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