re-arranged the rendering loop in order to correctly pass all the per vertex attributes

This commit is contained in:
Paolo Cignoni cignoni 2009-07-28 08:53:44 +00:00
parent 0493a797da
commit c8d2386875

View File

@ -1,126 +1,117 @@
/****************************************************************************
* MeshLab o o *
* A versatile mesh processing toolbox o o *
* _ O _ *
* Copyright(C) 2005-2008 \/)\/ *
* Visual Computing Lab /\/| *
* ISTI - Italian National Research Council | *
* \ *
* 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 RENDERRFX_H
#define RENDERRFX_H
#include <GL/glew.h>
#include <QGLWidget>
#include <QMapIterator>
#include <QtGui>
#include <meshlab/meshmodel.h>
#include <meshlab/interfaces.h>
#include "rfx_uniform.h"
#include "rfx_shader.h"
#include "rfx_parser.h"
#include "rfx_dialog.h"
#include "rfx_specialattribute.h"
class RenderRFX : public QObject, public MeshRenderInterface
{
Q_OBJECT
Q_INTERFACES(MeshRenderInterface)
public:
RenderRFX();
~RenderRFX();
void Init(QAction*, MeshDocument&, RenderMode&, QGLWidget*);
void Render(QAction*, MeshDocument&, RenderMode&, QGLWidget*);
void Finalize(QAction*, MeshDocument&, GLArea*);
bool isSupported() { return shadersSupported; }
bool AlternativeRender(vcg::GLW::DrawMode _dm, vcg::GLW::ColorMode _cm, vcg::GLW::TextureMode _tm);
QList<QAction*> actions();
private:
void initActionList();
bool shadersSupported;
QList<QAction*> actionList;
int shaderPass;
int totPass;
QString shaderDir;
RfxDialog *dialog;
RfxShader *activeShader;
void Draw(MeshDocument *md, GLuint *program, QList<RfxSpecialAttribute*> *sal)
{
// Needed to be defined here for splatrender as long there is no "MeshlabCore" library.
using namespace vcg;
CMeshO *cm = &(md->mm()->cm);
CMeshO::FaceIterator fi;
glPushMatrix();
glMultMatrix(cm->Tr);
QListIterator<RfxSpecialAttribute*> sai = QListIterator<RfxSpecialAttribute*>(*sal);
GLint loc[RfxSpecialAttribute::TOTAL_SPECIAL_TYPES];
int i=0;
RfxSpecialAttribute* temp;
while(sai.hasNext())
{
temp = sai.next();
loc[i]=glGetAttribLocation(*program, temp->getTypeName());
i++;
}
/****************************************************************************
* MeshLab o o *
* A versatile mesh processing toolbox o o *
* _ O _ *
* Copyright(C) 2005-2008 \/)\/ *
* Visual Computing Lab /\/| *
* ISTI - Italian National Research Council | *
* \ *
* 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 RENDERRFX_H
#define RENDERRFX_H
#include <GL/glew.h>
#include <QGLWidget>
#include <QMapIterator>
#include <QtGui>
#include <meshlab/meshmodel.h>
#include <meshlab/interfaces.h>
#include "rfx_uniform.h"
#include "rfx_shader.h"
#include "rfx_parser.h"
#include "rfx_dialog.h"
#include "rfx_specialattribute.h"
class RenderRFX : public QObject, public MeshRenderInterface
{
Q_OBJECT
Q_INTERFACES(MeshRenderInterface)
public:
RenderRFX();
~RenderRFX();
void Init(QAction*, MeshDocument&, RenderMode&, QGLWidget*);
void Render(QAction*, MeshDocument&, RenderMode&, QGLWidget*);
void Finalize(QAction*, MeshDocument&, GLArea*);
bool isSupported() { return shadersSupported; }
bool AlternativeRender(vcg::GLW::DrawMode _dm, vcg::GLW::ColorMode _cm, vcg::GLW::TextureMode _tm);
QList<QAction*> actions();
private:
void initActionList();
bool shadersSupported;
QList<QAction*> actionList;
int shaderPass;
int totPass;
QString shaderDir;
RfxDialog *dialog;
RfxShader *activeShader;
void Draw(MeshDocument *md, GLuint *program, QList<RfxSpecialAttribute*> *sal)
{
// Needed to be defined here for splatrender as long there is no "MeshlabCore" library.
using namespace vcg;
CMeshO *cm = &(md->mm()->cm);
CMeshO::FaceIterator fi;
glPushMatrix();
glMultMatrix(cm->Tr);
QListIterator<RfxSpecialAttribute*> sai = QListIterator<RfxSpecialAttribute*>(*sal);
GLint loc[RfxSpecialAttribute::TOTAL_SPECIAL_TYPES];
int i=0;
RfxSpecialAttribute* temp;
while(sai.hasNext())
{
temp = sai.next();
loc[i]=glGetAttribLocation(*program, temp->getTypeName());
i++;
}
//glEnable (GL_BLEND);
cm->sfn=0;
glBegin(GL_TRIANGLES);
for(fi=cm->face.begin();fi!=cm->face.end();++fi)
{
sai.toFront();
i=0;
while(sai.hasNext())
{
temp = sai.next();
temp->setValueByType(loc[i], (*fi).V(0));
temp->setValueByType(loc[i], (*fi).V(1));
temp->setValueByType(loc[i], (*fi).V(2));
i++;
}
glNormal((*fi).V(0)->N());
glVertex((*fi).cP(0));
glNormal((*fi).V(1)->N());
glVertex((*fi).cP(1));
glNormal((*fi).V(2)->N());
glVertex((*fi).cP(2));
++cm->sfn;
}
glEnd();
glPopMatrix();
}
};
#endif /* RENDERRFX_H */
const int attribNum= sal->size();
glBegin(GL_TRIANGLES);
for(fi=cm->face.begin();fi!=cm->face.end();++fi) if(!(*fi).IsD())
{
for(int i=0;i<attribNum;++i)
temp->setValueByType(loc[i], (*fi).V(0));
glNormal((*fi).V(0)->N());
glVertex((*fi).cP(0));
for(int i=0;i<attribNum;++i)
temp->setValueByType(loc[i], (*fi).V(1));
glNormal((*fi).V(1)->N());
glVertex((*fi).cP(1));
for(int i=0;i<attribNum;++i)
temp->setValueByType(loc[i], (*fi).V(2));
glNormal((*fi).V(2)->N());
glVertex((*fi).cP(2));
}
glEnd();
glPopMatrix();
}
};
#endif /* RENDERRFX_H */