[2961] | 1 | // chcdemo.cpp : Defines the entry point for the console application.
|
---|
[2642] | 2 | //
|
---|
[3019] | 3 |
|
---|
[3021] | 4 |
|
---|
| 5 | #include "common.h"
|
---|
| 6 |
|
---|
[3019] | 7 | #ifdef _CRT_SET
|
---|
| 8 | #define _CRTDBG_MAP_ALLOC
|
---|
| 9 | #include <stdlib.h>
|
---|
| 10 | #include <crtdbg.h>
|
---|
| 11 |
|
---|
| 12 | // redefine new operator
|
---|
| 13 | #define DEBUG_NEW new(_NORMAL_BLOCK, __FILE__, __LINE__)
|
---|
| 14 | #define new DEBUG_NEW
|
---|
| 15 | #endif
|
---|
| 16 |
|
---|
[2746] | 17 | #include <math.h>
|
---|
| 18 | #include <time.h>
|
---|
[3019] | 19 | #include "glInterface.h"
|
---|
| 20 |
|
---|
| 21 |
|
---|
[2642] | 22 | #include "RenderTraverser.h"
|
---|
[2756] | 23 | #include "SceneEntity.h"
|
---|
| 24 | #include "Vector3.h"
|
---|
| 25 | #include "Matrix4x4.h"
|
---|
[2795] | 26 | #include "ResourceManager.h"
|
---|
[2756] | 27 | #include "Bvh.h"
|
---|
| 28 | #include "Camera.h"
|
---|
| 29 | #include "Geometry.h"
|
---|
[2760] | 30 | #include "BvhLoader.h"
|
---|
| 31 | #include "FrustumCullingTraverser.h"
|
---|
[2763] | 32 | #include "StopAndWaitTraverser.h"
|
---|
[2764] | 33 | #include "CHCTraverser.h"
|
---|
[2767] | 34 | #include "CHCPlusPlusTraverser.h"
|
---|
| 35 | #include "Visualization.h"
|
---|
[2769] | 36 | #include "RenderState.h"
|
---|
[2795] | 37 | #include "Timer/PerfTimer.h"
|
---|
[2796] | 38 | #include "SceneQuery.h"
|
---|
[2801] | 39 | #include "RenderQueue.h"
|
---|
[2819] | 40 | #include "Material.h"
|
---|
[2826] | 41 | #include "glfont2.h"
|
---|
[2827] | 42 | #include "PerformanceGraph.h"
|
---|
[2828] | 43 | #include "Environment.h"
|
---|
[2837] | 44 | #include "Halton.h"
|
---|
[2840] | 45 | #include "Transform3.h"
|
---|
[2853] | 46 | #include "SampleGenerator.h"
|
---|
[2857] | 47 | #include "FrameBufferObject.h"
|
---|
[2896] | 48 | #include "DeferredRenderer.h"
|
---|
[2887] | 49 | #include "ShadowMapping.h"
|
---|
| 50 | #include "Light.h"
|
---|
[2953] | 51 | #include "SceneEntityConverter.h"
|
---|
[2957] | 52 | #include "SkyPreetham.h"
|
---|
[2964] | 53 | #include "Texture.h"
|
---|
[3057] | 54 | #include "ShaderManager.h"
|
---|
[3078] | 55 | #include "MotionPath.h"
|
---|
[3113] | 56 | #include "ShaderProgram.h"
|
---|
| 57 | #include "Shape.h"
|
---|
[2642] | 58 |
|
---|
[3066] | 59 |
|
---|
[2756] | 60 | using namespace std;
|
---|
[2776] | 61 | using namespace CHCDemoEngine;
|
---|
[2642] | 62 |
|
---|
| 63 |
|
---|
[3068] | 64 | /// the environment for the program parameter
|
---|
[2828] | 65 | static Environment env;
|
---|
| 66 |
|
---|
| 67 |
|
---|
[2826] | 68 | GLuint fontTex;
|
---|
[3068] | 69 | /// the fbo used for MRT
|
---|
[3038] | 70 | FrameBufferObject *fbo = NULL;
|
---|
[2756] | 71 | /// the renderable scene geometry
|
---|
| 72 | SceneEntityContainer sceneEntities;
|
---|
[3070] | 73 | SceneEntityContainer dynamicObjects;
|
---|
[2756] | 74 | // traverses and renders the hierarchy
|
---|
[2767] | 75 | RenderTraverser *traverser = NULL;
|
---|
[2756] | 76 | /// the hierarchy
|
---|
[2767] | 77 | Bvh *bvh = NULL;
|
---|
[2793] | 78 | /// handles scene loading
|
---|
[3059] | 79 | ResourceManager *resourceManager = NULL;
|
---|
[3057] | 80 | /// handles scene loading
|
---|
| 81 | ShaderManager *shaderManager = NULL;
|
---|
[2756] | 82 | /// the scene camera
|
---|
[3062] | 83 | PerspectiveCamera *camera = NULL;
|
---|
[2795] | 84 | /// the scene camera
|
---|
[3062] | 85 | PerspectiveCamera *visCamera = NULL;
|
---|
[2767] | 86 | /// the visualization
|
---|
| 87 | Visualization *visualization = NULL;
|
---|
[3101] | 88 | /// the current render renderState
|
---|
| 89 | RenderState renderState;
|
---|
[2764] | 90 | /// the rendering algorithm
|
---|
[2795] | 91 | int renderMode = RenderTraverser::CHCPLUSPLUS;
|
---|
[3038] | 92 | /// eye near plane distance
|
---|
[3068] | 93 | const float nearDist = 0.2f;
|
---|
[3106] | 94 | //const float nearDist = 1.0f;
|
---|
[3038] | 95 | /// eye far plane distance
|
---|
[2927] | 96 | float farDist = 1e6f;
|
---|
[2856] | 97 | /// the field of view
|
---|
[3068] | 98 | const float fov = 50.0f;
|
---|
[2764] | 99 |
|
---|
[2796] | 100 | SceneQuery *sceneQuery = NULL;
|
---|
[2801] | 101 | RenderQueue *renderQueue = NULL;
|
---|
[3068] | 102 | /// traverses and renders the hierarchy
|
---|
[2897] | 103 | RenderTraverser *shadowTraverser = NULL;
|
---|
[3068] | 104 | /// the skylight + skydome model
|
---|
[2957] | 105 | SkyPreetham *preetham = NULL;
|
---|
[2897] | 106 |
|
---|
[3078] | 107 | MotionPath *motionPath = NULL;
|
---|
[3016] | 108 |
|
---|
[3123] | 109 | int maxDepthForTestingChildren = 3;
|
---|
[3068] | 110 |
|
---|
[3123] | 111 |
|
---|
[3068] | 112 | /// the technique used for rendering
|
---|
| 113 | enum RenderTechnique
|
---|
| 114 | {
|
---|
| 115 | FORWARD,
|
---|
| 116 | DEFERRED,
|
---|
| 117 | DEPTH_PASS
|
---|
| 118 | };
|
---|
| 119 |
|
---|
| 120 |
|
---|
[2994] | 121 | /// the used render type for this render pass
|
---|
| 122 | enum RenderMethod
|
---|
| 123 | {
|
---|
[3043] | 124 | RENDER_FORWARD,
|
---|
[2994] | 125 | RENDER_DEPTH_PASS,
|
---|
| 126 | RENDER_DEFERRED,
|
---|
| 127 | RENDER_DEPTH_PASS_DEFERRED,
|
---|
| 128 | RENDER_NUM_RENDER_TYPES
|
---|
| 129 | };
|
---|
[2957] | 130 |
|
---|
[2994] | 131 | /// one of four possible render methods
|
---|
[3043] | 132 | int renderMethod = RENDER_FORWARD;
|
---|
[2994] | 133 |
|
---|
[3059] | 134 | static int winWidth = 1024;
|
---|
| 135 | static int winHeight = 768;
|
---|
| 136 | static float winAspectRatio = 1.0f;
|
---|
[2994] | 137 |
|
---|
[2809] | 138 | /// these values get scaled with the frame rate
|
---|
[2828] | 139 | static float keyForwardMotion = 30.0f;
|
---|
| 140 | static float keyRotation = 1.5f;
|
---|
[2801] | 141 |
|
---|
[2826] | 142 | /// elapsed time in milliseconds
|
---|
[3059] | 143 | double elapsedTime = 1000.0;
|
---|
| 144 | double algTime = 1000.0;
|
---|
| 145 | double accumulatedTime = 1000.0;
|
---|
| 146 | float fps = 1e3f;
|
---|
[2795] | 147 |
|
---|
[2945] | 148 | int shadowSize = 2048;
|
---|
[3059] | 149 | /// the hud font
|
---|
[2826] | 150 | glfont::GLFont myfont;
|
---|
| 151 |
|
---|
[2809] | 152 | // rendertexture
|
---|
[2828] | 153 | static int texWidth = 1024;
|
---|
| 154 | static int texHeight = 768;
|
---|
[2866] | 155 |
|
---|
[2770] | 156 | int renderedObjects = 0;
|
---|
[2773] | 157 | int renderedNodes = 0;
|
---|
| 158 | int renderedTriangles = 0;
|
---|
| 159 |
|
---|
[2770] | 160 | int issuedQueries = 0;
|
---|
| 161 | int traversedNodes = 0;
|
---|
| 162 | int frustumCulledNodes = 0;
|
---|
| 163 | int queryCulledNodes = 0;
|
---|
| 164 | int stateChanges = 0;
|
---|
[2800] | 165 | int numBatches = 0;
|
---|
[2770] | 166 |
|
---|
[3101] | 167 | // mouse navigation renderState
|
---|
[2809] | 168 | int xEyeBegin = 0;
|
---|
| 169 | int yEyeBegin = 0;
|
---|
| 170 | int yMotionBegin = 0;
|
---|
| 171 | int verticalMotionBegin = 0;
|
---|
| 172 | int horizontalMotionBegin = 0;
|
---|
[2642] | 173 |
|
---|
[2792] | 174 | bool leftKeyPressed = false;
|
---|
| 175 | bool rightKeyPressed = false;
|
---|
| 176 | bool upKeyPressed = false;
|
---|
| 177 | bool downKeyPressed = false;
|
---|
[2837] | 178 | bool descendKeyPressed = false;
|
---|
| 179 | bool ascendKeyPressed = false;
|
---|
[3105] | 180 | bool leftStrafeKeyPressed = false;
|
---|
| 181 | bool rightStrafeKeyPressed = false;
|
---|
| 182 |
|
---|
[3054] | 183 | bool altKeyPressed = false;
|
---|
| 184 |
|
---|
[2994] | 185 | bool showHelp = false;
|
---|
| 186 | bool showStatistics = false;
|
---|
| 187 | bool showOptions = true;
|
---|
| 188 | bool showBoundingVolumes = false;
|
---|
| 189 | bool visMode = false;
|
---|
| 190 |
|
---|
| 191 | bool useOptimization = false;
|
---|
[3074] | 192 | bool useTightBounds = true;
|
---|
[2994] | 193 | bool useRenderQueue = true;
|
---|
| 194 | bool useMultiQueries = true;
|
---|
| 195 | bool flyMode = true;
|
---|
| 196 |
|
---|
[2875] | 197 | bool useGlobIllum = false;
|
---|
| 198 | bool useTemporalCoherence = true;
|
---|
[2994] | 199 | bool showAlgorithmTime = false;
|
---|
[2875] | 200 |
|
---|
[2994] | 201 | bool useFullScreen = false;
|
---|
| 202 | bool useLODs = true;
|
---|
| 203 | bool moveLight = false;
|
---|
| 204 |
|
---|
| 205 | bool useAdvancedShading = false;
|
---|
| 206 | bool showShadowMap = false;
|
---|
| 207 | bool renderLightView = false;
|
---|
[3054] | 208 | bool useHDR = true;
|
---|
[2994] | 209 |
|
---|
[3054] | 210 | PerfTimer frameTimer, algTimer;
|
---|
[3059] | 211 | /// the performance window
|
---|
[3054] | 212 | PerformanceGraph *perfGraph = NULL;
|
---|
[2994] | 213 |
|
---|
[2901] | 214 | static float ssaoTempCohFactor = 255.0;
|
---|
[2976] | 215 | static int sCurrentMrtSet = 0;
|
---|
[2957] | 216 |
|
---|
[3111] | 217 | static Matrix4x4 invTrafo = IdentityMatrix();
|
---|
[2825] | 218 |
|
---|
[3111] | 219 |
|
---|
[3068] | 220 | //////////////
|
---|
| 221 | //-- algorithm parameters
|
---|
[2827] | 222 |
|
---|
[3068] | 223 | /// the pixel threshold where a node is still considered invisible
|
---|
| 224 | /// (should be zero for conservative visibility)
|
---|
| 225 | int threshold;
|
---|
| 226 | int assumedVisibleFrames = 10;
|
---|
| 227 | int maxBatchSize = 50;
|
---|
| 228 | int trianglesPerVirtualLeaf = INITIAL_TRIANGLES_PER_VIRTUAL_LEAVES;
|
---|
| 229 |
|
---|
| 230 | //////////////
|
---|
| 231 |
|
---|
| 232 | enum {CAMERA_PASS = 0, LIGHT_PASS = 1};
|
---|
| 233 |
|
---|
| 234 |
|
---|
| 235 |
|
---|
[2948] | 236 | //DeferredRenderer::SAMPLING_METHOD samplingMethod = DeferredRenderer::SAMPLING_POISSON;
|
---|
| 237 | DeferredRenderer::SAMPLING_METHOD samplingMethod = DeferredRenderer::SAMPLING_QUADRATIC;
|
---|
[2865] | 238 |
|
---|
[2894] | 239 | ShadowMap *shadowMap = NULL;
|
---|
[2952] | 240 | DirectionalLight *light = NULL;
|
---|
[3111] | 241 | DeferredRenderer *deferredShader = NULL;
|
---|
[2834] | 242 |
|
---|
[3059] | 243 | //SceneEntity *cube = NULL;
|
---|
| 244 | SceneEntity *buddha = NULL;
|
---|
[2957] | 245 | SceneEntity *skyDome = NULL;
|
---|
[2895] | 246 |
|
---|
[2952] | 247 |
|
---|
[3059] | 248 | ////////////////////
|
---|
| 249 | //--- function forward declarations
|
---|
[2991] | 250 |
|
---|
[2759] | 251 | void InitExtensions();
|
---|
[3059] | 252 | void InitGLstate();
|
---|
| 253 |
|
---|
[2756] | 254 | void DisplayVisualization();
|
---|
[3059] | 255 | /// destroys all allocated resources
|
---|
[2759] | 256 | void CleanUp();
|
---|
| 257 | void SetupEyeView();
|
---|
| 258 | void SetupLighting();
|
---|
[2764] | 259 | void DisplayStats();
|
---|
[3059] | 260 | /// draw the help screen
|
---|
[2786] | 261 | void DrawHelpMessage();
|
---|
[3059] | 262 | /// render the sky dome
|
---|
[2796] | 263 | void RenderSky();
|
---|
[3059] | 264 | /// render the objects found visible in the depth pass
|
---|
[2801] | 265 | void RenderVisibleObjects();
|
---|
[2756] | 266 |
|
---|
[2792] | 267 | void Begin2D();
|
---|
| 268 | void End2D();
|
---|
[3059] | 269 | /// the main loop
|
---|
| 270 | void MainLoop();
|
---|
| 271 |
|
---|
[2792] | 272 | void KeyBoard(unsigned char c, int x, int y);
|
---|
| 273 | void Special(int c, int x, int y);
|
---|
| 274 | void KeyUp(unsigned char c, int x, int y);
|
---|
| 275 | void SpecialKeyUp(int c, int x, int y);
|
---|
| 276 | void Reshape(int w, int h);
|
---|
[3101] | 277 | void Mouse(int button, int renderState, int x, int y);
|
---|
[2792] | 278 | void LeftMotion(int x, int y);
|
---|
| 279 | void RightMotion(int x, int y);
|
---|
| 280 | void MiddleMotion(int x, int y);
|
---|
[3059] | 281 | void KeyHorizontalMotion(float shift);
|
---|
| 282 | void KeyVerticalMotion(float shift);
|
---|
| 283 | /// returns the string representation of a number with the decimal points
|
---|
[2792] | 284 | void CalcDecimalPoint(string &str, int d);
|
---|
[3059] | 285 | /// Creates the traversal method (vfc, stopandwait, chc, chc++)
|
---|
[3062] | 286 | RenderTraverser *CreateTraverser(PerspectiveCamera *cam);
|
---|
[3059] | 287 | /// place the viewer on the floor plane
|
---|
[2801] | 288 | void PlaceViewer(const Vector3 &oldPos);
|
---|
[3019] | 289 | // initialise the frame buffer objects
|
---|
[2809] | 290 | void InitFBO();
|
---|
[3059] | 291 | /// changes the sunlight direction
|
---|
[2954] | 292 | void RightMotionLight(int x, int y);
|
---|
[3059] | 293 | /// render the shader map
|
---|
[2951] | 294 | void RenderShadowMap(float newfar);
|
---|
[3059] | 295 | /// function that touches each material once in order to accelarate render queue
|
---|
| 296 | void PrepareRenderQueue();
|
---|
| 297 | /// loads the specified model
|
---|
[3070] | 298 | void LoadModel(const string &model, SceneEntityContainer &entities);
|
---|
[2810] | 299 |
|
---|
[3059] | 300 | inline float KeyRotationAngle() { return keyRotation * elapsedTime * 1e-3f; }
|
---|
| 301 | inline float KeyShift() { return keyForwardMotion * elapsedTime * 1e-3f; }
|
---|
[3054] | 302 |
|
---|
[3078] | 303 | void CreateAnimation();
|
---|
| 304 |
|
---|
[3120] | 305 | SceneQuery *GetOrCreateSceneQuery();
|
---|
[3078] | 306 |
|
---|
[3120] | 307 |
|
---|
| 308 | // new view projection matrix of the camera
|
---|
[3005] | 309 | static Matrix4x4 viewProjMat = IdentityMatrix();
|
---|
[3120] | 310 | // the old view projection matrix of the camera
|
---|
[3005] | 311 | static Matrix4x4 oldViewProjMat = IdentityMatrix();
|
---|
[2820] | 312 |
|
---|
[2837] | 313 |
|
---|
[2995] | 314 |
|
---|
[2809] | 315 | static void PrintGLerror(char *msg)
|
---|
| 316 | {
|
---|
| 317 | GLenum errCode;
|
---|
| 318 | const GLubyte *errStr;
|
---|
| 319 |
|
---|
| 320 | if ((errCode = glGetError()) != GL_NO_ERROR)
|
---|
| 321 | {
|
---|
| 322 | errStr = gluErrorString(errCode);
|
---|
| 323 | fprintf(stderr,"OpenGL ERROR: %s: %s\n", errStr, msg);
|
---|
| 324 | }
|
---|
| 325 | }
|
---|
| 326 |
|
---|
| 327 |
|
---|
[2642] | 328 | int main(int argc, char* argv[])
|
---|
| 329 | {
|
---|
[3019] | 330 | #ifdef _CRT_SET
|
---|
| 331 | //Now just call this function at the start of your program and if you're
|
---|
| 332 | //compiling in debug mode (F5), any leaks will be displayed in the Output
|
---|
| 333 | //window when the program shuts down. If you're not in debug mode this will
|
---|
| 334 | //be ignored. Use it as you will!
|
---|
| 335 | //note: from GDNet Direct [3.8.04 - 3.14.04] void detectMemoryLeaks() {
|
---|
| 336 |
|
---|
| 337 | _CrtSetDbgFlag(_CRTDBG_LEAK_CHECK_DF|_CRTDBG_ALLOC_MEM_DF);
|
---|
| 338 | _CrtSetReportMode(_CRT_ASSERT,_CRTDBG_MODE_FILE);
|
---|
| 339 | _CrtSetReportFile(_CRT_ASSERT,_CRTDBG_FILE_STDERR);
|
---|
| 340 | #endif
|
---|
[3052] | 341 |
|
---|
[3019] | 342 | cout << "=== reading environment file ===" << endl << endl;
|
---|
| 343 |
|
---|
[2781] | 344 | int returnCode = 0;
|
---|
| 345 |
|
---|
[2837] | 346 | Vector3 camPos(.0f, .0f, .0f);
|
---|
[2838] | 347 | Vector3 camDir(.0f, 1.0f, .0f);
|
---|
[2952] | 348 | Vector3 lightDir(-0.8f, 1.0f, -0.7f);
|
---|
[2837] | 349 |
|
---|
[2873] | 350 | cout << "=== reading environment file ===" << endl << endl;
|
---|
[2830] | 351 |
|
---|
[3019] | 352 | const string envFileName = "default.env";
|
---|
[2837] | 353 | if (!env.Read(envFileName))
|
---|
| 354 | {
|
---|
| 355 | cerr << "loading environment " << envFileName << " failed!" << endl;
|
---|
| 356 | }
|
---|
| 357 | else
|
---|
| 358 | {
|
---|
| 359 | env.GetIntParam(string("assumedVisibleFrames"), assumedVisibleFrames);
|
---|
| 360 | env.GetIntParam(string("maxBatchSize"), maxBatchSize);
|
---|
| 361 | env.GetIntParam(string("trianglesPerVirtualLeaf"), trianglesPerVirtualLeaf);
|
---|
[3123] | 362 | env.GetIntParam(string("winWidth"), winWidth);
|
---|
| 363 | env.GetIntParam(string("winHeight"), winHeight);
|
---|
| 364 | env.GetIntParam(string("shadowSize"), shadowSize);
|
---|
| 365 | env.GetIntParam(string("maxDepthForTestingChildren"), maxDepthForTestingChildren);
|
---|
[2828] | 366 |
|
---|
[2837] | 367 | env.GetFloatParam(string("keyForwardMotion"), keyForwardMotion);
|
---|
| 368 | env.GetFloatParam(string("keyRotation"), keyRotation);
|
---|
[3123] | 369 | env.GetFloatParam(string("tempCohFactor"), ssaoTempCohFactor);
|
---|
[2828] | 370 |
|
---|
[3123] | 371 |
|
---|
| 372 |
|
---|
[2837] | 373 | env.GetVectorParam(string("camPosition"), camPos);
|
---|
[2838] | 374 | env.GetVectorParam(string("camDirection"), camDir);
|
---|
[2952] | 375 | env.GetVectorParam(string("lightDirection"), lightDir);
|
---|
[2865] | 376 |
|
---|
[3117] | 377 | env.GetBoolParam(string("useFullScreen"), useFullScreen);
|
---|
| 378 | env.GetBoolParam(string("useLODs"), useLODs);
|
---|
[2994] | 379 | env.GetBoolParam(string("useHDR"), useHDR);
|
---|
| 380 |
|
---|
[3117] | 381 |
|
---|
[2846] | 382 | //env.GetStringParam(string("modelPath"), model_path);
|
---|
[2838] | 383 | //env.GetIntParam(string("numSssaoSamples"), numSsaoSamples);
|
---|
| 384 |
|
---|
[2837] | 385 | cout << "assumedVisibleFrames: " << assumedVisibleFrames << endl;
|
---|
| 386 | cout << "maxBatchSize: " << maxBatchSize << endl;
|
---|
| 387 | cout << "trianglesPerVirtualLeaf: " << trianglesPerVirtualLeaf << endl;
|
---|
[2828] | 388 |
|
---|
[2837] | 389 | cout << "keyForwardMotion: " << keyForwardMotion << endl;
|
---|
| 390 | cout << "keyRotation: " << keyRotation << endl;
|
---|
| 391 | cout << "winWidth: " << winWidth << endl;
|
---|
| 392 | cout << "winHeight: " << winHeight << endl;
|
---|
| 393 | cout << "useFullScreen: " << useFullScreen << endl;
|
---|
[2865] | 394 | cout << "useLODs: " << useLODs << endl;
|
---|
[2837] | 395 | cout << "camPosition: " << camPos << endl;
|
---|
[2901] | 396 | cout << "temporal coherence: " << ssaoTempCohFactor << endl;
|
---|
[2945] | 397 | cout << "shadow size: " << shadowSize << endl;
|
---|
[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 |
|
---|
[3155] | 473 | //resourceManager->mUseNormalMapping = true;
|
---|
| 474 | resourceManager->mUseNormalMapping = false;
|
---|
[3127] | 475 |
|
---|
[3155] | 476 | //LoadModel("fisch.dem", dynamicObjects);
|
---|
| 477 | LoadModel("hbuddha.dem", dynamicObjects);
|
---|
[3146] | 478 | //LoadModel("venusm.dem", dynamicObjects);
|
---|
[3153] | 479 | //LoadModel("camel.dem", dynamicObjects);
|
---|
[3146] | 480 | //LoadModel("toyplane2.dem", dynamicObjects);
|
---|
[3151] | 481 | //LoadModel("elephal.dem", dynamicObjects);
|
---|
[3128] | 482 |
|
---|
[3127] | 483 | resourceManager->mUseNormalMapping = false;
|
---|
[3128] | 484 |
|
---|
[3072] | 485 | buddha = dynamicObjects.back();
|
---|
| 486 |
|
---|
| 487 | const Vector3 sceneCenter(470.398f, 240.364f, 182.5f);
|
---|
[3089] | 488 |
|
---|
[3072] | 489 | Matrix4x4 transl = TranslationMatrix(sceneCenter);
|
---|
| 490 | buddha->GetTransform()->SetMatrix(transl);
|
---|
| 491 |
|
---|
[3075] | 492 | for (int i = 0; i < 10; ++ i)
|
---|
[3072] | 493 | {
|
---|
| 494 | SceneEntity *ent = new SceneEntity(*buddha);
|
---|
| 495 | resourceManager->AddSceneEntity(ent);
|
---|
| 496 |
|
---|
| 497 | Vector3 offs = Vector3::ZERO();
|
---|
| 498 |
|
---|
[3074] | 499 | offs.x = RandomValue(.0f, 50.0f);
|
---|
| 500 | offs.y = RandomValue(.0f, 50.0f);
|
---|
[3072] | 501 |
|
---|
[3120] | 502 | Vector3 newPos = sceneCenter + offs;
|
---|
| 503 |
|
---|
| 504 | transl = TranslationMatrix(newPos);
|
---|
[3072] | 505 | Transform3 *transform = resourceManager->CreateTransform(transl);
|
---|
| 506 |
|
---|
| 507 | ent->SetTransform(transform);
|
---|
| 508 | dynamicObjects.push_back(ent);
|
---|
[3125] | 509 | }
|
---|
[3072] | 510 |
|
---|
[3118] | 511 |
|
---|
[3059] | 512 | ///////////
|
---|
| 513 | //-- load the associated static bvh
|
---|
| 514 |
|
---|
[2961] | 515 | const string bvh_filename = string(model_path + "city.bvh");
|
---|
[3072] | 516 |
|
---|
[2961] | 517 | BvhLoader bvhLoader;
|
---|
[3123] | 518 | bvh = bvhLoader.Load(bvh_filename, sceneEntities, dynamicObjects, maxDepthForTestingChildren);
|
---|
[2795] | 519 |
|
---|
[2961] | 520 | if (!bvh)
|
---|
[2795] | 521 | {
|
---|
[2961] | 522 | cerr << "loading bvh " << bvh_filename << " failed" << endl;
|
---|
[2795] | 523 | CleanUp();
|
---|
| 524 | exit(0);
|
---|
| 525 | }
|
---|
| 526 |
|
---|
[3059] | 527 | /// set the depth of the bvh depending on the triangles per leaf node
|
---|
| 528 | bvh->SetVirtualLeaves(trianglesPerVirtualLeaf);
|
---|
| 529 |
|
---|
[2963] | 530 | // set far plane based on scene extent
|
---|
| 531 | farDist = 10.0f * Magnitude(bvh->GetBox().Diagonal());
|
---|
[3059] | 532 | camera->SetFar(farDist);
|
---|
[2963] | 533 |
|
---|
[2961] | 534 |
|
---|
[3059] | 535 | //////////////////
|
---|
| 536 | //-- setup the skydome model
|
---|
[2964] | 537 |
|
---|
[3070] | 538 | LoadModel("sky.dem", sceneEntities);
|
---|
[3019] | 539 | skyDome = sceneEntities.back();
|
---|
[2861] | 540 |
|
---|
[3059] | 541 | /// the turbitity of the sky (from clear to hazy, use <3 for clear sky)
|
---|
[2990] | 542 | const float turbitiy = 5.0f;
|
---|
[2961] | 543 | preetham = new SkyPreetham(turbitiy, skyDome);
|
---|
| 544 |
|
---|
[3118] | 545 | CreateAnimation();
|
---|
[3059] | 546 |
|
---|
[3078] | 547 |
|
---|
[3059] | 548 | //////////
|
---|
| 549 | //-- initialize the traversal algorithm
|
---|
| 550 |
|
---|
[2897] | 551 | traverser = CreateTraverser(camera);
|
---|
[3059] | 552 |
|
---|
| 553 | // the bird-eye visualization
|
---|
[3101] | 554 | visualization = new Visualization(bvh, camera, NULL, &renderState);
|
---|
[3054] | 555 |
|
---|
[3059] | 556 | // this function assign the render queue bucket ids of the materials in beforehand
|
---|
| 557 | // => probably a little less overhead for new parts of the scene that are not yet assigned
|
---|
| 558 | PrepareRenderQueue();
|
---|
| 559 | /// forward rendering is the default
|
---|
[3101] | 560 | renderState.SetRenderTechnique(FORWARD);
|
---|
[2847] | 561 | // frame time is restarted every frame
|
---|
| 562 | frameTimer.Start();
|
---|
[3059] | 563 |
|
---|
[2857] | 564 | // the rendering loop
|
---|
[2642] | 565 | glutMainLoop();
|
---|
[3059] | 566 |
|
---|
[2642] | 567 | // clean up
|
---|
[2756] | 568 | CleanUp();
|
---|
[3019] | 569 |
|
---|
[2642] | 570 | return 0;
|
---|
| 571 | }
|
---|
| 572 |
|
---|
[2756] | 573 |
|
---|
[2809] | 574 | void InitFBO()
|
---|
[2810] | 575 | {
|
---|
[2949] | 576 | PrintGLerror("fbo start");
|
---|
[2980] | 577 |
|
---|
[2857] | 578 | // this fbo basicly stores the scene information we get from standard rendering of a frame
|
---|
[3066] | 579 | // we store diffuse colors, eye space depth and normals
|
---|
[2884] | 580 | fbo = new FrameBufferObject(texWidth, texHeight, FrameBufferObject::DEPTH_32);
|
---|
[2857] | 581 |
|
---|
[2859] | 582 | // the diffuse color buffer
|
---|
[3015] | 583 | fbo->AddColorBuffer(ColorBufferObject::RGBA_FLOAT_32, ColorBufferObject::WRAP_CLAMP_TO_EDGE, ColorBufferObject::FILTER_LINEAR, ColorBufferObject::FILTER_NEAREST);
|
---|
[3009] | 584 | // the normals buffer
|
---|
[3017] | 585 | fbo->AddColorBuffer(ColorBufferObject::RGB_FLOAT_16, ColorBufferObject::WRAP_CLAMP_TO_EDGE, ColorBufferObject::FILTER_NEAREST);
|
---|
[3066] | 586 | // a rgb buffer which could hold material properties
|
---|
[3113] | 587 | //fbo->AddColorBuffer(ColorBufferObject::RGB_UBYTE, ColorBufferObject::WRAP_CLAMP_TO_EDGE, ColorBufferObject::FILTER_NEAREST);
|
---|
[3117] | 588 | // buffer holding the difference vector to the old frame
|
---|
[3167] | 589 | fbo->AddColorBuffer(ColorBufferObject::RGB_FLOAT_16, ColorBufferObject::WRAP_CLAMP_TO_EDGE, ColorBufferObject::FILTER_LINEAR);
|
---|
[2879] | 590 | // another color buffer
|
---|
[3015] | 591 | fbo->AddColorBuffer(ColorBufferObject::RGBA_FLOAT_32, ColorBufferObject::WRAP_CLAMP_TO_EDGE, ColorBufferObject::FILTER_LINEAR, ColorBufferObject::FILTER_NEAREST);
|
---|
[2879] | 592 |
|
---|
[3117] | 593 | for (int i = 0; i < 4; ++ i)
|
---|
| 594 | FrameBufferObject::InitBuffer(fbo, i);
|
---|
| 595 |
|
---|
| 596 | PrintGLerror("init fbo");
|
---|
[2809] | 597 | }
|
---|
| 598 |
|
---|
| 599 |
|
---|
[2827] | 600 | bool InitFont(void)
|
---|
[2642] | 601 | {
|
---|
[2826] | 602 | glEnable(GL_TEXTURE_2D);
|
---|
| 603 |
|
---|
| 604 | glGenTextures(1, &fontTex);
|
---|
| 605 | glBindTexture(GL_TEXTURE_2D, fontTex);
|
---|
[3019] | 606 |
|
---|
[2829] | 607 | if (!myfont.Create("data/fonts/verdana.glf", fontTex))
|
---|
[2826] | 608 | return false;
|
---|
| 609 |
|
---|
| 610 | glDisable(GL_TEXTURE_2D);
|
---|
[2827] | 611 |
|
---|
[2826] | 612 | return true;
|
---|
| 613 | }
|
---|
| 614 |
|
---|
| 615 |
|
---|
| 616 | void InitGLstate()
|
---|
| 617 | {
|
---|
[2965] | 618 | glClearColor(0.4f, 0.4f, 0.4f, 1.0f);
|
---|
[2642] | 619 |
|
---|
| 620 | glPixelStorei(GL_UNPACK_ALIGNMENT, 1);
|
---|
| 621 | glPixelStorei(GL_PACK_ALIGNMENT,1);
|
---|
| 622 |
|
---|
| 623 | glDepthFunc(GL_LESS);
|
---|
[2762] | 624 | glEnable(GL_DEPTH_TEST);
|
---|
[2642] | 625 |
|
---|
[2760] | 626 | glColor3f(1.0f, 1.0f, 1.0f);
|
---|
[2642] | 627 | glShadeModel(GL_SMOOTH);
|
---|
| 628 |
|
---|
| 629 | glMaterialf(GL_FRONT, GL_SHININESS, 64);
|
---|
| 630 | glEnable(GL_NORMALIZE);
|
---|
[2767] | 631 |
|
---|
| 632 | glDisable(GL_ALPHA_TEST);
|
---|
[2951] | 633 | glAlphaFunc(GL_GEQUAL, 0.5f);
|
---|
[2767] | 634 |
|
---|
[2642] | 635 | glFrontFace(GL_CCW);
|
---|
| 636 | glCullFace(GL_BACK);
|
---|
[2851] | 637 | glEnable(GL_CULL_FACE);
|
---|
| 638 |
|
---|
[2800] | 639 | glDisable(GL_TEXTURE_2D);
|
---|
[2762] | 640 |
|
---|
[2959] | 641 | GLfloat ambientColor[] = {0.2, 0.2, 0.2, 1.0};
|
---|
[2756] | 642 | GLfloat diffuseColor[] = {1.0, 0.0, 0.0, 1.0};
|
---|
[2759] | 643 | GLfloat specularColor[] = {0.0, 0.0, 0.0, 1.0};
|
---|
[2642] | 644 |
|
---|
[2756] | 645 | glMaterialfv(GL_FRONT, GL_AMBIENT, ambientColor);
|
---|
| 646 | glMaterialfv(GL_FRONT, GL_DIFFUSE, diffuseColor);
|
---|
| 647 | glMaterialfv(GL_FRONT, GL_SPECULAR, specularColor);
|
---|
[2801] | 648 |
|
---|
| 649 | glDepthFunc(GL_LESS);
|
---|
[2826] | 650 |
|
---|
[2827] | 651 | if (!InitFont())
|
---|
[2826] | 652 | cerr << "font creation failed" << endl;
|
---|
| 653 | else
|
---|
| 654 | cout << "successfully created font" << endl;
|
---|
[2953] | 655 |
|
---|
| 656 |
|
---|
[2954] | 657 | //////////////////////////////
|
---|
| 658 |
|
---|
[2959] | 659 | //GLfloat lmodel_ambient[] = {1.0f, 1.0f, 1.0f, 1.0f};
|
---|
| 660 | GLfloat lmodel_ambient[] = {0.7f, 0.7f, 0.8f, 1.0f};
|
---|
[2954] | 661 |
|
---|
| 662 | glLightModelfv(GL_LIGHT_MODEL_AMBIENT, lmodel_ambient);
|
---|
[2959] | 663 | //glLightModeli(GL_LIGHT_MODEL_LOCAL_VIEWER, GL_TRUE);
|
---|
| 664 | glLightModeli(GL_LIGHT_MODEL_LOCAL_VIEWER, GL_FALSE);
|
---|
[2954] | 665 | glLightModeli(GL_LIGHT_MODEL_COLOR_CONTROL_EXT, GL_SINGLE_COLOR_EXT);
|
---|
[2642] | 666 | }
|
---|
| 667 |
|
---|
| 668 |
|
---|
[2827] | 669 | void DrawHelpMessage()
|
---|
[2826] | 670 | {
|
---|
[2642] | 671 | const char *message[] =
|
---|
| 672 | {
|
---|
| 673 | "Help information",
|
---|
| 674 | "",
|
---|
| 675 | "'F1' - shows/dismisses this message",
|
---|
[2795] | 676 | "'F2' - shows/hides bird eye view",
|
---|
[2790] | 677 | "'F3' - shows/hides bounds (boxes or tight bounds)",
|
---|
[2827] | 678 | "'F4', - shows/hides parameters",
|
---|
| 679 | "'F5' - shows/hides statistics",
|
---|
| 680 | "'F6', - toggles between fly/walkmode",
|
---|
[2826] | 681 | "'F7', - cycles throw render modes",
|
---|
| 682 | "'F8', - enables/disables ambient occlusion (only deferred)",
|
---|
| 683 | "'F9', - shows pure algorithm render time (using glFinish)",
|
---|
[2790] | 684 | "'SPACE' - cycles through occlusion culling algorithms",
|
---|
[2642] | 685 | "",
|
---|
[2827] | 686 | "'MOUSE LEFT' - turn left/right, move forward/backward",
|
---|
| 687 | "'MOUSE RIGHT' - turn left/right, move forward/backward",
|
---|
| 688 | "'MOUSE MIDDLE' - move up/down, left/right",
|
---|
| 689 | "'CURSOR UP/DOWN' - move forward/backward",
|
---|
| 690 | "'CURSOR LEFT/RIGHT' - turn left/right",
|
---|
[2642] | 691 | "",
|
---|
[2827] | 692 | "'-'/'+' - decreases/increases max batch size",
|
---|
[2837] | 693 | "'1'/'2' - downward/upward motion",
|
---|
| 694 | "'3'/'4' - decreases/increases triangles per virtual bvh leaf (sets bvh depth)",
|
---|
| 695 | "'5'/'6' - decreases/increases assumed visible frames",
|
---|
[2776] | 696 | "",
|
---|
[2786] | 697 | "'R' - use render queue",
|
---|
[2790] | 698 | "'B' - use tight bounds",
|
---|
| 699 | "'M' - use multiqueries",
|
---|
[2792] | 700 | "'O' - use CHC optimization (geometry queries for leaves)",
|
---|
[2642] | 701 | 0,
|
---|
| 702 | };
|
---|
| 703 |
|
---|
[2756] | 704 |
|
---|
[2827] | 705 | glColor4f(0.0f, 1.0f , 0.0f, 0.2f); // 20% green.
|
---|
[2756] | 706 |
|
---|
[2827] | 707 | glRecti(30, 30, winWidth - 30, winHeight - 30);
|
---|
[2642] | 708 |
|
---|
[2827] | 709 | glEnd();
|
---|
| 710 |
|
---|
[2756] | 711 | glColor3f(1.0f, 1.0f, 1.0f);
|
---|
| 712 |
|
---|
[2829] | 713 | glEnable(GL_TEXTURE_2D);
|
---|
[2827] | 714 | myfont.Begin();
|
---|
| 715 |
|
---|
| 716 | int x = 40, y = 30;
|
---|
| 717 |
|
---|
| 718 | for(int i = 0; message[i] != 0; ++ i)
|
---|
[2756] | 719 | {
|
---|
| 720 | if(message[i][0] == '\0')
|
---|
| 721 | {
|
---|
[2786] | 722 | y += 15;
|
---|
[2756] | 723 | }
|
---|
| 724 | else
|
---|
| 725 | {
|
---|
[2827] | 726 | myfont.DrawString(message[i], x, winHeight - y);
|
---|
| 727 | y += 25;
|
---|
[2642] | 728 | }
|
---|
| 729 | }
|
---|
[2829] | 730 | glDisable(GL_TEXTURE_2D);
|
---|
[2642] | 731 | }
|
---|
| 732 |
|
---|
| 733 |
|
---|
[3062] | 734 | RenderTraverser *CreateTraverser(PerspectiveCamera *cam)
|
---|
[2764] | 735 | {
|
---|
[2897] | 736 | RenderTraverser *tr;
|
---|
| 737 |
|
---|
[2764] | 738 | switch (renderMode)
|
---|
| 739 | {
|
---|
| 740 | case RenderTraverser::CULL_FRUSTUM:
|
---|
[2897] | 741 | tr = new FrustumCullingTraverser();
|
---|
[2764] | 742 | break;
|
---|
| 743 | case RenderTraverser::STOP_AND_WAIT:
|
---|
[2897] | 744 | tr = new StopAndWaitTraverser();
|
---|
[2764] | 745 | break;
|
---|
| 746 | case RenderTraverser::CHC:
|
---|
[2897] | 747 | tr = new CHCTraverser();
|
---|
[2764] | 748 | break;
|
---|
[2767] | 749 | case RenderTraverser::CHCPLUSPLUS:
|
---|
[2897] | 750 | tr = new CHCPlusPlusTraverser();
|
---|
[2767] | 751 | break;
|
---|
| 752 |
|
---|
[2764] | 753 | default:
|
---|
[2897] | 754 | tr = new FrustumCullingTraverser();
|
---|
[2764] | 755 | }
|
---|
| 756 |
|
---|
[2897] | 757 | tr->SetCamera(cam);
|
---|
| 758 | tr->SetHierarchy(bvh);
|
---|
| 759 | tr->SetRenderQueue(renderQueue);
|
---|
[3101] | 760 | tr->SetRenderState(&renderState);
|
---|
[2897] | 761 | tr->SetUseOptimization(useOptimization);
|
---|
| 762 | tr->SetUseRenderQueue(useRenderQueue);
|
---|
| 763 | tr->SetVisibilityThreshold(threshold);
|
---|
| 764 | tr->SetAssumedVisibleFrames(assumedVisibleFrames);
|
---|
| 765 | tr->SetMaxBatchSize(maxBatchSize);
|
---|
| 766 | tr->SetUseMultiQueries(useMultiQueries);
|
---|
| 767 | tr->SetUseTightBounds(useTightBounds);
|
---|
[2955] | 768 | tr->SetUseDepthPass((renderMethod == RENDER_DEPTH_PASS) || (renderMethod == RENDER_DEPTH_PASS_DEFERRED));
|
---|
[2897] | 769 | tr->SetRenderQueue(renderQueue);
|
---|
[3066] | 770 | tr->SetShowBounds(showBoundingVolumes);
|
---|
[2897] | 771 |
|
---|
[3066] | 772 | bvh->ResetNodeClassifications();
|
---|
| 773 |
|
---|
| 774 |
|
---|
[2897] | 775 | return tr;
|
---|
[2764] | 776 | }
|
---|
| 777 |
|
---|
[3059] | 778 | /** Setup sunlight
|
---|
| 779 | */
|
---|
[2759] | 780 | void SetupLighting()
|
---|
[2642] | 781 | {
|
---|
[2759] | 782 | glEnable(GL_LIGHT0);
|
---|
[2959] | 783 | glDisable(GL_LIGHT1);
|
---|
[2825] | 784 |
|
---|
[2954] | 785 | Vector3 lightDir = -light->GetDirection();
|
---|
| 786 |
|
---|
| 787 |
|
---|
[2945] | 788 | ///////////
|
---|
| 789 | //-- first light: sunlight
|
---|
| 790 |
|
---|
[2954] | 791 | GLfloat ambient[] = {0.25f, 0.25f, 0.3f, 1.0f};
|
---|
| 792 | GLfloat diffuse[] = {1.0f, 0.95f, 0.85f, 1.0f};
|
---|
| 793 | GLfloat specular[] = {1.0f, 1.0f, 1.0f, 1.0f};
|
---|
[2982] | 794 |
|
---|
[2759] | 795 |
|
---|
[3046] | 796 | const bool useToneMapping =
|
---|
| 797 | ((renderMethod == RENDER_DEPTH_PASS_DEFERRED) ||
|
---|
| 798 | (renderMethod == RENDER_DEFERRED)) && useHDR;
|
---|
[2982] | 799 |
|
---|
[3046] | 800 |
|
---|
[2954] | 801 | Vector3 sunAmbient;
|
---|
| 802 | Vector3 sunDiffuse;
|
---|
[2759] | 803 |
|
---|
[2982] | 804 | preetham->ComputeSunColor(lightDir, sunAmbient, sunDiffuse, !useToneMapping);
|
---|
[2945] | 805 |
|
---|
[2954] | 806 | ambient[0] = sunAmbient.x;
|
---|
| 807 | ambient[1] = sunAmbient.y;
|
---|
| 808 | ambient[2] = sunAmbient.z;
|
---|
[2825] | 809 |
|
---|
[2954] | 810 | diffuse[0] = sunDiffuse.x;
|
---|
| 811 | diffuse[1] = sunDiffuse.y;
|
---|
| 812 | diffuse[2] = sunDiffuse.z;
|
---|
[2945] | 813 |
|
---|
[3077] | 814 | //cout << sunDiffuse << " " << sunAmbient << endl;
|
---|
| 815 |
|
---|
[2954] | 816 | glLightfv(GL_LIGHT0, GL_AMBIENT, ambient);
|
---|
| 817 | glLightfv(GL_LIGHT0, GL_DIFFUSE, diffuse);
|
---|
| 818 | glLightfv(GL_LIGHT0, GL_SPECULAR, specular);
|
---|
[2825] | 819 |
|
---|
[2954] | 820 | GLfloat position[] = {lightDir.x, lightDir.y, lightDir.z, 0.0f};
|
---|
| 821 | glLightfv(GL_LIGHT0, GL_POSITION, position);
|
---|
[2642] | 822 | }
|
---|
| 823 |
|
---|
[2800] | 824 |
|
---|
[2795] | 825 | void SetupEyeView()
|
---|
[2642] | 826 | {
|
---|
[2861] | 827 | // store matrix of last frame
|
---|
[3005] | 828 | oldViewProjMat = viewProjMat;
|
---|
[2834] | 829 |
|
---|
[3061] | 830 | camera->SetupViewProjection();
|
---|
[2759] | 831 |
|
---|
[3061] | 832 |
|
---|
[2864] | 833 | /////////////////
|
---|
[3059] | 834 | //-- compute view projection matrix and store for later use
|
---|
[2864] | 835 |
|
---|
[2894] | 836 | Matrix4x4 matViewing, matProjection;
|
---|
[2864] | 837 |
|
---|
[2834] | 838 | camera->GetModelViewMatrix(matViewing);
|
---|
| 839 | camera->GetProjectionMatrix(matProjection);
|
---|
| 840 |
|
---|
[3005] | 841 | viewProjMat = matViewing * matProjection;
|
---|
[2642] | 842 | }
|
---|
| 843 |
|
---|
| 844 |
|
---|
[2792] | 845 | void KeyHorizontalMotion(float shift)
|
---|
| 846 | {
|
---|
[2888] | 847 | Vector3 hvec = -camera->GetDirection();
|
---|
[2792] | 848 | hvec.z = 0;
|
---|
| 849 |
|
---|
| 850 | Vector3 pos = camera->GetPosition();
|
---|
| 851 | pos += hvec * shift;
|
---|
| 852 |
|
---|
| 853 | camera->SetPosition(pos);
|
---|
| 854 | }
|
---|
| 855 |
|
---|
| 856 |
|
---|
[2794] | 857 | void KeyVerticalMotion(float shift)
|
---|
| 858 | {
|
---|
| 859 | Vector3 uvec = Vector3(0, 0, shift);
|
---|
| 860 |
|
---|
| 861 | Vector3 pos = camera->GetPosition();
|
---|
| 862 | pos += uvec;
|
---|
| 863 |
|
---|
| 864 | camera->SetPosition(pos);
|
---|
| 865 | }
|
---|
| 866 |
|
---|
| 867 |
|
---|
[3105] | 868 | void KeyStrafe(float shift)
|
---|
| 869 | {
|
---|
| 870 | Vector3 viewDir = camera->GetDirection();
|
---|
| 871 | Vector3 pos = camera->GetPosition();
|
---|
| 872 |
|
---|
| 873 | // the 90 degree rotated view vector
|
---|
| 874 | // z zero so we don't move in the vertical
|
---|
| 875 | Vector3 rVec(viewDir[0], viewDir[1], 0);
|
---|
| 876 |
|
---|
| 877 | Matrix4x4 rot = RotationZMatrix(M_PI * 0.5f);
|
---|
| 878 | rVec = rot * rVec;
|
---|
| 879 | pos += rVec * shift;
|
---|
| 880 |
|
---|
| 881 | camera->SetPosition(pos);
|
---|
| 882 | }
|
---|
| 883 |
|
---|
| 884 |
|
---|
[3059] | 885 | /** Initialize the deferred rendering pass.
|
---|
| 886 | */
|
---|
[2948] | 887 | void InitDeferredRendering()
|
---|
| 888 | {
|
---|
| 889 | if (!fbo) InitFBO();
|
---|
| 890 | fbo->Bind();
|
---|
| 891 |
|
---|
| 892 | // multisampling does not work with deferred shading
|
---|
| 893 | glDisable(GL_MULTISAMPLE_ARB);
|
---|
[3101] | 894 | renderState.SetRenderTechnique(DEFERRED);
|
---|
[2948] | 895 |
|
---|
| 896 |
|
---|
[2978] | 897 | // draw to 3 color buffers
|
---|
| 898 | // a color, normal, and positions buffer
|
---|
[3118] | 899 | if (sCurrentMrtSet == 0)
|
---|
| 900 | {
|
---|
| 901 | DeferredRenderer::colorBufferIdx = 0;
|
---|
| 902 | glDrawBuffers(3, mrt);
|
---|
| 903 | }
|
---|
| 904 | else
|
---|
| 905 | {
|
---|
| 906 | DeferredRenderer::colorBufferIdx = 3;
|
---|
| 907 | glDrawBuffers(3, mrt2);
|
---|
| 908 | }
|
---|
[2985] | 909 |
|
---|
[2978] | 910 | sCurrentMrtSet = 1 - sCurrentMrtSet;
|
---|
[2948] | 911 | }
|
---|
| 912 |
|
---|
| 913 |
|
---|
[3059] | 914 | /** the main rendering loop
|
---|
| 915 | */
|
---|
| 916 | void MainLoop()
|
---|
[2801] | 917 | {
|
---|
[3125] | 918 | #if 1
|
---|
[3118] | 919 | GPUProgramParameters *vtxParams =
|
---|
[3113] | 920 | buddha->GetShape(0)->GetMaterial()->GetTechnique(1)->GetVertexProgramParameters();
|
---|
[3110] | 921 |
|
---|
[3115] | 922 | Matrix4x4 oldTrafo = buddha->GetTransform()->GetMatrix();
|
---|
[3111] | 923 | Vector3 buddhaPos = motionPath->GetCurrentPosition();
|
---|
| 924 | Matrix4x4 trafo = TranslationMatrix(buddhaPos);
|
---|
[3113] | 925 |
|
---|
[3111] | 926 | buddha->GetTransform()->SetMatrix(trafo);
|
---|
[3074] | 927 |
|
---|
[3120] | 928 | /*for (int i = 0; i < 10; ++ i)
|
---|
| 929 | {
|
---|
| 930 | SceneEntity *ent = dynamicObjects[i];
|
---|
| 931 | Vector3 newPos = ent->GetWorldCenter();
|
---|
| 932 |
|
---|
| 933 | if (GetOrCreateSceneQuery()->CalcIntersection(newPos))
|
---|
| 934 | {
|
---|
[3125] | 935 | Matrix4x4 mat = TranslationMatrix(newPos - ent->GetCenter());
|
---|
[3120] | 936 | ent->GetTransform()->SetMatrix(mat);
|
---|
| 937 | }
|
---|
| 938 | }*/
|
---|
| 939 |
|
---|
[3115] | 940 | Matrix4x4 rotMatrix = RotationZMatrix(M_PI * 1e-3f);
|
---|
| 941 | dynamicObjects[1]->GetTransform()->MultMatrix(rotMatrix);
|
---|
[3125] | 942 |
|
---|
| 943 |
|
---|
| 944 | /////////////////////////
|
---|
| 945 | //-- update animations
|
---|
| 946 |
|
---|
| 947 | motionPath->Move(0.01f);
|
---|
| 948 |
|
---|
[3123] | 949 | #endif
|
---|
[3113] | 950 |
|
---|
[3118] | 951 |
|
---|
[3111] | 952 | /////////////
|
---|
[3078] | 953 |
|
---|
[2800] | 954 | Vector3 oldPos = camera->GetPosition();
|
---|
| 955 |
|
---|
[2792] | 956 | if (leftKeyPressed)
|
---|
[2795] | 957 | camera->Pitch(KeyRotationAngle());
|
---|
[2792] | 958 | if (rightKeyPressed)
|
---|
[2795] | 959 | camera->Pitch(-KeyRotationAngle());
|
---|
[2792] | 960 | if (upKeyPressed)
|
---|
[2887] | 961 | KeyHorizontalMotion(-KeyShift());
|
---|
| 962 | if (downKeyPressed)
|
---|
[2795] | 963 | KeyHorizontalMotion(KeyShift());
|
---|
[2837] | 964 | if (ascendKeyPressed)
|
---|
| 965 | KeyVerticalMotion(KeyShift());
|
---|
| 966 | if (descendKeyPressed)
|
---|
[2795] | 967 | KeyVerticalMotion(-KeyShift());
|
---|
[3105] | 968 | if (leftStrafeKeyPressed)
|
---|
| 969 | KeyStrafe(KeyShift());
|
---|
| 970 | if (rightStrafeKeyPressed)
|
---|
| 971 | KeyStrafe(-KeyShift());
|
---|
[2792] | 972 |
|
---|
[3105] | 973 |
|
---|
[2801] | 974 | // place view on ground
|
---|
| 975 | if (!flyMode) PlaceViewer(oldPos);
|
---|
[2800] | 976 |
|
---|
[2826] | 977 | if (showAlgorithmTime)
|
---|
| 978 | {
|
---|
| 979 | glFinish();
|
---|
| 980 | algTimer.Start();
|
---|
| 981 | }
|
---|
[2809] | 982 |
|
---|
[2895] | 983 |
|
---|
[2931] | 984 | if ((!shadowMap || !shadowTraverser) && (showShadowMap || renderLightView))
|
---|
| 985 | {
|
---|
| 986 | if (!shadowMap)
|
---|
| 987 | shadowMap = new ShadowMap(light, shadowSize, bvh->GetBox(), camera);
|
---|
| 988 |
|
---|
| 989 | if (!shadowTraverser)
|
---|
| 990 | shadowTraverser = CreateTraverser(shadowMap->GetShadowCamera());
|
---|
| 991 |
|
---|
| 992 | }
|
---|
[2951] | 993 |
|
---|
| 994 | // bring eye modelview matrix up-to-date
|
---|
| 995 | SetupEyeView();
|
---|
[3059] | 996 | // set frame related parameters for GPU programs
|
---|
[3046] | 997 | GPUProgramParameters::InitFrame(camera, light);
|
---|
[3045] | 998 |
|
---|
[3059] | 999 | // hack: store current rendering method and restore later
|
---|
[2955] | 1000 | int oldRenderMethod = renderMethod;
|
---|
[3044] | 1001 | // for rendering the light view, we use forward rendering
|
---|
[3068] | 1002 | if (renderLightView) renderMethod = FORWARD;
|
---|
[2931] | 1003 |
|
---|
[3059] | 1004 | /// enable vbo vertex array
|
---|
[2953] | 1005 | glEnableClientState(GL_VERTEX_ARRAY);
|
---|
[2931] | 1006 |
|
---|
| 1007 | // render with the specified method (forward rendering, forward + depth, deferred)
|
---|
[2955] | 1008 | switch (renderMethod)
|
---|
[2825] | 1009 | {
|
---|
[3043] | 1010 | case RENDER_FORWARD:
|
---|
[2825] | 1011 |
|
---|
[2851] | 1012 | glEnable(GL_MULTISAMPLE_ARB);
|
---|
[3101] | 1013 | renderState.SetRenderTechnique(FORWARD);
|
---|
[3089] | 1014 | //glEnable(GL_LIGHTING);
|
---|
[2809] | 1015 |
|
---|
[2829] | 1016 | glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT);
|
---|
[2953] | 1017 | glEnableClientState(GL_NORMAL_ARRAY);
|
---|
[2825] | 1018 | break;
|
---|
| 1019 |
|
---|
[2955] | 1020 | case RENDER_DEPTH_PASS_DEFERRED:
|
---|
[2948] | 1021 |
|
---|
[2950] | 1022 | glDisable(GL_MULTISAMPLE_ARB);
|
---|
[3101] | 1023 | renderState.SetUseAlphaToCoverage(false);
|
---|
| 1024 | renderState.SetRenderTechnique(DEPTH_PASS);
|
---|
[2949] | 1025 |
|
---|
[2948] | 1026 | if (!fbo) InitFBO(); fbo->Bind();
|
---|
[2949] | 1027 |
|
---|
[2948] | 1028 | glDrawBuffers(1, mrt);
|
---|
| 1029 |
|
---|
[2951] | 1030 | glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT);
|
---|
[2948] | 1031 |
|
---|
[3068] | 1032 | // the scene is rendered withouth any shading
|
---|
[3101] | 1033 | // (should be handled by render renderState)
|
---|
[2948] | 1034 | glShadeModel(GL_FLAT);
|
---|
| 1035 | break;
|
---|
| 1036 |
|
---|
[2955] | 1037 | case RENDER_DEPTH_PASS:
|
---|
[2851] | 1038 |
|
---|
| 1039 | glEnable(GL_MULTISAMPLE_ARB);
|
---|
[3101] | 1040 | renderState.SetRenderTechnique(DEPTH_PASS);
|
---|
[2857] | 1041 |
|
---|
[3067] | 1042 | glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT);
|
---|
| 1043 |
|
---|
[3068] | 1044 | // the scene is rendered withouth any shading
|
---|
[3101] | 1045 | // (should be handled by render renderState)
|
---|
[2943] | 1046 | glShadeModel(GL_FLAT);
|
---|
[2825] | 1047 | break;
|
---|
| 1048 |
|
---|
[3048] | 1049 | case RENDER_DEFERRED:
|
---|
[2851] | 1050 |
|
---|
[2948] | 1051 | if (showShadowMap && !renderLightView)
|
---|
[2951] | 1052 | RenderShadowMap(camera->GetFar());
|
---|
| 1053 |
|
---|
[2948] | 1054 | //glPushAttrib(GL_VIEWPORT_BIT);
|
---|
[2825] | 1055 | glViewport(0, 0, texWidth, texHeight);
|
---|
| 1056 |
|
---|
[2948] | 1057 | InitDeferredRendering();
|
---|
[2951] | 1058 |
|
---|
[2953] | 1059 | glEnableClientState(GL_NORMAL_ARRAY);
|
---|
[2954] | 1060 | glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT);
|
---|
[2825] | 1061 | break;
|
---|
| 1062 | }
|
---|
| 1063 |
|
---|
[2801] | 1064 | glDepthFunc(GL_LESS);
|
---|
| 1065 | glDisable(GL_TEXTURE_2D);
|
---|
| 1066 | glDisableClientState(GL_TEXTURE_COORD_ARRAY);
|
---|
[2825] | 1067 |
|
---|
[2801] | 1068 |
|
---|
[3059] | 1069 | // set proper lod levels for current frame using current eye point
|
---|
[2847] | 1070 | LODLevel::InitFrame(camera->GetPosition());
|
---|
[3059] | 1071 | // set up sunlight
|
---|
[2954] | 1072 | SetupLighting();
|
---|
[2795] | 1073 |
|
---|
[2801] | 1074 |
|
---|
[2931] | 1075 | if (renderLightView)
|
---|
| 1076 | {
|
---|
[3101] | 1077 | // change CHC++ set of renderState variables:
|
---|
[3059] | 1078 | // must be done for each change of camera because otherwise
|
---|
| 1079 | // the temporal coherency is broken
|
---|
[3054] | 1080 | BvhNode::SetCurrentState(LIGHT_PASS);
|
---|
[3005] | 1081 | shadowMap->RenderShadowView(shadowTraverser, viewProjMat);
|
---|
[3054] | 1082 | BvhNode::SetCurrentState(CAMERA_PASS);
|
---|
[2931] | 1083 | }
|
---|
| 1084 | else
|
---|
[3079] | 1085 | {
|
---|
[2931] | 1086 | // actually render the scene geometry using the specified algorithm
|
---|
[2982] | 1087 | traverser->RenderScene();
|
---|
[2948] | 1088 | }
|
---|
[2892] | 1089 |
|
---|
[2931] | 1090 |
|
---|
[2825] | 1091 | /////////
|
---|
[2809] | 1092 | //-- do the rest of the rendering
|
---|
[2893] | 1093 |
|
---|
[2801] | 1094 | // reset depth pass and render visible objects
|
---|
[2955] | 1095 | if ((renderMethod == RENDER_DEPTH_PASS) ||
|
---|
| 1096 | (renderMethod == RENDER_DEPTH_PASS_DEFERRED))
|
---|
[2801] | 1097 | {
|
---|
| 1098 | RenderVisibleObjects();
|
---|
| 1099 | }
|
---|
[2948] | 1100 |
|
---|
[2801] | 1101 |
|
---|
[2796] | 1102 | ///////////////
|
---|
| 1103 | //-- render sky
|
---|
[2795] | 1104 |
|
---|
[2894] | 1105 | // q: should we render sky after deferred shading?
|
---|
| 1106 | // this would conveniently solves some issues (e.g, skys without shadows)
|
---|
[2893] | 1107 |
|
---|
[3051] | 1108 | RenderSky();
|
---|
[2801] | 1109 |
|
---|
[2961] | 1110 |
|
---|
[2955] | 1111 | if ((renderMethod == RENDER_DEFERRED) ||
|
---|
| 1112 | (renderMethod == RENDER_DEPTH_PASS_DEFERRED))
|
---|
[2825] | 1113 | {
|
---|
[2881] | 1114 | FrameBufferObject::Release();
|
---|
[2810] | 1115 |
|
---|
[3111] | 1116 | if (!deferredShader) deferredShader =
|
---|
[3068] | 1117 | new DeferredRenderer(texWidth, texHeight, camera);
|
---|
[2895] | 1118 |
|
---|
[2903] | 1119 | DeferredRenderer::SHADING_METHOD shadingMethod;
|
---|
| 1120 |
|
---|
| 1121 | if (useAdvancedShading)
|
---|
| 1122 | {
|
---|
| 1123 | if (useGlobIllum)
|
---|
| 1124 | shadingMethod = DeferredRenderer::GI;
|
---|
| 1125 | else
|
---|
| 1126 | shadingMethod = DeferredRenderer::SSAO;
|
---|
| 1127 | }
|
---|
| 1128 | else
|
---|
| 1129 | shadingMethod = DeferredRenderer::DEFAULT;
|
---|
| 1130 |
|
---|
[3111] | 1131 | deferredShader->SetShadingMethod(shadingMethod);
|
---|
| 1132 | deferredShader->SetSamplingMethod(samplingMethod);
|
---|
| 1133 | deferredShader->SetUseTemporalCoherence(useTemporalCoherence);
|
---|
[2903] | 1134 |
|
---|
[2895] | 1135 | ShadowMap *sm = showShadowMap ? shadowMap : NULL;
|
---|
[3111] | 1136 | deferredShader->Render(fbo, ssaoTempCohFactor, light, useHDR, sm);
|
---|
[2825] | 1137 | }
|
---|
[2827] | 1138 |
|
---|
[2893] | 1139 |
|
---|
[3101] | 1140 | renderState.SetRenderTechnique(FORWARD);
|
---|
| 1141 | renderState.Reset();
|
---|
[2827] | 1142 |
|
---|
[2893] | 1143 |
|
---|
| 1144 | glDisableClientState(GL_VERTEX_ARRAY);
|
---|
| 1145 | glDisableClientState(GL_NORMAL_ARRAY);
|
---|
[2931] | 1146 |
|
---|
[2955] | 1147 | renderMethod = oldRenderMethod;
|
---|
[2893] | 1148 |
|
---|
| 1149 |
|
---|
| 1150 | ///////////
|
---|
| 1151 |
|
---|
| 1152 |
|
---|
[2826] | 1153 | if (showAlgorithmTime)
|
---|
| 1154 | {
|
---|
| 1155 | glFinish();
|
---|
[2827] | 1156 |
|
---|
[2826] | 1157 | algTime = algTimer.Elapsedms();
|
---|
[2827] | 1158 | perfGraph->AddData(algTime);
|
---|
[2828] | 1159 |
|
---|
[2827] | 1160 | perfGraph->Draw();
|
---|
[2826] | 1161 | }
|
---|
[2827] | 1162 | else
|
---|
| 1163 | {
|
---|
| 1164 | if (visMode) DisplayVisualization();
|
---|
| 1165 | }
|
---|
[2825] | 1166 |
|
---|
[2884] | 1167 | glFlush();
|
---|
[2847] | 1168 |
|
---|
| 1169 | const bool restart = true;
|
---|
| 1170 | elapsedTime = frameTimer.Elapsedms(restart);
|
---|
| 1171 |
|
---|
[2764] | 1172 | DisplayStats();
|
---|
[2767] | 1173 |
|
---|
[2642] | 1174 | glutSwapBuffers();
|
---|
| 1175 | }
|
---|
| 1176 |
|
---|
| 1177 |
|
---|
| 1178 | #pragma warning( disable : 4100 )
|
---|
[2792] | 1179 | void KeyBoard(unsigned char c, int x, int y)
|
---|
[2642] | 1180 | {
|
---|
| 1181 | switch(c)
|
---|
| 1182 | {
|
---|
| 1183 | case 27:
|
---|
[3134] | 1184 | Debug << "camPosition=" << camera->GetPosition().x << " " << camera->GetPosition().y << " " << camera->GetPosition().z << endl;
|
---|
| 1185 | Debug << "camDirection=" << camera->GetDirection().x << " " << camera->GetDirection().y << " " << camera->GetDirection().z << endl;
|
---|
| 1186 |
|
---|
[2792] | 1187 | CleanUp();
|
---|
[2642] | 1188 | exit(0);
|
---|
[2948] | 1189 | case 32: // space
|
---|
[2800] | 1190 | renderMode = (renderMode + 1) % RenderTraverser::NUM_TRAVERSAL_TYPES;
|
---|
[2897] | 1191 |
|
---|
| 1192 | DEL_PTR(traverser);
|
---|
| 1193 | traverser = CreateTraverser(camera);
|
---|
| 1194 |
|
---|
[2931] | 1195 | if (shadowTraverser)
|
---|
[2897] | 1196 | {
|
---|
[2948] | 1197 | // shadow traverser has to be recomputed
|
---|
[2897] | 1198 | DEL_PTR(shadowTraverser);
|
---|
[2948] | 1199 | shadowTraverser = CreateTraverser(shadowMap->GetShadowCamera());
|
---|
[2897] | 1200 | }
|
---|
| 1201 |
|
---|
[2642] | 1202 | break;
|
---|
| 1203 | case '+':
|
---|
[2867] | 1204 | if (maxBatchSize < 10)
|
---|
| 1205 | maxBatchSize = 10;
|
---|
| 1206 | else
|
---|
| 1207 | maxBatchSize += 10;
|
---|
| 1208 |
|
---|
[2776] | 1209 | traverser->SetMaxBatchSize(maxBatchSize);
|
---|
[2642] | 1210 | break;
|
---|
| 1211 | case '-':
|
---|
[2776] | 1212 | maxBatchSize -= 10;
|
---|
| 1213 | if (maxBatchSize < 0) maxBatchSize = 1;
|
---|
| 1214 | traverser->SetMaxBatchSize(maxBatchSize);
|
---|
[2642] | 1215 | break;
|
---|
[2837] | 1216 | case 'M':
|
---|
| 1217 | case 'm':
|
---|
| 1218 | useMultiQueries = !useMultiQueries;
|
---|
| 1219 | traverser->SetUseMultiQueries(useMultiQueries);
|
---|
| 1220 | break;
|
---|
| 1221 | case '1':
|
---|
| 1222 | descendKeyPressed = true;
|
---|
| 1223 | break;
|
---|
| 1224 | case '2':
|
---|
| 1225 | ascendKeyPressed = true;
|
---|
| 1226 | break;
|
---|
| 1227 | case '3':
|
---|
| 1228 | if (trianglesPerVirtualLeaf >= 100)
|
---|
| 1229 | trianglesPerVirtualLeaf -= 100;
|
---|
| 1230 | bvh->SetVirtualLeaves(trianglesPerVirtualLeaf);
|
---|
| 1231 | break;
|
---|
| 1232 | case '4':
|
---|
| 1233 | trianglesPerVirtualLeaf += 100;
|
---|
| 1234 | bvh->SetVirtualLeaves(trianglesPerVirtualLeaf);
|
---|
| 1235 | break;
|
---|
| 1236 | case '5':
|
---|
[2776] | 1237 | assumedVisibleFrames -= 1;
|
---|
| 1238 | if (assumedVisibleFrames < 1) assumedVisibleFrames = 1;
|
---|
| 1239 | traverser->SetAssumedVisibleFrames(assumedVisibleFrames);
|
---|
| 1240 | break;
|
---|
[2837] | 1241 | case '6':
|
---|
[2776] | 1242 | assumedVisibleFrames += 1;
|
---|
| 1243 | traverser->SetAssumedVisibleFrames(assumedVisibleFrames);
|
---|
| 1244 | break;
|
---|
[2837] | 1245 | case '7':
|
---|
[2901] | 1246 | ssaoTempCohFactor *= 0.5f;
|
---|
[2776] | 1247 | break;
|
---|
[2767] | 1248 | case '8':
|
---|
[2901] | 1249 | ssaoTempCohFactor *= 2.0f;
|
---|
| 1250 | //if (ssaoTempCohFactor > 1.0f) ssaoExpFactor = 1.0f;
|
---|
[2837] | 1251 | break;
|
---|
[2865] | 1252 | case '9':
|
---|
| 1253 | useLODs = !useLODs;
|
---|
| 1254 | SceneEntity::SetUseLODs(useLODs);
|
---|
| 1255 | break;
|
---|
[2887] | 1256 | case 'P':
|
---|
| 1257 | case 'p':
|
---|
[2930] | 1258 | samplingMethod = DeferredRenderer::SAMPLING_METHOD((samplingMethod + 1) % 3);
|
---|
| 1259 | cout << "ssao sampling method: " << samplingMethod << endl;
|
---|
[2887] | 1260 | break;
|
---|
[2895] | 1261 | case 'Y':
|
---|
| 1262 | case 'y':
|
---|
| 1263 | showShadowMap = !showShadowMap;
|
---|
| 1264 | break;
|
---|
[2875] | 1265 | case 'g':
|
---|
[2903] | 1266 | case 'G':
|
---|
| 1267 | useGlobIllum = !useGlobIllum;
|
---|
| 1268 | break;
|
---|
[2875] | 1269 | case 't':
|
---|
| 1270 | case 'T':
|
---|
| 1271 | useTemporalCoherence = !useTemporalCoherence;
|
---|
| 1272 | break;
|
---|
[2792] | 1273 | case 'o':
|
---|
| 1274 | case 'O':
|
---|
[2642] | 1275 | useOptimization = !useOptimization;
|
---|
[2764] | 1276 | traverser->SetUseOptimization(useOptimization);
|
---|
[2767] | 1277 | break;
|
---|
| 1278 | case 'a':
|
---|
| 1279 | case 'A':
|
---|
[2931] | 1280 | leftKeyPressed = true;
|
---|
[2767] | 1281 | break;
|
---|
| 1282 | case 'd':
|
---|
| 1283 | case 'D':
|
---|
[2931] | 1284 | rightKeyPressed = true;
|
---|
[2767] | 1285 | break;
|
---|
| 1286 | case 'w':
|
---|
| 1287 | case 'W':
|
---|
[2931] | 1288 | upKeyPressed = true;
|
---|
[2767] | 1289 | break;
|
---|
[2829] | 1290 | case 's':
|
---|
| 1291 | case 'S':
|
---|
[2931] | 1292 | downKeyPressed = true;
|
---|
[2767] | 1293 | break;
|
---|
[3105] | 1294 | case 'j':
|
---|
| 1295 | case 'J':
|
---|
| 1296 | leftStrafeKeyPressed = true;
|
---|
| 1297 | break;
|
---|
| 1298 | case 'k':
|
---|
| 1299 | case 'K':
|
---|
| 1300 | rightStrafeKeyPressed = true;
|
---|
| 1301 | break;
|
---|
[2767] | 1302 | case 'r':
|
---|
| 1303 | case 'R':
|
---|
[2931] | 1304 | useRenderQueue = !useRenderQueue;
|
---|
| 1305 | traverser->SetUseRenderQueue(useRenderQueue);
|
---|
| 1306 |
|
---|
[2790] | 1307 | break;
|
---|
[2786] | 1308 | case 'b':
|
---|
| 1309 | case 'B':
|
---|
[2931] | 1310 | useTightBounds = !useTightBounds;
|
---|
| 1311 | traverser->SetUseTightBounds(useTightBounds);
|
---|
[2790] | 1312 | break;
|
---|
[2931] | 1313 | case 'l':
|
---|
| 1314 | case 'L':
|
---|
| 1315 | renderLightView = !renderLightView;
|
---|
| 1316 | break;
|
---|
[2994] | 1317 | case 'h':
|
---|
| 1318 | case 'H':
|
---|
| 1319 | useHDR = !useHDR;
|
---|
| 1320 | break;
|
---|
[2642] | 1321 | default:
|
---|
| 1322 | return;
|
---|
| 1323 | }
|
---|
| 1324 |
|
---|
| 1325 | glutPostRedisplay();
|
---|
| 1326 | }
|
---|
| 1327 |
|
---|
| 1328 |
|
---|
[2792] | 1329 | void SpecialKeyUp(int c, int x, int y)
|
---|
[2642] | 1330 | {
|
---|
[2792] | 1331 | switch (c)
|
---|
| 1332 | {
|
---|
| 1333 | case GLUT_KEY_LEFT:
|
---|
| 1334 | leftKeyPressed = false;
|
---|
| 1335 | break;
|
---|
| 1336 | case GLUT_KEY_RIGHT:
|
---|
| 1337 | rightKeyPressed = false;
|
---|
| 1338 | break;
|
---|
| 1339 | case GLUT_KEY_UP:
|
---|
| 1340 | upKeyPressed = false;
|
---|
| 1341 | break;
|
---|
| 1342 | case GLUT_KEY_DOWN:
|
---|
| 1343 | downKeyPressed = false;
|
---|
| 1344 | break;
|
---|
[2953] | 1345 | case GLUT_ACTIVE_ALT:
|
---|
| 1346 | altKeyPressed = false;
|
---|
| 1347 | break;
|
---|
[2792] | 1348 | default:
|
---|
| 1349 | return;
|
---|
| 1350 | }
|
---|
| 1351 | }
|
---|
| 1352 |
|
---|
| 1353 |
|
---|
| 1354 | void KeyUp(unsigned char c, int x, int y)
|
---|
| 1355 | {
|
---|
| 1356 | switch (c)
|
---|
| 1357 | {
|
---|
[2879] | 1358 |
|
---|
[2792] | 1359 | case 'A':
|
---|
| 1360 | case 'a':
|
---|
| 1361 | leftKeyPressed = false;
|
---|
| 1362 | break;
|
---|
| 1363 | case 'D':
|
---|
| 1364 | case 'd':
|
---|
| 1365 | rightKeyPressed = false;
|
---|
| 1366 | break;
|
---|
| 1367 | case 'W':
|
---|
| 1368 | case 'w':
|
---|
| 1369 | upKeyPressed = false;
|
---|
| 1370 | break;
|
---|
[2829] | 1371 | case 'S':
|
---|
| 1372 | case 's':
|
---|
[2792] | 1373 | downKeyPressed = false;
|
---|
| 1374 | break;
|
---|
[2837] | 1375 | case '1':
|
---|
| 1376 | descendKeyPressed = false;
|
---|
[2794] | 1377 | break;
|
---|
[2837] | 1378 | case '2':
|
---|
| 1379 | ascendKeyPressed = false;
|
---|
[2794] | 1380 | break;
|
---|
[3105] | 1381 | case 'j':
|
---|
| 1382 | case 'J':
|
---|
| 1383 | leftStrafeKeyPressed = false;
|
---|
| 1384 | break;
|
---|
| 1385 | case 'k':
|
---|
| 1386 | case 'K':
|
---|
| 1387 | rightStrafeKeyPressed = false;
|
---|
| 1388 | break;
|
---|
[2792] | 1389 | default:
|
---|
| 1390 | return;
|
---|
| 1391 | }
|
---|
| 1392 | //glutPostRedisplay();
|
---|
| 1393 | }
|
---|
| 1394 |
|
---|
| 1395 |
|
---|
| 1396 | void Special(int c, int x, int y)
|
---|
| 1397 | {
|
---|
[2642] | 1398 | switch(c)
|
---|
| 1399 | {
|
---|
| 1400 | case GLUT_KEY_F1:
|
---|
| 1401 | showHelp = !showHelp;
|
---|
| 1402 | break;
|
---|
[2790] | 1403 | case GLUT_KEY_F2:
|
---|
[2795] | 1404 | visMode = !visMode;
|
---|
[2790] | 1405 | break;
|
---|
| 1406 | case GLUT_KEY_F3:
|
---|
| 1407 | showBoundingVolumes = !showBoundingVolumes;
|
---|
| 1408 | traverser->SetShowBounds(showBoundingVolumes);
|
---|
| 1409 | break;
|
---|
| 1410 | case GLUT_KEY_F4:
|
---|
[2827] | 1411 | showOptions = !showOptions;
|
---|
[2790] | 1412 | break;
|
---|
| 1413 | case GLUT_KEY_F5:
|
---|
[2827] | 1414 | showStatistics = !showStatistics;
|
---|
[2790] | 1415 | break;
|
---|
[2800] | 1416 | case GLUT_KEY_F6:
|
---|
| 1417 | flyMode = !flyMode;
|
---|
| 1418 | break;
|
---|
[2801] | 1419 | case GLUT_KEY_F7:
|
---|
[2825] | 1420 |
|
---|
[2955] | 1421 | renderMethod = (renderMethod + 1) % 4;
|
---|
| 1422 |
|
---|
| 1423 | traverser->SetUseDepthPass(
|
---|
| 1424 | (renderMethod == RENDER_DEPTH_PASS) ||
|
---|
| 1425 | (renderMethod == RENDER_DEPTH_PASS_DEFERRED)
|
---|
| 1426 | );
|
---|
[2825] | 1427 |
|
---|
[2801] | 1428 | break;
|
---|
[2803] | 1429 | case GLUT_KEY_F8:
|
---|
[2903] | 1430 | useAdvancedShading = !useAdvancedShading;
|
---|
| 1431 |
|
---|
[2821] | 1432 | break;
|
---|
[2826] | 1433 | case GLUT_KEY_F9:
|
---|
| 1434 | showAlgorithmTime = !showAlgorithmTime;
|
---|
| 1435 | break;
|
---|
[2954] | 1436 | case GLUT_KEY_F10:
|
---|
| 1437 | moveLight = !moveLight;
|
---|
| 1438 | break;
|
---|
[2642] | 1439 | case GLUT_KEY_LEFT:
|
---|
[2767] | 1440 | {
|
---|
[2792] | 1441 | leftKeyPressed = true;
|
---|
[2795] | 1442 | camera->Pitch(KeyRotationAngle());
|
---|
[2767] | 1443 | }
|
---|
[2642] | 1444 | break;
|
---|
| 1445 | case GLUT_KEY_RIGHT:
|
---|
[2767] | 1446 | {
|
---|
[2792] | 1447 | rightKeyPressed = true;
|
---|
[2795] | 1448 | camera->Pitch(-KeyRotationAngle());
|
---|
[2767] | 1449 | }
|
---|
[2642] | 1450 | break;
|
---|
| 1451 | case GLUT_KEY_UP:
|
---|
[2767] | 1452 | {
|
---|
[2792] | 1453 | upKeyPressed = true;
|
---|
[2795] | 1454 | KeyHorizontalMotion(KeyShift());
|
---|
[2767] | 1455 | }
|
---|
[2642] | 1456 | break;
|
---|
| 1457 | case GLUT_KEY_DOWN:
|
---|
[2767] | 1458 | {
|
---|
[2792] | 1459 | downKeyPressed = true;
|
---|
[2795] | 1460 | KeyHorizontalMotion(-KeyShift());
|
---|
[2767] | 1461 | }
|
---|
[2642] | 1462 | break;
|
---|
| 1463 | default:
|
---|
| 1464 | return;
|
---|
| 1465 |
|
---|
| 1466 | }
|
---|
| 1467 |
|
---|
| 1468 | glutPostRedisplay();
|
---|
| 1469 | }
|
---|
[2767] | 1470 |
|
---|
[2642] | 1471 | #pragma warning( default : 4100 )
|
---|
| 1472 |
|
---|
| 1473 |
|
---|
[2792] | 1474 | void Reshape(int w, int h)
|
---|
[2642] | 1475 | {
|
---|
[2759] | 1476 | winAspectRatio = 1.0f;
|
---|
[2642] | 1477 |
|
---|
| 1478 | glViewport(0, 0, w, h);
|
---|
| 1479 |
|
---|
| 1480 | winWidth = w;
|
---|
| 1481 | winHeight = h;
|
---|
| 1482 |
|
---|
[2833] | 1483 | if (w) winAspectRatio = (float) w / (float) h;
|
---|
[2642] | 1484 |
|
---|
[2758] | 1485 | glMatrixMode(GL_PROJECTION);
|
---|
| 1486 | glLoadIdentity();
|
---|
[2642] | 1487 |
|
---|
[2927] | 1488 | gluPerspective(fov, winAspectRatio, nearDist, farDist);
|
---|
[2788] | 1489 |
|
---|
[2758] | 1490 | glMatrixMode(GL_MODELVIEW);
|
---|
| 1491 |
|
---|
[2642] | 1492 | glutPostRedisplay();
|
---|
| 1493 | }
|
---|
| 1494 |
|
---|
| 1495 |
|
---|
[3101] | 1496 | void Mouse(int button, int renderState, int x, int y)
|
---|
[2642] | 1497 | {
|
---|
[3101] | 1498 | if ((button == GLUT_LEFT_BUTTON) && (renderState == GLUT_DOWN))
|
---|
[2642] | 1499 | {
|
---|
| 1500 | xEyeBegin = x;
|
---|
| 1501 | yMotionBegin = y;
|
---|
| 1502 |
|
---|
[2792] | 1503 | glutMotionFunc(LeftMotion);
|
---|
[2642] | 1504 | }
|
---|
[3101] | 1505 | else if ((button == GLUT_RIGHT_BUTTON) && (renderState == GLUT_DOWN))
|
---|
[2642] | 1506 | {
|
---|
[2829] | 1507 | xEyeBegin = x;
|
---|
[2758] | 1508 | yEyeBegin = y;
|
---|
| 1509 | yMotionBegin = y;
|
---|
| 1510 |
|
---|
[2954] | 1511 | if (!moveLight)
|
---|
| 1512 | glutMotionFunc(RightMotion);
|
---|
| 1513 | else
|
---|
| 1514 | glutMotionFunc(RightMotionLight);
|
---|
[2758] | 1515 | }
|
---|
[3101] | 1516 | else if ((button == GLUT_MIDDLE_BUTTON) && (renderState == GLUT_DOWN))
|
---|
[2758] | 1517 | {
|
---|
[2642] | 1518 | horizontalMotionBegin = x;
|
---|
| 1519 | verticalMotionBegin = y;
|
---|
[2792] | 1520 | glutMotionFunc(MiddleMotion);
|
---|
[2642] | 1521 | }
|
---|
| 1522 |
|
---|
| 1523 | glutPostRedisplay();
|
---|
| 1524 | }
|
---|
| 1525 |
|
---|
[2758] | 1526 |
|
---|
| 1527 | /** rotation for left/right mouse drag
|
---|
[2642] | 1528 | motion for up/down mouse drag
|
---|
| 1529 | */
|
---|
[2792] | 1530 | void LeftMotion(int x, int y)
|
---|
[2642] | 1531 | {
|
---|
[2758] | 1532 | Vector3 viewDir = camera->GetDirection();
|
---|
| 1533 | Vector3 pos = camera->GetPosition();
|
---|
| 1534 |
|
---|
| 1535 | // don't move in the vertical direction
|
---|
[2764] | 1536 | Vector3 horView(viewDir[0], viewDir[1], 0);
|
---|
[2642] | 1537 |
|
---|
[2795] | 1538 | float eyeXAngle = 0.2f * M_PI * (xEyeBegin - x) / 180.0;
|
---|
[2756] | 1539 |
|
---|
[2795] | 1540 | camera->Pitch(eyeXAngle);
|
---|
[2787] | 1541 |
|
---|
[2888] | 1542 | pos += horView * (yMotionBegin - y) * 0.2f;
|
---|
[2795] | 1543 |
|
---|
[2758] | 1544 | camera->SetPosition(pos);
|
---|
[2642] | 1545 |
|
---|
| 1546 | xEyeBegin = x;
|
---|
| 1547 | yMotionBegin = y;
|
---|
[2758] | 1548 |
|
---|
[2642] | 1549 | glutPostRedisplay();
|
---|
| 1550 | }
|
---|
| 1551 |
|
---|
[2758] | 1552 |
|
---|
[2954] | 1553 | void RightMotionLight(int x, int y)
|
---|
| 1554 | {
|
---|
| 1555 | float theta = 0.2f * M_PI * (xEyeBegin - x) / 180.0f;
|
---|
| 1556 | float phi = 0.2f * M_PI * (yMotionBegin - y) / 180.0f;
|
---|
| 1557 |
|
---|
| 1558 | Vector3 lightDir = light->GetDirection();
|
---|
| 1559 |
|
---|
| 1560 | Matrix4x4 roty = RotationYMatrix(theta);
|
---|
| 1561 | Matrix4x4 rotx = RotationXMatrix(phi);
|
---|
| 1562 |
|
---|
| 1563 | lightDir = roty * lightDir;
|
---|
| 1564 | lightDir = rotx * lightDir;
|
---|
| 1565 |
|
---|
[2967] | 1566 | // normalize to avoid accumulating errors
|
---|
| 1567 | lightDir.Normalize();
|
---|
| 1568 |
|
---|
[2954] | 1569 | light->SetDirection(lightDir);
|
---|
| 1570 |
|
---|
| 1571 | xEyeBegin = x;
|
---|
| 1572 | yMotionBegin = y;
|
---|
| 1573 |
|
---|
| 1574 | glutPostRedisplay();
|
---|
| 1575 | }
|
---|
| 1576 |
|
---|
| 1577 |
|
---|
[2767] | 1578 | /** rotation for left / right mouse drag
|
---|
| 1579 | motion for up / down mouse drag
|
---|
[2758] | 1580 | */
|
---|
[2792] | 1581 | void RightMotion(int x, int y)
|
---|
[2758] | 1582 | {
|
---|
[2829] | 1583 | float eyeXAngle = 0.2f * M_PI * (xEyeBegin - x) / 180.0;
|
---|
[2795] | 1584 | float eyeYAngle = -0.2f * M_PI * (yEyeBegin - y) / 180.0;
|
---|
[2758] | 1585 |
|
---|
[2795] | 1586 | camera->Yaw(eyeYAngle);
|
---|
[2829] | 1587 | camera->Pitch(eyeXAngle);
|
---|
[2780] | 1588 |
|
---|
[2829] | 1589 | xEyeBegin = x;
|
---|
[2758] | 1590 | yEyeBegin = y;
|
---|
[2829] | 1591 |
|
---|
[2758] | 1592 | glutPostRedisplay();
|
---|
| 1593 | }
|
---|
| 1594 |
|
---|
| 1595 |
|
---|
[3105] | 1596 | /** strafe
|
---|
| 1597 | */
|
---|
[2792] | 1598 | void MiddleMotion(int x, int y)
|
---|
[2642] | 1599 | {
|
---|
[2758] | 1600 | Vector3 viewDir = camera->GetDirection();
|
---|
| 1601 | Vector3 pos = camera->GetPosition();
|
---|
| 1602 |
|
---|
[2642] | 1603 | // the 90 degree rotated view vector
|
---|
| 1604 | // y zero so we don't move in the vertical
|
---|
[2764] | 1605 | Vector3 rVec(viewDir[0], viewDir[1], 0);
|
---|
[2642] | 1606 |
|
---|
[2764] | 1607 | Matrix4x4 rot = RotationZMatrix(M_PI * 0.5f);
|
---|
[2758] | 1608 | rVec = rot * rVec;
|
---|
[2642] | 1609 |
|
---|
[2888] | 1610 | pos -= rVec * (x - horizontalMotionBegin) * 0.1f;
|
---|
[2764] | 1611 | pos[2] += (verticalMotionBegin - y) * 0.1f;
|
---|
[2642] | 1612 |
|
---|
[2758] | 1613 | camera->SetPosition(pos);
|
---|
| 1614 |
|
---|
[2642] | 1615 | horizontalMotionBegin = x;
|
---|
| 1616 | verticalMotionBegin = y;
|
---|
[2758] | 1617 |
|
---|
[2642] | 1618 | glutPostRedisplay();
|
---|
| 1619 | }
|
---|
| 1620 |
|
---|
| 1621 |
|
---|
[2756] | 1622 | void InitExtensions(void)
|
---|
[2642] | 1623 | {
|
---|
| 1624 | GLenum err = glewInit();
|
---|
[2756] | 1625 |
|
---|
[2642] | 1626 | if (GLEW_OK != err)
|
---|
| 1627 | {
|
---|
| 1628 | // problem: glewInit failed, something is seriously wrong
|
---|
| 1629 | fprintf(stderr,"Error: %s\n", glewGetErrorString(err));
|
---|
| 1630 | exit(1);
|
---|
| 1631 | }
|
---|
[2756] | 1632 | if (!GLEW_ARB_occlusion_query)
|
---|
[2642] | 1633 | {
|
---|
[2756] | 1634 | printf("I require the GL_ARB_occlusion_query to work.\n");
|
---|
[2642] | 1635 | exit(1);
|
---|
| 1636 | }
|
---|
| 1637 | }
|
---|
| 1638 |
|
---|
| 1639 |
|
---|
[2826] | 1640 | void Begin2D()
|
---|
[2642] | 1641 | {
|
---|
| 1642 | glDisable(GL_LIGHTING);
|
---|
| 1643 | glDisable(GL_DEPTH_TEST);
|
---|
| 1644 |
|
---|
[2826] | 1645 | glMatrixMode(GL_PROJECTION);
|
---|
[2642] | 1646 | glPushMatrix();
|
---|
| 1647 | glLoadIdentity();
|
---|
[2834] | 1648 |
|
---|
[2826] | 1649 | gluOrtho2D(0, winWidth, 0, winHeight);
|
---|
[2642] | 1650 |
|
---|
[2826] | 1651 | glMatrixMode(GL_MODELVIEW);
|
---|
[2642] | 1652 | glPushMatrix();
|
---|
| 1653 | glLoadIdentity();
|
---|
| 1654 | }
|
---|
| 1655 |
|
---|
| 1656 |
|
---|
[2826] | 1657 | void End2D()
|
---|
[2642] | 1658 | {
|
---|
[2834] | 1659 | glMatrixMode(GL_PROJECTION);
|
---|
[2642] | 1660 | glPopMatrix();
|
---|
[2834] | 1661 |
|
---|
[2642] | 1662 | glMatrixMode(GL_MODELVIEW);
|
---|
| 1663 | glPopMatrix();
|
---|
| 1664 |
|
---|
| 1665 | glEnable(GL_LIGHTING);
|
---|
| 1666 | glEnable(GL_DEPTH_TEST);
|
---|
| 1667 | }
|
---|
| 1668 |
|
---|
| 1669 |
|
---|
[2787] | 1670 | // displays the visualisation of culling algorithm
|
---|
| 1671 | void DisplayVisualization()
|
---|
[2796] | 1672 | {
|
---|
[2787] | 1673 | visualization->SetFrameId(traverser->GetCurrentFrameId());
|
---|
| 1674 |
|
---|
[2792] | 1675 | Begin2D();
|
---|
[2642] | 1676 | glBlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA);
|
---|
| 1677 | glEnable(GL_BLEND);
|
---|
[2827] | 1678 | glColor4f(0.0f ,0.0f, 0.0f, 0.5f);
|
---|
[2642] | 1679 |
|
---|
[2827] | 1680 | glRecti(winWidth - winWidth / 3, winHeight - winHeight / 3, winWidth, winHeight);
|
---|
[2642] | 1681 | glDisable(GL_BLEND);
|
---|
[2792] | 1682 | End2D();
|
---|
[2788] | 1683 |
|
---|
| 1684 |
|
---|
| 1685 | AxisAlignedBox3 box = bvh->GetBox();
|
---|
| 1686 |
|
---|
[2948] | 1687 | const float offs = box.Size().x * 0.3f;
|
---|
[2834] | 1688 |
|
---|
[2838] | 1689 | Vector3 vizpos = Vector3(box.Min().x, box.Min().y - box.Size().y * 0.35f, box.Min().z + box.Size().z * 50);
|
---|
[2806] | 1690 |
|
---|
[2795] | 1691 | visCamera->SetPosition(vizpos);
|
---|
[2838] | 1692 | visCamera->ResetPitchAndYaw();
|
---|
[2892] | 1693 |
|
---|
[2834] | 1694 | glPushAttrib(GL_VIEWPORT_BIT);
|
---|
[2806] | 1695 | glViewport(winWidth - winWidth / 3, winHeight - winHeight / 3, winWidth / 3, winHeight / 3);
|
---|
[2796] | 1696 |
|
---|
| 1697 | glMatrixMode(GL_PROJECTION);
|
---|
[2834] | 1698 | glPushMatrix();
|
---|
| 1699 |
|
---|
[2787] | 1700 | glLoadIdentity();
|
---|
[2807] | 1701 | glOrtho(-offs, offs, -offs, offs, 0.0f, box.Size().z * 100.0f);
|
---|
[2787] | 1702 |
|
---|
[2796] | 1703 | glMatrixMode(GL_MODELVIEW);
|
---|
[2834] | 1704 | glPushMatrix();
|
---|
[2787] | 1705 |
|
---|
[2796] | 1706 | visCamera->SetupCameraView();
|
---|
[2806] | 1707 |
|
---|
| 1708 | Matrix4x4 rotZ = RotationZMatrix(-camera->GetPitch());
|
---|
| 1709 | glMultMatrixf((float *)rotZ.x);
|
---|
| 1710 |
|
---|
[2887] | 1711 | // inverse translation in order to fix current position
|
---|
[2838] | 1712 | Vector3 pos = camera->GetPosition();
|
---|
[2806] | 1713 | glTranslatef(-pos.x, -pos.y, -pos.z);
|
---|
| 1714 |
|
---|
| 1715 |
|
---|
[2788] | 1716 | GLfloat position[] = {0.8f, 1.0f, 1.5f, 0.0f};
|
---|
| 1717 | glLightfv(GL_LIGHT0, GL_POSITION, position);
|
---|
[2787] | 1718 |
|
---|
[2788] | 1719 | GLfloat position1[] = {bvh->GetBox().Center().x, bvh->GetBox().Max().y, bvh->GetBox().Center().z, 1.0f};
|
---|
| 1720 | glLightfv(GL_LIGHT1, GL_POSITION, position1);
|
---|
[2787] | 1721 |
|
---|
[2642] | 1722 | glClear(GL_DEPTH_BUFFER_BIT);
|
---|
| 1723 |
|
---|
[2888] | 1724 |
|
---|
[2767] | 1725 | ////////////
|
---|
[2787] | 1726 | //-- visualization of the occlusion culling
|
---|
| 1727 |
|
---|
[3063] | 1728 | visualization->Render(showShadowMap);
|
---|
[2887] | 1729 |
|
---|
[2767] | 1730 |
|
---|
[2834] | 1731 | // reset previous settings
|
---|
| 1732 | glPopAttrib();
|
---|
| 1733 |
|
---|
| 1734 | glMatrixMode(GL_PROJECTION);
|
---|
| 1735 | glPopMatrix();
|
---|
| 1736 | glMatrixMode(GL_MODELVIEW);
|
---|
| 1737 | glPopMatrix();
|
---|
[2642] | 1738 | }
|
---|
| 1739 |
|
---|
[2767] | 1740 |
|
---|
[2642] | 1741 | // cleanup routine after the main loop
|
---|
[2756] | 1742 | void CleanUp()
|
---|
[2642] | 1743 | {
|
---|
[2756] | 1744 | DEL_PTR(traverser);
|
---|
[2796] | 1745 | DEL_PTR(sceneQuery);
|
---|
[2756] | 1746 | DEL_PTR(bvh);
|
---|
[2767] | 1747 | DEL_PTR(visualization);
|
---|
[2787] | 1748 | DEL_PTR(camera);
|
---|
[2801] | 1749 | DEL_PTR(renderQueue);
|
---|
[2827] | 1750 | DEL_PTR(perfGraph);
|
---|
[2879] | 1751 | DEL_PTR(fbo);
|
---|
[3111] | 1752 | DEL_PTR(deferredShader);
|
---|
[3019] | 1753 | DEL_PTR(light);
|
---|
| 1754 | DEL_PTR(visCamera);
|
---|
| 1755 | DEL_PTR(preetham);
|
---|
[3020] | 1756 | DEL_PTR(shadowMap);
|
---|
| 1757 | DEL_PTR(shadowTraverser);
|
---|
[3078] | 1758 | DEL_PTR(motionPath);
|
---|
[3052] | 1759 |
|
---|
[3037] | 1760 | ResourceManager::DelSingleton();
|
---|
[3057] | 1761 | ShaderManager::DelSingleton();
|
---|
| 1762 |
|
---|
[3059] | 1763 | resourceManager = NULL;
|
---|
[3057] | 1764 | shaderManager = NULL;
|
---|
[2642] | 1765 | }
|
---|
| 1766 |
|
---|
| 1767 |
|
---|
| 1768 | // this function inserts a dezimal point after each 1000
|
---|
[2829] | 1769 | void CalcDecimalPoint(string &str, int d, int len)
|
---|
[2642] | 1770 | {
|
---|
[2827] | 1771 | static vector<int> numbers;
|
---|
| 1772 | numbers.clear();
|
---|
| 1773 |
|
---|
[2829] | 1774 | static string shortStr;
|
---|
| 1775 | shortStr.clear();
|
---|
[2642] | 1776 |
|
---|
[2829] | 1777 | static char hstr[100];
|
---|
| 1778 |
|
---|
[2642] | 1779 | while (d != 0)
|
---|
| 1780 | {
|
---|
| 1781 | numbers.push_back(d % 1000);
|
---|
| 1782 | d /= 1000;
|
---|
| 1783 | }
|
---|
| 1784 |
|
---|
| 1785 | // first element without leading zeros
|
---|
| 1786 | if (numbers.size() > 0)
|
---|
| 1787 | {
|
---|
[2800] | 1788 | sprintf(hstr, "%d", numbers.back());
|
---|
[2829] | 1789 | shortStr.append(hstr);
|
---|
[2642] | 1790 | }
|
---|
| 1791 |
|
---|
[2764] | 1792 | for (int i = (int)numbers.size() - 2; i >= 0; i--)
|
---|
[2642] | 1793 | {
|
---|
[2800] | 1794 | sprintf(hstr, ",%03d", numbers[i]);
|
---|
[2829] | 1795 | shortStr.append(hstr);
|
---|
[2642] | 1796 | }
|
---|
[2829] | 1797 |
|
---|
| 1798 | int dif = len - (int)shortStr.size();
|
---|
| 1799 |
|
---|
| 1800 | for (int i = 0; i < dif; ++ i)
|
---|
| 1801 | {
|
---|
| 1802 | str += " ";
|
---|
| 1803 | }
|
---|
| 1804 |
|
---|
| 1805 | str.append(shortStr);
|
---|
[2764] | 1806 | }
|
---|
| 1807 |
|
---|
| 1808 |
|
---|
| 1809 | void DisplayStats()
|
---|
| 1810 | {
|
---|
[2826] | 1811 | static char msg[9][300];
|
---|
[2764] | 1812 |
|
---|
[2826] | 1813 | static double frameTime = elapsedTime;
|
---|
| 1814 | static double renderTime = algTime;
|
---|
| 1815 |
|
---|
[2818] | 1816 | const float expFactor = 0.1f;
|
---|
[2767] | 1817 |
|
---|
[2802] | 1818 | // if some strange render time spike happened in this frame => don't count
|
---|
[2826] | 1819 | if (elapsedTime < 500) frameTime = elapsedTime * expFactor + (1.0f - expFactor) * elapsedTime;
|
---|
| 1820 |
|
---|
| 1821 | static float rTime = 1000.0f;
|
---|
[2764] | 1822 |
|
---|
[2826] | 1823 | if (showAlgorithmTime)
|
---|
| 1824 | {
|
---|
| 1825 | if (algTime < 500) renderTime = algTime * expFactor + (1.0f - expFactor) * renderTime;
|
---|
| 1826 | }
|
---|
[2802] | 1827 |
|
---|
[2826] | 1828 | accumulatedTime += elapsedTime;
|
---|
| 1829 |
|
---|
[2776] | 1830 | if (accumulatedTime > 500) // update every fraction of a second
|
---|
[2770] | 1831 | {
|
---|
| 1832 | accumulatedTime = 0;
|
---|
| 1833 |
|
---|
[2826] | 1834 | if (frameTime) fps = 1e3f / (float)frameTime;
|
---|
| 1835 |
|
---|
| 1836 | rTime = renderTime;
|
---|
[2773] | 1837 |
|
---|
[2948] | 1838 | if (renderLightView && shadowTraverser)
|
---|
| 1839 | {
|
---|
| 1840 | renderedTriangles = shadowTraverser->GetStats().mNumRenderedTriangles;
|
---|
| 1841 | renderedObjects = shadowTraverser->GetStats().mNumRenderedGeometry;
|
---|
| 1842 | renderedNodes = shadowTraverser->GetStats().mNumRenderedNodes;
|
---|
| 1843 | }
|
---|
| 1844 | else if (showShadowMap && shadowTraverser)
|
---|
| 1845 | {
|
---|
| 1846 | renderedNodes = traverser->GetStats().mNumRenderedNodes + shadowTraverser->GetStats().mNumRenderedNodes;
|
---|
| 1847 | renderedObjects = traverser->GetStats().mNumRenderedGeometry + shadowTraverser->GetStats().mNumRenderedGeometry;
|
---|
| 1848 | renderedTriangles = traverser->GetStats().mNumRenderedTriangles + shadowTraverser->GetStats().mNumRenderedTriangles;
|
---|
| 1849 | }
|
---|
| 1850 | else
|
---|
| 1851 | {
|
---|
| 1852 | renderedTriangles = traverser->GetStats().mNumRenderedTriangles;
|
---|
| 1853 | renderedObjects = traverser->GetStats().mNumRenderedGeometry;
|
---|
| 1854 | renderedNodes = traverser->GetStats().mNumRenderedNodes;
|
---|
| 1855 | }
|
---|
| 1856 |
|
---|
[2770] | 1857 | traversedNodes = traverser->GetStats().mNumTraversedNodes;
|
---|
| 1858 | frustumCulledNodes = traverser->GetStats().mNumFrustumCulledNodes;
|
---|
| 1859 | queryCulledNodes = traverser->GetStats().mNumQueryCulledNodes;
|
---|
| 1860 | issuedQueries = traverser->GetStats().mNumIssuedQueries;
|
---|
| 1861 | stateChanges = traverser->GetStats().mNumStateChanges;
|
---|
[2800] | 1862 | numBatches = traverser->GetStats().mNumBatches;
|
---|
[2770] | 1863 | }
|
---|
| 1864 |
|
---|
[2764] | 1865 |
|
---|
[2826] | 1866 | Begin2D();
|
---|
[2808] | 1867 |
|
---|
[2826] | 1868 | glEnable(GL_BLEND);
|
---|
| 1869 | glBlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA);
|
---|
[2764] | 1870 |
|
---|
[2826] | 1871 | if (showHelp)
|
---|
| 1872 | {
|
---|
| 1873 | DrawHelpMessage();
|
---|
| 1874 | }
|
---|
| 1875 | else
|
---|
| 1876 | {
|
---|
[2829] | 1877 | if (showOptions)
|
---|
| 1878 | {
|
---|
| 1879 | glColor4f(0.0f, 0.0f, 0.0f, 0.5f);
|
---|
| 1880 | glRecti(5, winHeight - 95, winWidth * 2 / 3 - 5, winHeight - 5);
|
---|
| 1881 | }
|
---|
| 1882 |
|
---|
| 1883 | if (showStatistics)
|
---|
| 1884 | {
|
---|
| 1885 | glColor4f(0.0f, 0.0f, 0.0f, 0.5f);
|
---|
| 1886 | glRecti(5, winHeight - 165, winWidth * 2 / 3 - 5, winHeight - 100);
|
---|
| 1887 | }
|
---|
| 1888 |
|
---|
| 1889 | glEnable(GL_TEXTURE_2D);
|
---|
[2827] | 1890 | myfont.Begin();
|
---|
[2769] | 1891 |
|
---|
[2826] | 1892 | if (showOptions)
|
---|
| 1893 | {
|
---|
[2829] | 1894 | glColor3f(0.0f, 1.0f, 0.0f);
|
---|
[2826] | 1895 | int i = 0;
|
---|
| 1896 |
|
---|
[3065] | 1897 | static char *renderMethodStr[] =
|
---|
| 1898 | {"forward", "depth pass + forward", "deferred shading", "depth pass + deferred"};
|
---|
[2826] | 1899 | sprintf(msg[i ++], "multiqueries: %d, tight bounds: %d, render queue: %d",
|
---|
[3065] | 1900 | useMultiQueries, useTightBounds, useRenderQueue);
|
---|
[2955] | 1901 | sprintf(msg[i ++], "render technique: %s, SSAO: %d", renderMethodStr[renderMethod], useAdvancedShading);
|
---|
[2826] | 1902 | sprintf(msg[i ++], "triangles per virtual leaf: %5d", trianglesPerVirtualLeaf);
|
---|
| 1903 | sprintf(msg[i ++], "assumed visible frames: %4d, max batch size: %4d",
|
---|
| 1904 | assumedVisibleFrames, maxBatchSize);
|
---|
[2808] | 1905 |
|
---|
[2826] | 1906 | for (int j = 0; j < 4; ++ j)
|
---|
[2829] | 1907 | myfont.DrawString(msg[j], 10.0f, winHeight - 5 - j * 20);
|
---|
[2826] | 1908 | }
|
---|
[2808] | 1909 |
|
---|
[2786] | 1910 | if (showStatistics)
|
---|
[2764] | 1911 | {
|
---|
[2829] | 1912 | glColor3f(1.0f, 1.0f, 0.0f);
|
---|
| 1913 |
|
---|
[2948] | 1914 | string objStr, totalObjStr;
|
---|
| 1915 | string triStr, totalTriStr;
|
---|
[2826] | 1916 |
|
---|
[2829] | 1917 | int len = 10;
|
---|
[2948] | 1918 | CalcDecimalPoint(objStr, renderedObjects, len);
|
---|
[3059] | 1919 | CalcDecimalPoint(totalObjStr, (int)resourceManager->GetNumEntities(), len);
|
---|
[2826] | 1920 |
|
---|
[2948] | 1921 | CalcDecimalPoint(triStr, renderedTriangles, len);
|
---|
| 1922 | CalcDecimalPoint(totalTriStr, bvh->GetBvhStats().mTriangles, len);
|
---|
| 1923 |
|
---|
[2826] | 1924 | int i = 4;
|
---|
| 1925 |
|
---|
[2953] | 1926 | if (0)
|
---|
| 1927 | {
|
---|
| 1928 | sprintf(msg[i ++], "rendered: %s of %s objects, %s of %s triangles",
|
---|
| 1929 | objStr.c_str(), totalObjStr.c_str(), triStr.c_str(), totalTriStr.c_str());
|
---|
| 1930 | }
|
---|
| 1931 | else
|
---|
| 1932 | {
|
---|
| 1933 | sprintf(msg[i ++], "rendered: %6d of %6d nodes, %s of %s triangles",
|
---|
| 1934 | renderedNodes, bvh->GetNumVirtualNodes(), triStr.c_str(), totalTriStr.c_str());
|
---|
| 1935 | }
|
---|
[2826] | 1936 |
|
---|
| 1937 | sprintf(msg[i ++], "traversed: %5d, frustum culled: %5d, query culled: %5d",
|
---|
| 1938 | traversedNodes, frustumCulledNodes, queryCulledNodes);
|
---|
[3101] | 1939 | sprintf(msg[i ++], "issued queries: %5d, renderState changes: %5d, render batches: %5d",
|
---|
[2826] | 1940 | issuedQueries, stateChanges, numBatches);
|
---|
| 1941 |
|
---|
| 1942 | for (int j = 4; j < 7; ++ j)
|
---|
[2829] | 1943 | myfont.DrawString(msg[j], 10.0f, winHeight - (j + 1) * 20);
|
---|
[2764] | 1944 | }
|
---|
[2790] | 1945 |
|
---|
[2826] | 1946 | glColor3f(1.0f, 1.0f, 1.0f);
|
---|
| 1947 | static char *alg_str[] = {"Frustum Cull", "Stop and Wait", "CHC", "CHC ++"};
|
---|
[2827] | 1948 |
|
---|
| 1949 | if (!showAlgorithmTime)
|
---|
[3065] | 1950 | sprintf(msg[7], "%s: %6.1f fps", alg_str[renderMode], fps);
|
---|
[2827] | 1951 | else
|
---|
| 1952 | sprintf(msg[7], "%s: %6.1f ms", alg_str[renderMode], rTime);
|
---|
[3010] | 1953 |
|
---|
[2829] | 1954 | myfont.DrawString(msg[7], 1.3f, 690.0f, 760.0f);//, top_color, bottom_color);
|
---|
[2827] | 1955 |
|
---|
| 1956 | //sprintf(msg[8], "algorithm time: %6.1f ms", rTime);
|
---|
| 1957 | //myfont.DrawString(msg[8], 720.0f, 730.0f);
|
---|
[2764] | 1958 | }
|
---|
| 1959 |
|
---|
[2826] | 1960 | glDisable(GL_BLEND);
|
---|
| 1961 | glDisable(GL_TEXTURE_2D);
|
---|
| 1962 |
|
---|
[2792] | 1963 | End2D();
|
---|
[2764] | 1964 | }
|
---|
[2796] | 1965 |
|
---|
| 1966 |
|
---|
| 1967 | void RenderSky()
|
---|
| 1968 | {
|
---|
[2959] | 1969 | if ((renderMethod == RENDER_DEFERRED) || (renderMethod == RENDER_DEPTH_PASS_DEFERRED))
|
---|
[3101] | 1970 | renderState.SetRenderTechnique(DEFERRED);
|
---|
[2958] | 1971 |
|
---|
[3036] | 1972 | const bool useToneMapping =
|
---|
| 1973 | ((renderMethod == RENDER_DEPTH_PASS_DEFERRED) ||
|
---|
| 1974 | (renderMethod == RENDER_DEFERRED)) && useHDR;
|
---|
[3059] | 1975 |
|
---|
[3101] | 1976 | preetham->RenderSkyDome(-light->GetDirection(), camera, &renderState, !useToneMapping);
|
---|
| 1977 | /// once again reset the renderState
|
---|
| 1978 | renderState.Reset();
|
---|
[2801] | 1979 | }
|
---|
[2796] | 1980 |
|
---|
[2948] | 1981 |
|
---|
[2895] | 1982 | // render visible object from depth pass
|
---|
[2801] | 1983 | void RenderVisibleObjects()
|
---|
| 1984 | {
|
---|
[2955] | 1985 | if (renderMethod == RENDER_DEPTH_PASS_DEFERRED)
|
---|
[2948] | 1986 | {
|
---|
[2950] | 1987 | if (showShadowMap && !renderLightView)
|
---|
[2951] | 1988 | {
|
---|
[3068] | 1989 | // usethe maximal visible distance to focus shadow map
|
---|
| 1990 | float maxVisibleDist = min(camera->GetFar(), traverser->GetMaxVisibleDistance());
|
---|
| 1991 | RenderShadowMap(maxVisibleDist);
|
---|
[2951] | 1992 | }
|
---|
[2949] | 1993 |
|
---|
[3068] | 1994 | //glViewport(0, 0, texWidth, texHeight);
|
---|
| 1995 | // initialize deferred rendering
|
---|
[2948] | 1996 | InitDeferredRendering();
|
---|
| 1997 | }
|
---|
[2949] | 1998 | else
|
---|
[2950] | 1999 | {
|
---|
[3101] | 2000 | renderState.SetRenderTechnique(FORWARD);
|
---|
[2950] | 2001 | }
|
---|
[2948] | 2002 |
|
---|
[3127] | 2003 |
|
---|
[3068] | 2004 | /////////////////
|
---|
[3101] | 2005 | //-- reset gl renderState before the final visible objects pass
|
---|
[3068] | 2006 |
|
---|
[3101] | 2007 | renderState.Reset();
|
---|
[3068] | 2008 |
|
---|
[2953] | 2009 | glEnableClientState(GL_NORMAL_ARRAY);
|
---|
[3068] | 2010 | /// switch back to smooth shading
|
---|
[3067] | 2011 | glShadeModel(GL_SMOOTH);
|
---|
[3068] | 2012 | /// reset alpha to coverage flag
|
---|
[3101] | 2013 | renderState.SetUseAlphaToCoverage(true);
|
---|
[3067] | 2014 | // clear color
|
---|
| 2015 | glClear(GL_COLOR_BUFFER_BIT);
|
---|
[3039] | 2016 |
|
---|
[3068] | 2017 | // draw only objects having exactly the same depth as the current sample
|
---|
| 2018 | glDepthFunc(GL_EQUAL);
|
---|
[2951] | 2019 |
|
---|
[2949] | 2020 | //cout << "visible: " << (int)traverser->GetVisibleObjects().size() << endl;
|
---|
| 2021 |
|
---|
[3068] | 2022 | SceneEntityContainer::const_iterator sit,
|
---|
[2801] | 2023 | sit_end = traverser->GetVisibleObjects().end();
|
---|
| 2024 |
|
---|
| 2025 | for (sit = traverser->GetVisibleObjects().begin(); sit != sit_end; ++ sit)
|
---|
[2948] | 2026 | {
|
---|
[2801] | 2027 | renderQueue->Enqueue(*sit);
|
---|
[2948] | 2028 | }
|
---|
[3068] | 2029 | /// now render out everything in one giant pass
|
---|
[2801] | 2030 | renderQueue->Apply();
|
---|
| 2031 |
|
---|
[3068] | 2032 | // switch back to standard depth func
|
---|
[2801] | 2033 | glDepthFunc(GL_LESS);
|
---|
[3101] | 2034 | renderState.Reset();
|
---|
[2949] | 2035 |
|
---|
| 2036 | PrintGLerror("visibleobjects");
|
---|
[2801] | 2037 | }
|
---|
| 2038 |
|
---|
| 2039 |
|
---|
[3120] | 2040 | SceneQuery *GetOrCreateSceneQuery()
|
---|
[2801] | 2041 | {
|
---|
[3037] | 2042 | if (!sceneQuery)
|
---|
[3101] | 2043 | sceneQuery = new SceneQuery(bvh->GetBox(), traverser, &renderState);
|
---|
[3037] | 2044 |
|
---|
[3120] | 2045 | return sceneQuery;
|
---|
| 2046 | }
|
---|
| 2047 |
|
---|
| 2048 |
|
---|
| 2049 | void PlaceViewer(const Vector3 &oldPos)
|
---|
| 2050 | {
|
---|
[2801] | 2051 | Vector3 playerPos = camera->GetPosition();
|
---|
[3120] | 2052 | bool validIntersect = GetOrCreateSceneQuery()->CalcIntersection(playerPos);
|
---|
[2801] | 2053 |
|
---|
[2853] | 2054 | if (validIntersect)
|
---|
[2848] | 2055 | // && ((playerPos.z - oldPos.z) < bvh->GetBox().Size(2) * 1e-1f))
|
---|
[2801] | 2056 | {
|
---|
| 2057 | camera->SetPosition(playerPos);
|
---|
| 2058 | }
|
---|
[2809] | 2059 | }
|
---|
[2948] | 2060 |
|
---|
| 2061 |
|
---|
[2951] | 2062 | void RenderShadowMap(float newfar)
|
---|
[2948] | 2063 | {
|
---|
[2953] | 2064 | glDisableClientState(GL_NORMAL_ARRAY);
|
---|
[3101] | 2065 | renderState.SetRenderTechnique(DEPTH_PASS);
|
---|
[3038] | 2066 |
|
---|
| 2067 | // hack: disable cull face because of alpha textured balconies
|
---|
| 2068 | glDisable(GL_CULL_FACE);
|
---|
[3101] | 2069 | renderState.LockCullFaceEnabled(true);
|
---|
[3068] | 2070 |
|
---|
| 2071 | /// don't use alpha to coverage for the depth map (problems with fbo rendering)
|
---|
[3101] | 2072 | renderState.SetUseAlphaToCoverage(false);
|
---|
[2948] | 2073 |
|
---|
[3101] | 2074 | // change CHC++ set of renderState variables
|
---|
[2980] | 2075 | // this must be done for each change of camera because
|
---|
[2948] | 2076 | // otherwise the temporal coherency is broken
|
---|
[3054] | 2077 | BvhNode::SetCurrentState(LIGHT_PASS);
|
---|
[2948] | 2078 | // hack: temporarily change camera far plane
|
---|
[2951] | 2079 | camera->SetFar(newfar);
|
---|
[2948] | 2080 | // the scene is rendered withouth any shading
|
---|
[3005] | 2081 | shadowMap->ComputeShadowMap(shadowTraverser, viewProjMat);
|
---|
[2948] | 2082 |
|
---|
| 2083 | camera->SetFar(farDist);
|
---|
| 2084 |
|
---|
[3101] | 2085 | renderState.SetUseAlphaToCoverage(true);
|
---|
| 2086 | renderState.LockCullFaceEnabled(false);
|
---|
[3102] | 2087 | glEnable(GL_CULL_FACE);
|
---|
[2948] | 2088 |
|
---|
[2953] | 2089 | glEnableClientState(GL_NORMAL_ARRAY);
|
---|
[3101] | 2090 | // change back renderState
|
---|
[3054] | 2091 | BvhNode::SetCurrentState(CAMERA_PASS);
|
---|
[2952] | 2092 | }
|
---|
[3059] | 2093 |
|
---|
[3068] | 2094 |
|
---|
[3110] | 2095 | /** Touch each material once in order to preload the render queue
|
---|
[3059] | 2096 | bucket id of each material
|
---|
| 2097 | */
|
---|
| 2098 | void PrepareRenderQueue()
|
---|
| 2099 | {
|
---|
| 2100 | for (int i = 0; i < 3; ++ i)
|
---|
| 2101 | {
|
---|
[3101] | 2102 | renderState.SetRenderTechnique(i);
|
---|
[3059] | 2103 |
|
---|
| 2104 | // fill all shapes into the render queue once so we can establish the buckets
|
---|
| 2105 | ShapeContainer::const_iterator sit, sit_end = (*resourceManager->GetShapes()).end();
|
---|
| 2106 |
|
---|
| 2107 | for (sit = (*resourceManager->GetShapes()).begin(); sit != sit_end; ++ sit)
|
---|
| 2108 | {
|
---|
[3071] | 2109 | static Transform3 dummy(IdentityMatrix());
|
---|
[3110] | 2110 | renderQueue->Enqueue(*sit, NULL);
|
---|
[3059] | 2111 | }
|
---|
| 2112 |
|
---|
| 2113 | // just clear queue again
|
---|
| 2114 | renderQueue->Clear();
|
---|
| 2115 | }
|
---|
| 2116 | }
|
---|
| 2117 |
|
---|
| 2118 |
|
---|
[3070] | 2119 | void LoadModel(const string &model, SceneEntityContainer &entities)
|
---|
[3059] | 2120 | {
|
---|
| 2121 | const string filename = string(model_path + model);
|
---|
| 2122 |
|
---|
[3127] | 2123 | cout << "\nloading model " << filename << endl;
|
---|
[3070] | 2124 | if (resourceManager->Load(filename, entities))
|
---|
[3127] | 2125 | cout << "model " << filename << " successfully loaded" << endl;
|
---|
[3059] | 2126 | else
|
---|
| 2127 | {
|
---|
| 2128 | cerr << "loading model " << filename << " failed" << endl;
|
---|
| 2129 | CleanUp();
|
---|
| 2130 | exit(0);
|
---|
| 2131 | }
|
---|
[3078] | 2132 | }
|
---|
| 2133 |
|
---|
| 2134 |
|
---|
| 2135 | void CreateAnimation()
|
---|
| 2136 | {
|
---|
| 2137 | const float radius = 5.0f;
|
---|
[3080] | 2138 | const Vector3 center(480.398f, 268.364f, 181.3);
|
---|
[3078] | 2139 |
|
---|
| 2140 | VertexArray vertices;
|
---|
| 2141 |
|
---|
[3080] | 2142 | /*for (int i = 0; i < 360; ++ i)
|
---|
[3078] | 2143 | {
|
---|
| 2144 | float angle = (float)i * M_PI / 180.0f;
|
---|
| 2145 |
|
---|
| 2146 | Vector3 offs = Vector3(cos(angle) * radius, sin(angle) * radius, 0);
|
---|
| 2147 | vertices.push_back(center + offs);
|
---|
[3080] | 2148 | }*/
|
---|
| 2149 |
|
---|
| 2150 | for (int i = 0; i < 5; ++ i)
|
---|
| 2151 | {
|
---|
| 2152 | Vector3 offs = Vector3(i, 0, 0);
|
---|
| 2153 | vertices.push_back(center + offs);
|
---|
[3078] | 2154 | }
|
---|
| 2155 |
|
---|
[3080] | 2156 |
|
---|
| 2157 | for (int i = 0; i < 5; ++ i)
|
---|
| 2158 | {
|
---|
| 2159 | Vector3 offs = Vector3(4 -i, 0, 0);
|
---|
| 2160 | vertices.push_back(center + offs);
|
---|
| 2161 | }
|
---|
| 2162 |
|
---|
[3078] | 2163 | motionPath = new MotionPath(vertices);
|
---|
[3059] | 2164 | } |
---|