[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 "ShaderManager.h"
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[3078] | 56 | #include "MotionPath.h"
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[2642] | 57 |
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[3066] | 58 |
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| 59 |
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[2756] | 60 | using namespace std;
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[2776] | 61 | using namespace CHCDemoEngine;
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[2642] | 62 |
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| 63 |
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[3068] | 64 | /// the environment for the program parameter
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[2828] | 65 | static Environment env;
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| 66 |
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| 67 |
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[2826] | 68 | GLuint fontTex;
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[3068] | 69 | /// the fbo used for MRT
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[3038] | 70 | FrameBufferObject *fbo = NULL;
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[2756] | 71 | /// the renderable scene geometry
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| 72 | SceneEntityContainer sceneEntities;
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[3070] | 73 | SceneEntityContainer dynamicObjects;
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[2756] | 74 | // traverses and renders the hierarchy
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[2767] | 75 | RenderTraverser *traverser = NULL;
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[2756] | 76 | /// the hierarchy
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[2767] | 77 | Bvh *bvh = NULL;
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[2793] | 78 | /// handles scene loading
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[3059] | 79 | ResourceManager *resourceManager = NULL;
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[3057] | 80 | /// handles scene loading
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| 81 | ShaderManager *shaderManager = NULL;
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[2756] | 82 | /// the scene camera
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[3062] | 83 | PerspectiveCamera *camera = NULL;
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[2795] | 84 | /// the scene camera
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[3062] | 85 | PerspectiveCamera *visCamera = NULL;
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[2767] | 86 | /// the visualization
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| 87 | Visualization *visualization = NULL;
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[2760] | 88 | /// the current render state
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| 89 | RenderState state;
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[2764] | 90 | /// the rendering algorithm
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[2795] | 91 | int renderMode = RenderTraverser::CHCPLUSPLUS;
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[3038] | 92 | /// eye near plane distance
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[3068] | 93 | const float nearDist = 0.2f;
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[3038] | 94 | /// eye far plane distance
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[2927] | 95 | float farDist = 1e6f;
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[2856] | 96 | /// the field of view
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[3068] | 97 | const float fov = 50.0f;
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[2764] | 98 |
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[2796] | 99 | SceneQuery *sceneQuery = NULL;
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[2801] | 100 | RenderQueue *renderQueue = NULL;
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[3068] | 101 | /// traverses and renders the hierarchy
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[2897] | 102 | RenderTraverser *shadowTraverser = NULL;
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[3068] | 103 | /// the skylight + skydome model
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[2957] | 104 | SkyPreetham *preetham = NULL;
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[2897] | 105 |
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[3078] | 106 | MotionPath *motionPath = NULL;
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[3016] | 107 |
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[3068] | 108 |
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| 109 | /// the technique used for rendering
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| 110 | enum RenderTechnique
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| 111 | {
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| 112 | FORWARD,
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| 113 | DEFERRED,
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| 114 | DEPTH_PASS
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| 115 | };
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| 116 |
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| 117 |
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[2994] | 118 | /// the used render type for this render pass
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| 119 | enum RenderMethod
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| 120 | {
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[3043] | 121 | RENDER_FORWARD,
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[2994] | 122 | RENDER_DEPTH_PASS,
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| 123 | RENDER_DEFERRED,
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| 124 | RENDER_DEPTH_PASS_DEFERRED,
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| 125 | RENDER_NUM_RENDER_TYPES
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| 126 | };
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[2957] | 127 |
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[2994] | 128 | /// one of four possible render methods
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[3043] | 129 | int renderMethod = RENDER_FORWARD;
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[2994] | 130 |
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[3059] | 131 | static int winWidth = 1024;
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| 132 | static int winHeight = 768;
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| 133 | static float winAspectRatio = 1.0f;
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[2994] | 134 |
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[2809] | 135 | /// these values get scaled with the frame rate
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[2828] | 136 | static float keyForwardMotion = 30.0f;
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| 137 | static float keyRotation = 1.5f;
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[2801] | 138 |
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[2826] | 139 | /// elapsed time in milliseconds
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[3059] | 140 | double elapsedTime = 1000.0;
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| 141 | double algTime = 1000.0;
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| 142 | double accumulatedTime = 1000.0;
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| 143 | float fps = 1e3f;
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[2795] | 144 |
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[2945] | 145 | int shadowSize = 2048;
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[3059] | 146 | /// the hud font
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[2826] | 147 | glfont::GLFont myfont;
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| 148 |
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[2809] | 149 | // rendertexture
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[2828] | 150 | static int texWidth = 1024;
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| 151 | static int texHeight = 768;
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[2866] | 152 |
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[2770] | 153 | int renderedObjects = 0;
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[2773] | 154 | int renderedNodes = 0;
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| 155 | int renderedTriangles = 0;
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| 156 |
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[2770] | 157 | int issuedQueries = 0;
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| 158 | int traversedNodes = 0;
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| 159 | int frustumCulledNodes = 0;
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| 160 | int queryCulledNodes = 0;
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| 161 | int stateChanges = 0;
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[2800] | 162 | int numBatches = 0;
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[2770] | 163 |
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[2792] | 164 | // mouse navigation state
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[2809] | 165 | int xEyeBegin = 0;
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| 166 | int yEyeBegin = 0;
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| 167 | int yMotionBegin = 0;
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| 168 | int verticalMotionBegin = 0;
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| 169 | int horizontalMotionBegin = 0;
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[2642] | 170 |
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[2792] | 171 | bool leftKeyPressed = false;
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| 172 | bool rightKeyPressed = false;
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| 173 | bool upKeyPressed = false;
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| 174 | bool downKeyPressed = false;
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[2837] | 175 | bool descendKeyPressed = false;
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| 176 | bool ascendKeyPressed = false;
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[3054] | 177 | bool altKeyPressed = false;
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| 178 |
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[2994] | 179 | bool showHelp = false;
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| 180 | bool showStatistics = false;
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| 181 | bool showOptions = true;
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| 182 | bool showBoundingVolumes = false;
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| 183 | bool visMode = false;
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| 184 |
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| 185 | bool useOptimization = false;
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[3074] | 186 | bool useTightBounds = true;
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[2994] | 187 | bool useRenderQueue = true;
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| 188 | bool useMultiQueries = true;
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| 189 | bool flyMode = true;
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| 190 |
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[2875] | 191 | bool useGlobIllum = false;
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| 192 | bool useTemporalCoherence = true;
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[2994] | 193 | bool showAlgorithmTime = false;
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[2875] | 194 |
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[2994] | 195 | bool useFullScreen = false;
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| 196 | bool useLODs = true;
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| 197 | bool moveLight = false;
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| 198 |
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| 199 | bool useAdvancedShading = false;
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| 200 | bool showShadowMap = false;
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| 201 | bool renderLightView = false;
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[3054] | 202 | bool useHDR = true;
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[2994] | 203 |
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[3054] | 204 | PerfTimer frameTimer, algTimer;
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[3059] | 205 | /// the performance window
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[3054] | 206 | PerformanceGraph *perfGraph = NULL;
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[2994] | 207 |
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[2901] | 208 | static float ssaoTempCohFactor = 255.0;
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[2976] | 209 | static int sCurrentMrtSet = 0;
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[2957] | 210 |
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[2825] | 211 |
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[3068] | 212 | //////////////
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| 213 | //-- algorithm parameters
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[2827] | 214 |
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[3068] | 215 | /// the pixel threshold where a node is still considered invisible
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| 216 | /// (should be zero for conservative visibility)
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| 217 | int threshold;
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| 218 | int assumedVisibleFrames = 10;
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| 219 | int maxBatchSize = 50;
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| 220 | int trianglesPerVirtualLeaf = INITIAL_TRIANGLES_PER_VIRTUAL_LEAVES;
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| 221 |
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| 222 | //////////////
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| 223 |
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| 224 | enum {CAMERA_PASS = 0, LIGHT_PASS = 1};
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| 225 |
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| 226 |
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| 227 |
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[2948] | 228 | //DeferredRenderer::SAMPLING_METHOD samplingMethod = DeferredRenderer::SAMPLING_POISSON;
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| 229 | DeferredRenderer::SAMPLING_METHOD samplingMethod = DeferredRenderer::SAMPLING_QUADRATIC;
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[2865] | 230 |
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[2894] | 231 | ShadowMap *shadowMap = NULL;
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[2952] | 232 | DirectionalLight *light = NULL;
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[2948] | 233 | DeferredRenderer *ssaoShader = NULL;
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[2834] | 234 |
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[3059] | 235 | //SceneEntity *cube = NULL;
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| 236 | SceneEntity *buddha = NULL;
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[2957] | 237 | SceneEntity *skyDome = NULL;
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[2895] | 238 |
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[2952] | 239 |
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[3059] | 240 | ////////////////////
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| 241 | //--- function forward declarations
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[2991] | 242 |
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[2759] | 243 | void InitExtensions();
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[3059] | 244 | void InitGLstate();
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| 245 |
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[2756] | 246 | void DisplayVisualization();
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[3059] | 247 | /// destroys all allocated resources
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[2759] | 248 | void CleanUp();
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| 249 | void SetupEyeView();
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| 250 | void SetupLighting();
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[2764] | 251 | void DisplayStats();
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[3059] | 252 | /// draw the help screen
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[2786] | 253 | void DrawHelpMessage();
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[3059] | 254 | /// render the sky dome
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[2796] | 255 | void RenderSky();
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[3059] | 256 | /// render the objects found visible in the depth pass
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[2801] | 257 | void RenderVisibleObjects();
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[2756] | 258 |
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[2792] | 259 | void Begin2D();
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| 260 | void End2D();
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[3059] | 261 | /// the main loop
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| 262 | void MainLoop();
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| 263 |
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[2792] | 264 | void KeyBoard(unsigned char c, int x, int y);
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| 265 | void Special(int c, int x, int y);
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| 266 | void KeyUp(unsigned char c, int x, int y);
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| 267 | void SpecialKeyUp(int c, int x, int y);
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| 268 | void Reshape(int w, int h);
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| 269 | void Mouse(int button, int state, int x, int y);
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| 270 | void LeftMotion(int x, int y);
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| 271 | void RightMotion(int x, int y);
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| 272 | void MiddleMotion(int x, int y);
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[3059] | 273 | void KeyHorizontalMotion(float shift);
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| 274 | void KeyVerticalMotion(float shift);
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| 275 | /// returns the string representation of a number with the decimal points
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[2792] | 276 | void CalcDecimalPoint(string &str, int d);
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[3059] | 277 | /// Creates the traversal method (vfc, stopandwait, chc, chc++)
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[3062] | 278 | RenderTraverser *CreateTraverser(PerspectiveCamera *cam);
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[3059] | 279 | /// place the viewer on the floor plane
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[2801] | 280 | void PlaceViewer(const Vector3 &oldPos);
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[3019] | 281 | // initialise the frame buffer objects
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[2809] | 282 | void InitFBO();
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[3059] | 283 | /// changes the sunlight direction
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[2954] | 284 | void RightMotionLight(int x, int y);
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[3059] | 285 | /// render the shader map
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[2951] | 286 | void RenderShadowMap(float newfar);
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[3059] | 287 | /// function that touches each material once in order to accelarate render queue
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| 288 | void PrepareRenderQueue();
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| 289 | /// loads the specified model
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[3070] | 290 | void LoadModel(const string &model, SceneEntityContainer &entities);
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[2810] | 291 |
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[3059] | 292 | inline float KeyRotationAngle() { return keyRotation * elapsedTime * 1e-3f; }
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| 293 | inline float KeyShift() { return keyForwardMotion * elapsedTime * 1e-3f; }
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[3054] | 294 |
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[3078] | 295 | void CreateAnimation();
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| 296 |
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| 297 |
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[3059] | 298 | // the new and the old viewProjection matrix of the current camera
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[3005] | 299 | static Matrix4x4 viewProjMat = IdentityMatrix();
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| 300 | static Matrix4x4 oldViewProjMat = IdentityMatrix();
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[2820] | 301 |
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[2837] | 302 |
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[2995] | 303 |
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[2809] | 304 | static void PrintGLerror(char *msg)
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| 305 | {
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| 306 | GLenum errCode;
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| 307 | const GLubyte *errStr;
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| 308 |
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| 309 | if ((errCode = glGetError()) != GL_NO_ERROR)
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| 310 | {
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| 311 | errStr = gluErrorString(errCode);
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| 312 | fprintf(stderr,"OpenGL ERROR: %s: %s\n", errStr, msg);
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| 313 | }
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| 314 | }
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| 315 |
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| 316 |
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[2642] | 317 | int main(int argc, char* argv[])
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| 318 | {
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[3019] | 319 | #ifdef _CRT_SET
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| 320 | //Now just call this function at the start of your program and if you're
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| 321 | //compiling in debug mode (F5), any leaks will be displayed in the Output
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| 322 | //window when the program shuts down. If you're not in debug mode this will
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| 323 | //be ignored. Use it as you will!
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| 324 | //note: from GDNet Direct [3.8.04 - 3.14.04] void detectMemoryLeaks() {
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| 325 |
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| 326 | _CrtSetDbgFlag(_CRTDBG_LEAK_CHECK_DF|_CRTDBG_ALLOC_MEM_DF);
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| 327 | _CrtSetReportMode(_CRT_ASSERT,_CRTDBG_MODE_FILE);
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| 328 | _CrtSetReportFile(_CRT_ASSERT,_CRTDBG_FILE_STDERR);
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| 329 | #endif
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[3052] | 330 |
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[3019] | 331 | cout << "=== reading environment file ===" << endl << endl;
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| 332 |
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[2781] | 333 | int returnCode = 0;
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| 334 |
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[2837] | 335 | Vector3 camPos(.0f, .0f, .0f);
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[2838] | 336 | Vector3 camDir(.0f, 1.0f, .0f);
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[2952] | 337 | Vector3 lightDir(-0.8f, 1.0f, -0.7f);
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[2837] | 338 |
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[2873] | 339 | cout << "=== reading environment file ===" << endl << endl;
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[2830] | 340 |
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[3019] | 341 | const string envFileName = "default.env";
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[2837] | 342 | if (!env.Read(envFileName))
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| 343 | {
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| 344 | cerr << "loading environment " << envFileName << " failed!" << endl;
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| 345 | }
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| 346 | else
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| 347 | {
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| 348 | env.GetIntParam(string("assumedVisibleFrames"), assumedVisibleFrames);
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| 349 | env.GetIntParam(string("maxBatchSize"), maxBatchSize);
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| 350 | env.GetIntParam(string("trianglesPerVirtualLeaf"), trianglesPerVirtualLeaf);
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[2828] | 351 |
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[2837] | 352 | env.GetFloatParam(string("keyForwardMotion"), keyForwardMotion);
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| 353 | env.GetFloatParam(string("keyRotation"), keyRotation);
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[2828] | 354 |
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[2837] | 355 | env.GetIntParam(string("winWidth"), winWidth);
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| 356 | env.GetIntParam(string("winHeight"), winHeight);
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[2828] | 357 |
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[2837] | 358 | env.GetBoolParam(string("useFullScreen"), useFullScreen);
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[2901] | 359 | env.GetFloatParam(string("tempCohFactor"), ssaoTempCohFactor);
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[2837] | 360 | env.GetVectorParam(string("camPosition"), camPos);
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[2838] | 361 | env.GetVectorParam(string("camDirection"), camDir);
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[2952] | 362 | env.GetVectorParam(string("lightDirection"), lightDir);
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[2828] | 363 |
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[2865] | 364 | env.GetBoolParam(string("useLODs"), useLODs);
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[2945] | 365 | env.GetIntParam(string("shadowSize"), shadowSize);
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[2865] | 366 |
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[2994] | 367 | env.GetBoolParam(string("useHDR"), useHDR);
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| 368 |
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[2846] | 369 | //env.GetStringParam(string("modelPath"), model_path);
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[2838] | 370 | //env.GetIntParam(string("numSssaoSamples"), numSsaoSamples);
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| 371 |
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[2837] | 372 | cout << "assumedVisibleFrames: " << assumedVisibleFrames << endl;
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| 373 | cout << "maxBatchSize: " << maxBatchSize << endl;
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| 374 | cout << "trianglesPerVirtualLeaf: " << trianglesPerVirtualLeaf << endl;
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[2828] | 375 |
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[2837] | 376 | cout << "keyForwardMotion: " << keyForwardMotion << endl;
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| 377 | cout << "keyRotation: " << keyRotation << endl;
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| 378 | cout << "winWidth: " << winWidth << endl;
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| 379 | cout << "winHeight: " << winHeight << endl;
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| 380 | cout << "useFullScreen: " << useFullScreen << endl;
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[2865] | 381 | cout << "useLODs: " << useLODs << endl;
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[2837] | 382 | cout << "camPosition: " << camPos << endl;
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[2901] | 383 | cout << "temporal coherence: " << ssaoTempCohFactor << endl;
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[2945] | 384 | cout << "shadow size: " << shadowSize << endl;
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[2873] | 385 |
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[2846] | 386 | //cout << "model path: " << model_path << endl;
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[2881] | 387 | cout << "**** end parameters ****" << endl << endl;
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[2837] | 388 | }
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[2829] | 389 |
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[2828] | 390 | ///////////////////////////
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| 391 |
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[3062] | 392 | camera = new PerspectiveCamera(winWidth / winHeight, fov);
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[2795] | 393 | camera->SetNear(nearDist);
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[2913] | 394 | camera->SetFar(1000);
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[2888] | 395 |
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[2838] | 396 | camera->SetDirection(camDir);
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[2829] | 397 | camera->SetPosition(camPos);
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| 398 |
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[3062] | 399 | visCamera = new PerspectiveCamera(winWidth / winHeight, fov);
|
---|
[2796] | 400 | visCamera->SetNear(0.0f);
|
---|
| 401 | visCamera->Yaw(.5 * M_PI);
|
---|
[2781] | 402 |
|
---|
[2952] | 403 | // create a new light
|
---|
[2968] | 404 | light = new DirectionalLight(lightDir, RgbaColor(1, 1, 1, 1), RgbaColor(1, 1, 1, 1));
|
---|
[3061] | 405 | // the render queue for material sorting
|
---|
| 406 | renderQueue = new RenderQueue(&state);
|
---|
[2952] | 407 |
|
---|
[2760] | 408 | glutInitWindowSize(winWidth, winHeight);
|
---|
[2756] | 409 | glutInit(&argc, argv);
|
---|
[2853] | 410 | glutInitDisplayMode(GLUT_DOUBLE | GLUT_RGBA | GLUT_DEPTH | GLUT_MULTISAMPLE);
|
---|
| 411 | //glutInitDisplayMode(GLUT_DOUBLE | GLUT_RGBA | GLUT_DEPTH);
|
---|
[2850] | 412 | //glutInitDisplayString("samples=2");
|
---|
| 413 |
|
---|
[2867] | 414 | SceneEntity::SetUseLODs(useLODs);
|
---|
| 415 |
|
---|
[2828] | 416 | if (!useFullScreen)
|
---|
[2856] | 417 | {
|
---|
[2828] | 418 | glutCreateWindow("FriendlyCulling");
|
---|
[2856] | 419 | }
|
---|
[2828] | 420 | else
|
---|
| 421 | {
|
---|
| 422 | glutGameModeString( "1024x768:32@75" );
|
---|
| 423 | glutEnterGameMode();
|
---|
| 424 | }
|
---|
| 425 |
|
---|
[3059] | 426 | glutDisplayFunc(MainLoop);
|
---|
[2792] | 427 | glutKeyboardFunc(KeyBoard);
|
---|
| 428 | glutSpecialFunc(Special);
|
---|
| 429 | glutReshapeFunc(Reshape);
|
---|
| 430 | glutMouseFunc(Mouse);
|
---|
[3059] | 431 | glutIdleFunc(MainLoop);
|
---|
[2792] | 432 | glutKeyboardUpFunc(KeyUp);
|
---|
| 433 | glutSpecialUpFunc(SpecialKeyUp);
|
---|
| 434 | glutIgnoreKeyRepeat(true);
|
---|
| 435 |
|
---|
[2829] | 436 | // initialise gl graphics
|
---|
[2756] | 437 | InitExtensions();
|
---|
| 438 | InitGLstate();
|
---|
[2850] | 439 |
|
---|
[2854] | 440 | glEnable(GL_MULTISAMPLE_ARB);
|
---|
| 441 | glHint(GL_MULTISAMPLE_FILTER_HINT_NV, GL_NICEST);
|
---|
[2850] | 442 |
|
---|
[2792] | 443 | LeftMotion(0, 0);
|
---|
| 444 | MiddleMotion(0, 0);
|
---|
[2756] | 445 |
|
---|
[2829] | 446 | perfGraph = new PerformanceGraph(1000);
|
---|
[2756] | 447 |
|
---|
[3059] | 448 | resourceManager = ResourceManager::GetSingleton();
|
---|
[3057] | 449 | shaderManager = ShaderManager::GetSingleton();
|
---|
[2793] | 450 |
|
---|
[3059] | 451 | ///////////
|
---|
| 452 | //-- load the static scene geometry
|
---|
[2756] | 453 |
|
---|
[3070] | 454 | LoadModel("city.dem", sceneEntities);
|
---|
[3059] | 455 |
|
---|
[3074] | 456 |
|
---|
[3072] | 457 | //////////
|
---|
| 458 | //-- load some dynamic stuff
|
---|
[3059] | 459 |
|
---|
[3080] | 460 | LoadModel("hbuddha.dem", dynamicObjects);
|
---|
[3072] | 461 | buddha = dynamicObjects.back();
|
---|
| 462 |
|
---|
| 463 | const Vector3 sceneCenter(470.398f, 240.364f, 182.5f);
|
---|
| 464 | Matrix4x4 transl = TranslationMatrix(sceneCenter);
|
---|
| 465 | buddha->GetTransform()->SetMatrix(transl);
|
---|
| 466 |
|
---|
[3075] | 467 | for (int i = 0; i < 10; ++ i)
|
---|
[3072] | 468 | {
|
---|
| 469 | SceneEntity *ent = new SceneEntity(*buddha);
|
---|
| 470 | resourceManager->AddSceneEntity(ent);
|
---|
| 471 |
|
---|
| 472 | Vector3 offs = Vector3::ZERO();
|
---|
| 473 |
|
---|
[3074] | 474 | offs.x = RandomValue(.0f, 50.0f);
|
---|
| 475 | offs.y = RandomValue(.0f, 50.0f);
|
---|
[3072] | 476 |
|
---|
| 477 | transl = TranslationMatrix(sceneCenter + offs);
|
---|
| 478 | Transform3 *transform = resourceManager->CreateTransform(transl);
|
---|
| 479 |
|
---|
| 480 | ent->SetTransform(transform);
|
---|
| 481 | dynamicObjects.push_back(ent);
|
---|
[3080] | 482 | }
|
---|
[3072] | 483 |
|
---|
[3078] | 484 |
|
---|
[3059] | 485 | ///////////
|
---|
| 486 | //-- load the associated static bvh
|
---|
| 487 |
|
---|
[2961] | 488 | const string bvh_filename = string(model_path + "city.bvh");
|
---|
[3072] | 489 |
|
---|
[2961] | 490 | BvhLoader bvhLoader;
|
---|
[3072] | 491 | bvh = bvhLoader.Load(bvh_filename, sceneEntities, dynamicObjects);
|
---|
[2795] | 492 |
|
---|
[2961] | 493 | if (!bvh)
|
---|
[2795] | 494 | {
|
---|
[2961] | 495 | cerr << "loading bvh " << bvh_filename << " failed" << endl;
|
---|
[2795] | 496 | CleanUp();
|
---|
| 497 | exit(0);
|
---|
| 498 | }
|
---|
| 499 |
|
---|
[3059] | 500 | /// set the depth of the bvh depending on the triangles per leaf node
|
---|
| 501 | bvh->SetVirtualLeaves(trianglesPerVirtualLeaf);
|
---|
| 502 |
|
---|
[2963] | 503 | // set far plane based on scene extent
|
---|
| 504 | farDist = 10.0f * Magnitude(bvh->GetBox().Diagonal());
|
---|
[3059] | 505 | camera->SetFar(farDist);
|
---|
[2963] | 506 |
|
---|
[2961] | 507 |
|
---|
[3059] | 508 | //////////////////
|
---|
| 509 | //-- setup the skydome model
|
---|
[2964] | 510 |
|
---|
[3070] | 511 | LoadModel("sky.dem", sceneEntities);
|
---|
[3019] | 512 | skyDome = sceneEntities.back();
|
---|
[2861] | 513 |
|
---|
[3059] | 514 | /// the turbitity of the sky (from clear to hazy, use <3 for clear sky)
|
---|
[2990] | 515 | const float turbitiy = 5.0f;
|
---|
[2961] | 516 | preetham = new SkyPreetham(turbitiy, skyDome);
|
---|
| 517 |
|
---|
[3078] | 518 | CreateAnimation();
|
---|
[3059] | 519 |
|
---|
[3078] | 520 |
|
---|
[3059] | 521 | //////////
|
---|
| 522 | //-- initialize the traversal algorithm
|
---|
| 523 |
|
---|
[2897] | 524 | traverser = CreateTraverser(camera);
|
---|
[3059] | 525 |
|
---|
| 526 | // the bird-eye visualization
|
---|
[2787] | 527 | visualization = new Visualization(bvh, camera, NULL, &state);
|
---|
[3054] | 528 |
|
---|
[3059] | 529 | // this function assign the render queue bucket ids of the materials in beforehand
|
---|
| 530 | // => probably a little less overhead for new parts of the scene that are not yet assigned
|
---|
| 531 | PrepareRenderQueue();
|
---|
| 532 | /// forward rendering is the default
|
---|
[3068] | 533 | state.SetRenderTechnique(FORWARD);
|
---|
[2847] | 534 | // frame time is restarted every frame
|
---|
| 535 | frameTimer.Start();
|
---|
[3059] | 536 |
|
---|
[2857] | 537 | // the rendering loop
|
---|
[2642] | 538 | glutMainLoop();
|
---|
[3059] | 539 |
|
---|
[2642] | 540 | // clean up
|
---|
[2756] | 541 | CleanUp();
|
---|
[3019] | 542 |
|
---|
[2642] | 543 | return 0;
|
---|
| 544 | }
|
---|
| 545 |
|
---|
[2756] | 546 |
|
---|
[2809] | 547 | void InitFBO()
|
---|
[2810] | 548 | {
|
---|
[2949] | 549 | PrintGLerror("fbo start");
|
---|
[2980] | 550 |
|
---|
[2857] | 551 | // this fbo basicly stores the scene information we get from standard rendering of a frame
|
---|
[3066] | 552 | // we store diffuse colors, eye space depth and normals
|
---|
[2884] | 553 | fbo = new FrameBufferObject(texWidth, texHeight, FrameBufferObject::DEPTH_32);
|
---|
[2948] | 554 | //fbo = new FrameBufferObject(texWidth, texHeight, FrameBufferObject::DEPTH_24);
|
---|
[2857] | 555 |
|
---|
[2859] | 556 | // the diffuse color buffer
|
---|
[3015] | 557 | fbo->AddColorBuffer(ColorBufferObject::RGBA_FLOAT_32, ColorBufferObject::WRAP_CLAMP_TO_EDGE, ColorBufferObject::FILTER_LINEAR, ColorBufferObject::FILTER_NEAREST);
|
---|
[3009] | 558 | // the normals buffer
|
---|
[3017] | 559 | fbo->AddColorBuffer(ColorBufferObject::RGB_FLOAT_16, ColorBufferObject::WRAP_CLAMP_TO_EDGE, ColorBufferObject::FILTER_NEAREST);
|
---|
[3066] | 560 | // a rgb buffer which could hold material properties
|
---|
[3009] | 561 | fbo->AddColorBuffer(ColorBufferObject::RGB_UBYTE, ColorBufferObject::WRAP_CLAMP_TO_EDGE, ColorBufferObject::FILTER_NEAREST);
|
---|
[2879] | 562 | // another color buffer
|
---|
[3015] | 563 | fbo->AddColorBuffer(ColorBufferObject::RGBA_FLOAT_32, ColorBufferObject::WRAP_CLAMP_TO_EDGE, ColorBufferObject::FILTER_LINEAR, ColorBufferObject::FILTER_NEAREST);
|
---|
[2879] | 564 |
|
---|
[2810] | 565 | PrintGLerror("fbo");
|
---|
[2809] | 566 | }
|
---|
| 567 |
|
---|
| 568 |
|
---|
[2827] | 569 | bool InitFont(void)
|
---|
[2642] | 570 | {
|
---|
[2826] | 571 | glEnable(GL_TEXTURE_2D);
|
---|
| 572 |
|
---|
| 573 | glGenTextures(1, &fontTex);
|
---|
| 574 | glBindTexture(GL_TEXTURE_2D, fontTex);
|
---|
[3019] | 575 |
|
---|
[2829] | 576 | if (!myfont.Create("data/fonts/verdana.glf", fontTex))
|
---|
[2826] | 577 | return false;
|
---|
| 578 |
|
---|
| 579 | glDisable(GL_TEXTURE_2D);
|
---|
[2827] | 580 |
|
---|
[2826] | 581 | return true;
|
---|
| 582 | }
|
---|
| 583 |
|
---|
| 584 |
|
---|
| 585 | void InitGLstate()
|
---|
| 586 | {
|
---|
[2965] | 587 | glClearColor(0.4f, 0.4f, 0.4f, 1.0f);
|
---|
[2642] | 588 |
|
---|
| 589 | glPixelStorei(GL_UNPACK_ALIGNMENT, 1);
|
---|
| 590 | glPixelStorei(GL_PACK_ALIGNMENT,1);
|
---|
| 591 |
|
---|
| 592 | glDepthFunc(GL_LESS);
|
---|
[2762] | 593 | glEnable(GL_DEPTH_TEST);
|
---|
[2642] | 594 |
|
---|
[2760] | 595 | glColor3f(1.0f, 1.0f, 1.0f);
|
---|
[2642] | 596 | glShadeModel(GL_SMOOTH);
|
---|
| 597 |
|
---|
| 598 | glMaterialf(GL_FRONT, GL_SHININESS, 64);
|
---|
| 599 | glEnable(GL_NORMALIZE);
|
---|
[2767] | 600 |
|
---|
| 601 | glDisable(GL_ALPHA_TEST);
|
---|
[2951] | 602 | glAlphaFunc(GL_GEQUAL, 0.5f);
|
---|
[2767] | 603 |
|
---|
[2642] | 604 | glFrontFace(GL_CCW);
|
---|
| 605 | glCullFace(GL_BACK);
|
---|
[2851] | 606 | glEnable(GL_CULL_FACE);
|
---|
| 607 |
|
---|
[2800] | 608 | glDisable(GL_TEXTURE_2D);
|
---|
[2762] | 609 |
|
---|
[2959] | 610 | GLfloat ambientColor[] = {0.2, 0.2, 0.2, 1.0};
|
---|
[2756] | 611 | GLfloat diffuseColor[] = {1.0, 0.0, 0.0, 1.0};
|
---|
[2759] | 612 | GLfloat specularColor[] = {0.0, 0.0, 0.0, 1.0};
|
---|
[2642] | 613 |
|
---|
[2756] | 614 | glMaterialfv(GL_FRONT, GL_AMBIENT, ambientColor);
|
---|
| 615 | glMaterialfv(GL_FRONT, GL_DIFFUSE, diffuseColor);
|
---|
| 616 | glMaterialfv(GL_FRONT, GL_SPECULAR, specularColor);
|
---|
[2801] | 617 |
|
---|
| 618 | glDepthFunc(GL_LESS);
|
---|
[2826] | 619 |
|
---|
[2827] | 620 | if (!InitFont())
|
---|
[2826] | 621 | cerr << "font creation failed" << endl;
|
---|
| 622 | else
|
---|
| 623 | cout << "successfully created font" << endl;
|
---|
[2953] | 624 |
|
---|
| 625 |
|
---|
[2954] | 626 | //////////////////////////////
|
---|
| 627 |
|
---|
[2959] | 628 | //GLfloat lmodel_ambient[] = {1.0f, 1.0f, 1.0f, 1.0f};
|
---|
| 629 | GLfloat lmodel_ambient[] = {0.7f, 0.7f, 0.8f, 1.0f};
|
---|
[2954] | 630 |
|
---|
| 631 | glLightModelfv(GL_LIGHT_MODEL_AMBIENT, lmodel_ambient);
|
---|
[2959] | 632 | //glLightModeli(GL_LIGHT_MODEL_LOCAL_VIEWER, GL_TRUE);
|
---|
| 633 | glLightModeli(GL_LIGHT_MODEL_LOCAL_VIEWER, GL_FALSE);
|
---|
[2954] | 634 | glLightModeli(GL_LIGHT_MODEL_COLOR_CONTROL_EXT, GL_SINGLE_COLOR_EXT);
|
---|
[2642] | 635 | }
|
---|
| 636 |
|
---|
| 637 |
|
---|
[2827] | 638 | void DrawHelpMessage()
|
---|
[2826] | 639 | {
|
---|
[2642] | 640 | const char *message[] =
|
---|
| 641 | {
|
---|
| 642 | "Help information",
|
---|
| 643 | "",
|
---|
| 644 | "'F1' - shows/dismisses this message",
|
---|
[2795] | 645 | "'F2' - shows/hides bird eye view",
|
---|
[2790] | 646 | "'F3' - shows/hides bounds (boxes or tight bounds)",
|
---|
[2827] | 647 | "'F4', - shows/hides parameters",
|
---|
| 648 | "'F5' - shows/hides statistics",
|
---|
| 649 | "'F6', - toggles between fly/walkmode",
|
---|
[2826] | 650 | "'F7', - cycles throw render modes",
|
---|
| 651 | "'F8', - enables/disables ambient occlusion (only deferred)",
|
---|
| 652 | "'F9', - shows pure algorithm render time (using glFinish)",
|
---|
[2790] | 653 | "'SPACE' - cycles through occlusion culling algorithms",
|
---|
[2642] | 654 | "",
|
---|
[2827] | 655 | "'MOUSE LEFT' - turn left/right, move forward/backward",
|
---|
| 656 | "'MOUSE RIGHT' - turn left/right, move forward/backward",
|
---|
| 657 | "'MOUSE MIDDLE' - move up/down, left/right",
|
---|
| 658 | "'CURSOR UP/DOWN' - move forward/backward",
|
---|
| 659 | "'CURSOR LEFT/RIGHT' - turn left/right",
|
---|
[2642] | 660 | "",
|
---|
[2827] | 661 | "'-'/'+' - decreases/increases max batch size",
|
---|
[2837] | 662 | "'1'/'2' - downward/upward motion",
|
---|
| 663 | "'3'/'4' - decreases/increases triangles per virtual bvh leaf (sets bvh depth)",
|
---|
| 664 | "'5'/'6' - decreases/increases assumed visible frames",
|
---|
[2776] | 665 | "",
|
---|
[2786] | 666 | "'R' - use render queue",
|
---|
[2790] | 667 | "'B' - use tight bounds",
|
---|
| 668 | "'M' - use multiqueries",
|
---|
[2792] | 669 | "'O' - use CHC optimization (geometry queries for leaves)",
|
---|
[2642] | 670 | 0,
|
---|
| 671 | };
|
---|
| 672 |
|
---|
[2756] | 673 |
|
---|
[2827] | 674 | glColor4f(0.0f, 1.0f , 0.0f, 0.2f); // 20% green.
|
---|
[2756] | 675 |
|
---|
[2827] | 676 | glRecti(30, 30, winWidth - 30, winHeight - 30);
|
---|
[2642] | 677 |
|
---|
[2827] | 678 | glEnd();
|
---|
| 679 |
|
---|
[2756] | 680 | glColor3f(1.0f, 1.0f, 1.0f);
|
---|
| 681 |
|
---|
[2829] | 682 | glEnable(GL_TEXTURE_2D);
|
---|
[2827] | 683 | myfont.Begin();
|
---|
| 684 |
|
---|
| 685 | int x = 40, y = 30;
|
---|
| 686 |
|
---|
| 687 | for(int i = 0; message[i] != 0; ++ i)
|
---|
[2756] | 688 | {
|
---|
| 689 | if(message[i][0] == '\0')
|
---|
| 690 | {
|
---|
[2786] | 691 | y += 15;
|
---|
[2756] | 692 | }
|
---|
| 693 | else
|
---|
| 694 | {
|
---|
[2827] | 695 | myfont.DrawString(message[i], x, winHeight - y);
|
---|
| 696 | y += 25;
|
---|
[2642] | 697 | }
|
---|
| 698 | }
|
---|
[2829] | 699 | glDisable(GL_TEXTURE_2D);
|
---|
[2642] | 700 | }
|
---|
| 701 |
|
---|
| 702 |
|
---|
[3062] | 703 | RenderTraverser *CreateTraverser(PerspectiveCamera *cam)
|
---|
[2764] | 704 | {
|
---|
[2897] | 705 | RenderTraverser *tr;
|
---|
| 706 |
|
---|
[2764] | 707 | switch (renderMode)
|
---|
| 708 | {
|
---|
| 709 | case RenderTraverser::CULL_FRUSTUM:
|
---|
[2897] | 710 | tr = new FrustumCullingTraverser();
|
---|
[2764] | 711 | break;
|
---|
| 712 | case RenderTraverser::STOP_AND_WAIT:
|
---|
[2897] | 713 | tr = new StopAndWaitTraverser();
|
---|
[2764] | 714 | break;
|
---|
| 715 | case RenderTraverser::CHC:
|
---|
[2897] | 716 | tr = new CHCTraverser();
|
---|
[2764] | 717 | break;
|
---|
[2767] | 718 | case RenderTraverser::CHCPLUSPLUS:
|
---|
[2897] | 719 | tr = new CHCPlusPlusTraverser();
|
---|
[2767] | 720 | break;
|
---|
| 721 |
|
---|
[2764] | 722 | default:
|
---|
[2897] | 723 | tr = new FrustumCullingTraverser();
|
---|
[2764] | 724 | }
|
---|
| 725 |
|
---|
[2897] | 726 | tr->SetCamera(cam);
|
---|
| 727 | tr->SetHierarchy(bvh);
|
---|
| 728 | tr->SetRenderQueue(renderQueue);
|
---|
| 729 | tr->SetRenderState(&state);
|
---|
| 730 | tr->SetUseOptimization(useOptimization);
|
---|
| 731 | tr->SetUseRenderQueue(useRenderQueue);
|
---|
| 732 | tr->SetVisibilityThreshold(threshold);
|
---|
| 733 | tr->SetAssumedVisibleFrames(assumedVisibleFrames);
|
---|
| 734 | tr->SetMaxBatchSize(maxBatchSize);
|
---|
| 735 | tr->SetUseMultiQueries(useMultiQueries);
|
---|
| 736 | tr->SetUseTightBounds(useTightBounds);
|
---|
[2955] | 737 | tr->SetUseDepthPass((renderMethod == RENDER_DEPTH_PASS) || (renderMethod == RENDER_DEPTH_PASS_DEFERRED));
|
---|
[2897] | 738 | tr->SetRenderQueue(renderQueue);
|
---|
[3066] | 739 | tr->SetShowBounds(showBoundingVolumes);
|
---|
[2897] | 740 |
|
---|
[3066] | 741 | bvh->ResetNodeClassifications();
|
---|
| 742 |
|
---|
| 743 |
|
---|
[2897] | 744 | return tr;
|
---|
[2764] | 745 | }
|
---|
| 746 |
|
---|
[3059] | 747 | /** Setup sunlight
|
---|
| 748 | */
|
---|
[2759] | 749 | void SetupLighting()
|
---|
[2642] | 750 | {
|
---|
[2759] | 751 | glEnable(GL_LIGHT0);
|
---|
[2959] | 752 | glDisable(GL_LIGHT1);
|
---|
[2825] | 753 |
|
---|
[2954] | 754 | Vector3 lightDir = -light->GetDirection();
|
---|
| 755 |
|
---|
| 756 |
|
---|
[2945] | 757 | ///////////
|
---|
| 758 | //-- first light: sunlight
|
---|
| 759 |
|
---|
[2954] | 760 | GLfloat ambient[] = {0.25f, 0.25f, 0.3f, 1.0f};
|
---|
| 761 | GLfloat diffuse[] = {1.0f, 0.95f, 0.85f, 1.0f};
|
---|
| 762 | GLfloat specular[] = {1.0f, 1.0f, 1.0f, 1.0f};
|
---|
[2982] | 763 |
|
---|
[2759] | 764 |
|
---|
[3046] | 765 | const bool useToneMapping =
|
---|
| 766 | ((renderMethod == RENDER_DEPTH_PASS_DEFERRED) ||
|
---|
| 767 | (renderMethod == RENDER_DEFERRED)) && useHDR;
|
---|
[2982] | 768 |
|
---|
[3046] | 769 |
|
---|
[2954] | 770 | Vector3 sunAmbient;
|
---|
| 771 | Vector3 sunDiffuse;
|
---|
[2759] | 772 |
|
---|
[2982] | 773 | preetham->ComputeSunColor(lightDir, sunAmbient, sunDiffuse, !useToneMapping);
|
---|
[2945] | 774 |
|
---|
[2954] | 775 | ambient[0] = sunAmbient.x;
|
---|
| 776 | ambient[1] = sunAmbient.y;
|
---|
| 777 | ambient[2] = sunAmbient.z;
|
---|
[2825] | 778 |
|
---|
[2982] | 779 | // no tone mapping => scale
|
---|
[3077] | 780 | if (0)//!useToneMapping)
|
---|
[2982] | 781 | {
|
---|
[3077] | 782 | float maxComponent = sunDiffuse.MaxComponent();
|
---|
[2982] | 783 | sunDiffuse /= maxComponent;
|
---|
| 784 | }
|
---|
| 785 |
|
---|
[2954] | 786 | diffuse[0] = sunDiffuse.x;
|
---|
| 787 | diffuse[1] = sunDiffuse.y;
|
---|
| 788 | diffuse[2] = sunDiffuse.z;
|
---|
[2945] | 789 |
|
---|
[3077] | 790 | //cout << sunDiffuse << " " << sunAmbient << endl;
|
---|
| 791 |
|
---|
[2954] | 792 | glLightfv(GL_LIGHT0, GL_AMBIENT, ambient);
|
---|
| 793 | glLightfv(GL_LIGHT0, GL_DIFFUSE, diffuse);
|
---|
| 794 | glLightfv(GL_LIGHT0, GL_SPECULAR, specular);
|
---|
[2825] | 795 |
|
---|
[2954] | 796 | GLfloat position[] = {lightDir.x, lightDir.y, lightDir.z, 0.0f};
|
---|
| 797 | glLightfv(GL_LIGHT0, GL_POSITION, position);
|
---|
[2642] | 798 | }
|
---|
| 799 |
|
---|
[2800] | 800 |
|
---|
[2795] | 801 | void SetupEyeView()
|
---|
[2642] | 802 | {
|
---|
[2861] | 803 | // store matrix of last frame
|
---|
[3005] | 804 | oldViewProjMat = viewProjMat;
|
---|
[2834] | 805 |
|
---|
[3061] | 806 | camera->SetupViewProjection();
|
---|
[2759] | 807 |
|
---|
[3061] | 808 |
|
---|
[2864] | 809 | /////////////////
|
---|
[3059] | 810 | //-- compute view projection matrix and store for later use
|
---|
[2864] | 811 |
|
---|
[2894] | 812 | Matrix4x4 matViewing, matProjection;
|
---|
[2864] | 813 |
|
---|
[2834] | 814 | camera->GetModelViewMatrix(matViewing);
|
---|
| 815 | camera->GetProjectionMatrix(matProjection);
|
---|
| 816 |
|
---|
[3005] | 817 | viewProjMat = matViewing * matProjection;
|
---|
[2642] | 818 | }
|
---|
| 819 |
|
---|
| 820 |
|
---|
[2792] | 821 | void KeyHorizontalMotion(float shift)
|
---|
| 822 | {
|
---|
[2888] | 823 | Vector3 hvec = -camera->GetDirection();
|
---|
[2792] | 824 | hvec.z = 0;
|
---|
| 825 |
|
---|
| 826 | Vector3 pos = camera->GetPosition();
|
---|
| 827 | pos += hvec * shift;
|
---|
| 828 |
|
---|
| 829 | camera->SetPosition(pos);
|
---|
| 830 | }
|
---|
| 831 |
|
---|
| 832 |
|
---|
[2794] | 833 | void KeyVerticalMotion(float shift)
|
---|
| 834 | {
|
---|
| 835 | Vector3 uvec = Vector3(0, 0, shift);
|
---|
| 836 |
|
---|
| 837 | Vector3 pos = camera->GetPosition();
|
---|
| 838 | pos += uvec;
|
---|
| 839 |
|
---|
| 840 | camera->SetPosition(pos);
|
---|
| 841 | }
|
---|
| 842 |
|
---|
| 843 |
|
---|
[3059] | 844 | /** Initialize the deferred rendering pass.
|
---|
| 845 | */
|
---|
[2948] | 846 | void InitDeferredRendering()
|
---|
| 847 | {
|
---|
| 848 | if (!fbo) InitFBO();
|
---|
| 849 | fbo->Bind();
|
---|
| 850 |
|
---|
| 851 | // multisampling does not work with deferred shading
|
---|
| 852 | glDisable(GL_MULTISAMPLE_ARB);
|
---|
[3068] | 853 | state.SetRenderTechnique(DEFERRED);
|
---|
[2948] | 854 |
|
---|
| 855 |
|
---|
[2978] | 856 | // draw to 3 color buffers
|
---|
| 857 | // a color, normal, and positions buffer
|
---|
| 858 | if (sCurrentMrtSet == 0)
|
---|
| 859 | {
|
---|
| 860 | DeferredRenderer::colorBufferIdx = 0;
|
---|
[3009] | 861 | glDrawBuffers(2, mrt);
|
---|
[2978] | 862 | }
|
---|
| 863 | else
|
---|
| 864 | {
|
---|
| 865 | DeferredRenderer::colorBufferIdx = 3;
|
---|
[3009] | 866 | glDrawBuffers(2, mrt2);
|
---|
[2978] | 867 | }
|
---|
[2985] | 868 |
|
---|
[2978] | 869 | sCurrentMrtSet = 1 - sCurrentMrtSet;
|
---|
[2948] | 870 | }
|
---|
| 871 |
|
---|
| 872 |
|
---|
[3059] | 873 | /** the main rendering loop
|
---|
| 874 | */
|
---|
| 875 | void MainLoop()
|
---|
[2801] | 876 | {
|
---|
[3080] | 877 | //motionPath->Move(0.3f);
|
---|
| 878 | motionPath->Move(0.01f);
|
---|
[3074] | 879 |
|
---|
[3078] | 880 | Vector3 planepos = motionPath->GetCurrentPosition();
|
---|
| 881 |
|
---|
| 882 | Matrix4x4 mat = TranslationMatrix(planepos);
|
---|
[3080] | 883 | buddha->GetTransform()->SetMatrix(mat);
|
---|
[3078] | 884 |
|
---|
[2800] | 885 | Vector3 oldPos = camera->GetPosition();
|
---|
| 886 |
|
---|
[2792] | 887 | if (leftKeyPressed)
|
---|
[2795] | 888 | camera->Pitch(KeyRotationAngle());
|
---|
[2792] | 889 | if (rightKeyPressed)
|
---|
[2795] | 890 | camera->Pitch(-KeyRotationAngle());
|
---|
[2792] | 891 | if (upKeyPressed)
|
---|
[2887] | 892 | KeyHorizontalMotion(-KeyShift());
|
---|
| 893 | if (downKeyPressed)
|
---|
[2795] | 894 | KeyHorizontalMotion(KeyShift());
|
---|
[2837] | 895 | if (ascendKeyPressed)
|
---|
| 896 | KeyVerticalMotion(KeyShift());
|
---|
| 897 | if (descendKeyPressed)
|
---|
[2795] | 898 | KeyVerticalMotion(-KeyShift());
|
---|
[2792] | 899 |
|
---|
[2801] | 900 | // place view on ground
|
---|
| 901 | if (!flyMode) PlaceViewer(oldPos);
|
---|
[2800] | 902 |
|
---|
[2826] | 903 | if (showAlgorithmTime)
|
---|
| 904 | {
|
---|
| 905 | glFinish();
|
---|
| 906 | algTimer.Start();
|
---|
| 907 | }
|
---|
[2809] | 908 |
|
---|
[2895] | 909 |
|
---|
[2931] | 910 | if ((!shadowMap || !shadowTraverser) && (showShadowMap || renderLightView))
|
---|
| 911 | {
|
---|
| 912 | if (!shadowMap)
|
---|
| 913 | shadowMap = new ShadowMap(light, shadowSize, bvh->GetBox(), camera);
|
---|
| 914 |
|
---|
| 915 | if (!shadowTraverser)
|
---|
| 916 | shadowTraverser = CreateTraverser(shadowMap->GetShadowCamera());
|
---|
| 917 |
|
---|
| 918 | }
|
---|
[2951] | 919 |
|
---|
| 920 | // bring eye modelview matrix up-to-date
|
---|
| 921 | SetupEyeView();
|
---|
[3059] | 922 | // set frame related parameters for GPU programs
|
---|
[3046] | 923 | GPUProgramParameters::InitFrame(camera, light);
|
---|
[3045] | 924 |
|
---|
[3059] | 925 | // hack: store current rendering method and restore later
|
---|
[2955] | 926 | int oldRenderMethod = renderMethod;
|
---|
[3044] | 927 | // for rendering the light view, we use forward rendering
|
---|
[3068] | 928 | if (renderLightView) renderMethod = FORWARD;
|
---|
[2931] | 929 |
|
---|
[3059] | 930 | /// enable vbo vertex array
|
---|
[2953] | 931 | glEnableClientState(GL_VERTEX_ARRAY);
|
---|
[2931] | 932 |
|
---|
[3076] | 933 |
|
---|
[2931] | 934 | // render with the specified method (forward rendering, forward + depth, deferred)
|
---|
[2955] | 935 | switch (renderMethod)
|
---|
[2825] | 936 | {
|
---|
[3043] | 937 | case RENDER_FORWARD:
|
---|
[2825] | 938 |
|
---|
[2851] | 939 | glEnable(GL_MULTISAMPLE_ARB);
|
---|
[2879] | 940 |
|
---|
[3068] | 941 | state.SetRenderTechnique(FORWARD);
|
---|
[2825] | 942 | glEnable(GL_LIGHTING);
|
---|
[2809] | 943 |
|
---|
[2829] | 944 | glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT);
|
---|
[2953] | 945 | glEnableClientState(GL_NORMAL_ARRAY);
|
---|
[2825] | 946 | break;
|
---|
| 947 |
|
---|
[2955] | 948 | case RENDER_DEPTH_PASS_DEFERRED:
|
---|
[2948] | 949 |
|
---|
[2950] | 950 | glDisable(GL_MULTISAMPLE_ARB);
|
---|
| 951 | state.SetUseAlphaToCoverage(false);
|
---|
[2948] | 952 |
|
---|
[3068] | 953 | state.SetRenderTechnique(DEPTH_PASS);
|
---|
[2949] | 954 |
|
---|
[2948] | 955 | if (!fbo) InitFBO(); fbo->Bind();
|
---|
[2949] | 956 |
|
---|
[2948] | 957 | glDrawBuffers(1, mrt);
|
---|
| 958 |
|
---|
[2951] | 959 | glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT);
|
---|
[2948] | 960 |
|
---|
[3068] | 961 | // the scene is rendered withouth any shading
|
---|
| 962 | // (should be handled by render state)
|
---|
[2948] | 963 | glShadeModel(GL_FLAT);
|
---|
| 964 | break;
|
---|
| 965 |
|
---|
[2955] | 966 | case RENDER_DEPTH_PASS:
|
---|
[2851] | 967 |
|
---|
| 968 | glEnable(GL_MULTISAMPLE_ARB);
|
---|
[3038] | 969 |
|
---|
[3068] | 970 | state.SetRenderTechnique(DEPTH_PASS);
|
---|
[2857] | 971 |
|
---|
[3067] | 972 | glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT);
|
---|
| 973 |
|
---|
[3068] | 974 | // the scene is rendered withouth any shading
|
---|
| 975 | // (should be handled by render state)
|
---|
[2943] | 976 | glShadeModel(GL_FLAT);
|
---|
[2825] | 977 | break;
|
---|
| 978 |
|
---|
[3048] | 979 | case RENDER_DEFERRED:
|
---|
[2851] | 980 |
|
---|
[2948] | 981 | if (showShadowMap && !renderLightView)
|
---|
[2951] | 982 | RenderShadowMap(camera->GetFar());
|
---|
| 983 |
|
---|
[2948] | 984 | //glPushAttrib(GL_VIEWPORT_BIT);
|
---|
[2825] | 985 | glViewport(0, 0, texWidth, texHeight);
|
---|
| 986 |
|
---|
[2948] | 987 | InitDeferredRendering();
|
---|
[2951] | 988 |
|
---|
[2953] | 989 | glEnableClientState(GL_NORMAL_ARRAY);
|
---|
[2954] | 990 | glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT);
|
---|
[2825] | 991 | break;
|
---|
| 992 | }
|
---|
| 993 |
|
---|
[2801] | 994 | glDepthFunc(GL_LESS);
|
---|
| 995 | glDisable(GL_TEXTURE_2D);
|
---|
| 996 | glDisableClientState(GL_TEXTURE_COORD_ARRAY);
|
---|
[2825] | 997 |
|
---|
[2801] | 998 |
|
---|
[3059] | 999 | // set proper lod levels for current frame using current eye point
|
---|
[2847] | 1000 | LODLevel::InitFrame(camera->GetPosition());
|
---|
[3059] | 1001 | // set up sunlight
|
---|
[2954] | 1002 | SetupLighting();
|
---|
[2795] | 1003 |
|
---|
[2801] | 1004 |
|
---|
[2931] | 1005 | if (renderLightView)
|
---|
| 1006 | {
|
---|
[3059] | 1007 | // change CHC++ set of state variables:
|
---|
| 1008 | // must be done for each change of camera because otherwise
|
---|
| 1009 | // the temporal coherency is broken
|
---|
[3054] | 1010 | BvhNode::SetCurrentState(LIGHT_PASS);
|
---|
[3005] | 1011 | shadowMap->RenderShadowView(shadowTraverser, viewProjMat);
|
---|
[3054] | 1012 | BvhNode::SetCurrentState(CAMERA_PASS);
|
---|
[2931] | 1013 | }
|
---|
| 1014 | else
|
---|
[3079] | 1015 | {
|
---|
[2931] | 1016 | // actually render the scene geometry using the specified algorithm
|
---|
[2982] | 1017 | traverser->RenderScene();
|
---|
[2948] | 1018 | }
|
---|
[2892] | 1019 |
|
---|
[2931] | 1020 |
|
---|
[2825] | 1021 | /////////
|
---|
[2809] | 1022 | //-- do the rest of the rendering
|
---|
[2893] | 1023 |
|
---|
[2801] | 1024 | // reset depth pass and render visible objects
|
---|
[2955] | 1025 | if ((renderMethod == RENDER_DEPTH_PASS) ||
|
---|
| 1026 | (renderMethod == RENDER_DEPTH_PASS_DEFERRED))
|
---|
[2801] | 1027 | {
|
---|
| 1028 | RenderVisibleObjects();
|
---|
| 1029 | }
|
---|
[2948] | 1030 |
|
---|
[2801] | 1031 |
|
---|
[2796] | 1032 | ///////////////
|
---|
| 1033 | //-- render sky
|
---|
[2795] | 1034 |
|
---|
[2894] | 1035 | // q: should we render sky after deferred shading?
|
---|
| 1036 | // this would conveniently solves some issues (e.g, skys without shadows)
|
---|
[2893] | 1037 |
|
---|
[3051] | 1038 | RenderSky();
|
---|
[2801] | 1039 |
|
---|
[2961] | 1040 |
|
---|
[2955] | 1041 | if ((renderMethod == RENDER_DEFERRED) ||
|
---|
| 1042 | (renderMethod == RENDER_DEPTH_PASS_DEFERRED))
|
---|
[2825] | 1043 | {
|
---|
[2881] | 1044 | FrameBufferObject::Release();
|
---|
[2810] | 1045 |
|
---|
[2948] | 1046 | if (!ssaoShader) ssaoShader =
|
---|
[3068] | 1047 | new DeferredRenderer(texWidth, texHeight, camera);
|
---|
[2895] | 1048 |
|
---|
[2903] | 1049 | DeferredRenderer::SHADING_METHOD shadingMethod;
|
---|
| 1050 |
|
---|
| 1051 | if (useAdvancedShading)
|
---|
| 1052 | {
|
---|
| 1053 | if (useGlobIllum)
|
---|
| 1054 | shadingMethod = DeferredRenderer::GI;
|
---|
| 1055 | else
|
---|
| 1056 | shadingMethod = DeferredRenderer::SSAO;
|
---|
| 1057 | }
|
---|
| 1058 | else
|
---|
| 1059 | shadingMethod = DeferredRenderer::DEFAULT;
|
---|
| 1060 |
|
---|
| 1061 |
|
---|
[2895] | 1062 | ssaoShader->SetShadingMethod(shadingMethod);
|
---|
| 1063 | ssaoShader->SetSamplingMethod(samplingMethod);
|
---|
| 1064 | ssaoShader->SetUseTemporalCoherence(useTemporalCoherence);
|
---|
[2879] | 1065 |
|
---|
[2895] | 1066 | ShadowMap *sm = showShadowMap ? shadowMap : NULL;
|
---|
[3005] | 1067 | ssaoShader->Render(fbo, oldViewProjMat, viewProjMat, ssaoTempCohFactor, light, useHDR, sm);
|
---|
[2825] | 1068 | }
|
---|
[2827] | 1069 |
|
---|
[2893] | 1070 |
|
---|
[3068] | 1071 | state.SetRenderTechnique(FORWARD);
|
---|
[2893] | 1072 | state.Reset();
|
---|
[2827] | 1073 |
|
---|
[2893] | 1074 |
|
---|
| 1075 | glDisableClientState(GL_VERTEX_ARRAY);
|
---|
| 1076 | glDisableClientState(GL_NORMAL_ARRAY);
|
---|
[2931] | 1077 |
|
---|
[2955] | 1078 | renderMethod = oldRenderMethod;
|
---|
[2893] | 1079 |
|
---|
| 1080 |
|
---|
| 1081 | ///////////
|
---|
| 1082 |
|
---|
| 1083 |
|
---|
[2826] | 1084 | if (showAlgorithmTime)
|
---|
| 1085 | {
|
---|
| 1086 | glFinish();
|
---|
[2827] | 1087 |
|
---|
[2826] | 1088 | algTime = algTimer.Elapsedms();
|
---|
[2827] | 1089 | perfGraph->AddData(algTime);
|
---|
[2828] | 1090 |
|
---|
[2827] | 1091 | perfGraph->Draw();
|
---|
[2826] | 1092 | }
|
---|
[2827] | 1093 | else
|
---|
| 1094 | {
|
---|
| 1095 | if (visMode) DisplayVisualization();
|
---|
| 1096 | }
|
---|
[2825] | 1097 |
|
---|
[2884] | 1098 | glFlush();
|
---|
[2847] | 1099 |
|
---|
| 1100 | const bool restart = true;
|
---|
| 1101 | elapsedTime = frameTimer.Elapsedms(restart);
|
---|
| 1102 |
|
---|
[2764] | 1103 | DisplayStats();
|
---|
[2767] | 1104 |
|
---|
[2642] | 1105 | glutSwapBuffers();
|
---|
| 1106 | }
|
---|
| 1107 |
|
---|
| 1108 |
|
---|
| 1109 | #pragma warning( disable : 4100 )
|
---|
[2792] | 1110 | void KeyBoard(unsigned char c, int x, int y)
|
---|
[2642] | 1111 | {
|
---|
| 1112 | switch(c)
|
---|
| 1113 | {
|
---|
| 1114 | case 27:
|
---|
[2792] | 1115 | CleanUp();
|
---|
[2642] | 1116 | exit(0);
|
---|
[2948] | 1117 | case 32: // space
|
---|
[2800] | 1118 | renderMode = (renderMode + 1) % RenderTraverser::NUM_TRAVERSAL_TYPES;
|
---|
[2897] | 1119 |
|
---|
| 1120 | DEL_PTR(traverser);
|
---|
| 1121 | traverser = CreateTraverser(camera);
|
---|
| 1122 |
|
---|
[2931] | 1123 | if (shadowTraverser)
|
---|
[2897] | 1124 | {
|
---|
[2948] | 1125 | // shadow traverser has to be recomputed
|
---|
[2897] | 1126 | DEL_PTR(shadowTraverser);
|
---|
[2948] | 1127 | shadowTraverser = CreateTraverser(shadowMap->GetShadowCamera());
|
---|
[2897] | 1128 | }
|
---|
| 1129 |
|
---|
[2642] | 1130 | break;
|
---|
| 1131 | case '+':
|
---|
[2867] | 1132 | if (maxBatchSize < 10)
|
---|
| 1133 | maxBatchSize = 10;
|
---|
| 1134 | else
|
---|
| 1135 | maxBatchSize += 10;
|
---|
| 1136 |
|
---|
[2776] | 1137 | traverser->SetMaxBatchSize(maxBatchSize);
|
---|
[2642] | 1138 | break;
|
---|
| 1139 | case '-':
|
---|
[2776] | 1140 | maxBatchSize -= 10;
|
---|
| 1141 | if (maxBatchSize < 0) maxBatchSize = 1;
|
---|
| 1142 | traverser->SetMaxBatchSize(maxBatchSize);
|
---|
[2642] | 1143 | break;
|
---|
[2837] | 1144 | case 'M':
|
---|
| 1145 | case 'm':
|
---|
| 1146 | useMultiQueries = !useMultiQueries;
|
---|
| 1147 | traverser->SetUseMultiQueries(useMultiQueries);
|
---|
| 1148 | break;
|
---|
| 1149 | case '1':
|
---|
| 1150 | descendKeyPressed = true;
|
---|
| 1151 | break;
|
---|
| 1152 | case '2':
|
---|
| 1153 | ascendKeyPressed = true;
|
---|
| 1154 | break;
|
---|
| 1155 | case '3':
|
---|
| 1156 | if (trianglesPerVirtualLeaf >= 100)
|
---|
| 1157 | trianglesPerVirtualLeaf -= 100;
|
---|
| 1158 | bvh->SetVirtualLeaves(trianglesPerVirtualLeaf);
|
---|
| 1159 | break;
|
---|
| 1160 | case '4':
|
---|
| 1161 | trianglesPerVirtualLeaf += 100;
|
---|
| 1162 | bvh->SetVirtualLeaves(trianglesPerVirtualLeaf);
|
---|
| 1163 | break;
|
---|
| 1164 | case '5':
|
---|
[2776] | 1165 | assumedVisibleFrames -= 1;
|
---|
| 1166 | if (assumedVisibleFrames < 1) assumedVisibleFrames = 1;
|
---|
| 1167 | traverser->SetAssumedVisibleFrames(assumedVisibleFrames);
|
---|
| 1168 | break;
|
---|
[2837] | 1169 | case '6':
|
---|
[2776] | 1170 | assumedVisibleFrames += 1;
|
---|
| 1171 | traverser->SetAssumedVisibleFrames(assumedVisibleFrames);
|
---|
| 1172 | break;
|
---|
[2837] | 1173 | case '7':
|
---|
[2901] | 1174 | ssaoTempCohFactor *= 0.5f;
|
---|
[2776] | 1175 | break;
|
---|
[2767] | 1176 | case '8':
|
---|
[2901] | 1177 | ssaoTempCohFactor *= 2.0f;
|
---|
| 1178 | //if (ssaoTempCohFactor > 1.0f) ssaoExpFactor = 1.0f;
|
---|
[2837] | 1179 | break;
|
---|
[2865] | 1180 | case '9':
|
---|
| 1181 | useLODs = !useLODs;
|
---|
| 1182 | SceneEntity::SetUseLODs(useLODs);
|
---|
| 1183 | break;
|
---|
[2887] | 1184 | case 'P':
|
---|
| 1185 | case 'p':
|
---|
[2930] | 1186 | samplingMethod = DeferredRenderer::SAMPLING_METHOD((samplingMethod + 1) % 3);
|
---|
| 1187 | cout << "ssao sampling method: " << samplingMethod << endl;
|
---|
[2887] | 1188 | break;
|
---|
[2895] | 1189 | case 'Y':
|
---|
| 1190 | case 'y':
|
---|
| 1191 | showShadowMap = !showShadowMap;
|
---|
| 1192 | break;
|
---|
[2875] | 1193 | case 'g':
|
---|
[2903] | 1194 | case 'G':
|
---|
| 1195 | useGlobIllum = !useGlobIllum;
|
---|
| 1196 | break;
|
---|
[2875] | 1197 | case 't':
|
---|
| 1198 | case 'T':
|
---|
| 1199 | useTemporalCoherence = !useTemporalCoherence;
|
---|
| 1200 | break;
|
---|
[2792] | 1201 | case 'o':
|
---|
| 1202 | case 'O':
|
---|
[2642] | 1203 | useOptimization = !useOptimization;
|
---|
[2764] | 1204 | traverser->SetUseOptimization(useOptimization);
|
---|
[2767] | 1205 | break;
|
---|
| 1206 | case 'a':
|
---|
| 1207 | case 'A':
|
---|
[2931] | 1208 | leftKeyPressed = true;
|
---|
[2767] | 1209 | break;
|
---|
| 1210 | case 'd':
|
---|
| 1211 | case 'D':
|
---|
[2931] | 1212 | rightKeyPressed = true;
|
---|
[2767] | 1213 | break;
|
---|
| 1214 | case 'w':
|
---|
| 1215 | case 'W':
|
---|
[2931] | 1216 | upKeyPressed = true;
|
---|
[2767] | 1217 | break;
|
---|
[2829] | 1218 | case 's':
|
---|
| 1219 | case 'S':
|
---|
[2931] | 1220 | downKeyPressed = true;
|
---|
[2767] | 1221 | break;
|
---|
| 1222 | case 'r':
|
---|
| 1223 | case 'R':
|
---|
[2931] | 1224 | useRenderQueue = !useRenderQueue;
|
---|
| 1225 | traverser->SetUseRenderQueue(useRenderQueue);
|
---|
| 1226 |
|
---|
[2790] | 1227 | break;
|
---|
[2786] | 1228 | case 'b':
|
---|
| 1229 | case 'B':
|
---|
[2931] | 1230 | useTightBounds = !useTightBounds;
|
---|
| 1231 | traverser->SetUseTightBounds(useTightBounds);
|
---|
[2790] | 1232 | break;
|
---|
[2931] | 1233 | case 'l':
|
---|
| 1234 | case 'L':
|
---|
| 1235 | renderLightView = !renderLightView;
|
---|
| 1236 | break;
|
---|
[2994] | 1237 | case 'h':
|
---|
| 1238 | case 'H':
|
---|
| 1239 | useHDR = !useHDR;
|
---|
| 1240 | break;
|
---|
[2642] | 1241 | default:
|
---|
| 1242 | return;
|
---|
| 1243 | }
|
---|
| 1244 |
|
---|
| 1245 | glutPostRedisplay();
|
---|
| 1246 | }
|
---|
| 1247 |
|
---|
| 1248 |
|
---|
[2792] | 1249 | void SpecialKeyUp(int c, int x, int y)
|
---|
[2642] | 1250 | {
|
---|
[2792] | 1251 | switch (c)
|
---|
| 1252 | {
|
---|
| 1253 | case GLUT_KEY_LEFT:
|
---|
| 1254 | leftKeyPressed = false;
|
---|
| 1255 | break;
|
---|
| 1256 | case GLUT_KEY_RIGHT:
|
---|
| 1257 | rightKeyPressed = false;
|
---|
| 1258 | break;
|
---|
| 1259 | case GLUT_KEY_UP:
|
---|
| 1260 | upKeyPressed = false;
|
---|
| 1261 | break;
|
---|
| 1262 | case GLUT_KEY_DOWN:
|
---|
| 1263 | downKeyPressed = false;
|
---|
| 1264 | break;
|
---|
[2953] | 1265 | case GLUT_ACTIVE_ALT:
|
---|
| 1266 | altKeyPressed = false;
|
---|
| 1267 | break;
|
---|
[2792] | 1268 | default:
|
---|
| 1269 | return;
|
---|
| 1270 | }
|
---|
| 1271 | }
|
---|
| 1272 |
|
---|
| 1273 |
|
---|
| 1274 | void KeyUp(unsigned char c, int x, int y)
|
---|
| 1275 | {
|
---|
| 1276 | switch (c)
|
---|
| 1277 | {
|
---|
[2879] | 1278 |
|
---|
[2792] | 1279 | case 'A':
|
---|
| 1280 | case 'a':
|
---|
| 1281 | leftKeyPressed = false;
|
---|
| 1282 | break;
|
---|
| 1283 | case 'D':
|
---|
| 1284 | case 'd':
|
---|
| 1285 | rightKeyPressed = false;
|
---|
| 1286 | break;
|
---|
| 1287 | case 'W':
|
---|
| 1288 | case 'w':
|
---|
| 1289 | upKeyPressed = false;
|
---|
| 1290 | break;
|
---|
[2829] | 1291 | case 'S':
|
---|
| 1292 | case 's':
|
---|
[2792] | 1293 | downKeyPressed = false;
|
---|
| 1294 | break;
|
---|
[2837] | 1295 | case '1':
|
---|
| 1296 | descendKeyPressed = false;
|
---|
[2794] | 1297 | break;
|
---|
[2837] | 1298 | case '2':
|
---|
| 1299 | ascendKeyPressed = false;
|
---|
[2794] | 1300 | break;
|
---|
| 1301 |
|
---|
[2792] | 1302 | default:
|
---|
| 1303 | return;
|
---|
| 1304 | }
|
---|
| 1305 | //glutPostRedisplay();
|
---|
| 1306 | }
|
---|
| 1307 |
|
---|
| 1308 |
|
---|
| 1309 | void Special(int c, int x, int y)
|
---|
| 1310 | {
|
---|
[2642] | 1311 | switch(c)
|
---|
| 1312 | {
|
---|
| 1313 | case GLUT_KEY_F1:
|
---|
| 1314 | showHelp = !showHelp;
|
---|
| 1315 | break;
|
---|
[2790] | 1316 | case GLUT_KEY_F2:
|
---|
[2795] | 1317 | visMode = !visMode;
|
---|
[2790] | 1318 | break;
|
---|
| 1319 | case GLUT_KEY_F3:
|
---|
| 1320 | showBoundingVolumes = !showBoundingVolumes;
|
---|
| 1321 | traverser->SetShowBounds(showBoundingVolumes);
|
---|
| 1322 | break;
|
---|
| 1323 | case GLUT_KEY_F4:
|
---|
[2827] | 1324 | showOptions = !showOptions;
|
---|
[2790] | 1325 | break;
|
---|
| 1326 | case GLUT_KEY_F5:
|
---|
[2827] | 1327 | showStatistics = !showStatistics;
|
---|
[2790] | 1328 | break;
|
---|
[2800] | 1329 | case GLUT_KEY_F6:
|
---|
| 1330 | flyMode = !flyMode;
|
---|
| 1331 | break;
|
---|
[2801] | 1332 | case GLUT_KEY_F7:
|
---|
[2825] | 1333 |
|
---|
[2955] | 1334 | renderMethod = (renderMethod + 1) % 4;
|
---|
| 1335 |
|
---|
| 1336 | traverser->SetUseDepthPass(
|
---|
| 1337 | (renderMethod == RENDER_DEPTH_PASS) ||
|
---|
| 1338 | (renderMethod == RENDER_DEPTH_PASS_DEFERRED)
|
---|
| 1339 | );
|
---|
[2825] | 1340 |
|
---|
[2801] | 1341 | break;
|
---|
[2803] | 1342 | case GLUT_KEY_F8:
|
---|
[2903] | 1343 | useAdvancedShading = !useAdvancedShading;
|
---|
| 1344 |
|
---|
[2821] | 1345 | break;
|
---|
[2826] | 1346 | case GLUT_KEY_F9:
|
---|
| 1347 | showAlgorithmTime = !showAlgorithmTime;
|
---|
| 1348 | break;
|
---|
[2954] | 1349 | case GLUT_KEY_F10:
|
---|
| 1350 | moveLight = !moveLight;
|
---|
| 1351 | break;
|
---|
[2642] | 1352 | case GLUT_KEY_LEFT:
|
---|
[2767] | 1353 | {
|
---|
[2792] | 1354 | leftKeyPressed = true;
|
---|
[2795] | 1355 | camera->Pitch(KeyRotationAngle());
|
---|
[2767] | 1356 | }
|
---|
[2642] | 1357 | break;
|
---|
| 1358 | case GLUT_KEY_RIGHT:
|
---|
[2767] | 1359 | {
|
---|
[2792] | 1360 | rightKeyPressed = true;
|
---|
[2795] | 1361 | camera->Pitch(-KeyRotationAngle());
|
---|
[2767] | 1362 | }
|
---|
[2642] | 1363 | break;
|
---|
| 1364 | case GLUT_KEY_UP:
|
---|
[2767] | 1365 | {
|
---|
[2792] | 1366 | upKeyPressed = true;
|
---|
[2795] | 1367 | KeyHorizontalMotion(KeyShift());
|
---|
[2767] | 1368 | }
|
---|
[2642] | 1369 | break;
|
---|
| 1370 | case GLUT_KEY_DOWN:
|
---|
[2767] | 1371 | {
|
---|
[2792] | 1372 | downKeyPressed = true;
|
---|
[2795] | 1373 | KeyHorizontalMotion(-KeyShift());
|
---|
[2767] | 1374 | }
|
---|
[2642] | 1375 | break;
|
---|
| 1376 | default:
|
---|
| 1377 | return;
|
---|
| 1378 |
|
---|
| 1379 | }
|
---|
| 1380 |
|
---|
| 1381 | glutPostRedisplay();
|
---|
| 1382 | }
|
---|
[2767] | 1383 |
|
---|
[2642] | 1384 | #pragma warning( default : 4100 )
|
---|
| 1385 |
|
---|
| 1386 |
|
---|
[2792] | 1387 | void Reshape(int w, int h)
|
---|
[2642] | 1388 | {
|
---|
[2759] | 1389 | winAspectRatio = 1.0f;
|
---|
[2642] | 1390 |
|
---|
| 1391 | glViewport(0, 0, w, h);
|
---|
| 1392 |
|
---|
| 1393 | winWidth = w;
|
---|
| 1394 | winHeight = h;
|
---|
| 1395 |
|
---|
[2833] | 1396 | if (w) winAspectRatio = (float) w / (float) h;
|
---|
[2642] | 1397 |
|
---|
[2758] | 1398 | glMatrixMode(GL_PROJECTION);
|
---|
| 1399 | glLoadIdentity();
|
---|
[2642] | 1400 |
|
---|
[2927] | 1401 | gluPerspective(fov, winAspectRatio, nearDist, farDist);
|
---|
[2788] | 1402 |
|
---|
[2758] | 1403 | glMatrixMode(GL_MODELVIEW);
|
---|
| 1404 |
|
---|
[2642] | 1405 | glutPostRedisplay();
|
---|
| 1406 | }
|
---|
| 1407 |
|
---|
| 1408 |
|
---|
[2792] | 1409 | void Mouse(int button, int state, int x, int y)
|
---|
[2642] | 1410 | {
|
---|
[2758] | 1411 | if ((button == GLUT_LEFT_BUTTON) && (state == GLUT_DOWN))
|
---|
[2642] | 1412 | {
|
---|
| 1413 | xEyeBegin = x;
|
---|
| 1414 | yMotionBegin = y;
|
---|
| 1415 |
|
---|
[2792] | 1416 | glutMotionFunc(LeftMotion);
|
---|
[2642] | 1417 | }
|
---|
[2758] | 1418 | else if ((button == GLUT_RIGHT_BUTTON) && (state == GLUT_DOWN))
|
---|
[2642] | 1419 | {
|
---|
[2829] | 1420 | xEyeBegin = x;
|
---|
[2758] | 1421 | yEyeBegin = y;
|
---|
| 1422 | yMotionBegin = y;
|
---|
| 1423 |
|
---|
[2954] | 1424 | if (!moveLight)
|
---|
| 1425 | glutMotionFunc(RightMotion);
|
---|
| 1426 | else
|
---|
| 1427 | glutMotionFunc(RightMotionLight);
|
---|
[2758] | 1428 | }
|
---|
| 1429 | else if ((button == GLUT_MIDDLE_BUTTON) && (state == GLUT_DOWN))
|
---|
| 1430 | {
|
---|
[2642] | 1431 | horizontalMotionBegin = x;
|
---|
| 1432 | verticalMotionBegin = y;
|
---|
[2792] | 1433 | glutMotionFunc(MiddleMotion);
|
---|
[2642] | 1434 | }
|
---|
| 1435 |
|
---|
| 1436 | glutPostRedisplay();
|
---|
| 1437 | }
|
---|
| 1438 |
|
---|
[2758] | 1439 |
|
---|
| 1440 | /** rotation for left/right mouse drag
|
---|
[2642] | 1441 | motion for up/down mouse drag
|
---|
| 1442 | */
|
---|
[2792] | 1443 | void LeftMotion(int x, int y)
|
---|
[2642] | 1444 | {
|
---|
[2758] | 1445 | Vector3 viewDir = camera->GetDirection();
|
---|
| 1446 | Vector3 pos = camera->GetPosition();
|
---|
| 1447 |
|
---|
| 1448 | // don't move in the vertical direction
|
---|
[2764] | 1449 | Vector3 horView(viewDir[0], viewDir[1], 0);
|
---|
[2642] | 1450 |
|
---|
[2795] | 1451 | float eyeXAngle = 0.2f * M_PI * (xEyeBegin - x) / 180.0;
|
---|
[2756] | 1452 |
|
---|
[2795] | 1453 | camera->Pitch(eyeXAngle);
|
---|
[2787] | 1454 |
|
---|
[2888] | 1455 | pos += horView * (yMotionBegin - y) * 0.2f;
|
---|
[2795] | 1456 |
|
---|
[2758] | 1457 | camera->SetPosition(pos);
|
---|
[2642] | 1458 |
|
---|
| 1459 | xEyeBegin = x;
|
---|
| 1460 | yMotionBegin = y;
|
---|
[2758] | 1461 |
|
---|
[2642] | 1462 | glutPostRedisplay();
|
---|
| 1463 | }
|
---|
| 1464 |
|
---|
[2758] | 1465 |
|
---|
[2954] | 1466 | void RightMotionLight(int x, int y)
|
---|
| 1467 | {
|
---|
| 1468 | float theta = 0.2f * M_PI * (xEyeBegin - x) / 180.0f;
|
---|
| 1469 | float phi = 0.2f * M_PI * (yMotionBegin - y) / 180.0f;
|
---|
| 1470 |
|
---|
| 1471 | Vector3 lightDir = light->GetDirection();
|
---|
| 1472 |
|
---|
| 1473 | Matrix4x4 roty = RotationYMatrix(theta);
|
---|
| 1474 | Matrix4x4 rotx = RotationXMatrix(phi);
|
---|
| 1475 |
|
---|
| 1476 | lightDir = roty * lightDir;
|
---|
| 1477 | lightDir = rotx * lightDir;
|
---|
| 1478 |
|
---|
[2967] | 1479 | // normalize to avoid accumulating errors
|
---|
| 1480 | lightDir.Normalize();
|
---|
| 1481 |
|
---|
[2954] | 1482 | light->SetDirection(lightDir);
|
---|
| 1483 |
|
---|
| 1484 | xEyeBegin = x;
|
---|
| 1485 | yMotionBegin = y;
|
---|
| 1486 |
|
---|
| 1487 | glutPostRedisplay();
|
---|
| 1488 | }
|
---|
| 1489 |
|
---|
| 1490 |
|
---|
[2767] | 1491 | /** rotation for left / right mouse drag
|
---|
| 1492 | motion for up / down mouse drag
|
---|
[2758] | 1493 | */
|
---|
[2792] | 1494 | void RightMotion(int x, int y)
|
---|
[2758] | 1495 | {
|
---|
[2829] | 1496 | float eyeXAngle = 0.2f * M_PI * (xEyeBegin - x) / 180.0;
|
---|
[2795] | 1497 | float eyeYAngle = -0.2f * M_PI * (yEyeBegin - y) / 180.0;
|
---|
[2758] | 1498 |
|
---|
[2795] | 1499 | camera->Yaw(eyeYAngle);
|
---|
[2829] | 1500 | camera->Pitch(eyeXAngle);
|
---|
[2780] | 1501 |
|
---|
[2829] | 1502 | xEyeBegin = x;
|
---|
[2758] | 1503 | yEyeBegin = y;
|
---|
[2829] | 1504 |
|
---|
[2758] | 1505 | glutPostRedisplay();
|
---|
| 1506 | }
|
---|
| 1507 |
|
---|
| 1508 |
|
---|
[2642] | 1509 | // strafe
|
---|
[2792] | 1510 | void MiddleMotion(int x, int y)
|
---|
[2642] | 1511 | {
|
---|
[2758] | 1512 | Vector3 viewDir = camera->GetDirection();
|
---|
| 1513 | Vector3 pos = camera->GetPosition();
|
---|
| 1514 |
|
---|
[2642] | 1515 | // the 90 degree rotated view vector
|
---|
| 1516 | // y zero so we don't move in the vertical
|
---|
[2764] | 1517 | Vector3 rVec(viewDir[0], viewDir[1], 0);
|
---|
[2642] | 1518 |
|
---|
[2764] | 1519 | Matrix4x4 rot = RotationZMatrix(M_PI * 0.5f);
|
---|
[2758] | 1520 | rVec = rot * rVec;
|
---|
[2642] | 1521 |
|
---|
[2888] | 1522 | pos -= rVec * (x - horizontalMotionBegin) * 0.1f;
|
---|
[2764] | 1523 | pos[2] += (verticalMotionBegin - y) * 0.1f;
|
---|
[2642] | 1524 |
|
---|
[2758] | 1525 | camera->SetPosition(pos);
|
---|
| 1526 |
|
---|
[2642] | 1527 | horizontalMotionBegin = x;
|
---|
| 1528 | verticalMotionBegin = y;
|
---|
[2758] | 1529 |
|
---|
[2642] | 1530 | glutPostRedisplay();
|
---|
| 1531 | }
|
---|
| 1532 |
|
---|
| 1533 |
|
---|
[2756] | 1534 | void InitExtensions(void)
|
---|
[2642] | 1535 | {
|
---|
| 1536 | GLenum err = glewInit();
|
---|
[2756] | 1537 |
|
---|
[2642] | 1538 | if (GLEW_OK != err)
|
---|
| 1539 | {
|
---|
| 1540 | // problem: glewInit failed, something is seriously wrong
|
---|
| 1541 | fprintf(stderr,"Error: %s\n", glewGetErrorString(err));
|
---|
| 1542 | exit(1);
|
---|
| 1543 | }
|
---|
[2756] | 1544 | if (!GLEW_ARB_occlusion_query)
|
---|
[2642] | 1545 | {
|
---|
[2756] | 1546 | printf("I require the GL_ARB_occlusion_query to work.\n");
|
---|
[2642] | 1547 | exit(1);
|
---|
| 1548 | }
|
---|
| 1549 | }
|
---|
| 1550 |
|
---|
| 1551 |
|
---|
[2826] | 1552 | void Begin2D()
|
---|
[2642] | 1553 | {
|
---|
| 1554 | glDisable(GL_LIGHTING);
|
---|
| 1555 | glDisable(GL_DEPTH_TEST);
|
---|
| 1556 |
|
---|
[2826] | 1557 | glMatrixMode(GL_PROJECTION);
|
---|
[2642] | 1558 | glPushMatrix();
|
---|
| 1559 | glLoadIdentity();
|
---|
[2834] | 1560 |
|
---|
[2826] | 1561 | gluOrtho2D(0, winWidth, 0, winHeight);
|
---|
[2642] | 1562 |
|
---|
[2826] | 1563 | glMatrixMode(GL_MODELVIEW);
|
---|
[2642] | 1564 | glPushMatrix();
|
---|
| 1565 | glLoadIdentity();
|
---|
| 1566 | }
|
---|
| 1567 |
|
---|
| 1568 |
|
---|
[2826] | 1569 | void End2D()
|
---|
[2642] | 1570 | {
|
---|
[2834] | 1571 | glMatrixMode(GL_PROJECTION);
|
---|
[2642] | 1572 | glPopMatrix();
|
---|
[2834] | 1573 |
|
---|
[2642] | 1574 | glMatrixMode(GL_MODELVIEW);
|
---|
| 1575 | glPopMatrix();
|
---|
| 1576 |
|
---|
| 1577 | glEnable(GL_LIGHTING);
|
---|
| 1578 | glEnable(GL_DEPTH_TEST);
|
---|
| 1579 | }
|
---|
| 1580 |
|
---|
| 1581 |
|
---|
[2787] | 1582 | // displays the visualisation of culling algorithm
|
---|
| 1583 | void DisplayVisualization()
|
---|
[2796] | 1584 | {
|
---|
[2787] | 1585 | visualization->SetFrameId(traverser->GetCurrentFrameId());
|
---|
| 1586 |
|
---|
[2792] | 1587 | Begin2D();
|
---|
[2642] | 1588 | glBlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA);
|
---|
| 1589 | glEnable(GL_BLEND);
|
---|
[2827] | 1590 | glColor4f(0.0f ,0.0f, 0.0f, 0.5f);
|
---|
[2642] | 1591 |
|
---|
[2827] | 1592 | glRecti(winWidth - winWidth / 3, winHeight - winHeight / 3, winWidth, winHeight);
|
---|
[2642] | 1593 | glDisable(GL_BLEND);
|
---|
[2792] | 1594 | End2D();
|
---|
[2788] | 1595 |
|
---|
| 1596 |
|
---|
| 1597 | AxisAlignedBox3 box = bvh->GetBox();
|
---|
| 1598 |
|
---|
[2948] | 1599 | const float offs = box.Size().x * 0.3f;
|
---|
[2834] | 1600 |
|
---|
[2838] | 1601 | Vector3 vizpos = Vector3(box.Min().x, box.Min().y - box.Size().y * 0.35f, box.Min().z + box.Size().z * 50);
|
---|
[2806] | 1602 |
|
---|
[2795] | 1603 | visCamera->SetPosition(vizpos);
|
---|
[2838] | 1604 | visCamera->ResetPitchAndYaw();
|
---|
[2892] | 1605 |
|
---|
[2834] | 1606 | glPushAttrib(GL_VIEWPORT_BIT);
|
---|
[2806] | 1607 | glViewport(winWidth - winWidth / 3, winHeight - winHeight / 3, winWidth / 3, winHeight / 3);
|
---|
[2796] | 1608 |
|
---|
| 1609 | glMatrixMode(GL_PROJECTION);
|
---|
[2834] | 1610 | glPushMatrix();
|
---|
| 1611 |
|
---|
[2787] | 1612 | glLoadIdentity();
|
---|
[2807] | 1613 | glOrtho(-offs, offs, -offs, offs, 0.0f, box.Size().z * 100.0f);
|
---|
[2787] | 1614 |
|
---|
[2796] | 1615 | glMatrixMode(GL_MODELVIEW);
|
---|
[2834] | 1616 | glPushMatrix();
|
---|
[2787] | 1617 |
|
---|
[2796] | 1618 | visCamera->SetupCameraView();
|
---|
[2806] | 1619 |
|
---|
| 1620 | Matrix4x4 rotZ = RotationZMatrix(-camera->GetPitch());
|
---|
| 1621 | glMultMatrixf((float *)rotZ.x);
|
---|
| 1622 |
|
---|
[2887] | 1623 | // inverse translation in order to fix current position
|
---|
[2838] | 1624 | Vector3 pos = camera->GetPosition();
|
---|
[2806] | 1625 | glTranslatef(-pos.x, -pos.y, -pos.z);
|
---|
| 1626 |
|
---|
| 1627 |
|
---|
[2788] | 1628 | GLfloat position[] = {0.8f, 1.0f, 1.5f, 0.0f};
|
---|
| 1629 | glLightfv(GL_LIGHT0, GL_POSITION, position);
|
---|
[2787] | 1630 |
|
---|
[2788] | 1631 | GLfloat position1[] = {bvh->GetBox().Center().x, bvh->GetBox().Max().y, bvh->GetBox().Center().z, 1.0f};
|
---|
| 1632 | glLightfv(GL_LIGHT1, GL_POSITION, position1);
|
---|
[2787] | 1633 |
|
---|
[2642] | 1634 | glClear(GL_DEPTH_BUFFER_BIT);
|
---|
| 1635 |
|
---|
[2888] | 1636 |
|
---|
[2767] | 1637 | ////////////
|
---|
[2787] | 1638 | //-- visualization of the occlusion culling
|
---|
| 1639 |
|
---|
[3063] | 1640 | visualization->Render(showShadowMap);
|
---|
[2887] | 1641 |
|
---|
[2767] | 1642 |
|
---|
[2834] | 1643 | // reset previous settings
|
---|
| 1644 | glPopAttrib();
|
---|
| 1645 |
|
---|
| 1646 | glMatrixMode(GL_PROJECTION);
|
---|
| 1647 | glPopMatrix();
|
---|
| 1648 | glMatrixMode(GL_MODELVIEW);
|
---|
| 1649 | glPopMatrix();
|
---|
[2642] | 1650 | }
|
---|
| 1651 |
|
---|
[2767] | 1652 |
|
---|
[2642] | 1653 | // cleanup routine after the main loop
|
---|
[2756] | 1654 | void CleanUp()
|
---|
[2642] | 1655 | {
|
---|
[2756] | 1656 | DEL_PTR(traverser);
|
---|
[2796] | 1657 | DEL_PTR(sceneQuery);
|
---|
[2756] | 1658 | DEL_PTR(bvh);
|
---|
[2767] | 1659 | DEL_PTR(visualization);
|
---|
[2787] | 1660 | DEL_PTR(camera);
|
---|
[2801] | 1661 | DEL_PTR(renderQueue);
|
---|
[2827] | 1662 | DEL_PTR(perfGraph);
|
---|
[2879] | 1663 | DEL_PTR(fbo);
|
---|
| 1664 | DEL_PTR(ssaoShader);
|
---|
[3019] | 1665 | DEL_PTR(light);
|
---|
| 1666 | DEL_PTR(visCamera);
|
---|
| 1667 | DEL_PTR(preetham);
|
---|
[3020] | 1668 | DEL_PTR(shadowMap);
|
---|
| 1669 | DEL_PTR(shadowTraverser);
|
---|
[3078] | 1670 | DEL_PTR(motionPath);
|
---|
[3052] | 1671 |
|
---|
[3037] | 1672 | ResourceManager::DelSingleton();
|
---|
[3057] | 1673 | ShaderManager::DelSingleton();
|
---|
| 1674 |
|
---|
[3059] | 1675 | resourceManager = NULL;
|
---|
[3057] | 1676 | shaderManager = NULL;
|
---|
[2642] | 1677 | }
|
---|
| 1678 |
|
---|
| 1679 |
|
---|
| 1680 | // this function inserts a dezimal point after each 1000
|
---|
[2829] | 1681 | void CalcDecimalPoint(string &str, int d, int len)
|
---|
[2642] | 1682 | {
|
---|
[2827] | 1683 | static vector<int> numbers;
|
---|
| 1684 | numbers.clear();
|
---|
| 1685 |
|
---|
[2829] | 1686 | static string shortStr;
|
---|
| 1687 | shortStr.clear();
|
---|
[2642] | 1688 |
|
---|
[2829] | 1689 | static char hstr[100];
|
---|
| 1690 |
|
---|
[2642] | 1691 | while (d != 0)
|
---|
| 1692 | {
|
---|
| 1693 | numbers.push_back(d % 1000);
|
---|
| 1694 | d /= 1000;
|
---|
| 1695 | }
|
---|
| 1696 |
|
---|
| 1697 | // first element without leading zeros
|
---|
| 1698 | if (numbers.size() > 0)
|
---|
| 1699 | {
|
---|
[2800] | 1700 | sprintf(hstr, "%d", numbers.back());
|
---|
[2829] | 1701 | shortStr.append(hstr);
|
---|
[2642] | 1702 | }
|
---|
| 1703 |
|
---|
[2764] | 1704 | for (int i = (int)numbers.size() - 2; i >= 0; i--)
|
---|
[2642] | 1705 | {
|
---|
[2800] | 1706 | sprintf(hstr, ",%03d", numbers[i]);
|
---|
[2829] | 1707 | shortStr.append(hstr);
|
---|
[2642] | 1708 | }
|
---|
[2829] | 1709 |
|
---|
| 1710 | int dif = len - (int)shortStr.size();
|
---|
| 1711 |
|
---|
| 1712 | for (int i = 0; i < dif; ++ i)
|
---|
| 1713 | {
|
---|
| 1714 | str += " ";
|
---|
| 1715 | }
|
---|
| 1716 |
|
---|
| 1717 | str.append(shortStr);
|
---|
[2764] | 1718 | }
|
---|
| 1719 |
|
---|
| 1720 |
|
---|
| 1721 | void DisplayStats()
|
---|
| 1722 | {
|
---|
[2826] | 1723 | static char msg[9][300];
|
---|
[2764] | 1724 |
|
---|
[2826] | 1725 | static double frameTime = elapsedTime;
|
---|
| 1726 | static double renderTime = algTime;
|
---|
| 1727 |
|
---|
[2818] | 1728 | const float expFactor = 0.1f;
|
---|
[2767] | 1729 |
|
---|
[2802] | 1730 | // if some strange render time spike happened in this frame => don't count
|
---|
[2826] | 1731 | if (elapsedTime < 500) frameTime = elapsedTime * expFactor + (1.0f - expFactor) * elapsedTime;
|
---|
| 1732 |
|
---|
| 1733 | static float rTime = 1000.0f;
|
---|
[2764] | 1734 |
|
---|
[2826] | 1735 | if (showAlgorithmTime)
|
---|
| 1736 | {
|
---|
| 1737 | if (algTime < 500) renderTime = algTime * expFactor + (1.0f - expFactor) * renderTime;
|
---|
| 1738 | }
|
---|
[2802] | 1739 |
|
---|
[2826] | 1740 | accumulatedTime += elapsedTime;
|
---|
| 1741 |
|
---|
[2776] | 1742 | if (accumulatedTime > 500) // update every fraction of a second
|
---|
[2770] | 1743 | {
|
---|
| 1744 | accumulatedTime = 0;
|
---|
| 1745 |
|
---|
[2826] | 1746 | if (frameTime) fps = 1e3f / (float)frameTime;
|
---|
| 1747 |
|
---|
| 1748 | rTime = renderTime;
|
---|
[2773] | 1749 |
|
---|
[2948] | 1750 | if (renderLightView && shadowTraverser)
|
---|
| 1751 | {
|
---|
| 1752 | renderedTriangles = shadowTraverser->GetStats().mNumRenderedTriangles;
|
---|
| 1753 | renderedObjects = shadowTraverser->GetStats().mNumRenderedGeometry;
|
---|
| 1754 | renderedNodes = shadowTraverser->GetStats().mNumRenderedNodes;
|
---|
| 1755 | }
|
---|
| 1756 | else if (showShadowMap && shadowTraverser)
|
---|
| 1757 | {
|
---|
| 1758 | renderedNodes = traverser->GetStats().mNumRenderedNodes + shadowTraverser->GetStats().mNumRenderedNodes;
|
---|
| 1759 | renderedObjects = traverser->GetStats().mNumRenderedGeometry + shadowTraverser->GetStats().mNumRenderedGeometry;
|
---|
| 1760 | renderedTriangles = traverser->GetStats().mNumRenderedTriangles + shadowTraverser->GetStats().mNumRenderedTriangles;
|
---|
| 1761 | }
|
---|
| 1762 | else
|
---|
| 1763 | {
|
---|
| 1764 | renderedTriangles = traverser->GetStats().mNumRenderedTriangles;
|
---|
| 1765 | renderedObjects = traverser->GetStats().mNumRenderedGeometry;
|
---|
| 1766 | renderedNodes = traverser->GetStats().mNumRenderedNodes;
|
---|
| 1767 | }
|
---|
| 1768 |
|
---|
[2770] | 1769 | traversedNodes = traverser->GetStats().mNumTraversedNodes;
|
---|
| 1770 | frustumCulledNodes = traverser->GetStats().mNumFrustumCulledNodes;
|
---|
| 1771 | queryCulledNodes = traverser->GetStats().mNumQueryCulledNodes;
|
---|
| 1772 | issuedQueries = traverser->GetStats().mNumIssuedQueries;
|
---|
| 1773 | stateChanges = traverser->GetStats().mNumStateChanges;
|
---|
[2800] | 1774 | numBatches = traverser->GetStats().mNumBatches;
|
---|
[2770] | 1775 | }
|
---|
| 1776 |
|
---|
[2764] | 1777 |
|
---|
[2826] | 1778 | Begin2D();
|
---|
[2808] | 1779 |
|
---|
[2826] | 1780 | glEnable(GL_BLEND);
|
---|
| 1781 | glBlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA);
|
---|
[2764] | 1782 |
|
---|
[2826] | 1783 | if (showHelp)
|
---|
| 1784 | {
|
---|
| 1785 | DrawHelpMessage();
|
---|
| 1786 | }
|
---|
| 1787 | else
|
---|
| 1788 | {
|
---|
[2829] | 1789 | if (showOptions)
|
---|
| 1790 | {
|
---|
| 1791 | glColor4f(0.0f, 0.0f, 0.0f, 0.5f);
|
---|
| 1792 | glRecti(5, winHeight - 95, winWidth * 2 / 3 - 5, winHeight - 5);
|
---|
| 1793 | }
|
---|
| 1794 |
|
---|
| 1795 | if (showStatistics)
|
---|
| 1796 | {
|
---|
| 1797 | glColor4f(0.0f, 0.0f, 0.0f, 0.5f);
|
---|
| 1798 | glRecti(5, winHeight - 165, winWidth * 2 / 3 - 5, winHeight - 100);
|
---|
| 1799 | }
|
---|
| 1800 |
|
---|
| 1801 | glEnable(GL_TEXTURE_2D);
|
---|
[2827] | 1802 | myfont.Begin();
|
---|
[2769] | 1803 |
|
---|
[2826] | 1804 | if (showOptions)
|
---|
| 1805 | {
|
---|
[2829] | 1806 | glColor3f(0.0f, 1.0f, 0.0f);
|
---|
[2826] | 1807 | int i = 0;
|
---|
| 1808 |
|
---|
[3065] | 1809 | static char *renderMethodStr[] =
|
---|
| 1810 | {"forward", "depth pass + forward", "deferred shading", "depth pass + deferred"};
|
---|
[2825] | 1811 |
|
---|
[2826] | 1812 | sprintf(msg[i ++], "multiqueries: %d, tight bounds: %d, render queue: %d",
|
---|
[3065] | 1813 | useMultiQueries, useTightBounds, useRenderQueue);
|
---|
[2792] | 1814 |
|
---|
[2955] | 1815 | sprintf(msg[i ++], "render technique: %s, SSAO: %d", renderMethodStr[renderMethod], useAdvancedShading);
|
---|
[2808] | 1816 |
|
---|
[2826] | 1817 | sprintf(msg[i ++], "triangles per virtual leaf: %5d", trianglesPerVirtualLeaf);
|
---|
[2808] | 1818 |
|
---|
[2826] | 1819 | sprintf(msg[i ++], "assumed visible frames: %4d, max batch size: %4d",
|
---|
| 1820 | assumedVisibleFrames, maxBatchSize);
|
---|
[2808] | 1821 |
|
---|
[2826] | 1822 | for (int j = 0; j < 4; ++ j)
|
---|
[2829] | 1823 | myfont.DrawString(msg[j], 10.0f, winHeight - 5 - j * 20);
|
---|
[2826] | 1824 | }
|
---|
[2808] | 1825 |
|
---|
[2786] | 1826 | if (showStatistics)
|
---|
[2764] | 1827 | {
|
---|
[2829] | 1828 | glColor3f(1.0f, 1.0f, 0.0f);
|
---|
| 1829 |
|
---|
[2948] | 1830 | string objStr, totalObjStr;
|
---|
| 1831 | string triStr, totalTriStr;
|
---|
[2826] | 1832 |
|
---|
[2829] | 1833 | int len = 10;
|
---|
[2948] | 1834 | CalcDecimalPoint(objStr, renderedObjects, len);
|
---|
[3059] | 1835 | CalcDecimalPoint(totalObjStr, (int)resourceManager->GetNumEntities(), len);
|
---|
[2826] | 1836 |
|
---|
[2948] | 1837 | CalcDecimalPoint(triStr, renderedTriangles, len);
|
---|
| 1838 | CalcDecimalPoint(totalTriStr, bvh->GetBvhStats().mTriangles, len);
|
---|
| 1839 |
|
---|
[2826] | 1840 | int i = 4;
|
---|
| 1841 |
|
---|
[2953] | 1842 | if (0)
|
---|
| 1843 | {
|
---|
| 1844 | sprintf(msg[i ++], "rendered: %s of %s objects, %s of %s triangles",
|
---|
| 1845 | objStr.c_str(), totalObjStr.c_str(), triStr.c_str(), totalTriStr.c_str());
|
---|
| 1846 | }
|
---|
| 1847 | else
|
---|
| 1848 | {
|
---|
| 1849 | sprintf(msg[i ++], "rendered: %6d of %6d nodes, %s of %s triangles",
|
---|
| 1850 | renderedNodes, bvh->GetNumVirtualNodes(), triStr.c_str(), totalTriStr.c_str());
|
---|
| 1851 | }
|
---|
[2826] | 1852 |
|
---|
| 1853 | sprintf(msg[i ++], "traversed: %5d, frustum culled: %5d, query culled: %5d",
|
---|
| 1854 | traversedNodes, frustumCulledNodes, queryCulledNodes);
|
---|
| 1855 |
|
---|
| 1856 | sprintf(msg[i ++], "issued queries: %5d, state changes: %5d, render batches: %5d",
|
---|
| 1857 | issuedQueries, stateChanges, numBatches);
|
---|
| 1858 |
|
---|
| 1859 | for (int j = 4; j < 7; ++ j)
|
---|
[2829] | 1860 | myfont.DrawString(msg[j], 10.0f, winHeight - (j + 1) * 20);
|
---|
[2764] | 1861 | }
|
---|
[2790] | 1862 |
|
---|
[2826] | 1863 | glColor3f(1.0f, 1.0f, 1.0f);
|
---|
| 1864 | static char *alg_str[] = {"Frustum Cull", "Stop and Wait", "CHC", "CHC ++"};
|
---|
[2827] | 1865 |
|
---|
| 1866 | if (!showAlgorithmTime)
|
---|
[3065] | 1867 | sprintf(msg[7], "%s: %6.1f fps", alg_str[renderMode], fps);
|
---|
[2827] | 1868 | else
|
---|
| 1869 | sprintf(msg[7], "%s: %6.1f ms", alg_str[renderMode], rTime);
|
---|
[3010] | 1870 |
|
---|
[2829] | 1871 | myfont.DrawString(msg[7], 1.3f, 690.0f, 760.0f);//, top_color, bottom_color);
|
---|
[2827] | 1872 |
|
---|
| 1873 | //sprintf(msg[8], "algorithm time: %6.1f ms", rTime);
|
---|
| 1874 | //myfont.DrawString(msg[8], 720.0f, 730.0f);
|
---|
[2764] | 1875 | }
|
---|
| 1876 |
|
---|
[2826] | 1877 | glDisable(GL_BLEND);
|
---|
| 1878 | glDisable(GL_TEXTURE_2D);
|
---|
| 1879 |
|
---|
[2792] | 1880 | End2D();
|
---|
[2764] | 1881 | }
|
---|
[2796] | 1882 |
|
---|
| 1883 |
|
---|
| 1884 | void RenderSky()
|
---|
| 1885 | {
|
---|
[2959] | 1886 | if ((renderMethod == RENDER_DEFERRED) || (renderMethod == RENDER_DEPTH_PASS_DEFERRED))
|
---|
[3068] | 1887 | state.SetRenderTechnique(DEFERRED);
|
---|
[2958] | 1888 |
|
---|
[3036] | 1889 | const bool useToneMapping =
|
---|
| 1890 | ((renderMethod == RENDER_DEPTH_PASS_DEFERRED) ||
|
---|
| 1891 | (renderMethod == RENDER_DEFERRED)) && useHDR;
|
---|
[3059] | 1892 |
|
---|
[2983] | 1893 | preetham->RenderSkyDome(-light->GetDirection(), camera, &state, !useToneMapping);
|
---|
[3048] | 1894 | /// once again reset the state
|
---|
[3044] | 1895 | state.Reset();
|
---|
[2801] | 1896 | }
|
---|
[2796] | 1897 |
|
---|
[2948] | 1898 |
|
---|
[2895] | 1899 | // render visible object from depth pass
|
---|
[2801] | 1900 | void RenderVisibleObjects()
|
---|
| 1901 | {
|
---|
[2955] | 1902 | if (renderMethod == RENDER_DEPTH_PASS_DEFERRED)
|
---|
[2948] | 1903 | {
|
---|
[2950] | 1904 | if (showShadowMap && !renderLightView)
|
---|
[2951] | 1905 | {
|
---|
[3068] | 1906 | // usethe maximal visible distance to focus shadow map
|
---|
| 1907 | float maxVisibleDist = min(camera->GetFar(), traverser->GetMaxVisibleDistance());
|
---|
| 1908 | RenderShadowMap(maxVisibleDist);
|
---|
[2951] | 1909 | }
|
---|
[2949] | 1910 |
|
---|
[3068] | 1911 | //glViewport(0, 0, texWidth, texHeight);
|
---|
| 1912 | // initialize deferred rendering
|
---|
[2948] | 1913 | InitDeferredRendering();
|
---|
| 1914 | }
|
---|
[2949] | 1915 | else
|
---|
[2950] | 1916 | {
|
---|
[3068] | 1917 | state.SetRenderTechnique(FORWARD);
|
---|
[2950] | 1918 | }
|
---|
[2948] | 1919 |
|
---|
[3068] | 1920 | /////////////////
|
---|
| 1921 | //-- reset gl state before the final visible objects pass
|
---|
| 1922 |
|
---|
| 1923 | state.Reset();
|
---|
| 1924 |
|
---|
[2953] | 1925 | glEnableClientState(GL_NORMAL_ARRAY);
|
---|
[3068] | 1926 | /// switch back to smooth shading
|
---|
[3067] | 1927 | glShadeModel(GL_SMOOTH);
|
---|
[3068] | 1928 | /// reset alpha to coverage flag
|
---|
[2950] | 1929 | state.SetUseAlphaToCoverage(true);
|
---|
[3067] | 1930 | // clear color
|
---|
| 1931 | glClear(GL_COLOR_BUFFER_BIT);
|
---|
[3039] | 1932 |
|
---|
[3068] | 1933 | // draw only objects having exactly the same depth as the current sample
|
---|
| 1934 | glDepthFunc(GL_EQUAL);
|
---|
[2951] | 1935 |
|
---|
[2949] | 1936 | //cout << "visible: " << (int)traverser->GetVisibleObjects().size() << endl;
|
---|
| 1937 |
|
---|
[3068] | 1938 | SceneEntityContainer::const_iterator sit,
|
---|
[2801] | 1939 | sit_end = traverser->GetVisibleObjects().end();
|
---|
| 1940 |
|
---|
| 1941 | for (sit = traverser->GetVisibleObjects().begin(); sit != sit_end; ++ sit)
|
---|
[2948] | 1942 | {
|
---|
[2801] | 1943 | renderQueue->Enqueue(*sit);
|
---|
[2948] | 1944 | }
|
---|
[3068] | 1945 | /// now render out everything in one giant pass
|
---|
[2801] | 1946 | renderQueue->Apply();
|
---|
| 1947 |
|
---|
[3068] | 1948 | // switch back to standard depth func
|
---|
[2801] | 1949 | glDepthFunc(GL_LESS);
|
---|
[2959] | 1950 | state.Reset();
|
---|
[2949] | 1951 |
|
---|
| 1952 | PrintGLerror("visibleobjects");
|
---|
[2801] | 1953 | }
|
---|
| 1954 |
|
---|
| 1955 |
|
---|
| 1956 | void PlaceViewer(const Vector3 &oldPos)
|
---|
| 1957 | {
|
---|
[3037] | 1958 | if (!sceneQuery)
|
---|
| 1959 | sceneQuery = new SceneQuery(bvh->GetBox(), traverser);
|
---|
| 1960 |
|
---|
[2801] | 1961 | Vector3 playerPos = camera->GetPosition();
|
---|
[2843] | 1962 | bool validIntersect = sceneQuery->CalcIntersection(playerPos);
|
---|
[2801] | 1963 |
|
---|
[2853] | 1964 | if (validIntersect)
|
---|
[2848] | 1965 | // && ((playerPos.z - oldPos.z) < bvh->GetBox().Size(2) * 1e-1f))
|
---|
[2801] | 1966 | {
|
---|
| 1967 | camera->SetPosition(playerPos);
|
---|
| 1968 | }
|
---|
[2809] | 1969 | }
|
---|
[2948] | 1970 |
|
---|
| 1971 |
|
---|
[2951] | 1972 | void RenderShadowMap(float newfar)
|
---|
[2948] | 1973 | {
|
---|
[2953] | 1974 | glDisableClientState(GL_NORMAL_ARRAY);
|
---|
[3068] | 1975 | state.SetRenderTechnique(DEPTH_PASS);
|
---|
[3038] | 1976 |
|
---|
| 1977 | // hack: disable cull face because of alpha textured balconies
|
---|
| 1978 | glDisable(GL_CULL_FACE);
|
---|
[2955] | 1979 | state.LockCullFaceEnabled(true);
|
---|
[3068] | 1980 |
|
---|
| 1981 | /// don't use alpha to coverage for the depth map (problems with fbo rendering)
|
---|
[2955] | 1982 | state.SetUseAlphaToCoverage(false);
|
---|
[2948] | 1983 |
|
---|
[2980] | 1984 | // change CHC++ set of state variables
|
---|
| 1985 | // this must be done for each change of camera because
|
---|
[2948] | 1986 | // otherwise the temporal coherency is broken
|
---|
[3054] | 1987 | BvhNode::SetCurrentState(LIGHT_PASS);
|
---|
[2948] | 1988 | // hack: temporarily change camera far plane
|
---|
[2951] | 1989 | camera->SetFar(newfar);
|
---|
[2948] | 1990 | // the scene is rendered withouth any shading
|
---|
[3005] | 1991 | shadowMap->ComputeShadowMap(shadowTraverser, viewProjMat);
|
---|
[2948] | 1992 |
|
---|
[2955] | 1993 | glEnable(GL_CULL_FACE);
|
---|
[2948] | 1994 | camera->SetFar(farDist);
|
---|
| 1995 |
|
---|
| 1996 | state.SetUseAlphaToCoverage(true);
|
---|
[2955] | 1997 | state.LockCullFaceEnabled(false);
|
---|
[2948] | 1998 |
|
---|
[2953] | 1999 | glEnableClientState(GL_NORMAL_ARRAY);
|
---|
[2948] | 2000 | // change back state
|
---|
[3054] | 2001 | BvhNode::SetCurrentState(CAMERA_PASS);
|
---|
[2952] | 2002 | }
|
---|
[3059] | 2003 |
|
---|
[3068] | 2004 |
|
---|
[3059] | 2005 | /** Toach each material once in order to preload the render queue
|
---|
| 2006 | bucket id of each material
|
---|
| 2007 | */
|
---|
| 2008 | void PrepareRenderQueue()
|
---|
| 2009 | {
|
---|
| 2010 | for (int i = 0; i < 3; ++ i)
|
---|
| 2011 | {
|
---|
[3068] | 2012 | state.SetRenderTechnique(i);
|
---|
[3059] | 2013 |
|
---|
| 2014 | // fill all shapes into the render queue once so we can establish the buckets
|
---|
| 2015 | ShapeContainer::const_iterator sit, sit_end = (*resourceManager->GetShapes()).end();
|
---|
| 2016 |
|
---|
| 2017 | for (sit = (*resourceManager->GetShapes()).begin(); sit != sit_end; ++ sit)
|
---|
| 2018 | {
|
---|
[3071] | 2019 | static Transform3 dummy(IdentityMatrix());
|
---|
| 2020 | renderQueue->Enqueue(*sit, &dummy);
|
---|
[3059] | 2021 | }
|
---|
| 2022 |
|
---|
| 2023 | // just clear queue again
|
---|
| 2024 | renderQueue->Clear();
|
---|
| 2025 | }
|
---|
| 2026 | }
|
---|
| 2027 |
|
---|
| 2028 |
|
---|
[3070] | 2029 | void LoadModel(const string &model, SceneEntityContainer &entities)
|
---|
[3059] | 2030 | {
|
---|
| 2031 | const string filename = string(model_path + model);
|
---|
| 2032 |
|
---|
[3070] | 2033 | if (resourceManager->Load(filename, entities))
|
---|
[3059] | 2034 | cout << "model " << filename << " loaded" << endl;
|
---|
| 2035 | else
|
---|
| 2036 | {
|
---|
| 2037 | cerr << "loading model " << filename << " failed" << endl;
|
---|
| 2038 | CleanUp();
|
---|
| 2039 | exit(0);
|
---|
| 2040 | }
|
---|
[3078] | 2041 | }
|
---|
| 2042 |
|
---|
| 2043 |
|
---|
| 2044 | void CreateAnimation()
|
---|
| 2045 | {
|
---|
| 2046 | const float radius = 5.0f;
|
---|
[3080] | 2047 | const Vector3 center(480.398f, 268.364f, 181.3);
|
---|
[3078] | 2048 |
|
---|
| 2049 | VertexArray vertices;
|
---|
| 2050 |
|
---|
[3080] | 2051 | /*for (int i = 0; i < 360; ++ i)
|
---|
[3078] | 2052 | {
|
---|
| 2053 | float angle = (float)i * M_PI / 180.0f;
|
---|
| 2054 |
|
---|
| 2055 | Vector3 offs = Vector3(cos(angle) * radius, sin(angle) * radius, 0);
|
---|
| 2056 | vertices.push_back(center + offs);
|
---|
[3080] | 2057 | }*/
|
---|
| 2058 |
|
---|
| 2059 | for (int i = 0; i < 5; ++ i)
|
---|
| 2060 | {
|
---|
| 2061 | Vector3 offs = Vector3(i, 0, 0);
|
---|
| 2062 | vertices.push_back(center + offs);
|
---|
[3078] | 2063 | }
|
---|
| 2064 |
|
---|
[3080] | 2065 |
|
---|
| 2066 | for (int i = 0; i < 5; ++ i)
|
---|
| 2067 | {
|
---|
| 2068 | Vector3 offs = Vector3(4 -i, 0, 0);
|
---|
| 2069 | vertices.push_back(center + offs);
|
---|
| 2070 | }
|
---|
| 2071 |
|
---|
[3078] | 2072 | motionPath = new MotionPath(vertices);
|
---|
[3059] | 2073 | } |
---|