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/*
* Copyright (C) 2020, Inria
* GRAPHDECO research group, https://team.inria.fr/graphdeco
* All rights reserved.
*
* This software is free for non-commercial, research and evaluation use
* under the terms of the LICENSE.md file.
*
* For inquiries contact sibr@inria.fr and/or George.Drettakis@inria.fr
*/
#include <projects/basic/renderer/TexturedMeshView.hpp>
#include <core/graphics/GUI.hpp>
sibr::TexturedMeshView::TexturedMeshView(const sibr::BasicIBRScene::Ptr & ibrScene, uint render_w, uint render_h) :
_scene(ibrScene),
sibr::ViewBase(render_w, render_h)
{
const uint w = render_w;
const uint h = render_h;
// Renderers.
_textureRenderer.reset(new TexturedMeshRenderer());
_poissonRenderer.reset(new PoissonRenderer(w, h));
_poissonRenderer->enableFix() = true;
// Rendertargets.
_poissonRT.reset(new RenderTargetRGBA(w, h, SIBR_CLAMP_UVS));
_blendRT.reset(new RenderTargetRGBA(w, h, SIBR_CLAMP_UVS));
}
void sibr::TexturedMeshView::setScene(const sibr::BasicIBRScene::Ptr & newScene) {
_scene = newScene;
const uint w = getResolution().x();
const uint h = getResolution().y();
_textureRenderer.reset(new TexturedMeshRenderer());
}
void sibr::TexturedMeshView::onRenderIBR(sibr::IRenderTarget & dst, const sibr::Camera & eye)
{
// Perform ULR rendering, either directly to the destination RT, or to the intermediate RT when poisson blending is enabled.
glViewport(0, 0, dst.w(), dst.h());
dst.clear();
_textureRenderer->process(
_scene->proxies()->proxy(),
eye, _scene->inputMeshTextures()->handle(),
_poissonBlend ? *_blendRT : dst, false);
// Perform Poisson blending if enabled and copy to the destination RT.
if (_poissonBlend) {
_poissonRenderer->process(_blendRT, _poissonRT);
blit(*_poissonRT, dst);
}
}
void sibr::TexturedMeshView::onUpdate(Input & input)
{
}
void sibr::TexturedMeshView::onGUI()
{
if (ImGui::Begin("Textured Mesh Renderer Settings")) {
// Poisson settings.
ImGui::Checkbox("Poisson ", &_poissonBlend); ImGui::SameLine();
ImGui::Checkbox("Poisson fix", &_poissonRenderer->enableFix());
}
ImGui::End();
}