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📄 renderserver.cpp

📁 ROBOCUP 仿真3D server 源码
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/* -*- mode: c++; c-basic-offset: 4; indent-tabs-mode: nil -*-this file is part of rcssserver3DFri May 9 2003Copyright (C) 2002,2003 Koblenz UniversityCopyright (C) 2003 RoboCup Soccer Server 3D Maintenance Group$Id: renderserver.cpp,v 1.20 2004/12/30 15:53:47 rollmark Exp $This program is free software; you can redistribute it and/or modifyit under the terms of the GNU General Public License as published bythe Free Software Foundation; version 2 of the License.This program is distributed in the hope that it will be useful,but WITHOUT ANY WARRANTY; without even the implied warranty ofMERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE.  See theGNU General Public License for more details.You should have received a copy of the GNU General Public Licensealong with this program; if not, write to the Free SoftwareFoundation, Inc., 675 Mass Ave, Cambridge, MA 02139, USA.*/#include "renderserver.h"#include <oxygen/sceneserver/sceneserver.h>#include <oxygen/sceneserver/scene.h>#include <oxygen/sceneserver/camera.h>#include <kerosin/openglserver/openglserver.h>#include <kerosin/sceneserver/staticmesh.h>#include <kerosin/sceneserver/light.h>#include <zeitgeist/logserver/logserver.h>using namespace boost;using namespace oxygen;using namespace kerosin;using namespace salt;using namespace zeitgeist;RenderServer::RenderServer() : Leaf(){}RenderServer::~RenderServer(){}voidRenderServer::OnLink(){    // setup SceneServer reference    mSceneServer = shared_dynamic_cast<SceneServer>        (GetCore()->Get("/sys/server/scene"));    if (mSceneServer.get() == 0)        {            GetLog()->Error()                << "(RenderServer) ERROR: SceneServer not found\n";        }    // setup OpenGLServer reference    mOpenGLServer = shared_dynamic_cast<OpenGLServer>        (GetCore()->Get("sys/server/opengl"));    if (mOpenGLServer.get() == 0)    {        GetLog()->Error()            << "(RenderServer) ERROR: OpenGLServer not found\n";    } else    {        mAmbientVP = 0;#if 0        mAmbientVP = mOpenGLServer->LoadARBVertexProgram            ("/sys/program/ambient.vp");        if (mAmbientVP == 0)        {            GetLog()->Error()                << "(RenderServer) ERROR: Could not load vertex program\n";        }#endif    }}voidRenderServer::OnUnlink(){    mSceneServer.reset();    mOpenGLServer.reset();    mActiveScene.reset();}boolRenderServer::GetActiveScene(){    if (mSceneServer.get() == 0)        {            mActiveScene.reset();        }    mActiveScene = mSceneServer->GetActiveScene();    if (mActiveScene.get() == 0)        {            GetLog()->Error() <<                "(RenderServer) ERROR: found no active scene\n";            return false;        }    return true;}voidRenderServer::RenderFancyLighting(const salt::Frustum& /*frustum*/,                                  boost::shared_ptr<oxygen::Camera>& /*camera*/,                                  TLeafList& /*myLights*/, TLeafList& /*allMeshes*/,                                  TLeafList& /*visibleMeshes*/){#if 0    glEnable(GL_VERTEX_PROGRAM_ARB);    glBindProgramARB(GL_VERTEX_PROGRAM_ARB, mAmbientVP);    glColor3f(0.1f,0.1f,0.1f);    mActiveScene->RenderAmbient();    // render lights    glBlendFunc(GL_ONE, GL_ONE);    glEnable(GL_BLEND);    //glEnable(GL_ALPHA_TEST);    //glAlphaFunc(GL_GREATER, 0.0f);    glDepthMask(0);    glDepthFunc(GL_EQUAL);    for (TLeafList::iterator i=myLights.begin(); i != myLights.end(); ++i)        {            shared_ptr<Light> light = shared_static_cast<Light>(*i);            // only render the light if it is visible            if (frustum.Intersects(light->GetWorldBoundingBox())!=Frustum::FS_OUTSIDE)                {                    for (TLeafList::iterator j=visibleMeshes.begin(); j != visibleMeshes.end(); ++j)                        {                            shared_ptr<StaticMesh> mesh = shared_static_cast<StaticMesh>(*j);                            // we only have to render meshes, whose bounding volume intersects the light volume                            if (light->GetWorldBoundingBox().Intersects(mesh->GetWorldBoundingBox()))                                {                                    Matrix   toObjectSpace;                                    toObjectSpace.Identity();                                    toObjectSpace = mesh->GetWorldTransform();                                    toObjectSpace.InvertRotationMatrix();                                    //light->GetWorldTransform().Pos().Dump();                                    light->Prepare();                                    Vector3f lightPos = toObjectSpace.Transform(light->GetWorldTransform().Pos());                                    Vector3f viewPos = toObjectSpace.Transform(camera->GetWorldTransform().Pos());                                    glProgramLocalParameter4fARB(GL_VERTEX_PROGRAM_ARB, 0, lightPos.x(), lightPos.y(), lightPos.z(), 1.0f);                                    glProgramLocalParameter4fARB(GL_VERTEX_PROGRAM_ARB, 1, viewPos.x(), viewPos.y(), viewPos.z(), 1.0f);                                    light->RenderLitMesh(shared_static_cast<StaticMesh>(*j));                                }                        }                }        }    glDisable(GL_BLEND);    glDepthMask(1);    glActiveTextureARB(GL_TEXTURE0_ARB);    glDisable(GL_TEXTURE_2D);    glActiveTextureARB(GL_TEXTURE1_ARB);    glDisable(GL_TEXTURE_2D);    glActiveTextureARB(GL_TEXTURE2_ARB);    glDisable(GL_TEXTURE_2D);    glEnable(GL_VERTEX_PROGRAM_ARB);    glBindProgramARB(GL_VERTEX_PROGRAM_ARB, mAmbientVP);    // standard rendering    mActiveScene->Render();    glDisable(GL_VERTEX_PROGRAM_ARB);#endif}voidRenderServer::Render(){    if (! GetActiveScene())        {            return;        }    // get a camera to render with    shared_ptr<Camera> camera =        shared_static_cast<Camera>(mActiveScene->GetChildOfClass("Camera", true));    if (camera.get() == 0)        {            GetLog()->Error()                << "(RenderServer) ERROR: found no camera node in the active scene\n";            return;        }    glClearColor(0,0,0,0);    glClear(GL_COLOR_BUFFER_BIT|GL_DEPTH_BUFFER_BIT);    glColor3f(1,1,1);    // set the view transformation    BindCamera(camera);#if 0    // get the view frustum from the camera    Frustum frustum;    camera->DescribeFrustum(frustum);    // cull lights and geometries against the frustum    TLeafList myLights;    TLeafList allMeshes;    TLeafList visibleMeshes;    mActiveScene->GetChildrenSupportingClass("Light", myLights, true);    mActiveScene->GetChildrenSupportingClass("StaticMesh", allMeshes, true);    TLeafList::iterator i;    for (i = allMeshes.begin(); i != allMeshes.end(); ++i)        {            // try to cull meshes, which are outside the viewing frustum            if (frustum.Intersects(shared_static_cast<StaticMesh>(*i)->GetWorldBoundingBox())!=Frustum::FS_OUTSIDE)                {                    visibleMeshes.push_back(*i);                }        }#endif    // actual rendering    // ambient pass    glEnable(GL_DEPTH_TEST);    glDepthFunc(GL_LESS);    glEnable(GL_CULL_FACE);    glCullFace(GL_BACK);    TLeafList lights;    mActiveScene->ListChildrenSupportingClass<Light>(lights,true);    if (lights.size() == 0)        {            // no lights in the scene, disable lighting            glDisable(GL_LIGHTING);        } else            {                glEnable(GL_LIGHTING);                glShadeModel (GL_SMOOTH);                // prepare all lights                for (                     TLeafList::iterator iter = lights.begin();                     iter != lights.end();                     ++iter                     )                    {                        (shared_static_cast<Light>(*iter))->Prepare();                    }            }    // standard rendering    RenderScene(mActiveScene);    // reset GL lights    glDisable(GL_LIGHTING);#if 0    // test for fancy lighting support - disabled for now    const bool doFancyLighting = false; /*openglServer->SupportsFancyLighting()*/    if (doFancyLighting)        {            RenderFancyLighting(frustum, camera, myLights, allMeshes, visibleMeshes);        }    else#endif}voidRenderServer::RenderScene(boost::shared_ptr<BaseNode> node){    // test for and render using a RenderNode    shared_ptr<RenderNode> renderNode = shared_dynamic_cast<RenderNode>(node);    if (renderNode.get() != 0)        {            glPushMatrix();            glMultMatrixf(node->GetWorldTransform().m);            renderNode->RenderInternal();            glPopMatrix();        }    // traverse the the hierarchy    for (TLeafList::iterator i = node->begin(); i!= node->end(); ++i)        {            shared_ptr<BaseNode> node = shared_dynamic_cast<BaseNode>(*i);            if (node.get() == 0)                {                    continue;                }            RenderScene(node);        }}voidRenderServer::BindCamera(boost::shared_ptr<Camera>& camera){    camera->Bind();    // adjust the viewport    glViewport(               camera->GetViewportX(),               camera->GetViewportY(),               camera->GetViewportWidth(),               camera->GetViewportHeight()               );    // set depth range    glDepthRange(0, 1);    // setup the projection matrix    glMatrixMode(GL_PROJECTION);    glLoadIdentity();    glMultMatrixf(camera->GetProjectionTransform().m);    // initialize the modelview stack    glMatrixMode(GL_MODELVIEW);    glLoadIdentity();    glMultMatrixf(camera->GetViewTransform().m);}

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