void
MSTrafficLightLogic::init(NLDetectorBuilder&) {
    const Phases& phases = getPhases();
    if (phases.size() > 1) {
        bool haveWarnedAboutUnusedStates = false;
        // warn about transistions from green to red without intermediate yellow
        for (int i = 0; i < (int)phases.size(); ++i) {
            const int iNext = (i + 1) % phases.size();
            const std::string& state1 = phases[i]->getState();
            const std::string& state2 = phases[iNext]->getState();
            assert(state1.size() == state2.size());
            if (!haveWarnedAboutUnusedStates && state1.size() > myLanes.size()) {
                WRITE_WARNING("Unused states in tlLogic '" + getID()
                              + "', program '" + getProgramID() + "' in phase " + toString(i)
                              + " after tl-index " + toString((int)myLanes.size() - 1));
                haveWarnedAboutUnusedStates = true;
            }
            for (int j = 0; j < (int)MIN3(state1.size(), state2.size(), myLanes.size()); ++j) {
                if ((LinkState)state2[j] == LINKSTATE_TL_RED
                        && ((LinkState)state1[j] == LINKSTATE_TL_GREEN_MAJOR
                            || (LinkState)state1[j] == LINKSTATE_TL_GREEN_MINOR)) {
                    for (LaneVector::const_iterator it = myLanes[j].begin(); it != myLanes[j].end(); ++it) {
                        if ((*it)->getPermissions() != SVC_PEDESTRIAN) {
                            WRITE_WARNING("Missing yellow phase in tlLogic '" + getID()
                                          + "', program '" + getProgramID() + "' for tl-index " + toString(j)
                                          + " when switching to phase " + toString(iNext));
                            return; // one warning per program is enough
                        }
                    }
                }
            }
        }
    }
}
예제 #2
0
파일: Shaders.cpp 프로젝트: bagobor/Swarm
bool ShaderProgram::attachShaderToProgram(Shader * shader)
{
	if(programID == 0)
	{
		printf("============================================\n");
		printf("ATTACHING SHADER TO PROGRAM...\n");
		printf("ERROR: SHADER PROGRAM NOT CREATED YET.\n");
		printf("NAME: %2s\n", getName());
		printf("============================================\n");
		return false;
	}
	else if(!shader->isLoaded())
	{
		printf("============================================\n");
		printf("ATTACHING SHADER TO PROGRAM...\n");
		printf("ERROR: SHADER NOT LOADED.\n");
		printf("NAME: %2s\n", getName());
		printf("============================================\n");
		return false;
	}
	else
	{
		printf("============================================\n");
		printf("ATTACHING SHADER TO PROGRAM...\n");
		glAttachShader(programID, shader->getShaderID() );
		printf("==========\n");
		printf("ID: %2d\n", getProgramID());
		printf("NAME: %2s\n", getName());
		printf("==========\n");
		printf("SHADER ID: %2d\n", shader->getShaderID());
		printf("TYPE: %2s\n", shader->getShaderType());
		printf("============================================\n");
		return true;
	}
}
bool OpenGLShaderProgram::addShader (const String& code, GLenum type)
{
    GLuint shaderID = context.extensions.glCreateShader (type);

    const GLchar* c = code.toRawUTF8();
    context.extensions.glShaderSource (shaderID, 1, &c, nullptr);

    context.extensions.glCompileShader (shaderID);

    GLint status = GL_FALSE;
    context.extensions.glGetShaderiv (shaderID, GL_COMPILE_STATUS, &status);

    if (status == GL_FALSE)
    {
        GLchar infoLog [16384];
        GLsizei infoLogLength = 0;
        context.extensions.glGetShaderInfoLog (shaderID, sizeof (infoLog), &infoLogLength, infoLog);
        errorLog = String (infoLog, (size_t) infoLogLength);

       #if JUCE_DEBUG && ! JUCE_DONT_ASSERT_ON_GLSL_COMPILE_ERROR
        // Your GLSL code contained compile errors!
        // Hopefully this compile log should help to explain what went wrong.
        DBG (errorLog);
        jassertfalse;
       #endif

        return false;
    }

    context.extensions.glAttachShader (getProgramID(), shaderID);
    context.extensions.glDeleteShader (shaderID);
    JUCE_CHECK_OPENGL_ERROR
    return true;
}
bool OpenGLShaderProgram::link() noexcept
{
    // This method can only be used when the current thread has an active OpenGL context.
    jassert (OpenGLHelpers::isContextActive());

    GLuint progID = getProgramID();

    context.extensions.glLinkProgram (progID);

    GLint status = GL_FALSE;
    context.extensions.glGetProgramiv (progID, GL_LINK_STATUS, &status);

    if (status == GL_FALSE)
    {
        GLchar infoLog [16384];
        GLsizei infoLogLength = 0;
        context.extensions.glGetProgramInfoLog (progID, sizeof (infoLog), &infoLogLength, infoLog);
        errorLog = String (infoLog, (size_t) infoLogLength);

       #if JUCE_DEBUG && ! JUCE_DONT_ASSERT_ON_GLSL_COMPILE_ERROR
        // Your GLSL code contained link errors!
        // Hopefully this compile log should help to explain what went wrong.
        DBG (errorLog);
        jassertfalse;
       #endif
    }

    JUCE_CHECK_OPENGL_ERROR
    return status != GL_FALSE;
}
예제 #5
0
void Shader::extractShaderUniforms()
{
	GLuint pId = getProgramID();
	const int BUFF_SIZE = 255;
	int count;
	glGetProgramiv(pId, GL_OBJECT_ACTIVE_UNIFORMS_ARB, &count);

	for (int i = 0; i < count; ++i)
	{
		char name[BUFF_SIZE]; // for holding the variable name
		GLint size = BUFF_SIZE;
		GLenum type;
		GLsizei length;
		GLsizei bufSize = BUFF_SIZE;
		glGetActiveUniform(pId, i, bufSize, &length, &size, &type, name);
		int location = glGetUniformLocation(pId, name);

		Uniform* uniform = UniformFactory::createUniform(name, type);
		uniform->addOwner(this,location);
		uniforms.insert(std::make_pair(uniform->getName(), uniform));

		//Borrar
		const char* uni_types[6] = { "Error", "FLOAT", "FLOAT_VEC3", "FLOAT_VEC4", "FLOAT_MAT3", "FLOAT_MAT4" };
		printf("Uniform name: %s. Type: %s.\n", uniform->getName().c_str(), uni_types[uniform->getType()]);	
	}
	printf("---------------\n");
}
예제 #6
0
void
NBLoadedSUMOTLDef::patchIfCrossingsAdded() {
    // XXX what to do if crossings are removed during network building?
    const unsigned int size = myTLLogic->getNumLinks();
    unsigned int noLinksAll = 0;
    for (NBConnectionVector::const_iterator it = myControlledLinks.begin(); it != myControlledLinks.end(); it++) {
        const NBConnection& c = *it;
        if (c.getTLIndex() != NBConnection::InvalidTlIndex) {
            noLinksAll = MAX2(noLinksAll, (unsigned int)c.getTLIndex() + 1);
        }
    }
    int oldCrossings = 0;
    // collect crossings
    std::vector<NBNode::Crossing> crossings;
    for (std::vector<NBNode*>::iterator i = myControlledNodes.begin(); i != myControlledNodes.end(); i++) {
        const std::vector<NBNode::Crossing>& c = (*i)->getCrossings();
        // set tl indices for crossings
        (*i)->setCrossingTLIndices(noLinksAll);
        copy(c.begin(), c.end(), std::back_inserter(crossings));
        noLinksAll += (unsigned int)c.size();
        oldCrossings += (*i)->numCrossingsFromSumoNet();
    }
    const int newCrossings = (int)crossings.size() - oldCrossings;
    if (newCrossings > 0) {
        const std::vector<NBTrafficLightLogic::PhaseDefinition> phases = myTLLogic->getPhases();
        if (phases.size() > 0) {
            if (phases.front().state.size() == noLinksAll - newCrossings) {
                // patch states for the newly added crossings

                // collect edges
                EdgeVector fromEdges(size, 0);
                EdgeVector toEdges(size, 0);
                std::vector<int> fromLanes(size, 0);
                collectEdgeVectors(fromEdges, toEdges, fromLanes);
                const std::string crossingDefaultState(newCrossings, 'r');

                // rebuild the logic (see NBOwnTLDef.cpp::myCompute)
                const std::vector<NBTrafficLightLogic::PhaseDefinition> phases = myTLLogic->getPhases();
                NBTrafficLightLogic* newLogic = new NBTrafficLightLogic(getID(), getProgramID(), 0, myOffset, myType);
                SUMOTime brakingTime = TIME2STEPS(3);
                //std::cout << "patchIfCrossingsAdded for " << getID() << " numPhases=" << phases.size() << "\n";
                for (std::vector<NBTrafficLightLogic::PhaseDefinition>::const_iterator it = phases.begin(); it != phases.end(); it++) {
                    if ((*it).state.find_first_of("yY") != std::string::npos) {
                        brakingTime = MAX2(brakingTime, it->duration);
                    }
                    NBOwnTLDef::addPedestrianPhases(newLogic, it->duration, it->state + crossingDefaultState, crossings, fromEdges, toEdges);
                }
                NBOwnTLDef::addPedestrianScramble(newLogic, noLinksAll, TIME2STEPS(10), brakingTime, crossings, fromEdges, toEdges);

                delete myTLLogic;
                myTLLogic = newLogic;
            } else if (phases.front().state.size() != noLinksAll) {
                WRITE_WARNING("Could not patch tlLogic " + getID() + "for new crossings");
            }
        }
    }
}
예제 #7
0
NBTrafficLightLogic*
NBLoadedTLDef::myCompute(const NBEdgeCont& ec, unsigned int brakingTime) {
    MsgHandler::getWarningInstance()->clear(); // !!!
    NBLoadedTLDef::SignalGroupCont::const_iterator i;
    // compute the switching times
    std::set<SUMOReal> tmpSwitchTimes;
    for (i = mySignalGroups.begin(); i != mySignalGroups.end(); i++) {
        NBLoadedTLDef::SignalGroup* group = (*i).second;
        // needed later
        group->sortPhases();
        // patch the yellow time for this group
        group->patchTYellow(brakingTime, OptionsCont::getOptions().getBool("tls.yellow.patch-small"));
        // copy the now valid times into the container
        //  both the given red and green phases are added and also the
        //  yellow times
        std::vector<SUMOReal> gtimes = group->getTimes(myCycleDuration);
        for (std::vector<SUMOReal>::const_iterator k = gtimes.begin(); k != gtimes.end(); k++) {
            tmpSwitchTimes.insert(*k);
        }
    }
    std::vector<SUMOReal> switchTimes;
    copy(tmpSwitchTimes.begin(), tmpSwitchTimes.end(), back_inserter(switchTimes));
    sort(switchTimes.begin(), switchTimes.end());

    // count the signals
    unsigned int noSignals = 0;
    for (i = mySignalGroups.begin(); i != mySignalGroups.end(); i++) {
        noSignals += (*i).second->getLinkNo();
    }
    // build the phases
    NBTrafficLightLogic* logic = new NBTrafficLightLogic(getID(), getProgramID(), noSignals, myOffset, myType);
    for (std::vector<SUMOReal>::iterator l = switchTimes.begin(); l != switchTimes.end(); l++) {
        // compute the duration of the current phase
        unsigned int duration;
        if (l != switchTimes.end() - 1) {
            // get from the difference to the next switching time
            duration = (unsigned int)((*(l + 1)) - (*l));
        } else {
            // get from the differenc to the first switching time
            duration = (unsigned int)(myCycleDuration - (*l) + * (switchTimes.begin()));
        }
        // no information about yellow times will be generated
        assert((*l) >= 0);
        logic->addStep(TIME2STEPS(duration), buildPhaseState(ec, (unsigned int)(*l)));
    }
    // check whether any warnings were printed
    if (MsgHandler::getWarningInstance()->wasInformed()) {
        WRITE_WARNING("During computation of traffic light '" + getID() + "'.");
    }
    logic->closeBuilding();
    return logic;
}
예제 #8
0
파일: Shaders.cpp 프로젝트: bagobor/Swarm
void ShaderProgram::createProgram(void)
{
	// Store the handle ID  to our new shader program
	// given to us by OpenGL.
	printf("\n\n================================================================\n");
	printf("CREATING RAW SHADER PROGRAM...\n");
	programID = glCreateProgram();
	printf("SUCCESS!\n");
	printf("==========\n");
	printf("ID: %2d\n", getProgramID());
	printf("NAME: %2s\n", getName());
	printf("============================================\n");
}
예제 #9
0
void
NBLoadedSUMOTLDef::removeConnection(const NBConnection& conn, bool reconstruct) {
    NBConnectionVector::iterator it = myControlledLinks.begin();
    // find the connection but ignore its TLIndex since it might have been
    // invalidated by an earlier removal
    for (; it != myControlledLinks.end(); ++it) {
        if (it->getFrom() == conn.getFrom() &&
                it->getTo() == conn.getTo() &&
                it->getFromLane() == conn.getFromLane() &&
                it->getToLane() == conn.getToLane()) {
            break;
        }
    }
    if (it == myControlledLinks.end()) {
        // a traffic light doesn't always controll all connections at a junction
        // especially when using the option --tls.join
        return;
    }
    const int removed = it->getTLIndex();
    // remove the connection
    myControlledLinks.erase(it);
    if (reconstruct) {
        // updating the edge is only needed for immediate use in NETEDIT.
        // It may conflict with loading diffs
        conn.getFrom()->setControllingTLInformation(conn, "");
        // shift link numbers down so there is no gap
        for (NBConnectionVector::iterator it = myControlledLinks.begin(); it != myControlledLinks.end(); it++) {
            NBConnection& c = *it;
            if (c.getTLIndex() > removed) {
                c.setTLIndex(c.getTLIndex() - 1);
            }
        }
        // update controlling information with new link numbers
        setTLControllingInformation();
        // rebuild the logic
        const std::vector<NBTrafficLightLogic::PhaseDefinition> phases = myTLLogic->getPhases();
        NBTrafficLightLogic* newLogic = new NBTrafficLightLogic(getID(), getProgramID(), 0, myOffset, myType);
        for (std::vector<NBTrafficLightLogic::PhaseDefinition>::const_iterator it = phases.begin(); it != phases.end(); it++) {
            std::string newState = it->state;
            newState.erase(newState.begin() + removed);
            newLogic->addStep(it->duration, newState);
        }
        delete myTLLogic;
        myTLLogic = newLogic;
    }
}
예제 #10
0
void
NBLoadedSUMOTLDef::patchIfCrossingsAdded() {
    // XXX what to do if crossings are removed during network building?
    const unsigned int size = myTLLogic->getNumLinks();
    unsigned int noLinksAll = size;
    // collect crossings
    std::vector<NBNode::Crossing> crossings;
    for (std::vector<NBNode*>::iterator i = myControlledNodes.begin(); i != myControlledNodes.end(); i++) {
        const std::vector<NBNode::Crossing>& c = (*i)->getCrossings();
        // set tl indices for crossings
        (*i)->setCrossingTLIndices(noLinksAll);
        copy(c.begin(), c.end(), std::back_inserter(crossings));
        noLinksAll += (unsigned int)c.size();
    }
    if (crossings.size() > 0) {
        // collect edges
        assert(size > 0);
        EdgeVector fromEdges(size, 0);
        EdgeVector toEdges(size, 0);
        for (NBConnectionVector::const_iterator it = myControlledLinks.begin(); it != myControlledLinks.end(); it++) {
            const NBConnection& c = *it;
            if (c.getTLIndex() != NBConnection::InvalidTlIndex) {
                assert(c.getTLIndex() < (int)size);
                fromEdges[c.getTLIndex()] = c.getFrom();
                toEdges[c.getTLIndex()] = c.getTo();
            }
        }
        /// XXX handle the case where some crossings are already loaded
        const std::string crossingDefaultState(crossings.size(), 'r');

        // rebuild the logic (see NBOwnTLDef.cpp::myCompute)
        const std::vector<NBTrafficLightLogic::PhaseDefinition> phases = myTLLogic->getPhases();
        NBTrafficLightLogic* newLogic = new NBTrafficLightLogic(getID(), getProgramID(), 0, myOffset, myType);
        //std::cout << "patchIfCrossingsAdded for " << getID() << " numPhases=" << phases.size() << "\n";
        for (std::vector<NBTrafficLightLogic::PhaseDefinition>::const_iterator it = phases.begin(); it != phases.end(); it++) {
            NBOwnTLDef::addPedestrianPhases(newLogic, it->duration, it->state + crossingDefaultState, crossings, fromEdges, toEdges);
        }
        delete myTLLogic;
        myTLLogic = newLogic;
    }
}
예제 #11
0
파일: Shaders.cpp 프로젝트: bagobor/Swarm
bool ShaderProgram::linkProgram(void)
{
	printf("============================================\n");
	printf("%2s SHADER PROGRAM STATUS: \n", name);
	printf("ID: %2d\n", getProgramID());
	printf("==========\n");
	printf("Linking program...\b\n");
	// Tell OpenGL to try to link the various shaders added to this
	// program into a pipeline.
	glLinkProgram(programID);
	printf("==========\n");
	printf("LINK ATTEMPT COMPLETE.\n");

	// Get the link status of the attempt.
	int iLinkStatus;
	glGetProgramiv(programID, GL_LINK_STATUS, &iLinkStatus);
	linked = iLinkStatus == GL_TRUE;
	printf("LINK STATUS: %2d\n", linked);
	printf("================================================================\n");

	// Return that link status.
	return linked;
}
예제 #12
0
 void Shader::sendMat4(std::string name, glm::mat4 matrix)
 {
     glUniformMatrix4fv(glGetUniformLocation(getProgramID(), name.c_str()), 1, GL_FALSE, glm::value_ptr(matrix));
 }
예제 #13
0
NBTrafficLightLogic*
NBLoadedTLDef::myCompute(unsigned int brakingTimeSeconds) {
    MsgHandler::getWarningInstance()->clear(); // !!!
    NBLoadedTLDef::SignalGroupCont::const_iterator i;
    // compute the switching times
    std::set<SUMOReal> tmpSwitchTimes;
    for (i = mySignalGroups.begin(); i != mySignalGroups.end(); i++) {
        NBLoadedTLDef::SignalGroup* group = (*i).second;
        // needed later
        group->sortPhases();
        // patch the yellow time for this group
        group->patchTYellow(brakingTimeSeconds, OptionsCont::getOptions().getBool("tls.yellow.patch-small"));
        // copy the now valid times into the container
        //  both the given red and green phases are added and also the
        //  yellow times
        std::vector<SUMOReal> gtimes = group->getTimes(myCycleDuration);
        for (std::vector<SUMOReal>::const_iterator k = gtimes.begin(); k != gtimes.end(); k++) {
            tmpSwitchTimes.insert(*k);
        }
    }
    std::vector<SUMOReal> switchTimes;
    copy(tmpSwitchTimes.begin(), tmpSwitchTimes.end(), back_inserter(switchTimes));
    sort(switchTimes.begin(), switchTimes.end());

    // count the signals
    unsigned int noSignals = 0;
    for (i = mySignalGroups.begin(); i != mySignalGroups.end(); i++) {
        noSignals += (*i).second->getLinkNo();
    }
    // build the phases
    NBTrafficLightLogic* logic = new NBTrafficLightLogic(getID(), getProgramID(), noSignals, myOffset, myType);
    for (std::vector<SUMOReal>::iterator l = switchTimes.begin(); l != switchTimes.end(); l++) {
        // compute the duration of the current phase
        unsigned int duration;
        if (l != switchTimes.end() - 1) {
            // get from the difference to the next switching time
            duration = (unsigned int)((*(l + 1)) - (*l));
        } else {
            // get from the differenc to the first switching time
            duration = (unsigned int)(myCycleDuration - (*l) + * (switchTimes.begin()));
        }
        // no information about yellow times will be generated
        assert((*l) >= 0);
        logic->addStep(TIME2STEPS(duration), buildPhaseState((unsigned int)(*l)));
    }
    // check whether any warnings were printed
    if (MsgHandler::getWarningInstance()->wasInformed()) {
        WRITE_WARNING("During computation of traffic light '" + getID() + "'.");
    }
    logic->closeBuilding();

    // initialize myNeedsContRelation
    myNeedsContRelation.clear();
    const bool controlledWithin = !OptionsCont::getOptions().getBool("tls.uncontrolled-within");
    const std::vector<NBTrafficLightLogic::PhaseDefinition> phases = logic->getPhases();
    for (std::vector<NBTrafficLightLogic::PhaseDefinition>::const_iterator it = phases.begin(); it != phases.end(); it++) {
        const std::string state = (*it).state;
        for (NBConnectionVector::const_iterator it1 = myControlledLinks.begin(); it1 != myControlledLinks.end(); it1++) {
            const NBConnection& c1 = *it1;
            const int i1 = c1.getTLIndex();
            if (i1 == NBConnection::InvalidTlIndex || state[i1] != 'g' || c1.getFrom() == 0 || c1.getTo() == 0) {
                continue;
            }
            for (NBConnectionVector::const_iterator it2 = myControlledLinks.begin(); it2 != myControlledLinks.end(); it2++) {
                const NBConnection& c2 = *it2;
                const int i2 = c2.getTLIndex();
                if (i2 != NBConnection::InvalidTlIndex
                        && i2 != i1
                        && (state[i2] == 'G' || state[i2] == 'g')
                        && c2.getFrom() != 0 && c2.getTo() != 0) {
                    const bool rightTurnConflict = NBNode::rightTurnConflict(
                                                       c1.getFrom(), c1.getTo(), c1.getFromLane(), c2.getFrom(), c2.getTo(), c2.getFromLane());
                    if (forbids(c2.getFrom(), c2.getTo(), c1.getFrom(), c1.getTo(), true, controlledWithin) || rightTurnConflict) {
                        myNeedsContRelation.insert(StreamPair(c1.getFrom(), c1.getTo(), c2.getFrom(), c2.getTo()));
                    }
                }
            }
        }
    }
    myNeedsContRelationReady = true;

    return logic;
}
예제 #14
0
void ShadowMap::init()
{
    fbo = 0;
    glGenFramebuffers(1, &fbo);
    glBindFramebuffer(GL_FRAMEBUFFER, fbo);

    glGenTextures(1, &tex_depth);
    glBindTexture(GL_TEXTURE_2D, tex_depth);
    glTexImage2D(GL_TEXTURE_2D, 0,GL_DEPTH_COMPONENT16, resolution, resolution, 0, GL_DEPTH_COMPONENT, GL_FLOAT, 0);
    glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_LINEAR);
    glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_LINEAR);
    //glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_S, GL_CLAMP_TO_EDGE);
    //glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_T, GL_CLAMP_TO_EDGE);
    glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_S, GL_CLAMP_TO_BORDER);
    glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_T, GL_CLAMP_TO_BORDER);
    float bord_color[] = { 1.0f, 0.0f, 0.0f, 1.0f };
    glTexParameterfv(GL_TEXTURE_2D, GL_TEXTURE_BORDER_COLOR, bord_color);

    glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_COMPARE_FUNC, GL_LEQUAL);
    glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_COMPARE_MODE, GL_COMPARE_R_TO_TEXTURE);

    // glFramebufferTexture requires OpenGL 3.2
    glFramebufferTexture(GL_FRAMEBUFFER, GL_DEPTH_ATTACHMENT, tex_depth, 0);

    glDrawBuffer(GL_NONE);

    glReadBuffer(GL_NONE); // Why is this needed?

    GLenum status;
    if ((status = glCheckFramebufferStatus(GL_FRAMEBUFFER)) != GL_FRAMEBUFFER_COMPLETE)
    {
        //fprintf(stderr, "glCheckFramebufferStatus original image: error %p", status);
        //std::cout<<"\n";
        std::cerr<<"glCheckFramebufferStatus original image: error " << status << std::endl;
    }

    glBindFramebuffer(GL_FRAMEBUFFER, 0);
    glBindTexture(GL_TEXTURE_2D, 0);

    //Create and compile our GLSL program from the shaders
    ShaderBase::load("shaders/shadow_map_vert.glsl", "shaders/shadow_map_frag.glsl" );

    //Uniforms
    uniforms.light_mvp_mat  = glGetUniformLocation(getProgramID(), "depthMVP");
    uniforms.bone_mat = glGetUniformLocation(getProgramID(), "bone_mat");
    uniforms.tex = glGetUniformLocation(getProgramID(), "tex");
    glUniform1i(uniforms.tex, 0);            // ALWAYS CHANNEL 0

    //Attributes
    glEnableVertexAttribArray(0);
    glEnableVertexAttribArray(1);
    glEnableVertexAttribArray(2);
    glEnableVertexAttribArray(3);
    glEnableVertexAttribArray(4);


    GLenum errCode;
    errCode = glGetError();
    if (errCode != GL_NO_ERROR) {
        std::cerr << "glGetError()) != GL_NO_ERROR-----SHADOW------\n";

        if (errCode == GL_INVALID_VALUE)
        {
            std::cerr << "GL_INVALID_VALUE\n";
        }
    }

    std::cout << "shadowmap initialized\n";
}
예제 #15
0
파일: NBOwnTLDef.cpp 프로젝트: harora/ITS
NBTrafficLightLogic*
NBOwnTLDef::myCompute(const NBEdgeCont&,
                      unsigned int brakingTimeSeconds) {
    const SUMOTime brakingTime = TIME2STEPS(brakingTimeSeconds);
    const SUMOTime leftTurnTime = TIME2STEPS(6); // make configurable ?
    // build complete lists first
    const EdgeVector& incoming = getIncomingEdges();
    EdgeVector fromEdges, toEdges;
    std::vector<bool> isLeftMoverV, isTurnaround;
    unsigned int noLanesAll = 0;
    unsigned int noLinksAll = 0;
    for (unsigned int i1 = 0; i1 < incoming.size(); i1++) {
        unsigned int noLanes = incoming[i1]->getNumLanes();
        noLanesAll += noLanes;
        for (unsigned int i2 = 0; i2 < noLanes; i2++) {
            NBEdge* fromEdge = incoming[i1];
            std::vector<NBEdge::Connection> approached = fromEdge->getConnectionsFromLane(i2);
            noLinksAll += (unsigned int) approached.size();
            for (unsigned int i3 = 0; i3 < approached.size(); i3++) {
                if (!fromEdge->mayBeTLSControlled(i2, approached[i3].toEdge, approached[i3].toLane)) {
                    --noLinksAll;
                    continue;
                }
                assert(i3 < approached.size());
                NBEdge* toEdge = approached[i3].toEdge;
                fromEdges.push_back(fromEdge);
                //myFromLanes.push_back(i2);
                toEdges.push_back(toEdge);
                if (toEdge != 0) {
                    isLeftMoverV.push_back(
                        isLeftMover(fromEdge, toEdge)
                        ||
                        fromEdge->isTurningDirectionAt(fromEdge->getToNode(), toEdge));

                    isTurnaround.push_back(
                        fromEdge->isTurningDirectionAt(
                            fromEdge->getToNode(), toEdge));
                } else {
                    isLeftMoverV.push_back(true);
                    isTurnaround.push_back(true);
                }
            }
        }
    }

    NBTrafficLightLogic* logic = new NBTrafficLightLogic(getID(), getProgramID(), noLinksAll, myOffset, myType);
    EdgeVector toProc = incoming;
    const SUMOTime greenTime = TIME2STEPS(OptionsCont::getOptions().getInt("tls.green.time"));
    // build all phases
    while (toProc.size() > 0) {
        std::pair<NBEdge*, NBEdge*> chosen;
        if (incoming.size() == 2) {
            chosen = std::pair<NBEdge*, NBEdge*>(toProc[0], static_cast<NBEdge*>(0));
            toProc.erase(toProc.begin());
        } else {
            chosen = getBestPair(toProc);
        }
        unsigned int pos = 0;
        std::string state((size_t) noLinksAll, 'o');
        // plain straight movers
        for (unsigned int i1 = 0; i1 < (unsigned int) incoming.size(); ++i1) {
            NBEdge* fromEdge = incoming[i1];
            const bool inChosen = fromEdge == chosen.first || fromEdge == chosen.second; //chosen.find(fromEdge)!=chosen.end();
            const unsigned int numLanes = fromEdge->getNumLanes();
            for (unsigned int i2 = 0; i2 < numLanes; i2++) {
                std::vector<NBEdge::Connection> approached = fromEdge->getConnectionsFromLane(i2);
                for (unsigned int i3 = 0; i3 < approached.size(); ++i3) {
                    if (!fromEdge->mayBeTLSControlled(i2, approached[i3].toEdge, approached[i3].toLane)) {
                        continue;
                    }
                    if (inChosen) {
                        state[pos] = 'G';
                    } else {
                        state[pos] = 'r';
                    }
                    ++pos;
                }
            }
        }
        // correct behaviour for those that are not in chosen, but may drive, though
        for (unsigned int i1 = 0; i1 < pos; ++i1) {
            if (state[i1] == 'G') {
                continue;
            }
            bool isForbidden = false;
            for (unsigned int i2 = 0; i2 < pos && !isForbidden; ++i2) {
                if (state[i2] == 'G' && !isTurnaround[i2] &&
                        (forbids(fromEdges[i2], toEdges[i2], fromEdges[i1], toEdges[i1], true) || forbids(fromEdges[i1], toEdges[i1], fromEdges[i2], toEdges[i2], true))) {
                    isForbidden = true;
                }
            }
            if (!isForbidden) {
                state[i1] = 'G';
            }
        }
        // correct behaviour for those that have to wait (mainly left-mover)
        bool haveForbiddenLeftMover = false;
        for (unsigned int i1 = 0; i1 < pos; ++i1) {
            if (state[i1] != 'G') {
                continue;
            }
            for (unsigned int i2 = 0; i2 < pos; ++i2) {
                if ((state[i2] == 'G' || state[i2] == 'g') && forbids(fromEdges[i2], toEdges[i2], fromEdges[i1], toEdges[i1], true)) {
                    state[i1] = 'g';
                    if (!isTurnaround[i1]) {
                        haveForbiddenLeftMover = true;
                    }
                }
            }
        }
        // add step
        logic->addStep(greenTime, state);

        if (brakingTime > 0) {
            // build yellow (straight)
            for (unsigned int i1 = 0; i1 < pos; ++i1) {
                if (state[i1] != 'G' && state[i1] != 'g') {
                    continue;
                }
                if ((state[i1] >= 'a' && state[i1] <= 'z') && haveForbiddenLeftMover) {
                    continue;
                }
                state[i1] = 'y';
            }
            // add step
            logic->addStep(brakingTime, state);
        }

        if (haveForbiddenLeftMover && !myHaveSinglePhase) {
            // build left green
            for (unsigned int i1 = 0; i1 < pos; ++i1) {
                if (state[i1] == 'Y' || state[i1] == 'y') {
                    state[i1] = 'r';
                    continue;
                }
                if (state[i1] == 'g') {
                    state[i1] = 'G';
                }
            }
            // add step
            logic->addStep(leftTurnTime, state);

            // build left yellow
            if (brakingTime > 0) {
                for (unsigned int i1 = 0; i1 < pos; ++i1) {
                    if (state[i1] != 'G' && state[i1] != 'g') {
                        continue;
                    }
                    state[i1] = 'y';
                }
                // add step
                logic->addStep(brakingTime, state);
            }
        }
    }
    const SUMOTime totalDuration = logic->getDuration();
    if (totalDuration > 0) {
        if (totalDuration > 3 * (greenTime + 2 * brakingTime + leftTurnTime)) {
            WRITE_WARNING("The traffic light '" + getID() + "' has a high cycle time of " + time2string(totalDuration) + ".");
        }
        return logic;
    } else {
        delete logic;
        return 0;
    }
}