Beispiel #1
0
NodeRendererResult SurfelRenderer::displayNode(FrameContext & context, Node * node, const RenderParam & /*rp*/){
	
	static const Util::StringIdentifier SURFEL_ATTRIBUTE("surfels");
	auto surfelAttribute = dynamic_cast<Util::ReferenceAttribute<Rendering::Mesh>*>(node->findAttribute( SURFEL_ATTRIBUTE ));
		
	if( !surfelAttribute || !surfelAttribute->get())
		return NodeRendererResult::PASS_ON;

	Rendering::Mesh& surfelMesh = *surfelAttribute->get();
	
	
	const Geometry::Rect projection = context.getProjectedRect(node);
	const float approxProjectedSideLength =  std::sqrt(projection.getHeight() * projection.getWidth());

//	const auto& worldBB = node->getWorldBB();
//	const float approxProjectedSideLength = projectionScale * worldBB.getDiameter() / (worldBB.getCenter()-cameraOrigin).length();
	
	if(approxProjectedSideLength > maxSideLength)
		return NodeRendererResult::PASS_ON;

	static const Util::StringIdentifier REL_COVERING_ATTRIBUTE("surfelRelCovering");
	auto surfelCoverageAttr = node->findAttribute(REL_COVERING_ATTRIBUTE);
	const float relCovering = surfelCoverageAttr ? surfelCoverageAttr->toFloat() : 0.5;

	const float approxProjectedArea = approxProjectedSideLength * approxProjectedSideLength * relCovering;
	
	uint32_t surfelCount = std::min(	surfelMesh.isUsingIndexData() ?  surfelMesh.getIndexCount() : surfelMesh.getVertexCount(),
										static_cast<uint32_t>(approxProjectedArea * countFactor) + 1);
										
	float surfelSize = std::min(sizeFactor * approxProjectedArea / surfelCount,maxSurfelSize);

	bool handled = true;
	if(approxProjectedSideLength > minSideLength && minSideLength<maxSideLength){
		const float f = 1.0f -(approxProjectedSideLength-minSideLength) / (maxSideLength-minSideLength);
		surfelCount =  std::min(	surfelMesh.isUsingIndexData() ?  surfelMesh.getIndexCount() : surfelMesh.getVertexCount(),
										static_cast<uint32_t>(f * surfelCount) + 1);
		surfelSize *= f;
		handled = false;
//		std::cout << approxProjectedSideLength<<"\t"<<f<<"\n";
		
	}
//	std::cout << surfelSize<<"\t"<<"\n";
//	if( node->getRenderingLayers()&0x02 )
//		std::cout << "pSize"<<approxProjectedSideLength << "\t#:"<<surfelCount<<"\ts:"<<surfelSize<<"\n";
	auto& renderingContext = context.getRenderingContext();
	
	static Rendering::Uniform enableSurfels("renderSurfels", true);
	static Rendering::Uniform disableSurfels("renderSurfels", false);
	
	renderingContext.setGlobalUniform(enableSurfels);
	renderingContext.pushAndSetPointParameters( Rendering::PointParameters(std::min(surfelSize,32.0f) ));
	renderingContext.pushAndSetMatrix_modelToCamera( renderingContext.getMatrix_worldToCamera() );
	renderingContext.multMatrix_modelToCamera(node->getWorldTransformationMatrix());
	context.displayMesh(&surfelMesh,	0, surfelCount );
	renderingContext.popMatrix_modelToCamera();
	renderingContext.popPointParameters();
	renderingContext.setGlobalUniform(disableSurfels);
	
	return handled ? NodeRendererResult::NODE_HANDLED : NodeRendererResult::PASS_ON;
}
Beispiel #2
0
//! ---|> Component
void Connector::doLayout(){

	Geometry::Vec2 parentsAbsPos=hasParent()?getParent()->getAbsPosition():Geometry::Vec2();

	Geometry::Rect r;
	r.invalidate();
//	std::cout << r.getX();

	if( getFirstComponent() )
		r.include( getFirstComponent()->getAbsRect().getCenter()-parentsAbsPos );
//	std::cout << (getFirstComponent()->getAbsRect().getCenter()-parentsAbsPos).getX();

	if( getSecondComponent() )
		r.include( getSecondComponent()->getAbsRect().getCenter()-parentsAbsPos );

	if(getContentsCount()>2){
		// TODO!!!!!
	}
	setPosition(Geometry::Vec2(r.getX(),r.getY()));
	setSize(r.getWidth(),r.getHeight());
	Geometry::Vec2 myAbsPos=getAbsPosition();

	if(getFirstChild() && getFirstComponent()){
		getFirstChild()->setPosition( getFirstComponent()->getAbsRect().getCenter()-myAbsPos );
	}
	if(getLastChild() && getSecondComponent()){
		getLastChild()->setPosition( getSecondComponent()->getAbsRect().getCenter()-myAbsPos );
//		getLastChild()->setPosition(Vec2(r.getWidth(),r.getHeight()));
	}

	if(getContentsCount()>2){
		// TODO!!!!!
	}
}
Beispiel #3
0
void Container::displayChildren(const Geometry::Rect & region,bool useScissor/*=false*/) {
	const Geometry::Rect myRegion=region.isValid() ? getAbsRect().clipBy(region) : getAbsRect();
	if(myRegion.isInvalid())
		return;
	if(useScissor){
		Geometry::Rect_i scissorRect = Geometry::Rect_i(getAbsRect());
		scissorRect.changeSize(-2,-2);
		scissorRect.moveRel(1,1);
		getGUI().pushScissor(scissorRect);
	}
		
	for(Component * c=getFirstChild();c!=nullptr;c=c->getNext()){
		if (c->isEnabled() && myRegion.intersects(c->getAbsRect()))
			c->display(region);
	}
	if(useScissor)
		getGUI().popScissor();
}
Beispiel #4
0
void drawRect(RenderingContext & rc, const Geometry::Rect & rect) {
	static Util::Reference<Mesh> mesh;
	if (mesh.isNull()) {
		VertexDescription vertexDescription;
		vertexDescription.appendPosition2D();
		mesh = new Mesh(vertexDescription, 4, 6);
		mesh->setDrawMode(Mesh::DRAW_TRIANGLES);

		MeshVertexData & vd = mesh->openVertexData();
		float * vertices = reinterpret_cast<float *> (vd.data());
		*vertices++ = 0.0f; // Bottom left
		*vertices++ = 0.0f;
		*vertices++ = 1.0f; // Bottom right
		*vertices++ = 0.0f;
		*vertices++ = 1.0f; // Top right
		*vertices++ = 1.0f;
		*vertices++ = 0.0f; // Top left
		*vertices++ = 1.0f;
		vd.updateBoundingBox();
		vd.markAsChanged();

		MeshIndexData & id = mesh->openIndexData();
		uint32_t * indices = id.data();
		indices[0] = 0;
		indices[1] = 2;
		indices[2] = 1;
		indices[3] = 0;
		indices[4] = 3;
		indices[5] = 2;
		id.updateIndexRange();
		id.markAsChanged();
	}

	Geometry::Matrix4x4 matrix;
	matrix.translate(rect.getX(), rect.getY(), 0.0f);
	matrix.scale(rect.getWidth(), rect.getHeight(), 1.0f);
	rc.pushMatrix_modelToCamera();
	rc.multMatrix_modelToCamera(matrix);
	rc.displayMesh(mesh.get());
	rc.popMatrix_modelToCamera();
}
void ColorVisibilityEvaluator::measure(FrameContext & context, Node & node, const Geometry::Rect & rect) {
	Rendering::RenderingContext & rCtxt = context.getRenderingContext();

	// ### Set up textures for the framebuffer object. ###
	const uint32_t width = static_cast<uint32_t> (rect.getWidth());
	const uint32_t height = static_cast<uint32_t> (rect.getHeight());
	if (colorTexture == nullptr || width != static_cast<uint32_t> (colorTexture->getWidth()) || height != static_cast<uint32_t> (colorTexture->getHeight())) {
		// (Re-)Create textures with correct dimension.
		rCtxt.pushAndSetFBO(fbo.get());
		fbo->detachColorTexture(context.getRenderingContext());
		fbo->detachDepthTexture(context.getRenderingContext());
		rCtxt.popFBO();

		colorTexture = Rendering::TextureUtils::createStdTexture(width, height, true);
		depthTexture = Rendering::TextureUtils::createDepthTexture(width, height);

		// Bind textures to FBO.
		rCtxt.pushAndSetFBO(fbo.get());
		fbo->attachColorTexture(context.getRenderingContext(),colorTexture.get());
		fbo->attachDepthTexture(context.getRenderingContext(),depthTexture.get());
		rCtxt.popFBO();
	}

	// ### Render the scene into a framebuffer object. ###
	rCtxt.pushAndSetFBO(fbo.get());

	rCtxt.pushAndSetShader(getShader());
	rCtxt.clearScreen(Util::Color4f(0.0f, 0.0f, 0.0f, 0.0f));


	// Color counter for assignment of unique colors to triangles.
	// Background is black (color 0).
	int32_t currentColor = 1;


	// Collect potentially visible geometry nodes.
	const auto geoNodes = collectNodesInFrustum<GeometryNode>(&node, context.getCamera()->getFrustum());
	for(const auto & geoNode : geoNodes) {
		getShader()->setUniform(rCtxt, Rendering::Uniform("colorOffset", currentColor));
		context.displayNode(geoNode, USE_WORLD_MATRIX | NO_STATES);
		currentColor += geoNode->getTriangleCount();
	}

	rCtxt.popShader();
	rCtxt.popFBO();


	// ### Read texture and analyze colors. ###

	// Map from colors to number of occurrences.
	std::map<uint32_t, uint32_t> colorUsage;


	// Current color is compared with the previous color. If they match, the local count variable is used as cache before insertion into map is performed.
	uint32_t lastColor = 0;
	uint32_t lastCount = 0;

	colorTexture->downloadGLTexture(rCtxt);
	const uint32_t * texData = reinterpret_cast<const uint32_t *> (colorTexture->openLocalData(rCtxt));
	const uint32_t numPixels = width * height;
	for (uint_fast32_t p = 0; p < numPixels; ++p) {
		const uint32_t & color = texData[p];

		if (color == 0) {
			// Ignore background.
			continue;
		}

		if (color == lastColor) {
			++lastCount;
			continue;
		} else {
			// Insert previous color.
			if (lastColor != 0) {
				increaseColorUsage(lastColor, lastCount, colorUsage);
			}

			lastColor = color;
			lastCount = 1;
		}
	}
	if (lastColor != 0) {
		increaseColorUsage(lastColor, lastCount, colorUsage);
	}

	if (mode == SINGLE_VALUE) {
		numTrianglesVisible += colorUsage.size();
	} else {
		values->push_back(Util::GenericAttribute::createNumber(colorUsage.size()));
	}
}
Beispiel #6
0
		const rectf getNormalisedTextureCoords(const geometry::Rect<T>& r) {
			float w = static_cast<float>(width());
			float h = static_cast<float>(height());
			return rectf(static_cast<float>(r.x())/w, static_cast<float>(r.y())/h, static_cast<float>(r.x2())/w, static_cast<float>(r.y2())/h);
		}
Beispiel #7
0
		const rectf getNormalisedTextureCoords(const std::vector<TexturePtr>::const_iterator& it, const geometry::Rect<T>& r) {
			float w = static_cast<float>((*it)->width());
			float h = static_cast<float>((*it)->height());
			return rectf(static_cast<float>(r.x())/w, static_cast<float>(r.y())/h, static_cast<float>(r.x2())/w, static_cast<float>(r.y2())/h);
		}
Beispiel #8
0
		const geometry::Rect<N> getNormalisedTextureCoords(const geometry::Rect<T>& r) {
			float w = static_cast<float>(surface_width_);
			float h = static_cast<float>(surface_height_);
			return geometry::Rect<N>(static_cast<N>(r.x())/w, static_cast<N>(r.y())/h, static_cast<N>(r.x2())/w, static_cast<N>(r.y2())/h);		
		}
void OverdrawFactorEvaluator::measure(FrameContext & frameContext, Node & node, const Geometry::Rect & rect) {
	Rendering::RenderingContext & renderingContext = frameContext.getRenderingContext();

	// Set up FBO and texture
	Util::Reference<Rendering::FBO> fbo = new Rendering::FBO;
	renderingContext.pushAndSetFBO(fbo.get());
	Util::Reference<Rendering::Texture> depthStencilTexture = Rendering::TextureUtils::createDepthStencilTexture(rect.getWidth(), rect.getHeight());
	fbo->attachDepthStencilTexture(renderingContext, depthStencilTexture.get());

	// Disable color and depth writes
	renderingContext.pushAndSetColorBuffer(Rendering::ColorBufferParameters(false, false, false, false));
	renderingContext.pushAndSetDepthBuffer(Rendering::DepthBufferParameters(false, false, Rendering::Comparison::LESS));

	// Increase the stencil value for every rendered pixel
	Rendering::StencilParameters stencilParams;
	stencilParams.enable();
	stencilParams.setFunction(Rendering::Comparison::ALWAYS);
	stencilParams.setReferenceValue(0);
	stencilParams.setBitMask(0);
	stencilParams.setFailAction(Rendering::StencilParameters::INCR);
	stencilParams.setDepthTestFailAction(Rendering::StencilParameters::INCR);
	stencilParams.setDepthTestPassAction(Rendering::StencilParameters::INCR);
	renderingContext.pushAndSetStencil(stencilParams);

	// Render the node
	renderingContext.clearStencil(0);
	frameContext.displayNode(&node, 0);

	// Reset GL state
	renderingContext.popStencil();
	renderingContext.popDepthBuffer();
	renderingContext.popColorBuffer();

	// Fetch the texture.
	depthStencilTexture->downloadGLTexture(renderingContext);
	renderingContext.popFBO();

	Util::Reference<Util::PixelAccessor> stencilAccessor = Rendering::TextureUtils::createStencilPixelAccessor(renderingContext, *depthStencilTexture.get());

	std::vector<uint8_t> stencilValues;
	stencilValues.reserve(rect.getWidth() * rect.getHeight());
	for(uint_fast32_t y = 0; y < rect.getHeight(); ++y) {
		for(uint_fast32_t x = 0; x < rect.getWidth(); ++x) {
			const uint8_t stencilValue = stencilAccessor->readSingleValueByte(x, y);
			stencilValues.push_back(stencilValue);
		}
	}

// 	// Create and write debug image
// 	{
// 		Util::Reference<Rendering::Texture> colorTexture = Rendering::TextureUtils::createStdTexture(rect.getWidth(), rect.getHeight(), true);
// 		Util::Reference<Util::PixelAccessor> colorAccessor = Rendering::TextureUtils::createColorPixelAccessor(renderingContext, colorTexture.get());
// 		const auto stencilMinMax = std::minmax_element(stencilValues.cbegin(), stencilValues.cend());
// 		const auto stencilMin = *stencilMinMax.first;
// 		const auto stencilMax = *stencilMinMax.second;
// 		const double stencilRange = stencilMax - stencilMin;
// 		const double factor = 1.0 / stencilRange;
// 		// Color scheme RdYlBu with 5 of 8 colors from www.colorbrewer2.org
// 		const std::array<Util::Color4f, 5> gradient =	{
// 															Util::Color4ub(44, 123, 182, 255),
// 															Util::Color4ub(171, 217, 233, 255),
// 															Util::Color4ub(255, 255, 191, 255),
// 															Util::Color4ub(253, 174, 97, 255),
// 															Util::Color4ub(215, 25, 28, 255)
// 														};
// 		for(uint_fast32_t y = 0; y < rect.getHeight(); ++y) {
// 			for(uint_fast32_t x = 0; x < rect.getWidth(); ++x) {
// 				const uint8_t stencilValue = stencilValues[y * rect.getWidth() + x];
// 				if(stencilValue == 0) {
// 					colorAccessor->writeColor(x, y, Util::Color4f(1.0, 1.0, 1.0, 0.0));
// 				} else {
// 					const double normalizedValue = static_cast<double>(stencilValue - stencilMin) * factor;
// 					const double gradientPos = normalizedValue * (gradient.size() - 1);
// 					const size_t gradientIndex = std::floor(gradientPos);
// 					colorAccessor->writeColor(x, y, Util::Color4f(gradient[gradientIndex], gradient[gradientIndex + 1], gradientPos - gradientIndex));
// 				}
// 			}
// 		}
// 		Rendering::Serialization::saveTexture(renderingContext, colorTexture.get(), Util::FileName("stencil.png"));
// 	}

	if(resultRemoveZeroValues) {
		stencilValues.erase(std::remove(stencilValues.begin(), stencilValues.end(), 0),
							stencilValues.end());
	}
	uint8_t result = 0;
	if(!stencilValues.empty()) {
		if(resultQuantile >= 1.0) {
			result = *std::max_element(stencilValues.cbegin(), stencilValues.cend());
		} else if(resultQuantile <= 0.0) {
			result = *std::min_element(stencilValues.cbegin(), stencilValues.cend());
		} else {
			const std::size_t quantilePos = resultQuantile * stencilValues.size();
			std::nth_element(stencilValues.begin(),
							 std::next(stencilValues.begin(), static_cast<std::ptrdiff_t>(quantilePos)),
							 stencilValues.end());
			result = stencilValues[quantilePos];
		}
	}

	values->push_back(Util::GenericAttribute::createNumber(result));
	setMaxValue_i(result);
}