void RenderTargetFB::endRendering() { if( m_swapBuffersEnabled ) { getRenderContext()->swap(); } RenderTarget::endRendering(); }
SceniXQGLSceneRendererWidget::~SceniXQGLSceneRendererWidget() { if( m_timerID != -1 ) { killTimer( m_timerID ); m_timerID = -1; } getRenderContext()->makeCurrent(); }
void Window::_updateEvent( Event& event ) { // TODO 2.0 event interface will stream these and remove them from Event event.time = getConfig()->getTime(); event.originator = getID(); event.serial = getSerial(); switch( event.type ) { case Event::WINDOW_POINTER_MOTION: case Event::WINDOW_POINTER_BUTTON_PRESS: case Event::WINDOW_POINTER_BUTTON_RELEASE: case Event::WINDOW_POINTER_WHEEL: { const int32_t xPos = event.pointer.x; const int32_t yPos = event.pointer.y; if( !getRenderContext( xPos, yPos, event.context )) LBVERB << "No rendering context for pointer event at " << xPos << ", " << yPos << std::endl; } } }
void CqShaderExecEnv::Initialise( const TqInt uGridRes, const TqInt vGridRes, TqInt microPolygonCount, TqInt shadingPointCount, bool hasValidDerivatives, const IqConstAttributesPtr& pAttr, const IqConstTransformPtr& pTrans, IqShader* pShader, TqInt Uses ) { m_uGridRes = uGridRes; m_vGridRes = vGridRes; m_microPolygonCount = microPolygonCount; m_shadingPointCount = shadingPointCount; m_hasValidDerivatives = hasValidDerivatives; m_LocalIndex = 0; // Store a pointer to the attributes definition. m_pAttributes = pAttr; // Store a pointer to the transform. m_pTransform = pTrans; m_li = 0; m_Illuminate = 0; m_IlluminanceCacheValid = false; // Initialise the state bitvectors m_CurrentState.SetSize( m_shadingPointCount ); m_RunningState.SetSize( m_shadingPointCount ); m_RunningState.SetAll( true ); m_isRunning = true; if ( pShader ) { if ( USES( Uses, EnvVars_P ) && m_apVariables[ EnvVars_P ] == 0 ) m_apVariables[ EnvVars_P ] = pShader->CreateVariable( type_point, class_varying, gVariableNames[ EnvVars_P ] ); if ( USES( Uses, EnvVars_Cs ) && m_apVariables[ EnvVars_Cs ] == 0 ) m_apVariables[ EnvVars_Cs ] = pShader->CreateVariable( type_color, class_varying, gVariableNames[ EnvVars_Cs ] ); if ( USES( Uses, EnvVars_Os ) && m_apVariables[ EnvVars_Os ] == 0 ) m_apVariables[ EnvVars_Os ] = pShader->CreateVariable( type_color, class_varying, gVariableNames[ EnvVars_Os ] ); if ( USES( Uses, EnvVars_Ng ) && m_apVariables[ EnvVars_Ng ] == 0 ) m_apVariables[ EnvVars_Ng ] = pShader->CreateVariable( type_normal, class_varying, gVariableNames[ EnvVars_Ng ] ); if ( USES( Uses, EnvVars_du ) && m_apVariables[ EnvVars_du ] == 0 ) m_apVariables[ EnvVars_du ] = pShader->CreateVariable( type_float, class_varying, gVariableNames[ EnvVars_du ] ); if ( USES( Uses, EnvVars_dv ) && m_apVariables[ EnvVars_dv ] == 0 ) m_apVariables[ EnvVars_dv ] = pShader->CreateVariable( type_float, class_varying, gVariableNames[ EnvVars_dv ] ); if ( USES( Uses, EnvVars_L ) && m_apVariables[ EnvVars_L ] == 0 ) m_apVariables[ EnvVars_L ] = pShader->CreateVariable( type_vector, class_varying, gVariableNames[ EnvVars_L ] ); if ( USES( Uses, EnvVars_Cl ) && m_apVariables[ EnvVars_Cl ] == 0 ) m_apVariables[ EnvVars_Cl ] = pShader->CreateVariable( type_color, class_varying, gVariableNames[ EnvVars_Cl ] ); if ( USES( Uses, EnvVars_Ol ) && m_apVariables[ EnvVars_Ol ] == 0 ) m_apVariables[ EnvVars_Ol ] = pShader->CreateVariable( type_color, class_varying, gVariableNames[ EnvVars_Ol ] ); if ( USES( Uses, EnvVars_dPdu ) && m_apVariables[ EnvVars_dPdu ] == 0 ) m_apVariables[ EnvVars_dPdu ] = pShader->CreateVariable( type_vector, class_varying, gVariableNames[ EnvVars_dPdu ] ); if ( USES( Uses, EnvVars_dPdv ) && m_apVariables[ EnvVars_dPdv ] == 0 ) m_apVariables[ EnvVars_dPdv ] = pShader->CreateVariable( type_vector, class_varying, gVariableNames[ EnvVars_dPdv ] ); if ( USES( Uses, EnvVars_N ) && m_apVariables[ EnvVars_N ] == 0 ) m_apVariables[ EnvVars_N ] = pShader->CreateVariable( type_normal, class_varying, gVariableNames[ EnvVars_N ] ); if ( USES( Uses, EnvVars_u ) && m_apVariables[ EnvVars_u ] == 0 ) m_apVariables[ EnvVars_u ] = pShader->CreateVariable( type_float, class_varying, gVariableNames[ EnvVars_u ] ); if ( USES( Uses, EnvVars_v ) && m_apVariables[ EnvVars_v ] == 0 ) m_apVariables[ EnvVars_v ] = pShader->CreateVariable( type_float, class_varying, gVariableNames[ EnvVars_v ] ); if ( USES( Uses, EnvVars_s ) && m_apVariables[ EnvVars_s ] == 0 ) m_apVariables[ EnvVars_s ] = pShader->CreateVariable( type_float, class_varying, gVariableNames[ EnvVars_s ] ); if ( USES( Uses, EnvVars_t ) && m_apVariables[ EnvVars_t ] == 0 ) m_apVariables[ EnvVars_t ] = pShader->CreateVariable( type_float, class_varying, gVariableNames[ EnvVars_t ] ); if ( USES( Uses, EnvVars_I ) && m_apVariables[ EnvVars_I ] == 0 ) m_apVariables[ EnvVars_I ] = pShader->CreateVariable( type_vector, class_varying, gVariableNames[ EnvVars_I ] ); if ( USES( Uses, EnvVars_Ci ) && m_apVariables[ EnvVars_Ci ] == 0 ) m_apVariables[ EnvVars_Ci ] = pShader->CreateVariable( type_color, class_varying, gVariableNames[ EnvVars_Ci ] ); if ( USES( Uses, EnvVars_Oi ) && m_apVariables[ EnvVars_Oi ] == 0 ) m_apVariables[ EnvVars_Oi ] = pShader->CreateVariable( type_color, class_varying, gVariableNames[ EnvVars_Oi ] ); if ( USES( Uses, EnvVars_Ps ) && m_apVariables[ EnvVars_Ps ] == 0 ) m_apVariables[ EnvVars_Ps ] = pShader->CreateVariable( type_point, class_varying, gVariableNames[ EnvVars_Ps ] ); if ( USES( Uses, EnvVars_E ) && m_apVariables[ EnvVars_E ] == 0 ) m_apVariables[ EnvVars_E ] = pShader->CreateVariable( type_point, class_uniform, gVariableNames[ EnvVars_E ] ); if ( USES( Uses, EnvVars_ncomps ) && m_apVariables[ EnvVars_ncomps ] == 0 ) m_apVariables[ EnvVars_ncomps ] = pShader->CreateVariable( type_float, class_uniform, gVariableNames[ EnvVars_ncomps ] ); if ( USES( Uses, EnvVars_time ) && m_apVariables[ EnvVars_time ] == 0 ) m_apVariables[ EnvVars_time ] = pShader->CreateVariable( type_float, class_uniform, gVariableNames[ EnvVars_time ] ); if ( USES( Uses, EnvVars_alpha ) && m_apVariables[ EnvVars_alpha ] == 0 ) m_apVariables[ EnvVars_alpha ] = pShader->CreateVariable( type_float, class_varying, gVariableNames[ EnvVars_alpha ] ); if ( USES( Uses, EnvVars_Ns ) && m_apVariables[ EnvVars_Ns ] == 0 ) m_apVariables[ EnvVars_Ns ] = pShader->CreateVariable( type_normal, class_varying, gVariableNames[ EnvVars_Ns ] ); } TqInt i; for ( i = 0; i < EnvVars_Last; i++ ) { if ( m_apVariables[ i ] && USES( Uses, i ) ) m_apVariables[ i ] ->Initialise( shadingPointCount ); } if( USES( Uses, EnvVars_time ) ) { // First try setting this to the shutter open time // @todo: Think about an algorithm which distributes samples in time const TqFloat* shutter = getRenderContext()->GetFloatOption( "System", "Shutter" ); if( shutter ) { const TqFloat* shutteroffset = getRenderContext()->GetFloatOption( "shutter", "offset" ); float offset = 0; if( shutteroffset != 0 ) { offset = *shutteroffset; } // insert the open time plus shutter offset m_apVariables[ EnvVars_time ]->SetFloat( shutter[ 0 ] + offset ); } } m_diffUidx.resize(shadingPointCount); m_diffVidx.resize(shadingPointCount); TqInt uSize = uGridRes+1; TqInt vSize = vGridRes+1; if(hasValidDerivatives) { // Precompute lookup tables from the shading index to u,v indices, to // avoid costly modulo and integer operations in derivative functions. for(TqInt v = 0, i = 0; v < vSize; ++v) { for(TqInt u = 0; u < uSize; ++u, ++i) { m_diffUidx[i] = u; m_diffVidx[i] = v; } } } // Determine whether to use centred differences or not. bool useCentred = true; if(pAttr) { if(const TqInt* centred = pAttr->GetIntegerAttribute("derivatives", "centered")) useCentred = (centred[0] == 1); else useCentred = (pAttr->GetIntegerAttribute("System", "ShadingInterpolation")[0] == ShadingInterp_Smooth); } m_diff.reset(uSize, vSize, !hasValidDerivatives, !hasValidDerivatives, useCentred); }