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| // Copyright 2021 DeepMind Technologies Limited | |
| // | |
| // Licensed under the Apache License, Version 2.0 (the "License"); | |
| // you may not use this file except in compliance with the License. | |
| // You may obtain a copy of the License at | |
| // | |
| // http://www.apache.org/licenses/LICENSE-2.0 | |
| // | |
| // Unless required by applicable law or agreed to in writing, software | |
| // distributed under the License is distributed on an "AS IS" BASIS, | |
| // WITHOUT WARRANTIES OR CONDITIONS OF ANY KIND, either express or implied. | |
| // See the License for the specific language governing permissions and | |
| // limitations under the License. | |
| //----------------------------- low-level 3D rendering --------------------------------------------- | |
| // check if head is behind plane | |
| static int isBehind(const float* headpos, const float* pos, const float* mat) { | |
| return ((headpos[0]-pos[0])*mat[2] + | |
| (headpos[1]-pos[1])*mat[5] + | |
| (headpos[2]-pos[2])*mat[8] < 0.0f); | |
| } | |
| // check if geom is reflective | |
| static int isReflective(const mjvGeom* geom) { | |
| return ((geom->type == mjGEOM_PLANE || geom->type == mjGEOM_BOX) && | |
| !geom->transparent && | |
| (geom->reflectance > 0)); | |
| } | |
| // texture types for settexture | |
| enum { | |
| mjtexSHADOW = 0, | |
| mjtexSKYBOX, | |
| mjtexREGULAR | |
| }; | |
| // enable/disable texture mapping | |
| static void settexture(int type, int state, const mjrContext* con, const mjvGeom* geom) { | |
| float plane[4], scl[2]; | |
| int texid = -1; | |
| if (geom) { | |
| if (geom->matid >= 0) { | |
| texid = con->mat_texid[mjNTEXROLE * geom->matid + mjTEXROLE_RGB]; | |
| } | |
| } | |
| // shadow | |
| if (type == mjtexSHADOW) { | |
| // enable | |
| if (state) { | |
| glActiveTexture(GL_TEXTURE1); | |
| glEnable(GL_TEXTURE_2D); | |
| glEnable(GL_TEXTURE_GEN_S); | |
| glEnable(GL_TEXTURE_GEN_T); | |
| glEnable(GL_TEXTURE_GEN_R); | |
| glEnable(GL_TEXTURE_GEN_Q); | |
| glBindTexture(GL_TEXTURE_2D, con->shadowTex); | |
| } | |
| // disable | |
| else { | |
| glActiveTexture(GL_TEXTURE1); | |
| glDisable(GL_TEXTURE_2D); | |
| glDisable(GL_TEXTURE_GEN_S); | |
| glDisable(GL_TEXTURE_GEN_T); | |
| glDisable(GL_TEXTURE_GEN_R); | |
| glDisable(GL_TEXTURE_GEN_Q); | |
| } | |
| } | |
| // explicit texture coordinates | |
| else if (type == mjtexREGULAR && geom->texcoord) { | |
| // enable | |
| if (state && texid >= 0) { | |
| glActiveTexture(GL_TEXTURE0); | |
| glEnable(GL_TEXTURE_2D); | |
| glBindTexture(GL_TEXTURE_2D, con->texture[texid]); | |
| } | |
| // disable | |
| else { | |
| glActiveTexture(GL_TEXTURE0); | |
| glDisable(GL_TEXTURE_2D); | |
| } | |
| } | |
| // 2D | |
| else if (type == mjtexREGULAR && texid >= 0 && con->textureType[texid] == mjTEXTURE_2D) { | |
| // enable | |
| if (state) { | |
| glActiveTexture(GL_TEXTURE0); | |
| glEnable(GL_TEXTURE_2D); | |
| glEnable(GL_TEXTURE_GEN_S); | |
| glEnable(GL_TEXTURE_GEN_T); | |
| glBindTexture(GL_TEXTURE_2D, con->texture[texid]); | |
| // determine scaling, adjust for pre-scaled geoms | |
| scl[0] = con->mat_texrepeat[geom->matid*2]; | |
| scl[1] = con->mat_texrepeat[geom->matid*2+1]; | |
| if (geom->dataid >= 0) { | |
| if (geom->size[0] > 0) { | |
| scl[0] = scl[0] / mju_max(mjMINVAL, geom->size[0]); | |
| } | |
| if (geom->size[1] > 0) { | |
| scl[1] = scl[1] / mju_max(mjMINVAL, geom->size[1]); | |
| } | |
| } | |
| // uniform: repeat relative to spatial units rather than object | |
| if (con->mat_texuniform[geom->matid]) { | |
| if (geom->size[0] > 0) { | |
| scl[0] = scl[0] * geom->size[0]; | |
| } | |
| if (geom->size[1] > 0) { | |
| scl[1] = scl[1] * geom->size[1]; | |
| } | |
| } | |
| // set mapping | |
| mjr_setf4(plane, 0.5*scl[0], 0, 0, -0.5); | |
| glTexGenfv(GL_S, GL_OBJECT_PLANE, plane); | |
| mjr_setf4(plane, 0, -0.5*scl[1], 0, -0.5); | |
| glTexGenfv(GL_T, GL_OBJECT_PLANE, plane); | |
| } | |
| // disable | |
| else { | |
| glActiveTexture(GL_TEXTURE0); | |
| glDisable(GL_TEXTURE_2D); | |
| glDisable(GL_TEXTURE_GEN_S); | |
| glDisable(GL_TEXTURE_GEN_T); | |
| } | |
| } | |
| // cube or skybox | |
| else { | |
| // enable | |
| if (state && texid >= 0) { | |
| glActiveTexture(GL_TEXTURE0); | |
| glEnable(GL_TEXTURE_CUBE_MAP); | |
| glEnable(GL_TEXTURE_GEN_S); | |
| glEnable(GL_TEXTURE_GEN_T); | |
| glEnable(GL_TEXTURE_GEN_R); | |
| glBindTexture(GL_TEXTURE_CUBE_MAP, con->texture[texid]); | |
| // set mapping : cube | |
| if (type == mjtexREGULAR) { | |
| mjr_setf4(plane, con->mat_texuniform[geom->matid] ? geom->size[0] : 1, 0, 0, 0); | |
| glTexGenfv(GL_S, GL_OBJECT_PLANE, plane); | |
| mjr_setf4(plane, 0, con->mat_texuniform[geom->matid] ? geom->size[1] : 1, 0, 0); | |
| glTexGenfv(GL_T, GL_OBJECT_PLANE, plane); | |
| mjr_setf4(plane, 0, 0, con->mat_texuniform[geom->matid] ? geom->size[2] : 1, 0); | |
| glTexGenfv(GL_R, GL_OBJECT_PLANE, plane); | |
| } | |
| // set mapping: skybox (rotate 90 deg around X) | |
| else { | |
| mjr_setf4(plane, 1, 0, 0, 0); | |
| glTexGenfv(GL_S, GL_OBJECT_PLANE, plane); | |
| mjr_setf4(plane, 0, 0, 1, 0); | |
| glTexGenfv(GL_T, GL_OBJECT_PLANE, plane); | |
| mjr_setf4(plane, 0, -1, 0, 0); | |
| glTexGenfv(GL_R, GL_OBJECT_PLANE, plane); | |
| } | |
| } | |
| // disable | |
| else { | |
| glActiveTexture(GL_TEXTURE0); | |
| glDisable(GL_TEXTURE_CUBE_MAP); | |
| glDisable(GL_TEXTURE_GEN_S); | |
| glDisable(GL_TEXTURE_GEN_T); | |
| glDisable(GL_TEXTURE_GEN_R); | |
| } | |
| } | |
| } | |
| // rendering modes for renderGeom | |
| enum { | |
| mjrRND_NORMAL = 0, | |
| mjrRND_SHADOWMAP = 1, | |
| mjrRND_SHADOWCAST = 2, | |
| mjrRND_SEGMENT = 3, | |
| mjrRND_IDCOLOR = 4 | |
| }; | |
| // render one geom | |
| static void renderGeom(const mjvGeom* geom, int mode, const float* headpos, | |
| const mjvScene* scn, const mjrContext* con) { | |
| const float* size = geom->size; | |
| float temp[4] = {0, 0, 0, 1}, av; | |
| float rgba[4] = {geom->rgba[0], geom->rgba[1], geom->rgba[2], geom->rgba[3]}; | |
| int behind, whichface, lighting; | |
| // lines and triangles do not cast shadows | |
| if (mode == mjrRND_SHADOWCAST && (geom->type == mjGEOM_LINE || geom->category == mjCAT_DECOR)) { | |
| return; | |
| } | |
| // make transformation matrix | |
| float mat[16] = { | |
| geom->mat[0], geom->mat[3], geom->mat[6], 0.0f, | |
| geom->mat[1], geom->mat[4], geom->mat[7], 0.0f, | |
| geom->mat[2], geom->mat[5], geom->mat[8], 0.0f, | |
| 0.0f, 0.0f, 0.0f, 1.0f | |
| }; | |
| // precompute isbehind | |
| behind = isBehind(headpos, geom->pos, geom->mat); | |
| // enable texture in normal and shadowmap mode | |
| if (geom->matid >= 0 && | |
| (mode == mjrRND_NORMAL || mode == mjrRND_SHADOWMAP)) { | |
| settexture(mjtexREGULAR, 1, con, geom); | |
| } | |
| // make plane more transparent from the back | |
| if (geom->type == mjGEOM_PLANE && behind && mode == mjrRND_NORMAL) { | |
| rgba[3] *= 0.3; | |
| } | |
| // set material emission: none in shadow mode | |
| if (mode == mjrRND_NORMAL) { | |
| mjr_setf4(temp, | |
| geom->emission*rgba[0], | |
| geom->emission*rgba[1], | |
| geom->emission*rgba[2], 1); | |
| } else { | |
| mjr_setf4(temp, 0, 0, 0, 1); | |
| } | |
| glMaterialfv(GL_FRONT_AND_BACK, GL_EMISSION, temp); | |
| // set color and material | |
| glColor4fv(rgba); | |
| glMaterialf(GL_FRONT_AND_BACK, GL_SHININESS, geom->shininess * 128.0f); | |
| mjr_setf4(temp, geom->specular, geom->specular, geom->specular, 1); | |
| glMaterialfv(GL_FRONT_AND_BACK, GL_SPECULAR, temp); | |
| // set color for segmentation mode | |
| if (mode >= mjrRND_SEGMENT) { | |
| // segid color | |
| if (mode == mjrRND_IDCOLOR) { | |
| unsigned char seg[4] = { | |
| (geom->segid+1) & 0xFF, | |
| ((geom->segid+1)>>8) & 0xFF, | |
| ((geom->segid+1)>>16) & 0xFF, | |
| 0xFF | |
| }; | |
| glColor4ubv(seg); | |
| } | |
| // random color | |
| else { | |
| float seg[4] = { | |
| 0.1f + 0.8f*mju_Halton(geom->segid+10, 2), | |
| 0.1f + 0.8f*mju_Halton(geom->segid+10, 3), | |
| 0.1f + 0.8f*mju_Halton(geom->segid+10, 5), | |
| 1 | |
| }; | |
| glColor4fv(seg); | |
| } | |
| } | |
| // apply coordinate transformation, except for flex and skin which are global | |
| glPushMatrix(); | |
| if (geom->type != mjGEOM_FLEX && geom->type != mjGEOM_SKIN) { | |
| glTranslatef(geom->pos[0], geom->pos[1], geom->pos[2]); | |
| glMultMatrixf(mat); | |
| } | |
| // render geom | |
| switch (geom->type) { | |
| case mjGEOM_PLANE: // plane | |
| if (behind) { | |
| glGetIntegerv(GL_CULL_FACE_MODE, &whichface); | |
| if (whichface == GL_BACK) { | |
| glCullFace(GL_FRONT); | |
| } | |
| } | |
| // use plane-specific displaylist if available | |
| if (geom->dataid >= 0) { | |
| glCallList(con->basePlane + geom->dataid+1); | |
| } | |
| // otherwise default list | |
| else { | |
| glScalef(size[0], size[1], 1.0f); | |
| glCallList(con->basePlane); | |
| } | |
| if (behind && whichface == GL_BACK) { | |
| glCullFace(GL_BACK); | |
| } | |
| break; | |
| case mjGEOM_HFIELD: // height field | |
| if (geom->dataid >= 0) { | |
| glCallList(con->baseHField + geom->dataid); | |
| } | |
| break; | |
| case mjGEOM_SPHERE: // sphere | |
| glScalef(size[0], size[1], size[2]); | |
| glCallList(con->baseBuiltin + mjrSPHERE); | |
| break; | |
| case mjGEOM_CAPSULE: // capsule | |
| av = 0.5*(size[0]+size[1]); | |
| glScalef(size[0], size[1], size[2]); | |
| glCallList(con->baseBuiltin + mjrCYLINDEROPEN); | |
| glScalef(1, 1, av/size[2]); | |
| glTranslatef(0, 0, (size[2]-av)/av); | |
| glCallList(con->baseBuiltin + mjrSPHERETOP); | |
| glTranslatef(0, 0, 2*(av-size[2])/av); | |
| glCallList(con->baseBuiltin + mjrSPHEREBOTTOM); | |
| break; | |
| case mjGEOM_ELLIPSOID: // ellipsoid | |
| glScalef(size[0], size[1], size[2]); | |
| glCallList(con->baseBuiltin + mjrSPHERE); | |
| break; | |
| case mjGEOM_CYLINDER: // cylinder | |
| glScalef(size[0], size[1], size[2]); | |
| glCallList(con->baseBuiltin + mjrCYLINDER); | |
| break; | |
| case mjGEOM_BOX: // box | |
| glScalef(size[0], size[1], size[2]); | |
| glCallList(con->baseBuiltin + mjrBOX); | |
| break; | |
| case mjGEOM_MESH: // mesh | |
| case mjGEOM_SDF: | |
| if (geom->dataid >= 0) { | |
| glCallList(con->baseMesh + geom->dataid); | |
| } | |
| break; | |
| case mjGEOM_ARROW: // arrow | |
| glScalef(size[0], size[1], size[2]/6.0f); | |
| glTranslatef(0, 0, 1); | |
| glCallList(con->baseBuiltin + mjrCYLINDER); | |
| glTranslatef(0, 0, 1); | |
| glScalef(1.75f, 1.75f, 1); | |
| glCallList(con->baseBuiltin + mjrCONE); | |
| break; | |
| case mjGEOM_ARROW1: // arrow without wedges | |
| glScalef(size[0], size[1], size[2]/6.0f); | |
| glTranslatef(0, 0, 1); | |
| glCallList(con->baseBuiltin + mjrCYLINDER); | |
| glTranslatef(0, 0, 1); | |
| glCallList(con->baseBuiltin + mjrCONE); | |
| break; | |
| case mjGEOM_ARROW2: // arrow in both directions | |
| glScalef(size[0], size[1], size[2]/3.0f); | |
| glCallList(con->baseBuiltin + mjrCYLINDEROPEN); | |
| glScalef(1.75f, 1.75f, 0.5f); | |
| glTranslatef(0, 0, -2); | |
| glRotatef(180.0f, 1.0f, 0.0f, 0.0f); | |
| glCallList(con->baseBuiltin + mjrCONE); | |
| glRotatef(180.0f, 1.0f, 0.0f, 0.0f); | |
| glTranslatef(0, 0, 4); | |
| glCallList(con->baseBuiltin + mjrCONE); | |
| break; | |
| case mjGEOM_LINE: // line | |
| glLineWidth(size[0]*con->lineWidth); | |
| lighting = glIsEnabled(GL_LIGHTING); | |
| glDisable(GL_LIGHTING); | |
| glBegin(GL_LINES); | |
| glVertex3f(0, 0, 0); | |
| glVertex3f(0, 0, size[2]); | |
| glEnd(); | |
| glLineWidth(con->lineWidth); | |
| if (lighting) { | |
| glEnable(GL_LIGHTING); | |
| } | |
| break; | |
| case mjGEOM_LINEBOX: // box with line edges | |
| glLineWidth(1.5*con->lineWidth); | |
| lighting = glIsEnabled(GL_LIGHTING); | |
| glDisable(GL_LIGHTING); | |
| // bottom face | |
| glBegin(GL_LINE_LOOP); | |
| glVertex3f(-size[0], -size[1], -size[2]); | |
| glVertex3f( size[0], -size[1], -size[2]); | |
| glVertex3f( size[0], size[1], -size[2]); | |
| glVertex3f(-size[0], size[1], -size[2]); | |
| glEnd(); | |
| // top face | |
| glBegin(GL_LINE_LOOP); | |
| glVertex3f(-size[0], -size[1], size[2]); | |
| glVertex3f( size[0], -size[1], size[2]); | |
| glVertex3f( size[0], size[1], size[2]); | |
| glVertex3f(-size[0], size[1], size[2]); | |
| glEnd(); | |
| // vertical edges | |
| glBegin(GL_LINES); | |
| glVertex3f(-size[0], -size[1], -size[2]); | |
| glVertex3f(-size[0], -size[1], size[2]); | |
| glVertex3f( size[0], -size[1], -size[2]); | |
| glVertex3f( size[0], -size[1], size[2]); | |
| glVertex3f( size[0], size[1], -size[2]); | |
| glVertex3f( size[0], size[1], size[2]); | |
| glVertex3f(-size[0], size[1], -size[2]); | |
| glVertex3f(-size[0], size[1], size[2]); | |
| glEnd(); | |
| glLineWidth(con->lineWidth); | |
| if (lighting) { | |
| glEnable(GL_LIGHTING); | |
| } | |
| break; | |
| case mjGEOM_TRIANGLE: // triangle | |
| glBegin(GL_TRIANGLES); | |
| glVertex3f(0, 0, 0); | |
| glVertex3f(size[0], 0, 0); | |
| glVertex3f(0, size[1], 0); | |
| glEnd(); | |
| break; | |
| case mjGEOM_FLEX: // flex | |
| { | |
| // no texture for vertices and edges | |
| GLboolean texture_is_enabled = glIsEnabled(GL_TEXTURE_2D); | |
| if (texture_is_enabled == GL_TRUE) { | |
| glDisable(GL_TEXTURE_2D); | |
| } | |
| // vertex spheres | |
| if (size[0]>0 && scn->flexvertopt && | |
| !(scn->flexskinopt && scn->flexfaceused[geom->objid])) { | |
| for (int v=scn->flexvertadr[geom->objid]; | |
| v<scn->flexvertadr[geom->objid]+scn->flexvertnum[geom->objid]; v++) { | |
| glPushMatrix(); | |
| glTranslatef(scn->flexvert[3*v], scn->flexvert[3*v+1], scn->flexvert[3*v+2]); | |
| glScalef(size[0], size[0], size[0]); | |
| glCallList(con->baseBuiltin + mjrSPHERE); | |
| glPopMatrix(); | |
| } | |
| } | |
| // edge cylinders | |
| if (size[0]>0 && scn->flexedgeopt && | |
| !(scn->flexskinopt && scn->flexfaceused[geom->objid])) { | |
| for (int e=scn->flexedgeadr[geom->objid]; | |
| e<scn->flexedgeadr[geom->objid]+scn->flexedgenum[geom->objid]; e++) { | |
| // get vertices for this edge | |
| float* v1 = scn->flexvert + 3*(scn->flexvertadr[geom->objid]+scn->flexedge[2*e]); | |
| float* v2 = scn->flexvert + 3*(scn->flexvertadr[geom->objid]+scn->flexedge[2*e+1]); | |
| // compute legth and rotation matrix | |
| mjtNum vec[3] = {v2[0]-v1[0], v2[1]-v1[1], v2[2]-v1[2]}; | |
| mjtNum len = mju_normalize3(vec); | |
| mjtNum edgequat[4], edgemat[9]; | |
| mju_quatZ2Vec(edgequat, vec); | |
| mju_negQuat(edgequat, edgequat); | |
| mju_quat2Mat(edgemat, edgequat); | |
| mat[0] = (float)edgemat[0]; | |
| mat[1] = (float)edgemat[1]; | |
| mat[2] = (float)edgemat[2]; | |
| mat[4] = (float)edgemat[3]; | |
| mat[5] = (float)edgemat[4]; | |
| mat[6] = (float)edgemat[5]; | |
| mat[8] = (float)edgemat[6]; | |
| mat[9] = (float)edgemat[7]; | |
| mat[10] = (float)edgemat[8]; | |
| // transform and render | |
| glPushMatrix(); | |
| glTranslatef((v1[0]+v2[0])*0.5f, (v1[1]+v2[1])*0.5f, (v1[2]+v2[2])*0.5f); | |
| glMultMatrixf(mat); | |
| glScalef(size[0], size[0], (float)(len*0.5)); | |
| glCallList(con->baseBuiltin + mjrCYLINDEROPEN); | |
| glPopMatrix(); | |
| } | |
| } | |
| // restore texture for faces | |
| if (texture_is_enabled == GL_TRUE) { | |
| glEnable(GL_TEXTURE_2D); | |
| } | |
| // face triangles | |
| if (scn->flexfaceused[geom->objid]) { | |
| glEnableClientState(GL_VERTEX_ARRAY); | |
| glEnableClientState(GL_NORMAL_ARRAY); | |
| glVertexPointer(3, GL_FLOAT, 0, scn->flexface + 9*scn->flexfaceadr[geom->objid]); | |
| glNormalPointer(GL_FLOAT, 0, scn->flexnormal + 9*scn->flexfaceadr[geom->objid]); | |
| if (geom->texcoord && geom->matid>=0) { | |
| glEnableClientState(GL_TEXTURE_COORD_ARRAY); | |
| glTexCoordPointer(2, GL_FLOAT, 0, scn->flextexcoord + 6*scn->flexfaceadr[geom->objid]); | |
| } | |
| glDrawArrays(GL_TRIANGLES, 0, 3*scn->flexfaceused[geom->objid]); | |
| glDisableClientState(GL_VERTEX_ARRAY); | |
| glDisableClientState(GL_NORMAL_ARRAY); | |
| if (geom->texcoord && geom->matid>=0) { | |
| glDisableClientState(GL_TEXTURE_COORD_ARRAY); | |
| } | |
| } | |
| break; | |
| } | |
| case mjGEOM_SKIN: // skin | |
| // vertex positions | |
| glEnableClientState(GL_VERTEX_ARRAY); | |
| glBindBuffer(GL_ARRAY_BUFFER, con->skinvertVBO[geom->objid]); | |
| glVertexPointer(3, GL_FLOAT, 0, NULL); | |
| // vertex normals | |
| glEnableClientState(GL_NORMAL_ARRAY); | |
| glBindBuffer(GL_ARRAY_BUFFER, con->skinnormalVBO[geom->objid]); | |
| glNormalPointer(GL_FLOAT, 0, NULL); | |
| // vertex texture coordinates | |
| if (con->skintexcoordVBO[geom->objid]) { | |
| glEnableClientState(GL_TEXTURE_COORD_ARRAY); | |
| glBindBuffer(GL_ARRAY_BUFFER, con->skintexcoordVBO[geom->objid]); | |
| glTexCoordPointer(2, GL_FLOAT, 0, NULL); | |
| } else { | |
| glDisableClientState(GL_TEXTURE_COORD_ARRAY); | |
| } | |
| // triangle face indices | |
| glBindBuffer(GL_ELEMENT_ARRAY_BUFFER, con->skinfaceVBO[geom->objid]); | |
| // draw | |
| glDrawElements(GL_TRIANGLES, 3*scn->skinfacenum[geom->objid], GL_UNSIGNED_INT, NULL); | |
| // restore | |
| glBindBuffer(GL_ARRAY_BUFFER, 0); | |
| glBindBuffer(GL_ELEMENT_ARRAY_BUFFER, 0); | |
| glDisableClientState(GL_VERTEX_ARRAY); | |
| glDisableClientState(GL_NORMAL_ARRAY); | |
| glDisableClientState(GL_TEXTURE_COORD_ARRAY); | |
| break; | |
| } | |
| // undo coordinate transformation | |
| glPopMatrix(); | |
| // disable texture if enabled | |
| if (geom->matid >= 0 && | |
| (mode == mjrRND_NORMAL || mode == mjrRND_SHADOWMAP)) { | |
| settexture(mjtexREGULAR, 0, con, geom); | |
| } | |
| } | |
| void renderGeomReflection(int id, float reflectance, float headpos[3], | |
| mjvScene* scn, const mjrContext* con) { | |
| float old_rgb[3]; | |
| // save rgb, modulate rgb by this->reflectance | |
| for (int k=0; k < 3; k++) { | |
| old_rgb[k] = scn->geoms[id].rgba[k]; | |
| scn->geoms[id].rgba[k] *= reflectance; | |
| } | |
| // render | |
| renderGeom(scn->geoms+id, mjrRND_NORMAL, headpos, scn, con); | |
| // restore rgb | |
| for (int k=0; k < 3; k++) { | |
| scn->geoms[id].rgba[k] = old_rgb[k]; | |
| } | |
| } | |
| //----------------------------- high-level 3D rendering -------------------------------------------- | |
| // init, with or without special effects | |
| static void initGL3(const mjvScene* scn, const mjrContext* con) { | |
| float rgbaWhite[4] = {1.0f, 1.0f, 1.0f, 1.0f}; | |
| // special effects | |
| glEnable(GL_MULTISAMPLE); | |
| glEnable(GL_LIGHTING); | |
| if (scn->flags[mjRND_FOG]) { | |
| glEnable(GL_FOG); | |
| } else { | |
| glDisable(GL_FOG); | |
| } | |
| // common options | |
| glDisable(GL_BLEND); | |
| glEnable(GL_NORMALIZE); | |
| if (mjGLAD_GL_ARB_clip_control) { | |
| glClipControl(GL_LOWER_LEFT, GL_ZERO_TO_ONE); | |
| } | |
| glEnable(GL_DEPTH_TEST); | |
| glDepthMask(GL_TRUE); | |
| if (scn->flags[mjRND_CULL_FACE]) { | |
| glEnable(GL_CULL_FACE); | |
| } else { | |
| glDisable(GL_CULL_FACE); | |
| } | |
| glShadeModel(GL_SMOOTH); | |
| glDepthFunc(GL_GEQUAL); | |
| glDepthRange(0, 1); | |
| glAlphaFunc(GL_GEQUAL, 0.99f); | |
| glClearColor(0, 0, 0, 0); | |
| glClearDepth(0); | |
| glClearStencil(0); | |
| glTexEnvi(GL_TEXTURE_ENV, GL_TEXTURE_ENV_MODE, GL_MODULATE); | |
| // polygon mode | |
| glPolygonMode(GL_FRONT_AND_BACK, scn->flags[mjRND_WIREFRAME] ? GL_LINE : GL_FILL); | |
| glLineWidth(con->lineWidth); | |
| glFrontFace(GL_CCW); | |
| // fixed material properties; the rest are set by glColor (track material) | |
| glMaterialfv(GL_FRONT_AND_BACK, GL_SPECULAR, rgbaWhite); | |
| glEnable(GL_COLOR_MATERIAL); | |
| glColorMaterial(GL_FRONT_AND_BACK, GL_AMBIENT_AND_DIFFUSE); | |
| } | |
| // init lights | |
| static void initLights(mjvScene* scn) { | |
| // create some ambient light if no ligths are present | |
| float global = scn->nlight ? 0 : 0.3f; | |
| float rgba_global[4] = {global, global, global, 1}; | |
| // init light model | |
| glLightModelfv(GL_LIGHT_MODEL_AMBIENT, rgba_global); | |
| glLightModeli(GL_LIGHT_MODEL_TWO_SIDE, 0); | |
| glLightModeli(GL_LIGHT_MODEL_LOCAL_VIEWER, 1); | |
| // set light properties | |
| for (int i=0; i < scn->nlight; i++) { | |
| // colors | |
| glLightfv(GL_LIGHT0+i, GL_AMBIENT, scn->lights[i].ambient); | |
| glLightfv(GL_LIGHT0+i, GL_DIFFUSE, scn->lights[i].diffuse); | |
| glLightfv(GL_LIGHT0+i, GL_SPECULAR, scn->lights[i].specular); | |
| // parameters for directional light | |
| if (scn->lights[i].type == mjLIGHT_DIRECTIONAL) { | |
| glLightf(GL_LIGHT0+i, GL_SPOT_EXPONENT, 0); | |
| glLightf(GL_LIGHT0+i, GL_SPOT_CUTOFF, 180); | |
| glLightf(GL_LIGHT0+i, GL_CONSTANT_ATTENUATION, 1); | |
| glLightf(GL_LIGHT0+i, GL_LINEAR_ATTENUATION, 0); | |
| glLightf(GL_LIGHT0+i, GL_QUADRATIC_ATTENUATION, 0); | |
| } | |
| // parameters for spot light | |
| else if (scn->lights[i].type == mjLIGHT_SPOT) { | |
| glLightf(GL_LIGHT0+i, GL_SPOT_EXPONENT, scn->lights[i].exponent); | |
| glLightf(GL_LIGHT0+i, GL_SPOT_CUTOFF, scn->lights[i].cutoff); | |
| glLightf(GL_LIGHT0+i, GL_CONSTANT_ATTENUATION, scn->lights[i].attenuation[0]); | |
| glLightf(GL_LIGHT0+i, GL_LINEAR_ATTENUATION, scn->lights[i].attenuation[1]); | |
| glLightf(GL_LIGHT0+i, GL_QUADRATIC_ATTENUATION, scn->lights[i].attenuation[2]); | |
| } | |
| else { | |
| mju_error("Unsupported light type: %d", scn->lights[i].type); | |
| } | |
| } | |
| // disable all lights (enable selectively in render) | |
| for (int i=0; i < scn->nlight; i++) { | |
| glDisable(GL_LIGHT0+i); | |
| } | |
| } | |
| // set projection and modelview | |
| static void setView(int view, mjrRect viewport, const mjvScene* scn, const mjrContext* con, | |
| float camProject[16], float camView[16]) { | |
| mjvGLCamera cam; | |
| // copy specified camera for stereo, average for mono (view = -1) | |
| if (view >= 0) { | |
| cam = scn->camera[view]; | |
| } else { | |
| cam = mjv_averageCamera(scn->camera, scn->camera+1); | |
| } | |
| // compute frustum halfwidth so as to match viewport aspect ratio | |
| float halfwidth = cam.frustum_width ? cam.frustum_width | |
| : 0.5f * (float)viewport.width / (float)viewport.height * | |
| (cam.frustum_top - cam.frustum_bottom); | |
| // prepare projection | |
| glMatrixMode(GL_PROJECTION); | |
| glLoadIdentity(); | |
| if (mjGLAD_GL_ARB_clip_control) { | |
| // reverse Z rendering mapping [znear, zfar] -> [1, 0] (ndc) | |
| glTranslatef(0.0f, 0.0f, 0.5f); | |
| glScalef(1.0f, 1.0f, -0.5f); | |
| } else { | |
| // reverse Z rendering mapping without shift [znear, zfar] -> [1, -1] (ndc) | |
| glScalef(1.0f, 1.0f, -1.0f); | |
| } | |
| // set projection, orthographic or perspective | |
| if (cam.orthographic) { | |
| glOrtho(cam.frustum_center - halfwidth, | |
| cam.frustum_center + halfwidth, | |
| cam.frustum_bottom, | |
| cam.frustum_top, | |
| cam.frustum_near, | |
| cam.frustum_far); | |
| } else { | |
| glFrustum(cam.frustum_center - halfwidth, | |
| cam.frustum_center + halfwidth, | |
| cam.frustum_bottom, | |
| cam.frustum_top, | |
| cam.frustum_near, | |
| cam.frustum_far); | |
| } | |
| // save projection matrix if requested | |
| if (camProject) { | |
| glGetFloatv(GL_PROJECTION_MATRIX, camProject); | |
| } | |
| // set modelview | |
| glMatrixMode(GL_MODELVIEW); | |
| glLoadIdentity(); | |
| mjr_lookAt(cam.pos, cam.forward, cam.up); | |
| if (scn->enabletransform) { | |
| mjr_transform(scn->translate, scn->rotate, scn->scale); | |
| } | |
| // save modelview matrix if requested | |
| if (camView) { | |
| glGetFloatv(GL_MODELVIEW_MATRIX, camView); | |
| } | |
| } | |
| // comparison function for geom sorting | |
| static inline int geomcmp(int* i, int* j, void* context) { | |
| mjvGeom* geom = (mjvGeom*) context; | |
| float d1 = geom[*i].camdist; | |
| float d2 = geom[*j].camdist; | |
| if (d1 < d2) { | |
| return -1; | |
| } else if (d1 == d2) { | |
| return 0; | |
| } else { | |
| return 1; | |
| } | |
| } | |
| // define geomSort function for sorting geoms | |
| mjSORT(geomSort, int, geomcmp) | |
| // adjust light n position and direction | |
| static void adjustLight(const mjvLight* thislight, int n) { | |
| float temp[4]; | |
| // set position and direction according to type | |
| if (thislight->type == mjLIGHT_DIRECTIONAL) { | |
| mjr_setf4(temp, -thislight->dir[0], -thislight->dir[1], -thislight->dir[2], 0); | |
| glLightfv(GL_LIGHT0+n, GL_POSITION, temp); | |
| } else if (thislight->type == mjLIGHT_SPOT) { | |
| mjr_setf4(temp, thislight->dir[0], thislight->dir[1], thislight->dir[2], 0); | |
| glLightfv(GL_LIGHT0+n, GL_SPOT_DIRECTION, temp); | |
| mjr_setf4(temp, thislight->pos[0], thislight->pos[1], thislight->pos[2], 1); | |
| glLightfv(GL_LIGHT0+n, GL_POSITION, temp); | |
| } else { | |
| mju_error("Unsupported light type: %d", thislight->type); | |
| } | |
| } | |
| // render | |
| void mjr_render(mjrRect viewport, mjvScene* scn, const mjrContext* con) { | |
| int stereo, nt, ngeom = scn->ngeom, nlight = mjMIN(mjMAXLIGHT, scn->nlight); | |
| unsigned int drawbuffer; | |
| mjvGLCamera cam; | |
| mjtNum hpos[3]; | |
| float temp[4], headpos[3], skyboxdst; | |
| float camProject[16], camView[16], lightProject[16], lightView[16]; | |
| double clipplane[4]; | |
| float biasMatrix[16] = { | |
| 0.5f, 0.0f, 0.0f, 0.0f, | |
| 0.0f, 0.5f, 0.0f, 0.0f, | |
| 0.0f, 0.0f, 1.0f, 0.0f, | |
| 0.5f, 0.5f, 0.0f, 1.0f | |
| }; | |
| if (!mjGLAD_GL_ARB_clip_control) { | |
| // account for conversion from ndc to window coordinates | |
| biasMatrix[2*4+2] = 0.5; | |
| biasMatrix[3*4+2] = 0.5; | |
| } | |
| float tempMatrix[16], textureMatrix[16]; | |
| mjvGeom *thisgeom, tempgeom; | |
| mjvLight *thislight; | |
| // empty viewport: nothing to do | |
| if (viewport.width <= 0 || viewport.height <= 0) { | |
| return; | |
| } | |
| // average cameras | |
| cam = mjv_averageCamera(scn->camera, scn->camera+1); | |
| // check znear | |
| if (cam.frustum_near < mjMINVAL) { | |
| // geoms: error | |
| if (scn->ngeom) { | |
| mju_error("mjvScene frustum_near too small in mjr_render"); | |
| } | |
| // no geoms: return silently | |
| else { | |
| return; | |
| } | |
| } | |
| // upload dynamic skin data to GPU | |
| for (int i=0; i < scn->nskin; i++) { | |
| // upload positions to VBO | |
| glBindBuffer(GL_ARRAY_BUFFER, con->skinvertVBO[i]); | |
| glBufferData(GL_ARRAY_BUFFER, | |
| 3*scn->skinvertnum[i]*sizeof(float), | |
| scn->skinvert + 3*scn->skinvertadr[i], | |
| GL_STREAM_DRAW); | |
| // upload normals to VBO | |
| glBindBuffer(GL_ARRAY_BUFFER, con->skinnormalVBO[i]); | |
| glBufferData(GL_ARRAY_BUFFER, | |
| 3*scn->skinvertnum[i]*sizeof(float), | |
| scn->skinnormal + 3*scn->skinvertadr[i], | |
| GL_STREAM_DRAW); | |
| } | |
| // determine drawbuffer; may be changed by stereo later | |
| if (con->currentBuffer == mjFB_WINDOW) { | |
| drawbuffer = (con->windowDoublebuffer ? GL_BACK : GL_FRONT); | |
| } else { | |
| drawbuffer = GL_COLOR_ATTACHMENT0; | |
| } | |
| // init lights | |
| initLights(scn); | |
| // compute head position in model space | |
| mjv_cameraInModel(hpos, NULL, NULL, scn); | |
| mju_n2f(headpos, hpos, 3); | |
| // make list of transparent geoms | |
| nt = 0; | |
| for (int i=0; i < ngeom; i++) { | |
| // get geom pointer | |
| thisgeom = scn->geoms + i; | |
| if (thisgeom->rgba[3] < 0.995 || (thisgeom->type == mjGEOM_PLANE && | |
| isBehind(headpos, thisgeom->pos, thisgeom->mat))) { | |
| // include index in list | |
| scn->geomorder[nt++] = i; | |
| thisgeom->transparent = 1; | |
| // compute distance to camera | |
| thisgeom->camdist = sqrtf((thisgeom->pos[0]-headpos[0])*(thisgeom->pos[0]-headpos[0]) + | |
| (thisgeom->pos[1]-headpos[1])*(thisgeom->pos[1]-headpos[1]) + | |
| (thisgeom->pos[2]-headpos[2])*(thisgeom->pos[2]-headpos[2])); | |
| // correct for rbound | |
| thisgeom->camdist -= mjv_rbound(thisgeom); | |
| // plane always far away | |
| if (thisgeom->type == mjGEOM_PLANE) { | |
| thisgeom->camdist = 1E+10; | |
| } | |
| } else { | |
| thisgeom->transparent = 0; | |
| } | |
| } | |
| // sort transparent geoms according to distance to camera | |
| if (nt > 1) { | |
| int *buf = (int*) mju_malloc(nt * sizeof(int)); | |
| geomSort(scn->geomorder, buf, nt, scn->geoms); | |
| mju_free(buf); | |
| } | |
| // allow only one reflective geom | |
| int j = 0; | |
| for (int i=0; i < ngeom; i++) { | |
| if (j) { | |
| scn->geoms[i].reflectance = 0; | |
| } else if (isReflective(scn->geoms + i)) { | |
| j = 1; | |
| } | |
| } | |
| // init OpenGL | |
| initGL3(scn, con); | |
| // set full viewport | |
| glViewport(viewport.left, viewport.bottom, viewport.width, viewport.height); | |
| // clear, with scissor | |
| glScissor(viewport.left, viewport.bottom, viewport.width, viewport.height); | |
| glEnable(GL_SCISSOR_TEST); | |
| glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT); | |
| glDisable(GL_SCISSOR_TEST); | |
| // determine stereo; quadbuffered reverts to sidebyside if hardware not available | |
| stereo = scn->stereo; | |
| if (stereo == mjSTEREO_QUADBUFFERED && | |
| (con->currentBuffer != mjFB_WINDOW || !con->windowStereo)) { | |
| stereo = mjSTEREO_SIDEBYSIDE; | |
| } | |
| // SIDEBYSIDE: reduce viewport | |
| if (stereo == mjSTEREO_SIDEBYSIDE) { | |
| viewport.width /= 2; | |
| } | |
| // render with stereo | |
| for (int view = (stereo ? 0 : -1); view < (stereo ? 2 : 0); view++) { | |
| // change drawbuffer for QUADBUFFERED stereo | |
| if (stereo == mjSTEREO_QUADBUFFERED) { | |
| if (con->windowDoublebuffer) { | |
| drawbuffer = (view ? GL_BACK_RIGHT : GL_BACK_LEFT); | |
| } else { | |
| drawbuffer = (view ? GL_FRONT_RIGHT : GL_FRONT_LEFT); | |
| } | |
| glDrawBuffer(drawbuffer); | |
| // clear depth buffer for second view (since it is shared) | |
| if (view) { | |
| glClear(GL_DEPTH_BUFFER_BIT); | |
| } | |
| } | |
| // change viewport for SIDEBYSIDE stereo | |
| else if (stereo == mjSTEREO_SIDEBYSIDE) { | |
| // move viewport to the right for view 1 | |
| if (view) { | |
| viewport.left += viewport.width; | |
| } | |
| // set reduced/moved viewport | |
| glViewport(viewport.left, viewport.bottom, viewport.width, viewport.height); | |
| } | |
| // set projection and modelview | |
| setView(view, viewport, scn, con, camProject, camView); | |
| //---------------------------------- segmentation rendering | |
| if (scn->flags[mjRND_SEGMENT]) { | |
| // constant color rendering | |
| glShadeModel(GL_FLAT); | |
| glDisable(GL_LIGHTING); | |
| glDisable(GL_COLOR_MATERIAL); | |
| glPolygonMode(GL_FRONT_AND_BACK, GL_FILL); | |
| glDisable(GL_FOG); | |
| glDisable(GL_MULTISAMPLE); | |
| // render all geoms | |
| for (int i=0; i < ngeom; i++) { | |
| if (scn->geoms[i].segid >= 0) { | |
| renderGeom(scn->geoms+i, | |
| scn->flags[mjRND_IDCOLOR] ? mjrRND_IDCOLOR : mjrRND_SEGMENT, | |
| headpos, scn, con); | |
| } | |
| } | |
| // skip the remaining passes | |
| continue; | |
| } | |
| //---------------------------------- reflection rendering | |
| // plane and box reflection rendering | |
| if (scn->flags[mjRND_REFLECTION]) { | |
| for (int i=0; i < ngeom; i++) { | |
| // get geom pointer | |
| thisgeom = scn->geoms + i; | |
| if (isReflective(thisgeom)) { | |
| // if box, replace with temporary plane matching Z+ box side | |
| if (thisgeom->type == mjGEOM_BOX) { | |
| // copy and convert to plane | |
| tempgeom = *thisgeom; | |
| tempgeom.type = mjGEOM_PLANE; | |
| // offset position to Z+ face side | |
| tempgeom.pos[0] += tempgeom.size[2]*tempgeom.mat[2]; | |
| tempgeom.pos[1] += tempgeom.size[2]*tempgeom.mat[5]; | |
| tempgeom.pos[2] += tempgeom.size[2]*tempgeom.mat[8]; | |
| // redirect pointer | |
| thisgeom = &tempgeom; | |
| } | |
| // camera behind plane or box side: nothing to show | |
| if (isBehind(headpos, thisgeom->pos, thisgeom->mat)) { | |
| continue; | |
| } | |
| // prepare to render plane in stencil buffer | |
| glDisable(GL_DEPTH_TEST); | |
| glColorMask(0, 0, 0, 0); | |
| glEnable(GL_STENCIL_TEST); | |
| glClear(GL_STENCIL_BUFFER_BIT); | |
| glStencilFunc(GL_ALWAYS, 1, 0xFF); | |
| glStencilOp(GL_REPLACE, GL_REPLACE, GL_REPLACE); | |
| // render thisgeom in stencil buffer, always fill | |
| glPolygonMode(GL_FRONT_AND_BACK, GL_FILL); | |
| renderGeom(thisgeom, mjrRND_NORMAL, headpos, scn, con); | |
| glPolygonMode(GL_FRONT_AND_BACK, scn->flags[mjRND_WIREFRAME] ? GL_LINE : GL_FILL); | |
| // prepare to render scene where stencil==1 | |
| glEnable(GL_DEPTH_TEST); | |
| glColorMask(1, 1, 1, 1); | |
| glStencilFunc(GL_EQUAL, 1, 0xFF); | |
| glStencilOp(GL_KEEP, GL_KEEP, GL_KEEP); | |
| // set clipplane | |
| glEnable(GL_CLIP_PLANE0); | |
| clipplane[0] = -thisgeom->mat[2]; | |
| clipplane[1] = -thisgeom->mat[5]; | |
| clipplane[2] = -thisgeom->mat[8]; | |
| clipplane[3] = | |
| thisgeom->pos[0]*thisgeom->mat[2] + | |
| thisgeom->pos[1]*thisgeom->mat[5] + | |
| thisgeom->pos[2]*thisgeom->mat[8]; | |
| glClipPlane(GL_CLIP_PLANE0, clipplane); | |
| // set reflection matrix | |
| glFrontFace(GL_CW); | |
| glPushMatrix(); | |
| mjr_reflect(thisgeom->pos, thisgeom->mat); | |
| // set light position and direction, enable | |
| for (int j=0; j < nlight; j++) { | |
| adjustLight(scn->lights+j, j); | |
| glEnable(GL_LIGHT0+j); | |
| } | |
| // render reflected non-transparent geoms, except for thisgeom | |
| for (int j=0; j < ngeom; j++) { | |
| if (!scn->geoms[j].transparent && i != j) { | |
| renderGeomReflection(j, thisgeom->reflectance, headpos, scn, con); | |
| } | |
| } | |
| // render reflected transparent geoms, except for thisgeom | |
| glDepthMask(GL_FALSE); | |
| glEnable(GL_BLEND); | |
| if (scn->flags[mjRND_ADDITIVE]) { | |
| glBlendFunc(GL_SRC_ALPHA, GL_ONE); | |
| } else { | |
| glBlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA); | |
| } | |
| for (int j=0; j < nt; j++) { | |
| if (i != scn->geomorder[j]) { | |
| renderGeomReflection(scn->geomorder[j], thisgeom->reflectance, headpos, scn, con); | |
| } | |
| } | |
| if (!scn->flags[mjRND_ADDITIVE]) { | |
| for (int j=nt-1; j >= 0; j--) { | |
| if (i != scn->geomorder[j]) { | |
| renderGeomReflection(scn->geomorder[j], thisgeom->reflectance, headpos, scn, con); | |
| } | |
| } | |
| } | |
| glDepthMask(GL_TRUE); | |
| glDisable(GL_BLEND); | |
| // disable lights | |
| for (int j=0; j < nlight; j++) { | |
| glDisable(GL_LIGHT0+j); | |
| } | |
| // end reflection rendering | |
| glDisable(GL_STENCIL_TEST); | |
| glDisable(GL_CLIP_PLANE0); | |
| glPopMatrix(); | |
| glFrontFace(GL_CCW); | |
| } | |
| } | |
| } | |
| //---------------------------------- regular rendering | |
| // set light position and direction, enable non-shadow lights | |
| for (int i=0; i < nlight; i++) { | |
| // set light | |
| thislight = scn->lights + i; | |
| adjustLight(thislight, i); | |
| // enable lights without shadows | |
| if (!thislight->castshadow || !(scn->flags[mjRND_SHADOW] && con->shadowFBO)) { | |
| glEnable(GL_LIGHT0+i); | |
| } | |
| } | |
| // render reflecting geoms | |
| // (only one allowed, more would result in weird transparency) | |
| glEnable(GL_BLEND); | |
| glBlendFunc(GL_ONE, GL_ONE); | |
| for (int i=0; i < ngeom; i++) | |
| if (isReflective(scn->geoms+i)) { | |
| renderGeom(scn->geoms+i, mjrRND_NORMAL, headpos, scn, con); | |
| } | |
| glDisable(GL_BLEND); | |
| // render remaining opaque geoms | |
| for (int i=0; i < ngeom; i++) { | |
| if (!scn->geoms[i].transparent && !isReflective(scn->geoms+i)) { | |
| renderGeom(scn->geoms+i, mjrRND_NORMAL, headpos, scn, con); | |
| } | |
| } | |
| // disable lights | |
| for (int i=0; i < nlight; i++) { | |
| glDisable(GL_LIGHT0+i); | |
| } | |
| //------------------------------------ shadow rendering | |
| // black fog, to avoid glow | |
| float black[4] = {0, 0, 0, 0}; | |
| glFogfv(GL_FOG_COLOR, black); | |
| // shadow map rendering | |
| if (scn->flags[mjRND_SHADOW] && con->shadowFBO) { | |
| for (int i=0; i < nlight; i++) { | |
| // get pointer | |
| thislight = scn->lights + i; | |
| if (thislight->castshadow) { | |
| // prepare up-direction | |
| mjr_orthoVec(temp, thislight->dir); | |
| // set projection: from light viewpoint | |
| glMatrixMode(GL_PROJECTION); | |
| glLoadIdentity(); | |
| if (mjGLAD_GL_ARB_clip_control) { | |
| // reverse Z rendering mapping [znear, zfar] -> [1, 0] (ndc) | |
| glTranslatef(0.0f, 0.0f, 0.5f); | |
| glScalef(1.0f, 1.0f, -0.5f); | |
| } | |
| else { | |
| // reverse Z rendering mapping without shift [znear, zfar] -> [1, -1] (ndc) | |
| glScalef(1.0f, 1.0f, -1.0f); | |
| } | |
| if (thislight->type == mjLIGHT_DIRECTIONAL) { | |
| glOrtho(-con->shadowClip, con->shadowClip, | |
| -con->shadowClip, con->shadowClip, | |
| cam.frustum_near, cam.frustum_far); | |
| } else if (thislight->type == mjLIGHT_SPOT) { | |
| mjr_perspective(mju_min(2*thislight->cutoff*con->shadowScale, 160), 1, | |
| cam.frustum_near, cam.frustum_far); | |
| } else { | |
| mju_error("Unsupported light type: %d", thislight->type); | |
| } | |
| glGetFloatv(GL_PROJECTION_MATRIX, lightProject); | |
| // set modelview: from light viewpoint | |
| glMatrixMode(GL_MODELVIEW); | |
| glLoadIdentity(); | |
| mjr_lookAt(thislight->pos, thislight->dir, temp); | |
| glGetFloatv(GL_MODELVIEW_MATRIX, lightView); | |
| // adjust OpenGL settings for shadow rendering | |
| glBindFramebuffer(GL_FRAMEBUFFER, con->shadowFBO); | |
| glDrawBuffer(GL_NONE); | |
| glClear(GL_DEPTH_BUFFER_BIT); | |
| glViewport( | |
| 1, 1, con->shadowSize-2, con->shadowSize-2); // avoid infinite shadows from edges | |
| glShadeModel(GL_FLAT); | |
| glDisable(GL_LIGHTING); | |
| glColorMask(0, 0, 0, 0); | |
| int cull_face = glIsEnabled(GL_CULL_FACE); | |
| glDisable(GL_CULL_FACE); // all faces cast shadows | |
| glEnable(GL_POLYGON_OFFSET_FILL); | |
| // The limited resolution of the shadow maps means multiple fragments | |
| // sample the same texel. When light and camera directions differ on | |
| // surfaces that should be lit this causes "shadow acne" because some | |
| // fragments will be lit while adjacent fragments are not. To mitigate | |
| // this artifact, an offset is applied to the depth values in the | |
| // shadow map. The offset must be large enough to ensure consistent | |
| // depth comparison occurs within the limited precision of the depth | |
| // buffer. The offset is computed by glPolygonOffset using parameters | |
| // that are chosen empirically. We need different values when clip | |
| // control is on/off because this setting changes the depth precision. | |
| float kOffsetFactor = -16.0f; | |
| float kOffsetUnits = -512.0f; | |
| if (mjGLAD_GL_ARB_clip_control) { | |
| kOffsetFactor = -1.5f; | |
| kOffsetUnits = -4.0f; | |
| } | |
| glPolygonOffset(kOffsetFactor, kOffsetUnits); | |
| // render all geoms to depth texture | |
| for (int j=0; j < ngeom; j++) { | |
| renderGeom(scn->geoms+j, mjrRND_SHADOWCAST, headpos, scn, con); | |
| } | |
| // restore OpenGL settings | |
| glBindFramebuffer(GL_FRAMEBUFFER, | |
| con->currentBuffer == mjFB_WINDOW ? 0 : con->offFBO); | |
| glDrawBuffer(drawbuffer); | |
| glViewport(viewport.left, viewport.bottom, viewport.width, viewport.height); | |
| if (cull_face) { | |
| glEnable(GL_CULL_FACE); | |
| } | |
| glDisable(GL_POLYGON_OFFSET_FILL); | |
| glShadeModel(GL_SMOOTH); | |
| glEnable(GL_LIGHTING); | |
| glColorMask(1, 1, 1, 1); | |
| glMatrixMode(GL_PROJECTION); | |
| glLoadMatrixf(camProject); | |
| glMatrixMode(GL_MODELVIEW); | |
| glLoadMatrixf(camView); | |
| // compute camera-light mapping | |
| mjr_mulMat44(tempMatrix, lightProject, lightView); | |
| mjr_mulMat44(textureMatrix, biasMatrix, tempMatrix); | |
| // enable texture machinery | |
| settexture(mjtexSHADOW, 1, con, 0); | |
| mjr_getrow4(temp, textureMatrix, 0); | |
| glTexGenfv(GL_S, GL_EYE_PLANE, temp); | |
| mjr_getrow4(temp, textureMatrix, 1); | |
| glTexGenfv(GL_T, GL_EYE_PLANE, temp); | |
| mjr_getrow4(temp, textureMatrix, 2); | |
| glTexGenfv(GL_R, GL_EYE_PLANE, temp); | |
| mjr_getrow4(temp, textureMatrix, 3); | |
| glTexGenfv(GL_Q, GL_EYE_PLANE, temp); | |
| // render with shadow light i | |
| glEnable(GL_ALPHA_TEST); | |
| glEnable(GL_BLEND); | |
| glBlendFunc(GL_ONE, GL_ONE); | |
| glEnable(GL_LIGHT0+i); | |
| // only opaque geoms accept shadows | |
| for (int j=0; j < ngeom; j++) { | |
| if (!scn->geoms[j].transparent) { | |
| renderGeom(scn->geoms+j, mjrRND_SHADOWMAP, headpos, scn, con); | |
| } | |
| } | |
| glDisable(GL_LIGHT0+i); | |
| glDisable(GL_BLEND); | |
| glDisable(GL_ALPHA_TEST); | |
| // disable texture machinery | |
| settexture(mjtexSHADOW, 0, con, 0); | |
| } | |
| } | |
| } | |
| // restore fog color | |
| glFogfv(GL_FOG_COLOR, con->fogRGBA); | |
| //------------------------------------ skybox rendering | |
| if (scn->flags[mjRND_SKYBOX]) { | |
| // skybox always filled | |
| glPolygonMode(GL_FRONT_AND_BACK, GL_FILL); | |
| // find skybox texture | |
| for (int i=0; i < con->ntexture; i++) { | |
| if (con->textureType[i] == mjTEXTURE_SKYBOX) { | |
| // save first skybox texture id in tempgeom | |
| memset(&tempgeom, 0, sizeof(mjvGeom)); | |
| tempgeom.matid = mjMAXMATERIAL - 1; | |
| // modify settings | |
| glDisable(GL_LIGHTING); | |
| glDisable(GL_COLOR_MATERIAL); | |
| glCullFace(GL_FRONT); | |
| // center at headpos, scale to avoid far clipping: just below 1/sqrt(2) | |
| glPushMatrix(); | |
| glTranslatef(headpos[0], headpos[1], headpos[2]); | |
| skyboxdst = cam.frustum_far*0.70f; | |
| if (scn->enabletransform) { | |
| skyboxdst /= scn->scale; | |
| } | |
| glScalef(skyboxdst, skyboxdst, skyboxdst); | |
| // render cylinder, with skybox texture | |
| settexture(mjtexSKYBOX, 1, con, &tempgeom); | |
| glColor4f(1, 1, 1, 1); | |
| glCallList(con->baseBuiltin + mjrCYLINDER); | |
| settexture(mjtexSKYBOX, 0, con, &tempgeom); | |
| // haze | |
| if (scn->flags[mjRND_HAZE]) { | |
| for (int j=0; j < ngeom; j++) { | |
| if (scn->geoms[j].type == mjGEOM_PLANE && | |
| scn->geoms[j].size[0] == 0 && | |
| scn->geoms[j].size[1] == 0) { | |
| // compute headpos elevation above plane | |
| float* mat3 = scn->geoms[j].mat; | |
| float elevation = ((headpos[0]-scn->geoms[j].pos[0])*mat3[2] + | |
| (headpos[1]-scn->geoms[j].pos[1])*mat3[5] + | |
| (headpos[2]-scn->geoms[j].pos[2])*mat3[8]) / | |
| skyboxdst; | |
| // below plane: no rendering | |
| if (elevation < 0) { | |
| break; | |
| } | |
| // rotate to plane | |
| float mat4[16] = { | |
| mat3[0], mat3[3], mat3[6], 0.0f, | |
| mat3[1], mat3[4], mat3[7], 0.0f, | |
| mat3[2], mat3[5], mat3[8], 0.0f, | |
| 0.0f, 0.0f, 0.0f, 1.0f | |
| }; | |
| glMultMatrixf(mat4); | |
| // translate and scale | |
| glTranslatef(0, 0, -elevation); | |
| glScalef(1, 1, elevation); | |
| // render | |
| glEnable(GL_BLEND); | |
| glBlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA); | |
| glCallList(con->baseBuiltin + mjrHAZE); | |
| glDisable(GL_BLEND); | |
| // only first infinite plane | |
| break; | |
| } | |
| } | |
| } | |
| // recover settings | |
| glPopMatrix(); | |
| glEnable(GL_LIGHTING); | |
| glEnable(GL_COLOR_MATERIAL); | |
| glCullFace(GL_BACK); | |
| // render only first skybox | |
| break; | |
| } | |
| } | |
| // wireframe or filled depending on flag | |
| glPolygonMode(GL_FRONT_AND_BACK, scn->flags[mjRND_WIREFRAME] ? GL_LINE : GL_FILL); | |
| } | |
| //------------------------------------ transparent regular rendering | |
| // enable lights | |
| for (int i=0; i < nlight; i++) { | |
| glEnable(GL_LIGHT0+i); | |
| } | |
| // blend mode | |
| glDepthMask(GL_FALSE); | |
| glEnable(GL_BLEND); | |
| if (scn->flags[mjRND_ADDITIVE]) { | |
| glBlendFunc(GL_SRC_ALPHA, GL_ONE); | |
| } else { | |
| glBlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA); | |
| } | |
| // render transparent geoms: front to back | |
| for (int i=0; i < nt; i++) { | |
| renderGeom(scn->geoms+scn->geomorder[i], mjrRND_NORMAL, headpos, scn, con); | |
| } | |
| // render transparent geoms: back to front, if not additive | |
| if (!scn->flags[mjRND_ADDITIVE]) { | |
| for (int i=nt-1; i >= 0; i--) { | |
| renderGeom(scn->geoms+scn->geomorder[i], mjrRND_NORMAL, headpos, scn, con); | |
| } | |
| } | |
| // normal mode | |
| glDepthMask(GL_TRUE); | |
| glDisable(GL_BLEND); | |
| // disable lights | |
| for (int i=0; i < nlight; i++) { | |
| glDisable(GL_LIGHT0+i); | |
| } | |
| //------------------------------------ label rendering | |
| // render text labels if present | |
| glDisable(GL_DEPTH_TEST); | |
| glDisable(GL_LIGHTING); | |
| for (int i=0; i < ngeom; i++) { | |
| thisgeom = scn->geoms + i; | |
| if (thisgeom->label[0]) { | |
| mjr_textActual(mjFONT_SHADOW, thisgeom->label, con, | |
| thisgeom->pos[0], thisgeom->pos[1], thisgeom->pos[2], 1, 1, 1); | |
| } | |
| } | |
| glEnable(GL_DEPTH_TEST); | |
| glEnable(GL_LIGHTING); | |
| } | |
| // frame | |
| if (scn->framewidth) { | |
| // prepare | |
| glClearColor(scn->framergb[0], scn->framergb[1], scn->framergb[2], 0); | |
| glEnable(GL_SCISSOR_TEST); | |
| // bottom edge | |
| glScissor(viewport.left, viewport.bottom, | |
| viewport.width, scn->framewidth); | |
| glClear(GL_COLOR_BUFFER_BIT); | |
| // top edge | |
| glScissor(viewport.left, viewport.bottom+viewport.height-scn->framewidth, | |
| viewport.width, scn->framewidth); | |
| glClear(GL_COLOR_BUFFER_BIT); | |
| // left edge | |
| glScissor(viewport.left, viewport.bottom, | |
| scn->framewidth, viewport.height); | |
| glClear(GL_COLOR_BUFFER_BIT); | |
| // right edge | |
| glScissor(viewport.left+viewport.width-scn->framewidth, viewport.bottom, | |
| scn->framewidth, viewport.height); | |
| glClear(GL_COLOR_BUFFER_BIT); | |
| // disable scissor | |
| glDisable(GL_SCISSOR_TEST); | |
| } | |
| // restore currentBuffer | |
| mjr_restoreBuffer(con); | |
| } | |
| // call glFinish | |
| void mjr_finish(void) { | |
| glFinish(); | |
| } | |
| // call glGetError and return result | |
| int mjr_getError(void) { | |
| return (int)glGetError(); | |
| } | |