[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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[2980] | 42 | #include "EntityMerger.h"
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[2642] | 43 |
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| 44 |
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[2954] | 45 |
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[2756] | 46 | using namespace std;
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[2776] | 47 | using namespace CHCDemoEngine;
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[2642] | 48 |
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| 49 |
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[2828] | 50 | static Environment env;
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| 51 |
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[2911] | 52 | #define MAX_DEPTH_CONST 10.0f
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[2828] | 53 |
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[2884] | 54 | // fbo
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[2879] | 55 | FrameBufferObject *fbo = NULL;
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[2756] | 56 |
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[2826] | 57 | GLuint fontTex;
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[2810] | 58 |
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[2756] | 59 | /// the renderable scene geometry
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| 60 | SceneEntityContainer sceneEntities;
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[2980] | 61 | SceneEntityContainer sceneEntities2;
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[2756] | 62 | // traverses and renders the hierarchy
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[2767] | 63 | RenderTraverser *traverser = NULL;
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[2756] | 64 | /// the hierarchy
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[2767] | 65 | Bvh *bvh = NULL;
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[2793] | 66 | /// handles scene loading
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[2795] | 67 | ResourceManager *loader = NULL;
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[2756] | 68 | /// the scene camera
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[2767] | 69 | Camera *camera = NULL;
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[2795] | 70 | /// the scene camera
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| 71 | Camera *visCamera = NULL;
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[2767] | 72 | /// the visualization
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| 73 | Visualization *visualization = NULL;
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[2760] | 74 | /// the current render state
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| 75 | RenderState state;
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[2764] | 76 | /// the rendering algorithm
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[2795] | 77 | int renderMode = RenderTraverser::CHCPLUSPLUS;
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[2756] | 78 | // eye near plane distance
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[2954] | 79 | float nearDist = 0.2f;
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[2927] | 80 | float farDist = 1e6f;
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[2856] | 81 | /// the field of view
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| 82 | float fov = 50.0f;
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[2771] | 83 | /// the pixel threshold where a node is still considered invisible
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| 84 | int threshold;
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[2764] | 85 |
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[2776] | 86 | int assumedVisibleFrames = 10;
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| 87 | int maxBatchSize = 50;
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[2771] | 88 |
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[2800] | 89 | int trianglesPerVirtualLeaf = INITIAL_TRIANGLES_PER_VIRTUAL_LEAVES;
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[2767] | 90 |
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[2796] | 91 | SceneQuery *sceneQuery = NULL;
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[2801] | 92 | RenderQueue *renderQueue = NULL;
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[2796] | 93 |
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[2897] | 94 | // traverses and renders the hierarchy
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| 95 | RenderTraverser *shadowTraverser = NULL;
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| 96 |
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[2957] | 97 | SkyPreetham *preetham = NULL;
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[2897] | 98 |
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[2957] | 99 |
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[2809] | 100 | /// these values get scaled with the frame rate
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[2828] | 101 | static float keyForwardMotion = 30.0f;
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| 102 | static float keyRotation = 1.5f;
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[2801] | 103 |
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[2826] | 104 | /// elapsed time in milliseconds
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| 105 | double elapsedTime = 1000.0f;
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| 106 | double algTime = 1000.0f;
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[2795] | 107 |
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[2809] | 108 | static int winWidth = 1024;
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[2813] | 109 | static int winHeight = 768;
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[2892] | 110 |
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[2945] | 111 | int shadowSize = 2048;
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[2892] | 112 |
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[2809] | 113 | static float winAspectRatio = 1.0f;
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[2642] | 114 |
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[2776] | 115 | double accumulatedTime = 1000;
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[2770] | 116 | float fps = 1e3f;
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| 117 |
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[2826] | 118 | glfont::GLFont myfont;
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| 119 |
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[2809] | 120 | // rendertexture
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[2828] | 121 | static int texWidth = 1024;
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| 122 | static int texHeight = 768;
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[2866] | 123 |
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[2770] | 124 | int renderedObjects = 0;
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[2773] | 125 | int renderedNodes = 0;
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| 126 | int renderedTriangles = 0;
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| 127 |
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[2770] | 128 | int issuedQueries = 0;
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| 129 | int traversedNodes = 0;
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| 130 | int frustumCulledNodes = 0;
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| 131 | int queryCulledNodes = 0;
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| 132 | int stateChanges = 0;
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[2800] | 133 | int numBatches = 0;
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[2770] | 134 |
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[2642] | 135 | bool showHelp = false;
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[2826] | 136 | bool showStatistics = false;
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[2865] | 137 | bool showOptions = true;
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[2642] | 138 | bool showBoundingVolumes = false;
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| 139 | bool visMode = false;
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| 140 |
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[2792] | 141 | // mouse navigation state
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[2809] | 142 | int xEyeBegin = 0;
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| 143 | int yEyeBegin = 0;
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| 144 | int yMotionBegin = 0;
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| 145 | int verticalMotionBegin = 0;
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| 146 | int horizontalMotionBegin = 0;
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[2642] | 147 |
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[2770] | 148 | bool useOptimization = false;
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[2786] | 149 | bool useTightBounds = true;
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[2795] | 150 | bool useRenderQueue = true;
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[2786] | 151 | bool useMultiQueries = true;
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[2800] | 152 | bool flyMode = true;
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| 153 |
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[2792] | 154 | bool leftKeyPressed = false;
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| 155 | bool rightKeyPressed = false;
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| 156 | bool upKeyPressed = false;
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| 157 | bool downKeyPressed = false;
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[2837] | 158 | bool descendKeyPressed = false;
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| 159 | bool ascendKeyPressed = false;
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[2787] | 160 |
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[2875] | 161 | bool useGlobIllum = false;
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| 162 | bool useTemporalCoherence = true;
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| 163 |
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[2901] | 164 | static float ssaoTempCohFactor = 255.0;
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[2821] | 165 |
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[2826] | 166 | bool showAlgorithmTime = false;
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| 167 |
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[2820] | 168 | GLubyte *randomNormals = NULL;
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[2809] | 169 |
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[2819] | 170 | PerfTimer frameTimer, algTimer;
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| 171 |
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[2976] | 172 | static int sCurrentMrtSet = 0;
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[2957] | 173 |
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[2955] | 174 | /// the used render type for this render pass
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| 175 | enum RenderMethod
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| 176 | {
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| 177 | RENDER_FIXED,
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| 178 | RENDER_DEPTH_PASS,
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| 179 | RENDER_DEFERRED,
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| 180 | RENDER_DEPTH_PASS_DEFERRED,
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| 181 | RENDER_NUM_RENDER_TYPES
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| 182 | };
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[2820] | 183 |
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[2955] | 184 | /// one of four possible render methods
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| 185 | int renderMethod = RENDER_FIXED;
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| 186 |
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[2827] | 187 | PerformanceGraph *perfGraph = NULL;
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[2825] | 188 |
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[2828] | 189 | bool useFullScreen = false;
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[2827] | 190 |
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[2865] | 191 | bool useLODs = true;
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| 192 |
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[2954] | 193 | bool moveLight = false;
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| 194 |
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[2948] | 195 | //DeferredRenderer::SAMPLING_METHOD samplingMethod = DeferredRenderer::SAMPLING_POISSON;
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| 196 | DeferredRenderer::SAMPLING_METHOD samplingMethod = DeferredRenderer::SAMPLING_QUADRATIC;
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[2865] | 197 |
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[2903] | 198 | bool useAdvancedShading = false;
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| 199 |
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[2895] | 200 | bool showShadowMap = false;
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| 201 | bool shadowChanged = true;
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| 202 |
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[2834] | 203 | static Matrix4x4 matProjectionView = IdentityMatrix();
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[2820] | 204 |
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[2931] | 205 | bool renderLightView = false;
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[2894] | 206 |
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| 207 | ShadowMap *shadowMap = NULL;
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[2952] | 208 | DirectionalLight *light = NULL;
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[2948] | 209 | DeferredRenderer *ssaoShader = NULL;
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[2834] | 210 |
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[2953] | 211 | SceneEntity *cube = NULL;
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[2957] | 212 | SceneEntity *aeroplane = NULL;
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| 213 | SceneEntity *skyDome = NULL;
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[2895] | 214 |
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[2953] | 215 | bool altKeyPressed = false;
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[2952] | 216 |
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[2809] | 217 | // function forward declarations
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[2759] | 218 | void InitExtensions();
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[2756] | 219 | void DisplayVisualization();
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[2759] | 220 | void InitGLstate();
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[2809] | 221 | void InitRenderTexture();
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| 222 | void InitCg();
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[2759] | 223 | void CleanUp();
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| 224 | void SetupEyeView();
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| 225 | void UpdateEyeMtx();
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| 226 | void SetupLighting();
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[2764] | 227 | void DisplayStats();
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[2769] | 228 | void Output(int x, int y, const char *string);
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[2786] | 229 | void DrawHelpMessage();
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[2796] | 230 | void RenderSky();
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[2801] | 231 | void RenderVisibleObjects();
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[2756] | 232 |
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[2792] | 233 | void Begin2D();
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| 234 | void End2D();
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| 235 | void KeyBoard(unsigned char c, int x, int y);
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| 236 | void DrawStatistics();
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| 237 | void Display();
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| 238 | void Special(int c, int x, int y);
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| 239 | void KeyUp(unsigned char c, int x, int y);
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| 240 | void SpecialKeyUp(int c, int x, int y);
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| 241 | void Reshape(int w, int h);
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| 242 | void Mouse(int button, int state, int x, int y);
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| 243 | void LeftMotion(int x, int y);
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| 244 | void RightMotion(int x, int y);
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| 245 | void MiddleMotion(int x, int y);
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| 246 | void CalcDecimalPoint(string &str, int d);
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[2642] | 247 |
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[2897] | 248 | RenderTraverser *CreateTraverser(Camera *cam);
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| 249 |
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[2792] | 250 | void KeyHorizontalMotion(float shift);
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[2794] | 251 | void KeyVerticalMotion(float shift);
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[2642] | 252 |
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[2801] | 253 | void PlaceViewer(const Vector3 &oldPos);
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[2642] | 254 |
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[2826] | 255 | inline float KeyRotationAngle() { return keyRotation * elapsedTime * 1e-3f; }
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| 256 | inline float KeyShift() { return keyForwardMotion * elapsedTime * 1e-3f; }
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[2951] | 257 |
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[2809] | 258 | void InitFBO();
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[2795] | 259 |
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[2954] | 260 | void RightMotionLight(int x, int y);
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| 261 |
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[2951] | 262 | void RenderShadowMap(float newfar);
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[2810] | 263 |
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[2809] | 264 |
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| 265 |
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[2810] | 266 | /////////
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| 267 | //-- cg stuff
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| 268 |
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[2808] | 269 | static CGcontext sCgContext = NULL;
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[2810] | 270 | static CGprogram sCgMrtVertexProgram = NULL;
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[2795] | 271 |
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[2809] | 272 | static CGparameter sMaxDepthParam;
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[2819] | 273 | static CGparameter sMaxDepthParamTex;
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[2964] | 274 |
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[2861] | 275 | static Matrix4x4 oldViewProjMatrix;
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[2820] | 276 |
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[2837] | 277 |
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[2809] | 278 | static void cgErrorCallback()
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| 279 | {
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| 280 | CGerror lastError = cgGetError();
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| 281 |
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| 282 | if(lastError)
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| 283 | {
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| 284 | printf("%s\n\n", cgGetErrorString(lastError));
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| 285 | printf("%s\n", cgGetLastListing(sCgContext));
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[2861] | 286 |
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[2809] | 287 | printf("Cg error, exiting...\n");
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| 288 |
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| 289 | exit(0);
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| 290 | }
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| 291 | }
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| 292 |
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| 293 |
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| 294 | static void PrintGLerror(char *msg)
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| 295 | {
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| 296 | GLenum errCode;
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| 297 | const GLubyte *errStr;
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| 298 |
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| 299 | if ((errCode = glGetError()) != GL_NO_ERROR)
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| 300 | {
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| 301 | errStr = gluErrorString(errCode);
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| 302 | fprintf(stderr,"OpenGL ERROR: %s: %s\n", errStr, msg);
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| 303 | }
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| 304 | }
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| 305 |
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| 306 |
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[2642] | 307 | int main(int argc, char* argv[])
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| 308 | {
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[2781] | 309 | int returnCode = 0;
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| 310 |
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[2837] | 311 | Vector3 camPos(.0f, .0f, .0f);
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[2838] | 312 | Vector3 camDir(.0f, 1.0f, .0f);
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[2952] | 313 | Vector3 lightDir(-0.8f, 1.0f, -0.7f);
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[2837] | 314 |
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[2873] | 315 | cout << "=== reading environment file ===" << endl << endl;
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[2830] | 316 |
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[2837] | 317 | string envFileName = "default.env";
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| 318 | if (!env.Read(envFileName))
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| 319 | {
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| 320 | cerr << "loading environment " << envFileName << " failed!" << endl;
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| 321 | }
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| 322 | else
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| 323 | {
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| 324 | env.GetIntParam(string("assumedVisibleFrames"), assumedVisibleFrames);
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| 325 | env.GetIntParam(string("maxBatchSize"), maxBatchSize);
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| 326 | env.GetIntParam(string("trianglesPerVirtualLeaf"), trianglesPerVirtualLeaf);
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[2828] | 327 |
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[2837] | 328 | env.GetFloatParam(string("keyForwardMotion"), keyForwardMotion);
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| 329 | env.GetFloatParam(string("keyRotation"), keyRotation);
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[2828] | 330 |
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[2837] | 331 | env.GetIntParam(string("winWidth"), winWidth);
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| 332 | env.GetIntParam(string("winHeight"), winHeight);
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[2828] | 333 |
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[2837] | 334 | env.GetBoolParam(string("useFullScreen"), useFullScreen);
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[2901] | 335 | env.GetFloatParam(string("tempCohFactor"), ssaoTempCohFactor);
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[2837] | 336 | env.GetVectorParam(string("camPosition"), camPos);
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[2838] | 337 | env.GetVectorParam(string("camDirection"), camDir);
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[2952] | 338 | env.GetVectorParam(string("lightDirection"), lightDir);
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[2828] | 339 |
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[2865] | 340 | env.GetBoolParam(string("useLODs"), useLODs);
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[2945] | 341 | env.GetIntParam(string("shadowSize"), shadowSize);
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[2865] | 342 |
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[2846] | 343 | //env.GetStringParam(string("modelPath"), model_path);
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[2838] | 344 | //env.GetIntParam(string("numSssaoSamples"), numSsaoSamples);
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| 345 |
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[2867] | 346 |
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[2837] | 347 | cout << "assumedVisibleFrames: " << assumedVisibleFrames << endl;
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| 348 | cout << "maxBatchSize: " << maxBatchSize << endl;
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| 349 | cout << "trianglesPerVirtualLeaf: " << trianglesPerVirtualLeaf << endl;
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[2828] | 350 |
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[2837] | 351 | cout << "keyForwardMotion: " << keyForwardMotion << endl;
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| 352 | cout << "keyRotation: " << keyRotation << endl;
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| 353 | cout << "winWidth: " << winWidth << endl;
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| 354 | cout << "winHeight: " << winHeight << endl;
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| 355 | cout << "useFullScreen: " << useFullScreen << endl;
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[2865] | 356 | cout << "useLODs: " << useLODs << endl;
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[2837] | 357 | cout << "camPosition: " << camPos << endl;
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[2901] | 358 | cout << "temporal coherence: " << ssaoTempCohFactor << endl;
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[2945] | 359 | cout << "shadow size: " << shadowSize << endl;
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[2873] | 360 |
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[2846] | 361 | //cout << "model path: " << model_path << endl;
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[2873] | 362 |
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[2881] | 363 | cout << "**** end parameters ****" << endl << endl;
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[2837] | 364 | }
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[2829] | 365 |
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[2828] | 366 | ///////////////////////////
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| 367 |
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[2914] | 368 | camera = new Camera(winWidth, winHeight, fov);
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[2795] | 369 | camera->SetNear(nearDist);
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[2913] | 370 | camera->SetFar(1000);
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[2888] | 371 |
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[2838] | 372 | camera->SetDirection(camDir);
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[2829] | 373 | camera->SetPosition(camPos);
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| 374 |
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[2806] | 375 | visCamera = new Camera(winWidth, winHeight, fov);
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[2796] | 376 | visCamera->SetNear(0.0f);
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| 377 | visCamera->Yaw(.5 * M_PI);
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[2781] | 378 |
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[2952] | 379 | // create a new light
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[2968] | 380 | light = new DirectionalLight(lightDir, RgbaColor(1, 1, 1, 1), RgbaColor(1, 1, 1, 1));
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[2952] | 381 |
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| 382 |
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[2802] | 383 | renderQueue = new RenderQueue(&state, camera);
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[2801] | 384 |
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[2760] | 385 | glutInitWindowSize(winWidth, winHeight);
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[2756] | 386 | glutInit(&argc, argv);
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[2853] | 387 | glutInitDisplayMode(GLUT_DOUBLE | GLUT_RGBA | GLUT_DEPTH | GLUT_MULTISAMPLE);
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| 388 | //glutInitDisplayMode(GLUT_DOUBLE | GLUT_RGBA | GLUT_DEPTH);
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[2850] | 389 | //glutInitDisplayString("samples=2");
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| 390 |
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[2867] | 391 | SceneEntity::SetUseLODs(useLODs);
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| 392 |
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| 393 |
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[2828] | 394 | if (!useFullScreen)
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[2856] | 395 | {
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[2828] | 396 | glutCreateWindow("FriendlyCulling");
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[2856] | 397 | }
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[2828] | 398 | else
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| 399 | {
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| 400 | glutGameModeString( "1024x768:32@75" );
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| 401 | glutEnterGameMode();
|
---|
| 402 | }
|
---|
| 403 |
|
---|
[2792] | 404 | glutDisplayFunc(Display);
|
---|
| 405 | glutKeyboardFunc(KeyBoard);
|
---|
| 406 | glutSpecialFunc(Special);
|
---|
| 407 | glutReshapeFunc(Reshape);
|
---|
| 408 | glutMouseFunc(Mouse);
|
---|
| 409 | glutIdleFunc(Display);
|
---|
| 410 | glutKeyboardUpFunc(KeyUp);
|
---|
| 411 | glutSpecialUpFunc(SpecialKeyUp);
|
---|
| 412 | glutIgnoreKeyRepeat(true);
|
---|
| 413 |
|
---|
[2829] | 414 | // initialise gl graphics
|
---|
[2756] | 415 | InitExtensions();
|
---|
| 416 | InitGLstate();
|
---|
[2850] | 417 |
|
---|
[2960] | 418 |
|
---|
[2854] | 419 | glEnable(GL_MULTISAMPLE_ARB);
|
---|
| 420 | glHint(GL_MULTISAMPLE_FILTER_HINT_NV, GL_NICEST);
|
---|
[2850] | 421 |
|
---|
[2792] | 422 | LeftMotion(0, 0);
|
---|
| 423 | MiddleMotion(0, 0);
|
---|
[2756] | 424 |
|
---|
[2829] | 425 | perfGraph = new PerformanceGraph(1000);
|
---|
[2756] | 426 |
|
---|
[2795] | 427 | loader = new ResourceManager();
|
---|
[2793] | 428 |
|
---|
[2784] | 429 | //const string filename("data/city/model/city.dem");
|
---|
| 430 | const string filename = string(model_path + "city.dem");
|
---|
[2756] | 431 |
|
---|
[2793] | 432 | if (loader->Load(filename, sceneEntities))
|
---|
[2756] | 433 | cout << "scene " << filename << " loaded" << endl;
|
---|
| 434 | else
|
---|
[2784] | 435 | {
|
---|
[2756] | 436 | cerr << "loading scene " << filename << " failed" << endl;
|
---|
[2792] | 437 | CleanUp();
|
---|
[2784] | 438 | exit(0);
|
---|
| 439 | }
|
---|
[2756] | 440 |
|
---|
[2961] | 441 | const string bvh_filename = string(model_path + "city.bvh");
|
---|
| 442 | BvhLoader bvhLoader;
|
---|
| 443 | bvh = bvhLoader.Load(bvh_filename, sceneEntities);
|
---|
[2795] | 444 |
|
---|
[2961] | 445 | if (!bvh)
|
---|
[2795] | 446 | {
|
---|
[2961] | 447 | cerr << "loading bvh " << bvh_filename << " failed" << endl;
|
---|
[2795] | 448 | CleanUp();
|
---|
| 449 | exit(0);
|
---|
| 450 | }
|
---|
| 451 |
|
---|
[2980] | 452 | SceneEntityContainer::const_iterator sit, sit_end = sceneEntities.end();
|
---|
| 453 |
|
---|
| 454 | int merged = 0;
|
---|
[2961] | 455 |
|
---|
[2980] | 456 | SceneEntity *oldEnt = NULL;
|
---|
[2982] | 457 | #if 0
|
---|
[2980] | 458 | cout << "merging entities .. " << endl;
|
---|
| 459 |
|
---|
| 460 | for (sit = sceneEntities.begin(); sit < sit_end; ++ sit)
|
---|
| 461 | {
|
---|
| 462 | SceneEntity *newEnt = (*sit);
|
---|
| 463 |
|
---|
| 464 | if (!newEnt->GetTransform()->IsIdentity())
|
---|
| 465 | {
|
---|
| 466 | sceneEntities2.push_back(newEnt);
|
---|
| 467 | continue;
|
---|
| 468 | }
|
---|
| 469 |
|
---|
| 470 | if (oldEnt)
|
---|
| 471 | {
|
---|
| 472 | EntityMerger merger(newEnt, oldEnt);
|
---|
| 473 | SceneEntity *ent = merger.Merge();
|
---|
| 474 |
|
---|
| 475 | sceneEntities2.push_back(ent);
|
---|
| 476 |
|
---|
| 477 | oldEnt = NULL;
|
---|
| 478 |
|
---|
| 479 | ++ merged;
|
---|
| 480 | }
|
---|
| 481 | else
|
---|
| 482 | {
|
---|
| 483 | oldEnt = newEnt;
|
---|
| 484 | }
|
---|
| 485 | }
|
---|
| 486 |
|
---|
| 487 | if (oldEnt && oldEnt->GetTransform()->IsIdentity())
|
---|
| 488 | sceneEntities2.push_back(oldEnt);
|
---|
| 489 |
|
---|
| 490 | cout << "merged " << merged << " of " << (int)sceneEntities.size() << " entities " << endl;
|
---|
[2982] | 491 | #endif
|
---|
[2963] | 492 | // set far plane based on scene extent
|
---|
| 493 | farDist = 10.0f * Magnitude(bvh->GetBox().Diagonal());
|
---|
| 494 | bvh->SetVirtualLeaves(trianglesPerVirtualLeaf);
|
---|
| 495 |
|
---|
| 496 | camera->SetFar(Magnitude(bvh->GetBox().Diagonal()));
|
---|
| 497 |
|
---|
| 498 | InitCg();
|
---|
| 499 |
|
---|
| 500 | DeferredRenderer::Init(sCgContext);
|
---|
| 501 | SkyPreetham::Init(sCgContext);
|
---|
| 502 |
|
---|
[2961] | 503 | Vector3 cubeCenter(470.398f, 240.364f, 182.5f);
|
---|
[2982] | 504 |
|
---|
[2961] | 505 | Matrix4x4 transl = TranslationMatrix(cubeCenter);
|
---|
| 506 |
|
---|
| 507 |
|
---|
| 508 | SceneEntityContainer dummy;
|
---|
[2964] | 509 |
|
---|
| 510 | string skyDomeStr(model_path + "sky.dem");
|
---|
| 511 |
|
---|
| 512 | if (loader->Load(skyDomeStr, dummy))
|
---|
[2961] | 513 | cout << "successfully loaded " << dummy.size() << " scene entities" << endl;
|
---|
| 514 | else
|
---|
[2784] | 515 | {
|
---|
[2964] | 516 | cerr << "loading file " << skyDomeStr << " failed" << endl;
|
---|
[2961] | 517 |
|
---|
[2792] | 518 | CleanUp();
|
---|
[2784] | 519 | exit(0);
|
---|
| 520 | }
|
---|
| 521 |
|
---|
[2964] | 522 | skyDome = dummy[0];
|
---|
[2861] | 523 |
|
---|
[2964] | 524 |
|
---|
[2982] | 525 | const float turbitiy = 9.0f;
|
---|
[2961] | 526 | preetham = new SkyPreetham(turbitiy, skyDome);
|
---|
| 527 |
|
---|
[2857] | 528 | // initialize the render traverser
|
---|
[2897] | 529 | traverser = CreateTraverser(camera);
|
---|
[2756] | 530 |
|
---|
[2787] | 531 | visualization = new Visualization(bvh, camera, NULL, &state);
|
---|
[2897] | 532 |
|
---|
[2955] | 533 | state.SetRenderPassType(RenderState::FIXED);
|
---|
[2843] | 534 | sceneQuery = new SceneQuery(bvh->GetBox(), traverser);
|
---|
[2796] | 535 |
|
---|
[2847] | 536 | // frame time is restarted every frame
|
---|
| 537 | frameTimer.Start();
|
---|
[2800] | 538 |
|
---|
[2857] | 539 | // the rendering loop
|
---|
[2642] | 540 | glutMainLoop();
|
---|
| 541 |
|
---|
| 542 | // clean up
|
---|
[2756] | 543 | CleanUp();
|
---|
| 544 |
|
---|
[2642] | 545 | return 0;
|
---|
| 546 | }
|
---|
| 547 |
|
---|
[2756] | 548 |
|
---|
[2809] | 549 | void InitCg(void)
|
---|
| 550 | {
|
---|
| 551 | // Setup Cg
|
---|
| 552 | cgSetErrorCallback(cgErrorCallback);
|
---|
| 553 |
|
---|
| 554 | // Create cgContext.
|
---|
| 555 | sCgContext = cgCreateContext();
|
---|
| 556 |
|
---|
| 557 | // get the best profile for this hardware
|
---|
[2818] | 558 | RenderState::sCgFragmentProfile = cgGLGetLatestProfile(CG_GL_FRAGMENT);
|
---|
| 559 | cgGLSetOptimalOptions(RenderState::sCgFragmentProfile);
|
---|
[2809] | 560 |
|
---|
[2818] | 561 | RenderState::sCgVertexProfile = cgGLGetLatestProfile(CG_GL_VERTEX);
|
---|
| 562 | cgGLSetOptimalOptions(RenderState::sCgVertexProfile);
|
---|
[2809] | 563 |
|
---|
[2810] | 564 | sCgMrtVertexProgram =
|
---|
[2809] | 565 | cgCreateProgramFromFile(sCgContext,
|
---|
| 566 | CG_SOURCE,
|
---|
[2810] | 567 | "src/shaders/mrt.cg",
|
---|
[2818] | 568 | RenderState::sCgVertexProfile,
|
---|
[2810] | 569 | "vtx",
|
---|
[2809] | 570 | NULL);
|
---|
| 571 |
|
---|
[2821] | 572 | if (sCgMrtVertexProgram != NULL)
|
---|
[2809] | 573 | {
|
---|
[2810] | 574 | cgGLLoadProgram(sCgMrtVertexProgram);
|
---|
[2818] | 575 |
|
---|
[2952] | 576 | //sInvViewProjParam = cgGetNamedParameter(sCgMrtVertexProgram, "InvViewProj");
|
---|
| 577 | Transform3::sModelMatrixParam = cgGetNamedParameter(sCgMrtVertexProgram, "ModelView");
|
---|
[2809] | 578 | }
|
---|
| 579 |
|
---|
[2819] | 580 | RenderState::sCgMrtFragmentTexProgram =
|
---|
[2809] | 581 | cgCreateProgramFromFile(sCgContext,
|
---|
| 582 | CG_SOURCE,
|
---|
[2810] | 583 | "src/shaders/mrt.cg",
|
---|
[2818] | 584 | RenderState::sCgFragmentProfile,
|
---|
[2819] | 585 | "fragtex",
|
---|
| 586 | NULL);
|
---|
| 587 |
|
---|
| 588 | if (RenderState::sCgMrtFragmentTexProgram != NULL)
|
---|
| 589 | {
|
---|
| 590 | cgGLLoadProgram(RenderState::sCgMrtFragmentTexProgram);
|
---|
| 591 |
|
---|
| 592 | sMaxDepthParamTex = cgGetNamedParameter(RenderState::sCgMrtFragmentTexProgram, "maxDepth");
|
---|
[2964] | 593 | RenderState::sTexParam = cgGetNamedParameter(RenderState::sCgMrtFragmentTexProgram, "tex");
|
---|
[2968] | 594 |
|
---|
[2927] | 595 | cgGLSetParameter1f(sMaxDepthParamTex, MAX_DEPTH_CONST / farDist);
|
---|
[2819] | 596 | }
|
---|
| 597 | else
|
---|
| 598 | cerr << "fragment tex program failed to load" << endl;
|
---|
| 599 |
|
---|
[2959] | 600 | RenderState::sCgMrtFragmentProgram =
|
---|
[2819] | 601 | cgCreateProgramFromFile(sCgContext,
|
---|
| 602 | CG_SOURCE,
|
---|
[2959] | 603 | "src/shaders/mrt.cg",
|
---|
[2819] | 604 | RenderState::sCgFragmentProfile,
|
---|
[2959] | 605 | "frag",
|
---|
[2809] | 606 | NULL);
|
---|
| 607 |
|
---|
[2959] | 608 | if (RenderState::sCgMrtFragmentProgram != NULL)
|
---|
[2809] | 609 | {
|
---|
[2959] | 610 | cgGLLoadProgram(RenderState::sCgMrtFragmentProgram);
|
---|
[2809] | 611 |
|
---|
[2959] | 612 | sMaxDepthParam = cgGetNamedParameter(RenderState::sCgMrtFragmentProgram, "maxDepth");
|
---|
[2968] | 613 |
|
---|
[2927] | 614 | cgGLSetParameter1f(sMaxDepthParam, MAX_DEPTH_CONST / farDist);
|
---|
[2809] | 615 | }
|
---|
| 616 | else
|
---|
[2959] | 617 | cerr << "fragment program failed to load" << endl;
|
---|
| 618 |
|
---|
[2809] | 619 |
|
---|
| 620 | PrintGLerror("init");
|
---|
[2818] | 621 |
|
---|
[2834] | 622 | cout << "cg initialization successful" << endl;
|
---|
[2809] | 623 | }
|
---|
| 624 |
|
---|
| 625 |
|
---|
| 626 | void InitFBO()
|
---|
[2810] | 627 | {
|
---|
[2949] | 628 | PrintGLerror("fbo start");
|
---|
[2980] | 629 |
|
---|
[2857] | 630 | // this fbo basicly stores the scene information we get from standard rendering of a frame
|
---|
| 631 | // we store colors, normals, positions (for the ssao)
|
---|
[2884] | 632 | fbo = new FrameBufferObject(texWidth, texHeight, FrameBufferObject::DEPTH_32);
|
---|
[2948] | 633 | //fbo = new FrameBufferObject(texWidth, texHeight, FrameBufferObject::DEPTH_24);
|
---|
[2857] | 634 |
|
---|
[2859] | 635 | // the diffuse color buffer
|
---|
[2977] | 636 | fbo->AddColorBuffer(ColorBufferObject::BUFFER_FLOAT_32, ColorBufferObject::WRAP_CLAMP_TO_EDGE, ColorBufferObject::FILTER_NEAREST, ColorBufferObject::FILTER_NEAREST);
|
---|
[2859] | 637 | // the positions buffer
|
---|
[2965] | 638 | fbo->AddColorBuffer(ColorBufferObject::BUFFER_FLOAT_32, ColorBufferObject::WRAP_CLAMP_TO_EDGE, ColorBufferObject::FILTER_NEAREST, ColorBufferObject::FILTER_NEAREST);
|
---|
[2859] | 639 | // the normals buffer
|
---|
[2965] | 640 | fbo->AddColorBuffer(ColorBufferObject::BUFFER_FLOAT_16, ColorBufferObject::WRAP_CLAMP_TO_EDGE, ColorBufferObject::FILTER_NEAREST, ColorBufferObject::FILTER_NEAREST);
|
---|
[2879] | 641 | // another color buffer
|
---|
[2977] | 642 | fbo->AddColorBuffer(ColorBufferObject::BUFFER_FLOAT_32, ColorBufferObject::WRAP_CLAMP_TO_EDGE, ColorBufferObject::FILTER_NEAREST, ColorBufferObject::FILTER_NEAREST);
|
---|
[2879] | 643 |
|
---|
[2810] | 644 | PrintGLerror("fbo");
|
---|
[2809] | 645 | }
|
---|
| 646 |
|
---|
| 647 |
|
---|
[2827] | 648 | bool InitFont(void)
|
---|
[2642] | 649 | {
|
---|
[2826] | 650 | glEnable(GL_TEXTURE_2D);
|
---|
| 651 |
|
---|
| 652 | glGenTextures(1, &fontTex);
|
---|
| 653 | glBindTexture(GL_TEXTURE_2D, fontTex);
|
---|
[2829] | 654 | if (!myfont.Create("data/fonts/verdana.glf", fontTex))
|
---|
[2826] | 655 | return false;
|
---|
| 656 |
|
---|
| 657 | glDisable(GL_TEXTURE_2D);
|
---|
[2827] | 658 |
|
---|
[2826] | 659 | return true;
|
---|
| 660 | }
|
---|
| 661 |
|
---|
| 662 |
|
---|
| 663 | void InitGLstate()
|
---|
| 664 | {
|
---|
[2965] | 665 | glClearColor(0.4f, 0.4f, 0.4f, 1.0f);
|
---|
[2642] | 666 |
|
---|
| 667 | glPixelStorei(GL_UNPACK_ALIGNMENT, 1);
|
---|
| 668 | glPixelStorei(GL_PACK_ALIGNMENT,1);
|
---|
| 669 |
|
---|
| 670 | glDepthFunc(GL_LESS);
|
---|
[2762] | 671 | glEnable(GL_DEPTH_TEST);
|
---|
[2642] | 672 |
|
---|
[2760] | 673 | glColor3f(1.0f, 1.0f, 1.0f);
|
---|
[2642] | 674 | glShadeModel(GL_SMOOTH);
|
---|
| 675 |
|
---|
| 676 | glMaterialf(GL_FRONT, GL_SHININESS, 64);
|
---|
| 677 | glEnable(GL_NORMALIZE);
|
---|
[2767] | 678 |
|
---|
| 679 | glDisable(GL_ALPHA_TEST);
|
---|
[2951] | 680 | glAlphaFunc(GL_GEQUAL, 0.5f);
|
---|
[2767] | 681 |
|
---|
[2642] | 682 | glFrontFace(GL_CCW);
|
---|
| 683 | glCullFace(GL_BACK);
|
---|
[2851] | 684 | glEnable(GL_CULL_FACE);
|
---|
| 685 |
|
---|
[2800] | 686 | glDisable(GL_TEXTURE_2D);
|
---|
[2762] | 687 |
|
---|
[2959] | 688 | GLfloat ambientColor[] = {0.2, 0.2, 0.2, 1.0};
|
---|
[2756] | 689 | GLfloat diffuseColor[] = {1.0, 0.0, 0.0, 1.0};
|
---|
[2759] | 690 | GLfloat specularColor[] = {0.0, 0.0, 0.0, 1.0};
|
---|
[2642] | 691 |
|
---|
[2756] | 692 | glMaterialfv(GL_FRONT, GL_AMBIENT, ambientColor);
|
---|
| 693 | glMaterialfv(GL_FRONT, GL_DIFFUSE, diffuseColor);
|
---|
| 694 | glMaterialfv(GL_FRONT, GL_SPECULAR, specularColor);
|
---|
[2801] | 695 |
|
---|
| 696 | glDepthFunc(GL_LESS);
|
---|
[2826] | 697 |
|
---|
[2827] | 698 | if (!InitFont())
|
---|
[2826] | 699 | cerr << "font creation failed" << endl;
|
---|
| 700 | else
|
---|
| 701 | cout << "successfully created font" << endl;
|
---|
[2953] | 702 |
|
---|
| 703 |
|
---|
[2954] | 704 | //////////////////////////////
|
---|
| 705 |
|
---|
[2959] | 706 | //GLfloat lmodel_ambient[] = {1.0f, 1.0f, 1.0f, 1.0f};
|
---|
| 707 | GLfloat lmodel_ambient[] = {0.7f, 0.7f, 0.8f, 1.0f};
|
---|
[2954] | 708 |
|
---|
| 709 | glLightModelfv(GL_LIGHT_MODEL_AMBIENT, lmodel_ambient);
|
---|
[2959] | 710 | //glLightModeli(GL_LIGHT_MODEL_LOCAL_VIEWER, GL_TRUE);
|
---|
| 711 | glLightModeli(GL_LIGHT_MODEL_LOCAL_VIEWER, GL_FALSE);
|
---|
[2954] | 712 | glLightModeli(GL_LIGHT_MODEL_COLOR_CONTROL_EXT, GL_SINGLE_COLOR_EXT);
|
---|
[2642] | 713 | }
|
---|
| 714 |
|
---|
| 715 |
|
---|
[2827] | 716 | void DrawHelpMessage()
|
---|
[2826] | 717 | {
|
---|
[2642] | 718 | const char *message[] =
|
---|
| 719 | {
|
---|
| 720 | "Help information",
|
---|
| 721 | "",
|
---|
| 722 | "'F1' - shows/dismisses this message",
|
---|
[2795] | 723 | "'F2' - shows/hides bird eye view",
|
---|
[2790] | 724 | "'F3' - shows/hides bounds (boxes or tight bounds)",
|
---|
[2827] | 725 | "'F4', - shows/hides parameters",
|
---|
| 726 | "'F5' - shows/hides statistics",
|
---|
| 727 | "'F6', - toggles between fly/walkmode",
|
---|
[2826] | 728 | "'F7', - cycles throw render modes",
|
---|
| 729 | "'F8', - enables/disables ambient occlusion (only deferred)",
|
---|
| 730 | "'F9', - shows pure algorithm render time (using glFinish)",
|
---|
[2790] | 731 | "'SPACE' - cycles through occlusion culling algorithms",
|
---|
[2642] | 732 | "",
|
---|
[2827] | 733 | "'MOUSE LEFT' - turn left/right, move forward/backward",
|
---|
| 734 | "'MOUSE RIGHT' - turn left/right, move forward/backward",
|
---|
| 735 | "'MOUSE MIDDLE' - move up/down, left/right",
|
---|
| 736 | "'CURSOR UP/DOWN' - move forward/backward",
|
---|
| 737 | "'CURSOR LEFT/RIGHT' - turn left/right",
|
---|
[2642] | 738 | "",
|
---|
[2827] | 739 | "'-'/'+' - decreases/increases max batch size",
|
---|
[2837] | 740 | "'1'/'2' - downward/upward motion",
|
---|
| 741 | "'3'/'4' - decreases/increases triangles per virtual bvh leaf (sets bvh depth)",
|
---|
| 742 | "'5'/'6' - decreases/increases assumed visible frames",
|
---|
[2776] | 743 | "",
|
---|
[2786] | 744 | "'R' - use render queue",
|
---|
[2790] | 745 | "'B' - use tight bounds",
|
---|
| 746 | "'M' - use multiqueries",
|
---|
[2792] | 747 | "'O' - use CHC optimization (geometry queries for leaves)",
|
---|
[2642] | 748 | 0,
|
---|
| 749 | };
|
---|
| 750 |
|
---|
[2756] | 751 |
|
---|
[2827] | 752 | glColor4f(0.0f, 1.0f , 0.0f, 0.2f); // 20% green.
|
---|
[2756] | 753 |
|
---|
[2827] | 754 | glRecti(30, 30, winWidth - 30, winHeight - 30);
|
---|
[2642] | 755 |
|
---|
[2827] | 756 | glEnd();
|
---|
| 757 |
|
---|
[2756] | 758 | glColor3f(1.0f, 1.0f, 1.0f);
|
---|
| 759 |
|
---|
[2829] | 760 | glEnable(GL_TEXTURE_2D);
|
---|
[2827] | 761 | myfont.Begin();
|
---|
| 762 |
|
---|
| 763 | int x = 40, y = 30;
|
---|
| 764 |
|
---|
| 765 | for(int i = 0; message[i] != 0; ++ i)
|
---|
[2756] | 766 | {
|
---|
| 767 | if(message[i][0] == '\0')
|
---|
| 768 | {
|
---|
[2786] | 769 | y += 15;
|
---|
[2756] | 770 | }
|
---|
| 771 | else
|
---|
| 772 | {
|
---|
[2827] | 773 | myfont.DrawString(message[i], x, winHeight - y);
|
---|
| 774 | y += 25;
|
---|
[2642] | 775 | }
|
---|
| 776 | }
|
---|
[2829] | 777 | glDisable(GL_TEXTURE_2D);
|
---|
[2642] | 778 | }
|
---|
| 779 |
|
---|
| 780 |
|
---|
[2897] | 781 | RenderTraverser *CreateTraverser(Camera *cam)
|
---|
[2764] | 782 | {
|
---|
[2897] | 783 | RenderTraverser *tr;
|
---|
| 784 |
|
---|
[2771] | 785 | bvh->ResetNodeClassifications();
|
---|
| 786 |
|
---|
[2764] | 787 | switch (renderMode)
|
---|
| 788 | {
|
---|
| 789 | case RenderTraverser::CULL_FRUSTUM:
|
---|
[2897] | 790 | tr = new FrustumCullingTraverser();
|
---|
[2764] | 791 | break;
|
---|
| 792 | case RenderTraverser::STOP_AND_WAIT:
|
---|
[2897] | 793 | tr = new StopAndWaitTraverser();
|
---|
[2764] | 794 | break;
|
---|
| 795 | case RenderTraverser::CHC:
|
---|
[2897] | 796 | tr = new CHCTraverser();
|
---|
[2764] | 797 | break;
|
---|
[2767] | 798 | case RenderTraverser::CHCPLUSPLUS:
|
---|
[2897] | 799 | tr = new CHCPlusPlusTraverser();
|
---|
[2767] | 800 | break;
|
---|
| 801 |
|
---|
[2764] | 802 | default:
|
---|
[2897] | 803 | tr = new FrustumCullingTraverser();
|
---|
[2764] | 804 | }
|
---|
| 805 |
|
---|
[2897] | 806 | tr->SetCamera(cam);
|
---|
| 807 | tr->SetHierarchy(bvh);
|
---|
| 808 | tr->SetRenderQueue(renderQueue);
|
---|
| 809 | tr->SetRenderState(&state);
|
---|
| 810 | tr->SetUseOptimization(useOptimization);
|
---|
| 811 | tr->SetUseRenderQueue(useRenderQueue);
|
---|
| 812 | tr->SetVisibilityThreshold(threshold);
|
---|
| 813 | tr->SetAssumedVisibleFrames(assumedVisibleFrames);
|
---|
| 814 | tr->SetMaxBatchSize(maxBatchSize);
|
---|
| 815 | tr->SetUseMultiQueries(useMultiQueries);
|
---|
| 816 | tr->SetUseTightBounds(useTightBounds);
|
---|
[2955] | 817 | tr->SetUseDepthPass((renderMethod == RENDER_DEPTH_PASS) || (renderMethod == RENDER_DEPTH_PASS_DEFERRED));
|
---|
[2897] | 818 | tr->SetRenderQueue(renderQueue);
|
---|
| 819 |
|
---|
| 820 | return tr;
|
---|
[2764] | 821 | }
|
---|
| 822 |
|
---|
| 823 |
|
---|
[2759] | 824 | void SetupLighting()
|
---|
[2642] | 825 | {
|
---|
[2759] | 826 | glEnable(GL_LIGHT0);
|
---|
[2959] | 827 | glDisable(GL_LIGHT1);
|
---|
[2825] | 828 |
|
---|
[2954] | 829 | Vector3 lightDir = -light->GetDirection();
|
---|
| 830 |
|
---|
| 831 |
|
---|
[2945] | 832 | ///////////
|
---|
| 833 | //-- first light: sunlight
|
---|
| 834 |
|
---|
[2954] | 835 | GLfloat ambient[] = {0.25f, 0.25f, 0.3f, 1.0f};
|
---|
| 836 | GLfloat diffuse[] = {1.0f, 0.95f, 0.85f, 1.0f};
|
---|
| 837 | GLfloat specular[] = {1.0f, 1.0f, 1.0f, 1.0f};
|
---|
[2982] | 838 |
|
---|
[2759] | 839 |
|
---|
[2983] | 840 | //const bool useToneMapping = (renderMethod == RENDER_DEPTH_PASS_DEFERRED) || (renderMethod == RENDER_DEFERRED);
|
---|
| 841 | const bool useToneMapping = false;
|
---|
[2982] | 842 |
|
---|
[2954] | 843 | Vector3 sunAmbient;
|
---|
| 844 | Vector3 sunDiffuse;
|
---|
[2759] | 845 |
|
---|
[2982] | 846 | preetham->ComputeSunColor(lightDir, sunAmbient, sunDiffuse, !useToneMapping);
|
---|
[2945] | 847 |
|
---|
[2954] | 848 | ambient[0] = sunAmbient.x;
|
---|
| 849 | ambient[1] = sunAmbient.y;
|
---|
| 850 | ambient[2] = sunAmbient.z;
|
---|
[2825] | 851 |
|
---|
[2945] | 852 |
|
---|
[2982] | 853 | // no tone mapping => scale
|
---|
| 854 | if (!useToneMapping)
|
---|
| 855 | {
|
---|
| 856 | const float maxComponent = sunDiffuse.MaxComponent();
|
---|
| 857 | //cout<< "sunambient: " << sunAmbient << " mag " << Magnitude(sunDiffuse) << " max: " << maxComponent << endl;
|
---|
| 858 | sunDiffuse /= maxComponent;
|
---|
| 859 | }
|
---|
| 860 |
|
---|
[2954] | 861 | diffuse[0] = sunDiffuse.x;
|
---|
| 862 | diffuse[1] = sunDiffuse.y;
|
---|
| 863 | diffuse[2] = sunDiffuse.z;
|
---|
[2945] | 864 |
|
---|
[2954] | 865 | glLightfv(GL_LIGHT0, GL_AMBIENT, ambient);
|
---|
| 866 | glLightfv(GL_LIGHT0, GL_DIFFUSE, diffuse);
|
---|
| 867 | glLightfv(GL_LIGHT0, GL_SPECULAR, specular);
|
---|
[2825] | 868 |
|
---|
[2954] | 869 | GLfloat position[] = {lightDir.x, lightDir.y, lightDir.z, 0.0f};
|
---|
| 870 | glLightfv(GL_LIGHT0, GL_POSITION, position);
|
---|
[2642] | 871 | }
|
---|
| 872 |
|
---|
[2800] | 873 |
|
---|
[2795] | 874 | void SetupEyeView()
|
---|
[2642] | 875 | {
|
---|
[2861] | 876 | // store matrix of last frame
|
---|
| 877 | oldViewProjMatrix = matProjectionView;
|
---|
[2834] | 878 |
|
---|
[2759] | 879 | glMatrixMode(GL_PROJECTION);
|
---|
| 880 | glLoadIdentity();
|
---|
[2927] | 881 | gluPerspective(fov, winAspectRatio, nearDist, farDist);
|
---|
[2759] | 882 |
|
---|
[2756] | 883 | glMatrixMode(GL_MODELVIEW);
|
---|
[2951] | 884 |
|
---|
[2864] | 885 | // set up the camera view
|
---|
[2760] | 886 | camera->SetupCameraView();
|
---|
| 887 |
|
---|
[2892] | 888 |
|
---|
[2864] | 889 | /////////////////
|
---|
| 890 |
|
---|
[2894] | 891 | Matrix4x4 matViewing, matProjection;
|
---|
[2864] | 892 |
|
---|
[2834] | 893 | camera->GetModelViewMatrix(matViewing);
|
---|
| 894 | camera->GetProjectionMatrix(matProjection);
|
---|
| 895 |
|
---|
[2864] | 896 | // store matrix for later use
|
---|
[2834] | 897 | matProjectionView = matViewing * matProjection;
|
---|
| 898 |
|
---|
[2955] | 899 | if ((renderMethod == RENDER_DEFERRED) || (renderMethod == RENDER_DEPTH_PASS_DEFERRED))
|
---|
[2825] | 900 | {
|
---|
[2952] | 901 | cgGLSetMatrixParameterfc(Transform3::sModelMatrixParam, (const float *)IdentityMatrix().x);
|
---|
| 902 | }
|
---|
[2642] | 903 | }
|
---|
| 904 |
|
---|
| 905 |
|
---|
[2792] | 906 | void KeyHorizontalMotion(float shift)
|
---|
| 907 | {
|
---|
[2888] | 908 | Vector3 hvec = -camera->GetDirection();
|
---|
[2792] | 909 | hvec.z = 0;
|
---|
| 910 |
|
---|
| 911 | Vector3 pos = camera->GetPosition();
|
---|
| 912 | pos += hvec * shift;
|
---|
| 913 |
|
---|
| 914 | camera->SetPosition(pos);
|
---|
| 915 | }
|
---|
| 916 |
|
---|
| 917 |
|
---|
[2794] | 918 | void KeyVerticalMotion(float shift)
|
---|
| 919 | {
|
---|
| 920 | Vector3 uvec = Vector3(0, 0, shift);
|
---|
| 921 |
|
---|
| 922 | Vector3 pos = camera->GetPosition();
|
---|
| 923 | pos += uvec;
|
---|
| 924 |
|
---|
| 925 | camera->SetPosition(pos);
|
---|
| 926 | }
|
---|
| 927 |
|
---|
| 928 |
|
---|
[2948] | 929 | void InitDeferredRendering()
|
---|
| 930 | {
|
---|
| 931 | if (!fbo) InitFBO();
|
---|
| 932 | fbo->Bind();
|
---|
| 933 |
|
---|
| 934 | // multisampling does not work with deferred shading
|
---|
| 935 | glDisable(GL_MULTISAMPLE_ARB);
|
---|
| 936 |
|
---|
[2955] | 937 | state.SetRenderPassType(RenderState::DEFERRED);
|
---|
[2948] | 938 |
|
---|
| 939 | cgGLEnableProfile(RenderState::sCgVertexProfile);
|
---|
| 940 | cgGLBindProgram(sCgMrtVertexProgram);
|
---|
| 941 |
|
---|
| 942 | cgGLEnableProfile(RenderState::sCgFragmentProfile);
|
---|
| 943 | cgGLBindProgram(RenderState::sCgMrtFragmentProgram);
|
---|
[2978] | 944 |
|
---|
| 945 | // draw to 3 color buffers
|
---|
| 946 | // a color, normal, and positions buffer
|
---|
| 947 | if (sCurrentMrtSet == 0)
|
---|
| 948 | {
|
---|
| 949 | DeferredRenderer::colorBufferIdx = 0;
|
---|
| 950 | glDrawBuffers(3, mrt);
|
---|
| 951 | }
|
---|
| 952 | else
|
---|
| 953 | {
|
---|
| 954 | DeferredRenderer::colorBufferIdx = 3;
|
---|
| 955 | glDrawBuffers(3, mrt2);
|
---|
| 956 | }
|
---|
| 957 | sCurrentMrtSet = 1 - sCurrentMrtSet;
|
---|
[2948] | 958 | }
|
---|
| 959 |
|
---|
| 960 |
|
---|
[2857] | 961 | // the main rendering loop
|
---|
[2792] | 962 | void Display()
|
---|
[2801] | 963 | {
|
---|
[2800] | 964 | Vector3 oldPos = camera->GetPosition();
|
---|
| 965 |
|
---|
[2792] | 966 | if (leftKeyPressed)
|
---|
[2795] | 967 | camera->Pitch(KeyRotationAngle());
|
---|
[2792] | 968 | if (rightKeyPressed)
|
---|
[2795] | 969 | camera->Pitch(-KeyRotationAngle());
|
---|
[2792] | 970 | if (upKeyPressed)
|
---|
[2887] | 971 | KeyHorizontalMotion(-KeyShift());
|
---|
| 972 | if (downKeyPressed)
|
---|
[2795] | 973 | KeyHorizontalMotion(KeyShift());
|
---|
[2837] | 974 | if (ascendKeyPressed)
|
---|
| 975 | KeyVerticalMotion(KeyShift());
|
---|
| 976 | if (descendKeyPressed)
|
---|
[2795] | 977 | KeyVerticalMotion(-KeyShift());
|
---|
[2792] | 978 |
|
---|
[2801] | 979 | // place view on ground
|
---|
| 980 | if (!flyMode) PlaceViewer(oldPos);
|
---|
[2800] | 981 |
|
---|
[2826] | 982 | if (showAlgorithmTime)
|
---|
| 983 | {
|
---|
| 984 | glFinish();
|
---|
| 985 | algTimer.Start();
|
---|
| 986 | }
|
---|
[2809] | 987 |
|
---|
[2895] | 988 |
|
---|
[2931] | 989 |
|
---|
| 990 | if ((!shadowMap || !shadowTraverser) && (showShadowMap || renderLightView))
|
---|
| 991 | {
|
---|
| 992 | if (!shadowMap)
|
---|
| 993 | shadowMap = new ShadowMap(light, shadowSize, bvh->GetBox(), camera);
|
---|
| 994 |
|
---|
| 995 | if (!shadowTraverser)
|
---|
| 996 | shadowTraverser = CreateTraverser(shadowMap->GetShadowCamera());
|
---|
| 997 |
|
---|
| 998 | }
|
---|
| 999 |
|
---|
[2951] | 1000 |
|
---|
| 1001 | // bring eye modelview matrix up-to-date
|
---|
| 1002 | SetupEyeView();
|
---|
| 1003 |
|
---|
[2931] | 1004 | // hack
|
---|
[2955] | 1005 | int oldRenderMethod = renderMethod;
|
---|
[2931] | 1006 |
|
---|
| 1007 | if (renderLightView)
|
---|
[2955] | 1008 | renderMethod = RenderState::FIXED;
|
---|
[2931] | 1009 |
|
---|
[2953] | 1010 | glEnableClientState(GL_VERTEX_ARRAY);
|
---|
[2931] | 1011 |
|
---|
[2953] | 1012 |
|
---|
[2931] | 1013 | // render with the specified method (forward rendering, forward + depth, deferred)
|
---|
[2955] | 1014 | switch (renderMethod)
|
---|
[2825] | 1015 | {
|
---|
[2955] | 1016 | case RENDER_FIXED:
|
---|
[2825] | 1017 |
|
---|
[2851] | 1018 | glEnable(GL_MULTISAMPLE_ARB);
|
---|
[2879] | 1019 |
|
---|
[2955] | 1020 | state.SetRenderPassType(RenderState::FIXED);
|
---|
[2825] | 1021 | glEnable(GL_LIGHTING);
|
---|
[2809] | 1022 |
|
---|
[2825] | 1023 | cgGLDisableProfile(RenderState::sCgFragmentProfile);
|
---|
| 1024 | cgGLDisableProfile(RenderState::sCgVertexProfile);
|
---|
[2809] | 1025 |
|
---|
[2829] | 1026 | glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT);
|
---|
| 1027 |
|
---|
[2953] | 1028 | glEnableClientState(GL_NORMAL_ARRAY);
|
---|
| 1029 |
|
---|
[2825] | 1030 | break;
|
---|
| 1031 |
|
---|
[2955] | 1032 | case RENDER_DEPTH_PASS_DEFERRED:
|
---|
[2948] | 1033 |
|
---|
[2950] | 1034 | glDisable(GL_MULTISAMPLE_ARB);
|
---|
| 1035 | state.SetUseAlphaToCoverage(false);
|
---|
[2948] | 1036 |
|
---|
[2955] | 1037 | state.SetRenderPassType(RenderState::DEPTH_PASS);
|
---|
[2949] | 1038 |
|
---|
[2948] | 1039 | if (!fbo) InitFBO(); fbo->Bind();
|
---|
[2949] | 1040 |
|
---|
[2948] | 1041 | glDrawBuffers(1, mrt);
|
---|
| 1042 |
|
---|
| 1043 | cgGLDisableProfile(RenderState::sCgFragmentProfile);
|
---|
| 1044 | cgGLDisableProfile(RenderState::sCgVertexProfile);
|
---|
| 1045 |
|
---|
[2951] | 1046 | glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT);
|
---|
[2948] | 1047 |
|
---|
| 1048 | // the scene is rendered withouth any shading
|
---|
| 1049 | glShadeModel(GL_FLAT);
|
---|
| 1050 | glDisable(GL_LIGHTING);
|
---|
| 1051 | glColorMask(GL_FALSE, GL_FALSE, GL_FALSE, GL_FALSE);
|
---|
| 1052 |
|
---|
[2953] | 1053 |
|
---|
[2948] | 1054 | break;
|
---|
| 1055 |
|
---|
[2955] | 1056 | case RENDER_DEPTH_PASS:
|
---|
[2851] | 1057 |
|
---|
| 1058 | glEnable(GL_MULTISAMPLE_ARB);
|
---|
[2948] | 1059 |
|
---|
[2857] | 1060 | cgGLDisableProfile(RenderState::sCgFragmentProfile);
|
---|
| 1061 | cgGLDisableProfile(RenderState::sCgVertexProfile);
|
---|
| 1062 |
|
---|
[2955] | 1063 | state.SetRenderPassType(RenderState::DEPTH_PASS);
|
---|
[2857] | 1064 |
|
---|
| 1065 | // the scene is rendered withouth any shading
|
---|
[2943] | 1066 | glShadeModel(GL_FLAT);
|
---|
[2825] | 1067 | glDisable(GL_LIGHTING);
|
---|
[2809] | 1068 |
|
---|
[2829] | 1069 | glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT);
|
---|
| 1070 | glColorMask(GL_FALSE, GL_FALSE, GL_FALSE, GL_FALSE);
|
---|
| 1071 |
|
---|
[2953] | 1072 |
|
---|
[2825] | 1073 | break;
|
---|
| 1074 |
|
---|
| 1075 | case RenderState::DEFERRED:
|
---|
[2851] | 1076 |
|
---|
[2948] | 1077 | if (showShadowMap && !renderLightView)
|
---|
[2951] | 1078 | RenderShadowMap(camera->GetFar());
|
---|
| 1079 |
|
---|
[2948] | 1080 | //glPushAttrib(GL_VIEWPORT_BIT);
|
---|
[2825] | 1081 | glViewport(0, 0, texWidth, texHeight);
|
---|
| 1082 |
|
---|
[2948] | 1083 | InitDeferredRendering();
|
---|
[2951] | 1084 |
|
---|
[2953] | 1085 | glEnableClientState(GL_NORMAL_ARRAY);
|
---|
[2954] | 1086 | glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT);
|
---|
| 1087 |
|
---|
[2825] | 1088 | break;
|
---|
| 1089 | }
|
---|
| 1090 |
|
---|
[2801] | 1091 | glDepthFunc(GL_LESS);
|
---|
[2825] | 1092 |
|
---|
[2801] | 1093 | glDisable(GL_TEXTURE_2D);
|
---|
| 1094 | glDisableClientState(GL_TEXTURE_COORD_ARRAY);
|
---|
[2825] | 1095 |
|
---|
[2801] | 1096 |
|
---|
[2861] | 1097 | // reset lod levels for current frame
|
---|
[2847] | 1098 | LODLevel::InitFrame(camera->GetPosition());
|
---|
| 1099 |
|
---|
[2892] | 1100 | // set up lights
|
---|
[2954] | 1101 | SetupLighting();
|
---|
[2795] | 1102 |
|
---|
[2801] | 1103 |
|
---|
[2931] | 1104 | if (renderLightView)
|
---|
| 1105 | {
|
---|
| 1106 | // change CHC++ set of state variables (must be done for each change of camera because
|
---|
| 1107 | // otherwise the temporal coherency is broken
|
---|
| 1108 | BvhNode::SetCurrentState(1);
|
---|
| 1109 | shadowMap->RenderShadowView(shadowTraverser, matProjectionView);
|
---|
| 1110 | BvhNode::SetCurrentState(0);
|
---|
| 1111 | }
|
---|
| 1112 | else
|
---|
[2948] | 1113 | {
|
---|
[2931] | 1114 | // actually render the scene geometry using the specified algorithm
|
---|
[2982] | 1115 | traverser->RenderScene();
|
---|
| 1116 | /*
|
---|
[2980] | 1117 | #if 0
|
---|
| 1118 | SceneEntityContainer::const_iterator sit, sit_end = sceneEntities.end();
|
---|
[2964] | 1119 |
|
---|
[2963] | 1120 | for (sit = sceneEntities.begin(); sit != sit_end; ++ sit)
|
---|
| 1121 | renderQueue->Enqueue(*sit);
|
---|
[2980] | 1122 | #else
|
---|
[2963] | 1123 |
|
---|
[2980] | 1124 | SceneEntityContainer::const_iterator sit, sit_end = sceneEntities2.end();
|
---|
| 1125 |
|
---|
| 1126 | for (sit = sceneEntities2.begin(); sit != sit_end; ++ sit)
|
---|
| 1127 | renderQueue->Enqueue(*sit);
|
---|
| 1128 | #endif
|
---|
[2982] | 1129 | */
|
---|
[2963] | 1130 | renderQueue->Apply();
|
---|
[2948] | 1131 | }
|
---|
[2892] | 1132 |
|
---|
[2931] | 1133 |
|
---|
[2825] | 1134 | /////////
|
---|
[2809] | 1135 | //-- do the rest of the rendering
|
---|
[2893] | 1136 |
|
---|
[2801] | 1137 | // reset depth pass and render visible objects
|
---|
[2955] | 1138 | if ((renderMethod == RENDER_DEPTH_PASS) ||
|
---|
| 1139 | (renderMethod == RENDER_DEPTH_PASS_DEFERRED))
|
---|
[2801] | 1140 | {
|
---|
| 1141 | RenderVisibleObjects();
|
---|
| 1142 | }
|
---|
[2948] | 1143 |
|
---|
[2801] | 1144 |
|
---|
[2796] | 1145 | ///////////////
|
---|
| 1146 | //-- render sky
|
---|
[2795] | 1147 |
|
---|
[2894] | 1148 | // q: should we render sky after deferred shading?
|
---|
| 1149 | // this would conveniently solves some issues (e.g, skys without shadows)
|
---|
[2893] | 1150 |
|
---|
[2950] | 1151 | RenderSky();
|
---|
[2801] | 1152 |
|
---|
[2961] | 1153 | //state.Reset(); glEnable(GL_TEXTURE_2D);
|
---|
[2963] | 1154 | //aeroplane->Render(&state);
|
---|
[2961] | 1155 |
|
---|
| 1156 |
|
---|
[2955] | 1157 | if ((renderMethod == RENDER_DEFERRED) ||
|
---|
| 1158 | (renderMethod == RENDER_DEPTH_PASS_DEFERRED))
|
---|
[2825] | 1159 | {
|
---|
[2881] | 1160 | FrameBufferObject::Release();
|
---|
[2810] | 1161 |
|
---|
[2825] | 1162 | cgGLDisableProfile(RenderState::sCgVertexProfile);
|
---|
| 1163 | cgGLDisableProfile(RenderState::sCgFragmentProfile);
|
---|
[2809] | 1164 |
|
---|
[2948] | 1165 | if (!ssaoShader) ssaoShader =
|
---|
| 1166 | new DeferredRenderer(texWidth, texHeight, camera, farDist / MAX_DEPTH_CONST);
|
---|
[2895] | 1167 |
|
---|
[2903] | 1168 | DeferredRenderer::SHADING_METHOD shadingMethod;
|
---|
| 1169 |
|
---|
| 1170 | if (useAdvancedShading)
|
---|
| 1171 | {
|
---|
| 1172 | if (useGlobIllum)
|
---|
| 1173 | shadingMethod = DeferredRenderer::GI;
|
---|
| 1174 | else
|
---|
| 1175 | shadingMethod = DeferredRenderer::SSAO;
|
---|
| 1176 | }
|
---|
| 1177 | else
|
---|
| 1178 | shadingMethod = DeferredRenderer::DEFAULT;
|
---|
| 1179 |
|
---|
| 1180 |
|
---|
[2895] | 1181 | ssaoShader->SetShadingMethod(shadingMethod);
|
---|
| 1182 | ssaoShader->SetSamplingMethod(samplingMethod);
|
---|
| 1183 | ssaoShader->SetUseTemporalCoherence(useTemporalCoherence);
|
---|
[2879] | 1184 |
|
---|
[2895] | 1185 | ShadowMap *sm = showShadowMap ? shadowMap : NULL;
|
---|
[2952] | 1186 | ssaoShader->Render(fbo, oldViewProjMatrix, matProjectionView, ssaoTempCohFactor, light, sm);
|
---|
[2825] | 1187 | }
|
---|
[2827] | 1188 |
|
---|
[2893] | 1189 |
|
---|
[2955] | 1190 | state.SetRenderPassType(RenderState::FIXED);
|
---|
[2893] | 1191 | state.Reset();
|
---|
[2827] | 1192 |
|
---|
[2893] | 1193 |
|
---|
| 1194 | glDisableClientState(GL_VERTEX_ARRAY);
|
---|
| 1195 | glDisableClientState(GL_NORMAL_ARRAY);
|
---|
[2931] | 1196 |
|
---|
[2955] | 1197 | renderMethod = oldRenderMethod;
|
---|
[2893] | 1198 |
|
---|
| 1199 |
|
---|
| 1200 | ///////////
|
---|
| 1201 |
|
---|
| 1202 |
|
---|
[2826] | 1203 | if (showAlgorithmTime)
|
---|
| 1204 | {
|
---|
| 1205 | glFinish();
|
---|
[2827] | 1206 |
|
---|
[2826] | 1207 | algTime = algTimer.Elapsedms();
|
---|
[2827] | 1208 | perfGraph->AddData(algTime);
|
---|
[2828] | 1209 |
|
---|
[2827] | 1210 | perfGraph->Draw();
|
---|
[2826] | 1211 | }
|
---|
[2827] | 1212 | else
|
---|
| 1213 | {
|
---|
| 1214 | if (visMode) DisplayVisualization();
|
---|
| 1215 | }
|
---|
[2825] | 1216 |
|
---|
[2884] | 1217 | glFlush();
|
---|
[2847] | 1218 |
|
---|
| 1219 | const bool restart = true;
|
---|
| 1220 | elapsedTime = frameTimer.Elapsedms(restart);
|
---|
| 1221 |
|
---|
[2764] | 1222 | DisplayStats();
|
---|
[2767] | 1223 |
|
---|
[2642] | 1224 | glutSwapBuffers();
|
---|
| 1225 | }
|
---|
| 1226 |
|
---|
| 1227 |
|
---|
| 1228 | #pragma warning( disable : 4100 )
|
---|
[2792] | 1229 | void KeyBoard(unsigned char c, int x, int y)
|
---|
[2642] | 1230 | {
|
---|
| 1231 | switch(c)
|
---|
| 1232 | {
|
---|
| 1233 | case 27:
|
---|
[2792] | 1234 | CleanUp();
|
---|
[2642] | 1235 | exit(0);
|
---|
| 1236 | break;
|
---|
[2948] | 1237 | case 32: // space
|
---|
[2800] | 1238 | renderMode = (renderMode + 1) % RenderTraverser::NUM_TRAVERSAL_TYPES;
|
---|
[2897] | 1239 |
|
---|
| 1240 | DEL_PTR(traverser);
|
---|
| 1241 | traverser = CreateTraverser(camera);
|
---|
| 1242 |
|
---|
[2931] | 1243 | if (shadowTraverser)
|
---|
[2897] | 1244 | {
|
---|
[2948] | 1245 | // shadow traverser has to be recomputed
|
---|
[2897] | 1246 | DEL_PTR(shadowTraverser);
|
---|
[2948] | 1247 | shadowTraverser = CreateTraverser(shadowMap->GetShadowCamera());
|
---|
[2897] | 1248 | }
|
---|
| 1249 |
|
---|
[2642] | 1250 | break;
|
---|
| 1251 | case 'h':
|
---|
| 1252 | case 'H':
|
---|
| 1253 | showHelp = !showHelp;
|
---|
| 1254 | break;
|
---|
| 1255 | case '+':
|
---|
[2867] | 1256 | if (maxBatchSize < 10)
|
---|
| 1257 | maxBatchSize = 10;
|
---|
| 1258 | else
|
---|
| 1259 | maxBatchSize += 10;
|
---|
| 1260 |
|
---|
[2776] | 1261 | traverser->SetMaxBatchSize(maxBatchSize);
|
---|
[2642] | 1262 | break;
|
---|
| 1263 | case '-':
|
---|
[2776] | 1264 | maxBatchSize -= 10;
|
---|
| 1265 | if (maxBatchSize < 0) maxBatchSize = 1;
|
---|
| 1266 | traverser->SetMaxBatchSize(maxBatchSize);
|
---|
[2642] | 1267 | break;
|
---|
[2837] | 1268 | case 'M':
|
---|
| 1269 | case 'm':
|
---|
| 1270 | useMultiQueries = !useMultiQueries;
|
---|
| 1271 | traverser->SetUseMultiQueries(useMultiQueries);
|
---|
| 1272 | break;
|
---|
| 1273 | case '1':
|
---|
| 1274 | descendKeyPressed = true;
|
---|
| 1275 | break;
|
---|
| 1276 | case '2':
|
---|
| 1277 | ascendKeyPressed = true;
|
---|
| 1278 | break;
|
---|
| 1279 | case '3':
|
---|
| 1280 | if (trianglesPerVirtualLeaf >= 100)
|
---|
| 1281 | trianglesPerVirtualLeaf -= 100;
|
---|
| 1282 | bvh->SetVirtualLeaves(trianglesPerVirtualLeaf);
|
---|
| 1283 | break;
|
---|
| 1284 | case '4':
|
---|
| 1285 | trianglesPerVirtualLeaf += 100;
|
---|
| 1286 | bvh->SetVirtualLeaves(trianglesPerVirtualLeaf);
|
---|
| 1287 | break;
|
---|
| 1288 | case '5':
|
---|
[2776] | 1289 | assumedVisibleFrames -= 1;
|
---|
| 1290 | if (assumedVisibleFrames < 1) assumedVisibleFrames = 1;
|
---|
| 1291 | traverser->SetAssumedVisibleFrames(assumedVisibleFrames);
|
---|
| 1292 | break;
|
---|
[2837] | 1293 | case '6':
|
---|
[2776] | 1294 | assumedVisibleFrames += 1;
|
---|
| 1295 | traverser->SetAssumedVisibleFrames(assumedVisibleFrames);
|
---|
| 1296 | break;
|
---|
[2837] | 1297 | case '7':
|
---|
[2901] | 1298 | ssaoTempCohFactor *= 0.5f;
|
---|
[2776] | 1299 | break;
|
---|
[2767] | 1300 | case '8':
|
---|
[2901] | 1301 | ssaoTempCohFactor *= 2.0f;
|
---|
| 1302 | //if (ssaoTempCohFactor > 1.0f) ssaoExpFactor = 1.0f;
|
---|
[2837] | 1303 | break;
|
---|
[2865] | 1304 | case '9':
|
---|
| 1305 | useLODs = !useLODs;
|
---|
| 1306 | SceneEntity::SetUseLODs(useLODs);
|
---|
| 1307 | break;
|
---|
[2887] | 1308 | case 'P':
|
---|
| 1309 | case 'p':
|
---|
[2930] | 1310 | samplingMethod = DeferredRenderer::SAMPLING_METHOD((samplingMethod + 1) % 3);
|
---|
| 1311 | cout << "ssao sampling method: " << samplingMethod << endl;
|
---|
[2887] | 1312 | break;
|
---|
[2895] | 1313 | case 'Y':
|
---|
| 1314 | case 'y':
|
---|
| 1315 | showShadowMap = !showShadowMap;
|
---|
| 1316 | break;
|
---|
[2875] | 1317 | case 'g':
|
---|
[2903] | 1318 | case 'G':
|
---|
| 1319 | useGlobIllum = !useGlobIllum;
|
---|
| 1320 | break;
|
---|
[2875] | 1321 | case 't':
|
---|
| 1322 | case 'T':
|
---|
| 1323 | useTemporalCoherence = !useTemporalCoherence;
|
---|
| 1324 | break;
|
---|
[2792] | 1325 | case 'o':
|
---|
| 1326 | case 'O':
|
---|
[2642] | 1327 | useOptimization = !useOptimization;
|
---|
[2764] | 1328 | traverser->SetUseOptimization(useOptimization);
|
---|
[2767] | 1329 | break;
|
---|
| 1330 | case 'a':
|
---|
| 1331 | case 'A':
|
---|
[2931] | 1332 | leftKeyPressed = true;
|
---|
[2767] | 1333 | break;
|
---|
| 1334 | case 'd':
|
---|
| 1335 | case 'D':
|
---|
[2931] | 1336 | rightKeyPressed = true;
|
---|
[2767] | 1337 | break;
|
---|
| 1338 | case 'w':
|
---|
| 1339 | case 'W':
|
---|
[2931] | 1340 | upKeyPressed = true;
|
---|
[2767] | 1341 | break;
|
---|
[2829] | 1342 | case 's':
|
---|
| 1343 | case 'S':
|
---|
[2931] | 1344 | downKeyPressed = true;
|
---|
[2767] | 1345 | break;
|
---|
| 1346 | case 'r':
|
---|
| 1347 | case 'R':
|
---|
[2931] | 1348 | useRenderQueue = !useRenderQueue;
|
---|
| 1349 | traverser->SetUseRenderQueue(useRenderQueue);
|
---|
| 1350 |
|
---|
[2790] | 1351 | break;
|
---|
[2786] | 1352 | case 'b':
|
---|
| 1353 | case 'B':
|
---|
[2931] | 1354 | useTightBounds = !useTightBounds;
|
---|
| 1355 | traverser->SetUseTightBounds(useTightBounds);
|
---|
[2790] | 1356 | break;
|
---|
[2931] | 1357 | case 'l':
|
---|
| 1358 | case 'L':
|
---|
| 1359 | renderLightView = !renderLightView;
|
---|
| 1360 | break;
|
---|
[2642] | 1361 | default:
|
---|
| 1362 | return;
|
---|
| 1363 | }
|
---|
| 1364 |
|
---|
| 1365 | glutPostRedisplay();
|
---|
| 1366 | }
|
---|
| 1367 |
|
---|
| 1368 |
|
---|
[2792] | 1369 | void SpecialKeyUp(int c, int x, int y)
|
---|
[2642] | 1370 | {
|
---|
[2792] | 1371 | switch (c)
|
---|
| 1372 | {
|
---|
| 1373 | case GLUT_KEY_LEFT:
|
---|
| 1374 | leftKeyPressed = false;
|
---|
| 1375 | break;
|
---|
| 1376 | case GLUT_KEY_RIGHT:
|
---|
| 1377 | rightKeyPressed = false;
|
---|
| 1378 | break;
|
---|
| 1379 | case GLUT_KEY_UP:
|
---|
| 1380 | upKeyPressed = false;
|
---|
| 1381 | break;
|
---|
| 1382 | case GLUT_KEY_DOWN:
|
---|
| 1383 | downKeyPressed = false;
|
---|
| 1384 | break;
|
---|
[2953] | 1385 | case GLUT_ACTIVE_ALT:
|
---|
| 1386 | altKeyPressed = false;
|
---|
| 1387 | break;
|
---|
[2792] | 1388 | default:
|
---|
| 1389 | return;
|
---|
| 1390 | }
|
---|
| 1391 | }
|
---|
| 1392 |
|
---|
| 1393 |
|
---|
| 1394 | void KeyUp(unsigned char c, int x, int y)
|
---|
| 1395 | {
|
---|
| 1396 | switch (c)
|
---|
| 1397 | {
|
---|
[2879] | 1398 |
|
---|
[2792] | 1399 | case 'A':
|
---|
| 1400 | case 'a':
|
---|
| 1401 | leftKeyPressed = false;
|
---|
| 1402 | break;
|
---|
| 1403 | case 'D':
|
---|
| 1404 | case 'd':
|
---|
| 1405 | rightKeyPressed = false;
|
---|
| 1406 | break;
|
---|
| 1407 | case 'W':
|
---|
| 1408 | case 'w':
|
---|
| 1409 | upKeyPressed = false;
|
---|
| 1410 | break;
|
---|
[2829] | 1411 | case 'S':
|
---|
| 1412 | case 's':
|
---|
[2792] | 1413 | downKeyPressed = false;
|
---|
| 1414 | break;
|
---|
[2837] | 1415 | case '1':
|
---|
| 1416 | descendKeyPressed = false;
|
---|
[2794] | 1417 | break;
|
---|
[2837] | 1418 | case '2':
|
---|
| 1419 | ascendKeyPressed = false;
|
---|
[2794] | 1420 | break;
|
---|
| 1421 |
|
---|
[2792] | 1422 | default:
|
---|
| 1423 | return;
|
---|
| 1424 | }
|
---|
| 1425 | //glutPostRedisplay();
|
---|
| 1426 | }
|
---|
| 1427 |
|
---|
| 1428 |
|
---|
| 1429 | void Special(int c, int x, int y)
|
---|
| 1430 | {
|
---|
[2642] | 1431 | switch(c)
|
---|
| 1432 | {
|
---|
| 1433 | case GLUT_KEY_F1:
|
---|
| 1434 | showHelp = !showHelp;
|
---|
| 1435 | break;
|
---|
[2790] | 1436 | case GLUT_KEY_F2:
|
---|
[2795] | 1437 | visMode = !visMode;
|
---|
[2790] | 1438 | break;
|
---|
| 1439 | case GLUT_KEY_F3:
|
---|
| 1440 | showBoundingVolumes = !showBoundingVolumes;
|
---|
| 1441 | traverser->SetShowBounds(showBoundingVolumes);
|
---|
| 1442 | break;
|
---|
| 1443 | case GLUT_KEY_F4:
|
---|
[2827] | 1444 | showOptions = !showOptions;
|
---|
[2790] | 1445 | break;
|
---|
| 1446 | case GLUT_KEY_F5:
|
---|
[2827] | 1447 | showStatistics = !showStatistics;
|
---|
[2790] | 1448 | break;
|
---|
[2800] | 1449 | case GLUT_KEY_F6:
|
---|
| 1450 | flyMode = !flyMode;
|
---|
| 1451 | break;
|
---|
[2801] | 1452 | case GLUT_KEY_F7:
|
---|
[2825] | 1453 |
|
---|
[2955] | 1454 | renderMethod = (renderMethod + 1) % 4;
|
---|
| 1455 |
|
---|
| 1456 | traverser->SetUseDepthPass(
|
---|
| 1457 | (renderMethod == RENDER_DEPTH_PASS) ||
|
---|
| 1458 | (renderMethod == RENDER_DEPTH_PASS_DEFERRED)
|
---|
| 1459 | );
|
---|
[2825] | 1460 |
|
---|
[2801] | 1461 | break;
|
---|
[2803] | 1462 | case GLUT_KEY_F8:
|
---|
[2903] | 1463 | useAdvancedShading = !useAdvancedShading;
|
---|
| 1464 |
|
---|
[2821] | 1465 | break;
|
---|
[2826] | 1466 | case GLUT_KEY_F9:
|
---|
| 1467 | showAlgorithmTime = !showAlgorithmTime;
|
---|
| 1468 | break;
|
---|
[2954] | 1469 | case GLUT_KEY_F10:
|
---|
| 1470 | moveLight = !moveLight;
|
---|
| 1471 | break;
|
---|
[2642] | 1472 | case GLUT_KEY_LEFT:
|
---|
[2767] | 1473 | {
|
---|
[2792] | 1474 | leftKeyPressed = true;
|
---|
[2795] | 1475 | camera->Pitch(KeyRotationAngle());
|
---|
[2767] | 1476 | }
|
---|
[2642] | 1477 | break;
|
---|
| 1478 | case GLUT_KEY_RIGHT:
|
---|
[2767] | 1479 | {
|
---|
[2792] | 1480 | rightKeyPressed = true;
|
---|
[2795] | 1481 | camera->Pitch(-KeyRotationAngle());
|
---|
[2767] | 1482 | }
|
---|
[2642] | 1483 | break;
|
---|
| 1484 | case GLUT_KEY_UP:
|
---|
[2767] | 1485 | {
|
---|
[2792] | 1486 | upKeyPressed = true;
|
---|
[2795] | 1487 | KeyHorizontalMotion(KeyShift());
|
---|
[2767] | 1488 | }
|
---|
[2642] | 1489 | break;
|
---|
| 1490 | case GLUT_KEY_DOWN:
|
---|
[2767] | 1491 | {
|
---|
[2792] | 1492 | downKeyPressed = true;
|
---|
[2795] | 1493 | KeyHorizontalMotion(-KeyShift());
|
---|
[2767] | 1494 | }
|
---|
[2642] | 1495 | break;
|
---|
| 1496 | default:
|
---|
| 1497 | return;
|
---|
| 1498 |
|
---|
| 1499 | }
|
---|
| 1500 |
|
---|
| 1501 | glutPostRedisplay();
|
---|
| 1502 | }
|
---|
[2767] | 1503 |
|
---|
[2642] | 1504 | #pragma warning( default : 4100 )
|
---|
| 1505 |
|
---|
| 1506 |
|
---|
[2792] | 1507 | void Reshape(int w, int h)
|
---|
[2642] | 1508 | {
|
---|
[2759] | 1509 | winAspectRatio = 1.0f;
|
---|
[2642] | 1510 |
|
---|
| 1511 | glViewport(0, 0, w, h);
|
---|
| 1512 |
|
---|
| 1513 | winWidth = w;
|
---|
| 1514 | winHeight = h;
|
---|
| 1515 |
|
---|
[2833] | 1516 | if (w) winAspectRatio = (float) w / (float) h;
|
---|
[2642] | 1517 |
|
---|
[2758] | 1518 | glMatrixMode(GL_PROJECTION);
|
---|
| 1519 | glLoadIdentity();
|
---|
[2642] | 1520 |
|
---|
[2927] | 1521 | gluPerspective(fov, winAspectRatio, nearDist, farDist);
|
---|
[2788] | 1522 |
|
---|
[2758] | 1523 | glMatrixMode(GL_MODELVIEW);
|
---|
| 1524 |
|
---|
[2642] | 1525 | glutPostRedisplay();
|
---|
| 1526 | }
|
---|
| 1527 |
|
---|
| 1528 |
|
---|
[2792] | 1529 | void Mouse(int button, int state, int x, int y)
|
---|
[2642] | 1530 | {
|
---|
[2758] | 1531 | if ((button == GLUT_LEFT_BUTTON) && (state == GLUT_DOWN))
|
---|
[2642] | 1532 | {
|
---|
| 1533 | xEyeBegin = x;
|
---|
| 1534 | yMotionBegin = y;
|
---|
| 1535 |
|
---|
[2792] | 1536 | glutMotionFunc(LeftMotion);
|
---|
[2642] | 1537 | }
|
---|
[2758] | 1538 | else if ((button == GLUT_RIGHT_BUTTON) && (state == GLUT_DOWN))
|
---|
[2642] | 1539 | {
|
---|
[2829] | 1540 | xEyeBegin = x;
|
---|
[2758] | 1541 | yEyeBegin = y;
|
---|
| 1542 | yMotionBegin = y;
|
---|
| 1543 |
|
---|
[2954] | 1544 | if (!moveLight)
|
---|
| 1545 | glutMotionFunc(RightMotion);
|
---|
| 1546 | else
|
---|
| 1547 | glutMotionFunc(RightMotionLight);
|
---|
[2758] | 1548 | }
|
---|
| 1549 | else if ((button == GLUT_MIDDLE_BUTTON) && (state == GLUT_DOWN))
|
---|
| 1550 | {
|
---|
[2642] | 1551 | horizontalMotionBegin = x;
|
---|
| 1552 | verticalMotionBegin = y;
|
---|
[2792] | 1553 | glutMotionFunc(MiddleMotion);
|
---|
[2642] | 1554 | }
|
---|
| 1555 |
|
---|
| 1556 | glutPostRedisplay();
|
---|
| 1557 | }
|
---|
| 1558 |
|
---|
[2758] | 1559 |
|
---|
| 1560 | /** rotation for left/right mouse drag
|
---|
[2642] | 1561 | motion for up/down mouse drag
|
---|
| 1562 | */
|
---|
[2792] | 1563 | void LeftMotion(int x, int y)
|
---|
[2642] | 1564 | {
|
---|
[2758] | 1565 | Vector3 viewDir = camera->GetDirection();
|
---|
| 1566 | Vector3 pos = camera->GetPosition();
|
---|
| 1567 |
|
---|
| 1568 | // don't move in the vertical direction
|
---|
[2764] | 1569 | Vector3 horView(viewDir[0], viewDir[1], 0);
|
---|
[2642] | 1570 |
|
---|
[2795] | 1571 | float eyeXAngle = 0.2f * M_PI * (xEyeBegin - x) / 180.0;
|
---|
[2756] | 1572 |
|
---|
[2795] | 1573 | camera->Pitch(eyeXAngle);
|
---|
[2787] | 1574 |
|
---|
[2888] | 1575 | pos += horView * (yMotionBegin - y) * 0.2f;
|
---|
[2795] | 1576 |
|
---|
[2758] | 1577 | camera->SetPosition(pos);
|
---|
[2642] | 1578 |
|
---|
| 1579 | xEyeBegin = x;
|
---|
| 1580 | yMotionBegin = y;
|
---|
[2758] | 1581 |
|
---|
[2642] | 1582 | glutPostRedisplay();
|
---|
| 1583 | }
|
---|
| 1584 |
|
---|
[2758] | 1585 |
|
---|
[2954] | 1586 | void RightMotionLight(int x, int y)
|
---|
| 1587 | {
|
---|
| 1588 | float theta = 0.2f * M_PI * (xEyeBegin - x) / 180.0f;
|
---|
| 1589 | float phi = 0.2f * M_PI * (yMotionBegin - y) / 180.0f;
|
---|
| 1590 |
|
---|
| 1591 | Vector3 lightDir = light->GetDirection();
|
---|
| 1592 |
|
---|
| 1593 | Matrix4x4 roty = RotationYMatrix(theta);
|
---|
| 1594 | Matrix4x4 rotx = RotationXMatrix(phi);
|
---|
| 1595 |
|
---|
| 1596 | lightDir = roty * lightDir;
|
---|
| 1597 | lightDir = rotx * lightDir;
|
---|
| 1598 |
|
---|
[2967] | 1599 | // normalize to avoid accumulating errors
|
---|
| 1600 | lightDir.Normalize();
|
---|
| 1601 |
|
---|
[2954] | 1602 | light->SetDirection(lightDir);
|
---|
| 1603 |
|
---|
| 1604 | xEyeBegin = x;
|
---|
| 1605 | yMotionBegin = y;
|
---|
| 1606 |
|
---|
| 1607 | glutPostRedisplay();
|
---|
| 1608 | }
|
---|
| 1609 |
|
---|
| 1610 |
|
---|
[2767] | 1611 | /** rotation for left / right mouse drag
|
---|
| 1612 | motion for up / down mouse drag
|
---|
[2758] | 1613 | */
|
---|
[2792] | 1614 | void RightMotion(int x, int y)
|
---|
[2758] | 1615 | {
|
---|
[2829] | 1616 | float eyeXAngle = 0.2f * M_PI * (xEyeBegin - x) / 180.0;
|
---|
[2795] | 1617 | float eyeYAngle = -0.2f * M_PI * (yEyeBegin - y) / 180.0;
|
---|
[2758] | 1618 |
|
---|
[2795] | 1619 | camera->Yaw(eyeYAngle);
|
---|
[2829] | 1620 | camera->Pitch(eyeXAngle);
|
---|
[2780] | 1621 |
|
---|
[2829] | 1622 | xEyeBegin = x;
|
---|
[2758] | 1623 | yEyeBegin = y;
|
---|
[2829] | 1624 |
|
---|
[2758] | 1625 | glutPostRedisplay();
|
---|
| 1626 | }
|
---|
| 1627 |
|
---|
| 1628 |
|
---|
[2642] | 1629 | // strafe
|
---|
[2792] | 1630 | void MiddleMotion(int x, int y)
|
---|
[2642] | 1631 | {
|
---|
[2758] | 1632 | Vector3 viewDir = camera->GetDirection();
|
---|
| 1633 | Vector3 pos = camera->GetPosition();
|
---|
| 1634 |
|
---|
[2642] | 1635 | // the 90 degree rotated view vector
|
---|
| 1636 | // y zero so we don't move in the vertical
|
---|
[2764] | 1637 | Vector3 rVec(viewDir[0], viewDir[1], 0);
|
---|
[2642] | 1638 |
|
---|
[2764] | 1639 | Matrix4x4 rot = RotationZMatrix(M_PI * 0.5f);
|
---|
[2758] | 1640 | rVec = rot * rVec;
|
---|
[2642] | 1641 |
|
---|
[2888] | 1642 | pos -= rVec * (x - horizontalMotionBegin) * 0.1f;
|
---|
[2764] | 1643 | pos[2] += (verticalMotionBegin - y) * 0.1f;
|
---|
[2642] | 1644 |
|
---|
[2758] | 1645 | camera->SetPosition(pos);
|
---|
| 1646 |
|
---|
[2642] | 1647 | horizontalMotionBegin = x;
|
---|
| 1648 | verticalMotionBegin = y;
|
---|
[2758] | 1649 |
|
---|
[2642] | 1650 | glutPostRedisplay();
|
---|
| 1651 | }
|
---|
| 1652 |
|
---|
| 1653 |
|
---|
[2756] | 1654 | void InitExtensions(void)
|
---|
[2642] | 1655 | {
|
---|
| 1656 | GLenum err = glewInit();
|
---|
[2756] | 1657 |
|
---|
[2642] | 1658 | if (GLEW_OK != err)
|
---|
| 1659 | {
|
---|
| 1660 | // problem: glewInit failed, something is seriously wrong
|
---|
| 1661 | fprintf(stderr,"Error: %s\n", glewGetErrorString(err));
|
---|
| 1662 | exit(1);
|
---|
| 1663 | }
|
---|
[2756] | 1664 | if (!GLEW_ARB_occlusion_query)
|
---|
[2642] | 1665 | {
|
---|
[2756] | 1666 | printf("I require the GL_ARB_occlusion_query to work.\n");
|
---|
[2642] | 1667 | exit(1);
|
---|
| 1668 | }
|
---|
| 1669 | }
|
---|
| 1670 |
|
---|
| 1671 |
|
---|
[2826] | 1672 | void Begin2D()
|
---|
[2642] | 1673 | {
|
---|
| 1674 | glDisable(GL_LIGHTING);
|
---|
| 1675 | glDisable(GL_DEPTH_TEST);
|
---|
| 1676 |
|
---|
[2826] | 1677 | glMatrixMode(GL_PROJECTION);
|
---|
[2642] | 1678 | glPushMatrix();
|
---|
| 1679 | glLoadIdentity();
|
---|
[2834] | 1680 |
|
---|
[2826] | 1681 | gluOrtho2D(0, winWidth, 0, winHeight);
|
---|
[2642] | 1682 |
|
---|
[2826] | 1683 | glMatrixMode(GL_MODELVIEW);
|
---|
[2642] | 1684 | glPushMatrix();
|
---|
| 1685 | glLoadIdentity();
|
---|
| 1686 | }
|
---|
| 1687 |
|
---|
| 1688 |
|
---|
[2826] | 1689 | void End2D()
|
---|
[2642] | 1690 | {
|
---|
[2834] | 1691 | glMatrixMode(GL_PROJECTION);
|
---|
[2642] | 1692 | glPopMatrix();
|
---|
[2834] | 1693 |
|
---|
[2642] | 1694 | glMatrixMode(GL_MODELVIEW);
|
---|
| 1695 | glPopMatrix();
|
---|
| 1696 |
|
---|
| 1697 | glEnable(GL_LIGHTING);
|
---|
| 1698 | glEnable(GL_DEPTH_TEST);
|
---|
| 1699 | }
|
---|
| 1700 |
|
---|
| 1701 |
|
---|
[2787] | 1702 | // displays the visualisation of culling algorithm
|
---|
| 1703 | void DisplayVisualization()
|
---|
[2796] | 1704 | {
|
---|
[2787] | 1705 | visualization->SetFrameId(traverser->GetCurrentFrameId());
|
---|
| 1706 |
|
---|
[2792] | 1707 | Begin2D();
|
---|
[2642] | 1708 | glBlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA);
|
---|
| 1709 | glEnable(GL_BLEND);
|
---|
[2827] | 1710 | glColor4f(0.0f ,0.0f, 0.0f, 0.5f);
|
---|
[2642] | 1711 |
|
---|
[2827] | 1712 | glRecti(winWidth - winWidth / 3, winHeight - winHeight / 3, winWidth, winHeight);
|
---|
[2642] | 1713 | glDisable(GL_BLEND);
|
---|
[2792] | 1714 | End2D();
|
---|
[2788] | 1715 |
|
---|
| 1716 |
|
---|
| 1717 | AxisAlignedBox3 box = bvh->GetBox();
|
---|
| 1718 |
|
---|
[2838] | 1719 | // hack: set far plane for viz
|
---|
[2911] | 1720 | //camera->SetFar(0.35f * Magnitude(box.Diagonal()));
|
---|
[2796] | 1721 |
|
---|
[2948] | 1722 | const float offs = box.Size().x * 0.3f;
|
---|
| 1723 | //const float offs = box.Size().x * 0.6f;
|
---|
[2834] | 1724 |
|
---|
[2838] | 1725 | Vector3 vizpos = Vector3(box.Min().x, box.Min().y - box.Size().y * 0.35f, box.Min().z + box.Size().z * 50);
|
---|
[2806] | 1726 |
|
---|
[2795] | 1727 | visCamera->SetPosition(vizpos);
|
---|
[2838] | 1728 | visCamera->ResetPitchAndYaw();
|
---|
[2892] | 1729 |
|
---|
[2834] | 1730 | glPushAttrib(GL_VIEWPORT_BIT);
|
---|
[2806] | 1731 | glViewport(winWidth - winWidth / 3, winHeight - winHeight / 3, winWidth / 3, winHeight / 3);
|
---|
[2796] | 1732 |
|
---|
| 1733 | glMatrixMode(GL_PROJECTION);
|
---|
[2834] | 1734 | glPushMatrix();
|
---|
| 1735 |
|
---|
[2787] | 1736 | glLoadIdentity();
|
---|
[2796] | 1737 |
|
---|
[2807] | 1738 | glOrtho(-offs, offs, -offs, offs, 0.0f, box.Size().z * 100.0f);
|
---|
[2787] | 1739 |
|
---|
[2796] | 1740 | glMatrixMode(GL_MODELVIEW);
|
---|
[2834] | 1741 | glPushMatrix();
|
---|
[2787] | 1742 |
|
---|
[2796] | 1743 | visCamera->SetupCameraView();
|
---|
[2806] | 1744 |
|
---|
| 1745 | Matrix4x4 rotZ = RotationZMatrix(-camera->GetPitch());
|
---|
| 1746 | glMultMatrixf((float *)rotZ.x);
|
---|
| 1747 |
|
---|
[2887] | 1748 | // inverse translation in order to fix current position
|
---|
[2838] | 1749 | Vector3 pos = camera->GetPosition();
|
---|
[2806] | 1750 | glTranslatef(-pos.x, -pos.y, -pos.z);
|
---|
| 1751 |
|
---|
| 1752 |
|
---|
[2788] | 1753 | GLfloat position[] = {0.8f, 1.0f, 1.5f, 0.0f};
|
---|
| 1754 | glLightfv(GL_LIGHT0, GL_POSITION, position);
|
---|
[2787] | 1755 |
|
---|
[2788] | 1756 | GLfloat position1[] = {bvh->GetBox().Center().x, bvh->GetBox().Max().y, bvh->GetBox().Center().z, 1.0f};
|
---|
| 1757 | glLightfv(GL_LIGHT1, GL_POSITION, position1);
|
---|
[2787] | 1758 |
|
---|
[2642] | 1759 | glClear(GL_DEPTH_BUFFER_BIT);
|
---|
| 1760 |
|
---|
[2888] | 1761 |
|
---|
[2767] | 1762 | ////////////
|
---|
[2787] | 1763 | //-- visualization of the occlusion culling
|
---|
| 1764 |
|
---|
[2767] | 1765 | visualization->Render();
|
---|
[2887] | 1766 |
|
---|
[2767] | 1767 |
|
---|
[2834] | 1768 | // reset previous settings
|
---|
| 1769 | glPopAttrib();
|
---|
| 1770 |
|
---|
| 1771 | glMatrixMode(GL_PROJECTION);
|
---|
| 1772 | glPopMatrix();
|
---|
| 1773 | glMatrixMode(GL_MODELVIEW);
|
---|
| 1774 | glPopMatrix();
|
---|
[2642] | 1775 | }
|
---|
| 1776 |
|
---|
[2767] | 1777 |
|
---|
[2642] | 1778 | // cleanup routine after the main loop
|
---|
[2756] | 1779 | void CleanUp()
|
---|
[2642] | 1780 | {
|
---|
[2756] | 1781 | DEL_PTR(traverser);
|
---|
[2796] | 1782 | DEL_PTR(sceneQuery);
|
---|
[2756] | 1783 | DEL_PTR(bvh);
|
---|
[2767] | 1784 | DEL_PTR(visualization);
|
---|
[2787] | 1785 | DEL_PTR(camera);
|
---|
[2793] | 1786 | DEL_PTR(loader);
|
---|
[2801] | 1787 | DEL_PTR(renderQueue);
|
---|
[2827] | 1788 | DEL_PTR(perfGraph);
|
---|
[2809] | 1789 |
|
---|
[2879] | 1790 | DEL_PTR(fbo);
|
---|
| 1791 | DEL_PTR(ssaoShader);
|
---|
| 1792 |
|
---|
[2980] | 1793 | CLEAR_CONTAINER(sceneEntities2);
|
---|
| 1794 |
|
---|
[2810] | 1795 | if (sCgMrtVertexProgram)
|
---|
| 1796 | cgDestroyProgram(sCgMrtVertexProgram);
|
---|
[2827] | 1797 | if (RenderState::sCgMrtFragmentProgram)
|
---|
| 1798 | cgDestroyProgram(RenderState::sCgMrtFragmentProgram);
|
---|
| 1799 | if (RenderState::sCgMrtFragmentTexProgram)
|
---|
| 1800 | cgDestroyProgram(RenderState::sCgMrtFragmentTexProgram);
|
---|
[2861] | 1801 |
|
---|
[2809] | 1802 | if (sCgContext)
|
---|
| 1803 | cgDestroyContext(sCgContext);
|
---|
[2642] | 1804 | }
|
---|
| 1805 |
|
---|
| 1806 |
|
---|
| 1807 | // this function inserts a dezimal point after each 1000
|
---|
[2829] | 1808 | void CalcDecimalPoint(string &str, int d, int len)
|
---|
[2642] | 1809 | {
|
---|
[2827] | 1810 | static vector<int> numbers;
|
---|
| 1811 | numbers.clear();
|
---|
| 1812 |
|
---|
[2829] | 1813 | static string shortStr;
|
---|
| 1814 | shortStr.clear();
|
---|
[2642] | 1815 |
|
---|
[2829] | 1816 | static char hstr[100];
|
---|
| 1817 |
|
---|
[2642] | 1818 | while (d != 0)
|
---|
| 1819 | {
|
---|
| 1820 | numbers.push_back(d % 1000);
|
---|
| 1821 | d /= 1000;
|
---|
| 1822 | }
|
---|
| 1823 |
|
---|
| 1824 | // first element without leading zeros
|
---|
| 1825 | if (numbers.size() > 0)
|
---|
| 1826 | {
|
---|
[2800] | 1827 | sprintf(hstr, "%d", numbers.back());
|
---|
[2829] | 1828 | shortStr.append(hstr);
|
---|
[2642] | 1829 | }
|
---|
| 1830 |
|
---|
[2764] | 1831 | for (int i = (int)numbers.size() - 2; i >= 0; i--)
|
---|
[2642] | 1832 | {
|
---|
[2800] | 1833 | sprintf(hstr, ",%03d", numbers[i]);
|
---|
[2829] | 1834 | shortStr.append(hstr);
|
---|
[2642] | 1835 | }
|
---|
[2829] | 1836 |
|
---|
| 1837 | int dif = len - (int)shortStr.size();
|
---|
| 1838 |
|
---|
| 1839 | for (int i = 0; i < dif; ++ i)
|
---|
| 1840 | {
|
---|
| 1841 | str += " ";
|
---|
| 1842 | }
|
---|
| 1843 |
|
---|
| 1844 | str.append(shortStr);
|
---|
[2764] | 1845 | }
|
---|
| 1846 |
|
---|
| 1847 |
|
---|
| 1848 | void DisplayStats()
|
---|
| 1849 | {
|
---|
[2826] | 1850 | static char msg[9][300];
|
---|
[2764] | 1851 |
|
---|
[2826] | 1852 | static double frameTime = elapsedTime;
|
---|
| 1853 | static double renderTime = algTime;
|
---|
| 1854 |
|
---|
[2818] | 1855 | const float expFactor = 0.1f;
|
---|
[2767] | 1856 |
|
---|
[2802] | 1857 | // if some strange render time spike happened in this frame => don't count
|
---|
[2826] | 1858 | if (elapsedTime < 500) frameTime = elapsedTime * expFactor + (1.0f - expFactor) * elapsedTime;
|
---|
| 1859 |
|
---|
| 1860 | static float rTime = 1000.0f;
|
---|
[2764] | 1861 |
|
---|
[2826] | 1862 | if (showAlgorithmTime)
|
---|
| 1863 | {
|
---|
| 1864 | if (algTime < 500) renderTime = algTime * expFactor + (1.0f - expFactor) * renderTime;
|
---|
| 1865 | }
|
---|
[2802] | 1866 |
|
---|
[2826] | 1867 | accumulatedTime += elapsedTime;
|
---|
| 1868 |
|
---|
[2776] | 1869 | if (accumulatedTime > 500) // update every fraction of a second
|
---|
[2770] | 1870 | {
|
---|
| 1871 | accumulatedTime = 0;
|
---|
| 1872 |
|
---|
[2826] | 1873 | if (frameTime) fps = 1e3f / (float)frameTime;
|
---|
| 1874 |
|
---|
| 1875 | rTime = renderTime;
|
---|
[2773] | 1876 |
|
---|
[2948] | 1877 | if (renderLightView && shadowTraverser)
|
---|
| 1878 | {
|
---|
| 1879 | renderedTriangles = shadowTraverser->GetStats().mNumRenderedTriangles;
|
---|
| 1880 | renderedObjects = shadowTraverser->GetStats().mNumRenderedGeometry;
|
---|
| 1881 | renderedNodes = shadowTraverser->GetStats().mNumRenderedNodes;
|
---|
| 1882 | }
|
---|
| 1883 | else if (showShadowMap && shadowTraverser)
|
---|
| 1884 | {
|
---|
| 1885 | renderedNodes = traverser->GetStats().mNumRenderedNodes + shadowTraverser->GetStats().mNumRenderedNodes;
|
---|
| 1886 | renderedObjects = traverser->GetStats().mNumRenderedGeometry + shadowTraverser->GetStats().mNumRenderedGeometry;
|
---|
| 1887 | renderedTriangles = traverser->GetStats().mNumRenderedTriangles + shadowTraverser->GetStats().mNumRenderedTriangles;
|
---|
| 1888 | }
|
---|
| 1889 | else
|
---|
| 1890 | {
|
---|
| 1891 | renderedTriangles = traverser->GetStats().mNumRenderedTriangles;
|
---|
| 1892 | renderedObjects = traverser->GetStats().mNumRenderedGeometry;
|
---|
| 1893 | renderedNodes = traverser->GetStats().mNumRenderedNodes;
|
---|
| 1894 | }
|
---|
| 1895 |
|
---|
[2770] | 1896 | traversedNodes = traverser->GetStats().mNumTraversedNodes;
|
---|
| 1897 | frustumCulledNodes = traverser->GetStats().mNumFrustumCulledNodes;
|
---|
| 1898 | queryCulledNodes = traverser->GetStats().mNumQueryCulledNodes;
|
---|
| 1899 | issuedQueries = traverser->GetStats().mNumIssuedQueries;
|
---|
| 1900 | stateChanges = traverser->GetStats().mNumStateChanges;
|
---|
[2800] | 1901 | numBatches = traverser->GetStats().mNumBatches;
|
---|
[2770] | 1902 | }
|
---|
| 1903 |
|
---|
[2764] | 1904 |
|
---|
[2826] | 1905 | Begin2D();
|
---|
[2808] | 1906 |
|
---|
[2826] | 1907 | glEnable(GL_BLEND);
|
---|
| 1908 | glBlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA);
|
---|
[2764] | 1909 |
|
---|
[2826] | 1910 | if (showHelp)
|
---|
| 1911 | {
|
---|
| 1912 | DrawHelpMessage();
|
---|
| 1913 | }
|
---|
| 1914 | else
|
---|
| 1915 | {
|
---|
[2829] | 1916 | if (showOptions)
|
---|
| 1917 | {
|
---|
| 1918 | glColor4f(0.0f, 0.0f, 0.0f, 0.5f);
|
---|
| 1919 | glRecti(5, winHeight - 95, winWidth * 2 / 3 - 5, winHeight - 5);
|
---|
| 1920 | }
|
---|
| 1921 |
|
---|
| 1922 | if (showStatistics)
|
---|
| 1923 | {
|
---|
| 1924 | glColor4f(0.0f, 0.0f, 0.0f, 0.5f);
|
---|
| 1925 | glRecti(5, winHeight - 165, winWidth * 2 / 3 - 5, winHeight - 100);
|
---|
| 1926 | }
|
---|
| 1927 |
|
---|
| 1928 | glEnable(GL_TEXTURE_2D);
|
---|
| 1929 |
|
---|
[2827] | 1930 | myfont.Begin();
|
---|
[2769] | 1931 |
|
---|
[2826] | 1932 | if (showOptions)
|
---|
| 1933 | {
|
---|
[2829] | 1934 | glColor3f(0.0f, 1.0f, 0.0f);
|
---|
| 1935 |
|
---|
[2826] | 1936 | int i = 0;
|
---|
| 1937 |
|
---|
[2955] | 1938 | static char *renderMethodStr[] = {"forward", "depth pass + forward", "deferred shading", "depth pass + deferred"};
|
---|
[2825] | 1939 |
|
---|
[2826] | 1940 | sprintf(msg[i ++], "multiqueries: %d, tight bounds: %d, render queue: %d",
|
---|
| 1941 | useMultiQueries, useTightBounds, useRenderQueue);
|
---|
[2792] | 1942 |
|
---|
[2955] | 1943 | sprintf(msg[i ++], "render technique: %s, SSAO: %d", renderMethodStr[renderMethod], useAdvancedShading);
|
---|
[2808] | 1944 |
|
---|
[2826] | 1945 | sprintf(msg[i ++], "triangles per virtual leaf: %5d", trianglesPerVirtualLeaf);
|
---|
[2808] | 1946 |
|
---|
[2826] | 1947 | sprintf(msg[i ++], "assumed visible frames: %4d, max batch size: %4d",
|
---|
| 1948 | assumedVisibleFrames, maxBatchSize);
|
---|
[2808] | 1949 |
|
---|
[2826] | 1950 | for (int j = 0; j < 4; ++ j)
|
---|
[2829] | 1951 | myfont.DrawString(msg[j], 10.0f, winHeight - 5 - j * 20);
|
---|
[2826] | 1952 | }
|
---|
[2808] | 1953 |
|
---|
[2786] | 1954 | if (showStatistics)
|
---|
[2764] | 1955 | {
|
---|
[2829] | 1956 | glColor3f(1.0f, 1.0f, 0.0f);
|
---|
| 1957 |
|
---|
[2948] | 1958 | string objStr, totalObjStr;
|
---|
| 1959 | string triStr, totalTriStr;
|
---|
[2826] | 1960 |
|
---|
[2829] | 1961 | int len = 10;
|
---|
[2948] | 1962 | CalcDecimalPoint(objStr, renderedObjects, len);
|
---|
| 1963 | CalcDecimalPoint(totalObjStr, (int)loader->GetNumEntities(), len);
|
---|
[2826] | 1964 |
|
---|
[2948] | 1965 | CalcDecimalPoint(triStr, renderedTriangles, len);
|
---|
| 1966 | CalcDecimalPoint(totalTriStr, bvh->GetBvhStats().mTriangles, len);
|
---|
| 1967 |
|
---|
[2826] | 1968 | int i = 4;
|
---|
| 1969 |
|
---|
[2953] | 1970 | if (0)
|
---|
| 1971 | {
|
---|
| 1972 | sprintf(msg[i ++], "rendered: %s of %s objects, %s of %s triangles",
|
---|
| 1973 | objStr.c_str(), totalObjStr.c_str(), triStr.c_str(), totalTriStr.c_str());
|
---|
| 1974 | }
|
---|
| 1975 | else
|
---|
| 1976 | {
|
---|
| 1977 | sprintf(msg[i ++], "rendered: %6d of %6d nodes, %s of %s triangles",
|
---|
| 1978 | renderedNodes, bvh->GetNumVirtualNodes(), triStr.c_str(), totalTriStr.c_str());
|
---|
| 1979 | }
|
---|
[2826] | 1980 |
|
---|
| 1981 | sprintf(msg[i ++], "traversed: %5d, frustum culled: %5d, query culled: %5d",
|
---|
| 1982 | traversedNodes, frustumCulledNodes, queryCulledNodes);
|
---|
| 1983 |
|
---|
| 1984 | sprintf(msg[i ++], "issued queries: %5d, state changes: %5d, render batches: %5d",
|
---|
| 1985 | issuedQueries, stateChanges, numBatches);
|
---|
| 1986 |
|
---|
| 1987 | for (int j = 4; j < 7; ++ j)
|
---|
[2829] | 1988 | myfont.DrawString(msg[j], 10.0f, winHeight - (j + 1) * 20);
|
---|
[2764] | 1989 | }
|
---|
[2790] | 1990 |
|
---|
[2826] | 1991 | glColor3f(1.0f, 1.0f, 1.0f);
|
---|
| 1992 | static char *alg_str[] = {"Frustum Cull", "Stop and Wait", "CHC", "CHC ++"};
|
---|
[2827] | 1993 |
|
---|
| 1994 | if (!showAlgorithmTime)
|
---|
| 1995 | {
|
---|
| 1996 | sprintf(msg[7], "%s: %6.1f fps", alg_str[renderMode], fps);
|
---|
| 1997 | }
|
---|
| 1998 | else
|
---|
| 1999 | {
|
---|
| 2000 | sprintf(msg[7], "%s: %6.1f ms", alg_str[renderMode], rTime);
|
---|
| 2001 | }
|
---|
[2826] | 2002 |
|
---|
[2829] | 2003 | myfont.DrawString(msg[7], 1.3f, 690.0f, 760.0f);//, top_color, bottom_color);
|
---|
[2827] | 2004 |
|
---|
| 2005 | //sprintf(msg[8], "algorithm time: %6.1f ms", rTime);
|
---|
| 2006 | //myfont.DrawString(msg[8], 720.0f, 730.0f);
|
---|
[2764] | 2007 | }
|
---|
| 2008 |
|
---|
[2826] | 2009 | glDisable(GL_BLEND);
|
---|
| 2010 | glDisable(GL_TEXTURE_2D);
|
---|
| 2011 |
|
---|
[2792] | 2012 | End2D();
|
---|
[2764] | 2013 | }
|
---|
[2796] | 2014 |
|
---|
| 2015 |
|
---|
| 2016 | void RenderSky()
|
---|
| 2017 | {
|
---|
[2958] | 2018 | cgGLEnableProfile(RenderState::sCgVertexProfile);
|
---|
| 2019 |
|
---|
[2959] | 2020 | if ((renderMethod == RENDER_DEFERRED) || (renderMethod == RENDER_DEPTH_PASS_DEFERRED))
|
---|
| 2021 | state.SetRenderPassType(RenderState::DEFERRED);
|
---|
[2958] | 2022 |
|
---|
[2983] | 2023 | //const bool useToneMapping = (renderMethod == RENDER_DEPTH_PASS_DEFERRED) || (renderMethod == RENDER_DEFERRED);
|
---|
| 2024 | const bool useToneMapping = false;
|
---|
[2796] | 2025 |
|
---|
[2983] | 2026 | preetham->RenderSkyDome(-light->GetDirection(), camera, &state, !useToneMapping);
|
---|
| 2027 |
|
---|
[2957] | 2028 | cgGLDisableProfile(RenderState::sCgVertexProfile);
|
---|
[2958] | 2029 | cgGLDisableProfile(RenderState::sCgFragmentProfile);
|
---|
[2801] | 2030 | }
|
---|
[2796] | 2031 |
|
---|
[2948] | 2032 |
|
---|
[2895] | 2033 | // render visible object from depth pass
|
---|
[2801] | 2034 | void RenderVisibleObjects()
|
---|
| 2035 | {
|
---|
[2955] | 2036 | if (renderMethod == RENDER_DEPTH_PASS_DEFERRED)
|
---|
[2948] | 2037 | {
|
---|
[2950] | 2038 | if (showShadowMap && !renderLightView)
|
---|
[2951] | 2039 | {
|
---|
| 2040 | float minVisibleDist = min(camera->GetFar(), traverser->GetMaxVisibleDistance());
|
---|
| 2041 | RenderShadowMap(minVisibleDist);
|
---|
| 2042 | }
|
---|
[2949] | 2043 |
|
---|
| 2044 | glDisable(GL_LIGHTING);
|
---|
| 2045 | glViewport(0, 0, texWidth, texHeight);
|
---|
[2951] | 2046 |
|
---|
[2948] | 2047 | InitDeferredRendering();
|
---|
| 2048 | }
|
---|
[2949] | 2049 | else
|
---|
[2950] | 2050 | {
|
---|
| 2051 | glEnable(GL_LIGHTING);
|
---|
[2955] | 2052 | state.SetRenderPassType(RenderState::FIXED);
|
---|
[2950] | 2053 | }
|
---|
[2948] | 2054 |
|
---|
[2957] | 2055 | glShadeModel(GL_SMOOTH);
|
---|
[2953] | 2056 | glEnableClientState(GL_NORMAL_ARRAY);
|
---|
| 2057 |
|
---|
[2950] | 2058 | // draw all objects that have exactly the same depth as the current sample
|
---|
| 2059 | glDepthFunc(GL_LEQUAL);
|
---|
| 2060 | glColorMask(GL_TRUE, GL_TRUE, GL_TRUE, GL_TRUE);
|
---|
[2801] | 2061 |
|
---|
[2982] | 2062 | glClear(GL_COLOR_BUFFER_BIT);
|
---|
| 2063 |
|
---|
[2950] | 2064 | state.SetUseAlphaToCoverage(true);
|
---|
| 2065 | state.Reset();
|
---|
[2951] | 2066 |
|
---|
[2949] | 2067 | //cout << "visible: " << (int)traverser->GetVisibleObjects().size() << endl;
|
---|
| 2068 |
|
---|
[2801] | 2069 | SceneEntityContainer::const_iterator sit,
|
---|
| 2070 | sit_end = traverser->GetVisibleObjects().end();
|
---|
| 2071 |
|
---|
| 2072 | for (sit = traverser->GetVisibleObjects().begin(); sit != sit_end; ++ sit)
|
---|
[2948] | 2073 | {
|
---|
[2801] | 2074 | renderQueue->Enqueue(*sit);
|
---|
[2948] | 2075 | }
|
---|
| 2076 |
|
---|
[2801] | 2077 | renderQueue->Apply();
|
---|
| 2078 |
|
---|
| 2079 | glDepthFunc(GL_LESS);
|
---|
[2959] | 2080 | state.Reset();
|
---|
[2949] | 2081 |
|
---|
| 2082 | PrintGLerror("visibleobjects");
|
---|
[2801] | 2083 | }
|
---|
| 2084 |
|
---|
| 2085 |
|
---|
| 2086 | void PlaceViewer(const Vector3 &oldPos)
|
---|
| 2087 | {
|
---|
| 2088 | Vector3 playerPos = camera->GetPosition();
|
---|
[2843] | 2089 | bool validIntersect = sceneQuery->CalcIntersection(playerPos);
|
---|
[2801] | 2090 |
|
---|
[2853] | 2091 | if (validIntersect)
|
---|
[2848] | 2092 | // && ((playerPos.z - oldPos.z) < bvh->GetBox().Size(2) * 1e-1f))
|
---|
[2801] | 2093 | {
|
---|
| 2094 | camera->SetPosition(playerPos);
|
---|
| 2095 | }
|
---|
[2809] | 2096 | }
|
---|
[2948] | 2097 |
|
---|
| 2098 |
|
---|
[2951] | 2099 | void RenderShadowMap(float newfar)
|
---|
[2948] | 2100 | {
|
---|
| 2101 | cgGLDisableProfile(RenderState::sCgFragmentProfile);
|
---|
| 2102 | cgGLDisableProfile(RenderState::sCgVertexProfile);
|
---|
| 2103 |
|
---|
[2953] | 2104 | glDisableClientState(GL_NORMAL_ARRAY);
|
---|
| 2105 |
|
---|
[2955] | 2106 | state.SetRenderPassType(RenderState::DEPTH_PASS);
|
---|
| 2107 | state.LockCullFaceEnabled(true);
|
---|
| 2108 | state.SetUseAlphaToCoverage(false);
|
---|
[2948] | 2109 |
|
---|
[2980] | 2110 | // change CHC++ set of state variables
|
---|
| 2111 | // this must be done for each change of camera because
|
---|
[2948] | 2112 | // otherwise the temporal coherency is broken
|
---|
| 2113 | BvhNode::SetCurrentState(1);
|
---|
| 2114 |
|
---|
| 2115 | // hack: temporarily change camera far plane
|
---|
[2951] | 2116 | camera->SetFar(newfar);
|
---|
[2955] | 2117 | glDisable(GL_CULL_FACE);
|
---|
| 2118 |
|
---|
[2948] | 2119 | // the scene is rendered withouth any shading
|
---|
| 2120 | shadowMap->ComputeShadowMap(shadowTraverser, matProjectionView);
|
---|
| 2121 |
|
---|
[2955] | 2122 | glEnable(GL_CULL_FACE);
|
---|
[2948] | 2123 | camera->SetFar(farDist);
|
---|
| 2124 |
|
---|
| 2125 | state.SetUseAlphaToCoverage(true);
|
---|
[2955] | 2126 | state.LockCullFaceEnabled(false);
|
---|
[2948] | 2127 |
|
---|
[2953] | 2128 | glEnableClientState(GL_NORMAL_ARRAY);
|
---|
| 2129 |
|
---|
[2948] | 2130 | // change back state
|
---|
| 2131 | BvhNode::SetCurrentState(0);
|
---|
[2952] | 2132 | }
|
---|