[2961] | 1 | // chcdemo.cpp : Defines the entry point for the console application.
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[2642] | 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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[2957] | 39 | #include "ObjConverter.h"
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| 40 | #include "SkyPreetham.h"
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[2964] | 41 | #include "Texture.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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[2792] | 152 | bool leftKeyPressed = false;
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| 153 | bool rightKeyPressed = false;
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| 154 | bool upKeyPressed = false;
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| 155 | bool downKeyPressed = false;
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[2837] | 156 | bool descendKeyPressed = false;
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| 157 | bool ascendKeyPressed = false;
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[2787] | 158 |
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[2875] | 159 | bool useGlobIllum = false;
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| 160 | bool useTemporalCoherence = true;
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| 161 |
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[2901] | 162 | static float ssaoTempCohFactor = 255.0;
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[2821] | 163 |
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[2826] | 164 | bool showAlgorithmTime = false;
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| 165 |
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[2820] | 166 | GLubyte *randomNormals = NULL;
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[2809] | 167 |
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[2819] | 168 | PerfTimer frameTimer, algTimer;
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| 169 |
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[2964] | 170 | Texture *dirtTexture = NULL;
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[2957] | 171 |
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[2964] | 172 |
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[2955] | 173 | /// the used render type for this render pass
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| 174 | enum RenderMethod
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| 175 | {
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| 176 | RENDER_FIXED,
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| 177 | RENDER_DEPTH_PASS,
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| 178 | RENDER_DEFERRED,
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| 179 | RENDER_DEPTH_PASS_DEFERRED,
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| 180 | RENDER_NUM_RENDER_TYPES
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| 181 | };
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[2820] | 182 |
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[2955] | 183 | /// one of four possible render methods
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| 184 | int renderMethod = RENDER_FIXED;
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| 185 |
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[2827] | 186 | PerformanceGraph *perfGraph = NULL;
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[2825] | 187 |
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[2828] | 188 | bool useFullScreen = false;
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[2827] | 189 |
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[2865] | 190 | bool useLODs = true;
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| 191 |
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[2954] | 192 | bool moveLight = false;
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| 193 |
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[2948] | 194 | //DeferredRenderer::SAMPLING_METHOD samplingMethod = DeferredRenderer::SAMPLING_POISSON;
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| 195 | DeferredRenderer::SAMPLING_METHOD samplingMethod = DeferredRenderer::SAMPLING_QUADRATIC;
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[2865] | 196 |
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[2903] | 197 | bool useAdvancedShading = false;
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| 198 |
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[2895] | 199 | bool showShadowMap = false;
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| 200 | bool shadowChanged = true;
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| 201 |
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[2834] | 202 | static Matrix4x4 matProjectionView = IdentityMatrix();
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[2820] | 203 |
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[2931] | 204 | bool renderLightView = false;
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[2894] | 205 |
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| 206 | ShadowMap *shadowMap = NULL;
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[2952] | 207 | DirectionalLight *light = NULL;
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[2948] | 208 | DeferredRenderer *ssaoShader = NULL;
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[2834] | 209 |
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[2953] | 210 | SceneEntity *cube = NULL;
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[2957] | 211 | SceneEntity *aeroplane = NULL;
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| 212 | SceneEntity *skyDome = NULL;
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[2895] | 213 |
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[2953] | 214 | bool altKeyPressed = false;
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[2952] | 215 |
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[2809] | 216 | // function forward declarations
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[2759] | 217 | void InitExtensions();
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[2756] | 218 | void DisplayVisualization();
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[2759] | 219 | void InitGLstate();
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[2809] | 220 | void InitRenderTexture();
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| 221 | void InitCg();
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[2759] | 222 | void CleanUp();
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| 223 | void SetupEyeView();
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| 224 | void UpdateEyeMtx();
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| 225 | void SetupLighting();
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[2764] | 226 | void DisplayStats();
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[2769] | 227 | void Output(int x, int y, const char *string);
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[2786] | 228 | void DrawHelpMessage();
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[2796] | 229 | void RenderSky();
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[2801] | 230 | void RenderVisibleObjects();
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[2756] | 231 |
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[2792] | 232 | void Begin2D();
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| 233 | void End2D();
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| 234 | void KeyBoard(unsigned char c, int x, int y);
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| 235 | void DrawStatistics();
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| 236 | void Display();
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| 237 | void Special(int c, int x, int y);
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| 238 | void KeyUp(unsigned char c, int x, int y);
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| 239 | void SpecialKeyUp(int c, int x, int y);
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| 240 | void Reshape(int w, int h);
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| 241 | void Mouse(int button, int state, int x, int y);
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| 242 | void LeftMotion(int x, int y);
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| 243 | void RightMotion(int x, int y);
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| 244 | void MiddleMotion(int x, int y);
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| 245 | void CalcDecimalPoint(string &str, int d);
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[2642] | 246 |
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[2897] | 247 | RenderTraverser *CreateTraverser(Camera *cam);
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| 248 |
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[2792] | 249 | void KeyHorizontalMotion(float shift);
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[2794] | 250 | void KeyVerticalMotion(float shift);
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[2642] | 251 |
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[2801] | 252 | void PlaceViewer(const Vector3 &oldPos);
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[2642] | 253 |
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[2826] | 254 | inline float KeyRotationAngle() { return keyRotation * elapsedTime * 1e-3f; }
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| 255 | inline float KeyShift() { return keyForwardMotion * elapsedTime * 1e-3f; }
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[2951] | 256 |
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[2809] | 257 | void InitFBO();
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[2795] | 258 |
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[2954] | 259 | void RightMotionLight(int x, int y);
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| 260 |
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[2951] | 261 | void RenderShadowMap(float newfar);
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[2810] | 262 |
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[2809] | 263 |
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| 264 |
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[2948] | 265 |
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[2810] | 266 | /////////
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| 267 | //-- cg stuff
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| 268 |
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[2808] | 269 | static CGcontext sCgContext = NULL;
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[2810] | 270 | static CGprogram sCgMrtVertexProgram = NULL;
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[2795] | 271 |
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[2809] | 272 | static CGparameter sMaxDepthParam;
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[2819] | 273 | static CGparameter sMaxDepthParamTex;
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[2964] | 274 |
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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);
|
---|
| 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 |
|
---|
[2960] | 418 |
|
---|
[2854] | 419 | glEnable(GL_MULTISAMPLE_ARB);
|
---|
| 420 | glHint(GL_MULTISAMPLE_FILTER_HINT_NV, GL_NICEST);
|
---|
[2850] | 421 |
|
---|
[2792] | 422 | LeftMotion(0, 0);
|
---|
| 423 | MiddleMotion(0, 0);
|
---|
[2756] | 424 |
|
---|
[2829] | 425 | perfGraph = new PerformanceGraph(1000);
|
---|
[2756] | 426 |
|
---|
[2795] | 427 | loader = new ResourceManager();
|
---|
[2793] | 428 |
|
---|
[2784] | 429 | //const string filename("data/city/model/city.dem");
|
---|
| 430 | const string filename = string(model_path + "city.dem");
|
---|
[2756] | 431 |
|
---|
[2793] | 432 | if (loader->Load(filename, sceneEntities))
|
---|
[2756] | 433 | cout << "scene " << filename << " loaded" << endl;
|
---|
| 434 | else
|
---|
[2784] | 435 | {
|
---|
[2756] | 436 | cerr << "loading scene " << filename << " failed" << endl;
|
---|
[2792] | 437 | CleanUp();
|
---|
[2784] | 438 | exit(0);
|
---|
| 439 | }
|
---|
[2756] | 440 |
|
---|
[2961] | 441 | const string bvh_filename = string(model_path + "city.bvh");
|
---|
| 442 | BvhLoader bvhLoader;
|
---|
| 443 | bvh = bvhLoader.Load(bvh_filename, sceneEntities);
|
---|
[2795] | 444 |
|
---|
[2961] | 445 | if (!bvh)
|
---|
[2795] | 446 | {
|
---|
[2961] | 447 | cerr << "loading bvh " << bvh_filename << " failed" << endl;
|
---|
[2795] | 448 | CleanUp();
|
---|
| 449 | exit(0);
|
---|
| 450 | }
|
---|
| 451 |
|
---|
[2961] | 452 |
|
---|
[2963] | 453 |
|
---|
| 454 | // set far plane based on scene extent
|
---|
| 455 | farDist = 10.0f * Magnitude(bvh->GetBox().Diagonal());
|
---|
| 456 | bvh->SetVirtualLeaves(trianglesPerVirtualLeaf);
|
---|
| 457 |
|
---|
| 458 | camera->SetFar(Magnitude(bvh->GetBox().Diagonal()));
|
---|
| 459 |
|
---|
[2964] | 460 | dirtTexture = new Texture(model_path + "waterstain.jpg");
|
---|
| 461 | //dirtTexture = new Texture(model_path + "dirt.jpg");
|
---|
| 462 | dirtTexture->Create();
|
---|
| 463 |
|
---|
[2963] | 464 | InitCg();
|
---|
| 465 |
|
---|
| 466 | DeferredRenderer::Init(sCgContext);
|
---|
| 467 | SkyPreetham::Init(sCgContext);
|
---|
| 468 |
|
---|
[2961] | 469 | Vector3 cubeCenter(470.398f, 240.364f, 182.5f);
|
---|
| 470 | /*AxisAlignedBox3 box(cubeCenter - Vector3(2.0f), cubeCenter + Vector3(2.0f));
|
---|
[2762] | 471 |
|
---|
[2961] | 472 | Material *mat = new Material(RgbaColor(1, 0.4, 0.4, 0));
|
---|
| 473 | Transform3 *tf = new Transform3();
|
---|
| 474 | cube = SceneEntityConverter().ConvertBox(box, mat, tf);
|
---|
| 475 | */
|
---|
| 476 |
|
---|
| 477 | Matrix4x4 transl = TranslationMatrix(cubeCenter);
|
---|
| 478 |
|
---|
[2963] | 479 | //const string aeroplaneStr = model_path + "toyplane.dem";
|
---|
[2964] | 480 | //const string aeroplaneStr = model_path + "city_full.dem";
|
---|
[2961] | 481 |
|
---|
| 482 | SceneEntityContainer dummy;
|
---|
| 483 |
|
---|
[2964] | 484 |
|
---|
| 485 | string skyDomeStr(model_path + "sky.dem");
|
---|
| 486 |
|
---|
| 487 | if (loader->Load(skyDomeStr, dummy))
|
---|
[2961] | 488 | cout << "successfully loaded " << dummy.size() << " scene entities" << endl;
|
---|
| 489 | else
|
---|
[2784] | 490 | {
|
---|
[2964] | 491 | cerr << "loading file " << skyDomeStr << " failed" << endl;
|
---|
[2961] | 492 |
|
---|
[2792] | 493 | CleanUp();
|
---|
[2784] | 494 | exit(0);
|
---|
| 495 | }
|
---|
| 496 |
|
---|
[2964] | 497 | skyDome = dummy[0];
|
---|
[2861] | 498 |
|
---|
[2964] | 499 |
|
---|
| 500 | /*if (loader->Load(aeroplaneStr, dummy))
|
---|
[2961] | 501 | cout << "successfully loaded " << dummy.size() << " scene entities" << endl;
|
---|
| 502 | else
|
---|
| 503 | {
|
---|
[2964] | 504 | cerr << "loading file " << aeroplaneStr << " failed" << endl;
|
---|
[2961] | 505 |
|
---|
| 506 | CleanUp();
|
---|
| 507 | exit(0);
|
---|
| 508 | }
|
---|
| 509 |
|
---|
[2964] | 510 | aeroplane = dummy[1];
|
---|
[2963] | 511 |
|
---|
| 512 | aeroplane->GetTransform()->MultMatrix(transl);
|
---|
[2964] | 513 | */
|
---|
[2961] | 514 | const float turbitiy = 3.0f;
|
---|
| 515 | preetham = new SkyPreetham(turbitiy, skyDome);
|
---|
| 516 |
|
---|
[2857] | 517 | // initialize the render traverser
|
---|
[2897] | 518 | traverser = CreateTraverser(camera);
|
---|
[2756] | 519 |
|
---|
[2787] | 520 | visualization = new Visualization(bvh, camera, NULL, &state);
|
---|
[2897] | 521 |
|
---|
[2955] | 522 | state.SetRenderPassType(RenderState::FIXED);
|
---|
[2843] | 523 | sceneQuery = new SceneQuery(bvh->GetBox(), traverser);
|
---|
[2796] | 524 |
|
---|
[2847] | 525 | // frame time is restarted every frame
|
---|
| 526 | frameTimer.Start();
|
---|
[2800] | 527 |
|
---|
[2857] | 528 | // the rendering loop
|
---|
[2642] | 529 | glutMainLoop();
|
---|
| 530 |
|
---|
| 531 | // clean up
|
---|
[2756] | 532 | CleanUp();
|
---|
| 533 |
|
---|
[2642] | 534 | return 0;
|
---|
| 535 | }
|
---|
| 536 |
|
---|
[2756] | 537 |
|
---|
[2809] | 538 | void InitCg(void)
|
---|
| 539 | {
|
---|
| 540 | // Setup Cg
|
---|
| 541 | cgSetErrorCallback(cgErrorCallback);
|
---|
| 542 |
|
---|
| 543 | // Create cgContext.
|
---|
| 544 | sCgContext = cgCreateContext();
|
---|
| 545 |
|
---|
| 546 | // get the best profile for this hardware
|
---|
[2818] | 547 | RenderState::sCgFragmentProfile = cgGLGetLatestProfile(CG_GL_FRAGMENT);
|
---|
| 548 | cgGLSetOptimalOptions(RenderState::sCgFragmentProfile);
|
---|
[2809] | 549 |
|
---|
[2818] | 550 | RenderState::sCgVertexProfile = cgGLGetLatestProfile(CG_GL_VERTEX);
|
---|
| 551 | cgGLSetOptimalOptions(RenderState::sCgVertexProfile);
|
---|
[2809] | 552 |
|
---|
[2810] | 553 | sCgMrtVertexProgram =
|
---|
[2809] | 554 | cgCreateProgramFromFile(sCgContext,
|
---|
| 555 | CG_SOURCE,
|
---|
[2810] | 556 | "src/shaders/mrt.cg",
|
---|
[2818] | 557 | RenderState::sCgVertexProfile,
|
---|
[2810] | 558 | "vtx",
|
---|
[2809] | 559 | NULL);
|
---|
| 560 |
|
---|
[2821] | 561 | if (sCgMrtVertexProgram != NULL)
|
---|
[2809] | 562 | {
|
---|
[2810] | 563 | cgGLLoadProgram(sCgMrtVertexProgram);
|
---|
[2818] | 564 |
|
---|
[2952] | 565 | //sInvViewProjParam = cgGetNamedParameter(sCgMrtVertexProgram, "InvViewProj");
|
---|
| 566 | Transform3::sModelMatrixParam = cgGetNamedParameter(sCgMrtVertexProgram, "ModelView");
|
---|
[2809] | 567 | }
|
---|
| 568 |
|
---|
[2819] | 569 | RenderState::sCgMrtFragmentTexProgram =
|
---|
[2809] | 570 | cgCreateProgramFromFile(sCgContext,
|
---|
| 571 | CG_SOURCE,
|
---|
[2810] | 572 | "src/shaders/mrt.cg",
|
---|
[2818] | 573 | RenderState::sCgFragmentProfile,
|
---|
[2819] | 574 | "fragtex",
|
---|
| 575 | NULL);
|
---|
| 576 |
|
---|
| 577 | if (RenderState::sCgMrtFragmentTexProgram != NULL)
|
---|
| 578 | {
|
---|
| 579 | cgGLLoadProgram(RenderState::sCgMrtFragmentTexProgram);
|
---|
| 580 |
|
---|
| 581 | sMaxDepthParamTex = cgGetNamedParameter(RenderState::sCgMrtFragmentTexProgram, "maxDepth");
|
---|
[2964] | 582 | RenderState::sDirtTexParamTex = cgGetNamedParameter(RenderState::sCgMrtFragmentTexProgram, "dirtTex");
|
---|
| 583 | RenderState::sTexParam = cgGetNamedParameter(RenderState::sCgMrtFragmentTexProgram, "tex");
|
---|
[2819] | 584 |
|
---|
[2964] | 585 | cgGLEnableTextureParameter(RenderState::sDirtTexParamTex);
|
---|
| 586 | cgGLSetTextureParameter(RenderState::sDirtTexParamTex, dirtTexture->GetId());
|
---|
| 587 |
|
---|
[2927] | 588 | cgGLSetParameter1f(sMaxDepthParamTex, MAX_DEPTH_CONST / farDist);
|
---|
[2819] | 589 | }
|
---|
| 590 | else
|
---|
| 591 | cerr << "fragment tex program failed to load" << endl;
|
---|
| 592 |
|
---|
[2959] | 593 | RenderState::sCgMrtFragmentProgram =
|
---|
[2819] | 594 | cgCreateProgramFromFile(sCgContext,
|
---|
| 595 | CG_SOURCE,
|
---|
[2959] | 596 | "src/shaders/mrt.cg",
|
---|
[2819] | 597 | RenderState::sCgFragmentProfile,
|
---|
[2959] | 598 | "frag",
|
---|
[2809] | 599 | NULL);
|
---|
| 600 |
|
---|
[2959] | 601 | if (RenderState::sCgMrtFragmentProgram != NULL)
|
---|
[2809] | 602 | {
|
---|
[2959] | 603 | cgGLLoadProgram(RenderState::sCgMrtFragmentProgram);
|
---|
[2809] | 604 |
|
---|
[2959] | 605 | sMaxDepthParam = cgGetNamedParameter(RenderState::sCgMrtFragmentProgram, "maxDepth");
|
---|
[2927] | 606 | cgGLSetParameter1f(sMaxDepthParam, MAX_DEPTH_CONST / farDist);
|
---|
[2809] | 607 | }
|
---|
| 608 | else
|
---|
[2959] | 609 | cerr << "fragment program failed to load" << endl;
|
---|
| 610 |
|
---|
[2809] | 611 |
|
---|
| 612 | PrintGLerror("init");
|
---|
[2818] | 613 |
|
---|
[2834] | 614 | cout << "cg initialization successful" << endl;
|
---|
[2809] | 615 | }
|
---|
| 616 |
|
---|
| 617 |
|
---|
| 618 | void InitFBO()
|
---|
[2810] | 619 | {
|
---|
[2949] | 620 | PrintGLerror("fbo start");
|
---|
[2857] | 621 | // this fbo basicly stores the scene information we get from standard rendering of a frame
|
---|
| 622 | // we store colors, normals, positions (for the ssao)
|
---|
[2884] | 623 | fbo = new FrameBufferObject(texWidth, texHeight, FrameBufferObject::DEPTH_32);
|
---|
[2948] | 624 | //fbo = new FrameBufferObject(texWidth, texHeight, FrameBufferObject::DEPTH_24);
|
---|
[2857] | 625 |
|
---|
[2859] | 626 | // the diffuse color buffer
|
---|
[2951] | 627 | fbo->AddColorBuffer(ColorBufferObject::BUFFER_FLOAT_32, ColorBufferObject::WRAP_CLAMP_TO_EDGE, ColorBufferObject::FILTER_MIPMAP_LINEAR, true);
|
---|
| 628 | //fbo->AddColorBuffer(ColorBufferObject::BUFFER_FLOAT_32, ColorBufferObject::WRAP_CLAMP_TO_EDGE, ColorBufferObject::FILTER_NEAREST, false);
|
---|
[2868] | 629 |
|
---|
[2859] | 630 | // the positions buffer
|
---|
[2867] | 631 | fbo->AddColorBuffer(ColorBufferObject::BUFFER_FLOAT_32, ColorBufferObject::WRAP_CLAMP_TO_EDGE, ColorBufferObject::FILTER_MIPMAP_LINEAR, true);
|
---|
[2873] | 632 | //fbo->AddColorBuffer(ColorBufferObject::BUFFER_FLOAT_32, ColorBufferObject::WRAP_CLAMP_TO_EDGE, ColorBufferObject::FILTER_NEAREST, false);
|
---|
[2951] | 633 |
|
---|
[2859] | 634 | // the normals buffer
|
---|
[2867] | 635 | fbo->AddColorBuffer(ColorBufferObject::BUFFER_FLOAT_16, ColorBufferObject::WRAP_CLAMP_TO_EDGE, ColorBufferObject::FILTER_NEAREST, false);
|
---|
[2857] | 636 |
|
---|
[2879] | 637 | // another color buffer
|
---|
[2884] | 638 | fbo->AddColorBuffer(ColorBufferObject::BUFFER_FLOAT_32, ColorBufferObject::WRAP_CLAMP_TO_EDGE, ColorBufferObject::FILTER_NEAREST, false);
|
---|
[2879] | 639 |
|
---|
[2810] | 640 | PrintGLerror("fbo");
|
---|
[2809] | 641 | }
|
---|
| 642 |
|
---|
| 643 |
|
---|
[2827] | 644 | bool InitFont(void)
|
---|
[2642] | 645 | {
|
---|
[2826] | 646 | glEnable(GL_TEXTURE_2D);
|
---|
| 647 |
|
---|
| 648 | glGenTextures(1, &fontTex);
|
---|
| 649 | glBindTexture(GL_TEXTURE_2D, fontTex);
|
---|
[2829] | 650 | if (!myfont.Create("data/fonts/verdana.glf", fontTex))
|
---|
[2826] | 651 | return false;
|
---|
| 652 |
|
---|
| 653 | glDisable(GL_TEXTURE_2D);
|
---|
[2827] | 654 |
|
---|
[2826] | 655 | return true;
|
---|
| 656 | }
|
---|
| 657 |
|
---|
| 658 |
|
---|
| 659 | void InitGLstate()
|
---|
| 660 | {
|
---|
[2961] | 661 | glClearColor(1.4f, 0.4f, 0.4f, 1.0f);
|
---|
[2642] | 662 |
|
---|
| 663 | glPixelStorei(GL_UNPACK_ALIGNMENT, 1);
|
---|
| 664 | glPixelStorei(GL_PACK_ALIGNMENT,1);
|
---|
| 665 |
|
---|
| 666 | glDepthFunc(GL_LESS);
|
---|
[2762] | 667 | glEnable(GL_DEPTH_TEST);
|
---|
[2642] | 668 |
|
---|
[2760] | 669 | glColor3f(1.0f, 1.0f, 1.0f);
|
---|
[2642] | 670 | glShadeModel(GL_SMOOTH);
|
---|
| 671 |
|
---|
| 672 | glMaterialf(GL_FRONT, GL_SHININESS, 64);
|
---|
| 673 | glEnable(GL_NORMALIZE);
|
---|
[2767] | 674 |
|
---|
| 675 | glDisable(GL_ALPHA_TEST);
|
---|
[2951] | 676 | glAlphaFunc(GL_GEQUAL, 0.5f);
|
---|
[2767] | 677 |
|
---|
[2642] | 678 | glFrontFace(GL_CCW);
|
---|
| 679 | glCullFace(GL_BACK);
|
---|
[2851] | 680 | glEnable(GL_CULL_FACE);
|
---|
| 681 |
|
---|
[2800] | 682 | glDisable(GL_TEXTURE_2D);
|
---|
[2762] | 683 |
|
---|
[2959] | 684 | GLfloat ambientColor[] = {0.2, 0.2, 0.2, 1.0};
|
---|
[2756] | 685 | GLfloat diffuseColor[] = {1.0, 0.0, 0.0, 1.0};
|
---|
[2759] | 686 | GLfloat specularColor[] = {0.0, 0.0, 0.0, 1.0};
|
---|
[2642] | 687 |
|
---|
[2756] | 688 | glMaterialfv(GL_FRONT, GL_AMBIENT, ambientColor);
|
---|
| 689 | glMaterialfv(GL_FRONT, GL_DIFFUSE, diffuseColor);
|
---|
| 690 | glMaterialfv(GL_FRONT, GL_SPECULAR, specularColor);
|
---|
[2801] | 691 |
|
---|
| 692 | glDepthFunc(GL_LESS);
|
---|
[2826] | 693 |
|
---|
[2827] | 694 | if (!InitFont())
|
---|
[2826] | 695 | cerr << "font creation failed" << endl;
|
---|
| 696 | else
|
---|
| 697 | cout << "successfully created font" << endl;
|
---|
[2953] | 698 |
|
---|
| 699 |
|
---|
[2954] | 700 | //////////////////////////////
|
---|
| 701 |
|
---|
[2959] | 702 | //GLfloat lmodel_ambient[] = {1.0f, 1.0f, 1.0f, 1.0f};
|
---|
| 703 | GLfloat lmodel_ambient[] = {0.7f, 0.7f, 0.8f, 1.0f};
|
---|
[2954] | 704 |
|
---|
| 705 | glLightModelfv(GL_LIGHT_MODEL_AMBIENT, lmodel_ambient);
|
---|
[2959] | 706 | //glLightModeli(GL_LIGHT_MODEL_LOCAL_VIEWER, GL_TRUE);
|
---|
| 707 | glLightModeli(GL_LIGHT_MODEL_LOCAL_VIEWER, GL_FALSE);
|
---|
[2954] | 708 | glLightModeli(GL_LIGHT_MODEL_COLOR_CONTROL_EXT, GL_SINGLE_COLOR_EXT);
|
---|
[2642] | 709 | }
|
---|
| 710 |
|
---|
| 711 |
|
---|
[2827] | 712 | void DrawHelpMessage()
|
---|
[2826] | 713 | {
|
---|
[2642] | 714 | const char *message[] =
|
---|
| 715 | {
|
---|
| 716 | "Help information",
|
---|
| 717 | "",
|
---|
| 718 | "'F1' - shows/dismisses this message",
|
---|
[2795] | 719 | "'F2' - shows/hides bird eye view",
|
---|
[2790] | 720 | "'F3' - shows/hides bounds (boxes or tight bounds)",
|
---|
[2827] | 721 | "'F4', - shows/hides parameters",
|
---|
| 722 | "'F5' - shows/hides statistics",
|
---|
| 723 | "'F6', - toggles between fly/walkmode",
|
---|
[2826] | 724 | "'F7', - cycles throw render modes",
|
---|
| 725 | "'F8', - enables/disables ambient occlusion (only deferred)",
|
---|
| 726 | "'F9', - shows pure algorithm render time (using glFinish)",
|
---|
[2790] | 727 | "'SPACE' - cycles through occlusion culling algorithms",
|
---|
[2642] | 728 | "",
|
---|
[2827] | 729 | "'MOUSE LEFT' - turn left/right, move forward/backward",
|
---|
| 730 | "'MOUSE RIGHT' - turn left/right, move forward/backward",
|
---|
| 731 | "'MOUSE MIDDLE' - move up/down, left/right",
|
---|
| 732 | "'CURSOR UP/DOWN' - move forward/backward",
|
---|
| 733 | "'CURSOR LEFT/RIGHT' - turn left/right",
|
---|
[2642] | 734 | "",
|
---|
[2827] | 735 | "'-'/'+' - decreases/increases max batch size",
|
---|
[2837] | 736 | "'1'/'2' - downward/upward motion",
|
---|
| 737 | "'3'/'4' - decreases/increases triangles per virtual bvh leaf (sets bvh depth)",
|
---|
| 738 | "'5'/'6' - decreases/increases assumed visible frames",
|
---|
[2776] | 739 | "",
|
---|
[2786] | 740 | "'R' - use render queue",
|
---|
[2790] | 741 | "'B' - use tight bounds",
|
---|
| 742 | "'M' - use multiqueries",
|
---|
[2792] | 743 | "'O' - use CHC optimization (geometry queries for leaves)",
|
---|
[2642] | 744 | 0,
|
---|
| 745 | };
|
---|
| 746 |
|
---|
[2756] | 747 |
|
---|
[2827] | 748 | glColor4f(0.0f, 1.0f , 0.0f, 0.2f); // 20% green.
|
---|
[2756] | 749 |
|
---|
[2827] | 750 | glRecti(30, 30, winWidth - 30, winHeight - 30);
|
---|
[2642] | 751 |
|
---|
[2827] | 752 | glEnd();
|
---|
| 753 |
|
---|
[2756] | 754 | glColor3f(1.0f, 1.0f, 1.0f);
|
---|
| 755 |
|
---|
[2829] | 756 | glEnable(GL_TEXTURE_2D);
|
---|
[2827] | 757 | myfont.Begin();
|
---|
| 758 |
|
---|
| 759 | int x = 40, y = 30;
|
---|
| 760 |
|
---|
| 761 | for(int i = 0; message[i] != 0; ++ i)
|
---|
[2756] | 762 | {
|
---|
| 763 | if(message[i][0] == '\0')
|
---|
| 764 | {
|
---|
[2786] | 765 | y += 15;
|
---|
[2756] | 766 | }
|
---|
| 767 | else
|
---|
| 768 | {
|
---|
[2827] | 769 | myfont.DrawString(message[i], x, winHeight - y);
|
---|
| 770 | y += 25;
|
---|
[2642] | 771 | }
|
---|
| 772 | }
|
---|
[2829] | 773 | glDisable(GL_TEXTURE_2D);
|
---|
[2642] | 774 | }
|
---|
| 775 |
|
---|
| 776 |
|
---|
[2897] | 777 | RenderTraverser *CreateTraverser(Camera *cam)
|
---|
[2764] | 778 | {
|
---|
[2897] | 779 | RenderTraverser *tr;
|
---|
| 780 |
|
---|
[2771] | 781 | bvh->ResetNodeClassifications();
|
---|
| 782 |
|
---|
[2764] | 783 | switch (renderMode)
|
---|
| 784 | {
|
---|
| 785 | case RenderTraverser::CULL_FRUSTUM:
|
---|
[2897] | 786 | tr = new FrustumCullingTraverser();
|
---|
[2764] | 787 | break;
|
---|
| 788 | case RenderTraverser::STOP_AND_WAIT:
|
---|
[2897] | 789 | tr = new StopAndWaitTraverser();
|
---|
[2764] | 790 | break;
|
---|
| 791 | case RenderTraverser::CHC:
|
---|
[2897] | 792 | tr = new CHCTraverser();
|
---|
[2764] | 793 | break;
|
---|
[2767] | 794 | case RenderTraverser::CHCPLUSPLUS:
|
---|
[2897] | 795 | tr = new CHCPlusPlusTraverser();
|
---|
[2767] | 796 | break;
|
---|
| 797 |
|
---|
[2764] | 798 | default:
|
---|
[2897] | 799 | tr = new FrustumCullingTraverser();
|
---|
[2764] | 800 | }
|
---|
| 801 |
|
---|
[2897] | 802 | tr->SetCamera(cam);
|
---|
| 803 | tr->SetHierarchy(bvh);
|
---|
| 804 | tr->SetRenderQueue(renderQueue);
|
---|
| 805 | tr->SetRenderState(&state);
|
---|
| 806 | tr->SetUseOptimization(useOptimization);
|
---|
| 807 | tr->SetUseRenderQueue(useRenderQueue);
|
---|
| 808 | tr->SetVisibilityThreshold(threshold);
|
---|
| 809 | tr->SetAssumedVisibleFrames(assumedVisibleFrames);
|
---|
| 810 | tr->SetMaxBatchSize(maxBatchSize);
|
---|
| 811 | tr->SetUseMultiQueries(useMultiQueries);
|
---|
| 812 | tr->SetUseTightBounds(useTightBounds);
|
---|
[2955] | 813 | tr->SetUseDepthPass((renderMethod == RENDER_DEPTH_PASS) || (renderMethod == RENDER_DEPTH_PASS_DEFERRED));
|
---|
[2897] | 814 | tr->SetRenderQueue(renderQueue);
|
---|
| 815 |
|
---|
| 816 | return tr;
|
---|
[2764] | 817 | }
|
---|
| 818 |
|
---|
| 819 |
|
---|
[2759] | 820 | void SetupLighting()
|
---|
[2642] | 821 | {
|
---|
[2759] | 822 | glEnable(GL_LIGHT0);
|
---|
[2959] | 823 | glDisable(GL_LIGHT1);
|
---|
[2825] | 824 |
|
---|
[2954] | 825 | Vector3 lightDir = -light->GetDirection();
|
---|
| 826 |
|
---|
| 827 |
|
---|
[2945] | 828 | ///////////
|
---|
| 829 | //-- first light: sunlight
|
---|
| 830 |
|
---|
[2954] | 831 | GLfloat ambient[] = {0.25f, 0.25f, 0.3f, 1.0f};
|
---|
| 832 | GLfloat diffuse[] = {1.0f, 0.95f, 0.85f, 1.0f};
|
---|
| 833 | GLfloat specular[] = {1.0f, 1.0f, 1.0f, 1.0f};
|
---|
[2959] | 834 | //GLfloat specular[] = {0.0f, 0.0f, 0.0f, 1.0f};
|
---|
[2759] | 835 |
|
---|
[2954] | 836 | Vector3 sunAmbient;
|
---|
| 837 | Vector3 sunDiffuse;
|
---|
[2759] | 838 |
|
---|
[2954] | 839 | Vector3 h;
|
---|
[2759] | 840 |
|
---|
[2954] | 841 | h.x = lightDir.x;
|
---|
| 842 | h.y = lightDir.z;
|
---|
| 843 | h.z = lightDir.y;
|
---|
[2945] | 844 |
|
---|
[2759] | 845 |
|
---|
[2960] | 846 | preetham->ComputeSunColor(lightDir, sunAmbient, sunDiffuse);
|
---|
[2945] | 847 |
|
---|
[2954] | 848 | const float maxComponent = sunDiffuse.MaxComponent();
|
---|
| 849 | //cout<< "sunambient: " << sunAmbient << " mag " << Magnitude(sunDiffuse) << " max: " << maxComponent << endl;
|
---|
[2759] | 850 |
|
---|
[2954] | 851 | ambient[0] = sunAmbient.x;
|
---|
| 852 | ambient[1] = sunAmbient.y;
|
---|
| 853 | ambient[2] = sunAmbient.z;
|
---|
[2825] | 854 |
|
---|
[2954] | 855 | sunDiffuse /= maxComponent;
|
---|
[2945] | 856 |
|
---|
[2954] | 857 | diffuse[0] = sunDiffuse.x;
|
---|
| 858 | diffuse[1] = sunDiffuse.y;
|
---|
| 859 | diffuse[2] = sunDiffuse.z;
|
---|
[2959] | 860 |
|
---|
[2954] | 861 | //cout<< "sunambient: " << sunAmbient << endl;
|
---|
| 862 | //cout<< "sundiffuse: " << sunDiffuse << endl;
|
---|
[2945] | 863 |
|
---|
[2954] | 864 | glLightfv(GL_LIGHT0, GL_AMBIENT, ambient);
|
---|
| 865 | glLightfv(GL_LIGHT0, GL_DIFFUSE, diffuse);
|
---|
| 866 | glLightfv(GL_LIGHT0, GL_SPECULAR, specular);
|
---|
[2825] | 867 |
|
---|
[2954] | 868 | GLfloat position[] = {lightDir.x, lightDir.y, lightDir.z, 0.0f};
|
---|
| 869 | glLightfv(GL_LIGHT0, GL_POSITION, position);
|
---|
[2642] | 870 | }
|
---|
| 871 |
|
---|
[2800] | 872 |
|
---|
[2795] | 873 | void SetupEyeView()
|
---|
[2642] | 874 | {
|
---|
[2861] | 875 | // store matrix of last frame
|
---|
| 876 | oldViewProjMatrix = matProjectionView;
|
---|
[2834] | 877 |
|
---|
[2759] | 878 | glMatrixMode(GL_PROJECTION);
|
---|
| 879 | glLoadIdentity();
|
---|
[2927] | 880 | gluPerspective(fov, winAspectRatio, nearDist, farDist);
|
---|
[2759] | 881 |
|
---|
[2756] | 882 | glMatrixMode(GL_MODELVIEW);
|
---|
[2951] | 883 |
|
---|
[2864] | 884 | // set up the camera view
|
---|
[2760] | 885 | camera->SetupCameraView();
|
---|
| 886 |
|
---|
[2892] | 887 |
|
---|
[2864] | 888 | /////////////////
|
---|
| 889 |
|
---|
[2894] | 890 | Matrix4x4 matViewing, matProjection;
|
---|
[2864] | 891 |
|
---|
[2834] | 892 | camera->GetModelViewMatrix(matViewing);
|
---|
| 893 | camera->GetProjectionMatrix(matProjection);
|
---|
| 894 |
|
---|
[2864] | 895 | // store matrix for later use
|
---|
[2834] | 896 | matProjectionView = matViewing * matProjection;
|
---|
| 897 |
|
---|
[2955] | 898 | if ((renderMethod == RENDER_DEFERRED) || (renderMethod == RENDER_DEPTH_PASS_DEFERRED))
|
---|
[2825] | 899 | {
|
---|
[2952] | 900 | cgGLSetMatrixParameterfc(Transform3::sModelMatrixParam, (const float *)IdentityMatrix().x);
|
---|
| 901 | }
|
---|
[2642] | 902 | }
|
---|
| 903 |
|
---|
| 904 |
|
---|
[2792] | 905 | void KeyHorizontalMotion(float shift)
|
---|
| 906 | {
|
---|
[2888] | 907 | Vector3 hvec = -camera->GetDirection();
|
---|
[2792] | 908 | hvec.z = 0;
|
---|
| 909 |
|
---|
| 910 | Vector3 pos = camera->GetPosition();
|
---|
| 911 | pos += hvec * shift;
|
---|
| 912 |
|
---|
| 913 | camera->SetPosition(pos);
|
---|
| 914 | }
|
---|
| 915 |
|
---|
| 916 |
|
---|
[2794] | 917 | void KeyVerticalMotion(float shift)
|
---|
| 918 | {
|
---|
| 919 | Vector3 uvec = Vector3(0, 0, shift);
|
---|
| 920 |
|
---|
| 921 | Vector3 pos = camera->GetPosition();
|
---|
| 922 | pos += uvec;
|
---|
| 923 |
|
---|
| 924 | camera->SetPosition(pos);
|
---|
| 925 | }
|
---|
| 926 |
|
---|
| 927 |
|
---|
[2948] | 928 | void InitDeferredRendering()
|
---|
| 929 | {
|
---|
| 930 | if (!fbo) InitFBO();
|
---|
| 931 | fbo->Bind();
|
---|
| 932 |
|
---|
| 933 | // multisampling does not work with deferred shading
|
---|
| 934 | glDisable(GL_MULTISAMPLE_ARB);
|
---|
| 935 |
|
---|
[2955] | 936 | state.SetRenderPassType(RenderState::DEFERRED);
|
---|
[2948] | 937 |
|
---|
| 938 | cgGLEnableProfile(RenderState::sCgVertexProfile);
|
---|
| 939 | cgGLBindProgram(sCgMrtVertexProgram);
|
---|
| 940 |
|
---|
| 941 | cgGLEnableProfile(RenderState::sCgFragmentProfile);
|
---|
| 942 | cgGLBindProgram(RenderState::sCgMrtFragmentProgram);
|
---|
| 943 | }
|
---|
| 944 |
|
---|
| 945 |
|
---|
[2857] | 946 | // the main rendering loop
|
---|
[2792] | 947 | void Display()
|
---|
[2801] | 948 | {
|
---|
[2800] | 949 | Vector3 oldPos = camera->GetPosition();
|
---|
| 950 |
|
---|
[2792] | 951 | if (leftKeyPressed)
|
---|
[2795] | 952 | camera->Pitch(KeyRotationAngle());
|
---|
[2792] | 953 | if (rightKeyPressed)
|
---|
[2795] | 954 | camera->Pitch(-KeyRotationAngle());
|
---|
[2792] | 955 | if (upKeyPressed)
|
---|
[2887] | 956 | KeyHorizontalMotion(-KeyShift());
|
---|
| 957 | if (downKeyPressed)
|
---|
[2795] | 958 | KeyHorizontalMotion(KeyShift());
|
---|
[2837] | 959 | if (ascendKeyPressed)
|
---|
| 960 | KeyVerticalMotion(KeyShift());
|
---|
| 961 | if (descendKeyPressed)
|
---|
[2795] | 962 | KeyVerticalMotion(-KeyShift());
|
---|
[2792] | 963 |
|
---|
[2801] | 964 | // place view on ground
|
---|
| 965 | if (!flyMode) PlaceViewer(oldPos);
|
---|
[2800] | 966 |
|
---|
[2826] | 967 | if (showAlgorithmTime)
|
---|
| 968 | {
|
---|
| 969 | glFinish();
|
---|
| 970 | algTimer.Start();
|
---|
| 971 | }
|
---|
[2809] | 972 |
|
---|
[2895] | 973 |
|
---|
[2931] | 974 |
|
---|
| 975 | if ((!shadowMap || !shadowTraverser) && (showShadowMap || renderLightView))
|
---|
| 976 | {
|
---|
| 977 | if (!shadowMap)
|
---|
| 978 | shadowMap = new ShadowMap(light, shadowSize, bvh->GetBox(), camera);
|
---|
| 979 |
|
---|
| 980 | if (!shadowTraverser)
|
---|
| 981 | shadowTraverser = CreateTraverser(shadowMap->GetShadowCamera());
|
---|
| 982 |
|
---|
| 983 | }
|
---|
| 984 |
|
---|
[2951] | 985 |
|
---|
| 986 | // bring eye modelview matrix up-to-date
|
---|
| 987 | SetupEyeView();
|
---|
| 988 |
|
---|
[2931] | 989 | // hack
|
---|
[2955] | 990 | int oldRenderMethod = renderMethod;
|
---|
[2931] | 991 |
|
---|
| 992 | if (renderLightView)
|
---|
[2955] | 993 | renderMethod = RenderState::FIXED;
|
---|
[2931] | 994 |
|
---|
[2953] | 995 | glEnableClientState(GL_VERTEX_ARRAY);
|
---|
[2931] | 996 |
|
---|
[2953] | 997 |
|
---|
[2931] | 998 | // render with the specified method (forward rendering, forward + depth, deferred)
|
---|
[2955] | 999 | switch (renderMethod)
|
---|
[2825] | 1000 | {
|
---|
[2955] | 1001 | case RENDER_FIXED:
|
---|
[2825] | 1002 |
|
---|
[2851] | 1003 | glEnable(GL_MULTISAMPLE_ARB);
|
---|
[2879] | 1004 |
|
---|
[2955] | 1005 | state.SetRenderPassType(RenderState::FIXED);
|
---|
[2825] | 1006 | glEnable(GL_LIGHTING);
|
---|
[2809] | 1007 |
|
---|
[2825] | 1008 | cgGLDisableProfile(RenderState::sCgFragmentProfile);
|
---|
| 1009 | cgGLDisableProfile(RenderState::sCgVertexProfile);
|
---|
[2809] | 1010 |
|
---|
[2829] | 1011 | glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT);
|
---|
| 1012 |
|
---|
[2953] | 1013 | glEnableClientState(GL_NORMAL_ARRAY);
|
---|
| 1014 |
|
---|
[2825] | 1015 | break;
|
---|
| 1016 |
|
---|
[2955] | 1017 | case RENDER_DEPTH_PASS_DEFERRED:
|
---|
[2948] | 1018 |
|
---|
[2950] | 1019 | glDisable(GL_MULTISAMPLE_ARB);
|
---|
| 1020 | state.SetUseAlphaToCoverage(false);
|
---|
[2948] | 1021 |
|
---|
[2955] | 1022 | state.SetRenderPassType(RenderState::DEPTH_PASS);
|
---|
[2949] | 1023 |
|
---|
[2948] | 1024 | if (!fbo) InitFBO(); fbo->Bind();
|
---|
[2949] | 1025 |
|
---|
[2948] | 1026 | glDrawBuffers(1, mrt);
|
---|
| 1027 |
|
---|
| 1028 | cgGLDisableProfile(RenderState::sCgFragmentProfile);
|
---|
| 1029 | cgGLDisableProfile(RenderState::sCgVertexProfile);
|
---|
| 1030 |
|
---|
[2951] | 1031 | glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT);
|
---|
[2948] | 1032 |
|
---|
| 1033 | // the scene is rendered withouth any shading
|
---|
| 1034 | glShadeModel(GL_FLAT);
|
---|
| 1035 | glDisable(GL_LIGHTING);
|
---|
| 1036 | glColorMask(GL_FALSE, GL_FALSE, GL_FALSE, GL_FALSE);
|
---|
| 1037 |
|
---|
[2953] | 1038 |
|
---|
[2948] | 1039 | break;
|
---|
| 1040 |
|
---|
[2955] | 1041 | case RENDER_DEPTH_PASS:
|
---|
[2851] | 1042 |
|
---|
| 1043 | glEnable(GL_MULTISAMPLE_ARB);
|
---|
[2948] | 1044 |
|
---|
[2857] | 1045 | cgGLDisableProfile(RenderState::sCgFragmentProfile);
|
---|
| 1046 | cgGLDisableProfile(RenderState::sCgVertexProfile);
|
---|
| 1047 |
|
---|
[2955] | 1048 | state.SetRenderPassType(RenderState::DEPTH_PASS);
|
---|
[2857] | 1049 |
|
---|
| 1050 | // the scene is rendered withouth any shading
|
---|
[2943] | 1051 | glShadeModel(GL_FLAT);
|
---|
[2825] | 1052 | glDisable(GL_LIGHTING);
|
---|
[2809] | 1053 |
|
---|
[2829] | 1054 | glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT);
|
---|
| 1055 | glColorMask(GL_FALSE, GL_FALSE, GL_FALSE, GL_FALSE);
|
---|
| 1056 |
|
---|
[2953] | 1057 |
|
---|
[2825] | 1058 | break;
|
---|
| 1059 |
|
---|
| 1060 | case RenderState::DEFERRED:
|
---|
[2851] | 1061 |
|
---|
[2948] | 1062 | if (showShadowMap && !renderLightView)
|
---|
[2951] | 1063 | RenderShadowMap(camera->GetFar());
|
---|
| 1064 |
|
---|
[2948] | 1065 | //glPushAttrib(GL_VIEWPORT_BIT);
|
---|
[2825] | 1066 | glViewport(0, 0, texWidth, texHeight);
|
---|
| 1067 |
|
---|
[2948] | 1068 | InitDeferredRendering();
|
---|
[2951] | 1069 |
|
---|
[2948] | 1070 | // draw to 3 color buffers
|
---|
[2825] | 1071 | glDrawBuffers(3, mrt);
|
---|
| 1072 |
|
---|
[2953] | 1073 | glEnableClientState(GL_NORMAL_ARRAY);
|
---|
| 1074 |
|
---|
[2954] | 1075 | glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT);
|
---|
| 1076 |
|
---|
[2825] | 1077 | break;
|
---|
| 1078 | }
|
---|
| 1079 |
|
---|
[2801] | 1080 | glDepthFunc(GL_LESS);
|
---|
[2825] | 1081 |
|
---|
[2801] | 1082 | glDisable(GL_TEXTURE_2D);
|
---|
| 1083 | glDisableClientState(GL_TEXTURE_COORD_ARRAY);
|
---|
[2825] | 1084 |
|
---|
[2801] | 1085 |
|
---|
[2861] | 1086 | // reset lod levels for current frame
|
---|
[2847] | 1087 | LODLevel::InitFrame(camera->GetPosition());
|
---|
| 1088 |
|
---|
[2892] | 1089 | // set up lights
|
---|
[2954] | 1090 | SetupLighting();
|
---|
[2795] | 1091 |
|
---|
[2801] | 1092 |
|
---|
[2931] | 1093 | if (renderLightView)
|
---|
| 1094 | {
|
---|
| 1095 | // change CHC++ set of state variables (must be done for each change of camera because
|
---|
| 1096 | // otherwise the temporal coherency is broken
|
---|
| 1097 | BvhNode::SetCurrentState(1);
|
---|
| 1098 | shadowMap->RenderShadowView(shadowTraverser, matProjectionView);
|
---|
| 1099 | BvhNode::SetCurrentState(0);
|
---|
| 1100 | }
|
---|
| 1101 | else
|
---|
[2948] | 1102 | {
|
---|
[2931] | 1103 | // actually render the scene geometry using the specified algorithm
|
---|
[2964] | 1104 | traverser->RenderScene();
|
---|
| 1105 | /*
|
---|
[2963] | 1106 | state.Reset();
|
---|
[2964] | 1107 | aeroplane->Render(&state);
|
---|
[2963] | 1108 |
|
---|
[2964] | 1109 | SceneEntityContainer::const_iterator sit, sit_end = sceneEntities.end();
|
---|
| 1110 |
|
---|
[2963] | 1111 | for (sit = sceneEntities.begin(); sit != sit_end; ++ sit)
|
---|
| 1112 | {
|
---|
| 1113 | renderQueue->Enqueue(*sit);
|
---|
[2964] | 1114 | }
|
---|
[2963] | 1115 |
|
---|
| 1116 | renderQueue->Apply();
|
---|
[2964] | 1117 | */
|
---|
[2948] | 1118 | }
|
---|
[2892] | 1119 |
|
---|
[2931] | 1120 |
|
---|
[2825] | 1121 | /////////
|
---|
[2809] | 1122 | //-- do the rest of the rendering
|
---|
[2801] | 1123 |
|
---|
[2893] | 1124 |
|
---|
[2801] | 1125 | // reset depth pass and render visible objects
|
---|
[2955] | 1126 | if ((renderMethod == RENDER_DEPTH_PASS) ||
|
---|
| 1127 | (renderMethod == RENDER_DEPTH_PASS_DEFERRED))
|
---|
[2801] | 1128 | {
|
---|
| 1129 | RenderVisibleObjects();
|
---|
| 1130 | }
|
---|
[2948] | 1131 |
|
---|
[2801] | 1132 |
|
---|
[2796] | 1133 | ///////////////
|
---|
| 1134 | //-- render sky
|
---|
[2795] | 1135 |
|
---|
[2894] | 1136 | // q: should we render sky after deferred shading?
|
---|
| 1137 | // this would conveniently solves some issues (e.g, skys without shadows)
|
---|
[2893] | 1138 |
|
---|
[2950] | 1139 | RenderSky();
|
---|
[2801] | 1140 |
|
---|
[2961] | 1141 | //state.Reset(); glEnable(GL_TEXTURE_2D);
|
---|
[2963] | 1142 | //aeroplane->Render(&state);
|
---|
[2961] | 1143 |
|
---|
| 1144 |
|
---|
[2955] | 1145 | if ((renderMethod == RENDER_DEFERRED) ||
|
---|
| 1146 | (renderMethod == RENDER_DEPTH_PASS_DEFERRED))
|
---|
[2825] | 1147 | {
|
---|
[2881] | 1148 | FrameBufferObject::Release();
|
---|
[2810] | 1149 |
|
---|
[2825] | 1150 | cgGLDisableProfile(RenderState::sCgVertexProfile);
|
---|
| 1151 | cgGLDisableProfile(RenderState::sCgFragmentProfile);
|
---|
[2809] | 1152 |
|
---|
[2948] | 1153 | if (!ssaoShader) ssaoShader =
|
---|
| 1154 | new DeferredRenderer(texWidth, texHeight, camera, farDist / MAX_DEPTH_CONST);
|
---|
[2895] | 1155 |
|
---|
[2903] | 1156 | DeferredRenderer::SHADING_METHOD shadingMethod;
|
---|
| 1157 |
|
---|
| 1158 | if (useAdvancedShading)
|
---|
| 1159 | {
|
---|
| 1160 | if (useGlobIllum)
|
---|
| 1161 | shadingMethod = DeferredRenderer::GI;
|
---|
| 1162 | else
|
---|
| 1163 | shadingMethod = DeferredRenderer::SSAO;
|
---|
| 1164 | }
|
---|
| 1165 | else
|
---|
| 1166 | shadingMethod = DeferredRenderer::DEFAULT;
|
---|
| 1167 |
|
---|
| 1168 |
|
---|
[2895] | 1169 | ssaoShader->SetShadingMethod(shadingMethod);
|
---|
| 1170 | ssaoShader->SetSamplingMethod(samplingMethod);
|
---|
| 1171 | ssaoShader->SetUseTemporalCoherence(useTemporalCoherence);
|
---|
[2879] | 1172 |
|
---|
[2895] | 1173 | ShadowMap *sm = showShadowMap ? shadowMap : NULL;
|
---|
[2952] | 1174 | ssaoShader->Render(fbo, oldViewProjMatrix, matProjectionView, ssaoTempCohFactor, light, sm);
|
---|
[2825] | 1175 | }
|
---|
[2827] | 1176 |
|
---|
[2893] | 1177 |
|
---|
[2955] | 1178 | state.SetRenderPassType(RenderState::FIXED);
|
---|
[2893] | 1179 | state.Reset();
|
---|
[2827] | 1180 |
|
---|
[2893] | 1181 |
|
---|
| 1182 | glDisableClientState(GL_VERTEX_ARRAY);
|
---|
| 1183 | glDisableClientState(GL_NORMAL_ARRAY);
|
---|
[2931] | 1184 |
|
---|
[2955] | 1185 | renderMethod = oldRenderMethod;
|
---|
[2893] | 1186 |
|
---|
| 1187 |
|
---|
| 1188 | ///////////
|
---|
| 1189 |
|
---|
| 1190 |
|
---|
[2826] | 1191 | if (showAlgorithmTime)
|
---|
| 1192 | {
|
---|
| 1193 | glFinish();
|
---|
[2827] | 1194 |
|
---|
[2826] | 1195 | algTime = algTimer.Elapsedms();
|
---|
[2827] | 1196 | perfGraph->AddData(algTime);
|
---|
[2828] | 1197 |
|
---|
[2827] | 1198 | perfGraph->Draw();
|
---|
[2826] | 1199 | }
|
---|
[2827] | 1200 | else
|
---|
| 1201 | {
|
---|
| 1202 | if (visMode) DisplayVisualization();
|
---|
| 1203 | }
|
---|
[2825] | 1204 |
|
---|
[2884] | 1205 | glFlush();
|
---|
[2847] | 1206 |
|
---|
| 1207 | const bool restart = true;
|
---|
| 1208 | elapsedTime = frameTimer.Elapsedms(restart);
|
---|
| 1209 |
|
---|
[2764] | 1210 | DisplayStats();
|
---|
[2767] | 1211 |
|
---|
[2642] | 1212 | glutSwapBuffers();
|
---|
| 1213 | }
|
---|
| 1214 |
|
---|
| 1215 |
|
---|
| 1216 | #pragma warning( disable : 4100 )
|
---|
[2792] | 1217 | void KeyBoard(unsigned char c, int x, int y)
|
---|
[2642] | 1218 | {
|
---|
| 1219 | switch(c)
|
---|
| 1220 | {
|
---|
| 1221 | case 27:
|
---|
[2792] | 1222 | CleanUp();
|
---|
[2642] | 1223 | exit(0);
|
---|
| 1224 | break;
|
---|
[2948] | 1225 | case 32: // space
|
---|
[2800] | 1226 | renderMode = (renderMode + 1) % RenderTraverser::NUM_TRAVERSAL_TYPES;
|
---|
[2897] | 1227 |
|
---|
| 1228 | DEL_PTR(traverser);
|
---|
| 1229 | traverser = CreateTraverser(camera);
|
---|
| 1230 |
|
---|
[2931] | 1231 | if (shadowTraverser)
|
---|
[2897] | 1232 | {
|
---|
[2948] | 1233 | // shadow traverser has to be recomputed
|
---|
[2897] | 1234 | DEL_PTR(shadowTraverser);
|
---|
[2948] | 1235 | shadowTraverser = CreateTraverser(shadowMap->GetShadowCamera());
|
---|
[2897] | 1236 | }
|
---|
| 1237 |
|
---|
[2642] | 1238 | break;
|
---|
| 1239 | case 'h':
|
---|
| 1240 | case 'H':
|
---|
| 1241 | showHelp = !showHelp;
|
---|
| 1242 | break;
|
---|
| 1243 | case '+':
|
---|
[2867] | 1244 | if (maxBatchSize < 10)
|
---|
| 1245 | maxBatchSize = 10;
|
---|
| 1246 | else
|
---|
| 1247 | maxBatchSize += 10;
|
---|
| 1248 |
|
---|
[2776] | 1249 | traverser->SetMaxBatchSize(maxBatchSize);
|
---|
[2642] | 1250 | break;
|
---|
| 1251 | case '-':
|
---|
[2776] | 1252 | maxBatchSize -= 10;
|
---|
| 1253 | if (maxBatchSize < 0) maxBatchSize = 1;
|
---|
| 1254 | traverser->SetMaxBatchSize(maxBatchSize);
|
---|
[2642] | 1255 | break;
|
---|
[2837] | 1256 | case 'M':
|
---|
| 1257 | case 'm':
|
---|
| 1258 | useMultiQueries = !useMultiQueries;
|
---|
| 1259 | traverser->SetUseMultiQueries(useMultiQueries);
|
---|
| 1260 | break;
|
---|
| 1261 | case '1':
|
---|
| 1262 | descendKeyPressed = true;
|
---|
| 1263 | break;
|
---|
| 1264 | case '2':
|
---|
| 1265 | ascendKeyPressed = true;
|
---|
| 1266 | break;
|
---|
| 1267 | case '3':
|
---|
| 1268 | if (trianglesPerVirtualLeaf >= 100)
|
---|
| 1269 | trianglesPerVirtualLeaf -= 100;
|
---|
| 1270 | bvh->SetVirtualLeaves(trianglesPerVirtualLeaf);
|
---|
| 1271 | break;
|
---|
| 1272 | case '4':
|
---|
| 1273 | trianglesPerVirtualLeaf += 100;
|
---|
| 1274 | bvh->SetVirtualLeaves(trianglesPerVirtualLeaf);
|
---|
| 1275 | break;
|
---|
| 1276 | case '5':
|
---|
[2776] | 1277 | assumedVisibleFrames -= 1;
|
---|
| 1278 | if (assumedVisibleFrames < 1) assumedVisibleFrames = 1;
|
---|
| 1279 | traverser->SetAssumedVisibleFrames(assumedVisibleFrames);
|
---|
| 1280 | break;
|
---|
[2837] | 1281 | case '6':
|
---|
[2776] | 1282 | assumedVisibleFrames += 1;
|
---|
| 1283 | traverser->SetAssumedVisibleFrames(assumedVisibleFrames);
|
---|
| 1284 | break;
|
---|
[2837] | 1285 | case '7':
|
---|
[2901] | 1286 | ssaoTempCohFactor *= 0.5f;
|
---|
[2776] | 1287 | break;
|
---|
[2767] | 1288 | case '8':
|
---|
[2901] | 1289 | ssaoTempCohFactor *= 2.0f;
|
---|
| 1290 | //if (ssaoTempCohFactor > 1.0f) ssaoExpFactor = 1.0f;
|
---|
[2837] | 1291 | break;
|
---|
[2865] | 1292 | case '9':
|
---|
| 1293 | useLODs = !useLODs;
|
---|
| 1294 | SceneEntity::SetUseLODs(useLODs);
|
---|
| 1295 | break;
|
---|
[2887] | 1296 | case 'P':
|
---|
| 1297 | case 'p':
|
---|
[2930] | 1298 | samplingMethod = DeferredRenderer::SAMPLING_METHOD((samplingMethod + 1) % 3);
|
---|
| 1299 | cout << "ssao sampling method: " << samplingMethod << endl;
|
---|
[2887] | 1300 | break;
|
---|
[2895] | 1301 | case 'Y':
|
---|
| 1302 | case 'y':
|
---|
| 1303 | showShadowMap = !showShadowMap;
|
---|
| 1304 | break;
|
---|
[2875] | 1305 | case 'g':
|
---|
[2903] | 1306 | case 'G':
|
---|
| 1307 | useGlobIllum = !useGlobIllum;
|
---|
| 1308 | break;
|
---|
[2875] | 1309 | case 't':
|
---|
| 1310 | case 'T':
|
---|
| 1311 | useTemporalCoherence = !useTemporalCoherence;
|
---|
| 1312 | break;
|
---|
[2792] | 1313 | case 'o':
|
---|
| 1314 | case 'O':
|
---|
[2642] | 1315 | useOptimization = !useOptimization;
|
---|
[2764] | 1316 | traverser->SetUseOptimization(useOptimization);
|
---|
[2767] | 1317 | break;
|
---|
| 1318 | case 'a':
|
---|
| 1319 | case 'A':
|
---|
[2931] | 1320 | leftKeyPressed = true;
|
---|
[2767] | 1321 | break;
|
---|
| 1322 | case 'd':
|
---|
| 1323 | case 'D':
|
---|
[2931] | 1324 | rightKeyPressed = true;
|
---|
[2767] | 1325 | break;
|
---|
| 1326 | case 'w':
|
---|
| 1327 | case 'W':
|
---|
[2931] | 1328 | upKeyPressed = true;
|
---|
[2767] | 1329 | break;
|
---|
[2829] | 1330 | case 's':
|
---|
| 1331 | case 'S':
|
---|
[2931] | 1332 | downKeyPressed = true;
|
---|
[2767] | 1333 | break;
|
---|
| 1334 | case 'r':
|
---|
| 1335 | case 'R':
|
---|
[2931] | 1336 | useRenderQueue = !useRenderQueue;
|
---|
| 1337 | traverser->SetUseRenderQueue(useRenderQueue);
|
---|
| 1338 |
|
---|
[2790] | 1339 | break;
|
---|
[2786] | 1340 | case 'b':
|
---|
| 1341 | case 'B':
|
---|
[2931] | 1342 | useTightBounds = !useTightBounds;
|
---|
| 1343 | traverser->SetUseTightBounds(useTightBounds);
|
---|
[2790] | 1344 | break;
|
---|
[2931] | 1345 | case 'l':
|
---|
| 1346 | case 'L':
|
---|
| 1347 | renderLightView = !renderLightView;
|
---|
| 1348 | break;
|
---|
[2642] | 1349 | default:
|
---|
| 1350 | return;
|
---|
| 1351 | }
|
---|
| 1352 |
|
---|
| 1353 | glutPostRedisplay();
|
---|
| 1354 | }
|
---|
| 1355 |
|
---|
| 1356 |
|
---|
[2792] | 1357 | void SpecialKeyUp(int c, int x, int y)
|
---|
[2642] | 1358 | {
|
---|
[2792] | 1359 | switch (c)
|
---|
| 1360 | {
|
---|
| 1361 | case GLUT_KEY_LEFT:
|
---|
| 1362 | leftKeyPressed = false;
|
---|
| 1363 | break;
|
---|
| 1364 | case GLUT_KEY_RIGHT:
|
---|
| 1365 | rightKeyPressed = false;
|
---|
| 1366 | break;
|
---|
| 1367 | case GLUT_KEY_UP:
|
---|
| 1368 | upKeyPressed = false;
|
---|
| 1369 | break;
|
---|
| 1370 | case GLUT_KEY_DOWN:
|
---|
| 1371 | downKeyPressed = false;
|
---|
| 1372 | break;
|
---|
[2953] | 1373 | case GLUT_ACTIVE_ALT:
|
---|
| 1374 | altKeyPressed = false;
|
---|
| 1375 | break;
|
---|
[2792] | 1376 | default:
|
---|
| 1377 | return;
|
---|
| 1378 | }
|
---|
| 1379 | }
|
---|
| 1380 |
|
---|
| 1381 |
|
---|
| 1382 | void KeyUp(unsigned char c, int x, int y)
|
---|
| 1383 | {
|
---|
| 1384 | switch (c)
|
---|
| 1385 | {
|
---|
[2879] | 1386 |
|
---|
[2792] | 1387 | case 'A':
|
---|
| 1388 | case 'a':
|
---|
| 1389 | leftKeyPressed = false;
|
---|
| 1390 | break;
|
---|
| 1391 | case 'D':
|
---|
| 1392 | case 'd':
|
---|
| 1393 | rightKeyPressed = false;
|
---|
| 1394 | break;
|
---|
| 1395 | case 'W':
|
---|
| 1396 | case 'w':
|
---|
| 1397 | upKeyPressed = false;
|
---|
| 1398 | break;
|
---|
[2829] | 1399 | case 'S':
|
---|
| 1400 | case 's':
|
---|
[2792] | 1401 | downKeyPressed = false;
|
---|
| 1402 | break;
|
---|
[2837] | 1403 | case '1':
|
---|
| 1404 | descendKeyPressed = false;
|
---|
[2794] | 1405 | break;
|
---|
[2837] | 1406 | case '2':
|
---|
| 1407 | ascendKeyPressed = false;
|
---|
[2794] | 1408 | break;
|
---|
| 1409 |
|
---|
[2792] | 1410 | default:
|
---|
| 1411 | return;
|
---|
| 1412 | }
|
---|
| 1413 | //glutPostRedisplay();
|
---|
| 1414 | }
|
---|
| 1415 |
|
---|
| 1416 |
|
---|
| 1417 | void Special(int c, int x, int y)
|
---|
| 1418 | {
|
---|
[2642] | 1419 | switch(c)
|
---|
| 1420 | {
|
---|
| 1421 | case GLUT_KEY_F1:
|
---|
| 1422 | showHelp = !showHelp;
|
---|
| 1423 | break;
|
---|
[2790] | 1424 | case GLUT_KEY_F2:
|
---|
[2795] | 1425 | visMode = !visMode;
|
---|
[2790] | 1426 | break;
|
---|
| 1427 | case GLUT_KEY_F3:
|
---|
| 1428 | showBoundingVolumes = !showBoundingVolumes;
|
---|
| 1429 | traverser->SetShowBounds(showBoundingVolumes);
|
---|
| 1430 | break;
|
---|
| 1431 | case GLUT_KEY_F4:
|
---|
[2827] | 1432 | showOptions = !showOptions;
|
---|
[2790] | 1433 | break;
|
---|
| 1434 | case GLUT_KEY_F5:
|
---|
[2827] | 1435 | showStatistics = !showStatistics;
|
---|
[2790] | 1436 | break;
|
---|
[2800] | 1437 | case GLUT_KEY_F6:
|
---|
| 1438 | flyMode = !flyMode;
|
---|
| 1439 | break;
|
---|
[2801] | 1440 | case GLUT_KEY_F7:
|
---|
[2825] | 1441 |
|
---|
[2955] | 1442 | renderMethod = (renderMethod + 1) % 4;
|
---|
| 1443 |
|
---|
| 1444 | traverser->SetUseDepthPass(
|
---|
| 1445 | (renderMethod == RENDER_DEPTH_PASS) ||
|
---|
| 1446 | (renderMethod == RENDER_DEPTH_PASS_DEFERRED)
|
---|
| 1447 | );
|
---|
[2825] | 1448 |
|
---|
[2801] | 1449 | break;
|
---|
[2803] | 1450 | case GLUT_KEY_F8:
|
---|
[2903] | 1451 | useAdvancedShading = !useAdvancedShading;
|
---|
| 1452 |
|
---|
[2821] | 1453 | break;
|
---|
[2826] | 1454 | case GLUT_KEY_F9:
|
---|
| 1455 | showAlgorithmTime = !showAlgorithmTime;
|
---|
| 1456 | break;
|
---|
[2954] | 1457 | case GLUT_KEY_F10:
|
---|
| 1458 | moveLight = !moveLight;
|
---|
| 1459 | break;
|
---|
[2642] | 1460 | case GLUT_KEY_LEFT:
|
---|
[2767] | 1461 | {
|
---|
[2792] | 1462 | leftKeyPressed = true;
|
---|
[2795] | 1463 | camera->Pitch(KeyRotationAngle());
|
---|
[2767] | 1464 | }
|
---|
[2642] | 1465 | break;
|
---|
| 1466 | case GLUT_KEY_RIGHT:
|
---|
[2767] | 1467 | {
|
---|
[2792] | 1468 | rightKeyPressed = true;
|
---|
[2795] | 1469 | camera->Pitch(-KeyRotationAngle());
|
---|
[2767] | 1470 | }
|
---|
[2642] | 1471 | break;
|
---|
| 1472 | case GLUT_KEY_UP:
|
---|
[2767] | 1473 | {
|
---|
[2792] | 1474 | upKeyPressed = true;
|
---|
[2795] | 1475 | KeyHorizontalMotion(KeyShift());
|
---|
[2767] | 1476 | }
|
---|
[2642] | 1477 | break;
|
---|
| 1478 | case GLUT_KEY_DOWN:
|
---|
[2767] | 1479 | {
|
---|
[2792] | 1480 | downKeyPressed = true;
|
---|
[2795] | 1481 | KeyHorizontalMotion(-KeyShift());
|
---|
[2767] | 1482 | }
|
---|
[2642] | 1483 | break;
|
---|
| 1484 | default:
|
---|
| 1485 | return;
|
---|
| 1486 |
|
---|
| 1487 | }
|
---|
| 1488 |
|
---|
| 1489 | glutPostRedisplay();
|
---|
| 1490 | }
|
---|
[2767] | 1491 |
|
---|
[2642] | 1492 | #pragma warning( default : 4100 )
|
---|
| 1493 |
|
---|
| 1494 |
|
---|
[2792] | 1495 | void Reshape(int w, int h)
|
---|
[2642] | 1496 | {
|
---|
[2759] | 1497 | winAspectRatio = 1.0f;
|
---|
[2642] | 1498 |
|
---|
| 1499 | glViewport(0, 0, w, h);
|
---|
| 1500 |
|
---|
| 1501 | winWidth = w;
|
---|
| 1502 | winHeight = h;
|
---|
| 1503 |
|
---|
[2833] | 1504 | if (w) winAspectRatio = (float) w / (float) h;
|
---|
[2642] | 1505 |
|
---|
[2758] | 1506 | glMatrixMode(GL_PROJECTION);
|
---|
| 1507 | glLoadIdentity();
|
---|
[2642] | 1508 |
|
---|
[2927] | 1509 | gluPerspective(fov, winAspectRatio, nearDist, farDist);
|
---|
[2788] | 1510 |
|
---|
[2758] | 1511 | glMatrixMode(GL_MODELVIEW);
|
---|
| 1512 |
|
---|
[2642] | 1513 | glutPostRedisplay();
|
---|
| 1514 | }
|
---|
| 1515 |
|
---|
| 1516 |
|
---|
[2792] | 1517 | void Mouse(int button, int state, int x, int y)
|
---|
[2642] | 1518 | {
|
---|
[2758] | 1519 | if ((button == GLUT_LEFT_BUTTON) && (state == GLUT_DOWN))
|
---|
[2642] | 1520 | {
|
---|
| 1521 | xEyeBegin = x;
|
---|
| 1522 | yMotionBegin = y;
|
---|
| 1523 |
|
---|
[2792] | 1524 | glutMotionFunc(LeftMotion);
|
---|
[2642] | 1525 | }
|
---|
[2758] | 1526 | else if ((button == GLUT_RIGHT_BUTTON) && (state == GLUT_DOWN))
|
---|
[2642] | 1527 | {
|
---|
[2829] | 1528 | xEyeBegin = x;
|
---|
[2758] | 1529 | yEyeBegin = y;
|
---|
| 1530 | yMotionBegin = y;
|
---|
| 1531 |
|
---|
[2954] | 1532 | if (!moveLight)
|
---|
| 1533 | glutMotionFunc(RightMotion);
|
---|
| 1534 | else
|
---|
| 1535 | glutMotionFunc(RightMotionLight);
|
---|
[2758] | 1536 | }
|
---|
| 1537 | else if ((button == GLUT_MIDDLE_BUTTON) && (state == GLUT_DOWN))
|
---|
| 1538 | {
|
---|
[2642] | 1539 | horizontalMotionBegin = x;
|
---|
| 1540 | verticalMotionBegin = y;
|
---|
[2792] | 1541 | glutMotionFunc(MiddleMotion);
|
---|
[2642] | 1542 | }
|
---|
| 1543 |
|
---|
| 1544 | glutPostRedisplay();
|
---|
| 1545 | }
|
---|
| 1546 |
|
---|
[2758] | 1547 |
|
---|
| 1548 | /** rotation for left/right mouse drag
|
---|
[2642] | 1549 | motion for up/down mouse drag
|
---|
| 1550 | */
|
---|
[2792] | 1551 | void LeftMotion(int x, int y)
|
---|
[2642] | 1552 | {
|
---|
[2758] | 1553 | Vector3 viewDir = camera->GetDirection();
|
---|
| 1554 | Vector3 pos = camera->GetPosition();
|
---|
| 1555 |
|
---|
| 1556 | // don't move in the vertical direction
|
---|
[2764] | 1557 | Vector3 horView(viewDir[0], viewDir[1], 0);
|
---|
[2642] | 1558 |
|
---|
[2795] | 1559 | float eyeXAngle = 0.2f * M_PI * (xEyeBegin - x) / 180.0;
|
---|
[2756] | 1560 |
|
---|
[2795] | 1561 | camera->Pitch(eyeXAngle);
|
---|
[2787] | 1562 |
|
---|
[2888] | 1563 | pos += horView * (yMotionBegin - y) * 0.2f;
|
---|
[2795] | 1564 |
|
---|
[2758] | 1565 | camera->SetPosition(pos);
|
---|
[2642] | 1566 |
|
---|
| 1567 | xEyeBegin = x;
|
---|
| 1568 | yMotionBegin = y;
|
---|
[2758] | 1569 |
|
---|
[2642] | 1570 | glutPostRedisplay();
|
---|
| 1571 | }
|
---|
| 1572 |
|
---|
[2758] | 1573 |
|
---|
[2954] | 1574 | void RightMotionLight(int x, int y)
|
---|
| 1575 | {
|
---|
| 1576 | float theta = 0.2f * M_PI * (xEyeBegin - x) / 180.0f;
|
---|
| 1577 | float phi = 0.2f * M_PI * (yMotionBegin - y) / 180.0f;
|
---|
| 1578 |
|
---|
| 1579 | Vector3 lightDir = light->GetDirection();
|
---|
| 1580 |
|
---|
| 1581 | Matrix4x4 roty = RotationYMatrix(theta);
|
---|
| 1582 | Matrix4x4 rotx = RotationXMatrix(phi);
|
---|
| 1583 |
|
---|
| 1584 | lightDir = roty * lightDir;
|
---|
| 1585 | lightDir = rotx * lightDir;
|
---|
| 1586 |
|
---|
| 1587 | light->SetDirection(lightDir);
|
---|
| 1588 |
|
---|
| 1589 | xEyeBegin = x;
|
---|
| 1590 | yMotionBegin = y;
|
---|
| 1591 |
|
---|
| 1592 | glutPostRedisplay();
|
---|
| 1593 | }
|
---|
| 1594 |
|
---|
| 1595 |
|
---|
[2767] | 1596 | /** rotation for left / right mouse drag
|
---|
| 1597 | motion for up / down mouse drag
|
---|
[2758] | 1598 | */
|
---|
[2792] | 1599 | void RightMotion(int x, int y)
|
---|
[2758] | 1600 | {
|
---|
[2829] | 1601 | float eyeXAngle = 0.2f * M_PI * (xEyeBegin - x) / 180.0;
|
---|
[2795] | 1602 | float eyeYAngle = -0.2f * M_PI * (yEyeBegin - y) / 180.0;
|
---|
[2758] | 1603 |
|
---|
[2795] | 1604 | camera->Yaw(eyeYAngle);
|
---|
[2829] | 1605 | camera->Pitch(eyeXAngle);
|
---|
[2780] | 1606 |
|
---|
[2829] | 1607 | xEyeBegin = x;
|
---|
[2758] | 1608 | yEyeBegin = y;
|
---|
[2829] | 1609 |
|
---|
[2758] | 1610 | glutPostRedisplay();
|
---|
| 1611 | }
|
---|
| 1612 |
|
---|
| 1613 |
|
---|
[2642] | 1614 | // strafe
|
---|
[2792] | 1615 | void MiddleMotion(int x, int y)
|
---|
[2642] | 1616 | {
|
---|
[2758] | 1617 | Vector3 viewDir = camera->GetDirection();
|
---|
| 1618 | Vector3 pos = camera->GetPosition();
|
---|
| 1619 |
|
---|
[2642] | 1620 | // the 90 degree rotated view vector
|
---|
| 1621 | // y zero so we don't move in the vertical
|
---|
[2764] | 1622 | Vector3 rVec(viewDir[0], viewDir[1], 0);
|
---|
[2642] | 1623 |
|
---|
[2764] | 1624 | Matrix4x4 rot = RotationZMatrix(M_PI * 0.5f);
|
---|
[2758] | 1625 | rVec = rot * rVec;
|
---|
[2642] | 1626 |
|
---|
[2888] | 1627 | pos -= rVec * (x - horizontalMotionBegin) * 0.1f;
|
---|
[2764] | 1628 | pos[2] += (verticalMotionBegin - y) * 0.1f;
|
---|
[2642] | 1629 |
|
---|
[2758] | 1630 | camera->SetPosition(pos);
|
---|
| 1631 |
|
---|
[2642] | 1632 | horizontalMotionBegin = x;
|
---|
| 1633 | verticalMotionBegin = y;
|
---|
[2758] | 1634 |
|
---|
[2642] | 1635 | glutPostRedisplay();
|
---|
| 1636 | }
|
---|
| 1637 |
|
---|
| 1638 |
|
---|
[2756] | 1639 | void InitExtensions(void)
|
---|
[2642] | 1640 | {
|
---|
| 1641 | GLenum err = glewInit();
|
---|
[2756] | 1642 |
|
---|
[2642] | 1643 | if (GLEW_OK != err)
|
---|
| 1644 | {
|
---|
| 1645 | // problem: glewInit failed, something is seriously wrong
|
---|
| 1646 | fprintf(stderr,"Error: %s\n", glewGetErrorString(err));
|
---|
| 1647 | exit(1);
|
---|
| 1648 | }
|
---|
[2756] | 1649 | if (!GLEW_ARB_occlusion_query)
|
---|
[2642] | 1650 | {
|
---|
[2756] | 1651 | printf("I require the GL_ARB_occlusion_query to work.\n");
|
---|
[2642] | 1652 | exit(1);
|
---|
| 1653 | }
|
---|
| 1654 | }
|
---|
| 1655 |
|
---|
| 1656 |
|
---|
[2826] | 1657 | void Begin2D()
|
---|
[2642] | 1658 | {
|
---|
| 1659 | glDisable(GL_LIGHTING);
|
---|
| 1660 | glDisable(GL_DEPTH_TEST);
|
---|
| 1661 |
|
---|
[2826] | 1662 | glMatrixMode(GL_PROJECTION);
|
---|
[2642] | 1663 | glPushMatrix();
|
---|
| 1664 | glLoadIdentity();
|
---|
[2834] | 1665 |
|
---|
[2826] | 1666 | gluOrtho2D(0, winWidth, 0, winHeight);
|
---|
[2642] | 1667 |
|
---|
[2826] | 1668 | glMatrixMode(GL_MODELVIEW);
|
---|
[2642] | 1669 | glPushMatrix();
|
---|
| 1670 | glLoadIdentity();
|
---|
| 1671 | }
|
---|
| 1672 |
|
---|
| 1673 |
|
---|
[2826] | 1674 | void End2D()
|
---|
[2642] | 1675 | {
|
---|
[2834] | 1676 | glMatrixMode(GL_PROJECTION);
|
---|
[2642] | 1677 | glPopMatrix();
|
---|
[2834] | 1678 |
|
---|
[2642] | 1679 | glMatrixMode(GL_MODELVIEW);
|
---|
| 1680 | glPopMatrix();
|
---|
| 1681 |
|
---|
| 1682 | glEnable(GL_LIGHTING);
|
---|
| 1683 | glEnable(GL_DEPTH_TEST);
|
---|
| 1684 | }
|
---|
| 1685 |
|
---|
| 1686 |
|
---|
[2787] | 1687 | // displays the visualisation of culling algorithm
|
---|
| 1688 | void DisplayVisualization()
|
---|
[2796] | 1689 | {
|
---|
[2787] | 1690 | visualization->SetFrameId(traverser->GetCurrentFrameId());
|
---|
| 1691 |
|
---|
[2792] | 1692 | Begin2D();
|
---|
[2642] | 1693 | glBlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA);
|
---|
| 1694 | glEnable(GL_BLEND);
|
---|
[2827] | 1695 | glColor4f(0.0f ,0.0f, 0.0f, 0.5f);
|
---|
[2642] | 1696 |
|
---|
[2827] | 1697 | glRecti(winWidth - winWidth / 3, winHeight - winHeight / 3, winWidth, winHeight);
|
---|
[2642] | 1698 | glDisable(GL_BLEND);
|
---|
[2792] | 1699 | End2D();
|
---|
[2788] | 1700 |
|
---|
| 1701 |
|
---|
| 1702 | AxisAlignedBox3 box = bvh->GetBox();
|
---|
| 1703 |
|
---|
[2838] | 1704 | // hack: set far plane for viz
|
---|
[2911] | 1705 | //camera->SetFar(0.35f * Magnitude(box.Diagonal()));
|
---|
[2796] | 1706 |
|
---|
[2948] | 1707 | const float offs = box.Size().x * 0.3f;
|
---|
| 1708 | //const float offs = box.Size().x * 0.6f;
|
---|
[2834] | 1709 |
|
---|
[2838] | 1710 | Vector3 vizpos = Vector3(box.Min().x, box.Min().y - box.Size().y * 0.35f, box.Min().z + box.Size().z * 50);
|
---|
[2806] | 1711 |
|
---|
[2795] | 1712 | visCamera->SetPosition(vizpos);
|
---|
[2838] | 1713 | visCamera->ResetPitchAndYaw();
|
---|
[2892] | 1714 |
|
---|
[2834] | 1715 | glPushAttrib(GL_VIEWPORT_BIT);
|
---|
[2806] | 1716 | glViewport(winWidth - winWidth / 3, winHeight - winHeight / 3, winWidth / 3, winHeight / 3);
|
---|
[2796] | 1717 |
|
---|
| 1718 | glMatrixMode(GL_PROJECTION);
|
---|
[2834] | 1719 | glPushMatrix();
|
---|
| 1720 |
|
---|
[2787] | 1721 | glLoadIdentity();
|
---|
[2796] | 1722 |
|
---|
[2807] | 1723 | glOrtho(-offs, offs, -offs, offs, 0.0f, box.Size().z * 100.0f);
|
---|
[2787] | 1724 |
|
---|
[2796] | 1725 | glMatrixMode(GL_MODELVIEW);
|
---|
[2834] | 1726 | glPushMatrix();
|
---|
[2787] | 1727 |
|
---|
[2796] | 1728 | visCamera->SetupCameraView();
|
---|
[2806] | 1729 |
|
---|
| 1730 | Matrix4x4 rotZ = RotationZMatrix(-camera->GetPitch());
|
---|
| 1731 | glMultMatrixf((float *)rotZ.x);
|
---|
| 1732 |
|
---|
[2887] | 1733 | // inverse translation in order to fix current position
|
---|
[2838] | 1734 | Vector3 pos = camera->GetPosition();
|
---|
[2806] | 1735 | glTranslatef(-pos.x, -pos.y, -pos.z);
|
---|
| 1736 |
|
---|
| 1737 |
|
---|
[2788] | 1738 | GLfloat position[] = {0.8f, 1.0f, 1.5f, 0.0f};
|
---|
| 1739 | glLightfv(GL_LIGHT0, GL_POSITION, position);
|
---|
[2787] | 1740 |
|
---|
[2788] | 1741 | GLfloat position1[] = {bvh->GetBox().Center().x, bvh->GetBox().Max().y, bvh->GetBox().Center().z, 1.0f};
|
---|
| 1742 | glLightfv(GL_LIGHT1, GL_POSITION, position1);
|
---|
[2787] | 1743 |
|
---|
[2642] | 1744 | glClear(GL_DEPTH_BUFFER_BIT);
|
---|
| 1745 |
|
---|
[2888] | 1746 |
|
---|
[2767] | 1747 | ////////////
|
---|
[2787] | 1748 | //-- visualization of the occlusion culling
|
---|
| 1749 |
|
---|
[2767] | 1750 | visualization->Render();
|
---|
[2887] | 1751 |
|
---|
[2767] | 1752 |
|
---|
[2834] | 1753 | // reset previous settings
|
---|
| 1754 | glPopAttrib();
|
---|
| 1755 |
|
---|
| 1756 | glMatrixMode(GL_PROJECTION);
|
---|
| 1757 | glPopMatrix();
|
---|
| 1758 | glMatrixMode(GL_MODELVIEW);
|
---|
| 1759 | glPopMatrix();
|
---|
[2642] | 1760 | }
|
---|
| 1761 |
|
---|
[2767] | 1762 |
|
---|
[2642] | 1763 | // cleanup routine after the main loop
|
---|
[2756] | 1764 | void CleanUp()
|
---|
[2642] | 1765 | {
|
---|
[2756] | 1766 | DEL_PTR(traverser);
|
---|
[2796] | 1767 | DEL_PTR(sceneQuery);
|
---|
[2756] | 1768 | DEL_PTR(bvh);
|
---|
[2767] | 1769 | DEL_PTR(visualization);
|
---|
[2787] | 1770 | DEL_PTR(camera);
|
---|
[2793] | 1771 | DEL_PTR(loader);
|
---|
[2801] | 1772 | DEL_PTR(renderQueue);
|
---|
[2827] | 1773 | DEL_PTR(perfGraph);
|
---|
[2809] | 1774 |
|
---|
[2879] | 1775 | DEL_PTR(fbo);
|
---|
| 1776 | DEL_PTR(ssaoShader);
|
---|
| 1777 |
|
---|
[2810] | 1778 | if (sCgMrtVertexProgram)
|
---|
| 1779 | cgDestroyProgram(sCgMrtVertexProgram);
|
---|
[2827] | 1780 | if (RenderState::sCgMrtFragmentProgram)
|
---|
| 1781 | cgDestroyProgram(RenderState::sCgMrtFragmentProgram);
|
---|
| 1782 | if (RenderState::sCgMrtFragmentTexProgram)
|
---|
| 1783 | cgDestroyProgram(RenderState::sCgMrtFragmentTexProgram);
|
---|
[2861] | 1784 |
|
---|
[2809] | 1785 | if (sCgContext)
|
---|
| 1786 | cgDestroyContext(sCgContext);
|
---|
[2642] | 1787 | }
|
---|
| 1788 |
|
---|
| 1789 |
|
---|
| 1790 | // this function inserts a dezimal point after each 1000
|
---|
[2829] | 1791 | void CalcDecimalPoint(string &str, int d, int len)
|
---|
[2642] | 1792 | {
|
---|
[2827] | 1793 | static vector<int> numbers;
|
---|
| 1794 | numbers.clear();
|
---|
| 1795 |
|
---|
[2829] | 1796 | static string shortStr;
|
---|
| 1797 | shortStr.clear();
|
---|
[2642] | 1798 |
|
---|
[2829] | 1799 | static char hstr[100];
|
---|
| 1800 |
|
---|
[2642] | 1801 | while (d != 0)
|
---|
| 1802 | {
|
---|
| 1803 | numbers.push_back(d % 1000);
|
---|
| 1804 | d /= 1000;
|
---|
| 1805 | }
|
---|
| 1806 |
|
---|
| 1807 | // first element without leading zeros
|
---|
| 1808 | if (numbers.size() > 0)
|
---|
| 1809 | {
|
---|
[2800] | 1810 | sprintf(hstr, "%d", numbers.back());
|
---|
[2829] | 1811 | shortStr.append(hstr);
|
---|
[2642] | 1812 | }
|
---|
| 1813 |
|
---|
[2764] | 1814 | for (int i = (int)numbers.size() - 2; i >= 0; i--)
|
---|
[2642] | 1815 | {
|
---|
[2800] | 1816 | sprintf(hstr, ",%03d", numbers[i]);
|
---|
[2829] | 1817 | shortStr.append(hstr);
|
---|
[2642] | 1818 | }
|
---|
[2829] | 1819 |
|
---|
| 1820 | int dif = len - (int)shortStr.size();
|
---|
| 1821 |
|
---|
| 1822 | for (int i = 0; i < dif; ++ i)
|
---|
| 1823 | {
|
---|
| 1824 | str += " ";
|
---|
| 1825 | }
|
---|
| 1826 |
|
---|
| 1827 | str.append(shortStr);
|
---|
[2764] | 1828 | }
|
---|
| 1829 |
|
---|
| 1830 |
|
---|
| 1831 | void DisplayStats()
|
---|
| 1832 | {
|
---|
[2826] | 1833 | static char msg[9][300];
|
---|
[2764] | 1834 |
|
---|
[2826] | 1835 | static double frameTime = elapsedTime;
|
---|
| 1836 | static double renderTime = algTime;
|
---|
| 1837 |
|
---|
[2818] | 1838 | const float expFactor = 0.1f;
|
---|
[2767] | 1839 |
|
---|
[2802] | 1840 | // if some strange render time spike happened in this frame => don't count
|
---|
[2826] | 1841 | if (elapsedTime < 500) frameTime = elapsedTime * expFactor + (1.0f - expFactor) * elapsedTime;
|
---|
| 1842 |
|
---|
| 1843 | static float rTime = 1000.0f;
|
---|
[2764] | 1844 |
|
---|
[2826] | 1845 | if (showAlgorithmTime)
|
---|
| 1846 | {
|
---|
| 1847 | if (algTime < 500) renderTime = algTime * expFactor + (1.0f - expFactor) * renderTime;
|
---|
| 1848 | }
|
---|
[2802] | 1849 |
|
---|
[2826] | 1850 | accumulatedTime += elapsedTime;
|
---|
| 1851 |
|
---|
[2776] | 1852 | if (accumulatedTime > 500) // update every fraction of a second
|
---|
[2770] | 1853 | {
|
---|
| 1854 | accumulatedTime = 0;
|
---|
| 1855 |
|
---|
[2826] | 1856 | if (frameTime) fps = 1e3f / (float)frameTime;
|
---|
| 1857 |
|
---|
| 1858 | rTime = renderTime;
|
---|
[2773] | 1859 |
|
---|
[2948] | 1860 | if (renderLightView && shadowTraverser)
|
---|
| 1861 | {
|
---|
| 1862 | renderedTriangles = shadowTraverser->GetStats().mNumRenderedTriangles;
|
---|
| 1863 | renderedObjects = shadowTraverser->GetStats().mNumRenderedGeometry;
|
---|
| 1864 | renderedNodes = shadowTraverser->GetStats().mNumRenderedNodes;
|
---|
| 1865 | }
|
---|
| 1866 | else if (showShadowMap && shadowTraverser)
|
---|
| 1867 | {
|
---|
| 1868 | renderedNodes = traverser->GetStats().mNumRenderedNodes + shadowTraverser->GetStats().mNumRenderedNodes;
|
---|
| 1869 | renderedObjects = traverser->GetStats().mNumRenderedGeometry + shadowTraverser->GetStats().mNumRenderedGeometry;
|
---|
| 1870 | renderedTriangles = traverser->GetStats().mNumRenderedTriangles + shadowTraverser->GetStats().mNumRenderedTriangles;
|
---|
| 1871 | }
|
---|
| 1872 | else
|
---|
| 1873 | {
|
---|
| 1874 | renderedTriangles = traverser->GetStats().mNumRenderedTriangles;
|
---|
| 1875 | renderedObjects = traverser->GetStats().mNumRenderedGeometry;
|
---|
| 1876 | renderedNodes = traverser->GetStats().mNumRenderedNodes;
|
---|
| 1877 | }
|
---|
| 1878 |
|
---|
[2770] | 1879 | traversedNodes = traverser->GetStats().mNumTraversedNodes;
|
---|
| 1880 | frustumCulledNodes = traverser->GetStats().mNumFrustumCulledNodes;
|
---|
| 1881 | queryCulledNodes = traverser->GetStats().mNumQueryCulledNodes;
|
---|
| 1882 | issuedQueries = traverser->GetStats().mNumIssuedQueries;
|
---|
| 1883 | stateChanges = traverser->GetStats().mNumStateChanges;
|
---|
[2800] | 1884 | numBatches = traverser->GetStats().mNumBatches;
|
---|
[2770] | 1885 | }
|
---|
| 1886 |
|
---|
[2764] | 1887 |
|
---|
[2826] | 1888 | Begin2D();
|
---|
[2808] | 1889 |
|
---|
[2826] | 1890 | glEnable(GL_BLEND);
|
---|
| 1891 | glBlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA);
|
---|
[2764] | 1892 |
|
---|
[2826] | 1893 | if (showHelp)
|
---|
| 1894 | {
|
---|
| 1895 | DrawHelpMessage();
|
---|
| 1896 | }
|
---|
| 1897 | else
|
---|
| 1898 | {
|
---|
[2829] | 1899 | if (showOptions)
|
---|
| 1900 | {
|
---|
| 1901 | glColor4f(0.0f, 0.0f, 0.0f, 0.5f);
|
---|
| 1902 | glRecti(5, winHeight - 95, winWidth * 2 / 3 - 5, winHeight - 5);
|
---|
| 1903 | }
|
---|
| 1904 |
|
---|
| 1905 | if (showStatistics)
|
---|
| 1906 | {
|
---|
| 1907 | glColor4f(0.0f, 0.0f, 0.0f, 0.5f);
|
---|
| 1908 | glRecti(5, winHeight - 165, winWidth * 2 / 3 - 5, winHeight - 100);
|
---|
| 1909 | }
|
---|
| 1910 |
|
---|
| 1911 | glEnable(GL_TEXTURE_2D);
|
---|
| 1912 |
|
---|
[2827] | 1913 | myfont.Begin();
|
---|
[2769] | 1914 |
|
---|
[2826] | 1915 | if (showOptions)
|
---|
| 1916 | {
|
---|
[2829] | 1917 | glColor3f(0.0f, 1.0f, 0.0f);
|
---|
| 1918 |
|
---|
[2826] | 1919 | int i = 0;
|
---|
| 1920 |
|
---|
[2955] | 1921 | static char *renderMethodStr[] = {"forward", "depth pass + forward", "deferred shading", "depth pass + deferred"};
|
---|
[2825] | 1922 |
|
---|
[2826] | 1923 | sprintf(msg[i ++], "multiqueries: %d, tight bounds: %d, render queue: %d",
|
---|
| 1924 | useMultiQueries, useTightBounds, useRenderQueue);
|
---|
[2792] | 1925 |
|
---|
[2955] | 1926 | sprintf(msg[i ++], "render technique: %s, SSAO: %d", renderMethodStr[renderMethod], useAdvancedShading);
|
---|
[2808] | 1927 |
|
---|
[2826] | 1928 | sprintf(msg[i ++], "triangles per virtual leaf: %5d", trianglesPerVirtualLeaf);
|
---|
[2808] | 1929 |
|
---|
[2826] | 1930 | sprintf(msg[i ++], "assumed visible frames: %4d, max batch size: %4d",
|
---|
| 1931 | assumedVisibleFrames, maxBatchSize);
|
---|
[2808] | 1932 |
|
---|
[2826] | 1933 | for (int j = 0; j < 4; ++ j)
|
---|
[2829] | 1934 | myfont.DrawString(msg[j], 10.0f, winHeight - 5 - j * 20);
|
---|
[2826] | 1935 | }
|
---|
[2808] | 1936 |
|
---|
[2786] | 1937 | if (showStatistics)
|
---|
[2764] | 1938 | {
|
---|
[2829] | 1939 | glColor3f(1.0f, 1.0f, 0.0f);
|
---|
| 1940 |
|
---|
[2948] | 1941 | string objStr, totalObjStr;
|
---|
| 1942 | string triStr, totalTriStr;
|
---|
[2826] | 1943 |
|
---|
[2829] | 1944 | int len = 10;
|
---|
[2948] | 1945 | CalcDecimalPoint(objStr, renderedObjects, len);
|
---|
| 1946 | CalcDecimalPoint(totalObjStr, (int)loader->GetNumEntities(), len);
|
---|
[2826] | 1947 |
|
---|
[2948] | 1948 | CalcDecimalPoint(triStr, renderedTriangles, len);
|
---|
| 1949 | CalcDecimalPoint(totalTriStr, bvh->GetBvhStats().mTriangles, len);
|
---|
| 1950 |
|
---|
[2826] | 1951 | int i = 4;
|
---|
| 1952 |
|
---|
[2953] | 1953 | if (0)
|
---|
| 1954 | {
|
---|
| 1955 | sprintf(msg[i ++], "rendered: %s of %s objects, %s of %s triangles",
|
---|
| 1956 | objStr.c_str(), totalObjStr.c_str(), triStr.c_str(), totalTriStr.c_str());
|
---|
| 1957 | }
|
---|
| 1958 | else
|
---|
| 1959 | {
|
---|
| 1960 | sprintf(msg[i ++], "rendered: %6d of %6d nodes, %s of %s triangles",
|
---|
| 1961 | renderedNodes, bvh->GetNumVirtualNodes(), triStr.c_str(), totalTriStr.c_str());
|
---|
| 1962 | }
|
---|
[2826] | 1963 |
|
---|
| 1964 | sprintf(msg[i ++], "traversed: %5d, frustum culled: %5d, query culled: %5d",
|
---|
| 1965 | traversedNodes, frustumCulledNodes, queryCulledNodes);
|
---|
| 1966 |
|
---|
| 1967 | sprintf(msg[i ++], "issued queries: %5d, state changes: %5d, render batches: %5d",
|
---|
| 1968 | issuedQueries, stateChanges, numBatches);
|
---|
| 1969 |
|
---|
| 1970 | for (int j = 4; j < 7; ++ j)
|
---|
[2829] | 1971 | myfont.DrawString(msg[j], 10.0f, winHeight - (j + 1) * 20);
|
---|
[2764] | 1972 | }
|
---|
[2790] | 1973 |
|
---|
[2826] | 1974 | glColor3f(1.0f, 1.0f, 1.0f);
|
---|
| 1975 | static char *alg_str[] = {"Frustum Cull", "Stop and Wait", "CHC", "CHC ++"};
|
---|
[2827] | 1976 |
|
---|
| 1977 | if (!showAlgorithmTime)
|
---|
| 1978 | {
|
---|
| 1979 | sprintf(msg[7], "%s: %6.1f fps", alg_str[renderMode], fps);
|
---|
| 1980 | }
|
---|
| 1981 | else
|
---|
| 1982 | {
|
---|
| 1983 | sprintf(msg[7], "%s: %6.1f ms", alg_str[renderMode], rTime);
|
---|
| 1984 | }
|
---|
[2826] | 1985 |
|
---|
[2829] | 1986 | myfont.DrawString(msg[7], 1.3f, 690.0f, 760.0f);//, top_color, bottom_color);
|
---|
[2827] | 1987 |
|
---|
| 1988 | //sprintf(msg[8], "algorithm time: %6.1f ms", rTime);
|
---|
| 1989 | //myfont.DrawString(msg[8], 720.0f, 730.0f);
|
---|
[2764] | 1990 | }
|
---|
| 1991 |
|
---|
[2826] | 1992 | glDisable(GL_BLEND);
|
---|
| 1993 | glDisable(GL_TEXTURE_2D);
|
---|
| 1994 |
|
---|
[2792] | 1995 | End2D();
|
---|
[2764] | 1996 | }
|
---|
[2796] | 1997 |
|
---|
| 1998 |
|
---|
| 1999 | void RenderSky()
|
---|
| 2000 | {
|
---|
[2958] | 2001 | cgGLEnableProfile(RenderState::sCgVertexProfile);
|
---|
| 2002 |
|
---|
[2959] | 2003 | if ((renderMethod == RENDER_DEFERRED) || (renderMethod == RENDER_DEPTH_PASS_DEFERRED))
|
---|
| 2004 | state.SetRenderPassType(RenderState::DEFERRED);
|
---|
[2958] | 2005 |
|
---|
[2961] | 2006 | preetham->RenderSkyDome(-light->GetDirection(), camera, &state);
|
---|
[2796] | 2007 |
|
---|
[2957] | 2008 | cgGLDisableProfile(RenderState::sCgVertexProfile);
|
---|
[2958] | 2009 | cgGLDisableProfile(RenderState::sCgFragmentProfile);
|
---|
[2801] | 2010 | }
|
---|
[2796] | 2011 |
|
---|
[2948] | 2012 |
|
---|
[2895] | 2013 | // render visible object from depth pass
|
---|
[2801] | 2014 | void RenderVisibleObjects()
|
---|
| 2015 | {
|
---|
[2955] | 2016 | if (renderMethod == RENDER_DEPTH_PASS_DEFERRED)
|
---|
[2948] | 2017 | {
|
---|
[2950] | 2018 | if (showShadowMap && !renderLightView)
|
---|
[2951] | 2019 | {
|
---|
| 2020 | float minVisibleDist = min(camera->GetFar(), traverser->GetMaxVisibleDistance());
|
---|
| 2021 | RenderShadowMap(minVisibleDist);
|
---|
| 2022 | }
|
---|
[2949] | 2023 |
|
---|
| 2024 | glDisable(GL_LIGHTING);
|
---|
| 2025 | glViewport(0, 0, texWidth, texHeight);
|
---|
[2951] | 2026 |
|
---|
[2948] | 2027 | InitDeferredRendering();
|
---|
| 2028 |
|
---|
| 2029 | // draw to 3 color buffers
|
---|
| 2030 | glDrawBuffers(3, mrt);
|
---|
[2951] | 2031 | glClear(GL_COLOR_BUFFER_BIT);
|
---|
[2948] | 2032 | }
|
---|
[2949] | 2033 | else
|
---|
[2950] | 2034 | {
|
---|
| 2035 | glEnable(GL_LIGHTING);
|
---|
[2955] | 2036 | state.SetRenderPassType(RenderState::FIXED);
|
---|
[2950] | 2037 | }
|
---|
[2948] | 2038 |
|
---|
[2957] | 2039 | glShadeModel(GL_SMOOTH);
|
---|
[2953] | 2040 | glEnableClientState(GL_NORMAL_ARRAY);
|
---|
| 2041 |
|
---|
[2950] | 2042 | // draw all objects that have exactly the same depth as the current sample
|
---|
| 2043 | glDepthFunc(GL_LEQUAL);
|
---|
| 2044 | glColorMask(GL_TRUE, GL_TRUE, GL_TRUE, GL_TRUE);
|
---|
[2801] | 2045 |
|
---|
[2950] | 2046 | state.SetUseAlphaToCoverage(true);
|
---|
| 2047 | state.Reset();
|
---|
[2951] | 2048 |
|
---|
[2949] | 2049 | //cout << "visible: " << (int)traverser->GetVisibleObjects().size() << endl;
|
---|
| 2050 |
|
---|
[2801] | 2051 | SceneEntityContainer::const_iterator sit,
|
---|
| 2052 | sit_end = traverser->GetVisibleObjects().end();
|
---|
| 2053 |
|
---|
| 2054 | for (sit = traverser->GetVisibleObjects().begin(); sit != sit_end; ++ sit)
|
---|
[2948] | 2055 | {
|
---|
[2801] | 2056 | renderQueue->Enqueue(*sit);
|
---|
[2948] | 2057 | }
|
---|
| 2058 |
|
---|
[2801] | 2059 | renderQueue->Apply();
|
---|
| 2060 |
|
---|
| 2061 | glDepthFunc(GL_LESS);
|
---|
[2959] | 2062 | state.Reset();
|
---|
[2949] | 2063 |
|
---|
| 2064 | PrintGLerror("visibleobjects");
|
---|
[2801] | 2065 | }
|
---|
| 2066 |
|
---|
| 2067 |
|
---|
| 2068 | void PlaceViewer(const Vector3 &oldPos)
|
---|
| 2069 | {
|
---|
| 2070 | Vector3 playerPos = camera->GetPosition();
|
---|
[2843] | 2071 | bool validIntersect = sceneQuery->CalcIntersection(playerPos);
|
---|
[2801] | 2072 |
|
---|
[2853] | 2073 | if (validIntersect)
|
---|
[2848] | 2074 | // && ((playerPos.z - oldPos.z) < bvh->GetBox().Size(2) * 1e-1f))
|
---|
[2801] | 2075 | {
|
---|
| 2076 | camera->SetPosition(playerPos);
|
---|
| 2077 | }
|
---|
[2809] | 2078 | }
|
---|
[2948] | 2079 |
|
---|
| 2080 |
|
---|
[2951] | 2081 | void RenderShadowMap(float newfar)
|
---|
[2948] | 2082 | {
|
---|
| 2083 | cgGLDisableProfile(RenderState::sCgFragmentProfile);
|
---|
| 2084 | cgGLDisableProfile(RenderState::sCgVertexProfile);
|
---|
| 2085 |
|
---|
[2953] | 2086 | glDisableClientState(GL_NORMAL_ARRAY);
|
---|
| 2087 |
|
---|
[2955] | 2088 | state.SetRenderPassType(RenderState::DEPTH_PASS);
|
---|
| 2089 | state.LockCullFaceEnabled(true);
|
---|
| 2090 | state.SetUseAlphaToCoverage(false);
|
---|
[2948] | 2091 |
|
---|
| 2092 | // change CHC++ set of state variables (must be done for each change of camera because
|
---|
| 2093 | // otherwise the temporal coherency is broken
|
---|
| 2094 | BvhNode::SetCurrentState(1);
|
---|
| 2095 |
|
---|
| 2096 | // hack: temporarily change camera far plane
|
---|
[2951] | 2097 | camera->SetFar(newfar);
|
---|
[2955] | 2098 | glDisable(GL_CULL_FACE);
|
---|
| 2099 |
|
---|
[2948] | 2100 | // the scene is rendered withouth any shading
|
---|
| 2101 | shadowMap->ComputeShadowMap(shadowTraverser, matProjectionView);
|
---|
| 2102 |
|
---|
[2955] | 2103 | glEnable(GL_CULL_FACE);
|
---|
[2948] | 2104 | camera->SetFar(farDist);
|
---|
| 2105 |
|
---|
| 2106 | state.SetUseAlphaToCoverage(true);
|
---|
[2955] | 2107 | state.LockCullFaceEnabled(false);
|
---|
[2948] | 2108 |
|
---|
[2953] | 2109 | glEnableClientState(GL_NORMAL_ARRAY);
|
---|
| 2110 |
|
---|
[2948] | 2111 | // change back state
|
---|
| 2112 | BvhNode::SetCurrentState(0);
|
---|
[2952] | 2113 | }
|
---|