add a new radiance scaling render plugin

This commit is contained in:
Gael Guennebaud guennebaud 2010-07-05 16:39:09 +00:00
parent 1ec060fd59
commit b6d4cb42aa
26 changed files with 3338 additions and 0 deletions

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/****************************************************************************
* Render Radiance Scaling *
* Meshlab's plugin *
* *
* Copyright(C) 2010 *
* Vergne Romain, Dumas Olivier *
* INRIA - Institut Nationnal de Recherche en Informatique et Automatique *
* *
* All rights reserved. *
* *
* This program is free software; you can redistribute it and/or modify *
* it under the terms of the GNU General Public License as published by *
* the Free Software Foundation; either version 2 of the License, or *
* (at your option) any later version. *
* *
* This program is distributed in the hope that it will be useful, *
* but WITHOUT ANY WARRANTY; without even the implied warranty of *
* MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the *
* GNU General Public License (http://www.gnu.org/licenses/gpl.txt) *
* for more details. *
* *
****************************************************************************/
#include "framebufferObject.h"
#include <iostream>
#include <assert.h>
using namespace std;
std::vector<GLenum> _buffers;
FramebufferObject::FramebufferObject()
: fbo_id(0) {
glGenFramebuffersEXT(1,&fbo_id);
}
FramebufferObject::~FramebufferObject() {
glDeleteFramebuffersEXT(1,&fbo_id);
}
void FramebufferObject::attachTexture(GLenum tex_target,GLuint tex_id,
GLenum attachment,int mip_level,int z_slice) {
unbindCurrentBindThis();
glBindTexture(tex_target,tex_id);
if(tex_target==GL_TEXTURE_1D)
glFramebufferTexture1DEXT(GL_FRAMEBUFFER_EXT,attachment,
GL_TEXTURE_1D,tex_id,mip_level);
else if(tex_target == GL_TEXTURE_3D)
glFramebufferTexture3DEXT(GL_FRAMEBUFFER_EXT,attachment,
GL_TEXTURE_3D,tex_id,mip_level,z_slice);
else
glFramebufferTexture2DEXT(GL_FRAMEBUFFER_EXT,attachment,
tex_target,tex_id,mip_level);
unbindThisBindCurrent();
}
void FramebufferObject::attachRenderBuffer(GLuint buff_id,GLenum attachment) {
unbindCurrentBindThis();
glFramebufferRenderbufferEXT(GL_FRAMEBUFFER_EXT,attachment,
GL_RENDERBUFFER_EXT,buff_id);
unbindThisBindCurrent();
}
void FramebufferObject::unattach(GLenum attachment) {
unbindCurrentBindThis();
GLenum type = getAttachedType(attachment);
switch(type){
case GL_RENDERBUFFER_EXT:
attachRenderBuffer(0, attachment);
break;
case GL_TEXTURE:
attachTexture(GL_TEXTURE_2D, 0, attachment);
break;
default:
break;
}
unbindThisBindCurrent();
}
void FramebufferObject::unattachAll() {
int nb_attachments = getMaxColorAttachments();
for(int i=0;i<nb_attachments;i++)
unattach(GL_COLOR_ATTACHMENT0_EXT+i);
}
GLint FramebufferObject::getMaxColorAttachments() {
GLint max_attach = 0;
glGetIntegerv(GL_MAX_COLOR_ATTACHMENTS_EXT, &max_attach);
return max_attach;
}
void FramebufferObject::unbindCurrentBindThis() {
glGetIntegerv(GL_FRAMEBUFFER_BINDING_EXT,&current_fbo_id);
if(fbo_id != (GLuint)current_fbo_id)
glBindFramebufferEXT(GL_FRAMEBUFFER_EXT,fbo_id);
}
void FramebufferObject::unbindThisBindCurrent() {
if(fbo_id != (GLuint)current_fbo_id)
glBindFramebufferEXT(GL_FRAMEBUFFER_EXT,(GLuint)current_fbo_id);
}
bool FramebufferObject::isValid() {
unbindCurrentBindThis();
bool res = false;
GLenum status;
status = glCheckFramebufferStatusEXT(GL_FRAMEBUFFER_EXT);
switch(status){
case GL_FRAMEBUFFER_COMPLETE_EXT: // Everything's OK
res = true;
break;
case GL_FRAMEBUFFER_INCOMPLETE_ATTACHMENT_EXT:
cerr << "glift::CheckFramebufferStatus() ERROR:\n\t"
<< "GL_FRAMEBUFFER_INCOMPLETE_ATTACHMENT_EXT\n";
res = false;
break;
case GL_FRAMEBUFFER_INCOMPLETE_MISSING_ATTACHMENT_EXT:
cerr << "glift::CheckFramebufferStatus() ERROR:\n\t"
<< "GL_FRAMEBUFFER_INCOMPLETE_MISSING_ATTACHMENT_EXT\n";
res = false;
break;
case GL_FRAMEBUFFER_INCOMPLETE_DIMENSIONS_EXT:
cerr << "glift::CheckFramebufferStatus() ERROR:\n\t"
<< "GL_FRAMEBUFFER_INCOMPLETE_DIMENSIONS_EXT\n";
res = false;
break;
case GL_FRAMEBUFFER_INCOMPLETE_FORMATS_EXT:
cerr << "glift::CheckFramebufferStatus() ERROR:\n\t"
<< "GL_FRAMEBUFFER_INCOMPLETE_FORMATS_EXT\n";
res = false;
break;
case GL_FRAMEBUFFER_INCOMPLETE_DRAW_BUFFER_EXT:
cerr << "glift::CheckFramebufferStatus() ERROR:\n\t"
<< "GL_FRAMEBUFFER_INCOMPLETE_DRAW_BUFFER_EXT\n";
res = false;
break;
case GL_FRAMEBUFFER_INCOMPLETE_READ_BUFFER_EXT:
cerr << "glift::CheckFramebufferStatus() ERROR:\n\t"
<< "GL_FRAMEBUFFER_INCOMPLETE_READ_BUFFER_EXT\n";
res = false;
break;
case GL_FRAMEBUFFER_UNSUPPORTED_EXT:
cerr << "glift::CheckFramebufferStatus() ERROR:\n\t"
<< "GL_FRAMEBUFFER_UNSUPPORTED_EXT\n";
res = false;
break;
default:
cerr << "glift::CheckFramebufferStatus() ERROR:\n\t"
<< "Unknown ERROR\n";
res = false;
}
unbindThisBindCurrent();
return res;
}
GLenum FramebufferObject::getAttachedType(GLenum attachment) {
// GL_RENDERBUFFER_EXT or GL_TEXTURE
unbindCurrentBindThis();
GLint type = 0;
glGetFramebufferAttachmentParameterivEXT(GL_FRAMEBUFFER_EXT, attachment,
GL_FRAMEBUFFER_ATTACHMENT_OBJECT_TYPE_EXT,
&type);
unbindThisBindCurrent();
return GLenum(type);
}
GLuint FramebufferObject::getAttachedId(GLenum attachment) {
unbindCurrentBindThis();
GLint id = 0;
glGetFramebufferAttachmentParameterivEXT(GL_FRAMEBUFFER_EXT, attachment,
GL_FRAMEBUFFER_ATTACHMENT_OBJECT_NAME_EXT,
&id);
unbindThisBindCurrent();
return GLuint(id);
}
GLint FramebufferObject::getAttachedMipLevel(GLenum attachment) {
unbindCurrentBindThis();
GLint level = 0;
glGetFramebufferAttachmentParameterivEXT(GL_FRAMEBUFFER_EXT, attachment,
GL_FRAMEBUFFER_ATTACHMENT_TEXTURE_LEVEL_EXT,
&level);
unbindThisBindCurrent();
return level;
}
GLint FramebufferObject::getAttachedCubeFace(GLenum attachment) {
unbindCurrentBindThis();
GLint level = 0;
glGetFramebufferAttachmentParameterivEXT(GL_FRAMEBUFFER_EXT, attachment,
GL_FRAMEBUFFER_ATTACHMENT_TEXTURE_CUBE_MAP_FACE_EXT,
&level);
unbindThisBindCurrent();
return level;
}
GLint FramebufferObject::getAttachedZSlice(GLenum attachment) {
unbindCurrentBindThis();
GLint slice = 0;
glGetFramebufferAttachmentParameterivEXT(GL_FRAMEBUFFER_EXT, attachment,
GL_FRAMEBUFFER_ATTACHMENT_TEXTURE_3D_ZOFFSET_EXT,
&slice);
unbindThisBindCurrent();
return slice;
}
GLenum *FramebufferObject::buffers(unsigned int i) {
if(_buffers.empty()) {
for(int j=0;j<getMaxColorAttachments();++j) {
_buffers.push_back(GL_COLOR_ATTACHMENT0_EXT+j);
}
}
assert((int)i<getMaxColorAttachments());
return &(_buffers[i]);
}

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/****************************************************************************
* Render Radiance Scaling *
* Meshlab's plugin *
* *
* Copyright(C) 2010 *
* Vergne Romain, Dumas Olivier *
* INRIA - Institut Nationnal de Recherche en Informatique et Automatique *
* *
* All rights reserved. *
* *
* This program is free software; you can redistribute it and/or modify *
* it under the terms of the GNU General Public License as published by *
* the Free Software Foundation; either version 2 of the License, or *
* (at your option) any later version. *
* *
* This program is distributed in the hope that it will be useful, *
* but WITHOUT ANY WARRANTY; without even the implied warranty of *
* MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the *
* GNU General Public License (http://www.gnu.org/licenses/gpl.txt) *
* for more details. *
* *
****************************************************************************/
#ifndef FRAMEBUFFER_OBJECT
#define FRAMEBUFFER_OBJECT
#include <GL/glew.h>
#include <vector>
class FramebufferObject {
public:
FramebufferObject();
~FramebufferObject();
inline void bind();
inline static void unbind();
void attachTexture(GLenum tex_target,
GLuint tex_id,
GLenum attachment = GL_COLOR_ATTACHMENT0_EXT,
int mip_level = 0,
int z_slice = 0);
void attachRenderBuffer(GLuint rb_id,
GLenum attachment = GL_COLOR_ATTACHMENT0_EXT);
void unattach(GLenum attachment);
void unattachAll();
bool isValid();
GLenum getAttachedType(GLenum attachment);
GLuint getAttachedId(GLenum attachment);
GLint getAttachedMipLevel(GLenum attachment);
GLint getAttachedCubeFace(GLenum attachment);
GLint getAttachedZSlice(GLenum attachment);
static int getMaxColorAttachments();
static GLenum *buffers(unsigned int i=0);
private:
void unbindCurrentBindThis();
void unbindThisBindCurrent();
GLuint fbo_id;
GLint current_fbo_id;
};
inline void FramebufferObject::bind() {
glBindFramebufferEXT(GL_FRAMEBUFFER_EXT,fbo_id);
}
inline void FramebufferObject::unbind() {
glBindFramebufferEXT(GL_FRAMEBUFFER_EXT, 0);
}
#endif // FRAMEBUFFER_OBJECT

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/****************************************************************************
* Render Radiance Scaling *
* Meshlab's plugin *
* *
* Copyright(C) 2010 *
* Vergne Romain, Dumas Olivier *
* INRIA - Institut Nationnal de Recherche en Informatique et Automatique *
* *
* All rights reserved. *
* *
* This program is free software; you can redistribute it and/or modify *
* it under the terms of the GNU General Public License as published by *
* the Free Software Foundation; either version 2 of the License, or *
* (at your option) any later version. *
* *
* This program is distributed in the hope that it will be useful, *
* but WITHOUT ANY WARRANTY; without even the implied warranty of *
* MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the *
* GNU General Public License (http://www.gnu.org/licenses/gpl.txt) *
* for more details. *
* *
****************************************************************************/
#include "gpuProgram.h"
#include <iostream>
using namespace std;
GPUProgram::GPUProgram(GPUShader* vs,GPUShader* fs,GPUShader *gs,
int inputGeometry,int outputGeometry,int outVertices)
: _vs(vs),
_fs(fs),
_gs(gs),
_inputGeometry(inputGeometry),
_outputGeometry(outputGeometry),
_outVertices(outVertices) {
_programId = glCreateProgram();
setGeometryParameters(_inputGeometry,_outputGeometry,_outVertices);
attachAndLink();
}
GPUProgram::GPUProgram(const string &vsFile,
const string &fsFile,
const string &gsFile,
int inputGeometry,
int outputGeometry,
int outVertices)
:_inputGeometry(inputGeometry),
_outputGeometry(outputGeometry),
_outVertices(outVertices) {
_vs = _fs = _gs = NULL;
if(vsFile!="")
_vs = new GPUShader(VERT,vsFile);
if(fsFile!="")
_fs = new GPUShader(FRAG,fsFile);
if(gsFile!="")
_gs = new GPUShader(GEOM,gsFile);
_programId = glCreateProgram();
setGeometryParameters(_inputGeometry,_outputGeometry,_outVertices);
attachAndLink();
}
GPUProgram::~GPUProgram() {
detach();
if(_vs!=NULL) {
delete _vs;
}
if(_fs!=NULL) {
delete _fs;
}
if(_gs!=NULL) {
delete _gs;
}
glDeleteProgram(_programId);
}
void GPUProgram::setGeometryParameters(int inputGeometry,int outputGeometry,int outVertices) {
#ifdef GL_EXT_geometry_shader4
if(GL_EXT_geometry_shader4 && _gs!=NULL && _gs->id()!=0) {
glProgramParameteriEXT(_programId,GL_GEOMETRY_INPUT_TYPE_EXT,inputGeometry);
glProgramParameteriEXT(_programId,GL_GEOMETRY_OUTPUT_TYPE_EXT,outputGeometry);
glProgramParameteriEXT(_programId,GL_GEOMETRY_VERTICES_OUT_EXT,outVertices);
}
#endif
}
void GPUProgram::attach() {
if(_vs!=NULL) {
glAttachShader(_programId,_vs->id());
}
if(_fs!=NULL) {
glAttachShader(_programId,_fs->id());
}
if(_gs!=NULL) {
glAttachShader(_programId,_gs->id());
}
}
void GPUProgram::detach() {
if(_vs!=NULL) {
glDetachShader(_programId,_vs->id());
}
if(_fs!=NULL) {
glDetachShader(_programId,_fs->id());
}
if(_gs!=NULL) {
glDetachShader(_programId,_gs->id());
}
}
bool GPUProgram::link() {
int linked = 1;
glLinkProgram(_programId);
glGetObjectParameterivARB(_programId,GL_OBJECT_LINK_STATUS_ARB,&linked);
if(linked)
return true;
return false;
}
bool GPUProgram::attachAndLink() {
attach();
return link();
}
void GPUProgram::reload() {
detach();
bool allOk = true;
if(_vs!=NULL) {
allOk = allOk && _vs->loadAndCompile();
}
if(_fs!=NULL) {
allOk = allOk && _fs->loadAndCompile();
}
if(_gs!=NULL) {
allOk = allOk && _gs->loadAndCompile();
}
if(!allOk){
std::cout << "reload fail, maybe missing file" << std::endl;
}
setGeometryParameters(_inputGeometry,_outputGeometry,_outVertices);
attachAndLink();
// reload uniforms
for(map<string,GLint>::iterator i=_uniformLocations.begin();i!=_uniformLocations.end();i++) {
_uniformLocations[(*i).first] = glGetUniformLocation(_programId,(*i).first.c_str());
}
// reload attributes
for(map<string,GLint>::iterator i=_attributeLocations.begin();i!=_attributeLocations.end();i++) {
_uniformLocations[(*i).first] = glGetAttribLocation(_programId,(*i).first.c_str());
}
// free textures
_textures.clear();
}
void GPUProgram::addUniform(const string &uniformName) {
GLint location = glGetUniformLocation(_programId,uniformName.c_str());
_uniformLocations[uniformName] = location;
}
void GPUProgram::addAttribute(const string &attributeName) {
GLint location = glGetAttribLocation(_programId,attributeName.c_str());
_attributeLocations[attributeName] = location;
}
bool GPUProgram::haveShaderOfType(SHADER_TYPE type) {
if(type==VERT)
return _vs!=NULL;
if(type==FRAG)
return _fs!=NULL;
if(type==GEOM)
return _gs!=NULL;
cout << "Warning : unknown type !" << endl;
return false;
}
string GPUProgram::filename(SHADER_TYPE type) {
if(type==VERT && _vs!=NULL)
return _vs->filename();
if(type==FRAG && _fs!=NULL)
return _fs->filename();
if(type==GEOM && _gs!=NULL)
return _gs->filename();
cout << "Warning : unknown type !" << endl;
return "";
}

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/****************************************************************************
* Render Radiance Scaling *
* Meshlab's plugin *
* *
* Copyright(C) 2010 *
* Vergne Romain, Dumas Olivier *
* INRIA - Institut Nationnal de Recherche en Informatique et Automatique *
* *
* All rights reserved. *
* *
* This program is free software; you can redistribute it and/or modify *
* it under the terms of the GNU General Public License as published by *
* the Free Software Foundation; either version 2 of the License, or *
* (at your option) any later version. *
* *
* This program is distributed in the hope that it will be useful, *
* but WITHOUT ANY WARRANTY; without even the implied warranty of *
* MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the *
* GNU General Public License (http://www.gnu.org/licenses/gpl.txt) *
* for more details. *
* *
****************************************************************************/
#ifndef GPUPROGRAM_H
#define GPUPROGRAM_H
#include <GL/glew.h>
#include <iostream>
#include <gpuShader.h>
#include <string>
#include <vector>
#include <map>
class GPUProgram {
public:
GPUProgram(GPUShader *vs=NULL,GPUShader *fs=NULL,GPUShader *geom=NULL,
int inputGeometry=0,int outputGeometry=0,int outVertices=0);
GPUProgram(const std::string &vsFile="",
const std::string &fsFile="",
const std::string &gsFile="",
int inputGeometry=0,
int outputGeometry=0,
int outVertices=0);
~GPUProgram();
void addUniform(const std::string &uniformName);
void addAttribute(const std::string &attributeName);
void reload();
inline GLuint id() const;
bool haveShaderOfType(SHADER_TYPE type);
std::string filename(SHADER_TYPE type);
inline void enable();
inline void disable();
inline GLint getUniformLocation(const std::string &uniformName);
inline GLint getAttributeLocation(const std::string &attributeName);
inline void setUniform1f(const std::string &uniformName,GLfloat v);
inline void setUniform2f(const std::string &uniformName,GLfloat v1,GLfloat v2);
inline void setUniform3f(const std::string &uniformName,GLfloat v1,GLfloat v2,GLfloat v3);
inline void setUniform4f(const std::string &uniformName,GLfloat v1,GLfloat v2,GLfloat v3,GLfloat v4);
inline void setUniform1f(GLint loc,GLfloat v);
inline void setUniform2f(GLint loc,GLfloat v1,GLfloat v2);
inline void setUniform3f(GLint loc,GLfloat v1,GLfloat v2,GLfloat v3);
inline void setUniform4f(GLint loc,GLfloat v1,GLfloat v2,GLfloat v3,GLfloat v4);
inline void setUniform1i(const std::string &uniformName,GLint v);
inline void setUniform2i(const std::string &uniformName,GLint v1,GLint v2);
inline void setUniform3i(const std::string &uniformName,GLint v1,GLint v2,GLint v3);
inline void setUniform4i(const std::string &uniformName,GLint v1,GLint v2,GLint v3,GLint v4);
inline void setUniform1i(GLint loc,GLint v);
inline void setUniform2i(GLint loc,GLint v1,GLint v2);
inline void setUniform3i(GLint loc,GLint v1,GLint v2,GLint v3);
inline void setUniform4i(GLint loc,GLint v1,GLint v2,GLint v3,GLint v4);
inline void setUniform1fv(const std::string &uniformName,GLfloat *v,GLsizei count=1);
inline void setUniform2fv(const std::string &uniformName,GLfloat *v,GLsizei count=1);
inline void setUniform3fv(const std::string &uniformName,GLfloat *v,GLsizei count=1);
inline void setUniform4fv(const std::string &uniformName,GLfloat *v,GLsizei count=1);
inline void setUniform1fv(GLint loc,GLfloat *v,GLsizei count=1);
inline void setUniform2fv(GLint loc,GLfloat *v,GLsizei count=1);
inline void setUniform3fv(GLint loc,GLfloat *v,GLsizei count=1);
inline void setUniform4fv(GLint loc,GLfloat *v,GLsizei count=1);
inline void setUniform1iv(const std::string &uniformName,GLint *v,GLsizei count=1);
inline void setUniform2iv(const std::string &uniformName,GLint *v,GLsizei count=1);
inline void setUniform3iv(const std::string &uniformName,GLint *v,GLsizei count=1);
inline void setUniform4iv(const std::string &uniformName,GLint *v,GLsizei count=1);
inline void setUniform1iv(GLint loc,GLint *v,GLsizei count=1);
inline void setUniform2iv(GLint loc,GLint *v,GLsizei count=1);
inline void setUniform3iv(GLint loc,GLint *v,GLsizei count=1);
inline void setUniform4iv(GLint loc,GLint *v,GLsizei count=1);
inline void setUniformMatrix2fv(const std::string &uniformName,GLfloat *v,GLsizei count=1,GLboolean transpose=false);
inline void setUniformMatrix3fv(const std::string &uniformName,GLfloat *v,GLsizei count=1,GLboolean transpose=false);
inline void setUniformMatrix4fv(const std::string &uniformName,GLfloat *v,GLsizei count=1,GLboolean transpose=false);
inline void setUniformMatrix2fv(GLint loc,GLfloat *v,GLsizei count=1,GLboolean transpose=false);
inline void setUniformMatrix3fv(GLint loc,GLfloat *v,GLsizei count=1,GLboolean transpose=false);
inline void setUniformMatrix4fv(GLint loc,GLfloat *v,GLsizei count=1,GLboolean transpose=false);
inline void setUniformTexture(const std::string &uniformName,GLint num,GLenum type,GLuint textureName);
inline void setUniformTexture(GLint loc,GLint num,GLenum type,GLuint textureName);
inline void setUniformBuffer(const std::string &uniformName,GLuint buffer);
inline void setUniformBuffer(GLint loc,GLuint buffer);
inline GLint getUniformBufferSize(const std::string &uniformName);
inline GLint getUniformBufferSize(GLint loc);
protected:
void attach();
bool link();
bool attachAndLink();
void detach();
void setGeometryParameters(int inputGeometry,int outputGeometry,int outVertices);
private:
GPUShader* _vs;
GPUShader* _fs;
GPUShader* _gs;
GLuint _programId;
std::map<std::string,GLint> _uniformLocations;
std::map<std::string,GLint> _attributeLocations;
std::map<GLuint,std::pair<GLenum,GLenum> > _textures;
int _inputGeometry;
int _outputGeometry;
int _outVertices;
};
inline void GPUProgram::enable() {
glUseProgramObjectARB(_programId);
for(std::map<GLuint,std::pair<GLenum,GLenum> >::iterator i=_textures.begin();i!=_textures.end();++i) {
glActiveTexture((*i).second.first);
glBindTexture((*i).second.second,(*i).first);
glEnable((*i).second.second);
}
}
inline void GPUProgram::disable() {
for(std::map<GLuint,std::pair<GLenum,GLenum> >::reverse_iterator i=_textures.rbegin();i!=_textures.rend();++i) {
glActiveTexture((*i).second.first);
glDisable((*i).second.second);
}
glUseProgramObjectARB(0);
}
inline GLuint GPUProgram::id() const {
return _programId;
}
inline void GPUProgram::setUniform1f(const std::string &uniformName,GLfloat v) {
glUniform1f(_uniformLocations[uniformName],v);
}
inline void GPUProgram::setUniform2f(const std::string &uniformName,GLfloat v1,GLfloat v2) {
glUniform2f(_uniformLocations[uniformName],v1,v2);
}
inline void GPUProgram::setUniform3f(const std::string &uniformName,GLfloat v1,GLfloat v2,GLfloat v3) {
glUniform3f(_uniformLocations[uniformName],v1,v2,v3);
}
inline void GPUProgram::setUniform4f(const std::string &uniformName,GLfloat v1,GLfloat v2,GLfloat v3,GLfloat v4) {
glUniform4f(_uniformLocations[uniformName],v1,v2,v3,v4);
}
inline void GPUProgram::setUniform1i(const std::string &uniformName,GLint v) {
glUniform1i(_uniformLocations[uniformName],v);
}
inline void GPUProgram::setUniform2i(const std::string &uniformName,GLint v1,GLint v2) {
glUniform2i(_uniformLocations[uniformName],v1,v2);
}
inline void GPUProgram::setUniform3i(const std::string &uniformName,GLint v1,GLint v2,GLint v3) {
glUniform3i(_uniformLocations[uniformName],v1,v2,v3);
}
inline void GPUProgram::setUniform4i(const std::string &uniformName,GLint v1,GLint v2,GLint v3,GLint v4) {
glUniform4i(_uniformLocations[uniformName],v1,v2,v3,v4);
}
inline void GPUProgram::setUniform1fv(const std::string &uniformName,GLfloat *v,GLsizei count) {
glUniform1fv(_uniformLocations[uniformName],count,v);
}
inline void GPUProgram::setUniform2fv(const std::string &uniformName,GLfloat *v,GLsizei count) {
glUniform2fv(_uniformLocations[uniformName],count,v);
}
inline void GPUProgram::setUniform3fv(const std::string &uniformName,GLfloat *v,GLsizei count) {
glUniform3fv(_uniformLocations[uniformName],count,v);
}
inline void GPUProgram::setUniform4fv(const std::string &uniformName,GLfloat *v,GLsizei count) {
glUniform4fv(_uniformLocations[uniformName],count,v);
}
inline void GPUProgram::setUniform1iv(const std::string &uniformName,GLint *v,GLsizei count) {
glUniform1iv(_uniformLocations[uniformName],count,v);
}
inline void GPUProgram::setUniform2iv(const std::string &uniformName,GLint *v,GLsizei count) {
glUniform2iv(_uniformLocations[uniformName],count,v);
}
inline void GPUProgram::setUniform3iv(const std::string &uniformName,GLint *v,GLsizei count) {
glUniform3iv(_uniformLocations[uniformName],count,v);
}
inline void GPUProgram::setUniform4iv(const std::string &uniformName,GLint *v,GLsizei count) {
glUniform4iv(_uniformLocations[uniformName],count,v);
}
inline void GPUProgram::setUniformMatrix2fv(const std::string &uniformName,GLfloat *v,GLsizei count,GLboolean transpose) {
glUniformMatrix2fv(_uniformLocations[uniformName],count,transpose,v);
}
inline void GPUProgram::setUniformMatrix3fv(const std::string &uniformName,GLfloat *v,GLsizei count,GLboolean transpose) {
glUniformMatrix3fv(_uniformLocations[uniformName],count,transpose,v);
}
inline void GPUProgram::setUniformMatrix4fv(const std::string &uniformName,GLfloat *v,GLsizei count,GLboolean transpose) {
glUniformMatrix4fv(_uniformLocations[uniformName],count,transpose,v);
}
inline void GPUProgram::setUniformTexture(const std::string &uniformName,GLint num,GLenum type,GLuint textureName) {
GLenum textureNum;
const std::map<GLuint,std::pair<GLenum,GLenum> >::iterator it = _textures.find(textureName);
if(it==_textures.end()) {
textureNum = GL_TEXTURE0+_textures.size();
} else {
textureNum = (*it).second.first;
}
glPushAttrib(GL_TEXTURE_BIT);
glActiveTexture(textureNum);
glBindTexture(type,textureName);
glEnable(type);
glUniform1i(_uniformLocations[uniformName],num);
_textures[textureName] = std::pair<GLenum,GLenum>(textureNum,type);
glDisable(type);
glPopAttrib();
}
inline void GPUProgram::setUniform1f(GLint loc,GLfloat v) {
glUniform1f(loc,v);
}
inline void GPUProgram::setUniform2f(GLint loc,GLfloat v1,GLfloat v2) {
glUniform2f(loc,v1,v2);
}
inline void GPUProgram::setUniform3f(GLint loc,GLfloat v1,GLfloat v2,GLfloat v3) {
glUniform3f(loc,v1,v2,v3);
}
inline void GPUProgram::setUniform4f(GLint loc,GLfloat v1,GLfloat v2,GLfloat v3,GLfloat v4) {
glUniform4f(loc,v1,v2,v3,v4);
}
inline void GPUProgram::setUniform1i(GLint loc,GLint v) {
glUniform1i(loc,v);
}
inline void GPUProgram::setUniform2i(GLint loc,GLint v1,GLint v2) {
glUniform2i(loc,v1,v2);
}
inline void GPUProgram::setUniform3i(GLint loc,GLint v1,GLint v2,GLint v3) {
glUniform3i(loc,v1,v2,v3);
}
inline void GPUProgram::setUniform4i(GLint loc,GLint v1,GLint v2,GLint v3,GLint v4) {
glUniform4i(loc,v1,v2,v3,v4);
}
inline void GPUProgram::setUniform1fv(GLint loc,GLfloat *v,GLsizei count) {
glUniform1fv(loc,count,v);
}
inline void GPUProgram::setUniform2fv(GLint loc,GLfloat *v,GLsizei count) {
glUniform2fv(loc,count,v);
}
inline void GPUProgram::setUniform3fv(GLint loc,GLfloat *v,GLsizei count) {
glUniform3fv(loc,count,v);
}
inline void GPUProgram::setUniform4fv(GLint loc,GLfloat *v,GLsizei count) {
glUniform4fv(loc,count,v);
}
inline void GPUProgram::setUniform1iv(GLint loc,GLint *v,GLsizei count) {
glUniform1iv(loc,count,v);
}
inline void GPUProgram::setUniform2iv(GLint loc,GLint *v,GLsizei count) {
glUniform2iv(loc,count,v);
}
inline void GPUProgram::setUniform3iv(GLint loc,GLint *v,GLsizei count) {
glUniform3iv(loc,count,v);
}
inline void GPUProgram::setUniform4iv(GLint loc,GLint *v,GLsizei count) {
glUniform4iv(loc,count,v);
}
inline void GPUProgram::setUniformMatrix2fv(GLint loc,GLfloat *v,GLsizei count,GLboolean transpose) {
glUniformMatrix2fv(loc,count,transpose,v);
}
inline void GPUProgram::setUniformMatrix3fv(GLint loc,GLfloat *v,GLsizei count,GLboolean transpose) {
glUniformMatrix3fv(loc,count,transpose,v);
}
inline void GPUProgram::setUniformMatrix4fv(GLint loc,GLfloat *v,GLsizei count,GLboolean transpose) {
glUniformMatrix4fv(loc,count,transpose,v);
}
inline void GPUProgram::setUniformTexture(GLint loc,GLint num,GLenum type,GLuint textureName) {
GLenum textureNum;
const std::map<GLuint,std::pair<GLenum,GLenum> >::iterator it = _textures.find(textureName);
if(it==_textures.end()) {
textureNum = GL_TEXTURE0+_textures.size();
} else {
textureNum = (*it).second.first;
}
glPushAttrib(GL_TEXTURE_BIT);
glActiveTexture(textureNum);
glBindTexture(type,textureName);
glEnable(type);
glUniform1i(loc,num);
_textures[textureName] = std::pair<GLenum,GLenum>(textureNum,type);
glDisable(type);
glPopAttrib();
}
inline GLint GPUProgram::getUniformLocation(const std::string &uniformName) {
return _uniformLocations[uniformName];
}
inline GLint GPUProgram::getAttributeLocation(const std::string &attributeName) {
return _attributeLocations[attributeName];
}
inline void GPUProgram::setUniformBuffer(const std::string &uniformName,GLuint buffer) {
glUniformBufferEXT(_programId,_uniformLocations[uniformName],buffer);
}
inline void GPUProgram::setUniformBuffer(GLint loc,GLuint buffer) {
glUniformBufferEXT(_programId,loc,buffer);
}
inline GLint GPUProgram::getUniformBufferSize(const std::string &uniformName) {
return glGetUniformBufferSizeEXT(_programId,_uniformLocations[uniformName]);
}
inline GLint GPUProgram::getUniformBufferSize(GLint loc) {
return glGetUniformBufferSizeEXT(_programId,loc);
}
static inline
void CheckErrorsGL(const char* location=NULL,std::ostream& ostr = std::cerr) {
GLuint errnum;
const char *errstr;
while((errnum=glGetError())) {
ostr << " **************************************************** " << std::endl;
ostr << " Checking OpenGL Error " << std::endl;
std::cout << " **************************************************** " << std::endl;
std::cout << " Checking OpenGL Error " << std::endl;
errstr = reinterpret_cast<const char *>(gluErrorString(errnum));
ostr << errstr;
if(location) ostr << " at " << location;
ostr << std::endl;
std::cout << " **************************************************** " << std::endl;
ostr << " **************************************************** " << std::endl;
}
}
#endif // GPUPROGRAM_H

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/****************************************************************************
* Render Radiance Scaling *
* Meshlab's plugin *
* *
* Copyright(C) 2010 *
* Vergne Romain, Dumas Olivier *
* INRIA - Institut Nationnal de Recherche en Informatique et Automatique *
* *
* All rights reserved. *
* *
* This program is free software; you can redistribute it and/or modify *
* it under the terms of the GNU General Public License as published by *
* the Free Software Foundation; either version 2 of the License, or *
* (at your option) any later version. *
* *
* This program is distributed in the hope that it will be useful, *
* but WITHOUT ANY WARRANTY; without even the implied warranty of *
* MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the *
* GNU General Public License (http://www.gnu.org/licenses/gpl.txt) *
* for more details. *
* *
****************************************************************************/
#include <string>
#include <iostream>
#include <fstream>
#include <sstream>
#include <stdlib.h>
#include <QtGui>
#include <QTextStream>
#include <QString>
#include <QFile>
#include "gpuShader.h"
using namespace std;
GPUShader::GPUShader(SHADER_TYPE type,const string &filename,bool printLog)
: _filename(filename),
_type(type),
_shaderId(0),
_printLog(printLog) {
_created = createShader();
loadAndCompile();
}
GPUShader::~GPUShader() {
if(_created){
glDeleteShader(_shaderId);
}
}
bool GPUShader::load() {
QString res;
QFile f(QString(_filename.c_str()));
if (!f.open(QFile::ReadOnly)) {
std::cerr << "failed to load shader file " << _filename << "\n";
return false;
}
QTextStream stream(&f);
res = stream.readAll();
f.close();
string tmp = res.toStdString();
const char *s = tmp.c_str();
glShaderSource(_shaderId,1,&s,NULL);
return true;
}
bool GPUShader::compile() {
glCompileShader(_shaderId);
if(_printLog)
printInfoLog();
return true;
}
void GPUShader::printInfoLog() {
int infologLength = 0;
int charsWritten = 0;
char* infolog;
glGetObjectParameterivARB(_shaderId,GL_OBJECT_INFO_LOG_LENGTH_ARB,&infologLength);
if(infologLength>0) {
infolog = (char*)malloc(infologLength);
glGetInfoLogARB(_shaderId,infologLength,&charsWritten,infolog);
if(infolog[0]!='\0') {
printf("InfoLog ---> %s\n",_filename.c_str());
printf("%s",infolog);
}
free(infolog);
}
}
bool GPUShader::loadAndCompile() {
return _created && load() && compile();
}
bool GPUShader::createShader() {
switch(_type) {
case VERT:
if(GLEW_ARB_vertex_shader)
_shaderId = glCreateShader(GL_VERTEX_SHADER);
else {
cout << "Warning : vertex shader not supported !" << endl;
return false;
}
break;
case FRAG:
if(GLEW_ARB_fragment_shader){
_shaderId = glCreateShader(GL_FRAGMENT_SHADER);
}
else {
cout << "Warning : fragment shader not supported !" << endl;
return false;
}
break;
case GEOM:
#ifdef GL_EXT_geometry_shader4
if(GL_EXT_geometry_shader4){
_shaderId = glCreateShader(GL_GEOMETRY_SHADER_EXT);
}
else {
cout << "Warning : geometry shader not supported !" << endl;
return false;
}
#else
cout << "Warning : geometry shader not supported !" << endl;
return false;
#endif
break;
default:
cout << "Warning : unknown shader type !" << endl;
return false;
break;
}
if(_shaderId==0) {
cout << "Warning : shader " << _filename << " is not created !" << endl;
return false;
}
return true;
}

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/****************************************************************************
* Render Radiance Scaling *
* Meshlab's plugin *
* *
* Copyright(C) 2010 *
* Vergne Romain, Dumas Olivier *
* INRIA - Institut Nationnal de Recherche en Informatique et Automatique *
* *
* All rights reserved. *
* *
* This program is free software; you can redistribute it and/or modify *
* it under the terms of the GNU General Public License as published by *
* the Free Software Foundation; either version 2 of the License, or *
* (at your option) any later version. *
* *
* This program is distributed in the hope that it will be useful, *
* but WITHOUT ANY WARRANTY; without even the implied warranty of *
* MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the *
* GNU General Public License (http://www.gnu.org/licenses/gpl.txt) *
* for more details. *
* *
****************************************************************************/
#ifndef GPUSHADER_H
#define GPUSHADER_H
#include <GL/glew.h>
#include <string>
enum SHADER_TYPE {VERT,FRAG,GEOM};
class GPUShader {
public:
GPUShader(SHADER_TYPE type,const std::string &filename,bool printLog=true);
~GPUShader();
bool load();
bool compile();
bool loadAndCompile();
inline GLuint id() const;
inline SHADER_TYPE type() const;
inline std::string filename() const;
protected:
std::string _filename;
private:
SHADER_TYPE _type;
GLuint _shaderId;
bool _printLog;
bool _created;
bool createShader();
void printInfoLog();
};
inline GLuint GPUShader::id() const {
return _shaderId;
}
inline SHADER_TYPE GPUShader::type() const {
return _type;
}
inline std::string GPUShader::filename() const {
return _filename;
}
#endif // GPUSHADER

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/****************************************************************************
* Render Radiance Scaling *
* Meshlab's plugin *
* *
* Copyright(C) 2010 *
* Vergne Romain, Dumas Olivier *
* INRIA - Institut Nationnal de Recherche en Informatique et Automatique *
* *
* All rights reserved. *
* *
* This program is free software; you can redistribute it and/or modify *
* it under the terms of the GNU General Public License as published by *
* the Free Software Foundation; either version 2 of the License, or *
* (at your option) any later version. *
* *
* This program is distributed in the hope that it will be useful, *
* but WITHOUT ANY WARRANTY; without even the implied warranty of *
* MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the *
* GNU General Public License (http://www.gnu.org/licenses/gpl.txt) *
* for more details. *
* *
****************************************************************************/
#include "radianceScalingRenderer.h"
#include <QtGui>
#include <math.h>
#include <stdlib.h>
#include <iostream>
#include <QGLWidget>
#include <QTextStream>
#include <QResource>
using namespace std;
#define GL_TEST_ERR \
{ \
GLenum eCode; \
if((eCode=glGetError())!=GL_NO_ERROR) \
std::cerr << "OpenGL error : " << gluErrorString(eCode) << " in " << __FILE__ << " : " << __LINE__ << std::endl; \
}
RadianceScalingRendererPlugin::RadianceScalingRendererPlugin()
: _supported(false),
_sDialog(0),
_fbo(NULL),
_buffPass(NULL),
_rsPass(NULL),
_depthTex(NULL),
_gradTex(NULL),
_normTex(NULL),
_convexLS(NULL),
_concavLS(NULL) {
}
void RadianceScalingRendererPlugin::Init(QAction *, MeshDocument &, RenderMode &, QGLWidget *gla) {
if(_sDialog) {
_sDialog->close();
delete _sDialog;
_sDialog=0;
}
gla->makeCurrent();
glewInit();
GL_TEST_ERR
if(!GLEW_ARB_vertex_program ||
!GLEW_ARB_fragment_program ||
!GLEW_ARB_texture_float ||
!GLEW_ARB_draw_buffers ||
!GLEW_EXT_framebuffer_object) {
_supported = false;
return;
}
_supported = true;
_sDialog = new ShaderDialog(this,gla);
_sDialog->move(10,100);
_sDialog->show();
_sDialog->changeIcon(":/RadianceScalingRenderer/litSpheres/ls02.png",ShaderDialog::convex_icon);
_sDialog->changeIcon(":/RadianceScalingRenderer/litSpheres/ls01.png",ShaderDialog::concav_icon);
createLit(":/RadianceScalingRenderer/litSpheres/ls02.png",0);
createLit(":/RadianceScalingRenderer/litSpheres/ls01.png",1);
initFBOs();
GL_TEST_ERR
initShaders();
GL_TEST_ERR
}
void RadianceScalingRendererPlugin::Render(QAction *, MeshDocument &md, RenderMode &rm, QGLWidget *) {
checkViewport();
// first pass: buffers
_fbo->bind();
glDrawBuffers(2,FramebufferObject::buffers(0));
glClearColor(0.0,0.0,0.0,1.0);
glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT);
_buffPass->enable();
foreach(MeshModel *mp,md.meshList) {
if(mp->visible) mp->Render(rm.drawMode,rm.colorMode,rm.textureMode);
}
_buffPass->disable();
// second pass: descriptor, radiance scaling, lighting
FramebufferObject::unbind();
swapToScreenMode();
_rsPass->enable();
drawQuad();
_rsPass->disable();
swapToWorldMode();
}
void RadianceScalingRendererPlugin::Finalize(QAction *, MeshDocument &, GLArea *) {
cleanShaders();
cleanFBOs();
if(_sDialog) {
_sDialog->close();
delete _sDialog;
_sDialog=0;
}
if(_convexLS!=NULL) {
delete _convexLS;
_convexLS = NULL;
}
if(_concavLS!=NULL) {
delete _concavLS;
_concavLS = NULL;
}
}
void RadianceScalingRendererPlugin::initActionList() {
_actionList << new QAction("Radiance Scaling",this);
}
void RadianceScalingRendererPlugin::createLit(const QString &filename,int type) {
QImage t;
QImage b;
if(!b.load(filename)) {
return;
}
t = QGLWidget::convertToGLFormat(b);
if(type==0) {
if(_convexLS!=NULL) {
delete _convexLS;
_convexLS = NULL;
}
_convexLS = new UbyteTexture2D(TextureFormat(GL_TEXTURE_2D,t.width(),t.height(),3,GL_RGBA,GL_UNSIGNED_BYTE),TextureParams(GL_LINEAR,GL_LINEAR),t.bits());
} else {
if(_concavLS!=NULL) {
delete _concavLS;
_concavLS = NULL;
}
_concavLS = new UbyteTexture2D(TextureFormat(GL_TEXTURE_2D,t.width(),t.height(),3,GL_RGBA,GL_UNSIGNED_BYTE),TextureParams(GL_LINEAR,GL_LINEAR),t.bits());
}
}
void RadianceScalingRendererPlugin::initShaders(bool reload) {
if(!reload) {
string path = ":/RadianceScalingRenderer/shaders/";
_buffPass = new GPUProgram(path+"01_buffer.vs",path+"01_buffer.fs");
_rsPass = new GPUProgram(path+"02_rs.vs" ,path+"02_rs.fs");
GL_TEST_ERR
_rsPass->enable();
_rsPass->addUniform("sw");
_rsPass->addUniform("sh");
_rsPass->addUniform("enhancement");
_rsPass->addUniform("transition");
_rsPass->addUniform("enabled");
_rsPass->addUniform("invert");
_rsPass->addUniform("twoLS");
_rsPass->addUniform("display");
_rsPass->addUniform("grad");
_rsPass->addUniform("norm");
_rsPass->addUniform("convexLS");
_rsPass->addUniform("concavLS");
_rsPass->disable();
GL_TEST_ERR
} else {
_buffPass->reload();
_rsPass->reload();
GL_TEST_ERR
}
float sw = 1.0f/(float)_w;
float sh = 1.0f/(float)_h;
_rsPass->enable();
_rsPass->setUniform1f("sw",sw);
_rsPass->setUniform1f("sh",sh);
_rsPass->setUniform1f("enhancement",_sDialog->getEnhancement());
_rsPass->setUniform1f("transition",_sDialog->getTransition());
_rsPass->setUniform1i("enabled",_sDialog->getEnable());
_rsPass->setUniform1i("display",_sDialog->getDisplay());
_rsPass->setUniform1i("invert",_sDialog->getInvert());
_rsPass->setUniform1i("twoLS",_sDialog->getTwoLS());
_rsPass->setUniformTexture("grad",0,_gradTex->format().target(),_gradTex->id());
_rsPass->setUniformTexture("norm",1,_normTex->format().target(),_normTex->id());
_rsPass->setUniformTexture("convexLS",2,_convexLS->format().target(),_convexLS->id());
_rsPass->setUniformTexture("concavLS",3,_concavLS->format().target(),_concavLS->id());
_rsPass->disable();
GL_TEST_ERR
}
void RadianceScalingRendererPlugin::initFBOs() {
int v[4];
glGetIntegerv(GL_VIEWPORT,v);
_w = v[2];
_h = v[3];
if(_fbo==NULL) {
GLenum filter = GL_LINEAR;
GLenum format = GL_RGBA16F_ARB;
_fbo = new FramebufferObject();
_depthTex = new FloatTexture2D(TextureFormat(GL_TEXTURE_2D,_w,_h,GL_DEPTH_COMPONENT24,GL_DEPTH_COMPONENT,GL_FLOAT),TextureParams(filter,filter));
_gradTex = new FloatTexture2D(TextureFormat(GL_TEXTURE_2D,_w,_h,format,GL_RGBA,GL_FLOAT),TextureParams(filter,filter));
_normTex = new FloatTexture2D(_gradTex->format(),_gradTex->params());
}
_fbo->bind();
_fbo->unattachAll();
_depthTex->bind();
_fbo->attachTexture(_depthTex->format().target(),_depthTex->id(),GL_DEPTH_ATTACHMENT_EXT);
_gradTex->bind();
_fbo->attachTexture(_gradTex->format().target(),_gradTex->id(),GL_COLOR_ATTACHMENT0_EXT);
_normTex->bind();
_fbo->attachTexture(_normTex->format().target(),_normTex->id(),GL_COLOR_ATTACHMENT1_EXT);
_fbo->isValid();
FramebufferObject::unbind();
}
void RadianceScalingRendererPlugin::cleanShaders() {
if(_buffPass!=NULL) {
delete _buffPass;
delete _rsPass;
_buffPass = NULL;
_rsPass = NULL;
}
}
void RadianceScalingRendererPlugin::cleanFBOs() {
if(_fbo!=NULL) {
delete _fbo;
delete _depthTex;
delete _gradTex;
delete _normTex;
_fbo = NULL;
_depthTex = NULL;
_gradTex = NULL;
_normTex = NULL;
}
}
Q_EXPORT_PLUGIN(RadianceScalingRendererPlugin)

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/****************************************************************************
* Render Radiance Scaling *
* Meshlab's plugin *
* *
* Copyright(C) 2010 *
* Vergne Romain, Dumas Olivier *
* INRIA - Institut Nationnal de Recherche en Informatique et Automatique *
* *
* All rights reserved. *
* *
* This program is free software; you can redistribute it and/or modify *
* it under the terms of the GNU General Public License as published by *
* the Free Software Foundation; either version 2 of the License, or *
* (at your option) any later version. *
* *
* This program is distributed in the hope that it will be useful, *
* but WITHOUT ANY WARRANTY; without even the implied warranty of *
* MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the *
* GNU General Public License (http://www.gnu.org/licenses/gpl.txt) *
* for more details. *
* *
****************************************************************************/
#ifndef RADIANCESCALINGRENDERER_H
#define RADIANCESCALINGRENDERER_H
#include <GL/glew.h>
#include <common/meshmodel.h>
#include <common/interfaces.h>
#include <QObject>
#include <QAction>
#include <QString>
#include <map>
#include "shaderDialog.h"
#include "gpuProgram.h"
#include "framebufferObject.h"
#include "texture2D.h"
class RadianceScalingRendererPlugin : public QObject, public MeshRenderInterface {
Q_OBJECT
Q_INTERFACES(MeshRenderInterface)
bool _supported;
QList<QAction *> _actionList;
ShaderDialog *_sDialog;
public:
RadianceScalingRendererPlugin();
QList<QAction *> actions() {
if(_actionList.isEmpty()) initActionList();
return _actionList;
}
void initActionList();
virtual bool isSupported() {return _supported;}
virtual void Init(QAction *a, MeshDocument &m, RenderMode &rm, QGLWidget *gla);
virtual void Finalize(QAction *a, MeshDocument &m, GLArea * gla);
virtual void Render(QAction *a, MeshDocument &m, RenderMode &rm, QGLWidget *gla);
inline void setEnable(bool enabled);
inline void setLit(bool lit);
inline void setInvert(int invert);
inline void setDisplay(int index);
inline void setEnhancement(float enhancement);
inline void setTransition(float transition);
inline void setConvexLit(const QString &filename);
inline void setConcavLit(const QString &filename);
private:
FramebufferObject *_fbo;
GPUProgram *_buffPass;
GPUProgram *_rsPass;
FloatTexture2D *_depthTex;
FloatTexture2D *_gradTex;
FloatTexture2D *_normTex;
UbyteTexture2D *_convexLS;
UbyteTexture2D *_concavLS;
int _w,_h;
void initShaders(bool reload=false);
void initFBOs();
void cleanShaders();
void cleanFBOs();
void createLit(const QString &filename,int type);
inline void drawQuad();
inline void swapToScreenMode();
inline void swapToWorldMode();
inline void checkViewport();
};
inline void RadianceScalingRendererPlugin::swapToScreenMode() {
glMatrixMode(GL_PROJECTION);
glPushMatrix();
glLoadIdentity();
glMatrixMode(GL_MODELVIEW);
glPushMatrix();
glLoadIdentity();
glDepthMask(GL_FALSE);
}
inline void RadianceScalingRendererPlugin::swapToWorldMode() {
glMatrixMode(GL_PROJECTION);
glPopMatrix();
glMatrixMode(GL_MODELVIEW);
glPopMatrix();
glDepthMask(GL_TRUE);
}
inline void RadianceScalingRendererPlugin::drawQuad() {
glBegin(GL_QUADS);
glTexCoord2f(0.0,0.0); glVertex2f(-1.0,-1.0);
glTexCoord2f(1.0,0.0); glVertex2f( 1.0,-1.0);
glTexCoord2f(1.0,1.0); glVertex2f( 1.0, 1.0);
glTexCoord2f(0.0,1.0); glVertex2f(-1.0, 1.0);
glEnd();
}
inline void RadianceScalingRendererPlugin::checkViewport() {
int v[4];
glGetIntegerv(GL_VIEWPORT,v);
if(v[2]!=_w || v[3]!=_h) {
_w = v[2];
_h = v[3];
cleanFBOs();
initFBOs();
initShaders(true);
}
}
inline void RadianceScalingRendererPlugin::setEnable(bool enabled) {
_rsPass->enable();
_rsPass->setUniform1i("enabled",enabled);
_rsPass->disable();
}
inline void RadianceScalingRendererPlugin::setLit(bool lit) {
_rsPass->enable();
_rsPass->setUniform1i("lit",lit);
_rsPass->disable();
initShaders(false);
}
inline void RadianceScalingRendererPlugin::setInvert(int invert) {
_rsPass->enable();
_rsPass->setUniform1i("invert",invert);
_rsPass->disable();
}
inline void RadianceScalingRendererPlugin::setDisplay(int index) {
_rsPass->enable();
_rsPass->setUniform1i("display",index);
_rsPass->disable();
if(index==1) {
initShaders(false);
}
}
inline void RadianceScalingRendererPlugin::setEnhancement(float enhancement) {
_rsPass->enable();
_rsPass->setUniform1f("enhancement",enhancement);
_rsPass->disable();
}
inline void RadianceScalingRendererPlugin::setTransition(float transition) {
_rsPass->enable();
_rsPass->setUniform1f("transition",transition);
_rsPass->disable();
}
inline void RadianceScalingRendererPlugin::setConvexLit(const QString &filename) {
createLit(filename,0);
initShaders(false);
}
inline void RadianceScalingRendererPlugin::setConcavLit(const QString &filename) {
createLit(filename,1);
initShaders(false);
}
#endif

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<!DOCTYPE RCC><RCC version="1.0">
<qresource prefix="/RadianceScalingRenderer">
<file>shaders/01_buffer.vs</file>
<file>shaders/01_buffer.fs</file>
<file>shaders/02_rs.vs</file>
<file>shaders/02_rs.fs</file>
<file>litSpheres/ls01.png</file>
<file>litSpheres/ls02.png</file>
</qresource>
</RCC>

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--- License Info ---
This program is free software; you can redistribute it and/or modify it
under the terms of the GNU General Public License as published by the Free
Software Foundation; either version 2 of the License, or (at your option)
any later version.
This program is distributed in the hope that it will be useful, but
WITHOUT ANY WARRANTY; without even the implied warranty of MERCHANTABILITY
or FITNESS FOR A PARTICULAR PURPOSE. See the GNU General Public License
(http://www.gnu.org/licenses/gpl.txt) for more details.
--- References ----
Please, when using this tool, cite the following reference:
Render Radiance Scaling
Vergne Romain, Dumas Olivier
Inria
http://iparla.labri.fr/collaborations/animare
@InProceedings{VPBGS10,
author = "Vergne, Romain and Pacanowski, Romain and Barla, Pascal and Granier, Xavier and Schlick, Christophe",
title = "Radiance Scaling for Versatile Surface Enhancement",
booktitle = "I3D '10: Proc. symposium on Interactive 3D graphics and games",
year = "2010",
publisher = "ACM",
keywords = "ANR SeARCH, ANR Animare",
url = "http://iparla.labri.fr/publications/2010/VPBGS10"
}
MeshLab
Visual Computing Lab - ISTI - CNR
http://meshlab.sourceforge.net/
@misc{Meshlab
author = {Visual Computing Lab ISTI - CNR},
title = {MeshLab},
note = {http://meshlab.sourceforge.net/}
}
--- How To ---
To use it lauch meshlab, open an .obj, go inside the render->shader menu and choose Radiance Scaling.
Do not forget to choose smooth shading display mode with the cylindrical icon.
That's all folks :)

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include (../../shared.pri)
HEADERS = textureParams.h textureFormat.h texture2D.h framebufferObject.h gpuShader.h gpuProgram.h radianceScalingRenderer.h shaderDialog.h
SOURCES = textureParams.cpp textureFormat.cpp framebufferObject.cpp gpuShader.cpp gpuProgram.cpp radianceScalingRenderer.cpp shaderDialog.cpp $$GLEWCODE
TARGET = render_radiance_scaling
FORMS = shaderDialog.ui
RESOURCES = radianceScalingRenderer.qrc
QT += opengl
# CONFIG += debug

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/****************************************************************************
* Render Radiance Scaling *
* Meshlab's plugin *
* *
* Copyright(C) 2010 *
* Vergne Romain, Dumas Olivier *
* INRIA - Institut Nationnal de Recherche en Informatique et Automatique *
* *
* All rights reserved. *
* *
* This program is free software; you can redistribute it and/or modify *
* it under the terms of the GNU General Public License as published by *
* the Free Software Foundation; either version 2 of the License, or *
* (at your option) any later version. *
* *
* This program is distributed in the hope that it will be useful, *
* but WITHOUT ANY WARRANTY; without even the implied warranty of *
* MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the *
* GNU General Public License (http://www.gnu.org/licenses/gpl.txt) *
* for more details. *
* *
****************************************************************************/
#include "shaderDialog.h"
#include "radianceScalingRenderer.h"
using namespace std;
ShaderDialog::ShaderDialog(RadianceScalingRendererPlugin* wrp,QGLWidget* gla,QWidget *parent)
: QDockWidget(parent),
_wrp(wrp),
_gla(gla) {
_ui.setupUi(this);
this->setWidget(_ui.frame);
this->setFeatures(QDockWidget::AllDockWidgetFeatures);
this->setAllowedAreas(Qt::LeftDockWidgetArea);
this->setFloating(true);
connect(_ui.enableCheckBox,SIGNAL(stateChanged(int)),this,SLOT(enableChanged(int)));
connect(_ui.invertCheckBox,SIGNAL(stateChanged(int)),this,SLOT(invertChanged(int)));
connect(_ui.displayBox,SIGNAL(currentIndexChanged(int)),this,SLOT(displayChanged(int)));
connect(_ui.enSlider,SIGNAL(valueChanged(int)),this,SLOT(enhancementChanged(int)));
connect(_ui.transitionSlider,SIGNAL(valueChanged(int)),this,SLOT(transitionChanged(int)));
connect(_ui.litCheckBox,SIGNAL(stateChanged(int)),this,SLOT(litChanged(int)));
connect(_ui.loadButton1,SIGNAL(clicked()),this,SLOT(load1Clicked()));
connect(_ui.loadButton2,SIGNAL(clicked()),this,SLOT(load2Clicked()));
_ui.litCheckBox->hide();
_ui.litIcon1->hide();
_ui.litIcon2->hide();
_ui.litLabel1->hide();
_ui.litLabel2->hide();
_ui.loadButton1->hide();
_ui.loadButton2->hide();
_ui.transitionTitle->hide();
_ui.transitionSlider->hide();
_ui.transitionLabel->hide();
}
ShaderDialog::~ShaderDialog() {
}
void ShaderDialog::enableChanged(int) {
bool enableChecked = (_ui.enableCheckBox->checkState()==Qt::Checked) ? true : false;
_wrp->setEnable(enableChecked);
_gla->updateGL();
}
void ShaderDialog::invertChanged(int) {
(_ui.invertCheckBox->checkState()==Qt::Checked) ? _wrp->setInvert(true) : _wrp->setInvert(false);
_gla->updateGL();
}
void ShaderDialog::displayChanged(int index) {
if(index==1) {
// special case of lit sphere rendering
_ui.litCheckBox->show();
_ui.litIcon1->show();
_ui.litLabel1->show();
_ui.loadButton1->show();
litChanged(0);
} else {
// other cases
_ui.litCheckBox->hide();
_ui.litIcon1->hide();
_ui.litIcon2->hide();
_ui.litLabel1->hide();
_ui.litLabel2->hide();
_ui.loadButton1->hide();
_ui.loadButton2->hide();
_ui.transitionTitle->hide();
_ui.transitionSlider->hide();
_ui.transitionLabel->hide();
}
_wrp->setDisplay(index);
_gla->updateGL();
}
void ShaderDialog::enhancementChanged(int value) {
const float scale = 100.0f;
float val = (float)value/scale;
QString s;
s.setNum(val,'f',2);
_ui.enLabel->setText(s);
_wrp->setEnhancement(val);
_gla->updateGL();
}
void ShaderDialog::transitionChanged(int value) {
const float scale = 100.0f;
float val = (float)value/scale;
QString s;
s.setNum(val,'f',2);
_ui.transitionLabel->setText(s);
_wrp->setTransition(val);
_gla->updateGL();
}
void ShaderDialog::litChanged(int) {
bool doubleLit = (_ui.litCheckBox->checkState()==Qt::Checked) ? true : false;
if(doubleLit) {
_ui.litIcon2->show();
_ui.litLabel2->show();
_ui.loadButton2->show();
_ui.transitionTitle->show();
_ui.transitionSlider->show();
_ui.transitionLabel->show();
_ui.litLabel1->setText("Convexities");
} else {
_ui.litIcon2->hide();
_ui.litLabel2->hide();
_ui.loadButton2->hide();
_ui.transitionTitle->hide();
_ui.transitionSlider->hide();
_ui.transitionLabel->hide();
_ui.litLabel1->setText("Convexities and Concavities");
}
_wrp->setLit(doubleLit);
_gla->updateGL();
}
void ShaderDialog::changeIcon(QString path,int icon) {
if(icon!=convex_icon && icon!=concav_icon)
return;
const int w = 128;
QPixmap pix(path);
pix = pix.scaledToWidth(w,Qt::SmoothTransformation);
if(icon==convex_icon) {
_ui.litIcon1->setPixmap(pix);
} else if(icon==concav_icon) {
_ui.litIcon2->setPixmap(pix);
}
}
void ShaderDialog::load1Clicked() {
QString filename = QFileDialog::getOpenFileName(0, QString(),QString(),
tr("Images (*.png *.xpm *.jpg *.bmp *.tif)"));
if(filename.isNull())
return;
changeIcon(filename,convex_icon);
_wrp->setConvexLit(filename);
_gla->updateGL();
}
void ShaderDialog::load2Clicked() {
QString filename = QFileDialog::getOpenFileName(0, QString(),QString(),
tr("Images (*.png *.xpm *.jpg *.bmp *.tif)"));
if(filename.isNull())
return;
changeIcon(filename,concav_icon);
_wrp->setConcavLit(filename);
_gla->updateGL();
}

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/****************************************************************************
* Render Radiance Scaling *
* Meshlab's plugin *
* *
* Copyright(C) 2010 *
* Vergne Romain, Dumas Olivier *
* INRIA - Institut Nationnal de Recherche en Informatique et Automatique *
* *
* All rights reserved. *
* *
* This program is free software; you can redistribute it and/or modify *
* it under the terms of the GNU General Public License as published by *
* the Free Software Foundation; either version 2 of the License, or *
* (at your option) any later version. *
* *
* This program is distributed in the hope that it will be useful, *
* but WITHOUT ANY WARRANTY; without even the implied warranty of *
* MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the *
* GNU General Public License (http://www.gnu.org/licenses/gpl.txt) *
* for more details. *
* *
****************************************************************************/
#ifndef SHADERDIALOG_H
#define SHADERDIALOG_H
#include <GL/glew.h>
#include <QtGui>
#include <QGLWidget>
#include <QtGui/QDockWidget>
#include "ui_shaderDialog.h"
class RadianceScalingRendererPlugin;
class ShaderDialog : public QDockWidget {
Q_OBJECT
public:
ShaderDialog(RadianceScalingRendererPlugin* wrp,QGLWidget* gla,QWidget *parent = 0);
~ShaderDialog();
void changeIcon(QString path,int icon);
static const int convex_icon=0;
static const int concav_icon=1;
private:
RadianceScalingRendererPlugin *_wrp;
Ui::ShaderDialogClass _ui;
QGLWidget *_gla;
private slots:
void enableChanged(int);
void displayChanged(int);
void invertChanged(int);
void enhancementChanged(int);
void transitionChanged(int);
void litChanged(int);
void load1Clicked();
void load2Clicked();
public:
inline bool getEnable() const;
inline int getDisplay() const;
inline float getEnhancement() const;
inline float getTransition() const;
inline bool getInvert() const;
inline bool getTwoLS() const;
};
inline bool ShaderDialog::getEnable() const {
return (_ui.enableCheckBox->checkState()==Qt::Checked);
}
inline int ShaderDialog::getDisplay() const {
return _ui.displayBox->currentIndex();
}
inline float ShaderDialog::getEnhancement() const {
const float scale = 100.0f;
return (float)(_ui.enSlider->value())/scale;
}
inline float ShaderDialog::getTransition() const {
const float scale = 100.0f;
return (float)(_ui.transitionSlider->value())/scale;
}
inline bool ShaderDialog::getInvert() const {
return (_ui.invertCheckBox->checkState()==Qt::Checked);
}
inline bool ShaderDialog::getTwoLS() const {
return (_ui.litCheckBox->checkState()==Qt::Checked);
}
#endif // SHADERDIALOG_H

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<ui version="4.0" >
<class>ShaderDialogClass</class>
<widget class="QWidget" name="ShaderDialogClass" >
<property name="geometry" >
<rect>
<x>0</x>
<y>0</y>
<width>381</width>
<height>566</height>
</rect>
</property>
<property name="windowTitle" >
<string>Form</string>
</property>
<layout class="QVBoxLayout" name="verticalLayout_2" >
<item>
<widget class="QFrame" name="frame" >
<property name="frameShape" >
<enum>QFrame::StyledPanel</enum>
</property>
<property name="frameShadow" >
<enum>QFrame::Raised</enum>
</property>
<layout class="QVBoxLayout" name="verticalLayout" >
<item>
<widget class="QGroupBox" name="groupBox" >
<property name="title" >
<string>Radiance Scaling parameters</string>
</property>
<layout class="QVBoxLayout" name="verticalLayout_3" >
<item>
<layout class="QGridLayout" name="gridLayout" >
<item row="2" column="1" >
<widget class="QComboBox" name="displayBox" >
<item>
<property name="text" >
<string>Lambertian Radiance Scaling</string>
</property>
</item>
<item>
<property name="text" >
<string>Lit Sphere Radiance Scaling</string>
</property>
</item>
<item>
<property name="text" >
<string>Colored Descriptor</string>
</property>
</item>
<item>
<property name="text" >
<string>Grey Descriptor</string>
</property>
</item>
</widget>
</item>
<item row="2" column="0" >
<widget class="QLabel" name="label" >
<property name="text" >
<string>Display Mode:</string>
</property>
</widget>
</item>
<item row="0" column="0" >
<widget class="QCheckBox" name="enableCheckBox" >
<property name="layoutDirection" >
<enum>Qt::LeftToRight</enum>
</property>
<property name="text" >
<string>Enable Radiance Scaling</string>
</property>
<property name="checked" >
<bool>true</bool>
</property>
</widget>
</item>
<item row="3" column="1" >
<widget class="QSlider" name="enSlider" >
<property name="maximum" >
<number>100</number>
</property>
<property name="value" >
<number>50</number>
</property>
<property name="orientation" >
<enum>Qt::Horizontal</enum>
</property>
</widget>
</item>
<item row="3" column="2" >
<widget class="QLabel" name="enLabel" >
<property name="layoutDirection" >
<enum>Qt::LeftToRight</enum>
</property>
<property name="text" >
<string>0.5</string>
</property>
<property name="alignment" >
<set>Qt::AlignLeading|Qt::AlignLeft|Qt::AlignVCenter</set>
</property>
</widget>
</item>
<item row="3" column="0" >
<widget class="QLabel" name="label_2" >
<property name="text" >
<string>Enhancement:</string>
</property>
</widget>
</item>
<item row="0" column="2" >
<spacer name="horizontalSpacer_2" >
<property name="orientation" >
<enum>Qt::Horizontal</enum>
</property>
<property name="sizeHint" stdset="0" >
<size>
<width>40</width>
<height>20</height>
</size>
</property>
</spacer>
</item>
<item row="0" column="1" >
<widget class="QCheckBox" name="invertCheckBox" >
<property name="text" >
<string>Invert Effect</string>
</property>
</widget>
</item>
</layout>
</item>
</layout>
</widget>
</item>
<item>
<layout class="QGridLayout" name="gridLayout_3" >
<item row="2" column="0" >
<widget class="QLabel" name="litLabel1" >
<property name="text" >
<string>Convexities</string>
</property>
<property name="alignment" >
<set>Qt::AlignHCenter|Qt::AlignTop</set>
</property>
</widget>
</item>
<item row="2" column="1" >
<widget class="QLabel" name="litLabel2" >
<property name="text" >
<string>Concavities</string>
</property>
<property name="alignment" >
<set>Qt::AlignHCenter|Qt::AlignTop</set>
</property>
</widget>
</item>
<item row="0" column="0" >
<widget class="QCheckBox" name="litCheckBox" >
<property name="layoutDirection" >
<enum>Qt::LeftToRight</enum>
</property>
<property name="text" >
<string>Use 2 Lit Spheres</string>
</property>
<property name="checked" >
<bool>true</bool>
</property>
</widget>
</item>
<item row="3" column="0" >
<widget class="QPushButton" name="loadButton1" >
<property name="text" >
<string>Load</string>
</property>
</widget>
</item>
<item row="3" column="1" >
<widget class="QPushButton" name="loadButton2" >
<property name="text" >
<string>Load</string>
</property>
</widget>
</item>
<item row="1" column="0" >
<widget class="QLabel" name="litIcon1" >
<property name="text" >
<string/>
</property>
<property name="alignment" >
<set>Qt::AlignCenter</set>
</property>
</widget>
</item>
<item row="1" column="1" >
<widget class="QLabel" name="litIcon2" >
<property name="text" >
<string/>
</property>
<property name="alignment" >
<set>Qt::AlignCenter</set>
</property>
</widget>
</item>
</layout>
</item>
<item>
<layout class="QHBoxLayout" name="horizontalLayout" >
<item>
<widget class="QLabel" name="transitionTitle" >
<property name="text" >
<string>Transition:</string>
</property>
</widget>
</item>
<item>
<widget class="QSlider" name="transitionSlider" >
<property name="maximum" >
<number>100</number>
</property>
<property name="value" >
<number>50</number>
</property>
<property name="orientation" >
<enum>Qt::Horizontal</enum>
</property>
</widget>
</item>
<item>
<widget class="QLabel" name="transitionLabel" >
<property name="text" >
<string>0.5</string>
</property>
</widget>
</item>
</layout>
</item>
<item>
<spacer name="verticalSpacer" >
<property name="orientation" >
<enum>Qt::Vertical</enum>
</property>
<property name="sizeHint" stdset="0" >
<size>
<width>20</width>
<height>40</height>
</size>
</property>
</spacer>
</item>
</layout>
</widget>
</item>
</layout>
</widget>
<resources/>
<connections/>
</ui>

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/****************************************************************************
* Render Radiance Scaling *
* Meshlab's plugin *
* *
* Copyright(C) 2010 *
* Vergne Romain, Dumas Olivier *
* INRIA - Institut Nationnal de Recherche en Informatique et Automatique *
* *
* All rights reserved. *
* *
* This program is free software; you can redistribute it and/or modify *
* it under the terms of the GNU General Public License as published by *
* the Free Software Foundation; either version 2 of the License, or *
* (at your option) any later version. *
* *
* This program is distributed in the hope that it will be useful, *
* but WITHOUT ANY WARRANTY; without even the implied warranty of *
* MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the *
* GNU General Public License (http://www.gnu.org/licenses/gpl.txt) *
* for more details. *
* *
****************************************************************************/
#version 120
#extension GL_ARB_draw_buffers : enable
varying vec3 normal;
varying vec3 view;
varying float depth;
void main(void) {
const float eps = 0.01;
const float foreshortening = 0.4;
vec3 n = normalize(normal);
float gs = n.z<eps ? 1.0/eps : 1.0/n.z;
gs = pow(gs,foreshortening);
float gx = -n.x*gs;
float gy = -n.y*gs;
gl_FragData[0] = vec4(gx,gy,depth,1.0);
gl_FragData[1] = vec4(n,depth);
}

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/****************************************************************************
* Render Radiance Scaling *
* Meshlab's plugin *
* *
* Copyright(C) 2010 *
* Vergne Romain, Dumas Olivier *
* INRIA - Institut Nationnal de Recherche en Informatique et Automatique *
* *
* All rights reserved. *
* *
* This program is free software; you can redistribute it and/or modify *
* it under the terms of the GNU General Public License as published by *
* the Free Software Foundation; either version 2 of the License, or *
* (at your option) any later version. *
* *
* This program is distributed in the hope that it will be useful, *
* but WITHOUT ANY WARRANTY; without even the implied warranty of *
* MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the *
* GNU General Public License (http://www.gnu.org/licenses/gpl.txt) *
* for more details. *
* *
****************************************************************************/
#version 120
varying vec3 normal;
varying vec3 view;
varying float depth;
void main() {
view = -(gl_ModelViewMatrix*gl_Vertex).xyz;
normal = gl_NormalMatrix*gl_Normal;
depth = log(-(gl_ModelViewMatrix*gl_Vertex).z);
gl_Position = ftransform();
}

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/****************************************************************************
* Render Radiance Scaling *
* Meshlab's plugin *
* *
* Copyright(C) 2010 *
* Vergne Romain, Dumas Olivier *
* INRIA - Institut Nationnal de Recherche en Informatique et Automatique *
* *
* All rights reserved. *
* *
* This program is free software; you can redistribute it and/or modify *
* it under the terms of the GNU General Public License as published by *
* the Free Software Foundation; either version 2 of the License, or *
* (at your option) any later version. *
* *
* This program is distributed in the hope that it will be useful, *
* but WITHOUT ANY WARRANTY; without even the implied warranty of *
* MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the *
* GNU General Public License (http://www.gnu.org/licenses/gpl.txt) *
* for more details. *
* *
****************************************************************************/
#version 120
#extension GL_EXT_gpu_shader4 : enable
uniform sampler2D grad; // (gx,gy,depth,1.0)
uniform sampler2D norm; // (nx,ny,nz,depth)
uniform float sw;
uniform float sh;
uniform float enhancement;
uniform float transition;
uniform bool enabled;
uniform bool invert;
uniform int display;
uniform bool twoLS;
uniform sampler2D convexLS;
uniform sampler2D concavLS;
// **** GRADIENT DATA ****
// |A|B|C|
// |D|X|E|
// |F|G|H|
vec4 X,A,B,C,D,E,F,G,H;
// **** UTIL FUNCTIONS ****
void loadValues() {
float xc = gl_TexCoord[0].s;
float xm = gl_TexCoord[0].s-sw;
float xp = gl_TexCoord[0].s+sw;
float yc = gl_TexCoord[0].t;
float ym = gl_TexCoord[0].t-sh;
float yp = gl_TexCoord[0].t+sh;
X = texture2D(grad,vec2(xc,yc));
A = texture2D(grad,vec2(xm,yp));
B = texture2D(grad,vec2(xc,yp));
C = texture2D(grad,vec2(xp,yp));
D = texture2D(grad,vec2(xm,yc));
E = texture2D(grad,vec2(xp,yc));
F = texture2D(grad,vec2(xm,ym));
G = texture2D(grad,vec2(xc,ym));
H = texture2D(grad,vec2(xp,ym));
}
vec3 hsvToRgb(in float h,in float s,in float v) {
vec3 color;
int hi = int(floor(h/60.0))%6;
float f = h/60.0 - floor(h/60.0);
float p = v*(1.0-s);
float q = v*(1.0-f*s);
float t = v*(1.0-(1.0-f)*s);
if(hi==0) color = vec3(v,t,p);
else if(hi==1) color = vec3(q,v,p);
else if(hi==2) color = vec3(p,v,t);
else if(hi==3) color = vec3(p,q,v);
else if(hi==4) color = vec3(t,p,v);
else color = vec3(v,p,q);
return color;
}
float tanh(in float c, in float en) {
float cmax = en*15.0;
const float tanhmax = 3.11622;
float x = ((c*cmax*1.0)/tanhmax);
float e = exp(-2.0*x);
float t = clamp((1.0-e)/(1.0+e),-1.0,1.0);
return t;
}
// **** WARPING FUNCTION ****
float warp(in float impfunc,in float beta) {
const float alpha = 0.1;
float expbeta = exp(-beta);
return (alpha*expbeta+impfunc*(1.0-alpha-alpha*expbeta)) / (alpha+impfunc*(expbeta-alpha-alpha*expbeta));
}
// **** WEIGHT FUNCTIONS ****
float silhouetteWeight(in float s) {
const float ts = 0.07;
const float t2 = 0.9+ts;
const float t1 = t2-0.01;
return smoothstep(t1,t2,max(1.0-s,0.9));
}
float weight() {
return (silhouetteWeight(abs(A.z-X.z)) +
silhouetteWeight(abs(B.z-X.z)) +
silhouetteWeight(abs(C.z-X.z)) +
silhouetteWeight(abs(D.z-X.z)) +
silhouetteWeight(abs(E.z-X.z)) +
silhouetteWeight(abs(F.z-X.z)) +
silhouetteWeight(abs(G.z-X.z)) +
silhouetteWeight(abs(H.z-X.z)))/8.0;
}
// **** CURVATURE FUNCTIONS ****
vec3 hessian() {
float xx = E.x-D.x;
float xy = E.y-D.y;
float yx = B.x-G.x;
float yy = B.y-G.y;
return vec3(xx,yy,(xy+yx)/2.0);
}
float curvature(in float w, in vec3 h, in float e) {
float c = tanh(-(h.x+h.y)/2.0,e);
return invert ? -c*max(w-0.5,0.0) : c*max(w-0.5,0.0);
}
// **** DESCRIPTOR FUNCTIONS ****
vec4 coloredDescriptor(in float c, in float s) {
vec3 rgb;
vec3 convMax = vec3(0.1,0.1,0.8);
vec3 convMin = vec3(0.2,0.2,0.6);
vec3 concMax = vec3(0.8,0.1,0.1);
vec3 concMin = vec3(0.6,0.2,0.2);
vec3 plane = vec3(0.7,0.7,0.2);
float t = 0.02;
float a;
if(c<-t) {
a = (-c-t)/(1.0-t);
rgb = mix(concMin,concMax,a);
} else if(c>t) {
a = (c-t)/(1.0-t);
rgb = mix(convMin,convMax,a);
} else if(c<0.0) {
a = -c/t;
rgb = mix(plane,concMin,a);
} else {
a = c/t;
rgb = mix(plane,convMin,a);
}
if(s<1.0)
rgb = vec3(0.2);
return vec4(rgb,1.0);
}
vec4 greyDescriptor(in float c, in float s) {
return vec4((c*0.5+0.5)-(1.0-s));
}
// **** LIT SPHERE FUNCTIONS ****
vec4 oneLitSphere(in vec3 n,in float c) {
vec4 color = texture2D(convexLS,(n.xy*0.5)+vec2(0.5));
return enabled ? color*warp(length(color),c) : color;
}
vec4 twoLitSphere(in vec3 n,in float w,in vec3 h,in float c) {
const float eps = 0.2;
vec2 coord = (n.xy*0.5)+vec2(0.5);
vec4 cconv = texture2D(convexLS,coord);
vec4 cconc = texture2D(concavLS,coord);
vec4 color = mix(cconc,cconv,smoothstep(0.5-eps,0.5+eps,curvature(w,h,transition)*0.5+0.5));
return enabled ? color*warp(length(color),c) : color;
}
// **** LIGHTING COMPUTATION ****
void main(void) {
vec3 n = texture2D(norm,gl_TexCoord[0].st).xyz;
if(n==vec3(0.0)) {
gl_FragColor = vec4(1.0);
return;
//discard;
}
// data
loadValues();
float w = weight();
vec3 h = hessian();
float c = curvature(w,h,enhancement);
vec3 l = normalize(gl_LightSource[0].position.xyz);
vec4 m = gl_FrontMaterial.diffuse;
if(display==0) {
// lambertian lighting
float cosineTerm = max(dot(n,l),0.0);
float warpedTerm = enabled ? cosineTerm*warp(cosineTerm,c) : cosineTerm;
gl_FragColor = m*warpedTerm;
} else if(display==1) {
// using lit spheres
if(twoLS) {
gl_FragColor = twoLitSphere(n,w,h,c);
} else {
gl_FragColor = oneLitSphere(n,c);
}
} else if(display==2) {
// colored descriptor
gl_FragColor = coloredDescriptor(c,w);
} else if(display==3) {
// grey descriptor
gl_FragColor = greyDescriptor(c,w);
}
}

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/****************************************************************************
* Render Radiance Scaling *
* Meshlab's plugin *
* *
* Copyright(C) 2010 *
* Vergne Romain, Dumas Olivier *
* INRIA - Institut Nationnal de Recherche en Informatique et Automatique *
* *
* All rights reserved. *
* *
* This program is free software; you can redistribute it and/or modify *
* it under the terms of the GNU General Public License as published by *
* the Free Software Foundation; either version 2 of the License, or *
* (at your option) any later version. *
* *
* This program is distributed in the hope that it will be useful, *
* but WITHOUT ANY WARRANTY; without even the implied warranty of *
* MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the *
* GNU General Public License (http://www.gnu.org/licenses/gpl.txt) *
* for more details. *
* *
****************************************************************************/
#version 120
void main(void) {
gl_TexCoord[0] = gl_MultiTexCoord0;
gl_Position = ftransform();
}

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/****************************************************************************
* Render Radiance Scaling *
* Meshlab's plugin *
* *
* Copyright(C) 2010 *
* Vergne Romain, Dumas Olivier *
* INRIA - Institut Nationnal de Recherche en Informatique et Automatique *
* *
* All rights reserved. *
* *
* This program is free software; you can redistribute it and/or modify *
* it under the terms of the GNU General Public License as published by *
* the Free Software Foundation; either version 2 of the License, or *
* (at your option) any later version. *
* *
* This program is distributed in the hope that it will be useful, *
* but WITHOUT ANY WARRANTY; without even the implied warranty of *
* MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the *
* GNU General Public License (http://www.gnu.org/licenses/gpl.txt) *
* for more details. *
* *
****************************************************************************/
#ifndef TEXTURE_2D_H
#define TEXTURE_2D_H
#include <GL/glew.h>
#include <GL/gl.h>
#include <GL/glu.h>
#include <string>
#include "textureFormat.h"
#include "textureParams.h"
template<typename T = float>
class Texture2D {
public:
Texture2D(const TextureFormat &tf=TextureFormat(),
const TextureParams &tp=TextureParams(),
T* map=NULL,
int id=-1);
Texture2D(const Texture2D &tex);
~Texture2D();
inline GLuint id () const;
inline TextureFormat format() const;
inline TextureParams params() const;
inline void bind () const;
protected:
GLuint _id;
TextureFormat _format;
TextureParams _params;
};
template<typename T>
inline GLuint Texture2D<T>::id() const {
return _id;
}
template<typename T>
inline TextureFormat Texture2D<T>::format() const {
return _format;
}
template<typename T>
inline TextureParams Texture2D<T>::params() const {
return _params;
}
template<typename T>
inline void Texture2D<T>::bind() const {
glBindTexture(_format.target(),_id);
}
template<typename T>
Texture2D<T>::Texture2D(const Texture2D<T> &tex)
: _id(tex.id()),
_format(tex.format()),
_params(tex.params()) {
}
template<typename T>
Texture2D<T>::Texture2D(const TextureFormat &tf,const TextureParams &tp,T* map,int id)
: _id(id),
_format(tf),
_params(tp) {
assert(_format.target()==GL_TEXTURE_2D);
glEnable(GL_TEXTURE_2D);
if(id<0 || glIsTexture(id)==GL_FALSE) {
glGenTextures(1,&_id);
} else {
_id = id;
}
glBindTexture(_format.target(),_id);
if(_format.mipmapmode()==TextureFormat::MIPMAP_GLU_AUTOM) {
gluBuild2DMipmaps(_format.target(),
_format.internalformat(),
_format.width(),
_format.height(),
_format.format(),
_format.type(),
(const GLvoid *)map);
} else {
glTexImage2D(_format.target(),
_format.level(),
_format.internalformat(),
_format.width(),
_format.height(),
_format.border(),
_format.format(),
_format.type(),
(const GLvoid *)map);
if(_format.mipmapmode()==TextureFormat::MIPMAP_FBO_AUTOM) {
assert(map==NULL || map==0);
glGenerateMipmapEXT(_format.target());
}
}
glTexParameteri(_format.target(),GL_TEXTURE_MIN_FILTER,_params.minfilter());
glTexParameteri(_format.target(),GL_TEXTURE_MAG_FILTER,_params.maxfilter());
glTexParameteri(_format.target(),GL_TEXTURE_WRAP_S,_params.wraps());
glTexParameteri(_format.target(),GL_TEXTURE_WRAP_T,_params.wrapt());
//glTexEnvi(GL_TEXTURE_ENV,GL_TEXTURE_ENV_MODE,_params.mode());
}
template<typename T>
Texture2D<T>::~Texture2D() {
glDeleteTextures(1,&_id);
}
typedef Texture2D<float> FloatTexture2D;
typedef Texture2D<unsigned char> UbyteTexture2D;
typedef Texture2D<unsigned int> UintTexture2D;
#endif // TEXTURE_2D_H

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/****************************************************************************
* Render Radiance Scaling *
* Meshlab's plugin *
* *
* Copyright(C) 2010 *
* Vergne Romain, Dumas Olivier *
* INRIA - Institut Nationnal de Recherche en Informatique et Automatique *
* *
* All rights reserved. *
* *
* This program is free software; you can redistribute it and/or modify *
* it under the terms of the GNU General Public License as published by *
* the Free Software Foundation; either version 2 of the License, or *
* (at your option) any later version. *
* *
* This program is distributed in the hope that it will be useful, *
* but WITHOUT ANY WARRANTY; without even the implied warranty of *
* MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the *
* GNU General Public License (http://www.gnu.org/licenses/gpl.txt) *
* for more details. *
* *
****************************************************************************/
#include "textureFormat.h"
TextureFormat::TextureFormat(GLenum target,
GLsizei width,
GLsizei height,
GLenum internalformat,
GLenum format,
GLenum type,
GLsizei depth,
int mipmapmode,
GLint level,
GLint border)
: _target(target),
_width(width),
_height(height),
_internalformat(internalformat),
_format(format),
_type(type),
_depth(depth),
_mipmapmode(mipmapmode),
_level(level),
_border(border) {
}
TextureFormat::TextureFormat(const TextureFormat &tf)
: _target(tf.target()),
_width(tf.width()),
_height(tf.height()),
_internalformat(tf.internalformat()),
_format(tf.format()),
_type(tf.type()),
_depth(tf.depth()),
_mipmapmode(tf.mipmapmode()),
_level(tf.level()),
_border(tf.border()) {
}

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/****************************************************************************
* Render Radiance Scaling *
* Meshlab's plugin *
* *
* Copyright(C) 2010 *
* Vergne Romain, Dumas Olivier *
* INRIA - Institut Nationnal de Recherche en Informatique et Automatique *
* *
* All rights reserved. *
* *
* This program is free software; you can redistribute it and/or modify *
* it under the terms of the GNU General Public License as published by *
* the Free Software Foundation; either version 2 of the License, or *
* (at your option) any later version. *
* *
* This program is distributed in the hope that it will be useful, *
* but WITHOUT ANY WARRANTY; without even the implied warranty of *
* MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the *
* GNU General Public License (http://www.gnu.org/licenses/gpl.txt) *
* for more details. *
* *
****************************************************************************/
#ifndef TEXTURE_FORMAT_H
#define TEXTURE_FORMAT_H
#include <GL/glew.h>
#include <GL/gl.h>
class TextureFormat {
public:
static const int MIPMAP_MANUAL = 0;
static const int MIPMAP_GLU_AUTOM = 1;
static const int MIPMAP_FBO_AUTOM = 2;
TextureFormat(GLenum target = GL_TEXTURE_2D,
GLsizei width = 0,
GLsizei height = 0,
GLenum internalformat = GL_RGBA,
GLenum format = GL_RGBA,
GLenum type = GL_FLOAT,
GLsizei depth = 0,
int mipmapmode = MIPMAP_MANUAL,
GLint level = 0,
GLint border = 0);
TextureFormat(const TextureFormat &tf);
inline void setTarget (GLenum target ) {_target = target; }
inline void setWidth (GLsizei width ) {_width = width; }
inline void setHeight (GLsizei height ) {_height = height; }
inline void setInternalformat(GLenum internalformat) {_internalformat = internalformat;}
inline void setFormat (GLenum format ) {_format = format; }
inline void setType (GLenum type ) {_type = type; }
inline void setDepth (GLsizei depth ) {_depth = depth; }
inline void setmipmapmode (int mipmapmode ) {_mipmapmode = mipmapmode; }
inline void setLevel (GLint level ) {_level = level; }
inline void setBorder (GLint border ) {_border = border; }
inline GLenum target () const {return _target; }
inline GLsizei width () const {return _width; }
inline GLsizei height () const {return _height; }
inline GLenum internalformat() const {return _internalformat;}
inline GLenum format () const {return _format; }
inline GLenum type () const {return _type; }
inline GLsizei depth () const {return _depth; }
inline int mipmapmode () const {return _mipmapmode; }
inline GLint level () const {return _level; }
inline GLint border () const {return _border; }
protected:
GLenum _target;
GLsizei _width;
GLsizei _height;
GLenum _internalformat;
GLenum _format;
GLenum _type;
GLsizei _depth;
int _mipmapmode;
GLint _level;
GLint _border;
};
#endif // TEXTURE_FORMAT_H

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/****************************************************************************
* Render Radiance Scaling *
* Meshlab's plugin *
* *
* Copyright(C) 2010 *
* Vergne Romain, Dumas Olivier *
* INRIA - Institut Nationnal de Recherche en Informatique et Automatique *
* *
* All rights reserved. *
* *
* This program is free software; you can redistribute it and/or modify *
* it under the terms of the GNU General Public License as published by *
* the Free Software Foundation; either version 2 of the License, or *
* (at your option) any later version. *
* *
* This program is distributed in the hope that it will be useful, *
* but WITHOUT ANY WARRANTY; without even the implied warranty of *
* MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the *
* GNU General Public License (http://www.gnu.org/licenses/gpl.txt) *
* for more details. *
* *
****************************************************************************/
#include "textureParams.h"
TextureParams::TextureParams(GLint minfilter,
GLint maxfilter,
GLint wrapr,
GLint wraps,
GLint wrapt,
GLint mode)
: _minfilter(minfilter),
_maxfilter(maxfilter),
_wrapr(wrapr),
_wraps(wraps),
_wrapt(wrapt),
_mode(mode) {
}
TextureParams::TextureParams(const TextureParams &tp)
: _minfilter(tp.minfilter()),
_maxfilter(tp.maxfilter()),
_wrapr(tp.wrapr()),
_wraps(tp.wraps()),
_wrapt(tp.wrapt()),
_mode(tp.mode()) {
}

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/****************************************************************************
* Render Radiance Scaling *
* Meshlab's plugin *
* *
* Copyright(C) 2010 *
* Vergne Romain, Dumas Olivier *
* INRIA - Institut Nationnal de Recherche en Informatique et Automatique *
* *
* All rights reserved. *
* *
* This program is free software; you can redistribute it and/or modify *
* it under the terms of the GNU General Public License as published by *
* the Free Software Foundation; either version 2 of the License, or *
* (at your option) any later version. *
* *
* This program is distributed in the hope that it will be useful, *
* but WITHOUT ANY WARRANTY; without even the implied warranty of *
* MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the *
* GNU General Public License (http://www.gnu.org/licenses/gpl.txt) *
* for more details. *
* *
****************************************************************************/
#ifndef TEXTURE_PARAMS_H
#define TEXTURE_PARAMS_H
#include <GL/glew.h>
#include <GL/gl.h>
class TextureParams {
public:
TextureParams(const TextureParams &tp);
TextureParams(GLint minfilter = GL_LINEAR,
GLint maxfilter = GL_LINEAR,
GLint wrapr = GL_CLAMP_TO_EDGE,
GLint wraps = GL_CLAMP_TO_EDGE,
GLint wrapt = GL_CLAMP_TO_EDGE,
GLint mode = GL_REPLACE);
~TextureParams() {}
inline void setMinfilter(GLint minfilter) {_minfilter = minfilter;}
inline void setMaxfilter(GLint maxfilter) {_maxfilter = maxfilter;}
inline void setWrapr (GLint wrapr ) {_wrapr = wrapr; }
inline void setWraps (GLint wraps ) {_wraps = wraps; }
inline void setWrapt (GLint wrapt ) {_wrapt = wrapt; }
inline void setMode (GLint mode ) {_mode = mode; }
inline GLint minfilter() const {return _minfilter;}
inline GLint maxfilter() const {return _maxfilter;}
inline GLint wrapr () const {return _wrapr; }
inline GLint wraps () const {return _wraps; }
inline GLint wrapt () const {return _wrapt; }
inline GLint mode () const {return _mode; }
protected:
GLint _minfilter;
GLint _maxfilter;
GLint _wrapr;
GLint _wraps;
GLint _wrapt;
GLint _mode;
};
#endif // TEXTURE_PARAMS_H