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ResInsight/Fwk/VizFwk/Tests/SnippetsBasis/snipDepthPeelingFront.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

567 lines
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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 "snipDepthPeelingFront.h"
#include "cvfuInputEvents.h"
#include "cvfuPartCompoundGenerator.h"
namespace snip {
//--------------------------------------------------------------------------------------------------
///
//--------------------------------------------------------------------------------------------------
DepthPeelingFront::DepthPeelingFront()
{
m_numPasses = 4;
m_opacity = 0.6f;
}
//--------------------------------------------------------------------------------------------------
///
//--------------------------------------------------------------------------------------------------
DepthPeelingFront::~DepthPeelingFront()
{
}
//--------------------------------------------------------------------------------------------------
///
//--------------------------------------------------------------------------------------------------
bool DepthPeelingFront::onInitialize()
{
#ifdef NODEF
PartCompoundGenerator gen;
gen.setPartDistribution(Vec3i(5, 5, 5));
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.generateSpheres(20,20, &parts);
//gen.generateSpheres(70,70, &parts);
m_transparentModel = new ModelBasicList;
size_t i;
for (i = 0; i < parts.size(); i++)
{
m_transparentModel->addPart(parts[i].p());
}
m_transparentModel->updateBoundingBox();
m_renderSequence->rendering(0)->scene()->addModel(m_transparentModel.p());
BoundingBox bb = m_transparentModel->boundingBox();
if (bb.isValid())
{
m_camera->fitView(bb, Vec3d::Y_AXIS, Vec3d::Z_AXIS);
}
#else
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);
//gen.generateSpheres(70,70, &parts);
m_transparentModel = new ModelBasicList;
size_t i;
for (i = 0; i < parts.size(); i++)
{
m_transparentModel->addPart(parts[i].p());
}
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);
}
#endif
setupShaders();
return true;
}
//--------------------------------------------------------------------------------------------------
///
//--------------------------------------------------------------------------------------------------
void DepthPeelingFront::setupShaders()
{
// Init shader
// -------------------------------------------------------------------------
ShaderProgramGenerator initGen("Init", ShaderSourceProvider::instance());
initGen.addVertexCodeFromFile("DepthPeelingFront_InitVert");
initGen.addFragmentCodeFromFile("DepthPeeling_ShadeFragment");
initGen.addFragmentCodeFromFile("DepthPeelingFront_InitFrag");
m_progInit = initGen.generate();
// Peel shader
// -------------------------------------------------------------------------
ShaderProgramGenerator peelGen("Peel", ShaderSourceProvider::instance());
peelGen.addVertexCodeFromFile("DepthPeelingFront_PeelVert");
peelGen.addFragmentCodeFromFile("DepthPeeling_ShadeFragment");
peelGen.addFragmentCodeFromFile("DepthPeelingFront_PeelFrag");
m_progPeel = peelGen.generate();
// Blend shader
// -------------------------------------------------------------------------
ShaderProgramGenerator blendGen("Blend", ShaderSourceProvider::instance());
blendGen.addVertexCodeFromFile("DepthPeelingFront_BlendVert");
blendGen.addFragmentCodeFromFile("DepthPeelingFront_BlendFrag");
m_progBlend = blendGen.generate();
// Final shader
// -------------------------------------------------------------------------
ShaderProgramGenerator finalGen("Final", ShaderSourceProvider::instance());
finalGen.addVertexCodeFromFile("DepthPeelingFront_FinalVert");
finalGen.addFragmentCodeFromFile("DepthPeelingFront_FinalFrag");
m_progFinal = finalGen.generate();
// Shader to use for opaque objects
// -------------------------------------------------------------------------
ShaderProgramGenerator opGen("SimpleHeadlight", cvf::ShaderSourceProvider::instance());
opGen.configureStandardHeadlightColor();
m_progOpaque = opGen.generate();
m_progInit->linkProgram(m_openGLContext.p());
m_progPeel->linkProgram(m_openGLContext.p());
m_progBlend->linkProgram(m_openGLContext.p());
m_progFinal->linkProgram(m_openGLContext.p());
m_progOpaque->linkProgram(m_openGLContext.p());
CVF_CHECK_OGL(m_openGLContext.p());
cvf::Trace::show("m_progInit: \n" + m_progInit->programInfoLog(m_openGLContext.p()));
cvf::Trace::show("m_progPeel: \n" + m_progPeel->programInfoLog(m_openGLContext.p()));
cvf::Trace::show("m_progBlend:\n" + m_progBlend->programInfoLog(m_openGLContext.p()));
cvf::Trace::show("m_progFinal:\n" + m_progFinal->programInfoLog(m_openGLContext.p()));
cvf::Trace::show("m_progOpaque:\n" + m_progOpaque->programInfoLog(m_openGLContext.p()));
}
//--------------------------------------------------------------------------------------------------
///
//--------------------------------------------------------------------------------------------------
void DepthPeelingFront::initRenderTargets(int width, int height)
{
CVF_CALLSITE_OPENGL(m_openGLContext.p());
glGenTextures(2, m_frontDepthTexId);
glGenTextures(2, m_frontColorTexId);
glGenFramebuffers(2, m_frontFboId);
for (int i = 0; i < 2; i++)
{
glBindTexture(GL_TEXTURE_RECTANGLE_ARB, m_frontDepthTexId[i]);
glTexParameteri(GL_TEXTURE_RECTANGLE_ARB, GL_TEXTURE_WRAP_S, GL_CLAMP);
glTexParameteri(GL_TEXTURE_RECTANGLE_ARB, GL_TEXTURE_WRAP_T, GL_CLAMP);
glTexParameteri(GL_TEXTURE_RECTANGLE_ARB, GL_TEXTURE_MIN_FILTER, GL_NEAREST);
glTexParameteri(GL_TEXTURE_RECTANGLE_ARB, GL_TEXTURE_MAG_FILTER, GL_NEAREST);
glTexImage2D(GL_TEXTURE_RECTANGLE_ARB, 0, GL_DEPTH_COMPONENT32F, width, height, 0, GL_DEPTH_COMPONENT, GL_FLOAT, NULL);
CVF_CHECK_OGL(m_openGLContext.p());
glBindTexture(GL_TEXTURE_RECTANGLE_ARB, m_frontColorTexId[i]);
glTexParameteri(GL_TEXTURE_RECTANGLE_ARB, GL_TEXTURE_WRAP_S, GL_CLAMP);
glTexParameteri(GL_TEXTURE_RECTANGLE_ARB, GL_TEXTURE_WRAP_T, GL_CLAMP);
glTexParameteri(GL_TEXTURE_RECTANGLE_ARB, GL_TEXTURE_MIN_FILTER, GL_NEAREST);
glTexParameteri(GL_TEXTURE_RECTANGLE_ARB, GL_TEXTURE_MAG_FILTER, GL_NEAREST);
glTexImage2D(GL_TEXTURE_RECTANGLE_ARB, 0, GL_RGBA, width, height, 0, GL_RGBA, GL_FLOAT, 0);
CVF_CHECK_OGL(m_openGLContext.p());
glBindFramebuffer(GL_FRAMEBUFFER, m_frontFboId[i]);
glFramebufferTexture2D(GL_FRAMEBUFFER, GL_DEPTH_ATTACHMENT, GL_TEXTURE_RECTANGLE_ARB, m_frontDepthTexId[i], 0);
glFramebufferTexture2D(GL_FRAMEBUFFER, GL_COLOR_ATTACHMENT0, GL_TEXTURE_RECTANGLE_ARB, m_frontColorTexId[i], 0);
CVF_CHECK_OGL(m_openGLContext.p());
}
glGenTextures(1, &m_frontColorBlenderTexId);
glBindTexture(GL_TEXTURE_RECTANGLE_ARB, m_frontColorBlenderTexId);
glTexParameteri(GL_TEXTURE_RECTANGLE_ARB, GL_TEXTURE_WRAP_S, GL_CLAMP);
glTexParameteri(GL_TEXTURE_RECTANGLE_ARB, GL_TEXTURE_WRAP_T, GL_CLAMP);
glTexParameteri(GL_TEXTURE_RECTANGLE_ARB, GL_TEXTURE_MIN_FILTER, GL_NEAREST);
glTexParameteri(GL_TEXTURE_RECTANGLE_ARB, GL_TEXTURE_MAG_FILTER, GL_NEAREST);
glTexImage2D(GL_TEXTURE_RECTANGLE_ARB, 0, GL_RGBA, width, height, 0, GL_RGBA, GL_FLOAT, 0);
CVF_CHECK_OGL(m_openGLContext.p());
glGenFramebuffers(1, &m_frontColorBlenderFboId);
glBindFramebuffer(GL_FRAMEBUFFER, m_frontColorBlenderFboId);
glFramebufferTexture2D(GL_FRAMEBUFFER, GL_DEPTH_ATTACHMENT, GL_TEXTURE_RECTANGLE_ARB, m_frontDepthTexId[0], 0);
glFramebufferTexture2D(GL_FRAMEBUFFER, GL_COLOR_ATTACHMENT0, GL_TEXTURE_RECTANGLE_ARB, m_frontColorBlenderTexId, 0);
// Setup textures and frame/depth buffer for the opaque model
// -------------------------------------------------------------------------
glGenTextures(1, &m_solidModelDepthTexId);
glBindTexture(GL_TEXTURE_RECTANGLE_ARB, m_solidModelDepthTexId);
glTexParameteri(GL_TEXTURE_RECTANGLE_ARB, GL_TEXTURE_WRAP_S, GL_CLAMP);
glTexParameteri(GL_TEXTURE_RECTANGLE_ARB, GL_TEXTURE_WRAP_T, GL_CLAMP);
glTexParameteri(GL_TEXTURE_RECTANGLE_ARB, GL_TEXTURE_MIN_FILTER, GL_NEAREST);
glTexParameteri(GL_TEXTURE_RECTANGLE_ARB, GL_TEXTURE_MAG_FILTER, GL_NEAREST);
glTexImage2D(GL_TEXTURE_RECTANGLE_ARB, 0, GL_DEPTH_COMPONENT32F, width, height, 0, GL_DEPTH_COMPONENT, GL_FLOAT, NULL);
CVF_CHECK_OGL(m_openGLContext.p());
glGenTextures(1, &m_solidModelColorTexId);
glBindTexture(GL_TEXTURE_RECTANGLE_ARB, m_solidModelColorTexId);
glTexParameteri(GL_TEXTURE_RECTANGLE_ARB, GL_TEXTURE_WRAP_S, GL_CLAMP);
glTexParameteri(GL_TEXTURE_RECTANGLE_ARB, GL_TEXTURE_WRAP_T, GL_CLAMP);
glTexParameteri(GL_TEXTURE_RECTANGLE_ARB, GL_TEXTURE_MIN_FILTER, GL_NEAREST);
glTexParameteri(GL_TEXTURE_RECTANGLE_ARB, GL_TEXTURE_MAG_FILTER, GL_NEAREST);
glTexImage2D(GL_TEXTURE_RECTANGLE_ARB, 0, GL_RGBA, width, height, 0, GL_RGBA, GL_FLOAT, 0);
CVF_CHECK_OGL(m_openGLContext.p());
glGenFramebuffers(1, &m_solidModelFboId);
glBindFramebuffer(GL_FRAMEBUFFER, m_solidModelFboId);
glFramebufferTexture2D(GL_FRAMEBUFFER, GL_DEPTH_ATTACHMENT, GL_TEXTURE_RECTANGLE_ARB, m_solidModelDepthTexId, 0);
glFramebufferTexture2D(GL_FRAMEBUFFER, GL_COLOR_ATTACHMENT0, GL_TEXTURE_RECTANGLE_ARB, m_solidModelColorTexId, 0);
CVF_CHECK_OGL(m_openGLContext.p());
}
//--------------------------------------------------------------------------------------------------
///
//--------------------------------------------------------------------------------------------------
void DepthPeelingFront::onResizeEvent(int width, int height)
{
// Finally, call base
initRenderTargets(width, height);
TestSnippet::onResizeEvent(width, height);
}
//--------------------------------------------------------------------------------------------------
///
//--------------------------------------------------------------------------------------------------
void DepthPeelingFront::onKeyPressEvent(KeyEvent* keyEvent)
{
if (keyEvent->key() == Key_Plus)
{
m_numPasses++;
}
if (keyEvent->key() == Key_Minus)
{
if (m_numPasses > 1) m_numPasses--;
}
if (keyEvent->character() == 'T')
{
m_opacity -= 0.1f;
}
if (keyEvent->character() == 't')
{
m_opacity += 0.1f;
}
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> DepthPeelingFront::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 DepthPeelingFront::renderFrontToBackPeeling()
{
CVF_CALLSITE_OPENGL(m_openGLContext.p());
Color3f m_backgroundColor(1.0f, 1.0f, 1.0f);
// Some Qt versions leave this on!!
glDisable(GL_BLEND);
// ---------------------------------------------------------------------
// 0. Render solid model
// ---------------------------------------------------------------------
glBindFramebuffer(GL_FRAMEBUFFER, m_solidModelFboId);
CVF_CHECK_OGL(m_openGLContext.p());
glDrawBuffer(GL_COLOR_ATTACHMENT0);
glClearColor(m_backgroundColor.r(), m_backgroundColor.g(), m_backgroundColor.b(), 1);
glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT);
glEnable(GL_DEPTH_TEST);
m_progOpaque->useProgram(m_openGLContext.p());
drawModel(m_solidModel.p(), m_progOpaque.p());
glUseProgram(0);
// ---------------------------------------------------------------------
// 1. Initialize Min Depth Buffer
// ---------------------------------------------------------------------
glBindFramebuffer(GL_FRAMEBUFFER, m_frontColorBlenderFboId);
glDrawBuffer(GL_COLOR_ATTACHMENT0);
glClearColor(0, 0, 0, 1);
glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT);
glEnable(GL_DEPTH_TEST);
m_progInit->useProgram(m_openGLContext.p());
// Not accepted by llvm-gcc-4.2: m_progInit->applyUniform(UniformFloat("Alpha", m_opacity));
UniformFloat uniform("Alpha", m_opacity);
m_progInit->applyUniform(m_openGLContext.p(), uniform);
bindTextureRECT(m_progInit.p(), "SolidDepthTex", m_solidModelDepthTexId, 0);
drawModel(m_transparentModel.p(), m_progInit.p());
glUseProgram(0);
CVF_CHECK_OGL(m_openGLContext.p());
// ---------------------------------------------------------------------
// 2. Depth Peeling + Blending
// ---------------------------------------------------------------------
for (int layer = 1; layer < m_numPasses; layer++)
{
// Peel one more layer
// ---------------------------------------------------------------------
int currId = layer % 2;
int prevId = 1 - currId;
glBindFramebuffer(GL_FRAMEBUFFER, m_frontFboId[currId]);
glDrawBuffer(GL_COLOR_ATTACHMENT0);
glClearColor(0, 0, 0, 0);
glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT);
glDisable(GL_BLEND);
glEnable(GL_DEPTH_TEST);
m_progPeel->useProgram(m_openGLContext.p());
bindTextureRECT(m_progPeel.p(), "SolidDepthTex", m_solidModelDepthTexId, 0);
bindTextureRECT(m_progPeel.p(), "DepthTex", m_frontDepthTexId[prevId], 1);
// Not accepted by llvm-gcc-4.2: m_progPeel->applyUniform(UniformFloat("Alpha", m_opacity));
UniformFloat uniform("Alpha", m_opacity);
m_progPeel->applyUniform(m_openGLContext.p(), uniform);
drawModel(m_transparentModel.p(), m_progPeel.p());
glUseProgram(0);
CVF_CHECK_OGL(m_openGLContext.p());
// Blend result
// ---------------------------------------------------------------------
glBindFramebuffer(GL_FRAMEBUFFER, m_frontColorBlenderFboId);
glDrawBuffer(GL_COLOR_ATTACHMENT0);
glDisable(GL_DEPTH_TEST);
glEnable(GL_BLEND);
glBlendEquation(GL_FUNC_ADD);
glBlendFuncSeparate(GL_DST_ALPHA, GL_ONE, GL_ZERO, GL_ONE_MINUS_SRC_ALPHA);
m_progBlend->useProgram(m_openGLContext.p());
bindTextureRECT(m_progBlend.p(), "TempTex", m_frontColorTexId[currId], 0);
drawQuad();
glUseProgram(0);
glDisable(GL_BLEND);
CVF_CHECK_OGL(m_openGLContext.p());
}
// ---------------------------------------------------------------------
// 3. Final Pass
// ---------------------------------------------------------------------
glBindFramebuffer(GL_FRAMEBUFFER, 0);
glDrawBuffer(GL_BACK);
glDisable(GL_DEPTH_TEST);
m_progFinal->useProgram(m_openGLContext.p());
bindTextureRECT(m_progFinal.p(), "ColorTex", m_frontColorBlenderTexId, 0);
bindTextureRECT(m_progFinal.p(), "BackgroundAndOpaqueTex", m_solidModelColorTexId, 1);
drawQuad();
glUseProgram(0);
CVF_CHECK_OGL(m_openGLContext.p());
}
//--------------------------------------------------------------------------------------------------
///
//--------------------------------------------------------------------------------------------------
void DepthPeelingFront::bindTextureRECT(ShaderProgram* shaderProgram, const char* texname, GLuint texid, int texunit)
{
CVF_CALLSITE_OPENGL(m_openGLContext.p());
glActiveTexture(GL_TEXTURE0 + texunit);
glBindTexture(GL_TEXTURE_RECTANGLE_ARB, texid);
// Not accepted by llvm-gcc-4.2: Not accepted by llvm-gcc-4.2: shaderProgram->applyUniform(UniformInt(texname, texunit));
UniformInt uniform(texname, texunit);
shaderProgram->applyUniform(m_openGLContext.p(), uniform);
glActiveTexture(GL_TEXTURE0);
}
//--------------------------------------------------------------------------------------------------
///
//--------------------------------------------------------------------------------------------------
void DepthPeelingFront::drawModel(ModelBasicList* model, ShaderProgram* shaderProg)
{
//m_model->draw();
MatrixState matrixState(*m_camera);
Collection<Part> partCollection;
model->allParts(&partCollection);
size_t i;
for (i = 0; i < partCollection.size(); i++)
{
ref<Part> part = partCollection[i];
CVF_ASSERT(part.notNull());
if (part->transform())
{
matrixState.setModelMatrix(part->transform()->worldTransform());
}
else
{
matrixState.clearModelMatrix();
}
shaderProg->applyFixedUniforms(m_openGLContext.p(), matrixState);
shaderProg->applyUniforms(m_openGLContext.p(), *part->effect()->uniformSet());
part->drawable()->render(m_openGLContext.p(), shaderProg, *m_camera);
}
}
//--------------------------------------------------------------------------------------------------
///
//--------------------------------------------------------------------------------------------------
void DepthPeelingFront::drawQuad()
{
glMatrixMode(GL_MODELVIEW);
glPushMatrix();
glLoadIdentity();
gluOrtho2D(0.0, 1.0, 0.0, 1.0);
glBegin(GL_QUADS);
{
glVertex2f(0.0, 0.0);
glVertex2f(1.0, 0.0);
glVertex2f(1.0, 1.0);
glVertex2f(0.0, 1.0);
}
glEnd();
glPopMatrix();
}
//--------------------------------------------------------------------------------------------------
///
//--------------------------------------------------------------------------------------------------
void DepthPeelingFront::onPaintEvent(PostEventAction* postEventAction)
{
CVF_UNUSED(postEventAction);
renderFrontToBackPeeling();
CVF_CHECK_OGL(m_openGLContext.p());
}
} // namespace snip