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