コード例 #1
0
void
motion(int x, int y)
{
    Real32 w = win->getWidth(), h = win->getHeight();


    Real32  a = -2. * ( lastx / w - .5 ),
            b = -2. * ( .5 - lasty / h ),
            c = -2. * ( x / w - .5 ),
            d = -2. * ( .5 - y / h );

    if ( mouseb & ( 1 << GLUT_LEFT_BUTTON ) )
    {
        tball.updateRotation( a, b, c, d );
    }
    else if ( mouseb & ( 1 << GLUT_MIDDLE_BUTTON ) )
    {
        tball.updatePosition( a, b, c, d );
    }
    else if ( mouseb & ( 1 << GLUT_RIGHT_BUTTON ) )
    {
        tball.updatePositionNeg( a, b, c, d );
    }
    lastx = x;
    lasty = y;
}
コード例 #2
0
ファイル: Window2D.cpp プロジェクト: jetSett/yage
    Window2D::Window2D(WindowPtr ptr) : _ptr(ptr)
    {
        _rend = SDL_CreateRenderer(_ptr->getSDLWindow(), -1, SDL_RENDERER_ACCELERATED | SDL_RENDERER_PRESENTVSYNC);
        Image img(glm::ivec2(ptr->getWidth(), ptr->getHeight()));
        SDL_SetRenderDrawColor(_rend, 0, 255, 255, 255);
        SDL_RenderClear(_rend);

    }
コード例 #3
0
ファイル: RendererD3D11.cpp プロジェクト: yuen33/Neutron
boolean RendererD3D11::assembleUnit()
{
    ProcessingUnitPtr windowUnit = ProcessingUnitPtr::null;
    window->getData( windowUnit );
    if( !windowUnit.isNull() )
    {
        WindowPtr wnd = staticCast<Window>( windowUnit );
        RenderDeviceD3D11* rd = static_cast<RenderDeviceD3D11*>( owner );
        IDXGIFactory* dxgiFactory = rd->getDXGIFactory();

        DXGI_SWAP_CHAIN_DESC desc;
        desc.BufferCount = 1;
        desc.BufferDesc.Width = wnd->getWidth();
        desc.BufferDesc.Height = wnd->getHeight();
        desc.BufferDesc.Format = MapperD3D11::mapPixelFormat( Render::PF_RGBA8UN );
        desc.BufferDesc.RefreshRate.Numerator = 60;
        desc.BufferDesc.RefreshRate.Denominator = 1;
        desc.BufferDesc.Scaling = DXGI_MODE_SCALING_UNSPECIFIED;
        desc.BufferDesc.ScanlineOrdering = DXGI_MODE_SCANLINE_ORDER_UNSPECIFIED;
        desc.BufferUsage = DXGI_USAGE_RENDER_TARGET_OUTPUT;
        desc.OutputWindow = (HWND)wnd->getHandle();
        desc.SampleDesc.Count = 1;
        desc.SampleDesc.Quality = 0;
        desc.Windowed = !wnd->isFullscreen();
        desc.SwapEffect = DXGI_SWAP_EFFECT_DISCARD;
        desc.Flags = DXGI_SWAP_CHAIN_FLAG_ALLOW_MODE_SWITCH;

        IDXGISwapChain* sc = 0;
        HRESULT hr = dxgiFactory->CreateSwapChain( rd->getD3DDevice(), &desc, &sc );
        if( SUCCEEDED( hr ) )
        {
            swapchains.add( sc );
            wnd->setSwapChain( sc );
            return true;
        }
    }

    return false;
}
コード例 #4
0
/** get graphics performance
 * 
 * This is a rough estimation of rendering costst for visible faces,
 * faces outside of the viewport and size dependent rendering costs.
 * <pre>
 * // face cost calculation
 * cost = invisible * invisibleFaceCost +
 *        max( visible * visibleFaceCost + 
 *             pixel * pixelCost)
 * </pre>
 *
 **/
void RenderNode::determinePerformance( WindowPtr &window )
{
    int c;
    double faces=0;
    double A,B,C;
    double t;

    setVendor((const char*)glGetString(GL_VENDOR));
    setRenderer((const char*)glGetString(GL_RENDERER));

    // try to find precalculated values
    for(c=0;_prefefined[c]!=NULL;++c)
    {
        if(_prefefined[c]->getVendor()   == getVendor()  &&
           _prefefined[c]->getRenderer() == getRenderer())
        {
            SLOG << "Predefined performance values used." << endl;
            *this=*_prefefined[c];
            return;
        }
    }

    SLOG << "Start rendering benchmark" << endl;
    window->activate();
    // create display list
    GLuint dList1 = glGenLists(1);
    glNewList(dList1, GL_COMPILE);
    float step = .1;
    int count  = 400;
    for(float y=0;y<(1-step/2);y+=step)
    {        
        glBegin(GL_TRIANGLE_STRIP);
        glVertex3f(0,y     ,-1);
        glVertex3f(0,y+step,-1);
        for(float x=step;x<(1+step/2);x+=step)
        {
            glVertex3f(x,y     ,-1);
            glVertex3f(x,y+step,-1);
            faces+=2;
        }
        glEnd();
    }
    glEndList();
    glFinish();
    GLuint dList2 = glGenLists(1);
    glNewList(dList2, GL_COMPILE);
    for(c=0;c<count;++c)
    {
        glCallList(dList1);
    }        
    glEndList();
    glFlush();
    t=runFaceBench(dList2,128,128,1.0);
    count=(int)(count/t);
    glNewList(dList2, GL_COMPILE);
    for(c=0;c<count;++c)
    {
        glCallList(dList1);
    }
    glEndList();
    runFaceBench(dList2,1,1,1.0);
    glFinish();

    Real32 aSize=2;
    Real32 bSize=2;
    Real32 cSize=128;
    do
    {
        for(A=0,c=0;A<1.0;++c)
        {
            A += runFaceBench(dList2,aSize,aSize,1.000);
        }
        A/=c*count;
        for(B=0,c=0;B<1.0;++c)
        {
            B += runFaceBench(dList2,bSize,bSize,0.001);
        }
        B/=c*count;
        C = runFaceBench(dList2,cSize,cSize,1.000)/count;
    } while(A>C);

    _visibleFaceCost     =A/faces;
    _invisibleFaceCost   =B/faces;
    _drawPixelCost       =C/(cSize*cSize);

    glViewport(0, 0, window->getWidth(), window->getHeight());
    UInt32 width,height;

    // test write performance
    glPixelStorei(GL_PACK_ALIGNMENT,1); 
    glPixelStorei(GL_UNPACK_ALIGNMENT,1); 
    vector<UInt8> pixels;
    width =window->getWidth();
    height=window->getHeight();
    pixels.resize(width*height*4);
    glFlush();
    t=-getSystemTime();
    for(c=0;c<2;++c)
        glReadPixels(0,0,width,height,GL_RGB,GL_UNSIGNED_BYTE,&pixels[0]);
    glFlush();
    t+=getSystemTime();
    _readPixelCost=t/(c*width*height);

    // test write performance
    glMatrixMode(GL_MODELVIEW);
    glPushMatrix();
    glLoadIdentity();
    glMatrixMode(GL_PROJECTION);
    glPushMatrix();
    glLoadIdentity();
    gluOrtho2D(0,width,0,height);
    glRasterPos2i(0,0);
    glDisable(GL_DEPTH_TEST);
    glFlush();
    t=-getSystemTime();
    for(c=0;c<2;++c)
        glDrawPixels(width,height,GL_RGB,GL_UNSIGNED_BYTE,&pixels[0]);
    glFlush();
    t+=getSystemTime();
    _writePixelCost=t/(c*width*height);
    glEnable(GL_DEPTH_TEST);
    glPopMatrix();
    glMatrixMode(GL_MODELVIEW);
    glPopMatrix();
    SLOG << "End rendering benchmark" << endl;
    
    glDeleteLists(dList2,1);
    glDeleteLists(dList1,1);
}
コード例 #5
0
void MultiDisplayWindow::serverRender(WindowPtr         serverWindow,
                                      UInt32            id,
                                      DrawActionBase *action )
{
    TileCameraDecoratorPtr deco;
    ViewportPtr serverPort;
    ViewportPtr clientPort;
    StereoBufferViewportPtr clientStereoPort;
    UInt32 sv,cv;
    Int32 l,r,t,b;
    Int32 cleft,cright,ctop,cbottom;

    // sync, otherwise viewports will be out of date

    if(!getHServers())
    {
        setHServers(getServers().size());
    }
    if(!getVServers())
    {
        setVServers(1);
    }

    UInt32 row   =id/getHServers();
    UInt32 column=id%getHServers();

    // calculate width and height from local width and height
    UInt32 width  = serverWindow->getWidth() ;
    UInt32 height = serverWindow->getHeight();

    if(getWidth()==0)
    {
        setWidth( width*getHServers() );
    }
    if(getHeight()==0)
    {
        setHeight( height*getVServers() );
    }

    Int32 left   = column * width  - column * getXOverlap();
    Int32 bottom = row    * height - row    * getYOverlap();
    Int32 right  = left   + width  - 1;
    Int32 top    = bottom + height - 1;
    Real64 scaleCWidth  =
        ((width - getXOverlap()) * (getHServers() - 1) + width) /
        (float)getWidth();
    Real64 scaleCHeight =
        ((height - getYOverlap())* (getVServers() - 1) + height)/
        (float)getHeight();

    bool   isVirtualPort = false;

    // duplicate viewports
    for(cv = 0, sv = 0; cv < getPort().size(); ++cv)
    {
        clientPort = getPort()[cv];

#if 0
        isVirtualPort = clientPort->getType().isDerivedFrom(FBOViewport::getClassType());

        if(isVirtualPort)
        {
            // TODO -- seems wrong to render this on all servers, though rendering
            // then transmitting the texture doesn't seem like a good idea either.
            if(serverWindow->getPort().size() <= sv)
            {
                serverPort = ViewportPtr::dcast(clientPort->shallowCopy());
                beginEditCP(serverWindow);
                serverWindow->addPort(serverPort);
                endEditCP(serverWindow);
            }
            else
            {
                serverPort = serverWindow->getPort()[sv];
                if(serverWindow->getPort()[sv]->getType() !=
                        clientPort->getType())
                {
                    // there is a viewport with the wrong type
                    subRefCP(serverWindow->getPort()[sv]);
                    serverPort = ViewportPtr::dcast(clientPort->shallowCopy());
                    beginEditCP(serverWindow);
                    {
                        serverWindow->getPort()[sv] = serverPort;
                    }
                    endEditCP(serverWindow);
                }
            }
            // update changed viewport fields
            updateViewport(serverPort,clientPort);
        }
        else
#endif
        {
            clientStereoPort =
                dynamic_cast<StereoBufferViewportPtr>(clientPort);

            cleft   = (Int32)(clientPort->getPixelLeft()      * scaleCWidth)   ;
            cbottom = (Int32)(clientPort->getPixelBottom()    * scaleCHeight)  ;
            cright  = (Int32)((clientPort->getPixelRight()+1) * scaleCWidth) -1;
            ctop    = (Int32)((clientPort->getPixelTop()+1)   * scaleCHeight)-1;

            if(cright  < left   ||
                    cleft   > right  ||
                    ctop    < bottom ||
                    cbottom > top      )
            {
                // invisible on this server screen
                continue;
            }

            // calculate overlapping viewport
            l = osgMax(cleft  ,left  ) - left;
            b = osgMax(cbottom,bottom) - bottom;
            r = osgMin(cright ,right ) - left;
            t = osgMin(ctop   ,top   ) - bottom;

            if(serverWindow->getPort().size() <= sv)
            {
                serverPort =
                    dynamic_cast<ViewportPtr>(clientPort->shallowCopy());

                deco = TileCameraDecorator::create();

                serverWindow->addPort(serverPort);

                serverPort->setCamera(deco);
            }
            else
            {
                serverPort = serverWindow->getPort()[sv];

                deco = dynamic_cast<TileCameraDecoratorPtr>(
                           serverPort->getCamera());

                if(serverWindow->getPort()[sv]->getType() !=
                        clientPort->getType())
                {
                    // there is a viewport with the wrong type
                    serverPort =
                        dynamic_cast<ViewportPtr>(clientPort->shallowCopy());

                    serverWindow->replacePort(sv,
                                              serverPort);//[sv] = serverPort;
                    serverPort->setCamera(deco);
                }
                else
                {
                    deco = dynamic_cast<TileCameraDecoratorPtr>(
                               serverPort->getCamera());
                }
            }

            // update changed viewport fields
            updateViewport(serverPort,clientPort);

            // set viewport size
            serverPort->setSize(Real32(l),Real32(b),Real32(r),Real32(t));

            // use pixel even if pixel = 1
            if(serverPort->getLeft() == 1.0)
                serverPort->setLeft(1.0001);

            if(serverPort->getRight() == 1.0)
                serverPort->setRight(1.0001);

            if(serverPort->getTop() == 1.0)
                serverPort->setTop(1.0001);

            if(serverPort->getBottom() == 1.0)
                serverPort->setBottom(1.0001);

            // calculate tile parameters
            deco->setFullWidth ( cright-cleft );
            deco->setFullHeight( ctop-cbottom );
            deco->setSize( ( l+left-cleft     ) / (float)( cright-cleft ),
                           ( b+bottom-cbottom ) / (float)( ctop-cbottom ),
                           ( r+left-cleft     ) / (float)( cright-cleft ),
                           ( t+bottom-cbottom ) / (float)( ctop-cbottom ) );
            deco->setDecoratee( clientPort->getCamera() );
        }
        sv++;
    }

    // remove unused ports
    while(serverWindow->getPort().size()>sv)
    {
        serverWindow->subPort(sv);
    }

    Inherited::serverRender(serverWindow,id,action);
}
コード例 #6
0
// Setup default render states
static void setupOpenGL(){
    //first try to init extensions:
    if (glewInit() != GLEW_OK || !GLEW_ARB_multitexture || !GLEW_ARB_vertex_buffer_object){
        throw std::runtime_error("error loading OpenGL extensions using GLEW");
    }

    glClearColor(0.3f, 0.4f, 0.5f, 1.0f);
    glClearDepth(1.0f);

    if(gLinePolygonMode) glPolygonMode(GL_FRONT_AND_BACK, GL_LINE);
    else glPolygonMode(GL_FRONT_AND_BACK, GL_FILL);
    
    glEnable(GL_DEPTH_TEST);

    if(gLinePolygonMode || gDrawBothFaces){
        glDisable(GL_CULL_FACE);
    }
    else{
        glEnable(GL_CULL_FACE);
    }

    glViewport(0, 0, gWindow->getWidth(), gWindow->getHeight());    
    glMatrixMode(GL_PROJECTION);
    glLoadIdentity();
    gluPerspective(60.0f, ((float)gWindow->getWidth()/(float)gWindow->getHeight()), 1.0f, 10000.0f);

    float ambientColor[]    = {0.3f, 0.3f, 0.3f, 1.0f};
    float diffuseColor[]    = {0.9f, 0.9f, 0.9f, 1.0f};
    float specularColor[]   = {0.0f, 0.0f, 0.0f, 1.0f};


    glLightfv(GL_LIGHT0, GL_AMBIENT, ambientColor);
    glLightfv(GL_LIGHT0, GL_DIFFUSE, diffuseColor);
    glLightfv(GL_LIGHT0, GL_SPECULAR, specularColor);
    glLightfv(GL_LIGHT0, GL_POSITION, gLightPosition);
    glLightModeli(GL_LIGHT_MODEL_LOCAL_VIEWER, GL_FALSE);
    glLightModeli(GL_LIGHT_MODEL_TWO_SIDE, GL_FALSE);
    glEnable(GL_LIGHT0);
    if(gLight)glEnable(GL_LIGHTING);


    glDepthFunc(GL_LEQUAL);
    glBlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA);
    glShadeModel(GL_SMOOTH);
    glHint(GL_PERSPECTIVE_CORRECTION_HINT, GL_NICEST);
    glHint(GL_POLYGON_SMOOTH_HINT, GL_NICEST);
    glEnable(GL_NORMALIZE);
   
    glActiveTextureARB(GL_TEXTURE0_ARB);
    glEnable(GL_TEXTURE_2D);
    glTexEnvi(GL_TEXTURE_ENV, GL_TEXTURE_ENV_MODE, GL_MODULATE);

    //set up tex. coord. generator for reflection map (1 tex. unit)
    glActiveTextureARB(GL_TEXTURE1_ARB);
    glEnable(GL_TEXTURE_2D);
    glEnable(GL_TEXTURE_GEN_S);
    glEnable(GL_TEXTURE_GEN_T);

    glTexGeni(GL_S, GL_TEXTURE_GEN_MODE, GL_SPHERE_MAP);
    glTexGeni(GL_T, GL_TEXTURE_GEN_MODE, GL_SPHERE_MAP);

    glTexEnvi(GL_TEXTURE_ENV, GL_TEXTURE_ENV_MODE, GL_MODULATE);

    glDisable(GL_TEXTURE_2D);
    glActiveTextureARB(GL_TEXTURE0_ARB);


    glMatrixMode(GL_MODELVIEW);
    glLoadIdentity();

    //drop old lists and textures(if any)
    BOOST_FOREACH(VarrayIds varId, gVarrays){
        glDeleteBuffersARB(1, &varId.VBO);
        glDeleteBuffersARB(1, &varId.IBO);
    }