[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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[2957] | 170 |
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[2964] | 171 |
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[2955] | 172 | /// the used render type for this render pass
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| 173 | enum RenderMethod
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| 174 | {
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| 175 | RENDER_FIXED,
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| 176 | RENDER_DEPTH_PASS,
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| 177 | RENDER_DEFERRED,
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| 178 | RENDER_DEPTH_PASS_DEFERRED,
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| 179 | RENDER_NUM_RENDER_TYPES
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| 180 | };
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[2820] | 181 |
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[2955] | 182 | /// one of four possible render methods
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| 183 | int renderMethod = RENDER_FIXED;
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| 184 |
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[2827] | 185 | PerformanceGraph *perfGraph = NULL;
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[2825] | 186 |
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[2828] | 187 | bool useFullScreen = false;
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[2827] | 188 |
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[2865] | 189 | bool useLODs = true;
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| 190 |
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[2954] | 191 | bool moveLight = false;
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| 192 |
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[2948] | 193 | //DeferredRenderer::SAMPLING_METHOD samplingMethod = DeferredRenderer::SAMPLING_POISSON;
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| 194 | DeferredRenderer::SAMPLING_METHOD samplingMethod = DeferredRenderer::SAMPLING_QUADRATIC;
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[2865] | 195 |
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[2903] | 196 | bool useAdvancedShading = false;
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| 197 |
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[2895] | 198 | bool showShadowMap = false;
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| 199 | bool shadowChanged = true;
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| 200 |
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[2834] | 201 | static Matrix4x4 matProjectionView = IdentityMatrix();
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[2820] | 202 |
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[2931] | 203 | bool renderLightView = false;
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[2894] | 204 |
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| 205 | ShadowMap *shadowMap = NULL;
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[2952] | 206 | DirectionalLight *light = NULL;
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[2948] | 207 | DeferredRenderer *ssaoShader = NULL;
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[2834] | 208 |
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[2953] | 209 | SceneEntity *cube = NULL;
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[2957] | 210 | SceneEntity *aeroplane = NULL;
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| 211 | SceneEntity *skyDome = NULL;
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[2895] | 212 |
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[2953] | 213 | bool altKeyPressed = false;
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[2952] | 214 |
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[2809] | 215 | // function forward declarations
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[2759] | 216 | void InitExtensions();
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[2756] | 217 | void DisplayVisualization();
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[2759] | 218 | void InitGLstate();
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[2809] | 219 | void InitRenderTexture();
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| 220 | void InitCg();
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[2759] | 221 | void CleanUp();
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| 222 | void SetupEyeView();
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| 223 | void UpdateEyeMtx();
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| 224 | void SetupLighting();
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[2764] | 225 | void DisplayStats();
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[2769] | 226 | void Output(int x, int y, const char *string);
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[2786] | 227 | void DrawHelpMessage();
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[2796] | 228 | void RenderSky();
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[2801] | 229 | void RenderVisibleObjects();
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[2756] | 230 |
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[2792] | 231 | void Begin2D();
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| 232 | void End2D();
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| 233 | void KeyBoard(unsigned char c, int x, int y);
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| 234 | void DrawStatistics();
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| 235 | void Display();
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| 236 | void Special(int c, int x, int y);
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| 237 | void KeyUp(unsigned char c, int x, int y);
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| 238 | void SpecialKeyUp(int c, int x, int y);
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| 239 | void Reshape(int w, int h);
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| 240 | void Mouse(int button, int state, int x, int y);
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| 241 | void LeftMotion(int x, int y);
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| 242 | void RightMotion(int x, int y);
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| 243 | void MiddleMotion(int x, int y);
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| 244 | void CalcDecimalPoint(string &str, int d);
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[2642] | 245 |
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[2897] | 246 | RenderTraverser *CreateTraverser(Camera *cam);
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| 247 |
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[2792] | 248 | void KeyHorizontalMotion(float shift);
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[2794] | 249 | void KeyVerticalMotion(float shift);
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[2642] | 250 |
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[2801] | 251 | void PlaceViewer(const Vector3 &oldPos);
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[2642] | 252 |
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[2826] | 253 | inline float KeyRotationAngle() { return keyRotation * elapsedTime * 1e-3f; }
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| 254 | inline float KeyShift() { return keyForwardMotion * elapsedTime * 1e-3f; }
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[2951] | 255 |
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[2809] | 256 | void InitFBO();
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[2795] | 257 |
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[2954] | 258 | void RightMotionLight(int x, int y);
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| 259 |
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[2951] | 260 | void RenderShadowMap(float newfar);
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[2810] | 261 |
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[2809] | 262 |
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| 263 |
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[2948] | 264 |
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[2810] | 265 | /////////
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| 266 | //-- cg stuff
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| 267 |
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[2808] | 268 | static CGcontext sCgContext = NULL;
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[2810] | 269 | static CGprogram sCgMrtVertexProgram = NULL;
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[2795] | 270 |
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[2809] | 271 | static CGparameter sMaxDepthParam;
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[2819] | 272 | static CGparameter sMaxDepthParamTex;
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[2964] | 273 |
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[2861] | 274 | static Matrix4x4 oldViewProjMatrix;
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[2820] | 275 |
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[2837] | 276 |
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[2809] | 277 | static void cgErrorCallback()
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| 278 | {
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| 279 | CGerror lastError = cgGetError();
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| 280 |
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| 281 | if(lastError)
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| 282 | {
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| 283 | printf("%s\n\n", cgGetErrorString(lastError));
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| 284 | printf("%s\n", cgGetLastListing(sCgContext));
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[2861] | 285 |
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[2809] | 286 | printf("Cg error, exiting...\n");
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| 287 |
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| 288 | exit(0);
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| 289 | }
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| 290 | }
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| 291 |
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| 292 |
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| 293 | static void PrintGLerror(char *msg)
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| 294 | {
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| 295 | GLenum errCode;
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| 296 | const GLubyte *errStr;
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| 297 |
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| 298 | if ((errCode = glGetError()) != GL_NO_ERROR)
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| 299 | {
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| 300 | errStr = gluErrorString(errCode);
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| 301 | fprintf(stderr,"OpenGL ERROR: %s: %s\n", errStr, msg);
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| 302 | }
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| 303 | }
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| 304 |
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| 305 |
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[2642] | 306 | int main(int argc, char* argv[])
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| 307 | {
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[2781] | 308 | int returnCode = 0;
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| 309 |
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[2837] | 310 | Vector3 camPos(.0f, .0f, .0f);
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[2838] | 311 | Vector3 camDir(.0f, 1.0f, .0f);
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[2952] | 312 | Vector3 lightDir(-0.8f, 1.0f, -0.7f);
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[2837] | 313 |
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[2873] | 314 | cout << "=== reading environment file ===" << endl << endl;
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[2830] | 315 |
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[2837] | 316 | string envFileName = "default.env";
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| 317 | if (!env.Read(envFileName))
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| 318 | {
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| 319 | cerr << "loading environment " << envFileName << " failed!" << endl;
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| 320 | }
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| 321 | else
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| 322 | {
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| 323 | env.GetIntParam(string("assumedVisibleFrames"), assumedVisibleFrames);
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| 324 | env.GetIntParam(string("maxBatchSize"), maxBatchSize);
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| 325 | env.GetIntParam(string("trianglesPerVirtualLeaf"), trianglesPerVirtualLeaf);
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[2828] | 326 |
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[2837] | 327 | env.GetFloatParam(string("keyForwardMotion"), keyForwardMotion);
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| 328 | env.GetFloatParam(string("keyRotation"), keyRotation);
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[2828] | 329 |
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[2837] | 330 | env.GetIntParam(string("winWidth"), winWidth);
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| 331 | env.GetIntParam(string("winHeight"), winHeight);
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[2828] | 332 |
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[2837] | 333 | env.GetBoolParam(string("useFullScreen"), useFullScreen);
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[2901] | 334 | env.GetFloatParam(string("tempCohFactor"), ssaoTempCohFactor);
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[2837] | 335 | env.GetVectorParam(string("camPosition"), camPos);
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[2838] | 336 | env.GetVectorParam(string("camDirection"), camDir);
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[2952] | 337 | env.GetVectorParam(string("lightDirection"), lightDir);
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[2828] | 338 |
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[2865] | 339 | env.GetBoolParam(string("useLODs"), useLODs);
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[2945] | 340 | env.GetIntParam(string("shadowSize"), shadowSize);
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[2865] | 341 |
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[2846] | 342 | //env.GetStringParam(string("modelPath"), model_path);
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[2838] | 343 | //env.GetIntParam(string("numSssaoSamples"), numSsaoSamples);
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| 344 |
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[2867] | 345 |
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[2837] | 346 | cout << "assumedVisibleFrames: " << assumedVisibleFrames << endl;
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| 347 | cout << "maxBatchSize: " << maxBatchSize << endl;
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| 348 | cout << "trianglesPerVirtualLeaf: " << trianglesPerVirtualLeaf << endl;
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[2828] | 349 |
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[2837] | 350 | cout << "keyForwardMotion: " << keyForwardMotion << endl;
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| 351 | cout << "keyRotation: " << keyRotation << endl;
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| 352 | cout << "winWidth: " << winWidth << endl;
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| 353 | cout << "winHeight: " << winHeight << endl;
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| 354 | cout << "useFullScreen: " << useFullScreen << endl;
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[2865] | 355 | cout << "useLODs: " << useLODs << endl;
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[2837] | 356 | cout << "camPosition: " << camPos << endl;
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[2901] | 357 | cout << "temporal coherence: " << ssaoTempCohFactor << endl;
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[2945] | 358 | cout << "shadow size: " << shadowSize << endl;
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[2873] | 359 |
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[2846] | 360 | //cout << "model path: " << model_path << endl;
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[2873] | 361 |
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[2881] | 362 | cout << "**** end parameters ****" << endl << endl;
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[2837] | 363 | }
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[2829] | 364 |
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[2828] | 365 | ///////////////////////////
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| 366 |
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[2914] | 367 | camera = new Camera(winWidth, winHeight, fov);
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[2795] | 368 | camera->SetNear(nearDist);
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[2913] | 369 | camera->SetFar(1000);
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[2888] | 370 |
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[2838] | 371 | camera->SetDirection(camDir);
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[2829] | 372 | camera->SetPosition(camPos);
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| 373 |
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[2806] | 374 | visCamera = new Camera(winWidth, winHeight, fov);
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[2796] | 375 | visCamera->SetNear(0.0f);
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| 376 | visCamera->Yaw(.5 * M_PI);
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[2781] | 377 |
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[2952] | 378 | // create a new light
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| 379 | light = new DirectionalLight(lightDir, RgbaColor(1, 1, 1, 1));
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| 380 |
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| 381 |
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[2802] | 382 | renderQueue = new RenderQueue(&state, camera);
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[2801] | 383 |
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[2760] | 384 | glutInitWindowSize(winWidth, winHeight);
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[2756] | 385 | glutInit(&argc, argv);
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[2853] | 386 | glutInitDisplayMode(GLUT_DOUBLE | GLUT_RGBA | GLUT_DEPTH | GLUT_MULTISAMPLE);
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| 387 | //glutInitDisplayMode(GLUT_DOUBLE | GLUT_RGBA | GLUT_DEPTH);
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[2850] | 388 | //glutInitDisplayString("samples=2");
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| 389 |
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[2867] | 390 | SceneEntity::SetUseLODs(useLODs);
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| 391 |
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| 392 |
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[2828] | 393 | if (!useFullScreen)
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[2856] | 394 | {
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[2828] | 395 | glutCreateWindow("FriendlyCulling");
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[2856] | 396 | }
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[2828] | 397 | else
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| 398 | {
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| 399 | glutGameModeString( "1024x768:32@75" );
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| 400 | glutEnterGameMode();
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| 401 | }
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| 402 |
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[2792] | 403 | glutDisplayFunc(Display);
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| 404 | glutKeyboardFunc(KeyBoard);
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| 405 | glutSpecialFunc(Special);
|
---|
| 406 | glutReshapeFunc(Reshape);
|
---|
| 407 | glutMouseFunc(Mouse);
|
---|
| 408 | glutIdleFunc(Display);
|
---|
| 409 | glutKeyboardUpFunc(KeyUp);
|
---|
| 410 | glutSpecialUpFunc(SpecialKeyUp);
|
---|
| 411 | glutIgnoreKeyRepeat(true);
|
---|
| 412 |
|
---|
[2829] | 413 | // initialise gl graphics
|
---|
[2756] | 414 | InitExtensions();
|
---|
| 415 | InitGLstate();
|
---|
[2850] | 416 |
|
---|
[2960] | 417 |
|
---|
[2854] | 418 | glEnable(GL_MULTISAMPLE_ARB);
|
---|
| 419 | glHint(GL_MULTISAMPLE_FILTER_HINT_NV, GL_NICEST);
|
---|
[2850] | 420 |
|
---|
[2792] | 421 | LeftMotion(0, 0);
|
---|
| 422 | MiddleMotion(0, 0);
|
---|
[2756] | 423 |
|
---|
[2829] | 424 | perfGraph = new PerformanceGraph(1000);
|
---|
[2756] | 425 |
|
---|
[2795] | 426 | loader = new ResourceManager();
|
---|
[2793] | 427 |
|
---|
[2784] | 428 | //const string filename("data/city/model/city.dem");
|
---|
| 429 | const string filename = string(model_path + "city.dem");
|
---|
[2756] | 430 |
|
---|
[2793] | 431 | if (loader->Load(filename, sceneEntities))
|
---|
[2756] | 432 | cout << "scene " << filename << " loaded" << endl;
|
---|
| 433 | else
|
---|
[2784] | 434 | {
|
---|
[2756] | 435 | cerr << "loading scene " << filename << " failed" << endl;
|
---|
[2792] | 436 | CleanUp();
|
---|
[2784] | 437 | exit(0);
|
---|
| 438 | }
|
---|
[2756] | 439 |
|
---|
[2961] | 440 | const string bvh_filename = string(model_path + "city.bvh");
|
---|
| 441 | BvhLoader bvhLoader;
|
---|
| 442 | bvh = bvhLoader.Load(bvh_filename, sceneEntities);
|
---|
[2795] | 443 |
|
---|
[2961] | 444 | if (!bvh)
|
---|
[2795] | 445 | {
|
---|
[2961] | 446 | cerr << "loading bvh " << bvh_filename << " failed" << endl;
|
---|
[2795] | 447 | CleanUp();
|
---|
| 448 | exit(0);
|
---|
| 449 | }
|
---|
| 450 |
|
---|
[2961] | 451 |
|
---|
[2963] | 452 |
|
---|
| 453 | // set far plane based on scene extent
|
---|
| 454 | farDist = 10.0f * Magnitude(bvh->GetBox().Diagonal());
|
---|
| 455 | bvh->SetVirtualLeaves(trianglesPerVirtualLeaf);
|
---|
| 456 |
|
---|
| 457 | camera->SetFar(Magnitude(bvh->GetBox().Diagonal()));
|
---|
| 458 |
|
---|
| 459 | InitCg();
|
---|
| 460 |
|
---|
| 461 | DeferredRenderer::Init(sCgContext);
|
---|
| 462 | SkyPreetham::Init(sCgContext);
|
---|
| 463 |
|
---|
[2961] | 464 | Vector3 cubeCenter(470.398f, 240.364f, 182.5f);
|
---|
| 465 | /*AxisAlignedBox3 box(cubeCenter - Vector3(2.0f), cubeCenter + Vector3(2.0f));
|
---|
[2762] | 466 |
|
---|
[2961] | 467 | Material *mat = new Material(RgbaColor(1, 0.4, 0.4, 0));
|
---|
| 468 | Transform3 *tf = new Transform3();
|
---|
| 469 | cube = SceneEntityConverter().ConvertBox(box, mat, tf);
|
---|
| 470 | */
|
---|
| 471 |
|
---|
| 472 | Matrix4x4 transl = TranslationMatrix(cubeCenter);
|
---|
| 473 |
|
---|
[2963] | 474 | //const string aeroplaneStr = model_path + "toyplane.dem";
|
---|
[2964] | 475 | //const string aeroplaneStr = model_path + "city_full.dem";
|
---|
[2961] | 476 |
|
---|
| 477 | SceneEntityContainer dummy;
|
---|
| 478 |
|
---|
[2964] | 479 |
|
---|
| 480 | string skyDomeStr(model_path + "sky.dem");
|
---|
| 481 |
|
---|
| 482 | if (loader->Load(skyDomeStr, dummy))
|
---|
[2961] | 483 | cout << "successfully loaded " << dummy.size() << " scene entities" << endl;
|
---|
| 484 | else
|
---|
[2784] | 485 | {
|
---|
[2964] | 486 | cerr << "loading file " << skyDomeStr << " failed" << endl;
|
---|
[2961] | 487 |
|
---|
[2792] | 488 | CleanUp();
|
---|
[2784] | 489 | exit(0);
|
---|
| 490 | }
|
---|
| 491 |
|
---|
[2964] | 492 | skyDome = dummy[0];
|
---|
[2861] | 493 |
|
---|
[2964] | 494 |
|
---|
| 495 | /*if (loader->Load(aeroplaneStr, dummy))
|
---|
[2961] | 496 | cout << "successfully loaded " << dummy.size() << " scene entities" << endl;
|
---|
| 497 | else
|
---|
| 498 | {
|
---|
[2964] | 499 | cerr << "loading file " << aeroplaneStr << " failed" << endl;
|
---|
[2961] | 500 |
|
---|
| 501 | CleanUp();
|
---|
| 502 | exit(0);
|
---|
| 503 | }
|
---|
| 504 |
|
---|
[2964] | 505 | aeroplane = dummy[1];
|
---|
[2963] | 506 |
|
---|
| 507 | aeroplane->GetTransform()->MultMatrix(transl);
|
---|
[2964] | 508 | */
|
---|
[2961] | 509 | const float turbitiy = 3.0f;
|
---|
| 510 | preetham = new SkyPreetham(turbitiy, skyDome);
|
---|
| 511 |
|
---|
[2857] | 512 | // initialize the render traverser
|
---|
[2897] | 513 | traverser = CreateTraverser(camera);
|
---|
[2756] | 514 |
|
---|
[2787] | 515 | visualization = new Visualization(bvh, camera, NULL, &state);
|
---|
[2897] | 516 |
|
---|
[2955] | 517 | state.SetRenderPassType(RenderState::FIXED);
|
---|
[2843] | 518 | sceneQuery = new SceneQuery(bvh->GetBox(), traverser);
|
---|
[2796] | 519 |
|
---|
[2847] | 520 | // frame time is restarted every frame
|
---|
| 521 | frameTimer.Start();
|
---|
[2800] | 522 |
|
---|
[2857] | 523 | // the rendering loop
|
---|
[2642] | 524 | glutMainLoop();
|
---|
| 525 |
|
---|
| 526 | // clean up
|
---|
[2756] | 527 | CleanUp();
|
---|
| 528 |
|
---|
[2642] | 529 | return 0;
|
---|
| 530 | }
|
---|
| 531 |
|
---|
[2756] | 532 |
|
---|
[2809] | 533 | void InitCg(void)
|
---|
| 534 | {
|
---|
| 535 | // Setup Cg
|
---|
| 536 | cgSetErrorCallback(cgErrorCallback);
|
---|
| 537 |
|
---|
| 538 | // Create cgContext.
|
---|
| 539 | sCgContext = cgCreateContext();
|
---|
| 540 |
|
---|
| 541 | // get the best profile for this hardware
|
---|
[2818] | 542 | RenderState::sCgFragmentProfile = cgGLGetLatestProfile(CG_GL_FRAGMENT);
|
---|
| 543 | cgGLSetOptimalOptions(RenderState::sCgFragmentProfile);
|
---|
[2809] | 544 |
|
---|
[2818] | 545 | RenderState::sCgVertexProfile = cgGLGetLatestProfile(CG_GL_VERTEX);
|
---|
| 546 | cgGLSetOptimalOptions(RenderState::sCgVertexProfile);
|
---|
[2809] | 547 |
|
---|
[2810] | 548 | sCgMrtVertexProgram =
|
---|
[2809] | 549 | cgCreateProgramFromFile(sCgContext,
|
---|
| 550 | CG_SOURCE,
|
---|
[2810] | 551 | "src/shaders/mrt.cg",
|
---|
[2818] | 552 | RenderState::sCgVertexProfile,
|
---|
[2810] | 553 | "vtx",
|
---|
[2809] | 554 | NULL);
|
---|
| 555 |
|
---|
[2821] | 556 | if (sCgMrtVertexProgram != NULL)
|
---|
[2809] | 557 | {
|
---|
[2810] | 558 | cgGLLoadProgram(sCgMrtVertexProgram);
|
---|
[2818] | 559 |
|
---|
[2952] | 560 | //sInvViewProjParam = cgGetNamedParameter(sCgMrtVertexProgram, "InvViewProj");
|
---|
| 561 | Transform3::sModelMatrixParam = cgGetNamedParameter(sCgMrtVertexProgram, "ModelView");
|
---|
[2809] | 562 | }
|
---|
| 563 |
|
---|
[2819] | 564 | RenderState::sCgMrtFragmentTexProgram =
|
---|
[2809] | 565 | cgCreateProgramFromFile(sCgContext,
|
---|
| 566 | CG_SOURCE,
|
---|
[2810] | 567 | "src/shaders/mrt.cg",
|
---|
[2818] | 568 | RenderState::sCgFragmentProfile,
|
---|
[2819] | 569 | "fragtex",
|
---|
| 570 | NULL);
|
---|
| 571 |
|
---|
| 572 | if (RenderState::sCgMrtFragmentTexProgram != NULL)
|
---|
| 573 | {
|
---|
| 574 | cgGLLoadProgram(RenderState::sCgMrtFragmentTexProgram);
|
---|
| 575 |
|
---|
| 576 | sMaxDepthParamTex = cgGetNamedParameter(RenderState::sCgMrtFragmentTexProgram, "maxDepth");
|
---|
[2964] | 577 | RenderState::sTexParam = cgGetNamedParameter(RenderState::sCgMrtFragmentTexProgram, "tex");
|
---|
[2819] | 578 |
|
---|
[2927] | 579 | cgGLSetParameter1f(sMaxDepthParamTex, MAX_DEPTH_CONST / farDist);
|
---|
[2819] | 580 | }
|
---|
| 581 | else
|
---|
| 582 | cerr << "fragment tex program failed to load" << endl;
|
---|
| 583 |
|
---|
[2959] | 584 | RenderState::sCgMrtFragmentProgram =
|
---|
[2819] | 585 | cgCreateProgramFromFile(sCgContext,
|
---|
| 586 | CG_SOURCE,
|
---|
[2959] | 587 | "src/shaders/mrt.cg",
|
---|
[2819] | 588 | RenderState::sCgFragmentProfile,
|
---|
[2959] | 589 | "frag",
|
---|
[2809] | 590 | NULL);
|
---|
| 591 |
|
---|
[2959] | 592 | if (RenderState::sCgMrtFragmentProgram != NULL)
|
---|
[2809] | 593 | {
|
---|
[2959] | 594 | cgGLLoadProgram(RenderState::sCgMrtFragmentProgram);
|
---|
[2809] | 595 |
|
---|
[2959] | 596 | sMaxDepthParam = cgGetNamedParameter(RenderState::sCgMrtFragmentProgram, "maxDepth");
|
---|
[2927] | 597 | cgGLSetParameter1f(sMaxDepthParam, MAX_DEPTH_CONST / farDist);
|
---|
[2809] | 598 | }
|
---|
| 599 | else
|
---|
[2959] | 600 | cerr << "fragment program failed to load" << endl;
|
---|
| 601 |
|
---|
[2809] | 602 |
|
---|
| 603 | PrintGLerror("init");
|
---|
[2818] | 604 |
|
---|
[2834] | 605 | cout << "cg initialization successful" << endl;
|
---|
[2809] | 606 | }
|
---|
| 607 |
|
---|
| 608 |
|
---|
| 609 | void InitFBO()
|
---|
[2810] | 610 | {
|
---|
[2949] | 611 | PrintGLerror("fbo start");
|
---|
[2857] | 612 | // this fbo basicly stores the scene information we get from standard rendering of a frame
|
---|
| 613 | // we store colors, normals, positions (for the ssao)
|
---|
[2884] | 614 | fbo = new FrameBufferObject(texWidth, texHeight, FrameBufferObject::DEPTH_32);
|
---|
[2948] | 615 | //fbo = new FrameBufferObject(texWidth, texHeight, FrameBufferObject::DEPTH_24);
|
---|
[2857] | 616 |
|
---|
[2859] | 617 | // the diffuse color buffer
|
---|
[2965] | 618 | fbo->AddColorBuffer(ColorBufferObject::BUFFER_FLOAT_32, ColorBufferObject::WRAP_CLAMP_TO_EDGE, ColorBufferObject::FILTER_NEAREST, ColorBufferObject::FILTER_NEAREST);
|
---|
[2951] | 619 | //fbo->AddColorBuffer(ColorBufferObject::BUFFER_FLOAT_32, ColorBufferObject::WRAP_CLAMP_TO_EDGE, ColorBufferObject::FILTER_NEAREST, false);
|
---|
[2868] | 620 |
|
---|
[2859] | 621 | // the positions buffer
|
---|
[2965] | 622 | fbo->AddColorBuffer(ColorBufferObject::BUFFER_FLOAT_32, ColorBufferObject::WRAP_CLAMP_TO_EDGE, ColorBufferObject::FILTER_NEAREST, ColorBufferObject::FILTER_NEAREST);
|
---|
[2873] | 623 | //fbo->AddColorBuffer(ColorBufferObject::BUFFER_FLOAT_32, ColorBufferObject::WRAP_CLAMP_TO_EDGE, ColorBufferObject::FILTER_NEAREST, false);
|
---|
[2951] | 624 |
|
---|
[2859] | 625 | // the normals buffer
|
---|
[2965] | 626 | fbo->AddColorBuffer(ColorBufferObject::BUFFER_FLOAT_16, ColorBufferObject::WRAP_CLAMP_TO_EDGE, ColorBufferObject::FILTER_NEAREST, ColorBufferObject::FILTER_NEAREST);
|
---|
[2857] | 627 |
|
---|
[2879] | 628 | // another color buffer
|
---|
[2965] | 629 | fbo->AddColorBuffer(ColorBufferObject::BUFFER_FLOAT_32, ColorBufferObject::WRAP_CLAMP_TO_EDGE, ColorBufferObject::FILTER_NEAREST, ColorBufferObject::FILTER_NEAREST);
|
---|
[2879] | 630 |
|
---|
[2810] | 631 | PrintGLerror("fbo");
|
---|
[2809] | 632 | }
|
---|
| 633 |
|
---|
| 634 |
|
---|
[2827] | 635 | bool InitFont(void)
|
---|
[2642] | 636 | {
|
---|
[2826] | 637 | glEnable(GL_TEXTURE_2D);
|
---|
| 638 |
|
---|
| 639 | glGenTextures(1, &fontTex);
|
---|
| 640 | glBindTexture(GL_TEXTURE_2D, fontTex);
|
---|
[2829] | 641 | if (!myfont.Create("data/fonts/verdana.glf", fontTex))
|
---|
[2826] | 642 | return false;
|
---|
| 643 |
|
---|
| 644 | glDisable(GL_TEXTURE_2D);
|
---|
[2827] | 645 |
|
---|
[2826] | 646 | return true;
|
---|
| 647 | }
|
---|
| 648 |
|
---|
| 649 |
|
---|
| 650 | void InitGLstate()
|
---|
| 651 | {
|
---|
[2965] | 652 | glClearColor(0.4f, 0.4f, 0.4f, 1.0f);
|
---|
[2642] | 653 |
|
---|
| 654 | glPixelStorei(GL_UNPACK_ALIGNMENT, 1);
|
---|
| 655 | glPixelStorei(GL_PACK_ALIGNMENT,1);
|
---|
| 656 |
|
---|
| 657 | glDepthFunc(GL_LESS);
|
---|
[2762] | 658 | glEnable(GL_DEPTH_TEST);
|
---|
[2642] | 659 |
|
---|
[2760] | 660 | glColor3f(1.0f, 1.0f, 1.0f);
|
---|
[2642] | 661 | glShadeModel(GL_SMOOTH);
|
---|
| 662 |
|
---|
| 663 | glMaterialf(GL_FRONT, GL_SHININESS, 64);
|
---|
| 664 | glEnable(GL_NORMALIZE);
|
---|
[2767] | 665 |
|
---|
| 666 | glDisable(GL_ALPHA_TEST);
|
---|
[2951] | 667 | glAlphaFunc(GL_GEQUAL, 0.5f);
|
---|
[2767] | 668 |
|
---|
[2642] | 669 | glFrontFace(GL_CCW);
|
---|
| 670 | glCullFace(GL_BACK);
|
---|
[2851] | 671 | glEnable(GL_CULL_FACE);
|
---|
| 672 |
|
---|
[2800] | 673 | glDisable(GL_TEXTURE_2D);
|
---|
[2762] | 674 |
|
---|
[2959] | 675 | GLfloat ambientColor[] = {0.2, 0.2, 0.2, 1.0};
|
---|
[2756] | 676 | GLfloat diffuseColor[] = {1.0, 0.0, 0.0, 1.0};
|
---|
[2759] | 677 | GLfloat specularColor[] = {0.0, 0.0, 0.0, 1.0};
|
---|
[2642] | 678 |
|
---|
[2756] | 679 | glMaterialfv(GL_FRONT, GL_AMBIENT, ambientColor);
|
---|
| 680 | glMaterialfv(GL_FRONT, GL_DIFFUSE, diffuseColor);
|
---|
| 681 | glMaterialfv(GL_FRONT, GL_SPECULAR, specularColor);
|
---|
[2801] | 682 |
|
---|
| 683 | glDepthFunc(GL_LESS);
|
---|
[2826] | 684 |
|
---|
[2827] | 685 | if (!InitFont())
|
---|
[2826] | 686 | cerr << "font creation failed" << endl;
|
---|
| 687 | else
|
---|
| 688 | cout << "successfully created font" << endl;
|
---|
[2953] | 689 |
|
---|
| 690 |
|
---|
[2954] | 691 | //////////////////////////////
|
---|
| 692 |
|
---|
[2959] | 693 | //GLfloat lmodel_ambient[] = {1.0f, 1.0f, 1.0f, 1.0f};
|
---|
| 694 | GLfloat lmodel_ambient[] = {0.7f, 0.7f, 0.8f, 1.0f};
|
---|
[2954] | 695 |
|
---|
| 696 | glLightModelfv(GL_LIGHT_MODEL_AMBIENT, lmodel_ambient);
|
---|
[2959] | 697 | //glLightModeli(GL_LIGHT_MODEL_LOCAL_VIEWER, GL_TRUE);
|
---|
| 698 | glLightModeli(GL_LIGHT_MODEL_LOCAL_VIEWER, GL_FALSE);
|
---|
[2954] | 699 | glLightModeli(GL_LIGHT_MODEL_COLOR_CONTROL_EXT, GL_SINGLE_COLOR_EXT);
|
---|
[2642] | 700 | }
|
---|
| 701 |
|
---|
| 702 |
|
---|
[2827] | 703 | void DrawHelpMessage()
|
---|
[2826] | 704 | {
|
---|
[2642] | 705 | const char *message[] =
|
---|
| 706 | {
|
---|
| 707 | "Help information",
|
---|
| 708 | "",
|
---|
| 709 | "'F1' - shows/dismisses this message",
|
---|
[2795] | 710 | "'F2' - shows/hides bird eye view",
|
---|
[2790] | 711 | "'F3' - shows/hides bounds (boxes or tight bounds)",
|
---|
[2827] | 712 | "'F4', - shows/hides parameters",
|
---|
| 713 | "'F5' - shows/hides statistics",
|
---|
| 714 | "'F6', - toggles between fly/walkmode",
|
---|
[2826] | 715 | "'F7', - cycles throw render modes",
|
---|
| 716 | "'F8', - enables/disables ambient occlusion (only deferred)",
|
---|
| 717 | "'F9', - shows pure algorithm render time (using glFinish)",
|
---|
[2790] | 718 | "'SPACE' - cycles through occlusion culling algorithms",
|
---|
[2642] | 719 | "",
|
---|
[2827] | 720 | "'MOUSE LEFT' - turn left/right, move forward/backward",
|
---|
| 721 | "'MOUSE RIGHT' - turn left/right, move forward/backward",
|
---|
| 722 | "'MOUSE MIDDLE' - move up/down, left/right",
|
---|
| 723 | "'CURSOR UP/DOWN' - move forward/backward",
|
---|
| 724 | "'CURSOR LEFT/RIGHT' - turn left/right",
|
---|
[2642] | 725 | "",
|
---|
[2827] | 726 | "'-'/'+' - decreases/increases max batch size",
|
---|
[2837] | 727 | "'1'/'2' - downward/upward motion",
|
---|
| 728 | "'3'/'4' - decreases/increases triangles per virtual bvh leaf (sets bvh depth)",
|
---|
| 729 | "'5'/'6' - decreases/increases assumed visible frames",
|
---|
[2776] | 730 | "",
|
---|
[2786] | 731 | "'R' - use render queue",
|
---|
[2790] | 732 | "'B' - use tight bounds",
|
---|
| 733 | "'M' - use multiqueries",
|
---|
[2792] | 734 | "'O' - use CHC optimization (geometry queries for leaves)",
|
---|
[2642] | 735 | 0,
|
---|
| 736 | };
|
---|
| 737 |
|
---|
[2756] | 738 |
|
---|
[2827] | 739 | glColor4f(0.0f, 1.0f , 0.0f, 0.2f); // 20% green.
|
---|
[2756] | 740 |
|
---|
[2827] | 741 | glRecti(30, 30, winWidth - 30, winHeight - 30);
|
---|
[2642] | 742 |
|
---|
[2827] | 743 | glEnd();
|
---|
| 744 |
|
---|
[2756] | 745 | glColor3f(1.0f, 1.0f, 1.0f);
|
---|
| 746 |
|
---|
[2829] | 747 | glEnable(GL_TEXTURE_2D);
|
---|
[2827] | 748 | myfont.Begin();
|
---|
| 749 |
|
---|
| 750 | int x = 40, y = 30;
|
---|
| 751 |
|
---|
| 752 | for(int i = 0; message[i] != 0; ++ i)
|
---|
[2756] | 753 | {
|
---|
| 754 | if(message[i][0] == '\0')
|
---|
| 755 | {
|
---|
[2786] | 756 | y += 15;
|
---|
[2756] | 757 | }
|
---|
| 758 | else
|
---|
| 759 | {
|
---|
[2827] | 760 | myfont.DrawString(message[i], x, winHeight - y);
|
---|
| 761 | y += 25;
|
---|
[2642] | 762 | }
|
---|
| 763 | }
|
---|
[2829] | 764 | glDisable(GL_TEXTURE_2D);
|
---|
[2642] | 765 | }
|
---|
| 766 |
|
---|
| 767 |
|
---|
[2897] | 768 | RenderTraverser *CreateTraverser(Camera *cam)
|
---|
[2764] | 769 | {
|
---|
[2897] | 770 | RenderTraverser *tr;
|
---|
| 771 |
|
---|
[2771] | 772 | bvh->ResetNodeClassifications();
|
---|
| 773 |
|
---|
[2764] | 774 | switch (renderMode)
|
---|
| 775 | {
|
---|
| 776 | case RenderTraverser::CULL_FRUSTUM:
|
---|
[2897] | 777 | tr = new FrustumCullingTraverser();
|
---|
[2764] | 778 | break;
|
---|
| 779 | case RenderTraverser::STOP_AND_WAIT:
|
---|
[2897] | 780 | tr = new StopAndWaitTraverser();
|
---|
[2764] | 781 | break;
|
---|
| 782 | case RenderTraverser::CHC:
|
---|
[2897] | 783 | tr = new CHCTraverser();
|
---|
[2764] | 784 | break;
|
---|
[2767] | 785 | case RenderTraverser::CHCPLUSPLUS:
|
---|
[2897] | 786 | tr = new CHCPlusPlusTraverser();
|
---|
[2767] | 787 | break;
|
---|
| 788 |
|
---|
[2764] | 789 | default:
|
---|
[2897] | 790 | tr = new FrustumCullingTraverser();
|
---|
[2764] | 791 | }
|
---|
| 792 |
|
---|
[2897] | 793 | tr->SetCamera(cam);
|
---|
| 794 | tr->SetHierarchy(bvh);
|
---|
| 795 | tr->SetRenderQueue(renderQueue);
|
---|
| 796 | tr->SetRenderState(&state);
|
---|
| 797 | tr->SetUseOptimization(useOptimization);
|
---|
| 798 | tr->SetUseRenderQueue(useRenderQueue);
|
---|
| 799 | tr->SetVisibilityThreshold(threshold);
|
---|
| 800 | tr->SetAssumedVisibleFrames(assumedVisibleFrames);
|
---|
| 801 | tr->SetMaxBatchSize(maxBatchSize);
|
---|
| 802 | tr->SetUseMultiQueries(useMultiQueries);
|
---|
| 803 | tr->SetUseTightBounds(useTightBounds);
|
---|
[2955] | 804 | tr->SetUseDepthPass((renderMethod == RENDER_DEPTH_PASS) || (renderMethod == RENDER_DEPTH_PASS_DEFERRED));
|
---|
[2897] | 805 | tr->SetRenderQueue(renderQueue);
|
---|
| 806 |
|
---|
| 807 | return tr;
|
---|
[2764] | 808 | }
|
---|
| 809 |
|
---|
| 810 |
|
---|
[2759] | 811 | void SetupLighting()
|
---|
[2642] | 812 | {
|
---|
[2759] | 813 | glEnable(GL_LIGHT0);
|
---|
[2959] | 814 | glDisable(GL_LIGHT1);
|
---|
[2825] | 815 |
|
---|
[2954] | 816 | Vector3 lightDir = -light->GetDirection();
|
---|
| 817 |
|
---|
| 818 |
|
---|
[2945] | 819 | ///////////
|
---|
| 820 | //-- first light: sunlight
|
---|
| 821 |
|
---|
[2954] | 822 | GLfloat ambient[] = {0.25f, 0.25f, 0.3f, 1.0f};
|
---|
| 823 | GLfloat diffuse[] = {1.0f, 0.95f, 0.85f, 1.0f};
|
---|
| 824 | GLfloat specular[] = {1.0f, 1.0f, 1.0f, 1.0f};
|
---|
[2959] | 825 | //GLfloat specular[] = {0.0f, 0.0f, 0.0f, 1.0f};
|
---|
[2759] | 826 |
|
---|
[2954] | 827 | Vector3 sunAmbient;
|
---|
| 828 | Vector3 sunDiffuse;
|
---|
[2759] | 829 |
|
---|
[2954] | 830 | Vector3 h;
|
---|
[2759] | 831 |
|
---|
[2954] | 832 | h.x = lightDir.x;
|
---|
| 833 | h.y = lightDir.z;
|
---|
| 834 | h.z = lightDir.y;
|
---|
[2945] | 835 |
|
---|
[2759] | 836 |
|
---|
[2960] | 837 | preetham->ComputeSunColor(lightDir, sunAmbient, sunDiffuse);
|
---|
[2945] | 838 |
|
---|
[2954] | 839 | const float maxComponent = sunDiffuse.MaxComponent();
|
---|
| 840 | //cout<< "sunambient: " << sunAmbient << " mag " << Magnitude(sunDiffuse) << " max: " << maxComponent << endl;
|
---|
[2759] | 841 |
|
---|
[2954] | 842 | ambient[0] = sunAmbient.x;
|
---|
| 843 | ambient[1] = sunAmbient.y;
|
---|
| 844 | ambient[2] = sunAmbient.z;
|
---|
[2825] | 845 |
|
---|
[2954] | 846 | sunDiffuse /= maxComponent;
|
---|
[2945] | 847 |
|
---|
[2954] | 848 | diffuse[0] = sunDiffuse.x;
|
---|
| 849 | diffuse[1] = sunDiffuse.y;
|
---|
| 850 | diffuse[2] = sunDiffuse.z;
|
---|
[2959] | 851 |
|
---|
[2954] | 852 | //cout<< "sunambient: " << sunAmbient << endl;
|
---|
| 853 | //cout<< "sundiffuse: " << sunDiffuse << endl;
|
---|
[2945] | 854 |
|
---|
[2954] | 855 | glLightfv(GL_LIGHT0, GL_AMBIENT, ambient);
|
---|
| 856 | glLightfv(GL_LIGHT0, GL_DIFFUSE, diffuse);
|
---|
| 857 | glLightfv(GL_LIGHT0, GL_SPECULAR, specular);
|
---|
[2825] | 858 |
|
---|
[2954] | 859 | GLfloat position[] = {lightDir.x, lightDir.y, lightDir.z, 0.0f};
|
---|
| 860 | glLightfv(GL_LIGHT0, GL_POSITION, position);
|
---|
[2642] | 861 | }
|
---|
| 862 |
|
---|
[2800] | 863 |
|
---|
[2795] | 864 | void SetupEyeView()
|
---|
[2642] | 865 | {
|
---|
[2861] | 866 | // store matrix of last frame
|
---|
| 867 | oldViewProjMatrix = matProjectionView;
|
---|
[2834] | 868 |
|
---|
[2759] | 869 | glMatrixMode(GL_PROJECTION);
|
---|
| 870 | glLoadIdentity();
|
---|
[2927] | 871 | gluPerspective(fov, winAspectRatio, nearDist, farDist);
|
---|
[2759] | 872 |
|
---|
[2756] | 873 | glMatrixMode(GL_MODELVIEW);
|
---|
[2951] | 874 |
|
---|
[2864] | 875 | // set up the camera view
|
---|
[2760] | 876 | camera->SetupCameraView();
|
---|
| 877 |
|
---|
[2892] | 878 |
|
---|
[2864] | 879 | /////////////////
|
---|
| 880 |
|
---|
[2894] | 881 | Matrix4x4 matViewing, matProjection;
|
---|
[2864] | 882 |
|
---|
[2834] | 883 | camera->GetModelViewMatrix(matViewing);
|
---|
| 884 | camera->GetProjectionMatrix(matProjection);
|
---|
| 885 |
|
---|
[2864] | 886 | // store matrix for later use
|
---|
[2834] | 887 | matProjectionView = matViewing * matProjection;
|
---|
| 888 |
|
---|
[2955] | 889 | if ((renderMethod == RENDER_DEFERRED) || (renderMethod == RENDER_DEPTH_PASS_DEFERRED))
|
---|
[2825] | 890 | {
|
---|
[2952] | 891 | cgGLSetMatrixParameterfc(Transform3::sModelMatrixParam, (const float *)IdentityMatrix().x);
|
---|
| 892 | }
|
---|
[2642] | 893 | }
|
---|
| 894 |
|
---|
| 895 |
|
---|
[2792] | 896 | void KeyHorizontalMotion(float shift)
|
---|
| 897 | {
|
---|
[2888] | 898 | Vector3 hvec = -camera->GetDirection();
|
---|
[2792] | 899 | hvec.z = 0;
|
---|
| 900 |
|
---|
| 901 | Vector3 pos = camera->GetPosition();
|
---|
| 902 | pos += hvec * shift;
|
---|
| 903 |
|
---|
| 904 | camera->SetPosition(pos);
|
---|
| 905 | }
|
---|
| 906 |
|
---|
| 907 |
|
---|
[2794] | 908 | void KeyVerticalMotion(float shift)
|
---|
| 909 | {
|
---|
| 910 | Vector3 uvec = Vector3(0, 0, shift);
|
---|
| 911 |
|
---|
| 912 | Vector3 pos = camera->GetPosition();
|
---|
| 913 | pos += uvec;
|
---|
| 914 |
|
---|
| 915 | camera->SetPosition(pos);
|
---|
| 916 | }
|
---|
| 917 |
|
---|
| 918 |
|
---|
[2948] | 919 | void InitDeferredRendering()
|
---|
| 920 | {
|
---|
| 921 | if (!fbo) InitFBO();
|
---|
| 922 | fbo->Bind();
|
---|
| 923 |
|
---|
| 924 | // multisampling does not work with deferred shading
|
---|
| 925 | glDisable(GL_MULTISAMPLE_ARB);
|
---|
| 926 |
|
---|
[2955] | 927 | state.SetRenderPassType(RenderState::DEFERRED);
|
---|
[2948] | 928 |
|
---|
| 929 | cgGLEnableProfile(RenderState::sCgVertexProfile);
|
---|
| 930 | cgGLBindProgram(sCgMrtVertexProgram);
|
---|
| 931 |
|
---|
| 932 | cgGLEnableProfile(RenderState::sCgFragmentProfile);
|
---|
| 933 | cgGLBindProgram(RenderState::sCgMrtFragmentProgram);
|
---|
| 934 | }
|
---|
| 935 |
|
---|
| 936 |
|
---|
[2857] | 937 | // the main rendering loop
|
---|
[2792] | 938 | void Display()
|
---|
[2801] | 939 | {
|
---|
[2800] | 940 | Vector3 oldPos = camera->GetPosition();
|
---|
| 941 |
|
---|
[2792] | 942 | if (leftKeyPressed)
|
---|
[2795] | 943 | camera->Pitch(KeyRotationAngle());
|
---|
[2792] | 944 | if (rightKeyPressed)
|
---|
[2795] | 945 | camera->Pitch(-KeyRotationAngle());
|
---|
[2792] | 946 | if (upKeyPressed)
|
---|
[2887] | 947 | KeyHorizontalMotion(-KeyShift());
|
---|
| 948 | if (downKeyPressed)
|
---|
[2795] | 949 | KeyHorizontalMotion(KeyShift());
|
---|
[2837] | 950 | if (ascendKeyPressed)
|
---|
| 951 | KeyVerticalMotion(KeyShift());
|
---|
| 952 | if (descendKeyPressed)
|
---|
[2795] | 953 | KeyVerticalMotion(-KeyShift());
|
---|
[2792] | 954 |
|
---|
[2801] | 955 | // place view on ground
|
---|
| 956 | if (!flyMode) PlaceViewer(oldPos);
|
---|
[2800] | 957 |
|
---|
[2826] | 958 | if (showAlgorithmTime)
|
---|
| 959 | {
|
---|
| 960 | glFinish();
|
---|
| 961 | algTimer.Start();
|
---|
| 962 | }
|
---|
[2809] | 963 |
|
---|
[2895] | 964 |
|
---|
[2931] | 965 |
|
---|
| 966 | if ((!shadowMap || !shadowTraverser) && (showShadowMap || renderLightView))
|
---|
| 967 | {
|
---|
| 968 | if (!shadowMap)
|
---|
| 969 | shadowMap = new ShadowMap(light, shadowSize, bvh->GetBox(), camera);
|
---|
| 970 |
|
---|
| 971 | if (!shadowTraverser)
|
---|
| 972 | shadowTraverser = CreateTraverser(shadowMap->GetShadowCamera());
|
---|
| 973 |
|
---|
| 974 | }
|
---|
| 975 |
|
---|
[2951] | 976 |
|
---|
| 977 | // bring eye modelview matrix up-to-date
|
---|
| 978 | SetupEyeView();
|
---|
| 979 |
|
---|
[2931] | 980 | // hack
|
---|
[2955] | 981 | int oldRenderMethod = renderMethod;
|
---|
[2931] | 982 |
|
---|
| 983 | if (renderLightView)
|
---|
[2955] | 984 | renderMethod = RenderState::FIXED;
|
---|
[2931] | 985 |
|
---|
[2953] | 986 | glEnableClientState(GL_VERTEX_ARRAY);
|
---|
[2931] | 987 |
|
---|
[2953] | 988 |
|
---|
[2931] | 989 | // render with the specified method (forward rendering, forward + depth, deferred)
|
---|
[2955] | 990 | switch (renderMethod)
|
---|
[2825] | 991 | {
|
---|
[2955] | 992 | case RENDER_FIXED:
|
---|
[2825] | 993 |
|
---|
[2851] | 994 | glEnable(GL_MULTISAMPLE_ARB);
|
---|
[2879] | 995 |
|
---|
[2955] | 996 | state.SetRenderPassType(RenderState::FIXED);
|
---|
[2825] | 997 | glEnable(GL_LIGHTING);
|
---|
[2809] | 998 |
|
---|
[2825] | 999 | cgGLDisableProfile(RenderState::sCgFragmentProfile);
|
---|
| 1000 | cgGLDisableProfile(RenderState::sCgVertexProfile);
|
---|
[2809] | 1001 |
|
---|
[2829] | 1002 | glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT);
|
---|
| 1003 |
|
---|
[2953] | 1004 | glEnableClientState(GL_NORMAL_ARRAY);
|
---|
| 1005 |
|
---|
[2825] | 1006 | break;
|
---|
| 1007 |
|
---|
[2955] | 1008 | case RENDER_DEPTH_PASS_DEFERRED:
|
---|
[2948] | 1009 |
|
---|
[2950] | 1010 | glDisable(GL_MULTISAMPLE_ARB);
|
---|
| 1011 | state.SetUseAlphaToCoverage(false);
|
---|
[2948] | 1012 |
|
---|
[2955] | 1013 | state.SetRenderPassType(RenderState::DEPTH_PASS);
|
---|
[2949] | 1014 |
|
---|
[2948] | 1015 | if (!fbo) InitFBO(); fbo->Bind();
|
---|
[2949] | 1016 |
|
---|
[2948] | 1017 | glDrawBuffers(1, mrt);
|
---|
| 1018 |
|
---|
| 1019 | cgGLDisableProfile(RenderState::sCgFragmentProfile);
|
---|
| 1020 | cgGLDisableProfile(RenderState::sCgVertexProfile);
|
---|
| 1021 |
|
---|
[2951] | 1022 | glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT);
|
---|
[2948] | 1023 |
|
---|
| 1024 | // the scene is rendered withouth any shading
|
---|
| 1025 | glShadeModel(GL_FLAT);
|
---|
| 1026 | glDisable(GL_LIGHTING);
|
---|
| 1027 | glColorMask(GL_FALSE, GL_FALSE, GL_FALSE, GL_FALSE);
|
---|
| 1028 |
|
---|
[2953] | 1029 |
|
---|
[2948] | 1030 | break;
|
---|
| 1031 |
|
---|
[2955] | 1032 | case RENDER_DEPTH_PASS:
|
---|
[2851] | 1033 |
|
---|
| 1034 | glEnable(GL_MULTISAMPLE_ARB);
|
---|
[2948] | 1035 |
|
---|
[2857] | 1036 | cgGLDisableProfile(RenderState::sCgFragmentProfile);
|
---|
| 1037 | cgGLDisableProfile(RenderState::sCgVertexProfile);
|
---|
| 1038 |
|
---|
[2955] | 1039 | state.SetRenderPassType(RenderState::DEPTH_PASS);
|
---|
[2857] | 1040 |
|
---|
| 1041 | // the scene is rendered withouth any shading
|
---|
[2943] | 1042 | glShadeModel(GL_FLAT);
|
---|
[2825] | 1043 | glDisable(GL_LIGHTING);
|
---|
[2809] | 1044 |
|
---|
[2829] | 1045 | glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT);
|
---|
| 1046 | glColorMask(GL_FALSE, GL_FALSE, GL_FALSE, GL_FALSE);
|
---|
| 1047 |
|
---|
[2953] | 1048 |
|
---|
[2825] | 1049 | break;
|
---|
| 1050 |
|
---|
| 1051 | case RenderState::DEFERRED:
|
---|
[2851] | 1052 |
|
---|
[2948] | 1053 | if (showShadowMap && !renderLightView)
|
---|
[2951] | 1054 | RenderShadowMap(camera->GetFar());
|
---|
| 1055 |
|
---|
[2948] | 1056 | //glPushAttrib(GL_VIEWPORT_BIT);
|
---|
[2825] | 1057 | glViewport(0, 0, texWidth, texHeight);
|
---|
| 1058 |
|
---|
[2948] | 1059 | InitDeferredRendering();
|
---|
[2951] | 1060 |
|
---|
[2948] | 1061 | // draw to 3 color buffers
|
---|
[2825] | 1062 | glDrawBuffers(3, mrt);
|
---|
| 1063 |
|
---|
[2953] | 1064 | glEnableClientState(GL_NORMAL_ARRAY);
|
---|
| 1065 |
|
---|
[2954] | 1066 | glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT);
|
---|
| 1067 |
|
---|
[2825] | 1068 | break;
|
---|
| 1069 | }
|
---|
| 1070 |
|
---|
[2801] | 1071 | glDepthFunc(GL_LESS);
|
---|
[2825] | 1072 |
|
---|
[2801] | 1073 | glDisable(GL_TEXTURE_2D);
|
---|
| 1074 | glDisableClientState(GL_TEXTURE_COORD_ARRAY);
|
---|
[2825] | 1075 |
|
---|
[2801] | 1076 |
|
---|
[2861] | 1077 | // reset lod levels for current frame
|
---|
[2847] | 1078 | LODLevel::InitFrame(camera->GetPosition());
|
---|
| 1079 |
|
---|
[2892] | 1080 | // set up lights
|
---|
[2954] | 1081 | SetupLighting();
|
---|
[2795] | 1082 |
|
---|
[2801] | 1083 |
|
---|
[2931] | 1084 | if (renderLightView)
|
---|
| 1085 | {
|
---|
| 1086 | // change CHC++ set of state variables (must be done for each change of camera because
|
---|
| 1087 | // otherwise the temporal coherency is broken
|
---|
| 1088 | BvhNode::SetCurrentState(1);
|
---|
| 1089 | shadowMap->RenderShadowView(shadowTraverser, matProjectionView);
|
---|
| 1090 | BvhNode::SetCurrentState(0);
|
---|
| 1091 | }
|
---|
| 1092 | else
|
---|
[2948] | 1093 | {
|
---|
[2931] | 1094 | // actually render the scene geometry using the specified algorithm
|
---|
[2964] | 1095 | traverser->RenderScene();
|
---|
| 1096 | /*
|
---|
[2963] | 1097 | state.Reset();
|
---|
[2964] | 1098 | aeroplane->Render(&state);
|
---|
[2963] | 1099 |
|
---|
[2964] | 1100 | SceneEntityContainer::const_iterator sit, sit_end = sceneEntities.end();
|
---|
| 1101 |
|
---|
[2963] | 1102 | for (sit = sceneEntities.begin(); sit != sit_end; ++ sit)
|
---|
| 1103 | {
|
---|
| 1104 | renderQueue->Enqueue(*sit);
|
---|
[2964] | 1105 | }
|
---|
[2963] | 1106 |
|
---|
| 1107 | renderQueue->Apply();
|
---|
[2964] | 1108 | */
|
---|
[2948] | 1109 | }
|
---|
[2892] | 1110 |
|
---|
[2931] | 1111 |
|
---|
[2825] | 1112 | /////////
|
---|
[2809] | 1113 | //-- do the rest of the rendering
|
---|
[2801] | 1114 |
|
---|
[2893] | 1115 |
|
---|
[2801] | 1116 | // reset depth pass and render visible objects
|
---|
[2955] | 1117 | if ((renderMethod == RENDER_DEPTH_PASS) ||
|
---|
| 1118 | (renderMethod == RENDER_DEPTH_PASS_DEFERRED))
|
---|
[2801] | 1119 | {
|
---|
| 1120 | RenderVisibleObjects();
|
---|
| 1121 | }
|
---|
[2948] | 1122 |
|
---|
[2801] | 1123 |
|
---|
[2796] | 1124 | ///////////////
|
---|
| 1125 | //-- render sky
|
---|
[2795] | 1126 |
|
---|
[2894] | 1127 | // q: should we render sky after deferred shading?
|
---|
| 1128 | // this would conveniently solves some issues (e.g, skys without shadows)
|
---|
[2893] | 1129 |
|
---|
[2950] | 1130 | RenderSky();
|
---|
[2801] | 1131 |
|
---|
[2961] | 1132 | //state.Reset(); glEnable(GL_TEXTURE_2D);
|
---|
[2963] | 1133 | //aeroplane->Render(&state);
|
---|
[2961] | 1134 |
|
---|
| 1135 |
|
---|
[2955] | 1136 | if ((renderMethod == RENDER_DEFERRED) ||
|
---|
| 1137 | (renderMethod == RENDER_DEPTH_PASS_DEFERRED))
|
---|
[2825] | 1138 | {
|
---|
[2881] | 1139 | FrameBufferObject::Release();
|
---|
[2810] | 1140 |
|
---|
[2825] | 1141 | cgGLDisableProfile(RenderState::sCgVertexProfile);
|
---|
| 1142 | cgGLDisableProfile(RenderState::sCgFragmentProfile);
|
---|
[2809] | 1143 |
|
---|
[2948] | 1144 | if (!ssaoShader) ssaoShader =
|
---|
| 1145 | new DeferredRenderer(texWidth, texHeight, camera, farDist / MAX_DEPTH_CONST);
|
---|
[2895] | 1146 |
|
---|
[2903] | 1147 | DeferredRenderer::SHADING_METHOD shadingMethod;
|
---|
| 1148 |
|
---|
| 1149 | if (useAdvancedShading)
|
---|
| 1150 | {
|
---|
| 1151 | if (useGlobIllum)
|
---|
| 1152 | shadingMethod = DeferredRenderer::GI;
|
---|
| 1153 | else
|
---|
| 1154 | shadingMethod = DeferredRenderer::SSAO;
|
---|
| 1155 | }
|
---|
| 1156 | else
|
---|
| 1157 | shadingMethod = DeferredRenderer::DEFAULT;
|
---|
| 1158 |
|
---|
| 1159 |
|
---|
[2895] | 1160 | ssaoShader->SetShadingMethod(shadingMethod);
|
---|
| 1161 | ssaoShader->SetSamplingMethod(samplingMethod);
|
---|
| 1162 | ssaoShader->SetUseTemporalCoherence(useTemporalCoherence);
|
---|
[2879] | 1163 |
|
---|
[2895] | 1164 | ShadowMap *sm = showShadowMap ? shadowMap : NULL;
|
---|
[2952] | 1165 | ssaoShader->Render(fbo, oldViewProjMatrix, matProjectionView, ssaoTempCohFactor, light, sm);
|
---|
[2825] | 1166 | }
|
---|
[2827] | 1167 |
|
---|
[2893] | 1168 |
|
---|
[2955] | 1169 | state.SetRenderPassType(RenderState::FIXED);
|
---|
[2893] | 1170 | state.Reset();
|
---|
[2827] | 1171 |
|
---|
[2893] | 1172 |
|
---|
| 1173 | glDisableClientState(GL_VERTEX_ARRAY);
|
---|
| 1174 | glDisableClientState(GL_NORMAL_ARRAY);
|
---|
[2931] | 1175 |
|
---|
[2955] | 1176 | renderMethod = oldRenderMethod;
|
---|
[2893] | 1177 |
|
---|
| 1178 |
|
---|
| 1179 | ///////////
|
---|
| 1180 |
|
---|
| 1181 |
|
---|
[2826] | 1182 | if (showAlgorithmTime)
|
---|
| 1183 | {
|
---|
| 1184 | glFinish();
|
---|
[2827] | 1185 |
|
---|
[2826] | 1186 | algTime = algTimer.Elapsedms();
|
---|
[2827] | 1187 | perfGraph->AddData(algTime);
|
---|
[2828] | 1188 |
|
---|
[2827] | 1189 | perfGraph->Draw();
|
---|
[2826] | 1190 | }
|
---|
[2827] | 1191 | else
|
---|
| 1192 | {
|
---|
| 1193 | if (visMode) DisplayVisualization();
|
---|
| 1194 | }
|
---|
[2825] | 1195 |
|
---|
[2884] | 1196 | glFlush();
|
---|
[2847] | 1197 |
|
---|
| 1198 | const bool restart = true;
|
---|
| 1199 | elapsedTime = frameTimer.Elapsedms(restart);
|
---|
| 1200 |
|
---|
[2764] | 1201 | DisplayStats();
|
---|
[2767] | 1202 |
|
---|
[2642] | 1203 | glutSwapBuffers();
|
---|
| 1204 | }
|
---|
| 1205 |
|
---|
| 1206 |
|
---|
| 1207 | #pragma warning( disable : 4100 )
|
---|
[2792] | 1208 | void KeyBoard(unsigned char c, int x, int y)
|
---|
[2642] | 1209 | {
|
---|
| 1210 | switch(c)
|
---|
| 1211 | {
|
---|
| 1212 | case 27:
|
---|
[2792] | 1213 | CleanUp();
|
---|
[2642] | 1214 | exit(0);
|
---|
| 1215 | break;
|
---|
[2948] | 1216 | case 32: // space
|
---|
[2800] | 1217 | renderMode = (renderMode + 1) % RenderTraverser::NUM_TRAVERSAL_TYPES;
|
---|
[2897] | 1218 |
|
---|
| 1219 | DEL_PTR(traverser);
|
---|
| 1220 | traverser = CreateTraverser(camera);
|
---|
| 1221 |
|
---|
[2931] | 1222 | if (shadowTraverser)
|
---|
[2897] | 1223 | {
|
---|
[2948] | 1224 | // shadow traverser has to be recomputed
|
---|
[2897] | 1225 | DEL_PTR(shadowTraverser);
|
---|
[2948] | 1226 | shadowTraverser = CreateTraverser(shadowMap->GetShadowCamera());
|
---|
[2897] | 1227 | }
|
---|
| 1228 |
|
---|
[2642] | 1229 | break;
|
---|
| 1230 | case 'h':
|
---|
| 1231 | case 'H':
|
---|
| 1232 | showHelp = !showHelp;
|
---|
| 1233 | break;
|
---|
| 1234 | case '+':
|
---|
[2867] | 1235 | if (maxBatchSize < 10)
|
---|
| 1236 | maxBatchSize = 10;
|
---|
| 1237 | else
|
---|
| 1238 | maxBatchSize += 10;
|
---|
| 1239 |
|
---|
[2776] | 1240 | traverser->SetMaxBatchSize(maxBatchSize);
|
---|
[2642] | 1241 | break;
|
---|
| 1242 | case '-':
|
---|
[2776] | 1243 | maxBatchSize -= 10;
|
---|
| 1244 | if (maxBatchSize < 0) maxBatchSize = 1;
|
---|
| 1245 | traverser->SetMaxBatchSize(maxBatchSize);
|
---|
[2642] | 1246 | break;
|
---|
[2837] | 1247 | case 'M':
|
---|
| 1248 | case 'm':
|
---|
| 1249 | useMultiQueries = !useMultiQueries;
|
---|
| 1250 | traverser->SetUseMultiQueries(useMultiQueries);
|
---|
| 1251 | break;
|
---|
| 1252 | case '1':
|
---|
| 1253 | descendKeyPressed = true;
|
---|
| 1254 | break;
|
---|
| 1255 | case '2':
|
---|
| 1256 | ascendKeyPressed = true;
|
---|
| 1257 | break;
|
---|
| 1258 | case '3':
|
---|
| 1259 | if (trianglesPerVirtualLeaf >= 100)
|
---|
| 1260 | trianglesPerVirtualLeaf -= 100;
|
---|
| 1261 | bvh->SetVirtualLeaves(trianglesPerVirtualLeaf);
|
---|
| 1262 | break;
|
---|
| 1263 | case '4':
|
---|
| 1264 | trianglesPerVirtualLeaf += 100;
|
---|
| 1265 | bvh->SetVirtualLeaves(trianglesPerVirtualLeaf);
|
---|
| 1266 | break;
|
---|
| 1267 | case '5':
|
---|
[2776] | 1268 | assumedVisibleFrames -= 1;
|
---|
| 1269 | if (assumedVisibleFrames < 1) assumedVisibleFrames = 1;
|
---|
| 1270 | traverser->SetAssumedVisibleFrames(assumedVisibleFrames);
|
---|
| 1271 | break;
|
---|
[2837] | 1272 | case '6':
|
---|
[2776] | 1273 | assumedVisibleFrames += 1;
|
---|
| 1274 | traverser->SetAssumedVisibleFrames(assumedVisibleFrames);
|
---|
| 1275 | break;
|
---|
[2837] | 1276 | case '7':
|
---|
[2901] | 1277 | ssaoTempCohFactor *= 0.5f;
|
---|
[2776] | 1278 | break;
|
---|
[2767] | 1279 | case '8':
|
---|
[2901] | 1280 | ssaoTempCohFactor *= 2.0f;
|
---|
| 1281 | //if (ssaoTempCohFactor > 1.0f) ssaoExpFactor = 1.0f;
|
---|
[2837] | 1282 | break;
|
---|
[2865] | 1283 | case '9':
|
---|
| 1284 | useLODs = !useLODs;
|
---|
| 1285 | SceneEntity::SetUseLODs(useLODs);
|
---|
| 1286 | break;
|
---|
[2887] | 1287 | case 'P':
|
---|
| 1288 | case 'p':
|
---|
[2930] | 1289 | samplingMethod = DeferredRenderer::SAMPLING_METHOD((samplingMethod + 1) % 3);
|
---|
| 1290 | cout << "ssao sampling method: " << samplingMethod << endl;
|
---|
[2887] | 1291 | break;
|
---|
[2895] | 1292 | case 'Y':
|
---|
| 1293 | case 'y':
|
---|
| 1294 | showShadowMap = !showShadowMap;
|
---|
| 1295 | break;
|
---|
[2875] | 1296 | case 'g':
|
---|
[2903] | 1297 | case 'G':
|
---|
| 1298 | useGlobIllum = !useGlobIllum;
|
---|
| 1299 | break;
|
---|
[2875] | 1300 | case 't':
|
---|
| 1301 | case 'T':
|
---|
| 1302 | useTemporalCoherence = !useTemporalCoherence;
|
---|
| 1303 | break;
|
---|
[2792] | 1304 | case 'o':
|
---|
| 1305 | case 'O':
|
---|
[2642] | 1306 | useOptimization = !useOptimization;
|
---|
[2764] | 1307 | traverser->SetUseOptimization(useOptimization);
|
---|
[2767] | 1308 | break;
|
---|
| 1309 | case 'a':
|
---|
| 1310 | case 'A':
|
---|
[2931] | 1311 | leftKeyPressed = true;
|
---|
[2767] | 1312 | break;
|
---|
| 1313 | case 'd':
|
---|
| 1314 | case 'D':
|
---|
[2931] | 1315 | rightKeyPressed = true;
|
---|
[2767] | 1316 | break;
|
---|
| 1317 | case 'w':
|
---|
| 1318 | case 'W':
|
---|
[2931] | 1319 | upKeyPressed = true;
|
---|
[2767] | 1320 | break;
|
---|
[2829] | 1321 | case 's':
|
---|
| 1322 | case 'S':
|
---|
[2931] | 1323 | downKeyPressed = true;
|
---|
[2767] | 1324 | break;
|
---|
| 1325 | case 'r':
|
---|
| 1326 | case 'R':
|
---|
[2931] | 1327 | useRenderQueue = !useRenderQueue;
|
---|
| 1328 | traverser->SetUseRenderQueue(useRenderQueue);
|
---|
| 1329 |
|
---|
[2790] | 1330 | break;
|
---|
[2786] | 1331 | case 'b':
|
---|
| 1332 | case 'B':
|
---|
[2931] | 1333 | useTightBounds = !useTightBounds;
|
---|
| 1334 | traverser->SetUseTightBounds(useTightBounds);
|
---|
[2790] | 1335 | break;
|
---|
[2931] | 1336 | case 'l':
|
---|
| 1337 | case 'L':
|
---|
| 1338 | renderLightView = !renderLightView;
|
---|
| 1339 | break;
|
---|
[2642] | 1340 | default:
|
---|
| 1341 | return;
|
---|
| 1342 | }
|
---|
| 1343 |
|
---|
| 1344 | glutPostRedisplay();
|
---|
| 1345 | }
|
---|
| 1346 |
|
---|
| 1347 |
|
---|
[2792] | 1348 | void SpecialKeyUp(int c, int x, int y)
|
---|
[2642] | 1349 | {
|
---|
[2792] | 1350 | switch (c)
|
---|
| 1351 | {
|
---|
| 1352 | case GLUT_KEY_LEFT:
|
---|
| 1353 | leftKeyPressed = false;
|
---|
| 1354 | break;
|
---|
| 1355 | case GLUT_KEY_RIGHT:
|
---|
| 1356 | rightKeyPressed = false;
|
---|
| 1357 | break;
|
---|
| 1358 | case GLUT_KEY_UP:
|
---|
| 1359 | upKeyPressed = false;
|
---|
| 1360 | break;
|
---|
| 1361 | case GLUT_KEY_DOWN:
|
---|
| 1362 | downKeyPressed = false;
|
---|
| 1363 | break;
|
---|
[2953] | 1364 | case GLUT_ACTIVE_ALT:
|
---|
| 1365 | altKeyPressed = false;
|
---|
| 1366 | break;
|
---|
[2792] | 1367 | default:
|
---|
| 1368 | return;
|
---|
| 1369 | }
|
---|
| 1370 | }
|
---|
| 1371 |
|
---|
| 1372 |
|
---|
| 1373 | void KeyUp(unsigned char c, int x, int y)
|
---|
| 1374 | {
|
---|
| 1375 | switch (c)
|
---|
| 1376 | {
|
---|
[2879] | 1377 |
|
---|
[2792] | 1378 | case 'A':
|
---|
| 1379 | case 'a':
|
---|
| 1380 | leftKeyPressed = false;
|
---|
| 1381 | break;
|
---|
| 1382 | case 'D':
|
---|
| 1383 | case 'd':
|
---|
| 1384 | rightKeyPressed = false;
|
---|
| 1385 | break;
|
---|
| 1386 | case 'W':
|
---|
| 1387 | case 'w':
|
---|
| 1388 | upKeyPressed = false;
|
---|
| 1389 | break;
|
---|
[2829] | 1390 | case 'S':
|
---|
| 1391 | case 's':
|
---|
[2792] | 1392 | downKeyPressed = false;
|
---|
| 1393 | break;
|
---|
[2837] | 1394 | case '1':
|
---|
| 1395 | descendKeyPressed = false;
|
---|
[2794] | 1396 | break;
|
---|
[2837] | 1397 | case '2':
|
---|
| 1398 | ascendKeyPressed = false;
|
---|
[2794] | 1399 | break;
|
---|
| 1400 |
|
---|
[2792] | 1401 | default:
|
---|
| 1402 | return;
|
---|
| 1403 | }
|
---|
| 1404 | //glutPostRedisplay();
|
---|
| 1405 | }
|
---|
| 1406 |
|
---|
| 1407 |
|
---|
| 1408 | void Special(int c, int x, int y)
|
---|
| 1409 | {
|
---|
[2642] | 1410 | switch(c)
|
---|
| 1411 | {
|
---|
| 1412 | case GLUT_KEY_F1:
|
---|
| 1413 | showHelp = !showHelp;
|
---|
| 1414 | break;
|
---|
[2790] | 1415 | case GLUT_KEY_F2:
|
---|
[2795] | 1416 | visMode = !visMode;
|
---|
[2790] | 1417 | break;
|
---|
| 1418 | case GLUT_KEY_F3:
|
---|
| 1419 | showBoundingVolumes = !showBoundingVolumes;
|
---|
| 1420 | traverser->SetShowBounds(showBoundingVolumes);
|
---|
| 1421 | break;
|
---|
| 1422 | case GLUT_KEY_F4:
|
---|
[2827] | 1423 | showOptions = !showOptions;
|
---|
[2790] | 1424 | break;
|
---|
| 1425 | case GLUT_KEY_F5:
|
---|
[2827] | 1426 | showStatistics = !showStatistics;
|
---|
[2790] | 1427 | break;
|
---|
[2800] | 1428 | case GLUT_KEY_F6:
|
---|
| 1429 | flyMode = !flyMode;
|
---|
| 1430 | break;
|
---|
[2801] | 1431 | case GLUT_KEY_F7:
|
---|
[2825] | 1432 |
|
---|
[2955] | 1433 | renderMethod = (renderMethod + 1) % 4;
|
---|
| 1434 |
|
---|
| 1435 | traverser->SetUseDepthPass(
|
---|
| 1436 | (renderMethod == RENDER_DEPTH_PASS) ||
|
---|
| 1437 | (renderMethod == RENDER_DEPTH_PASS_DEFERRED)
|
---|
| 1438 | );
|
---|
[2825] | 1439 |
|
---|
[2801] | 1440 | break;
|
---|
[2803] | 1441 | case GLUT_KEY_F8:
|
---|
[2903] | 1442 | useAdvancedShading = !useAdvancedShading;
|
---|
| 1443 |
|
---|
[2821] | 1444 | break;
|
---|
[2826] | 1445 | case GLUT_KEY_F9:
|
---|
| 1446 | showAlgorithmTime = !showAlgorithmTime;
|
---|
| 1447 | break;
|
---|
[2954] | 1448 | case GLUT_KEY_F10:
|
---|
| 1449 | moveLight = !moveLight;
|
---|
| 1450 | break;
|
---|
[2642] | 1451 | case GLUT_KEY_LEFT:
|
---|
[2767] | 1452 | {
|
---|
[2792] | 1453 | leftKeyPressed = true;
|
---|
[2795] | 1454 | camera->Pitch(KeyRotationAngle());
|
---|
[2767] | 1455 | }
|
---|
[2642] | 1456 | break;
|
---|
| 1457 | case GLUT_KEY_RIGHT:
|
---|
[2767] | 1458 | {
|
---|
[2792] | 1459 | rightKeyPressed = true;
|
---|
[2795] | 1460 | camera->Pitch(-KeyRotationAngle());
|
---|
[2767] | 1461 | }
|
---|
[2642] | 1462 | break;
|
---|
| 1463 | case GLUT_KEY_UP:
|
---|
[2767] | 1464 | {
|
---|
[2792] | 1465 | upKeyPressed = true;
|
---|
[2795] | 1466 | KeyHorizontalMotion(KeyShift());
|
---|
[2767] | 1467 | }
|
---|
[2642] | 1468 | break;
|
---|
| 1469 | case GLUT_KEY_DOWN:
|
---|
[2767] | 1470 | {
|
---|
[2792] | 1471 | downKeyPressed = true;
|
---|
[2795] | 1472 | KeyHorizontalMotion(-KeyShift());
|
---|
[2767] | 1473 | }
|
---|
[2642] | 1474 | break;
|
---|
| 1475 | default:
|
---|
| 1476 | return;
|
---|
| 1477 |
|
---|
| 1478 | }
|
---|
| 1479 |
|
---|
| 1480 | glutPostRedisplay();
|
---|
| 1481 | }
|
---|
[2767] | 1482 |
|
---|
[2642] | 1483 | #pragma warning( default : 4100 )
|
---|
| 1484 |
|
---|
| 1485 |
|
---|
[2792] | 1486 | void Reshape(int w, int h)
|
---|
[2642] | 1487 | {
|
---|
[2759] | 1488 | winAspectRatio = 1.0f;
|
---|
[2642] | 1489 |
|
---|
| 1490 | glViewport(0, 0, w, h);
|
---|
| 1491 |
|
---|
| 1492 | winWidth = w;
|
---|
| 1493 | winHeight = h;
|
---|
| 1494 |
|
---|
[2833] | 1495 | if (w) winAspectRatio = (float) w / (float) h;
|
---|
[2642] | 1496 |
|
---|
[2758] | 1497 | glMatrixMode(GL_PROJECTION);
|
---|
| 1498 | glLoadIdentity();
|
---|
[2642] | 1499 |
|
---|
[2927] | 1500 | gluPerspective(fov, winAspectRatio, nearDist, farDist);
|
---|
[2788] | 1501 |
|
---|
[2758] | 1502 | glMatrixMode(GL_MODELVIEW);
|
---|
| 1503 |
|
---|
[2642] | 1504 | glutPostRedisplay();
|
---|
| 1505 | }
|
---|
| 1506 |
|
---|
| 1507 |
|
---|
[2792] | 1508 | void Mouse(int button, int state, int x, int y)
|
---|
[2642] | 1509 | {
|
---|
[2758] | 1510 | if ((button == GLUT_LEFT_BUTTON) && (state == GLUT_DOWN))
|
---|
[2642] | 1511 | {
|
---|
| 1512 | xEyeBegin = x;
|
---|
| 1513 | yMotionBegin = y;
|
---|
| 1514 |
|
---|
[2792] | 1515 | glutMotionFunc(LeftMotion);
|
---|
[2642] | 1516 | }
|
---|
[2758] | 1517 | else if ((button == GLUT_RIGHT_BUTTON) && (state == GLUT_DOWN))
|
---|
[2642] | 1518 | {
|
---|
[2829] | 1519 | xEyeBegin = x;
|
---|
[2758] | 1520 | yEyeBegin = y;
|
---|
| 1521 | yMotionBegin = y;
|
---|
| 1522 |
|
---|
[2954] | 1523 | if (!moveLight)
|
---|
| 1524 | glutMotionFunc(RightMotion);
|
---|
| 1525 | else
|
---|
| 1526 | glutMotionFunc(RightMotionLight);
|
---|
[2758] | 1527 | }
|
---|
| 1528 | else if ((button == GLUT_MIDDLE_BUTTON) && (state == GLUT_DOWN))
|
---|
| 1529 | {
|
---|
[2642] | 1530 | horizontalMotionBegin = x;
|
---|
| 1531 | verticalMotionBegin = y;
|
---|
[2792] | 1532 | glutMotionFunc(MiddleMotion);
|
---|
[2642] | 1533 | }
|
---|
| 1534 |
|
---|
| 1535 | glutPostRedisplay();
|
---|
| 1536 | }
|
---|
| 1537 |
|
---|
[2758] | 1538 |
|
---|
| 1539 | /** rotation for left/right mouse drag
|
---|
[2642] | 1540 | motion for up/down mouse drag
|
---|
| 1541 | */
|
---|
[2792] | 1542 | void LeftMotion(int x, int y)
|
---|
[2642] | 1543 | {
|
---|
[2758] | 1544 | Vector3 viewDir = camera->GetDirection();
|
---|
| 1545 | Vector3 pos = camera->GetPosition();
|
---|
| 1546 |
|
---|
| 1547 | // don't move in the vertical direction
|
---|
[2764] | 1548 | Vector3 horView(viewDir[0], viewDir[1], 0);
|
---|
[2642] | 1549 |
|
---|
[2795] | 1550 | float eyeXAngle = 0.2f * M_PI * (xEyeBegin - x) / 180.0;
|
---|
[2756] | 1551 |
|
---|
[2795] | 1552 | camera->Pitch(eyeXAngle);
|
---|
[2787] | 1553 |
|
---|
[2888] | 1554 | pos += horView * (yMotionBegin - y) * 0.2f;
|
---|
[2795] | 1555 |
|
---|
[2758] | 1556 | camera->SetPosition(pos);
|
---|
[2642] | 1557 |
|
---|
| 1558 | xEyeBegin = x;
|
---|
| 1559 | yMotionBegin = y;
|
---|
[2758] | 1560 |
|
---|
[2642] | 1561 | glutPostRedisplay();
|
---|
| 1562 | }
|
---|
| 1563 |
|
---|
[2758] | 1564 |
|
---|
[2954] | 1565 | void RightMotionLight(int x, int y)
|
---|
| 1566 | {
|
---|
| 1567 | float theta = 0.2f * M_PI * (xEyeBegin - x) / 180.0f;
|
---|
| 1568 | float phi = 0.2f * M_PI * (yMotionBegin - y) / 180.0f;
|
---|
| 1569 |
|
---|
| 1570 | Vector3 lightDir = light->GetDirection();
|
---|
| 1571 |
|
---|
| 1572 | Matrix4x4 roty = RotationYMatrix(theta);
|
---|
| 1573 | Matrix4x4 rotx = RotationXMatrix(phi);
|
---|
| 1574 |
|
---|
| 1575 | lightDir = roty * lightDir;
|
---|
| 1576 | lightDir = rotx * lightDir;
|
---|
| 1577 |
|
---|
| 1578 | light->SetDirection(lightDir);
|
---|
| 1579 |
|
---|
| 1580 | xEyeBegin = x;
|
---|
| 1581 | yMotionBegin = y;
|
---|
| 1582 |
|
---|
| 1583 | glutPostRedisplay();
|
---|
| 1584 | }
|
---|
| 1585 |
|
---|
| 1586 |
|
---|
[2767] | 1587 | /** rotation for left / right mouse drag
|
---|
| 1588 | motion for up / down mouse drag
|
---|
[2758] | 1589 | */
|
---|
[2792] | 1590 | void RightMotion(int x, int y)
|
---|
[2758] | 1591 | {
|
---|
[2829] | 1592 | float eyeXAngle = 0.2f * M_PI * (xEyeBegin - x) / 180.0;
|
---|
[2795] | 1593 | float eyeYAngle = -0.2f * M_PI * (yEyeBegin - y) / 180.0;
|
---|
[2758] | 1594 |
|
---|
[2795] | 1595 | camera->Yaw(eyeYAngle);
|
---|
[2829] | 1596 | camera->Pitch(eyeXAngle);
|
---|
[2780] | 1597 |
|
---|
[2829] | 1598 | xEyeBegin = x;
|
---|
[2758] | 1599 | yEyeBegin = y;
|
---|
[2829] | 1600 |
|
---|
[2758] | 1601 | glutPostRedisplay();
|
---|
| 1602 | }
|
---|
| 1603 |
|
---|
| 1604 |
|
---|
[2642] | 1605 | // strafe
|
---|
[2792] | 1606 | void MiddleMotion(int x, int y)
|
---|
[2642] | 1607 | {
|
---|
[2758] | 1608 | Vector3 viewDir = camera->GetDirection();
|
---|
| 1609 | Vector3 pos = camera->GetPosition();
|
---|
| 1610 |
|
---|
[2642] | 1611 | // the 90 degree rotated view vector
|
---|
| 1612 | // y zero so we don't move in the vertical
|
---|
[2764] | 1613 | Vector3 rVec(viewDir[0], viewDir[1], 0);
|
---|
[2642] | 1614 |
|
---|
[2764] | 1615 | Matrix4x4 rot = RotationZMatrix(M_PI * 0.5f);
|
---|
[2758] | 1616 | rVec = rot * rVec;
|
---|
[2642] | 1617 |
|
---|
[2888] | 1618 | pos -= rVec * (x - horizontalMotionBegin) * 0.1f;
|
---|
[2764] | 1619 | pos[2] += (verticalMotionBegin - y) * 0.1f;
|
---|
[2642] | 1620 |
|
---|
[2758] | 1621 | camera->SetPosition(pos);
|
---|
| 1622 |
|
---|
[2642] | 1623 | horizontalMotionBegin = x;
|
---|
| 1624 | verticalMotionBegin = y;
|
---|
[2758] | 1625 |
|
---|
[2642] | 1626 | glutPostRedisplay();
|
---|
| 1627 | }
|
---|
| 1628 |
|
---|
| 1629 |
|
---|
[2756] | 1630 | void InitExtensions(void)
|
---|
[2642] | 1631 | {
|
---|
| 1632 | GLenum err = glewInit();
|
---|
[2756] | 1633 |
|
---|
[2642] | 1634 | if (GLEW_OK != err)
|
---|
| 1635 | {
|
---|
| 1636 | // problem: glewInit failed, something is seriously wrong
|
---|
| 1637 | fprintf(stderr,"Error: %s\n", glewGetErrorString(err));
|
---|
| 1638 | exit(1);
|
---|
| 1639 | }
|
---|
[2756] | 1640 | if (!GLEW_ARB_occlusion_query)
|
---|
[2642] | 1641 | {
|
---|
[2756] | 1642 | printf("I require the GL_ARB_occlusion_query to work.\n");
|
---|
[2642] | 1643 | exit(1);
|
---|
| 1644 | }
|
---|
| 1645 | }
|
---|
| 1646 |
|
---|
| 1647 |
|
---|
[2826] | 1648 | void Begin2D()
|
---|
[2642] | 1649 | {
|
---|
| 1650 | glDisable(GL_LIGHTING);
|
---|
| 1651 | glDisable(GL_DEPTH_TEST);
|
---|
| 1652 |
|
---|
[2826] | 1653 | glMatrixMode(GL_PROJECTION);
|
---|
[2642] | 1654 | glPushMatrix();
|
---|
| 1655 | glLoadIdentity();
|
---|
[2834] | 1656 |
|
---|
[2826] | 1657 | gluOrtho2D(0, winWidth, 0, winHeight);
|
---|
[2642] | 1658 |
|
---|
[2826] | 1659 | glMatrixMode(GL_MODELVIEW);
|
---|
[2642] | 1660 | glPushMatrix();
|
---|
| 1661 | glLoadIdentity();
|
---|
| 1662 | }
|
---|
| 1663 |
|
---|
| 1664 |
|
---|
[2826] | 1665 | void End2D()
|
---|
[2642] | 1666 | {
|
---|
[2834] | 1667 | glMatrixMode(GL_PROJECTION);
|
---|
[2642] | 1668 | glPopMatrix();
|
---|
[2834] | 1669 |
|
---|
[2642] | 1670 | glMatrixMode(GL_MODELVIEW);
|
---|
| 1671 | glPopMatrix();
|
---|
| 1672 |
|
---|
| 1673 | glEnable(GL_LIGHTING);
|
---|
| 1674 | glEnable(GL_DEPTH_TEST);
|
---|
| 1675 | }
|
---|
| 1676 |
|
---|
| 1677 |
|
---|
[2787] | 1678 | // displays the visualisation of culling algorithm
|
---|
| 1679 | void DisplayVisualization()
|
---|
[2796] | 1680 | {
|
---|
[2787] | 1681 | visualization->SetFrameId(traverser->GetCurrentFrameId());
|
---|
| 1682 |
|
---|
[2792] | 1683 | Begin2D();
|
---|
[2642] | 1684 | glBlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA);
|
---|
| 1685 | glEnable(GL_BLEND);
|
---|
[2827] | 1686 | glColor4f(0.0f ,0.0f, 0.0f, 0.5f);
|
---|
[2642] | 1687 |
|
---|
[2827] | 1688 | glRecti(winWidth - winWidth / 3, winHeight - winHeight / 3, winWidth, winHeight);
|
---|
[2642] | 1689 | glDisable(GL_BLEND);
|
---|
[2792] | 1690 | End2D();
|
---|
[2788] | 1691 |
|
---|
| 1692 |
|
---|
| 1693 | AxisAlignedBox3 box = bvh->GetBox();
|
---|
| 1694 |
|
---|
[2838] | 1695 | // hack: set far plane for viz
|
---|
[2911] | 1696 | //camera->SetFar(0.35f * Magnitude(box.Diagonal()));
|
---|
[2796] | 1697 |
|
---|
[2948] | 1698 | const float offs = box.Size().x * 0.3f;
|
---|
| 1699 | //const float offs = box.Size().x * 0.6f;
|
---|
[2834] | 1700 |
|
---|
[2838] | 1701 | Vector3 vizpos = Vector3(box.Min().x, box.Min().y - box.Size().y * 0.35f, box.Min().z + box.Size().z * 50);
|
---|
[2806] | 1702 |
|
---|
[2795] | 1703 | visCamera->SetPosition(vizpos);
|
---|
[2838] | 1704 | visCamera->ResetPitchAndYaw();
|
---|
[2892] | 1705 |
|
---|
[2834] | 1706 | glPushAttrib(GL_VIEWPORT_BIT);
|
---|
[2806] | 1707 | glViewport(winWidth - winWidth / 3, winHeight - winHeight / 3, winWidth / 3, winHeight / 3);
|
---|
[2796] | 1708 |
|
---|
| 1709 | glMatrixMode(GL_PROJECTION);
|
---|
[2834] | 1710 | glPushMatrix();
|
---|
| 1711 |
|
---|
[2787] | 1712 | glLoadIdentity();
|
---|
[2796] | 1713 |
|
---|
[2807] | 1714 | glOrtho(-offs, offs, -offs, offs, 0.0f, box.Size().z * 100.0f);
|
---|
[2787] | 1715 |
|
---|
[2796] | 1716 | glMatrixMode(GL_MODELVIEW);
|
---|
[2834] | 1717 | glPushMatrix();
|
---|
[2787] | 1718 |
|
---|
[2796] | 1719 | visCamera->SetupCameraView();
|
---|
[2806] | 1720 |
|
---|
| 1721 | Matrix4x4 rotZ = RotationZMatrix(-camera->GetPitch());
|
---|
| 1722 | glMultMatrixf((float *)rotZ.x);
|
---|
| 1723 |
|
---|
[2887] | 1724 | // inverse translation in order to fix current position
|
---|
[2838] | 1725 | Vector3 pos = camera->GetPosition();
|
---|
[2806] | 1726 | glTranslatef(-pos.x, -pos.y, -pos.z);
|
---|
| 1727 |
|
---|
| 1728 |
|
---|
[2788] | 1729 | GLfloat position[] = {0.8f, 1.0f, 1.5f, 0.0f};
|
---|
| 1730 | glLightfv(GL_LIGHT0, GL_POSITION, position);
|
---|
[2787] | 1731 |
|
---|
[2788] | 1732 | GLfloat position1[] = {bvh->GetBox().Center().x, bvh->GetBox().Max().y, bvh->GetBox().Center().z, 1.0f};
|
---|
| 1733 | glLightfv(GL_LIGHT1, GL_POSITION, position1);
|
---|
[2787] | 1734 |
|
---|
[2642] | 1735 | glClear(GL_DEPTH_BUFFER_BIT);
|
---|
| 1736 |
|
---|
[2888] | 1737 |
|
---|
[2767] | 1738 | ////////////
|
---|
[2787] | 1739 | //-- visualization of the occlusion culling
|
---|
| 1740 |
|
---|
[2767] | 1741 | visualization->Render();
|
---|
[2887] | 1742 |
|
---|
[2767] | 1743 |
|
---|
[2834] | 1744 | // reset previous settings
|
---|
| 1745 | glPopAttrib();
|
---|
| 1746 |
|
---|
| 1747 | glMatrixMode(GL_PROJECTION);
|
---|
| 1748 | glPopMatrix();
|
---|
| 1749 | glMatrixMode(GL_MODELVIEW);
|
---|
| 1750 | glPopMatrix();
|
---|
[2642] | 1751 | }
|
---|
| 1752 |
|
---|
[2767] | 1753 |
|
---|
[2642] | 1754 | // cleanup routine after the main loop
|
---|
[2756] | 1755 | void CleanUp()
|
---|
[2642] | 1756 | {
|
---|
[2756] | 1757 | DEL_PTR(traverser);
|
---|
[2796] | 1758 | DEL_PTR(sceneQuery);
|
---|
[2756] | 1759 | DEL_PTR(bvh);
|
---|
[2767] | 1760 | DEL_PTR(visualization);
|
---|
[2787] | 1761 | DEL_PTR(camera);
|
---|
[2793] | 1762 | DEL_PTR(loader);
|
---|
[2801] | 1763 | DEL_PTR(renderQueue);
|
---|
[2827] | 1764 | DEL_PTR(perfGraph);
|
---|
[2809] | 1765 |
|
---|
[2879] | 1766 | DEL_PTR(fbo);
|
---|
| 1767 | DEL_PTR(ssaoShader);
|
---|
| 1768 |
|
---|
[2810] | 1769 | if (sCgMrtVertexProgram)
|
---|
| 1770 | cgDestroyProgram(sCgMrtVertexProgram);
|
---|
[2827] | 1771 | if (RenderState::sCgMrtFragmentProgram)
|
---|
| 1772 | cgDestroyProgram(RenderState::sCgMrtFragmentProgram);
|
---|
| 1773 | if (RenderState::sCgMrtFragmentTexProgram)
|
---|
| 1774 | cgDestroyProgram(RenderState::sCgMrtFragmentTexProgram);
|
---|
[2861] | 1775 |
|
---|
[2809] | 1776 | if (sCgContext)
|
---|
| 1777 | cgDestroyContext(sCgContext);
|
---|
[2642] | 1778 | }
|
---|
| 1779 |
|
---|
| 1780 |
|
---|
| 1781 | // this function inserts a dezimal point after each 1000
|
---|
[2829] | 1782 | void CalcDecimalPoint(string &str, int d, int len)
|
---|
[2642] | 1783 | {
|
---|
[2827] | 1784 | static vector<int> numbers;
|
---|
| 1785 | numbers.clear();
|
---|
| 1786 |
|
---|
[2829] | 1787 | static string shortStr;
|
---|
| 1788 | shortStr.clear();
|
---|
[2642] | 1789 |
|
---|
[2829] | 1790 | static char hstr[100];
|
---|
| 1791 |
|
---|
[2642] | 1792 | while (d != 0)
|
---|
| 1793 | {
|
---|
| 1794 | numbers.push_back(d % 1000);
|
---|
| 1795 | d /= 1000;
|
---|
| 1796 | }
|
---|
| 1797 |
|
---|
| 1798 | // first element without leading zeros
|
---|
| 1799 | if (numbers.size() > 0)
|
---|
| 1800 | {
|
---|
[2800] | 1801 | sprintf(hstr, "%d", numbers.back());
|
---|
[2829] | 1802 | shortStr.append(hstr);
|
---|
[2642] | 1803 | }
|
---|
| 1804 |
|
---|
[2764] | 1805 | for (int i = (int)numbers.size() - 2; i >= 0; i--)
|
---|
[2642] | 1806 | {
|
---|
[2800] | 1807 | sprintf(hstr, ",%03d", numbers[i]);
|
---|
[2829] | 1808 | shortStr.append(hstr);
|
---|
[2642] | 1809 | }
|
---|
[2829] | 1810 |
|
---|
| 1811 | int dif = len - (int)shortStr.size();
|
---|
| 1812 |
|
---|
| 1813 | for (int i = 0; i < dif; ++ i)
|
---|
| 1814 | {
|
---|
| 1815 | str += " ";
|
---|
| 1816 | }
|
---|
| 1817 |
|
---|
| 1818 | str.append(shortStr);
|
---|
[2764] | 1819 | }
|
---|
| 1820 |
|
---|
| 1821 |
|
---|
| 1822 | void DisplayStats()
|
---|
| 1823 | {
|
---|
[2826] | 1824 | static char msg[9][300];
|
---|
[2764] | 1825 |
|
---|
[2826] | 1826 | static double frameTime = elapsedTime;
|
---|
| 1827 | static double renderTime = algTime;
|
---|
| 1828 |
|
---|
[2818] | 1829 | const float expFactor = 0.1f;
|
---|
[2767] | 1830 |
|
---|
[2802] | 1831 | // if some strange render time spike happened in this frame => don't count
|
---|
[2826] | 1832 | if (elapsedTime < 500) frameTime = elapsedTime * expFactor + (1.0f - expFactor) * elapsedTime;
|
---|
| 1833 |
|
---|
| 1834 | static float rTime = 1000.0f;
|
---|
[2764] | 1835 |
|
---|
[2826] | 1836 | if (showAlgorithmTime)
|
---|
| 1837 | {
|
---|
| 1838 | if (algTime < 500) renderTime = algTime * expFactor + (1.0f - expFactor) * renderTime;
|
---|
| 1839 | }
|
---|
[2802] | 1840 |
|
---|
[2826] | 1841 | accumulatedTime += elapsedTime;
|
---|
| 1842 |
|
---|
[2776] | 1843 | if (accumulatedTime > 500) // update every fraction of a second
|
---|
[2770] | 1844 | {
|
---|
| 1845 | accumulatedTime = 0;
|
---|
| 1846 |
|
---|
[2826] | 1847 | if (frameTime) fps = 1e3f / (float)frameTime;
|
---|
| 1848 |
|
---|
| 1849 | rTime = renderTime;
|
---|
[2773] | 1850 |
|
---|
[2948] | 1851 | if (renderLightView && shadowTraverser)
|
---|
| 1852 | {
|
---|
| 1853 | renderedTriangles = shadowTraverser->GetStats().mNumRenderedTriangles;
|
---|
| 1854 | renderedObjects = shadowTraverser->GetStats().mNumRenderedGeometry;
|
---|
| 1855 | renderedNodes = shadowTraverser->GetStats().mNumRenderedNodes;
|
---|
| 1856 | }
|
---|
| 1857 | else if (showShadowMap && shadowTraverser)
|
---|
| 1858 | {
|
---|
| 1859 | renderedNodes = traverser->GetStats().mNumRenderedNodes + shadowTraverser->GetStats().mNumRenderedNodes;
|
---|
| 1860 | renderedObjects = traverser->GetStats().mNumRenderedGeometry + shadowTraverser->GetStats().mNumRenderedGeometry;
|
---|
| 1861 | renderedTriangles = traverser->GetStats().mNumRenderedTriangles + shadowTraverser->GetStats().mNumRenderedTriangles;
|
---|
| 1862 | }
|
---|
| 1863 | else
|
---|
| 1864 | {
|
---|
| 1865 | renderedTriangles = traverser->GetStats().mNumRenderedTriangles;
|
---|
| 1866 | renderedObjects = traverser->GetStats().mNumRenderedGeometry;
|
---|
| 1867 | renderedNodes = traverser->GetStats().mNumRenderedNodes;
|
---|
| 1868 | }
|
---|
| 1869 |
|
---|
[2770] | 1870 | traversedNodes = traverser->GetStats().mNumTraversedNodes;
|
---|
| 1871 | frustumCulledNodes = traverser->GetStats().mNumFrustumCulledNodes;
|
---|
| 1872 | queryCulledNodes = traverser->GetStats().mNumQueryCulledNodes;
|
---|
| 1873 | issuedQueries = traverser->GetStats().mNumIssuedQueries;
|
---|
| 1874 | stateChanges = traverser->GetStats().mNumStateChanges;
|
---|
[2800] | 1875 | numBatches = traverser->GetStats().mNumBatches;
|
---|
[2770] | 1876 | }
|
---|
| 1877 |
|
---|
[2764] | 1878 |
|
---|
[2826] | 1879 | Begin2D();
|
---|
[2808] | 1880 |
|
---|
[2826] | 1881 | glEnable(GL_BLEND);
|
---|
| 1882 | glBlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA);
|
---|
[2764] | 1883 |
|
---|
[2826] | 1884 | if (showHelp)
|
---|
| 1885 | {
|
---|
| 1886 | DrawHelpMessage();
|
---|
| 1887 | }
|
---|
| 1888 | else
|
---|
| 1889 | {
|
---|
[2829] | 1890 | if (showOptions)
|
---|
| 1891 | {
|
---|
| 1892 | glColor4f(0.0f, 0.0f, 0.0f, 0.5f);
|
---|
| 1893 | glRecti(5, winHeight - 95, winWidth * 2 / 3 - 5, winHeight - 5);
|
---|
| 1894 | }
|
---|
| 1895 |
|
---|
| 1896 | if (showStatistics)
|
---|
| 1897 | {
|
---|
| 1898 | glColor4f(0.0f, 0.0f, 0.0f, 0.5f);
|
---|
| 1899 | glRecti(5, winHeight - 165, winWidth * 2 / 3 - 5, winHeight - 100);
|
---|
| 1900 | }
|
---|
| 1901 |
|
---|
| 1902 | glEnable(GL_TEXTURE_2D);
|
---|
| 1903 |
|
---|
[2827] | 1904 | myfont.Begin();
|
---|
[2769] | 1905 |
|
---|
[2826] | 1906 | if (showOptions)
|
---|
| 1907 | {
|
---|
[2829] | 1908 | glColor3f(0.0f, 1.0f, 0.0f);
|
---|
| 1909 |
|
---|
[2826] | 1910 | int i = 0;
|
---|
| 1911 |
|
---|
[2955] | 1912 | static char *renderMethodStr[] = {"forward", "depth pass + forward", "deferred shading", "depth pass + deferred"};
|
---|
[2825] | 1913 |
|
---|
[2826] | 1914 | sprintf(msg[i ++], "multiqueries: %d, tight bounds: %d, render queue: %d",
|
---|
| 1915 | useMultiQueries, useTightBounds, useRenderQueue);
|
---|
[2792] | 1916 |
|
---|
[2955] | 1917 | sprintf(msg[i ++], "render technique: %s, SSAO: %d", renderMethodStr[renderMethod], useAdvancedShading);
|
---|
[2808] | 1918 |
|
---|
[2826] | 1919 | sprintf(msg[i ++], "triangles per virtual leaf: %5d", trianglesPerVirtualLeaf);
|
---|
[2808] | 1920 |
|
---|
[2826] | 1921 | sprintf(msg[i ++], "assumed visible frames: %4d, max batch size: %4d",
|
---|
| 1922 | assumedVisibleFrames, maxBatchSize);
|
---|
[2808] | 1923 |
|
---|
[2826] | 1924 | for (int j = 0; j < 4; ++ j)
|
---|
[2829] | 1925 | myfont.DrawString(msg[j], 10.0f, winHeight - 5 - j * 20);
|
---|
[2826] | 1926 | }
|
---|
[2808] | 1927 |
|
---|
[2786] | 1928 | if (showStatistics)
|
---|
[2764] | 1929 | {
|
---|
[2829] | 1930 | glColor3f(1.0f, 1.0f, 0.0f);
|
---|
| 1931 |
|
---|
[2948] | 1932 | string objStr, totalObjStr;
|
---|
| 1933 | string triStr, totalTriStr;
|
---|
[2826] | 1934 |
|
---|
[2829] | 1935 | int len = 10;
|
---|
[2948] | 1936 | CalcDecimalPoint(objStr, renderedObjects, len);
|
---|
| 1937 | CalcDecimalPoint(totalObjStr, (int)loader->GetNumEntities(), len);
|
---|
[2826] | 1938 |
|
---|
[2948] | 1939 | CalcDecimalPoint(triStr, renderedTriangles, len);
|
---|
| 1940 | CalcDecimalPoint(totalTriStr, bvh->GetBvhStats().mTriangles, len);
|
---|
| 1941 |
|
---|
[2826] | 1942 | int i = 4;
|
---|
| 1943 |
|
---|
[2953] | 1944 | if (0)
|
---|
| 1945 | {
|
---|
| 1946 | sprintf(msg[i ++], "rendered: %s of %s objects, %s of %s triangles",
|
---|
| 1947 | objStr.c_str(), totalObjStr.c_str(), triStr.c_str(), totalTriStr.c_str());
|
---|
| 1948 | }
|
---|
| 1949 | else
|
---|
| 1950 | {
|
---|
| 1951 | sprintf(msg[i ++], "rendered: %6d of %6d nodes, %s of %s triangles",
|
---|
| 1952 | renderedNodes, bvh->GetNumVirtualNodes(), triStr.c_str(), totalTriStr.c_str());
|
---|
| 1953 | }
|
---|
[2826] | 1954 |
|
---|
| 1955 | sprintf(msg[i ++], "traversed: %5d, frustum culled: %5d, query culled: %5d",
|
---|
| 1956 | traversedNodes, frustumCulledNodes, queryCulledNodes);
|
---|
| 1957 |
|
---|
| 1958 | sprintf(msg[i ++], "issued queries: %5d, state changes: %5d, render batches: %5d",
|
---|
| 1959 | issuedQueries, stateChanges, numBatches);
|
---|
| 1960 |
|
---|
| 1961 | for (int j = 4; j < 7; ++ j)
|
---|
[2829] | 1962 | myfont.DrawString(msg[j], 10.0f, winHeight - (j + 1) * 20);
|
---|
[2764] | 1963 | }
|
---|
[2790] | 1964 |
|
---|
[2826] | 1965 | glColor3f(1.0f, 1.0f, 1.0f);
|
---|
| 1966 | static char *alg_str[] = {"Frustum Cull", "Stop and Wait", "CHC", "CHC ++"};
|
---|
[2827] | 1967 |
|
---|
| 1968 | if (!showAlgorithmTime)
|
---|
| 1969 | {
|
---|
| 1970 | sprintf(msg[7], "%s: %6.1f fps", alg_str[renderMode], fps);
|
---|
| 1971 | }
|
---|
| 1972 | else
|
---|
| 1973 | {
|
---|
| 1974 | sprintf(msg[7], "%s: %6.1f ms", alg_str[renderMode], rTime);
|
---|
| 1975 | }
|
---|
[2826] | 1976 |
|
---|
[2829] | 1977 | myfont.DrawString(msg[7], 1.3f, 690.0f, 760.0f);//, top_color, bottom_color);
|
---|
[2827] | 1978 |
|
---|
| 1979 | //sprintf(msg[8], "algorithm time: %6.1f ms", rTime);
|
---|
| 1980 | //myfont.DrawString(msg[8], 720.0f, 730.0f);
|
---|
[2764] | 1981 | }
|
---|
| 1982 |
|
---|
[2826] | 1983 | glDisable(GL_BLEND);
|
---|
| 1984 | glDisable(GL_TEXTURE_2D);
|
---|
| 1985 |
|
---|
[2792] | 1986 | End2D();
|
---|
[2764] | 1987 | }
|
---|
[2796] | 1988 |
|
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| 1989 |
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| 1990 | void RenderSky()
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| 1991 | {
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[2958] | 1992 | cgGLEnableProfile(RenderState::sCgVertexProfile);
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| 1993 |
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[2959] | 1994 | if ((renderMethod == RENDER_DEFERRED) || (renderMethod == RENDER_DEPTH_PASS_DEFERRED))
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| 1995 | state.SetRenderPassType(RenderState::DEFERRED);
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[2958] | 1996 |
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[2961] | 1997 | preetham->RenderSkyDome(-light->GetDirection(), camera, &state);
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[2796] | 1998 |
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[2957] | 1999 | cgGLDisableProfile(RenderState::sCgVertexProfile);
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[2958] | 2000 | cgGLDisableProfile(RenderState::sCgFragmentProfile);
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[2801] | 2001 | }
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[2796] | 2002 |
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[2948] | 2003 |
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[2895] | 2004 | // render visible object from depth pass
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[2801] | 2005 | void RenderVisibleObjects()
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| 2006 | {
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[2955] | 2007 | if (renderMethod == RENDER_DEPTH_PASS_DEFERRED)
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[2948] | 2008 | {
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[2950] | 2009 | if (showShadowMap && !renderLightView)
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[2951] | 2010 | {
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| 2011 | float minVisibleDist = min(camera->GetFar(), traverser->GetMaxVisibleDistance());
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| 2012 | RenderShadowMap(minVisibleDist);
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| 2013 | }
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[2949] | 2014 |
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| 2015 | glDisable(GL_LIGHTING);
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| 2016 | glViewport(0, 0, texWidth, texHeight);
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[2951] | 2017 |
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[2948] | 2018 | InitDeferredRendering();
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| 2019 |
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| 2020 | // draw to 3 color buffers
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| 2021 | glDrawBuffers(3, mrt);
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[2951] | 2022 | glClear(GL_COLOR_BUFFER_BIT);
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[2948] | 2023 | }
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[2949] | 2024 | else
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[2950] | 2025 | {
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| 2026 | glEnable(GL_LIGHTING);
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[2955] | 2027 | state.SetRenderPassType(RenderState::FIXED);
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[2950] | 2028 | }
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[2948] | 2029 |
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[2957] | 2030 | glShadeModel(GL_SMOOTH);
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[2953] | 2031 | glEnableClientState(GL_NORMAL_ARRAY);
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| 2032 |
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[2950] | 2033 | // draw all objects that have exactly the same depth as the current sample
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| 2034 | glDepthFunc(GL_LEQUAL);
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| 2035 | glColorMask(GL_TRUE, GL_TRUE, GL_TRUE, GL_TRUE);
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[2801] | 2036 |
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[2950] | 2037 | state.SetUseAlphaToCoverage(true);
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| 2038 | state.Reset();
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[2951] | 2039 |
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[2949] | 2040 | //cout << "visible: " << (int)traverser->GetVisibleObjects().size() << endl;
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| 2041 |
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[2801] | 2042 | SceneEntityContainer::const_iterator sit,
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| 2043 | sit_end = traverser->GetVisibleObjects().end();
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| 2044 |
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| 2045 | for (sit = traverser->GetVisibleObjects().begin(); sit != sit_end; ++ sit)
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[2948] | 2046 | {
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[2801] | 2047 | renderQueue->Enqueue(*sit);
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[2948] | 2048 | }
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| 2049 |
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[2801] | 2050 | renderQueue->Apply();
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| 2051 |
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| 2052 | glDepthFunc(GL_LESS);
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[2959] | 2053 | state.Reset();
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[2949] | 2054 |
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| 2055 | PrintGLerror("visibleobjects");
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[2801] | 2056 | }
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| 2057 |
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| 2058 |
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| 2059 | void PlaceViewer(const Vector3 &oldPos)
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| 2060 | {
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| 2061 | Vector3 playerPos = camera->GetPosition();
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[2843] | 2062 | bool validIntersect = sceneQuery->CalcIntersection(playerPos);
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[2801] | 2063 |
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[2853] | 2064 | if (validIntersect)
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[2848] | 2065 | // && ((playerPos.z - oldPos.z) < bvh->GetBox().Size(2) * 1e-1f))
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[2801] | 2066 | {
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| 2067 | camera->SetPosition(playerPos);
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| 2068 | }
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[2809] | 2069 | }
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[2948] | 2070 |
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| 2071 |
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[2951] | 2072 | void RenderShadowMap(float newfar)
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[2948] | 2073 | {
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| 2074 | cgGLDisableProfile(RenderState::sCgFragmentProfile);
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| 2075 | cgGLDisableProfile(RenderState::sCgVertexProfile);
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| 2076 |
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[2953] | 2077 | glDisableClientState(GL_NORMAL_ARRAY);
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| 2078 |
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[2955] | 2079 | state.SetRenderPassType(RenderState::DEPTH_PASS);
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| 2080 | state.LockCullFaceEnabled(true);
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| 2081 | state.SetUseAlphaToCoverage(false);
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[2948] | 2082 |
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| 2083 | // change CHC++ set of state variables (must be done for each change of camera because
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| 2084 | // otherwise the temporal coherency is broken
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| 2085 | BvhNode::SetCurrentState(1);
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| 2086 |
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| 2087 | // hack: temporarily change camera far plane
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[2951] | 2088 | camera->SetFar(newfar);
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[2955] | 2089 | glDisable(GL_CULL_FACE);
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| 2090 |
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[2948] | 2091 | // the scene is rendered withouth any shading
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| 2092 | shadowMap->ComputeShadowMap(shadowTraverser, matProjectionView);
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| 2093 |
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[2955] | 2094 | glEnable(GL_CULL_FACE);
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[2948] | 2095 | camera->SetFar(farDist);
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| 2096 |
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| 2097 | state.SetUseAlphaToCoverage(true);
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[2955] | 2098 | state.LockCullFaceEnabled(false);
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[2948] | 2099 |
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[2953] | 2100 | glEnableClientState(GL_NORMAL_ARRAY);
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| 2101 |
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[2948] | 2102 | // change back state
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| 2103 | BvhNode::SetCurrentState(0);
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[2952] | 2104 | }
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