[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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[3021] | 4 |
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| 5 | #include "common.h"
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| 6 |
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[3019] | 7 | #ifdef _CRT_SET
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| 8 | #define _CRTDBG_MAP_ALLOC
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| 9 | #include <stdlib.h>
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| 10 | #include <crtdbg.h>
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| 11 |
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| 12 | // redefine new operator
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| 13 | #define DEBUG_NEW new(_NORMAL_BLOCK, __FILE__, __LINE__)
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| 14 | #define new DEBUG_NEW
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| 15 | #endif
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| 16 |
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[2746] | 17 | #include <math.h>
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| 18 | #include <time.h>
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[3019] | 19 | #include "glInterface.h"
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| 20 |
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| 21 |
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[2642] | 22 | #include "RenderTraverser.h"
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[2756] | 23 | #include "SceneEntity.h"
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| 24 | #include "Vector3.h"
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| 25 | #include "Matrix4x4.h"
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[2795] | 26 | #include "ResourceManager.h"
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[2756] | 27 | #include "Bvh.h"
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| 28 | #include "Camera.h"
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| 29 | #include "Geometry.h"
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[2760] | 30 | #include "BvhLoader.h"
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| 31 | #include "FrustumCullingTraverser.h"
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[2763] | 32 | #include "StopAndWaitTraverser.h"
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[2764] | 33 | #include "CHCTraverser.h"
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[2767] | 34 | #include "CHCPlusPlusTraverser.h"
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| 35 | #include "Visualization.h"
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[2769] | 36 | #include "RenderState.h"
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[2795] | 37 | #include "Timer/PerfTimer.h"
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[2796] | 38 | #include "SceneQuery.h"
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[2801] | 39 | #include "RenderQueue.h"
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[2819] | 40 | #include "Material.h"
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[2826] | 41 | #include "glfont2.h"
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[2827] | 42 | #include "PerformanceGraph.h"
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[2828] | 43 | #include "Environment.h"
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[2837] | 44 | #include "Halton.h"
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[2840] | 45 | #include "Transform3.h"
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[2853] | 46 | #include "SampleGenerator.h"
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[2857] | 47 | #include "FrameBufferObject.h"
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[2896] | 48 | #include "DeferredRenderer.h"
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[2887] | 49 | #include "ShadowMapping.h"
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| 50 | #include "Light.h"
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[2953] | 51 | #include "SceneEntityConverter.h"
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[2957] | 52 | #include "ObjConverter.h"
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| 53 | #include "SkyPreetham.h"
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[2964] | 54 | #include "Texture.h"
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[2980] | 55 | #include "EntityMerger.h"
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[2642] | 56 |
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[2756] | 57 | using namespace std;
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[2776] | 58 | using namespace CHCDemoEngine;
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[2642] | 59 |
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| 60 |
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[2828] | 61 | static Environment env;
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| 62 |
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[2911] | 63 | #define MAX_DEPTH_CONST 10.0f
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[2828] | 64 |
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[2756] | 65 |
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[2826] | 66 | GLuint fontTex;
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[3038] | 67 | /// fbo
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| 68 | FrameBufferObject *fbo = NULL;
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[2756] | 69 | /// the renderable scene geometry
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| 70 | SceneEntityContainer sceneEntities;
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| 71 | // traverses and renders the hierarchy
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[2767] | 72 | RenderTraverser *traverser = NULL;
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[2756] | 73 | /// the hierarchy
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[2767] | 74 | Bvh *bvh = NULL;
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[2793] | 75 | /// handles scene loading
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[2795] | 76 | ResourceManager *loader = NULL;
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[2756] | 77 | /// the scene camera
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[2767] | 78 | Camera *camera = NULL;
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[2795] | 79 | /// the scene camera
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| 80 | Camera *visCamera = NULL;
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[2767] | 81 | /// the visualization
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| 82 | Visualization *visualization = NULL;
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[2760] | 83 | /// the current render state
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| 84 | RenderState state;
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[2764] | 85 | /// the rendering algorithm
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[2795] | 86 | int renderMode = RenderTraverser::CHCPLUSPLUS;
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[3038] | 87 | /// eye near plane distance
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[2954] | 88 | float nearDist = 0.2f;
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[3038] | 89 | /// eye far plane distance
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[2927] | 90 | float farDist = 1e6f;
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[2856] | 91 | /// the field of view
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| 92 | float fov = 50.0f;
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[2771] | 93 | /// the pixel threshold where a node is still considered invisible
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| 94 | int threshold;
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[2764] | 95 |
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[2776] | 96 | int assumedVisibleFrames = 10;
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[3038] | 97 |
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[2776] | 98 | int maxBatchSize = 50;
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[2771] | 99 |
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[2800] | 100 | int trianglesPerVirtualLeaf = INITIAL_TRIANGLES_PER_VIRTUAL_LEAVES;
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[2767] | 101 |
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[2796] | 102 | SceneQuery *sceneQuery = NULL;
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[2801] | 103 | RenderQueue *renderQueue = NULL;
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[2796] | 104 |
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[2897] | 105 | // traverses and renders the hierarchy
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| 106 | RenderTraverser *shadowTraverser = NULL;
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| 107 |
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[2957] | 108 | SkyPreetham *preetham = NULL;
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[2897] | 109 |
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[3016] | 110 |
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[2994] | 111 | /// the used render type for this render pass
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| 112 | enum RenderMethod
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| 113 | {
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| 114 | RENDER_FIXED,
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| 115 | RENDER_DEPTH_PASS,
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| 116 | RENDER_DEFERRED,
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| 117 | RENDER_DEPTH_PASS_DEFERRED,
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| 118 | RENDER_NUM_RENDER_TYPES
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| 119 | };
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[2957] | 120 |
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[2994] | 121 | /// one of four possible render methods
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| 122 | int renderMethod = RENDER_FIXED;
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| 123 |
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| 124 |
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[2809] | 125 | /// these values get scaled with the frame rate
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[2828] | 126 | static float keyForwardMotion = 30.0f;
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| 127 | static float keyRotation = 1.5f;
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[2801] | 128 |
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[2826] | 129 | /// elapsed time in milliseconds
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| 130 | double elapsedTime = 1000.0f;
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| 131 | double algTime = 1000.0f;
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[2795] | 132 |
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[2809] | 133 | static int winWidth = 1024;
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[2813] | 134 | static int winHeight = 768;
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[2892] | 135 |
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[2945] | 136 | int shadowSize = 2048;
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[2892] | 137 |
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[2809] | 138 | static float winAspectRatio = 1.0f;
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[2642] | 139 |
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[2776] | 140 | double accumulatedTime = 1000;
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[2770] | 141 | float fps = 1e3f;
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| 142 |
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[2826] | 143 | glfont::GLFont myfont;
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| 144 |
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[2809] | 145 | // rendertexture
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[2828] | 146 | static int texWidth = 1024;
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| 147 | static int texHeight = 768;
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[2866] | 148 |
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[2770] | 149 | int renderedObjects = 0;
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[2773] | 150 | int renderedNodes = 0;
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| 151 | int renderedTriangles = 0;
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| 152 |
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[2770] | 153 | int issuedQueries = 0;
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| 154 | int traversedNodes = 0;
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| 155 | int frustumCulledNodes = 0;
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| 156 | int queryCulledNodes = 0;
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| 157 | int stateChanges = 0;
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[2800] | 158 | int numBatches = 0;
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[2770] | 159 |
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[2642] | 160 |
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[2792] | 161 | // mouse navigation state
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[2809] | 162 | int xEyeBegin = 0;
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| 163 | int yEyeBegin = 0;
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| 164 | int yMotionBegin = 0;
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| 165 | int verticalMotionBegin = 0;
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| 166 | int horizontalMotionBegin = 0;
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[2642] | 167 |
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[2800] | 168 |
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[2792] | 169 | bool leftKeyPressed = false;
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| 170 | bool rightKeyPressed = false;
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| 171 | bool upKeyPressed = false;
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| 172 | bool downKeyPressed = false;
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[2837] | 173 | bool descendKeyPressed = false;
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| 174 | bool ascendKeyPressed = false;
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[2787] | 175 |
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[2994] | 176 | bool showHelp = false;
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| 177 | bool showStatistics = false;
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| 178 | bool showOptions = true;
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| 179 | bool showBoundingVolumes = false;
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| 180 | bool visMode = false;
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| 181 |
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| 182 | bool useOptimization = false;
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| 183 | bool useTightBounds = true;
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| 184 | bool useRenderQueue = true;
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| 185 | bool useMultiQueries = true;
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| 186 | bool flyMode = true;
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| 187 |
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[2875] | 188 | bool useGlobIllum = false;
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| 189 | bool useTemporalCoherence = true;
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[2994] | 190 | bool showAlgorithmTime = false;
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[2875] | 191 |
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[2994] | 192 | bool useFullScreen = false;
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| 193 | bool useLODs = true;
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| 194 | bool moveLight = false;
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| 195 |
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| 196 | bool useAdvancedShading = false;
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| 197 | bool showShadowMap = false;
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| 198 | bool renderLightView = false;
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| 199 |
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| 200 | bool altKeyPressed = false;
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| 201 |
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| 202 | bool useHDR = true;
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| 203 |
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[2901] | 204 | static float ssaoTempCohFactor = 255.0;
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[2821] | 205 |
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[2826] | 206 |
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[2819] | 207 | PerfTimer frameTimer, algTimer;
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| 208 |
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[2976] | 209 | static int sCurrentMrtSet = 0;
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[2957] | 210 |
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[2827] | 211 | PerformanceGraph *perfGraph = NULL;
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[2825] | 212 |
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[2827] | 213 |
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[2948] | 214 | //DeferredRenderer::SAMPLING_METHOD samplingMethod = DeferredRenderer::SAMPLING_POISSON;
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| 215 | DeferredRenderer::SAMPLING_METHOD samplingMethod = DeferredRenderer::SAMPLING_QUADRATIC;
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[2865] | 216 |
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[2894] | 217 | ShadowMap *shadowMap = NULL;
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[2952] | 218 | DirectionalLight *light = NULL;
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[2948] | 219 | DeferredRenderer *ssaoShader = NULL;
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[2834] | 220 |
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[2953] | 221 | SceneEntity *cube = NULL;
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[2957] | 222 | SceneEntity *aeroplane = NULL;
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| 223 | SceneEntity *skyDome = NULL;
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[2895] | 224 |
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[2952] | 225 |
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[2991] | 226 |
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[2809] | 227 | // function forward declarations
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[2759] | 228 | void InitExtensions();
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[2756] | 229 | void DisplayVisualization();
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[2759] | 230 | void InitGLstate();
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[2809] | 231 | void InitRenderTexture();
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[2759] | 232 | void CleanUp();
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| 233 | void SetupEyeView();
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| 234 | void UpdateEyeMtx();
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| 235 | void SetupLighting();
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[2764] | 236 | void DisplayStats();
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[2769] | 237 | void Output(int x, int y, const char *string);
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[2786] | 238 | void DrawHelpMessage();
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[2796] | 239 | void RenderSky();
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[2801] | 240 | void RenderVisibleObjects();
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[2756] | 241 |
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[2792] | 242 | void Begin2D();
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| 243 | void End2D();
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| 244 | void KeyBoard(unsigned char c, int x, int y);
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| 245 | void DrawStatistics();
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| 246 | void Display();
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| 247 | void Special(int c, int x, int y);
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| 248 | void KeyUp(unsigned char c, int x, int y);
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| 249 | void SpecialKeyUp(int c, int x, int y);
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| 250 | void Reshape(int w, int h);
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| 251 | void Mouse(int button, int state, int x, int y);
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| 252 | void LeftMotion(int x, int y);
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| 253 | void RightMotion(int x, int y);
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| 254 | void MiddleMotion(int x, int y);
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| 255 | void CalcDecimalPoint(string &str, int d);
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[2642] | 256 |
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[2897] | 257 | RenderTraverser *CreateTraverser(Camera *cam);
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| 258 |
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[2792] | 259 | void KeyHorizontalMotion(float shift);
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[2794] | 260 | void KeyVerticalMotion(float shift);
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[2642] | 261 |
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[2801] | 262 | void PlaceViewer(const Vector3 &oldPos);
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[2642] | 263 |
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[2826] | 264 | inline float KeyRotationAngle() { return keyRotation * elapsedTime * 1e-3f; }
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| 265 | inline float KeyShift() { return keyForwardMotion * elapsedTime * 1e-3f; }
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[3019] | 266 | // initialise the frame buffer objects
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[2809] | 267 | void InitFBO();
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[2795] | 268 |
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[2954] | 269 | void RightMotionLight(int x, int y);
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| 270 |
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[2951] | 271 | void RenderShadowMap(float newfar);
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[2810] | 272 |
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[3005] | 273 | static Matrix4x4 viewProjMat = IdentityMatrix();
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| 274 | static Matrix4x4 oldViewProjMat = IdentityMatrix();
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[2820] | 275 |
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[2837] | 276 |
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[2995] | 277 |
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[2809] | 278 | static void PrintGLerror(char *msg)
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| 279 | {
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| 280 | GLenum errCode;
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| 281 | const GLubyte *errStr;
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| 282 |
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| 283 | if ((errCode = glGetError()) != GL_NO_ERROR)
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| 284 | {
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| 285 | errStr = gluErrorString(errCode);
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| 286 | fprintf(stderr,"OpenGL ERROR: %s: %s\n", errStr, msg);
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| 287 | }
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| 288 | }
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| 289 |
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| 290 |
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[2642] | 291 | int main(int argc, char* argv[])
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| 292 | {
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[3026] | 293 | /*
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[3019] | 294 | #ifdef _CRT_SET
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| 295 |
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| 296 | //Now just call this function at the start of your program and if you're
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| 297 | //compiling in debug mode (F5), any leaks will be displayed in the Output
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| 298 | //window when the program shuts down. If you're not in debug mode this will
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| 299 | //be ignored. Use it as you will!
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| 300 | //note: from GDNet Direct [3.8.04 - 3.14.04] void detectMemoryLeaks() {
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| 301 |
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| 302 | _CrtSetDbgFlag(_CRTDBG_LEAK_CHECK_DF|_CRTDBG_ALLOC_MEM_DF);
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| 303 | _CrtSetReportMode(_CRT_ASSERT,_CRTDBG_MODE_FILE);
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| 304 | _CrtSetReportFile(_CRT_ASSERT,_CRTDBG_FILE_STDERR);
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| 305 | #endif
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[3026] | 306 | */
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[3019] | 307 | cout << "=== reading environment file ===" << endl << endl;
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| 308 |
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[2781] | 309 | int returnCode = 0;
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| 310 |
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[2837] | 311 | Vector3 camPos(.0f, .0f, .0f);
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[2838] | 312 | Vector3 camDir(.0f, 1.0f, .0f);
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[2952] | 313 | Vector3 lightDir(-0.8f, 1.0f, -0.7f);
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[2837] | 314 |
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[2873] | 315 | cout << "=== reading environment file ===" << endl << endl;
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[2830] | 316 |
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[3019] | 317 | const string envFileName = "default.env";
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[2837] | 318 | if (!env.Read(envFileName))
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| 319 | {
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| 320 | cerr << "loading environment " << envFileName << " failed!" << endl;
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| 321 | }
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| 322 | else
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| 323 | {
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| 324 | env.GetIntParam(string("assumedVisibleFrames"), assumedVisibleFrames);
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| 325 | env.GetIntParam(string("maxBatchSize"), maxBatchSize);
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| 326 | env.GetIntParam(string("trianglesPerVirtualLeaf"), trianglesPerVirtualLeaf);
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[2828] | 327 |
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[2837] | 328 | env.GetFloatParam(string("keyForwardMotion"), keyForwardMotion);
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| 329 | env.GetFloatParam(string("keyRotation"), keyRotation);
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[2828] | 330 |
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[2837] | 331 | env.GetIntParam(string("winWidth"), winWidth);
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| 332 | env.GetIntParam(string("winHeight"), winHeight);
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[2828] | 333 |
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[2837] | 334 | env.GetBoolParam(string("useFullScreen"), useFullScreen);
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[2901] | 335 | env.GetFloatParam(string("tempCohFactor"), ssaoTempCohFactor);
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[2837] | 336 | env.GetVectorParam(string("camPosition"), camPos);
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[2838] | 337 | env.GetVectorParam(string("camDirection"), camDir);
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[2952] | 338 | env.GetVectorParam(string("lightDirection"), lightDir);
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[2828] | 339 |
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[2865] | 340 | env.GetBoolParam(string("useLODs"), useLODs);
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[2945] | 341 | env.GetIntParam(string("shadowSize"), shadowSize);
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[2865] | 342 |
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[2994] | 343 | env.GetBoolParam(string("useHDR"), useHDR);
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| 344 |
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[2846] | 345 | //env.GetStringParam(string("modelPath"), model_path);
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[2838] | 346 | //env.GetIntParam(string("numSssaoSamples"), numSsaoSamples);
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| 347 |
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[2837] | 348 | cout << "assumedVisibleFrames: " << assumedVisibleFrames << endl;
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| 349 | cout << "maxBatchSize: " << maxBatchSize << endl;
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| 350 | cout << "trianglesPerVirtualLeaf: " << trianglesPerVirtualLeaf << endl;
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[2828] | 351 |
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[2837] | 352 | cout << "keyForwardMotion: " << keyForwardMotion << endl;
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| 353 | cout << "keyRotation: " << keyRotation << endl;
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| 354 | cout << "winWidth: " << winWidth << endl;
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| 355 | cout << "winHeight: " << winHeight << endl;
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| 356 | cout << "useFullScreen: " << useFullScreen << endl;
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[2865] | 357 | cout << "useLODs: " << useLODs << endl;
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[2837] | 358 | cout << "camPosition: " << camPos << endl;
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[2901] | 359 | cout << "temporal coherence: " << ssaoTempCohFactor << endl;
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[2945] | 360 | cout << "shadow size: " << shadowSize << endl;
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[2873] | 361 |
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[2846] | 362 | //cout << "model path: " << model_path << endl;
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[2873] | 363 |
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[2881] | 364 | cout << "**** end parameters ****" << endl << endl;
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[2837] | 365 | }
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[2829] | 366 |
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[2828] | 367 | ///////////////////////////
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| 368 |
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[2914] | 369 | camera = new Camera(winWidth, winHeight, fov);
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[2795] | 370 | camera->SetNear(nearDist);
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[2913] | 371 | camera->SetFar(1000);
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[2888] | 372 |
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[2838] | 373 | camera->SetDirection(camDir);
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[2829] | 374 | camera->SetPosition(camPos);
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| 375 |
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[2806] | 376 | visCamera = new Camera(winWidth, winHeight, fov);
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[2796] | 377 | visCamera->SetNear(0.0f);
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| 378 | visCamera->Yaw(.5 * M_PI);
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[2781] | 379 |
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[2952] | 380 | // create a new light
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[2968] | 381 | light = new DirectionalLight(lightDir, RgbaColor(1, 1, 1, 1), RgbaColor(1, 1, 1, 1));
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[2952] | 382 |
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| 383 |
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[2802] | 384 | renderQueue = new RenderQueue(&state, camera);
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[2801] | 385 |
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[2760] | 386 | glutInitWindowSize(winWidth, winHeight);
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[2756] | 387 | glutInit(&argc, argv);
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[2853] | 388 | glutInitDisplayMode(GLUT_DOUBLE | GLUT_RGBA | GLUT_DEPTH | GLUT_MULTISAMPLE);
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| 389 | //glutInitDisplayMode(GLUT_DOUBLE | GLUT_RGBA | GLUT_DEPTH);
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[2850] | 390 | //glutInitDisplayString("samples=2");
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| 391 |
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[2867] | 392 | SceneEntity::SetUseLODs(useLODs);
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| 393 |
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[2828] | 394 | if (!useFullScreen)
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[2856] | 395 | {
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[2828] | 396 | glutCreateWindow("FriendlyCulling");
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[2856] | 397 | }
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[2828] | 398 | else
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| 399 | {
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| 400 | glutGameModeString( "1024x768:32@75" );
|
---|
| 401 | glutEnterGameMode();
|
---|
| 402 | }
|
---|
| 403 |
|
---|
[2792] | 404 | glutDisplayFunc(Display);
|
---|
| 405 | glutKeyboardFunc(KeyBoard);
|
---|
| 406 | glutSpecialFunc(Special);
|
---|
| 407 | glutReshapeFunc(Reshape);
|
---|
| 408 | glutMouseFunc(Mouse);
|
---|
| 409 | glutIdleFunc(Display);
|
---|
| 410 | glutKeyboardUpFunc(KeyUp);
|
---|
| 411 | glutSpecialUpFunc(SpecialKeyUp);
|
---|
| 412 | glutIgnoreKeyRepeat(true);
|
---|
| 413 |
|
---|
[2829] | 414 | // initialise gl graphics
|
---|
[2756] | 415 | InitExtensions();
|
---|
| 416 | InitGLstate();
|
---|
[2850] | 417 |
|
---|
[2854] | 418 | glEnable(GL_MULTISAMPLE_ARB);
|
---|
| 419 | glHint(GL_MULTISAMPLE_FILTER_HINT_NV, GL_NICEST);
|
---|
[2850] | 420 |
|
---|
[2792] | 421 | LeftMotion(0, 0);
|
---|
| 422 | MiddleMotion(0, 0);
|
---|
[2756] | 423 |
|
---|
[2829] | 424 | perfGraph = new PerformanceGraph(1000);
|
---|
[2756] | 425 |
|
---|
[3037] | 426 | loader = ResourceManager::GetSingleton();
|
---|
[2793] | 427 |
|
---|
[2784] | 428 | const string filename = string(model_path + "city.dem");
|
---|
[3019] | 429 |
|
---|
[2793] | 430 | if (loader->Load(filename, sceneEntities))
|
---|
[3012] | 431 | cout << "model " << filename << " loaded" << endl;
|
---|
[2756] | 432 | else
|
---|
[2784] | 433 | {
|
---|
[3012] | 434 | cerr << "loading model " << filename << " failed" << endl;
|
---|
[2792] | 435 | CleanUp();
|
---|
[2784] | 436 | exit(0);
|
---|
| 437 | }
|
---|
[3019] | 438 |
|
---|
[2756] | 439 |
|
---|
[2961] | 440 | const string bvh_filename = string(model_path + "city.bvh");
|
---|
| 441 | BvhLoader bvhLoader;
|
---|
| 442 | bvh = bvhLoader.Load(bvh_filename, sceneEntities);
|
---|
[2795] | 443 |
|
---|
[2961] | 444 | if (!bvh)
|
---|
[2795] | 445 | {
|
---|
[2961] | 446 | cerr << "loading bvh " << bvh_filename << " failed" << endl;
|
---|
[2795] | 447 | CleanUp();
|
---|
| 448 | exit(0);
|
---|
| 449 | }
|
---|
| 450 |
|
---|
[2963] | 451 | // set far plane based on scene extent
|
---|
| 452 | farDist = 10.0f * Magnitude(bvh->GetBox().Diagonal());
|
---|
| 453 | bvh->SetVirtualLeaves(trianglesPerVirtualLeaf);
|
---|
| 454 |
|
---|
| 455 | camera->SetFar(Magnitude(bvh->GetBox().Diagonal()));
|
---|
| 456 |
|
---|
[2961] | 457 | Vector3 cubeCenter(470.398f, 240.364f, 182.5f);
|
---|
[2982] | 458 |
|
---|
[2961] | 459 | Matrix4x4 transl = TranslationMatrix(cubeCenter);
|
---|
| 460 |
|
---|
| 461 | SceneEntityContainer dummy;
|
---|
[2964] | 462 |
|
---|
| 463 | string skyDomeStr(model_path + "sky.dem");
|
---|
| 464 |
|
---|
[3019] | 465 | if (loader->Load(skyDomeStr, sceneEntities))
|
---|
[3023] | 466 | {
|
---|
[3019] | 467 | cout << "successfully loaded " << sceneEntities.size() << " scene entities" << endl;
|
---|
[3023] | 468 | }
|
---|
[2961] | 469 | else
|
---|
[2784] | 470 | {
|
---|
[2964] | 471 | cerr << "loading file " << skyDomeStr << " failed" << endl;
|
---|
[2961] | 472 |
|
---|
[2792] | 473 | CleanUp();
|
---|
[2784] | 474 | exit(0);
|
---|
| 475 | }
|
---|
| 476 |
|
---|
[3019] | 477 | skyDome = sceneEntities.back();
|
---|
[2861] | 478 |
|
---|
[3034] | 479 | //InitCg();
|
---|
[2964] | 480 |
|
---|
[2990] | 481 | const float turbitiy = 5.0f;
|
---|
[2961] | 482 | preetham = new SkyPreetham(turbitiy, skyDome);
|
---|
| 483 |
|
---|
[2857] | 484 | // initialize the render traverser
|
---|
[2897] | 485 | traverser = CreateTraverser(camera);
|
---|
[2756] | 486 |
|
---|
[2787] | 487 | visualization = new Visualization(bvh, camera, NULL, &state);
|
---|
[2897] | 488 |
|
---|
[2955] | 489 | state.SetRenderPassType(RenderState::FIXED);
|
---|
[2796] | 490 |
|
---|
[2847] | 491 | // frame time is restarted every frame
|
---|
| 492 | frameTimer.Start();
|
---|
[2800] | 493 |
|
---|
[2857] | 494 | // the rendering loop
|
---|
[2642] | 495 | glutMainLoop();
|
---|
| 496 |
|
---|
| 497 | // clean up
|
---|
[2756] | 498 | CleanUp();
|
---|
[3019] | 499 |
|
---|
[2642] | 500 | return 0;
|
---|
| 501 | }
|
---|
| 502 |
|
---|
[2756] | 503 |
|
---|
[2809] | 504 | void InitFBO()
|
---|
[2810] | 505 | {
|
---|
[2949] | 506 | PrintGLerror("fbo start");
|
---|
[2980] | 507 |
|
---|
[2857] | 508 | // this fbo basicly stores the scene information we get from standard rendering of a frame
|
---|
| 509 | // we store colors, normals, positions (for the ssao)
|
---|
[2884] | 510 | fbo = new FrameBufferObject(texWidth, texHeight, FrameBufferObject::DEPTH_32);
|
---|
[2948] | 511 | //fbo = new FrameBufferObject(texWidth, texHeight, FrameBufferObject::DEPTH_24);
|
---|
[2857] | 512 |
|
---|
[2859] | 513 | // the diffuse color buffer
|
---|
[3015] | 514 | fbo->AddColorBuffer(ColorBufferObject::RGBA_FLOAT_32, ColorBufferObject::WRAP_CLAMP_TO_EDGE, ColorBufferObject::FILTER_LINEAR, ColorBufferObject::FILTER_NEAREST);
|
---|
[3009] | 515 | // the normals buffer
|
---|
[3017] | 516 | fbo->AddColorBuffer(ColorBufferObject::RGB_FLOAT_16, ColorBufferObject::WRAP_CLAMP_TO_EDGE, ColorBufferObject::FILTER_NEAREST);
|
---|
[2859] | 517 | // the positions buffer
|
---|
[3005] | 518 | //fbo->AddColorBuffer(ColorBufferObject::RGBA_FLOAT_32, ColorBufferObject::WRAP_CLAMP_TO_EDGE, ColorBufferObject::FILTER_NEAREST);
|
---|
[3009] | 519 | fbo->AddColorBuffer(ColorBufferObject::RGB_UBYTE, ColorBufferObject::WRAP_CLAMP_TO_EDGE, ColorBufferObject::FILTER_NEAREST);
|
---|
[2879] | 520 | // another color buffer
|
---|
[3015] | 521 | fbo->AddColorBuffer(ColorBufferObject::RGBA_FLOAT_32, ColorBufferObject::WRAP_CLAMP_TO_EDGE, ColorBufferObject::FILTER_LINEAR, ColorBufferObject::FILTER_NEAREST);
|
---|
[2879] | 522 |
|
---|
[2810] | 523 | PrintGLerror("fbo");
|
---|
[2809] | 524 | }
|
---|
| 525 |
|
---|
| 526 |
|
---|
[2827] | 527 | bool InitFont(void)
|
---|
[2642] | 528 | {
|
---|
[2826] | 529 | glEnable(GL_TEXTURE_2D);
|
---|
| 530 |
|
---|
| 531 | glGenTextures(1, &fontTex);
|
---|
| 532 | glBindTexture(GL_TEXTURE_2D, fontTex);
|
---|
[3019] | 533 |
|
---|
[2829] | 534 | if (!myfont.Create("data/fonts/verdana.glf", fontTex))
|
---|
[2826] | 535 | return false;
|
---|
| 536 |
|
---|
| 537 | glDisable(GL_TEXTURE_2D);
|
---|
[2827] | 538 |
|
---|
[2826] | 539 | return true;
|
---|
| 540 | }
|
---|
| 541 |
|
---|
| 542 |
|
---|
| 543 | void InitGLstate()
|
---|
| 544 | {
|
---|
[2965] | 545 | glClearColor(0.4f, 0.4f, 0.4f, 1.0f);
|
---|
[2642] | 546 |
|
---|
| 547 | glPixelStorei(GL_UNPACK_ALIGNMENT, 1);
|
---|
| 548 | glPixelStorei(GL_PACK_ALIGNMENT,1);
|
---|
| 549 |
|
---|
| 550 | glDepthFunc(GL_LESS);
|
---|
[2762] | 551 | glEnable(GL_DEPTH_TEST);
|
---|
[2642] | 552 |
|
---|
[2760] | 553 | glColor3f(1.0f, 1.0f, 1.0f);
|
---|
[2642] | 554 | glShadeModel(GL_SMOOTH);
|
---|
| 555 |
|
---|
| 556 | glMaterialf(GL_FRONT, GL_SHININESS, 64);
|
---|
| 557 | glEnable(GL_NORMALIZE);
|
---|
[2767] | 558 |
|
---|
| 559 | glDisable(GL_ALPHA_TEST);
|
---|
[2951] | 560 | glAlphaFunc(GL_GEQUAL, 0.5f);
|
---|
[2767] | 561 |
|
---|
[2642] | 562 | glFrontFace(GL_CCW);
|
---|
| 563 | glCullFace(GL_BACK);
|
---|
[2851] | 564 | glEnable(GL_CULL_FACE);
|
---|
| 565 |
|
---|
[2800] | 566 | glDisable(GL_TEXTURE_2D);
|
---|
[2762] | 567 |
|
---|
[2959] | 568 | GLfloat ambientColor[] = {0.2, 0.2, 0.2, 1.0};
|
---|
[2756] | 569 | GLfloat diffuseColor[] = {1.0, 0.0, 0.0, 1.0};
|
---|
[2759] | 570 | GLfloat specularColor[] = {0.0, 0.0, 0.0, 1.0};
|
---|
[2642] | 571 |
|
---|
[2756] | 572 | glMaterialfv(GL_FRONT, GL_AMBIENT, ambientColor);
|
---|
| 573 | glMaterialfv(GL_FRONT, GL_DIFFUSE, diffuseColor);
|
---|
| 574 | glMaterialfv(GL_FRONT, GL_SPECULAR, specularColor);
|
---|
[2801] | 575 |
|
---|
| 576 | glDepthFunc(GL_LESS);
|
---|
[2826] | 577 |
|
---|
[2827] | 578 | if (!InitFont())
|
---|
[2826] | 579 | cerr << "font creation failed" << endl;
|
---|
| 580 | else
|
---|
| 581 | cout << "successfully created font" << endl;
|
---|
[2953] | 582 |
|
---|
| 583 |
|
---|
[2954] | 584 | //////////////////////////////
|
---|
| 585 |
|
---|
[2959] | 586 | //GLfloat lmodel_ambient[] = {1.0f, 1.0f, 1.0f, 1.0f};
|
---|
| 587 | GLfloat lmodel_ambient[] = {0.7f, 0.7f, 0.8f, 1.0f};
|
---|
[2954] | 588 |
|
---|
| 589 | glLightModelfv(GL_LIGHT_MODEL_AMBIENT, lmodel_ambient);
|
---|
[2959] | 590 | //glLightModeli(GL_LIGHT_MODEL_LOCAL_VIEWER, GL_TRUE);
|
---|
| 591 | glLightModeli(GL_LIGHT_MODEL_LOCAL_VIEWER, GL_FALSE);
|
---|
[2954] | 592 | glLightModeli(GL_LIGHT_MODEL_COLOR_CONTROL_EXT, GL_SINGLE_COLOR_EXT);
|
---|
[2642] | 593 | }
|
---|
| 594 |
|
---|
| 595 |
|
---|
[2827] | 596 | void DrawHelpMessage()
|
---|
[2826] | 597 | {
|
---|
[2642] | 598 | const char *message[] =
|
---|
| 599 | {
|
---|
| 600 | "Help information",
|
---|
| 601 | "",
|
---|
| 602 | "'F1' - shows/dismisses this message",
|
---|
[2795] | 603 | "'F2' - shows/hides bird eye view",
|
---|
[2790] | 604 | "'F3' - shows/hides bounds (boxes or tight bounds)",
|
---|
[2827] | 605 | "'F4', - shows/hides parameters",
|
---|
| 606 | "'F5' - shows/hides statistics",
|
---|
| 607 | "'F6', - toggles between fly/walkmode",
|
---|
[2826] | 608 | "'F7', - cycles throw render modes",
|
---|
| 609 | "'F8', - enables/disables ambient occlusion (only deferred)",
|
---|
| 610 | "'F9', - shows pure algorithm render time (using glFinish)",
|
---|
[2790] | 611 | "'SPACE' - cycles through occlusion culling algorithms",
|
---|
[2642] | 612 | "",
|
---|
[2827] | 613 | "'MOUSE LEFT' - turn left/right, move forward/backward",
|
---|
| 614 | "'MOUSE RIGHT' - turn left/right, move forward/backward",
|
---|
| 615 | "'MOUSE MIDDLE' - move up/down, left/right",
|
---|
| 616 | "'CURSOR UP/DOWN' - move forward/backward",
|
---|
| 617 | "'CURSOR LEFT/RIGHT' - turn left/right",
|
---|
[2642] | 618 | "",
|
---|
[2827] | 619 | "'-'/'+' - decreases/increases max batch size",
|
---|
[2837] | 620 | "'1'/'2' - downward/upward motion",
|
---|
| 621 | "'3'/'4' - decreases/increases triangles per virtual bvh leaf (sets bvh depth)",
|
---|
| 622 | "'5'/'6' - decreases/increases assumed visible frames",
|
---|
[2776] | 623 | "",
|
---|
[2786] | 624 | "'R' - use render queue",
|
---|
[2790] | 625 | "'B' - use tight bounds",
|
---|
| 626 | "'M' - use multiqueries",
|
---|
[2792] | 627 | "'O' - use CHC optimization (geometry queries for leaves)",
|
---|
[2642] | 628 | 0,
|
---|
| 629 | };
|
---|
| 630 |
|
---|
[2756] | 631 |
|
---|
[2827] | 632 | glColor4f(0.0f, 1.0f , 0.0f, 0.2f); // 20% green.
|
---|
[2756] | 633 |
|
---|
[2827] | 634 | glRecti(30, 30, winWidth - 30, winHeight - 30);
|
---|
[2642] | 635 |
|
---|
[2827] | 636 | glEnd();
|
---|
| 637 |
|
---|
[2756] | 638 | glColor3f(1.0f, 1.0f, 1.0f);
|
---|
| 639 |
|
---|
[2829] | 640 | glEnable(GL_TEXTURE_2D);
|
---|
[2827] | 641 | myfont.Begin();
|
---|
| 642 |
|
---|
| 643 | int x = 40, y = 30;
|
---|
| 644 |
|
---|
| 645 | for(int i = 0; message[i] != 0; ++ i)
|
---|
[2756] | 646 | {
|
---|
| 647 | if(message[i][0] == '\0')
|
---|
| 648 | {
|
---|
[2786] | 649 | y += 15;
|
---|
[2756] | 650 | }
|
---|
| 651 | else
|
---|
| 652 | {
|
---|
[2827] | 653 | myfont.DrawString(message[i], x, winHeight - y);
|
---|
| 654 | y += 25;
|
---|
[2642] | 655 | }
|
---|
| 656 | }
|
---|
[2829] | 657 | glDisable(GL_TEXTURE_2D);
|
---|
[2642] | 658 | }
|
---|
| 659 |
|
---|
| 660 |
|
---|
[2897] | 661 | RenderTraverser *CreateTraverser(Camera *cam)
|
---|
[2764] | 662 | {
|
---|
[2897] | 663 | RenderTraverser *tr;
|
---|
| 664 |
|
---|
[2771] | 665 | bvh->ResetNodeClassifications();
|
---|
| 666 |
|
---|
[2764] | 667 | switch (renderMode)
|
---|
| 668 | {
|
---|
| 669 | case RenderTraverser::CULL_FRUSTUM:
|
---|
[2897] | 670 | tr = new FrustumCullingTraverser();
|
---|
[2764] | 671 | break;
|
---|
| 672 | case RenderTraverser::STOP_AND_WAIT:
|
---|
[2897] | 673 | tr = new StopAndWaitTraverser();
|
---|
[2764] | 674 | break;
|
---|
| 675 | case RenderTraverser::CHC:
|
---|
[2897] | 676 | tr = new CHCTraverser();
|
---|
[2764] | 677 | break;
|
---|
[2767] | 678 | case RenderTraverser::CHCPLUSPLUS:
|
---|
[2897] | 679 | tr = new CHCPlusPlusTraverser();
|
---|
[2767] | 680 | break;
|
---|
| 681 |
|
---|
[2764] | 682 | default:
|
---|
[2897] | 683 | tr = new FrustumCullingTraverser();
|
---|
[2764] | 684 | }
|
---|
| 685 |
|
---|
[2897] | 686 | tr->SetCamera(cam);
|
---|
| 687 | tr->SetHierarchy(bvh);
|
---|
| 688 | tr->SetRenderQueue(renderQueue);
|
---|
| 689 | tr->SetRenderState(&state);
|
---|
| 690 | tr->SetUseOptimization(useOptimization);
|
---|
| 691 | tr->SetUseRenderQueue(useRenderQueue);
|
---|
| 692 | tr->SetVisibilityThreshold(threshold);
|
---|
| 693 | tr->SetAssumedVisibleFrames(assumedVisibleFrames);
|
---|
| 694 | tr->SetMaxBatchSize(maxBatchSize);
|
---|
| 695 | tr->SetUseMultiQueries(useMultiQueries);
|
---|
| 696 | tr->SetUseTightBounds(useTightBounds);
|
---|
[2955] | 697 | tr->SetUseDepthPass((renderMethod == RENDER_DEPTH_PASS) || (renderMethod == RENDER_DEPTH_PASS_DEFERRED));
|
---|
[2897] | 698 | tr->SetRenderQueue(renderQueue);
|
---|
| 699 |
|
---|
| 700 | return tr;
|
---|
[2764] | 701 | }
|
---|
| 702 |
|
---|
| 703 |
|
---|
[2759] | 704 | void SetupLighting()
|
---|
[2642] | 705 | {
|
---|
[2759] | 706 | glEnable(GL_LIGHT0);
|
---|
[2959] | 707 | glDisable(GL_LIGHT1);
|
---|
[2825] | 708 |
|
---|
[2954] | 709 | Vector3 lightDir = -light->GetDirection();
|
---|
| 710 |
|
---|
| 711 |
|
---|
[2945] | 712 | ///////////
|
---|
| 713 | //-- first light: sunlight
|
---|
| 714 |
|
---|
[2954] | 715 | GLfloat ambient[] = {0.25f, 0.25f, 0.3f, 1.0f};
|
---|
| 716 | GLfloat diffuse[] = {1.0f, 0.95f, 0.85f, 1.0f};
|
---|
| 717 | GLfloat specular[] = {1.0f, 1.0f, 1.0f, 1.0f};
|
---|
[2982] | 718 |
|
---|
[2759] | 719 |
|
---|
[2994] | 720 | const bool useToneMapping = ((renderMethod == RENDER_DEPTH_PASS_DEFERRED) || (renderMethod == RENDER_DEFERRED)) && useHDR;
|
---|
[2982] | 721 |
|
---|
[2954] | 722 | Vector3 sunAmbient;
|
---|
| 723 | Vector3 sunDiffuse;
|
---|
[2759] | 724 |
|
---|
[2982] | 725 | preetham->ComputeSunColor(lightDir, sunAmbient, sunDiffuse, !useToneMapping);
|
---|
[2945] | 726 |
|
---|
[2954] | 727 | ambient[0] = sunAmbient.x;
|
---|
| 728 | ambient[1] = sunAmbient.y;
|
---|
| 729 | ambient[2] = sunAmbient.z;
|
---|
[2825] | 730 |
|
---|
[2982] | 731 | // no tone mapping => scale
|
---|
| 732 | if (!useToneMapping)
|
---|
| 733 | {
|
---|
| 734 | const float maxComponent = sunDiffuse.MaxComponent();
|
---|
| 735 | sunDiffuse /= maxComponent;
|
---|
| 736 | }
|
---|
| 737 |
|
---|
[2954] | 738 | diffuse[0] = sunDiffuse.x;
|
---|
| 739 | diffuse[1] = sunDiffuse.y;
|
---|
| 740 | diffuse[2] = sunDiffuse.z;
|
---|
[2945] | 741 |
|
---|
[2954] | 742 | glLightfv(GL_LIGHT0, GL_AMBIENT, ambient);
|
---|
| 743 | glLightfv(GL_LIGHT0, GL_DIFFUSE, diffuse);
|
---|
| 744 | glLightfv(GL_LIGHT0, GL_SPECULAR, specular);
|
---|
[2825] | 745 |
|
---|
[2954] | 746 | GLfloat position[] = {lightDir.x, lightDir.y, lightDir.z, 0.0f};
|
---|
| 747 | glLightfv(GL_LIGHT0, GL_POSITION, position);
|
---|
[2642] | 748 | }
|
---|
| 749 |
|
---|
[2800] | 750 |
|
---|
[2795] | 751 | void SetupEyeView()
|
---|
[2642] | 752 | {
|
---|
[2861] | 753 | // store matrix of last frame
|
---|
[3005] | 754 | oldViewProjMat = viewProjMat;
|
---|
[2834] | 755 |
|
---|
[2759] | 756 | glMatrixMode(GL_PROJECTION);
|
---|
| 757 | glLoadIdentity();
|
---|
[2927] | 758 | gluPerspective(fov, winAspectRatio, nearDist, farDist);
|
---|
[2759] | 759 |
|
---|
[2756] | 760 | glMatrixMode(GL_MODELVIEW);
|
---|
[2951] | 761 |
|
---|
[2864] | 762 | // set up the camera view
|
---|
[2760] | 763 | camera->SetupCameraView();
|
---|
| 764 |
|
---|
[2892] | 765 |
|
---|
[2864] | 766 | /////////////////
|
---|
| 767 |
|
---|
[2894] | 768 | Matrix4x4 matViewing, matProjection;
|
---|
[2864] | 769 |
|
---|
[2834] | 770 | camera->GetModelViewMatrix(matViewing);
|
---|
| 771 | camera->GetProjectionMatrix(matProjection);
|
---|
| 772 |
|
---|
[2864] | 773 | // store matrix for later use
|
---|
[3005] | 774 | viewProjMat = matViewing * matProjection;
|
---|
[2642] | 775 | }
|
---|
| 776 |
|
---|
| 777 |
|
---|
[2792] | 778 | void KeyHorizontalMotion(float shift)
|
---|
| 779 | {
|
---|
[2888] | 780 | Vector3 hvec = -camera->GetDirection();
|
---|
[2792] | 781 | hvec.z = 0;
|
---|
| 782 |
|
---|
| 783 | Vector3 pos = camera->GetPosition();
|
---|
| 784 | pos += hvec * shift;
|
---|
| 785 |
|
---|
| 786 | camera->SetPosition(pos);
|
---|
| 787 | }
|
---|
| 788 |
|
---|
| 789 |
|
---|
[2794] | 790 | void KeyVerticalMotion(float shift)
|
---|
| 791 | {
|
---|
| 792 | Vector3 uvec = Vector3(0, 0, shift);
|
---|
| 793 |
|
---|
| 794 | Vector3 pos = camera->GetPosition();
|
---|
| 795 | pos += uvec;
|
---|
| 796 |
|
---|
| 797 | camera->SetPosition(pos);
|
---|
| 798 | }
|
---|
| 799 |
|
---|
| 800 |
|
---|
[2999] | 801 | static void ComputeViewVectors(Vector3 &tl, Vector3 &tr, Vector3 &bl, Vector3 &br)
|
---|
| 802 | {
|
---|
| 803 | Vector3 ftl, ftr, fbl, fbr, ntl, ntr, nbl, nbr;
|
---|
| 804 |
|
---|
| 805 | camera->ComputePoints(ftl, ftr, fbl, fbr, ntl, ntr, nbl, nbr);
|
---|
| 806 |
|
---|
| 807 | bl = Normalize(nbl - fbl);
|
---|
| 808 | br = Normalize(nbr - fbr);
|
---|
| 809 | tl = Normalize(ntl - ftl);
|
---|
| 810 | tr = Normalize(ntr - ftr);
|
---|
| 811 | }
|
---|
| 812 |
|
---|
| 813 |
|
---|
[2948] | 814 | void InitDeferredRendering()
|
---|
| 815 | {
|
---|
| 816 | if (!fbo) InitFBO();
|
---|
| 817 | fbo->Bind();
|
---|
| 818 |
|
---|
| 819 | // multisampling does not work with deferred shading
|
---|
| 820 | glDisable(GL_MULTISAMPLE_ARB);
|
---|
| 821 |
|
---|
[2955] | 822 | state.SetRenderPassType(RenderState::DEFERRED);
|
---|
[2948] | 823 |
|
---|
[3038] | 824 | loader->EnableVertexProfile();
|
---|
| 825 | loader->EnableFragmentProfile();
|
---|
[2948] | 826 |
|
---|
[2989] | 827 | const Vector3 pos = camera->GetPosition();
|
---|
[2984] | 828 |
|
---|
[2999] | 829 |
|
---|
[2978] | 830 | // draw to 3 color buffers
|
---|
| 831 | // a color, normal, and positions buffer
|
---|
| 832 | if (sCurrentMrtSet == 0)
|
---|
| 833 | {
|
---|
| 834 | DeferredRenderer::colorBufferIdx = 0;
|
---|
[3009] | 835 | glDrawBuffers(2, mrt);
|
---|
[2978] | 836 | }
|
---|
| 837 | else
|
---|
| 838 | {
|
---|
| 839 | DeferredRenderer::colorBufferIdx = 3;
|
---|
[3009] | 840 | glDrawBuffers(2, mrt2);
|
---|
[2978] | 841 | }
|
---|
[2985] | 842 |
|
---|
[2978] | 843 | sCurrentMrtSet = 1 - sCurrentMrtSet;
|
---|
[2948] | 844 | }
|
---|
| 845 |
|
---|
| 846 |
|
---|
[2857] | 847 | // the main rendering loop
|
---|
[2792] | 848 | void Display()
|
---|
[2801] | 849 | {
|
---|
[2800] | 850 | Vector3 oldPos = camera->GetPosition();
|
---|
| 851 |
|
---|
[2792] | 852 | if (leftKeyPressed)
|
---|
[2795] | 853 | camera->Pitch(KeyRotationAngle());
|
---|
[2792] | 854 | if (rightKeyPressed)
|
---|
[2795] | 855 | camera->Pitch(-KeyRotationAngle());
|
---|
[2792] | 856 | if (upKeyPressed)
|
---|
[2887] | 857 | KeyHorizontalMotion(-KeyShift());
|
---|
| 858 | if (downKeyPressed)
|
---|
[2795] | 859 | KeyHorizontalMotion(KeyShift());
|
---|
[2837] | 860 | if (ascendKeyPressed)
|
---|
| 861 | KeyVerticalMotion(KeyShift());
|
---|
| 862 | if (descendKeyPressed)
|
---|
[2795] | 863 | KeyVerticalMotion(-KeyShift());
|
---|
[2792] | 864 |
|
---|
[2801] | 865 | // place view on ground
|
---|
| 866 | if (!flyMode) PlaceViewer(oldPos);
|
---|
[2800] | 867 |
|
---|
[2826] | 868 | if (showAlgorithmTime)
|
---|
| 869 | {
|
---|
| 870 | glFinish();
|
---|
| 871 | algTimer.Start();
|
---|
| 872 | }
|
---|
[2809] | 873 |
|
---|
[2895] | 874 |
|
---|
[2931] | 875 |
|
---|
| 876 | if ((!shadowMap || !shadowTraverser) && (showShadowMap || renderLightView))
|
---|
| 877 | {
|
---|
| 878 | if (!shadowMap)
|
---|
| 879 | shadowMap = new ShadowMap(light, shadowSize, bvh->GetBox(), camera);
|
---|
| 880 |
|
---|
| 881 | if (!shadowTraverser)
|
---|
| 882 | shadowTraverser = CreateTraverser(shadowMap->GetShadowCamera());
|
---|
| 883 |
|
---|
| 884 | }
|
---|
[2951] | 885 |
|
---|
| 886 | // bring eye modelview matrix up-to-date
|
---|
| 887 | SetupEyeView();
|
---|
| 888 |
|
---|
[2931] | 889 | // hack
|
---|
[2955] | 890 | int oldRenderMethod = renderMethod;
|
---|
[2931] | 891 |
|
---|
| 892 | if (renderLightView)
|
---|
[2955] | 893 | renderMethod = RenderState::FIXED;
|
---|
[2931] | 894 |
|
---|
[2953] | 895 | glEnableClientState(GL_VERTEX_ARRAY);
|
---|
[2931] | 896 |
|
---|
[2953] | 897 |
|
---|
[2931] | 898 | // render with the specified method (forward rendering, forward + depth, deferred)
|
---|
[2955] | 899 | switch (renderMethod)
|
---|
[2825] | 900 | {
|
---|
[2955] | 901 | case RENDER_FIXED:
|
---|
[2825] | 902 |
|
---|
[2851] | 903 | glEnable(GL_MULTISAMPLE_ARB);
|
---|
[2879] | 904 |
|
---|
[2955] | 905 | state.SetRenderPassType(RenderState::FIXED);
|
---|
[2825] | 906 | glEnable(GL_LIGHTING);
|
---|
[2809] | 907 |
|
---|
[3038] | 908 | loader->DisableFragmentProfile();
|
---|
| 909 | loader->DisableVertexProfile();
|
---|
[2809] | 910 |
|
---|
[2829] | 911 | glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT);
|
---|
| 912 |
|
---|
[2953] | 913 | glEnableClientState(GL_NORMAL_ARRAY);
|
---|
| 914 |
|
---|
[2825] | 915 | break;
|
---|
| 916 |
|
---|
[2955] | 917 | case RENDER_DEPTH_PASS_DEFERRED:
|
---|
[2948] | 918 |
|
---|
[2950] | 919 | glDisable(GL_MULTISAMPLE_ARB);
|
---|
| 920 | state.SetUseAlphaToCoverage(false);
|
---|
[2948] | 921 |
|
---|
[2955] | 922 | state.SetRenderPassType(RenderState::DEPTH_PASS);
|
---|
[2949] | 923 |
|
---|
[2948] | 924 | if (!fbo) InitFBO(); fbo->Bind();
|
---|
[2949] | 925 |
|
---|
[2948] | 926 | glDrawBuffers(1, mrt);
|
---|
| 927 |
|
---|
[3038] | 928 | loader->DisableFragmentProfile();
|
---|
| 929 | loader->DisableVertexProfile();
|
---|
[2948] | 930 |
|
---|
[2951] | 931 | glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT);
|
---|
[2948] | 932 |
|
---|
| 933 | // the scene is rendered withouth any shading
|
---|
| 934 | glShadeModel(GL_FLAT);
|
---|
| 935 | glDisable(GL_LIGHTING);
|
---|
| 936 | glColorMask(GL_FALSE, GL_FALSE, GL_FALSE, GL_FALSE);
|
---|
| 937 |
|
---|
[2953] | 938 |
|
---|
[2948] | 939 | break;
|
---|
| 940 |
|
---|
[2955] | 941 | case RENDER_DEPTH_PASS:
|
---|
[2851] | 942 |
|
---|
| 943 | glEnable(GL_MULTISAMPLE_ARB);
|
---|
[3038] | 944 |
|
---|
| 945 | loader->DisableFragmentProfile();
|
---|
| 946 | loader->DisableVertexProfile();
|
---|
[2948] | 947 |
|
---|
[2955] | 948 | state.SetRenderPassType(RenderState::DEPTH_PASS);
|
---|
[2857] | 949 |
|
---|
| 950 | // the scene is rendered withouth any shading
|
---|
[2943] | 951 | glShadeModel(GL_FLAT);
|
---|
[2825] | 952 | glDisable(GL_LIGHTING);
|
---|
[2809] | 953 |
|
---|
[2829] | 954 | glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT);
|
---|
| 955 | glColorMask(GL_FALSE, GL_FALSE, GL_FALSE, GL_FALSE);
|
---|
| 956 |
|
---|
[2953] | 957 |
|
---|
[2825] | 958 | break;
|
---|
| 959 |
|
---|
| 960 | case RenderState::DEFERRED:
|
---|
[2851] | 961 |
|
---|
[2948] | 962 | if (showShadowMap && !renderLightView)
|
---|
[2951] | 963 | RenderShadowMap(camera->GetFar());
|
---|
| 964 |
|
---|
[2948] | 965 | //glPushAttrib(GL_VIEWPORT_BIT);
|
---|
[2825] | 966 | glViewport(0, 0, texWidth, texHeight);
|
---|
| 967 |
|
---|
[2948] | 968 | InitDeferredRendering();
|
---|
[2951] | 969 |
|
---|
[2953] | 970 | glEnableClientState(GL_NORMAL_ARRAY);
|
---|
[2954] | 971 | glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT);
|
---|
| 972 |
|
---|
[2825] | 973 | break;
|
---|
| 974 | }
|
---|
| 975 |
|
---|
[2801] | 976 | glDepthFunc(GL_LESS);
|
---|
[2825] | 977 |
|
---|
[2801] | 978 | glDisable(GL_TEXTURE_2D);
|
---|
| 979 | glDisableClientState(GL_TEXTURE_COORD_ARRAY);
|
---|
[2825] | 980 |
|
---|
[2801] | 981 |
|
---|
[2861] | 982 | // reset lod levels for current frame
|
---|
[2847] | 983 | LODLevel::InitFrame(camera->GetPosition());
|
---|
| 984 |
|
---|
[2892] | 985 | // set up lights
|
---|
[2954] | 986 | SetupLighting();
|
---|
[2795] | 987 |
|
---|
[2801] | 988 |
|
---|
[2931] | 989 | if (renderLightView)
|
---|
| 990 | {
|
---|
| 991 | // change CHC++ set of state variables (must be done for each change of camera because
|
---|
| 992 | // otherwise the temporal coherency is broken
|
---|
| 993 | BvhNode::SetCurrentState(1);
|
---|
[3005] | 994 | shadowMap->RenderShadowView(shadowTraverser, viewProjMat);
|
---|
[2931] | 995 | BvhNode::SetCurrentState(0);
|
---|
| 996 | }
|
---|
| 997 | else
|
---|
[2948] | 998 | {
|
---|
[2931] | 999 | // actually render the scene geometry using the specified algorithm
|
---|
[2982] | 1000 | traverser->RenderScene();
|
---|
[2948] | 1001 | }
|
---|
[2892] | 1002 |
|
---|
[2931] | 1003 |
|
---|
[2825] | 1004 | /////////
|
---|
[2809] | 1005 | //-- do the rest of the rendering
|
---|
[2893] | 1006 |
|
---|
[2801] | 1007 | // reset depth pass and render visible objects
|
---|
[2955] | 1008 | if ((renderMethod == RENDER_DEPTH_PASS) ||
|
---|
| 1009 | (renderMethod == RENDER_DEPTH_PASS_DEFERRED))
|
---|
[2801] | 1010 | {
|
---|
| 1011 | RenderVisibleObjects();
|
---|
| 1012 | }
|
---|
[2948] | 1013 |
|
---|
[2801] | 1014 |
|
---|
[2796] | 1015 | ///////////////
|
---|
| 1016 | //-- render sky
|
---|
[2795] | 1017 |
|
---|
[2894] | 1018 | // q: should we render sky after deferred shading?
|
---|
| 1019 | // this would conveniently solves some issues (e.g, skys without shadows)
|
---|
[2893] | 1020 |
|
---|
[2950] | 1021 | RenderSky();
|
---|
[2801] | 1022 |
|
---|
[2961] | 1023 |
|
---|
[2955] | 1024 | if ((renderMethod == RENDER_DEFERRED) ||
|
---|
| 1025 | (renderMethod == RENDER_DEPTH_PASS_DEFERRED))
|
---|
[2825] | 1026 | {
|
---|
[2881] | 1027 | FrameBufferObject::Release();
|
---|
[2810] | 1028 |
|
---|
[3038] | 1029 | loader->DisableVertexProfile();
|
---|
| 1030 | loader->DisableFragmentProfile();
|
---|
[2809] | 1031 |
|
---|
[2948] | 1032 | if (!ssaoShader) ssaoShader =
|
---|
| 1033 | new DeferredRenderer(texWidth, texHeight, camera, farDist / MAX_DEPTH_CONST);
|
---|
[2895] | 1034 |
|
---|
[2903] | 1035 | DeferredRenderer::SHADING_METHOD shadingMethod;
|
---|
| 1036 |
|
---|
| 1037 | if (useAdvancedShading)
|
---|
| 1038 | {
|
---|
| 1039 | if (useGlobIllum)
|
---|
| 1040 | shadingMethod = DeferredRenderer::GI;
|
---|
| 1041 | else
|
---|
| 1042 | shadingMethod = DeferredRenderer::SSAO;
|
---|
| 1043 | }
|
---|
| 1044 | else
|
---|
| 1045 | shadingMethod = DeferredRenderer::DEFAULT;
|
---|
| 1046 |
|
---|
| 1047 |
|
---|
[2895] | 1048 | ssaoShader->SetShadingMethod(shadingMethod);
|
---|
| 1049 | ssaoShader->SetSamplingMethod(samplingMethod);
|
---|
| 1050 | ssaoShader->SetUseTemporalCoherence(useTemporalCoherence);
|
---|
[2879] | 1051 |
|
---|
[2895] | 1052 | ShadowMap *sm = showShadowMap ? shadowMap : NULL;
|
---|
[3005] | 1053 | ssaoShader->Render(fbo, oldViewProjMat, viewProjMat, ssaoTempCohFactor, light, useHDR, sm);
|
---|
[2825] | 1054 | }
|
---|
[2827] | 1055 |
|
---|
[2893] | 1056 |
|
---|
[2955] | 1057 | state.SetRenderPassType(RenderState::FIXED);
|
---|
[2893] | 1058 | state.Reset();
|
---|
[2827] | 1059 |
|
---|
[2893] | 1060 |
|
---|
| 1061 | glDisableClientState(GL_VERTEX_ARRAY);
|
---|
| 1062 | glDisableClientState(GL_NORMAL_ARRAY);
|
---|
[2931] | 1063 |
|
---|
[2955] | 1064 | renderMethod = oldRenderMethod;
|
---|
[2893] | 1065 |
|
---|
| 1066 |
|
---|
| 1067 | ///////////
|
---|
| 1068 |
|
---|
| 1069 |
|
---|
[2826] | 1070 | if (showAlgorithmTime)
|
---|
| 1071 | {
|
---|
| 1072 | glFinish();
|
---|
[2827] | 1073 |
|
---|
[2826] | 1074 | algTime = algTimer.Elapsedms();
|
---|
[2827] | 1075 | perfGraph->AddData(algTime);
|
---|
[2828] | 1076 |
|
---|
[2827] | 1077 | perfGraph->Draw();
|
---|
[2826] | 1078 | }
|
---|
[2827] | 1079 | else
|
---|
| 1080 | {
|
---|
| 1081 | if (visMode) DisplayVisualization();
|
---|
| 1082 | }
|
---|
[2825] | 1083 |
|
---|
[2884] | 1084 | glFlush();
|
---|
[2847] | 1085 |
|
---|
| 1086 | const bool restart = true;
|
---|
| 1087 | elapsedTime = frameTimer.Elapsedms(restart);
|
---|
| 1088 |
|
---|
[2764] | 1089 | DisplayStats();
|
---|
[2767] | 1090 |
|
---|
[2642] | 1091 | glutSwapBuffers();
|
---|
| 1092 | }
|
---|
| 1093 |
|
---|
| 1094 |
|
---|
| 1095 | #pragma warning( disable : 4100 )
|
---|
[2792] | 1096 | void KeyBoard(unsigned char c, int x, int y)
|
---|
[2642] | 1097 | {
|
---|
| 1098 | switch(c)
|
---|
| 1099 | {
|
---|
| 1100 | case 27:
|
---|
[2792] | 1101 | CleanUp();
|
---|
[2642] | 1102 | exit(0);
|
---|
| 1103 | break;
|
---|
[2948] | 1104 | case 32: // space
|
---|
[2800] | 1105 | renderMode = (renderMode + 1) % RenderTraverser::NUM_TRAVERSAL_TYPES;
|
---|
[2897] | 1106 |
|
---|
| 1107 | DEL_PTR(traverser);
|
---|
| 1108 | traverser = CreateTraverser(camera);
|
---|
| 1109 |
|
---|
[2931] | 1110 | if (shadowTraverser)
|
---|
[2897] | 1111 | {
|
---|
[2948] | 1112 | // shadow traverser has to be recomputed
|
---|
[2897] | 1113 | DEL_PTR(shadowTraverser);
|
---|
[2948] | 1114 | shadowTraverser = CreateTraverser(shadowMap->GetShadowCamera());
|
---|
[2897] | 1115 | }
|
---|
| 1116 |
|
---|
[2642] | 1117 | break;
|
---|
| 1118 | case '+':
|
---|
[2867] | 1119 | if (maxBatchSize < 10)
|
---|
| 1120 | maxBatchSize = 10;
|
---|
| 1121 | else
|
---|
| 1122 | maxBatchSize += 10;
|
---|
| 1123 |
|
---|
[2776] | 1124 | traverser->SetMaxBatchSize(maxBatchSize);
|
---|
[2642] | 1125 | break;
|
---|
| 1126 | case '-':
|
---|
[2776] | 1127 | maxBatchSize -= 10;
|
---|
| 1128 | if (maxBatchSize < 0) maxBatchSize = 1;
|
---|
| 1129 | traverser->SetMaxBatchSize(maxBatchSize);
|
---|
[2642] | 1130 | break;
|
---|
[2837] | 1131 | case 'M':
|
---|
| 1132 | case 'm':
|
---|
| 1133 | useMultiQueries = !useMultiQueries;
|
---|
| 1134 | traverser->SetUseMultiQueries(useMultiQueries);
|
---|
| 1135 | break;
|
---|
| 1136 | case '1':
|
---|
| 1137 | descendKeyPressed = true;
|
---|
| 1138 | break;
|
---|
| 1139 | case '2':
|
---|
| 1140 | ascendKeyPressed = true;
|
---|
| 1141 | break;
|
---|
| 1142 | case '3':
|
---|
| 1143 | if (trianglesPerVirtualLeaf >= 100)
|
---|
| 1144 | trianglesPerVirtualLeaf -= 100;
|
---|
| 1145 | bvh->SetVirtualLeaves(trianglesPerVirtualLeaf);
|
---|
| 1146 | break;
|
---|
| 1147 | case '4':
|
---|
| 1148 | trianglesPerVirtualLeaf += 100;
|
---|
| 1149 | bvh->SetVirtualLeaves(trianglesPerVirtualLeaf);
|
---|
| 1150 | break;
|
---|
| 1151 | case '5':
|
---|
[2776] | 1152 | assumedVisibleFrames -= 1;
|
---|
| 1153 | if (assumedVisibleFrames < 1) assumedVisibleFrames = 1;
|
---|
| 1154 | traverser->SetAssumedVisibleFrames(assumedVisibleFrames);
|
---|
| 1155 | break;
|
---|
[2837] | 1156 | case '6':
|
---|
[2776] | 1157 | assumedVisibleFrames += 1;
|
---|
| 1158 | traverser->SetAssumedVisibleFrames(assumedVisibleFrames);
|
---|
| 1159 | break;
|
---|
[2837] | 1160 | case '7':
|
---|
[2901] | 1161 | ssaoTempCohFactor *= 0.5f;
|
---|
[2776] | 1162 | break;
|
---|
[2767] | 1163 | case '8':
|
---|
[2901] | 1164 | ssaoTempCohFactor *= 2.0f;
|
---|
| 1165 | //if (ssaoTempCohFactor > 1.0f) ssaoExpFactor = 1.0f;
|
---|
[2837] | 1166 | break;
|
---|
[2865] | 1167 | case '9':
|
---|
| 1168 | useLODs = !useLODs;
|
---|
| 1169 | SceneEntity::SetUseLODs(useLODs);
|
---|
| 1170 | break;
|
---|
[2887] | 1171 | case 'P':
|
---|
| 1172 | case 'p':
|
---|
[2930] | 1173 | samplingMethod = DeferredRenderer::SAMPLING_METHOD((samplingMethod + 1) % 3);
|
---|
| 1174 | cout << "ssao sampling method: " << samplingMethod << endl;
|
---|
[2887] | 1175 | break;
|
---|
[2895] | 1176 | case 'Y':
|
---|
| 1177 | case 'y':
|
---|
| 1178 | showShadowMap = !showShadowMap;
|
---|
| 1179 | break;
|
---|
[2875] | 1180 | case 'g':
|
---|
[2903] | 1181 | case 'G':
|
---|
| 1182 | useGlobIllum = !useGlobIllum;
|
---|
| 1183 | break;
|
---|
[2875] | 1184 | case 't':
|
---|
| 1185 | case 'T':
|
---|
| 1186 | useTemporalCoherence = !useTemporalCoherence;
|
---|
| 1187 | break;
|
---|
[2792] | 1188 | case 'o':
|
---|
| 1189 | case 'O':
|
---|
[2642] | 1190 | useOptimization = !useOptimization;
|
---|
[2764] | 1191 | traverser->SetUseOptimization(useOptimization);
|
---|
[2767] | 1192 | break;
|
---|
| 1193 | case 'a':
|
---|
| 1194 | case 'A':
|
---|
[2931] | 1195 | leftKeyPressed = true;
|
---|
[2767] | 1196 | break;
|
---|
| 1197 | case 'd':
|
---|
| 1198 | case 'D':
|
---|
[2931] | 1199 | rightKeyPressed = true;
|
---|
[2767] | 1200 | break;
|
---|
| 1201 | case 'w':
|
---|
| 1202 | case 'W':
|
---|
[2931] | 1203 | upKeyPressed = true;
|
---|
[2767] | 1204 | break;
|
---|
[2829] | 1205 | case 's':
|
---|
| 1206 | case 'S':
|
---|
[2931] | 1207 | downKeyPressed = true;
|
---|
[2767] | 1208 | break;
|
---|
| 1209 | case 'r':
|
---|
| 1210 | case 'R':
|
---|
[2931] | 1211 | useRenderQueue = !useRenderQueue;
|
---|
| 1212 | traverser->SetUseRenderQueue(useRenderQueue);
|
---|
| 1213 |
|
---|
[2790] | 1214 | break;
|
---|
[2786] | 1215 | case 'b':
|
---|
| 1216 | case 'B':
|
---|
[2931] | 1217 | useTightBounds = !useTightBounds;
|
---|
| 1218 | traverser->SetUseTightBounds(useTightBounds);
|
---|
[2790] | 1219 | break;
|
---|
[2931] | 1220 | case 'l':
|
---|
| 1221 | case 'L':
|
---|
| 1222 | renderLightView = !renderLightView;
|
---|
| 1223 | break;
|
---|
[2994] | 1224 | case 'h':
|
---|
| 1225 | case 'H':
|
---|
| 1226 | useHDR = !useHDR;
|
---|
| 1227 | break;
|
---|
[2642] | 1228 | default:
|
---|
| 1229 | return;
|
---|
| 1230 | }
|
---|
| 1231 |
|
---|
| 1232 | glutPostRedisplay();
|
---|
| 1233 | }
|
---|
| 1234 |
|
---|
| 1235 |
|
---|
[2792] | 1236 | void SpecialKeyUp(int c, int x, int y)
|
---|
[2642] | 1237 | {
|
---|
[2792] | 1238 | switch (c)
|
---|
| 1239 | {
|
---|
| 1240 | case GLUT_KEY_LEFT:
|
---|
| 1241 | leftKeyPressed = false;
|
---|
| 1242 | break;
|
---|
| 1243 | case GLUT_KEY_RIGHT:
|
---|
| 1244 | rightKeyPressed = false;
|
---|
| 1245 | break;
|
---|
| 1246 | case GLUT_KEY_UP:
|
---|
| 1247 | upKeyPressed = false;
|
---|
| 1248 | break;
|
---|
| 1249 | case GLUT_KEY_DOWN:
|
---|
| 1250 | downKeyPressed = false;
|
---|
| 1251 | break;
|
---|
[2953] | 1252 | case GLUT_ACTIVE_ALT:
|
---|
| 1253 | altKeyPressed = false;
|
---|
| 1254 | break;
|
---|
[2792] | 1255 | default:
|
---|
| 1256 | return;
|
---|
| 1257 | }
|
---|
| 1258 | }
|
---|
| 1259 |
|
---|
| 1260 |
|
---|
| 1261 | void KeyUp(unsigned char c, int x, int y)
|
---|
| 1262 | {
|
---|
| 1263 | switch (c)
|
---|
| 1264 | {
|
---|
[2879] | 1265 |
|
---|
[2792] | 1266 | case 'A':
|
---|
| 1267 | case 'a':
|
---|
| 1268 | leftKeyPressed = false;
|
---|
| 1269 | break;
|
---|
| 1270 | case 'D':
|
---|
| 1271 | case 'd':
|
---|
| 1272 | rightKeyPressed = false;
|
---|
| 1273 | break;
|
---|
| 1274 | case 'W':
|
---|
| 1275 | case 'w':
|
---|
| 1276 | upKeyPressed = false;
|
---|
| 1277 | break;
|
---|
[2829] | 1278 | case 'S':
|
---|
| 1279 | case 's':
|
---|
[2792] | 1280 | downKeyPressed = false;
|
---|
| 1281 | break;
|
---|
[2837] | 1282 | case '1':
|
---|
| 1283 | descendKeyPressed = false;
|
---|
[2794] | 1284 | break;
|
---|
[2837] | 1285 | case '2':
|
---|
| 1286 | ascendKeyPressed = false;
|
---|
[2794] | 1287 | break;
|
---|
| 1288 |
|
---|
[2792] | 1289 | default:
|
---|
| 1290 | return;
|
---|
| 1291 | }
|
---|
| 1292 | //glutPostRedisplay();
|
---|
| 1293 | }
|
---|
| 1294 |
|
---|
| 1295 |
|
---|
| 1296 | void Special(int c, int x, int y)
|
---|
| 1297 | {
|
---|
[2642] | 1298 | switch(c)
|
---|
| 1299 | {
|
---|
| 1300 | case GLUT_KEY_F1:
|
---|
| 1301 | showHelp = !showHelp;
|
---|
| 1302 | break;
|
---|
[2790] | 1303 | case GLUT_KEY_F2:
|
---|
[2795] | 1304 | visMode = !visMode;
|
---|
[2790] | 1305 | break;
|
---|
| 1306 | case GLUT_KEY_F3:
|
---|
| 1307 | showBoundingVolumes = !showBoundingVolumes;
|
---|
| 1308 | traverser->SetShowBounds(showBoundingVolumes);
|
---|
| 1309 | break;
|
---|
| 1310 | case GLUT_KEY_F4:
|
---|
[2827] | 1311 | showOptions = !showOptions;
|
---|
[2790] | 1312 | break;
|
---|
| 1313 | case GLUT_KEY_F5:
|
---|
[2827] | 1314 | showStatistics = !showStatistics;
|
---|
[2790] | 1315 | break;
|
---|
[2800] | 1316 | case GLUT_KEY_F6:
|
---|
| 1317 | flyMode = !flyMode;
|
---|
| 1318 | break;
|
---|
[2801] | 1319 | case GLUT_KEY_F7:
|
---|
[2825] | 1320 |
|
---|
[2955] | 1321 | renderMethod = (renderMethod + 1) % 4;
|
---|
| 1322 |
|
---|
| 1323 | traverser->SetUseDepthPass(
|
---|
| 1324 | (renderMethod == RENDER_DEPTH_PASS) ||
|
---|
| 1325 | (renderMethod == RENDER_DEPTH_PASS_DEFERRED)
|
---|
| 1326 | );
|
---|
[2825] | 1327 |
|
---|
[2801] | 1328 | break;
|
---|
[2803] | 1329 | case GLUT_KEY_F8:
|
---|
[2903] | 1330 | useAdvancedShading = !useAdvancedShading;
|
---|
| 1331 |
|
---|
[2821] | 1332 | break;
|
---|
[2826] | 1333 | case GLUT_KEY_F9:
|
---|
| 1334 | showAlgorithmTime = !showAlgorithmTime;
|
---|
| 1335 | break;
|
---|
[2954] | 1336 | case GLUT_KEY_F10:
|
---|
| 1337 | moveLight = !moveLight;
|
---|
| 1338 | break;
|
---|
[2642] | 1339 | case GLUT_KEY_LEFT:
|
---|
[2767] | 1340 | {
|
---|
[2792] | 1341 | leftKeyPressed = true;
|
---|
[2795] | 1342 | camera->Pitch(KeyRotationAngle());
|
---|
[2767] | 1343 | }
|
---|
[2642] | 1344 | break;
|
---|
| 1345 | case GLUT_KEY_RIGHT:
|
---|
[2767] | 1346 | {
|
---|
[2792] | 1347 | rightKeyPressed = true;
|
---|
[2795] | 1348 | camera->Pitch(-KeyRotationAngle());
|
---|
[2767] | 1349 | }
|
---|
[2642] | 1350 | break;
|
---|
| 1351 | case GLUT_KEY_UP:
|
---|
[2767] | 1352 | {
|
---|
[2792] | 1353 | upKeyPressed = true;
|
---|
[2795] | 1354 | KeyHorizontalMotion(KeyShift());
|
---|
[2767] | 1355 | }
|
---|
[2642] | 1356 | break;
|
---|
| 1357 | case GLUT_KEY_DOWN:
|
---|
[2767] | 1358 | {
|
---|
[2792] | 1359 | downKeyPressed = true;
|
---|
[2795] | 1360 | KeyHorizontalMotion(-KeyShift());
|
---|
[2767] | 1361 | }
|
---|
[2642] | 1362 | break;
|
---|
| 1363 | default:
|
---|
| 1364 | return;
|
---|
| 1365 |
|
---|
| 1366 | }
|
---|
| 1367 |
|
---|
| 1368 | glutPostRedisplay();
|
---|
| 1369 | }
|
---|
[2767] | 1370 |
|
---|
[2642] | 1371 | #pragma warning( default : 4100 )
|
---|
| 1372 |
|
---|
| 1373 |
|
---|
[2792] | 1374 | void Reshape(int w, int h)
|
---|
[2642] | 1375 | {
|
---|
[2759] | 1376 | winAspectRatio = 1.0f;
|
---|
[2642] | 1377 |
|
---|
| 1378 | glViewport(0, 0, w, h);
|
---|
| 1379 |
|
---|
| 1380 | winWidth = w;
|
---|
| 1381 | winHeight = h;
|
---|
| 1382 |
|
---|
[2833] | 1383 | if (w) winAspectRatio = (float) w / (float) h;
|
---|
[2642] | 1384 |
|
---|
[2758] | 1385 | glMatrixMode(GL_PROJECTION);
|
---|
| 1386 | glLoadIdentity();
|
---|
[2642] | 1387 |
|
---|
[2927] | 1388 | gluPerspective(fov, winAspectRatio, nearDist, farDist);
|
---|
[2788] | 1389 |
|
---|
[2758] | 1390 | glMatrixMode(GL_MODELVIEW);
|
---|
| 1391 |
|
---|
[2642] | 1392 | glutPostRedisplay();
|
---|
| 1393 | }
|
---|
| 1394 |
|
---|
| 1395 |
|
---|
[2792] | 1396 | void Mouse(int button, int state, int x, int y)
|
---|
[2642] | 1397 | {
|
---|
[2758] | 1398 | if ((button == GLUT_LEFT_BUTTON) && (state == GLUT_DOWN))
|
---|
[2642] | 1399 | {
|
---|
| 1400 | xEyeBegin = x;
|
---|
| 1401 | yMotionBegin = y;
|
---|
| 1402 |
|
---|
[2792] | 1403 | glutMotionFunc(LeftMotion);
|
---|
[2642] | 1404 | }
|
---|
[2758] | 1405 | else if ((button == GLUT_RIGHT_BUTTON) && (state == GLUT_DOWN))
|
---|
[2642] | 1406 | {
|
---|
[2829] | 1407 | xEyeBegin = x;
|
---|
[2758] | 1408 | yEyeBegin = y;
|
---|
| 1409 | yMotionBegin = y;
|
---|
| 1410 |
|
---|
[2954] | 1411 | if (!moveLight)
|
---|
| 1412 | glutMotionFunc(RightMotion);
|
---|
| 1413 | else
|
---|
| 1414 | glutMotionFunc(RightMotionLight);
|
---|
[2758] | 1415 | }
|
---|
| 1416 | else if ((button == GLUT_MIDDLE_BUTTON) && (state == GLUT_DOWN))
|
---|
| 1417 | {
|
---|
[2642] | 1418 | horizontalMotionBegin = x;
|
---|
| 1419 | verticalMotionBegin = y;
|
---|
[2792] | 1420 | glutMotionFunc(MiddleMotion);
|
---|
[2642] | 1421 | }
|
---|
| 1422 |
|
---|
| 1423 | glutPostRedisplay();
|
---|
| 1424 | }
|
---|
| 1425 |
|
---|
[2758] | 1426 |
|
---|
| 1427 | /** rotation for left/right mouse drag
|
---|
[2642] | 1428 | motion for up/down mouse drag
|
---|
| 1429 | */
|
---|
[2792] | 1430 | void LeftMotion(int x, int y)
|
---|
[2642] | 1431 | {
|
---|
[2758] | 1432 | Vector3 viewDir = camera->GetDirection();
|
---|
| 1433 | Vector3 pos = camera->GetPosition();
|
---|
| 1434 |
|
---|
| 1435 | // don't move in the vertical direction
|
---|
[2764] | 1436 | Vector3 horView(viewDir[0], viewDir[1], 0);
|
---|
[2642] | 1437 |
|
---|
[2795] | 1438 | float eyeXAngle = 0.2f * M_PI * (xEyeBegin - x) / 180.0;
|
---|
[2756] | 1439 |
|
---|
[2795] | 1440 | camera->Pitch(eyeXAngle);
|
---|
[2787] | 1441 |
|
---|
[2888] | 1442 | pos += horView * (yMotionBegin - y) * 0.2f;
|
---|
[2795] | 1443 |
|
---|
[2758] | 1444 | camera->SetPosition(pos);
|
---|
[2642] | 1445 |
|
---|
| 1446 | xEyeBegin = x;
|
---|
| 1447 | yMotionBegin = y;
|
---|
[2758] | 1448 |
|
---|
[2642] | 1449 | glutPostRedisplay();
|
---|
| 1450 | }
|
---|
| 1451 |
|
---|
[2758] | 1452 |
|
---|
[2954] | 1453 | void RightMotionLight(int x, int y)
|
---|
| 1454 | {
|
---|
| 1455 | float theta = 0.2f * M_PI * (xEyeBegin - x) / 180.0f;
|
---|
| 1456 | float phi = 0.2f * M_PI * (yMotionBegin - y) / 180.0f;
|
---|
| 1457 |
|
---|
| 1458 | Vector3 lightDir = light->GetDirection();
|
---|
| 1459 |
|
---|
| 1460 | Matrix4x4 roty = RotationYMatrix(theta);
|
---|
| 1461 | Matrix4x4 rotx = RotationXMatrix(phi);
|
---|
| 1462 |
|
---|
| 1463 | lightDir = roty * lightDir;
|
---|
| 1464 | lightDir = rotx * lightDir;
|
---|
| 1465 |
|
---|
[2967] | 1466 | // normalize to avoid accumulating errors
|
---|
| 1467 | lightDir.Normalize();
|
---|
| 1468 |
|
---|
[2954] | 1469 | light->SetDirection(lightDir);
|
---|
| 1470 |
|
---|
| 1471 | xEyeBegin = x;
|
---|
| 1472 | yMotionBegin = y;
|
---|
| 1473 |
|
---|
| 1474 | glutPostRedisplay();
|
---|
| 1475 | }
|
---|
| 1476 |
|
---|
| 1477 |
|
---|
[2767] | 1478 | /** rotation for left / right mouse drag
|
---|
| 1479 | motion for up / down mouse drag
|
---|
[2758] | 1480 | */
|
---|
[2792] | 1481 | void RightMotion(int x, int y)
|
---|
[2758] | 1482 | {
|
---|
[2829] | 1483 | float eyeXAngle = 0.2f * M_PI * (xEyeBegin - x) / 180.0;
|
---|
[2795] | 1484 | float eyeYAngle = -0.2f * M_PI * (yEyeBegin - y) / 180.0;
|
---|
[2758] | 1485 |
|
---|
[2795] | 1486 | camera->Yaw(eyeYAngle);
|
---|
[2829] | 1487 | camera->Pitch(eyeXAngle);
|
---|
[2780] | 1488 |
|
---|
[2829] | 1489 | xEyeBegin = x;
|
---|
[2758] | 1490 | yEyeBegin = y;
|
---|
[2829] | 1491 |
|
---|
[2758] | 1492 | glutPostRedisplay();
|
---|
| 1493 | }
|
---|
| 1494 |
|
---|
| 1495 |
|
---|
[2642] | 1496 | // strafe
|
---|
[2792] | 1497 | void MiddleMotion(int x, int y)
|
---|
[2642] | 1498 | {
|
---|
[2758] | 1499 | Vector3 viewDir = camera->GetDirection();
|
---|
| 1500 | Vector3 pos = camera->GetPosition();
|
---|
| 1501 |
|
---|
[2642] | 1502 | // the 90 degree rotated view vector
|
---|
| 1503 | // y zero so we don't move in the vertical
|
---|
[2764] | 1504 | Vector3 rVec(viewDir[0], viewDir[1], 0);
|
---|
[2642] | 1505 |
|
---|
[2764] | 1506 | Matrix4x4 rot = RotationZMatrix(M_PI * 0.5f);
|
---|
[2758] | 1507 | rVec = rot * rVec;
|
---|
[2642] | 1508 |
|
---|
[2888] | 1509 | pos -= rVec * (x - horizontalMotionBegin) * 0.1f;
|
---|
[2764] | 1510 | pos[2] += (verticalMotionBegin - y) * 0.1f;
|
---|
[2642] | 1511 |
|
---|
[2758] | 1512 | camera->SetPosition(pos);
|
---|
| 1513 |
|
---|
[2642] | 1514 | horizontalMotionBegin = x;
|
---|
| 1515 | verticalMotionBegin = y;
|
---|
[2758] | 1516 |
|
---|
[2642] | 1517 | glutPostRedisplay();
|
---|
| 1518 | }
|
---|
| 1519 |
|
---|
| 1520 |
|
---|
[2756] | 1521 | void InitExtensions(void)
|
---|
[2642] | 1522 | {
|
---|
| 1523 | GLenum err = glewInit();
|
---|
[2756] | 1524 |
|
---|
[2642] | 1525 | if (GLEW_OK != err)
|
---|
| 1526 | {
|
---|
| 1527 | // problem: glewInit failed, something is seriously wrong
|
---|
| 1528 | fprintf(stderr,"Error: %s\n", glewGetErrorString(err));
|
---|
| 1529 | exit(1);
|
---|
| 1530 | }
|
---|
[2756] | 1531 | if (!GLEW_ARB_occlusion_query)
|
---|
[2642] | 1532 | {
|
---|
[2756] | 1533 | printf("I require the GL_ARB_occlusion_query to work.\n");
|
---|
[2642] | 1534 | exit(1);
|
---|
| 1535 | }
|
---|
| 1536 | }
|
---|
| 1537 |
|
---|
| 1538 |
|
---|
[2826] | 1539 | void Begin2D()
|
---|
[2642] | 1540 | {
|
---|
| 1541 | glDisable(GL_LIGHTING);
|
---|
| 1542 | glDisable(GL_DEPTH_TEST);
|
---|
| 1543 |
|
---|
[2826] | 1544 | glMatrixMode(GL_PROJECTION);
|
---|
[2642] | 1545 | glPushMatrix();
|
---|
| 1546 | glLoadIdentity();
|
---|
[2834] | 1547 |
|
---|
[2826] | 1548 | gluOrtho2D(0, winWidth, 0, winHeight);
|
---|
[2642] | 1549 |
|
---|
[2826] | 1550 | glMatrixMode(GL_MODELVIEW);
|
---|
[2642] | 1551 | glPushMatrix();
|
---|
| 1552 | glLoadIdentity();
|
---|
| 1553 | }
|
---|
| 1554 |
|
---|
| 1555 |
|
---|
[2826] | 1556 | void End2D()
|
---|
[2642] | 1557 | {
|
---|
[2834] | 1558 | glMatrixMode(GL_PROJECTION);
|
---|
[2642] | 1559 | glPopMatrix();
|
---|
[2834] | 1560 |
|
---|
[2642] | 1561 | glMatrixMode(GL_MODELVIEW);
|
---|
| 1562 | glPopMatrix();
|
---|
| 1563 |
|
---|
| 1564 | glEnable(GL_LIGHTING);
|
---|
| 1565 | glEnable(GL_DEPTH_TEST);
|
---|
| 1566 | }
|
---|
| 1567 |
|
---|
| 1568 |
|
---|
[2787] | 1569 | // displays the visualisation of culling algorithm
|
---|
| 1570 | void DisplayVisualization()
|
---|
[2796] | 1571 | {
|
---|
[2787] | 1572 | visualization->SetFrameId(traverser->GetCurrentFrameId());
|
---|
| 1573 |
|
---|
[2792] | 1574 | Begin2D();
|
---|
[2642] | 1575 | glBlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA);
|
---|
| 1576 | glEnable(GL_BLEND);
|
---|
[2827] | 1577 | glColor4f(0.0f ,0.0f, 0.0f, 0.5f);
|
---|
[2642] | 1578 |
|
---|
[2827] | 1579 | glRecti(winWidth - winWidth / 3, winHeight - winHeight / 3, winWidth, winHeight);
|
---|
[2642] | 1580 | glDisable(GL_BLEND);
|
---|
[2792] | 1581 | End2D();
|
---|
[2788] | 1582 |
|
---|
| 1583 |
|
---|
| 1584 | AxisAlignedBox3 box = bvh->GetBox();
|
---|
| 1585 |
|
---|
[2948] | 1586 | const float offs = box.Size().x * 0.3f;
|
---|
[2834] | 1587 |
|
---|
[2838] | 1588 | Vector3 vizpos = Vector3(box.Min().x, box.Min().y - box.Size().y * 0.35f, box.Min().z + box.Size().z * 50);
|
---|
[2806] | 1589 |
|
---|
[2795] | 1590 | visCamera->SetPosition(vizpos);
|
---|
[2838] | 1591 | visCamera->ResetPitchAndYaw();
|
---|
[2892] | 1592 |
|
---|
[2834] | 1593 | glPushAttrib(GL_VIEWPORT_BIT);
|
---|
[2806] | 1594 | glViewport(winWidth - winWidth / 3, winHeight - winHeight / 3, winWidth / 3, winHeight / 3);
|
---|
[2796] | 1595 |
|
---|
| 1596 | glMatrixMode(GL_PROJECTION);
|
---|
[2834] | 1597 | glPushMatrix();
|
---|
| 1598 |
|
---|
[2787] | 1599 | glLoadIdentity();
|
---|
[2796] | 1600 |
|
---|
[2807] | 1601 | glOrtho(-offs, offs, -offs, offs, 0.0f, box.Size().z * 100.0f);
|
---|
[2787] | 1602 |
|
---|
[2796] | 1603 | glMatrixMode(GL_MODELVIEW);
|
---|
[2834] | 1604 | glPushMatrix();
|
---|
[2787] | 1605 |
|
---|
[2796] | 1606 | visCamera->SetupCameraView();
|
---|
[2806] | 1607 |
|
---|
| 1608 | Matrix4x4 rotZ = RotationZMatrix(-camera->GetPitch());
|
---|
| 1609 | glMultMatrixf((float *)rotZ.x);
|
---|
| 1610 |
|
---|
[2887] | 1611 | // inverse translation in order to fix current position
|
---|
[2838] | 1612 | Vector3 pos = camera->GetPosition();
|
---|
[2806] | 1613 | glTranslatef(-pos.x, -pos.y, -pos.z);
|
---|
| 1614 |
|
---|
| 1615 |
|
---|
[2788] | 1616 | GLfloat position[] = {0.8f, 1.0f, 1.5f, 0.0f};
|
---|
| 1617 | glLightfv(GL_LIGHT0, GL_POSITION, position);
|
---|
[2787] | 1618 |
|
---|
[2788] | 1619 | GLfloat position1[] = {bvh->GetBox().Center().x, bvh->GetBox().Max().y, bvh->GetBox().Center().z, 1.0f};
|
---|
| 1620 | glLightfv(GL_LIGHT1, GL_POSITION, position1);
|
---|
[2787] | 1621 |
|
---|
[2642] | 1622 | glClear(GL_DEPTH_BUFFER_BIT);
|
---|
| 1623 |
|
---|
[2888] | 1624 |
|
---|
[2767] | 1625 | ////////////
|
---|
[2787] | 1626 | //-- visualization of the occlusion culling
|
---|
| 1627 |
|
---|
[2767] | 1628 | visualization->Render();
|
---|
[2887] | 1629 |
|
---|
[2767] | 1630 |
|
---|
[2834] | 1631 | // reset previous settings
|
---|
| 1632 | glPopAttrib();
|
---|
| 1633 |
|
---|
| 1634 | glMatrixMode(GL_PROJECTION);
|
---|
| 1635 | glPopMatrix();
|
---|
| 1636 | glMatrixMode(GL_MODELVIEW);
|
---|
| 1637 | glPopMatrix();
|
---|
[2642] | 1638 | }
|
---|
| 1639 |
|
---|
[2767] | 1640 |
|
---|
[2642] | 1641 | // cleanup routine after the main loop
|
---|
[2756] | 1642 | void CleanUp()
|
---|
[2642] | 1643 | {
|
---|
[2756] | 1644 | DEL_PTR(traverser);
|
---|
[2796] | 1645 | DEL_PTR(sceneQuery);
|
---|
[2756] | 1646 | DEL_PTR(bvh);
|
---|
[2767] | 1647 | DEL_PTR(visualization);
|
---|
[2787] | 1648 | DEL_PTR(camera);
|
---|
[2801] | 1649 | DEL_PTR(renderQueue);
|
---|
[2827] | 1650 | DEL_PTR(perfGraph);
|
---|
[2879] | 1651 | DEL_PTR(fbo);
|
---|
| 1652 | DEL_PTR(ssaoShader);
|
---|
[3019] | 1653 | DEL_PTR(light);
|
---|
| 1654 | DEL_PTR(visCamera);
|
---|
| 1655 | DEL_PTR(preetham);
|
---|
[3020] | 1656 | DEL_PTR(shadowMap);
|
---|
| 1657 | DEL_PTR(shadowTraverser);
|
---|
[2861] | 1658 |
|
---|
[3037] | 1659 | ResourceManager::DelSingleton();
|
---|
| 1660 | loader = NULL;
|
---|
[2642] | 1661 | }
|
---|
| 1662 |
|
---|
| 1663 |
|
---|
| 1664 | // this function inserts a dezimal point after each 1000
|
---|
[2829] | 1665 | void CalcDecimalPoint(string &str, int d, int len)
|
---|
[2642] | 1666 | {
|
---|
[2827] | 1667 | static vector<int> numbers;
|
---|
| 1668 | numbers.clear();
|
---|
| 1669 |
|
---|
[2829] | 1670 | static string shortStr;
|
---|
| 1671 | shortStr.clear();
|
---|
[2642] | 1672 |
|
---|
[2829] | 1673 | static char hstr[100];
|
---|
| 1674 |
|
---|
[2642] | 1675 | while (d != 0)
|
---|
| 1676 | {
|
---|
| 1677 | numbers.push_back(d % 1000);
|
---|
| 1678 | d /= 1000;
|
---|
| 1679 | }
|
---|
| 1680 |
|
---|
| 1681 | // first element without leading zeros
|
---|
| 1682 | if (numbers.size() > 0)
|
---|
| 1683 | {
|
---|
[2800] | 1684 | sprintf(hstr, "%d", numbers.back());
|
---|
[2829] | 1685 | shortStr.append(hstr);
|
---|
[2642] | 1686 | }
|
---|
| 1687 |
|
---|
[2764] | 1688 | for (int i = (int)numbers.size() - 2; i >= 0; i--)
|
---|
[2642] | 1689 | {
|
---|
[2800] | 1690 | sprintf(hstr, ",%03d", numbers[i]);
|
---|
[2829] | 1691 | shortStr.append(hstr);
|
---|
[2642] | 1692 | }
|
---|
[2829] | 1693 |
|
---|
| 1694 | int dif = len - (int)shortStr.size();
|
---|
| 1695 |
|
---|
| 1696 | for (int i = 0; i < dif; ++ i)
|
---|
| 1697 | {
|
---|
| 1698 | str += " ";
|
---|
| 1699 | }
|
---|
| 1700 |
|
---|
| 1701 | str.append(shortStr);
|
---|
[2764] | 1702 | }
|
---|
| 1703 |
|
---|
| 1704 |
|
---|
| 1705 | void DisplayStats()
|
---|
| 1706 | {
|
---|
[2826] | 1707 | static char msg[9][300];
|
---|
[2764] | 1708 |
|
---|
[2826] | 1709 | static double frameTime = elapsedTime;
|
---|
| 1710 | static double renderTime = algTime;
|
---|
| 1711 |
|
---|
[2818] | 1712 | const float expFactor = 0.1f;
|
---|
[2767] | 1713 |
|
---|
[2802] | 1714 | // if some strange render time spike happened in this frame => don't count
|
---|
[2826] | 1715 | if (elapsedTime < 500) frameTime = elapsedTime * expFactor + (1.0f - expFactor) * elapsedTime;
|
---|
| 1716 |
|
---|
| 1717 | static float rTime = 1000.0f;
|
---|
[2764] | 1718 |
|
---|
[2826] | 1719 | if (showAlgorithmTime)
|
---|
| 1720 | {
|
---|
| 1721 | if (algTime < 500) renderTime = algTime * expFactor + (1.0f - expFactor) * renderTime;
|
---|
| 1722 | }
|
---|
[2802] | 1723 |
|
---|
[2826] | 1724 | accumulatedTime += elapsedTime;
|
---|
| 1725 |
|
---|
[2776] | 1726 | if (accumulatedTime > 500) // update every fraction of a second
|
---|
[2770] | 1727 | {
|
---|
| 1728 | accumulatedTime = 0;
|
---|
| 1729 |
|
---|
[2826] | 1730 | if (frameTime) fps = 1e3f / (float)frameTime;
|
---|
| 1731 |
|
---|
| 1732 | rTime = renderTime;
|
---|
[2773] | 1733 |
|
---|
[2948] | 1734 | if (renderLightView && shadowTraverser)
|
---|
| 1735 | {
|
---|
| 1736 | renderedTriangles = shadowTraverser->GetStats().mNumRenderedTriangles;
|
---|
| 1737 | renderedObjects = shadowTraverser->GetStats().mNumRenderedGeometry;
|
---|
| 1738 | renderedNodes = shadowTraverser->GetStats().mNumRenderedNodes;
|
---|
| 1739 | }
|
---|
| 1740 | else if (showShadowMap && shadowTraverser)
|
---|
| 1741 | {
|
---|
| 1742 | renderedNodes = traverser->GetStats().mNumRenderedNodes + shadowTraverser->GetStats().mNumRenderedNodes;
|
---|
| 1743 | renderedObjects = traverser->GetStats().mNumRenderedGeometry + shadowTraverser->GetStats().mNumRenderedGeometry;
|
---|
| 1744 | renderedTriangles = traverser->GetStats().mNumRenderedTriangles + shadowTraverser->GetStats().mNumRenderedTriangles;
|
---|
| 1745 | }
|
---|
| 1746 | else
|
---|
| 1747 | {
|
---|
| 1748 | renderedTriangles = traverser->GetStats().mNumRenderedTriangles;
|
---|
| 1749 | renderedObjects = traverser->GetStats().mNumRenderedGeometry;
|
---|
| 1750 | renderedNodes = traverser->GetStats().mNumRenderedNodes;
|
---|
| 1751 | }
|
---|
| 1752 |
|
---|
[2770] | 1753 | traversedNodes = traverser->GetStats().mNumTraversedNodes;
|
---|
| 1754 | frustumCulledNodes = traverser->GetStats().mNumFrustumCulledNodes;
|
---|
| 1755 | queryCulledNodes = traverser->GetStats().mNumQueryCulledNodes;
|
---|
| 1756 | issuedQueries = traverser->GetStats().mNumIssuedQueries;
|
---|
| 1757 | stateChanges = traverser->GetStats().mNumStateChanges;
|
---|
[2800] | 1758 | numBatches = traverser->GetStats().mNumBatches;
|
---|
[2770] | 1759 | }
|
---|
| 1760 |
|
---|
[2764] | 1761 |
|
---|
[2826] | 1762 | Begin2D();
|
---|
[2808] | 1763 |
|
---|
[2826] | 1764 | glEnable(GL_BLEND);
|
---|
| 1765 | glBlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA);
|
---|
[2764] | 1766 |
|
---|
[2826] | 1767 | if (showHelp)
|
---|
| 1768 | {
|
---|
| 1769 | DrawHelpMessage();
|
---|
| 1770 | }
|
---|
| 1771 | else
|
---|
| 1772 | {
|
---|
[2829] | 1773 | if (showOptions)
|
---|
| 1774 | {
|
---|
| 1775 | glColor4f(0.0f, 0.0f, 0.0f, 0.5f);
|
---|
| 1776 | glRecti(5, winHeight - 95, winWidth * 2 / 3 - 5, winHeight - 5);
|
---|
| 1777 | }
|
---|
| 1778 |
|
---|
| 1779 | if (showStatistics)
|
---|
| 1780 | {
|
---|
| 1781 | glColor4f(0.0f, 0.0f, 0.0f, 0.5f);
|
---|
| 1782 | glRecti(5, winHeight - 165, winWidth * 2 / 3 - 5, winHeight - 100);
|
---|
| 1783 | }
|
---|
| 1784 |
|
---|
| 1785 | glEnable(GL_TEXTURE_2D);
|
---|
| 1786 |
|
---|
[2827] | 1787 | myfont.Begin();
|
---|
[2769] | 1788 |
|
---|
[2826] | 1789 | if (showOptions)
|
---|
| 1790 | {
|
---|
[2829] | 1791 | glColor3f(0.0f, 1.0f, 0.0f);
|
---|
| 1792 |
|
---|
[2826] | 1793 | int i = 0;
|
---|
| 1794 |
|
---|
[2955] | 1795 | static char *renderMethodStr[] = {"forward", "depth pass + forward", "deferred shading", "depth pass + deferred"};
|
---|
[2825] | 1796 |
|
---|
[2826] | 1797 | sprintf(msg[i ++], "multiqueries: %d, tight bounds: %d, render queue: %d",
|
---|
| 1798 | useMultiQueries, useTightBounds, useRenderQueue);
|
---|
[2792] | 1799 |
|
---|
[2955] | 1800 | sprintf(msg[i ++], "render technique: %s, SSAO: %d", renderMethodStr[renderMethod], useAdvancedShading);
|
---|
[2808] | 1801 |
|
---|
[2826] | 1802 | sprintf(msg[i ++], "triangles per virtual leaf: %5d", trianglesPerVirtualLeaf);
|
---|
[2808] | 1803 |
|
---|
[2826] | 1804 | sprintf(msg[i ++], "assumed visible frames: %4d, max batch size: %4d",
|
---|
| 1805 | assumedVisibleFrames, maxBatchSize);
|
---|
[2808] | 1806 |
|
---|
[2826] | 1807 | for (int j = 0; j < 4; ++ j)
|
---|
[2829] | 1808 | myfont.DrawString(msg[j], 10.0f, winHeight - 5 - j * 20);
|
---|
[2826] | 1809 | }
|
---|
[2808] | 1810 |
|
---|
[2786] | 1811 | if (showStatistics)
|
---|
[2764] | 1812 | {
|
---|
[2829] | 1813 | glColor3f(1.0f, 1.0f, 0.0f);
|
---|
| 1814 |
|
---|
[2948] | 1815 | string objStr, totalObjStr;
|
---|
| 1816 | string triStr, totalTriStr;
|
---|
[2826] | 1817 |
|
---|
[2829] | 1818 | int len = 10;
|
---|
[2948] | 1819 | CalcDecimalPoint(objStr, renderedObjects, len);
|
---|
| 1820 | CalcDecimalPoint(totalObjStr, (int)loader->GetNumEntities(), len);
|
---|
[2826] | 1821 |
|
---|
[2948] | 1822 | CalcDecimalPoint(triStr, renderedTriangles, len);
|
---|
| 1823 | CalcDecimalPoint(totalTriStr, bvh->GetBvhStats().mTriangles, len);
|
---|
| 1824 |
|
---|
[2826] | 1825 | int i = 4;
|
---|
| 1826 |
|
---|
[2953] | 1827 | if (0)
|
---|
| 1828 | {
|
---|
| 1829 | sprintf(msg[i ++], "rendered: %s of %s objects, %s of %s triangles",
|
---|
| 1830 | objStr.c_str(), totalObjStr.c_str(), triStr.c_str(), totalTriStr.c_str());
|
---|
| 1831 | }
|
---|
| 1832 | else
|
---|
| 1833 | {
|
---|
| 1834 | sprintf(msg[i ++], "rendered: %6d of %6d nodes, %s of %s triangles",
|
---|
| 1835 | renderedNodes, bvh->GetNumVirtualNodes(), triStr.c_str(), totalTriStr.c_str());
|
---|
| 1836 | }
|
---|
[2826] | 1837 |
|
---|
| 1838 | sprintf(msg[i ++], "traversed: %5d, frustum culled: %5d, query culled: %5d",
|
---|
| 1839 | traversedNodes, frustumCulledNodes, queryCulledNodes);
|
---|
| 1840 |
|
---|
| 1841 | sprintf(msg[i ++], "issued queries: %5d, state changes: %5d, render batches: %5d",
|
---|
| 1842 | issuedQueries, stateChanges, numBatches);
|
---|
| 1843 |
|
---|
| 1844 | for (int j = 4; j < 7; ++ j)
|
---|
[2829] | 1845 | myfont.DrawString(msg[j], 10.0f, winHeight - (j + 1) * 20);
|
---|
[2764] | 1846 | }
|
---|
[2790] | 1847 |
|
---|
[2826] | 1848 | glColor3f(1.0f, 1.0f, 1.0f);
|
---|
| 1849 | static char *alg_str[] = {"Frustum Cull", "Stop and Wait", "CHC", "CHC ++"};
|
---|
[2827] | 1850 |
|
---|
| 1851 | if (!showAlgorithmTime)
|
---|
[3010] | 1852 | sprintf(msg[7], "%s: %6.1f fps", alg_str[renderMode], fps);
|
---|
[2827] | 1853 | else
|
---|
| 1854 | sprintf(msg[7], "%s: %6.1f ms", alg_str[renderMode], rTime);
|
---|
[3010] | 1855 |
|
---|
[2829] | 1856 | myfont.DrawString(msg[7], 1.3f, 690.0f, 760.0f);//, top_color, bottom_color);
|
---|
[2827] | 1857 |
|
---|
| 1858 | //sprintf(msg[8], "algorithm time: %6.1f ms", rTime);
|
---|
| 1859 | //myfont.DrawString(msg[8], 720.0f, 730.0f);
|
---|
[2764] | 1860 | }
|
---|
| 1861 |
|
---|
[2826] | 1862 | glDisable(GL_BLEND);
|
---|
| 1863 | glDisable(GL_TEXTURE_2D);
|
---|
| 1864 |
|
---|
[2792] | 1865 | End2D();
|
---|
[2764] | 1866 | }
|
---|
[2796] | 1867 |
|
---|
| 1868 |
|
---|
| 1869 | void RenderSky()
|
---|
| 1870 | {
|
---|
[3038] | 1871 | loader->EnableVertexProfile();
|
---|
| 1872 | loader->EnableFragmentProfile();
|
---|
[2958] | 1873 |
|
---|
[2959] | 1874 | if ((renderMethod == RENDER_DEFERRED) || (renderMethod == RENDER_DEPTH_PASS_DEFERRED))
|
---|
| 1875 | state.SetRenderPassType(RenderState::DEFERRED);
|
---|
[2958] | 1876 |
|
---|
[3036] | 1877 | const bool useToneMapping =
|
---|
| 1878 | ((renderMethod == RENDER_DEPTH_PASS_DEFERRED) ||
|
---|
| 1879 | (renderMethod == RENDER_DEFERRED)) && useHDR;
|
---|
[2796] | 1880 |
|
---|
[2983] | 1881 | preetham->RenderSkyDome(-light->GetDirection(), camera, &state, !useToneMapping);
|
---|
| 1882 |
|
---|
[3038] | 1883 | loader->DisableVertexProfile();
|
---|
| 1884 | loader->DisableFragmentProfile();
|
---|
[2801] | 1885 | }
|
---|
[2796] | 1886 |
|
---|
[2948] | 1887 |
|
---|
[2895] | 1888 | // render visible object from depth pass
|
---|
[2801] | 1889 | void RenderVisibleObjects()
|
---|
| 1890 | {
|
---|
[2955] | 1891 | if (renderMethod == RENDER_DEPTH_PASS_DEFERRED)
|
---|
[2948] | 1892 | {
|
---|
[2950] | 1893 | if (showShadowMap && !renderLightView)
|
---|
[2951] | 1894 | {
|
---|
| 1895 | float minVisibleDist = min(camera->GetFar(), traverser->GetMaxVisibleDistance());
|
---|
| 1896 | RenderShadowMap(minVisibleDist);
|
---|
| 1897 | }
|
---|
[2949] | 1898 |
|
---|
| 1899 | glDisable(GL_LIGHTING);
|
---|
| 1900 | glViewport(0, 0, texWidth, texHeight);
|
---|
[2951] | 1901 |
|
---|
[3039] | 1902 | state.Reset();
|
---|
[2948] | 1903 | InitDeferredRendering();
|
---|
| 1904 | }
|
---|
[2949] | 1905 | else
|
---|
[2950] | 1906 | {
|
---|
| 1907 | glEnable(GL_LIGHTING);
|
---|
[2955] | 1908 | state.SetRenderPassType(RenderState::FIXED);
|
---|
[3039] | 1909 | state.Reset();
|
---|
[2950] | 1910 | }
|
---|
[2948] | 1911 |
|
---|
[2957] | 1912 | glShadeModel(GL_SMOOTH);
|
---|
[2953] | 1913 | glEnableClientState(GL_NORMAL_ARRAY);
|
---|
| 1914 |
|
---|
[2950] | 1915 | // draw all objects that have exactly the same depth as the current sample
|
---|
| 1916 | glDepthFunc(GL_LEQUAL);
|
---|
| 1917 | glColorMask(GL_TRUE, GL_TRUE, GL_TRUE, GL_TRUE);
|
---|
[2801] | 1918 |
|
---|
[2982] | 1919 | glClear(GL_COLOR_BUFFER_BIT);
|
---|
| 1920 |
|
---|
[2950] | 1921 | state.SetUseAlphaToCoverage(true);
|
---|
[3039] | 1922 |
|
---|
[2951] | 1923 |
|
---|
[2949] | 1924 | //cout << "visible: " << (int)traverser->GetVisibleObjects().size() << endl;
|
---|
| 1925 |
|
---|
[2801] | 1926 | SceneEntityContainer::const_iterator sit,
|
---|
| 1927 | sit_end = traverser->GetVisibleObjects().end();
|
---|
| 1928 |
|
---|
| 1929 | for (sit = traverser->GetVisibleObjects().begin(); sit != sit_end; ++ sit)
|
---|
[2948] | 1930 | {
|
---|
[2801] | 1931 | renderQueue->Enqueue(*sit);
|
---|
[2948] | 1932 | }
|
---|
| 1933 |
|
---|
[2801] | 1934 | renderQueue->Apply();
|
---|
| 1935 |
|
---|
| 1936 | glDepthFunc(GL_LESS);
|
---|
[2959] | 1937 | state.Reset();
|
---|
[2949] | 1938 |
|
---|
| 1939 | PrintGLerror("visibleobjects");
|
---|
[2801] | 1940 | }
|
---|
| 1941 |
|
---|
| 1942 |
|
---|
| 1943 | void PlaceViewer(const Vector3 &oldPos)
|
---|
| 1944 | {
|
---|
[3037] | 1945 | if (!sceneQuery)
|
---|
| 1946 | sceneQuery = new SceneQuery(bvh->GetBox(), traverser);
|
---|
| 1947 |
|
---|
[2801] | 1948 | Vector3 playerPos = camera->GetPosition();
|
---|
[2843] | 1949 | bool validIntersect = sceneQuery->CalcIntersection(playerPos);
|
---|
[2801] | 1950 |
|
---|
[2853] | 1951 | if (validIntersect)
|
---|
[2848] | 1952 | // && ((playerPos.z - oldPos.z) < bvh->GetBox().Size(2) * 1e-1f))
|
---|
[2801] | 1953 | {
|
---|
| 1954 | camera->SetPosition(playerPos);
|
---|
| 1955 | }
|
---|
[2809] | 1956 | }
|
---|
[2948] | 1957 |
|
---|
| 1958 |
|
---|
[2951] | 1959 | void RenderShadowMap(float newfar)
|
---|
[2948] | 1960 | {
|
---|
[3038] | 1961 | loader->DisableVertexProfile();
|
---|
| 1962 | loader->DisableFragmentProfile();
|
---|
[2948] | 1963 |
|
---|
[2953] | 1964 | glDisableClientState(GL_NORMAL_ARRAY);
|
---|
| 1965 |
|
---|
[2955] | 1966 | state.SetRenderPassType(RenderState::DEPTH_PASS);
|
---|
[3038] | 1967 |
|
---|
| 1968 | // hack: disable cull face because of alpha textured balconies
|
---|
| 1969 | glDisable(GL_CULL_FACE);
|
---|
[2955] | 1970 | state.LockCullFaceEnabled(true);
|
---|
[3038] | 1971 |
|
---|
[2955] | 1972 | state.SetUseAlphaToCoverage(false);
|
---|
[2948] | 1973 |
|
---|
[2980] | 1974 | // change CHC++ set of state variables
|
---|
| 1975 | // this must be done for each change of camera because
|
---|
[2948] | 1976 | // otherwise the temporal coherency is broken
|
---|
| 1977 | BvhNode::SetCurrentState(1);
|
---|
| 1978 |
|
---|
| 1979 | // hack: temporarily change camera far plane
|
---|
[2951] | 1980 | camera->SetFar(newfar);
|
---|
[3038] | 1981 |
|
---|
[2948] | 1982 | // the scene is rendered withouth any shading
|
---|
[3005] | 1983 | shadowMap->ComputeShadowMap(shadowTraverser, viewProjMat);
|
---|
[2948] | 1984 |
|
---|
[2955] | 1985 | glEnable(GL_CULL_FACE);
|
---|
[2948] | 1986 | camera->SetFar(farDist);
|
---|
| 1987 |
|
---|
| 1988 | state.SetUseAlphaToCoverage(true);
|
---|
[2955] | 1989 | state.LockCullFaceEnabled(false);
|
---|
[2948] | 1990 |
|
---|
[2953] | 1991 | glEnableClientState(GL_NORMAL_ARRAY);
|
---|
| 1992 |
|
---|
[2948] | 1993 | // change back state
|
---|
| 1994 | BvhNode::SetCurrentState(0);
|
---|
[2952] | 1995 | }
|
---|