[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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[2976] | 170 | static int sCurrentMrtSet = 0;
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[2957] | 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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[2968] | 379 | light = new DirectionalLight(lightDir, RgbaColor(1, 1, 1, 1), RgbaColor(1, 1, 1, 1));
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[2952] | 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);
|
---|
| 404 | glutKeyboardFunc(KeyBoard);
|
---|
| 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");
|
---|
[2968] | 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");
|
---|
[2968] | 597 |
|
---|
[2927] | 598 | cgGLSetParameter1f(sMaxDepthParam, MAX_DEPTH_CONST / farDist);
|
---|
[2809] | 599 | }
|
---|
| 600 | else
|
---|
[2959] | 601 | cerr << "fragment program failed to load" << endl;
|
---|
| 602 |
|
---|
[2809] | 603 |
|
---|
| 604 | PrintGLerror("init");
|
---|
[2818] | 605 |
|
---|
[2834] | 606 | cout << "cg initialization successful" << endl;
|
---|
[2809] | 607 | }
|
---|
| 608 |
|
---|
| 609 |
|
---|
| 610 | void InitFBO()
|
---|
[2810] | 611 | {
|
---|
[2949] | 612 | PrintGLerror("fbo start");
|
---|
[2857] | 613 | // this fbo basicly stores the scene information we get from standard rendering of a frame
|
---|
| 614 | // we store colors, normals, positions (for the ssao)
|
---|
[2884] | 615 | fbo = new FrameBufferObject(texWidth, texHeight, FrameBufferObject::DEPTH_32);
|
---|
[2948] | 616 | //fbo = new FrameBufferObject(texWidth, texHeight, FrameBufferObject::DEPTH_24);
|
---|
[2857] | 617 |
|
---|
[2859] | 618 | // the diffuse color buffer
|
---|
[2977] | 619 | fbo->AddColorBuffer(ColorBufferObject::BUFFER_FLOAT_32, ColorBufferObject::WRAP_CLAMP_TO_EDGE, ColorBufferObject::FILTER_NEAREST, ColorBufferObject::FILTER_NEAREST);
|
---|
[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);
|
---|
[2951] | 623 |
|
---|
[2859] | 624 | // the normals buffer
|
---|
[2965] | 625 | fbo->AddColorBuffer(ColorBufferObject::BUFFER_FLOAT_16, ColorBufferObject::WRAP_CLAMP_TO_EDGE, ColorBufferObject::FILTER_NEAREST, ColorBufferObject::FILTER_NEAREST);
|
---|
[2857] | 626 |
|
---|
[2879] | 627 | // another color buffer
|
---|
[2977] | 628 | fbo->AddColorBuffer(ColorBufferObject::BUFFER_FLOAT_32, ColorBufferObject::WRAP_CLAMP_TO_EDGE, ColorBufferObject::FILTER_NEAREST, ColorBufferObject::FILTER_NEAREST);
|
---|
[2879] | 629 |
|
---|
[2810] | 630 | PrintGLerror("fbo");
|
---|
[2809] | 631 | }
|
---|
| 632 |
|
---|
| 633 |
|
---|
[2827] | 634 | bool InitFont(void)
|
---|
[2642] | 635 | {
|
---|
[2826] | 636 | glEnable(GL_TEXTURE_2D);
|
---|
| 637 |
|
---|
| 638 | glGenTextures(1, &fontTex);
|
---|
| 639 | glBindTexture(GL_TEXTURE_2D, fontTex);
|
---|
[2829] | 640 | if (!myfont.Create("data/fonts/verdana.glf", fontTex))
|
---|
[2826] | 641 | return false;
|
---|
| 642 |
|
---|
| 643 | glDisable(GL_TEXTURE_2D);
|
---|
[2827] | 644 |
|
---|
[2826] | 645 | return true;
|
---|
| 646 | }
|
---|
| 647 |
|
---|
| 648 |
|
---|
| 649 | void InitGLstate()
|
---|
| 650 | {
|
---|
[2965] | 651 | glClearColor(0.4f, 0.4f, 0.4f, 1.0f);
|
---|
[2642] | 652 |
|
---|
| 653 | glPixelStorei(GL_UNPACK_ALIGNMENT, 1);
|
---|
| 654 | glPixelStorei(GL_PACK_ALIGNMENT,1);
|
---|
| 655 |
|
---|
| 656 | glDepthFunc(GL_LESS);
|
---|
[2762] | 657 | glEnable(GL_DEPTH_TEST);
|
---|
[2642] | 658 |
|
---|
[2760] | 659 | glColor3f(1.0f, 1.0f, 1.0f);
|
---|
[2642] | 660 | glShadeModel(GL_SMOOTH);
|
---|
| 661 |
|
---|
| 662 | glMaterialf(GL_FRONT, GL_SHININESS, 64);
|
---|
| 663 | glEnable(GL_NORMALIZE);
|
---|
[2767] | 664 |
|
---|
| 665 | glDisable(GL_ALPHA_TEST);
|
---|
[2951] | 666 | glAlphaFunc(GL_GEQUAL, 0.5f);
|
---|
[2767] | 667 |
|
---|
[2642] | 668 | glFrontFace(GL_CCW);
|
---|
| 669 | glCullFace(GL_BACK);
|
---|
[2851] | 670 | glEnable(GL_CULL_FACE);
|
---|
| 671 |
|
---|
[2800] | 672 | glDisable(GL_TEXTURE_2D);
|
---|
[2762] | 673 |
|
---|
[2959] | 674 | GLfloat ambientColor[] = {0.2, 0.2, 0.2, 1.0};
|
---|
[2756] | 675 | GLfloat diffuseColor[] = {1.0, 0.0, 0.0, 1.0};
|
---|
[2759] | 676 | GLfloat specularColor[] = {0.0, 0.0, 0.0, 1.0};
|
---|
[2642] | 677 |
|
---|
[2756] | 678 | glMaterialfv(GL_FRONT, GL_AMBIENT, ambientColor);
|
---|
| 679 | glMaterialfv(GL_FRONT, GL_DIFFUSE, diffuseColor);
|
---|
| 680 | glMaterialfv(GL_FRONT, GL_SPECULAR, specularColor);
|
---|
[2801] | 681 |
|
---|
| 682 | glDepthFunc(GL_LESS);
|
---|
[2826] | 683 |
|
---|
[2827] | 684 | if (!InitFont())
|
---|
[2826] | 685 | cerr << "font creation failed" << endl;
|
---|
| 686 | else
|
---|
| 687 | cout << "successfully created font" << endl;
|
---|
[2953] | 688 |
|
---|
| 689 |
|
---|
[2954] | 690 | //////////////////////////////
|
---|
| 691 |
|
---|
[2959] | 692 | //GLfloat lmodel_ambient[] = {1.0f, 1.0f, 1.0f, 1.0f};
|
---|
| 693 | GLfloat lmodel_ambient[] = {0.7f, 0.7f, 0.8f, 1.0f};
|
---|
[2954] | 694 |
|
---|
| 695 | glLightModelfv(GL_LIGHT_MODEL_AMBIENT, lmodel_ambient);
|
---|
[2959] | 696 | //glLightModeli(GL_LIGHT_MODEL_LOCAL_VIEWER, GL_TRUE);
|
---|
| 697 | glLightModeli(GL_LIGHT_MODEL_LOCAL_VIEWER, GL_FALSE);
|
---|
[2954] | 698 | glLightModeli(GL_LIGHT_MODEL_COLOR_CONTROL_EXT, GL_SINGLE_COLOR_EXT);
|
---|
[2642] | 699 | }
|
---|
| 700 |
|
---|
| 701 |
|
---|
[2827] | 702 | void DrawHelpMessage()
|
---|
[2826] | 703 | {
|
---|
[2642] | 704 | const char *message[] =
|
---|
| 705 | {
|
---|
| 706 | "Help information",
|
---|
| 707 | "",
|
---|
| 708 | "'F1' - shows/dismisses this message",
|
---|
[2795] | 709 | "'F2' - shows/hides bird eye view",
|
---|
[2790] | 710 | "'F3' - shows/hides bounds (boxes or tight bounds)",
|
---|
[2827] | 711 | "'F4', - shows/hides parameters",
|
---|
| 712 | "'F5' - shows/hides statistics",
|
---|
| 713 | "'F6', - toggles between fly/walkmode",
|
---|
[2826] | 714 | "'F7', - cycles throw render modes",
|
---|
| 715 | "'F8', - enables/disables ambient occlusion (only deferred)",
|
---|
| 716 | "'F9', - shows pure algorithm render time (using glFinish)",
|
---|
[2790] | 717 | "'SPACE' - cycles through occlusion culling algorithms",
|
---|
[2642] | 718 | "",
|
---|
[2827] | 719 | "'MOUSE LEFT' - turn left/right, move forward/backward",
|
---|
| 720 | "'MOUSE RIGHT' - turn left/right, move forward/backward",
|
---|
| 721 | "'MOUSE MIDDLE' - move up/down, left/right",
|
---|
| 722 | "'CURSOR UP/DOWN' - move forward/backward",
|
---|
| 723 | "'CURSOR LEFT/RIGHT' - turn left/right",
|
---|
[2642] | 724 | "",
|
---|
[2827] | 725 | "'-'/'+' - decreases/increases max batch size",
|
---|
[2837] | 726 | "'1'/'2' - downward/upward motion",
|
---|
| 727 | "'3'/'4' - decreases/increases triangles per virtual bvh leaf (sets bvh depth)",
|
---|
| 728 | "'5'/'6' - decreases/increases assumed visible frames",
|
---|
[2776] | 729 | "",
|
---|
[2786] | 730 | "'R' - use render queue",
|
---|
[2790] | 731 | "'B' - use tight bounds",
|
---|
| 732 | "'M' - use multiqueries",
|
---|
[2792] | 733 | "'O' - use CHC optimization (geometry queries for leaves)",
|
---|
[2642] | 734 | 0,
|
---|
| 735 | };
|
---|
| 736 |
|
---|
[2756] | 737 |
|
---|
[2827] | 738 | glColor4f(0.0f, 1.0f , 0.0f, 0.2f); // 20% green.
|
---|
[2756] | 739 |
|
---|
[2827] | 740 | glRecti(30, 30, winWidth - 30, winHeight - 30);
|
---|
[2642] | 741 |
|
---|
[2827] | 742 | glEnd();
|
---|
| 743 |
|
---|
[2756] | 744 | glColor3f(1.0f, 1.0f, 1.0f);
|
---|
| 745 |
|
---|
[2829] | 746 | glEnable(GL_TEXTURE_2D);
|
---|
[2827] | 747 | myfont.Begin();
|
---|
| 748 |
|
---|
| 749 | int x = 40, y = 30;
|
---|
| 750 |
|
---|
| 751 | for(int i = 0; message[i] != 0; ++ i)
|
---|
[2756] | 752 | {
|
---|
| 753 | if(message[i][0] == '\0')
|
---|
| 754 | {
|
---|
[2786] | 755 | y += 15;
|
---|
[2756] | 756 | }
|
---|
| 757 | else
|
---|
| 758 | {
|
---|
[2827] | 759 | myfont.DrawString(message[i], x, winHeight - y);
|
---|
| 760 | y += 25;
|
---|
[2642] | 761 | }
|
---|
| 762 | }
|
---|
[2829] | 763 | glDisable(GL_TEXTURE_2D);
|
---|
[2642] | 764 | }
|
---|
| 765 |
|
---|
| 766 |
|
---|
[2897] | 767 | RenderTraverser *CreateTraverser(Camera *cam)
|
---|
[2764] | 768 | {
|
---|
[2897] | 769 | RenderTraverser *tr;
|
---|
| 770 |
|
---|
[2771] | 771 | bvh->ResetNodeClassifications();
|
---|
| 772 |
|
---|
[2764] | 773 | switch (renderMode)
|
---|
| 774 | {
|
---|
| 775 | case RenderTraverser::CULL_FRUSTUM:
|
---|
[2897] | 776 | tr = new FrustumCullingTraverser();
|
---|
[2764] | 777 | break;
|
---|
| 778 | case RenderTraverser::STOP_AND_WAIT:
|
---|
[2897] | 779 | tr = new StopAndWaitTraverser();
|
---|
[2764] | 780 | break;
|
---|
| 781 | case RenderTraverser::CHC:
|
---|
[2897] | 782 | tr = new CHCTraverser();
|
---|
[2764] | 783 | break;
|
---|
[2767] | 784 | case RenderTraverser::CHCPLUSPLUS:
|
---|
[2897] | 785 | tr = new CHCPlusPlusTraverser();
|
---|
[2767] | 786 | break;
|
---|
| 787 |
|
---|
[2764] | 788 | default:
|
---|
[2897] | 789 | tr = new FrustumCullingTraverser();
|
---|
[2764] | 790 | }
|
---|
| 791 |
|
---|
[2897] | 792 | tr->SetCamera(cam);
|
---|
| 793 | tr->SetHierarchy(bvh);
|
---|
| 794 | tr->SetRenderQueue(renderQueue);
|
---|
| 795 | tr->SetRenderState(&state);
|
---|
| 796 | tr->SetUseOptimization(useOptimization);
|
---|
| 797 | tr->SetUseRenderQueue(useRenderQueue);
|
---|
| 798 | tr->SetVisibilityThreshold(threshold);
|
---|
| 799 | tr->SetAssumedVisibleFrames(assumedVisibleFrames);
|
---|
| 800 | tr->SetMaxBatchSize(maxBatchSize);
|
---|
| 801 | tr->SetUseMultiQueries(useMultiQueries);
|
---|
| 802 | tr->SetUseTightBounds(useTightBounds);
|
---|
[2955] | 803 | tr->SetUseDepthPass((renderMethod == RENDER_DEPTH_PASS) || (renderMethod == RENDER_DEPTH_PASS_DEFERRED));
|
---|
[2897] | 804 | tr->SetRenderQueue(renderQueue);
|
---|
| 805 |
|
---|
| 806 | return tr;
|
---|
[2764] | 807 | }
|
---|
| 808 |
|
---|
| 809 |
|
---|
[2759] | 810 | void SetupLighting()
|
---|
[2642] | 811 | {
|
---|
[2759] | 812 | glEnable(GL_LIGHT0);
|
---|
[2959] | 813 | glDisable(GL_LIGHT1);
|
---|
[2825] | 814 |
|
---|
[2954] | 815 | Vector3 lightDir = -light->GetDirection();
|
---|
| 816 |
|
---|
| 817 |
|
---|
[2945] | 818 | ///////////
|
---|
| 819 | //-- first light: sunlight
|
---|
| 820 |
|
---|
[2954] | 821 | GLfloat ambient[] = {0.25f, 0.25f, 0.3f, 1.0f};
|
---|
| 822 | GLfloat diffuse[] = {1.0f, 0.95f, 0.85f, 1.0f};
|
---|
| 823 | GLfloat specular[] = {1.0f, 1.0f, 1.0f, 1.0f};
|
---|
[2959] | 824 | //GLfloat specular[] = {0.0f, 0.0f, 0.0f, 1.0f};
|
---|
[2759] | 825 |
|
---|
[2954] | 826 | Vector3 sunAmbient;
|
---|
| 827 | Vector3 sunDiffuse;
|
---|
[2759] | 828 |
|
---|
[2960] | 829 | preetham->ComputeSunColor(lightDir, sunAmbient, sunDiffuse);
|
---|
[2945] | 830 |
|
---|
[2954] | 831 | const float maxComponent = sunDiffuse.MaxComponent();
|
---|
| 832 | //cout<< "sunambient: " << sunAmbient << " mag " << Magnitude(sunDiffuse) << " max: " << maxComponent << endl;
|
---|
[2759] | 833 |
|
---|
[2954] | 834 | ambient[0] = sunAmbient.x;
|
---|
| 835 | ambient[1] = sunAmbient.y;
|
---|
| 836 | ambient[2] = sunAmbient.z;
|
---|
[2825] | 837 |
|
---|
[2967] | 838 | //sunDiffuse /= maxComponent;
|
---|
[2945] | 839 |
|
---|
[2954] | 840 | diffuse[0] = sunDiffuse.x;
|
---|
| 841 | diffuse[1] = sunDiffuse.y;
|
---|
| 842 | diffuse[2] = sunDiffuse.z;
|
---|
[2959] | 843 |
|
---|
[2954] | 844 | //cout<< "sunambient: " << sunAmbient << endl;
|
---|
| 845 | //cout<< "sundiffuse: " << sunDiffuse << endl;
|
---|
[2945] | 846 |
|
---|
[2954] | 847 | glLightfv(GL_LIGHT0, GL_AMBIENT, ambient);
|
---|
| 848 | glLightfv(GL_LIGHT0, GL_DIFFUSE, diffuse);
|
---|
| 849 | glLightfv(GL_LIGHT0, GL_SPECULAR, specular);
|
---|
[2825] | 850 |
|
---|
[2954] | 851 | GLfloat position[] = {lightDir.x, lightDir.y, lightDir.z, 0.0f};
|
---|
| 852 | glLightfv(GL_LIGHT0, GL_POSITION, position);
|
---|
[2642] | 853 | }
|
---|
| 854 |
|
---|
[2800] | 855 |
|
---|
[2795] | 856 | void SetupEyeView()
|
---|
[2642] | 857 | {
|
---|
[2861] | 858 | // store matrix of last frame
|
---|
| 859 | oldViewProjMatrix = matProjectionView;
|
---|
[2834] | 860 |
|
---|
[2759] | 861 | glMatrixMode(GL_PROJECTION);
|
---|
| 862 | glLoadIdentity();
|
---|
[2927] | 863 | gluPerspective(fov, winAspectRatio, nearDist, farDist);
|
---|
[2759] | 864 |
|
---|
[2756] | 865 | glMatrixMode(GL_MODELVIEW);
|
---|
[2951] | 866 |
|
---|
[2864] | 867 | // set up the camera view
|
---|
[2760] | 868 | camera->SetupCameraView();
|
---|
| 869 |
|
---|
[2892] | 870 |
|
---|
[2864] | 871 | /////////////////
|
---|
| 872 |
|
---|
[2894] | 873 | Matrix4x4 matViewing, matProjection;
|
---|
[2864] | 874 |
|
---|
[2834] | 875 | camera->GetModelViewMatrix(matViewing);
|
---|
| 876 | camera->GetProjectionMatrix(matProjection);
|
---|
| 877 |
|
---|
[2864] | 878 | // store matrix for later use
|
---|
[2834] | 879 | matProjectionView = matViewing * matProjection;
|
---|
| 880 |
|
---|
[2955] | 881 | if ((renderMethod == RENDER_DEFERRED) || (renderMethod == RENDER_DEPTH_PASS_DEFERRED))
|
---|
[2825] | 882 | {
|
---|
[2952] | 883 | cgGLSetMatrixParameterfc(Transform3::sModelMatrixParam, (const float *)IdentityMatrix().x);
|
---|
| 884 | }
|
---|
[2642] | 885 | }
|
---|
| 886 |
|
---|
| 887 |
|
---|
[2792] | 888 | void KeyHorizontalMotion(float shift)
|
---|
| 889 | {
|
---|
[2888] | 890 | Vector3 hvec = -camera->GetDirection();
|
---|
[2792] | 891 | hvec.z = 0;
|
---|
| 892 |
|
---|
| 893 | Vector3 pos = camera->GetPosition();
|
---|
| 894 | pos += hvec * shift;
|
---|
| 895 |
|
---|
| 896 | camera->SetPosition(pos);
|
---|
| 897 | }
|
---|
| 898 |
|
---|
| 899 |
|
---|
[2794] | 900 | void KeyVerticalMotion(float shift)
|
---|
| 901 | {
|
---|
| 902 | Vector3 uvec = Vector3(0, 0, shift);
|
---|
| 903 |
|
---|
| 904 | Vector3 pos = camera->GetPosition();
|
---|
| 905 | pos += uvec;
|
---|
| 906 |
|
---|
| 907 | camera->SetPosition(pos);
|
---|
| 908 | }
|
---|
| 909 |
|
---|
| 910 |
|
---|
[2948] | 911 | void InitDeferredRendering()
|
---|
| 912 | {
|
---|
| 913 | if (!fbo) InitFBO();
|
---|
| 914 | fbo->Bind();
|
---|
| 915 |
|
---|
| 916 | // multisampling does not work with deferred shading
|
---|
| 917 | glDisable(GL_MULTISAMPLE_ARB);
|
---|
| 918 |
|
---|
[2955] | 919 | state.SetRenderPassType(RenderState::DEFERRED);
|
---|
[2948] | 920 |
|
---|
| 921 | cgGLEnableProfile(RenderState::sCgVertexProfile);
|
---|
| 922 | cgGLBindProgram(sCgMrtVertexProgram);
|
---|
| 923 |
|
---|
| 924 | cgGLEnableProfile(RenderState::sCgFragmentProfile);
|
---|
| 925 | cgGLBindProgram(RenderState::sCgMrtFragmentProgram);
|
---|
[2978] | 926 |
|
---|
| 927 | // draw to 3 color buffers
|
---|
| 928 | // a color, normal, and positions buffer
|
---|
| 929 | if (sCurrentMrtSet == 0)
|
---|
| 930 | {
|
---|
| 931 | DeferredRenderer::colorBufferIdx = 0;
|
---|
| 932 | glDrawBuffers(3, mrt);
|
---|
| 933 | }
|
---|
| 934 | else
|
---|
| 935 | {
|
---|
| 936 | DeferredRenderer::colorBufferIdx = 3;
|
---|
| 937 | glDrawBuffers(3, mrt2);
|
---|
| 938 | }
|
---|
| 939 | sCurrentMrtSet = 1 - sCurrentMrtSet;
|
---|
[2948] | 940 | }
|
---|
| 941 |
|
---|
| 942 |
|
---|
[2857] | 943 | // the main rendering loop
|
---|
[2792] | 944 | void Display()
|
---|
[2801] | 945 | {
|
---|
[2800] | 946 | Vector3 oldPos = camera->GetPosition();
|
---|
| 947 |
|
---|
[2792] | 948 | if (leftKeyPressed)
|
---|
[2795] | 949 | camera->Pitch(KeyRotationAngle());
|
---|
[2792] | 950 | if (rightKeyPressed)
|
---|
[2795] | 951 | camera->Pitch(-KeyRotationAngle());
|
---|
[2792] | 952 | if (upKeyPressed)
|
---|
[2887] | 953 | KeyHorizontalMotion(-KeyShift());
|
---|
| 954 | if (downKeyPressed)
|
---|
[2795] | 955 | KeyHorizontalMotion(KeyShift());
|
---|
[2837] | 956 | if (ascendKeyPressed)
|
---|
| 957 | KeyVerticalMotion(KeyShift());
|
---|
| 958 | if (descendKeyPressed)
|
---|
[2795] | 959 | KeyVerticalMotion(-KeyShift());
|
---|
[2792] | 960 |
|
---|
[2801] | 961 | // place view on ground
|
---|
| 962 | if (!flyMode) PlaceViewer(oldPos);
|
---|
[2800] | 963 |
|
---|
[2826] | 964 | if (showAlgorithmTime)
|
---|
| 965 | {
|
---|
| 966 | glFinish();
|
---|
| 967 | algTimer.Start();
|
---|
| 968 | }
|
---|
[2809] | 969 |
|
---|
[2895] | 970 |
|
---|
[2931] | 971 |
|
---|
| 972 | if ((!shadowMap || !shadowTraverser) && (showShadowMap || renderLightView))
|
---|
| 973 | {
|
---|
| 974 | if (!shadowMap)
|
---|
| 975 | shadowMap = new ShadowMap(light, shadowSize, bvh->GetBox(), camera);
|
---|
| 976 |
|
---|
| 977 | if (!shadowTraverser)
|
---|
| 978 | shadowTraverser = CreateTraverser(shadowMap->GetShadowCamera());
|
---|
| 979 |
|
---|
| 980 | }
|
---|
| 981 |
|
---|
[2951] | 982 |
|
---|
| 983 | // bring eye modelview matrix up-to-date
|
---|
| 984 | SetupEyeView();
|
---|
| 985 |
|
---|
[2931] | 986 | // hack
|
---|
[2955] | 987 | int oldRenderMethod = renderMethod;
|
---|
[2931] | 988 |
|
---|
| 989 | if (renderLightView)
|
---|
[2955] | 990 | renderMethod = RenderState::FIXED;
|
---|
[2931] | 991 |
|
---|
[2953] | 992 | glEnableClientState(GL_VERTEX_ARRAY);
|
---|
[2931] | 993 |
|
---|
[2953] | 994 |
|
---|
[2931] | 995 | // render with the specified method (forward rendering, forward + depth, deferred)
|
---|
[2955] | 996 | switch (renderMethod)
|
---|
[2825] | 997 | {
|
---|
[2955] | 998 | case RENDER_FIXED:
|
---|
[2825] | 999 |
|
---|
[2851] | 1000 | glEnable(GL_MULTISAMPLE_ARB);
|
---|
[2879] | 1001 |
|
---|
[2955] | 1002 | state.SetRenderPassType(RenderState::FIXED);
|
---|
[2825] | 1003 | glEnable(GL_LIGHTING);
|
---|
[2809] | 1004 |
|
---|
[2825] | 1005 | cgGLDisableProfile(RenderState::sCgFragmentProfile);
|
---|
| 1006 | cgGLDisableProfile(RenderState::sCgVertexProfile);
|
---|
[2809] | 1007 |
|
---|
[2829] | 1008 | glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT);
|
---|
| 1009 |
|
---|
[2953] | 1010 | glEnableClientState(GL_NORMAL_ARRAY);
|
---|
| 1011 |
|
---|
[2825] | 1012 | break;
|
---|
| 1013 |
|
---|
[2955] | 1014 | case RENDER_DEPTH_PASS_DEFERRED:
|
---|
[2948] | 1015 |
|
---|
[2950] | 1016 | glDisable(GL_MULTISAMPLE_ARB);
|
---|
| 1017 | state.SetUseAlphaToCoverage(false);
|
---|
[2948] | 1018 |
|
---|
[2955] | 1019 | state.SetRenderPassType(RenderState::DEPTH_PASS);
|
---|
[2949] | 1020 |
|
---|
[2948] | 1021 | if (!fbo) InitFBO(); fbo->Bind();
|
---|
[2949] | 1022 |
|
---|
[2948] | 1023 | glDrawBuffers(1, mrt);
|
---|
| 1024 |
|
---|
| 1025 | cgGLDisableProfile(RenderState::sCgFragmentProfile);
|
---|
| 1026 | cgGLDisableProfile(RenderState::sCgVertexProfile);
|
---|
| 1027 |
|
---|
[2951] | 1028 | glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT);
|
---|
[2948] | 1029 |
|
---|
| 1030 | // the scene is rendered withouth any shading
|
---|
| 1031 | glShadeModel(GL_FLAT);
|
---|
| 1032 | glDisable(GL_LIGHTING);
|
---|
| 1033 | glColorMask(GL_FALSE, GL_FALSE, GL_FALSE, GL_FALSE);
|
---|
| 1034 |
|
---|
[2953] | 1035 |
|
---|
[2948] | 1036 | break;
|
---|
| 1037 |
|
---|
[2955] | 1038 | case RENDER_DEPTH_PASS:
|
---|
[2851] | 1039 |
|
---|
| 1040 | glEnable(GL_MULTISAMPLE_ARB);
|
---|
[2948] | 1041 |
|
---|
[2857] | 1042 | cgGLDisableProfile(RenderState::sCgFragmentProfile);
|
---|
| 1043 | cgGLDisableProfile(RenderState::sCgVertexProfile);
|
---|
| 1044 |
|
---|
[2955] | 1045 | state.SetRenderPassType(RenderState::DEPTH_PASS);
|
---|
[2857] | 1046 |
|
---|
| 1047 | // the scene is rendered withouth any shading
|
---|
[2943] | 1048 | glShadeModel(GL_FLAT);
|
---|
[2825] | 1049 | glDisable(GL_LIGHTING);
|
---|
[2809] | 1050 |
|
---|
[2829] | 1051 | glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT);
|
---|
| 1052 | glColorMask(GL_FALSE, GL_FALSE, GL_FALSE, GL_FALSE);
|
---|
| 1053 |
|
---|
[2953] | 1054 |
|
---|
[2825] | 1055 | break;
|
---|
| 1056 |
|
---|
| 1057 | case RenderState::DEFERRED:
|
---|
[2851] | 1058 |
|
---|
[2948] | 1059 | if (showShadowMap && !renderLightView)
|
---|
[2951] | 1060 | RenderShadowMap(camera->GetFar());
|
---|
| 1061 |
|
---|
[2948] | 1062 | //glPushAttrib(GL_VIEWPORT_BIT);
|
---|
[2825] | 1063 | glViewport(0, 0, texWidth, texHeight);
|
---|
| 1064 |
|
---|
[2948] | 1065 | InitDeferredRendering();
|
---|
[2951] | 1066 |
|
---|
[2953] | 1067 | glEnableClientState(GL_NORMAL_ARRAY);
|
---|
| 1068 |
|
---|
[2954] | 1069 | glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT);
|
---|
| 1070 |
|
---|
[2825] | 1071 | break;
|
---|
| 1072 | }
|
---|
| 1073 |
|
---|
[2801] | 1074 | glDepthFunc(GL_LESS);
|
---|
[2825] | 1075 |
|
---|
[2801] | 1076 | glDisable(GL_TEXTURE_2D);
|
---|
| 1077 | glDisableClientState(GL_TEXTURE_COORD_ARRAY);
|
---|
[2825] | 1078 |
|
---|
[2801] | 1079 |
|
---|
[2861] | 1080 | // reset lod levels for current frame
|
---|
[2847] | 1081 | LODLevel::InitFrame(camera->GetPosition());
|
---|
| 1082 |
|
---|
[2892] | 1083 | // set up lights
|
---|
[2954] | 1084 | SetupLighting();
|
---|
[2795] | 1085 |
|
---|
[2801] | 1086 |
|
---|
[2931] | 1087 | if (renderLightView)
|
---|
| 1088 | {
|
---|
| 1089 | // change CHC++ set of state variables (must be done for each change of camera because
|
---|
| 1090 | // otherwise the temporal coherency is broken
|
---|
| 1091 | BvhNode::SetCurrentState(1);
|
---|
| 1092 | shadowMap->RenderShadowView(shadowTraverser, matProjectionView);
|
---|
| 1093 | BvhNode::SetCurrentState(0);
|
---|
| 1094 | }
|
---|
| 1095 | else
|
---|
[2948] | 1096 | {
|
---|
[2931] | 1097 | // actually render the scene geometry using the specified algorithm
|
---|
[2964] | 1098 | traverser->RenderScene();
|
---|
| 1099 | /*
|
---|
[2963] | 1100 | state.Reset();
|
---|
[2964] | 1101 | aeroplane->Render(&state);
|
---|
[2963] | 1102 |
|
---|
[2964] | 1103 | SceneEntityContainer::const_iterator sit, sit_end = sceneEntities.end();
|
---|
| 1104 |
|
---|
[2963] | 1105 | for (sit = sceneEntities.begin(); sit != sit_end; ++ sit)
|
---|
| 1106 | {
|
---|
| 1107 | renderQueue->Enqueue(*sit);
|
---|
[2964] | 1108 | }
|
---|
[2963] | 1109 |
|
---|
| 1110 | renderQueue->Apply();
|
---|
[2964] | 1111 | */
|
---|
[2948] | 1112 | }
|
---|
[2892] | 1113 |
|
---|
[2931] | 1114 |
|
---|
[2825] | 1115 | /////////
|
---|
[2809] | 1116 | //-- do the rest of the rendering
|
---|
[2801] | 1117 |
|
---|
[2893] | 1118 |
|
---|
[2801] | 1119 | // reset depth pass and render visible objects
|
---|
[2955] | 1120 | if ((renderMethod == RENDER_DEPTH_PASS) ||
|
---|
| 1121 | (renderMethod == RENDER_DEPTH_PASS_DEFERRED))
|
---|
[2801] | 1122 | {
|
---|
| 1123 | RenderVisibleObjects();
|
---|
| 1124 | }
|
---|
[2948] | 1125 |
|
---|
[2801] | 1126 |
|
---|
[2796] | 1127 | ///////////////
|
---|
| 1128 | //-- render sky
|
---|
[2795] | 1129 |
|
---|
[2894] | 1130 | // q: should we render sky after deferred shading?
|
---|
| 1131 | // this would conveniently solves some issues (e.g, skys without shadows)
|
---|
[2893] | 1132 |
|
---|
[2950] | 1133 | RenderSky();
|
---|
[2801] | 1134 |
|
---|
[2961] | 1135 | //state.Reset(); glEnable(GL_TEXTURE_2D);
|
---|
[2963] | 1136 | //aeroplane->Render(&state);
|
---|
[2961] | 1137 |
|
---|
| 1138 |
|
---|
[2955] | 1139 | if ((renderMethod == RENDER_DEFERRED) ||
|
---|
| 1140 | (renderMethod == RENDER_DEPTH_PASS_DEFERRED))
|
---|
[2825] | 1141 | {
|
---|
[2881] | 1142 | FrameBufferObject::Release();
|
---|
[2810] | 1143 |
|
---|
[2825] | 1144 | cgGLDisableProfile(RenderState::sCgVertexProfile);
|
---|
| 1145 | cgGLDisableProfile(RenderState::sCgFragmentProfile);
|
---|
[2809] | 1146 |
|
---|
[2948] | 1147 | if (!ssaoShader) ssaoShader =
|
---|
| 1148 | new DeferredRenderer(texWidth, texHeight, camera, farDist / MAX_DEPTH_CONST);
|
---|
[2895] | 1149 |
|
---|
[2903] | 1150 | DeferredRenderer::SHADING_METHOD shadingMethod;
|
---|
| 1151 |
|
---|
| 1152 | if (useAdvancedShading)
|
---|
| 1153 | {
|
---|
| 1154 | if (useGlobIllum)
|
---|
| 1155 | shadingMethod = DeferredRenderer::GI;
|
---|
| 1156 | else
|
---|
| 1157 | shadingMethod = DeferredRenderer::SSAO;
|
---|
| 1158 | }
|
---|
| 1159 | else
|
---|
| 1160 | shadingMethod = DeferredRenderer::DEFAULT;
|
---|
| 1161 |
|
---|
| 1162 |
|
---|
[2895] | 1163 | ssaoShader->SetShadingMethod(shadingMethod);
|
---|
| 1164 | ssaoShader->SetSamplingMethod(samplingMethod);
|
---|
| 1165 | ssaoShader->SetUseTemporalCoherence(useTemporalCoherence);
|
---|
[2879] | 1166 |
|
---|
[2895] | 1167 | ShadowMap *sm = showShadowMap ? shadowMap : NULL;
|
---|
[2952] | 1168 | ssaoShader->Render(fbo, oldViewProjMatrix, matProjectionView, ssaoTempCohFactor, light, sm);
|
---|
[2825] | 1169 | }
|
---|
[2827] | 1170 |
|
---|
[2893] | 1171 |
|
---|
[2955] | 1172 | state.SetRenderPassType(RenderState::FIXED);
|
---|
[2893] | 1173 | state.Reset();
|
---|
[2827] | 1174 |
|
---|
[2893] | 1175 |
|
---|
| 1176 | glDisableClientState(GL_VERTEX_ARRAY);
|
---|
| 1177 | glDisableClientState(GL_NORMAL_ARRAY);
|
---|
[2931] | 1178 |
|
---|
[2955] | 1179 | renderMethod = oldRenderMethod;
|
---|
[2893] | 1180 |
|
---|
| 1181 |
|
---|
| 1182 | ///////////
|
---|
| 1183 |
|
---|
| 1184 |
|
---|
[2826] | 1185 | if (showAlgorithmTime)
|
---|
| 1186 | {
|
---|
| 1187 | glFinish();
|
---|
[2827] | 1188 |
|
---|
[2826] | 1189 | algTime = algTimer.Elapsedms();
|
---|
[2827] | 1190 | perfGraph->AddData(algTime);
|
---|
[2828] | 1191 |
|
---|
[2827] | 1192 | perfGraph->Draw();
|
---|
[2826] | 1193 | }
|
---|
[2827] | 1194 | else
|
---|
| 1195 | {
|
---|
| 1196 | if (visMode) DisplayVisualization();
|
---|
| 1197 | }
|
---|
[2825] | 1198 |
|
---|
[2884] | 1199 | glFlush();
|
---|
[2847] | 1200 |
|
---|
| 1201 | const bool restart = true;
|
---|
| 1202 | elapsedTime = frameTimer.Elapsedms(restart);
|
---|
| 1203 |
|
---|
[2764] | 1204 | DisplayStats();
|
---|
[2767] | 1205 |
|
---|
[2642] | 1206 | glutSwapBuffers();
|
---|
| 1207 | }
|
---|
| 1208 |
|
---|
| 1209 |
|
---|
| 1210 | #pragma warning( disable : 4100 )
|
---|
[2792] | 1211 | void KeyBoard(unsigned char c, int x, int y)
|
---|
[2642] | 1212 | {
|
---|
| 1213 | switch(c)
|
---|
| 1214 | {
|
---|
| 1215 | case 27:
|
---|
[2792] | 1216 | CleanUp();
|
---|
[2642] | 1217 | exit(0);
|
---|
| 1218 | break;
|
---|
[2948] | 1219 | case 32: // space
|
---|
[2800] | 1220 | renderMode = (renderMode + 1) % RenderTraverser::NUM_TRAVERSAL_TYPES;
|
---|
[2897] | 1221 |
|
---|
| 1222 | DEL_PTR(traverser);
|
---|
| 1223 | traverser = CreateTraverser(camera);
|
---|
| 1224 |
|
---|
[2931] | 1225 | if (shadowTraverser)
|
---|
[2897] | 1226 | {
|
---|
[2948] | 1227 | // shadow traverser has to be recomputed
|
---|
[2897] | 1228 | DEL_PTR(shadowTraverser);
|
---|
[2948] | 1229 | shadowTraverser = CreateTraverser(shadowMap->GetShadowCamera());
|
---|
[2897] | 1230 | }
|
---|
| 1231 |
|
---|
[2642] | 1232 | break;
|
---|
| 1233 | case 'h':
|
---|
| 1234 | case 'H':
|
---|
| 1235 | showHelp = !showHelp;
|
---|
| 1236 | break;
|
---|
| 1237 | case '+':
|
---|
[2867] | 1238 | if (maxBatchSize < 10)
|
---|
| 1239 | maxBatchSize = 10;
|
---|
| 1240 | else
|
---|
| 1241 | maxBatchSize += 10;
|
---|
| 1242 |
|
---|
[2776] | 1243 | traverser->SetMaxBatchSize(maxBatchSize);
|
---|
[2642] | 1244 | break;
|
---|
| 1245 | case '-':
|
---|
[2776] | 1246 | maxBatchSize -= 10;
|
---|
| 1247 | if (maxBatchSize < 0) maxBatchSize = 1;
|
---|
| 1248 | traverser->SetMaxBatchSize(maxBatchSize);
|
---|
[2642] | 1249 | break;
|
---|
[2837] | 1250 | case 'M':
|
---|
| 1251 | case 'm':
|
---|
| 1252 | useMultiQueries = !useMultiQueries;
|
---|
| 1253 | traverser->SetUseMultiQueries(useMultiQueries);
|
---|
| 1254 | break;
|
---|
| 1255 | case '1':
|
---|
| 1256 | descendKeyPressed = true;
|
---|
| 1257 | break;
|
---|
| 1258 | case '2':
|
---|
| 1259 | ascendKeyPressed = true;
|
---|
| 1260 | break;
|
---|
| 1261 | case '3':
|
---|
| 1262 | if (trianglesPerVirtualLeaf >= 100)
|
---|
| 1263 | trianglesPerVirtualLeaf -= 100;
|
---|
| 1264 | bvh->SetVirtualLeaves(trianglesPerVirtualLeaf);
|
---|
| 1265 | break;
|
---|
| 1266 | case '4':
|
---|
| 1267 | trianglesPerVirtualLeaf += 100;
|
---|
| 1268 | bvh->SetVirtualLeaves(trianglesPerVirtualLeaf);
|
---|
| 1269 | break;
|
---|
| 1270 | case '5':
|
---|
[2776] | 1271 | assumedVisibleFrames -= 1;
|
---|
| 1272 | if (assumedVisibleFrames < 1) assumedVisibleFrames = 1;
|
---|
| 1273 | traverser->SetAssumedVisibleFrames(assumedVisibleFrames);
|
---|
| 1274 | break;
|
---|
[2837] | 1275 | case '6':
|
---|
[2776] | 1276 | assumedVisibleFrames += 1;
|
---|
| 1277 | traverser->SetAssumedVisibleFrames(assumedVisibleFrames);
|
---|
| 1278 | break;
|
---|
[2837] | 1279 | case '7':
|
---|
[2901] | 1280 | ssaoTempCohFactor *= 0.5f;
|
---|
[2776] | 1281 | break;
|
---|
[2767] | 1282 | case '8':
|
---|
[2901] | 1283 | ssaoTempCohFactor *= 2.0f;
|
---|
| 1284 | //if (ssaoTempCohFactor > 1.0f) ssaoExpFactor = 1.0f;
|
---|
[2837] | 1285 | break;
|
---|
[2865] | 1286 | case '9':
|
---|
| 1287 | useLODs = !useLODs;
|
---|
| 1288 | SceneEntity::SetUseLODs(useLODs);
|
---|
| 1289 | break;
|
---|
[2887] | 1290 | case 'P':
|
---|
| 1291 | case 'p':
|
---|
[2930] | 1292 | samplingMethod = DeferredRenderer::SAMPLING_METHOD((samplingMethod + 1) % 3);
|
---|
| 1293 | cout << "ssao sampling method: " << samplingMethod << endl;
|
---|
[2887] | 1294 | break;
|
---|
[2895] | 1295 | case 'Y':
|
---|
| 1296 | case 'y':
|
---|
| 1297 | showShadowMap = !showShadowMap;
|
---|
| 1298 | break;
|
---|
[2875] | 1299 | case 'g':
|
---|
[2903] | 1300 | case 'G':
|
---|
| 1301 | useGlobIllum = !useGlobIllum;
|
---|
| 1302 | break;
|
---|
[2875] | 1303 | case 't':
|
---|
| 1304 | case 'T':
|
---|
| 1305 | useTemporalCoherence = !useTemporalCoherence;
|
---|
| 1306 | break;
|
---|
[2792] | 1307 | case 'o':
|
---|
| 1308 | case 'O':
|
---|
[2642] | 1309 | useOptimization = !useOptimization;
|
---|
[2764] | 1310 | traverser->SetUseOptimization(useOptimization);
|
---|
[2767] | 1311 | break;
|
---|
| 1312 | case 'a':
|
---|
| 1313 | case 'A':
|
---|
[2931] | 1314 | leftKeyPressed = true;
|
---|
[2767] | 1315 | break;
|
---|
| 1316 | case 'd':
|
---|
| 1317 | case 'D':
|
---|
[2931] | 1318 | rightKeyPressed = true;
|
---|
[2767] | 1319 | break;
|
---|
| 1320 | case 'w':
|
---|
| 1321 | case 'W':
|
---|
[2931] | 1322 | upKeyPressed = true;
|
---|
[2767] | 1323 | break;
|
---|
[2829] | 1324 | case 's':
|
---|
| 1325 | case 'S':
|
---|
[2931] | 1326 | downKeyPressed = true;
|
---|
[2767] | 1327 | break;
|
---|
| 1328 | case 'r':
|
---|
| 1329 | case 'R':
|
---|
[2931] | 1330 | useRenderQueue = !useRenderQueue;
|
---|
| 1331 | traverser->SetUseRenderQueue(useRenderQueue);
|
---|
| 1332 |
|
---|
[2790] | 1333 | break;
|
---|
[2786] | 1334 | case 'b':
|
---|
| 1335 | case 'B':
|
---|
[2931] | 1336 | useTightBounds = !useTightBounds;
|
---|
| 1337 | traverser->SetUseTightBounds(useTightBounds);
|
---|
[2790] | 1338 | break;
|
---|
[2931] | 1339 | case 'l':
|
---|
| 1340 | case 'L':
|
---|
| 1341 | renderLightView = !renderLightView;
|
---|
| 1342 | break;
|
---|
[2642] | 1343 | default:
|
---|
| 1344 | return;
|
---|
| 1345 | }
|
---|
| 1346 |
|
---|
| 1347 | glutPostRedisplay();
|
---|
| 1348 | }
|
---|
| 1349 |
|
---|
| 1350 |
|
---|
[2792] | 1351 | void SpecialKeyUp(int c, int x, int y)
|
---|
[2642] | 1352 | {
|
---|
[2792] | 1353 | switch (c)
|
---|
| 1354 | {
|
---|
| 1355 | case GLUT_KEY_LEFT:
|
---|
| 1356 | leftKeyPressed = false;
|
---|
| 1357 | break;
|
---|
| 1358 | case GLUT_KEY_RIGHT:
|
---|
| 1359 | rightKeyPressed = false;
|
---|
| 1360 | break;
|
---|
| 1361 | case GLUT_KEY_UP:
|
---|
| 1362 | upKeyPressed = false;
|
---|
| 1363 | break;
|
---|
| 1364 | case GLUT_KEY_DOWN:
|
---|
| 1365 | downKeyPressed = false;
|
---|
| 1366 | break;
|
---|
[2953] | 1367 | case GLUT_ACTIVE_ALT:
|
---|
| 1368 | altKeyPressed = false;
|
---|
| 1369 | break;
|
---|
[2792] | 1370 | default:
|
---|
| 1371 | return;
|
---|
| 1372 | }
|
---|
| 1373 | }
|
---|
| 1374 |
|
---|
| 1375 |
|
---|
| 1376 | void KeyUp(unsigned char c, int x, int y)
|
---|
| 1377 | {
|
---|
| 1378 | switch (c)
|
---|
| 1379 | {
|
---|
[2879] | 1380 |
|
---|
[2792] | 1381 | case 'A':
|
---|
| 1382 | case 'a':
|
---|
| 1383 | leftKeyPressed = false;
|
---|
| 1384 | break;
|
---|
| 1385 | case 'D':
|
---|
| 1386 | case 'd':
|
---|
| 1387 | rightKeyPressed = false;
|
---|
| 1388 | break;
|
---|
| 1389 | case 'W':
|
---|
| 1390 | case 'w':
|
---|
| 1391 | upKeyPressed = false;
|
---|
| 1392 | break;
|
---|
[2829] | 1393 | case 'S':
|
---|
| 1394 | case 's':
|
---|
[2792] | 1395 | downKeyPressed = false;
|
---|
| 1396 | break;
|
---|
[2837] | 1397 | case '1':
|
---|
| 1398 | descendKeyPressed = false;
|
---|
[2794] | 1399 | break;
|
---|
[2837] | 1400 | case '2':
|
---|
| 1401 | ascendKeyPressed = false;
|
---|
[2794] | 1402 | break;
|
---|
| 1403 |
|
---|
[2792] | 1404 | default:
|
---|
| 1405 | return;
|
---|
| 1406 | }
|
---|
| 1407 | //glutPostRedisplay();
|
---|
| 1408 | }
|
---|
| 1409 |
|
---|
| 1410 |
|
---|
| 1411 | void Special(int c, int x, int y)
|
---|
| 1412 | {
|
---|
[2642] | 1413 | switch(c)
|
---|
| 1414 | {
|
---|
| 1415 | case GLUT_KEY_F1:
|
---|
| 1416 | showHelp = !showHelp;
|
---|
| 1417 | break;
|
---|
[2790] | 1418 | case GLUT_KEY_F2:
|
---|
[2795] | 1419 | visMode = !visMode;
|
---|
[2790] | 1420 | break;
|
---|
| 1421 | case GLUT_KEY_F3:
|
---|
| 1422 | showBoundingVolumes = !showBoundingVolumes;
|
---|
| 1423 | traverser->SetShowBounds(showBoundingVolumes);
|
---|
| 1424 | break;
|
---|
| 1425 | case GLUT_KEY_F4:
|
---|
[2827] | 1426 | showOptions = !showOptions;
|
---|
[2790] | 1427 | break;
|
---|
| 1428 | case GLUT_KEY_F5:
|
---|
[2827] | 1429 | showStatistics = !showStatistics;
|
---|
[2790] | 1430 | break;
|
---|
[2800] | 1431 | case GLUT_KEY_F6:
|
---|
| 1432 | flyMode = !flyMode;
|
---|
| 1433 | break;
|
---|
[2801] | 1434 | case GLUT_KEY_F7:
|
---|
[2825] | 1435 |
|
---|
[2955] | 1436 | renderMethod = (renderMethod + 1) % 4;
|
---|
| 1437 |
|
---|
| 1438 | traverser->SetUseDepthPass(
|
---|
| 1439 | (renderMethod == RENDER_DEPTH_PASS) ||
|
---|
| 1440 | (renderMethod == RENDER_DEPTH_PASS_DEFERRED)
|
---|
| 1441 | );
|
---|
[2825] | 1442 |
|
---|
[2801] | 1443 | break;
|
---|
[2803] | 1444 | case GLUT_KEY_F8:
|
---|
[2903] | 1445 | useAdvancedShading = !useAdvancedShading;
|
---|
| 1446 |
|
---|
[2821] | 1447 | break;
|
---|
[2826] | 1448 | case GLUT_KEY_F9:
|
---|
| 1449 | showAlgorithmTime = !showAlgorithmTime;
|
---|
| 1450 | break;
|
---|
[2954] | 1451 | case GLUT_KEY_F10:
|
---|
| 1452 | moveLight = !moveLight;
|
---|
| 1453 | break;
|
---|
[2642] | 1454 | case GLUT_KEY_LEFT:
|
---|
[2767] | 1455 | {
|
---|
[2792] | 1456 | leftKeyPressed = true;
|
---|
[2795] | 1457 | camera->Pitch(KeyRotationAngle());
|
---|
[2767] | 1458 | }
|
---|
[2642] | 1459 | break;
|
---|
| 1460 | case GLUT_KEY_RIGHT:
|
---|
[2767] | 1461 | {
|
---|
[2792] | 1462 | rightKeyPressed = true;
|
---|
[2795] | 1463 | camera->Pitch(-KeyRotationAngle());
|
---|
[2767] | 1464 | }
|
---|
[2642] | 1465 | break;
|
---|
| 1466 | case GLUT_KEY_UP:
|
---|
[2767] | 1467 | {
|
---|
[2792] | 1468 | upKeyPressed = true;
|
---|
[2795] | 1469 | KeyHorizontalMotion(KeyShift());
|
---|
[2767] | 1470 | }
|
---|
[2642] | 1471 | break;
|
---|
| 1472 | case GLUT_KEY_DOWN:
|
---|
[2767] | 1473 | {
|
---|
[2792] | 1474 | downKeyPressed = true;
|
---|
[2795] | 1475 | KeyHorizontalMotion(-KeyShift());
|
---|
[2767] | 1476 | }
|
---|
[2642] | 1477 | break;
|
---|
| 1478 | default:
|
---|
| 1479 | return;
|
---|
| 1480 |
|
---|
| 1481 | }
|
---|
| 1482 |
|
---|
| 1483 | glutPostRedisplay();
|
---|
| 1484 | }
|
---|
[2767] | 1485 |
|
---|
[2642] | 1486 | #pragma warning( default : 4100 )
|
---|
| 1487 |
|
---|
| 1488 |
|
---|
[2792] | 1489 | void Reshape(int w, int h)
|
---|
[2642] | 1490 | {
|
---|
[2759] | 1491 | winAspectRatio = 1.0f;
|
---|
[2642] | 1492 |
|
---|
| 1493 | glViewport(0, 0, w, h);
|
---|
| 1494 |
|
---|
| 1495 | winWidth = w;
|
---|
| 1496 | winHeight = h;
|
---|
| 1497 |
|
---|
[2833] | 1498 | if (w) winAspectRatio = (float) w / (float) h;
|
---|
[2642] | 1499 |
|
---|
[2758] | 1500 | glMatrixMode(GL_PROJECTION);
|
---|
| 1501 | glLoadIdentity();
|
---|
[2642] | 1502 |
|
---|
[2927] | 1503 | gluPerspective(fov, winAspectRatio, nearDist, farDist);
|
---|
[2788] | 1504 |
|
---|
[2758] | 1505 | glMatrixMode(GL_MODELVIEW);
|
---|
| 1506 |
|
---|
[2642] | 1507 | glutPostRedisplay();
|
---|
| 1508 | }
|
---|
| 1509 |
|
---|
| 1510 |
|
---|
[2792] | 1511 | void Mouse(int button, int state, int x, int y)
|
---|
[2642] | 1512 | {
|
---|
[2758] | 1513 | if ((button == GLUT_LEFT_BUTTON) && (state == GLUT_DOWN))
|
---|
[2642] | 1514 | {
|
---|
| 1515 | xEyeBegin = x;
|
---|
| 1516 | yMotionBegin = y;
|
---|
| 1517 |
|
---|
[2792] | 1518 | glutMotionFunc(LeftMotion);
|
---|
[2642] | 1519 | }
|
---|
[2758] | 1520 | else if ((button == GLUT_RIGHT_BUTTON) && (state == GLUT_DOWN))
|
---|
[2642] | 1521 | {
|
---|
[2829] | 1522 | xEyeBegin = x;
|
---|
[2758] | 1523 | yEyeBegin = y;
|
---|
| 1524 | yMotionBegin = y;
|
---|
| 1525 |
|
---|
[2954] | 1526 | if (!moveLight)
|
---|
| 1527 | glutMotionFunc(RightMotion);
|
---|
| 1528 | else
|
---|
| 1529 | glutMotionFunc(RightMotionLight);
|
---|
[2758] | 1530 | }
|
---|
| 1531 | else if ((button == GLUT_MIDDLE_BUTTON) && (state == GLUT_DOWN))
|
---|
| 1532 | {
|
---|
[2642] | 1533 | horizontalMotionBegin = x;
|
---|
| 1534 | verticalMotionBegin = y;
|
---|
[2792] | 1535 | glutMotionFunc(MiddleMotion);
|
---|
[2642] | 1536 | }
|
---|
| 1537 |
|
---|
| 1538 | glutPostRedisplay();
|
---|
| 1539 | }
|
---|
| 1540 |
|
---|
[2758] | 1541 |
|
---|
| 1542 | /** rotation for left/right mouse drag
|
---|
[2642] | 1543 | motion for up/down mouse drag
|
---|
| 1544 | */
|
---|
[2792] | 1545 | void LeftMotion(int x, int y)
|
---|
[2642] | 1546 | {
|
---|
[2758] | 1547 | Vector3 viewDir = camera->GetDirection();
|
---|
| 1548 | Vector3 pos = camera->GetPosition();
|
---|
| 1549 |
|
---|
| 1550 | // don't move in the vertical direction
|
---|
[2764] | 1551 | Vector3 horView(viewDir[0], viewDir[1], 0);
|
---|
[2642] | 1552 |
|
---|
[2795] | 1553 | float eyeXAngle = 0.2f * M_PI * (xEyeBegin - x) / 180.0;
|
---|
[2756] | 1554 |
|
---|
[2795] | 1555 | camera->Pitch(eyeXAngle);
|
---|
[2787] | 1556 |
|
---|
[2888] | 1557 | pos += horView * (yMotionBegin - y) * 0.2f;
|
---|
[2795] | 1558 |
|
---|
[2758] | 1559 | camera->SetPosition(pos);
|
---|
[2642] | 1560 |
|
---|
| 1561 | xEyeBegin = x;
|
---|
| 1562 | yMotionBegin = y;
|
---|
[2758] | 1563 |
|
---|
[2642] | 1564 | glutPostRedisplay();
|
---|
| 1565 | }
|
---|
| 1566 |
|
---|
[2758] | 1567 |
|
---|
[2954] | 1568 | void RightMotionLight(int x, int y)
|
---|
| 1569 | {
|
---|
| 1570 | float theta = 0.2f * M_PI * (xEyeBegin - x) / 180.0f;
|
---|
| 1571 | float phi = 0.2f * M_PI * (yMotionBegin - y) / 180.0f;
|
---|
| 1572 |
|
---|
| 1573 | Vector3 lightDir = light->GetDirection();
|
---|
| 1574 |
|
---|
| 1575 | Matrix4x4 roty = RotationYMatrix(theta);
|
---|
| 1576 | Matrix4x4 rotx = RotationXMatrix(phi);
|
---|
| 1577 |
|
---|
| 1578 | lightDir = roty * lightDir;
|
---|
| 1579 | lightDir = rotx * lightDir;
|
---|
| 1580 |
|
---|
[2967] | 1581 | // normalize to avoid accumulating errors
|
---|
| 1582 | lightDir.Normalize();
|
---|
| 1583 |
|
---|
[2954] | 1584 | light->SetDirection(lightDir);
|
---|
| 1585 |
|
---|
| 1586 | xEyeBegin = x;
|
---|
| 1587 | yMotionBegin = y;
|
---|
| 1588 |
|
---|
| 1589 | glutPostRedisplay();
|
---|
| 1590 | }
|
---|
| 1591 |
|
---|
| 1592 |
|
---|
[2767] | 1593 | /** rotation for left / right mouse drag
|
---|
| 1594 | motion for up / down mouse drag
|
---|
[2758] | 1595 | */
|
---|
[2792] | 1596 | void RightMotion(int x, int y)
|
---|
[2758] | 1597 | {
|
---|
[2829] | 1598 | float eyeXAngle = 0.2f * M_PI * (xEyeBegin - x) / 180.0;
|
---|
[2795] | 1599 | float eyeYAngle = -0.2f * M_PI * (yEyeBegin - y) / 180.0;
|
---|
[2758] | 1600 |
|
---|
[2795] | 1601 | camera->Yaw(eyeYAngle);
|
---|
[2829] | 1602 | camera->Pitch(eyeXAngle);
|
---|
[2780] | 1603 |
|
---|
[2829] | 1604 | xEyeBegin = x;
|
---|
[2758] | 1605 | yEyeBegin = y;
|
---|
[2829] | 1606 |
|
---|
[2758] | 1607 | glutPostRedisplay();
|
---|
| 1608 | }
|
---|
| 1609 |
|
---|
| 1610 |
|
---|
[2642] | 1611 | // strafe
|
---|
[2792] | 1612 | void MiddleMotion(int x, int y)
|
---|
[2642] | 1613 | {
|
---|
[2758] | 1614 | Vector3 viewDir = camera->GetDirection();
|
---|
| 1615 | Vector3 pos = camera->GetPosition();
|
---|
| 1616 |
|
---|
[2642] | 1617 | // the 90 degree rotated view vector
|
---|
| 1618 | // y zero so we don't move in the vertical
|
---|
[2764] | 1619 | Vector3 rVec(viewDir[0], viewDir[1], 0);
|
---|
[2642] | 1620 |
|
---|
[2764] | 1621 | Matrix4x4 rot = RotationZMatrix(M_PI * 0.5f);
|
---|
[2758] | 1622 | rVec = rot * rVec;
|
---|
[2642] | 1623 |
|
---|
[2888] | 1624 | pos -= rVec * (x - horizontalMotionBegin) * 0.1f;
|
---|
[2764] | 1625 | pos[2] += (verticalMotionBegin - y) * 0.1f;
|
---|
[2642] | 1626 |
|
---|
[2758] | 1627 | camera->SetPosition(pos);
|
---|
| 1628 |
|
---|
[2642] | 1629 | horizontalMotionBegin = x;
|
---|
| 1630 | verticalMotionBegin = y;
|
---|
[2758] | 1631 |
|
---|
[2642] | 1632 | glutPostRedisplay();
|
---|
| 1633 | }
|
---|
| 1634 |
|
---|
| 1635 |
|
---|
[2756] | 1636 | void InitExtensions(void)
|
---|
[2642] | 1637 | {
|
---|
| 1638 | GLenum err = glewInit();
|
---|
[2756] | 1639 |
|
---|
[2642] | 1640 | if (GLEW_OK != err)
|
---|
| 1641 | {
|
---|
| 1642 | // problem: glewInit failed, something is seriously wrong
|
---|
| 1643 | fprintf(stderr,"Error: %s\n", glewGetErrorString(err));
|
---|
| 1644 | exit(1);
|
---|
| 1645 | }
|
---|
[2756] | 1646 | if (!GLEW_ARB_occlusion_query)
|
---|
[2642] | 1647 | {
|
---|
[2756] | 1648 | printf("I require the GL_ARB_occlusion_query to work.\n");
|
---|
[2642] | 1649 | exit(1);
|
---|
| 1650 | }
|
---|
| 1651 | }
|
---|
| 1652 |
|
---|
| 1653 |
|
---|
[2826] | 1654 | void Begin2D()
|
---|
[2642] | 1655 | {
|
---|
| 1656 | glDisable(GL_LIGHTING);
|
---|
| 1657 | glDisable(GL_DEPTH_TEST);
|
---|
| 1658 |
|
---|
[2826] | 1659 | glMatrixMode(GL_PROJECTION);
|
---|
[2642] | 1660 | glPushMatrix();
|
---|
| 1661 | glLoadIdentity();
|
---|
[2834] | 1662 |
|
---|
[2826] | 1663 | gluOrtho2D(0, winWidth, 0, winHeight);
|
---|
[2642] | 1664 |
|
---|
[2826] | 1665 | glMatrixMode(GL_MODELVIEW);
|
---|
[2642] | 1666 | glPushMatrix();
|
---|
| 1667 | glLoadIdentity();
|
---|
| 1668 | }
|
---|
| 1669 |
|
---|
| 1670 |
|
---|
[2826] | 1671 | void End2D()
|
---|
[2642] | 1672 | {
|
---|
[2834] | 1673 | glMatrixMode(GL_PROJECTION);
|
---|
[2642] | 1674 | glPopMatrix();
|
---|
[2834] | 1675 |
|
---|
[2642] | 1676 | glMatrixMode(GL_MODELVIEW);
|
---|
| 1677 | glPopMatrix();
|
---|
| 1678 |
|
---|
| 1679 | glEnable(GL_LIGHTING);
|
---|
| 1680 | glEnable(GL_DEPTH_TEST);
|
---|
| 1681 | }
|
---|
| 1682 |
|
---|
| 1683 |
|
---|
[2787] | 1684 | // displays the visualisation of culling algorithm
|
---|
| 1685 | void DisplayVisualization()
|
---|
[2796] | 1686 | {
|
---|
[2787] | 1687 | visualization->SetFrameId(traverser->GetCurrentFrameId());
|
---|
| 1688 |
|
---|
[2792] | 1689 | Begin2D();
|
---|
[2642] | 1690 | glBlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA);
|
---|
| 1691 | glEnable(GL_BLEND);
|
---|
[2827] | 1692 | glColor4f(0.0f ,0.0f, 0.0f, 0.5f);
|
---|
[2642] | 1693 |
|
---|
[2827] | 1694 | glRecti(winWidth - winWidth / 3, winHeight - winHeight / 3, winWidth, winHeight);
|
---|
[2642] | 1695 | glDisable(GL_BLEND);
|
---|
[2792] | 1696 | End2D();
|
---|
[2788] | 1697 |
|
---|
| 1698 |
|
---|
| 1699 | AxisAlignedBox3 box = bvh->GetBox();
|
---|
| 1700 |
|
---|
[2838] | 1701 | // hack: set far plane for viz
|
---|
[2911] | 1702 | //camera->SetFar(0.35f * Magnitude(box.Diagonal()));
|
---|
[2796] | 1703 |
|
---|
[2948] | 1704 | const float offs = box.Size().x * 0.3f;
|
---|
| 1705 | //const float offs = box.Size().x * 0.6f;
|
---|
[2834] | 1706 |
|
---|
[2838] | 1707 | Vector3 vizpos = Vector3(box.Min().x, box.Min().y - box.Size().y * 0.35f, box.Min().z + box.Size().z * 50);
|
---|
[2806] | 1708 |
|
---|
[2795] | 1709 | visCamera->SetPosition(vizpos);
|
---|
[2838] | 1710 | visCamera->ResetPitchAndYaw();
|
---|
[2892] | 1711 |
|
---|
[2834] | 1712 | glPushAttrib(GL_VIEWPORT_BIT);
|
---|
[2806] | 1713 | glViewport(winWidth - winWidth / 3, winHeight - winHeight / 3, winWidth / 3, winHeight / 3);
|
---|
[2796] | 1714 |
|
---|
| 1715 | glMatrixMode(GL_PROJECTION);
|
---|
[2834] | 1716 | glPushMatrix();
|
---|
| 1717 |
|
---|
[2787] | 1718 | glLoadIdentity();
|
---|
[2796] | 1719 |
|
---|
[2807] | 1720 | glOrtho(-offs, offs, -offs, offs, 0.0f, box.Size().z * 100.0f);
|
---|
[2787] | 1721 |
|
---|
[2796] | 1722 | glMatrixMode(GL_MODELVIEW);
|
---|
[2834] | 1723 | glPushMatrix();
|
---|
[2787] | 1724 |
|
---|
[2796] | 1725 | visCamera->SetupCameraView();
|
---|
[2806] | 1726 |
|
---|
| 1727 | Matrix4x4 rotZ = RotationZMatrix(-camera->GetPitch());
|
---|
| 1728 | glMultMatrixf((float *)rotZ.x);
|
---|
| 1729 |
|
---|
[2887] | 1730 | // inverse translation in order to fix current position
|
---|
[2838] | 1731 | Vector3 pos = camera->GetPosition();
|
---|
[2806] | 1732 | glTranslatef(-pos.x, -pos.y, -pos.z);
|
---|
| 1733 |
|
---|
| 1734 |
|
---|
[2788] | 1735 | GLfloat position[] = {0.8f, 1.0f, 1.5f, 0.0f};
|
---|
| 1736 | glLightfv(GL_LIGHT0, GL_POSITION, position);
|
---|
[2787] | 1737 |
|
---|
[2788] | 1738 | GLfloat position1[] = {bvh->GetBox().Center().x, bvh->GetBox().Max().y, bvh->GetBox().Center().z, 1.0f};
|
---|
| 1739 | glLightfv(GL_LIGHT1, GL_POSITION, position1);
|
---|
[2787] | 1740 |
|
---|
[2642] | 1741 | glClear(GL_DEPTH_BUFFER_BIT);
|
---|
| 1742 |
|
---|
[2888] | 1743 |
|
---|
[2767] | 1744 | ////////////
|
---|
[2787] | 1745 | //-- visualization of the occlusion culling
|
---|
| 1746 |
|
---|
[2767] | 1747 | visualization->Render();
|
---|
[2887] | 1748 |
|
---|
[2767] | 1749 |
|
---|
[2834] | 1750 | // reset previous settings
|
---|
| 1751 | glPopAttrib();
|
---|
| 1752 |
|
---|
| 1753 | glMatrixMode(GL_PROJECTION);
|
---|
| 1754 | glPopMatrix();
|
---|
| 1755 | glMatrixMode(GL_MODELVIEW);
|
---|
| 1756 | glPopMatrix();
|
---|
[2642] | 1757 | }
|
---|
| 1758 |
|
---|
[2767] | 1759 |
|
---|
[2642] | 1760 | // cleanup routine after the main loop
|
---|
[2756] | 1761 | void CleanUp()
|
---|
[2642] | 1762 | {
|
---|
[2756] | 1763 | DEL_PTR(traverser);
|
---|
[2796] | 1764 | DEL_PTR(sceneQuery);
|
---|
[2756] | 1765 | DEL_PTR(bvh);
|
---|
[2767] | 1766 | DEL_PTR(visualization);
|
---|
[2787] | 1767 | DEL_PTR(camera);
|
---|
[2793] | 1768 | DEL_PTR(loader);
|
---|
[2801] | 1769 | DEL_PTR(renderQueue);
|
---|
[2827] | 1770 | DEL_PTR(perfGraph);
|
---|
[2809] | 1771 |
|
---|
[2879] | 1772 | DEL_PTR(fbo);
|
---|
| 1773 | DEL_PTR(ssaoShader);
|
---|
| 1774 |
|
---|
[2810] | 1775 | if (sCgMrtVertexProgram)
|
---|
| 1776 | cgDestroyProgram(sCgMrtVertexProgram);
|
---|
[2827] | 1777 | if (RenderState::sCgMrtFragmentProgram)
|
---|
| 1778 | cgDestroyProgram(RenderState::sCgMrtFragmentProgram);
|
---|
| 1779 | if (RenderState::sCgMrtFragmentTexProgram)
|
---|
| 1780 | cgDestroyProgram(RenderState::sCgMrtFragmentTexProgram);
|
---|
[2861] | 1781 |
|
---|
[2809] | 1782 | if (sCgContext)
|
---|
| 1783 | cgDestroyContext(sCgContext);
|
---|
[2642] | 1784 | }
|
---|
| 1785 |
|
---|
| 1786 |
|
---|
| 1787 | // this function inserts a dezimal point after each 1000
|
---|
[2829] | 1788 | void CalcDecimalPoint(string &str, int d, int len)
|
---|
[2642] | 1789 | {
|
---|
[2827] | 1790 | static vector<int> numbers;
|
---|
| 1791 | numbers.clear();
|
---|
| 1792 |
|
---|
[2829] | 1793 | static string shortStr;
|
---|
| 1794 | shortStr.clear();
|
---|
[2642] | 1795 |
|
---|
[2829] | 1796 | static char hstr[100];
|
---|
| 1797 |
|
---|
[2642] | 1798 | while (d != 0)
|
---|
| 1799 | {
|
---|
| 1800 | numbers.push_back(d % 1000);
|
---|
| 1801 | d /= 1000;
|
---|
| 1802 | }
|
---|
| 1803 |
|
---|
| 1804 | // first element without leading zeros
|
---|
| 1805 | if (numbers.size() > 0)
|
---|
| 1806 | {
|
---|
[2800] | 1807 | sprintf(hstr, "%d", numbers.back());
|
---|
[2829] | 1808 | shortStr.append(hstr);
|
---|
[2642] | 1809 | }
|
---|
| 1810 |
|
---|
[2764] | 1811 | for (int i = (int)numbers.size() - 2; i >= 0; i--)
|
---|
[2642] | 1812 | {
|
---|
[2800] | 1813 | sprintf(hstr, ",%03d", numbers[i]);
|
---|
[2829] | 1814 | shortStr.append(hstr);
|
---|
[2642] | 1815 | }
|
---|
[2829] | 1816 |
|
---|
| 1817 | int dif = len - (int)shortStr.size();
|
---|
| 1818 |
|
---|
| 1819 | for (int i = 0; i < dif; ++ i)
|
---|
| 1820 | {
|
---|
| 1821 | str += " ";
|
---|
| 1822 | }
|
---|
| 1823 |
|
---|
| 1824 | str.append(shortStr);
|
---|
[2764] | 1825 | }
|
---|
| 1826 |
|
---|
| 1827 |
|
---|
| 1828 | void DisplayStats()
|
---|
| 1829 | {
|
---|
[2826] | 1830 | static char msg[9][300];
|
---|
[2764] | 1831 |
|
---|
[2826] | 1832 | static double frameTime = elapsedTime;
|
---|
| 1833 | static double renderTime = algTime;
|
---|
| 1834 |
|
---|
[2818] | 1835 | const float expFactor = 0.1f;
|
---|
[2767] | 1836 |
|
---|
[2802] | 1837 | // if some strange render time spike happened in this frame => don't count
|
---|
[2826] | 1838 | if (elapsedTime < 500) frameTime = elapsedTime * expFactor + (1.0f - expFactor) * elapsedTime;
|
---|
| 1839 |
|
---|
| 1840 | static float rTime = 1000.0f;
|
---|
[2764] | 1841 |
|
---|
[2826] | 1842 | if (showAlgorithmTime)
|
---|
| 1843 | {
|
---|
| 1844 | if (algTime < 500) renderTime = algTime * expFactor + (1.0f - expFactor) * renderTime;
|
---|
| 1845 | }
|
---|
[2802] | 1846 |
|
---|
[2826] | 1847 | accumulatedTime += elapsedTime;
|
---|
| 1848 |
|
---|
[2776] | 1849 | if (accumulatedTime > 500) // update every fraction of a second
|
---|
[2770] | 1850 | {
|
---|
| 1851 | accumulatedTime = 0;
|
---|
| 1852 |
|
---|
[2826] | 1853 | if (frameTime) fps = 1e3f / (float)frameTime;
|
---|
| 1854 |
|
---|
| 1855 | rTime = renderTime;
|
---|
[2773] | 1856 |
|
---|
[2948] | 1857 | if (renderLightView && shadowTraverser)
|
---|
| 1858 | {
|
---|
| 1859 | renderedTriangles = shadowTraverser->GetStats().mNumRenderedTriangles;
|
---|
| 1860 | renderedObjects = shadowTraverser->GetStats().mNumRenderedGeometry;
|
---|
| 1861 | renderedNodes = shadowTraverser->GetStats().mNumRenderedNodes;
|
---|
| 1862 | }
|
---|
| 1863 | else if (showShadowMap && shadowTraverser)
|
---|
| 1864 | {
|
---|
| 1865 | renderedNodes = traverser->GetStats().mNumRenderedNodes + shadowTraverser->GetStats().mNumRenderedNodes;
|
---|
| 1866 | renderedObjects = traverser->GetStats().mNumRenderedGeometry + shadowTraverser->GetStats().mNumRenderedGeometry;
|
---|
| 1867 | renderedTriangles = traverser->GetStats().mNumRenderedTriangles + shadowTraverser->GetStats().mNumRenderedTriangles;
|
---|
| 1868 | }
|
---|
| 1869 | else
|
---|
| 1870 | {
|
---|
| 1871 | renderedTriangles = traverser->GetStats().mNumRenderedTriangles;
|
---|
| 1872 | renderedObjects = traverser->GetStats().mNumRenderedGeometry;
|
---|
| 1873 | renderedNodes = traverser->GetStats().mNumRenderedNodes;
|
---|
| 1874 | }
|
---|
| 1875 |
|
---|
[2770] | 1876 | traversedNodes = traverser->GetStats().mNumTraversedNodes;
|
---|
| 1877 | frustumCulledNodes = traverser->GetStats().mNumFrustumCulledNodes;
|
---|
| 1878 | queryCulledNodes = traverser->GetStats().mNumQueryCulledNodes;
|
---|
| 1879 | issuedQueries = traverser->GetStats().mNumIssuedQueries;
|
---|
| 1880 | stateChanges = traverser->GetStats().mNumStateChanges;
|
---|
[2800] | 1881 | numBatches = traverser->GetStats().mNumBatches;
|
---|
[2770] | 1882 | }
|
---|
| 1883 |
|
---|
[2764] | 1884 |
|
---|
[2826] | 1885 | Begin2D();
|
---|
[2808] | 1886 |
|
---|
[2826] | 1887 | glEnable(GL_BLEND);
|
---|
| 1888 | glBlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA);
|
---|
[2764] | 1889 |
|
---|
[2826] | 1890 | if (showHelp)
|
---|
| 1891 | {
|
---|
| 1892 | DrawHelpMessage();
|
---|
| 1893 | }
|
---|
| 1894 | else
|
---|
| 1895 | {
|
---|
[2829] | 1896 | if (showOptions)
|
---|
| 1897 | {
|
---|
| 1898 | glColor4f(0.0f, 0.0f, 0.0f, 0.5f);
|
---|
| 1899 | glRecti(5, winHeight - 95, winWidth * 2 / 3 - 5, winHeight - 5);
|
---|
| 1900 | }
|
---|
| 1901 |
|
---|
| 1902 | if (showStatistics)
|
---|
| 1903 | {
|
---|
| 1904 | glColor4f(0.0f, 0.0f, 0.0f, 0.5f);
|
---|
| 1905 | glRecti(5, winHeight - 165, winWidth * 2 / 3 - 5, winHeight - 100);
|
---|
| 1906 | }
|
---|
| 1907 |
|
---|
| 1908 | glEnable(GL_TEXTURE_2D);
|
---|
| 1909 |
|
---|
[2827] | 1910 | myfont.Begin();
|
---|
[2769] | 1911 |
|
---|
[2826] | 1912 | if (showOptions)
|
---|
| 1913 | {
|
---|
[2829] | 1914 | glColor3f(0.0f, 1.0f, 0.0f);
|
---|
| 1915 |
|
---|
[2826] | 1916 | int i = 0;
|
---|
| 1917 |
|
---|
[2955] | 1918 | static char *renderMethodStr[] = {"forward", "depth pass + forward", "deferred shading", "depth pass + deferred"};
|
---|
[2825] | 1919 |
|
---|
[2826] | 1920 | sprintf(msg[i ++], "multiqueries: %d, tight bounds: %d, render queue: %d",
|
---|
| 1921 | useMultiQueries, useTightBounds, useRenderQueue);
|
---|
[2792] | 1922 |
|
---|
[2955] | 1923 | sprintf(msg[i ++], "render technique: %s, SSAO: %d", renderMethodStr[renderMethod], useAdvancedShading);
|
---|
[2808] | 1924 |
|
---|
[2826] | 1925 | sprintf(msg[i ++], "triangles per virtual leaf: %5d", trianglesPerVirtualLeaf);
|
---|
[2808] | 1926 |
|
---|
[2826] | 1927 | sprintf(msg[i ++], "assumed visible frames: %4d, max batch size: %4d",
|
---|
| 1928 | assumedVisibleFrames, maxBatchSize);
|
---|
[2808] | 1929 |
|
---|
[2826] | 1930 | for (int j = 0; j < 4; ++ j)
|
---|
[2829] | 1931 | myfont.DrawString(msg[j], 10.0f, winHeight - 5 - j * 20);
|
---|
[2826] | 1932 | }
|
---|
[2808] | 1933 |
|
---|
[2786] | 1934 | if (showStatistics)
|
---|
[2764] | 1935 | {
|
---|
[2829] | 1936 | glColor3f(1.0f, 1.0f, 0.0f);
|
---|
| 1937 |
|
---|
[2948] | 1938 | string objStr, totalObjStr;
|
---|
| 1939 | string triStr, totalTriStr;
|
---|
[2826] | 1940 |
|
---|
[2829] | 1941 | int len = 10;
|
---|
[2948] | 1942 | CalcDecimalPoint(objStr, renderedObjects, len);
|
---|
| 1943 | CalcDecimalPoint(totalObjStr, (int)loader->GetNumEntities(), len);
|
---|
[2826] | 1944 |
|
---|
[2948] | 1945 | CalcDecimalPoint(triStr, renderedTriangles, len);
|
---|
| 1946 | CalcDecimalPoint(totalTriStr, bvh->GetBvhStats().mTriangles, len);
|
---|
| 1947 |
|
---|
[2826] | 1948 | int i = 4;
|
---|
| 1949 |
|
---|
[2953] | 1950 | if (0)
|
---|
| 1951 | {
|
---|
| 1952 | sprintf(msg[i ++], "rendered: %s of %s objects, %s of %s triangles",
|
---|
| 1953 | objStr.c_str(), totalObjStr.c_str(), triStr.c_str(), totalTriStr.c_str());
|
---|
| 1954 | }
|
---|
| 1955 | else
|
---|
| 1956 | {
|
---|
| 1957 | sprintf(msg[i ++], "rendered: %6d of %6d nodes, %s of %s triangles",
|
---|
| 1958 | renderedNodes, bvh->GetNumVirtualNodes(), triStr.c_str(), totalTriStr.c_str());
|
---|
| 1959 | }
|
---|
[2826] | 1960 |
|
---|
| 1961 | sprintf(msg[i ++], "traversed: %5d, frustum culled: %5d, query culled: %5d",
|
---|
| 1962 | traversedNodes, frustumCulledNodes, queryCulledNodes);
|
---|
| 1963 |
|
---|
| 1964 | sprintf(msg[i ++], "issued queries: %5d, state changes: %5d, render batches: %5d",
|
---|
| 1965 | issuedQueries, stateChanges, numBatches);
|
---|
| 1966 |
|
---|
| 1967 | for (int j = 4; j < 7; ++ j)
|
---|
[2829] | 1968 | myfont.DrawString(msg[j], 10.0f, winHeight - (j + 1) * 20);
|
---|
[2764] | 1969 | }
|
---|
[2790] | 1970 |
|
---|
[2826] | 1971 | glColor3f(1.0f, 1.0f, 1.0f);
|
---|
| 1972 | static char *alg_str[] = {"Frustum Cull", "Stop and Wait", "CHC", "CHC ++"};
|
---|
[2827] | 1973 |
|
---|
| 1974 | if (!showAlgorithmTime)
|
---|
| 1975 | {
|
---|
| 1976 | sprintf(msg[7], "%s: %6.1f fps", alg_str[renderMode], fps);
|
---|
| 1977 | }
|
---|
| 1978 | else
|
---|
| 1979 | {
|
---|
| 1980 | sprintf(msg[7], "%s: %6.1f ms", alg_str[renderMode], rTime);
|
---|
| 1981 | }
|
---|
[2826] | 1982 |
|
---|
[2829] | 1983 | myfont.DrawString(msg[7], 1.3f, 690.0f, 760.0f);//, top_color, bottom_color);
|
---|
[2827] | 1984 |
|
---|
| 1985 | //sprintf(msg[8], "algorithm time: %6.1f ms", rTime);
|
---|
| 1986 | //myfont.DrawString(msg[8], 720.0f, 730.0f);
|
---|
[2764] | 1987 | }
|
---|
| 1988 |
|
---|
[2826] | 1989 | glDisable(GL_BLEND);
|
---|
| 1990 | glDisable(GL_TEXTURE_2D);
|
---|
| 1991 |
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[2792] | 1992 | End2D();
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[2764] | 1993 | }
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[2796] | 1994 |
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| 1995 |
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| 1996 | void RenderSky()
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| 1997 | {
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[2958] | 1998 | cgGLEnableProfile(RenderState::sCgVertexProfile);
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| 1999 |
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[2959] | 2000 | if ((renderMethod == RENDER_DEFERRED) || (renderMethod == RENDER_DEPTH_PASS_DEFERRED))
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| 2001 | state.SetRenderPassType(RenderState::DEFERRED);
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[2958] | 2002 |
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[2961] | 2003 | preetham->RenderSkyDome(-light->GetDirection(), camera, &state);
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[2796] | 2004 |
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[2957] | 2005 | cgGLDisableProfile(RenderState::sCgVertexProfile);
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[2958] | 2006 | cgGLDisableProfile(RenderState::sCgFragmentProfile);
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[2801] | 2007 | }
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[2796] | 2008 |
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[2948] | 2009 |
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[2895] | 2010 | // render visible object from depth pass
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[2801] | 2011 | void RenderVisibleObjects()
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| 2012 | {
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[2955] | 2013 | if (renderMethod == RENDER_DEPTH_PASS_DEFERRED)
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[2948] | 2014 | {
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[2950] | 2015 | if (showShadowMap && !renderLightView)
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[2951] | 2016 | {
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| 2017 | float minVisibleDist = min(camera->GetFar(), traverser->GetMaxVisibleDistance());
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| 2018 | RenderShadowMap(minVisibleDist);
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| 2019 | }
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[2949] | 2020 |
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| 2021 | glDisable(GL_LIGHTING);
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| 2022 | glViewport(0, 0, texWidth, texHeight);
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[2951] | 2023 |
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[2948] | 2024 | InitDeferredRendering();
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| 2025 |
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[2951] | 2026 | glClear(GL_COLOR_BUFFER_BIT);
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[2948] | 2027 | }
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[2949] | 2028 | else
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[2950] | 2029 | {
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| 2030 | glEnable(GL_LIGHTING);
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[2955] | 2031 | state.SetRenderPassType(RenderState::FIXED);
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[2950] | 2032 | }
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[2948] | 2033 |
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[2957] | 2034 | glShadeModel(GL_SMOOTH);
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[2953] | 2035 | glEnableClientState(GL_NORMAL_ARRAY);
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| 2036 |
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[2950] | 2037 | // draw all objects that have exactly the same depth as the current sample
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| 2038 | glDepthFunc(GL_LEQUAL);
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| 2039 | glColorMask(GL_TRUE, GL_TRUE, GL_TRUE, GL_TRUE);
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[2801] | 2040 |
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[2950] | 2041 | state.SetUseAlphaToCoverage(true);
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| 2042 | state.Reset();
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[2951] | 2043 |
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[2949] | 2044 | //cout << "visible: " << (int)traverser->GetVisibleObjects().size() << endl;
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| 2045 |
|
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[2801] | 2046 | SceneEntityContainer::const_iterator sit,
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| 2047 | sit_end = traverser->GetVisibleObjects().end();
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| 2048 |
|
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| 2049 | for (sit = traverser->GetVisibleObjects().begin(); sit != sit_end; ++ sit)
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[2948] | 2050 | {
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[2801] | 2051 | renderQueue->Enqueue(*sit);
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[2948] | 2052 | }
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| 2053 |
|
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[2801] | 2054 | renderQueue->Apply();
|
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| 2055 |
|
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| 2056 | glDepthFunc(GL_LESS);
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[2959] | 2057 | state.Reset();
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[2949] | 2058 |
|
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| 2059 | PrintGLerror("visibleobjects");
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[2801] | 2060 | }
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| 2061 |
|
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| 2062 |
|
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| 2063 | void PlaceViewer(const Vector3 &oldPos)
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| 2064 | {
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| 2065 | Vector3 playerPos = camera->GetPosition();
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[2843] | 2066 | bool validIntersect = sceneQuery->CalcIntersection(playerPos);
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[2801] | 2067 |
|
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[2853] | 2068 | if (validIntersect)
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[2848] | 2069 | // && ((playerPos.z - oldPos.z) < bvh->GetBox().Size(2) * 1e-1f))
|
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[2801] | 2070 | {
|
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| 2071 | camera->SetPosition(playerPos);
|
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| 2072 | }
|
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[2809] | 2073 | }
|
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[2948] | 2074 |
|
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| 2075 |
|
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[2951] | 2076 | void RenderShadowMap(float newfar)
|
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[2948] | 2077 | {
|
---|
| 2078 | cgGLDisableProfile(RenderState::sCgFragmentProfile);
|
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| 2079 | cgGLDisableProfile(RenderState::sCgVertexProfile);
|
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| 2080 |
|
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[2953] | 2081 | glDisableClientState(GL_NORMAL_ARRAY);
|
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| 2082 |
|
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[2955] | 2083 | state.SetRenderPassType(RenderState::DEPTH_PASS);
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| 2084 | state.LockCullFaceEnabled(true);
|
---|
| 2085 | state.SetUseAlphaToCoverage(false);
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[2948] | 2086 |
|
---|
| 2087 | // change CHC++ set of state variables (must be done for each change of camera because
|
---|
| 2088 | // otherwise the temporal coherency is broken
|
---|
| 2089 | BvhNode::SetCurrentState(1);
|
---|
| 2090 |
|
---|
| 2091 | // hack: temporarily change camera far plane
|
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[2951] | 2092 | camera->SetFar(newfar);
|
---|
[2955] | 2093 | glDisable(GL_CULL_FACE);
|
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| 2094 |
|
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[2948] | 2095 | // the scene is rendered withouth any shading
|
---|
| 2096 | shadowMap->ComputeShadowMap(shadowTraverser, matProjectionView);
|
---|
| 2097 |
|
---|
[2955] | 2098 | glEnable(GL_CULL_FACE);
|
---|
[2948] | 2099 | camera->SetFar(farDist);
|
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| 2100 |
|
---|
| 2101 | state.SetUseAlphaToCoverage(true);
|
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[2955] | 2102 | state.LockCullFaceEnabled(false);
|
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[2948] | 2103 |
|
---|
[2953] | 2104 | glEnableClientState(GL_NORMAL_ARRAY);
|
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| 2105 |
|
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[2948] | 2106 | // change back state
|
---|
| 2107 | BvhNode::SetCurrentState(0);
|
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[2952] | 2108 | }
|
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