first working commit for the apss (from Algebraic point set surfaces

Gaël Guennebaud and Markus Gross, SIG07)
This commit is contained in:
ganovelli 2010-10-29 17:18:29 +00:00
parent 969f556691
commit 42c69abccf
4 changed files with 1306 additions and 0 deletions

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/****************************************************************************
* MeshLab o o *
* An extendible mesh processor o o *
* _ O _ *
* Copyright(C) 2005, 2009 \/)\/ *
* Visual Computing Lab /\/| *
* ISTI - Italian National Research Council | *
* \ *
* All rights reserved. *
* *
* This program is free software; you can redistribute it and/or modify *
* it under the terms of the GNU General Public License as published by *
* the Free Software Foundation; either version 2 of the License, or *
* (at your option) any later version. *
* *
* This program is distributed in the hope that it will be useful, *
* but WITHOUT ANY WARRANTY; without even the implied warranty of *
* MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the *
* GNU General Public License (http://www.gnu.org/licenses/gpl.txt) *
* for more details. *
* *
****************************************************************************/
#extension GL_ARB_texture_rectangle : enable
#ifndef EXPE_DEPTH_INTERPOLATION
#define EXPE_DEPTH_INTERPOLATION 0
#endif
#ifndef EXPE_OUTPUT_DEPTH
#define EXPE_OUTPUT_DEPTH 0
#endif
// avoid an annoying bug with the nvidia driver 87XX serie.
#define epsilon 0.000001
uniform vec4 viewport;
#ifndef EXPE_DEFERRED_SHADING
uniform sampler2DRect ColorWeight;
#if (EXPE_OUTPUT_DEPTH==1)
uniform sampler2DRect Depth;
#endif
void Finalization(void)
{
vec4 color = texture2DRect(ColorWeight, gl_FragCoord.st - viewport.xy + epsilon);
#if (EXPE_OUTPUT_DEPTH==1)
gl_FragDepth = texture2DRect(Depth, gl_FragCoord.st + epsilon).x;
#endif
if (color.w<0.001)
discard;
gl_FragColor = color/color.w;
gl_FragColor.a = 1.;
}
#else
uniform vec2 unproj;
uniform sampler2DRect ColorWeight;
uniform sampler2DRect NormalWeight;
#if ( (EXPE_DEPTH_INTERPOLATION==0) || (EXPE_OUTPUT_DEPTH==1))
uniform sampler2DRect Depth;
#endif
void Finalization(void)
{
vec4 color = texture2DRect(ColorWeight, gl_FragCoord.st - viewport.xy + epsilon);
if (color.w<0.001)
discard;
if(color.w>0.001)
color.xyz /= color.w;
vec3 viewVec = normalize(gl_TexCoord[0].xyz);
vec4 normaldepth = texture2DRect(NormalWeight, gl_FragCoord.st + epsilon);
normaldepth.xyz = normaldepth.xyz/normaldepth.w;
#if (EXPE_OUTPUT_DEPTH==1)
gl_FragDepth = texture2DRect(Depth, gl_FragCoord.st + epsilon).x;
#endif
#if EXPE_DEPTH_INTERPOLATION==2
float depth = -normaldepth.z;
#elif EXPE_DEPTH_INTERPOLATION==1
float depth = unproj.y/(2.0*normaldepth.z+unproj.x-1.0);
#else
float depth = texture2DRect(Depth, gl_FragCoord.st + epsilon).x;
depth = unproj.y/(2.0*depth+unproj.x-1.0);
#endif
vec3 normal = normaldepth.xyz;
#if EXPE_DEPTH_INTERPOLATION!=0
normal.z = sqrt(1. - dot(vec3(normal.xy,0),vec3(normal.xy,0)));
#endif
normal = normalize(normal);
vec3 eyePos = gl_TexCoord[0].xyz * depth;
gl_FragColor = meshlabLighting(color, eyePos, normal);
gl_FragColor.a = 1.0;
}
#endif

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/****************************************************************************
* MeshLab o o *
* An extendible mesh processor o o *
* _ O _ *
* Copyright(C) 2005, 2009 \/)\/ *
* Visual Computing Lab /\/| *
* ISTI - Italian National Research Council | *
* \ *
* All rights reserved. *
* *
* This program is free software; you can redistribute it and/or modify *
* it under the terms of the GNU General Public License as published by *
* the Free Software Foundation; either version 2 of the License, or *
* (at your option) any later version. *
* *
* This program is distributed in the hope that it will be useful, *
* but WITHOUT ANY WARRANTY; without even the implied warranty of *
* MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the *
* GNU General Public License (http://www.gnu.org/licenses/gpl.txt) *
* for more details. *
* *
****************************************************************************/
// #version 110
// #extension all : enable
#pragma optimize(on)
#ifndef EXPE_EWA_HINT
#define EXPE_EWA_HINT 0
#endif
#ifndef EXPE_DEPTH_INTERPOLATION
#define EXPE_DEPTH_INTERPOLATION 0
#endif
//--------------------------------------------------------------------------------
// shared variables
//--------------------------------------------------------------------------------
// custom vertex attributes
//attribute float radius;
#ifdef CLIPPED_SPLAT
attribute vec3 secondNormal;
varying vec4 clipLine;
#endif
// standard uniforms
uniform float expeRadiusScale;
uniform float expePreComputeRadius;
uniform float expeDepthOffset;
// varying
varying vec4 covmat;
varying vec3 fragNormal;
varying vec3 fragNoverCdotN;
varying vec3 fragCenter;
varying float scaleSquaredDistance;
#ifdef EXPE_ATI_WORKAROUND
varying vec4 fragCenterAndRadius;
#endif
#ifdef EXPE_DEPTH_CORRECTION
varying float depthOffset;
#endif
uniform vec2 halfVp;
uniform float oneOverEwaRadius;
#ifdef EXPE_BACKFACE_SHADING
#undef EXPE_EARLY_BACK_FACE_CULLING
//#define EXPE_EWA_HINT 2
#endif
//--------------------------------------------------------------------------------
// Visibility Splatting
// Vertex Shader
//--------------------------------------------------------------------------------
#ifdef __VisibilityVP__
varying vec2 scaledFragCenter2d;
void VisibilityVP(void)
{
vec3 normal = normalize(gl_NormalMatrix * gl_Normal);
// Point in eye space
vec4 ePos = gl_ModelViewMatrix * gl_Vertex;
float dotpn = dot(normal.xyz,ePos.xyz);
vec4 oPos;
#ifdef EXPE_EARLY_BACK_FACE_CULLING
// back_face culling
oPos = vec4(0,0,1,0);
if(dotpn<0.)
{
#endif
float radius = gl_MultiTexCoord2.x * expeRadiusScale;
vec4 pointSize;
pointSize.x = radius * expePreComputeRadius / ePos.z;
gl_PointSize = max(1.0, pointSize.x);
scaleSquaredDistance = 1.0 / (radius * radius);
//fragNormal = normal;
fragCenter = ePos.xyz;
fragNoverCdotN = normal/dot(ePos.xyz,normal);
#ifndef EXPE_DEPTH_CORRECTION
ePos.xyz += normalize(ePos.xyz) * expeDepthOffset * radius;
#else
//ePos.xyz += normalize(ePos.xyz) * expeDepthOffset * radius;
depthOffset = expeDepthOffset * radius;
#endif
oPos = gl_ProjectionMatrix * ePos;
#if (EXPE_EWA_HINT>0)
scaledFragCenter2d = 0.5*((oPos.xy/oPos.w)+1.0)*halfVp*oneOverEwaRadius;
#endif
#ifdef EXPE_ATI_WORKAROUND
fragCenterAndRadius.xyz = (oPos.xyz/oPos.w) + 1.0;
fragCenterAndRadius.xy = fragCenterAndRadius.xy*halfVp;
fragCenterAndRadius.z = fragCenterAndRadius.z*0.5;
fragCenterAndRadius.w = pointSize.x;
#endif
#ifndef EXPE_EARLY_BACK_FACE_CULLING
oPos.w = oPos.w * ( (dotpn<0.0) ? 1.0 : 0.0);
#else
}
#endif
gl_Position = oPos;
}
#endif
//--------------------------------------------------------------------------------
// Visibility Splatting
// Fragment Shader
//--------------------------------------------------------------------------------
#ifdef __VisibilityFP__
varying vec2 scaledFragCenter2d;
uniform vec3 rayCastParameter1;
uniform vec3 rayCastParameter2;
uniform vec2 depthParameterCast;
void VisibilityFP(void)
{
#ifdef EXPE_ATI_WORKAROUND
vec3 fragCoord;
fragCoord.xy = fragCenterAndRadius.xy + (gl_TexCoord[0].st-0.5) * fragCenterAndRadius.w;
fragCoord.z = fragCenterAndRadius.z;
#else
vec3 fragCoord = gl_FragCoord.xyz;
#endif
// compute q in object space
vec3 qOne = rayCastParameter1 * fragCoord + rayCastParameter2; // MAD
float oneOverDepth = dot(qOne,-fragNoverCdotN); // DP3
float depth = (1.0/oneOverDepth); // RCP
vec3 diff = fragCenter + qOne * depth; // MAD
float r2 = dot(diff,diff); // DP3
#if (EXPE_EWA_HINT>0)
vec2 d2 = oneOverEwaRadius*gl_FragCoord.xy - scaledFragCenter2d; // MAD
float r2d = dot(d2,d2); // DP3
gl_FragColor = vec4(min(r2d,r2*scaleSquaredDistance));
#else
gl_FragColor = vec4(r2*scaleSquaredDistance);
#endif
#ifdef EXPE_DEPTH_CORRECTION
oneOverDepth = 1.0/(-depth+depthOffset);
gl_FragDepth = depthParameterCast.x * oneOverDepth + depthParameterCast.y; // MAD
#endif
}
#endif
#ifdef __AttributeVP__
varying vec2 scaledFragCenter2d;
void AttributeVP(void)
{
// transform normal
vec3 normal = normalize(gl_NormalMatrix * gl_Normal);
// Point in eye space
vec4 ePos = gl_ModelViewMatrix * gl_Vertex;
float dotpn = dot(normal.xyz,ePos.xyz);
vec4 oPos;
#ifdef EXPE_EARLY_BACK_FACE_CULLING
// back_face culling
oPos = vec4(0,0,1,0);
if(dotpn<0.)
{
#endif
#ifdef EXPE_BACKFACE_SHADING
if(dotpn>0.)
{
dotpn = -dotpn;
normal = -normal;
}
#endif
float radius = gl_MultiTexCoord2.x * expeRadiusScale * 1.05;
vec4 pointSize;
pointSize.x = radius * expePreComputeRadius / ePos.z;
#if (EXPE_EWA_HINT>0)
gl_PointSize = max(2.0, pointSize.x);
#else
gl_PointSize = max(1.0, pointSize.x);
#endif
scaleSquaredDistance = 1. / (radius * radius);
///********* uncommented fragNormal....
//fragNormal = normal;
fragCenter = ePos.xyz;
fragNoverCdotN = normal/dot(ePos.xyz,normal);
// Output color
#ifdef EXPE_DEFERRED_SHADING
fragNormal.xyz = normal.xyz;
gl_FrontColor = gl_Color;
#else
// Output color
#ifdef EXPE_LIGHTING
gl_FrontColor = expeLighting(gl_Color, ePos.xyz, normal.xyz, 1.);
#else
gl_FrontColor = meshlabLighting(gl_Color, ePos.xyz, normal.xyz);
#endif
#endif
oPos = gl_ModelViewProjectionMatrix * gl_Vertex;
#ifdef EXPE_ATI_WORKAROUND
fragCenterAndRadius.xyz = (oPos.xyz/oPos.w) + 1.0;
fragCenterAndRadius.xy = fragCenterAndRadius.xy*halfVp;
fragCenterAndRadius.z = fragCenterAndRadius.z*0.5;
fragCenterAndRadius.w = pointSize.x;
#endif
#if (EXPE_EWA_HINT>0)
scaledFragCenter2d = ((oPos.xy/oPos.w)+1.0)*halfVp*oneOverEwaRadius;
#endif
#ifndef EXPE_EARLY_BACK_FACE_CULLING
oPos.w = oPos.w * (dotpn<0. ? 1.0 : 0.0);
#else
}
#endif
gl_Position = oPos;
}
#endif
//--------------------------------------------------------------------------------
// EWA Splatting
// Fragment Shader
//--------------------------------------------------------------------------------
#ifdef __AttributeFP__
// this sampler is only used by this fragment shader
varying vec2 scaledFragCenter2d;
uniform vec3 rayCastParameter1;
uniform vec3 rayCastParameter2;
uniform vec2 depthParameterCast;
// uniform sampler1D Kernel1dMap;
void AttributeFP(void)
{
#ifdef EXPE_ATI_WORKAROUND
vec3 fragCoord;
fragCoord.xy = fragCenterAndRadius.xy + (gl_TexCoord[0].st-0.5) * fragCenterAndRadius.w;
fragCoord.z = fragCenterAndRadius.z;
#else
vec3 fragCoord = gl_FragCoord.xyz;
#endif
#if 1
vec3 qOne = rayCastParameter1 * fragCoord + rayCastParameter2; // MAD
float oneOverDepth = dot(qOne,fragNoverCdotN); // DP3
float depth = (1.0/oneOverDepth); // RCP
vec3 diff = fragCenter - qOne * depth; // MAD
float r2 = dot(diff,diff); // DP3
#if (EXPE_EWA_HINT>0)
vec2 d2 = oneOverEwaRadius*gl_FragCoord.xy - scaledFragCenter2d; // MAD
float r2d = dot(d2,d2); // DP3
// float weight = texture1D(Kernel1dMap, min(r2d,r2*scaleSquaredDistance)).a; // MUL + MIN + TEX
float weight = min(r2d,r2*scaleSquaredDistance);
weight = clamp(1.-weight,0,1);
weight = weight*weight;
#else
//float weight = texture1D(Kernel1dMap, r2*scaleSquaredDistance).a; // MUL + TEX
float weight = clamp(1.-r2*scaleSquaredDistance,0.0,1.0);
weight = weight*weight;
#endif
weight *= 0.1; // limits overflow
#ifdef EXPE_DEPTH_CORRECTION
gl_FragDepth = depthParameterCast.x * oneOverDepth + depthParameterCast.y; // MAD
#endif
#ifdef EXPE_DEFERRED_SHADING
gl_FragData[0].rgb = gl_Color.rgb; // MOV
gl_FragData[1].xyz = fragNormal.xyz; // MOV
gl_FragData[1].w = weight; // MOV
gl_FragData[0].w = weight;
#if EXPE_DEPTH_INTERPOLATION==2 // linear space
gl_FragData[1].z = -depth; // MOV
#elif EXPE_DEPTH_INTERPOLATION==1 // window space
#ifdef EXPE_DEPTH_CORRECTION
gl_FragData[1].z = gl_FragDepth;
#else
gl_FragData[1].z = fragCoord.z;
#endif
#endif
#else
gl_FragColor.rgb = gl_Color.rgb; // MOV
gl_FragColor.w = weight;
#endif
#endif
}
#endif

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/****************************************************************************
* MeshLab o o *
* A versatile mesh processing toolbox o o *
* _ O _ *
* Copyright(C) 2005 \/)\/ *
* Visual Computing Lab /\/| *
* ISTI - Italian National Research Council | *
* \ *
* All rights reserved. *
* *
* This program is free software; you can redistribute it and/or modify *
* it under the terms of the GNU General Public License as published by *
* the Free Software Foundation; either version 2 of the License, or *
* (at your option) any later version. *
* *
* This program is distributed in the hope that it will be useful, *
* but WITHOUT ANY WARRANTY; without even the implied warranty of *
* MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the *
* GNU General Public License (http://www.gnu.org/licenses/gpl.txt) *
* for more details. *
* *
****************************************************************************/
#ifndef SPLATRENDERER_H
#define SPLATRENDERER_H
#include <QObject>
#include <wrap/gl/trimesh.h>
#include <wrap/gl/shaders.h>
#include <wrap/gl/trimesh.h>
#include <QGLFramebufferObject>
#define GL_TEST_ERR\
{\
GLenum eCode;\
if((eCode=glGetError())!=GL_NO_ERROR)\
std::cerr << "OpenGL error : " << gluErrorString(eCode) << " in " << __FILE__ << " : " << __LINE__ << std::endl;\
}
class QGLFramebufferObject;
/*
Rendering with Algebraic Point Set Surfaces, by Gael Guennebaud.
paper: Algebraic Point Set Surfaces SIGGRAPH '07
*/
template <class MeshType>
class SplatRenderer
{
bool mIsSupported;
bool init_called;
enum {
DEFERRED_SHADING_BIT = 0x000001,
DEPTH_CORRECTION_BIT = 0x000002,
OUTPUT_DEPTH_BIT = 0x000004,
BACKFACE_SHADING_BIT = 0x000008,
FLOAT_BUFFER_BIT = 0x000010
};
int mFlags;
int mCachedFlags;
int mRenderBufferMask;
int mSupportedMask;
//int mCurrentPass;
int mBindedPass;
GLuint mDummyTexId; // on ATI graphics card we need to bind a texture to get point sprite working !
bool mWorkaroundATI;
bool mBuggedAtiBlending;
GLuint mNormalTextureID;
GLuint mDepthTextureID;
ProgramVF mShaders[3];
QString mShaderSrcs[6];
QGLFramebufferObject* mRenderBuffer;
float mCachedMV[16];
float mCachedProj[16];
GLint mCachedVP[4];
struct UniformParameters
{
float radiusScale;
float preComputeRadius;
float depthOffset;
float oneOverEwaRadius;
vcg::Point2f halfVp;
vcg::Point3f rayCastParameter1;
vcg::Point3f rayCastParameter2;
vcg::Point2f depthParameterCast;
void loadTo(Program& prg);
void update(float* mv, float* proj, GLint* vp);
};
UniformParameters mParams;
QString loadSource(const QString& func,const QString& file);
void configureShaders();
void updateRenderBuffer();
void enablePass(int n);
void drawSplats(std::vector<MeshType*> & , vcg::GLW::ColorMode cm, vcg::GLW::TextureMode tm);
void drawSplats(
std::vector< std::vector<vcg::Point3f> * > & positions,
std::vector< std::vector<vcg::Point3f> * > & normals,
std::vector< std::vector<vcg::Point3<unsigned char> > * > & colors,
std::vector<float> & radius,
vcg::GLW::ColorMode cm, vcg::GLW::TextureMode tm);
public:
void Clear();
void Destroy();
bool isSupported() {return mIsSupported;}
void Init(QGLWidget *gla);
void Render( std::vector<MeshType*> &meshes, vcg::GLW::ColorMode cm, vcg::GLW::TextureMode tm);
void Render(
std::vector< std::vector<vcg::Point3f> * > & positions,
std::vector< std::vector<vcg::Point3f> * > & normals,
std::vector< std::vector<vcg::Point3<unsigned char> > * > & colors,
std::vector<float> & radius,
vcg::GLW::ColorMode cm, vcg::GLW::TextureMode tm);
};// end class
template <class MeshType>
void SplatRenderer<MeshType>:: Destroy(){
delete mRenderBuffer;
mRenderBuffer = 0;
glDeleteTextures(1,&mDepthTextureID);
glDeleteTextures(1,&mNormalTextureID);
for(int i = 0; i < 3; ++i)
this->mShaders[i].prog.Del();
Clear();
}
template <class MeshType>
void SplatRenderer<MeshType>::Clear()
{
mNormalTextureID = 0;
mDepthTextureID = 0;
mIsSupported = false;
mRenderBuffer = 0;
mWorkaroundATI = false;
mBuggedAtiBlending = false;
mDummyTexId = 0;
mFlags = DEFERRED_SHADING_BIT | DEPTH_CORRECTION_BIT | FLOAT_BUFFER_BIT | OUTPUT_DEPTH_BIT;
mCachedFlags = ~mFlags;
// union of bits which controls the render buffer
mRenderBufferMask = DEFERRED_SHADING_BIT | FLOAT_BUFFER_BIT;
init_called = false;
}
template <class MeshType>
QString SplatRenderer<MeshType>::loadSource(const QString& func,const QString& filename)
{
QString res;
QFile f(":/SplatRenderer/shaders/" + filename);
if (!f.open(QFile::ReadOnly))
{
std::cerr << "failed to load shader file " << filename.toAscii().data() << "\n";
return res;
}
else qDebug("Succesfully loaded shader func '%s' in file '%s'",qPrintable(func),qPrintable(filename));
QTextStream stream(&f);
res = stream.readAll();
f.close();
res = QString("#define __%1__ 1\n").arg(func)
+ QString("#define %1 main\n").arg(func)
+ res;
return res;
}
template <class MeshType>
void SplatRenderer<MeshType>::configureShaders()
{
const char* passNames[3] = {"Visibility","Attribute","Finalization"};
QString defines = "";
if (mFlags & DEFERRED_SHADING_BIT)
defines += "#define EXPE_DEFERRED_SHADING\n";
if (mFlags & DEPTH_CORRECTION_BIT)
defines += "#define EXPE_DEPTH_CORRECTION\n";
if (mFlags & OUTPUT_DEPTH_BIT)
defines += "#define EXPE_OUTPUT_DEPTH 1\n";
if (mFlags & BACKFACE_SHADING_BIT)
defines += "#define EXPE_BACKFACE_SHADING\n";
if (mWorkaroundATI)
defines += "#define EXPE_ATI_WORKAROUND\n";
QString shading =
"vec4 meshlabLighting(vec4 color, vec3 eyePos, vec3 normal)"
"{"
" normal = normalize(normal);"
" vec3 lightVec = normalize(gl_LightSource[0].position.xyz);"
" vec3 halfVec = normalize( lightVec - normalize(eyePos) );"
" float aux_dot = dot(normal,lightVec);"
" float diffuseCoeff = clamp(aux_dot, 0.0, 1.0);"
" float specularCoeff = aux_dot>0.0 ? clamp(pow(clamp(dot(halfVec, normal),0.0,1.0),gl_FrontMaterial.shininess), 0.0, 1.0) : 0.0;"
" return vec4(color.rgb * ( gl_FrontLightProduct[0].ambient.rgb + diffuseCoeff * gl_FrontLightProduct[0].diffuse.rgb) + specularCoeff * gl_FrontLightProduct[0].specular.rgb, 1.0);"
"}\n";
for (int k=0;k<3;++k)
{
QString vsrc = shading + defines + mShaderSrcs[k*2+0];
QString fsrc = shading + defines + mShaderSrcs[k*2+1];
mShaders[k].SetSources(mShaderSrcs[k*2+0]!="" ? vsrc.toAscii().data() : 0,
mShaderSrcs[k*2+1]!="" ? fsrc.toAscii().data() : 0);
mShaders[k].prog.Link();
if (mShaderSrcs[k*2+0]!="")
{
std::string compileinfo = mShaders[k].vshd.InfoLog();
if (compileinfo.size()>0)
std::cout << "Vertex shader info (" << passNames[k] << ":\n" << compileinfo << "\n";
}
if (mShaderSrcs[k*2+1]!="")
{
std::string compileinfo = mShaders[k].fshd.InfoLog();
if (compileinfo.size()>0)
std::cout << "Fragment shader info (" << passNames[k] << ":\n" << compileinfo << "\n";
}
std::string linkinfo = mShaders[k].prog.InfoLog();
if (linkinfo.size()>0)
std::cout << "Link info (" << passNames[k] << ":\n" << linkinfo << "\n";
}
}
template <class MeshType>
void SplatRenderer<MeshType>::Init(QGLWidget *gla)
{
mIsSupported = true;
gla->makeCurrent();
// FIXME this should be done in meshlab !!! ??
glewInit();
const char* rs = (const char*)glGetString(GL_RENDERER);
QString rendererString("");
if(rs)
rendererString = QString(rs);
mWorkaroundATI = rendererString.startsWith("ATI") || rendererString.startsWith("AMD");
// FIXME: maybe some recent HW correctly supports floating point blending...
mBuggedAtiBlending = rendererString.startsWith("ATI") || rendererString.startsWith("AMD");
if (mWorkaroundATI && mDummyTexId==0)
{
glActiveTexture(GL_TEXTURE0);
glGenTextures(1,&mDummyTexId);
glBindTexture(GL_TEXTURE_2D, mDummyTexId);
glTexImage2D(GL_TEXTURE_2D, 0, GL_LUMINANCE, 4, 4, 0, GL_LUMINANCE, GL_UNSIGNED_BYTE, 0);
}
// let's check the GPU capabilities
mSupportedMask = DEPTH_CORRECTION_BIT | BACKFACE_SHADING_BIT;
if (!QGLFramebufferObject::hasOpenGLFramebufferObjects ())
{
mIsSupported = false;
return;
}
if (GLEW_ARB_texture_float)
mSupportedMask |= FLOAT_BUFFER_BIT;
else
std::cout << "Splatting: warning floating point textures are not supported.\n";
if (GLEW_ARB_draw_buffers && (!mBuggedAtiBlending))
mSupportedMask |= DEFERRED_SHADING_BIT;
else
std::cout << "Splatting: warning deferred shading is not supported.\n";
if (GLEW_ARB_shadow)
mSupportedMask |= OUTPUT_DEPTH_BIT;
else
std::cerr << "Splatting: warning copy of the depth buffer is not supported.\n";
mFlags = mFlags & mSupportedMask;
// load shader source
mShaderSrcs[0] = loadSource("VisibilityVP","Raycasting.glsl");
mShaderSrcs[1] = loadSource("VisibilityFP","Raycasting.glsl");
mShaderSrcs[2] = loadSource("AttributeVP","Raycasting.glsl");
mShaderSrcs[3] = loadSource("AttributeFP","Raycasting.glsl");
mShaderSrcs[4] = "";
mShaderSrcs[5] = loadSource("Finalization","Finalization.glsl");
//mCurrentPass = 2;
mBindedPass = -1;
GL_TEST_ERR
}
template <class MeshType>
void SplatRenderer<MeshType>::updateRenderBuffer()
{
if ( (!mRenderBuffer)
|| (mRenderBuffer->width()!=mCachedVP[2])
|| (mRenderBuffer->height()!=mCachedVP[3])
|| ( (mCachedFlags & mRenderBufferMask) != (mFlags & mRenderBufferMask) ))
{
delete mRenderBuffer;
GLenum fmt = (mFlags&FLOAT_BUFFER_BIT) ? GL_RGBA16F_ARB : GL_RGBA;
mRenderBuffer = new QGLFramebufferObject(mCachedVP[2], mCachedVP[3],
(mFlags&OUTPUT_DEPTH_BIT) ? QGLFramebufferObject::NoAttachment : QGLFramebufferObject::Depth,
GL_TEXTURE_RECTANGLE_ARB, fmt);
if (!mRenderBuffer->isValid())
{
std::cout << "SplatRenderer: invalid FBO\n";
}
GL_TEST_ERR
if (mFlags&DEFERRED_SHADING_BIT)
{
// in deferred shading mode we need an additional buffer to accumulate the normals
if (mNormalTextureID==0)
glGenTextures(1,&mNormalTextureID);
glBindTexture(GL_TEXTURE_RECTANGLE_ARB, mNormalTextureID);
glTexImage2D(GL_TEXTURE_RECTANGLE_ARB, 0, fmt, mCachedVP[2], mCachedVP[3], 0, GL_RGBA, GL_FLOAT, 0);
glTexParameteri(GL_TEXTURE_RECTANGLE_ARB, GL_TEXTURE_MIN_FILTER, GL_NEAREST);
glTexParameteri(GL_TEXTURE_RECTANGLE_ARB, GL_TEXTURE_MAG_FILTER, GL_NEAREST);
mRenderBuffer->bind();
glFramebufferTexture2DEXT(GL_FRAMEBUFFER_EXT, GL_COLOR_ATTACHMENT1_EXT, GL_TEXTURE_RECTANGLE_ARB, mNormalTextureID, 0);
mRenderBuffer->release();
GL_TEST_ERR
}
if (mFlags&OUTPUT_DEPTH_BIT)
{
// to output the depth values to the final depth buffer we need to
// attach a depth buffer as a texture
if (mDepthTextureID==0)
glGenTextures(1,&mDepthTextureID);
glBindTexture(GL_TEXTURE_RECTANGLE_ARB, mDepthTextureID);
glTexImage2D(GL_TEXTURE_RECTANGLE_ARB, 0, GL_DEPTH_COMPONENT24_ARB, mCachedVP[2], mCachedVP[3], 0, GL_DEPTH_COMPONENT, GL_FLOAT, 0);
glTexParameteri(GL_TEXTURE_RECTANGLE_ARB, GL_TEXTURE_MIN_FILTER, GL_NEAREST);
glTexParameteri(GL_TEXTURE_RECTANGLE_ARB, GL_TEXTURE_MAG_FILTER, GL_NEAREST);
mRenderBuffer->bind();
glFramebufferTexture2DEXT(GL_FRAMEBUFFER_EXT, GL_DEPTH_ATTACHMENT_EXT, GL_TEXTURE_RECTANGLE_ARB, mDepthTextureID, 0);
mRenderBuffer->release();
GL_TEST_ERR
}
}
}
template <class MeshType>
void SplatRenderer<MeshType>::Render(std::vector<MeshType*> & meshes, vcg::GLW::ColorMode cm, vcg::GLW::TextureMode tm )
{
if(meshes.empty()) return;
GL_TEST_ERR
/*************** First Pass ***********/
// this is the first pass of the frame, so let's update the shaders, buffers, etc...
glGetIntegerv(GL_VIEWPORT, mCachedVP);
glGetFloatv(GL_MODELVIEW_MATRIX, mCachedMV);
glGetFloatv(GL_PROJECTION_MATRIX, mCachedProj);
updateRenderBuffer();
if (mCachedFlags != mFlags)
configureShaders();
mCachedFlags = mFlags;
mParams.update(mCachedMV, mCachedProj, mCachedVP);
//float s = meshes[0]->glw.GetHintParamf(vcg::GLW::HNPPointSize);
//if (s>1)
// s = pow(s,0.3f);
float s = 1.f;
mParams.radiusScale *= s;
// FIXME since meshlab does not set any material properties, let's define some here
glDisable(GL_COLOR_MATERIAL);
glMaterialf(GL_FRONT_AND_BACK, GL_SHININESS, 64);
glMaterialfv(GL_FRONT_AND_BACK, GL_AMBIENT, vcg::Point4f(0.3, 0.3, 0.3, 1.).V());
glMaterialfv(GL_FRONT_AND_BACK, GL_DIFFUSE, vcg::Point4f(0.6, 0.6, 0.6, 1.).V());
glMaterialfv(GL_FRONT_AND_BACK, GL_SPECULAR, vcg::Point4f(0.5, 0.5, 0.5, 1.).V());
mRenderBuffer->bind();
if (mFlags&DEFERRED_SHADING_BIT)
{
GLenum buf[2] = {GL_COLOR_ATTACHMENT0_EXT,GL_COLOR_ATTACHMENT1_EXT};
glDrawBuffersARB(2, buf);
}
glViewport(mCachedVP[0],mCachedVP[1],mCachedVP[2],mCachedVP[3]);
glClearColor(0,0,0,0);
glClear(GL_COLOR_BUFFER_BIT|GL_DEPTH_BUFFER_BIT);
//* End Setup of first Pass Now a simple rendering of all the involved meshes.*/
mParams.loadTo(mShaders[0].prog);
enablePass(0);
drawSplats(meshes,cm,tm);
// begin second pass
mParams.loadTo(mShaders[1].prog);
enablePass(1);
drawSplats(meshes,cm,tm);
//* Start third Pass Setup */
// this is the last pass: normalization by the sum of weights + deferred shading
mRenderBuffer->release();
if (mFlags&DEFERRED_SHADING_BIT)
glDrawBuffer(GL_BACK);
enablePass(2);
// switch to normalized 2D rendering mode
glMatrixMode(GL_PROJECTION);
glPushMatrix();
glLoadIdentity();
glMatrixMode(GL_MODELVIEW);
glPushMatrix();
glLoadIdentity();
mShaders[2].prog.Uniform("viewport",float(mCachedVP[0]),float(mCachedVP[1]),float(mCachedVP[2]),float(mCachedVP[3]));
mShaders[2].prog.Uniform("ColorWeight",GLint(0)); // this is a texture unit
glActiveTexture(GL_TEXTURE0);
glBindTexture(GL_TEXTURE_RECTANGLE_ARB,mRenderBuffer->texture());
if (mFlags&DEFERRED_SHADING_BIT)
{
mShaders[2].prog.Uniform("unproj", mCachedProj[10], mCachedProj[14]);
mShaders[2].prog.Uniform("NormalWeight",GLint(1)); // this is a texture unit
glActiveTexture(GL_TEXTURE1);
glBindTexture(GL_TEXTURE_RECTANGLE_ARB,mNormalTextureID);
GL_TEST_ERR
}
if (mFlags&OUTPUT_DEPTH_BIT)
{
mShaders[2].prog.Uniform("Depth",GLint(2)); // this is a texture unit
glActiveTexture(GL_TEXTURE2);GL_TEST_ERR
glBindTexture(GL_TEXTURE_RECTANGLE_ARB,mDepthTextureID);GL_TEST_ERR
GL_TEST_ERR
}
else
{
glDisable(GL_DEPTH_TEST);
glDepthMask(GL_FALSE);
}
// draw a quad covering the whole screen
vcg::Point3f viewVec(1./mCachedProj[0], 1./mCachedProj[5], -1);
glBegin(GL_QUADS);
glColor3f(1, 0, 0);
glTexCoord3f(viewVec.X(),viewVec.Y(),viewVec.Z());
glMultiTexCoord2f(GL_TEXTURE1,1.,1.);
glVertex3f(1,1,0);
glColor3f(1, 1, 0);
glTexCoord3f(-viewVec.X(),viewVec.Y(),viewVec.Z());
glMultiTexCoord2f(GL_TEXTURE1,0.,1.);
glVertex3f(-1,1,0);
glColor3f(0, 1, 1);
glTexCoord3f(-viewVec.X(),-viewVec.Y(),viewVec.Z());
glMultiTexCoord2f(GL_TEXTURE1,0.,0.);
glVertex3f(-1,-1,0);
glColor3f(1, 0, 1);
glTexCoord3f(viewVec.X(),-viewVec.Y(),viewVec.Z());
glMultiTexCoord2f(GL_TEXTURE1,1.,0.);
glVertex3f(1,-1,0);
glEnd();
if (!(mFlags&OUTPUT_DEPTH_BIT))
{
glEnable(GL_DEPTH_TEST);
glDepthMask(GL_TRUE);
}
glUseProgram(0);
// restore matrices
glMatrixMode(GL_PROJECTION);
glPopMatrix();
glMatrixMode(GL_MODELVIEW);
glPopMatrix();
GL_TEST_ERR
}
template <class MeshType>
void SplatRenderer<MeshType>::Render(
std::vector< std::vector<vcg::Point3f> * > & positions,
std::vector< std::vector<vcg::Point3f> * > & normals,
std::vector< std::vector<vcg::Point3<unsigned char> > * > & colors,
std::vector<float> & radius, vcg::GLW::ColorMode cm, vcg::GLW::TextureMode tm )
{
if(positions.empty()) return;
GL_TEST_ERR
/*************** First Pass ***********/
// this is the first pass of the frame, so let's update the shaders, buffers, etc...
glGetIntegerv(GL_VIEWPORT, mCachedVP);
glGetFloatv(GL_MODELVIEW_MATRIX, mCachedMV);
glGetFloatv(GL_PROJECTION_MATRIX, mCachedProj);
updateRenderBuffer();
if (mCachedFlags != mFlags)
configureShaders();
mCachedFlags = mFlags;
mParams.update(mCachedMV, mCachedProj, mCachedVP);
//float s = meshes[0]->glw.GetHintParamf(vcg::GLW::HNPPointSize);
//if (s>1)
// s = pow(s,0.3f);
float s = 1.f;
mParams.radiusScale *= s;
// FIXME since meshlab does not set any material properties, let's define some here
glDisable(GL_COLOR_MATERIAL);
glMaterialf(GL_FRONT_AND_BACK, GL_SHININESS, 64);
glMaterialfv(GL_FRONT_AND_BACK, GL_AMBIENT, vcg::Point4f(0.3, 0.3, 0.3, 1.).V());
glMaterialfv(GL_FRONT_AND_BACK, GL_DIFFUSE, vcg::Point4f(0.6, 0.6, 0.6, 1.).V());
glMaterialfv(GL_FRONT_AND_BACK, GL_SPECULAR, vcg::Point4f(0.5, 0.5, 0.5, 1.).V());
mRenderBuffer->bind();
if (mFlags&DEFERRED_SHADING_BIT)
{
GLenum buf[2] = {GL_COLOR_ATTACHMENT0_EXT,GL_COLOR_ATTACHMENT1_EXT};
glDrawBuffersARB(2, buf);
}
glViewport(mCachedVP[0],mCachedVP[1],mCachedVP[2],mCachedVP[3]);
glClearColor(0,0,0,0);
glClear(GL_COLOR_BUFFER_BIT|GL_DEPTH_BUFFER_BIT);
//* End Setup of first Pass Now a simple rendering of all the involved meshes.*/
mParams.loadTo(mShaders[0].prog);
enablePass(0);
drawSplats(positions,normals,colors,radius,cm,tm);
// begin second pass
mParams.loadTo(mShaders[1].prog);
enablePass(1);
drawSplats(positions,normals,colors,radius,cm,tm);
//* Start third Pass Setup */
// this is the last pass: normalization by the sum of weights + deferred shading
mRenderBuffer->release();
if (mFlags&DEFERRED_SHADING_BIT)
glDrawBuffer(GL_BACK);
enablePass(2);
// switch to normalized 2D rendering mode
glMatrixMode(GL_PROJECTION);
glPushMatrix();
glLoadIdentity();
glMatrixMode(GL_MODELVIEW);
glPushMatrix();
glLoadIdentity();
mShaders[2].prog.Uniform("viewport",float(mCachedVP[0]),float(mCachedVP[1]),float(mCachedVP[2]),float(mCachedVP[3]));
mShaders[2].prog.Uniform("ColorWeight",GLint(0)); // this is a texture unit
glActiveTexture(GL_TEXTURE0);
glBindTexture(GL_TEXTURE_RECTANGLE_ARB,mRenderBuffer->texture());
if (mFlags&DEFERRED_SHADING_BIT)
{
mShaders[2].prog.Uniform("unproj", mCachedProj[10], mCachedProj[14]);
mShaders[2].prog.Uniform("NormalWeight",GLint(1)); // this is a texture unit
glActiveTexture(GL_TEXTURE1);
glBindTexture(GL_TEXTURE_RECTANGLE_ARB,mNormalTextureID);
GL_TEST_ERR
}
if (mFlags&OUTPUT_DEPTH_BIT)
{
mShaders[2].prog.Uniform("Depth",GLint(2)); // this is a texture unit
glActiveTexture(GL_TEXTURE2);GL_TEST_ERR
glBindTexture(GL_TEXTURE_RECTANGLE_ARB,mDepthTextureID);GL_TEST_ERR
GL_TEST_ERR
}
else
{
glDisable(GL_DEPTH_TEST);
glDepthMask(GL_FALSE);
}
// draw a quad covering the whole screen
vcg::Point3f viewVec(1./mCachedProj[0], 1./mCachedProj[5], -1);
glBegin(GL_QUADS);
glColor3f(1, 0, 0);
glTexCoord3f(viewVec.X(),viewVec.Y(),viewVec.Z());
glMultiTexCoord2f(GL_TEXTURE1,1.,1.);
glVertex3f(1,1,0);
glColor3f(1, 1, 0);
glTexCoord3f(-viewVec.X(),viewVec.Y(),viewVec.Z());
glMultiTexCoord2f(GL_TEXTURE1,0.,1.);
glVertex3f(-1,1,0);
glColor3f(0, 1, 1);
glTexCoord3f(-viewVec.X(),-viewVec.Y(),viewVec.Z());
glMultiTexCoord2f(GL_TEXTURE1,0.,0.);
glVertex3f(-1,-1,0);
glColor3f(1, 0, 1);
glTexCoord3f(viewVec.X(),-viewVec.Y(),viewVec.Z());
glMultiTexCoord2f(GL_TEXTURE1,1.,0.);
glVertex3f(1,-1,0);
glEnd();
if (!(mFlags&OUTPUT_DEPTH_BIT))
{
glEnable(GL_DEPTH_TEST);
glDepthMask(GL_TRUE);
}
glUseProgram(0);
// restore matrices
glMatrixMode(GL_PROJECTION);
glPopMatrix();
glMatrixMode(GL_MODELVIEW);
glPopMatrix();
GL_TEST_ERR
}
#if 0
void SplatRenderer::Draw(QAction *a, MeshModel &m, RenderMode &rm, QGLWidget * gla)
{
if (m.vert.RadiusEnabled)
{
if (mCurrentPass==2)
return;
enablePass(mCurrentPass);
/*if (mCurrentPass==1)*/ drawSplats(m, rm);
}
else if (mCurrentPass==2)
{
MeshRenderInterface::Draw(a, m, rm, gla);
}
}
#endif
template <class MeshType>
void SplatRenderer<MeshType>::enablePass(int n)
{
if (mBindedPass!=n)
{
if (mBindedPass>=0)
mShaders[mBindedPass].prog.Unbind();
mShaders[n].prog.Bind();
mBindedPass = n;
// set GL states
if (n==0)
{
glDisable(GL_LIGHTING);
// glDisable(GL_POINT_SMOOTH);
glEnable(GL_VERTEX_PROGRAM_POINT_SIZE);
glAlphaFunc(GL_LESS,1);
glColorMask(GL_FALSE,GL_FALSE,GL_FALSE,GL_FALSE);
glDepthMask(GL_TRUE);
glDisable(GL_BLEND);
glEnable(GL_ALPHA_TEST);
glEnable(GL_DEPTH_TEST);
// glActiveTexture(GL_TEXTURE0);
// glTexEnvf(GL_POINT_SPRITE, GL_COORD_REPLACE, GL_TRUE);
// glEnable(GL_POINT_SPRITE_ARB);
}
if (n==1)
{
glDisable(GL_LIGHTING);
glEnable(GL_POINT_SMOOTH);
glActiveTexture(GL_TEXTURE0);
glEnable(GL_VERTEX_PROGRAM_POINT_SIZE);
glColorMask(GL_TRUE,GL_TRUE,GL_TRUE,GL_TRUE);
glBlendFuncSeparate(GL_SRC_ALPHA, GL_ONE, GL_ONE,GL_ONE);
// //glBlendFuncSeparate(GL_ONE, GL_ZERO, GL_ONE,GL_ZERO);
// glBlendFunc(GL_ONE,GL_ZERO);
glDepthMask(GL_FALSE);
glEnable(GL_BLEND);
glEnable(GL_DEPTH_TEST);
glDisable(GL_ALPHA_TEST);
// glActiveTexture(GL_TEXTURE0);
}
if ( (n==0) || (n==1) )
{
// enable point sprite rendering mode
glActiveTexture(GL_TEXTURE0);
if (mWorkaroundATI)
{
glBindTexture(GL_TEXTURE_2D, mDummyTexId);
glTexImage2D(GL_TEXTURE_2D, 0, GL_LUMINANCE, 2, 2, 0, GL_LUMINANCE, GL_UNSIGNED_BYTE, 0);
glPointParameterf(GL_POINT_SPRITE_COORD_ORIGIN, GL_LOWER_LEFT);
// hm... ^^^^
}
glTexEnvf(GL_POINT_SPRITE, GL_COORD_REPLACE, GL_TRUE);
glEnable(GL_POINT_SPRITE_ARB);
}
if (n==2)
{
glColorMask(GL_TRUE,GL_TRUE,GL_TRUE,GL_TRUE);
glDepthMask(GL_TRUE);
glDisable(GL_LIGHTING);
glDisable(GL_BLEND);
}
}
}
template <class MeshType>
void SplatRenderer<MeshType>::drawSplats(
std::vector< std::vector<vcg::Point3f> * > & positions,
std::vector< std::vector<vcg::Point3f> * > & normals,
std::vector< std::vector<vcg::Point3<unsigned char> > * > & colors,
std::vector<float> & radius,
vcg::GLW::ColorMode cm, vcg::GLW::TextureMode tm)
{
for(unsigned int ii = 0; ii < positions.size();++ii)
{
glBegin(GL_POINTS);
glMultiTexCoord1f(GL_TEXTURE2, radius[ii] );
for(unsigned int vi= 0;vi< positions[ii]->size() ;++vi){
vcg::Point3<unsigned char> co = (*colors[ii])[vi];
glColor3ub ( co[0],co[1],co[2]);
glNormal((*normals[ii])[vi]);
glVertex( (*positions[ii])[vi]);
}
glEnd();
}
}
template <class MeshType>
void SplatRenderer<MeshType>::drawSplats(std::vector<MeshType*> & meshes, vcg::GLW::ColorMode cm, vcg::GLW::TextureMode tm)
{
// check if we have to use the immediate mode
if(meshes.empty()) return;
int nV = 0;
unsigned int ii = 0;
for(; ii < meshes.size();++ii){
nV+=meshes[ii]->vn;
if((nV>150000) || (meshes[ii]->vn!=(int) meshes[ii]->vert.size()))
break;
}
bool immediatemode = ii<meshes.size() ;
if(immediatemode){
for(unsigned int ii = 0; ii < meshes.size();++ii)
{
MeshType & m = *meshes[ii];
// immediate mode
if( (cm == vcg::GLW::CMPerFace) && (!vcg::tri::HasPerFaceColor( m)) )
cm=vcg::GLW::CMNone;
glPushMatrix();
glMultMatrix( m.Tr);
CMeshO::VertexIterator vi;
glBegin(GL_POINTS);
if(cm==vcg::GLW::CMPerMesh)
glColor( m.C());
for(vi= m.vert.begin();vi!= m.vert.end();++vi)
if(!(*vi).IsD())
{
glMultiTexCoord1f(GL_TEXTURE2, (*vi).cR());
glNormal((*vi).cN());
if (cm==vcg::GLW::CMPerVert) glColor((*vi).C());
glVertex((*vi).P());
}
glEnd();
glPopMatrix();
}
return;
}
for(unsigned int ii = 0; ii < meshes.size();++ii){
MeshType & m = *meshes[ii];
// bind the radius
glClientActiveTexture(GL_TEXTURE2);
glTexCoordPointer(
1,
GL_FLOAT,
size_t(m.vert[1].cR())-size_t(m.vert[0].cR()),
&m.vert[0].cR()
);
glEnableClientState(GL_TEXTURE_COORD_ARRAY);
glClientActiveTexture(GL_TEXTURE0);
// draw the vertices
vcg::GlTrimesh<MeshType> glw;
glw.m = &m;
glw.Draw(vcg::GLW::DMPoints,cm,tm);
glClientActiveTexture(GL_TEXTURE2);
glDisableClientState(GL_TEXTURE_COORD_ARRAY);
glClientActiveTexture(GL_TEXTURE0);
}
}
template <class MeshType>
void SplatRenderer<MeshType>::UniformParameters::update(float* mv, float* proj, GLint* vp)
{
// extract the uniform scale
float scale = vcg::Point3f(mv[0],mv[1],mv[2]).Norm();
radiusScale = scale;
preComputeRadius = - std::max(proj[0]*vp[2], proj[5]*vp[3]);
depthOffset = 2.0;
oneOverEwaRadius = 0.70710678118654;
halfVp = vcg::Point2f(0.5*vp[2], 0.5*vp[3]);
rayCastParameter1 =vcg::Point3f(2./(proj[0]*vp[2]), 2./(proj[5]*vp[3]), 0.0);
rayCastParameter2 =vcg::Point3f(-1./proj[0], -1./proj[5], -1.0);
depthParameterCast = vcg::Point2f(0.5*proj[14], 0.5-0.5*proj[10]);
}
template <class MeshType>
void SplatRenderer <MeshType>::UniformParameters::loadTo(Program& prg)
{
prg.Bind();
prg.Uniform("expeRadiusScale",radiusScale);
prg.Uniform("expePreComputeRadius",preComputeRadius);
prg.Uniform("expeDepthOffset",depthOffset);
prg.Uniform("oneOverEwaRadius",oneOverEwaRadius);
prg.Uniform("halfVp",halfVp);
prg.Uniform("rayCastParameter1",rayCastParameter1);
prg.Uniform("rayCastParameter2",rayCastParameter2);
prg.Uniform("depthParameterCast",depthParameterCast);
}
#endif

View File

@ -0,0 +1,6 @@
<!DOCTYPE RCC><RCC version="1.0">
<qresource prefix="/SplatRenderer">
<file>shaders/Raycasting.glsl</file>
<file>shaders/Finalization.glsl</file>
</qresource>
</RCC>