[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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[3123] | 109 | int maxDepthForTestingChildren = 3;
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[3068] | 110 |
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[3123] | 111 |
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[3068] | 112 | /// the technique used for rendering
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| 113 | enum RenderTechnique
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| 114 | {
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| 115 | FORWARD,
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| 116 | DEFERRED,
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| 117 | DEPTH_PASS
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| 118 | };
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| 119 |
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| 120 |
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[2994] | 121 | /// the used render type for this render pass
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| 122 | enum RenderMethod
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| 123 | {
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[3043] | 124 | RENDER_FORWARD,
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[2994] | 125 | RENDER_DEPTH_PASS,
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| 126 | RENDER_DEFERRED,
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| 127 | RENDER_DEPTH_PASS_DEFERRED,
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| 128 | RENDER_NUM_RENDER_TYPES
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| 129 | };
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[2957] | 130 |
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[2994] | 131 | /// one of four possible render methods
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[3043] | 132 | int renderMethod = RENDER_FORWARD;
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[2994] | 133 |
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[3059] | 134 | static int winWidth = 1024;
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| 135 | static int winHeight = 768;
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| 136 | static float winAspectRatio = 1.0f;
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[2994] | 137 |
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[2809] | 138 | /// these values get scaled with the frame rate
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[2828] | 139 | static float keyForwardMotion = 30.0f;
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| 140 | static float keyRotation = 1.5f;
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[2801] | 141 |
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[2826] | 142 | /// elapsed time in milliseconds
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[3059] | 143 | double elapsedTime = 1000.0;
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| 144 | double algTime = 1000.0;
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| 145 | double accumulatedTime = 1000.0;
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| 146 | float fps = 1e3f;
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[2795] | 147 |
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[2945] | 148 | int shadowSize = 2048;
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[3059] | 149 | /// the hud font
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[2826] | 150 | glfont::GLFont myfont;
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| 151 |
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[2809] | 152 | // rendertexture
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[2828] | 153 | static int texWidth = 1024;
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| 154 | static int texHeight = 768;
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[2866] | 155 |
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[2770] | 156 | int renderedObjects = 0;
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[2773] | 157 | int renderedNodes = 0;
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| 158 | int renderedTriangles = 0;
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| 159 |
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[2770] | 160 | int issuedQueries = 0;
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| 161 | int traversedNodes = 0;
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| 162 | int frustumCulledNodes = 0;
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| 163 | int queryCulledNodes = 0;
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| 164 | int stateChanges = 0;
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[2800] | 165 | int numBatches = 0;
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[2770] | 166 |
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[3101] | 167 | // mouse navigation renderState
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[2809] | 168 | int xEyeBegin = 0;
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| 169 | int yEyeBegin = 0;
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| 170 | int yMotionBegin = 0;
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| 171 | int verticalMotionBegin = 0;
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| 172 | int horizontalMotionBegin = 0;
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[2642] | 173 |
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[2792] | 174 | bool leftKeyPressed = false;
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| 175 | bool rightKeyPressed = false;
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| 176 | bool upKeyPressed = false;
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| 177 | bool downKeyPressed = false;
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[2837] | 178 | bool descendKeyPressed = false;
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| 179 | bool ascendKeyPressed = false;
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[3105] | 180 | bool leftStrafeKeyPressed = false;
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| 181 | bool rightStrafeKeyPressed = false;
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| 182 |
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[3054] | 183 | bool altKeyPressed = false;
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| 184 |
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[2994] | 185 | bool showHelp = false;
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| 186 | bool showStatistics = false;
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| 187 | bool showOptions = true;
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| 188 | bool showBoundingVolumes = false;
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| 189 | bool visMode = false;
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| 190 |
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| 191 | bool useOptimization = false;
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[3074] | 192 | bool useTightBounds = true;
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[2994] | 193 | bool useRenderQueue = true;
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| 194 | bool useMultiQueries = true;
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| 195 | bool flyMode = true;
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| 196 |
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[2875] | 197 | bool useGlobIllum = false;
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| 198 | bool useTemporalCoherence = true;
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[2994] | 199 | bool showAlgorithmTime = false;
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[2875] | 200 |
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[2994] | 201 | bool useFullScreen = false;
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| 202 | bool useLODs = true;
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| 203 | bool moveLight = false;
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| 204 |
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| 205 | bool useAdvancedShading = false;
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| 206 | bool showShadowMap = false;
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| 207 | bool renderLightView = false;
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[3054] | 208 | bool useHDR = true;
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[2994] | 209 |
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[3054] | 210 | PerfTimer frameTimer, algTimer;
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[3059] | 211 | /// the performance window
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[3054] | 212 | PerformanceGraph *perfGraph = NULL;
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[2994] | 213 |
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[2901] | 214 | static float ssaoTempCohFactor = 255.0;
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[2976] | 215 | static int sCurrentMrtSet = 0;
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[2957] | 216 |
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[3111] | 217 | static Matrix4x4 invTrafo = IdentityMatrix();
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[2825] | 218 |
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[3111] | 219 |
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[3068] | 220 | //////////////
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| 221 | //-- algorithm parameters
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[2827] | 222 |
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[3068] | 223 | /// the pixel threshold where a node is still considered invisible
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| 224 | /// (should be zero for conservative visibility)
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| 225 | int threshold;
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| 226 | int assumedVisibleFrames = 10;
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| 227 | int maxBatchSize = 50;
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| 228 | int trianglesPerVirtualLeaf = INITIAL_TRIANGLES_PER_VIRTUAL_LEAVES;
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| 229 |
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| 230 | //////////////
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| 231 |
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| 232 | enum {CAMERA_PASS = 0, LIGHT_PASS = 1};
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| 233 |
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| 234 |
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| 235 |
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[2948] | 236 | //DeferredRenderer::SAMPLING_METHOD samplingMethod = DeferredRenderer::SAMPLING_POISSON;
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| 237 | DeferredRenderer::SAMPLING_METHOD samplingMethod = DeferredRenderer::SAMPLING_QUADRATIC;
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[2865] | 238 |
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[2894] | 239 | ShadowMap *shadowMap = NULL;
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[2952] | 240 | DirectionalLight *light = NULL;
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[3111] | 241 | DeferredRenderer *deferredShader = NULL;
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[2834] | 242 |
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[3059] | 243 | //SceneEntity *cube = NULL;
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| 244 | SceneEntity *buddha = NULL;
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[2957] | 245 | SceneEntity *skyDome = NULL;
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[2895] | 246 |
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[2952] | 247 |
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[3059] | 248 | ////////////////////
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| 249 | //--- function forward declarations
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[2991] | 250 |
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[2759] | 251 | void InitExtensions();
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[3059] | 252 | void InitGLstate();
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| 253 |
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[2756] | 254 | void DisplayVisualization();
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[3059] | 255 | /// destroys all allocated resources
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[2759] | 256 | void CleanUp();
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| 257 | void SetupEyeView();
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| 258 | void SetupLighting();
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[2764] | 259 | void DisplayStats();
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[3059] | 260 | /// draw the help screen
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[2786] | 261 | void DrawHelpMessage();
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[3059] | 262 | /// render the sky dome
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[2796] | 263 | void RenderSky();
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[3059] | 264 | /// render the objects found visible in the depth pass
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[2801] | 265 | void RenderVisibleObjects();
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[2756] | 266 |
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[2792] | 267 | void Begin2D();
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| 268 | void End2D();
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[3059] | 269 | /// the main loop
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| 270 | void MainLoop();
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| 271 |
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[2792] | 272 | void KeyBoard(unsigned char c, int x, int y);
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| 273 | void Special(int c, int x, int y);
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| 274 | void KeyUp(unsigned char c, int x, int y);
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| 275 | void SpecialKeyUp(int c, int x, int y);
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| 276 | void Reshape(int w, int h);
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[3101] | 277 | void Mouse(int button, int renderState, int x, int y);
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[2792] | 278 | void LeftMotion(int x, int y);
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| 279 | void RightMotion(int x, int y);
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| 280 | void MiddleMotion(int x, int y);
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[3059] | 281 | void KeyHorizontalMotion(float shift);
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| 282 | void KeyVerticalMotion(float shift);
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| 283 | /// returns the string representation of a number with the decimal points
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[2792] | 284 | void CalcDecimalPoint(string &str, int d);
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[3059] | 285 | /// Creates the traversal method (vfc, stopandwait, chc, chc++)
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[3062] | 286 | RenderTraverser *CreateTraverser(PerspectiveCamera *cam);
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[3059] | 287 | /// place the viewer on the floor plane
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[2801] | 288 | void PlaceViewer(const Vector3 &oldPos);
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[3019] | 289 | // initialise the frame buffer objects
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[2809] | 290 | void InitFBO();
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[3059] | 291 | /// changes the sunlight direction
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[2954] | 292 | void RightMotionLight(int x, int y);
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[3059] | 293 | /// render the shader map
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[2951] | 294 | void RenderShadowMap(float newfar);
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[3059] | 295 | /// function that touches each material once in order to accelarate render queue
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| 296 | void PrepareRenderQueue();
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| 297 | /// loads the specified model
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[3070] | 298 | void LoadModel(const string &model, SceneEntityContainer &entities);
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[2810] | 299 |
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[3059] | 300 | inline float KeyRotationAngle() { return keyRotation * elapsedTime * 1e-3f; }
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| 301 | inline float KeyShift() { return keyForwardMotion * elapsedTime * 1e-3f; }
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[3054] | 302 |
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[3078] | 303 | void CreateAnimation();
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| 304 |
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[3120] | 305 | SceneQuery *GetOrCreateSceneQuery();
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[3078] | 306 |
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[3120] | 307 |
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| 308 | // new view projection matrix of the camera
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[3005] | 309 | static Matrix4x4 viewProjMat = IdentityMatrix();
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[3120] | 310 | // the old view projection matrix of the camera
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[3005] | 311 | static Matrix4x4 oldViewProjMat = IdentityMatrix();
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[2820] | 312 |
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[2837] | 313 |
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[2995] | 314 |
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[2809] | 315 | static void PrintGLerror(char *msg)
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| 316 | {
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| 317 | GLenum errCode;
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| 318 | const GLubyte *errStr;
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| 319 |
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| 320 | if ((errCode = glGetError()) != GL_NO_ERROR)
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| 321 | {
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| 322 | errStr = gluErrorString(errCode);
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| 323 | fprintf(stderr,"OpenGL ERROR: %s: %s\n", errStr, msg);
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| 324 | }
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| 325 | }
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| 326 |
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| 327 |
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[2642] | 328 | int main(int argc, char* argv[])
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| 329 | {
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[3019] | 330 | #ifdef _CRT_SET
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| 331 | //Now just call this function at the start of your program and if you're
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| 332 | //compiling in debug mode (F5), any leaks will be displayed in the Output
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| 333 | //window when the program shuts down. If you're not in debug mode this will
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| 334 | //be ignored. Use it as you will!
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| 335 | //note: from GDNet Direct [3.8.04 - 3.14.04] void detectMemoryLeaks() {
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| 336 |
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| 337 | _CrtSetDbgFlag(_CRTDBG_LEAK_CHECK_DF|_CRTDBG_ALLOC_MEM_DF);
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| 338 | _CrtSetReportMode(_CRT_ASSERT,_CRTDBG_MODE_FILE);
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| 339 | _CrtSetReportFile(_CRT_ASSERT,_CRTDBG_FILE_STDERR);
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| 340 | #endif
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[3052] | 341 |
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[3019] | 342 | cout << "=== reading environment file ===" << endl << endl;
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| 343 |
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[2781] | 344 | int returnCode = 0;
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| 345 |
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[2837] | 346 | Vector3 camPos(.0f, .0f, .0f);
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[2838] | 347 | Vector3 camDir(.0f, 1.0f, .0f);
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[2952] | 348 | Vector3 lightDir(-0.8f, 1.0f, -0.7f);
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[2837] | 349 |
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[2873] | 350 | cout << "=== reading environment file ===" << endl << endl;
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[2830] | 351 |
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[3019] | 352 | const string envFileName = "default.env";
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[2837] | 353 | if (!env.Read(envFileName))
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| 354 | {
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| 355 | cerr << "loading environment " << envFileName << " failed!" << endl;
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| 356 | }
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| 357 | else
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| 358 | {
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| 359 | env.GetIntParam(string("assumedVisibleFrames"), assumedVisibleFrames);
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| 360 | env.GetIntParam(string("maxBatchSize"), maxBatchSize);
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| 361 | env.GetIntParam(string("trianglesPerVirtualLeaf"), trianglesPerVirtualLeaf);
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[3123] | 362 | env.GetIntParam(string("winWidth"), winWidth);
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| 363 | env.GetIntParam(string("winHeight"), winHeight);
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| 364 | env.GetIntParam(string("shadowSize"), shadowSize);
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| 365 | env.GetIntParam(string("maxDepthForTestingChildren"), maxDepthForTestingChildren);
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[2828] | 366 |
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[2837] | 367 | env.GetFloatParam(string("keyForwardMotion"), keyForwardMotion);
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| 368 | env.GetFloatParam(string("keyRotation"), keyRotation);
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[3123] | 369 | env.GetFloatParam(string("tempCohFactor"), ssaoTempCohFactor);
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[2828] | 370 |
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[3123] | 371 |
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| 372 |
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[2837] | 373 | env.GetVectorParam(string("camPosition"), camPos);
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[2838] | 374 | env.GetVectorParam(string("camDirection"), camDir);
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[2952] | 375 | env.GetVectorParam(string("lightDirection"), lightDir);
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[2865] | 376 |
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[3117] | 377 | env.GetBoolParam(string("useFullScreen"), useFullScreen);
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| 378 | env.GetBoolParam(string("useLODs"), useLODs);
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[2994] | 379 | env.GetBoolParam(string("useHDR"), useHDR);
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| 380 |
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[3117] | 381 |
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[2846] | 382 | //env.GetStringParam(string("modelPath"), model_path);
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[2838] | 383 | //env.GetIntParam(string("numSssaoSamples"), numSsaoSamples);
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| 384 |
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[2837] | 385 | cout << "assumedVisibleFrames: " << assumedVisibleFrames << endl;
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| 386 | cout << "maxBatchSize: " << maxBatchSize << endl;
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| 387 | cout << "trianglesPerVirtualLeaf: " << trianglesPerVirtualLeaf << endl;
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[2828] | 388 |
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[2837] | 389 | cout << "keyForwardMotion: " << keyForwardMotion << endl;
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| 390 | cout << "keyRotation: " << keyRotation << endl;
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| 391 | cout << "winWidth: " << winWidth << endl;
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| 392 | cout << "winHeight: " << winHeight << endl;
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| 393 | cout << "useFullScreen: " << useFullScreen << endl;
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[2865] | 394 | cout << "useLODs: " << useLODs << endl;
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[2837] | 395 | cout << "camPosition: " << camPos << endl;
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[2901] | 396 | cout << "temporal coherence: " << ssaoTempCohFactor << endl;
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[2945] | 397 | cout << "shadow size: " << shadowSize << endl;
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[2873] | 398 |
|
---|
[2846] | 399 | //cout << "model path: " << model_path << endl;
|
---|
[2881] | 400 | cout << "**** end parameters ****" << endl << endl;
|
---|
[2837] | 401 | }
|
---|
[2829] | 402 |
|
---|
[2828] | 403 | ///////////////////////////
|
---|
| 404 |
|
---|
[3062] | 405 | camera = new PerspectiveCamera(winWidth / winHeight, fov);
|
---|
[2795] | 406 | camera->SetNear(nearDist);
|
---|
[2913] | 407 | camera->SetFar(1000);
|
---|
[2888] | 408 |
|
---|
[2838] | 409 | camera->SetDirection(camDir);
|
---|
[2829] | 410 | camera->SetPosition(camPos);
|
---|
| 411 |
|
---|
[3062] | 412 | visCamera = new PerspectiveCamera(winWidth / winHeight, fov);
|
---|
[2796] | 413 | visCamera->SetNear(0.0f);
|
---|
| 414 | visCamera->Yaw(.5 * M_PI);
|
---|
[2781] | 415 |
|
---|
[2952] | 416 | // create a new light
|
---|
[2968] | 417 | light = new DirectionalLight(lightDir, RgbaColor(1, 1, 1, 1), RgbaColor(1, 1, 1, 1));
|
---|
[3061] | 418 | // the render queue for material sorting
|
---|
[3101] | 419 | renderQueue = new RenderQueue(&renderState);
|
---|
[2952] | 420 |
|
---|
[2760] | 421 | glutInitWindowSize(winWidth, winHeight);
|
---|
[2756] | 422 | glutInit(&argc, argv);
|
---|
[2853] | 423 | glutInitDisplayMode(GLUT_DOUBLE | GLUT_RGBA | GLUT_DEPTH | GLUT_MULTISAMPLE);
|
---|
| 424 | //glutInitDisplayMode(GLUT_DOUBLE | GLUT_RGBA | GLUT_DEPTH);
|
---|
[2850] | 425 | //glutInitDisplayString("samples=2");
|
---|
| 426 |
|
---|
[2867] | 427 | SceneEntity::SetUseLODs(useLODs);
|
---|
| 428 |
|
---|
[2828] | 429 | if (!useFullScreen)
|
---|
[2856] | 430 | {
|
---|
[2828] | 431 | glutCreateWindow("FriendlyCulling");
|
---|
[2856] | 432 | }
|
---|
[2828] | 433 | else
|
---|
| 434 | {
|
---|
| 435 | glutGameModeString( "1024x768:32@75" );
|
---|
| 436 | glutEnterGameMode();
|
---|
| 437 | }
|
---|
| 438 |
|
---|
[3059] | 439 | glutDisplayFunc(MainLoop);
|
---|
[2792] | 440 | glutKeyboardFunc(KeyBoard);
|
---|
| 441 | glutSpecialFunc(Special);
|
---|
| 442 | glutReshapeFunc(Reshape);
|
---|
| 443 | glutMouseFunc(Mouse);
|
---|
[3059] | 444 | glutIdleFunc(MainLoop);
|
---|
[2792] | 445 | glutKeyboardUpFunc(KeyUp);
|
---|
| 446 | glutSpecialUpFunc(SpecialKeyUp);
|
---|
| 447 | glutIgnoreKeyRepeat(true);
|
---|
| 448 |
|
---|
[2829] | 449 | // initialise gl graphics
|
---|
[2756] | 450 | InitExtensions();
|
---|
| 451 | InitGLstate();
|
---|
[2850] | 452 |
|
---|
[2854] | 453 | glEnable(GL_MULTISAMPLE_ARB);
|
---|
| 454 | glHint(GL_MULTISAMPLE_FILTER_HINT_NV, GL_NICEST);
|
---|
[2850] | 455 |
|
---|
[2792] | 456 | LeftMotion(0, 0);
|
---|
| 457 | MiddleMotion(0, 0);
|
---|
[2756] | 458 |
|
---|
[2829] | 459 | perfGraph = new PerformanceGraph(1000);
|
---|
[2756] | 460 |
|
---|
[3059] | 461 | resourceManager = ResourceManager::GetSingleton();
|
---|
[3057] | 462 | shaderManager = ShaderManager::GetSingleton();
|
---|
[2793] | 463 |
|
---|
[3059] | 464 | ///////////
|
---|
| 465 | //-- load the static scene geometry
|
---|
[2756] | 466 |
|
---|
[3070] | 467 | LoadModel("city.dem", sceneEntities);
|
---|
[3059] | 468 |
|
---|
[3074] | 469 |
|
---|
[3072] | 470 | //////////
|
---|
| 471 | //-- load some dynamic stuff
|
---|
[3059] | 472 |
|
---|
[3128] | 473 | //resourceManager->mUseNormalMapping = true;
|
---|
| 474 | resourceManager->mUseNormalMapping = false;
|
---|
[3127] | 475 |
|
---|
[3128] | 476 | //LoadModel("fisch.dem", dynamicObjects);
|
---|
| 477 | LoadModel("hbuddha.dem", dynamicObjects);
|
---|
| 478 |
|
---|
[3127] | 479 | resourceManager->mUseNormalMapping = false;
|
---|
[3128] | 480 |
|
---|
[3072] | 481 | buddha = dynamicObjects.back();
|
---|
| 482 |
|
---|
| 483 | const Vector3 sceneCenter(470.398f, 240.364f, 182.5f);
|
---|
[3089] | 484 |
|
---|
[3072] | 485 | Matrix4x4 transl = TranslationMatrix(sceneCenter);
|
---|
| 486 | buddha->GetTransform()->SetMatrix(transl);
|
---|
| 487 |
|
---|
[3075] | 488 | for (int i = 0; i < 10; ++ i)
|
---|
[3072] | 489 | {
|
---|
| 490 | SceneEntity *ent = new SceneEntity(*buddha);
|
---|
| 491 | resourceManager->AddSceneEntity(ent);
|
---|
| 492 |
|
---|
| 493 | Vector3 offs = Vector3::ZERO();
|
---|
| 494 |
|
---|
[3074] | 495 | offs.x = RandomValue(.0f, 50.0f);
|
---|
| 496 | offs.y = RandomValue(.0f, 50.0f);
|
---|
[3072] | 497 |
|
---|
[3120] | 498 | Vector3 newPos = sceneCenter + offs;
|
---|
| 499 |
|
---|
| 500 | transl = TranslationMatrix(newPos);
|
---|
[3072] | 501 | Transform3 *transform = resourceManager->CreateTransform(transl);
|
---|
| 502 |
|
---|
| 503 | ent->SetTransform(transform);
|
---|
| 504 | dynamicObjects.push_back(ent);
|
---|
[3125] | 505 | }
|
---|
[3072] | 506 |
|
---|
[3118] | 507 |
|
---|
[3059] | 508 | ///////////
|
---|
| 509 | //-- load the associated static bvh
|
---|
| 510 |
|
---|
[2961] | 511 | const string bvh_filename = string(model_path + "city.bvh");
|
---|
[3072] | 512 |
|
---|
[2961] | 513 | BvhLoader bvhLoader;
|
---|
[3123] | 514 | bvh = bvhLoader.Load(bvh_filename, sceneEntities, dynamicObjects, maxDepthForTestingChildren);
|
---|
[2795] | 515 |
|
---|
[2961] | 516 | if (!bvh)
|
---|
[2795] | 517 | {
|
---|
[2961] | 518 | cerr << "loading bvh " << bvh_filename << " failed" << endl;
|
---|
[2795] | 519 | CleanUp();
|
---|
| 520 | exit(0);
|
---|
| 521 | }
|
---|
| 522 |
|
---|
[3059] | 523 | /// set the depth of the bvh depending on the triangles per leaf node
|
---|
| 524 | bvh->SetVirtualLeaves(trianglesPerVirtualLeaf);
|
---|
| 525 |
|
---|
[2963] | 526 | // set far plane based on scene extent
|
---|
| 527 | farDist = 10.0f * Magnitude(bvh->GetBox().Diagonal());
|
---|
[3059] | 528 | camera->SetFar(farDist);
|
---|
[2963] | 529 |
|
---|
[2961] | 530 |
|
---|
[3059] | 531 | //////////////////
|
---|
| 532 | //-- setup the skydome model
|
---|
[2964] | 533 |
|
---|
[3070] | 534 | LoadModel("sky.dem", sceneEntities);
|
---|
[3019] | 535 | skyDome = sceneEntities.back();
|
---|
[2861] | 536 |
|
---|
[3059] | 537 | /// the turbitity of the sky (from clear to hazy, use <3 for clear sky)
|
---|
[2990] | 538 | const float turbitiy = 5.0f;
|
---|
[2961] | 539 | preetham = new SkyPreetham(turbitiy, skyDome);
|
---|
| 540 |
|
---|
[3118] | 541 | CreateAnimation();
|
---|
[3059] | 542 |
|
---|
[3078] | 543 |
|
---|
[3059] | 544 | //////////
|
---|
| 545 | //-- initialize the traversal algorithm
|
---|
| 546 |
|
---|
[2897] | 547 | traverser = CreateTraverser(camera);
|
---|
[3059] | 548 |
|
---|
| 549 | // the bird-eye visualization
|
---|
[3101] | 550 | visualization = new Visualization(bvh, camera, NULL, &renderState);
|
---|
[3054] | 551 |
|
---|
[3059] | 552 | // this function assign the render queue bucket ids of the materials in beforehand
|
---|
| 553 | // => probably a little less overhead for new parts of the scene that are not yet assigned
|
---|
| 554 | PrepareRenderQueue();
|
---|
| 555 | /// forward rendering is the default
|
---|
[3101] | 556 | renderState.SetRenderTechnique(FORWARD);
|
---|
[2847] | 557 | // frame time is restarted every frame
|
---|
| 558 | frameTimer.Start();
|
---|
[3059] | 559 |
|
---|
[2857] | 560 | // the rendering loop
|
---|
[2642] | 561 | glutMainLoop();
|
---|
[3059] | 562 |
|
---|
[2642] | 563 | // clean up
|
---|
[2756] | 564 | CleanUp();
|
---|
[3019] | 565 |
|
---|
[2642] | 566 | return 0;
|
---|
| 567 | }
|
---|
| 568 |
|
---|
[2756] | 569 |
|
---|
[2809] | 570 | void InitFBO()
|
---|
[2810] | 571 | {
|
---|
[2949] | 572 | PrintGLerror("fbo start");
|
---|
[2980] | 573 |
|
---|
[2857] | 574 | // this fbo basicly stores the scene information we get from standard rendering of a frame
|
---|
[3066] | 575 | // we store diffuse colors, eye space depth and normals
|
---|
[2884] | 576 | fbo = new FrameBufferObject(texWidth, texHeight, FrameBufferObject::DEPTH_32);
|
---|
[2857] | 577 |
|
---|
[2859] | 578 | // the diffuse color buffer
|
---|
[3015] | 579 | fbo->AddColorBuffer(ColorBufferObject::RGBA_FLOAT_32, ColorBufferObject::WRAP_CLAMP_TO_EDGE, ColorBufferObject::FILTER_LINEAR, ColorBufferObject::FILTER_NEAREST);
|
---|
[3009] | 580 | // the normals buffer
|
---|
[3017] | 581 | fbo->AddColorBuffer(ColorBufferObject::RGB_FLOAT_16, ColorBufferObject::WRAP_CLAMP_TO_EDGE, ColorBufferObject::FILTER_NEAREST);
|
---|
[3066] | 582 | // a rgb buffer which could hold material properties
|
---|
[3113] | 583 | //fbo->AddColorBuffer(ColorBufferObject::RGB_UBYTE, ColorBufferObject::WRAP_CLAMP_TO_EDGE, ColorBufferObject::FILTER_NEAREST);
|
---|
[3117] | 584 | // buffer holding the difference vector to the old frame
|
---|
[3113] | 585 | fbo->AddColorBuffer(ColorBufferObject::RGB_FLOAT_32, ColorBufferObject::WRAP_CLAMP_TO_EDGE, ColorBufferObject::FILTER_NEAREST);
|
---|
[2879] | 586 | // another color buffer
|
---|
[3015] | 587 | fbo->AddColorBuffer(ColorBufferObject::RGBA_FLOAT_32, ColorBufferObject::WRAP_CLAMP_TO_EDGE, ColorBufferObject::FILTER_LINEAR, ColorBufferObject::FILTER_NEAREST);
|
---|
[2879] | 588 |
|
---|
[3117] | 589 | for (int i = 0; i < 4; ++ i)
|
---|
| 590 | FrameBufferObject::InitBuffer(fbo, i);
|
---|
| 591 |
|
---|
| 592 | PrintGLerror("init fbo");
|
---|
[2809] | 593 | }
|
---|
| 594 |
|
---|
| 595 |
|
---|
[2827] | 596 | bool InitFont(void)
|
---|
[2642] | 597 | {
|
---|
[2826] | 598 | glEnable(GL_TEXTURE_2D);
|
---|
| 599 |
|
---|
| 600 | glGenTextures(1, &fontTex);
|
---|
| 601 | glBindTexture(GL_TEXTURE_2D, fontTex);
|
---|
[3019] | 602 |
|
---|
[2829] | 603 | if (!myfont.Create("data/fonts/verdana.glf", fontTex))
|
---|
[2826] | 604 | return false;
|
---|
| 605 |
|
---|
| 606 | glDisable(GL_TEXTURE_2D);
|
---|
[2827] | 607 |
|
---|
[2826] | 608 | return true;
|
---|
| 609 | }
|
---|
| 610 |
|
---|
| 611 |
|
---|
| 612 | void InitGLstate()
|
---|
| 613 | {
|
---|
[2965] | 614 | glClearColor(0.4f, 0.4f, 0.4f, 1.0f);
|
---|
[2642] | 615 |
|
---|
| 616 | glPixelStorei(GL_UNPACK_ALIGNMENT, 1);
|
---|
| 617 | glPixelStorei(GL_PACK_ALIGNMENT,1);
|
---|
| 618 |
|
---|
| 619 | glDepthFunc(GL_LESS);
|
---|
[2762] | 620 | glEnable(GL_DEPTH_TEST);
|
---|
[2642] | 621 |
|
---|
[2760] | 622 | glColor3f(1.0f, 1.0f, 1.0f);
|
---|
[2642] | 623 | glShadeModel(GL_SMOOTH);
|
---|
| 624 |
|
---|
| 625 | glMaterialf(GL_FRONT, GL_SHININESS, 64);
|
---|
| 626 | glEnable(GL_NORMALIZE);
|
---|
[2767] | 627 |
|
---|
| 628 | glDisable(GL_ALPHA_TEST);
|
---|
[2951] | 629 | glAlphaFunc(GL_GEQUAL, 0.5f);
|
---|
[2767] | 630 |
|
---|
[2642] | 631 | glFrontFace(GL_CCW);
|
---|
| 632 | glCullFace(GL_BACK);
|
---|
[2851] | 633 | glEnable(GL_CULL_FACE);
|
---|
| 634 |
|
---|
[2800] | 635 | glDisable(GL_TEXTURE_2D);
|
---|
[2762] | 636 |
|
---|
[2959] | 637 | GLfloat ambientColor[] = {0.2, 0.2, 0.2, 1.0};
|
---|
[2756] | 638 | GLfloat diffuseColor[] = {1.0, 0.0, 0.0, 1.0};
|
---|
[2759] | 639 | GLfloat specularColor[] = {0.0, 0.0, 0.0, 1.0};
|
---|
[2642] | 640 |
|
---|
[2756] | 641 | glMaterialfv(GL_FRONT, GL_AMBIENT, ambientColor);
|
---|
| 642 | glMaterialfv(GL_FRONT, GL_DIFFUSE, diffuseColor);
|
---|
| 643 | glMaterialfv(GL_FRONT, GL_SPECULAR, specularColor);
|
---|
[2801] | 644 |
|
---|
| 645 | glDepthFunc(GL_LESS);
|
---|
[2826] | 646 |
|
---|
[2827] | 647 | if (!InitFont())
|
---|
[2826] | 648 | cerr << "font creation failed" << endl;
|
---|
| 649 | else
|
---|
| 650 | cout << "successfully created font" << endl;
|
---|
[2953] | 651 |
|
---|
| 652 |
|
---|
[2954] | 653 | //////////////////////////////
|
---|
| 654 |
|
---|
[2959] | 655 | //GLfloat lmodel_ambient[] = {1.0f, 1.0f, 1.0f, 1.0f};
|
---|
| 656 | GLfloat lmodel_ambient[] = {0.7f, 0.7f, 0.8f, 1.0f};
|
---|
[2954] | 657 |
|
---|
| 658 | glLightModelfv(GL_LIGHT_MODEL_AMBIENT, lmodel_ambient);
|
---|
[2959] | 659 | //glLightModeli(GL_LIGHT_MODEL_LOCAL_VIEWER, GL_TRUE);
|
---|
| 660 | glLightModeli(GL_LIGHT_MODEL_LOCAL_VIEWER, GL_FALSE);
|
---|
[2954] | 661 | glLightModeli(GL_LIGHT_MODEL_COLOR_CONTROL_EXT, GL_SINGLE_COLOR_EXT);
|
---|
[2642] | 662 | }
|
---|
| 663 |
|
---|
| 664 |
|
---|
[2827] | 665 | void DrawHelpMessage()
|
---|
[2826] | 666 | {
|
---|
[2642] | 667 | const char *message[] =
|
---|
| 668 | {
|
---|
| 669 | "Help information",
|
---|
| 670 | "",
|
---|
| 671 | "'F1' - shows/dismisses this message",
|
---|
[2795] | 672 | "'F2' - shows/hides bird eye view",
|
---|
[2790] | 673 | "'F3' - shows/hides bounds (boxes or tight bounds)",
|
---|
[2827] | 674 | "'F4', - shows/hides parameters",
|
---|
| 675 | "'F5' - shows/hides statistics",
|
---|
| 676 | "'F6', - toggles between fly/walkmode",
|
---|
[2826] | 677 | "'F7', - cycles throw render modes",
|
---|
| 678 | "'F8', - enables/disables ambient occlusion (only deferred)",
|
---|
| 679 | "'F9', - shows pure algorithm render time (using glFinish)",
|
---|
[2790] | 680 | "'SPACE' - cycles through occlusion culling algorithms",
|
---|
[2642] | 681 | "",
|
---|
[2827] | 682 | "'MOUSE LEFT' - turn left/right, move forward/backward",
|
---|
| 683 | "'MOUSE RIGHT' - turn left/right, move forward/backward",
|
---|
| 684 | "'MOUSE MIDDLE' - move up/down, left/right",
|
---|
| 685 | "'CURSOR UP/DOWN' - move forward/backward",
|
---|
| 686 | "'CURSOR LEFT/RIGHT' - turn left/right",
|
---|
[2642] | 687 | "",
|
---|
[2827] | 688 | "'-'/'+' - decreases/increases max batch size",
|
---|
[2837] | 689 | "'1'/'2' - downward/upward motion",
|
---|
| 690 | "'3'/'4' - decreases/increases triangles per virtual bvh leaf (sets bvh depth)",
|
---|
| 691 | "'5'/'6' - decreases/increases assumed visible frames",
|
---|
[2776] | 692 | "",
|
---|
[2786] | 693 | "'R' - use render queue",
|
---|
[2790] | 694 | "'B' - use tight bounds",
|
---|
| 695 | "'M' - use multiqueries",
|
---|
[2792] | 696 | "'O' - use CHC optimization (geometry queries for leaves)",
|
---|
[2642] | 697 | 0,
|
---|
| 698 | };
|
---|
| 699 |
|
---|
[2756] | 700 |
|
---|
[2827] | 701 | glColor4f(0.0f, 1.0f , 0.0f, 0.2f); // 20% green.
|
---|
[2756] | 702 |
|
---|
[2827] | 703 | glRecti(30, 30, winWidth - 30, winHeight - 30);
|
---|
[2642] | 704 |
|
---|
[2827] | 705 | glEnd();
|
---|
| 706 |
|
---|
[2756] | 707 | glColor3f(1.0f, 1.0f, 1.0f);
|
---|
| 708 |
|
---|
[2829] | 709 | glEnable(GL_TEXTURE_2D);
|
---|
[2827] | 710 | myfont.Begin();
|
---|
| 711 |
|
---|
| 712 | int x = 40, y = 30;
|
---|
| 713 |
|
---|
| 714 | for(int i = 0; message[i] != 0; ++ i)
|
---|
[2756] | 715 | {
|
---|
| 716 | if(message[i][0] == '\0')
|
---|
| 717 | {
|
---|
[2786] | 718 | y += 15;
|
---|
[2756] | 719 | }
|
---|
| 720 | else
|
---|
| 721 | {
|
---|
[2827] | 722 | myfont.DrawString(message[i], x, winHeight - y);
|
---|
| 723 | y += 25;
|
---|
[2642] | 724 | }
|
---|
| 725 | }
|
---|
[2829] | 726 | glDisable(GL_TEXTURE_2D);
|
---|
[2642] | 727 | }
|
---|
| 728 |
|
---|
| 729 |
|
---|
[3062] | 730 | RenderTraverser *CreateTraverser(PerspectiveCamera *cam)
|
---|
[2764] | 731 | {
|
---|
[2897] | 732 | RenderTraverser *tr;
|
---|
| 733 |
|
---|
[2764] | 734 | switch (renderMode)
|
---|
| 735 | {
|
---|
| 736 | case RenderTraverser::CULL_FRUSTUM:
|
---|
[2897] | 737 | tr = new FrustumCullingTraverser();
|
---|
[2764] | 738 | break;
|
---|
| 739 | case RenderTraverser::STOP_AND_WAIT:
|
---|
[2897] | 740 | tr = new StopAndWaitTraverser();
|
---|
[2764] | 741 | break;
|
---|
| 742 | case RenderTraverser::CHC:
|
---|
[2897] | 743 | tr = new CHCTraverser();
|
---|
[2764] | 744 | break;
|
---|
[2767] | 745 | case RenderTraverser::CHCPLUSPLUS:
|
---|
[2897] | 746 | tr = new CHCPlusPlusTraverser();
|
---|
[2767] | 747 | break;
|
---|
| 748 |
|
---|
[2764] | 749 | default:
|
---|
[2897] | 750 | tr = new FrustumCullingTraverser();
|
---|
[2764] | 751 | }
|
---|
| 752 |
|
---|
[2897] | 753 | tr->SetCamera(cam);
|
---|
| 754 | tr->SetHierarchy(bvh);
|
---|
| 755 | tr->SetRenderQueue(renderQueue);
|
---|
[3101] | 756 | tr->SetRenderState(&renderState);
|
---|
[2897] | 757 | tr->SetUseOptimization(useOptimization);
|
---|
| 758 | tr->SetUseRenderQueue(useRenderQueue);
|
---|
| 759 | tr->SetVisibilityThreshold(threshold);
|
---|
| 760 | tr->SetAssumedVisibleFrames(assumedVisibleFrames);
|
---|
| 761 | tr->SetMaxBatchSize(maxBatchSize);
|
---|
| 762 | tr->SetUseMultiQueries(useMultiQueries);
|
---|
| 763 | tr->SetUseTightBounds(useTightBounds);
|
---|
[2955] | 764 | tr->SetUseDepthPass((renderMethod == RENDER_DEPTH_PASS) || (renderMethod == RENDER_DEPTH_PASS_DEFERRED));
|
---|
[2897] | 765 | tr->SetRenderQueue(renderQueue);
|
---|
[3066] | 766 | tr->SetShowBounds(showBoundingVolumes);
|
---|
[2897] | 767 |
|
---|
[3066] | 768 | bvh->ResetNodeClassifications();
|
---|
| 769 |
|
---|
| 770 |
|
---|
[2897] | 771 | return tr;
|
---|
[2764] | 772 | }
|
---|
| 773 |
|
---|
[3059] | 774 | /** Setup sunlight
|
---|
| 775 | */
|
---|
[2759] | 776 | void SetupLighting()
|
---|
[2642] | 777 | {
|
---|
[2759] | 778 | glEnable(GL_LIGHT0);
|
---|
[2959] | 779 | glDisable(GL_LIGHT1);
|
---|
[2825] | 780 |
|
---|
[2954] | 781 | Vector3 lightDir = -light->GetDirection();
|
---|
| 782 |
|
---|
| 783 |
|
---|
[2945] | 784 | ///////////
|
---|
| 785 | //-- first light: sunlight
|
---|
| 786 |
|
---|
[2954] | 787 | GLfloat ambient[] = {0.25f, 0.25f, 0.3f, 1.0f};
|
---|
| 788 | GLfloat diffuse[] = {1.0f, 0.95f, 0.85f, 1.0f};
|
---|
| 789 | GLfloat specular[] = {1.0f, 1.0f, 1.0f, 1.0f};
|
---|
[2982] | 790 |
|
---|
[2759] | 791 |
|
---|
[3046] | 792 | const bool useToneMapping =
|
---|
| 793 | ((renderMethod == RENDER_DEPTH_PASS_DEFERRED) ||
|
---|
| 794 | (renderMethod == RENDER_DEFERRED)) && useHDR;
|
---|
[2982] | 795 |
|
---|
[3046] | 796 |
|
---|
[2954] | 797 | Vector3 sunAmbient;
|
---|
| 798 | Vector3 sunDiffuse;
|
---|
[2759] | 799 |
|
---|
[2982] | 800 | preetham->ComputeSunColor(lightDir, sunAmbient, sunDiffuse, !useToneMapping);
|
---|
[2945] | 801 |
|
---|
[2954] | 802 | ambient[0] = sunAmbient.x;
|
---|
| 803 | ambient[1] = sunAmbient.y;
|
---|
| 804 | ambient[2] = sunAmbient.z;
|
---|
[2825] | 805 |
|
---|
[2982] | 806 | // no tone mapping => scale
|
---|
[3077] | 807 | if (0)//!useToneMapping)
|
---|
[2982] | 808 | {
|
---|
[3077] | 809 | float maxComponent = sunDiffuse.MaxComponent();
|
---|
[2982] | 810 | sunDiffuse /= maxComponent;
|
---|
| 811 | }
|
---|
| 812 |
|
---|
[2954] | 813 | diffuse[0] = sunDiffuse.x;
|
---|
| 814 | diffuse[1] = sunDiffuse.y;
|
---|
| 815 | diffuse[2] = sunDiffuse.z;
|
---|
[2945] | 816 |
|
---|
[3077] | 817 | //cout << sunDiffuse << " " << sunAmbient << endl;
|
---|
| 818 |
|
---|
[2954] | 819 | glLightfv(GL_LIGHT0, GL_AMBIENT, ambient);
|
---|
| 820 | glLightfv(GL_LIGHT0, GL_DIFFUSE, diffuse);
|
---|
| 821 | glLightfv(GL_LIGHT0, GL_SPECULAR, specular);
|
---|
[2825] | 822 |
|
---|
[2954] | 823 | GLfloat position[] = {lightDir.x, lightDir.y, lightDir.z, 0.0f};
|
---|
| 824 | glLightfv(GL_LIGHT0, GL_POSITION, position);
|
---|
[2642] | 825 | }
|
---|
| 826 |
|
---|
[2800] | 827 |
|
---|
[2795] | 828 | void SetupEyeView()
|
---|
[2642] | 829 | {
|
---|
[2861] | 830 | // store matrix of last frame
|
---|
[3005] | 831 | oldViewProjMat = viewProjMat;
|
---|
[2834] | 832 |
|
---|
[3061] | 833 | camera->SetupViewProjection();
|
---|
[2759] | 834 |
|
---|
[3061] | 835 |
|
---|
[2864] | 836 | /////////////////
|
---|
[3059] | 837 | //-- compute view projection matrix and store for later use
|
---|
[2864] | 838 |
|
---|
[2894] | 839 | Matrix4x4 matViewing, matProjection;
|
---|
[2864] | 840 |
|
---|
[2834] | 841 | camera->GetModelViewMatrix(matViewing);
|
---|
| 842 | camera->GetProjectionMatrix(matProjection);
|
---|
| 843 |
|
---|
[3005] | 844 | viewProjMat = matViewing * matProjection;
|
---|
[2642] | 845 | }
|
---|
| 846 |
|
---|
| 847 |
|
---|
[2792] | 848 | void KeyHorizontalMotion(float shift)
|
---|
| 849 | {
|
---|
[2888] | 850 | Vector3 hvec = -camera->GetDirection();
|
---|
[2792] | 851 | hvec.z = 0;
|
---|
| 852 |
|
---|
| 853 | Vector3 pos = camera->GetPosition();
|
---|
| 854 | pos += hvec * shift;
|
---|
| 855 |
|
---|
| 856 | camera->SetPosition(pos);
|
---|
| 857 | }
|
---|
| 858 |
|
---|
| 859 |
|
---|
[2794] | 860 | void KeyVerticalMotion(float shift)
|
---|
| 861 | {
|
---|
| 862 | Vector3 uvec = Vector3(0, 0, shift);
|
---|
| 863 |
|
---|
| 864 | Vector3 pos = camera->GetPosition();
|
---|
| 865 | pos += uvec;
|
---|
| 866 |
|
---|
| 867 | camera->SetPosition(pos);
|
---|
| 868 | }
|
---|
| 869 |
|
---|
| 870 |
|
---|
[3105] | 871 | void KeyStrafe(float shift)
|
---|
| 872 | {
|
---|
| 873 | Vector3 viewDir = camera->GetDirection();
|
---|
| 874 | Vector3 pos = camera->GetPosition();
|
---|
| 875 |
|
---|
| 876 | // the 90 degree rotated view vector
|
---|
| 877 | // z zero so we don't move in the vertical
|
---|
| 878 | Vector3 rVec(viewDir[0], viewDir[1], 0);
|
---|
| 879 |
|
---|
| 880 | Matrix4x4 rot = RotationZMatrix(M_PI * 0.5f);
|
---|
| 881 | rVec = rot * rVec;
|
---|
| 882 | pos += rVec * shift;
|
---|
| 883 |
|
---|
| 884 | camera->SetPosition(pos);
|
---|
| 885 | }
|
---|
| 886 |
|
---|
| 887 |
|
---|
[3059] | 888 | /** Initialize the deferred rendering pass.
|
---|
| 889 | */
|
---|
[2948] | 890 | void InitDeferredRendering()
|
---|
| 891 | {
|
---|
| 892 | if (!fbo) InitFBO();
|
---|
| 893 | fbo->Bind();
|
---|
| 894 |
|
---|
| 895 | // multisampling does not work with deferred shading
|
---|
| 896 | glDisable(GL_MULTISAMPLE_ARB);
|
---|
[3101] | 897 | renderState.SetRenderTechnique(DEFERRED);
|
---|
[2948] | 898 |
|
---|
| 899 |
|
---|
[2978] | 900 | // draw to 3 color buffers
|
---|
| 901 | // a color, normal, and positions buffer
|
---|
[3118] | 902 | if (sCurrentMrtSet == 0)
|
---|
| 903 | {
|
---|
| 904 | DeferredRenderer::colorBufferIdx = 0;
|
---|
| 905 | glDrawBuffers(3, mrt);
|
---|
| 906 | }
|
---|
| 907 | else
|
---|
| 908 | {
|
---|
| 909 | DeferredRenderer::colorBufferIdx = 3;
|
---|
| 910 | glDrawBuffers(3, mrt2);
|
---|
| 911 | }
|
---|
[2985] | 912 |
|
---|
[2978] | 913 | sCurrentMrtSet = 1 - sCurrentMrtSet;
|
---|
[2948] | 914 | }
|
---|
| 915 |
|
---|
| 916 |
|
---|
[3059] | 917 | /** the main rendering loop
|
---|
| 918 | */
|
---|
| 919 | void MainLoop()
|
---|
[2801] | 920 | {
|
---|
[3125] | 921 | #if 1
|
---|
[3118] | 922 | GPUProgramParameters *vtxParams =
|
---|
[3113] | 923 | buddha->GetShape(0)->GetMaterial()->GetTechnique(1)->GetVertexProgramParameters();
|
---|
[3110] | 924 |
|
---|
[3115] | 925 | Matrix4x4 oldTrafo = buddha->GetTransform()->GetMatrix();
|
---|
[3111] | 926 | Vector3 buddhaPos = motionPath->GetCurrentPosition();
|
---|
| 927 | Matrix4x4 trafo = TranslationMatrix(buddhaPos);
|
---|
[3113] | 928 |
|
---|
[3111] | 929 | buddha->GetTransform()->SetMatrix(trafo);
|
---|
[3074] | 930 |
|
---|
[3120] | 931 | /*for (int i = 0; i < 10; ++ i)
|
---|
| 932 | {
|
---|
| 933 | SceneEntity *ent = dynamicObjects[i];
|
---|
| 934 | Vector3 newPos = ent->GetWorldCenter();
|
---|
| 935 |
|
---|
| 936 | if (GetOrCreateSceneQuery()->CalcIntersection(newPos))
|
---|
| 937 | {
|
---|
[3125] | 938 | Matrix4x4 mat = TranslationMatrix(newPos - ent->GetCenter());
|
---|
[3120] | 939 | ent->GetTransform()->SetMatrix(mat);
|
---|
| 940 | }
|
---|
| 941 | }*/
|
---|
| 942 |
|
---|
[3115] | 943 | Matrix4x4 rotMatrix = RotationZMatrix(M_PI * 1e-3f);
|
---|
| 944 | dynamicObjects[1]->GetTransform()->MultMatrix(rotMatrix);
|
---|
[3125] | 945 |
|
---|
| 946 |
|
---|
| 947 | /////////////////////////
|
---|
| 948 | //-- update animations
|
---|
| 949 |
|
---|
| 950 | motionPath->Move(0.01f);
|
---|
| 951 |
|
---|
[3123] | 952 | #endif
|
---|
[3113] | 953 |
|
---|
[3118] | 954 |
|
---|
[3111] | 955 | /////////////
|
---|
[3078] | 956 |
|
---|
[2800] | 957 | Vector3 oldPos = camera->GetPosition();
|
---|
| 958 |
|
---|
[2792] | 959 | if (leftKeyPressed)
|
---|
[2795] | 960 | camera->Pitch(KeyRotationAngle());
|
---|
[2792] | 961 | if (rightKeyPressed)
|
---|
[2795] | 962 | camera->Pitch(-KeyRotationAngle());
|
---|
[2792] | 963 | if (upKeyPressed)
|
---|
[2887] | 964 | KeyHorizontalMotion(-KeyShift());
|
---|
| 965 | if (downKeyPressed)
|
---|
[2795] | 966 | KeyHorizontalMotion(KeyShift());
|
---|
[2837] | 967 | if (ascendKeyPressed)
|
---|
| 968 | KeyVerticalMotion(KeyShift());
|
---|
| 969 | if (descendKeyPressed)
|
---|
[2795] | 970 | KeyVerticalMotion(-KeyShift());
|
---|
[3105] | 971 | if (leftStrafeKeyPressed)
|
---|
| 972 | KeyStrafe(KeyShift());
|
---|
| 973 | if (rightStrafeKeyPressed)
|
---|
| 974 | KeyStrafe(-KeyShift());
|
---|
[2792] | 975 |
|
---|
[3105] | 976 |
|
---|
[2801] | 977 | // place view on ground
|
---|
| 978 | if (!flyMode) PlaceViewer(oldPos);
|
---|
[2800] | 979 |
|
---|
[2826] | 980 | if (showAlgorithmTime)
|
---|
| 981 | {
|
---|
| 982 | glFinish();
|
---|
| 983 | algTimer.Start();
|
---|
| 984 | }
|
---|
[2809] | 985 |
|
---|
[2895] | 986 |
|
---|
[2931] | 987 | if ((!shadowMap || !shadowTraverser) && (showShadowMap || renderLightView))
|
---|
| 988 | {
|
---|
| 989 | if (!shadowMap)
|
---|
| 990 | shadowMap = new ShadowMap(light, shadowSize, bvh->GetBox(), camera);
|
---|
| 991 |
|
---|
| 992 | if (!shadowTraverser)
|
---|
| 993 | shadowTraverser = CreateTraverser(shadowMap->GetShadowCamera());
|
---|
| 994 |
|
---|
| 995 | }
|
---|
[2951] | 996 |
|
---|
| 997 | // bring eye modelview matrix up-to-date
|
---|
| 998 | SetupEyeView();
|
---|
[3059] | 999 | // set frame related parameters for GPU programs
|
---|
[3046] | 1000 | GPUProgramParameters::InitFrame(camera, light);
|
---|
[3045] | 1001 |
|
---|
[3059] | 1002 | // hack: store current rendering method and restore later
|
---|
[2955] | 1003 | int oldRenderMethod = renderMethod;
|
---|
[3044] | 1004 | // for rendering the light view, we use forward rendering
|
---|
[3068] | 1005 | if (renderLightView) renderMethod = FORWARD;
|
---|
[2931] | 1006 |
|
---|
[3059] | 1007 | /// enable vbo vertex array
|
---|
[2953] | 1008 | glEnableClientState(GL_VERTEX_ARRAY);
|
---|
[2931] | 1009 |
|
---|
| 1010 | // render with the specified method (forward rendering, forward + depth, deferred)
|
---|
[2955] | 1011 | switch (renderMethod)
|
---|
[2825] | 1012 | {
|
---|
[3043] | 1013 | case RENDER_FORWARD:
|
---|
[2825] | 1014 |
|
---|
[2851] | 1015 | glEnable(GL_MULTISAMPLE_ARB);
|
---|
[3101] | 1016 | renderState.SetRenderTechnique(FORWARD);
|
---|
[3089] | 1017 | //glEnable(GL_LIGHTING);
|
---|
[2809] | 1018 |
|
---|
[2829] | 1019 | glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT);
|
---|
[2953] | 1020 | glEnableClientState(GL_NORMAL_ARRAY);
|
---|
[2825] | 1021 | break;
|
---|
| 1022 |
|
---|
[2955] | 1023 | case RENDER_DEPTH_PASS_DEFERRED:
|
---|
[2948] | 1024 |
|
---|
[2950] | 1025 | glDisable(GL_MULTISAMPLE_ARB);
|
---|
[3101] | 1026 | renderState.SetUseAlphaToCoverage(false);
|
---|
| 1027 | renderState.SetRenderTechnique(DEPTH_PASS);
|
---|
[2949] | 1028 |
|
---|
[2948] | 1029 | if (!fbo) InitFBO(); fbo->Bind();
|
---|
[2949] | 1030 |
|
---|
[2948] | 1031 | glDrawBuffers(1, mrt);
|
---|
| 1032 |
|
---|
[2951] | 1033 | glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT);
|
---|
[2948] | 1034 |
|
---|
[3068] | 1035 | // the scene is rendered withouth any shading
|
---|
[3101] | 1036 | // (should be handled by render renderState)
|
---|
[2948] | 1037 | glShadeModel(GL_FLAT);
|
---|
| 1038 | break;
|
---|
| 1039 |
|
---|
[2955] | 1040 | case RENDER_DEPTH_PASS:
|
---|
[2851] | 1041 |
|
---|
| 1042 | glEnable(GL_MULTISAMPLE_ARB);
|
---|
[3101] | 1043 | renderState.SetRenderTechnique(DEPTH_PASS);
|
---|
[2857] | 1044 |
|
---|
[3067] | 1045 | glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT);
|
---|
| 1046 |
|
---|
[3068] | 1047 | // the scene is rendered withouth any shading
|
---|
[3101] | 1048 | // (should be handled by render renderState)
|
---|
[2943] | 1049 | glShadeModel(GL_FLAT);
|
---|
[2825] | 1050 | break;
|
---|
| 1051 |
|
---|
[3048] | 1052 | case RENDER_DEFERRED:
|
---|
[2851] | 1053 |
|
---|
[2948] | 1054 | if (showShadowMap && !renderLightView)
|
---|
[2951] | 1055 | RenderShadowMap(camera->GetFar());
|
---|
| 1056 |
|
---|
[2948] | 1057 | //glPushAttrib(GL_VIEWPORT_BIT);
|
---|
[2825] | 1058 | glViewport(0, 0, texWidth, texHeight);
|
---|
| 1059 |
|
---|
[2948] | 1060 | InitDeferredRendering();
|
---|
[2951] | 1061 |
|
---|
[2953] | 1062 | glEnableClientState(GL_NORMAL_ARRAY);
|
---|
[2954] | 1063 | glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT);
|
---|
[2825] | 1064 | break;
|
---|
| 1065 | }
|
---|
| 1066 |
|
---|
[2801] | 1067 | glDepthFunc(GL_LESS);
|
---|
| 1068 | glDisable(GL_TEXTURE_2D);
|
---|
| 1069 | glDisableClientState(GL_TEXTURE_COORD_ARRAY);
|
---|
[2825] | 1070 |
|
---|
[2801] | 1071 |
|
---|
[3059] | 1072 | // set proper lod levels for current frame using current eye point
|
---|
[2847] | 1073 | LODLevel::InitFrame(camera->GetPosition());
|
---|
[3059] | 1074 | // set up sunlight
|
---|
[2954] | 1075 | SetupLighting();
|
---|
[2795] | 1076 |
|
---|
[2801] | 1077 |
|
---|
[2931] | 1078 | if (renderLightView)
|
---|
| 1079 | {
|
---|
[3101] | 1080 | // change CHC++ set of renderState variables:
|
---|
[3059] | 1081 | // must be done for each change of camera because otherwise
|
---|
| 1082 | // the temporal coherency is broken
|
---|
[3054] | 1083 | BvhNode::SetCurrentState(LIGHT_PASS);
|
---|
[3005] | 1084 | shadowMap->RenderShadowView(shadowTraverser, viewProjMat);
|
---|
[3054] | 1085 | BvhNode::SetCurrentState(CAMERA_PASS);
|
---|
[2931] | 1086 | }
|
---|
| 1087 | else
|
---|
[3079] | 1088 | {
|
---|
[2931] | 1089 | // actually render the scene geometry using the specified algorithm
|
---|
[2982] | 1090 | traverser->RenderScene();
|
---|
[2948] | 1091 | }
|
---|
[2892] | 1092 |
|
---|
[2931] | 1093 |
|
---|
[2825] | 1094 | /////////
|
---|
[2809] | 1095 | //-- do the rest of the rendering
|
---|
[2893] | 1096 |
|
---|
[2801] | 1097 | // reset depth pass and render visible objects
|
---|
[2955] | 1098 | if ((renderMethod == RENDER_DEPTH_PASS) ||
|
---|
| 1099 | (renderMethod == RENDER_DEPTH_PASS_DEFERRED))
|
---|
[2801] | 1100 | {
|
---|
| 1101 | RenderVisibleObjects();
|
---|
| 1102 | }
|
---|
[2948] | 1103 |
|
---|
[2801] | 1104 |
|
---|
[2796] | 1105 | ///////////////
|
---|
| 1106 | //-- render sky
|
---|
[2795] | 1107 |
|
---|
[2894] | 1108 | // q: should we render sky after deferred shading?
|
---|
| 1109 | // this would conveniently solves some issues (e.g, skys without shadows)
|
---|
[2893] | 1110 |
|
---|
[3051] | 1111 | RenderSky();
|
---|
[2801] | 1112 |
|
---|
[2961] | 1113 |
|
---|
[2955] | 1114 | if ((renderMethod == RENDER_DEFERRED) ||
|
---|
| 1115 | (renderMethod == RENDER_DEPTH_PASS_DEFERRED))
|
---|
[2825] | 1116 | {
|
---|
[2881] | 1117 | FrameBufferObject::Release();
|
---|
[2810] | 1118 |
|
---|
[3111] | 1119 | if (!deferredShader) deferredShader =
|
---|
[3068] | 1120 | new DeferredRenderer(texWidth, texHeight, camera);
|
---|
[2895] | 1121 |
|
---|
[2903] | 1122 | DeferredRenderer::SHADING_METHOD shadingMethod;
|
---|
| 1123 |
|
---|
| 1124 | if (useAdvancedShading)
|
---|
| 1125 | {
|
---|
| 1126 | if (useGlobIllum)
|
---|
| 1127 | shadingMethod = DeferredRenderer::GI;
|
---|
| 1128 | else
|
---|
| 1129 | shadingMethod = DeferredRenderer::SSAO;
|
---|
| 1130 | }
|
---|
| 1131 | else
|
---|
| 1132 | shadingMethod = DeferredRenderer::DEFAULT;
|
---|
| 1133 |
|
---|
[3111] | 1134 | deferredShader->invTrafo = invTrafo;
|
---|
| 1135 | deferredShader->SetShadingMethod(shadingMethod);
|
---|
| 1136 | deferredShader->SetSamplingMethod(samplingMethod);
|
---|
| 1137 | deferredShader->SetUseTemporalCoherence(useTemporalCoherence);
|
---|
[2903] | 1138 |
|
---|
[2895] | 1139 | ShadowMap *sm = showShadowMap ? shadowMap : NULL;
|
---|
[3111] | 1140 | deferredShader->Render(fbo, ssaoTempCohFactor, light, useHDR, sm);
|
---|
[2825] | 1141 | }
|
---|
[2827] | 1142 |
|
---|
[2893] | 1143 |
|
---|
[3101] | 1144 | renderState.SetRenderTechnique(FORWARD);
|
---|
| 1145 | renderState.Reset();
|
---|
[2827] | 1146 |
|
---|
[2893] | 1147 |
|
---|
| 1148 | glDisableClientState(GL_VERTEX_ARRAY);
|
---|
| 1149 | glDisableClientState(GL_NORMAL_ARRAY);
|
---|
[2931] | 1150 |
|
---|
[2955] | 1151 | renderMethod = oldRenderMethod;
|
---|
[2893] | 1152 |
|
---|
| 1153 |
|
---|
| 1154 | ///////////
|
---|
| 1155 |
|
---|
| 1156 |
|
---|
[2826] | 1157 | if (showAlgorithmTime)
|
---|
| 1158 | {
|
---|
| 1159 | glFinish();
|
---|
[2827] | 1160 |
|
---|
[2826] | 1161 | algTime = algTimer.Elapsedms();
|
---|
[2827] | 1162 | perfGraph->AddData(algTime);
|
---|
[2828] | 1163 |
|
---|
[2827] | 1164 | perfGraph->Draw();
|
---|
[2826] | 1165 | }
|
---|
[2827] | 1166 | else
|
---|
| 1167 | {
|
---|
| 1168 | if (visMode) DisplayVisualization();
|
---|
| 1169 | }
|
---|
[2825] | 1170 |
|
---|
[2884] | 1171 | glFlush();
|
---|
[2847] | 1172 |
|
---|
| 1173 | const bool restart = true;
|
---|
| 1174 | elapsedTime = frameTimer.Elapsedms(restart);
|
---|
| 1175 |
|
---|
[2764] | 1176 | DisplayStats();
|
---|
[2767] | 1177 |
|
---|
[2642] | 1178 | glutSwapBuffers();
|
---|
| 1179 | }
|
---|
| 1180 |
|
---|
| 1181 |
|
---|
| 1182 | #pragma warning( disable : 4100 )
|
---|
[2792] | 1183 | void KeyBoard(unsigned char c, int x, int y)
|
---|
[2642] | 1184 | {
|
---|
| 1185 | switch(c)
|
---|
| 1186 | {
|
---|
| 1187 | case 27:
|
---|
[2792] | 1188 | CleanUp();
|
---|
[2642] | 1189 | exit(0);
|
---|
[2948] | 1190 | case 32: // space
|
---|
[2800] | 1191 | renderMode = (renderMode + 1) % RenderTraverser::NUM_TRAVERSAL_TYPES;
|
---|
[2897] | 1192 |
|
---|
| 1193 | DEL_PTR(traverser);
|
---|
| 1194 | traverser = CreateTraverser(camera);
|
---|
| 1195 |
|
---|
[2931] | 1196 | if (shadowTraverser)
|
---|
[2897] | 1197 | {
|
---|
[2948] | 1198 | // shadow traverser has to be recomputed
|
---|
[2897] | 1199 | DEL_PTR(shadowTraverser);
|
---|
[2948] | 1200 | shadowTraverser = CreateTraverser(shadowMap->GetShadowCamera());
|
---|
[2897] | 1201 | }
|
---|
| 1202 |
|
---|
[2642] | 1203 | break;
|
---|
| 1204 | case '+':
|
---|
[2867] | 1205 | if (maxBatchSize < 10)
|
---|
| 1206 | maxBatchSize = 10;
|
---|
| 1207 | else
|
---|
| 1208 | maxBatchSize += 10;
|
---|
| 1209 |
|
---|
[2776] | 1210 | traverser->SetMaxBatchSize(maxBatchSize);
|
---|
[2642] | 1211 | break;
|
---|
| 1212 | case '-':
|
---|
[2776] | 1213 | maxBatchSize -= 10;
|
---|
| 1214 | if (maxBatchSize < 0) maxBatchSize = 1;
|
---|
| 1215 | traverser->SetMaxBatchSize(maxBatchSize);
|
---|
[2642] | 1216 | break;
|
---|
[2837] | 1217 | case 'M':
|
---|
| 1218 | case 'm':
|
---|
| 1219 | useMultiQueries = !useMultiQueries;
|
---|
| 1220 | traverser->SetUseMultiQueries(useMultiQueries);
|
---|
| 1221 | break;
|
---|
| 1222 | case '1':
|
---|
| 1223 | descendKeyPressed = true;
|
---|
| 1224 | break;
|
---|
| 1225 | case '2':
|
---|
| 1226 | ascendKeyPressed = true;
|
---|
| 1227 | break;
|
---|
| 1228 | case '3':
|
---|
| 1229 | if (trianglesPerVirtualLeaf >= 100)
|
---|
| 1230 | trianglesPerVirtualLeaf -= 100;
|
---|
| 1231 | bvh->SetVirtualLeaves(trianglesPerVirtualLeaf);
|
---|
| 1232 | break;
|
---|
| 1233 | case '4':
|
---|
| 1234 | trianglesPerVirtualLeaf += 100;
|
---|
| 1235 | bvh->SetVirtualLeaves(trianglesPerVirtualLeaf);
|
---|
| 1236 | break;
|
---|
| 1237 | case '5':
|
---|
[2776] | 1238 | assumedVisibleFrames -= 1;
|
---|
| 1239 | if (assumedVisibleFrames < 1) assumedVisibleFrames = 1;
|
---|
| 1240 | traverser->SetAssumedVisibleFrames(assumedVisibleFrames);
|
---|
| 1241 | break;
|
---|
[2837] | 1242 | case '6':
|
---|
[2776] | 1243 | assumedVisibleFrames += 1;
|
---|
| 1244 | traverser->SetAssumedVisibleFrames(assumedVisibleFrames);
|
---|
| 1245 | break;
|
---|
[2837] | 1246 | case '7':
|
---|
[2901] | 1247 | ssaoTempCohFactor *= 0.5f;
|
---|
[2776] | 1248 | break;
|
---|
[2767] | 1249 | case '8':
|
---|
[2901] | 1250 | ssaoTempCohFactor *= 2.0f;
|
---|
| 1251 | //if (ssaoTempCohFactor > 1.0f) ssaoExpFactor = 1.0f;
|
---|
[2837] | 1252 | break;
|
---|
[2865] | 1253 | case '9':
|
---|
| 1254 | useLODs = !useLODs;
|
---|
| 1255 | SceneEntity::SetUseLODs(useLODs);
|
---|
| 1256 | break;
|
---|
[2887] | 1257 | case 'P':
|
---|
| 1258 | case 'p':
|
---|
[2930] | 1259 | samplingMethod = DeferredRenderer::SAMPLING_METHOD((samplingMethod + 1) % 3);
|
---|
| 1260 | cout << "ssao sampling method: " << samplingMethod << endl;
|
---|
[2887] | 1261 | break;
|
---|
[2895] | 1262 | case 'Y':
|
---|
| 1263 | case 'y':
|
---|
| 1264 | showShadowMap = !showShadowMap;
|
---|
| 1265 | break;
|
---|
[2875] | 1266 | case 'g':
|
---|
[2903] | 1267 | case 'G':
|
---|
| 1268 | useGlobIllum = !useGlobIllum;
|
---|
| 1269 | break;
|
---|
[2875] | 1270 | case 't':
|
---|
| 1271 | case 'T':
|
---|
| 1272 | useTemporalCoherence = !useTemporalCoherence;
|
---|
| 1273 | break;
|
---|
[2792] | 1274 | case 'o':
|
---|
| 1275 | case 'O':
|
---|
[2642] | 1276 | useOptimization = !useOptimization;
|
---|
[2764] | 1277 | traverser->SetUseOptimization(useOptimization);
|
---|
[2767] | 1278 | break;
|
---|
| 1279 | case 'a':
|
---|
| 1280 | case 'A':
|
---|
[2931] | 1281 | leftKeyPressed = true;
|
---|
[2767] | 1282 | break;
|
---|
| 1283 | case 'd':
|
---|
| 1284 | case 'D':
|
---|
[2931] | 1285 | rightKeyPressed = true;
|
---|
[2767] | 1286 | break;
|
---|
| 1287 | case 'w':
|
---|
| 1288 | case 'W':
|
---|
[2931] | 1289 | upKeyPressed = true;
|
---|
[2767] | 1290 | break;
|
---|
[2829] | 1291 | case 's':
|
---|
| 1292 | case 'S':
|
---|
[2931] | 1293 | downKeyPressed = true;
|
---|
[2767] | 1294 | break;
|
---|
[3105] | 1295 | case 'j':
|
---|
| 1296 | case 'J':
|
---|
| 1297 | leftStrafeKeyPressed = true;
|
---|
| 1298 | break;
|
---|
| 1299 | case 'k':
|
---|
| 1300 | case 'K':
|
---|
| 1301 | rightStrafeKeyPressed = true;
|
---|
| 1302 | break;
|
---|
[2767] | 1303 | case 'r':
|
---|
| 1304 | case 'R':
|
---|
[2931] | 1305 | useRenderQueue = !useRenderQueue;
|
---|
| 1306 | traverser->SetUseRenderQueue(useRenderQueue);
|
---|
| 1307 |
|
---|
[2790] | 1308 | break;
|
---|
[2786] | 1309 | case 'b':
|
---|
| 1310 | case 'B':
|
---|
[2931] | 1311 | useTightBounds = !useTightBounds;
|
---|
| 1312 | traverser->SetUseTightBounds(useTightBounds);
|
---|
[2790] | 1313 | break;
|
---|
[2931] | 1314 | case 'l':
|
---|
| 1315 | case 'L':
|
---|
| 1316 | renderLightView = !renderLightView;
|
---|
| 1317 | break;
|
---|
[2994] | 1318 | case 'h':
|
---|
| 1319 | case 'H':
|
---|
| 1320 | useHDR = !useHDR;
|
---|
| 1321 | break;
|
---|
[2642] | 1322 | default:
|
---|
| 1323 | return;
|
---|
| 1324 | }
|
---|
| 1325 |
|
---|
| 1326 | glutPostRedisplay();
|
---|
| 1327 | }
|
---|
| 1328 |
|
---|
| 1329 |
|
---|
[2792] | 1330 | void SpecialKeyUp(int c, int x, int y)
|
---|
[2642] | 1331 | {
|
---|
[2792] | 1332 | switch (c)
|
---|
| 1333 | {
|
---|
| 1334 | case GLUT_KEY_LEFT:
|
---|
| 1335 | leftKeyPressed = false;
|
---|
| 1336 | break;
|
---|
| 1337 | case GLUT_KEY_RIGHT:
|
---|
| 1338 | rightKeyPressed = false;
|
---|
| 1339 | break;
|
---|
| 1340 | case GLUT_KEY_UP:
|
---|
| 1341 | upKeyPressed = false;
|
---|
| 1342 | break;
|
---|
| 1343 | case GLUT_KEY_DOWN:
|
---|
| 1344 | downKeyPressed = false;
|
---|
| 1345 | break;
|
---|
[2953] | 1346 | case GLUT_ACTIVE_ALT:
|
---|
| 1347 | altKeyPressed = false;
|
---|
| 1348 | break;
|
---|
[2792] | 1349 | default:
|
---|
| 1350 | return;
|
---|
| 1351 | }
|
---|
| 1352 | }
|
---|
| 1353 |
|
---|
| 1354 |
|
---|
| 1355 | void KeyUp(unsigned char c, int x, int y)
|
---|
| 1356 | {
|
---|
| 1357 | switch (c)
|
---|
| 1358 | {
|
---|
[2879] | 1359 |
|
---|
[2792] | 1360 | case 'A':
|
---|
| 1361 | case 'a':
|
---|
| 1362 | leftKeyPressed = false;
|
---|
| 1363 | break;
|
---|
| 1364 | case 'D':
|
---|
| 1365 | case 'd':
|
---|
| 1366 | rightKeyPressed = false;
|
---|
| 1367 | break;
|
---|
| 1368 | case 'W':
|
---|
| 1369 | case 'w':
|
---|
| 1370 | upKeyPressed = false;
|
---|
| 1371 | break;
|
---|
[2829] | 1372 | case 'S':
|
---|
| 1373 | case 's':
|
---|
[2792] | 1374 | downKeyPressed = false;
|
---|
| 1375 | break;
|
---|
[2837] | 1376 | case '1':
|
---|
| 1377 | descendKeyPressed = false;
|
---|
[2794] | 1378 | break;
|
---|
[2837] | 1379 | case '2':
|
---|
| 1380 | ascendKeyPressed = false;
|
---|
[2794] | 1381 | break;
|
---|
[3105] | 1382 | case 'j':
|
---|
| 1383 | case 'J':
|
---|
| 1384 | leftStrafeKeyPressed = false;
|
---|
| 1385 | break;
|
---|
| 1386 | case 'k':
|
---|
| 1387 | case 'K':
|
---|
| 1388 | rightStrafeKeyPressed = false;
|
---|
| 1389 | break;
|
---|
[2792] | 1390 | default:
|
---|
| 1391 | return;
|
---|
| 1392 | }
|
---|
| 1393 | //glutPostRedisplay();
|
---|
| 1394 | }
|
---|
| 1395 |
|
---|
| 1396 |
|
---|
| 1397 | void Special(int c, int x, int y)
|
---|
| 1398 | {
|
---|
[2642] | 1399 | switch(c)
|
---|
| 1400 | {
|
---|
| 1401 | case GLUT_KEY_F1:
|
---|
| 1402 | showHelp = !showHelp;
|
---|
| 1403 | break;
|
---|
[2790] | 1404 | case GLUT_KEY_F2:
|
---|
[2795] | 1405 | visMode = !visMode;
|
---|
[2790] | 1406 | break;
|
---|
| 1407 | case GLUT_KEY_F3:
|
---|
| 1408 | showBoundingVolumes = !showBoundingVolumes;
|
---|
| 1409 | traverser->SetShowBounds(showBoundingVolumes);
|
---|
| 1410 | break;
|
---|
| 1411 | case GLUT_KEY_F4:
|
---|
[2827] | 1412 | showOptions = !showOptions;
|
---|
[2790] | 1413 | break;
|
---|
| 1414 | case GLUT_KEY_F5:
|
---|
[2827] | 1415 | showStatistics = !showStatistics;
|
---|
[2790] | 1416 | break;
|
---|
[2800] | 1417 | case GLUT_KEY_F6:
|
---|
| 1418 | flyMode = !flyMode;
|
---|
| 1419 | break;
|
---|
[2801] | 1420 | case GLUT_KEY_F7:
|
---|
[2825] | 1421 |
|
---|
[2955] | 1422 | renderMethod = (renderMethod + 1) % 4;
|
---|
| 1423 |
|
---|
| 1424 | traverser->SetUseDepthPass(
|
---|
| 1425 | (renderMethod == RENDER_DEPTH_PASS) ||
|
---|
| 1426 | (renderMethod == RENDER_DEPTH_PASS_DEFERRED)
|
---|
| 1427 | );
|
---|
[2825] | 1428 |
|
---|
[2801] | 1429 | break;
|
---|
[2803] | 1430 | case GLUT_KEY_F8:
|
---|
[2903] | 1431 | useAdvancedShading = !useAdvancedShading;
|
---|
| 1432 |
|
---|
[2821] | 1433 | break;
|
---|
[2826] | 1434 | case GLUT_KEY_F9:
|
---|
| 1435 | showAlgorithmTime = !showAlgorithmTime;
|
---|
| 1436 | break;
|
---|
[2954] | 1437 | case GLUT_KEY_F10:
|
---|
| 1438 | moveLight = !moveLight;
|
---|
| 1439 | break;
|
---|
[2642] | 1440 | case GLUT_KEY_LEFT:
|
---|
[2767] | 1441 | {
|
---|
[2792] | 1442 | leftKeyPressed = true;
|
---|
[2795] | 1443 | camera->Pitch(KeyRotationAngle());
|
---|
[2767] | 1444 | }
|
---|
[2642] | 1445 | break;
|
---|
| 1446 | case GLUT_KEY_RIGHT:
|
---|
[2767] | 1447 | {
|
---|
[2792] | 1448 | rightKeyPressed = true;
|
---|
[2795] | 1449 | camera->Pitch(-KeyRotationAngle());
|
---|
[2767] | 1450 | }
|
---|
[2642] | 1451 | break;
|
---|
| 1452 | case GLUT_KEY_UP:
|
---|
[2767] | 1453 | {
|
---|
[2792] | 1454 | upKeyPressed = true;
|
---|
[2795] | 1455 | KeyHorizontalMotion(KeyShift());
|
---|
[2767] | 1456 | }
|
---|
[2642] | 1457 | break;
|
---|
| 1458 | case GLUT_KEY_DOWN:
|
---|
[2767] | 1459 | {
|
---|
[2792] | 1460 | downKeyPressed = true;
|
---|
[2795] | 1461 | KeyHorizontalMotion(-KeyShift());
|
---|
[2767] | 1462 | }
|
---|
[2642] | 1463 | break;
|
---|
| 1464 | default:
|
---|
| 1465 | return;
|
---|
| 1466 |
|
---|
| 1467 | }
|
---|
| 1468 |
|
---|
| 1469 | glutPostRedisplay();
|
---|
| 1470 | }
|
---|
[2767] | 1471 |
|
---|
[2642] | 1472 | #pragma warning( default : 4100 )
|
---|
| 1473 |
|
---|
| 1474 |
|
---|
[2792] | 1475 | void Reshape(int w, int h)
|
---|
[2642] | 1476 | {
|
---|
[2759] | 1477 | winAspectRatio = 1.0f;
|
---|
[2642] | 1478 |
|
---|
| 1479 | glViewport(0, 0, w, h);
|
---|
| 1480 |
|
---|
| 1481 | winWidth = w;
|
---|
| 1482 | winHeight = h;
|
---|
| 1483 |
|
---|
[2833] | 1484 | if (w) winAspectRatio = (float) w / (float) h;
|
---|
[2642] | 1485 |
|
---|
[2758] | 1486 | glMatrixMode(GL_PROJECTION);
|
---|
| 1487 | glLoadIdentity();
|
---|
[2642] | 1488 |
|
---|
[2927] | 1489 | gluPerspective(fov, winAspectRatio, nearDist, farDist);
|
---|
[2788] | 1490 |
|
---|
[2758] | 1491 | glMatrixMode(GL_MODELVIEW);
|
---|
| 1492 |
|
---|
[2642] | 1493 | glutPostRedisplay();
|
---|
| 1494 | }
|
---|
| 1495 |
|
---|
| 1496 |
|
---|
[3101] | 1497 | void Mouse(int button, int renderState, int x, int y)
|
---|
[2642] | 1498 | {
|
---|
[3101] | 1499 | if ((button == GLUT_LEFT_BUTTON) && (renderState == GLUT_DOWN))
|
---|
[2642] | 1500 | {
|
---|
| 1501 | xEyeBegin = x;
|
---|
| 1502 | yMotionBegin = y;
|
---|
| 1503 |
|
---|
[2792] | 1504 | glutMotionFunc(LeftMotion);
|
---|
[2642] | 1505 | }
|
---|
[3101] | 1506 | else if ((button == GLUT_RIGHT_BUTTON) && (renderState == GLUT_DOWN))
|
---|
[2642] | 1507 | {
|
---|
[2829] | 1508 | xEyeBegin = x;
|
---|
[2758] | 1509 | yEyeBegin = y;
|
---|
| 1510 | yMotionBegin = y;
|
---|
| 1511 |
|
---|
[2954] | 1512 | if (!moveLight)
|
---|
| 1513 | glutMotionFunc(RightMotion);
|
---|
| 1514 | else
|
---|
| 1515 | glutMotionFunc(RightMotionLight);
|
---|
[2758] | 1516 | }
|
---|
[3101] | 1517 | else if ((button == GLUT_MIDDLE_BUTTON) && (renderState == GLUT_DOWN))
|
---|
[2758] | 1518 | {
|
---|
[2642] | 1519 | horizontalMotionBegin = x;
|
---|
| 1520 | verticalMotionBegin = y;
|
---|
[2792] | 1521 | glutMotionFunc(MiddleMotion);
|
---|
[2642] | 1522 | }
|
---|
| 1523 |
|
---|
| 1524 | glutPostRedisplay();
|
---|
| 1525 | }
|
---|
| 1526 |
|
---|
[2758] | 1527 |
|
---|
| 1528 | /** rotation for left/right mouse drag
|
---|
[2642] | 1529 | motion for up/down mouse drag
|
---|
| 1530 | */
|
---|
[2792] | 1531 | void LeftMotion(int x, int y)
|
---|
[2642] | 1532 | {
|
---|
[2758] | 1533 | Vector3 viewDir = camera->GetDirection();
|
---|
| 1534 | Vector3 pos = camera->GetPosition();
|
---|
| 1535 |
|
---|
| 1536 | // don't move in the vertical direction
|
---|
[2764] | 1537 | Vector3 horView(viewDir[0], viewDir[1], 0);
|
---|
[2642] | 1538 |
|
---|
[2795] | 1539 | float eyeXAngle = 0.2f * M_PI * (xEyeBegin - x) / 180.0;
|
---|
[2756] | 1540 |
|
---|
[2795] | 1541 | camera->Pitch(eyeXAngle);
|
---|
[2787] | 1542 |
|
---|
[2888] | 1543 | pos += horView * (yMotionBegin - y) * 0.2f;
|
---|
[2795] | 1544 |
|
---|
[2758] | 1545 | camera->SetPosition(pos);
|
---|
[2642] | 1546 |
|
---|
| 1547 | xEyeBegin = x;
|
---|
| 1548 | yMotionBegin = y;
|
---|
[2758] | 1549 |
|
---|
[2642] | 1550 | glutPostRedisplay();
|
---|
| 1551 | }
|
---|
| 1552 |
|
---|
[2758] | 1553 |
|
---|
[2954] | 1554 | void RightMotionLight(int x, int y)
|
---|
| 1555 | {
|
---|
| 1556 | float theta = 0.2f * M_PI * (xEyeBegin - x) / 180.0f;
|
---|
| 1557 | float phi = 0.2f * M_PI * (yMotionBegin - y) / 180.0f;
|
---|
| 1558 |
|
---|
| 1559 | Vector3 lightDir = light->GetDirection();
|
---|
| 1560 |
|
---|
| 1561 | Matrix4x4 roty = RotationYMatrix(theta);
|
---|
| 1562 | Matrix4x4 rotx = RotationXMatrix(phi);
|
---|
| 1563 |
|
---|
| 1564 | lightDir = roty * lightDir;
|
---|
| 1565 | lightDir = rotx * lightDir;
|
---|
| 1566 |
|
---|
[2967] | 1567 | // normalize to avoid accumulating errors
|
---|
| 1568 | lightDir.Normalize();
|
---|
| 1569 |
|
---|
[2954] | 1570 | light->SetDirection(lightDir);
|
---|
| 1571 |
|
---|
| 1572 | xEyeBegin = x;
|
---|
| 1573 | yMotionBegin = y;
|
---|
| 1574 |
|
---|
| 1575 | glutPostRedisplay();
|
---|
| 1576 | }
|
---|
| 1577 |
|
---|
| 1578 |
|
---|
[2767] | 1579 | /** rotation for left / right mouse drag
|
---|
| 1580 | motion for up / down mouse drag
|
---|
[2758] | 1581 | */
|
---|
[2792] | 1582 | void RightMotion(int x, int y)
|
---|
[2758] | 1583 | {
|
---|
[2829] | 1584 | float eyeXAngle = 0.2f * M_PI * (xEyeBegin - x) / 180.0;
|
---|
[2795] | 1585 | float eyeYAngle = -0.2f * M_PI * (yEyeBegin - y) / 180.0;
|
---|
[2758] | 1586 |
|
---|
[2795] | 1587 | camera->Yaw(eyeYAngle);
|
---|
[2829] | 1588 | camera->Pitch(eyeXAngle);
|
---|
[2780] | 1589 |
|
---|
[2829] | 1590 | xEyeBegin = x;
|
---|
[2758] | 1591 | yEyeBegin = y;
|
---|
[2829] | 1592 |
|
---|
[2758] | 1593 | glutPostRedisplay();
|
---|
| 1594 | }
|
---|
| 1595 |
|
---|
| 1596 |
|
---|
[3105] | 1597 | /** strafe
|
---|
| 1598 | */
|
---|
[2792] | 1599 | void MiddleMotion(int x, int y)
|
---|
[2642] | 1600 | {
|
---|
[2758] | 1601 | Vector3 viewDir = camera->GetDirection();
|
---|
| 1602 | Vector3 pos = camera->GetPosition();
|
---|
| 1603 |
|
---|
[2642] | 1604 | // the 90 degree rotated view vector
|
---|
| 1605 | // y zero so we don't move in the vertical
|
---|
[2764] | 1606 | Vector3 rVec(viewDir[0], viewDir[1], 0);
|
---|
[2642] | 1607 |
|
---|
[2764] | 1608 | Matrix4x4 rot = RotationZMatrix(M_PI * 0.5f);
|
---|
[2758] | 1609 | rVec = rot * rVec;
|
---|
[2642] | 1610 |
|
---|
[2888] | 1611 | pos -= rVec * (x - horizontalMotionBegin) * 0.1f;
|
---|
[2764] | 1612 | pos[2] += (verticalMotionBegin - y) * 0.1f;
|
---|
[2642] | 1613 |
|
---|
[2758] | 1614 | camera->SetPosition(pos);
|
---|
| 1615 |
|
---|
[2642] | 1616 | horizontalMotionBegin = x;
|
---|
| 1617 | verticalMotionBegin = y;
|
---|
[2758] | 1618 |
|
---|
[2642] | 1619 | glutPostRedisplay();
|
---|
| 1620 | }
|
---|
| 1621 |
|
---|
| 1622 |
|
---|
[2756] | 1623 | void InitExtensions(void)
|
---|
[2642] | 1624 | {
|
---|
| 1625 | GLenum err = glewInit();
|
---|
[2756] | 1626 |
|
---|
[2642] | 1627 | if (GLEW_OK != err)
|
---|
| 1628 | {
|
---|
| 1629 | // problem: glewInit failed, something is seriously wrong
|
---|
| 1630 | fprintf(stderr,"Error: %s\n", glewGetErrorString(err));
|
---|
| 1631 | exit(1);
|
---|
| 1632 | }
|
---|
[2756] | 1633 | if (!GLEW_ARB_occlusion_query)
|
---|
[2642] | 1634 | {
|
---|
[2756] | 1635 | printf("I require the GL_ARB_occlusion_query to work.\n");
|
---|
[2642] | 1636 | exit(1);
|
---|
| 1637 | }
|
---|
| 1638 | }
|
---|
| 1639 |
|
---|
| 1640 |
|
---|
[2826] | 1641 | void Begin2D()
|
---|
[2642] | 1642 | {
|
---|
| 1643 | glDisable(GL_LIGHTING);
|
---|
| 1644 | glDisable(GL_DEPTH_TEST);
|
---|
| 1645 |
|
---|
[2826] | 1646 | glMatrixMode(GL_PROJECTION);
|
---|
[2642] | 1647 | glPushMatrix();
|
---|
| 1648 | glLoadIdentity();
|
---|
[2834] | 1649 |
|
---|
[2826] | 1650 | gluOrtho2D(0, winWidth, 0, winHeight);
|
---|
[2642] | 1651 |
|
---|
[2826] | 1652 | glMatrixMode(GL_MODELVIEW);
|
---|
[2642] | 1653 | glPushMatrix();
|
---|
| 1654 | glLoadIdentity();
|
---|
| 1655 | }
|
---|
| 1656 |
|
---|
| 1657 |
|
---|
[2826] | 1658 | void End2D()
|
---|
[2642] | 1659 | {
|
---|
[2834] | 1660 | glMatrixMode(GL_PROJECTION);
|
---|
[2642] | 1661 | glPopMatrix();
|
---|
[2834] | 1662 |
|
---|
[2642] | 1663 | glMatrixMode(GL_MODELVIEW);
|
---|
| 1664 | glPopMatrix();
|
---|
| 1665 |
|
---|
| 1666 | glEnable(GL_LIGHTING);
|
---|
| 1667 | glEnable(GL_DEPTH_TEST);
|
---|
| 1668 | }
|
---|
| 1669 |
|
---|
| 1670 |
|
---|
[2787] | 1671 | // displays the visualisation of culling algorithm
|
---|
| 1672 | void DisplayVisualization()
|
---|
[2796] | 1673 | {
|
---|
[2787] | 1674 | visualization->SetFrameId(traverser->GetCurrentFrameId());
|
---|
| 1675 |
|
---|
[2792] | 1676 | Begin2D();
|
---|
[2642] | 1677 | glBlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA);
|
---|
| 1678 | glEnable(GL_BLEND);
|
---|
[2827] | 1679 | glColor4f(0.0f ,0.0f, 0.0f, 0.5f);
|
---|
[2642] | 1680 |
|
---|
[2827] | 1681 | glRecti(winWidth - winWidth / 3, winHeight - winHeight / 3, winWidth, winHeight);
|
---|
[2642] | 1682 | glDisable(GL_BLEND);
|
---|
[2792] | 1683 | End2D();
|
---|
[2788] | 1684 |
|
---|
| 1685 |
|
---|
| 1686 | AxisAlignedBox3 box = bvh->GetBox();
|
---|
| 1687 |
|
---|
[2948] | 1688 | const float offs = box.Size().x * 0.3f;
|
---|
[2834] | 1689 |
|
---|
[2838] | 1690 | Vector3 vizpos = Vector3(box.Min().x, box.Min().y - box.Size().y * 0.35f, box.Min().z + box.Size().z * 50);
|
---|
[2806] | 1691 |
|
---|
[2795] | 1692 | visCamera->SetPosition(vizpos);
|
---|
[2838] | 1693 | visCamera->ResetPitchAndYaw();
|
---|
[2892] | 1694 |
|
---|
[2834] | 1695 | glPushAttrib(GL_VIEWPORT_BIT);
|
---|
[2806] | 1696 | glViewport(winWidth - winWidth / 3, winHeight - winHeight / 3, winWidth / 3, winHeight / 3);
|
---|
[2796] | 1697 |
|
---|
| 1698 | glMatrixMode(GL_PROJECTION);
|
---|
[2834] | 1699 | glPushMatrix();
|
---|
| 1700 |
|
---|
[2787] | 1701 | glLoadIdentity();
|
---|
[2807] | 1702 | glOrtho(-offs, offs, -offs, offs, 0.0f, box.Size().z * 100.0f);
|
---|
[2787] | 1703 |
|
---|
[2796] | 1704 | glMatrixMode(GL_MODELVIEW);
|
---|
[2834] | 1705 | glPushMatrix();
|
---|
[2787] | 1706 |
|
---|
[2796] | 1707 | visCamera->SetupCameraView();
|
---|
[2806] | 1708 |
|
---|
| 1709 | Matrix4x4 rotZ = RotationZMatrix(-camera->GetPitch());
|
---|
| 1710 | glMultMatrixf((float *)rotZ.x);
|
---|
| 1711 |
|
---|
[2887] | 1712 | // inverse translation in order to fix current position
|
---|
[2838] | 1713 | Vector3 pos = camera->GetPosition();
|
---|
[2806] | 1714 | glTranslatef(-pos.x, -pos.y, -pos.z);
|
---|
| 1715 |
|
---|
| 1716 |
|
---|
[2788] | 1717 | GLfloat position[] = {0.8f, 1.0f, 1.5f, 0.0f};
|
---|
| 1718 | glLightfv(GL_LIGHT0, GL_POSITION, position);
|
---|
[2787] | 1719 |
|
---|
[2788] | 1720 | GLfloat position1[] = {bvh->GetBox().Center().x, bvh->GetBox().Max().y, bvh->GetBox().Center().z, 1.0f};
|
---|
| 1721 | glLightfv(GL_LIGHT1, GL_POSITION, position1);
|
---|
[2787] | 1722 |
|
---|
[2642] | 1723 | glClear(GL_DEPTH_BUFFER_BIT);
|
---|
| 1724 |
|
---|
[2888] | 1725 |
|
---|
[2767] | 1726 | ////////////
|
---|
[2787] | 1727 | //-- visualization of the occlusion culling
|
---|
| 1728 |
|
---|
[3063] | 1729 | visualization->Render(showShadowMap);
|
---|
[2887] | 1730 |
|
---|
[2767] | 1731 |
|
---|
[2834] | 1732 | // reset previous settings
|
---|
| 1733 | glPopAttrib();
|
---|
| 1734 |
|
---|
| 1735 | glMatrixMode(GL_PROJECTION);
|
---|
| 1736 | glPopMatrix();
|
---|
| 1737 | glMatrixMode(GL_MODELVIEW);
|
---|
| 1738 | glPopMatrix();
|
---|
[2642] | 1739 | }
|
---|
| 1740 |
|
---|
[2767] | 1741 |
|
---|
[2642] | 1742 | // cleanup routine after the main loop
|
---|
[2756] | 1743 | void CleanUp()
|
---|
[2642] | 1744 | {
|
---|
[2756] | 1745 | DEL_PTR(traverser);
|
---|
[2796] | 1746 | DEL_PTR(sceneQuery);
|
---|
[2756] | 1747 | DEL_PTR(bvh);
|
---|
[2767] | 1748 | DEL_PTR(visualization);
|
---|
[2787] | 1749 | DEL_PTR(camera);
|
---|
[2801] | 1750 | DEL_PTR(renderQueue);
|
---|
[2827] | 1751 | DEL_PTR(perfGraph);
|
---|
[2879] | 1752 | DEL_PTR(fbo);
|
---|
[3111] | 1753 | DEL_PTR(deferredShader);
|
---|
[3019] | 1754 | DEL_PTR(light);
|
---|
| 1755 | DEL_PTR(visCamera);
|
---|
| 1756 | DEL_PTR(preetham);
|
---|
[3020] | 1757 | DEL_PTR(shadowMap);
|
---|
| 1758 | DEL_PTR(shadowTraverser);
|
---|
[3078] | 1759 | DEL_PTR(motionPath);
|
---|
[3052] | 1760 |
|
---|
[3037] | 1761 | ResourceManager::DelSingleton();
|
---|
[3057] | 1762 | ShaderManager::DelSingleton();
|
---|
| 1763 |
|
---|
[3059] | 1764 | resourceManager = NULL;
|
---|
[3057] | 1765 | shaderManager = NULL;
|
---|
[2642] | 1766 | }
|
---|
| 1767 |
|
---|
| 1768 |
|
---|
| 1769 | // this function inserts a dezimal point after each 1000
|
---|
[2829] | 1770 | void CalcDecimalPoint(string &str, int d, int len)
|
---|
[2642] | 1771 | {
|
---|
[2827] | 1772 | static vector<int> numbers;
|
---|
| 1773 | numbers.clear();
|
---|
| 1774 |
|
---|
[2829] | 1775 | static string shortStr;
|
---|
| 1776 | shortStr.clear();
|
---|
[2642] | 1777 |
|
---|
[2829] | 1778 | static char hstr[100];
|
---|
| 1779 |
|
---|
[2642] | 1780 | while (d != 0)
|
---|
| 1781 | {
|
---|
| 1782 | numbers.push_back(d % 1000);
|
---|
| 1783 | d /= 1000;
|
---|
| 1784 | }
|
---|
| 1785 |
|
---|
| 1786 | // first element without leading zeros
|
---|
| 1787 | if (numbers.size() > 0)
|
---|
| 1788 | {
|
---|
[2800] | 1789 | sprintf(hstr, "%d", numbers.back());
|
---|
[2829] | 1790 | shortStr.append(hstr);
|
---|
[2642] | 1791 | }
|
---|
| 1792 |
|
---|
[2764] | 1793 | for (int i = (int)numbers.size() - 2; i >= 0; i--)
|
---|
[2642] | 1794 | {
|
---|
[2800] | 1795 | sprintf(hstr, ",%03d", numbers[i]);
|
---|
[2829] | 1796 | shortStr.append(hstr);
|
---|
[2642] | 1797 | }
|
---|
[2829] | 1798 |
|
---|
| 1799 | int dif = len - (int)shortStr.size();
|
---|
| 1800 |
|
---|
| 1801 | for (int i = 0; i < dif; ++ i)
|
---|
| 1802 | {
|
---|
| 1803 | str += " ";
|
---|
| 1804 | }
|
---|
| 1805 |
|
---|
| 1806 | str.append(shortStr);
|
---|
[2764] | 1807 | }
|
---|
| 1808 |
|
---|
| 1809 |
|
---|
| 1810 | void DisplayStats()
|
---|
| 1811 | {
|
---|
[2826] | 1812 | static char msg[9][300];
|
---|
[2764] | 1813 |
|
---|
[2826] | 1814 | static double frameTime = elapsedTime;
|
---|
| 1815 | static double renderTime = algTime;
|
---|
| 1816 |
|
---|
[2818] | 1817 | const float expFactor = 0.1f;
|
---|
[2767] | 1818 |
|
---|
[2802] | 1819 | // if some strange render time spike happened in this frame => don't count
|
---|
[2826] | 1820 | if (elapsedTime < 500) frameTime = elapsedTime * expFactor + (1.0f - expFactor) * elapsedTime;
|
---|
| 1821 |
|
---|
| 1822 | static float rTime = 1000.0f;
|
---|
[2764] | 1823 |
|
---|
[2826] | 1824 | if (showAlgorithmTime)
|
---|
| 1825 | {
|
---|
| 1826 | if (algTime < 500) renderTime = algTime * expFactor + (1.0f - expFactor) * renderTime;
|
---|
| 1827 | }
|
---|
[2802] | 1828 |
|
---|
[2826] | 1829 | accumulatedTime += elapsedTime;
|
---|
| 1830 |
|
---|
[2776] | 1831 | if (accumulatedTime > 500) // update every fraction of a second
|
---|
[2770] | 1832 | {
|
---|
| 1833 | accumulatedTime = 0;
|
---|
| 1834 |
|
---|
[2826] | 1835 | if (frameTime) fps = 1e3f / (float)frameTime;
|
---|
| 1836 |
|
---|
| 1837 | rTime = renderTime;
|
---|
[2773] | 1838 |
|
---|
[2948] | 1839 | if (renderLightView && shadowTraverser)
|
---|
| 1840 | {
|
---|
| 1841 | renderedTriangles = shadowTraverser->GetStats().mNumRenderedTriangles;
|
---|
| 1842 | renderedObjects = shadowTraverser->GetStats().mNumRenderedGeometry;
|
---|
| 1843 | renderedNodes = shadowTraverser->GetStats().mNumRenderedNodes;
|
---|
| 1844 | }
|
---|
| 1845 | else if (showShadowMap && shadowTraverser)
|
---|
| 1846 | {
|
---|
| 1847 | renderedNodes = traverser->GetStats().mNumRenderedNodes + shadowTraverser->GetStats().mNumRenderedNodes;
|
---|
| 1848 | renderedObjects = traverser->GetStats().mNumRenderedGeometry + shadowTraverser->GetStats().mNumRenderedGeometry;
|
---|
| 1849 | renderedTriangles = traverser->GetStats().mNumRenderedTriangles + shadowTraverser->GetStats().mNumRenderedTriangles;
|
---|
| 1850 | }
|
---|
| 1851 | else
|
---|
| 1852 | {
|
---|
| 1853 | renderedTriangles = traverser->GetStats().mNumRenderedTriangles;
|
---|
| 1854 | renderedObjects = traverser->GetStats().mNumRenderedGeometry;
|
---|
| 1855 | renderedNodes = traverser->GetStats().mNumRenderedNodes;
|
---|
| 1856 | }
|
---|
| 1857 |
|
---|
[2770] | 1858 | traversedNodes = traverser->GetStats().mNumTraversedNodes;
|
---|
| 1859 | frustumCulledNodes = traverser->GetStats().mNumFrustumCulledNodes;
|
---|
| 1860 | queryCulledNodes = traverser->GetStats().mNumQueryCulledNodes;
|
---|
| 1861 | issuedQueries = traverser->GetStats().mNumIssuedQueries;
|
---|
| 1862 | stateChanges = traverser->GetStats().mNumStateChanges;
|
---|
[2800] | 1863 | numBatches = traverser->GetStats().mNumBatches;
|
---|
[2770] | 1864 | }
|
---|
| 1865 |
|
---|
[2764] | 1866 |
|
---|
[2826] | 1867 | Begin2D();
|
---|
[2808] | 1868 |
|
---|
[2826] | 1869 | glEnable(GL_BLEND);
|
---|
| 1870 | glBlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA);
|
---|
[2764] | 1871 |
|
---|
[2826] | 1872 | if (showHelp)
|
---|
| 1873 | {
|
---|
| 1874 | DrawHelpMessage();
|
---|
| 1875 | }
|
---|
| 1876 | else
|
---|
| 1877 | {
|
---|
[2829] | 1878 | if (showOptions)
|
---|
| 1879 | {
|
---|
| 1880 | glColor4f(0.0f, 0.0f, 0.0f, 0.5f);
|
---|
| 1881 | glRecti(5, winHeight - 95, winWidth * 2 / 3 - 5, winHeight - 5);
|
---|
| 1882 | }
|
---|
| 1883 |
|
---|
| 1884 | if (showStatistics)
|
---|
| 1885 | {
|
---|
| 1886 | glColor4f(0.0f, 0.0f, 0.0f, 0.5f);
|
---|
| 1887 | glRecti(5, winHeight - 165, winWidth * 2 / 3 - 5, winHeight - 100);
|
---|
| 1888 | }
|
---|
| 1889 |
|
---|
| 1890 | glEnable(GL_TEXTURE_2D);
|
---|
[2827] | 1891 | myfont.Begin();
|
---|
[2769] | 1892 |
|
---|
[2826] | 1893 | if (showOptions)
|
---|
| 1894 | {
|
---|
[2829] | 1895 | glColor3f(0.0f, 1.0f, 0.0f);
|
---|
[2826] | 1896 | int i = 0;
|
---|
| 1897 |
|
---|
[3065] | 1898 | static char *renderMethodStr[] =
|
---|
| 1899 | {"forward", "depth pass + forward", "deferred shading", "depth pass + deferred"};
|
---|
[2826] | 1900 | sprintf(msg[i ++], "multiqueries: %d, tight bounds: %d, render queue: %d",
|
---|
[3065] | 1901 | useMultiQueries, useTightBounds, useRenderQueue);
|
---|
[2955] | 1902 | sprintf(msg[i ++], "render technique: %s, SSAO: %d", renderMethodStr[renderMethod], useAdvancedShading);
|
---|
[2826] | 1903 | sprintf(msg[i ++], "triangles per virtual leaf: %5d", trianglesPerVirtualLeaf);
|
---|
| 1904 | sprintf(msg[i ++], "assumed visible frames: %4d, max batch size: %4d",
|
---|
| 1905 | assumedVisibleFrames, maxBatchSize);
|
---|
[2808] | 1906 |
|
---|
[2826] | 1907 | for (int j = 0; j < 4; ++ j)
|
---|
[2829] | 1908 | myfont.DrawString(msg[j], 10.0f, winHeight - 5 - j * 20);
|
---|
[2826] | 1909 | }
|
---|
[2808] | 1910 |
|
---|
[2786] | 1911 | if (showStatistics)
|
---|
[2764] | 1912 | {
|
---|
[2829] | 1913 | glColor3f(1.0f, 1.0f, 0.0f);
|
---|
| 1914 |
|
---|
[2948] | 1915 | string objStr, totalObjStr;
|
---|
| 1916 | string triStr, totalTriStr;
|
---|
[2826] | 1917 |
|
---|
[2829] | 1918 | int len = 10;
|
---|
[2948] | 1919 | CalcDecimalPoint(objStr, renderedObjects, len);
|
---|
[3059] | 1920 | CalcDecimalPoint(totalObjStr, (int)resourceManager->GetNumEntities(), len);
|
---|
[2826] | 1921 |
|
---|
[2948] | 1922 | CalcDecimalPoint(triStr, renderedTriangles, len);
|
---|
| 1923 | CalcDecimalPoint(totalTriStr, bvh->GetBvhStats().mTriangles, len);
|
---|
| 1924 |
|
---|
[2826] | 1925 | int i = 4;
|
---|
| 1926 |
|
---|
[2953] | 1927 | if (0)
|
---|
| 1928 | {
|
---|
| 1929 | sprintf(msg[i ++], "rendered: %s of %s objects, %s of %s triangles",
|
---|
| 1930 | objStr.c_str(), totalObjStr.c_str(), triStr.c_str(), totalTriStr.c_str());
|
---|
| 1931 | }
|
---|
| 1932 | else
|
---|
| 1933 | {
|
---|
| 1934 | sprintf(msg[i ++], "rendered: %6d of %6d nodes, %s of %s triangles",
|
---|
| 1935 | renderedNodes, bvh->GetNumVirtualNodes(), triStr.c_str(), totalTriStr.c_str());
|
---|
| 1936 | }
|
---|
[2826] | 1937 |
|
---|
| 1938 | sprintf(msg[i ++], "traversed: %5d, frustum culled: %5d, query culled: %5d",
|
---|
| 1939 | traversedNodes, frustumCulledNodes, queryCulledNodes);
|
---|
[3101] | 1940 | sprintf(msg[i ++], "issued queries: %5d, renderState changes: %5d, render batches: %5d",
|
---|
[2826] | 1941 | issuedQueries, stateChanges, numBatches);
|
---|
| 1942 |
|
---|
| 1943 | for (int j = 4; j < 7; ++ j)
|
---|
[2829] | 1944 | myfont.DrawString(msg[j], 10.0f, winHeight - (j + 1) * 20);
|
---|
[2764] | 1945 | }
|
---|
[2790] | 1946 |
|
---|
[2826] | 1947 | glColor3f(1.0f, 1.0f, 1.0f);
|
---|
| 1948 | static char *alg_str[] = {"Frustum Cull", "Stop and Wait", "CHC", "CHC ++"};
|
---|
[2827] | 1949 |
|
---|
| 1950 | if (!showAlgorithmTime)
|
---|
[3065] | 1951 | sprintf(msg[7], "%s: %6.1f fps", alg_str[renderMode], fps);
|
---|
[2827] | 1952 | else
|
---|
| 1953 | sprintf(msg[7], "%s: %6.1f ms", alg_str[renderMode], rTime);
|
---|
[3010] | 1954 |
|
---|
[2829] | 1955 | myfont.DrawString(msg[7], 1.3f, 690.0f, 760.0f);//, top_color, bottom_color);
|
---|
[2827] | 1956 |
|
---|
| 1957 | //sprintf(msg[8], "algorithm time: %6.1f ms", rTime);
|
---|
| 1958 | //myfont.DrawString(msg[8], 720.0f, 730.0f);
|
---|
[2764] | 1959 | }
|
---|
| 1960 |
|
---|
[2826] | 1961 | glDisable(GL_BLEND);
|
---|
| 1962 | glDisable(GL_TEXTURE_2D);
|
---|
| 1963 |
|
---|
[2792] | 1964 | End2D();
|
---|
[2764] | 1965 | }
|
---|
[2796] | 1966 |
|
---|
| 1967 |
|
---|
| 1968 | void RenderSky()
|
---|
| 1969 | {
|
---|
[2959] | 1970 | if ((renderMethod == RENDER_DEFERRED) || (renderMethod == RENDER_DEPTH_PASS_DEFERRED))
|
---|
[3101] | 1971 | renderState.SetRenderTechnique(DEFERRED);
|
---|
[2958] | 1972 |
|
---|
[3036] | 1973 | const bool useToneMapping =
|
---|
| 1974 | ((renderMethod == RENDER_DEPTH_PASS_DEFERRED) ||
|
---|
| 1975 | (renderMethod == RENDER_DEFERRED)) && useHDR;
|
---|
[3059] | 1976 |
|
---|
[3101] | 1977 | preetham->RenderSkyDome(-light->GetDirection(), camera, &renderState, !useToneMapping);
|
---|
| 1978 | /// once again reset the renderState
|
---|
| 1979 | renderState.Reset();
|
---|
[2801] | 1980 | }
|
---|
[2796] | 1981 |
|
---|
[2948] | 1982 |
|
---|
[2895] | 1983 | // render visible object from depth pass
|
---|
[2801] | 1984 | void RenderVisibleObjects()
|
---|
| 1985 | {
|
---|
[2955] | 1986 | if (renderMethod == RENDER_DEPTH_PASS_DEFERRED)
|
---|
[2948] | 1987 | {
|
---|
[2950] | 1988 | if (showShadowMap && !renderLightView)
|
---|
[2951] | 1989 | {
|
---|
[3068] | 1990 | // usethe maximal visible distance to focus shadow map
|
---|
| 1991 | float maxVisibleDist = min(camera->GetFar(), traverser->GetMaxVisibleDistance());
|
---|
| 1992 | RenderShadowMap(maxVisibleDist);
|
---|
[2951] | 1993 | }
|
---|
[2949] | 1994 |
|
---|
[3068] | 1995 | //glViewport(0, 0, texWidth, texHeight);
|
---|
| 1996 | // initialize deferred rendering
|
---|
[2948] | 1997 | InitDeferredRendering();
|
---|
| 1998 | }
|
---|
[2949] | 1999 | else
|
---|
[2950] | 2000 | {
|
---|
[3101] | 2001 | renderState.SetRenderTechnique(FORWARD);
|
---|
[2950] | 2002 | }
|
---|
[2948] | 2003 |
|
---|
[3127] | 2004 |
|
---|
[3068] | 2005 | /////////////////
|
---|
[3101] | 2006 | //-- reset gl renderState before the final visible objects pass
|
---|
[3068] | 2007 |
|
---|
[3101] | 2008 | renderState.Reset();
|
---|
[3068] | 2009 |
|
---|
[2953] | 2010 | glEnableClientState(GL_NORMAL_ARRAY);
|
---|
[3068] | 2011 | /// switch back to smooth shading
|
---|
[3067] | 2012 | glShadeModel(GL_SMOOTH);
|
---|
[3068] | 2013 | /// reset alpha to coverage flag
|
---|
[3101] | 2014 | renderState.SetUseAlphaToCoverage(true);
|
---|
[3067] | 2015 | // clear color
|
---|
| 2016 | glClear(GL_COLOR_BUFFER_BIT);
|
---|
[3039] | 2017 |
|
---|
[3068] | 2018 | // draw only objects having exactly the same depth as the current sample
|
---|
| 2019 | glDepthFunc(GL_EQUAL);
|
---|
[2951] | 2020 |
|
---|
[2949] | 2021 | //cout << "visible: " << (int)traverser->GetVisibleObjects().size() << endl;
|
---|
| 2022 |
|
---|
[3068] | 2023 | SceneEntityContainer::const_iterator sit,
|
---|
[2801] | 2024 | sit_end = traverser->GetVisibleObjects().end();
|
---|
| 2025 |
|
---|
| 2026 | for (sit = traverser->GetVisibleObjects().begin(); sit != sit_end; ++ sit)
|
---|
[2948] | 2027 | {
|
---|
[2801] | 2028 | renderQueue->Enqueue(*sit);
|
---|
[2948] | 2029 | }
|
---|
[3068] | 2030 | /// now render out everything in one giant pass
|
---|
[2801] | 2031 | renderQueue->Apply();
|
---|
| 2032 |
|
---|
[3068] | 2033 | // switch back to standard depth func
|
---|
[2801] | 2034 | glDepthFunc(GL_LESS);
|
---|
[3101] | 2035 | renderState.Reset();
|
---|
[2949] | 2036 |
|
---|
| 2037 | PrintGLerror("visibleobjects");
|
---|
[2801] | 2038 | }
|
---|
| 2039 |
|
---|
| 2040 |
|
---|
[3120] | 2041 | SceneQuery *GetOrCreateSceneQuery()
|
---|
[2801] | 2042 | {
|
---|
[3037] | 2043 | if (!sceneQuery)
|
---|
[3101] | 2044 | sceneQuery = new SceneQuery(bvh->GetBox(), traverser, &renderState);
|
---|
[3037] | 2045 |
|
---|
[3120] | 2046 | return sceneQuery;
|
---|
| 2047 | }
|
---|
| 2048 |
|
---|
| 2049 |
|
---|
| 2050 | void PlaceViewer(const Vector3 &oldPos)
|
---|
| 2051 | {
|
---|
[2801] | 2052 | Vector3 playerPos = camera->GetPosition();
|
---|
[3120] | 2053 | bool validIntersect = GetOrCreateSceneQuery()->CalcIntersection(playerPos);
|
---|
[2801] | 2054 |
|
---|
[2853] | 2055 | if (validIntersect)
|
---|
[2848] | 2056 | // && ((playerPos.z - oldPos.z) < bvh->GetBox().Size(2) * 1e-1f))
|
---|
[2801] | 2057 | {
|
---|
| 2058 | camera->SetPosition(playerPos);
|
---|
| 2059 | }
|
---|
[2809] | 2060 | }
|
---|
[2948] | 2061 |
|
---|
| 2062 |
|
---|
[2951] | 2063 | void RenderShadowMap(float newfar)
|
---|
[2948] | 2064 | {
|
---|
[2953] | 2065 | glDisableClientState(GL_NORMAL_ARRAY);
|
---|
[3101] | 2066 | renderState.SetRenderTechnique(DEPTH_PASS);
|
---|
[3038] | 2067 |
|
---|
| 2068 | // hack: disable cull face because of alpha textured balconies
|
---|
| 2069 | glDisable(GL_CULL_FACE);
|
---|
[3101] | 2070 | renderState.LockCullFaceEnabled(true);
|
---|
[3068] | 2071 |
|
---|
| 2072 | /// don't use alpha to coverage for the depth map (problems with fbo rendering)
|
---|
[3101] | 2073 | renderState.SetUseAlphaToCoverage(false);
|
---|
[2948] | 2074 |
|
---|
[3101] | 2075 | // change CHC++ set of renderState variables
|
---|
[2980] | 2076 | // this must be done for each change of camera because
|
---|
[2948] | 2077 | // otherwise the temporal coherency is broken
|
---|
[3054] | 2078 | BvhNode::SetCurrentState(LIGHT_PASS);
|
---|
[2948] | 2079 | // hack: temporarily change camera far plane
|
---|
[2951] | 2080 | camera->SetFar(newfar);
|
---|
[2948] | 2081 | // the scene is rendered withouth any shading
|
---|
[3005] | 2082 | shadowMap->ComputeShadowMap(shadowTraverser, viewProjMat);
|
---|
[2948] | 2083 |
|
---|
| 2084 | camera->SetFar(farDist);
|
---|
| 2085 |
|
---|
[3101] | 2086 | renderState.SetUseAlphaToCoverage(true);
|
---|
| 2087 | renderState.LockCullFaceEnabled(false);
|
---|
[3102] | 2088 | glEnable(GL_CULL_FACE);
|
---|
[2948] | 2089 |
|
---|
[2953] | 2090 | glEnableClientState(GL_NORMAL_ARRAY);
|
---|
[3101] | 2091 | // change back renderState
|
---|
[3054] | 2092 | BvhNode::SetCurrentState(CAMERA_PASS);
|
---|
[2952] | 2093 | }
|
---|
[3059] | 2094 |
|
---|
[3068] | 2095 |
|
---|
[3110] | 2096 | /** Touch each material once in order to preload the render queue
|
---|
[3059] | 2097 | bucket id of each material
|
---|
| 2098 | */
|
---|
| 2099 | void PrepareRenderQueue()
|
---|
| 2100 | {
|
---|
| 2101 | for (int i = 0; i < 3; ++ i)
|
---|
| 2102 | {
|
---|
[3101] | 2103 | renderState.SetRenderTechnique(i);
|
---|
[3059] | 2104 |
|
---|
| 2105 | // fill all shapes into the render queue once so we can establish the buckets
|
---|
| 2106 | ShapeContainer::const_iterator sit, sit_end = (*resourceManager->GetShapes()).end();
|
---|
| 2107 |
|
---|
| 2108 | for (sit = (*resourceManager->GetShapes()).begin(); sit != sit_end; ++ sit)
|
---|
| 2109 | {
|
---|
[3071] | 2110 | static Transform3 dummy(IdentityMatrix());
|
---|
[3110] | 2111 | renderQueue->Enqueue(*sit, NULL);
|
---|
[3059] | 2112 | }
|
---|
| 2113 |
|
---|
| 2114 | // just clear queue again
|
---|
| 2115 | renderQueue->Clear();
|
---|
| 2116 | }
|
---|
| 2117 | }
|
---|
| 2118 |
|
---|
| 2119 |
|
---|
[3070] | 2120 | void LoadModel(const string &model, SceneEntityContainer &entities)
|
---|
[3059] | 2121 | {
|
---|
| 2122 | const string filename = string(model_path + model);
|
---|
| 2123 |
|
---|
[3127] | 2124 | cout << "\nloading model " << filename << endl;
|
---|
[3070] | 2125 | if (resourceManager->Load(filename, entities))
|
---|
[3127] | 2126 | cout << "model " << filename << " successfully loaded" << endl;
|
---|
[3059] | 2127 | else
|
---|
| 2128 | {
|
---|
| 2129 | cerr << "loading model " << filename << " failed" << endl;
|
---|
| 2130 | CleanUp();
|
---|
| 2131 | exit(0);
|
---|
| 2132 | }
|
---|
[3078] | 2133 | }
|
---|
| 2134 |
|
---|
| 2135 |
|
---|
| 2136 | void CreateAnimation()
|
---|
| 2137 | {
|
---|
| 2138 | const float radius = 5.0f;
|
---|
[3080] | 2139 | const Vector3 center(480.398f, 268.364f, 181.3);
|
---|
[3078] | 2140 |
|
---|
| 2141 | VertexArray vertices;
|
---|
| 2142 |
|
---|
[3080] | 2143 | /*for (int i = 0; i < 360; ++ i)
|
---|
[3078] | 2144 | {
|
---|
| 2145 | float angle = (float)i * M_PI / 180.0f;
|
---|
| 2146 |
|
---|
| 2147 | Vector3 offs = Vector3(cos(angle) * radius, sin(angle) * radius, 0);
|
---|
| 2148 | vertices.push_back(center + offs);
|
---|
[3080] | 2149 | }*/
|
---|
| 2150 |
|
---|
| 2151 | for (int i = 0; i < 5; ++ i)
|
---|
| 2152 | {
|
---|
| 2153 | Vector3 offs = Vector3(i, 0, 0);
|
---|
| 2154 | vertices.push_back(center + offs);
|
---|
[3078] | 2155 | }
|
---|
| 2156 |
|
---|
[3080] | 2157 |
|
---|
| 2158 | for (int i = 0; i < 5; ++ i)
|
---|
| 2159 | {
|
---|
| 2160 | Vector3 offs = Vector3(4 -i, 0, 0);
|
---|
| 2161 | vertices.push_back(center + offs);
|
---|
| 2162 | }
|
---|
| 2163 |
|
---|
[3078] | 2164 | motionPath = new MotionPath(vertices);
|
---|
[3059] | 2165 | } |
---|