LCOV - code coverage report
Current view: top level - eq/util - accumBufferObject.cpp (source / functions) Hit Total Coverage
Test: Equalizer Lines: 1 96 1.0 %
Date: 2016-09-29 05:02:09 Functions: 2 13 15.4 %

          Line data    Source code
       1             : /* Copyright (c) 2009-2013, Stefan Eilemann <eile@equalizergraphics.com>
       2             :  *                    2009, Sarah Amsellem <sarah.amsellem@gmail.com>
       3             :  *
       4             :  * This library is free software; you can redistribute it and/or modify it under
       5             :  * the terms of the GNU Lesser General Public License version 2.1 as published
       6             :  * by the Free Software Foundation.
       7             :  *
       8             :  * This library is distributed in the hope that it will be useful, but WITHOUT
       9             :  * ANY WARRANTY; without even the implied warranty of MERCHANTABILITY or FITNESS
      10             :  * FOR A PARTICULAR PURPOSE.  See the GNU Lesser General Public License for more
      11             :  * details.
      12             :  *
      13             :  * You should have received a copy of the GNU Lesser General Public License
      14             :  * along with this library; if not, write to the Free Software Foundation, Inc.,
      15             :  * 51 Franklin Street, Fifth Floor, Boston, MA 02110-1301 USA.
      16             :  */
      17             : 
      18             : #include "accumBufferObject.h"
      19             : 
      20             : #include <eq/gl.h>
      21             : 
      22             : namespace eq
      23             : {
      24             : namespace util
      25             : {
      26             : 
      27           0 : AccumBufferObject::AccumBufferObject( const GLEWContext* glewContext )
      28             :     : FrameBufferObject( glewContext )
      29             :     , _texture( 0 )
      30             :     , _pvp( 0, 0, 0, 0 )
      31           0 :     , _previousFBO( 0 )
      32             : {
      33           0 : }
      34             : 
      35           0 : AccumBufferObject::~AccumBufferObject()
      36             : {
      37           0 :     exit();
      38           0 : }
      39             : 
      40           0 : bool AccumBufferObject::init( const PixelViewport& pvp,
      41             :                               const GLuint textureFormat )
      42             : {
      43           0 :     _pvp = pvp;
      44           0 :     _texture = new Texture( GL_TEXTURE_RECTANGLE_ARB, glewGetContext( ));
      45           0 :     _texture->init( textureFormat, pvp.w, pvp.h );
      46             : 
      47             :     const Error error = FrameBufferObject::init( pvp.w, pvp.h,
      48           0 :                                                  GL_RGBA32F, 0, 0 );
      49           0 :     if( error )
      50             :     {
      51           0 :         LBDEBUG << "FrameBufferObject init failed: " << error << std::endl;
      52           0 :         exit();
      53           0 :         return false;
      54             :     }
      55             : 
      56           0 :     unbind();
      57           0 :     return true;
      58             : }
      59             : 
      60           0 : void AccumBufferObject::exit()
      61             : {
      62           0 :     if( _texture )
      63           0 :         _texture->flush();
      64             : 
      65           0 :     delete _texture;
      66           0 :     _texture = 0;
      67             : 
      68           0 :     FrameBufferObject::exit();
      69           0 : }
      70             : 
      71           0 : void AccumBufferObject::load( const GLfloat value )
      72             : {
      73           0 :     EQ_GL_ERROR( "before AccumBufferObject::load" );
      74           0 :     _texture->copyFromFrameBuffer( _texture->getInternalFormat(), _pvp );
      75             : 
      76           0 :     const PixelViewport pvp( 0, 0, getWidth(), getHeight( ));
      77           0 :     _setup( pvp );
      78           0 :     _drawQuadWithTexture( _texture, pvp, value );
      79           0 :     _reset();
      80             : 
      81           0 :     EQ_GL_ERROR( "after AccumBufferObject::load" );
      82             : 
      83             : #if 0
      84             :     static a_int32_t i;
      85             :     std::ostringstream os;
      86             :     os << "abo" << ++i;
      87             :     getColorTextures()[0]->writeRGB( os.str( ));
      88             : 
      89             :     os << "tex";
      90             :     _texture->writeRGB( os.str( ));
      91             : #endif
      92           0 : }
      93             : 
      94           0 : void AccumBufferObject::accum( const GLfloat value )
      95             : {
      96           0 :     _texture->copyFromFrameBuffer( _texture->getInternalFormat(), _pvp );
      97             : 
      98           0 :     const PixelViewport pvp( 0, 0, getWidth(), getHeight( ));
      99           0 :     _setup( pvp );
     100           0 :     EQ_GL_CALL( glEnable( GL_BLEND ));
     101           0 :     EQ_GL_CALL( glBlendFunc( GL_ONE, GL_ONE ));
     102             : 
     103           0 :     _drawQuadWithTexture( _texture, pvp, value );
     104             : 
     105           0 :     EQ_GL_CALL( glBlendFunc( GL_ONE, GL_ZERO ));
     106           0 :     EQ_GL_CALL( glDisable( GL_BLEND ));
     107           0 :     _reset();
     108           0 : }
     109             : 
     110           0 : void AccumBufferObject::display( const GLfloat value )
     111             : {
     112           0 :     _drawQuadWithTexture( getColorTextures()[0], _pvp, value );
     113           0 : }
     114             : 
     115           0 : bool AccumBufferObject::resize( const PixelViewport& pvp )
     116             : {
     117           0 :     if( _pvp == pvp )
     118           0 :         return false;
     119             : 
     120           0 :     _pvp = pvp;
     121           0 :     return FrameBufferObject::resize( pvp.w, pvp.h );
     122             : }
     123             : 
     124           0 : void AccumBufferObject::_setup( const PixelViewport& pvp )
     125             : {
     126           0 :     EQ_GL_CALL( glGetIntegerv( GL_FRAMEBUFFER_BINDING_EXT, &_previousFBO ));
     127           0 :     bind();
     128           0 :     EQ_GL_CALL( glPushAttrib( GL_SCISSOR_BIT | GL_VIEWPORT_BIT |
     129             :                               GL_TRANSFORM_BIT ));
     130           0 :     EQ_GL_CALL( glMatrixMode(GL_PROJECTION));
     131           0 :     EQ_GL_CALL( glPushMatrix());
     132           0 :     EQ_GL_CALL( glLoadIdentity());
     133           0 :     EQ_GL_CALL( glOrtho(0, pvp.w, 0, pvp.h, -1, 1));
     134           0 :     EQ_GL_CALL( glScissor(0, 0, pvp.w, pvp.h));
     135           0 :     EQ_GL_CALL( glViewport(0, 0, pvp.w, pvp.h));
     136           0 : }
     137             : 
     138           0 : void AccumBufferObject::_reset()
     139             : {
     140           0 :     EQ_GL_CALL( glMatrixMode(GL_PROJECTION));
     141           0 :     EQ_GL_CALL( glPopMatrix());
     142           0 :     EQ_GL_CALL( glPopAttrib());
     143           0 :     EQ_GL_CALL( glBindFramebufferEXT( GL_FRAMEBUFFER_EXT, _previousFBO ));
     144           0 : }
     145             : 
     146           0 : void AccumBufferObject::_drawQuadWithTexture( Texture* texture,
     147             :                                               const PixelViewport& pvp,
     148             :                                               const GLfloat value )
     149             : {
     150           0 :     texture->bind();
     151             : 
     152           0 :     EQ_GL_CALL( glDepthMask( false ));
     153           0 :     EQ_GL_CALL( glDisable( GL_LIGHTING ));
     154           0 :     EQ_GL_CALL( glEnable( GL_TEXTURE_RECTANGLE_ARB ));
     155           0 :     EQ_GL_CALL( glTexEnvf( GL_TEXTURE_ENV, GL_TEXTURE_ENV_MODE, GL_MODULATE ));
     156           0 :     texture->applyWrap();
     157           0 :     texture->applyZoomFilter( FILTER_NEAREST );
     158             : 
     159           0 :     EQ_GL_CALL( glColor4f( value, value, value, value ));
     160             : 
     161           0 :     const float startX = static_cast< float >( pvp.x );
     162           0 :     const float endX   = static_cast< float >( pvp.x + pvp.w );
     163           0 :     const float startY = static_cast< float >( pvp.y );
     164           0 :     const float endY   = static_cast< float >( pvp.y + pvp.h );
     165             : 
     166           0 :     glBegin( GL_QUADS );
     167           0 :         glTexCoord2f( 0.0f, 0.0f );
     168           0 :         glVertex3f( startX, startY, 0.0f );
     169             : 
     170           0 :         glTexCoord2f( static_cast< float >( pvp.w ), 0.0f );
     171           0 :         glVertex3f( endX, startY, 0.0f );
     172             : 
     173           0 :         glTexCoord2f( static_cast<float>( pvp.w ), static_cast<float>( pvp.h ));
     174           0 :         glVertex3f( endX, endY, 0.0f );
     175             : 
     176           0 :         glTexCoord2f( 0.0f, static_cast< float >( pvp.h ));
     177           0 :         glVertex3f( startX, endY, 0.0f );
     178           0 :     glEnd();
     179             : 
     180             :     // restore state
     181           0 :     EQ_GL_CALL( glDisable( GL_TEXTURE_RECTANGLE_ARB ));
     182           0 :     EQ_GL_CALL( glDepthMask( true ));
     183           0 : }
     184             : 
     185             : }
     186          42 : }

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