[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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| 97 | int maxBatchSize = 50;
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[2800] | 98 | int trianglesPerVirtualLeaf = INITIAL_TRIANGLES_PER_VIRTUAL_LEAVES;
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[2796] | 99 | SceneQuery *sceneQuery = NULL;
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[2801] | 100 | RenderQueue *renderQueue = NULL;
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[2897] | 101 | // traverses and renders the hierarchy
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| 102 | RenderTraverser *shadowTraverser = NULL;
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| 103 |
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[2957] | 104 | SkyPreetham *preetham = NULL;
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[2897] | 105 |
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[3016] | 106 |
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[2994] | 107 | /// the used render type for this render pass
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| 108 | enum RenderMethod
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| 109 | {
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[3043] | 110 | RENDER_FORWARD,
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[2994] | 111 | RENDER_DEPTH_PASS,
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| 112 | RENDER_DEFERRED,
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| 113 | RENDER_DEPTH_PASS_DEFERRED,
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| 114 | RENDER_NUM_RENDER_TYPES
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| 115 | };
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[2957] | 116 |
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[2994] | 117 | /// one of four possible render methods
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[3043] | 118 | int renderMethod = RENDER_FORWARD;
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[2994] | 119 |
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| 120 |
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[2809] | 121 | /// these values get scaled with the frame rate
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[2828] | 122 | static float keyForwardMotion = 30.0f;
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| 123 | static float keyRotation = 1.5f;
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[2801] | 124 |
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[2826] | 125 | /// elapsed time in milliseconds
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| 126 | double elapsedTime = 1000.0f;
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| 127 | double algTime = 1000.0f;
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[2795] | 128 |
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[2809] | 129 | static int winWidth = 1024;
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[2813] | 130 | static int winHeight = 768;
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[2892] | 131 |
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[2945] | 132 | int shadowSize = 2048;
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[2892] | 133 |
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[2809] | 134 | static float winAspectRatio = 1.0f;
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[2642] | 135 |
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[2776] | 136 | double accumulatedTime = 1000;
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[2770] | 137 | float fps = 1e3f;
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| 138 |
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[2826] | 139 | glfont::GLFont myfont;
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| 140 |
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[2809] | 141 | // rendertexture
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[2828] | 142 | static int texWidth = 1024;
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| 143 | static int texHeight = 768;
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[2866] | 144 |
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[2770] | 145 | int renderedObjects = 0;
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[2773] | 146 | int renderedNodes = 0;
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| 147 | int renderedTriangles = 0;
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| 148 |
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[2770] | 149 | int issuedQueries = 0;
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| 150 | int traversedNodes = 0;
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| 151 | int frustumCulledNodes = 0;
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| 152 | int queryCulledNodes = 0;
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| 153 | int stateChanges = 0;
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[2800] | 154 | int numBatches = 0;
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[2770] | 155 |
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[2642] | 156 |
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[2792] | 157 | // mouse navigation state
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[2809] | 158 | int xEyeBegin = 0;
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| 159 | int yEyeBegin = 0;
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| 160 | int yMotionBegin = 0;
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| 161 | int verticalMotionBegin = 0;
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| 162 | int horizontalMotionBegin = 0;
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[2642] | 163 |
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[2792] | 164 | bool leftKeyPressed = false;
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| 165 | bool rightKeyPressed = false;
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| 166 | bool upKeyPressed = false;
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| 167 | bool downKeyPressed = false;
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[2837] | 168 | bool descendKeyPressed = false;
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| 169 | bool ascendKeyPressed = false;
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[2787] | 170 |
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[3054] | 171 | bool altKeyPressed = false;
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| 172 |
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[2994] | 173 | bool showHelp = false;
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| 174 | bool showStatistics = false;
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| 175 | bool showOptions = true;
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| 176 | bool showBoundingVolumes = false;
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| 177 | bool visMode = false;
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| 178 |
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| 179 | bool useOptimization = false;
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| 180 | bool useTightBounds = true;
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| 181 | bool useRenderQueue = true;
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| 182 | bool useMultiQueries = true;
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| 183 | bool flyMode = true;
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| 184 |
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[2875] | 185 | bool useGlobIllum = false;
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| 186 | bool useTemporalCoherence = true;
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[2994] | 187 | bool showAlgorithmTime = false;
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[2875] | 188 |
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[2994] | 189 | bool useFullScreen = false;
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| 190 | bool useLODs = true;
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| 191 | bool moveLight = false;
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| 192 |
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| 193 | bool useAdvancedShading = false;
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| 194 | bool showShadowMap = false;
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| 195 | bool renderLightView = false;
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[3054] | 196 | bool useHDR = true;
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[2994] | 197 |
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[3054] | 198 | PerfTimer frameTimer, algTimer;
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[2994] | 199 |
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[3054] | 200 | PerformanceGraph *perfGraph = NULL;
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[2994] | 201 |
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[2901] | 202 | static float ssaoTempCohFactor = 255.0;
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[2976] | 203 | static int sCurrentMrtSet = 0;
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[2957] | 204 |
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[2825] | 205 |
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[3054] | 206 | #define CAMERA_PASS 0
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| 207 | #define LIGHT_PASS 1
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[2827] | 208 |
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[2948] | 209 | //DeferredRenderer::SAMPLING_METHOD samplingMethod = DeferredRenderer::SAMPLING_POISSON;
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| 210 | DeferredRenderer::SAMPLING_METHOD samplingMethod = DeferredRenderer::SAMPLING_QUADRATIC;
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[2865] | 211 |
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[2894] | 212 | ShadowMap *shadowMap = NULL;
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[2952] | 213 | DirectionalLight *light = NULL;
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[2948] | 214 | DeferredRenderer *ssaoShader = NULL;
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[2834] | 215 |
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[2953] | 216 | SceneEntity *cube = NULL;
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[2957] | 217 | SceneEntity *aeroplane = NULL;
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| 218 | SceneEntity *skyDome = NULL;
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[2895] | 219 |
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[2952] | 220 |
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[2991] | 221 |
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[2809] | 222 | // function forward declarations
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[2759] | 223 | void InitExtensions();
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[2756] | 224 | void DisplayVisualization();
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[2759] | 225 | void InitGLstate();
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[2809] | 226 | void InitRenderTexture();
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[2759] | 227 | void CleanUp();
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| 228 | void SetupEyeView();
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| 229 | void UpdateEyeMtx();
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| 230 | void SetupLighting();
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[2764] | 231 | void DisplayStats();
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[2769] | 232 | void Output(int x, int y, const char *string);
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[2786] | 233 | void DrawHelpMessage();
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[2796] | 234 | void RenderSky();
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[2801] | 235 | void RenderVisibleObjects();
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[2756] | 236 |
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[2792] | 237 | void Begin2D();
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| 238 | void End2D();
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| 239 | void KeyBoard(unsigned char c, int x, int y);
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| 240 | void DrawStatistics();
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| 241 | void Display();
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| 242 | void Special(int c, int x, int y);
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| 243 | void KeyUp(unsigned char c, int x, int y);
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| 244 | void SpecialKeyUp(int c, int x, int y);
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| 245 | void Reshape(int w, int h);
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| 246 | void Mouse(int button, int state, int x, int y);
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| 247 | void LeftMotion(int x, int y);
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| 248 | void RightMotion(int x, int y);
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| 249 | void MiddleMotion(int x, int y);
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| 250 | void CalcDecimalPoint(string &str, int d);
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[2642] | 251 |
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[2897] | 252 | RenderTraverser *CreateTraverser(Camera *cam);
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| 253 |
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[2792] | 254 | void KeyHorizontalMotion(float shift);
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[2794] | 255 | void KeyVerticalMotion(float shift);
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[2642] | 256 |
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[2801] | 257 | void PlaceViewer(const Vector3 &oldPos);
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[2642] | 258 |
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[2826] | 259 | inline float KeyRotationAngle() { return keyRotation * elapsedTime * 1e-3f; }
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| 260 | inline float KeyShift() { return keyForwardMotion * elapsedTime * 1e-3f; }
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[3019] | 261 | // initialise the frame buffer objects
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[2809] | 262 | void InitFBO();
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[2795] | 263 |
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[2954] | 264 | void RightMotionLight(int x, int y);
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| 265 |
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[2951] | 266 | void RenderShadowMap(float newfar);
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[2810] | 267 |
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[3054] | 268 |
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[3005] | 269 | static Matrix4x4 viewProjMat = IdentityMatrix();
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| 270 | static Matrix4x4 oldViewProjMat = IdentityMatrix();
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[2820] | 271 |
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[2837] | 272 |
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[2995] | 273 |
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[2809] | 274 | static void PrintGLerror(char *msg)
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| 275 | {
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| 276 | GLenum errCode;
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| 277 | const GLubyte *errStr;
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| 278 |
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| 279 | if ((errCode = glGetError()) != GL_NO_ERROR)
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| 280 | {
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| 281 | errStr = gluErrorString(errCode);
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| 282 | fprintf(stderr,"OpenGL ERROR: %s: %s\n", errStr, msg);
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| 283 | }
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| 284 | }
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| 285 |
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| 286 |
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[2642] | 287 | int main(int argc, char* argv[])
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| 288 | {
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[3019] | 289 | #ifdef _CRT_SET
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| 290 |
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| 291 | //Now just call this function at the start of your program and if you're
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| 292 | //compiling in debug mode (F5), any leaks will be displayed in the Output
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| 293 | //window when the program shuts down. If you're not in debug mode this will
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| 294 | //be ignored. Use it as you will!
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| 295 | //note: from GDNet Direct [3.8.04 - 3.14.04] void detectMemoryLeaks() {
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| 296 |
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| 297 | _CrtSetDbgFlag(_CRTDBG_LEAK_CHECK_DF|_CRTDBG_ALLOC_MEM_DF);
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| 298 | _CrtSetReportMode(_CRT_ASSERT,_CRTDBG_MODE_FILE);
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| 299 | _CrtSetReportFile(_CRT_ASSERT,_CRTDBG_FILE_STDERR);
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| 300 | #endif
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[3052] | 301 |
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[3019] | 302 | cout << "=== reading environment file ===" << endl << endl;
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| 303 |
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[2781] | 304 | int returnCode = 0;
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| 305 |
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[2837] | 306 | Vector3 camPos(.0f, .0f, .0f);
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[2838] | 307 | Vector3 camDir(.0f, 1.0f, .0f);
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[2952] | 308 | Vector3 lightDir(-0.8f, 1.0f, -0.7f);
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[2837] | 309 |
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[2873] | 310 | cout << "=== reading environment file ===" << endl << endl;
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[2830] | 311 |
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[3019] | 312 | const string envFileName = "default.env";
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[2837] | 313 | if (!env.Read(envFileName))
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| 314 | {
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| 315 | cerr << "loading environment " << envFileName << " failed!" << endl;
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| 316 | }
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| 317 | else
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| 318 | {
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| 319 | env.GetIntParam(string("assumedVisibleFrames"), assumedVisibleFrames);
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| 320 | env.GetIntParam(string("maxBatchSize"), maxBatchSize);
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| 321 | env.GetIntParam(string("trianglesPerVirtualLeaf"), trianglesPerVirtualLeaf);
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[2828] | 322 |
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[2837] | 323 | env.GetFloatParam(string("keyForwardMotion"), keyForwardMotion);
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| 324 | env.GetFloatParam(string("keyRotation"), keyRotation);
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[2828] | 325 |
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[2837] | 326 | env.GetIntParam(string("winWidth"), winWidth);
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| 327 | env.GetIntParam(string("winHeight"), winHeight);
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[2828] | 328 |
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[2837] | 329 | env.GetBoolParam(string("useFullScreen"), useFullScreen);
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[2901] | 330 | env.GetFloatParam(string("tempCohFactor"), ssaoTempCohFactor);
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[2837] | 331 | env.GetVectorParam(string("camPosition"), camPos);
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[2838] | 332 | env.GetVectorParam(string("camDirection"), camDir);
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[2952] | 333 | env.GetVectorParam(string("lightDirection"), lightDir);
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[2828] | 334 |
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[2865] | 335 | env.GetBoolParam(string("useLODs"), useLODs);
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[2945] | 336 | env.GetIntParam(string("shadowSize"), shadowSize);
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[2865] | 337 |
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[2994] | 338 | env.GetBoolParam(string("useHDR"), useHDR);
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| 339 |
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[2846] | 340 | //env.GetStringParam(string("modelPath"), model_path);
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[2838] | 341 | //env.GetIntParam(string("numSssaoSamples"), numSsaoSamples);
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| 342 |
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[2837] | 343 | cout << "assumedVisibleFrames: " << assumedVisibleFrames << endl;
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| 344 | cout << "maxBatchSize: " << maxBatchSize << endl;
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| 345 | cout << "trianglesPerVirtualLeaf: " << trianglesPerVirtualLeaf << endl;
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[2828] | 346 |
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[2837] | 347 | cout << "keyForwardMotion: " << keyForwardMotion << endl;
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| 348 | cout << "keyRotation: " << keyRotation << endl;
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| 349 | cout << "winWidth: " << winWidth << endl;
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| 350 | cout << "winHeight: " << winHeight << endl;
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| 351 | cout << "useFullScreen: " << useFullScreen << endl;
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[2865] | 352 | cout << "useLODs: " << useLODs << endl;
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[2837] | 353 | cout << "camPosition: " << camPos << endl;
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[2901] | 354 | cout << "temporal coherence: " << ssaoTempCohFactor << endl;
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[2945] | 355 | cout << "shadow size: " << shadowSize << endl;
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[2873] | 356 |
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[2846] | 357 | //cout << "model path: " << model_path << endl;
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[2881] | 358 | cout << "**** end parameters ****" << endl << endl;
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[2837] | 359 | }
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[2829] | 360 |
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[2828] | 361 | ///////////////////////////
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| 362 |
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[2914] | 363 | camera = new Camera(winWidth, winHeight, fov);
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[2795] | 364 | camera->SetNear(nearDist);
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[2913] | 365 | camera->SetFar(1000);
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[2888] | 366 |
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[2838] | 367 | camera->SetDirection(camDir);
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[2829] | 368 | camera->SetPosition(camPos);
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| 369 |
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[2806] | 370 | visCamera = new Camera(winWidth, winHeight, fov);
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[2796] | 371 | visCamera->SetNear(0.0f);
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| 372 | visCamera->Yaw(.5 * M_PI);
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[2781] | 373 |
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[2952] | 374 | // create a new light
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[2968] | 375 | light = new DirectionalLight(lightDir, RgbaColor(1, 1, 1, 1), RgbaColor(1, 1, 1, 1));
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[2952] | 376 |
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| 377 |
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[2802] | 378 | renderQueue = new RenderQueue(&state, camera);
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[2801] | 379 |
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[2760] | 380 | glutInitWindowSize(winWidth, winHeight);
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[2756] | 381 | glutInit(&argc, argv);
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[2853] | 382 | glutInitDisplayMode(GLUT_DOUBLE | GLUT_RGBA | GLUT_DEPTH | GLUT_MULTISAMPLE);
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| 383 | //glutInitDisplayMode(GLUT_DOUBLE | GLUT_RGBA | GLUT_DEPTH);
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[2850] | 384 | //glutInitDisplayString("samples=2");
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| 385 |
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[2867] | 386 | SceneEntity::SetUseLODs(useLODs);
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| 387 |
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[2828] | 388 | if (!useFullScreen)
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[2856] | 389 | {
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[2828] | 390 | glutCreateWindow("FriendlyCulling");
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[2856] | 391 | }
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[2828] | 392 | else
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| 393 | {
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| 394 | glutGameModeString( "1024x768:32@75" );
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| 395 | glutEnterGameMode();
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| 396 | }
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| 397 |
|
---|
[2792] | 398 | glutDisplayFunc(Display);
|
---|
| 399 | glutKeyboardFunc(KeyBoard);
|
---|
| 400 | glutSpecialFunc(Special);
|
---|
| 401 | glutReshapeFunc(Reshape);
|
---|
| 402 | glutMouseFunc(Mouse);
|
---|
| 403 | glutIdleFunc(Display);
|
---|
| 404 | glutKeyboardUpFunc(KeyUp);
|
---|
| 405 | glutSpecialUpFunc(SpecialKeyUp);
|
---|
| 406 | glutIgnoreKeyRepeat(true);
|
---|
| 407 |
|
---|
[2829] | 408 | // initialise gl graphics
|
---|
[2756] | 409 | InitExtensions();
|
---|
| 410 | InitGLstate();
|
---|
[2850] | 411 |
|
---|
[2854] | 412 | glEnable(GL_MULTISAMPLE_ARB);
|
---|
| 413 | glHint(GL_MULTISAMPLE_FILTER_HINT_NV, GL_NICEST);
|
---|
[2850] | 414 |
|
---|
[2792] | 415 | LeftMotion(0, 0);
|
---|
| 416 | MiddleMotion(0, 0);
|
---|
[2756] | 417 |
|
---|
[2829] | 418 | perfGraph = new PerformanceGraph(1000);
|
---|
[2756] | 419 |
|
---|
[3037] | 420 | loader = ResourceManager::GetSingleton();
|
---|
[2793] | 421 |
|
---|
[2784] | 422 | const string filename = string(model_path + "city.dem");
|
---|
[3019] | 423 |
|
---|
[2793] | 424 | if (loader->Load(filename, sceneEntities))
|
---|
[3012] | 425 | cout << "model " << filename << " loaded" << endl;
|
---|
[2756] | 426 | else
|
---|
[2784] | 427 | {
|
---|
[3012] | 428 | cerr << "loading model " << filename << " failed" << endl;
|
---|
[2792] | 429 | CleanUp();
|
---|
[2784] | 430 | exit(0);
|
---|
| 431 | }
|
---|
[3019] | 432 |
|
---|
[2756] | 433 |
|
---|
[2961] | 434 | const string bvh_filename = string(model_path + "city.bvh");
|
---|
| 435 | BvhLoader bvhLoader;
|
---|
| 436 | bvh = bvhLoader.Load(bvh_filename, sceneEntities);
|
---|
[2795] | 437 |
|
---|
[2961] | 438 | if (!bvh)
|
---|
[2795] | 439 | {
|
---|
[2961] | 440 | cerr << "loading bvh " << bvh_filename << " failed" << endl;
|
---|
[2795] | 441 | CleanUp();
|
---|
| 442 | exit(0);
|
---|
| 443 | }
|
---|
| 444 |
|
---|
[2963] | 445 | // set far plane based on scene extent
|
---|
| 446 | farDist = 10.0f * Magnitude(bvh->GetBox().Diagonal());
|
---|
| 447 | bvh->SetVirtualLeaves(trianglesPerVirtualLeaf);
|
---|
| 448 |
|
---|
| 449 | camera->SetFar(Magnitude(bvh->GetBox().Diagonal()));
|
---|
| 450 |
|
---|
[2961] | 451 | Vector3 cubeCenter(470.398f, 240.364f, 182.5f);
|
---|
[2982] | 452 |
|
---|
[2961] | 453 | Matrix4x4 transl = TranslationMatrix(cubeCenter);
|
---|
| 454 |
|
---|
[2964] | 455 | string skyDomeStr(model_path + "sky.dem");
|
---|
| 456 |
|
---|
[3019] | 457 | if (loader->Load(skyDomeStr, sceneEntities))
|
---|
[3023] | 458 | {
|
---|
[3019] | 459 | cout << "successfully loaded " << sceneEntities.size() << " scene entities" << endl;
|
---|
[3023] | 460 | }
|
---|
[2961] | 461 | else
|
---|
[2784] | 462 | {
|
---|
[2964] | 463 | cerr << "loading file " << skyDomeStr << " failed" << endl;
|
---|
[2792] | 464 | CleanUp();
|
---|
[2784] | 465 | exit(0);
|
---|
| 466 | }
|
---|
| 467 |
|
---|
[3019] | 468 | skyDome = sceneEntities.back();
|
---|
[2861] | 469 |
|
---|
[2990] | 470 | const float turbitiy = 5.0f;
|
---|
[2961] | 471 | preetham = new SkyPreetham(turbitiy, skyDome);
|
---|
| 472 |
|
---|
[2857] | 473 | // initialize the render traverser
|
---|
[2897] | 474 | traverser = CreateTraverser(camera);
|
---|
[2756] | 475 |
|
---|
[2787] | 476 | visualization = new Visualization(bvh, camera, NULL, &state);
|
---|
[2897] | 477 |
|
---|
[3054] | 478 | for (int i = 0; i < 3; ++ i)
|
---|
| 479 | {
|
---|
| 480 | state.SetRenderTechnique((RenderState::RenderTechnique)i);
|
---|
| 481 |
|
---|
| 482 | // fill all shapes into the render queue once so we can establish the buckets
|
---|
| 483 | ShapeContainer::const_iterator sit, sit_end = (*loader->GetShapes()).end();
|
---|
| 484 |
|
---|
| 485 | for (sit = (*loader->GetShapes()).begin(); sit != sit_end; ++ sit)
|
---|
| 486 | {
|
---|
| 487 | renderQueue->Enqueue(*sit);
|
---|
| 488 | }
|
---|
| 489 |
|
---|
| 490 | //renderQueue->Apply();
|
---|
| 491 | // just clear queue again
|
---|
| 492 | renderQueue->Clear();
|
---|
| 493 | }
|
---|
| 494 |
|
---|
[3048] | 495 | state.SetRenderTechnique(RenderState::FORWARD);
|
---|
[2796] | 496 |
|
---|
[2847] | 497 | // frame time is restarted every frame
|
---|
| 498 | frameTimer.Start();
|
---|
[2857] | 499 | // the rendering loop
|
---|
[2642] | 500 | glutMainLoop();
|
---|
| 501 | // clean up
|
---|
[2756] | 502 | CleanUp();
|
---|
[3019] | 503 |
|
---|
[2642] | 504 | return 0;
|
---|
| 505 | }
|
---|
| 506 |
|
---|
[2756] | 507 |
|
---|
[2809] | 508 | void InitFBO()
|
---|
[2810] | 509 | {
|
---|
[2949] | 510 | PrintGLerror("fbo start");
|
---|
[2980] | 511 |
|
---|
[2857] | 512 | // this fbo basicly stores the scene information we get from standard rendering of a frame
|
---|
| 513 | // we store colors, normals, positions (for the ssao)
|
---|
[2884] | 514 | fbo = new FrameBufferObject(texWidth, texHeight, FrameBufferObject::DEPTH_32);
|
---|
[2948] | 515 | //fbo = new FrameBufferObject(texWidth, texHeight, FrameBufferObject::DEPTH_24);
|
---|
[2857] | 516 |
|
---|
[2859] | 517 | // the diffuse color buffer
|
---|
[3015] | 518 | fbo->AddColorBuffer(ColorBufferObject::RGBA_FLOAT_32, ColorBufferObject::WRAP_CLAMP_TO_EDGE, ColorBufferObject::FILTER_LINEAR, ColorBufferObject::FILTER_NEAREST);
|
---|
[3009] | 519 | // the normals buffer
|
---|
[3017] | 520 | fbo->AddColorBuffer(ColorBufferObject::RGB_FLOAT_16, ColorBufferObject::WRAP_CLAMP_TO_EDGE, ColorBufferObject::FILTER_NEAREST);
|
---|
[2859] | 521 | // the positions buffer
|
---|
[3005] | 522 | //fbo->AddColorBuffer(ColorBufferObject::RGBA_FLOAT_32, ColorBufferObject::WRAP_CLAMP_TO_EDGE, ColorBufferObject::FILTER_NEAREST);
|
---|
[3009] | 523 | fbo->AddColorBuffer(ColorBufferObject::RGB_UBYTE, ColorBufferObject::WRAP_CLAMP_TO_EDGE, ColorBufferObject::FILTER_NEAREST);
|
---|
[2879] | 524 | // another color buffer
|
---|
[3015] | 525 | fbo->AddColorBuffer(ColorBufferObject::RGBA_FLOAT_32, ColorBufferObject::WRAP_CLAMP_TO_EDGE, ColorBufferObject::FILTER_LINEAR, ColorBufferObject::FILTER_NEAREST);
|
---|
[2879] | 526 |
|
---|
[2810] | 527 | PrintGLerror("fbo");
|
---|
[2809] | 528 | }
|
---|
| 529 |
|
---|
| 530 |
|
---|
[2827] | 531 | bool InitFont(void)
|
---|
[2642] | 532 | {
|
---|
[2826] | 533 | glEnable(GL_TEXTURE_2D);
|
---|
| 534 |
|
---|
| 535 | glGenTextures(1, &fontTex);
|
---|
| 536 | glBindTexture(GL_TEXTURE_2D, fontTex);
|
---|
[3019] | 537 |
|
---|
[2829] | 538 | if (!myfont.Create("data/fonts/verdana.glf", fontTex))
|
---|
[2826] | 539 | return false;
|
---|
| 540 |
|
---|
| 541 | glDisable(GL_TEXTURE_2D);
|
---|
[2827] | 542 |
|
---|
[2826] | 543 | return true;
|
---|
| 544 | }
|
---|
| 545 |
|
---|
| 546 |
|
---|
| 547 | void InitGLstate()
|
---|
| 548 | {
|
---|
[2965] | 549 | glClearColor(0.4f, 0.4f, 0.4f, 1.0f);
|
---|
[2642] | 550 |
|
---|
| 551 | glPixelStorei(GL_UNPACK_ALIGNMENT, 1);
|
---|
| 552 | glPixelStorei(GL_PACK_ALIGNMENT,1);
|
---|
| 553 |
|
---|
| 554 | glDepthFunc(GL_LESS);
|
---|
[2762] | 555 | glEnable(GL_DEPTH_TEST);
|
---|
[2642] | 556 |
|
---|
[2760] | 557 | glColor3f(1.0f, 1.0f, 1.0f);
|
---|
[2642] | 558 | glShadeModel(GL_SMOOTH);
|
---|
| 559 |
|
---|
| 560 | glMaterialf(GL_FRONT, GL_SHININESS, 64);
|
---|
| 561 | glEnable(GL_NORMALIZE);
|
---|
[2767] | 562 |
|
---|
| 563 | glDisable(GL_ALPHA_TEST);
|
---|
[2951] | 564 | glAlphaFunc(GL_GEQUAL, 0.5f);
|
---|
[2767] | 565 |
|
---|
[2642] | 566 | glFrontFace(GL_CCW);
|
---|
| 567 | glCullFace(GL_BACK);
|
---|
[2851] | 568 | glEnable(GL_CULL_FACE);
|
---|
| 569 |
|
---|
[2800] | 570 | glDisable(GL_TEXTURE_2D);
|
---|
[2762] | 571 |
|
---|
[2959] | 572 | GLfloat ambientColor[] = {0.2, 0.2, 0.2, 1.0};
|
---|
[2756] | 573 | GLfloat diffuseColor[] = {1.0, 0.0, 0.0, 1.0};
|
---|
[2759] | 574 | GLfloat specularColor[] = {0.0, 0.0, 0.0, 1.0};
|
---|
[2642] | 575 |
|
---|
[2756] | 576 | glMaterialfv(GL_FRONT, GL_AMBIENT, ambientColor);
|
---|
| 577 | glMaterialfv(GL_FRONT, GL_DIFFUSE, diffuseColor);
|
---|
| 578 | glMaterialfv(GL_FRONT, GL_SPECULAR, specularColor);
|
---|
[2801] | 579 |
|
---|
| 580 | glDepthFunc(GL_LESS);
|
---|
[2826] | 581 |
|
---|
[2827] | 582 | if (!InitFont())
|
---|
[2826] | 583 | cerr << "font creation failed" << endl;
|
---|
| 584 | else
|
---|
| 585 | cout << "successfully created font" << endl;
|
---|
[2953] | 586 |
|
---|
| 587 |
|
---|
[2954] | 588 | //////////////////////////////
|
---|
| 589 |
|
---|
[2959] | 590 | //GLfloat lmodel_ambient[] = {1.0f, 1.0f, 1.0f, 1.0f};
|
---|
| 591 | GLfloat lmodel_ambient[] = {0.7f, 0.7f, 0.8f, 1.0f};
|
---|
[2954] | 592 |
|
---|
| 593 | glLightModelfv(GL_LIGHT_MODEL_AMBIENT, lmodel_ambient);
|
---|
[2959] | 594 | //glLightModeli(GL_LIGHT_MODEL_LOCAL_VIEWER, GL_TRUE);
|
---|
| 595 | glLightModeli(GL_LIGHT_MODEL_LOCAL_VIEWER, GL_FALSE);
|
---|
[2954] | 596 | glLightModeli(GL_LIGHT_MODEL_COLOR_CONTROL_EXT, GL_SINGLE_COLOR_EXT);
|
---|
[2642] | 597 | }
|
---|
| 598 |
|
---|
| 599 |
|
---|
[2827] | 600 | void DrawHelpMessage()
|
---|
[2826] | 601 | {
|
---|
[2642] | 602 | const char *message[] =
|
---|
| 603 | {
|
---|
| 604 | "Help information",
|
---|
| 605 | "",
|
---|
| 606 | "'F1' - shows/dismisses this message",
|
---|
[2795] | 607 | "'F2' - shows/hides bird eye view",
|
---|
[2790] | 608 | "'F3' - shows/hides bounds (boxes or tight bounds)",
|
---|
[2827] | 609 | "'F4', - shows/hides parameters",
|
---|
| 610 | "'F5' - shows/hides statistics",
|
---|
| 611 | "'F6', - toggles between fly/walkmode",
|
---|
[2826] | 612 | "'F7', - cycles throw render modes",
|
---|
| 613 | "'F8', - enables/disables ambient occlusion (only deferred)",
|
---|
| 614 | "'F9', - shows pure algorithm render time (using glFinish)",
|
---|
[2790] | 615 | "'SPACE' - cycles through occlusion culling algorithms",
|
---|
[2642] | 616 | "",
|
---|
[2827] | 617 | "'MOUSE LEFT' - turn left/right, move forward/backward",
|
---|
| 618 | "'MOUSE RIGHT' - turn left/right, move forward/backward",
|
---|
| 619 | "'MOUSE MIDDLE' - move up/down, left/right",
|
---|
| 620 | "'CURSOR UP/DOWN' - move forward/backward",
|
---|
| 621 | "'CURSOR LEFT/RIGHT' - turn left/right",
|
---|
[2642] | 622 | "",
|
---|
[2827] | 623 | "'-'/'+' - decreases/increases max batch size",
|
---|
[2837] | 624 | "'1'/'2' - downward/upward motion",
|
---|
| 625 | "'3'/'4' - decreases/increases triangles per virtual bvh leaf (sets bvh depth)",
|
---|
| 626 | "'5'/'6' - decreases/increases assumed visible frames",
|
---|
[2776] | 627 | "",
|
---|
[2786] | 628 | "'R' - use render queue",
|
---|
[2790] | 629 | "'B' - use tight bounds",
|
---|
| 630 | "'M' - use multiqueries",
|
---|
[2792] | 631 | "'O' - use CHC optimization (geometry queries for leaves)",
|
---|
[2642] | 632 | 0,
|
---|
| 633 | };
|
---|
| 634 |
|
---|
[2756] | 635 |
|
---|
[2827] | 636 | glColor4f(0.0f, 1.0f , 0.0f, 0.2f); // 20% green.
|
---|
[2756] | 637 |
|
---|
[2827] | 638 | glRecti(30, 30, winWidth - 30, winHeight - 30);
|
---|
[2642] | 639 |
|
---|
[2827] | 640 | glEnd();
|
---|
| 641 |
|
---|
[2756] | 642 | glColor3f(1.0f, 1.0f, 1.0f);
|
---|
| 643 |
|
---|
[2829] | 644 | glEnable(GL_TEXTURE_2D);
|
---|
[2827] | 645 | myfont.Begin();
|
---|
| 646 |
|
---|
| 647 | int x = 40, y = 30;
|
---|
| 648 |
|
---|
| 649 | for(int i = 0; message[i] != 0; ++ i)
|
---|
[2756] | 650 | {
|
---|
| 651 | if(message[i][0] == '\0')
|
---|
| 652 | {
|
---|
[2786] | 653 | y += 15;
|
---|
[2756] | 654 | }
|
---|
| 655 | else
|
---|
| 656 | {
|
---|
[2827] | 657 | myfont.DrawString(message[i], x, winHeight - y);
|
---|
| 658 | y += 25;
|
---|
[2642] | 659 | }
|
---|
| 660 | }
|
---|
[2829] | 661 | glDisable(GL_TEXTURE_2D);
|
---|
[2642] | 662 | }
|
---|
| 663 |
|
---|
| 664 |
|
---|
[2897] | 665 | RenderTraverser *CreateTraverser(Camera *cam)
|
---|
[2764] | 666 | {
|
---|
[2897] | 667 | RenderTraverser *tr;
|
---|
| 668 |
|
---|
[2771] | 669 | bvh->ResetNodeClassifications();
|
---|
| 670 |
|
---|
[2764] | 671 | switch (renderMode)
|
---|
| 672 | {
|
---|
| 673 | case RenderTraverser::CULL_FRUSTUM:
|
---|
[2897] | 674 | tr = new FrustumCullingTraverser();
|
---|
[2764] | 675 | break;
|
---|
| 676 | case RenderTraverser::STOP_AND_WAIT:
|
---|
[2897] | 677 | tr = new StopAndWaitTraverser();
|
---|
[2764] | 678 | break;
|
---|
| 679 | case RenderTraverser::CHC:
|
---|
[2897] | 680 | tr = new CHCTraverser();
|
---|
[2764] | 681 | break;
|
---|
[2767] | 682 | case RenderTraverser::CHCPLUSPLUS:
|
---|
[2897] | 683 | tr = new CHCPlusPlusTraverser();
|
---|
[2767] | 684 | break;
|
---|
| 685 |
|
---|
[2764] | 686 | default:
|
---|
[2897] | 687 | tr = new FrustumCullingTraverser();
|
---|
[2764] | 688 | }
|
---|
| 689 |
|
---|
[2897] | 690 | tr->SetCamera(cam);
|
---|
| 691 | tr->SetHierarchy(bvh);
|
---|
| 692 | tr->SetRenderQueue(renderQueue);
|
---|
| 693 | tr->SetRenderState(&state);
|
---|
| 694 | tr->SetUseOptimization(useOptimization);
|
---|
| 695 | tr->SetUseRenderQueue(useRenderQueue);
|
---|
| 696 | tr->SetVisibilityThreshold(threshold);
|
---|
| 697 | tr->SetAssumedVisibleFrames(assumedVisibleFrames);
|
---|
| 698 | tr->SetMaxBatchSize(maxBatchSize);
|
---|
| 699 | tr->SetUseMultiQueries(useMultiQueries);
|
---|
| 700 | tr->SetUseTightBounds(useTightBounds);
|
---|
[2955] | 701 | tr->SetUseDepthPass((renderMethod == RENDER_DEPTH_PASS) || (renderMethod == RENDER_DEPTH_PASS_DEFERRED));
|
---|
[2897] | 702 | tr->SetRenderQueue(renderQueue);
|
---|
| 703 |
|
---|
| 704 | return tr;
|
---|
[2764] | 705 | }
|
---|
| 706 |
|
---|
| 707 |
|
---|
[2759] | 708 | void SetupLighting()
|
---|
[2642] | 709 | {
|
---|
[2759] | 710 | glEnable(GL_LIGHT0);
|
---|
[2959] | 711 | glDisable(GL_LIGHT1);
|
---|
[2825] | 712 |
|
---|
[2954] | 713 | Vector3 lightDir = -light->GetDirection();
|
---|
| 714 |
|
---|
| 715 |
|
---|
[2945] | 716 | ///////////
|
---|
| 717 | //-- first light: sunlight
|
---|
| 718 |
|
---|
[2954] | 719 | GLfloat ambient[] = {0.25f, 0.25f, 0.3f, 1.0f};
|
---|
| 720 | GLfloat diffuse[] = {1.0f, 0.95f, 0.85f, 1.0f};
|
---|
| 721 | GLfloat specular[] = {1.0f, 1.0f, 1.0f, 1.0f};
|
---|
[2982] | 722 |
|
---|
[2759] | 723 |
|
---|
[3046] | 724 | const bool useToneMapping =
|
---|
| 725 | ((renderMethod == RENDER_DEPTH_PASS_DEFERRED) ||
|
---|
| 726 | (renderMethod == RENDER_DEFERRED)) && useHDR;
|
---|
[2982] | 727 |
|
---|
[3046] | 728 |
|
---|
[2954] | 729 | Vector3 sunAmbient;
|
---|
| 730 | Vector3 sunDiffuse;
|
---|
[2759] | 731 |
|
---|
[2982] | 732 | preetham->ComputeSunColor(lightDir, sunAmbient, sunDiffuse, !useToneMapping);
|
---|
[2945] | 733 |
|
---|
[2954] | 734 | ambient[0] = sunAmbient.x;
|
---|
| 735 | ambient[1] = sunAmbient.y;
|
---|
| 736 | ambient[2] = sunAmbient.z;
|
---|
[2825] | 737 |
|
---|
[2982] | 738 | // no tone mapping => scale
|
---|
| 739 | if (!useToneMapping)
|
---|
| 740 | {
|
---|
| 741 | const float maxComponent = sunDiffuse.MaxComponent();
|
---|
| 742 | sunDiffuse /= maxComponent;
|
---|
| 743 | }
|
---|
| 744 |
|
---|
[2954] | 745 | diffuse[0] = sunDiffuse.x;
|
---|
| 746 | diffuse[1] = sunDiffuse.y;
|
---|
| 747 | diffuse[2] = sunDiffuse.z;
|
---|
[2945] | 748 |
|
---|
[2954] | 749 | glLightfv(GL_LIGHT0, GL_AMBIENT, ambient);
|
---|
| 750 | glLightfv(GL_LIGHT0, GL_DIFFUSE, diffuse);
|
---|
| 751 | glLightfv(GL_LIGHT0, GL_SPECULAR, specular);
|
---|
[2825] | 752 |
|
---|
[2954] | 753 | GLfloat position[] = {lightDir.x, lightDir.y, lightDir.z, 0.0f};
|
---|
| 754 | glLightfv(GL_LIGHT0, GL_POSITION, position);
|
---|
[2642] | 755 | }
|
---|
| 756 |
|
---|
[2800] | 757 |
|
---|
[2795] | 758 | void SetupEyeView()
|
---|
[2642] | 759 | {
|
---|
[2861] | 760 | // store matrix of last frame
|
---|
[3005] | 761 | oldViewProjMat = viewProjMat;
|
---|
[2834] | 762 |
|
---|
[2759] | 763 | glMatrixMode(GL_PROJECTION);
|
---|
| 764 | glLoadIdentity();
|
---|
[2927] | 765 | gluPerspective(fov, winAspectRatio, nearDist, farDist);
|
---|
[2759] | 766 |
|
---|
[2756] | 767 | glMatrixMode(GL_MODELVIEW);
|
---|
[2951] | 768 |
|
---|
[2864] | 769 | // set up the camera view
|
---|
[2760] | 770 | camera->SetupCameraView();
|
---|
| 771 |
|
---|
[2892] | 772 |
|
---|
[2864] | 773 | /////////////////
|
---|
| 774 |
|
---|
[2894] | 775 | Matrix4x4 matViewing, matProjection;
|
---|
[2864] | 776 |
|
---|
[2834] | 777 | camera->GetModelViewMatrix(matViewing);
|
---|
| 778 | camera->GetProjectionMatrix(matProjection);
|
---|
| 779 |
|
---|
[2864] | 780 | // store matrix for later use
|
---|
[3005] | 781 | viewProjMat = matViewing * matProjection;
|
---|
[2642] | 782 | }
|
---|
| 783 |
|
---|
| 784 |
|
---|
[2792] | 785 | void KeyHorizontalMotion(float shift)
|
---|
| 786 | {
|
---|
[2888] | 787 | Vector3 hvec = -camera->GetDirection();
|
---|
[2792] | 788 | hvec.z = 0;
|
---|
| 789 |
|
---|
| 790 | Vector3 pos = camera->GetPosition();
|
---|
| 791 | pos += hvec * shift;
|
---|
| 792 |
|
---|
| 793 | camera->SetPosition(pos);
|
---|
| 794 | }
|
---|
| 795 |
|
---|
| 796 |
|
---|
[2794] | 797 | void KeyVerticalMotion(float shift)
|
---|
| 798 | {
|
---|
| 799 | Vector3 uvec = Vector3(0, 0, shift);
|
---|
| 800 |
|
---|
| 801 | Vector3 pos = camera->GetPosition();
|
---|
| 802 | pos += uvec;
|
---|
| 803 |
|
---|
| 804 | camera->SetPosition(pos);
|
---|
| 805 | }
|
---|
| 806 |
|
---|
| 807 |
|
---|
[2999] | 808 | static void ComputeViewVectors(Vector3 &tl, Vector3 &tr, Vector3 &bl, Vector3 &br)
|
---|
| 809 | {
|
---|
| 810 | Vector3 ftl, ftr, fbl, fbr, ntl, ntr, nbl, nbr;
|
---|
| 811 |
|
---|
| 812 | camera->ComputePoints(ftl, ftr, fbl, fbr, ntl, ntr, nbl, nbr);
|
---|
| 813 |
|
---|
| 814 | bl = Normalize(nbl - fbl);
|
---|
| 815 | br = Normalize(nbr - fbr);
|
---|
| 816 | tl = Normalize(ntl - ftl);
|
---|
| 817 | tr = Normalize(ntr - ftr);
|
---|
| 818 | }
|
---|
| 819 |
|
---|
| 820 |
|
---|
[2948] | 821 | void InitDeferredRendering()
|
---|
| 822 | {
|
---|
| 823 | if (!fbo) InitFBO();
|
---|
| 824 | fbo->Bind();
|
---|
| 825 |
|
---|
| 826 | // multisampling does not work with deferred shading
|
---|
| 827 | glDisable(GL_MULTISAMPLE_ARB);
|
---|
| 828 |
|
---|
[3048] | 829 | state.SetRenderTechnique(RenderState::DEFERRED);
|
---|
[2948] | 830 |
|
---|
[3038] | 831 | loader->EnableVertexProfile();
|
---|
| 832 | loader->EnableFragmentProfile();
|
---|
[2948] | 833 |
|
---|
[2989] | 834 | const Vector3 pos = camera->GetPosition();
|
---|
[2984] | 835 |
|
---|
[2999] | 836 |
|
---|
[2978] | 837 | // draw to 3 color buffers
|
---|
| 838 | // a color, normal, and positions buffer
|
---|
| 839 | if (sCurrentMrtSet == 0)
|
---|
| 840 | {
|
---|
| 841 | DeferredRenderer::colorBufferIdx = 0;
|
---|
[3009] | 842 | glDrawBuffers(2, mrt);
|
---|
[2978] | 843 | }
|
---|
| 844 | else
|
---|
| 845 | {
|
---|
| 846 | DeferredRenderer::colorBufferIdx = 3;
|
---|
[3009] | 847 | glDrawBuffers(2, mrt2);
|
---|
[2978] | 848 | }
|
---|
[2985] | 849 |
|
---|
[2978] | 850 | sCurrentMrtSet = 1 - sCurrentMrtSet;
|
---|
[2948] | 851 | }
|
---|
| 852 |
|
---|
| 853 |
|
---|
[2857] | 854 | // the main rendering loop
|
---|
[2792] | 855 | void Display()
|
---|
[2801] | 856 | {
|
---|
[2800] | 857 | Vector3 oldPos = camera->GetPosition();
|
---|
| 858 |
|
---|
[2792] | 859 | if (leftKeyPressed)
|
---|
[2795] | 860 | camera->Pitch(KeyRotationAngle());
|
---|
[2792] | 861 | if (rightKeyPressed)
|
---|
[2795] | 862 | camera->Pitch(-KeyRotationAngle());
|
---|
[2792] | 863 | if (upKeyPressed)
|
---|
[2887] | 864 | KeyHorizontalMotion(-KeyShift());
|
---|
| 865 | if (downKeyPressed)
|
---|
[2795] | 866 | KeyHorizontalMotion(KeyShift());
|
---|
[2837] | 867 | if (ascendKeyPressed)
|
---|
| 868 | KeyVerticalMotion(KeyShift());
|
---|
| 869 | if (descendKeyPressed)
|
---|
[2795] | 870 | KeyVerticalMotion(-KeyShift());
|
---|
[2792] | 871 |
|
---|
[2801] | 872 | // place view on ground
|
---|
| 873 | if (!flyMode) PlaceViewer(oldPos);
|
---|
[2800] | 874 |
|
---|
[2826] | 875 | if (showAlgorithmTime)
|
---|
| 876 | {
|
---|
| 877 | glFinish();
|
---|
| 878 | algTimer.Start();
|
---|
| 879 | }
|
---|
[2809] | 880 |
|
---|
[2895] | 881 |
|
---|
[2931] | 882 | if ((!shadowMap || !shadowTraverser) && (showShadowMap || renderLightView))
|
---|
| 883 | {
|
---|
| 884 | if (!shadowMap)
|
---|
| 885 | shadowMap = new ShadowMap(light, shadowSize, bvh->GetBox(), camera);
|
---|
| 886 |
|
---|
| 887 | if (!shadowTraverser)
|
---|
| 888 | shadowTraverser = CreateTraverser(shadowMap->GetShadowCamera());
|
---|
| 889 |
|
---|
| 890 | }
|
---|
[2951] | 891 |
|
---|
| 892 | // bring eye modelview matrix up-to-date
|
---|
| 893 | SetupEyeView();
|
---|
| 894 |
|
---|
[3045] | 895 | // set GPU related parameters
|
---|
[3046] | 896 | GPUProgramParameters::InitFrame(camera, light);
|
---|
[3045] | 897 |
|
---|
| 898 |
|
---|
[2931] | 899 | // hack
|
---|
[2955] | 900 | int oldRenderMethod = renderMethod;
|
---|
[3044] | 901 | // for rendering the light view, we use forward rendering
|
---|
[2931] | 902 | if (renderLightView)
|
---|
[3043] | 903 | renderMethod = RenderState::FORWARD;
|
---|
[2931] | 904 |
|
---|
[2953] | 905 | glEnableClientState(GL_VERTEX_ARRAY);
|
---|
[2931] | 906 |
|
---|
[2953] | 907 |
|
---|
[2931] | 908 | // render with the specified method (forward rendering, forward + depth, deferred)
|
---|
[2955] | 909 | switch (renderMethod)
|
---|
[2825] | 910 | {
|
---|
[3043] | 911 | case RENDER_FORWARD:
|
---|
[2825] | 912 |
|
---|
[2851] | 913 | glEnable(GL_MULTISAMPLE_ARB);
|
---|
[2879] | 914 |
|
---|
[3048] | 915 | state.SetRenderTechnique(RenderState::FORWARD);
|
---|
[2825] | 916 | glEnable(GL_LIGHTING);
|
---|
[2809] | 917 |
|
---|
[2829] | 918 | glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT);
|
---|
| 919 |
|
---|
[2953] | 920 | glEnableClientState(GL_NORMAL_ARRAY);
|
---|
| 921 |
|
---|
[2825] | 922 | break;
|
---|
| 923 |
|
---|
[2955] | 924 | case RENDER_DEPTH_PASS_DEFERRED:
|
---|
[2948] | 925 |
|
---|
[2950] | 926 | glDisable(GL_MULTISAMPLE_ARB);
|
---|
| 927 | state.SetUseAlphaToCoverage(false);
|
---|
[2948] | 928 |
|
---|
[3048] | 929 | state.SetRenderTechnique(RenderState::DEPTH_PASS);
|
---|
[2949] | 930 |
|
---|
[2948] | 931 | if (!fbo) InitFBO(); fbo->Bind();
|
---|
[2949] | 932 |
|
---|
[2948] | 933 | glDrawBuffers(1, mrt);
|
---|
| 934 |
|
---|
[2951] | 935 | glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT);
|
---|
[2948] | 936 |
|
---|
| 937 | // the scene is rendered withouth any shading
|
---|
| 938 | glShadeModel(GL_FLAT);
|
---|
| 939 | glDisable(GL_LIGHTING);
|
---|
| 940 | glColorMask(GL_FALSE, GL_FALSE, GL_FALSE, GL_FALSE);
|
---|
| 941 |
|
---|
[2953] | 942 |
|
---|
[2948] | 943 | break;
|
---|
| 944 |
|
---|
[2955] | 945 | case RENDER_DEPTH_PASS:
|
---|
[2851] | 946 |
|
---|
| 947 | glEnable(GL_MULTISAMPLE_ARB);
|
---|
[3038] | 948 |
|
---|
[3048] | 949 | state.SetRenderTechnique(RenderState::DEPTH_PASS);
|
---|
[2857] | 950 |
|
---|
| 951 | // the scene is rendered withouth any shading
|
---|
[2943] | 952 | glShadeModel(GL_FLAT);
|
---|
[2825] | 953 | glDisable(GL_LIGHTING);
|
---|
[2809] | 954 |
|
---|
[2829] | 955 | glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT);
|
---|
| 956 | glColorMask(GL_FALSE, GL_FALSE, GL_FALSE, GL_FALSE);
|
---|
| 957 |
|
---|
[2953] | 958 |
|
---|
[2825] | 959 | break;
|
---|
| 960 |
|
---|
[3048] | 961 | case RENDER_DEFERRED:
|
---|
[2851] | 962 |
|
---|
[2948] | 963 | if (showShadowMap && !renderLightView)
|
---|
[2951] | 964 | RenderShadowMap(camera->GetFar());
|
---|
| 965 |
|
---|
[2948] | 966 | //glPushAttrib(GL_VIEWPORT_BIT);
|
---|
[2825] | 967 | glViewport(0, 0, texWidth, texHeight);
|
---|
| 968 |
|
---|
[2948] | 969 | InitDeferredRendering();
|
---|
[2951] | 970 |
|
---|
[2953] | 971 | glEnableClientState(GL_NORMAL_ARRAY);
|
---|
[2954] | 972 | glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT);
|
---|
| 973 |
|
---|
[2825] | 974 | break;
|
---|
| 975 | }
|
---|
| 976 |
|
---|
[2801] | 977 | glDepthFunc(GL_LESS);
|
---|
[2825] | 978 |
|
---|
[2801] | 979 | glDisable(GL_TEXTURE_2D);
|
---|
| 980 | glDisableClientState(GL_TEXTURE_COORD_ARRAY);
|
---|
[2825] | 981 |
|
---|
[2801] | 982 |
|
---|
[2861] | 983 | // reset lod levels for current frame
|
---|
[2847] | 984 | LODLevel::InitFrame(camera->GetPosition());
|
---|
| 985 |
|
---|
[2892] | 986 | // set up lights
|
---|
[2954] | 987 | SetupLighting();
|
---|
[2795] | 988 |
|
---|
[2801] | 989 |
|
---|
[2931] | 990 | if (renderLightView)
|
---|
| 991 | {
|
---|
| 992 | // change CHC++ set of state variables (must be done for each change of camera because
|
---|
| 993 | // otherwise the temporal coherency is broken
|
---|
[3054] | 994 | BvhNode::SetCurrentState(LIGHT_PASS);
|
---|
[3005] | 995 | shadowMap->RenderShadowView(shadowTraverser, viewProjMat);
|
---|
[3054] | 996 | BvhNode::SetCurrentState(CAMERA_PASS);
|
---|
[2931] | 997 | }
|
---|
| 998 | else
|
---|
[2948] | 999 | {
|
---|
[2931] | 1000 | // actually render the scene geometry using the specified algorithm
|
---|
[2982] | 1001 | traverser->RenderScene();
|
---|
[2948] | 1002 | }
|
---|
[2892] | 1003 |
|
---|
[2931] | 1004 |
|
---|
[2825] | 1005 | /////////
|
---|
[2809] | 1006 | //-- do the rest of the rendering
|
---|
[2893] | 1007 |
|
---|
[2801] | 1008 | // reset depth pass and render visible objects
|
---|
[2955] | 1009 | if ((renderMethod == RENDER_DEPTH_PASS) ||
|
---|
| 1010 | (renderMethod == RENDER_DEPTH_PASS_DEFERRED))
|
---|
[2801] | 1011 | {
|
---|
| 1012 | RenderVisibleObjects();
|
---|
| 1013 | }
|
---|
[2948] | 1014 |
|
---|
[2801] | 1015 |
|
---|
[2796] | 1016 | ///////////////
|
---|
| 1017 | //-- render sky
|
---|
[2795] | 1018 |
|
---|
[2894] | 1019 | // q: should we render sky after deferred shading?
|
---|
| 1020 | // this would conveniently solves some issues (e.g, skys without shadows)
|
---|
[2893] | 1021 |
|
---|
[3051] | 1022 | RenderSky();
|
---|
[2801] | 1023 |
|
---|
[2961] | 1024 |
|
---|
[2955] | 1025 | if ((renderMethod == RENDER_DEFERRED) ||
|
---|
| 1026 | (renderMethod == RENDER_DEPTH_PASS_DEFERRED))
|
---|
[2825] | 1027 | {
|
---|
[2881] | 1028 | FrameBufferObject::Release();
|
---|
[2810] | 1029 |
|
---|
[2948] | 1030 | if (!ssaoShader) ssaoShader =
|
---|
| 1031 | new DeferredRenderer(texWidth, texHeight, camera, farDist / MAX_DEPTH_CONST);
|
---|
[2895] | 1032 |
|
---|
[2903] | 1033 | DeferredRenderer::SHADING_METHOD shadingMethod;
|
---|
| 1034 |
|
---|
| 1035 | if (useAdvancedShading)
|
---|
| 1036 | {
|
---|
| 1037 | if (useGlobIllum)
|
---|
| 1038 | shadingMethod = DeferredRenderer::GI;
|
---|
| 1039 | else
|
---|
| 1040 | shadingMethod = DeferredRenderer::SSAO;
|
---|
| 1041 | }
|
---|
| 1042 | else
|
---|
| 1043 | shadingMethod = DeferredRenderer::DEFAULT;
|
---|
| 1044 |
|
---|
| 1045 |
|
---|
[2895] | 1046 | ssaoShader->SetShadingMethod(shadingMethod);
|
---|
| 1047 | ssaoShader->SetSamplingMethod(samplingMethod);
|
---|
| 1048 | ssaoShader->SetUseTemporalCoherence(useTemporalCoherence);
|
---|
[2879] | 1049 |
|
---|
[2895] | 1050 | ShadowMap *sm = showShadowMap ? shadowMap : NULL;
|
---|
[3005] | 1051 | ssaoShader->Render(fbo, oldViewProjMat, viewProjMat, ssaoTempCohFactor, light, useHDR, sm);
|
---|
[2825] | 1052 | }
|
---|
[2827] | 1053 |
|
---|
[2893] | 1054 |
|
---|
[3048] | 1055 | state.SetRenderTechnique(RenderState::FORWARD);
|
---|
[2893] | 1056 | state.Reset();
|
---|
[2827] | 1057 |
|
---|
[2893] | 1058 |
|
---|
| 1059 | glDisableClientState(GL_VERTEX_ARRAY);
|
---|
| 1060 | glDisableClientState(GL_NORMAL_ARRAY);
|
---|
[2931] | 1061 |
|
---|
[2955] | 1062 | renderMethod = oldRenderMethod;
|
---|
[2893] | 1063 |
|
---|
| 1064 |
|
---|
| 1065 | ///////////
|
---|
| 1066 |
|
---|
| 1067 |
|
---|
[2826] | 1068 | if (showAlgorithmTime)
|
---|
| 1069 | {
|
---|
| 1070 | glFinish();
|
---|
[2827] | 1071 |
|
---|
[2826] | 1072 | algTime = algTimer.Elapsedms();
|
---|
[2827] | 1073 | perfGraph->AddData(algTime);
|
---|
[2828] | 1074 |
|
---|
[2827] | 1075 | perfGraph->Draw();
|
---|
[2826] | 1076 | }
|
---|
[2827] | 1077 | else
|
---|
| 1078 | {
|
---|
| 1079 | if (visMode) DisplayVisualization();
|
---|
| 1080 | }
|
---|
[2825] | 1081 |
|
---|
[2884] | 1082 | glFlush();
|
---|
[2847] | 1083 |
|
---|
| 1084 | const bool restart = true;
|
---|
| 1085 | elapsedTime = frameTimer.Elapsedms(restart);
|
---|
| 1086 |
|
---|
[2764] | 1087 | DisplayStats();
|
---|
[2767] | 1088 |
|
---|
[2642] | 1089 | glutSwapBuffers();
|
---|
| 1090 | }
|
---|
| 1091 |
|
---|
| 1092 |
|
---|
| 1093 | #pragma warning( disable : 4100 )
|
---|
[2792] | 1094 | void KeyBoard(unsigned char c, int x, int y)
|
---|
[2642] | 1095 | {
|
---|
| 1096 | switch(c)
|
---|
| 1097 | {
|
---|
| 1098 | case 27:
|
---|
[2792] | 1099 | CleanUp();
|
---|
[2642] | 1100 | exit(0);
|
---|
[2948] | 1101 | case 32: // space
|
---|
[2800] | 1102 | renderMode = (renderMode + 1) % RenderTraverser::NUM_TRAVERSAL_TYPES;
|
---|
[2897] | 1103 |
|
---|
| 1104 | DEL_PTR(traverser);
|
---|
| 1105 | traverser = CreateTraverser(camera);
|
---|
| 1106 |
|
---|
[2931] | 1107 | if (shadowTraverser)
|
---|
[2897] | 1108 | {
|
---|
[2948] | 1109 | // shadow traverser has to be recomputed
|
---|
[2897] | 1110 | DEL_PTR(shadowTraverser);
|
---|
[2948] | 1111 | shadowTraverser = CreateTraverser(shadowMap->GetShadowCamera());
|
---|
[2897] | 1112 | }
|
---|
| 1113 |
|
---|
[2642] | 1114 | break;
|
---|
| 1115 | case '+':
|
---|
[2867] | 1116 | if (maxBatchSize < 10)
|
---|
| 1117 | maxBatchSize = 10;
|
---|
| 1118 | else
|
---|
| 1119 | maxBatchSize += 10;
|
---|
| 1120 |
|
---|
[2776] | 1121 | traverser->SetMaxBatchSize(maxBatchSize);
|
---|
[2642] | 1122 | break;
|
---|
| 1123 | case '-':
|
---|
[2776] | 1124 | maxBatchSize -= 10;
|
---|
| 1125 | if (maxBatchSize < 0) maxBatchSize = 1;
|
---|
| 1126 | traverser->SetMaxBatchSize(maxBatchSize);
|
---|
[2642] | 1127 | break;
|
---|
[2837] | 1128 | case 'M':
|
---|
| 1129 | case 'm':
|
---|
| 1130 | useMultiQueries = !useMultiQueries;
|
---|
| 1131 | traverser->SetUseMultiQueries(useMultiQueries);
|
---|
| 1132 | break;
|
---|
| 1133 | case '1':
|
---|
| 1134 | descendKeyPressed = true;
|
---|
| 1135 | break;
|
---|
| 1136 | case '2':
|
---|
| 1137 | ascendKeyPressed = true;
|
---|
| 1138 | break;
|
---|
| 1139 | case '3':
|
---|
| 1140 | if (trianglesPerVirtualLeaf >= 100)
|
---|
| 1141 | trianglesPerVirtualLeaf -= 100;
|
---|
| 1142 | bvh->SetVirtualLeaves(trianglesPerVirtualLeaf);
|
---|
| 1143 | break;
|
---|
| 1144 | case '4':
|
---|
| 1145 | trianglesPerVirtualLeaf += 100;
|
---|
| 1146 | bvh->SetVirtualLeaves(trianglesPerVirtualLeaf);
|
---|
| 1147 | break;
|
---|
| 1148 | case '5':
|
---|
[2776] | 1149 | assumedVisibleFrames -= 1;
|
---|
| 1150 | if (assumedVisibleFrames < 1) assumedVisibleFrames = 1;
|
---|
| 1151 | traverser->SetAssumedVisibleFrames(assumedVisibleFrames);
|
---|
| 1152 | break;
|
---|
[2837] | 1153 | case '6':
|
---|
[2776] | 1154 | assumedVisibleFrames += 1;
|
---|
| 1155 | traverser->SetAssumedVisibleFrames(assumedVisibleFrames);
|
---|
| 1156 | break;
|
---|
[2837] | 1157 | case '7':
|
---|
[2901] | 1158 | ssaoTempCohFactor *= 0.5f;
|
---|
[2776] | 1159 | break;
|
---|
[2767] | 1160 | case '8':
|
---|
[2901] | 1161 | ssaoTempCohFactor *= 2.0f;
|
---|
| 1162 | //if (ssaoTempCohFactor > 1.0f) ssaoExpFactor = 1.0f;
|
---|
[2837] | 1163 | break;
|
---|
[2865] | 1164 | case '9':
|
---|
| 1165 | useLODs = !useLODs;
|
---|
| 1166 | SceneEntity::SetUseLODs(useLODs);
|
---|
| 1167 | break;
|
---|
[2887] | 1168 | case 'P':
|
---|
| 1169 | case 'p':
|
---|
[2930] | 1170 | samplingMethod = DeferredRenderer::SAMPLING_METHOD((samplingMethod + 1) % 3);
|
---|
| 1171 | cout << "ssao sampling method: " << samplingMethod << endl;
|
---|
[2887] | 1172 | break;
|
---|
[2895] | 1173 | case 'Y':
|
---|
| 1174 | case 'y':
|
---|
| 1175 | showShadowMap = !showShadowMap;
|
---|
| 1176 | break;
|
---|
[2875] | 1177 | case 'g':
|
---|
[2903] | 1178 | case 'G':
|
---|
| 1179 | useGlobIllum = !useGlobIllum;
|
---|
| 1180 | break;
|
---|
[2875] | 1181 | case 't':
|
---|
| 1182 | case 'T':
|
---|
| 1183 | useTemporalCoherence = !useTemporalCoherence;
|
---|
| 1184 | break;
|
---|
[2792] | 1185 | case 'o':
|
---|
| 1186 | case 'O':
|
---|
[2642] | 1187 | useOptimization = !useOptimization;
|
---|
[2764] | 1188 | traverser->SetUseOptimization(useOptimization);
|
---|
[2767] | 1189 | break;
|
---|
| 1190 | case 'a':
|
---|
| 1191 | case 'A':
|
---|
[2931] | 1192 | leftKeyPressed = true;
|
---|
[2767] | 1193 | break;
|
---|
| 1194 | case 'd':
|
---|
| 1195 | case 'D':
|
---|
[2931] | 1196 | rightKeyPressed = true;
|
---|
[2767] | 1197 | break;
|
---|
| 1198 | case 'w':
|
---|
| 1199 | case 'W':
|
---|
[2931] | 1200 | upKeyPressed = true;
|
---|
[2767] | 1201 | break;
|
---|
[2829] | 1202 | case 's':
|
---|
| 1203 | case 'S':
|
---|
[2931] | 1204 | downKeyPressed = true;
|
---|
[2767] | 1205 | break;
|
---|
| 1206 | case 'r':
|
---|
| 1207 | case 'R':
|
---|
[2931] | 1208 | useRenderQueue = !useRenderQueue;
|
---|
| 1209 | traverser->SetUseRenderQueue(useRenderQueue);
|
---|
| 1210 |
|
---|
[2790] | 1211 | break;
|
---|
[2786] | 1212 | case 'b':
|
---|
| 1213 | case 'B':
|
---|
[2931] | 1214 | useTightBounds = !useTightBounds;
|
---|
| 1215 | traverser->SetUseTightBounds(useTightBounds);
|
---|
[2790] | 1216 | break;
|
---|
[2931] | 1217 | case 'l':
|
---|
| 1218 | case 'L':
|
---|
| 1219 | renderLightView = !renderLightView;
|
---|
| 1220 | break;
|
---|
[2994] | 1221 | case 'h':
|
---|
| 1222 | case 'H':
|
---|
| 1223 | useHDR = !useHDR;
|
---|
| 1224 | break;
|
---|
[2642] | 1225 | default:
|
---|
| 1226 | return;
|
---|
| 1227 | }
|
---|
| 1228 |
|
---|
| 1229 | glutPostRedisplay();
|
---|
| 1230 | }
|
---|
| 1231 |
|
---|
| 1232 |
|
---|
[2792] | 1233 | void SpecialKeyUp(int c, int x, int y)
|
---|
[2642] | 1234 | {
|
---|
[2792] | 1235 | switch (c)
|
---|
| 1236 | {
|
---|
| 1237 | case GLUT_KEY_LEFT:
|
---|
| 1238 | leftKeyPressed = false;
|
---|
| 1239 | break;
|
---|
| 1240 | case GLUT_KEY_RIGHT:
|
---|
| 1241 | rightKeyPressed = false;
|
---|
| 1242 | break;
|
---|
| 1243 | case GLUT_KEY_UP:
|
---|
| 1244 | upKeyPressed = false;
|
---|
| 1245 | break;
|
---|
| 1246 | case GLUT_KEY_DOWN:
|
---|
| 1247 | downKeyPressed = false;
|
---|
| 1248 | break;
|
---|
[2953] | 1249 | case GLUT_ACTIVE_ALT:
|
---|
| 1250 | altKeyPressed = false;
|
---|
| 1251 | break;
|
---|
[2792] | 1252 | default:
|
---|
| 1253 | return;
|
---|
| 1254 | }
|
---|
| 1255 | }
|
---|
| 1256 |
|
---|
| 1257 |
|
---|
| 1258 | void KeyUp(unsigned char c, int x, int y)
|
---|
| 1259 | {
|
---|
| 1260 | switch (c)
|
---|
| 1261 | {
|
---|
[2879] | 1262 |
|
---|
[2792] | 1263 | case 'A':
|
---|
| 1264 | case 'a':
|
---|
| 1265 | leftKeyPressed = false;
|
---|
| 1266 | break;
|
---|
| 1267 | case 'D':
|
---|
| 1268 | case 'd':
|
---|
| 1269 | rightKeyPressed = false;
|
---|
| 1270 | break;
|
---|
| 1271 | case 'W':
|
---|
| 1272 | case 'w':
|
---|
| 1273 | upKeyPressed = false;
|
---|
| 1274 | break;
|
---|
[2829] | 1275 | case 'S':
|
---|
| 1276 | case 's':
|
---|
[2792] | 1277 | downKeyPressed = false;
|
---|
| 1278 | break;
|
---|
[2837] | 1279 | case '1':
|
---|
| 1280 | descendKeyPressed = false;
|
---|
[2794] | 1281 | break;
|
---|
[2837] | 1282 | case '2':
|
---|
| 1283 | ascendKeyPressed = false;
|
---|
[2794] | 1284 | break;
|
---|
| 1285 |
|
---|
[2792] | 1286 | default:
|
---|
| 1287 | return;
|
---|
| 1288 | }
|
---|
| 1289 | //glutPostRedisplay();
|
---|
| 1290 | }
|
---|
| 1291 |
|
---|
| 1292 |
|
---|
| 1293 | void Special(int c, int x, int y)
|
---|
| 1294 | {
|
---|
[2642] | 1295 | switch(c)
|
---|
| 1296 | {
|
---|
| 1297 | case GLUT_KEY_F1:
|
---|
| 1298 | showHelp = !showHelp;
|
---|
| 1299 | break;
|
---|
[2790] | 1300 | case GLUT_KEY_F2:
|
---|
[2795] | 1301 | visMode = !visMode;
|
---|
[2790] | 1302 | break;
|
---|
| 1303 | case GLUT_KEY_F3:
|
---|
| 1304 | showBoundingVolumes = !showBoundingVolumes;
|
---|
| 1305 | traverser->SetShowBounds(showBoundingVolumes);
|
---|
| 1306 | break;
|
---|
| 1307 | case GLUT_KEY_F4:
|
---|
[2827] | 1308 | showOptions = !showOptions;
|
---|
[2790] | 1309 | break;
|
---|
| 1310 | case GLUT_KEY_F5:
|
---|
[2827] | 1311 | showStatistics = !showStatistics;
|
---|
[2790] | 1312 | break;
|
---|
[2800] | 1313 | case GLUT_KEY_F6:
|
---|
| 1314 | flyMode = !flyMode;
|
---|
| 1315 | break;
|
---|
[2801] | 1316 | case GLUT_KEY_F7:
|
---|
[2825] | 1317 |
|
---|
[2955] | 1318 | renderMethod = (renderMethod + 1) % 4;
|
---|
| 1319 |
|
---|
| 1320 | traverser->SetUseDepthPass(
|
---|
| 1321 | (renderMethod == RENDER_DEPTH_PASS) ||
|
---|
| 1322 | (renderMethod == RENDER_DEPTH_PASS_DEFERRED)
|
---|
| 1323 | );
|
---|
[2825] | 1324 |
|
---|
[2801] | 1325 | break;
|
---|
[2803] | 1326 | case GLUT_KEY_F8:
|
---|
[2903] | 1327 | useAdvancedShading = !useAdvancedShading;
|
---|
| 1328 |
|
---|
[2821] | 1329 | break;
|
---|
[2826] | 1330 | case GLUT_KEY_F9:
|
---|
| 1331 | showAlgorithmTime = !showAlgorithmTime;
|
---|
| 1332 | break;
|
---|
[2954] | 1333 | case GLUT_KEY_F10:
|
---|
| 1334 | moveLight = !moveLight;
|
---|
| 1335 | break;
|
---|
[2642] | 1336 | case GLUT_KEY_LEFT:
|
---|
[2767] | 1337 | {
|
---|
[2792] | 1338 | leftKeyPressed = true;
|
---|
[2795] | 1339 | camera->Pitch(KeyRotationAngle());
|
---|
[2767] | 1340 | }
|
---|
[2642] | 1341 | break;
|
---|
| 1342 | case GLUT_KEY_RIGHT:
|
---|
[2767] | 1343 | {
|
---|
[2792] | 1344 | rightKeyPressed = true;
|
---|
[2795] | 1345 | camera->Pitch(-KeyRotationAngle());
|
---|
[2767] | 1346 | }
|
---|
[2642] | 1347 | break;
|
---|
| 1348 | case GLUT_KEY_UP:
|
---|
[2767] | 1349 | {
|
---|
[2792] | 1350 | upKeyPressed = true;
|
---|
[2795] | 1351 | KeyHorizontalMotion(KeyShift());
|
---|
[2767] | 1352 | }
|
---|
[2642] | 1353 | break;
|
---|
| 1354 | case GLUT_KEY_DOWN:
|
---|
[2767] | 1355 | {
|
---|
[2792] | 1356 | downKeyPressed = true;
|
---|
[2795] | 1357 | KeyHorizontalMotion(-KeyShift());
|
---|
[2767] | 1358 | }
|
---|
[2642] | 1359 | break;
|
---|
| 1360 | default:
|
---|
| 1361 | return;
|
---|
| 1362 |
|
---|
| 1363 | }
|
---|
| 1364 |
|
---|
| 1365 | glutPostRedisplay();
|
---|
| 1366 | }
|
---|
[2767] | 1367 |
|
---|
[2642] | 1368 | #pragma warning( default : 4100 )
|
---|
| 1369 |
|
---|
| 1370 |
|
---|
[2792] | 1371 | void Reshape(int w, int h)
|
---|
[2642] | 1372 | {
|
---|
[2759] | 1373 | winAspectRatio = 1.0f;
|
---|
[2642] | 1374 |
|
---|
| 1375 | glViewport(0, 0, w, h);
|
---|
| 1376 |
|
---|
| 1377 | winWidth = w;
|
---|
| 1378 | winHeight = h;
|
---|
| 1379 |
|
---|
[2833] | 1380 | if (w) winAspectRatio = (float) w / (float) h;
|
---|
[2642] | 1381 |
|
---|
[2758] | 1382 | glMatrixMode(GL_PROJECTION);
|
---|
| 1383 | glLoadIdentity();
|
---|
[2642] | 1384 |
|
---|
[2927] | 1385 | gluPerspective(fov, winAspectRatio, nearDist, farDist);
|
---|
[2788] | 1386 |
|
---|
[2758] | 1387 | glMatrixMode(GL_MODELVIEW);
|
---|
| 1388 |
|
---|
[2642] | 1389 | glutPostRedisplay();
|
---|
| 1390 | }
|
---|
| 1391 |
|
---|
| 1392 |
|
---|
[2792] | 1393 | void Mouse(int button, int state, int x, int y)
|
---|
[2642] | 1394 | {
|
---|
[2758] | 1395 | if ((button == GLUT_LEFT_BUTTON) && (state == GLUT_DOWN))
|
---|
[2642] | 1396 | {
|
---|
| 1397 | xEyeBegin = x;
|
---|
| 1398 | yMotionBegin = y;
|
---|
| 1399 |
|
---|
[2792] | 1400 | glutMotionFunc(LeftMotion);
|
---|
[2642] | 1401 | }
|
---|
[2758] | 1402 | else if ((button == GLUT_RIGHT_BUTTON) && (state == GLUT_DOWN))
|
---|
[2642] | 1403 | {
|
---|
[2829] | 1404 | xEyeBegin = x;
|
---|
[2758] | 1405 | yEyeBegin = y;
|
---|
| 1406 | yMotionBegin = y;
|
---|
| 1407 |
|
---|
[2954] | 1408 | if (!moveLight)
|
---|
| 1409 | glutMotionFunc(RightMotion);
|
---|
| 1410 | else
|
---|
| 1411 | glutMotionFunc(RightMotionLight);
|
---|
[2758] | 1412 | }
|
---|
| 1413 | else if ((button == GLUT_MIDDLE_BUTTON) && (state == GLUT_DOWN))
|
---|
| 1414 | {
|
---|
[2642] | 1415 | horizontalMotionBegin = x;
|
---|
| 1416 | verticalMotionBegin = y;
|
---|
[2792] | 1417 | glutMotionFunc(MiddleMotion);
|
---|
[2642] | 1418 | }
|
---|
| 1419 |
|
---|
| 1420 | glutPostRedisplay();
|
---|
| 1421 | }
|
---|
| 1422 |
|
---|
[2758] | 1423 |
|
---|
| 1424 | /** rotation for left/right mouse drag
|
---|
[2642] | 1425 | motion for up/down mouse drag
|
---|
| 1426 | */
|
---|
[2792] | 1427 | void LeftMotion(int x, int y)
|
---|
[2642] | 1428 | {
|
---|
[2758] | 1429 | Vector3 viewDir = camera->GetDirection();
|
---|
| 1430 | Vector3 pos = camera->GetPosition();
|
---|
| 1431 |
|
---|
| 1432 | // don't move in the vertical direction
|
---|
[2764] | 1433 | Vector3 horView(viewDir[0], viewDir[1], 0);
|
---|
[2642] | 1434 |
|
---|
[2795] | 1435 | float eyeXAngle = 0.2f * M_PI * (xEyeBegin - x) / 180.0;
|
---|
[2756] | 1436 |
|
---|
[2795] | 1437 | camera->Pitch(eyeXAngle);
|
---|
[2787] | 1438 |
|
---|
[2888] | 1439 | pos += horView * (yMotionBegin - y) * 0.2f;
|
---|
[2795] | 1440 |
|
---|
[2758] | 1441 | camera->SetPosition(pos);
|
---|
[2642] | 1442 |
|
---|
| 1443 | xEyeBegin = x;
|
---|
| 1444 | yMotionBegin = y;
|
---|
[2758] | 1445 |
|
---|
[2642] | 1446 | glutPostRedisplay();
|
---|
| 1447 | }
|
---|
| 1448 |
|
---|
[2758] | 1449 |
|
---|
[2954] | 1450 | void RightMotionLight(int x, int y)
|
---|
| 1451 | {
|
---|
| 1452 | float theta = 0.2f * M_PI * (xEyeBegin - x) / 180.0f;
|
---|
| 1453 | float phi = 0.2f * M_PI * (yMotionBegin - y) / 180.0f;
|
---|
| 1454 |
|
---|
| 1455 | Vector3 lightDir = light->GetDirection();
|
---|
| 1456 |
|
---|
| 1457 | Matrix4x4 roty = RotationYMatrix(theta);
|
---|
| 1458 | Matrix4x4 rotx = RotationXMatrix(phi);
|
---|
| 1459 |
|
---|
| 1460 | lightDir = roty * lightDir;
|
---|
| 1461 | lightDir = rotx * lightDir;
|
---|
| 1462 |
|
---|
[2967] | 1463 | // normalize to avoid accumulating errors
|
---|
| 1464 | lightDir.Normalize();
|
---|
| 1465 |
|
---|
[2954] | 1466 | light->SetDirection(lightDir);
|
---|
| 1467 |
|
---|
| 1468 | xEyeBegin = x;
|
---|
| 1469 | yMotionBegin = y;
|
---|
| 1470 |
|
---|
| 1471 | glutPostRedisplay();
|
---|
| 1472 | }
|
---|
| 1473 |
|
---|
| 1474 |
|
---|
[2767] | 1475 | /** rotation for left / right mouse drag
|
---|
| 1476 | motion for up / down mouse drag
|
---|
[2758] | 1477 | */
|
---|
[2792] | 1478 | void RightMotion(int x, int y)
|
---|
[2758] | 1479 | {
|
---|
[2829] | 1480 | float eyeXAngle = 0.2f * M_PI * (xEyeBegin - x) / 180.0;
|
---|
[2795] | 1481 | float eyeYAngle = -0.2f * M_PI * (yEyeBegin - y) / 180.0;
|
---|
[2758] | 1482 |
|
---|
[2795] | 1483 | camera->Yaw(eyeYAngle);
|
---|
[2829] | 1484 | camera->Pitch(eyeXAngle);
|
---|
[2780] | 1485 |
|
---|
[2829] | 1486 | xEyeBegin = x;
|
---|
[2758] | 1487 | yEyeBegin = y;
|
---|
[2829] | 1488 |
|
---|
[2758] | 1489 | glutPostRedisplay();
|
---|
| 1490 | }
|
---|
| 1491 |
|
---|
| 1492 |
|
---|
[2642] | 1493 | // strafe
|
---|
[2792] | 1494 | void MiddleMotion(int x, int y)
|
---|
[2642] | 1495 | {
|
---|
[2758] | 1496 | Vector3 viewDir = camera->GetDirection();
|
---|
| 1497 | Vector3 pos = camera->GetPosition();
|
---|
| 1498 |
|
---|
[2642] | 1499 | // the 90 degree rotated view vector
|
---|
| 1500 | // y zero so we don't move in the vertical
|
---|
[2764] | 1501 | Vector3 rVec(viewDir[0], viewDir[1], 0);
|
---|
[2642] | 1502 |
|
---|
[2764] | 1503 | Matrix4x4 rot = RotationZMatrix(M_PI * 0.5f);
|
---|
[2758] | 1504 | rVec = rot * rVec;
|
---|
[2642] | 1505 |
|
---|
[2888] | 1506 | pos -= rVec * (x - horizontalMotionBegin) * 0.1f;
|
---|
[2764] | 1507 | pos[2] += (verticalMotionBegin - y) * 0.1f;
|
---|
[2642] | 1508 |
|
---|
[2758] | 1509 | camera->SetPosition(pos);
|
---|
| 1510 |
|
---|
[2642] | 1511 | horizontalMotionBegin = x;
|
---|
| 1512 | verticalMotionBegin = y;
|
---|
[2758] | 1513 |
|
---|
[2642] | 1514 | glutPostRedisplay();
|
---|
| 1515 | }
|
---|
| 1516 |
|
---|
| 1517 |
|
---|
[2756] | 1518 | void InitExtensions(void)
|
---|
[2642] | 1519 | {
|
---|
| 1520 | GLenum err = glewInit();
|
---|
[2756] | 1521 |
|
---|
[2642] | 1522 | if (GLEW_OK != err)
|
---|
| 1523 | {
|
---|
| 1524 | // problem: glewInit failed, something is seriously wrong
|
---|
| 1525 | fprintf(stderr,"Error: %s\n", glewGetErrorString(err));
|
---|
| 1526 | exit(1);
|
---|
| 1527 | }
|
---|
[2756] | 1528 | if (!GLEW_ARB_occlusion_query)
|
---|
[2642] | 1529 | {
|
---|
[2756] | 1530 | printf("I require the GL_ARB_occlusion_query to work.\n");
|
---|
[2642] | 1531 | exit(1);
|
---|
| 1532 | }
|
---|
| 1533 | }
|
---|
| 1534 |
|
---|
| 1535 |
|
---|
[2826] | 1536 | void Begin2D()
|
---|
[2642] | 1537 | {
|
---|
| 1538 | glDisable(GL_LIGHTING);
|
---|
| 1539 | glDisable(GL_DEPTH_TEST);
|
---|
| 1540 |
|
---|
[2826] | 1541 | glMatrixMode(GL_PROJECTION);
|
---|
[2642] | 1542 | glPushMatrix();
|
---|
| 1543 | glLoadIdentity();
|
---|
[2834] | 1544 |
|
---|
[2826] | 1545 | gluOrtho2D(0, winWidth, 0, winHeight);
|
---|
[2642] | 1546 |
|
---|
[2826] | 1547 | glMatrixMode(GL_MODELVIEW);
|
---|
[2642] | 1548 | glPushMatrix();
|
---|
| 1549 | glLoadIdentity();
|
---|
| 1550 | }
|
---|
| 1551 |
|
---|
| 1552 |
|
---|
[2826] | 1553 | void End2D()
|
---|
[2642] | 1554 | {
|
---|
[2834] | 1555 | glMatrixMode(GL_PROJECTION);
|
---|
[2642] | 1556 | glPopMatrix();
|
---|
[2834] | 1557 |
|
---|
[2642] | 1558 | glMatrixMode(GL_MODELVIEW);
|
---|
| 1559 | glPopMatrix();
|
---|
| 1560 |
|
---|
| 1561 | glEnable(GL_LIGHTING);
|
---|
| 1562 | glEnable(GL_DEPTH_TEST);
|
---|
| 1563 | }
|
---|
| 1564 |
|
---|
| 1565 |
|
---|
[2787] | 1566 | // displays the visualisation of culling algorithm
|
---|
| 1567 | void DisplayVisualization()
|
---|
[2796] | 1568 | {
|
---|
[2787] | 1569 | visualization->SetFrameId(traverser->GetCurrentFrameId());
|
---|
| 1570 |
|
---|
[2792] | 1571 | Begin2D();
|
---|
[2642] | 1572 | glBlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA);
|
---|
| 1573 | glEnable(GL_BLEND);
|
---|
[2827] | 1574 | glColor4f(0.0f ,0.0f, 0.0f, 0.5f);
|
---|
[2642] | 1575 |
|
---|
[2827] | 1576 | glRecti(winWidth - winWidth / 3, winHeight - winHeight / 3, winWidth, winHeight);
|
---|
[2642] | 1577 | glDisable(GL_BLEND);
|
---|
[2792] | 1578 | End2D();
|
---|
[2788] | 1579 |
|
---|
| 1580 |
|
---|
| 1581 | AxisAlignedBox3 box = bvh->GetBox();
|
---|
| 1582 |
|
---|
[2948] | 1583 | const float offs = box.Size().x * 0.3f;
|
---|
[2834] | 1584 |
|
---|
[2838] | 1585 | Vector3 vizpos = Vector3(box.Min().x, box.Min().y - box.Size().y * 0.35f, box.Min().z + box.Size().z * 50);
|
---|
[2806] | 1586 |
|
---|
[2795] | 1587 | visCamera->SetPosition(vizpos);
|
---|
[2838] | 1588 | visCamera->ResetPitchAndYaw();
|
---|
[2892] | 1589 |
|
---|
[2834] | 1590 | glPushAttrib(GL_VIEWPORT_BIT);
|
---|
[2806] | 1591 | glViewport(winWidth - winWidth / 3, winHeight - winHeight / 3, winWidth / 3, winHeight / 3);
|
---|
[2796] | 1592 |
|
---|
| 1593 | glMatrixMode(GL_PROJECTION);
|
---|
[2834] | 1594 | glPushMatrix();
|
---|
| 1595 |
|
---|
[2787] | 1596 | glLoadIdentity();
|
---|
[2796] | 1597 |
|
---|
[2807] | 1598 | glOrtho(-offs, offs, -offs, offs, 0.0f, box.Size().z * 100.0f);
|
---|
[2787] | 1599 |
|
---|
[2796] | 1600 | glMatrixMode(GL_MODELVIEW);
|
---|
[2834] | 1601 | glPushMatrix();
|
---|
[2787] | 1602 |
|
---|
[2796] | 1603 | visCamera->SetupCameraView();
|
---|
[2806] | 1604 |
|
---|
| 1605 | Matrix4x4 rotZ = RotationZMatrix(-camera->GetPitch());
|
---|
| 1606 | glMultMatrixf((float *)rotZ.x);
|
---|
| 1607 |
|
---|
[2887] | 1608 | // inverse translation in order to fix current position
|
---|
[2838] | 1609 | Vector3 pos = camera->GetPosition();
|
---|
[2806] | 1610 | glTranslatef(-pos.x, -pos.y, -pos.z);
|
---|
| 1611 |
|
---|
| 1612 |
|
---|
[2788] | 1613 | GLfloat position[] = {0.8f, 1.0f, 1.5f, 0.0f};
|
---|
| 1614 | glLightfv(GL_LIGHT0, GL_POSITION, position);
|
---|
[2787] | 1615 |
|
---|
[2788] | 1616 | GLfloat position1[] = {bvh->GetBox().Center().x, bvh->GetBox().Max().y, bvh->GetBox().Center().z, 1.0f};
|
---|
| 1617 | glLightfv(GL_LIGHT1, GL_POSITION, position1);
|
---|
[2787] | 1618 |
|
---|
[2642] | 1619 | glClear(GL_DEPTH_BUFFER_BIT);
|
---|
| 1620 |
|
---|
[2888] | 1621 |
|
---|
[2767] | 1622 | ////////////
|
---|
[2787] | 1623 | //-- visualization of the occlusion culling
|
---|
| 1624 |
|
---|
[2767] | 1625 | visualization->Render();
|
---|
[2887] | 1626 |
|
---|
[2767] | 1627 |
|
---|
[2834] | 1628 | // reset previous settings
|
---|
| 1629 | glPopAttrib();
|
---|
| 1630 |
|
---|
| 1631 | glMatrixMode(GL_PROJECTION);
|
---|
| 1632 | glPopMatrix();
|
---|
| 1633 | glMatrixMode(GL_MODELVIEW);
|
---|
| 1634 | glPopMatrix();
|
---|
[2642] | 1635 | }
|
---|
| 1636 |
|
---|
[2767] | 1637 |
|
---|
[2642] | 1638 | // cleanup routine after the main loop
|
---|
[2756] | 1639 | void CleanUp()
|
---|
[2642] | 1640 | {
|
---|
[2756] | 1641 | DEL_PTR(traverser);
|
---|
[2796] | 1642 | DEL_PTR(sceneQuery);
|
---|
[2756] | 1643 | DEL_PTR(bvh);
|
---|
[2767] | 1644 | DEL_PTR(visualization);
|
---|
[2787] | 1645 | DEL_PTR(camera);
|
---|
[2801] | 1646 | DEL_PTR(renderQueue);
|
---|
[2827] | 1647 | DEL_PTR(perfGraph);
|
---|
[2879] | 1648 | DEL_PTR(fbo);
|
---|
| 1649 | DEL_PTR(ssaoShader);
|
---|
[3019] | 1650 | DEL_PTR(light);
|
---|
| 1651 | DEL_PTR(visCamera);
|
---|
| 1652 | DEL_PTR(preetham);
|
---|
[3020] | 1653 | DEL_PTR(shadowMap);
|
---|
| 1654 | DEL_PTR(shadowTraverser);
|
---|
[3052] | 1655 |
|
---|
[3037] | 1656 | ResourceManager::DelSingleton();
|
---|
| 1657 | loader = NULL;
|
---|
[2642] | 1658 | }
|
---|
| 1659 |
|
---|
| 1660 |
|
---|
| 1661 | // this function inserts a dezimal point after each 1000
|
---|
[2829] | 1662 | void CalcDecimalPoint(string &str, int d, int len)
|
---|
[2642] | 1663 | {
|
---|
[2827] | 1664 | static vector<int> numbers;
|
---|
| 1665 | numbers.clear();
|
---|
| 1666 |
|
---|
[2829] | 1667 | static string shortStr;
|
---|
| 1668 | shortStr.clear();
|
---|
[2642] | 1669 |
|
---|
[2829] | 1670 | static char hstr[100];
|
---|
| 1671 |
|
---|
[2642] | 1672 | while (d != 0)
|
---|
| 1673 | {
|
---|
| 1674 | numbers.push_back(d % 1000);
|
---|
| 1675 | d /= 1000;
|
---|
| 1676 | }
|
---|
| 1677 |
|
---|
| 1678 | // first element without leading zeros
|
---|
| 1679 | if (numbers.size() > 0)
|
---|
| 1680 | {
|
---|
[2800] | 1681 | sprintf(hstr, "%d", numbers.back());
|
---|
[2829] | 1682 | shortStr.append(hstr);
|
---|
[2642] | 1683 | }
|
---|
| 1684 |
|
---|
[2764] | 1685 | for (int i = (int)numbers.size() - 2; i >= 0; i--)
|
---|
[2642] | 1686 | {
|
---|
[2800] | 1687 | sprintf(hstr, ",%03d", numbers[i]);
|
---|
[2829] | 1688 | shortStr.append(hstr);
|
---|
[2642] | 1689 | }
|
---|
[2829] | 1690 |
|
---|
| 1691 | int dif = len - (int)shortStr.size();
|
---|
| 1692 |
|
---|
| 1693 | for (int i = 0; i < dif; ++ i)
|
---|
| 1694 | {
|
---|
| 1695 | str += " ";
|
---|
| 1696 | }
|
---|
| 1697 |
|
---|
| 1698 | str.append(shortStr);
|
---|
[2764] | 1699 | }
|
---|
| 1700 |
|
---|
| 1701 |
|
---|
| 1702 | void DisplayStats()
|
---|
| 1703 | {
|
---|
[2826] | 1704 | static char msg[9][300];
|
---|
[2764] | 1705 |
|
---|
[2826] | 1706 | static double frameTime = elapsedTime;
|
---|
| 1707 | static double renderTime = algTime;
|
---|
| 1708 |
|
---|
[2818] | 1709 | const float expFactor = 0.1f;
|
---|
[2767] | 1710 |
|
---|
[2802] | 1711 | // if some strange render time spike happened in this frame => don't count
|
---|
[2826] | 1712 | if (elapsedTime < 500) frameTime = elapsedTime * expFactor + (1.0f - expFactor) * elapsedTime;
|
---|
| 1713 |
|
---|
| 1714 | static float rTime = 1000.0f;
|
---|
[2764] | 1715 |
|
---|
[2826] | 1716 | if (showAlgorithmTime)
|
---|
| 1717 | {
|
---|
| 1718 | if (algTime < 500) renderTime = algTime * expFactor + (1.0f - expFactor) * renderTime;
|
---|
| 1719 | }
|
---|
[2802] | 1720 |
|
---|
[2826] | 1721 | accumulatedTime += elapsedTime;
|
---|
| 1722 |
|
---|
[2776] | 1723 | if (accumulatedTime > 500) // update every fraction of a second
|
---|
[2770] | 1724 | {
|
---|
| 1725 | accumulatedTime = 0;
|
---|
| 1726 |
|
---|
[2826] | 1727 | if (frameTime) fps = 1e3f / (float)frameTime;
|
---|
| 1728 |
|
---|
| 1729 | rTime = renderTime;
|
---|
[2773] | 1730 |
|
---|
[2948] | 1731 | if (renderLightView && shadowTraverser)
|
---|
| 1732 | {
|
---|
| 1733 | renderedTriangles = shadowTraverser->GetStats().mNumRenderedTriangles;
|
---|
| 1734 | renderedObjects = shadowTraverser->GetStats().mNumRenderedGeometry;
|
---|
| 1735 | renderedNodes = shadowTraverser->GetStats().mNumRenderedNodes;
|
---|
| 1736 | }
|
---|
| 1737 | else if (showShadowMap && shadowTraverser)
|
---|
| 1738 | {
|
---|
| 1739 | renderedNodes = traverser->GetStats().mNumRenderedNodes + shadowTraverser->GetStats().mNumRenderedNodes;
|
---|
| 1740 | renderedObjects = traverser->GetStats().mNumRenderedGeometry + shadowTraverser->GetStats().mNumRenderedGeometry;
|
---|
| 1741 | renderedTriangles = traverser->GetStats().mNumRenderedTriangles + shadowTraverser->GetStats().mNumRenderedTriangles;
|
---|
| 1742 | }
|
---|
| 1743 | else
|
---|
| 1744 | {
|
---|
| 1745 | renderedTriangles = traverser->GetStats().mNumRenderedTriangles;
|
---|
| 1746 | renderedObjects = traverser->GetStats().mNumRenderedGeometry;
|
---|
| 1747 | renderedNodes = traverser->GetStats().mNumRenderedNodes;
|
---|
| 1748 | }
|
---|
| 1749 |
|
---|
[2770] | 1750 | traversedNodes = traverser->GetStats().mNumTraversedNodes;
|
---|
| 1751 | frustumCulledNodes = traverser->GetStats().mNumFrustumCulledNodes;
|
---|
| 1752 | queryCulledNodes = traverser->GetStats().mNumQueryCulledNodes;
|
---|
| 1753 | issuedQueries = traverser->GetStats().mNumIssuedQueries;
|
---|
| 1754 | stateChanges = traverser->GetStats().mNumStateChanges;
|
---|
[2800] | 1755 | numBatches = traverser->GetStats().mNumBatches;
|
---|
[2770] | 1756 | }
|
---|
| 1757 |
|
---|
[2764] | 1758 |
|
---|
[2826] | 1759 | Begin2D();
|
---|
[2808] | 1760 |
|
---|
[2826] | 1761 | glEnable(GL_BLEND);
|
---|
| 1762 | glBlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA);
|
---|
[2764] | 1763 |
|
---|
[2826] | 1764 | if (showHelp)
|
---|
| 1765 | {
|
---|
| 1766 | DrawHelpMessage();
|
---|
| 1767 | }
|
---|
| 1768 | else
|
---|
| 1769 | {
|
---|
[2829] | 1770 | if (showOptions)
|
---|
| 1771 | {
|
---|
| 1772 | glColor4f(0.0f, 0.0f, 0.0f, 0.5f);
|
---|
| 1773 | glRecti(5, winHeight - 95, winWidth * 2 / 3 - 5, winHeight - 5);
|
---|
| 1774 | }
|
---|
| 1775 |
|
---|
| 1776 | if (showStatistics)
|
---|
| 1777 | {
|
---|
| 1778 | glColor4f(0.0f, 0.0f, 0.0f, 0.5f);
|
---|
| 1779 | glRecti(5, winHeight - 165, winWidth * 2 / 3 - 5, winHeight - 100);
|
---|
| 1780 | }
|
---|
| 1781 |
|
---|
| 1782 | glEnable(GL_TEXTURE_2D);
|
---|
| 1783 |
|
---|
[2827] | 1784 | myfont.Begin();
|
---|
[2769] | 1785 |
|
---|
[2826] | 1786 | if (showOptions)
|
---|
| 1787 | {
|
---|
[2829] | 1788 | glColor3f(0.0f, 1.0f, 0.0f);
|
---|
| 1789 |
|
---|
[2826] | 1790 | int i = 0;
|
---|
| 1791 |
|
---|
[2955] | 1792 | static char *renderMethodStr[] = {"forward", "depth pass + forward", "deferred shading", "depth pass + deferred"};
|
---|
[2825] | 1793 |
|
---|
[2826] | 1794 | sprintf(msg[i ++], "multiqueries: %d, tight bounds: %d, render queue: %d",
|
---|
| 1795 | useMultiQueries, useTightBounds, useRenderQueue);
|
---|
[2792] | 1796 |
|
---|
[2955] | 1797 | sprintf(msg[i ++], "render technique: %s, SSAO: %d", renderMethodStr[renderMethod], useAdvancedShading);
|
---|
[2808] | 1798 |
|
---|
[2826] | 1799 | sprintf(msg[i ++], "triangles per virtual leaf: %5d", trianglesPerVirtualLeaf);
|
---|
[2808] | 1800 |
|
---|
[2826] | 1801 | sprintf(msg[i ++], "assumed visible frames: %4d, max batch size: %4d",
|
---|
| 1802 | assumedVisibleFrames, maxBatchSize);
|
---|
[2808] | 1803 |
|
---|
[2826] | 1804 | for (int j = 0; j < 4; ++ j)
|
---|
[2829] | 1805 | myfont.DrawString(msg[j], 10.0f, winHeight - 5 - j * 20);
|
---|
[2826] | 1806 | }
|
---|
[2808] | 1807 |
|
---|
[2786] | 1808 | if (showStatistics)
|
---|
[2764] | 1809 | {
|
---|
[2829] | 1810 | glColor3f(1.0f, 1.0f, 0.0f);
|
---|
| 1811 |
|
---|
[2948] | 1812 | string objStr, totalObjStr;
|
---|
| 1813 | string triStr, totalTriStr;
|
---|
[2826] | 1814 |
|
---|
[2829] | 1815 | int len = 10;
|
---|
[2948] | 1816 | CalcDecimalPoint(objStr, renderedObjects, len);
|
---|
| 1817 | CalcDecimalPoint(totalObjStr, (int)loader->GetNumEntities(), len);
|
---|
[2826] | 1818 |
|
---|
[2948] | 1819 | CalcDecimalPoint(triStr, renderedTriangles, len);
|
---|
| 1820 | CalcDecimalPoint(totalTriStr, bvh->GetBvhStats().mTriangles, len);
|
---|
| 1821 |
|
---|
[2826] | 1822 | int i = 4;
|
---|
| 1823 |
|
---|
[2953] | 1824 | if (0)
|
---|
| 1825 | {
|
---|
| 1826 | sprintf(msg[i ++], "rendered: %s of %s objects, %s of %s triangles",
|
---|
| 1827 | objStr.c_str(), totalObjStr.c_str(), triStr.c_str(), totalTriStr.c_str());
|
---|
| 1828 | }
|
---|
| 1829 | else
|
---|
| 1830 | {
|
---|
| 1831 | sprintf(msg[i ++], "rendered: %6d of %6d nodes, %s of %s triangles",
|
---|
| 1832 | renderedNodes, bvh->GetNumVirtualNodes(), triStr.c_str(), totalTriStr.c_str());
|
---|
| 1833 | }
|
---|
[2826] | 1834 |
|
---|
| 1835 | sprintf(msg[i ++], "traversed: %5d, frustum culled: %5d, query culled: %5d",
|
---|
| 1836 | traversedNodes, frustumCulledNodes, queryCulledNodes);
|
---|
| 1837 |
|
---|
| 1838 | sprintf(msg[i ++], "issued queries: %5d, state changes: %5d, render batches: %5d",
|
---|
| 1839 | issuedQueries, stateChanges, numBatches);
|
---|
| 1840 |
|
---|
| 1841 | for (int j = 4; j < 7; ++ j)
|
---|
[2829] | 1842 | myfont.DrawString(msg[j], 10.0f, winHeight - (j + 1) * 20);
|
---|
[2764] | 1843 | }
|
---|
[2790] | 1844 |
|
---|
[2826] | 1845 | glColor3f(1.0f, 1.0f, 1.0f);
|
---|
| 1846 | static char *alg_str[] = {"Frustum Cull", "Stop and Wait", "CHC", "CHC ++"};
|
---|
[2827] | 1847 |
|
---|
| 1848 | if (!showAlgorithmTime)
|
---|
[3010] | 1849 | sprintf(msg[7], "%s: %6.1f fps", alg_str[renderMode], fps);
|
---|
[2827] | 1850 | else
|
---|
| 1851 | sprintf(msg[7], "%s: %6.1f ms", alg_str[renderMode], rTime);
|
---|
[3010] | 1852 |
|
---|
[2829] | 1853 | myfont.DrawString(msg[7], 1.3f, 690.0f, 760.0f);//, top_color, bottom_color);
|
---|
[2827] | 1854 |
|
---|
| 1855 | //sprintf(msg[8], "algorithm time: %6.1f ms", rTime);
|
---|
| 1856 | //myfont.DrawString(msg[8], 720.0f, 730.0f);
|
---|
[2764] | 1857 | }
|
---|
| 1858 |
|
---|
[2826] | 1859 | glDisable(GL_BLEND);
|
---|
| 1860 | glDisable(GL_TEXTURE_2D);
|
---|
| 1861 |
|
---|
[2792] | 1862 | End2D();
|
---|
[2764] | 1863 | }
|
---|
[2796] | 1864 |
|
---|
| 1865 |
|
---|
| 1866 | void RenderSky()
|
---|
| 1867 | {
|
---|
[2959] | 1868 | if ((renderMethod == RENDER_DEFERRED) || (renderMethod == RENDER_DEPTH_PASS_DEFERRED))
|
---|
[3048] | 1869 | state.SetRenderTechnique(RenderState::DEFERRED);
|
---|
[2958] | 1870 |
|
---|
[3036] | 1871 | const bool useToneMapping =
|
---|
| 1872 | ((renderMethod == RENDER_DEPTH_PASS_DEFERRED) ||
|
---|
| 1873 | (renderMethod == RENDER_DEFERRED)) && useHDR;
|
---|
[2796] | 1874 |
|
---|
[2983] | 1875 | preetham->RenderSkyDome(-light->GetDirection(), camera, &state, !useToneMapping);
|
---|
[3048] | 1876 | /// once again reset the state
|
---|
[3044] | 1877 | state.Reset();
|
---|
[2801] | 1878 | }
|
---|
[2796] | 1879 |
|
---|
[2948] | 1880 |
|
---|
[2895] | 1881 | // render visible object from depth pass
|
---|
[2801] | 1882 | void RenderVisibleObjects()
|
---|
| 1883 | {
|
---|
[2955] | 1884 | if (renderMethod == RENDER_DEPTH_PASS_DEFERRED)
|
---|
[2948] | 1885 | {
|
---|
[2950] | 1886 | if (showShadowMap && !renderLightView)
|
---|
[2951] | 1887 | {
|
---|
[3044] | 1888 | state.Reset();
|
---|
| 1889 |
|
---|
[2951] | 1890 | float minVisibleDist = min(camera->GetFar(), traverser->GetMaxVisibleDistance());
|
---|
| 1891 | RenderShadowMap(minVisibleDist);
|
---|
| 1892 | }
|
---|
[2949] | 1893 |
|
---|
| 1894 | glDisable(GL_LIGHTING);
|
---|
| 1895 | glViewport(0, 0, texWidth, texHeight);
|
---|
[3048] | 1896 | // rese the state before the final visible objects pass
|
---|
[3039] | 1897 | state.Reset();
|
---|
[2948] | 1898 | InitDeferredRendering();
|
---|
| 1899 | }
|
---|
[2949] | 1900 | else
|
---|
[2950] | 1901 | {
|
---|
| 1902 | glEnable(GL_LIGHTING);
|
---|
[3048] | 1903 | state.SetRenderTechnique(RenderState::FORWARD);
|
---|
| 1904 | // rese the state before the final visible objects pass
|
---|
[3039] | 1905 | state.Reset();
|
---|
[2950] | 1906 | }
|
---|
[2948] | 1907 |
|
---|
[2957] | 1908 | glShadeModel(GL_SMOOTH);
|
---|
[2953] | 1909 | glEnableClientState(GL_NORMAL_ARRAY);
|
---|
| 1910 |
|
---|
[2950] | 1911 | // draw all objects that have exactly the same depth as the current sample
|
---|
| 1912 | glDepthFunc(GL_LEQUAL);
|
---|
| 1913 | glColorMask(GL_TRUE, GL_TRUE, GL_TRUE, GL_TRUE);
|
---|
[2801] | 1914 |
|
---|
[2982] | 1915 | glClear(GL_COLOR_BUFFER_BIT);
|
---|
| 1916 |
|
---|
[2950] | 1917 | state.SetUseAlphaToCoverage(true);
|
---|
[3039] | 1918 |
|
---|
[2951] | 1919 |
|
---|
[2949] | 1920 | //cout << "visible: " << (int)traverser->GetVisibleObjects().size() << endl;
|
---|
| 1921 |
|
---|
[2801] | 1922 | SceneEntityContainer::const_iterator sit,
|
---|
| 1923 | sit_end = traverser->GetVisibleObjects().end();
|
---|
| 1924 |
|
---|
| 1925 | for (sit = traverser->GetVisibleObjects().begin(); sit != sit_end; ++ sit)
|
---|
[2948] | 1926 | {
|
---|
[2801] | 1927 | renderQueue->Enqueue(*sit);
|
---|
[2948] | 1928 | }
|
---|
| 1929 |
|
---|
[2801] | 1930 | renderQueue->Apply();
|
---|
| 1931 |
|
---|
| 1932 | glDepthFunc(GL_LESS);
|
---|
[2959] | 1933 | state.Reset();
|
---|
[2949] | 1934 |
|
---|
| 1935 | PrintGLerror("visibleobjects");
|
---|
[2801] | 1936 | }
|
---|
| 1937 |
|
---|
| 1938 |
|
---|
| 1939 | void PlaceViewer(const Vector3 &oldPos)
|
---|
| 1940 | {
|
---|
[3037] | 1941 | if (!sceneQuery)
|
---|
| 1942 | sceneQuery = new SceneQuery(bvh->GetBox(), traverser);
|
---|
| 1943 |
|
---|
[2801] | 1944 | Vector3 playerPos = camera->GetPosition();
|
---|
[2843] | 1945 | bool validIntersect = sceneQuery->CalcIntersection(playerPos);
|
---|
[2801] | 1946 |
|
---|
[2853] | 1947 | if (validIntersect)
|
---|
[2848] | 1948 | // && ((playerPos.z - oldPos.z) < bvh->GetBox().Size(2) * 1e-1f))
|
---|
[2801] | 1949 | {
|
---|
| 1950 | camera->SetPosition(playerPos);
|
---|
| 1951 | }
|
---|
[2809] | 1952 | }
|
---|
[2948] | 1953 |
|
---|
| 1954 |
|
---|
[2951] | 1955 | void RenderShadowMap(float newfar)
|
---|
[2948] | 1956 | {
|
---|
[3038] | 1957 | loader->DisableVertexProfile();
|
---|
| 1958 | loader->DisableFragmentProfile();
|
---|
[2948] | 1959 |
|
---|
[2953] | 1960 | glDisableClientState(GL_NORMAL_ARRAY);
|
---|
| 1961 |
|
---|
[3048] | 1962 | state.SetRenderTechnique(RenderState::DEPTH_PASS);
|
---|
[3038] | 1963 |
|
---|
| 1964 | // hack: disable cull face because of alpha textured balconies
|
---|
| 1965 | glDisable(GL_CULL_FACE);
|
---|
[2955] | 1966 | state.LockCullFaceEnabled(true);
|
---|
[3038] | 1967 |
|
---|
[2955] | 1968 | state.SetUseAlphaToCoverage(false);
|
---|
[2948] | 1969 |
|
---|
[2980] | 1970 | // change CHC++ set of state variables
|
---|
| 1971 | // this must be done for each change of camera because
|
---|
[2948] | 1972 | // otherwise the temporal coherency is broken
|
---|
[3054] | 1973 | BvhNode::SetCurrentState(LIGHT_PASS);
|
---|
[2948] | 1974 | // hack: temporarily change camera far plane
|
---|
[2951] | 1975 | camera->SetFar(newfar);
|
---|
[2948] | 1976 | // the scene is rendered withouth any shading
|
---|
[3005] | 1977 | shadowMap->ComputeShadowMap(shadowTraverser, viewProjMat);
|
---|
[2948] | 1978 |
|
---|
[2955] | 1979 | glEnable(GL_CULL_FACE);
|
---|
[2948] | 1980 | camera->SetFar(farDist);
|
---|
| 1981 |
|
---|
| 1982 | state.SetUseAlphaToCoverage(true);
|
---|
[2955] | 1983 | state.LockCullFaceEnabled(false);
|
---|
[2948] | 1984 |
|
---|
[2953] | 1985 | glEnableClientState(GL_NORMAL_ARRAY);
|
---|
| 1986 |
|
---|
[2948] | 1987 | // change back state
|
---|
[3054] | 1988 | BvhNode::SetCurrentState(CAMERA_PASS);
|
---|
[2952] | 1989 | }
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