[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 "SkyPreetham.h"
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[2964] | 53 | #include "Texture.h"
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[3057] | 54 | #include "ShaderManager.h"
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[3078] | 55 | #include "MotionPath.h"
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[3113] | 56 | #include "ShaderProgram.h"
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| 57 | #include "Shape.h"
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[2642] | 58 |
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[3066] | 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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[3101] | 88 | /// the current render renderState
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| 89 | RenderState renderState;
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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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[3106] | 94 | //const float nearDist = 1.0f;
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[3038] | 95 | /// eye far plane distance
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[2927] | 96 | float farDist = 1e6f;
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[2856] | 97 | /// the field of view
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[3068] | 98 | const float fov = 50.0f;
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[2764] | 99 |
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[2796] | 100 | SceneQuery *sceneQuery = NULL;
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[2801] | 101 | RenderQueue *renderQueue = NULL;
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[3068] | 102 | /// traverses and renders the hierarchy
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[2897] | 103 | RenderTraverser *shadowTraverser = NULL;
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[3068] | 104 | /// the skylight + skydome model
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[2957] | 105 | SkyPreetham *preetham = NULL;
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[2897] | 106 |
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[3078] | 107 | MotionPath *motionPath = NULL;
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[3016] | 108 |
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[3068] | 109 |
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| 110 | /// the technique used for rendering
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| 111 | enum RenderTechnique
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| 112 | {
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| 113 | FORWARD,
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| 114 | DEFERRED,
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| 115 | DEPTH_PASS
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| 116 | };
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| 117 |
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| 118 |
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[2994] | 119 | /// the used render type for this render pass
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| 120 | enum RenderMethod
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| 121 | {
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[3043] | 122 | RENDER_FORWARD,
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[2994] | 123 | RENDER_DEPTH_PASS,
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| 124 | RENDER_DEFERRED,
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| 125 | RENDER_DEPTH_PASS_DEFERRED,
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| 126 | RENDER_NUM_RENDER_TYPES
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| 127 | };
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[2957] | 128 |
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[2994] | 129 | /// one of four possible render methods
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[3043] | 130 | int renderMethod = RENDER_FORWARD;
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[2994] | 131 |
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[3059] | 132 | static int winWidth = 1024;
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| 133 | static int winHeight = 768;
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| 134 | static float winAspectRatio = 1.0f;
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[2994] | 135 |
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[2809] | 136 | /// these values get scaled with the frame rate
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[2828] | 137 | static float keyForwardMotion = 30.0f;
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| 138 | static float keyRotation = 1.5f;
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[2801] | 139 |
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[2826] | 140 | /// elapsed time in milliseconds
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[3059] | 141 | double elapsedTime = 1000.0;
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| 142 | double algTime = 1000.0;
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| 143 | double accumulatedTime = 1000.0;
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| 144 | float fps = 1e3f;
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[2795] | 145 |
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[2945] | 146 | int shadowSize = 2048;
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[3059] | 147 | /// the hud font
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[2826] | 148 | glfont::GLFont myfont;
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| 149 |
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[2809] | 150 | // rendertexture
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[2828] | 151 | static int texWidth = 1024;
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| 152 | static int texHeight = 768;
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[2866] | 153 |
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[2770] | 154 | int renderedObjects = 0;
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[2773] | 155 | int renderedNodes = 0;
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| 156 | int renderedTriangles = 0;
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| 157 |
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[2770] | 158 | int issuedQueries = 0;
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| 159 | int traversedNodes = 0;
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| 160 | int frustumCulledNodes = 0;
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| 161 | int queryCulledNodes = 0;
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| 162 | int stateChanges = 0;
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[2800] | 163 | int numBatches = 0;
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[2770] | 164 |
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[3101] | 165 | // mouse navigation renderState
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[2809] | 166 | int xEyeBegin = 0;
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| 167 | int yEyeBegin = 0;
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| 168 | int yMotionBegin = 0;
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| 169 | int verticalMotionBegin = 0;
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| 170 | int horizontalMotionBegin = 0;
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[2642] | 171 |
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[2792] | 172 | bool leftKeyPressed = false;
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| 173 | bool rightKeyPressed = false;
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| 174 | bool upKeyPressed = false;
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| 175 | bool downKeyPressed = false;
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[2837] | 176 | bool descendKeyPressed = false;
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| 177 | bool ascendKeyPressed = false;
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[3105] | 178 | bool leftStrafeKeyPressed = false;
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| 179 | bool rightStrafeKeyPressed = false;
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| 180 |
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[3054] | 181 | bool altKeyPressed = false;
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| 182 |
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[2994] | 183 | bool showHelp = false;
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| 184 | bool showStatistics = false;
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| 185 | bool showOptions = true;
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| 186 | bool showBoundingVolumes = false;
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| 187 | bool visMode = false;
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| 188 |
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| 189 | bool useOptimization = false;
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[3074] | 190 | bool useTightBounds = true;
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[2994] | 191 | bool useRenderQueue = true;
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| 192 | bool useMultiQueries = true;
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| 193 | bool flyMode = true;
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| 194 |
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[2875] | 195 | bool useGlobIllum = false;
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| 196 | bool useTemporalCoherence = true;
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[2994] | 197 | bool showAlgorithmTime = false;
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[2875] | 198 |
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[2994] | 199 | bool useFullScreen = false;
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| 200 | bool useLODs = true;
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| 201 | bool moveLight = false;
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| 202 |
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| 203 | bool useAdvancedShading = false;
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| 204 | bool showShadowMap = false;
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| 205 | bool renderLightView = false;
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[3054] | 206 | bool useHDR = true;
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[2994] | 207 |
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[3054] | 208 | PerfTimer frameTimer, algTimer;
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[3059] | 209 | /// the performance window
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[3054] | 210 | PerformanceGraph *perfGraph = NULL;
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[2994] | 211 |
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[2901] | 212 | static float ssaoTempCohFactor = 255.0;
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[2976] | 213 | static int sCurrentMrtSet = 0;
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[2957] | 214 |
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[3111] | 215 | static Matrix4x4 invTrafo = IdentityMatrix();
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[2825] | 216 |
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[3111] | 217 |
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[3068] | 218 | //////////////
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| 219 | //-- algorithm parameters
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[2827] | 220 |
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[3068] | 221 | /// the pixel threshold where a node is still considered invisible
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| 222 | /// (should be zero for conservative visibility)
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| 223 | int threshold;
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| 224 | int assumedVisibleFrames = 10;
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| 225 | int maxBatchSize = 50;
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| 226 | int trianglesPerVirtualLeaf = INITIAL_TRIANGLES_PER_VIRTUAL_LEAVES;
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| 227 |
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| 228 | //////////////
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| 229 |
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| 230 | enum {CAMERA_PASS = 0, LIGHT_PASS = 1};
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| 231 |
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| 232 |
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| 233 |
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[2948] | 234 | //DeferredRenderer::SAMPLING_METHOD samplingMethod = DeferredRenderer::SAMPLING_POISSON;
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| 235 | DeferredRenderer::SAMPLING_METHOD samplingMethod = DeferredRenderer::SAMPLING_QUADRATIC;
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[2865] | 236 |
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[2894] | 237 | ShadowMap *shadowMap = NULL;
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[2952] | 238 | DirectionalLight *light = NULL;
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[3111] | 239 | DeferredRenderer *deferredShader = NULL;
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[2834] | 240 |
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[3059] | 241 | //SceneEntity *cube = NULL;
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| 242 | SceneEntity *buddha = NULL;
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[2957] | 243 | SceneEntity *skyDome = NULL;
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[2895] | 244 |
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[2952] | 245 |
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[3059] | 246 | ////////////////////
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| 247 | //--- function forward declarations
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[2991] | 248 |
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[2759] | 249 | void InitExtensions();
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[3059] | 250 | void InitGLstate();
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| 251 |
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[2756] | 252 | void DisplayVisualization();
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[3059] | 253 | /// destroys all allocated resources
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[2759] | 254 | void CleanUp();
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| 255 | void SetupEyeView();
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| 256 | void SetupLighting();
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[2764] | 257 | void DisplayStats();
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[3059] | 258 | /// draw the help screen
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[2786] | 259 | void DrawHelpMessage();
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[3059] | 260 | /// render the sky dome
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[2796] | 261 | void RenderSky();
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[3059] | 262 | /// render the objects found visible in the depth pass
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[2801] | 263 | void RenderVisibleObjects();
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[2756] | 264 |
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[2792] | 265 | void Begin2D();
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| 266 | void End2D();
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[3059] | 267 | /// the main loop
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| 268 | void MainLoop();
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| 269 |
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[2792] | 270 | void KeyBoard(unsigned char c, int x, int y);
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| 271 | void Special(int c, int x, int y);
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| 272 | void KeyUp(unsigned char c, int x, int y);
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| 273 | void SpecialKeyUp(int c, int x, int y);
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| 274 | void Reshape(int w, int h);
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[3101] | 275 | void Mouse(int button, int renderState, int x, int y);
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[2792] | 276 | void LeftMotion(int x, int y);
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| 277 | void RightMotion(int x, int y);
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| 278 | void MiddleMotion(int x, int y);
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[3059] | 279 | void KeyHorizontalMotion(float shift);
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| 280 | void KeyVerticalMotion(float shift);
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| 281 | /// returns the string representation of a number with the decimal points
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[2792] | 282 | void CalcDecimalPoint(string &str, int d);
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[3059] | 283 | /// Creates the traversal method (vfc, stopandwait, chc, chc++)
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[3062] | 284 | RenderTraverser *CreateTraverser(PerspectiveCamera *cam);
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[3059] | 285 | /// place the viewer on the floor plane
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[2801] | 286 | void PlaceViewer(const Vector3 &oldPos);
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[3019] | 287 | // initialise the frame buffer objects
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[2809] | 288 | void InitFBO();
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[3059] | 289 | /// changes the sunlight direction
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[2954] | 290 | void RightMotionLight(int x, int y);
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[3059] | 291 | /// render the shader map
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[2951] | 292 | void RenderShadowMap(float newfar);
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[3059] | 293 | /// function that touches each material once in order to accelarate render queue
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| 294 | void PrepareRenderQueue();
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| 295 | /// loads the specified model
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[3070] | 296 | void LoadModel(const string &model, SceneEntityContainer &entities);
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[2810] | 297 |
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[3059] | 298 | inline float KeyRotationAngle() { return keyRotation * elapsedTime * 1e-3f; }
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| 299 | inline float KeyShift() { return keyForwardMotion * elapsedTime * 1e-3f; }
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[3054] | 300 |
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[3078] | 301 | void CreateAnimation();
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| 302 |
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[3120] | 303 | SceneQuery *GetOrCreateSceneQuery();
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[3078] | 304 |
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[3120] | 305 |
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| 306 | // new view projection matrix of the camera
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[3005] | 307 | static Matrix4x4 viewProjMat = IdentityMatrix();
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[3120] | 308 | // the old view projection matrix of the camera
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[3005] | 309 | static Matrix4x4 oldViewProjMat = IdentityMatrix();
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[2820] | 310 |
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[2837] | 311 |
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[2995] | 312 |
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[2809] | 313 | static void PrintGLerror(char *msg)
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| 314 | {
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| 315 | GLenum errCode;
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| 316 | const GLubyte *errStr;
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| 317 |
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| 318 | if ((errCode = glGetError()) != GL_NO_ERROR)
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| 319 | {
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| 320 | errStr = gluErrorString(errCode);
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| 321 | fprintf(stderr,"OpenGL ERROR: %s: %s\n", errStr, msg);
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| 322 | }
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| 323 | }
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| 324 |
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| 325 |
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[2642] | 326 | int main(int argc, char* argv[])
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| 327 | {
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[3019] | 328 | #ifdef _CRT_SET
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| 329 | //Now just call this function at the start of your program and if you're
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| 330 | //compiling in debug mode (F5), any leaks will be displayed in the Output
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| 331 | //window when the program shuts down. If you're not in debug mode this will
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| 332 | //be ignored. Use it as you will!
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| 333 | //note: from GDNet Direct [3.8.04 - 3.14.04] void detectMemoryLeaks() {
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| 334 |
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| 335 | _CrtSetDbgFlag(_CRTDBG_LEAK_CHECK_DF|_CRTDBG_ALLOC_MEM_DF);
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| 336 | _CrtSetReportMode(_CRT_ASSERT,_CRTDBG_MODE_FILE);
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| 337 | _CrtSetReportFile(_CRT_ASSERT,_CRTDBG_FILE_STDERR);
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| 338 | #endif
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[3052] | 339 |
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[3019] | 340 | cout << "=== reading environment file ===" << endl << endl;
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| 341 |
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[2781] | 342 | int returnCode = 0;
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| 343 |
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[2837] | 344 | Vector3 camPos(.0f, .0f, .0f);
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[2838] | 345 | Vector3 camDir(.0f, 1.0f, .0f);
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[2952] | 346 | Vector3 lightDir(-0.8f, 1.0f, -0.7f);
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[2837] | 347 |
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[2873] | 348 | cout << "=== reading environment file ===" << endl << endl;
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[2830] | 349 |
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[3019] | 350 | const string envFileName = "default.env";
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[2837] | 351 | if (!env.Read(envFileName))
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| 352 | {
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| 353 | cerr << "loading environment " << envFileName << " failed!" << endl;
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| 354 | }
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| 355 | else
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| 356 | {
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| 357 | env.GetIntParam(string("assumedVisibleFrames"), assumedVisibleFrames);
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| 358 | env.GetIntParam(string("maxBatchSize"), maxBatchSize);
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| 359 | env.GetIntParam(string("trianglesPerVirtualLeaf"), trianglesPerVirtualLeaf);
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[2828] | 360 |
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[2837] | 361 | env.GetFloatParam(string("keyForwardMotion"), keyForwardMotion);
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| 362 | env.GetFloatParam(string("keyRotation"), keyRotation);
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[2828] | 363 |
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[2837] | 364 | env.GetIntParam(string("winWidth"), winWidth);
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| 365 | env.GetIntParam(string("winHeight"), winHeight);
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[2901] | 366 | env.GetFloatParam(string("tempCohFactor"), ssaoTempCohFactor);
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[2837] | 367 | env.GetVectorParam(string("camPosition"), camPos);
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[2838] | 368 | env.GetVectorParam(string("camDirection"), camDir);
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[2952] | 369 | env.GetVectorParam(string("lightDirection"), lightDir);
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[2945] | 370 | env.GetIntParam(string("shadowSize"), shadowSize);
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[2865] | 371 |
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[3117] | 372 | env.GetBoolParam(string("useFullScreen"), useFullScreen);
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| 373 | env.GetBoolParam(string("useLODs"), useLODs);
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[2994] | 374 | env.GetBoolParam(string("useHDR"), useHDR);
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| 375 |
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[3117] | 376 |
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[2846] | 377 | //env.GetStringParam(string("modelPath"), model_path);
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[2838] | 378 | //env.GetIntParam(string("numSssaoSamples"), numSsaoSamples);
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| 379 |
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[2837] | 380 | cout << "assumedVisibleFrames: " << assumedVisibleFrames << endl;
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| 381 | cout << "maxBatchSize: " << maxBatchSize << endl;
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| 382 | cout << "trianglesPerVirtualLeaf: " << trianglesPerVirtualLeaf << endl;
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[2828] | 383 |
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[2837] | 384 | cout << "keyForwardMotion: " << keyForwardMotion << endl;
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| 385 | cout << "keyRotation: " << keyRotation << endl;
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| 386 | cout << "winWidth: " << winWidth << endl;
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| 387 | cout << "winHeight: " << winHeight << endl;
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| 388 | cout << "useFullScreen: " << useFullScreen << endl;
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[2865] | 389 | cout << "useLODs: " << useLODs << endl;
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[2837] | 390 | cout << "camPosition: " << camPos << endl;
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[2901] | 391 | cout << "temporal coherence: " << ssaoTempCohFactor << endl;
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[2945] | 392 | cout << "shadow size: " << shadowSize << endl;
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[2873] | 393 |
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[2846] | 394 | //cout << "model path: " << model_path << endl;
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[2881] | 395 | cout << "**** end parameters ****" << endl << endl;
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[2837] | 396 | }
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[2829] | 397 |
|
---|
[2828] | 398 | ///////////////////////////
|
---|
| 399 |
|
---|
[3062] | 400 | camera = new PerspectiveCamera(winWidth / winHeight, fov);
|
---|
[2795] | 401 | camera->SetNear(nearDist);
|
---|
[2913] | 402 | camera->SetFar(1000);
|
---|
[2888] | 403 |
|
---|
[2838] | 404 | camera->SetDirection(camDir);
|
---|
[2829] | 405 | camera->SetPosition(camPos);
|
---|
| 406 |
|
---|
[3062] | 407 | visCamera = new PerspectiveCamera(winWidth / winHeight, fov);
|
---|
[2796] | 408 | visCamera->SetNear(0.0f);
|
---|
| 409 | visCamera->Yaw(.5 * M_PI);
|
---|
[2781] | 410 |
|
---|
[2952] | 411 | // create a new light
|
---|
[2968] | 412 | light = new DirectionalLight(lightDir, RgbaColor(1, 1, 1, 1), RgbaColor(1, 1, 1, 1));
|
---|
[3061] | 413 | // the render queue for material sorting
|
---|
[3101] | 414 | renderQueue = new RenderQueue(&renderState);
|
---|
[2952] | 415 |
|
---|
[2760] | 416 | glutInitWindowSize(winWidth, winHeight);
|
---|
[2756] | 417 | glutInit(&argc, argv);
|
---|
[2853] | 418 | glutInitDisplayMode(GLUT_DOUBLE | GLUT_RGBA | GLUT_DEPTH | GLUT_MULTISAMPLE);
|
---|
| 419 | //glutInitDisplayMode(GLUT_DOUBLE | GLUT_RGBA | GLUT_DEPTH);
|
---|
[2850] | 420 | //glutInitDisplayString("samples=2");
|
---|
| 421 |
|
---|
[2867] | 422 | SceneEntity::SetUseLODs(useLODs);
|
---|
| 423 |
|
---|
[2828] | 424 | if (!useFullScreen)
|
---|
[2856] | 425 | {
|
---|
[2828] | 426 | glutCreateWindow("FriendlyCulling");
|
---|
[2856] | 427 | }
|
---|
[2828] | 428 | else
|
---|
| 429 | {
|
---|
| 430 | glutGameModeString( "1024x768:32@75" );
|
---|
| 431 | glutEnterGameMode();
|
---|
| 432 | }
|
---|
| 433 |
|
---|
[3059] | 434 | glutDisplayFunc(MainLoop);
|
---|
[2792] | 435 | glutKeyboardFunc(KeyBoard);
|
---|
| 436 | glutSpecialFunc(Special);
|
---|
| 437 | glutReshapeFunc(Reshape);
|
---|
| 438 | glutMouseFunc(Mouse);
|
---|
[3059] | 439 | glutIdleFunc(MainLoop);
|
---|
[2792] | 440 | glutKeyboardUpFunc(KeyUp);
|
---|
| 441 | glutSpecialUpFunc(SpecialKeyUp);
|
---|
| 442 | glutIgnoreKeyRepeat(true);
|
---|
| 443 |
|
---|
[2829] | 444 | // initialise gl graphics
|
---|
[2756] | 445 | InitExtensions();
|
---|
| 446 | InitGLstate();
|
---|
[2850] | 447 |
|
---|
[2854] | 448 | glEnable(GL_MULTISAMPLE_ARB);
|
---|
| 449 | glHint(GL_MULTISAMPLE_FILTER_HINT_NV, GL_NICEST);
|
---|
[2850] | 450 |
|
---|
[2792] | 451 | LeftMotion(0, 0);
|
---|
| 452 | MiddleMotion(0, 0);
|
---|
[2756] | 453 |
|
---|
[2829] | 454 | perfGraph = new PerformanceGraph(1000);
|
---|
[2756] | 455 |
|
---|
[3059] | 456 | resourceManager = ResourceManager::GetSingleton();
|
---|
[3057] | 457 | shaderManager = ShaderManager::GetSingleton();
|
---|
[2793] | 458 |
|
---|
[3059] | 459 | ///////////
|
---|
| 460 | //-- load the static scene geometry
|
---|
[2756] | 461 |
|
---|
[3070] | 462 | LoadModel("city.dem", sceneEntities);
|
---|
[3059] | 463 |
|
---|
[3074] | 464 |
|
---|
[3072] | 465 | //////////
|
---|
| 466 | //-- load some dynamic stuff
|
---|
[3059] | 467 |
|
---|
[3120] | 468 | //LoadModel("fisch.dem", dynamicObjects);
|
---|
| 469 | LoadModel("hbuddha.dem", dynamicObjects);
|
---|
[3072] | 470 | buddha = dynamicObjects.back();
|
---|
| 471 |
|
---|
| 472 | const Vector3 sceneCenter(470.398f, 240.364f, 182.5f);
|
---|
[3089] | 473 |
|
---|
[3072] | 474 | Matrix4x4 transl = TranslationMatrix(sceneCenter);
|
---|
| 475 | buddha->GetTransform()->SetMatrix(transl);
|
---|
| 476 |
|
---|
[3075] | 477 | for (int i = 0; i < 10; ++ i)
|
---|
[3072] | 478 | {
|
---|
| 479 | SceneEntity *ent = new SceneEntity(*buddha);
|
---|
| 480 | resourceManager->AddSceneEntity(ent);
|
---|
| 481 |
|
---|
| 482 | Vector3 offs = Vector3::ZERO();
|
---|
| 483 |
|
---|
[3074] | 484 | offs.x = RandomValue(.0f, 50.0f);
|
---|
| 485 | offs.y = RandomValue(.0f, 50.0f);
|
---|
[3072] | 486 |
|
---|
[3120] | 487 | Vector3 newPos = sceneCenter + offs;
|
---|
| 488 |
|
---|
| 489 | transl = TranslationMatrix(newPos);
|
---|
[3072] | 490 | Transform3 *transform = resourceManager->CreateTransform(transl);
|
---|
| 491 |
|
---|
| 492 | ent->SetTransform(transform);
|
---|
| 493 | dynamicObjects.push_back(ent);
|
---|
[3080] | 494 | }
|
---|
[3072] | 495 |
|
---|
[3118] | 496 |
|
---|
[3059] | 497 | ///////////
|
---|
| 498 | //-- load the associated static bvh
|
---|
| 499 |
|
---|
[2961] | 500 | const string bvh_filename = string(model_path + "city.bvh");
|
---|
[3072] | 501 |
|
---|
[2961] | 502 | BvhLoader bvhLoader;
|
---|
[3072] | 503 | bvh = bvhLoader.Load(bvh_filename, sceneEntities, dynamicObjects);
|
---|
[2795] | 504 |
|
---|
[2961] | 505 | if (!bvh)
|
---|
[2795] | 506 | {
|
---|
[2961] | 507 | cerr << "loading bvh " << bvh_filename << " failed" << endl;
|
---|
[2795] | 508 | CleanUp();
|
---|
| 509 | exit(0);
|
---|
| 510 | }
|
---|
| 511 |
|
---|
[3059] | 512 | /// set the depth of the bvh depending on the triangles per leaf node
|
---|
| 513 | bvh->SetVirtualLeaves(trianglesPerVirtualLeaf);
|
---|
| 514 |
|
---|
[2963] | 515 | // set far plane based on scene extent
|
---|
| 516 | farDist = 10.0f * Magnitude(bvh->GetBox().Diagonal());
|
---|
[3059] | 517 | camera->SetFar(farDist);
|
---|
[2963] | 518 |
|
---|
[2961] | 519 |
|
---|
[3059] | 520 | //////////////////
|
---|
| 521 | //-- setup the skydome model
|
---|
[2964] | 522 |
|
---|
[3070] | 523 | LoadModel("sky.dem", sceneEntities);
|
---|
[3019] | 524 | skyDome = sceneEntities.back();
|
---|
[2861] | 525 |
|
---|
[3059] | 526 | /// the turbitity of the sky (from clear to hazy, use <3 for clear sky)
|
---|
[2990] | 527 | const float turbitiy = 5.0f;
|
---|
[2961] | 528 | preetham = new SkyPreetham(turbitiy, skyDome);
|
---|
| 529 |
|
---|
[3118] | 530 | CreateAnimation();
|
---|
[3059] | 531 |
|
---|
[3078] | 532 |
|
---|
[3059] | 533 | //////////
|
---|
| 534 | //-- initialize the traversal algorithm
|
---|
| 535 |
|
---|
[2897] | 536 | traverser = CreateTraverser(camera);
|
---|
[3059] | 537 |
|
---|
| 538 | // the bird-eye visualization
|
---|
[3101] | 539 | visualization = new Visualization(bvh, camera, NULL, &renderState);
|
---|
[3054] | 540 |
|
---|
[3059] | 541 | // this function assign the render queue bucket ids of the materials in beforehand
|
---|
| 542 | // => probably a little less overhead for new parts of the scene that are not yet assigned
|
---|
| 543 | PrepareRenderQueue();
|
---|
| 544 | /// forward rendering is the default
|
---|
[3101] | 545 | renderState.SetRenderTechnique(FORWARD);
|
---|
[2847] | 546 | // frame time is restarted every frame
|
---|
| 547 | frameTimer.Start();
|
---|
[3059] | 548 |
|
---|
[2857] | 549 | // the rendering loop
|
---|
[2642] | 550 | glutMainLoop();
|
---|
[3059] | 551 |
|
---|
[2642] | 552 | // clean up
|
---|
[2756] | 553 | CleanUp();
|
---|
[3019] | 554 |
|
---|
[2642] | 555 | return 0;
|
---|
| 556 | }
|
---|
| 557 |
|
---|
[2756] | 558 |
|
---|
[2809] | 559 | void InitFBO()
|
---|
[2810] | 560 | {
|
---|
[2949] | 561 | PrintGLerror("fbo start");
|
---|
[2980] | 562 |
|
---|
[2857] | 563 | // this fbo basicly stores the scene information we get from standard rendering of a frame
|
---|
[3066] | 564 | // we store diffuse colors, eye space depth and normals
|
---|
[2884] | 565 | fbo = new FrameBufferObject(texWidth, texHeight, FrameBufferObject::DEPTH_32);
|
---|
[2857] | 566 |
|
---|
[2859] | 567 | // the diffuse color buffer
|
---|
[3015] | 568 | fbo->AddColorBuffer(ColorBufferObject::RGBA_FLOAT_32, ColorBufferObject::WRAP_CLAMP_TO_EDGE, ColorBufferObject::FILTER_LINEAR, ColorBufferObject::FILTER_NEAREST);
|
---|
[3009] | 569 | // the normals buffer
|
---|
[3017] | 570 | fbo->AddColorBuffer(ColorBufferObject::RGB_FLOAT_16, ColorBufferObject::WRAP_CLAMP_TO_EDGE, ColorBufferObject::FILTER_NEAREST);
|
---|
[3066] | 571 | // a rgb buffer which could hold material properties
|
---|
[3113] | 572 | //fbo->AddColorBuffer(ColorBufferObject::RGB_UBYTE, ColorBufferObject::WRAP_CLAMP_TO_EDGE, ColorBufferObject::FILTER_NEAREST);
|
---|
[3117] | 573 | // buffer holding the difference vector to the old frame
|
---|
[3113] | 574 | fbo->AddColorBuffer(ColorBufferObject::RGB_FLOAT_32, ColorBufferObject::WRAP_CLAMP_TO_EDGE, ColorBufferObject::FILTER_NEAREST);
|
---|
[2879] | 575 | // another color buffer
|
---|
[3015] | 576 | fbo->AddColorBuffer(ColorBufferObject::RGBA_FLOAT_32, ColorBufferObject::WRAP_CLAMP_TO_EDGE, ColorBufferObject::FILTER_LINEAR, ColorBufferObject::FILTER_NEAREST);
|
---|
[2879] | 577 |
|
---|
[3117] | 578 | for (int i = 0; i < 4; ++ i)
|
---|
| 579 | FrameBufferObject::InitBuffer(fbo, i);
|
---|
| 580 |
|
---|
| 581 | PrintGLerror("init fbo");
|
---|
[2809] | 582 | }
|
---|
| 583 |
|
---|
| 584 |
|
---|
[2827] | 585 | bool InitFont(void)
|
---|
[2642] | 586 | {
|
---|
[2826] | 587 | glEnable(GL_TEXTURE_2D);
|
---|
| 588 |
|
---|
| 589 | glGenTextures(1, &fontTex);
|
---|
| 590 | glBindTexture(GL_TEXTURE_2D, fontTex);
|
---|
[3019] | 591 |
|
---|
[2829] | 592 | if (!myfont.Create("data/fonts/verdana.glf", fontTex))
|
---|
[2826] | 593 | return false;
|
---|
| 594 |
|
---|
| 595 | glDisable(GL_TEXTURE_2D);
|
---|
[2827] | 596 |
|
---|
[2826] | 597 | return true;
|
---|
| 598 | }
|
---|
| 599 |
|
---|
| 600 |
|
---|
| 601 | void InitGLstate()
|
---|
| 602 | {
|
---|
[2965] | 603 | glClearColor(0.4f, 0.4f, 0.4f, 1.0f);
|
---|
[2642] | 604 |
|
---|
| 605 | glPixelStorei(GL_UNPACK_ALIGNMENT, 1);
|
---|
| 606 | glPixelStorei(GL_PACK_ALIGNMENT,1);
|
---|
| 607 |
|
---|
| 608 | glDepthFunc(GL_LESS);
|
---|
[2762] | 609 | glEnable(GL_DEPTH_TEST);
|
---|
[2642] | 610 |
|
---|
[2760] | 611 | glColor3f(1.0f, 1.0f, 1.0f);
|
---|
[2642] | 612 | glShadeModel(GL_SMOOTH);
|
---|
| 613 |
|
---|
| 614 | glMaterialf(GL_FRONT, GL_SHININESS, 64);
|
---|
| 615 | glEnable(GL_NORMALIZE);
|
---|
[2767] | 616 |
|
---|
| 617 | glDisable(GL_ALPHA_TEST);
|
---|
[2951] | 618 | glAlphaFunc(GL_GEQUAL, 0.5f);
|
---|
[2767] | 619 |
|
---|
[2642] | 620 | glFrontFace(GL_CCW);
|
---|
| 621 | glCullFace(GL_BACK);
|
---|
[2851] | 622 | glEnable(GL_CULL_FACE);
|
---|
| 623 |
|
---|
[2800] | 624 | glDisable(GL_TEXTURE_2D);
|
---|
[2762] | 625 |
|
---|
[2959] | 626 | GLfloat ambientColor[] = {0.2, 0.2, 0.2, 1.0};
|
---|
[2756] | 627 | GLfloat diffuseColor[] = {1.0, 0.0, 0.0, 1.0};
|
---|
[2759] | 628 | GLfloat specularColor[] = {0.0, 0.0, 0.0, 1.0};
|
---|
[2642] | 629 |
|
---|
[2756] | 630 | glMaterialfv(GL_FRONT, GL_AMBIENT, ambientColor);
|
---|
| 631 | glMaterialfv(GL_FRONT, GL_DIFFUSE, diffuseColor);
|
---|
| 632 | glMaterialfv(GL_FRONT, GL_SPECULAR, specularColor);
|
---|
[2801] | 633 |
|
---|
| 634 | glDepthFunc(GL_LESS);
|
---|
[2826] | 635 |
|
---|
[2827] | 636 | if (!InitFont())
|
---|
[2826] | 637 | cerr << "font creation failed" << endl;
|
---|
| 638 | else
|
---|
| 639 | cout << "successfully created font" << endl;
|
---|
[2953] | 640 |
|
---|
| 641 |
|
---|
[2954] | 642 | //////////////////////////////
|
---|
| 643 |
|
---|
[2959] | 644 | //GLfloat lmodel_ambient[] = {1.0f, 1.0f, 1.0f, 1.0f};
|
---|
| 645 | GLfloat lmodel_ambient[] = {0.7f, 0.7f, 0.8f, 1.0f};
|
---|
[2954] | 646 |
|
---|
| 647 | glLightModelfv(GL_LIGHT_MODEL_AMBIENT, lmodel_ambient);
|
---|
[2959] | 648 | //glLightModeli(GL_LIGHT_MODEL_LOCAL_VIEWER, GL_TRUE);
|
---|
| 649 | glLightModeli(GL_LIGHT_MODEL_LOCAL_VIEWER, GL_FALSE);
|
---|
[2954] | 650 | glLightModeli(GL_LIGHT_MODEL_COLOR_CONTROL_EXT, GL_SINGLE_COLOR_EXT);
|
---|
[2642] | 651 | }
|
---|
| 652 |
|
---|
| 653 |
|
---|
[2827] | 654 | void DrawHelpMessage()
|
---|
[2826] | 655 | {
|
---|
[2642] | 656 | const char *message[] =
|
---|
| 657 | {
|
---|
| 658 | "Help information",
|
---|
| 659 | "",
|
---|
| 660 | "'F1' - shows/dismisses this message",
|
---|
[2795] | 661 | "'F2' - shows/hides bird eye view",
|
---|
[2790] | 662 | "'F3' - shows/hides bounds (boxes or tight bounds)",
|
---|
[2827] | 663 | "'F4', - shows/hides parameters",
|
---|
| 664 | "'F5' - shows/hides statistics",
|
---|
| 665 | "'F6', - toggles between fly/walkmode",
|
---|
[2826] | 666 | "'F7', - cycles throw render modes",
|
---|
| 667 | "'F8', - enables/disables ambient occlusion (only deferred)",
|
---|
| 668 | "'F9', - shows pure algorithm render time (using glFinish)",
|
---|
[2790] | 669 | "'SPACE' - cycles through occlusion culling algorithms",
|
---|
[2642] | 670 | "",
|
---|
[2827] | 671 | "'MOUSE LEFT' - turn left/right, move forward/backward",
|
---|
| 672 | "'MOUSE RIGHT' - turn left/right, move forward/backward",
|
---|
| 673 | "'MOUSE MIDDLE' - move up/down, left/right",
|
---|
| 674 | "'CURSOR UP/DOWN' - move forward/backward",
|
---|
| 675 | "'CURSOR LEFT/RIGHT' - turn left/right",
|
---|
[2642] | 676 | "",
|
---|
[2827] | 677 | "'-'/'+' - decreases/increases max batch size",
|
---|
[2837] | 678 | "'1'/'2' - downward/upward motion",
|
---|
| 679 | "'3'/'4' - decreases/increases triangles per virtual bvh leaf (sets bvh depth)",
|
---|
| 680 | "'5'/'6' - decreases/increases assumed visible frames",
|
---|
[2776] | 681 | "",
|
---|
[2786] | 682 | "'R' - use render queue",
|
---|
[2790] | 683 | "'B' - use tight bounds",
|
---|
| 684 | "'M' - use multiqueries",
|
---|
[2792] | 685 | "'O' - use CHC optimization (geometry queries for leaves)",
|
---|
[2642] | 686 | 0,
|
---|
| 687 | };
|
---|
| 688 |
|
---|
[2756] | 689 |
|
---|
[2827] | 690 | glColor4f(0.0f, 1.0f , 0.0f, 0.2f); // 20% green.
|
---|
[2756] | 691 |
|
---|
[2827] | 692 | glRecti(30, 30, winWidth - 30, winHeight - 30);
|
---|
[2642] | 693 |
|
---|
[2827] | 694 | glEnd();
|
---|
| 695 |
|
---|
[2756] | 696 | glColor3f(1.0f, 1.0f, 1.0f);
|
---|
| 697 |
|
---|
[2829] | 698 | glEnable(GL_TEXTURE_2D);
|
---|
[2827] | 699 | myfont.Begin();
|
---|
| 700 |
|
---|
| 701 | int x = 40, y = 30;
|
---|
| 702 |
|
---|
| 703 | for(int i = 0; message[i] != 0; ++ i)
|
---|
[2756] | 704 | {
|
---|
| 705 | if(message[i][0] == '\0')
|
---|
| 706 | {
|
---|
[2786] | 707 | y += 15;
|
---|
[2756] | 708 | }
|
---|
| 709 | else
|
---|
| 710 | {
|
---|
[2827] | 711 | myfont.DrawString(message[i], x, winHeight - y);
|
---|
| 712 | y += 25;
|
---|
[2642] | 713 | }
|
---|
| 714 | }
|
---|
[2829] | 715 | glDisable(GL_TEXTURE_2D);
|
---|
[2642] | 716 | }
|
---|
| 717 |
|
---|
| 718 |
|
---|
[3062] | 719 | RenderTraverser *CreateTraverser(PerspectiveCamera *cam)
|
---|
[2764] | 720 | {
|
---|
[2897] | 721 | RenderTraverser *tr;
|
---|
| 722 |
|
---|
[2764] | 723 | switch (renderMode)
|
---|
| 724 | {
|
---|
| 725 | case RenderTraverser::CULL_FRUSTUM:
|
---|
[2897] | 726 | tr = new FrustumCullingTraverser();
|
---|
[2764] | 727 | break;
|
---|
| 728 | case RenderTraverser::STOP_AND_WAIT:
|
---|
[2897] | 729 | tr = new StopAndWaitTraverser();
|
---|
[2764] | 730 | break;
|
---|
| 731 | case RenderTraverser::CHC:
|
---|
[2897] | 732 | tr = new CHCTraverser();
|
---|
[2764] | 733 | break;
|
---|
[2767] | 734 | case RenderTraverser::CHCPLUSPLUS:
|
---|
[2897] | 735 | tr = new CHCPlusPlusTraverser();
|
---|
[2767] | 736 | break;
|
---|
| 737 |
|
---|
[2764] | 738 | default:
|
---|
[2897] | 739 | tr = new FrustumCullingTraverser();
|
---|
[2764] | 740 | }
|
---|
| 741 |
|
---|
[2897] | 742 | tr->SetCamera(cam);
|
---|
| 743 | tr->SetHierarchy(bvh);
|
---|
| 744 | tr->SetRenderQueue(renderQueue);
|
---|
[3101] | 745 | tr->SetRenderState(&renderState);
|
---|
[2897] | 746 | tr->SetUseOptimization(useOptimization);
|
---|
| 747 | tr->SetUseRenderQueue(useRenderQueue);
|
---|
| 748 | tr->SetVisibilityThreshold(threshold);
|
---|
| 749 | tr->SetAssumedVisibleFrames(assumedVisibleFrames);
|
---|
| 750 | tr->SetMaxBatchSize(maxBatchSize);
|
---|
| 751 | tr->SetUseMultiQueries(useMultiQueries);
|
---|
| 752 | tr->SetUseTightBounds(useTightBounds);
|
---|
[2955] | 753 | tr->SetUseDepthPass((renderMethod == RENDER_DEPTH_PASS) || (renderMethod == RENDER_DEPTH_PASS_DEFERRED));
|
---|
[2897] | 754 | tr->SetRenderQueue(renderQueue);
|
---|
[3066] | 755 | tr->SetShowBounds(showBoundingVolumes);
|
---|
[2897] | 756 |
|
---|
[3066] | 757 | bvh->ResetNodeClassifications();
|
---|
| 758 |
|
---|
| 759 |
|
---|
[2897] | 760 | return tr;
|
---|
[2764] | 761 | }
|
---|
| 762 |
|
---|
[3059] | 763 | /** Setup sunlight
|
---|
| 764 | */
|
---|
[2759] | 765 | void SetupLighting()
|
---|
[2642] | 766 | {
|
---|
[2759] | 767 | glEnable(GL_LIGHT0);
|
---|
[2959] | 768 | glDisable(GL_LIGHT1);
|
---|
[2825] | 769 |
|
---|
[2954] | 770 | Vector3 lightDir = -light->GetDirection();
|
---|
| 771 |
|
---|
| 772 |
|
---|
[2945] | 773 | ///////////
|
---|
| 774 | //-- first light: sunlight
|
---|
| 775 |
|
---|
[2954] | 776 | GLfloat ambient[] = {0.25f, 0.25f, 0.3f, 1.0f};
|
---|
| 777 | GLfloat diffuse[] = {1.0f, 0.95f, 0.85f, 1.0f};
|
---|
| 778 | GLfloat specular[] = {1.0f, 1.0f, 1.0f, 1.0f};
|
---|
[2982] | 779 |
|
---|
[2759] | 780 |
|
---|
[3046] | 781 | const bool useToneMapping =
|
---|
| 782 | ((renderMethod == RENDER_DEPTH_PASS_DEFERRED) ||
|
---|
| 783 | (renderMethod == RENDER_DEFERRED)) && useHDR;
|
---|
[2982] | 784 |
|
---|
[3046] | 785 |
|
---|
[2954] | 786 | Vector3 sunAmbient;
|
---|
| 787 | Vector3 sunDiffuse;
|
---|
[2759] | 788 |
|
---|
[2982] | 789 | preetham->ComputeSunColor(lightDir, sunAmbient, sunDiffuse, !useToneMapping);
|
---|
[2945] | 790 |
|
---|
[2954] | 791 | ambient[0] = sunAmbient.x;
|
---|
| 792 | ambient[1] = sunAmbient.y;
|
---|
| 793 | ambient[2] = sunAmbient.z;
|
---|
[2825] | 794 |
|
---|
[2982] | 795 | // no tone mapping => scale
|
---|
[3077] | 796 | if (0)//!useToneMapping)
|
---|
[2982] | 797 | {
|
---|
[3077] | 798 | float maxComponent = sunDiffuse.MaxComponent();
|
---|
[2982] | 799 | sunDiffuse /= maxComponent;
|
---|
| 800 | }
|
---|
| 801 |
|
---|
[2954] | 802 | diffuse[0] = sunDiffuse.x;
|
---|
| 803 | diffuse[1] = sunDiffuse.y;
|
---|
| 804 | diffuse[2] = sunDiffuse.z;
|
---|
[2945] | 805 |
|
---|
[3077] | 806 | //cout << sunDiffuse << " " << sunAmbient << endl;
|
---|
| 807 |
|
---|
[2954] | 808 | glLightfv(GL_LIGHT0, GL_AMBIENT, ambient);
|
---|
| 809 | glLightfv(GL_LIGHT0, GL_DIFFUSE, diffuse);
|
---|
| 810 | glLightfv(GL_LIGHT0, GL_SPECULAR, specular);
|
---|
[2825] | 811 |
|
---|
[2954] | 812 | GLfloat position[] = {lightDir.x, lightDir.y, lightDir.z, 0.0f};
|
---|
| 813 | glLightfv(GL_LIGHT0, GL_POSITION, position);
|
---|
[2642] | 814 | }
|
---|
| 815 |
|
---|
[2800] | 816 |
|
---|
[2795] | 817 | void SetupEyeView()
|
---|
[2642] | 818 | {
|
---|
[2861] | 819 | // store matrix of last frame
|
---|
[3005] | 820 | oldViewProjMat = viewProjMat;
|
---|
[2834] | 821 |
|
---|
[3061] | 822 | camera->SetupViewProjection();
|
---|
[2759] | 823 |
|
---|
[3061] | 824 |
|
---|
[2864] | 825 | /////////////////
|
---|
[3059] | 826 | //-- compute view projection matrix and store for later use
|
---|
[2864] | 827 |
|
---|
[2894] | 828 | Matrix4x4 matViewing, matProjection;
|
---|
[2864] | 829 |
|
---|
[2834] | 830 | camera->GetModelViewMatrix(matViewing);
|
---|
| 831 | camera->GetProjectionMatrix(matProjection);
|
---|
| 832 |
|
---|
[3005] | 833 | viewProjMat = matViewing * matProjection;
|
---|
[2642] | 834 | }
|
---|
| 835 |
|
---|
| 836 |
|
---|
[2792] | 837 | void KeyHorizontalMotion(float shift)
|
---|
| 838 | {
|
---|
[2888] | 839 | Vector3 hvec = -camera->GetDirection();
|
---|
[2792] | 840 | hvec.z = 0;
|
---|
| 841 |
|
---|
| 842 | Vector3 pos = camera->GetPosition();
|
---|
| 843 | pos += hvec * shift;
|
---|
| 844 |
|
---|
| 845 | camera->SetPosition(pos);
|
---|
| 846 | }
|
---|
| 847 |
|
---|
| 848 |
|
---|
[2794] | 849 | void KeyVerticalMotion(float shift)
|
---|
| 850 | {
|
---|
| 851 | Vector3 uvec = Vector3(0, 0, shift);
|
---|
| 852 |
|
---|
| 853 | Vector3 pos = camera->GetPosition();
|
---|
| 854 | pos += uvec;
|
---|
| 855 |
|
---|
| 856 | camera->SetPosition(pos);
|
---|
| 857 | }
|
---|
| 858 |
|
---|
| 859 |
|
---|
[3105] | 860 | void KeyStrafe(float shift)
|
---|
| 861 | {
|
---|
| 862 | Vector3 viewDir = camera->GetDirection();
|
---|
| 863 | Vector3 pos = camera->GetPosition();
|
---|
| 864 |
|
---|
| 865 | // the 90 degree rotated view vector
|
---|
| 866 | // z zero so we don't move in the vertical
|
---|
| 867 | Vector3 rVec(viewDir[0], viewDir[1], 0);
|
---|
| 868 |
|
---|
| 869 | Matrix4x4 rot = RotationZMatrix(M_PI * 0.5f);
|
---|
| 870 | rVec = rot * rVec;
|
---|
| 871 | pos += rVec * shift;
|
---|
| 872 |
|
---|
| 873 | camera->SetPosition(pos);
|
---|
| 874 | }
|
---|
| 875 |
|
---|
| 876 |
|
---|
[3059] | 877 | /** Initialize the deferred rendering pass.
|
---|
| 878 | */
|
---|
[2948] | 879 | void InitDeferredRendering()
|
---|
| 880 | {
|
---|
| 881 | if (!fbo) InitFBO();
|
---|
| 882 | fbo->Bind();
|
---|
| 883 |
|
---|
| 884 | // multisampling does not work with deferred shading
|
---|
| 885 | glDisable(GL_MULTISAMPLE_ARB);
|
---|
[3101] | 886 | renderState.SetRenderTechnique(DEFERRED);
|
---|
[2948] | 887 |
|
---|
| 888 |
|
---|
[2978] | 889 | // draw to 3 color buffers
|
---|
| 890 | // a color, normal, and positions buffer
|
---|
[3118] | 891 | if (sCurrentMrtSet == 0)
|
---|
| 892 | {
|
---|
| 893 | DeferredRenderer::colorBufferIdx = 0;
|
---|
| 894 | glDrawBuffers(3, mrt);
|
---|
| 895 | }
|
---|
| 896 | else
|
---|
| 897 | {
|
---|
| 898 | DeferredRenderer::colorBufferIdx = 3;
|
---|
| 899 | glDrawBuffers(3, mrt2);
|
---|
| 900 | }
|
---|
[2985] | 901 |
|
---|
[2978] | 902 | sCurrentMrtSet = 1 - sCurrentMrtSet;
|
---|
[2948] | 903 | }
|
---|
| 904 |
|
---|
| 905 |
|
---|
[3059] | 906 | /** the main rendering loop
|
---|
| 907 | */
|
---|
| 908 | void MainLoop()
|
---|
[2801] | 909 | {
|
---|
[3118] | 910 | GPUProgramParameters *vtxParams =
|
---|
[3113] | 911 | buddha->GetShape(0)->GetMaterial()->GetTechnique(1)->GetVertexProgramParameters();
|
---|
[3110] | 912 |
|
---|
[3115] | 913 | Matrix4x4 oldTrafo = buddha->GetTransform()->GetMatrix();
|
---|
[3111] | 914 | Vector3 buddhaPos = motionPath->GetCurrentPosition();
|
---|
| 915 | Matrix4x4 trafo = TranslationMatrix(buddhaPos);
|
---|
[3113] | 916 |
|
---|
[3111] | 917 | buddha->GetTransform()->SetMatrix(trafo);
|
---|
[3074] | 918 |
|
---|
[3120] | 919 | /*for (int i = 0; i < 10; ++ i)
|
---|
| 920 | {
|
---|
| 921 | SceneEntity *ent = dynamicObjects[i];
|
---|
| 922 | Vector3 newPos = ent->GetWorldCenter();
|
---|
| 923 |
|
---|
| 924 | if (GetOrCreateSceneQuery()->CalcIntersection(newPos))
|
---|
| 925 | {
|
---|
| 926 | Matrix4x4 mat = TranslationMatrix(newPos - ent->GetCenter());// + Vector3(0, 0, ent->GetBoundingBox().Size(2) * 0.5f));
|
---|
| 927 | ent->GetTransform()->SetMatrix(mat);
|
---|
| 928 | }
|
---|
| 929 | }*/
|
---|
| 930 |
|
---|
[3115] | 931 | Matrix4x4 rotMatrix = RotationZMatrix(M_PI * 1e-3f);
|
---|
| 932 | dynamicObjects[1]->GetTransform()->MultMatrix(rotMatrix);
|
---|
[3113] | 933 |
|
---|
[3118] | 934 |
|
---|
[3120] | 935 |
|
---|
[3111] | 936 | /////////////
|
---|
[3078] | 937 |
|
---|
[2800] | 938 | Vector3 oldPos = camera->GetPosition();
|
---|
| 939 |
|
---|
[2792] | 940 | if (leftKeyPressed)
|
---|
[2795] | 941 | camera->Pitch(KeyRotationAngle());
|
---|
[2792] | 942 | if (rightKeyPressed)
|
---|
[2795] | 943 | camera->Pitch(-KeyRotationAngle());
|
---|
[2792] | 944 | if (upKeyPressed)
|
---|
[2887] | 945 | KeyHorizontalMotion(-KeyShift());
|
---|
| 946 | if (downKeyPressed)
|
---|
[2795] | 947 | KeyHorizontalMotion(KeyShift());
|
---|
[2837] | 948 | if (ascendKeyPressed)
|
---|
| 949 | KeyVerticalMotion(KeyShift());
|
---|
| 950 | if (descendKeyPressed)
|
---|
[2795] | 951 | KeyVerticalMotion(-KeyShift());
|
---|
[3105] | 952 | if (leftStrafeKeyPressed)
|
---|
| 953 | KeyStrafe(KeyShift());
|
---|
| 954 | if (rightStrafeKeyPressed)
|
---|
| 955 | KeyStrafe(-KeyShift());
|
---|
[2792] | 956 |
|
---|
[3105] | 957 |
|
---|
[2801] | 958 | // place view on ground
|
---|
| 959 | if (!flyMode) PlaceViewer(oldPos);
|
---|
[2800] | 960 |
|
---|
[2826] | 961 | if (showAlgorithmTime)
|
---|
| 962 | {
|
---|
| 963 | glFinish();
|
---|
| 964 | algTimer.Start();
|
---|
| 965 | }
|
---|
[2809] | 966 |
|
---|
[2895] | 967 |
|
---|
[2931] | 968 | if ((!shadowMap || !shadowTraverser) && (showShadowMap || renderLightView))
|
---|
| 969 | {
|
---|
| 970 | if (!shadowMap)
|
---|
| 971 | shadowMap = new ShadowMap(light, shadowSize, bvh->GetBox(), camera);
|
---|
| 972 |
|
---|
| 973 | if (!shadowTraverser)
|
---|
| 974 | shadowTraverser = CreateTraverser(shadowMap->GetShadowCamera());
|
---|
| 975 |
|
---|
| 976 | }
|
---|
[2951] | 977 |
|
---|
| 978 | // bring eye modelview matrix up-to-date
|
---|
| 979 | SetupEyeView();
|
---|
[3059] | 980 | // set frame related parameters for GPU programs
|
---|
[3046] | 981 | GPUProgramParameters::InitFrame(camera, light);
|
---|
[3045] | 982 |
|
---|
[3059] | 983 | // hack: store current rendering method and restore later
|
---|
[2955] | 984 | int oldRenderMethod = renderMethod;
|
---|
[3044] | 985 | // for rendering the light view, we use forward rendering
|
---|
[3068] | 986 | if (renderLightView) renderMethod = FORWARD;
|
---|
[2931] | 987 |
|
---|
[3059] | 988 | /// enable vbo vertex array
|
---|
[2953] | 989 | glEnableClientState(GL_VERTEX_ARRAY);
|
---|
[2931] | 990 |
|
---|
| 991 | // render with the specified method (forward rendering, forward + depth, deferred)
|
---|
[2955] | 992 | switch (renderMethod)
|
---|
[2825] | 993 | {
|
---|
[3043] | 994 | case RENDER_FORWARD:
|
---|
[2825] | 995 |
|
---|
[2851] | 996 | glEnable(GL_MULTISAMPLE_ARB);
|
---|
[3101] | 997 | renderState.SetRenderTechnique(FORWARD);
|
---|
[3089] | 998 | //glEnable(GL_LIGHTING);
|
---|
[2809] | 999 |
|
---|
[2829] | 1000 | glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT);
|
---|
[2953] | 1001 | glEnableClientState(GL_NORMAL_ARRAY);
|
---|
[2825] | 1002 | break;
|
---|
| 1003 |
|
---|
[2955] | 1004 | case RENDER_DEPTH_PASS_DEFERRED:
|
---|
[2948] | 1005 |
|
---|
[2950] | 1006 | glDisable(GL_MULTISAMPLE_ARB);
|
---|
[3101] | 1007 | renderState.SetUseAlphaToCoverage(false);
|
---|
| 1008 | renderState.SetRenderTechnique(DEPTH_PASS);
|
---|
[2949] | 1009 |
|
---|
[2948] | 1010 | if (!fbo) InitFBO(); fbo->Bind();
|
---|
[2949] | 1011 |
|
---|
[2948] | 1012 | glDrawBuffers(1, mrt);
|
---|
| 1013 |
|
---|
[2951] | 1014 | glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT);
|
---|
[2948] | 1015 |
|
---|
[3068] | 1016 | // the scene is rendered withouth any shading
|
---|
[3101] | 1017 | // (should be handled by render renderState)
|
---|
[2948] | 1018 | glShadeModel(GL_FLAT);
|
---|
| 1019 | break;
|
---|
| 1020 |
|
---|
[2955] | 1021 | case RENDER_DEPTH_PASS:
|
---|
[2851] | 1022 |
|
---|
| 1023 | glEnable(GL_MULTISAMPLE_ARB);
|
---|
[3101] | 1024 | renderState.SetRenderTechnique(DEPTH_PASS);
|
---|
[2857] | 1025 |
|
---|
[3067] | 1026 | glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT);
|
---|
| 1027 |
|
---|
[3068] | 1028 | // the scene is rendered withouth any shading
|
---|
[3101] | 1029 | // (should be handled by render renderState)
|
---|
[2943] | 1030 | glShadeModel(GL_FLAT);
|
---|
[2825] | 1031 | break;
|
---|
| 1032 |
|
---|
[3048] | 1033 | case RENDER_DEFERRED:
|
---|
[2851] | 1034 |
|
---|
[2948] | 1035 | if (showShadowMap && !renderLightView)
|
---|
[2951] | 1036 | RenderShadowMap(camera->GetFar());
|
---|
| 1037 |
|
---|
[2948] | 1038 | //glPushAttrib(GL_VIEWPORT_BIT);
|
---|
[2825] | 1039 | glViewport(0, 0, texWidth, texHeight);
|
---|
| 1040 |
|
---|
[2948] | 1041 | InitDeferredRendering();
|
---|
[2951] | 1042 |
|
---|
[2953] | 1043 | glEnableClientState(GL_NORMAL_ARRAY);
|
---|
[2954] | 1044 | glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT);
|
---|
[2825] | 1045 | break;
|
---|
| 1046 | }
|
---|
| 1047 |
|
---|
[2801] | 1048 | glDepthFunc(GL_LESS);
|
---|
| 1049 | glDisable(GL_TEXTURE_2D);
|
---|
| 1050 | glDisableClientState(GL_TEXTURE_COORD_ARRAY);
|
---|
[2825] | 1051 |
|
---|
[2801] | 1052 |
|
---|
[3059] | 1053 | // set proper lod levels for current frame using current eye point
|
---|
[2847] | 1054 | LODLevel::InitFrame(camera->GetPosition());
|
---|
[3059] | 1055 | // set up sunlight
|
---|
[2954] | 1056 | SetupLighting();
|
---|
[2795] | 1057 |
|
---|
[2801] | 1058 |
|
---|
[2931] | 1059 | if (renderLightView)
|
---|
| 1060 | {
|
---|
[3101] | 1061 | // change CHC++ set of renderState variables:
|
---|
[3059] | 1062 | // must be done for each change of camera because otherwise
|
---|
| 1063 | // the temporal coherency is broken
|
---|
[3054] | 1064 | BvhNode::SetCurrentState(LIGHT_PASS);
|
---|
[3005] | 1065 | shadowMap->RenderShadowView(shadowTraverser, viewProjMat);
|
---|
[3054] | 1066 | BvhNode::SetCurrentState(CAMERA_PASS);
|
---|
[2931] | 1067 | }
|
---|
| 1068 | else
|
---|
[3079] | 1069 | {
|
---|
[2931] | 1070 | // actually render the scene geometry using the specified algorithm
|
---|
[2982] | 1071 | traverser->RenderScene();
|
---|
[2948] | 1072 | }
|
---|
[2892] | 1073 |
|
---|
[2931] | 1074 |
|
---|
[2825] | 1075 | /////////
|
---|
[2809] | 1076 | //-- do the rest of the rendering
|
---|
[2893] | 1077 |
|
---|
[2801] | 1078 | // reset depth pass and render visible objects
|
---|
[2955] | 1079 | if ((renderMethod == RENDER_DEPTH_PASS) ||
|
---|
| 1080 | (renderMethod == RENDER_DEPTH_PASS_DEFERRED))
|
---|
[2801] | 1081 | {
|
---|
| 1082 | RenderVisibleObjects();
|
---|
| 1083 | }
|
---|
[2948] | 1084 |
|
---|
[2801] | 1085 |
|
---|
[2796] | 1086 | ///////////////
|
---|
| 1087 | //-- render sky
|
---|
[2795] | 1088 |
|
---|
[2894] | 1089 | // q: should we render sky after deferred shading?
|
---|
| 1090 | // this would conveniently solves some issues (e.g, skys without shadows)
|
---|
[2893] | 1091 |
|
---|
[3051] | 1092 | RenderSky();
|
---|
[2801] | 1093 |
|
---|
[2961] | 1094 |
|
---|
[2955] | 1095 | if ((renderMethod == RENDER_DEFERRED) ||
|
---|
| 1096 | (renderMethod == RENDER_DEPTH_PASS_DEFERRED))
|
---|
[2825] | 1097 | {
|
---|
[2881] | 1098 | FrameBufferObject::Release();
|
---|
[2810] | 1099 |
|
---|
[3111] | 1100 | if (!deferredShader) deferredShader =
|
---|
[3068] | 1101 | new DeferredRenderer(texWidth, texHeight, camera);
|
---|
[2895] | 1102 |
|
---|
[2903] | 1103 | DeferredRenderer::SHADING_METHOD shadingMethod;
|
---|
| 1104 |
|
---|
| 1105 | if (useAdvancedShading)
|
---|
| 1106 | {
|
---|
| 1107 | if (useGlobIllum)
|
---|
| 1108 | shadingMethod = DeferredRenderer::GI;
|
---|
| 1109 | else
|
---|
| 1110 | shadingMethod = DeferredRenderer::SSAO;
|
---|
| 1111 | }
|
---|
| 1112 | else
|
---|
| 1113 | shadingMethod = DeferredRenderer::DEFAULT;
|
---|
| 1114 |
|
---|
[3111] | 1115 | deferredShader->invTrafo = invTrafo;
|
---|
| 1116 | deferredShader->SetShadingMethod(shadingMethod);
|
---|
| 1117 | deferredShader->SetSamplingMethod(samplingMethod);
|
---|
| 1118 | deferredShader->SetUseTemporalCoherence(useTemporalCoherence);
|
---|
[2903] | 1119 |
|
---|
[2895] | 1120 | ShadowMap *sm = showShadowMap ? shadowMap : NULL;
|
---|
[3111] | 1121 | deferredShader->Render(fbo, ssaoTempCohFactor, light, useHDR, sm);
|
---|
[2825] | 1122 | }
|
---|
[2827] | 1123 |
|
---|
[2893] | 1124 |
|
---|
[3101] | 1125 | renderState.SetRenderTechnique(FORWARD);
|
---|
| 1126 | renderState.Reset();
|
---|
[2827] | 1127 |
|
---|
[2893] | 1128 |
|
---|
| 1129 | glDisableClientState(GL_VERTEX_ARRAY);
|
---|
| 1130 | glDisableClientState(GL_NORMAL_ARRAY);
|
---|
[2931] | 1131 |
|
---|
[2955] | 1132 | renderMethod = oldRenderMethod;
|
---|
[2893] | 1133 |
|
---|
| 1134 |
|
---|
| 1135 | ///////////
|
---|
| 1136 |
|
---|
| 1137 |
|
---|
[2826] | 1138 | if (showAlgorithmTime)
|
---|
| 1139 | {
|
---|
| 1140 | glFinish();
|
---|
[2827] | 1141 |
|
---|
[2826] | 1142 | algTime = algTimer.Elapsedms();
|
---|
[2827] | 1143 | perfGraph->AddData(algTime);
|
---|
[2828] | 1144 |
|
---|
[2827] | 1145 | perfGraph->Draw();
|
---|
[2826] | 1146 | }
|
---|
[2827] | 1147 | else
|
---|
| 1148 | {
|
---|
| 1149 | if (visMode) DisplayVisualization();
|
---|
| 1150 | }
|
---|
[2825] | 1151 |
|
---|
[2884] | 1152 | glFlush();
|
---|
[2847] | 1153 |
|
---|
| 1154 | const bool restart = true;
|
---|
| 1155 | elapsedTime = frameTimer.Elapsedms(restart);
|
---|
| 1156 |
|
---|
[2764] | 1157 | DisplayStats();
|
---|
[2767] | 1158 |
|
---|
[2642] | 1159 | glutSwapBuffers();
|
---|
[3111] | 1160 |
|
---|
| 1161 |
|
---|
| 1162 | /////////////////////////
|
---|
[3118] | 1163 | //-- update animations
|
---|
[3111] | 1164 | motionPath->Move(0.01f);
|
---|
[2642] | 1165 | }
|
---|
| 1166 |
|
---|
| 1167 |
|
---|
| 1168 | #pragma warning( disable : 4100 )
|
---|
[2792] | 1169 | void KeyBoard(unsigned char c, int x, int y)
|
---|
[2642] | 1170 | {
|
---|
| 1171 | switch(c)
|
---|
| 1172 | {
|
---|
| 1173 | case 27:
|
---|
[2792] | 1174 | CleanUp();
|
---|
[2642] | 1175 | exit(0);
|
---|
[2948] | 1176 | case 32: // space
|
---|
[2800] | 1177 | renderMode = (renderMode + 1) % RenderTraverser::NUM_TRAVERSAL_TYPES;
|
---|
[2897] | 1178 |
|
---|
| 1179 | DEL_PTR(traverser);
|
---|
| 1180 | traverser = CreateTraverser(camera);
|
---|
| 1181 |
|
---|
[2931] | 1182 | if (shadowTraverser)
|
---|
[2897] | 1183 | {
|
---|
[2948] | 1184 | // shadow traverser has to be recomputed
|
---|
[2897] | 1185 | DEL_PTR(shadowTraverser);
|
---|
[2948] | 1186 | shadowTraverser = CreateTraverser(shadowMap->GetShadowCamera());
|
---|
[2897] | 1187 | }
|
---|
| 1188 |
|
---|
[2642] | 1189 | break;
|
---|
| 1190 | case '+':
|
---|
[2867] | 1191 | if (maxBatchSize < 10)
|
---|
| 1192 | maxBatchSize = 10;
|
---|
| 1193 | else
|
---|
| 1194 | maxBatchSize += 10;
|
---|
| 1195 |
|
---|
[2776] | 1196 | traverser->SetMaxBatchSize(maxBatchSize);
|
---|
[2642] | 1197 | break;
|
---|
| 1198 | case '-':
|
---|
[2776] | 1199 | maxBatchSize -= 10;
|
---|
| 1200 | if (maxBatchSize < 0) maxBatchSize = 1;
|
---|
| 1201 | traverser->SetMaxBatchSize(maxBatchSize);
|
---|
[2642] | 1202 | break;
|
---|
[2837] | 1203 | case 'M':
|
---|
| 1204 | case 'm':
|
---|
| 1205 | useMultiQueries = !useMultiQueries;
|
---|
| 1206 | traverser->SetUseMultiQueries(useMultiQueries);
|
---|
| 1207 | break;
|
---|
| 1208 | case '1':
|
---|
| 1209 | descendKeyPressed = true;
|
---|
| 1210 | break;
|
---|
| 1211 | case '2':
|
---|
| 1212 | ascendKeyPressed = true;
|
---|
| 1213 | break;
|
---|
| 1214 | case '3':
|
---|
| 1215 | if (trianglesPerVirtualLeaf >= 100)
|
---|
| 1216 | trianglesPerVirtualLeaf -= 100;
|
---|
| 1217 | bvh->SetVirtualLeaves(trianglesPerVirtualLeaf);
|
---|
| 1218 | break;
|
---|
| 1219 | case '4':
|
---|
| 1220 | trianglesPerVirtualLeaf += 100;
|
---|
| 1221 | bvh->SetVirtualLeaves(trianglesPerVirtualLeaf);
|
---|
| 1222 | break;
|
---|
| 1223 | case '5':
|
---|
[2776] | 1224 | assumedVisibleFrames -= 1;
|
---|
| 1225 | if (assumedVisibleFrames < 1) assumedVisibleFrames = 1;
|
---|
| 1226 | traverser->SetAssumedVisibleFrames(assumedVisibleFrames);
|
---|
| 1227 | break;
|
---|
[2837] | 1228 | case '6':
|
---|
[2776] | 1229 | assumedVisibleFrames += 1;
|
---|
| 1230 | traverser->SetAssumedVisibleFrames(assumedVisibleFrames);
|
---|
| 1231 | break;
|
---|
[2837] | 1232 | case '7':
|
---|
[2901] | 1233 | ssaoTempCohFactor *= 0.5f;
|
---|
[2776] | 1234 | break;
|
---|
[2767] | 1235 | case '8':
|
---|
[2901] | 1236 | ssaoTempCohFactor *= 2.0f;
|
---|
| 1237 | //if (ssaoTempCohFactor > 1.0f) ssaoExpFactor = 1.0f;
|
---|
[2837] | 1238 | break;
|
---|
[2865] | 1239 | case '9':
|
---|
| 1240 | useLODs = !useLODs;
|
---|
| 1241 | SceneEntity::SetUseLODs(useLODs);
|
---|
| 1242 | break;
|
---|
[2887] | 1243 | case 'P':
|
---|
| 1244 | case 'p':
|
---|
[2930] | 1245 | samplingMethod = DeferredRenderer::SAMPLING_METHOD((samplingMethod + 1) % 3);
|
---|
| 1246 | cout << "ssao sampling method: " << samplingMethod << endl;
|
---|
[2887] | 1247 | break;
|
---|
[2895] | 1248 | case 'Y':
|
---|
| 1249 | case 'y':
|
---|
| 1250 | showShadowMap = !showShadowMap;
|
---|
| 1251 | break;
|
---|
[2875] | 1252 | case 'g':
|
---|
[2903] | 1253 | case 'G':
|
---|
| 1254 | useGlobIllum = !useGlobIllum;
|
---|
| 1255 | break;
|
---|
[2875] | 1256 | case 't':
|
---|
| 1257 | case 'T':
|
---|
| 1258 | useTemporalCoherence = !useTemporalCoherence;
|
---|
| 1259 | break;
|
---|
[2792] | 1260 | case 'o':
|
---|
| 1261 | case 'O':
|
---|
[2642] | 1262 | useOptimization = !useOptimization;
|
---|
[2764] | 1263 | traverser->SetUseOptimization(useOptimization);
|
---|
[2767] | 1264 | break;
|
---|
| 1265 | case 'a':
|
---|
| 1266 | case 'A':
|
---|
[2931] | 1267 | leftKeyPressed = true;
|
---|
[2767] | 1268 | break;
|
---|
| 1269 | case 'd':
|
---|
| 1270 | case 'D':
|
---|
[2931] | 1271 | rightKeyPressed = true;
|
---|
[2767] | 1272 | break;
|
---|
| 1273 | case 'w':
|
---|
| 1274 | case 'W':
|
---|
[2931] | 1275 | upKeyPressed = true;
|
---|
[2767] | 1276 | break;
|
---|
[2829] | 1277 | case 's':
|
---|
| 1278 | case 'S':
|
---|
[2931] | 1279 | downKeyPressed = true;
|
---|
[2767] | 1280 | break;
|
---|
[3105] | 1281 | case 'j':
|
---|
| 1282 | case 'J':
|
---|
| 1283 | leftStrafeKeyPressed = true;
|
---|
| 1284 | break;
|
---|
| 1285 | case 'k':
|
---|
| 1286 | case 'K':
|
---|
| 1287 | rightStrafeKeyPressed = true;
|
---|
| 1288 | break;
|
---|
[2767] | 1289 | case 'r':
|
---|
| 1290 | case 'R':
|
---|
[2931] | 1291 | useRenderQueue = !useRenderQueue;
|
---|
| 1292 | traverser->SetUseRenderQueue(useRenderQueue);
|
---|
| 1293 |
|
---|
[2790] | 1294 | break;
|
---|
[2786] | 1295 | case 'b':
|
---|
| 1296 | case 'B':
|
---|
[2931] | 1297 | useTightBounds = !useTightBounds;
|
---|
| 1298 | traverser->SetUseTightBounds(useTightBounds);
|
---|
[2790] | 1299 | break;
|
---|
[2931] | 1300 | case 'l':
|
---|
| 1301 | case 'L':
|
---|
| 1302 | renderLightView = !renderLightView;
|
---|
| 1303 | break;
|
---|
[2994] | 1304 | case 'h':
|
---|
| 1305 | case 'H':
|
---|
| 1306 | useHDR = !useHDR;
|
---|
| 1307 | break;
|
---|
[2642] | 1308 | default:
|
---|
| 1309 | return;
|
---|
| 1310 | }
|
---|
| 1311 |
|
---|
| 1312 | glutPostRedisplay();
|
---|
| 1313 | }
|
---|
| 1314 |
|
---|
| 1315 |
|
---|
[2792] | 1316 | void SpecialKeyUp(int c, int x, int y)
|
---|
[2642] | 1317 | {
|
---|
[2792] | 1318 | switch (c)
|
---|
| 1319 | {
|
---|
| 1320 | case GLUT_KEY_LEFT:
|
---|
| 1321 | leftKeyPressed = false;
|
---|
| 1322 | break;
|
---|
| 1323 | case GLUT_KEY_RIGHT:
|
---|
| 1324 | rightKeyPressed = false;
|
---|
| 1325 | break;
|
---|
| 1326 | case GLUT_KEY_UP:
|
---|
| 1327 | upKeyPressed = false;
|
---|
| 1328 | break;
|
---|
| 1329 | case GLUT_KEY_DOWN:
|
---|
| 1330 | downKeyPressed = false;
|
---|
| 1331 | break;
|
---|
[2953] | 1332 | case GLUT_ACTIVE_ALT:
|
---|
| 1333 | altKeyPressed = false;
|
---|
| 1334 | break;
|
---|
[2792] | 1335 | default:
|
---|
| 1336 | return;
|
---|
| 1337 | }
|
---|
| 1338 | }
|
---|
| 1339 |
|
---|
| 1340 |
|
---|
| 1341 | void KeyUp(unsigned char c, int x, int y)
|
---|
| 1342 | {
|
---|
| 1343 | switch (c)
|
---|
| 1344 | {
|
---|
[2879] | 1345 |
|
---|
[2792] | 1346 | case 'A':
|
---|
| 1347 | case 'a':
|
---|
| 1348 | leftKeyPressed = false;
|
---|
| 1349 | break;
|
---|
| 1350 | case 'D':
|
---|
| 1351 | case 'd':
|
---|
| 1352 | rightKeyPressed = false;
|
---|
| 1353 | break;
|
---|
| 1354 | case 'W':
|
---|
| 1355 | case 'w':
|
---|
| 1356 | upKeyPressed = false;
|
---|
| 1357 | break;
|
---|
[2829] | 1358 | case 'S':
|
---|
| 1359 | case 's':
|
---|
[2792] | 1360 | downKeyPressed = false;
|
---|
| 1361 | break;
|
---|
[2837] | 1362 | case '1':
|
---|
| 1363 | descendKeyPressed = false;
|
---|
[2794] | 1364 | break;
|
---|
[2837] | 1365 | case '2':
|
---|
| 1366 | ascendKeyPressed = false;
|
---|
[2794] | 1367 | break;
|
---|
[3105] | 1368 | case 'j':
|
---|
| 1369 | case 'J':
|
---|
| 1370 | leftStrafeKeyPressed = false;
|
---|
| 1371 | break;
|
---|
| 1372 | case 'k':
|
---|
| 1373 | case 'K':
|
---|
| 1374 | rightStrafeKeyPressed = false;
|
---|
| 1375 | break;
|
---|
[2792] | 1376 | default:
|
---|
| 1377 | return;
|
---|
| 1378 | }
|
---|
| 1379 | //glutPostRedisplay();
|
---|
| 1380 | }
|
---|
| 1381 |
|
---|
| 1382 |
|
---|
| 1383 | void Special(int c, int x, int y)
|
---|
| 1384 | {
|
---|
[2642] | 1385 | switch(c)
|
---|
| 1386 | {
|
---|
| 1387 | case GLUT_KEY_F1:
|
---|
| 1388 | showHelp = !showHelp;
|
---|
| 1389 | break;
|
---|
[2790] | 1390 | case GLUT_KEY_F2:
|
---|
[2795] | 1391 | visMode = !visMode;
|
---|
[2790] | 1392 | break;
|
---|
| 1393 | case GLUT_KEY_F3:
|
---|
| 1394 | showBoundingVolumes = !showBoundingVolumes;
|
---|
| 1395 | traverser->SetShowBounds(showBoundingVolumes);
|
---|
| 1396 | break;
|
---|
| 1397 | case GLUT_KEY_F4:
|
---|
[2827] | 1398 | showOptions = !showOptions;
|
---|
[2790] | 1399 | break;
|
---|
| 1400 | case GLUT_KEY_F5:
|
---|
[2827] | 1401 | showStatistics = !showStatistics;
|
---|
[2790] | 1402 | break;
|
---|
[2800] | 1403 | case GLUT_KEY_F6:
|
---|
| 1404 | flyMode = !flyMode;
|
---|
| 1405 | break;
|
---|
[2801] | 1406 | case GLUT_KEY_F7:
|
---|
[2825] | 1407 |
|
---|
[2955] | 1408 | renderMethod = (renderMethod + 1) % 4;
|
---|
| 1409 |
|
---|
| 1410 | traverser->SetUseDepthPass(
|
---|
| 1411 | (renderMethod == RENDER_DEPTH_PASS) ||
|
---|
| 1412 | (renderMethod == RENDER_DEPTH_PASS_DEFERRED)
|
---|
| 1413 | );
|
---|
[2825] | 1414 |
|
---|
[2801] | 1415 | break;
|
---|
[2803] | 1416 | case GLUT_KEY_F8:
|
---|
[2903] | 1417 | useAdvancedShading = !useAdvancedShading;
|
---|
| 1418 |
|
---|
[2821] | 1419 | break;
|
---|
[2826] | 1420 | case GLUT_KEY_F9:
|
---|
| 1421 | showAlgorithmTime = !showAlgorithmTime;
|
---|
| 1422 | break;
|
---|
[2954] | 1423 | case GLUT_KEY_F10:
|
---|
| 1424 | moveLight = !moveLight;
|
---|
| 1425 | break;
|
---|
[2642] | 1426 | case GLUT_KEY_LEFT:
|
---|
[2767] | 1427 | {
|
---|
[2792] | 1428 | leftKeyPressed = true;
|
---|
[2795] | 1429 | camera->Pitch(KeyRotationAngle());
|
---|
[2767] | 1430 | }
|
---|
[2642] | 1431 | break;
|
---|
| 1432 | case GLUT_KEY_RIGHT:
|
---|
[2767] | 1433 | {
|
---|
[2792] | 1434 | rightKeyPressed = true;
|
---|
[2795] | 1435 | camera->Pitch(-KeyRotationAngle());
|
---|
[2767] | 1436 | }
|
---|
[2642] | 1437 | break;
|
---|
| 1438 | case GLUT_KEY_UP:
|
---|
[2767] | 1439 | {
|
---|
[2792] | 1440 | upKeyPressed = true;
|
---|
[2795] | 1441 | KeyHorizontalMotion(KeyShift());
|
---|
[2767] | 1442 | }
|
---|
[2642] | 1443 | break;
|
---|
| 1444 | case GLUT_KEY_DOWN:
|
---|
[2767] | 1445 | {
|
---|
[2792] | 1446 | downKeyPressed = true;
|
---|
[2795] | 1447 | KeyHorizontalMotion(-KeyShift());
|
---|
[2767] | 1448 | }
|
---|
[2642] | 1449 | break;
|
---|
| 1450 | default:
|
---|
| 1451 | return;
|
---|
| 1452 |
|
---|
| 1453 | }
|
---|
| 1454 |
|
---|
| 1455 | glutPostRedisplay();
|
---|
| 1456 | }
|
---|
[2767] | 1457 |
|
---|
[2642] | 1458 | #pragma warning( default : 4100 )
|
---|
| 1459 |
|
---|
| 1460 |
|
---|
[2792] | 1461 | void Reshape(int w, int h)
|
---|
[2642] | 1462 | {
|
---|
[2759] | 1463 | winAspectRatio = 1.0f;
|
---|
[2642] | 1464 |
|
---|
| 1465 | glViewport(0, 0, w, h);
|
---|
| 1466 |
|
---|
| 1467 | winWidth = w;
|
---|
| 1468 | winHeight = h;
|
---|
| 1469 |
|
---|
[2833] | 1470 | if (w) winAspectRatio = (float) w / (float) h;
|
---|
[2642] | 1471 |
|
---|
[2758] | 1472 | glMatrixMode(GL_PROJECTION);
|
---|
| 1473 | glLoadIdentity();
|
---|
[2642] | 1474 |
|
---|
[2927] | 1475 | gluPerspective(fov, winAspectRatio, nearDist, farDist);
|
---|
[2788] | 1476 |
|
---|
[2758] | 1477 | glMatrixMode(GL_MODELVIEW);
|
---|
| 1478 |
|
---|
[2642] | 1479 | glutPostRedisplay();
|
---|
| 1480 | }
|
---|
| 1481 |
|
---|
| 1482 |
|
---|
[3101] | 1483 | void Mouse(int button, int renderState, int x, int y)
|
---|
[2642] | 1484 | {
|
---|
[3101] | 1485 | if ((button == GLUT_LEFT_BUTTON) && (renderState == GLUT_DOWN))
|
---|
[2642] | 1486 | {
|
---|
| 1487 | xEyeBegin = x;
|
---|
| 1488 | yMotionBegin = y;
|
---|
| 1489 |
|
---|
[2792] | 1490 | glutMotionFunc(LeftMotion);
|
---|
[2642] | 1491 | }
|
---|
[3101] | 1492 | else if ((button == GLUT_RIGHT_BUTTON) && (renderState == GLUT_DOWN))
|
---|
[2642] | 1493 | {
|
---|
[2829] | 1494 | xEyeBegin = x;
|
---|
[2758] | 1495 | yEyeBegin = y;
|
---|
| 1496 | yMotionBegin = y;
|
---|
| 1497 |
|
---|
[2954] | 1498 | if (!moveLight)
|
---|
| 1499 | glutMotionFunc(RightMotion);
|
---|
| 1500 | else
|
---|
| 1501 | glutMotionFunc(RightMotionLight);
|
---|
[2758] | 1502 | }
|
---|
[3101] | 1503 | else if ((button == GLUT_MIDDLE_BUTTON) && (renderState == GLUT_DOWN))
|
---|
[2758] | 1504 | {
|
---|
[2642] | 1505 | horizontalMotionBegin = x;
|
---|
| 1506 | verticalMotionBegin = y;
|
---|
[2792] | 1507 | glutMotionFunc(MiddleMotion);
|
---|
[2642] | 1508 | }
|
---|
| 1509 |
|
---|
| 1510 | glutPostRedisplay();
|
---|
| 1511 | }
|
---|
| 1512 |
|
---|
[2758] | 1513 |
|
---|
| 1514 | /** rotation for left/right mouse drag
|
---|
[2642] | 1515 | motion for up/down mouse drag
|
---|
| 1516 | */
|
---|
[2792] | 1517 | void LeftMotion(int x, int y)
|
---|
[2642] | 1518 | {
|
---|
[2758] | 1519 | Vector3 viewDir = camera->GetDirection();
|
---|
| 1520 | Vector3 pos = camera->GetPosition();
|
---|
| 1521 |
|
---|
| 1522 | // don't move in the vertical direction
|
---|
[2764] | 1523 | Vector3 horView(viewDir[0], viewDir[1], 0);
|
---|
[2642] | 1524 |
|
---|
[2795] | 1525 | float eyeXAngle = 0.2f * M_PI * (xEyeBegin - x) / 180.0;
|
---|
[2756] | 1526 |
|
---|
[2795] | 1527 | camera->Pitch(eyeXAngle);
|
---|
[2787] | 1528 |
|
---|
[2888] | 1529 | pos += horView * (yMotionBegin - y) * 0.2f;
|
---|
[2795] | 1530 |
|
---|
[2758] | 1531 | camera->SetPosition(pos);
|
---|
[2642] | 1532 |
|
---|
| 1533 | xEyeBegin = x;
|
---|
| 1534 | yMotionBegin = y;
|
---|
[2758] | 1535 |
|
---|
[2642] | 1536 | glutPostRedisplay();
|
---|
| 1537 | }
|
---|
| 1538 |
|
---|
[2758] | 1539 |
|
---|
[2954] | 1540 | void RightMotionLight(int x, int y)
|
---|
| 1541 | {
|
---|
| 1542 | float theta = 0.2f * M_PI * (xEyeBegin - x) / 180.0f;
|
---|
| 1543 | float phi = 0.2f * M_PI * (yMotionBegin - y) / 180.0f;
|
---|
| 1544 |
|
---|
| 1545 | Vector3 lightDir = light->GetDirection();
|
---|
| 1546 |
|
---|
| 1547 | Matrix4x4 roty = RotationYMatrix(theta);
|
---|
| 1548 | Matrix4x4 rotx = RotationXMatrix(phi);
|
---|
| 1549 |
|
---|
| 1550 | lightDir = roty * lightDir;
|
---|
| 1551 | lightDir = rotx * lightDir;
|
---|
| 1552 |
|
---|
[2967] | 1553 | // normalize to avoid accumulating errors
|
---|
| 1554 | lightDir.Normalize();
|
---|
| 1555 |
|
---|
[2954] | 1556 | light->SetDirection(lightDir);
|
---|
| 1557 |
|
---|
| 1558 | xEyeBegin = x;
|
---|
| 1559 | yMotionBegin = y;
|
---|
| 1560 |
|
---|
| 1561 | glutPostRedisplay();
|
---|
| 1562 | }
|
---|
| 1563 |
|
---|
| 1564 |
|
---|
[2767] | 1565 | /** rotation for left / right mouse drag
|
---|
| 1566 | motion for up / down mouse drag
|
---|
[2758] | 1567 | */
|
---|
[2792] | 1568 | void RightMotion(int x, int y)
|
---|
[2758] | 1569 | {
|
---|
[2829] | 1570 | float eyeXAngle = 0.2f * M_PI * (xEyeBegin - x) / 180.0;
|
---|
[2795] | 1571 | float eyeYAngle = -0.2f * M_PI * (yEyeBegin - y) / 180.0;
|
---|
[2758] | 1572 |
|
---|
[2795] | 1573 | camera->Yaw(eyeYAngle);
|
---|
[2829] | 1574 | camera->Pitch(eyeXAngle);
|
---|
[2780] | 1575 |
|
---|
[2829] | 1576 | xEyeBegin = x;
|
---|
[2758] | 1577 | yEyeBegin = y;
|
---|
[2829] | 1578 |
|
---|
[2758] | 1579 | glutPostRedisplay();
|
---|
| 1580 | }
|
---|
| 1581 |
|
---|
| 1582 |
|
---|
[3105] | 1583 | /** strafe
|
---|
| 1584 | */
|
---|
[2792] | 1585 | void MiddleMotion(int x, int y)
|
---|
[2642] | 1586 | {
|
---|
[2758] | 1587 | Vector3 viewDir = camera->GetDirection();
|
---|
| 1588 | Vector3 pos = camera->GetPosition();
|
---|
| 1589 |
|
---|
[2642] | 1590 | // the 90 degree rotated view vector
|
---|
| 1591 | // y zero so we don't move in the vertical
|
---|
[2764] | 1592 | Vector3 rVec(viewDir[0], viewDir[1], 0);
|
---|
[2642] | 1593 |
|
---|
[2764] | 1594 | Matrix4x4 rot = RotationZMatrix(M_PI * 0.5f);
|
---|
[2758] | 1595 | rVec = rot * rVec;
|
---|
[2642] | 1596 |
|
---|
[2888] | 1597 | pos -= rVec * (x - horizontalMotionBegin) * 0.1f;
|
---|
[2764] | 1598 | pos[2] += (verticalMotionBegin - y) * 0.1f;
|
---|
[2642] | 1599 |
|
---|
[2758] | 1600 | camera->SetPosition(pos);
|
---|
| 1601 |
|
---|
[2642] | 1602 | horizontalMotionBegin = x;
|
---|
| 1603 | verticalMotionBegin = y;
|
---|
[2758] | 1604 |
|
---|
[2642] | 1605 | glutPostRedisplay();
|
---|
| 1606 | }
|
---|
| 1607 |
|
---|
| 1608 |
|
---|
[2756] | 1609 | void InitExtensions(void)
|
---|
[2642] | 1610 | {
|
---|
| 1611 | GLenum err = glewInit();
|
---|
[2756] | 1612 |
|
---|
[2642] | 1613 | if (GLEW_OK != err)
|
---|
| 1614 | {
|
---|
| 1615 | // problem: glewInit failed, something is seriously wrong
|
---|
| 1616 | fprintf(stderr,"Error: %s\n", glewGetErrorString(err));
|
---|
| 1617 | exit(1);
|
---|
| 1618 | }
|
---|
[2756] | 1619 | if (!GLEW_ARB_occlusion_query)
|
---|
[2642] | 1620 | {
|
---|
[2756] | 1621 | printf("I require the GL_ARB_occlusion_query to work.\n");
|
---|
[2642] | 1622 | exit(1);
|
---|
| 1623 | }
|
---|
| 1624 | }
|
---|
| 1625 |
|
---|
| 1626 |
|
---|
[2826] | 1627 | void Begin2D()
|
---|
[2642] | 1628 | {
|
---|
| 1629 | glDisable(GL_LIGHTING);
|
---|
| 1630 | glDisable(GL_DEPTH_TEST);
|
---|
| 1631 |
|
---|
[2826] | 1632 | glMatrixMode(GL_PROJECTION);
|
---|
[2642] | 1633 | glPushMatrix();
|
---|
| 1634 | glLoadIdentity();
|
---|
[2834] | 1635 |
|
---|
[2826] | 1636 | gluOrtho2D(0, winWidth, 0, winHeight);
|
---|
[2642] | 1637 |
|
---|
[2826] | 1638 | glMatrixMode(GL_MODELVIEW);
|
---|
[2642] | 1639 | glPushMatrix();
|
---|
| 1640 | glLoadIdentity();
|
---|
| 1641 | }
|
---|
| 1642 |
|
---|
| 1643 |
|
---|
[2826] | 1644 | void End2D()
|
---|
[2642] | 1645 | {
|
---|
[2834] | 1646 | glMatrixMode(GL_PROJECTION);
|
---|
[2642] | 1647 | glPopMatrix();
|
---|
[2834] | 1648 |
|
---|
[2642] | 1649 | glMatrixMode(GL_MODELVIEW);
|
---|
| 1650 | glPopMatrix();
|
---|
| 1651 |
|
---|
| 1652 | glEnable(GL_LIGHTING);
|
---|
| 1653 | glEnable(GL_DEPTH_TEST);
|
---|
| 1654 | }
|
---|
| 1655 |
|
---|
| 1656 |
|
---|
[2787] | 1657 | // displays the visualisation of culling algorithm
|
---|
| 1658 | void DisplayVisualization()
|
---|
[2796] | 1659 | {
|
---|
[2787] | 1660 | visualization->SetFrameId(traverser->GetCurrentFrameId());
|
---|
| 1661 |
|
---|
[2792] | 1662 | Begin2D();
|
---|
[2642] | 1663 | glBlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA);
|
---|
| 1664 | glEnable(GL_BLEND);
|
---|
[2827] | 1665 | glColor4f(0.0f ,0.0f, 0.0f, 0.5f);
|
---|
[2642] | 1666 |
|
---|
[2827] | 1667 | glRecti(winWidth - winWidth / 3, winHeight - winHeight / 3, winWidth, winHeight);
|
---|
[2642] | 1668 | glDisable(GL_BLEND);
|
---|
[2792] | 1669 | End2D();
|
---|
[2788] | 1670 |
|
---|
| 1671 |
|
---|
| 1672 | AxisAlignedBox3 box = bvh->GetBox();
|
---|
| 1673 |
|
---|
[2948] | 1674 | const float offs = box.Size().x * 0.3f;
|
---|
[2834] | 1675 |
|
---|
[2838] | 1676 | Vector3 vizpos = Vector3(box.Min().x, box.Min().y - box.Size().y * 0.35f, box.Min().z + box.Size().z * 50);
|
---|
[2806] | 1677 |
|
---|
[2795] | 1678 | visCamera->SetPosition(vizpos);
|
---|
[2838] | 1679 | visCamera->ResetPitchAndYaw();
|
---|
[2892] | 1680 |
|
---|
[2834] | 1681 | glPushAttrib(GL_VIEWPORT_BIT);
|
---|
[2806] | 1682 | glViewport(winWidth - winWidth / 3, winHeight - winHeight / 3, winWidth / 3, winHeight / 3);
|
---|
[2796] | 1683 |
|
---|
| 1684 | glMatrixMode(GL_PROJECTION);
|
---|
[2834] | 1685 | glPushMatrix();
|
---|
| 1686 |
|
---|
[2787] | 1687 | glLoadIdentity();
|
---|
[2807] | 1688 | glOrtho(-offs, offs, -offs, offs, 0.0f, box.Size().z * 100.0f);
|
---|
[2787] | 1689 |
|
---|
[2796] | 1690 | glMatrixMode(GL_MODELVIEW);
|
---|
[2834] | 1691 | glPushMatrix();
|
---|
[2787] | 1692 |
|
---|
[2796] | 1693 | visCamera->SetupCameraView();
|
---|
[2806] | 1694 |
|
---|
| 1695 | Matrix4x4 rotZ = RotationZMatrix(-camera->GetPitch());
|
---|
| 1696 | glMultMatrixf((float *)rotZ.x);
|
---|
| 1697 |
|
---|
[2887] | 1698 | // inverse translation in order to fix current position
|
---|
[2838] | 1699 | Vector3 pos = camera->GetPosition();
|
---|
[2806] | 1700 | glTranslatef(-pos.x, -pos.y, -pos.z);
|
---|
| 1701 |
|
---|
| 1702 |
|
---|
[2788] | 1703 | GLfloat position[] = {0.8f, 1.0f, 1.5f, 0.0f};
|
---|
| 1704 | glLightfv(GL_LIGHT0, GL_POSITION, position);
|
---|
[2787] | 1705 |
|
---|
[2788] | 1706 | GLfloat position1[] = {bvh->GetBox().Center().x, bvh->GetBox().Max().y, bvh->GetBox().Center().z, 1.0f};
|
---|
| 1707 | glLightfv(GL_LIGHT1, GL_POSITION, position1);
|
---|
[2787] | 1708 |
|
---|
[2642] | 1709 | glClear(GL_DEPTH_BUFFER_BIT);
|
---|
| 1710 |
|
---|
[2888] | 1711 |
|
---|
[2767] | 1712 | ////////////
|
---|
[2787] | 1713 | //-- visualization of the occlusion culling
|
---|
| 1714 |
|
---|
[3063] | 1715 | visualization->Render(showShadowMap);
|
---|
[2887] | 1716 |
|
---|
[2767] | 1717 |
|
---|
[2834] | 1718 | // reset previous settings
|
---|
| 1719 | glPopAttrib();
|
---|
| 1720 |
|
---|
| 1721 | glMatrixMode(GL_PROJECTION);
|
---|
| 1722 | glPopMatrix();
|
---|
| 1723 | glMatrixMode(GL_MODELVIEW);
|
---|
| 1724 | glPopMatrix();
|
---|
[2642] | 1725 | }
|
---|
| 1726 |
|
---|
[2767] | 1727 |
|
---|
[2642] | 1728 | // cleanup routine after the main loop
|
---|
[2756] | 1729 | void CleanUp()
|
---|
[2642] | 1730 | {
|
---|
[2756] | 1731 | DEL_PTR(traverser);
|
---|
[2796] | 1732 | DEL_PTR(sceneQuery);
|
---|
[2756] | 1733 | DEL_PTR(bvh);
|
---|
[2767] | 1734 | DEL_PTR(visualization);
|
---|
[2787] | 1735 | DEL_PTR(camera);
|
---|
[2801] | 1736 | DEL_PTR(renderQueue);
|
---|
[2827] | 1737 | DEL_PTR(perfGraph);
|
---|
[2879] | 1738 | DEL_PTR(fbo);
|
---|
[3111] | 1739 | DEL_PTR(deferredShader);
|
---|
[3019] | 1740 | DEL_PTR(light);
|
---|
| 1741 | DEL_PTR(visCamera);
|
---|
| 1742 | DEL_PTR(preetham);
|
---|
[3020] | 1743 | DEL_PTR(shadowMap);
|
---|
| 1744 | DEL_PTR(shadowTraverser);
|
---|
[3078] | 1745 | DEL_PTR(motionPath);
|
---|
[3052] | 1746 |
|
---|
[3037] | 1747 | ResourceManager::DelSingleton();
|
---|
[3057] | 1748 | ShaderManager::DelSingleton();
|
---|
| 1749 |
|
---|
[3059] | 1750 | resourceManager = NULL;
|
---|
[3057] | 1751 | shaderManager = NULL;
|
---|
[2642] | 1752 | }
|
---|
| 1753 |
|
---|
| 1754 |
|
---|
| 1755 | // this function inserts a dezimal point after each 1000
|
---|
[2829] | 1756 | void CalcDecimalPoint(string &str, int d, int len)
|
---|
[2642] | 1757 | {
|
---|
[2827] | 1758 | static vector<int> numbers;
|
---|
| 1759 | numbers.clear();
|
---|
| 1760 |
|
---|
[2829] | 1761 | static string shortStr;
|
---|
| 1762 | shortStr.clear();
|
---|
[2642] | 1763 |
|
---|
[2829] | 1764 | static char hstr[100];
|
---|
| 1765 |
|
---|
[2642] | 1766 | while (d != 0)
|
---|
| 1767 | {
|
---|
| 1768 | numbers.push_back(d % 1000);
|
---|
| 1769 | d /= 1000;
|
---|
| 1770 | }
|
---|
| 1771 |
|
---|
| 1772 | // first element without leading zeros
|
---|
| 1773 | if (numbers.size() > 0)
|
---|
| 1774 | {
|
---|
[2800] | 1775 | sprintf(hstr, "%d", numbers.back());
|
---|
[2829] | 1776 | shortStr.append(hstr);
|
---|
[2642] | 1777 | }
|
---|
| 1778 |
|
---|
[2764] | 1779 | for (int i = (int)numbers.size() - 2; i >= 0; i--)
|
---|
[2642] | 1780 | {
|
---|
[2800] | 1781 | sprintf(hstr, ",%03d", numbers[i]);
|
---|
[2829] | 1782 | shortStr.append(hstr);
|
---|
[2642] | 1783 | }
|
---|
[2829] | 1784 |
|
---|
| 1785 | int dif = len - (int)shortStr.size();
|
---|
| 1786 |
|
---|
| 1787 | for (int i = 0; i < dif; ++ i)
|
---|
| 1788 | {
|
---|
| 1789 | str += " ";
|
---|
| 1790 | }
|
---|
| 1791 |
|
---|
| 1792 | str.append(shortStr);
|
---|
[2764] | 1793 | }
|
---|
| 1794 |
|
---|
| 1795 |
|
---|
| 1796 | void DisplayStats()
|
---|
| 1797 | {
|
---|
[2826] | 1798 | static char msg[9][300];
|
---|
[2764] | 1799 |
|
---|
[2826] | 1800 | static double frameTime = elapsedTime;
|
---|
| 1801 | static double renderTime = algTime;
|
---|
| 1802 |
|
---|
[2818] | 1803 | const float expFactor = 0.1f;
|
---|
[2767] | 1804 |
|
---|
[2802] | 1805 | // if some strange render time spike happened in this frame => don't count
|
---|
[2826] | 1806 | if (elapsedTime < 500) frameTime = elapsedTime * expFactor + (1.0f - expFactor) * elapsedTime;
|
---|
| 1807 |
|
---|
| 1808 | static float rTime = 1000.0f;
|
---|
[2764] | 1809 |
|
---|
[2826] | 1810 | if (showAlgorithmTime)
|
---|
| 1811 | {
|
---|
| 1812 | if (algTime < 500) renderTime = algTime * expFactor + (1.0f - expFactor) * renderTime;
|
---|
| 1813 | }
|
---|
[2802] | 1814 |
|
---|
[2826] | 1815 | accumulatedTime += elapsedTime;
|
---|
| 1816 |
|
---|
[2776] | 1817 | if (accumulatedTime > 500) // update every fraction of a second
|
---|
[2770] | 1818 | {
|
---|
| 1819 | accumulatedTime = 0;
|
---|
| 1820 |
|
---|
[2826] | 1821 | if (frameTime) fps = 1e3f / (float)frameTime;
|
---|
| 1822 |
|
---|
| 1823 | rTime = renderTime;
|
---|
[2773] | 1824 |
|
---|
[2948] | 1825 | if (renderLightView && shadowTraverser)
|
---|
| 1826 | {
|
---|
| 1827 | renderedTriangles = shadowTraverser->GetStats().mNumRenderedTriangles;
|
---|
| 1828 | renderedObjects = shadowTraverser->GetStats().mNumRenderedGeometry;
|
---|
| 1829 | renderedNodes = shadowTraverser->GetStats().mNumRenderedNodes;
|
---|
| 1830 | }
|
---|
| 1831 | else if (showShadowMap && shadowTraverser)
|
---|
| 1832 | {
|
---|
| 1833 | renderedNodes = traverser->GetStats().mNumRenderedNodes + shadowTraverser->GetStats().mNumRenderedNodes;
|
---|
| 1834 | renderedObjects = traverser->GetStats().mNumRenderedGeometry + shadowTraverser->GetStats().mNumRenderedGeometry;
|
---|
| 1835 | renderedTriangles = traverser->GetStats().mNumRenderedTriangles + shadowTraverser->GetStats().mNumRenderedTriangles;
|
---|
| 1836 | }
|
---|
| 1837 | else
|
---|
| 1838 | {
|
---|
| 1839 | renderedTriangles = traverser->GetStats().mNumRenderedTriangles;
|
---|
| 1840 | renderedObjects = traverser->GetStats().mNumRenderedGeometry;
|
---|
| 1841 | renderedNodes = traverser->GetStats().mNumRenderedNodes;
|
---|
| 1842 | }
|
---|
| 1843 |
|
---|
[2770] | 1844 | traversedNodes = traverser->GetStats().mNumTraversedNodes;
|
---|
| 1845 | frustumCulledNodes = traverser->GetStats().mNumFrustumCulledNodes;
|
---|
| 1846 | queryCulledNodes = traverser->GetStats().mNumQueryCulledNodes;
|
---|
| 1847 | issuedQueries = traverser->GetStats().mNumIssuedQueries;
|
---|
| 1848 | stateChanges = traverser->GetStats().mNumStateChanges;
|
---|
[2800] | 1849 | numBatches = traverser->GetStats().mNumBatches;
|
---|
[2770] | 1850 | }
|
---|
| 1851 |
|
---|
[2764] | 1852 |
|
---|
[2826] | 1853 | Begin2D();
|
---|
[2808] | 1854 |
|
---|
[2826] | 1855 | glEnable(GL_BLEND);
|
---|
| 1856 | glBlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA);
|
---|
[2764] | 1857 |
|
---|
[2826] | 1858 | if (showHelp)
|
---|
| 1859 | {
|
---|
| 1860 | DrawHelpMessage();
|
---|
| 1861 | }
|
---|
| 1862 | else
|
---|
| 1863 | {
|
---|
[2829] | 1864 | if (showOptions)
|
---|
| 1865 | {
|
---|
| 1866 | glColor4f(0.0f, 0.0f, 0.0f, 0.5f);
|
---|
| 1867 | glRecti(5, winHeight - 95, winWidth * 2 / 3 - 5, winHeight - 5);
|
---|
| 1868 | }
|
---|
| 1869 |
|
---|
| 1870 | if (showStatistics)
|
---|
| 1871 | {
|
---|
| 1872 | glColor4f(0.0f, 0.0f, 0.0f, 0.5f);
|
---|
| 1873 | glRecti(5, winHeight - 165, winWidth * 2 / 3 - 5, winHeight - 100);
|
---|
| 1874 | }
|
---|
| 1875 |
|
---|
| 1876 | glEnable(GL_TEXTURE_2D);
|
---|
[2827] | 1877 | myfont.Begin();
|
---|
[2769] | 1878 |
|
---|
[2826] | 1879 | if (showOptions)
|
---|
| 1880 | {
|
---|
[2829] | 1881 | glColor3f(0.0f, 1.0f, 0.0f);
|
---|
[2826] | 1882 | int i = 0;
|
---|
| 1883 |
|
---|
[3065] | 1884 | static char *renderMethodStr[] =
|
---|
| 1885 | {"forward", "depth pass + forward", "deferred shading", "depth pass + deferred"};
|
---|
[2826] | 1886 | sprintf(msg[i ++], "multiqueries: %d, tight bounds: %d, render queue: %d",
|
---|
[3065] | 1887 | useMultiQueries, useTightBounds, useRenderQueue);
|
---|
[2955] | 1888 | sprintf(msg[i ++], "render technique: %s, SSAO: %d", renderMethodStr[renderMethod], useAdvancedShading);
|
---|
[2826] | 1889 | sprintf(msg[i ++], "triangles per virtual leaf: %5d", trianglesPerVirtualLeaf);
|
---|
| 1890 | sprintf(msg[i ++], "assumed visible frames: %4d, max batch size: %4d",
|
---|
| 1891 | assumedVisibleFrames, maxBatchSize);
|
---|
[2808] | 1892 |
|
---|
[2826] | 1893 | for (int j = 0; j < 4; ++ j)
|
---|
[2829] | 1894 | myfont.DrawString(msg[j], 10.0f, winHeight - 5 - j * 20);
|
---|
[2826] | 1895 | }
|
---|
[2808] | 1896 |
|
---|
[2786] | 1897 | if (showStatistics)
|
---|
[2764] | 1898 | {
|
---|
[2829] | 1899 | glColor3f(1.0f, 1.0f, 0.0f);
|
---|
| 1900 |
|
---|
[2948] | 1901 | string objStr, totalObjStr;
|
---|
| 1902 | string triStr, totalTriStr;
|
---|
[2826] | 1903 |
|
---|
[2829] | 1904 | int len = 10;
|
---|
[2948] | 1905 | CalcDecimalPoint(objStr, renderedObjects, len);
|
---|
[3059] | 1906 | CalcDecimalPoint(totalObjStr, (int)resourceManager->GetNumEntities(), len);
|
---|
[2826] | 1907 |
|
---|
[2948] | 1908 | CalcDecimalPoint(triStr, renderedTriangles, len);
|
---|
| 1909 | CalcDecimalPoint(totalTriStr, bvh->GetBvhStats().mTriangles, len);
|
---|
| 1910 |
|
---|
[2826] | 1911 | int i = 4;
|
---|
| 1912 |
|
---|
[2953] | 1913 | if (0)
|
---|
| 1914 | {
|
---|
| 1915 | sprintf(msg[i ++], "rendered: %s of %s objects, %s of %s triangles",
|
---|
| 1916 | objStr.c_str(), totalObjStr.c_str(), triStr.c_str(), totalTriStr.c_str());
|
---|
| 1917 | }
|
---|
| 1918 | else
|
---|
| 1919 | {
|
---|
| 1920 | sprintf(msg[i ++], "rendered: %6d of %6d nodes, %s of %s triangles",
|
---|
| 1921 | renderedNodes, bvh->GetNumVirtualNodes(), triStr.c_str(), totalTriStr.c_str());
|
---|
| 1922 | }
|
---|
[2826] | 1923 |
|
---|
| 1924 | sprintf(msg[i ++], "traversed: %5d, frustum culled: %5d, query culled: %5d",
|
---|
| 1925 | traversedNodes, frustumCulledNodes, queryCulledNodes);
|
---|
[3101] | 1926 | sprintf(msg[i ++], "issued queries: %5d, renderState changes: %5d, render batches: %5d",
|
---|
[2826] | 1927 | issuedQueries, stateChanges, numBatches);
|
---|
| 1928 |
|
---|
| 1929 | for (int j = 4; j < 7; ++ j)
|
---|
[2829] | 1930 | myfont.DrawString(msg[j], 10.0f, winHeight - (j + 1) * 20);
|
---|
[2764] | 1931 | }
|
---|
[2790] | 1932 |
|
---|
[2826] | 1933 | glColor3f(1.0f, 1.0f, 1.0f);
|
---|
| 1934 | static char *alg_str[] = {"Frustum Cull", "Stop and Wait", "CHC", "CHC ++"};
|
---|
[2827] | 1935 |
|
---|
| 1936 | if (!showAlgorithmTime)
|
---|
[3065] | 1937 | sprintf(msg[7], "%s: %6.1f fps", alg_str[renderMode], fps);
|
---|
[2827] | 1938 | else
|
---|
| 1939 | sprintf(msg[7], "%s: %6.1f ms", alg_str[renderMode], rTime);
|
---|
[3010] | 1940 |
|
---|
[2829] | 1941 | myfont.DrawString(msg[7], 1.3f, 690.0f, 760.0f);//, top_color, bottom_color);
|
---|
[2827] | 1942 |
|
---|
| 1943 | //sprintf(msg[8], "algorithm time: %6.1f ms", rTime);
|
---|
| 1944 | //myfont.DrawString(msg[8], 720.0f, 730.0f);
|
---|
[2764] | 1945 | }
|
---|
| 1946 |
|
---|
[2826] | 1947 | glDisable(GL_BLEND);
|
---|
| 1948 | glDisable(GL_TEXTURE_2D);
|
---|
| 1949 |
|
---|
[2792] | 1950 | End2D();
|
---|
[2764] | 1951 | }
|
---|
[2796] | 1952 |
|
---|
| 1953 |
|
---|
| 1954 | void RenderSky()
|
---|
| 1955 | {
|
---|
[2959] | 1956 | if ((renderMethod == RENDER_DEFERRED) || (renderMethod == RENDER_DEPTH_PASS_DEFERRED))
|
---|
[3101] | 1957 | renderState.SetRenderTechnique(DEFERRED);
|
---|
[2958] | 1958 |
|
---|
[3036] | 1959 | const bool useToneMapping =
|
---|
| 1960 | ((renderMethod == RENDER_DEPTH_PASS_DEFERRED) ||
|
---|
| 1961 | (renderMethod == RENDER_DEFERRED)) && useHDR;
|
---|
[3059] | 1962 |
|
---|
[3101] | 1963 | preetham->RenderSkyDome(-light->GetDirection(), camera, &renderState, !useToneMapping);
|
---|
| 1964 | /// once again reset the renderState
|
---|
| 1965 | renderState.Reset();
|
---|
[2801] | 1966 | }
|
---|
[2796] | 1967 |
|
---|
[2948] | 1968 |
|
---|
[2895] | 1969 | // render visible object from depth pass
|
---|
[2801] | 1970 | void RenderVisibleObjects()
|
---|
| 1971 | {
|
---|
[2955] | 1972 | if (renderMethod == RENDER_DEPTH_PASS_DEFERRED)
|
---|
[2948] | 1973 | {
|
---|
[2950] | 1974 | if (showShadowMap && !renderLightView)
|
---|
[2951] | 1975 | {
|
---|
[3068] | 1976 | // usethe maximal visible distance to focus shadow map
|
---|
| 1977 | float maxVisibleDist = min(camera->GetFar(), traverser->GetMaxVisibleDistance());
|
---|
| 1978 | RenderShadowMap(maxVisibleDist);
|
---|
[2951] | 1979 | }
|
---|
[2949] | 1980 |
|
---|
[3068] | 1981 | //glViewport(0, 0, texWidth, texHeight);
|
---|
| 1982 | // initialize deferred rendering
|
---|
[2948] | 1983 | InitDeferredRendering();
|
---|
| 1984 | }
|
---|
[2949] | 1985 | else
|
---|
[2950] | 1986 | {
|
---|
[3101] | 1987 | renderState.SetRenderTechnique(FORWARD);
|
---|
[2950] | 1988 | }
|
---|
[2948] | 1989 |
|
---|
[3068] | 1990 | /////////////////
|
---|
[3101] | 1991 | //-- reset gl renderState before the final visible objects pass
|
---|
[3068] | 1992 |
|
---|
[3101] | 1993 | renderState.Reset();
|
---|
[3068] | 1994 |
|
---|
[2953] | 1995 | glEnableClientState(GL_NORMAL_ARRAY);
|
---|
[3068] | 1996 | /// switch back to smooth shading
|
---|
[3067] | 1997 | glShadeModel(GL_SMOOTH);
|
---|
[3068] | 1998 | /// reset alpha to coverage flag
|
---|
[3101] | 1999 | renderState.SetUseAlphaToCoverage(true);
|
---|
[3067] | 2000 | // clear color
|
---|
| 2001 | glClear(GL_COLOR_BUFFER_BIT);
|
---|
[3039] | 2002 |
|
---|
[3068] | 2003 | // draw only objects having exactly the same depth as the current sample
|
---|
| 2004 | glDepthFunc(GL_EQUAL);
|
---|
[2951] | 2005 |
|
---|
[2949] | 2006 | //cout << "visible: " << (int)traverser->GetVisibleObjects().size() << endl;
|
---|
| 2007 |
|
---|
[3068] | 2008 | SceneEntityContainer::const_iterator sit,
|
---|
[2801] | 2009 | sit_end = traverser->GetVisibleObjects().end();
|
---|
| 2010 |
|
---|
| 2011 | for (sit = traverser->GetVisibleObjects().begin(); sit != sit_end; ++ sit)
|
---|
[2948] | 2012 | {
|
---|
[2801] | 2013 | renderQueue->Enqueue(*sit);
|
---|
[2948] | 2014 | }
|
---|
[3068] | 2015 | /// now render out everything in one giant pass
|
---|
[2801] | 2016 | renderQueue->Apply();
|
---|
| 2017 |
|
---|
[3068] | 2018 | // switch back to standard depth func
|
---|
[2801] | 2019 | glDepthFunc(GL_LESS);
|
---|
[3101] | 2020 | renderState.Reset();
|
---|
[2949] | 2021 |
|
---|
| 2022 | PrintGLerror("visibleobjects");
|
---|
[2801] | 2023 | }
|
---|
| 2024 |
|
---|
| 2025 |
|
---|
[3120] | 2026 | SceneQuery *GetOrCreateSceneQuery()
|
---|
[2801] | 2027 | {
|
---|
[3037] | 2028 | if (!sceneQuery)
|
---|
[3101] | 2029 | sceneQuery = new SceneQuery(bvh->GetBox(), traverser, &renderState);
|
---|
[3037] | 2030 |
|
---|
[3120] | 2031 | return sceneQuery;
|
---|
| 2032 | }
|
---|
| 2033 |
|
---|
| 2034 |
|
---|
| 2035 | void PlaceViewer(const Vector3 &oldPos)
|
---|
| 2036 | {
|
---|
[2801] | 2037 | Vector3 playerPos = camera->GetPosition();
|
---|
[3120] | 2038 | bool validIntersect = GetOrCreateSceneQuery()->CalcIntersection(playerPos);
|
---|
[2801] | 2039 |
|
---|
[2853] | 2040 | if (validIntersect)
|
---|
[2848] | 2041 | // && ((playerPos.z - oldPos.z) < bvh->GetBox().Size(2) * 1e-1f))
|
---|
[2801] | 2042 | {
|
---|
| 2043 | camera->SetPosition(playerPos);
|
---|
| 2044 | }
|
---|
[2809] | 2045 | }
|
---|
[2948] | 2046 |
|
---|
| 2047 |
|
---|
[2951] | 2048 | void RenderShadowMap(float newfar)
|
---|
[2948] | 2049 | {
|
---|
[2953] | 2050 | glDisableClientState(GL_NORMAL_ARRAY);
|
---|
[3101] | 2051 | renderState.SetRenderTechnique(DEPTH_PASS);
|
---|
[3038] | 2052 |
|
---|
| 2053 | // hack: disable cull face because of alpha textured balconies
|
---|
| 2054 | glDisable(GL_CULL_FACE);
|
---|
[3101] | 2055 | renderState.LockCullFaceEnabled(true);
|
---|
[3068] | 2056 |
|
---|
| 2057 | /// don't use alpha to coverage for the depth map (problems with fbo rendering)
|
---|
[3101] | 2058 | renderState.SetUseAlphaToCoverage(false);
|
---|
[2948] | 2059 |
|
---|
[3101] | 2060 | // change CHC++ set of renderState variables
|
---|
[2980] | 2061 | // this must be done for each change of camera because
|
---|
[2948] | 2062 | // otherwise the temporal coherency is broken
|
---|
[3054] | 2063 | BvhNode::SetCurrentState(LIGHT_PASS);
|
---|
[2948] | 2064 | // hack: temporarily change camera far plane
|
---|
[2951] | 2065 | camera->SetFar(newfar);
|
---|
[2948] | 2066 | // the scene is rendered withouth any shading
|
---|
[3005] | 2067 | shadowMap->ComputeShadowMap(shadowTraverser, viewProjMat);
|
---|
[2948] | 2068 |
|
---|
| 2069 | camera->SetFar(farDist);
|
---|
| 2070 |
|
---|
[3101] | 2071 | renderState.SetUseAlphaToCoverage(true);
|
---|
| 2072 | renderState.LockCullFaceEnabled(false);
|
---|
[3102] | 2073 | glEnable(GL_CULL_FACE);
|
---|
[2948] | 2074 |
|
---|
[2953] | 2075 | glEnableClientState(GL_NORMAL_ARRAY);
|
---|
[3101] | 2076 | // change back renderState
|
---|
[3054] | 2077 | BvhNode::SetCurrentState(CAMERA_PASS);
|
---|
[2952] | 2078 | }
|
---|
[3059] | 2079 |
|
---|
[3068] | 2080 |
|
---|
[3110] | 2081 | /** Touch each material once in order to preload the render queue
|
---|
[3059] | 2082 | bucket id of each material
|
---|
| 2083 | */
|
---|
| 2084 | void PrepareRenderQueue()
|
---|
| 2085 | {
|
---|
| 2086 | for (int i = 0; i < 3; ++ i)
|
---|
| 2087 | {
|
---|
[3101] | 2088 | renderState.SetRenderTechnique(i);
|
---|
[3059] | 2089 |
|
---|
| 2090 | // fill all shapes into the render queue once so we can establish the buckets
|
---|
| 2091 | ShapeContainer::const_iterator sit, sit_end = (*resourceManager->GetShapes()).end();
|
---|
| 2092 |
|
---|
| 2093 | for (sit = (*resourceManager->GetShapes()).begin(); sit != sit_end; ++ sit)
|
---|
| 2094 | {
|
---|
[3071] | 2095 | static Transform3 dummy(IdentityMatrix());
|
---|
[3110] | 2096 | renderQueue->Enqueue(*sit, NULL);
|
---|
[3059] | 2097 | }
|
---|
| 2098 |
|
---|
| 2099 | // just clear queue again
|
---|
| 2100 | renderQueue->Clear();
|
---|
| 2101 | }
|
---|
| 2102 | }
|
---|
| 2103 |
|
---|
| 2104 |
|
---|
[3070] | 2105 | void LoadModel(const string &model, SceneEntityContainer &entities)
|
---|
[3059] | 2106 | {
|
---|
| 2107 | const string filename = string(model_path + model);
|
---|
| 2108 |
|
---|
[3070] | 2109 | if (resourceManager->Load(filename, entities))
|
---|
[3059] | 2110 | cout << "model " << filename << " loaded" << endl;
|
---|
| 2111 | else
|
---|
| 2112 | {
|
---|
| 2113 | cerr << "loading model " << filename << " failed" << endl;
|
---|
| 2114 | CleanUp();
|
---|
| 2115 | exit(0);
|
---|
| 2116 | }
|
---|
[3078] | 2117 | }
|
---|
| 2118 |
|
---|
| 2119 |
|
---|
| 2120 | void CreateAnimation()
|
---|
| 2121 | {
|
---|
| 2122 | const float radius = 5.0f;
|
---|
[3080] | 2123 | const Vector3 center(480.398f, 268.364f, 181.3);
|
---|
[3078] | 2124 |
|
---|
| 2125 | VertexArray vertices;
|
---|
| 2126 |
|
---|
[3080] | 2127 | /*for (int i = 0; i < 360; ++ i)
|
---|
[3078] | 2128 | {
|
---|
| 2129 | float angle = (float)i * M_PI / 180.0f;
|
---|
| 2130 |
|
---|
| 2131 | Vector3 offs = Vector3(cos(angle) * radius, sin(angle) * radius, 0);
|
---|
| 2132 | vertices.push_back(center + offs);
|
---|
[3080] | 2133 | }*/
|
---|
| 2134 |
|
---|
| 2135 | for (int i = 0; i < 5; ++ i)
|
---|
| 2136 | {
|
---|
| 2137 | Vector3 offs = Vector3(i, 0, 0);
|
---|
| 2138 | vertices.push_back(center + offs);
|
---|
[3078] | 2139 | }
|
---|
| 2140 |
|
---|
[3080] | 2141 |
|
---|
| 2142 | for (int i = 0; i < 5; ++ i)
|
---|
| 2143 | {
|
---|
| 2144 | Vector3 offs = Vector3(4 -i, 0, 0);
|
---|
| 2145 | vertices.push_back(center + offs);
|
---|
| 2146 | }
|
---|
| 2147 |
|
---|
[3078] | 2148 | motionPath = new MotionPath(vertices);
|
---|
[3059] | 2149 | } |
---|