[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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[2953] | 38 | #include "SceneEntityConverter.h"
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[2954] | 39 | #include "SunColor.h"
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[2957] | 40 | #include "ObjConverter.h"
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| 41 | #include "SkyPreetham.h"
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[2642] | 42 |
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| 43 |
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[2954] | 44 |
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[2756] | 45 | using namespace std;
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[2776] | 46 | using namespace CHCDemoEngine;
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[2642] | 47 |
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| 48 |
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[2828] | 49 | static Environment env;
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| 50 |
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[2911] | 51 | #define MAX_DEPTH_CONST 10.0f
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[2828] | 52 |
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[2884] | 53 | // fbo
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[2879] | 54 | FrameBufferObject *fbo = NULL;
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[2756] | 55 |
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[2826] | 56 | GLuint fontTex;
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[2810] | 57 |
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[2756] | 58 | /// the renderable scene geometry
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| 59 | SceneEntityContainer sceneEntities;
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| 60 | // traverses and renders the hierarchy
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[2767] | 61 | RenderTraverser *traverser = NULL;
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[2756] | 62 | /// the hierarchy
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[2767] | 63 | Bvh *bvh = NULL;
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[2793] | 64 | /// handles scene loading
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[2795] | 65 | ResourceManager *loader = NULL;
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[2756] | 66 | /// the scene camera
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[2767] | 67 | Camera *camera = NULL;
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[2795] | 68 | /// the scene camera
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| 69 | Camera *visCamera = NULL;
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[2767] | 70 | /// the visualization
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| 71 | Visualization *visualization = NULL;
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[2760] | 72 | /// the current render state
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| 73 | RenderState state;
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[2764] | 74 | /// the rendering algorithm
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[2795] | 75 | int renderMode = RenderTraverser::CHCPLUSPLUS;
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[2756] | 76 | // eye near plane distance
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[2954] | 77 | float nearDist = 0.2f;
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[2927] | 78 | float farDist = 1e6f;
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[2856] | 79 | /// the field of view
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| 80 | float fov = 50.0f;
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[2771] | 81 | /// the pixel threshold where a node is still considered invisible
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| 82 | int threshold;
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[2764] | 83 |
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[2776] | 84 | int assumedVisibleFrames = 10;
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| 85 | int maxBatchSize = 50;
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[2771] | 86 |
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[2800] | 87 | int trianglesPerVirtualLeaf = INITIAL_TRIANGLES_PER_VIRTUAL_LEAVES;
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[2767] | 88 |
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[2796] | 89 | SceneQuery *sceneQuery = NULL;
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[2801] | 90 | RenderQueue *renderQueue = NULL;
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[2796] | 91 |
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[2897] | 92 | // traverses and renders the hierarchy
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| 93 | RenderTraverser *shadowTraverser = NULL;
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| 94 |
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[2957] | 95 | SkyPreetham *preetham = NULL;
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[2897] | 96 |
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[2957] | 97 |
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[2809] | 98 | /// these values get scaled with the frame rate
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[2828] | 99 | static float keyForwardMotion = 30.0f;
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| 100 | static float keyRotation = 1.5f;
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[2801] | 101 |
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[2826] | 102 | /// elapsed time in milliseconds
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| 103 | double elapsedTime = 1000.0f;
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| 104 | double algTime = 1000.0f;
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[2795] | 105 |
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[2809] | 106 | static int winWidth = 1024;
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[2813] | 107 | static int winHeight = 768;
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[2892] | 108 |
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[2945] | 109 | int shadowSize = 2048;
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[2892] | 110 |
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[2809] | 111 | static float winAspectRatio = 1.0f;
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[2642] | 112 |
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[2776] | 113 | double accumulatedTime = 1000;
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[2770] | 114 | float fps = 1e3f;
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| 115 |
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[2826] | 116 | glfont::GLFont myfont;
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| 117 |
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[2809] | 118 | // rendertexture
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[2828] | 119 | static int texWidth = 1024;
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| 120 | static int texHeight = 768;
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[2866] | 121 |
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[2770] | 122 | int renderedObjects = 0;
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[2773] | 123 | int renderedNodes = 0;
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| 124 | int renderedTriangles = 0;
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| 125 |
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[2770] | 126 | int issuedQueries = 0;
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| 127 | int traversedNodes = 0;
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| 128 | int frustumCulledNodes = 0;
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| 129 | int queryCulledNodes = 0;
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| 130 | int stateChanges = 0;
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[2800] | 131 | int numBatches = 0;
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[2770] | 132 |
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[2642] | 133 | bool showHelp = false;
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[2826] | 134 | bool showStatistics = false;
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[2865] | 135 | bool showOptions = true;
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[2642] | 136 | bool showBoundingVolumes = false;
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| 137 | bool visMode = false;
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| 138 |
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[2792] | 139 | // mouse navigation state
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[2809] | 140 | int xEyeBegin = 0;
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| 141 | int yEyeBegin = 0;
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| 142 | int yMotionBegin = 0;
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| 143 | int verticalMotionBegin = 0;
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| 144 | int horizontalMotionBegin = 0;
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[2642] | 145 |
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[2770] | 146 | bool useOptimization = false;
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[2786] | 147 | bool useTightBounds = true;
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[2795] | 148 | bool useRenderQueue = true;
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[2786] | 149 | bool useMultiQueries = true;
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[2800] | 150 | bool flyMode = true;
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| 151 |
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[2795] | 152 | SceneEntityContainer skyGeometry;
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| 153 |
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[2792] | 154 | bool leftKeyPressed = false;
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| 155 | bool rightKeyPressed = false;
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| 156 | bool upKeyPressed = false;
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| 157 | bool downKeyPressed = false;
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[2837] | 158 | bool descendKeyPressed = false;
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| 159 | bool ascendKeyPressed = false;
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[2787] | 160 |
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[2875] | 161 | bool useGlobIllum = false;
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| 162 | bool useTemporalCoherence = true;
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| 163 |
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[2901] | 164 | static float ssaoTempCohFactor = 255.0;
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[2821] | 165 |
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[2826] | 166 | bool showAlgorithmTime = false;
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| 167 |
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[2820] | 168 | GLubyte *randomNormals = NULL;
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[2809] | 169 |
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[2819] | 170 | PerfTimer frameTimer, algTimer;
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| 171 |
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[2957] | 172 |
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| 173 |
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[2955] | 174 | /// the used render type for this render pass
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| 175 | enum RenderMethod
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| 176 | {
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| 177 | RENDER_FIXED,
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| 178 | RENDER_DEPTH_PASS,
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| 179 | RENDER_DEFERRED,
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| 180 | RENDER_DEPTH_PASS_DEFERRED,
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| 181 | RENDER_NUM_RENDER_TYPES
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| 182 | };
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[2820] | 183 |
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[2955] | 184 | /// one of four possible render methods
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| 185 | int renderMethod = RENDER_FIXED;
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| 186 |
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[2827] | 187 | PerformanceGraph *perfGraph = NULL;
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[2825] | 188 |
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[2828] | 189 | bool useFullScreen = false;
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[2827] | 190 |
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[2865] | 191 | bool useLODs = true;
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| 192 |
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[2954] | 193 | bool moveLight = false;
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| 194 |
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[2948] | 195 | //DeferredRenderer::SAMPLING_METHOD samplingMethod = DeferredRenderer::SAMPLING_POISSON;
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| 196 | DeferredRenderer::SAMPLING_METHOD samplingMethod = DeferredRenderer::SAMPLING_QUADRATIC;
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[2865] | 197 |
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[2903] | 198 | bool useAdvancedShading = false;
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| 199 |
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[2895] | 200 | bool showShadowMap = false;
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| 201 | bool shadowChanged = true;
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| 202 |
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[2834] | 203 | static Matrix4x4 matProjectionView = IdentityMatrix();
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[2820] | 204 |
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[2931] | 205 | bool renderLightView = false;
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[2894] | 206 |
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| 207 | ShadowMap *shadowMap = NULL;
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[2952] | 208 | DirectionalLight *light = NULL;
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[2948] | 209 | DeferredRenderer *ssaoShader = NULL;
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[2834] | 210 |
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[2953] | 211 | SceneEntity *cube = NULL;
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[2957] | 212 | SceneEntity *aeroplane = NULL;
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| 213 | SceneEntity *skyDome = NULL;
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[2895] | 214 |
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[2953] | 215 | bool altKeyPressed = false;
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[2952] | 216 |
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[2809] | 217 | // function forward declarations
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[2759] | 218 | void InitExtensions();
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[2756] | 219 | void DisplayVisualization();
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[2759] | 220 | void InitGLstate();
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[2809] | 221 | void InitRenderTexture();
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| 222 | void InitCg();
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[2759] | 223 | void CleanUp();
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| 224 | void SetupEyeView();
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| 225 | void UpdateEyeMtx();
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| 226 | void SetupLighting();
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[2764] | 227 | void DisplayStats();
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[2769] | 228 | void Output(int x, int y, const char *string);
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[2786] | 229 | void DrawHelpMessage();
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[2796] | 230 | void RenderSky();
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[2801] | 231 | void RenderVisibleObjects();
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[2756] | 232 |
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[2792] | 233 | void Begin2D();
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| 234 | void End2D();
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| 235 | void KeyBoard(unsigned char c, int x, int y);
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| 236 | void DrawStatistics();
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| 237 | void Display();
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| 238 | void Special(int c, int x, int y);
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| 239 | void KeyUp(unsigned char c, int x, int y);
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| 240 | void SpecialKeyUp(int c, int x, int y);
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| 241 | void Reshape(int w, int h);
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| 242 | void Mouse(int button, int state, int x, int y);
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| 243 | void LeftMotion(int x, int y);
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| 244 | void RightMotion(int x, int y);
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| 245 | void MiddleMotion(int x, int y);
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| 246 | void CalcDecimalPoint(string &str, int d);
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[2642] | 247 |
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[2897] | 248 | RenderTraverser *CreateTraverser(Camera *cam);
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| 249 |
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[2792] | 250 | void KeyHorizontalMotion(float shift);
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[2794] | 251 | void KeyVerticalMotion(float shift);
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[2642] | 252 |
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[2801] | 253 | void PlaceViewer(const Vector3 &oldPos);
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[2642] | 254 |
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[2826] | 255 | inline float KeyRotationAngle() { return keyRotation * elapsedTime * 1e-3f; }
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| 256 | inline float KeyShift() { return keyForwardMotion * elapsedTime * 1e-3f; }
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[2951] | 257 |
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[2809] | 258 | void InitFBO();
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[2795] | 259 |
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[2954] | 260 | void RightMotionLight(int x, int y);
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| 261 |
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[2951] | 262 | void RenderShadowMap(float newfar);
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[2810] | 263 |
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[2809] | 264 |
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| 265 |
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[2948] | 266 |
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[2810] | 267 | /////////
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| 268 | //-- cg stuff
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| 269 |
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[2808] | 270 | static CGcontext sCgContext = NULL;
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[2810] | 271 | static CGprogram sCgMrtVertexProgram = NULL;
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[2795] | 272 |
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[2809] | 273 | static CGparameter sMaxDepthParam;
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[2819] | 274 | static CGparameter sMaxDepthParamTex;
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[2861] | 275 | static Matrix4x4 oldViewProjMatrix;
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[2820] | 276 |
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[2837] | 277 |
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[2809] | 278 | static void cgErrorCallback()
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| 279 | {
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| 280 | CGerror lastError = cgGetError();
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| 281 |
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| 282 | if(lastError)
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| 283 | {
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| 284 | printf("%s\n\n", cgGetErrorString(lastError));
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| 285 | printf("%s\n", cgGetLastListing(sCgContext));
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[2861] | 286 |
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[2809] | 287 | printf("Cg error, exiting...\n");
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| 288 |
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| 289 | exit(0);
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| 290 | }
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| 291 | }
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| 292 |
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| 293 |
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| 294 | static void PrintGLerror(char *msg)
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| 295 | {
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| 296 | GLenum errCode;
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| 297 | const GLubyte *errStr;
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| 298 |
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| 299 | if ((errCode = glGetError()) != GL_NO_ERROR)
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| 300 | {
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| 301 | errStr = gluErrorString(errCode);
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| 302 | fprintf(stderr,"OpenGL ERROR: %s: %s\n", errStr, msg);
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| 303 | }
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| 304 | }
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| 305 |
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| 306 |
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[2642] | 307 | int main(int argc, char* argv[])
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| 308 | {
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[2781] | 309 | int returnCode = 0;
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| 310 |
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[2837] | 311 | Vector3 camPos(.0f, .0f, .0f);
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[2838] | 312 | Vector3 camDir(.0f, 1.0f, .0f);
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[2952] | 313 | Vector3 lightDir(-0.8f, 1.0f, -0.7f);
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[2837] | 314 |
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[2873] | 315 | cout << "=== reading environment file ===" << endl << endl;
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[2830] | 316 |
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[2837] | 317 | string envFileName = "default.env";
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| 318 | if (!env.Read(envFileName))
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| 319 | {
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| 320 | cerr << "loading environment " << envFileName << " failed!" << endl;
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| 321 | }
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| 322 | else
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| 323 | {
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| 324 | env.GetIntParam(string("assumedVisibleFrames"), assumedVisibleFrames);
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| 325 | env.GetIntParam(string("maxBatchSize"), maxBatchSize);
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| 326 | env.GetIntParam(string("trianglesPerVirtualLeaf"), trianglesPerVirtualLeaf);
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[2828] | 327 |
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[2837] | 328 | env.GetFloatParam(string("keyForwardMotion"), keyForwardMotion);
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| 329 | env.GetFloatParam(string("keyRotation"), keyRotation);
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[2828] | 330 |
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[2837] | 331 | env.GetIntParam(string("winWidth"), winWidth);
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| 332 | env.GetIntParam(string("winHeight"), winHeight);
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[2828] | 333 |
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[2837] | 334 | env.GetBoolParam(string("useFullScreen"), useFullScreen);
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[2901] | 335 | env.GetFloatParam(string("tempCohFactor"), ssaoTempCohFactor);
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[2837] | 336 | env.GetVectorParam(string("camPosition"), camPos);
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[2838] | 337 | env.GetVectorParam(string("camDirection"), camDir);
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[2952] | 338 | env.GetVectorParam(string("lightDirection"), lightDir);
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[2828] | 339 |
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[2865] | 340 | env.GetBoolParam(string("useLODs"), useLODs);
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[2945] | 341 | env.GetIntParam(string("shadowSize"), shadowSize);
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[2865] | 342 |
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[2846] | 343 | //env.GetStringParam(string("modelPath"), model_path);
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[2838] | 344 | //env.GetIntParam(string("numSssaoSamples"), numSsaoSamples);
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| 345 |
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[2867] | 346 |
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[2837] | 347 | cout << "assumedVisibleFrames: " << assumedVisibleFrames << endl;
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| 348 | cout << "maxBatchSize: " << maxBatchSize << endl;
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| 349 | cout << "trianglesPerVirtualLeaf: " << trianglesPerVirtualLeaf << endl;
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[2828] | 350 |
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[2837] | 351 | cout << "keyForwardMotion: " << keyForwardMotion << endl;
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| 352 | cout << "keyRotation: " << keyRotation << endl;
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| 353 | cout << "winWidth: " << winWidth << endl;
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| 354 | cout << "winHeight: " << winHeight << endl;
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| 355 | cout << "useFullScreen: " << useFullScreen << endl;
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[2865] | 356 | cout << "useLODs: " << useLODs << endl;
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[2837] | 357 | cout << "camPosition: " << camPos << endl;
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[2901] | 358 | cout << "temporal coherence: " << ssaoTempCohFactor << endl;
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[2945] | 359 | cout << "shadow size: " << shadowSize << endl;
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[2873] | 360 |
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[2846] | 361 | //cout << "model path: " << model_path << endl;
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[2873] | 362 |
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[2881] | 363 | cout << "**** end parameters ****" << endl << endl;
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[2837] | 364 | }
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[2829] | 365 |
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[2828] | 366 | ///////////////////////////
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| 367 |
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[2914] | 368 | camera = new Camera(winWidth, winHeight, fov);
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[2795] | 369 | camera->SetNear(nearDist);
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[2913] | 370 | camera->SetFar(1000);
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[2888] | 371 |
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[2838] | 372 | camera->SetDirection(camDir);
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[2829] | 373 | camera->SetPosition(camPos);
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| 374 |
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[2806] | 375 | visCamera = new Camera(winWidth, winHeight, fov);
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[2796] | 376 | visCamera->SetNear(0.0f);
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| 377 | visCamera->Yaw(.5 * M_PI);
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[2781] | 378 |
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[2952] | 379 | // create a new light
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| 380 | light = new DirectionalLight(lightDir, RgbaColor(1, 1, 1, 1));
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| 381 |
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| 382 |
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[2802] | 383 | renderQueue = new RenderQueue(&state, camera);
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[2801] | 384 |
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[2760] | 385 | glutInitWindowSize(winWidth, winHeight);
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[2756] | 386 | glutInit(&argc, argv);
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[2853] | 387 | glutInitDisplayMode(GLUT_DOUBLE | GLUT_RGBA | GLUT_DEPTH | GLUT_MULTISAMPLE);
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| 388 | //glutInitDisplayMode(GLUT_DOUBLE | GLUT_RGBA | GLUT_DEPTH);
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[2850] | 389 | //glutInitDisplayString("samples=2");
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| 390 |
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[2867] | 391 | SceneEntity::SetUseLODs(useLODs);
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| 392 |
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| 393 |
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[2828] | 394 | if (!useFullScreen)
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[2856] | 395 | {
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[2828] | 396 | glutCreateWindow("FriendlyCulling");
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[2856] | 397 | }
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[2828] | 398 | else
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| 399 | {
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| 400 | glutGameModeString( "1024x768:32@75" );
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| 401 | glutEnterGameMode();
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| 402 | }
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| 403 |
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[2792] | 404 | glutDisplayFunc(Display);
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| 405 | glutKeyboardFunc(KeyBoard);
|
---|
| 406 | glutSpecialFunc(Special);
|
---|
| 407 | glutReshapeFunc(Reshape);
|
---|
| 408 | glutMouseFunc(Mouse);
|
---|
| 409 | glutIdleFunc(Display);
|
---|
| 410 | glutKeyboardUpFunc(KeyUp);
|
---|
| 411 | glutSpecialUpFunc(SpecialKeyUp);
|
---|
| 412 | glutIgnoreKeyRepeat(true);
|
---|
| 413 |
|
---|
[2829] | 414 | // initialise gl graphics
|
---|
[2756] | 415 | InitExtensions();
|
---|
| 416 | InitGLstate();
|
---|
[2850] | 417 |
|
---|
[2854] | 418 | glEnable(GL_MULTISAMPLE_ARB);
|
---|
| 419 | glHint(GL_MULTISAMPLE_FILTER_HINT_NV, GL_NICEST);
|
---|
[2850] | 420 |
|
---|
[2792] | 421 | LeftMotion(0, 0);
|
---|
| 422 | MiddleMotion(0, 0);
|
---|
[2756] | 423 |
|
---|
[2829] | 424 | perfGraph = new PerformanceGraph(1000);
|
---|
[2756] | 425 |
|
---|
[2795] | 426 | loader = new ResourceManager();
|
---|
[2793] | 427 |
|
---|
[2784] | 428 | //const string filename("data/city/model/city.dem");
|
---|
| 429 | const string filename = string(model_path + "city.dem");
|
---|
[2756] | 430 |
|
---|
[2793] | 431 | if (loader->Load(filename, sceneEntities))
|
---|
[2756] | 432 | cout << "scene " << filename << " loaded" << endl;
|
---|
| 433 | else
|
---|
[2784] | 434 | {
|
---|
[2756] | 435 | cerr << "loading scene " << filename << " failed" << endl;
|
---|
[2792] | 436 | CleanUp();
|
---|
[2784] | 437 | exit(0);
|
---|
| 438 | }
|
---|
[2756] | 439 |
|
---|
[2795] | 440 | SceneEntityContainer dummy;
|
---|
| 441 |
|
---|
| 442 | const string envname = string(model_path + "env.dem");
|
---|
| 443 |
|
---|
| 444 | if (loader->Load(envname, skyGeometry))
|
---|
| 445 | cout << "sky box " << filename << " loaded" << endl;
|
---|
| 446 | else
|
---|
| 447 | {
|
---|
| 448 | cerr << "loading sky box " << filename << " failed" << endl;
|
---|
| 449 | CleanUp();
|
---|
| 450 | exit(0);
|
---|
| 451 | }
|
---|
| 452 |
|
---|
[2784] | 453 | const string bvh_filename = string(model_path + "city.bvh");
|
---|
[2760] | 454 | BvhLoader bvhLoader;
|
---|
[2784] | 455 | bvh = bvhLoader.Load(bvh_filename, sceneEntities);
|
---|
[2762] | 456 |
|
---|
[2784] | 457 | if (!bvh)
|
---|
| 458 | {
|
---|
| 459 | cerr << "loading bvh " << bvh_filename << " failed" << endl;
|
---|
[2792] | 460 | CleanUp();
|
---|
[2784] | 461 | exit(0);
|
---|
| 462 | }
|
---|
| 463 |
|
---|
[2829] | 464 | // set far plane based on scene extent
|
---|
[2927] | 465 | farDist = 10.0f * Magnitude(bvh->GetBox().Diagonal());
|
---|
[2829] | 466 | bvh->SetVirtualLeaves(trianglesPerVirtualLeaf);
|
---|
| 467 |
|
---|
[2913] | 468 | camera->SetFar(Magnitude(bvh->GetBox().Diagonal()));
|
---|
[2829] | 469 |
|
---|
[2809] | 470 | InitCg();
|
---|
[2806] | 471 |
|
---|
[2896] | 472 | DeferredRenderer::Init(sCgContext);
|
---|
[2957] | 473 | SkyPreetham::Init(sCgContext);
|
---|
[2847] | 474 |
|
---|
[2861] | 475 |
|
---|
[2857] | 476 | // initialize the render traverser
|
---|
[2897] | 477 | traverser = CreateTraverser(camera);
|
---|
[2756] | 478 |
|
---|
[2787] | 479 | visualization = new Visualization(bvh, camera, NULL, &state);
|
---|
[2897] | 480 |
|
---|
[2955] | 481 | state.SetRenderPassType(RenderState::FIXED);
|
---|
[2843] | 482 | sceneQuery = new SceneQuery(bvh->GetBox(), traverser);
|
---|
[2796] | 483 |
|
---|
[2847] | 484 | // frame time is restarted every frame
|
---|
| 485 | frameTimer.Start();
|
---|
[2800] | 486 |
|
---|
[2857] | 487 | // the rendering loop
|
---|
[2642] | 488 | glutMainLoop();
|
---|
| 489 |
|
---|
| 490 | // clean up
|
---|
[2756] | 491 | CleanUp();
|
---|
| 492 |
|
---|
[2642] | 493 | return 0;
|
---|
| 494 | }
|
---|
| 495 |
|
---|
[2756] | 496 |
|
---|
[2809] | 497 | void InitCg(void)
|
---|
| 498 | {
|
---|
| 499 | // Setup Cg
|
---|
| 500 | cgSetErrorCallback(cgErrorCallback);
|
---|
| 501 |
|
---|
| 502 | // Create cgContext.
|
---|
| 503 | sCgContext = cgCreateContext();
|
---|
| 504 |
|
---|
| 505 | // get the best profile for this hardware
|
---|
[2818] | 506 | RenderState::sCgFragmentProfile = cgGLGetLatestProfile(CG_GL_FRAGMENT);
|
---|
| 507 | cgGLSetOptimalOptions(RenderState::sCgFragmentProfile);
|
---|
[2809] | 508 |
|
---|
[2818] | 509 | RenderState::sCgVertexProfile = cgGLGetLatestProfile(CG_GL_VERTEX);
|
---|
| 510 | cgGLSetOptimalOptions(RenderState::sCgVertexProfile);
|
---|
[2809] | 511 |
|
---|
[2810] | 512 | sCgMrtVertexProgram =
|
---|
[2809] | 513 | cgCreateProgramFromFile(sCgContext,
|
---|
| 514 | CG_SOURCE,
|
---|
[2810] | 515 | "src/shaders/mrt.cg",
|
---|
[2818] | 516 | RenderState::sCgVertexProfile,
|
---|
[2810] | 517 | "vtx",
|
---|
[2809] | 518 | NULL);
|
---|
| 519 |
|
---|
[2821] | 520 | if (sCgMrtVertexProgram != NULL)
|
---|
[2809] | 521 | {
|
---|
[2810] | 522 | cgGLLoadProgram(sCgMrtVertexProgram);
|
---|
[2818] | 523 |
|
---|
[2952] | 524 | //sInvViewProjParam = cgGetNamedParameter(sCgMrtVertexProgram, "InvViewProj");
|
---|
| 525 | Transform3::sModelMatrixParam = cgGetNamedParameter(sCgMrtVertexProgram, "ModelView");
|
---|
[2809] | 526 | }
|
---|
| 527 |
|
---|
[2819] | 528 | RenderState::sCgMrtFragmentTexProgram =
|
---|
[2809] | 529 | cgCreateProgramFromFile(sCgContext,
|
---|
| 530 | CG_SOURCE,
|
---|
[2810] | 531 | "src/shaders/mrt.cg",
|
---|
[2818] | 532 | RenderState::sCgFragmentProfile,
|
---|
[2819] | 533 | "fragtex",
|
---|
| 534 | NULL);
|
---|
| 535 |
|
---|
| 536 | if (RenderState::sCgMrtFragmentTexProgram != NULL)
|
---|
| 537 | {
|
---|
| 538 | cgGLLoadProgram(RenderState::sCgMrtFragmentTexProgram);
|
---|
| 539 |
|
---|
| 540 | sMaxDepthParamTex = cgGetNamedParameter(RenderState::sCgMrtFragmentTexProgram, "maxDepth");
|
---|
| 541 | Material::sDiffuseTexParam = cgGetNamedParameter(RenderState::sCgMrtFragmentTexProgram, "diffuse");
|
---|
[2822] | 542 | Material::sAmbientTexParam = cgGetNamedParameter(RenderState::sCgMrtFragmentTexProgram, "ambient");
|
---|
[2819] | 543 |
|
---|
[2927] | 544 | cgGLSetParameter1f(sMaxDepthParamTex, MAX_DEPTH_CONST / farDist);
|
---|
[2819] | 545 | }
|
---|
| 546 | else
|
---|
| 547 | cerr << "fragment tex program failed to load" << endl;
|
---|
| 548 |
|
---|
| 549 | RenderState::sCgMrtFragmentProgram =
|
---|
| 550 | cgCreateProgramFromFile(sCgContext,
|
---|
| 551 | CG_SOURCE,
|
---|
| 552 | "src/shaders/mrt.cg",
|
---|
| 553 | RenderState::sCgFragmentProfile,
|
---|
[2810] | 554 | "frag",
|
---|
[2809] | 555 | NULL);
|
---|
| 556 |
|
---|
[2819] | 557 | if (RenderState::sCgMrtFragmentProgram != NULL)
|
---|
[2809] | 558 | {
|
---|
[2819] | 559 | cgGLLoadProgram(RenderState::sCgMrtFragmentProgram);
|
---|
[2809] | 560 |
|
---|
[2819] | 561 | sMaxDepthParam = cgGetNamedParameter(RenderState::sCgMrtFragmentProgram, "maxDepth");
|
---|
| 562 | Material::sDiffuseParam = cgGetNamedParameter(RenderState::sCgMrtFragmentProgram, "diffuse");
|
---|
[2822] | 563 | Material::sAmbientParam = cgGetNamedParameter(RenderState::sCgMrtFragmentProgram, "ambient");
|
---|
[2818] | 564 |
|
---|
[2927] | 565 | cgGLSetParameter1f(sMaxDepthParam, MAX_DEPTH_CONST / farDist);
|
---|
[2809] | 566 | }
|
---|
| 567 | else
|
---|
[2819] | 568 | cerr << "fragment program failed to load" << endl;
|
---|
[2809] | 569 |
|
---|
| 570 | PrintGLerror("init");
|
---|
[2818] | 571 |
|
---|
[2834] | 572 | cout << "cg initialization successful" << endl;
|
---|
[2809] | 573 | }
|
---|
| 574 |
|
---|
| 575 |
|
---|
| 576 | void InitFBO()
|
---|
[2810] | 577 | {
|
---|
[2949] | 578 | PrintGLerror("fbo start");
|
---|
[2857] | 579 | // this fbo basicly stores the scene information we get from standard rendering of a frame
|
---|
| 580 | // we store colors, normals, positions (for the ssao)
|
---|
[2884] | 581 | fbo = new FrameBufferObject(texWidth, texHeight, FrameBufferObject::DEPTH_32);
|
---|
[2948] | 582 | //fbo = new FrameBufferObject(texWidth, texHeight, FrameBufferObject::DEPTH_24);
|
---|
[2857] | 583 |
|
---|
[2859] | 584 | // the diffuse color buffer
|
---|
[2951] | 585 | fbo->AddColorBuffer(ColorBufferObject::BUFFER_FLOAT_32, ColorBufferObject::WRAP_CLAMP_TO_EDGE, ColorBufferObject::FILTER_MIPMAP_LINEAR, true);
|
---|
| 586 | //fbo->AddColorBuffer(ColorBufferObject::BUFFER_FLOAT_32, ColorBufferObject::WRAP_CLAMP_TO_EDGE, ColorBufferObject::FILTER_NEAREST, false);
|
---|
[2868] | 587 |
|
---|
[2859] | 588 | // the positions buffer
|
---|
[2867] | 589 | fbo->AddColorBuffer(ColorBufferObject::BUFFER_FLOAT_32, ColorBufferObject::WRAP_CLAMP_TO_EDGE, ColorBufferObject::FILTER_MIPMAP_LINEAR, true);
|
---|
[2873] | 590 | //fbo->AddColorBuffer(ColorBufferObject::BUFFER_FLOAT_32, ColorBufferObject::WRAP_CLAMP_TO_EDGE, ColorBufferObject::FILTER_NEAREST, false);
|
---|
[2951] | 591 |
|
---|
[2859] | 592 | // the normals buffer
|
---|
[2867] | 593 | fbo->AddColorBuffer(ColorBufferObject::BUFFER_FLOAT_16, ColorBufferObject::WRAP_CLAMP_TO_EDGE, ColorBufferObject::FILTER_NEAREST, false);
|
---|
[2857] | 594 |
|
---|
[2879] | 595 | // another color buffer
|
---|
[2884] | 596 | fbo->AddColorBuffer(ColorBufferObject::BUFFER_FLOAT_32, ColorBufferObject::WRAP_CLAMP_TO_EDGE, ColorBufferObject::FILTER_NEAREST, false);
|
---|
[2879] | 597 |
|
---|
[2810] | 598 | PrintGLerror("fbo");
|
---|
[2809] | 599 | }
|
---|
| 600 |
|
---|
| 601 |
|
---|
[2827] | 602 | bool InitFont(void)
|
---|
[2642] | 603 | {
|
---|
[2826] | 604 | glEnable(GL_TEXTURE_2D);
|
---|
| 605 |
|
---|
| 606 | glGenTextures(1, &fontTex);
|
---|
| 607 | glBindTexture(GL_TEXTURE_2D, fontTex);
|
---|
[2829] | 608 | if (!myfont.Create("data/fonts/verdana.glf", fontTex))
|
---|
[2826] | 609 | return false;
|
---|
| 610 |
|
---|
| 611 | glDisable(GL_TEXTURE_2D);
|
---|
[2827] | 612 |
|
---|
[2826] | 613 | return true;
|
---|
| 614 | }
|
---|
| 615 |
|
---|
| 616 |
|
---|
| 617 | void InitGLstate()
|
---|
| 618 | {
|
---|
[2951] | 619 | glClearColor(0.2f, 0.2f, 0.8f, 1.0f);
|
---|
[2642] | 620 |
|
---|
| 621 | glPixelStorei(GL_UNPACK_ALIGNMENT, 1);
|
---|
| 622 | glPixelStorei(GL_PACK_ALIGNMENT,1);
|
---|
| 623 |
|
---|
| 624 | glDepthFunc(GL_LESS);
|
---|
[2762] | 625 | glEnable(GL_DEPTH_TEST);
|
---|
[2642] | 626 |
|
---|
[2759] | 627 | SetupLighting();
|
---|
[2642] | 628 |
|
---|
[2760] | 629 | glColor3f(1.0f, 1.0f, 1.0f);
|
---|
[2642] | 630 | glShadeModel(GL_SMOOTH);
|
---|
| 631 |
|
---|
| 632 | glMaterialf(GL_FRONT, GL_SHININESS, 64);
|
---|
| 633 | glEnable(GL_NORMALIZE);
|
---|
[2767] | 634 |
|
---|
| 635 | glDisable(GL_ALPHA_TEST);
|
---|
[2951] | 636 | glAlphaFunc(GL_GEQUAL, 0.5f);
|
---|
[2767] | 637 |
|
---|
[2642] | 638 | glFrontFace(GL_CCW);
|
---|
| 639 | glCullFace(GL_BACK);
|
---|
[2851] | 640 | glEnable(GL_CULL_FACE);
|
---|
| 641 |
|
---|
[2800] | 642 | glDisable(GL_TEXTURE_2D);
|
---|
[2762] | 643 |
|
---|
[2756] | 644 | GLfloat ambientColor[] = {0.5, 0.5, 0.5, 1.0};
|
---|
| 645 | GLfloat diffuseColor[] = {1.0, 0.0, 0.0, 1.0};
|
---|
[2759] | 646 | GLfloat specularColor[] = {0.0, 0.0, 0.0, 1.0};
|
---|
[2642] | 647 |
|
---|
[2756] | 648 | glMaterialfv(GL_FRONT, GL_AMBIENT, ambientColor);
|
---|
| 649 | glMaterialfv(GL_FRONT, GL_DIFFUSE, diffuseColor);
|
---|
| 650 | glMaterialfv(GL_FRONT, GL_SPECULAR, specularColor);
|
---|
[2801] | 651 |
|
---|
| 652 | glDepthFunc(GL_LESS);
|
---|
[2826] | 653 |
|
---|
[2827] | 654 | if (!InitFont())
|
---|
[2826] | 655 | cerr << "font creation failed" << endl;
|
---|
| 656 | else
|
---|
| 657 | cout << "successfully created font" << endl;
|
---|
[2953] | 658 |
|
---|
| 659 | Vector3 cubeCenter(470.398f, 240.364f, 182.5f);
|
---|
| 660 | AxisAlignedBox3 box(cubeCenter - Vector3(2.0f), cubeCenter + Vector3(2.0f));
|
---|
| 661 |
|
---|
| 662 | Material *mat = new Material(RgbaColor(1, 0.4, 0.4, 0));
|
---|
[2957] | 663 | Transform3 *tf = new Transform3();
|
---|
[2953] | 664 | cube = SceneEntityConverter().ConvertBox(box, mat, tf);
|
---|
[2954] | 665 |
|
---|
[2957] | 666 | //aeroplane = ObjConverter().Load(model_path + "toyplane.obj");
|
---|
| 667 | //if (!aeroplane) cerr << "loadig plane failed" << endl;
|
---|
| 668 |
|
---|
| 669 | skyDome = ObjConverter().Load(model_path + "sky.obj");
|
---|
| 670 | if (!skyDome) cerr << "loadig plane failed" << endl;
|
---|
| 671 |
|
---|
| 672 | preetham = new SkyPreetham(3.0f, skyDome);
|
---|
| 673 |
|
---|
| 674 |
|
---|
[2954] | 675 | //////////////////////////////
|
---|
| 676 |
|
---|
| 677 | GLfloat lmodel_ambient[] = {0.5f, 0.5f, 0.5f, 1.0f};
|
---|
| 678 |
|
---|
| 679 | glLightModelfv(GL_LIGHT_MODEL_AMBIENT, lmodel_ambient);
|
---|
| 680 | glLightModeli(GL_LIGHT_MODEL_LOCAL_VIEWER, GL_TRUE);
|
---|
| 681 | glLightModeli(GL_LIGHT_MODEL_COLOR_CONTROL_EXT, GL_SINGLE_COLOR_EXT);
|
---|
[2642] | 682 | }
|
---|
| 683 |
|
---|
| 684 |
|
---|
[2827] | 685 | void DrawHelpMessage()
|
---|
[2826] | 686 | {
|
---|
[2642] | 687 | const char *message[] =
|
---|
| 688 | {
|
---|
| 689 | "Help information",
|
---|
| 690 | "",
|
---|
| 691 | "'F1' - shows/dismisses this message",
|
---|
[2795] | 692 | "'F2' - shows/hides bird eye view",
|
---|
[2790] | 693 | "'F3' - shows/hides bounds (boxes or tight bounds)",
|
---|
[2827] | 694 | "'F4', - shows/hides parameters",
|
---|
| 695 | "'F5' - shows/hides statistics",
|
---|
| 696 | "'F6', - toggles between fly/walkmode",
|
---|
[2826] | 697 | "'F7', - cycles throw render modes",
|
---|
| 698 | "'F8', - enables/disables ambient occlusion (only deferred)",
|
---|
| 699 | "'F9', - shows pure algorithm render time (using glFinish)",
|
---|
[2790] | 700 | "'SPACE' - cycles through occlusion culling algorithms",
|
---|
[2642] | 701 | "",
|
---|
[2827] | 702 | "'MOUSE LEFT' - turn left/right, move forward/backward",
|
---|
| 703 | "'MOUSE RIGHT' - turn left/right, move forward/backward",
|
---|
| 704 | "'MOUSE MIDDLE' - move up/down, left/right",
|
---|
| 705 | "'CURSOR UP/DOWN' - move forward/backward",
|
---|
| 706 | "'CURSOR LEFT/RIGHT' - turn left/right",
|
---|
[2642] | 707 | "",
|
---|
[2827] | 708 | "'-'/'+' - decreases/increases max batch size",
|
---|
[2837] | 709 | "'1'/'2' - downward/upward motion",
|
---|
| 710 | "'3'/'4' - decreases/increases triangles per virtual bvh leaf (sets bvh depth)",
|
---|
| 711 | "'5'/'6' - decreases/increases assumed visible frames",
|
---|
[2776] | 712 | "",
|
---|
[2786] | 713 | "'R' - use render queue",
|
---|
[2790] | 714 | "'B' - use tight bounds",
|
---|
| 715 | "'M' - use multiqueries",
|
---|
[2792] | 716 | "'O' - use CHC optimization (geometry queries for leaves)",
|
---|
[2642] | 717 | 0,
|
---|
| 718 | };
|
---|
| 719 |
|
---|
[2756] | 720 |
|
---|
[2827] | 721 | glColor4f(0.0f, 1.0f , 0.0f, 0.2f); // 20% green.
|
---|
[2756] | 722 |
|
---|
[2827] | 723 | glRecti(30, 30, winWidth - 30, winHeight - 30);
|
---|
[2642] | 724 |
|
---|
[2827] | 725 | glEnd();
|
---|
| 726 |
|
---|
[2756] | 727 | glColor3f(1.0f, 1.0f, 1.0f);
|
---|
| 728 |
|
---|
[2829] | 729 | glEnable(GL_TEXTURE_2D);
|
---|
[2827] | 730 | myfont.Begin();
|
---|
| 731 |
|
---|
| 732 | int x = 40, y = 30;
|
---|
| 733 |
|
---|
| 734 | for(int i = 0; message[i] != 0; ++ i)
|
---|
[2756] | 735 | {
|
---|
| 736 | if(message[i][0] == '\0')
|
---|
| 737 | {
|
---|
[2786] | 738 | y += 15;
|
---|
[2756] | 739 | }
|
---|
| 740 | else
|
---|
| 741 | {
|
---|
[2827] | 742 | myfont.DrawString(message[i], x, winHeight - y);
|
---|
| 743 | y += 25;
|
---|
[2642] | 744 | }
|
---|
| 745 | }
|
---|
[2829] | 746 | glDisable(GL_TEXTURE_2D);
|
---|
[2642] | 747 | }
|
---|
| 748 |
|
---|
| 749 |
|
---|
[2897] | 750 | RenderTraverser *CreateTraverser(Camera *cam)
|
---|
[2764] | 751 | {
|
---|
[2897] | 752 | RenderTraverser *tr;
|
---|
| 753 |
|
---|
[2771] | 754 | bvh->ResetNodeClassifications();
|
---|
| 755 |
|
---|
[2764] | 756 | switch (renderMode)
|
---|
| 757 | {
|
---|
| 758 | case RenderTraverser::CULL_FRUSTUM:
|
---|
[2897] | 759 | tr = new FrustumCullingTraverser();
|
---|
[2764] | 760 | break;
|
---|
| 761 | case RenderTraverser::STOP_AND_WAIT:
|
---|
[2897] | 762 | tr = new StopAndWaitTraverser();
|
---|
[2764] | 763 | break;
|
---|
| 764 | case RenderTraverser::CHC:
|
---|
[2897] | 765 | tr = new CHCTraverser();
|
---|
[2764] | 766 | break;
|
---|
[2767] | 767 | case RenderTraverser::CHCPLUSPLUS:
|
---|
[2897] | 768 | tr = new CHCPlusPlusTraverser();
|
---|
[2767] | 769 | break;
|
---|
| 770 |
|
---|
[2764] | 771 | default:
|
---|
[2897] | 772 | tr = new FrustumCullingTraverser();
|
---|
[2764] | 773 | }
|
---|
| 774 |
|
---|
[2897] | 775 | tr->SetCamera(cam);
|
---|
| 776 | tr->SetHierarchy(bvh);
|
---|
| 777 | tr->SetRenderQueue(renderQueue);
|
---|
| 778 | tr->SetRenderState(&state);
|
---|
| 779 | tr->SetUseOptimization(useOptimization);
|
---|
| 780 | tr->SetUseRenderQueue(useRenderQueue);
|
---|
| 781 | tr->SetVisibilityThreshold(threshold);
|
---|
| 782 | tr->SetAssumedVisibleFrames(assumedVisibleFrames);
|
---|
| 783 | tr->SetMaxBatchSize(maxBatchSize);
|
---|
| 784 | tr->SetUseMultiQueries(useMultiQueries);
|
---|
| 785 | tr->SetUseTightBounds(useTightBounds);
|
---|
[2955] | 786 | tr->SetUseDepthPass((renderMethod == RENDER_DEPTH_PASS) || (renderMethod == RENDER_DEPTH_PASS_DEFERRED));
|
---|
[2897] | 787 | tr->SetRenderQueue(renderQueue);
|
---|
| 788 |
|
---|
| 789 | return tr;
|
---|
[2764] | 790 | }
|
---|
| 791 |
|
---|
| 792 |
|
---|
[2759] | 793 | void SetupLighting()
|
---|
[2642] | 794 | {
|
---|
[2954] | 795 | //glEnable(GL_LIGHTING);
|
---|
[2759] | 796 | glEnable(GL_LIGHT0);
|
---|
[2825] | 797 |
|
---|
[2954] | 798 | Vector3 lightDir = -light->GetDirection();
|
---|
| 799 |
|
---|
| 800 |
|
---|
[2945] | 801 | ///////////
|
---|
| 802 | //-- first light: sunlight
|
---|
| 803 |
|
---|
[2954] | 804 | GLfloat ambient[] = {0.25f, 0.25f, 0.3f, 1.0f};
|
---|
| 805 | GLfloat diffuse[] = {1.0f, 0.95f, 0.85f, 1.0f};
|
---|
| 806 | GLfloat specular[] = {1.0f, 1.0f, 1.0f, 1.0f};
|
---|
[2759] | 807 |
|
---|
[2954] | 808 | Vector3 sunAmbient;
|
---|
| 809 | Vector3 sunDiffuse;
|
---|
[2759] | 810 |
|
---|
[2954] | 811 | Vector3 h;
|
---|
[2759] | 812 |
|
---|
[2954] | 813 | h.x = lightDir.x;
|
---|
| 814 | h.y = lightDir.z;
|
---|
| 815 | h.z = lightDir.y;
|
---|
[2945] | 816 |
|
---|
[2759] | 817 |
|
---|
[2957] | 818 | SunColor().Compute(lightDir, sunAmbient, sunDiffuse);
|
---|
[2945] | 819 |
|
---|
[2954] | 820 | const float maxComponent = sunDiffuse.MaxComponent();
|
---|
| 821 | //cout<< "sunambient: " << sunAmbient << " mag " << Magnitude(sunDiffuse) << " max: " << maxComponent << endl;
|
---|
[2759] | 822 |
|
---|
[2954] | 823 | ambient[0] = sunAmbient.x;
|
---|
| 824 | ambient[1] = sunAmbient.y;
|
---|
| 825 | ambient[2] = sunAmbient.z;
|
---|
[2825] | 826 |
|
---|
[2954] | 827 | sunDiffuse /= maxComponent;
|
---|
[2945] | 828 |
|
---|
[2954] | 829 | diffuse[0] = sunDiffuse.x;
|
---|
| 830 | diffuse[1] = sunDiffuse.y;
|
---|
| 831 | diffuse[2] = sunDiffuse.z;
|
---|
[2945] | 832 |
|
---|
[2954] | 833 | //cout<< "sunambient: " << sunAmbient << endl;
|
---|
| 834 | //cout<< "sundiffuse: " << sunDiffuse << endl;
|
---|
[2945] | 835 |
|
---|
[2954] | 836 | glLightfv(GL_LIGHT0, GL_AMBIENT, ambient);
|
---|
| 837 | glLightfv(GL_LIGHT0, GL_DIFFUSE, diffuse);
|
---|
| 838 | glLightfv(GL_LIGHT0, GL_SPECULAR, specular);
|
---|
[2825] | 839 |
|
---|
[2954] | 840 | GLfloat position[] = {lightDir.x, lightDir.y, lightDir.z, 0.0f};
|
---|
| 841 | glLightfv(GL_LIGHT0, GL_POSITION, position);
|
---|
[2642] | 842 | }
|
---|
| 843 |
|
---|
[2800] | 844 |
|
---|
[2795] | 845 | void SetupEyeView()
|
---|
[2642] | 846 | {
|
---|
[2861] | 847 | // store matrix of last frame
|
---|
| 848 | oldViewProjMatrix = matProjectionView;
|
---|
[2834] | 849 |
|
---|
[2759] | 850 | glMatrixMode(GL_PROJECTION);
|
---|
| 851 | glLoadIdentity();
|
---|
[2927] | 852 | gluPerspective(fov, winAspectRatio, nearDist, farDist);
|
---|
[2759] | 853 |
|
---|
[2756] | 854 | glMatrixMode(GL_MODELVIEW);
|
---|
[2951] | 855 |
|
---|
[2864] | 856 | // set up the camera view
|
---|
[2760] | 857 | camera->SetupCameraView();
|
---|
| 858 |
|
---|
[2892] | 859 |
|
---|
[2864] | 860 | /////////////////
|
---|
| 861 |
|
---|
[2894] | 862 | Matrix4x4 matViewing, matProjection;
|
---|
[2864] | 863 |
|
---|
[2834] | 864 | camera->GetModelViewMatrix(matViewing);
|
---|
| 865 | camera->GetProjectionMatrix(matProjection);
|
---|
| 866 |
|
---|
[2864] | 867 | // store matrix for later use
|
---|
[2834] | 868 | matProjectionView = matViewing * matProjection;
|
---|
| 869 |
|
---|
[2955] | 870 | if ((renderMethod == RENDER_DEFERRED) || (renderMethod == RENDER_DEPTH_PASS_DEFERRED))
|
---|
[2825] | 871 | {
|
---|
[2952] | 872 | cgGLSetMatrixParameterfc(Transform3::sModelMatrixParam, (const float *)IdentityMatrix().x);
|
---|
| 873 | }
|
---|
[2642] | 874 | }
|
---|
| 875 |
|
---|
| 876 |
|
---|
[2792] | 877 | void KeyHorizontalMotion(float shift)
|
---|
| 878 | {
|
---|
[2888] | 879 | Vector3 hvec = -camera->GetDirection();
|
---|
[2792] | 880 | hvec.z = 0;
|
---|
| 881 |
|
---|
| 882 | Vector3 pos = camera->GetPosition();
|
---|
| 883 | pos += hvec * shift;
|
---|
| 884 |
|
---|
| 885 | camera->SetPosition(pos);
|
---|
| 886 | }
|
---|
| 887 |
|
---|
| 888 |
|
---|
[2794] | 889 | void KeyVerticalMotion(float shift)
|
---|
| 890 | {
|
---|
| 891 | Vector3 uvec = Vector3(0, 0, shift);
|
---|
| 892 |
|
---|
| 893 | Vector3 pos = camera->GetPosition();
|
---|
| 894 | pos += uvec;
|
---|
| 895 |
|
---|
| 896 | camera->SetPosition(pos);
|
---|
| 897 | }
|
---|
| 898 |
|
---|
| 899 |
|
---|
[2948] | 900 | void InitDeferredRendering()
|
---|
| 901 | {
|
---|
| 902 | if (!fbo) InitFBO();
|
---|
| 903 | fbo->Bind();
|
---|
| 904 |
|
---|
| 905 | // multisampling does not work with deferred shading
|
---|
| 906 | glDisable(GL_MULTISAMPLE_ARB);
|
---|
| 907 |
|
---|
[2955] | 908 | state.SetRenderPassType(RenderState::DEFERRED);
|
---|
[2948] | 909 |
|
---|
| 910 | cgGLEnableProfile(RenderState::sCgVertexProfile);
|
---|
| 911 | cgGLBindProgram(sCgMrtVertexProgram);
|
---|
| 912 |
|
---|
| 913 | cgGLEnableProfile(RenderState::sCgFragmentProfile);
|
---|
| 914 | cgGLBindProgram(RenderState::sCgMrtFragmentProgram);
|
---|
| 915 | }
|
---|
| 916 |
|
---|
| 917 |
|
---|
[2857] | 918 | // the main rendering loop
|
---|
[2792] | 919 | void Display()
|
---|
[2801] | 920 | {
|
---|
[2800] | 921 | Vector3 oldPos = camera->GetPosition();
|
---|
| 922 |
|
---|
[2792] | 923 | if (leftKeyPressed)
|
---|
[2795] | 924 | camera->Pitch(KeyRotationAngle());
|
---|
[2792] | 925 | if (rightKeyPressed)
|
---|
[2795] | 926 | camera->Pitch(-KeyRotationAngle());
|
---|
[2792] | 927 | if (upKeyPressed)
|
---|
[2887] | 928 | KeyHorizontalMotion(-KeyShift());
|
---|
| 929 | if (downKeyPressed)
|
---|
[2795] | 930 | KeyHorizontalMotion(KeyShift());
|
---|
[2837] | 931 | if (ascendKeyPressed)
|
---|
| 932 | KeyVerticalMotion(KeyShift());
|
---|
| 933 | if (descendKeyPressed)
|
---|
[2795] | 934 | KeyVerticalMotion(-KeyShift());
|
---|
[2792] | 935 |
|
---|
[2801] | 936 | // place view on ground
|
---|
| 937 | if (!flyMode) PlaceViewer(oldPos);
|
---|
[2800] | 938 |
|
---|
[2826] | 939 | if (showAlgorithmTime)
|
---|
| 940 | {
|
---|
| 941 | glFinish();
|
---|
| 942 | algTimer.Start();
|
---|
| 943 | }
|
---|
[2809] | 944 |
|
---|
[2895] | 945 |
|
---|
[2931] | 946 |
|
---|
| 947 | if ((!shadowMap || !shadowTraverser) && (showShadowMap || renderLightView))
|
---|
| 948 | {
|
---|
| 949 | if (!shadowMap)
|
---|
| 950 | shadowMap = new ShadowMap(light, shadowSize, bvh->GetBox(), camera);
|
---|
| 951 |
|
---|
| 952 | if (!shadowTraverser)
|
---|
| 953 | shadowTraverser = CreateTraverser(shadowMap->GetShadowCamera());
|
---|
| 954 |
|
---|
| 955 | }
|
---|
| 956 |
|
---|
[2951] | 957 |
|
---|
| 958 | // bring eye modelview matrix up-to-date
|
---|
| 959 | SetupEyeView();
|
---|
| 960 |
|
---|
[2931] | 961 | // hack
|
---|
[2955] | 962 | int oldRenderMethod = renderMethod;
|
---|
[2931] | 963 |
|
---|
| 964 | if (renderLightView)
|
---|
[2955] | 965 | renderMethod = RenderState::FIXED;
|
---|
[2931] | 966 |
|
---|
[2953] | 967 | glEnableClientState(GL_VERTEX_ARRAY);
|
---|
[2931] | 968 |
|
---|
[2953] | 969 |
|
---|
[2931] | 970 | // render with the specified method (forward rendering, forward + depth, deferred)
|
---|
[2955] | 971 | switch (renderMethod)
|
---|
[2825] | 972 | {
|
---|
[2955] | 973 | case RENDER_FIXED:
|
---|
[2825] | 974 |
|
---|
[2851] | 975 | glEnable(GL_MULTISAMPLE_ARB);
|
---|
[2879] | 976 |
|
---|
[2955] | 977 | state.SetRenderPassType(RenderState::FIXED);
|
---|
[2825] | 978 | glEnable(GL_LIGHTING);
|
---|
[2809] | 979 |
|
---|
[2825] | 980 | cgGLDisableProfile(RenderState::sCgFragmentProfile);
|
---|
| 981 | cgGLDisableProfile(RenderState::sCgVertexProfile);
|
---|
[2809] | 982 |
|
---|
[2829] | 983 | glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT);
|
---|
| 984 |
|
---|
[2953] | 985 | glEnableClientState(GL_NORMAL_ARRAY);
|
---|
| 986 |
|
---|
[2825] | 987 | break;
|
---|
| 988 |
|
---|
[2955] | 989 | case RENDER_DEPTH_PASS_DEFERRED:
|
---|
[2948] | 990 |
|
---|
[2950] | 991 | glDisable(GL_MULTISAMPLE_ARB);
|
---|
| 992 | state.SetUseAlphaToCoverage(false);
|
---|
[2948] | 993 |
|
---|
[2955] | 994 | state.SetRenderPassType(RenderState::DEPTH_PASS);
|
---|
[2949] | 995 |
|
---|
[2948] | 996 | if (!fbo) InitFBO(); fbo->Bind();
|
---|
[2949] | 997 |
|
---|
[2948] | 998 | glDrawBuffers(1, mrt);
|
---|
| 999 |
|
---|
| 1000 | cgGLDisableProfile(RenderState::sCgFragmentProfile);
|
---|
| 1001 | cgGLDisableProfile(RenderState::sCgVertexProfile);
|
---|
| 1002 |
|
---|
[2951] | 1003 | glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT);
|
---|
[2948] | 1004 |
|
---|
| 1005 | // the scene is rendered withouth any shading
|
---|
| 1006 | glShadeModel(GL_FLAT);
|
---|
| 1007 | glDisable(GL_LIGHTING);
|
---|
| 1008 | glColorMask(GL_FALSE, GL_FALSE, GL_FALSE, GL_FALSE);
|
---|
| 1009 |
|
---|
[2953] | 1010 |
|
---|
[2948] | 1011 | break;
|
---|
| 1012 |
|
---|
[2955] | 1013 | case RENDER_DEPTH_PASS:
|
---|
[2851] | 1014 |
|
---|
| 1015 | glEnable(GL_MULTISAMPLE_ARB);
|
---|
[2948] | 1016 |
|
---|
[2857] | 1017 | cgGLDisableProfile(RenderState::sCgFragmentProfile);
|
---|
| 1018 | cgGLDisableProfile(RenderState::sCgVertexProfile);
|
---|
| 1019 |
|
---|
[2955] | 1020 | state.SetRenderPassType(RenderState::DEPTH_PASS);
|
---|
[2857] | 1021 |
|
---|
| 1022 | // the scene is rendered withouth any shading
|
---|
[2943] | 1023 | glShadeModel(GL_FLAT);
|
---|
[2825] | 1024 | glDisable(GL_LIGHTING);
|
---|
[2809] | 1025 |
|
---|
[2829] | 1026 | glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT);
|
---|
| 1027 | glColorMask(GL_FALSE, GL_FALSE, GL_FALSE, GL_FALSE);
|
---|
| 1028 |
|
---|
[2953] | 1029 |
|
---|
[2825] | 1030 | break;
|
---|
| 1031 |
|
---|
| 1032 | case RenderState::DEFERRED:
|
---|
[2851] | 1033 |
|
---|
[2948] | 1034 | if (showShadowMap && !renderLightView)
|
---|
[2951] | 1035 | RenderShadowMap(camera->GetFar());
|
---|
| 1036 |
|
---|
[2948] | 1037 | //glPushAttrib(GL_VIEWPORT_BIT);
|
---|
[2825] | 1038 | glViewport(0, 0, texWidth, texHeight);
|
---|
| 1039 |
|
---|
[2948] | 1040 | InitDeferredRendering();
|
---|
[2951] | 1041 |
|
---|
[2948] | 1042 | // draw to 3 color buffers
|
---|
[2825] | 1043 | glDrawBuffers(3, mrt);
|
---|
| 1044 |
|
---|
[2953] | 1045 | glEnableClientState(GL_NORMAL_ARRAY);
|
---|
| 1046 |
|
---|
[2954] | 1047 | glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT);
|
---|
| 1048 |
|
---|
[2825] | 1049 | break;
|
---|
| 1050 | }
|
---|
| 1051 |
|
---|
[2801] | 1052 | glDepthFunc(GL_LESS);
|
---|
[2825] | 1053 |
|
---|
[2801] | 1054 | glDisable(GL_TEXTURE_2D);
|
---|
| 1055 | glDisableClientState(GL_TEXTURE_COORD_ARRAY);
|
---|
[2825] | 1056 |
|
---|
[2801] | 1057 |
|
---|
[2861] | 1058 | // reset lod levels for current frame
|
---|
[2847] | 1059 | LODLevel::InitFrame(camera->GetPosition());
|
---|
| 1060 |
|
---|
[2892] | 1061 | // set up lights
|
---|
[2954] | 1062 | SetupLighting();
|
---|
[2795] | 1063 |
|
---|
[2801] | 1064 |
|
---|
[2931] | 1065 | if (renderLightView)
|
---|
| 1066 | {
|
---|
| 1067 | // change CHC++ set of state variables (must be done for each change of camera because
|
---|
| 1068 | // otherwise the temporal coherency is broken
|
---|
| 1069 | BvhNode::SetCurrentState(1);
|
---|
| 1070 | shadowMap->RenderShadowView(shadowTraverser, matProjectionView);
|
---|
| 1071 | BvhNode::SetCurrentState(0);
|
---|
| 1072 | }
|
---|
| 1073 | else
|
---|
[2948] | 1074 | {
|
---|
[2931] | 1075 | // actually render the scene geometry using the specified algorithm
|
---|
| 1076 | traverser->RenderScene();
|
---|
[2948] | 1077 | }
|
---|
[2892] | 1078 |
|
---|
[2931] | 1079 |
|
---|
[2825] | 1080 | /////////
|
---|
[2809] | 1081 | //-- do the rest of the rendering
|
---|
[2801] | 1082 |
|
---|
[2893] | 1083 |
|
---|
[2801] | 1084 | // reset depth pass and render visible objects
|
---|
[2955] | 1085 | if ((renderMethod == RENDER_DEPTH_PASS) ||
|
---|
| 1086 | (renderMethod == RENDER_DEPTH_PASS_DEFERRED))
|
---|
[2801] | 1087 | {
|
---|
| 1088 | RenderVisibleObjects();
|
---|
| 1089 | }
|
---|
[2948] | 1090 |
|
---|
[2801] | 1091 |
|
---|
[2893] | 1092 |
|
---|
[2796] | 1093 | ///////////////
|
---|
| 1094 | //-- render sky
|
---|
[2795] | 1095 |
|
---|
[2894] | 1096 | // q: should we render sky after deferred shading?
|
---|
| 1097 | // this would conveniently solves some issues (e.g, skys without shadows)
|
---|
[2893] | 1098 |
|
---|
[2950] | 1099 | RenderSky();
|
---|
[2893] | 1100 |
|
---|
[2801] | 1101 |
|
---|
| 1102 |
|
---|
[2955] | 1103 | if ((renderMethod == RENDER_DEFERRED) ||
|
---|
| 1104 | (renderMethod == RENDER_DEPTH_PASS_DEFERRED))
|
---|
[2825] | 1105 | {
|
---|
[2948] | 1106 | //glPopAttrib();
|
---|
[2881] | 1107 | FrameBufferObject::Release();
|
---|
[2810] | 1108 |
|
---|
[2825] | 1109 | cgGLDisableProfile(RenderState::sCgVertexProfile);
|
---|
| 1110 | cgGLDisableProfile(RenderState::sCgFragmentProfile);
|
---|
[2809] | 1111 |
|
---|
[2948] | 1112 | if (!ssaoShader) ssaoShader =
|
---|
| 1113 | new DeferredRenderer(texWidth, texHeight, camera, farDist / MAX_DEPTH_CONST);
|
---|
[2895] | 1114 |
|
---|
[2903] | 1115 | DeferredRenderer::SHADING_METHOD shadingMethod;
|
---|
| 1116 |
|
---|
| 1117 | if (useAdvancedShading)
|
---|
| 1118 | {
|
---|
| 1119 | if (useGlobIllum)
|
---|
| 1120 | shadingMethod = DeferredRenderer::GI;
|
---|
| 1121 | else
|
---|
| 1122 | shadingMethod = DeferredRenderer::SSAO;
|
---|
| 1123 | }
|
---|
| 1124 | else
|
---|
| 1125 | shadingMethod = DeferredRenderer::DEFAULT;
|
---|
| 1126 |
|
---|
| 1127 |
|
---|
[2895] | 1128 | ssaoShader->SetShadingMethod(shadingMethod);
|
---|
| 1129 | ssaoShader->SetSamplingMethod(samplingMethod);
|
---|
| 1130 | ssaoShader->SetUseTemporalCoherence(useTemporalCoherence);
|
---|
[2879] | 1131 |
|
---|
[2895] | 1132 | ShadowMap *sm = showShadowMap ? shadowMap : NULL;
|
---|
[2952] | 1133 | ssaoShader->Render(fbo, oldViewProjMatrix, matProjectionView, ssaoTempCohFactor, light, sm);
|
---|
[2825] | 1134 | }
|
---|
[2827] | 1135 |
|
---|
[2893] | 1136 |
|
---|
[2955] | 1137 | state.SetRenderPassType(RenderState::FIXED);
|
---|
[2893] | 1138 | state.Reset();
|
---|
[2827] | 1139 |
|
---|
[2893] | 1140 |
|
---|
| 1141 | glDisableClientState(GL_VERTEX_ARRAY);
|
---|
| 1142 | glDisableClientState(GL_NORMAL_ARRAY);
|
---|
[2931] | 1143 |
|
---|
[2955] | 1144 | renderMethod = oldRenderMethod;
|
---|
[2893] | 1145 |
|
---|
| 1146 |
|
---|
| 1147 | ///////////
|
---|
| 1148 |
|
---|
| 1149 |
|
---|
[2826] | 1150 | if (showAlgorithmTime)
|
---|
| 1151 | {
|
---|
| 1152 | glFinish();
|
---|
[2827] | 1153 |
|
---|
[2826] | 1154 | algTime = algTimer.Elapsedms();
|
---|
[2827] | 1155 | perfGraph->AddData(algTime);
|
---|
[2828] | 1156 |
|
---|
[2827] | 1157 | perfGraph->Draw();
|
---|
[2826] | 1158 | }
|
---|
[2827] | 1159 | else
|
---|
| 1160 | {
|
---|
| 1161 | if (visMode) DisplayVisualization();
|
---|
| 1162 | }
|
---|
[2825] | 1163 |
|
---|
[2884] | 1164 | glFlush();
|
---|
[2847] | 1165 |
|
---|
| 1166 | const bool restart = true;
|
---|
| 1167 | elapsedTime = frameTimer.Elapsedms(restart);
|
---|
| 1168 |
|
---|
[2764] | 1169 | DisplayStats();
|
---|
[2767] | 1170 |
|
---|
[2642] | 1171 | glutSwapBuffers();
|
---|
| 1172 | }
|
---|
| 1173 |
|
---|
| 1174 |
|
---|
| 1175 | #pragma warning( disable : 4100 )
|
---|
[2792] | 1176 | void KeyBoard(unsigned char c, int x, int y)
|
---|
[2642] | 1177 | {
|
---|
| 1178 | switch(c)
|
---|
| 1179 | {
|
---|
| 1180 | case 27:
|
---|
[2792] | 1181 | CleanUp();
|
---|
[2642] | 1182 | exit(0);
|
---|
| 1183 | break;
|
---|
[2948] | 1184 | case 32: // space
|
---|
[2800] | 1185 | renderMode = (renderMode + 1) % RenderTraverser::NUM_TRAVERSAL_TYPES;
|
---|
[2897] | 1186 |
|
---|
| 1187 | DEL_PTR(traverser);
|
---|
| 1188 | traverser = CreateTraverser(camera);
|
---|
| 1189 |
|
---|
[2931] | 1190 | if (shadowTraverser)
|
---|
[2897] | 1191 | {
|
---|
[2948] | 1192 | // shadow traverser has to be recomputed
|
---|
[2897] | 1193 | DEL_PTR(shadowTraverser);
|
---|
[2948] | 1194 | shadowTraverser = CreateTraverser(shadowMap->GetShadowCamera());
|
---|
[2897] | 1195 | }
|
---|
| 1196 |
|
---|
[2642] | 1197 | break;
|
---|
| 1198 | case 'h':
|
---|
| 1199 | case 'H':
|
---|
| 1200 | showHelp = !showHelp;
|
---|
| 1201 | break;
|
---|
| 1202 | case '+':
|
---|
[2867] | 1203 | if (maxBatchSize < 10)
|
---|
| 1204 | maxBatchSize = 10;
|
---|
| 1205 | else
|
---|
| 1206 | maxBatchSize += 10;
|
---|
| 1207 |
|
---|
[2776] | 1208 | traverser->SetMaxBatchSize(maxBatchSize);
|
---|
[2642] | 1209 | break;
|
---|
| 1210 | case '-':
|
---|
[2776] | 1211 | maxBatchSize -= 10;
|
---|
| 1212 | if (maxBatchSize < 0) maxBatchSize = 1;
|
---|
| 1213 | traverser->SetMaxBatchSize(maxBatchSize);
|
---|
[2642] | 1214 | break;
|
---|
[2837] | 1215 | case 'M':
|
---|
| 1216 | case 'm':
|
---|
| 1217 | useMultiQueries = !useMultiQueries;
|
---|
| 1218 | traverser->SetUseMultiQueries(useMultiQueries);
|
---|
| 1219 | break;
|
---|
| 1220 | case '1':
|
---|
| 1221 | descendKeyPressed = true;
|
---|
| 1222 | break;
|
---|
| 1223 | case '2':
|
---|
| 1224 | ascendKeyPressed = true;
|
---|
| 1225 | break;
|
---|
| 1226 | case '3':
|
---|
| 1227 | if (trianglesPerVirtualLeaf >= 100)
|
---|
| 1228 | trianglesPerVirtualLeaf -= 100;
|
---|
| 1229 | bvh->SetVirtualLeaves(trianglesPerVirtualLeaf);
|
---|
| 1230 | break;
|
---|
| 1231 | case '4':
|
---|
| 1232 | trianglesPerVirtualLeaf += 100;
|
---|
| 1233 | bvh->SetVirtualLeaves(trianglesPerVirtualLeaf);
|
---|
| 1234 | break;
|
---|
| 1235 | case '5':
|
---|
[2776] | 1236 | assumedVisibleFrames -= 1;
|
---|
| 1237 | if (assumedVisibleFrames < 1) assumedVisibleFrames = 1;
|
---|
| 1238 | traverser->SetAssumedVisibleFrames(assumedVisibleFrames);
|
---|
| 1239 | break;
|
---|
[2837] | 1240 | case '6':
|
---|
[2776] | 1241 | assumedVisibleFrames += 1;
|
---|
| 1242 | traverser->SetAssumedVisibleFrames(assumedVisibleFrames);
|
---|
| 1243 | break;
|
---|
[2837] | 1244 | case '7':
|
---|
[2901] | 1245 | ssaoTempCohFactor *= 0.5f;
|
---|
[2776] | 1246 | break;
|
---|
[2767] | 1247 | case '8':
|
---|
[2901] | 1248 | ssaoTempCohFactor *= 2.0f;
|
---|
| 1249 | //if (ssaoTempCohFactor > 1.0f) ssaoExpFactor = 1.0f;
|
---|
[2837] | 1250 | break;
|
---|
[2865] | 1251 | case '9':
|
---|
| 1252 | useLODs = !useLODs;
|
---|
| 1253 | SceneEntity::SetUseLODs(useLODs);
|
---|
| 1254 | break;
|
---|
[2887] | 1255 | case 'P':
|
---|
| 1256 | case 'p':
|
---|
[2930] | 1257 | samplingMethod = DeferredRenderer::SAMPLING_METHOD((samplingMethod + 1) % 3);
|
---|
| 1258 | cout << "ssao sampling method: " << samplingMethod << endl;
|
---|
[2887] | 1259 | break;
|
---|
[2895] | 1260 | case 'Y':
|
---|
| 1261 | case 'y':
|
---|
| 1262 | showShadowMap = !showShadowMap;
|
---|
| 1263 | break;
|
---|
[2875] | 1264 | case 'g':
|
---|
[2903] | 1265 | case 'G':
|
---|
| 1266 | useGlobIllum = !useGlobIllum;
|
---|
| 1267 | break;
|
---|
[2875] | 1268 | case 't':
|
---|
| 1269 | case 'T':
|
---|
| 1270 | useTemporalCoherence = !useTemporalCoherence;
|
---|
| 1271 | break;
|
---|
[2792] | 1272 | case 'o':
|
---|
| 1273 | case 'O':
|
---|
[2642] | 1274 | useOptimization = !useOptimization;
|
---|
[2764] | 1275 | traverser->SetUseOptimization(useOptimization);
|
---|
[2767] | 1276 | break;
|
---|
| 1277 | case 'a':
|
---|
| 1278 | case 'A':
|
---|
[2931] | 1279 | leftKeyPressed = true;
|
---|
[2767] | 1280 | break;
|
---|
| 1281 | case 'd':
|
---|
| 1282 | case 'D':
|
---|
[2931] | 1283 | rightKeyPressed = true;
|
---|
[2767] | 1284 | break;
|
---|
| 1285 | case 'w':
|
---|
| 1286 | case 'W':
|
---|
[2931] | 1287 | upKeyPressed = true;
|
---|
[2767] | 1288 | break;
|
---|
[2829] | 1289 | case 's':
|
---|
| 1290 | case 'S':
|
---|
[2931] | 1291 | downKeyPressed = true;
|
---|
[2767] | 1292 | break;
|
---|
| 1293 | case 'r':
|
---|
| 1294 | case 'R':
|
---|
[2931] | 1295 | useRenderQueue = !useRenderQueue;
|
---|
| 1296 | traverser->SetUseRenderQueue(useRenderQueue);
|
---|
| 1297 |
|
---|
[2790] | 1298 | break;
|
---|
[2786] | 1299 | case 'b':
|
---|
| 1300 | case 'B':
|
---|
[2931] | 1301 | useTightBounds = !useTightBounds;
|
---|
| 1302 | traverser->SetUseTightBounds(useTightBounds);
|
---|
[2790] | 1303 | break;
|
---|
[2931] | 1304 | case 'l':
|
---|
| 1305 | case 'L':
|
---|
| 1306 | renderLightView = !renderLightView;
|
---|
| 1307 | break;
|
---|
[2642] | 1308 | default:
|
---|
| 1309 | return;
|
---|
| 1310 | }
|
---|
| 1311 |
|
---|
| 1312 | glutPostRedisplay();
|
---|
| 1313 | }
|
---|
| 1314 |
|
---|
| 1315 |
|
---|
[2792] | 1316 | void SpecialKeyUp(int c, int x, int y)
|
---|
[2642] | 1317 | {
|
---|
[2792] | 1318 | switch (c)
|
---|
| 1319 | {
|
---|
| 1320 | case GLUT_KEY_LEFT:
|
---|
| 1321 | leftKeyPressed = false;
|
---|
| 1322 | break;
|
---|
| 1323 | case GLUT_KEY_RIGHT:
|
---|
| 1324 | rightKeyPressed = false;
|
---|
| 1325 | break;
|
---|
| 1326 | case GLUT_KEY_UP:
|
---|
| 1327 | upKeyPressed = false;
|
---|
| 1328 | break;
|
---|
| 1329 | case GLUT_KEY_DOWN:
|
---|
| 1330 | downKeyPressed = false;
|
---|
| 1331 | break;
|
---|
[2953] | 1332 | case GLUT_ACTIVE_ALT:
|
---|
| 1333 | altKeyPressed = false;
|
---|
| 1334 | break;
|
---|
[2792] | 1335 | default:
|
---|
| 1336 | return;
|
---|
| 1337 | }
|
---|
| 1338 | }
|
---|
| 1339 |
|
---|
| 1340 |
|
---|
| 1341 | void KeyUp(unsigned char c, int x, int y)
|
---|
| 1342 | {
|
---|
| 1343 | switch (c)
|
---|
| 1344 | {
|
---|
[2879] | 1345 |
|
---|
[2792] | 1346 | case 'A':
|
---|
| 1347 | case 'a':
|
---|
| 1348 | leftKeyPressed = false;
|
---|
| 1349 | break;
|
---|
| 1350 | case 'D':
|
---|
| 1351 | case 'd':
|
---|
| 1352 | rightKeyPressed = false;
|
---|
| 1353 | break;
|
---|
| 1354 | case 'W':
|
---|
| 1355 | case 'w':
|
---|
| 1356 | upKeyPressed = false;
|
---|
| 1357 | break;
|
---|
[2829] | 1358 | case 'S':
|
---|
| 1359 | case 's':
|
---|
[2792] | 1360 | downKeyPressed = false;
|
---|
| 1361 | break;
|
---|
[2837] | 1362 | case '1':
|
---|
| 1363 | descendKeyPressed = false;
|
---|
[2794] | 1364 | break;
|
---|
[2837] | 1365 | case '2':
|
---|
| 1366 | ascendKeyPressed = false;
|
---|
[2794] | 1367 | break;
|
---|
| 1368 |
|
---|
[2792] | 1369 | default:
|
---|
| 1370 | return;
|
---|
| 1371 | }
|
---|
| 1372 | //glutPostRedisplay();
|
---|
| 1373 | }
|
---|
| 1374 |
|
---|
| 1375 |
|
---|
| 1376 | void Special(int c, int x, int y)
|
---|
| 1377 | {
|
---|
[2642] | 1378 | switch(c)
|
---|
| 1379 | {
|
---|
| 1380 | case GLUT_KEY_F1:
|
---|
| 1381 | showHelp = !showHelp;
|
---|
| 1382 | break;
|
---|
[2790] | 1383 | case GLUT_KEY_F2:
|
---|
[2795] | 1384 | visMode = !visMode;
|
---|
[2790] | 1385 | break;
|
---|
| 1386 | case GLUT_KEY_F3:
|
---|
| 1387 | showBoundingVolumes = !showBoundingVolumes;
|
---|
| 1388 | traverser->SetShowBounds(showBoundingVolumes);
|
---|
| 1389 | break;
|
---|
| 1390 | case GLUT_KEY_F4:
|
---|
[2827] | 1391 | showOptions = !showOptions;
|
---|
[2790] | 1392 | break;
|
---|
| 1393 | case GLUT_KEY_F5:
|
---|
[2827] | 1394 | showStatistics = !showStatistics;
|
---|
[2790] | 1395 | break;
|
---|
[2800] | 1396 | case GLUT_KEY_F6:
|
---|
| 1397 | flyMode = !flyMode;
|
---|
| 1398 | break;
|
---|
[2801] | 1399 | case GLUT_KEY_F7:
|
---|
[2825] | 1400 |
|
---|
[2955] | 1401 | renderMethod = (renderMethod + 1) % 4;
|
---|
| 1402 |
|
---|
| 1403 | traverser->SetUseDepthPass(
|
---|
| 1404 | (renderMethod == RENDER_DEPTH_PASS) ||
|
---|
| 1405 | (renderMethod == RENDER_DEPTH_PASS_DEFERRED)
|
---|
| 1406 | );
|
---|
[2825] | 1407 |
|
---|
[2801] | 1408 | break;
|
---|
[2803] | 1409 | case GLUT_KEY_F8:
|
---|
[2903] | 1410 | useAdvancedShading = !useAdvancedShading;
|
---|
| 1411 |
|
---|
[2821] | 1412 | break;
|
---|
[2826] | 1413 | case GLUT_KEY_F9:
|
---|
| 1414 | showAlgorithmTime = !showAlgorithmTime;
|
---|
| 1415 | break;
|
---|
[2954] | 1416 | case GLUT_KEY_F10:
|
---|
| 1417 | moveLight = !moveLight;
|
---|
| 1418 | break;
|
---|
[2642] | 1419 | case GLUT_KEY_LEFT:
|
---|
[2767] | 1420 | {
|
---|
[2792] | 1421 | leftKeyPressed = true;
|
---|
[2795] | 1422 | camera->Pitch(KeyRotationAngle());
|
---|
[2767] | 1423 | }
|
---|
[2642] | 1424 | break;
|
---|
| 1425 | case GLUT_KEY_RIGHT:
|
---|
[2767] | 1426 | {
|
---|
[2792] | 1427 | rightKeyPressed = true;
|
---|
[2795] | 1428 | camera->Pitch(-KeyRotationAngle());
|
---|
[2767] | 1429 | }
|
---|
[2642] | 1430 | break;
|
---|
| 1431 | case GLUT_KEY_UP:
|
---|
[2767] | 1432 | {
|
---|
[2792] | 1433 | upKeyPressed = true;
|
---|
[2795] | 1434 | KeyHorizontalMotion(KeyShift());
|
---|
[2767] | 1435 | }
|
---|
[2642] | 1436 | break;
|
---|
| 1437 | case GLUT_KEY_DOWN:
|
---|
[2767] | 1438 | {
|
---|
[2792] | 1439 | downKeyPressed = true;
|
---|
[2795] | 1440 | KeyHorizontalMotion(-KeyShift());
|
---|
[2767] | 1441 | }
|
---|
[2642] | 1442 | break;
|
---|
| 1443 | default:
|
---|
| 1444 | return;
|
---|
| 1445 |
|
---|
| 1446 | }
|
---|
| 1447 |
|
---|
| 1448 | glutPostRedisplay();
|
---|
| 1449 | }
|
---|
[2767] | 1450 |
|
---|
[2642] | 1451 | #pragma warning( default : 4100 )
|
---|
| 1452 |
|
---|
| 1453 |
|
---|
[2792] | 1454 | void Reshape(int w, int h)
|
---|
[2642] | 1455 | {
|
---|
[2759] | 1456 | winAspectRatio = 1.0f;
|
---|
[2642] | 1457 |
|
---|
| 1458 | glViewport(0, 0, w, h);
|
---|
| 1459 |
|
---|
| 1460 | winWidth = w;
|
---|
| 1461 | winHeight = h;
|
---|
| 1462 |
|
---|
[2833] | 1463 | if (w) winAspectRatio = (float) w / (float) h;
|
---|
[2642] | 1464 |
|
---|
[2758] | 1465 | glMatrixMode(GL_PROJECTION);
|
---|
| 1466 | glLoadIdentity();
|
---|
[2642] | 1467 |
|
---|
[2927] | 1468 | gluPerspective(fov, winAspectRatio, nearDist, farDist);
|
---|
[2788] | 1469 |
|
---|
[2758] | 1470 | glMatrixMode(GL_MODELVIEW);
|
---|
| 1471 |
|
---|
[2642] | 1472 | glutPostRedisplay();
|
---|
| 1473 | }
|
---|
| 1474 |
|
---|
| 1475 |
|
---|
[2792] | 1476 | void Mouse(int button, int state, int x, int y)
|
---|
[2642] | 1477 | {
|
---|
[2758] | 1478 | if ((button == GLUT_LEFT_BUTTON) && (state == GLUT_DOWN))
|
---|
[2642] | 1479 | {
|
---|
| 1480 | xEyeBegin = x;
|
---|
| 1481 | yMotionBegin = y;
|
---|
| 1482 |
|
---|
[2792] | 1483 | glutMotionFunc(LeftMotion);
|
---|
[2642] | 1484 | }
|
---|
[2758] | 1485 | else if ((button == GLUT_RIGHT_BUTTON) && (state == GLUT_DOWN))
|
---|
[2642] | 1486 | {
|
---|
[2829] | 1487 | xEyeBegin = x;
|
---|
[2758] | 1488 | yEyeBegin = y;
|
---|
| 1489 | yMotionBegin = y;
|
---|
| 1490 |
|
---|
[2954] | 1491 | if (!moveLight)
|
---|
| 1492 | glutMotionFunc(RightMotion);
|
---|
| 1493 | else
|
---|
| 1494 | glutMotionFunc(RightMotionLight);
|
---|
[2758] | 1495 | }
|
---|
| 1496 | else if ((button == GLUT_MIDDLE_BUTTON) && (state == GLUT_DOWN))
|
---|
| 1497 | {
|
---|
[2642] | 1498 | horizontalMotionBegin = x;
|
---|
| 1499 | verticalMotionBegin = y;
|
---|
[2792] | 1500 | glutMotionFunc(MiddleMotion);
|
---|
[2642] | 1501 | }
|
---|
| 1502 |
|
---|
| 1503 | glutPostRedisplay();
|
---|
| 1504 | }
|
---|
| 1505 |
|
---|
[2758] | 1506 |
|
---|
| 1507 | /** rotation for left/right mouse drag
|
---|
[2642] | 1508 | motion for up/down mouse drag
|
---|
| 1509 | */
|
---|
[2792] | 1510 | void LeftMotion(int x, int y)
|
---|
[2642] | 1511 | {
|
---|
[2758] | 1512 | Vector3 viewDir = camera->GetDirection();
|
---|
| 1513 | Vector3 pos = camera->GetPosition();
|
---|
| 1514 |
|
---|
| 1515 | // don't move in the vertical direction
|
---|
[2764] | 1516 | Vector3 horView(viewDir[0], viewDir[1], 0);
|
---|
[2642] | 1517 |
|
---|
[2795] | 1518 | float eyeXAngle = 0.2f * M_PI * (xEyeBegin - x) / 180.0;
|
---|
[2756] | 1519 |
|
---|
[2795] | 1520 | camera->Pitch(eyeXAngle);
|
---|
[2787] | 1521 |
|
---|
[2888] | 1522 | pos += horView * (yMotionBegin - y) * 0.2f;
|
---|
[2795] | 1523 |
|
---|
[2758] | 1524 | camera->SetPosition(pos);
|
---|
[2642] | 1525 |
|
---|
| 1526 | xEyeBegin = x;
|
---|
| 1527 | yMotionBegin = y;
|
---|
[2758] | 1528 |
|
---|
[2642] | 1529 | glutPostRedisplay();
|
---|
| 1530 | }
|
---|
| 1531 |
|
---|
[2758] | 1532 |
|
---|
[2954] | 1533 | void RightMotionLight(int x, int y)
|
---|
| 1534 | {
|
---|
| 1535 | float theta = 0.2f * M_PI * (xEyeBegin - x) / 180.0f;
|
---|
| 1536 | float phi = 0.2f * M_PI * (yMotionBegin - y) / 180.0f;
|
---|
| 1537 |
|
---|
| 1538 | Vector3 lightDir = light->GetDirection();
|
---|
| 1539 |
|
---|
| 1540 | Matrix4x4 roty = RotationYMatrix(theta);
|
---|
| 1541 | Matrix4x4 rotx = RotationXMatrix(phi);
|
---|
| 1542 |
|
---|
| 1543 | lightDir = roty * lightDir;
|
---|
| 1544 | lightDir = rotx * lightDir;
|
---|
| 1545 |
|
---|
| 1546 | light->SetDirection(lightDir);
|
---|
| 1547 |
|
---|
| 1548 | xEyeBegin = x;
|
---|
| 1549 | yMotionBegin = y;
|
---|
| 1550 |
|
---|
| 1551 | glutPostRedisplay();
|
---|
| 1552 | }
|
---|
| 1553 |
|
---|
| 1554 |
|
---|
[2767] | 1555 | /** rotation for left / right mouse drag
|
---|
| 1556 | motion for up / down mouse drag
|
---|
[2758] | 1557 | */
|
---|
[2792] | 1558 | void RightMotion(int x, int y)
|
---|
[2758] | 1559 | {
|
---|
[2829] | 1560 | float eyeXAngle = 0.2f * M_PI * (xEyeBegin - x) / 180.0;
|
---|
[2795] | 1561 | float eyeYAngle = -0.2f * M_PI * (yEyeBegin - y) / 180.0;
|
---|
[2758] | 1562 |
|
---|
[2795] | 1563 | camera->Yaw(eyeYAngle);
|
---|
[2829] | 1564 | camera->Pitch(eyeXAngle);
|
---|
[2780] | 1565 |
|
---|
[2829] | 1566 | xEyeBegin = x;
|
---|
[2758] | 1567 | yEyeBegin = y;
|
---|
[2829] | 1568 |
|
---|
[2758] | 1569 | glutPostRedisplay();
|
---|
| 1570 | }
|
---|
| 1571 |
|
---|
| 1572 |
|
---|
[2642] | 1573 | // strafe
|
---|
[2792] | 1574 | void MiddleMotion(int x, int y)
|
---|
[2642] | 1575 | {
|
---|
[2758] | 1576 | Vector3 viewDir = camera->GetDirection();
|
---|
| 1577 | Vector3 pos = camera->GetPosition();
|
---|
| 1578 |
|
---|
[2642] | 1579 | // the 90 degree rotated view vector
|
---|
| 1580 | // y zero so we don't move in the vertical
|
---|
[2764] | 1581 | Vector3 rVec(viewDir[0], viewDir[1], 0);
|
---|
[2642] | 1582 |
|
---|
[2764] | 1583 | Matrix4x4 rot = RotationZMatrix(M_PI * 0.5f);
|
---|
[2758] | 1584 | rVec = rot * rVec;
|
---|
[2642] | 1585 |
|
---|
[2888] | 1586 | pos -= rVec * (x - horizontalMotionBegin) * 0.1f;
|
---|
[2764] | 1587 | pos[2] += (verticalMotionBegin - y) * 0.1f;
|
---|
[2642] | 1588 |
|
---|
[2758] | 1589 | camera->SetPosition(pos);
|
---|
| 1590 |
|
---|
[2642] | 1591 | horizontalMotionBegin = x;
|
---|
| 1592 | verticalMotionBegin = y;
|
---|
[2758] | 1593 |
|
---|
[2642] | 1594 | glutPostRedisplay();
|
---|
| 1595 | }
|
---|
| 1596 |
|
---|
| 1597 |
|
---|
[2756] | 1598 | void InitExtensions(void)
|
---|
[2642] | 1599 | {
|
---|
| 1600 | GLenum err = glewInit();
|
---|
[2756] | 1601 |
|
---|
[2642] | 1602 | if (GLEW_OK != err)
|
---|
| 1603 | {
|
---|
| 1604 | // problem: glewInit failed, something is seriously wrong
|
---|
| 1605 | fprintf(stderr,"Error: %s\n", glewGetErrorString(err));
|
---|
| 1606 | exit(1);
|
---|
| 1607 | }
|
---|
[2756] | 1608 | if (!GLEW_ARB_occlusion_query)
|
---|
[2642] | 1609 | {
|
---|
[2756] | 1610 | printf("I require the GL_ARB_occlusion_query to work.\n");
|
---|
[2642] | 1611 | exit(1);
|
---|
| 1612 | }
|
---|
| 1613 | }
|
---|
| 1614 |
|
---|
| 1615 |
|
---|
[2826] | 1616 | void Begin2D()
|
---|
[2642] | 1617 | {
|
---|
| 1618 | glDisable(GL_LIGHTING);
|
---|
| 1619 | glDisable(GL_DEPTH_TEST);
|
---|
| 1620 |
|
---|
[2826] | 1621 | glMatrixMode(GL_PROJECTION);
|
---|
[2642] | 1622 | glPushMatrix();
|
---|
| 1623 | glLoadIdentity();
|
---|
[2834] | 1624 |
|
---|
[2826] | 1625 | gluOrtho2D(0, winWidth, 0, winHeight);
|
---|
[2642] | 1626 |
|
---|
[2826] | 1627 | glMatrixMode(GL_MODELVIEW);
|
---|
[2642] | 1628 | glPushMatrix();
|
---|
| 1629 | glLoadIdentity();
|
---|
| 1630 | }
|
---|
| 1631 |
|
---|
| 1632 |
|
---|
[2826] | 1633 | void End2D()
|
---|
[2642] | 1634 | {
|
---|
[2834] | 1635 | glMatrixMode(GL_PROJECTION);
|
---|
[2642] | 1636 | glPopMatrix();
|
---|
[2834] | 1637 |
|
---|
[2642] | 1638 | glMatrixMode(GL_MODELVIEW);
|
---|
| 1639 | glPopMatrix();
|
---|
| 1640 |
|
---|
| 1641 | glEnable(GL_LIGHTING);
|
---|
| 1642 | glEnable(GL_DEPTH_TEST);
|
---|
| 1643 | }
|
---|
| 1644 |
|
---|
| 1645 |
|
---|
[2787] | 1646 | // displays the visualisation of culling algorithm
|
---|
| 1647 | void DisplayVisualization()
|
---|
[2796] | 1648 | {
|
---|
[2787] | 1649 | visualization->SetFrameId(traverser->GetCurrentFrameId());
|
---|
| 1650 |
|
---|
[2792] | 1651 | Begin2D();
|
---|
[2642] | 1652 | glBlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA);
|
---|
| 1653 | glEnable(GL_BLEND);
|
---|
[2827] | 1654 | glColor4f(0.0f ,0.0f, 0.0f, 0.5f);
|
---|
[2642] | 1655 |
|
---|
[2827] | 1656 | glRecti(winWidth - winWidth / 3, winHeight - winHeight / 3, winWidth, winHeight);
|
---|
[2642] | 1657 | glDisable(GL_BLEND);
|
---|
[2792] | 1658 | End2D();
|
---|
[2788] | 1659 |
|
---|
| 1660 |
|
---|
| 1661 | AxisAlignedBox3 box = bvh->GetBox();
|
---|
| 1662 |
|
---|
[2838] | 1663 | // hack: set far plane for viz
|
---|
[2911] | 1664 | //camera->SetFar(0.35f * Magnitude(box.Diagonal()));
|
---|
[2796] | 1665 |
|
---|
[2948] | 1666 | const float offs = box.Size().x * 0.3f;
|
---|
| 1667 | //const float offs = box.Size().x * 0.6f;
|
---|
[2834] | 1668 |
|
---|
[2838] | 1669 | Vector3 vizpos = Vector3(box.Min().x, box.Min().y - box.Size().y * 0.35f, box.Min().z + box.Size().z * 50);
|
---|
[2806] | 1670 |
|
---|
[2795] | 1671 | visCamera->SetPosition(vizpos);
|
---|
[2838] | 1672 | visCamera->ResetPitchAndYaw();
|
---|
[2892] | 1673 |
|
---|
[2834] | 1674 | glPushAttrib(GL_VIEWPORT_BIT);
|
---|
[2806] | 1675 | glViewport(winWidth - winWidth / 3, winHeight - winHeight / 3, winWidth / 3, winHeight / 3);
|
---|
[2796] | 1676 |
|
---|
| 1677 | glMatrixMode(GL_PROJECTION);
|
---|
[2834] | 1678 | glPushMatrix();
|
---|
| 1679 |
|
---|
[2787] | 1680 | glLoadIdentity();
|
---|
[2796] | 1681 |
|
---|
[2807] | 1682 | glOrtho(-offs, offs, -offs, offs, 0.0f, box.Size().z * 100.0f);
|
---|
[2787] | 1683 |
|
---|
[2796] | 1684 | glMatrixMode(GL_MODELVIEW);
|
---|
[2834] | 1685 | glPushMatrix();
|
---|
[2787] | 1686 |
|
---|
[2796] | 1687 | visCamera->SetupCameraView();
|
---|
[2806] | 1688 |
|
---|
| 1689 | Matrix4x4 rotZ = RotationZMatrix(-camera->GetPitch());
|
---|
| 1690 | glMultMatrixf((float *)rotZ.x);
|
---|
| 1691 |
|
---|
[2887] | 1692 | // inverse translation in order to fix current position
|
---|
[2838] | 1693 | Vector3 pos = camera->GetPosition();
|
---|
[2806] | 1694 | glTranslatef(-pos.x, -pos.y, -pos.z);
|
---|
| 1695 |
|
---|
| 1696 |
|
---|
[2788] | 1697 | GLfloat position[] = {0.8f, 1.0f, 1.5f, 0.0f};
|
---|
| 1698 | glLightfv(GL_LIGHT0, GL_POSITION, position);
|
---|
[2787] | 1699 |
|
---|
[2788] | 1700 | GLfloat position1[] = {bvh->GetBox().Center().x, bvh->GetBox().Max().y, bvh->GetBox().Center().z, 1.0f};
|
---|
| 1701 | glLightfv(GL_LIGHT1, GL_POSITION, position1);
|
---|
[2787] | 1702 |
|
---|
[2642] | 1703 | glClear(GL_DEPTH_BUFFER_BIT);
|
---|
| 1704 |
|
---|
[2888] | 1705 |
|
---|
[2767] | 1706 | ////////////
|
---|
[2787] | 1707 | //-- visualization of the occlusion culling
|
---|
| 1708 |
|
---|
[2767] | 1709 | visualization->Render();
|
---|
[2887] | 1710 |
|
---|
[2767] | 1711 |
|
---|
[2834] | 1712 | // reset previous settings
|
---|
| 1713 | glPopAttrib();
|
---|
| 1714 |
|
---|
| 1715 | glMatrixMode(GL_PROJECTION);
|
---|
| 1716 | glPopMatrix();
|
---|
| 1717 | glMatrixMode(GL_MODELVIEW);
|
---|
| 1718 | glPopMatrix();
|
---|
[2642] | 1719 | }
|
---|
| 1720 |
|
---|
[2767] | 1721 |
|
---|
[2642] | 1722 | // cleanup routine after the main loop
|
---|
[2756] | 1723 | void CleanUp()
|
---|
[2642] | 1724 | {
|
---|
[2756] | 1725 | DEL_PTR(traverser);
|
---|
[2796] | 1726 | DEL_PTR(sceneQuery);
|
---|
[2756] | 1727 | DEL_PTR(bvh);
|
---|
[2767] | 1728 | DEL_PTR(visualization);
|
---|
[2787] | 1729 | DEL_PTR(camera);
|
---|
[2793] | 1730 | DEL_PTR(loader);
|
---|
[2801] | 1731 | DEL_PTR(renderQueue);
|
---|
[2827] | 1732 | DEL_PTR(perfGraph);
|
---|
[2809] | 1733 |
|
---|
[2879] | 1734 | DEL_PTR(fbo);
|
---|
| 1735 | DEL_PTR(ssaoShader);
|
---|
| 1736 |
|
---|
[2810] | 1737 | if (sCgMrtVertexProgram)
|
---|
| 1738 | cgDestroyProgram(sCgMrtVertexProgram);
|
---|
[2827] | 1739 | if (RenderState::sCgMrtFragmentProgram)
|
---|
| 1740 | cgDestroyProgram(RenderState::sCgMrtFragmentProgram);
|
---|
| 1741 | if (RenderState::sCgMrtFragmentTexProgram)
|
---|
| 1742 | cgDestroyProgram(RenderState::sCgMrtFragmentTexProgram);
|
---|
[2861] | 1743 |
|
---|
[2809] | 1744 | if (sCgContext)
|
---|
| 1745 | cgDestroyContext(sCgContext);
|
---|
[2642] | 1746 | }
|
---|
| 1747 |
|
---|
| 1748 |
|
---|
| 1749 | // this function inserts a dezimal point after each 1000
|
---|
[2829] | 1750 | void CalcDecimalPoint(string &str, int d, int len)
|
---|
[2642] | 1751 | {
|
---|
[2827] | 1752 | static vector<int> numbers;
|
---|
| 1753 | numbers.clear();
|
---|
| 1754 |
|
---|
[2829] | 1755 | static string shortStr;
|
---|
| 1756 | shortStr.clear();
|
---|
[2642] | 1757 |
|
---|
[2829] | 1758 | static char hstr[100];
|
---|
| 1759 |
|
---|
[2642] | 1760 | while (d != 0)
|
---|
| 1761 | {
|
---|
| 1762 | numbers.push_back(d % 1000);
|
---|
| 1763 | d /= 1000;
|
---|
| 1764 | }
|
---|
| 1765 |
|
---|
| 1766 | // first element without leading zeros
|
---|
| 1767 | if (numbers.size() > 0)
|
---|
| 1768 | {
|
---|
[2800] | 1769 | sprintf(hstr, "%d", numbers.back());
|
---|
[2829] | 1770 | shortStr.append(hstr);
|
---|
[2642] | 1771 | }
|
---|
| 1772 |
|
---|
[2764] | 1773 | for (int i = (int)numbers.size() - 2; i >= 0; i--)
|
---|
[2642] | 1774 | {
|
---|
[2800] | 1775 | sprintf(hstr, ",%03d", numbers[i]);
|
---|
[2829] | 1776 | shortStr.append(hstr);
|
---|
[2642] | 1777 | }
|
---|
[2829] | 1778 |
|
---|
| 1779 | int dif = len - (int)shortStr.size();
|
---|
| 1780 |
|
---|
| 1781 | for (int i = 0; i < dif; ++ i)
|
---|
| 1782 | {
|
---|
| 1783 | str += " ";
|
---|
| 1784 | }
|
---|
| 1785 |
|
---|
| 1786 | str.append(shortStr);
|
---|
[2764] | 1787 | }
|
---|
| 1788 |
|
---|
| 1789 |
|
---|
| 1790 | void DisplayStats()
|
---|
| 1791 | {
|
---|
[2826] | 1792 | static char msg[9][300];
|
---|
[2764] | 1793 |
|
---|
[2826] | 1794 | static double frameTime = elapsedTime;
|
---|
| 1795 | static double renderTime = algTime;
|
---|
| 1796 |
|
---|
[2818] | 1797 | const float expFactor = 0.1f;
|
---|
[2767] | 1798 |
|
---|
[2802] | 1799 | // if some strange render time spike happened in this frame => don't count
|
---|
[2826] | 1800 | if (elapsedTime < 500) frameTime = elapsedTime * expFactor + (1.0f - expFactor) * elapsedTime;
|
---|
| 1801 |
|
---|
| 1802 | static float rTime = 1000.0f;
|
---|
[2764] | 1803 |
|
---|
[2826] | 1804 | if (showAlgorithmTime)
|
---|
| 1805 | {
|
---|
| 1806 | if (algTime < 500) renderTime = algTime * expFactor + (1.0f - expFactor) * renderTime;
|
---|
| 1807 | }
|
---|
[2802] | 1808 |
|
---|
[2826] | 1809 | accumulatedTime += elapsedTime;
|
---|
| 1810 |
|
---|
[2776] | 1811 | if (accumulatedTime > 500) // update every fraction of a second
|
---|
[2770] | 1812 | {
|
---|
| 1813 | accumulatedTime = 0;
|
---|
| 1814 |
|
---|
[2826] | 1815 | if (frameTime) fps = 1e3f / (float)frameTime;
|
---|
| 1816 |
|
---|
| 1817 | rTime = renderTime;
|
---|
[2773] | 1818 |
|
---|
[2948] | 1819 | if (renderLightView && shadowTraverser)
|
---|
| 1820 | {
|
---|
| 1821 | renderedTriangles = shadowTraverser->GetStats().mNumRenderedTriangles;
|
---|
| 1822 | renderedObjects = shadowTraverser->GetStats().mNumRenderedGeometry;
|
---|
| 1823 | renderedNodes = shadowTraverser->GetStats().mNumRenderedNodes;
|
---|
| 1824 | }
|
---|
| 1825 | else if (showShadowMap && shadowTraverser)
|
---|
| 1826 | {
|
---|
| 1827 | renderedNodes = traverser->GetStats().mNumRenderedNodes + shadowTraverser->GetStats().mNumRenderedNodes;
|
---|
| 1828 | renderedObjects = traverser->GetStats().mNumRenderedGeometry + shadowTraverser->GetStats().mNumRenderedGeometry;
|
---|
| 1829 | renderedTriangles = traverser->GetStats().mNumRenderedTriangles + shadowTraverser->GetStats().mNumRenderedTriangles;
|
---|
| 1830 | }
|
---|
| 1831 | else
|
---|
| 1832 | {
|
---|
| 1833 | renderedTriangles = traverser->GetStats().mNumRenderedTriangles;
|
---|
| 1834 | renderedObjects = traverser->GetStats().mNumRenderedGeometry;
|
---|
| 1835 | renderedNodes = traverser->GetStats().mNumRenderedNodes;
|
---|
| 1836 | }
|
---|
| 1837 |
|
---|
[2770] | 1838 | traversedNodes = traverser->GetStats().mNumTraversedNodes;
|
---|
| 1839 | frustumCulledNodes = traverser->GetStats().mNumFrustumCulledNodes;
|
---|
| 1840 | queryCulledNodes = traverser->GetStats().mNumQueryCulledNodes;
|
---|
| 1841 | issuedQueries = traverser->GetStats().mNumIssuedQueries;
|
---|
| 1842 | stateChanges = traverser->GetStats().mNumStateChanges;
|
---|
[2800] | 1843 | numBatches = traverser->GetStats().mNumBatches;
|
---|
[2770] | 1844 | }
|
---|
| 1845 |
|
---|
[2764] | 1846 |
|
---|
[2826] | 1847 | Begin2D();
|
---|
[2808] | 1848 |
|
---|
[2826] | 1849 | glEnable(GL_BLEND);
|
---|
| 1850 | glBlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA);
|
---|
[2764] | 1851 |
|
---|
[2826] | 1852 | if (showHelp)
|
---|
| 1853 | {
|
---|
| 1854 | DrawHelpMessage();
|
---|
| 1855 | }
|
---|
| 1856 | else
|
---|
| 1857 | {
|
---|
[2829] | 1858 | if (showOptions)
|
---|
| 1859 | {
|
---|
| 1860 | glColor4f(0.0f, 0.0f, 0.0f, 0.5f);
|
---|
| 1861 | glRecti(5, winHeight - 95, winWidth * 2 / 3 - 5, winHeight - 5);
|
---|
| 1862 | }
|
---|
| 1863 |
|
---|
| 1864 | if (showStatistics)
|
---|
| 1865 | {
|
---|
| 1866 | glColor4f(0.0f, 0.0f, 0.0f, 0.5f);
|
---|
| 1867 | glRecti(5, winHeight - 165, winWidth * 2 / 3 - 5, winHeight - 100);
|
---|
| 1868 | }
|
---|
| 1869 |
|
---|
| 1870 | glEnable(GL_TEXTURE_2D);
|
---|
| 1871 |
|
---|
[2827] | 1872 | myfont.Begin();
|
---|
[2769] | 1873 |
|
---|
[2826] | 1874 | if (showOptions)
|
---|
| 1875 | {
|
---|
[2829] | 1876 | glColor3f(0.0f, 1.0f, 0.0f);
|
---|
| 1877 |
|
---|
[2826] | 1878 | int i = 0;
|
---|
| 1879 |
|
---|
[2955] | 1880 | static char *renderMethodStr[] = {"forward", "depth pass + forward", "deferred shading", "depth pass + deferred"};
|
---|
[2825] | 1881 |
|
---|
[2826] | 1882 | sprintf(msg[i ++], "multiqueries: %d, tight bounds: %d, render queue: %d",
|
---|
| 1883 | useMultiQueries, useTightBounds, useRenderQueue);
|
---|
[2792] | 1884 |
|
---|
[2955] | 1885 | sprintf(msg[i ++], "render technique: %s, SSAO: %d", renderMethodStr[renderMethod], useAdvancedShading);
|
---|
[2808] | 1886 |
|
---|
[2826] | 1887 | sprintf(msg[i ++], "triangles per virtual leaf: %5d", trianglesPerVirtualLeaf);
|
---|
[2808] | 1888 |
|
---|
[2826] | 1889 | sprintf(msg[i ++], "assumed visible frames: %4d, max batch size: %4d",
|
---|
| 1890 | assumedVisibleFrames, maxBatchSize);
|
---|
[2808] | 1891 |
|
---|
[2826] | 1892 | for (int j = 0; j < 4; ++ j)
|
---|
[2829] | 1893 | myfont.DrawString(msg[j], 10.0f, winHeight - 5 - j * 20);
|
---|
[2826] | 1894 | }
|
---|
[2808] | 1895 |
|
---|
[2786] | 1896 | if (showStatistics)
|
---|
[2764] | 1897 | {
|
---|
[2829] | 1898 | glColor3f(1.0f, 1.0f, 0.0f);
|
---|
| 1899 |
|
---|
[2948] | 1900 | string objStr, totalObjStr;
|
---|
| 1901 | string triStr, totalTriStr;
|
---|
[2826] | 1902 |
|
---|
[2829] | 1903 | int len = 10;
|
---|
[2948] | 1904 | CalcDecimalPoint(objStr, renderedObjects, len);
|
---|
| 1905 | CalcDecimalPoint(totalObjStr, (int)loader->GetNumEntities(), len);
|
---|
[2826] | 1906 |
|
---|
[2948] | 1907 | CalcDecimalPoint(triStr, renderedTriangles, len);
|
---|
| 1908 | CalcDecimalPoint(totalTriStr, bvh->GetBvhStats().mTriangles, len);
|
---|
| 1909 |
|
---|
[2826] | 1910 | int i = 4;
|
---|
| 1911 |
|
---|
[2953] | 1912 | if (0)
|
---|
| 1913 | {
|
---|
| 1914 | sprintf(msg[i ++], "rendered: %s of %s objects, %s of %s triangles",
|
---|
| 1915 | objStr.c_str(), totalObjStr.c_str(), triStr.c_str(), totalTriStr.c_str());
|
---|
| 1916 | }
|
---|
| 1917 | else
|
---|
| 1918 | {
|
---|
| 1919 | sprintf(msg[i ++], "rendered: %6d of %6d nodes, %s of %s triangles",
|
---|
| 1920 | renderedNodes, bvh->GetNumVirtualNodes(), triStr.c_str(), totalTriStr.c_str());
|
---|
| 1921 | }
|
---|
[2826] | 1922 |
|
---|
| 1923 | sprintf(msg[i ++], "traversed: %5d, frustum culled: %5d, query culled: %5d",
|
---|
| 1924 | traversedNodes, frustumCulledNodes, queryCulledNodes);
|
---|
| 1925 |
|
---|
| 1926 | sprintf(msg[i ++], "issued queries: %5d, state changes: %5d, render batches: %5d",
|
---|
| 1927 | issuedQueries, stateChanges, numBatches);
|
---|
| 1928 |
|
---|
| 1929 | for (int j = 4; j < 7; ++ j)
|
---|
[2829] | 1930 | myfont.DrawString(msg[j], 10.0f, winHeight - (j + 1) * 20);
|
---|
[2764] | 1931 | }
|
---|
[2790] | 1932 |
|
---|
[2826] | 1933 | glColor3f(1.0f, 1.0f, 1.0f);
|
---|
| 1934 | static char *alg_str[] = {"Frustum Cull", "Stop and Wait", "CHC", "CHC ++"};
|
---|
[2827] | 1935 |
|
---|
| 1936 | if (!showAlgorithmTime)
|
---|
| 1937 | {
|
---|
| 1938 | sprintf(msg[7], "%s: %6.1f fps", alg_str[renderMode], fps);
|
---|
| 1939 | }
|
---|
| 1940 | else
|
---|
| 1941 | {
|
---|
| 1942 | sprintf(msg[7], "%s: %6.1f ms", alg_str[renderMode], rTime);
|
---|
| 1943 | }
|
---|
[2826] | 1944 |
|
---|
[2829] | 1945 | myfont.DrawString(msg[7], 1.3f, 690.0f, 760.0f);//, top_color, bottom_color);
|
---|
[2827] | 1946 |
|
---|
| 1947 | //sprintf(msg[8], "algorithm time: %6.1f ms", rTime);
|
---|
| 1948 | //myfont.DrawString(msg[8], 720.0f, 730.0f);
|
---|
[2764] | 1949 | }
|
---|
| 1950 |
|
---|
[2826] | 1951 | glDisable(GL_BLEND);
|
---|
| 1952 | glDisable(GL_TEXTURE_2D);
|
---|
| 1953 |
|
---|
[2792] | 1954 | End2D();
|
---|
[2764] | 1955 | }
|
---|
[2796] | 1956 |
|
---|
| 1957 |
|
---|
| 1958 | void RenderSky()
|
---|
| 1959 | {
|
---|
| 1960 | SceneEntityContainer::const_iterator sit, sit_end = skyGeometry.end();
|
---|
| 1961 |
|
---|
[2957] | 1962 | // for (sit = skyGeometry.begin(); sit != sit_end; ++ sit)
|
---|
| 1963 | // (*sit)->Render(&state);
|
---|
| 1964 |
|
---|
| 1965 | //cube->Render(&state);
|
---|
| 1966 | //aeroplane->Render(&state);
|
---|
| 1967 | glDisable(GL_CULL_FACE);
|
---|
| 1968 | preetham->Compute(-light->GetDirection(), camera, &state);
|
---|
| 1969 | glEnable(GL_CULL_FACE);
|
---|
| 1970 | cgGLDisableProfile(RenderState::sCgVertexProfile);
|
---|
[2801] | 1971 | }
|
---|
[2796] | 1972 |
|
---|
[2948] | 1973 |
|
---|
[2895] | 1974 | // render visible object from depth pass
|
---|
[2801] | 1975 | void RenderVisibleObjects()
|
---|
| 1976 | {
|
---|
[2955] | 1977 | if (renderMethod == RENDER_DEPTH_PASS_DEFERRED)
|
---|
[2948] | 1978 | {
|
---|
[2950] | 1979 | if (showShadowMap && !renderLightView)
|
---|
[2951] | 1980 | {
|
---|
| 1981 | float minVisibleDist = min(camera->GetFar(), traverser->GetMaxVisibleDistance());
|
---|
| 1982 | RenderShadowMap(minVisibleDist);
|
---|
| 1983 | }
|
---|
[2949] | 1984 |
|
---|
| 1985 | glDisable(GL_LIGHTING);
|
---|
| 1986 | glViewport(0, 0, texWidth, texHeight);
|
---|
[2951] | 1987 |
|
---|
[2948] | 1988 | InitDeferredRendering();
|
---|
| 1989 |
|
---|
| 1990 | // draw to 3 color buffers
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| 1991 | glDrawBuffers(3, mrt);
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[2951] | 1992 | glClear(GL_COLOR_BUFFER_BIT);
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[2948] | 1993 | }
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[2949] | 1994 | else
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[2950] | 1995 | {
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| 1996 | glEnable(GL_LIGHTING);
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[2955] | 1997 | state.SetRenderPassType(RenderState::FIXED);
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[2950] | 1998 | }
|
---|
[2948] | 1999 |
|
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[2957] | 2000 | glShadeModel(GL_SMOOTH);
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[2953] | 2001 | glEnableClientState(GL_NORMAL_ARRAY);
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| 2002 |
|
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[2950] | 2003 | // draw all objects that have exactly the same depth as the current sample
|
---|
| 2004 | glDepthFunc(GL_LEQUAL);
|
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| 2005 | glColorMask(GL_TRUE, GL_TRUE, GL_TRUE, GL_TRUE);
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[2801] | 2006 |
|
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[2950] | 2007 | state.SetUseAlphaToCoverage(true);
|
---|
| 2008 | state.Reset();
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---|
[2951] | 2009 |
|
---|
[2949] | 2010 | //cout << "visible: " << (int)traverser->GetVisibleObjects().size() << endl;
|
---|
| 2011 |
|
---|
[2801] | 2012 | SceneEntityContainer::const_iterator sit,
|
---|
| 2013 | sit_end = traverser->GetVisibleObjects().end();
|
---|
| 2014 |
|
---|
| 2015 | for (sit = traverser->GetVisibleObjects().begin(); sit != sit_end; ++ sit)
|
---|
[2948] | 2016 | {
|
---|
[2801] | 2017 | renderQueue->Enqueue(*sit);
|
---|
[2948] | 2018 | }
|
---|
| 2019 |
|
---|
[2801] | 2020 | renderQueue->Apply();
|
---|
| 2021 |
|
---|
| 2022 | glDepthFunc(GL_LESS);
|
---|
[2949] | 2023 |
|
---|
| 2024 | PrintGLerror("visibleobjects");
|
---|
[2801] | 2025 | }
|
---|
| 2026 |
|
---|
| 2027 |
|
---|
| 2028 | void PlaceViewer(const Vector3 &oldPos)
|
---|
| 2029 | {
|
---|
| 2030 | Vector3 playerPos = camera->GetPosition();
|
---|
[2843] | 2031 | bool validIntersect = sceneQuery->CalcIntersection(playerPos);
|
---|
[2801] | 2032 |
|
---|
[2853] | 2033 | if (validIntersect)
|
---|
[2848] | 2034 | // && ((playerPos.z - oldPos.z) < bvh->GetBox().Size(2) * 1e-1f))
|
---|
[2801] | 2035 | {
|
---|
| 2036 | camera->SetPosition(playerPos);
|
---|
| 2037 | }
|
---|
[2809] | 2038 | }
|
---|
[2948] | 2039 |
|
---|
| 2040 |
|
---|
[2951] | 2041 | void RenderShadowMap(float newfar)
|
---|
[2948] | 2042 | {
|
---|
| 2043 | cgGLDisableProfile(RenderState::sCgFragmentProfile);
|
---|
| 2044 | cgGLDisableProfile(RenderState::sCgVertexProfile);
|
---|
| 2045 |
|
---|
[2953] | 2046 | glDisableClientState(GL_NORMAL_ARRAY);
|
---|
| 2047 |
|
---|
[2955] | 2048 | state.SetRenderPassType(RenderState::DEPTH_PASS);
|
---|
| 2049 | state.LockCullFaceEnabled(true);
|
---|
| 2050 | state.SetUseAlphaToCoverage(false);
|
---|
[2948] | 2051 |
|
---|
| 2052 | // change CHC++ set of state variables (must be done for each change of camera because
|
---|
| 2053 | // otherwise the temporal coherency is broken
|
---|
| 2054 | BvhNode::SetCurrentState(1);
|
---|
| 2055 |
|
---|
| 2056 | // hack: temporarily change camera far plane
|
---|
[2951] | 2057 | camera->SetFar(newfar);
|
---|
[2955] | 2058 | glDisable(GL_CULL_FACE);
|
---|
| 2059 |
|
---|
[2948] | 2060 | // the scene is rendered withouth any shading
|
---|
| 2061 | shadowMap->ComputeShadowMap(shadowTraverser, matProjectionView);
|
---|
| 2062 |
|
---|
[2955] | 2063 | glEnable(GL_CULL_FACE);
|
---|
[2948] | 2064 | camera->SetFar(farDist);
|
---|
| 2065 |
|
---|
| 2066 | state.SetUseAlphaToCoverage(true);
|
---|
[2955] | 2067 | state.LockCullFaceEnabled(false);
|
---|
[2948] | 2068 |
|
---|
[2953] | 2069 | glEnableClientState(GL_NORMAL_ARRAY);
|
---|
| 2070 |
|
---|
[2948] | 2071 | // change back state
|
---|
| 2072 | BvhNode::SetCurrentState(0);
|
---|
[2952] | 2073 | }
|
---|