[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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| 61 | // traverses and renders the hierarchy
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[2767] | 62 | RenderTraverser *traverser = NULL;
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[2756] | 63 | /// the hierarchy
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[2767] | 64 | Bvh *bvh = NULL;
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[2793] | 65 | /// handles scene loading
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[2795] | 66 | ResourceManager *loader = NULL;
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[2756] | 67 | /// the scene camera
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[2767] | 68 | Camera *camera = NULL;
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[2795] | 69 | /// the scene camera
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| 70 | Camera *visCamera = NULL;
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[2767] | 71 | /// the visualization
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| 72 | Visualization *visualization = NULL;
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[2760] | 73 | /// the current render state
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| 74 | RenderState state;
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[2764] | 75 | /// the rendering algorithm
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[2795] | 76 | int renderMode = RenderTraverser::CHCPLUSPLUS;
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[2756] | 77 | // eye near plane distance
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[2954] | 78 | float nearDist = 0.2f;
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[2927] | 79 | float farDist = 1e6f;
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[2856] | 80 | /// the field of view
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| 81 | float fov = 50.0f;
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[2771] | 82 | /// the pixel threshold where a node is still considered invisible
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| 83 | int threshold;
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[2764] | 84 |
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[2776] | 85 | int assumedVisibleFrames = 10;
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| 86 | int maxBatchSize = 50;
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[2771] | 87 |
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[2800] | 88 | int trianglesPerVirtualLeaf = INITIAL_TRIANGLES_PER_VIRTUAL_LEAVES;
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[2767] | 89 |
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[2796] | 90 | SceneQuery *sceneQuery = NULL;
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[2801] | 91 | RenderQueue *renderQueue = NULL;
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[2796] | 92 |
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[2897] | 93 | // traverses and renders the hierarchy
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| 94 | RenderTraverser *shadowTraverser = NULL;
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| 95 |
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[2957] | 96 | SkyPreetham *preetham = NULL;
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[2897] | 97 |
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[2994] | 98 | /// the used render type for this render pass
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| 99 | enum RenderMethod
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| 100 | {
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| 101 | RENDER_FIXED,
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| 102 | RENDER_DEPTH_PASS,
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| 103 | RENDER_DEFERRED,
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| 104 | RENDER_DEPTH_PASS_DEFERRED,
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| 105 | RENDER_NUM_RENDER_TYPES
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| 106 | };
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[2957] | 107 |
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[2994] | 108 | /// one of four possible render methods
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| 109 | int renderMethod = RENDER_FIXED;
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| 110 |
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| 111 |
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[2809] | 112 | /// these values get scaled with the frame rate
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[2828] | 113 | static float keyForwardMotion = 30.0f;
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| 114 | static float keyRotation = 1.5f;
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[2801] | 115 |
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[2826] | 116 | /// elapsed time in milliseconds
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| 117 | double elapsedTime = 1000.0f;
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| 118 | double algTime = 1000.0f;
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[2795] | 119 |
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[2809] | 120 | static int winWidth = 1024;
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[2813] | 121 | static int winHeight = 768;
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[2892] | 122 |
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[2945] | 123 | int shadowSize = 2048;
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[2892] | 124 |
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[2809] | 125 | static float winAspectRatio = 1.0f;
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[2642] | 126 |
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[2776] | 127 | double accumulatedTime = 1000;
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[2770] | 128 | float fps = 1e3f;
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| 129 |
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[2826] | 130 | glfont::GLFont myfont;
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| 131 |
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[2809] | 132 | // rendertexture
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[2828] | 133 | static int texWidth = 1024;
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| 134 | static int texHeight = 768;
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[2866] | 135 |
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[2770] | 136 | int renderedObjects = 0;
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[2773] | 137 | int renderedNodes = 0;
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| 138 | int renderedTriangles = 0;
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| 139 |
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[2770] | 140 | int issuedQueries = 0;
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| 141 | int traversedNodes = 0;
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| 142 | int frustumCulledNodes = 0;
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| 143 | int queryCulledNodes = 0;
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| 144 | int stateChanges = 0;
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[2800] | 145 | int numBatches = 0;
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[2770] | 146 |
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[2642] | 147 |
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[2792] | 148 | // mouse navigation state
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[2809] | 149 | int xEyeBegin = 0;
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| 150 | int yEyeBegin = 0;
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| 151 | int yMotionBegin = 0;
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| 152 | int verticalMotionBegin = 0;
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| 153 | int horizontalMotionBegin = 0;
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[2642] | 154 |
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[2800] | 155 |
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[2792] | 156 | bool leftKeyPressed = false;
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| 157 | bool rightKeyPressed = false;
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| 158 | bool upKeyPressed = false;
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| 159 | bool downKeyPressed = false;
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[2837] | 160 | bool descendKeyPressed = false;
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| 161 | bool ascendKeyPressed = false;
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[2787] | 162 |
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[2994] | 163 | bool showHelp = false;
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| 164 | bool showStatistics = false;
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| 165 | bool showOptions = true;
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| 166 | bool showBoundingVolumes = false;
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| 167 | bool visMode = false;
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| 168 |
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| 169 | bool useOptimization = false;
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| 170 | bool useTightBounds = true;
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| 171 | bool useRenderQueue = true;
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| 172 | bool useMultiQueries = true;
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| 173 | bool flyMode = true;
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| 174 |
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[2875] | 175 | bool useGlobIllum = false;
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| 176 | bool useTemporalCoherence = true;
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[2994] | 177 | bool showAlgorithmTime = false;
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[2875] | 178 |
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[2994] | 179 | bool useFullScreen = false;
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| 180 | bool useLODs = true;
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| 181 | bool moveLight = false;
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| 182 |
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| 183 | bool useAdvancedShading = false;
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| 184 | bool showShadowMap = false;
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| 185 | bool renderLightView = false;
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| 186 |
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| 187 | bool altKeyPressed = false;
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| 188 |
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| 189 | bool useHDR = true;
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| 190 |
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[2901] | 191 | static float ssaoTempCohFactor = 255.0;
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[2821] | 192 |
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[2826] | 193 |
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[2819] | 194 | PerfTimer frameTimer, algTimer;
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| 195 |
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[2976] | 196 | static int sCurrentMrtSet = 0;
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[2957] | 197 |
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[2827] | 198 | PerformanceGraph *perfGraph = NULL;
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[2825] | 199 |
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[2827] | 200 |
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[2948] | 201 | //DeferredRenderer::SAMPLING_METHOD samplingMethod = DeferredRenderer::SAMPLING_POISSON;
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| 202 | DeferredRenderer::SAMPLING_METHOD samplingMethod = DeferredRenderer::SAMPLING_QUADRATIC;
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[2865] | 203 |
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[2894] | 204 | ShadowMap *shadowMap = NULL;
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[2952] | 205 | DirectionalLight *light = NULL;
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[2948] | 206 | DeferredRenderer *ssaoShader = NULL;
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[2834] | 207 |
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[2953] | 208 | SceneEntity *cube = NULL;
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[2957] | 209 | SceneEntity *aeroplane = NULL;
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| 210 | SceneEntity *skyDome = NULL;
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[2895] | 211 |
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[2952] | 212 |
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[2991] | 213 |
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[2809] | 214 | // function forward declarations
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[2759] | 215 | void InitExtensions();
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[2756] | 216 | void DisplayVisualization();
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[2759] | 217 | void InitGLstate();
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[2809] | 218 | void InitRenderTexture();
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| 219 | void InitCg();
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[2759] | 220 | void CleanUp();
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| 221 | void SetupEyeView();
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| 222 | void UpdateEyeMtx();
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| 223 | void SetupLighting();
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[2764] | 224 | void DisplayStats();
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[2769] | 225 | void Output(int x, int y, const char *string);
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[2786] | 226 | void DrawHelpMessage();
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[2796] | 227 | void RenderSky();
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[2801] | 228 | void RenderVisibleObjects();
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[2756] | 229 |
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[2792] | 230 | void Begin2D();
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| 231 | void End2D();
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| 232 | void KeyBoard(unsigned char c, int x, int y);
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| 233 | void DrawStatistics();
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| 234 | void Display();
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| 235 | void Special(int c, int x, int y);
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| 236 | void KeyUp(unsigned char c, int x, int y);
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| 237 | void SpecialKeyUp(int c, int x, int y);
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| 238 | void Reshape(int w, int h);
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| 239 | void Mouse(int button, int state, int x, int y);
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| 240 | void LeftMotion(int x, int y);
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| 241 | void RightMotion(int x, int y);
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| 242 | void MiddleMotion(int x, int y);
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| 243 | void CalcDecimalPoint(string &str, int d);
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[2642] | 244 |
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[2897] | 245 | RenderTraverser *CreateTraverser(Camera *cam);
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| 246 |
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[2792] | 247 | void KeyHorizontalMotion(float shift);
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[2794] | 248 | void KeyVerticalMotion(float shift);
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[2642] | 249 |
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[2801] | 250 | void PlaceViewer(const Vector3 &oldPos);
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[2642] | 251 |
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[2826] | 252 | inline float KeyRotationAngle() { return keyRotation * elapsedTime * 1e-3f; }
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| 253 | inline float KeyShift() { return keyForwardMotion * elapsedTime * 1e-3f; }
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[2951] | 254 |
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[2809] | 255 | void InitFBO();
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[2795] | 256 |
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[2954] | 257 | void RightMotionLight(int x, int y);
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| 258 |
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[2951] | 259 | void RenderShadowMap(float newfar);
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[2810] | 260 |
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[2809] | 261 |
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| 262 |
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[2810] | 263 | /////////
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| 264 | //-- cg stuff
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| 265 |
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[2808] | 266 | static CGcontext sCgContext = NULL;
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[2810] | 267 | static CGprogram sCgMrtVertexProgram = NULL;
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[2795] | 268 |
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[2809] | 269 | static CGparameter sMaxDepthParam;
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[2819] | 270 | static CGparameter sMaxDepthParamTex;
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[2999] | 271 | static CGparameter sEyePosParamTex;
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| 272 | static CGparameter sEyePosParam;
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[2964] | 273 |
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[2999] | 274 | static CGparameter sTLParam;
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| 275 | static CGparameter sTRParam;
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| 276 | static CGparameter sBRParam;
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| 277 | static CGparameter sBLParam;
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| 278 |
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| 279 | static CGparameter sTLParamTex;
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| 280 | static CGparameter sTRParamTex;
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| 281 | static CGparameter sBRParamTex;
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| 282 | static CGparameter sBLParamTex;
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| 283 |
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[3005] | 284 | static Matrix4x4 viewProjMat = IdentityMatrix();
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| 285 | static Matrix4x4 oldViewProjMat = IdentityMatrix();
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[2820] | 286 |
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[2837] | 287 |
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[2995] | 288 |
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[2809] | 289 | static void cgErrorCallback()
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| 290 | {
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| 291 | CGerror lastError = cgGetError();
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| 292 |
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| 293 | if(lastError)
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| 294 | {
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| 295 | printf("%s\n\n", cgGetErrorString(lastError));
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| 296 | printf("%s\n", cgGetLastListing(sCgContext));
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[2861] | 297 |
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[2809] | 298 | printf("Cg error, exiting...\n");
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| 299 |
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| 300 | exit(0);
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| 301 | }
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| 302 | }
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| 303 |
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| 304 |
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| 305 | static void PrintGLerror(char *msg)
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| 306 | {
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| 307 | GLenum errCode;
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| 308 | const GLubyte *errStr;
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| 309 |
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| 310 | if ((errCode = glGetError()) != GL_NO_ERROR)
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| 311 | {
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| 312 | errStr = gluErrorString(errCode);
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| 313 | fprintf(stderr,"OpenGL ERROR: %s: %s\n", errStr, msg);
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| 314 | }
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| 315 | }
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| 316 |
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| 317 |
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[2642] | 318 | int main(int argc, char* argv[])
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| 319 | {
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[2781] | 320 | int returnCode = 0;
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| 321 |
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[2837] | 322 | Vector3 camPos(.0f, .0f, .0f);
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[2838] | 323 | Vector3 camDir(.0f, 1.0f, .0f);
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[2952] | 324 | Vector3 lightDir(-0.8f, 1.0f, -0.7f);
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[2837] | 325 |
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[2873] | 326 | cout << "=== reading environment file ===" << endl << endl;
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[2830] | 327 |
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[2837] | 328 | string envFileName = "default.env";
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| 329 | if (!env.Read(envFileName))
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| 330 | {
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| 331 | cerr << "loading environment " << envFileName << " failed!" << endl;
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| 332 | }
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| 333 | else
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| 334 | {
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| 335 | env.GetIntParam(string("assumedVisibleFrames"), assumedVisibleFrames);
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| 336 | env.GetIntParam(string("maxBatchSize"), maxBatchSize);
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| 337 | env.GetIntParam(string("trianglesPerVirtualLeaf"), trianglesPerVirtualLeaf);
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[2828] | 338 |
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[2837] | 339 | env.GetFloatParam(string("keyForwardMotion"), keyForwardMotion);
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| 340 | env.GetFloatParam(string("keyRotation"), keyRotation);
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[2828] | 341 |
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[2837] | 342 | env.GetIntParam(string("winWidth"), winWidth);
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| 343 | env.GetIntParam(string("winHeight"), winHeight);
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[2828] | 344 |
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[2837] | 345 | env.GetBoolParam(string("useFullScreen"), useFullScreen);
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[2901] | 346 | env.GetFloatParam(string("tempCohFactor"), ssaoTempCohFactor);
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[2837] | 347 | env.GetVectorParam(string("camPosition"), camPos);
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[2838] | 348 | env.GetVectorParam(string("camDirection"), camDir);
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[2952] | 349 | env.GetVectorParam(string("lightDirection"), lightDir);
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[2828] | 350 |
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[2865] | 351 | env.GetBoolParam(string("useLODs"), useLODs);
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[2945] | 352 | env.GetIntParam(string("shadowSize"), shadowSize);
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[2865] | 353 |
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[2994] | 354 | env.GetBoolParam(string("useHDR"), useHDR);
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| 355 |
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[2846] | 356 | //env.GetStringParam(string("modelPath"), model_path);
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[2838] | 357 | //env.GetIntParam(string("numSssaoSamples"), numSsaoSamples);
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| 358 |
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[2867] | 359 |
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[2837] | 360 | cout << "assumedVisibleFrames: " << assumedVisibleFrames << endl;
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| 361 | cout << "maxBatchSize: " << maxBatchSize << endl;
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| 362 | cout << "trianglesPerVirtualLeaf: " << trianglesPerVirtualLeaf << endl;
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[2828] | 363 |
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[2837] | 364 | cout << "keyForwardMotion: " << keyForwardMotion << endl;
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| 365 | cout << "keyRotation: " << keyRotation << endl;
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| 366 | cout << "winWidth: " << winWidth << endl;
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| 367 | cout << "winHeight: " << winHeight << endl;
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| 368 | cout << "useFullScreen: " << useFullScreen << endl;
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[2865] | 369 | cout << "useLODs: " << useLODs << endl;
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[2837] | 370 | cout << "camPosition: " << camPos << endl;
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[2901] | 371 | cout << "temporal coherence: " << ssaoTempCohFactor << endl;
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[2945] | 372 | cout << "shadow size: " << shadowSize << endl;
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[2873] | 373 |
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[2846] | 374 | //cout << "model path: " << model_path << endl;
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[2873] | 375 |
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[2881] | 376 | cout << "**** end parameters ****" << endl << endl;
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[2837] | 377 | }
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[2829] | 378 |
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[2828] | 379 | ///////////////////////////
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| 380 |
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[2914] | 381 | camera = new Camera(winWidth, winHeight, fov);
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[2795] | 382 | camera->SetNear(nearDist);
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[2913] | 383 | camera->SetFar(1000);
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[2888] | 384 |
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[2838] | 385 | camera->SetDirection(camDir);
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[2829] | 386 | camera->SetPosition(camPos);
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| 387 |
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[2806] | 388 | visCamera = new Camera(winWidth, winHeight, fov);
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[2796] | 389 | visCamera->SetNear(0.0f);
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| 390 | visCamera->Yaw(.5 * M_PI);
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[2781] | 391 |
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[2952] | 392 | // create a new light
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[2968] | 393 | light = new DirectionalLight(lightDir, RgbaColor(1, 1, 1, 1), RgbaColor(1, 1, 1, 1));
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[2952] | 394 |
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| 395 |
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[2802] | 396 | renderQueue = new RenderQueue(&state, camera);
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[2801] | 397 |
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[2760] | 398 | glutInitWindowSize(winWidth, winHeight);
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[2756] | 399 | glutInit(&argc, argv);
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[2853] | 400 | glutInitDisplayMode(GLUT_DOUBLE | GLUT_RGBA | GLUT_DEPTH | GLUT_MULTISAMPLE);
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| 401 | //glutInitDisplayMode(GLUT_DOUBLE | GLUT_RGBA | GLUT_DEPTH);
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[2850] | 402 | //glutInitDisplayString("samples=2");
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| 403 |
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[2867] | 404 | SceneEntity::SetUseLODs(useLODs);
|
---|
| 405 |
|
---|
| 406 |
|
---|
[2828] | 407 | if (!useFullScreen)
|
---|
[2856] | 408 | {
|
---|
[2828] | 409 | glutCreateWindow("FriendlyCulling");
|
---|
[2856] | 410 | }
|
---|
[2828] | 411 | else
|
---|
| 412 | {
|
---|
| 413 | glutGameModeString( "1024x768:32@75" );
|
---|
| 414 | glutEnterGameMode();
|
---|
| 415 | }
|
---|
| 416 |
|
---|
[2792] | 417 | glutDisplayFunc(Display);
|
---|
| 418 | glutKeyboardFunc(KeyBoard);
|
---|
| 419 | glutSpecialFunc(Special);
|
---|
| 420 | glutReshapeFunc(Reshape);
|
---|
| 421 | glutMouseFunc(Mouse);
|
---|
| 422 | glutIdleFunc(Display);
|
---|
| 423 | glutKeyboardUpFunc(KeyUp);
|
---|
| 424 | glutSpecialUpFunc(SpecialKeyUp);
|
---|
| 425 | glutIgnoreKeyRepeat(true);
|
---|
| 426 |
|
---|
[2829] | 427 | // initialise gl graphics
|
---|
[2756] | 428 | InitExtensions();
|
---|
| 429 | InitGLstate();
|
---|
[2850] | 430 |
|
---|
[2960] | 431 |
|
---|
[2854] | 432 | glEnable(GL_MULTISAMPLE_ARB);
|
---|
| 433 | glHint(GL_MULTISAMPLE_FILTER_HINT_NV, GL_NICEST);
|
---|
[2850] | 434 |
|
---|
[2792] | 435 | LeftMotion(0, 0);
|
---|
| 436 | MiddleMotion(0, 0);
|
---|
[2756] | 437 |
|
---|
[2829] | 438 | perfGraph = new PerformanceGraph(1000);
|
---|
[2756] | 439 |
|
---|
[2795] | 440 | loader = new ResourceManager();
|
---|
[2793] | 441 |
|
---|
[2784] | 442 | //const string filename("data/city/model/city.dem");
|
---|
| 443 | const string filename = string(model_path + "city.dem");
|
---|
[2756] | 444 |
|
---|
[2793] | 445 | if (loader->Load(filename, sceneEntities))
|
---|
[2756] | 446 | cout << "scene " << filename << " loaded" << endl;
|
---|
| 447 | else
|
---|
[2784] | 448 | {
|
---|
[2756] | 449 | cerr << "loading scene " << filename << " failed" << endl;
|
---|
[2792] | 450 | CleanUp();
|
---|
[2784] | 451 | exit(0);
|
---|
| 452 | }
|
---|
[2756] | 453 |
|
---|
[2961] | 454 | const string bvh_filename = string(model_path + "city.bvh");
|
---|
| 455 | BvhLoader bvhLoader;
|
---|
| 456 | bvh = bvhLoader.Load(bvh_filename, sceneEntities);
|
---|
[2795] | 457 |
|
---|
[2961] | 458 | if (!bvh)
|
---|
[2795] | 459 | {
|
---|
[2961] | 460 | cerr << "loading bvh " << bvh_filename << " failed" << endl;
|
---|
[2795] | 461 | CleanUp();
|
---|
| 462 | exit(0);
|
---|
| 463 | }
|
---|
[2999] | 464 |
|
---|
| 465 | #if 0
|
---|
[2795] | 466 |
|
---|
[2999] | 467 | int merged = 0;
|
---|
[2980] | 468 |
|
---|
| 469 | SceneEntity *oldEnt = NULL;
|
---|
[2999] | 470 |
|
---|
[2980] | 471 | cout << "merging entities .. " << endl;
|
---|
[2999] | 472 | SceneEntityContainer::const_iterator sit, sit_end = sceneEntities.end();
|
---|
[2980] | 473 |
|
---|
| 474 | for (sit = sceneEntities.begin(); sit < sit_end; ++ sit)
|
---|
| 475 | {
|
---|
| 476 | SceneEntity *newEnt = (*sit);
|
---|
| 477 |
|
---|
| 478 | if (!newEnt->GetTransform()->IsIdentity())
|
---|
| 479 | {
|
---|
| 480 | sceneEntities2.push_back(newEnt);
|
---|
| 481 | continue;
|
---|
| 482 | }
|
---|
| 483 |
|
---|
| 484 | if (oldEnt)
|
---|
| 485 | {
|
---|
| 486 | EntityMerger merger(newEnt, oldEnt);
|
---|
| 487 | SceneEntity *ent = merger.Merge();
|
---|
| 488 |
|
---|
| 489 | sceneEntities2.push_back(ent);
|
---|
| 490 |
|
---|
| 491 | oldEnt = NULL;
|
---|
| 492 |
|
---|
| 493 | ++ merged;
|
---|
| 494 | }
|
---|
| 495 | else
|
---|
| 496 | {
|
---|
| 497 | oldEnt = newEnt;
|
---|
| 498 | }
|
---|
| 499 | }
|
---|
| 500 |
|
---|
| 501 | if (oldEnt && oldEnt->GetTransform()->IsIdentity())
|
---|
| 502 | sceneEntities2.push_back(oldEnt);
|
---|
| 503 |
|
---|
| 504 | cout << "merged " << merged << " of " << (int)sceneEntities.size() << " entities " << endl;
|
---|
[2982] | 505 | #endif
|
---|
[2999] | 506 |
|
---|
[2963] | 507 | // set far plane based on scene extent
|
---|
| 508 | farDist = 10.0f * Magnitude(bvh->GetBox().Diagonal());
|
---|
| 509 | bvh->SetVirtualLeaves(trianglesPerVirtualLeaf);
|
---|
| 510 |
|
---|
| 511 | camera->SetFar(Magnitude(bvh->GetBox().Diagonal()));
|
---|
| 512 |
|
---|
| 513 | InitCg();
|
---|
| 514 |
|
---|
| 515 | DeferredRenderer::Init(sCgContext);
|
---|
| 516 | SkyPreetham::Init(sCgContext);
|
---|
| 517 |
|
---|
[2961] | 518 | Vector3 cubeCenter(470.398f, 240.364f, 182.5f);
|
---|
[2982] | 519 |
|
---|
[2961] | 520 | Matrix4x4 transl = TranslationMatrix(cubeCenter);
|
---|
| 521 |
|
---|
| 522 |
|
---|
| 523 | SceneEntityContainer dummy;
|
---|
[2964] | 524 |
|
---|
| 525 | string skyDomeStr(model_path + "sky.dem");
|
---|
| 526 |
|
---|
| 527 | if (loader->Load(skyDomeStr, dummy))
|
---|
[2961] | 528 | cout << "successfully loaded " << dummy.size() << " scene entities" << endl;
|
---|
| 529 | else
|
---|
[2784] | 530 | {
|
---|
[2964] | 531 | cerr << "loading file " << skyDomeStr << " failed" << endl;
|
---|
[2961] | 532 |
|
---|
[2792] | 533 | CleanUp();
|
---|
[2784] | 534 | exit(0);
|
---|
| 535 | }
|
---|
| 536 |
|
---|
[2964] | 537 | skyDome = dummy[0];
|
---|
[2861] | 538 |
|
---|
[2964] | 539 |
|
---|
[2990] | 540 | const float turbitiy = 5.0f;
|
---|
[2961] | 541 | preetham = new SkyPreetham(turbitiy, skyDome);
|
---|
| 542 |
|
---|
[2857] | 543 | // initialize the render traverser
|
---|
[2897] | 544 | traverser = CreateTraverser(camera);
|
---|
[2756] | 545 |
|
---|
[2787] | 546 | visualization = new Visualization(bvh, camera, NULL, &state);
|
---|
[2897] | 547 |
|
---|
[2955] | 548 | state.SetRenderPassType(RenderState::FIXED);
|
---|
[2843] | 549 | sceneQuery = new SceneQuery(bvh->GetBox(), traverser);
|
---|
[2796] | 550 |
|
---|
[2847] | 551 | // frame time is restarted every frame
|
---|
| 552 | frameTimer.Start();
|
---|
[2800] | 553 |
|
---|
[2857] | 554 | // the rendering loop
|
---|
[2642] | 555 | glutMainLoop();
|
---|
| 556 |
|
---|
| 557 | // clean up
|
---|
[2756] | 558 | CleanUp();
|
---|
| 559 |
|
---|
[2642] | 560 | return 0;
|
---|
| 561 | }
|
---|
| 562 |
|
---|
[2756] | 563 |
|
---|
[2809] | 564 | void InitCg(void)
|
---|
| 565 | {
|
---|
| 566 | // Setup Cg
|
---|
| 567 | cgSetErrorCallback(cgErrorCallback);
|
---|
| 568 |
|
---|
| 569 | // Create cgContext.
|
---|
| 570 | sCgContext = cgCreateContext();
|
---|
| 571 |
|
---|
| 572 | // get the best profile for this hardware
|
---|
[2818] | 573 | RenderState::sCgFragmentProfile = cgGLGetLatestProfile(CG_GL_FRAGMENT);
|
---|
| 574 | cgGLSetOptimalOptions(RenderState::sCgFragmentProfile);
|
---|
[2809] | 575 |
|
---|
[2818] | 576 | RenderState::sCgVertexProfile = cgGLGetLatestProfile(CG_GL_VERTEX);
|
---|
| 577 | cgGLSetOptimalOptions(RenderState::sCgVertexProfile);
|
---|
[2809] | 578 |
|
---|
[2810] | 579 | sCgMrtVertexProgram =
|
---|
[2809] | 580 | cgCreateProgramFromFile(sCgContext,
|
---|
| 581 | CG_SOURCE,
|
---|
[2810] | 582 | "src/shaders/mrt.cg",
|
---|
[2818] | 583 | RenderState::sCgVertexProfile,
|
---|
[2810] | 584 | "vtx",
|
---|
[2809] | 585 | NULL);
|
---|
| 586 |
|
---|
[2821] | 587 | if (sCgMrtVertexProgram != NULL)
|
---|
[2809] | 588 | {
|
---|
[2810] | 589 | cgGLLoadProgram(sCgMrtVertexProgram);
|
---|
[2818] | 590 |
|
---|
[2952] | 591 | //sInvViewProjParam = cgGetNamedParameter(sCgMrtVertexProgram, "InvViewProj");
|
---|
| 592 | Transform3::sModelMatrixParam = cgGetNamedParameter(sCgMrtVertexProgram, "ModelView");
|
---|
[2809] | 593 | }
|
---|
| 594 |
|
---|
[2819] | 595 | RenderState::sCgMrtFragmentTexProgram =
|
---|
[2809] | 596 | cgCreateProgramFromFile(sCgContext,
|
---|
| 597 | CG_SOURCE,
|
---|
[2810] | 598 | "src/shaders/mrt.cg",
|
---|
[2818] | 599 | RenderState::sCgFragmentProfile,
|
---|
[2819] | 600 | "fragtex",
|
---|
| 601 | NULL);
|
---|
| 602 |
|
---|
| 603 | if (RenderState::sCgMrtFragmentTexProgram != NULL)
|
---|
| 604 | {
|
---|
| 605 | cgGLLoadProgram(RenderState::sCgMrtFragmentTexProgram);
|
---|
| 606 |
|
---|
| 607 | sMaxDepthParamTex = cgGetNamedParameter(RenderState::sCgMrtFragmentTexProgram, "maxDepth");
|
---|
[2999] | 608 | sEyePosParamTex = cgGetNamedParameter(RenderState::sCgMrtFragmentTexProgram, "eyePos");
|
---|
[2964] | 609 | RenderState::sTexParam = cgGetNamedParameter(RenderState::sCgMrtFragmentTexProgram, "tex");
|
---|
[2968] | 610 |
|
---|
[2927] | 611 | cgGLSetParameter1f(sMaxDepthParamTex, MAX_DEPTH_CONST / farDist);
|
---|
[2999] | 612 |
|
---|
| 613 | sTLParamTex = cgGetNamedParameter(RenderState::sCgMrtFragmentTexProgram, "tl");
|
---|
| 614 | sTRParamTex = cgGetNamedParameter(RenderState::sCgMrtFragmentTexProgram, "tr");
|
---|
| 615 | sBRParamTex = cgGetNamedParameter(RenderState::sCgMrtFragmentTexProgram, "br");
|
---|
| 616 | sBLParamTex = cgGetNamedParameter(RenderState::sCgMrtFragmentTexProgram, "bl");
|
---|
[2819] | 617 | }
|
---|
| 618 | else
|
---|
| 619 | cerr << "fragment tex program failed to load" << endl;
|
---|
| 620 |
|
---|
[2959] | 621 | RenderState::sCgMrtFragmentProgram =
|
---|
[2819] | 622 | cgCreateProgramFromFile(sCgContext,
|
---|
| 623 | CG_SOURCE,
|
---|
[2959] | 624 | "src/shaders/mrt.cg",
|
---|
[2819] | 625 | RenderState::sCgFragmentProfile,
|
---|
[2959] | 626 | "frag",
|
---|
[2809] | 627 | NULL);
|
---|
| 628 |
|
---|
[2959] | 629 | if (RenderState::sCgMrtFragmentProgram != NULL)
|
---|
[2809] | 630 | {
|
---|
[2959] | 631 | cgGLLoadProgram(RenderState::sCgMrtFragmentProgram);
|
---|
[2809] | 632 |
|
---|
[2959] | 633 | sMaxDepthParam = cgGetNamedParameter(RenderState::sCgMrtFragmentProgram, "maxDepth");
|
---|
[2999] | 634 | sEyePosParam = cgGetNamedParameter(RenderState::sCgMrtFragmentTexProgram, "eyePos");
|
---|
[2968] | 635 |
|
---|
[2927] | 636 | cgGLSetParameter1f(sMaxDepthParam, MAX_DEPTH_CONST / farDist);
|
---|
[2999] | 637 |
|
---|
| 638 | sTLParam = cgGetNamedParameter(RenderState::sCgMrtFragmentProgram, "tl");
|
---|
| 639 | sTRParam = cgGetNamedParameter(RenderState::sCgMrtFragmentProgram, "tr");
|
---|
| 640 | sBRParam = cgGetNamedParameter(RenderState::sCgMrtFragmentProgram, "br");
|
---|
| 641 | sBLParam = cgGetNamedParameter(RenderState::sCgMrtFragmentProgram, "bl");
|
---|
[2809] | 642 | }
|
---|
| 643 | else
|
---|
[2959] | 644 | cerr << "fragment program failed to load" << endl;
|
---|
| 645 |
|
---|
[2809] | 646 |
|
---|
| 647 | PrintGLerror("init");
|
---|
[2818] | 648 |
|
---|
[2834] | 649 | cout << "cg initialization successful" << endl;
|
---|
[2809] | 650 | }
|
---|
| 651 |
|
---|
| 652 |
|
---|
| 653 | void InitFBO()
|
---|
[2810] | 654 | {
|
---|
[2949] | 655 | PrintGLerror("fbo start");
|
---|
[2980] | 656 |
|
---|
[2857] | 657 | // this fbo basicly stores the scene information we get from standard rendering of a frame
|
---|
| 658 | // we store colors, normals, positions (for the ssao)
|
---|
[2884] | 659 | fbo = new FrameBufferObject(texWidth, texHeight, FrameBufferObject::DEPTH_32);
|
---|
[2948] | 660 | //fbo = new FrameBufferObject(texWidth, texHeight, FrameBufferObject::DEPTH_24);
|
---|
[2857] | 661 |
|
---|
[2859] | 662 | // the diffuse color buffer
|
---|
[3001] | 663 | fbo->AddColorBuffer(ColorBufferObject::RGBA_FLOAT_32, ColorBufferObject::WRAP_CLAMP_TO_EDGE, ColorBufferObject::FILTER_NEAREST, ColorBufferObject::FILTER_NEAREST);
|
---|
[3009] | 664 | // the normals buffer
|
---|
| 665 | fbo->AddColorBuffer(ColorBufferObject::RGBA_FLOAT_16, ColorBufferObject::WRAP_CLAMP_TO_EDGE, ColorBufferObject::FILTER_NEAREST);
|
---|
[2859] | 666 | // the positions buffer
|
---|
[3005] | 667 | //fbo->AddColorBuffer(ColorBufferObject::RGBA_FLOAT_32, ColorBufferObject::WRAP_CLAMP_TO_EDGE, ColorBufferObject::FILTER_NEAREST);
|
---|
[3009] | 668 | fbo->AddColorBuffer(ColorBufferObject::RGB_UBYTE, ColorBufferObject::WRAP_CLAMP_TO_EDGE, ColorBufferObject::FILTER_NEAREST);
|
---|
[2879] | 669 | // another color buffer
|
---|
[3001] | 670 | fbo->AddColorBuffer(ColorBufferObject::RGBA_FLOAT_32, ColorBufferObject::WRAP_CLAMP_TO_EDGE, ColorBufferObject::FILTER_NEAREST, ColorBufferObject::FILTER_NEAREST);
|
---|
[2879] | 671 |
|
---|
[2810] | 672 | PrintGLerror("fbo");
|
---|
[2809] | 673 | }
|
---|
| 674 |
|
---|
| 675 |
|
---|
[2827] | 676 | bool InitFont(void)
|
---|
[2642] | 677 | {
|
---|
[2826] | 678 | glEnable(GL_TEXTURE_2D);
|
---|
| 679 |
|
---|
| 680 | glGenTextures(1, &fontTex);
|
---|
| 681 | glBindTexture(GL_TEXTURE_2D, fontTex);
|
---|
[2829] | 682 | if (!myfont.Create("data/fonts/verdana.glf", fontTex))
|
---|
[2826] | 683 | return false;
|
---|
| 684 |
|
---|
| 685 | glDisable(GL_TEXTURE_2D);
|
---|
[2827] | 686 |
|
---|
[2826] | 687 | return true;
|
---|
| 688 | }
|
---|
| 689 |
|
---|
| 690 |
|
---|
| 691 | void InitGLstate()
|
---|
| 692 | {
|
---|
[2965] | 693 | glClearColor(0.4f, 0.4f, 0.4f, 1.0f);
|
---|
[2642] | 694 |
|
---|
| 695 | glPixelStorei(GL_UNPACK_ALIGNMENT, 1);
|
---|
| 696 | glPixelStorei(GL_PACK_ALIGNMENT,1);
|
---|
| 697 |
|
---|
| 698 | glDepthFunc(GL_LESS);
|
---|
[2762] | 699 | glEnable(GL_DEPTH_TEST);
|
---|
[2642] | 700 |
|
---|
[2760] | 701 | glColor3f(1.0f, 1.0f, 1.0f);
|
---|
[2642] | 702 | glShadeModel(GL_SMOOTH);
|
---|
| 703 |
|
---|
| 704 | glMaterialf(GL_FRONT, GL_SHININESS, 64);
|
---|
| 705 | glEnable(GL_NORMALIZE);
|
---|
[2767] | 706 |
|
---|
| 707 | glDisable(GL_ALPHA_TEST);
|
---|
[2951] | 708 | glAlphaFunc(GL_GEQUAL, 0.5f);
|
---|
[2767] | 709 |
|
---|
[2642] | 710 | glFrontFace(GL_CCW);
|
---|
| 711 | glCullFace(GL_BACK);
|
---|
[2851] | 712 | glEnable(GL_CULL_FACE);
|
---|
| 713 |
|
---|
[2800] | 714 | glDisable(GL_TEXTURE_2D);
|
---|
[2762] | 715 |
|
---|
[2959] | 716 | GLfloat ambientColor[] = {0.2, 0.2, 0.2, 1.0};
|
---|
[2756] | 717 | GLfloat diffuseColor[] = {1.0, 0.0, 0.0, 1.0};
|
---|
[2759] | 718 | GLfloat specularColor[] = {0.0, 0.0, 0.0, 1.0};
|
---|
[2642] | 719 |
|
---|
[2756] | 720 | glMaterialfv(GL_FRONT, GL_AMBIENT, ambientColor);
|
---|
| 721 | glMaterialfv(GL_FRONT, GL_DIFFUSE, diffuseColor);
|
---|
| 722 | glMaterialfv(GL_FRONT, GL_SPECULAR, specularColor);
|
---|
[2801] | 723 |
|
---|
| 724 | glDepthFunc(GL_LESS);
|
---|
[2826] | 725 |
|
---|
[2827] | 726 | if (!InitFont())
|
---|
[2826] | 727 | cerr << "font creation failed" << endl;
|
---|
| 728 | else
|
---|
| 729 | cout << "successfully created font" << endl;
|
---|
[2953] | 730 |
|
---|
| 731 |
|
---|
[2954] | 732 | //////////////////////////////
|
---|
| 733 |
|
---|
[2959] | 734 | //GLfloat lmodel_ambient[] = {1.0f, 1.0f, 1.0f, 1.0f};
|
---|
| 735 | GLfloat lmodel_ambient[] = {0.7f, 0.7f, 0.8f, 1.0f};
|
---|
[2954] | 736 |
|
---|
| 737 | glLightModelfv(GL_LIGHT_MODEL_AMBIENT, lmodel_ambient);
|
---|
[2959] | 738 | //glLightModeli(GL_LIGHT_MODEL_LOCAL_VIEWER, GL_TRUE);
|
---|
| 739 | glLightModeli(GL_LIGHT_MODEL_LOCAL_VIEWER, GL_FALSE);
|
---|
[2954] | 740 | glLightModeli(GL_LIGHT_MODEL_COLOR_CONTROL_EXT, GL_SINGLE_COLOR_EXT);
|
---|
[2642] | 741 | }
|
---|
| 742 |
|
---|
| 743 |
|
---|
[2827] | 744 | void DrawHelpMessage()
|
---|
[2826] | 745 | {
|
---|
[2642] | 746 | const char *message[] =
|
---|
| 747 | {
|
---|
| 748 | "Help information",
|
---|
| 749 | "",
|
---|
| 750 | "'F1' - shows/dismisses this message",
|
---|
[2795] | 751 | "'F2' - shows/hides bird eye view",
|
---|
[2790] | 752 | "'F3' - shows/hides bounds (boxes or tight bounds)",
|
---|
[2827] | 753 | "'F4', - shows/hides parameters",
|
---|
| 754 | "'F5' - shows/hides statistics",
|
---|
| 755 | "'F6', - toggles between fly/walkmode",
|
---|
[2826] | 756 | "'F7', - cycles throw render modes",
|
---|
| 757 | "'F8', - enables/disables ambient occlusion (only deferred)",
|
---|
| 758 | "'F9', - shows pure algorithm render time (using glFinish)",
|
---|
[2790] | 759 | "'SPACE' - cycles through occlusion culling algorithms",
|
---|
[2642] | 760 | "",
|
---|
[2827] | 761 | "'MOUSE LEFT' - turn left/right, move forward/backward",
|
---|
| 762 | "'MOUSE RIGHT' - turn left/right, move forward/backward",
|
---|
| 763 | "'MOUSE MIDDLE' - move up/down, left/right",
|
---|
| 764 | "'CURSOR UP/DOWN' - move forward/backward",
|
---|
| 765 | "'CURSOR LEFT/RIGHT' - turn left/right",
|
---|
[2642] | 766 | "",
|
---|
[2827] | 767 | "'-'/'+' - decreases/increases max batch size",
|
---|
[2837] | 768 | "'1'/'2' - downward/upward motion",
|
---|
| 769 | "'3'/'4' - decreases/increases triangles per virtual bvh leaf (sets bvh depth)",
|
---|
| 770 | "'5'/'6' - decreases/increases assumed visible frames",
|
---|
[2776] | 771 | "",
|
---|
[2786] | 772 | "'R' - use render queue",
|
---|
[2790] | 773 | "'B' - use tight bounds",
|
---|
| 774 | "'M' - use multiqueries",
|
---|
[2792] | 775 | "'O' - use CHC optimization (geometry queries for leaves)",
|
---|
[2642] | 776 | 0,
|
---|
| 777 | };
|
---|
| 778 |
|
---|
[2756] | 779 |
|
---|
[2827] | 780 | glColor4f(0.0f, 1.0f , 0.0f, 0.2f); // 20% green.
|
---|
[2756] | 781 |
|
---|
[2827] | 782 | glRecti(30, 30, winWidth - 30, winHeight - 30);
|
---|
[2642] | 783 |
|
---|
[2827] | 784 | glEnd();
|
---|
| 785 |
|
---|
[2756] | 786 | glColor3f(1.0f, 1.0f, 1.0f);
|
---|
| 787 |
|
---|
[2829] | 788 | glEnable(GL_TEXTURE_2D);
|
---|
[2827] | 789 | myfont.Begin();
|
---|
| 790 |
|
---|
| 791 | int x = 40, y = 30;
|
---|
| 792 |
|
---|
| 793 | for(int i = 0; message[i] != 0; ++ i)
|
---|
[2756] | 794 | {
|
---|
| 795 | if(message[i][0] == '\0')
|
---|
| 796 | {
|
---|
[2786] | 797 | y += 15;
|
---|
[2756] | 798 | }
|
---|
| 799 | else
|
---|
| 800 | {
|
---|
[2827] | 801 | myfont.DrawString(message[i], x, winHeight - y);
|
---|
| 802 | y += 25;
|
---|
[2642] | 803 | }
|
---|
| 804 | }
|
---|
[2829] | 805 | glDisable(GL_TEXTURE_2D);
|
---|
[2642] | 806 | }
|
---|
| 807 |
|
---|
| 808 |
|
---|
[2897] | 809 | RenderTraverser *CreateTraverser(Camera *cam)
|
---|
[2764] | 810 | {
|
---|
[2897] | 811 | RenderTraverser *tr;
|
---|
| 812 |
|
---|
[2771] | 813 | bvh->ResetNodeClassifications();
|
---|
| 814 |
|
---|
[2764] | 815 | switch (renderMode)
|
---|
| 816 | {
|
---|
| 817 | case RenderTraverser::CULL_FRUSTUM:
|
---|
[2897] | 818 | tr = new FrustumCullingTraverser();
|
---|
[2764] | 819 | break;
|
---|
| 820 | case RenderTraverser::STOP_AND_WAIT:
|
---|
[2897] | 821 | tr = new StopAndWaitTraverser();
|
---|
[2764] | 822 | break;
|
---|
| 823 | case RenderTraverser::CHC:
|
---|
[2897] | 824 | tr = new CHCTraverser();
|
---|
[2764] | 825 | break;
|
---|
[2767] | 826 | case RenderTraverser::CHCPLUSPLUS:
|
---|
[2897] | 827 | tr = new CHCPlusPlusTraverser();
|
---|
[2767] | 828 | break;
|
---|
| 829 |
|
---|
[2764] | 830 | default:
|
---|
[2897] | 831 | tr = new FrustumCullingTraverser();
|
---|
[2764] | 832 | }
|
---|
| 833 |
|
---|
[2897] | 834 | tr->SetCamera(cam);
|
---|
| 835 | tr->SetHierarchy(bvh);
|
---|
| 836 | tr->SetRenderQueue(renderQueue);
|
---|
| 837 | tr->SetRenderState(&state);
|
---|
| 838 | tr->SetUseOptimization(useOptimization);
|
---|
| 839 | tr->SetUseRenderQueue(useRenderQueue);
|
---|
| 840 | tr->SetVisibilityThreshold(threshold);
|
---|
| 841 | tr->SetAssumedVisibleFrames(assumedVisibleFrames);
|
---|
| 842 | tr->SetMaxBatchSize(maxBatchSize);
|
---|
| 843 | tr->SetUseMultiQueries(useMultiQueries);
|
---|
| 844 | tr->SetUseTightBounds(useTightBounds);
|
---|
[2955] | 845 | tr->SetUseDepthPass((renderMethod == RENDER_DEPTH_PASS) || (renderMethod == RENDER_DEPTH_PASS_DEFERRED));
|
---|
[2897] | 846 | tr->SetRenderQueue(renderQueue);
|
---|
| 847 |
|
---|
| 848 | return tr;
|
---|
[2764] | 849 | }
|
---|
| 850 |
|
---|
| 851 |
|
---|
[2759] | 852 | void SetupLighting()
|
---|
[2642] | 853 | {
|
---|
[2759] | 854 | glEnable(GL_LIGHT0);
|
---|
[2959] | 855 | glDisable(GL_LIGHT1);
|
---|
[2825] | 856 |
|
---|
[2954] | 857 | Vector3 lightDir = -light->GetDirection();
|
---|
| 858 |
|
---|
| 859 |
|
---|
[2945] | 860 | ///////////
|
---|
| 861 | //-- first light: sunlight
|
---|
| 862 |
|
---|
[2954] | 863 | GLfloat ambient[] = {0.25f, 0.25f, 0.3f, 1.0f};
|
---|
| 864 | GLfloat diffuse[] = {1.0f, 0.95f, 0.85f, 1.0f};
|
---|
| 865 | GLfloat specular[] = {1.0f, 1.0f, 1.0f, 1.0f};
|
---|
[2982] | 866 |
|
---|
[2759] | 867 |
|
---|
[2994] | 868 | const bool useToneMapping = ((renderMethod == RENDER_DEPTH_PASS_DEFERRED) || (renderMethod == RENDER_DEFERRED)) && useHDR;
|
---|
[2982] | 869 |
|
---|
[2954] | 870 | Vector3 sunAmbient;
|
---|
| 871 | Vector3 sunDiffuse;
|
---|
[2759] | 872 |
|
---|
[2982] | 873 | preetham->ComputeSunColor(lightDir, sunAmbient, sunDiffuse, !useToneMapping);
|
---|
[2945] | 874 |
|
---|
[2954] | 875 | ambient[0] = sunAmbient.x;
|
---|
| 876 | ambient[1] = sunAmbient.y;
|
---|
| 877 | ambient[2] = sunAmbient.z;
|
---|
[2825] | 878 |
|
---|
[2982] | 879 | // no tone mapping => scale
|
---|
| 880 | if (!useToneMapping)
|
---|
| 881 | {
|
---|
| 882 | const float maxComponent = sunDiffuse.MaxComponent();
|
---|
| 883 | sunDiffuse /= maxComponent;
|
---|
| 884 | }
|
---|
| 885 |
|
---|
[2954] | 886 | diffuse[0] = sunDiffuse.x;
|
---|
| 887 | diffuse[1] = sunDiffuse.y;
|
---|
| 888 | diffuse[2] = sunDiffuse.z;
|
---|
[2945] | 889 |
|
---|
[2954] | 890 | glLightfv(GL_LIGHT0, GL_AMBIENT, ambient);
|
---|
| 891 | glLightfv(GL_LIGHT0, GL_DIFFUSE, diffuse);
|
---|
| 892 | glLightfv(GL_LIGHT0, GL_SPECULAR, specular);
|
---|
[2825] | 893 |
|
---|
[2954] | 894 | GLfloat position[] = {lightDir.x, lightDir.y, lightDir.z, 0.0f};
|
---|
| 895 | glLightfv(GL_LIGHT0, GL_POSITION, position);
|
---|
[2642] | 896 | }
|
---|
| 897 |
|
---|
[2800] | 898 |
|
---|
[2795] | 899 | void SetupEyeView()
|
---|
[2642] | 900 | {
|
---|
[2861] | 901 | // store matrix of last frame
|
---|
[3005] | 902 | oldViewProjMat = viewProjMat;
|
---|
[2834] | 903 |
|
---|
[2759] | 904 | glMatrixMode(GL_PROJECTION);
|
---|
| 905 | glLoadIdentity();
|
---|
[2927] | 906 | gluPerspective(fov, winAspectRatio, nearDist, farDist);
|
---|
[2759] | 907 |
|
---|
[2756] | 908 | glMatrixMode(GL_MODELVIEW);
|
---|
[2951] | 909 |
|
---|
[2864] | 910 | // set up the camera view
|
---|
[2760] | 911 | camera->SetupCameraView();
|
---|
| 912 |
|
---|
[2892] | 913 |
|
---|
[2864] | 914 | /////////////////
|
---|
| 915 |
|
---|
[2894] | 916 | Matrix4x4 matViewing, matProjection;
|
---|
[2864] | 917 |
|
---|
[2834] | 918 | camera->GetModelViewMatrix(matViewing);
|
---|
| 919 | camera->GetProjectionMatrix(matProjection);
|
---|
| 920 |
|
---|
[2864] | 921 | // store matrix for later use
|
---|
[3005] | 922 | viewProjMat = matViewing * matProjection;
|
---|
[2834] | 923 |
|
---|
[2955] | 924 | if ((renderMethod == RENDER_DEFERRED) || (renderMethod == RENDER_DEPTH_PASS_DEFERRED))
|
---|
[2825] | 925 | {
|
---|
[2952] | 926 | cgGLSetMatrixParameterfc(Transform3::sModelMatrixParam, (const float *)IdentityMatrix().x);
|
---|
| 927 | }
|
---|
[2642] | 928 | }
|
---|
| 929 |
|
---|
| 930 |
|
---|
[2792] | 931 | void KeyHorizontalMotion(float shift)
|
---|
| 932 | {
|
---|
[2888] | 933 | Vector3 hvec = -camera->GetDirection();
|
---|
[2792] | 934 | hvec.z = 0;
|
---|
| 935 |
|
---|
| 936 | Vector3 pos = camera->GetPosition();
|
---|
| 937 | pos += hvec * shift;
|
---|
| 938 |
|
---|
| 939 | camera->SetPosition(pos);
|
---|
| 940 | }
|
---|
| 941 |
|
---|
| 942 |
|
---|
[2794] | 943 | void KeyVerticalMotion(float shift)
|
---|
| 944 | {
|
---|
| 945 | Vector3 uvec = Vector3(0, 0, shift);
|
---|
| 946 |
|
---|
| 947 | Vector3 pos = camera->GetPosition();
|
---|
| 948 | pos += uvec;
|
---|
| 949 |
|
---|
| 950 | camera->SetPosition(pos);
|
---|
| 951 | }
|
---|
| 952 |
|
---|
| 953 |
|
---|
[2999] | 954 | static void ComputeViewVectors(Vector3 &tl, Vector3 &tr, Vector3 &bl, Vector3 &br)
|
---|
| 955 | {
|
---|
| 956 | Vector3 ftl, ftr, fbl, fbr, ntl, ntr, nbl, nbr;
|
---|
| 957 |
|
---|
| 958 | camera->ComputePoints(ftl, ftr, fbl, fbr, ntl, ntr, nbl, nbr);
|
---|
| 959 |
|
---|
| 960 | bl = Normalize(nbl - fbl);
|
---|
| 961 | br = Normalize(nbr - fbr);
|
---|
| 962 | tl = Normalize(ntl - ftl);
|
---|
| 963 | tr = Normalize(ntr - ftr);
|
---|
| 964 | }
|
---|
| 965 |
|
---|
| 966 |
|
---|
[2948] | 967 | void InitDeferredRendering()
|
---|
| 968 | {
|
---|
| 969 | if (!fbo) InitFBO();
|
---|
| 970 | fbo->Bind();
|
---|
| 971 |
|
---|
| 972 | // multisampling does not work with deferred shading
|
---|
| 973 | glDisable(GL_MULTISAMPLE_ARB);
|
---|
| 974 |
|
---|
[2955] | 975 | state.SetRenderPassType(RenderState::DEFERRED);
|
---|
[2948] | 976 |
|
---|
| 977 | cgGLEnableProfile(RenderState::sCgVertexProfile);
|
---|
| 978 | cgGLBindProgram(sCgMrtVertexProgram);
|
---|
| 979 |
|
---|
| 980 | cgGLEnableProfile(RenderState::sCgFragmentProfile);
|
---|
| 981 | cgGLBindProgram(RenderState::sCgMrtFragmentProgram);
|
---|
[2978] | 982 |
|
---|
[2989] | 983 | const Vector3 pos = camera->GetPosition();
|
---|
[2984] | 984 |
|
---|
[2999] | 985 | cgGLSetParameter3f(sEyePosParam, pos.x, pos.y, pos.z);
|
---|
| 986 | cgGLSetParameter3f(sEyePosParamTex, pos.x, pos.y, pos.z);
|
---|
| 987 |
|
---|
| 988 | Vector3 tl, tr, bl, br;
|
---|
| 989 | ComputeViewVectors(tl, tr, bl, br);
|
---|
| 990 |
|
---|
| 991 | cgGLSetParameter3f(sBLParam, bl.x, bl.y, bl.z);
|
---|
| 992 | cgGLSetParameter3f(sBRParam, br.x, br.y, br.z);
|
---|
| 993 | cgGLSetParameter3f(sTLParam, tl.x, tl.y, tl.z);
|
---|
| 994 | cgGLSetParameter3f(sTRParam, tr.x, tr.y, tr.z);
|
---|
| 995 |
|
---|
| 996 | cgGLSetParameter3f(sBLParamTex, bl.x, bl.y, bl.z);
|
---|
| 997 | cgGLSetParameter3f(sBRParamTex, br.x, br.y, br.z);
|
---|
| 998 | cgGLSetParameter3f(sTLParamTex, tl.x, tl.y, tl.z);
|
---|
| 999 | cgGLSetParameter3f(sTRParamTex, tr.x, tr.y, tr.z);
|
---|
| 1000 |
|
---|
[2978] | 1001 | // draw to 3 color buffers
|
---|
| 1002 | // a color, normal, and positions buffer
|
---|
| 1003 | if (sCurrentMrtSet == 0)
|
---|
| 1004 | {
|
---|
| 1005 | DeferredRenderer::colorBufferIdx = 0;
|
---|
[3009] | 1006 | glDrawBuffers(2, mrt);
|
---|
[2978] | 1007 | }
|
---|
| 1008 | else
|
---|
| 1009 | {
|
---|
| 1010 | DeferredRenderer::colorBufferIdx = 3;
|
---|
[3009] | 1011 | glDrawBuffers(2, mrt2);
|
---|
[2978] | 1012 | }
|
---|
[2985] | 1013 |
|
---|
[2978] | 1014 | sCurrentMrtSet = 1 - sCurrentMrtSet;
|
---|
[2948] | 1015 | }
|
---|
| 1016 |
|
---|
| 1017 |
|
---|
[2857] | 1018 | // the main rendering loop
|
---|
[2792] | 1019 | void Display()
|
---|
[2801] | 1020 | {
|
---|
[2800] | 1021 | Vector3 oldPos = camera->GetPosition();
|
---|
| 1022 |
|
---|
[2792] | 1023 | if (leftKeyPressed)
|
---|
[2795] | 1024 | camera->Pitch(KeyRotationAngle());
|
---|
[2792] | 1025 | if (rightKeyPressed)
|
---|
[2795] | 1026 | camera->Pitch(-KeyRotationAngle());
|
---|
[2792] | 1027 | if (upKeyPressed)
|
---|
[2887] | 1028 | KeyHorizontalMotion(-KeyShift());
|
---|
| 1029 | if (downKeyPressed)
|
---|
[2795] | 1030 | KeyHorizontalMotion(KeyShift());
|
---|
[2837] | 1031 | if (ascendKeyPressed)
|
---|
| 1032 | KeyVerticalMotion(KeyShift());
|
---|
| 1033 | if (descendKeyPressed)
|
---|
[2795] | 1034 | KeyVerticalMotion(-KeyShift());
|
---|
[2792] | 1035 |
|
---|
[2801] | 1036 | // place view on ground
|
---|
| 1037 | if (!flyMode) PlaceViewer(oldPos);
|
---|
[2800] | 1038 |
|
---|
[2826] | 1039 | if (showAlgorithmTime)
|
---|
| 1040 | {
|
---|
| 1041 | glFinish();
|
---|
| 1042 | algTimer.Start();
|
---|
| 1043 | }
|
---|
[2809] | 1044 |
|
---|
[2895] | 1045 |
|
---|
[2931] | 1046 |
|
---|
| 1047 | if ((!shadowMap || !shadowTraverser) && (showShadowMap || renderLightView))
|
---|
| 1048 | {
|
---|
| 1049 | if (!shadowMap)
|
---|
| 1050 | shadowMap = new ShadowMap(light, shadowSize, bvh->GetBox(), camera);
|
---|
| 1051 |
|
---|
| 1052 | if (!shadowTraverser)
|
---|
| 1053 | shadowTraverser = CreateTraverser(shadowMap->GetShadowCamera());
|
---|
| 1054 |
|
---|
| 1055 | }
|
---|
| 1056 |
|
---|
[2951] | 1057 |
|
---|
| 1058 | // bring eye modelview matrix up-to-date
|
---|
| 1059 | SetupEyeView();
|
---|
| 1060 |
|
---|
[2931] | 1061 | // hack
|
---|
[2955] | 1062 | int oldRenderMethod = renderMethod;
|
---|
[2931] | 1063 |
|
---|
| 1064 | if (renderLightView)
|
---|
[2955] | 1065 | renderMethod = RenderState::FIXED;
|
---|
[2931] | 1066 |
|
---|
[2953] | 1067 | glEnableClientState(GL_VERTEX_ARRAY);
|
---|
[2931] | 1068 |
|
---|
[2953] | 1069 |
|
---|
[2931] | 1070 | // render with the specified method (forward rendering, forward + depth, deferred)
|
---|
[2955] | 1071 | switch (renderMethod)
|
---|
[2825] | 1072 | {
|
---|
[2955] | 1073 | case RENDER_FIXED:
|
---|
[2825] | 1074 |
|
---|
[2851] | 1075 | glEnable(GL_MULTISAMPLE_ARB);
|
---|
[2879] | 1076 |
|
---|
[2955] | 1077 | state.SetRenderPassType(RenderState::FIXED);
|
---|
[2825] | 1078 | glEnable(GL_LIGHTING);
|
---|
[2809] | 1079 |
|
---|
[2825] | 1080 | cgGLDisableProfile(RenderState::sCgFragmentProfile);
|
---|
| 1081 | cgGLDisableProfile(RenderState::sCgVertexProfile);
|
---|
[2809] | 1082 |
|
---|
[2829] | 1083 | glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT);
|
---|
| 1084 |
|
---|
[2953] | 1085 | glEnableClientState(GL_NORMAL_ARRAY);
|
---|
| 1086 |
|
---|
[2825] | 1087 | break;
|
---|
| 1088 |
|
---|
[2955] | 1089 | case RENDER_DEPTH_PASS_DEFERRED:
|
---|
[2948] | 1090 |
|
---|
[2950] | 1091 | glDisable(GL_MULTISAMPLE_ARB);
|
---|
| 1092 | state.SetUseAlphaToCoverage(false);
|
---|
[2948] | 1093 |
|
---|
[2955] | 1094 | state.SetRenderPassType(RenderState::DEPTH_PASS);
|
---|
[2949] | 1095 |
|
---|
[2948] | 1096 | if (!fbo) InitFBO(); fbo->Bind();
|
---|
[2949] | 1097 |
|
---|
[2948] | 1098 | glDrawBuffers(1, mrt);
|
---|
| 1099 |
|
---|
| 1100 | cgGLDisableProfile(RenderState::sCgFragmentProfile);
|
---|
| 1101 | cgGLDisableProfile(RenderState::sCgVertexProfile);
|
---|
| 1102 |
|
---|
[2951] | 1103 | glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT);
|
---|
[2948] | 1104 |
|
---|
| 1105 | // the scene is rendered withouth any shading
|
---|
| 1106 | glShadeModel(GL_FLAT);
|
---|
| 1107 | glDisable(GL_LIGHTING);
|
---|
| 1108 | glColorMask(GL_FALSE, GL_FALSE, GL_FALSE, GL_FALSE);
|
---|
| 1109 |
|
---|
[2953] | 1110 |
|
---|
[2948] | 1111 | break;
|
---|
| 1112 |
|
---|
[2955] | 1113 | case RENDER_DEPTH_PASS:
|
---|
[2851] | 1114 |
|
---|
| 1115 | glEnable(GL_MULTISAMPLE_ARB);
|
---|
[2948] | 1116 |
|
---|
[2857] | 1117 | cgGLDisableProfile(RenderState::sCgFragmentProfile);
|
---|
| 1118 | cgGLDisableProfile(RenderState::sCgVertexProfile);
|
---|
| 1119 |
|
---|
[2955] | 1120 | state.SetRenderPassType(RenderState::DEPTH_PASS);
|
---|
[2857] | 1121 |
|
---|
| 1122 | // the scene is rendered withouth any shading
|
---|
[2943] | 1123 | glShadeModel(GL_FLAT);
|
---|
[2825] | 1124 | glDisable(GL_LIGHTING);
|
---|
[2809] | 1125 |
|
---|
[2829] | 1126 | glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT);
|
---|
| 1127 | glColorMask(GL_FALSE, GL_FALSE, GL_FALSE, GL_FALSE);
|
---|
| 1128 |
|
---|
[2953] | 1129 |
|
---|
[2825] | 1130 | break;
|
---|
| 1131 |
|
---|
| 1132 | case RenderState::DEFERRED:
|
---|
[2851] | 1133 |
|
---|
[2948] | 1134 | if (showShadowMap && !renderLightView)
|
---|
[2951] | 1135 | RenderShadowMap(camera->GetFar());
|
---|
| 1136 |
|
---|
[2948] | 1137 | //glPushAttrib(GL_VIEWPORT_BIT);
|
---|
[2825] | 1138 | glViewport(0, 0, texWidth, texHeight);
|
---|
| 1139 |
|
---|
[2948] | 1140 | InitDeferredRendering();
|
---|
[2951] | 1141 |
|
---|
[2953] | 1142 | glEnableClientState(GL_NORMAL_ARRAY);
|
---|
[2954] | 1143 | glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT);
|
---|
| 1144 |
|
---|
[2825] | 1145 | break;
|
---|
| 1146 | }
|
---|
| 1147 |
|
---|
[2801] | 1148 | glDepthFunc(GL_LESS);
|
---|
[2825] | 1149 |
|
---|
[2801] | 1150 | glDisable(GL_TEXTURE_2D);
|
---|
| 1151 | glDisableClientState(GL_TEXTURE_COORD_ARRAY);
|
---|
[2825] | 1152 |
|
---|
[2801] | 1153 |
|
---|
[2861] | 1154 | // reset lod levels for current frame
|
---|
[2847] | 1155 | LODLevel::InitFrame(camera->GetPosition());
|
---|
| 1156 |
|
---|
[2892] | 1157 | // set up lights
|
---|
[2954] | 1158 | SetupLighting();
|
---|
[2795] | 1159 |
|
---|
[2801] | 1160 |
|
---|
[2931] | 1161 | if (renderLightView)
|
---|
| 1162 | {
|
---|
| 1163 | // change CHC++ set of state variables (must be done for each change of camera because
|
---|
| 1164 | // otherwise the temporal coherency is broken
|
---|
| 1165 | BvhNode::SetCurrentState(1);
|
---|
[3005] | 1166 | shadowMap->RenderShadowView(shadowTraverser, viewProjMat);
|
---|
[2931] | 1167 | BvhNode::SetCurrentState(0);
|
---|
| 1168 | }
|
---|
| 1169 | else
|
---|
[2948] | 1170 | {
|
---|
[2931] | 1171 | // actually render the scene geometry using the specified algorithm
|
---|
[2982] | 1172 | traverser->RenderScene();
|
---|
[3005] | 1173 | //renderQueue->Apply();
|
---|
[2948] | 1174 | }
|
---|
[2892] | 1175 |
|
---|
[2931] | 1176 |
|
---|
[2825] | 1177 | /////////
|
---|
[2809] | 1178 | //-- do the rest of the rendering
|
---|
[2893] | 1179 |
|
---|
[2801] | 1180 | // reset depth pass and render visible objects
|
---|
[2955] | 1181 | if ((renderMethod == RENDER_DEPTH_PASS) ||
|
---|
| 1182 | (renderMethod == RENDER_DEPTH_PASS_DEFERRED))
|
---|
[2801] | 1183 | {
|
---|
| 1184 | RenderVisibleObjects();
|
---|
| 1185 | }
|
---|
[2948] | 1186 |
|
---|
[2801] | 1187 |
|
---|
[2796] | 1188 | ///////////////
|
---|
| 1189 | //-- render sky
|
---|
[2795] | 1190 |
|
---|
[2894] | 1191 | // q: should we render sky after deferred shading?
|
---|
| 1192 | // this would conveniently solves some issues (e.g, skys without shadows)
|
---|
[2893] | 1193 |
|
---|
[2950] | 1194 | RenderSky();
|
---|
[2801] | 1195 |
|
---|
[2961] | 1196 |
|
---|
[2955] | 1197 | if ((renderMethod == RENDER_DEFERRED) ||
|
---|
| 1198 | (renderMethod == RENDER_DEPTH_PASS_DEFERRED))
|
---|
[2825] | 1199 | {
|
---|
[2881] | 1200 | FrameBufferObject::Release();
|
---|
[2810] | 1201 |
|
---|
[2825] | 1202 | cgGLDisableProfile(RenderState::sCgVertexProfile);
|
---|
| 1203 | cgGLDisableProfile(RenderState::sCgFragmentProfile);
|
---|
[2809] | 1204 |
|
---|
[2948] | 1205 | if (!ssaoShader) ssaoShader =
|
---|
| 1206 | new DeferredRenderer(texWidth, texHeight, camera, farDist / MAX_DEPTH_CONST);
|
---|
[2895] | 1207 |
|
---|
[2903] | 1208 | DeferredRenderer::SHADING_METHOD shadingMethod;
|
---|
| 1209 |
|
---|
| 1210 | if (useAdvancedShading)
|
---|
| 1211 | {
|
---|
| 1212 | if (useGlobIllum)
|
---|
| 1213 | shadingMethod = DeferredRenderer::GI;
|
---|
| 1214 | else
|
---|
| 1215 | shadingMethod = DeferredRenderer::SSAO;
|
---|
| 1216 | }
|
---|
| 1217 | else
|
---|
| 1218 | shadingMethod = DeferredRenderer::DEFAULT;
|
---|
| 1219 |
|
---|
| 1220 |
|
---|
[2895] | 1221 | ssaoShader->SetShadingMethod(shadingMethod);
|
---|
| 1222 | ssaoShader->SetSamplingMethod(samplingMethod);
|
---|
| 1223 | ssaoShader->SetUseTemporalCoherence(useTemporalCoherence);
|
---|
[2879] | 1224 |
|
---|
[2895] | 1225 | ShadowMap *sm = showShadowMap ? shadowMap : NULL;
|
---|
[3005] | 1226 | ssaoShader->Render(fbo, oldViewProjMat, viewProjMat, ssaoTempCohFactor, light, useHDR, sm);
|
---|
[2825] | 1227 | }
|
---|
[2827] | 1228 |
|
---|
[2893] | 1229 |
|
---|
[2955] | 1230 | state.SetRenderPassType(RenderState::FIXED);
|
---|
[2893] | 1231 | state.Reset();
|
---|
[2827] | 1232 |
|
---|
[2893] | 1233 |
|
---|
| 1234 | glDisableClientState(GL_VERTEX_ARRAY);
|
---|
| 1235 | glDisableClientState(GL_NORMAL_ARRAY);
|
---|
[2931] | 1236 |
|
---|
[2955] | 1237 | renderMethod = oldRenderMethod;
|
---|
[2893] | 1238 |
|
---|
| 1239 |
|
---|
| 1240 | ///////////
|
---|
| 1241 |
|
---|
| 1242 |
|
---|
[2826] | 1243 | if (showAlgorithmTime)
|
---|
| 1244 | {
|
---|
| 1245 | glFinish();
|
---|
[2827] | 1246 |
|
---|
[2826] | 1247 | algTime = algTimer.Elapsedms();
|
---|
[2827] | 1248 | perfGraph->AddData(algTime);
|
---|
[2828] | 1249 |
|
---|
[2827] | 1250 | perfGraph->Draw();
|
---|
[2826] | 1251 | }
|
---|
[2827] | 1252 | else
|
---|
| 1253 | {
|
---|
| 1254 | if (visMode) DisplayVisualization();
|
---|
| 1255 | }
|
---|
[2825] | 1256 |
|
---|
[2884] | 1257 | glFlush();
|
---|
[2847] | 1258 |
|
---|
| 1259 | const bool restart = true;
|
---|
| 1260 | elapsedTime = frameTimer.Elapsedms(restart);
|
---|
| 1261 |
|
---|
[2764] | 1262 | DisplayStats();
|
---|
[2767] | 1263 |
|
---|
[2642] | 1264 | glutSwapBuffers();
|
---|
| 1265 | }
|
---|
| 1266 |
|
---|
| 1267 |
|
---|
| 1268 | #pragma warning( disable : 4100 )
|
---|
[2792] | 1269 | void KeyBoard(unsigned char c, int x, int y)
|
---|
[2642] | 1270 | {
|
---|
| 1271 | switch(c)
|
---|
| 1272 | {
|
---|
| 1273 | case 27:
|
---|
[2792] | 1274 | CleanUp();
|
---|
[2642] | 1275 | exit(0);
|
---|
| 1276 | break;
|
---|
[2948] | 1277 | case 32: // space
|
---|
[2800] | 1278 | renderMode = (renderMode + 1) % RenderTraverser::NUM_TRAVERSAL_TYPES;
|
---|
[2897] | 1279 |
|
---|
| 1280 | DEL_PTR(traverser);
|
---|
| 1281 | traverser = CreateTraverser(camera);
|
---|
| 1282 |
|
---|
[2931] | 1283 | if (shadowTraverser)
|
---|
[2897] | 1284 | {
|
---|
[2948] | 1285 | // shadow traverser has to be recomputed
|
---|
[2897] | 1286 | DEL_PTR(shadowTraverser);
|
---|
[2948] | 1287 | shadowTraverser = CreateTraverser(shadowMap->GetShadowCamera());
|
---|
[2897] | 1288 | }
|
---|
| 1289 |
|
---|
[2642] | 1290 | break;
|
---|
| 1291 | case '+':
|
---|
[2867] | 1292 | if (maxBatchSize < 10)
|
---|
| 1293 | maxBatchSize = 10;
|
---|
| 1294 | else
|
---|
| 1295 | maxBatchSize += 10;
|
---|
| 1296 |
|
---|
[2776] | 1297 | traverser->SetMaxBatchSize(maxBatchSize);
|
---|
[2642] | 1298 | break;
|
---|
| 1299 | case '-':
|
---|
[2776] | 1300 | maxBatchSize -= 10;
|
---|
| 1301 | if (maxBatchSize < 0) maxBatchSize = 1;
|
---|
| 1302 | traverser->SetMaxBatchSize(maxBatchSize);
|
---|
[2642] | 1303 | break;
|
---|
[2837] | 1304 | case 'M':
|
---|
| 1305 | case 'm':
|
---|
| 1306 | useMultiQueries = !useMultiQueries;
|
---|
| 1307 | traverser->SetUseMultiQueries(useMultiQueries);
|
---|
| 1308 | break;
|
---|
| 1309 | case '1':
|
---|
| 1310 | descendKeyPressed = true;
|
---|
| 1311 | break;
|
---|
| 1312 | case '2':
|
---|
| 1313 | ascendKeyPressed = true;
|
---|
| 1314 | break;
|
---|
| 1315 | case '3':
|
---|
| 1316 | if (trianglesPerVirtualLeaf >= 100)
|
---|
| 1317 | trianglesPerVirtualLeaf -= 100;
|
---|
| 1318 | bvh->SetVirtualLeaves(trianglesPerVirtualLeaf);
|
---|
| 1319 | break;
|
---|
| 1320 | case '4':
|
---|
| 1321 | trianglesPerVirtualLeaf += 100;
|
---|
| 1322 | bvh->SetVirtualLeaves(trianglesPerVirtualLeaf);
|
---|
| 1323 | break;
|
---|
| 1324 | case '5':
|
---|
[2776] | 1325 | assumedVisibleFrames -= 1;
|
---|
| 1326 | if (assumedVisibleFrames < 1) assumedVisibleFrames = 1;
|
---|
| 1327 | traverser->SetAssumedVisibleFrames(assumedVisibleFrames);
|
---|
| 1328 | break;
|
---|
[2837] | 1329 | case '6':
|
---|
[2776] | 1330 | assumedVisibleFrames += 1;
|
---|
| 1331 | traverser->SetAssumedVisibleFrames(assumedVisibleFrames);
|
---|
| 1332 | break;
|
---|
[2837] | 1333 | case '7':
|
---|
[2901] | 1334 | ssaoTempCohFactor *= 0.5f;
|
---|
[2776] | 1335 | break;
|
---|
[2767] | 1336 | case '8':
|
---|
[2901] | 1337 | ssaoTempCohFactor *= 2.0f;
|
---|
| 1338 | //if (ssaoTempCohFactor > 1.0f) ssaoExpFactor = 1.0f;
|
---|
[2837] | 1339 | break;
|
---|
[2865] | 1340 | case '9':
|
---|
| 1341 | useLODs = !useLODs;
|
---|
| 1342 | SceneEntity::SetUseLODs(useLODs);
|
---|
| 1343 | break;
|
---|
[2887] | 1344 | case 'P':
|
---|
| 1345 | case 'p':
|
---|
[2930] | 1346 | samplingMethod = DeferredRenderer::SAMPLING_METHOD((samplingMethod + 1) % 3);
|
---|
| 1347 | cout << "ssao sampling method: " << samplingMethod << endl;
|
---|
[2887] | 1348 | break;
|
---|
[2895] | 1349 | case 'Y':
|
---|
| 1350 | case 'y':
|
---|
| 1351 | showShadowMap = !showShadowMap;
|
---|
| 1352 | break;
|
---|
[2875] | 1353 | case 'g':
|
---|
[2903] | 1354 | case 'G':
|
---|
| 1355 | useGlobIllum = !useGlobIllum;
|
---|
| 1356 | break;
|
---|
[2875] | 1357 | case 't':
|
---|
| 1358 | case 'T':
|
---|
| 1359 | useTemporalCoherence = !useTemporalCoherence;
|
---|
| 1360 | break;
|
---|
[2792] | 1361 | case 'o':
|
---|
| 1362 | case 'O':
|
---|
[2642] | 1363 | useOptimization = !useOptimization;
|
---|
[2764] | 1364 | traverser->SetUseOptimization(useOptimization);
|
---|
[2767] | 1365 | break;
|
---|
| 1366 | case 'a':
|
---|
| 1367 | case 'A':
|
---|
[2931] | 1368 | leftKeyPressed = true;
|
---|
[2767] | 1369 | break;
|
---|
| 1370 | case 'd':
|
---|
| 1371 | case 'D':
|
---|
[2931] | 1372 | rightKeyPressed = true;
|
---|
[2767] | 1373 | break;
|
---|
| 1374 | case 'w':
|
---|
| 1375 | case 'W':
|
---|
[2931] | 1376 | upKeyPressed = true;
|
---|
[2767] | 1377 | break;
|
---|
[2829] | 1378 | case 's':
|
---|
| 1379 | case 'S':
|
---|
[2931] | 1380 | downKeyPressed = true;
|
---|
[2767] | 1381 | break;
|
---|
| 1382 | case 'r':
|
---|
| 1383 | case 'R':
|
---|
[2931] | 1384 | useRenderQueue = !useRenderQueue;
|
---|
| 1385 | traverser->SetUseRenderQueue(useRenderQueue);
|
---|
| 1386 |
|
---|
[2790] | 1387 | break;
|
---|
[2786] | 1388 | case 'b':
|
---|
| 1389 | case 'B':
|
---|
[2931] | 1390 | useTightBounds = !useTightBounds;
|
---|
| 1391 | traverser->SetUseTightBounds(useTightBounds);
|
---|
[2790] | 1392 | break;
|
---|
[2931] | 1393 | case 'l':
|
---|
| 1394 | case 'L':
|
---|
| 1395 | renderLightView = !renderLightView;
|
---|
| 1396 | break;
|
---|
[2994] | 1397 | case 'h':
|
---|
| 1398 | case 'H':
|
---|
| 1399 | useHDR = !useHDR;
|
---|
| 1400 | break;
|
---|
[2642] | 1401 | default:
|
---|
| 1402 | return;
|
---|
| 1403 | }
|
---|
| 1404 |
|
---|
| 1405 | glutPostRedisplay();
|
---|
| 1406 | }
|
---|
| 1407 |
|
---|
| 1408 |
|
---|
[2792] | 1409 | void SpecialKeyUp(int c, int x, int y)
|
---|
[2642] | 1410 | {
|
---|
[2792] | 1411 | switch (c)
|
---|
| 1412 | {
|
---|
| 1413 | case GLUT_KEY_LEFT:
|
---|
| 1414 | leftKeyPressed = false;
|
---|
| 1415 | break;
|
---|
| 1416 | case GLUT_KEY_RIGHT:
|
---|
| 1417 | rightKeyPressed = false;
|
---|
| 1418 | break;
|
---|
| 1419 | case GLUT_KEY_UP:
|
---|
| 1420 | upKeyPressed = false;
|
---|
| 1421 | break;
|
---|
| 1422 | case GLUT_KEY_DOWN:
|
---|
| 1423 | downKeyPressed = false;
|
---|
| 1424 | break;
|
---|
[2953] | 1425 | case GLUT_ACTIVE_ALT:
|
---|
| 1426 | altKeyPressed = false;
|
---|
| 1427 | break;
|
---|
[2792] | 1428 | default:
|
---|
| 1429 | return;
|
---|
| 1430 | }
|
---|
| 1431 | }
|
---|
| 1432 |
|
---|
| 1433 |
|
---|
| 1434 | void KeyUp(unsigned char c, int x, int y)
|
---|
| 1435 | {
|
---|
| 1436 | switch (c)
|
---|
| 1437 | {
|
---|
[2879] | 1438 |
|
---|
[2792] | 1439 | case 'A':
|
---|
| 1440 | case 'a':
|
---|
| 1441 | leftKeyPressed = false;
|
---|
| 1442 | break;
|
---|
| 1443 | case 'D':
|
---|
| 1444 | case 'd':
|
---|
| 1445 | rightKeyPressed = false;
|
---|
| 1446 | break;
|
---|
| 1447 | case 'W':
|
---|
| 1448 | case 'w':
|
---|
| 1449 | upKeyPressed = false;
|
---|
| 1450 | break;
|
---|
[2829] | 1451 | case 'S':
|
---|
| 1452 | case 's':
|
---|
[2792] | 1453 | downKeyPressed = false;
|
---|
| 1454 | break;
|
---|
[2837] | 1455 | case '1':
|
---|
| 1456 | descendKeyPressed = false;
|
---|
[2794] | 1457 | break;
|
---|
[2837] | 1458 | case '2':
|
---|
| 1459 | ascendKeyPressed = false;
|
---|
[2794] | 1460 | break;
|
---|
| 1461 |
|
---|
[2792] | 1462 | default:
|
---|
| 1463 | return;
|
---|
| 1464 | }
|
---|
| 1465 | //glutPostRedisplay();
|
---|
| 1466 | }
|
---|
| 1467 |
|
---|
| 1468 |
|
---|
| 1469 | void Special(int c, int x, int y)
|
---|
| 1470 | {
|
---|
[2642] | 1471 | switch(c)
|
---|
| 1472 | {
|
---|
| 1473 | case GLUT_KEY_F1:
|
---|
| 1474 | showHelp = !showHelp;
|
---|
| 1475 | break;
|
---|
[2790] | 1476 | case GLUT_KEY_F2:
|
---|
[2795] | 1477 | visMode = !visMode;
|
---|
[2790] | 1478 | break;
|
---|
| 1479 | case GLUT_KEY_F3:
|
---|
| 1480 | showBoundingVolumes = !showBoundingVolumes;
|
---|
| 1481 | traverser->SetShowBounds(showBoundingVolumes);
|
---|
| 1482 | break;
|
---|
| 1483 | case GLUT_KEY_F4:
|
---|
[2827] | 1484 | showOptions = !showOptions;
|
---|
[2790] | 1485 | break;
|
---|
| 1486 | case GLUT_KEY_F5:
|
---|
[2827] | 1487 | showStatistics = !showStatistics;
|
---|
[2790] | 1488 | break;
|
---|
[2800] | 1489 | case GLUT_KEY_F6:
|
---|
| 1490 | flyMode = !flyMode;
|
---|
| 1491 | break;
|
---|
[2801] | 1492 | case GLUT_KEY_F7:
|
---|
[2825] | 1493 |
|
---|
[2955] | 1494 | renderMethod = (renderMethod + 1) % 4;
|
---|
| 1495 |
|
---|
| 1496 | traverser->SetUseDepthPass(
|
---|
| 1497 | (renderMethod == RENDER_DEPTH_PASS) ||
|
---|
| 1498 | (renderMethod == RENDER_DEPTH_PASS_DEFERRED)
|
---|
| 1499 | );
|
---|
[2825] | 1500 |
|
---|
[2801] | 1501 | break;
|
---|
[2803] | 1502 | case GLUT_KEY_F8:
|
---|
[2903] | 1503 | useAdvancedShading = !useAdvancedShading;
|
---|
| 1504 |
|
---|
[2821] | 1505 | break;
|
---|
[2826] | 1506 | case GLUT_KEY_F9:
|
---|
| 1507 | showAlgorithmTime = !showAlgorithmTime;
|
---|
| 1508 | break;
|
---|
[2954] | 1509 | case GLUT_KEY_F10:
|
---|
| 1510 | moveLight = !moveLight;
|
---|
| 1511 | break;
|
---|
[2642] | 1512 | case GLUT_KEY_LEFT:
|
---|
[2767] | 1513 | {
|
---|
[2792] | 1514 | leftKeyPressed = true;
|
---|
[2795] | 1515 | camera->Pitch(KeyRotationAngle());
|
---|
[2767] | 1516 | }
|
---|
[2642] | 1517 | break;
|
---|
| 1518 | case GLUT_KEY_RIGHT:
|
---|
[2767] | 1519 | {
|
---|
[2792] | 1520 | rightKeyPressed = true;
|
---|
[2795] | 1521 | camera->Pitch(-KeyRotationAngle());
|
---|
[2767] | 1522 | }
|
---|
[2642] | 1523 | break;
|
---|
| 1524 | case GLUT_KEY_UP:
|
---|
[2767] | 1525 | {
|
---|
[2792] | 1526 | upKeyPressed = true;
|
---|
[2795] | 1527 | KeyHorizontalMotion(KeyShift());
|
---|
[2767] | 1528 | }
|
---|
[2642] | 1529 | break;
|
---|
| 1530 | case GLUT_KEY_DOWN:
|
---|
[2767] | 1531 | {
|
---|
[2792] | 1532 | downKeyPressed = true;
|
---|
[2795] | 1533 | KeyHorizontalMotion(-KeyShift());
|
---|
[2767] | 1534 | }
|
---|
[2642] | 1535 | break;
|
---|
| 1536 | default:
|
---|
| 1537 | return;
|
---|
| 1538 |
|
---|
| 1539 | }
|
---|
| 1540 |
|
---|
| 1541 | glutPostRedisplay();
|
---|
| 1542 | }
|
---|
[2767] | 1543 |
|
---|
[2642] | 1544 | #pragma warning( default : 4100 )
|
---|
| 1545 |
|
---|
| 1546 |
|
---|
[2792] | 1547 | void Reshape(int w, int h)
|
---|
[2642] | 1548 | {
|
---|
[2759] | 1549 | winAspectRatio = 1.0f;
|
---|
[2642] | 1550 |
|
---|
| 1551 | glViewport(0, 0, w, h);
|
---|
| 1552 |
|
---|
| 1553 | winWidth = w;
|
---|
| 1554 | winHeight = h;
|
---|
| 1555 |
|
---|
[2833] | 1556 | if (w) winAspectRatio = (float) w / (float) h;
|
---|
[2642] | 1557 |
|
---|
[2758] | 1558 | glMatrixMode(GL_PROJECTION);
|
---|
| 1559 | glLoadIdentity();
|
---|
[2642] | 1560 |
|
---|
[2927] | 1561 | gluPerspective(fov, winAspectRatio, nearDist, farDist);
|
---|
[2788] | 1562 |
|
---|
[2758] | 1563 | glMatrixMode(GL_MODELVIEW);
|
---|
| 1564 |
|
---|
[2642] | 1565 | glutPostRedisplay();
|
---|
| 1566 | }
|
---|
| 1567 |
|
---|
| 1568 |
|
---|
[2792] | 1569 | void Mouse(int button, int state, int x, int y)
|
---|
[2642] | 1570 | {
|
---|
[2758] | 1571 | if ((button == GLUT_LEFT_BUTTON) && (state == GLUT_DOWN))
|
---|
[2642] | 1572 | {
|
---|
| 1573 | xEyeBegin = x;
|
---|
| 1574 | yMotionBegin = y;
|
---|
| 1575 |
|
---|
[2792] | 1576 | glutMotionFunc(LeftMotion);
|
---|
[2642] | 1577 | }
|
---|
[2758] | 1578 | else if ((button == GLUT_RIGHT_BUTTON) && (state == GLUT_DOWN))
|
---|
[2642] | 1579 | {
|
---|
[2829] | 1580 | xEyeBegin = x;
|
---|
[2758] | 1581 | yEyeBegin = y;
|
---|
| 1582 | yMotionBegin = y;
|
---|
| 1583 |
|
---|
[2954] | 1584 | if (!moveLight)
|
---|
| 1585 | glutMotionFunc(RightMotion);
|
---|
| 1586 | else
|
---|
| 1587 | glutMotionFunc(RightMotionLight);
|
---|
[2758] | 1588 | }
|
---|
| 1589 | else if ((button == GLUT_MIDDLE_BUTTON) && (state == GLUT_DOWN))
|
---|
| 1590 | {
|
---|
[2642] | 1591 | horizontalMotionBegin = x;
|
---|
| 1592 | verticalMotionBegin = y;
|
---|
[2792] | 1593 | glutMotionFunc(MiddleMotion);
|
---|
[2642] | 1594 | }
|
---|
| 1595 |
|
---|
| 1596 | glutPostRedisplay();
|
---|
| 1597 | }
|
---|
| 1598 |
|
---|
[2758] | 1599 |
|
---|
| 1600 | /** rotation for left/right mouse drag
|
---|
[2642] | 1601 | motion for up/down mouse drag
|
---|
| 1602 | */
|
---|
[2792] | 1603 | void LeftMotion(int x, int y)
|
---|
[2642] | 1604 | {
|
---|
[2758] | 1605 | Vector3 viewDir = camera->GetDirection();
|
---|
| 1606 | Vector3 pos = camera->GetPosition();
|
---|
| 1607 |
|
---|
| 1608 | // don't move in the vertical direction
|
---|
[2764] | 1609 | Vector3 horView(viewDir[0], viewDir[1], 0);
|
---|
[2642] | 1610 |
|
---|
[2795] | 1611 | float eyeXAngle = 0.2f * M_PI * (xEyeBegin - x) / 180.0;
|
---|
[2756] | 1612 |
|
---|
[2795] | 1613 | camera->Pitch(eyeXAngle);
|
---|
[2787] | 1614 |
|
---|
[2888] | 1615 | pos += horView * (yMotionBegin - y) * 0.2f;
|
---|
[2795] | 1616 |
|
---|
[2758] | 1617 | camera->SetPosition(pos);
|
---|
[2642] | 1618 |
|
---|
| 1619 | xEyeBegin = x;
|
---|
| 1620 | yMotionBegin = y;
|
---|
[2758] | 1621 |
|
---|
[2642] | 1622 | glutPostRedisplay();
|
---|
| 1623 | }
|
---|
| 1624 |
|
---|
[2758] | 1625 |
|
---|
[2954] | 1626 | void RightMotionLight(int x, int y)
|
---|
| 1627 | {
|
---|
| 1628 | float theta = 0.2f * M_PI * (xEyeBegin - x) / 180.0f;
|
---|
| 1629 | float phi = 0.2f * M_PI * (yMotionBegin - y) / 180.0f;
|
---|
| 1630 |
|
---|
| 1631 | Vector3 lightDir = light->GetDirection();
|
---|
| 1632 |
|
---|
| 1633 | Matrix4x4 roty = RotationYMatrix(theta);
|
---|
| 1634 | Matrix4x4 rotx = RotationXMatrix(phi);
|
---|
| 1635 |
|
---|
| 1636 | lightDir = roty * lightDir;
|
---|
| 1637 | lightDir = rotx * lightDir;
|
---|
| 1638 |
|
---|
[2967] | 1639 | // normalize to avoid accumulating errors
|
---|
| 1640 | lightDir.Normalize();
|
---|
| 1641 |
|
---|
[2954] | 1642 | light->SetDirection(lightDir);
|
---|
| 1643 |
|
---|
| 1644 | xEyeBegin = x;
|
---|
| 1645 | yMotionBegin = y;
|
---|
| 1646 |
|
---|
| 1647 | glutPostRedisplay();
|
---|
| 1648 | }
|
---|
| 1649 |
|
---|
| 1650 |
|
---|
[2767] | 1651 | /** rotation for left / right mouse drag
|
---|
| 1652 | motion for up / down mouse drag
|
---|
[2758] | 1653 | */
|
---|
[2792] | 1654 | void RightMotion(int x, int y)
|
---|
[2758] | 1655 | {
|
---|
[2829] | 1656 | float eyeXAngle = 0.2f * M_PI * (xEyeBegin - x) / 180.0;
|
---|
[2795] | 1657 | float eyeYAngle = -0.2f * M_PI * (yEyeBegin - y) / 180.0;
|
---|
[2758] | 1658 |
|
---|
[2795] | 1659 | camera->Yaw(eyeYAngle);
|
---|
[2829] | 1660 | camera->Pitch(eyeXAngle);
|
---|
[2780] | 1661 |
|
---|
[2829] | 1662 | xEyeBegin = x;
|
---|
[2758] | 1663 | yEyeBegin = y;
|
---|
[2829] | 1664 |
|
---|
[2758] | 1665 | glutPostRedisplay();
|
---|
| 1666 | }
|
---|
| 1667 |
|
---|
| 1668 |
|
---|
[2642] | 1669 | // strafe
|
---|
[2792] | 1670 | void MiddleMotion(int x, int y)
|
---|
[2642] | 1671 | {
|
---|
[2758] | 1672 | Vector3 viewDir = camera->GetDirection();
|
---|
| 1673 | Vector3 pos = camera->GetPosition();
|
---|
| 1674 |
|
---|
[2642] | 1675 | // the 90 degree rotated view vector
|
---|
| 1676 | // y zero so we don't move in the vertical
|
---|
[2764] | 1677 | Vector3 rVec(viewDir[0], viewDir[1], 0);
|
---|
[2642] | 1678 |
|
---|
[2764] | 1679 | Matrix4x4 rot = RotationZMatrix(M_PI * 0.5f);
|
---|
[2758] | 1680 | rVec = rot * rVec;
|
---|
[2642] | 1681 |
|
---|
[2888] | 1682 | pos -= rVec * (x - horizontalMotionBegin) * 0.1f;
|
---|
[2764] | 1683 | pos[2] += (verticalMotionBegin - y) * 0.1f;
|
---|
[2642] | 1684 |
|
---|
[2758] | 1685 | camera->SetPosition(pos);
|
---|
| 1686 |
|
---|
[2642] | 1687 | horizontalMotionBegin = x;
|
---|
| 1688 | verticalMotionBegin = y;
|
---|
[2758] | 1689 |
|
---|
[2642] | 1690 | glutPostRedisplay();
|
---|
| 1691 | }
|
---|
| 1692 |
|
---|
| 1693 |
|
---|
[2756] | 1694 | void InitExtensions(void)
|
---|
[2642] | 1695 | {
|
---|
| 1696 | GLenum err = glewInit();
|
---|
[2756] | 1697 |
|
---|
[2642] | 1698 | if (GLEW_OK != err)
|
---|
| 1699 | {
|
---|
| 1700 | // problem: glewInit failed, something is seriously wrong
|
---|
| 1701 | fprintf(stderr,"Error: %s\n", glewGetErrorString(err));
|
---|
| 1702 | exit(1);
|
---|
| 1703 | }
|
---|
[2756] | 1704 | if (!GLEW_ARB_occlusion_query)
|
---|
[2642] | 1705 | {
|
---|
[2756] | 1706 | printf("I require the GL_ARB_occlusion_query to work.\n");
|
---|
[2642] | 1707 | exit(1);
|
---|
| 1708 | }
|
---|
| 1709 | }
|
---|
| 1710 |
|
---|
| 1711 |
|
---|
[2826] | 1712 | void Begin2D()
|
---|
[2642] | 1713 | {
|
---|
| 1714 | glDisable(GL_LIGHTING);
|
---|
| 1715 | glDisable(GL_DEPTH_TEST);
|
---|
| 1716 |
|
---|
[2826] | 1717 | glMatrixMode(GL_PROJECTION);
|
---|
[2642] | 1718 | glPushMatrix();
|
---|
| 1719 | glLoadIdentity();
|
---|
[2834] | 1720 |
|
---|
[2826] | 1721 | gluOrtho2D(0, winWidth, 0, winHeight);
|
---|
[2642] | 1722 |
|
---|
[2826] | 1723 | glMatrixMode(GL_MODELVIEW);
|
---|
[2642] | 1724 | glPushMatrix();
|
---|
| 1725 | glLoadIdentity();
|
---|
| 1726 | }
|
---|
| 1727 |
|
---|
| 1728 |
|
---|
[2826] | 1729 | void End2D()
|
---|
[2642] | 1730 | {
|
---|
[2834] | 1731 | glMatrixMode(GL_PROJECTION);
|
---|
[2642] | 1732 | glPopMatrix();
|
---|
[2834] | 1733 |
|
---|
[2642] | 1734 | glMatrixMode(GL_MODELVIEW);
|
---|
| 1735 | glPopMatrix();
|
---|
| 1736 |
|
---|
| 1737 | glEnable(GL_LIGHTING);
|
---|
| 1738 | glEnable(GL_DEPTH_TEST);
|
---|
| 1739 | }
|
---|
| 1740 |
|
---|
| 1741 |
|
---|
[2787] | 1742 | // displays the visualisation of culling algorithm
|
---|
| 1743 | void DisplayVisualization()
|
---|
[2796] | 1744 | {
|
---|
[2787] | 1745 | visualization->SetFrameId(traverser->GetCurrentFrameId());
|
---|
| 1746 |
|
---|
[2792] | 1747 | Begin2D();
|
---|
[2642] | 1748 | glBlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA);
|
---|
| 1749 | glEnable(GL_BLEND);
|
---|
[2827] | 1750 | glColor4f(0.0f ,0.0f, 0.0f, 0.5f);
|
---|
[2642] | 1751 |
|
---|
[2827] | 1752 | glRecti(winWidth - winWidth / 3, winHeight - winHeight / 3, winWidth, winHeight);
|
---|
[2642] | 1753 | glDisable(GL_BLEND);
|
---|
[2792] | 1754 | End2D();
|
---|
[2788] | 1755 |
|
---|
| 1756 |
|
---|
| 1757 | AxisAlignedBox3 box = bvh->GetBox();
|
---|
| 1758 |
|
---|
[2948] | 1759 | const float offs = box.Size().x * 0.3f;
|
---|
[2834] | 1760 |
|
---|
[2838] | 1761 | Vector3 vizpos = Vector3(box.Min().x, box.Min().y - box.Size().y * 0.35f, box.Min().z + box.Size().z * 50);
|
---|
[2806] | 1762 |
|
---|
[2795] | 1763 | visCamera->SetPosition(vizpos);
|
---|
[2838] | 1764 | visCamera->ResetPitchAndYaw();
|
---|
[2892] | 1765 |
|
---|
[2834] | 1766 | glPushAttrib(GL_VIEWPORT_BIT);
|
---|
[2806] | 1767 | glViewport(winWidth - winWidth / 3, winHeight - winHeight / 3, winWidth / 3, winHeight / 3);
|
---|
[2796] | 1768 |
|
---|
| 1769 | glMatrixMode(GL_PROJECTION);
|
---|
[2834] | 1770 | glPushMatrix();
|
---|
| 1771 |
|
---|
[2787] | 1772 | glLoadIdentity();
|
---|
[2796] | 1773 |
|
---|
[2807] | 1774 | glOrtho(-offs, offs, -offs, offs, 0.0f, box.Size().z * 100.0f);
|
---|
[2787] | 1775 |
|
---|
[2796] | 1776 | glMatrixMode(GL_MODELVIEW);
|
---|
[2834] | 1777 | glPushMatrix();
|
---|
[2787] | 1778 |
|
---|
[2796] | 1779 | visCamera->SetupCameraView();
|
---|
[2806] | 1780 |
|
---|
| 1781 | Matrix4x4 rotZ = RotationZMatrix(-camera->GetPitch());
|
---|
| 1782 | glMultMatrixf((float *)rotZ.x);
|
---|
| 1783 |
|
---|
[2887] | 1784 | // inverse translation in order to fix current position
|
---|
[2838] | 1785 | Vector3 pos = camera->GetPosition();
|
---|
[2806] | 1786 | glTranslatef(-pos.x, -pos.y, -pos.z);
|
---|
| 1787 |
|
---|
| 1788 |
|
---|
[2788] | 1789 | GLfloat position[] = {0.8f, 1.0f, 1.5f, 0.0f};
|
---|
| 1790 | glLightfv(GL_LIGHT0, GL_POSITION, position);
|
---|
[2787] | 1791 |
|
---|
[2788] | 1792 | GLfloat position1[] = {bvh->GetBox().Center().x, bvh->GetBox().Max().y, bvh->GetBox().Center().z, 1.0f};
|
---|
| 1793 | glLightfv(GL_LIGHT1, GL_POSITION, position1);
|
---|
[2787] | 1794 |
|
---|
[2642] | 1795 | glClear(GL_DEPTH_BUFFER_BIT);
|
---|
| 1796 |
|
---|
[2888] | 1797 |
|
---|
[2767] | 1798 | ////////////
|
---|
[2787] | 1799 | //-- visualization of the occlusion culling
|
---|
| 1800 |
|
---|
[2767] | 1801 | visualization->Render();
|
---|
[2887] | 1802 |
|
---|
[2767] | 1803 |
|
---|
[2834] | 1804 | // reset previous settings
|
---|
| 1805 | glPopAttrib();
|
---|
| 1806 |
|
---|
| 1807 | glMatrixMode(GL_PROJECTION);
|
---|
| 1808 | glPopMatrix();
|
---|
| 1809 | glMatrixMode(GL_MODELVIEW);
|
---|
| 1810 | glPopMatrix();
|
---|
[2642] | 1811 | }
|
---|
| 1812 |
|
---|
[2767] | 1813 |
|
---|
[2642] | 1814 | // cleanup routine after the main loop
|
---|
[2756] | 1815 | void CleanUp()
|
---|
[2642] | 1816 | {
|
---|
[2756] | 1817 | DEL_PTR(traverser);
|
---|
[2796] | 1818 | DEL_PTR(sceneQuery);
|
---|
[2756] | 1819 | DEL_PTR(bvh);
|
---|
[2767] | 1820 | DEL_PTR(visualization);
|
---|
[2787] | 1821 | DEL_PTR(camera);
|
---|
[2793] | 1822 | DEL_PTR(loader);
|
---|
[2801] | 1823 | DEL_PTR(renderQueue);
|
---|
[2827] | 1824 | DEL_PTR(perfGraph);
|
---|
[2809] | 1825 |
|
---|
[2879] | 1826 | DEL_PTR(fbo);
|
---|
| 1827 | DEL_PTR(ssaoShader);
|
---|
| 1828 |
|
---|
[2810] | 1829 | if (sCgMrtVertexProgram)
|
---|
| 1830 | cgDestroyProgram(sCgMrtVertexProgram);
|
---|
[2827] | 1831 | if (RenderState::sCgMrtFragmentProgram)
|
---|
| 1832 | cgDestroyProgram(RenderState::sCgMrtFragmentProgram);
|
---|
| 1833 | if (RenderState::sCgMrtFragmentTexProgram)
|
---|
| 1834 | cgDestroyProgram(RenderState::sCgMrtFragmentTexProgram);
|
---|
[2861] | 1835 |
|
---|
[2809] | 1836 | if (sCgContext)
|
---|
| 1837 | cgDestroyContext(sCgContext);
|
---|
[2642] | 1838 | }
|
---|
| 1839 |
|
---|
| 1840 |
|
---|
| 1841 | // this function inserts a dezimal point after each 1000
|
---|
[2829] | 1842 | void CalcDecimalPoint(string &str, int d, int len)
|
---|
[2642] | 1843 | {
|
---|
[2827] | 1844 | static vector<int> numbers;
|
---|
| 1845 | numbers.clear();
|
---|
| 1846 |
|
---|
[2829] | 1847 | static string shortStr;
|
---|
| 1848 | shortStr.clear();
|
---|
[2642] | 1849 |
|
---|
[2829] | 1850 | static char hstr[100];
|
---|
| 1851 |
|
---|
[2642] | 1852 | while (d != 0)
|
---|
| 1853 | {
|
---|
| 1854 | numbers.push_back(d % 1000);
|
---|
| 1855 | d /= 1000;
|
---|
| 1856 | }
|
---|
| 1857 |
|
---|
| 1858 | // first element without leading zeros
|
---|
| 1859 | if (numbers.size() > 0)
|
---|
| 1860 | {
|
---|
[2800] | 1861 | sprintf(hstr, "%d", numbers.back());
|
---|
[2829] | 1862 | shortStr.append(hstr);
|
---|
[2642] | 1863 | }
|
---|
| 1864 |
|
---|
[2764] | 1865 | for (int i = (int)numbers.size() - 2; i >= 0; i--)
|
---|
[2642] | 1866 | {
|
---|
[2800] | 1867 | sprintf(hstr, ",%03d", numbers[i]);
|
---|
[2829] | 1868 | shortStr.append(hstr);
|
---|
[2642] | 1869 | }
|
---|
[2829] | 1870 |
|
---|
| 1871 | int dif = len - (int)shortStr.size();
|
---|
| 1872 |
|
---|
| 1873 | for (int i = 0; i < dif; ++ i)
|
---|
| 1874 | {
|
---|
| 1875 | str += " ";
|
---|
| 1876 | }
|
---|
| 1877 |
|
---|
| 1878 | str.append(shortStr);
|
---|
[2764] | 1879 | }
|
---|
| 1880 |
|
---|
| 1881 |
|
---|
| 1882 | void DisplayStats()
|
---|
| 1883 | {
|
---|
[2826] | 1884 | static char msg[9][300];
|
---|
[2764] | 1885 |
|
---|
[2826] | 1886 | static double frameTime = elapsedTime;
|
---|
| 1887 | static double renderTime = algTime;
|
---|
| 1888 |
|
---|
[2818] | 1889 | const float expFactor = 0.1f;
|
---|
[2767] | 1890 |
|
---|
[2802] | 1891 | // if some strange render time spike happened in this frame => don't count
|
---|
[2826] | 1892 | if (elapsedTime < 500) frameTime = elapsedTime * expFactor + (1.0f - expFactor) * elapsedTime;
|
---|
| 1893 |
|
---|
| 1894 | static float rTime = 1000.0f;
|
---|
[2764] | 1895 |
|
---|
[2826] | 1896 | if (showAlgorithmTime)
|
---|
| 1897 | {
|
---|
| 1898 | if (algTime < 500) renderTime = algTime * expFactor + (1.0f - expFactor) * renderTime;
|
---|
| 1899 | }
|
---|
[2802] | 1900 |
|
---|
[2826] | 1901 | accumulatedTime += elapsedTime;
|
---|
| 1902 |
|
---|
[2776] | 1903 | if (accumulatedTime > 500) // update every fraction of a second
|
---|
[2770] | 1904 | {
|
---|
| 1905 | accumulatedTime = 0;
|
---|
| 1906 |
|
---|
[2826] | 1907 | if (frameTime) fps = 1e3f / (float)frameTime;
|
---|
| 1908 |
|
---|
| 1909 | rTime = renderTime;
|
---|
[2773] | 1910 |
|
---|
[2948] | 1911 | if (renderLightView && shadowTraverser)
|
---|
| 1912 | {
|
---|
| 1913 | renderedTriangles = shadowTraverser->GetStats().mNumRenderedTriangles;
|
---|
| 1914 | renderedObjects = shadowTraverser->GetStats().mNumRenderedGeometry;
|
---|
| 1915 | renderedNodes = shadowTraverser->GetStats().mNumRenderedNodes;
|
---|
| 1916 | }
|
---|
| 1917 | else if (showShadowMap && shadowTraverser)
|
---|
| 1918 | {
|
---|
| 1919 | renderedNodes = traverser->GetStats().mNumRenderedNodes + shadowTraverser->GetStats().mNumRenderedNodes;
|
---|
| 1920 | renderedObjects = traverser->GetStats().mNumRenderedGeometry + shadowTraverser->GetStats().mNumRenderedGeometry;
|
---|
| 1921 | renderedTriangles = traverser->GetStats().mNumRenderedTriangles + shadowTraverser->GetStats().mNumRenderedTriangles;
|
---|
| 1922 | }
|
---|
| 1923 | else
|
---|
| 1924 | {
|
---|
| 1925 | renderedTriangles = traverser->GetStats().mNumRenderedTriangles;
|
---|
| 1926 | renderedObjects = traverser->GetStats().mNumRenderedGeometry;
|
---|
| 1927 | renderedNodes = traverser->GetStats().mNumRenderedNodes;
|
---|
| 1928 | }
|
---|
| 1929 |
|
---|
[2770] | 1930 | traversedNodes = traverser->GetStats().mNumTraversedNodes;
|
---|
| 1931 | frustumCulledNodes = traverser->GetStats().mNumFrustumCulledNodes;
|
---|
| 1932 | queryCulledNodes = traverser->GetStats().mNumQueryCulledNodes;
|
---|
| 1933 | issuedQueries = traverser->GetStats().mNumIssuedQueries;
|
---|
| 1934 | stateChanges = traverser->GetStats().mNumStateChanges;
|
---|
[2800] | 1935 | numBatches = traverser->GetStats().mNumBatches;
|
---|
[2770] | 1936 | }
|
---|
| 1937 |
|
---|
[2764] | 1938 |
|
---|
[2826] | 1939 | Begin2D();
|
---|
[2808] | 1940 |
|
---|
[2826] | 1941 | glEnable(GL_BLEND);
|
---|
| 1942 | glBlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA);
|
---|
[2764] | 1943 |
|
---|
[2826] | 1944 | if (showHelp)
|
---|
| 1945 | {
|
---|
| 1946 | DrawHelpMessage();
|
---|
| 1947 | }
|
---|
| 1948 | else
|
---|
| 1949 | {
|
---|
[2829] | 1950 | if (showOptions)
|
---|
| 1951 | {
|
---|
| 1952 | glColor4f(0.0f, 0.0f, 0.0f, 0.5f);
|
---|
| 1953 | glRecti(5, winHeight - 95, winWidth * 2 / 3 - 5, winHeight - 5);
|
---|
| 1954 | }
|
---|
| 1955 |
|
---|
| 1956 | if (showStatistics)
|
---|
| 1957 | {
|
---|
| 1958 | glColor4f(0.0f, 0.0f, 0.0f, 0.5f);
|
---|
| 1959 | glRecti(5, winHeight - 165, winWidth * 2 / 3 - 5, winHeight - 100);
|
---|
| 1960 | }
|
---|
| 1961 |
|
---|
| 1962 | glEnable(GL_TEXTURE_2D);
|
---|
| 1963 |
|
---|
[2827] | 1964 | myfont.Begin();
|
---|
[2769] | 1965 |
|
---|
[2826] | 1966 | if (showOptions)
|
---|
| 1967 | {
|
---|
[2829] | 1968 | glColor3f(0.0f, 1.0f, 0.0f);
|
---|
| 1969 |
|
---|
[2826] | 1970 | int i = 0;
|
---|
| 1971 |
|
---|
[2955] | 1972 | static char *renderMethodStr[] = {"forward", "depth pass + forward", "deferred shading", "depth pass + deferred"};
|
---|
[2825] | 1973 |
|
---|
[2826] | 1974 | sprintf(msg[i ++], "multiqueries: %d, tight bounds: %d, render queue: %d",
|
---|
| 1975 | useMultiQueries, useTightBounds, useRenderQueue);
|
---|
[2792] | 1976 |
|
---|
[2955] | 1977 | sprintf(msg[i ++], "render technique: %s, SSAO: %d", renderMethodStr[renderMethod], useAdvancedShading);
|
---|
[2808] | 1978 |
|
---|
[2826] | 1979 | sprintf(msg[i ++], "triangles per virtual leaf: %5d", trianglesPerVirtualLeaf);
|
---|
[2808] | 1980 |
|
---|
[2826] | 1981 | sprintf(msg[i ++], "assumed visible frames: %4d, max batch size: %4d",
|
---|
| 1982 | assumedVisibleFrames, maxBatchSize);
|
---|
[2808] | 1983 |
|
---|
[2826] | 1984 | for (int j = 0; j < 4; ++ j)
|
---|
[2829] | 1985 | myfont.DrawString(msg[j], 10.0f, winHeight - 5 - j * 20);
|
---|
[2826] | 1986 | }
|
---|
[2808] | 1987 |
|
---|
[2786] | 1988 | if (showStatistics)
|
---|
[2764] | 1989 | {
|
---|
[2829] | 1990 | glColor3f(1.0f, 1.0f, 0.0f);
|
---|
| 1991 |
|
---|
[2948] | 1992 | string objStr, totalObjStr;
|
---|
| 1993 | string triStr, totalTriStr;
|
---|
[2826] | 1994 |
|
---|
[2829] | 1995 | int len = 10;
|
---|
[2948] | 1996 | CalcDecimalPoint(objStr, renderedObjects, len);
|
---|
| 1997 | CalcDecimalPoint(totalObjStr, (int)loader->GetNumEntities(), len);
|
---|
[2826] | 1998 |
|
---|
[2948] | 1999 | CalcDecimalPoint(triStr, renderedTriangles, len);
|
---|
| 2000 | CalcDecimalPoint(totalTriStr, bvh->GetBvhStats().mTriangles, len);
|
---|
| 2001 |
|
---|
[2826] | 2002 | int i = 4;
|
---|
| 2003 |
|
---|
[2953] | 2004 | if (0)
|
---|
| 2005 | {
|
---|
| 2006 | sprintf(msg[i ++], "rendered: %s of %s objects, %s of %s triangles",
|
---|
| 2007 | objStr.c_str(), totalObjStr.c_str(), triStr.c_str(), totalTriStr.c_str());
|
---|
| 2008 | }
|
---|
| 2009 | else
|
---|
| 2010 | {
|
---|
| 2011 | sprintf(msg[i ++], "rendered: %6d of %6d nodes, %s of %s triangles",
|
---|
| 2012 | renderedNodes, bvh->GetNumVirtualNodes(), triStr.c_str(), totalTriStr.c_str());
|
---|
| 2013 | }
|
---|
[2826] | 2014 |
|
---|
| 2015 | sprintf(msg[i ++], "traversed: %5d, frustum culled: %5d, query culled: %5d",
|
---|
| 2016 | traversedNodes, frustumCulledNodes, queryCulledNodes);
|
---|
| 2017 |
|
---|
| 2018 | sprintf(msg[i ++], "issued queries: %5d, state changes: %5d, render batches: %5d",
|
---|
| 2019 | issuedQueries, stateChanges, numBatches);
|
---|
| 2020 |
|
---|
| 2021 | for (int j = 4; j < 7; ++ j)
|
---|
[2829] | 2022 | myfont.DrawString(msg[j], 10.0f, winHeight - (j + 1) * 20);
|
---|
[2764] | 2023 | }
|
---|
[2790] | 2024 |
|
---|
[2826] | 2025 | glColor3f(1.0f, 1.0f, 1.0f);
|
---|
| 2026 | static char *alg_str[] = {"Frustum Cull", "Stop and Wait", "CHC", "CHC ++"};
|
---|
[2827] | 2027 |
|
---|
| 2028 | if (!showAlgorithmTime)
|
---|
[3010] | 2029 | sprintf(msg[7], "%s: %6.1f fps", alg_str[renderMode], fps);
|
---|
[2827] | 2030 | else
|
---|
| 2031 | sprintf(msg[7], "%s: %6.1f ms", alg_str[renderMode], rTime);
|
---|
[3010] | 2032 |
|
---|
[2829] | 2033 | myfont.DrawString(msg[7], 1.3f, 690.0f, 760.0f);//, top_color, bottom_color);
|
---|
[2827] | 2034 |
|
---|
| 2035 | //sprintf(msg[8], "algorithm time: %6.1f ms", rTime);
|
---|
| 2036 | //myfont.DrawString(msg[8], 720.0f, 730.0f);
|
---|
[2764] | 2037 | }
|
---|
| 2038 |
|
---|
[2826] | 2039 | glDisable(GL_BLEND);
|
---|
| 2040 | glDisable(GL_TEXTURE_2D);
|
---|
| 2041 |
|
---|
[2792] | 2042 | End2D();
|
---|
[2764] | 2043 | }
|
---|
[2796] | 2044 |
|
---|
| 2045 |
|
---|
| 2046 | void RenderSky()
|
---|
| 2047 | {
|
---|
[2958] | 2048 | cgGLEnableProfile(RenderState::sCgVertexProfile);
|
---|
| 2049 |
|
---|
[2959] | 2050 | if ((renderMethod == RENDER_DEFERRED) || (renderMethod == RENDER_DEPTH_PASS_DEFERRED))
|
---|
| 2051 | state.SetRenderPassType(RenderState::DEFERRED);
|
---|
[2958] | 2052 |
|
---|
[2994] | 2053 | const bool useToneMapping = ((renderMethod == RENDER_DEPTH_PASS_DEFERRED) || (renderMethod == RENDER_DEFERRED)) && useHDR;
|
---|
[2796] | 2054 |
|
---|
[2983] | 2055 | preetham->RenderSkyDome(-light->GetDirection(), camera, &state, !useToneMapping);
|
---|
| 2056 |
|
---|
[2957] | 2057 | cgGLDisableProfile(RenderState::sCgVertexProfile);
|
---|
[2958] | 2058 | cgGLDisableProfile(RenderState::sCgFragmentProfile);
|
---|
[2801] | 2059 | }
|
---|
[2796] | 2060 |
|
---|
[2948] | 2061 |
|
---|
[2895] | 2062 | // render visible object from depth pass
|
---|
[2801] | 2063 | void RenderVisibleObjects()
|
---|
| 2064 | {
|
---|
[2955] | 2065 | if (renderMethod == RENDER_DEPTH_PASS_DEFERRED)
|
---|
[2948] | 2066 | {
|
---|
[2950] | 2067 | if (showShadowMap && !renderLightView)
|
---|
[2951] | 2068 | {
|
---|
| 2069 | float minVisibleDist = min(camera->GetFar(), traverser->GetMaxVisibleDistance());
|
---|
| 2070 | RenderShadowMap(minVisibleDist);
|
---|
| 2071 | }
|
---|
[2949] | 2072 |
|
---|
| 2073 | glDisable(GL_LIGHTING);
|
---|
| 2074 | glViewport(0, 0, texWidth, texHeight);
|
---|
[2951] | 2075 |
|
---|
[2948] | 2076 | InitDeferredRendering();
|
---|
| 2077 | }
|
---|
[2949] | 2078 | else
|
---|
[2950] | 2079 | {
|
---|
| 2080 | glEnable(GL_LIGHTING);
|
---|
[2955] | 2081 | state.SetRenderPassType(RenderState::FIXED);
|
---|
[2950] | 2082 | }
|
---|
[2948] | 2083 |
|
---|
[2957] | 2084 | glShadeModel(GL_SMOOTH);
|
---|
[2953] | 2085 | glEnableClientState(GL_NORMAL_ARRAY);
|
---|
| 2086 |
|
---|
[2950] | 2087 | // draw all objects that have exactly the same depth as the current sample
|
---|
| 2088 | glDepthFunc(GL_LEQUAL);
|
---|
| 2089 | glColorMask(GL_TRUE, GL_TRUE, GL_TRUE, GL_TRUE);
|
---|
[2801] | 2090 |
|
---|
[2982] | 2091 | glClear(GL_COLOR_BUFFER_BIT);
|
---|
| 2092 |
|
---|
[2950] | 2093 | state.SetUseAlphaToCoverage(true);
|
---|
| 2094 | state.Reset();
|
---|
[2951] | 2095 |
|
---|
[2949] | 2096 | //cout << "visible: " << (int)traverser->GetVisibleObjects().size() << endl;
|
---|
| 2097 |
|
---|
[2801] | 2098 | SceneEntityContainer::const_iterator sit,
|
---|
| 2099 | sit_end = traverser->GetVisibleObjects().end();
|
---|
| 2100 |
|
---|
| 2101 | for (sit = traverser->GetVisibleObjects().begin(); sit != sit_end; ++ sit)
|
---|
[2948] | 2102 | {
|
---|
[2801] | 2103 | renderQueue->Enqueue(*sit);
|
---|
[2948] | 2104 | }
|
---|
| 2105 |
|
---|
[2801] | 2106 | renderQueue->Apply();
|
---|
| 2107 |
|
---|
| 2108 | glDepthFunc(GL_LESS);
|
---|
[2959] | 2109 | state.Reset();
|
---|
[2949] | 2110 |
|
---|
| 2111 | PrintGLerror("visibleobjects");
|
---|
[2801] | 2112 | }
|
---|
| 2113 |
|
---|
| 2114 |
|
---|
| 2115 | void PlaceViewer(const Vector3 &oldPos)
|
---|
| 2116 | {
|
---|
| 2117 | Vector3 playerPos = camera->GetPosition();
|
---|
[2843] | 2118 | bool validIntersect = sceneQuery->CalcIntersection(playerPos);
|
---|
[2801] | 2119 |
|
---|
[2853] | 2120 | if (validIntersect)
|
---|
[2848] | 2121 | // && ((playerPos.z - oldPos.z) < bvh->GetBox().Size(2) * 1e-1f))
|
---|
[2801] | 2122 | {
|
---|
| 2123 | camera->SetPosition(playerPos);
|
---|
| 2124 | }
|
---|
[2809] | 2125 | }
|
---|
[2948] | 2126 |
|
---|
| 2127 |
|
---|
[2951] | 2128 | void RenderShadowMap(float newfar)
|
---|
[2948] | 2129 | {
|
---|
| 2130 | cgGLDisableProfile(RenderState::sCgFragmentProfile);
|
---|
| 2131 | cgGLDisableProfile(RenderState::sCgVertexProfile);
|
---|
| 2132 |
|
---|
[2953] | 2133 | glDisableClientState(GL_NORMAL_ARRAY);
|
---|
| 2134 |
|
---|
[2955] | 2135 | state.SetRenderPassType(RenderState::DEPTH_PASS);
|
---|
| 2136 | state.LockCullFaceEnabled(true);
|
---|
| 2137 | state.SetUseAlphaToCoverage(false);
|
---|
[2948] | 2138 |
|
---|
[2980] | 2139 | // change CHC++ set of state variables
|
---|
| 2140 | // this must be done for each change of camera because
|
---|
[2948] | 2141 | // otherwise the temporal coherency is broken
|
---|
| 2142 | BvhNode::SetCurrentState(1);
|
---|
| 2143 |
|
---|
| 2144 | // hack: temporarily change camera far plane
|
---|
[2951] | 2145 | camera->SetFar(newfar);
|
---|
[2955] | 2146 | glDisable(GL_CULL_FACE);
|
---|
| 2147 |
|
---|
[2948] | 2148 | // the scene is rendered withouth any shading
|
---|
[3005] | 2149 | shadowMap->ComputeShadowMap(shadowTraverser, viewProjMat);
|
---|
[2948] | 2150 |
|
---|
[2955] | 2151 | glEnable(GL_CULL_FACE);
|
---|
[2948] | 2152 | camera->SetFar(farDist);
|
---|
| 2153 |
|
---|
| 2154 | state.SetUseAlphaToCoverage(true);
|
---|
[2955] | 2155 | state.LockCullFaceEnabled(false);
|
---|
[2948] | 2156 |
|
---|
[2953] | 2157 | glEnableClientState(GL_NORMAL_ARRAY);
|
---|
| 2158 |
|
---|
[2948] | 2159 | // change back state
|
---|
| 2160 | BvhNode::SetCurrentState(0);
|
---|
[2952] | 2161 | }
|
---|