[2642] | 1 | // occquery.cpp : Defines the entry point for the console application.
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| 2 | //
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[2818] | 3 | #include "glInterface.h"
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[2746] | 4 | #include <math.h>
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| 5 | #include <time.h>
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[2756] | 6 | #include "common.h"
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[2642] | 7 | #include "RenderTraverser.h"
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[2756] | 8 | #include "SceneEntity.h"
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| 9 | #include "Vector3.h"
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| 10 | #include "Matrix4x4.h"
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[2795] | 11 | #include "ResourceManager.h"
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[2756] | 12 | #include "Bvh.h"
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| 13 | #include "Camera.h"
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| 14 | #include "Geometry.h"
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[2760] | 15 | #include "BvhLoader.h"
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| 16 | #include "FrustumCullingTraverser.h"
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[2763] | 17 | #include "StopAndWaitTraverser.h"
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[2764] | 18 | #include "CHCTraverser.h"
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[2767] | 19 | #include "CHCPlusPlusTraverser.h"
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| 20 | #include "Visualization.h"
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[2769] | 21 | #include "RenderState.h"
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[2795] | 22 | #include "Timer/PerfTimer.h"
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[2796] | 23 | #include "SceneQuery.h"
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[2801] | 24 | #include "RenderQueue.h"
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[2819] | 25 | #include "Material.h"
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[2808] | 26 | #include <Cg/cg.h>
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| 27 | #include <Cg/cgGL.h>
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[2826] | 28 | #include "glfont2.h"
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[2827] | 29 | #include "PerformanceGraph.h"
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[2828] | 30 | #include "Environment.h"
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[2837] | 31 | #include "Halton.h"
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[2840] | 32 | #include "Transform3.h"
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[2853] | 33 | #include "SampleGenerator.h"
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[2857] | 34 | #include "FrameBufferObject.h"
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[2861] | 35 | #include "SsaoShader.h"
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| 36 | #include "DeferredShader.h"
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[2887] | 37 | #include "ShadowMapping.h"
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| 38 | #include "Light.h"
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[2642] | 39 |
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| 40 |
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[2756] | 41 | using namespace std;
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[2776] | 42 | using namespace CHCDemoEngine;
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[2642] | 43 |
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| 44 |
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[2828] | 45 | static Environment env;
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| 46 |
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| 47 |
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[2884] | 48 | // fbo
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[2879] | 49 | FrameBufferObject *fbo = NULL;
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[2756] | 50 |
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[2826] | 51 | GLuint fontTex;
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[2810] | 52 |
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[2756] | 53 | /// the renderable scene geometry
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| 54 | SceneEntityContainer sceneEntities;
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| 55 | // traverses and renders the hierarchy
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[2767] | 56 | RenderTraverser *traverser = NULL;
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[2756] | 57 | /// the hierarchy
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[2767] | 58 | Bvh *bvh = NULL;
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[2793] | 59 | /// handles scene loading
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[2795] | 60 | ResourceManager *loader = NULL;
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[2756] | 61 | /// the scene camera
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[2767] | 62 | Camera *camera = NULL;
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[2795] | 63 | /// the scene camera
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| 64 | Camera *visCamera = NULL;
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[2767] | 65 | /// the visualization
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| 66 | Visualization *visualization = NULL;
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[2760] | 67 | /// the current render state
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| 68 | RenderState state;
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[2764] | 69 | /// the rendering algorithm
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[2795] | 70 | int renderMode = RenderTraverser::CHCPLUSPLUS;
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[2756] | 71 | // eye near plane distance
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[2822] | 72 | float nearDist = 0.2f;
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[2856] | 73 | /// the field of view
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| 74 | float fov = 50.0f;
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[2771] | 75 | /// the pixel threshold where a node is still considered invisible
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| 76 | int threshold;
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[2764] | 77 |
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[2776] | 78 | int assumedVisibleFrames = 10;
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| 79 | int maxBatchSize = 50;
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[2771] | 80 |
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[2800] | 81 | int trianglesPerVirtualLeaf = INITIAL_TRIANGLES_PER_VIRTUAL_LEAVES;
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[2767] | 82 |
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[2796] | 83 | SceneQuery *sceneQuery = NULL;
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[2801] | 84 | RenderQueue *renderQueue = NULL;
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[2796] | 85 |
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[2809] | 86 | /// these values get scaled with the frame rate
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[2828] | 87 | static float keyForwardMotion = 30.0f;
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| 88 | static float keyRotation = 1.5f;
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[2801] | 89 |
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[2826] | 90 | /// elapsed time in milliseconds
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| 91 | double elapsedTime = 1000.0f;
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| 92 | double algTime = 1000.0f;
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[2795] | 93 |
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[2809] | 94 | static int winWidth = 1024;
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[2813] | 95 | static int winHeight = 768;
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[2809] | 96 | static float winAspectRatio = 1.0f;
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[2642] | 97 |
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[2776] | 98 | double accumulatedTime = 1000;
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[2770] | 99 | float fps = 1e3f;
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| 100 |
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[2809] | 101 | float myfar = 0;
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| 102 |
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[2826] | 103 | glfont::GLFont myfont;
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| 104 |
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[2809] | 105 | // rendertexture
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[2828] | 106 | static int texWidth = 1024;
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| 107 | static int texHeight = 768;
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[2866] | 108 |
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| 109 | //static int texWidth = 512;
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| 110 | //static int texHeight = 384;
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| 111 |
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[2828] | 112 | //static int texWidth = 2048;
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| 113 | //static int texHeight = 2048;
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[2809] | 114 |
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[2770] | 115 | int renderedObjects = 0;
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[2773] | 116 | int renderedNodes = 0;
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| 117 | int renderedTriangles = 0;
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| 118 |
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[2770] | 119 | int issuedQueries = 0;
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| 120 | int traversedNodes = 0;
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| 121 | int frustumCulledNodes = 0;
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| 122 | int queryCulledNodes = 0;
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| 123 | int stateChanges = 0;
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[2800] | 124 | int numBatches = 0;
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[2770] | 125 |
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[2642] | 126 | bool showHelp = false;
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[2826] | 127 | bool showStatistics = false;
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[2865] | 128 | bool showOptions = true;
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[2642] | 129 | bool showBoundingVolumes = false;
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| 130 | bool visMode = false;
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| 131 |
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[2792] | 132 | // mouse navigation state
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[2809] | 133 | int xEyeBegin = 0;
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| 134 | int yEyeBegin = 0;
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| 135 | int yMotionBegin = 0;
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| 136 | int verticalMotionBegin = 0;
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| 137 | int horizontalMotionBegin = 0;
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[2642] | 138 |
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[2770] | 139 | bool useOptimization = false;
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[2786] | 140 | bool useTightBounds = true;
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[2795] | 141 | bool useRenderQueue = true;
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[2786] | 142 | bool useMultiQueries = true;
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[2800] | 143 | bool flyMode = true;
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| 144 |
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[2795] | 145 | SceneEntityContainer skyGeometry;
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| 146 |
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[2792] | 147 | bool leftKeyPressed = false;
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| 148 | bool rightKeyPressed = false;
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| 149 | bool upKeyPressed = false;
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| 150 | bool downKeyPressed = false;
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[2837] | 151 | bool descendKeyPressed = false;
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| 152 | bool ascendKeyPressed = false;
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[2787] | 153 |
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[2875] | 154 | bool useGlobIllum = false;
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[2821] | 155 | bool useSsao = false;
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[2875] | 156 | bool useTemporalCoherence = true;
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| 157 |
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[2861] | 158 | static float ssaoExpFactor = 0.1f;
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[2821] | 159 |
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[2826] | 160 | bool showAlgorithmTime = false;
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| 161 |
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[2820] | 162 | GLubyte *randomNormals = NULL;
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[2809] | 163 |
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[2819] | 164 | PerfTimer frameTimer, algTimer;
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| 165 |
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[2825] | 166 | int renderType = RenderState::FIXED;
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[2820] | 167 |
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[2827] | 168 | PerformanceGraph *perfGraph = NULL;
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[2825] | 169 |
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[2828] | 170 | bool useFullScreen = false;
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[2827] | 171 |
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[2865] | 172 | bool useLODs = true;
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| 173 |
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[2887] | 174 | int samplingMethod = SsaoShader::POISSON;
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[2865] | 175 |
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[2834] | 176 | static Matrix4x4 matProjectionView = IdentityMatrix();
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[2820] | 177 |
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[2887] | 178 | ShadowMapping *shadowMapping = NULL;
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| 179 | Light *light = NULL;
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[2834] | 180 |
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[2809] | 181 | // function forward declarations
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[2759] | 182 | void InitExtensions();
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[2756] | 183 | void DisplayVisualization();
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[2759] | 184 | void InitGLstate();
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[2809] | 185 | void InitRenderTexture();
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| 186 | void InitCg();
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[2759] | 187 | void CleanUp();
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| 188 | void SetupEyeView();
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| 189 | void UpdateEyeMtx();
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| 190 | void SetupLighting();
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[2764] | 191 | void DisplayStats();
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[2769] | 192 | void Output(int x, int y, const char *string);
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[2786] | 193 | void DrawHelpMessage();
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[2796] | 194 | void RenderSky();
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[2801] | 195 | void RenderVisibleObjects();
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[2756] | 196 |
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[2792] | 197 | void Begin2D();
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| 198 | void End2D();
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| 199 | void KeyBoard(unsigned char c, int x, int y);
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| 200 | void DrawStatistics();
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| 201 | void Display();
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| 202 | void Special(int c, int x, int y);
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| 203 | void KeyUp(unsigned char c, int x, int y);
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| 204 | void SpecialKeyUp(int c, int x, int y);
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| 205 | void Reshape(int w, int h);
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| 206 | void Mouse(int button, int state, int x, int y);
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| 207 | void LeftMotion(int x, int y);
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| 208 | void RightMotion(int x, int y);
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| 209 | void MiddleMotion(int x, int y);
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| 210 | void CalcDecimalPoint(string &str, int d);
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[2764] | 211 | void ResetTraverser();
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[2642] | 212 |
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[2792] | 213 | void KeyHorizontalMotion(float shift);
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[2794] | 214 | void KeyVerticalMotion(float shift);
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[2642] | 215 |
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[2801] | 216 | void PlaceViewer(const Vector3 &oldPos);
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[2642] | 217 |
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[2801] | 218 |
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[2887] | 219 |
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[2826] | 220 | inline float KeyRotationAngle() { return keyRotation * elapsedTime * 1e-3f; }
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| 221 | inline float KeyShift() { return keyForwardMotion * elapsedTime * 1e-3f; }
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[2792] | 222 |
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[2809] | 223 | void InitFBO();
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[2795] | 224 |
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[2861] | 225 | SsaoShader *ssaoShader = NULL;
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| 226 | DeferredShader *deferredShader = NULL;
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[2810] | 227 |
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[2877] | 228 | static GLenum mrt[] = {GL_COLOR_ATTACHMENT0_EXT, GL_COLOR_ATTACHMENT1_EXT, GL_COLOR_ATTACHMENT2_EXT};
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[2809] | 229 |
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| 230 |
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[2810] | 231 | /////////
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| 232 | //-- cg stuff
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| 233 |
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[2808] | 234 | static CGcontext sCgContext = NULL;
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[2810] | 235 | static CGprogram sCgMrtVertexProgram = NULL;
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[2795] | 236 |
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[2818] | 237 | static CGparameter sModelViewProjMatrixParam;
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[2809] | 238 | static CGparameter sMaxDepthParam;
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[2819] | 239 | static CGparameter sMaxDepthParamTex;
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[2808] | 240 |
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[2861] | 241 | static Matrix4x4 oldViewProjMatrix;
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[2820] | 242 |
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[2837] | 243 |
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[2809] | 244 | static void cgErrorCallback()
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| 245 | {
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| 246 | CGerror lastError = cgGetError();
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| 247 |
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| 248 | if(lastError)
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| 249 | {
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| 250 | printf("%s\n\n", cgGetErrorString(lastError));
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| 251 | printf("%s\n", cgGetLastListing(sCgContext));
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[2861] | 252 |
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[2809] | 253 | printf("Cg error, exiting...\n");
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| 254 |
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| 255 | exit(0);
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| 256 | }
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| 257 | }
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| 258 |
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| 259 |
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| 260 | static void PrintGLerror(char *msg)
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| 261 | {
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| 262 | GLenum errCode;
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| 263 | const GLubyte *errStr;
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| 264 |
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| 265 | if ((errCode = glGetError()) != GL_NO_ERROR)
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| 266 | {
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| 267 | errStr = gluErrorString(errCode);
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| 268 | fprintf(stderr,"OpenGL ERROR: %s: %s\n", errStr, msg);
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| 269 | }
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| 270 | }
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| 271 |
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| 272 |
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[2642] | 273 | int main(int argc, char* argv[])
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| 274 | {
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[2781] | 275 | int returnCode = 0;
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| 276 |
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[2837] | 277 | Vector3 camPos(.0f, .0f, .0f);
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[2838] | 278 | Vector3 camDir(.0f, 1.0f, .0f);
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[2837] | 279 |
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[2873] | 280 | cout << "=== reading environment file ===" << endl << endl;
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[2830] | 281 |
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[2837] | 282 | string envFileName = "default.env";
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| 283 | if (!env.Read(envFileName))
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| 284 | {
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| 285 | cerr << "loading environment " << envFileName << " failed!" << endl;
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| 286 | }
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| 287 | else
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| 288 | {
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| 289 | env.GetIntParam(string("assumedVisibleFrames"), assumedVisibleFrames);
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| 290 | env.GetIntParam(string("maxBatchSize"), maxBatchSize);
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| 291 | env.GetIntParam(string("trianglesPerVirtualLeaf"), trianglesPerVirtualLeaf);
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[2828] | 292 |
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[2837] | 293 | env.GetFloatParam(string("keyForwardMotion"), keyForwardMotion);
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| 294 | env.GetFloatParam(string("keyRotation"), keyRotation);
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[2828] | 295 |
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[2837] | 296 | env.GetIntParam(string("winWidth"), winWidth);
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| 297 | env.GetIntParam(string("winHeight"), winHeight);
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[2828] | 298 |
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[2837] | 299 | env.GetBoolParam(string("useFullScreen"), useFullScreen);
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[2861] | 300 | env.GetFloatParam(string("expFactor"), ssaoExpFactor);
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[2837] | 301 | env.GetVectorParam(string("camPosition"), camPos);
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[2838] | 302 | env.GetVectorParam(string("camDirection"), camDir);
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[2828] | 303 |
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[2865] | 304 | env.GetBoolParam(string("useLODs"), useLODs);
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| 305 |
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[2846] | 306 | //env.GetStringParam(string("modelPath"), model_path);
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[2838] | 307 | //env.GetIntParam(string("numSssaoSamples"), numSsaoSamples);
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| 308 |
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[2867] | 309 |
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[2837] | 310 | cout << "assumedVisibleFrames: " << assumedVisibleFrames << endl;
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| 311 | cout << "maxBatchSize: " << maxBatchSize << endl;
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| 312 | cout << "trianglesPerVirtualLeaf: " << trianglesPerVirtualLeaf << endl;
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[2828] | 313 |
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[2837] | 314 | cout << "keyForwardMotion: " << keyForwardMotion << endl;
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| 315 | cout << "keyRotation: " << keyRotation << endl;
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| 316 | cout << "winWidth: " << winWidth << endl;
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| 317 | cout << "winHeight: " << winHeight << endl;
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| 318 | cout << "useFullScreen: " << useFullScreen << endl;
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[2865] | 319 | cout << "useLODs: " << useLODs << endl;
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[2837] | 320 | cout << "camPosition: " << camPos << endl;
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[2861] | 321 | cout << "expFactor: " << ssaoExpFactor << endl;
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[2873] | 322 |
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[2846] | 323 | //cout << "model path: " << model_path << endl;
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[2873] | 324 |
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[2881] | 325 | cout << "**** end parameters ****" << endl << endl;
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[2837] | 326 | }
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[2829] | 327 |
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[2828] | 328 | ///////////////////////////
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| 329 |
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[2795] | 330 | camera = new Camera(winWidth, winHeight, fov);
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| 331 | camera->SetNear(nearDist);
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[2888] | 332 | camera->SetFar(1000);
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| 333 |
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[2887] | 334 | cout << "here2 " << Normalize(camDir) << endl;
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| 335 |
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[2838] | 336 | camera->SetDirection(camDir);
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[2888] | 337 |
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[2887] | 338 | cout << "here3 " << camera->GetDirection() << endl;
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[2888] | 339 | cout << "here3 " << camera->GetRightVector() << endl;
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| 340 | cout << "here3 " << camera->GetUpVector() << endl;
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| 341 |
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[2829] | 342 | camera->SetPosition(camPos);
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| 343 |
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[2806] | 344 | visCamera = new Camera(winWidth, winHeight, fov);
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[2781] | 345 |
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[2796] | 346 | visCamera->SetNear(0.0f);
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| 347 | visCamera->Yaw(.5 * M_PI);
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[2781] | 348 |
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[2802] | 349 | renderQueue = new RenderQueue(&state, camera);
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[2801] | 350 |
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[2760] | 351 | glutInitWindowSize(winWidth, winHeight);
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[2756] | 352 | glutInit(&argc, argv);
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[2853] | 353 | glutInitDisplayMode(GLUT_DOUBLE | GLUT_RGBA | GLUT_DEPTH | GLUT_MULTISAMPLE);
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| 354 | //glutInitDisplayMode(GLUT_DOUBLE | GLUT_RGBA | GLUT_DEPTH);
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[2850] | 355 | //glutInitDisplayString("samples=2");
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| 356 |
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[2867] | 357 | SceneEntity::SetUseLODs(useLODs);
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| 358 |
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| 359 |
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[2828] | 360 | if (!useFullScreen)
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[2856] | 361 | {
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[2828] | 362 | glutCreateWindow("FriendlyCulling");
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[2856] | 363 | }
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[2828] | 364 | else
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| 365 | {
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| 366 | glutGameModeString( "1024x768:32@75" );
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| 367 | glutEnterGameMode();
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| 368 | }
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| 369 |
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[2792] | 370 | glutDisplayFunc(Display);
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| 371 | glutKeyboardFunc(KeyBoard);
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| 372 | glutSpecialFunc(Special);
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| 373 | glutReshapeFunc(Reshape);
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| 374 | glutMouseFunc(Mouse);
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| 375 | glutIdleFunc(Display);
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| 376 | glutKeyboardUpFunc(KeyUp);
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| 377 | glutSpecialUpFunc(SpecialKeyUp);
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| 378 | glutIgnoreKeyRepeat(true);
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| 379 |
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[2829] | 380 | // initialise gl graphics
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[2756] | 381 | InitExtensions();
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| 382 | InitGLstate();
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[2850] | 383 |
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[2854] | 384 | glEnable(GL_MULTISAMPLE_ARB);
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| 385 | glHint(GL_MULTISAMPLE_FILTER_HINT_NV, GL_NICEST);
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[2850] | 386 |
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[2792] | 387 | LeftMotion(0, 0);
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| 388 | MiddleMotion(0, 0);
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[2756] | 389 |
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[2829] | 390 | perfGraph = new PerformanceGraph(1000);
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[2756] | 391 |
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[2795] | 392 | loader = new ResourceManager();
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[2793] | 393 |
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[2784] | 394 | //const string filename("data/city/model/city.dem");
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| 395 | const string filename = string(model_path + "city.dem");
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[2756] | 396 |
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[2793] | 397 | if (loader->Load(filename, sceneEntities))
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[2756] | 398 | cout << "scene " << filename << " loaded" << endl;
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| 399 | else
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[2784] | 400 | {
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[2756] | 401 | cerr << "loading scene " << filename << " failed" << endl;
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[2792] | 402 | CleanUp();
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[2784] | 403 | exit(0);
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| 404 | }
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[2756] | 405 |
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[2795] | 406 | SceneEntityContainer dummy;
|
---|
| 407 |
|
---|
| 408 | const string envname = string(model_path + "env.dem");
|
---|
| 409 |
|
---|
| 410 | if (loader->Load(envname, skyGeometry))
|
---|
| 411 | cout << "sky box " << filename << " loaded" << endl;
|
---|
| 412 | else
|
---|
| 413 | {
|
---|
| 414 | cerr << "loading sky box " << filename << " failed" << endl;
|
---|
| 415 | CleanUp();
|
---|
| 416 | exit(0);
|
---|
| 417 | }
|
---|
| 418 |
|
---|
[2784] | 419 | const string bvh_filename = string(model_path + "city.bvh");
|
---|
[2760] | 420 | BvhLoader bvhLoader;
|
---|
[2784] | 421 | bvh = bvhLoader.Load(bvh_filename, sceneEntities);
|
---|
[2762] | 422 |
|
---|
[2784] | 423 | if (!bvh)
|
---|
| 424 | {
|
---|
| 425 | cerr << "loading bvh " << bvh_filename << " failed" << endl;
|
---|
[2792] | 426 | CleanUp();
|
---|
[2784] | 427 | exit(0);
|
---|
| 428 | }
|
---|
| 429 |
|
---|
[2829] | 430 | // set far plane based on scene extent
|
---|
| 431 | myfar = 10.0f * Magnitude(bvh->GetBox().Diagonal());
|
---|
| 432 | bvh->SetVirtualLeaves(trianglesPerVirtualLeaf);
|
---|
| 433 |
|
---|
| 434 | bvh->SetCamera(camera);
|
---|
| 435 |
|
---|
[2809] | 436 | InitCg();
|
---|
[2806] | 437 |
|
---|
[2868] | 438 | DeferredShader::Init(sCgContext);
|
---|
[2861] | 439 | SsaoShader::Init(sCgContext);
|
---|
[2887] | 440 | ShadowMapping::Init(sCgContext);
|
---|
[2847] | 441 |
|
---|
[2879] | 442 | //deferredShader = new DeferredShader(texWidth, texHeight);
|
---|
| 443 | //ssaoShader = new SsaoShader(texWidth, texHeight, camera, myfar / 10.0f);
|
---|
[2861] | 444 |
|
---|
[2887] | 445 |
|
---|
[2857] | 446 | // initialize the render traverser
|
---|
[2764] | 447 | ResetTraverser();
|
---|
[2756] | 448 |
|
---|
[2787] | 449 | visualization = new Visualization(bvh, camera, NULL, &state);
|
---|
| 450 |
|
---|
[2843] | 451 | sceneQuery = new SceneQuery(bvh->GetBox(), traverser);
|
---|
[2796] | 452 |
|
---|
[2887] | 453 | light = new Light(Vector3(0, 0, -1), RgbaColor(1, 1, 1, 1));
|
---|
| 454 |
|
---|
| 455 | shadowMapping = new ShadowMapping(bvh->GetBox(), 512);
|
---|
| 456 | shadowMapping->ComputeShadowMap(light, traverser);
|
---|
| 457 |
|
---|
[2847] | 458 | // frame time is restarted every frame
|
---|
| 459 | frameTimer.Start();
|
---|
[2800] | 460 |
|
---|
[2857] | 461 | // the rendering loop
|
---|
[2642] | 462 | glutMainLoop();
|
---|
| 463 |
|
---|
| 464 | // clean up
|
---|
[2756] | 465 | CleanUp();
|
---|
| 466 |
|
---|
[2642] | 467 | return 0;
|
---|
| 468 | }
|
---|
| 469 |
|
---|
[2756] | 470 |
|
---|
[2809] | 471 | void InitCg(void)
|
---|
| 472 | {
|
---|
| 473 | // Setup Cg
|
---|
| 474 | cgSetErrorCallback(cgErrorCallback);
|
---|
| 475 |
|
---|
| 476 | // Create cgContext.
|
---|
| 477 | sCgContext = cgCreateContext();
|
---|
| 478 |
|
---|
| 479 | // get the best profile for this hardware
|
---|
[2818] | 480 | RenderState::sCgFragmentProfile = cgGLGetLatestProfile(CG_GL_FRAGMENT);
|
---|
| 481 | cgGLSetOptimalOptions(RenderState::sCgFragmentProfile);
|
---|
[2809] | 482 |
|
---|
[2818] | 483 | RenderState::sCgVertexProfile = cgGLGetLatestProfile(CG_GL_VERTEX);
|
---|
| 484 | cgGLSetOptimalOptions(RenderState::sCgVertexProfile);
|
---|
[2809] | 485 |
|
---|
[2810] | 486 | sCgMrtVertexProgram =
|
---|
[2809] | 487 | cgCreateProgramFromFile(sCgContext,
|
---|
| 488 | CG_SOURCE,
|
---|
[2810] | 489 | "src/shaders/mrt.cg",
|
---|
[2818] | 490 | RenderState::sCgVertexProfile,
|
---|
[2810] | 491 | "vtx",
|
---|
[2809] | 492 | NULL);
|
---|
| 493 |
|
---|
[2821] | 494 | if (sCgMrtVertexProgram != NULL)
|
---|
[2809] | 495 | {
|
---|
[2810] | 496 | cgGLLoadProgram(sCgMrtVertexProgram);
|
---|
[2818] | 497 |
|
---|
[2840] | 498 | Transform3::sModelMatrixParam = cgGetNamedParameter(sCgMrtVertexProgram, "ModelMatrix");
|
---|
[2818] | 499 | sModelViewProjMatrixParam = cgGetNamedParameter(sCgMrtVertexProgram, "ModelViewProj");
|
---|
[2809] | 500 | }
|
---|
| 501 |
|
---|
[2819] | 502 | RenderState::sCgMrtFragmentTexProgram =
|
---|
[2809] | 503 | cgCreateProgramFromFile(sCgContext,
|
---|
| 504 | CG_SOURCE,
|
---|
[2810] | 505 | "src/shaders/mrt.cg",
|
---|
[2818] | 506 | RenderState::sCgFragmentProfile,
|
---|
[2819] | 507 | "fragtex",
|
---|
| 508 | NULL);
|
---|
| 509 |
|
---|
| 510 | if (RenderState::sCgMrtFragmentTexProgram != NULL)
|
---|
| 511 | {
|
---|
| 512 | cgGLLoadProgram(RenderState::sCgMrtFragmentTexProgram);
|
---|
| 513 |
|
---|
| 514 | sMaxDepthParamTex = cgGetNamedParameter(RenderState::sCgMrtFragmentTexProgram, "maxDepth");
|
---|
| 515 | Material::sDiffuseTexParam = cgGetNamedParameter(RenderState::sCgMrtFragmentTexProgram, "diffuse");
|
---|
[2822] | 516 | Material::sAmbientTexParam = cgGetNamedParameter(RenderState::sCgMrtFragmentTexProgram, "ambient");
|
---|
[2819] | 517 |
|
---|
| 518 | cgGLSetParameter1f(sMaxDepthParamTex, 10.0f / myfar);
|
---|
[2834] | 519 | Debug << "maxdepth: " << 10.0f / myfar << endl;
|
---|
[2819] | 520 | }
|
---|
| 521 | else
|
---|
| 522 | cerr << "fragment tex program failed to load" << endl;
|
---|
| 523 |
|
---|
| 524 | RenderState::sCgMrtFragmentProgram =
|
---|
| 525 | cgCreateProgramFromFile(sCgContext,
|
---|
| 526 | CG_SOURCE,
|
---|
| 527 | "src/shaders/mrt.cg",
|
---|
| 528 | RenderState::sCgFragmentProfile,
|
---|
[2810] | 529 | "frag",
|
---|
[2809] | 530 | NULL);
|
---|
| 531 |
|
---|
[2819] | 532 | if (RenderState::sCgMrtFragmentProgram != NULL)
|
---|
[2809] | 533 | {
|
---|
[2819] | 534 | cgGLLoadProgram(RenderState::sCgMrtFragmentProgram);
|
---|
[2809] | 535 |
|
---|
[2819] | 536 | sMaxDepthParam = cgGetNamedParameter(RenderState::sCgMrtFragmentProgram, "maxDepth");
|
---|
| 537 | Material::sDiffuseParam = cgGetNamedParameter(RenderState::sCgMrtFragmentProgram, "diffuse");
|
---|
[2822] | 538 | Material::sAmbientParam = cgGetNamedParameter(RenderState::sCgMrtFragmentProgram, "ambient");
|
---|
[2818] | 539 |
|
---|
| 540 | cgGLSetParameter1f(sMaxDepthParam, 10.0f / myfar);
|
---|
[2809] | 541 | }
|
---|
| 542 | else
|
---|
[2819] | 543 | cerr << "fragment program failed to load" << endl;
|
---|
[2809] | 544 |
|
---|
| 545 | PrintGLerror("init");
|
---|
[2818] | 546 |
|
---|
[2834] | 547 | cout << "cg initialization successful" << endl;
|
---|
[2809] | 548 | }
|
---|
| 549 |
|
---|
| 550 |
|
---|
| 551 | void InitFBO()
|
---|
[2810] | 552 | {
|
---|
[2857] | 553 | // this fbo basicly stores the scene information we get from standard rendering of a frame
|
---|
| 554 | // we store colors, normals, positions (for the ssao)
|
---|
[2884] | 555 | fbo = new FrameBufferObject(texWidth, texHeight, FrameBufferObject::DEPTH_32);
|
---|
[2857] | 556 |
|
---|
[2859] | 557 | // the diffuse color buffer
|
---|
[2874] | 558 | fbo->AddColorBuffer(ColorBufferObject::BUFFER_FLOAT_32, ColorBufferObject::WRAP_CLAMP_TO_EDGE, ColorBufferObject::FILTER_MIPMAP_LINEAR, true);
|
---|
| 559 | //fbo->AddColorBuffer(ColorBufferObject::BUFFER_FLOAT_32, ColorBufferObject::WRAP_CLAMP_TO_EDGE, ColorBufferObject::FILTER_NEAREST, false);
|
---|
[2868] | 560 |
|
---|
[2859] | 561 | // the positions buffer
|
---|
[2867] | 562 | fbo->AddColorBuffer(ColorBufferObject::BUFFER_FLOAT_32, ColorBufferObject::WRAP_CLAMP_TO_EDGE, ColorBufferObject::FILTER_MIPMAP_LINEAR, true);
|
---|
[2873] | 563 | //fbo->AddColorBuffer(ColorBufferObject::BUFFER_FLOAT_32, ColorBufferObject::WRAP_CLAMP_TO_EDGE, ColorBufferObject::FILTER_NEAREST, false);
|
---|
[2868] | 564 |
|
---|
[2859] | 565 | // the normals buffer
|
---|
[2867] | 566 | //fbo->AddColorBuffer(ColorBufferObject::BUFFER_UBYTE, ColorBufferObject::WRAP_CLAMP_TO_EDGE, ColorBufferObject::FILTER_NEAREST, false);
|
---|
| 567 | fbo->AddColorBuffer(ColorBufferObject::BUFFER_FLOAT_16, ColorBufferObject::WRAP_CLAMP_TO_EDGE, ColorBufferObject::FILTER_NEAREST, false);
|
---|
[2857] | 568 |
|
---|
[2879] | 569 | // another color buffer
|
---|
[2884] | 570 | fbo->AddColorBuffer(ColorBufferObject::BUFFER_FLOAT_32, ColorBufferObject::WRAP_CLAMP_TO_EDGE, ColorBufferObject::FILTER_NEAREST, false);
|
---|
[2879] | 571 |
|
---|
[2810] | 572 | PrintGLerror("fbo");
|
---|
[2809] | 573 | }
|
---|
| 574 |
|
---|
| 575 |
|
---|
[2827] | 576 | bool InitFont(void)
|
---|
[2642] | 577 | {
|
---|
[2826] | 578 | glEnable(GL_TEXTURE_2D);
|
---|
| 579 |
|
---|
| 580 | glGenTextures(1, &fontTex);
|
---|
| 581 | glBindTexture(GL_TEXTURE_2D, fontTex);
|
---|
[2829] | 582 | if (!myfont.Create("data/fonts/verdana.glf", fontTex))
|
---|
[2826] | 583 | return false;
|
---|
| 584 |
|
---|
| 585 | glDisable(GL_TEXTURE_2D);
|
---|
[2827] | 586 |
|
---|
[2826] | 587 | return true;
|
---|
| 588 | }
|
---|
| 589 |
|
---|
| 590 |
|
---|
| 591 | void InitGLstate()
|
---|
| 592 | {
|
---|
[2879] | 593 | glClearColor(0.0f, 0.0, 0.2f, 0.0f);
|
---|
[2642] | 594 |
|
---|
| 595 | glPixelStorei(GL_UNPACK_ALIGNMENT, 1);
|
---|
| 596 | glPixelStorei(GL_PACK_ALIGNMENT,1);
|
---|
| 597 |
|
---|
| 598 | glDepthFunc(GL_LESS);
|
---|
[2762] | 599 | glEnable(GL_DEPTH_TEST);
|
---|
[2642] | 600 |
|
---|
[2759] | 601 | SetupLighting();
|
---|
[2642] | 602 |
|
---|
[2760] | 603 | glColor3f(1.0f, 1.0f, 1.0f);
|
---|
[2642] | 604 | glShadeModel(GL_SMOOTH);
|
---|
| 605 |
|
---|
| 606 | glMaterialf(GL_FRONT, GL_SHININESS, 64);
|
---|
| 607 | glEnable(GL_NORMALIZE);
|
---|
[2767] | 608 |
|
---|
| 609 | //glEnable(GL_ALPHA_TEST);
|
---|
| 610 | glDisable(GL_ALPHA_TEST);
|
---|
[2844] | 611 | glAlphaFunc(GL_GEQUAL, 0.8f);
|
---|
[2767] | 612 |
|
---|
[2642] | 613 | glFrontFace(GL_CCW);
|
---|
| 614 | glCullFace(GL_BACK);
|
---|
[2851] | 615 | glEnable(GL_CULL_FACE);
|
---|
| 616 |
|
---|
| 617 | //glDisable(GL_CULL_FACE);
|
---|
[2800] | 618 | glDisable(GL_TEXTURE_2D);
|
---|
[2762] | 619 |
|
---|
[2756] | 620 | GLfloat ambientColor[] = {0.5, 0.5, 0.5, 1.0};
|
---|
| 621 | GLfloat diffuseColor[] = {1.0, 0.0, 0.0, 1.0};
|
---|
[2759] | 622 | GLfloat specularColor[] = {0.0, 0.0, 0.0, 1.0};
|
---|
[2642] | 623 |
|
---|
[2756] | 624 | glMaterialfv(GL_FRONT, GL_AMBIENT, ambientColor);
|
---|
| 625 | glMaterialfv(GL_FRONT, GL_DIFFUSE, diffuseColor);
|
---|
| 626 | glMaterialfv(GL_FRONT, GL_SPECULAR, specularColor);
|
---|
[2801] | 627 |
|
---|
| 628 | glDepthFunc(GL_LESS);
|
---|
[2826] | 629 |
|
---|
[2827] | 630 | if (!InitFont())
|
---|
[2826] | 631 | cerr << "font creation failed" << endl;
|
---|
| 632 | else
|
---|
| 633 | cout << "successfully created font" << endl;
|
---|
[2642] | 634 | }
|
---|
| 635 |
|
---|
| 636 |
|
---|
[2827] | 637 | void DrawHelpMessage()
|
---|
[2826] | 638 | {
|
---|
[2642] | 639 | const char *message[] =
|
---|
| 640 | {
|
---|
| 641 | "Help information",
|
---|
| 642 | "",
|
---|
| 643 | "'F1' - shows/dismisses this message",
|
---|
[2795] | 644 | "'F2' - shows/hides bird eye view",
|
---|
[2790] | 645 | "'F3' - shows/hides bounds (boxes or tight bounds)",
|
---|
[2827] | 646 | "'F4', - shows/hides parameters",
|
---|
| 647 | "'F5' - shows/hides statistics",
|
---|
| 648 | "'F6', - toggles between fly/walkmode",
|
---|
[2826] | 649 | "'F7', - cycles throw render modes",
|
---|
| 650 | "'F8', - enables/disables ambient occlusion (only deferred)",
|
---|
| 651 | "'F9', - shows pure algorithm render time (using glFinish)",
|
---|
[2790] | 652 | "'SPACE' - cycles through occlusion culling algorithms",
|
---|
[2642] | 653 | "",
|
---|
[2827] | 654 | "'MOUSE LEFT' - turn left/right, move forward/backward",
|
---|
| 655 | "'MOUSE RIGHT' - turn left/right, move forward/backward",
|
---|
| 656 | "'MOUSE MIDDLE' - move up/down, left/right",
|
---|
| 657 | "'CURSOR UP/DOWN' - move forward/backward",
|
---|
| 658 | "'CURSOR LEFT/RIGHT' - turn left/right",
|
---|
[2642] | 659 | "",
|
---|
[2827] | 660 | "'-'/'+' - decreases/increases max batch size",
|
---|
[2837] | 661 | "'1'/'2' - downward/upward motion",
|
---|
| 662 | "'3'/'4' - decreases/increases triangles per virtual bvh leaf (sets bvh depth)",
|
---|
| 663 | "'5'/'6' - decreases/increases assumed visible frames",
|
---|
[2776] | 664 | "",
|
---|
[2786] | 665 | "'R' - use render queue",
|
---|
[2790] | 666 | "'B' - use tight bounds",
|
---|
| 667 | "'M' - use multiqueries",
|
---|
[2792] | 668 | "'O' - use CHC optimization (geometry queries for leaves)",
|
---|
[2642] | 669 | 0,
|
---|
| 670 | };
|
---|
| 671 |
|
---|
[2756] | 672 |
|
---|
[2827] | 673 | glColor4f(0.0f, 1.0f , 0.0f, 0.2f); // 20% green.
|
---|
[2756] | 674 |
|
---|
[2827] | 675 | glRecti(30, 30, winWidth - 30, winHeight - 30);
|
---|
[2642] | 676 |
|
---|
[2827] | 677 | glEnd();
|
---|
| 678 |
|
---|
[2756] | 679 | glColor3f(1.0f, 1.0f, 1.0f);
|
---|
| 680 |
|
---|
[2829] | 681 | glEnable(GL_TEXTURE_2D);
|
---|
[2827] | 682 | myfont.Begin();
|
---|
| 683 |
|
---|
| 684 | int x = 40, y = 30;
|
---|
| 685 |
|
---|
| 686 | for(int i = 0; message[i] != 0; ++ i)
|
---|
[2756] | 687 | {
|
---|
| 688 | if(message[i][0] == '\0')
|
---|
| 689 | {
|
---|
[2786] | 690 | y += 15;
|
---|
[2756] | 691 | }
|
---|
| 692 | else
|
---|
| 693 | {
|
---|
[2827] | 694 | myfont.DrawString(message[i], x, winHeight - y);
|
---|
| 695 | y += 25;
|
---|
[2642] | 696 | }
|
---|
| 697 | }
|
---|
[2829] | 698 | glDisable(GL_TEXTURE_2D);
|
---|
[2642] | 699 | }
|
---|
| 700 |
|
---|
| 701 |
|
---|
[2764] | 702 | void ResetTraverser()
|
---|
| 703 | {
|
---|
| 704 | DEL_PTR(traverser);
|
---|
| 705 |
|
---|
[2771] | 706 | bvh->ResetNodeClassifications();
|
---|
| 707 |
|
---|
[2764] | 708 | switch (renderMode)
|
---|
| 709 | {
|
---|
| 710 | case RenderTraverser::CULL_FRUSTUM:
|
---|
| 711 | traverser = new FrustumCullingTraverser();
|
---|
| 712 | break;
|
---|
| 713 | case RenderTraverser::STOP_AND_WAIT:
|
---|
| 714 | traverser = new StopAndWaitTraverser();
|
---|
| 715 | break;
|
---|
| 716 | case RenderTraverser::CHC:
|
---|
| 717 | traverser = new CHCTraverser();
|
---|
| 718 | break;
|
---|
[2767] | 719 | case RenderTraverser::CHCPLUSPLUS:
|
---|
| 720 | traverser = new CHCPlusPlusTraverser();
|
---|
| 721 | break;
|
---|
| 722 |
|
---|
[2764] | 723 | default:
|
---|
| 724 | traverser = new FrustumCullingTraverser();
|
---|
| 725 | }
|
---|
| 726 |
|
---|
[2767] | 727 | traverser->SetCamera(camera);
|
---|
[2764] | 728 | traverser->SetHierarchy(bvh);
|
---|
[2801] | 729 | traverser->SetRenderQueue(renderQueue);
|
---|
[2764] | 730 | traverser->SetRenderState(&state);
|
---|
[2770] | 731 | traverser->SetUseOptimization(useOptimization);
|
---|
| 732 | traverser->SetUseRenderQueue(useRenderQueue);
|
---|
| 733 | traverser->SetVisibilityThreshold(threshold);
|
---|
[2776] | 734 | traverser->SetAssumedVisibleFrames(assumedVisibleFrames);
|
---|
| 735 | traverser->SetMaxBatchSize(maxBatchSize);
|
---|
| 736 | traverser->SetUseMultiQueries(useMultiQueries);
|
---|
[2786] | 737 | traverser->SetUseTightBounds(useTightBounds);
|
---|
[2825] | 738 | traverser->SetUseDepthPass(renderType == RenderState::DEPTH_PASS);
|
---|
[2801] | 739 | traverser->SetRenderQueue(renderQueue);
|
---|
[2764] | 740 | }
|
---|
| 741 |
|
---|
| 742 |
|
---|
[2759] | 743 | void SetupLighting()
|
---|
[2642] | 744 | {
|
---|
[2759] | 745 | glEnable(GL_LIGHTING);
|
---|
| 746 | glEnable(GL_LIGHT0);
|
---|
[2825] | 747 | glEnable(GL_LIGHT1);
|
---|
| 748 |
|
---|
[2759] | 749 | GLfloat ambient[] = {0.2, 0.2, 0.2, 1.0};
|
---|
| 750 | GLfloat diffuse[] = {1.0, 1.0, 1.0, 1.0};
|
---|
| 751 | GLfloat specular[] = {1.0, 1.0, 1.0, 1.0};
|
---|
| 752 |
|
---|
[2825] | 753 | GLfloat lmodel_ambient[] = {0.3f, 0.3f, 0.3f, 1.0f};
|
---|
[2759] | 754 |
|
---|
| 755 | glLightfv(GL_LIGHT0, GL_AMBIENT, ambient);
|
---|
| 756 | glLightfv(GL_LIGHT0, GL_DIFFUSE, diffuse);
|
---|
| 757 | glLightfv(GL_LIGHT0, GL_SPECULAR, specular);
|
---|
| 758 |
|
---|
| 759 |
|
---|
| 760 | ////////////
|
---|
| 761 | //-- second light
|
---|
| 762 |
|
---|
[2825] | 763 | GLfloat ambient1[] = {0.2, 0.2, 0.2, 1.0};
|
---|
| 764 | GLfloat diffuse1[] = {1.0, 1.0, 1.0, 1.0};
|
---|
| 765 | //GLfloat diffuse1[] = {0.5, 0.5, 0.5, 1.0};
|
---|
| 766 | GLfloat specular1[] = {0.0, 0.0, 0.0, 1.0};
|
---|
[2759] | 767 |
|
---|
| 768 | glLightfv(GL_LIGHT1, GL_AMBIENT, ambient1);
|
---|
| 769 | glLightfv(GL_LIGHT1, GL_DIFFUSE, diffuse1);
|
---|
| 770 | glLightfv(GL_LIGHT1, GL_SPECULAR, specular1);
|
---|
[2825] | 771 |
|
---|
[2759] | 772 |
|
---|
[2825] | 773 | //////////////////////////////
|
---|
| 774 |
|
---|
| 775 | GLfloat position[] = {0.8f, -1.0f, 0.7f, 0.0f};
|
---|
| 776 | glLightfv(GL_LIGHT0, GL_POSITION, position);
|
---|
| 777 |
|
---|
| 778 | GLfloat position1[] = {-0.5f, 0.5f, 0.4f, 0.0f};
|
---|
[2759] | 779 | glLightfv(GL_LIGHT1, GL_POSITION, position1);
|
---|
| 780 |
|
---|
| 781 | glLightModelfv(GL_LIGHT_MODEL_AMBIENT, lmodel_ambient);
|
---|
[2801] | 782 | glLightModeli(GL_LIGHT_MODEL_LOCAL_VIEWER, GL_TRUE);
|
---|
[2759] | 783 | glLightModeli(GL_LIGHT_MODEL_COLOR_CONTROL_EXT, GL_SINGLE_COLOR_EXT);
|
---|
[2642] | 784 | }
|
---|
| 785 |
|
---|
[2800] | 786 |
|
---|
[2795] | 787 | void SetupEyeView()
|
---|
[2642] | 788 | {
|
---|
[2861] | 789 | // store matrix of last frame
|
---|
| 790 | oldViewProjMatrix = matProjectionView;
|
---|
[2834] | 791 |
|
---|
[2759] | 792 | glMatrixMode(GL_PROJECTION);
|
---|
| 793 | glLoadIdentity();
|
---|
| 794 |
|
---|
[2833] | 795 | gluPerspective(fov, winAspectRatio, nearDist, myfar);
|
---|
[2759] | 796 |
|
---|
[2756] | 797 | glMatrixMode(GL_MODELVIEW);
|
---|
[2795] | 798 | glLoadIdentity();
|
---|
[2864] | 799 |
|
---|
| 800 | // set up the camera view
|
---|
[2760] | 801 | camera->SetupCameraView();
|
---|
| 802 |
|
---|
[2864] | 803 | // set lights
|
---|
[2825] | 804 | GLfloat position[] = {0.8f, -1.0f, 0.7f, 0.0f};
|
---|
[2759] | 805 | glLightfv(GL_LIGHT0, GL_POSITION, position);
|
---|
| 806 |
|
---|
[2825] | 807 | GLfloat position1[] = {-0.5f, 0.5f, 0.4f, 0.0f};
|
---|
[2759] | 808 | glLightfv(GL_LIGHT1, GL_POSITION, position1);
|
---|
[2825] | 809 |
|
---|
| 810 |
|
---|
[2864] | 811 | /////////////////
|
---|
| 812 |
|
---|
| 813 | Matrix4x4 matViewing, matProjection;
|
---|
| 814 |
|
---|
[2834] | 815 | camera->GetModelViewMatrix(matViewing);
|
---|
| 816 | camera->GetProjectionMatrix(matProjection);
|
---|
| 817 |
|
---|
[2864] | 818 | // store matrix for later use
|
---|
[2834] | 819 | matProjectionView = matViewing * matProjection;
|
---|
| 820 |
|
---|
[2825] | 821 | if (renderType == RenderState::DEFERRED)
|
---|
| 822 | {
|
---|
| 823 | // set modelview matrix for shaders
|
---|
| 824 | cgGLSetStateMatrixParameter(sModelViewProjMatrixParam,
|
---|
| 825 | CG_GL_MODELVIEW_PROJECTION_MATRIX,
|
---|
| 826 | CG_GL_MATRIX_IDENTITY);
|
---|
| 827 |
|
---|
| 828 | static Matrix4x4 identity = IdentityMatrix();
|
---|
[2840] | 829 | cgGLSetMatrixParameterfc(Transform3::sModelMatrixParam, (const float *)identity.x);
|
---|
[2834] | 830 | }
|
---|
[2642] | 831 | }
|
---|
| 832 |
|
---|
| 833 |
|
---|
[2792] | 834 | void KeyHorizontalMotion(float shift)
|
---|
| 835 | {
|
---|
[2888] | 836 | Vector3 hvec = -camera->GetDirection();
|
---|
[2792] | 837 | hvec.z = 0;
|
---|
| 838 |
|
---|
| 839 | Vector3 pos = camera->GetPosition();
|
---|
| 840 | pos += hvec * shift;
|
---|
| 841 |
|
---|
| 842 | camera->SetPosition(pos);
|
---|
| 843 | }
|
---|
| 844 |
|
---|
| 845 |
|
---|
[2794] | 846 | void KeyVerticalMotion(float shift)
|
---|
| 847 | {
|
---|
| 848 | Vector3 uvec = Vector3(0, 0, shift);
|
---|
| 849 |
|
---|
| 850 | Vector3 pos = camera->GetPosition();
|
---|
| 851 | pos += uvec;
|
---|
| 852 |
|
---|
| 853 | camera->SetPosition(pos);
|
---|
| 854 | }
|
---|
| 855 |
|
---|
| 856 |
|
---|
[2857] | 857 | // the main rendering loop
|
---|
[2792] | 858 | void Display()
|
---|
[2801] | 859 | {
|
---|
[2800] | 860 | Vector3 oldPos = camera->GetPosition();
|
---|
| 861 |
|
---|
[2792] | 862 | if (leftKeyPressed)
|
---|
[2795] | 863 | camera->Pitch(KeyRotationAngle());
|
---|
[2792] | 864 | if (rightKeyPressed)
|
---|
[2795] | 865 | camera->Pitch(-KeyRotationAngle());
|
---|
[2792] | 866 | if (upKeyPressed)
|
---|
[2887] | 867 | KeyHorizontalMotion(-KeyShift());
|
---|
| 868 | if (downKeyPressed)
|
---|
[2795] | 869 | KeyHorizontalMotion(KeyShift());
|
---|
[2837] | 870 | if (ascendKeyPressed)
|
---|
| 871 | KeyVerticalMotion(KeyShift());
|
---|
| 872 | if (descendKeyPressed)
|
---|
[2795] | 873 | KeyVerticalMotion(-KeyShift());
|
---|
[2792] | 874 |
|
---|
[2801] | 875 | // place view on ground
|
---|
| 876 | if (!flyMode) PlaceViewer(oldPos);
|
---|
[2800] | 877 |
|
---|
[2826] | 878 | if (showAlgorithmTime)
|
---|
| 879 | {
|
---|
| 880 | glFinish();
|
---|
| 881 | algTimer.Start();
|
---|
| 882 | }
|
---|
[2809] | 883 |
|
---|
[2887] | 884 |
|
---|
| 885 | //shadowMapping->ComputeShadowMap(light, traverser);
|
---|
| 886 |
|
---|
| 887 |
|
---|
| 888 |
|
---|
[2825] | 889 | // render without shading
|
---|
| 890 | switch (renderType)
|
---|
| 891 | {
|
---|
| 892 | case RenderState::FIXED:
|
---|
| 893 |
|
---|
[2851] | 894 | glEnable(GL_MULTISAMPLE_ARB);
|
---|
[2879] | 895 |
|
---|
[2825] | 896 | state.SetRenderType(RenderState::FIXED);
|
---|
| 897 | glEnable(GL_LIGHTING);
|
---|
[2809] | 898 |
|
---|
[2825] | 899 | cgGLDisableProfile(RenderState::sCgFragmentProfile);
|
---|
| 900 | cgGLDisableProfile(RenderState::sCgVertexProfile);
|
---|
[2809] | 901 |
|
---|
[2829] | 902 | glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT);
|
---|
| 903 |
|
---|
[2825] | 904 | break;
|
---|
| 905 |
|
---|
| 906 | case RenderState::DEPTH_PASS:
|
---|
[2851] | 907 |
|
---|
| 908 | glEnable(GL_MULTISAMPLE_ARB);
|
---|
[2879] | 909 |
|
---|
[2857] | 910 | cgGLDisableProfile(RenderState::sCgFragmentProfile);
|
---|
| 911 | cgGLDisableProfile(RenderState::sCgVertexProfile);
|
---|
| 912 |
|
---|
[2825] | 913 | state.SetRenderType(RenderState::DEPTH_PASS);
|
---|
[2857] | 914 |
|
---|
| 915 | // the scene is rendered withouth any shading
|
---|
[2825] | 916 | glDisable(GL_LIGHTING);
|
---|
[2809] | 917 |
|
---|
[2829] | 918 | glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT);
|
---|
| 919 |
|
---|
| 920 | glColorMask(GL_FALSE, GL_FALSE, GL_FALSE, GL_FALSE);
|
---|
| 921 |
|
---|
[2825] | 922 | break;
|
---|
| 923 |
|
---|
| 924 | case RenderState::DEFERRED:
|
---|
[2851] | 925 |
|
---|
[2879] | 926 | if (!fbo) InitFBO();
|
---|
| 927 |
|
---|
[2878] | 928 | // multisampling does not work with deferred shading
|
---|
[2851] | 929 | glDisable(GL_MULTISAMPLE_ARB);
|
---|
| 930 |
|
---|
[2825] | 931 | state.SetRenderType(RenderState::DEFERRED);
|
---|
| 932 |
|
---|
[2861] | 933 | fbo->Bind();
|
---|
[2825] | 934 |
|
---|
| 935 | glPushAttrib(GL_VIEWPORT_BIT);
|
---|
| 936 | glViewport(0, 0, texWidth, texHeight);
|
---|
| 937 |
|
---|
| 938 | cgGLEnableProfile(RenderState::sCgFragmentProfile);
|
---|
| 939 | cgGLBindProgram(RenderState::sCgMrtFragmentProgram);
|
---|
| 940 |
|
---|
| 941 | cgGLEnableProfile(RenderState::sCgVertexProfile);
|
---|
| 942 | cgGLBindProgram(sCgMrtVertexProgram);
|
---|
| 943 |
|
---|
[2861] | 944 | /// draw to 3 color buffers
|
---|
[2825] | 945 | glDrawBuffers(3, mrt);
|
---|
| 946 |
|
---|
[2829] | 947 | glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT);
|
---|
| 948 |
|
---|
[2825] | 949 | break;
|
---|
| 950 | }
|
---|
| 951 |
|
---|
[2642] | 952 |
|
---|
[2801] | 953 | glDepthFunc(GL_LESS);
|
---|
[2825] | 954 |
|
---|
[2801] | 955 | glDisable(GL_TEXTURE_2D);
|
---|
| 956 | glDisableClientState(GL_TEXTURE_COORD_ARRAY);
|
---|
[2825] | 957 |
|
---|
[2801] | 958 |
|
---|
[2861] | 959 | // reset lod levels for current frame
|
---|
[2847] | 960 | LODLevel::InitFrame(camera->GetPosition());
|
---|
| 961 |
|
---|
| 962 |
|
---|
[2756] | 963 | // bring eye modelview matrix up-to-date
|
---|
| 964 | SetupEyeView();
|
---|
[2642] | 965 |
|
---|
[2767] | 966 | // actually render the scene geometry using one of the specified algorithms
|
---|
| 967 | traverser->RenderScene();
|
---|
[2795] | 968 |
|
---|
[2801] | 969 |
|
---|
[2826] | 970 |
|
---|
[2825] | 971 | /////////
|
---|
[2809] | 972 | //-- do the rest of the rendering
|
---|
[2801] | 973 |
|
---|
| 974 | glEnableClientState(GL_VERTEX_ARRAY);
|
---|
| 975 | glEnableClientState(GL_NORMAL_ARRAY);
|
---|
| 976 |
|
---|
| 977 |
|
---|
| 978 | // reset depth pass and render visible objects
|
---|
[2825] | 979 | if (renderType == RenderState::DEPTH_PASS)
|
---|
[2801] | 980 | {
|
---|
[2829] | 981 | glColorMask(GL_TRUE, GL_TRUE, GL_TRUE, GL_TRUE);
|
---|
[2801] | 982 | RenderVisibleObjects();
|
---|
| 983 | }
|
---|
[2764] | 984 |
|
---|
[2801] | 985 |
|
---|
[2796] | 986 | ///////////////
|
---|
| 987 | //-- render sky
|
---|
[2795] | 988 |
|
---|
[2796] | 989 | RenderSky();
|
---|
[2801] | 990 |
|
---|
| 991 | state.Reset();
|
---|
| 992 |
|
---|
| 993 | glDisableClientState(GL_VERTEX_ARRAY);
|
---|
| 994 | glDisableClientState(GL_NORMAL_ARRAY);
|
---|
| 995 |
|
---|
[2857] | 996 |
|
---|
[2825] | 997 | if (renderType == RenderState::DEFERRED)
|
---|
| 998 | {
|
---|
[2881] | 999 | FrameBufferObject::Release();
|
---|
[2810] | 1000 |
|
---|
[2825] | 1001 | cgGLDisableProfile(RenderState::sCgVertexProfile);
|
---|
| 1002 | cgGLDisableProfile(RenderState::sCgFragmentProfile);
|
---|
[2809] | 1003 |
|
---|
[2861] | 1004 | if (useSsao)
|
---|
[2879] | 1005 | {
|
---|
| 1006 | if (!ssaoShader) ssaoShader = new SsaoShader(texWidth, texHeight, camera, myfar / 10.0f);
|
---|
| 1007 | //DEL_PTR(deferredShader);
|
---|
[2861] | 1008 | ssaoShader->Render(fbo, oldViewProjMatrix, ssaoExpFactor);
|
---|
[2879] | 1009 |
|
---|
| 1010 | }
|
---|
[2861] | 1011 | else
|
---|
[2879] | 1012 | {
|
---|
| 1013 | if (!deferredShader) deferredShader = new DeferredShader(texWidth, texHeight);
|
---|
| 1014 | //DEL_PTR(ssaoShader);
|
---|
[2861] | 1015 | deferredShader->Render(fbo);
|
---|
[2879] | 1016 | }
|
---|
[2825] | 1017 | }
|
---|
[2879] | 1018 | else
|
---|
| 1019 | {
|
---|
| 1020 | /*DEL_PTR(fbo);
|
---|
| 1021 | DEL_PTR(ssaoShader);
|
---|
| 1022 | DEL_PTR(deferredShader);
|
---|
| 1023 | */
|
---|
| 1024 | }
|
---|
[2827] | 1025 |
|
---|
| 1026 | ///////////
|
---|
| 1027 |
|
---|
| 1028 | state.SetRenderType(RenderState::FIXED);
|
---|
| 1029 |
|
---|
[2826] | 1030 | if (showAlgorithmTime)
|
---|
| 1031 | {
|
---|
| 1032 | glFinish();
|
---|
[2827] | 1033 |
|
---|
[2826] | 1034 | algTime = algTimer.Elapsedms();
|
---|
[2827] | 1035 | perfGraph->AddData(algTime);
|
---|
[2828] | 1036 |
|
---|
[2827] | 1037 | perfGraph->Draw();
|
---|
[2826] | 1038 | }
|
---|
[2827] | 1039 | else
|
---|
| 1040 | {
|
---|
| 1041 | if (visMode) DisplayVisualization();
|
---|
| 1042 | }
|
---|
[2825] | 1043 |
|
---|
[2884] | 1044 | glFlush();
|
---|
[2847] | 1045 |
|
---|
| 1046 | const bool restart = true;
|
---|
| 1047 | elapsedTime = frameTimer.Elapsedms(restart);
|
---|
| 1048 |
|
---|
[2764] | 1049 | DisplayStats();
|
---|
[2767] | 1050 |
|
---|
[2642] | 1051 | glutSwapBuffers();
|
---|
| 1052 | }
|
---|
| 1053 |
|
---|
| 1054 |
|
---|
| 1055 | #pragma warning( disable : 4100 )
|
---|
[2792] | 1056 | void KeyBoard(unsigned char c, int x, int y)
|
---|
[2642] | 1057 | {
|
---|
| 1058 | switch(c)
|
---|
| 1059 | {
|
---|
| 1060 | case 27:
|
---|
[2792] | 1061 | CleanUp();
|
---|
[2642] | 1062 | exit(0);
|
---|
| 1063 | break;
|
---|
| 1064 | case 32: //space
|
---|
[2800] | 1065 | renderMode = (renderMode + 1) % RenderTraverser::NUM_TRAVERSAL_TYPES;
|
---|
[2764] | 1066 | ResetTraverser();
|
---|
[2642] | 1067 | break;
|
---|
| 1068 | case 'h':
|
---|
| 1069 | case 'H':
|
---|
| 1070 | showHelp = !showHelp;
|
---|
| 1071 | break;
|
---|
| 1072 | case '+':
|
---|
[2867] | 1073 | if (maxBatchSize < 10)
|
---|
| 1074 | maxBatchSize = 10;
|
---|
| 1075 | else
|
---|
| 1076 | maxBatchSize += 10;
|
---|
| 1077 |
|
---|
[2776] | 1078 | traverser->SetMaxBatchSize(maxBatchSize);
|
---|
[2642] | 1079 | break;
|
---|
| 1080 | case '-':
|
---|
[2776] | 1081 | maxBatchSize -= 10;
|
---|
| 1082 | if (maxBatchSize < 0) maxBatchSize = 1;
|
---|
| 1083 | traverser->SetMaxBatchSize(maxBatchSize);
|
---|
[2642] | 1084 | break;
|
---|
[2837] | 1085 | case 'M':
|
---|
| 1086 | case 'm':
|
---|
| 1087 | useMultiQueries = !useMultiQueries;
|
---|
| 1088 | traverser->SetUseMultiQueries(useMultiQueries);
|
---|
| 1089 | break;
|
---|
| 1090 | case '1':
|
---|
| 1091 | descendKeyPressed = true;
|
---|
| 1092 | break;
|
---|
| 1093 | case '2':
|
---|
| 1094 | ascendKeyPressed = true;
|
---|
| 1095 | break;
|
---|
| 1096 | case '3':
|
---|
| 1097 | if (trianglesPerVirtualLeaf >= 100)
|
---|
| 1098 | trianglesPerVirtualLeaf -= 100;
|
---|
| 1099 | bvh->SetVirtualLeaves(trianglesPerVirtualLeaf);
|
---|
| 1100 | break;
|
---|
| 1101 | case '4':
|
---|
| 1102 | trianglesPerVirtualLeaf += 100;
|
---|
| 1103 | bvh->SetVirtualLeaves(trianglesPerVirtualLeaf);
|
---|
| 1104 | break;
|
---|
| 1105 | case '5':
|
---|
[2776] | 1106 | assumedVisibleFrames -= 1;
|
---|
| 1107 | if (assumedVisibleFrames < 1) assumedVisibleFrames = 1;
|
---|
| 1108 | traverser->SetAssumedVisibleFrames(assumedVisibleFrames);
|
---|
| 1109 | break;
|
---|
[2837] | 1110 | case '6':
|
---|
[2776] | 1111 | assumedVisibleFrames += 1;
|
---|
| 1112 | traverser->SetAssumedVisibleFrames(assumedVisibleFrames);
|
---|
| 1113 | break;
|
---|
[2837] | 1114 | case '7':
|
---|
[2861] | 1115 | ssaoExpFactor *= 0.5f;
|
---|
[2776] | 1116 | break;
|
---|
[2767] | 1117 | case '8':
|
---|
[2861] | 1118 | ssaoExpFactor *= 2.0f;
|
---|
| 1119 | if (ssaoExpFactor > 1.0f) ssaoExpFactor = 1.0f;
|
---|
[2837] | 1120 | break;
|
---|
[2865] | 1121 | case '9':
|
---|
| 1122 | useLODs = !useLODs;
|
---|
| 1123 | SceneEntity::SetUseLODs(useLODs);
|
---|
| 1124 | break;
|
---|
[2887] | 1125 | case 'P':
|
---|
| 1126 | case 'p':
|
---|
| 1127 | if (samplingMethod == SsaoShader::GAUSS)
|
---|
| 1128 | samplingMethod = SsaoShader::POISSON;
|
---|
| 1129 | else
|
---|
| 1130 | samplingMethod = SsaoShader::GAUSS;
|
---|
| 1131 |
|
---|
| 1132 | ssaoShader->SetSamplingMethod(samplingMethod);
|
---|
| 1133 |
|
---|
| 1134 | break;
|
---|
[2875] | 1135 | case 'g':
|
---|
| 1136 | case 'G':
|
---|
| 1137 | useGlobIllum = !useGlobIllum;
|
---|
| 1138 | ssaoShader->SetUseGlobIllum(useGlobIllum);
|
---|
| 1139 | break;
|
---|
| 1140 | case 't':
|
---|
| 1141 | case 'T':
|
---|
| 1142 | useTemporalCoherence = !useTemporalCoherence;
|
---|
| 1143 | ssaoShader->SetUseTemporalCoherence(useTemporalCoherence);
|
---|
| 1144 | break;
|
---|
[2792] | 1145 | case 'o':
|
---|
| 1146 | case 'O':
|
---|
[2642] | 1147 | useOptimization = !useOptimization;
|
---|
[2764] | 1148 | traverser->SetUseOptimization(useOptimization);
|
---|
[2767] | 1149 | break;
|
---|
| 1150 | case 'a':
|
---|
| 1151 | case 'A':
|
---|
[2792] | 1152 | leftKeyPressed = true;
|
---|
[2767] | 1153 | break;
|
---|
| 1154 | case 'd':
|
---|
| 1155 | case 'D':
|
---|
[2792] | 1156 | rightKeyPressed = true;
|
---|
[2767] | 1157 | break;
|
---|
| 1158 | case 'w':
|
---|
| 1159 | case 'W':
|
---|
[2792] | 1160 | upKeyPressed = true;
|
---|
[2767] | 1161 | break;
|
---|
[2829] | 1162 | case 's':
|
---|
| 1163 | case 'S':
|
---|
[2792] | 1164 | downKeyPressed = true;
|
---|
[2767] | 1165 | break;
|
---|
| 1166 | case 'r':
|
---|
| 1167 | case 'R':
|
---|
| 1168 | {
|
---|
| 1169 | useRenderQueue = !useRenderQueue;
|
---|
| 1170 | traverser->SetUseRenderQueue(useRenderQueue);
|
---|
| 1171 | }
|
---|
[2790] | 1172 | break;
|
---|
[2786] | 1173 | case 'b':
|
---|
| 1174 | case 'B':
|
---|
| 1175 | {
|
---|
| 1176 | useTightBounds = !useTightBounds;
|
---|
| 1177 | traverser->SetUseTightBounds(useTightBounds);
|
---|
| 1178 | }
|
---|
[2790] | 1179 | break;
|
---|
[2642] | 1180 | default:
|
---|
| 1181 | return;
|
---|
| 1182 | }
|
---|
| 1183 |
|
---|
| 1184 | glutPostRedisplay();
|
---|
| 1185 | }
|
---|
| 1186 |
|
---|
| 1187 |
|
---|
[2792] | 1188 | void SpecialKeyUp(int c, int x, int y)
|
---|
[2642] | 1189 | {
|
---|
[2792] | 1190 | switch (c)
|
---|
| 1191 | {
|
---|
| 1192 | case GLUT_KEY_LEFT:
|
---|
| 1193 | leftKeyPressed = false;
|
---|
| 1194 | break;
|
---|
| 1195 | case GLUT_KEY_RIGHT:
|
---|
| 1196 | rightKeyPressed = false;
|
---|
| 1197 | break;
|
---|
| 1198 | case GLUT_KEY_UP:
|
---|
| 1199 | upKeyPressed = false;
|
---|
| 1200 | break;
|
---|
| 1201 | case GLUT_KEY_DOWN:
|
---|
| 1202 | downKeyPressed = false;
|
---|
| 1203 | break;
|
---|
| 1204 | default:
|
---|
| 1205 | return;
|
---|
| 1206 | }
|
---|
| 1207 | //glutPostRedisplay();
|
---|
| 1208 | }
|
---|
| 1209 |
|
---|
| 1210 |
|
---|
| 1211 | void KeyUp(unsigned char c, int x, int y)
|
---|
| 1212 | {
|
---|
| 1213 | switch (c)
|
---|
| 1214 | {
|
---|
[2879] | 1215 |
|
---|
[2792] | 1216 | case 'A':
|
---|
| 1217 | case 'a':
|
---|
| 1218 | leftKeyPressed = false;
|
---|
| 1219 | break;
|
---|
| 1220 | case 'D':
|
---|
| 1221 | case 'd':
|
---|
| 1222 | rightKeyPressed = false;
|
---|
| 1223 | break;
|
---|
| 1224 | case 'W':
|
---|
| 1225 | case 'w':
|
---|
| 1226 | upKeyPressed = false;
|
---|
| 1227 | break;
|
---|
[2829] | 1228 | case 'S':
|
---|
| 1229 | case 's':
|
---|
[2792] | 1230 | downKeyPressed = false;
|
---|
| 1231 | break;
|
---|
[2837] | 1232 | case '1':
|
---|
| 1233 | descendKeyPressed = false;
|
---|
[2794] | 1234 | break;
|
---|
[2837] | 1235 | case '2':
|
---|
| 1236 | ascendKeyPressed = false;
|
---|
[2794] | 1237 | break;
|
---|
| 1238 |
|
---|
[2792] | 1239 | default:
|
---|
| 1240 | return;
|
---|
| 1241 | }
|
---|
| 1242 | //glutPostRedisplay();
|
---|
| 1243 | }
|
---|
| 1244 |
|
---|
| 1245 |
|
---|
| 1246 | void Special(int c, int x, int y)
|
---|
| 1247 | {
|
---|
[2642] | 1248 | switch(c)
|
---|
| 1249 | {
|
---|
| 1250 | case GLUT_KEY_F1:
|
---|
| 1251 | showHelp = !showHelp;
|
---|
| 1252 | break;
|
---|
[2790] | 1253 | case GLUT_KEY_F2:
|
---|
[2795] | 1254 | visMode = !visMode;
|
---|
[2790] | 1255 | break;
|
---|
| 1256 | case GLUT_KEY_F3:
|
---|
| 1257 | showBoundingVolumes = !showBoundingVolumes;
|
---|
| 1258 | traverser->SetShowBounds(showBoundingVolumes);
|
---|
| 1259 | break;
|
---|
| 1260 | case GLUT_KEY_F4:
|
---|
[2827] | 1261 | showOptions = !showOptions;
|
---|
[2790] | 1262 | break;
|
---|
| 1263 | case GLUT_KEY_F5:
|
---|
[2827] | 1264 | showStatistics = !showStatistics;
|
---|
[2790] | 1265 | break;
|
---|
[2800] | 1266 | case GLUT_KEY_F6:
|
---|
| 1267 | flyMode = !flyMode;
|
---|
| 1268 | break;
|
---|
[2801] | 1269 | case GLUT_KEY_F7:
|
---|
[2825] | 1270 |
|
---|
| 1271 | renderType = (renderType + 1) % 3;
|
---|
| 1272 | traverser->SetUseDepthPass(renderType == RenderState::DEPTH_PASS);
|
---|
| 1273 |
|
---|
[2801] | 1274 | break;
|
---|
[2803] | 1275 | case GLUT_KEY_F8:
|
---|
[2821] | 1276 | useSsao = !useSsao;
|
---|
| 1277 | break;
|
---|
[2826] | 1278 | case GLUT_KEY_F9:
|
---|
| 1279 | showAlgorithmTime = !showAlgorithmTime;
|
---|
| 1280 | break;
|
---|
| 1281 |
|
---|
[2642] | 1282 | case GLUT_KEY_LEFT:
|
---|
[2767] | 1283 | {
|
---|
[2792] | 1284 | leftKeyPressed = true;
|
---|
[2795] | 1285 | camera->Pitch(KeyRotationAngle());
|
---|
[2767] | 1286 | }
|
---|
[2642] | 1287 | break;
|
---|
| 1288 | case GLUT_KEY_RIGHT:
|
---|
[2767] | 1289 | {
|
---|
[2792] | 1290 | rightKeyPressed = true;
|
---|
[2795] | 1291 | camera->Pitch(-KeyRotationAngle());
|
---|
[2767] | 1292 | }
|
---|
[2642] | 1293 | break;
|
---|
| 1294 | case GLUT_KEY_UP:
|
---|
[2767] | 1295 | {
|
---|
[2792] | 1296 | upKeyPressed = true;
|
---|
[2795] | 1297 | KeyHorizontalMotion(KeyShift());
|
---|
[2767] | 1298 | }
|
---|
[2642] | 1299 | break;
|
---|
| 1300 | case GLUT_KEY_DOWN:
|
---|
[2767] | 1301 | {
|
---|
[2792] | 1302 | downKeyPressed = true;
|
---|
[2795] | 1303 | KeyHorizontalMotion(-KeyShift());
|
---|
[2767] | 1304 | }
|
---|
[2642] | 1305 | break;
|
---|
| 1306 | default:
|
---|
| 1307 | return;
|
---|
| 1308 |
|
---|
| 1309 | }
|
---|
| 1310 |
|
---|
| 1311 | glutPostRedisplay();
|
---|
| 1312 | }
|
---|
[2767] | 1313 |
|
---|
[2642] | 1314 | #pragma warning( default : 4100 )
|
---|
| 1315 |
|
---|
| 1316 |
|
---|
[2792] | 1317 | void Reshape(int w, int h)
|
---|
[2642] | 1318 | {
|
---|
[2759] | 1319 | winAspectRatio = 1.0f;
|
---|
[2642] | 1320 |
|
---|
| 1321 | glViewport(0, 0, w, h);
|
---|
| 1322 |
|
---|
| 1323 | winWidth = w;
|
---|
| 1324 | winHeight = h;
|
---|
| 1325 |
|
---|
[2833] | 1326 | if (w) winAspectRatio = (float) w / (float) h;
|
---|
[2642] | 1327 |
|
---|
[2758] | 1328 | glMatrixMode(GL_PROJECTION);
|
---|
| 1329 | glLoadIdentity();
|
---|
[2642] | 1330 |
|
---|
[2833] | 1331 | gluPerspective(fov, winAspectRatio, nearDist, myfar);
|
---|
[2788] | 1332 |
|
---|
[2758] | 1333 | glMatrixMode(GL_MODELVIEW);
|
---|
| 1334 |
|
---|
[2642] | 1335 | glutPostRedisplay();
|
---|
| 1336 | }
|
---|
| 1337 |
|
---|
| 1338 |
|
---|
[2792] | 1339 | void Mouse(int button, int state, int x, int y)
|
---|
[2642] | 1340 | {
|
---|
[2758] | 1341 | if ((button == GLUT_LEFT_BUTTON) && (state == GLUT_DOWN))
|
---|
[2642] | 1342 | {
|
---|
| 1343 | xEyeBegin = x;
|
---|
| 1344 | yMotionBegin = y;
|
---|
| 1345 |
|
---|
[2792] | 1346 | glutMotionFunc(LeftMotion);
|
---|
[2642] | 1347 | }
|
---|
[2758] | 1348 | else if ((button == GLUT_RIGHT_BUTTON) && (state == GLUT_DOWN))
|
---|
[2642] | 1349 | {
|
---|
[2829] | 1350 | xEyeBegin = x;
|
---|
[2758] | 1351 | yEyeBegin = y;
|
---|
| 1352 | yMotionBegin = y;
|
---|
| 1353 |
|
---|
[2792] | 1354 | glutMotionFunc(RightMotion);
|
---|
[2758] | 1355 | }
|
---|
| 1356 | else if ((button == GLUT_MIDDLE_BUTTON) && (state == GLUT_DOWN))
|
---|
| 1357 | {
|
---|
[2642] | 1358 | horizontalMotionBegin = x;
|
---|
| 1359 | verticalMotionBegin = y;
|
---|
[2792] | 1360 | glutMotionFunc(MiddleMotion);
|
---|
[2642] | 1361 | }
|
---|
| 1362 |
|
---|
| 1363 | glutPostRedisplay();
|
---|
| 1364 | }
|
---|
| 1365 |
|
---|
[2758] | 1366 |
|
---|
| 1367 | /** rotation for left/right mouse drag
|
---|
[2642] | 1368 | motion for up/down mouse drag
|
---|
| 1369 | */
|
---|
[2792] | 1370 | void LeftMotion(int x, int y)
|
---|
[2642] | 1371 | {
|
---|
[2758] | 1372 | Vector3 viewDir = camera->GetDirection();
|
---|
| 1373 | Vector3 pos = camera->GetPosition();
|
---|
| 1374 |
|
---|
| 1375 | // don't move in the vertical direction
|
---|
[2764] | 1376 | Vector3 horView(viewDir[0], viewDir[1], 0);
|
---|
[2642] | 1377 |
|
---|
[2795] | 1378 | float eyeXAngle = 0.2f * M_PI * (xEyeBegin - x) / 180.0;
|
---|
[2756] | 1379 |
|
---|
[2795] | 1380 | camera->Pitch(eyeXAngle);
|
---|
[2787] | 1381 |
|
---|
[2888] | 1382 | pos += horView * (yMotionBegin - y) * 0.2f;
|
---|
[2795] | 1383 |
|
---|
[2758] | 1384 | camera->SetPosition(pos);
|
---|
[2642] | 1385 |
|
---|
| 1386 | xEyeBegin = x;
|
---|
| 1387 | yMotionBegin = y;
|
---|
[2758] | 1388 |
|
---|
[2642] | 1389 | glutPostRedisplay();
|
---|
| 1390 | }
|
---|
| 1391 |
|
---|
[2758] | 1392 |
|
---|
[2767] | 1393 | /** rotation for left / right mouse drag
|
---|
| 1394 | motion for up / down mouse drag
|
---|
[2758] | 1395 | */
|
---|
[2792] | 1396 | void RightMotion(int x, int y)
|
---|
[2758] | 1397 | {
|
---|
[2829] | 1398 | float eyeXAngle = 0.2f * M_PI * (xEyeBegin - x) / 180.0;
|
---|
[2795] | 1399 | float eyeYAngle = -0.2f * M_PI * (yEyeBegin - y) / 180.0;
|
---|
[2758] | 1400 |
|
---|
[2795] | 1401 | camera->Yaw(eyeYAngle);
|
---|
[2829] | 1402 | camera->Pitch(eyeXAngle);
|
---|
[2780] | 1403 |
|
---|
[2829] | 1404 | xEyeBegin = x;
|
---|
[2758] | 1405 | yEyeBegin = y;
|
---|
[2829] | 1406 |
|
---|
[2758] | 1407 | glutPostRedisplay();
|
---|
| 1408 | }
|
---|
| 1409 |
|
---|
| 1410 |
|
---|
[2642] | 1411 | // strafe
|
---|
[2792] | 1412 | void MiddleMotion(int x, int y)
|
---|
[2642] | 1413 | {
|
---|
[2758] | 1414 | Vector3 viewDir = camera->GetDirection();
|
---|
| 1415 | Vector3 pos = camera->GetPosition();
|
---|
| 1416 |
|
---|
[2642] | 1417 | // the 90 degree rotated view vector
|
---|
| 1418 | // y zero so we don't move in the vertical
|
---|
[2764] | 1419 | Vector3 rVec(viewDir[0], viewDir[1], 0);
|
---|
[2642] | 1420 |
|
---|
[2764] | 1421 | Matrix4x4 rot = RotationZMatrix(M_PI * 0.5f);
|
---|
[2758] | 1422 | rVec = rot * rVec;
|
---|
[2642] | 1423 |
|
---|
[2888] | 1424 | pos -= rVec * (x - horizontalMotionBegin) * 0.1f;
|
---|
[2764] | 1425 | pos[2] += (verticalMotionBegin - y) * 0.1f;
|
---|
[2642] | 1426 |
|
---|
[2758] | 1427 | camera->SetPosition(pos);
|
---|
| 1428 |
|
---|
[2642] | 1429 | horizontalMotionBegin = x;
|
---|
| 1430 | verticalMotionBegin = y;
|
---|
[2758] | 1431 |
|
---|
[2642] | 1432 | glutPostRedisplay();
|
---|
| 1433 | }
|
---|
| 1434 |
|
---|
| 1435 |
|
---|
[2756] | 1436 | void InitExtensions(void)
|
---|
[2642] | 1437 | {
|
---|
| 1438 | GLenum err = glewInit();
|
---|
[2756] | 1439 |
|
---|
[2642] | 1440 | if (GLEW_OK != err)
|
---|
| 1441 | {
|
---|
| 1442 | // problem: glewInit failed, something is seriously wrong
|
---|
| 1443 | fprintf(stderr,"Error: %s\n", glewGetErrorString(err));
|
---|
| 1444 | exit(1);
|
---|
| 1445 | }
|
---|
[2756] | 1446 | if (!GLEW_ARB_occlusion_query)
|
---|
[2642] | 1447 | {
|
---|
[2756] | 1448 | printf("I require the GL_ARB_occlusion_query to work.\n");
|
---|
[2642] | 1449 | exit(1);
|
---|
| 1450 | }
|
---|
| 1451 | }
|
---|
| 1452 |
|
---|
| 1453 |
|
---|
[2826] | 1454 | void Begin2D()
|
---|
[2642] | 1455 | {
|
---|
| 1456 | glDisable(GL_LIGHTING);
|
---|
| 1457 | glDisable(GL_DEPTH_TEST);
|
---|
| 1458 |
|
---|
[2826] | 1459 | glMatrixMode(GL_PROJECTION);
|
---|
[2642] | 1460 | glPushMatrix();
|
---|
| 1461 | glLoadIdentity();
|
---|
[2834] | 1462 |
|
---|
[2826] | 1463 | gluOrtho2D(0, winWidth, 0, winHeight);
|
---|
[2642] | 1464 |
|
---|
[2826] | 1465 | glMatrixMode(GL_MODELVIEW);
|
---|
[2642] | 1466 | glPushMatrix();
|
---|
| 1467 | glLoadIdentity();
|
---|
| 1468 | }
|
---|
| 1469 |
|
---|
| 1470 |
|
---|
[2826] | 1471 | void End2D()
|
---|
[2642] | 1472 | {
|
---|
[2834] | 1473 | glMatrixMode(GL_PROJECTION);
|
---|
[2642] | 1474 | glPopMatrix();
|
---|
[2834] | 1475 |
|
---|
[2642] | 1476 | glMatrixMode(GL_MODELVIEW);
|
---|
| 1477 | glPopMatrix();
|
---|
| 1478 |
|
---|
| 1479 | glEnable(GL_LIGHTING);
|
---|
| 1480 | glEnable(GL_DEPTH_TEST);
|
---|
| 1481 | }
|
---|
| 1482 |
|
---|
| 1483 |
|
---|
[2787] | 1484 | // displays the visualisation of culling algorithm
|
---|
| 1485 | void DisplayVisualization()
|
---|
[2796] | 1486 | {
|
---|
[2787] | 1487 | visualization->SetFrameId(traverser->GetCurrentFrameId());
|
---|
| 1488 |
|
---|
[2792] | 1489 | Begin2D();
|
---|
[2642] | 1490 | glBlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA);
|
---|
| 1491 | glEnable(GL_BLEND);
|
---|
[2827] | 1492 | glColor4f(0.0f ,0.0f, 0.0f, 0.5f);
|
---|
[2642] | 1493 |
|
---|
[2827] | 1494 | glRecti(winWidth - winWidth / 3, winHeight - winHeight / 3, winWidth, winHeight);
|
---|
[2642] | 1495 | glDisable(GL_BLEND);
|
---|
[2792] | 1496 | End2D();
|
---|
[2788] | 1497 |
|
---|
| 1498 |
|
---|
| 1499 | AxisAlignedBox3 box = bvh->GetBox();
|
---|
| 1500 |
|
---|
[2838] | 1501 | // hack: set far plane for viz
|
---|
[2807] | 1502 | camera->SetFar(0.35f * Magnitude(box.Diagonal()));
|
---|
[2796] | 1503 |
|
---|
[2807] | 1504 | const float offs = box.Size().x * 0.3f;
|
---|
[2834] | 1505 |
|
---|
[2838] | 1506 | //Vector3 vizpos = Vector3(box.Min().x, box.Min().y + box.Size().y * 0.5f, box.Min().z + box.Size().z * 50);
|
---|
| 1507 | Vector3 vizpos = Vector3(box.Min().x, box.Min().y - box.Size().y * 0.35f, box.Min().z + box.Size().z * 50);
|
---|
[2806] | 1508 |
|
---|
[2795] | 1509 | visCamera->SetPosition(vizpos);
|
---|
[2838] | 1510 | visCamera->ResetPitchAndYaw();
|
---|
| 1511 | //visCamera->Pitch(M_PI);
|
---|
| 1512 |
|
---|
[2834] | 1513 | glPushAttrib(GL_VIEWPORT_BIT);
|
---|
[2806] | 1514 | glViewport(winWidth - winWidth / 3, winHeight - winHeight / 3, winWidth / 3, winHeight / 3);
|
---|
[2796] | 1515 |
|
---|
| 1516 | glMatrixMode(GL_PROJECTION);
|
---|
[2834] | 1517 | glPushMatrix();
|
---|
| 1518 |
|
---|
[2787] | 1519 | glLoadIdentity();
|
---|
[2796] | 1520 |
|
---|
[2807] | 1521 | glOrtho(-offs, offs, -offs, offs, 0.0f, box.Size().z * 100.0f);
|
---|
[2787] | 1522 |
|
---|
[2796] | 1523 | glMatrixMode(GL_MODELVIEW);
|
---|
[2834] | 1524 | glPushMatrix();
|
---|
[2787] | 1525 |
|
---|
[2796] | 1526 | visCamera->SetupCameraView();
|
---|
[2806] | 1527 |
|
---|
[2838] | 1528 | //Matrix4x4 rotX = RotationXMatrix(camera->GetYaw());
|
---|
| 1529 | //glMultMatrixf((float *)rotX.x);
|
---|
[2806] | 1530 | Matrix4x4 rotZ = RotationZMatrix(-camera->GetPitch());
|
---|
| 1531 | glMultMatrixf((float *)rotZ.x);
|
---|
| 1532 |
|
---|
[2887] | 1533 | // inverse translation in order to fix current position
|
---|
[2838] | 1534 | Vector3 pos = camera->GetPosition();
|
---|
[2806] | 1535 | glTranslatef(-pos.x, -pos.y, -pos.z);
|
---|
| 1536 |
|
---|
| 1537 |
|
---|
[2788] | 1538 | GLfloat position[] = {0.8f, 1.0f, 1.5f, 0.0f};
|
---|
| 1539 | glLightfv(GL_LIGHT0, GL_POSITION, position);
|
---|
[2787] | 1540 |
|
---|
[2788] | 1541 | GLfloat position1[] = {bvh->GetBox().Center().x, bvh->GetBox().Max().y, bvh->GetBox().Center().z, 1.0f};
|
---|
| 1542 | glLightfv(GL_LIGHT1, GL_POSITION, position1);
|
---|
[2787] | 1543 |
|
---|
[2642] | 1544 | glClear(GL_DEPTH_BUFFER_BIT);
|
---|
| 1545 |
|
---|
[2888] | 1546 |
|
---|
[2767] | 1547 | ////////////
|
---|
[2787] | 1548 | //-- visualization of the occlusion culling
|
---|
| 1549 |
|
---|
[2767] | 1550 | visualization->Render();
|
---|
[2887] | 1551 |
|
---|
[2888] | 1552 | // coordinates
|
---|
[2887] | 1553 | glColor3f(0.0f, 1.0f, 0.0f);
|
---|
| 1554 | glBegin(GL_LINES);
|
---|
| 1555 | glVertex3d(pos.x, pos.y, pos.z);
|
---|
| 1556 | glVertex3d(pos.x + 100, pos.y, pos.z);
|
---|
| 1557 | glEnd();
|
---|
| 1558 |
|
---|
| 1559 | glColor3f(0.0f, 0.0f, 1.0f);
|
---|
| 1560 | glBegin(GL_LINES);
|
---|
| 1561 | glVertex3d(pos.x, pos.y, pos.z);
|
---|
| 1562 | glVertex3d(pos.x, pos.y + 100, pos.z);
|
---|
| 1563 | glEnd();
|
---|
[2767] | 1564 |
|
---|
[2834] | 1565 | // reset previous settings
|
---|
| 1566 | glPopAttrib();
|
---|
| 1567 |
|
---|
| 1568 | glMatrixMode(GL_PROJECTION);
|
---|
| 1569 | glPopMatrix();
|
---|
| 1570 | glMatrixMode(GL_MODELVIEW);
|
---|
| 1571 | glPopMatrix();
|
---|
[2642] | 1572 | }
|
---|
| 1573 |
|
---|
[2767] | 1574 |
|
---|
[2642] | 1575 | // cleanup routine after the main loop
|
---|
[2756] | 1576 | void CleanUp()
|
---|
[2642] | 1577 | {
|
---|
[2756] | 1578 | DEL_PTR(traverser);
|
---|
[2796] | 1579 | DEL_PTR(sceneQuery);
|
---|
[2756] | 1580 | DEL_PTR(bvh);
|
---|
[2767] | 1581 | DEL_PTR(visualization);
|
---|
[2787] | 1582 | DEL_PTR(camera);
|
---|
[2793] | 1583 | DEL_PTR(loader);
|
---|
[2801] | 1584 | DEL_PTR(renderQueue);
|
---|
[2827] | 1585 | DEL_PTR(perfGraph);
|
---|
[2809] | 1586 |
|
---|
[2879] | 1587 | DEL_PTR(fbo);
|
---|
| 1588 | DEL_PTR(ssaoShader);
|
---|
| 1589 | DEL_PTR(deferredShader);
|
---|
| 1590 |
|
---|
[2810] | 1591 | if (sCgMrtVertexProgram)
|
---|
| 1592 | cgDestroyProgram(sCgMrtVertexProgram);
|
---|
[2827] | 1593 | if (RenderState::sCgMrtFragmentProgram)
|
---|
| 1594 | cgDestroyProgram(RenderState::sCgMrtFragmentProgram);
|
---|
| 1595 | if (RenderState::sCgMrtFragmentTexProgram)
|
---|
| 1596 | cgDestroyProgram(RenderState::sCgMrtFragmentTexProgram);
|
---|
[2861] | 1597 |
|
---|
[2809] | 1598 | if (sCgContext)
|
---|
| 1599 | cgDestroyContext(sCgContext);
|
---|
[2642] | 1600 | }
|
---|
| 1601 |
|
---|
| 1602 |
|
---|
| 1603 | // this function inserts a dezimal point after each 1000
|
---|
[2829] | 1604 | void CalcDecimalPoint(string &str, int d, int len)
|
---|
[2642] | 1605 | {
|
---|
[2827] | 1606 | static vector<int> numbers;
|
---|
| 1607 | numbers.clear();
|
---|
| 1608 |
|
---|
[2829] | 1609 | static string shortStr;
|
---|
| 1610 | shortStr.clear();
|
---|
[2642] | 1611 |
|
---|
[2829] | 1612 | static char hstr[100];
|
---|
| 1613 |
|
---|
[2642] | 1614 | while (d != 0)
|
---|
| 1615 | {
|
---|
| 1616 | numbers.push_back(d % 1000);
|
---|
| 1617 | d /= 1000;
|
---|
| 1618 | }
|
---|
| 1619 |
|
---|
| 1620 | // first element without leading zeros
|
---|
| 1621 | if (numbers.size() > 0)
|
---|
| 1622 | {
|
---|
[2800] | 1623 | sprintf(hstr, "%d", numbers.back());
|
---|
[2829] | 1624 | shortStr.append(hstr);
|
---|
[2642] | 1625 | }
|
---|
| 1626 |
|
---|
[2764] | 1627 | for (int i = (int)numbers.size() - 2; i >= 0; i--)
|
---|
[2642] | 1628 | {
|
---|
[2800] | 1629 | sprintf(hstr, ",%03d", numbers[i]);
|
---|
[2829] | 1630 | shortStr.append(hstr);
|
---|
[2642] | 1631 | }
|
---|
[2829] | 1632 |
|
---|
| 1633 | int dif = len - (int)shortStr.size();
|
---|
| 1634 |
|
---|
| 1635 | for (int i = 0; i < dif; ++ i)
|
---|
| 1636 | {
|
---|
| 1637 | str += " ";
|
---|
| 1638 | }
|
---|
| 1639 |
|
---|
| 1640 | str.append(shortStr);
|
---|
[2764] | 1641 | }
|
---|
| 1642 |
|
---|
| 1643 |
|
---|
| 1644 | void DisplayStats()
|
---|
| 1645 | {
|
---|
[2826] | 1646 | static char msg[9][300];
|
---|
[2764] | 1647 |
|
---|
[2826] | 1648 | static double frameTime = elapsedTime;
|
---|
| 1649 | static double renderTime = algTime;
|
---|
| 1650 |
|
---|
[2818] | 1651 | const float expFactor = 0.1f;
|
---|
[2767] | 1652 |
|
---|
[2802] | 1653 | // if some strange render time spike happened in this frame => don't count
|
---|
[2826] | 1654 | if (elapsedTime < 500) frameTime = elapsedTime * expFactor + (1.0f - expFactor) * elapsedTime;
|
---|
| 1655 |
|
---|
| 1656 | static float rTime = 1000.0f;
|
---|
[2764] | 1657 |
|
---|
[2826] | 1658 | if (showAlgorithmTime)
|
---|
| 1659 | {
|
---|
| 1660 | if (algTime < 500) renderTime = algTime * expFactor + (1.0f - expFactor) * renderTime;
|
---|
| 1661 | }
|
---|
[2802] | 1662 |
|
---|
[2826] | 1663 | accumulatedTime += elapsedTime;
|
---|
| 1664 |
|
---|
[2776] | 1665 | if (accumulatedTime > 500) // update every fraction of a second
|
---|
[2770] | 1666 | {
|
---|
| 1667 | accumulatedTime = 0;
|
---|
| 1668 |
|
---|
[2826] | 1669 | if (frameTime) fps = 1e3f / (float)frameTime;
|
---|
| 1670 |
|
---|
| 1671 | rTime = renderTime;
|
---|
[2770] | 1672 | renderedObjects = traverser->GetStats().mNumRenderedGeometry;
|
---|
[2773] | 1673 | renderedNodes = traverser->GetStats().mNumRenderedNodes;
|
---|
| 1674 | renderedTriangles = traverser->GetStats().mNumRenderedTriangles;
|
---|
| 1675 |
|
---|
[2770] | 1676 | traversedNodes = traverser->GetStats().mNumTraversedNodes;
|
---|
| 1677 | frustumCulledNodes = traverser->GetStats().mNumFrustumCulledNodes;
|
---|
| 1678 | queryCulledNodes = traverser->GetStats().mNumQueryCulledNodes;
|
---|
| 1679 | issuedQueries = traverser->GetStats().mNumIssuedQueries;
|
---|
| 1680 | stateChanges = traverser->GetStats().mNumStateChanges;
|
---|
[2800] | 1681 | numBatches = traverser->GetStats().mNumBatches;
|
---|
[2770] | 1682 | }
|
---|
| 1683 |
|
---|
[2764] | 1684 |
|
---|
[2826] | 1685 | Begin2D();
|
---|
[2808] | 1686 |
|
---|
[2826] | 1687 | glEnable(GL_BLEND);
|
---|
| 1688 | glBlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA);
|
---|
[2764] | 1689 |
|
---|
[2826] | 1690 | if (showHelp)
|
---|
| 1691 | {
|
---|
| 1692 | DrawHelpMessage();
|
---|
| 1693 | }
|
---|
| 1694 | else
|
---|
| 1695 | {
|
---|
[2829] | 1696 | if (showOptions)
|
---|
| 1697 | {
|
---|
| 1698 | glColor4f(0.0f, 0.0f, 0.0f, 0.5f);
|
---|
| 1699 | glRecti(5, winHeight - 95, winWidth * 2 / 3 - 5, winHeight - 5);
|
---|
| 1700 | }
|
---|
| 1701 |
|
---|
| 1702 | if (showStatistics)
|
---|
| 1703 | {
|
---|
| 1704 | glColor4f(0.0f, 0.0f, 0.0f, 0.5f);
|
---|
| 1705 | glRecti(5, winHeight - 165, winWidth * 2 / 3 - 5, winHeight - 100);
|
---|
| 1706 | }
|
---|
| 1707 |
|
---|
| 1708 | glEnable(GL_TEXTURE_2D);
|
---|
| 1709 |
|
---|
[2827] | 1710 | myfont.Begin();
|
---|
[2769] | 1711 |
|
---|
[2826] | 1712 | if (showOptions)
|
---|
| 1713 | {
|
---|
[2829] | 1714 | glColor3f(0.0f, 1.0f, 0.0f);
|
---|
| 1715 |
|
---|
[2826] | 1716 | int i = 0;
|
---|
| 1717 |
|
---|
| 1718 | static char *renderTypeStr[] = {"fixed function", "fixed function + depth pass", "deferred shading"};
|
---|
[2825] | 1719 |
|
---|
[2826] | 1720 | sprintf(msg[i ++], "multiqueries: %d, tight bounds: %d, render queue: %d",
|
---|
| 1721 | useMultiQueries, useTightBounds, useRenderQueue);
|
---|
[2792] | 1722 |
|
---|
[2826] | 1723 | sprintf(msg[i ++], "render technique: %s, SSAO: %d", renderTypeStr[renderType], useSsao);
|
---|
[2808] | 1724 |
|
---|
[2826] | 1725 | sprintf(msg[i ++], "triangles per virtual leaf: %5d", trianglesPerVirtualLeaf);
|
---|
[2808] | 1726 |
|
---|
[2826] | 1727 | sprintf(msg[i ++], "assumed visible frames: %4d, max batch size: %4d",
|
---|
| 1728 | assumedVisibleFrames, maxBatchSize);
|
---|
[2808] | 1729 |
|
---|
[2826] | 1730 | for (int j = 0; j < 4; ++ j)
|
---|
[2829] | 1731 | myfont.DrawString(msg[j], 10.0f, winHeight - 5 - j * 20);
|
---|
[2826] | 1732 | }
|
---|
[2808] | 1733 |
|
---|
[2786] | 1734 | if (showStatistics)
|
---|
[2764] | 1735 | {
|
---|
[2829] | 1736 | glColor3f(1.0f, 1.0f, 0.0f);
|
---|
| 1737 |
|
---|
[2826] | 1738 | string str;
|
---|
| 1739 | string str2;
|
---|
| 1740 |
|
---|
[2829] | 1741 | int len = 10;
|
---|
| 1742 | CalcDecimalPoint(str, renderedTriangles, len);
|
---|
| 1743 | CalcDecimalPoint(str2, bvh->GetBvhStats().mTriangles, len);
|
---|
[2826] | 1744 |
|
---|
| 1745 | int i = 4;
|
---|
| 1746 |
|
---|
[2829] | 1747 | sprintf(msg[i ++], "rendered: %6d of %6d nodes, %s of %s triangles",
|
---|
[2826] | 1748 | renderedNodes, bvh->GetNumVirtualNodes(), str.c_str(), str2.c_str());
|
---|
| 1749 |
|
---|
| 1750 | sprintf(msg[i ++], "traversed: %5d, frustum culled: %5d, query culled: %5d",
|
---|
| 1751 | traversedNodes, frustumCulledNodes, queryCulledNodes);
|
---|
| 1752 |
|
---|
| 1753 | sprintf(msg[i ++], "issued queries: %5d, state changes: %5d, render batches: %5d",
|
---|
| 1754 | issuedQueries, stateChanges, numBatches);
|
---|
| 1755 |
|
---|
| 1756 | for (int j = 4; j < 7; ++ j)
|
---|
[2829] | 1757 | myfont.DrawString(msg[j], 10.0f, winHeight - (j + 1) * 20);
|
---|
[2764] | 1758 | }
|
---|
[2790] | 1759 |
|
---|
[2826] | 1760 | glColor3f(1.0f, 1.0f, 1.0f);
|
---|
| 1761 | static char *alg_str[] = {"Frustum Cull", "Stop and Wait", "CHC", "CHC ++"};
|
---|
[2827] | 1762 |
|
---|
| 1763 | if (!showAlgorithmTime)
|
---|
| 1764 | {
|
---|
| 1765 | sprintf(msg[7], "%s: %6.1f fps", alg_str[renderMode], fps);
|
---|
| 1766 | }
|
---|
| 1767 | else
|
---|
| 1768 | {
|
---|
| 1769 | sprintf(msg[7], "%s: %6.1f ms", alg_str[renderMode], rTime);
|
---|
| 1770 | }
|
---|
[2826] | 1771 |
|
---|
[2829] | 1772 | myfont.DrawString(msg[7], 1.3f, 690.0f, 760.0f);//, top_color, bottom_color);
|
---|
[2827] | 1773 |
|
---|
| 1774 | //sprintf(msg[8], "algorithm time: %6.1f ms", rTime);
|
---|
| 1775 | //myfont.DrawString(msg[8], 720.0f, 730.0f);
|
---|
[2764] | 1776 | }
|
---|
| 1777 |
|
---|
[2826] | 1778 | glDisable(GL_BLEND);
|
---|
| 1779 | glDisable(GL_TEXTURE_2D);
|
---|
| 1780 |
|
---|
[2792] | 1781 | End2D();
|
---|
[2764] | 1782 | }
|
---|
[2796] | 1783 |
|
---|
| 1784 |
|
---|
| 1785 | void RenderSky()
|
---|
| 1786 | {
|
---|
| 1787 | SceneEntityContainer::const_iterator sit, sit_end = skyGeometry.end();
|
---|
| 1788 |
|
---|
| 1789 | for (sit = skyGeometry.begin(); sit != sit_end; ++ sit)
|
---|
| 1790 | (*sit)->Render(&state);
|
---|
[2801] | 1791 | }
|
---|
[2796] | 1792 |
|
---|
| 1793 |
|
---|
[2801] | 1794 | void RenderVisibleObjects()
|
---|
| 1795 | {
|
---|
[2825] | 1796 | state.SetRenderType(RenderState::FIXED);
|
---|
[2796] | 1797 | state.Reset();
|
---|
[2801] | 1798 |
|
---|
| 1799 | glEnable(GL_LIGHTING);
|
---|
| 1800 | glDepthFunc(GL_LEQUAL);
|
---|
| 1801 |
|
---|
| 1802 | //cout << "visible: " << (int)traverser->GetVisibleObjects().size() << endl;
|
---|
| 1803 |
|
---|
| 1804 | SceneEntityContainer::const_iterator sit,
|
---|
| 1805 | sit_end = traverser->GetVisibleObjects().end();
|
---|
| 1806 |
|
---|
| 1807 | for (sit = traverser->GetVisibleObjects().begin(); sit != sit_end; ++ sit)
|
---|
| 1808 | renderQueue->Enqueue(*sit);
|
---|
| 1809 |
|
---|
| 1810 | renderQueue->Apply();
|
---|
| 1811 |
|
---|
| 1812 | glDepthFunc(GL_LESS);
|
---|
| 1813 | }
|
---|
| 1814 |
|
---|
| 1815 |
|
---|
| 1816 | void PlaceViewer(const Vector3 &oldPos)
|
---|
| 1817 | {
|
---|
| 1818 | Vector3 playerPos = camera->GetPosition();
|
---|
| 1819 |
|
---|
[2843] | 1820 | bool validIntersect = sceneQuery->CalcIntersection(playerPos);
|
---|
[2801] | 1821 |
|
---|
[2853] | 1822 | if (validIntersect)
|
---|
[2848] | 1823 | // && ((playerPos.z - oldPos.z) < bvh->GetBox().Size(2) * 1e-1f))
|
---|
[2801] | 1824 | {
|
---|
| 1825 | camera->SetPosition(playerPos);
|
---|
| 1826 | }
|
---|
[2809] | 1827 | }
|
---|