoint);
|
---|
568 |
|
---|
569 | while (1) {
|
---|
570 | Vector3 pVector = Vector3(halton.GetNumber(1),
|
---|
571 | halton.GetNumber(2),
|
---|
572 | halton.GetNumber(3));
|
---|
573 |
|
---|
574 | mViewPoint = mViewCellsManager->GetViewSpaceBox().GetPoint(pVector);
|
---|
575 | ViewCell *v = mViewCellsManager->GetViewCell(mViewPoint);
|
---|
576 | if (v && v->GetValid())
|
---|
577 | break;
|
---|
578 | // generate a new vector
|
---|
579 | halton.GenerateNext();
|
---|
580 | }
|
---|
581 |
|
---|
582 | Vector3 dVector = Vector3(2*M_PI*halton.GetNumber(4),
|
---|
583 | M_PI*halton.GetNumber(5),
|
---|
584 | 0.0f);
|
---|
585 |
|
---|
586 | mViewDirection = Normalize(Vector3(sin(dVector.x),
|
---|
587 | // cos(dVector.y),
|
---|
588 | 0.0f,
|
---|
589 | cos(dVector.x)));
|
---|
590 | halton.GenerateNext();
|
---|
591 | }
|
---|
592 |
|
---|
593 |
|
---|
594 | void
|
---|
595 | GlRenderer::RenderBox(const AxisAlignedBox3 &box)
|
---|
596 | {
|
---|
597 |
|
---|
598 | glBegin(GL_LINE_LOOP);
|
---|
599 | glVertex3d(box.Min().x, box.Max().y, box.Min().z );
|
---|
600 | glVertex3d(box.Max().x, box.Max().y, box.Min().z );
|
---|
601 | glVertex3d(box.Max().x, box.Min().y, box.Min().z );
|
---|
602 | glVertex3d(box.Min().x, box.Min().y, box.Min().z );
|
---|
603 | glEnd();
|
---|
604 |
|
---|
605 | glBegin(GL_LINE_LOOP);
|
---|
606 | glVertex3d(box.Min().x, box.Min().y, box.Max().z );
|
---|
607 | glVertex3d(box.Max().x, box.Min().y, box.Max().z );
|
---|
608 | glVertex3d(box.Max().x, box.Max().y, box.Max().z );
|
---|
609 | glVertex3d(box.Min().x, box.Max().y, box.Max().z );
|
---|
610 | glEnd();
|
---|
611 |
|
---|
612 | glBegin(GL_LINE_LOOP);
|
---|
613 | glVertex3d(box.Max().x, box.Min().y, box.Min().z );
|
---|
614 | glVertex3d(box.Max().x, box.Min().y, box.Max().z );
|
---|
615 | glVertex3d(box.Max().x, box.Max().y, box.Max().z );
|
---|
616 | glVertex3d(box.Max().x, box.Max().y, box.Min().z );
|
---|
617 | glEnd();
|
---|
618 |
|
---|
619 | glBegin(GL_LINE_LOOP);
|
---|
620 | glVertex3d(box.Min().x, box.Min().y, box.Min().z );
|
---|
621 | glVertex3d(box.Min().x, box.Min().y, box.Max().z );
|
---|
622 | glVertex3d(box.Min().x, box.Max().y, box.Max().z );
|
---|
623 | glVertex3d(box.Min().x, box.Max().y, box.Min().z );
|
---|
624 | glEnd();
|
---|
625 |
|
---|
626 | glBegin(GL_LINE_LOOP);
|
---|
627 | glVertex3d(box.Min().x, box.Min().y, box.Min().z );
|
---|
628 | glVertex3d(box.Max().x, box.Min().y, box.Min().z );
|
---|
629 | glVertex3d(box.Max().x, box.Min().y, box.Max().z );
|
---|
630 | glVertex3d(box.Min().x, box.Min().y, box.Max().z );
|
---|
631 | glEnd();
|
---|
632 |
|
---|
633 | glBegin(GL_LINE_LOOP);
|
---|
634 | glVertex3d(box.Min().x, box.Max().y, box.Min().z );
|
---|
635 | glVertex3d(box.Max().x, box.Max().y, box.Min().z );
|
---|
636 | glVertex3d(box.Max().x, box.Max().y, box.Max().z );
|
---|
637 | glVertex3d(box.Min().x, box.Max().y, box.Max().z );
|
---|
638 |
|
---|
639 | glEnd();
|
---|
640 |
|
---|
641 | }
|
---|
642 |
|
---|
643 | void
|
---|
644 | GlRenderer::RenderBvhNode(BvhNode *node)
|
---|
645 | {
|
---|
646 | if (node->IsLeaf()) {
|
---|
647 | BvhLeaf *leaf = (BvhLeaf *) node;
|
---|
648 | for (int i=0; i < leaf->mObjects.size(); i++)
|
---|
649 | RenderIntersectable(leaf->mObjects[i]);
|
---|
650 | } else {
|
---|
651 | BvhInterior *in = (BvhInterior *)node;
|
---|
652 | RenderBvhNode(in->GetBack());
|
---|
653 | RenderBvhNode(in->GetFront());
|
---|
654 | }
|
---|
655 |
|
---|
656 | //cout << "leaf obj " << i << endl;
|
---|
657 |
|
---|
658 | }
|
---|
659 |
|
---|
660 | void
|
---|
661 | GlRenderer::RenderKdNode(KdNode *node)
|
---|
662 | {
|
---|
663 | if (node->IsLeaf()) {
|
---|
664 | KdLeaf *leaf = (KdLeaf *) node;
|
---|
665 | for (int i=0; i < leaf->mObjects.size(); i++) {
|
---|
666 | RenderIntersectable(leaf->mObjects[i]);
|
---|
667 | }
|
---|
668 | } else {
|
---|
669 | KdInterior *in = (KdInterior *)node;
|
---|
670 | RenderKdNode(in->mBack);
|
---|
671 | RenderKdNode(in->mFront);
|
---|
672 | }
|
---|
673 |
|
---|
674 | }
|
---|
675 |
|
---|
676 | }
|
---|