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 (!mUseFalseColors) {
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106 | if (vc->GetValid())
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107 | glColor3f(0,1,0);
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108 | else
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109 | glColor3f(0,0,1);
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110 | }
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111 |
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112 | RenderMesh(vc->GetMesh());
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113 | } else {
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114 | // render viewcells in the subtree
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115 | if (!vc->IsLeaf()) {
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116 | ViewCellInterior *vci = (ViewCellInterior *) vc;
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117 |
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118 | ViewCellContainer::iterator it = vci->mChildren.begin();
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119 | for (; it != vci->mChildren.end(); ++it) {
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120 | RenderViewCell(*it);
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121 | }
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122 | }
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123 | }
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124 | }
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125 |
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126 |
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127 | void
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128 | GlRenderer::RenderMeshInstance(MeshInstance *mi)
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129 | {
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130 | RenderMesh(mi->GetMesh());
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131 | }
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132 |
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133 | void
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134 | GlRenderer::SetupFalseColor(const int id)
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135 | {
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136 | // swap bits of the color
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137 |
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138 | glColor3ub(id&255, (id>>8)&255, (id>>16)&255);
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139 | }
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140 |
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141 |
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142 | int GlRenderer::GetId(int r, int g, int b) const
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143 | {
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144 | return r + (g << 8) + (b << 16);
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145 | }
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146 |
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147 | void
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148 | GlRenderer::SetupMaterial(Material *m)
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149 | {
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150 | if (m)
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151 | glColor3fv(&(m->mDiffuseColor.r));
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152 | }
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153 |
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154 | void
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155 | GlRenderer::RenderMesh(Mesh *mesh)
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156 | {
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157 | int i = 0;
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158 |
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159 | if (!mUseFalseColors)
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160 | SetupMaterial(mesh->mMaterial);
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161 |
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162 | for (i=0; i < mesh->mFaces.size(); i++) {
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163 | if (mWireFrame)
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164 | glBegin(GL_LINE_LOOP);
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165 | else
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166 | glBegin(GL_POLYGON);
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167 |
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168 | Face *face = mesh->mFaces[i];
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169 | for (int j = 0; j < face->mVertexIndices.size(); j++) {
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170 | glVertex3fv(&mesh->mVertices[face->mVertexIndices[j]].x);
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171 | }
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172 | glEnd();
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173 | }
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174 | }
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175 |
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176 | void
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177 | GlRenderer::InitGL()
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178 | {
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179 | glMatrixMode(GL_PROJECTION);
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180 | glLoadIdentity();
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181 |
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182 | glMatrixMode(GL_MODELVIEW);
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183 | glLoadIdentity();
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184 |
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185 | glEnable(GL_CULL_FACE);
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186 | glShadeModel(GL_FLAT);
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187 | glEnable(GL_DEPTH_TEST);
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188 | glEnable(GL_CULL_FACE);
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189 |
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190 | glGenOcclusionQueriesNV = (PFNGLGENOCCLUSIONQUERIESNVPROC)
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191 | wglGetProcAddress("glGenOcclusionQueriesNV");
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192 | glBeginOcclusionQueryNV = (PFNGLBEGINOCCLUSIONQUERYNVPROC)
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193 | wglGetProcAddress("glBeginOcclusionQueryNV");
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194 | glEndOcclusionQueryNV = (PFNGLENDOCCLUSIONQUERYNVPROC)
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195 | wglGetProcAddress("glEndOcclusionQueryNV");
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196 | glGetOcclusionQueryuivNV = (PFNGLGETOCCLUSIONQUERYUIVNVPROC)
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197 | wglGetProcAddress("glGetOcclusionQueryuivNV");
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198 |
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199 | glClearColor(0.0f, 0.0f, 0.0f, 1.0f);
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200 |
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201 | }
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202 |
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203 | void
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204 | GlRendererWidget::RenderInfo()
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205 | {
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206 | QString s;
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207 | s.sprintf("frame:%04d viewpoint:(%4.1f,%4.1f,%4.1f) dir:(%4.1f,%4.1f,%4.1f)",
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208 | mFrame,
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209 | mViewPoint.x,
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210 | mViewPoint.y,
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211 | mViewPoint.z,
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212 | mViewDirection.x,
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213 | mViewDirection.y,
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214 | mViewDirection.z
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215 |
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216 | );
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217 | renderText(0,20,s);
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218 | }
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219 |
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220 |
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221 | void
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222 | GlRenderer::SetupProjection(const int w, const int h)
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223 | {
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224 | glViewport(0, 0, w, h);
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225 | glMatrixMode(GL_PROJECTION);
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226 | glLoadIdentity();
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227 | gluPerspective(70.0, 1.0, 0.1, 2.0*Magnitude(mSceneGraph->GetBox().Diagonal()));
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228 | glMatrixMode(GL_MODELVIEW);
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229 | }
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230 |
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231 | void
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232 | GlRenderer::SetupCamera()
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233 | {
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234 | Vector3 target = mViewPoint + mViewDirection;
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235 | Vector3 up(0,1,0);
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236 |
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237 | glLoadIdentity();
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238 | gluLookAt(mViewPoint.x, mViewPoint.y, mViewPoint.z,
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239 | target.x, target.y, target.z,
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240 | up.x, up.y, up.z);
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241 | }
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242 |
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243 | void
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244 | GlRendererBuffer::RandomViewPoint()
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245 | {
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246 |
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247 |
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248 | // do not use this function since it could return different viewpoints for
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249 | // different executions of the algorithm
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250 |
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251 | //mViewCellsManager->GetViewPoint(mViewPoint);
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252 |
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253 | while (1) {
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254 | Vector3 pVector = Vector3(halton.GetNumber(1),
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255 | halton.GetNumber(2),
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256 | halton.GetNumber(3));
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257 |
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258 | mViewPoint = mSceneGraph->GetBox().GetPoint(pVector);
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259 | ViewCell *v = mViewCellsManager->GetViewCell(mViewPoint);
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260 | if (v && v->GetValid())
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261 | break;
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262 | // generate a new vector
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263 | halton.GenerateNext();
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264 | }
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265 |
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266 |
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267 | Vector3 dVector = Vector3(2*M_PI*halton.GetNumber(4),
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268 | M_PI*halton.GetNumber(5),
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269 | 0.0f);
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270 |
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271 | mViewDirection = Normalize(Vector3(sin(dVector.x),
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272 | // cos(dVector.y),
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273 | 0.0f,
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274 | cos(dVector.x)));
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275 | halton.GenerateNext();
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276 | }
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277 |
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278 |
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279 | GlRendererBuffer::GlRendererBuffer(const int w,
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280 | const int h,
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281 | SceneGraph *sceneGraph,
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282 | ViewCellsManager *viewcells,
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283 | KdTree *tree):
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284 | QGLPixelBuffer(QSize(w, h)), GlRenderer(sceneGraph, viewcells, tree) {
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285 |
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286 | environment->GetIntValue("Preprocessor.pvsRenderErrorSamples", mPvsStatFrames);
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287 | mPvsErrorBuffer.resize(mPvsStatFrames);
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288 | ClearErrorBuffer();
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289 |
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290 | InitGL();
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291 |
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292 | }
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293 |
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294 | float
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295 | GlRendererBuffer::GetPixelError()
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296 | {
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297 | float pErrorPixels = -1.0f;
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298 |
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299 | glReadBuffer(GL_BACK);
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300 |
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301 | // mUseFalseColors = true;
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302 |
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303 | mUseFalseColors = false;
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304 |
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305 | static int query = -1;
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306 | unsigned int pixelCount;
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307 |
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308 | if (query == -1)
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309 | glGenOcclusionQueriesNV(1, (unsigned int *)&query);
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310 |
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311 | if (mDetectEmptyViewSpace) {
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312 | // now check whether any backfacing polygon would pass the depth test
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313 | SetupCamera();
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314 | glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT);
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315 | glEnable( GL_CULL_FACE );
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316 |
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317 | RenderScene();
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318 |
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319 | glColorMask(GL_FALSE, GL_FALSE, GL_FALSE, GL_FALSE);
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320 | glDepthMask(GL_FALSE);
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321 | glDisable( GL_CULL_FACE );
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322 |
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323 | glBeginOcclusionQueryNV(query);
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324 |
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325 | RenderScene();
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326 |
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327 | glEndOcclusionQueryNV();
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328 |
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329 | // at this point, if possible, go and do some other computation
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330 | glColorMask(GL_TRUE, GL_TRUE, GL_TRUE, GL_TRUE);
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331 | glDepthMask(GL_TRUE);
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332 | glEnable( GL_CULL_FACE );
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333 |
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334 | // reenable other state
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335 | glGetOcclusionQueryuivNV(query,
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336 | GL_PIXEL_COUNT_NV,
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337 | &pixelCount);
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338 |
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339 | if (pixelCount > 0)
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340 | return -1.0f; // backfacing polygon found -> not a valid viewspace sample
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341 | } else
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342 | glDisable( GL_CULL_FACE );
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343 |
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344 |
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345 | ViewCell *viewcell = mViewCellsManager->GetViewCell(mViewPoint);
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346 |
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347 | if (viewcell) {
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348 | SetupCamera();
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349 | glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT);
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350 |
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351 | glColorMask(GL_FALSE, GL_TRUE, GL_FALSE, GL_FALSE);
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352 |
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353 | // Render PVS
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354 | std::map<Intersectable *,
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355 | PvsData<Intersectable *>,
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356 | LtSample<Intersectable *> >::const_iterator it = viewcell->GetPvs().mEntries.begin();
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357 |
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358 | for (; it != viewcell->GetPvs().mEntries.end(); ++ it) {
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359 | Intersectable *object = (*it).first;
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360 | RenderIntersectable(object);
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361 | }
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362 |
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363 | // glColorMask(GL_TRUE, GL_FALSE, GL_FALSE, GL_FALSE);
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364 | glColorMask(GL_TRUE, GL_TRUE, GL_TRUE, GL_TRUE);
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365 | mUseFalseColors = true;
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366 |
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367 | glBeginOcclusionQueryNV(query);
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368 |
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369 | SetupCamera();
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370 |
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371 | RenderScene();
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372 |
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373 | glEndOcclusionQueryNV();
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374 |
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375 |
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376 | unsigned int pixelCount;
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377 | // reenable other state
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378 | glGetOcclusionQueryuivNV(query,
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379 | GL_PIXEL_COUNT_NV,
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380 | &pixelCount);
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381 |
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382 | pErrorPixels = ((float)pixelCount)/(GetWidth()*GetHeight());
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383 | if (mSnapErrorFrames && pErrorPixels > 0.01) {
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384 |
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385 | char filename[256];
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386 | sprintf(filename, "error-frame-%04d-%0.5f.png", mFrame, pErrorPixels);
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387 | QImage im = toImage();
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388 | im.save(mSnapPrefix + filename, "PNG");
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389 | if (1) { //0 && mFrame == 1543) {
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390 | int x,y;
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391 | int lastIndex = -1;
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392 | for (y=0; y < im.height(); y++)
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393 | for (x=0; x < im.width(); x++) {
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394 | QRgb p = im.pixel(x,y);
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395 | int index = qRed(p) + (qGreen(p)<<8) + (qBlue(p)<<16);
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396 | if (qGreen(p) != 255 && index!=0) {
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397 | if (index != lastIndex) {
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398 | Debug<<"ei="<<index<<" ";
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399 | lastIndex = index;
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400 | }
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401 | }
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402 | }
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403 | }
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404 |
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405 |
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406 | mUseFalseColors = false;
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407 | glPushAttrib(GL_CURRENT_BIT);
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408 | glColor3f(0,1,0);
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409 | glColorMask(GL_TRUE, GL_TRUE, GL_TRUE, GL_TRUE);
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410 | SetupCamera();
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411 | glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT);
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412 |
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413 | // Render PVS
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414 | std::map<Intersectable *,
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415 | PvsData<Intersectable *>,
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416 | LtSample<Intersectable *> >::const_iterator it = viewcell->GetPvs().mEntries.begin();
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417 |
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418 | for (; it != viewcell->GetPvs().mEntries.end(); ++ it) {
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419 | Intersectable *object = (*it).first;
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420 | RenderIntersectable(object);
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421 | }
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422 |
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423 | im = toImage();
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424 | sprintf(filename, "error-frame-%04d-%0.5f-pvs.png", mFrame, pErrorPixels);
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425 | im.save(mSnapPrefix + filename, "PNG");
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426 | glPopAttrib();
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427 | }
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428 | glColorMask(GL_TRUE, GL_TRUE, GL_TRUE, GL_TRUE);
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429 | }
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430 |
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431 | return pErrorPixels;
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432 | }
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433 |
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434 |
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435 | float
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436 | GlRendererWidget::RenderErrors()
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437 | {
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438 | float pErrorPixels = -1.0f;
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439 |
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440 | glReadBuffer(GL_BACK);
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441 |
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442 | mUseFalseColors = true;
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443 |
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444 | SetupCamera();
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445 | glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT);
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446 |
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447 |
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448 | if (mDetectEmptyViewSpace)
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449 | glEnable( GL_CULL_FACE );
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450 | else
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451 | glDisable( GL_CULL_FACE );
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452 |
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453 | ObjectContainer::const_iterator oi = mObjects.begin();
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454 | for (; oi != mObjects.end(); oi++)
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455 | RenderIntersectable(*oi);
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456 |
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457 | ViewCell *viewcell = mViewCellsManager->GetViewCell(mViewPoint);
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458 |
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459 | QImage im1, im2;
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460 | QImage diff;
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461 |
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462 | if (viewcell) {
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463 | // read back the texture
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464 | im1 = grabFrameBuffer(true);
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465 |
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466 | SetupCamera();
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467 | glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT);
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468 |
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469 | std::map<Intersectable *,
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470 | PvsData<Intersectable *>,
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471 | LtSample<Intersectable *> >::const_iterator it = viewcell->GetPvs().mEntries.begin();
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472 |
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473 | for (; it != viewcell->GetPvs().mEntries.end(); ++ it) {
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474 | Intersectable *object = (*it).first;
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475 | RenderIntersectable(object);
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476 | }
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477 |
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478 | // read back the texture
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479 | im2 = grabFrameBuffer(true);
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480 |
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481 | diff = im1;
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482 | int x, y;
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483 | int errorPixels = 0;
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484 |
|
---|
485 | for (y = 0; y < im1.height(); y++)
|
---|
486 | for (x = 0; x < im1.width(); x++)
|
---|
487 | if (im1.pixel(x, y) == im2.pixel(x, y))
|
---|
488 | diff.setPixel(x, y, qRgba(0,0,0,0));
|
---|
489 | else {
|
---|
490 | diff.setPixel(x, y, qRgba(255,128,128,255));
|
---|
491 | errorPixels++;
|
---|
492 |
|
---|
493 | }
|
---|
494 | pErrorPixels = ((float)errorPixels)/(im1.height()*im1.width());
|
---|
495 | }
|
---|
496 |
|
---|
497 | // now render the pvs again
|
---|
498 | SetupCamera();
|
---|
499 | glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT);
|
---|
500 | mUseFalseColors = false;
|
---|
501 |
|
---|
502 | oi = mObjects.begin();
|
---|
503 | for (; oi != mObjects.end(); oi++)
|
---|
504 | RenderIntersectable(*oi);
|
---|
505 |
|
---|
506 | // now render im1
|
---|
507 | if (viewcell) {
|
---|
508 | if (1 || mTopView) {
|
---|
509 | mWireFrame = true;
|
---|
510 | RenderIntersectable(viewcell);
|
---|
511 | mWireFrame = false;
|
---|
512 | }
|
---|
513 |
|
---|
514 | // init ortographic projection
|
---|
515 | glMatrixMode(GL_PROJECTION);
|
---|
516 | glPushMatrix();
|
---|
517 |
|
---|
518 | glLoadIdentity();
|
---|
519 | gluOrtho2D(0, 1.0f, 0, 1.0f);
|
---|
520 |
|
---|
521 | glMatrixMode(GL_MODELVIEW);
|
---|
522 | glLoadIdentity();
|
---|
523 |
|
---|
524 | bindTexture(diff);
|
---|
525 |
|
---|
526 | glPushAttrib(GL_ENABLE_BIT);
|
---|
527 | glEnable( GL_ALPHA_TEST );
|
---|
528 | glDisable( GL_CULL_FACE );
|
---|
529 | glAlphaFunc( GL_GREATER, 0.5 );
|
---|
530 |
|
---|
531 | glEnable( GL_TEXTURE_2D );
|
---|
532 | glBegin(GL_QUADS);
|
---|
533 |
|
---|
534 | glTexCoord2f(0,0);
|
---|
535 | glVertex3f(0,0,0);
|
---|
536 |
|
---|
537 | glTexCoord2f(1,0);
|
---|
538 | glVertex3f( 1, 0, 0);
|
---|
539 |
|
---|
540 | glTexCoord2f(1,1);
|
---|
541 | glVertex3f( 1, 1, 0);
|
---|
542 |
|
---|
543 | glTexCoord2f(0,1);
|
---|
544 | glVertex3f(0, 1, 0);
|
---|
545 | glEnd();
|
---|
546 |
|
---|
547 | glPopAttrib();
|
---|
548 |
|
---|
549 | // restore the projection matrix
|
---|
550 | glMatrixMode(GL_PROJECTION);
|
---|
551 | glPopMatrix();
|
---|
552 | glMatrixMode(GL_MODELVIEW);
|
---|
553 | }
|
---|
554 |
|
---|
555 | return pErrorPixels;
|
---|
556 | }
|
---|
557 |
|
---|
558 |
|
---|
559 | bool
|
---|
560 | GlRenderer::RenderScene()
|
---|
561 | {
|
---|
562 | static int glList = -1;
|
---|
563 | if (glList == -1)
|
---|
564 | {
|
---|
565 | glList = glGenLists(1);
|
---|
566 | glNewList(glList, GL_COMPILE);
|
---|
567 | ObjectContainer::const_iterator oi = mObjects.begin();
|
---|
568 | for (; oi != mObjects.end(); oi++)
|
---|
569 | RenderIntersectable(*oi);
|
---|
570 | glEndList();
|
---|
571 | }
|
---|
572 |
|
---|
573 | glCallList(glList);
|
---|
574 |
|
---|
575 | return true;
|
---|
576 | }
|
---|
577 |
|
---|
578 |
|
---|
579 | void
|
---|
580 | GlRendererBuffer::ClearErrorBuffer()
|
---|
581 | {
|
---|
582 | for (int i=0; i < mPvsStatFrames; i++) {
|
---|
583 | mPvsErrorBuffer[i] = 1.0f;
|
---|
584 | }
|
---|
585 | }
|
---|
586 |
|
---|
587 |
|
---|
588 | void
|
---|
589 | GlRendererBuffer::EvalPvsStat()
|
---|
590 | {
|
---|
591 | mPvsStat.Reset();
|
---|
592 | halton.Reset();
|
---|
593 |
|
---|
594 | makeCurrent();
|
---|
595 | SetupProjection(GetWidth(), GetHeight());
|
---|
596 |
|
---|
597 | for (int i=0; i < mPvsStatFrames; i++) {
|
---|
598 | float err;
|
---|
599 | // set frame id for saving the error buffer
|
---|
600 | mFrame = i;
|
---|
601 | RandomViewPoint();
|
---|
602 |
|
---|
603 | // atlanta problematic frames: 325 525 691 1543
|
---|
604 | #if 0
|
---|
605 | if (mFrame != 325 &&
|
---|
606 | mFrame != 525 &&
|
---|
607 | mFrame != 691 &&
|
---|
608 | mFrame != 1543)
|
---|
609 | mPvsErrorBuffer[i] = -1;
|
---|
610 | else {
|
---|
611 | Debug<<"frame ="<<mFrame<<" vp="<<mViewPoint<<" vd="<<mViewDirection<<endl;
|
---|
612 | }
|
---|
613 | #endif
|
---|
614 | if (mPvsErrorBuffer[i] > 0.0f) {
|
---|
615 | mPvsErrorBuffer[i] = GetPixelError();
|
---|
616 | cout<<"("<<i<<","<<mPvsErrorBuffer[i]<<")";
|
---|
617 | // swapBuffers();
|
---|
618 | }
|
---|
619 |
|
---|
620 | err = mPvsErrorBuffer[i];
|
---|
621 |
|
---|
622 | if (err >= 0.0f) {
|
---|
623 | if (err > mPvsStat.maxError)
|
---|
624 | mPvsStat.maxError = err;
|
---|
625 | mPvsStat.sumError += err;
|
---|
626 | if (err == 0.0f)
|
---|
627 | mPvsStat.errorFreeFrames++;
|
---|
628 | mPvsStat.frames++;
|
---|
629 | }
|
---|
630 | }
|
---|
631 |
|
---|
632 | glFinish();
|
---|
633 | doneCurrent();
|
---|
634 |
|
---|
635 | cout<<endl<<flush;
|
---|
636 | // mRenderingFinished.wakeAll();
|
---|
637 | }
|
---|
638 |
|
---|
639 |
|
---|
640 |
|
---|
641 |
|
---|
642 |
|
---|
643 | void
|
---|
644 | GlRendererWidget::mousePressEvent(QMouseEvent *e)
|
---|
645 | {
|
---|
646 | int x = e->pos().x();
|
---|
647 | int y = e->pos().y();
|
---|
648 |
|
---|
649 | mousePoint.x = x;
|
---|
650 | mousePoint.y = y;
|
---|
651 |
|
---|
652 | }
|
---|
653 |
|
---|
654 | void
|
---|
655 | GlRendererWidget::mouseMoveEvent(QMouseEvent *e)
|
---|
656 | {
|
---|
657 | float MOVE_SENSITIVITY = Magnitude(mSceneGraph->GetBox().Diagonal())*1e-3;
|
---|
658 | float TURN_SENSITIVITY=0.1f;
|
---|
659 | float TILT_SENSITIVITY=32.0 ;
|
---|
660 | float TURN_ANGLE= M_PI/36.0 ;
|
---|
661 |
|
---|
662 | int x = e->pos().x();
|
---|
663 | int y = e->pos().y();
|
---|
664 |
|
---|
665 | if (e->modifiers() & Qt::ControlModifier) {
|
---|
666 | mViewPoint.y += (y-mousePoint.y)*MOVE_SENSITIVITY/2.0;
|
---|
667 | mViewPoint.x += (x-mousePoint.x)*MOVE_SENSITIVITY/2.0;
|
---|
668 | } else {
|
---|
669 | mViewPoint += mViewDirection*((mousePoint.y - y)*MOVE_SENSITIVITY);
|
---|
670 | float adiff = TURN_ANGLE*(x - mousePoint.x)*-TURN_SENSITIVITY;
|
---|
671 | float angle = atan2(mViewDirection.x, mViewDirection.z);
|
---|
672 | mViewDirection.x = sin(angle+adiff);
|
---|
673 | mViewDirection.z = cos(angle+adiff);
|
---|
674 | }
|
---|
675 |
|
---|
676 | mousePoint.x = x;
|
---|
677 | mousePoint.y = y;
|
---|
678 |
|
---|
679 | updateGL();
|
---|
680 | }
|
---|
681 |
|
---|
682 | void
|
---|
683 | GlRendererWidget::mouseReleaseEvent(QMouseEvent *)
|
---|
684 | {
|
---|
685 |
|
---|
686 |
|
---|
687 | }
|
---|
688 |
|
---|
689 | void
|
---|
690 | GlRendererWidget::resizeGL(int w, int h)
|
---|
691 | {
|
---|
692 | SetupProjection(w, h);
|
---|
693 | updateGL();
|
---|
694 | }
|
---|
695 |
|
---|
696 | void
|
---|
697 | GlRendererWidget::paintGL()
|
---|
698 | {
|
---|
699 | if (mRenderViewCells)
|
---|
700 | RenderViewCells();
|
---|
701 | else {
|
---|
702 | RenderErrors();
|
---|
703 | RenderInfo();
|
---|
704 | }
|
---|
705 |
|
---|
706 | mFrame++;
|
---|
707 | }
|
---|
708 |
|
---|
709 |
|
---|
710 | void
|
---|
711 | GlRendererWidget::SetupCamera()
|
---|
712 | {
|
---|
713 | if (!mTopView)
|
---|
714 | GlRenderer::SetupCamera();
|
---|
715 | else {
|
---|
716 | float dist = Magnitude(mSceneGraph->GetBox().Diagonal())*0.05;
|
---|
717 | Vector3 pos = mViewPoint - dist*Vector3(mViewDirection.x,
|
---|
718 | -1,
|
---|
719 | mViewDirection.y);
|
---|
720 |
|
---|
721 | Vector3 target = mViewPoint + dist*mViewDirection;
|
---|
722 | Vector3 up(0,1,0);
|
---|
723 |
|
---|
724 | glLoadIdentity();
|
---|
725 | gluLookAt(pos.x, pos.y, pos.z,
|
---|
726 | target.x, target.y, target.z,
|
---|
727 | up.x, up.y, up.z);
|
---|
728 | }
|
---|
729 |
|
---|
730 | }
|
---|
731 |
|
---|
732 | void
|
---|
733 | GlRendererWidget::keyPressEvent ( QKeyEvent * e )
|
---|
734 | {
|
---|
735 | switch (e->key()) {
|
---|
736 | case Qt::Key_T:
|
---|
737 | mTopView = !mTopView;
|
---|
738 | updateGL();
|
---|
739 | break;
|
---|
740 | case Qt::Key_V:
|
---|
741 | mRenderViewCells = !mRenderViewCells;
|
---|
742 | updateGL();
|
---|
743 | break;
|
---|
744 | default:
|
---|
745 | e->ignore();
|
---|
746 | break;
|
---|
747 | }
|
---|
748 |
|
---|
749 | }
|
---|
750 |
|
---|
751 | GlRendererWidget::GlRendererWidget(SceneGraph *sceneGraph,
|
---|
752 | ViewCellsManager *viewcells,
|
---|
753 | KdTree *tree,
|
---|
754 | QWidget * parent,
|
---|
755 | const QGLWidget * shareWidget,
|
---|
756 | Qt::WFlags f
|
---|
757 | )
|
---|
758 | :
|
---|
759 | GlRenderer(sceneGraph, viewcells, tree), QGLWidget(parent, shareWidget, f)
|
---|
760 | {
|
---|
761 | mTopView = false;
|
---|
762 | mRenderViewCells = false;
|
---|
763 |
|
---|
764 | QSlider *slider = new QSlider(this);
|
---|
765 | slider->show();
|
---|
766 | slider->setRange(1, 10000);
|
---|
767 |
|
---|
768 | connect(slider, SIGNAL(valueChanged(int)), this, SLOT(SetViewcellGranularity(int)));
|
---|
769 | }
|
---|
770 |
|
---|
771 | void
|
---|
772 | GlRendererWidget::SetViewcellGranularity(int number)
|
---|
773 | {
|
---|
774 | mViewCellsManager->CollectViewCells(number);
|
---|
775 | updateGL();
|
---|
776 | }
|
---|
777 |
|
---|
778 | void
|
---|
779 | GlRendererWidget::RenderViewCells()
|
---|
780 | {
|
---|
781 | mUseFalseColors = true;
|
---|
782 |
|
---|
783 | SetupCamera();
|
---|
784 | glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT);
|
---|
785 |
|
---|
786 | int i;
|
---|
787 | ViewCellContainer &viewcells = mViewCellsManager->GetViewCells();
|
---|
788 | for (i=0; i < viewcells.size(); i++) {
|
---|
789 | ViewCell *vc = viewcells[i];
|
---|
790 | Mesh *m = vc->GetMesh();
|
---|
791 | float r = RandomValue(0.5, 1.0);
|
---|
792 | float g = RandomValue(0.5, 1.0);
|
---|
793 | float b = RandomValue(0.5, 1.0);
|
---|
794 |
|
---|
795 | glColor3f(r, g, b);
|
---|
796 | //SetupMaterial(m->mMaterial);
|
---|
797 |
|
---|
798 | RenderViewCell(vc);
|
---|
799 | }
|
---|
800 |
|
---|
801 | }
|
---|
802 |
|
---|
803 | void GlRendererBuffer::SampleBeamContributions(Intersectable *sourceObject,
|
---|
804 | Beam &beam,
|
---|
805 | const int desiredSamples,
|
---|
806 | BeamSampleStatistics &stat)
|
---|
807 | {
|
---|
808 | // TODO: should be moved out of here (not to be done every time)
|
---|
809 | // only back faces are interesting for the depth pass
|
---|
810 | glShadeModel(GL_FLAT);
|
---|
811 | glDisable(GL_LIGHTING);
|
---|
812 |
|
---|
813 | // needed to kill the fragments for the front buffer
|
---|
814 | glEnable(GL_ALPHA_TEST);
|
---|
815 | glAlphaFunc(GL_GREATER, 0);
|
---|
816 |
|
---|
817 | // assumes that the beam is constructed and contains kd-tree nodes
|
---|
818 | // and viewcells which it intersects
|
---|
819 |
|
---|
820 |
|
---|
821 | // Get the number of viewpoints to be sampled
|
---|
822 | // Now it is a sqrt but in general a wiser decision could be made.
|
---|
823 | // The less viewpoints the better for rendering performance, since less passes
|
---|
824 | // over the beam is needed.
|
---|
825 | // The viewpoints could actually be generated outside of the bounding box which
|
---|
826 | // would distribute the 'efective viewpoints' of the object surface and thus
|
---|
827 | // with a few viewpoints better sample the viewpoint space....
|
---|
828 |
|
---|
829 | //TODO: comment in
|
---|
830 | //int viewPointSamples = sqrt((float)desiredSamples);
|
---|
831 | int viewPointSamples = max(desiredSamples / (GetWidth() * GetHeight()), 1);
|
---|
832 |
|
---|
833 | // the number of direction samples per pass is given by the number of viewpoints
|
---|
834 | int directionalSamples = desiredSamples / viewPointSamples;
|
---|
835 |
|
---|
836 | Debug << "directional samples: " << directionalSamples << endl;
|
---|
837 | for (int i = 0; i < viewPointSamples; ++ i)
|
---|
838 | {
|
---|
839 | Vector3 viewPoint = beam.mBox.GetRandomPoint();
|
---|
840 |
|
---|
841 | // perhaps the viewpoint should be shifted back a little bit so that it always lies
|
---|
842 | // inside the source object
|
---|
843 | // 'ideally' the viewpoints would be distributed on the soureObject surface, but this
|
---|
844 | // would require more complicated sampling (perhaps hierarchical rejection sampling of
|
---|
845 | // the object surface is an option here - only the mesh faces which are inside the box
|
---|
846 | // are considered as candidates)
|
---|
847 |
|
---|
848 | SampleViewpointContributions(sourceObject,
|
---|
849 | viewPoint,
|
---|
850 | beam,
|
---|
851 | directionalSamples,
|
---|
852 | stat);
|
---|
853 | }
|
---|
854 |
|
---|
855 |
|
---|
856 | // note:
|
---|
857 | // this routine would be called only if the number of desired samples is sufficiently
|
---|
858 | // large - for other rss tree cells the cpu based sampling is perhaps more efficient
|
---|
859 | // distributing the work between cpu and gpu would also allow us to place more sophisticated
|
---|
860 | // sample distributions (silhouette ones) using the cpu and the jittered once on the GPU
|
---|
861 | // in order that thios scheme is working well the gpu render buffer should run in a separate
|
---|
862 | // thread than the cpu sampler, which would not be such a big problem....
|
---|
863 |
|
---|
864 | // disable alpha test again
|
---|
865 | glDisable(GL_ALPHA_TEST);
|
---|
866 | }
|
---|
867 |
|
---|
868 |
|
---|
869 | void GlRendererBuffer::SampleViewpointContributions(Intersectable *sourceObject,
|
---|
870 | const Vector3 viewPoint,
|
---|
871 | Beam &beam,
|
---|
872 | const int samples,
|
---|
873 | BeamSampleStatistics &stat)
|
---|
874 | {
|
---|
875 | // 1. setup the view port to match the desired samples
|
---|
876 | glViewport(0, 0, samples, samples);
|
---|
877 |
|
---|
878 | // 2. setup the projection matrix and view matrix to match the viewpoint + beam.mDirBox
|
---|
879 | SetupProjectionForViewPoint(viewPoint, beam, sourceObject);
|
---|
880 |
|
---|
881 |
|
---|
882 | // 3. reset z-buffer to 0 and render the source object for the beam
|
---|
883 | // with glCullFace(Enabled) and glFrontFace(GL_CW)
|
---|
884 | // save result to the front depth map
|
---|
885 | // the front depth map holds ray origins
|
---|
886 |
|
---|
887 |
|
---|
888 | // front depth buffer must be initialised to 0
|
---|
889 | float clearDepth;
|
---|
890 |
|
---|
891 | glGetFloatv(GL_DEPTH_CLEAR_VALUE, &clearDepth);
|
---|
892 | glClearDepth(0.0f);
|
---|
893 | glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT | GL_STENCIL_BUFFER_BIT);
|
---|
894 |
|
---|
895 |
|
---|
896 | //glFrontFace(GL_CW);
|
---|
897 | glEnable(GL_CULL_FACE);
|
---|
898 | glCullFace(GL_FRONT);
|
---|
899 | glColorMask(0, 0, 0, 0);
|
---|
900 |
|
---|
901 |
|
---|
902 | // stencil is increased where the source object is located
|
---|
903 | glEnable(GL_STENCIL_TEST);
|
---|
904 | glStencilFunc(GL_ALWAYS, 0x1, 0x1);
|
---|
905 | glStencilOp(GL_REPLACE, GL_REPLACE, GL_REPLACE);
|
---|
906 |
|
---|
907 |
|
---|
908 | #if 0
|
---|
909 | static int glSourceObjList = -1;
|
---|
910 | if (glSourceObjList != -1)
|
---|
911 | {
|
---|
912 | glSourceObjList = glGenLists(1);
|
---|
913 | glNewList(glSourceObjList, GL_COMPILE);
|
---|
914 |
|
---|
915 | RenderIntersectable(sourceObject);
|
---|
916 |
|
---|
917 | glEndList();
|
---|
918 | }
|
---|
919 | glCallList(glSourceObjList);
|
---|
920 |
|
---|
921 | #else
|
---|
922 | RenderIntersectable(sourceObject);
|
---|
923 |
|
---|
924 | #endif
|
---|
925 |
|
---|
926 | // copy contents of the front depth buffer into depth texture
|
---|
927 | glBindTexture(GL_TEXTURE_2D, frontDepthMap);
|
---|
928 | glCopyTexSubImage2D(GL_TEXTURE_2D, 0, 0, 0, 0, 0, depthMapSize, depthMapSize);
|
---|
929 |
|
---|
930 |
|
---|
931 | // reset clear function
|
---|
932 | glClearDepth(clearDepth);
|
---|
933 |
|
---|
934 |
|
---|
935 |
|
---|
936 | // 4. set up the termination depth buffer (= standard depth buffer)
|
---|
937 | // only rays which have non-zero entry in the origin buffer are valid since
|
---|
938 | // they realy start on the object surface (this is tagged by setting a
|
---|
939 | // stencil buffer bit at step 3).
|
---|
940 |
|
---|
941 | glStencilFunc(GL_EQUAL, 0x1, 0x1);
|
---|
942 | glStencilOp(GL_KEEP, GL_KEEP, GL_KEEP);
|
---|
943 |
|
---|
944 | glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT);
|
---|
945 | glDepthMask(1);
|
---|
946 |
|
---|
947 | glEnable(GL_DEPTH_TEST);
|
---|
948 |
|
---|
949 | glEnable(GL_CULL_FACE);
|
---|
950 | glCullFace(GL_BACK);
|
---|
951 |
|
---|
952 | // setup front depth buffer
|
---|
953 | glEnable(GL_TEXTURE_2D);
|
---|
954 |
|
---|
955 | // bind pixel shader implementing the front depth buffer functionality
|
---|
956 | cgGLBindProgram(sCgFragmentProgram);
|
---|
957 | cgGLEnableProfile(sCgFragmentProfile);
|
---|
958 |
|
---|
959 |
|
---|
960 | // 5. render all objects inside the beam
|
---|
961 | // we can use id based false color to read them back for gaining the pvs
|
---|
962 |
|
---|
963 | glColorMask(1, 1, 1, 1);
|
---|
964 |
|
---|
965 |
|
---|
966 | // if objects not stored in beam => extract objects
|
---|
967 | if (beam.mFlags & !Beam::STORE_OBJECTS)
|
---|
968 | {
|
---|
969 | vector<KdNode *>::const_iterator it, it_end = beam.mKdNodes.end();
|
---|
970 |
|
---|
971 | Intersectable::NewMail();
|
---|
972 | for (it = beam.mKdNodes.begin(); it != it_end; ++ it)
|
---|
973 | {
|
---|
974 | mKdTree->CollectObjects(*it, beam.mObjects);
|
---|
975 | }
|
---|
976 | }
|
---|
977 |
|
---|
978 |
|
---|
979 | // (objects can be compiled to a gl list now so that subsequent rendering for
|
---|
980 | // this beam is fast - the same hold for step 3)
|
---|
981 | // Afterwards we have two depth buffers defining the ray origin and termination
|
---|
982 |
|
---|
983 |
|
---|
984 | #if 0
|
---|
985 | static int glObjList = -1;
|
---|
986 | if (glObjList != -1)
|
---|
987 | {
|
---|
988 | glObjList = glGenLists(1);
|
---|
989 | glNewList(glObjList, GL_COMPILE);
|
---|
990 |
|
---|
991 | ObjectContainer::const_iterator it, it_end = beam.mObjects.end();
|
---|
992 | for (it = beam.mObjects.begin(); it != it_end; ++ it)
|
---|
993 | {
|
---|
994 | // render all objects except the source object
|
---|
995 | if (*it != sourceObject)
|
---|
996 | RenderIntersectable(*it);
|
---|
997 | }
|
---|
998 |
|
---|
999 | glEndList();
|
---|
1000 | }
|
---|
1001 |
|
---|
1002 | glCallList(glObjList);
|
---|
1003 | #else
|
---|
1004 | ObjectContainer::const_iterator it, it_end = beam.mObjects.end();
|
---|
1005 | for (it = beam.mObjects.begin(); it != it_end; ++ it)
|
---|
1006 | {
|
---|
1007 | // render all objects except the source object
|
---|
1008 | if (*it != sourceObject)
|
---|
1009 | RenderIntersectable(*it);
|
---|
1010 | }
|
---|
1011 | #endif
|
---|
1012 |
|
---|
1013 |
|
---|
1014 |
|
---|
1015 | // 6. Use occlusion queries for all viewcell meshes associated with the beam ->
|
---|
1016 | // a fragment passes if the corresponding stencil fragment is set and its depth is
|
---|
1017 | // between origin and termination buffer
|
---|
1018 |
|
---|
1019 | // create new queries if necessary
|
---|
1020 | GenQueries((int)beam.mViewCells.size());
|
---|
1021 |
|
---|
1022 | // check whether any backfacing polygon would pass the depth test?
|
---|
1023 | // matt: should check both back /front facing because of dual depth buffer
|
---|
1024 | // and danger of cutting the near plane with front facing polys.
|
---|
1025 |
|
---|
1026 | glColorMask(GL_FALSE, GL_FALSE, GL_FALSE, GL_FALSE);
|
---|
1027 | glDepthMask(GL_FALSE);
|
---|
1028 | glDisable(GL_CULL_FACE);
|
---|
1029 |
|
---|
1030 |
|
---|
1031 | ViewCellContainer::const_iterator vit, vit_end = beam.mViewCells.end();
|
---|
1032 |
|
---|
1033 | int queryIdx = 0;
|
---|
1034 |
|
---|
1035 | for (vit = beam.mViewCells.begin(); vit != vit_end; ++ vit)
|
---|
1036 | {
|
---|
1037 | glBeginOcclusionQueryNV(sQueries[queryIdx ++]);
|
---|
1038 |
|
---|
1039 | RenderIntersectable(*vit);
|
---|
1040 |
|
---|
1041 | glEndOcclusionQueryNV();
|
---|
1042 | }
|
---|
1043 |
|
---|
1044 |
|
---|
1045 |
|
---|
1046 | // at this point, if possible, go and do some other computation
|
---|
1047 |
|
---|
1048 |
|
---|
1049 |
|
---|
1050 | // 7. The number of visible pixels is the number of sample rays which see the source
|
---|
1051 | // object from the corresponding viewcell -> remember these values for later update
|
---|
1052 | // of the viewcell pvs - or update immediately?
|
---|
1053 |
|
---|
1054 | queryIdx = 0;
|
---|
1055 | unsigned int pixelCount;
|
---|
1056 |
|
---|
1057 | for (vit = beam.mViewCells.begin(); vit != vit_end; ++ vit)
|
---|
1058 | {
|
---|
1059 | // fetch queries
|
---|
1060 | glGetOcclusionQueryuivNV(sQueries[queryIdx ++],
|
---|
1061 | GL_PIXEL_COUNT_NV,
|
---|
1062 | &pixelCount);
|
---|
1063 | if (pixelCount)
|
---|
1064 | Debug << "view cell " << (*vit)->GetId() << " visible pixels: " << pixelCount << endl;
|
---|
1065 | }
|
---|
1066 |
|
---|
1067 |
|
---|
1068 | // 8. Copmpute rendering statistics
|
---|
1069 | // In general it is not neccessary to remember to extract all the rays cast. I hope it
|
---|
1070 | // would be sufficient to gain only the intergral statistics about the new contributions
|
---|
1071 | // and so the rss tree would actually store no new rays (only the initial ones)
|
---|
1072 | // the subdivision of the tree would only be driven by the statistics (the glrender could
|
---|
1073 | // evaluate the contribution entropy for example)
|
---|
1074 | // However might be an option to extract/store only those the rays which made a contribution
|
---|
1075 | // (new viewcell has been discovered) or relative contribution greater than a threshold ...
|
---|
1076 |
|
---|
1077 | ObjectContainer pvsObj;
|
---|
1078 | stat.pvsSize = ComputePvs(beam.mObjects, pvsObj);
|
---|
1079 |
|
---|
1080 | // to gain ray source and termination
|
---|
1081 | // copy contents of ray termination buffer into depth texture
|
---|
1082 | // and compare with ray source buffer
|
---|
1083 | #if 0
|
---|
1084 | VssRayContainer rays;
|
---|
1085 |
|
---|
1086 | glBindTexture(GL_TEXTURE_2D, backDepthMap);
|
---|
1087 | glCopyTexSubImage2D(GL_TEXTURE_2D, 0, 0, 0, 0, 0, depthMapSize, depthMapSize);
|
---|
1088 |
|
---|
1089 | ComputeRays(Intersectable *sourceObj, rays);
|
---|
1090 |
|
---|
1091 | #endif
|
---|
1092 |
|
---|
1093 |
|
---|
1094 |
|
---|
1095 | //-- cleanup
|
---|
1096 |
|
---|
1097 |
|
---|
1098 | // reset gl state
|
---|
1099 | glColorMask(GL_TRUE, GL_TRUE, GL_TRUE, GL_TRUE);
|
---|
1100 | glDepthMask(GL_TRUE);
|
---|
1101 | glEnable(GL_CULL_FACE);
|
---|
1102 | glDisable(GL_STENCIL_TEST);
|
---|
1103 | cgGLDisableProfile(sCgFragmentProfile);
|
---|
1104 | glDisable(GL_TEXTURE_2D);
|
---|
1105 |
|
---|
1106 | // remove objects from beam
|
---|
1107 | if (beam.mFlags & !Beam::STORE_OBJECTS)
|
---|
1108 | beam.mObjects.clear();
|
---|
1109 | }
|
---|
1110 |
|
---|
1111 |
|
---|
1112 | void GlRendererBuffer::GenQueries(const int numQueries)
|
---|
1113 | {
|
---|
1114 | if ((int)sQueries.size() < numQueries)
|
---|
1115 | {
|
---|
1116 | const int n = numQueries - (int)sQueries.size();
|
---|
1117 | unsigned int *newQueries = new unsigned int[n];
|
---|
1118 |
|
---|
1119 | glGenOcclusionQueriesNV(n, (unsigned int *)newQueries);
|
---|
1120 |
|
---|
1121 | for (int i = 0; i < n; ++ i)
|
---|
1122 | {
|
---|
1123 | sQueries.push_back(newQueries[i]);
|
---|
1124 | }
|
---|
1125 |
|
---|
1126 | delete [] newQueries;
|
---|
1127 | }
|
---|
1128 | }
|
---|
1129 |
|
---|
1130 |
|
---|
1131 | void GlRendererBuffer::SetupProjectionForViewPoint(const Vector3 &viewPoint,
|
---|
1132 | const Beam &beam,
|
---|
1133 | Intersectable *sourceObject)
|
---|
1134 | {
|
---|
1135 | float left, right, bottom, top, znear, zfar;
|
---|
1136 |
|
---|
1137 | beam.ComputePerspectiveFrustum(left, right, bottom, top, znear, zfar,
|
---|
1138 | mSceneGraph->GetBox());
|
---|
1139 |
|
---|
1140 | //Debug << left << " " << right << " " << bottom << " " << top << " " << znear << " " << zfar << endl;
|
---|
1141 | glMatrixMode(GL_PROJECTION);
|
---|
1142 | glLoadIdentity();
|
---|
1143 | glFrustum(left, right, bottom, top, znear, zfar);
|
---|
1144 | //glFrustum(-1, 1, -1, 1, 1, 20000);
|
---|
1145 |
|
---|
1146 | const Vector3 center = viewPoint + beam.GetMainDirection() * (zfar - znear) * 0.3f;
|
---|
1147 | const Vector3 up =
|
---|
1148 | Normalize(CrossProd(beam.mPlanes[0].mNormal, beam.mPlanes[4].mNormal));
|
---|
1149 |
|
---|
1150 | #ifdef _DEBUG
|
---|
1151 | Debug << "view point: " << viewPoint << endl;
|
---|
1152 | Debug << "eye: " << center << endl;
|
---|
1153 | Debug << "up: " << up << endl;
|
---|
1154 | #endif
|
---|
1155 |
|
---|
1156 | glMatrixMode(GL_MODELVIEW);
|
---|
1157 | glLoadIdentity();
|
---|
1158 | gluLookAt(viewPoint.x, viewPoint.y, viewPoint.z,
|
---|
1159 | center.x, center.y, center.z,
|
---|
1160 | up.x, up.y, up.z);
|
---|
1161 | }
|
---|
1162 |
|
---|
1163 |
|
---|
1164 | void GlRendererBuffer::InitGL()
|
---|
1165 | {
|
---|
1166 | makeCurrent();
|
---|
1167 | GlRenderer::InitGL();
|
---|
1168 | #if 1
|
---|
1169 | // initialise dual depth buffer textures
|
---|
1170 | glGenTextures(1, &frontDepthMap);
|
---|
1171 | glBindTexture(GL_TEXTURE_2D, frontDepthMap);
|
---|
1172 |
|
---|
1173 | glTexImage2D(GL_TEXTURE_2D, 0, GL_DEPTH_COMPONENT, depthMapSize,
|
---|
1174 | depthMapSize, 0, GL_DEPTH_COMPONENT, GL_UNSIGNED_BYTE, NULL);
|
---|
1175 | glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_NEAREST);
|
---|
1176 | glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_NEAREST);
|
---|
1177 | glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_S, GL_CLAMP);
|
---|
1178 | glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_T, GL_CLAMP);
|
---|
1179 |
|
---|
1180 | glGenTextures(1, &backDepthMap);
|
---|
1181 | glBindTexture(GL_TEXTURE_2D, backDepthMap);
|
---|
1182 |
|
---|
1183 | glTexImage2D(GL_TEXTURE_2D, 0, GL_DEPTH_COMPONENT, depthMapSize,
|
---|
1184 | depthMapSize, 0, GL_DEPTH_COMPONENT, GL_UNSIGNED_BYTE, NULL);
|
---|
1185 | glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_NEAREST);
|
---|
1186 | glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_NEAREST);
|
---|
1187 | glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_S, GL_CLAMP);
|
---|
1188 | glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_T, GL_CLAMP);
|
---|
1189 |
|
---|
1190 | // cg initialization
|
---|
1191 | cgSetErrorCallback(handleCgError);
|
---|
1192 | sCgContext = cgCreateContext();
|
---|
1193 |
|
---|
1194 | if (cgGLIsProfileSupported(CG_PROFILE_ARBFP1))
|
---|
1195 | sCgFragmentProfile = CG_PROFILE_ARBFP1;
|
---|
1196 | else
|
---|
1197 | {
|
---|
1198 | // try FP30
|
---|
1199 | if (cgGLIsProfileSupported(CG_PROFILE_FP30))
|
---|
1200 | sCgFragmentProfile = CG_PROFILE_FP30;
|
---|
1201 | else
|
---|
1202 | {
|
---|
1203 | Debug << "Neither arbfp1 or fp30 fragment profiles supported on this system" << endl;
|
---|
1204 | exit(1);
|
---|
1205 | }
|
---|
1206 | }
|
---|
1207 |
|
---|
1208 |
|
---|
1209 | sCgFragmentProgram = cgCreateProgramFromFile(sCgContext,
|
---|
1210 | CG_SOURCE, "../src/dual_depth.cg",
|
---|
1211 | sCgFragmentProfile,
|
---|
1212 | NULL,
|
---|
1213 | NULL);
|
---|
1214 |
|
---|
1215 | if (!cgIsProgramCompiled(sCgFragmentProgram))
|
---|
1216 | cgCompileProgram(sCgFragmentProgram);
|
---|
1217 |
|
---|
1218 | cgGLLoadProgram(sCgFragmentProgram);
|
---|
1219 | cgGLBindProgram(sCgFragmentProgram);
|
---|
1220 |
|
---|
1221 | Debug << "---- PROGRAM BEGIN ----\n" <<
|
---|
1222 | cgGetProgramString(sCgFragmentProgram, CG_COMPILED_PROGRAM) << "---- PROGRAM END ----\n";
|
---|
1223 |
|
---|
1224 | #endif
|
---|
1225 | doneCurrent();
|
---|
1226 | }
|
---|
1227 |
|
---|
1228 |
|
---|
1229 | void GlRendererBuffer::ComputeRays(Intersectable *sourceObj, VssRayContainer &rays)
|
---|
1230 | {
|
---|
1231 | for (int i = 0; i < depthMapSize * depthMapSize; ++ i)
|
---|
1232 | {
|
---|
1233 | //todo glGetTexImage()
|
---|
1234 | }
|
---|
1235 | }
|
---|
1236 |
|
---|
1237 |
|
---|
1238 |
|
---|
1239 | inline bool ilt(Intersectable *obj1, Intersectable *obj2)
|
---|
1240 | {
|
---|
1241 | return obj1->mId < obj2->mId;
|
---|
1242 | }
|
---|
1243 |
|
---|
1244 |
|
---|
1245 | int GlRendererBuffer::ComputePvs(ObjectContainer &objects,
|
---|
1246 | ObjectContainer &pvs) const
|
---|
1247 | {
|
---|
1248 | int pvsSize = 0;
|
---|
1249 | QImage image = toImage();
|
---|
1250 | Intersectable::NewMail();
|
---|
1251 |
|
---|
1252 | std::stable_sort(objects.begin(), objects.end(), ilt);
|
---|
1253 |
|
---|
1254 | MeshInstance dummy(NULL);
|
---|
1255 |
|
---|
1256 | Intersectable *obj = NULL;
|
---|
1257 |
|
---|
1258 | for (int x = 0; x < image.width(); ++ x)
|
---|
1259 | {
|
---|
1260 | for (int y = 0; y < image.height(); ++ y)
|
---|
1261 | {
|
---|
1262 | QRgb pix = image.pixel(x, y);
|
---|
1263 | const int id = GetId(qRed(pix), qGreen(pix), qBlue(pix));
|
---|
1264 |
|
---|
1265 | dummy.SetId(id);
|
---|
1266 |
|
---|
1267 | ObjectContainer::iterator oit =
|
---|
1268 | lower_bound(objects.begin(), objects.end(), &dummy, ilt);
|
---|
1269 |
|
---|
1270 |
|
---|
1271 | if (//(oit != oit.end()) &&
|
---|
1272 | ((*oit)->GetId() == id) &&
|
---|
1273 | !obj->Mailed())
|
---|
1274 | {
|
---|
1275 | obj = *oit;
|
---|
1276 | obj->Mail();
|
---|
1277 | ++ pvsSize;
|
---|
1278 | pvs.push_back(obj);
|
---|
1279 | }
|
---|
1280 | }
|
---|
1281 | }
|
---|
1282 |
|
---|
1283 | return pvsSize;
|
---|
1284 | }
|
---|
1285 |
|
---|
1286 | /***********************************************************************/
|
---|
1287 | /* GlDebuggerWidget implementation */
|
---|
1288 | /***********************************************************************/
|
---|
1289 |
|
---|
1290 |
|
---|
1291 | GlDebuggerWidget::GlDebuggerWidget(GlRendererBuffer *buf, QWidget *parent)
|
---|
1292 | : QGLWidget(QGLFormat(QGL::SampleBuffers), parent), mRenderBuffer(buf)
|
---|
1293 | {
|
---|
1294 | // create the pbuffer
|
---|
1295 | //pbuffer = new QGLPixelBuffer(QSize(512, 512), format(), this);
|
---|
1296 | timerId = startTimer(20);
|
---|
1297 | setWindowTitle(("OpenGL pbuffers"));
|
---|
1298 | }
|
---|
1299 |
|
---|
1300 |
|
---|
1301 | GlDebuggerWidget::~GlDebuggerWidget()
|
---|
1302 | {
|
---|
1303 | mRenderBuffer->releaseFromDynamicTexture();
|
---|
1304 | glDeleteTextures(1, &dynamicTexture);
|
---|
1305 |
|
---|
1306 | DEL_PTR(mRenderBuffer);
|
---|
1307 | }
|
---|
1308 |
|
---|
1309 |
|
---|
1310 | void GlDebuggerWidget::initializeGL()
|
---|
1311 | {
|
---|
1312 | glMatrixMode(GL_PROJECTION);
|
---|
1313 | glLoadIdentity();
|
---|
1314 |
|
---|
1315 | glFrustum(-1, 1, -1, 1, 10, 100);
|
---|
1316 | glTranslatef(-0.5f, -0.5f, -0.5f);
|
---|
1317 | glTranslatef(0.0f, 0.0f, -15.0f);
|
---|
1318 | glMatrixMode(GL_MODELVIEW);
|
---|
1319 |
|
---|
1320 | glEnable(GL_CULL_FACE);
|
---|
1321 | initCommon();
|
---|
1322 | initPbuffer();
|
---|
1323 |
|
---|
1324 | }
|
---|
1325 |
|
---|
1326 |
|
---|
1327 | void GlDebuggerWidget::resizeGL(int w, int h)
|
---|
1328 | {
|
---|
1329 | glViewport(0, 0, w, h);
|
---|
1330 | }
|
---|
1331 |
|
---|
1332 |
|
---|
1333 | void GlDebuggerWidget::paintGL()
|
---|
1334 | {
|
---|
1335 | // draw a spinning cube into the pbuffer..
|
---|
1336 | mRenderBuffer->makeCurrent();
|
---|
1337 |
|
---|
1338 | BeamSampleStatistics stats;
|
---|
1339 | mRenderBuffer->SampleBeamContributions(mSourceObject, mBeam, mSamples, stats);
|
---|
1340 |
|
---|
1341 | glFlush();
|
---|
1342 |
|
---|
1343 | // rendering directly to a texture is not supported on X11, unfortunately
|
---|
1344 | mRenderBuffer->updateDynamicTexture(dynamicTexture);
|
---|
1345 |
|
---|
1346 | // and use the pbuffer contents as a texture when rendering the
|
---|
1347 | // background and the bouncing cubes
|
---|
1348 | makeCurrent();
|
---|
1349 | glBindTexture(GL_TEXTURE_2D, dynamicTexture);
|
---|
1350 | glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT);
|
---|
1351 |
|
---|
1352 | // draw the background
|
---|
1353 | glMatrixMode(GL_MODELVIEW);
|
---|
1354 | glPushMatrix();
|
---|
1355 | glLoadIdentity();
|
---|
1356 | glMatrixMode(GL_PROJECTION);
|
---|
1357 | glPushMatrix();
|
---|
1358 | glLoadIdentity();
|
---|
1359 |
|
---|
1360 | glPopMatrix();
|
---|
1361 | glMatrixMode(GL_MODELVIEW);
|
---|
1362 | glPopMatrix();
|
---|
1363 | }
|
---|
1364 |
|
---|
1365 |
|
---|
1366 | void GlDebuggerWidget::initPbuffer()
|
---|
1367 | {
|
---|
1368 | // set up the pbuffer context
|
---|
1369 | mRenderBuffer->makeCurrent();
|
---|
1370 | /*mRenderBuffer->InitGL();
|
---|
1371 |
|
---|
1372 | glViewport(0, 0, mRenderBuffer->size().width(), mRenderBuffer->size().height());
|
---|
1373 | glMatrixMode(GL_PROJECTION);
|
---|
1374 | glLoadIdentity();
|
---|
1375 | glOrtho(-1, 1, -1, 1, -99, 99);
|
---|
1376 | glTranslatef(-0.5f, -0.5f, 0.0f);
|
---|
1377 | glMatrixMode(GL_MODELVIEW);
|
---|
1378 | glLoadIdentity();
|
---|
1379 |
|
---|
1380 | glClear(GL_DEPTH_BUFFER_BIT | GL_COLOR_BUFFER_BIT);*/
|
---|
1381 |
|
---|
1382 | // generate a texture that has the same size/format as the pbuffer
|
---|
1383 | dynamicTexture = mRenderBuffer->generateDynamicTexture();
|
---|
1384 |
|
---|
1385 | // bind the dynamic texture to the pbuffer - this is a no-op under X11
|
---|
1386 | mRenderBuffer->bindToDynamicTexture(dynamicTexture);
|
---|
1387 | makeCurrent();
|
---|
1388 | }
|
---|
1389 |
|
---|
1390 | void GlDebuggerWidget::initCommon()
|
---|
1391 | {
|
---|
1392 | glEnable(GL_TEXTURE_2D);
|
---|
1393 | glEnable(GL_DEPTH_TEST);
|
---|
1394 |
|
---|
1395 | glClearColor(1.0f, 1.0f, 1.0f, 1.0f);
|
---|
1396 | }
|
---|