Files
ResInsight/Fwk/VizFwk/Tests/SnippetsBasis/snipDepthPeeling.cpp
sigurdp bbebebadd5 Added complete VizFwk
Added the complete VizFwk from the ResInsight branch in Perforce as of
changelist 190.
2013-11-01 08:49:42 +01:00

460 lines
18 KiB
C++

//##################################################################################################
//
// Custom Visualization Core library
// Copyright (C) 2011-2013 Ceetron AS
//
// This library may be used under the terms of either the GNU General Public License or
// the GNU Lesser General Public License as follows:
//
// GNU General Public License Usage
// This library 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 3 of the License, or
// (at your option) any later version.
//
// This library 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 at <<http://www.gnu.org/licenses/gpl.html>>
// for more details.
//
// GNU Lesser General Public License Usage
// This library is free software; you can redistribute it and/or modify
// it under the terms of the GNU Lesser General Public License as published by
// the Free Software Foundation; either version 2.1 of the License, or
// (at your option) any later version.
//
// This library 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 Lesser General Public License at <<http://www.gnu.org/licenses/lgpl-2.1.html>>
// for more details.
//
//##################################################################################################
#include "cvfLibCore.h"
#include "cvfLibRender.h"
#include "cvfLibViewing.h"
#include "snipDepthPeeling.h"
#include "cvfuInputEvents.h"
#include "cvfuPartCompoundGenerator.h"
namespace snip {
//--------------------------------------------------------------------------------------------------
///
//--------------------------------------------------------------------------------------------------
DepthPeeling::DepthPeeling()
{
m_numPasses = 4;
m_opacity = 0.6f;
}
//--------------------------------------------------------------------------------------------------
///
//--------------------------------------------------------------------------------------------------
bool DepthPeeling::onInitialize()
{
PartCompoundGenerator gen;
gen.setPartDistribution(Vec3i(2, 2, 2));
gen.setNumEffects(8);
gen.useRandomEffectAssignment(false);
gen.setExtent(Vec3f(3,3,3));
gen.setOrigin(Vec3f(-1.5f, -1.5f, -1.5f));
Collection<Part> parts;
gen.generateBoxes(&parts);
m_transparentModel = new ModelBasicList;
size_t i;
for (i = 0; i < parts.size(); i++)
{
Part* part = parts[i].p();
m_transparentModel->addPart(part);
// Setup to be a transparent part
// part->effect()->set
}
m_transparentModel->updateBoundingBoxesRecursive();
m_renderSequence->rendering(0)->scene()->addModel(m_transparentModel.p());
// Add the solid model
{
PartCompoundGenerator gen;
gen.setPartDistribution(Vec3i(5, 5, 5));
gen.setNumEffects(8);
gen.useRandomEffectAssignment(false);
gen.setExtent(Vec3f(2,2,2));
gen.setOrigin(Vec3f(-1.5f, -1.5f, -1.5f));
Collection<Part> parts;
gen.generateSpheres(20,20, &parts);
//gen.generateSpheres(70,70, &parts);
m_solidModel = new ModelBasicList;
size_t i;
for (i = 0; i < parts.size(); i++)
{
m_solidModel->addPart(parts[i].p());
}
m_solidModel->updateBoundingBoxesRecursive();
m_renderSequence->rendering(0)->scene()->addModel(m_solidModel.p());
}
BoundingBox bb = m_renderSequence->rendering(0)->scene()->boundingBox();
if (bb.isValid())
{
m_camera->fitView(bb, Vec3d::Y_AXIS, Vec3d::Z_AXIS);
}
setupShaders();
setupRenderings(m_numPasses);
return true;
}
//--------------------------------------------------------------------------------------------------
///
//--------------------------------------------------------------------------------------------------
void DepthPeeling::setupShaders()
{
// Init shader
// -------------------------------------------------------------------------
ShaderProgramGenerator initGen("Init", ShaderSourceProvider::instance());
initGen.addVertexCode(ShaderSourceRepository::vs_Minimal);
initGen.addFragmentCodeFromFile("DepthPeeling_InitFrag");
m_progInit = initGen.generate();
// Peel shader
// -------------------------------------------------------------------------
ShaderProgramGenerator peelGen("Peel", ShaderSourceProvider::instance());
peelGen.addVertexCode(ShaderSourceRepository::vs_Standard);
peelGen.addFragmentCode(ShaderSourceRepository::src_Color);
peelGen.addFragmentCode(ShaderSourceRepository::light_SimpleHeadlight);
peelGen.addFragmentCodeFromFile("DepthPeeling_PeelFrag");
m_progPeel = peelGen.generate();
// Blend shader
// -------------------------------------------------------------------------
m_fragShaderBlendCode = ShaderSourceProvider::instance()->getSourceFromFile("DepthPeeling_BlendFrag");
// Final shader
// -------------------------------------------------------------------------
m_fragShaderFinalCode = ShaderSourceProvider::instance()->getSourceFromFile("DepthPeeling_FinalFrag");
// OpenGL sanity check for shaders
m_progInit->linkProgram(m_openGLContext.p());
m_progPeel->linkProgram(m_openGLContext.p());
CVF_CHECK_OGL(m_openGLContext.p());
if (m_progInit->programInfoLog(m_openGLContext.p()).size() > 0) cvf::Trace::show("m_progInit: \n" + m_progInit->programInfoLog(m_openGLContext.p()));
if (m_progPeel->programInfoLog(m_openGLContext.p()).size() > 0) cvf::Trace::show("m_progPeel: \n" + m_progPeel->programInfoLog(m_openGLContext.p()));
}
//--------------------------------------------------------------------------------------------------
///
//--------------------------------------------------------------------------------------------------
void DepthPeeling::onResizeEvent(int width, int height)
{
resizeViewportsAndBuffers(width, height);
// Finally, call base
TestSnippet::onResizeEvent(width, height);
}
//--------------------------------------------------------------------------------------------------
///
//--------------------------------------------------------------------------------------------------
void DepthPeeling::resizeViewportsAndBuffers(cvf::uint width, cvf::uint height)
{
// Resize FBOs
m_fboSolid->resizeAttachedBuffers(width, height);
m_fboInitBlend->resizeAttachedBuffers(width, height);
cvf::uint i = 0;
for (i = 0; i < 2; i++)
{
m_fboClearDepth[i]->resizeAttachedBuffers(width, height);
m_fboClearBlendTextures[i]->resizeAttachedBuffers(width, height);
m_fboDepthPeel[i]->resizeAttachedBuffers(width, height);
m_fboFullScreenUpdate[i]->resizeAttachedBuffers(width, height);
}
// Resize all viewports
for (i = 0; i < m_renderSequence->renderingCount(); i++)
{
m_renderSequence->rendering(i)->camera()->viewport()->set(0, 0, width, height);
}
}
//--------------------------------------------------------------------------------------------------
///
//--------------------------------------------------------------------------------------------------
void DepthPeeling::onKeyPressEvent(KeyEvent* keyEvent)
{
if (keyEvent->key() == Key_Plus)
{
m_numPasses++;
}
if (keyEvent->key() == Key_Minus)
{
if (m_numPasses > 2) m_numPasses--;
}
if (keyEvent->character() == 'T')
{
m_opacity -= 0.1f;
}
if (keyEvent->character() == 't')
{
m_opacity += 0.1f;
}
cvf::uint width = m_renderSequence->firstRendering()->camera()->viewport()->width();
cvf::uint height = m_renderSequence->firstRendering()->camera()->viewport()->height();
setupRenderings(m_numPasses);
resizeViewportsAndBuffers(width, height);
cvf::Trace::show(String("Current setting: Num passes %1 Transparency: %2 %%").arg(m_numPasses).arg(m_opacity*100.0f));
keyEvent->setRequestedAction(REDRAW);
}
//--------------------------------------------------------------------------------------------------
///
//--------------------------------------------------------------------------------------------------
std::vector<cvf::String> DepthPeeling::helpText() const
{
std::vector<cvf::String> helpText;
helpText.push_back("'+' to increase num passes");
helpText.push_back("'-' to decrease num passes");
helpText.push_back(" ");
helpText.push_back("'T' to increase the transparency");
helpText.push_back("'t' to decrease the transparency");
return helpText;
}
//--------------------------------------------------------------------------------------------------
///
//--------------------------------------------------------------------------------------------------
void DepthPeeling::setupRenderings(cvf::uint numPasses)
{
float MAX_DEPTH = 1.0;
// Create scenes
ref<Scene> solidScene = new Scene;
solidScene->addModel(m_solidModel.p());
ref<Scene> transparentScene = new Scene;
transparentScene->addModel(m_transparentModel.p());
// Setup FBOs & textures
ref<Rendering> clearDepthRendering[2];
ref<Rendering> clearBlendRendering[2];
ref<Rendering> peelRendering[2];
ref<Rendering> fullScreenUpdateRendering[2];
ref<Texture> dualDepthTexure[2];
ref<Texture> dualFrontBlendTexture[2];
ref<Texture> dualBackBlendTexture[2];
ref<Texture> solidDepthTexture = new Texture(Texture::TEXTURE_RECTANGLE, Texture::DEPTH_COMPONENT24);
ref<Texture> backBlendTexture = new Texture(Texture::TEXTURE_RECTANGLE, Texture::RGBA);
dualDepthTexure[0] = new Texture(Texture::TEXTURE_RECTANGLE, Texture::RGBA32F);
dualDepthTexure[1] = new Texture(Texture::TEXTURE_RECTANGLE, Texture::RGBA32F);
dualFrontBlendTexture[0] = new Texture(Texture::TEXTURE_RECTANGLE, Texture::RGBA);
dualFrontBlendTexture[1] = new Texture(Texture::TEXTURE_RECTANGLE, Texture::RGBA);
dualBackBlendTexture[0] = new Texture(Texture::TEXTURE_RECTANGLE, Texture::RGBA);
dualBackBlendTexture[1] = new Texture(Texture::TEXTURE_RECTANGLE, Texture::RGBA);
ref<Sampler> sampler = new Sampler;
sampler->setWrapMode(cvf::Sampler::CLAMP_TO_EDGE);
sampler->setMinFilter(cvf::Sampler::NEAREST);
sampler->setMagFilter(cvf::Sampler::NEAREST);
m_fboSolid = new FramebufferObject;
m_fboSolid->attachDepthTexture2d(solidDepthTexture.p());
m_fboSolid->attachColorTexture2d(0, backBlendTexture.p());
cvf::uint i;
for (i = 0; i < 2; i++)
{
cvf::uint otherIdx = (i == 0) ? 1 : 0;
m_fboClearDepth[i] = new FramebufferObject;
m_fboClearDepth[i]->attachColorTexture2d(0, dualDepthTexure[i].p());
m_fboClearBlendTextures[i] = new FramebufferObject;
m_fboClearBlendTextures[i]->attachColorTexture2d(0, dualFrontBlendTexture[i].p());
m_fboClearBlendTextures[i]->attachColorTexture2d(1, dualBackBlendTexture[i].p());
m_fboDepthPeel[i] = new FramebufferObject;
m_fboDepthPeel[i]->attachColorTexture2d(0, dualDepthTexure[i].p());
m_fboDepthPeel[i]->attachColorTexture2d(1, dualFrontBlendTexture[i].p());
m_fboDepthPeel[i]->attachColorTexture2d(2, dualBackBlendTexture[i].p());
m_fboFullScreenUpdate[i] = new FramebufferObject;
m_fboFullScreenUpdate[i]->attachColorTexture2d(0, backBlendTexture.p());
// Setup renderings
clearDepthRendering[i] = new Rendering;
clearDepthRendering[i]->setTargetFramebuffer(m_fboClearDepth[i].p());
ref<Camera> clearDepthCamera = new Camera;
clearDepthCamera->viewport()->setClearColor(Color4f(-MAX_DEPTH, -MAX_DEPTH, 0, 0));
clearDepthRendering[i]->setClearMode(Viewport::CLEAR_COLOR);
clearDepthRendering[i]->setCamera(clearDepthCamera.p());
clearBlendRendering[i] = new Rendering;
clearBlendRendering[i]->setTargetFramebuffer(m_fboClearBlendTextures[i].p());
ref<Camera> clearBlendCamera = new Camera;
clearBlendCamera->viewport()->setClearColor(Color4f(0, 0, 0, 0));
clearBlendRendering[i]->setClearMode(Viewport::CLEAR_COLOR);
clearBlendRendering[i]->setCamera(clearBlendCamera.p());
// Peel-rendering
peelRendering[i] = new Rendering;
// Want something like
// HACK! To be discussed!
/*
peelRendeing[i]->addBufferClear(0, Vec4f(-MAX_DEPTH, -MAX_DEPTH, 0, 0));
peelRendeing[i]->addBufferClear(1, Color4f(0, 0, 0, 0));
peelRendeing[i]->addBufferClear(2, Color4f(0, 0, 0, 0));
*/
peelRendering[i]->setTargetFramebuffer(m_fboDepthPeel[i].p());
peelRendering[i]->setCamera(m_camera.p());
peelRendering[i]->setClearMode(Viewport::DO_NOT_CLEAR);
peelRendering[i]->setScene(transparentScene.p());
ref<RenderStateBlending> peelBlending = new RenderStateBlending;
peelBlending->enableBlending(true);
peelBlending->setEquation(RenderStateBlending::MAX);
// Setup the texture binding render state
ref<RenderStateTextureBindings> peelTextureBindings = new RenderStateTextureBindings;
peelTextureBindings->addBinding(dualDepthTexure[otherIdx].p(), sampler.p(), "DepthBlenderTex");
peelTextureBindings->addBinding(dualFrontBlendTexture[otherIdx] .p(), sampler.p(), "FrontBlenderTex");
peelTextureBindings->addBinding(solidDepthTexture.p(), sampler.p(), "SolidDepthTex");
ref<Effect> peelEffect = new Effect;
peelEffect->setShaderProgram(m_progPeel.p());
peelEffect->setRenderState(peelBlending.p());
peelEffect->setRenderState(peelTextureBindings.p());
peelEffect->setRenderState(new RenderStateDepth(false));
peelEffect->setUniform(new UniformFloat("u_color", Color4f(1,0,1,m_opacity)));
peelRendering[i]->setEffectOverride(peelEffect.p());
// Add peeling result to the output texture
ref<RenderStateBlending> fullScreenBlending = new RenderStateBlending;
fullScreenBlending->enableBlending(true);
fullScreenBlending->setEquation(RenderStateBlending::FUNC_ADD);
fullScreenBlending->setFunction(RenderStateBlending::SRC_ALPHA, RenderStateBlending::ONE_MINUS_SRC_ALPHA);
SingleQuadRenderingGenerator gen;
gen.addTexture(backBlendTexture.p(), sampler.p(), "TempTex");
gen.addFragmentShaderCode(m_fragShaderBlendCode);
gen.setRenderState(fullScreenBlending.p());
gen.setRenderState(new RenderStateDepth(false));
fullScreenUpdateRendering[i] = gen.generate();
fullScreenUpdateRendering[i]->setTargetFramebuffer(m_fboFullScreenUpdate[i].p());
fullScreenUpdateRendering[i]->setClearMode(Viewport::DO_NOT_CLEAR);
}
m_fboInitBlend = new FramebufferObject;
m_fboInitBlend->attachColorTexture2d(0, dualDepthTexure[0].p());
// Setup renderings
// -------------------------------------------------------------------------
m_renderSequence->removeAllRenderings();
// 1. Render solid model
ref<Rendering> solidRendering = new Rendering;
solidRendering->setTargetFramebuffer(m_fboSolid.p());
solidRendering->setScene(solidScene.p());
solidRendering->setCamera(m_camera.p());
m_renderSequence->addRendering(solidRendering.p());
// 2. Initialize Min-Max RenderStateDepth Buffers
m_renderSequence->addRendering(clearBlendRendering[0].p());
m_renderSequence->addRendering(clearDepthRendering[0].p());
ref<Rendering> initBlendRendering = new Rendering;
initBlendRendering->setTargetFramebuffer(m_fboInitBlend.p());
initBlendRendering->setScene(transparentScene.p());
initBlendRendering->setCamera(m_camera.p());
initBlendRendering->setClearMode(Viewport::DO_NOT_CLEAR);
ref<RenderStateBlending> blending = new RenderStateBlending;
blending->enableBlending(true);
blending->setEquation(RenderStateBlending::MAX);
ref<Effect> initBlendingEffect = new Effect;
initBlendingEffect->setShaderProgram(m_progInit.p());
initBlendingEffect->setRenderState(blending.p());
initBlendingEffect->setRenderState(new RenderStateDepth(false));
initBlendRendering->setEffectOverride(initBlendingEffect.p());
m_renderSequence->addRendering(initBlendRendering.p());
// 3. Peeling loop
cvf::uint currId = 0;
for (i = 1; i < numPasses; i++)
{
currId = i % 2;
m_renderSequence->addRendering(clearBlendRendering[currId].p());
m_renderSequence->addRendering(clearDepthRendering[currId].p());
m_renderSequence->addRendering(peelRendering[currId].p());
m_renderSequence->addRendering(fullScreenUpdateRendering[currId].p());
}
SingleQuadRenderingGenerator gen;
gen.addTexture(dualFrontBlendTexture[currId].p(), sampler.p(), "FrontBlenderTex");
gen.addTexture(backBlendTexture.p(), sampler.p(), "BackBlenderTex");
gen.addFragmentShaderCode(m_fragShaderFinalCode);
ref<Rendering> finalRendering = gen.generate();
m_renderSequence->addRendering(finalRendering.p());
}
} // namespace snip
// // TO DISPLAY TEXTURE
// {
// SingleQuadRenderingGenerator quadRenderGen;
//
// quadRenderGen.addTexture(dualDepthTexure[0].p(), sampler.p(), "u_texture2DRect");
// quadRenderGen.addFragmentShader(ShaderFactory::instance()->createFromRepository(Shader::FRAGMENT_SHADER, ShaderSourceRepository::fs_Unlit).p());
// quadRenderGen.addFragmentShader(ShaderFactory::instance()->createFromRepository(Shader::FRAGMENT_SHADER, ShaderSourceRepository::src_TextureRectFragCoord_v33).p());
//
// ref<Rendering> quadRendering = quadRenderGen.generate();
// m_renderSequence->addRendering(quadRendering.p());
//
// return;
// }