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