1 | #include "Visualization.h"
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2 | #include "glInterface.h"
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3 | #include "Camera.h"
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4 | #include "SceneEntity.h"
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5 | #include "Bvh.h"
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6 | #include <stack>
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7 |
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8 |
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9 | using namespace std;
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10 |
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11 |
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12 | namespace CHCDemoEngine
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13 | {
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14 |
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15 | /******************************************************/
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16 | /* Vizualization implementation */
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17 | /******************************************************/
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18 |
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19 |
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20 | Visualization::Visualization(Bvh *bvh,
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21 | Camera *camera,
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22 | Camera *vizCamera,
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23 | RenderState *renderState):
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24 | mBvh(bvh), mCamera(camera), mVizCamera(vizCamera), mRenderState(renderState)
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25 | {
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26 | }
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27 |
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28 |
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29 | void Visualization::SetHierarchy(Bvh *bvh)
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30 | {
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31 | mBvh = bvh;
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32 | }
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33 |
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34 |
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35 | void Visualization::SetRenderState(RenderState *state)
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36 | {
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37 | mRenderState = state;
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38 | }
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39 |
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40 |
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41 | void Visualization::Render()
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42 | {
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43 | stack<BvhNode *> tStack;
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44 | tStack.push(mBvh->GetRoot());
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45 |
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46 | while (!tStack.empty())
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47 | {
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48 | BvhNode *node = tStack.top();
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49 | tStack.pop();
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50 |
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51 | if (!node->IsVirtualLeaf())
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52 | {
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53 | BvhInterior *interior = static_cast<BvhInterior *>(node);
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54 |
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55 | tStack.push(interior->GetFront());
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56 | tStack.push(interior->GetBack());
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57 | }
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58 | else
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59 | {
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60 | //leaves.push_back(static_cast<BvhLeaf *>(node));
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61 | }
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62 | }
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63 | }
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64 |
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65 |
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66 | void Visualization::RenderBox(const AxisAlignedBox3 &box)
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67 | {
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68 | glPolygonMode(GL_FRONT_AND_BACK, GL_LINE);
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69 | glDisable(GL_CULL_FACE);
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70 | glColor3f(1.0f, 0.0f, 0.0f);
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71 |
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72 | glBegin(GL_QUADS);
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73 | glVertex3f(box.Min().x, box.Max().y, box.Min().z);
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74 | glVertex3f(box.Max().x, box.Max().y, box.Min().z);
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75 | glVertex3f(box.Max().x, box.Min().y, box.Min().z);
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76 | glVertex3f(box.Min().x, box.Min().y, box.Min().z);
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77 | glEnd();
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78 |
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79 | glBegin(GL_QUADS);
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80 | glVertex3f(box.Min().x, box.Min().y, box.Max().z);
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81 | glVertex3f(box.Max().x, box.Min().y, box.Max().z);
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82 | glVertex3f(box.Max().x, box.Max().y, box.Max().z);
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83 | glVertex3f(box.Min().x, box.Max().y, box.Max().z);
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84 | glEnd();
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85 |
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86 | glBegin(GL_QUADS);
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87 | glVertex3f(box.Max().x, box.Min().y, box.Min().z);
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88 | glVertex3f(box.Max().x, box.Min().y, box.Max().z);
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89 | glVertex3f(box.Max().x, box.Max().y, box.Max().z);
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90 | glVertex3f(box.Max().x, box.Max().y, box.Min().z);
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91 | glEnd();
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92 |
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93 | glBegin(GL_QUADS);
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94 | glVertex3f(box.Min().x, box.Min().y, box.Min().z);
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95 | glVertex3f(box.Min().x, box.Min().y, box.Max().z);
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96 | glVertex3f(box.Min().x, box.Max().y, box.Max().z);
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97 | glVertex3f(box.Min().x, box.Max().y, box.Min().z);
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98 | glEnd();
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99 |
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100 | glBegin(GL_QUADS);
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101 | glVertex3f(box.Min().x, box.Min().y, box.Min().z);
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102 | glVertex3f(box.Max().x, box.Min().y, box.Min().z);
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103 | glVertex3f(box.Max().x, box.Min().y, box.Max().z);
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104 | glVertex3f(box.Min().x, box.Min().y, box.Max().z);
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105 | glEnd();
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106 |
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107 | glBegin(GL_QUADS);
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108 | glVertex3f(box.Min().x, box.Max().y, box.Min().z);
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109 | glVertex3f(box.Max().x, box.Max().y, box.Min().z);
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110 | glVertex3f(box.Max().x, box.Max().y, box.Max().z);
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111 | glVertex3f(box.Min().x, box.Max().y, box.Max().z);
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112 | glEnd();
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113 |
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114 | glEnable(GL_CULL_FACE);
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115 |
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116 | glPolygonMode(GL_FRONT_AND_BACK, GL_FILL);
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117 | }
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118 |
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119 |
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120 | void Visualization::RenderFrustum()
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121 | {
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122 | Vector3 ftl, ftr, fbl, fbr, ntl, ntr, nbl, nbr;
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123 | mCamera->ComputePoints(ftl, ftr, fbl, fbr, ntl, ntr, nbl, nbr);
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124 |
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125 | glLineWidth(2);
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126 |
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127 | glBegin(GL_LINE_LOOP);
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128 | glVertex3d(fbl.x, fbl.y, fbl.z);
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129 | glVertex3d(fbr.x, fbr.y, fbr.z);
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130 | glVertex3d(ftr.x, ftr.y, ftr.z);
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131 | glVertex3d(ftl.x, ftl.y, ftl.z);
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132 | glEnd();
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133 |
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134 | glBegin(GL_LINE_LOOP);
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135 | glVertex3d(nbl.x, nbl.y, nbl.z);
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136 | glVertex3d(nbr.x, nbr.y, nbr.z);
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137 | glVertex3d(ntr.x, ntr.y, ntr.z);
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138 | glVertex3d(ntl.x, ntl.y, ntl.z);
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139 | glEnd();
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140 |
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141 | glBegin(GL_LINE_LOOP);
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142 | glVertex3d(fbl.x, fbl.y, fbl.z);
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143 | glVertex3d(ftl.x, ftl.y, ftl.z);
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144 | glVertex3d(ntl.x, ntl.y, ntl.z);
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145 | glVertex3d(nbl.x, nbl.y, nbl.z);
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146 | glEnd();
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147 |
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148 | glBegin(GL_LINE_LOOP);
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149 | glVertex3d(fbr.x, fbr.y, fbr.z);
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150 | glVertex3d(ftr.x, ftr.y, ftr.z);
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151 | glVertex3d(ntr.x, ntr.y, ntr.z);
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152 | glVertex3d(nbr.x, nbr.y, nbr.z);
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153 | glEnd();
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154 |
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155 | glBegin(GL_LINE_LOOP);
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156 | glVertex3d(fbr.x, fbr.y, fbr.z);
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157 | glVertex3d(fbl.x, fbl.y, fbl.z);
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158 | glVertex3d(nbl.x, nbl.y, nbl.z);
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159 | glVertex3d(nbr.x, nbr.y, nbr.z);
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160 | glEnd();
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161 |
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162 | glBegin(GL_LINE_LOOP);
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163 | glVertex3d(ftr.x, ftr.y, ftr.z);
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164 | glVertex3d(ftl.x, ftl.y, ftl.z);
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165 | glVertex3d(ntl.x, ntl.y, ntl.z);
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166 | glVertex3d(ntr.x, ntr.y, ntr.z);
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167 | glEnd();
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168 | }
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169 |
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170 |
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171 | } |
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