first working commit for the apss (from Algebraic point set surfaces
Gaël Guennebaud and Markus Gross, SIG07)
This commit is contained in:
parent
969f556691
commit
42c69abccf
wrap/gl/splatting_apss
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/****************************************************************************
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* MeshLab o o *
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* An extendible mesh processor o o *
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* _ O _ *
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* Copyright(C) 2005, 2009 \/)\/ *
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* Visual Computing Lab /\/| *
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* ISTI - Italian National Research Council | *
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* \ *
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* All rights reserved. *
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* *
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* This program is free software; you can redistribute it and/or modify *
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* it under the terms of the GNU General Public License as published by *
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||||
* the Free Software Foundation; either version 2 of the License, or *
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* (at your option) any later version. *
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* *
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* This program is distributed in the hope that it will be useful, *
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||||
* but WITHOUT ANY WARRANTY; without even the implied warranty of *
|
||||
* MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the *
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* GNU General Public License (http://www.gnu.org/licenses/gpl.txt) *
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* for more details. *
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* *
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****************************************************************************/
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#extension GL_ARB_texture_rectangle : enable
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#ifndef EXPE_DEPTH_INTERPOLATION
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#define EXPE_DEPTH_INTERPOLATION 0
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#endif
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#ifndef EXPE_OUTPUT_DEPTH
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#define EXPE_OUTPUT_DEPTH 0
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#endif
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// avoid an annoying bug with the nvidia driver 87XX serie.
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#define epsilon 0.000001
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uniform vec4 viewport;
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#ifndef EXPE_DEFERRED_SHADING
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uniform sampler2DRect ColorWeight;
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#if (EXPE_OUTPUT_DEPTH==1)
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uniform sampler2DRect Depth;
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#endif
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void Finalization(void)
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{
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vec4 color = texture2DRect(ColorWeight, gl_FragCoord.st - viewport.xy + epsilon);
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#if (EXPE_OUTPUT_DEPTH==1)
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gl_FragDepth = texture2DRect(Depth, gl_FragCoord.st + epsilon).x;
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#endif
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if (color.w<0.001)
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discard;
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gl_FragColor = color/color.w;
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gl_FragColor.a = 1.;
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}
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#else
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uniform vec2 unproj;
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uniform sampler2DRect ColorWeight;
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uniform sampler2DRect NormalWeight;
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#if ( (EXPE_DEPTH_INTERPOLATION==0) || (EXPE_OUTPUT_DEPTH==1))
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uniform sampler2DRect Depth;
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#endif
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void Finalization(void)
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{
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vec4 color = texture2DRect(ColorWeight, gl_FragCoord.st - viewport.xy + epsilon);
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if (color.w<0.001)
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discard;
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if(color.w>0.001)
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color.xyz /= color.w;
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vec3 viewVec = normalize(gl_TexCoord[0].xyz);
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vec4 normaldepth = texture2DRect(NormalWeight, gl_FragCoord.st + epsilon);
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normaldepth.xyz = normaldepth.xyz/normaldepth.w;
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#if (EXPE_OUTPUT_DEPTH==1)
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gl_FragDepth = texture2DRect(Depth, gl_FragCoord.st + epsilon).x;
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#endif
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#if EXPE_DEPTH_INTERPOLATION==2
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float depth = -normaldepth.z;
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#elif EXPE_DEPTH_INTERPOLATION==1
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float depth = unproj.y/(2.0*normaldepth.z+unproj.x-1.0);
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#else
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float depth = texture2DRect(Depth, gl_FragCoord.st + epsilon).x;
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depth = unproj.y/(2.0*depth+unproj.x-1.0);
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#endif
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vec3 normal = normaldepth.xyz;
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#if EXPE_DEPTH_INTERPOLATION!=0
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normal.z = sqrt(1. - dot(vec3(normal.xy,0),vec3(normal.xy,0)));
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#endif
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normal = normalize(normal);
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vec3 eyePos = gl_TexCoord[0].xyz * depth;
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gl_FragColor = meshlabLighting(color, eyePos, normal);
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gl_FragColor.a = 1.0;
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}
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#endif
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/****************************************************************************
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* MeshLab o o *
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* An extendible mesh processor o o *
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* _ O _ *
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||||
* Copyright(C) 2005, 2009 \/)\/ *
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||||
* Visual Computing Lab /\/| *
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||||
* ISTI - Italian National Research Council | *
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* \ *
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||||
* All rights reserved. *
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||||
* *
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* This program is free software; you can redistribute it and/or modify *
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||||
* 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. *
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||||
* *
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||||
* 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 *
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||||
* GNU General Public License (http://www.gnu.org/licenses/gpl.txt) *
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* for more details. *
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* *
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****************************************************************************/
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// #version 110
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// #extension all : enable
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#pragma optimize(on)
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#ifndef EXPE_EWA_HINT
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#define EXPE_EWA_HINT 0
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#endif
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#ifndef EXPE_DEPTH_INTERPOLATION
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#define EXPE_DEPTH_INTERPOLATION 0
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#endif
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//--------------------------------------------------------------------------------
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// shared variables
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//--------------------------------------------------------------------------------
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// custom vertex attributes
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//attribute float radius;
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#ifdef CLIPPED_SPLAT
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attribute vec3 secondNormal;
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varying vec4 clipLine;
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#endif
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// standard uniforms
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uniform float expeRadiusScale;
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uniform float expePreComputeRadius;
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uniform float expeDepthOffset;
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// varying
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varying vec4 covmat;
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varying vec3 fragNormal;
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varying vec3 fragNoverCdotN;
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varying vec3 fragCenter;
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varying float scaleSquaredDistance;
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#ifdef EXPE_ATI_WORKAROUND
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varying vec4 fragCenterAndRadius;
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#endif
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#ifdef EXPE_DEPTH_CORRECTION
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varying float depthOffset;
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#endif
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uniform vec2 halfVp;
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uniform float oneOverEwaRadius;
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#ifdef EXPE_BACKFACE_SHADING
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#undef EXPE_EARLY_BACK_FACE_CULLING
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//#define EXPE_EWA_HINT 2
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#endif
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//--------------------------------------------------------------------------------
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// Visibility Splatting
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// Vertex Shader
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//--------------------------------------------------------------------------------
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#ifdef __VisibilityVP__
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varying vec2 scaledFragCenter2d;
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void VisibilityVP(void)
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{
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vec3 normal = normalize(gl_NormalMatrix * gl_Normal);
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// Point in eye space
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vec4 ePos = gl_ModelViewMatrix * gl_Vertex;
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float dotpn = dot(normal.xyz,ePos.xyz);
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vec4 oPos;
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#ifdef EXPE_EARLY_BACK_FACE_CULLING
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// back_face culling
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oPos = vec4(0,0,1,0);
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if(dotpn<0.)
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{
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#endif
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float radius = gl_MultiTexCoord2.x * expeRadiusScale;
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vec4 pointSize;
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pointSize.x = radius * expePreComputeRadius / ePos.z;
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gl_PointSize = max(1.0, pointSize.x);
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scaleSquaredDistance = 1.0 / (radius * radius);
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//fragNormal = normal;
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fragCenter = ePos.xyz;
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fragNoverCdotN = normal/dot(ePos.xyz,normal);
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#ifndef EXPE_DEPTH_CORRECTION
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ePos.xyz += normalize(ePos.xyz) * expeDepthOffset * radius;
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#else
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//ePos.xyz += normalize(ePos.xyz) * expeDepthOffset * radius;
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depthOffset = expeDepthOffset * radius;
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#endif
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oPos = gl_ProjectionMatrix * ePos;
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#if (EXPE_EWA_HINT>0)
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scaledFragCenter2d = 0.5*((oPos.xy/oPos.w)+1.0)*halfVp*oneOverEwaRadius;
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#endif
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#ifdef EXPE_ATI_WORKAROUND
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fragCenterAndRadius.xyz = (oPos.xyz/oPos.w) + 1.0;
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fragCenterAndRadius.xy = fragCenterAndRadius.xy*halfVp;
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fragCenterAndRadius.z = fragCenterAndRadius.z*0.5;
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fragCenterAndRadius.w = pointSize.x;
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#endif
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#ifndef EXPE_EARLY_BACK_FACE_CULLING
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oPos.w = oPos.w * ( (dotpn<0.0) ? 1.0 : 0.0);
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#else
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}
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#endif
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gl_Position = oPos;
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}
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#endif
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//--------------------------------------------------------------------------------
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// Visibility Splatting
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// Fragment Shader
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//--------------------------------------------------------------------------------
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#ifdef __VisibilityFP__
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varying vec2 scaledFragCenter2d;
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uniform vec3 rayCastParameter1;
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uniform vec3 rayCastParameter2;
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uniform vec2 depthParameterCast;
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void VisibilityFP(void)
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{
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#ifdef EXPE_ATI_WORKAROUND
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vec3 fragCoord;
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fragCoord.xy = fragCenterAndRadius.xy + (gl_TexCoord[0].st-0.5) * fragCenterAndRadius.w;
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fragCoord.z = fragCenterAndRadius.z;
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#else
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vec3 fragCoord = gl_FragCoord.xyz;
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#endif
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// compute q in object space
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vec3 qOne = rayCastParameter1 * fragCoord + rayCastParameter2; // MAD
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float oneOverDepth = dot(qOne,-fragNoverCdotN); // DP3
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float depth = (1.0/oneOverDepth); // RCP
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vec3 diff = fragCenter + qOne * depth; // MAD
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float r2 = dot(diff,diff); // DP3
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#if (EXPE_EWA_HINT>0)
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vec2 d2 = oneOverEwaRadius*gl_FragCoord.xy - scaledFragCenter2d; // MAD
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float r2d = dot(d2,d2); // DP3
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gl_FragColor = vec4(min(r2d,r2*scaleSquaredDistance));
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#else
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gl_FragColor = vec4(r2*scaleSquaredDistance);
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#endif
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#ifdef EXPE_DEPTH_CORRECTION
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oneOverDepth = 1.0/(-depth+depthOffset);
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gl_FragDepth = depthParameterCast.x * oneOverDepth + depthParameterCast.y; // MAD
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#endif
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}
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#endif
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#ifdef __AttributeVP__
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varying vec2 scaledFragCenter2d;
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void AttributeVP(void)
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{
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// transform normal
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vec3 normal = normalize(gl_NormalMatrix * gl_Normal);
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// Point in eye space
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vec4 ePos = gl_ModelViewMatrix * gl_Vertex;
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float dotpn = dot(normal.xyz,ePos.xyz);
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vec4 oPos;
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#ifdef EXPE_EARLY_BACK_FACE_CULLING
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// back_face culling
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oPos = vec4(0,0,1,0);
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if(dotpn<0.)
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{
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#endif
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#ifdef EXPE_BACKFACE_SHADING
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if(dotpn>0.)
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{
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dotpn = -dotpn;
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normal = -normal;
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}
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#endif
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float radius = gl_MultiTexCoord2.x * expeRadiusScale * 1.05;
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vec4 pointSize;
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pointSize.x = radius * expePreComputeRadius / ePos.z;
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#if (EXPE_EWA_HINT>0)
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gl_PointSize = max(2.0, pointSize.x);
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#else
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gl_PointSize = max(1.0, pointSize.x);
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#endif
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scaleSquaredDistance = 1. / (radius * radius);
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///********* uncommented fragNormal....
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//fragNormal = normal;
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fragCenter = ePos.xyz;
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fragNoverCdotN = normal/dot(ePos.xyz,normal);
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// Output color
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#ifdef EXPE_DEFERRED_SHADING
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fragNormal.xyz = normal.xyz;
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gl_FrontColor = gl_Color;
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#else
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// Output color
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#ifdef EXPE_LIGHTING
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gl_FrontColor = expeLighting(gl_Color, ePos.xyz, normal.xyz, 1.);
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#else
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gl_FrontColor = meshlabLighting(gl_Color, ePos.xyz, normal.xyz);
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#endif
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#endif
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oPos = gl_ModelViewProjectionMatrix * gl_Vertex;
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#ifdef EXPE_ATI_WORKAROUND
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fragCenterAndRadius.xyz = (oPos.xyz/oPos.w) + 1.0;
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fragCenterAndRadius.xy = fragCenterAndRadius.xy*halfVp;
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fragCenterAndRadius.z = fragCenterAndRadius.z*0.5;
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fragCenterAndRadius.w = pointSize.x;
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#endif
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#if (EXPE_EWA_HINT>0)
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scaledFragCenter2d = ((oPos.xy/oPos.w)+1.0)*halfVp*oneOverEwaRadius;
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#endif
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#ifndef EXPE_EARLY_BACK_FACE_CULLING
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oPos.w = oPos.w * (dotpn<0. ? 1.0 : 0.0);
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#else
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}
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#endif
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gl_Position = oPos;
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}
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#endif
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//--------------------------------------------------------------------------------
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// EWA Splatting
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// Fragment Shader
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//--------------------------------------------------------------------------------
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#ifdef __AttributeFP__
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// this sampler is only used by this fragment shader
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varying vec2 scaledFragCenter2d;
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uniform vec3 rayCastParameter1;
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uniform vec3 rayCastParameter2;
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uniform vec2 depthParameterCast;
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// uniform sampler1D Kernel1dMap;
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void AttributeFP(void)
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{
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#ifdef EXPE_ATI_WORKAROUND
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vec3 fragCoord;
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fragCoord.xy = fragCenterAndRadius.xy + (gl_TexCoord[0].st-0.5) * fragCenterAndRadius.w;
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fragCoord.z = fragCenterAndRadius.z;
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#else
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vec3 fragCoord = gl_FragCoord.xyz;
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#endif
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#if 1
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vec3 qOne = rayCastParameter1 * fragCoord + rayCastParameter2; // MAD
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float oneOverDepth = dot(qOne,fragNoverCdotN); // DP3
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float depth = (1.0/oneOverDepth); // RCP
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vec3 diff = fragCenter - qOne * depth; // MAD
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float r2 = dot(diff,diff); // DP3
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#if (EXPE_EWA_HINT>0)
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vec2 d2 = oneOverEwaRadius*gl_FragCoord.xy - scaledFragCenter2d; // MAD
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float r2d = dot(d2,d2); // DP3
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// float weight = texture1D(Kernel1dMap, min(r2d,r2*scaleSquaredDistance)).a; // MUL + MIN + TEX
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float weight = min(r2d,r2*scaleSquaredDistance);
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weight = clamp(1.-weight,0,1);
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weight = weight*weight;
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#else
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//float weight = texture1D(Kernel1dMap, r2*scaleSquaredDistance).a; // MUL + TEX
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float weight = clamp(1.-r2*scaleSquaredDistance,0.0,1.0);
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weight = weight*weight;
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#endif
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weight *= 0.1; // limits overflow
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||||
#ifdef EXPE_DEPTH_CORRECTION
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gl_FragDepth = depthParameterCast.x * oneOverDepth + depthParameterCast.y; // MAD
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||||
#endif
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||||
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||||
#ifdef EXPE_DEFERRED_SHADING
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gl_FragData[0].rgb = gl_Color.rgb; // MOV
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gl_FragData[1].xyz = fragNormal.xyz; // MOV
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gl_FragData[1].w = weight; // MOV
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||||
gl_FragData[0].w = weight;
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||||
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#if EXPE_DEPTH_INTERPOLATION==2 // linear space
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gl_FragData[1].z = -depth; // MOV
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||||
#elif EXPE_DEPTH_INTERPOLATION==1 // window space
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||||
#ifdef EXPE_DEPTH_CORRECTION
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gl_FragData[1].z = gl_FragDepth;
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#else
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gl_FragData[1].z = fragCoord.z;
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||||
#endif
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||||
#endif
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||||
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||||
#else
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gl_FragColor.rgb = gl_Color.rgb; // MOV
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||||
gl_FragColor.w = weight;
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#endif
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||||
#endif
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||||
}
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||||
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||||
#endif
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@ -0,0 +1,843 @@
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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
|
||||
|
|
@ -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>
|
Loading…
Reference in New Issue