vtkEDLShading.cxx 23.9 KB
Newer Older
1 2 3 4 5 6 7 8 9 10 11 12 13 14 15 16 17 18 19 20 21 22 23 24 25 26 27 28 29 30 31 32 33 34 35 36 37 38 39 40 41 42 43 44 45 46 47 48 49 50 51 52 53
/*=========================================================================

   Program: ParaView
   Module:    vtkEDLShading.cxx

   Copyright (c) 2005-2008 Sandia Corporation, Kitware Inc.
   All rights reserved.

   ParaView is a free software; you can redistribute it and/or modify it
   under the terms of the ParaView license version 1.2.

   See License_v1.2.txt for the full ParaView license.
   A copy of this license can be obtained by contacting
   Kitware Inc.
   28 Corporate Drive
   Clifton Park, NY 12065
   USA

THIS SOFTWARE IS PROVIDED BY THE COPYRIGHT HOLDERS AND CONTRIBUTORS
``AS IS'' AND ANY EXPRESS OR IMPLIED WARRANTIES, INCLUDING, BUT NOT
LIMITED TO, THE IMPLIED WARRANTIES OF MERCHANTABILITY AND FITNESS FOR
A PARTICULAR PURPOSE ARE DISCLAIMED. IN NO EVENT SHALL THE AUTHORS OR
CONTRIBUTORS BE LIABLE FOR ANY DIRECT, INDIRECT, INCIDENTAL, SPECIAL,
EXEMPLARY, OR CONSEQUENTIAL DAMAGES (INCLUDING, BUT NOT LIMITED TO,
PROCUREMENT OF SUBSTITUTE GOODS OR SERVICES; LOSS OF USE, DATA, OR
PROFITS; OR BUSINESS INTERRUPTION) HOWEVER CAUSED AND ON ANY THEORY OF
LIABILITY, WHETHER IN CONTRACT, STRICT LIABILITY, OR TORT (INCLUDING
NEGLIGENCE OR OTHERWISE) ARISING IN ANY WAY OUT OF THE USE OF THIS
SOFTWARE, EVEN IF ADVISED OF THE POSSIBILITY OF SUCH DAMAGE.

=========================================================================*/
/*----------------------------------------------------------------------
Acknowledgement:
This algorithm is the result of joint work by Electricité de France,
CNRS, Collège de France and Université J. Fourier as part of the
Ph.D. thesis of Christian BOUCHENY.
------------------------------------------------------------------------*/

#include "vtkEDLShading.h"

#include "vtkCamera.h"
#include "vtkFrameBufferObject.h"
#include "vtkMath.h"
#include "vtkObjectFactory.h"
#include "vtkOpenGLError.h"
#include "vtkOpenGLRenderWindow.h"
#include "vtkOpenGLShaderCache.h"
#include "vtkPropCollection.h"
#include "vtkRenderState.h"
#include "vtkRenderer.h"
#include "vtkShaderProgram.h"
#include "vtkTextureObject.h"
#include "vtk_glew.h"
54
#include <cassert>
55 56 57 58 59 60 61 62 63 64 65 66 67 68 69 70 71 72 73 74 75 76 77 78 79 80 81 82 83 84
#include <sstream>
#include <string>


#include "vtkTextureObjectVS.h"
#include "vtkEDLShadeFS.h"
#include "vtkEDLComposeFS.h"
#include "vtkEDLBilateralFilterFS.h"

//#define VTK_EDL_SHADING_DEBUG

vtkStandardNewMacro(vtkEDLShading);

// ----------------------------------------------------------------------------
vtkEDLShading::vtkEDLShading()
{

  this->ProjectionFBO = 0;
  this->ProjectionColorTexture = 0;
  this->ProjectionDepthTexture = 0;

  this->EDLHighFBO = 0;
  this->EDLHighShadeTexture = 0;
  this->EDLLowFBO = 0;
  this->EDLLowShadeTexture = 0;
  this->EDLLowBlurTexture = 0;

  this->EDLIsFiltered = true;
  // init neighbours in image space
  for (int c = 0; c < 8; c++)
85
  {
86 87 88 89 90 91 92
    float x, y;
    x = cos(2* 3.14159 * float (c)/8.);
    y = sin(2*3.14159*float(c)/8.);
    this->EDLNeighbours[c][0] = x / sqrt(x*x+y*y);
    this->EDLNeighbours[c][1] = y / sqrt(x*x+y*y);
    this->EDLNeighbours[c][2] = 0.;
    this->EDLNeighbours[c][3] = 0.;
93
  }
94
  this->EDLLowResFactor = 2;
Ken Martin's avatar
Ken Martin committed
95 96
  this->Zn = 0.1;
  this->Zf = 1.0;
97 98 99 100 101 102
}

// ----------------------------------------------------------------------------
vtkEDLShading::~vtkEDLShading()
{
  if (this->ProjectionFBO != 0)
103
  {
104 105
    vtkErrorMacro(<<"FrameBufferObject should have been deleted in "
      <<"ReleaseGraphicsResources().");
106
  }
107
  if (this->ProjectionColorTexture != 0)
108
  {
109 110
    vtkErrorMacro(<<"ColorTexture should have been deleted in "
      <<"ReleaseGraphicsResources().");
111
  }
112
  if (this->ProjectionDepthTexture != 0)
113
  {
114 115
    vtkErrorMacro(<<"DepthTexture should have been deleted in "
      <<"ReleaseGraphicsResources().");
116
  }
117
  if (this->EDLHighFBO != 0)
118
  {
119 120
    vtkErrorMacro(<<"FrameBufferObject should have been deleted in "
      <<"ReleaseGraphicsResources().");
121
  }
122
  if (this->EDLHighShadeTexture != 0)
123
  {
124 125
    vtkErrorMacro(<<"ColorTexture should have been deleted in "
      <<"ReleaseGraphicsResources().");
126
  }
127
  if (this->EDLLowFBO != 0)
128
  {
129 130
    vtkErrorMacro(<<"FrameBufferObject should have been deleted in "
      <<"ReleaseGraphicsResources().");
131
  }
132
  if (this->EDLLowShadeTexture != 0)
133
  {
134 135
    vtkErrorMacro(<<"ColorTexture should have been deleted in "
      <<"ReleaseGraphicsResources().");
136
  }
137
  if (this->EDLLowBlurTexture != 0)
138
  {
139 140
    vtkErrorMacro(<<"ColorTexture should have been deleted in "
      <<"ReleaseGraphicsResources().");
141
  }
142 143 144 145 146 147 148 149 150
}

// ----------------------------------------------------------------------------
void vtkEDLShading::PrintSelf(ostream& os, vtkIndent indent)
{
  this->Superclass::PrintSelf(os, indent);

  os << indent << "DelegatePass:";
  if (this->DelegatePass != 0)
151
  {
152
    this->DelegatePass->PrintSelf(os, indent);
153
  }
154
  else
155
  {
156
    os << "(none)" << endl;
157
  }
158 159 160 161 162 163 164 165 166 167 168 169 170 171 172 173 174 175
}

// ----------------------------------------------------------------------------
// Description:
// Initialize framebuffers and associated texture objects,
// with link to render state s
void vtkEDLShading::EDLInitializeFramebuffers(vtkRenderState &s)
{
  vtkRenderer *r = s.GetRenderer();

  vtkOpenGLCheckErrorMacro("failed before Initialize");

  vtkOpenGLRenderWindow *renWin =
    vtkOpenGLRenderWindow::SafeDownCast(r->GetRenderWindow());

  //  PROJECTION FBO and TEXTURES
  //
  if (this->ProjectionFBO == 0)
176
  {
177 178
    this->ProjectionFBO = vtkFrameBufferObject::New();
    this->ProjectionFBO->SetContext(renWin);
179
  }
180 181 182 183
  s.SetFrameBuffer(this->ProjectionFBO);
  this->ProjectionFBO->Bind();
  // Color texture
  if (this->ProjectionColorTexture == 0)
184
  {
185 186
    this->ProjectionColorTexture = vtkTextureObject::New();
    this->ProjectionColorTexture->SetContext(this->ProjectionFBO->GetContext());
187
  }
188 189 190 191
  if (this->ProjectionColorTexture->GetWidth() != static_cast<unsigned int>
    (this->W)
      || this->ProjectionColorTexture->GetHeight()
          != static_cast<unsigned int> (this->H))
192
  {
193
    this->ProjectionColorTexture->Create2D(this->W, this->H, 4, VTK_FLOAT, false);
194
  }
195 196
  // Depth texture
  if (this->ProjectionDepthTexture == 0)
197
  {
198 199
    this->ProjectionDepthTexture = vtkTextureObject::New();
    this->ProjectionDepthTexture->SetContext(this->ProjectionFBO->GetContext());
200
  }
201 202 203
  if (this->ProjectionDepthTexture->GetWidth() != static_cast<unsigned int> (this->W)
      || this->ProjectionDepthTexture->GetHeight()
          != static_cast<unsigned int> (this->H))
204
  {
205 206
    this->ProjectionDepthTexture->AllocateDepth(
      this->W, this->H, vtkTextureObject::Float32);
207
  }
208 209 210 211 212 213 214 215 216 217 218 219 220 221 222 223 224 225 226 227

  // Apply textures
  // to make things clear, we write all
  this->ProjectionFBO->SetNumberOfRenderTargets(1);
  this->ProjectionFBO->SetColorBuffer(0, this->ProjectionColorTexture);
  this->ProjectionFBO->SetActiveBuffer(0);
  this->ProjectionFBO->SetDepthBuffer(this->ProjectionDepthTexture);

  this->ProjectionDepthTexture->SetWrapS(vtkTextureObject::ClampToEdge);
  this->ProjectionDepthTexture->SetWrapT(vtkTextureObject::ClampToEdge);
  this->ProjectionDepthTexture->SetMinificationFilter(vtkTextureObject::Linear);
  this->ProjectionDepthTexture->SetLinearMagnification(true);
  this->ProjectionDepthTexture->Bind();
  this->ProjectionDepthTexture->SendParameters();

  this->ProjectionFBO->UnBind();

  //  EDL-RES1 FBO and TEXTURE
  //
  if (this->EDLHighFBO == 0)
228
  {
229 230
    this->EDLHighFBO = vtkFrameBufferObject::New();
    this->EDLHighFBO->SetContext(renWin);
231
  }
232 233 234
  s.SetFrameBuffer(EDLHighFBO);
  // Color texture
  if (this->EDLHighShadeTexture == 0)
235
  {
236 237
    this->EDLHighShadeTexture = vtkTextureObject::New();
    this->EDLHighShadeTexture->SetContext(this->EDLHighFBO->GetContext());
238
  }
239 240 241
  if (this->EDLHighShadeTexture->GetWidth() != static_cast<unsigned int> (this->W)
      || this->EDLHighShadeTexture->GetHeight()
          != static_cast<unsigned int> (this->H))
242
  {
243
    this->EDLHighShadeTexture->Create2D(this->W, this->H, 4, VTK_FLOAT, false);
244
  }
245 246 247 248 249 250 251 252 253
  this->EDLHighFBO->SetNumberOfRenderTargets(1);
  this->EDLHighFBO->SetColorBuffer(0, this->EDLHighShadeTexture);
  this->EDLHighFBO->SetActiveBuffer(0);
  this->EDLHighFBO->SetDepthBufferNeeded(false);
  this->EDLHighFBO->UnBind();

  //  EDL-RES2 FBO and TEXTURE
  //
  if (this->EDLLowFBO == 0)
254
  {
255 256
    this->EDLLowFBO = vtkFrameBufferObject::New();
    this->EDLLowFBO->SetContext(renWin);
257
  }
258 259 260
  s.SetFrameBuffer(EDLLowFBO);
  // Color texture
  if (this->EDLLowShadeTexture == 0)
261
  {
262 263
    this->EDLLowShadeTexture = vtkTextureObject::New();
    this->EDLLowShadeTexture->SetContext(this->EDLLowFBO->GetContext());
264
  }
265 266 267
  if (this->EDLLowShadeTexture->GetWidth() != static_cast<unsigned int> (this->W
      / EDLLowResFactor) || this->EDLLowShadeTexture->GetHeight()
      != static_cast<unsigned int> (this->H / EDLLowResFactor))
268
  {
269 270
    this->EDLLowShadeTexture->Create2D(this->W / EDLLowResFactor,
        this->H / EDLLowResFactor, 4, VTK_FLOAT, false);
271
  }
272 273
  // Blur texture
  if (this->EDLLowBlurTexture == 0)
274
  {
275 276
    this->EDLLowBlurTexture = vtkTextureObject::New();
    this->EDLLowBlurTexture->SetContext(this->EDLLowFBO->GetContext());
277
  }
278 279 280
  if (this->EDLLowBlurTexture->GetWidth() != static_cast<unsigned int> (this->W
      / EDLLowResFactor) || this->EDLLowBlurTexture->GetHeight()
      != static_cast<unsigned int> (this->H / EDLLowResFactor))
281
  {
282 283
    this->EDLLowBlurTexture->Create2D(this->W / EDLLowResFactor, this->H / EDLLowResFactor,
        4, VTK_FLOAT, false);
284
  }
285 286 287 288 289 290 291 292 293 294 295 296 297 298 299 300 301 302 303 304 305 306 307 308 309 310 311 312 313 314 315 316 317 318 319 320
  this->EDLLowFBO->SetNumberOfRenderTargets(1);
  this->EDLLowFBO->SetColorBuffer(0, this->EDLLowShadeTexture);
  this->EDLLowFBO->SetActiveBuffer(0);
  this->EDLLowFBO->SetDepthBufferNeeded(false);

  this->EDLLowShadeTexture->SetWrapS(vtkTextureObject::ClampToEdge);
  this->EDLLowShadeTexture->SetWrapT(vtkTextureObject::ClampToEdge);
  this->EDLLowShadeTexture->SetMinificationFilter(vtkTextureObject::Linear);
  this->EDLLowShadeTexture->SetLinearMagnification(true);
  this->EDLLowShadeTexture->Bind();
  this->EDLLowShadeTexture->SendParameters();

  this->EDLLowBlurTexture->SetWrapS(vtkTextureObject::ClampToEdge);
  this->EDLLowBlurTexture->SetWrapT(vtkTextureObject::ClampToEdge);
  this->EDLLowBlurTexture->SetMinificationFilter(vtkTextureObject::Linear);
  this->EDLLowBlurTexture->SetLinearMagnification(true);
  this->EDLLowBlurTexture->Bind();
  this->EDLLowBlurTexture->SendParameters();

  this->EDLLowFBO->UnBind();

  vtkOpenGLCheckErrorMacro("failed after Initialize");
}
// ----------------------------------------------------------------------------
// Description:
// Initialize shaders
//
void vtkEDLShading::EDLInitializeShaders(vtkOpenGLRenderWindow *renWin)
{
#ifdef VTK_EDL_SHADING_DEBUG
  cout << "EDL: INITIALIZE SHADERS" << endl;
#endif

  //  EDL SHADE
  //
  if (this->EDLShadeProgram.Program == 0)
321
  {
322 323 324 325 326
    this->EDLShadeProgram.Program =
      renWin->GetShaderCache()->ReadyShaderProgram(
        vtkTextureObjectVS,
        vtkEDLShadeFS,
        "");
327
  }
328 329 330 331

  //  EDL COMPOSE
  //
  if (this->EDLComposeProgram.Program == 0)
332
  {
333 334 335 336 337
    this->EDLComposeProgram.Program =
      renWin->GetShaderCache()->ReadyShaderProgram(
        vtkTextureObjectVS,
        vtkEDLComposeFS,
        "");
338
  }
339 340 341 342

  //  BILATERAL FILTER
  //
  if (this->BilateralProgram.Program == 0)
343
  {
344 345 346 347 348
    this->BilateralProgram.Program =
      renWin->GetShaderCache()->ReadyShaderProgram(
        vtkTextureObjectVS,
        vtkEDLBilateralFilterFS,
        "");
349
  }
350 351 352 353 354 355 356 357 358 359 360 361 362 363 364 365 366 367 368 369 370 371 372 373 374 375 376 377 378 379 380 381 382 383 384 385 386 387 388 389 390 391 392 393 394 395 396

#ifdef VTK_EDL_SHADING_DEBUG
  cout << "... done" << endl;
#endif
}

// ----------------------------------------------------------------------------
// Description:
// Render EDL in full resolution
//
bool vtkEDLShading::EDLShadeHigh(
  vtkRenderState &s,
  vtkOpenGLRenderWindow *renWin)
{
  //  VARIABLES
  //
  float d = 1.0;
  float F_scale = 5.0;
  float SX = 1. / float(this->W);
  float SY = 1. / float(this->H);
  float L[3] =
    { 0., 0., -1. };

  // ACTIVATE SHADER
  //
  renWin->GetShaderCache()->ReadyShaderProgram(this->EDLShadeProgram.Program);

  // ACTIVATE FBO
  //
  s.SetFrameBuffer(this->EDLHighFBO);
  this->EDLHighShadeTexture->Activate();
  this->EDLHighFBO->SetColorBuffer(0, this->EDLHighShadeTexture);
  this->EDLHighFBO->SetActiveBuffer(0);
  this->EDLHighFBO->Start(this->W, this->H, false);

  // DEPTH TEXTURE PARAMETERS
  this->ProjectionDepthTexture->Activate();
  vtkShaderProgram *prog = this->EDLShadeProgram.Program;

  // shader parameters
  prog->SetUniformi("s2_depth", this->ProjectionDepthTexture->GetTextureUnit());
  prog->SetUniformf("d", d);
  prog->SetUniformf("F_scale", F_scale);
  prog->SetUniformf("SX", SX);
  prog->SetUniformf("SY", SY);
  prog->SetUniform3f("L", L);
  prog->SetUniform4fv("N", 8, this->EDLNeighbours);
Ken Martin's avatar
Ken Martin committed
397 398
  prog->SetUniformf("Znear", this->Zn);
  prog->SetUniformf("Zfar", this->Zf);
399 400 401 402

  // compute the scene bounding box, and set the scene size to the diagonal of it.
  double bb[6];
  vtkMath::UninitializeBounds(bb);
403
  bool boundsSet = false;
404
  for(int i=0; i<s.GetPropArrayCount(); i++)
405
  {
406
    double* bounds = s.GetPropArray()[i]->GetBounds();
407
    if (bounds)
408
    {
409
      if(!boundsSet)
410
      {
411 412 413 414 415 416 417
        bb[0] = bounds[0];
        bb[1] = bounds[1];
        bb[2] = bounds[2];
        bb[3] = bounds[3];
        bb[4] = bounds[4];
        bb[5] = bounds[5];
        boundsSet = true;
418
      }
419
      else
420
      {
421 422 423 424 425 426
        bb[0] = (bb[0] < bounds[0] ? bb[0] : bounds[0]);
        bb[1] = (bb[1] > bounds[1] ? bb[1] : bounds[1]);
        bb[2] = (bb[2] < bounds[2] ? bb[2] : bounds[2]);
        bb[3] = (bb[3] > bounds[3] ? bb[3] : bounds[3]);
        bb[4] = (bb[4] < bounds[4] ? bb[4] : bounds[4]);
        bb[5] = (bb[5] > bounds[5] ? bb[5] : bounds[5]);
427 428
      }
    }
429
  }
430 431 432 433 434 435 436 437 438 439 440 441 442 443 444 445 446 447 448 449 450 451 452 453 454 455 456 457 458 459 460 461 462 463 464 465 466 467 468 469 470 471 472 473 474 475 476 477 478 479 480 481 482 483 484 485 486 487 488
  float diag = (bb[1]-bb[0])*(bb[1]-bb[0]) + (bb[3]-bb[2])*(bb[3]-bb[2])
               + (bb[5]-bb[4])*(bb[5]-bb[4]);
  diag = sqrt(diag);
  prog->SetUniformf("SceneSize", diag);

  // RENDER AND FREE ALL
  this->EDLHighFBO->RenderQuad(0, this->W - 1, 0, this->H - 1,
    prog, this->EDLShadeProgram.VAO);

  //
  this->ProjectionDepthTexture->Deactivate();
  this->EDLHighShadeTexture->Deactivate();
  this->EDLHighFBO->UnBind();

  return true; // succeeded
}

// ----------------------------------------------------------------------------
// Description:
// Render EDL in low resolution
//
bool vtkEDLShading::EDLShadeLow(
  vtkRenderState &s,
  vtkOpenGLRenderWindow *renWin)
{
  //  VARIABLES
  //
  float d = 2.0;
  float F_scale = 5.0;
  float SX = 1. / float(this->W / this->EDLLowResFactor);
  float SY = 1. / float(this->H / this->EDLLowResFactor);
  float L[3] =
    { 0., 0., -1. };

  // ACTIVATE FBO
  //
  s.SetFrameBuffer(this->EDLLowFBO);
  this->EDLLowShadeTexture->Activate();
  this->EDLLowShadeTexture->SetLinearMagnification(true);
  this->EDLLowShadeTexture->SendParameters();
  this->EDLLowFBO->SetColorBuffer(0, this->EDLLowShadeTexture);
  this->EDLLowFBO->SetActiveBuffer(0);
  this->EDLLowFBO->Start(this->W / this->EDLLowResFactor,
    this->H / this->EDLLowResFactor, false);

  // ACTIVATE SHADER
  //
  renWin->GetShaderCache()->ReadyShaderProgram(this->EDLShadeProgram.Program);
  // DEPTH TEXTURE PARAMETERS
  vtkShaderProgram *prog = this->EDLShadeProgram.Program;
  this->ProjectionDepthTexture->Activate();
  // shader parameters
  prog->SetUniformi("s2_depth", this->ProjectionDepthTexture->GetTextureUnit());
  prog->SetUniformf("d", d);
  prog->SetUniformf("F_scale", F_scale);
  prog->SetUniformf("SX", SX);
  prog->SetUniformf("SY", SY);
  prog->SetUniform3f("L", L);
  prog->SetUniform4fv("N", 8, this->EDLNeighbours); // USELESS, ALREADY DEFINED IN FULL RES
Ken Martin's avatar
Ken Martin committed
489 490
  prog->SetUniformf("Znear", this->Zn);
  prog->SetUniformf("Zfar", this->Zf);
491 492 493 494 495 496 497 498 499 500 501 502 503 504 505 506 507 508 509 510 511 512 513 514 515 516 517 518 519 520 521 522 523 524 525 526 527 528 529 530 531 532 533 534 535 536 537 538 539 540 541 542 543 544 545 546 547 548 549 550 551 552 553 554 555 556 557 558 559 560 561 562 563 564 565 566 567 568 569 570 571 572 573 574 575 576 577 578 579 580 581 582

  // RENDER AND FREE ALL
  //
  this->EDLLowFBO->RenderQuad(0, this->W / this->EDLLowResFactor - 1,
    0, this->H / this->EDLLowResFactor - 1,
    prog, this->EDLShadeProgram.VAO);

  this->ProjectionDepthTexture->Deactivate();
  this->EDLLowShadeTexture->Deactivate();
  this->EDLLowFBO->UnBind();

  return true; // succeeded
}

// ----------------------------------------------------------------------------
// Description:
// Bilateral Filter low resolution shaded image
//
bool vtkEDLShading::EDLBlurLow(vtkRenderState &s,
  vtkOpenGLRenderWindow *renWin)
{
  // shader parameters
  float SX = 1. / float(this->W / this->EDLLowResFactor);
  float SY = 1. / float(this->H / this->EDLLowResFactor);
  int EDL_Bilateral_N = 5;
  float EDL_Bilateral_Sigma = 2.5;

  // ACTIVATE SHADER
  //
  renWin->GetShaderCache()->ReadyShaderProgram(this->BilateralProgram.Program);

  // ACTIVATE FBO
  //
  s.SetFrameBuffer(this->EDLLowFBO);
  this->EDLLowBlurTexture->Activate();
  this->EDLLowFBO->SetColorBuffer(0, this->EDLLowBlurTexture);
  this->EDLLowFBO->SetActiveBuffer(0);
  this->EDLLowFBO->Start(this->W / EDLLowResFactor, this->H / EDLLowResFactor,
      false);

  // DEPTH TEXTURE PARAMETERS
  vtkShaderProgram *prog = this->BilateralProgram.Program;

  // DEPTH TEXTURE PARAMETERS
  this->EDLLowShadeTexture->Activate();
  this->ProjectionDepthTexture->Activate();

  // shader parameters
  prog->SetUniformi("s2_I", this->EDLLowShadeTexture->GetTextureUnit());
  prog->SetUniformi("s2_D", this->ProjectionDepthTexture->GetTextureUnit());
  prog->SetUniformf("SX", SX);
  prog->SetUniformf("SY", SY);
  prog->SetUniformi("N", EDL_Bilateral_N);
  prog->SetUniformf("sigma", EDL_Bilateral_Sigma);

  this->EDLLowFBO->RenderQuad(
    0, this->W / this->EDLLowResFactor - 1,
    0, this->H / this->EDLLowResFactor - 1,
    prog, this->BilateralProgram.VAO);

  this->EDLLowBlurTexture->Deactivate();
  this->EDLLowShadeTexture->Deactivate();
  this->ProjectionDepthTexture->Deactivate();

  this->EDLLowFBO->UnBind();

  return EDLIsFiltered;
}

// ----------------------------------------------------------------------------
// Description:
// Compose color and shaded images
//
bool vtkEDLShading::EDLCompose(const vtkRenderState *,
  vtkOpenGLRenderWindow *renWin)
{
  //  this->EDLIsFiltered = true;

  // ACTIVATE SHADER
  //
  renWin->GetShaderCache()->ReadyShaderProgram(this->EDLComposeProgram.Program);
  // DEPTH TEXTURE PARAMETERS
  vtkShaderProgram *prog = this->EDLComposeProgram.Program;

  //  EDL shaded texture - full res
  this->EDLHighShadeTexture->Activate();
  prog->SetUniformi("s2_S1", this->EDLHighShadeTexture->GetTextureUnit());

  //  EDL shaded texture - low res
  //this->EDLLowBlurTexture->SetLinearMagnification(true);
  //this->EDLLowBlurTexture->SendParameters();
  if (this->EDLIsFiltered)
583
  {
584 585
    this->EDLLowBlurTexture->Activate();
    prog->SetUniformi("s2_S2", this->EDLLowBlurTexture->GetTextureUnit());
586
  }
587
  else
588
  {
589 590
    this->EDLLowShadeTexture->Activate();
    prog->SetUniformi("s2_S2", this->EDLLowShadeTexture->GetTextureUnit());
591
  }
592 593 594 595 596 597 598 599 600 601 602 603 604

  //  initial color texture
  this->ProjectionColorTexture->Activate();
  prog->SetUniformi("s2_C", this->ProjectionColorTexture->GetTextureUnit());

  //  initial depth texture
  this->ProjectionDepthTexture->Activate();
  prog->SetUniformi("s2_Z", this->ProjectionDepthTexture->GetTextureUnit());

  //  DRAW CONTEXT - prepare blitting
  //
  // Prepare blitting
  glClearColor(1., 1., 1., 1.);
605 606 607 608 609
#if GL_ES_VERSION_2_0 == 1
  glClearDepthf(static_cast<GLclampf>(1.0));
#else
  glClearDepth(static_cast<GLclampf>(1.0));
#endif
610 611 612 613 614 615 616 617 618 619 620 621 622 623 624 625
  glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT);
  // IMPORTANT since we enable depth writing hereafter
  glDisable(GL_BLEND);
  glEnable(GL_DEPTH_TEST);
  // IMPORTANT : so that depth information is propagated
  glDisable(GL_SCISSOR_TEST);

  this->EDLHighShadeTexture->CopyToFrameBuffer( 0,  0,
      this->W - 1 - 2 * this->ExtraPixels,
      this->H - 1 - 2 * this->ExtraPixels, 0, 0,
      this->Width, this->Height,
      prog, this->EDLComposeProgram.VAO );

  //  FREE ALL
  //
  if (this->EDLIsFiltered)
626
  {
627
    this->EDLLowBlurTexture->Deactivate();
628
  }
629
  else
630
  {
631
    this->EDLLowShadeTexture->Deactivate();
632
  }
633 634 635 636 637 638 639 640 641 642 643 644 645 646 647 648 649 650 651 652 653
  this->EDLHighShadeTexture->Deactivate();
  this->ProjectionColorTexture->Deactivate();
  this->ProjectionDepthTexture->Deactivate();

  return true;
}

// ----------------------------------------------------------------------------
// Description:
// Perform rendering according to a render state \p s.
// \pre s_exists: s!=0
void vtkEDLShading::Render(const vtkRenderState *s)
{
  assert("pre: s_exists" && s!=0);

  this->NumberOfRenderedProps = 0;
  vtkRenderer *r = s->GetRenderer();
  vtkOpenGLRenderWindow *renWin =
    vtkOpenGLRenderWindow::SafeDownCast(r->GetRenderWindow());

  if (this->DelegatePass != 0)
654
  {
655 656 657 658 659 660 661 662 663 664 665 666 667 668 669 670 671 672 673 674 675 676 677 678 679 680 681 682 683 684 685 686 687 688 689 690 691 692 693 694 695 696 697 698 699 700 701 702 703 704 705 706 707
#if GL_ES_VERSION_2_0 != 1
    GLint savedCurrentDrawBuffer;
    glGetIntegerv(GL_DRAW_BUFFER,&savedCurrentDrawBuffer);
#endif

    //////////////////////////////////////////////////////
    //
    //  2. DEFINE SIZE and ACCORDING RENDER STATE
    //
    this->ReadWindowSize(s);
    // this->extraPixels = 20; Obsolete
    this->ExtraPixels = 0; // extra pixels to zero in the new system
    this->W = this->Width + 2* this ->ExtraPixels;
    this->H=this->Height+2*this->ExtraPixels;
    vtkRenderState s2(r);
    s2.SetPropArrayAndCount(s->GetPropArray(),s->GetPropArrayCount());

    //////////////////////////////////////////////////////
    //
    // 3. INITIALIZE FBOs and SHADERS
    //
    //  FBOs
    //
    this->EDLInitializeFramebuffers(s2);
    //  Shaders
    //
    this->EDLInitializeShaders(renWin);

    //////////////////////////////////////////////////////
    //
    // 4. DELEGATE RENDER IN PROJECTION FBO
    //
    //
    double znear,zfar;
    r->GetActiveCamera()->GetClippingRange(znear,zfar);
    this->Zf = zfar;
    this->Zn = znear;
    //cout << " -- ZNEAR/ZFAR : " << Zn << " || " << Zf << endl;
    this->ProjectionFBO->Bind();
    this->RenderDelegate(s,this->Width,this->Height,
         this->W,this->H,this->ProjectionFBO,
         this->ProjectionColorTexture,this->ProjectionDepthTexture);

    this->ProjectionFBO->UnBind();

    //system("PAUSE");

    //////////////////////////////////////////////////////
    //
    // 5. EDL SHADING PASS - FULL RESOLUTION
    //
#if EDL_HIGH_RESOLUTION_ON
    if(! this->EDLShadeHigh(s2,renWin) )
708
    {
709
      glDrawBuffer(savedCurrentDrawBuffer);
710
    }
711 712 713 714 715 716 717 718
#endif // EDL_HIGH_RESOLUTION_ON

    //////////////////////////////////////////////////////
    //
    // 6. EDL SHADING PASS - LOW RESOLUTION + blur pass
    //
#if EDL_LOW_RESOLUTION_ON
    if(! this->EDLShadeLow(s2, renWin) )
719
    {
720 721 722
#if GL_ES_VERSION_2_0 != 1
      glDrawBuffer(static_cast<GLenum>(savedCurrentDrawBuffer));
#endif
723
    }
724
    if (this->EDLIsFiltered)
725
    {
726
      this->EDLBlurLow(s2, renWin);
727
    }
728 729 730 731 732 733 734
#endif // EDL_LOW_RESOLUTION_ON

    //////////////////////////////////////////////////////
    //
    // 7. COMPOSITING PASS (in original framebuffer)
    //
    if(s->GetFrameBuffer() != NULL)
735
    {
736
      vtkFrameBufferObject::SafeDownCast(s->GetFrameBuffer())->Bind();
737
    }
738 739 740 741 742
#if GL_ES_VERSION_2_0 != 1
    glDrawBuffer(static_cast<GLenum>(savedCurrentDrawBuffer));
#endif

    if( ! this->EDLCompose(s, renWin))
743
    {
744 745
      return;
    }
746
  }
747
  else
748
  {
749
    vtkWarningMacro(<<" no delegate.");
750
  }
751 752 753 754 755 756 757 758 759 760 761 762 763 764 765 766 767 768 769
}

// --------------------------------------------------------------------------
// Description:
// Release graphics resources and ask components to release their own
// resources.
// \pre w_exists: w!=0
void vtkEDLShading::ReleaseGraphicsResources(vtkWindow *w)
{
  assert("pre: w_exists" && w!=0);

  //  SHADERS
  this->EDLShadeProgram.ReleaseGraphicsResources(w);
  this->EDLComposeProgram.ReleaseGraphicsResources(w);
  this->BilateralProgram.ReleaseGraphicsResources(w);

  // FBOs and TOs
  //
  if (this->ProjectionFBO != 0)
770
  {
771 772
    this->ProjectionFBO->Delete();
    this->ProjectionFBO = 0;
773
  }
774
  if (this->ProjectionColorTexture != 0)
775
  {
776 777
    this->ProjectionColorTexture->Delete();
    this->ProjectionColorTexture = 0;
778
  }
779
  if (this->ProjectionDepthTexture != 0)
780
  {
781 782
    this->ProjectionDepthTexture->Delete();
    this->ProjectionDepthTexture = 0;
783
  }
784
  if (this->EDLHighFBO != 0)
785
  {
786 787
    this->EDLHighFBO->Delete();
    this->EDLHighFBO = 0;
788
  }
789
  if (this->EDLHighShadeTexture != 0)
790
  {
791 792
    this->EDLHighShadeTexture->Delete();
    this->EDLHighShadeTexture = 0;
793
  }
794
  if (this->EDLLowFBO != 0)
795
  {
796 797
    this->EDLLowFBO->Delete();
    this->EDLLowFBO = 0;
798
  }
799
  if (this->EDLLowShadeTexture != 0)
800
  {
801 802
    this->EDLLowShadeTexture->Delete();
    this->EDLLowShadeTexture = 0;
803
  }
804
  if (this->EDLLowBlurTexture != 0)
805
  {
806 807
    this->EDLLowBlurTexture->Delete();
    this->EDLLowBlurTexture = 0;
808
  }
809 810 811

  this->Superclass::ReleaseGraphicsResources(w);
}