[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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[2896] | 35 | #include "DeferredRenderer.h"
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[2887] | 36 | #include "ShadowMapping.h"
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| 37 | #include "Light.h"
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[2642] | 38 |
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| 39 |
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[2756] | 40 | using namespace std;
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[2776] | 41 | using namespace CHCDemoEngine;
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[2642] | 42 |
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| 43 |
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[2828] | 44 | static Environment env;
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| 45 |
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[2911] | 46 | #define MAX_DEPTH_CONST 10.0f
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[2828] | 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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[2927] | 72 | float nearDist = 0.1f;
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| 73 | float farDist = 1e6f;
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[2856] | 74 | /// the field of view
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| 75 | float fov = 50.0f;
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[2771] | 76 | /// the pixel threshold where a node is still considered invisible
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| 77 | int threshold;
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[2764] | 78 |
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[2776] | 79 | int assumedVisibleFrames = 10;
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| 80 | int maxBatchSize = 50;
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[2771] | 81 |
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[2800] | 82 | int trianglesPerVirtualLeaf = INITIAL_TRIANGLES_PER_VIRTUAL_LEAVES;
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[2767] | 83 |
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[2796] | 84 | SceneQuery *sceneQuery = NULL;
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[2801] | 85 | RenderQueue *renderQueue = NULL;
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[2796] | 86 |
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[2897] | 87 | // traverses and renders the hierarchy
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| 88 | RenderTraverser *shadowTraverser = NULL;
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| 89 |
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| 90 |
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[2809] | 91 | /// these values get scaled with the frame rate
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[2828] | 92 | static float keyForwardMotion = 30.0f;
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| 93 | static float keyRotation = 1.5f;
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[2801] | 94 |
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[2826] | 95 | /// elapsed time in milliseconds
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| 96 | double elapsedTime = 1000.0f;
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| 97 | double algTime = 1000.0f;
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[2795] | 98 |
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[2809] | 99 | static int winWidth = 1024;
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[2813] | 100 | static int winHeight = 768;
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[2892] | 101 |
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[2931] | 102 | const float shadowSize = 4096;
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[2892] | 103 |
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[2809] | 104 | static float winAspectRatio = 1.0f;
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[2642] | 105 |
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[2776] | 106 | double accumulatedTime = 1000;
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[2770] | 107 | float fps = 1e3f;
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| 108 |
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[2826] | 109 | glfont::GLFont myfont;
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| 110 |
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[2809] | 111 | // rendertexture
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[2828] | 112 | static int texWidth = 1024;
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| 113 | static int texHeight = 768;
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[2866] | 114 |
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| 115 |
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[2770] | 116 | int renderedObjects = 0;
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[2773] | 117 | int renderedNodes = 0;
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| 118 | int renderedTriangles = 0;
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| 119 |
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[2770] | 120 | int issuedQueries = 0;
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| 121 | int traversedNodes = 0;
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| 122 | int frustumCulledNodes = 0;
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| 123 | int queryCulledNodes = 0;
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| 124 | int stateChanges = 0;
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[2800] | 125 | int numBatches = 0;
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[2770] | 126 |
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[2642] | 127 | bool showHelp = false;
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[2826] | 128 | bool showStatistics = false;
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[2865] | 129 | bool showOptions = true;
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[2642] | 130 | bool showBoundingVolumes = false;
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| 131 | bool visMode = false;
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| 132 |
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[2792] | 133 | // mouse navigation state
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[2809] | 134 | int xEyeBegin = 0;
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| 135 | int yEyeBegin = 0;
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| 136 | int yMotionBegin = 0;
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| 137 | int verticalMotionBegin = 0;
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| 138 | int horizontalMotionBegin = 0;
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[2642] | 139 |
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[2770] | 140 | bool useOptimization = false;
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[2786] | 141 | bool useTightBounds = true;
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[2795] | 142 | bool useRenderQueue = true;
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[2786] | 143 | bool useMultiQueries = true;
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[2800] | 144 | bool flyMode = true;
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| 145 |
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[2795] | 146 | SceneEntityContainer skyGeometry;
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| 147 |
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[2792] | 148 | bool leftKeyPressed = false;
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| 149 | bool rightKeyPressed = false;
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| 150 | bool upKeyPressed = false;
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| 151 | bool downKeyPressed = false;
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[2837] | 152 | bool descendKeyPressed = false;
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| 153 | bool ascendKeyPressed = false;
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[2787] | 154 |
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[2875] | 155 | bool useGlobIllum = false;
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| 156 | bool useTemporalCoherence = true;
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| 157 |
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[2901] | 158 | static float ssaoTempCohFactor = 255.0;
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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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[2930] | 174 | DeferredRenderer::SAMPLING_METHOD samplingMethod = DeferredRenderer::SAMPLING_POISSON;
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[2865] | 175 |
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[2903] | 176 | bool useAdvancedShading = false;
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| 177 |
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[2895] | 178 | bool showShadowMap = false;
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| 179 | bool shadowChanged = true;
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| 180 |
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[2834] | 181 | static Matrix4x4 matProjectionView = IdentityMatrix();
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[2820] | 182 |
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[2931] | 183 | bool renderLightView = false;
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[2894] | 184 |
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[2931] | 185 |
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| 186 |
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[2894] | 187 | ShadowMap *shadowMap = NULL;
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[2887] | 188 | Light *light = NULL;
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[2834] | 189 |
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[2895] | 190 |
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[2809] | 191 | // function forward declarations
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[2759] | 192 | void InitExtensions();
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[2756] | 193 | void DisplayVisualization();
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[2759] | 194 | void InitGLstate();
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[2809] | 195 | void InitRenderTexture();
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| 196 | void InitCg();
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[2759] | 197 | void CleanUp();
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| 198 | void SetupEyeView();
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| 199 | void UpdateEyeMtx();
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| 200 | void SetupLighting();
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[2764] | 201 | void DisplayStats();
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[2769] | 202 | void Output(int x, int y, const char *string);
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[2786] | 203 | void DrawHelpMessage();
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[2796] | 204 | void RenderSky();
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[2801] | 205 | void RenderVisibleObjects();
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[2756] | 206 |
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[2792] | 207 | void Begin2D();
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| 208 | void End2D();
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| 209 | void KeyBoard(unsigned char c, int x, int y);
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| 210 | void DrawStatistics();
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| 211 | void Display();
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| 212 | void Special(int c, int x, int y);
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| 213 | void KeyUp(unsigned char c, int x, int y);
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| 214 | void SpecialKeyUp(int c, int x, int y);
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| 215 | void Reshape(int w, int h);
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| 216 | void Mouse(int button, int state, int x, int y);
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| 217 | void LeftMotion(int x, int y);
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| 218 | void RightMotion(int x, int y);
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| 219 | void MiddleMotion(int x, int y);
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| 220 | void CalcDecimalPoint(string &str, int d);
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[2642] | 221 |
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[2897] | 222 | RenderTraverser *CreateTraverser(Camera *cam);
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| 223 |
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[2792] | 224 | void KeyHorizontalMotion(float shift);
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[2794] | 225 | void KeyVerticalMotion(float shift);
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[2642] | 226 |
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[2801] | 227 | void PlaceViewer(const Vector3 &oldPos);
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[2642] | 228 |
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[2801] | 229 |
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[2887] | 230 |
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[2826] | 231 | inline float KeyRotationAngle() { return keyRotation * elapsedTime * 1e-3f; }
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| 232 | inline float KeyShift() { return keyForwardMotion * elapsedTime * 1e-3f; }
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[2792] | 233 |
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[2809] | 234 | void InitFBO();
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[2795] | 235 |
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[2896] | 236 | DeferredRenderer *ssaoShader = NULL;
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[2810] | 237 |
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[2809] | 238 |
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| 239 |
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[2810] | 240 | /////////
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| 241 | //-- cg stuff
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| 242 |
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[2808] | 243 | static CGcontext sCgContext = NULL;
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[2810] | 244 | static CGprogram sCgMrtVertexProgram = NULL;
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[2795] | 245 |
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[2818] | 246 | static CGparameter sModelViewProjMatrixParam;
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[2809] | 247 | static CGparameter sMaxDepthParam;
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[2819] | 248 | static CGparameter sMaxDepthParamTex;
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[2808] | 249 |
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[2861] | 250 | static Matrix4x4 oldViewProjMatrix;
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[2820] | 251 |
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[2837] | 252 |
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[2809] | 253 | static void cgErrorCallback()
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| 254 | {
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| 255 | CGerror lastError = cgGetError();
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| 256 |
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| 257 | if(lastError)
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| 258 | {
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| 259 | printf("%s\n\n", cgGetErrorString(lastError));
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| 260 | printf("%s\n", cgGetLastListing(sCgContext));
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[2861] | 261 |
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[2809] | 262 | printf("Cg error, exiting...\n");
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| 263 |
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| 264 | exit(0);
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| 265 | }
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| 266 | }
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| 267 |
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| 268 |
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| 269 | static void PrintGLerror(char *msg)
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| 270 | {
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| 271 | GLenum errCode;
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| 272 | const GLubyte *errStr;
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| 273 |
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| 274 | if ((errCode = glGetError()) != GL_NO_ERROR)
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| 275 | {
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| 276 | errStr = gluErrorString(errCode);
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| 277 | fprintf(stderr,"OpenGL ERROR: %s: %s\n", errStr, msg);
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| 278 | }
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| 279 | }
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| 280 |
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| 281 |
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[2642] | 282 | int main(int argc, char* argv[])
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| 283 | {
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[2781] | 284 | int returnCode = 0;
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| 285 |
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[2837] | 286 | Vector3 camPos(.0f, .0f, .0f);
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[2838] | 287 | Vector3 camDir(.0f, 1.0f, .0f);
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[2837] | 288 |
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[2873] | 289 | cout << "=== reading environment file ===" << endl << endl;
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[2830] | 290 |
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[2837] | 291 | string envFileName = "default.env";
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| 292 | if (!env.Read(envFileName))
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| 293 | {
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| 294 | cerr << "loading environment " << envFileName << " failed!" << endl;
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| 295 | }
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| 296 | else
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| 297 | {
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| 298 | env.GetIntParam(string("assumedVisibleFrames"), assumedVisibleFrames);
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| 299 | env.GetIntParam(string("maxBatchSize"), maxBatchSize);
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| 300 | env.GetIntParam(string("trianglesPerVirtualLeaf"), trianglesPerVirtualLeaf);
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[2828] | 301 |
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[2837] | 302 | env.GetFloatParam(string("keyForwardMotion"), keyForwardMotion);
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| 303 | env.GetFloatParam(string("keyRotation"), keyRotation);
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[2828] | 304 |
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[2837] | 305 | env.GetIntParam(string("winWidth"), winWidth);
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| 306 | env.GetIntParam(string("winHeight"), winHeight);
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[2828] | 307 |
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[2837] | 308 | env.GetBoolParam(string("useFullScreen"), useFullScreen);
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[2901] | 309 | env.GetFloatParam(string("tempCohFactor"), ssaoTempCohFactor);
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[2837] | 310 | env.GetVectorParam(string("camPosition"), camPos);
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[2838] | 311 | env.GetVectorParam(string("camDirection"), camDir);
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[2828] | 312 |
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[2865] | 313 | env.GetBoolParam(string("useLODs"), useLODs);
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| 314 |
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[2846] | 315 | //env.GetStringParam(string("modelPath"), model_path);
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[2838] | 316 | //env.GetIntParam(string("numSssaoSamples"), numSsaoSamples);
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| 317 |
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[2867] | 318 |
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[2837] | 319 | cout << "assumedVisibleFrames: " << assumedVisibleFrames << endl;
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| 320 | cout << "maxBatchSize: " << maxBatchSize << endl;
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| 321 | cout << "trianglesPerVirtualLeaf: " << trianglesPerVirtualLeaf << endl;
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[2828] | 322 |
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[2837] | 323 | cout << "keyForwardMotion: " << keyForwardMotion << endl;
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| 324 | cout << "keyRotation: " << keyRotation << endl;
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| 325 | cout << "winWidth: " << winWidth << endl;
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| 326 | cout << "winHeight: " << winHeight << endl;
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| 327 | cout << "useFullScreen: " << useFullScreen << endl;
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[2865] | 328 | cout << "useLODs: " << useLODs << endl;
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[2837] | 329 | cout << "camPosition: " << camPos << endl;
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[2901] | 330 | cout << "temporal coherence: " << ssaoTempCohFactor << endl;
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[2873] | 331 |
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[2846] | 332 | //cout << "model path: " << model_path << endl;
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[2873] | 333 |
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[2881] | 334 | cout << "**** end parameters ****" << endl << endl;
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[2837] | 335 | }
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[2829] | 336 |
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[2828] | 337 | ///////////////////////////
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| 338 |
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[2914] | 339 | camera = new Camera(winWidth, winHeight, fov);
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[2795] | 340 | camera->SetNear(nearDist);
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[2913] | 341 | camera->SetFar(1000);
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[2888] | 342 |
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[2838] | 343 | camera->SetDirection(camDir);
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[2829] | 344 | camera->SetPosition(camPos);
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| 345 |
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[2806] | 346 | visCamera = new Camera(winWidth, winHeight, fov);
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[2781] | 347 |
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[2796] | 348 | visCamera->SetNear(0.0f);
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| 349 | visCamera->Yaw(.5 * M_PI);
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[2781] | 350 |
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[2802] | 351 | renderQueue = new RenderQueue(&state, camera);
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[2801] | 352 |
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[2760] | 353 | glutInitWindowSize(winWidth, winHeight);
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[2756] | 354 | glutInit(&argc, argv);
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[2853] | 355 | glutInitDisplayMode(GLUT_DOUBLE | GLUT_RGBA | GLUT_DEPTH | GLUT_MULTISAMPLE);
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| 356 | //glutInitDisplayMode(GLUT_DOUBLE | GLUT_RGBA | GLUT_DEPTH);
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[2850] | 357 | //glutInitDisplayString("samples=2");
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| 358 |
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[2867] | 359 | SceneEntity::SetUseLODs(useLODs);
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| 360 |
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| 361 |
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[2828] | 362 | if (!useFullScreen)
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[2856] | 363 | {
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[2828] | 364 | glutCreateWindow("FriendlyCulling");
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[2856] | 365 | }
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[2828] | 366 | else
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| 367 | {
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| 368 | glutGameModeString( "1024x768:32@75" );
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| 369 | glutEnterGameMode();
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| 370 | }
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| 371 |
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[2792] | 372 | glutDisplayFunc(Display);
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| 373 | glutKeyboardFunc(KeyBoard);
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| 374 | glutSpecialFunc(Special);
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| 375 | glutReshapeFunc(Reshape);
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| 376 | glutMouseFunc(Mouse);
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| 377 | glutIdleFunc(Display);
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| 378 | glutKeyboardUpFunc(KeyUp);
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| 379 | glutSpecialUpFunc(SpecialKeyUp);
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| 380 | glutIgnoreKeyRepeat(true);
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| 381 |
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[2829] | 382 | // initialise gl graphics
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[2756] | 383 | InitExtensions();
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| 384 | InitGLstate();
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[2850] | 385 |
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[2854] | 386 | glEnable(GL_MULTISAMPLE_ARB);
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| 387 | glHint(GL_MULTISAMPLE_FILTER_HINT_NV, GL_NICEST);
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[2850] | 388 |
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[2792] | 389 | LeftMotion(0, 0);
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| 390 | MiddleMotion(0, 0);
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[2756] | 391 |
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[2829] | 392 | perfGraph = new PerformanceGraph(1000);
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[2756] | 393 |
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[2795] | 394 | loader = new ResourceManager();
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[2793] | 395 |
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[2784] | 396 | //const string filename("data/city/model/city.dem");
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| 397 | const string filename = string(model_path + "city.dem");
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[2756] | 398 |
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[2793] | 399 | if (loader->Load(filename, sceneEntities))
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[2756] | 400 | cout << "scene " << filename << " loaded" << endl;
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| 401 | else
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[2784] | 402 | {
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[2756] | 403 | cerr << "loading scene " << filename << " failed" << endl;
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[2792] | 404 | CleanUp();
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[2784] | 405 | exit(0);
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| 406 | }
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[2756] | 407 |
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[2795] | 408 | SceneEntityContainer dummy;
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| 409 |
|
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| 410 | const string envname = string(model_path + "env.dem");
|
---|
| 411 |
|
---|
| 412 | if (loader->Load(envname, skyGeometry))
|
---|
| 413 | cout << "sky box " << filename << " loaded" << endl;
|
---|
| 414 | else
|
---|
| 415 | {
|
---|
| 416 | cerr << "loading sky box " << filename << " failed" << endl;
|
---|
| 417 | CleanUp();
|
---|
| 418 | exit(0);
|
---|
| 419 | }
|
---|
| 420 |
|
---|
[2784] | 421 | const string bvh_filename = string(model_path + "city.bvh");
|
---|
[2760] | 422 | BvhLoader bvhLoader;
|
---|
[2784] | 423 | bvh = bvhLoader.Load(bvh_filename, sceneEntities);
|
---|
[2762] | 424 |
|
---|
[2784] | 425 | if (!bvh)
|
---|
| 426 | {
|
---|
| 427 | cerr << "loading bvh " << bvh_filename << " failed" << endl;
|
---|
[2792] | 428 | CleanUp();
|
---|
[2784] | 429 | exit(0);
|
---|
| 430 | }
|
---|
| 431 |
|
---|
[2829] | 432 | // set far plane based on scene extent
|
---|
[2927] | 433 | farDist = 10.0f * Magnitude(bvh->GetBox().Diagonal());
|
---|
[2829] | 434 | bvh->SetVirtualLeaves(trianglesPerVirtualLeaf);
|
---|
| 435 |
|
---|
[2913] | 436 | camera->SetFar(Magnitude(bvh->GetBox().Diagonal()));
|
---|
[2829] | 437 |
|
---|
[2809] | 438 | InitCg();
|
---|
[2806] | 439 |
|
---|
[2896] | 440 | DeferredRenderer::Init(sCgContext);
|
---|
[2847] | 441 |
|
---|
[2861] | 442 |
|
---|
[2857] | 443 | // initialize the render traverser
|
---|
[2897] | 444 | traverser = CreateTraverser(camera);
|
---|
[2756] | 445 |
|
---|
[2787] | 446 | visualization = new Visualization(bvh, camera, NULL, &state);
|
---|
[2897] | 447 |
|
---|
| 448 | state.SetRenderType(RenderState::FIXED);
|
---|
[2843] | 449 | sceneQuery = new SceneQuery(bvh->GetBox(), traverser);
|
---|
[2796] | 450 |
|
---|
[2895] | 451 | //Vector3 lightDir = Normalize(Vector3(0, 1, -1));
|
---|
| 452 | Vector3 lightDir = Normalize(-Vector3(0.8f, -1.0f, 0.7f));
|
---|
| 453 |
|
---|
[2893] | 454 | light = new Light(lightDir, RgbaColor(1, 1, 1, 1));
|
---|
[2887] | 455 |
|
---|
[2895] | 456 |
|
---|
[2847] | 457 | // frame time is restarted every frame
|
---|
| 458 | frameTimer.Start();
|
---|
[2800] | 459 |
|
---|
[2857] | 460 | // the rendering loop
|
---|
[2642] | 461 | glutMainLoop();
|
---|
| 462 |
|
---|
| 463 | // clean up
|
---|
[2756] | 464 | CleanUp();
|
---|
| 465 |
|
---|
[2642] | 466 | return 0;
|
---|
| 467 | }
|
---|
| 468 |
|
---|
[2756] | 469 |
|
---|
[2809] | 470 | void InitCg(void)
|
---|
| 471 | {
|
---|
| 472 | // Setup Cg
|
---|
| 473 | cgSetErrorCallback(cgErrorCallback);
|
---|
| 474 |
|
---|
| 475 | // Create cgContext.
|
---|
| 476 | sCgContext = cgCreateContext();
|
---|
| 477 |
|
---|
| 478 | // get the best profile for this hardware
|
---|
[2818] | 479 | RenderState::sCgFragmentProfile = cgGLGetLatestProfile(CG_GL_FRAGMENT);
|
---|
| 480 | cgGLSetOptimalOptions(RenderState::sCgFragmentProfile);
|
---|
[2809] | 481 |
|
---|
[2818] | 482 | RenderState::sCgVertexProfile = cgGLGetLatestProfile(CG_GL_VERTEX);
|
---|
| 483 | cgGLSetOptimalOptions(RenderState::sCgVertexProfile);
|
---|
[2809] | 484 |
|
---|
[2810] | 485 | sCgMrtVertexProgram =
|
---|
[2809] | 486 | cgCreateProgramFromFile(sCgContext,
|
---|
| 487 | CG_SOURCE,
|
---|
[2810] | 488 | "src/shaders/mrt.cg",
|
---|
[2818] | 489 | RenderState::sCgVertexProfile,
|
---|
[2810] | 490 | "vtx",
|
---|
[2809] | 491 | NULL);
|
---|
| 492 |
|
---|
[2821] | 493 | if (sCgMrtVertexProgram != NULL)
|
---|
[2809] | 494 | {
|
---|
[2810] | 495 | cgGLLoadProgram(sCgMrtVertexProgram);
|
---|
[2818] | 496 |
|
---|
[2840] | 497 | Transform3::sModelMatrixParam = cgGetNamedParameter(sCgMrtVertexProgram, "ModelMatrix");
|
---|
[2818] | 498 | sModelViewProjMatrixParam = cgGetNamedParameter(sCgMrtVertexProgram, "ModelViewProj");
|
---|
[2809] | 499 | }
|
---|
| 500 |
|
---|
[2819] | 501 | RenderState::sCgMrtFragmentTexProgram =
|
---|
[2809] | 502 | cgCreateProgramFromFile(sCgContext,
|
---|
| 503 | CG_SOURCE,
|
---|
[2810] | 504 | "src/shaders/mrt.cg",
|
---|
[2818] | 505 | RenderState::sCgFragmentProfile,
|
---|
[2819] | 506 | "fragtex",
|
---|
| 507 | NULL);
|
---|
| 508 |
|
---|
| 509 | if (RenderState::sCgMrtFragmentTexProgram != NULL)
|
---|
| 510 | {
|
---|
| 511 | cgGLLoadProgram(RenderState::sCgMrtFragmentTexProgram);
|
---|
| 512 |
|
---|
| 513 | sMaxDepthParamTex = cgGetNamedParameter(RenderState::sCgMrtFragmentTexProgram, "maxDepth");
|
---|
| 514 | Material::sDiffuseTexParam = cgGetNamedParameter(RenderState::sCgMrtFragmentTexProgram, "diffuse");
|
---|
[2822] | 515 | Material::sAmbientTexParam = cgGetNamedParameter(RenderState::sCgMrtFragmentTexProgram, "ambient");
|
---|
[2819] | 516 |
|
---|
[2927] | 517 | cgGLSetParameter1f(sMaxDepthParamTex, MAX_DEPTH_CONST / farDist);
|
---|
[2905] | 518 | //Debug << "maxdepth: " << MAX_DEPTH_CONST / myfar << endl;
|
---|
[2819] | 519 | }
|
---|
| 520 | else
|
---|
| 521 | cerr << "fragment tex program failed to load" << endl;
|
---|
| 522 |
|
---|
| 523 | RenderState::sCgMrtFragmentProgram =
|
---|
| 524 | cgCreateProgramFromFile(sCgContext,
|
---|
| 525 | CG_SOURCE,
|
---|
| 526 | "src/shaders/mrt.cg",
|
---|
| 527 | RenderState::sCgFragmentProfile,
|
---|
[2810] | 528 | "frag",
|
---|
[2809] | 529 | NULL);
|
---|
| 530 |
|
---|
[2819] | 531 | if (RenderState::sCgMrtFragmentProgram != NULL)
|
---|
[2809] | 532 | {
|
---|
[2819] | 533 | cgGLLoadProgram(RenderState::sCgMrtFragmentProgram);
|
---|
[2809] | 534 |
|
---|
[2819] | 535 | sMaxDepthParam = cgGetNamedParameter(RenderState::sCgMrtFragmentProgram, "maxDepth");
|
---|
| 536 | Material::sDiffuseParam = cgGetNamedParameter(RenderState::sCgMrtFragmentProgram, "diffuse");
|
---|
[2822] | 537 | Material::sAmbientParam = cgGetNamedParameter(RenderState::sCgMrtFragmentProgram, "ambient");
|
---|
[2818] | 538 |
|
---|
[2927] | 539 | cgGLSetParameter1f(sMaxDepthParam, MAX_DEPTH_CONST / farDist);
|
---|
[2809] | 540 | }
|
---|
| 541 | else
|
---|
[2819] | 542 | cerr << "fragment program failed to load" << endl;
|
---|
[2809] | 543 |
|
---|
| 544 | PrintGLerror("init");
|
---|
[2818] | 545 |
|
---|
[2834] | 546 | cout << "cg initialization successful" << endl;
|
---|
[2809] | 547 | }
|
---|
| 548 |
|
---|
| 549 |
|
---|
| 550 | void InitFBO()
|
---|
[2810] | 551 | {
|
---|
[2857] | 552 | // this fbo basicly stores the scene information we get from standard rendering of a frame
|
---|
| 553 | // we store colors, normals, positions (for the ssao)
|
---|
[2884] | 554 | fbo = new FrameBufferObject(texWidth, texHeight, FrameBufferObject::DEPTH_32);
|
---|
[2857] | 555 |
|
---|
[2859] | 556 | // the diffuse color buffer
|
---|
[2891] | 557 | //fbo->AddColorBuffer(ColorBufferObject::BUFFER_FLOAT_32, ColorBufferObject::WRAP_CLAMP_TO_EDGE, ColorBufferObject::FILTER_MIPMAP_LINEAR, true);
|
---|
| 558 | fbo->AddColorBuffer(ColorBufferObject::BUFFER_FLOAT_32, ColorBufferObject::WRAP_CLAMP_TO_EDGE, ColorBufferObject::FILTER_NEAREST, false);
|
---|
[2868] | 559 |
|
---|
[2859] | 560 | // the positions buffer
|
---|
[2867] | 561 | fbo->AddColorBuffer(ColorBufferObject::BUFFER_FLOAT_32, ColorBufferObject::WRAP_CLAMP_TO_EDGE, ColorBufferObject::FILTER_MIPMAP_LINEAR, true);
|
---|
[2873] | 562 | //fbo->AddColorBuffer(ColorBufferObject::BUFFER_FLOAT_32, ColorBufferObject::WRAP_CLAMP_TO_EDGE, ColorBufferObject::FILTER_NEAREST, false);
|
---|
[2868] | 563 |
|
---|
[2859] | 564 | // the normals buffer
|
---|
[2867] | 565 | //fbo->AddColorBuffer(ColorBufferObject::BUFFER_UBYTE, ColorBufferObject::WRAP_CLAMP_TO_EDGE, ColorBufferObject::FILTER_NEAREST, false);
|
---|
| 566 | fbo->AddColorBuffer(ColorBufferObject::BUFFER_FLOAT_16, ColorBufferObject::WRAP_CLAMP_TO_EDGE, ColorBufferObject::FILTER_NEAREST, false);
|
---|
[2857] | 567 |
|
---|
[2879] | 568 | // another color buffer
|
---|
[2884] | 569 | fbo->AddColorBuffer(ColorBufferObject::BUFFER_FLOAT_32, ColorBufferObject::WRAP_CLAMP_TO_EDGE, ColorBufferObject::FILTER_NEAREST, false);
|
---|
[2879] | 570 |
|
---|
[2810] | 571 | PrintGLerror("fbo");
|
---|
[2809] | 572 | }
|
---|
| 573 |
|
---|
| 574 |
|
---|
[2827] | 575 | bool InitFont(void)
|
---|
[2642] | 576 | {
|
---|
[2826] | 577 | glEnable(GL_TEXTURE_2D);
|
---|
| 578 |
|
---|
| 579 | glGenTextures(1, &fontTex);
|
---|
| 580 | glBindTexture(GL_TEXTURE_2D, fontTex);
|
---|
[2829] | 581 | if (!myfont.Create("data/fonts/verdana.glf", fontTex))
|
---|
[2826] | 582 | return false;
|
---|
| 583 |
|
---|
| 584 | glDisable(GL_TEXTURE_2D);
|
---|
[2827] | 585 |
|
---|
[2826] | 586 | return true;
|
---|
| 587 | }
|
---|
| 588 |
|
---|
| 589 |
|
---|
| 590 | void InitGLstate()
|
---|
| 591 | {
|
---|
[2879] | 592 | glClearColor(0.0f, 0.0, 0.2f, 0.0f);
|
---|
[2642] | 593 |
|
---|
| 594 | glPixelStorei(GL_UNPACK_ALIGNMENT, 1);
|
---|
| 595 | glPixelStorei(GL_PACK_ALIGNMENT,1);
|
---|
| 596 |
|
---|
| 597 | glDepthFunc(GL_LESS);
|
---|
[2762] | 598 | glEnable(GL_DEPTH_TEST);
|
---|
[2642] | 599 |
|
---|
[2759] | 600 | SetupLighting();
|
---|
[2642] | 601 |
|
---|
[2760] | 602 | glColor3f(1.0f, 1.0f, 1.0f);
|
---|
[2642] | 603 | glShadeModel(GL_SMOOTH);
|
---|
| 604 |
|
---|
| 605 | glMaterialf(GL_FRONT, GL_SHININESS, 64);
|
---|
| 606 | glEnable(GL_NORMALIZE);
|
---|
[2767] | 607 |
|
---|
| 608 | //glEnable(GL_ALPHA_TEST);
|
---|
| 609 | glDisable(GL_ALPHA_TEST);
|
---|
[2844] | 610 | glAlphaFunc(GL_GEQUAL, 0.8f);
|
---|
[2767] | 611 |
|
---|
[2642] | 612 | glFrontFace(GL_CCW);
|
---|
| 613 | glCullFace(GL_BACK);
|
---|
[2851] | 614 | glEnable(GL_CULL_FACE);
|
---|
| 615 |
|
---|
| 616 | //glDisable(GL_CULL_FACE);
|
---|
[2800] | 617 | glDisable(GL_TEXTURE_2D);
|
---|
[2762] | 618 |
|
---|
[2756] | 619 | GLfloat ambientColor[] = {0.5, 0.5, 0.5, 1.0};
|
---|
| 620 | GLfloat diffuseColor[] = {1.0, 0.0, 0.0, 1.0};
|
---|
[2759] | 621 | GLfloat specularColor[] = {0.0, 0.0, 0.0, 1.0};
|
---|
[2642] | 622 |
|
---|
[2756] | 623 | glMaterialfv(GL_FRONT, GL_AMBIENT, ambientColor);
|
---|
| 624 | glMaterialfv(GL_FRONT, GL_DIFFUSE, diffuseColor);
|
---|
| 625 | glMaterialfv(GL_FRONT, GL_SPECULAR, specularColor);
|
---|
[2801] | 626 |
|
---|
| 627 | glDepthFunc(GL_LESS);
|
---|
[2826] | 628 |
|
---|
[2827] | 629 | if (!InitFont())
|
---|
[2826] | 630 | cerr << "font creation failed" << endl;
|
---|
| 631 | else
|
---|
| 632 | cout << "successfully created font" << endl;
|
---|
[2642] | 633 | }
|
---|
| 634 |
|
---|
| 635 |
|
---|
[2827] | 636 | void DrawHelpMessage()
|
---|
[2826] | 637 | {
|
---|
[2642] | 638 | const char *message[] =
|
---|
| 639 | {
|
---|
| 640 | "Help information",
|
---|
| 641 | "",
|
---|
| 642 | "'F1' - shows/dismisses this message",
|
---|
[2795] | 643 | "'F2' - shows/hides bird eye view",
|
---|
[2790] | 644 | "'F3' - shows/hides bounds (boxes or tight bounds)",
|
---|
[2827] | 645 | "'F4', - shows/hides parameters",
|
---|
| 646 | "'F5' - shows/hides statistics",
|
---|
| 647 | "'F6', - toggles between fly/walkmode",
|
---|
[2826] | 648 | "'F7', - cycles throw render modes",
|
---|
| 649 | "'F8', - enables/disables ambient occlusion (only deferred)",
|
---|
| 650 | "'F9', - shows pure algorithm render time (using glFinish)",
|
---|
[2790] | 651 | "'SPACE' - cycles through occlusion culling algorithms",
|
---|
[2642] | 652 | "",
|
---|
[2827] | 653 | "'MOUSE LEFT' - turn left/right, move forward/backward",
|
---|
| 654 | "'MOUSE RIGHT' - turn left/right, move forward/backward",
|
---|
| 655 | "'MOUSE MIDDLE' - move up/down, left/right",
|
---|
| 656 | "'CURSOR UP/DOWN' - move forward/backward",
|
---|
| 657 | "'CURSOR LEFT/RIGHT' - turn left/right",
|
---|
[2642] | 658 | "",
|
---|
[2827] | 659 | "'-'/'+' - decreases/increases max batch size",
|
---|
[2837] | 660 | "'1'/'2' - downward/upward motion",
|
---|
| 661 | "'3'/'4' - decreases/increases triangles per virtual bvh leaf (sets bvh depth)",
|
---|
| 662 | "'5'/'6' - decreases/increases assumed visible frames",
|
---|
[2776] | 663 | "",
|
---|
[2786] | 664 | "'R' - use render queue",
|
---|
[2790] | 665 | "'B' - use tight bounds",
|
---|
| 666 | "'M' - use multiqueries",
|
---|
[2792] | 667 | "'O' - use CHC optimization (geometry queries for leaves)",
|
---|
[2642] | 668 | 0,
|
---|
| 669 | };
|
---|
| 670 |
|
---|
[2756] | 671 |
|
---|
[2827] | 672 | glColor4f(0.0f, 1.0f , 0.0f, 0.2f); // 20% green.
|
---|
[2756] | 673 |
|
---|
[2827] | 674 | glRecti(30, 30, winWidth - 30, winHeight - 30);
|
---|
[2642] | 675 |
|
---|
[2827] | 676 | glEnd();
|
---|
| 677 |
|
---|
[2756] | 678 | glColor3f(1.0f, 1.0f, 1.0f);
|
---|
| 679 |
|
---|
[2829] | 680 | glEnable(GL_TEXTURE_2D);
|
---|
[2827] | 681 | myfont.Begin();
|
---|
| 682 |
|
---|
| 683 | int x = 40, y = 30;
|
---|
| 684 |
|
---|
| 685 | for(int i = 0; message[i] != 0; ++ i)
|
---|
[2756] | 686 | {
|
---|
| 687 | if(message[i][0] == '\0')
|
---|
| 688 | {
|
---|
[2786] | 689 | y += 15;
|
---|
[2756] | 690 | }
|
---|
| 691 | else
|
---|
| 692 | {
|
---|
[2827] | 693 | myfont.DrawString(message[i], x, winHeight - y);
|
---|
| 694 | y += 25;
|
---|
[2642] | 695 | }
|
---|
| 696 | }
|
---|
[2829] | 697 | glDisable(GL_TEXTURE_2D);
|
---|
[2642] | 698 | }
|
---|
| 699 |
|
---|
| 700 |
|
---|
[2897] | 701 | RenderTraverser *CreateTraverser(Camera *cam)
|
---|
[2764] | 702 | {
|
---|
[2897] | 703 | RenderTraverser *tr;
|
---|
| 704 |
|
---|
[2771] | 705 | bvh->ResetNodeClassifications();
|
---|
| 706 |
|
---|
[2764] | 707 | switch (renderMode)
|
---|
| 708 | {
|
---|
| 709 | case RenderTraverser::CULL_FRUSTUM:
|
---|
[2897] | 710 | tr = new FrustumCullingTraverser();
|
---|
[2764] | 711 | break;
|
---|
| 712 | case RenderTraverser::STOP_AND_WAIT:
|
---|
[2897] | 713 | tr = new StopAndWaitTraverser();
|
---|
[2764] | 714 | break;
|
---|
| 715 | case RenderTraverser::CHC:
|
---|
[2897] | 716 | tr = new CHCTraverser();
|
---|
[2764] | 717 | break;
|
---|
[2767] | 718 | case RenderTraverser::CHCPLUSPLUS:
|
---|
[2897] | 719 | tr = new CHCPlusPlusTraverser();
|
---|
[2767] | 720 | break;
|
---|
| 721 |
|
---|
[2764] | 722 | default:
|
---|
[2897] | 723 | tr = new FrustumCullingTraverser();
|
---|
[2764] | 724 | }
|
---|
| 725 |
|
---|
[2897] | 726 | tr->SetCamera(cam);
|
---|
| 727 | tr->SetHierarchy(bvh);
|
---|
| 728 | tr->SetRenderQueue(renderQueue);
|
---|
| 729 | tr->SetRenderState(&state);
|
---|
| 730 | tr->SetUseOptimization(useOptimization);
|
---|
| 731 | tr->SetUseRenderQueue(useRenderQueue);
|
---|
| 732 | tr->SetVisibilityThreshold(threshold);
|
---|
| 733 | tr->SetAssumedVisibleFrames(assumedVisibleFrames);
|
---|
| 734 | tr->SetMaxBatchSize(maxBatchSize);
|
---|
| 735 | tr->SetUseMultiQueries(useMultiQueries);
|
---|
| 736 | tr->SetUseTightBounds(useTightBounds);
|
---|
| 737 | tr->SetUseDepthPass(renderType == RenderState::DEPTH_PASS);
|
---|
| 738 | tr->SetRenderQueue(renderQueue);
|
---|
| 739 |
|
---|
| 740 | return tr;
|
---|
[2764] | 741 | }
|
---|
| 742 |
|
---|
| 743 |
|
---|
[2759] | 744 | void SetupLighting()
|
---|
[2642] | 745 | {
|
---|
[2759] | 746 | glEnable(GL_LIGHTING);
|
---|
| 747 | glEnable(GL_LIGHT0);
|
---|
[2825] | 748 | glEnable(GL_LIGHT1);
|
---|
| 749 |
|
---|
[2759] | 750 | GLfloat ambient[] = {0.2, 0.2, 0.2, 1.0};
|
---|
| 751 | GLfloat diffuse[] = {1.0, 1.0, 1.0, 1.0};
|
---|
| 752 | GLfloat specular[] = {1.0, 1.0, 1.0, 1.0};
|
---|
| 753 |
|
---|
[2825] | 754 | GLfloat lmodel_ambient[] = {0.3f, 0.3f, 0.3f, 1.0f};
|
---|
[2759] | 755 |
|
---|
| 756 | glLightfv(GL_LIGHT0, GL_AMBIENT, ambient);
|
---|
| 757 | glLightfv(GL_LIGHT0, GL_DIFFUSE, diffuse);
|
---|
| 758 | glLightfv(GL_LIGHT0, GL_SPECULAR, specular);
|
---|
| 759 |
|
---|
| 760 |
|
---|
| 761 | ////////////
|
---|
| 762 | //-- second light
|
---|
| 763 |
|
---|
[2825] | 764 | GLfloat ambient1[] = {0.2, 0.2, 0.2, 1.0};
|
---|
| 765 | GLfloat diffuse1[] = {1.0, 1.0, 1.0, 1.0};
|
---|
| 766 | //GLfloat diffuse1[] = {0.5, 0.5, 0.5, 1.0};
|
---|
| 767 | GLfloat specular1[] = {0.0, 0.0, 0.0, 1.0};
|
---|
[2759] | 768 |
|
---|
| 769 | glLightfv(GL_LIGHT1, GL_AMBIENT, ambient1);
|
---|
| 770 | glLightfv(GL_LIGHT1, GL_DIFFUSE, diffuse1);
|
---|
| 771 | glLightfv(GL_LIGHT1, GL_SPECULAR, specular1);
|
---|
[2825] | 772 |
|
---|
[2759] | 773 |
|
---|
[2825] | 774 | //////////////////////////////
|
---|
| 775 |
|
---|
| 776 | GLfloat position[] = {0.8f, -1.0f, 0.7f, 0.0f};
|
---|
| 777 | glLightfv(GL_LIGHT0, GL_POSITION, position);
|
---|
| 778 |
|
---|
| 779 | GLfloat position1[] = {-0.5f, 0.5f, 0.4f, 0.0f};
|
---|
[2759] | 780 | glLightfv(GL_LIGHT1, GL_POSITION, position1);
|
---|
| 781 |
|
---|
| 782 | glLightModelfv(GL_LIGHT_MODEL_AMBIENT, lmodel_ambient);
|
---|
[2801] | 783 | glLightModeli(GL_LIGHT_MODEL_LOCAL_VIEWER, GL_TRUE);
|
---|
[2759] | 784 | glLightModeli(GL_LIGHT_MODEL_COLOR_CONTROL_EXT, GL_SINGLE_COLOR_EXT);
|
---|
[2642] | 785 | }
|
---|
| 786 |
|
---|
[2800] | 787 |
|
---|
[2795] | 788 | void SetupEyeView()
|
---|
[2642] | 789 | {
|
---|
[2861] | 790 | // store matrix of last frame
|
---|
| 791 | oldViewProjMatrix = matProjectionView;
|
---|
[2834] | 792 |
|
---|
[2759] | 793 | glMatrixMode(GL_PROJECTION);
|
---|
| 794 | glLoadIdentity();
|
---|
| 795 |
|
---|
[2927] | 796 | gluPerspective(fov, winAspectRatio, nearDist, farDist);
|
---|
[2759] | 797 |
|
---|
[2756] | 798 | glMatrixMode(GL_MODELVIEW);
|
---|
[2795] | 799 | glLoadIdentity();
|
---|
[2864] | 800 |
|
---|
| 801 | // set up the camera view
|
---|
[2760] | 802 | camera->SetupCameraView();
|
---|
| 803 |
|
---|
[2892] | 804 |
|
---|
[2864] | 805 | /////////////////
|
---|
| 806 |
|
---|
[2894] | 807 | Matrix4x4 matViewing, matProjection;
|
---|
[2864] | 808 |
|
---|
[2834] | 809 | camera->GetModelViewMatrix(matViewing);
|
---|
| 810 | camera->GetProjectionMatrix(matProjection);
|
---|
| 811 |
|
---|
[2864] | 812 | // store matrix for later use
|
---|
[2834] | 813 | matProjectionView = matViewing * matProjection;
|
---|
| 814 |
|
---|
[2825] | 815 | if (renderType == RenderState::DEFERRED)
|
---|
| 816 | {
|
---|
| 817 | // set modelview matrix for shaders
|
---|
| 818 | cgGLSetStateMatrixParameter(sModelViewProjMatrixParam,
|
---|
| 819 | CG_GL_MODELVIEW_PROJECTION_MATRIX,
|
---|
| 820 | CG_GL_MATRIX_IDENTITY);
|
---|
| 821 |
|
---|
| 822 | static Matrix4x4 identity = IdentityMatrix();
|
---|
[2840] | 823 | cgGLSetMatrixParameterfc(Transform3::sModelMatrixParam, (const float *)identity.x);
|
---|
[2834] | 824 | }
|
---|
[2642] | 825 | }
|
---|
| 826 |
|
---|
| 827 |
|
---|
[2792] | 828 | void KeyHorizontalMotion(float shift)
|
---|
| 829 | {
|
---|
[2888] | 830 | Vector3 hvec = -camera->GetDirection();
|
---|
[2792] | 831 | hvec.z = 0;
|
---|
| 832 |
|
---|
| 833 | Vector3 pos = camera->GetPosition();
|
---|
| 834 | pos += hvec * shift;
|
---|
| 835 |
|
---|
| 836 | camera->SetPosition(pos);
|
---|
| 837 | }
|
---|
| 838 |
|
---|
| 839 |
|
---|
[2794] | 840 | void KeyVerticalMotion(float shift)
|
---|
| 841 | {
|
---|
| 842 | Vector3 uvec = Vector3(0, 0, shift);
|
---|
| 843 |
|
---|
| 844 | Vector3 pos = camera->GetPosition();
|
---|
| 845 | pos += uvec;
|
---|
| 846 |
|
---|
| 847 | camera->SetPosition(pos);
|
---|
| 848 | }
|
---|
| 849 |
|
---|
| 850 |
|
---|
[2857] | 851 | // the main rendering loop
|
---|
[2792] | 852 | void Display()
|
---|
[2801] | 853 | {
|
---|
[2800] | 854 | Vector3 oldPos = camera->GetPosition();
|
---|
| 855 |
|
---|
[2792] | 856 | if (leftKeyPressed)
|
---|
[2795] | 857 | camera->Pitch(KeyRotationAngle());
|
---|
[2792] | 858 | if (rightKeyPressed)
|
---|
[2795] | 859 | camera->Pitch(-KeyRotationAngle());
|
---|
[2792] | 860 | if (upKeyPressed)
|
---|
[2887] | 861 | KeyHorizontalMotion(-KeyShift());
|
---|
| 862 | if (downKeyPressed)
|
---|
[2795] | 863 | KeyHorizontalMotion(KeyShift());
|
---|
[2837] | 864 | if (ascendKeyPressed)
|
---|
| 865 | KeyVerticalMotion(KeyShift());
|
---|
| 866 | if (descendKeyPressed)
|
---|
[2795] | 867 | KeyVerticalMotion(-KeyShift());
|
---|
[2792] | 868 |
|
---|
[2801] | 869 | // place view on ground
|
---|
| 870 | if (!flyMode) PlaceViewer(oldPos);
|
---|
[2800] | 871 |
|
---|
[2826] | 872 | if (showAlgorithmTime)
|
---|
| 873 | {
|
---|
| 874 | glFinish();
|
---|
| 875 | algTimer.Start();
|
---|
| 876 | }
|
---|
[2809] | 877 |
|
---|
[2895] | 878 |
|
---|
[2931] | 879 |
|
---|
| 880 | if ((!shadowMap || !shadowTraverser) && (showShadowMap || renderLightView))
|
---|
| 881 | {
|
---|
| 882 | if (!shadowMap)
|
---|
| 883 | shadowMap = new ShadowMap(light, shadowSize, bvh->GetBox(), camera);
|
---|
| 884 |
|
---|
| 885 | if (!shadowTraverser)
|
---|
| 886 | shadowTraverser = CreateTraverser(shadowMap->GetShadowCamera());
|
---|
| 887 |
|
---|
| 888 | }
|
---|
| 889 |
|
---|
| 890 | // hack
|
---|
| 891 | int oldRenderType = renderType;
|
---|
| 892 |
|
---|
| 893 | if (renderLightView)
|
---|
| 894 | renderType = RenderState::FIXED;
|
---|
| 895 |
|
---|
| 896 |
|
---|
| 897 | // render with the specified method (forward rendering, forward + depth, deferred)
|
---|
[2825] | 898 | switch (renderType)
|
---|
| 899 | {
|
---|
| 900 | case RenderState::FIXED:
|
---|
| 901 |
|
---|
[2851] | 902 | glEnable(GL_MULTISAMPLE_ARB);
|
---|
[2879] | 903 |
|
---|
[2825] | 904 | state.SetRenderType(RenderState::FIXED);
|
---|
| 905 | glEnable(GL_LIGHTING);
|
---|
[2809] | 906 |
|
---|
[2825] | 907 | cgGLDisableProfile(RenderState::sCgFragmentProfile);
|
---|
| 908 | cgGLDisableProfile(RenderState::sCgVertexProfile);
|
---|
[2809] | 909 |
|
---|
[2829] | 910 | glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT);
|
---|
| 911 |
|
---|
[2825] | 912 | break;
|
---|
| 913 |
|
---|
| 914 | case RenderState::DEPTH_PASS:
|
---|
[2851] | 915 |
|
---|
| 916 | glEnable(GL_MULTISAMPLE_ARB);
|
---|
[2879] | 917 |
|
---|
[2857] | 918 | cgGLDisableProfile(RenderState::sCgFragmentProfile);
|
---|
| 919 | cgGLDisableProfile(RenderState::sCgVertexProfile);
|
---|
| 920 |
|
---|
[2825] | 921 | state.SetRenderType(RenderState::DEPTH_PASS);
|
---|
[2857] | 922 |
|
---|
| 923 | // the scene is rendered withouth any shading
|
---|
[2825] | 924 | glDisable(GL_LIGHTING);
|
---|
[2809] | 925 |
|
---|
[2829] | 926 | glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT);
|
---|
| 927 | glColorMask(GL_FALSE, GL_FALSE, GL_FALSE, GL_FALSE);
|
---|
| 928 |
|
---|
[2825] | 929 | break;
|
---|
| 930 |
|
---|
| 931 | case RenderState::DEFERRED:
|
---|
[2851] | 932 |
|
---|
[2931] | 933 | if (showShadowMap && !renderLightView)// && shadowChanged)
|
---|
[2897] | 934 | {
|
---|
[2895] | 935 | shadowChanged = false;
|
---|
| 936 |
|
---|
| 937 | cgGLDisableProfile(RenderState::sCgFragmentProfile);
|
---|
| 938 | cgGLDisableProfile(RenderState::sCgVertexProfile);
|
---|
| 939 |
|
---|
| 940 | state.SetRenderType(RenderState::DEPTH_PASS);
|
---|
[2931] | 941 |
|
---|
| 942 | // change CHC++ set of state variables (must be done for each change of camera because
|
---|
| 943 | // otherwise the temporal coherency is broken
|
---|
| 944 | BvhNode::SetCurrentState(1);
|
---|
| 945 |
|
---|
[2895] | 946 | // the scene is rendered withouth any shading
|
---|
[2911] | 947 | shadowMap->ComputeShadowMap(shadowTraverser, matProjectionView);
|
---|
[2895] | 948 |
|
---|
| 949 | // change back state
|
---|
| 950 | BvhNode::SetCurrentState(0);
|
---|
| 951 |
|
---|
| 952 | }
|
---|
| 953 |
|
---|
[2879] | 954 | if (!fbo) InitFBO();
|
---|
| 955 |
|
---|
[2895] | 956 |
|
---|
[2878] | 957 | // multisampling does not work with deferred shading
|
---|
[2851] | 958 | glDisable(GL_MULTISAMPLE_ARB);
|
---|
| 959 |
|
---|
[2825] | 960 | state.SetRenderType(RenderState::DEFERRED);
|
---|
| 961 |
|
---|
[2861] | 962 | fbo->Bind();
|
---|
[2825] | 963 |
|
---|
| 964 | glPushAttrib(GL_VIEWPORT_BIT);
|
---|
| 965 | glViewport(0, 0, texWidth, texHeight);
|
---|
| 966 |
|
---|
| 967 | cgGLEnableProfile(RenderState::sCgFragmentProfile);
|
---|
| 968 | cgGLBindProgram(RenderState::sCgMrtFragmentProgram);
|
---|
| 969 |
|
---|
| 970 | cgGLEnableProfile(RenderState::sCgVertexProfile);
|
---|
| 971 | cgGLBindProgram(sCgMrtVertexProgram);
|
---|
| 972 |
|
---|
[2861] | 973 | /// draw to 3 color buffers
|
---|
[2825] | 974 | glDrawBuffers(3, mrt);
|
---|
| 975 |
|
---|
[2829] | 976 | glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT);
|
---|
| 977 |
|
---|
[2825] | 978 | break;
|
---|
| 979 | }
|
---|
| 980 |
|
---|
[2642] | 981 |
|
---|
[2801] | 982 | glDepthFunc(GL_LESS);
|
---|
[2825] | 983 |
|
---|
[2801] | 984 | glDisable(GL_TEXTURE_2D);
|
---|
| 985 | glDisableClientState(GL_TEXTURE_COORD_ARRAY);
|
---|
[2825] | 986 |
|
---|
[2801] | 987 |
|
---|
[2861] | 988 | // reset lod levels for current frame
|
---|
[2847] | 989 | LODLevel::InitFrame(camera->GetPosition());
|
---|
| 990 |
|
---|
| 991 |
|
---|
[2756] | 992 | // bring eye modelview matrix up-to-date
|
---|
| 993 | SetupEyeView();
|
---|
[2642] | 994 |
|
---|
[2892] | 995 | // set up lights
|
---|
| 996 | GLfloat position[] = {0.8f, -1.0f, 0.7f, 0.0f};
|
---|
| 997 | glLightfv(GL_LIGHT0, GL_POSITION, position);
|
---|
[2795] | 998 |
|
---|
[2892] | 999 | GLfloat position1[] = {-0.5f, 0.5f, 0.4f, 0.0f};
|
---|
| 1000 | glLightfv(GL_LIGHT1, GL_POSITION, position1);
|
---|
[2801] | 1001 |
|
---|
[2826] | 1002 |
|
---|
[2931] | 1003 | if (renderLightView)
|
---|
| 1004 | {
|
---|
| 1005 | // change CHC++ set of state variables (must be done for each change of camera because
|
---|
| 1006 | // otherwise the temporal coherency is broken
|
---|
| 1007 | BvhNode::SetCurrentState(1);
|
---|
| 1008 | shadowMap->RenderShadowView(shadowTraverser, matProjectionView);
|
---|
| 1009 | BvhNode::SetCurrentState(0);
|
---|
| 1010 | }
|
---|
| 1011 | else
|
---|
| 1012 | // actually render the scene geometry using the specified algorithm
|
---|
| 1013 | traverser->RenderScene();
|
---|
[2892] | 1014 |
|
---|
[2931] | 1015 |
|
---|
[2825] | 1016 | /////////
|
---|
[2809] | 1017 | //-- do the rest of the rendering
|
---|
[2801] | 1018 |
|
---|
| 1019 | glEnableClientState(GL_VERTEX_ARRAY);
|
---|
| 1020 | glEnableClientState(GL_NORMAL_ARRAY);
|
---|
| 1021 |
|
---|
[2893] | 1022 |
|
---|
[2801] | 1023 | // reset depth pass and render visible objects
|
---|
[2825] | 1024 | if (renderType == RenderState::DEPTH_PASS)
|
---|
[2801] | 1025 | {
|
---|
[2829] | 1026 | glColorMask(GL_TRUE, GL_TRUE, GL_TRUE, GL_TRUE);
|
---|
[2801] | 1027 | RenderVisibleObjects();
|
---|
| 1028 | }
|
---|
| 1029 |
|
---|
[2893] | 1030 |
|
---|
[2796] | 1031 | ///////////////
|
---|
| 1032 | //-- render sky
|
---|
[2795] | 1033 |
|
---|
[2894] | 1034 | // q: should we render sky after deferred shading?
|
---|
| 1035 | // this would conveniently solves some issues (e.g, skys without shadows)
|
---|
[2893] | 1036 |
|
---|
[2796] | 1037 | RenderSky();
|
---|
[2893] | 1038 |
|
---|
[2801] | 1039 |
|
---|
| 1040 |
|
---|
[2825] | 1041 | if (renderType == RenderState::DEFERRED)
|
---|
| 1042 | {
|
---|
[2881] | 1043 | FrameBufferObject::Release();
|
---|
[2810] | 1044 |
|
---|
[2825] | 1045 | cgGLDisableProfile(RenderState::sCgVertexProfile);
|
---|
| 1046 | cgGLDisableProfile(RenderState::sCgFragmentProfile);
|
---|
[2809] | 1047 |
|
---|
[2927] | 1048 | if (!ssaoShader) ssaoShader = new DeferredRenderer(texWidth, texHeight, camera, farDist / MAX_DEPTH_CONST);
|
---|
[2895] | 1049 |
|
---|
[2903] | 1050 | DeferredRenderer::SHADING_METHOD shadingMethod;
|
---|
| 1051 |
|
---|
| 1052 | if (useAdvancedShading)
|
---|
| 1053 | {
|
---|
| 1054 | if (useGlobIllum)
|
---|
| 1055 | shadingMethod = DeferredRenderer::GI;
|
---|
| 1056 | else
|
---|
| 1057 | shadingMethod = DeferredRenderer::SSAO;
|
---|
| 1058 | }
|
---|
| 1059 | else
|
---|
| 1060 | shadingMethod = DeferredRenderer::DEFAULT;
|
---|
| 1061 |
|
---|
| 1062 |
|
---|
[2895] | 1063 | ssaoShader->SetShadingMethod(shadingMethod);
|
---|
| 1064 | ssaoShader->SetSamplingMethod(samplingMethod);
|
---|
| 1065 | ssaoShader->SetUseTemporalCoherence(useTemporalCoherence);
|
---|
[2879] | 1066 |
|
---|
[2895] | 1067 | ShadowMap *sm = showShadowMap ? shadowMap : NULL;
|
---|
[2901] | 1068 | ssaoShader->Render(fbo, oldViewProjMatrix, matProjectionView, ssaoTempCohFactor, sm);
|
---|
[2825] | 1069 | }
|
---|
[2827] | 1070 |
|
---|
[2893] | 1071 |
|
---|
[2827] | 1072 | state.SetRenderType(RenderState::FIXED);
|
---|
[2893] | 1073 | state.Reset();
|
---|
[2827] | 1074 |
|
---|
[2893] | 1075 |
|
---|
| 1076 | glDisableClientState(GL_VERTEX_ARRAY);
|
---|
| 1077 | glDisableClientState(GL_NORMAL_ARRAY);
|
---|
[2931] | 1078 |
|
---|
| 1079 | renderType = oldRenderType;
|
---|
[2893] | 1080 |
|
---|
| 1081 |
|
---|
| 1082 | ///////////
|
---|
| 1083 |
|
---|
| 1084 |
|
---|
[2826] | 1085 | if (showAlgorithmTime)
|
---|
| 1086 | {
|
---|
| 1087 | glFinish();
|
---|
[2827] | 1088 |
|
---|
[2826] | 1089 | algTime = algTimer.Elapsedms();
|
---|
[2827] | 1090 | perfGraph->AddData(algTime);
|
---|
[2828] | 1091 |
|
---|
[2827] | 1092 | perfGraph->Draw();
|
---|
[2826] | 1093 | }
|
---|
[2827] | 1094 | else
|
---|
| 1095 | {
|
---|
| 1096 | if (visMode) DisplayVisualization();
|
---|
| 1097 | }
|
---|
[2825] | 1098 |
|
---|
[2884] | 1099 | glFlush();
|
---|
[2847] | 1100 |
|
---|
| 1101 | const bool restart = true;
|
---|
| 1102 | elapsedTime = frameTimer.Elapsedms(restart);
|
---|
| 1103 |
|
---|
[2764] | 1104 | DisplayStats();
|
---|
[2767] | 1105 |
|
---|
[2642] | 1106 | glutSwapBuffers();
|
---|
| 1107 | }
|
---|
| 1108 |
|
---|
| 1109 |
|
---|
| 1110 | #pragma warning( disable : 4100 )
|
---|
[2792] | 1111 | void KeyBoard(unsigned char c, int x, int y)
|
---|
[2642] | 1112 | {
|
---|
| 1113 | switch(c)
|
---|
| 1114 | {
|
---|
| 1115 | case 27:
|
---|
[2792] | 1116 | CleanUp();
|
---|
[2642] | 1117 | exit(0);
|
---|
| 1118 | break;
|
---|
| 1119 | case 32: //space
|
---|
[2800] | 1120 | renderMode = (renderMode + 1) % RenderTraverser::NUM_TRAVERSAL_TYPES;
|
---|
[2897] | 1121 |
|
---|
| 1122 | DEL_PTR(traverser);
|
---|
| 1123 | traverser = CreateTraverser(camera);
|
---|
| 1124 |
|
---|
[2931] | 1125 | if (shadowTraverser)
|
---|
[2897] | 1126 | {
|
---|
[2931] | 1127 | // shadow traverser has to be recomputed (this is done on demand)
|
---|
[2897] | 1128 | DEL_PTR(shadowTraverser);
|
---|
| 1129 | }
|
---|
| 1130 |
|
---|
[2642] | 1131 | break;
|
---|
| 1132 | case 'h':
|
---|
| 1133 | case 'H':
|
---|
| 1134 | showHelp = !showHelp;
|
---|
| 1135 | break;
|
---|
| 1136 | case '+':
|
---|
[2867] | 1137 | if (maxBatchSize < 10)
|
---|
| 1138 | maxBatchSize = 10;
|
---|
| 1139 | else
|
---|
| 1140 | maxBatchSize += 10;
|
---|
| 1141 |
|
---|
[2776] | 1142 | traverser->SetMaxBatchSize(maxBatchSize);
|
---|
[2642] | 1143 | break;
|
---|
| 1144 | case '-':
|
---|
[2776] | 1145 | maxBatchSize -= 10;
|
---|
| 1146 | if (maxBatchSize < 0) maxBatchSize = 1;
|
---|
| 1147 | traverser->SetMaxBatchSize(maxBatchSize);
|
---|
[2642] | 1148 | break;
|
---|
[2837] | 1149 | case 'M':
|
---|
| 1150 | case 'm':
|
---|
| 1151 | useMultiQueries = !useMultiQueries;
|
---|
| 1152 | traverser->SetUseMultiQueries(useMultiQueries);
|
---|
| 1153 | break;
|
---|
| 1154 | case '1':
|
---|
| 1155 | descendKeyPressed = true;
|
---|
| 1156 | break;
|
---|
| 1157 | case '2':
|
---|
| 1158 | ascendKeyPressed = true;
|
---|
| 1159 | break;
|
---|
| 1160 | case '3':
|
---|
| 1161 | if (trianglesPerVirtualLeaf >= 100)
|
---|
| 1162 | trianglesPerVirtualLeaf -= 100;
|
---|
| 1163 | bvh->SetVirtualLeaves(trianglesPerVirtualLeaf);
|
---|
| 1164 | break;
|
---|
| 1165 | case '4':
|
---|
| 1166 | trianglesPerVirtualLeaf += 100;
|
---|
| 1167 | bvh->SetVirtualLeaves(trianglesPerVirtualLeaf);
|
---|
| 1168 | break;
|
---|
| 1169 | case '5':
|
---|
[2776] | 1170 | assumedVisibleFrames -= 1;
|
---|
| 1171 | if (assumedVisibleFrames < 1) assumedVisibleFrames = 1;
|
---|
| 1172 | traverser->SetAssumedVisibleFrames(assumedVisibleFrames);
|
---|
| 1173 | break;
|
---|
[2837] | 1174 | case '6':
|
---|
[2776] | 1175 | assumedVisibleFrames += 1;
|
---|
| 1176 | traverser->SetAssumedVisibleFrames(assumedVisibleFrames);
|
---|
| 1177 | break;
|
---|
[2837] | 1178 | case '7':
|
---|
[2901] | 1179 | ssaoTempCohFactor *= 0.5f;
|
---|
[2776] | 1180 | break;
|
---|
[2767] | 1181 | case '8':
|
---|
[2901] | 1182 | ssaoTempCohFactor *= 2.0f;
|
---|
| 1183 | //if (ssaoTempCohFactor > 1.0f) ssaoExpFactor = 1.0f;
|
---|
[2837] | 1184 | break;
|
---|
[2865] | 1185 | case '9':
|
---|
| 1186 | useLODs = !useLODs;
|
---|
| 1187 | SceneEntity::SetUseLODs(useLODs);
|
---|
| 1188 | break;
|
---|
[2887] | 1189 | case 'P':
|
---|
| 1190 | case 'p':
|
---|
[2930] | 1191 | samplingMethod = DeferredRenderer::SAMPLING_METHOD((samplingMethod + 1) % 3);
|
---|
| 1192 | cout << "ssao sampling method: " << samplingMethod << endl;
|
---|
[2887] | 1193 | break;
|
---|
[2895] | 1194 | case 'Y':
|
---|
| 1195 | case 'y':
|
---|
| 1196 | showShadowMap = !showShadowMap;
|
---|
| 1197 | break;
|
---|
[2875] | 1198 | case 'g':
|
---|
[2903] | 1199 | case 'G':
|
---|
| 1200 | useGlobIllum = !useGlobIllum;
|
---|
| 1201 | break;
|
---|
[2875] | 1202 | case 't':
|
---|
| 1203 | case 'T':
|
---|
| 1204 | useTemporalCoherence = !useTemporalCoherence;
|
---|
| 1205 | break;
|
---|
[2792] | 1206 | case 'o':
|
---|
| 1207 | case 'O':
|
---|
[2642] | 1208 | useOptimization = !useOptimization;
|
---|
[2764] | 1209 | traverser->SetUseOptimization(useOptimization);
|
---|
[2767] | 1210 | break;
|
---|
| 1211 | case 'a':
|
---|
| 1212 | case 'A':
|
---|
[2931] | 1213 | leftKeyPressed = true;
|
---|
[2767] | 1214 | break;
|
---|
| 1215 | case 'd':
|
---|
| 1216 | case 'D':
|
---|
[2931] | 1217 | rightKeyPressed = true;
|
---|
[2767] | 1218 | break;
|
---|
| 1219 | case 'w':
|
---|
| 1220 | case 'W':
|
---|
[2931] | 1221 | upKeyPressed = true;
|
---|
[2767] | 1222 | break;
|
---|
[2829] | 1223 | case 's':
|
---|
| 1224 | case 'S':
|
---|
[2931] | 1225 | downKeyPressed = true;
|
---|
[2767] | 1226 | break;
|
---|
| 1227 | case 'r':
|
---|
| 1228 | case 'R':
|
---|
[2931] | 1229 | useRenderQueue = !useRenderQueue;
|
---|
| 1230 | traverser->SetUseRenderQueue(useRenderQueue);
|
---|
| 1231 |
|
---|
[2790] | 1232 | break;
|
---|
[2786] | 1233 | case 'b':
|
---|
| 1234 | case 'B':
|
---|
[2931] | 1235 | useTightBounds = !useTightBounds;
|
---|
| 1236 | traverser->SetUseTightBounds(useTightBounds);
|
---|
[2790] | 1237 | break;
|
---|
[2931] | 1238 | case 'l':
|
---|
| 1239 | case 'L':
|
---|
| 1240 | renderLightView = !renderLightView;
|
---|
| 1241 | break;
|
---|
[2642] | 1242 | default:
|
---|
| 1243 | return;
|
---|
| 1244 | }
|
---|
| 1245 |
|
---|
| 1246 | glutPostRedisplay();
|
---|
| 1247 | }
|
---|
| 1248 |
|
---|
| 1249 |
|
---|
[2792] | 1250 | void SpecialKeyUp(int c, int x, int y)
|
---|
[2642] | 1251 | {
|
---|
[2792] | 1252 | switch (c)
|
---|
| 1253 | {
|
---|
| 1254 | case GLUT_KEY_LEFT:
|
---|
| 1255 | leftKeyPressed = false;
|
---|
| 1256 | break;
|
---|
| 1257 | case GLUT_KEY_RIGHT:
|
---|
| 1258 | rightKeyPressed = false;
|
---|
| 1259 | break;
|
---|
| 1260 | case GLUT_KEY_UP:
|
---|
| 1261 | upKeyPressed = false;
|
---|
| 1262 | break;
|
---|
| 1263 | case GLUT_KEY_DOWN:
|
---|
| 1264 | downKeyPressed = false;
|
---|
| 1265 | break;
|
---|
| 1266 | default:
|
---|
| 1267 | return;
|
---|
| 1268 | }
|
---|
| 1269 | //glutPostRedisplay();
|
---|
| 1270 | }
|
---|
| 1271 |
|
---|
| 1272 |
|
---|
| 1273 | void KeyUp(unsigned char c, int x, int y)
|
---|
| 1274 | {
|
---|
| 1275 | switch (c)
|
---|
| 1276 | {
|
---|
[2879] | 1277 |
|
---|
[2792] | 1278 | case 'A':
|
---|
| 1279 | case 'a':
|
---|
| 1280 | leftKeyPressed = false;
|
---|
| 1281 | break;
|
---|
| 1282 | case 'D':
|
---|
| 1283 | case 'd':
|
---|
| 1284 | rightKeyPressed = false;
|
---|
| 1285 | break;
|
---|
| 1286 | case 'W':
|
---|
| 1287 | case 'w':
|
---|
| 1288 | upKeyPressed = false;
|
---|
| 1289 | break;
|
---|
[2829] | 1290 | case 'S':
|
---|
| 1291 | case 's':
|
---|
[2792] | 1292 | downKeyPressed = false;
|
---|
| 1293 | break;
|
---|
[2837] | 1294 | case '1':
|
---|
| 1295 | descendKeyPressed = false;
|
---|
[2794] | 1296 | break;
|
---|
[2837] | 1297 | case '2':
|
---|
| 1298 | ascendKeyPressed = false;
|
---|
[2794] | 1299 | break;
|
---|
| 1300 |
|
---|
[2792] | 1301 | default:
|
---|
| 1302 | return;
|
---|
| 1303 | }
|
---|
| 1304 | //glutPostRedisplay();
|
---|
| 1305 | }
|
---|
| 1306 |
|
---|
| 1307 |
|
---|
| 1308 | void Special(int c, int x, int y)
|
---|
| 1309 | {
|
---|
[2642] | 1310 | switch(c)
|
---|
| 1311 | {
|
---|
| 1312 | case GLUT_KEY_F1:
|
---|
| 1313 | showHelp = !showHelp;
|
---|
| 1314 | break;
|
---|
[2790] | 1315 | case GLUT_KEY_F2:
|
---|
[2795] | 1316 | visMode = !visMode;
|
---|
[2790] | 1317 | break;
|
---|
| 1318 | case GLUT_KEY_F3:
|
---|
| 1319 | showBoundingVolumes = !showBoundingVolumes;
|
---|
| 1320 | traverser->SetShowBounds(showBoundingVolumes);
|
---|
| 1321 | break;
|
---|
| 1322 | case GLUT_KEY_F4:
|
---|
[2827] | 1323 | showOptions = !showOptions;
|
---|
[2790] | 1324 | break;
|
---|
| 1325 | case GLUT_KEY_F5:
|
---|
[2827] | 1326 | showStatistics = !showStatistics;
|
---|
[2790] | 1327 | break;
|
---|
[2800] | 1328 | case GLUT_KEY_F6:
|
---|
| 1329 | flyMode = !flyMode;
|
---|
| 1330 | break;
|
---|
[2801] | 1331 | case GLUT_KEY_F7:
|
---|
[2825] | 1332 |
|
---|
| 1333 | renderType = (renderType + 1) % 3;
|
---|
| 1334 | traverser->SetUseDepthPass(renderType == RenderState::DEPTH_PASS);
|
---|
| 1335 |
|
---|
[2801] | 1336 | break;
|
---|
[2803] | 1337 | case GLUT_KEY_F8:
|
---|
[2903] | 1338 |
|
---|
| 1339 | useAdvancedShading = !useAdvancedShading;
|
---|
| 1340 | //shadingMethod = (DeferredRenderer::SHADING_METHOD)((shadingMethod + 1) % 2);
|
---|
| 1341 |
|
---|
[2821] | 1342 | break;
|
---|
[2826] | 1343 | case GLUT_KEY_F9:
|
---|
| 1344 | showAlgorithmTime = !showAlgorithmTime;
|
---|
| 1345 | break;
|
---|
| 1346 |
|
---|
[2642] | 1347 | case GLUT_KEY_LEFT:
|
---|
[2767] | 1348 | {
|
---|
[2792] | 1349 | leftKeyPressed = true;
|
---|
[2795] | 1350 | camera->Pitch(KeyRotationAngle());
|
---|
[2767] | 1351 | }
|
---|
[2642] | 1352 | break;
|
---|
| 1353 | case GLUT_KEY_RIGHT:
|
---|
[2767] | 1354 | {
|
---|
[2792] | 1355 | rightKeyPressed = true;
|
---|
[2795] | 1356 | camera->Pitch(-KeyRotationAngle());
|
---|
[2767] | 1357 | }
|
---|
[2642] | 1358 | break;
|
---|
| 1359 | case GLUT_KEY_UP:
|
---|
[2767] | 1360 | {
|
---|
[2792] | 1361 | upKeyPressed = true;
|
---|
[2795] | 1362 | KeyHorizontalMotion(KeyShift());
|
---|
[2767] | 1363 | }
|
---|
[2642] | 1364 | break;
|
---|
| 1365 | case GLUT_KEY_DOWN:
|
---|
[2767] | 1366 | {
|
---|
[2792] | 1367 | downKeyPressed = true;
|
---|
[2795] | 1368 | KeyHorizontalMotion(-KeyShift());
|
---|
[2767] | 1369 | }
|
---|
[2642] | 1370 | break;
|
---|
| 1371 | default:
|
---|
| 1372 | return;
|
---|
| 1373 |
|
---|
| 1374 | }
|
---|
| 1375 |
|
---|
| 1376 | glutPostRedisplay();
|
---|
| 1377 | }
|
---|
[2767] | 1378 |
|
---|
[2642] | 1379 | #pragma warning( default : 4100 )
|
---|
| 1380 |
|
---|
| 1381 |
|
---|
[2792] | 1382 | void Reshape(int w, int h)
|
---|
[2642] | 1383 | {
|
---|
[2759] | 1384 | winAspectRatio = 1.0f;
|
---|
[2642] | 1385 |
|
---|
| 1386 | glViewport(0, 0, w, h);
|
---|
| 1387 |
|
---|
| 1388 | winWidth = w;
|
---|
| 1389 | winHeight = h;
|
---|
| 1390 |
|
---|
[2833] | 1391 | if (w) winAspectRatio = (float) w / (float) h;
|
---|
[2642] | 1392 |
|
---|
[2758] | 1393 | glMatrixMode(GL_PROJECTION);
|
---|
| 1394 | glLoadIdentity();
|
---|
[2642] | 1395 |
|
---|
[2927] | 1396 | gluPerspective(fov, winAspectRatio, nearDist, farDist);
|
---|
[2788] | 1397 |
|
---|
[2758] | 1398 | glMatrixMode(GL_MODELVIEW);
|
---|
| 1399 |
|
---|
[2642] | 1400 | glutPostRedisplay();
|
---|
| 1401 | }
|
---|
| 1402 |
|
---|
| 1403 |
|
---|
[2792] | 1404 | void Mouse(int button, int state, int x, int y)
|
---|
[2642] | 1405 | {
|
---|
[2758] | 1406 | if ((button == GLUT_LEFT_BUTTON) && (state == GLUT_DOWN))
|
---|
[2642] | 1407 | {
|
---|
| 1408 | xEyeBegin = x;
|
---|
| 1409 | yMotionBegin = y;
|
---|
| 1410 |
|
---|
[2792] | 1411 | glutMotionFunc(LeftMotion);
|
---|
[2642] | 1412 | }
|
---|
[2758] | 1413 | else if ((button == GLUT_RIGHT_BUTTON) && (state == GLUT_DOWN))
|
---|
[2642] | 1414 | {
|
---|
[2829] | 1415 | xEyeBegin = x;
|
---|
[2758] | 1416 | yEyeBegin = y;
|
---|
| 1417 | yMotionBegin = y;
|
---|
| 1418 |
|
---|
[2792] | 1419 | glutMotionFunc(RightMotion);
|
---|
[2758] | 1420 | }
|
---|
| 1421 | else if ((button == GLUT_MIDDLE_BUTTON) && (state == GLUT_DOWN))
|
---|
| 1422 | {
|
---|
[2642] | 1423 | horizontalMotionBegin = x;
|
---|
| 1424 | verticalMotionBegin = y;
|
---|
[2792] | 1425 | glutMotionFunc(MiddleMotion);
|
---|
[2642] | 1426 | }
|
---|
| 1427 |
|
---|
| 1428 | glutPostRedisplay();
|
---|
| 1429 | }
|
---|
| 1430 |
|
---|
[2758] | 1431 |
|
---|
| 1432 | /** rotation for left/right mouse drag
|
---|
[2642] | 1433 | motion for up/down mouse drag
|
---|
| 1434 | */
|
---|
[2792] | 1435 | void LeftMotion(int x, int y)
|
---|
[2642] | 1436 | {
|
---|
[2758] | 1437 | Vector3 viewDir = camera->GetDirection();
|
---|
| 1438 | Vector3 pos = camera->GetPosition();
|
---|
| 1439 |
|
---|
| 1440 | // don't move in the vertical direction
|
---|
[2764] | 1441 | Vector3 horView(viewDir[0], viewDir[1], 0);
|
---|
[2642] | 1442 |
|
---|
[2795] | 1443 | float eyeXAngle = 0.2f * M_PI * (xEyeBegin - x) / 180.0;
|
---|
[2756] | 1444 |
|
---|
[2795] | 1445 | camera->Pitch(eyeXAngle);
|
---|
[2787] | 1446 |
|
---|
[2888] | 1447 | pos += horView * (yMotionBegin - y) * 0.2f;
|
---|
[2795] | 1448 |
|
---|
[2758] | 1449 | camera->SetPosition(pos);
|
---|
[2642] | 1450 |
|
---|
| 1451 | xEyeBegin = x;
|
---|
| 1452 | yMotionBegin = y;
|
---|
[2758] | 1453 |
|
---|
[2642] | 1454 | glutPostRedisplay();
|
---|
| 1455 | }
|
---|
| 1456 |
|
---|
[2758] | 1457 |
|
---|
[2767] | 1458 | /** rotation for left / right mouse drag
|
---|
| 1459 | motion for up / down mouse drag
|
---|
[2758] | 1460 | */
|
---|
[2792] | 1461 | void RightMotion(int x, int y)
|
---|
[2758] | 1462 | {
|
---|
[2829] | 1463 | float eyeXAngle = 0.2f * M_PI * (xEyeBegin - x) / 180.0;
|
---|
[2795] | 1464 | float eyeYAngle = -0.2f * M_PI * (yEyeBegin - y) / 180.0;
|
---|
[2758] | 1465 |
|
---|
[2795] | 1466 | camera->Yaw(eyeYAngle);
|
---|
[2829] | 1467 | camera->Pitch(eyeXAngle);
|
---|
[2780] | 1468 |
|
---|
[2829] | 1469 | xEyeBegin = x;
|
---|
[2758] | 1470 | yEyeBegin = y;
|
---|
[2829] | 1471 |
|
---|
[2758] | 1472 | glutPostRedisplay();
|
---|
| 1473 | }
|
---|
| 1474 |
|
---|
| 1475 |
|
---|
[2642] | 1476 | // strafe
|
---|
[2792] | 1477 | void MiddleMotion(int x, int y)
|
---|
[2642] | 1478 | {
|
---|
[2758] | 1479 | Vector3 viewDir = camera->GetDirection();
|
---|
| 1480 | Vector3 pos = camera->GetPosition();
|
---|
| 1481 |
|
---|
[2642] | 1482 | // the 90 degree rotated view vector
|
---|
| 1483 | // y zero so we don't move in the vertical
|
---|
[2764] | 1484 | Vector3 rVec(viewDir[0], viewDir[1], 0);
|
---|
[2642] | 1485 |
|
---|
[2764] | 1486 | Matrix4x4 rot = RotationZMatrix(M_PI * 0.5f);
|
---|
[2758] | 1487 | rVec = rot * rVec;
|
---|
[2642] | 1488 |
|
---|
[2888] | 1489 | pos -= rVec * (x - horizontalMotionBegin) * 0.1f;
|
---|
[2764] | 1490 | pos[2] += (verticalMotionBegin - y) * 0.1f;
|
---|
[2642] | 1491 |
|
---|
[2758] | 1492 | camera->SetPosition(pos);
|
---|
| 1493 |
|
---|
[2642] | 1494 | horizontalMotionBegin = x;
|
---|
| 1495 | verticalMotionBegin = y;
|
---|
[2758] | 1496 |
|
---|
[2642] | 1497 | glutPostRedisplay();
|
---|
| 1498 | }
|
---|
| 1499 |
|
---|
| 1500 |
|
---|
[2756] | 1501 | void InitExtensions(void)
|
---|
[2642] | 1502 | {
|
---|
| 1503 | GLenum err = glewInit();
|
---|
[2756] | 1504 |
|
---|
[2642] | 1505 | if (GLEW_OK != err)
|
---|
| 1506 | {
|
---|
| 1507 | // problem: glewInit failed, something is seriously wrong
|
---|
| 1508 | fprintf(stderr,"Error: %s\n", glewGetErrorString(err));
|
---|
| 1509 | exit(1);
|
---|
| 1510 | }
|
---|
[2756] | 1511 | if (!GLEW_ARB_occlusion_query)
|
---|
[2642] | 1512 | {
|
---|
[2756] | 1513 | printf("I require the GL_ARB_occlusion_query to work.\n");
|
---|
[2642] | 1514 | exit(1);
|
---|
| 1515 | }
|
---|
| 1516 | }
|
---|
| 1517 |
|
---|
| 1518 |
|
---|
[2826] | 1519 | void Begin2D()
|
---|
[2642] | 1520 | {
|
---|
| 1521 | glDisable(GL_LIGHTING);
|
---|
| 1522 | glDisable(GL_DEPTH_TEST);
|
---|
| 1523 |
|
---|
[2826] | 1524 | glMatrixMode(GL_PROJECTION);
|
---|
[2642] | 1525 | glPushMatrix();
|
---|
| 1526 | glLoadIdentity();
|
---|
[2834] | 1527 |
|
---|
[2826] | 1528 | gluOrtho2D(0, winWidth, 0, winHeight);
|
---|
[2642] | 1529 |
|
---|
[2826] | 1530 | glMatrixMode(GL_MODELVIEW);
|
---|
[2642] | 1531 | glPushMatrix();
|
---|
| 1532 | glLoadIdentity();
|
---|
| 1533 | }
|
---|
| 1534 |
|
---|
| 1535 |
|
---|
[2826] | 1536 | void End2D()
|
---|
[2642] | 1537 | {
|
---|
[2834] | 1538 | glMatrixMode(GL_PROJECTION);
|
---|
[2642] | 1539 | glPopMatrix();
|
---|
[2834] | 1540 |
|
---|
[2642] | 1541 | glMatrixMode(GL_MODELVIEW);
|
---|
| 1542 | glPopMatrix();
|
---|
| 1543 |
|
---|
| 1544 | glEnable(GL_LIGHTING);
|
---|
| 1545 | glEnable(GL_DEPTH_TEST);
|
---|
| 1546 | }
|
---|
| 1547 |
|
---|
| 1548 |
|
---|
[2787] | 1549 | // displays the visualisation of culling algorithm
|
---|
| 1550 | void DisplayVisualization()
|
---|
[2796] | 1551 | {
|
---|
[2787] | 1552 | visualization->SetFrameId(traverser->GetCurrentFrameId());
|
---|
| 1553 |
|
---|
[2792] | 1554 | Begin2D();
|
---|
[2642] | 1555 | glBlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA);
|
---|
| 1556 | glEnable(GL_BLEND);
|
---|
[2827] | 1557 | glColor4f(0.0f ,0.0f, 0.0f, 0.5f);
|
---|
[2642] | 1558 |
|
---|
[2827] | 1559 | glRecti(winWidth - winWidth / 3, winHeight - winHeight / 3, winWidth, winHeight);
|
---|
[2642] | 1560 | glDisable(GL_BLEND);
|
---|
[2792] | 1561 | End2D();
|
---|
[2788] | 1562 |
|
---|
| 1563 |
|
---|
| 1564 | AxisAlignedBox3 box = bvh->GetBox();
|
---|
| 1565 |
|
---|
[2838] | 1566 | // hack: set far plane for viz
|
---|
[2911] | 1567 | //camera->SetFar(0.35f * Magnitude(box.Diagonal()));
|
---|
[2913] | 1568 | //camera->SetFar(1000);
|
---|
[2796] | 1569 |
|
---|
[2929] | 1570 | //const float offs = box.Size().x * 0.3f;
|
---|
[2932] | 1571 | const float offs = box.Size().x * 0.6f;
|
---|
[2834] | 1572 |
|
---|
[2838] | 1573 | Vector3 vizpos = Vector3(box.Min().x, box.Min().y - box.Size().y * 0.35f, box.Min().z + box.Size().z * 50);
|
---|
[2806] | 1574 |
|
---|
[2795] | 1575 | visCamera->SetPosition(vizpos);
|
---|
[2838] | 1576 | visCamera->ResetPitchAndYaw();
|
---|
[2892] | 1577 |
|
---|
[2834] | 1578 | glPushAttrib(GL_VIEWPORT_BIT);
|
---|
[2806] | 1579 | glViewport(winWidth - winWidth / 3, winHeight - winHeight / 3, winWidth / 3, winHeight / 3);
|
---|
[2796] | 1580 |
|
---|
| 1581 | glMatrixMode(GL_PROJECTION);
|
---|
[2834] | 1582 | glPushMatrix();
|
---|
| 1583 |
|
---|
[2787] | 1584 | glLoadIdentity();
|
---|
[2796] | 1585 |
|
---|
[2807] | 1586 | glOrtho(-offs, offs, -offs, offs, 0.0f, box.Size().z * 100.0f);
|
---|
[2787] | 1587 |
|
---|
[2796] | 1588 | glMatrixMode(GL_MODELVIEW);
|
---|
[2834] | 1589 | glPushMatrix();
|
---|
[2787] | 1590 |
|
---|
[2796] | 1591 | visCamera->SetupCameraView();
|
---|
[2806] | 1592 |
|
---|
| 1593 | Matrix4x4 rotZ = RotationZMatrix(-camera->GetPitch());
|
---|
| 1594 | glMultMatrixf((float *)rotZ.x);
|
---|
| 1595 |
|
---|
[2887] | 1596 | // inverse translation in order to fix current position
|
---|
[2838] | 1597 | Vector3 pos = camera->GetPosition();
|
---|
[2806] | 1598 | glTranslatef(-pos.x, -pos.y, -pos.z);
|
---|
| 1599 |
|
---|
| 1600 |
|
---|
[2788] | 1601 | GLfloat position[] = {0.8f, 1.0f, 1.5f, 0.0f};
|
---|
| 1602 | glLightfv(GL_LIGHT0, GL_POSITION, position);
|
---|
[2787] | 1603 |
|
---|
[2788] | 1604 | GLfloat position1[] = {bvh->GetBox().Center().x, bvh->GetBox().Max().y, bvh->GetBox().Center().z, 1.0f};
|
---|
| 1605 | glLightfv(GL_LIGHT1, GL_POSITION, position1);
|
---|
[2787] | 1606 |
|
---|
[2642] | 1607 | glClear(GL_DEPTH_BUFFER_BIT);
|
---|
| 1608 |
|
---|
[2888] | 1609 |
|
---|
[2767] | 1610 | ////////////
|
---|
[2787] | 1611 | //-- visualization of the occlusion culling
|
---|
| 1612 |
|
---|
[2767] | 1613 | visualization->Render();
|
---|
[2887] | 1614 |
|
---|
[2767] | 1615 |
|
---|
[2834] | 1616 | // reset previous settings
|
---|
| 1617 | glPopAttrib();
|
---|
| 1618 |
|
---|
| 1619 | glMatrixMode(GL_PROJECTION);
|
---|
| 1620 | glPopMatrix();
|
---|
| 1621 | glMatrixMode(GL_MODELVIEW);
|
---|
| 1622 | glPopMatrix();
|
---|
[2642] | 1623 | }
|
---|
| 1624 |
|
---|
[2767] | 1625 |
|
---|
[2642] | 1626 | // cleanup routine after the main loop
|
---|
[2756] | 1627 | void CleanUp()
|
---|
[2642] | 1628 | {
|
---|
[2756] | 1629 | DEL_PTR(traverser);
|
---|
[2796] | 1630 | DEL_PTR(sceneQuery);
|
---|
[2756] | 1631 | DEL_PTR(bvh);
|
---|
[2767] | 1632 | DEL_PTR(visualization);
|
---|
[2787] | 1633 | DEL_PTR(camera);
|
---|
[2793] | 1634 | DEL_PTR(loader);
|
---|
[2801] | 1635 | DEL_PTR(renderQueue);
|
---|
[2827] | 1636 | DEL_PTR(perfGraph);
|
---|
[2809] | 1637 |
|
---|
[2879] | 1638 | DEL_PTR(fbo);
|
---|
| 1639 | DEL_PTR(ssaoShader);
|
---|
| 1640 |
|
---|
[2810] | 1641 | if (sCgMrtVertexProgram)
|
---|
| 1642 | cgDestroyProgram(sCgMrtVertexProgram);
|
---|
[2827] | 1643 | if (RenderState::sCgMrtFragmentProgram)
|
---|
| 1644 | cgDestroyProgram(RenderState::sCgMrtFragmentProgram);
|
---|
| 1645 | if (RenderState::sCgMrtFragmentTexProgram)
|
---|
| 1646 | cgDestroyProgram(RenderState::sCgMrtFragmentTexProgram);
|
---|
[2861] | 1647 |
|
---|
[2809] | 1648 | if (sCgContext)
|
---|
| 1649 | cgDestroyContext(sCgContext);
|
---|
[2642] | 1650 | }
|
---|
| 1651 |
|
---|
| 1652 |
|
---|
| 1653 | // this function inserts a dezimal point after each 1000
|
---|
[2829] | 1654 | void CalcDecimalPoint(string &str, int d, int len)
|
---|
[2642] | 1655 | {
|
---|
[2827] | 1656 | static vector<int> numbers;
|
---|
| 1657 | numbers.clear();
|
---|
| 1658 |
|
---|
[2829] | 1659 | static string shortStr;
|
---|
| 1660 | shortStr.clear();
|
---|
[2642] | 1661 |
|
---|
[2829] | 1662 | static char hstr[100];
|
---|
| 1663 |
|
---|
[2642] | 1664 | while (d != 0)
|
---|
| 1665 | {
|
---|
| 1666 | numbers.push_back(d % 1000);
|
---|
| 1667 | d /= 1000;
|
---|
| 1668 | }
|
---|
| 1669 |
|
---|
| 1670 | // first element without leading zeros
|
---|
| 1671 | if (numbers.size() > 0)
|
---|
| 1672 | {
|
---|
[2800] | 1673 | sprintf(hstr, "%d", numbers.back());
|
---|
[2829] | 1674 | shortStr.append(hstr);
|
---|
[2642] | 1675 | }
|
---|
| 1676 |
|
---|
[2764] | 1677 | for (int i = (int)numbers.size() - 2; i >= 0; i--)
|
---|
[2642] | 1678 | {
|
---|
[2800] | 1679 | sprintf(hstr, ",%03d", numbers[i]);
|
---|
[2829] | 1680 | shortStr.append(hstr);
|
---|
[2642] | 1681 | }
|
---|
[2829] | 1682 |
|
---|
| 1683 | int dif = len - (int)shortStr.size();
|
---|
| 1684 |
|
---|
| 1685 | for (int i = 0; i < dif; ++ i)
|
---|
| 1686 | {
|
---|
| 1687 | str += " ";
|
---|
| 1688 | }
|
---|
| 1689 |
|
---|
| 1690 | str.append(shortStr);
|
---|
[2764] | 1691 | }
|
---|
| 1692 |
|
---|
| 1693 |
|
---|
| 1694 | void DisplayStats()
|
---|
| 1695 | {
|
---|
[2826] | 1696 | static char msg[9][300];
|
---|
[2764] | 1697 |
|
---|
[2826] | 1698 | static double frameTime = elapsedTime;
|
---|
| 1699 | static double renderTime = algTime;
|
---|
| 1700 |
|
---|
[2818] | 1701 | const float expFactor = 0.1f;
|
---|
[2767] | 1702 |
|
---|
[2802] | 1703 | // if some strange render time spike happened in this frame => don't count
|
---|
[2826] | 1704 | if (elapsedTime < 500) frameTime = elapsedTime * expFactor + (1.0f - expFactor) * elapsedTime;
|
---|
| 1705 |
|
---|
| 1706 | static float rTime = 1000.0f;
|
---|
[2764] | 1707 |
|
---|
[2826] | 1708 | if (showAlgorithmTime)
|
---|
| 1709 | {
|
---|
| 1710 | if (algTime < 500) renderTime = algTime * expFactor + (1.0f - expFactor) * renderTime;
|
---|
| 1711 | }
|
---|
[2802] | 1712 |
|
---|
[2826] | 1713 | accumulatedTime += elapsedTime;
|
---|
| 1714 |
|
---|
[2776] | 1715 | if (accumulatedTime > 500) // update every fraction of a second
|
---|
[2770] | 1716 | {
|
---|
| 1717 | accumulatedTime = 0;
|
---|
| 1718 |
|
---|
[2826] | 1719 | if (frameTime) fps = 1e3f / (float)frameTime;
|
---|
| 1720 |
|
---|
| 1721 | rTime = renderTime;
|
---|
[2770] | 1722 | renderedObjects = traverser->GetStats().mNumRenderedGeometry;
|
---|
[2773] | 1723 | renderedNodes = traverser->GetStats().mNumRenderedNodes;
|
---|
| 1724 | renderedTriangles = traverser->GetStats().mNumRenderedTriangles;
|
---|
| 1725 |
|
---|
[2770] | 1726 | traversedNodes = traverser->GetStats().mNumTraversedNodes;
|
---|
| 1727 | frustumCulledNodes = traverser->GetStats().mNumFrustumCulledNodes;
|
---|
| 1728 | queryCulledNodes = traverser->GetStats().mNumQueryCulledNodes;
|
---|
| 1729 | issuedQueries = traverser->GetStats().mNumIssuedQueries;
|
---|
| 1730 | stateChanges = traverser->GetStats().mNumStateChanges;
|
---|
[2800] | 1731 | numBatches = traverser->GetStats().mNumBatches;
|
---|
[2770] | 1732 | }
|
---|
| 1733 |
|
---|
[2764] | 1734 |
|
---|
[2826] | 1735 | Begin2D();
|
---|
[2808] | 1736 |
|
---|
[2826] | 1737 | glEnable(GL_BLEND);
|
---|
| 1738 | glBlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA);
|
---|
[2764] | 1739 |
|
---|
[2826] | 1740 | if (showHelp)
|
---|
| 1741 | {
|
---|
| 1742 | DrawHelpMessage();
|
---|
| 1743 | }
|
---|
| 1744 | else
|
---|
| 1745 | {
|
---|
[2829] | 1746 | if (showOptions)
|
---|
| 1747 | {
|
---|
| 1748 | glColor4f(0.0f, 0.0f, 0.0f, 0.5f);
|
---|
| 1749 | glRecti(5, winHeight - 95, winWidth * 2 / 3 - 5, winHeight - 5);
|
---|
| 1750 | }
|
---|
| 1751 |
|
---|
| 1752 | if (showStatistics)
|
---|
| 1753 | {
|
---|
| 1754 | glColor4f(0.0f, 0.0f, 0.0f, 0.5f);
|
---|
| 1755 | glRecti(5, winHeight - 165, winWidth * 2 / 3 - 5, winHeight - 100);
|
---|
| 1756 | }
|
---|
| 1757 |
|
---|
| 1758 | glEnable(GL_TEXTURE_2D);
|
---|
| 1759 |
|
---|
[2827] | 1760 | myfont.Begin();
|
---|
[2769] | 1761 |
|
---|
[2826] | 1762 | if (showOptions)
|
---|
| 1763 | {
|
---|
[2829] | 1764 | glColor3f(0.0f, 1.0f, 0.0f);
|
---|
| 1765 |
|
---|
[2826] | 1766 | int i = 0;
|
---|
| 1767 |
|
---|
| 1768 | static char *renderTypeStr[] = {"fixed function", "fixed function + depth pass", "deferred shading"};
|
---|
[2825] | 1769 |
|
---|
[2826] | 1770 | sprintf(msg[i ++], "multiqueries: %d, tight bounds: %d, render queue: %d",
|
---|
| 1771 | useMultiQueries, useTightBounds, useRenderQueue);
|
---|
[2792] | 1772 |
|
---|
[2903] | 1773 | sprintf(msg[i ++], "render technique: %s, SSAO: %d", renderTypeStr[renderType], useAdvancedShading);
|
---|
[2808] | 1774 |
|
---|
[2826] | 1775 | sprintf(msg[i ++], "triangles per virtual leaf: %5d", trianglesPerVirtualLeaf);
|
---|
[2808] | 1776 |
|
---|
[2826] | 1777 | sprintf(msg[i ++], "assumed visible frames: %4d, max batch size: %4d",
|
---|
| 1778 | assumedVisibleFrames, maxBatchSize);
|
---|
[2808] | 1779 |
|
---|
[2826] | 1780 | for (int j = 0; j < 4; ++ j)
|
---|
[2829] | 1781 | myfont.DrawString(msg[j], 10.0f, winHeight - 5 - j * 20);
|
---|
[2826] | 1782 | }
|
---|
[2808] | 1783 |
|
---|
[2786] | 1784 | if (showStatistics)
|
---|
[2764] | 1785 | {
|
---|
[2829] | 1786 | glColor3f(1.0f, 1.0f, 0.0f);
|
---|
| 1787 |
|
---|
[2826] | 1788 | string str;
|
---|
| 1789 | string str2;
|
---|
| 1790 |
|
---|
[2829] | 1791 | int len = 10;
|
---|
| 1792 | CalcDecimalPoint(str, renderedTriangles, len);
|
---|
| 1793 | CalcDecimalPoint(str2, bvh->GetBvhStats().mTriangles, len);
|
---|
[2826] | 1794 |
|
---|
| 1795 | int i = 4;
|
---|
| 1796 |
|
---|
[2829] | 1797 | sprintf(msg[i ++], "rendered: %6d of %6d nodes, %s of %s triangles",
|
---|
[2826] | 1798 | renderedNodes, bvh->GetNumVirtualNodes(), str.c_str(), str2.c_str());
|
---|
| 1799 |
|
---|
| 1800 | sprintf(msg[i ++], "traversed: %5d, frustum culled: %5d, query culled: %5d",
|
---|
| 1801 | traversedNodes, frustumCulledNodes, queryCulledNodes);
|
---|
| 1802 |
|
---|
| 1803 | sprintf(msg[i ++], "issued queries: %5d, state changes: %5d, render batches: %5d",
|
---|
| 1804 | issuedQueries, stateChanges, numBatches);
|
---|
| 1805 |
|
---|
| 1806 | for (int j = 4; j < 7; ++ j)
|
---|
[2829] | 1807 | myfont.DrawString(msg[j], 10.0f, winHeight - (j + 1) * 20);
|
---|
[2764] | 1808 | }
|
---|
[2790] | 1809 |
|
---|
[2826] | 1810 | glColor3f(1.0f, 1.0f, 1.0f);
|
---|
| 1811 | static char *alg_str[] = {"Frustum Cull", "Stop and Wait", "CHC", "CHC ++"};
|
---|
[2827] | 1812 |
|
---|
| 1813 | if (!showAlgorithmTime)
|
---|
| 1814 | {
|
---|
| 1815 | sprintf(msg[7], "%s: %6.1f fps", alg_str[renderMode], fps);
|
---|
| 1816 | }
|
---|
| 1817 | else
|
---|
| 1818 | {
|
---|
| 1819 | sprintf(msg[7], "%s: %6.1f ms", alg_str[renderMode], rTime);
|
---|
| 1820 | }
|
---|
[2826] | 1821 |
|
---|
[2829] | 1822 | myfont.DrawString(msg[7], 1.3f, 690.0f, 760.0f);//, top_color, bottom_color);
|
---|
[2827] | 1823 |
|
---|
| 1824 | //sprintf(msg[8], "algorithm time: %6.1f ms", rTime);
|
---|
| 1825 | //myfont.DrawString(msg[8], 720.0f, 730.0f);
|
---|
[2764] | 1826 | }
|
---|
| 1827 |
|
---|
[2826] | 1828 | glDisable(GL_BLEND);
|
---|
| 1829 | glDisable(GL_TEXTURE_2D);
|
---|
| 1830 |
|
---|
[2792] | 1831 | End2D();
|
---|
[2764] | 1832 | }
|
---|
[2796] | 1833 |
|
---|
| 1834 |
|
---|
| 1835 | void RenderSky()
|
---|
| 1836 | {
|
---|
| 1837 | SceneEntityContainer::const_iterator sit, sit_end = skyGeometry.end();
|
---|
| 1838 |
|
---|
| 1839 | for (sit = skyGeometry.begin(); sit != sit_end; ++ sit)
|
---|
| 1840 | (*sit)->Render(&state);
|
---|
[2801] | 1841 | }
|
---|
[2796] | 1842 |
|
---|
[2895] | 1843 | // render visible object from depth pass
|
---|
[2801] | 1844 | void RenderVisibleObjects()
|
---|
| 1845 | {
|
---|
[2825] | 1846 | state.SetRenderType(RenderState::FIXED);
|
---|
[2796] | 1847 | state.Reset();
|
---|
[2801] | 1848 |
|
---|
| 1849 | glEnable(GL_LIGHTING);
|
---|
| 1850 | glDepthFunc(GL_LEQUAL);
|
---|
| 1851 |
|
---|
| 1852 | //cout << "visible: " << (int)traverser->GetVisibleObjects().size() << endl;
|
---|
| 1853 |
|
---|
| 1854 | SceneEntityContainer::const_iterator sit,
|
---|
| 1855 | sit_end = traverser->GetVisibleObjects().end();
|
---|
| 1856 |
|
---|
| 1857 | for (sit = traverser->GetVisibleObjects().begin(); sit != sit_end; ++ sit)
|
---|
| 1858 | renderQueue->Enqueue(*sit);
|
---|
| 1859 |
|
---|
| 1860 | renderQueue->Apply();
|
---|
| 1861 |
|
---|
| 1862 | glDepthFunc(GL_LESS);
|
---|
| 1863 | }
|
---|
| 1864 |
|
---|
| 1865 |
|
---|
| 1866 | void PlaceViewer(const Vector3 &oldPos)
|
---|
| 1867 | {
|
---|
| 1868 | Vector3 playerPos = camera->GetPosition();
|
---|
| 1869 |
|
---|
[2843] | 1870 | bool validIntersect = sceneQuery->CalcIntersection(playerPos);
|
---|
[2801] | 1871 |
|
---|
[2853] | 1872 | if (validIntersect)
|
---|
[2848] | 1873 | // && ((playerPos.z - oldPos.z) < bvh->GetBox().Size(2) * 1e-1f))
|
---|
[2801] | 1874 | {
|
---|
| 1875 | camera->SetPosition(playerPos);
|
---|
| 1876 | }
|
---|
[2809] | 1877 | }
|
---|