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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8 | #include "KdTree.h"
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9 | #include "Environment.h"
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10 |
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11 | #include <GL/glext.h>
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12 | #include <Cg/cg.h>
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13 | #include <Cg/cgGL.h>
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14 |
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15 | #include <QVBoxLayout>
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16 |
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17 | static CGcontext sCgContext = NULL;
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18 | static CGprogram sCgFragmentProgram = NULL;
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19 | static CGprofile sCgFragmentProfile;
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20 |
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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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47 |
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48 | // timerId = startTimer(10);
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49 | // debug coords for atlanta
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50 | // mViewPoint = Vector3(3473, 6.778, -1699);
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51 | // mViewDirection = Vector3(-0.2432, 0, 0.97);
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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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72 | static void handleCgError()
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73 | {
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74 | Debug << "Cg error: " << cgGetErrorString(cgGetError()) << endl;
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75 | exit(1);
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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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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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114 |
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115 | RenderMesh(vc->GetMesh());
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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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125 | }
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126 | }
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127 | }
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128 |
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129 |
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130 | void
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131 | GlRenderer::RenderMeshInstance(MeshInstance *mi)
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132 | {
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133 | RenderMesh(mi->GetMesh());
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134 | }
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135 |
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136 | void
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137 | GlRenderer::SetupFalseColor(const int id)
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138 | {
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139 | // swap bits of the color
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140 |
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141 | glColor3ub(id&255, (id>>8)&255, (id>>16)&255);
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142 | }
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143 |
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144 |
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145 | int GlRenderer::GetId(int r, int g, int b) const
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146 | {
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147 | return r + (g << 8) + (b << 16);
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148 | }
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149 |
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150 | void
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151 | GlRenderer::SetupMaterial(Material *m)
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152 | {
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153 | if (m)
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154 | glColor3fv(&(m->mDiffuseColor.r));
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155 | }
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156 |
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157 | void
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158 | GlRenderer::RenderMesh(Mesh *mesh)
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159 | {
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160 | int i = 0;
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161 |
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162 | if (!mUseFalseColors)
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163 | SetupMaterial(mesh->mMaterial);
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164 |
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165 | for (i=0; i < mesh->mFaces.size(); i++) {
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166 | if (mWireFrame)
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167 | glBegin(GL_LINE_LOOP);
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168 | else
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169 | glBegin(GL_POLYGON);
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170 |
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171 | Face *face = mesh->mFaces[i];
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172 | for (int j = 0; j < face->mVertexIndices.size(); j++) {
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173 | glVertex3fv(&mesh->mVertices[face->mVertexIndices[j]].x);
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174 | }
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175 | glEnd();
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176 | }
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177 | }
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178 |
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179 | void
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180 | GlRenderer::InitGL()
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181 | {
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182 | glMatrixMode(GL_PROJECTION);
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183 | glLoadIdentity();
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184 |
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185 | glMatrixMode(GL_MODELVIEW);
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186 | glLoadIdentity();
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187 |
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188 | glEnable(GL_CULL_FACE);
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189 | glShadeModel(GL_FLAT);
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190 | glEnable(GL_DEPTH_TEST);
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191 | glEnable(GL_CULL_FACE);
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192 |
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193 | glGenOcclusionQueriesNV = (PFNGLGENOCCLUSIONQUERIESNVPROC)
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194 | wglGetProcAddress("glGenOcclusionQueriesNV");
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195 | glBeginOcclusionQueryNV = (PFNGLBEGINOCCLUSIONQUERYNVPROC)
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196 | wglGetProcAddress("glBeginOcclusionQueryNV");
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197 | glEndOcclusionQueryNV = (PFNGLENDOCCLUSIONQUERYNVPROC)
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198 | wglGetProcAddress("glEndOcclusionQueryNV");
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199 | glGetOcclusionQueryuivNV = (PFNGLGETOCCLUSIONQUERYUIVNVPROC)
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200 | wglGetProcAddress("glGetOcclusionQueryuivNV");
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201 |
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202 | glClearColor(0.0f, 0.0f, 0.0f, 1.0f);
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203 |
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204 | }
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205 |
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206 | void
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207 | GlRendererWidget::RenderInfo()
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208 | {
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209 | QString s;
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210 | int vc = 0;
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211 | if (mViewCellsManager)
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212 | vc = mViewCellsManager->GetViewCells().size();
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213 | s.sprintf("frame:%04d viewpoint:(%4.1f,%4.1f,%4.1f) dir:(%4.1f,%4.1f,%4.1f) viewcells:%04d",
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214 | mFrame,
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215 | mViewPoint.x,
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216 | mViewPoint.y,
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217 | mViewPoint.z,
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218 | mViewDirection.x,
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219 | mViewDirection.y,
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220 | mViewDirection.z,
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221 | vc
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222 | );
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223 | renderText(0,20,s);
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224 | }
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225 |
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226 |
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227 | void
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228 | GlRenderer::SetupProjection(const int w, const int h)
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229 | {
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230 | glViewport(0, 0, w, h);
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231 | glMatrixMode(GL_PROJECTION);
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232 | glLoadIdentity();
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233 | gluPerspective(70.0, 1.0, 0.1, 2.0*Magnitude(mSceneGraph->GetBox().Diagonal()));
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234 | glMatrixMode(GL_MODELVIEW);
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235 | }
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236 |
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237 | void
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238 | GlRenderer::SetupCamera()
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239 | {
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240 | Vector3 target = mViewPoint + mViewDirection;
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241 | Vector3 up(0,1,0);
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242 |
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243 | glLoadIdentity();
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244 | gluLookAt(mViewPoint.x, mViewPoint.y, mViewPoint.z,
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245 | target.x, target.y, target.z,
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246 | up.x, up.y, up.z);
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247 | }
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248 |
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249 | void
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250 | GlRendererBuffer::RandomViewPoint()
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251 | {
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252 |
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253 |
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254 | // do not use this function since it could return different viewpoints for
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255 | // different executions of the algorithm
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256 |
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257 | //mViewCellsManager->GetViewPoint(mViewPoint);
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258 |
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259 | while (1) {
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260 | Vector3 pVector = Vector3(halton.GetNumber(1),
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261 | halton.GetNumber(2),
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262 | halton.GetNumber(3));
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263 |
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264 | mViewPoint = mSceneGraph->GetBox().GetPoint(pVector);
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265 | ViewCell *v = mViewCellsManager->GetViewCell(mViewPoint);
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266 | if (v && v->GetValid())
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267 | break;
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268 | // generate a new vector
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269 | halton.GenerateNext();
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270 | }
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271 |
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272 |
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273 | Vector3 dVector = Vector3(2*M_PI*halton.GetNumber(4),
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274 | M_PI*halton.GetNumber(5),
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275 | 0.0f);
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276 |
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277 | mViewDirection = Normalize(Vector3(sin(dVector.x),
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278 | // cos(dVector.y),
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279 | 0.0f,
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280 | cos(dVector.x)));
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281 | halton.GenerateNext();
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282 | }
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283 |
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284 |
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285 | GlRendererBuffer::GlRendererBuffer(const int w,
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286 | const int h,
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287 | SceneGraph *sceneGraph,
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288 | ViewCellsManager *viewcells,
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289 | KdTree *tree):
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290 | QGLPixelBuffer(QSize(w, h)), GlRenderer(sceneGraph, viewcells, tree) {
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291 |
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292 | environment->GetIntValue("Preprocessor.pvsRenderErrorSamples", mPvsStatFrames);
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293 | mPvsErrorBuffer.resize(mPvsStatFrames);
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294 | ClearErrorBuffer();
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295 |
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296 | InitGL();
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297 |
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298 | }
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299 |
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300 | float
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301 | GlRendererBuffer::GetPixelError()
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302 | {
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303 | float pErrorPixels = -1.0f;
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304 |
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305 | glReadBuffer(GL_BACK);
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306 |
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307 | // mUseFalseColors = true;
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308 |
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309 | mUseFalseColors = false;
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310 |
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311 | static int query = -1;
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312 | unsigned int pixelCount;
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313 |
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314 | if (query == -1)
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315 | glGenOcclusionQueriesNV(1, (unsigned int *)&query);
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316 |
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317 | if (mDetectEmptyViewSpace) {
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318 | // now check whether any backfacing polygon would pass the depth test
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319 | SetupCamera();
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320 | glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT);
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321 | glEnable( GL_CULL_FACE );
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322 |
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323 | RenderScene();
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324 |
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325 | glColorMask(GL_FALSE, GL_FALSE, GL_FALSE, GL_FALSE);
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326 | glDepthMask(GL_FALSE);
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327 | glDisable( GL_CULL_FACE );
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328 |
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329 | glBeginOcclusionQueryNV(query);
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330 |
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331 | RenderScene();
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332 |
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333 | glEndOcclusionQueryNV();
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334 |
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335 | // at this point, if possible, go and do some other computation
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336 | glColorMask(GL_TRUE, GL_TRUE, GL_TRUE, GL_TRUE);
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337 | glDepthMask(GL_TRUE);
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338 | glEnable( GL_CULL_FACE );
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339 |
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340 | // reenable other state
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341 | glGetOcclusionQueryuivNV(query,
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342 | GL_PIXEL_COUNT_NV,
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343 | &pixelCount);
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344 |
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345 | if (pixelCount > 0)
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346 | return -1.0f; // backfacing polygon found -> not a valid viewspace sample
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347 | } else
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348 | glDisable( GL_CULL_FACE );
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349 |
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350 |
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351 | ViewCell *viewcell = mViewCellsManager->GetViewCell(mViewPoint);
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352 |
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353 | if (viewcell) {
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354 | SetupCamera();
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355 | glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT);
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356 |
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357 | glColorMask(GL_FALSE, GL_TRUE, GL_FALSE, GL_FALSE);
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358 |
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359 | // Render PVS
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360 | std::map<Intersectable *,
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361 | PvsData<Intersectable *>,
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362 | LtSample<Intersectable *> >::const_iterator it = viewcell->GetPvs().mEntries.begin();
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363 |
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364 | for (; it != viewcell->GetPvs().mEntries.end(); ++ it) {
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365 | Intersectable *object = (*it).first;
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366 | RenderIntersectable(object);
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367 | }
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368 |
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369 | // glColorMask(GL_TRUE, GL_FALSE, GL_FALSE, GL_FALSE);
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370 | glColorMask(GL_TRUE, GL_TRUE, GL_TRUE, GL_TRUE);
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371 | mUseFalseColors = true;
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372 |
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373 | glBeginOcclusionQueryNV(query);
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374 |
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375 | SetupCamera();
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376 |
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377 | RenderScene();
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378 |
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379 | glEndOcclusionQueryNV();
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380 |
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381 |
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382 | unsigned int pixelCount;
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383 | // reenable other state
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384 | glGetOcclusionQueryuivNV(query,
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385 | GL_PIXEL_COUNT_NV,
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386 | &pixelCount);
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387 |
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388 | pErrorPixels = ((float)pixelCount)/(GetWidth()*GetHeight());
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389 | if (mSnapErrorFrames && pErrorPixels > 0.01) {
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390 |
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391 | char filename[256];
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392 | sprintf(filename, "error-frame-%04d-%0.5f.png", mFrame, pErrorPixels);
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393 | QImage im = toImage();
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394 | im.save(mSnapPrefix + filename, "PNG");
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395 | if (1) { //0 && mFrame == 1543) {
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396 | int x,y;
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397 | int lastIndex = -1;
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398 | for (y=0; y < im.height(); y++)
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399 | for (x=0; x < im.width(); x++) {
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400 | QRgb p = im.pixel(x,y);
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401 | int index = qRed(p) + (qGreen(p)<<8) + (qBlue(p)<<16);
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402 | if (qGreen(p) != 255 && index!=0) {
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403 | if (index != lastIndex) {
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404 | Debug<<"ei="<<index<<" ";
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405 | lastIndex = index;
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406 | }
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407 | }
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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 | mUseFalseColors = false;
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413 | glPushAttrib(GL_CURRENT_BIT);
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414 | glColor3f(0,1,0);
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415 | glColorMask(GL_TRUE, GL_TRUE, GL_TRUE, GL_TRUE);
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416 | SetupCamera();
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417 | glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT);
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418 |
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419 | // Render PVS
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420 | std::map<Intersectable *,
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421 | PvsData<Intersectable *>,
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422 | LtSample<Intersectable *> >::const_iterator it = viewcell->GetPvs().mEntries.begin();
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423 |
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424 | for (; it != viewcell->GetPvs().mEntries.end(); ++ it) {
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425 | Intersectable *object = (*it).first;
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426 | RenderIntersectable(object);
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427 | }
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428 |
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429 | im = toImage();
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430 | sprintf(filename, "error-frame-%04d-%0.5f-pvs.png", mFrame, pErrorPixels);
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431 | im.save(mSnapPrefix + filename, "PNG");
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432 | glPopAttrib();
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433 | }
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434 | glColorMask(GL_TRUE, GL_TRUE, GL_TRUE, GL_TRUE);
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435 | }
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436 |
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437 | return pErrorPixels;
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438 | }
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439 |
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440 |
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441 | void
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442 | GlRendererWidget::SetupProjection(const int w, const int h)
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443 | {
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444 | if (!mTopView)
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445 | GlRenderer::SetupProjection(w, h);
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446 | else {
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447 | glViewport(0, 0, w, h);
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448 | glMatrixMode(GL_PROJECTION);
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449 | glLoadIdentity();
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450 | gluPerspective(50.0, 1.0, 0.1, 20.0*Magnitude(mSceneGraph->GetBox().Diagonal()));
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451 | glMatrixMode(GL_MODELVIEW);
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452 | }
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453 | }
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454 |
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455 | float
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456 | GlRendererWidget::RenderErrors()
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457 | {
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458 | float pErrorPixels = -1.0f;
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459 |
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460 | glReadBuffer(GL_BACK);
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461 |
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462 | mUseFalseColors = true;
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463 |
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464 | SetupCamera();
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465 | glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT);
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466 |
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467 | double eq[4];
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468 | eq[0] = mSceneCutPlane.mNormal.x;
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469 | eq[1] = mSceneCutPlane.mNormal.y;
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470 | eq[2] = mSceneCutPlane.mNormal.z;
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471 | eq[3] = mSceneCutPlane.mD;
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472 |
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473 | if (mCutScene) {
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474 | glClipPlane(GL_CLIP_PLANE0, eq);
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475 | glEnable(GL_CLIP_PLANE0);
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476 | }
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477 |
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478 | if (mDetectEmptyViewSpace)
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479 | glEnable( GL_CULL_FACE );
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480 | else
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481 | glDisable( GL_CULL_FACE );
|
---|
482 |
|
---|
483 | ObjectContainer::const_iterator oi = mObjects.begin();
|
---|
484 | for (; oi != mObjects.end(); oi++)
|
---|
485 | RenderIntersectable(*oi);
|
---|
486 |
|
---|
487 | ViewCell *viewcell = mViewCellsManager->GetViewCell(mViewPoint);
|
---|
488 |
|
---|
489 | QImage im1, im2;
|
---|
490 | QImage diff;
|
---|
491 |
|
---|
492 | if (viewcell) {
|
---|
493 | // read back the texture
|
---|
494 | im1 = grabFrameBuffer(true);
|
---|
495 |
|
---|
496 | SetupCamera();
|
---|
497 | glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT);
|
---|
498 |
|
---|
499 | std::map<Intersectable *,
|
---|
500 | PvsData<Intersectable *>,
|
---|
501 | LtSample<Intersectable *> >::const_iterator it = viewcell->GetPvs().mEntries.begin();
|
---|
502 |
|
---|
503 | for (; it != viewcell->GetPvs().mEntries.end(); ++ it) {
|
---|
504 | Intersectable *object = (*it).first;
|
---|
505 | RenderIntersectable(object);
|
---|
506 | }
|
---|
507 |
|
---|
508 | // read back the texture
|
---|
509 | im2 = grabFrameBuffer(true);
|
---|
510 |
|
---|
511 | diff = im1;
|
---|
512 | int x, y;
|
---|
513 | int errorPixels = 0;
|
---|
514 |
|
---|
515 | for (y = 0; y < im1.height(); y++)
|
---|
516 | for (x = 0; x < im1.width(); x++)
|
---|
517 | if (im1.pixel(x, y) == im2.pixel(x, y))
|
---|
518 | diff.setPixel(x, y, qRgba(0,0,0,0));
|
---|
519 | else {
|
---|
520 | diff.setPixel(x, y, qRgba(255,128,128,255));
|
---|
521 | errorPixels++;
|
---|
522 |
|
---|
523 | }
|
---|
524 | pErrorPixels = ((float)errorPixels)/(im1.height()*im1.width());
|
---|
525 | }
|
---|
526 |
|
---|
527 | // now render the pvs again
|
---|
528 | SetupCamera();
|
---|
529 | glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT);
|
---|
530 | mUseFalseColors = false;
|
---|
531 |
|
---|
532 | oi = mObjects.begin();
|
---|
533 | for (; oi != mObjects.end(); oi++)
|
---|
534 | RenderIntersectable(*oi);
|
---|
535 |
|
---|
536 | // now render im1
|
---|
537 | if (viewcell) {
|
---|
538 | if (1 || mTopView) {
|
---|
539 | mWireFrame = true;
|
---|
540 | RenderIntersectable(viewcell);
|
---|
541 | mWireFrame = false;
|
---|
542 | }
|
---|
543 |
|
---|
544 | // init ortographic projection
|
---|
545 | glMatrixMode(GL_PROJECTION);
|
---|
546 | glPushMatrix();
|
---|
547 |
|
---|
548 | glLoadIdentity();
|
---|
549 | gluOrtho2D(0, 1.0f, 0, 1.0f);
|
---|
550 |
|
---|
551 | glMatrixMode(GL_MODELVIEW);
|
---|
552 | glLoadIdentity();
|
---|
553 |
|
---|
554 | bindTexture(diff);
|
---|
555 |
|
---|
556 | glPushAttrib(GL_ENABLE_BIT);
|
---|
557 | glEnable( GL_ALPHA_TEST );
|
---|
558 | glDisable( GL_CULL_FACE );
|
---|
559 | glAlphaFunc( GL_GREATER, 0.5 );
|
---|
560 |
|
---|
561 | glEnable( GL_TEXTURE_2D );
|
---|
562 | glBegin(GL_QUADS);
|
---|
563 |
|
---|
564 | glTexCoord2f(0,0);
|
---|
565 | glVertex3f(0,0,0);
|
---|
566 |
|
---|
567 | glTexCoord2f(1,0);
|
---|
568 | glVertex3f( 1, 0, 0);
|
---|
569 |
|
---|
570 | glTexCoord2f(1,1);
|
---|
571 | glVertex3f( 1, 1, 0);
|
---|
572 |
|
---|
573 | glTexCoord2f(0,1);
|
---|
574 | glVertex3f(0, 1, 0);
|
---|
575 | glEnd();
|
---|
576 |
|
---|
577 | glPopAttrib();
|
---|
578 |
|
---|
579 | // restore the projection matrix
|
---|
580 | glMatrixMode(GL_PROJECTION);
|
---|
581 | glPopMatrix();
|
---|
582 | glMatrixMode(GL_MODELVIEW);
|
---|
583 | }
|
---|
584 |
|
---|
585 | glDisable(GL_CLIP_PLANE0);
|
---|
586 |
|
---|
587 | return pErrorPixels;
|
---|
588 | }
|
---|
589 |
|
---|
590 |
|
---|
591 | bool
|
---|
592 | GlRenderer::RenderScene()
|
---|
593 | {
|
---|
594 | static int glList = -1;
|
---|
595 | if (glList == -1)
|
---|
596 | {
|
---|
597 | glList = glGenLists(1);
|
---|
598 | glNewList(glList, GL_COMPILE);
|
---|
599 | ObjectContainer::const_iterator oi = mObjects.begin();
|
---|
600 | for (; oi != mObjects.end(); oi++)
|
---|
601 | RenderIntersectable(*oi);
|
---|
602 | glEndList();
|
---|
603 | }
|
---|
604 |
|
---|
605 | glCallList(glList);
|
---|
606 |
|
---|
607 | return true;
|
---|
608 | }
|
---|
609 |
|
---|
610 |
|
---|
611 | void
|
---|
612 | GlRendererBuffer::ClearErrorBuffer()
|
---|
613 | {
|
---|
614 | for (int i=0; i < mPvsStatFrames; i++) {
|
---|
615 | mPvsErrorBuffer[i] = 1.0f;
|
---|
616 | }
|
---|
617 | }
|
---|
618 |
|
---|
619 |
|
---|
620 | void
|
---|
621 | GlRendererBuffer::EvalPvsStat()
|
---|
622 | {
|
---|
623 | mPvsStat.Reset();
|
---|
624 | halton.Reset();
|
---|
625 |
|
---|
626 | makeCurrent();
|
---|
627 | SetupProjection(GetWidth(), GetHeight());
|
---|
628 |
|
---|
629 | for (int i=0; i < mPvsStatFrames; i++) {
|
---|
630 | float err;
|
---|
631 | // set frame id for saving the error buffer
|
---|
632 | mFrame = i;
|
---|
633 | RandomViewPoint();
|
---|
634 |
|
---|
635 | // atlanta problematic frames: 325 525 691 1543
|
---|
636 | #if 0
|
---|
637 | if (mFrame != 325 &&
|
---|
638 | mFrame != 525 &&
|
---|
639 | mFrame != 691 &&
|
---|
640 | mFrame != 1543)
|
---|
641 | mPvsErrorBuffer[i] = -1;
|
---|
642 | else {
|
---|
643 | Debug<<"frame ="<<mFrame<<" vp="<<mViewPoint<<" vd="<<mViewDirection<<endl;
|
---|
644 | }
|
---|
645 | #endif
|
---|
646 | if (mPvsErrorBuffer[i] > 0.0f) {
|
---|
647 | mPvsErrorBuffer[i] = GetPixelError();
|
---|
648 | cout<<"("<<i<<","<<mPvsErrorBuffer[i]<<")";
|
---|
649 | // swapBuffers();
|
---|
650 | }
|
---|
651 |
|
---|
652 | err = mPvsErrorBuffer[i];
|
---|
653 |
|
---|
654 | if (err >= 0.0f) {
|
---|
655 | if (err > mPvsStat.maxError)
|
---|
656 | mPvsStat.maxError = err;
|
---|
657 | mPvsStat.sumError += err;
|
---|
658 | if (err == 0.0f)
|
---|
659 | mPvsStat.errorFreeFrames++;
|
---|
660 | mPvsStat.frames++;
|
---|
661 | }
|
---|
662 | }
|
---|
663 |
|
---|
664 | glFinish();
|
---|
665 | doneCurrent();
|
---|
666 |
|
---|
667 | cout<<endl<<flush;
|
---|
668 | // mRenderingFinished.wakeAll();
|
---|
669 | }
|
---|
670 |
|
---|
671 |
|
---|
672 |
|
---|
673 |
|
---|
674 |
|
---|
675 | void
|
---|
676 | GlRendererWidget::mousePressEvent(QMouseEvent *e)
|
---|
677 | {
|
---|
678 | int x = e->pos().x();
|
---|
679 | int y = e->pos().y();
|
---|
680 |
|
---|
681 | mousePoint.x = x;
|
---|
682 | mousePoint.y = y;
|
---|
683 |
|
---|
684 | }
|
---|
685 |
|
---|
686 | void
|
---|
687 | GlRendererWidget::mouseMoveEvent(QMouseEvent *e)
|
---|
688 | {
|
---|
689 | float MOVE_SENSITIVITY = Magnitude(mSceneGraph->GetBox().Diagonal())*1e-3;
|
---|
690 | float TURN_SENSITIVITY=0.1f;
|
---|
691 | float TILT_SENSITIVITY=32.0 ;
|
---|
692 | float TURN_ANGLE= M_PI/36.0 ;
|
---|
693 |
|
---|
694 | int x = e->pos().x();
|
---|
695 | int y = e->pos().y();
|
---|
696 |
|
---|
697 | if (e->modifiers() & Qt::ControlModifier) {
|
---|
698 | mViewPoint.y += (y-mousePoint.y)*MOVE_SENSITIVITY/2.0;
|
---|
699 | mViewPoint.x += (x-mousePoint.x)*MOVE_SENSITIVITY/2.0;
|
---|
700 | } else {
|
---|
701 | mViewPoint += mViewDirection*((mousePoint.y - y)*MOVE_SENSITIVITY);
|
---|
702 | float adiff = TURN_ANGLE*(x - mousePoint.x)*-TURN_SENSITIVITY;
|
---|
703 | float angle = atan2(mViewDirection.x, mViewDirection.z);
|
---|
704 | mViewDirection.x = sin(angle+adiff);
|
---|
705 | mViewDirection.z = cos(angle+adiff);
|
---|
706 | }
|
---|
707 |
|
---|
708 | mousePoint.x = x;
|
---|
709 | mousePoint.y = y;
|
---|
710 |
|
---|
711 | updateGL();
|
---|
712 | }
|
---|
713 |
|
---|
714 | void
|
---|
715 | GlRendererWidget::mouseReleaseEvent(QMouseEvent *)
|
---|
716 | {
|
---|
717 |
|
---|
718 |
|
---|
719 | }
|
---|
720 |
|
---|
721 | void
|
---|
722 | GlRendererWidget::resizeGL(int w, int h)
|
---|
723 | {
|
---|
724 | SetupProjection(w, h);
|
---|
725 | updateGL();
|
---|
726 | }
|
---|
727 |
|
---|
728 | void
|
---|
729 | GlRendererWidget::paintGL()
|
---|
730 | {
|
---|
731 | glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT);
|
---|
732 |
|
---|
733 |
|
---|
734 | RenderErrors();
|
---|
735 | RenderInfo();
|
---|
736 |
|
---|
737 | if (mRenderViewCells)
|
---|
738 | RenderViewCells();
|
---|
739 |
|
---|
740 | mFrame++;
|
---|
741 | }
|
---|
742 |
|
---|
743 |
|
---|
744 | void
|
---|
745 | GlRendererWidget::SetupCamera()
|
---|
746 | {
|
---|
747 | if (!mTopView)
|
---|
748 | GlRenderer::SetupCamera();
|
---|
749 | else {
|
---|
750 | if (0) {
|
---|
751 | float dist = Magnitude(mSceneGraph->GetBox().Diagonal())*0.05;
|
---|
752 | Vector3 pos = mViewPoint - dist*Vector3(mViewDirection.x,
|
---|
753 | -1,
|
---|
754 | mViewDirection.y);
|
---|
755 |
|
---|
756 | Vector3 target = mViewPoint + dist*mViewDirection;
|
---|
757 | Vector3 up(0,1,0);
|
---|
758 |
|
---|
759 | glLoadIdentity();
|
---|
760 | gluLookAt(pos.x, pos.y, pos.z,
|
---|
761 | target.x, target.y, target.z,
|
---|
762 | up.x, up.y, up.z);
|
---|
763 | } else {
|
---|
764 | float dist = Magnitude(mSceneGraph->GetBox().Diagonal())*mTopDistance;
|
---|
765 | Vector3 pos = mViewPoint + dist*Vector3(0,
|
---|
766 | 1,
|
---|
767 | 0);
|
---|
768 |
|
---|
769 | Vector3 target = mViewPoint;
|
---|
770 | Vector3 up(mViewDirection.x, 0, mViewDirection.z);
|
---|
771 |
|
---|
772 | glLoadIdentity();
|
---|
773 | gluLookAt(pos.x, pos.y, pos.z,
|
---|
774 | target.x, target.y, target.z,
|
---|
775 | up.x, up.y, up.z);
|
---|
776 |
|
---|
777 | }
|
---|
778 | }
|
---|
779 |
|
---|
780 | }
|
---|
781 |
|
---|
782 | void
|
---|
783 | GlRendererWidget::keyPressEvent ( QKeyEvent * e )
|
---|
784 | {
|
---|
785 | switch (e->key()) {
|
---|
786 | case Qt::Key_T:
|
---|
787 | mTopView = !mTopView;
|
---|
788 | SetupProjection(width(), height());
|
---|
789 | updateGL();
|
---|
790 | break;
|
---|
791 | case Qt::Key_V:
|
---|
792 | mRenderViewCells = !mRenderViewCells;
|
---|
793 | updateGL();
|
---|
794 | break;
|
---|
795 | default:
|
---|
796 | e->ignore();
|
---|
797 | break;
|
---|
798 | }
|
---|
799 | }
|
---|
800 |
|
---|
801 |
|
---|
802 | RendererControlWidget::RendererControlWidget(QWidget * parent, Qt::WFlags f):
|
---|
803 | QWidget(parent, f)
|
---|
804 | {
|
---|
805 |
|
---|
806 | QVBoxLayout *vl = new QVBoxLayout;
|
---|
807 | setLayout(vl);
|
---|
808 |
|
---|
809 | QWidget *vbox = new QGroupBox("ViewCells", this);
|
---|
810 | layout()->addWidget(vbox);
|
---|
811 |
|
---|
812 | vl = new QVBoxLayout;
|
---|
813 | vbox->setLayout(vl);
|
---|
814 |
|
---|
815 | QSlider *slider = new QSlider(Qt::Horizontal, vbox);
|
---|
816 | vl->addWidget(slider);
|
---|
817 | slider->show();
|
---|
818 | slider->setRange(1, 10000);
|
---|
819 | slider->setSizePolicy(QSizePolicy::Preferred, QSizePolicy::Preferred);
|
---|
820 | slider->setValue(500);
|
---|
821 |
|
---|
822 | connect(slider, SIGNAL(valueChanged(int)), SIGNAL(SetViewCellGranularity(int)));
|
---|
823 |
|
---|
824 |
|
---|
825 |
|
---|
826 | QWidget *hbox = new QWidget(vbox);
|
---|
827 | vl->addWidget(hbox);
|
---|
828 | QHBoxLayout *hlayout = new QHBoxLayout;
|
---|
829 | hbox->setLayout(hlayout);
|
---|
830 |
|
---|
831 | QCheckBox *cb = new QCheckBox("Show viewcells", hbox);
|
---|
832 | hlayout->addWidget(cb);
|
---|
833 | cb->setChecked(false);
|
---|
834 | connect(cb, SIGNAL(toggled(bool)), SIGNAL(SetShowViewCells(bool)));
|
---|
835 |
|
---|
836 | vbox->resize(800,100);
|
---|
837 |
|
---|
838 |
|
---|
839 | vbox = new QGroupBox("Rendering", this);
|
---|
840 | layout()->addWidget(vbox);
|
---|
841 |
|
---|
842 | vl = new QVBoxLayout;
|
---|
843 | vbox->setLayout(vl);
|
---|
844 |
|
---|
845 | slider = new QSlider(Qt::Horizontal, vbox);
|
---|
846 | vbox->layout()->addWidget(slider);
|
---|
847 | slider->show();
|
---|
848 | slider->setRange(0, 1000);
|
---|
849 | slider->setSizePolicy(QSizePolicy::Preferred, QSizePolicy::Preferred);
|
---|
850 | slider->setValue(1000);
|
---|
851 |
|
---|
852 | connect(slider, SIGNAL(valueChanged(int)), SIGNAL(SetSceneCut(int)));
|
---|
853 |
|
---|
854 |
|
---|
855 | cb = new QCheckBox("Cut view cells", vbox);
|
---|
856 | vbox->layout()->addWidget(cb);
|
---|
857 | cb->setChecked(false);
|
---|
858 | connect(cb, SIGNAL(toggled(bool)), SIGNAL(SetCutViewCells(bool)));
|
---|
859 |
|
---|
860 | cb = new QCheckBox("Cut scene", vbox);
|
---|
861 | vbox->layout()->addWidget(cb);
|
---|
862 | cb->setChecked(false);
|
---|
863 | connect(cb, SIGNAL(toggled(bool)), SIGNAL(SetCutScene(bool)));
|
---|
864 |
|
---|
865 |
|
---|
866 | slider = new QSlider(Qt::Horizontal, vbox);
|
---|
867 | vbox->layout()->addWidget(slider);
|
---|
868 | slider->show();
|
---|
869 | slider->setRange(1, 1000);
|
---|
870 | slider->setSizePolicy(QSizePolicy::Preferred, QSizePolicy::Preferred);
|
---|
871 | slider->setValue(500);
|
---|
872 |
|
---|
873 | connect(slider, SIGNAL(valueChanged(int)), SIGNAL(SetTopDistance(int)));
|
---|
874 |
|
---|
875 | cb = new QCheckBox("Top View", vbox);
|
---|
876 | vbox->layout()->addWidget(cb);
|
---|
877 | cb->setChecked(false);
|
---|
878 | connect(cb, SIGNAL(toggled(bool)), SIGNAL(SetTopView(bool)));
|
---|
879 |
|
---|
880 |
|
---|
881 | adjustSize();
|
---|
882 | }
|
---|
883 |
|
---|
884 | GlRendererWidget::GlRendererWidget(SceneGraph *sceneGraph,
|
---|
885 | ViewCellsManager *viewcells,
|
---|
886 | KdTree *tree,
|
---|
887 | QWidget * parent,
|
---|
888 | const QGLWidget * shareWidget,
|
---|
889 | Qt::WFlags f
|
---|
890 | )
|
---|
891 | :
|
---|
892 | GlRenderer(sceneGraph, viewcells, tree), QGLWidget(parent, shareWidget, f)
|
---|
893 | {
|
---|
894 | mTopView = false;
|
---|
895 | mRenderViewCells = false;
|
---|
896 | mTopDistance = 1.0f;
|
---|
897 | mCutViewCells = false;
|
---|
898 | mCutScene = false;
|
---|
899 |
|
---|
900 | RendererControlWidget *cw = new RendererControlWidget(NULL);
|
---|
901 | connect(cw, SIGNAL(SetViewCellGranularity(int)), this, SLOT(SetViewCellGranularity(int)));
|
---|
902 | connect(cw, SIGNAL(SetSceneCut(int)), this, SLOT(SetSceneCut(int)));
|
---|
903 | connect(cw, SIGNAL(SetTopDistance(int)), this, SLOT(SetTopDistance(int)));
|
---|
904 | connect(cw, SIGNAL(SetShowViewCells(bool)), this, SLOT(SetShowViewCells(bool)));
|
---|
905 | connect(cw, SIGNAL(SetTopView(bool)), this, SLOT(SetTopView(bool)));
|
---|
906 | connect(cw, SIGNAL(SetCutViewCells(bool)), this, SLOT(SetCutViewCells(bool)));
|
---|
907 | connect(cw, SIGNAL(SetCutScene(bool)), this, SLOT(SetCutScene(bool)));
|
---|
908 |
|
---|
909 | cw->show();
|
---|
910 | }
|
---|
911 |
|
---|
912 | void
|
---|
913 | GlRendererWidget::SetViewCellGranularity(int number)
|
---|
914 | {
|
---|
915 | mViewCellsManager->CollectViewCells(number);
|
---|
916 | updateGL();
|
---|
917 | }
|
---|
918 |
|
---|
919 | void
|
---|
920 | GlRendererWidget::SetSceneCut(int number)
|
---|
921 | {
|
---|
922 | // assume the cut plane can only be aligned with xz plane
|
---|
923 | // shift it along y according to number, which is percentage of the bounding
|
---|
924 | // box position
|
---|
925 | if (mViewCellsManager) {
|
---|
926 | AxisAlignedBox3 box = mViewCellsManager->GetViewSpaceBox();
|
---|
927 | Vector3 p = box.Min() + (number/1000.0f)*box.Max();
|
---|
928 | mSceneCutPlane.mNormal = Vector3(0,-1,0);
|
---|
929 | mSceneCutPlane.mD = -DotProd(mSceneCutPlane.mNormal, p);
|
---|
930 | updateGL();
|
---|
931 | }
|
---|
932 | }
|
---|
933 |
|
---|
934 | void
|
---|
935 | GlRendererWidget::SetTopDistance(int number)
|
---|
936 | {
|
---|
937 | mTopDistance = number/1000.0f;
|
---|
938 | updateGL();
|
---|
939 | }
|
---|
940 |
|
---|
941 | void
|
---|
942 | GlRendererWidget::RenderViewCells()
|
---|
943 | {
|
---|
944 | mUseFalseColors = true;
|
---|
945 |
|
---|
946 | SetupCamera();
|
---|
947 | glEnable(GL_CULL_FACE);
|
---|
948 | glCullFace(GL_FRONT);
|
---|
949 | double eq[4];
|
---|
950 | eq[0] = mSceneCutPlane.mNormal.x;
|
---|
951 | eq[1] = mSceneCutPlane.mNormal.y;
|
---|
952 | eq[2] = mSceneCutPlane.mNormal.z;
|
---|
953 | eq[3] = mSceneCutPlane.mD;
|
---|
954 |
|
---|
955 | if (mCutViewCells) {
|
---|
956 | glClipPlane(GL_CLIP_PLANE0, eq);
|
---|
957 | glEnable(GL_CLIP_PLANE0);
|
---|
958 | }
|
---|
959 |
|
---|
960 | int i;
|
---|
961 | ViewCellContainer &viewcells = mViewCellsManager->GetViewCells();
|
---|
962 | for (i=0; i < viewcells.size(); i++) {
|
---|
963 | ViewCell *vc = viewcells[i];
|
---|
964 | // Mesh *m = vc->GetMesh();
|
---|
965 | RgbColor c = vc->GetColor();
|
---|
966 | glColor3f(c.r, c.g, c.b);
|
---|
967 | RenderViewCell(vc);
|
---|
968 | }
|
---|
969 |
|
---|
970 | glDisable(GL_CLIP_PLANE0);
|
---|
971 |
|
---|
972 | }
|
---|
973 |
|
---|
974 | void GlRendererBuffer::SampleBeamContributions(Intersectable *sourceObject,
|
---|
975 | Beam &beam,
|
---|
976 | const int desiredSamples,
|
---|
977 | BeamSampleStatistics &stat)
|
---|
978 | {
|
---|
979 | // TODO: should be moved out of here (not to be done every time)
|
---|
980 | // only back faces are interesting for the depth pass
|
---|
981 | glShadeModel(GL_FLAT);
|
---|
982 | glDisable(GL_LIGHTING);
|
---|
983 |
|
---|
984 | // needed to kill the fragments for the front buffer
|
---|
985 | glEnable(GL_ALPHA_TEST);
|
---|
986 | glAlphaFunc(GL_GREATER, 0);
|
---|
987 |
|
---|
988 | // assumes that the beam is constructed and contains kd-tree nodes
|
---|
989 | // and viewcells which it intersects
|
---|
990 |
|
---|
991 |
|
---|
992 | // Get the number of viewpoints to be sampled
|
---|
993 | // Now it is a sqrt but in general a wiser decision could be made.
|
---|
994 | // The less viewpoints the better for rendering performance, since less passes
|
---|
995 | // over the beam is needed.
|
---|
996 | // The viewpoints could actually be generated outside of the bounding box which
|
---|
997 | // would distribute the 'efective viewpoints' of the object surface and thus
|
---|
998 | // with a few viewpoints better sample the viewpoint space....
|
---|
999 |
|
---|
1000 | //TODO: comment in
|
---|
1001 | //int viewPointSamples = sqrt((float)desiredSamples);
|
---|
1002 | int viewPointSamples = max(desiredSamples / (GetWidth() * GetHeight()), 1);
|
---|
1003 |
|
---|
1004 | // the number of direction samples per pass is given by the number of viewpoints
|
---|
1005 | int directionalSamples = desiredSamples / viewPointSamples;
|
---|
1006 |
|
---|
1007 | Debug << "directional samples: " << directionalSamples << endl;
|
---|
1008 | for (int i = 0; i < viewPointSamples; ++ i)
|
---|
1009 | {
|
---|
1010 | Vector3 viewPoint = beam.mBox.GetRandomPoint();
|
---|
1011 |
|
---|
1012 | // perhaps the viewpoint should be shifted back a little bit so that it always lies
|
---|
1013 | // inside the source object
|
---|
1014 | // 'ideally' the viewpoints would be distributed on the soureObject surface, but this
|
---|
1015 | // would require more complicated sampling (perhaps hierarchical rejection sampling of
|
---|
1016 | // the object surface is an option here - only the mesh faces which are inside the box
|
---|
1017 | // are considered as candidates)
|
---|
1018 |
|
---|
1019 | SampleViewpointContributions(sourceObject,
|
---|
1020 | viewPoint,
|
---|
1021 | beam,
|
---|
1022 | directionalSamples,
|
---|
1023 | stat);
|
---|
1024 | }
|
---|
1025 |
|
---|
1026 |
|
---|
1027 | // note:
|
---|
1028 | // this routine would be called only if the number of desired samples is sufficiently
|
---|
1029 | // large - for other rss tree cells the cpu based sampling is perhaps more efficient
|
---|
1030 | // distributing the work between cpu and gpu would also allow us to place more sophisticated
|
---|
1031 | // sample distributions (silhouette ones) using the cpu and the jittered once on the GPU
|
---|
1032 | // in order that thios scheme is working well the gpu render buffer should run in a separate
|
---|
1033 | // thread than the cpu sampler, which would not be such a big problem....
|
---|
1034 |
|
---|
1035 | // disable alpha test again
|
---|
1036 | glDisable(GL_ALPHA_TEST);
|
---|
1037 | }
|
---|
1038 |
|
---|
1039 |
|
---|
1040 | void GlRendererBuffer::SampleViewpointContributions(Intersectable *sourceObject,
|
---|
1041 | const Vector3 viewPoint,
|
---|
1042 | Beam &beam,
|
---|
1043 | const int samples,
|
---|
1044 | BeamSampleStatistics &stat)
|
---|
1045 | {
|
---|
1046 | // 1. setup the view port to match the desired samples
|
---|
1047 | glViewport(0, 0, samples, samples);
|
---|
1048 |
|
---|
1049 | // 2. setup the projection matrix and view matrix to match the viewpoint + beam.mDirBox
|
---|
1050 | SetupProjectionForViewPoint(viewPoint, beam, sourceObject);
|
---|
1051 |
|
---|
1052 |
|
---|
1053 | // 3. reset z-buffer to 0 and render the source object for the beam
|
---|
1054 | // with glCullFace(Enabled) and glFrontFace(GL_CW)
|
---|
1055 | // save result to the front depth map
|
---|
1056 | // the front depth map holds ray origins
|
---|
1057 |
|
---|
1058 |
|
---|
1059 | // front depth buffer must be initialised to 0
|
---|
1060 | float clearDepth;
|
---|
1061 |
|
---|
1062 | glGetFloatv(GL_DEPTH_CLEAR_VALUE, &clearDepth);
|
---|
1063 | glClearDepth(0.0f);
|
---|
1064 | glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT | GL_STENCIL_BUFFER_BIT);
|
---|
1065 |
|
---|
1066 |
|
---|
1067 | //glFrontFace(GL_CW);
|
---|
1068 | glEnable(GL_CULL_FACE);
|
---|
1069 | glCullFace(GL_FRONT);
|
---|
1070 | glColorMask(0, 0, 0, 0);
|
---|
1071 |
|
---|
1072 |
|
---|
1073 | // stencil is increased where the source object is located
|
---|
1074 | glEnable(GL_STENCIL_TEST);
|
---|
1075 | glStencilFunc(GL_ALWAYS, 0x1, 0x1);
|
---|
1076 | glStencilOp(GL_REPLACE, GL_REPLACE, GL_REPLACE);
|
---|
1077 |
|
---|
1078 |
|
---|
1079 | #if 0
|
---|
1080 | static int glSourceObjList = -1;
|
---|
1081 | if (glSourceObjList != -1)
|
---|
1082 | {
|
---|
1083 | glSourceObjList = glGenLists(1);
|
---|
1084 | glNewList(glSourceObjList, GL_COMPILE);
|
---|
1085 |
|
---|
1086 | RenderIntersectable(sourceObject);
|
---|
1087 |
|
---|
1088 | glEndList();
|
---|
1089 | }
|
---|
1090 | glCallList(glSourceObjList);
|
---|
1091 |
|
---|
1092 | #else
|
---|
1093 | RenderIntersectable(sourceObject);
|
---|
1094 |
|
---|
1095 | #endif
|
---|
1096 |
|
---|
1097 | // copy contents of the front depth buffer into depth texture
|
---|
1098 | glBindTexture(GL_TEXTURE_2D, frontDepthMap);
|
---|
1099 | glCopyTexSubImage2D(GL_TEXTURE_2D, 0, 0, 0, 0, 0, depthMapSize, depthMapSize);
|
---|
1100 |
|
---|
1101 |
|
---|
1102 | // reset clear function
|
---|
1103 | glClearDepth(clearDepth);
|
---|
1104 |
|
---|
1105 |
|
---|
1106 |
|
---|
1107 | // 4. set up the termination depth buffer (= standard depth buffer)
|
---|
1108 | // only rays which have non-zero entry in the origin buffer are valid since
|
---|
1109 | // they realy start on the object surface (this is tagged by setting a
|
---|
1110 | // stencil buffer bit at step 3).
|
---|
1111 |
|
---|
1112 | glStencilFunc(GL_EQUAL, 0x1, 0x1);
|
---|
1113 | glStencilOp(GL_KEEP, GL_KEEP, GL_KEEP);
|
---|
1114 |
|
---|
1115 | glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT);
|
---|
1116 | glDepthMask(1);
|
---|
1117 |
|
---|
1118 | glEnable(GL_DEPTH_TEST);
|
---|
1119 |
|
---|
1120 | glEnable(GL_CULL_FACE);
|
---|
1121 | glCullFace(GL_BACK);
|
---|
1122 |
|
---|
1123 | // setup front depth buffer
|
---|
1124 | glEnable(GL_TEXTURE_2D);
|
---|
1125 |
|
---|
1126 | // bind pixel shader implementing the front depth buffer functionality
|
---|
1127 | cgGLBindProgram(sCgFragmentProgram);
|
---|
1128 | cgGLEnableProfile(sCgFragmentProfile);
|
---|
1129 |
|
---|
1130 |
|
---|
1131 | // 5. render all objects inside the beam
|
---|
1132 | // we can use id based false color to read them back for gaining the pvs
|
---|
1133 |
|
---|
1134 | glColorMask(1, 1, 1, 1);
|
---|
1135 |
|
---|
1136 |
|
---|
1137 | // if objects not stored in beam => extract objects
|
---|
1138 | if (beam.mFlags & !Beam::STORE_OBJECTS)
|
---|
1139 | {
|
---|
1140 | vector<KdNode *>::const_iterator it, it_end = beam.mKdNodes.end();
|
---|
1141 |
|
---|
1142 | Intersectable::NewMail();
|
---|
1143 | for (it = beam.mKdNodes.begin(); it != it_end; ++ it)
|
---|
1144 | {
|
---|
1145 | mKdTree->CollectObjects(*it, beam.mObjects);
|
---|
1146 | }
|
---|
1147 | }
|
---|
1148 |
|
---|
1149 |
|
---|
1150 | // (objects can be compiled to a gl list now so that subsequent rendering for
|
---|
1151 | // this beam is fast - the same hold for step 3)
|
---|
1152 | // Afterwards we have two depth buffers defining the ray origin and termination
|
---|
1153 |
|
---|
1154 |
|
---|
1155 | #if 0
|
---|
1156 | static int glObjList = -1;
|
---|
1157 | if (glObjList != -1)
|
---|
1158 | {
|
---|
1159 | glObjList = glGenLists(1);
|
---|
1160 | glNewList(glObjList, GL_COMPILE);
|
---|
1161 |
|
---|
1162 | ObjectContainer::const_iterator it, it_end = beam.mObjects.end();
|
---|
1163 | for (it = beam.mObjects.begin(); it != it_end; ++ it)
|
---|
1164 | {
|
---|
1165 | // render all objects except the source object
|
---|
1166 | if (*it != sourceObject)
|
---|
1167 | RenderIntersectable(*it);
|
---|
1168 | }
|
---|
1169 |
|
---|
1170 | glEndList();
|
---|
1171 | }
|
---|
1172 |
|
---|
1173 | glCallList(glObjList);
|
---|
1174 | #else
|
---|
1175 | ObjectContainer::const_iterator it, it_end = beam.mObjects.end();
|
---|
1176 | for (it = beam.mObjects.begin(); it != it_end; ++ it)
|
---|
1177 | {
|
---|
1178 | // render all objects except the source object
|
---|
1179 | if (*it != sourceObject)
|
---|
1180 | RenderIntersectable(*it);
|
---|
1181 | }
|
---|
1182 | #endif
|
---|
1183 |
|
---|
1184 |
|
---|
1185 |
|
---|
1186 | // 6. Use occlusion queries for all viewcell meshes associated with the beam ->
|
---|
1187 | // a fragment passes if the corresponding stencil fragment is set and its depth is
|
---|
1188 | // between origin and termination buffer
|
---|
1189 |
|
---|
1190 | // create new queries if necessary
|
---|
1191 | GenQueries((int)beam.mViewCells.size());
|
---|
1192 |
|
---|
1193 | // check whether any backfacing polygon would pass the depth test?
|
---|
1194 | // matt: should check both back /front facing because of dual depth buffer
|
---|
1195 | // and danger of cutting the near plane with front facing polys.
|
---|
1196 |
|
---|
1197 | glColorMask(GL_FALSE, GL_FALSE, GL_FALSE, GL_FALSE);
|
---|
1198 | glDepthMask(GL_FALSE);
|
---|
1199 | glDisable(GL_CULL_FACE);
|
---|
1200 |
|
---|
1201 |
|
---|
1202 | ViewCellContainer::const_iterator vit, vit_end = beam.mViewCells.end();
|
---|
1203 |
|
---|
1204 | int queryIdx = 0;
|
---|
1205 |
|
---|
1206 | for (vit = beam.mViewCells.begin(); vit != vit_end; ++ vit)
|
---|
1207 | {
|
---|
1208 | glBeginOcclusionQueryNV(sQueries[queryIdx ++]);
|
---|
1209 |
|
---|
1210 | RenderIntersectable(*vit);
|
---|
1211 |
|
---|
1212 | glEndOcclusionQueryNV();
|
---|
1213 | }
|
---|
1214 |
|
---|
1215 |
|
---|
1216 |
|
---|
1217 | // at this point, if possible, go and do some other computation
|
---|
1218 |
|
---|
1219 |
|
---|
1220 |
|
---|
1221 | // 7. The number of visible pixels is the number of sample rays which see the source
|
---|
1222 | // object from the corresponding viewcell -> remember these values for later update
|
---|
1223 | // of the viewcell pvs - or update immediately?
|
---|
1224 |
|
---|
1225 | queryIdx = 0;
|
---|
1226 | unsigned int pixelCount;
|
---|
1227 |
|
---|
1228 | for (vit = beam.mViewCells.begin(); vit != vit_end; ++ vit)
|
---|
1229 | {
|
---|
1230 | // fetch queries
|
---|
1231 | glGetOcclusionQueryuivNV(sQueries[queryIdx ++],
|
---|
1232 | GL_PIXEL_COUNT_NV,
|
---|
1233 | &pixelCount);
|
---|
1234 | if (pixelCount)
|
---|
1235 | Debug << "view cell " << (*vit)->GetId() << " visible pixels: " << pixelCount << endl;
|
---|
1236 | }
|
---|
1237 |
|
---|
1238 |
|
---|
1239 | // 8. Copmpute rendering statistics
|
---|
1240 | // In general it is not neccessary to remember to extract all the rays cast. I hope it
|
---|
1241 | // would be sufficient to gain only the intergral statistics about the new contributions
|
---|
1242 | // and so the rss tree would actually store no new rays (only the initial ones)
|
---|
1243 | // the subdivision of the tree would only be driven by the statistics (the glrender could
|
---|
1244 | // evaluate the contribution entropy for example)
|
---|
1245 | // However might be an option to extract/store only those the rays which made a contribution
|
---|
1246 | // (new viewcell has been discovered) or relative contribution greater than a threshold ...
|
---|
1247 |
|
---|
1248 | ObjectContainer pvsObj;
|
---|
1249 | stat.pvsSize = ComputePvs(beam.mObjects, pvsObj);
|
---|
1250 |
|
---|
1251 | // to gain ray source and termination
|
---|
1252 | // copy contents of ray termination buffer into depth texture
|
---|
1253 | // and compare with ray source buffer
|
---|
1254 | #if 0
|
---|
1255 | VssRayContainer rays;
|
---|
1256 |
|
---|
1257 | glBindTexture(GL_TEXTURE_2D, backDepthMap);
|
---|
1258 | glCopyTexSubImage2D(GL_TEXTURE_2D, 0, 0, 0, 0, 0, depthMapSize, depthMapSize);
|
---|
1259 |
|
---|
1260 | ComputeRays(Intersectable *sourceObj, rays);
|
---|
1261 |
|
---|
1262 | #endif
|
---|
1263 |
|
---|
1264 |
|
---|
1265 |
|
---|
1266 | //-- cleanup
|
---|
1267 |
|
---|
1268 |
|
---|
1269 | // reset gl state
|
---|
1270 | glColorMask(GL_TRUE, GL_TRUE, GL_TRUE, GL_TRUE);
|
---|
1271 | glDepthMask(GL_TRUE);
|
---|
1272 | glEnable(GL_CULL_FACE);
|
---|
1273 | glDisable(GL_STENCIL_TEST);
|
---|
1274 | cgGLDisableProfile(sCgFragmentProfile);
|
---|
1275 | glDisable(GL_TEXTURE_2D);
|
---|
1276 |
|
---|
1277 | // remove objects from beam
|
---|
1278 | if (beam.mFlags & !Beam::STORE_OBJECTS)
|
---|
1279 | beam.mObjects.clear();
|
---|
1280 | }
|
---|
1281 |
|
---|
1282 |
|
---|
1283 | void GlRendererBuffer::GenQueries(const int numQueries)
|
---|
1284 | {
|
---|
1285 | if ((int)sQueries.size() < numQueries)
|
---|
1286 | {
|
---|
1287 | const int n = numQueries - (int)sQueries.size();
|
---|
1288 | unsigned int *newQueries = new unsigned int[n];
|
---|
1289 |
|
---|
1290 | glGenOcclusionQueriesNV(n, (unsigned int *)newQueries);
|
---|
1291 |
|
---|
1292 | for (int i = 0; i < n; ++ i)
|
---|
1293 | {
|
---|
1294 | sQueries.push_back(newQueries[i]);
|
---|
1295 | }
|
---|
1296 |
|
---|
1297 | delete [] newQueries;
|
---|
1298 | }
|
---|
1299 | }
|
---|
1300 |
|
---|
1301 |
|
---|
1302 | void GlRendererBuffer::SetupProjectionForViewPoint(const Vector3 &viewPoint,
|
---|
1303 | const Beam &beam,
|
---|
1304 | Intersectable *sourceObject)
|
---|
1305 | {
|
---|
1306 | float left, right, bottom, top, znear, zfar;
|
---|
1307 |
|
---|
1308 | beam.ComputePerspectiveFrustum(left, right, bottom, top, znear, zfar,
|
---|
1309 | mSceneGraph->GetBox());
|
---|
1310 |
|
---|
1311 | //Debug << left << " " << right << " " << bottom << " " << top << " " << znear << " " << zfar << endl;
|
---|
1312 | glMatrixMode(GL_PROJECTION);
|
---|
1313 | glLoadIdentity();
|
---|
1314 | glFrustum(left, right, bottom, top, znear, zfar);
|
---|
1315 | //glFrustum(-1, 1, -1, 1, 1, 20000);
|
---|
1316 |
|
---|
1317 | const Vector3 center = viewPoint + beam.GetMainDirection() * (zfar - znear) * 0.3f;
|
---|
1318 | const Vector3 up =
|
---|
1319 | Normalize(CrossProd(beam.mPlanes[0].mNormal, beam.mPlanes[4].mNormal));
|
---|
1320 |
|
---|
1321 | #ifdef _DEBUG
|
---|
1322 | Debug << "view point: " << viewPoint << endl;
|
---|
1323 | Debug << "eye: " << center << endl;
|
---|
1324 | Debug << "up: " << up << endl;
|
---|
1325 | #endif
|
---|
1326 |
|
---|
1327 | glMatrixMode(GL_MODELVIEW);
|
---|
1328 | glLoadIdentity();
|
---|
1329 | gluLookAt(viewPoint.x, viewPoint.y, viewPoint.z,
|
---|
1330 | center.x, center.y, center.z,
|
---|
1331 | up.x, up.y, up.z);
|
---|
1332 | }
|
---|
1333 |
|
---|
1334 |
|
---|
1335 | void GlRendererBuffer::InitGL()
|
---|
1336 | {
|
---|
1337 | makeCurrent();
|
---|
1338 | GlRenderer::InitGL();
|
---|
1339 | #if 1
|
---|
1340 | // initialise dual depth buffer textures
|
---|
1341 | glGenTextures(1, &frontDepthMap);
|
---|
1342 | glBindTexture(GL_TEXTURE_2D, frontDepthMap);
|
---|
1343 |
|
---|
1344 | glTexImage2D(GL_TEXTURE_2D, 0, GL_DEPTH_COMPONENT, depthMapSize,
|
---|
1345 | depthMapSize, 0, GL_DEPTH_COMPONENT, GL_UNSIGNED_BYTE, NULL);
|
---|
1346 | glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_NEAREST);
|
---|
1347 | glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_NEAREST);
|
---|
1348 | glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_S, GL_CLAMP);
|
---|
1349 | glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_T, GL_CLAMP);
|
---|
1350 |
|
---|
1351 | glGenTextures(1, &backDepthMap);
|
---|
1352 | glBindTexture(GL_TEXTURE_2D, backDepthMap);
|
---|
1353 |
|
---|
1354 | glTexImage2D(GL_TEXTURE_2D, 0, GL_DEPTH_COMPONENT, depthMapSize,
|
---|
1355 | depthMapSize, 0, GL_DEPTH_COMPONENT, GL_UNSIGNED_BYTE, NULL);
|
---|
1356 | glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_NEAREST);
|
---|
1357 | glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_NEAREST);
|
---|
1358 | glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_S, GL_CLAMP);
|
---|
1359 | glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_T, GL_CLAMP);
|
---|
1360 |
|
---|
1361 | // cg initialization
|
---|
1362 | cgSetErrorCallback(handleCgError);
|
---|
1363 | sCgContext = cgCreateContext();
|
---|
1364 |
|
---|
1365 | if (cgGLIsProfileSupported(CG_PROFILE_ARBFP1))
|
---|
1366 | sCgFragmentProfile = CG_PROFILE_ARBFP1;
|
---|
1367 | else
|
---|
1368 | {
|
---|
1369 | // try FP30
|
---|
1370 | if (cgGLIsProfileSupported(CG_PROFILE_FP30))
|
---|
1371 | sCgFragmentProfile = CG_PROFILE_FP30;
|
---|
1372 | else
|
---|
1373 | {
|
---|
1374 | Debug << "Neither arbfp1 or fp30 fragment profiles supported on this system" << endl;
|
---|
1375 | exit(1);
|
---|
1376 | }
|
---|
1377 | }
|
---|
1378 |
|
---|
1379 |
|
---|
1380 | sCgFragmentProgram = cgCreateProgramFromFile(sCgContext,
|
---|
1381 | CG_SOURCE, "../src/dual_depth.cg",
|
---|
1382 | sCgFragmentProfile,
|
---|
1383 | NULL,
|
---|
1384 | NULL);
|
---|
1385 |
|
---|
1386 | if (!cgIsProgramCompiled(sCgFragmentProgram))
|
---|
1387 | cgCompileProgram(sCgFragmentProgram);
|
---|
1388 |
|
---|
1389 | cgGLLoadProgram(sCgFragmentProgram);
|
---|
1390 | cgGLBindProgram(sCgFragmentProgram);
|
---|
1391 |
|
---|
1392 | Debug << "---- PROGRAM BEGIN ----\n" <<
|
---|
1393 | cgGetProgramString(sCgFragmentProgram, CG_COMPILED_PROGRAM) << "---- PROGRAM END ----\n";
|
---|
1394 |
|
---|
1395 | #endif
|
---|
1396 | doneCurrent();
|
---|
1397 | }
|
---|
1398 |
|
---|
1399 |
|
---|
1400 | void GlRendererBuffer::ComputeRays(Intersectable *sourceObj, VssRayContainer &rays)
|
---|
1401 | {
|
---|
1402 | for (int i = 0; i < depthMapSize * depthMapSize; ++ i)
|
---|
1403 | {
|
---|
1404 | //todo glGetTexImage()
|
---|
1405 | }
|
---|
1406 | }
|
---|
1407 |
|
---|
1408 |
|
---|
1409 |
|
---|
1410 | inline bool ilt(Intersectable *obj1, Intersectable *obj2)
|
---|
1411 | {
|
---|
1412 | return obj1->mId < obj2->mId;
|
---|
1413 | }
|
---|
1414 |
|
---|
1415 |
|
---|
1416 | int GlRendererBuffer::ComputePvs(ObjectContainer &objects,
|
---|
1417 | ObjectContainer &pvs) const
|
---|
1418 | {
|
---|
1419 | int pvsSize = 0;
|
---|
1420 | QImage image = toImage();
|
---|
1421 | Intersectable::NewMail();
|
---|
1422 |
|
---|
1423 | std::stable_sort(objects.begin(), objects.end(), ilt);
|
---|
1424 |
|
---|
1425 | MeshInstance dummy(NULL);
|
---|
1426 |
|
---|
1427 | Intersectable *obj = NULL;
|
---|
1428 |
|
---|
1429 | for (int x = 0; x < image.width(); ++ x)
|
---|
1430 | {
|
---|
1431 | for (int y = 0; y < image.height(); ++ y)
|
---|
1432 | {
|
---|
1433 | QRgb pix = image.pixel(x, y);
|
---|
1434 | const int id = GetId(qRed(pix), qGreen(pix), qBlue(pix));
|
---|
1435 |
|
---|
1436 | dummy.SetId(id);
|
---|
1437 |
|
---|
1438 | ObjectContainer::iterator oit =
|
---|
1439 | lower_bound(objects.begin(), objects.end(), &dummy, ilt);
|
---|
1440 |
|
---|
1441 |
|
---|
1442 | if (//(oit != oit.end()) &&
|
---|
1443 | ((*oit)->GetId() == id) &&
|
---|
1444 | !obj->Mailed())
|
---|
1445 | {
|
---|
1446 | obj = *oit;
|
---|
1447 | obj->Mail();
|
---|
1448 | ++ pvsSize;
|
---|
1449 | pvs.push_back(obj);
|
---|
1450 | }
|
---|
1451 | }
|
---|
1452 | }
|
---|
1453 |
|
---|
1454 | return pvsSize;
|
---|
1455 | }
|
---|
1456 |
|
---|
1457 | /***********************************************************************/
|
---|
1458 | /* GlDebuggerWidget implementation */
|
---|
1459 | /***********************************************************************/
|
---|
1460 |
|
---|
1461 |
|
---|
1462 | GlDebuggerWidget::GlDebuggerWidget(GlRendererBuffer *buf, QWidget *parent)
|
---|
1463 | : QGLWidget(QGLFormat(QGL::SampleBuffers), parent), mRenderBuffer(buf)
|
---|
1464 | {
|
---|
1465 | // create the pbuffer
|
---|
1466 | //pbuffer = new QGLPixelBuffer(QSize(512, 512), format(), this);
|
---|
1467 | timerId = startTimer(20);
|
---|
1468 | setWindowTitle(("OpenGL pbuffers"));
|
---|
1469 | }
|
---|
1470 |
|
---|
1471 |
|
---|
1472 | GlDebuggerWidget::~GlDebuggerWidget()
|
---|
1473 | {
|
---|
1474 | mRenderBuffer->releaseFromDynamicTexture();
|
---|
1475 | glDeleteTextures(1, &dynamicTexture);
|
---|
1476 |
|
---|
1477 | DEL_PTR(mRenderBuffer);
|
---|
1478 | }
|
---|
1479 |
|
---|
1480 |
|
---|
1481 | void GlDebuggerWidget::initializeGL()
|
---|
1482 | {
|
---|
1483 | glMatrixMode(GL_PROJECTION);
|
---|
1484 | glLoadIdentity();
|
---|
1485 |
|
---|
1486 | glFrustum(-1, 1, -1, 1, 10, 100);
|
---|
1487 | glTranslatef(-0.5f, -0.5f, -0.5f);
|
---|
1488 | glTranslatef(0.0f, 0.0f, -15.0f);
|
---|
1489 | glMatrixMode(GL_MODELVIEW);
|
---|
1490 |
|
---|
1491 | glEnable(GL_CULL_FACE);
|
---|
1492 | initCommon();
|
---|
1493 | initPbuffer();
|
---|
1494 |
|
---|
1495 | }
|
---|
1496 |
|
---|
1497 |
|
---|
1498 | void GlDebuggerWidget::resizeGL(int w, int h)
|
---|
1499 | {
|
---|
1500 | glViewport(0, 0, w, h);
|
---|
1501 | }
|
---|
1502 |
|
---|
1503 |
|
---|
1504 | void GlDebuggerWidget::paintGL()
|
---|
1505 | {
|
---|
1506 | // draw a spinning cube into the pbuffer..
|
---|
1507 | mRenderBuffer->makeCurrent();
|
---|
1508 |
|
---|
1509 | BeamSampleStatistics stats;
|
---|
1510 | mRenderBuffer->SampleBeamContributions(mSourceObject, mBeam, mSamples, stats);
|
---|
1511 |
|
---|
1512 | glFlush();
|
---|
1513 |
|
---|
1514 | // rendering directly to a texture is not supported on X11, unfortunately
|
---|
1515 | mRenderBuffer->updateDynamicTexture(dynamicTexture);
|
---|
1516 |
|
---|
1517 | // and use the pbuffer contents as a texture when rendering the
|
---|
1518 | // background and the bouncing cubes
|
---|
1519 | makeCurrent();
|
---|
1520 | glBindTexture(GL_TEXTURE_2D, dynamicTexture);
|
---|
1521 | glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT);
|
---|
1522 |
|
---|
1523 | // draw the background
|
---|
1524 | glMatrixMode(GL_MODELVIEW);
|
---|
1525 | glPushMatrix();
|
---|
1526 | glLoadIdentity();
|
---|
1527 | glMatrixMode(GL_PROJECTION);
|
---|
1528 | glPushMatrix();
|
---|
1529 | glLoadIdentity();
|
---|
1530 |
|
---|
1531 | glPopMatrix();
|
---|
1532 | glMatrixMode(GL_MODELVIEW);
|
---|
1533 | glPopMatrix();
|
---|
1534 | }
|
---|
1535 |
|
---|
1536 |
|
---|
1537 | void GlDebuggerWidget::initPbuffer()
|
---|
1538 | {
|
---|
1539 | // set up the pbuffer context
|
---|
1540 | mRenderBuffer->makeCurrent();
|
---|
1541 | /*mRenderBuffer->InitGL();
|
---|
1542 |
|
---|
1543 | glViewport(0, 0, mRenderBuffer->size().width(), mRenderBuffer->size().height());
|
---|
1544 | glMatrixMode(GL_PROJECTION);
|
---|
1545 | glLoadIdentity();
|
---|
1546 | glOrtho(-1, 1, -1, 1, -99, 99);
|
---|
1547 | glTranslatef(-0.5f, -0.5f, 0.0f);
|
---|
1548 | glMatrixMode(GL_MODELVIEW);
|
---|
1549 | glLoadIdentity();
|
---|
1550 |
|
---|
1551 | glClear(GL_DEPTH_BUFFER_BIT | GL_COLOR_BUFFER_BIT);*/
|
---|
1552 |
|
---|
1553 | // generate a texture that has the same size/format as the pbuffer
|
---|
1554 | dynamicTexture = mRenderBuffer->generateDynamicTexture();
|
---|
1555 |
|
---|
1556 | // bind the dynamic texture to the pbuffer - this is a no-op under X11
|
---|
1557 | mRenderBuffer->bindToDynamicTexture(dynamicTexture);
|
---|
1558 | makeCurrent();
|
---|
1559 | }
|
---|
1560 |
|
---|
1561 | void GlDebuggerWidget::initCommon()
|
---|
1562 | {
|
---|
1563 | glEnable(GL_TEXTURE_2D);
|
---|
1564 | glEnable(GL_DEPTH_TEST);
|
---|
1565 |
|
---|
1566 | glClearColor(1.0f, 1.0f, 1.0f, 1.0f);
|
---|
1567 | }
|
---|