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OpenFlipper-Free
Type-OpenVolumeMesh
Commits
2e0db28f
Commit
2e0db28f
authored
May 07, 2018
by
Martin Schultz
Browse files
use new picking sahder which uses color attributes to render to screen.
implements picking for core profiles
parent
fcbb07d7
Changes
1
Hide whitespace changes
Inline
Side-by-side
ObjectTypes/VolumeMeshObject/VolumeMeshNodeT.cc
View file @
2e0db28f
...
...
@@ -1253,21 +1253,13 @@ void VolumeMeshNodeT<VolumeMeshT>::pickVertices(GLState& _state) {
vertexPickBufferManager_
.
disableNormals
();
vertexPickBufferManager_
.
enablePickColors
();
int
pickVertexMethod_
=
0
;
static
GLSL
::
Program
*
pickVertexShader_
;
static
ACG
::
ShaderGenDesc
desc
;
desc
.
vertexColors
=
true
;
desc
.
vertexTemplateFile
=
"Picking/vertexPassColors.glsl"
;
desc
.
fragmentTemplateFile
=
"Picking/passColors_fs.glsl"
;
// load from cache
if
(
pickVertexMethod_
==
0
)
{
desc
.
vertexTemplateFile
=
"Picking/pick_vertices_vs.glsl"
;
desc
.
fragmentTemplateFile
=
"Picking/pick_vertices_fs.glsl"
;
}
else
{
desc
.
vertexTemplateFile
=
"Picking/vertex.glsl"
;
desc
.
fragmentTemplateFile
=
"Picking/pick_vertices_fs2.glsl"
;
}
// load from cache
pickVertexShader_
=
ShaderCache
::
getInstance
()
->
getProgram
(
&
desc
,
nullptr
);
// check link status
...
...
@@ -1275,10 +1267,9 @@ void VolumeMeshNodeT<VolumeMeshT>::pickVertices(GLState& _state) {
return
;
GLState
::
bindBuffer
(
GL_ARRAY_BUFFER
,
vertexPickBufferManager_
.
getPickBuffer
(
_state
,
0
));
pickVertexShader_
->
use
();
vertexPickBufferManager_
.
getVertexDeclaration
()
->
activateShaderPipeline
(
pickVertexShader_
);
vertexPickBufferManager_
.
getVertexDeclaration
()
->
activateShaderPipeline
(
pickVertexShader_
);
pickVertexShader_
->
setUniform
(
"pickVertexOffset"
,
static_cast
<
GL
int
>
(
_state
.
pick_current_index
()));
//vertexPickBufferManager_.getColorOffset()) );
pickVertexShader_
->
setUniform
(
"pickVertexOffset"
,
static_cast
<
int
>
(
_state
.
pick_current_index
()));
pickVertexShader_
->
setUniform
(
"mWVP"
,
_state
.
projection
()
*
_state
.
modelview
());
float
oldPointSize
=
_state
.
point_size
();
...
...
@@ -1307,26 +1298,36 @@ void VolumeMeshNodeT<VolumeMeshT>::pickEdges(GLState& _state, unsigned int _offs
edgePickBufferManager_
.
enablePickColors
();
edgePickBufferManager_
.
disableNormals
();
static
GLSL
::
Program
*
pickVertexShader_
;
static
ACG
::
ShaderGenDesc
desc
;
desc
.
vertexColors
=
true
;
desc
.
vertexTemplateFile
=
"Picking/vertexPassColors.glsl"
;
desc
.
fragmentTemplateFile
=
"Picking/passColors_fs.glsl"
;
GLState
::
bindBuffer
(
GL_ARRAY_BUFFER
,
edgePickBufferManager_
.
getPickBuffer
(
_state
,
_offset
));
//GLState::enableClientState(GL_VERTEX_ARRAY);
//GLState::vertexPointer(3, GL_FLOAT, edgePickBufferManager_.getStride(), reinterpret_cast<GLvoid*>(0));
// load from cache
pickVertexShader_
=
ShaderCache
::
getInstance
()
->
getProgram
(
&
desc
,
nullptr
);
//GLState::enableClientState(GL_COLOR_ARRAY);
//GLState::colorPointer(4, GL_UNSIGNED_BYTE, edgePickBufferManager_.getStride(), reinterpret_cast<GLvoid*>(edgePickBufferManager_.getColorOffset()));
// check link status
if
(
!
(
pickVertexShader_
&&
pickVertexShader_
->
isLinked
()))
return
;
GLState
::
bindBuffer
(
GL_ARRAY_BUFFER
,
edgePickBufferManager_
.
getPickBuffer
(
_state
,
_offset
));
//GLState::shadeModel(GL_SMOOTH
);
//GLState::disable(GL_LIGHTING);
pickVertexShader_
->
use
(
);
edgePickBufferManager_
.
getVertexDeclaration
()
->
activateShaderPipeline
(
pickVertexShader_
);
pickVertexShader_
->
setUniform
(
"pickVertexOffset"
,
static_cast
<
int
>
(
_state
.
pick_current_index
()));
pickVertexShader_
->
setUniform
(
"mWVP"
,
_state
.
projection
()
*
_state
.
modelview
());
float
oldLineWidth
=
_state
.
line_width
();
_state
.
set_line_width
(
4.0
*
_state
.
line_width
());
glDrawArrays
(
GL_LINES
,
0
,
edgePickBufferManager_
.
getNumOfVertices
());
edgePickBufferManager_
.
getVertexDeclaration
()
->
deactivateShaderPipeline
(
pickVertexShader_
);
pickVertexShader_
->
disable
();
_state
.
set_line_width
(
oldLineWidth
);
//GLState::disableClientState(GL_COLOR_ARRAY);
GLState
::
bindBuffer
(
GL_ARRAY_BUFFER
,
0
);
}
...
...
@@ -1346,21 +1347,31 @@ void VolumeMeshNodeT<VolumeMeshT>::pickFaces(GLState& _state, unsigned int _offs
facePickBufferManager_
.
disableNormals
();
facePickBufferManager_
.
enablePickColors
();
static
GLSL
::
Program
*
pickVertexShader_
;
static
ACG
::
ShaderGenDesc
desc
;
desc
.
vertexColors
=
true
;
desc
.
vertexTemplateFile
=
"Picking/vertexPassColors.glsl"
;
desc
.
fragmentTemplateFile
=
"Picking/passColors_fs.glsl"
;
GLState
::
bindBuffer
(
GL_ARRAY_BUFFER
,
facePickBufferManager_
.
getPickBuffer
(
_state
,
_offset
));
//GLState::enableClientState(GL_VERTEX_ARRAY);
//GLState::vertexPointer(3, GL_FLOAT, facePickBufferManager_.getStride(), reinterpret_cast<GLvoid*>(0));
// load from cache
pickVertexShader_
=
ShaderCache
::
getInstance
()
->
getProgram
(
&
desc
,
nullptr
);
//GLState::enableClientState(GL_COLOR_ARRAY);
//GLState::colorPointer(4, GL_UNSIGNED_BYTE, facePickBufferManager_.getStride(), reinterpret_cast<GLvoid*>(facePickBufferManager_.getColorOffset()));
// check link status
if
(
!
(
pickVertexShader_
&&
pickVertexShader_
->
isLinked
()))
return
;
GLState
::
bindBuffer
(
GL_ARRAY_BUFFER
,
facePickBufferManager_
.
getPickBuffer
(
_state
,
_offset
));
pickVertexShader_
->
use
();
facePickBufferManager_
.
getVertexDeclaration
()
->
activateShaderPipeline
(
pickVertexShader_
);
//GLState::shadeModel(GL_SMOOTH
);
//GLState::disable(GL_LIGHTING
);
pickVertexShader_
->
setUniform
(
"pickVertexOffset"
,
static_cast
<
int
>
(
_state
.
pick_current_index
())
);
pickVertexShader_
->
setUniform
(
"mWVP"
,
_state
.
projection
()
*
_state
.
modelview
()
);
glDrawArrays
(
GL_TRIANGLES
,
0
,
facePickBufferManager_
.
getNumOfVertices
());
//GLState::disableClientState(GL_COLOR_ARRAY);
facePickBufferManager_
.
getVertexDeclaration
()
->
deactivateShaderPipeline
(
pickVertexShader_
);
pickVertexShader_
->
disable
();
GLState
::
bindBuffer
(
GL_ARRAY_BUFFER
,
0
);
}
...
...
@@ -1373,21 +1384,33 @@ void VolumeMeshNodeT<VolumeMeshT>::pickCells(GLState& _state, unsigned int _offs
cellPickBufferManager_
.
enablePickColors
();
cellPickBufferManager_
.
disableNormals
();
cellPickBufferManager_
.
enableCellPrimitives
();
static
GLSL
::
Program
*
pickVertexShader_
;
static
ACG
::
ShaderGenDesc
desc
;
desc
.
vertexColors
=
true
;
desc
.
vertexTemplateFile
=
"Picking/vertexPassColors.glsl"
;
desc
.
fragmentTemplateFile
=
"Picking/passColors_fs.glsl"
;
GLState
::
bindBuffer
(
GL_ARRAY_BUFFER
,
cellPickBufferManager_
.
getPickBuffer
(
_state
,
_offset
));
// load from cache
pickVertexShader_
=
ShaderCache
::
getInstance
()
->
getProgram
(
&
desc
,
nullptr
);
//GLState::enableClientState(GL_VERTEX_ARRAY);
//GLState::vertexPointer(3, GL_FLOAT, cellPickBufferManager_.getStride(), reinterpret_cast<GLvoid*>(0));
// check link status
if
(
!
(
pickVertexShader_
&&
pickVertexShader_
->
isLinked
()))
return
;
GLState
::
bindBuffer
(
GL_ARRAY_BUFFER
,
cellPickBufferManager_
.
getPickBuffer
(
_state
,
_offset
));
pickVertexShader_
->
use
();
cellPickBufferManager_
.
getVertexDeclaration
()
->
activateShaderPipeline
(
pickVertexShader_
);
//GLState::enableClientState(GL_COLOR_ARRAY
);
//GLState::colorPointer(4, GL_UNSIGNED_BYTE, cellPickBufferManager_.getStride(), rein
te
r
pr
et_cast<GLvoid*>(cellPickBufferManager_.getColorOffset()
));
pickVertexShader_
->
setUniform
(
"pickVertexOffset"
,
static_cast
<
int
>
(
_state
.
pick_current_index
())
);
pickVertexShader_
->
setUniform
(
"mWVP"
,
_sta
te
.
pr
ojection
()
*
_state
.
modelview
(
));
//GLState::shadeModel(GL_SMOOTH);
//GLState::disable(GL_LIGHTING);
glDrawArrays
(
GL_TRIANGLES
,
0
,
cellPickBufferManager_
.
getNumOfVertices
());
//GLState::disableClientState(GL_COLOR_ARRAY);
cellPickBufferManager_
.
getVertexDeclaration
()
->
deactivateShaderPipeline
(
pickVertexShader_
);
pickVertexShader_
->
disable
();
GLState
::
bindBuffer
(
GL_ARRAY_BUFFER
,
0
);
}
...
...
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