[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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[3214] | 73 | /// the dynamic objects in the scene
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[3070] | 74 | SceneEntityContainer dynamicObjects;
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[2756] | 75 | // traverses and renders the hierarchy
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[2767] | 76 | RenderTraverser *traverser = NULL;
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[2756] | 77 | /// the hierarchy
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[2767] | 78 | Bvh *bvh = NULL;
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[2793] | 79 | /// handles scene loading
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[3059] | 80 | ResourceManager *resourceManager = NULL;
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[3057] | 81 | /// handles scene loading
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| 82 | ShaderManager *shaderManager = NULL;
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[2756] | 83 | /// the scene camera
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[3062] | 84 | PerspectiveCamera *camera = NULL;
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[2795] | 85 | /// the scene camera
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[3062] | 86 | PerspectiveCamera *visCamera = NULL;
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[2767] | 87 | /// the visualization
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| 88 | Visualization *visualization = NULL;
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[3101] | 89 | /// the current render renderState
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| 90 | RenderState renderState;
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[2764] | 91 | /// the rendering algorithm
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[2795] | 92 | int renderMode = RenderTraverser::CHCPLUSPLUS;
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[3038] | 93 | /// eye near plane distance
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[3068] | 94 | const float nearDist = 0.2f;
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[3106] | 95 | //const float nearDist = 1.0f;
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[3038] | 96 | /// eye far plane distance
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[2927] | 97 | float farDist = 1e6f;
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[2856] | 98 | /// the field of view
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[3068] | 99 | const float fov = 50.0f;
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[2764] | 100 |
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[2796] | 101 | SceneQuery *sceneQuery = NULL;
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[2801] | 102 | RenderQueue *renderQueue = NULL;
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[3068] | 103 | /// traverses and renders the hierarchy
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[2897] | 104 | RenderTraverser *shadowTraverser = NULL;
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[3068] | 105 | /// the skylight + skydome model
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[2957] | 106 | SkyPreetham *preetham = NULL;
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[2897] | 107 |
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[3078] | 108 | MotionPath *motionPath = NULL;
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[3189] | 109 | /// max depth where candidates for tighter bounds are searched
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[3123] | 110 | int maxDepthForTestingChildren = 3;
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[3068] | 111 |
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[3123] | 112 |
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[3068] | 113 | /// the technique used for rendering
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| 114 | enum RenderTechnique
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| 115 | {
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| 116 | FORWARD,
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| 117 | DEFERRED,
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| 118 | DEPTH_PASS
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| 119 | };
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| 120 |
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| 121 |
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[2994] | 122 | /// the used render type for this render pass
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| 123 | enum RenderMethod
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| 124 | {
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[3043] | 125 | RENDER_FORWARD,
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[2994] | 126 | RENDER_DEPTH_PASS,
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| 127 | RENDER_DEFERRED,
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| 128 | RENDER_DEPTH_PASS_DEFERRED,
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| 129 | RENDER_NUM_RENDER_TYPES
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| 130 | };
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[2957] | 131 |
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[2994] | 132 | /// one of four possible render methods
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[3043] | 133 | int renderMethod = RENDER_FORWARD;
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[2994] | 134 |
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[3059] | 135 | static int winWidth = 1024;
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| 136 | static int winHeight = 768;
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| 137 | static float winAspectRatio = 1.0f;
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[2994] | 138 |
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[2809] | 139 | /// these values get scaled with the frame rate
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[2828] | 140 | static float keyForwardMotion = 30.0f;
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| 141 | static float keyRotation = 1.5f;
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[2801] | 142 |
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[2826] | 143 | /// elapsed time in milliseconds
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[3059] | 144 | double elapsedTime = 1000.0;
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| 145 | double algTime = 1000.0;
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| 146 | double accumulatedTime = 1000.0;
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| 147 | float fps = 1e3f;
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[3193] | 148 | float turbitity = 5.0f;
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[2795] | 149 |
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[3212] | 150 | // ssao parameters
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| 151 | float ssaoKernelRadius = 1e-8f;
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| 152 | float ssaoSampleIntensity = 0.2f;
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| 153 | float ssaoTempCohFactor = 255.0;
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| 154 | bool sortSamples = true;
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| 155 |
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[2945] | 156 | int shadowSize = 2048;
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[3212] | 157 |
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[3059] | 158 | /// the hud font
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[2826] | 159 | glfont::GLFont myfont;
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| 160 |
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[2809] | 161 | // rendertexture
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[3212] | 162 | int texWidth = 1024;
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| 163 | int texHeight = 768;
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[2866] | 164 |
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[2770] | 165 | int renderedObjects = 0;
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[2773] | 166 | int renderedNodes = 0;
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| 167 | int renderedTriangles = 0;
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| 168 |
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[2770] | 169 | int issuedQueries = 0;
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| 170 | int traversedNodes = 0;
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| 171 | int frustumCulledNodes = 0;
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| 172 | int queryCulledNodes = 0;
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| 173 | int stateChanges = 0;
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[2800] | 174 | int numBatches = 0;
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[2770] | 175 |
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[3101] | 176 | // mouse navigation renderState
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[2809] | 177 | int xEyeBegin = 0;
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| 178 | int yEyeBegin = 0;
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| 179 | int yMotionBegin = 0;
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| 180 | int verticalMotionBegin = 0;
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| 181 | int horizontalMotionBegin = 0;
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[2642] | 182 |
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[2792] | 183 | bool leftKeyPressed = false;
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| 184 | bool rightKeyPressed = false;
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| 185 | bool upKeyPressed = false;
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| 186 | bool downKeyPressed = false;
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[2837] | 187 | bool descendKeyPressed = false;
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| 188 | bool ascendKeyPressed = false;
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[3105] | 189 | bool leftStrafeKeyPressed = false;
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| 190 | bool rightStrafeKeyPressed = false;
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| 191 |
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[3054] | 192 | bool altKeyPressed = false;
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| 193 |
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[2994] | 194 | bool showHelp = false;
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| 195 | bool showStatistics = false;
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| 196 | bool showOptions = true;
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| 197 | bool showBoundingVolumes = false;
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| 198 | bool visMode = false;
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| 199 |
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| 200 | bool useOptimization = false;
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[3074] | 201 | bool useTightBounds = true;
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[2994] | 202 | bool useRenderQueue = true;
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| 203 | bool useMultiQueries = true;
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| 204 | bool flyMode = true;
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| 205 |
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[2875] | 206 | bool useGlobIllum = false;
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| 207 | bool useTemporalCoherence = true;
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[2994] | 208 | bool showAlgorithmTime = false;
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[2875] | 209 |
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[2994] | 210 | bool useFullScreen = false;
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| 211 | bool useLODs = true;
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| 212 | bool moveLight = false;
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| 213 |
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| 214 | bool useAdvancedShading = false;
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| 215 | bool showShadowMap = false;
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| 216 | bool renderLightView = false;
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[3054] | 217 | bool useHDR = true;
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[3175] | 218 | bool useAntiAliasing = true;
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[2994] | 219 |
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[3054] | 220 | PerfTimer frameTimer, algTimer;
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[3212] | 221 | /// the performance graph window
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[3054] | 222 | PerformanceGraph *perfGraph = NULL;
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[2994] | 223 |
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[3189] | 224 | int sCurrentMrtSet = 0;
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[2957] | 225 |
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[3111] | 226 | static Matrix4x4 invTrafo = IdentityMatrix();
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[2825] | 227 |
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[3111] | 228 |
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[3068] | 229 | //////////////
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| 230 | //-- algorithm parameters
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[2827] | 231 |
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[3068] | 232 | /// the pixel threshold where a node is still considered invisible
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| 233 | /// (should be zero for conservative visibility)
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| 234 | int threshold;
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| 235 | int assumedVisibleFrames = 10;
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| 236 | int maxBatchSize = 50;
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| 237 | int trianglesPerVirtualLeaf = INITIAL_TRIANGLES_PER_VIRTUAL_LEAVES;
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| 238 |
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| 239 | //////////////
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| 240 |
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| 241 | enum {CAMERA_PASS = 0, LIGHT_PASS = 1};
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| 242 |
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| 243 |
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[2948] | 244 | //DeferredRenderer::SAMPLING_METHOD samplingMethod = DeferredRenderer::SAMPLING_POISSON;
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| 245 | DeferredRenderer::SAMPLING_METHOD samplingMethod = DeferredRenderer::SAMPLING_QUADRATIC;
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[2865] | 246 |
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[2894] | 247 | ShadowMap *shadowMap = NULL;
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[2952] | 248 | DirectionalLight *light = NULL;
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[3111] | 249 | DeferredRenderer *deferredShader = NULL;
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[2834] | 250 |
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[3175] | 251 |
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[3059] | 252 | SceneEntity *buddha = NULL;
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[2957] | 253 | SceneEntity *skyDome = NULL;
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[3214] | 254 | SceneEntity *sunBox = NULL;
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[2895] | 255 |
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[3214] | 256 | GLuint sunQuery = 0;
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[2952] | 257 |
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[3214] | 258 |
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[3059] | 259 | ////////////////////
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| 260 | //--- function forward declarations
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[2991] | 261 |
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[2759] | 262 | void InitExtensions();
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[3059] | 263 | void InitGLstate();
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| 264 |
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[2756] | 265 | void DisplayVisualization();
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[3059] | 266 | /// destroys all allocated resources
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[2759] | 267 | void CleanUp();
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| 268 | void SetupEyeView();
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| 269 | void SetupLighting();
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[2764] | 270 | void DisplayStats();
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[3059] | 271 | /// draw the help screen
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[2786] | 272 | void DrawHelpMessage();
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[3059] | 273 | /// render the sky dome
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[2796] | 274 | void RenderSky();
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[3059] | 275 | /// render the objects found visible in the depth pass
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[2801] | 276 | void RenderVisibleObjects();
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[2756] | 277 |
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[3214] | 278 | bool TestSunVisible();
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| 279 |
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[2792] | 280 | void Begin2D();
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| 281 | void End2D();
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[3059] | 282 | /// the main loop
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| 283 | void MainLoop();
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| 284 |
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[2792] | 285 | void KeyBoard(unsigned char c, int x, int y);
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| 286 | void Special(int c, int x, int y);
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| 287 | void KeyUp(unsigned char c, int x, int y);
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| 288 | void SpecialKeyUp(int c, int x, int y);
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| 289 | void Reshape(int w, int h);
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[3101] | 290 | void Mouse(int button, int renderState, int x, int y);
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[2792] | 291 | void LeftMotion(int x, int y);
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| 292 | void RightMotion(int x, int y);
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| 293 | void MiddleMotion(int x, int y);
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[3059] | 294 | void KeyHorizontalMotion(float shift);
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| 295 | void KeyVerticalMotion(float shift);
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| 296 | /// returns the string representation of a number with the decimal points
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[2792] | 297 | void CalcDecimalPoint(string &str, int d);
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[3059] | 298 | /// Creates the traversal method (vfc, stopandwait, chc, chc++)
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[3062] | 299 | RenderTraverser *CreateTraverser(PerspectiveCamera *cam);
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[3059] | 300 | /// place the viewer on the floor plane
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[2801] | 301 | void PlaceViewer(const Vector3 &oldPos);
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[3019] | 302 | // initialise the frame buffer objects
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[2809] | 303 | void InitFBO();
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[3059] | 304 | /// changes the sunlight direction
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[2954] | 305 | void RightMotionLight(int x, int y);
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[3059] | 306 | /// render the shader map
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[2951] | 307 | void RenderShadowMap(float newfar);
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[3059] | 308 | /// function that touches each material once in order to accelarate render queue
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| 309 | void PrepareRenderQueue();
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| 310 | /// loads the specified model
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[3070] | 311 | void LoadModel(const string &model, SceneEntityContainer &entities);
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[2810] | 312 |
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[3059] | 313 | inline float KeyRotationAngle() { return keyRotation * elapsedTime * 1e-3f; }
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| 314 | inline float KeyShift() { return keyForwardMotion * elapsedTime * 1e-3f; }
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[3054] | 315 |
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[3078] | 316 | void CreateAnimation();
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| 317 |
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[3120] | 318 | SceneQuery *GetOrCreateSceneQuery();
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[3078] | 319 |
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[3120] | 320 |
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| 321 | // new view projection matrix of the camera
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[3005] | 322 | static Matrix4x4 viewProjMat = IdentityMatrix();
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[3120] | 323 | // the old view projection matrix of the camera
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[3005] | 324 | static Matrix4x4 oldViewProjMat = IdentityMatrix();
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[2820] | 325 |
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[2837] | 326 |
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[2995] | 327 |
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[2809] | 328 | static void PrintGLerror(char *msg)
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| 329 | {
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| 330 | GLenum errCode;
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| 331 | const GLubyte *errStr;
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| 332 |
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| 333 | if ((errCode = glGetError()) != GL_NO_ERROR)
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| 334 | {
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| 335 | errStr = gluErrorString(errCode);
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| 336 | fprintf(stderr,"OpenGL ERROR: %s: %s\n", errStr, msg);
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| 337 | }
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| 338 | }
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| 339 |
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| 340 |
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[2642] | 341 | int main(int argc, char* argv[])
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| 342 | {
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[3019] | 343 | #ifdef _CRT_SET
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| 344 | //Now just call this function at the start of your program and if you're
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| 345 | //compiling in debug mode (F5), any leaks will be displayed in the Output
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| 346 | //window when the program shuts down. If you're not in debug mode this will
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| 347 | //be ignored. Use it as you will!
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| 348 | //note: from GDNet Direct [3.8.04 - 3.14.04] void detectMemoryLeaks() {
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| 349 |
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| 350 | _CrtSetDbgFlag(_CRTDBG_LEAK_CHECK_DF|_CRTDBG_ALLOC_MEM_DF);
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| 351 | _CrtSetReportMode(_CRT_ASSERT,_CRTDBG_MODE_FILE);
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| 352 | _CrtSetReportFile(_CRT_ASSERT,_CRTDBG_FILE_STDERR);
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| 353 | #endif
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[3052] | 354 |
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[3019] | 355 | cout << "=== reading environment file ===" << endl << endl;
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| 356 |
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[2781] | 357 | int returnCode = 0;
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| 358 |
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[2837] | 359 | Vector3 camPos(.0f, .0f, .0f);
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[2838] | 360 | Vector3 camDir(.0f, 1.0f, .0f);
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[2952] | 361 | Vector3 lightDir(-0.8f, 1.0f, -0.7f);
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[2837] | 362 |
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[2873] | 363 | cout << "=== reading environment file ===" << endl << endl;
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[2830] | 364 |
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[3019] | 365 | const string envFileName = "default.env";
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[2837] | 366 | if (!env.Read(envFileName))
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| 367 | {
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| 368 | cerr << "loading environment " << envFileName << " failed!" << endl;
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| 369 | }
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| 370 | else
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| 371 | {
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| 372 | env.GetIntParam(string("assumedVisibleFrames"), assumedVisibleFrames);
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| 373 | env.GetIntParam(string("maxBatchSize"), maxBatchSize);
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| 374 | env.GetIntParam(string("trianglesPerVirtualLeaf"), trianglesPerVirtualLeaf);
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[3123] | 375 | env.GetIntParam(string("winWidth"), winWidth);
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| 376 | env.GetIntParam(string("winHeight"), winHeight);
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| 377 | env.GetIntParam(string("shadowSize"), shadowSize);
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| 378 | env.GetIntParam(string("maxDepthForTestingChildren"), maxDepthForTestingChildren);
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[2828] | 379 |
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[2837] | 380 | env.GetFloatParam(string("keyForwardMotion"), keyForwardMotion);
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| 381 | env.GetFloatParam(string("keyRotation"), keyRotation);
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[3123] | 382 | env.GetFloatParam(string("tempCohFactor"), ssaoTempCohFactor);
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[3193] | 383 | env.GetFloatParam(string("turbitity"), turbitity);
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[3123] | 384 |
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[2837] | 385 | env.GetVectorParam(string("camPosition"), camPos);
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[2838] | 386 | env.GetVectorParam(string("camDirection"), camDir);
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[2952] | 387 | env.GetVectorParam(string("lightDirection"), lightDir);
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[2865] | 388 |
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[3117] | 389 | env.GetBoolParam(string("useFullScreen"), useFullScreen);
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| 390 | env.GetBoolParam(string("useLODs"), useLODs);
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[2994] | 391 | env.GetBoolParam(string("useHDR"), useHDR);
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[3175] | 392 | env.GetBoolParam(string("useAA"), useAntiAliasing);
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| 393 | env.GetBoolParam(string("useAdvancedShading"), useAdvancedShading);
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[2994] | 394 |
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[3175] | 395 | env.GetIntParam(string("renderMethod"), renderMethod);
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[3117] | 396 |
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[3212] | 397 | env.GetFloatParam(string("ssaoKernelRadius"), ssaoKernelRadius);
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| 398 | env.GetFloatParam(string("ssaoSampleIntensity"), ssaoSampleIntensity);
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| 399 |
|
---|
[2846] | 400 | //env.GetStringParam(string("modelPath"), model_path);
|
---|
[2838] | 401 | //env.GetIntParam(string("numSssaoSamples"), numSsaoSamples);
|
---|
| 402 |
|
---|
[3212] | 403 | texWidth = winWidth;
|
---|
| 404 | texHeight = winHeight;
|
---|
| 405 |
|
---|
[2837] | 406 | cout << "assumedVisibleFrames: " << assumedVisibleFrames << endl;
|
---|
| 407 | cout << "maxBatchSize: " << maxBatchSize << endl;
|
---|
| 408 | cout << "trianglesPerVirtualLeaf: " << trianglesPerVirtualLeaf << endl;
|
---|
[2828] | 409 |
|
---|
[2837] | 410 | cout << "keyForwardMotion: " << keyForwardMotion << endl;
|
---|
| 411 | cout << "keyRotation: " << keyRotation << endl;
|
---|
| 412 | cout << "winWidth: " << winWidth << endl;
|
---|
| 413 | cout << "winHeight: " << winHeight << endl;
|
---|
| 414 | cout << "useFullScreen: " << useFullScreen << endl;
|
---|
[2865] | 415 | cout << "useLODs: " << useLODs << endl;
|
---|
[2837] | 416 | cout << "camPosition: " << camPos << endl;
|
---|
[2945] | 417 | cout << "shadow size: " << shadowSize << endl;
|
---|
[3175] | 418 | cout << "render method: " << renderMethod << endl;
|
---|
| 419 | cout << "use antialiasing: " << useAntiAliasing << endl;
|
---|
| 420 | cout << "use advanced shading: " << useAdvancedShading << endl;
|
---|
[3193] | 421 | cout << "turbitity: " << turbitity << endl;
|
---|
[3212] | 422 | cout << "temporal coherence: " << ssaoTempCohFactor << endl;
|
---|
| 423 | cout << "sample intensity: " << ssaoSampleIntensity << endl;
|
---|
| 424 | cout << "kernel radius: " << ssaoKernelRadius << endl;
|
---|
[2873] | 425 |
|
---|
[2846] | 426 | //cout << "model path: " << model_path << endl;
|
---|
[2881] | 427 | cout << "**** end parameters ****" << endl << endl;
|
---|
[2837] | 428 | }
|
---|
[2829] | 429 |
|
---|
[2828] | 430 | ///////////////////////////
|
---|
| 431 |
|
---|
[3062] | 432 | camera = new PerspectiveCamera(winWidth / winHeight, fov);
|
---|
[2795] | 433 | camera->SetNear(nearDist);
|
---|
[2913] | 434 | camera->SetFar(1000);
|
---|
[2888] | 435 |
|
---|
[2838] | 436 | camera->SetDirection(camDir);
|
---|
[2829] | 437 | camera->SetPosition(camPos);
|
---|
| 438 |
|
---|
[3062] | 439 | visCamera = new PerspectiveCamera(winWidth / winHeight, fov);
|
---|
[2796] | 440 | visCamera->SetNear(0.0f);
|
---|
| 441 | visCamera->Yaw(.5 * M_PI);
|
---|
[2781] | 442 |
|
---|
[2952] | 443 | // create a new light
|
---|
[2968] | 444 | light = new DirectionalLight(lightDir, RgbaColor(1, 1, 1, 1), RgbaColor(1, 1, 1, 1));
|
---|
[3061] | 445 | // the render queue for material sorting
|
---|
[3101] | 446 | renderQueue = new RenderQueue(&renderState);
|
---|
[2952] | 447 |
|
---|
[2760] | 448 | glutInitWindowSize(winWidth, winHeight);
|
---|
[2756] | 449 | glutInit(&argc, argv);
|
---|
[2853] | 450 | glutInitDisplayMode(GLUT_DOUBLE | GLUT_RGBA | GLUT_DEPTH | GLUT_MULTISAMPLE);
|
---|
| 451 | //glutInitDisplayMode(GLUT_DOUBLE | GLUT_RGBA | GLUT_DEPTH);
|
---|
[2850] | 452 | //glutInitDisplayString("samples=2");
|
---|
| 453 |
|
---|
[2867] | 454 | SceneEntity::SetUseLODs(useLODs);
|
---|
| 455 |
|
---|
[2828] | 456 | if (!useFullScreen)
|
---|
[2856] | 457 | {
|
---|
[2828] | 458 | glutCreateWindow("FriendlyCulling");
|
---|
[2856] | 459 | }
|
---|
[2828] | 460 | else
|
---|
| 461 | {
|
---|
| 462 | glutGameModeString( "1024x768:32@75" );
|
---|
| 463 | glutEnterGameMode();
|
---|
| 464 | }
|
---|
| 465 |
|
---|
[3059] | 466 | glutDisplayFunc(MainLoop);
|
---|
[2792] | 467 | glutKeyboardFunc(KeyBoard);
|
---|
| 468 | glutSpecialFunc(Special);
|
---|
| 469 | glutReshapeFunc(Reshape);
|
---|
| 470 | glutMouseFunc(Mouse);
|
---|
[3059] | 471 | glutIdleFunc(MainLoop);
|
---|
[2792] | 472 | glutKeyboardUpFunc(KeyUp);
|
---|
| 473 | glutSpecialUpFunc(SpecialKeyUp);
|
---|
| 474 | glutIgnoreKeyRepeat(true);
|
---|
| 475 |
|
---|
[2829] | 476 | // initialise gl graphics
|
---|
[2756] | 477 | InitExtensions();
|
---|
| 478 | InitGLstate();
|
---|
[2850] | 479 |
|
---|
[2854] | 480 | glEnable(GL_MULTISAMPLE_ARB);
|
---|
| 481 | glHint(GL_MULTISAMPLE_FILTER_HINT_NV, GL_NICEST);
|
---|
[2850] | 482 |
|
---|
[2792] | 483 | LeftMotion(0, 0);
|
---|
| 484 | MiddleMotion(0, 0);
|
---|
[2756] | 485 |
|
---|
[2829] | 486 | perfGraph = new PerformanceGraph(1000);
|
---|
[2756] | 487 |
|
---|
[3059] | 488 | resourceManager = ResourceManager::GetSingleton();
|
---|
[3057] | 489 | shaderManager = ShaderManager::GetSingleton();
|
---|
[2793] | 490 |
|
---|
[3059] | 491 | ///////////
|
---|
| 492 | //-- load the static scene geometry
|
---|
[2756] | 493 |
|
---|
[3070] | 494 | LoadModel("city.dem", sceneEntities);
|
---|
[3059] | 495 |
|
---|
[3074] | 496 |
|
---|
[3072] | 497 | //////////
|
---|
| 498 | //-- load some dynamic stuff
|
---|
[3059] | 499 |
|
---|
[3203] | 500 | //resourceManager->mUseNormalMapping = true;
|
---|
[3193] | 501 | //resourceManager->mUseNormalMapping = false;
|
---|
[3127] | 502 |
|
---|
[3203] | 503 | //LoadModel("fisch.dem", dynamicObjects);
|
---|
| 504 | LoadModel("hbuddha.dem", dynamicObjects);
|
---|
[3146] | 505 | //LoadModel("venusm.dem", dynamicObjects);
|
---|
[3153] | 506 | //LoadModel("camel.dem", dynamicObjects);
|
---|
[3146] | 507 | //LoadModel("toyplane2.dem", dynamicObjects);
|
---|
[3151] | 508 | //LoadModel("elephal.dem", dynamicObjects);
|
---|
[3128] | 509 |
|
---|
[3127] | 510 | resourceManager->mUseNormalMapping = false;
|
---|
[3128] | 511 |
|
---|
[3072] | 512 | buddha = dynamicObjects.back();
|
---|
| 513 |
|
---|
[3194] | 514 | const Vector3 sceneCenter(470.398f, 240.364f, 181.7f);
|
---|
| 515 | //const Vector3 sceneCenter(470.398f, 240.364f, 180.3);
|
---|
[3089] | 516 |
|
---|
[3072] | 517 | Matrix4x4 transl = TranslationMatrix(sceneCenter);
|
---|
| 518 | buddha->GetTransform()->SetMatrix(transl);
|
---|
| 519 |
|
---|
[3075] | 520 | for (int i = 0; i < 10; ++ i)
|
---|
[3072] | 521 | {
|
---|
| 522 | SceneEntity *ent = new SceneEntity(*buddha);
|
---|
| 523 | resourceManager->AddSceneEntity(ent);
|
---|
| 524 |
|
---|
| 525 | Vector3 offs = Vector3::ZERO();
|
---|
| 526 |
|
---|
[3074] | 527 | offs.x = RandomValue(.0f, 50.0f);
|
---|
| 528 | offs.y = RandomValue(.0f, 50.0f);
|
---|
[3072] | 529 |
|
---|
[3120] | 530 | Vector3 newPos = sceneCenter + offs;
|
---|
| 531 |
|
---|
| 532 | transl = TranslationMatrix(newPos);
|
---|
[3072] | 533 | Transform3 *transform = resourceManager->CreateTransform(transl);
|
---|
| 534 |
|
---|
| 535 | ent->SetTransform(transform);
|
---|
| 536 | dynamicObjects.push_back(ent);
|
---|
[3125] | 537 | }
|
---|
[3072] | 538 |
|
---|
[3118] | 539 |
|
---|
[3059] | 540 | ///////////
|
---|
| 541 | //-- load the associated static bvh
|
---|
| 542 |
|
---|
[2961] | 543 | const string bvh_filename = string(model_path + "city.bvh");
|
---|
[3072] | 544 |
|
---|
[2961] | 545 | BvhLoader bvhLoader;
|
---|
[3123] | 546 | bvh = bvhLoader.Load(bvh_filename, sceneEntities, dynamicObjects, maxDepthForTestingChildren);
|
---|
[2795] | 547 |
|
---|
[2961] | 548 | if (!bvh)
|
---|
[2795] | 549 | {
|
---|
[2961] | 550 | cerr << "loading bvh " << bvh_filename << " failed" << endl;
|
---|
[2795] | 551 | CleanUp();
|
---|
| 552 | exit(0);
|
---|
| 553 | }
|
---|
| 554 |
|
---|
[3059] | 555 | /// set the depth of the bvh depending on the triangles per leaf node
|
---|
| 556 | bvh->SetVirtualLeaves(trianglesPerVirtualLeaf);
|
---|
| 557 |
|
---|
[2963] | 558 | // set far plane based on scene extent
|
---|
| 559 | farDist = 10.0f * Magnitude(bvh->GetBox().Diagonal());
|
---|
[3059] | 560 | camera->SetFar(farDist);
|
---|
[2963] | 561 |
|
---|
[2961] | 562 |
|
---|
[3059] | 563 | //////////////////
|
---|
| 564 | //-- setup the skydome model
|
---|
[2964] | 565 |
|
---|
[3070] | 566 | LoadModel("sky.dem", sceneEntities);
|
---|
[3019] | 567 | skyDome = sceneEntities.back();
|
---|
[2861] | 568 |
|
---|
[3059] | 569 | /// the turbitity of the sky (from clear to hazy, use <3 for clear sky)
|
---|
[3193] | 570 | preetham = new SkyPreetham(turbitity, skyDome);
|
---|
[2961] | 571 |
|
---|
[3118] | 572 | CreateAnimation();
|
---|
[3059] | 573 |
|
---|
[3214] | 574 | //////////////////////////
|
---|
| 575 | //-- a bounding box representing the sun position
|
---|
| 576 | //-- in order to test sun visibility
|
---|
| 577 | Transform3 *trafo = resourceManager->CreateTransform(IdentityMatrix());
|
---|
[3078] | 578 |
|
---|
[3214] | 579 | // make it slightly bigger to simulate sun diameter
|
---|
| 580 | const float size = 25.0f;
|
---|
| 581 | AxisAlignedBox3 sbox(Vector3(-size), Vector3(size));
|
---|
| 582 |
|
---|
| 583 | SceneEntityConverter conv;
|
---|
| 584 |
|
---|
| 585 | // toto clean up material
|
---|
| 586 | Material *mat = new Material();
|
---|
| 587 |
|
---|
| 588 | mat->GetTechnique(0)->SetDepthWriteEnabled(false);
|
---|
| 589 | mat->GetTechnique(0)->SetColorWriteEnabled(false);
|
---|
| 590 |
|
---|
| 591 | sunBox = conv.ConvertBox(sbox, mat, trafo);
|
---|
| 592 |
|
---|
| 593 | glGenQueriesARB(1, &sunQuery);
|
---|
| 594 |
|
---|
| 595 |
|
---|
[3059] | 596 | //////////
|
---|
| 597 | //-- initialize the traversal algorithm
|
---|
| 598 |
|
---|
[2897] | 599 | traverser = CreateTraverser(camera);
|
---|
[3059] | 600 |
|
---|
| 601 | // the bird-eye visualization
|
---|
[3101] | 602 | visualization = new Visualization(bvh, camera, NULL, &renderState);
|
---|
[3054] | 603 |
|
---|
[3059] | 604 | // this function assign the render queue bucket ids of the materials in beforehand
|
---|
| 605 | // => probably a little less overhead for new parts of the scene that are not yet assigned
|
---|
| 606 | PrepareRenderQueue();
|
---|
| 607 | /// forward rendering is the default
|
---|
[3101] | 608 | renderState.SetRenderTechnique(FORWARD);
|
---|
[2847] | 609 | // frame time is restarted every frame
|
---|
| 610 | frameTimer.Start();
|
---|
[3059] | 611 |
|
---|
[2857] | 612 | // the rendering loop
|
---|
[2642] | 613 | glutMainLoop();
|
---|
[3059] | 614 |
|
---|
[2642] | 615 | // clean up
|
---|
[2756] | 616 | CleanUp();
|
---|
[3019] | 617 |
|
---|
[2642] | 618 | return 0;
|
---|
| 619 | }
|
---|
| 620 |
|
---|
[2756] | 621 |
|
---|
[2809] | 622 | void InitFBO()
|
---|
[2810] | 623 | {
|
---|
[2949] | 624 | PrintGLerror("fbo start");
|
---|
[2980] | 625 |
|
---|
[2857] | 626 | // this fbo basicly stores the scene information we get from standard rendering of a frame
|
---|
[3066] | 627 | // we store diffuse colors, eye space depth and normals
|
---|
[2884] | 628 | fbo = new FrameBufferObject(texWidth, texHeight, FrameBufferObject::DEPTH_32);
|
---|
[2857] | 629 |
|
---|
[2859] | 630 | // the diffuse color buffer
|
---|
[3015] | 631 | fbo->AddColorBuffer(ColorBufferObject::RGBA_FLOAT_32, ColorBufferObject::WRAP_CLAMP_TO_EDGE, ColorBufferObject::FILTER_LINEAR, ColorBufferObject::FILTER_NEAREST);
|
---|
[3009] | 632 | // the normals buffer
|
---|
[3197] | 633 | //fbo->AddColorBuffer(ColorBufferObject::RGB_FLOAT_16, ColorBufferObject::WRAP_CLAMP_TO_EDGE, ColorBufferObject::FILTER_NEAREST);
|
---|
| 634 | fbo->AddColorBuffer(ColorBufferObject::RGB_FLOAT_16, ColorBufferObject::WRAP_CLAMP_TO_EDGE, ColorBufferObject::FILTER_LINEAR);
|
---|
[3066] | 635 | // a rgb buffer which could hold material properties
|
---|
[3113] | 636 | //fbo->AddColorBuffer(ColorBufferObject::RGB_UBYTE, ColorBufferObject::WRAP_CLAMP_TO_EDGE, ColorBufferObject::FILTER_NEAREST);
|
---|
[3117] | 637 | // buffer holding the difference vector to the old frame
|
---|
[3167] | 638 | fbo->AddColorBuffer(ColorBufferObject::RGB_FLOAT_16, ColorBufferObject::WRAP_CLAMP_TO_EDGE, ColorBufferObject::FILTER_LINEAR);
|
---|
[2879] | 639 | // another color buffer
|
---|
[3015] | 640 | fbo->AddColorBuffer(ColorBufferObject::RGBA_FLOAT_32, ColorBufferObject::WRAP_CLAMP_TO_EDGE, ColorBufferObject::FILTER_LINEAR, ColorBufferObject::FILTER_NEAREST);
|
---|
[2879] | 641 |
|
---|
[3117] | 642 | for (int i = 0; i < 4; ++ i)
|
---|
| 643 | FrameBufferObject::InitBuffer(fbo, i);
|
---|
| 644 |
|
---|
| 645 | PrintGLerror("init fbo");
|
---|
[2809] | 646 | }
|
---|
| 647 |
|
---|
| 648 |
|
---|
[2827] | 649 | bool InitFont(void)
|
---|
[2642] | 650 | {
|
---|
[2826] | 651 | glEnable(GL_TEXTURE_2D);
|
---|
| 652 |
|
---|
| 653 | glGenTextures(1, &fontTex);
|
---|
| 654 | glBindTexture(GL_TEXTURE_2D, fontTex);
|
---|
[3019] | 655 |
|
---|
[2829] | 656 | if (!myfont.Create("data/fonts/verdana.glf", fontTex))
|
---|
[2826] | 657 | return false;
|
---|
| 658 |
|
---|
| 659 | glDisable(GL_TEXTURE_2D);
|
---|
[2827] | 660 |
|
---|
[2826] | 661 | return true;
|
---|
| 662 | }
|
---|
| 663 |
|
---|
| 664 |
|
---|
| 665 | void InitGLstate()
|
---|
| 666 | {
|
---|
[2965] | 667 | glClearColor(0.4f, 0.4f, 0.4f, 1.0f);
|
---|
[2642] | 668 |
|
---|
| 669 | glPixelStorei(GL_UNPACK_ALIGNMENT, 1);
|
---|
| 670 | glPixelStorei(GL_PACK_ALIGNMENT,1);
|
---|
| 671 |
|
---|
| 672 | glDepthFunc(GL_LESS);
|
---|
[2762] | 673 | glEnable(GL_DEPTH_TEST);
|
---|
[2642] | 674 |
|
---|
[2760] | 675 | glColor3f(1.0f, 1.0f, 1.0f);
|
---|
[2642] | 676 | glShadeModel(GL_SMOOTH);
|
---|
| 677 |
|
---|
| 678 | glMaterialf(GL_FRONT, GL_SHININESS, 64);
|
---|
| 679 | glEnable(GL_NORMALIZE);
|
---|
[2767] | 680 |
|
---|
| 681 | glDisable(GL_ALPHA_TEST);
|
---|
[2951] | 682 | glAlphaFunc(GL_GEQUAL, 0.5f);
|
---|
[2767] | 683 |
|
---|
[2642] | 684 | glFrontFace(GL_CCW);
|
---|
| 685 | glCullFace(GL_BACK);
|
---|
[2851] | 686 | glEnable(GL_CULL_FACE);
|
---|
| 687 |
|
---|
[2800] | 688 | glDisable(GL_TEXTURE_2D);
|
---|
[2762] | 689 |
|
---|
[2959] | 690 | GLfloat ambientColor[] = {0.2, 0.2, 0.2, 1.0};
|
---|
[2756] | 691 | GLfloat diffuseColor[] = {1.0, 0.0, 0.0, 1.0};
|
---|
[2759] | 692 | GLfloat specularColor[] = {0.0, 0.0, 0.0, 1.0};
|
---|
[2642] | 693 |
|
---|
[2756] | 694 | glMaterialfv(GL_FRONT, GL_AMBIENT, ambientColor);
|
---|
| 695 | glMaterialfv(GL_FRONT, GL_DIFFUSE, diffuseColor);
|
---|
| 696 | glMaterialfv(GL_FRONT, GL_SPECULAR, specularColor);
|
---|
[2801] | 697 |
|
---|
| 698 | glDepthFunc(GL_LESS);
|
---|
[2826] | 699 |
|
---|
[2827] | 700 | if (!InitFont())
|
---|
[2826] | 701 | cerr << "font creation failed" << endl;
|
---|
| 702 | else
|
---|
| 703 | cout << "successfully created font" << endl;
|
---|
[2953] | 704 |
|
---|
| 705 |
|
---|
[2954] | 706 | //////////////////////////////
|
---|
| 707 |
|
---|
[2959] | 708 | //GLfloat lmodel_ambient[] = {1.0f, 1.0f, 1.0f, 1.0f};
|
---|
| 709 | GLfloat lmodel_ambient[] = {0.7f, 0.7f, 0.8f, 1.0f};
|
---|
[2954] | 710 |
|
---|
| 711 | glLightModelfv(GL_LIGHT_MODEL_AMBIENT, lmodel_ambient);
|
---|
[2959] | 712 | //glLightModeli(GL_LIGHT_MODEL_LOCAL_VIEWER, GL_TRUE);
|
---|
| 713 | glLightModeli(GL_LIGHT_MODEL_LOCAL_VIEWER, GL_FALSE);
|
---|
[2954] | 714 | glLightModeli(GL_LIGHT_MODEL_COLOR_CONTROL_EXT, GL_SINGLE_COLOR_EXT);
|
---|
[2642] | 715 | }
|
---|
| 716 |
|
---|
| 717 |
|
---|
[2827] | 718 | void DrawHelpMessage()
|
---|
[2826] | 719 | {
|
---|
[2642] | 720 | const char *message[] =
|
---|
| 721 | {
|
---|
| 722 | "Help information",
|
---|
| 723 | "",
|
---|
| 724 | "'F1' - shows/dismisses this message",
|
---|
[2795] | 725 | "'F2' - shows/hides bird eye view",
|
---|
[2790] | 726 | "'F3' - shows/hides bounds (boxes or tight bounds)",
|
---|
[2827] | 727 | "'F4', - shows/hides parameters",
|
---|
| 728 | "'F5' - shows/hides statistics",
|
---|
| 729 | "'F6', - toggles between fly/walkmode",
|
---|
[2826] | 730 | "'F7', - cycles throw render modes",
|
---|
| 731 | "'F8', - enables/disables ambient occlusion (only deferred)",
|
---|
| 732 | "'F9', - shows pure algorithm render time (using glFinish)",
|
---|
[2790] | 733 | "'SPACE' - cycles through occlusion culling algorithms",
|
---|
[2642] | 734 | "",
|
---|
[2827] | 735 | "'MOUSE LEFT' - turn left/right, move forward/backward",
|
---|
| 736 | "'MOUSE RIGHT' - turn left/right, move forward/backward",
|
---|
| 737 | "'MOUSE MIDDLE' - move up/down, left/right",
|
---|
| 738 | "'CURSOR UP/DOWN' - move forward/backward",
|
---|
| 739 | "'CURSOR LEFT/RIGHT' - turn left/right",
|
---|
[2642] | 740 | "",
|
---|
[2827] | 741 | "'-'/'+' - decreases/increases max batch size",
|
---|
[2837] | 742 | "'1'/'2' - downward/upward motion",
|
---|
| 743 | "'3'/'4' - decreases/increases triangles per virtual bvh leaf (sets bvh depth)",
|
---|
| 744 | "'5'/'6' - decreases/increases assumed visible frames",
|
---|
[2776] | 745 | "",
|
---|
[2786] | 746 | "'R' - use render queue",
|
---|
[2790] | 747 | "'B' - use tight bounds",
|
---|
| 748 | "'M' - use multiqueries",
|
---|
[2792] | 749 | "'O' - use CHC optimization (geometry queries for leaves)",
|
---|
[2642] | 750 | 0,
|
---|
| 751 | };
|
---|
| 752 |
|
---|
[2756] | 753 |
|
---|
[2827] | 754 | glColor4f(0.0f, 1.0f , 0.0f, 0.2f); // 20% green.
|
---|
[2756] | 755 |
|
---|
[2827] | 756 | glRecti(30, 30, winWidth - 30, winHeight - 30);
|
---|
[2642] | 757 |
|
---|
[2827] | 758 | glEnd();
|
---|
| 759 |
|
---|
[2756] | 760 | glColor3f(1.0f, 1.0f, 1.0f);
|
---|
| 761 |
|
---|
[2829] | 762 | glEnable(GL_TEXTURE_2D);
|
---|
[2827] | 763 | myfont.Begin();
|
---|
| 764 |
|
---|
| 765 | int x = 40, y = 30;
|
---|
| 766 |
|
---|
| 767 | for(int i = 0; message[i] != 0; ++ i)
|
---|
[2756] | 768 | {
|
---|
| 769 | if(message[i][0] == '\0')
|
---|
| 770 | {
|
---|
[2786] | 771 | y += 15;
|
---|
[2756] | 772 | }
|
---|
| 773 | else
|
---|
| 774 | {
|
---|
[2827] | 775 | myfont.DrawString(message[i], x, winHeight - y);
|
---|
| 776 | y += 25;
|
---|
[2642] | 777 | }
|
---|
| 778 | }
|
---|
[2829] | 779 | glDisable(GL_TEXTURE_2D);
|
---|
[2642] | 780 | }
|
---|
| 781 |
|
---|
| 782 |
|
---|
[3062] | 783 | RenderTraverser *CreateTraverser(PerspectiveCamera *cam)
|
---|
[2764] | 784 | {
|
---|
[2897] | 785 | RenderTraverser *tr;
|
---|
| 786 |
|
---|
[2764] | 787 | switch (renderMode)
|
---|
| 788 | {
|
---|
| 789 | case RenderTraverser::CULL_FRUSTUM:
|
---|
[2897] | 790 | tr = new FrustumCullingTraverser();
|
---|
[2764] | 791 | break;
|
---|
| 792 | case RenderTraverser::STOP_AND_WAIT:
|
---|
[2897] | 793 | tr = new StopAndWaitTraverser();
|
---|
[2764] | 794 | break;
|
---|
| 795 | case RenderTraverser::CHC:
|
---|
[2897] | 796 | tr = new CHCTraverser();
|
---|
[2764] | 797 | break;
|
---|
[2767] | 798 | case RenderTraverser::CHCPLUSPLUS:
|
---|
[2897] | 799 | tr = new CHCPlusPlusTraverser();
|
---|
[2767] | 800 | break;
|
---|
| 801 |
|
---|
[2764] | 802 | default:
|
---|
[2897] | 803 | tr = new FrustumCullingTraverser();
|
---|
[2764] | 804 | }
|
---|
| 805 |
|
---|
[2897] | 806 | tr->SetCamera(cam);
|
---|
| 807 | tr->SetHierarchy(bvh);
|
---|
| 808 | tr->SetRenderQueue(renderQueue);
|
---|
[3101] | 809 | tr->SetRenderState(&renderState);
|
---|
[2897] | 810 | tr->SetUseOptimization(useOptimization);
|
---|
| 811 | tr->SetUseRenderQueue(useRenderQueue);
|
---|
| 812 | tr->SetVisibilityThreshold(threshold);
|
---|
| 813 | tr->SetAssumedVisibleFrames(assumedVisibleFrames);
|
---|
| 814 | tr->SetMaxBatchSize(maxBatchSize);
|
---|
| 815 | tr->SetUseMultiQueries(useMultiQueries);
|
---|
| 816 | tr->SetUseTightBounds(useTightBounds);
|
---|
[2955] | 817 | tr->SetUseDepthPass((renderMethod == RENDER_DEPTH_PASS) || (renderMethod == RENDER_DEPTH_PASS_DEFERRED));
|
---|
[2897] | 818 | tr->SetRenderQueue(renderQueue);
|
---|
[3066] | 819 | tr->SetShowBounds(showBoundingVolumes);
|
---|
[2897] | 820 |
|
---|
[3066] | 821 | bvh->ResetNodeClassifications();
|
---|
| 822 |
|
---|
| 823 |
|
---|
[2897] | 824 | return tr;
|
---|
[2764] | 825 | }
|
---|
| 826 |
|
---|
[3059] | 827 | /** Setup sunlight
|
---|
| 828 | */
|
---|
[2759] | 829 | void SetupLighting()
|
---|
[2642] | 830 | {
|
---|
[2759] | 831 | glEnable(GL_LIGHT0);
|
---|
[2959] | 832 | glDisable(GL_LIGHT1);
|
---|
[2825] | 833 |
|
---|
[2954] | 834 | Vector3 lightDir = -light->GetDirection();
|
---|
| 835 |
|
---|
| 836 |
|
---|
[2945] | 837 | ///////////
|
---|
| 838 | //-- first light: sunlight
|
---|
| 839 |
|
---|
[2954] | 840 | GLfloat ambient[] = {0.25f, 0.25f, 0.3f, 1.0f};
|
---|
| 841 | GLfloat diffuse[] = {1.0f, 0.95f, 0.85f, 1.0f};
|
---|
| 842 | GLfloat specular[] = {1.0f, 1.0f, 1.0f, 1.0f};
|
---|
[2982] | 843 |
|
---|
[2759] | 844 |
|
---|
[3175] | 845 | const bool useHDRValues =
|
---|
[3046] | 846 | ((renderMethod == RENDER_DEPTH_PASS_DEFERRED) ||
|
---|
| 847 | (renderMethod == RENDER_DEFERRED)) && useHDR;
|
---|
[2982] | 848 |
|
---|
[3046] | 849 |
|
---|
[2954] | 850 | Vector3 sunAmbient;
|
---|
| 851 | Vector3 sunDiffuse;
|
---|
[2759] | 852 |
|
---|
[3193] | 853 | #if 1
|
---|
[3175] | 854 | preetham->ComputeSunColor(lightDir, sunAmbient, sunDiffuse, !useHDRValues);
|
---|
[2945] | 855 |
|
---|
[2954] | 856 | ambient[0] = sunAmbient.x;
|
---|
| 857 | ambient[1] = sunAmbient.y;
|
---|
| 858 | ambient[2] = sunAmbient.z;
|
---|
[2825] | 859 |
|
---|
[2954] | 860 | diffuse[0] = sunDiffuse.x;
|
---|
| 861 | diffuse[1] = sunDiffuse.y;
|
---|
| 862 | diffuse[2] = sunDiffuse.z;
|
---|
[2945] | 863 |
|
---|
[3193] | 864 | #else
|
---|
| 865 |
|
---|
| 866 | ambient[0] = .2f;
|
---|
| 867 | ambient[1] = .2f;
|
---|
| 868 | ambient[2] = .2f;
|
---|
[3077] | 869 |
|
---|
[3193] | 870 | diffuse[0] = 1.0f;
|
---|
| 871 | diffuse[1] = 1.0f;
|
---|
| 872 | diffuse[2] = 1.0f;
|
---|
| 873 |
|
---|
| 874 | #endif
|
---|
| 875 |
|
---|
[2954] | 876 | glLightfv(GL_LIGHT0, GL_AMBIENT, ambient);
|
---|
| 877 | glLightfv(GL_LIGHT0, GL_DIFFUSE, diffuse);
|
---|
| 878 | glLightfv(GL_LIGHT0, GL_SPECULAR, specular);
|
---|
[2825] | 879 |
|
---|
[2954] | 880 | GLfloat position[] = {lightDir.x, lightDir.y, lightDir.z, 0.0f};
|
---|
| 881 | glLightfv(GL_LIGHT0, GL_POSITION, position);
|
---|
[2642] | 882 | }
|
---|
| 883 |
|
---|
[2800] | 884 |
|
---|
[2795] | 885 | void SetupEyeView()
|
---|
[2642] | 886 | {
|
---|
[2861] | 887 | // store matrix of last frame
|
---|
[3005] | 888 | oldViewProjMat = viewProjMat;
|
---|
[2834] | 889 |
|
---|
[3061] | 890 | camera->SetupViewProjection();
|
---|
[2759] | 891 |
|
---|
[3061] | 892 |
|
---|
[2864] | 893 | /////////////////
|
---|
[3059] | 894 | //-- compute view projection matrix and store for later use
|
---|
[2864] | 895 |
|
---|
[2894] | 896 | Matrix4x4 matViewing, matProjection;
|
---|
[2864] | 897 |
|
---|
[2834] | 898 | camera->GetModelViewMatrix(matViewing);
|
---|
| 899 | camera->GetProjectionMatrix(matProjection);
|
---|
| 900 |
|
---|
[3005] | 901 | viewProjMat = matViewing * matProjection;
|
---|
[2642] | 902 | }
|
---|
| 903 |
|
---|
| 904 |
|
---|
[2792] | 905 | void KeyHorizontalMotion(float shift)
|
---|
| 906 | {
|
---|
[2888] | 907 | Vector3 hvec = -camera->GetDirection();
|
---|
[2792] | 908 | hvec.z = 0;
|
---|
| 909 |
|
---|
| 910 | Vector3 pos = camera->GetPosition();
|
---|
| 911 | pos += hvec * shift;
|
---|
| 912 |
|
---|
| 913 | camera->SetPosition(pos);
|
---|
| 914 | }
|
---|
| 915 |
|
---|
| 916 |
|
---|
[2794] | 917 | void KeyVerticalMotion(float shift)
|
---|
| 918 | {
|
---|
| 919 | Vector3 uvec = Vector3(0, 0, shift);
|
---|
| 920 |
|
---|
| 921 | Vector3 pos = camera->GetPosition();
|
---|
| 922 | pos += uvec;
|
---|
| 923 |
|
---|
| 924 | camera->SetPosition(pos);
|
---|
| 925 | }
|
---|
| 926 |
|
---|
| 927 |
|
---|
[3105] | 928 | void KeyStrafe(float shift)
|
---|
| 929 | {
|
---|
| 930 | Vector3 viewDir = camera->GetDirection();
|
---|
| 931 | Vector3 pos = camera->GetPosition();
|
---|
| 932 |
|
---|
| 933 | // the 90 degree rotated view vector
|
---|
| 934 | // z zero so we don't move in the vertical
|
---|
| 935 | Vector3 rVec(viewDir[0], viewDir[1], 0);
|
---|
| 936 |
|
---|
| 937 | Matrix4x4 rot = RotationZMatrix(M_PI * 0.5f);
|
---|
| 938 | rVec = rot * rVec;
|
---|
| 939 | pos += rVec * shift;
|
---|
| 940 |
|
---|
| 941 | camera->SetPosition(pos);
|
---|
| 942 | }
|
---|
| 943 |
|
---|
| 944 |
|
---|
[3059] | 945 | /** Initialize the deferred rendering pass.
|
---|
| 946 | */
|
---|
[2948] | 947 | void InitDeferredRendering()
|
---|
| 948 | {
|
---|
| 949 | if (!fbo) InitFBO();
|
---|
| 950 | fbo->Bind();
|
---|
| 951 |
|
---|
| 952 | // multisampling does not work with deferred shading
|
---|
| 953 | glDisable(GL_MULTISAMPLE_ARB);
|
---|
[3101] | 954 | renderState.SetRenderTechnique(DEFERRED);
|
---|
[2948] | 955 |
|
---|
| 956 |
|
---|
[3175] | 957 | // draw to 3 render targets
|
---|
[3118] | 958 | if (sCurrentMrtSet == 0)
|
---|
| 959 | {
|
---|
| 960 | DeferredRenderer::colorBufferIdx = 0;
|
---|
| 961 | glDrawBuffers(3, mrt);
|
---|
| 962 | }
|
---|
| 963 | else
|
---|
| 964 | {
|
---|
| 965 | DeferredRenderer::colorBufferIdx = 3;
|
---|
| 966 | glDrawBuffers(3, mrt2);
|
---|
| 967 | }
|
---|
[2985] | 968 |
|
---|
[2978] | 969 | sCurrentMrtSet = 1 - sCurrentMrtSet;
|
---|
[2948] | 970 | }
|
---|
| 971 |
|
---|
| 972 |
|
---|
[3059] | 973 | /** the main rendering loop
|
---|
| 974 | */
|
---|
| 975 | void MainLoop()
|
---|
[2801] | 976 | {
|
---|
[3125] | 977 | #if 1
|
---|
[3118] | 978 | GPUProgramParameters *vtxParams =
|
---|
[3113] | 979 | buddha->GetShape(0)->GetMaterial()->GetTechnique(1)->GetVertexProgramParameters();
|
---|
[3110] | 980 |
|
---|
[3115] | 981 | Matrix4x4 oldTrafo = buddha->GetTransform()->GetMatrix();
|
---|
[3111] | 982 | Vector3 buddhaPos = motionPath->GetCurrentPosition();
|
---|
| 983 | Matrix4x4 trafo = TranslationMatrix(buddhaPos);
|
---|
[3113] | 984 |
|
---|
[3111] | 985 | buddha->GetTransform()->SetMatrix(trafo);
|
---|
[3074] | 986 |
|
---|
[3120] | 987 | /*for (int i = 0; i < 10; ++ i)
|
---|
| 988 | {
|
---|
| 989 | SceneEntity *ent = dynamicObjects[i];
|
---|
| 990 | Vector3 newPos = ent->GetWorldCenter();
|
---|
| 991 |
|
---|
| 992 | if (GetOrCreateSceneQuery()->CalcIntersection(newPos))
|
---|
| 993 | {
|
---|
[3125] | 994 | Matrix4x4 mat = TranslationMatrix(newPos - ent->GetCenter());
|
---|
[3120] | 995 | ent->GetTransform()->SetMatrix(mat);
|
---|
| 996 | }
|
---|
| 997 | }*/
|
---|
| 998 |
|
---|
[3115] | 999 | Matrix4x4 rotMatrix = RotationZMatrix(M_PI * 1e-3f);
|
---|
| 1000 | dynamicObjects[1]->GetTransform()->MultMatrix(rotMatrix);
|
---|
[3125] | 1001 |
|
---|
| 1002 |
|
---|
| 1003 | /////////////////////////
|
---|
| 1004 | //-- update animations
|
---|
| 1005 |
|
---|
| 1006 | motionPath->Move(0.01f);
|
---|
| 1007 |
|
---|
[3123] | 1008 | #endif
|
---|
[3113] | 1009 |
|
---|
[3118] | 1010 |
|
---|
[3111] | 1011 | /////////////
|
---|
[3078] | 1012 |
|
---|
[2800] | 1013 | Vector3 oldPos = camera->GetPosition();
|
---|
| 1014 |
|
---|
[2792] | 1015 | if (leftKeyPressed)
|
---|
[2795] | 1016 | camera->Pitch(KeyRotationAngle());
|
---|
[2792] | 1017 | if (rightKeyPressed)
|
---|
[2795] | 1018 | camera->Pitch(-KeyRotationAngle());
|
---|
[2792] | 1019 | if (upKeyPressed)
|
---|
[2887] | 1020 | KeyHorizontalMotion(-KeyShift());
|
---|
| 1021 | if (downKeyPressed)
|
---|
[2795] | 1022 | KeyHorizontalMotion(KeyShift());
|
---|
[2837] | 1023 | if (ascendKeyPressed)
|
---|
| 1024 | KeyVerticalMotion(KeyShift());
|
---|
| 1025 | if (descendKeyPressed)
|
---|
[2795] | 1026 | KeyVerticalMotion(-KeyShift());
|
---|
[3105] | 1027 | if (leftStrafeKeyPressed)
|
---|
| 1028 | KeyStrafe(KeyShift());
|
---|
| 1029 | if (rightStrafeKeyPressed)
|
---|
| 1030 | KeyStrafe(-KeyShift());
|
---|
[2792] | 1031 |
|
---|
[3105] | 1032 |
|
---|
[2801] | 1033 | // place view on ground
|
---|
| 1034 | if (!flyMode) PlaceViewer(oldPos);
|
---|
[2800] | 1035 |
|
---|
[2826] | 1036 | if (showAlgorithmTime)
|
---|
| 1037 | {
|
---|
| 1038 | glFinish();
|
---|
| 1039 | algTimer.Start();
|
---|
| 1040 | }
|
---|
[2809] | 1041 |
|
---|
[2895] | 1042 |
|
---|
[2931] | 1043 | if ((!shadowMap || !shadowTraverser) && (showShadowMap || renderLightView))
|
---|
| 1044 | {
|
---|
| 1045 | if (!shadowMap)
|
---|
| 1046 | shadowMap = new ShadowMap(light, shadowSize, bvh->GetBox(), camera);
|
---|
| 1047 |
|
---|
| 1048 | if (!shadowTraverser)
|
---|
| 1049 | shadowTraverser = CreateTraverser(shadowMap->GetShadowCamera());
|
---|
| 1050 |
|
---|
| 1051 | }
|
---|
[2951] | 1052 |
|
---|
| 1053 | // bring eye modelview matrix up-to-date
|
---|
| 1054 | SetupEyeView();
|
---|
[3059] | 1055 | // set frame related parameters for GPU programs
|
---|
[3046] | 1056 | GPUProgramParameters::InitFrame(camera, light);
|
---|
[3045] | 1057 |
|
---|
[3059] | 1058 | // hack: store current rendering method and restore later
|
---|
[2955] | 1059 | int oldRenderMethod = renderMethod;
|
---|
[3044] | 1060 | // for rendering the light view, we use forward rendering
|
---|
[3068] | 1061 | if (renderLightView) renderMethod = FORWARD;
|
---|
[2931] | 1062 |
|
---|
[3059] | 1063 | /// enable vbo vertex array
|
---|
[2953] | 1064 | glEnableClientState(GL_VERTEX_ARRAY);
|
---|
[2931] | 1065 |
|
---|
| 1066 | // render with the specified method (forward rendering, forward + depth, deferred)
|
---|
[2955] | 1067 | switch (renderMethod)
|
---|
[2825] | 1068 | {
|
---|
[3043] | 1069 | case RENDER_FORWARD:
|
---|
[2825] | 1070 |
|
---|
[2851] | 1071 | glEnable(GL_MULTISAMPLE_ARB);
|
---|
[3101] | 1072 | renderState.SetRenderTechnique(FORWARD);
|
---|
[3089] | 1073 | //glEnable(GL_LIGHTING);
|
---|
[2809] | 1074 |
|
---|
[2829] | 1075 | glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT);
|
---|
[2953] | 1076 | glEnableClientState(GL_NORMAL_ARRAY);
|
---|
[2825] | 1077 | break;
|
---|
| 1078 |
|
---|
[2955] | 1079 | case RENDER_DEPTH_PASS_DEFERRED:
|
---|
[2948] | 1080 |
|
---|
[2950] | 1081 | glDisable(GL_MULTISAMPLE_ARB);
|
---|
[3101] | 1082 | renderState.SetUseAlphaToCoverage(false);
|
---|
| 1083 | renderState.SetRenderTechnique(DEPTH_PASS);
|
---|
[2949] | 1084 |
|
---|
[3175] | 1085 | if (!fbo) InitFBO();
|
---|
| 1086 | fbo->Bind();
|
---|
[2949] | 1087 |
|
---|
[2948] | 1088 | glDrawBuffers(1, mrt);
|
---|
| 1089 |
|
---|
[2951] | 1090 | glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT);
|
---|
[2948] | 1091 |
|
---|
[3068] | 1092 | // the scene is rendered withouth any shading
|
---|
[3101] | 1093 | // (should be handled by render renderState)
|
---|
[2948] | 1094 | glShadeModel(GL_FLAT);
|
---|
| 1095 | break;
|
---|
| 1096 |
|
---|
[2955] | 1097 | case RENDER_DEPTH_PASS:
|
---|
[2851] | 1098 |
|
---|
| 1099 | glEnable(GL_MULTISAMPLE_ARB);
|
---|
[3101] | 1100 | renderState.SetRenderTechnique(DEPTH_PASS);
|
---|
[2857] | 1101 |
|
---|
[3067] | 1102 | glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT);
|
---|
| 1103 |
|
---|
[3068] | 1104 | // the scene is rendered withouth any shading
|
---|
[3101] | 1105 | // (should be handled by render renderState)
|
---|
[2943] | 1106 | glShadeModel(GL_FLAT);
|
---|
[2825] | 1107 | break;
|
---|
| 1108 |
|
---|
[3048] | 1109 | case RENDER_DEFERRED:
|
---|
[2851] | 1110 |
|
---|
[2948] | 1111 | if (showShadowMap && !renderLightView)
|
---|
[2951] | 1112 | RenderShadowMap(camera->GetFar());
|
---|
| 1113 |
|
---|
[2948] | 1114 | //glPushAttrib(GL_VIEWPORT_BIT);
|
---|
[2825] | 1115 | glViewport(0, 0, texWidth, texHeight);
|
---|
| 1116 |
|
---|
[2948] | 1117 | InitDeferredRendering();
|
---|
[2951] | 1118 |
|
---|
[2953] | 1119 | glEnableClientState(GL_NORMAL_ARRAY);
|
---|
[2954] | 1120 | glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT);
|
---|
[2825] | 1121 | break;
|
---|
| 1122 | }
|
---|
| 1123 |
|
---|
[2801] | 1124 | glDepthFunc(GL_LESS);
|
---|
| 1125 | glDisable(GL_TEXTURE_2D);
|
---|
| 1126 | glDisableClientState(GL_TEXTURE_COORD_ARRAY);
|
---|
[2825] | 1127 |
|
---|
[2801] | 1128 |
|
---|
[3059] | 1129 | // set proper lod levels for current frame using current eye point
|
---|
[2847] | 1130 | LODLevel::InitFrame(camera->GetPosition());
|
---|
[3059] | 1131 | // set up sunlight
|
---|
[2954] | 1132 | SetupLighting();
|
---|
[2795] | 1133 |
|
---|
[2801] | 1134 |
|
---|
[2931] | 1135 | if (renderLightView)
|
---|
| 1136 | {
|
---|
[3101] | 1137 | // change CHC++ set of renderState variables:
|
---|
[3059] | 1138 | // must be done for each change of camera because otherwise
|
---|
| 1139 | // the temporal coherency is broken
|
---|
[3054] | 1140 | BvhNode::SetCurrentState(LIGHT_PASS);
|
---|
[3005] | 1141 | shadowMap->RenderShadowView(shadowTraverser, viewProjMat);
|
---|
[3054] | 1142 | BvhNode::SetCurrentState(CAMERA_PASS);
|
---|
[2931] | 1143 | }
|
---|
| 1144 | else
|
---|
[3079] | 1145 | {
|
---|
[2931] | 1146 | // actually render the scene geometry using the specified algorithm
|
---|
[2982] | 1147 | traverser->RenderScene();
|
---|
[2948] | 1148 | }
|
---|
[2892] | 1149 |
|
---|
[2931] | 1150 |
|
---|
[2825] | 1151 | /////////
|
---|
[2809] | 1152 | //-- do the rest of the rendering
|
---|
[2893] | 1153 |
|
---|
[2801] | 1154 | // reset depth pass and render visible objects
|
---|
[2955] | 1155 | if ((renderMethod == RENDER_DEPTH_PASS) ||
|
---|
| 1156 | (renderMethod == RENDER_DEPTH_PASS_DEFERRED))
|
---|
[2801] | 1157 | {
|
---|
| 1158 | RenderVisibleObjects();
|
---|
| 1159 | }
|
---|
[2948] | 1160 |
|
---|
[2801] | 1161 |
|
---|
[3214] | 1162 | bool sunVisible = TestSunVisible();
|
---|
| 1163 |
|
---|
| 1164 |
|
---|
[2796] | 1165 | ///////////////
|
---|
| 1166 | //-- render sky
|
---|
[2795] | 1167 |
|
---|
[2894] | 1168 | // q: should we render sky after deferred shading?
|
---|
| 1169 | // this would conveniently solves some issues (e.g, skys without shadows)
|
---|
[2893] | 1170 |
|
---|
[3051] | 1171 | RenderSky();
|
---|
[2801] | 1172 |
|
---|
[2961] | 1173 |
|
---|
[2955] | 1174 | if ((renderMethod == RENDER_DEFERRED) ||
|
---|
| 1175 | (renderMethod == RENDER_DEPTH_PASS_DEFERRED))
|
---|
[2825] | 1176 | {
|
---|
[2881] | 1177 | FrameBufferObject::Release();
|
---|
[2810] | 1178 |
|
---|
[3111] | 1179 | if (!deferredShader) deferredShader =
|
---|
[3068] | 1180 | new DeferredRenderer(texWidth, texHeight, camera);
|
---|
[2895] | 1181 |
|
---|
[2903] | 1182 | DeferredRenderer::SHADING_METHOD shadingMethod;
|
---|
| 1183 |
|
---|
| 1184 | if (useAdvancedShading)
|
---|
| 1185 | {
|
---|
| 1186 | if (useGlobIllum)
|
---|
| 1187 | shadingMethod = DeferredRenderer::GI;
|
---|
| 1188 | else
|
---|
| 1189 | shadingMethod = DeferredRenderer::SSAO;
|
---|
| 1190 | }
|
---|
| 1191 | else
|
---|
| 1192 | shadingMethod = DeferredRenderer::DEFAULT;
|
---|
| 1193 |
|
---|
[3111] | 1194 | deferredShader->SetShadingMethod(shadingMethod);
|
---|
| 1195 | deferredShader->SetSamplingMethod(samplingMethod);
|
---|
[3212] | 1196 | deferredShader->SetKernelRadius(ssaoKernelRadius);
|
---|
| 1197 | deferredShader->SetSampleIntensity(ssaoSampleIntensity);
|
---|
[3111] | 1198 | deferredShader->SetUseTemporalCoherence(useTemporalCoherence);
|
---|
[3189] | 1199 | deferredShader->SetSortSamples(sortSamples);
|
---|
[2903] | 1200 |
|
---|
[2895] | 1201 | ShadowMap *sm = showShadowMap ? shadowMap : NULL;
|
---|
[3214] | 1202 | deferredShader->Render(fbo, ssaoTempCohFactor, light, useHDR, useAntiAliasing, sunVisible, sm);
|
---|
[2825] | 1203 | }
|
---|
[2827] | 1204 |
|
---|
[2893] | 1205 |
|
---|
[3101] | 1206 | renderState.SetRenderTechnique(FORWARD);
|
---|
| 1207 | renderState.Reset();
|
---|
[2827] | 1208 |
|
---|
[2893] | 1209 |
|
---|
| 1210 | glDisableClientState(GL_VERTEX_ARRAY);
|
---|
| 1211 | glDisableClientState(GL_NORMAL_ARRAY);
|
---|
[2931] | 1212 |
|
---|
[2955] | 1213 | renderMethod = oldRenderMethod;
|
---|
[2893] | 1214 |
|
---|
| 1215 |
|
---|
| 1216 | ///////////
|
---|
| 1217 |
|
---|
| 1218 |
|
---|
[2826] | 1219 | if (showAlgorithmTime)
|
---|
| 1220 | {
|
---|
| 1221 | glFinish();
|
---|
[2827] | 1222 |
|
---|
[2826] | 1223 | algTime = algTimer.Elapsedms();
|
---|
[2827] | 1224 | perfGraph->AddData(algTime);
|
---|
[2828] | 1225 |
|
---|
[2827] | 1226 | perfGraph->Draw();
|
---|
[2826] | 1227 | }
|
---|
[2827] | 1228 | else
|
---|
| 1229 | {
|
---|
| 1230 | if (visMode) DisplayVisualization();
|
---|
| 1231 | }
|
---|
[2825] | 1232 |
|
---|
[2884] | 1233 | glFlush();
|
---|
[2847] | 1234 |
|
---|
| 1235 | const bool restart = true;
|
---|
| 1236 | elapsedTime = frameTimer.Elapsedms(restart);
|
---|
| 1237 |
|
---|
[2764] | 1238 | DisplayStats();
|
---|
[2767] | 1239 |
|
---|
[2642] | 1240 | glutSwapBuffers();
|
---|
| 1241 | }
|
---|
| 1242 |
|
---|
| 1243 |
|
---|
| 1244 | #pragma warning( disable : 4100 )
|
---|
[2792] | 1245 | void KeyBoard(unsigned char c, int x, int y)
|
---|
[2642] | 1246 | {
|
---|
| 1247 | switch(c)
|
---|
| 1248 | {
|
---|
| 1249 | case 27:
|
---|
[3212] | 1250 | // write out current position on exit
|
---|
[3134] | 1251 | Debug << "camPosition=" << camera->GetPosition().x << " " << camera->GetPosition().y << " " << camera->GetPosition().z << endl;
|
---|
| 1252 | Debug << "camDirection=" << camera->GetDirection().x << " " << camera->GetDirection().y << " " << camera->GetDirection().z << endl;
|
---|
| 1253 |
|
---|
[2792] | 1254 | CleanUp();
|
---|
[2642] | 1255 | exit(0);
|
---|
[2948] | 1256 | case 32: // space
|
---|
[2800] | 1257 | renderMode = (renderMode + 1) % RenderTraverser::NUM_TRAVERSAL_TYPES;
|
---|
[2897] | 1258 |
|
---|
| 1259 | DEL_PTR(traverser);
|
---|
| 1260 | traverser = CreateTraverser(camera);
|
---|
| 1261 |
|
---|
[2931] | 1262 | if (shadowTraverser)
|
---|
[2897] | 1263 | {
|
---|
[2948] | 1264 | // shadow traverser has to be recomputed
|
---|
[2897] | 1265 | DEL_PTR(shadowTraverser);
|
---|
[2948] | 1266 | shadowTraverser = CreateTraverser(shadowMap->GetShadowCamera());
|
---|
[2897] | 1267 | }
|
---|
| 1268 |
|
---|
[2642] | 1269 | break;
|
---|
| 1270 | case '+':
|
---|
[2867] | 1271 | if (maxBatchSize < 10)
|
---|
| 1272 | maxBatchSize = 10;
|
---|
| 1273 | else
|
---|
| 1274 | maxBatchSize += 10;
|
---|
| 1275 |
|
---|
[2776] | 1276 | traverser->SetMaxBatchSize(maxBatchSize);
|
---|
[2642] | 1277 | break;
|
---|
| 1278 | case '-':
|
---|
[2776] | 1279 | maxBatchSize -= 10;
|
---|
| 1280 | if (maxBatchSize < 0) maxBatchSize = 1;
|
---|
| 1281 | traverser->SetMaxBatchSize(maxBatchSize);
|
---|
[2642] | 1282 | break;
|
---|
[2837] | 1283 | case 'M':
|
---|
| 1284 | case 'm':
|
---|
| 1285 | useMultiQueries = !useMultiQueries;
|
---|
| 1286 | traverser->SetUseMultiQueries(useMultiQueries);
|
---|
| 1287 | break;
|
---|
| 1288 | case '1':
|
---|
| 1289 | descendKeyPressed = true;
|
---|
| 1290 | break;
|
---|
| 1291 | case '2':
|
---|
| 1292 | ascendKeyPressed = true;
|
---|
| 1293 | break;
|
---|
| 1294 | case '3':
|
---|
[3212] | 1295 | if (trianglesPerVirtualLeaf >= 100) trianglesPerVirtualLeaf -= 100;
|
---|
[2837] | 1296 | bvh->SetVirtualLeaves(trianglesPerVirtualLeaf);
|
---|
| 1297 | break;
|
---|
| 1298 | case '4':
|
---|
| 1299 | trianglesPerVirtualLeaf += 100;
|
---|
| 1300 | bvh->SetVirtualLeaves(trianglesPerVirtualLeaf);
|
---|
| 1301 | break;
|
---|
| 1302 | case '5':
|
---|
[2776] | 1303 | assumedVisibleFrames -= 1;
|
---|
| 1304 | if (assumedVisibleFrames < 1) assumedVisibleFrames = 1;
|
---|
| 1305 | traverser->SetAssumedVisibleFrames(assumedVisibleFrames);
|
---|
| 1306 | break;
|
---|
[2837] | 1307 | case '6':
|
---|
[2776] | 1308 | assumedVisibleFrames += 1;
|
---|
| 1309 | traverser->SetAssumedVisibleFrames(assumedVisibleFrames);
|
---|
| 1310 | break;
|
---|
[2837] | 1311 | case '7':
|
---|
[2901] | 1312 | ssaoTempCohFactor *= 0.5f;
|
---|
[2776] | 1313 | break;
|
---|
[2767] | 1314 | case '8':
|
---|
[2901] | 1315 | ssaoTempCohFactor *= 2.0f;
|
---|
[2837] | 1316 | break;
|
---|
[3212] | 1317 | case '9':
|
---|
| 1318 | ssaoKernelRadius *= 0.8f;
|
---|
| 1319 | break;
|
---|
| 1320 | case '0':
|
---|
| 1321 | ssaoKernelRadius *= 1.2f;
|
---|
| 1322 | break;
|
---|
| 1323 | case 'n':
|
---|
| 1324 | ssaoSampleIntensity *= 0.9f;
|
---|
| 1325 | break;
|
---|
| 1326 | case 'N':
|
---|
| 1327 | ssaoSampleIntensity *= 1.1f;
|
---|
| 1328 | break;
|
---|
[3175] | 1329 | case 'l':
|
---|
| 1330 | case 'L':
|
---|
[2865] | 1331 | useLODs = !useLODs;
|
---|
| 1332 | SceneEntity::SetUseLODs(useLODs);
|
---|
| 1333 | break;
|
---|
[2887] | 1334 | case 'P':
|
---|
| 1335 | case 'p':
|
---|
[2930] | 1336 | samplingMethod = DeferredRenderer::SAMPLING_METHOD((samplingMethod + 1) % 3);
|
---|
| 1337 | cout << "ssao sampling method: " << samplingMethod << endl;
|
---|
[2887] | 1338 | break;
|
---|
[2895] | 1339 | case 'Y':
|
---|
| 1340 | case 'y':
|
---|
| 1341 | showShadowMap = !showShadowMap;
|
---|
| 1342 | break;
|
---|
[2875] | 1343 | case 'g':
|
---|
[2903] | 1344 | case 'G':
|
---|
| 1345 | useGlobIllum = !useGlobIllum;
|
---|
| 1346 | break;
|
---|
[2875] | 1347 | case 't':
|
---|
| 1348 | case 'T':
|
---|
| 1349 | useTemporalCoherence = !useTemporalCoherence;
|
---|
| 1350 | break;
|
---|
[2792] | 1351 | case 'o':
|
---|
| 1352 | case 'O':
|
---|
[2642] | 1353 | useOptimization = !useOptimization;
|
---|
[2764] | 1354 | traverser->SetUseOptimization(useOptimization);
|
---|
[2767] | 1355 | break;
|
---|
| 1356 | case 'a':
|
---|
| 1357 | case 'A':
|
---|
[2931] | 1358 | leftKeyPressed = true;
|
---|
[2767] | 1359 | break;
|
---|
| 1360 | case 'd':
|
---|
| 1361 | case 'D':
|
---|
[2931] | 1362 | rightKeyPressed = true;
|
---|
[2767] | 1363 | break;
|
---|
| 1364 | case 'w':
|
---|
| 1365 | case 'W':
|
---|
[2931] | 1366 | upKeyPressed = true;
|
---|
[2767] | 1367 | break;
|
---|
[2829] | 1368 | case 's':
|
---|
| 1369 | case 'S':
|
---|
[2931] | 1370 | downKeyPressed = true;
|
---|
[2767] | 1371 | break;
|
---|
[3105] | 1372 | case 'j':
|
---|
| 1373 | case 'J':
|
---|
| 1374 | leftStrafeKeyPressed = true;
|
---|
| 1375 | break;
|
---|
| 1376 | case 'k':
|
---|
| 1377 | case 'K':
|
---|
| 1378 | rightStrafeKeyPressed = true;
|
---|
| 1379 | break;
|
---|
[2767] | 1380 | case 'r':
|
---|
| 1381 | case 'R':
|
---|
[2931] | 1382 | useRenderQueue = !useRenderQueue;
|
---|
| 1383 | traverser->SetUseRenderQueue(useRenderQueue);
|
---|
[2790] | 1384 | break;
|
---|
[2786] | 1385 | case 'b':
|
---|
| 1386 | case 'B':
|
---|
[2931] | 1387 | useTightBounds = !useTightBounds;
|
---|
| 1388 | traverser->SetUseTightBounds(useTightBounds);
|
---|
[2790] | 1389 | break;
|
---|
[3175] | 1390 | case 'v':
|
---|
| 1391 | case 'V':
|
---|
[2931] | 1392 | renderLightView = !renderLightView;
|
---|
| 1393 | break;
|
---|
[2994] | 1394 | case 'h':
|
---|
| 1395 | case 'H':
|
---|
| 1396 | useHDR = !useHDR;
|
---|
| 1397 | break;
|
---|
[3175] | 1398 | case 'i':
|
---|
| 1399 | case 'I':
|
---|
| 1400 | useAntiAliasing = !useAntiAliasing;
|
---|
| 1401 | break;
|
---|
[3212] | 1402 | /*case '?':
|
---|
[3189] | 1403 | sortSamples = !sortSamples;
|
---|
| 1404 | break;
|
---|
[3212] | 1405 | */
|
---|
[2642] | 1406 | default:
|
---|
| 1407 | return;
|
---|
| 1408 | }
|
---|
| 1409 |
|
---|
| 1410 | glutPostRedisplay();
|
---|
| 1411 | }
|
---|
| 1412 |
|
---|
| 1413 |
|
---|
[2792] | 1414 | void SpecialKeyUp(int c, int x, int y)
|
---|
[2642] | 1415 | {
|
---|
[2792] | 1416 | switch (c)
|
---|
| 1417 | {
|
---|
| 1418 | case GLUT_KEY_LEFT:
|
---|
| 1419 | leftKeyPressed = false;
|
---|
| 1420 | break;
|
---|
| 1421 | case GLUT_KEY_RIGHT:
|
---|
| 1422 | rightKeyPressed = false;
|
---|
| 1423 | break;
|
---|
| 1424 | case GLUT_KEY_UP:
|
---|
| 1425 | upKeyPressed = false;
|
---|
| 1426 | break;
|
---|
| 1427 | case GLUT_KEY_DOWN:
|
---|
| 1428 | downKeyPressed = false;
|
---|
| 1429 | break;
|
---|
[2953] | 1430 | case GLUT_ACTIVE_ALT:
|
---|
| 1431 | altKeyPressed = false;
|
---|
| 1432 | break;
|
---|
[2792] | 1433 | default:
|
---|
| 1434 | return;
|
---|
| 1435 | }
|
---|
| 1436 | }
|
---|
| 1437 |
|
---|
| 1438 |
|
---|
| 1439 | void KeyUp(unsigned char c, int x, int y)
|
---|
| 1440 | {
|
---|
| 1441 | switch (c)
|
---|
| 1442 | {
|
---|
[2879] | 1443 |
|
---|
[2792] | 1444 | case 'A':
|
---|
| 1445 | case 'a':
|
---|
| 1446 | leftKeyPressed = false;
|
---|
| 1447 | break;
|
---|
| 1448 | case 'D':
|
---|
| 1449 | case 'd':
|
---|
| 1450 | rightKeyPressed = false;
|
---|
| 1451 | break;
|
---|
| 1452 | case 'W':
|
---|
| 1453 | case 'w':
|
---|
| 1454 | upKeyPressed = false;
|
---|
| 1455 | break;
|
---|
[2829] | 1456 | case 'S':
|
---|
| 1457 | case 's':
|
---|
[2792] | 1458 | downKeyPressed = false;
|
---|
| 1459 | break;
|
---|
[2837] | 1460 | case '1':
|
---|
| 1461 | descendKeyPressed = false;
|
---|
[2794] | 1462 | break;
|
---|
[2837] | 1463 | case '2':
|
---|
| 1464 | ascendKeyPressed = false;
|
---|
[2794] | 1465 | break;
|
---|
[3105] | 1466 | case 'j':
|
---|
| 1467 | case 'J':
|
---|
| 1468 | leftStrafeKeyPressed = false;
|
---|
| 1469 | break;
|
---|
| 1470 | case 'k':
|
---|
| 1471 | case 'K':
|
---|
| 1472 | rightStrafeKeyPressed = false;
|
---|
| 1473 | break;
|
---|
[2792] | 1474 | default:
|
---|
| 1475 | return;
|
---|
| 1476 | }
|
---|
| 1477 | //glutPostRedisplay();
|
---|
| 1478 | }
|
---|
| 1479 |
|
---|
| 1480 |
|
---|
| 1481 | void Special(int c, int x, int y)
|
---|
| 1482 | {
|
---|
[2642] | 1483 | switch(c)
|
---|
| 1484 | {
|
---|
| 1485 | case GLUT_KEY_F1:
|
---|
| 1486 | showHelp = !showHelp;
|
---|
| 1487 | break;
|
---|
[2790] | 1488 | case GLUT_KEY_F2:
|
---|
[2795] | 1489 | visMode = !visMode;
|
---|
[2790] | 1490 | break;
|
---|
| 1491 | case GLUT_KEY_F3:
|
---|
| 1492 | showBoundingVolumes = !showBoundingVolumes;
|
---|
| 1493 | traverser->SetShowBounds(showBoundingVolumes);
|
---|
| 1494 | break;
|
---|
| 1495 | case GLUT_KEY_F4:
|
---|
[2827] | 1496 | showOptions = !showOptions;
|
---|
[2790] | 1497 | break;
|
---|
| 1498 | case GLUT_KEY_F5:
|
---|
[2827] | 1499 | showStatistics = !showStatistics;
|
---|
[2790] | 1500 | break;
|
---|
[2800] | 1501 | case GLUT_KEY_F6:
|
---|
| 1502 | flyMode = !flyMode;
|
---|
| 1503 | break;
|
---|
[2801] | 1504 | case GLUT_KEY_F7:
|
---|
[2825] | 1505 |
|
---|
[2955] | 1506 | renderMethod = (renderMethod + 1) % 4;
|
---|
| 1507 |
|
---|
| 1508 | traverser->SetUseDepthPass(
|
---|
| 1509 | (renderMethod == RENDER_DEPTH_PASS) ||
|
---|
| 1510 | (renderMethod == RENDER_DEPTH_PASS_DEFERRED)
|
---|
| 1511 | );
|
---|
[2825] | 1512 |
|
---|
[2801] | 1513 | break;
|
---|
[2803] | 1514 | case GLUT_KEY_F8:
|
---|
[2903] | 1515 | useAdvancedShading = !useAdvancedShading;
|
---|
| 1516 |
|
---|
[2821] | 1517 | break;
|
---|
[2826] | 1518 | case GLUT_KEY_F9:
|
---|
| 1519 | showAlgorithmTime = !showAlgorithmTime;
|
---|
| 1520 | break;
|
---|
[2954] | 1521 | case GLUT_KEY_F10:
|
---|
| 1522 | moveLight = !moveLight;
|
---|
| 1523 | break;
|
---|
[2642] | 1524 | case GLUT_KEY_LEFT:
|
---|
[2767] | 1525 | {
|
---|
[2792] | 1526 | leftKeyPressed = true;
|
---|
[2795] | 1527 | camera->Pitch(KeyRotationAngle());
|
---|
[2767] | 1528 | }
|
---|
[2642] | 1529 | break;
|
---|
| 1530 | case GLUT_KEY_RIGHT:
|
---|
[2767] | 1531 | {
|
---|
[2792] | 1532 | rightKeyPressed = true;
|
---|
[2795] | 1533 | camera->Pitch(-KeyRotationAngle());
|
---|
[2767] | 1534 | }
|
---|
[2642] | 1535 | break;
|
---|
| 1536 | case GLUT_KEY_UP:
|
---|
[2767] | 1537 | {
|
---|
[2792] | 1538 | upKeyPressed = true;
|
---|
[2795] | 1539 | KeyHorizontalMotion(KeyShift());
|
---|
[2767] | 1540 | }
|
---|
[2642] | 1541 | break;
|
---|
| 1542 | case GLUT_KEY_DOWN:
|
---|
[2767] | 1543 | {
|
---|
[2792] | 1544 | downKeyPressed = true;
|
---|
[2795] | 1545 | KeyHorizontalMotion(-KeyShift());
|
---|
[2767] | 1546 | }
|
---|
[2642] | 1547 | break;
|
---|
| 1548 | default:
|
---|
| 1549 | return;
|
---|
| 1550 |
|
---|
| 1551 | }
|
---|
| 1552 |
|
---|
| 1553 | glutPostRedisplay();
|
---|
| 1554 | }
|
---|
[2767] | 1555 |
|
---|
[2642] | 1556 | #pragma warning( default : 4100 )
|
---|
| 1557 |
|
---|
| 1558 |
|
---|
[2792] | 1559 | void Reshape(int w, int h)
|
---|
[2642] | 1560 | {
|
---|
[2759] | 1561 | winAspectRatio = 1.0f;
|
---|
[2642] | 1562 |
|
---|
| 1563 | glViewport(0, 0, w, h);
|
---|
| 1564 |
|
---|
| 1565 | winWidth = w;
|
---|
| 1566 | winHeight = h;
|
---|
| 1567 |
|
---|
[2833] | 1568 | if (w) winAspectRatio = (float) w / (float) h;
|
---|
[2642] | 1569 |
|
---|
[2758] | 1570 | glMatrixMode(GL_PROJECTION);
|
---|
| 1571 | glLoadIdentity();
|
---|
[2642] | 1572 |
|
---|
[2927] | 1573 | gluPerspective(fov, winAspectRatio, nearDist, farDist);
|
---|
[2788] | 1574 |
|
---|
[2758] | 1575 | glMatrixMode(GL_MODELVIEW);
|
---|
| 1576 |
|
---|
[2642] | 1577 | glutPostRedisplay();
|
---|
| 1578 | }
|
---|
| 1579 |
|
---|
| 1580 |
|
---|
[3101] | 1581 | void Mouse(int button, int renderState, int x, int y)
|
---|
[2642] | 1582 | {
|
---|
[3101] | 1583 | if ((button == GLUT_LEFT_BUTTON) && (renderState == GLUT_DOWN))
|
---|
[2642] | 1584 | {
|
---|
| 1585 | xEyeBegin = x;
|
---|
| 1586 | yMotionBegin = y;
|
---|
| 1587 |
|
---|
[2792] | 1588 | glutMotionFunc(LeftMotion);
|
---|
[2642] | 1589 | }
|
---|
[3101] | 1590 | else if ((button == GLUT_RIGHT_BUTTON) && (renderState == GLUT_DOWN))
|
---|
[2642] | 1591 | {
|
---|
[2829] | 1592 | xEyeBegin = x;
|
---|
[2758] | 1593 | yEyeBegin = y;
|
---|
| 1594 | yMotionBegin = y;
|
---|
| 1595 |
|
---|
[2954] | 1596 | if (!moveLight)
|
---|
| 1597 | glutMotionFunc(RightMotion);
|
---|
| 1598 | else
|
---|
| 1599 | glutMotionFunc(RightMotionLight);
|
---|
[2758] | 1600 | }
|
---|
[3101] | 1601 | else if ((button == GLUT_MIDDLE_BUTTON) && (renderState == GLUT_DOWN))
|
---|
[2758] | 1602 | {
|
---|
[2642] | 1603 | horizontalMotionBegin = x;
|
---|
| 1604 | verticalMotionBegin = y;
|
---|
[2792] | 1605 | glutMotionFunc(MiddleMotion);
|
---|
[2642] | 1606 | }
|
---|
| 1607 |
|
---|
| 1608 | glutPostRedisplay();
|
---|
| 1609 | }
|
---|
| 1610 |
|
---|
[2758] | 1611 |
|
---|
| 1612 | /** rotation for left/right mouse drag
|
---|
[2642] | 1613 | motion for up/down mouse drag
|
---|
| 1614 | */
|
---|
[2792] | 1615 | void LeftMotion(int x, int y)
|
---|
[2642] | 1616 | {
|
---|
[2758] | 1617 | Vector3 viewDir = camera->GetDirection();
|
---|
| 1618 | Vector3 pos = camera->GetPosition();
|
---|
| 1619 |
|
---|
| 1620 | // don't move in the vertical direction
|
---|
[2764] | 1621 | Vector3 horView(viewDir[0], viewDir[1], 0);
|
---|
[2642] | 1622 |
|
---|
[2795] | 1623 | float eyeXAngle = 0.2f * M_PI * (xEyeBegin - x) / 180.0;
|
---|
[2756] | 1624 |
|
---|
[2795] | 1625 | camera->Pitch(eyeXAngle);
|
---|
[2787] | 1626 |
|
---|
[2888] | 1627 | pos += horView * (yMotionBegin - y) * 0.2f;
|
---|
[2795] | 1628 |
|
---|
[2758] | 1629 | camera->SetPosition(pos);
|
---|
[2642] | 1630 |
|
---|
| 1631 | xEyeBegin = x;
|
---|
| 1632 | yMotionBegin = y;
|
---|
[2758] | 1633 |
|
---|
[2642] | 1634 | glutPostRedisplay();
|
---|
| 1635 | }
|
---|
| 1636 |
|
---|
[2758] | 1637 |
|
---|
[2954] | 1638 | void RightMotionLight(int x, int y)
|
---|
| 1639 | {
|
---|
| 1640 | float theta = 0.2f * M_PI * (xEyeBegin - x) / 180.0f;
|
---|
| 1641 | float phi = 0.2f * M_PI * (yMotionBegin - y) / 180.0f;
|
---|
| 1642 |
|
---|
| 1643 | Vector3 lightDir = light->GetDirection();
|
---|
| 1644 |
|
---|
| 1645 | Matrix4x4 roty = RotationYMatrix(theta);
|
---|
| 1646 | Matrix4x4 rotx = RotationXMatrix(phi);
|
---|
| 1647 |
|
---|
| 1648 | lightDir = roty * lightDir;
|
---|
| 1649 | lightDir = rotx * lightDir;
|
---|
| 1650 |
|
---|
[2967] | 1651 | // normalize to avoid accumulating errors
|
---|
| 1652 | lightDir.Normalize();
|
---|
| 1653 |
|
---|
[2954] | 1654 | light->SetDirection(lightDir);
|
---|
| 1655 |
|
---|
| 1656 | xEyeBegin = x;
|
---|
| 1657 | yMotionBegin = y;
|
---|
| 1658 |
|
---|
| 1659 | glutPostRedisplay();
|
---|
| 1660 | }
|
---|
| 1661 |
|
---|
| 1662 |
|
---|
[2767] | 1663 | /** rotation for left / right mouse drag
|
---|
| 1664 | motion for up / down mouse drag
|
---|
[2758] | 1665 | */
|
---|
[2792] | 1666 | void RightMotion(int x, int y)
|
---|
[2758] | 1667 | {
|
---|
[2829] | 1668 | float eyeXAngle = 0.2f * M_PI * (xEyeBegin - x) / 180.0;
|
---|
[2795] | 1669 | float eyeYAngle = -0.2f * M_PI * (yEyeBegin - y) / 180.0;
|
---|
[2758] | 1670 |
|
---|
[2795] | 1671 | camera->Yaw(eyeYAngle);
|
---|
[2829] | 1672 | camera->Pitch(eyeXAngle);
|
---|
[2780] | 1673 |
|
---|
[2829] | 1674 | xEyeBegin = x;
|
---|
[2758] | 1675 | yEyeBegin = y;
|
---|
[2829] | 1676 |
|
---|
[2758] | 1677 | glutPostRedisplay();
|
---|
| 1678 | }
|
---|
| 1679 |
|
---|
| 1680 |
|
---|
[3105] | 1681 | /** strafe
|
---|
| 1682 | */
|
---|
[2792] | 1683 | void MiddleMotion(int x, int y)
|
---|
[2642] | 1684 | {
|
---|
[2758] | 1685 | Vector3 viewDir = camera->GetDirection();
|
---|
| 1686 | Vector3 pos = camera->GetPosition();
|
---|
| 1687 |
|
---|
[2642] | 1688 | // the 90 degree rotated view vector
|
---|
| 1689 | // y zero so we don't move in the vertical
|
---|
[2764] | 1690 | Vector3 rVec(viewDir[0], viewDir[1], 0);
|
---|
[2642] | 1691 |
|
---|
[2764] | 1692 | Matrix4x4 rot = RotationZMatrix(M_PI * 0.5f);
|
---|
[2758] | 1693 | rVec = rot * rVec;
|
---|
[2642] | 1694 |
|
---|
[2888] | 1695 | pos -= rVec * (x - horizontalMotionBegin) * 0.1f;
|
---|
[2764] | 1696 | pos[2] += (verticalMotionBegin - y) * 0.1f;
|
---|
[2642] | 1697 |
|
---|
[2758] | 1698 | camera->SetPosition(pos);
|
---|
| 1699 |
|
---|
[2642] | 1700 | horizontalMotionBegin = x;
|
---|
| 1701 | verticalMotionBegin = y;
|
---|
[2758] | 1702 |
|
---|
[2642] | 1703 | glutPostRedisplay();
|
---|
| 1704 | }
|
---|
| 1705 |
|
---|
| 1706 |
|
---|
[2756] | 1707 | void InitExtensions(void)
|
---|
[2642] | 1708 | {
|
---|
| 1709 | GLenum err = glewInit();
|
---|
[2756] | 1710 |
|
---|
[2642] | 1711 | if (GLEW_OK != err)
|
---|
| 1712 | {
|
---|
| 1713 | // problem: glewInit failed, something is seriously wrong
|
---|
| 1714 | fprintf(stderr,"Error: %s\n", glewGetErrorString(err));
|
---|
| 1715 | exit(1);
|
---|
| 1716 | }
|
---|
[2756] | 1717 | if (!GLEW_ARB_occlusion_query)
|
---|
[2642] | 1718 | {
|
---|
[2756] | 1719 | printf("I require the GL_ARB_occlusion_query to work.\n");
|
---|
[2642] | 1720 | exit(1);
|
---|
| 1721 | }
|
---|
| 1722 | }
|
---|
| 1723 |
|
---|
| 1724 |
|
---|
[2826] | 1725 | void Begin2D()
|
---|
[2642] | 1726 | {
|
---|
| 1727 | glDisable(GL_LIGHTING);
|
---|
| 1728 | glDisable(GL_DEPTH_TEST);
|
---|
| 1729 |
|
---|
[2826] | 1730 | glMatrixMode(GL_PROJECTION);
|
---|
[2642] | 1731 | glPushMatrix();
|
---|
| 1732 | glLoadIdentity();
|
---|
[2834] | 1733 |
|
---|
[2826] | 1734 | gluOrtho2D(0, winWidth, 0, winHeight);
|
---|
[2642] | 1735 |
|
---|
[2826] | 1736 | glMatrixMode(GL_MODELVIEW);
|
---|
[2642] | 1737 | glPushMatrix();
|
---|
| 1738 | glLoadIdentity();
|
---|
| 1739 | }
|
---|
| 1740 |
|
---|
| 1741 |
|
---|
[2826] | 1742 | void End2D()
|
---|
[2642] | 1743 | {
|
---|
[2834] | 1744 | glMatrixMode(GL_PROJECTION);
|
---|
[2642] | 1745 | glPopMatrix();
|
---|
[2834] | 1746 |
|
---|
[2642] | 1747 | glMatrixMode(GL_MODELVIEW);
|
---|
| 1748 | glPopMatrix();
|
---|
| 1749 |
|
---|
| 1750 | glEnable(GL_LIGHTING);
|
---|
| 1751 | glEnable(GL_DEPTH_TEST);
|
---|
| 1752 | }
|
---|
| 1753 |
|
---|
| 1754 |
|
---|
[2787] | 1755 | // displays the visualisation of culling algorithm
|
---|
| 1756 | void DisplayVisualization()
|
---|
[2796] | 1757 | {
|
---|
[2787] | 1758 | visualization->SetFrameId(traverser->GetCurrentFrameId());
|
---|
| 1759 |
|
---|
[2792] | 1760 | Begin2D();
|
---|
[2642] | 1761 | glBlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA);
|
---|
| 1762 | glEnable(GL_BLEND);
|
---|
[2827] | 1763 | glColor4f(0.0f ,0.0f, 0.0f, 0.5f);
|
---|
[2642] | 1764 |
|
---|
[2827] | 1765 | glRecti(winWidth - winWidth / 3, winHeight - winHeight / 3, winWidth, winHeight);
|
---|
[2642] | 1766 | glDisable(GL_BLEND);
|
---|
[2792] | 1767 | End2D();
|
---|
[2788] | 1768 |
|
---|
| 1769 |
|
---|
| 1770 | AxisAlignedBox3 box = bvh->GetBox();
|
---|
| 1771 |
|
---|
[2948] | 1772 | const float offs = box.Size().x * 0.3f;
|
---|
[2834] | 1773 |
|
---|
[2838] | 1774 | Vector3 vizpos = Vector3(box.Min().x, box.Min().y - box.Size().y * 0.35f, box.Min().z + box.Size().z * 50);
|
---|
[2806] | 1775 |
|
---|
[2795] | 1776 | visCamera->SetPosition(vizpos);
|
---|
[2838] | 1777 | visCamera->ResetPitchAndYaw();
|
---|
[2892] | 1778 |
|
---|
[2834] | 1779 | glPushAttrib(GL_VIEWPORT_BIT);
|
---|
[2806] | 1780 | glViewport(winWidth - winWidth / 3, winHeight - winHeight / 3, winWidth / 3, winHeight / 3);
|
---|
[2796] | 1781 |
|
---|
| 1782 | glMatrixMode(GL_PROJECTION);
|
---|
[2834] | 1783 | glPushMatrix();
|
---|
| 1784 |
|
---|
[2787] | 1785 | glLoadIdentity();
|
---|
[2807] | 1786 | glOrtho(-offs, offs, -offs, offs, 0.0f, box.Size().z * 100.0f);
|
---|
[2787] | 1787 |
|
---|
[2796] | 1788 | glMatrixMode(GL_MODELVIEW);
|
---|
[2834] | 1789 | glPushMatrix();
|
---|
[2787] | 1790 |
|
---|
[2796] | 1791 | visCamera->SetupCameraView();
|
---|
[2806] | 1792 |
|
---|
| 1793 | Matrix4x4 rotZ = RotationZMatrix(-camera->GetPitch());
|
---|
| 1794 | glMultMatrixf((float *)rotZ.x);
|
---|
| 1795 |
|
---|
[2887] | 1796 | // inverse translation in order to fix current position
|
---|
[2838] | 1797 | Vector3 pos = camera->GetPosition();
|
---|
[2806] | 1798 | glTranslatef(-pos.x, -pos.y, -pos.z);
|
---|
| 1799 |
|
---|
| 1800 |
|
---|
[2788] | 1801 | GLfloat position[] = {0.8f, 1.0f, 1.5f, 0.0f};
|
---|
| 1802 | glLightfv(GL_LIGHT0, GL_POSITION, position);
|
---|
[2787] | 1803 |
|
---|
[2788] | 1804 | GLfloat position1[] = {bvh->GetBox().Center().x, bvh->GetBox().Max().y, bvh->GetBox().Center().z, 1.0f};
|
---|
| 1805 | glLightfv(GL_LIGHT1, GL_POSITION, position1);
|
---|
[2787] | 1806 |
|
---|
[2642] | 1807 | glClear(GL_DEPTH_BUFFER_BIT);
|
---|
| 1808 |
|
---|
[2888] | 1809 |
|
---|
[2767] | 1810 | ////////////
|
---|
[2787] | 1811 | //-- visualization of the occlusion culling
|
---|
| 1812 |
|
---|
[3063] | 1813 | visualization->Render(showShadowMap);
|
---|
[2887] | 1814 |
|
---|
[2767] | 1815 |
|
---|
[2834] | 1816 | // reset previous settings
|
---|
| 1817 | glPopAttrib();
|
---|
| 1818 |
|
---|
| 1819 | glMatrixMode(GL_PROJECTION);
|
---|
| 1820 | glPopMatrix();
|
---|
| 1821 | glMatrixMode(GL_MODELVIEW);
|
---|
| 1822 | glPopMatrix();
|
---|
[2642] | 1823 | }
|
---|
| 1824 |
|
---|
[2767] | 1825 |
|
---|
[2642] | 1826 | // cleanup routine after the main loop
|
---|
[2756] | 1827 | void CleanUp()
|
---|
[2642] | 1828 | {
|
---|
[2756] | 1829 | DEL_PTR(traverser);
|
---|
[2796] | 1830 | DEL_PTR(sceneQuery);
|
---|
[2756] | 1831 | DEL_PTR(bvh);
|
---|
[2767] | 1832 | DEL_PTR(visualization);
|
---|
[2787] | 1833 | DEL_PTR(camera);
|
---|
[2801] | 1834 | DEL_PTR(renderQueue);
|
---|
[2827] | 1835 | DEL_PTR(perfGraph);
|
---|
[2879] | 1836 | DEL_PTR(fbo);
|
---|
[3111] | 1837 | DEL_PTR(deferredShader);
|
---|
[3019] | 1838 | DEL_PTR(light);
|
---|
| 1839 | DEL_PTR(visCamera);
|
---|
| 1840 | DEL_PTR(preetham);
|
---|
[3020] | 1841 | DEL_PTR(shadowMap);
|
---|
| 1842 | DEL_PTR(shadowTraverser);
|
---|
[3078] | 1843 | DEL_PTR(motionPath);
|
---|
[3052] | 1844 |
|
---|
[3037] | 1845 | ResourceManager::DelSingleton();
|
---|
[3057] | 1846 | ShaderManager::DelSingleton();
|
---|
| 1847 |
|
---|
[3059] | 1848 | resourceManager = NULL;
|
---|
[3057] | 1849 | shaderManager = NULL;
|
---|
[2642] | 1850 | }
|
---|
| 1851 |
|
---|
| 1852 |
|
---|
| 1853 | // this function inserts a dezimal point after each 1000
|
---|
[2829] | 1854 | void CalcDecimalPoint(string &str, int d, int len)
|
---|
[2642] | 1855 | {
|
---|
[2827] | 1856 | static vector<int> numbers;
|
---|
| 1857 | numbers.clear();
|
---|
| 1858 |
|
---|
[2829] | 1859 | static string shortStr;
|
---|
| 1860 | shortStr.clear();
|
---|
[2642] | 1861 |
|
---|
[2829] | 1862 | static char hstr[100];
|
---|
| 1863 |
|
---|
[2642] | 1864 | while (d != 0)
|
---|
| 1865 | {
|
---|
| 1866 | numbers.push_back(d % 1000);
|
---|
| 1867 | d /= 1000;
|
---|
| 1868 | }
|
---|
| 1869 |
|
---|
| 1870 | // first element without leading zeros
|
---|
| 1871 | if (numbers.size() > 0)
|
---|
| 1872 | {
|
---|
[2800] | 1873 | sprintf(hstr, "%d", numbers.back());
|
---|
[2829] | 1874 | shortStr.append(hstr);
|
---|
[2642] | 1875 | }
|
---|
| 1876 |
|
---|
[2764] | 1877 | for (int i = (int)numbers.size() - 2; i >= 0; i--)
|
---|
[2642] | 1878 | {
|
---|
[2800] | 1879 | sprintf(hstr, ",%03d", numbers[i]);
|
---|
[2829] | 1880 | shortStr.append(hstr);
|
---|
[2642] | 1881 | }
|
---|
[2829] | 1882 |
|
---|
| 1883 | int dif = len - (int)shortStr.size();
|
---|
| 1884 |
|
---|
| 1885 | for (int i = 0; i < dif; ++ i)
|
---|
| 1886 | {
|
---|
| 1887 | str += " ";
|
---|
| 1888 | }
|
---|
| 1889 |
|
---|
| 1890 | str.append(shortStr);
|
---|
[2764] | 1891 | }
|
---|
| 1892 |
|
---|
| 1893 |
|
---|
| 1894 | void DisplayStats()
|
---|
| 1895 | {
|
---|
[2826] | 1896 | static char msg[9][300];
|
---|
[2764] | 1897 |
|
---|
[2826] | 1898 | static double frameTime = elapsedTime;
|
---|
| 1899 | static double renderTime = algTime;
|
---|
| 1900 |
|
---|
[2818] | 1901 | const float expFactor = 0.1f;
|
---|
[2767] | 1902 |
|
---|
[2802] | 1903 | // if some strange render time spike happened in this frame => don't count
|
---|
[2826] | 1904 | if (elapsedTime < 500) frameTime = elapsedTime * expFactor + (1.0f - expFactor) * elapsedTime;
|
---|
| 1905 |
|
---|
| 1906 | static float rTime = 1000.0f;
|
---|
[2764] | 1907 |
|
---|
[2826] | 1908 | if (showAlgorithmTime)
|
---|
| 1909 | {
|
---|
| 1910 | if (algTime < 500) renderTime = algTime * expFactor + (1.0f - expFactor) * renderTime;
|
---|
| 1911 | }
|
---|
[2802] | 1912 |
|
---|
[2826] | 1913 | accumulatedTime += elapsedTime;
|
---|
| 1914 |
|
---|
[2776] | 1915 | if (accumulatedTime > 500) // update every fraction of a second
|
---|
[2770] | 1916 | {
|
---|
| 1917 | accumulatedTime = 0;
|
---|
| 1918 |
|
---|
[2826] | 1919 | if (frameTime) fps = 1e3f / (float)frameTime;
|
---|
| 1920 |
|
---|
| 1921 | rTime = renderTime;
|
---|
[2773] | 1922 |
|
---|
[2948] | 1923 | if (renderLightView && shadowTraverser)
|
---|
| 1924 | {
|
---|
| 1925 | renderedTriangles = shadowTraverser->GetStats().mNumRenderedTriangles;
|
---|
| 1926 | renderedObjects = shadowTraverser->GetStats().mNumRenderedGeometry;
|
---|
| 1927 | renderedNodes = shadowTraverser->GetStats().mNumRenderedNodes;
|
---|
| 1928 | }
|
---|
| 1929 | else if (showShadowMap && shadowTraverser)
|
---|
| 1930 | {
|
---|
| 1931 | renderedNodes = traverser->GetStats().mNumRenderedNodes + shadowTraverser->GetStats().mNumRenderedNodes;
|
---|
| 1932 | renderedObjects = traverser->GetStats().mNumRenderedGeometry + shadowTraverser->GetStats().mNumRenderedGeometry;
|
---|
| 1933 | renderedTriangles = traverser->GetStats().mNumRenderedTriangles + shadowTraverser->GetStats().mNumRenderedTriangles;
|
---|
| 1934 | }
|
---|
| 1935 | else
|
---|
| 1936 | {
|
---|
| 1937 | renderedTriangles = traverser->GetStats().mNumRenderedTriangles;
|
---|
| 1938 | renderedObjects = traverser->GetStats().mNumRenderedGeometry;
|
---|
| 1939 | renderedNodes = traverser->GetStats().mNumRenderedNodes;
|
---|
| 1940 | }
|
---|
| 1941 |
|
---|
[2770] | 1942 | traversedNodes = traverser->GetStats().mNumTraversedNodes;
|
---|
| 1943 | frustumCulledNodes = traverser->GetStats().mNumFrustumCulledNodes;
|
---|
| 1944 | queryCulledNodes = traverser->GetStats().mNumQueryCulledNodes;
|
---|
| 1945 | issuedQueries = traverser->GetStats().mNumIssuedQueries;
|
---|
| 1946 | stateChanges = traverser->GetStats().mNumStateChanges;
|
---|
[2800] | 1947 | numBatches = traverser->GetStats().mNumBatches;
|
---|
[2770] | 1948 | }
|
---|
| 1949 |
|
---|
[2764] | 1950 |
|
---|
[2826] | 1951 | Begin2D();
|
---|
[2808] | 1952 |
|
---|
[2826] | 1953 | glEnable(GL_BLEND);
|
---|
| 1954 | glBlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA);
|
---|
[2764] | 1955 |
|
---|
[2826] | 1956 | if (showHelp)
|
---|
| 1957 | {
|
---|
| 1958 | DrawHelpMessage();
|
---|
| 1959 | }
|
---|
| 1960 | else
|
---|
| 1961 | {
|
---|
[2829] | 1962 | if (showOptions)
|
---|
| 1963 | {
|
---|
| 1964 | glColor4f(0.0f, 0.0f, 0.0f, 0.5f);
|
---|
| 1965 | glRecti(5, winHeight - 95, winWidth * 2 / 3 - 5, winHeight - 5);
|
---|
| 1966 | }
|
---|
| 1967 |
|
---|
| 1968 | if (showStatistics)
|
---|
| 1969 | {
|
---|
| 1970 | glColor4f(0.0f, 0.0f, 0.0f, 0.5f);
|
---|
| 1971 | glRecti(5, winHeight - 165, winWidth * 2 / 3 - 5, winHeight - 100);
|
---|
| 1972 | }
|
---|
| 1973 |
|
---|
| 1974 | glEnable(GL_TEXTURE_2D);
|
---|
[2827] | 1975 | myfont.Begin();
|
---|
[2769] | 1976 |
|
---|
[2826] | 1977 | if (showOptions)
|
---|
| 1978 | {
|
---|
[2829] | 1979 | glColor3f(0.0f, 1.0f, 0.0f);
|
---|
[2826] | 1980 | int i = 0;
|
---|
| 1981 |
|
---|
[3065] | 1982 | static char *renderMethodStr[] =
|
---|
| 1983 | {"forward", "depth pass + forward", "deferred shading", "depth pass + deferred"};
|
---|
[2826] | 1984 | sprintf(msg[i ++], "multiqueries: %d, tight bounds: %d, render queue: %d",
|
---|
[3065] | 1985 | useMultiQueries, useTightBounds, useRenderQueue);
|
---|
[2955] | 1986 | sprintf(msg[i ++], "render technique: %s, SSAO: %d", renderMethodStr[renderMethod], useAdvancedShading);
|
---|
[2826] | 1987 | sprintf(msg[i ++], "triangles per virtual leaf: %5d", trianglesPerVirtualLeaf);
|
---|
| 1988 | sprintf(msg[i ++], "assumed visible frames: %4d, max batch size: %4d",
|
---|
| 1989 | assumedVisibleFrames, maxBatchSize);
|
---|
[2808] | 1990 |
|
---|
[2826] | 1991 | for (int j = 0; j < 4; ++ j)
|
---|
[2829] | 1992 | myfont.DrawString(msg[j], 10.0f, winHeight - 5 - j * 20);
|
---|
[2826] | 1993 | }
|
---|
[2808] | 1994 |
|
---|
[2786] | 1995 | if (showStatistics)
|
---|
[2764] | 1996 | {
|
---|
[2829] | 1997 | glColor3f(1.0f, 1.0f, 0.0f);
|
---|
| 1998 |
|
---|
[2948] | 1999 | string objStr, totalObjStr;
|
---|
| 2000 | string triStr, totalTriStr;
|
---|
[2826] | 2001 |
|
---|
[2829] | 2002 | int len = 10;
|
---|
[2948] | 2003 | CalcDecimalPoint(objStr, renderedObjects, len);
|
---|
[3059] | 2004 | CalcDecimalPoint(totalObjStr, (int)resourceManager->GetNumEntities(), len);
|
---|
[2826] | 2005 |
|
---|
[2948] | 2006 | CalcDecimalPoint(triStr, renderedTriangles, len);
|
---|
| 2007 | CalcDecimalPoint(totalTriStr, bvh->GetBvhStats().mTriangles, len);
|
---|
| 2008 |
|
---|
[2826] | 2009 | int i = 4;
|
---|
| 2010 |
|
---|
[2953] | 2011 | if (0)
|
---|
| 2012 | {
|
---|
| 2013 | sprintf(msg[i ++], "rendered: %s of %s objects, %s of %s triangles",
|
---|
| 2014 | objStr.c_str(), totalObjStr.c_str(), triStr.c_str(), totalTriStr.c_str());
|
---|
| 2015 | }
|
---|
| 2016 | else
|
---|
| 2017 | {
|
---|
| 2018 | sprintf(msg[i ++], "rendered: %6d of %6d nodes, %s of %s triangles",
|
---|
| 2019 | renderedNodes, bvh->GetNumVirtualNodes(), triStr.c_str(), totalTriStr.c_str());
|
---|
| 2020 | }
|
---|
[2826] | 2021 |
|
---|
| 2022 | sprintf(msg[i ++], "traversed: %5d, frustum culled: %5d, query culled: %5d",
|
---|
| 2023 | traversedNodes, frustumCulledNodes, queryCulledNodes);
|
---|
[3101] | 2024 | sprintf(msg[i ++], "issued queries: %5d, renderState changes: %5d, render batches: %5d",
|
---|
[2826] | 2025 | issuedQueries, stateChanges, numBatches);
|
---|
| 2026 |
|
---|
| 2027 | for (int j = 4; j < 7; ++ j)
|
---|
[2829] | 2028 | myfont.DrawString(msg[j], 10.0f, winHeight - (j + 1) * 20);
|
---|
[2764] | 2029 | }
|
---|
[2790] | 2030 |
|
---|
[2826] | 2031 | glColor3f(1.0f, 1.0f, 1.0f);
|
---|
| 2032 | static char *alg_str[] = {"Frustum Cull", "Stop and Wait", "CHC", "CHC ++"};
|
---|
[2827] | 2033 |
|
---|
| 2034 | if (!showAlgorithmTime)
|
---|
[3065] | 2035 | sprintf(msg[7], "%s: %6.1f fps", alg_str[renderMode], fps);
|
---|
[2827] | 2036 | else
|
---|
| 2037 | sprintf(msg[7], "%s: %6.1f ms", alg_str[renderMode], rTime);
|
---|
[3010] | 2038 |
|
---|
[2829] | 2039 | myfont.DrawString(msg[7], 1.3f, 690.0f, 760.0f);//, top_color, bottom_color);
|
---|
[2827] | 2040 |
|
---|
| 2041 | //sprintf(msg[8], "algorithm time: %6.1f ms", rTime);
|
---|
| 2042 | //myfont.DrawString(msg[8], 720.0f, 730.0f);
|
---|
[2764] | 2043 | }
|
---|
| 2044 |
|
---|
[2826] | 2045 | glDisable(GL_BLEND);
|
---|
| 2046 | glDisable(GL_TEXTURE_2D);
|
---|
| 2047 |
|
---|
[2792] | 2048 | End2D();
|
---|
[2764] | 2049 | }
|
---|
[2796] | 2050 |
|
---|
| 2051 |
|
---|
| 2052 | void RenderSky()
|
---|
| 2053 | {
|
---|
[2959] | 2054 | if ((renderMethod == RENDER_DEFERRED) || (renderMethod == RENDER_DEPTH_PASS_DEFERRED))
|
---|
[3101] | 2055 | renderState.SetRenderTechnique(DEFERRED);
|
---|
[2958] | 2056 |
|
---|
[3036] | 2057 | const bool useToneMapping =
|
---|
| 2058 | ((renderMethod == RENDER_DEPTH_PASS_DEFERRED) ||
|
---|
| 2059 | (renderMethod == RENDER_DEFERRED)) && useHDR;
|
---|
[3059] | 2060 |
|
---|
[3101] | 2061 | preetham->RenderSkyDome(-light->GetDirection(), camera, &renderState, !useToneMapping);
|
---|
[3212] | 2062 |
|
---|
| 2063 | /// once again reset the renderState just to make sure
|
---|
[3101] | 2064 | renderState.Reset();
|
---|
[2801] | 2065 | }
|
---|
[2796] | 2066 |
|
---|
[2948] | 2067 |
|
---|
[2895] | 2068 | // render visible object from depth pass
|
---|
[2801] | 2069 | void RenderVisibleObjects()
|
---|
| 2070 | {
|
---|
[2955] | 2071 | if (renderMethod == RENDER_DEPTH_PASS_DEFERRED)
|
---|
[2948] | 2072 | {
|
---|
[2950] | 2073 | if (showShadowMap && !renderLightView)
|
---|
[2951] | 2074 | {
|
---|
[3068] | 2075 | // usethe maximal visible distance to focus shadow map
|
---|
| 2076 | float maxVisibleDist = min(camera->GetFar(), traverser->GetMaxVisibleDistance());
|
---|
| 2077 | RenderShadowMap(maxVisibleDist);
|
---|
[2951] | 2078 | }
|
---|
[3068] | 2079 | // initialize deferred rendering
|
---|
[2948] | 2080 | InitDeferredRendering();
|
---|
| 2081 | }
|
---|
[2949] | 2082 | else
|
---|
[2950] | 2083 | {
|
---|
[3101] | 2084 | renderState.SetRenderTechnique(FORWARD);
|
---|
[2950] | 2085 | }
|
---|
[2948] | 2086 |
|
---|
[3127] | 2087 |
|
---|
[3068] | 2088 | /////////////////
|
---|
[3101] | 2089 | //-- reset gl renderState before the final visible objects pass
|
---|
[3068] | 2090 |
|
---|
[3101] | 2091 | renderState.Reset();
|
---|
[3068] | 2092 |
|
---|
[2953] | 2093 | glEnableClientState(GL_NORMAL_ARRAY);
|
---|
[3068] | 2094 | /// switch back to smooth shading
|
---|
[3067] | 2095 | glShadeModel(GL_SMOOTH);
|
---|
[3068] | 2096 | /// reset alpha to coverage flag
|
---|
[3101] | 2097 | renderState.SetUseAlphaToCoverage(true);
|
---|
[3067] | 2098 | // clear color
|
---|
| 2099 | glClear(GL_COLOR_BUFFER_BIT);
|
---|
[3039] | 2100 |
|
---|
[3068] | 2101 | // draw only objects having exactly the same depth as the current sample
|
---|
| 2102 | glDepthFunc(GL_EQUAL);
|
---|
[2951] | 2103 |
|
---|
[2949] | 2104 | //cout << "visible: " << (int)traverser->GetVisibleObjects().size() << endl;
|
---|
| 2105 |
|
---|
[3068] | 2106 | SceneEntityContainer::const_iterator sit,
|
---|
[2801] | 2107 | sit_end = traverser->GetVisibleObjects().end();
|
---|
| 2108 |
|
---|
| 2109 | for (sit = traverser->GetVisibleObjects().begin(); sit != sit_end; ++ sit)
|
---|
[2948] | 2110 | {
|
---|
[2801] | 2111 | renderQueue->Enqueue(*sit);
|
---|
[2948] | 2112 | }
|
---|
[3068] | 2113 | /// now render out everything in one giant pass
|
---|
[2801] | 2114 | renderQueue->Apply();
|
---|
| 2115 |
|
---|
[3068] | 2116 | // switch back to standard depth func
|
---|
[2801] | 2117 | glDepthFunc(GL_LESS);
|
---|
[3101] | 2118 | renderState.Reset();
|
---|
[2949] | 2119 |
|
---|
| 2120 | PrintGLerror("visibleobjects");
|
---|
[2801] | 2121 | }
|
---|
| 2122 |
|
---|
| 2123 |
|
---|
[3120] | 2124 | SceneQuery *GetOrCreateSceneQuery()
|
---|
[2801] | 2125 | {
|
---|
[3037] | 2126 | if (!sceneQuery)
|
---|
[3101] | 2127 | sceneQuery = new SceneQuery(bvh->GetBox(), traverser, &renderState);
|
---|
[3037] | 2128 |
|
---|
[3120] | 2129 | return sceneQuery;
|
---|
| 2130 | }
|
---|
| 2131 |
|
---|
| 2132 |
|
---|
| 2133 | void PlaceViewer(const Vector3 &oldPos)
|
---|
| 2134 | {
|
---|
[2801] | 2135 | Vector3 playerPos = camera->GetPosition();
|
---|
[3120] | 2136 | bool validIntersect = GetOrCreateSceneQuery()->CalcIntersection(playerPos);
|
---|
[2801] | 2137 |
|
---|
[2853] | 2138 | if (validIntersect)
|
---|
[2848] | 2139 | // && ((playerPos.z - oldPos.z) < bvh->GetBox().Size(2) * 1e-1f))
|
---|
[2801] | 2140 | {
|
---|
| 2141 | camera->SetPosition(playerPos);
|
---|
| 2142 | }
|
---|
[2809] | 2143 | }
|
---|
[2948] | 2144 |
|
---|
| 2145 |
|
---|
[2951] | 2146 | void RenderShadowMap(float newfar)
|
---|
[2948] | 2147 | {
|
---|
[2953] | 2148 | glDisableClientState(GL_NORMAL_ARRAY);
|
---|
[3101] | 2149 | renderState.SetRenderTechnique(DEPTH_PASS);
|
---|
[3038] | 2150 |
|
---|
| 2151 | // hack: disable cull face because of alpha textured balconies
|
---|
| 2152 | glDisable(GL_CULL_FACE);
|
---|
[3101] | 2153 | renderState.LockCullFaceEnabled(true);
|
---|
[3068] | 2154 |
|
---|
| 2155 | /// don't use alpha to coverage for the depth map (problems with fbo rendering)
|
---|
[3101] | 2156 | renderState.SetUseAlphaToCoverage(false);
|
---|
[2948] | 2157 |
|
---|
[3101] | 2158 | // change CHC++ set of renderState variables
|
---|
[2980] | 2159 | // this must be done for each change of camera because
|
---|
[2948] | 2160 | // otherwise the temporal coherency is broken
|
---|
[3054] | 2161 | BvhNode::SetCurrentState(LIGHT_PASS);
|
---|
[2948] | 2162 | // hack: temporarily change camera far plane
|
---|
[2951] | 2163 | camera->SetFar(newfar);
|
---|
[2948] | 2164 | // the scene is rendered withouth any shading
|
---|
[3005] | 2165 | shadowMap->ComputeShadowMap(shadowTraverser, viewProjMat);
|
---|
[2948] | 2166 |
|
---|
| 2167 | camera->SetFar(farDist);
|
---|
| 2168 |
|
---|
[3101] | 2169 | renderState.SetUseAlphaToCoverage(true);
|
---|
| 2170 | renderState.LockCullFaceEnabled(false);
|
---|
[3102] | 2171 | glEnable(GL_CULL_FACE);
|
---|
[2948] | 2172 |
|
---|
[2953] | 2173 | glEnableClientState(GL_NORMAL_ARRAY);
|
---|
[3101] | 2174 | // change back renderState
|
---|
[3054] | 2175 | BvhNode::SetCurrentState(CAMERA_PASS);
|
---|
[2952] | 2176 | }
|
---|
[3059] | 2177 |
|
---|
[3068] | 2178 |
|
---|
[3110] | 2179 | /** Touch each material once in order to preload the render queue
|
---|
[3059] | 2180 | bucket id of each material
|
---|
| 2181 | */
|
---|
| 2182 | void PrepareRenderQueue()
|
---|
| 2183 | {
|
---|
| 2184 | for (int i = 0; i < 3; ++ i)
|
---|
| 2185 | {
|
---|
[3101] | 2186 | renderState.SetRenderTechnique(i);
|
---|
[3059] | 2187 |
|
---|
| 2188 | // fill all shapes into the render queue once so we can establish the buckets
|
---|
| 2189 | ShapeContainer::const_iterator sit, sit_end = (*resourceManager->GetShapes()).end();
|
---|
| 2190 |
|
---|
| 2191 | for (sit = (*resourceManager->GetShapes()).begin(); sit != sit_end; ++ sit)
|
---|
| 2192 | {
|
---|
[3071] | 2193 | static Transform3 dummy(IdentityMatrix());
|
---|
[3110] | 2194 | renderQueue->Enqueue(*sit, NULL);
|
---|
[3059] | 2195 | }
|
---|
| 2196 |
|
---|
| 2197 | // just clear queue again
|
---|
| 2198 | renderQueue->Clear();
|
---|
| 2199 | }
|
---|
| 2200 | }
|
---|
| 2201 |
|
---|
| 2202 |
|
---|
[3070] | 2203 | void LoadModel(const string &model, SceneEntityContainer &entities)
|
---|
[3059] | 2204 | {
|
---|
| 2205 | const string filename = string(model_path + model);
|
---|
| 2206 |
|
---|
[3127] | 2207 | cout << "\nloading model " << filename << endl;
|
---|
[3070] | 2208 | if (resourceManager->Load(filename, entities))
|
---|
[3127] | 2209 | cout << "model " << filename << " successfully loaded" << endl;
|
---|
[3059] | 2210 | else
|
---|
| 2211 | {
|
---|
| 2212 | cerr << "loading model " << filename << " failed" << endl;
|
---|
| 2213 | CleanUp();
|
---|
| 2214 | exit(0);
|
---|
| 2215 | }
|
---|
[3078] | 2216 | }
|
---|
| 2217 |
|
---|
| 2218 |
|
---|
| 2219 | void CreateAnimation()
|
---|
| 2220 | {
|
---|
| 2221 | const float radius = 5.0f;
|
---|
[3080] | 2222 | const Vector3 center(480.398f, 268.364f, 181.3);
|
---|
[3078] | 2223 |
|
---|
| 2224 | VertexArray vertices;
|
---|
| 2225 |
|
---|
[3080] | 2226 | /*for (int i = 0; i < 360; ++ i)
|
---|
[3078] | 2227 | {
|
---|
| 2228 | float angle = (float)i * M_PI / 180.0f;
|
---|
| 2229 |
|
---|
| 2230 | Vector3 offs = Vector3(cos(angle) * radius, sin(angle) * radius, 0);
|
---|
| 2231 | vertices.push_back(center + offs);
|
---|
[3080] | 2232 | }*/
|
---|
| 2233 |
|
---|
| 2234 | for (int i = 0; i < 5; ++ i)
|
---|
| 2235 | {
|
---|
| 2236 | Vector3 offs = Vector3(i, 0, 0);
|
---|
| 2237 | vertices.push_back(center + offs);
|
---|
[3078] | 2238 | }
|
---|
| 2239 |
|
---|
[3080] | 2240 |
|
---|
| 2241 | for (int i = 0; i < 5; ++ i)
|
---|
| 2242 | {
|
---|
| 2243 | Vector3 offs = Vector3(4 -i, 0, 0);
|
---|
| 2244 | vertices.push_back(center + offs);
|
---|
| 2245 | }
|
---|
| 2246 |
|
---|
[3078] | 2247 | motionPath = new MotionPath(vertices);
|
---|
[3214] | 2248 | }
|
---|
| 2249 |
|
---|
| 2250 |
|
---|
| 2251 | bool TestSunVisible()
|
---|
| 2252 | {
|
---|
| 2253 | // assume sun is at a far away point along the light vector
|
---|
| 2254 | Vector3 sunPos = light->GetDirection() * -1e3f;
|
---|
| 2255 | sunPos += camera->GetPosition();
|
---|
| 2256 |
|
---|
| 2257 | sunBox->GetTransform()->SetMatrix(TranslationMatrix(sunPos));
|
---|
| 2258 |
|
---|
| 2259 | glBeginQueryARB(GL_SAMPLES_PASSED_ARB, sunQuery);
|
---|
| 2260 |
|
---|
| 2261 | sunBox->Render(&renderState);
|
---|
| 2262 |
|
---|
| 2263 | glEndQueryARB(GL_SAMPLES_PASSED_ARB);
|
---|
| 2264 |
|
---|
| 2265 | GLuint sampleCount;
|
---|
| 2266 |
|
---|
| 2267 | glGetQueryObjectuivARB(sunQuery, GL_QUERY_RESULT_ARB, &sampleCount);
|
---|
| 2268 |
|
---|
| 2269 | return (sampleCount > 0);
|
---|
| 2270 | }
|
---|