volume_renderer::volume_renderer(const gl::render_device_ptr& device) { using namespace scm; using namespace scm::gl; using namespace scm::math; using boost::assign::list_of; camera_uniform_block::add_block_include_string(device); _camera_block.reset(new gl::camera_uniform_block(device)); // state objects ////////////////////////////////////////////////////////////////////////////// //_bstate = device->create_blend_state(false, FUNC_ONE, FUNC_ZERO, FUNC_ONE, FUNC_ZERO); _bstate = device->create_blend_state(true, FUNC_SRC_ALPHA, FUNC_ONE_MINUS_SRC_ALPHA, FUNC_ONE, FUNC_ZERO); _dstate = device->create_depth_stencil_state(true, true, COMPARISON_LESS); _rstate = device->create_rasterizer_state(FILL_SOLID, CULL_BACK, ORIENT_CCW, true); _sstate_nearest = device->create_sampler_state(FILTER_MIN_MAG_NEAREST, WRAP_CLAMP_TO_EDGE); _sstate_lin = device->create_sampler_state(FILTER_MIN_MAG_LINEAR, WRAP_CLAMP_TO_EDGE); _sstate_lin_mip = device->create_sampler_state(FILTER_MIN_MAG_MIP_LINEAR, WRAP_CLAMP_TO_EDGE); if ( !_bstate || !_dstate || !_rstate || !_sstate_nearest || !_sstate_lin || !_sstate_lin_mip) { throw (std::runtime_error("volume_renderer::volume_renderer(): error creating state objects")); } if (!reload_shaders(device)) { throw std::runtime_error("volume_renderer::volume_renderer(): error loading shader programs."); } //_vtexture_program->uniform("model_matrix", model_matrix); //_vtexture_program->uniform_buffer("camera_matrices", 0); //_vtexture_program->uniform_subroutine(STAGE_FRAGMENT_SHADER, "out_color_gen", "draw_vtexture"); //_vtexture_program->uniform_subroutine(STAGE_FRAGMENT_SHADER, "out_color_gen", "draw_debug_atlas"); //_vtexture_program->uniform_subroutine(STAGE_FRAGMENT_SHADER, "out_color_gen", "draw_atlas"); //_vtexture_program->uniform_subroutine(STAGE_FRAGMENT_SHADER, "out_color_gen", "visualize_normal"); //_vtexture_program->uniform_subroutine(STAGE_FRAGMENT_SHADER, "out_color_gen", "visualize_texcoord"); }
texture_output::texture_output(const gl::render_device_ptr& device) { using namespace scm::gl; using namespace scm::math; using boost::assign::list_of; mat4f pass_mvp = mat4f::identity(); ortho_matrix(pass_mvp, 0.0f, 1.0f, 0.0f, 1.0f, -1.0f, 1.0f); // for fs-quad _quad_geom = make_shared<quad_geometry>(device, vec2f(0.0f, 0.0f), vec2f(1.0f, 1.0f)); _fs_program_color = device->create_program(list_of(device->create_shader(scm::gl::STAGE_VERTEX_SHADER, fs_vsrc, "texture_output::fs_vsrc")) (device->create_shader(scm::gl::STAGE_FRAGMENT_SHADER, fs_color_fsrc, "texture_output::fs_color_fsrc")), "texture_output::fs_program_color"); if(!_fs_program_color) { throw (std::runtime_error("texture_output::texture_output(): error generating _fs_program_color program")); } _fs_program_color->uniform_sampler("in_texture", 0); _fs_program_color->uniform("mvp", pass_mvp); _fs_program_color_uint = device->create_program(list_of(device->create_shader(scm::gl::STAGE_VERTEX_SHADER, fs_vsrc, "texture_output::fs_vsrc")) (device->create_shader(scm::gl::STAGE_FRAGMENT_SHADER, fs_color_uint_fsrc, "texture_output::fs_color_uint")), "texture_output::fs_program_color_uint"); if(!_fs_program_color_uint) { throw (std::runtime_error("texture_output::texture_output(): error generating _fs_program_color_uint program")); } _fs_program_color_uint->uniform_sampler("in_texture", 0); _fs_program_color_uint->uniform("mvp", pass_mvp); _fs_program_color_uint8_bit_rev = device->create_program(list_of(device->create_shader(scm::gl::STAGE_VERTEX_SHADER, fs_vsrc, "texture_output::fs_vsrc")) (device->create_shader(scm::gl::STAGE_FRAGMENT_SHADER, fs_color_uint8_bit_rev_fsrc, "texture_output::fs_color_uint8_bit_rev_fsrc")), "texture_output::fs_program_color_uint8_bit_rev"); if(!_fs_program_color_uint8_bit_rev) { throw (std::runtime_error("texture_output::texture_output(): error generating _fs_program_color_uint8_bit_rev program")); } _fs_program_color_uint8_bit_rev->uniform_sampler("in_texture", 0); _fs_program_color_uint8_bit_rev->uniform("mvp", pass_mvp); _fs_program_color_uint8_bit_rev->uniform("in_scale", vec4f(1.0f / 255.0f)); _fs_program_gray = device->create_program(list_of(device->create_shader(scm::gl::STAGE_VERTEX_SHADER, fs_vsrc, "texture_output::fs_vsrc")) (device->create_shader(scm::gl::STAGE_FRAGMENT_SHADER, fs_gray_fsrc, "texture_output::fs_gray_fsrc")), "texture_output::fs_program_gray"); if(!_fs_program_gray) { throw (std::runtime_error("texture_output::texture_output(): error generating _fs_program_gray program")); } _fs_program_gray->uniform_sampler("in_texture", 0); _fs_program_gray->uniform("mvp", pass_mvp); _fs_program_gray_uint = device->create_program(list_of(device->create_shader(scm::gl::STAGE_VERTEX_SHADER, fs_vsrc, "texture_output::fs_vsrc")) (device->create_shader(scm::gl::STAGE_FRAGMENT_SHADER, fs_gray_uint_fsrc, "texture_output::fs_gray_uint_fsrc")), "texture_output::fs_program_gray_uint"); if(!_fs_program_gray_uint) { throw (std::runtime_error("texture_output::texture_output(): error generating _fs_program_gray_uint program")); } _fs_program_gray_uint->uniform_sampler("in_texture", 0); _fs_program_gray_uint->uniform("mvp", pass_mvp); _fs_program_gray_uint8_bit_rev = device->create_program(list_of(device->create_shader(scm::gl::STAGE_VERTEX_SHADER, fs_vsrc, "texture_output::fs_vsrc")) (device->create_shader(scm::gl::STAGE_FRAGMENT_SHADER, fs_gray_uint8_bit_rev_fsrc, "texture_output::fs_gray_uint8_bit_rev_fsrc")), "texture_output::fs_program_gray_uint8_bit_rev"); if(!_fs_program_gray_uint8_bit_rev) { throw (std::runtime_error("texture_output::texture_output(): error generating _fs_program_gray_uint8_bit_rev program")); } _fs_program_gray_uint8_bit_rev->uniform_sampler("in_texture", 0); _fs_program_gray_uint8_bit_rev->uniform("mvp", pass_mvp); _fs_program_gray_uint8_bit_rev->uniform("in_scale", vec4f(1.0f / 255.0f)); _filter_nearest = device->create_sampler_state(FILTER_MIN_MAG_NEAREST, WRAP_CLAMP_TO_EDGE); _dstate_no_z_write = device->create_depth_stencil_state(false, false); _rstate_cull_back = device->create_rasterizer_state(FILL_SOLID, CULL_BACK); _bstate_no_blend = device->create_blend_state(false, FUNC_ONE, FUNC_ZERO, FUNC_ONE, FUNC_ZERO); }
height_field_tessellator::height_field_tessellator(const gl::render_device_ptr& device) : _pixel_tolerance(4.0f) { using namespace scm; using namespace scm::gl; using namespace scm::math; using boost::assign::list_of; // state objects ////////////////////////////////////////////////////////////////////////////// _bstate_no_blend = device->create_blend_state(false, FUNC_ONE, FUNC_ZERO, FUNC_ONE, FUNC_ZERO); _bstate_omsa = device->create_blend_state(true, FUNC_SRC_ALPHA, FUNC_ONE_MINUS_SRC_ALPHA, FUNC_ONE, FUNC_ZERO); _dstate_less = device->create_depth_stencil_state(true, true, COMPARISON_LESS); _rstate_ms_wire = device->create_rasterizer_state(FILL_WIREFRAME, CULL_NONE, ORIENT_CCW, true); _rstate_ms_solid = device->create_rasterizer_state(FILL_SOLID, CULL_NONE, ORIENT_CCW, true); _rstate_ms_solid_ss = device->create_rasterizer_state(FILL_SOLID, CULL_NONE, ORIENT_CCW, true, true, 1.0f); //_rstate_ms_wire = device->create_rasterizer_state(FILL_WIREFRAME, CULL_BACK, ORIENT_CCW, true); //_rstate_ms_solid = device->create_rasterizer_state(FILL_SOLID, CULL_BACK, ORIENT_CCW, true); _sstate_nearest = device->create_sampler_state(FILTER_MIN_MAG_NEAREST, WRAP_CLAMP_TO_EDGE); _sstate_linear = device->create_sampler_state(FILTER_MIN_MAG_LINEAR, WRAP_CLAMP_TO_EDGE); _sstate_linear_mip = device->create_sampler_state(FILTER_MIN_MAG_MIP_LINEAR, WRAP_CLAMP_TO_EDGE); if ( !_bstate_no_blend || !_bstate_omsa || !_dstate_less || !_rstate_ms_wire || !_rstate_ms_solid || !_sstate_nearest || !_sstate_linear || !_sstate_linear_mip) { throw (std::runtime_error("height_field_tessellator::height_field_tessellator(): error creating state objects")); } gl::camera_uniform_block::add_block_include_string(device); device->add_include_files("./../../../src/renderers/shaders", "/scm/data"); // ray casting program //////////////////////////////////////////////////////////////////////// _hf_quad_tessellation_program = device->create_program( list_of(device->create_shader_from_file(STAGE_VERTEX_SHADER, "../../../src/renderers/shaders/height_field/tessellate.glslv")) (device->create_shader_from_file(STAGE_TESS_CONTROL_SHADER, "../../../src/renderers/shaders/height_field/tessellate_quad.glsltc")) (device->create_shader_from_file(STAGE_TESS_EVALUATION_SHADER, "../../../src/renderers/shaders/height_field/tessellate_quad.glslte")) (device->create_shader_from_file(STAGE_GEOMETRY_SHADER, "../../../src/renderers/shaders/height_field/tessellate.glslg")) (device->create_shader_from_file(STAGE_FRAGMENT_SHADER, "../../../src/renderers/shaders/height_field/tessellate.glslf")), "height_field_tessellator::hf_quad_tessellation_program"); _hf_triangle_tessellation_program = device->create_program( list_of(device->create_shader_from_file(STAGE_VERTEX_SHADER, "../../../src/renderers/shaders/height_field/tessellate.glslv")) (device->create_shader_from_file(STAGE_TESS_CONTROL_SHADER, "../../../src/renderers/shaders/height_field/tessellate_tri.glsltc", shader_macro("PRIMITIVE_ID_REPRO", "0"))) (device->create_shader_from_file(STAGE_TESS_EVALUATION_SHADER, "../../../src/renderers/shaders/height_field/tessellate_tri.glslte")) (device->create_shader_from_file(STAGE_GEOMETRY_SHADER, "../../../src/renderers/shaders/height_field/tessellate.glslg")) (device->create_shader_from_file(STAGE_FRAGMENT_SHADER, "../../../src/renderers/shaders/height_field/tessellate.glslf")), //separate_stream_capture("per_vertex.vertex.ws_position"), //interleaved_stream_capture("per_vertex.vertex.ws_position")("per_vertex.vertex.texcoord_hm"), //interleaved_stream_capture("per_vertex.vertex.ws_position")("per_vertex.vertex.texcoord_hm")(stream_capture::skip_4_float), // GL4+ only //stream_capture_array("per_vertex.vertex.ws_position") //stream_capture_array("per_vertex.vertex.ws_position")("per_vertex.vertex.texcoord_hm")("per_vertex.vertex.texcoord_dm"), //stream_capture_array(interleaved_stream_capture("per_vertex.vertex.ws_position")("per_vertex.vertex.texcoord_hm")) // (separate_stream_capture("per_vertex.vertex.texcoord_dm")), //stream_capture_array(interleaved_stream_capture("per_vertex.vertex.ws_position")("per_vertex.vertex.texcoord_hm")(stream_capture::skip_4_float)) // (separate_stream_capture("per_vertex.vertex.texcoord_dm")), "height_field_tessellator::hf_triangle_tessellation_program"); if ( !_hf_quad_tessellation_program || !_hf_triangle_tessellation_program) { throw (std::runtime_error("height_field_ray_caster::height_field_ray_caster(): error creating quad or triangle program")); } // set default uniforms _hf_quad_tessellation_program->uniform_buffer("camera_matrices", 0); _hf_quad_tessellation_program->uniform_sampler("height_map", 0); _hf_quad_tessellation_program->uniform_sampler("height_map_nearest", 1); _hf_quad_tessellation_program->uniform_sampler("density_map", 2); _hf_quad_tessellation_program->uniform_sampler("color_map", 3); // set default uniforms _hf_triangle_tessellation_program->uniform_buffer("camera_matrices", 0); _hf_triangle_tessellation_program->uniform_sampler("height_map", 0); _hf_triangle_tessellation_program->uniform_sampler("height_map_nearest", 1); _hf_triangle_tessellation_program->uniform_sampler("density_map", 2); _hf_triangle_tessellation_program->uniform_sampler("color_map", 3); _hf_triangle_tessellation_program->uniform_sampler("edge_densities", 4); _main_camera_block.reset(new gl::camera_uniform_block(device)); }