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00032 #include <vlCore/GlobalSettings.hpp>
00033 #include <vlGraphics/EdgeRenderer.hpp>
00034 #include <vlGraphics/RenderQueue.hpp>
00035 #include <vlGraphics/OpenGLContext.hpp>
00036
00037 using namespace vl;
00038
00039
00040 const RenderQueue* EdgeRenderer::render(const RenderQueue* render_queue, Camera* camera, real frame_clock)
00041 {
00042
00043
00044 if (enableMask() == 0)
00045 return render_queue;
00046
00047
00048
00049 class InOutContract
00050 {
00051 RendererAbstract* mRenderer;
00052 public:
00053 InOutContract(RendererAbstract* renderer, Camera* camera): mRenderer(renderer)
00054 {
00055
00056 mRenderer->incrementRenderTick();
00057
00058
00059
00060 mRenderer->framebuffer()->activate();
00061
00062
00063 camera->viewport()->setClearFlags( mRenderer->clearFlags() );
00064 camera->viewport()->activate();
00065
00066
00067 mRenderer->dispatchOnRendererStarted();
00068
00069
00070 VL_CHECK_OGL()
00071 }
00072
00073 ~InOutContract()
00074 {
00075
00076 mRenderer->dispatchOnRendererFinished();
00077
00078
00079 VL_CHECK_OGL()
00080 }
00081 } contract(this, camera);
00082
00083
00084
00085
00086
00087 mVisibleActors.clear();
00088 for(int i=0; i<render_queue->size(); ++i)
00089 {
00090 if ( !isEnabled(render_queue->at(i)->mActor->enableMask()) )
00091 continue;
00092
00093 WFInfo* wfinfo = declareActor(render_queue->at(i)->mActor);
00094 if (wfinfo)
00095 {
00096 mVisibleActors[render_queue->at(i)->mActor] = wfinfo;
00097 }
00098 }
00099
00100 camera->applyProjMatrix();
00101
00102
00103 glEnable(GL_DEPTH_TEST);
00104 glDepthFunc(GL_LEQUAL);
00105 glEnable(GL_POLYGON_OFFSET_FILL);
00106 glPolygonOffset( polygonOffsetFactor(), polygonOffsetUnits() );
00107 glColorMask(0,0,0,0);
00108 renderSolids(camera, frame_clock);
00109 glDisable(GL_POLYGON_OFFSET_FILL);
00110 glPolygonOffset( 0.0f, 0.0f );
00111 glPolygonOffset(0,0);
00112 glColorMask(1,1,1,1);
00113
00114
00115 glLineWidth(mLineWidth);
00116 if (smoothLines())
00117 {
00118 glEnable(GL_BLEND);
00119 glEnable(GL_LINE_SMOOTH);
00120 }
00121 renderLines(camera);
00122
00123
00124 glDisable(GL_DEPTH_TEST);
00125 glLineWidth(mLineWidth > 2.0f ? mLineWidth / 2.0f : 1.0f);
00126 #if defined(VL_OPENGL)
00127 glLineStipple(1,0xF0F0);
00128 glEnable(GL_LINE_STIPPLE);
00129 #endif
00130 if (showHiddenLines())
00131 renderLines(camera);
00132 glDisable(GL_LINE_SMOOTH);
00133 #if defined(VL_OPENGL)
00134 glDisable(GL_LINE_STIPPLE);
00135 #endif
00136 glDisable(GL_BLEND);
00137 glLineWidth(1.0f);
00138
00139
00140 glDisable(GL_SCISSOR_TEST);
00141
00142
00143 framebuffer()->openglContext()->bindVAS(NULL, false, true);
00144
00145 VL_CHECK( !globalSettings()->checkOpenGLStates() || framebuffer()->openglContext()->isCleanState(true) );
00146
00147 return render_queue;
00148 }
00149
00150 void EdgeRenderer::renderSolids(Camera* camera, real frame_clock)
00151 {
00152
00153 const Transform* cur_transform = NULL;
00154 camera->applyViewMatrix();
00155
00156 const mat4& view_matrix = camera->viewMatrix();
00157
00158 for( std::map< ref<Actor>, ref<WFInfo> >::iterator it = mVisibleActors.begin(); it != mVisibleActors.end(); ++it)
00159 {
00160 ref<Actor> actor = it->first;
00161 VL_CHECK(actor);
00162 VL_CHECK(actor->lod(0));
00163 WFInfo* wfinfo = it->second.get();
00164 VL_CHECK(wfinfo);
00165
00166
00167
00168
00169 if ( actor->transform() != cur_transform )
00170 {
00171 cur_transform = actor->transform();
00172
00173 if ( cur_transform )
00174 {
00175 #if 0
00176 glMatrixMode(GL_MODELVIEW);
00177 VL_glLoadMatrix( view_matrix.ptr() );
00178 VL_glMultMatrix( cur_transform->worldMatrix().ptr() );
00179 #else
00180
00181 glMatrixMode(GL_MODELVIEW);
00182 VL_glLoadMatrix( (view_matrix * cur_transform->worldMatrix() ).ptr() );
00183 #endif
00184 }
00185 else
00186 {
00187 glMatrixMode(GL_MODELVIEW);
00188 VL_glLoadMatrix( view_matrix.ptr() );
00189 }
00190 }
00191
00192
00193 wfinfo->mEdgeCallback->setShowCreases(showCreases());
00194 wfinfo->mEdgeCallback->onActorRenderStarted( actor.get(), frame_clock, camera, wfinfo->mGeometry.get(), NULL, 0 );
00195 actor->lod(0)->render( actor.get(), NULL, camera, framebuffer()->openglContext() );
00196 }
00197 }
00198
00199 void EdgeRenderer::renderLines(Camera* camera)
00200 {
00201
00202 const Transform* cur_transform = NULL;
00203 camera->applyViewMatrix();
00204
00205 const mat4& view_matrix = camera->viewMatrix();
00206
00207 for( std::map< ref<Actor>, ref<WFInfo> >::iterator it = mVisibleActors.begin(); it != mVisibleActors.end(); ++it)
00208 {
00209 ref<Actor> actor = it->first;
00210 WFInfo* wfinfo = it->second.get();
00211
00212
00213
00214
00215 if ( actor->transform() != cur_transform )
00216 {
00217 cur_transform = actor->transform();
00218
00219 if ( cur_transform )
00220 {
00221 #if 0
00222 glMatrixMode(GL_MODELVIEW);
00223 VL_glLoadMatrix( view_matrix.ptr() );
00224 VL_glMultMatrix( cur_transform->worldMatrix().ptr() );
00225 #else
00226
00227 glMatrixMode(GL_MODELVIEW);
00228 VL_glLoadMatrix( (view_matrix * cur_transform->worldMatrix() ).ptr() );
00229 #endif
00230 }
00231 else
00232 {
00233 glMatrixMode(GL_MODELVIEW);
00234 VL_glLoadMatrix( view_matrix.ptr() );
00235 }
00236 }
00237
00238
00239 glColor4fv( wfinfo->mColor.ptr() );
00240 wfinfo->mGeometry->render( actor.get(), NULL, camera, framebuffer()->openglContext() );
00241 }
00242 }
00243
00244 EdgeRenderer::WFInfo* EdgeRenderer::declareActor(Actor* act, const fvec4& color)
00245 {
00246 std::map< ref<Actor>, ref<WFInfo> >::iterator it = mActorCache.find( act );
00247 if (it!=mActorCache.end())
00248 {
00249 it->second->mColor = color;
00250 return it->second.get();
00251 }
00252 else
00253 {
00254 ref<WFInfo> info = new WFInfo;
00255 EdgeExtractor ee;
00256 ee.setCreaseAngle( creaseAngle() );
00257 if (ee.extractEdges(act))
00258 {
00259 info->mGeometry = ee.generateEdgeGeometry();
00260 info->mEdgeCallback = new EdgeUpdateCallback(ee.edges());
00261 if (info->mGeometry)
00262 {
00263 info->mColor = color;
00264 mActorCache[act] = info;
00265 return info.get();
00266 }
00267 }
00268 }
00269 return NULL;
00270 }
00271
00272 EdgeRenderer::WFInfo* EdgeRenderer::declareActor(Actor* act)
00273 {
00274 std::map< ref<Actor>, ref<WFInfo> >::iterator it = mActorCache.find( act );
00275 if (it!=mActorCache.end())
00276 return it->second.get();
00277 else
00278 {
00279 ref<WFInfo> info = new WFInfo;
00280 EdgeExtractor ee;
00281 ee.setCreaseAngle( creaseAngle() );
00282 if (ee.extractEdges(act))
00283 {
00284 info->mGeometry = ee.generateEdgeGeometry();
00285 info->mEdgeCallback = new EdgeUpdateCallback(ee.edges());
00286 if (info->mGeometry)
00287 {
00288 info->mColor = mDefaultLineColor;
00289 mActorCache[act] = info;
00290 return info.get();
00291 }
00292 }
00293 }
00294 return NULL;
00295 }
00296
00297