-
Notifications
You must be signed in to change notification settings - Fork 91
/
SurfaceRenderer.cpp
1209 lines (1036 loc) · 46.4 KB
/
SurfaceRenderer.cpp
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
54
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
85
86
87
88
89
90
91
92
93
94
95
96
97
98
99
100
101
102
103
104
105
106
107
108
109
110
111
112
113
114
115
116
117
118
119
120
121
122
123
124
125
126
127
128
129
130
131
132
133
134
135
136
137
138
139
140
141
142
143
144
145
146
147
148
149
150
151
152
153
154
155
156
157
158
159
160
161
162
163
164
165
166
167
168
169
170
171
172
173
174
175
176
177
178
179
180
181
182
183
184
185
186
187
188
189
190
191
192
193
194
195
196
197
198
199
200
201
202
203
204
205
206
207
208
209
210
211
212
213
214
215
216
217
218
219
220
221
222
223
224
225
226
227
228
229
230
231
232
233
234
235
236
237
238
239
240
241
242
243
244
245
246
247
248
249
250
251
252
253
254
255
256
257
258
259
260
261
262
263
264
265
266
267
268
269
270
271
272
273
274
275
276
277
278
279
280
281
282
283
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
321
322
323
324
325
326
327
328
329
330
331
332
333
334
335
336
337
338
339
340
341
342
343
344
345
346
347
348
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
397
398
399
400
401
402
403
404
405
406
407
408
409
410
411
412
413
414
415
416
417
418
419
420
421
422
423
424
425
426
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
489
490
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
583
584
585
586
587
588
589
590
591
592
593
594
595
596
597
598
599
600
601
602
603
604
605
606
607
608
609
610
611
612
613
614
615
616
617
618
619
620
621
622
623
624
625
626
627
628
629
630
631
632
633
634
635
636
637
638
639
640
641
642
643
644
645
646
647
648
649
650
651
652
653
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
708
709
710
711
712
713
714
715
716
717
718
719
720
721
722
723
724
725
726
727
728
729
730
731
732
733
734
735
736
737
738
739
740
741
742
743
744
745
746
747
748
749
750
751
752
753
754
755
756
757
758
759
760
761
762
763
764
765
766
767
768
769
770
771
772
773
774
775
776
777
778
779
780
781
782
783
784
785
786
787
788
789
790
791
792
793
794
795
796
797
798
799
800
801
802
803
804
805
806
807
808
809
810
811
812
813
814
815
816
817
818
819
820
821
822
823
824
825
826
827
828
829
830
831
832
833
834
835
836
837
838
839
840
841
842
843
844
845
846
847
848
849
850
851
852
853
854
855
856
857
858
859
860
861
862
863
864
865
866
867
868
869
870
871
872
873
874
875
876
877
878
879
880
881
882
883
884
885
886
887
888
889
890
891
892
893
894
895
896
897
898
899
900
901
902
903
904
905
906
907
908
909
910
911
912
913
914
915
916
917
918
919
920
921
922
923
924
925
926
927
928
929
930
931
932
933
934
935
936
937
938
939
940
941
942
943
944
945
946
947
948
949
950
951
952
953
954
955
956
957
958
959
960
961
962
963
964
965
966
967
968
969
970
971
972
973
974
975
976
977
978
979
980
981
982
983
984
985
986
987
988
989
990
991
992
993
994
995
996
997
998
999
1000
/***********************************************************************
SurfaceRenderer - Class to render a surface defined by a regular grid in
depth image space.
Copyright (c) 2012-2018 Oliver Kreylos
This file is part of the Augmented Reality Sandbox (SARndbox).
The Augmented Reality Sandbox is free software; you can redistribute it
and/or modify it under the terms of the GNU General Public License as
published by the Free Software Foundation; either version 2 of the
License, or (at your option) any later version.
The Augmented Reality Sandbox is distributed in the hope that it will be
useful, but WITHOUT ANY WARRANTY; without even the implied warranty of
MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the GNU
General Public License for more details.
You should have received a copy of the GNU General Public License along
with the Augmented Reality Sandbox; if not, write to the Free Software
Foundation, Inc., 59 Temple Place, Suite 330, Boston, MA 02111-1307 USA
***********************************************************************/
#include "SurfaceRenderer.h"
#include <string>
#include <vector>
#include <Misc/PrintInteger.h>
#include <Misc/ThrowStdErr.h>
#include <Misc/MessageLogger.h>
#include <GL/gl.h>
#include <GL/GLVertexArrayParts.h>
#include <GL/Extensions/GLARBFragmentShader.h>
#include <GL/Extensions/GLARBMultitexture.h>
#include <GL/Extensions/GLARBShaderObjects.h>
#include <GL/Extensions/GLARBTextureFloat.h>
#include <GL/Extensions/GLARBTextureRectangle.h>
#include <GL/Extensions/GLARBTextureRg.h>
#include <GL/Extensions/GLARBVertexShader.h>
#include <GL/Extensions/GLEXTFramebufferObject.h>
#include <GL/GLLightTracker.h>
#include <GL/GLContextData.h>
#include <GL/GLTransformationWrappers.h>
#include <GL/GLGeometryVertex.h>
#include "DepthImageRenderer.h"
#include "ElevationColorMap.h"
#include "DEM.h"
#include "WaterTable2.h"
#include "ShaderHelper.h"
#include "Config.h"
/******************************************
Methods of class SurfaceRenderer::DataItem:
******************************************/
SurfaceRenderer::DataItem::DataItem(void)
:contourLineFramebufferObject(0),contourLineDepthBufferObject(0),contourLineColorTextureObject(0),contourLineVersion(0),
heightMapShader(0),surfaceSettingsVersion(0),lightTrackerVersion(0),
globalAmbientHeightMapShader(0),shadowedIlluminatedHeightMapShader(0)
{
/* Initialize all required extensions: */
GLARBFragmentShader::initExtension();
GLARBMultitexture::initExtension();
GLARBShaderObjects::initExtension();
GLARBTextureFloat::initExtension();
GLARBTextureRectangle::initExtension();
GLARBTextureRg::initExtension();
GLARBVertexShader::initExtension();
GLEXTFramebufferObject::initExtension();
}
SurfaceRenderer::DataItem::~DataItem(void)
{
/* Release all allocated buffers, textures, and shaders: */
glDeleteFramebuffersEXT(1,&contourLineFramebufferObject);
glDeleteRenderbuffersEXT(1,&contourLineDepthBufferObject);
glDeleteTextures(1,&contourLineColorTextureObject);
glDeleteObjectARB(heightMapShader);
glDeleteObjectARB(globalAmbientHeightMapShader);
glDeleteObjectARB(shadowedIlluminatedHeightMapShader);
}
/********************************
Methods of class SurfaceRenderer:
********************************/
void SurfaceRenderer::shaderSourceFileChanged(const IO::FileMonitor::Event& event)
{
/* Invalidate the single-pass surface shader: */
++surfaceSettingsVersion;
}
GLhandleARB SurfaceRenderer::createSinglePassSurfaceShader(const GLLightTracker& lt,GLint* uniformLocations) const
{
GLhandleARB result=0;
std::vector<GLhandleARB> shaders;
try
{
/*********************************************************************
Assemble and compile the surface rendering vertex shader:
*********************************************************************/
/* Assemble the function and declaration strings: */
std::string vertexFunctions="\
#extension GL_ARB_texture_rectangle : enable\n";
std::string vertexUniforms="\
uniform sampler2DRect depthSampler; // Sampler for the depth image-space elevation texture\n\
uniform mat4 depthProjection; // Transformation from depth image space to camera space\n\
uniform mat4 projectionModelviewDepthProjection; // Transformation from depth image space to clip space\n";
std::string vertexVaryings;
/* Assemble the vertex shader's main function: */
std::string vertexMain="\
void main()\n\
{\n\
/* Get the vertex' depth image-space z coordinate from the texture: */\n\
vec4 vertexDic=gl_Vertex;\n\
vertexDic.z=texture2DRect(depthSampler,gl_Vertex.xy).r;\n\
\n\
/* Transform the vertex from depth image space to camera space and normalize it: */\n\
vec4 vertexCc=depthProjection*vertexDic;\n\
vertexCc/=vertexCc.w;\n\
\n";
if(dem!=0)
{
/* Add declarations for DEM matching: */
vertexUniforms+="\
uniform mat4 demTransform; // Transformation from camera space to DEM space\n\
uniform sampler2DRect demSampler; // Sampler for the DEM texture\n\
uniform float demDistScale; // Distance from surface to DEM at which the color map saturates\n";
vertexVaryings+="\
varying float demDist; // Scaled signed distance from surface to DEM\n";
/* Add DEM matching code to vertex shader's main function: */
vertexMain+="\
/* Transform the camera-space vertex to scaled DEM space: */\n\
vec4 vertexDem=demTransform*vertexCc;\n\
\n\
/* Calculate scaled DEM-surface distance: */\n\
demDist=(vertexDem.z-texture2DRect(demSampler,vertexDem.xy).r)*demDistScale;\n\
\n";
}
else
{
if(elevationColorMap!=0)
{
/* Add declarations for height mapping: */
vertexUniforms+="\
uniform vec4 heightColorMapPlaneEq; // Plane equation of the base plane in camera space, scaled for height map textures\n";
vertexVaryings+="\
varying float heightColorMapTexCoord; // Texture coordinate for the height color map\n";
/* Add height mapping code to vertex shader's main function: */
vertexMain+="\
/* Plug camera-space vertex into the scaled and offset base plane equation: */\n\
heightColorMapTexCoord=dot(heightColorMapPlaneEq,vertexCc);\n\
\n";
}
if(drawDippingBed)
{
/* Add declarations for dipping bed rendering: */
if(dippingBedFolded)
{
vertexUniforms+="\
uniform float dbc[5]; // Dipping bed coefficients\n";
}
else
{
vertexUniforms+="\
uniform vec4 dippingBedPlaneEq; // Plane equation of the dipping bed\n";
}
vertexVaryings+="\
varying float dippingBedDistance; // Vertex distance to dipping bed\n";
/* Add dipping bed code to vertex shader's main function: */
if(dippingBedFolded)
{
vertexMain+="\
/* Calculate distance from camera-space vertex to dipping bed equation: */\n\
dippingBedDistance=vertexCc.z-(((1.0-dbc[3])+cos(dbc[0]*vertexCc.x)*dbc[3])*sin(dbc[1]*vertexCc.y)*dbc[2]+dbc[4]);\n\
\n";
}
else
{
vertexMain+="\
/* Plug camera-space vertex into the dipping bed equation: */\n\
dippingBedDistance=dot(dippingBedPlaneEq,vertexCc);\n\
\n";
}
}
}
if(illuminate)
{
/* Add declarations for illumination: */
vertexUniforms+="\
uniform mat4 modelview; // Transformation from camera space to eye space\n\
uniform mat4 tangentModelviewDepthProjection; // Transformation from depth image space to eye space for tangent planes\n";
vertexVaryings+="\
varying vec4 diffColor,specColor; // Diffuse and specular colors, interpolated separately for correct highlights\n";
/* Add illumination code to vertex shader's main function: */
vertexMain+="\
/* Calculate the vertex' tangent plane equation in depth image space: */\n\
vec4 tangentDic;\n\
tangentDic.x=texture2DRect(depthSampler,vec2(vertexDic.x-1.0,vertexDic.y)).r-texture2DRect(depthSampler,vec2(vertexDic.x+1.0,vertexDic.y)).r;\n\
tangentDic.y=texture2DRect(depthSampler,vec2(vertexDic.x,vertexDic.y-1.0)).r-texture2DRect(depthSampler,vec2(vertexDic.x,vertexDic.y+1.0)).r;\n\
tangentDic.z=2.0;\n\
tangentDic.w=-dot(vertexDic.xyz,tangentDic.xyz)/vertexDic.w;\n\
\n\
/* Transform the vertex and its tangent plane from depth image space to eye space: */\n\
vec4 vertexEc=modelview*vertexCc;\n\
vec3 normalEc=normalize((tangentModelviewDepthProjection*tangentDic).xyz);\n\
\n\
/* Initialize the color accumulators: */\n\
diffColor=gl_LightModel.ambient*gl_FrontMaterial.ambient;\n\
specColor=vec4(0.0,0.0,0.0,0.0);\n\
\n";
/* Call the appropriate light accumulation function for every enabled light source: */
bool firstLight=true;
for(int lightIndex=0;lightIndex<lt.getMaxNumLights();++lightIndex)
if(lt.getLightState(lightIndex).isEnabled())
{
/* Create the light accumulation function: */
vertexFunctions.push_back('\n');
vertexFunctions+=lt.createAccumulateLightFunction(lightIndex);
if(firstLight)
{
vertexMain+="\
/* Call the light accumulation functions for all enabled light sources: */\n";
firstLight=false;
}
/* Call the light accumulation function from vertex shader's main function: */
vertexMain+="\
accumulateLight";
char liBuffer[12];
vertexMain.append(Misc::print(lightIndex,liBuffer+11));
vertexMain+="(vertexEc,normalEc,gl_FrontMaterial.ambient,gl_FrontMaterial.diffuse,gl_FrontMaterial.specular,gl_FrontMaterial.shininess,diffColor,specColor);\n";
}
if(!firstLight)
vertexMain+="\
\n";
}
if(waterTable!=0&&dem==0)
{
/* Add declarations for water handling: */
vertexUniforms+="\
uniform mat4 waterTransform; // Transformation from camera space to water level texture coordinate space\n";
vertexVaryings+="\
varying vec2 waterTexCoord; // Texture coordinate for water level texture\n";
/* Add water handling code to vertex shader's main function: */
vertexMain+="\
/* Transform the vertex from camera space to water level texture coordinate space: */\n\
waterTexCoord=(waterTransform*vertexCc).xy;\n\
\n";
}
/* Finish the vertex shader's main function: */
vertexMain+="\
/* Transform vertex from depth image space to clip space: */\n\
gl_Position=projectionModelviewDepthProjection*vertexDic;\n\
}\n";
/* Compile the vertex shader: */
shaders.push_back(glCompileVertexShaderFromStrings(7,vertexFunctions.c_str(),"\t\t\n",vertexUniforms.c_str(),"\t\t\n",vertexVaryings.c_str(),"\t\t\n",vertexMain.c_str()));
/*********************************************************************
Assemble and compile the surface rendering fragment shaders:
*********************************************************************/
/* Assemble the fragment shader's function declarations: */
std::string fragmentDeclarations;
/* Assemble the fragment shader's uniform and varying variables: */
std::string fragmentUniforms;
std::string fragmentVaryings;
/* Assemble the fragment shader's main function: */
std::string fragmentMain="\
void main()\n\
{\n";
if(dem!=0)
{
/* Add declarations for DEM matching: */
fragmentVaryings+="\
varying float demDist; // Scaled signed distance from surface to DEM\n";
/* Add DEM matching code to the fragment shader's main function: */
fragmentMain+="\
/* Calculate the fragment's color from a double-ramp function: */\n\
vec4 baseColor;\n\
if(demDist<0.0)\n\
baseColor=mix(vec4(1.0,1.0,1.0,1.0),vec4(1.0,0.0,0.0,1.0),min(-demDist,1.0));\n\
else\n\
baseColor=mix(vec4(1.0,1.0,1.0,1.0),vec4(0.0,0.0,1.0,1.0),min(demDist,1.0));\n\
\n";
}
else
{
if(elevationColorMap!=0)
{
/* Add declarations for height mapping: */
fragmentUniforms+="\
uniform sampler1D heightColorMapSampler;\n";
fragmentVaryings+="\
varying float heightColorMapTexCoord; // Texture coordinate for the height color map\n";
/* Add height mapping code to the fragment shader's main function: */
fragmentMain+="\
/* Get the fragment's color from the height color map: */\n\
vec4 baseColor=texture1D(heightColorMapSampler,heightColorMapTexCoord);\n\
\n";
}
else
{
fragmentMain+="\
/* Set the surface's base color to white: */\n\
vec4 baseColor=vec4(1.0,1.0,1.0,1.0);\n\
\n";
}
if(drawDippingBed)
{
/* Add declarations for dipping bed rendering: */
fragmentUniforms+="\
uniform float dippingBedThickness; // Thickness of dipping bed in camera-space units\n";
fragmentVaryings+="\
varying float dippingBedDistance; // Vertex distance to dipping bed plane\n";
/* Add dipping bed code to fragment shader's main function: */
fragmentMain+="\
/* Check fragment's dipping plane distance against dipping bed thickness: */\n\
float w=fwidth(dippingBedDistance)*1.0;\n\
if(dippingBedDistance<0.0)\n\
baseColor=mix(baseColor,vec4(1.0,0.0,0.0,1.0),smoothstep(-dippingBedThickness*0.5-w,-dippingBedThickness*0.5+w,dippingBedDistance));\n\
else\n\
baseColor=mix(vec4(1.0,0.0,0.0,1.0),baseColor,smoothstep(dippingBedThickness*0.5-w,dippingBedThickness*0.5+w,dippingBedDistance));\n\
\n";
}
}
if(drawContourLines)
{
/* Declare the contour line function: */
fragmentDeclarations+="\
void addContourLines(in vec2,inout vec4);\n";
/* Compile the contour line shader: */
shaders.push_back(compileFragmentShader("SurfaceAddContourLines"));
/* Call contour line function from fragment shader's main function: */
fragmentMain+="\
/* Modulate the base color by contour line color: */\n\
addContourLines(gl_FragCoord.xy,baseColor);\n\
\n";
}
if(illuminate)
{
/* Declare the illumination function: */
fragmentDeclarations+="\
void illuminate(inout vec4);\n";
/* Compile the illumination shader: */
shaders.push_back(compileFragmentShader("SurfaceIlluminate"));
/* Call illumination function from fragment shader's main function: */
fragmentMain+="\
/* Apply illumination to the base color: */\n\
illuminate(baseColor);\n\
\n";
}
if(waterTable!=0&&dem==0)
{
/* Declare the water handling functions: */
fragmentDeclarations+="\
void addWaterColor(in vec2,inout vec4);\n\
void addWaterColorAdvected(inout vec4);\n";
/* Compile the water handling shader: */
shaders.push_back(compileFragmentShader("SurfaceAddWaterColor"));
/* Call water coloring function from fragment shader's main function: */
if(advectWaterTexture)
{
fragmentMain+="\
/* Modulate the base color with water color: */\n\
addWaterColorAdvected(baseColor);\n\
\n";
}
else
{
fragmentMain+="\
/* Modulate the base color with water color: */\n\
addWaterColor(gl_FragCoord.xy,baseColor);\n\
\n";
}
}
/* Finish the fragment shader's main function: */
fragmentMain+="\
/* Assign the final color to the fragment: */\n\
gl_FragColor=baseColor;\n\
}\n";
/* Compile the fragment shader: */
shaders.push_back(glCompileFragmentShaderFromStrings(7,fragmentDeclarations.c_str(),"\t\t\n",fragmentUniforms.c_str(),"\t\t\n",fragmentVaryings.c_str(),"\t\t\n",fragmentMain.c_str()));
/* Link the shader program: */
result=glLinkShader(shaders);
/* Release all compiled shaders: */
for(std::vector<GLhandleARB>::iterator shIt=shaders.begin();shIt!=shaders.end();++shIt)
glDeleteObjectARB(*shIt);
/*******************************************************************
Query the shader program's uniform locations:
*******************************************************************/
GLint* ulPtr=uniformLocations;
/* Query common uniform variables: */
*(ulPtr++)=glGetUniformLocationARB(result,"depthSampler");
*(ulPtr++)=glGetUniformLocationARB(result,"depthProjection");
if(dem!=0)
{
/* Query DEM matching uniform variables: */
*(ulPtr++)=glGetUniformLocationARB(result,"demTransform");
*(ulPtr++)=glGetUniformLocationARB(result,"demSampler");
*(ulPtr++)=glGetUniformLocationARB(result,"demDistScale");
}
else if(elevationColorMap!=0)
{
/* Query height color mapping uniform variables: */
*(ulPtr++)=glGetUniformLocationARB(result,"heightColorMapPlaneEq");
*(ulPtr++)=glGetUniformLocationARB(result,"heightColorMapSampler");
}
if(drawContourLines)
{
*(ulPtr++)=glGetUniformLocationARB(result,"pixelCornerElevationSampler");
*(ulPtr++)=glGetUniformLocationARB(result,"contourLineFactor");
}
if(drawDippingBed)
{
if(dippingBedFolded)
*(ulPtr++)=glGetUniformLocationARB(result,"dbc");
else
*(ulPtr++)=glGetUniformLocationARB(result,"dippingBedPlaneEq");
*(ulPtr++)=glGetUniformLocationARB(result,"dippingBedThickness");
}
if(illuminate)
{
/* Query illumination uniform variables: */
*(ulPtr++)=glGetUniformLocationARB(result,"modelview");
*(ulPtr++)=glGetUniformLocationARB(result,"tangentModelviewDepthProjection");
}
if(waterTable!=0&&dem==0)
{
/* Query water handling uniform variables: */
*(ulPtr++)=glGetUniformLocationARB(result,"waterTransform");
*(ulPtr++)=glGetUniformLocationARB(result,"bathymetrySampler");
*(ulPtr++)=glGetUniformLocationARB(result,"quantitySampler");
*(ulPtr++)=glGetUniformLocationARB(result,"waterCellSize");
*(ulPtr++)=glGetUniformLocationARB(result,"waterOpacity");
*(ulPtr++)=glGetUniformLocationARB(result,"waterAnimationTime");
}
*(ulPtr++)=glGetUniformLocationARB(result,"projectionModelviewDepthProjection");
}
catch(...)
{
/* Clean up and re-throw the exception: */
for(std::vector<GLhandleARB>::iterator shIt=shaders.begin();shIt!=shaders.end();++shIt)
glDeleteObjectARB(*shIt);
throw;
}
return result;
}
void SurfaceRenderer::renderPixelCornerElevations(const int viewport[4],const PTransform& projectionModelview,GLContextData& contextData,SurfaceRenderer::DataItem* dataItem) const
{
/* Save the currently-bound frame buffer and clear color: */
GLint currentFrameBuffer;
glGetIntegerv(GL_FRAMEBUFFER_BINDING_EXT,¤tFrameBuffer);
GLfloat currentClearColor[4];
glGetFloatv(GL_COLOR_CLEAR_VALUE,currentClearColor);
/* Check if the contour line rendering frame buffer needs to be created: */
if(dataItem->contourLineFramebufferObject==0)
{
/* Initialize the frame buffer: */
for(int i=0;i<2;++i)
dataItem->contourLineFramebufferSize[i]=0;
glGenFramebuffersEXT(1,&dataItem->contourLineFramebufferObject);
glGenRenderbuffersEXT(1,&dataItem->contourLineDepthBufferObject);
glGenTextures(1,&dataItem->contourLineColorTextureObject);
}
/* Bind the contour line rendering frame buffer object: */
glBindFramebufferEXT(GL_FRAMEBUFFER_EXT,dataItem->contourLineFramebufferObject);
/* Check if the contour line frame buffer needs to be resized: */
if(dataItem->contourLineFramebufferSize[0]!=(unsigned int)(viewport[2]+1)||dataItem->contourLineFramebufferSize[1]!=(unsigned int)(viewport[3]+1))
{
/* Remember if the render buffers must still be attached to the frame buffer: */
bool mustAttachBuffers=dataItem->contourLineFramebufferSize[0]==0&&dataItem->contourLineFramebufferSize[1]==0;
/* Update the frame buffer size: */
for(int i=0;i<2;++i)
dataItem->contourLineFramebufferSize[i]=(unsigned int)(viewport[2+i]+1);
/* Resize the topographic contour line rendering depth buffer: */
glBindRenderbufferEXT(GL_RENDERBUFFER_EXT,dataItem->contourLineDepthBufferObject);
glRenderbufferStorageEXT(GL_RENDERBUFFER_EXT,GL_DEPTH_COMPONENT,dataItem->contourLineFramebufferSize[0],dataItem->contourLineFramebufferSize[1]);
glBindRenderbufferEXT(GL_RENDERBUFFER_EXT,0);
/* Resize the topographic contour line rendering color texture: */
glBindTexture(GL_TEXTURE_RECTANGLE_ARB,dataItem->contourLineColorTextureObject);
glTexParameteri(GL_TEXTURE_RECTANGLE_ARB,GL_TEXTURE_MIN_FILTER,GL_NEAREST);
glTexParameteri(GL_TEXTURE_RECTANGLE_ARB,GL_TEXTURE_MAG_FILTER,GL_NEAREST);
glTexParameteri(GL_TEXTURE_RECTANGLE_ARB,GL_TEXTURE_WRAP_S,GL_CLAMP);
glTexParameteri(GL_TEXTURE_RECTANGLE_ARB,GL_TEXTURE_WRAP_T,GL_CLAMP);
glTexImage2D(GL_TEXTURE_RECTANGLE_ARB,0,GL_R32F,dataItem->contourLineFramebufferSize[0],dataItem->contourLineFramebufferSize[1],0,GL_LUMINANCE,GL_UNSIGNED_BYTE,0);
glBindTexture(GL_TEXTURE_RECTANGLE_ARB,0);
if(mustAttachBuffers)
{
glFramebufferRenderbufferEXT(GL_FRAMEBUFFER_EXT,GL_DEPTH_ATTACHMENT_EXT,GL_RENDERBUFFER_EXT,dataItem->contourLineDepthBufferObject);
glFramebufferTexture2DEXT(GL_FRAMEBUFFER_EXT,GL_COLOR_ATTACHMENT0_EXT,GL_TEXTURE_RECTANGLE_ARB,dataItem->contourLineColorTextureObject,0);
glDrawBuffer(GL_COLOR_ATTACHMENT0_EXT);
glReadBuffer(GL_NONE);
}
}
/* Extend the viewport to render the corners of all pixels: */
glViewport(0,0,viewport[2]+1,viewport[3]+1);
glClearColor(0.0f,0.0f,0.0f,1.0f);
glClear(GL_COLOR_BUFFER_BIT|GL_DEPTH_BUFFER_BIT);
/* Shift the projection matrix by half a pixel to render the corners of the final pixels: */
PTransform shiftedProjectionModelview=projectionModelview;
PTransform::Matrix& spmm=shiftedProjectionModelview.getMatrix();
Scalar xs=Scalar(viewport[2])/Scalar(viewport[2]+1);
Scalar ys=Scalar(viewport[3])/Scalar(viewport[3]+1);
for(int j=0;j<4;++j)
{
spmm(0,j)*=xs;
spmm(1,j)*=ys;
}
/* Render the surface elevation into the half-pixel offset frame buffer: */
depthImageRenderer->renderElevation(shiftedProjectionModelview,contextData);
/* Restore the original viewport: */
glViewport(viewport[0],viewport[1],viewport[2],viewport[3]);
/* Restore the original clear color and frame buffer binding: */
glBindFramebufferEXT(GL_FRAMEBUFFER_EXT,currentFrameBuffer);
glClearColor(currentClearColor[0],currentClearColor[1],currentClearColor[2],currentClearColor[3]);
}
SurfaceRenderer::SurfaceRenderer(const DepthImageRenderer* sDepthImageRenderer)
:depthImageRenderer(sDepthImageRenderer),
drawContourLines(true),contourLineFactor(1.0f),
elevationColorMap(0),
drawDippingBed(false),dippingBedFolded(false),
dippingBedPlane(Plane::Vector(0,0,1),0.0f),dippingBedThickness(1),
dem(0),demDistScale(1.0f),
illuminate(false),
waterTable(0),advectWaterTexture(false),waterOpacity(2.0f),
surfaceSettingsVersion(1),
animationTime(0.0)
{
/* Copy the depth image size: */
for(int i=0;i<2;++i)
depthImageSize[i]=depthImageRenderer->getDepthImageSize(i);
/* Check if the depth projection matrix retains right-handedness: */
const PTransform& depthProjection=depthImageRenderer->getDepthProjection();
Point p1=depthProjection.transform(Point(0,0,0));
Point p2=depthProjection.transform(Point(1,0,0));
Point p3=depthProjection.transform(Point(0,1,0));
Point p4=depthProjection.transform(Point(0,0,1));
bool depthProjectionInverts=((p2-p1)^(p3-p1))*(p4-p1)<Scalar(0);
/* Calculate the transposed tangent plane depth projection: */
tangentDepthProjection=Geometry::invert(depthProjection);
if(depthProjectionInverts)
tangentDepthProjection*=PTransform::scale(PTransform::Scale(-1,-1,-1));
/* Monitor the external shader source files: */
fileMonitor.addPath((std::string(CONFIG_SHADERDIR)+std::string("/SurfaceAddContourLines.fs")).c_str(),IO::FileMonitor::Modified,Misc::createFunctionCall(this,&SurfaceRenderer::shaderSourceFileChanged));
fileMonitor.addPath((std::string(CONFIG_SHADERDIR)+std::string("/SurfaceIlluminate.fs")).c_str(),IO::FileMonitor::Modified,Misc::createFunctionCall(this,&SurfaceRenderer::shaderSourceFileChanged));
fileMonitor.addPath((std::string(CONFIG_SHADERDIR)+std::string("/SurfaceAddWaterColor.fs")).c_str(),IO::FileMonitor::Modified,Misc::createFunctionCall(this,&SurfaceRenderer::shaderSourceFileChanged));
fileMonitor.startPolling();
}
void SurfaceRenderer::initContext(GLContextData& contextData) const
{
/* Create a data item and add it to the context: */
DataItem* dataItem=new DataItem;
contextData.addDataItem(this,dataItem);
/* Create the height map render shader: */
dataItem->heightMapShader=createSinglePassSurfaceShader(*contextData.getLightTracker(),dataItem->heightMapShaderUniforms);
dataItem->surfaceSettingsVersion=surfaceSettingsVersion;
dataItem->lightTrackerVersion=contextData.getLightTracker()->getVersion();
/* Create the global ambient height map render shader: */
dataItem->globalAmbientHeightMapShader=linkVertexAndFragmentShader("SurfaceGlobalAmbientHeightMapShader");
dataItem->globalAmbientHeightMapShaderUniforms[0]=glGetUniformLocationARB(dataItem->globalAmbientHeightMapShader,"depthSampler");
dataItem->globalAmbientHeightMapShaderUniforms[1]=glGetUniformLocationARB(dataItem->globalAmbientHeightMapShader,"depthProjection");
dataItem->globalAmbientHeightMapShaderUniforms[2]=glGetUniformLocationARB(dataItem->globalAmbientHeightMapShader,"basePlane");
dataItem->globalAmbientHeightMapShaderUniforms[3]=glGetUniformLocationARB(dataItem->globalAmbientHeightMapShader,"pixelCornerElevationSampler");
dataItem->globalAmbientHeightMapShaderUniforms[4]=glGetUniformLocationARB(dataItem->globalAmbientHeightMapShader,"contourLineFactor");
dataItem->globalAmbientHeightMapShaderUniforms[5]=glGetUniformLocationARB(dataItem->globalAmbientHeightMapShader,"heightColorMapSampler");
dataItem->globalAmbientHeightMapShaderUniforms[6]=glGetUniformLocationARB(dataItem->globalAmbientHeightMapShader,"heightColorMapTransformation");
dataItem->globalAmbientHeightMapShaderUniforms[7]=glGetUniformLocationARB(dataItem->globalAmbientHeightMapShader,"waterLevelSampler");
dataItem->globalAmbientHeightMapShaderUniforms[8]=glGetUniformLocationARB(dataItem->globalAmbientHeightMapShader,"waterLevelTextureTransformation");
dataItem->globalAmbientHeightMapShaderUniforms[9]=glGetUniformLocationARB(dataItem->globalAmbientHeightMapShader,"waterOpacity");
/* Create the shadowed illuminated height map render shader: */
dataItem->shadowedIlluminatedHeightMapShader=linkVertexAndFragmentShader("SurfaceShadowedIlluminatedHeightMapShader");
dataItem->shadowedIlluminatedHeightMapShaderUniforms[0]=glGetUniformLocationARB(dataItem->shadowedIlluminatedHeightMapShader,"depthSampler");
dataItem->shadowedIlluminatedHeightMapShaderUniforms[1]=glGetUniformLocationARB(dataItem->shadowedIlluminatedHeightMapShader,"depthProjection");
dataItem->shadowedIlluminatedHeightMapShaderUniforms[2]=glGetUniformLocationARB(dataItem->shadowedIlluminatedHeightMapShader,"tangentDepthProjection");
dataItem->shadowedIlluminatedHeightMapShaderUniforms[3]=glGetUniformLocationARB(dataItem->shadowedIlluminatedHeightMapShader,"basePlane");
dataItem->shadowedIlluminatedHeightMapShaderUniforms[4]=glGetUniformLocationARB(dataItem->shadowedIlluminatedHeightMapShader,"pixelCornerElevationSampler");
dataItem->shadowedIlluminatedHeightMapShaderUniforms[5]=glGetUniformLocationARB(dataItem->shadowedIlluminatedHeightMapShader,"contourLineFactor");
dataItem->shadowedIlluminatedHeightMapShaderUniforms[6]=glGetUniformLocationARB(dataItem->shadowedIlluminatedHeightMapShader,"heightColorMapSampler");
dataItem->shadowedIlluminatedHeightMapShaderUniforms[7]=glGetUniformLocationARB(dataItem->shadowedIlluminatedHeightMapShader,"heightColorMapTransformation");
dataItem->shadowedIlluminatedHeightMapShaderUniforms[8]=glGetUniformLocationARB(dataItem->shadowedIlluminatedHeightMapShader,"waterLevelSampler");
dataItem->shadowedIlluminatedHeightMapShaderUniforms[9]=glGetUniformLocationARB(dataItem->shadowedIlluminatedHeightMapShader,"waterLevelTextureTransformation");
dataItem->shadowedIlluminatedHeightMapShaderUniforms[10]=glGetUniformLocationARB(dataItem->shadowedIlluminatedHeightMapShader,"waterOpacity");
dataItem->shadowedIlluminatedHeightMapShaderUniforms[11]=glGetUniformLocationARB(dataItem->shadowedIlluminatedHeightMapShader,"shadowTextureSampler");
dataItem->shadowedIlluminatedHeightMapShaderUniforms[12]=glGetUniformLocationARB(dataItem->shadowedIlluminatedHeightMapShader,"shadowProjection");
}
void SurfaceRenderer::setDrawContourLines(bool newDrawContourLines)
{
drawContourLines=newDrawContourLines;
++surfaceSettingsVersion;
}
void SurfaceRenderer::setContourLineDistance(GLfloat newContourLineDistance)
{
/* Set the new contour line factor: */
contourLineFactor=1.0f/newContourLineDistance;
}
void SurfaceRenderer::setElevationColorMap(ElevationColorMap* newElevationColorMap)
{
/* Check if setting this elevation color map invalidates the shader: */
if(dem==0&&((newElevationColorMap!=0&&elevationColorMap==0)||(newElevationColorMap==0&&elevationColorMap!=0)))
++surfaceSettingsVersion;
/* Set the elevation color map: */
elevationColorMap=newElevationColorMap;
}
void SurfaceRenderer::setDrawDippingBed(bool newDrawDippingBed)
{
drawDippingBed=newDrawDippingBed;
++surfaceSettingsVersion;
}
void SurfaceRenderer::setDippingBedPlane(const SurfaceRenderer::Plane& newDippingBedPlane)
{
/* Set the dipping bed mode to planar: */
if(dippingBedFolded)
{
dippingBedFolded=false;
++surfaceSettingsVersion;
}
/* Set the dipping bed's plane equation: */
dippingBedPlane=newDippingBedPlane;
}
void SurfaceRenderer::setDippingBedCoeffs(const GLfloat newDippingBedCoeffs[5])
{
/* Set the dipping bed mode to folded: */
if(!dippingBedFolded)
{
dippingBedFolded=true;
++surfaceSettingsVersion;
}
/* Set the dipping bed's coefficients: */
for(int i=0;i<5;++i)
dippingBedCoeffs[i]=newDippingBedCoeffs[i];
}
void SurfaceRenderer::setDippingBedThickness(GLfloat newDippingBedThickness)
{
dippingBedThickness=newDippingBedThickness;
}
void SurfaceRenderer::setDem(DEM* newDem)
{
/* Check if setting this DEM invalidates the shader: */
if((newDem!=0&&dem==0)||(newDem==0&&dem!=0))
++surfaceSettingsVersion;
/* Set the new DEM: */
dem=newDem;
}
void SurfaceRenderer::setDemDistScale(GLfloat newDemDistScale)
{
demDistScale=newDemDistScale;
}
void SurfaceRenderer::setIlluminate(bool newIlluminate)
{
illuminate=newIlluminate;
++surfaceSettingsVersion;
}
void SurfaceRenderer::setWaterTable(WaterTable2* newWaterTable)
{
waterTable=newWaterTable;
++surfaceSettingsVersion;
}
void SurfaceRenderer::setAdvectWaterTexture(bool newAdvectWaterTexture)
{
advectWaterTexture=false; // newAdvectWaterTexture;
++surfaceSettingsVersion;
}
void SurfaceRenderer::setWaterOpacity(GLfloat newWaterOpacity)
{
/* Set the new opacity factor: */
waterOpacity=newWaterOpacity;
}
void SurfaceRenderer::setAnimationTime(double newAnimationTime)
{
/* Set the new animation time: */
animationTime=newAnimationTime;
/* Poll the file monitor: */
fileMonitor.processEvents();
}
void SurfaceRenderer::renderSinglePass(const int viewport[4],const PTransform& projection,const OGTransform& modelview,GLContextData& contextData) const
{
/* Get the data item: */
DataItem* dataItem=contextData.retrieveDataItem<DataItem>(this);
/* Calculate the required matrices: */
PTransform projectionModelview=projection;
projectionModelview*=modelview;
/* Check if contour line rendering is enabled: */
if(drawContourLines)
{
/* Run the first rendering pass to create a half-pixel offset texture of surface elevations: */
renderPixelCornerElevations(viewport,projectionModelview,contextData,dataItem);
}
else if(dataItem->contourLineFramebufferObject!=0)
{
/* Delete the contour line rendering frame buffer: */
glDeleteFramebuffersEXT(1,&dataItem->contourLineFramebufferObject);
dataItem->contourLineFramebufferObject=0;
glDeleteRenderbuffersEXT(1,&dataItem->contourLineDepthBufferObject);
dataItem->contourLineDepthBufferObject=0;
glDeleteTextures(1,&dataItem->contourLineColorTextureObject);
dataItem->contourLineColorTextureObject=0;
}
/* Check if the single-pass surface shader is outdated: */
if(dataItem->surfaceSettingsVersion!=surfaceSettingsVersion||(illuminate&&dataItem->lightTrackerVersion!=contextData.getLightTracker()->getVersion()))
{
/* Rebuild the shader: */
try
{
GLhandleARB newShader=createSinglePassSurfaceShader(*contextData.getLightTracker(),dataItem->heightMapShaderUniforms);
glDeleteObjectARB(dataItem->heightMapShader);
dataItem->heightMapShader=newShader;
}
catch(const std::runtime_error& err)
{
Misc::formattedUserError("SurfaceRenderer::renderSinglePass: Caught exception %s while rebuilding surface shader",err.what());
}
/* Mark the shader as up-to-date: */
dataItem->surfaceSettingsVersion=surfaceSettingsVersion;
dataItem->lightTrackerVersion=contextData.getLightTracker()->getVersion();
}
/* Bind the single-pass surface shader: */
glUseProgramObjectARB(dataItem->heightMapShader);
const GLint* ulPtr=dataItem->heightMapShaderUniforms;
/* Bind the current depth image texture: */
glActiveTextureARB(GL_TEXTURE0_ARB);
depthImageRenderer->bindDepthTexture(contextData);
glUniform1iARB(*(ulPtr++),0);
/* Upload the depth projection matrix: */
depthImageRenderer->uploadDepthProjection(*(ulPtr++));
if(dem!=0)
{
/* Upload the DEM transformation: */
dem->uploadDemTransform(*(ulPtr++));
/* Bind the DEM texture: */
glActiveTextureARB(GL_TEXTURE1_ARB);
dem->bindTexture(contextData);
glUniform1iARB(*(ulPtr++),1);
/* Upload the DEM distance scale factor: */
glUniform1fARB(*(ulPtr++),1.0f/(demDistScale*dem->getVerticalScale()));
}
else if(elevationColorMap!=0)
{
/* Upload the texture mapping plane equation: */
elevationColorMap->uploadTexturePlane(*(ulPtr++));
/* Bind the height color map texture: */
glActiveTextureARB(GL_TEXTURE1_ARB);
elevationColorMap->bindTexture(contextData);
glUniform1iARB(*(ulPtr++),1);
}
if(drawContourLines)
{
/* Bind the pixel corner elevation texture: */
glActiveTextureARB(GL_TEXTURE2_ARB);
glBindTexture(GL_TEXTURE_RECTANGLE_ARB,dataItem->contourLineColorTextureObject);
glUniform1iARB(*(ulPtr++),2);
/* Upload the contour line distance factor: */
glUniform1fARB(*(ulPtr++),contourLineFactor);
}
if(drawDippingBed)
{
if(dippingBedFolded)
{
/* Upload the dipping bed coefficients: */
glUniformARB<1>(*(ulPtr++),5,dippingBedCoeffs);
}
else
{
/* Upload the dipping bed plane equation: */
GLfloat planeEq[4];
for(int i=0;i<3;++i)
planeEq[i]=dippingBedPlane.getNormal()[i];
planeEq[3]=-dippingBedPlane.getOffset();
glUniformARB<4>(*(ulPtr++),1,planeEq);
}
/* Upload the dipping bed thickness: */
glUniform1fARB(*(ulPtr++),dippingBedThickness);
}
if(illuminate)
{
/* Upload the modelview matrix: */
glUniformARB(*(ulPtr++),modelview);
/* Calculate and upload the tangent-plane modelview depth projection matrix: */
PTransform tangentModelviewDepthProjection=tangentDepthProjection;
tangentModelviewDepthProjection*=Geometry::invert(modelview);
const Scalar* tmdpPtr=tangentModelviewDepthProjection.getMatrix().getEntries();
GLfloat matrix[16];
GLfloat* mPtr=matrix;
for(int i=0;i<16;++i,++tmdpPtr,++mPtr)
*mPtr=GLfloat(*tmdpPtr);
glUniformMatrix4fvARB(*(ulPtr++),1,GL_FALSE,matrix);
}
if(waterTable!=0&&dem==0)
{
/* Upload the water table texture coordinate matrix: */
waterTable->uploadWaterTextureTransform(*(ulPtr++));
/* Bind the bathymetry texture: */
glActiveTextureARB(GL_TEXTURE3_ARB);
waterTable->bindBathymetryTexture(contextData);
glTexParameteri(GL_TEXTURE_RECTANGLE_ARB,GL_TEXTURE_MIN_FILTER,GL_LINEAR);
glTexParameteri(GL_TEXTURE_RECTANGLE_ARB,GL_TEXTURE_MAG_FILTER,GL_LINEAR);
glTexParameteri(GL_TEXTURE_RECTANGLE_ARB,GL_TEXTURE_WRAP_S,GL_CLAMP_TO_EDGE);
glTexParameteri(GL_TEXTURE_RECTANGLE_ARB,GL_TEXTURE_WRAP_T,GL_CLAMP_TO_EDGE);
glUniform1iARB(*(ulPtr++),3);
/* Bind the quantities texture: */
glActiveTextureARB(GL_TEXTURE4_ARB);
waterTable->bindQuantityTexture(contextData);
glTexParameteri(GL_TEXTURE_RECTANGLE_ARB,GL_TEXTURE_MIN_FILTER,GL_LINEAR);
glTexParameteri(GL_TEXTURE_RECTANGLE_ARB,GL_TEXTURE_MAG_FILTER,GL_LINEAR);
glTexParameteri(GL_TEXTURE_RECTANGLE_ARB,GL_TEXTURE_WRAP_S,GL_CLAMP_TO_EDGE);
glTexParameteri(GL_TEXTURE_RECTANGLE_ARB,GL_TEXTURE_WRAP_T,GL_CLAMP_TO_EDGE);
glUniform1iARB(*(ulPtr++),4);
/* Upload the water grid cell size for normal vector calculation: */
glUniformARB<2>(*(ulPtr++),1,waterTable->getCellSize());
/* Upload the water opacity factor: */
glUniform1fARB(*(ulPtr++),waterOpacity);
/* Upload the water animation time: */
glUniform1fARB(*(ulPtr++),GLfloat(animationTime));
}
/* Upload the combined projection, modelview, and depth unprojection matrix: */
PTransform projectionModelviewDepthProjection=projectionModelview;
projectionModelviewDepthProjection*=depthImageRenderer->getDepthProjection();
glUniformARB(*(ulPtr++),projectionModelviewDepthProjection);
/* Draw the surface: */
depthImageRenderer->renderSurfaceTemplate(contextData);
/* Unbind all textures and buffers: */
if(waterTable!=0&&dem==0)
{
glActiveTextureARB(GL_TEXTURE4_ARB);
glTexParameteri(GL_TEXTURE_RECTANGLE_ARB,GL_TEXTURE_MIN_FILTER,GL_NEAREST);
glTexParameteri(GL_TEXTURE_RECTANGLE_ARB,GL_TEXTURE_MAG_FILTER,GL_NEAREST);
glTexParameteri(GL_TEXTURE_RECTANGLE_ARB,GL_TEXTURE_WRAP_S,GL_CLAMP);
glTexParameteri(GL_TEXTURE_RECTANGLE_ARB,GL_TEXTURE_WRAP_T,GL_CLAMP);
glBindTexture(GL_TEXTURE_RECTANGLE_ARB,0);
glActiveTextureARB(GL_TEXTURE3_ARB);
glTexParameteri(GL_TEXTURE_RECTANGLE_ARB,GL_TEXTURE_MIN_FILTER,GL_NEAREST);
glTexParameteri(GL_TEXTURE_RECTANGLE_ARB,GL_TEXTURE_MAG_FILTER,GL_NEAREST);
glTexParameteri(GL_TEXTURE_RECTANGLE_ARB,GL_TEXTURE_WRAP_S,GL_CLAMP);
glTexParameteri(GL_TEXTURE_RECTANGLE_ARB,GL_TEXTURE_WRAP_T,GL_CLAMP);
glBindTexture(GL_TEXTURE_RECTANGLE_ARB,0);
}
if(drawContourLines)
{
glActiveTextureARB(GL_TEXTURE2_ARB);
glBindTexture(GL_TEXTURE_RECTANGLE_ARB,0);
}
if(dem!=0)
{
glActiveTextureARB(GL_TEXTURE1_ARB);
glBindTexture(GL_TEXTURE_RECTANGLE_ARB,0);
}
else if(elevationColorMap!=0)
{
glActiveTextureARB(GL_TEXTURE1_ARB);
glBindTexture(GL_TEXTURE_1D,0);
}
glActiveTextureARB(GL_TEXTURE0_ARB);
glBindTexture(GL_TEXTURE_RECTANGLE_ARB,0);
/* Unbind the height map shader: */
glUseProgramObjectARB(0);
}
#if 0
void SurfaceRenderer::renderGlobalAmbientHeightMap(GLuint heightColorMapTexture,GLContextData& contextData) const
{
/* Get the data item: */
DataItem* dataItem=contextData.retrieveDataItem<DataItem>(this);
/* Check if contour line rendering is enabled: */
if(drawContourLines)
{
/* Run the first rendering pass to create a half-pixel offset texture of surface elevations: */
glPrepareContourLines(contextData);
}
else if(dataItem->contourLineFramebufferObject!=0)
{
/* Delete the contour line rendering frame buffer: */
glDeleteFramebuffersEXT(1,&dataItem->contourLineFramebufferObject);
dataItem->contourLineFramebufferObject=0;
glDeleteRenderbuffersEXT(1,&dataItem->contourLineDepthBufferObject);
dataItem->contourLineDepthBufferObject=0;
glDeleteTextures(1,&dataItem->contourLineColorTextureObject);
dataItem->contourLineColorTextureObject=0;
}
/* Bind the global ambient height map shader: */
glUseProgramObjectARB(dataItem->globalAmbientHeightMapShader);
/* Bind the vertex and index buffers: */