/**************************************************************************** * 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 #include #include #include #include #include #include #include #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 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 & , vcg::GLW::ColorMode cm, vcg::GLW::TextureMode tm); void drawSplats( std::vector< std::vector * > & positions, std::vector< std::vector * > & normals, std::vector< std::vector > * > & colors, std::vector & 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 &meshes, vcg::GLW::ColorMode cm, vcg::GLW::TextureMode tm); void Render( std::vector< std::vector * > & positions, std::vector< std::vector * > & normals, std::vector< std::vector > * > & colors, std::vector & radius, vcg::GLW::ColorMode cm, vcg::GLW::TextureMode tm); };// end class template void SplatRenderer:: 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 void SplatRenderer::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 QString SplatRenderer::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 void SplatRenderer::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 void SplatRenderer::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 void SplatRenderer::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 void SplatRenderer::Render(std::vector & 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 void SplatRenderer::Render( std::vector< std::vector * > & positions, std::vector< std::vector * > & normals, std::vector< std::vector > * > & colors, std::vector & 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 void SplatRenderer::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 void SplatRenderer::drawSplats( std::vector< std::vector * > & positions, std::vector< std::vector * > & normals, std::vector< std::vector > * > & colors, std::vector & 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 co = (*colors[ii])[vi]; glColor3ub ( co[0],co[1],co[2]); glNormal((*normals[ii])[vi]); glVertex( (*positions[ii])[vi]); } glEnd(); } } template void SplatRenderer::drawSplats(std::vector & 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; /* temporary patch: If the number of vertices is above IMMEDIATE_MODE_THR, use the immediate mode */ const int IMMEDIATE_MODE_THR = 0; unsigned int ii = 0; for(; ii < meshes.size();++ii){ nV+=meshes[ii]->vn; if((nV>IMMEDIATE_MODE_THR) || (meshes[ii]->vn!=(int) meshes[ii]->vert.size())) break; } bool immediatemode = ii glw; glw.m = &m; glw.Draw(vcg::GLW::DMPoints,cm,tm); glClientActiveTexture(GL_TEXTURE2); glDisableClientState(GL_TEXTURE_COORD_ARRAY); glClientActiveTexture(GL_TEXTURE0); } } template void SplatRenderer::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 void SplatRenderer ::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