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());
|
---|
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,
|
---|
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 | }
|
---|