Beispiel #1
0
void setLights( size_t counter = ~0 )
{
  if( !g_lightSources[0] )
  {
    dp::sg::core::GroupSharedPtr const& rootPtr = g_viewState->getScene()->getRootNode().staticCast<dp::sg::core::Group>();
    DP_ASSERT( rootPtr );

    // add own lights to the root node
    dp::math::Vec3f firstLightPos = g_viewState->getCamera()->getPosition();
    for( size_t i = 0; i < g_numLights; ++i )
    {
      g_lightSources[i] = dp::sg::core::createStandardPointLight( firstLightPos + dp::math::Vec3f( (float)2*i, 0.0f, 0.0f ) );
      rootPtr->addChild( g_lightSources[i] );
    }
  }

  for( size_t i = 0; i < g_numLights; ++i )
  {
    g_lightSources[i]->setEnabled( !!( counter & (1i64 << i) ) );
  }
}
Beispiel #2
0
int runApp( options::variables_map const& opts )
{
  // Create renderer
  std::string cullingEngine = opts["cullingengine"].as<std::string>();
  dp::culling::Mode cullingMode = dp::culling::Mode::AUTO;
  if ( cullingEngine == "cpu" )
  {
    cullingMode = dp::culling::Mode::CPU;
  }
  else if ( cullingEngine == "gl_compute" )
  {
    cullingMode = dp::culling::Mode::OPENGL_COMPUTE;
  }
  else if ( cullingEngine == "cuda" )
  {
    cullingMode = dp::culling::Mode::CUDA;
  }
  else if ( cullingEngine != "auto" )
  {
    std::cerr << "unknown culling engine, abort" << std::endl;
    return -1;
  }

  CFRPipelineSharedPtr renderer = CFRPipeline::create
  (
      opts["renderengine"].as<std::string>().c_str()
    , getShaderManager( opts["shadermanager"].as<std::string>() )
    , cullingMode
  );
  //renderer->setCullingEnabled( opts["culling"].as<bool>() );

  dp::sg::ui::ViewStateSharedPtr viewStateHandle = loadScene( opts["filename"].as<std::string>() );

  g_viewState = viewStateHandle;

  if ( opts.count("replace") )
  {
    // process replacements
    std::vector< std::string> replacementStrings = opts["replace"].as< std::vector<std::string > >();
    dp::sg::algorithm::ReplacementMapNames replacements;
    for ( std::vector<std::string>::iterator it = replacementStrings.begin(); it != replacementStrings.end(); ++it )
    {
      size_t equalChar = it->find_first_of(':');
      if ( equalChar != std::string::npos && equalChar < it->size() - 1)
      {
        std::string str1 = it->substr( 0, equalChar );
        std::string str2 = it->substr( equalChar + 1, it->size() - equalChar - 1);
        replacements[str1] = str2;
      }
      else
      {
        std::cerr << "invalid replacement token: " << *it << std::endl;
      }
    }
    dp::sg::algorithm::replacePipelineData( viewStateHandle->getScene(), replacements );
  }

  if ( !opts["statistics"].empty() )
  {
    showStatistics( viewStateHandle );
  }

  dp::sg::ui::setupDefaultViewState( viewStateHandle );

  if ( !opts["combineVertexAttributes"].empty() )
  {
    combineVertexAttributes( viewStateHandle );
  }

  {
    // Replace MatrixCamera by PerspectiveCamera to get all manipulator features
    if ( viewStateHandle->getCamera()->getObjectCode() == dp::sg::core::ObjectCode::MATRIX_CAMERA )
    {
      dp::sg::core::PerspectiveCameraSharedPtr perspectiveCamera = dp::sg::core::PerspectiveCamera::create();
      perspectiveCamera->setOrientation(viewStateHandle->getCamera()->getOrientation());
      perspectiveCamera->setDirection((viewStateHandle->getCamera()->getDirection()));
      perspectiveCamera->setPosition(viewStateHandle->getCamera()->getPosition());

      viewStateHandle->setAutoClipPlanes(true);
      viewStateHandle->setCamera(perspectiveCamera);
    }
  }

  if ( !opts["headlight"].empty() )
  {
    // TODO is this still a bug?
    // Bug 914976 containsLight() doesn't find lights in the scene. Force adding the headlight anyway when the user specified it.
    if ( viewStateHandle /* && viewStateHandle->getScene() && !SceneLock( viewStateHandle->getScene() )->containsLight() */
      && viewStateHandle->getCamera() && ( viewStateHandle->getCamera()->getNumberOfHeadLights() == 0 ) )
    {
      // Use the defaults! Note that LightSource ambientColor is black.
      viewStateHandle->getCamera()->addHeadLight( dp::sg::core::createStandardPointLight() );
    }
  }

  // Setup default OpenGL format descriptor
  // We need to create a default format first to be able to check if a stereo pixelformat is available later.
  // (An unfortunate RenderContextFormat.isAvailable() interface due to Linux.)
  dp::gl::RenderContextFormat format;

  // create a widget which shows the scene
  //dp::sg::ui::glut::SceneRendererWidget w( format );
  GLUTMinimalCFR w;

  // TODO format is not yet supported
#if 0
  if (stereo)
  {
    format.setStereo( stereo );
    if ( !w.setFormat( format ) )  // This automatically checks if the format is available.
    {
      std::cout << "Warning: No stereo pixelformat available." << std::endl;
    }
  }
#endif

  viewStateHandle->setAutoClipPlanes( opts["autoclipplanes"].as<bool>() );

  w.setViewState( viewStateHandle );
  w.setSceneRenderer( renderer );
//always on  if ( !opts["continuous"].empty() )
  {
    w.setContinuousUpdate( true );
    w.setShowFrameRate( true );
  }

  if( opts["frames"].as<int>() != -1 )
  {
    w.setNumberOfFrames( opts["frames"].as<int>() );
  }
  w.setDuration( opts["duration"].as<double>() );

  w.setWindowSize( 1280, 720 );
  //w.show();

  // Keep only once reference to the renderer in the widget. This is necessary since the OpenGL resources
  // used by the renderer must be deleted before the window gets destroyed.
  renderer.reset();

  g_viewState->getCamera()->setPosition(dp::math::Vec3f(0.0f, 0.0f, 5.0f));
  setLights();

  glutMainLoop();

  return w.getExitCode();
}
Beispiel #3
0
      void SceneTree::updateObjectTree( dp::sg::ui::ViewStateSharedPtr const& vs )
      {   
        //
        // first step: update node-local information
        //

        // update dirty object hints & masks
        {
          ObjectObserver::NewCacheData cd;
          m_objectObserver->popNewCacheData( cd );

          ObjectObserver::NewCacheData::const_iterator it, it_end = cd.end();
          for( it=cd.begin(); it!=it_end; ++it )
          {
            ObjectTreeNode& node = m_objectTree[ it->first ];
            node.m_localHints = it->second.m_hints;
            node.m_localMask = it->second.m_mask;

            m_objectTree.markDirty( it->first, ObjectTreeNode::DEFAULT_DIRTY );
          }
        }

        // update dirty switch information
        ObjectTreeIndexSet dirtySwitches;
        m_switchObserver->popDirtySwitches( dirtySwitches );
        if( !dirtySwitches.empty() )
        {
          ObjectTreeIndexSet::iterator it, it_end = dirtySwitches.end();
          for( it=dirtySwitches.begin(); it!=it_end; ++it )
          {
            ObjectTreeIndex index = *it;

            SwitchWeakPtr swp = m_objectTree.m_switchNodes[ index ];
            DP_ASSERT( swp );

            ObjectTreeIndex childIndex = m_objectTree[index].m_firstChild;
            // counter for the i-th child
            size_t i = 0;

            while( childIndex != ~0 )
            {
              ObjectTreeNode& childNode = m_objectTree[childIndex];
              DP_ASSERT( childNode.m_parentIndex == index );

              bool newActive = swp->isActive( checked_cast<unsigned int>(i) );
              if ( childNode.m_localActive != newActive )
              {
                childNode.m_localActive = newActive;
                m_objectTree.markDirty( childIndex, ObjectTreeNode::DEFAULT_DIRTY );
              }

              childIndex = childNode.m_nextSibling;
              ++i;
            }  
          }
        }

        // update all lods
        if( !m_objectTree.m_LODs.empty() )
        {
          float scaleFactor = vs->getLODRangeScale();
          const Mat44f& worldToView = vs->getCamera()->getWorldToViewMatrix();

          std::map< ObjectTreeIndex, LODWeakPtr >::iterator it, it_end = m_objectTree.m_LODs.end();
          for( it = m_objectTree.m_LODs.begin(); it != it_end; ++it )
          {
            ObjectTreeIndex index = it->first;
            const ObjectTreeNode& node = m_objectTree[ index ];

            const Mat44f modelToWorld = getTransformMatrix( node.m_transformIndex );
            const Mat44f modelToView = modelToWorld * worldToView;
            ObjectTreeIndex activeIndex = it->second->getLODToUse( modelToView, scaleFactor );

            ObjectTreeIndex childIndex = m_objectTree[index].m_firstChild;
            // counter for the i-th child
            size_t i = 0;

            while( childIndex != ~0 )
            {
              ObjectTreeNode& childNode = m_objectTree[childIndex];
              DP_ASSERT( childNode.m_parentIndex == index );

              bool newActive = activeIndex == i;
              if ( childNode.m_localActive != newActive )
              {
                childNode.m_localActive = newActive;
                m_objectTree.markDirty( childIndex, ObjectTreeNode::DEFAULT_DIRTY );
              }

              childIndex = childNode.m_nextSibling;
              ++i;
            }  
          }
        }

        //
        // second step: update resulting node-world information
        // 

        UpdateObjectVisitor objectVisitor( m_objectTree, this );
        PreOrderTreeTraverser<ObjectTree, UpdateObjectVisitor> objectTraverser;
        
        objectTraverser.processDirtyList( m_objectTree, objectVisitor, ObjectTreeNode::DEFAULT_DIRTY );
        m_objectTree.m_dirtyObjects.clear();
      }
Beispiel #4
0
      void SceneTree::updateTransformTree( dp::sg::ui::ViewStateSharedPtr const& vs )
      {
        //
        // first step: update node local information
        // 

        // update dirty transforms from transform observer
        {
          const TransformObserver::DirtyPayloads& cd = m_transformObserver->getDirtyPayloads();

          TransformObserver::DirtyPayloads::const_iterator it, it_end = cd.end();
          for( it = cd.begin(); it != it_end; ++it )
          {
            TransformTreeIndex index = (*it)->m_index;
            TransformTreeNode& node = m_transformTree[index];
            DP_ASSERT( node.m_transform != nullptr );

            const Trafo& t = node.m_transform->getTrafo();
            node.m_localMatrix = t.getMatrix();

            const Vec3f& s( t.getScaling() );
            node.setLocalBits( TransformTreeNode::ISMIRRORTRANSFORM, s[0]*s[1]*s[2] < 0.0f );

            m_transformTree.markDirty( index, TransformTreeNode::DEFAULT_DIRTY );

            // mark the transform's corresponding object tree node's bounding volume dirty
            DP_ASSERT( node.m_objectTreeIndex != ~0 );

            (*it)->m_dirty = false;
          }
          m_transformObserver->clearDirtyPayloads();
        }

        // update dynamic transforms
        {
          TransformTreeIndexSet::const_iterator it, it_end = m_dynamicTransformIndices.end();
          for( it=m_dynamicTransformIndices.begin(); it!=it_end; ++it )
          {
            TransformTreeIndex index = *it;
            TransformTreeNode& node = m_transformTree[index];

            if( node.m_transform )
            {
              Trafo t = node.m_transform->getTrafo();
              node.m_localMatrix = t.getMatrix();

              const Vec3f& s( t.getScaling() );
              node.setLocalBits( TransformTreeNode::ISMIRRORTRANSFORM, s[0]*s[1]*s[2] < 0.0f );
            }
            m_transformTree.markDirty( index, TransformTreeNode::DEFAULT_DIRTY );
          }
        }

        //
        // second step: update resulting node-world information
        // 

        m_changedTransforms.clear();
        UpdateTransformVisitor visitor( m_transformTree, *this, vs->getCamera(), m_changedTransforms );
        PreOrderTreeTraverser<TransformTree, UpdateTransformVisitor> traverser;

        traverser.processDirtyList( m_transformTree, visitor, TransformTreeNode::DEFAULT_DIRTY);
        m_transformTree.m_dirtyObjects.clear();
      }