[2961] | 1 | // chcdemo.cpp : Defines the entry point for the console application.
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[2642] | 2 | //
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[3019] | 3 |
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| 4 | #ifdef _CRT_SET
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| 5 | #define _CRTDBG_MAP_ALLOC
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| 6 | #include <stdlib.h>
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| 7 | #include <crtdbg.h>
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| 8 | #endif
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| 9 |
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| 10 | #include "common.h"
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| 11 |
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| 12 | #ifdef _CRT_SET
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| 13 | // redefine new operator
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| 14 | #define DEBUG_NEW new(_NORMAL_BLOCK, __FILE__, __LINE__)
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| 15 | #define new DEBUG_NEW
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| 16 | #endif
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| 17 |
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| 18 |
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[2746] | 19 | #include <math.h>
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| 20 | #include <time.h>
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[3019] | 21 | #include "glInterface.h"
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| 22 |
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| 23 | #include <Cg/cg.h>
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| 24 | #include <Cg/cgGL.h>
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| 25 |
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| 26 |
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[2642] | 27 | #include "RenderTraverser.h"
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[2756] | 28 | #include "SceneEntity.h"
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| 29 | #include "Vector3.h"
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| 30 | #include "Matrix4x4.h"
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[2795] | 31 | #include "ResourceManager.h"
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[2756] | 32 | #include "Bvh.h"
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| 33 | #include "Camera.h"
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| 34 | #include "Geometry.h"
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[2760] | 35 | #include "BvhLoader.h"
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| 36 | #include "FrustumCullingTraverser.h"
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[2763] | 37 | #include "StopAndWaitTraverser.h"
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[2764] | 38 | #include "CHCTraverser.h"
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[2767] | 39 | #include "CHCPlusPlusTraverser.h"
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| 40 | #include "Visualization.h"
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[2769] | 41 | #include "RenderState.h"
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[2795] | 42 | #include "Timer/PerfTimer.h"
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[2796] | 43 | #include "SceneQuery.h"
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[2801] | 44 | #include "RenderQueue.h"
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[2819] | 45 | #include "Material.h"
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[2826] | 46 | #include "glfont2.h"
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[2827] | 47 | #include "PerformanceGraph.h"
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[2828] | 48 | #include "Environment.h"
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[2837] | 49 | #include "Halton.h"
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[2840] | 50 | #include "Transform3.h"
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[2853] | 51 | #include "SampleGenerator.h"
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[2857] | 52 | #include "FrameBufferObject.h"
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[2896] | 53 | #include "DeferredRenderer.h"
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[2887] | 54 | #include "ShadowMapping.h"
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| 55 | #include "Light.h"
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[2953] | 56 | #include "SceneEntityConverter.h"
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[2957] | 57 | #include "ObjConverter.h"
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| 58 | #include "SkyPreetham.h"
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[2964] | 59 | #include "Texture.h"
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[2980] | 60 | #include "EntityMerger.h"
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[2642] | 61 |
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[2756] | 62 | using namespace std;
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[2776] | 63 | using namespace CHCDemoEngine;
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[2642] | 64 |
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| 65 |
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[2828] | 66 | static Environment env;
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| 67 |
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[2911] | 68 | #define MAX_DEPTH_CONST 10.0f
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[2828] | 69 |
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[2884] | 70 | // fbo
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[2879] | 71 | FrameBufferObject *fbo = NULL;
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[2756] | 72 |
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[2826] | 73 | GLuint fontTex;
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[2810] | 74 |
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[2756] | 75 | /// the renderable scene geometry
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| 76 | SceneEntityContainer sceneEntities;
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[3012] | 77 |
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[2756] | 78 | // traverses and renders the hierarchy
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[2767] | 79 | RenderTraverser *traverser = NULL;
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[2756] | 80 | /// the hierarchy
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[2767] | 81 | Bvh *bvh = NULL;
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[2793] | 82 | /// handles scene loading
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[2795] | 83 | ResourceManager *loader = NULL;
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[2756] | 84 | /// the scene camera
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[2767] | 85 | Camera *camera = NULL;
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[2795] | 86 | /// the scene camera
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| 87 | Camera *visCamera = NULL;
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[2767] | 88 | /// the visualization
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| 89 | Visualization *visualization = NULL;
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[2760] | 90 | /// the current render state
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| 91 | RenderState state;
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[2764] | 92 | /// the rendering algorithm
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[2795] | 93 | int renderMode = RenderTraverser::CHCPLUSPLUS;
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[2756] | 94 | // eye near plane distance
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[2954] | 95 | float nearDist = 0.2f;
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[2927] | 96 | float farDist = 1e6f;
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[2856] | 97 | /// the field of view
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| 98 | float fov = 50.0f;
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[2771] | 99 | /// the pixel threshold where a node is still considered invisible
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| 100 | int threshold;
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[2764] | 101 |
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[2776] | 102 | int assumedVisibleFrames = 10;
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| 103 | int maxBatchSize = 50;
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[2771] | 104 |
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[2800] | 105 | int trianglesPerVirtualLeaf = INITIAL_TRIANGLES_PER_VIRTUAL_LEAVES;
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[2767] | 106 |
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[2796] | 107 | SceneQuery *sceneQuery = NULL;
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[2801] | 108 | RenderQueue *renderQueue = NULL;
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[2796] | 109 |
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[2897] | 110 | // traverses and renders the hierarchy
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| 111 | RenderTraverser *shadowTraverser = NULL;
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| 112 |
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[2957] | 113 | SkyPreetham *preetham = NULL;
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[2897] | 114 |
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[3016] | 115 |
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[2994] | 116 | /// the used render type for this render pass
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| 117 | enum RenderMethod
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| 118 | {
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| 119 | RENDER_FIXED,
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| 120 | RENDER_DEPTH_PASS,
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| 121 | RENDER_DEFERRED,
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| 122 | RENDER_DEPTH_PASS_DEFERRED,
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| 123 | RENDER_NUM_RENDER_TYPES
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| 124 | };
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[2957] | 125 |
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[2994] | 126 | /// one of four possible render methods
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| 127 | int renderMethod = RENDER_FIXED;
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| 128 |
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| 129 |
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[2809] | 130 | /// these values get scaled with the frame rate
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[2828] | 131 | static float keyForwardMotion = 30.0f;
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| 132 | static float keyRotation = 1.5f;
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[2801] | 133 |
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[2826] | 134 | /// elapsed time in milliseconds
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| 135 | double elapsedTime = 1000.0f;
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| 136 | double algTime = 1000.0f;
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[2795] | 137 |
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[2809] | 138 | static int winWidth = 1024;
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[2813] | 139 | static int winHeight = 768;
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[2892] | 140 |
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[2945] | 141 | int shadowSize = 2048;
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[2892] | 142 |
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[2809] | 143 | static float winAspectRatio = 1.0f;
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[2642] | 144 |
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[2776] | 145 | double accumulatedTime = 1000;
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[2770] | 146 | float fps = 1e3f;
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| 147 |
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[2826] | 148 | glfont::GLFont myfont;
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| 149 |
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[2809] | 150 | // rendertexture
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[2828] | 151 | static int texWidth = 1024;
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| 152 | static int texHeight = 768;
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[2866] | 153 |
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[2770] | 154 | int renderedObjects = 0;
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[2773] | 155 | int renderedNodes = 0;
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| 156 | int renderedTriangles = 0;
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| 157 |
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[2770] | 158 | int issuedQueries = 0;
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| 159 | int traversedNodes = 0;
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| 160 | int frustumCulledNodes = 0;
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| 161 | int queryCulledNodes = 0;
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| 162 | int stateChanges = 0;
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[2800] | 163 | int numBatches = 0;
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[2770] | 164 |
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[2642] | 165 |
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[2792] | 166 | // mouse navigation state
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[2809] | 167 | int xEyeBegin = 0;
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| 168 | int yEyeBegin = 0;
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| 169 | int yMotionBegin = 0;
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| 170 | int verticalMotionBegin = 0;
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| 171 | int horizontalMotionBegin = 0;
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[2642] | 172 |
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[2800] | 173 |
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[2792] | 174 | bool leftKeyPressed = false;
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| 175 | bool rightKeyPressed = false;
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| 176 | bool upKeyPressed = false;
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| 177 | bool downKeyPressed = false;
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[2837] | 178 | bool descendKeyPressed = false;
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| 179 | bool ascendKeyPressed = false;
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[2787] | 180 |
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[2994] | 181 | bool showHelp = false;
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| 182 | bool showStatistics = false;
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| 183 | bool showOptions = true;
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| 184 | bool showBoundingVolumes = false;
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| 185 | bool visMode = false;
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| 186 |
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| 187 | bool useOptimization = false;
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| 188 | bool useTightBounds = true;
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| 189 | bool useRenderQueue = true;
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| 190 | bool useMultiQueries = true;
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| 191 | bool flyMode = true;
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| 192 |
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[2875] | 193 | bool useGlobIllum = false;
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| 194 | bool useTemporalCoherence = true;
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[2994] | 195 | bool showAlgorithmTime = false;
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[2875] | 196 |
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[2994] | 197 | bool useFullScreen = false;
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| 198 | bool useLODs = true;
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| 199 | bool moveLight = false;
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| 200 |
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| 201 | bool useAdvancedShading = false;
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| 202 | bool showShadowMap = false;
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| 203 | bool renderLightView = false;
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| 204 |
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| 205 | bool altKeyPressed = false;
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| 206 |
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| 207 | bool useHDR = true;
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| 208 |
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[2901] | 209 | static float ssaoTempCohFactor = 255.0;
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[2821] | 210 |
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[2826] | 211 |
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[2819] | 212 | PerfTimer frameTimer, algTimer;
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| 213 |
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[2976] | 214 | static int sCurrentMrtSet = 0;
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[2957] | 215 |
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[2827] | 216 | PerformanceGraph *perfGraph = NULL;
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[2825] | 217 |
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[2827] | 218 |
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[2948] | 219 | //DeferredRenderer::SAMPLING_METHOD samplingMethod = DeferredRenderer::SAMPLING_POISSON;
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| 220 | DeferredRenderer::SAMPLING_METHOD samplingMethod = DeferredRenderer::SAMPLING_QUADRATIC;
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[2865] | 221 |
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[2894] | 222 | ShadowMap *shadowMap = NULL;
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[2952] | 223 | DirectionalLight *light = NULL;
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[2948] | 224 | DeferredRenderer *ssaoShader = NULL;
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[2834] | 225 |
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[2953] | 226 | SceneEntity *cube = NULL;
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[2957] | 227 | SceneEntity *aeroplane = NULL;
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| 228 | SceneEntity *skyDome = NULL;
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[2895] | 229 |
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[2952] | 230 |
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[2991] | 231 |
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[2809] | 232 | // function forward declarations
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[2759] | 233 | void InitExtensions();
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[2756] | 234 | void DisplayVisualization();
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[2759] | 235 | void InitGLstate();
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[2809] | 236 | void InitRenderTexture();
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| 237 | void InitCg();
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[2759] | 238 | void CleanUp();
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| 239 | void SetupEyeView();
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| 240 | void UpdateEyeMtx();
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| 241 | void SetupLighting();
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[2764] | 242 | void DisplayStats();
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[2769] | 243 | void Output(int x, int y, const char *string);
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[2786] | 244 | void DrawHelpMessage();
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[2796] | 245 | void RenderSky();
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[2801] | 246 | void RenderVisibleObjects();
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[2756] | 247 |
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[2792] | 248 | void Begin2D();
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| 249 | void End2D();
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| 250 | void KeyBoard(unsigned char c, int x, int y);
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| 251 | void DrawStatistics();
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| 252 | void Display();
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| 253 | void Special(int c, int x, int y);
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| 254 | void KeyUp(unsigned char c, int x, int y);
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| 255 | void SpecialKeyUp(int c, int x, int y);
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| 256 | void Reshape(int w, int h);
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| 257 | void Mouse(int button, int state, int x, int y);
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| 258 | void LeftMotion(int x, int y);
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| 259 | void RightMotion(int x, int y);
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| 260 | void MiddleMotion(int x, int y);
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| 261 | void CalcDecimalPoint(string &str, int d);
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[2642] | 262 |
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[2897] | 263 | RenderTraverser *CreateTraverser(Camera *cam);
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| 264 |
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[2792] | 265 | void KeyHorizontalMotion(float shift);
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[2794] | 266 | void KeyVerticalMotion(float shift);
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[2642] | 267 |
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[2801] | 268 | void PlaceViewer(const Vector3 &oldPos);
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[2642] | 269 |
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[2826] | 270 | inline float KeyRotationAngle() { return keyRotation * elapsedTime * 1e-3f; }
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| 271 | inline float KeyShift() { return keyForwardMotion * elapsedTime * 1e-3f; }
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[3019] | 272 | // initialise the frame buffer objects
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[2809] | 273 | void InitFBO();
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[2795] | 274 |
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[2954] | 275 | void RightMotionLight(int x, int y);
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| 276 |
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[2951] | 277 | void RenderShadowMap(float newfar);
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[2810] | 278 |
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[2809] | 279 |
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| 280 |
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[2810] | 281 | /////////
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| 282 | //-- cg stuff
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| 283 |
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[2808] | 284 | static CGcontext sCgContext = NULL;
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[2810] | 285 | static CGprogram sCgMrtVertexProgram = NULL;
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[2795] | 286 |
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[2999] | 287 | static CGparameter sEyePosParamTex;
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| 288 | static CGparameter sEyePosParam;
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[2964] | 289 |
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[3005] | 290 | static Matrix4x4 viewProjMat = IdentityMatrix();
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| 291 | static Matrix4x4 oldViewProjMat = IdentityMatrix();
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[2820] | 292 |
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[2837] | 293 |
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[2995] | 294 |
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[2809] | 295 | static void cgErrorCallback()
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| 296 | {
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| 297 | CGerror lastError = cgGetError();
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| 298 |
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| 299 | if(lastError)
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| 300 | {
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| 301 | printf("%s\n\n", cgGetErrorString(lastError));
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| 302 | printf("%s\n", cgGetLastListing(sCgContext));
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[2861] | 303 |
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[2809] | 304 | printf("Cg error, exiting...\n");
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| 305 |
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| 306 | exit(0);
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| 307 | }
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| 308 | }
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| 309 |
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| 310 |
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| 311 | static void PrintGLerror(char *msg)
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| 312 | {
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| 313 | GLenum errCode;
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| 314 | const GLubyte *errStr;
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| 315 |
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| 316 | if ((errCode = glGetError()) != GL_NO_ERROR)
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| 317 | {
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| 318 | errStr = gluErrorString(errCode);
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| 319 | fprintf(stderr,"OpenGL ERROR: %s: %s\n", errStr, msg);
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| 320 | }
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| 321 | }
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| 322 |
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| 323 |
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[2642] | 324 | int main(int argc, char* argv[])
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| 325 | {
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[3019] | 326 | #ifdef _CRT_SET
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| 327 |
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| 328 | //Now just call this function at the start of your program and if you're
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| 329 | //compiling in debug mode (F5), any leaks will be displayed in the Output
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| 330 | //window when the program shuts down. If you're not in debug mode this will
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| 331 | //be ignored. Use it as you will!
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| 332 | //note: from GDNet Direct [3.8.04 - 3.14.04] void detectMemoryLeaks() {
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| 333 |
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| 334 | _CrtSetDbgFlag(_CRTDBG_LEAK_CHECK_DF|_CRTDBG_ALLOC_MEM_DF);
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| 335 | _CrtSetReportMode(_CRT_ASSERT,_CRTDBG_MODE_FILE);
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| 336 | _CrtSetReportFile(_CRT_ASSERT,_CRTDBG_FILE_STDERR);
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| 337 | #endif
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| 338 |
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| 339 | cout << "=== reading environment file ===" << endl << endl;
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| 340 |
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[2781] | 341 | int returnCode = 0;
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| 342 |
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[2837] | 343 | Vector3 camPos(.0f, .0f, .0f);
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[2838] | 344 | Vector3 camDir(.0f, 1.0f, .0f);
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[2952] | 345 | Vector3 lightDir(-0.8f, 1.0f, -0.7f);
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[2837] | 346 |
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[2873] | 347 | cout << "=== reading environment file ===" << endl << endl;
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[2830] | 348 |
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[3019] | 349 | const string envFileName = "default.env";
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[2837] | 350 | if (!env.Read(envFileName))
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| 351 | {
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| 352 | cerr << "loading environment " << envFileName << " failed!" << endl;
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| 353 | }
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| 354 | else
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| 355 | {
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| 356 | env.GetIntParam(string("assumedVisibleFrames"), assumedVisibleFrames);
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| 357 | env.GetIntParam(string("maxBatchSize"), maxBatchSize);
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| 358 | env.GetIntParam(string("trianglesPerVirtualLeaf"), trianglesPerVirtualLeaf);
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[2828] | 359 |
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[2837] | 360 | env.GetFloatParam(string("keyForwardMotion"), keyForwardMotion);
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| 361 | env.GetFloatParam(string("keyRotation"), keyRotation);
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[2828] | 362 |
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[2837] | 363 | env.GetIntParam(string("winWidth"), winWidth);
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| 364 | env.GetIntParam(string("winHeight"), winHeight);
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[2828] | 365 |
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[2837] | 366 | env.GetBoolParam(string("useFullScreen"), useFullScreen);
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[2901] | 367 | env.GetFloatParam(string("tempCohFactor"), ssaoTempCohFactor);
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[2837] | 368 | env.GetVectorParam(string("camPosition"), camPos);
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[2838] | 369 | env.GetVectorParam(string("camDirection"), camDir);
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[2952] | 370 | env.GetVectorParam(string("lightDirection"), lightDir);
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[2828] | 371 |
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[2865] | 372 | env.GetBoolParam(string("useLODs"), useLODs);
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[2945] | 373 | env.GetIntParam(string("shadowSize"), shadowSize);
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[2865] | 374 |
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[2994] | 375 | env.GetBoolParam(string("useHDR"), useHDR);
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| 376 |
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[2846] | 377 | //env.GetStringParam(string("modelPath"), model_path);
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[2838] | 378 | //env.GetIntParam(string("numSssaoSamples"), numSsaoSamples);
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| 379 |
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[2837] | 380 | cout << "assumedVisibleFrames: " << assumedVisibleFrames << endl;
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| 381 | cout << "maxBatchSize: " << maxBatchSize << endl;
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| 382 | cout << "trianglesPerVirtualLeaf: " << trianglesPerVirtualLeaf << endl;
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[2828] | 383 |
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[2837] | 384 | cout << "keyForwardMotion: " << keyForwardMotion << endl;
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| 385 | cout << "keyRotation: " << keyRotation << endl;
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| 386 | cout << "winWidth: " << winWidth << endl;
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| 387 | cout << "winHeight: " << winHeight << endl;
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| 388 | cout << "useFullScreen: " << useFullScreen << endl;
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[2865] | 389 | cout << "useLODs: " << useLODs << endl;
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[2837] | 390 | cout << "camPosition: " << camPos << endl;
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[2901] | 391 | cout << "temporal coherence: " << ssaoTempCohFactor << endl;
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[2945] | 392 | cout << "shadow size: " << shadowSize << endl;
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[2873] | 393 |
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[2846] | 394 | //cout << "model path: " << model_path << endl;
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[2873] | 395 |
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[2881] | 396 | cout << "**** end parameters ****" << endl << endl;
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[2837] | 397 | }
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[2829] | 398 |
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[2828] | 399 | ///////////////////////////
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| 400 |
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[2914] | 401 | camera = new Camera(winWidth, winHeight, fov);
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[2795] | 402 | camera->SetNear(nearDist);
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[2913] | 403 | camera->SetFar(1000);
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[2888] | 404 |
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[2838] | 405 | camera->SetDirection(camDir);
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[2829] | 406 | camera->SetPosition(camPos);
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| 407 |
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[2806] | 408 | visCamera = new Camera(winWidth, winHeight, fov);
|
---|
[2796] | 409 | visCamera->SetNear(0.0f);
|
---|
| 410 | visCamera->Yaw(.5 * M_PI);
|
---|
[2781] | 411 |
|
---|
[2952] | 412 | // create a new light
|
---|
[2968] | 413 | light = new DirectionalLight(lightDir, RgbaColor(1, 1, 1, 1), RgbaColor(1, 1, 1, 1));
|
---|
[2952] | 414 |
|
---|
| 415 |
|
---|
[2802] | 416 | renderQueue = new RenderQueue(&state, camera);
|
---|
[2801] | 417 |
|
---|
[2760] | 418 | glutInitWindowSize(winWidth, winHeight);
|
---|
[2756] | 419 | glutInit(&argc, argv);
|
---|
[2853] | 420 | glutInitDisplayMode(GLUT_DOUBLE | GLUT_RGBA | GLUT_DEPTH | GLUT_MULTISAMPLE);
|
---|
| 421 | //glutInitDisplayMode(GLUT_DOUBLE | GLUT_RGBA | GLUT_DEPTH);
|
---|
[2850] | 422 | //glutInitDisplayString("samples=2");
|
---|
| 423 |
|
---|
[2867] | 424 | SceneEntity::SetUseLODs(useLODs);
|
---|
| 425 |
|
---|
[2828] | 426 | if (!useFullScreen)
|
---|
[2856] | 427 | {
|
---|
[2828] | 428 | glutCreateWindow("FriendlyCulling");
|
---|
[2856] | 429 | }
|
---|
[2828] | 430 | else
|
---|
| 431 | {
|
---|
| 432 | glutGameModeString( "1024x768:32@75" );
|
---|
| 433 | glutEnterGameMode();
|
---|
| 434 | }
|
---|
| 435 |
|
---|
[2792] | 436 | glutDisplayFunc(Display);
|
---|
| 437 | glutKeyboardFunc(KeyBoard);
|
---|
| 438 | glutSpecialFunc(Special);
|
---|
| 439 | glutReshapeFunc(Reshape);
|
---|
| 440 | glutMouseFunc(Mouse);
|
---|
| 441 | glutIdleFunc(Display);
|
---|
| 442 | glutKeyboardUpFunc(KeyUp);
|
---|
| 443 | glutSpecialUpFunc(SpecialKeyUp);
|
---|
| 444 | glutIgnoreKeyRepeat(true);
|
---|
| 445 |
|
---|
[2829] | 446 | // initialise gl graphics
|
---|
[2756] | 447 | InitExtensions();
|
---|
| 448 | InitGLstate();
|
---|
[2850] | 449 |
|
---|
[2854] | 450 | glEnable(GL_MULTISAMPLE_ARB);
|
---|
| 451 | glHint(GL_MULTISAMPLE_FILTER_HINT_NV, GL_NICEST);
|
---|
[2850] | 452 |
|
---|
[2792] | 453 | LeftMotion(0, 0);
|
---|
| 454 | MiddleMotion(0, 0);
|
---|
[2756] | 455 |
|
---|
[2829] | 456 | perfGraph = new PerformanceGraph(1000);
|
---|
[2756] | 457 |
|
---|
[2795] | 458 | loader = new ResourceManager();
|
---|
[2793] | 459 |
|
---|
[2784] | 460 | const string filename = string(model_path + "city.dem");
|
---|
[3019] | 461 |
|
---|
[2756] | 462 |
|
---|
[2793] | 463 | if (loader->Load(filename, sceneEntities))
|
---|
[3012] | 464 | cout << "model " << filename << " loaded" << endl;
|
---|
[2756] | 465 | else
|
---|
[2784] | 466 | {
|
---|
[3012] | 467 | cerr << "loading model " << filename << " failed" << endl;
|
---|
[2792] | 468 | CleanUp();
|
---|
[2784] | 469 | exit(0);
|
---|
| 470 | }
|
---|
[3019] | 471 |
|
---|
[2756] | 472 |
|
---|
[2961] | 473 | const string bvh_filename = string(model_path + "city.bvh");
|
---|
| 474 | BvhLoader bvhLoader;
|
---|
| 475 | bvh = bvhLoader.Load(bvh_filename, sceneEntities);
|
---|
[2795] | 476 |
|
---|
[2961] | 477 | if (!bvh)
|
---|
[2795] | 478 | {
|
---|
[2961] | 479 | cerr << "loading bvh " << bvh_filename << " failed" << endl;
|
---|
[2795] | 480 | CleanUp();
|
---|
| 481 | exit(0);
|
---|
| 482 | }
|
---|
| 483 |
|
---|
[2963] | 484 | // set far plane based on scene extent
|
---|
| 485 | farDist = 10.0f * Magnitude(bvh->GetBox().Diagonal());
|
---|
| 486 | bvh->SetVirtualLeaves(trianglesPerVirtualLeaf);
|
---|
| 487 |
|
---|
| 488 | camera->SetFar(Magnitude(bvh->GetBox().Diagonal()));
|
---|
| 489 |
|
---|
| 490 | InitCg();
|
---|
| 491 |
|
---|
| 492 | DeferredRenderer::Init(sCgContext);
|
---|
| 493 | SkyPreetham::Init(sCgContext);
|
---|
| 494 |
|
---|
[2961] | 495 | Vector3 cubeCenter(470.398f, 240.364f, 182.5f);
|
---|
[2982] | 496 |
|
---|
[2961] | 497 | Matrix4x4 transl = TranslationMatrix(cubeCenter);
|
---|
| 498 |
|
---|
| 499 | SceneEntityContainer dummy;
|
---|
[2964] | 500 |
|
---|
| 501 | string skyDomeStr(model_path + "sky.dem");
|
---|
| 502 |
|
---|
[3019] | 503 | if (loader->Load(skyDomeStr, sceneEntities))
|
---|
| 504 | cout << "successfully loaded " << sceneEntities.size() << " scene entities" << endl;
|
---|
[2961] | 505 | else
|
---|
[2784] | 506 | {
|
---|
[2964] | 507 | cerr << "loading file " << skyDomeStr << " failed" << endl;
|
---|
[2961] | 508 |
|
---|
[2792] | 509 | CleanUp();
|
---|
[2784] | 510 | exit(0);
|
---|
| 511 | }
|
---|
| 512 |
|
---|
[3019] | 513 | skyDome = sceneEntities.back();
|
---|
[2861] | 514 |
|
---|
[2964] | 515 |
|
---|
[2990] | 516 | const float turbitiy = 5.0f;
|
---|
[2961] | 517 | preetham = new SkyPreetham(turbitiy, skyDome);
|
---|
| 518 |
|
---|
[2857] | 519 | // initialize the render traverser
|
---|
[2897] | 520 | traverser = CreateTraverser(camera);
|
---|
[2756] | 521 |
|
---|
[2787] | 522 | visualization = new Visualization(bvh, camera, NULL, &state);
|
---|
[2897] | 523 |
|
---|
[2955] | 524 | state.SetRenderPassType(RenderState::FIXED);
|
---|
[2843] | 525 | sceneQuery = new SceneQuery(bvh->GetBox(), traverser);
|
---|
[2796] | 526 |
|
---|
[2847] | 527 | // frame time is restarted every frame
|
---|
| 528 | frameTimer.Start();
|
---|
[2800] | 529 |
|
---|
[2857] | 530 | // the rendering loop
|
---|
[2642] | 531 | glutMainLoop();
|
---|
| 532 |
|
---|
| 533 | // clean up
|
---|
[2756] | 534 | CleanUp();
|
---|
[3019] | 535 |
|
---|
[2642] | 536 | return 0;
|
---|
| 537 | }
|
---|
| 538 |
|
---|
[2756] | 539 |
|
---|
[2809] | 540 | void InitCg(void)
|
---|
| 541 | {
|
---|
| 542 | // Setup Cg
|
---|
| 543 | cgSetErrorCallback(cgErrorCallback);
|
---|
| 544 |
|
---|
| 545 | // Create cgContext.
|
---|
| 546 | sCgContext = cgCreateContext();
|
---|
| 547 |
|
---|
| 548 | // get the best profile for this hardware
|
---|
[2818] | 549 | RenderState::sCgFragmentProfile = cgGLGetLatestProfile(CG_GL_FRAGMENT);
|
---|
| 550 | cgGLSetOptimalOptions(RenderState::sCgFragmentProfile);
|
---|
[2809] | 551 |
|
---|
[2818] | 552 | RenderState::sCgVertexProfile = cgGLGetLatestProfile(CG_GL_VERTEX);
|
---|
| 553 | cgGLSetOptimalOptions(RenderState::sCgVertexProfile);
|
---|
[2809] | 554 |
|
---|
[2810] | 555 | sCgMrtVertexProgram =
|
---|
[2809] | 556 | cgCreateProgramFromFile(sCgContext,
|
---|
| 557 | CG_SOURCE,
|
---|
[2810] | 558 | "src/shaders/mrt.cg",
|
---|
[2818] | 559 | RenderState::sCgVertexProfile,
|
---|
[2810] | 560 | "vtx",
|
---|
[2809] | 561 | NULL);
|
---|
| 562 |
|
---|
[2821] | 563 | if (sCgMrtVertexProgram != NULL)
|
---|
[2809] | 564 | {
|
---|
[2810] | 565 | cgGLLoadProgram(sCgMrtVertexProgram);
|
---|
[2818] | 566 |
|
---|
[2952] | 567 | //sInvViewProjParam = cgGetNamedParameter(sCgMrtVertexProgram, "InvViewProj");
|
---|
| 568 | Transform3::sModelMatrixParam = cgGetNamedParameter(sCgMrtVertexProgram, "ModelView");
|
---|
[2809] | 569 | }
|
---|
| 570 |
|
---|
[2819] | 571 | RenderState::sCgMrtFragmentTexProgram =
|
---|
[2809] | 572 | cgCreateProgramFromFile(sCgContext,
|
---|
| 573 | CG_SOURCE,
|
---|
[2810] | 574 | "src/shaders/mrt.cg",
|
---|
[2818] | 575 | RenderState::sCgFragmentProfile,
|
---|
[2819] | 576 | "fragtex",
|
---|
| 577 | NULL);
|
---|
| 578 |
|
---|
| 579 | if (RenderState::sCgMrtFragmentTexProgram != NULL)
|
---|
| 580 | {
|
---|
| 581 | cgGLLoadProgram(RenderState::sCgMrtFragmentTexProgram);
|
---|
| 582 |
|
---|
[2999] | 583 | sEyePosParamTex = cgGetNamedParameter(RenderState::sCgMrtFragmentTexProgram, "eyePos");
|
---|
[2964] | 584 | RenderState::sTexParam = cgGetNamedParameter(RenderState::sCgMrtFragmentTexProgram, "tex");
|
---|
[2819] | 585 | }
|
---|
| 586 | else
|
---|
| 587 | cerr << "fragment tex program failed to load" << endl;
|
---|
| 588 |
|
---|
[2959] | 589 | RenderState::sCgMrtFragmentProgram =
|
---|
[2819] | 590 | cgCreateProgramFromFile(sCgContext,
|
---|
| 591 | CG_SOURCE,
|
---|
[2959] | 592 | "src/shaders/mrt.cg",
|
---|
[2819] | 593 | RenderState::sCgFragmentProfile,
|
---|
[2959] | 594 | "frag",
|
---|
[2809] | 595 | NULL);
|
---|
| 596 |
|
---|
[2959] | 597 | if (RenderState::sCgMrtFragmentProgram != NULL)
|
---|
[2809] | 598 | {
|
---|
[2959] | 599 | cgGLLoadProgram(RenderState::sCgMrtFragmentProgram);
|
---|
[2809] | 600 |
|
---|
[3019] | 601 | sEyePosParam = cgGetNamedParameter(RenderState::sCgMrtFragmentProgram, "eyePos");
|
---|
[2809] | 602 | }
|
---|
| 603 | else
|
---|
[2959] | 604 | cerr << "fragment program failed to load" << endl;
|
---|
| 605 |
|
---|
[2809] | 606 |
|
---|
| 607 | PrintGLerror("init");
|
---|
[2818] | 608 |
|
---|
[2834] | 609 | cout << "cg initialization successful" << endl;
|
---|
[2809] | 610 | }
|
---|
| 611 |
|
---|
| 612 |
|
---|
| 613 | void InitFBO()
|
---|
[2810] | 614 | {
|
---|
[2949] | 615 | PrintGLerror("fbo start");
|
---|
[2980] | 616 |
|
---|
[2857] | 617 | // this fbo basicly stores the scene information we get from standard rendering of a frame
|
---|
| 618 | // we store colors, normals, positions (for the ssao)
|
---|
[2884] | 619 | fbo = new FrameBufferObject(texWidth, texHeight, FrameBufferObject::DEPTH_32);
|
---|
[2948] | 620 | //fbo = new FrameBufferObject(texWidth, texHeight, FrameBufferObject::DEPTH_24);
|
---|
[2857] | 621 |
|
---|
[2859] | 622 | // the diffuse color buffer
|
---|
[3015] | 623 | fbo->AddColorBuffer(ColorBufferObject::RGBA_FLOAT_32, ColorBufferObject::WRAP_CLAMP_TO_EDGE, ColorBufferObject::FILTER_LINEAR, ColorBufferObject::FILTER_NEAREST);
|
---|
[3009] | 624 | // the normals buffer
|
---|
[3017] | 625 | fbo->AddColorBuffer(ColorBufferObject::RGB_FLOAT_16, ColorBufferObject::WRAP_CLAMP_TO_EDGE, ColorBufferObject::FILTER_NEAREST);
|
---|
[2859] | 626 | // the positions buffer
|
---|
[3005] | 627 | //fbo->AddColorBuffer(ColorBufferObject::RGBA_FLOAT_32, ColorBufferObject::WRAP_CLAMP_TO_EDGE, ColorBufferObject::FILTER_NEAREST);
|
---|
[3009] | 628 | fbo->AddColorBuffer(ColorBufferObject::RGB_UBYTE, ColorBufferObject::WRAP_CLAMP_TO_EDGE, ColorBufferObject::FILTER_NEAREST);
|
---|
[2879] | 629 | // another color buffer
|
---|
[3015] | 630 | fbo->AddColorBuffer(ColorBufferObject::RGBA_FLOAT_32, ColorBufferObject::WRAP_CLAMP_TO_EDGE, ColorBufferObject::FILTER_LINEAR, ColorBufferObject::FILTER_NEAREST);
|
---|
[2879] | 631 |
|
---|
[2810] | 632 | PrintGLerror("fbo");
|
---|
[2809] | 633 | }
|
---|
| 634 |
|
---|
| 635 |
|
---|
[2827] | 636 | bool InitFont(void)
|
---|
[2642] | 637 | {
|
---|
[2826] | 638 | glEnable(GL_TEXTURE_2D);
|
---|
| 639 |
|
---|
| 640 | glGenTextures(1, &fontTex);
|
---|
| 641 | glBindTexture(GL_TEXTURE_2D, fontTex);
|
---|
[3019] | 642 |
|
---|
[2829] | 643 | if (!myfont.Create("data/fonts/verdana.glf", fontTex))
|
---|
[2826] | 644 | return false;
|
---|
| 645 |
|
---|
| 646 | glDisable(GL_TEXTURE_2D);
|
---|
[2827] | 647 |
|
---|
[2826] | 648 | return true;
|
---|
| 649 | }
|
---|
| 650 |
|
---|
| 651 |
|
---|
| 652 | void InitGLstate()
|
---|
| 653 | {
|
---|
[2965] | 654 | glClearColor(0.4f, 0.4f, 0.4f, 1.0f);
|
---|
[2642] | 655 |
|
---|
| 656 | glPixelStorei(GL_UNPACK_ALIGNMENT, 1);
|
---|
| 657 | glPixelStorei(GL_PACK_ALIGNMENT,1);
|
---|
| 658 |
|
---|
| 659 | glDepthFunc(GL_LESS);
|
---|
[2762] | 660 | glEnable(GL_DEPTH_TEST);
|
---|
[2642] | 661 |
|
---|
[2760] | 662 | glColor3f(1.0f, 1.0f, 1.0f);
|
---|
[2642] | 663 | glShadeModel(GL_SMOOTH);
|
---|
| 664 |
|
---|
| 665 | glMaterialf(GL_FRONT, GL_SHININESS, 64);
|
---|
| 666 | glEnable(GL_NORMALIZE);
|
---|
[2767] | 667 |
|
---|
| 668 | glDisable(GL_ALPHA_TEST);
|
---|
[2951] | 669 | glAlphaFunc(GL_GEQUAL, 0.5f);
|
---|
[2767] | 670 |
|
---|
[2642] | 671 | glFrontFace(GL_CCW);
|
---|
| 672 | glCullFace(GL_BACK);
|
---|
[2851] | 673 | glEnable(GL_CULL_FACE);
|
---|
| 674 |
|
---|
[2800] | 675 | glDisable(GL_TEXTURE_2D);
|
---|
[2762] | 676 |
|
---|
[2959] | 677 | GLfloat ambientColor[] = {0.2, 0.2, 0.2, 1.0};
|
---|
[2756] | 678 | GLfloat diffuseColor[] = {1.0, 0.0, 0.0, 1.0};
|
---|
[2759] | 679 | GLfloat specularColor[] = {0.0, 0.0, 0.0, 1.0};
|
---|
[2642] | 680 |
|
---|
[2756] | 681 | glMaterialfv(GL_FRONT, GL_AMBIENT, ambientColor);
|
---|
| 682 | glMaterialfv(GL_FRONT, GL_DIFFUSE, diffuseColor);
|
---|
| 683 | glMaterialfv(GL_FRONT, GL_SPECULAR, specularColor);
|
---|
[2801] | 684 |
|
---|
| 685 | glDepthFunc(GL_LESS);
|
---|
[2826] | 686 |
|
---|
[2827] | 687 | if (!InitFont())
|
---|
[2826] | 688 | cerr << "font creation failed" << endl;
|
---|
| 689 | else
|
---|
| 690 | cout << "successfully created font" << endl;
|
---|
[2953] | 691 |
|
---|
| 692 |
|
---|
[2954] | 693 | //////////////////////////////
|
---|
| 694 |
|
---|
[2959] | 695 | //GLfloat lmodel_ambient[] = {1.0f, 1.0f, 1.0f, 1.0f};
|
---|
| 696 | GLfloat lmodel_ambient[] = {0.7f, 0.7f, 0.8f, 1.0f};
|
---|
[2954] | 697 |
|
---|
| 698 | glLightModelfv(GL_LIGHT_MODEL_AMBIENT, lmodel_ambient);
|
---|
[2959] | 699 | //glLightModeli(GL_LIGHT_MODEL_LOCAL_VIEWER, GL_TRUE);
|
---|
| 700 | glLightModeli(GL_LIGHT_MODEL_LOCAL_VIEWER, GL_FALSE);
|
---|
[2954] | 701 | glLightModeli(GL_LIGHT_MODEL_COLOR_CONTROL_EXT, GL_SINGLE_COLOR_EXT);
|
---|
[2642] | 702 | }
|
---|
| 703 |
|
---|
| 704 |
|
---|
[2827] | 705 | void DrawHelpMessage()
|
---|
[2826] | 706 | {
|
---|
[2642] | 707 | const char *message[] =
|
---|
| 708 | {
|
---|
| 709 | "Help information",
|
---|
| 710 | "",
|
---|
| 711 | "'F1' - shows/dismisses this message",
|
---|
[2795] | 712 | "'F2' - shows/hides bird eye view",
|
---|
[2790] | 713 | "'F3' - shows/hides bounds (boxes or tight bounds)",
|
---|
[2827] | 714 | "'F4', - shows/hides parameters",
|
---|
| 715 | "'F5' - shows/hides statistics",
|
---|
| 716 | "'F6', - toggles between fly/walkmode",
|
---|
[2826] | 717 | "'F7', - cycles throw render modes",
|
---|
| 718 | "'F8', - enables/disables ambient occlusion (only deferred)",
|
---|
| 719 | "'F9', - shows pure algorithm render time (using glFinish)",
|
---|
[2790] | 720 | "'SPACE' - cycles through occlusion culling algorithms",
|
---|
[2642] | 721 | "",
|
---|
[2827] | 722 | "'MOUSE LEFT' - turn left/right, move forward/backward",
|
---|
| 723 | "'MOUSE RIGHT' - turn left/right, move forward/backward",
|
---|
| 724 | "'MOUSE MIDDLE' - move up/down, left/right",
|
---|
| 725 | "'CURSOR UP/DOWN' - move forward/backward",
|
---|
| 726 | "'CURSOR LEFT/RIGHT' - turn left/right",
|
---|
[2642] | 727 | "",
|
---|
[2827] | 728 | "'-'/'+' - decreases/increases max batch size",
|
---|
[2837] | 729 | "'1'/'2' - downward/upward motion",
|
---|
| 730 | "'3'/'4' - decreases/increases triangles per virtual bvh leaf (sets bvh depth)",
|
---|
| 731 | "'5'/'6' - decreases/increases assumed visible frames",
|
---|
[2776] | 732 | "",
|
---|
[2786] | 733 | "'R' - use render queue",
|
---|
[2790] | 734 | "'B' - use tight bounds",
|
---|
| 735 | "'M' - use multiqueries",
|
---|
[2792] | 736 | "'O' - use CHC optimization (geometry queries for leaves)",
|
---|
[2642] | 737 | 0,
|
---|
| 738 | };
|
---|
| 739 |
|
---|
[2756] | 740 |
|
---|
[2827] | 741 | glColor4f(0.0f, 1.0f , 0.0f, 0.2f); // 20% green.
|
---|
[2756] | 742 |
|
---|
[2827] | 743 | glRecti(30, 30, winWidth - 30, winHeight - 30);
|
---|
[2642] | 744 |
|
---|
[2827] | 745 | glEnd();
|
---|
| 746 |
|
---|
[2756] | 747 | glColor3f(1.0f, 1.0f, 1.0f);
|
---|
| 748 |
|
---|
[2829] | 749 | glEnable(GL_TEXTURE_2D);
|
---|
[2827] | 750 | myfont.Begin();
|
---|
| 751 |
|
---|
| 752 | int x = 40, y = 30;
|
---|
| 753 |
|
---|
| 754 | for(int i = 0; message[i] != 0; ++ i)
|
---|
[2756] | 755 | {
|
---|
| 756 | if(message[i][0] == '\0')
|
---|
| 757 | {
|
---|
[2786] | 758 | y += 15;
|
---|
[2756] | 759 | }
|
---|
| 760 | else
|
---|
| 761 | {
|
---|
[2827] | 762 | myfont.DrawString(message[i], x, winHeight - y);
|
---|
| 763 | y += 25;
|
---|
[2642] | 764 | }
|
---|
| 765 | }
|
---|
[2829] | 766 | glDisable(GL_TEXTURE_2D);
|
---|
[2642] | 767 | }
|
---|
| 768 |
|
---|
| 769 |
|
---|
[2897] | 770 | RenderTraverser *CreateTraverser(Camera *cam)
|
---|
[2764] | 771 | {
|
---|
[2897] | 772 | RenderTraverser *tr;
|
---|
| 773 |
|
---|
[2771] | 774 | bvh->ResetNodeClassifications();
|
---|
| 775 |
|
---|
[2764] | 776 | switch (renderMode)
|
---|
| 777 | {
|
---|
| 778 | case RenderTraverser::CULL_FRUSTUM:
|
---|
[2897] | 779 | tr = new FrustumCullingTraverser();
|
---|
[2764] | 780 | break;
|
---|
| 781 | case RenderTraverser::STOP_AND_WAIT:
|
---|
[2897] | 782 | tr = new StopAndWaitTraverser();
|
---|
[2764] | 783 | break;
|
---|
| 784 | case RenderTraverser::CHC:
|
---|
[2897] | 785 | tr = new CHCTraverser();
|
---|
[2764] | 786 | break;
|
---|
[2767] | 787 | case RenderTraverser::CHCPLUSPLUS:
|
---|
[2897] | 788 | tr = new CHCPlusPlusTraverser();
|
---|
[2767] | 789 | break;
|
---|
| 790 |
|
---|
[2764] | 791 | default:
|
---|
[2897] | 792 | tr = new FrustumCullingTraverser();
|
---|
[2764] | 793 | }
|
---|
| 794 |
|
---|
[2897] | 795 | tr->SetCamera(cam);
|
---|
| 796 | tr->SetHierarchy(bvh);
|
---|
| 797 | tr->SetRenderQueue(renderQueue);
|
---|
| 798 | tr->SetRenderState(&state);
|
---|
| 799 | tr->SetUseOptimization(useOptimization);
|
---|
| 800 | tr->SetUseRenderQueue(useRenderQueue);
|
---|
| 801 | tr->SetVisibilityThreshold(threshold);
|
---|
| 802 | tr->SetAssumedVisibleFrames(assumedVisibleFrames);
|
---|
| 803 | tr->SetMaxBatchSize(maxBatchSize);
|
---|
| 804 | tr->SetUseMultiQueries(useMultiQueries);
|
---|
| 805 | tr->SetUseTightBounds(useTightBounds);
|
---|
[2955] | 806 | tr->SetUseDepthPass((renderMethod == RENDER_DEPTH_PASS) || (renderMethod == RENDER_DEPTH_PASS_DEFERRED));
|
---|
[2897] | 807 | tr->SetRenderQueue(renderQueue);
|
---|
| 808 |
|
---|
| 809 | return tr;
|
---|
[2764] | 810 | }
|
---|
| 811 |
|
---|
| 812 |
|
---|
[2759] | 813 | void SetupLighting()
|
---|
[2642] | 814 | {
|
---|
[2759] | 815 | glEnable(GL_LIGHT0);
|
---|
[2959] | 816 | glDisable(GL_LIGHT1);
|
---|
[2825] | 817 |
|
---|
[2954] | 818 | Vector3 lightDir = -light->GetDirection();
|
---|
| 819 |
|
---|
| 820 |
|
---|
[2945] | 821 | ///////////
|
---|
| 822 | //-- first light: sunlight
|
---|
| 823 |
|
---|
[2954] | 824 | GLfloat ambient[] = {0.25f, 0.25f, 0.3f, 1.0f};
|
---|
| 825 | GLfloat diffuse[] = {1.0f, 0.95f, 0.85f, 1.0f};
|
---|
| 826 | GLfloat specular[] = {1.0f, 1.0f, 1.0f, 1.0f};
|
---|
[2982] | 827 |
|
---|
[2759] | 828 |
|
---|
[2994] | 829 | const bool useToneMapping = ((renderMethod == RENDER_DEPTH_PASS_DEFERRED) || (renderMethod == RENDER_DEFERRED)) && useHDR;
|
---|
[2982] | 830 |
|
---|
[2954] | 831 | Vector3 sunAmbient;
|
---|
| 832 | Vector3 sunDiffuse;
|
---|
[2759] | 833 |
|
---|
[2982] | 834 | preetham->ComputeSunColor(lightDir, sunAmbient, sunDiffuse, !useToneMapping);
|
---|
[2945] | 835 |
|
---|
[2954] | 836 | ambient[0] = sunAmbient.x;
|
---|
| 837 | ambient[1] = sunAmbient.y;
|
---|
| 838 | ambient[2] = sunAmbient.z;
|
---|
[2825] | 839 |
|
---|
[2982] | 840 | // no tone mapping => scale
|
---|
| 841 | if (!useToneMapping)
|
---|
| 842 | {
|
---|
| 843 | const float maxComponent = sunDiffuse.MaxComponent();
|
---|
| 844 | sunDiffuse /= maxComponent;
|
---|
| 845 | }
|
---|
| 846 |
|
---|
[2954] | 847 | diffuse[0] = sunDiffuse.x;
|
---|
| 848 | diffuse[1] = sunDiffuse.y;
|
---|
| 849 | diffuse[2] = sunDiffuse.z;
|
---|
[2945] | 850 |
|
---|
[2954] | 851 | glLightfv(GL_LIGHT0, GL_AMBIENT, ambient);
|
---|
| 852 | glLightfv(GL_LIGHT0, GL_DIFFUSE, diffuse);
|
---|
| 853 | glLightfv(GL_LIGHT0, GL_SPECULAR, specular);
|
---|
[2825] | 854 |
|
---|
[2954] | 855 | GLfloat position[] = {lightDir.x, lightDir.y, lightDir.z, 0.0f};
|
---|
| 856 | glLightfv(GL_LIGHT0, GL_POSITION, position);
|
---|
[2642] | 857 | }
|
---|
| 858 |
|
---|
[2800] | 859 |
|
---|
[2795] | 860 | void SetupEyeView()
|
---|
[2642] | 861 | {
|
---|
[2861] | 862 | // store matrix of last frame
|
---|
[3005] | 863 | oldViewProjMat = viewProjMat;
|
---|
[2834] | 864 |
|
---|
[2759] | 865 | glMatrixMode(GL_PROJECTION);
|
---|
| 866 | glLoadIdentity();
|
---|
[2927] | 867 | gluPerspective(fov, winAspectRatio, nearDist, farDist);
|
---|
[2759] | 868 |
|
---|
[2756] | 869 | glMatrixMode(GL_MODELVIEW);
|
---|
[2951] | 870 |
|
---|
[2864] | 871 | // set up the camera view
|
---|
[2760] | 872 | camera->SetupCameraView();
|
---|
| 873 |
|
---|
[2892] | 874 |
|
---|
[2864] | 875 | /////////////////
|
---|
| 876 |
|
---|
[2894] | 877 | Matrix4x4 matViewing, matProjection;
|
---|
[2864] | 878 |
|
---|
[2834] | 879 | camera->GetModelViewMatrix(matViewing);
|
---|
| 880 | camera->GetProjectionMatrix(matProjection);
|
---|
| 881 |
|
---|
[2864] | 882 | // store matrix for later use
|
---|
[3005] | 883 | viewProjMat = matViewing * matProjection;
|
---|
[2834] | 884 |
|
---|
[2955] | 885 | if ((renderMethod == RENDER_DEFERRED) || (renderMethod == RENDER_DEPTH_PASS_DEFERRED))
|
---|
[2825] | 886 | {
|
---|
[2952] | 887 | cgGLSetMatrixParameterfc(Transform3::sModelMatrixParam, (const float *)IdentityMatrix().x);
|
---|
| 888 | }
|
---|
[2642] | 889 | }
|
---|
| 890 |
|
---|
| 891 |
|
---|
[2792] | 892 | void KeyHorizontalMotion(float shift)
|
---|
| 893 | {
|
---|
[2888] | 894 | Vector3 hvec = -camera->GetDirection();
|
---|
[2792] | 895 | hvec.z = 0;
|
---|
| 896 |
|
---|
| 897 | Vector3 pos = camera->GetPosition();
|
---|
| 898 | pos += hvec * shift;
|
---|
| 899 |
|
---|
| 900 | camera->SetPosition(pos);
|
---|
| 901 | }
|
---|
| 902 |
|
---|
| 903 |
|
---|
[2794] | 904 | void KeyVerticalMotion(float shift)
|
---|
| 905 | {
|
---|
| 906 | Vector3 uvec = Vector3(0, 0, shift);
|
---|
| 907 |
|
---|
| 908 | Vector3 pos = camera->GetPosition();
|
---|
| 909 | pos += uvec;
|
---|
| 910 |
|
---|
| 911 | camera->SetPosition(pos);
|
---|
| 912 | }
|
---|
| 913 |
|
---|
| 914 |
|
---|
[2999] | 915 | static void ComputeViewVectors(Vector3 &tl, Vector3 &tr, Vector3 &bl, Vector3 &br)
|
---|
| 916 | {
|
---|
| 917 | Vector3 ftl, ftr, fbl, fbr, ntl, ntr, nbl, nbr;
|
---|
| 918 |
|
---|
| 919 | camera->ComputePoints(ftl, ftr, fbl, fbr, ntl, ntr, nbl, nbr);
|
---|
| 920 |
|
---|
| 921 | bl = Normalize(nbl - fbl);
|
---|
| 922 | br = Normalize(nbr - fbr);
|
---|
| 923 | tl = Normalize(ntl - ftl);
|
---|
| 924 | tr = Normalize(ntr - ftr);
|
---|
| 925 | }
|
---|
| 926 |
|
---|
| 927 |
|
---|
[2948] | 928 | void InitDeferredRendering()
|
---|
| 929 | {
|
---|
| 930 | if (!fbo) InitFBO();
|
---|
| 931 | fbo->Bind();
|
---|
| 932 |
|
---|
| 933 | // multisampling does not work with deferred shading
|
---|
| 934 | glDisable(GL_MULTISAMPLE_ARB);
|
---|
| 935 |
|
---|
[2955] | 936 | state.SetRenderPassType(RenderState::DEFERRED);
|
---|
[2948] | 937 |
|
---|
| 938 | cgGLEnableProfile(RenderState::sCgVertexProfile);
|
---|
| 939 | cgGLBindProgram(sCgMrtVertexProgram);
|
---|
| 940 |
|
---|
| 941 | cgGLEnableProfile(RenderState::sCgFragmentProfile);
|
---|
| 942 | cgGLBindProgram(RenderState::sCgMrtFragmentProgram);
|
---|
[2978] | 943 |
|
---|
[2989] | 944 | const Vector3 pos = camera->GetPosition();
|
---|
[2984] | 945 |
|
---|
[2999] | 946 | cgGLSetParameter3f(sEyePosParam, pos.x, pos.y, pos.z);
|
---|
| 947 | cgGLSetParameter3f(sEyePosParamTex, pos.x, pos.y, pos.z);
|
---|
| 948 |
|
---|
| 949 |
|
---|
[2978] | 950 | // draw to 3 color buffers
|
---|
| 951 | // a color, normal, and positions buffer
|
---|
| 952 | if (sCurrentMrtSet == 0)
|
---|
| 953 | {
|
---|
| 954 | DeferredRenderer::colorBufferIdx = 0;
|
---|
[3009] | 955 | glDrawBuffers(2, mrt);
|
---|
[2978] | 956 | }
|
---|
| 957 | else
|
---|
| 958 | {
|
---|
| 959 | DeferredRenderer::colorBufferIdx = 3;
|
---|
[3009] | 960 | glDrawBuffers(2, mrt2);
|
---|
[2978] | 961 | }
|
---|
[2985] | 962 |
|
---|
[2978] | 963 | sCurrentMrtSet = 1 - sCurrentMrtSet;
|
---|
[2948] | 964 | }
|
---|
| 965 |
|
---|
| 966 |
|
---|
[2857] | 967 | // the main rendering loop
|
---|
[2792] | 968 | void Display()
|
---|
[2801] | 969 | {
|
---|
[2800] | 970 | Vector3 oldPos = camera->GetPosition();
|
---|
| 971 |
|
---|
[2792] | 972 | if (leftKeyPressed)
|
---|
[2795] | 973 | camera->Pitch(KeyRotationAngle());
|
---|
[2792] | 974 | if (rightKeyPressed)
|
---|
[2795] | 975 | camera->Pitch(-KeyRotationAngle());
|
---|
[2792] | 976 | if (upKeyPressed)
|
---|
[2887] | 977 | KeyHorizontalMotion(-KeyShift());
|
---|
| 978 | if (downKeyPressed)
|
---|
[2795] | 979 | KeyHorizontalMotion(KeyShift());
|
---|
[2837] | 980 | if (ascendKeyPressed)
|
---|
| 981 | KeyVerticalMotion(KeyShift());
|
---|
| 982 | if (descendKeyPressed)
|
---|
[2795] | 983 | KeyVerticalMotion(-KeyShift());
|
---|
[2792] | 984 |
|
---|
[2801] | 985 | // place view on ground
|
---|
| 986 | if (!flyMode) PlaceViewer(oldPos);
|
---|
[2800] | 987 |
|
---|
[2826] | 988 | if (showAlgorithmTime)
|
---|
| 989 | {
|
---|
| 990 | glFinish();
|
---|
| 991 | algTimer.Start();
|
---|
| 992 | }
|
---|
[2809] | 993 |
|
---|
[2895] | 994 |
|
---|
[2931] | 995 |
|
---|
| 996 | if ((!shadowMap || !shadowTraverser) && (showShadowMap || renderLightView))
|
---|
| 997 | {
|
---|
| 998 | if (!shadowMap)
|
---|
| 999 | shadowMap = new ShadowMap(light, shadowSize, bvh->GetBox(), camera);
|
---|
| 1000 |
|
---|
| 1001 | if (!shadowTraverser)
|
---|
| 1002 | shadowTraverser = CreateTraverser(shadowMap->GetShadowCamera());
|
---|
| 1003 |
|
---|
| 1004 | }
|
---|
| 1005 |
|
---|
[2951] | 1006 |
|
---|
| 1007 | // bring eye modelview matrix up-to-date
|
---|
| 1008 | SetupEyeView();
|
---|
| 1009 |
|
---|
[2931] | 1010 | // hack
|
---|
[2955] | 1011 | int oldRenderMethod = renderMethod;
|
---|
[2931] | 1012 |
|
---|
| 1013 | if (renderLightView)
|
---|
[2955] | 1014 | renderMethod = RenderState::FIXED;
|
---|
[2931] | 1015 |
|
---|
[2953] | 1016 | glEnableClientState(GL_VERTEX_ARRAY);
|
---|
[2931] | 1017 |
|
---|
[2953] | 1018 |
|
---|
[2931] | 1019 | // render with the specified method (forward rendering, forward + depth, deferred)
|
---|
[2955] | 1020 | switch (renderMethod)
|
---|
[2825] | 1021 | {
|
---|
[2955] | 1022 | case RENDER_FIXED:
|
---|
[2825] | 1023 |
|
---|
[2851] | 1024 | glEnable(GL_MULTISAMPLE_ARB);
|
---|
[2879] | 1025 |
|
---|
[2955] | 1026 | state.SetRenderPassType(RenderState::FIXED);
|
---|
[2825] | 1027 | glEnable(GL_LIGHTING);
|
---|
[2809] | 1028 |
|
---|
[2825] | 1029 | cgGLDisableProfile(RenderState::sCgFragmentProfile);
|
---|
| 1030 | cgGLDisableProfile(RenderState::sCgVertexProfile);
|
---|
[2809] | 1031 |
|
---|
[2829] | 1032 | glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT);
|
---|
| 1033 |
|
---|
[2953] | 1034 | glEnableClientState(GL_NORMAL_ARRAY);
|
---|
| 1035 |
|
---|
[2825] | 1036 | break;
|
---|
| 1037 |
|
---|
[2955] | 1038 | case RENDER_DEPTH_PASS_DEFERRED:
|
---|
[2948] | 1039 |
|
---|
[2950] | 1040 | glDisable(GL_MULTISAMPLE_ARB);
|
---|
| 1041 | state.SetUseAlphaToCoverage(false);
|
---|
[2948] | 1042 |
|
---|
[2955] | 1043 | state.SetRenderPassType(RenderState::DEPTH_PASS);
|
---|
[2949] | 1044 |
|
---|
[2948] | 1045 | if (!fbo) InitFBO(); fbo->Bind();
|
---|
[2949] | 1046 |
|
---|
[2948] | 1047 | glDrawBuffers(1, mrt);
|
---|
| 1048 |
|
---|
| 1049 | cgGLDisableProfile(RenderState::sCgFragmentProfile);
|
---|
| 1050 | cgGLDisableProfile(RenderState::sCgVertexProfile);
|
---|
| 1051 |
|
---|
[2951] | 1052 | glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT);
|
---|
[2948] | 1053 |
|
---|
| 1054 | // the scene is rendered withouth any shading
|
---|
| 1055 | glShadeModel(GL_FLAT);
|
---|
| 1056 | glDisable(GL_LIGHTING);
|
---|
| 1057 | glColorMask(GL_FALSE, GL_FALSE, GL_FALSE, GL_FALSE);
|
---|
| 1058 |
|
---|
[2953] | 1059 |
|
---|
[2948] | 1060 | break;
|
---|
| 1061 |
|
---|
[2955] | 1062 | case RENDER_DEPTH_PASS:
|
---|
[2851] | 1063 |
|
---|
| 1064 | glEnable(GL_MULTISAMPLE_ARB);
|
---|
[2948] | 1065 |
|
---|
[2857] | 1066 | cgGLDisableProfile(RenderState::sCgFragmentProfile);
|
---|
| 1067 | cgGLDisableProfile(RenderState::sCgVertexProfile);
|
---|
| 1068 |
|
---|
[2955] | 1069 | state.SetRenderPassType(RenderState::DEPTH_PASS);
|
---|
[2857] | 1070 |
|
---|
| 1071 | // the scene is rendered withouth any shading
|
---|
[2943] | 1072 | glShadeModel(GL_FLAT);
|
---|
[2825] | 1073 | glDisable(GL_LIGHTING);
|
---|
[2809] | 1074 |
|
---|
[2829] | 1075 | glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT);
|
---|
| 1076 | glColorMask(GL_FALSE, GL_FALSE, GL_FALSE, GL_FALSE);
|
---|
| 1077 |
|
---|
[2953] | 1078 |
|
---|
[2825] | 1079 | break;
|
---|
| 1080 |
|
---|
| 1081 | case RenderState::DEFERRED:
|
---|
[2851] | 1082 |
|
---|
[2948] | 1083 | if (showShadowMap && !renderLightView)
|
---|
[2951] | 1084 | RenderShadowMap(camera->GetFar());
|
---|
| 1085 |
|
---|
[2948] | 1086 | //glPushAttrib(GL_VIEWPORT_BIT);
|
---|
[2825] | 1087 | glViewport(0, 0, texWidth, texHeight);
|
---|
| 1088 |
|
---|
[2948] | 1089 | InitDeferredRendering();
|
---|
[2951] | 1090 |
|
---|
[2953] | 1091 | glEnableClientState(GL_NORMAL_ARRAY);
|
---|
[2954] | 1092 | glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT);
|
---|
| 1093 |
|
---|
[2825] | 1094 | break;
|
---|
| 1095 | }
|
---|
| 1096 |
|
---|
[2801] | 1097 | glDepthFunc(GL_LESS);
|
---|
[2825] | 1098 |
|
---|
[2801] | 1099 | glDisable(GL_TEXTURE_2D);
|
---|
| 1100 | glDisableClientState(GL_TEXTURE_COORD_ARRAY);
|
---|
[2825] | 1101 |
|
---|
[2801] | 1102 |
|
---|
[2861] | 1103 | // reset lod levels for current frame
|
---|
[2847] | 1104 | LODLevel::InitFrame(camera->GetPosition());
|
---|
| 1105 |
|
---|
[2892] | 1106 | // set up lights
|
---|
[2954] | 1107 | SetupLighting();
|
---|
[2795] | 1108 |
|
---|
[2801] | 1109 |
|
---|
[2931] | 1110 | if (renderLightView)
|
---|
| 1111 | {
|
---|
| 1112 | // change CHC++ set of state variables (must be done for each change of camera because
|
---|
| 1113 | // otherwise the temporal coherency is broken
|
---|
| 1114 | BvhNode::SetCurrentState(1);
|
---|
[3005] | 1115 | shadowMap->RenderShadowView(shadowTraverser, viewProjMat);
|
---|
[2931] | 1116 | BvhNode::SetCurrentState(0);
|
---|
| 1117 | }
|
---|
| 1118 | else
|
---|
[2948] | 1119 | {
|
---|
[2931] | 1120 | // actually render the scene geometry using the specified algorithm
|
---|
[2982] | 1121 | traverser->RenderScene();
|
---|
[2948] | 1122 | }
|
---|
[2892] | 1123 |
|
---|
[2931] | 1124 |
|
---|
[2825] | 1125 | /////////
|
---|
[2809] | 1126 | //-- do the rest of the rendering
|
---|
[2893] | 1127 |
|
---|
[2801] | 1128 | // reset depth pass and render visible objects
|
---|
[2955] | 1129 | if ((renderMethod == RENDER_DEPTH_PASS) ||
|
---|
| 1130 | (renderMethod == RENDER_DEPTH_PASS_DEFERRED))
|
---|
[2801] | 1131 | {
|
---|
| 1132 | RenderVisibleObjects();
|
---|
| 1133 | }
|
---|
[2948] | 1134 |
|
---|
[2801] | 1135 |
|
---|
[2796] | 1136 | ///////////////
|
---|
| 1137 | //-- render sky
|
---|
[2795] | 1138 |
|
---|
[2894] | 1139 | // q: should we render sky after deferred shading?
|
---|
| 1140 | // this would conveniently solves some issues (e.g, skys without shadows)
|
---|
[2893] | 1141 |
|
---|
[2950] | 1142 | RenderSky();
|
---|
[2801] | 1143 |
|
---|
[2961] | 1144 |
|
---|
[2955] | 1145 | if ((renderMethod == RENDER_DEFERRED) ||
|
---|
| 1146 | (renderMethod == RENDER_DEPTH_PASS_DEFERRED))
|
---|
[2825] | 1147 | {
|
---|
[2881] | 1148 | FrameBufferObject::Release();
|
---|
[2810] | 1149 |
|
---|
[2825] | 1150 | cgGLDisableProfile(RenderState::sCgVertexProfile);
|
---|
| 1151 | cgGLDisableProfile(RenderState::sCgFragmentProfile);
|
---|
[2809] | 1152 |
|
---|
[2948] | 1153 | if (!ssaoShader) ssaoShader =
|
---|
| 1154 | new DeferredRenderer(texWidth, texHeight, camera, farDist / MAX_DEPTH_CONST);
|
---|
[2895] | 1155 |
|
---|
[2903] | 1156 | DeferredRenderer::SHADING_METHOD shadingMethod;
|
---|
| 1157 |
|
---|
| 1158 | if (useAdvancedShading)
|
---|
| 1159 | {
|
---|
| 1160 | if (useGlobIllum)
|
---|
| 1161 | shadingMethod = DeferredRenderer::GI;
|
---|
| 1162 | else
|
---|
| 1163 | shadingMethod = DeferredRenderer::SSAO;
|
---|
| 1164 | }
|
---|
| 1165 | else
|
---|
| 1166 | shadingMethod = DeferredRenderer::DEFAULT;
|
---|
| 1167 |
|
---|
| 1168 |
|
---|
[2895] | 1169 | ssaoShader->SetShadingMethod(shadingMethod);
|
---|
| 1170 | ssaoShader->SetSamplingMethod(samplingMethod);
|
---|
| 1171 | ssaoShader->SetUseTemporalCoherence(useTemporalCoherence);
|
---|
[2879] | 1172 |
|
---|
[2895] | 1173 | ShadowMap *sm = showShadowMap ? shadowMap : NULL;
|
---|
[3005] | 1174 | ssaoShader->Render(fbo, oldViewProjMat, viewProjMat, ssaoTempCohFactor, light, useHDR, sm);
|
---|
[2825] | 1175 | }
|
---|
[2827] | 1176 |
|
---|
[2893] | 1177 |
|
---|
[2955] | 1178 | state.SetRenderPassType(RenderState::FIXED);
|
---|
[2893] | 1179 | state.Reset();
|
---|
[2827] | 1180 |
|
---|
[2893] | 1181 |
|
---|
| 1182 | glDisableClientState(GL_VERTEX_ARRAY);
|
---|
| 1183 | glDisableClientState(GL_NORMAL_ARRAY);
|
---|
[2931] | 1184 |
|
---|
[2955] | 1185 | renderMethod = oldRenderMethod;
|
---|
[2893] | 1186 |
|
---|
| 1187 |
|
---|
| 1188 | ///////////
|
---|
| 1189 |
|
---|
| 1190 |
|
---|
[2826] | 1191 | if (showAlgorithmTime)
|
---|
| 1192 | {
|
---|
| 1193 | glFinish();
|
---|
[2827] | 1194 |
|
---|
[2826] | 1195 | algTime = algTimer.Elapsedms();
|
---|
[2827] | 1196 | perfGraph->AddData(algTime);
|
---|
[2828] | 1197 |
|
---|
[2827] | 1198 | perfGraph->Draw();
|
---|
[2826] | 1199 | }
|
---|
[2827] | 1200 | else
|
---|
| 1201 | {
|
---|
| 1202 | if (visMode) DisplayVisualization();
|
---|
| 1203 | }
|
---|
[2825] | 1204 |
|
---|
[2884] | 1205 | glFlush();
|
---|
[2847] | 1206 |
|
---|
| 1207 | const bool restart = true;
|
---|
| 1208 | elapsedTime = frameTimer.Elapsedms(restart);
|
---|
| 1209 |
|
---|
[2764] | 1210 | DisplayStats();
|
---|
[2767] | 1211 |
|
---|
[2642] | 1212 | glutSwapBuffers();
|
---|
| 1213 | }
|
---|
| 1214 |
|
---|
| 1215 |
|
---|
| 1216 | #pragma warning( disable : 4100 )
|
---|
[2792] | 1217 | void KeyBoard(unsigned char c, int x, int y)
|
---|
[2642] | 1218 | {
|
---|
| 1219 | switch(c)
|
---|
| 1220 | {
|
---|
| 1221 | case 27:
|
---|
[2792] | 1222 | CleanUp();
|
---|
[2642] | 1223 | exit(0);
|
---|
| 1224 | break;
|
---|
[2948] | 1225 | case 32: // space
|
---|
[2800] | 1226 | renderMode = (renderMode + 1) % RenderTraverser::NUM_TRAVERSAL_TYPES;
|
---|
[2897] | 1227 |
|
---|
| 1228 | DEL_PTR(traverser);
|
---|
| 1229 | traverser = CreateTraverser(camera);
|
---|
| 1230 |
|
---|
[2931] | 1231 | if (shadowTraverser)
|
---|
[2897] | 1232 | {
|
---|
[2948] | 1233 | // shadow traverser has to be recomputed
|
---|
[2897] | 1234 | DEL_PTR(shadowTraverser);
|
---|
[2948] | 1235 | shadowTraverser = CreateTraverser(shadowMap->GetShadowCamera());
|
---|
[2897] | 1236 | }
|
---|
| 1237 |
|
---|
[2642] | 1238 | break;
|
---|
| 1239 | case '+':
|
---|
[2867] | 1240 | if (maxBatchSize < 10)
|
---|
| 1241 | maxBatchSize = 10;
|
---|
| 1242 | else
|
---|
| 1243 | maxBatchSize += 10;
|
---|
| 1244 |
|
---|
[2776] | 1245 | traverser->SetMaxBatchSize(maxBatchSize);
|
---|
[2642] | 1246 | break;
|
---|
| 1247 | case '-':
|
---|
[2776] | 1248 | maxBatchSize -= 10;
|
---|
| 1249 | if (maxBatchSize < 0) maxBatchSize = 1;
|
---|
| 1250 | traverser->SetMaxBatchSize(maxBatchSize);
|
---|
[2642] | 1251 | break;
|
---|
[2837] | 1252 | case 'M':
|
---|
| 1253 | case 'm':
|
---|
| 1254 | useMultiQueries = !useMultiQueries;
|
---|
| 1255 | traverser->SetUseMultiQueries(useMultiQueries);
|
---|
| 1256 | break;
|
---|
| 1257 | case '1':
|
---|
| 1258 | descendKeyPressed = true;
|
---|
| 1259 | break;
|
---|
| 1260 | case '2':
|
---|
| 1261 | ascendKeyPressed = true;
|
---|
| 1262 | break;
|
---|
| 1263 | case '3':
|
---|
| 1264 | if (trianglesPerVirtualLeaf >= 100)
|
---|
| 1265 | trianglesPerVirtualLeaf -= 100;
|
---|
| 1266 | bvh->SetVirtualLeaves(trianglesPerVirtualLeaf);
|
---|
| 1267 | break;
|
---|
| 1268 | case '4':
|
---|
| 1269 | trianglesPerVirtualLeaf += 100;
|
---|
| 1270 | bvh->SetVirtualLeaves(trianglesPerVirtualLeaf);
|
---|
| 1271 | break;
|
---|
| 1272 | case '5':
|
---|
[2776] | 1273 | assumedVisibleFrames -= 1;
|
---|
| 1274 | if (assumedVisibleFrames < 1) assumedVisibleFrames = 1;
|
---|
| 1275 | traverser->SetAssumedVisibleFrames(assumedVisibleFrames);
|
---|
| 1276 | break;
|
---|
[2837] | 1277 | case '6':
|
---|
[2776] | 1278 | assumedVisibleFrames += 1;
|
---|
| 1279 | traverser->SetAssumedVisibleFrames(assumedVisibleFrames);
|
---|
| 1280 | break;
|
---|
[2837] | 1281 | case '7':
|
---|
[2901] | 1282 | ssaoTempCohFactor *= 0.5f;
|
---|
[2776] | 1283 | break;
|
---|
[2767] | 1284 | case '8':
|
---|
[2901] | 1285 | ssaoTempCohFactor *= 2.0f;
|
---|
| 1286 | //if (ssaoTempCohFactor > 1.0f) ssaoExpFactor = 1.0f;
|
---|
[2837] | 1287 | break;
|
---|
[2865] | 1288 | case '9':
|
---|
| 1289 | useLODs = !useLODs;
|
---|
| 1290 | SceneEntity::SetUseLODs(useLODs);
|
---|
| 1291 | break;
|
---|
[2887] | 1292 | case 'P':
|
---|
| 1293 | case 'p':
|
---|
[2930] | 1294 | samplingMethod = DeferredRenderer::SAMPLING_METHOD((samplingMethod + 1) % 3);
|
---|
| 1295 | cout << "ssao sampling method: " << samplingMethod << endl;
|
---|
[2887] | 1296 | break;
|
---|
[2895] | 1297 | case 'Y':
|
---|
| 1298 | case 'y':
|
---|
| 1299 | showShadowMap = !showShadowMap;
|
---|
| 1300 | break;
|
---|
[2875] | 1301 | case 'g':
|
---|
[2903] | 1302 | case 'G':
|
---|
| 1303 | useGlobIllum = !useGlobIllum;
|
---|
| 1304 | break;
|
---|
[2875] | 1305 | case 't':
|
---|
| 1306 | case 'T':
|
---|
| 1307 | useTemporalCoherence = !useTemporalCoherence;
|
---|
| 1308 | break;
|
---|
[2792] | 1309 | case 'o':
|
---|
| 1310 | case 'O':
|
---|
[2642] | 1311 | useOptimization = !useOptimization;
|
---|
[2764] | 1312 | traverser->SetUseOptimization(useOptimization);
|
---|
[2767] | 1313 | break;
|
---|
| 1314 | case 'a':
|
---|
| 1315 | case 'A':
|
---|
[2931] | 1316 | leftKeyPressed = true;
|
---|
[2767] | 1317 | break;
|
---|
| 1318 | case 'd':
|
---|
| 1319 | case 'D':
|
---|
[2931] | 1320 | rightKeyPressed = true;
|
---|
[2767] | 1321 | break;
|
---|
| 1322 | case 'w':
|
---|
| 1323 | case 'W':
|
---|
[2931] | 1324 | upKeyPressed = true;
|
---|
[2767] | 1325 | break;
|
---|
[2829] | 1326 | case 's':
|
---|
| 1327 | case 'S':
|
---|
[2931] | 1328 | downKeyPressed = true;
|
---|
[2767] | 1329 | break;
|
---|
| 1330 | case 'r':
|
---|
| 1331 | case 'R':
|
---|
[2931] | 1332 | useRenderQueue = !useRenderQueue;
|
---|
| 1333 | traverser->SetUseRenderQueue(useRenderQueue);
|
---|
| 1334 |
|
---|
[2790] | 1335 | break;
|
---|
[2786] | 1336 | case 'b':
|
---|
| 1337 | case 'B':
|
---|
[2931] | 1338 | useTightBounds = !useTightBounds;
|
---|
| 1339 | traverser->SetUseTightBounds(useTightBounds);
|
---|
[2790] | 1340 | break;
|
---|
[2931] | 1341 | case 'l':
|
---|
| 1342 | case 'L':
|
---|
| 1343 | renderLightView = !renderLightView;
|
---|
| 1344 | break;
|
---|
[2994] | 1345 | case 'h':
|
---|
| 1346 | case 'H':
|
---|
| 1347 | useHDR = !useHDR;
|
---|
| 1348 | break;
|
---|
[2642] | 1349 | default:
|
---|
| 1350 | return;
|
---|
| 1351 | }
|
---|
| 1352 |
|
---|
| 1353 | glutPostRedisplay();
|
---|
| 1354 | }
|
---|
| 1355 |
|
---|
| 1356 |
|
---|
[2792] | 1357 | void SpecialKeyUp(int c, int x, int y)
|
---|
[2642] | 1358 | {
|
---|
[2792] | 1359 | switch (c)
|
---|
| 1360 | {
|
---|
| 1361 | case GLUT_KEY_LEFT:
|
---|
| 1362 | leftKeyPressed = false;
|
---|
| 1363 | break;
|
---|
| 1364 | case GLUT_KEY_RIGHT:
|
---|
| 1365 | rightKeyPressed = false;
|
---|
| 1366 | break;
|
---|
| 1367 | case GLUT_KEY_UP:
|
---|
| 1368 | upKeyPressed = false;
|
---|
| 1369 | break;
|
---|
| 1370 | case GLUT_KEY_DOWN:
|
---|
| 1371 | downKeyPressed = false;
|
---|
| 1372 | break;
|
---|
[2953] | 1373 | case GLUT_ACTIVE_ALT:
|
---|
| 1374 | altKeyPressed = false;
|
---|
| 1375 | break;
|
---|
[2792] | 1376 | default:
|
---|
| 1377 | return;
|
---|
| 1378 | }
|
---|
| 1379 | }
|
---|
| 1380 |
|
---|
| 1381 |
|
---|
| 1382 | void KeyUp(unsigned char c, int x, int y)
|
---|
| 1383 | {
|
---|
| 1384 | switch (c)
|
---|
| 1385 | {
|
---|
[2879] | 1386 |
|
---|
[2792] | 1387 | case 'A':
|
---|
| 1388 | case 'a':
|
---|
| 1389 | leftKeyPressed = false;
|
---|
| 1390 | break;
|
---|
| 1391 | case 'D':
|
---|
| 1392 | case 'd':
|
---|
| 1393 | rightKeyPressed = false;
|
---|
| 1394 | break;
|
---|
| 1395 | case 'W':
|
---|
| 1396 | case 'w':
|
---|
| 1397 | upKeyPressed = false;
|
---|
| 1398 | break;
|
---|
[2829] | 1399 | case 'S':
|
---|
| 1400 | case 's':
|
---|
[2792] | 1401 | downKeyPressed = false;
|
---|
| 1402 | break;
|
---|
[2837] | 1403 | case '1':
|
---|
| 1404 | descendKeyPressed = false;
|
---|
[2794] | 1405 | break;
|
---|
[2837] | 1406 | case '2':
|
---|
| 1407 | ascendKeyPressed = false;
|
---|
[2794] | 1408 | break;
|
---|
| 1409 |
|
---|
[2792] | 1410 | default:
|
---|
| 1411 | return;
|
---|
| 1412 | }
|
---|
| 1413 | //glutPostRedisplay();
|
---|
| 1414 | }
|
---|
| 1415 |
|
---|
| 1416 |
|
---|
| 1417 | void Special(int c, int x, int y)
|
---|
| 1418 | {
|
---|
[2642] | 1419 | switch(c)
|
---|
| 1420 | {
|
---|
| 1421 | case GLUT_KEY_F1:
|
---|
| 1422 | showHelp = !showHelp;
|
---|
| 1423 | break;
|
---|
[2790] | 1424 | case GLUT_KEY_F2:
|
---|
[2795] | 1425 | visMode = !visMode;
|
---|
[2790] | 1426 | break;
|
---|
| 1427 | case GLUT_KEY_F3:
|
---|
| 1428 | showBoundingVolumes = !showBoundingVolumes;
|
---|
| 1429 | traverser->SetShowBounds(showBoundingVolumes);
|
---|
| 1430 | break;
|
---|
| 1431 | case GLUT_KEY_F4:
|
---|
[2827] | 1432 | showOptions = !showOptions;
|
---|
[2790] | 1433 | break;
|
---|
| 1434 | case GLUT_KEY_F5:
|
---|
[2827] | 1435 | showStatistics = !showStatistics;
|
---|
[2790] | 1436 | break;
|
---|
[2800] | 1437 | case GLUT_KEY_F6:
|
---|
| 1438 | flyMode = !flyMode;
|
---|
| 1439 | break;
|
---|
[2801] | 1440 | case GLUT_KEY_F7:
|
---|
[2825] | 1441 |
|
---|
[2955] | 1442 | renderMethod = (renderMethod + 1) % 4;
|
---|
| 1443 |
|
---|
| 1444 | traverser->SetUseDepthPass(
|
---|
| 1445 | (renderMethod == RENDER_DEPTH_PASS) ||
|
---|
| 1446 | (renderMethod == RENDER_DEPTH_PASS_DEFERRED)
|
---|
| 1447 | );
|
---|
[2825] | 1448 |
|
---|
[2801] | 1449 | break;
|
---|
[2803] | 1450 | case GLUT_KEY_F8:
|
---|
[2903] | 1451 | useAdvancedShading = !useAdvancedShading;
|
---|
| 1452 |
|
---|
[2821] | 1453 | break;
|
---|
[2826] | 1454 | case GLUT_KEY_F9:
|
---|
| 1455 | showAlgorithmTime = !showAlgorithmTime;
|
---|
| 1456 | break;
|
---|
[2954] | 1457 | case GLUT_KEY_F10:
|
---|
| 1458 | moveLight = !moveLight;
|
---|
| 1459 | break;
|
---|
[2642] | 1460 | case GLUT_KEY_LEFT:
|
---|
[2767] | 1461 | {
|
---|
[2792] | 1462 | leftKeyPressed = true;
|
---|
[2795] | 1463 | camera->Pitch(KeyRotationAngle());
|
---|
[2767] | 1464 | }
|
---|
[2642] | 1465 | break;
|
---|
| 1466 | case GLUT_KEY_RIGHT:
|
---|
[2767] | 1467 | {
|
---|
[2792] | 1468 | rightKeyPressed = true;
|
---|
[2795] | 1469 | camera->Pitch(-KeyRotationAngle());
|
---|
[2767] | 1470 | }
|
---|
[2642] | 1471 | break;
|
---|
| 1472 | case GLUT_KEY_UP:
|
---|
[2767] | 1473 | {
|
---|
[2792] | 1474 | upKeyPressed = true;
|
---|
[2795] | 1475 | KeyHorizontalMotion(KeyShift());
|
---|
[2767] | 1476 | }
|
---|
[2642] | 1477 | break;
|
---|
| 1478 | case GLUT_KEY_DOWN:
|
---|
[2767] | 1479 | {
|
---|
[2792] | 1480 | downKeyPressed = true;
|
---|
[2795] | 1481 | KeyHorizontalMotion(-KeyShift());
|
---|
[2767] | 1482 | }
|
---|
[2642] | 1483 | break;
|
---|
| 1484 | default:
|
---|
| 1485 | return;
|
---|
| 1486 |
|
---|
| 1487 | }
|
---|
| 1488 |
|
---|
| 1489 | glutPostRedisplay();
|
---|
| 1490 | }
|
---|
[2767] | 1491 |
|
---|
[2642] | 1492 | #pragma warning( default : 4100 )
|
---|
| 1493 |
|
---|
| 1494 |
|
---|
[2792] | 1495 | void Reshape(int w, int h)
|
---|
[2642] | 1496 | {
|
---|
[2759] | 1497 | winAspectRatio = 1.0f;
|
---|
[2642] | 1498 |
|
---|
| 1499 | glViewport(0, 0, w, h);
|
---|
| 1500 |
|
---|
| 1501 | winWidth = w;
|
---|
| 1502 | winHeight = h;
|
---|
| 1503 |
|
---|
[2833] | 1504 | if (w) winAspectRatio = (float) w / (float) h;
|
---|
[2642] | 1505 |
|
---|
[2758] | 1506 | glMatrixMode(GL_PROJECTION);
|
---|
| 1507 | glLoadIdentity();
|
---|
[2642] | 1508 |
|
---|
[2927] | 1509 | gluPerspective(fov, winAspectRatio, nearDist, farDist);
|
---|
[2788] | 1510 |
|
---|
[2758] | 1511 | glMatrixMode(GL_MODELVIEW);
|
---|
| 1512 |
|
---|
[2642] | 1513 | glutPostRedisplay();
|
---|
| 1514 | }
|
---|
| 1515 |
|
---|
| 1516 |
|
---|
[2792] | 1517 | void Mouse(int button, int state, int x, int y)
|
---|
[2642] | 1518 | {
|
---|
[2758] | 1519 | if ((button == GLUT_LEFT_BUTTON) && (state == GLUT_DOWN))
|
---|
[2642] | 1520 | {
|
---|
| 1521 | xEyeBegin = x;
|
---|
| 1522 | yMotionBegin = y;
|
---|
| 1523 |
|
---|
[2792] | 1524 | glutMotionFunc(LeftMotion);
|
---|
[2642] | 1525 | }
|
---|
[2758] | 1526 | else if ((button == GLUT_RIGHT_BUTTON) && (state == GLUT_DOWN))
|
---|
[2642] | 1527 | {
|
---|
[2829] | 1528 | xEyeBegin = x;
|
---|
[2758] | 1529 | yEyeBegin = y;
|
---|
| 1530 | yMotionBegin = y;
|
---|
| 1531 |
|
---|
[2954] | 1532 | if (!moveLight)
|
---|
| 1533 | glutMotionFunc(RightMotion);
|
---|
| 1534 | else
|
---|
| 1535 | glutMotionFunc(RightMotionLight);
|
---|
[2758] | 1536 | }
|
---|
| 1537 | else if ((button == GLUT_MIDDLE_BUTTON) && (state == GLUT_DOWN))
|
---|
| 1538 | {
|
---|
[2642] | 1539 | horizontalMotionBegin = x;
|
---|
| 1540 | verticalMotionBegin = y;
|
---|
[2792] | 1541 | glutMotionFunc(MiddleMotion);
|
---|
[2642] | 1542 | }
|
---|
| 1543 |
|
---|
| 1544 | glutPostRedisplay();
|
---|
| 1545 | }
|
---|
| 1546 |
|
---|
[2758] | 1547 |
|
---|
| 1548 | /** rotation for left/right mouse drag
|
---|
[2642] | 1549 | motion for up/down mouse drag
|
---|
| 1550 | */
|
---|
[2792] | 1551 | void LeftMotion(int x, int y)
|
---|
[2642] | 1552 | {
|
---|
[2758] | 1553 | Vector3 viewDir = camera->GetDirection();
|
---|
| 1554 | Vector3 pos = camera->GetPosition();
|
---|
| 1555 |
|
---|
| 1556 | // don't move in the vertical direction
|
---|
[2764] | 1557 | Vector3 horView(viewDir[0], viewDir[1], 0);
|
---|
[2642] | 1558 |
|
---|
[2795] | 1559 | float eyeXAngle = 0.2f * M_PI * (xEyeBegin - x) / 180.0;
|
---|
[2756] | 1560 |
|
---|
[2795] | 1561 | camera->Pitch(eyeXAngle);
|
---|
[2787] | 1562 |
|
---|
[2888] | 1563 | pos += horView * (yMotionBegin - y) * 0.2f;
|
---|
[2795] | 1564 |
|
---|
[2758] | 1565 | camera->SetPosition(pos);
|
---|
[2642] | 1566 |
|
---|
| 1567 | xEyeBegin = x;
|
---|
| 1568 | yMotionBegin = y;
|
---|
[2758] | 1569 |
|
---|
[2642] | 1570 | glutPostRedisplay();
|
---|
| 1571 | }
|
---|
| 1572 |
|
---|
[2758] | 1573 |
|
---|
[2954] | 1574 | void RightMotionLight(int x, int y)
|
---|
| 1575 | {
|
---|
| 1576 | float theta = 0.2f * M_PI * (xEyeBegin - x) / 180.0f;
|
---|
| 1577 | float phi = 0.2f * M_PI * (yMotionBegin - y) / 180.0f;
|
---|
| 1578 |
|
---|
| 1579 | Vector3 lightDir = light->GetDirection();
|
---|
| 1580 |
|
---|
| 1581 | Matrix4x4 roty = RotationYMatrix(theta);
|
---|
| 1582 | Matrix4x4 rotx = RotationXMatrix(phi);
|
---|
| 1583 |
|
---|
| 1584 | lightDir = roty * lightDir;
|
---|
| 1585 | lightDir = rotx * lightDir;
|
---|
| 1586 |
|
---|
[2967] | 1587 | // normalize to avoid accumulating errors
|
---|
| 1588 | lightDir.Normalize();
|
---|
| 1589 |
|
---|
[2954] | 1590 | light->SetDirection(lightDir);
|
---|
| 1591 |
|
---|
| 1592 | xEyeBegin = x;
|
---|
| 1593 | yMotionBegin = y;
|
---|
| 1594 |
|
---|
| 1595 | glutPostRedisplay();
|
---|
| 1596 | }
|
---|
| 1597 |
|
---|
| 1598 |
|
---|
[2767] | 1599 | /** rotation for left / right mouse drag
|
---|
| 1600 | motion for up / down mouse drag
|
---|
[2758] | 1601 | */
|
---|
[2792] | 1602 | void RightMotion(int x, int y)
|
---|
[2758] | 1603 | {
|
---|
[2829] | 1604 | float eyeXAngle = 0.2f * M_PI * (xEyeBegin - x) / 180.0;
|
---|
[2795] | 1605 | float eyeYAngle = -0.2f * M_PI * (yEyeBegin - y) / 180.0;
|
---|
[2758] | 1606 |
|
---|
[2795] | 1607 | camera->Yaw(eyeYAngle);
|
---|
[2829] | 1608 | camera->Pitch(eyeXAngle);
|
---|
[2780] | 1609 |
|
---|
[2829] | 1610 | xEyeBegin = x;
|
---|
[2758] | 1611 | yEyeBegin = y;
|
---|
[2829] | 1612 |
|
---|
[2758] | 1613 | glutPostRedisplay();
|
---|
| 1614 | }
|
---|
| 1615 |
|
---|
| 1616 |
|
---|
[2642] | 1617 | // strafe
|
---|
[2792] | 1618 | void MiddleMotion(int x, int y)
|
---|
[2642] | 1619 | {
|
---|
[2758] | 1620 | Vector3 viewDir = camera->GetDirection();
|
---|
| 1621 | Vector3 pos = camera->GetPosition();
|
---|
| 1622 |
|
---|
[2642] | 1623 | // the 90 degree rotated view vector
|
---|
| 1624 | // y zero so we don't move in the vertical
|
---|
[2764] | 1625 | Vector3 rVec(viewDir[0], viewDir[1], 0);
|
---|
[2642] | 1626 |
|
---|
[2764] | 1627 | Matrix4x4 rot = RotationZMatrix(M_PI * 0.5f);
|
---|
[2758] | 1628 | rVec = rot * rVec;
|
---|
[2642] | 1629 |
|
---|
[2888] | 1630 | pos -= rVec * (x - horizontalMotionBegin) * 0.1f;
|
---|
[2764] | 1631 | pos[2] += (verticalMotionBegin - y) * 0.1f;
|
---|
[2642] | 1632 |
|
---|
[2758] | 1633 | camera->SetPosition(pos);
|
---|
| 1634 |
|
---|
[2642] | 1635 | horizontalMotionBegin = x;
|
---|
| 1636 | verticalMotionBegin = y;
|
---|
[2758] | 1637 |
|
---|
[2642] | 1638 | glutPostRedisplay();
|
---|
| 1639 | }
|
---|
| 1640 |
|
---|
| 1641 |
|
---|
[2756] | 1642 | void InitExtensions(void)
|
---|
[2642] | 1643 | {
|
---|
| 1644 | GLenum err = glewInit();
|
---|
[2756] | 1645 |
|
---|
[2642] | 1646 | if (GLEW_OK != err)
|
---|
| 1647 | {
|
---|
| 1648 | // problem: glewInit failed, something is seriously wrong
|
---|
| 1649 | fprintf(stderr,"Error: %s\n", glewGetErrorString(err));
|
---|
| 1650 | exit(1);
|
---|
| 1651 | }
|
---|
[2756] | 1652 | if (!GLEW_ARB_occlusion_query)
|
---|
[2642] | 1653 | {
|
---|
[2756] | 1654 | printf("I require the GL_ARB_occlusion_query to work.\n");
|
---|
[2642] | 1655 | exit(1);
|
---|
| 1656 | }
|
---|
| 1657 | }
|
---|
| 1658 |
|
---|
| 1659 |
|
---|
[2826] | 1660 | void Begin2D()
|
---|
[2642] | 1661 | {
|
---|
| 1662 | glDisable(GL_LIGHTING);
|
---|
| 1663 | glDisable(GL_DEPTH_TEST);
|
---|
| 1664 |
|
---|
[2826] | 1665 | glMatrixMode(GL_PROJECTION);
|
---|
[2642] | 1666 | glPushMatrix();
|
---|
| 1667 | glLoadIdentity();
|
---|
[2834] | 1668 |
|
---|
[2826] | 1669 | gluOrtho2D(0, winWidth, 0, winHeight);
|
---|
[2642] | 1670 |
|
---|
[2826] | 1671 | glMatrixMode(GL_MODELVIEW);
|
---|
[2642] | 1672 | glPushMatrix();
|
---|
| 1673 | glLoadIdentity();
|
---|
| 1674 | }
|
---|
| 1675 |
|
---|
| 1676 |
|
---|
[2826] | 1677 | void End2D()
|
---|
[2642] | 1678 | {
|
---|
[2834] | 1679 | glMatrixMode(GL_PROJECTION);
|
---|
[2642] | 1680 | glPopMatrix();
|
---|
[2834] | 1681 |
|
---|
[2642] | 1682 | glMatrixMode(GL_MODELVIEW);
|
---|
| 1683 | glPopMatrix();
|
---|
| 1684 |
|
---|
| 1685 | glEnable(GL_LIGHTING);
|
---|
| 1686 | glEnable(GL_DEPTH_TEST);
|
---|
| 1687 | }
|
---|
| 1688 |
|
---|
| 1689 |
|
---|
[2787] | 1690 | // displays the visualisation of culling algorithm
|
---|
| 1691 | void DisplayVisualization()
|
---|
[2796] | 1692 | {
|
---|
[2787] | 1693 | visualization->SetFrameId(traverser->GetCurrentFrameId());
|
---|
| 1694 |
|
---|
[2792] | 1695 | Begin2D();
|
---|
[2642] | 1696 | glBlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA);
|
---|
| 1697 | glEnable(GL_BLEND);
|
---|
[2827] | 1698 | glColor4f(0.0f ,0.0f, 0.0f, 0.5f);
|
---|
[2642] | 1699 |
|
---|
[2827] | 1700 | glRecti(winWidth - winWidth / 3, winHeight - winHeight / 3, winWidth, winHeight);
|
---|
[2642] | 1701 | glDisable(GL_BLEND);
|
---|
[2792] | 1702 | End2D();
|
---|
[2788] | 1703 |
|
---|
| 1704 |
|
---|
| 1705 | AxisAlignedBox3 box = bvh->GetBox();
|
---|
| 1706 |
|
---|
[2948] | 1707 | const float offs = box.Size().x * 0.3f;
|
---|
[2834] | 1708 |
|
---|
[2838] | 1709 | Vector3 vizpos = Vector3(box.Min().x, box.Min().y - box.Size().y * 0.35f, box.Min().z + box.Size().z * 50);
|
---|
[2806] | 1710 |
|
---|
[2795] | 1711 | visCamera->SetPosition(vizpos);
|
---|
[2838] | 1712 | visCamera->ResetPitchAndYaw();
|
---|
[2892] | 1713 |
|
---|
[2834] | 1714 | glPushAttrib(GL_VIEWPORT_BIT);
|
---|
[2806] | 1715 | glViewport(winWidth - winWidth / 3, winHeight - winHeight / 3, winWidth / 3, winHeight / 3);
|
---|
[2796] | 1716 |
|
---|
| 1717 | glMatrixMode(GL_PROJECTION);
|
---|
[2834] | 1718 | glPushMatrix();
|
---|
| 1719 |
|
---|
[2787] | 1720 | glLoadIdentity();
|
---|
[2796] | 1721 |
|
---|
[2807] | 1722 | glOrtho(-offs, offs, -offs, offs, 0.0f, box.Size().z * 100.0f);
|
---|
[2787] | 1723 |
|
---|
[2796] | 1724 | glMatrixMode(GL_MODELVIEW);
|
---|
[2834] | 1725 | glPushMatrix();
|
---|
[2787] | 1726 |
|
---|
[2796] | 1727 | visCamera->SetupCameraView();
|
---|
[2806] | 1728 |
|
---|
| 1729 | Matrix4x4 rotZ = RotationZMatrix(-camera->GetPitch());
|
---|
| 1730 | glMultMatrixf((float *)rotZ.x);
|
---|
| 1731 |
|
---|
[2887] | 1732 | // inverse translation in order to fix current position
|
---|
[2838] | 1733 | Vector3 pos = camera->GetPosition();
|
---|
[2806] | 1734 | glTranslatef(-pos.x, -pos.y, -pos.z);
|
---|
| 1735 |
|
---|
| 1736 |
|
---|
[2788] | 1737 | GLfloat position[] = {0.8f, 1.0f, 1.5f, 0.0f};
|
---|
| 1738 | glLightfv(GL_LIGHT0, GL_POSITION, position);
|
---|
[2787] | 1739 |
|
---|
[2788] | 1740 | GLfloat position1[] = {bvh->GetBox().Center().x, bvh->GetBox().Max().y, bvh->GetBox().Center().z, 1.0f};
|
---|
| 1741 | glLightfv(GL_LIGHT1, GL_POSITION, position1);
|
---|
[2787] | 1742 |
|
---|
[2642] | 1743 | glClear(GL_DEPTH_BUFFER_BIT);
|
---|
| 1744 |
|
---|
[2888] | 1745 |
|
---|
[2767] | 1746 | ////////////
|
---|
[2787] | 1747 | //-- visualization of the occlusion culling
|
---|
| 1748 |
|
---|
[2767] | 1749 | visualization->Render();
|
---|
[2887] | 1750 |
|
---|
[2767] | 1751 |
|
---|
[2834] | 1752 | // reset previous settings
|
---|
| 1753 | glPopAttrib();
|
---|
| 1754 |
|
---|
| 1755 | glMatrixMode(GL_PROJECTION);
|
---|
| 1756 | glPopMatrix();
|
---|
| 1757 | glMatrixMode(GL_MODELVIEW);
|
---|
| 1758 | glPopMatrix();
|
---|
[2642] | 1759 | }
|
---|
| 1760 |
|
---|
[2767] | 1761 |
|
---|
[2642] | 1762 | // cleanup routine after the main loop
|
---|
[2756] | 1763 | void CleanUp()
|
---|
[2642] | 1764 | {
|
---|
[2756] | 1765 | DEL_PTR(traverser);
|
---|
[2796] | 1766 | DEL_PTR(sceneQuery);
|
---|
[2756] | 1767 | DEL_PTR(bvh);
|
---|
[2767] | 1768 | DEL_PTR(visualization);
|
---|
[2787] | 1769 | DEL_PTR(camera);
|
---|
[2793] | 1770 | DEL_PTR(loader);
|
---|
[2801] | 1771 | DEL_PTR(renderQueue);
|
---|
[2827] | 1772 | DEL_PTR(perfGraph);
|
---|
[2879] | 1773 | DEL_PTR(fbo);
|
---|
| 1774 | DEL_PTR(ssaoShader);
|
---|
[3019] | 1775 | DEL_PTR(light);
|
---|
| 1776 | DEL_PTR(visCamera);
|
---|
| 1777 | DEL_PTR(preetham);
|
---|
[3020] | 1778 | DEL_PTR(shadowMap);
|
---|
| 1779 | DEL_PTR(shadowTraverser);
|
---|
[3019] | 1780 |
|
---|
[3020] | 1781 | if (sCgMrtVertexProgram)
|
---|
[2810] | 1782 | cgDestroyProgram(sCgMrtVertexProgram);
|
---|
[3020] | 1783 |
|
---|
[2827] | 1784 | if (RenderState::sCgMrtFragmentProgram)
|
---|
| 1785 | cgDestroyProgram(RenderState::sCgMrtFragmentProgram);
|
---|
[3020] | 1786 |
|
---|
[2827] | 1787 | if (RenderState::sCgMrtFragmentTexProgram)
|
---|
| 1788 | cgDestroyProgram(RenderState::sCgMrtFragmentTexProgram);
|
---|
[2861] | 1789 |
|
---|
[2809] | 1790 | if (sCgContext)
|
---|
| 1791 | cgDestroyContext(sCgContext);
|
---|
[2642] | 1792 | }
|
---|
| 1793 |
|
---|
| 1794 |
|
---|
| 1795 | // this function inserts a dezimal point after each 1000
|
---|
[2829] | 1796 | void CalcDecimalPoint(string &str, int d, int len)
|
---|
[2642] | 1797 | {
|
---|
[2827] | 1798 | static vector<int> numbers;
|
---|
| 1799 | numbers.clear();
|
---|
| 1800 |
|
---|
[2829] | 1801 | static string shortStr;
|
---|
| 1802 | shortStr.clear();
|
---|
[2642] | 1803 |
|
---|
[2829] | 1804 | static char hstr[100];
|
---|
| 1805 |
|
---|
[2642] | 1806 | while (d != 0)
|
---|
| 1807 | {
|
---|
| 1808 | numbers.push_back(d % 1000);
|
---|
| 1809 | d /= 1000;
|
---|
| 1810 | }
|
---|
| 1811 |
|
---|
| 1812 | // first element without leading zeros
|
---|
| 1813 | if (numbers.size() > 0)
|
---|
| 1814 | {
|
---|
[2800] | 1815 | sprintf(hstr, "%d", numbers.back());
|
---|
[2829] | 1816 | shortStr.append(hstr);
|
---|
[2642] | 1817 | }
|
---|
| 1818 |
|
---|
[2764] | 1819 | for (int i = (int)numbers.size() - 2; i >= 0; i--)
|
---|
[2642] | 1820 | {
|
---|
[2800] | 1821 | sprintf(hstr, ",%03d", numbers[i]);
|
---|
[2829] | 1822 | shortStr.append(hstr);
|
---|
[2642] | 1823 | }
|
---|
[2829] | 1824 |
|
---|
| 1825 | int dif = len - (int)shortStr.size();
|
---|
| 1826 |
|
---|
| 1827 | for (int i = 0; i < dif; ++ i)
|
---|
| 1828 | {
|
---|
| 1829 | str += " ";
|
---|
| 1830 | }
|
---|
| 1831 |
|
---|
| 1832 | str.append(shortStr);
|
---|
[2764] | 1833 | }
|
---|
| 1834 |
|
---|
| 1835 |
|
---|
| 1836 | void DisplayStats()
|
---|
| 1837 | {
|
---|
[2826] | 1838 | static char msg[9][300];
|
---|
[2764] | 1839 |
|
---|
[2826] | 1840 | static double frameTime = elapsedTime;
|
---|
| 1841 | static double renderTime = algTime;
|
---|
| 1842 |
|
---|
[2818] | 1843 | const float expFactor = 0.1f;
|
---|
[2767] | 1844 |
|
---|
[2802] | 1845 | // if some strange render time spike happened in this frame => don't count
|
---|
[2826] | 1846 | if (elapsedTime < 500) frameTime = elapsedTime * expFactor + (1.0f - expFactor) * elapsedTime;
|
---|
| 1847 |
|
---|
| 1848 | static float rTime = 1000.0f;
|
---|
[2764] | 1849 |
|
---|
[2826] | 1850 | if (showAlgorithmTime)
|
---|
| 1851 | {
|
---|
| 1852 | if (algTime < 500) renderTime = algTime * expFactor + (1.0f - expFactor) * renderTime;
|
---|
| 1853 | }
|
---|
[2802] | 1854 |
|
---|
[2826] | 1855 | accumulatedTime += elapsedTime;
|
---|
| 1856 |
|
---|
[2776] | 1857 | if (accumulatedTime > 500) // update every fraction of a second
|
---|
[2770] | 1858 | {
|
---|
| 1859 | accumulatedTime = 0;
|
---|
| 1860 |
|
---|
[2826] | 1861 | if (frameTime) fps = 1e3f / (float)frameTime;
|
---|
| 1862 |
|
---|
| 1863 | rTime = renderTime;
|
---|
[2773] | 1864 |
|
---|
[2948] | 1865 | if (renderLightView && shadowTraverser)
|
---|
| 1866 | {
|
---|
| 1867 | renderedTriangles = shadowTraverser->GetStats().mNumRenderedTriangles;
|
---|
| 1868 | renderedObjects = shadowTraverser->GetStats().mNumRenderedGeometry;
|
---|
| 1869 | renderedNodes = shadowTraverser->GetStats().mNumRenderedNodes;
|
---|
| 1870 | }
|
---|
| 1871 | else if (showShadowMap && shadowTraverser)
|
---|
| 1872 | {
|
---|
| 1873 | renderedNodes = traverser->GetStats().mNumRenderedNodes + shadowTraverser->GetStats().mNumRenderedNodes;
|
---|
| 1874 | renderedObjects = traverser->GetStats().mNumRenderedGeometry + shadowTraverser->GetStats().mNumRenderedGeometry;
|
---|
| 1875 | renderedTriangles = traverser->GetStats().mNumRenderedTriangles + shadowTraverser->GetStats().mNumRenderedTriangles;
|
---|
| 1876 | }
|
---|
| 1877 | else
|
---|
| 1878 | {
|
---|
| 1879 | renderedTriangles = traverser->GetStats().mNumRenderedTriangles;
|
---|
| 1880 | renderedObjects = traverser->GetStats().mNumRenderedGeometry;
|
---|
| 1881 | renderedNodes = traverser->GetStats().mNumRenderedNodes;
|
---|
| 1882 | }
|
---|
| 1883 |
|
---|
[2770] | 1884 | traversedNodes = traverser->GetStats().mNumTraversedNodes;
|
---|
| 1885 | frustumCulledNodes = traverser->GetStats().mNumFrustumCulledNodes;
|
---|
| 1886 | queryCulledNodes = traverser->GetStats().mNumQueryCulledNodes;
|
---|
| 1887 | issuedQueries = traverser->GetStats().mNumIssuedQueries;
|
---|
| 1888 | stateChanges = traverser->GetStats().mNumStateChanges;
|
---|
[2800] | 1889 | numBatches = traverser->GetStats().mNumBatches;
|
---|
[2770] | 1890 | }
|
---|
| 1891 |
|
---|
[2764] | 1892 |
|
---|
[2826] | 1893 | Begin2D();
|
---|
[2808] | 1894 |
|
---|
[2826] | 1895 | glEnable(GL_BLEND);
|
---|
| 1896 | glBlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA);
|
---|
[2764] | 1897 |
|
---|
[2826] | 1898 | if (showHelp)
|
---|
| 1899 | {
|
---|
| 1900 | DrawHelpMessage();
|
---|
| 1901 | }
|
---|
| 1902 | else
|
---|
| 1903 | {
|
---|
[2829] | 1904 | if (showOptions)
|
---|
| 1905 | {
|
---|
| 1906 | glColor4f(0.0f, 0.0f, 0.0f, 0.5f);
|
---|
| 1907 | glRecti(5, winHeight - 95, winWidth * 2 / 3 - 5, winHeight - 5);
|
---|
| 1908 | }
|
---|
| 1909 |
|
---|
| 1910 | if (showStatistics)
|
---|
| 1911 | {
|
---|
| 1912 | glColor4f(0.0f, 0.0f, 0.0f, 0.5f);
|
---|
| 1913 | glRecti(5, winHeight - 165, winWidth * 2 / 3 - 5, winHeight - 100);
|
---|
| 1914 | }
|
---|
| 1915 |
|
---|
| 1916 | glEnable(GL_TEXTURE_2D);
|
---|
| 1917 |
|
---|
[2827] | 1918 | myfont.Begin();
|
---|
[2769] | 1919 |
|
---|
[2826] | 1920 | if (showOptions)
|
---|
| 1921 | {
|
---|
[2829] | 1922 | glColor3f(0.0f, 1.0f, 0.0f);
|
---|
| 1923 |
|
---|
[2826] | 1924 | int i = 0;
|
---|
| 1925 |
|
---|
[2955] | 1926 | static char *renderMethodStr[] = {"forward", "depth pass + forward", "deferred shading", "depth pass + deferred"};
|
---|
[2825] | 1927 |
|
---|
[2826] | 1928 | sprintf(msg[i ++], "multiqueries: %d, tight bounds: %d, render queue: %d",
|
---|
| 1929 | useMultiQueries, useTightBounds, useRenderQueue);
|
---|
[2792] | 1930 |
|
---|
[2955] | 1931 | sprintf(msg[i ++], "render technique: %s, SSAO: %d", renderMethodStr[renderMethod], useAdvancedShading);
|
---|
[2808] | 1932 |
|
---|
[2826] | 1933 | sprintf(msg[i ++], "triangles per virtual leaf: %5d", trianglesPerVirtualLeaf);
|
---|
[2808] | 1934 |
|
---|
[2826] | 1935 | sprintf(msg[i ++], "assumed visible frames: %4d, max batch size: %4d",
|
---|
| 1936 | assumedVisibleFrames, maxBatchSize);
|
---|
[2808] | 1937 |
|
---|
[2826] | 1938 | for (int j = 0; j < 4; ++ j)
|
---|
[2829] | 1939 | myfont.DrawString(msg[j], 10.0f, winHeight - 5 - j * 20);
|
---|
[2826] | 1940 | }
|
---|
[2808] | 1941 |
|
---|
[2786] | 1942 | if (showStatistics)
|
---|
[2764] | 1943 | {
|
---|
[2829] | 1944 | glColor3f(1.0f, 1.0f, 0.0f);
|
---|
| 1945 |
|
---|
[2948] | 1946 | string objStr, totalObjStr;
|
---|
| 1947 | string triStr, totalTriStr;
|
---|
[2826] | 1948 |
|
---|
[2829] | 1949 | int len = 10;
|
---|
[2948] | 1950 | CalcDecimalPoint(objStr, renderedObjects, len);
|
---|
| 1951 | CalcDecimalPoint(totalObjStr, (int)loader->GetNumEntities(), len);
|
---|
[2826] | 1952 |
|
---|
[2948] | 1953 | CalcDecimalPoint(triStr, renderedTriangles, len);
|
---|
| 1954 | CalcDecimalPoint(totalTriStr, bvh->GetBvhStats().mTriangles, len);
|
---|
| 1955 |
|
---|
[2826] | 1956 | int i = 4;
|
---|
| 1957 |
|
---|
[2953] | 1958 | if (0)
|
---|
| 1959 | {
|
---|
| 1960 | sprintf(msg[i ++], "rendered: %s of %s objects, %s of %s triangles",
|
---|
| 1961 | objStr.c_str(), totalObjStr.c_str(), triStr.c_str(), totalTriStr.c_str());
|
---|
| 1962 | }
|
---|
| 1963 | else
|
---|
| 1964 | {
|
---|
| 1965 | sprintf(msg[i ++], "rendered: %6d of %6d nodes, %s of %s triangles",
|
---|
| 1966 | renderedNodes, bvh->GetNumVirtualNodes(), triStr.c_str(), totalTriStr.c_str());
|
---|
| 1967 | }
|
---|
[2826] | 1968 |
|
---|
| 1969 | sprintf(msg[i ++], "traversed: %5d, frustum culled: %5d, query culled: %5d",
|
---|
| 1970 | traversedNodes, frustumCulledNodes, queryCulledNodes);
|
---|
| 1971 |
|
---|
| 1972 | sprintf(msg[i ++], "issued queries: %5d, state changes: %5d, render batches: %5d",
|
---|
| 1973 | issuedQueries, stateChanges, numBatches);
|
---|
| 1974 |
|
---|
| 1975 | for (int j = 4; j < 7; ++ j)
|
---|
[2829] | 1976 | myfont.DrawString(msg[j], 10.0f, winHeight - (j + 1) * 20);
|
---|
[2764] | 1977 | }
|
---|
[2790] | 1978 |
|
---|
[2826] | 1979 | glColor3f(1.0f, 1.0f, 1.0f);
|
---|
| 1980 | static char *alg_str[] = {"Frustum Cull", "Stop and Wait", "CHC", "CHC ++"};
|
---|
[2827] | 1981 |
|
---|
| 1982 | if (!showAlgorithmTime)
|
---|
[3010] | 1983 | sprintf(msg[7], "%s: %6.1f fps", alg_str[renderMode], fps);
|
---|
[2827] | 1984 | else
|
---|
| 1985 | sprintf(msg[7], "%s: %6.1f ms", alg_str[renderMode], rTime);
|
---|
[3010] | 1986 |
|
---|
[2829] | 1987 | myfont.DrawString(msg[7], 1.3f, 690.0f, 760.0f);//, top_color, bottom_color);
|
---|
[2827] | 1988 |
|
---|
| 1989 | //sprintf(msg[8], "algorithm time: %6.1f ms", rTime);
|
---|
| 1990 | //myfont.DrawString(msg[8], 720.0f, 730.0f);
|
---|
[2764] | 1991 | }
|
---|
| 1992 |
|
---|
[2826] | 1993 | glDisable(GL_BLEND);
|
---|
| 1994 | glDisable(GL_TEXTURE_2D);
|
---|
| 1995 |
|
---|
[2792] | 1996 | End2D();
|
---|
[2764] | 1997 | }
|
---|
[2796] | 1998 |
|
---|
| 1999 |
|
---|
| 2000 | void RenderSky()
|
---|
| 2001 | {
|
---|
[2958] | 2002 | cgGLEnableProfile(RenderState::sCgVertexProfile);
|
---|
| 2003 |
|
---|
[2959] | 2004 | if ((renderMethod == RENDER_DEFERRED) || (renderMethod == RENDER_DEPTH_PASS_DEFERRED))
|
---|
| 2005 | state.SetRenderPassType(RenderState::DEFERRED);
|
---|
[2958] | 2006 |
|
---|
[2994] | 2007 | const bool useToneMapping = ((renderMethod == RENDER_DEPTH_PASS_DEFERRED) || (renderMethod == RENDER_DEFERRED)) && useHDR;
|
---|
[2796] | 2008 |
|
---|
[2983] | 2009 | preetham->RenderSkyDome(-light->GetDirection(), camera, &state, !useToneMapping);
|
---|
| 2010 |
|
---|
[2957] | 2011 | cgGLDisableProfile(RenderState::sCgVertexProfile);
|
---|
[2958] | 2012 | cgGLDisableProfile(RenderState::sCgFragmentProfile);
|
---|
[2801] | 2013 | }
|
---|
[2796] | 2014 |
|
---|
[2948] | 2015 |
|
---|
[2895] | 2016 | // render visible object from depth pass
|
---|
[2801] | 2017 | void RenderVisibleObjects()
|
---|
| 2018 | {
|
---|
[2955] | 2019 | if (renderMethod == RENDER_DEPTH_PASS_DEFERRED)
|
---|
[2948] | 2020 | {
|
---|
[2950] | 2021 | if (showShadowMap && !renderLightView)
|
---|
[2951] | 2022 | {
|
---|
| 2023 | float minVisibleDist = min(camera->GetFar(), traverser->GetMaxVisibleDistance());
|
---|
| 2024 | RenderShadowMap(minVisibleDist);
|
---|
| 2025 | }
|
---|
[2949] | 2026 |
|
---|
| 2027 | glDisable(GL_LIGHTING);
|
---|
| 2028 | glViewport(0, 0, texWidth, texHeight);
|
---|
[2951] | 2029 |
|
---|
[2948] | 2030 | InitDeferredRendering();
|
---|
| 2031 | }
|
---|
[2949] | 2032 | else
|
---|
[2950] | 2033 | {
|
---|
| 2034 | glEnable(GL_LIGHTING);
|
---|
[2955] | 2035 | state.SetRenderPassType(RenderState::FIXED);
|
---|
[2950] | 2036 | }
|
---|
[2948] | 2037 |
|
---|
[2957] | 2038 | glShadeModel(GL_SMOOTH);
|
---|
[2953] | 2039 | glEnableClientState(GL_NORMAL_ARRAY);
|
---|
| 2040 |
|
---|
[2950] | 2041 | // draw all objects that have exactly the same depth as the current sample
|
---|
| 2042 | glDepthFunc(GL_LEQUAL);
|
---|
| 2043 | glColorMask(GL_TRUE, GL_TRUE, GL_TRUE, GL_TRUE);
|
---|
[2801] | 2044 |
|
---|
[2982] | 2045 | glClear(GL_COLOR_BUFFER_BIT);
|
---|
| 2046 |
|
---|
[2950] | 2047 | state.SetUseAlphaToCoverage(true);
|
---|
| 2048 | state.Reset();
|
---|
[2951] | 2049 |
|
---|
[2949] | 2050 | //cout << "visible: " << (int)traverser->GetVisibleObjects().size() << endl;
|
---|
| 2051 |
|
---|
[2801] | 2052 | SceneEntityContainer::const_iterator sit,
|
---|
| 2053 | sit_end = traverser->GetVisibleObjects().end();
|
---|
| 2054 |
|
---|
| 2055 | for (sit = traverser->GetVisibleObjects().begin(); sit != sit_end; ++ sit)
|
---|
[2948] | 2056 | {
|
---|
[2801] | 2057 | renderQueue->Enqueue(*sit);
|
---|
[2948] | 2058 | }
|
---|
| 2059 |
|
---|
[2801] | 2060 | renderQueue->Apply();
|
---|
| 2061 |
|
---|
| 2062 | glDepthFunc(GL_LESS);
|
---|
[2959] | 2063 | state.Reset();
|
---|
[2949] | 2064 |
|
---|
| 2065 | PrintGLerror("visibleobjects");
|
---|
[2801] | 2066 | }
|
---|
| 2067 |
|
---|
| 2068 |
|
---|
| 2069 | void PlaceViewer(const Vector3 &oldPos)
|
---|
| 2070 | {
|
---|
| 2071 | Vector3 playerPos = camera->GetPosition();
|
---|
[2843] | 2072 | bool validIntersect = sceneQuery->CalcIntersection(playerPos);
|
---|
[2801] | 2073 |
|
---|
[2853] | 2074 | if (validIntersect)
|
---|
[2848] | 2075 | // && ((playerPos.z - oldPos.z) < bvh->GetBox().Size(2) * 1e-1f))
|
---|
[2801] | 2076 | {
|
---|
| 2077 | camera->SetPosition(playerPos);
|
---|
| 2078 | }
|
---|
[2809] | 2079 | }
|
---|
[2948] | 2080 |
|
---|
| 2081 |
|
---|
[2951] | 2082 | void RenderShadowMap(float newfar)
|
---|
[2948] | 2083 | {
|
---|
| 2084 | cgGLDisableProfile(RenderState::sCgFragmentProfile);
|
---|
| 2085 | cgGLDisableProfile(RenderState::sCgVertexProfile);
|
---|
| 2086 |
|
---|
[2953] | 2087 | glDisableClientState(GL_NORMAL_ARRAY);
|
---|
| 2088 |
|
---|
[2955] | 2089 | state.SetRenderPassType(RenderState::DEPTH_PASS);
|
---|
| 2090 | state.LockCullFaceEnabled(true);
|
---|
| 2091 | state.SetUseAlphaToCoverage(false);
|
---|
[2948] | 2092 |
|
---|
[2980] | 2093 | // change CHC++ set of state variables
|
---|
| 2094 | // this must be done for each change of camera because
|
---|
[2948] | 2095 | // otherwise the temporal coherency is broken
|
---|
| 2096 | BvhNode::SetCurrentState(1);
|
---|
| 2097 |
|
---|
| 2098 | // hack: temporarily change camera far plane
|
---|
[2951] | 2099 | camera->SetFar(newfar);
|
---|
[2955] | 2100 | glDisable(GL_CULL_FACE);
|
---|
| 2101 |
|
---|
[2948] | 2102 | // the scene is rendered withouth any shading
|
---|
[3005] | 2103 | shadowMap->ComputeShadowMap(shadowTraverser, viewProjMat);
|
---|
[2948] | 2104 |
|
---|
[2955] | 2105 | glEnable(GL_CULL_FACE);
|
---|
[2948] | 2106 | camera->SetFar(farDist);
|
---|
| 2107 |
|
---|
| 2108 | state.SetUseAlphaToCoverage(true);
|
---|
[2955] | 2109 | state.LockCullFaceEnabled(false);
|
---|
[2948] | 2110 |
|
---|
[2953] | 2111 | glEnableClientState(GL_NORMAL_ARRAY);
|
---|
| 2112 |
|
---|
[2948] | 2113 | // change back state
|
---|
| 2114 | BvhNode::SetCurrentState(0);
|
---|
[2952] | 2115 | }
|
---|