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BoxesNode.cc
1/*===========================================================================*\
2 * *
3 * OpenFlipper *
4 * Copyright (c) 2001-2015, RWTH-Aachen University *
5 * Department of Computer Graphics and Multimedia *
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7 * www.openflipper.org *
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40\*===========================================================================*/
41
42
43#include <ACG/GL/acg_glew.hh>
44#include "BoxesNode.hh"
45#include <ACG/GL/IRenderer.hh>
46
47
48namespace ACG {
49namespace SceneGraph {
50
51BoxesNode::BoxesNode(BaseNode* _parent,
52 std::string _name) :
53 MaterialNode(_parent, _name),
54 updateVBO_(true)
55{
56 const std::array<Vec4f,6> dir_color = {
57 Vec4f{1.f,0.f,0.f,1.f},
58 Vec4f{0.f,1.f,0.f,1.f},
59 Vec4f{0.f,0.f,1.f,1.f},
60 Vec4f{.4f,0.f,0.f,1.f},
61 Vec4f{0.f,.4f,0.f,1.f},
62 Vec4f{0.f,0.f,.3f,1.f}
63 };
64
65 const std::array<Vec3f, 8> vertices = {
66 Vec3f( 1.f, -1.f, -1.f),
67 Vec3f( 1.f, 1.f, -1.f),
68 Vec3f( 1.f, 1.f, 1.f),
69 Vec3f( 1.f, -1.f, 1.f),
70
71 Vec3f(-1.f, -1.f, -1.f),
72 Vec3f(-1.f, 1.f, -1.f),
73 Vec3f(-1.f, 1.f, 1.f),
74 Vec3f(-1.f, -1.f, 1.f)};
75
76 auto add_triangle = [this, &vertices, &dir_color]
77 (size_t v0, size_t v1, size_t v2, size_t dim)
78 {
79 triangles_.push_back({vertices[v0], vertices[v1], vertices[v2]});
80 triangle_colors_.push_back(dir_color[dim]);
81 };
82
83 triangles_.reserve(6*2);
84 triangle_colors_.reserve(6*2);
85 add_triangle(0, 1, 2, 0);
86 add_triangle(0, 2, 3, 0);
87 add_triangle(4, 6, 5, 3);
88 add_triangle(4, 7, 6, 3);
89
90 add_triangle(1, 5, 6, 1);
91 add_triangle(1, 6, 2, 1);
92 add_triangle(0, 3, 7, 4);
93 add_triangle(0, 7, 4, 4);
94
95 add_triangle(2, 7, 3, 2);
96 add_triangle(2, 6, 7, 2);
97 add_triangle(0, 4, 1, 5);
98 add_triangle(1, 4, 5, 5);
99}
100
101void
102BoxesNode::
103boundingBox(Vec3d& _bbMin, Vec3d& _bbMax)
104{
105 // FIXME: this assumes matrices to only consist of vectors up to unit length
106 for (const auto &be: elem_) {
107 _bbMax.maximize(be.pos + Vec3d(scaleFactor_,scaleFactor_,scaleFactor_));
108 _bbMin.minimize(be.pos + Vec3d(-scaleFactor_, -scaleFactor_, -scaleFactor_));
109 }
110}
111
112void BoxesNode::createVBO()
113{
114 if (!updateVBO_)
115 return;
116
117 // generate if needed:
118 geometry_vbo_.bind();
119 instance_vbo_.bind();
120
121 vertexDecl_.clear();
122 vertexDecl_.addElement(GL_FLOAT, 3, VERTEX_USAGE_POSITION, nullptr, nullptr, 0, geometry_vbo_.id());
123 vertexDecl_.addElement(GL_FLOAT, 4, VERTEX_USAGE_COLOR, nullptr, nullptr, 0, geometry_vbo_.id());
124 std::vector<float> geom_vbo_data; geom_vbo_data.reserve(3 * (3+4) * triangles_.size());
125
126 vertexDecl_.addElement(GL_FLOAT, 3, VERTEX_USAGE_SHADER_INPUT, nullptr, "inst_v0", 1, instance_vbo_.id());
127 vertexDecl_.addElement(GL_FLOAT, 3, VERTEX_USAGE_SHADER_INPUT, nullptr, "inst_v1", 1, instance_vbo_.id());
128 vertexDecl_.addElement(GL_FLOAT, 3, VERTEX_USAGE_SHADER_INPUT, nullptr, "inst_v2", 1, instance_vbo_.id());
129 vertexDecl_.addElement(GL_FLOAT, 3, VERTEX_USAGE_SHADER_INPUT, nullptr, "inst_pos", 1, instance_vbo_.id());
130 std::vector<float> instance_vbo_data; instance_vbo_data.reserve(3 * 4 * elem_.size());
131
132 assert(triangles_.size() == triangle_colors_.size());
133 for (size_t i = 0; i < triangles_.size(); ++i)
134 {
135 auto &tri = triangles_[i];
136 auto &color = triangle_colors_[i];
137 for (const auto &point: tri) {
138 std::copy(point.begin(), point.end(), std::back_inserter(geom_vbo_data));
139 std::copy(color.begin(), color.end(), std::back_inserter(geom_vbo_data));
140 }
141 }
142 for (const auto &be: elem_) {
143 for (const auto &point: {
144 be.transform.getRow(0),
145 be.transform.getRow(1),
146 be.transform.getRow(2),
147 be.pos})
148 {
149 std::copy(point.begin(), point.end(), std::back_inserter(instance_vbo_data));
150 }
151 }
152
153 geometry_vbo_.upload(
154 static_cast<GLsizeiptr>(geom_vbo_data.size()*sizeof(float)),
155 geom_vbo_data.data(),
156 GL_STATIC_DRAW_ARB);
157 instance_vbo_.upload(
158 static_cast<GLsizeiptr>(instance_vbo_data.size()*sizeof(float)),
159 instance_vbo_data.data(),
160 GL_STATIC_DRAW_ARB);
161
162 // Update done.
163 updateVBO_ = false;
164
165}
166
167void
168BoxesNode::
169getRenderObjects(IRenderer* _renderer, GLState& _state , const DrawModes::DrawMode& /* _drawMode */, const ACG::SceneGraph::Material* _mat)
170{
171 if (elem_.empty())
172 return;
173
174 RenderObject ro;
175 ro.initFromState(&_state);
176 ro.setMaterial(_mat);
177
178 boxesNodeName_ = std::string("BoxesNode: ")+name();
179 ro.debugName = boxesNodeName_;
180
181 ro.depthTest = true;
182 ro.depthWrite = true;
183
184 ro.blending = true;
185 ro.blendSrc = GL_SRC_ALPHA;
186 ro.blendDest = GL_ONE_MINUS_SRC_ALPHA;
187
188 ro.shaderDesc.shadeMode = SG_SHADE_UNLIT;
189 ro.shaderDesc.vertexColors = true;
190 ro.shaderDesc.vertexTemplateFile = "BoxesNode/vert.glsl";
191
192 ro.setUniform("scale", scaleFactor_);
193
194 createVBO();
195 ro.vertexBuffer = geometry_vbo_.id();
196 ro.vertexDecl = &vertexDecl_;
197
198 ro.glDrawInstancedArrays(GL_TRIANGLES, 0,
199 static_cast<GLsizei>(3 * triangles_.size()),
200 static_cast<GLsizei>(elem_.size()));
201 _renderer->addRenderObject(&ro);
202}
203
204} // namespace SceneGraph
205} // namespace ACG
virtual void addRenderObject(RenderObject *_renderObject)
Callback for the scenegraph nodes, which send new render objects via this function.
Definition IRenderer.cc:104
vector_type & maximize(const vector_type &_rhs)
maximize values: same as *this = max(*this, _rhs), but faster
Definition Vector11T.hh:588
vector_type & minimize(const vector_type &_rhs)
minimize values: same as *this = min(*this, _rhs), but faster
Definition Vector11T.hh:560
Namespace providing different geometric functions concerning angles.
@ VERTEX_USAGE_COLOR
"inColor"
@ VERTEX_USAGE_POSITION
"inPosition"
@ VERTEX_USAGE_SHADER_INPUT
defined by user via VertexElement::shaderInputName_
Interface class between scenegraph and renderer.
ShaderGenDesc shaderDesc
Drawmode and other shader params.
const VertexDeclaration * vertexDecl
Defines the vertex buffer layout, ignored if VAO is provided.
GLuint vertexBuffer
VBO, IBO ids, ignored if VAO is provided.
void setUniform(const char *_name, GLint _value)
set values for int uniforms
GLenum blendDest
glBlendFunc: GL_SRC_ALPHA, GL_ZERO, GL_ONE, GL_ONE_MINUS_SRC_ALPHA ...
void initFromState(GLState *_glState)
Initializes a RenderObject instance.