示例#1
0
void SpectraDefaultRenderer::RenderVisualCues(SpectraDocumentView& view)
{
	oglplus::Context gl;

	gl.Enable(oglplus::Capability::LineSmooth);
	gl.Enable(oglplus::Capability::Blend);
	gl.BlendFunc(
		oglplus::BlendFn::SrcAlpha,
		oglplus::BlendFn::OneMinusSrcAlpha
	);

	vis_cue_prog.Use();
	vis_cue_projection_matrix.TrySet(view.ProjectionMatrix());
	vis_cue_camera_matrix.TrySet(view.CameraMatrix());
	vis_cue_stretch_matrix.TrySet(view.StretchMatrix());
	vis_cue_transf_matrix.TrySet(view.TransfMatrix());
	vis_cue_color.TrySet(oglplus::Vec3f(color_r, color_g, color_b));
	vis_cue_alpha.TrySet(0.5f);

	gl.DepthMask(false);

	ground_grid_vao.Bind();
	Common().GroundUnitGrid().Draw(view.SegmentCount());

	wall_grid_vao.Bind();
	Common().WallUnitGrid().Draw(view.SegmentCount());

	gl.DepthMask(true);

	gl.Disable(oglplus::Capability::Blend);
	gl.Disable(oglplus::Capability::LineSmooth);
}
示例#2
0
void SpectraDefaultGPUMatrixTransf::BeginBatch() {
    using namespace oglplus;
    gl_canvas->SetCurrent(*gl_context);
    transf_prog.Use();

    Texture::Active(0);
    matrix_tex.Bind(Texture::Target::Buffer);
    prog_matrix_data.Set(0);

    Texture::Active(1);
    input_tex.Bind(Texture::Target::Buffer);
    prog_input_data.Set(1);

    prog_input_size.Set(int(in_size));

    vao.Bind();

    Context gl;
    gl.Enable(Capability::RasterizerDiscard);
}
示例#3
0
void SpectraDefaultRenderer::RenderSpectrum(SpectraDocumentView& view)
{
	doc_vis_prog.Use();
	doc_vis_projection_matrix.TrySet(view.ProjectionMatrix());
	doc_vis_camera_matrix.TrySet(view.CameraMatrix());
	doc_vis_stretch_matrix.TrySet(view.StretchMatrix());
	doc_vis_transf_matrix.TrySet(view.TransfMatrix());

	oglplus::Texture::Active(0);
	DocVis().SpectrumTex().Bind(oglplus::Texture::Target::Buffer);
	doc_vis_spectrum_tex.TrySet(0);
	doc_vis_spectrum_size.TrySet(int(DocVis().SignalSpectrumSize()));
	doc_vis_samples_per_unit.TrySet(int(DocVis().SignalSamplesPerGrid()));
	doc_vis_selected_time.TrySet(DocVis().SelectedTime());
	doc_vis_selection_begin.TrySet(DocVis().SelectionBegin());
	doc_vis_selection_end.TrySet(DocVis().SelectionEnd());


	spectrum_plane_vao.Bind();
	spectrum_plane_wrap.Draw(view.SegmentCount());
}
 void CreateTorus()
 {
     using namespace oglplus;
     
     torus.Bind();
     
     std::vector<GLfloat> data;
     make_torus.Positions(data);
     nTorusVertexCount = data.size();
     
     AddDataToVBO([&](std::vector<GLfloat>& vector)->GLuint
                  {
                      return make_torus.Positions(vector);
                  },
                  torusPositions, "Position");
     
     AddDataToVBO([&](std::vector<GLfloat>& vector)->GLuint
                  {
                      return make_torus.Normals(vector);
                  },
                  torusNormals, "Normal");
     
     AddDataToVBO([&](std::vector<GLfloat>& vector)->GLuint
                  {
                      return make_torus.Tangents(vector);
                  },
                  torusTangents, "Tangent");
     
     AddDataToVBO([&](std::vector<GLfloat>& vector)->GLuint
                  {
                      return make_torus.TexCoordinates(vector);
                  },
                  torusTextureCoords, "TexCoord");
     
     // Create indexes buffer.
     std::vector<GLuint> torus_indices = make_torus.Indices();
     torusIndexes.Bind(Buffer::Target::ElementArray);
     Buffer::Data(Buffer::Target::ElementArray, torus_indices);
 }
 void CreateSphere()
 {
     using namespace oglplus;
     
     sphere.Bind();
 
     std::vector<GLfloat> data;
     make_sphere.Positions(data);
     nShpereVertexCount = data.size();
     
     AddDataToVBO([&](std::vector<GLfloat>& vector)->GLuint
                  {
                      return make_sphere.Positions(vector);
                  },
                  shperePositions, "Position");
     
     AddDataToVBO([&](std::vector<GLfloat>& vector)->GLuint
                  {
                      return make_sphere.Normals(vector);
                  },
                  shpereNormals, "Normal");
     
     AddDataToVBO([&](std::vector<GLfloat>& vector)->GLuint
                  {
                      return make_sphere.Tangents(vector);
                  },
                  shpereTangents, "Tangent");
     
     AddDataToVBO([&](std::vector<GLfloat>& vector)->GLuint
                  {
                      return make_sphere.TexCoordinates(vector);
                  },
                  shpereTextureCoords, "TexCoord");
     
     // Create indexes buffer.
     std::vector<GLuint> shape_indices = make_sphere.Indices();
     shpereIndexes.Bind(Buffer::Target::ElementArray);
     Buffer::Data(Buffer::Target::ElementArray, shape_indices);
 }
示例#6
0
	TriangleExample(void)
	 : gl()
	 , prog(make_prog())
	{
		triangle.Bind();
		GLfloat triangle_pos[9] = {
			-1.0f,-1.0f, 0.0f,
			 1.0f,-1.0f, 0.0f,
			-1.0f, 1.0f, 0.0f
		};

		positions.Bind(oglplus::Buffer::Target::Array);

		oglplus::Buffer::Data(
			oglplus::Buffer::Target::Array,
			triangle_pos
		);

		oglplus::VertexAttribArray(prog, "Position")
			.Setup<GLfloat>(3)
			.Enable();

		gl.ClearColor(1.0, 0.0, 1.0, 0.0);
	}
示例#7
0
	GLMBoxesExample(int, const char**)
	 : cube_instr(make_cube.Instructions())
	 , cube_indices(make_cube.Indices())
	{
		// Set the vertex shader source
		vs.Source(
			"#version 330\n"
			"uniform mat4 CameraMatrix, ScaleMatrix;"
			"uniform vec3 LightPos;"
			"uniform float Time;"
			"in vec4 Position;"
			"in vec3 Normal;"
			"out vec3 vertColor;"
			"void main(void)"
			"{"
			"	float angle = gl_InstanceID * 10 * 2 * 3.14159 / 360.0;"
			"	float ct = cos(angle+Time);"
			"	float st = sin(angle+Time);"
			"	mat4 ModelMatrix = mat4("
			"		 ct, 0.0,  st, 0.0,"
			"		0.0, 1.0, 0.0, 0.0,"
			"		-st, 0.0,  ct, 0.0,"
			"		0.0, 0.0, 0.0, 1.0 "
			"	) * mat4("
			"		 1.0, 0.0, 0.0, 0.0,"
			"		 0.0, 1.0, 0.0, 0.0,"
			"		 0.0, 0.0, 1.0, 0.0,"
			"		12.0, 0.0, 0.0, 1.0 "
			"	) * mat4("
			"		 ct, -st, 0.0, 0.0,"
			"		 st,  ct, 0.0, 0.0,"
			"		0.0, 0.0, 1.0, 0.0,"
			"		0.0, 0.0, 0.0, 1.0 "
			"	);"
			"	gl_Position = "
			"		ModelMatrix *"
			"		ScaleMatrix *"
			"		Position;"

			"	vec3 vertLightDir = normalize(LightPos - gl_Position.xyz);"
			"	vec3 vertNormal = normalize(("
			"		ModelMatrix *"
			"		vec4(Normal, 0.0)"
			"	).xyz);"

			"	gl_Position = CameraMatrix * gl_Position;"

			"	vertColor = abs(normalize("
			"		Normal -"
			"		vec3(1.0, 1.0, 1.0) +"
			"		Position.xyz*0.2"
			"	)) * (0.6 + 0.5*max(dot(vertNormal, vertLightDir), 0.0));"
			"}"
		);
		// compile it
		vs.Compile();

		// set the fragment shader source
		fs.Source(
			"#version 330\n"
			"in vec3 vertColor;"
			"out vec3 fragColor;"
			"void main(void)"
			"{"
			"	fragColor = vertColor;"
			"}"
		);
		// compile it
		fs.Compile();

		// attach the shaders to the program
		prog.AttachShader(vs);
		prog.AttachShader(fs);
		// link and use it
		prog.Link();
		prog.Use();

		// bind the VAO for the cube
		cube.Bind();

		// bind the VBO for the cube vertex positions
		positions.Bind(oglplus::Buffer::Target::Array);
		{
			std::vector<GLfloat> data;
			GLuint n_per_vertex = make_cube.Positions(data);
			// upload the data
			oglplus::Buffer::Data(oglplus::Buffer::Target::Array, data);
			// setup the vertex attribs array for the vertices
			oglplus::VertexArrayAttrib attr(prog, "Position");
			attr.Setup<GLfloat>(n_per_vertex);
			attr.Enable();
		}

		// bind the VBO for the cube normals
		normals.Bind(oglplus::Buffer::Target::Array);
		{
			std::vector<GLfloat> data;
			GLuint n_per_vertex = make_cube.Normals(data);
			// upload the data
			oglplus::Buffer::Data(oglplus::Buffer::Target::Array, data);
			// setup the vertex attribs array for the vertices
			oglplus::VertexArrayAttrib attr(prog, "Normal");
			attr.Setup<GLfloat>(n_per_vertex);
			attr.Enable();
		}

		//
		gl.ClearColor(0.8f, 0.8f, 0.8f, 0.0f);
		gl.ClearDepth(1.0f);
		gl.Enable(oglplus::Capability::DepthTest);

		oglplus::Uniform<oglplus::Vec3f>(prog, "LightPos").Set(
			glm::vec3(7.0, 3.0, -1.0)
		);

		oglplus::Uniform<oglplus::Mat4f>(prog, "ScaleMatrix").Set(
			glm::scale(glm::mat4(1.0), glm::vec3(1.0, 0.3, 1.7))
		);
	}
	BlenderMeshExample(int argc, const char* argv[])
	 : prog()
	 , camera_matrix(prog, "CameraMatrix")
	 , light_position(prog, "LightPosition")
	 , camera_position(prog, "CameraPosition")
	 , face_normals(prog, "FaceNormals")
	 , element_count(0)
	{
		using namespace oglplus;

		VertexShader vs;
		vs.Source(
			"#version 330\n"
			"uniform mat4 CameraMatrix, ProjectionMatrix;"
			"uniform vec3 LightPosition, CameraPosition;"

			"mat4 Matrix = ProjectionMatrix * CameraMatrix;"

			"in vec3 Position;"
			"in vec3 Normal;"

			"out vec3 vertNormal;"
			"out vec3 vertLightDir;"
			"out vec3 vertViewDir;"

			"void main(void)"
			"{"
			"	vertNormal = Normal;"
			"	vertLightDir = LightPosition - Position;"
			"	vertViewDir = CameraPosition - Position;"
			"	gl_Position = Matrix * vec4(Position, 1.0);"
			"}"
		);
		vs.Compile();
		prog.AttachShader(vs);

		GeometryShader gs;
		gs.Source(
			"#version 330\n"
			"layout (triangles) in;"
			"layout (triangle_strip, max_vertices=3) out;"

			"uniform bool FaceNormals;"

			"in vec3 vertNormal[3];"
			"in vec3 vertLightDir[3];"
			"in vec3 vertViewDir[3];"

			"out vec3 geomNormal;"
			"out vec3 geomLightDir;"
			"out vec3 geomViewDir;"

			"void main(void)"
			"{"
			"	vec3 fn;"
			"	if(FaceNormals)"
			"	{"
			"		vec3 p0 = gl_in[0].gl_Position.xyz;"
			"		vec3 p1 = gl_in[1].gl_Position.xyz;"
			"		vec3 p2 = gl_in[2].gl_Position.xyz;"
			"		fn = normalize(cross(p1-p0, p2-p0));"
			"	}"

			"	for(int v=0; v!=3; ++v)"
			"	{"
			"		gl_Position = gl_in[v].gl_Position;"
			"		if(FaceNormals) geomNormal = fn;"
			"		else geomNormal = vertNormal[v];"
			"		geomLightDir = vertLightDir[v];"
			"		geomViewDir = vertViewDir[v];"
			"		EmitVertex();"
			"	}"
			"	EndPrimitive();"
			"}"
		);
		gs.Compile();
		prog.AttachShader(gs);

		FragmentShader fs;
		fs.Source(
			"#version 330\n"

			"in vec3 geomNormal;"
			"in vec3 geomLightDir;"
			"in vec3 geomViewDir;"

			"out vec3 fragColor;"

			"void main(void)"
			"{"
			"	vec3 LightColor = vec3(1.0, 1.0, 1.0);"
			"	vec3 MatColor = vec3(0.5, 0.5, 0.5);"

			"	vec3 LightRefl = reflect(-geomLightDir, geomNormal);"

			"	float Ambient = 0.3;"
			"	float Diffuse = max(dot("
			"		normalize(geomNormal),"
			"		normalize(geomLightDir)"
			"	), 0.0);"

			"	float Contour = pow((1.0 - max(dot("
			"		normalize(geomNormal),"
			"		normalize(geomViewDir)"
			"	)-0.1, 0.0))*1.05, 4.0);"

			"	float Specular = pow(clamp(dot("
			"		normalize(geomViewDir),"
			"		normalize(LightRefl)"
			"	)+0.005, 0.0, 0.98), 64.0);"

			"	fragColor = MatColor * LightColor * (Contour + Diffuse + Ambient)+"
			"			LightColor * Specular;"
			"}"
		);
		fs.Compile();
		prog.AttachShader(fs);

		prog.Link();
		prog.Use();

		gl.PrimitiveRestartIndex(0);
		// vectors with vertex position and normals
		// the values at index 0 is unused
		// 0 is used as primitive restart index
		std::vector<GLfloat> pos_data(3, 0.0);
		std::vector<GLfloat> nml_data(3, 0.0);
		// index offset starting at 1
		GLuint index_offset = 1;
		// vectors with vertex indices
		std::vector<GLuint> idx_data(1, 0);

		// open an input stream
		std::ifstream input(argc>1? argv[1]: "./test.blend");
		// check if we succeeded
		if(!input.good())
			throw std::runtime_error("Error opening file for reading");
		// parse the input stream
		imports::BlendFile blend_file(input);
		// get the file's global block
		auto glob_block = blend_file.StructuredGlobalBlock();

		// get the default scene
		auto scene_data = blend_file[glob_block.curscene];
		//
		// get the pointer to the first object in the scene
		auto object_link_ptr = scene_data.Field<void*>("base.first").Get();
		// and go through the whole list of objects
		while(object_link_ptr)
		{
			// for each list element open the linked list block
			auto object_link_data = blend_file[object_link_ptr];
			// get the pointer to its object
			auto object_ptr = object_link_data.Field<void*>("object").Get();
			// open the object block (if any)
			if(object_ptr) try
			{
				auto object_data = blend_file[object_ptr];
				// get the data pointer
				auto object_data_ptr = object_data.Field<void*>("data").Get();
				// open the data block (if any)
				if(object_data_ptr)
				{
					auto object_data_data = blend_file[object_data_ptr];
					// if it is a mesh
					if(object_data_data.StructureName() == "Mesh")
					{
						// get the object matrix field
						auto object_obmat_field = object_data.Field<float>("obmat");
						// make a transformation matrix
						Mat4f obmat(
							object_obmat_field.Get(0, 0),
							object_obmat_field.Get(0, 4),
							object_obmat_field.Get(0, 8),
							object_obmat_field.Get(0,12),

							object_obmat_field.Get(0, 1),
							object_obmat_field.Get(0, 5),
							object_obmat_field.Get(0, 9),
							object_obmat_field.Get(0,13),

							object_obmat_field.Get(0, 2),
							object_obmat_field.Get(0, 6),
							object_obmat_field.Get(0,10),
							object_obmat_field.Get(0,14),

							object_obmat_field.Get(0, 3),
							object_obmat_field.Get(0, 7),
							object_obmat_field.Get(0,11),
							object_obmat_field.Get(0,15)
						);
						// the number of vertices
						std::size_t n_verts = 0;
						// get the vertex block pointer
						auto vertex_ptr = object_data_data.Field<void*>("mvert").Get();
						// open the vertex block (if any)
						if(vertex_ptr)
						{
							auto vertex_data = blend_file[vertex_ptr];
							// get the number of vertices in the block
							n_verts = vertex_data.BlockElementCount();
							// get the vertex coordinate and normal fields
							auto vertex_co_field = vertex_data.Field<float>("co");
							auto vertex_no_field = vertex_data.Field<short>("no");
							// make two vectors of position and normal data
							std::vector<GLfloat> ps(3 * n_verts);
							std::vector<GLfloat> ns(3 * n_verts);
							for(std::size_t v=0; v!=n_verts; ++v)
							{
								// (transpose y and z axes)
								// get the positional coordinates
								Vec4f position(
									vertex_co_field.Get(v, 0),
									vertex_co_field.Get(v, 1),
									vertex_co_field.Get(v, 2),
									1.0f
								);
								Vec4f newpos = obmat * position;
								ps[3*v+0] = newpos.x();
								ps[3*v+1] = newpos.z();
								ps[3*v+2] =-newpos.y();
								// get the normals
								Vec4f normal(
									vertex_no_field.Get(v, 0),
									vertex_no_field.Get(v, 1),
									vertex_no_field.Get(v, 2),
									0.0f
								);
								Vec4f newnorm = obmat * normal;
								ns[3*v+0] = newnorm.x();
								ns[3*v+1] = newnorm.z();
								ns[3*v+2] =-newnorm.y();
							}
							// append the values
							pos_data.insert(pos_data.end(), ps.begin(), ps.end());
							nml_data.insert(nml_data.end(), ns.begin(), ns.end());
						}

						// get the face block pointer
						auto face_ptr = object_data_data.Field<void*>("mface").Get();
						// open the face block (if any)
						if(face_ptr)
						{
							auto face_data = blend_file[face_ptr];
							// get the number of faces in the block
							std::size_t n_faces = face_data.BlockElementCount();
							// get the vertex index fields of the face
							auto face_v1_field = face_data.Field<int>("v1");
							auto face_v2_field = face_data.Field<int>("v2");
							auto face_v3_field = face_data.Field<int>("v3");
							auto face_v4_field = face_data.Field<int>("v4");
							// make a vector of index data
							std::vector<GLuint> is(5 * n_faces);
							for(std::size_t f=0; f!=n_faces; ++f)
							{
								// get face vertex indices
								int v1 = face_v1_field.Get(f);
								int v2 = face_v2_field.Get(f);
								int v3 = face_v3_field.Get(f);
								int v4 = face_v4_field.Get(f);

								is[5*f+0] = v1+index_offset;
								is[5*f+1] = v2+index_offset;
								is[5*f+2] = v3+index_offset;
								is[5*f+3] = v4?v4+index_offset:0;
								is[5*f+4] = 0; // primitive restart index
							}
							// append the values
							idx_data.insert(idx_data.end(), is.begin(), is.end());
						}

						// get the poly block pointer
						auto poly_ptr = object_data_data.TryGet<void*>("mpoly", nullptr);
						// and the loop block pointer
						auto loop_ptr = object_data_data.TryGet<void*>("mloop", nullptr);
						// open the poly and loop blocks (if we have both)
						if(poly_ptr && loop_ptr)
						{
							auto poly_data = blend_file[poly_ptr];
							auto loop_data = blend_file[loop_ptr];
							// get the number of polys in the block
							std::size_t n_polys = poly_data.BlockElementCount();
							// get the fields of poly and loop
							auto poly_loopstart_field = poly_data.Field<int>("loopstart");
							auto poly_totloop_field = poly_data.Field<int>("totloop");
							auto loop_v_field = loop_data.Field<int>("v");

							// make a vector of index data
							std::vector<GLuint> is;
							for(std::size_t f=0; f!=n_polys; ++f)
							{
								int ls = poly_loopstart_field.Get(f);
								int tl = poly_totloop_field.Get(f);

								for(int l=0; l!=tl; ++l)
								{
									int v = loop_v_field.Get(ls+l);
									is.push_back(v+index_offset);
								}
								is.push_back(0); // primitive restart index
							}
							// append the values
							idx_data.insert(idx_data.end(), is.begin(), is.end());
						}
						index_offset += n_verts;
					}
				}
			}
			catch(...)
			{ }
			// and get the pointer to the nex block
			object_link_ptr = object_link_data.Field<void*>("next").Get();
		}

		meshes.Bind();

		positions.Bind(Buffer::Target::Array);
		{
			Buffer::Data(Buffer::Target::Array, pos_data);
			VertexAttribArray attr(prog, "Position");
			attr.Setup<GLfloat>(3);
			attr.Enable();
		}

		normals.Bind(Buffer::Target::Array);
		{
			Buffer::Data(Buffer::Target::Array, nml_data);
			VertexAttribArray attr(prog, "Normal");
			attr.Setup<GLfloat>(3);
			attr.Enable();
		}

		indices.Bind(Buffer::Target::ElementArray);
		Buffer::Data(Buffer::Target::ElementArray, idx_data);

		element_count = idx_data.size();

		// find the extremes of the mesh(es)
		GLfloat min_x = pos_data[3], max_x = pos_data[3];
		GLfloat min_y = pos_data[4], max_y = pos_data[4];
		GLfloat min_z = pos_data[5], max_z = pos_data[5];
		for(std::size_t v=1, vn=pos_data.size()/3; v!=vn; ++v)
		{
			GLfloat x = pos_data[v*3+0];
			GLfloat y = pos_data[v*3+1];
			GLfloat z = pos_data[v*3+2];

			if(min_x > x) min_x = x;
			if(min_y > y) min_y = y;
			if(min_z > z) min_z = z;
			if(max_x < x) max_x = x;
			if(max_y < y) max_y = y;
			if(max_z < z) max_z = z;
		}

		// position the camera target
		camera_target = Vec3f(
			(min_x + max_x) * 0.5,
			(min_y + max_y) * 0.5,
			(min_z + max_z) * 0.5
		);
		// and calculate a good value for camera distance
		camera_distance = 1.1*Distance(camera_target, Vec3f(min_x, min_y, min_z))+1.0;


		gl.ClearColor(0.17f, 0.22f, 0.17f, 0.0f);
		gl.ClearDepth(1.0f);
		gl.Enable(Capability::DepthTest);
		gl.Enable(Capability::PrimitiveRestart);

	}