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 | static CGcontext sCgContext = NULL;
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16 | static CGprogram sCgFragmentProgram = NULL; |
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17 | static CGprofile sCgFragmentProfile; |
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18 | |
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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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69 | static void handleCgError()
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70 | {
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71 | Debug << "Cg error: " << cgGetErrorString(cgGetError()) << endl;
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72 | exit(1);
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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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184 | wglGetProcAddress("glGetOcclusionQueryuivNV");
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185 | |
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186 | glClearColor(0.0f, 0.0f, 0.0f, 1.0f);
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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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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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273 | environment->GetIntValue("Preprocessor.pvsRenderErrorSamples", mPvsStatFrames); |
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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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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); |
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455 | |
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456 | std::map<Intersectable *, |
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457 | PvsData<Intersectable *>, |
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458 | LtSample<Intersectable *> >::const_iterator it = viewcell->GetPvs().mEntries.begin(); |
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459 | |
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460 | for (; it != viewcell->GetPvs().mEntries.end(); ++ it) { |
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461 | Intersectable *object = (*it).first; |
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462 | RenderIntersectable(object); |
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463 | } |
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464 | |
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465 | // read back the texture |
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466 | im2 = grabFrameBuffer(true); |
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467 | |
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468 | diff = im1; |
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469 | int x, y; |
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470 | int errorPixels = 0; |
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471 | |
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472 | for (y = 0; y < im1.height(); y++) |
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473 | for (x = 0; x < im1.width(); x++) |
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474 | if (im1.pixel(x, y) == im2.pixel(x, y)) |
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475 | diff.setPixel(x, y, qRgba(0,0,0,0)); |
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476 | else { |
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477 | diff.setPixel(x, y, qRgba(255,128,128,255)); |
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478 | errorPixels++; |
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479 | |
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480 | } |
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481 | pErrorPixels = ((float)errorPixels)/(im1.height()*im1.width()); |
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482 | } |
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483 | |
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484 | // now render the pvs again |
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485 | SetupCamera(); |
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486 | glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT); |
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487 | mUseFalseColors = false; |
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488 | |
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489 | oi = mObjects.begin(); |
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490 | for (; oi != mObjects.end(); oi++) |
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491 | RenderIntersectable(*oi); |
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492 | |
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493 | // now render im1 |
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494 | if (viewcell) { |
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495 | if (1 || mTopView) { |
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496 | mWireFrame = true; |
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497 | RenderIntersectable(viewcell); |
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498 | mWireFrame = false; |
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499 | } |
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500 | |
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501 | // init ortographic projection |
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502 | glMatrixMode(GL_PROJECTION); |
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503 | glPushMatrix(); |
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504 | |
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505 | glLoadIdentity(); |
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506 | gluOrtho2D(0, 1.0f, 0, 1.0f); |
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507 | |
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508 | glMatrixMode(GL_MODELVIEW); |
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509 | glLoadIdentity(); |
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510 | |
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511 | bindTexture(diff); |
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512 | |
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513 | glPushAttrib(GL_ENABLE_BIT); |
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514 | glEnable( GL_ALPHA_TEST ); |
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515 | glDisable( GL_CULL_FACE ); |
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516 | glAlphaFunc( GL_GREATER, 0.5 ); |
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517 | |
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518 | glEnable( GL_TEXTURE_2D ); |
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519 | glBegin(GL_QUADS); |
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520 | |
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521 | glTexCoord2f(0,0); |
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522 | glVertex3f(0,0,0); |
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523 | |
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524 | glTexCoord2f(1,0); |
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525 | glVertex3f( 1, 0, 0); |
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526 | |
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527 | glTexCoord2f(1,1); |
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528 | glVertex3f( 1, 1, 0); |
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529 | |
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530 | glTexCoord2f(0,1); |
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531 | glVertex3f(0, 1, 0); |
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532 | glEnd(); |
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533 | |
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534 | glPopAttrib(); |
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535 | |
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536 | // restore the projection matrix |
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537 | glMatrixMode(GL_PROJECTION); |
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538 | glPopMatrix(); |
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539 | glMatrixMode(GL_MODELVIEW); |
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540 | } |
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541 | |
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542 | return pErrorPixels; |
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543 | } |
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544 | |
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545 | |
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546 | bool |
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547 | GlRenderer::RenderScene() |
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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, |
---|
733 | BeamSampleStatistics &stat)
|
---|
734 | {
|
---|
735 | // TODO: should be moved out of here (not to be done every time) |
---|
736 | // only back faces are interesting for the depth pass
|
---|
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, |
---|
800 | BeamSampleStatistics &stat)
|
---|
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) |
---|
811 | // save result to the front depth map
|
---|
812 | // the front depth map holds ray origins
|
---|
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 | |
---|
835 | #if 0
|
---|
836 | static int glSourceObjList = -1; |
---|
837 | if (glSourceObjList != -1) |
---|
838 | { |
---|
839 | glSourceObjList = glGenLists(1); |
---|
840 | glNewList(glSourceObjList, GL_COMPILE); |
---|
841 | |
---|
842 | RenderIntersectable(sourceObject); |
---|
843 |
|
---|
844 | glEndList();
|
---|
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 |
---|
854 | glBindTexture(GL_TEXTURE_2D, frontDepthMap);
|
---|
855 | glCopyTexSubImage2D(GL_TEXTURE_2D, 0, 0, 0, 0, 0, depthMapSize, depthMapSize);
|
---|
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 | |
---|
868 | glStencilFunc(GL_EQUAL, 0x1, 0x1);
|
---|
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 |
---|
880 | glEnable(GL_TEXTURE_2D);
|
---|
881 |
|
---|
882 | // bind pixel shader implementing the front depth buffer functionality
|
---|
883 | cgGLBindProgram(sCgFragmentProgram);
|
---|
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 | |
---|
892 |
|
---|
893 | // if objects not stored in beam => extract objects
|
---|
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 |
|
---|
905 |
|
---|
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) |
---|
908 | // Afterwards we have two depth buffers defining the ray origin and termination
|
---|
909 |
|
---|
910 |
|
---|
911 | #if 0
|
---|
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 | } |
---|
925 |
|
---|
926 | glEndList();
|
---|
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 |
---|
939 |
|
---|
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 |
---|
1011 | VssRayContainer rays;
|
---|
1012 |
|
---|
1013 | glBindTexture(GL_TEXTURE_2D, backDepthMap);
|
---|
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) |
---|
1040 | { |
---|
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(); |
---|
1094 | GlRenderer::InitGL();
|
---|
1095 | #if 1 |
---|
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);
|
---|
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 | |
---|
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);
|
---|
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 |
---|
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 | |
---|
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 |
|
---|
1166 | inline bool ilt(Intersectable *obj1, Intersectable *obj2)
|
---|
1167 | {
|
---|
1168 | return obj1->mId < obj2->mId;
|
---|
1169 | }
|
---|
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 | |
---|
1179 | std::stable_sort(objects.begin(), objects.end(), ilt);
|
---|
1180 |
|
---|
1181 | MeshInstance dummy(NULL);
|
---|
1182 |
|
---|
1183 | Intersectable *obj = NULL;
|
---|
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 | |
---|
1192 | dummy.SetId(id);
|
---|
1193 |
|
---|
1194 | ObjectContainer::iterator oit =
|
---|
1195 | lower_bound(objects.begin(), objects.end(), &dummy, ilt);
|
---|
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 | |
---|
1218 | GlDebuggerWidget::GlDebuggerWidget(GlRendererBuffer *buf, QWidget *parent)
|
---|
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 | {
|
---|
1230 | mRenderBuffer->releaseFromDynamicTexture();
|
---|
1231 | glDeleteTextures(1, &dynamicTexture);
|
---|
1232 |
|
---|
1233 | DEL_PTR(mRenderBuffer);
|
---|
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();
|
---|
1264 |
|
---|
1265 | BeamSampleStatistics stats;
|
---|
1266 | mRenderBuffer->SampleBeamContributions(mSourceObject, mBeam, mSamples, stats);
|
---|
1267 |
|
---|
1268 | glFlush();
|
---|
1269 |
|
---|
1270 | // rendering directly to a texture is not supported on X11, unfortunately
|
---|
1271 | mRenderBuffer->updateDynamicTexture(dynamicTexture);
|
---|
1272 |
|
---|
1273 | // and use the pbuffer contents as a texture when rendering the
|
---|
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();
|
---|
1297 | /*mRenderBuffer->InitGL();
|
---|
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 |
|
---|
1307 | glClear(GL_DEPTH_BUFFER_BIT | GL_COLOR_BUFFER_BIT);*/
|
---|
1308 |
|
---|
1309 | // generate a texture that has the same size/format as the pbuffer
|
---|
1310 | dynamicTexture = mRenderBuffer->generateDynamicTexture();
|
---|
1311 |
|
---|
1312 | // bind the dynamic texture to the pbuffer - this is a no-op under X11
|
---|
1313 | mRenderBuffer->bindToDynamicTexture(dynamicTexture);
|
---|
1314 | makeCurrent();
|
---|
1315 | }
|
---|
1316 |
|
---|
1317 | void GlDebuggerWidget::initCommon()
|
---|
1318 | {
|
---|
1319 | glEnable(GL_TEXTURE_2D);
|
---|
1320 | glEnable(GL_DEPTH_TEST);
|
---|
1321 |
|
---|
1322 | glClearColor(1.0f, 1.0f, 1.0f, 1.0f);
|
---|
1323 | } |
---|