示例#1
0
	void RenderBatchTriangle::fill(const CanvasPtr &canvas, float x1, float y1, float x2, float y2, const Colorf &color)
	{
		int texindex = set_batcher_active(canvas);

		vertices[position + 0].position = to_position(x1, y1);
		vertices[position + 1].position = to_position(x2, y1);
		vertices[position + 2].position = to_position(x1, y2);
		vertices[position + 3].position = to_position(x2, y1);
		vertices[position + 4].position = to_position(x2, y2);
		vertices[position + 5].position = to_position(x1, y2);
		for (int i = 0; i < 6; i++)
		{
			vertices[position + i].color = Vec4f(color.x, color.y, color.z, color.w);
			vertices[position + i].texcoord = Vec2f(0.0f, 0.0f);
			vertices[position + i].texindex = texindex;
		}
		position += 6;
	}
示例#2
0
void Frustum::buildViewFrustum( const Matrix4f &viewMat, const Matrix4f &projMat )
{
	// This routine works with the OpenGL projection matrix
	// The view matrix is the inverse camera transformation matrix
	// Note: Frustum corners are not updated!
	
	Matrix4f m = projMat * viewMat;
	
	_planes[0] = Plane( -(m.c[0][3] + m.c[0][0]), -(m.c[1][3] + m.c[1][0]),
						-(m.c[2][3] + m.c[2][0]), -(m.c[3][3] + m.c[3][0]) );	// Left
	_planes[1] = Plane( -(m.c[0][3] - m.c[0][0]), -(m.c[1][3] - m.c[1][0]),
						-(m.c[2][3] - m.c[2][0]), -(m.c[3][3] - m.c[3][0]) );	// Right
	_planes[2] = Plane( -(m.c[0][3] + m.c[0][1]), -(m.c[1][3] + m.c[1][1]),
						-(m.c[2][3] + m.c[2][1]), -(m.c[3][3] + m.c[3][1]) );	// Bottom
	_planes[3] = Plane( -(m.c[0][3] - m.c[0][1]), -(m.c[1][3] - m.c[1][1]),
						-(m.c[2][3] - m.c[2][1]), -(m.c[3][3] - m.c[3][1]) );	// Top
	_planes[4] = Plane( -(m.c[0][3] + m.c[0][2]), -(m.c[1][3] + m.c[1][2]),
						-(m.c[2][3] + m.c[2][2]), -(m.c[3][3] + m.c[3][2]) );	// Near
	_planes[5] = Plane( -(m.c[0][3] - m.c[0][2]), -(m.c[1][3] - m.c[1][2]),
						-(m.c[2][3] - m.c[2][2]), -(m.c[3][3] - m.c[3][2]) );	// Far

	_origin = viewMat.inverted() * Vec3f( 0, 0, 0 );

	// Calculate corners
	Matrix4f mm = m.inverted();
	Vec4f corner = mm * Vec4f( -1, -1,  1, 1 );
	_corners[0] = Vec3f( corner.x / corner.w, corner.y / corner.w, corner.z / corner.w );
	corner = mm * Vec4f( 1, -1,  1, 1 );
	_corners[1] = Vec3f( corner.x / corner.w, corner.y / corner.w, corner.z / corner.w );
	corner = mm * Vec4f( 1,  1,  1, 1 );
	_corners[2] = Vec3f( corner.x / corner.w, corner.y / corner.w, corner.z / corner.w );
	corner = mm * Vec4f( -1,  1,  1, 1 );
	_corners[3] = Vec3f( corner.x / corner.w, corner.y / corner.w, corner.z / corner.w );
	corner = mm * Vec4f( -1, -1, -1, 1 );
	_corners[4] = Vec3f( corner.x / corner.w, corner.y / corner.w, corner.z / corner.w );
	corner = mm * Vec4f( 1, -1, -1, 1 );
	_corners[5] = Vec3f( corner.x / corner.w, corner.y / corner.w, corner.z / corner.w );
	corner = mm * Vec4f( 1, 1, -1, 1 );
	_corners[6] = Vec3f( corner.x / corner.w, corner.y / corner.w, corner.z / corner.w );
	corner = mm * Vec4f( -1, 1, -1, 1 );
	_corners[7] = Vec3f( corner.x / corner.w, corner.y / corner.w, corner.z / corner.w );
}
示例#3
0
Vec3f Matrix4::TransformNormal(const Vec3f &Normal) const
{
    Vec4f UnprojectedResult = Vec4f(Normal, 0.0f) * (*this);
    if(UnprojectedResult.w == 0.0f)
    {
        UnprojectedResult.w = 1.0f;
    }

    Vec3f Result(UnprojectedResult.x / UnprojectedResult.w,
                UnprojectedResult.y / UnprojectedResult.w,
                UnprojectedResult.z / UnprojectedResult.w);

    if(UnprojectedResult.w < 0.0f)
    {
        Result = -Result;
    }
    return Result;
}
/*!
 * Transform object vertices
 */
static void Cedric_TransformVerts(EERIE_3DOBJ * eobj, const Vec3f & pos) {

	Skeleton & rig = *eobj->m_skeleton;

	// Transform & project all vertices
	for(size_t i = 0; i != rig.bones.size(); i++) {
		Bone & bone = rig.bones[i];

		glm::mat4x4 matrix = glm::toMat4(bone.anim.quat);
		
		// Apply Scale
		matrix[0][0] *= bone.anim.scale.x;
		matrix[0][1] *= bone.anim.scale.x;
		matrix[0][2] *= bone.anim.scale.x;

		matrix[1][0] *= bone.anim.scale.y;
		matrix[1][1] *= bone.anim.scale.y;
		matrix[1][2] *= bone.anim.scale.y;

		matrix[2][0] *= bone.anim.scale.z;
		matrix[2][1] *= bone.anim.scale.z;
		matrix[2][2] *= bone.anim.scale.z;

		Vec3f vector = bone.anim.trans;

		for(size_t v = 0; v != bone.idxvertices.size(); v++) {
			size_t index = bone.idxvertices[v];

			Vec3f & inVert = eobj->vertexlocal[index];
			EERIE_VERTEX & outVert = eobj->vertexlist3[index];
			
			outVert.v = Vec3f(matrix * Vec4f(inVert, 1.f));
			outVert.v += vector;
			
			outVert.vert.p = outVert.v;
		}
	}

	if(eobj->sdata) {
		for(size_t i = 0; i < eobj->vertexlist.size(); i++) {
			eobj->vertexlist[i].vert.p = eobj->vertexlist3[i].v - pos;
		}
	}
}
示例#5
0
	void PointLight::setupLight(unsigned int glLightId)
	{
		Transform & transform = *(object.getComponent<Transform>());
		Mat4x4f localToWorld = Mat4x4f(transform.getLocalToWorld());

		Vec4f position = localToWorld * Vec4f(0,0,0,1);
		
		GLfloat pos[] = { position[0], position[1], position[2], 1 };
		glLightfv(glLightId, GL_POSITION, pos);

		GLfloat ambientLight[] = { 0.0f, 0.0f, 0.0f, 1.0f };
		GLfloat diffuseLight[] = { 1.0f, 1.0f, 1.0f, 1.0f };
		GLfloat specularLight[] = { 1.0f, 1.0f, 1.0f, 1.0f };
		
		// Assign created components to GL_LIGHT_?
		glLightfv(glLightId, GL_AMBIENT, ambientLight);
		glLightfv(glLightId, GL_DIFFUSE, diffuseLight);
		glLightfv(glLightId, GL_SPECULAR, specularLight);
	}
示例#6
0
Vec4f Meteor::getColorFromName(QString colorName)
{
	int R, G, B; // 0-255
	if (colorName == "violet")
	{ // Calcium
		R = 176;
		G = 67;
		B = 172;
	}
	else if (colorName == "blueGreen")
	{ // Magnesium
		R = 0;
		G = 255;
		B = 152;
	}
	else if (colorName == "yellow")
	{ // Iron
		R = 255;
		G = 255;
		B = 0;
	}
	else if (colorName == "orangeYellow")
	{ // Sodium
		R = 255;
		G = 160;
		B = 0;
	}
	else if (colorName == "red")
	{ // atmospheric nitrogen and oxygen
		R = 255;
		G = 30;
		B = 0;
	}
	else
	{ // white
		R = 255;
		G = 255;
		B = 255;
	}

	return Vec4f(R/255.f, G/255.f, B/255.f, 1);
}
示例#7
0
void LSystem::updateList() {
	mPerlin = Perlin( 8, Rand::randInt( 0, 100000 ) );
	mSteps = mProduction.length();
	if( mSteps > mProduction.length() ) {
		mSteps = mProduction.length();
	}
	gl::pushModelView();
	gl::translate( mLoc );
	gl::pushModelView();
	int countFood = 0;
	for( int i = 0; i < mSteps; i++ ) {
		char step = mProduction.at(i);

		if( step == 'F' || step == '|' ) {
			Vec2f current_loc = (gl::getModelView() * Vec4f( 0.0f, 0.0f, 0.0f, 1.0f )).xy();
			current_loc -= mStartLength;
			current_loc += mLoc;
			boost::shared_ptr<Food> add_food( new Food( current_loc, ColorA( ColorA::black() ) ) );
			mFood.push_back( add_food );
			if( countFood > 0 ) {
				boost::weak_ptr<Food> weakFood(add_food);
				mFood[countFood-1]->setNext( weakFood );
			}
			countFood++;
			gl::translate( 0, -mDrawLength + mPerlin.fBm( app::getElapsedFrames()*1.0f, i, 0.001f )*20000.0f );
		}
		else if( step == '+' ) {
			gl::rotate( mTheta + mPerlin.fBm( app::getElapsedFrames()*1.0f, i, 0.001f )*(2000.0f * i/30.0f));
		}
		else if( step == '-' ) {
			gl::rotate( -1*(mTheta + mPerlin.fBm( app::getElapsedFrames()*1.0f, i, 0.001f )*(2000.0f * i/30.0f)));
		}
		else if( step == '[' ) {
			gl::pushModelView();
		}
		else if( step == ']' ) {
			gl::popModelView();
		}
	}
	gl::popModelView();
	gl::popModelView();
}
static void gaussianBlurV(const T * __srcp, float * dstp, const float * weights, const int width, const int height, const int srcStride, const int dstStride,
                          const int radius, const float offset) noexcept {
    const int diameter = radius * 2 + 1;
    const T ** _srcp = new const T *[diameter];

    _srcp[radius] = __srcp;
    for (int i = 1; i <= radius; i++) {
        _srcp[radius - i] = _srcp[radius - 1 + i];
        _srcp[radius + i] = _srcp[radius] + srcStride * i;
    }

    for (int y = 0; y < height; y++) {
        for (int x = 0; x < width; x += 4) {
            Vec4f sum = zero_4f();

            for (int i = 0; i < diameter; i++) {
                if (std::is_same<T, uint8_t>::value) {
                    const Vec4f srcp = to_float(Vec4i().load_4uc(_srcp[i] + x));
                    sum = mul_add(srcp, weights[i], sum);
                } else if (std::is_same<T, uint16_t>::value) {
                    const Vec4f srcp = to_float(Vec4i().load_4us(_srcp[i] + x));
                    sum = mul_add(srcp, weights[i], sum);
                } else {
                    const Vec4f srcp = Vec4f().load_a(_srcp[i] + x);
                    sum = mul_add(srcp + offset, weights[i], sum);
                }
            }

            sum.stream(dstp + x);
        }

        for (int i = 0; i < diameter - 1; i++)
            _srcp[i] = _srcp[i + 1];
        if (y < height - 1 - radius)
            _srcp[diameter - 1] += srcStride;
        else if (y > height - 1 - radius)
            _srcp[diameter - 1] -= srcStride;
        dstp += dstStride;
    }

    delete[] _srcp;
}
void UniformResamplingRecursiveMISBPTRenderer::processTile(uint32_t threadID, uint32_t tileID, const Vec4u& viewport) const {
    auto spp = getSppCount();

    TileProcessingRenderer::processTilePixels(viewport, [&](uint32_t x, uint32_t y) {
        auto pixelID = getPixelIndex(x, y);

        // Add a new sample to the pixel
        for(auto i = 0u; i <= getFramebuffer().getChannelCount(); ++i) {
            accumulate(i, pixelID, Vec4f(0, 0, 0, 1));
        }

        // Process each sample
        for(auto sampleID = 0u; sampleID < spp; ++sampleID) {
            processSample(threadID, tileID, pixelID, sampleID, x, y);
        }
    });

    // Compute contributions for 1-length eye paths (connection to sensor)
    connectLightVerticesToSensor(threadID, tileID, viewport);
}
void StelQGLRenderer::drawWindow(StelViewportEffect* const effect)
{
	// At this point, FBOs have been released (if using FBOs), so we're drawing 
	// directly to the screen. The StelViewportEffect::drawToViewport call 
	// actually draws puts the rendered result onto the viewport.
	invariant();

	//Warn about any GL errors.
	checkGLErrors("drawWindow() start");
	
	//Effects are ignored when FBO is not supported.
	//That might be changed for some GPUs, but it might not be worth the effort.
	
	viewport.prepareToDrawViewport();

	if(NULL == effect)
	{
		// If using FBO, we still need to put it on the screen.
		if(viewport.useFBO())
		{
			StelTextureNew* screenTexture = getViewportTexture();
			const QSize size = screenTexture->getDimensions();

			glDisable(GL_BLEND);
			setGlobalColor(Vec4f(1.0f, 1.0f, 1.0f, 1.0f));
			screenTexture->bind();
			drawTexturedRect(0, 0, size.width(), size.height());
			delete screenTexture;
		}
		// If not using FBO, the result is already drawn to the screen.
	}
	else
	{
		effect->drawToViewport(this);
	}

	viewport.disablePainting();

	checkGLErrors("drawWindow() end");
	invariant();
}
void MenuBackground::createRainParticleSystem() {
	//printf("In MenuBackground::createRainParticleSystem() rps = %p\n",rps);

	if(rps == NULL) {
		rps= new RainParticleSystem();
		rps->setSpeed(12.f/GameConstants::updateFps);
		rps->setEmissionRate(25);
		rps->setWind(-90.f, 4.f/GameConstants::updateFps);
		rps->setPos(Vec3f(0.f, 25.f, 0.f));
		rps->setColor(Vec4f(1.f, 1.f, 1.f, 0.2f));
		rps->setRadius(30.f);

		Renderer &renderer= Renderer::getInstance();
		renderer.manageParticleSystem(rps, rsMenu);

		for(int i=0; i<raindropCount; ++i){
			raindropStates[i]= random.randRange(0.f, 1.f);
			raindropPos[i]= computeRaindropPos();
		}
	}
}
render::Mesh MorphableModel::drawSample(vector<float> shapeCoefficients, vector<float> colorCoefficients)
{
	render::Mesh mean;

	mean.tvi = shapeModel.getTriangleList();
	mean.tci = colorModel.getTriangleList();

	Mat shapeSample;
	Mat colorSample;

	if (shapeCoefficients.empty()) {
		shapeSample = shapeModel.getMean();
	} else {
		shapeSample = shapeModel.drawSample(shapeCoefficients);
	}
	if (colorCoefficients.empty()) {
		colorSample = colorModel.getMean();
	} else {
		colorSample = colorModel.drawSample(colorCoefficients);
	}

	unsigned int numVertices = shapeModel.getDataDimension() / 3;
	unsigned int numVerticesColor = colorModel.getDataDimension() / 3;
	if (numVertices != numVerticesColor) {
		string msg("MorphableModel: The number of vertices of the shape and color models are not the same: " + lexical_cast<string>(numVertices) + " != " + lexical_cast<string>(numVerticesColor));
		Loggers->getLogger("shapemodels").debug(msg);
		throw std::runtime_error(msg);
	}

	mean.vertex.resize(numVertices);

	for (unsigned int i = 0; i < numVertices; ++i) {
		mean.vertex[i].position = Vec4f(shapeSample.at<float>(i*3 + 0), shapeSample.at<float>(i*3 + 1), shapeSample.at<float>(i*3 + 2), 1.0f);
		mean.vertex[i].color = Vec3f(colorSample.at<float>(i*3 + 0), colorSample.at<float>(i*3 + 1), colorSample.at<float>(i*3 + 2));        // order in hdf5: RGB. Order in OCV: BGR. But order in vertex.color: RGB
	}

	mean.hasTexture = false;

	return mean;
}
示例#13
0
void UniTransform3fDirection(const UniTransform3f& transf,const Direction3f& direction, Direction3f* outDirection) {
	//reference: pag. 200 Essential Mathematics for Games and Interactive Applications A Programmer’s Guide Second Edition
	//outDirection = quat * (scale * direction) * inverseQuaternion + translate
	
	Vec4f scaleD = Vec4f(transf.scale * direction.dir.x, transf.scale * direction.dir.y, transf.scale * direction.dir.z, 0.f);
	
	Quatf quatD;
	QuatfInitWithValues(scaleD.x, scaleD.y, scaleD.z, 0.f, &quatD);
	Quatf ris;
	QuatfMult(transf.rotation, quatD, &ris);
	
	Quatf invquat;
	QuatfInverse(transf.rotation, &invquat);
	
	Quatf ris1;
	QuatfMult(ris, invquat, &ris1);
	
	//traslation don't change direction
	outDirection->dir.x = ris1.qX; //+ transf.translation.x;
	outDirection->dir.y = ris1.qY; //+ transf.translation.y;
	outDirection->dir.z = ris1.qZ; //+ transf.translation.z;
}
示例#14
0
void UniTransform3fPoint(const UniTransform3f& transf,const Point3f& point, Point3f* outPoint) {
	//reference: pag. 200 Essential Mathematics for Games and Interactive Applications A Programmer’s Guide Second Edition
	//outPoint = quat * (scale * point) * inverseQuaternion + translate
	
	//scaleP = scale * point
	Vec4f scaleP = Vec4f(transf.scale * point.point.x, transf.scale * point.point.y, transf.scale * point.point.z, 1.f);
	
	Quatf quatP;
	QuatfInitWithValues(scaleP.x, scaleP.y, scaleP.z, 0.f, &quatP);
	Quatf ris;
	QuatfMult(transf.rotation, quatP, &ris);
	
	Quatf invquat;
	QuatfInverse(transf.rotation, &invquat);
	
	Quatf ris1;
	QuatfMult(ris, invquat, &ris1);
	
	outPoint->point.x = ris1.qX + transf.translation.x;
	outPoint->point.y = ris1.qY + transf.translation.y;
	outPoint->point.z = ris1.qZ + transf.translation.z;
}
示例#15
0
bool Program::update()
{
	GraphicContext gc = window.get_gc();
	InputDevice mouse = window.get_ic().get_mouse();

	float time = System::get_time() / 1000.0f;
	uniforms.time = time;
	auto pos = mouse.get_position();
	uniforms.mouse = Vec4f(pos.x / 800.0f, pos.y / 600.0f, 0, 0);

	for(int i=0; i< uniforms.particle_count; ++i)
	{
		uniforms.positions[i].x += sinf(time + i * 2.0f) / 40.0f;
		uniforms.positions[i].y += cosf(time + i * 2.0f) / 40.0f;
	}
	uniformVector.upload_data(gc, &uniforms, 1);

	effect.draw(gc);
	window.flip(1);

	return !exit;
}
示例#16
0
	CubeExample(void)
	 : cube(
		List("Position")("Normal")("TexCoord").Get(),
		shapes::Cube(),
		cube_prog
	)
	{
		// setup the texture
		{
			GLuint tex_side = 512;
			auto image = images::NewtonFractal(
				tex_side, tex_side,
				Vec3f(0.2f, 0.1f, 0.4f),
				Vec3f(0.8f, 0.8f, 1.0f),
				Vec2f(-1.0f, -1.0f),
				Vec2f( 1.0f,  1.0f),
				images::NewtonFractal::X4Minus1(),
				images::NewtonFractal::DefaultMixer()
			);

			gl.Bound(Texture::Target::_2D, cube_tex)
				.Image2D(image)
				.GenerateMipmap()
				.BorderColor(Vec4f(0.8f, 0.8f, 1.0f, 1.0f))
				.MinFilter(TextureMinFilter::LinearMipmapLinear)
				.MagFilter(TextureMagFilter::Linear)
				.WrapS(TextureWrap::Repeat)
				.WrapT(TextureWrap::Repeat);
		}

		cube_prog.cube_tex = 0;
		cube_prog.light_position.Set(4.0f, 4.0f, -8.0f);

		gl.ClearColor(0.8f, 0.8f, 0.7f, 0.0f);
		gl.ClearDepth(1.0f);
		gl.Enable(Capability::DepthTest);
		gl.Enable(Capability::CullFace);
		gl.CullFace(Face::Back);
	}
    void processSample(uint32_t threadID, uint32_t pixelID, uint32_t sampleID,
                       uint32_t x, uint32_t y) const {
        PixelSensor sensor(getSensor(), Vec2u(x, y), getFramebufferSize());

        auto pixelSample = getPixelSample(threadID, sampleID);
        auto lensSample = getFloat2(threadID);

        RaySample raySample;
        Intersection I;

        sampleExitantRay(
                    sensor,
                    getScene(),
                    lensSample,
                    pixelSample,
                    raySample,
                    I);

        auto ray = raySample.value;

        accumulate(0, pixelID, Vec4f(ray.dir, 1.f));
    }
	void Render(double time)
	{
		gl.Clear().ColorBuffer().DepthBuffer();
		//
		auto camera = CamMatrixf::Orbiting(
			Vec3f(),
			14.0 - SineWave(time / 13)*8.0,
			Degrees(time * 33),
			Degrees(SineWave(time / 21.0) * 31)
		);
		camera_matrix = camera;

		const Vec3f offsets[6] = {
			Vec3f( 2, 0, 0),
			Vec3f(-2, 0, 0),
			Vec3f( 0, 2, 0),
			Vec3f( 0,-2, 0),
			Vec3f( 0, 0, 2),
			Vec3f( 0, 0,-2)
		};

		for(int i=0; i!=6; ++i)
		{
			auto model =
				ModelMatrixf::RotationX(Degrees(time * 11))*
				ModelMatrixf::Translation(offsets[i])*
				ModelMatrixf::RotationZ(Degrees(time * (37+9*i)));

			model_matrix = model;
			offset = offsets[i];
			view_position = (
				Inverse(model)*
				Vec4f(camera.Position(), 1)
			).xyz();

			shape_instr.Draw(shape_indices);
		}
	}
示例#19
0
	void Render(double time)
	{
		gl.Clear().ColorBuffer().DepthBuffer();
		//
		auto camera = CamMatrixf::Orbiting(
			Vec3f(),
			15.0 - SineWave(time / 13)*8.0,
			Degrees(time * 33),
			Degrees(SineWave(time / 21.0) * 31)
		);
		camera_matrix = camera;

		const Vec3f offsets[4] = {
			Vec3f( 2, 0, 0),
			Vec3f(-2, 0, 0),
			Vec3f( 0, 0, 2),
			Vec3f( 0, 0,-2)
		};

		for(int i=0; i!=4; ++i)
		{
			auto model =
				ModelMatrixf::RotationX(Degrees(time * 11))*
				ModelMatrixf::Translation(offsets[i])*
				ModelMatrixf::RotationZ(Degrees(time * (37+3*i)));

			GLint level = GLint(17.0 / (Length((
				Inverse(model)*
				Vec4f(camera.Position(), 1)
			).xyz())+0.1));

			model_matrix = model;
			tess_level = level;

			shape_instr.Draw(shape_indices);
		}
	}
示例#20
0
int OutputLocations(
	int locationCount,
	Dll_Interface::TopologyResult* locationData,
	Vec3fDA& outPos,
	Vec3f normal,
	float width = 0.0f,
	float length = 0.0f)
{
	// If they didn't provide any data, just report the size
	if ((locationCount == 0) || (locationData == NULL))
	{
		locationCount = outPos.GetSize();
		return locationCount;
	}

	UnderstandingMgr_W &UnderstandingMgr = UnderstandingMgr_W::GetUnderstandingMgr();

	// Transform out of dll
	Quat quatDLLToWorld = UnderstandingMgr.GetFrameTransfoForOutput();
	Mat4x4	matDLLToWorld;
	quatDLLToWorld.GetMatrix(matDLLToWorld);

	// Transform the normal
	normal = VecFloat4x4Transform3(matDLLToWorld, Vec4f(normal));

	// Copy the data out (and transform it back)
	locationCount = min(outPos.GetSize(), locationCount);
	for (int i = 0; i < locationCount; ++i)
	{
		Util_L::Transform_Vec3f_to_XMFLOAT3(outPos[i], locationData[i].position, matDLLToWorld);
		Util_L::Convert_Vec3f_to_XMFLOAT3(normal, locationData[i].normal);
		locationData[i].width = width;
		locationData[i].length = length;
	}

	return locationCount;
}
示例#21
0
int clusterDetections(vector<Vec4f> &obj)
{
    vector<int> a(obj.size(),0);
	int ncc = findConnectedComponents(a, obj);
	if (! ncc) return 0;

	int idx = 0;
	for (int cc=1; cc<=ncc; ++cc)
	{
        Vec4f sum(0,0,0,0);
		int k = 0;
		for (size_t i=0; i<obj.size(); ++i)
        {
			if (a[i] == cc)
			{
				sum += obj[i];
                k++;
			}
        }
		obj[idx++] = Vec4f(sum[0], sum[1]/k, sum[2]/k, sum[3]/k); // sum[0] is accumulated confidence measure
	}
    obj.resize(idx);
    return idx;
}
void GTranformation::Projection(const Camera& cur_camera, PolyModel& Model){
	//build matrix
	if (false){
		//float Mat2[4][4] = {
		//	(2*cur_camera.d() / (cur_camera.R()-cur_camera.L())), 0.0f, ((cur_camera.R()+cur_camera.L()) / (cur_camera.R()-cur_camera.L())), 0.0f,
		//	0.0f, (2*cur_camera.d() / (cur_camera.T()-cur_camera.B())), ((cur_camera.T()+cur_camera.B()) / (cur_camera.T()-cur_camera.B())), 0.0f,
		//	0.0f, 0.0f, (cur_camera.f() / (cur_camera.f() - cur_camera.d())), -((cur_camera.d()* cur_camera.f()) / (cur_camera.f() - cur_camera.d())),
		//	0.0f, 0.0f, -1.0f, 0.0f
		//};
	}
	//float Mat1[4][4] = {
	//	1.0f, 0.0f, 0.0f, 0.0f,
	//	0.0f, 1.0f, 0.0f, 0.0f,
	//	0.0f, 0.0f, 1.0f, 0.0f,
	//	0.0f, 0.0f, 1 / cur_camera.d(), 0.0f
	//};
	float Mat2[4][4] = {
		(cur_camera.d() / cur_camera.H()), 0.0f, 0.0f, 0.0f,
		0.0f, (cur_camera.d() / cur_camera.H()), 0.0f, 0.0f,
		0.0f, 0.0f, (cur_camera.f() / (cur_camera.f() - cur_camera.d())), -((cur_camera.d()* cur_camera.f()) / (cur_camera.f() - cur_camera.d())),
		0.0f, 0.0f, 1.0f, 0.0f
	};
	Mat4f Projectionmatrix = Mat4f(Mat2);
	//Mat4f Prespectivematrix = Mat4f(Mat1);
	for (int i = 0; i < Model.m_verts.size(); i++){
		float x = Model.m_verts[i].x();
		float y = Model.m_verts[i].y();
		float z = Model.m_verts[i].z();
		float w = 1.0f;
		Vec4f up_point = Vec4f(x, y, z, w);
		
		//up_point = Prespectivematrix*up_point;
		up_point = Projectionmatrix*up_point;
		Model.m_verts[i] = Vec3f(up_point.x() / up_point.w(), up_point.y() / up_point.w(), up_point.z() / up_point.w());
	}
}
示例#23
0
void StateManager::LoadVertexColor(RGBColor &C, UINT Index)
{
    for(UINT i = 0; i < VertexDeclaration.Length(); i++)
    {
        const D3D9Base::D3DVERTEXELEMENT9 &Decl = VertexDeclaration[i];
        if(Decl.Usage == D3DDECLUSAGE_COLOR && Decl.UsageIndex == 0)
        {
            StreamInfo &Stream = VBufferStreams[Decl.Stream];
            Assert(Stream.StreamData != NULL, "Reference to unbound stream");
            BYTE *ByteStream = (BYTE *)(Stream.StreamData->Buffer.CArray() + Stream.OffsetInBytes + Index * Stream.Stride + Decl.Offset);
            float *FloatStream = (float *)ByteStream;
            Vec4f Result = Vec4f(0.0f, 0.0f, 0.0f, 0.0f);
            if(Decl.Type == D3DDECLTYPE_D3DCOLOR)
            {
                C = RGBColor(ByteStream[0], ByteStream[1], ByteStream[2], ByteStream[3]);
                return;
            }
            else
            {
                SignalError(String("Unsupported type: ") + String(UINT(Decl.Type)));
            }
        }
    }
}
示例#24
0
Vec4f DepthMapJudge::Measure(Mat xyz)
{
	float density = 0;
	float emptines = 0;
	float outliers = 0;
	float stdev = 0;
	int amount = 0;
	const double max_z = 10000;

    for(int y = 0; y < xyz.rows; y++)
    {
        for(int x = 0; x < xyz.cols; x++)
        {			
			Vec3f point = xyz.at<Vec3f>(y, x);
            if(fabs(point[2] - max_z) < FLT_EPSILON || fabs(point[2]) > max_z || point[2]<=0 ){ emptines++; continue; }
			if(point[2]<=minZ||point[2]>=maxZ){ outliers++; }
			Vec2f aux = CalculateNeighbours(point,x,y,xyz);
			density+= aux[0]/pow((float)2*ws+1,2);
			stdev+=aux[1];
			amount++;
        }
    } 
	return Vec4f(density/amount,emptines/(xyz.cols*xyz.rows),outliers/(xyz.cols*xyz.rows),stdev/(amount*radius));
}
示例#25
0
BloomPass::BloomPass(GraphicContext &gc, const std::string &shader_path, ResourceContainer &inout)
{
    viewport = inout.get<Rect>("Viewport");
    final_color = inout.get<Texture2D>("FinalColor");
    bloom_contribution = inout.get<Texture2D>("BloomContribution");

    if (gc.get_shader_language() == shader_glsl)
    {
        bloom_shader = ShaderSetup::compile(gc, "", PathHelp::combine(shader_path, "Final/vertex_present.glsl"), PathHelp::combine(shader_path, "Bloom/fragment_bloom_extract.glsl"), "");
        bloom_shader.bind_frag_data_location(0, "FragColor");
    }
    else
    {
        bloom_shader = ShaderSetup::compile(gc, "", PathHelp::combine(shader_path, "Final/vertex_present.hlsl"), PathHelp::combine(shader_path, "Bloom/fragment_bloom_extract.hlsl"), "");
    }

    ShaderSetup::link(bloom_shader, "bloom extract program");

    bloom_shader.bind_attribute_location(0, "PositionInProjection");
    bloom_shader.set_uniform1i("FinalColors", 0);
    bloom_shader.set_uniform1i("FinalColorsSampler", 0);
    bloom_shader.set_uniform1i("LogAverageLight", 1);

    Vec4f positions[6] =
    {
        Vec4f(-1.0f, -1.0f, 1.0f, 1.0f),
        Vec4f( 1.0f, -1.0f, 1.0f, 1.0f),
        Vec4f(-1.0f,  1.0f, 1.0f, 1.0f),
        Vec4f( 1.0f, -1.0f, 1.0f, 1.0f),
        Vec4f(-1.0f,  1.0f, 1.0f, 1.0f),
        Vec4f( 1.0f,  1.0f, 1.0f, 1.0f)
    };
    rect_positions = VertexArrayVector<Vec4f>(gc, positions, 6);
    rect_primarray = PrimitivesArray(gc);
    rect_primarray.set_attributes(0, rect_positions);

    bloom_blur.input = bloom_contribution;

    BlendStateDescription blend_desc;
    blend_desc.enable_blending(false);
    blend_state = BlendState(gc, blend_desc);
}
示例#26
0
Vec4f Vec4fCounterDesc::getOneElement(void)
{
    return Vec4f(1.f, 1.f, 1.f);
}
示例#27
0
Vec4f Vec4fCounterDesc::getZeroElement(void)
{
    return Vec4f(0.f, 0.f, 0.f);
}
int main(int argc, char **argv)
{
    // OSG init
    osgInit(argc,argv);

    // Set up Window
    TutorialWindow = createNativeWindow();
    TutorialWindow->initWindow();

    TutorialWindow->setDisplayCallback(display);
    TutorialWindow->setReshapeCallback(reshape);

    //Add Window Listener
    TutorialKeyListener TheKeyListener;
    TutorialWindow->addKeyListener(&TheKeyListener);
    TutorialMouseListener TheTutorialMouseListener;
    TutorialMouseMotionListener TheTutorialMouseMotionListener;
    TutorialWindow->addMouseListener(&TheTutorialMouseListener);
    TutorialWindow->addMouseMotionListener(&TheTutorialMouseMotionListener);

    // Create the SimpleSceneManager helper
    mgr = new SimpleSceneManager;

    // Tell the Manager what to manage
    mgr->setWindow(TutorialWindow);
	

	//Shader Material
	BlendChunkUnrecPtr ExampleBlendChunk = BlendChunk::create();
    ExampleBlendChunk->setSrcFactor(GL_SRC_ALPHA);
    ExampleBlendChunk->setDestFactor(GL_ONE_MINUS_SRC_ALPHA);

	//Material Chunk
	MaterialChunkUnrecPtr ShaderMaterialChunk = MaterialChunk::create();
    ShaderMaterialChunk->setAmbient(Color4f(0.4f,0.4f,0.4f,1.0f));
    ShaderMaterialChunk->setDiffuse(Color4f(0.7f,0.7f,0.7f,1.0f));
    ShaderMaterialChunk->setSpecular(Color4f(1.0f,1.0f,1.0f,1.0f));

	//Shader Chunk
	SimpleSHLChunkUnrecPtr TheSHLChunk = SimpleSHLChunk::create();
    TheSHLChunk->setVertexProgram(createSHLVertexProg());
    TheSHLChunk->setFragmentProgram(createSHLFragProg());

	//Color Parameter
	ShaderVariableVec4fUnrecPtr Color1Parameter = ShaderVariableVec4f::create();
    Color1Parameter->setName("Color1");
    Color1Parameter->setValue(Vec4f(0.0f,1.0f,0.0f,1.0f));
	
	ShaderVariableVec4fUnrecPtr Color2Parameter = ShaderVariableVec4f::create();
    Color2Parameter->setName("Color2");
    Color2Parameter->setValue(Vec4f(1.0f,1.0f,1.0f,1.0f));


	//Shader Parameter Chunk
	SHLParameterChunkUnrecPtr SHLParameters = SHLParameterChunk::create();
    SHLParameters->getParameters().push_back(Color1Parameter);
    SHLParameters->getParameters().push_back(Color2Parameter);
    SHLParameters->setSHLChunk(TheSHLChunk);

	ChunkMaterialUnrecPtr ShaderMaterial = ChunkMaterial::create();
    ShaderMaterial->addChunk(ShaderMaterialChunk);
    ShaderMaterial->addChunk(TheSHLChunk);
    ShaderMaterial->addChunk(SHLParameters);

	//Torus Node
	GeometryUnrecPtr TorusGeometry = makeTorusGeo(5.0f,20.0f, 32,32);

    TorusGeometry->setMaterial(ShaderMaterial);

	NodeUnrecPtr TorusNode = Node::create();
    TorusNode->setCore(TorusGeometry);


    // Make Main Scene Node
    NodeUnrecPtr scene = Node::create();
    scene->setCore(Group::create());
    scene->addChild(TorusNode);

    mgr->setRoot(scene);

    // Show the whole Scene
    mgr->showAll();

	//Create the Animations
	initAnimations(Color1Parameter, "value");

    //Open Window
    Vec2f WinSize(TutorialWindow->getDesktopSize() * 0.85f);
    Pnt2f WinPos((TutorialWindow->getDesktopSize() - WinSize) *0.5);
    TutorialWindow->openWindow(WinPos,
                               WinSize,
                               "04ShaderAnimation");

    //Main Loop
    TutorialWindow->mainLoop();

    osgExit();

    return 0;
}
示例#29
0
void VulkanReplay::RenderMesh(uint32_t eventId, const vector<MeshFormat> &secondaryDraws,
                              const MeshDisplay &cfg)
{
  if(cfg.position.vertexResourceId == ResourceId() || cfg.position.numIndices == 0)
    return;

  auto it = m_OutputWindows.find(m_ActiveWinID);
  if(m_ActiveWinID == 0 || it == m_OutputWindows.end())
    return;

  OutputWindow &outw = it->second;

  // if the swapchain failed to create, do nothing. We will try to recreate it
  // again in CheckResizeOutputWindow (once per render 'frame')
  if(outw.swap == VK_NULL_HANDLE)
    return;

  VkDevice dev = m_pDriver->GetDev();
  VkCommandBuffer cmd = m_pDriver->GetNextCmd();
  const VkLayerDispatchTable *vt = ObjDisp(dev);

  VkResult vkr = VK_SUCCESS;

  VkCommandBufferBeginInfo beginInfo = {VK_STRUCTURE_TYPE_COMMAND_BUFFER_BEGIN_INFO, NULL,
                                        VK_COMMAND_BUFFER_USAGE_ONE_TIME_SUBMIT_BIT};

  vkr = vt->BeginCommandBuffer(Unwrap(cmd), &beginInfo);
  RDCASSERTEQUAL(vkr, VK_SUCCESS);

  VkRenderPassBeginInfo rpbegin = {
      VK_STRUCTURE_TYPE_RENDER_PASS_BEGIN_INFO,
      NULL,
      Unwrap(outw.rpdepth),
      Unwrap(outw.fbdepth),
      {{
           0, 0,
       },
       {m_DebugWidth, m_DebugHeight}},
      0,
      NULL,
  };
  vt->CmdBeginRenderPass(Unwrap(cmd), &rpbegin, VK_SUBPASS_CONTENTS_INLINE);

  VkViewport viewport = {0.0f, 0.0f, (float)m_DebugWidth, (float)m_DebugHeight, 0.0f, 1.0f};
  vt->CmdSetViewport(Unwrap(cmd), 0, 1, &viewport);

  Matrix4f projMat =
      Matrix4f::Perspective(90.0f, 0.1f, 100000.0f, float(m_DebugWidth) / float(m_DebugHeight));
  Matrix4f InvProj = projMat.Inverse();

  Matrix4f camMat = cfg.cam ? ((Camera *)cfg.cam)->GetMatrix() : Matrix4f::Identity();

  Matrix4f ModelViewProj = projMat.Mul(camMat);
  Matrix4f guessProjInv;

  if(cfg.position.unproject)
  {
    // the derivation of the projection matrix might not be right (hell, it could be an
    // orthographic projection). But it'll be close enough likely.
    Matrix4f guessProj =
        cfg.position.farPlane != FLT_MAX
            ? Matrix4f::Perspective(cfg.fov, cfg.position.nearPlane, cfg.position.farPlane, cfg.aspect)
            : Matrix4f::ReversePerspective(cfg.fov, cfg.position.nearPlane, cfg.aspect);

    if(cfg.ortho)
    {
      guessProj = Matrix4f::Orthographic(cfg.position.nearPlane, cfg.position.farPlane);
    }

    guessProjInv = guessProj.Inverse();

    ModelViewProj = projMat.Mul(camMat.Mul(guessProjInv));
  }

  if(!secondaryDraws.empty())
  {
    size_t mapsUsed = 0;

    for(size_t i = 0; i < secondaryDraws.size(); i++)
    {
      const MeshFormat &fmt = secondaryDraws[i];

      if(fmt.vertexResourceId != ResourceId())
      {
        // TODO should move the color to a push constant so we don't have to map all the time
        uint32_t uboOffs = 0;
        MeshUBOData *data = (MeshUBOData *)m_MeshRender.UBO.Map(&uboOffs);

        data->mvp = ModelViewProj;
        data->color = Vec4f(fmt.meshColor.x, fmt.meshColor.y, fmt.meshColor.z, fmt.meshColor.w);
        data->homogenousInput = cfg.position.unproject;
        data->pointSpriteSize = Vec2f(0.0f, 0.0f);
        data->displayFormat = MESHDISPLAY_SOLID;
        data->rawoutput = 0;

        m_MeshRender.UBO.Unmap();

        mapsUsed++;

        if(mapsUsed + 1 >= m_MeshRender.UBO.GetRingCount())
        {
          // flush and sync so we can use more maps
          vt->CmdEndRenderPass(Unwrap(cmd));

          vkr = vt->EndCommandBuffer(Unwrap(cmd));
          RDCASSERTEQUAL(vkr, VK_SUCCESS);

          m_pDriver->SubmitCmds();
          m_pDriver->FlushQ();

          mapsUsed = 0;

          cmd = m_pDriver->GetNextCmd();

          vkr = vt->BeginCommandBuffer(Unwrap(cmd), &beginInfo);
          RDCASSERTEQUAL(vkr, VK_SUCCESS);
          vt->CmdBeginRenderPass(Unwrap(cmd), &rpbegin, VK_SUBPASS_CONTENTS_INLINE);

          vt->CmdSetViewport(Unwrap(cmd), 0, 1, &viewport);
        }

        MeshDisplayPipelines secondaryCache = GetDebugManager()->CacheMeshDisplayPipelines(
            m_MeshRender.PipeLayout, secondaryDraws[i], secondaryDraws[i]);

        vt->CmdBindDescriptorSets(Unwrap(cmd), VK_PIPELINE_BIND_POINT_GRAPHICS,
                                  Unwrap(m_MeshRender.PipeLayout), 0, 1,
                                  UnwrapPtr(m_MeshRender.DescSet), 1, &uboOffs);

        vt->CmdBindPipeline(Unwrap(cmd), VK_PIPELINE_BIND_POINT_GRAPHICS,
                            Unwrap(secondaryCache.pipes[MeshDisplayPipelines::ePipe_WireDepth]));

        VkBuffer vb =
            m_pDriver->GetResourceManager()->GetCurrentHandle<VkBuffer>(fmt.vertexResourceId);

        VkDeviceSize offs = fmt.vertexByteOffset;
        vt->CmdBindVertexBuffers(Unwrap(cmd), 0, 1, UnwrapPtr(vb), &offs);

        if(fmt.indexByteStride)
        {
          VkIndexType idxtype = VK_INDEX_TYPE_UINT16;
          if(fmt.indexByteStride == 4)
            idxtype = VK_INDEX_TYPE_UINT32;

          if(fmt.indexResourceId != ResourceId())
          {
            VkBuffer ib =
                m_pDriver->GetResourceManager()->GetLiveHandle<VkBuffer>(fmt.indexResourceId);

            vt->CmdBindIndexBuffer(Unwrap(cmd), Unwrap(ib), fmt.indexByteOffset, idxtype);
          }
          vt->CmdDrawIndexed(Unwrap(cmd), fmt.numIndices, 1, 0, fmt.baseVertex, 0);
        }
        else
        {
          vt->CmdDraw(Unwrap(cmd), fmt.numIndices, 1, 0, 0);
        }
      }
    }

    {
      // flush and sync so we can use more maps
      vt->CmdEndRenderPass(Unwrap(cmd));

      vkr = vt->EndCommandBuffer(Unwrap(cmd));
      RDCASSERTEQUAL(vkr, VK_SUCCESS);

      m_pDriver->SubmitCmds();
      m_pDriver->FlushQ();

      cmd = m_pDriver->GetNextCmd();

      vkr = vt->BeginCommandBuffer(Unwrap(cmd), &beginInfo);
      RDCASSERTEQUAL(vkr, VK_SUCCESS);
      vt->CmdBeginRenderPass(Unwrap(cmd), &rpbegin, VK_SUBPASS_CONTENTS_INLINE);

      vt->CmdSetViewport(Unwrap(cmd), 0, 1, &viewport);
    }
  }

  MeshDisplayPipelines cache = GetDebugManager()->CacheMeshDisplayPipelines(
      m_MeshRender.PipeLayout, cfg.position, cfg.second);

  if(cfg.position.vertexResourceId != ResourceId())
  {
    VkBuffer vb =
        m_pDriver->GetResourceManager()->GetCurrentHandle<VkBuffer>(cfg.position.vertexResourceId);

    VkDeviceSize offs = cfg.position.vertexByteOffset;

    // we source all data from the first instanced value in the instanced case, so make sure we
    // offset correctly here.
    if(cfg.position.instanced)
      offs += cfg.position.vertexByteStride * (cfg.curInstance / cfg.position.instStepRate);

    vt->CmdBindVertexBuffers(Unwrap(cmd), 0, 1, UnwrapPtr(vb), &offs);
  }

  SolidShade solidShadeMode = cfg.solidShadeMode;

  // can't support secondary shading without a buffer - no pipeline will have been created
  if(solidShadeMode == SolidShade::Secondary && cfg.second.vertexResourceId == ResourceId())
    solidShadeMode = SolidShade::NoSolid;

  if(solidShadeMode == SolidShade::Secondary)
  {
    VkBuffer vb =
        m_pDriver->GetResourceManager()->GetCurrentHandle<VkBuffer>(cfg.second.vertexResourceId);

    VkDeviceSize offs = cfg.second.vertexByteOffset;

    // we source all data from the first instanced value in the instanced case, so make sure we
    // offset correctly here.
    if(cfg.second.instanced)
      offs += cfg.second.vertexByteStride * (cfg.curInstance / cfg.second.instStepRate);

    vt->CmdBindVertexBuffers(Unwrap(cmd), 1, 1, UnwrapPtr(vb), &offs);
  }

  // solid render
  if(solidShadeMode != SolidShade::NoSolid && cfg.position.topology < Topology::PatchList)
  {
    VkPipeline pipe = VK_NULL_HANDLE;
    switch(solidShadeMode)
    {
      default:
      case SolidShade::Solid: pipe = cache.pipes[MeshDisplayPipelines::ePipe_SolidDepth]; break;
      case SolidShade::Lit: pipe = cache.pipes[MeshDisplayPipelines::ePipe_Lit]; break;
      case SolidShade::Secondary: pipe = cache.pipes[MeshDisplayPipelines::ePipe_Secondary]; break;
    }

    // can't support lit rendering without the pipeline - maybe geometry shader wasn't supported.
    if(solidShadeMode == SolidShade::Lit && pipe == VK_NULL_HANDLE)
      pipe = cache.pipes[MeshDisplayPipelines::ePipe_SolidDepth];

    uint32_t uboOffs = 0;
    MeshUBOData *data = (MeshUBOData *)m_MeshRender.UBO.Map(&uboOffs);

    if(solidShadeMode == SolidShade::Lit)
      data->invProj = projMat.Inverse();

    data->mvp = ModelViewProj;
    data->color = Vec4f(0.8f, 0.8f, 0.0f, 1.0f);
    data->homogenousInput = cfg.position.unproject;
    data->pointSpriteSize = Vec2f(0.0f, 0.0f);
    data->displayFormat = (uint32_t)solidShadeMode;
    data->rawoutput = 0;

    if(solidShadeMode == SolidShade::Secondary && cfg.second.showAlpha)
      data->displayFormat = MESHDISPLAY_SECONDARY_ALPHA;

    m_MeshRender.UBO.Unmap();

    vt->CmdBindDescriptorSets(Unwrap(cmd), VK_PIPELINE_BIND_POINT_GRAPHICS,
                              Unwrap(m_MeshRender.PipeLayout), 0, 1,
                              UnwrapPtr(m_MeshRender.DescSet), 1, &uboOffs);

    vt->CmdBindPipeline(Unwrap(cmd), VK_PIPELINE_BIND_POINT_GRAPHICS, Unwrap(pipe));

    if(cfg.position.indexByteStride)
    {
      VkIndexType idxtype = VK_INDEX_TYPE_UINT16;
      if(cfg.position.indexByteStride == 4)
        idxtype = VK_INDEX_TYPE_UINT32;

      if(cfg.position.indexResourceId != ResourceId())
      {
        VkBuffer ib =
            m_pDriver->GetResourceManager()->GetCurrentHandle<VkBuffer>(cfg.position.indexResourceId);

        vt->CmdBindIndexBuffer(Unwrap(cmd), Unwrap(ib), cfg.position.indexByteOffset, idxtype);
      }
      vt->CmdDrawIndexed(Unwrap(cmd), cfg.position.numIndices, 1, 0, cfg.position.baseVertex, 0);
    }
    else
    {
      vt->CmdDraw(Unwrap(cmd), cfg.position.numIndices, 1, 0, 0);
    }
  }

  // wireframe render
  if(solidShadeMode == SolidShade::NoSolid || cfg.wireframeDraw ||
     cfg.position.topology >= Topology::PatchList)
  {
    Vec4f wireCol =
        Vec4f(cfg.position.meshColor.x, cfg.position.meshColor.y, cfg.position.meshColor.z, 1.0f);

    uint32_t uboOffs = 0;
    MeshUBOData *data = (MeshUBOData *)m_MeshRender.UBO.Map(&uboOffs);

    data->mvp = ModelViewProj;
    data->color = wireCol;
    data->displayFormat = (uint32_t)SolidShade::Solid;
    data->homogenousInput = cfg.position.unproject;
    data->pointSpriteSize = Vec2f(0.0f, 0.0f);
    data->rawoutput = 0;

    m_MeshRender.UBO.Unmap();

    vt->CmdBindDescriptorSets(Unwrap(cmd), VK_PIPELINE_BIND_POINT_GRAPHICS,
                              Unwrap(m_MeshRender.PipeLayout), 0, 1,
                              UnwrapPtr(m_MeshRender.DescSet), 1, &uboOffs);

    vt->CmdBindPipeline(Unwrap(cmd), VK_PIPELINE_BIND_POINT_GRAPHICS,
                        Unwrap(cache.pipes[MeshDisplayPipelines::ePipe_WireDepth]));

    if(cfg.position.indexByteStride)
    {
      VkIndexType idxtype = VK_INDEX_TYPE_UINT16;
      if(cfg.position.indexByteStride == 4)
        idxtype = VK_INDEX_TYPE_UINT32;

      if(cfg.position.indexResourceId != ResourceId())
      {
        VkBuffer ib =
            m_pDriver->GetResourceManager()->GetCurrentHandle<VkBuffer>(cfg.position.indexResourceId);

        vt->CmdBindIndexBuffer(Unwrap(cmd), Unwrap(ib), cfg.position.indexByteOffset, idxtype);
      }
      vt->CmdDrawIndexed(Unwrap(cmd), cfg.position.numIndices, 1, 0, cfg.position.baseVertex, 0);
    }
    else
    {
      vt->CmdDraw(Unwrap(cmd), cfg.position.numIndices, 1, 0, 0);
    }
  }

  MeshFormat helper;
  helper.indexByteStride = 2;
  helper.topology = Topology::LineList;

  helper.format.type = ResourceFormatType::Regular;
  helper.format.compByteWidth = 4;
  helper.format.compCount = 4;
  helper.format.compType = CompType::Float;

  helper.vertexByteStride = sizeof(Vec4f);

  // cache pipelines for use in drawing wireframe helpers
  cache = GetDebugManager()->CacheMeshDisplayPipelines(m_MeshRender.PipeLayout, helper, helper);

  if(cfg.showBBox)
  {
    Vec4f a = Vec4f(cfg.minBounds.x, cfg.minBounds.y, cfg.minBounds.z, cfg.minBounds.w);
    Vec4f b = Vec4f(cfg.maxBounds.x, cfg.maxBounds.y, cfg.maxBounds.z, cfg.maxBounds.w);

    Vec4f TLN = Vec4f(a.x, b.y, a.z, 1.0f);    // TopLeftNear, etc...
    Vec4f TRN = Vec4f(b.x, b.y, a.z, 1.0f);
    Vec4f BLN = Vec4f(a.x, a.y, a.z, 1.0f);
    Vec4f BRN = Vec4f(b.x, a.y, a.z, 1.0f);

    Vec4f TLF = Vec4f(a.x, b.y, b.z, 1.0f);
    Vec4f TRF = Vec4f(b.x, b.y, b.z, 1.0f);
    Vec4f BLF = Vec4f(a.x, a.y, b.z, 1.0f);
    Vec4f BRF = Vec4f(b.x, a.y, b.z, 1.0f);

    // 12 frustum lines => 24 verts
    Vec4f bbox[24] = {
        TLN, TRN, TRN, BRN, BRN, BLN, BLN, TLN,

        TLN, TLF, TRN, TRF, BLN, BLF, BRN, BRF,

        TLF, TRF, TRF, BRF, BRF, BLF, BLF, TLF,
    };

    VkDeviceSize vboffs = 0;
    Vec4f *ptr = (Vec4f *)m_MeshRender.BBoxVB.Map(vboffs);

    memcpy(ptr, bbox, sizeof(bbox));

    m_MeshRender.BBoxVB.Unmap();

    vt->CmdBindVertexBuffers(Unwrap(cmd), 0, 1, UnwrapPtr(m_MeshRender.BBoxVB.buf), &vboffs);

    uint32_t uboOffs = 0;
    MeshUBOData *data = (MeshUBOData *)m_MeshRender.UBO.Map(&uboOffs);

    data->mvp = ModelViewProj;
    data->color = Vec4f(0.2f, 0.2f, 1.0f, 1.0f);
    data->displayFormat = (uint32_t)SolidShade::Solid;
    data->homogenousInput = 0;
    data->pointSpriteSize = Vec2f(0.0f, 0.0f);
    data->rawoutput = 0;

    m_MeshRender.UBO.Unmap();

    vt->CmdBindDescriptorSets(Unwrap(cmd), VK_PIPELINE_BIND_POINT_GRAPHICS,
                              Unwrap(m_MeshRender.PipeLayout), 0, 1,
                              UnwrapPtr(m_MeshRender.DescSet), 1, &uboOffs);

    vt->CmdBindPipeline(Unwrap(cmd), VK_PIPELINE_BIND_POINT_GRAPHICS,
                        Unwrap(cache.pipes[MeshDisplayPipelines::ePipe_WireDepth]));

    vt->CmdDraw(Unwrap(cmd), 24, 1, 0, 0);
  }

  // draw axis helpers
  if(!cfg.position.unproject)
  {
    VkDeviceSize vboffs = 0;
    vt->CmdBindVertexBuffers(Unwrap(cmd), 0, 1, UnwrapPtr(m_MeshRender.AxisFrustumVB.buf), &vboffs);

    uint32_t uboOffs = 0;
    MeshUBOData *data = (MeshUBOData *)m_MeshRender.UBO.Map(&uboOffs);

    data->mvp = ModelViewProj;
    data->color = Vec4f(1.0f, 0.0f, 0.0f, 1.0f);
    data->displayFormat = (uint32_t)SolidShade::Solid;
    data->homogenousInput = 0;
    data->pointSpriteSize = Vec2f(0.0f, 0.0f);
    data->rawoutput = 0;

    m_MeshRender.UBO.Unmap();

    vt->CmdBindDescriptorSets(Unwrap(cmd), VK_PIPELINE_BIND_POINT_GRAPHICS,
                              Unwrap(m_MeshRender.PipeLayout), 0, 1,
                              UnwrapPtr(m_MeshRender.DescSet), 1, &uboOffs);

    vt->CmdBindPipeline(Unwrap(cmd), VK_PIPELINE_BIND_POINT_GRAPHICS,
                        Unwrap(cache.pipes[MeshDisplayPipelines::ePipe_Wire]));

    vt->CmdDraw(Unwrap(cmd), 2, 1, 0, 0);

    // poke the color (this would be a good candidate for a push constant)
    data = (MeshUBOData *)m_MeshRender.UBO.Map(&uboOffs);

    data->mvp = ModelViewProj;
    data->color = Vec4f(0.0f, 1.0f, 0.0f, 1.0f);
    data->displayFormat = (uint32_t)SolidShade::Solid;
    data->homogenousInput = 0;
    data->pointSpriteSize = Vec2f(0.0f, 0.0f);
    data->rawoutput = 0;

    m_MeshRender.UBO.Unmap();

    vt->CmdBindDescriptorSets(Unwrap(cmd), VK_PIPELINE_BIND_POINT_GRAPHICS,
                              Unwrap(m_MeshRender.PipeLayout), 0, 1,
                              UnwrapPtr(m_MeshRender.DescSet), 1, &uboOffs);
    vt->CmdDraw(Unwrap(cmd), 2, 1, 2, 0);

    data = (MeshUBOData *)m_MeshRender.UBO.Map(&uboOffs);

    data->mvp = ModelViewProj;
    data->color = Vec4f(0.0f, 0.0f, 1.0f, 1.0f);
    data->displayFormat = (uint32_t)SolidShade::Solid;
    data->homogenousInput = 0;
    data->pointSpriteSize = Vec2f(0.0f, 0.0f);
    data->rawoutput = 0;

    m_MeshRender.UBO.Unmap();

    vt->CmdBindDescriptorSets(Unwrap(cmd), VK_PIPELINE_BIND_POINT_GRAPHICS,
                              Unwrap(m_MeshRender.PipeLayout), 0, 1,
                              UnwrapPtr(m_MeshRender.DescSet), 1, &uboOffs);
    vt->CmdDraw(Unwrap(cmd), 2, 1, 4, 0);
  }

  // 'fake' helper frustum
  if(cfg.position.unproject)
  {
    VkDeviceSize vboffs = sizeof(Vec4f) * 6;    // skim the axis helpers
    vt->CmdBindVertexBuffers(Unwrap(cmd), 0, 1, UnwrapPtr(m_MeshRender.AxisFrustumVB.buf), &vboffs);

    uint32_t uboOffs = 0;
    MeshUBOData *data = (MeshUBOData *)m_MeshRender.UBO.Map(&uboOffs);

    data->mvp = ModelViewProj;
    data->color = Vec4f(1.0f, 1.0f, 1.0f, 1.0f);
    data->displayFormat = (uint32_t)SolidShade::Solid;
    data->homogenousInput = 0;
    data->pointSpriteSize = Vec2f(0.0f, 0.0f);
    data->rawoutput = 0;

    m_MeshRender.UBO.Unmap();

    vt->CmdBindDescriptorSets(Unwrap(cmd), VK_PIPELINE_BIND_POINT_GRAPHICS,
                              Unwrap(m_MeshRender.PipeLayout), 0, 1,
                              UnwrapPtr(m_MeshRender.DescSet), 1, &uboOffs);

    vt->CmdBindPipeline(Unwrap(cmd), VK_PIPELINE_BIND_POINT_GRAPHICS,
                        Unwrap(cache.pipes[MeshDisplayPipelines::ePipe_Wire]));

    vt->CmdDraw(Unwrap(cmd), 24, 1, 0, 0);
  }

  // show highlighted vertex
  if(cfg.highlightVert != ~0U)
  {
    {
      // need to end our cmd buffer, it might be submitted in GetBufferData when caching highlight
      // data
      vt->CmdEndRenderPass(Unwrap(cmd));

      vkr = vt->EndCommandBuffer(Unwrap(cmd));
      RDCASSERTEQUAL(vkr, VK_SUCCESS);

#if ENABLED(SINGLE_FLUSH_VALIDATE)
      m_pDriver->SubmitCmds();
#endif
    }

    m_HighlightCache.CacheHighlightingData(eventId, cfg);

    {
      // get a new cmdbuffer and begin it
      cmd = m_pDriver->GetNextCmd();

      vkr = vt->BeginCommandBuffer(Unwrap(cmd), &beginInfo);
      RDCASSERTEQUAL(vkr, VK_SUCCESS);
      vt->CmdBeginRenderPass(Unwrap(cmd), &rpbegin, VK_SUBPASS_CONTENTS_INLINE);

      vt->CmdSetViewport(Unwrap(cmd), 0, 1, &viewport);
    }

    Topology meshtopo = cfg.position.topology;

    ///////////////////////////////////////////////////////////////
    // vectors to be set from buffers, depending on topology

    // this vert (blue dot, required)
    FloatVector activeVertex;

    // primitive this vert is a part of (red prim, optional)
    vector<FloatVector> activePrim;

    // for patch lists, to show other verts in patch (green dots, optional)
    // for non-patch lists, we use the activePrim and adjacentPrimVertices
    // to show what other verts are related
    vector<FloatVector> inactiveVertices;

    // adjacency (line or tri, strips or lists) (green prims, optional)
    // will be N*M long, N adjacent prims of M verts each. M = primSize below
    vector<FloatVector> adjacentPrimVertices;

    helper.topology = Topology::TriangleList;
    uint32_t primSize = 3;    // number of verts per primitive

    if(meshtopo == Topology::LineList || meshtopo == Topology::LineStrip ||
       meshtopo == Topology::LineList_Adj || meshtopo == Topology::LineStrip_Adj)
    {
      primSize = 2;
      helper.topology = Topology::LineList;
    }
    else
    {
      // update the cache, as it's currently linelist
      helper.topology = Topology::TriangleList;
      cache = GetDebugManager()->CacheMeshDisplayPipelines(m_MeshRender.PipeLayout, helper, helper);
    }

    bool valid = m_HighlightCache.FetchHighlightPositions(cfg, activeVertex, activePrim,
                                                          adjacentPrimVertices, inactiveVertices);

    if(valid)
    {
      ////////////////////////////////////////////////////////////////
      // prepare rendering (for both vertices & primitives)

      // if data is from post transform, it will be in clipspace
      if(cfg.position.unproject)
        ModelViewProj = projMat.Mul(camMat.Mul(guessProjInv));
      else
        ModelViewProj = projMat.Mul(camMat);

      MeshUBOData uniforms = {};
      uniforms.mvp = ModelViewProj;
      uniforms.color = Vec4f(1.0f, 1.0f, 1.0f, 1.0f);
      uniforms.displayFormat = (uint32_t)SolidShade::Solid;
      uniforms.homogenousInput = cfg.position.unproject;
      uniforms.pointSpriteSize = Vec2f(0.0f, 0.0f);

      uint32_t uboOffs = 0;
      MeshUBOData *ubodata = (MeshUBOData *)m_MeshRender.UBO.Map(&uboOffs);
      *ubodata = uniforms;
      m_MeshRender.UBO.Unmap();

      vt->CmdBindDescriptorSets(Unwrap(cmd), VK_PIPELINE_BIND_POINT_GRAPHICS,
                                Unwrap(m_MeshRender.PipeLayout), 0, 1,
                                UnwrapPtr(m_MeshRender.DescSet), 1, &uboOffs);

      vt->CmdBindPipeline(Unwrap(cmd), VK_PIPELINE_BIND_POINT_GRAPHICS,
                          Unwrap(cache.pipes[MeshDisplayPipelines::ePipe_Solid]));

      ////////////////////////////////////////////////////////////////
      // render primitives

      // Draw active primitive (red)
      uniforms.color = Vec4f(1.0f, 0.0f, 0.0f, 1.0f);
      // poke the color (this would be a good candidate for a push constant)
      ubodata = (MeshUBOData *)m_MeshRender.UBO.Map(&uboOffs);
      *ubodata = uniforms;
      m_MeshRender.UBO.Unmap();
      vt->CmdBindDescriptorSets(Unwrap(cmd), VK_PIPELINE_BIND_POINT_GRAPHICS,
                                Unwrap(m_MeshRender.PipeLayout), 0, 1,
                                UnwrapPtr(m_MeshRender.DescSet), 1, &uboOffs);

      if(activePrim.size() >= primSize)
      {
        VkDeviceSize vboffs = 0;
        Vec4f *ptr = (Vec4f *)m_MeshRender.BBoxVB.Map(vboffs, sizeof(Vec4f) * primSize);

        memcpy(ptr, &activePrim[0], sizeof(Vec4f) * primSize);

        m_MeshRender.BBoxVB.Unmap();

        vt->CmdBindVertexBuffers(Unwrap(cmd), 0, 1, UnwrapPtr(m_MeshRender.BBoxVB.buf), &vboffs);

        vt->CmdDraw(Unwrap(cmd), primSize, 1, 0, 0);
      }

      // Draw adjacent primitives (green)
      uniforms.color = Vec4f(0.0f, 1.0f, 0.0f, 1.0f);
      // poke the color (this would be a good candidate for a push constant)
      ubodata = (MeshUBOData *)m_MeshRender.UBO.Map(&uboOffs);
      *ubodata = uniforms;
      m_MeshRender.UBO.Unmap();
      vt->CmdBindDescriptorSets(Unwrap(cmd), VK_PIPELINE_BIND_POINT_GRAPHICS,
                                Unwrap(m_MeshRender.PipeLayout), 0, 1,
                                UnwrapPtr(m_MeshRender.DescSet), 1, &uboOffs);

      if(adjacentPrimVertices.size() >= primSize && (adjacentPrimVertices.size() % primSize) == 0)
      {
        VkDeviceSize vboffs = 0;
        Vec4f *ptr =
            (Vec4f *)m_MeshRender.BBoxVB.Map(vboffs, sizeof(Vec4f) * adjacentPrimVertices.size());

        memcpy(ptr, &adjacentPrimVertices[0], sizeof(Vec4f) * adjacentPrimVertices.size());

        m_MeshRender.BBoxVB.Unmap();

        vt->CmdBindVertexBuffers(Unwrap(cmd), 0, 1, UnwrapPtr(m_MeshRender.BBoxVB.buf), &vboffs);

        vt->CmdDraw(Unwrap(cmd), (uint32_t)adjacentPrimVertices.size(), 1, 0, 0);
      }

      ////////////////////////////////////////////////////////////////
      // prepare to render dots
      float scale = 800.0f / float(m_DebugHeight);
      float asp = float(m_DebugWidth) / float(m_DebugHeight);

      uniforms.pointSpriteSize = Vec2f(scale / asp, scale);

      // Draw active vertex (blue)
      uniforms.color = Vec4f(0.0f, 0.0f, 1.0f, 1.0f);
      // poke the color (this would be a good candidate for a push constant)
      ubodata = (MeshUBOData *)m_MeshRender.UBO.Map(&uboOffs);
      *ubodata = uniforms;
      m_MeshRender.UBO.Unmap();
      vt->CmdBindDescriptorSets(Unwrap(cmd), VK_PIPELINE_BIND_POINT_GRAPHICS,
                                Unwrap(m_MeshRender.PipeLayout), 0, 1,
                                UnwrapPtr(m_MeshRender.DescSet), 1, &uboOffs);

      // vertices are drawn with tri strips
      helper.topology = Topology::TriangleStrip;
      cache = GetDebugManager()->CacheMeshDisplayPipelines(m_MeshRender.PipeLayout, helper, helper);

      FloatVector vertSprite[4] = {
          activeVertex, activeVertex, activeVertex, activeVertex,
      };

      vt->CmdBindDescriptorSets(Unwrap(cmd), VK_PIPELINE_BIND_POINT_GRAPHICS,
                                Unwrap(m_MeshRender.PipeLayout), 0, 1,
                                UnwrapPtr(m_MeshRender.DescSet), 1, &uboOffs);

      vt->CmdBindPipeline(Unwrap(cmd), VK_PIPELINE_BIND_POINT_GRAPHICS,
                          Unwrap(cache.pipes[MeshDisplayPipelines::ePipe_Solid]));

      {
        VkDeviceSize vboffs = 0;
        Vec4f *ptr = (Vec4f *)m_MeshRender.BBoxVB.Map(vboffs, sizeof(vertSprite));

        memcpy(ptr, &vertSprite[0], sizeof(vertSprite));

        m_MeshRender.BBoxVB.Unmap();

        vt->CmdBindVertexBuffers(Unwrap(cmd), 0, 1, UnwrapPtr(m_MeshRender.BBoxVB.buf), &vboffs);

        vt->CmdDraw(Unwrap(cmd), 4, 1, 0, 0);
      }

      // Draw inactive vertices (green)
      uniforms.color = Vec4f(0.0f, 1.0f, 0.0f, 1.0f);
      // poke the color (this would be a good candidate for a push constant)
      ubodata = (MeshUBOData *)m_MeshRender.UBO.Map(&uboOffs);
      *ubodata = uniforms;
      m_MeshRender.UBO.Unmap();
      vt->CmdBindDescriptorSets(Unwrap(cmd), VK_PIPELINE_BIND_POINT_GRAPHICS,
                                Unwrap(m_MeshRender.PipeLayout), 0, 1,
                                UnwrapPtr(m_MeshRender.DescSet), 1, &uboOffs);

      if(!inactiveVertices.empty())
      {
        VkDeviceSize vboffs = 0;
        FloatVector *ptr = (FloatVector *)m_MeshRender.BBoxVB.Map(vboffs, sizeof(vertSprite));

        for(size_t i = 0; i < inactiveVertices.size(); i++)
        {
          *ptr++ = inactiveVertices[i];
          *ptr++ = inactiveVertices[i];
          *ptr++ = inactiveVertices[i];
          *ptr++ = inactiveVertices[i];
        }

        m_MeshRender.BBoxVB.Unmap();

        for(size_t i = 0; i < inactiveVertices.size(); i++)
        {
          vt->CmdBindVertexBuffers(Unwrap(cmd), 0, 1, UnwrapPtr(m_MeshRender.BBoxVB.buf), &vboffs);

          vt->CmdDraw(Unwrap(cmd), 4, 1, 0, 0);

          vboffs += sizeof(FloatVector) * 4;
        }
      }
    }
  }

  vt->CmdEndRenderPass(Unwrap(cmd));

  vkr = vt->EndCommandBuffer(Unwrap(cmd));
  RDCASSERTEQUAL(vkr, VK_SUCCESS);

#if ENABLED(SINGLE_FLUSH_VALIDATE)
  m_pDriver->SubmitCmds();
#endif
}
示例#30
0
 __device__ __inline__ Vec4f dFdy                (const Vec4f& v) const { return Vec4f(dFdy(v.x), dFdy(v.y), dFdy(v.z), dFdy(v.w)); }