[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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[3057] | 55 | //#include "EntityMerger.h"
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| 56 | #include "ShaderManager.h"
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[2642] | 57 |
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[2756] | 58 | using namespace std;
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[2776] | 59 | using namespace CHCDemoEngine;
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[2642] | 60 |
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| 61 |
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[2828] | 62 | static Environment env;
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| 63 |
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[2911] | 64 | #define MAX_DEPTH_CONST 10.0f
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[2828] | 65 |
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[2756] | 66 |
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[2826] | 67 | GLuint fontTex;
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[3038] | 68 | /// fbo
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| 69 | FrameBufferObject *fbo = NULL;
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[2756] | 70 | /// the renderable scene geometry
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| 71 | SceneEntityContainer sceneEntities;
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| 72 | // traverses and renders the hierarchy
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[2767] | 73 | RenderTraverser *traverser = NULL;
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[2756] | 74 | /// the hierarchy
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[2767] | 75 | Bvh *bvh = NULL;
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[2793] | 76 | /// handles scene loading
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[2795] | 77 | ResourceManager *loader = NULL;
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[3057] | 78 | /// handles scene loading
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| 79 | ShaderManager *shaderManager = NULL;
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[2756] | 80 | /// the scene camera
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[2767] | 81 | Camera *camera = NULL;
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[2795] | 82 | /// the scene camera
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| 83 | Camera *visCamera = NULL;
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[2767] | 84 | /// the visualization
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| 85 | Visualization *visualization = NULL;
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[2760] | 86 | /// the current render state
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| 87 | RenderState state;
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[2764] | 88 | /// the rendering algorithm
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[2795] | 89 | int renderMode = RenderTraverser::CHCPLUSPLUS;
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[3038] | 90 | /// eye near plane distance
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[2954] | 91 | float nearDist = 0.2f;
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[3038] | 92 | /// eye far plane distance
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[2927] | 93 | float farDist = 1e6f;
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[2856] | 94 | /// the field of view
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| 95 | float fov = 50.0f;
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[2771] | 96 | /// the pixel threshold where a node is still considered invisible
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| 97 | int threshold;
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[2764] | 98 |
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[2776] | 99 | int assumedVisibleFrames = 10;
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| 100 | int maxBatchSize = 50;
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[2800] | 101 | int trianglesPerVirtualLeaf = INITIAL_TRIANGLES_PER_VIRTUAL_LEAVES;
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[2796] | 102 | SceneQuery *sceneQuery = NULL;
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[2801] | 103 | RenderQueue *renderQueue = NULL;
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[2897] | 104 | // traverses and renders the hierarchy
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| 105 | RenderTraverser *shadowTraverser = NULL;
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| 106 |
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[2957] | 107 | SkyPreetham *preetham = NULL;
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[2897] | 108 |
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[3016] | 109 |
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[2994] | 110 | /// the used render type for this render pass
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| 111 | enum RenderMethod
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| 112 | {
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[3043] | 113 | RENDER_FORWARD,
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[2994] | 114 | RENDER_DEPTH_PASS,
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| 115 | RENDER_DEFERRED,
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| 116 | RENDER_DEPTH_PASS_DEFERRED,
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| 117 | RENDER_NUM_RENDER_TYPES
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| 118 | };
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[2957] | 119 |
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[2994] | 120 | /// one of four possible render methods
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[3043] | 121 | int renderMethod = RENDER_FORWARD;
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[2994] | 122 |
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| 123 |
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[2809] | 124 | /// these values get scaled with the frame rate
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[2828] | 125 | static float keyForwardMotion = 30.0f;
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| 126 | static float keyRotation = 1.5f;
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[2801] | 127 |
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[2826] | 128 | /// elapsed time in milliseconds
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| 129 | double elapsedTime = 1000.0f;
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| 130 | double algTime = 1000.0f;
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[2795] | 131 |
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[2809] | 132 | static int winWidth = 1024;
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[2813] | 133 | static int winHeight = 768;
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[2892] | 134 |
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[2945] | 135 | int shadowSize = 2048;
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[2892] | 136 |
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[2809] | 137 | static float winAspectRatio = 1.0f;
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[2642] | 138 |
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[2776] | 139 | double accumulatedTime = 1000;
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[2770] | 140 | float fps = 1e3f;
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| 141 |
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[2826] | 142 | glfont::GLFont myfont;
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| 143 |
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[2809] | 144 | // rendertexture
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[2828] | 145 | static int texWidth = 1024;
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| 146 | static int texHeight = 768;
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[2866] | 147 |
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[2770] | 148 | int renderedObjects = 0;
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[2773] | 149 | int renderedNodes = 0;
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| 150 | int renderedTriangles = 0;
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| 151 |
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[2770] | 152 | int issuedQueries = 0;
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| 153 | int traversedNodes = 0;
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| 154 | int frustumCulledNodes = 0;
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| 155 | int queryCulledNodes = 0;
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| 156 | int stateChanges = 0;
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[2800] | 157 | int numBatches = 0;
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[2770] | 158 |
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[2642] | 159 |
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[2792] | 160 | // mouse navigation state
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[2809] | 161 | int xEyeBegin = 0;
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| 162 | int yEyeBegin = 0;
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| 163 | int yMotionBegin = 0;
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| 164 | int verticalMotionBegin = 0;
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| 165 | int horizontalMotionBegin = 0;
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[2642] | 166 |
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[2792] | 167 | bool leftKeyPressed = false;
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| 168 | bool rightKeyPressed = false;
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| 169 | bool upKeyPressed = false;
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| 170 | bool downKeyPressed = false;
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[2837] | 171 | bool descendKeyPressed = false;
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| 172 | bool ascendKeyPressed = false;
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[2787] | 173 |
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[3054] | 174 | bool altKeyPressed = false;
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| 175 |
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[2994] | 176 | bool showHelp = false;
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| 177 | bool showStatistics = false;
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| 178 | bool showOptions = true;
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| 179 | bool showBoundingVolumes = false;
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| 180 | bool visMode = false;
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| 181 |
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| 182 | bool useOptimization = false;
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| 183 | bool useTightBounds = true;
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| 184 | bool useRenderQueue = true;
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| 185 | bool useMultiQueries = true;
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| 186 | bool flyMode = true;
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| 187 |
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[2875] | 188 | bool useGlobIllum = false;
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| 189 | bool useTemporalCoherence = true;
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[2994] | 190 | bool showAlgorithmTime = false;
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[2875] | 191 |
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[2994] | 192 | bool useFullScreen = false;
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| 193 | bool useLODs = true;
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| 194 | bool moveLight = false;
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| 195 |
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| 196 | bool useAdvancedShading = false;
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| 197 | bool showShadowMap = false;
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| 198 | bool renderLightView = false;
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[3054] | 199 | bool useHDR = true;
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[2994] | 200 |
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[3054] | 201 | PerfTimer frameTimer, algTimer;
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[2994] | 202 |
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[3054] | 203 | PerformanceGraph *perfGraph = NULL;
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[2994] | 204 |
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[2901] | 205 | static float ssaoTempCohFactor = 255.0;
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[2976] | 206 | static int sCurrentMrtSet = 0;
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[2957] | 207 |
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[2825] | 208 |
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[3054] | 209 | #define CAMERA_PASS 0
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| 210 | #define LIGHT_PASS 1
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[2827] | 211 |
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[2948] | 212 | //DeferredRenderer::SAMPLING_METHOD samplingMethod = DeferredRenderer::SAMPLING_POISSON;
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| 213 | DeferredRenderer::SAMPLING_METHOD samplingMethod = DeferredRenderer::SAMPLING_QUADRATIC;
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[2865] | 214 |
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[2894] | 215 | ShadowMap *shadowMap = NULL;
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[2952] | 216 | DirectionalLight *light = NULL;
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[2948] | 217 | DeferredRenderer *ssaoShader = NULL;
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[2834] | 218 |
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[2953] | 219 | SceneEntity *cube = NULL;
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[2957] | 220 | SceneEntity *aeroplane = NULL;
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| 221 | SceneEntity *skyDome = NULL;
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[2895] | 222 |
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[2952] | 223 |
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[2991] | 224 |
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[2809] | 225 | // function forward declarations
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[2759] | 226 | void InitExtensions();
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[2756] | 227 | void DisplayVisualization();
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[2759] | 228 | void InitGLstate();
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[2809] | 229 | void InitRenderTexture();
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[2759] | 230 | void CleanUp();
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| 231 | void SetupEyeView();
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| 232 | void UpdateEyeMtx();
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| 233 | void SetupLighting();
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[2764] | 234 | void DisplayStats();
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[2769] | 235 | void Output(int x, int y, const char *string);
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[2786] | 236 | void DrawHelpMessage();
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[2796] | 237 | void RenderSky();
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[2801] | 238 | void RenderVisibleObjects();
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[2756] | 239 |
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[2792] | 240 | void Begin2D();
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| 241 | void End2D();
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| 242 | void KeyBoard(unsigned char c, int x, int y);
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| 243 | void DrawStatistics();
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| 244 | void Display();
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| 245 | void Special(int c, int x, int y);
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| 246 | void KeyUp(unsigned char c, int x, int y);
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| 247 | void SpecialKeyUp(int c, int x, int y);
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| 248 | void Reshape(int w, int h);
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| 249 | void Mouse(int button, int state, int x, int y);
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| 250 | void LeftMotion(int x, int y);
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| 251 | void RightMotion(int x, int y);
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| 252 | void MiddleMotion(int x, int y);
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| 253 | void CalcDecimalPoint(string &str, int d);
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[2642] | 254 |
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[2897] | 255 | RenderTraverser *CreateTraverser(Camera *cam);
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| 256 |
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[2792] | 257 | void KeyHorizontalMotion(float shift);
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[2794] | 258 | void KeyVerticalMotion(float shift);
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[2642] | 259 |
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[2801] | 260 | void PlaceViewer(const Vector3 &oldPos);
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[2642] | 261 |
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[2826] | 262 | inline float KeyRotationAngle() { return keyRotation * elapsedTime * 1e-3f; }
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| 263 | inline float KeyShift() { return keyForwardMotion * elapsedTime * 1e-3f; }
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[3019] | 264 | // initialise the frame buffer objects
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[2809] | 265 | void InitFBO();
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[2795] | 266 |
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[2954] | 267 | void RightMotionLight(int x, int y);
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| 268 |
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[2951] | 269 | void RenderShadowMap(float newfar);
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[2810] | 270 |
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[3054] | 271 |
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[3005] | 272 | static Matrix4x4 viewProjMat = IdentityMatrix();
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| 273 | static Matrix4x4 oldViewProjMat = IdentityMatrix();
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[2820] | 274 |
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[2837] | 275 |
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[2995] | 276 |
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[2809] | 277 | static void PrintGLerror(char *msg)
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| 278 | {
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| 279 | GLenum errCode;
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| 280 | const GLubyte *errStr;
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| 281 |
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| 282 | if ((errCode = glGetError()) != GL_NO_ERROR)
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| 283 | {
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| 284 | errStr = gluErrorString(errCode);
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| 285 | fprintf(stderr,"OpenGL ERROR: %s: %s\n", errStr, msg);
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| 286 | }
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| 287 | }
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| 288 |
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| 289 |
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[2642] | 290 | int main(int argc, char* argv[])
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| 291 | {
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[3019] | 292 | #ifdef _CRT_SET
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| 293 |
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| 294 | //Now just call this function at the start of your program and if you're
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| 295 | //compiling in debug mode (F5), any leaks will be displayed in the Output
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| 296 | //window when the program shuts down. If you're not in debug mode this will
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| 297 | //be ignored. Use it as you will!
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| 298 | //note: from GDNet Direct [3.8.04 - 3.14.04] void detectMemoryLeaks() {
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| 299 |
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| 300 | _CrtSetDbgFlag(_CRTDBG_LEAK_CHECK_DF|_CRTDBG_ALLOC_MEM_DF);
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| 301 | _CrtSetReportMode(_CRT_ASSERT,_CRTDBG_MODE_FILE);
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| 302 | _CrtSetReportFile(_CRT_ASSERT,_CRTDBG_FILE_STDERR);
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| 303 | #endif
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[3052] | 304 |
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[3019] | 305 | cout << "=== reading environment file ===" << endl << endl;
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| 306 |
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[2781] | 307 | int returnCode = 0;
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| 308 |
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[2837] | 309 | Vector3 camPos(.0f, .0f, .0f);
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[2838] | 310 | Vector3 camDir(.0f, 1.0f, .0f);
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[2952] | 311 | Vector3 lightDir(-0.8f, 1.0f, -0.7f);
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[2837] | 312 |
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[2873] | 313 | cout << "=== reading environment file ===" << endl << endl;
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[2830] | 314 |
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[3019] | 315 | const string envFileName = "default.env";
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[2837] | 316 | if (!env.Read(envFileName))
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| 317 | {
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| 318 | cerr << "loading environment " << envFileName << " failed!" << endl;
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| 319 | }
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| 320 | else
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| 321 | {
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| 322 | env.GetIntParam(string("assumedVisibleFrames"), assumedVisibleFrames);
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| 323 | env.GetIntParam(string("maxBatchSize"), maxBatchSize);
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| 324 | env.GetIntParam(string("trianglesPerVirtualLeaf"), trianglesPerVirtualLeaf);
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[2828] | 325 |
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[2837] | 326 | env.GetFloatParam(string("keyForwardMotion"), keyForwardMotion);
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| 327 | env.GetFloatParam(string("keyRotation"), keyRotation);
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[2828] | 328 |
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[2837] | 329 | env.GetIntParam(string("winWidth"), winWidth);
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| 330 | env.GetIntParam(string("winHeight"), winHeight);
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[2828] | 331 |
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[2837] | 332 | env.GetBoolParam(string("useFullScreen"), useFullScreen);
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[2901] | 333 | env.GetFloatParam(string("tempCohFactor"), ssaoTempCohFactor);
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[2837] | 334 | env.GetVectorParam(string("camPosition"), camPos);
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[2838] | 335 | env.GetVectorParam(string("camDirection"), camDir);
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[2952] | 336 | env.GetVectorParam(string("lightDirection"), lightDir);
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[2828] | 337 |
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[2865] | 338 | env.GetBoolParam(string("useLODs"), useLODs);
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[2945] | 339 | env.GetIntParam(string("shadowSize"), shadowSize);
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[2865] | 340 |
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[2994] | 341 | env.GetBoolParam(string("useHDR"), useHDR);
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| 342 |
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[2846] | 343 | //env.GetStringParam(string("modelPath"), model_path);
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[2838] | 344 | //env.GetIntParam(string("numSssaoSamples"), numSsaoSamples);
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| 345 |
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[2837] | 346 | cout << "assumedVisibleFrames: " << assumedVisibleFrames << endl;
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| 347 | cout << "maxBatchSize: " << maxBatchSize << endl;
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| 348 | cout << "trianglesPerVirtualLeaf: " << trianglesPerVirtualLeaf << endl;
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[2828] | 349 |
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[2837] | 350 | cout << "keyForwardMotion: " << keyForwardMotion << endl;
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| 351 | cout << "keyRotation: " << keyRotation << endl;
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| 352 | cout << "winWidth: " << winWidth << endl;
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| 353 | cout << "winHeight: " << winHeight << endl;
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| 354 | cout << "useFullScreen: " << useFullScreen << endl;
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[2865] | 355 | cout << "useLODs: " << useLODs << endl;
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[2837] | 356 | cout << "camPosition: " << camPos << endl;
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[2901] | 357 | cout << "temporal coherence: " << ssaoTempCohFactor << endl;
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[2945] | 358 | cout << "shadow size: " << shadowSize << endl;
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[2873] | 359 |
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[2846] | 360 | //cout << "model path: " << model_path << endl;
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[2881] | 361 | cout << "**** end parameters ****" << endl << endl;
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[2837] | 362 | }
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[2829] | 363 |
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[2828] | 364 | ///////////////////////////
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| 365 |
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[2914] | 366 | camera = new Camera(winWidth, winHeight, fov);
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[2795] | 367 | camera->SetNear(nearDist);
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[2913] | 368 | camera->SetFar(1000);
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[2888] | 369 |
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[2838] | 370 | camera->SetDirection(camDir);
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[2829] | 371 | camera->SetPosition(camPos);
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| 372 |
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[2806] | 373 | visCamera = new Camera(winWidth, winHeight, fov);
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[2796] | 374 | visCamera->SetNear(0.0f);
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| 375 | visCamera->Yaw(.5 * M_PI);
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[2781] | 376 |
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[2952] | 377 | // create a new light
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[2968] | 378 | light = new DirectionalLight(lightDir, RgbaColor(1, 1, 1, 1), RgbaColor(1, 1, 1, 1));
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[2952] | 379 |
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| 380 |
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[2802] | 381 | renderQueue = new RenderQueue(&state, camera);
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[2801] | 382 |
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[2760] | 383 | glutInitWindowSize(winWidth, winHeight);
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[2756] | 384 | glutInit(&argc, argv);
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[2853] | 385 | glutInitDisplayMode(GLUT_DOUBLE | GLUT_RGBA | GLUT_DEPTH | GLUT_MULTISAMPLE);
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| 386 | //glutInitDisplayMode(GLUT_DOUBLE | GLUT_RGBA | GLUT_DEPTH);
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[2850] | 387 | //glutInitDisplayString("samples=2");
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| 388 |
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[2867] | 389 | SceneEntity::SetUseLODs(useLODs);
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| 390 |
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[2828] | 391 | if (!useFullScreen)
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[2856] | 392 | {
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[2828] | 393 | glutCreateWindow("FriendlyCulling");
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[2856] | 394 | }
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[2828] | 395 | else
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| 396 | {
|
---|
| 397 | glutGameModeString( "1024x768:32@75" );
|
---|
| 398 | glutEnterGameMode();
|
---|
| 399 | }
|
---|
| 400 |
|
---|
[2792] | 401 | glutDisplayFunc(Display);
|
---|
| 402 | glutKeyboardFunc(KeyBoard);
|
---|
| 403 | glutSpecialFunc(Special);
|
---|
| 404 | glutReshapeFunc(Reshape);
|
---|
| 405 | glutMouseFunc(Mouse);
|
---|
| 406 | glutIdleFunc(Display);
|
---|
| 407 | glutKeyboardUpFunc(KeyUp);
|
---|
| 408 | glutSpecialUpFunc(SpecialKeyUp);
|
---|
| 409 | glutIgnoreKeyRepeat(true);
|
---|
| 410 |
|
---|
[2829] | 411 | // initialise gl graphics
|
---|
[2756] | 412 | InitExtensions();
|
---|
| 413 | InitGLstate();
|
---|
[2850] | 414 |
|
---|
[2854] | 415 | glEnable(GL_MULTISAMPLE_ARB);
|
---|
| 416 | glHint(GL_MULTISAMPLE_FILTER_HINT_NV, GL_NICEST);
|
---|
[2850] | 417 |
|
---|
[2792] | 418 | LeftMotion(0, 0);
|
---|
| 419 | MiddleMotion(0, 0);
|
---|
[2756] | 420 |
|
---|
[2829] | 421 | perfGraph = new PerformanceGraph(1000);
|
---|
[2756] | 422 |
|
---|
[3037] | 423 | loader = ResourceManager::GetSingleton();
|
---|
[3057] | 424 | shaderManager = ShaderManager::GetSingleton();
|
---|
[2793] | 425 |
|
---|
[2784] | 426 | const string filename = string(model_path + "city.dem");
|
---|
[3019] | 427 |
|
---|
[2793] | 428 | if (loader->Load(filename, sceneEntities))
|
---|
[3012] | 429 | cout << "model " << filename << " loaded" << endl;
|
---|
[2756] | 430 | else
|
---|
[2784] | 431 | {
|
---|
[3012] | 432 | cerr << "loading model " << filename << " failed" << endl;
|
---|
[2792] | 433 | CleanUp();
|
---|
[2784] | 434 | exit(0);
|
---|
| 435 | }
|
---|
[3019] | 436 |
|
---|
[2756] | 437 |
|
---|
[2961] | 438 | const string bvh_filename = string(model_path + "city.bvh");
|
---|
| 439 | BvhLoader bvhLoader;
|
---|
| 440 | bvh = bvhLoader.Load(bvh_filename, sceneEntities);
|
---|
[2795] | 441 |
|
---|
[2961] | 442 | if (!bvh)
|
---|
[2795] | 443 | {
|
---|
[2961] | 444 | cerr << "loading bvh " << bvh_filename << " failed" << endl;
|
---|
[2795] | 445 | CleanUp();
|
---|
| 446 | exit(0);
|
---|
| 447 | }
|
---|
| 448 |
|
---|
[2963] | 449 | // set far plane based on scene extent
|
---|
| 450 | farDist = 10.0f * Magnitude(bvh->GetBox().Diagonal());
|
---|
| 451 | bvh->SetVirtualLeaves(trianglesPerVirtualLeaf);
|
---|
| 452 |
|
---|
| 453 | camera->SetFar(Magnitude(bvh->GetBox().Diagonal()));
|
---|
| 454 |
|
---|
[2961] | 455 | Vector3 cubeCenter(470.398f, 240.364f, 182.5f);
|
---|
[2982] | 456 |
|
---|
[2961] | 457 | Matrix4x4 transl = TranslationMatrix(cubeCenter);
|
---|
| 458 |
|
---|
[2964] | 459 | string skyDomeStr(model_path + "sky.dem");
|
---|
| 460 |
|
---|
[3019] | 461 | if (loader->Load(skyDomeStr, sceneEntities))
|
---|
[3023] | 462 | {
|
---|
[3019] | 463 | cout << "successfully loaded " << sceneEntities.size() << " scene entities" << endl;
|
---|
[3023] | 464 | }
|
---|
[2961] | 465 | else
|
---|
[2784] | 466 | {
|
---|
[2964] | 467 | cerr << "loading file " << skyDomeStr << " failed" << endl;
|
---|
[2792] | 468 | CleanUp();
|
---|
[2784] | 469 | exit(0);
|
---|
| 470 | }
|
---|
| 471 |
|
---|
[3019] | 472 | skyDome = sceneEntities.back();
|
---|
[2861] | 473 |
|
---|
[2990] | 474 | const float turbitiy = 5.0f;
|
---|
[2961] | 475 | preetham = new SkyPreetham(turbitiy, skyDome);
|
---|
| 476 |
|
---|
[2857] | 477 | // initialize the render traverser
|
---|
[2897] | 478 | traverser = CreateTraverser(camera);
|
---|
[2756] | 479 |
|
---|
[2787] | 480 | visualization = new Visualization(bvh, camera, NULL, &state);
|
---|
[2897] | 481 |
|
---|
[3054] | 482 | for (int i = 0; i < 3; ++ i)
|
---|
| 483 | {
|
---|
| 484 | state.SetRenderTechnique((RenderState::RenderTechnique)i);
|
---|
| 485 |
|
---|
| 486 | // fill all shapes into the render queue once so we can establish the buckets
|
---|
| 487 | ShapeContainer::const_iterator sit, sit_end = (*loader->GetShapes()).end();
|
---|
| 488 |
|
---|
| 489 | for (sit = (*loader->GetShapes()).begin(); sit != sit_end; ++ sit)
|
---|
| 490 | {
|
---|
| 491 | renderQueue->Enqueue(*sit);
|
---|
| 492 | }
|
---|
| 493 |
|
---|
| 494 | //renderQueue->Apply();
|
---|
| 495 | // just clear queue again
|
---|
| 496 | renderQueue->Clear();
|
---|
| 497 | }
|
---|
| 498 |
|
---|
[3048] | 499 | state.SetRenderTechnique(RenderState::FORWARD);
|
---|
[2796] | 500 |
|
---|
[2847] | 501 | // frame time is restarted every frame
|
---|
| 502 | frameTimer.Start();
|
---|
[2857] | 503 | // the rendering loop
|
---|
[2642] | 504 | glutMainLoop();
|
---|
| 505 | // clean up
|
---|
[2756] | 506 | CleanUp();
|
---|
[3019] | 507 |
|
---|
[2642] | 508 | return 0;
|
---|
| 509 | }
|
---|
| 510 |
|
---|
[2756] | 511 |
|
---|
[2809] | 512 | void InitFBO()
|
---|
[2810] | 513 | {
|
---|
[2949] | 514 | PrintGLerror("fbo start");
|
---|
[2980] | 515 |
|
---|
[2857] | 516 | // this fbo basicly stores the scene information we get from standard rendering of a frame
|
---|
| 517 | // we store colors, normals, positions (for the ssao)
|
---|
[2884] | 518 | fbo = new FrameBufferObject(texWidth, texHeight, FrameBufferObject::DEPTH_32);
|
---|
[2948] | 519 | //fbo = new FrameBufferObject(texWidth, texHeight, FrameBufferObject::DEPTH_24);
|
---|
[2857] | 520 |
|
---|
[2859] | 521 | // the diffuse color buffer
|
---|
[3015] | 522 | fbo->AddColorBuffer(ColorBufferObject::RGBA_FLOAT_32, ColorBufferObject::WRAP_CLAMP_TO_EDGE, ColorBufferObject::FILTER_LINEAR, ColorBufferObject::FILTER_NEAREST);
|
---|
[3009] | 523 | // the normals buffer
|
---|
[3017] | 524 | fbo->AddColorBuffer(ColorBufferObject::RGB_FLOAT_16, ColorBufferObject::WRAP_CLAMP_TO_EDGE, ColorBufferObject::FILTER_NEAREST);
|
---|
[2859] | 525 | // the positions buffer
|
---|
[3005] | 526 | //fbo->AddColorBuffer(ColorBufferObject::RGBA_FLOAT_32, ColorBufferObject::WRAP_CLAMP_TO_EDGE, ColorBufferObject::FILTER_NEAREST);
|
---|
[3009] | 527 | fbo->AddColorBuffer(ColorBufferObject::RGB_UBYTE, ColorBufferObject::WRAP_CLAMP_TO_EDGE, ColorBufferObject::FILTER_NEAREST);
|
---|
[2879] | 528 | // another color buffer
|
---|
[3015] | 529 | fbo->AddColorBuffer(ColorBufferObject::RGBA_FLOAT_32, ColorBufferObject::WRAP_CLAMP_TO_EDGE, ColorBufferObject::FILTER_LINEAR, ColorBufferObject::FILTER_NEAREST);
|
---|
[2879] | 530 |
|
---|
[2810] | 531 | PrintGLerror("fbo");
|
---|
[2809] | 532 | }
|
---|
| 533 |
|
---|
| 534 |
|
---|
[2827] | 535 | bool InitFont(void)
|
---|
[2642] | 536 | {
|
---|
[2826] | 537 | glEnable(GL_TEXTURE_2D);
|
---|
| 538 |
|
---|
| 539 | glGenTextures(1, &fontTex);
|
---|
| 540 | glBindTexture(GL_TEXTURE_2D, fontTex);
|
---|
[3019] | 541 |
|
---|
[2829] | 542 | if (!myfont.Create("data/fonts/verdana.glf", fontTex))
|
---|
[2826] | 543 | return false;
|
---|
| 544 |
|
---|
| 545 | glDisable(GL_TEXTURE_2D);
|
---|
[2827] | 546 |
|
---|
[2826] | 547 | return true;
|
---|
| 548 | }
|
---|
| 549 |
|
---|
| 550 |
|
---|
| 551 | void InitGLstate()
|
---|
| 552 | {
|
---|
[2965] | 553 | glClearColor(0.4f, 0.4f, 0.4f, 1.0f);
|
---|
[2642] | 554 |
|
---|
| 555 | glPixelStorei(GL_UNPACK_ALIGNMENT, 1);
|
---|
| 556 | glPixelStorei(GL_PACK_ALIGNMENT,1);
|
---|
| 557 |
|
---|
| 558 | glDepthFunc(GL_LESS);
|
---|
[2762] | 559 | glEnable(GL_DEPTH_TEST);
|
---|
[2642] | 560 |
|
---|
[2760] | 561 | glColor3f(1.0f, 1.0f, 1.0f);
|
---|
[2642] | 562 | glShadeModel(GL_SMOOTH);
|
---|
| 563 |
|
---|
| 564 | glMaterialf(GL_FRONT, GL_SHININESS, 64);
|
---|
| 565 | glEnable(GL_NORMALIZE);
|
---|
[2767] | 566 |
|
---|
| 567 | glDisable(GL_ALPHA_TEST);
|
---|
[2951] | 568 | glAlphaFunc(GL_GEQUAL, 0.5f);
|
---|
[2767] | 569 |
|
---|
[2642] | 570 | glFrontFace(GL_CCW);
|
---|
| 571 | glCullFace(GL_BACK);
|
---|
[2851] | 572 | glEnable(GL_CULL_FACE);
|
---|
| 573 |
|
---|
[2800] | 574 | glDisable(GL_TEXTURE_2D);
|
---|
[2762] | 575 |
|
---|
[2959] | 576 | GLfloat ambientColor[] = {0.2, 0.2, 0.2, 1.0};
|
---|
[2756] | 577 | GLfloat diffuseColor[] = {1.0, 0.0, 0.0, 1.0};
|
---|
[2759] | 578 | GLfloat specularColor[] = {0.0, 0.0, 0.0, 1.0};
|
---|
[2642] | 579 |
|
---|
[2756] | 580 | glMaterialfv(GL_FRONT, GL_AMBIENT, ambientColor);
|
---|
| 581 | glMaterialfv(GL_FRONT, GL_DIFFUSE, diffuseColor);
|
---|
| 582 | glMaterialfv(GL_FRONT, GL_SPECULAR, specularColor);
|
---|
[2801] | 583 |
|
---|
| 584 | glDepthFunc(GL_LESS);
|
---|
[2826] | 585 |
|
---|
[2827] | 586 | if (!InitFont())
|
---|
[2826] | 587 | cerr << "font creation failed" << endl;
|
---|
| 588 | else
|
---|
| 589 | cout << "successfully created font" << endl;
|
---|
[2953] | 590 |
|
---|
| 591 |
|
---|
[2954] | 592 | //////////////////////////////
|
---|
| 593 |
|
---|
[2959] | 594 | //GLfloat lmodel_ambient[] = {1.0f, 1.0f, 1.0f, 1.0f};
|
---|
| 595 | GLfloat lmodel_ambient[] = {0.7f, 0.7f, 0.8f, 1.0f};
|
---|
[2954] | 596 |
|
---|
| 597 | glLightModelfv(GL_LIGHT_MODEL_AMBIENT, lmodel_ambient);
|
---|
[2959] | 598 | //glLightModeli(GL_LIGHT_MODEL_LOCAL_VIEWER, GL_TRUE);
|
---|
| 599 | glLightModeli(GL_LIGHT_MODEL_LOCAL_VIEWER, GL_FALSE);
|
---|
[2954] | 600 | glLightModeli(GL_LIGHT_MODEL_COLOR_CONTROL_EXT, GL_SINGLE_COLOR_EXT);
|
---|
[2642] | 601 | }
|
---|
| 602 |
|
---|
| 603 |
|
---|
[2827] | 604 | void DrawHelpMessage()
|
---|
[2826] | 605 | {
|
---|
[2642] | 606 | const char *message[] =
|
---|
| 607 | {
|
---|
| 608 | "Help information",
|
---|
| 609 | "",
|
---|
| 610 | "'F1' - shows/dismisses this message",
|
---|
[2795] | 611 | "'F2' - shows/hides bird eye view",
|
---|
[2790] | 612 | "'F3' - shows/hides bounds (boxes or tight bounds)",
|
---|
[2827] | 613 | "'F4', - shows/hides parameters",
|
---|
| 614 | "'F5' - shows/hides statistics",
|
---|
| 615 | "'F6', - toggles between fly/walkmode",
|
---|
[2826] | 616 | "'F7', - cycles throw render modes",
|
---|
| 617 | "'F8', - enables/disables ambient occlusion (only deferred)",
|
---|
| 618 | "'F9', - shows pure algorithm render time (using glFinish)",
|
---|
[2790] | 619 | "'SPACE' - cycles through occlusion culling algorithms",
|
---|
[2642] | 620 | "",
|
---|
[2827] | 621 | "'MOUSE LEFT' - turn left/right, move forward/backward",
|
---|
| 622 | "'MOUSE RIGHT' - turn left/right, move forward/backward",
|
---|
| 623 | "'MOUSE MIDDLE' - move up/down, left/right",
|
---|
| 624 | "'CURSOR UP/DOWN' - move forward/backward",
|
---|
| 625 | "'CURSOR LEFT/RIGHT' - turn left/right",
|
---|
[2642] | 626 | "",
|
---|
[2827] | 627 | "'-'/'+' - decreases/increases max batch size",
|
---|
[2837] | 628 | "'1'/'2' - downward/upward motion",
|
---|
| 629 | "'3'/'4' - decreases/increases triangles per virtual bvh leaf (sets bvh depth)",
|
---|
| 630 | "'5'/'6' - decreases/increases assumed visible frames",
|
---|
[2776] | 631 | "",
|
---|
[2786] | 632 | "'R' - use render queue",
|
---|
[2790] | 633 | "'B' - use tight bounds",
|
---|
| 634 | "'M' - use multiqueries",
|
---|
[2792] | 635 | "'O' - use CHC optimization (geometry queries for leaves)",
|
---|
[2642] | 636 | 0,
|
---|
| 637 | };
|
---|
| 638 |
|
---|
[2756] | 639 |
|
---|
[2827] | 640 | glColor4f(0.0f, 1.0f , 0.0f, 0.2f); // 20% green.
|
---|
[2756] | 641 |
|
---|
[2827] | 642 | glRecti(30, 30, winWidth - 30, winHeight - 30);
|
---|
[2642] | 643 |
|
---|
[2827] | 644 | glEnd();
|
---|
| 645 |
|
---|
[2756] | 646 | glColor3f(1.0f, 1.0f, 1.0f);
|
---|
| 647 |
|
---|
[2829] | 648 | glEnable(GL_TEXTURE_2D);
|
---|
[2827] | 649 | myfont.Begin();
|
---|
| 650 |
|
---|
| 651 | int x = 40, y = 30;
|
---|
| 652 |
|
---|
| 653 | for(int i = 0; message[i] != 0; ++ i)
|
---|
[2756] | 654 | {
|
---|
| 655 | if(message[i][0] == '\0')
|
---|
| 656 | {
|
---|
[2786] | 657 | y += 15;
|
---|
[2756] | 658 | }
|
---|
| 659 | else
|
---|
| 660 | {
|
---|
[2827] | 661 | myfont.DrawString(message[i], x, winHeight - y);
|
---|
| 662 | y += 25;
|
---|
[2642] | 663 | }
|
---|
| 664 | }
|
---|
[2829] | 665 | glDisable(GL_TEXTURE_2D);
|
---|
[2642] | 666 | }
|
---|
| 667 |
|
---|
| 668 |
|
---|
[2897] | 669 | RenderTraverser *CreateTraverser(Camera *cam)
|
---|
[2764] | 670 | {
|
---|
[2897] | 671 | RenderTraverser *tr;
|
---|
| 672 |
|
---|
[2771] | 673 | bvh->ResetNodeClassifications();
|
---|
| 674 |
|
---|
[2764] | 675 | switch (renderMode)
|
---|
| 676 | {
|
---|
| 677 | case RenderTraverser::CULL_FRUSTUM:
|
---|
[2897] | 678 | tr = new FrustumCullingTraverser();
|
---|
[2764] | 679 | break;
|
---|
| 680 | case RenderTraverser::STOP_AND_WAIT:
|
---|
[2897] | 681 | tr = new StopAndWaitTraverser();
|
---|
[2764] | 682 | break;
|
---|
| 683 | case RenderTraverser::CHC:
|
---|
[2897] | 684 | tr = new CHCTraverser();
|
---|
[2764] | 685 | break;
|
---|
[2767] | 686 | case RenderTraverser::CHCPLUSPLUS:
|
---|
[2897] | 687 | tr = new CHCPlusPlusTraverser();
|
---|
[2767] | 688 | break;
|
---|
| 689 |
|
---|
[2764] | 690 | default:
|
---|
[2897] | 691 | tr = new FrustumCullingTraverser();
|
---|
[2764] | 692 | }
|
---|
| 693 |
|
---|
[2897] | 694 | tr->SetCamera(cam);
|
---|
| 695 | tr->SetHierarchy(bvh);
|
---|
| 696 | tr->SetRenderQueue(renderQueue);
|
---|
| 697 | tr->SetRenderState(&state);
|
---|
| 698 | tr->SetUseOptimization(useOptimization);
|
---|
| 699 | tr->SetUseRenderQueue(useRenderQueue);
|
---|
| 700 | tr->SetVisibilityThreshold(threshold);
|
---|
| 701 | tr->SetAssumedVisibleFrames(assumedVisibleFrames);
|
---|
| 702 | tr->SetMaxBatchSize(maxBatchSize);
|
---|
| 703 | tr->SetUseMultiQueries(useMultiQueries);
|
---|
| 704 | tr->SetUseTightBounds(useTightBounds);
|
---|
[2955] | 705 | tr->SetUseDepthPass((renderMethod == RENDER_DEPTH_PASS) || (renderMethod == RENDER_DEPTH_PASS_DEFERRED));
|
---|
[2897] | 706 | tr->SetRenderQueue(renderQueue);
|
---|
| 707 |
|
---|
| 708 | return tr;
|
---|
[2764] | 709 | }
|
---|
| 710 |
|
---|
| 711 |
|
---|
[2759] | 712 | void SetupLighting()
|
---|
[2642] | 713 | {
|
---|
[2759] | 714 | glEnable(GL_LIGHT0);
|
---|
[2959] | 715 | glDisable(GL_LIGHT1);
|
---|
[2825] | 716 |
|
---|
[2954] | 717 | Vector3 lightDir = -light->GetDirection();
|
---|
| 718 |
|
---|
| 719 |
|
---|
[2945] | 720 | ///////////
|
---|
| 721 | //-- first light: sunlight
|
---|
| 722 |
|
---|
[2954] | 723 | GLfloat ambient[] = {0.25f, 0.25f, 0.3f, 1.0f};
|
---|
| 724 | GLfloat diffuse[] = {1.0f, 0.95f, 0.85f, 1.0f};
|
---|
| 725 | GLfloat specular[] = {1.0f, 1.0f, 1.0f, 1.0f};
|
---|
[2982] | 726 |
|
---|
[2759] | 727 |
|
---|
[3046] | 728 | const bool useToneMapping =
|
---|
| 729 | ((renderMethod == RENDER_DEPTH_PASS_DEFERRED) ||
|
---|
| 730 | (renderMethod == RENDER_DEFERRED)) && useHDR;
|
---|
[2982] | 731 |
|
---|
[3046] | 732 |
|
---|
[2954] | 733 | Vector3 sunAmbient;
|
---|
| 734 | Vector3 sunDiffuse;
|
---|
[2759] | 735 |
|
---|
[2982] | 736 | preetham->ComputeSunColor(lightDir, sunAmbient, sunDiffuse, !useToneMapping);
|
---|
[2945] | 737 |
|
---|
[2954] | 738 | ambient[0] = sunAmbient.x;
|
---|
| 739 | ambient[1] = sunAmbient.y;
|
---|
| 740 | ambient[2] = sunAmbient.z;
|
---|
[2825] | 741 |
|
---|
[2982] | 742 | // no tone mapping => scale
|
---|
| 743 | if (!useToneMapping)
|
---|
| 744 | {
|
---|
| 745 | const float maxComponent = sunDiffuse.MaxComponent();
|
---|
| 746 | sunDiffuse /= maxComponent;
|
---|
| 747 | }
|
---|
| 748 |
|
---|
[2954] | 749 | diffuse[0] = sunDiffuse.x;
|
---|
| 750 | diffuse[1] = sunDiffuse.y;
|
---|
| 751 | diffuse[2] = sunDiffuse.z;
|
---|
[2945] | 752 |
|
---|
[2954] | 753 | glLightfv(GL_LIGHT0, GL_AMBIENT, ambient);
|
---|
| 754 | glLightfv(GL_LIGHT0, GL_DIFFUSE, diffuse);
|
---|
| 755 | glLightfv(GL_LIGHT0, GL_SPECULAR, specular);
|
---|
[2825] | 756 |
|
---|
[2954] | 757 | GLfloat position[] = {lightDir.x, lightDir.y, lightDir.z, 0.0f};
|
---|
| 758 | glLightfv(GL_LIGHT0, GL_POSITION, position);
|
---|
[2642] | 759 | }
|
---|
| 760 |
|
---|
[2800] | 761 |
|
---|
[2795] | 762 | void SetupEyeView()
|
---|
[2642] | 763 | {
|
---|
[2861] | 764 | // store matrix of last frame
|
---|
[3005] | 765 | oldViewProjMat = viewProjMat;
|
---|
[2834] | 766 |
|
---|
[2759] | 767 | glMatrixMode(GL_PROJECTION);
|
---|
| 768 | glLoadIdentity();
|
---|
[2927] | 769 | gluPerspective(fov, winAspectRatio, nearDist, farDist);
|
---|
[2759] | 770 |
|
---|
[2756] | 771 | glMatrixMode(GL_MODELVIEW);
|
---|
[2951] | 772 |
|
---|
[2864] | 773 | // set up the camera view
|
---|
[2760] | 774 | camera->SetupCameraView();
|
---|
| 775 |
|
---|
[2892] | 776 |
|
---|
[2864] | 777 | /////////////////
|
---|
| 778 |
|
---|
[2894] | 779 | Matrix4x4 matViewing, matProjection;
|
---|
[2864] | 780 |
|
---|
[2834] | 781 | camera->GetModelViewMatrix(matViewing);
|
---|
| 782 | camera->GetProjectionMatrix(matProjection);
|
---|
| 783 |
|
---|
[2864] | 784 | // store matrix for later use
|
---|
[3005] | 785 | viewProjMat = matViewing * matProjection;
|
---|
[2642] | 786 | }
|
---|
| 787 |
|
---|
| 788 |
|
---|
[2792] | 789 | void KeyHorizontalMotion(float shift)
|
---|
| 790 | {
|
---|
[2888] | 791 | Vector3 hvec = -camera->GetDirection();
|
---|
[2792] | 792 | hvec.z = 0;
|
---|
| 793 |
|
---|
| 794 | Vector3 pos = camera->GetPosition();
|
---|
| 795 | pos += hvec * shift;
|
---|
| 796 |
|
---|
| 797 | camera->SetPosition(pos);
|
---|
| 798 | }
|
---|
| 799 |
|
---|
| 800 |
|
---|
[2794] | 801 | void KeyVerticalMotion(float shift)
|
---|
| 802 | {
|
---|
| 803 | Vector3 uvec = Vector3(0, 0, shift);
|
---|
| 804 |
|
---|
| 805 | Vector3 pos = camera->GetPosition();
|
---|
| 806 | pos += uvec;
|
---|
| 807 |
|
---|
| 808 | camera->SetPosition(pos);
|
---|
| 809 | }
|
---|
| 810 |
|
---|
| 811 |
|
---|
[2999] | 812 | static void ComputeViewVectors(Vector3 &tl, Vector3 &tr, Vector3 &bl, Vector3 &br)
|
---|
| 813 | {
|
---|
| 814 | Vector3 ftl, ftr, fbl, fbr, ntl, ntr, nbl, nbr;
|
---|
| 815 |
|
---|
| 816 | camera->ComputePoints(ftl, ftr, fbl, fbr, ntl, ntr, nbl, nbr);
|
---|
| 817 |
|
---|
| 818 | bl = Normalize(nbl - fbl);
|
---|
| 819 | br = Normalize(nbr - fbr);
|
---|
| 820 | tl = Normalize(ntl - ftl);
|
---|
| 821 | tr = Normalize(ntr - ftr);
|
---|
| 822 | }
|
---|
| 823 |
|
---|
| 824 |
|
---|
[2948] | 825 | void InitDeferredRendering()
|
---|
| 826 | {
|
---|
| 827 | if (!fbo) InitFBO();
|
---|
| 828 | fbo->Bind();
|
---|
| 829 |
|
---|
| 830 | // multisampling does not work with deferred shading
|
---|
| 831 | glDisable(GL_MULTISAMPLE_ARB);
|
---|
| 832 |
|
---|
[3048] | 833 | state.SetRenderTechnique(RenderState::DEFERRED);
|
---|
[2948] | 834 |
|
---|
[3057] | 835 | shaderManager->EnableVertexProfile();
|
---|
| 836 | shaderManager->EnableFragmentProfile();
|
---|
[2948] | 837 |
|
---|
[2989] | 838 | const Vector3 pos = camera->GetPosition();
|
---|
[2984] | 839 |
|
---|
[2999] | 840 |
|
---|
[2978] | 841 | // draw to 3 color buffers
|
---|
| 842 | // a color, normal, and positions buffer
|
---|
| 843 | if (sCurrentMrtSet == 0)
|
---|
| 844 | {
|
---|
| 845 | DeferredRenderer::colorBufferIdx = 0;
|
---|
[3009] | 846 | glDrawBuffers(2, mrt);
|
---|
[2978] | 847 | }
|
---|
| 848 | else
|
---|
| 849 | {
|
---|
| 850 | DeferredRenderer::colorBufferIdx = 3;
|
---|
[3009] | 851 | glDrawBuffers(2, mrt2);
|
---|
[2978] | 852 | }
|
---|
[2985] | 853 |
|
---|
[2978] | 854 | sCurrentMrtSet = 1 - sCurrentMrtSet;
|
---|
[2948] | 855 | }
|
---|
| 856 |
|
---|
| 857 |
|
---|
[2857] | 858 | // the main rendering loop
|
---|
[2792] | 859 | void Display()
|
---|
[2801] | 860 | {
|
---|
[2800] | 861 | Vector3 oldPos = camera->GetPosition();
|
---|
| 862 |
|
---|
[2792] | 863 | if (leftKeyPressed)
|
---|
[2795] | 864 | camera->Pitch(KeyRotationAngle());
|
---|
[2792] | 865 | if (rightKeyPressed)
|
---|
[2795] | 866 | camera->Pitch(-KeyRotationAngle());
|
---|
[2792] | 867 | if (upKeyPressed)
|
---|
[2887] | 868 | KeyHorizontalMotion(-KeyShift());
|
---|
| 869 | if (downKeyPressed)
|
---|
[2795] | 870 | KeyHorizontalMotion(KeyShift());
|
---|
[2837] | 871 | if (ascendKeyPressed)
|
---|
| 872 | KeyVerticalMotion(KeyShift());
|
---|
| 873 | if (descendKeyPressed)
|
---|
[2795] | 874 | KeyVerticalMotion(-KeyShift());
|
---|
[2792] | 875 |
|
---|
[2801] | 876 | // place view on ground
|
---|
| 877 | if (!flyMode) PlaceViewer(oldPos);
|
---|
[2800] | 878 |
|
---|
[2826] | 879 | if (showAlgorithmTime)
|
---|
| 880 | {
|
---|
| 881 | glFinish();
|
---|
| 882 | algTimer.Start();
|
---|
| 883 | }
|
---|
[2809] | 884 |
|
---|
[2895] | 885 |
|
---|
[2931] | 886 | if ((!shadowMap || !shadowTraverser) && (showShadowMap || renderLightView))
|
---|
| 887 | {
|
---|
| 888 | if (!shadowMap)
|
---|
| 889 | shadowMap = new ShadowMap(light, shadowSize, bvh->GetBox(), camera);
|
---|
| 890 |
|
---|
| 891 | if (!shadowTraverser)
|
---|
| 892 | shadowTraverser = CreateTraverser(shadowMap->GetShadowCamera());
|
---|
| 893 |
|
---|
| 894 | }
|
---|
[2951] | 895 |
|
---|
| 896 | // bring eye modelview matrix up-to-date
|
---|
| 897 | SetupEyeView();
|
---|
| 898 |
|
---|
[3045] | 899 | // set GPU related parameters
|
---|
[3046] | 900 | GPUProgramParameters::InitFrame(camera, light);
|
---|
[3045] | 901 |
|
---|
| 902 |
|
---|
[2931] | 903 | // hack
|
---|
[2955] | 904 | int oldRenderMethod = renderMethod;
|
---|
[3044] | 905 | // for rendering the light view, we use forward rendering
|
---|
[2931] | 906 | if (renderLightView)
|
---|
[3043] | 907 | renderMethod = RenderState::FORWARD;
|
---|
[2931] | 908 |
|
---|
[2953] | 909 | glEnableClientState(GL_VERTEX_ARRAY);
|
---|
[2931] | 910 |
|
---|
[2953] | 911 |
|
---|
[2931] | 912 | // render with the specified method (forward rendering, forward + depth, deferred)
|
---|
[2955] | 913 | switch (renderMethod)
|
---|
[2825] | 914 | {
|
---|
[3043] | 915 | case RENDER_FORWARD:
|
---|
[2825] | 916 |
|
---|
[2851] | 917 | glEnable(GL_MULTISAMPLE_ARB);
|
---|
[2879] | 918 |
|
---|
[3048] | 919 | state.SetRenderTechnique(RenderState::FORWARD);
|
---|
[2825] | 920 | glEnable(GL_LIGHTING);
|
---|
[2809] | 921 |
|
---|
[2829] | 922 | glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT);
|
---|
| 923 |
|
---|
[2953] | 924 | glEnableClientState(GL_NORMAL_ARRAY);
|
---|
| 925 |
|
---|
[2825] | 926 | break;
|
---|
| 927 |
|
---|
[2955] | 928 | case RENDER_DEPTH_PASS_DEFERRED:
|
---|
[2948] | 929 |
|
---|
[2950] | 930 | glDisable(GL_MULTISAMPLE_ARB);
|
---|
| 931 | state.SetUseAlphaToCoverage(false);
|
---|
[2948] | 932 |
|
---|
[3048] | 933 | state.SetRenderTechnique(RenderState::DEPTH_PASS);
|
---|
[2949] | 934 |
|
---|
[2948] | 935 | if (!fbo) InitFBO(); fbo->Bind();
|
---|
[2949] | 936 |
|
---|
[2948] | 937 | glDrawBuffers(1, mrt);
|
---|
| 938 |
|
---|
[2951] | 939 | glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT);
|
---|
[2948] | 940 |
|
---|
| 941 | // the scene is rendered withouth any shading
|
---|
| 942 | glShadeModel(GL_FLAT);
|
---|
| 943 | glDisable(GL_LIGHTING);
|
---|
| 944 | glColorMask(GL_FALSE, GL_FALSE, GL_FALSE, GL_FALSE);
|
---|
| 945 |
|
---|
[2953] | 946 |
|
---|
[2948] | 947 | break;
|
---|
| 948 |
|
---|
[2955] | 949 | case RENDER_DEPTH_PASS:
|
---|
[2851] | 950 |
|
---|
| 951 | glEnable(GL_MULTISAMPLE_ARB);
|
---|
[3038] | 952 |
|
---|
[3048] | 953 | state.SetRenderTechnique(RenderState::DEPTH_PASS);
|
---|
[2857] | 954 |
|
---|
| 955 | // the scene is rendered withouth any shading
|
---|
[2943] | 956 | glShadeModel(GL_FLAT);
|
---|
[2825] | 957 | glDisable(GL_LIGHTING);
|
---|
[2809] | 958 |
|
---|
[2829] | 959 | glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT);
|
---|
| 960 | glColorMask(GL_FALSE, GL_FALSE, GL_FALSE, GL_FALSE);
|
---|
| 961 |
|
---|
[2953] | 962 |
|
---|
[2825] | 963 | break;
|
---|
| 964 |
|
---|
[3048] | 965 | case RENDER_DEFERRED:
|
---|
[2851] | 966 |
|
---|
[2948] | 967 | if (showShadowMap && !renderLightView)
|
---|
[2951] | 968 | RenderShadowMap(camera->GetFar());
|
---|
| 969 |
|
---|
[2948] | 970 | //glPushAttrib(GL_VIEWPORT_BIT);
|
---|
[2825] | 971 | glViewport(0, 0, texWidth, texHeight);
|
---|
| 972 |
|
---|
[2948] | 973 | InitDeferredRendering();
|
---|
[2951] | 974 |
|
---|
[2953] | 975 | glEnableClientState(GL_NORMAL_ARRAY);
|
---|
[2954] | 976 | glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT);
|
---|
| 977 |
|
---|
[2825] | 978 | break;
|
---|
| 979 | }
|
---|
| 980 |
|
---|
[2801] | 981 | glDepthFunc(GL_LESS);
|
---|
[2825] | 982 |
|
---|
[2801] | 983 | glDisable(GL_TEXTURE_2D);
|
---|
| 984 | glDisableClientState(GL_TEXTURE_COORD_ARRAY);
|
---|
[2825] | 985 |
|
---|
[2801] | 986 |
|
---|
[2861] | 987 | // reset lod levels for current frame
|
---|
[2847] | 988 | LODLevel::InitFrame(camera->GetPosition());
|
---|
| 989 |
|
---|
[2892] | 990 | // set up lights
|
---|
[2954] | 991 | SetupLighting();
|
---|
[2795] | 992 |
|
---|
[2801] | 993 |
|
---|
[2931] | 994 | if (renderLightView)
|
---|
| 995 | {
|
---|
| 996 | // change CHC++ set of state variables (must be done for each change of camera because
|
---|
| 997 | // otherwise the temporal coherency is broken
|
---|
[3054] | 998 | BvhNode::SetCurrentState(LIGHT_PASS);
|
---|
[3005] | 999 | shadowMap->RenderShadowView(shadowTraverser, viewProjMat);
|
---|
[3054] | 1000 | BvhNode::SetCurrentState(CAMERA_PASS);
|
---|
[2931] | 1001 | }
|
---|
| 1002 | else
|
---|
[2948] | 1003 | {
|
---|
[2931] | 1004 | // actually render the scene geometry using the specified algorithm
|
---|
[2982] | 1005 | traverser->RenderScene();
|
---|
[2948] | 1006 | }
|
---|
[2892] | 1007 |
|
---|
[2931] | 1008 |
|
---|
[2825] | 1009 | /////////
|
---|
[2809] | 1010 | //-- do the rest of the rendering
|
---|
[2893] | 1011 |
|
---|
[2801] | 1012 | // reset depth pass and render visible objects
|
---|
[2955] | 1013 | if ((renderMethod == RENDER_DEPTH_PASS) ||
|
---|
| 1014 | (renderMethod == RENDER_DEPTH_PASS_DEFERRED))
|
---|
[2801] | 1015 | {
|
---|
| 1016 | RenderVisibleObjects();
|
---|
| 1017 | }
|
---|
[2948] | 1018 |
|
---|
[2801] | 1019 |
|
---|
[2796] | 1020 | ///////////////
|
---|
| 1021 | //-- render sky
|
---|
[2795] | 1022 |
|
---|
[2894] | 1023 | // q: should we render sky after deferred shading?
|
---|
| 1024 | // this would conveniently solves some issues (e.g, skys without shadows)
|
---|
[2893] | 1025 |
|
---|
[3051] | 1026 | RenderSky();
|
---|
[2801] | 1027 |
|
---|
[2961] | 1028 |
|
---|
[2955] | 1029 | if ((renderMethod == RENDER_DEFERRED) ||
|
---|
| 1030 | (renderMethod == RENDER_DEPTH_PASS_DEFERRED))
|
---|
[2825] | 1031 | {
|
---|
[2881] | 1032 | FrameBufferObject::Release();
|
---|
[2810] | 1033 |
|
---|
[2948] | 1034 | if (!ssaoShader) ssaoShader =
|
---|
| 1035 | new DeferredRenderer(texWidth, texHeight, camera, farDist / MAX_DEPTH_CONST);
|
---|
[2895] | 1036 |
|
---|
[2903] | 1037 | DeferredRenderer::SHADING_METHOD shadingMethod;
|
---|
| 1038 |
|
---|
| 1039 | if (useAdvancedShading)
|
---|
| 1040 | {
|
---|
| 1041 | if (useGlobIllum)
|
---|
| 1042 | shadingMethod = DeferredRenderer::GI;
|
---|
| 1043 | else
|
---|
| 1044 | shadingMethod = DeferredRenderer::SSAO;
|
---|
| 1045 | }
|
---|
| 1046 | else
|
---|
| 1047 | shadingMethod = DeferredRenderer::DEFAULT;
|
---|
| 1048 |
|
---|
| 1049 |
|
---|
[2895] | 1050 | ssaoShader->SetShadingMethod(shadingMethod);
|
---|
| 1051 | ssaoShader->SetSamplingMethod(samplingMethod);
|
---|
| 1052 | ssaoShader->SetUseTemporalCoherence(useTemporalCoherence);
|
---|
[2879] | 1053 |
|
---|
[2895] | 1054 | ShadowMap *sm = showShadowMap ? shadowMap : NULL;
|
---|
[3005] | 1055 | ssaoShader->Render(fbo, oldViewProjMat, viewProjMat, ssaoTempCohFactor, light, useHDR, sm);
|
---|
[2825] | 1056 | }
|
---|
[2827] | 1057 |
|
---|
[2893] | 1058 |
|
---|
[3048] | 1059 | state.SetRenderTechnique(RenderState::FORWARD);
|
---|
[2893] | 1060 | state.Reset();
|
---|
[2827] | 1061 |
|
---|
[2893] | 1062 |
|
---|
| 1063 | glDisableClientState(GL_VERTEX_ARRAY);
|
---|
| 1064 | glDisableClientState(GL_NORMAL_ARRAY);
|
---|
[2931] | 1065 |
|
---|
[2955] | 1066 | renderMethod = oldRenderMethod;
|
---|
[2893] | 1067 |
|
---|
| 1068 |
|
---|
| 1069 | ///////////
|
---|
| 1070 |
|
---|
| 1071 |
|
---|
[2826] | 1072 | if (showAlgorithmTime)
|
---|
| 1073 | {
|
---|
| 1074 | glFinish();
|
---|
[2827] | 1075 |
|
---|
[2826] | 1076 | algTime = algTimer.Elapsedms();
|
---|
[2827] | 1077 | perfGraph->AddData(algTime);
|
---|
[2828] | 1078 |
|
---|
[2827] | 1079 | perfGraph->Draw();
|
---|
[2826] | 1080 | }
|
---|
[2827] | 1081 | else
|
---|
| 1082 | {
|
---|
| 1083 | if (visMode) DisplayVisualization();
|
---|
| 1084 | }
|
---|
[2825] | 1085 |
|
---|
[2884] | 1086 | glFlush();
|
---|
[2847] | 1087 |
|
---|
| 1088 | const bool restart = true;
|
---|
| 1089 | elapsedTime = frameTimer.Elapsedms(restart);
|
---|
| 1090 |
|
---|
[2764] | 1091 | DisplayStats();
|
---|
[2767] | 1092 |
|
---|
[2642] | 1093 | glutSwapBuffers();
|
---|
| 1094 | }
|
---|
| 1095 |
|
---|
| 1096 |
|
---|
| 1097 | #pragma warning( disable : 4100 )
|
---|
[2792] | 1098 | void KeyBoard(unsigned char c, int x, int y)
|
---|
[2642] | 1099 | {
|
---|
| 1100 | switch(c)
|
---|
| 1101 | {
|
---|
| 1102 | case 27:
|
---|
[2792] | 1103 | CleanUp();
|
---|
[2642] | 1104 | exit(0);
|
---|
[2948] | 1105 | case 32: // space
|
---|
[2800] | 1106 | renderMode = (renderMode + 1) % RenderTraverser::NUM_TRAVERSAL_TYPES;
|
---|
[2897] | 1107 |
|
---|
| 1108 | DEL_PTR(traverser);
|
---|
| 1109 | traverser = CreateTraverser(camera);
|
---|
| 1110 |
|
---|
[2931] | 1111 | if (shadowTraverser)
|
---|
[2897] | 1112 | {
|
---|
[2948] | 1113 | // shadow traverser has to be recomputed
|
---|
[2897] | 1114 | DEL_PTR(shadowTraverser);
|
---|
[2948] | 1115 | shadowTraverser = CreateTraverser(shadowMap->GetShadowCamera());
|
---|
[2897] | 1116 | }
|
---|
| 1117 |
|
---|
[2642] | 1118 | break;
|
---|
| 1119 | case '+':
|
---|
[2867] | 1120 | if (maxBatchSize < 10)
|
---|
| 1121 | maxBatchSize = 10;
|
---|
| 1122 | else
|
---|
| 1123 | maxBatchSize += 10;
|
---|
| 1124 |
|
---|
[2776] | 1125 | traverser->SetMaxBatchSize(maxBatchSize);
|
---|
[2642] | 1126 | break;
|
---|
| 1127 | case '-':
|
---|
[2776] | 1128 | maxBatchSize -= 10;
|
---|
| 1129 | if (maxBatchSize < 0) maxBatchSize = 1;
|
---|
| 1130 | traverser->SetMaxBatchSize(maxBatchSize);
|
---|
[2642] | 1131 | break;
|
---|
[2837] | 1132 | case 'M':
|
---|
| 1133 | case 'm':
|
---|
| 1134 | useMultiQueries = !useMultiQueries;
|
---|
| 1135 | traverser->SetUseMultiQueries(useMultiQueries);
|
---|
| 1136 | break;
|
---|
| 1137 | case '1':
|
---|
| 1138 | descendKeyPressed = true;
|
---|
| 1139 | break;
|
---|
| 1140 | case '2':
|
---|
| 1141 | ascendKeyPressed = true;
|
---|
| 1142 | break;
|
---|
| 1143 | case '3':
|
---|
| 1144 | if (trianglesPerVirtualLeaf >= 100)
|
---|
| 1145 | trianglesPerVirtualLeaf -= 100;
|
---|
| 1146 | bvh->SetVirtualLeaves(trianglesPerVirtualLeaf);
|
---|
| 1147 | break;
|
---|
| 1148 | case '4':
|
---|
| 1149 | trianglesPerVirtualLeaf += 100;
|
---|
| 1150 | bvh->SetVirtualLeaves(trianglesPerVirtualLeaf);
|
---|
| 1151 | break;
|
---|
| 1152 | case '5':
|
---|
[2776] | 1153 | assumedVisibleFrames -= 1;
|
---|
| 1154 | if (assumedVisibleFrames < 1) assumedVisibleFrames = 1;
|
---|
| 1155 | traverser->SetAssumedVisibleFrames(assumedVisibleFrames);
|
---|
| 1156 | break;
|
---|
[2837] | 1157 | case '6':
|
---|
[2776] | 1158 | assumedVisibleFrames += 1;
|
---|
| 1159 | traverser->SetAssumedVisibleFrames(assumedVisibleFrames);
|
---|
| 1160 | break;
|
---|
[2837] | 1161 | case '7':
|
---|
[2901] | 1162 | ssaoTempCohFactor *= 0.5f;
|
---|
[2776] | 1163 | break;
|
---|
[2767] | 1164 | case '8':
|
---|
[2901] | 1165 | ssaoTempCohFactor *= 2.0f;
|
---|
| 1166 | //if (ssaoTempCohFactor > 1.0f) ssaoExpFactor = 1.0f;
|
---|
[2837] | 1167 | break;
|
---|
[2865] | 1168 | case '9':
|
---|
| 1169 | useLODs = !useLODs;
|
---|
| 1170 | SceneEntity::SetUseLODs(useLODs);
|
---|
| 1171 | break;
|
---|
[2887] | 1172 | case 'P':
|
---|
| 1173 | case 'p':
|
---|
[2930] | 1174 | samplingMethod = DeferredRenderer::SAMPLING_METHOD((samplingMethod + 1) % 3);
|
---|
| 1175 | cout << "ssao sampling method: " << samplingMethod << endl;
|
---|
[2887] | 1176 | break;
|
---|
[2895] | 1177 | case 'Y':
|
---|
| 1178 | case 'y':
|
---|
| 1179 | showShadowMap = !showShadowMap;
|
---|
| 1180 | break;
|
---|
[2875] | 1181 | case 'g':
|
---|
[2903] | 1182 | case 'G':
|
---|
| 1183 | useGlobIllum = !useGlobIllum;
|
---|
| 1184 | break;
|
---|
[2875] | 1185 | case 't':
|
---|
| 1186 | case 'T':
|
---|
| 1187 | useTemporalCoherence = !useTemporalCoherence;
|
---|
| 1188 | break;
|
---|
[2792] | 1189 | case 'o':
|
---|
| 1190 | case 'O':
|
---|
[2642] | 1191 | useOptimization = !useOptimization;
|
---|
[2764] | 1192 | traverser->SetUseOptimization(useOptimization);
|
---|
[2767] | 1193 | break;
|
---|
| 1194 | case 'a':
|
---|
| 1195 | case 'A':
|
---|
[2931] | 1196 | leftKeyPressed = true;
|
---|
[2767] | 1197 | break;
|
---|
| 1198 | case 'd':
|
---|
| 1199 | case 'D':
|
---|
[2931] | 1200 | rightKeyPressed = true;
|
---|
[2767] | 1201 | break;
|
---|
| 1202 | case 'w':
|
---|
| 1203 | case 'W':
|
---|
[2931] | 1204 | upKeyPressed = true;
|
---|
[2767] | 1205 | break;
|
---|
[2829] | 1206 | case 's':
|
---|
| 1207 | case 'S':
|
---|
[2931] | 1208 | downKeyPressed = true;
|
---|
[2767] | 1209 | break;
|
---|
| 1210 | case 'r':
|
---|
| 1211 | case 'R':
|
---|
[2931] | 1212 | useRenderQueue = !useRenderQueue;
|
---|
| 1213 | traverser->SetUseRenderQueue(useRenderQueue);
|
---|
| 1214 |
|
---|
[2790] | 1215 | break;
|
---|
[2786] | 1216 | case 'b':
|
---|
| 1217 | case 'B':
|
---|
[2931] | 1218 | useTightBounds = !useTightBounds;
|
---|
| 1219 | traverser->SetUseTightBounds(useTightBounds);
|
---|
[2790] | 1220 | break;
|
---|
[2931] | 1221 | case 'l':
|
---|
| 1222 | case 'L':
|
---|
| 1223 | renderLightView = !renderLightView;
|
---|
| 1224 | break;
|
---|
[2994] | 1225 | case 'h':
|
---|
| 1226 | case 'H':
|
---|
| 1227 | useHDR = !useHDR;
|
---|
| 1228 | break;
|
---|
[2642] | 1229 | default:
|
---|
| 1230 | return;
|
---|
| 1231 | }
|
---|
| 1232 |
|
---|
| 1233 | glutPostRedisplay();
|
---|
| 1234 | }
|
---|
| 1235 |
|
---|
| 1236 |
|
---|
[2792] | 1237 | void SpecialKeyUp(int c, int x, int y)
|
---|
[2642] | 1238 | {
|
---|
[2792] | 1239 | switch (c)
|
---|
| 1240 | {
|
---|
| 1241 | case GLUT_KEY_LEFT:
|
---|
| 1242 | leftKeyPressed = false;
|
---|
| 1243 | break;
|
---|
| 1244 | case GLUT_KEY_RIGHT:
|
---|
| 1245 | rightKeyPressed = false;
|
---|
| 1246 | break;
|
---|
| 1247 | case GLUT_KEY_UP:
|
---|
| 1248 | upKeyPressed = false;
|
---|
| 1249 | break;
|
---|
| 1250 | case GLUT_KEY_DOWN:
|
---|
| 1251 | downKeyPressed = false;
|
---|
| 1252 | break;
|
---|
[2953] | 1253 | case GLUT_ACTIVE_ALT:
|
---|
| 1254 | altKeyPressed = false;
|
---|
| 1255 | break;
|
---|
[2792] | 1256 | default:
|
---|
| 1257 | return;
|
---|
| 1258 | }
|
---|
| 1259 | }
|
---|
| 1260 |
|
---|
| 1261 |
|
---|
| 1262 | void KeyUp(unsigned char c, int x, int y)
|
---|
| 1263 | {
|
---|
| 1264 | switch (c)
|
---|
| 1265 | {
|
---|
[2879] | 1266 |
|
---|
[2792] | 1267 | case 'A':
|
---|
| 1268 | case 'a':
|
---|
| 1269 | leftKeyPressed = false;
|
---|
| 1270 | break;
|
---|
| 1271 | case 'D':
|
---|
| 1272 | case 'd':
|
---|
| 1273 | rightKeyPressed = false;
|
---|
| 1274 | break;
|
---|
| 1275 | case 'W':
|
---|
| 1276 | case 'w':
|
---|
| 1277 | upKeyPressed = false;
|
---|
| 1278 | break;
|
---|
[2829] | 1279 | case 'S':
|
---|
| 1280 | case 's':
|
---|
[2792] | 1281 | downKeyPressed = false;
|
---|
| 1282 | break;
|
---|
[2837] | 1283 | case '1':
|
---|
| 1284 | descendKeyPressed = false;
|
---|
[2794] | 1285 | break;
|
---|
[2837] | 1286 | case '2':
|
---|
| 1287 | ascendKeyPressed = false;
|
---|
[2794] | 1288 | break;
|
---|
| 1289 |
|
---|
[2792] | 1290 | default:
|
---|
| 1291 | return;
|
---|
| 1292 | }
|
---|
| 1293 | //glutPostRedisplay();
|
---|
| 1294 | }
|
---|
| 1295 |
|
---|
| 1296 |
|
---|
| 1297 | void Special(int c, int x, int y)
|
---|
| 1298 | {
|
---|
[2642] | 1299 | switch(c)
|
---|
| 1300 | {
|
---|
| 1301 | case GLUT_KEY_F1:
|
---|
| 1302 | showHelp = !showHelp;
|
---|
| 1303 | break;
|
---|
[2790] | 1304 | case GLUT_KEY_F2:
|
---|
[2795] | 1305 | visMode = !visMode;
|
---|
[2790] | 1306 | break;
|
---|
| 1307 | case GLUT_KEY_F3:
|
---|
| 1308 | showBoundingVolumes = !showBoundingVolumes;
|
---|
| 1309 | traverser->SetShowBounds(showBoundingVolumes);
|
---|
| 1310 | break;
|
---|
| 1311 | case GLUT_KEY_F4:
|
---|
[2827] | 1312 | showOptions = !showOptions;
|
---|
[2790] | 1313 | break;
|
---|
| 1314 | case GLUT_KEY_F5:
|
---|
[2827] | 1315 | showStatistics = !showStatistics;
|
---|
[2790] | 1316 | break;
|
---|
[2800] | 1317 | case GLUT_KEY_F6:
|
---|
| 1318 | flyMode = !flyMode;
|
---|
| 1319 | break;
|
---|
[2801] | 1320 | case GLUT_KEY_F7:
|
---|
[2825] | 1321 |
|
---|
[2955] | 1322 | renderMethod = (renderMethod + 1) % 4;
|
---|
| 1323 |
|
---|
| 1324 | traverser->SetUseDepthPass(
|
---|
| 1325 | (renderMethod == RENDER_DEPTH_PASS) ||
|
---|
| 1326 | (renderMethod == RENDER_DEPTH_PASS_DEFERRED)
|
---|
| 1327 | );
|
---|
[2825] | 1328 |
|
---|
[2801] | 1329 | break;
|
---|
[2803] | 1330 | case GLUT_KEY_F8:
|
---|
[2903] | 1331 | useAdvancedShading = !useAdvancedShading;
|
---|
| 1332 |
|
---|
[2821] | 1333 | break;
|
---|
[2826] | 1334 | case GLUT_KEY_F9:
|
---|
| 1335 | showAlgorithmTime = !showAlgorithmTime;
|
---|
| 1336 | break;
|
---|
[2954] | 1337 | case GLUT_KEY_F10:
|
---|
| 1338 | moveLight = !moveLight;
|
---|
| 1339 | break;
|
---|
[2642] | 1340 | case GLUT_KEY_LEFT:
|
---|
[2767] | 1341 | {
|
---|
[2792] | 1342 | leftKeyPressed = true;
|
---|
[2795] | 1343 | camera->Pitch(KeyRotationAngle());
|
---|
[2767] | 1344 | }
|
---|
[2642] | 1345 | break;
|
---|
| 1346 | case GLUT_KEY_RIGHT:
|
---|
[2767] | 1347 | {
|
---|
[2792] | 1348 | rightKeyPressed = true;
|
---|
[2795] | 1349 | camera->Pitch(-KeyRotationAngle());
|
---|
[2767] | 1350 | }
|
---|
[2642] | 1351 | break;
|
---|
| 1352 | case GLUT_KEY_UP:
|
---|
[2767] | 1353 | {
|
---|
[2792] | 1354 | upKeyPressed = true;
|
---|
[2795] | 1355 | KeyHorizontalMotion(KeyShift());
|
---|
[2767] | 1356 | }
|
---|
[2642] | 1357 | break;
|
---|
| 1358 | case GLUT_KEY_DOWN:
|
---|
[2767] | 1359 | {
|
---|
[2792] | 1360 | downKeyPressed = true;
|
---|
[2795] | 1361 | KeyHorizontalMotion(-KeyShift());
|
---|
[2767] | 1362 | }
|
---|
[2642] | 1363 | break;
|
---|
| 1364 | default:
|
---|
| 1365 | return;
|
---|
| 1366 |
|
---|
| 1367 | }
|
---|
| 1368 |
|
---|
| 1369 | glutPostRedisplay();
|
---|
| 1370 | }
|
---|
[2767] | 1371 |
|
---|
[2642] | 1372 | #pragma warning( default : 4100 )
|
---|
| 1373 |
|
---|
| 1374 |
|
---|
[2792] | 1375 | void Reshape(int w, int h)
|
---|
[2642] | 1376 | {
|
---|
[2759] | 1377 | winAspectRatio = 1.0f;
|
---|
[2642] | 1378 |
|
---|
| 1379 | glViewport(0, 0, w, h);
|
---|
| 1380 |
|
---|
| 1381 | winWidth = w;
|
---|
| 1382 | winHeight = h;
|
---|
| 1383 |
|
---|
[2833] | 1384 | if (w) winAspectRatio = (float) w / (float) h;
|
---|
[2642] | 1385 |
|
---|
[2758] | 1386 | glMatrixMode(GL_PROJECTION);
|
---|
| 1387 | glLoadIdentity();
|
---|
[2642] | 1388 |
|
---|
[2927] | 1389 | gluPerspective(fov, winAspectRatio, nearDist, farDist);
|
---|
[2788] | 1390 |
|
---|
[2758] | 1391 | glMatrixMode(GL_MODELVIEW);
|
---|
| 1392 |
|
---|
[2642] | 1393 | glutPostRedisplay();
|
---|
| 1394 | }
|
---|
| 1395 |
|
---|
| 1396 |
|
---|
[2792] | 1397 | void Mouse(int button, int state, int x, int y)
|
---|
[2642] | 1398 | {
|
---|
[2758] | 1399 | if ((button == GLUT_LEFT_BUTTON) && (state == GLUT_DOWN))
|
---|
[2642] | 1400 | {
|
---|
| 1401 | xEyeBegin = x;
|
---|
| 1402 | yMotionBegin = y;
|
---|
| 1403 |
|
---|
[2792] | 1404 | glutMotionFunc(LeftMotion);
|
---|
[2642] | 1405 | }
|
---|
[2758] | 1406 | else if ((button == GLUT_RIGHT_BUTTON) && (state == GLUT_DOWN))
|
---|
[2642] | 1407 | {
|
---|
[2829] | 1408 | xEyeBegin = x;
|
---|
[2758] | 1409 | yEyeBegin = y;
|
---|
| 1410 | yMotionBegin = y;
|
---|
| 1411 |
|
---|
[2954] | 1412 | if (!moveLight)
|
---|
| 1413 | glutMotionFunc(RightMotion);
|
---|
| 1414 | else
|
---|
| 1415 | glutMotionFunc(RightMotionLight);
|
---|
[2758] | 1416 | }
|
---|
| 1417 | else if ((button == GLUT_MIDDLE_BUTTON) && (state == GLUT_DOWN))
|
---|
| 1418 | {
|
---|
[2642] | 1419 | horizontalMotionBegin = x;
|
---|
| 1420 | verticalMotionBegin = y;
|
---|
[2792] | 1421 | glutMotionFunc(MiddleMotion);
|
---|
[2642] | 1422 | }
|
---|
| 1423 |
|
---|
| 1424 | glutPostRedisplay();
|
---|
| 1425 | }
|
---|
| 1426 |
|
---|
[2758] | 1427 |
|
---|
| 1428 | /** rotation for left/right mouse drag
|
---|
[2642] | 1429 | motion for up/down mouse drag
|
---|
| 1430 | */
|
---|
[2792] | 1431 | void LeftMotion(int x, int y)
|
---|
[2642] | 1432 | {
|
---|
[2758] | 1433 | Vector3 viewDir = camera->GetDirection();
|
---|
| 1434 | Vector3 pos = camera->GetPosition();
|
---|
| 1435 |
|
---|
| 1436 | // don't move in the vertical direction
|
---|
[2764] | 1437 | Vector3 horView(viewDir[0], viewDir[1], 0);
|
---|
[2642] | 1438 |
|
---|
[2795] | 1439 | float eyeXAngle = 0.2f * M_PI * (xEyeBegin - x) / 180.0;
|
---|
[2756] | 1440 |
|
---|
[2795] | 1441 | camera->Pitch(eyeXAngle);
|
---|
[2787] | 1442 |
|
---|
[2888] | 1443 | pos += horView * (yMotionBegin - y) * 0.2f;
|
---|
[2795] | 1444 |
|
---|
[2758] | 1445 | camera->SetPosition(pos);
|
---|
[2642] | 1446 |
|
---|
| 1447 | xEyeBegin = x;
|
---|
| 1448 | yMotionBegin = y;
|
---|
[2758] | 1449 |
|
---|
[2642] | 1450 | glutPostRedisplay();
|
---|
| 1451 | }
|
---|
| 1452 |
|
---|
[2758] | 1453 |
|
---|
[2954] | 1454 | void RightMotionLight(int x, int y)
|
---|
| 1455 | {
|
---|
| 1456 | float theta = 0.2f * M_PI * (xEyeBegin - x) / 180.0f;
|
---|
| 1457 | float phi = 0.2f * M_PI * (yMotionBegin - y) / 180.0f;
|
---|
| 1458 |
|
---|
| 1459 | Vector3 lightDir = light->GetDirection();
|
---|
| 1460 |
|
---|
| 1461 | Matrix4x4 roty = RotationYMatrix(theta);
|
---|
| 1462 | Matrix4x4 rotx = RotationXMatrix(phi);
|
---|
| 1463 |
|
---|
| 1464 | lightDir = roty * lightDir;
|
---|
| 1465 | lightDir = rotx * lightDir;
|
---|
| 1466 |
|
---|
[2967] | 1467 | // normalize to avoid accumulating errors
|
---|
| 1468 | lightDir.Normalize();
|
---|
| 1469 |
|
---|
[2954] | 1470 | light->SetDirection(lightDir);
|
---|
| 1471 |
|
---|
| 1472 | xEyeBegin = x;
|
---|
| 1473 | yMotionBegin = y;
|
---|
| 1474 |
|
---|
| 1475 | glutPostRedisplay();
|
---|
| 1476 | }
|
---|
| 1477 |
|
---|
| 1478 |
|
---|
[2767] | 1479 | /** rotation for left / right mouse drag
|
---|
| 1480 | motion for up / down mouse drag
|
---|
[2758] | 1481 | */
|
---|
[2792] | 1482 | void RightMotion(int x, int y)
|
---|
[2758] | 1483 | {
|
---|
[2829] | 1484 | float eyeXAngle = 0.2f * M_PI * (xEyeBegin - x) / 180.0;
|
---|
[2795] | 1485 | float eyeYAngle = -0.2f * M_PI * (yEyeBegin - y) / 180.0;
|
---|
[2758] | 1486 |
|
---|
[2795] | 1487 | camera->Yaw(eyeYAngle);
|
---|
[2829] | 1488 | camera->Pitch(eyeXAngle);
|
---|
[2780] | 1489 |
|
---|
[2829] | 1490 | xEyeBegin = x;
|
---|
[2758] | 1491 | yEyeBegin = y;
|
---|
[2829] | 1492 |
|
---|
[2758] | 1493 | glutPostRedisplay();
|
---|
| 1494 | }
|
---|
| 1495 |
|
---|
| 1496 |
|
---|
[2642] | 1497 | // strafe
|
---|
[2792] | 1498 | void MiddleMotion(int x, int y)
|
---|
[2642] | 1499 | {
|
---|
[2758] | 1500 | Vector3 viewDir = camera->GetDirection();
|
---|
| 1501 | Vector3 pos = camera->GetPosition();
|
---|
| 1502 |
|
---|
[2642] | 1503 | // the 90 degree rotated view vector
|
---|
| 1504 | // y zero so we don't move in the vertical
|
---|
[2764] | 1505 | Vector3 rVec(viewDir[0], viewDir[1], 0);
|
---|
[2642] | 1506 |
|
---|
[2764] | 1507 | Matrix4x4 rot = RotationZMatrix(M_PI * 0.5f);
|
---|
[2758] | 1508 | rVec = rot * rVec;
|
---|
[2642] | 1509 |
|
---|
[2888] | 1510 | pos -= rVec * (x - horizontalMotionBegin) * 0.1f;
|
---|
[2764] | 1511 | pos[2] += (verticalMotionBegin - y) * 0.1f;
|
---|
[2642] | 1512 |
|
---|
[2758] | 1513 | camera->SetPosition(pos);
|
---|
| 1514 |
|
---|
[2642] | 1515 | horizontalMotionBegin = x;
|
---|
| 1516 | verticalMotionBegin = y;
|
---|
[2758] | 1517 |
|
---|
[2642] | 1518 | glutPostRedisplay();
|
---|
| 1519 | }
|
---|
| 1520 |
|
---|
| 1521 |
|
---|
[2756] | 1522 | void InitExtensions(void)
|
---|
[2642] | 1523 | {
|
---|
| 1524 | GLenum err = glewInit();
|
---|
[2756] | 1525 |
|
---|
[2642] | 1526 | if (GLEW_OK != err)
|
---|
| 1527 | {
|
---|
| 1528 | // problem: glewInit failed, something is seriously wrong
|
---|
| 1529 | fprintf(stderr,"Error: %s\n", glewGetErrorString(err));
|
---|
| 1530 | exit(1);
|
---|
| 1531 | }
|
---|
[2756] | 1532 | if (!GLEW_ARB_occlusion_query)
|
---|
[2642] | 1533 | {
|
---|
[2756] | 1534 | printf("I require the GL_ARB_occlusion_query to work.\n");
|
---|
[2642] | 1535 | exit(1);
|
---|
| 1536 | }
|
---|
| 1537 | }
|
---|
| 1538 |
|
---|
| 1539 |
|
---|
[2826] | 1540 | void Begin2D()
|
---|
[2642] | 1541 | {
|
---|
| 1542 | glDisable(GL_LIGHTING);
|
---|
| 1543 | glDisable(GL_DEPTH_TEST);
|
---|
| 1544 |
|
---|
[2826] | 1545 | glMatrixMode(GL_PROJECTION);
|
---|
[2642] | 1546 | glPushMatrix();
|
---|
| 1547 | glLoadIdentity();
|
---|
[2834] | 1548 |
|
---|
[2826] | 1549 | gluOrtho2D(0, winWidth, 0, winHeight);
|
---|
[2642] | 1550 |
|
---|
[2826] | 1551 | glMatrixMode(GL_MODELVIEW);
|
---|
[2642] | 1552 | glPushMatrix();
|
---|
| 1553 | glLoadIdentity();
|
---|
| 1554 | }
|
---|
| 1555 |
|
---|
| 1556 |
|
---|
[2826] | 1557 | void End2D()
|
---|
[2642] | 1558 | {
|
---|
[2834] | 1559 | glMatrixMode(GL_PROJECTION);
|
---|
[2642] | 1560 | glPopMatrix();
|
---|
[2834] | 1561 |
|
---|
[2642] | 1562 | glMatrixMode(GL_MODELVIEW);
|
---|
| 1563 | glPopMatrix();
|
---|
| 1564 |
|
---|
| 1565 | glEnable(GL_LIGHTING);
|
---|
| 1566 | glEnable(GL_DEPTH_TEST);
|
---|
| 1567 | }
|
---|
| 1568 |
|
---|
| 1569 |
|
---|
[2787] | 1570 | // displays the visualisation of culling algorithm
|
---|
| 1571 | void DisplayVisualization()
|
---|
[2796] | 1572 | {
|
---|
[2787] | 1573 | visualization->SetFrameId(traverser->GetCurrentFrameId());
|
---|
| 1574 |
|
---|
[2792] | 1575 | Begin2D();
|
---|
[2642] | 1576 | glBlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA);
|
---|
| 1577 | glEnable(GL_BLEND);
|
---|
[2827] | 1578 | glColor4f(0.0f ,0.0f, 0.0f, 0.5f);
|
---|
[2642] | 1579 |
|
---|
[2827] | 1580 | glRecti(winWidth - winWidth / 3, winHeight - winHeight / 3, winWidth, winHeight);
|
---|
[2642] | 1581 | glDisable(GL_BLEND);
|
---|
[2792] | 1582 | End2D();
|
---|
[2788] | 1583 |
|
---|
| 1584 |
|
---|
| 1585 | AxisAlignedBox3 box = bvh->GetBox();
|
---|
| 1586 |
|
---|
[2948] | 1587 | const float offs = box.Size().x * 0.3f;
|
---|
[2834] | 1588 |
|
---|
[2838] | 1589 | Vector3 vizpos = Vector3(box.Min().x, box.Min().y - box.Size().y * 0.35f, box.Min().z + box.Size().z * 50);
|
---|
[2806] | 1590 |
|
---|
[2795] | 1591 | visCamera->SetPosition(vizpos);
|
---|
[2838] | 1592 | visCamera->ResetPitchAndYaw();
|
---|
[2892] | 1593 |
|
---|
[2834] | 1594 | glPushAttrib(GL_VIEWPORT_BIT);
|
---|
[2806] | 1595 | glViewport(winWidth - winWidth / 3, winHeight - winHeight / 3, winWidth / 3, winHeight / 3);
|
---|
[2796] | 1596 |
|
---|
| 1597 | glMatrixMode(GL_PROJECTION);
|
---|
[2834] | 1598 | glPushMatrix();
|
---|
| 1599 |
|
---|
[2787] | 1600 | glLoadIdentity();
|
---|
[2796] | 1601 |
|
---|
[2807] | 1602 | glOrtho(-offs, offs, -offs, offs, 0.0f, box.Size().z * 100.0f);
|
---|
[2787] | 1603 |
|
---|
[2796] | 1604 | glMatrixMode(GL_MODELVIEW);
|
---|
[2834] | 1605 | glPushMatrix();
|
---|
[2787] | 1606 |
|
---|
[2796] | 1607 | visCamera->SetupCameraView();
|
---|
[2806] | 1608 |
|
---|
| 1609 | Matrix4x4 rotZ = RotationZMatrix(-camera->GetPitch());
|
---|
| 1610 | glMultMatrixf((float *)rotZ.x);
|
---|
| 1611 |
|
---|
[2887] | 1612 | // inverse translation in order to fix current position
|
---|
[2838] | 1613 | Vector3 pos = camera->GetPosition();
|
---|
[2806] | 1614 | glTranslatef(-pos.x, -pos.y, -pos.z);
|
---|
| 1615 |
|
---|
| 1616 |
|
---|
[2788] | 1617 | GLfloat position[] = {0.8f, 1.0f, 1.5f, 0.0f};
|
---|
| 1618 | glLightfv(GL_LIGHT0, GL_POSITION, position);
|
---|
[2787] | 1619 |
|
---|
[2788] | 1620 | GLfloat position1[] = {bvh->GetBox().Center().x, bvh->GetBox().Max().y, bvh->GetBox().Center().z, 1.0f};
|
---|
| 1621 | glLightfv(GL_LIGHT1, GL_POSITION, position1);
|
---|
[2787] | 1622 |
|
---|
[2642] | 1623 | glClear(GL_DEPTH_BUFFER_BIT);
|
---|
| 1624 |
|
---|
[2888] | 1625 |
|
---|
[2767] | 1626 | ////////////
|
---|
[2787] | 1627 | //-- visualization of the occlusion culling
|
---|
| 1628 |
|
---|
[2767] | 1629 | visualization->Render();
|
---|
[2887] | 1630 |
|
---|
[2767] | 1631 |
|
---|
[2834] | 1632 | // reset previous settings
|
---|
| 1633 | glPopAttrib();
|
---|
| 1634 |
|
---|
| 1635 | glMatrixMode(GL_PROJECTION);
|
---|
| 1636 | glPopMatrix();
|
---|
| 1637 | glMatrixMode(GL_MODELVIEW);
|
---|
| 1638 | glPopMatrix();
|
---|
[2642] | 1639 | }
|
---|
| 1640 |
|
---|
[2767] | 1641 |
|
---|
[2642] | 1642 | // cleanup routine after the main loop
|
---|
[2756] | 1643 | void CleanUp()
|
---|
[2642] | 1644 | {
|
---|
[2756] | 1645 | DEL_PTR(traverser);
|
---|
[2796] | 1646 | DEL_PTR(sceneQuery);
|
---|
[2756] | 1647 | DEL_PTR(bvh);
|
---|
[2767] | 1648 | DEL_PTR(visualization);
|
---|
[2787] | 1649 | DEL_PTR(camera);
|
---|
[2801] | 1650 | DEL_PTR(renderQueue);
|
---|
[2827] | 1651 | DEL_PTR(perfGraph);
|
---|
[2879] | 1652 | DEL_PTR(fbo);
|
---|
| 1653 | DEL_PTR(ssaoShader);
|
---|
[3019] | 1654 | DEL_PTR(light);
|
---|
| 1655 | DEL_PTR(visCamera);
|
---|
| 1656 | DEL_PTR(preetham);
|
---|
[3020] | 1657 | DEL_PTR(shadowMap);
|
---|
| 1658 | DEL_PTR(shadowTraverser);
|
---|
[3052] | 1659 |
|
---|
[3037] | 1660 | ResourceManager::DelSingleton();
|
---|
[3057] | 1661 | ShaderManager::DelSingleton();
|
---|
| 1662 |
|
---|
[3037] | 1663 | loader = NULL;
|
---|
[3057] | 1664 | shaderManager = NULL;
|
---|
[2642] | 1665 | }
|
---|
| 1666 |
|
---|
| 1667 |
|
---|
| 1668 | // this function inserts a dezimal point after each 1000
|
---|
[2829] | 1669 | void CalcDecimalPoint(string &str, int d, int len)
|
---|
[2642] | 1670 | {
|
---|
[2827] | 1671 | static vector<int> numbers;
|
---|
| 1672 | numbers.clear();
|
---|
| 1673 |
|
---|
[2829] | 1674 | static string shortStr;
|
---|
| 1675 | shortStr.clear();
|
---|
[2642] | 1676 |
|
---|
[2829] | 1677 | static char hstr[100];
|
---|
| 1678 |
|
---|
[2642] | 1679 | while (d != 0)
|
---|
| 1680 | {
|
---|
| 1681 | numbers.push_back(d % 1000);
|
---|
| 1682 | d /= 1000;
|
---|
| 1683 | }
|
---|
| 1684 |
|
---|
| 1685 | // first element without leading zeros
|
---|
| 1686 | if (numbers.size() > 0)
|
---|
| 1687 | {
|
---|
[2800] | 1688 | sprintf(hstr, "%d", numbers.back());
|
---|
[2829] | 1689 | shortStr.append(hstr);
|
---|
[2642] | 1690 | }
|
---|
| 1691 |
|
---|
[2764] | 1692 | for (int i = (int)numbers.size() - 2; i >= 0; i--)
|
---|
[2642] | 1693 | {
|
---|
[2800] | 1694 | sprintf(hstr, ",%03d", numbers[i]);
|
---|
[2829] | 1695 | shortStr.append(hstr);
|
---|
[2642] | 1696 | }
|
---|
[2829] | 1697 |
|
---|
| 1698 | int dif = len - (int)shortStr.size();
|
---|
| 1699 |
|
---|
| 1700 | for (int i = 0; i < dif; ++ i)
|
---|
| 1701 | {
|
---|
| 1702 | str += " ";
|
---|
| 1703 | }
|
---|
| 1704 |
|
---|
| 1705 | str.append(shortStr);
|
---|
[2764] | 1706 | }
|
---|
| 1707 |
|
---|
| 1708 |
|
---|
| 1709 | void DisplayStats()
|
---|
| 1710 | {
|
---|
[2826] | 1711 | static char msg[9][300];
|
---|
[2764] | 1712 |
|
---|
[2826] | 1713 | static double frameTime = elapsedTime;
|
---|
| 1714 | static double renderTime = algTime;
|
---|
| 1715 |
|
---|
[2818] | 1716 | const float expFactor = 0.1f;
|
---|
[2767] | 1717 |
|
---|
[2802] | 1718 | // if some strange render time spike happened in this frame => don't count
|
---|
[2826] | 1719 | if (elapsedTime < 500) frameTime = elapsedTime * expFactor + (1.0f - expFactor) * elapsedTime;
|
---|
| 1720 |
|
---|
| 1721 | static float rTime = 1000.0f;
|
---|
[2764] | 1722 |
|
---|
[2826] | 1723 | if (showAlgorithmTime)
|
---|
| 1724 | {
|
---|
| 1725 | if (algTime < 500) renderTime = algTime * expFactor + (1.0f - expFactor) * renderTime;
|
---|
| 1726 | }
|
---|
[2802] | 1727 |
|
---|
[2826] | 1728 | accumulatedTime += elapsedTime;
|
---|
| 1729 |
|
---|
[2776] | 1730 | if (accumulatedTime > 500) // update every fraction of a second
|
---|
[2770] | 1731 | {
|
---|
| 1732 | accumulatedTime = 0;
|
---|
| 1733 |
|
---|
[2826] | 1734 | if (frameTime) fps = 1e3f / (float)frameTime;
|
---|
| 1735 |
|
---|
| 1736 | rTime = renderTime;
|
---|
[2773] | 1737 |
|
---|
[2948] | 1738 | if (renderLightView && shadowTraverser)
|
---|
| 1739 | {
|
---|
| 1740 | renderedTriangles = shadowTraverser->GetStats().mNumRenderedTriangles;
|
---|
| 1741 | renderedObjects = shadowTraverser->GetStats().mNumRenderedGeometry;
|
---|
| 1742 | renderedNodes = shadowTraverser->GetStats().mNumRenderedNodes;
|
---|
| 1743 | }
|
---|
| 1744 | else if (showShadowMap && shadowTraverser)
|
---|
| 1745 | {
|
---|
| 1746 | renderedNodes = traverser->GetStats().mNumRenderedNodes + shadowTraverser->GetStats().mNumRenderedNodes;
|
---|
| 1747 | renderedObjects = traverser->GetStats().mNumRenderedGeometry + shadowTraverser->GetStats().mNumRenderedGeometry;
|
---|
| 1748 | renderedTriangles = traverser->GetStats().mNumRenderedTriangles + shadowTraverser->GetStats().mNumRenderedTriangles;
|
---|
| 1749 | }
|
---|
| 1750 | else
|
---|
| 1751 | {
|
---|
| 1752 | renderedTriangles = traverser->GetStats().mNumRenderedTriangles;
|
---|
| 1753 | renderedObjects = traverser->GetStats().mNumRenderedGeometry;
|
---|
| 1754 | renderedNodes = traverser->GetStats().mNumRenderedNodes;
|
---|
| 1755 | }
|
---|
| 1756 |
|
---|
[2770] | 1757 | traversedNodes = traverser->GetStats().mNumTraversedNodes;
|
---|
| 1758 | frustumCulledNodes = traverser->GetStats().mNumFrustumCulledNodes;
|
---|
| 1759 | queryCulledNodes = traverser->GetStats().mNumQueryCulledNodes;
|
---|
| 1760 | issuedQueries = traverser->GetStats().mNumIssuedQueries;
|
---|
| 1761 | stateChanges = traverser->GetStats().mNumStateChanges;
|
---|
[2800] | 1762 | numBatches = traverser->GetStats().mNumBatches;
|
---|
[2770] | 1763 | }
|
---|
| 1764 |
|
---|
[2764] | 1765 |
|
---|
[2826] | 1766 | Begin2D();
|
---|
[2808] | 1767 |
|
---|
[2826] | 1768 | glEnable(GL_BLEND);
|
---|
| 1769 | glBlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA);
|
---|
[2764] | 1770 |
|
---|
[2826] | 1771 | if (showHelp)
|
---|
| 1772 | {
|
---|
| 1773 | DrawHelpMessage();
|
---|
| 1774 | }
|
---|
| 1775 | else
|
---|
| 1776 | {
|
---|
[2829] | 1777 | if (showOptions)
|
---|
| 1778 | {
|
---|
| 1779 | glColor4f(0.0f, 0.0f, 0.0f, 0.5f);
|
---|
| 1780 | glRecti(5, winHeight - 95, winWidth * 2 / 3 - 5, winHeight - 5);
|
---|
| 1781 | }
|
---|
| 1782 |
|
---|
| 1783 | if (showStatistics)
|
---|
| 1784 | {
|
---|
| 1785 | glColor4f(0.0f, 0.0f, 0.0f, 0.5f);
|
---|
| 1786 | glRecti(5, winHeight - 165, winWidth * 2 / 3 - 5, winHeight - 100);
|
---|
| 1787 | }
|
---|
| 1788 |
|
---|
| 1789 | glEnable(GL_TEXTURE_2D);
|
---|
| 1790 |
|
---|
[2827] | 1791 | myfont.Begin();
|
---|
[2769] | 1792 |
|
---|
[2826] | 1793 | if (showOptions)
|
---|
| 1794 | {
|
---|
[2829] | 1795 | glColor3f(0.0f, 1.0f, 0.0f);
|
---|
| 1796 |
|
---|
[2826] | 1797 | int i = 0;
|
---|
| 1798 |
|
---|
[2955] | 1799 | static char *renderMethodStr[] = {"forward", "depth pass + forward", "deferred shading", "depth pass + deferred"};
|
---|
[2825] | 1800 |
|
---|
[2826] | 1801 | sprintf(msg[i ++], "multiqueries: %d, tight bounds: %d, render queue: %d",
|
---|
| 1802 | useMultiQueries, useTightBounds, useRenderQueue);
|
---|
[2792] | 1803 |
|
---|
[2955] | 1804 | sprintf(msg[i ++], "render technique: %s, SSAO: %d", renderMethodStr[renderMethod], useAdvancedShading);
|
---|
[2808] | 1805 |
|
---|
[2826] | 1806 | sprintf(msg[i ++], "triangles per virtual leaf: %5d", trianglesPerVirtualLeaf);
|
---|
[2808] | 1807 |
|
---|
[2826] | 1808 | sprintf(msg[i ++], "assumed visible frames: %4d, max batch size: %4d",
|
---|
| 1809 | assumedVisibleFrames, maxBatchSize);
|
---|
[2808] | 1810 |
|
---|
[2826] | 1811 | for (int j = 0; j < 4; ++ j)
|
---|
[2829] | 1812 | myfont.DrawString(msg[j], 10.0f, winHeight - 5 - j * 20);
|
---|
[2826] | 1813 | }
|
---|
[2808] | 1814 |
|
---|
[2786] | 1815 | if (showStatistics)
|
---|
[2764] | 1816 | {
|
---|
[2829] | 1817 | glColor3f(1.0f, 1.0f, 0.0f);
|
---|
| 1818 |
|
---|
[2948] | 1819 | string objStr, totalObjStr;
|
---|
| 1820 | string triStr, totalTriStr;
|
---|
[2826] | 1821 |
|
---|
[2829] | 1822 | int len = 10;
|
---|
[2948] | 1823 | CalcDecimalPoint(objStr, renderedObjects, len);
|
---|
| 1824 | CalcDecimalPoint(totalObjStr, (int)loader->GetNumEntities(), len);
|
---|
[2826] | 1825 |
|
---|
[2948] | 1826 | CalcDecimalPoint(triStr, renderedTriangles, len);
|
---|
| 1827 | CalcDecimalPoint(totalTriStr, bvh->GetBvhStats().mTriangles, len);
|
---|
| 1828 |
|
---|
[2826] | 1829 | int i = 4;
|
---|
| 1830 |
|
---|
[2953] | 1831 | if (0)
|
---|
| 1832 | {
|
---|
| 1833 | sprintf(msg[i ++], "rendered: %s of %s objects, %s of %s triangles",
|
---|
| 1834 | objStr.c_str(), totalObjStr.c_str(), triStr.c_str(), totalTriStr.c_str());
|
---|
| 1835 | }
|
---|
| 1836 | else
|
---|
| 1837 | {
|
---|
| 1838 | sprintf(msg[i ++], "rendered: %6d of %6d nodes, %s of %s triangles",
|
---|
| 1839 | renderedNodes, bvh->GetNumVirtualNodes(), triStr.c_str(), totalTriStr.c_str());
|
---|
| 1840 | }
|
---|
[2826] | 1841 |
|
---|
| 1842 | sprintf(msg[i ++], "traversed: %5d, frustum culled: %5d, query culled: %5d",
|
---|
| 1843 | traversedNodes, frustumCulledNodes, queryCulledNodes);
|
---|
| 1844 |
|
---|
| 1845 | sprintf(msg[i ++], "issued queries: %5d, state changes: %5d, render batches: %5d",
|
---|
| 1846 | issuedQueries, stateChanges, numBatches);
|
---|
| 1847 |
|
---|
| 1848 | for (int j = 4; j < 7; ++ j)
|
---|
[2829] | 1849 | myfont.DrawString(msg[j], 10.0f, winHeight - (j + 1) * 20);
|
---|
[2764] | 1850 | }
|
---|
[2790] | 1851 |
|
---|
[2826] | 1852 | glColor3f(1.0f, 1.0f, 1.0f);
|
---|
| 1853 | static char *alg_str[] = {"Frustum Cull", "Stop and Wait", "CHC", "CHC ++"};
|
---|
[2827] | 1854 |
|
---|
| 1855 | if (!showAlgorithmTime)
|
---|
[3010] | 1856 | sprintf(msg[7], "%s: %6.1f fps", alg_str[renderMode], fps);
|
---|
[2827] | 1857 | else
|
---|
| 1858 | sprintf(msg[7], "%s: %6.1f ms", alg_str[renderMode], rTime);
|
---|
[3010] | 1859 |
|
---|
[2829] | 1860 | myfont.DrawString(msg[7], 1.3f, 690.0f, 760.0f);//, top_color, bottom_color);
|
---|
[2827] | 1861 |
|
---|
| 1862 | //sprintf(msg[8], "algorithm time: %6.1f ms", rTime);
|
---|
| 1863 | //myfont.DrawString(msg[8], 720.0f, 730.0f);
|
---|
[2764] | 1864 | }
|
---|
| 1865 |
|
---|
[2826] | 1866 | glDisable(GL_BLEND);
|
---|
| 1867 | glDisable(GL_TEXTURE_2D);
|
---|
| 1868 |
|
---|
[2792] | 1869 | End2D();
|
---|
[2764] | 1870 | }
|
---|
[2796] | 1871 |
|
---|
| 1872 |
|
---|
| 1873 | void RenderSky()
|
---|
| 1874 | {
|
---|
[2959] | 1875 | if ((renderMethod == RENDER_DEFERRED) || (renderMethod == RENDER_DEPTH_PASS_DEFERRED))
|
---|
[3048] | 1876 | state.SetRenderTechnique(RenderState::DEFERRED);
|
---|
[2958] | 1877 |
|
---|
[3036] | 1878 | const bool useToneMapping =
|
---|
| 1879 | ((renderMethod == RENDER_DEPTH_PASS_DEFERRED) ||
|
---|
| 1880 | (renderMethod == RENDER_DEFERRED)) && useHDR;
|
---|
[2796] | 1881 |
|
---|
[2983] | 1882 | preetham->RenderSkyDome(-light->GetDirection(), camera, &state, !useToneMapping);
|
---|
[3048] | 1883 | /// once again reset the state
|
---|
[3044] | 1884 | state.Reset();
|
---|
[2801] | 1885 | }
|
---|
[2796] | 1886 |
|
---|
[2948] | 1887 |
|
---|
[2895] | 1888 | // render visible object from depth pass
|
---|
[2801] | 1889 | void RenderVisibleObjects()
|
---|
| 1890 | {
|
---|
[2955] | 1891 | if (renderMethod == RENDER_DEPTH_PASS_DEFERRED)
|
---|
[2948] | 1892 | {
|
---|
[2950] | 1893 | if (showShadowMap && !renderLightView)
|
---|
[2951] | 1894 | {
|
---|
[3044] | 1895 | state.Reset();
|
---|
| 1896 |
|
---|
[2951] | 1897 | float minVisibleDist = min(camera->GetFar(), traverser->GetMaxVisibleDistance());
|
---|
| 1898 | RenderShadowMap(minVisibleDist);
|
---|
| 1899 | }
|
---|
[2949] | 1900 |
|
---|
| 1901 | glDisable(GL_LIGHTING);
|
---|
| 1902 | glViewport(0, 0, texWidth, texHeight);
|
---|
[3048] | 1903 | // rese the state before the final visible objects pass
|
---|
[3039] | 1904 | state.Reset();
|
---|
[2948] | 1905 | InitDeferredRendering();
|
---|
| 1906 | }
|
---|
[2949] | 1907 | else
|
---|
[2950] | 1908 | {
|
---|
| 1909 | glEnable(GL_LIGHTING);
|
---|
[3048] | 1910 | state.SetRenderTechnique(RenderState::FORWARD);
|
---|
| 1911 | // rese the state before the final visible objects pass
|
---|
[3039] | 1912 | state.Reset();
|
---|
[2950] | 1913 | }
|
---|
[2948] | 1914 |
|
---|
[2957] | 1915 | glShadeModel(GL_SMOOTH);
|
---|
[2953] | 1916 | glEnableClientState(GL_NORMAL_ARRAY);
|
---|
| 1917 |
|
---|
[2950] | 1918 | // draw all objects that have exactly the same depth as the current sample
|
---|
| 1919 | glDepthFunc(GL_LEQUAL);
|
---|
| 1920 | glColorMask(GL_TRUE, GL_TRUE, GL_TRUE, GL_TRUE);
|
---|
[2801] | 1921 |
|
---|
[2982] | 1922 | glClear(GL_COLOR_BUFFER_BIT);
|
---|
| 1923 |
|
---|
[2950] | 1924 | state.SetUseAlphaToCoverage(true);
|
---|
[3039] | 1925 |
|
---|
[2951] | 1926 |
|
---|
[2949] | 1927 | //cout << "visible: " << (int)traverser->GetVisibleObjects().size() << endl;
|
---|
| 1928 |
|
---|
[2801] | 1929 | SceneEntityContainer::const_iterator sit,
|
---|
| 1930 | sit_end = traverser->GetVisibleObjects().end();
|
---|
| 1931 |
|
---|
| 1932 | for (sit = traverser->GetVisibleObjects().begin(); sit != sit_end; ++ sit)
|
---|
[2948] | 1933 | {
|
---|
[2801] | 1934 | renderQueue->Enqueue(*sit);
|
---|
[2948] | 1935 | }
|
---|
| 1936 |
|
---|
[2801] | 1937 | renderQueue->Apply();
|
---|
| 1938 |
|
---|
| 1939 | glDepthFunc(GL_LESS);
|
---|
[2959] | 1940 | state.Reset();
|
---|
[2949] | 1941 |
|
---|
| 1942 | PrintGLerror("visibleobjects");
|
---|
[2801] | 1943 | }
|
---|
| 1944 |
|
---|
| 1945 |
|
---|
| 1946 | void PlaceViewer(const Vector3 &oldPos)
|
---|
| 1947 | {
|
---|
[3037] | 1948 | if (!sceneQuery)
|
---|
| 1949 | sceneQuery = new SceneQuery(bvh->GetBox(), traverser);
|
---|
| 1950 |
|
---|
[2801] | 1951 | Vector3 playerPos = camera->GetPosition();
|
---|
[2843] | 1952 | bool validIntersect = sceneQuery->CalcIntersection(playerPos);
|
---|
[2801] | 1953 |
|
---|
[2853] | 1954 | if (validIntersect)
|
---|
[2848] | 1955 | // && ((playerPos.z - oldPos.z) < bvh->GetBox().Size(2) * 1e-1f))
|
---|
[2801] | 1956 | {
|
---|
| 1957 | camera->SetPosition(playerPos);
|
---|
| 1958 | }
|
---|
[2809] | 1959 | }
|
---|
[2948] | 1960 |
|
---|
| 1961 |
|
---|
[2951] | 1962 | void RenderShadowMap(float newfar)
|
---|
[2948] | 1963 | {
|
---|
[3057] | 1964 | shaderManager->DisableVertexProfile();
|
---|
| 1965 | shaderManager->DisableFragmentProfile();
|
---|
[2948] | 1966 |
|
---|
[2953] | 1967 | glDisableClientState(GL_NORMAL_ARRAY);
|
---|
| 1968 |
|
---|
[3048] | 1969 | state.SetRenderTechnique(RenderState::DEPTH_PASS);
|
---|
[3038] | 1970 |
|
---|
| 1971 | // hack: disable cull face because of alpha textured balconies
|
---|
| 1972 | glDisable(GL_CULL_FACE);
|
---|
[2955] | 1973 | state.LockCullFaceEnabled(true);
|
---|
[3038] | 1974 |
|
---|
[2955] | 1975 | state.SetUseAlphaToCoverage(false);
|
---|
[2948] | 1976 |
|
---|
[2980] | 1977 | // change CHC++ set of state variables
|
---|
| 1978 | // this must be done for each change of camera because
|
---|
[2948] | 1979 | // otherwise the temporal coherency is broken
|
---|
[3054] | 1980 | BvhNode::SetCurrentState(LIGHT_PASS);
|
---|
[2948] | 1981 | // hack: temporarily change camera far plane
|
---|
[2951] | 1982 | camera->SetFar(newfar);
|
---|
[2948] | 1983 | // the scene is rendered withouth any shading
|
---|
[3005] | 1984 | shadowMap->ComputeShadowMap(shadowTraverser, viewProjMat);
|
---|
[2948] | 1985 |
|
---|
[2955] | 1986 | glEnable(GL_CULL_FACE);
|
---|
[2948] | 1987 | camera->SetFar(farDist);
|
---|
| 1988 |
|
---|
| 1989 | state.SetUseAlphaToCoverage(true);
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[2955] | 1990 | state.LockCullFaceEnabled(false);
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[2948] | 1991 |
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[2953] | 1992 | glEnableClientState(GL_NORMAL_ARRAY);
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| 1993 |
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[2948] | 1994 | // change back state
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[3054] | 1995 | BvhNode::SetCurrentState(CAMERA_PASS);
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[2952] | 1996 | }
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