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Copy pathGP_ResidualModule.cpp
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GP_ResidualModule.cpp
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#include "GP_ResidualModule.hpp"
#include <Graphics/Graphics.hpp>
#include <Vector/VectorGL.hpp>
#include <Graphics/GLExtensions.hpp>
#include <Graphics/GLSLShader.hpp>
#undef ERROR
#define ERROR( X ) std::cerr << X << std::endl
#define WARNING( X ) std::cout << X << std::endl
#define INFO( X ) std::cout << X << std::endl
#include <sstream>
using std::istringstream;
namespace {
Module *create_module(string const &) {
return new ResidualModule();
}
class Fred {
public:
Fred() {
register_module("residual", create_module);
}
} fred;
}
REQUIRE_GL_EXTENSION( GL_EXT_framebuffer_object )
REQUIRE_GL_EXTENSION( GL_ARB_texture_rectangle )
REQUIRE_GL_EXTENSION( GL_ARB_texture_float )
REQUEST_GL_EXTENSION( GL_ARB_color_buffer_float )
REQUIRE_GL_EXTENSION( GL_ARB_shader_objects )
REQUIRE_GL_EXTENSION( GL_ARB_multitexture )
#include "gp_gl_helpers.hpp"
namespace {
Graphics::ProgramObjectRef residual_shader = NULL;
}
ResidualModule::ResidualModule() {
in_ports.push_back(&guess_in);
in_ports.push_back(&rhs_in);
out_ports.push_back(&rhs_out);
guess_in.name = "guess in";
rhs_in.name = "rhs in";
rhs_out.name = "rhs out";
rhs_in.position = make_vector(-0.2f, 0.0f);
guess_in.position = make_vector(0.0f,0.2f);
rhs_out.position = make_vector(0.2f, 0.0f);
do_residual = false;
if (!residual_shader.ref) {
Graphics::ShaderObjectRef frag = Graphics::get_shader_object("gp_shaders/vc_residual.glsl", GL_FRAGMENT_SHADER_ARB);
assert(frag.ref);
residual_shader = Graphics::get_program_object(frag);
assert(residual_shader.ref);
glUseProgramObjectARB(residual_shader->handle);
glUniform1iARB(glGetUniformLocationARB(residual_shader->handle, "f"), 0);
glUniform1iARB(glGetUniformLocationARB(residual_shader->handle, "rhs"), 1);
glUseProgramObjectARB(0);
}
corner = 0.0f;
edge = 1.0f;
middle = -4.0f;
}
Vector2f ResidualModule::size() {
return make_vector(0.4f, 0.4f);
}
void ResidualModule::draw(Box2f viewport, Box2f screen_viewport, float scale, unsigned int recurse) {
glMatrixMode(GL_PROJECTION);
glPushMatrix();
glBoxToBox(viewport, screen_viewport);
Vector2f s = size();
glBegin(GL_QUADS);
glColor3f(0.9f, 0.5f, 0.5f);
glVertex2f(-0.5f*s.x, -0.5f*s.y);
glVertex2f( 0.5f*s.x, -0.5f*s.y);
glColor3f(0.5f, 0.7f, 0.7f);
glVertex2f( 0.5f*s.x, 0.5f*s.y);
glVertex2f(-0.5f*s.x, 0.5f*s.y);
glEnd();
glBegin(GL_LINE_LOOP);
glColor3f(1.0f, 1.0f, 1.0f);
glVertex2f(-0.5f*s.x, -0.5f*s.y);
glVertex2f( 0.5f*s.x, -0.5f*s.y);
glVertex2f( 0.5f*s.x, 0.5f*s.y);
glVertex2f(-0.5f*s.x, 0.5f*s.y);
glEnd();
glPopMatrix();
glMatrixMode(GL_MODELVIEW);
Graphics::gl_errors("Residual::draw");
}
void ResidualModule::update(float elapsed_time) {
rhs_out().new_flag = false;
if (rhs_in().width != rhs_out().width || rhs_in().height != rhs_out().height) {
rhs_out().dealloc();
rhs_out().alloc(rhs_in().width, rhs_in().height);
rhs_out().new_flag = true;
}
if (do_residual) {
do_residual = false;
if (guess_in().width != rhs_in().width || guess_in().height != rhs_in().height) {
WARNING("WARNING: have bad guess_in!");
}
//run iteration:
glPushAttrib(GL_VIEWPORT_BIT);
glViewport(0,0,rhs_out().width, rhs_out().height);
glMatrixMode(GL_PROJECTION);
glLoadIdentity();
glMatrixMode(GL_MODELVIEW);
glLoadIdentity();
glBindFramebufferEXT(GL_FRAMEBUFFER_EXT, rhs_out().fb);
glUseProgramObjectARB(residual_shader->handle);
//Set up shader for this level:
glUniform1fARB(glGetUniformLocationARB(residual_shader->handle, "w_corner"), corner);
glUniform1fARB(glGetUniformLocationARB(residual_shader->handle, "w_edge"), edge);
glUniform1fARB(glGetUniformLocationARB(residual_shader->handle, "w_center"), middle);
glActiveTexture(GL_TEXTURE1);
glEnable(GL_TEXTURE_RECTANGLE_ARB);
glBindTexture(GL_TEXTURE_RECTANGLE_ARB, rhs_in().tex);
set_nearest();
glActiveTexture(GL_TEXTURE0);
glEnable(GL_TEXTURE_RECTANGLE_ARB);
glBindTexture(GL_TEXTURE_RECTANGLE_ARB, guess_in().tex);
set_clamp_to_edge(); set_nearest();
glDisable(GL_BLEND);
glBegin(GL_QUADS);
unsigned int w = rhs_in().width;
unsigned int h = rhs_in().height;
glColor3f(1.0f, 1.0f, 1.0f);
glTexCoord2i(0, 0); glVertex2f(-1.0f, -1.0f);
glTexCoord2i(w, 0); glVertex2f( 1.0f, -1.0f);
glTexCoord2i(w, h); glVertex2f( 1.0f, 1.0f);
glTexCoord2i(0, h); glVertex2f(-1.0f, 1.0f);
glEnd();
glEnable(GL_BLEND);
glActiveTexture(GL_TEXTURE1);
glDisable(GL_TEXTURE_RECTANGLE_ARB);
glBindTexture(GL_TEXTURE_RECTANGLE_ARB, 0);
glActiveTexture(GL_TEXTURE0);
glDisable(GL_TEXTURE_RECTANGLE_ARB);
glBindTexture(GL_TEXTURE_RECTANGLE_ARB, 0);
glUseProgramObjectARB(0);
glBindFramebufferEXT(GL_FRAMEBUFFER_EXT, 0);
glPopAttrib();
rhs_out().new_flag = true;
}
}
bool ResidualModule::handle_event(SDL_Event const &event, Vector2f local_mouse) {
if (event.type == SDL_MOUSEBUTTONDOWN && event.button.button == SDL_BUTTON_LEFT) {
do_residual = true;
return true;
}
return false;
}