Developer Documentation
ClassicDepthPeeling.hh
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41 
42 
43 
44 #include <QObject>
45 
49 
51 
52 #include <map>
53 
54 
56 {
57  Q_OBJECT
58  Q_INTERFACES(BaseInterface)
59  Q_INTERFACES(RenderInterface)
60  Q_INTERFACES(LoggingInterface)
61 
62  Q_PLUGIN_METADATA(IID "org.OpenFlipper.Plugins.Plugin-Render-Old-DepthPeeling")
63 
64 signals:
65  // LoggingInterface
66  void log(Logtype _type, QString _message);
67  void log(QString _message);
68 
69 
70 public :
71 
74 
75  QString name() { return (QString("Dual Depth Peeling Plugin using classic rendering pipeling")); };
76  QString description( ) { return (QString(tr("Order independent transparency renderer (classic pipeline)"))); };
77 
78 public slots:
79  QString version() { return QString("1.0"); };
80 
81 private slots:
82 
83  //BaseInterface
84  void initializePlugin();
85  void exit();
86 
87  // RenderInterface
88  void render(ACG::GLState* _glState, Viewer::ViewerProperties& _properties);
89  QString rendererName();
90  void supportedDrawModes(ACG::SceneGraph::DrawModes::DrawMode& _mode);
91  QString checkOpenGL();
92 
93 private:
94 
96  void destroyResources();
97 
99  void destroyResources(int _viewerId);
100 
102  void reloadResources(int _viewerId);
103 
105  void drawQuadProj(float _x0 = -1.0f, float _y0 = 1.0f,
106  float _w = 2.0f, float _h = 2.0f);
107 
109  void traverseLightNodes(BaseNode* _node);
110 
112  void generatePeelingShaders(GLSL::StringList* _strVertexShaderOut,
113  GLSL::StringList* _strFragmentShaderOut,
114  GLSL::StringList* _strGeometryShaderOut,
115  bool _textured, bool _flatShaded, bool _phong, bool _vertexColor, bool _wireFrame);
116 
118  void updatePeelingShaderSet();
119 
121  void drawScenePass(ACG::GLState* _glState, ACG::SceneGraph::DrawModes::DrawMode _drawMode, BaseNode* _sceneGraphRoot);
122 
123  void drawScenePeelPass(ACG::GLState* _glState, ACG::SceneGraph::DrawModes::DrawMode _drawMode, BaseNode* _sceneGraphRoot, int _peelPass);
124 
125  template <class Action>
126  void traverseDraw(BaseNode* _node, Action& _action, ACG::SceneGraph::DrawModes::DrawMode _globalDrawMode, int _pass, int _peelPass);
127 
128  template <class Action>
129  bool traverseDrawApplyAction(BaseNode* _node, Action& _action, ACG::SceneGraph::DrawModes::DrawMode _globalDrawMode, int _pass, int _peelPass);
130 
133 
134 private:
135 
137  {
138  ViewerResources();
139 
141  unsigned int glWidth_;
142 
144  unsigned int glHeight_;
145 
147  unsigned int rtWidth_;
149  unsigned int rtHeight_;
150 
155  };
156 
157  std::map<int, ViewerResources> viewerRes_;
158 
161 
164 
165  // note that shader flags are only good easy shader indexing
166  // some combinations like phong + flat make no sense
167  enum
168  {
169  PEEL_SHADER_WIREFRAME = 0, // wireframe is a special case here, not combinable with others
170  PEEL_SHADER_HIDDENLINE = 1, // hiddenline is another special case, it renders geometry in background color
171  PEEL_SHADER_TEXTURED = 0x1,
172  PEEL_SHADER_PHONG = 0x2,
173  PEEL_SHADER_GOURAUD = 0x4,
174  PEEL_SHADER_FLAT = 0x8,
175  PEEL_SHADER_VERTEXCOLORS = 0x10,
176  PEEL_NUM_COMBINATIONS = 0x20,
177  PEEL_SHADER_NUM_FLAGS = 5
178  };
180  GLSL::Shader* peelShaders_[PEEL_NUM_COMBINATIONS*3]; // interleaved: vertex, geometry, fragment
181 
183  GLSL::Program* peelProgs_[PEEL_NUM_COMBINATIONS];
184 
187 
190 
192  GLuint numLights_;
193 
196  {
197  LIGHTTYPE_DIRECTIONAL = 0,
198  LIGHTTYPE_POINT,
199  LIGHTTYPE_SPOT
200  };
201 
205  GLuint glLightIDs_[16];
206 };
void generatePeelingShaders(GLSL::StringList *_strVertexShaderOut, GLSL::StringList *_strFragmentShaderOut, GLSL::StringList *_strGeometryShaderOut, bool _textured, bool _flatShaded, bool _phong, bool _vertexColor, bool _wireFrame)
peel shader generator based on lights and texture mode
GLSL::Program * blendDualPeelProg_[4]
depth peeling programs
Logtype
Log types for Message Window.
LightType lightTypes_[16]
registered lights in the scene
void destroyResources()
free all gl resources
GLuint blendQueryID_
fragment query
QString description()
Return a description of what the plugin is doing.
void updatePeelingShaderSet()
regenerates peeling shaders based on light nodes in scenegraph
GLuint blendDualPeelFbo_
depth peeling fbo
unsigned int rtWidth_
render target width
GLuint blendDualPeelTexID_[7]
render target textures: {depth0, depth1, front_blend0, front_blend1, back_temp0, back_temp1, back_blend}
GLSL::Shader * blendShaders_[8]
shader resources
void drawScenePass(ACG::GLState *_glState, ACG::SceneGraph::DrawModes::DrawMode _drawMode, BaseNode *_sceneGraphRoot)
draw the current scene
void drawQuadProj(float _x0=-1.0f, float _y0=1.0f, float _w=2.0f, float _h=2.0f)
draw a quad in projection space (only positions)
Interface for all Plugins which do logging to the logging window of the framework.
ACG::GLState * glStateTmp_
current glState ptr for hiddenline rendering
GLSL program class.
Definition: GLSLShader.hh:211
GLuint glLightIDs_[16]
matching GL light id
unsigned int rtHeight_
render target height
LightType
light type enumeration
QString name()
Return a name for the plugin.
A generic shader base class.
Definition: GLSLShader.hh:71
Interface class from which all plugins have to be created.
Interface to add additional rendering functions from within plugins.
unsigned int getPeelShaderIndex(ACG::SceneGraph::DrawModes::DrawMode _drawMode)
converts a drawmode to the correct shading program index
unsigned int glHeight_
viewer window height
GLSL::Shader * peelShaders_[PEEL_NUM_COMBINATIONS *3]
generated shader set
void reloadResources(int _viewerId)
reload gl resources
void traverseLightNodes(BaseNode *_node)
find all light nodes in the scene
GLuint numLights_
number of used lights in the scene
GLSL::Program * peelProgs_[PEEL_NUM_COMBINATIONS]
generates shader programs
unsigned int glWidth_
viewer window width