mujoco / data /src /render /render_context.c
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// Copyright 2021 DeepMind Technologies Limited
//
// Licensed under the Apache License, Version 2.0 (the "License");
// you may not use this file except in compliance with the License.
// You may obtain a copy of the License at
//
// http://www.apache.org/licenses/LICENSE-2.0
//
// Unless required by applicable law or agreed to in writing, software
// distributed under the License is distributed on an "AS IS" BASIS,
// WITHOUT WARRANTIES OR CONDITIONS OF ANY KIND, either express or implied.
// See the License for the specific language governing permissions and
// limitations under the License.
#include "render/render_context.h"
#include <math.h>
#include <stdio.h>
#include <stdlib.h>
#include <string.h>
#include <mujoco/mjmacro.h>
#include <mujoco/mjvisualize.h>
#include <mujoco/mujoco.h>
#include "render/render_util.h"
#include "render/glad/glad.h"
// bitmap font definitions
#include "render/font/normal50.inc"
#include "render/font/normal100.inc"
#include "render/font/normal150.inc"
#include "render/font/normal200.inc"
#include "render/font/normal250.inc"
#include "render/font/normal300.inc"
#include "render/font/back50.inc"
#include "render/font/back100.inc"
#include "render/font/back150.inc"
#include "render/font/back200.inc"
#include "render/font/back250.inc"
#include "render/font/back300.inc"
#include "render/font/big50.inc"
#include "render/font/big100.inc"
#include "render/font/big150.inc"
#include "render/font/big200.inc"
#include "render/font/big250.inc"
#include "render/font/big300.inc"
//----------------------------- custom OpenGL context ----------------------------------------------
// set default mjrContext
void mjr_defaultContext(mjrContext* con) {
memset(con, 0, sizeof(mjrContext));
}
// allocate lists
static void listAllocate(GLuint* base, GLsizei* range, GLsizei newrange) {
// allocate lists
*range = newrange;
if (newrange) {
*base = glGenLists(*range);
if (*base <= 0) {
mju_error("Could not allocate display lists");
}
}
}
// model planes: with grid
static void makePlane(const mjModel* m, mjrContext* con) {
mjtNum zfar = m->vis.map.zfar * m->stat.extent;
mjtNum pad, left, right, sz[2], sz2;
double grid[2][mjMAXPLANEGRID+1];
int nn[2], nplane;
// count planes
nplane = 0;
for (int i=0; i < m->ngeom; i++) {
if (m->geom_type[i] == mjGEOM_PLANE) {
nplane++;
}
}
// allocate list
listAllocate(&con->basePlane, &con->rangePlane, nplane+1);
// 0: box-division, for rendering plane geoms without dataid
glNewList(con->basePlane, GL_COMPILE);
glBegin(GL_QUADS);
glNormal3d(0, 0, 1);
double d = 2.0/m->vis.quality.numquads;
for (int x=0; x < m->vis.quality.numquads; x++) {
for (int y=0; y < m->vis.quality.numquads; y++) {
glVertex3d(d*(x+0)-1, d*(y+0)-1, 0);
glVertex3d(d*(x+1)-1, d*(y+0)-1, 0);
glVertex3d(d*(x+1)-1, d*(y+1)-1, 0);
glVertex3d(d*(x+0)-1, d*(y+1)-1, 0);
}
}
glEnd();
glEndList();
// construct planes, offset by 1
nplane = 0;
for (int i=0; i < m->ngeom; i++) {
if (m->geom_type[i] == mjGEOM_PLANE) {
// get sizes
sz[0] = m->geom_size[3*i];
sz[1] = m->geom_size[3*i+1];
// loop over (x, y)
for (int k=0; k < 2; k++) {
// regular dimension
if (sz[k] > 0) {
// limit number of grid lines, leave room for padding
sz2 = mju_max(m->geom_size[3*i+2], sz[k]/(mjMAXPLANEGRID-2));
// compute grid size, force even
nn[k] = (int)mju_floor(sz[k]/mju_max(mjMINVAL, sz2));
nn[k] = nn[k] - (nn[k]%2);
// add padding
pad = sz[k] - nn[k]*sz2;
nn[k] += 2;
// make grid
for (int x=0; x < nn[k]; x++) {
// compute left, right (which is bottom, top for y)
if (x == 0) {
left = -sz[k];
right = left + pad;
} else {
left = -sz[k] + pad + (x-1)*sz2*2;
right = left + (x == nn[k]-1 ? pad : sz2*2);
}
// record
grid[k][x] = left;
grid[k][x+1] = mjMAX(left, right); // just in case
}
}
// infinite dimension
else {
// get size increment
mjtNum sX;
int matid = m->geom_matid[i];
if (matid >= 0 && m->mat_texrepeat[2*matid+k] > 0) {
sX = 2/m->mat_texrepeat[2*matid+k];
} else {
sX = 2.1*zfar/(mjMAXPLANEGRID-2);
}
// create grid, larger than skybox
d = (2.1*zfar + 2*sX)/mjMAXPLANEGRID;
for (int x=0; x <= mjMAXPLANEGRID; x++) {
grid[k][x] = d*x - d*(mjMAXPLANEGRID/2);
}
// save number
nn[k] = mjMAXPLANEGRID;
}
}
// init list
glNewList(con->basePlane + nplane+1, GL_COMPILE);
glBegin(GL_QUADS);
glNormal3d(0, 0, 1);
// make grid
for (int x=0; x < nn[0]; x++) {
for (int y=0; y < nn[1]; y++) {
glVertex3d(grid[0][x+0], grid[1][y+0], 0);
glVertex3d(grid[0][x+1], grid[1][y+0], 0);
glVertex3d(grid[0][x+1], grid[1][y+1], 0);
glVertex3d(grid[0][x+0], grid[1][y+1], 0);
}
}
// end list
glEnd();
glEndList();
// advance counter
nplane++;
}
}
}
// model-specific meshes
static void makeMesh(const mjModel* m, mjrContext* con) {
// allocate list
listAllocate(&con->baseMesh, &con->rangeMesh, 2*m->nmesh);
// process meshes
for (int i=0; i < m->nmesh; i++) {
mjr_uploadMesh(m, con, i);
}
}
// (re) upload mesh to GPU
void mjr_uploadMesh(const mjModel* m, const mjrContext* con, int meshid) {
int vertadr, numvert, normaladr, numface, texcoordadr;
float normal[3], *v1, *v2, *v3, *n1, *n2, *n3, *t1, *t2, *t3;
// check index
if (meshid < 0 || meshid >= m->nmesh) {
mju_error("Invalid mesh index %d", meshid);
}
// delete old lists (mesh and convex hull)
glDeleteLists(con->baseMesh + 2*meshid, 2);
// get vertex and texcoord address for this mesh
vertadr = m->mesh_vertadr[meshid];
normaladr = m->mesh_normaladr[meshid];
texcoordadr = m->mesh_texcoordadr[meshid];
// render original mesh
glNewList(con->baseMesh + 2*meshid, GL_COMPILE);
glBegin(GL_TRIANGLES);
for (int face = m->mesh_faceadr[meshid];
face < m->mesh_faceadr[meshid] + m->mesh_facenum[meshid];
face++) {
// compute vertex addresses
v1 = m->mesh_vert + 3*(m->mesh_face[3*face] + vertadr);
v2 = m->mesh_vert + 3*(m->mesh_face[3*face+1] + vertadr);
v3 = m->mesh_vert + 3*(m->mesh_face[3*face+2] + vertadr);
// compute normal addresses
n1 = m->mesh_normal + 3*(m->mesh_facenormal[3*face] + normaladr);
n2 = m->mesh_normal + 3*(m->mesh_facenormal[3*face+1] + normaladr);
n3 = m->mesh_normal + 3*(m->mesh_facenormal[3*face+2] + normaladr);
// compute texcoord addresses
if (texcoordadr >= 0) {
t1 = m->mesh_texcoord + 2*(m->mesh_facetexcoord[3*face] + texcoordadr);
t2 = m->mesh_texcoord + 2*(m->mesh_facetexcoord[3*face+1] + texcoordadr);
t3 = m->mesh_texcoord + 2*(m->mesh_facetexcoord[3*face+2] + texcoordadr);
} else {
t1 = t2 = t3 = NULL;
}
// compute face normal
mjr_makeNormal(normal, v1, v2, v3);
// make OpenGL triangle
// vertex1
if (t1) {
glTexCoord2fv(t1);
glNormal3fv(n1);
} else {
if (n1[0]*normal[0]+n1[1]*normal[1]+n1[2]*normal[2] < 0.8) {
glNormal3fv(normal);
} else {
glNormal3fv(n1);
}
}
glVertex3fv(v1);
// vertex2
if (t2) {
glTexCoord2fv(t2);
glNormal3fv(n2);
} else {
if (n2[0]*normal[0]+n2[1]*normal[1]+n2[2]*normal[2] < 0.8) {
glNormal3fv(normal);
} else {
glNormal3fv(n2);
}
}
glVertex3fv(v2);
// vertex3
if (t3) {
glTexCoord2fv(t3);
glNormal3fv(n3);
} else {
if (n3[0]*normal[0]+n3[1]*normal[1]+n3[2]*normal[2] < 0.8) {
glNormal3fv(normal);
} else {
glNormal3fv(n3);
}
}
glVertex3fv(v3);
}
glEnd();
glEndList();
// render convex hull if present
if (m->mesh_graphadr[meshid] >= 0) {
// get sizes of convex hull
numvert = m->mesh_graph[m->mesh_graphadr[meshid]];
numface = m->mesh_graph[m->mesh_graphadr[meshid]+1];
glNewList(con->baseMesh + 2*meshid+1, GL_COMPILE);
glBegin(GL_TRIANGLES);
for (int face=0; face < numface; face++) {
// face address in graph
int j = m->mesh_graphadr[meshid] + 2 + 3*numvert + 3*numface + 3*face;
// compute vertex addresses
v1 = m->mesh_vert + 3*(m->mesh_graph[j] + vertadr);
v2 = m->mesh_vert + 3*(m->mesh_graph[j+1] + vertadr);
v3 = m->mesh_vert + 3*(m->mesh_graph[j+2] + vertadr);
// compute texcoord addresses
if (texcoordadr >= 0) {
t1 = m->mesh_texcoord + 2*(m->mesh_graph[j] + texcoordadr);
t2 = m->mesh_texcoord + 2*(m->mesh_graph[j+1] + texcoordadr);
t3 = m->mesh_texcoord + 2*(m->mesh_graph[j+2] + texcoordadr);
} else {
t1 = t2 = t3 = NULL;
}
// make OpenGL triangle
mjr_makeNormal(normal, v1, v2, v3);
glNormal3fv(normal);
// vertex 1
if (t1) glTexCoord2fv(t1);
glVertex3fv(v1);
// vertex 2
if (t2) glTexCoord2fv(t2);
glVertex3fv(v2);
// vertex 3
if (t3) glTexCoord2fv(t3);
glVertex3fv(v3);
}
glEnd();
glEndList();
}
}
// helper structure for adding vertices to height field
struct vertbuf {
int nvert;
float vert1[3], vert2[3], vert3[3];
};
// helper function for adding vertices to height field
static void addVert(float x, float y, float z, float sclz, struct vertbuf* buf) {
float normal[3];
// update buffer
memcpy(buf->vert1, buf->vert2, 3*sizeof(float));
memcpy(buf->vert2, buf->vert3, 3*sizeof(float));
buf->vert3[0] = x;
buf->vert3[1] = y;
buf->vert3[2] = z*sclz;
buf->nvert++;
// triangle ready
if (buf->nvert >= 3) {
// compensate for alternating orientation
if (buf->nvert%2) {
mjr_makeNormal(normal, buf->vert1, buf->vert2, buf->vert3);
glNormal3fv(normal);
glVertex3fv(buf->vert1);
glVertex3fv(buf->vert2);
glVertex3fv(buf->vert3);
} else {
mjr_makeNormal(normal, buf->vert1, buf->vert3, buf->vert2);
glNormal3fv(normal);
glVertex3fv(buf->vert1);
glVertex3fv(buf->vert3);
glVertex3fv(buf->vert2);
}
}
}
// model-specific height fields
static void makeHField(const mjModel* m, mjrContext* con) {
// allocate list
listAllocate(&con->baseHField, &con->rangeHField, m->nhfield);
// uploaed all heightfields
for (int i=0; i < m->nhfield; i++) {
mjr_uploadHField(m, con, i);
}
}
// (re) upload height field to GPU
void mjr_uploadHField(const mjModel* m, const mjrContext* con, int hfieldid) {
int d1 = 1, d2 = 0;
float width, height, sz[4];
struct vertbuf buf;
float* data;
// check index
if (hfieldid < 0 || hfieldid >= m->nhfield) {
mju_error("Invalid height field index %d", hfieldid);
}
// delete old list
glDeleteLists(con->baseHField + hfieldid, 1);
// init list, get elevation data address
glNewList(con->baseHField + hfieldid, GL_COMPILE);
data = m->hfield_data + m->hfield_adr[hfieldid];
// (half) width and height of integer grid
width = 0.5f * (m->hfield_ncol[hfieldid]-1);
height = 0.5f * (m->hfield_nrow[hfieldid]-1);
// convert size to float
for (int r=0; r < 4; r++) {
sz[r] = (float)m->hfield_size[4*hfieldid+r];
}
// render height field as triangles
glBegin(GL_TRIANGLES);
int nr = m->hfield_nrow[hfieldid];
int nc = m->hfield_ncol[hfieldid];
for (int r=0; r < nr-1; r++) {
buf.nvert = 0;
for (int c=0; c < nc; c++) {
addVert(sz[0]*(c/width-1.0f), sz[1]*((r+d1)/height-1.0f), data[(r+d1)*nc+c], sz[2], &buf);
addVert(sz[0]*(c/width-1.0f), sz[1]*((r+d2)/height-1.0f), data[(r+d2)*nc+c], sz[2], &buf);
}
}
glEnd();
// render sides as quads
glBegin(GL_QUADS);
for (int r=0; r < nr-1; r++) {
// left
glNormal3f(-1, 0, 0);
glVertex3f(-sz[0], sz[1]*((r+1)/height-1.0f), -sz[3]);
glVertex3f(-sz[0], sz[1]*((r+0)/height-1.0f), -sz[3]);
glVertex3f(-sz[0], sz[1]*((r+0)/height-1.0f), data[(r+0)*nc]*sz[2]);
glVertex3f(-sz[0], sz[1]*((r+1)/height-1.0f), data[(r+1)*nc]*sz[2]);
// right
glNormal3f(+1, 0, 0);
glVertex3f(+sz[0], sz[1]*((r+0)/height-1.0f), -sz[3]);
glVertex3f(+sz[0], sz[1]*((r+1)/height-1.0f), -sz[3]);
glVertex3f(+sz[0], sz[1]*((r+1)/height-1.0f), data[(r+1)*nc + nc-1]*sz[2]);
glVertex3f(+sz[0], sz[1]*((r+0)/height-1.0f), data[(r+0)*nc + nc-1]*sz[2]);
}
for (int c=0; c < nc-1; c++) {
// front
glNormal3f(0, -1, 0);
glVertex3f(sz[0]*((c+0)/width-1.0f), -sz[1], -sz[3]);
glVertex3f(sz[0]*((c+1)/width-1.0f), -sz[1], -sz[3]);
glVertex3f(sz[0]*((c+1)/width-1.0f), -sz[1], data[c+1]*sz[2]);
glVertex3f(sz[0]*((c+0)/width-1.0f), -sz[1], data[c]*sz[2]);
// back
glNormal3f(0, +1, 0);
glVertex3f(sz[0]*((c+1)/width-1.0f), +sz[1], -sz[3]);
glVertex3f(sz[0]*((c+0)/width-1.0f), +sz[1], -sz[3]);
glVertex3f(sz[0]*((c+0)/width-1.0f), +sz[1], data[(nr-1)*nc + c]*sz[2]);
glVertex3f(sz[0]*((c+1)/width-1.0f), +sz[1], data[(nr-1)*nc + c+1]*sz[2]);
}
// recompute for bottom drawing: different number of grid points
width = 0.5f * m->vis.quality.numquads;
height = 0.5f * m->vis.quality.numquads;
// bottom
glNormal3f(0, 0, -1);
for (int r=0; r < m->vis.quality.numquads; r++) {
for (int c=0; c < m->vis.quality.numquads; c++) {
glVertex3f(sz[0]*((c+0)/width-1.0f), sz[1]*((r+0)/height-1.0f), -sz[3]);
glVertex3f(sz[0]*((c+0)/width-1.0f), sz[1]*((r+1)/height-1.0f), -sz[3]);
glVertex3f(sz[0]*((c+1)/width-1.0f), sz[1]*((r+1)/height-1.0f), -sz[3]);
glVertex3f(sz[0]*((c+1)/width-1.0f), sz[1]*((r+0)/height-1.0f), -sz[3]);
}
}
glEnd();
// end list
glEndList();
}
// set one vertex and normal on sphere, given az, el and sign(top/bottom)
static void setVertexSphere(float* v, float* n, float az, float el, int sign) {
v[0] = cosf(az) * cosf(el);
v[1] = sinf(az) * cosf(el);
v[2] = sign + sinf(el);
n[0] = v[0];
n[1] = v[1];
n[2] = v[2] - sign;
}
// make half a unit sphere: +1: top, -1: bottom
static void halfSphere(int sign, int nSlice, int nStack) {
float az1, az2, el1, el2;
float v1[3], v2[3], v3[3], v4[3];
float n1[3], n2[3], n3[3], n4[3];
// pole: use triangles
glBegin(GL_TRIANGLES);
el1 = (mjPI/2.0f * sign * (nStack-1)) / (float)nStack;
for (int j=0; j < nSlice; j++) {
az1 = (2.0f*mjPI * (j+0.0f)) / (float)nSlice;
az2 = (2.0f*mjPI * (j+1.0f)) / (float)nSlice;
// compute triangle vertices
setVertexSphere(v1, n1, az1, el1, sign);
setVertexSphere(v2, n2, az2, el1, sign);
v3[0] = v3[1] = 0;
v3[2] = 2*sign;
n3[0] = n3[1] = 0;
n3[2] = sign;
// make triangle
if (sign > 0) {
glNormal3fv(n1);
glVertex3fv(v1);
glNormal3fv(n2);
glVertex3fv(v2);
glNormal3fv(n3);
glVertex3fv(v3);
} else {
glNormal3fv(n3);
glVertex3fv(v3);
glNormal3fv(n2);
glVertex3fv(v2);
glNormal3fv(n1);
glVertex3fv(v1);
}
}
glEnd();
// the rest: use quads
glBegin(GL_QUADS);
for (int i=0; i < nStack-1; i++) {
el1 = (mjPI/2.0f * sign * (i+0)) / (float)nStack;
el2 = (mjPI/2.0f * sign * (i+1)) / (float)nStack;
for (int j=0; j < nSlice; j++) {
az1 = (2.0f*mjPI * (j+0)) / (float)nSlice;
az2 = (2.0f*mjPI * (j+1)) / (float)nSlice;
// compute quad vertices
setVertexSphere(v1, n1, az1, el1, sign);
setVertexSphere(v2, n2, az2, el1, sign);
setVertexSphere(v3, n3, az2, el2, sign);
setVertexSphere(v4, n4, az1, el2, sign);
// make quad
if (sign > 0) {
glNormal3fv(n1);
glVertex3fv(v1);
glNormal3fv(n2);
glVertex3fv(v2);
glNormal3fv(n3);
glVertex3fv(v3);
glNormal3fv(n4);
glVertex3fv(v4);
} else {
glNormal3fv(n4);
glVertex3fv(v4);
glNormal3fv(n3);
glVertex3fv(v3);
glNormal3fv(n2);
glVertex3fv(v2);
glNormal3fv(n1);
glVertex3fv(v1);
}
}
}
glEnd();
}
// make unit sphere
static void sphere(int nSlice, int nStack) {
float az1, az2, el1, el2;
float v1[3], v2[3], v3[3], v4[3];
float n1[3], n2[3], n3[3], n4[3];
// poles: use triangles
glBegin(GL_TRIANGLES);
for (int sign=-1; sign <= 1; sign+=2) {
el1 = (0.5*mjPI * sign * (nStack/2-1)) / (float)(nStack/2);
for (int j=0; j < nSlice; j++) {
az1 = (2.0f*mjPI * (j+0.0f)) / (float)nSlice;
az2 = (2.0f*mjPI * (j+1.0f)) / (float)nSlice;
// compute triangle vertices
setVertexSphere(v1, n1, az1, el1, 0);
setVertexSphere(v2, n2, az2, el1, 0);
v3[0] = v3[1] = 0;
v3[2] = sign;
n3[0] = n3[1] = 0;
n3[2] = sign;
// make triangle
if (sign > 0) {
glNormal3fv(n1);
glVertex3fv(v1);
glNormal3fv(n2);
glVertex3fv(v2);
glNormal3fv(n3);
glVertex3fv(v3);
} else {
glNormal3fv(n3);
glVertex3fv(v3);
glNormal3fv(n2);
glVertex3fv(v2);
glNormal3fv(n1);
glVertex3fv(v1);
}
}
}
glEnd();
// the rest: use quads
glBegin(GL_QUADS);
for (int sign=-1; sign <= 1; sign+=2) {
for (int i=0; i < nStack/2-1; i++) {
el1 = (0.5*mjPI * sign * (i+0)) / (float)(nStack/2);
el2 = (0.5*mjPI * sign * (i+1)) / (float)(nStack/2);
for (int j=0; j < nSlice; j++) {
az1 = (2.0f*mjPI * (j+0)) / (float)nSlice;
az2 = (2.0f*mjPI * (j+1)) / (float)nSlice;
// compute quad vertices
setVertexSphere(v1, n1, az1, el1, 0);
setVertexSphere(v2, n2, az2, el1, 0);
setVertexSphere(v3, n3, az2, el2, 0);
setVertexSphere(v4, n4, az1, el2, 0);
// make quad
if (sign > 0) {
glNormal3fv(n1);
glVertex3fv(v1);
glNormal3fv(n2);
glVertex3fv(v2);
glNormal3fv(n3);
glVertex3fv(v3);
glNormal3fv(n4);
glVertex3fv(v4);
} else {
glNormal3fv(n4);
glVertex3fv(v4);
glNormal3fv(n3);
glVertex3fv(v3);
glNormal3fv(n2);
glVertex3fv(v2);
glNormal3fv(n1);
glVertex3fv(v1);
}
}
}
}
glEnd();
}
// set one vertex on disk, given az, r and sign(top/bottom)
static void setVertexDisk(float* v, float az, float r, int sign) {
v[0] = cosf(az) * r;
v[1] = sinf(az) * r;
v[2] = sign;
}
// make disk: +1: top, -1: bottom, 0: zero facing down
static void disk(int sign, int nSlice, int nStack) {
float az1, az2, r1, r2;
float v1[3], v2[3], v3[3], v4[3];
float normal[3] = {0, 0, (sign == 0 ? -1 : sign)};
// pole: use triangles
glBegin(GL_TRIANGLES);
glNormal3fv(normal);
r1 = 1.0f / (float)nStack;
for (int j=0; j < nSlice; j++) {
az1 = (2.0f*mjPI * (j+0)) / (float)nSlice;
az2 = (2.0f*mjPI * (j+1)) / (float)nSlice;
// compute triangle vertices
setVertexDisk(v1, az1, r1, sign);
setVertexDisk(v2, az2, r1, sign);
v3[0] = v3[1] = 0;
v3[2] = sign;
// make triangle
if (sign > 0) {
glVertex3fv(v1);
glVertex3fv(v2);
glVertex3fv(v3);
} else {
glVertex3fv(v3);
glVertex3fv(v2);
glVertex3fv(v1);
}
}
glEnd();
// the rest: use quads
glBegin(GL_QUADS);
glNormal3fv(normal);
for (int i=0; i < nStack-1; i++) {
r1 = (i+1) / (float)nStack;
r2 = (i+2) / (float)nStack;
for (int j=0; j < nSlice; j++) {
az1 = (2.0f*mjPI * (j+0)) / (float)nSlice;
az2 = (2.0f*mjPI * (j+1)) / (float)nSlice;
// compute quad vertices
setVertexDisk(v1, az1, r2, sign);
setVertexDisk(v2, az2, r2, sign);
setVertexDisk(v3, az2, r1, sign);
setVertexDisk(v4, az1, r1, sign);
// make quad
if (sign > 0) {
glVertex3fv(v1);
glVertex3fv(v2);
glVertex3fv(v3);
glVertex3fv(v4);
} else {
glVertex3fv(v4);
glVertex3fv(v3);
glVertex3fv(v2);
glVertex3fv(v1);
}
}
}
glEnd();
}
// set vertex and normal on cone, given az, r
static void setVertexCone(float* v, float* n, float az, float r) {
const float scale = 1.0f/sqrtf(2.0f);
// vertex
v[0] = cosf(az) * r;
v[1] = sinf(az) * r;
v[2] = 1 - r;
// normal
n[0] = cosf(az) * scale;
n[1] = sinf(az) * scale;
n[2] = scale;
}
// make open cone
static void cone(int nSlice, int nStack) {
float az1, az2, r1, r2;
float v1[3], v2[3], v3[3], v4[3];
float n1[3], n2[3], n3[3], n4[3];
// pole: use triangles
glBegin(GL_TRIANGLES);
r1 = 1.0f / (float)nStack;
for (int j=0; j < nSlice; j++) {
az1 = (2.0f*mjPI * (j+0)) / (float)nSlice;
az2 = (2.0f*mjPI * (j+1)) / (float)nSlice;
// compute triangle vertices
setVertexCone(v1, n1, az1, r1);
setVertexCone(v2, n2, az2, r1);
v3[0] = v3[1] = 0;
v3[2] = 1;
n3[0] = n1[0]+n2[0];
n3[1] = n1[1]+n2[1];
n3[2] = n1[2]+n2[2];
mjr_normalizeVec(n3);
// make triangle
glNormal3fv(n1);
glVertex3fv(v1);
glNormal3fv(n2);
glVertex3fv(v2);
glNormal3fv(n3);
glVertex3fv(v3);
}
glEnd();
// the rest: use quads
glBegin(GL_QUADS);
for (int i=0; i < nStack-1; i++) {
r1 = (i+1) / (float)nStack;
r2 = (i+2) / (float)nStack;
for (int j=0; j < nSlice; j++) {
az1 = (2.0f*mjPI * (j+0)) / (float)nSlice;
az2 = (2.0f*mjPI * (j+1)) / (float)nSlice;
// compute quad vertices
setVertexCone(v1, n1, az1, r2);
setVertexCone(v2, n2, az2, r2);
setVertexCone(v3, n3, az2, r1);
setVertexCone(v4, n4, az1, r1);
// make quad
glNormal3fv(n1);
glVertex3fv(v1);
glNormal3fv(n2);
glVertex3fv(v2);
glNormal3fv(n3);
glVertex3fv(v3);
glNormal3fv(n4);
glVertex3fv(v4);
}
}
glEnd();
}
// set one vertex and normal on cylinder, given az and h
static void setVertexCylinder(float* v, float* n, float az, float h) {
v[0] = cosf(az);
v[1] = sinf(az);
v[2] = h;
n[0] = v[0]/sqrtf(v[0]*v[0]+v[1]*v[1]);
n[1] = v[1]/sqrtf(v[0]*v[0]+v[1]*v[1]);
n[2] = 0;
}
// open cylinder from -1 to +1 in z, radius 1
static void cylinder(int nSlice, int nStack) {
float az1, az2, h1, h2;
float v1[3], v2[3], v3[3], v4[3];
float n1[3], n2[3], n3[3], n4[3];
// use quads everywhere
glBegin(GL_QUADS);
for (int i=0; i < nStack; i++) {
h1 = 2*(i+0)/(float)nStack - 1;
h2 = 2*(i+1)/(float)nStack - 1;
for (int j=0; j < nSlice; j++) {
az1 = (2.0f*mjPI * (j+0)) / (float)nSlice;
az2 = (2.0f*mjPI * (j+1)) / (float)nSlice;
// compute quad vertices
setVertexCylinder(v1, n1, az1, h1);
setVertexCylinder(v2, n2, az2, h1);
setVertexCylinder(v3, n3, az2, h2);
setVertexCylinder(v4, n4, az1, h2);
// make quad
glNormal3fv(n1);
glVertex3fv(v1);
glNormal3fv(n2);
glVertex3fv(v2);
glNormal3fv(n3);
glVertex3fv(v3);
glNormal3fv(n4);
glVertex3fv(v4);
}
}
glEnd();
}
// set one vertex in haze
static void setVertexHaze(float* v, float az, float h, float r) {
v[0] = cosf(az) * (1 - r*(1-h));
v[1] = sinf(az) * (1 - r*(1-h));
v[2] = h;
}
// truncated cone for haze rendering
static void haze(int nSlice, float r, const float* rgba) {
// compute elevation h for transparency transition point
float alpha = atan2f(1, r);
float beta = (float)(0.75*mjPI) - alpha;
float h = sqrtf(0.5f) * r * sinf(alpha) / sinf(beta);
// use quads everywhere
glBegin(GL_QUADS);
// normal not needed (always rendered with lighting off)
glNormal3f(0, 0, 1);
// stacks = 2
for (int i=0; i < 2; i++) {
float h1 = (i == 0 ? 0 : h);
float h2 = (i == 0 ? h : 1);
for (int j=0; j < nSlice; j++) {
float az1 = (2.0f*mjPI * (j+0)) / (float)nSlice;
float az2 = (2.0f*mjPI * (j+1)) / (float)nSlice;
// compute quad vertices
float v1[3], v2[3], v3[3], v4[3];
setVertexHaze(v1, az1, h1, r);
setVertexHaze(v2, az2, h1, r);
setVertexHaze(v3, az2, h2, r);
setVertexHaze(v4, az1, h2, r);
// colors at elevation h1 and h2
float c1 = (i == 1);
float c2 = (i == 0);
// make quad, with colors
glColor4f(rgba[0], rgba[1], rgba[2], c1);
glVertex3fv(v1);
glVertex3fv(v2);
glColor4f(rgba[0], rgba[1], rgba[2], c2);
glVertex3fv(v3);
glVertex3fv(v4);
}
}
glEnd();
}
// builtin geoms types
static void makeBuiltin(const mjModel* m, mjrContext* con) {
int numstacks = m->vis.quality.numstacks;
int numslices = m->vis.quality.numslices;
int numquads = m->vis.quality.numquads;
float d = 2.0f/numquads;
// allocate list
listAllocate(&con->baseBuiltin, &con->rangeBuiltin, mjrNUM);
// sphere
glNewList(con->baseBuiltin + mjrSPHERE, GL_COMPILE);
sphere(numslices, numstacks);
glEndList();
// sphere top
glNewList(con->baseBuiltin + mjrSPHERETOP, GL_COMPILE);
halfSphere(+1, numslices, numstacks/2);
glEndList();
// sphere bottom
glNewList(con->baseBuiltin + mjrSPHEREBOTTOM, GL_COMPILE);
halfSphere(-1, numslices, numstacks/2);
glEndList();
// closed cylinder, center at z=0
glNewList(con->baseBuiltin + mjrCYLINDER, GL_COMPILE);
disk(-1, numslices, numstacks/2);
cylinder(numslices, numstacks);
disk(+1, numslices, numstacks/2);
glEndList();
// open cylinder, center at z=0
glNewList(con->baseBuiltin + mjrCYLINDEROPEN, GL_COMPILE);
cylinder(numslices, numstacks);
glEndList();
// haze truncated cone
glNewList(con->baseBuiltin + mjrHAZE, GL_COMPILE);
haze(numslices, m->vis.map.haze, m->vis.rgba.haze);
glEndList();
// box
glNewList(con->baseBuiltin + mjrBOX, GL_COMPILE);
glBegin(GL_QUADS);
for (int x=0; x < numquads; x++) {
for (int y=0; y < numquads; y++) {
glNormal3f(0, 0, 1); // top
glVertex3f(d*(x+0)-1, d*(y+0)-1, 1);
glVertex3f(d*(x+1)-1, d*(y+0)-1, 1);
glVertex3f(d*(x+1)-1, d*(y+1)-1, 1);
glVertex3f(d*(x+0)-1, d*(y+1)-1, 1);
glNormal3f(0, 0, -1); // bottom
glVertex3f(d*(x+0)-1, d*(y+1)-1, -1);
glVertex3f(d*(x+1)-1, d*(y+1)-1, -1);
glVertex3f(d*(x+1)-1, d*(y+0)-1, -1);
glVertex3f(d*(x+0)-1, d*(y+0)-1, -1);
glNormal3f(1, 0, 0); // right
glVertex3f(1, d*(x+0)-1, d*(y+0)-1);
glVertex3f(1, d*(x+1)-1, d*(y+0)-1);
glVertex3f(1, d*(x+1)-1, d*(y+1)-1);
glVertex3f(1, d*(x+0)-1, d*(y+1)-1);
glNormal3f(-1, 0, 0); // left
glVertex3f(-1, d*(x+0)-1, d*(y+1)-1);
glVertex3f(-1, d*(x+1)-1, d*(y+1)-1);
glVertex3f(-1, d*(x+1)-1, d*(y+0)-1);
glVertex3f(-1, d*(x+0)-1, d*(y+0)-1);
glNormal3f(0, -1, 0); // front
glVertex3f(d*(x+0)-1, -1, d*(y+0)-1);
glVertex3f(d*(x+1)-1, -1, d*(y+0)-1);
glVertex3f(d*(x+1)-1, -1, d*(y+1)-1);
glVertex3f(d*(x+0)-1, -1, d*(y+1)-1);
glNormal3f(0, 1, 0); // back
glVertex3f(d*(x+0)-1, 1, d*(y+1)-1);
glVertex3f(d*(x+1)-1, 1, d*(y+1)-1);
glVertex3f(d*(x+1)-1, 1, d*(y+0)-1);
glVertex3f(d*(x+0)-1, 1, d*(y+0)-1);
}
}
glEnd();
glEndList();
// cone, bottom at z=0
glNewList(con->baseBuiltin + mjrCONE, GL_COMPILE);
cone(numslices, numstacks);
disk(0, numslices, numstacks);
glEndList();
}
// make depth texture and FBO for shadow mapping
static void makeShadow(const mjModel* m, mjrContext* con) {
// return if size is 0
if (!con->shadowSize) {
return;
}
// create FBO
glGenFramebuffers(1, &con->shadowFBO);
if (!con->shadowFBO) {
mju_error("Could not allocate shadow framebuffer");
}
glBindFramebuffer(GL_FRAMEBUFFER, con->shadowFBO);
// Create a shadow depth texture in TEXTURE1 and explicitly select an int24
// depth buffer. A depth stencil format is used because that appears to be
// more widely supported (MacOS does not support GL_DEPTH_COMPONENT24). Using
// a fixed format makes it easier to choose glPolygonOffset parameters that
// result in reasonably consistent and artifact free shadows across platforms.
glGenTextures(1, &con->shadowTex);
glActiveTexture(GL_TEXTURE1);
glEnable(GL_TEXTURE_2D);
glBindTexture(GL_TEXTURE_2D, con->shadowTex);
glTexImage2D(GL_TEXTURE_2D, 0, GL_DEPTH24_STENCIL8,
con->shadowSize, con->shadowSize, 0, GL_DEPTH_STENCIL, GL_UNSIGNED_INT_24_8, NULL);
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_NEAREST);
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_NEAREST);
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_S, GL_CLAMP_TO_EDGE);
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_T, GL_CLAMP_TO_EDGE);
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_COMPARE_MODE, GL_COMPARE_R_TO_TEXTURE);
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_COMPARE_FUNC, GL_GEQUAL);
glTexParameteri(GL_TEXTURE_2D, GL_DEPTH_TEXTURE_MODE, GL_INTENSITY);
glTexGeni(GL_S, GL_TEXTURE_GEN_MODE, GL_EYE_LINEAR);
glTexGeni(GL_T, GL_TEXTURE_GEN_MODE, GL_EYE_LINEAR);
glTexGeni(GL_R, GL_TEXTURE_GEN_MODE, GL_EYE_LINEAR);
glTexGeni(GL_Q, GL_TEXTURE_GEN_MODE, GL_EYE_LINEAR);
// attach to FBO
glFramebufferTexture2D(GL_FRAMEBUFFER, GL_DEPTH_ATTACHMENT, GL_TEXTURE_2D, con->shadowTex, 0);
glDrawBuffer(GL_NONE);
glReadBuffer(GL_NONE);
// check FBO status
GLenum err = glCheckFramebufferStatus(GL_FRAMEBUFFER);
if (err != GL_FRAMEBUFFER_COMPLETE) {
mju_error("Shadow framebuffer is not complete, error 0x%x", err);
}
glDisable(GL_TEXTURE_2D);
}
// make render buffers and FBO for offscreen rendering
static void makeOff(mjrContext* con) {
// return if size is 0
if (!con->offWidth || !con->offHeight) {
return;
}
// create FBO
glGenFramebuffers(1, &con->offFBO);
if (!con->offFBO) {
mju_error("Could not allocate offscreen framebuffer");
}
glBindFramebuffer(GL_FRAMEBUFFER, con->offFBO);
// clamp samples request
int sMax = 0;
glGetIntegerv(GL_MAX_SAMPLES, &sMax);
if (con->offSamples > sMax) {
con->offSamples = sMax;
}
// create color buffer
glGenRenderbuffers(1, &con->offColor);
if (!con->offColor) {
mju_error("Could not allocate offscreen color buffer");
}
glBindRenderbuffer(GL_RENDERBUFFER, con->offColor);
if (con->offSamples) {
glRenderbufferStorageMultisample(GL_RENDERBUFFER, con->offSamples, GL_RGBA8,
con->offWidth, con->offHeight);
} else {
glRenderbufferStorage(GL_RENDERBUFFER, GL_RGBA8, con->offWidth, con->offHeight);
}
glFramebufferRenderbuffer(GL_FRAMEBUFFER, GL_COLOR_ATTACHMENT0, GL_RENDERBUFFER, con->offColor);
// create depth and stencil buffer
glGenRenderbuffers(1, &con->offDepthStencil);
if (!con->offDepthStencil) {
mju_error("Could not allocate offscreen depth and stencil buffer");
}
glBindRenderbuffer(GL_RENDERBUFFER, con->offDepthStencil);
GLenum depth_buffer_format =
mjGLAD_GL_ARB_depth_buffer_float ? GL_DEPTH32F_STENCIL8 : GL_DEPTH24_STENCIL8;
if (con->offSamples) {
glRenderbufferStorageMultisample(GL_RENDERBUFFER, con->offSamples, depth_buffer_format,
con->offWidth, con->offHeight);
} else {
glRenderbufferStorage(GL_RENDERBUFFER, depth_buffer_format, con->offWidth, con->offHeight);
}
glFramebufferRenderbuffer(GL_FRAMEBUFFER, GL_DEPTH_STENCIL_ATTACHMENT,
GL_RENDERBUFFER, con->offDepthStencil);
// check FBO status
GLenum err = glCheckFramebufferStatus(GL_FRAMEBUFFER);
if (err != GL_FRAMEBUFFER_COMPLETE) {
mju_error("Offscreen framebuffer is not complete, error 0x%x", err);
}
// get actual number of samples
glGetRenderbufferParameteriv(GL_RENDERBUFFER, GL_RENDERBUFFER_SAMPLES, &con->offSamples);
// create FBO for resolving multisamples
if (con->offSamples) {
// create FBO
glGenFramebuffers(1, &con->offFBO_r);
if (!con->offFBO_r) {
mju_error("Could not allocate offscreen framebuffer_r");
}
glBindFramebuffer(GL_FRAMEBUFFER, con->offFBO_r);
// create color buffer
glGenRenderbuffers(1, &con->offColor_r);
if (!con->offColor_r) {
mju_error("Could not allocate offscreen color buffer_r");
}
glBindRenderbuffer(GL_RENDERBUFFER, con->offColor_r);
glRenderbufferStorage(GL_RENDERBUFFER, GL_RGBA8, con->offWidth, con->offHeight);
glFramebufferRenderbuffer(GL_FRAMEBUFFER, GL_COLOR_ATTACHMENT0,
GL_RENDERBUFFER, con->offColor_r);
// create depth and stencil buffer
glGenRenderbuffers(1, &con->offDepthStencil_r);
if (!con->offDepthStencil_r) {
mju_error("Could not allocate offscreen depth and stencil buffer_r");
}
glBindRenderbuffer(GL_RENDERBUFFER, con->offDepthStencil_r);
glRenderbufferStorage(GL_RENDERBUFFER, depth_buffer_format, con->offWidth, con->offHeight);
glFramebufferRenderbuffer(GL_FRAMEBUFFER, GL_DEPTH_STENCIL_ATTACHMENT,
GL_RENDERBUFFER, con->offDepthStencil_r);
// check FBO status
GLenum err = glCheckFramebufferStatus(GL_FRAMEBUFFER);
if (err != GL_FRAMEBUFFER_COMPLETE) {
mju_error("Offscreen framebuffer_r is not complete, error 0x%x", err);
}
}
}
// make fonts
static void makeFont(mjrContext* con, int fontscale) {
// data addresses
int adr = 0, adr_big = 0;
// font data pointers for given scaling
const unsigned char* font_normal = NULL;
const unsigned char* font_back = NULL;
const unsigned char* font_big = NULL;
switch (fontscale) {
case mjFONTSCALE_50:
font_normal = font_normal50;
font_back = font_back50;
font_big = font_big50;
break;
case mjFONTSCALE_100:
font_normal = font_normal100;
font_back = font_back100;
font_big = font_big100;
break;
case mjFONTSCALE_150:
font_normal = font_normal150;
font_back = font_back150;
font_big = font_big150;
break;
case mjFONTSCALE_200:
font_normal = font_normal200;
font_back = font_back200;
font_big = font_big200;
break;
case mjFONTSCALE_250:
font_normal = font_normal250;
font_back = font_back250;
font_big = font_big250;
break;
case mjFONTSCALE_300:
font_normal = font_normal300;
font_back = font_back300;
font_big = font_big300;
break;
default:
mju_error("Invalid fontscale");
}
// save fontScale
con->fontScale = fontscale;
// init lists
con->rangeFont = 128;
con->baseFontNormal = glGenLists(con->rangeFont);
con->baseFontShadow = glGenLists(con->rangeFont);
con->baseFontBig = glGenLists(con->rangeFont);
if (con->baseFontNormal == 0 || con->baseFontShadow == 0 || con->baseFontBig == 0) {
mju_error("Could not allocate font lists");
}
// loop over printable characters (32-126)
for (unsigned char i=32; i <= 126; i++) {
// assert character code; SHOULD NOT OCCUR
if (font_normal[adr] != i || font_back[adr] != i || font_big[adr_big] != i) {
mju_error("Invalid font data index");
}
// save character sizes
con->charWidth[i] = font_normal[adr+1];
con->charWidthBig[i] = font_big[adr_big+1];
con->charHeight = font_normal[adr+2];
con->charHeightBig = font_big[adr_big+2];
// make bitmap display list: normal
glNewList(con->baseFontNormal+i, GL_COMPILE);
glBitmap(con->charWidth[i], con->charHeight, 0, 0, con->charWidth[i], 0,
font_normal + adr + 3);
glEndList();
// make bitmap display list: back
glNewList(con->baseFontShadow+i, GL_COMPILE);
glBitmap(con->charWidth[i], con->charHeight, 0, 0, con->charWidth[i], 0,
font_back + adr + 3);
glEndList();
// make bitmap display list: big
glNewList(con->baseFontBig+i, GL_COMPILE);
glBitmap(con->charWidthBig[i], con->charHeightBig, 0, 0, con->charWidthBig[i], 0,
font_big + adr_big + 3);
glEndList();
// compute width in bytes
int width = (con->charWidth[i]-1)/8 + 1;
int widthBig = (con->charWidthBig[i]-1)/8 + 1;
// advance addresses
adr += 3 + width*con->charHeight;
adr_big += 3 + widthBig*con->charHeightBig;
}
// assert 123 termination token; SHOULD NOT OCCUR
if (font_normal[adr] != 123 || font_back[adr] != 123 || font_big[adr_big] != 123) {
mju_error("Invalid font data termination");
}
}
// make materials, just for those that have textures
static void makeMaterial(const mjModel* m, mjrContext* con) {
memset(con->mat_texid, -1, sizeof(con->mat_texid));
memset(con->mat_texuniform, 0, sizeof(con->mat_texuniform));
memset(con->mat_texrepeat, 0, sizeof(con->mat_texrepeat));
if (!m->nmat || !m->ntex) {
return;
}
if (m->nmat >= mjMAXMATERIAL-1) {
mju_error("Maximum number of materials is %d, got %d", mjMAXMATERIAL, m->nmat);
}
for (int i=0; i < m->nmat; i++) {
if (m->mat_texid[i*mjNTEXROLE + mjTEXROLE_RGB] >= 0) {
for (int j=0; j < mjNTEXROLE; j++) {
con->mat_texid[i*mjNTEXROLE + j] = m->mat_texid[i*mjNTEXROLE + j];
}
con->mat_texuniform[i] = m->mat_texuniform[i];
con->mat_texrepeat[2*i] = m->mat_texrepeat[2*i];
con->mat_texrepeat[2*i+1] = m->mat_texrepeat[2*i+1];
}
}
// find skybox texture
for (int i=0; i < m->ntex; i++) {
if (m->tex_type[i] == mjTEXTURE_SKYBOX) {
if (m->nmat >= mjMAXMATERIAL-2) {
mju_error("With skybox, maximum number of materials is %d, got %d",
mjMAXMATERIAL-1, m->nmat);
}
for (int j=0; j < mjNTEXROLE; j++) {
con->mat_texid[mjNTEXROLE * (mjMAXMATERIAL-1) + j] = -1;
}
con->mat_texid[mjNTEXROLE * (mjMAXMATERIAL-1) + mjTEXROLE_RGB] = i;
break;
}
}
}
// make textures
static void makeTexture(const mjModel* m, mjrContext* con) {
// checks size
if (m->ntex > mjMAXTEXTURE) {
mju_error("Maximum number of textures is %d", mjMAXTEXTURE);
}
// save new size
con->ntexture = m->ntex;
if (!m->ntex) {
return;
}
// allocate and upload
glGenTextures(con->ntexture, con->texture);
for (int i=0; i < m->ntex; i++) {
con->textureType[i] = m->tex_type[i];
mjr_uploadTexture(m, con, i);
}
}
// (re) upload texture to GPU
void mjr_uploadTexture(const mjModel* m, const mjrContext* con, int texid) {
int w = m->tex_width[texid];
float plane[4];
// 2D texture
if (m->tex_type[texid] == mjTEXTURE_2D) {
// OpenGL settings
glActiveTexture(GL_TEXTURE0);
glEnable(GL_TEXTURE_2D);
glBindTexture(GL_TEXTURE_2D, con->texture[texid]);
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_S, GL_REPEAT);
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_T, GL_REPEAT);
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_LINEAR);
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_LINEAR_MIPMAP_LINEAR);
glTexGeni(GL_S, GL_TEXTURE_GEN_MODE, GL_OBJECT_LINEAR);
glTexGeni(GL_T, GL_TEXTURE_GEN_MODE, GL_OBJECT_LINEAR);
// set mapping
mjr_setf4(plane, 1, 0, 0, 0);
glTexGenfv(GL_S, GL_OBJECT_PLANE, plane);
mjr_setf4(plane, 0, 1, 0, 0);
glTexGenfv(GL_T, GL_OBJECT_PLANE, plane);
// assign data
int type = 0;
int internaltype = 0;
if (m->tex_nchannel[texid] == 3) {
type = GL_RGB;
internaltype = (m->tex_colorspace[texid] == mjCOLORSPACE_SRGB) ? GL_SRGB8_EXT : GL_RGB;
} else if (m->tex_nchannel[texid] == 4) {
type = GL_RGBA;
internaltype = (m->tex_colorspace[texid] == mjCOLORSPACE_SRGB) ? GL_SRGB8_ALPHA8_EXT : GL_RGBA;
} else {
mju_error("Number of channels not supported: %d", m->tex_nchannel[texid]);
}
glTexImage2D(GL_TEXTURE_2D, 0, internaltype, m->tex_width[texid],
m->tex_height[texid], 0, type, GL_UNSIGNED_BYTE,
m->tex_data + m->tex_adr[texid]);
// generate mipmaps
glGenerateMipmap(GL_TEXTURE_2D);
glDisable(GL_TEXTURE_2D);
}
// cube or skybox texture
else {
// OpenGL settings
glActiveTexture(GL_TEXTURE0);
glEnable(GL_TEXTURE_CUBE_MAP);
glBindTexture(GL_TEXTURE_CUBE_MAP, con->texture[texid]);
glTexParameteri(GL_TEXTURE_CUBE_MAP, GL_TEXTURE_WRAP_S, GL_CLAMP_TO_EDGE);
glTexParameteri(GL_TEXTURE_CUBE_MAP, GL_TEXTURE_WRAP_T, GL_CLAMP_TO_EDGE);
glTexParameteri(GL_TEXTURE_CUBE_MAP, GL_TEXTURE_WRAP_R, GL_CLAMP_TO_EDGE);
glTexParameteri(GL_TEXTURE_CUBE_MAP, GL_TEXTURE_MAG_FILTER, GL_LINEAR);
glTexParameteri(GL_TEXTURE_CUBE_MAP, GL_TEXTURE_MIN_FILTER, GL_LINEAR_MIPMAP_LINEAR);
glTexGeni(GL_S, GL_TEXTURE_GEN_MODE, GL_OBJECT_LINEAR);
glTexGeni(GL_T, GL_TEXTURE_GEN_MODE, GL_OBJECT_LINEAR);
glTexGeni(GL_R, GL_TEXTURE_GEN_MODE, GL_OBJECT_LINEAR);
// set mapping
mjr_setf4(plane, 1, 0, 0, 0);
glTexGenfv(GL_S, GL_OBJECT_PLANE, plane);
mjr_setf4(plane, 0, 1, 0, 0);
glTexGenfv(GL_T, GL_OBJECT_PLANE, plane);
mjr_setf4(plane, 0, 0, 1, 0);
glTexGenfv(GL_R, GL_OBJECT_PLANE, plane);
// assign data: repeated
if (m->tex_width[texid] == m->tex_height[texid]) {
for (int i=0; i < 6; i++) {
glTexImage2D(GL_TEXTURE_CUBE_MAP_POSITIVE_X+i, 0, GL_RGB, w, w, 0,
GL_RGB, GL_UNSIGNED_BYTE, m->tex_data + m->tex_adr[texid]);
}
}
// assign data: separate faces
else {
for (int i=0; i < 6; i++) {
glTexImage2D(GL_TEXTURE_CUBE_MAP_POSITIVE_X+i, 0, GL_RGB, w, w, 0,
GL_RGB, GL_UNSIGNED_BYTE, m->tex_data + m->tex_adr[texid] + i*3*w*w);
}
}
// generate mipmaps
glGenerateMipmap(GL_TEXTURE_CUBE_MAP);
glDisable(GL_TEXTURE_CUBE_MAP);
}
}
// allocate buffers for skins, copy constants
static void makeSkin(const mjModel* m, mjrContext* con) {
int nskin = m->nskin;
// save number of skins (so we can delete context without model)
con->nskin = m->nskin;
// allocate buffers
if (nskin) {
// allocate VBO names
con->skinvertVBO = (unsigned int*) mju_malloc(nskin*sizeof(int));
con->skinnormalVBO = (unsigned int*) mju_malloc(nskin*sizeof(int));
con->skintexcoordVBO = (unsigned int*) mju_malloc(nskin*sizeof(int));
con->skinfaceVBO = (unsigned int*) mju_malloc(nskin*sizeof(int));
// generage VBOs
glGenBuffers(nskin, con->skinvertVBO);
glGenBuffers(nskin, con->skinnormalVBO);
glGenBuffers(nskin, con->skintexcoordVBO);
glGenBuffers(nskin, con->skinfaceVBO);
// process skins
for (int i=0; i < nskin; i++) {
// texture coordinates
if (m->skin_texcoordadr[i] >= 0) {
glBindBuffer(GL_ARRAY_BUFFER, con->skintexcoordVBO[i]);
glBufferData(GL_ARRAY_BUFFER,
2*m->skin_vertnum[i]*sizeof(float),
m->skin_texcoord + 2*m->skin_texcoordadr[i],
GL_STATIC_DRAW);
} else {
glDeleteBuffers(1, con->skintexcoordVBO+i);
con->skintexcoordVBO[i] = 0;
}
// face indices
glBindBuffer(GL_ELEMENT_ARRAY_BUFFER, con->skinfaceVBO[i]);
glBufferData(GL_ELEMENT_ARRAY_BUFFER,
3*m->skin_facenum[i]*sizeof(int),
m->skin_face + 3*m->skin_faceadr[i],
GL_STATIC_DRAW);
}
}
}
// callback to print out GL_DEBUG output (when enabled for internal testing)
void GLAPIENTRY debugCallback(GLenum source,
GLenum type,
GLuint id,
GLenum severity,
GLsizei length,
const GLchar* message,
const void* userParam) {
printf("GL DEBUG: source = 0x%x, type = 0x%x, severity = 0x%x, id = 0x%x\nmessage = %s\n\n",
source, type, severity, id, message);
}
// returns 1 if MUJOCO_GL_DEBUG environment variable is set to 1
static int glDebugEnabled(void) {
char* debug = getenv("MUJOCO_GL_DEBUG");
return debug && strcmp(debug, "1") == 0;
}
void mjr_makeContext_offSize(const mjModel* m, mjrContext* con, int fontscale,
int default_offwidth, int default_offheight) {
// fix fontscale
fontscale = 50 * mju_round(((mjtNum)fontscale)/50.0);
if (fontscale < 100) {
fontscale = 100;
} else if (fontscale > 300) {
fontscale = 300;
}
// initialize GLAD, determine window and FBO availability
if (!con->glInitialized) {
if (!mjGladLoadGL()) {
mju_error("gladLoadGL error");
}
if (!mjGLAD_GL_VERSION_1_5) {
mju_error("OpenGL version 1.5 or higher required");
}
if (!mjGLAD_GL_ARB_framebuffer_object) {
mju_error("OpenGL ARB_framebuffer_object required");
}
if (!mjGLAD_GL_ARB_vertex_buffer_object) {
mju_error("OpenGL ARB_vertex_buffer_object required");
}
con->glInitialized = 1;
// determine window availability (could be EGL-headless)
glBindFramebuffer(GL_FRAMEBUFFER, 0);
unsigned int status = glCheckFramebufferStatus(GL_FRAMEBUFFER);
if (status == GL_FRAMEBUFFER_COMPLETE) {
con->windowAvailable = 1;
} else if (status == GL_FRAMEBUFFER_UNDEFINED) {
con->windowAvailable = 0;
} else {
mju_error("Default framebuffer is not complete, error 0x%x", status);
}
}
// OpenGL debug output
if (glDebugEnabled() && mjGLAD_GL_KHR_debug) {
glEnable(GL_DEBUG_OUTPUT);
glDebugMessageCallback(debugCallback, 0);
}
// determine samples, stereo and doublebuffer if window available
if (con->windowAvailable) {
// get stereo
GLboolean b;
glGetBooleanv(GL_STEREO, &b);
con->windowStereo = (int)b;
// get doublebuffer
glGetBooleanv(GL_DOUBLEBUFFER, &b);
con->windowDoublebuffer = (int)b;
// get samples
GLint n;
glGetIntegerv(GL_SAMPLE_BUFFERS, &n);
if (n) {
glGetIntegerv(GL_SAMPLES, &n);
con->windowSamples = (int)n;
} else {
con->windowSamples = 0;
}
}
// set pixel (un)packing
glPixelStorei(GL_PACK_ALIGNMENT, 1);
glPixelStorei(GL_UNPACK_ALIGNMENT, 1);
mjr_freeContext(con);
// no model: offscreen and font only
if (!m) {
// default offscreen
con->offWidth = default_offwidth;
con->offHeight = default_offheight;
con->offSamples = 0;
makeOff(con);
// font
makeFont(con, fontscale);
// try to bind window (bind offscreen if no window)
mjr_setBuffer(mjFB_WINDOW, con);
return;
}
// map shadow clip and scale to absolute units
con->shadowClip = m->stat.extent * m->vis.map.shadowclip;
con->shadowScale = m->vis.map.shadowscale;
// copy parameters
con->offWidth = m->vis.global.offwidth;
con->offHeight = m->vis.global.offheight;
con->offSamples = m->vis.quality.offsamples;
con->fogStart = (float)(m->stat.extent * m->vis.map.fogstart);
con->fogEnd = (float)(m->stat.extent * m->vis.map.fogend);
con->fogRGBA[0] = m->vis.rgba.fog[0];
con->fogRGBA[1] = m->vis.rgba.fog[1];
con->fogRGBA[2] = m->vis.rgba.fog[2];
con->fogRGBA[3] = m->vis.rgba.fog[3];
con->lineWidth = m->vis.global.linewidth;
con->shadowSize = m->vis.quality.shadowsize;
// set fog parameters (model-dependent)
glFogi(GL_FOG_MODE, GL_LINEAR);
glFogf(GL_FOG_START, con->fogStart);
glFogf(GL_FOG_END, con->fogEnd);
glFogfv(GL_FOG_COLOR, con->fogRGBA);
glFogi(GL_FOG_COORD_SRC, GL_FRAGMENT_DEPTH);
glHint(GL_FOG_HINT, GL_NICEST);
// make everything
makeOff(con);
makeShadow(m, con);
makeMaterial(m, con);
makeTexture(m, con);
makePlane(m, con);
makeMesh(m, con);
makeHField(m, con);
makeBuiltin(m, con);
makeSkin(m, con);
makeFont(con, fontscale);
// enable seamless cube maps if supported
if (mjGLAD_GL_ARB_seamless_cube_map) {
glEnable(GL_TEXTURE_CUBE_MAP_SEAMLESS);
}
// try to bind window (bind offscreen if no window)
mjr_setBuffer(mjFB_WINDOW, con);
// issue warnings for any OpenGL errors
GLenum err;
while ((err = glGetError())) {
mju_warning("OpenGL error 0x%x in or before mjr_makeContext", err);
}
// set default color pixel format for mjr_readPixels
con->readPixelFormat = GL_RGB;
// set default depth mapping for mjr_readPixels
con->readDepthMap = mjDEPTH_ZERONEAR;
}
// allocate resources in custom OpenGL context
void mjr_makeContext(const mjModel* m, mjrContext* con, int fontscale) {
mjr_makeContext_offSize(m, con, fontscale, 800, 600);
}
// Change font of existing context.
void mjr_changeFont(int fontscale, mjrContext* con) {
// free existing font
if (con->rangeFont) {
glDeleteLists(con->baseFontNormal, con->rangeFont);
glDeleteLists(con->baseFontShadow, con->rangeFont);
glDeleteLists(con->baseFontBig, con->rangeFont);
}
con->baseFontNormal = 0;
con->baseFontShadow = 0;
con->baseFontBig = 0;
con->rangeFont = 0;
// make new font
makeFont(con, fontscale);
}
// Add Aux buffer to context; free previous Aux buffer.
void mjr_addAux(int index, int width, int height, int samples, mjrContext* con) {
// check index
if (index < 0 || index >= mjNAUX) {
mju_error("Invalid aux buffer index");
}
// free previous
if (con->auxColor[index]) {
glDeleteRenderbuffers(1, con->auxColor + index);
}
if (con->auxColor_r[index]) {
glDeleteRenderbuffers(1, con->auxColor_r + index);
}
if (con->auxFBO[index]) {
glDeleteFramebuffers(1, con->auxFBO + index);
}
if (con->auxFBO_r[index]) {
glDeleteFramebuffers(1, con->auxFBO_r + index);
}
con->auxColor[index] = 0;
con->auxColor_r[index] = 0;
con->auxFBO[index] = 0;
con->auxFBO_r[index] = 0;
// return if size is not positive
if (width < 1 || height < 1) {
return;
}
// check max size
int maxSize = 0;
glGetIntegerv(GL_MAX_RENDERBUFFER_SIZE, &maxSize);
if (width > maxSize) {
mju_error(
"Auxiliary buffer width exceeds maximum allowed by OpenGL "
"implementation: %d > %d",
width, maxSize);
}
if (height > maxSize) {
mju_error(
"Auxiliary buffer height exceeds maximum allowed by OpenGL "
"implementation: %d > %d",
height, maxSize);
}
// clamp samples request
int maxSample = 0;
glGetIntegerv(GL_MAX_SAMPLES, &maxSample);
if (samples > maxSample) {
samples = maxSample;
}
// assign sizes
con->auxWidth[index] = width;
con->auxHeight[index] = height;
con->auxSamples[index] = samples;
// create FBO
glGenFramebuffers(1, con->auxFBO + index);
if (!con->auxFBO[index]) {
mju_error("Could not allocate auxiliary framebuffer");
}
glBindFramebuffer(GL_FRAMEBUFFER, con->auxFBO[index]);
// create color buffer with multisamples
glGenRenderbuffers(1, con->auxColor + index);
if (!con->auxColor[index]) {
mju_error("Could not allocate auxiliary color buffer");
}
glBindRenderbuffer(GL_RENDERBUFFER, con->auxColor[index]);
glRenderbufferStorageMultisample(GL_RENDERBUFFER, con->auxSamples[index], GL_RGBA8,
con->auxWidth[index], con->auxHeight[index]);
glFramebufferRenderbuffer(GL_FRAMEBUFFER, GL_COLOR_ATTACHMENT0,
GL_RENDERBUFFER, con->auxColor[index]);
// check FBO status
GLenum err = glCheckFramebufferStatus(GL_FRAMEBUFFER);
if (err != GL_FRAMEBUFFER_COMPLETE) {
mju_error("Auxiliary framebuffer is not complete, error 0x%x", err);
}
// create FBO for resolving
glGenFramebuffers(1, con->auxFBO_r + index);
if (!con->auxFBO_r[index]) {
mju_error("Could not allocate auxiliary resolve framebuffer");
}
glBindFramebuffer(GL_FRAMEBUFFER, con->auxFBO_r[index]);
// create color buffer for resolving multisamples
glGenRenderbuffers(1, con->auxColor_r + index);
if (!con->auxColor_r[index]) {
mju_error("Could not allocate auxiliary color resolve buffer");
}
glBindRenderbuffer(GL_RENDERBUFFER, con->auxColor_r[index]);
glRenderbufferStorage(GL_RENDERBUFFER, GL_RGBA8,
con->auxWidth[index], con->auxHeight[index]);
glFramebufferRenderbuffer(GL_FRAMEBUFFER, GL_COLOR_ATTACHMENT0,
GL_RENDERBUFFER, con->auxColor_r[index]);
// check FBO status
err = glCheckFramebufferStatus(GL_FRAMEBUFFER);
if (err != GL_FRAMEBUFFER_COMPLETE) {
mju_error("Auxiliary framebuffer resolve is not complete, error 0x%x", err);
}
// restore
mjr_restoreBuffer(con);
}
// free resources in custom OpenGL context
void mjr_freeContext(mjrContext* con) {
// save flags
int glInitialized = con->glInitialized;
int windowAvailable = con->windowAvailable;
int windowSamples = con->windowSamples;
int windowStereo = con->windowStereo;
int windowDoublebuffer = con->windowDoublebuffer;
// free GPU resources
if (con->ntexture) glDeleteTextures(con->ntexture, con->texture);
if (con->offColor) glDeleteRenderbuffers(1, &con->offColor);
if (con->offColor_r) glDeleteRenderbuffers(1, &con->offColor_r);
if (con->offDepthStencil) glDeleteRenderbuffers(1, &con->offDepthStencil);
if (con->offDepthStencil_r) glDeleteRenderbuffers(1, &con->offDepthStencil_r);
if (con->offFBO) glDeleteFramebuffers(1, &con->offFBO);
if (con->offFBO_r) glDeleteFramebuffers(1, &con->offFBO_r);
if (con->shadowTex) glDeleteTextures(1, &con->shadowTex);
if (con->shadowFBO) glDeleteFramebuffers(1, &con->shadowFBO);
for (int i=0; i < mjNAUX; i++) {
if (con->auxColor[i]) glDeleteRenderbuffers(1, con->auxColor + i);
if (con->auxColor_r[i]) glDeleteRenderbuffers(1, con->auxColor_r + i);
if (con->auxFBO[i]) glDeleteFramebuffers(1, con->auxFBO + i);
if (con->auxFBO_r[i]) glDeleteFramebuffers(1, con->auxFBO_r + i);
}
if (con->rangePlane) glDeleteLists(con->basePlane, con->rangePlane);
if (con->rangeMesh) glDeleteLists(con->baseMesh, con->rangeMesh);
if (con->rangeHField) glDeleteLists(con->baseHField, con->rangeHField);
if (con->rangeBuiltin) glDeleteLists(con->baseBuiltin, con->rangeBuiltin);
if (con->rangeFont) {
glDeleteLists(con->baseFontNormal, con->rangeFont);
glDeleteLists(con->baseFontShadow, con->rangeFont);
glDeleteLists(con->baseFontBig, con->rangeFont);
}
// delete skin
if (con->nskin) {
// delete VBOs
glDeleteBuffers(con->nskin, con->skinvertVBO);
glDeleteBuffers(con->nskin, con->skinnormalVBO);
glDeleteBuffers(con->nskin, con->skintexcoordVBO);
glDeleteBuffers(con->nskin, con->skinfaceVBO);
mju_free(con->skinvertVBO);
mju_free(con->skinnormalVBO);
mju_free(con->skintexcoordVBO);
mju_free(con->skinfaceVBO);
}
// clear fields
mjr_defaultContext(con);
// restore flags
con->glInitialized = glInitialized;
con->windowAvailable = windowAvailable;
con->windowSamples = windowSamples;
con->windowStereo = windowStereo;
con->windowDoublebuffer = windowDoublebuffer;
}
// resize offscreen buffers
void mjr_resizeOffscreen(int width, int height, mjrContext* con) {
if (con->offWidth == width && con->offHeight == height) {
return;
}
con->offWidth = width;
con->offHeight = height;
if (!width || !height) {
return;
}
if (!con->offFBO) {
makeOff(con);
return;
}
glBindRenderbuffer(GL_RENDERBUFFER, con->offColor);
if (con->offSamples) {
glRenderbufferStorageMultisample(GL_RENDERBUFFER, con->offSamples, GL_RGBA8,
con->offWidth, con->offHeight);
} else {
glRenderbufferStorage(GL_RENDERBUFFER, GL_RGBA8, con->offWidth, con->offHeight);
}
glBindRenderbuffer(GL_RENDERBUFFER, con->offDepthStencil);
if (con->offSamples) {
glRenderbufferStorageMultisample(GL_RENDERBUFFER, con->offSamples, GL_DEPTH32F_STENCIL8,
con->offWidth, con->offHeight);
} else {
glRenderbufferStorage(GL_RENDERBUFFER, GL_DEPTH32F_STENCIL8, con->offWidth, con->offHeight);
}
if (con->offSamples) {
glBindRenderbuffer(GL_RENDERBUFFER, con->offColor_r);
glRenderbufferStorage(GL_RENDERBUFFER, GL_RGBA8, con->offWidth, con->offHeight);
glBindRenderbuffer(GL_RENDERBUFFER, con->offDepthStencil_r);
glRenderbufferStorage(GL_RENDERBUFFER, GL_DEPTH32F_STENCIL8, con->offWidth, con->offHeight);
}
}