Esempio n. 1
0
/**
 * Window has changed size, or has just been created. In either case, we need to use the window 
 * dimensions to set the viewport and the projection matrix.
 */
void ChangeSize(int w, int h)
{
	glViewport(0, 0, w, h);

	transformPipeline.setMatrixStacks(modelViewMatrix, projectionMatrix);

	viewFrustum.setPerspective(35.0f, float(w) / float(h), 1.0f, 100.0f);
	projectionMatrix.setMatrix(viewFrustum.GetProjectionMatrix());
	modelViewMatrix.identity();
}
Esempio n. 2
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/**
 * Window has changed size, or has just been created. In either case, we need to use the window 
 * dimensions to set the viewport and the projection matrix.
 */
void ChangeSize(int w, int h)
{
	glViewport(0, 0, w, h);
	transformPipeline.setMatrixStacks(modelViewMatrix, projectionMatrix);

	modelViewMatrix.identity();

	screenWidth = w;
	screenHeight = h;

	GenerateOrtho2DMat(w, h, hdrTexturesWidth[curHDRTex], hdrTexturesHeight[curHDRTex]);
}
Esempio n. 3
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/**
 * Window has changed size, or has just been created. In either case, we need to use the window 
 * dimensions to set the viewport and the projection matrix.
 */
void ChangeSize(int w, int h)
{
	glViewport(0, 0, w, h);
	transformPipeline.setMatrixStacks(modelViewMatrix, projectionMatrix);

	viewFrustum.setPerspective(35.0f, float(w) / float(h), 1.0f, 100.0f);
	projectionMatrix.setMatrix(viewFrustum.GetProjectionMatrix());
	modelViewMatrix.identity();

	GenerateOrtho2DMat(w, h);

	screenWidth = w;
	screenHeight = h;

	// resize texture
	glBindTexture(GL_TEXTURE_2D_MULTISAMPLE, depthTextureName);
	glTexImage2DMultisample(GL_TEXTURE_2D_MULTISAMPLE, 8, GL_DEPTH_COMPONENT24, w, h, GL_FALSE);

	glBindTexture(GL_TEXTURE_2D_MULTISAMPLE, msTexture[0]);
	glTexImage2DMultisample(GL_TEXTURE_2D_MULTISAMPLE, 8, GL_RGBA8, w, h, GL_FALSE);
}
Esempio n. 4
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/**
 * This function does any needed initialization on the rendering context.
 * This is the first opportunity to do any OpenGL related tasks.
 */
void SetupRC()
{
	GLfloat texCoordOffsets[4][5 * 5 * 2];
	GLfloat exposureLUT[20] = { 11.0, 6.0, 3.2, 2.8, 2.2, 1.90, 1.80, 1.80, 1.70, 1.70, 1.60, 1.60, 1.50, 1.50, 1.40, 1.40, 1.30, 1.20, 1.10, 1.00 };

	// Will not use depth buffer
	glDisable(GL_DEPTH_TEST);
	curHDRTex = 0;

	// Init codel-view and leave it 
	modelViewMatrix.identity();

	// Black
	glClearColor(0.0f, 0.0f, 0.0f, 1.0f);

	// Setup LUT texture for use with the adaptive exposure filter
	glGenTextures(1, lutTxtures);
	glActiveTexture(GL_TEXTURE1);
	glBindTexture(GL_TEXTURE_1D, lutTxtures[1]);
	glTexImage1D(GL_TEXTURE_1D, 0, GL_R16F, 20, 0, GL_RED, GL_FLOAT, exposureLUT);
	glTexParameteri(GL_TEXTURE_1D, GL_TEXTURE_WRAP_S, GL_CLAMP_TO_EDGE);
	glTexParameteri(GL_TEXTURE_1D, GL_TEXTURE_WRAP_T, GL_CLAMP_TO_EDGE);
	glTexParameteri(GL_TEXTURE_1D, GL_TEXTURE_MAG_FILTER, GL_LINEAR);
	glTexParameteri(GL_TEXTURE_1D, GL_TEXTURE_MIN_FILTER, GL_LINEAR);

	// Setup HDR texture(s)
	glActiveTexture(GL_TEXTURE0);
	glGenTextures(1, hdrTextures);
	glBindTexture(GL_TEXTURE_2D, hdrTextures[curHDRTex]);

	// Load HDR image from EXR file
	LoadOpenEXRImage("Tree.exr", hdrTextures[curHDRTex], hdrTexturesWidth[curHDRTex], hdrTexturesHeight[curHDRTex]);

	// Create ortho matrix and screen-sized quad matching images aspect ratio
	GenerateOrtho2DMat(screenWidth, screenHeight, hdrTexturesWidth[curHDRTex], hdrTexturesHeight[curHDRTex]);
	//GenerateFBOOrtho2DMat(hdrTexturesWidth[curHDRTex], hdrTexturesHeight[curHDRTex]);
	gltGenerateOrtho2DMat(hdrTexturesWidth[curHDRTex], hdrTexturesHeight[curHDRTex], fboOrthoMatrix, fboQuad);

	// Setup tex coords to be used for fetching HDR kernel data
	for (int k = 0; k < 4; k++) {
		float xInc = 1.0f / (GLfloat)(hdrTexturesWidth[curHDRTex] >> k);
		float yInc = 1.0f / (GLfloat)(hdrTexturesHeight[curHDRTex] >> k);

		for (int i = 0; i < 5; i++) {
			for (int j = 0; j < 5; j++) {
				texCoordOffsets[k][(((i * 5) + j) * 2) + 0] = (-1.0f * xInc) + ((GLfloat)i * xInc);
				texCoordOffsets[k][(((i * 5) + j) * 2) + 1] = (-1.0f * yInc) + ((GLfloat)j * yInc);
			}
		}
	}

	// Load shaders 
	mapTexProg = gltLoadShaderWithFileEx("hdr.vs", "hdr_simple.fs", 2, 
		GLT_ATTRIBUTE_VERTEX, "vVertex", GLT_ATTRIBUTE_TEXTURE0, "vTexCoord0");
	glBindFragDataLocation(mapTexProg, 0, "oColor");
	glLinkProgram(mapTexProg);

	varExposureProg = gltLoadShaderWithFileEx("hdr.vs", "hdr_exposure.fs", 2, 
		GLT_ATTRIBUTE_VERTEX, "vVertex", GLT_ATTRIBUTE_TEXTURE0, "vTexCoord0");
	glBindFragDataLocation(varExposureProg, 0, "oColor");
	glLinkProgram(varExposureProg);
	glUseProgram(varExposureProg);
	glUniform1i(glGetUniformLocation(varExposureProg, "textureUnit0"), 0);

	adaptiveProg = gltLoadShaderWithFileEx("hdr.vs", "hdr_adaptive.fs", 2, 
		GLT_ATTRIBUTE_VERTEX, "vVertex", GLT_ATTRIBUTE_TEXTURE0, "vTexCoord0");
	glBindFragDataLocation(adaptiveProg, 0, "oColor");
	glLinkProgram(adaptiveProg);
	glUseProgram(adaptiveProg);
	glUniform1i(glGetUniformLocation(adaptiveProg, "textureUnit0"), 0);
	glUniform1i(glGetUniformLocation(adaptiveProg, "textureUnit1"), 1);
	glUniform2fv(glGetUniformLocation(adaptiveProg, "tc_offset"), 25, texCoordOffsets[0]);

	glUseProgram(0);

	// Create and bind an FBO
	glGenFramebuffers(1, &fboName);
	glBindFramebuffer(GL_DRAW_FRAMEBUFFER, fboName);

	// Create the FBO texture
	glGenTextures(1, fboTextures);
	glBindTexture(GL_TEXTURE_2D, fboTextures[0]);
	glTexImage2D(GL_TEXTURE_2D, 0, GL_RGB8, hdrTexturesWidth[curHDRTex], hdrTexturesHeight[curHDRTex], 0, GL_RGBA, GL_FLOAT, NULL);
	glFramebufferTexture2D(GL_DRAW_FRAMEBUFFER, GL_COLOR_ATTACHMENT0, GL_TEXTURE_2D, fboTextures[0], 0);

	// Make sure all went well
	gltCheckErrors();

	glBindFramebuffer(GL_DRAW_FRAMEBUFFER, 0);

	// Set first running mode
	curProg = adaptiveProg;
}
Esempio n. 5
0
/**
 * Called to draw scene
 */
void RenderScene(void)
{
	// Bind the FBO with multisample buffers
	glBindFramebuffer(GL_DRAW_FRAMEBUFFER, msFBO);
	glClearColor(0.0f, 0.0f, 0.0f, 0.0f);
	glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT);

	// User selected order independant transparency
	if (mode == USER_OIT)
	{
		// Use OIT, setup sample masks
		glSampleMaski(0, 0x01);
		glEnable(GL_SAMPLE_MASK);

		// Prevent depth test from culling covered surfaces
		glDepthFunc(GL_ALWAYS);
	}

	modelViewMatrix.push();
	M3DMatrix44f mCamera;
	cameraFrame.GetCameraMatrix(mCamera);
	modelViewMatrix.MultMatrix(mCamera);

	modelViewMatrix.push();
	modelViewMatrix.moveTo(0.0f, -0.4f, -4.0f);
	modelViewMatrix.rotateTo(worldAngle, 0.0, 1.0, 0.0);

	// Draw the background and disk to the first sample
	modelViewMatrix.push();
	modelViewMatrix.moveTo(0.0f, 3.0f, 0.0f);
	modelViewMatrix.rotateTo(90.0, 1.0, 0.0, 0.0);
	modelViewMatrix.rotateTo(90.0, 0.0, 0.0, 1.0);
	glBindTexture(GL_TEXTURE_2D, textures[1]);
	shaderManager.useStockShader(GLT_SHADER_TEXTURE_REPLACE, transformPipeline.GetMVPMatrix(), 0);
	bckgrndCylBatch.draw();
	modelViewMatrix.pop();

	modelViewMatrix.moveTo(0.0f, -0.3f, 0.0f);
	modelViewMatrix.push();
	modelViewMatrix.rotateTo(90.0, 1.0, 0.0, 0.0);
	shaderManager.useStockShader(GLT_SHADER_FLAT, transformPipeline.GetMVPMatrix(), vGrey);
	diskBatch.draw();
	modelViewMatrix.pop();
	modelViewMatrix.moveTo(0.0f, 0.1f, 0.0f);

	// User selected blending
	if (mode == USER_BLEND)
	{
		// Setup blend state
		glDisable(GL_DEPTH_TEST);
		glEnable(GL_BLEND);
		switch (blendMode)
		{
		case 1:
			glBlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA);
			break;
		case 2:
			glBlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_DST_ALPHA);
			break;
		case 3:
			glBlendFunc(GL_ONE, GL_ONE_MINUS_SRC_ALPHA);
			break;
		case 4:
			glBlendFunc(GL_SRC_ALPHA, GL_ONE);
			break;
		case 5:
			glBlendFunc(GL_SRC_ALPHA, GL_DST_COLOR);
			break;
		case 6:
			glBlendFuncSeparate(GL_SRC_ALPHA, GL_DST_ALPHA, GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA);
			break;
		case 7:
			glBlendFuncSeparate(GL_SRC_COLOR, GL_DST_COLOR, GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA);
			break;
		default:
			glDisable(GL_BLEND);
		}
	}

	// Now draw the glass pieces
	DrawWorld();

	modelViewMatrix.pop();
	modelViewMatrix.pop();

	// Clean up all state 
	glDepthFunc(GL_LEQUAL);
	glDisable(GL_BLEND);
	glDisable(GL_SAMPLE_MASK);
	glSampleMaski(0, 0xffffffff);

	// Resolve multisample buffer
	projectionMatrix.push();
	projectionMatrix.setMatrix(orthoMatrix);
	modelViewMatrix.push();
	modelViewMatrix.identity();
	// Setup and Clear the default framebuffer
	glBindFramebuffer(GL_DRAW_FRAMEBUFFER, 0);
	glViewport(0, 0, screenWidth, screenHeight);
	glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT);

	if (mode == USER_OIT)
		SetupOITResolveProg();
	else if (mode == USER_BLEND)
		SetupResolveProg();

	// Draw a full-size quad to resolve the multisample surfaces
	screenQuad.draw();
	modelViewMatrix.pop();
	projectionMatrix.pop();

	// Reset texture state
	glEnable(GL_DEPTH_TEST);
	glActiveTexture(GL_TEXTURE0);
	glBindTexture(GL_TEXTURE_2D_MULTISAMPLE, 0);
	glActiveTexture(GL_TEXTURE1);
	glBindTexture(GL_TEXTURE_2D_MULTISAMPLE, 0);

	// Perform the buffer swap to display back buffer
	glutSwapBuffers();
	glutPostRedisplay();
}