1 | #ifndef __GLOBALLINESRENDERER_H
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2 | #define __GLOBALLINESRENDERER_H
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3 |
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4 | #include "common.h"
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5 | #include "Containers.h"
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6 | #include "Vector3.h"
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7 |
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8 |
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9 | class RenderTexture;
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10 |
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11 | namespace GtpVisibilityPreprocessor {
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12 |
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13 | class Beam;
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14 | class Intersectable;
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15 | class Preprocessor;
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16 | class GlRenderer;
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17 |
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18 | struct VssRayContainer;
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19 |
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20 | class GlobalLinesRenderer
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21 | {
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22 | public:
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23 |
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24 | GlobalLinesRenderer(Preprocessor *preprocessor,
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25 | GlRenderer *renderer,
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26 | const float texHeight,
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27 | const float mTexWidth,
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28 | const float eps);
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29 |
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30 | GlobalLinesRenderer(Preprocessor *preprocessor, GlRenderer *renderer);
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31 |
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32 | ~GlobalLinesRenderer();
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33 |
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34 | /** Casts global lines in the angle specified by alpha and
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35 | beta.
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36 | @returns Computed samples in the container rays
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37 | */
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38 | void CastGlobalLines(const float alpha,
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39 | const float beta,
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40 | VssRayContainer &rays);
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41 |
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42 | void InitGl();
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43 |
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44 | /** Computes rays from information gained with hw sampling
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45 | */
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46 | void ComputeRays(Intersectable *sourceObj, VssRayContainer &rays);
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47 |
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48 | float GetPixelError(int &pvsSize);
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49 |
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50 | int ComputePvs(ObjectContainer &objects, ObjectContainer &pvs) const;
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51 |
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52 | void RenderObject(Intersectable *obj);
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53 |
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54 |
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55 | /** Draws the geometry for one pass.
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56 | */
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57 | void DrawGeometry();
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58 | void Run();
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59 | void GrabDepthBuffer(float *data, RenderTexture *rt);
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60 | void GrabItemBuffer(unsigned char *data, RenderTexture *rt);
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61 | void ApplyDepthPeeling(VssRayContainer &rays);
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62 | void ExportDepthBuffer();
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63 | void ExportItemBuffer();
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64 | void ProcessDepthBuffer(VssRayContainer &vssRays,
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65 | const bool oldBufferInitialised,
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66 | const int pass);
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67 |
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68 | void DisplayBuffer(const bool isDepth);
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69 |
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70 | bool ClipToViewSpaceBox(const Vector3 &origin,
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71 | const Vector3 &termination,
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72 | Vector3 &clippedOrigin,
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73 | Vector3 &clippedTermination);
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74 |
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75 | Intersectable *ExtractSamplePoint(float *depthBuffer,
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76 | unsigned char *itemBuffer,
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77 | const int x,
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78 | const int y,
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79 | Vector3 &hitPoint,
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80 | const bool isFrontBuffer) const;
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81 |
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82 | void Visualize(const VssRayContainer &vssRays);
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83 |
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84 | int mMaxDepth;
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85 | Vector3 mEyeVec;
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86 | Vector3 mLeftVec;
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87 | Vector3 mUpVec;
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88 | float mFar;
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89 | float mNear;
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90 | float mWidth;
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91 |
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92 | Vector3 mViewPoint;
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93 |
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94 | float *mNewDepthBuffer;
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95 | float *mOldDepthBuffer;
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96 | unsigned char *mNewItemBuffer;
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97 | unsigned char *mOldItemBuffer;
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98 |
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99 | RenderTexture *mNewTexture;
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100 | RenderTexture *mOldTexture;
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101 |
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102 | void ComputeLookAt(const float alpha,
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103 | const float beta,
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104 | Vector3 &eye,
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105 | Vector3 &up,
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106 | Vector3 &left);
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107 | protected:
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108 |
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109 | void SwitchRenderTextures();
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110 |
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111 | void InitScene(const float alpha, const float beta);
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112 |
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113 | Preprocessor *mPreprocessor;
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114 |
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115 | GlRenderer *mRenderer;
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116 |
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117 | int mTexWidth;
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118 | int mTexHeight;
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119 | float mEpsilon;
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120 | };
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121 |
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122 | extern GlobalLinesRenderer *globalLinesRenderer;
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123 |
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124 | };
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125 |
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126 | #endif
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127 |
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