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1 #include <algorithm>
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2 #include <assert.h>
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3 #include "gpuscene.h"
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4 #include "sphere.h"
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5 #include "plane.h"
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6 #include "box.h"
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7 #include "opengl.h"
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8
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9 GPUScene::GPUScene()
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10 {
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11 glGenTextures(NUM_TEXTURES, textures);
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12
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13 for(int i=0; i<NUM_TEXTURES; i++) {
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14 glBindTexture(GL_TEXTURE_2D, textures[i]);
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15 glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_S, GL_CLAMP_TO_EDGE);
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16 glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_T, GL_CLAMP_TO_EDGE);
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17 glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_NEAREST);
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18 glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_NEAREST);
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19 }
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20
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21 xform_buf = 0;
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22 }
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23
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24 GPUScene::~GPUScene()
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25 {
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26 glDeleteTextures(NUM_TEXTURES, textures);
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27 delete [] xform_buf;
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28 }
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29
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30 bool GPUScene::create_textures()
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31 {
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32 // must be first to generate the megatecture rectangles
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33 create_megatexture();
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34
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35 Sphere *sph;
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36 Plane *plane;
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37 Box *box;
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38 Cone *cone;
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39
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40 std::vector<Sphere*> spheres;
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41 std::vector<Plane*> planes;
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42 std::vector<Box*> boxes;
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43 std::vector<Cone*> cones;
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44
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45 // collect all objects into the different type-specific arrays
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46 for(auto obj : objects) {
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47 if((sph = dynamic_cast<Sphere*>(obj))) {
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48 spheres.push_back(sph);
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49
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50 } else if((plane = dynamic_cast<Plane*>(obj))) {
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51 planes.push_back(plane);
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52
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53 } else if((box = dynamic_cast<Box*>(obj))) {
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54 boxes.push_back(box);
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55
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56 } else if((cone = dynamic_cast<Cone*>(obj))) {
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57 cones.push_back(cone);
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58
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59 } else {
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60 fprintf(stderr, "skipping object of unknown type: %s\n", obj->get_name());
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61 }
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62 }
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63
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64 create_sphere_texture(spheres);
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65 create_plane_texture(planes);
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66 create_box_texture(boxes);
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67 create_cone_texture(cones);
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68
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69 create_env_texture();
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70 create_xform_texture();
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71
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72 return true;
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73 }
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74
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75 unsigned int GPUScene::get_texture(int which) const
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76 {
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77 return textures[which];
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78 }
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79
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80 #define MAT_START 4
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81 static void copy_material(Vector4 *ptr, const Material *mtl)
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82 {
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83 ptr[MAT_START].x = mtl->diffuse.x;
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84 ptr[MAT_START].y = mtl->diffuse.y;
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85 ptr[MAT_START].z = mtl->diffuse.z;
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86 ptr[MAT_START].w = mtl->transparency;
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87
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88 ptr[MAT_START + 1].x = mtl->specular.x;
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89 ptr[MAT_START + 1].y = mtl->specular.y;
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90 ptr[MAT_START + 1].z = mtl->specular.z;
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91 ptr[MAT_START + 1].w = mtl->shininess;
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92
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93 ptr[MAT_START + 2].x = mtl->reflectivity;
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94 ptr[MAT_START + 2].y = mtl->ior;
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95
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96 ptr[MAT_START + 3] = mtl->mega_rect;
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97 }
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98
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99 int GPUScene::object_index(const Object *obj) const
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100 {
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101 for(int i=0; i<(int)objects.size(); i++) {
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102 if(objects[i] == obj) {
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103 return i;
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104 }
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105 }
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106 abort(); // can't happen
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107 return -1;
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108 }
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109
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110 #define OBJ_LINE_WIDTH 16
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111 void GPUScene::create_sphere_texture(const std::vector<Sphere*> &spheres)
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112 {
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113 int xsz = OBJ_LINE_WIDTH;
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114 int ysz = (int)spheres.size() + 1;
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115 int tex_ysz = next_pow2(ysz);
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116
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117 Vector4 *pixels = new Vector4[xsz * tex_ysz];
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118
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119 pixels[0].x = (float)ysz;
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120 pixels[0].y = (float)tex_ysz;
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121 pixels[0].z = 0.5;
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122 pixels[0].w = 1.0;
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123
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124 Vector4 *pixptr = pixels + xsz;
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125
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126 for(size_t i=0; i<spheres.size(); i++) {
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127 pixptr[0].x = object_index(spheres[i]);
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128
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129 pixptr[1].x = spheres[i]->pos.x;
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130 pixptr[1].y = spheres[i]->pos.y;
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131 pixptr[1].z = spheres[i]->pos.z;
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132 pixptr[1].w = spheres[i]->radius;
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133
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134 copy_material(pixptr, &spheres[i]->material);
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135 pixptr += OBJ_LINE_WIDTH;
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136 }
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137
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138 glBindTexture(GL_TEXTURE_2D, textures[TEX_SPHERE]);
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139 glTexImage2D(GL_TEXTURE_2D, 0, GL_RGBA16F, xsz, tex_ysz, 0, GL_RGBA, GL_FLOAT, pixels);
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140
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141 delete [] pixels;
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142 }
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143
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144 void GPUScene::create_plane_texture(const std::vector<Plane*> &planes)
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145 {
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146 int xsz = OBJ_LINE_WIDTH;
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147 int ysz = (int)planes.size() + 1;
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148 int tex_ysz = next_pow2(ysz);
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149
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150 Vector4 *pixels = new Vector4[xsz * tex_ysz];
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151
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152 pixels[0].x = (float)ysz;
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153 pixels[0].y = (float)tex_ysz;
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154
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155 Vector4 *pixptr = pixels + xsz;
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156
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157 for(size_t i=0; i<planes.size(); i++) {
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158 pixptr[0].x = object_index(planes[i]);
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159
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160 pixptr[1].x = planes[i]->normal.x;
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161 pixptr[1].y = planes[i]->normal.y;
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162 pixptr[1].z = planes[i]->normal.z;
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163 pixptr[1].w = planes[i]->dist;
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164
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165 copy_material(pixptr, &planes[i]->material);
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166 pixptr += OBJ_LINE_WIDTH;
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167 }
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168
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169 glBindTexture(GL_TEXTURE_2D, textures[TEX_PLANE]);
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170 glTexImage2D(GL_TEXTURE_2D, 0, GL_RGBA16F, xsz, tex_ysz, 0, GL_RGBA, GL_FLOAT, pixels);
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171
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172 delete [] pixels;
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173 }
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174
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175 void GPUScene::create_box_texture(const std::vector<Box*> &boxes)
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176 {
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177 int xsz = OBJ_LINE_WIDTH;
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178 int ysz = (int)boxes.size() + 1;
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179 int tex_ysz = next_pow2(ysz);
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180
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181 Vector4 *pixels = new Vector4[xsz * tex_ysz];
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182
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183 pixels[0].x = (float)ysz;
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184 pixels[0].y = (float)tex_ysz;
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185
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186 Vector4 *pixptr = pixels + xsz;
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187
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188 for(size_t i=0; i<boxes.size(); i++) {
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189 pixptr[0].x = object_index(boxes[i]);
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190 pixptr[1] = boxes[i]->min;
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191 pixptr[2] = boxes[i]->max;
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192
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193 copy_material(pixptr, &boxes[i]->material);
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194 pixptr += OBJ_LINE_WIDTH;
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195 }
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196
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197 glBindTexture(GL_TEXTURE_2D, textures[TEX_BOX]);
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198 glTexImage2D(GL_TEXTURE_2D, 0, GL_RGBA16F, xsz, tex_ysz, 0, GL_RGBA, GL_FLOAT, pixels);
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199
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200 delete [] pixels;
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201 }
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202
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203 void GPUScene::create_cone_texture(const std::vector<Cone*> &cones)
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204 {
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205 int xsz = OBJ_LINE_WIDTH;
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206 int ysz = (int)cones.size() + 1;
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207 int tex_ysz = next_pow2(ysz);
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208
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209 Vector4 *pixels = new Vector4[xsz * tex_ysz];
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210
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211 pixels[0].x = (float)ysz;
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212 pixels[0].y = (float)tex_ysz;
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213
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214 Vector4 *pixptr = pixels + xsz;
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215
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216 for(size_t i=0; i<cones.size(); i++) {
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217 pixptr[0].x = object_index(cones[i]);
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218
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219 pixptr[1].x = cones[i]->angle;
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220 pixptr[1].y = cones[i]->ymin;
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221 pixptr[1].z = cones[i]->ymax;
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222 pixptr[1].w = 0.0;
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223
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224 copy_material(pixptr, &cones[i]->material);
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225 pixptr += OBJ_LINE_WIDTH;
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226 }
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227
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228 glBindTexture(GL_TEXTURE_2D, textures[TEX_SPHERE]);
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229 glTexImage2D(GL_TEXTURE_2D, 0, GL_RGBA16F, xsz, tex_ysz, 0, GL_RGBA, GL_FLOAT, pixels);
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230
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231 delete [] pixels;
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232 }
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233
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234
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235 void GPUScene::create_megatexture()
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236 {
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237 // at least a 1x1 dummy white texture
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238 int xsz = 1;
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239 int ysz = 1;
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240 int num_textures = 0;
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241
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242 for(auto obj : objects) {
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243 // only need 2D textures at this point
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244 Texture *tex = dynamic_cast<Texture2D*>(obj->material.tex);
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245 if(tex) {
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246 const Image *img = tex->get_image();
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247
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248 xsz = std::max(xsz, img->xsz);
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249 ysz += img->ysz;
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250 num_textures++;
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251 }
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252 }
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253
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254 int tex_xsz = next_pow2(xsz);
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255 int tex_ysz = next_pow2(ysz);
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256
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257 Color *pixels = new Color[tex_xsz * tex_ysz];
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258
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259 // null texture
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260 pixels[0] = Color(1, 1, 1);
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261
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262 Color *pixptr = pixels + tex_xsz;
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263
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264 float offs_y = 0.0;
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265 for(auto obj : objects) {
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266 Texture *tex = dynamic_cast<Texture2D*>(obj->material.tex);
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267 if(tex) {
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268 const Image *img = tex->get_image();
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269
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270 Vector4 rect{0.0, offs_y, (float)img->xsz / (float)tex_xsz,
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271 (float)img->ysz / (float)tex_ysz};
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272
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273 offs_y += rect.w;
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274
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275 obj->material.mega_rect = rect;
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276
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277 for(int i=0; i<img->ysz; i++) {
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278 memcpy(pixptr, img->pixels + i * img->xsz, img->xsz * sizeof *pixels);
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279 pixptr += tex_xsz;
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280 }
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281 } else {
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282 obj->material.mega_rect = Vector4(0, 0, 0, 0);
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283 }
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284 }
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285
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286 glBindTexture(GL_TEXTURE_2D, textures[TEX_TEXTURE]);
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287 glTexImage2D(GL_TEXTURE_2D, 0, GL_RGB16F, tex_xsz, tex_ysz, 0, GL_RGB, GL_FLOAT, pixels);
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288
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289 delete [] pixels;
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290 }
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291
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292 void GPUScene::create_env_texture()
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293 {
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294 // create the scene cubemap, or a null cubemap if we don't have one
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295 glDeleteTextures(1, textures + TEX_ENV); // cause it's not a 2D texture :)
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296
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297 glGenTextures(1, textures + TEX_ENV);
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298 glBindTexture(GL_TEXTURE_CUBE_MAP, textures[TEX_ENV]);
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299 glTexParameteri(GL_TEXTURE_CUBE_MAP, GL_TEXTURE_MIN_FILTER, GL_LINEAR);
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300 glTexParameteri(GL_TEXTURE_CUBE_MAP, GL_TEXTURE_MAG_FILTER, GL_LINEAR);
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301 glTexParameteri(GL_TEXTURE_CUBE_MAP, GL_TEXTURE_WRAP_S, GL_CLAMP_TO_EDGE);
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302 glTexParameteri(GL_TEXTURE_CUBE_MAP, GL_TEXTURE_WRAP_T, GL_CLAMP_TO_EDGE);
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303 glTexParameteri(GL_TEXTURE_CUBE_MAP, GL_TEXTURE_WRAP_R, GL_CLAMP_TO_EDGE);
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304
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305 if(envmap) {
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306 // we have an environment cubemap, just pass the data to OpenGL
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307 for(int i=0; i<6; i++) {
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308 const Image *img = envmap->get_image(i);
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309
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310 int face = GL_TEXTURE_CUBE_MAP_POSITIVE_X + i;
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311 glTexImage2D(face, 0, GL_RGB16F, img->xsz, img->ysz, 0, GL_RGB, GL_FLOAT, img->pixels);
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312 }
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313 } else {
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314 // we don't have an env cubemap, make a dummy 1x1 cubemap with the background color
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315 for(int i=0; i<6; i++) {
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316 int face = GL_TEXTURE_CUBE_MAP_POSITIVE_X + i;
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317 glTexImage2D(face, 0, GL_RGB16F, 1, 1, 0, GL_RGB, GL_FLOAT, &bgcolor);
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318 }
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319 }
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320 }
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321
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322 #define XFORM_LINE_WIDTH OBJ_LINE_WIDTH
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323 void GPUScene::create_xform_texture()
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324 {
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325 int tex_xsz = XFORM_LINE_WIDTH;
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326 int tex_ysz = next_pow2((int)objects.size() + 1); // leave space for the descriptor
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327
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328 glBindTexture(GL_TEXTURE_2D, textures[TEX_XFORM]);
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329 glTexImage2D(GL_TEXTURE_2D, 0, GL_RGBA32F, tex_xsz, tex_ysz, 0, GL_RGBA, GL_FLOAT, 0);
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330
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331 update_xform_texture();
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332 }
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333
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334 void GPUScene::update_xform_texture()
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335 {
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336 int tex_xsz = XFORM_LINE_WIDTH;
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337 int tex_ysz = next_pow2((int)objects.size() + 1); // leave space for the descriptor
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338
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339 if(!xform_buf) {
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340 xform_buf = new Vector4[tex_xsz * tex_ysz];
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341 xform_buf[0].x = tex_ysz; // descriptor
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342 }
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343
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344 Vector4 *pixptr = xform_buf + tex_xsz;
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345 for(auto obj : objects) {
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346 for(int i=0; i<4; i++) {
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347 pixptr[i] = obj->xform.get_column_vector(i);
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348 pixptr[i + 4] = obj->inv_xform.get_column_vector(i);
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349 }
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350 pixptr += tex_xsz;
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351 }
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nuclear@0
|
352
|
nuclear@0
|
353 glBindTexture(GL_TEXTURE_2D, textures[TEX_XFORM]);
|
nuclear@0
|
354 glTexSubImage2D(GL_TEXTURE_2D, 0, 0, 0, tex_xsz, tex_ysz, GL_RGBA, GL_FLOAT, xform_buf);
|
nuclear@0
|
355 }
|