853 lines
26 KiB
C++
853 lines
26 KiB
C++
/****************************************************************************
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* MeshLab o o *
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* A versatile mesh processing toolbox o o *
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* _ O _ *
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* Copyright(C) 2005 \/)\/ *
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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 *
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* 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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#ifndef SPLATRENDERER_H
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#define SPLATRENDERER_H
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#include <QObject>
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#include <QTextStream>
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#include <QFile>
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#include <wrap/gl/trimesh.h>
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#include <wrap/gl/shaders.h>
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#include <wrap/gl/trimesh.h>
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#include <QGLFramebufferObject>
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#include <vcg/complex/complex.h>
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#define GL_TEST_ERR\
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{\
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GLenum eCode;\
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if((eCode=glGetError())!=GL_NO_ERROR)\
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std::cerr << "OpenGL error : " << gluErrorString(eCode) << " in " << __FILE__ << " : " << __LINE__ << std::endl;\
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}
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class QGLFramebufferObject;
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/*
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Rendering with Algebraic Point Set Surfaces, by Gael Guennebaud.
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paper: Algebraic Point Set Surfaces SIGGRAPH '07
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*/
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template <class MeshType>
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class SplatRenderer
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{
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bool mIsSupported;
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bool init_called;
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enum {
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DEFERRED_SHADING_BIT = 0x000001,
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DEPTH_CORRECTION_BIT = 0x000002,
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OUTPUT_DEPTH_BIT = 0x000004,
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BACKFACE_SHADING_BIT = 0x000008,
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FLOAT_BUFFER_BIT = 0x000010
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};
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int mFlags;
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int mCachedFlags;
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int mRenderBufferMask;
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int mSupportedMask;
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//int mCurrentPass;
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int mBindedPass;
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GLuint mDummyTexId; // on ATI graphics card we need to bind a texture to get point sprite working !
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bool mWorkaroundATI;
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bool mBuggedAtiBlending;
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GLuint mNormalTextureID;
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GLuint mDepthTextureID;
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ProgramVF mShaders[3];
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QString mShaderSrcs[6];
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QGLFramebufferObject* mRenderBuffer;
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float mCachedMV[16];
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float mCachedProj[16];
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GLint mCachedVP[4];
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struct UniformParameters
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{
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float radiusScale;
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float preComputeRadius;
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float depthOffset;
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float oneOverEwaRadius;
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vcg::Point2f halfVp;
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vcg::Point3f rayCastParameter1;
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vcg::Point3f rayCastParameter2;
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vcg::Point2f depthParameterCast;
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void loadTo(Program& prg);
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void update(float* mv, float* proj, GLint* vp);
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};
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UniformParameters mParams;
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QString loadSource(const QString& func,const QString& file);
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void configureShaders();
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void updateRenderBuffer();
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void enablePass(int n);
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void drawSplats(std::vector<MeshType*> & , vcg::GLW::ColorMode cm, vcg::GLW::TextureMode tm);
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void drawSplats(
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std::vector< std::vector<vcg::Point3f> * > & positions,
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std::vector< std::vector<vcg::Point3f> * > & normals,
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std::vector< std::vector<vcg::Point3<unsigned char> > * > & colors,
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std::vector<float> & radius,
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vcg::GLW::ColorMode cm, vcg::GLW::TextureMode tm);
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public:
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void Clear();
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void Destroy();
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bool isSupported() {return mIsSupported;}
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void Init(QGLWidget *gla);
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void Render( std::vector<MeshType*> &meshes, vcg::GLW::ColorMode cm, vcg::GLW::TextureMode tm);
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void Render(
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std::vector< std::vector<vcg::Point3f> * > & positions,
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std::vector< std::vector<vcg::Point3f> * > & normals,
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std::vector< std::vector<vcg::Point3<unsigned char> > * > & colors,
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std::vector<float> & radius,
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vcg::GLW::ColorMode cm, vcg::GLW::TextureMode tm);
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};// end class
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template <class MeshType>
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void SplatRenderer<MeshType>:: Destroy(){
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delete mRenderBuffer;
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mRenderBuffer = 0;
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glDeleteTextures(1,&mDepthTextureID);
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glDeleteTextures(1,&mNormalTextureID);
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for(int i = 0; i < 3; ++i)
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this->mShaders[i].prog.Del();
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Clear();
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}
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template <class MeshType>
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void SplatRenderer<MeshType>::Clear()
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{
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mNormalTextureID = 0;
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mDepthTextureID = 0;
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mIsSupported = false;
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mRenderBuffer = 0;
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mWorkaroundATI = false;
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mBuggedAtiBlending = false;
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mDummyTexId = 0;
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mFlags = DEFERRED_SHADING_BIT | DEPTH_CORRECTION_BIT | FLOAT_BUFFER_BIT | OUTPUT_DEPTH_BIT;
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mCachedFlags = ~mFlags;
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// union of bits which controls the render buffer
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mRenderBufferMask = DEFERRED_SHADING_BIT | FLOAT_BUFFER_BIT;
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init_called = false;
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}
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template <class MeshType>
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QString SplatRenderer<MeshType>::loadSource(const QString& func,const QString& filename)
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{
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QString res;
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QFile f(":/SplatRenderer/shaders/" + filename);
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if (!f.open(QFile::ReadOnly))
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{
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std::cerr << "failed to load shader file " << filename.toAscii().data() << "\n";
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return res;
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}
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else qDebug("Succesfully loaded shader func '%s' in file '%s'",qPrintable(func),qPrintable(filename));
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QTextStream stream(&f);
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res = stream.readAll();
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f.close();
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res = QString("#define __%1__ 1\n").arg(func)
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+ QString("#define %1 main\n").arg(func)
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+ res;
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return res;
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}
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template <class MeshType>
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void SplatRenderer<MeshType>::configureShaders()
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{
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const char* passNames[3] = {"Visibility","Attribute","Finalization"};
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QString defines = "";
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if (mFlags & DEFERRED_SHADING_BIT)
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defines += "#define EXPE_DEFERRED_SHADING\n";
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if (mFlags & DEPTH_CORRECTION_BIT)
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defines += "#define EXPE_DEPTH_CORRECTION\n";
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if (mFlags & OUTPUT_DEPTH_BIT)
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defines += "#define EXPE_OUTPUT_DEPTH 1\n";
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if (mFlags & BACKFACE_SHADING_BIT)
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defines += "#define EXPE_BACKFACE_SHADING\n";
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if (mWorkaroundATI)
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defines += "#define EXPE_ATI_WORKAROUND\n";
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QString shading =
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"vec4 meshlabLighting(vec4 color, vec3 eyePos, vec3 normal)"
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"{"
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" normal = normalize(normal);"
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" vec3 lightVec = normalize(gl_LightSource[0].position.xyz);"
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" vec3 halfVec = normalize( lightVec - normalize(eyePos) );"
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" float aux_dot = dot(normal,lightVec);"
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" float diffuseCoeff = clamp(aux_dot, 0.0, 1.0);"
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" 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;"
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" return vec4(color.rgb * ( gl_FrontLightProduct[0].ambient.rgb + diffuseCoeff * gl_FrontLightProduct[0].diffuse.rgb) + specularCoeff * gl_FrontLightProduct[0].specular.rgb, 1.0);"
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"}\n";
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for (int k=0;k<3;++k)
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{
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QString vsrc = shading + defines + mShaderSrcs[k*2+0];
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QString fsrc = shading + defines + mShaderSrcs[k*2+1];
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mShaders[k].SetSources(mShaderSrcs[k*2+0]!="" ? vsrc.toAscii().data() : 0,
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mShaderSrcs[k*2+1]!="" ? fsrc.toAscii().data() : 0);
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mShaders[k].prog.Link();
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if (mShaderSrcs[k*2+0]!="")
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{
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std::string compileinfo = mShaders[k].vshd.InfoLog();
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if (compileinfo.size()>0)
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std::cout << "Vertex shader info (" << passNames[k] << ":\n" << compileinfo << "\n";
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}
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if (mShaderSrcs[k*2+1]!="")
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{
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std::string compileinfo = mShaders[k].fshd.InfoLog();
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if (compileinfo.size()>0)
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std::cout << "Fragment shader info (" << passNames[k] << ":\n" << compileinfo << "\n";
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}
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std::string linkinfo = mShaders[k].prog.InfoLog();
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if (linkinfo.size()>0)
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std::cout << "Link info (" << passNames[k] << ":\n" << linkinfo << "\n";
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}
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}
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template <class MeshType>
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void SplatRenderer<MeshType>::Init(QGLWidget *gla)
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{
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mIsSupported = true;
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gla->makeCurrent();
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// FIXME this should be done in meshlab !!! ??
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glewInit();
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const char* rs = (const char*)glGetString(GL_RENDERER);
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QString rendererString("");
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if(rs)
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rendererString = QString(rs);
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mWorkaroundATI = rendererString.startsWith("ATI") || rendererString.startsWith("AMD");
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// FIXME: maybe some recent HW correctly supports floating point blending...
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mBuggedAtiBlending = rendererString.startsWith("ATI") || rendererString.startsWith("AMD");
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if (mWorkaroundATI && mDummyTexId==0)
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{
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glActiveTexture(GL_TEXTURE0);
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glGenTextures(1,&mDummyTexId);
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glBindTexture(GL_TEXTURE_2D, mDummyTexId);
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glTexImage2D(GL_TEXTURE_2D, 0, GL_LUMINANCE, 4, 4, 0, GL_LUMINANCE, GL_UNSIGNED_BYTE, 0);
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}
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// let's check the GPU capabilities
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mSupportedMask = DEPTH_CORRECTION_BIT | BACKFACE_SHADING_BIT;
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if (!QGLFramebufferObject::hasOpenGLFramebufferObjects ())
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{
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mIsSupported = false;
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return;
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}
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if (GLEW_ARB_texture_float)
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mSupportedMask |= FLOAT_BUFFER_BIT;
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else
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std::cout << "Splatting: warning floating point textures are not supported.\n";
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if (GLEW_ARB_draw_buffers && (!mBuggedAtiBlending))
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mSupportedMask |= DEFERRED_SHADING_BIT;
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else
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std::cout << "Splatting: warning deferred shading is not supported.\n";
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if (GLEW_ARB_shadow)
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mSupportedMask |= OUTPUT_DEPTH_BIT;
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else
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std::cerr << "Splatting: warning copy of the depth buffer is not supported.\n";
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mFlags = mFlags & mSupportedMask;
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// load shader source
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mShaderSrcs[0] = loadSource("VisibilityVP","Raycasting.glsl");
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mShaderSrcs[1] = loadSource("VisibilityFP","Raycasting.glsl");
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mShaderSrcs[2] = loadSource("AttributeVP","Raycasting.glsl");
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mShaderSrcs[3] = loadSource("AttributeFP","Raycasting.glsl");
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mShaderSrcs[4] = "";
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mShaderSrcs[5] = loadSource("Finalization","Finalization.glsl");
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//mCurrentPass = 2;
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mBindedPass = -1;
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GL_TEST_ERR
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}
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template <class MeshType>
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void SplatRenderer<MeshType>::updateRenderBuffer()
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{
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if ( (!mRenderBuffer)
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|| (mRenderBuffer->width()!=mCachedVP[2])
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|| (mRenderBuffer->height()!=mCachedVP[3])
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|| ( (mCachedFlags & mRenderBufferMask) != (mFlags & mRenderBufferMask) ))
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{
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delete mRenderBuffer;
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GLenum fmt = (mFlags&FLOAT_BUFFER_BIT) ? GL_RGBA16F_ARB : GL_RGBA;
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mRenderBuffer = new QGLFramebufferObject(mCachedVP[2], mCachedVP[3],
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(mFlags&OUTPUT_DEPTH_BIT) ? QGLFramebufferObject::NoAttachment : QGLFramebufferObject::Depth,
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GL_TEXTURE_RECTANGLE_ARB, fmt);
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if (!mRenderBuffer->isValid())
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{
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std::cout << "SplatRenderer: invalid FBO\n";
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}
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GL_TEST_ERR
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if (mFlags&DEFERRED_SHADING_BIT)
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{
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// in deferred shading mode we need an additional buffer to accumulate the normals
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if (mNormalTextureID==0)
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glGenTextures(1,&mNormalTextureID);
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glBindTexture(GL_TEXTURE_RECTANGLE_ARB, mNormalTextureID);
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glTexImage2D(GL_TEXTURE_RECTANGLE_ARB, 0, fmt, mCachedVP[2], mCachedVP[3], 0, GL_RGBA, GL_FLOAT, 0);
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glTexParameteri(GL_TEXTURE_RECTANGLE_ARB, GL_TEXTURE_MIN_FILTER, GL_NEAREST);
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glTexParameteri(GL_TEXTURE_RECTANGLE_ARB, GL_TEXTURE_MAG_FILTER, GL_NEAREST);
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mRenderBuffer->bind();
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glFramebufferTexture2DEXT(GL_FRAMEBUFFER_EXT, GL_COLOR_ATTACHMENT1_EXT, GL_TEXTURE_RECTANGLE_ARB, mNormalTextureID, 0);
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mRenderBuffer->release();
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GL_TEST_ERR
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}
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if (mFlags&OUTPUT_DEPTH_BIT)
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{
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// to output the depth values to the final depth buffer we need to
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// attach a depth buffer as a texture
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if (mDepthTextureID==0)
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glGenTextures(1,&mDepthTextureID);
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glBindTexture(GL_TEXTURE_RECTANGLE_ARB, mDepthTextureID);
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glTexImage2D(GL_TEXTURE_RECTANGLE_ARB, 0, GL_DEPTH_COMPONENT24_ARB, mCachedVP[2], mCachedVP[3], 0, GL_DEPTH_COMPONENT, GL_FLOAT, 0);
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glTexParameteri(GL_TEXTURE_RECTANGLE_ARB, GL_TEXTURE_MIN_FILTER, GL_NEAREST);
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glTexParameteri(GL_TEXTURE_RECTANGLE_ARB, GL_TEXTURE_MAG_FILTER, GL_NEAREST);
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mRenderBuffer->bind();
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glFramebufferTexture2DEXT(GL_FRAMEBUFFER_EXT, GL_DEPTH_ATTACHMENT_EXT, GL_TEXTURE_RECTANGLE_ARB, mDepthTextureID, 0);
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mRenderBuffer->release();
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GL_TEST_ERR
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}
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}
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}
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template <class MeshType>
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void SplatRenderer<MeshType>::Render(std::vector<MeshType*> & meshes, vcg::GLW::ColorMode cm, vcg::GLW::TextureMode tm )
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{
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if(meshes.empty()) return;
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GL_TEST_ERR
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/*************** First Pass ***********/
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// this is the first pass of the frame, so let's update the shaders, buffers, etc...
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glGetIntegerv(GL_VIEWPORT, mCachedVP);
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glGetFloatv(GL_MODELVIEW_MATRIX, mCachedMV);
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glGetFloatv(GL_PROJECTION_MATRIX, mCachedProj);
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updateRenderBuffer();
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if (mCachedFlags != mFlags)
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configureShaders();
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mCachedFlags = mFlags;
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mParams.update(mCachedMV, mCachedProj, mCachedVP);
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//float s = meshes[0]->glw.GetHintParamf(vcg::GLW::HNPPointSize);
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//if (s>1)
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// s = pow(s,0.3f);
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float s = 1.f;
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mParams.radiusScale *= s;
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// FIXME since meshlab does not set any material properties, let's define some here
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glDisable(GL_COLOR_MATERIAL);
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glMaterialf(GL_FRONT_AND_BACK, GL_SHININESS, 64);
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glMaterialfv(GL_FRONT_AND_BACK, GL_AMBIENT, vcg::Point4f(0.3, 0.3, 0.3, 1.).V());
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glMaterialfv(GL_FRONT_AND_BACK, GL_DIFFUSE, vcg::Point4f(0.6, 0.6, 0.6, 1.).V());
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glMaterialfv(GL_FRONT_AND_BACK, GL_SPECULAR, vcg::Point4f(0.5, 0.5, 0.5, 1.).V());
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mRenderBuffer->bind();
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if (mFlags&DEFERRED_SHADING_BIT)
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{
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GLenum buf[2] = {GL_COLOR_ATTACHMENT0_EXT,GL_COLOR_ATTACHMENT1_EXT};
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glDrawBuffersARB(2, buf);
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}
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glViewport(mCachedVP[0],mCachedVP[1],mCachedVP[2],mCachedVP[3]);
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glClearColor(0,0,0,0);
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glClear(GL_COLOR_BUFFER_BIT|GL_DEPTH_BUFFER_BIT);
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//* End Setup of first Pass Now a simple rendering of all the involved meshes.*/
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mParams.loadTo(mShaders[0].prog);
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enablePass(0);
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drawSplats(meshes,cm,tm);
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// begin second pass
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mParams.loadTo(mShaders[1].prog);
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enablePass(1);
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drawSplats(meshes,cm,tm);
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//* Start third Pass Setup */
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// this is the last pass: normalization by the sum of weights + deferred shading
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mRenderBuffer->release();
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if (mFlags&DEFERRED_SHADING_BIT)
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glDrawBuffer(GL_BACK);
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enablePass(2);
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// switch to normalized 2D rendering mode
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glMatrixMode(GL_PROJECTION);
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glPushMatrix();
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glLoadIdentity();
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glMatrixMode(GL_MODELVIEW);
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glPushMatrix();
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glLoadIdentity();
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mShaders[2].prog.Uniform("viewport",float(mCachedVP[0]),float(mCachedVP[1]),float(mCachedVP[2]),float(mCachedVP[3]));
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mShaders[2].prog.Uniform("ColorWeight",GLint(0)); // this is a texture unit
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glActiveTexture(GL_TEXTURE0);
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glBindTexture(GL_TEXTURE_RECTANGLE_ARB,mRenderBuffer->texture());
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if (mFlags&DEFERRED_SHADING_BIT)
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{
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mShaders[2].prog.Uniform("unproj", mCachedProj[10], mCachedProj[14]);
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mShaders[2].prog.Uniform("NormalWeight",GLint(1)); // this is a texture unit
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glActiveTexture(GL_TEXTURE1);
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glBindTexture(GL_TEXTURE_RECTANGLE_ARB,mNormalTextureID);
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GL_TEST_ERR
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}
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if (mFlags&OUTPUT_DEPTH_BIT)
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{
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mShaders[2].prog.Uniform("Depth",GLint(2)); // this is a texture unit
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glActiveTexture(GL_TEXTURE2);GL_TEST_ERR
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glBindTexture(GL_TEXTURE_RECTANGLE_ARB,mDepthTextureID);GL_TEST_ERR
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GL_TEST_ERR
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}
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else
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{
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glDisable(GL_DEPTH_TEST);
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glDepthMask(GL_FALSE);
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}
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// draw a quad covering the whole screen
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vcg::Point3f viewVec(1./mCachedProj[0], 1./mCachedProj[5], -1);
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glBegin(GL_QUADS);
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|
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;
|
|
|
|
/* 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<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);
|
|
typename MeshType::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
|
|
|