コード例 #1
0
ファイル: util.cpp プロジェクト: Acidburn0zzz/OSPRay
    float * getOpenGLDepthFromOSPPerspective(OSPFrameBuffer frameBuffer,
                                             const osp::vec2i &frameBufferSize)
    {
      // compute fovy, aspect, zNear, zFar from OpenGL projection matrix
      // this assumes fovy, aspect match the values set on the OSPRay perspective camera!
      GLdouble glProjectionMatrix[16];
      glGetDoublev(GL_PROJECTION_MATRIX, glProjectionMatrix);

      const double m0  = glProjectionMatrix[0];
      const double m5  = glProjectionMatrix[5];
      const double m10 = glProjectionMatrix[10];
      const double m14 = glProjectionMatrix[14];
      const double k = (m10 - 1.0f) / (m10 + 1.0f);

      const double fovy = 2. * atan(1.0f / m5) * 180./M_PI;
      const double aspect = m5 / m0;
      const double zNear = (m14 * (1.0f - k)) / (2.0f * k);
      const double zFar = k * zNear;

      // get camera direction and up vectors from model view matrix
      // again, this assumes these values match those set on the OSPRay camera!
      GLdouble glModelViewMatrix[16];
      glGetDoublev(GL_MODELVIEW_MATRIX, glModelViewMatrix);

      const ospray::vec3f  cameraUp( glModelViewMatrix[1],  glModelViewMatrix[5],  glModelViewMatrix[9]);
      const ospray::vec3f cameraDir(-glModelViewMatrix[2], -glModelViewMatrix[6], -glModelViewMatrix[10]);

      // map OSPRay depth buffer from provided frame buffer
      const float *ospDepthBuffer = (const float *)ospMapFrameBuffer(frameBuffer, OSP_FB_DEPTH);

      // get OpenGL depth from OSPRay depth
      float *glDepth
        = getOpenGLDepthFromOSPPerspective(fovy, aspect, zNear, zFar, 
                                           (osp::vec3f&)cameraDir, (osp::vec3f&)cameraUp, 
                                           ospDepthBuffer, frameBufferSize);

      // unmap OSPRay depth buffer
      ospUnmapFrameBuffer(ospDepthBuffer, frameBuffer);

      return glDepth;
    }
コード例 #2
0
ファイル: GLFWOSPRayWindow.cpp プロジェクト: ospray/OSPRay
void GLFWOSPRayWindow::display()
{
  // clock used to compute frame rate
  static auto displayStart = std::chrono::high_resolution_clock::now();

  if (showUi && uiCallback) {
    ImGuiWindowFlags flags = ImGuiWindowFlags_AlwaysAutoResize;
    ImGui::Begin(
        "Tutorial Controls (press 'g' to hide / show)", nullptr, flags);
    uiCallback();
    ImGui::End();
  }

  // if a display callback has been registered, call it
  if (displayCallback) {
    displayCallback(this);
  }

  // render OSPRay frame
  ospRenderFrame(framebuffer, renderer, OSP_FB_COLOR | OSP_FB_ACCUM);

  // map OSPRay frame buffer, update OpenGL texture with its contents, then
  // unmap
  uint32_t *fb = (uint32_t *)ospMapFrameBuffer(framebuffer, OSP_FB_COLOR);

  glBindTexture(GL_TEXTURE_2D, framebufferTexture);
  glTexImage2D(GL_TEXTURE_2D,
               0,
               GL_RGBA,
               windowSize.x,
               windowSize.y,
               0,
               GL_RGBA,
               GL_UNSIGNED_BYTE,
               fb);

  ospUnmapFrameBuffer(fb, framebuffer);

  // clear current OpenGL color buffer
  glClear(GL_COLOR_BUFFER_BIT);

  // render textured quad with OSPRay frame buffer contents
  glBegin(GL_QUADS);

  glTexCoord2f(0.f, 0.f);
  glVertex2f(0.f, 0.f);

  glTexCoord2f(0.f, 1.f);
  glVertex2f(0.f, windowSize.y);

  glTexCoord2f(1.f, 1.f);
  glVertex2f(windowSize.x, windowSize.y);

  glTexCoord2f(1.f, 0.f);
  glVertex2f(windowSize.x, 0.f);

  glEnd();

  if (showUi && uiCallback) {
    ImGui::Render();
  }

  // swap buffers
  glfwSwapBuffers(glfwWindow);

  // display frame rate in window title
  auto displayEnd = std::chrono::high_resolution_clock::now();
  auto durationMilliseconds =
      std::chrono::duration_cast<std::chrono::milliseconds>(displayEnd -
                                                            displayStart);
  displayStart = displayEnd;

  const float frameRate = 1000.f / float(durationMilliseconds.count());

  std::stringstream windowTitle;
  windowTitle << "OSPRay: " << std::setprecision(3) << frameRate << " fps";

  glfwSetWindowTitle(glfwWindow, windowTitle.str().c_str());
}
コード例 #3
0
ファイル: FrameBuffer.cpp プロジェクト: ospray/OSPRay
 void FrameBuffer::unmap(const void *mem)
 {
   ospUnmapFrameBuffer(mem, ospFrameBuffer);
 }
コード例 #4
0
ファイル: ospTutorial.c プロジェクト: Acidburn0zzz/OSPRay
int main(int ac, const char **av) {
  // image size
  osp_vec2i imgSize;
  imgSize.x = 1024; // width
  imgSize.y = 768; // height

  // camera
  float cam_pos[] = {0.f, 0.f, 0.f};
  float cam_up [] = {0.f, 1.f, 0.f};
  float cam_view [] = {0.1f, 0.f, 1.f};

  // triangle mesh data
  float vertex[] = { -1.0f, -1.0f, 3.0f, 0.f,
                     -1.0f,  1.0f, 3.0f, 0.f,
                      1.0f, -1.0f, 3.0f, 0.f,
                      0.1f,  0.1f, 0.3f, 0.f };
  float color[] =  { 0.9f, 0.5f, 0.5f, 1.0f,
                     0.8f, 0.8f, 0.8f, 1.0f,
                     0.8f, 0.8f, 0.8f, 1.0f,
                     0.5f, 0.9f, 0.5f, 1.0f };
  int32_t index[] = { 0, 1, 2,
                      1, 2, 3 };


  // initialize OSPRay; OSPRay parses (and removes) its commandline parameters, e.g. "--osp:debug"
  ospInit(&ac, av);

  // create and setup camera
  OSPCamera camera = ospNewCamera("perspective");
  ospSetf(camera, "aspect", imgSize.x/(float)imgSize.y);
  ospSet3fv(camera, "pos", cam_pos);
  ospSet3fv(camera, "dir", cam_view);
  ospSet3fv(camera, "up",  cam_up);
  ospCommit(camera); // commit each object to indicate modifications are done


  // create and setup model and mesh
  OSPGeometry mesh = ospNewGeometry("triangles");
  OSPData data = ospNewData(4, OSP_FLOAT3A, vertex, 0); // OSP_FLOAT3 format is also supported for vertex positions (currently not on MIC)
  ospCommit(data);
  ospSetData(mesh, "vertex", data);

  data = ospNewData(4, OSP_FLOAT4, color, 0);
  ospCommit(data);
  ospSetData(mesh, "vertex.color", data);

  data = ospNewData(2, OSP_INT3, index, 0); // OSP_INT4 format is also supported for triangle indices
  ospCommit(data);
  ospSetData(mesh, "index", data);

  ospCommit(mesh);


  OSPModel world = ospNewModel();
  ospAddGeometry(world, mesh);
  ospCommit(world);


  // create and setup renderer
  OSPRenderer renderer = ospNewRenderer("scivis"); // choose Scientific Visualization renderer
  ospSet1f(renderer, "aoWeight", 1.0f);            // with full Ambient Occlusion
  ospSet1i(renderer, "aoSamples", 1);
  ospSetObject(renderer, "model",  world);
  ospSetObject(renderer, "camera", camera);
  ospCommit(renderer);


  // create and setup framebuffer
  OSPFrameBuffer framebuffer = ospNewFrameBuffer(&imgSize, OSP_FB_SRGBA, OSP_FB_COLOR | /*OSP_FB_DEPTH |*/ OSP_FB_ACCUM);
  ospFrameBufferClear(framebuffer, OSP_FB_COLOR | OSP_FB_ACCUM);

  // render one frame
  ospRenderFrame(framebuffer, renderer, OSP_FB_COLOR | OSP_FB_ACCUM);

  // access framebuffer and write its content as PPM file
  const uint32_t * fb = (uint32_t*)ospMapFrameBuffer(framebuffer, OSP_FB_COLOR);
  writePPM("firstFrameC.ppm", &imgSize, fb);
  ospUnmapFrameBuffer(fb, framebuffer);


  // render 10 more frames, which are accumulated to result in a better converged image
  for (int frames = 0; frames < 10; frames++)
    ospRenderFrame(framebuffer, renderer, OSP_FB_COLOR | OSP_FB_ACCUM);

  fb = (uint32_t*)ospMapFrameBuffer(framebuffer, OSP_FB_COLOR);
  writePPM("accumulatedFrameC.ppm", &imgSize, fb);
  ospUnmapFrameBuffer(fb, framebuffer);

  return 0;
}