Developer Documentation
BoxesNode.cc
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41 
42 
43 #include <ACG/GL/acg_glew.hh>
44 #include "BoxesNode.hh"
45 #include <ACG/GL/IRenderer.hh>
46 
47 
48 namespace ACG {
49 namespace SceneGraph {
50 
51 BoxesNode::BoxesNode(BaseNode* _parent,
52  std::string _name) :
53  MaterialNode(_parent, _name),
54  updateVBO_(true)
55 {
56  const std::array<Vec4f,3> dim_color = {
57  Vec4f{1.f,0.f,0.f,1.f},
58  Vec4f{0.f,1.f,0.f,1.f},
59  Vec4f{0.f,0.f,1.f,1.f}
60  };
61 
62  const std::array<Vec3f, 8> vertices = {
63  Vec3f( 1.f, -1.f, -1.f),
64  Vec3f( 1.f, 1.f, -1.f),
65  Vec3f( 1.f, 1.f, 1.f),
66  Vec3f( 1.f, -1.f, 1.f),
67  Vec3f(-1.f, -1.f, -1.f),
68  Vec3f(-1.f, 1.f, -1.f),
69  Vec3f(-1.f, 1.f, 1.f),
70  Vec3f(-1.f, -1.f, 1.f)};
71 
72  auto add_triangle = [this, &vertices, &dim_color]
73  (size_t v0, size_t v1, size_t v2, size_t dim)
74  {
75  triangles_.push_back({vertices[v0], vertices[v1], vertices[v2]});
76  triangle_colors_.push_back(dim_color[dim]);
77  };
78 
79  triangles_.reserve(6*2);
80  triangle_colors_.reserve(6*2);
81  add_triangle(0, 1, 2, 0);
82  add_triangle(0, 2, 3, 0);
83  add_triangle(4, 6, 5, 0);
84  add_triangle(4, 7, 6, 0);
85 
86  add_triangle(1, 5, 6, 1);
87  add_triangle(1, 6, 2, 1);
88  add_triangle(0, 3, 7, 1);
89  add_triangle(0, 7, 4, 1);
90 
91  add_triangle(2, 7, 3, 2);
92  add_triangle(2, 6, 7, 2);
93  add_triangle(0, 4, 1, 2);
94  add_triangle(1, 4, 5, 2);
95 }
96 
97 void
98 BoxesNode::
99 boundingBox(Vec3d& _bbMin, Vec3d& _bbMax)
100 {
101  // FIXME: this assumes matrices to only consist of vectors up to unit length
102  for (const auto &be: elem_) {
103  _bbMax.maximize(be.pos + Vec3d(scaleFactor_,scaleFactor_,scaleFactor_));
104  _bbMin.minimize(be.pos + Vec3d(-scaleFactor_, -scaleFactor_, -scaleFactor_));
105  }
106 }
107 
108 void BoxesNode::createVBO()
109 {
110  if (!updateVBO_)
111  return;
112 
113  // generate if needed:
114  geometry_vbo_.bind();
115  instance_vbo_.bind();
116 
117  vertexDecl_.clear();
118  vertexDecl_.addElement(GL_FLOAT, 3, VERTEX_USAGE_POSITION, nullptr, nullptr, 0, geometry_vbo_.id());
119  vertexDecl_.addElement(GL_FLOAT, 4, VERTEX_USAGE_COLOR, nullptr, nullptr, 0, geometry_vbo_.id());
120  std::vector<float> geom_vbo_data; geom_vbo_data.reserve(3 * (3+4) * triangles_.size());
121 
122  vertexDecl_.addElement(GL_FLOAT, 3, VERTEX_USAGE_SHADER_INPUT, nullptr, "inst_v0", 1, instance_vbo_.id());
123  vertexDecl_.addElement(GL_FLOAT, 3, VERTEX_USAGE_SHADER_INPUT, nullptr, "inst_v1", 1, instance_vbo_.id());
124  vertexDecl_.addElement(GL_FLOAT, 3, VERTEX_USAGE_SHADER_INPUT, nullptr, "inst_v2", 1, instance_vbo_.id());
125  vertexDecl_.addElement(GL_FLOAT, 3, VERTEX_USAGE_SHADER_INPUT, nullptr, "inst_pos", 1, instance_vbo_.id());
126  std::vector<float> instance_vbo_data; instance_vbo_data.reserve(3 * 4 * elem_.size());
127 
128  assert(triangles_.size() == triangle_colors_.size());
129  for (size_t i = 0; i < triangles_.size(); ++i)
130  {
131  auto &tri = triangles_[i];
132  auto &color = triangle_colors_[i];
133  for (const auto &point: tri) {
134  std::copy(point.begin(), point.end(), std::back_inserter(geom_vbo_data));
135  std::copy(color.begin(), color.end(), std::back_inserter(geom_vbo_data));
136  }
137  }
138  for (const auto &be: elem_) {
139  for (const auto &point: {
140  be.transform.getRow(0),
141  be.transform.getRow(1),
142  be.transform.getRow(2),
143  be.pos})
144  {
145  std::copy(point.begin(), point.end(), std::back_inserter(instance_vbo_data));
146  }
147  }
148 
149  geometry_vbo_.upload(
150  static_cast<GLsizeiptr>(geom_vbo_data.size()*sizeof(float)),
151  geom_vbo_data.data(),
152  GL_STATIC_DRAW_ARB);
153  instance_vbo_.upload(
154  static_cast<GLsizeiptr>(instance_vbo_data.size()*sizeof(float)),
155  instance_vbo_data.data(),
156  GL_STATIC_DRAW_ARB);
157 
158  // Update done.
159  updateVBO_ = false;
160 
161 }
162 
163 void
164 BoxesNode::
165 getRenderObjects(IRenderer* _renderer, GLState& _state , const DrawModes::DrawMode& /* _drawMode */, const ACG::SceneGraph::Material* _mat)
166 {
167  if (elem_.empty())
168  return;
169 
170  RenderObject ro;
171  ro.initFromState(&_state);
172  ro.setMaterial(_mat);
173 
174  boxesNodeName_ = std::string("BoxesNode: ")+name();
175  ro.debugName = boxesNodeName_;
176 
177  ro.depthTest = true;
178  ro.depthWrite = true;
179 
180  ro.blending = true;
181  ro.blendSrc = GL_SRC_ALPHA;
182  ro.blendDest = GL_ONE_MINUS_SRC_ALPHA;
183 
184  ro.shaderDesc.shadeMode = SG_SHADE_UNLIT;
185  ro.shaderDesc.vertexColors = true;
186  ro.shaderDesc.vertexTemplateFile = "BoxesNode/vert.glsl";
187 
188  ro.setUniform("scale", scaleFactor_);
189 
190  createVBO();
191  ro.vertexBuffer = geometry_vbo_.id();
192  ro.vertexDecl = &vertexDecl_;
193 
194  ro.glDrawInstancedArrays(GL_TRIANGLES, 0,
195  static_cast<GLsizei>(3 * triangles_.size()),
196  static_cast<GLsizei>(elem_.size()));
197  _renderer->addRenderObject(&ro);
198 }
199 
200 } // namespace SceneGraph
201 } // namespace ACG
void initFromState(GLState *_glState)
Initializes a RenderObject instance.
Definition: RenderObject.cc:61
void setUniform(const char *_name, GLint _value)
set values for int uniforms
defined by user via VertexElement::shaderInputName_
Namespace providing different geometric functions concerning angles.
ShaderGenDesc shaderDesc
Drawmode and other shader params.
vector_type & maximize(const vector_type &_rhs)
maximize values: same as *this = max(*this, _rhs), but faster
Definition: Vector11T.hh:568
GLuint vertexBuffer
VBO, IBO ids, ignored if VAO is provided.
vector_type & minimize(const vector_type &_rhs)
minimize values: same as *this = min(*this, _rhs), but faster
Definition: Vector11T.hh:540
const VertexDeclaration * vertexDecl
Defines the vertex buffer layout, ignored if VAO is provided.
virtual void addRenderObject(RenderObject *_renderObject)
Callback for the scenegraph nodes, which send new render objects via this function.
Definition: IRenderer.cc:104
GLenum blendDest
glBlendFunc: GL_SRC_ALPHA, GL_ZERO, GL_ONE, GL_ONE_MINUS_SRC_ALPHA ...
Interface class between scenegraph and renderer.
Definition: RenderObject.hh:98