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 "RenderState.h"
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7 | #include "ShadowMapping.h"
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8 | #include "ViewCellsTree.h"
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9 | #include "Material.h"
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10 |
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11 |
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12 | #include <stack>
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13 |
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14 |
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15 | using namespace std;
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16 |
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17 |
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18 | namespace CHCDemoEngine
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19 | {
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20 |
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21 |
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22 | void Visualization::RenderBoxForViz(const AxisAlignedBox3 &box)
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23 | {
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24 | glBegin(GL_LINE_LOOP);
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25 | glVertex3d(box.Min().x, box.Max().y, box.Min().z);
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26 | glVertex3d(box.Max().x, box.Max().y, box.Min().z);
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27 | glVertex3d(box.Max().x, box.Min().y, box.Min().z);
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28 | glVertex3d(box.Min().x, box.Min().y, box.Min().z);
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29 | glEnd();
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30 |
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31 | glBegin(GL_LINE_LOOP);
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32 | glVertex3d(box.Min().x, box.Min().y, box.Max().z);
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33 | glVertex3d(box.Max().x, box.Min().y, box.Max().z);
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34 | glVertex3d(box.Max().x, box.Max().y, box.Max().z);
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35 | glVertex3d(box.Min().x, box.Max().y, box.Max().z);
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36 | glEnd();
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37 |
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38 | glBegin(GL_LINE_LOOP);
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39 | glVertex3d(box.Max().x, box.Min().y, box.Min().z);
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40 | glVertex3d(box.Max().x, box.Min().y, box.Max().z);
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41 | glVertex3d(box.Max().x, box.Max().y, box.Max().z);
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42 | glVertex3d(box.Max().x, box.Max().y, box.Min().z);
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43 | glEnd();
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44 |
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45 | glBegin(GL_LINE_LOOP);
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46 | glVertex3d(box.Min().x, box.Min().y, box.Min().z);
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47 | glVertex3d(box.Min().x, box.Min().y, box.Max().z);
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48 | glVertex3d(box.Min().x, box.Max().y, box.Max().z);
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49 | glVertex3d(box.Min().x, box.Max().y, box.Min().z);
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50 | glEnd();
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51 |
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52 | glBegin(GL_LINE_LOOP);
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53 | glVertex3d(box.Min().x, box.Min().y, box.Min().z);
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54 | glVertex3d(box.Max().x, box.Min().y, box.Min().z);
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55 | glVertex3d(box.Max().x, box.Min().y, box.Max().z);
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56 | glVertex3d(box.Min().x, box.Min().y, box.Max().z);
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57 | glEnd();
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58 |
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59 | glBegin(GL_LINE_LOOP);
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60 | glVertex3d(box.Min().x, box.Max().y, box.Min().z);
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61 | glVertex3d(box.Max().x, box.Max().y, box.Min().z);
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62 | glVertex3d(box.Max().x, box.Max().y, box.Max().z);
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63 | glVertex3d(box.Min().x, box.Max().y, box.Max().z);
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64 |
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65 | glEnd();
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66 | }
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67 |
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68 |
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69 | /******************************************************/
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70 | /* Vizualization implementation */
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71 | /******************************************************/
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72 |
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73 |
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74 | Visualization::Visualization(Bvh *bvh,
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75 | PerspectiveCamera *camera,
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76 | Camera *vizCamera,
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77 | RenderState *renderState):
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78 | mBvh(bvh),
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79 | mCamera(camera),
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80 | mVizCamera(vizCamera),
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81 | mRenderState(renderState),
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82 | mFrameId(0),
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83 | mViewCell(NULL)
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84 | {
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85 | }
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86 |
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87 |
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88 | Visualization::~Visualization()
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89 | {
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90 | }
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91 |
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92 |
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93 | void Visualization::SetHierarchy(Bvh *bvh)
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94 | {
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95 | mBvh = bvh;
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96 | }
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97 |
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98 |
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99 | void Visualization::SetRenderState(RenderState *state)
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100 | {
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101 | mRenderState = state;
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102 | }
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103 |
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104 |
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105 | void Visualization::SetFrameId(int frameId)
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106 | {
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107 | mFrameId = frameId;
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108 | }
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109 |
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110 |
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111 | void Visualization::SetViewCell(ViewCell *vc)
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112 | {
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113 | mViewCell = vc;
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114 | }
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115 |
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116 |
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117 | static Technique GetVizTechnique()
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118 | {
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119 | Technique tech;
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120 | tech.Init();
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121 |
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122 | //tech.SetLightingEnabled(false);
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123 | //tech.SetDepthWriteEnabled(false);
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124 |
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125 | tech.SetEmmisive(RgbaColor(1.0f, 1.0f, 1.0f, 1.0f));
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126 | tech.SetDiffuse(RgbaColor(1.0f, 1.0f, 1.0f, 1.0f));
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127 | tech.SetAmbient(RgbaColor(1.0f, 1.0f, 1.0f, 1.0f));
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128 |
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129 | return tech;
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130 | }
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131 |
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132 |
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133 | void Visualization::Render(bool showShadowFrustra)
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134 | {
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135 | stack<BvhNode *> tStack;
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136 | tStack.push(mBvh->GetRoot());
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137 |
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138 | glEnableClientState(GL_VERTEX_ARRAY);
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139 | glEnableClientState(GL_NORMAL_ARRAY);
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140 |
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141 | while (!tStack.empty())
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142 | {
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143 | BvhNode *node = tStack.top();
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144 | tStack.pop();
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145 |
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146 | if (!node->IsVirtualLeaf())
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147 | {
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148 | BvhInterior *interior = static_cast<BvhInterior *>(node);
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149 |
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150 | tStack.push(interior->GetFront());
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151 | tStack.push(interior->GetBack());
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152 | }
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153 | else
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154 | {
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155 | if (node->GetLastRenderedFrame() == mFrameId)
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156 | {
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157 | int geometrySize;
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158 | SceneEntity **entities = mBvh->GetGeometry(node, geometrySize);
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159 |
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160 | for (int i = 0; i < geometrySize; ++ i)
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161 | {
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162 | SceneEntity *ent = entities[i];
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163 |
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164 | if (ent->IsVisible())
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165 | ent->Render(mRenderState);
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166 | }
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167 | }
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168 | }
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169 | }
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170 |
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171 | // render current view cell
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172 | static Technique vcTechnique = GetVizTechnique();
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173 |
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174 | if (mViewCell)
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175 | {
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176 | vcTechnique.Render(mRenderState);
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177 | RenderBoxForViz(mViewCell->GetBox());
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178 | }
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179 |
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180 | glDisableClientState(GL_VERTEX_ARRAY);
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181 | glDisableClientState(GL_NORMAL_ARRAY);
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182 |
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183 |
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184 | mRenderState->Reset();
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185 |
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186 | glPushAttrib(GL_CURRENT_BIT);
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187 | glDisable(GL_LIGHTING);
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188 | glDisable(GL_DEPTH_TEST);
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189 | glDepthMask(GL_FALSE);
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190 |
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191 | RenderFrustum();
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192 |
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193 | if (showShadowFrustra)
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194 | ShadowMap::VisualizeFrustra();
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195 |
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196 | Vector3 pos = mCamera->GetPosition();
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197 |
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198 | // coordinates
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199 | glColor3f(0.0f, 1.0f, 0.0f);
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200 | glBegin(GL_LINES);
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201 | glVertex3d(pos.x, pos.y, pos.z);
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202 | glVertex3d(pos.x + 100, pos.y, pos.z);
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203 | glEnd();
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204 |
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205 | glColor3f(0.0f, 0.0f, 1.0f);
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206 | glBegin(GL_LINES);
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207 | glVertex3d(pos.x, pos.y, pos.z);
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208 | glVertex3d(pos.x, pos.y + 100, pos.z);
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209 | glEnd();
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210 |
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211 | //RenderBoxForViz(mBvh->GetBox());
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212 |
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213 | glDepthMask(GL_TRUE);
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214 | glPopAttrib();
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215 | }
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216 |
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217 |
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218 | void Visualization::RenderFrustum()
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219 | {
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220 | glColor3f(1.0f, 0.0f, 0.0f);
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221 |
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222 | Vector3 ftl, ftr, fbl, fbr, ntl, ntr, nbl, nbr;
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223 | mCamera->ComputePoints(ftl, ftr, fbl, fbr, ntl, ntr, nbl, nbr);
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224 |
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225 | glLineWidth(2);
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226 |
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227 | glBegin(GL_LINE_LOOP);
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228 | glVertex3d(fbl.x, fbl.y, fbl.z);
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229 | glVertex3d(ftl.x, ftl.y, ftl.z);
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230 | glVertex3d(ntl.x, ntl.y, ntl.z);
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231 | glVertex3d(nbl.x, nbl.y, nbl.z);
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232 | glEnd();
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233 |
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234 | glBegin(GL_LINE_LOOP);
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235 | glVertex3d(fbr.x, fbr.y, fbr.z);
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236 | glVertex3d(ftr.x, ftr.y, ftr.z);
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237 | glVertex3d(ntr.x, ntr.y, ntr.z);
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238 | glVertex3d(nbr.x, nbr.y, nbr.z);
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239 | glEnd();
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240 |
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241 | glBegin(GL_LINE_LOOP);
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242 | glVertex3d(fbr.x, fbr.y, fbr.z);
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243 | glVertex3d(fbl.x, fbl.y, fbl.z);
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244 | glVertex3d(nbl.x, nbl.y, nbl.z);
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245 | glVertex3d(nbr.x, nbr.y, nbr.z);
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246 | glEnd();
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247 |
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248 | glBegin(GL_LINE_LOOP);
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249 | glVertex3d(ftr.x, ftr.y, ftr.z);
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250 | glVertex3d(ftl.x, ftl.y, ftl.z);
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251 | glVertex3d(ntl.x, ntl.y, ntl.z);
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252 | glVertex3d(ntr.x, ntr.y, ntr.z);
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253 | glEnd();
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254 | }
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255 |
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256 |
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257 | } |
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