[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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[3219] | 58 | #include "WalkThroughRecorder.h"
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[2642] | 59 |
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[3066] | 60 |
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[2756] | 61 | using namespace std;
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[2776] | 62 | using namespace CHCDemoEngine;
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[2642] | 63 |
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| 64 |
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[3068] | 65 | /// the environment for the program parameter
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[2828] | 66 | static Environment env;
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| 67 |
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| 68 |
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[2826] | 69 | GLuint fontTex;
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[3068] | 70 | /// the fbo used for MRT
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[3038] | 71 | FrameBufferObject *fbo = NULL;
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[2756] | 72 | /// the renderable scene geometry
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| 73 | SceneEntityContainer sceneEntities;
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[3214] | 74 | /// the dynamic objects in the scene
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[3070] | 75 | SceneEntityContainer dynamicObjects;
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[2756] | 76 | // traverses and renders the hierarchy
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[2767] | 77 | RenderTraverser *traverser = NULL;
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[2756] | 78 | /// the hierarchy
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[2767] | 79 | Bvh *bvh = NULL;
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[2793] | 80 | /// handles scene loading
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[3059] | 81 | ResourceManager *resourceManager = NULL;
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[3057] | 82 | /// handles scene loading
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| 83 | ShaderManager *shaderManager = NULL;
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[2756] | 84 | /// the scene camera
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[3062] | 85 | PerspectiveCamera *camera = NULL;
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[2795] | 86 | /// the scene camera
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[3062] | 87 | PerspectiveCamera *visCamera = NULL;
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[2767] | 88 | /// the visualization
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| 89 | Visualization *visualization = NULL;
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[3101] | 90 | /// the current render renderState
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| 91 | RenderState renderState;
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[2764] | 92 | /// the rendering algorithm
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[2795] | 93 | int renderMode = RenderTraverser::CHCPLUSPLUS;
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[3038] | 94 | /// eye near plane distance
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[3068] | 95 | const float nearDist = 0.2f;
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[3106] | 96 | //const float nearDist = 1.0f;
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[3038] | 97 | /// eye far plane distance
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[2927] | 98 | float farDist = 1e6f;
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[2856] | 99 | /// the field of view
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[3068] | 100 | const float fov = 50.0f;
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[2764] | 101 |
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[2796] | 102 | SceneQuery *sceneQuery = NULL;
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[2801] | 103 | RenderQueue *renderQueue = NULL;
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[3068] | 104 | /// traverses and renders the hierarchy
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[2897] | 105 | RenderTraverser *shadowTraverser = NULL;
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[3068] | 106 | /// the skylight + skydome model
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[2957] | 107 | SkyPreetham *preetham = NULL;
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[2897] | 108 |
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[3078] | 109 | MotionPath *motionPath = NULL;
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[3189] | 110 | /// max depth where candidates for tighter bounds are searched
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[3123] | 111 | int maxDepthForTestingChildren = 3;
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[3068] | 112 |
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[3216] | 113 | bool ssaoUseFullResolution = false;
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[3123] | 114 |
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[3219] | 115 | /// store the frames as tga
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| 116 | bool recordFrames = false;
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| 117 | /// record the taken path
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| 118 | bool recordPath = false;
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| 119 | /// replays the recorded path
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| 120 | bool replayPath = false;
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[3216] | 121 |
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[3219] | 122 | int currentReplayFrame = -1;
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| 123 |
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[3220] | 124 | string recordedFramesSuffix("frames");
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| 125 |
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[3219] | 126 | /// the walkThroughRecorder
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| 127 | WalkThroughRecorder *walkThroughRecorder = NULL;
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| 128 | WalkThroughPlayer *walkThroughPlayer = NULL;
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| 129 |
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| 130 |
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[3068] | 131 | /// the technique used for rendering
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| 132 | enum RenderTechnique
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| 133 | {
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| 134 | FORWARD,
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| 135 | DEFERRED,
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| 136 | DEPTH_PASS
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| 137 | };
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| 138 |
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| 139 |
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[2994] | 140 | /// the used render type for this render pass
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| 141 | enum RenderMethod
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| 142 | {
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[3043] | 143 | RENDER_FORWARD,
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[2994] | 144 | RENDER_DEPTH_PASS,
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| 145 | RENDER_DEFERRED,
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| 146 | RENDER_DEPTH_PASS_DEFERRED,
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| 147 | RENDER_NUM_RENDER_TYPES
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| 148 | };
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[2957] | 149 |
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[2994] | 150 | /// one of four possible render methods
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[3043] | 151 | int renderMethod = RENDER_FORWARD;
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[2994] | 152 |
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[3059] | 153 | static int winWidth = 1024;
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| 154 | static int winHeight = 768;
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| 155 | static float winAspectRatio = 1.0f;
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[2994] | 156 |
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[2809] | 157 | /// these values get scaled with the frame rate
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[2828] | 158 | static float keyForwardMotion = 30.0f;
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| 159 | static float keyRotation = 1.5f;
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[2801] | 160 |
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[2826] | 161 | /// elapsed time in milliseconds
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[3059] | 162 | double elapsedTime = 1000.0;
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| 163 | double algTime = 1000.0;
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| 164 | double accumulatedTime = 1000.0;
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| 165 | float fps = 1e3f;
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[3193] | 166 | float turbitity = 5.0f;
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[2795] | 167 |
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[3212] | 168 | // ssao parameters
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| 169 | float ssaoKernelRadius = 1e-8f;
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| 170 | float ssaoSampleIntensity = 0.2f;
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[3216] | 171 | float ssaoFilterRadius = 12.0f;
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[3212] | 172 | float ssaoTempCohFactor = 255.0;
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| 173 | bool sortSamples = true;
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| 174 |
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[2945] | 175 | int shadowSize = 2048;
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[3212] | 176 |
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[3059] | 177 | /// the hud font
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[2826] | 178 | glfont::GLFont myfont;
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| 179 |
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[2809] | 180 | // rendertexture
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[3212] | 181 | int texWidth = 1024;
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| 182 | int texHeight = 768;
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[2866] | 183 |
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[2770] | 184 | int renderedObjects = 0;
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[2773] | 185 | int renderedNodes = 0;
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| 186 | int renderedTriangles = 0;
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| 187 |
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[2770] | 188 | int issuedQueries = 0;
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| 189 | int traversedNodes = 0;
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| 190 | int frustumCulledNodes = 0;
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| 191 | int queryCulledNodes = 0;
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| 192 | int stateChanges = 0;
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[2800] | 193 | int numBatches = 0;
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[2770] | 194 |
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[3101] | 195 | // mouse navigation renderState
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[2809] | 196 | int xEyeBegin = 0;
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| 197 | int yEyeBegin = 0;
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| 198 | int yMotionBegin = 0;
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| 199 | int verticalMotionBegin = 0;
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| 200 | int horizontalMotionBegin = 0;
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[2642] | 201 |
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[2792] | 202 | bool leftKeyPressed = false;
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| 203 | bool rightKeyPressed = false;
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| 204 | bool upKeyPressed = false;
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| 205 | bool downKeyPressed = false;
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[2837] | 206 | bool descendKeyPressed = false;
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| 207 | bool ascendKeyPressed = false;
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[3105] | 208 | bool leftStrafeKeyPressed = false;
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| 209 | bool rightStrafeKeyPressed = false;
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| 210 |
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[3054] | 211 | bool altKeyPressed = false;
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| 212 |
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[2994] | 213 | bool showHelp = false;
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| 214 | bool showStatistics = false;
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| 215 | bool showOptions = true;
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| 216 | bool showBoundingVolumes = false;
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| 217 | bool visMode = false;
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| 218 |
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| 219 | bool useOptimization = false;
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[3074] | 220 | bool useTightBounds = true;
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[2994] | 221 | bool useRenderQueue = true;
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| 222 | bool useMultiQueries = true;
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| 223 | bool flyMode = true;
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| 224 |
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[2875] | 225 | bool useGlobIllum = false;
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| 226 | bool useTemporalCoherence = true;
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[2994] | 227 | bool showAlgorithmTime = false;
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[2875] | 228 |
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[2994] | 229 | bool useFullScreen = false;
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| 230 | bool useLODs = true;
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| 231 | bool moveLight = false;
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| 232 |
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| 233 | bool useAdvancedShading = false;
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| 234 | bool showShadowMap = false;
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| 235 | bool renderLightView = false;
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[3054] | 236 | bool useHDR = true;
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[3175] | 237 | bool useAntiAliasing = true;
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[3215] | 238 | bool useLenseFlare = true;
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[2994] | 239 |
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[3054] | 240 | PerfTimer frameTimer, algTimer;
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[3212] | 241 | /// the performance graph window
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[3054] | 242 | PerformanceGraph *perfGraph = NULL;
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[2994] | 243 |
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[3189] | 244 | int sCurrentMrtSet = 0;
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[2957] | 245 |
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[3111] | 246 | static Matrix4x4 invTrafo = IdentityMatrix();
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[2825] | 247 |
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[3111] | 248 |
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[3068] | 249 | //////////////
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| 250 | //-- algorithm parameters
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[2827] | 251 |
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[3068] | 252 | /// the pixel threshold where a node is still considered invisible
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| 253 | /// (should be zero for conservative visibility)
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| 254 | int threshold;
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| 255 | int assumedVisibleFrames = 10;
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| 256 | int maxBatchSize = 50;
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| 257 | int trianglesPerVirtualLeaf = INITIAL_TRIANGLES_PER_VIRTUAL_LEAVES;
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| 258 |
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| 259 | //////////////
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| 260 |
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| 261 | enum {CAMERA_PASS = 0, LIGHT_PASS = 1};
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| 262 |
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| 263 |
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[2948] | 264 | //DeferredRenderer::SAMPLING_METHOD samplingMethod = DeferredRenderer::SAMPLING_POISSON;
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| 265 | DeferredRenderer::SAMPLING_METHOD samplingMethod = DeferredRenderer::SAMPLING_QUADRATIC;
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[2865] | 266 |
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[2894] | 267 | ShadowMap *shadowMap = NULL;
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[2952] | 268 | DirectionalLight *light = NULL;
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[3111] | 269 | DeferredRenderer *deferredShader = NULL;
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[2834] | 270 |
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[3175] | 271 |
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[3059] | 272 | SceneEntity *buddha = NULL;
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[2957] | 273 | SceneEntity *skyDome = NULL;
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[3214] | 274 | SceneEntity *sunBox = NULL;
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[2895] | 275 |
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[3214] | 276 | GLuint sunQuery = 0;
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[2952] | 277 |
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[3214] | 278 |
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[3059] | 279 | ////////////////////
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| 280 | //--- function forward declarations
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[2991] | 281 |
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[2759] | 282 | void InitExtensions();
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[3059] | 283 | void InitGLstate();
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| 284 |
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[2756] | 285 | void DisplayVisualization();
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[3059] | 286 | /// destroys all allocated resources
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[2759] | 287 | void CleanUp();
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| 288 | void SetupEyeView();
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| 289 | void SetupLighting();
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[2764] | 290 | void DisplayStats();
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[3059] | 291 | /// draw the help screen
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[2786] | 292 | void DrawHelpMessage();
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[3059] | 293 | /// render the sky dome
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[2796] | 294 | void RenderSky();
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[3059] | 295 | /// render the objects found visible in the depth pass
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[2801] | 296 | void RenderVisibleObjects();
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[2756] | 297 |
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[3215] | 298 | int TestSunVisible();
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[3214] | 299 |
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[2792] | 300 | void Begin2D();
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| 301 | void End2D();
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[3059] | 302 | /// the main loop
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| 303 | void MainLoop();
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| 304 |
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[2792] | 305 | void KeyBoard(unsigned char c, int x, int y);
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| 306 | void Special(int c, int x, int y);
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| 307 | void KeyUp(unsigned char c, int x, int y);
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| 308 | void SpecialKeyUp(int c, int x, int y);
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| 309 | void Reshape(int w, int h);
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[3101] | 310 | void Mouse(int button, int renderState, int x, int y);
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[2792] | 311 | void LeftMotion(int x, int y);
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| 312 | void RightMotion(int x, int y);
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| 313 | void MiddleMotion(int x, int y);
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[3059] | 314 | void KeyHorizontalMotion(float shift);
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| 315 | void KeyVerticalMotion(float shift);
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| 316 | /// returns the string representation of a number with the decimal points
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[2792] | 317 | void CalcDecimalPoint(string &str, int d);
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[3059] | 318 | /// Creates the traversal method (vfc, stopandwait, chc, chc++)
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[3062] | 319 | RenderTraverser *CreateTraverser(PerspectiveCamera *cam);
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[3059] | 320 | /// place the viewer on the floor plane
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[2801] | 321 | void PlaceViewer(const Vector3 &oldPos);
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[3019] | 322 | // initialise the frame buffer objects
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[2809] | 323 | void InitFBO();
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[3059] | 324 | /// changes the sunlight direction
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[2954] | 325 | void RightMotionLight(int x, int y);
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[3059] | 326 | /// render the shader map
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[2951] | 327 | void RenderShadowMap(float newfar);
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[3059] | 328 | /// function that touches each material once in order to accelarate render queue
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| 329 | void PrepareRenderQueue();
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| 330 | /// loads the specified model
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[3070] | 331 | void LoadModel(const string &model, SceneEntityContainer &entities);
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[2810] | 332 |
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[3059] | 333 | inline float KeyRotationAngle() { return keyRotation * elapsedTime * 1e-3f; }
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| 334 | inline float KeyShift() { return keyForwardMotion * elapsedTime * 1e-3f; }
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[3054] | 335 |
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[3078] | 336 | void CreateAnimation();
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| 337 |
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[3120] | 338 | SceneQuery *GetOrCreateSceneQuery();
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[3078] | 339 |
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[3120] | 340 |
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| 341 | // new view projection matrix of the camera
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[3005] | 342 | static Matrix4x4 viewProjMat = IdentityMatrix();
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[3120] | 343 | // the old view projection matrix of the camera
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[3005] | 344 | static Matrix4x4 oldViewProjMat = IdentityMatrix();
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[2820] | 345 |
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[2837] | 346 |
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[2995] | 347 |
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[2809] | 348 | static void PrintGLerror(char *msg)
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| 349 | {
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| 350 | GLenum errCode;
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| 351 | const GLubyte *errStr;
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| 352 |
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| 353 | if ((errCode = glGetError()) != GL_NO_ERROR)
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| 354 | {
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| 355 | errStr = gluErrorString(errCode);
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| 356 | fprintf(stderr,"OpenGL ERROR: %s: %s\n", errStr, msg);
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| 357 | }
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| 358 | }
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| 359 |
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| 360 |
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[2642] | 361 | int main(int argc, char* argv[])
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| 362 | {
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[3019] | 363 | #ifdef _CRT_SET
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| 364 | //Now just call this function at the start of your program and if you're
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| 365 | //compiling in debug mode (F5), any leaks will be displayed in the Output
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| 366 | //window when the program shuts down. If you're not in debug mode this will
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| 367 | //be ignored. Use it as you will!
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| 368 | //note: from GDNet Direct [3.8.04 - 3.14.04] void detectMemoryLeaks() {
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| 369 |
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| 370 | _CrtSetDbgFlag(_CRTDBG_LEAK_CHECK_DF|_CRTDBG_ALLOC_MEM_DF);
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| 371 | _CrtSetReportMode(_CRT_ASSERT,_CRTDBG_MODE_FILE);
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| 372 | _CrtSetReportFile(_CRT_ASSERT,_CRTDBG_FILE_STDERR);
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| 373 | #endif
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[3052] | 374 |
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[3019] | 375 | cout << "=== reading environment file ===" << endl << endl;
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| 376 |
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[2781] | 377 | int returnCode = 0;
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| 378 |
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[2837] | 379 | Vector3 camPos(.0f, .0f, .0f);
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[2838] | 380 | Vector3 camDir(.0f, 1.0f, .0f);
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[2952] | 381 | Vector3 lightDir(-0.8f, 1.0f, -0.7f);
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[2837] | 382 |
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[2873] | 383 | cout << "=== reading environment file ===" << endl << endl;
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[2830] | 384 |
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[3019] | 385 | const string envFileName = "default.env";
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[2837] | 386 | if (!env.Read(envFileName))
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| 387 | {
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| 388 | cerr << "loading environment " << envFileName << " failed!" << endl;
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| 389 | }
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| 390 | else
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| 391 | {
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| 392 | env.GetIntParam(string("assumedVisibleFrames"), assumedVisibleFrames);
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| 393 | env.GetIntParam(string("maxBatchSize"), maxBatchSize);
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| 394 | env.GetIntParam(string("trianglesPerVirtualLeaf"), trianglesPerVirtualLeaf);
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[3123] | 395 | env.GetIntParam(string("winWidth"), winWidth);
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| 396 | env.GetIntParam(string("winHeight"), winHeight);
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| 397 | env.GetIntParam(string("shadowSize"), shadowSize);
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| 398 | env.GetIntParam(string("maxDepthForTestingChildren"), maxDepthForTestingChildren);
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[2828] | 399 |
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[2837] | 400 | env.GetFloatParam(string("keyForwardMotion"), keyForwardMotion);
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| 401 | env.GetFloatParam(string("keyRotation"), keyRotation);
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[3123] | 402 | env.GetFloatParam(string("tempCohFactor"), ssaoTempCohFactor);
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[3193] | 403 | env.GetFloatParam(string("turbitity"), turbitity);
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[3123] | 404 |
|
---|
[2837] | 405 | env.GetVectorParam(string("camPosition"), camPos);
|
---|
[2838] | 406 | env.GetVectorParam(string("camDirection"), camDir);
|
---|
[2952] | 407 | env.GetVectorParam(string("lightDirection"), lightDir);
|
---|
[2865] | 408 |
|
---|
[3117] | 409 | env.GetBoolParam(string("useFullScreen"), useFullScreen);
|
---|
| 410 | env.GetBoolParam(string("useLODs"), useLODs);
|
---|
[2994] | 411 | env.GetBoolParam(string("useHDR"), useHDR);
|
---|
[3175] | 412 | env.GetBoolParam(string("useAA"), useAntiAliasing);
|
---|
[3215] | 413 | env.GetBoolParam(string("useLenseFlare"), useLenseFlare);
|
---|
[3175] | 414 | env.GetBoolParam(string("useAdvancedShading"), useAdvancedShading);
|
---|
[2994] | 415 |
|
---|
[3175] | 416 | env.GetIntParam(string("renderMethod"), renderMethod);
|
---|
[3117] | 417 |
|
---|
[3212] | 418 | env.GetFloatParam(string("ssaoKernelRadius"), ssaoKernelRadius);
|
---|
| 419 | env.GetFloatParam(string("ssaoSampleIntensity"), ssaoSampleIntensity);
|
---|
[3216] | 420 | env.GetBoolParam(string("ssaoUseFullResolution"), ssaoUseFullResolution);
|
---|
| 421 |
|
---|
[3220] | 422 | env.GetStringParam(string("recordedFramesSuffix"), recordedFramesSuffix);
|
---|
| 423 |
|
---|
[2846] | 424 | //env.GetStringParam(string("modelPath"), model_path);
|
---|
[2838] | 425 | //env.GetIntParam(string("numSssaoSamples"), numSsaoSamples);
|
---|
| 426 |
|
---|
[3212] | 427 | texWidth = winWidth;
|
---|
| 428 | texHeight = winHeight;
|
---|
| 429 |
|
---|
[2837] | 430 | cout << "assumedVisibleFrames: " << assumedVisibleFrames << endl;
|
---|
| 431 | cout << "maxBatchSize: " << maxBatchSize << endl;
|
---|
| 432 | cout << "trianglesPerVirtualLeaf: " << trianglesPerVirtualLeaf << endl;
|
---|
[2828] | 433 |
|
---|
[2837] | 434 | cout << "keyForwardMotion: " << keyForwardMotion << endl;
|
---|
| 435 | cout << "keyRotation: " << keyRotation << endl;
|
---|
| 436 | cout << "winWidth: " << winWidth << endl;
|
---|
| 437 | cout << "winHeight: " << winHeight << endl;
|
---|
| 438 | cout << "useFullScreen: " << useFullScreen << endl;
|
---|
[2865] | 439 | cout << "useLODs: " << useLODs << endl;
|
---|
[2837] | 440 | cout << "camPosition: " << camPos << endl;
|
---|
[2945] | 441 | cout << "shadow size: " << shadowSize << endl;
|
---|
[3175] | 442 | cout << "render method: " << renderMethod << endl;
|
---|
| 443 | cout << "use antialiasing: " << useAntiAliasing << endl;
|
---|
[3215] | 444 | cout << "use lense flare: " << useLenseFlare << endl;
|
---|
[3175] | 445 | cout << "use advanced shading: " << useAdvancedShading << endl;
|
---|
[3193] | 446 | cout << "turbitity: " << turbitity << endl;
|
---|
[3212] | 447 | cout << "temporal coherence: " << ssaoTempCohFactor << endl;
|
---|
| 448 | cout << "sample intensity: " << ssaoSampleIntensity << endl;
|
---|
| 449 | cout << "kernel radius: " << ssaoKernelRadius << endl;
|
---|
[3216] | 450 | cout << "ssao full resolution: " << ssaoUseFullResolution << endl;
|
---|
[3220] | 451 | cout << "recorded frames suffix: " << recordedFramesSuffix << endl;
|
---|
[2873] | 452 |
|
---|
[2846] | 453 | //cout << "model path: " << model_path << endl;
|
---|
[2881] | 454 | cout << "**** end parameters ****" << endl << endl;
|
---|
[2837] | 455 | }
|
---|
[2829] | 456 |
|
---|
[2828] | 457 | ///////////////////////////
|
---|
| 458 |
|
---|
[3062] | 459 | camera = new PerspectiveCamera(winWidth / winHeight, fov);
|
---|
[2795] | 460 | camera->SetNear(nearDist);
|
---|
[2913] | 461 | camera->SetFar(1000);
|
---|
[2888] | 462 |
|
---|
[2838] | 463 | camera->SetDirection(camDir);
|
---|
[2829] | 464 | camera->SetPosition(camPos);
|
---|
| 465 |
|
---|
[3062] | 466 | visCamera = new PerspectiveCamera(winWidth / winHeight, fov);
|
---|
[2796] | 467 | visCamera->SetNear(0.0f);
|
---|
| 468 | visCamera->Yaw(.5 * M_PI);
|
---|
[2781] | 469 |
|
---|
[2952] | 470 | // create a new light
|
---|
[2968] | 471 | light = new DirectionalLight(lightDir, RgbaColor(1, 1, 1, 1), RgbaColor(1, 1, 1, 1));
|
---|
[3061] | 472 | // the render queue for material sorting
|
---|
[3101] | 473 | renderQueue = new RenderQueue(&renderState);
|
---|
[2952] | 474 |
|
---|
[2760] | 475 | glutInitWindowSize(winWidth, winHeight);
|
---|
[2756] | 476 | glutInit(&argc, argv);
|
---|
[2853] | 477 | glutInitDisplayMode(GLUT_DOUBLE | GLUT_RGBA | GLUT_DEPTH | GLUT_MULTISAMPLE);
|
---|
| 478 | //glutInitDisplayMode(GLUT_DOUBLE | GLUT_RGBA | GLUT_DEPTH);
|
---|
[2850] | 479 | //glutInitDisplayString("samples=2");
|
---|
| 480 |
|
---|
[2867] | 481 | SceneEntity::SetUseLODs(useLODs);
|
---|
| 482 |
|
---|
[2828] | 483 | if (!useFullScreen)
|
---|
[2856] | 484 | {
|
---|
[2828] | 485 | glutCreateWindow("FriendlyCulling");
|
---|
[2856] | 486 | }
|
---|
[2828] | 487 | else
|
---|
| 488 | {
|
---|
| 489 | glutGameModeString( "1024x768:32@75" );
|
---|
| 490 | glutEnterGameMode();
|
---|
| 491 | }
|
---|
| 492 |
|
---|
[3059] | 493 | glutDisplayFunc(MainLoop);
|
---|
[2792] | 494 | glutKeyboardFunc(KeyBoard);
|
---|
| 495 | glutSpecialFunc(Special);
|
---|
| 496 | glutReshapeFunc(Reshape);
|
---|
| 497 | glutMouseFunc(Mouse);
|
---|
[3059] | 498 | glutIdleFunc(MainLoop);
|
---|
[2792] | 499 | glutKeyboardUpFunc(KeyUp);
|
---|
| 500 | glutSpecialUpFunc(SpecialKeyUp);
|
---|
| 501 | glutIgnoreKeyRepeat(true);
|
---|
| 502 |
|
---|
[2829] | 503 | // initialise gl graphics
|
---|
[2756] | 504 | InitExtensions();
|
---|
| 505 | InitGLstate();
|
---|
[2850] | 506 |
|
---|
[2854] | 507 | glEnable(GL_MULTISAMPLE_ARB);
|
---|
| 508 | glHint(GL_MULTISAMPLE_FILTER_HINT_NV, GL_NICEST);
|
---|
[2850] | 509 |
|
---|
[2792] | 510 | LeftMotion(0, 0);
|
---|
| 511 | MiddleMotion(0, 0);
|
---|
[2756] | 512 |
|
---|
[2829] | 513 | perfGraph = new PerformanceGraph(1000);
|
---|
[2756] | 514 |
|
---|
[3059] | 515 | resourceManager = ResourceManager::GetSingleton();
|
---|
[3057] | 516 | shaderManager = ShaderManager::GetSingleton();
|
---|
[2793] | 517 |
|
---|
[3220] | 518 |
|
---|
[3059] | 519 | ///////////
|
---|
| 520 | //-- load the static scene geometry
|
---|
[2756] | 521 |
|
---|
[3070] | 522 | LoadModel("city.dem", sceneEntities);
|
---|
[3059] | 523 |
|
---|
[3074] | 524 |
|
---|
[3072] | 525 | //////////
|
---|
| 526 | //-- load some dynamic stuff
|
---|
[3059] | 527 |
|
---|
[3203] | 528 | //resourceManager->mUseNormalMapping = true;
|
---|
[3193] | 529 | //resourceManager->mUseNormalMapping = false;
|
---|
[3127] | 530 |
|
---|
[3203] | 531 | //LoadModel("fisch.dem", dynamicObjects);
|
---|
| 532 | LoadModel("hbuddha.dem", dynamicObjects);
|
---|
[3146] | 533 | //LoadModel("venusm.dem", dynamicObjects);
|
---|
[3153] | 534 | //LoadModel("camel.dem", dynamicObjects);
|
---|
[3146] | 535 | //LoadModel("toyplane2.dem", dynamicObjects);
|
---|
[3151] | 536 | //LoadModel("elephal.dem", dynamicObjects);
|
---|
[3128] | 537 |
|
---|
[3127] | 538 | resourceManager->mUseNormalMapping = false;
|
---|
[3128] | 539 |
|
---|
[3072] | 540 | buddha = dynamicObjects.back();
|
---|
| 541 |
|
---|
[3194] | 542 | const Vector3 sceneCenter(470.398f, 240.364f, 181.7f);
|
---|
| 543 | //const Vector3 sceneCenter(470.398f, 240.364f, 180.3);
|
---|
[3089] | 544 |
|
---|
[3072] | 545 | Matrix4x4 transl = TranslationMatrix(sceneCenter);
|
---|
| 546 | buddha->GetTransform()->SetMatrix(transl);
|
---|
| 547 |
|
---|
[3075] | 548 | for (int i = 0; i < 10; ++ i)
|
---|
[3072] | 549 | {
|
---|
| 550 | SceneEntity *ent = new SceneEntity(*buddha);
|
---|
| 551 | resourceManager->AddSceneEntity(ent);
|
---|
| 552 |
|
---|
| 553 | Vector3 offs = Vector3::ZERO();
|
---|
| 554 |
|
---|
[3074] | 555 | offs.x = RandomValue(.0f, 50.0f);
|
---|
| 556 | offs.y = RandomValue(.0f, 50.0f);
|
---|
[3072] | 557 |
|
---|
[3120] | 558 | Vector3 newPos = sceneCenter + offs;
|
---|
| 559 |
|
---|
| 560 | transl = TranslationMatrix(newPos);
|
---|
[3072] | 561 | Transform3 *transform = resourceManager->CreateTransform(transl);
|
---|
| 562 |
|
---|
| 563 | ent->SetTransform(transform);
|
---|
| 564 | dynamicObjects.push_back(ent);
|
---|
[3125] | 565 | }
|
---|
[3072] | 566 |
|
---|
[3118] | 567 |
|
---|
[3059] | 568 | ///////////
|
---|
| 569 | //-- load the associated static bvh
|
---|
| 570 |
|
---|
[2961] | 571 | const string bvh_filename = string(model_path + "city.bvh");
|
---|
[3072] | 572 |
|
---|
[2961] | 573 | BvhLoader bvhLoader;
|
---|
[3123] | 574 | bvh = bvhLoader.Load(bvh_filename, sceneEntities, dynamicObjects, maxDepthForTestingChildren);
|
---|
[2795] | 575 |
|
---|
[2961] | 576 | if (!bvh)
|
---|
[2795] | 577 | {
|
---|
[2961] | 578 | cerr << "loading bvh " << bvh_filename << " failed" << endl;
|
---|
[2795] | 579 | CleanUp();
|
---|
| 580 | exit(0);
|
---|
| 581 | }
|
---|
| 582 |
|
---|
[3059] | 583 | /// set the depth of the bvh depending on the triangles per leaf node
|
---|
| 584 | bvh->SetVirtualLeaves(trianglesPerVirtualLeaf);
|
---|
| 585 |
|
---|
[2963] | 586 | // set far plane based on scene extent
|
---|
| 587 | farDist = 10.0f * Magnitude(bvh->GetBox().Diagonal());
|
---|
[3059] | 588 | camera->SetFar(farDist);
|
---|
[2963] | 589 |
|
---|
[2961] | 590 |
|
---|
[3059] | 591 | //////////////////
|
---|
| 592 | //-- setup the skydome model
|
---|
[2964] | 593 |
|
---|
[3070] | 594 | LoadModel("sky.dem", sceneEntities);
|
---|
[3019] | 595 | skyDome = sceneEntities.back();
|
---|
[2861] | 596 |
|
---|
[3059] | 597 | /// the turbitity of the sky (from clear to hazy, use <3 for clear sky)
|
---|
[3193] | 598 | preetham = new SkyPreetham(turbitity, skyDome);
|
---|
[2961] | 599 |
|
---|
[3118] | 600 | CreateAnimation();
|
---|
[3059] | 601 |
|
---|
[3219] | 602 |
|
---|
[3214] | 603 | //////////////////////////
|
---|
[3219] | 604 | //-- a bounding box representing the sun pos in order to test visibility
|
---|
| 605 |
|
---|
[3214] | 606 | Transform3 *trafo = resourceManager->CreateTransform(IdentityMatrix());
|
---|
[3078] | 607 |
|
---|
[3214] | 608 | // make it slightly bigger to simulate sun diameter
|
---|
| 609 | const float size = 25.0f;
|
---|
| 610 | AxisAlignedBox3 sbox(Vector3(-size), Vector3(size));
|
---|
| 611 |
|
---|
| 612 | SceneEntityConverter conv;
|
---|
| 613 |
|
---|
| 614 | // toto clean up material
|
---|
[3215] | 615 | Material *mat = resourceManager->CreateMaterial();
|
---|
[3214] | 616 |
|
---|
| 617 | mat->GetTechnique(0)->SetDepthWriteEnabled(false);
|
---|
| 618 | mat->GetTechnique(0)->SetColorWriteEnabled(false);
|
---|
| 619 |
|
---|
| 620 | sunBox = conv.ConvertBox(sbox, mat, trafo);
|
---|
| 621 |
|
---|
[3215] | 622 | resourceManager->AddSceneEntity(sunBox);
|
---|
| 623 |
|
---|
| 624 | /// create single occlusion query that handles sun visibility
|
---|
[3214] | 625 | glGenQueriesARB(1, &sunQuery);
|
---|
| 626 |
|
---|
| 627 |
|
---|
[3059] | 628 | //////////
|
---|
| 629 | //-- initialize the traversal algorithm
|
---|
| 630 |
|
---|
[2897] | 631 | traverser = CreateTraverser(camera);
|
---|
[3059] | 632 |
|
---|
| 633 | // the bird-eye visualization
|
---|
[3101] | 634 | visualization = new Visualization(bvh, camera, NULL, &renderState);
|
---|
[3054] | 635 |
|
---|
[3059] | 636 | // this function assign the render queue bucket ids of the materials in beforehand
|
---|
| 637 | // => probably a little less overhead for new parts of the scene that are not yet assigned
|
---|
| 638 | PrepareRenderQueue();
|
---|
| 639 | /// forward rendering is the default
|
---|
[3101] | 640 | renderState.SetRenderTechnique(FORWARD);
|
---|
[2847] | 641 | // frame time is restarted every frame
|
---|
| 642 | frameTimer.Start();
|
---|
[3059] | 643 |
|
---|
[2857] | 644 | // the rendering loop
|
---|
[2642] | 645 | glutMainLoop();
|
---|
[3059] | 646 |
|
---|
[2642] | 647 | // clean up
|
---|
[2756] | 648 | CleanUp();
|
---|
[3019] | 649 |
|
---|
[2642] | 650 | return 0;
|
---|
| 651 | }
|
---|
| 652 |
|
---|
[2756] | 653 |
|
---|
[2809] | 654 | void InitFBO()
|
---|
[2810] | 655 | {
|
---|
[2949] | 656 | PrintGLerror("fbo start");
|
---|
[2980] | 657 |
|
---|
[2857] | 658 | // this fbo basicly stores the scene information we get from standard rendering of a frame
|
---|
[3066] | 659 | // we store diffuse colors, eye space depth and normals
|
---|
[2884] | 660 | fbo = new FrameBufferObject(texWidth, texHeight, FrameBufferObject::DEPTH_32);
|
---|
[2857] | 661 |
|
---|
[2859] | 662 | // the diffuse color buffer
|
---|
[3015] | 663 | fbo->AddColorBuffer(ColorBufferObject::RGBA_FLOAT_32, ColorBufferObject::WRAP_CLAMP_TO_EDGE, ColorBufferObject::FILTER_LINEAR, ColorBufferObject::FILTER_NEAREST);
|
---|
[3009] | 664 | // the normals buffer
|
---|
[3197] | 665 | //fbo->AddColorBuffer(ColorBufferObject::RGB_FLOAT_16, ColorBufferObject::WRAP_CLAMP_TO_EDGE, ColorBufferObject::FILTER_NEAREST);
|
---|
| 666 | fbo->AddColorBuffer(ColorBufferObject::RGB_FLOAT_16, ColorBufferObject::WRAP_CLAMP_TO_EDGE, ColorBufferObject::FILTER_LINEAR);
|
---|
[3066] | 667 | // a rgb buffer which could hold material properties
|
---|
[3113] | 668 | //fbo->AddColorBuffer(ColorBufferObject::RGB_UBYTE, ColorBufferObject::WRAP_CLAMP_TO_EDGE, ColorBufferObject::FILTER_NEAREST);
|
---|
[3117] | 669 | // buffer holding the difference vector to the old frame
|
---|
[3167] | 670 | fbo->AddColorBuffer(ColorBufferObject::RGB_FLOAT_16, ColorBufferObject::WRAP_CLAMP_TO_EDGE, ColorBufferObject::FILTER_LINEAR);
|
---|
[2879] | 671 | // another color buffer
|
---|
[3015] | 672 | fbo->AddColorBuffer(ColorBufferObject::RGBA_FLOAT_32, ColorBufferObject::WRAP_CLAMP_TO_EDGE, ColorBufferObject::FILTER_LINEAR, ColorBufferObject::FILTER_NEAREST);
|
---|
[2879] | 673 |
|
---|
[3117] | 674 | for (int i = 0; i < 4; ++ i)
|
---|
[3219] | 675 | {
|
---|
[3117] | 676 | FrameBufferObject::InitBuffer(fbo, i);
|
---|
[3219] | 677 | }
|
---|
| 678 |
|
---|
[3117] | 679 | PrintGLerror("init fbo");
|
---|
[2809] | 680 | }
|
---|
| 681 |
|
---|
| 682 |
|
---|
[2827] | 683 | bool InitFont(void)
|
---|
[2642] | 684 | {
|
---|
[2826] | 685 | glEnable(GL_TEXTURE_2D);
|
---|
| 686 |
|
---|
| 687 | glGenTextures(1, &fontTex);
|
---|
| 688 | glBindTexture(GL_TEXTURE_2D, fontTex);
|
---|
[3019] | 689 |
|
---|
[2829] | 690 | if (!myfont.Create("data/fonts/verdana.glf", fontTex))
|
---|
[2826] | 691 | return false;
|
---|
| 692 |
|
---|
| 693 | glDisable(GL_TEXTURE_2D);
|
---|
[2827] | 694 |
|
---|
[2826] | 695 | return true;
|
---|
| 696 | }
|
---|
| 697 |
|
---|
| 698 |
|
---|
| 699 | void InitGLstate()
|
---|
| 700 | {
|
---|
[2965] | 701 | glClearColor(0.4f, 0.4f, 0.4f, 1.0f);
|
---|
[2642] | 702 |
|
---|
| 703 | glPixelStorei(GL_UNPACK_ALIGNMENT, 1);
|
---|
| 704 | glPixelStorei(GL_PACK_ALIGNMENT,1);
|
---|
| 705 |
|
---|
| 706 | glDepthFunc(GL_LESS);
|
---|
[2762] | 707 | glEnable(GL_DEPTH_TEST);
|
---|
[2642] | 708 |
|
---|
[2760] | 709 | glColor3f(1.0f, 1.0f, 1.0f);
|
---|
[2642] | 710 | glShadeModel(GL_SMOOTH);
|
---|
| 711 |
|
---|
| 712 | glMaterialf(GL_FRONT, GL_SHININESS, 64);
|
---|
| 713 | glEnable(GL_NORMALIZE);
|
---|
[2767] | 714 |
|
---|
| 715 | glDisable(GL_ALPHA_TEST);
|
---|
[2951] | 716 | glAlphaFunc(GL_GEQUAL, 0.5f);
|
---|
[2767] | 717 |
|
---|
[2642] | 718 | glFrontFace(GL_CCW);
|
---|
| 719 | glCullFace(GL_BACK);
|
---|
[2851] | 720 | glEnable(GL_CULL_FACE);
|
---|
| 721 |
|
---|
[2800] | 722 | glDisable(GL_TEXTURE_2D);
|
---|
[2762] | 723 |
|
---|
[2959] | 724 | GLfloat ambientColor[] = {0.2, 0.2, 0.2, 1.0};
|
---|
[2756] | 725 | GLfloat diffuseColor[] = {1.0, 0.0, 0.0, 1.0};
|
---|
[2759] | 726 | GLfloat specularColor[] = {0.0, 0.0, 0.0, 1.0};
|
---|
[2642] | 727 |
|
---|
[2756] | 728 | glMaterialfv(GL_FRONT, GL_AMBIENT, ambientColor);
|
---|
| 729 | glMaterialfv(GL_FRONT, GL_DIFFUSE, diffuseColor);
|
---|
| 730 | glMaterialfv(GL_FRONT, GL_SPECULAR, specularColor);
|
---|
[2801] | 731 |
|
---|
| 732 | glDepthFunc(GL_LESS);
|
---|
[2826] | 733 |
|
---|
[2827] | 734 | if (!InitFont())
|
---|
[2826] | 735 | cerr << "font creation failed" << endl;
|
---|
| 736 | else
|
---|
| 737 | cout << "successfully created font" << endl;
|
---|
[2953] | 738 |
|
---|
| 739 |
|
---|
[2954] | 740 | //////////////////////////////
|
---|
| 741 |
|
---|
[2959] | 742 | //GLfloat lmodel_ambient[] = {1.0f, 1.0f, 1.0f, 1.0f};
|
---|
| 743 | GLfloat lmodel_ambient[] = {0.7f, 0.7f, 0.8f, 1.0f};
|
---|
[2954] | 744 |
|
---|
| 745 | glLightModelfv(GL_LIGHT_MODEL_AMBIENT, lmodel_ambient);
|
---|
[2959] | 746 | //glLightModeli(GL_LIGHT_MODEL_LOCAL_VIEWER, GL_TRUE);
|
---|
| 747 | glLightModeli(GL_LIGHT_MODEL_LOCAL_VIEWER, GL_FALSE);
|
---|
[2954] | 748 | glLightModeli(GL_LIGHT_MODEL_COLOR_CONTROL_EXT, GL_SINGLE_COLOR_EXT);
|
---|
[2642] | 749 | }
|
---|
| 750 |
|
---|
| 751 |
|
---|
[2827] | 752 | void DrawHelpMessage()
|
---|
[2826] | 753 | {
|
---|
[2642] | 754 | const char *message[] =
|
---|
| 755 | {
|
---|
| 756 | "Help information",
|
---|
| 757 | "",
|
---|
| 758 | "'F1' - shows/dismisses this message",
|
---|
[2795] | 759 | "'F2' - shows/hides bird eye view",
|
---|
[2790] | 760 | "'F3' - shows/hides bounds (boxes or tight bounds)",
|
---|
[2827] | 761 | "'F4', - shows/hides parameters",
|
---|
| 762 | "'F5' - shows/hides statistics",
|
---|
| 763 | "'F6', - toggles between fly/walkmode",
|
---|
[2826] | 764 | "'F7', - cycles throw render modes",
|
---|
| 765 | "'F8', - enables/disables ambient occlusion (only deferred)",
|
---|
| 766 | "'F9', - shows pure algorithm render time (using glFinish)",
|
---|
[2790] | 767 | "'SPACE' - cycles through occlusion culling algorithms",
|
---|
[2642] | 768 | "",
|
---|
[2827] | 769 | "'MOUSE LEFT' - turn left/right, move forward/backward",
|
---|
| 770 | "'MOUSE RIGHT' - turn left/right, move forward/backward",
|
---|
| 771 | "'MOUSE MIDDLE' - move up/down, left/right",
|
---|
| 772 | "'CURSOR UP/DOWN' - move forward/backward",
|
---|
| 773 | "'CURSOR LEFT/RIGHT' - turn left/right",
|
---|
[2642] | 774 | "",
|
---|
[2827] | 775 | "'-'/'+' - decreases/increases max batch size",
|
---|
[2837] | 776 | "'1'/'2' - downward/upward motion",
|
---|
| 777 | "'3'/'4' - decreases/increases triangles per virtual bvh leaf (sets bvh depth)",
|
---|
| 778 | "'5'/'6' - decreases/increases assumed visible frames",
|
---|
[2776] | 779 | "",
|
---|
[2786] | 780 | "'R' - use render queue",
|
---|
[2790] | 781 | "'B' - use tight bounds",
|
---|
| 782 | "'M' - use multiqueries",
|
---|
[2792] | 783 | "'O' - use CHC optimization (geometry queries for leaves)",
|
---|
[2642] | 784 | 0,
|
---|
| 785 | };
|
---|
| 786 |
|
---|
[2756] | 787 |
|
---|
[2827] | 788 | glColor4f(0.0f, 1.0f , 0.0f, 0.2f); // 20% green.
|
---|
[2756] | 789 |
|
---|
[2827] | 790 | glRecti(30, 30, winWidth - 30, winHeight - 30);
|
---|
[2642] | 791 |
|
---|
[2827] | 792 | glEnd();
|
---|
| 793 |
|
---|
[2756] | 794 | glColor3f(1.0f, 1.0f, 1.0f);
|
---|
| 795 |
|
---|
[2829] | 796 | glEnable(GL_TEXTURE_2D);
|
---|
[2827] | 797 | myfont.Begin();
|
---|
| 798 |
|
---|
| 799 | int x = 40, y = 30;
|
---|
| 800 |
|
---|
| 801 | for(int i = 0; message[i] != 0; ++ i)
|
---|
[2756] | 802 | {
|
---|
| 803 | if(message[i][0] == '\0')
|
---|
| 804 | {
|
---|
[2786] | 805 | y += 15;
|
---|
[2756] | 806 | }
|
---|
| 807 | else
|
---|
| 808 | {
|
---|
[2827] | 809 | myfont.DrawString(message[i], x, winHeight - y);
|
---|
| 810 | y += 25;
|
---|
[2642] | 811 | }
|
---|
| 812 | }
|
---|
[2829] | 813 | glDisable(GL_TEXTURE_2D);
|
---|
[2642] | 814 | }
|
---|
| 815 |
|
---|
| 816 |
|
---|
[3062] | 817 | RenderTraverser *CreateTraverser(PerspectiveCamera *cam)
|
---|
[2764] | 818 | {
|
---|
[2897] | 819 | RenderTraverser *tr;
|
---|
| 820 |
|
---|
[2764] | 821 | switch (renderMode)
|
---|
| 822 | {
|
---|
| 823 | case RenderTraverser::CULL_FRUSTUM:
|
---|
[2897] | 824 | tr = new FrustumCullingTraverser();
|
---|
[2764] | 825 | break;
|
---|
| 826 | case RenderTraverser::STOP_AND_WAIT:
|
---|
[2897] | 827 | tr = new StopAndWaitTraverser();
|
---|
[2764] | 828 | break;
|
---|
| 829 | case RenderTraverser::CHC:
|
---|
[2897] | 830 | tr = new CHCTraverser();
|
---|
[2764] | 831 | break;
|
---|
[2767] | 832 | case RenderTraverser::CHCPLUSPLUS:
|
---|
[2897] | 833 | tr = new CHCPlusPlusTraverser();
|
---|
[2767] | 834 | break;
|
---|
| 835 |
|
---|
[2764] | 836 | default:
|
---|
[2897] | 837 | tr = new FrustumCullingTraverser();
|
---|
[2764] | 838 | }
|
---|
| 839 |
|
---|
[2897] | 840 | tr->SetCamera(cam);
|
---|
| 841 | tr->SetHierarchy(bvh);
|
---|
| 842 | tr->SetRenderQueue(renderQueue);
|
---|
[3101] | 843 | tr->SetRenderState(&renderState);
|
---|
[2897] | 844 | tr->SetUseOptimization(useOptimization);
|
---|
| 845 | tr->SetUseRenderQueue(useRenderQueue);
|
---|
| 846 | tr->SetVisibilityThreshold(threshold);
|
---|
| 847 | tr->SetAssumedVisibleFrames(assumedVisibleFrames);
|
---|
| 848 | tr->SetMaxBatchSize(maxBatchSize);
|
---|
| 849 | tr->SetUseMultiQueries(useMultiQueries);
|
---|
| 850 | tr->SetUseTightBounds(useTightBounds);
|
---|
[2955] | 851 | tr->SetUseDepthPass((renderMethod == RENDER_DEPTH_PASS) || (renderMethod == RENDER_DEPTH_PASS_DEFERRED));
|
---|
[2897] | 852 | tr->SetRenderQueue(renderQueue);
|
---|
[3066] | 853 | tr->SetShowBounds(showBoundingVolumes);
|
---|
[2897] | 854 |
|
---|
[3066] | 855 | bvh->ResetNodeClassifications();
|
---|
| 856 |
|
---|
| 857 |
|
---|
[2897] | 858 | return tr;
|
---|
[2764] | 859 | }
|
---|
| 860 |
|
---|
[3059] | 861 | /** Setup sunlight
|
---|
| 862 | */
|
---|
[2759] | 863 | void SetupLighting()
|
---|
[2642] | 864 | {
|
---|
[2759] | 865 | glEnable(GL_LIGHT0);
|
---|
[2959] | 866 | glDisable(GL_LIGHT1);
|
---|
[2825] | 867 |
|
---|
[2954] | 868 | Vector3 lightDir = -light->GetDirection();
|
---|
| 869 |
|
---|
| 870 |
|
---|
[2945] | 871 | ///////////
|
---|
| 872 | //-- first light: sunlight
|
---|
| 873 |
|
---|
[2954] | 874 | GLfloat ambient[] = {0.25f, 0.25f, 0.3f, 1.0f};
|
---|
| 875 | GLfloat diffuse[] = {1.0f, 0.95f, 0.85f, 1.0f};
|
---|
| 876 | GLfloat specular[] = {1.0f, 1.0f, 1.0f, 1.0f};
|
---|
[2982] | 877 |
|
---|
[2759] | 878 |
|
---|
[3175] | 879 | const bool useHDRValues =
|
---|
[3046] | 880 | ((renderMethod == RENDER_DEPTH_PASS_DEFERRED) ||
|
---|
| 881 | (renderMethod == RENDER_DEFERRED)) && useHDR;
|
---|
[2982] | 882 |
|
---|
[3046] | 883 |
|
---|
[2954] | 884 | Vector3 sunAmbient;
|
---|
| 885 | Vector3 sunDiffuse;
|
---|
[2759] | 886 |
|
---|
[3193] | 887 | #if 1
|
---|
[3175] | 888 | preetham->ComputeSunColor(lightDir, sunAmbient, sunDiffuse, !useHDRValues);
|
---|
[2945] | 889 |
|
---|
[2954] | 890 | ambient[0] = sunAmbient.x;
|
---|
| 891 | ambient[1] = sunAmbient.y;
|
---|
| 892 | ambient[2] = sunAmbient.z;
|
---|
[2825] | 893 |
|
---|
[2954] | 894 | diffuse[0] = sunDiffuse.x;
|
---|
| 895 | diffuse[1] = sunDiffuse.y;
|
---|
| 896 | diffuse[2] = sunDiffuse.z;
|
---|
[2945] | 897 |
|
---|
[3193] | 898 | #else
|
---|
| 899 |
|
---|
| 900 | ambient[0] = .2f;
|
---|
| 901 | ambient[1] = .2f;
|
---|
| 902 | ambient[2] = .2f;
|
---|
[3077] | 903 |
|
---|
[3193] | 904 | diffuse[0] = 1.0f;
|
---|
| 905 | diffuse[1] = 1.0f;
|
---|
| 906 | diffuse[2] = 1.0f;
|
---|
| 907 |
|
---|
| 908 | #endif
|
---|
| 909 |
|
---|
[2954] | 910 | glLightfv(GL_LIGHT0, GL_AMBIENT, ambient);
|
---|
| 911 | glLightfv(GL_LIGHT0, GL_DIFFUSE, diffuse);
|
---|
| 912 | glLightfv(GL_LIGHT0, GL_SPECULAR, specular);
|
---|
[2825] | 913 |
|
---|
[2954] | 914 | GLfloat position[] = {lightDir.x, lightDir.y, lightDir.z, 0.0f};
|
---|
| 915 | glLightfv(GL_LIGHT0, GL_POSITION, position);
|
---|
[2642] | 916 | }
|
---|
| 917 |
|
---|
[2800] | 918 |
|
---|
[2795] | 919 | void SetupEyeView()
|
---|
[2642] | 920 | {
|
---|
[2861] | 921 | // store matrix of last frame
|
---|
[3005] | 922 | oldViewProjMat = viewProjMat;
|
---|
[2834] | 923 |
|
---|
[3061] | 924 | camera->SetupViewProjection();
|
---|
[2759] | 925 |
|
---|
[3061] | 926 |
|
---|
[2864] | 927 | /////////////////
|
---|
[3059] | 928 | //-- compute view projection matrix and store for later use
|
---|
[2864] | 929 |
|
---|
[2894] | 930 | Matrix4x4 matViewing, matProjection;
|
---|
[2864] | 931 |
|
---|
[2834] | 932 | camera->GetModelViewMatrix(matViewing);
|
---|
| 933 | camera->GetProjectionMatrix(matProjection);
|
---|
| 934 |
|
---|
[3005] | 935 | viewProjMat = matViewing * matProjection;
|
---|
[2642] | 936 | }
|
---|
| 937 |
|
---|
| 938 |
|
---|
[2792] | 939 | void KeyHorizontalMotion(float shift)
|
---|
| 940 | {
|
---|
[2888] | 941 | Vector3 hvec = -camera->GetDirection();
|
---|
[2792] | 942 | hvec.z = 0;
|
---|
| 943 |
|
---|
| 944 | Vector3 pos = camera->GetPosition();
|
---|
| 945 | pos += hvec * shift;
|
---|
| 946 |
|
---|
| 947 | camera->SetPosition(pos);
|
---|
| 948 | }
|
---|
| 949 |
|
---|
| 950 |
|
---|
[2794] | 951 | void KeyVerticalMotion(float shift)
|
---|
| 952 | {
|
---|
| 953 | Vector3 uvec = Vector3(0, 0, shift);
|
---|
| 954 |
|
---|
| 955 | Vector3 pos = camera->GetPosition();
|
---|
| 956 | pos += uvec;
|
---|
| 957 |
|
---|
| 958 | camera->SetPosition(pos);
|
---|
| 959 | }
|
---|
| 960 |
|
---|
| 961 |
|
---|
[3105] | 962 | void KeyStrafe(float shift)
|
---|
| 963 | {
|
---|
| 964 | Vector3 viewDir = camera->GetDirection();
|
---|
| 965 | Vector3 pos = camera->GetPosition();
|
---|
| 966 |
|
---|
| 967 | // the 90 degree rotated view vector
|
---|
| 968 | // z zero so we don't move in the vertical
|
---|
| 969 | Vector3 rVec(viewDir[0], viewDir[1], 0);
|
---|
| 970 |
|
---|
| 971 | Matrix4x4 rot = RotationZMatrix(M_PI * 0.5f);
|
---|
| 972 | rVec = rot * rVec;
|
---|
| 973 | pos += rVec * shift;
|
---|
| 974 |
|
---|
| 975 | camera->SetPosition(pos);
|
---|
| 976 | }
|
---|
| 977 |
|
---|
| 978 |
|
---|
[3059] | 979 | /** Initialize the deferred rendering pass.
|
---|
| 980 | */
|
---|
[2948] | 981 | void InitDeferredRendering()
|
---|
| 982 | {
|
---|
| 983 | if (!fbo) InitFBO();
|
---|
| 984 | fbo->Bind();
|
---|
| 985 |
|
---|
| 986 | // multisampling does not work with deferred shading
|
---|
| 987 | glDisable(GL_MULTISAMPLE_ARB);
|
---|
[3101] | 988 | renderState.SetRenderTechnique(DEFERRED);
|
---|
[2948] | 989 |
|
---|
| 990 |
|
---|
[3175] | 991 | // draw to 3 render targets
|
---|
[3118] | 992 | if (sCurrentMrtSet == 0)
|
---|
| 993 | {
|
---|
| 994 | DeferredRenderer::colorBufferIdx = 0;
|
---|
| 995 | glDrawBuffers(3, mrt);
|
---|
| 996 | }
|
---|
| 997 | else
|
---|
| 998 | {
|
---|
| 999 | DeferredRenderer::colorBufferIdx = 3;
|
---|
| 1000 | glDrawBuffers(3, mrt2);
|
---|
| 1001 | }
|
---|
[2985] | 1002 |
|
---|
[2978] | 1003 | sCurrentMrtSet = 1 - sCurrentMrtSet;
|
---|
[2948] | 1004 | }
|
---|
| 1005 |
|
---|
| 1006 |
|
---|
[3059] | 1007 | /** the main rendering loop
|
---|
| 1008 | */
|
---|
| 1009 | void MainLoop()
|
---|
[2801] | 1010 | {
|
---|
[3115] | 1011 | Matrix4x4 oldTrafo = buddha->GetTransform()->GetMatrix();
|
---|
[3111] | 1012 | Vector3 buddhaPos = motionPath->GetCurrentPosition();
|
---|
| 1013 | Matrix4x4 trafo = TranslationMatrix(buddhaPos);
|
---|
[3113] | 1014 |
|
---|
[3111] | 1015 | buddha->GetTransform()->SetMatrix(trafo);
|
---|
[3074] | 1016 |
|
---|
[3221] | 1017 | #if TODO
|
---|
[3120] | 1018 | /*for (int i = 0; i < 10; ++ i)
|
---|
| 1019 | {
|
---|
| 1020 | SceneEntity *ent = dynamicObjects[i];
|
---|
| 1021 | Vector3 newPos = ent->GetWorldCenter();
|
---|
| 1022 |
|
---|
| 1023 | if (GetOrCreateSceneQuery()->CalcIntersection(newPos))
|
---|
| 1024 | {
|
---|
[3125] | 1025 | Matrix4x4 mat = TranslationMatrix(newPos - ent->GetCenter());
|
---|
[3120] | 1026 | ent->GetTransform()->SetMatrix(mat);
|
---|
| 1027 | }
|
---|
| 1028 | }*/
|
---|
[3221] | 1029 | #endif
|
---|
[3120] | 1030 |
|
---|
[3221] | 1031 |
|
---|
| 1032 | /////////////////////////
|
---|
| 1033 | //-- update animations
|
---|
| 1034 |
|
---|
[3115] | 1035 | Matrix4x4 rotMatrix = RotationZMatrix(M_PI * 1e-3f);
|
---|
| 1036 | dynamicObjects[1]->GetTransform()->MultMatrix(rotMatrix);
|
---|
[3125] | 1037 |
|
---|
| 1038 | motionPath->Move(0.01f);
|
---|
| 1039 |
|
---|
[3113] | 1040 |
|
---|
[3118] | 1041 |
|
---|
[3221] | 1042 |
|
---|
[3111] | 1043 | /////////////
|
---|
[3078] | 1044 |
|
---|
[3219] | 1045 | static Vector3 oldPos = camera->GetPosition();
|
---|
| 1046 | static Vector3 oldDir = camera->GetDirection();
|
---|
[2800] | 1047 |
|
---|
[2792] | 1048 | if (leftKeyPressed)
|
---|
[2795] | 1049 | camera->Pitch(KeyRotationAngle());
|
---|
[2792] | 1050 | if (rightKeyPressed)
|
---|
[2795] | 1051 | camera->Pitch(-KeyRotationAngle());
|
---|
[2792] | 1052 | if (upKeyPressed)
|
---|
[2887] | 1053 | KeyHorizontalMotion(-KeyShift());
|
---|
| 1054 | if (downKeyPressed)
|
---|
[2795] | 1055 | KeyHorizontalMotion(KeyShift());
|
---|
[2837] | 1056 | if (ascendKeyPressed)
|
---|
| 1057 | KeyVerticalMotion(KeyShift());
|
---|
| 1058 | if (descendKeyPressed)
|
---|
[2795] | 1059 | KeyVerticalMotion(-KeyShift());
|
---|
[3105] | 1060 | if (leftStrafeKeyPressed)
|
---|
| 1061 | KeyStrafe(KeyShift());
|
---|
| 1062 | if (rightStrafeKeyPressed)
|
---|
| 1063 | KeyStrafe(-KeyShift());
|
---|
[2792] | 1064 |
|
---|
[3105] | 1065 |
|
---|
[2801] | 1066 | // place view on ground
|
---|
| 1067 | if (!flyMode) PlaceViewer(oldPos);
|
---|
[2800] | 1068 |
|
---|
[2826] | 1069 | if (showAlgorithmTime)
|
---|
| 1070 | {
|
---|
| 1071 | glFinish();
|
---|
| 1072 | algTimer.Start();
|
---|
| 1073 | }
|
---|
[2809] | 1074 |
|
---|
[3219] | 1075 | // don't allow replay on record
|
---|
| 1076 | if (replayPath && !recordPath)
|
---|
| 1077 | {
|
---|
| 1078 | if (!walkThroughPlayer)
|
---|
| 1079 | walkThroughPlayer = new WalkThroughPlayer("frames.log");
|
---|
| 1080 |
|
---|
| 1081 | ++ currentReplayFrame;
|
---|
[2895] | 1082 |
|
---|
[3219] | 1083 | if (!walkThroughPlayer->ReadNextFrame(camera))
|
---|
| 1084 | {
|
---|
| 1085 | currentReplayFrame = -1;
|
---|
| 1086 | replayPath = false;
|
---|
| 1087 | }
|
---|
| 1088 | }
|
---|
| 1089 |
|
---|
[2931] | 1090 | if ((!shadowMap || !shadowTraverser) && (showShadowMap || renderLightView))
|
---|
| 1091 | {
|
---|
| 1092 | if (!shadowMap)
|
---|
| 1093 | shadowMap = new ShadowMap(light, shadowSize, bvh->GetBox(), camera);
|
---|
| 1094 |
|
---|
| 1095 | if (!shadowTraverser)
|
---|
| 1096 | shadowTraverser = CreateTraverser(shadowMap->GetShadowCamera());
|
---|
| 1097 |
|
---|
| 1098 | }
|
---|
[2951] | 1099 |
|
---|
| 1100 | // bring eye modelview matrix up-to-date
|
---|
| 1101 | SetupEyeView();
|
---|
[3219] | 1102 |
|
---|
[3059] | 1103 | // set frame related parameters for GPU programs
|
---|
[3046] | 1104 | GPUProgramParameters::InitFrame(camera, light);
|
---|
[3045] | 1105 |
|
---|
[3219] | 1106 | if (recordPath)
|
---|
| 1107 | {
|
---|
| 1108 | if (!walkThroughRecorder)
|
---|
| 1109 | walkThroughRecorder = new WalkThroughRecorder("frames.log");
|
---|
| 1110 |
|
---|
| 1111 | if ((Distance(oldPos, camera->GetPosition()) > 1e-6f) ||
|
---|
| 1112 | (DotProd(oldDir, camera->GetDirection()) < 1.0f - 1e-6f))
|
---|
| 1113 | {
|
---|
| 1114 | walkThroughRecorder->WriteFrame(camera);
|
---|
| 1115 | }
|
---|
| 1116 | }
|
---|
| 1117 |
|
---|
[3059] | 1118 | // hack: store current rendering method and restore later
|
---|
[2955] | 1119 | int oldRenderMethod = renderMethod;
|
---|
[3044] | 1120 | // for rendering the light view, we use forward rendering
|
---|
[3068] | 1121 | if (renderLightView) renderMethod = FORWARD;
|
---|
[2931] | 1122 |
|
---|
[3059] | 1123 | /// enable vbo vertex array
|
---|
[2953] | 1124 | glEnableClientState(GL_VERTEX_ARRAY);
|
---|
[2931] | 1125 |
|
---|
| 1126 | // render with the specified method (forward rendering, forward + depth, deferred)
|
---|
[2955] | 1127 | switch (renderMethod)
|
---|
[2825] | 1128 | {
|
---|
[3043] | 1129 | case RENDER_FORWARD:
|
---|
[2825] | 1130 |
|
---|
[2851] | 1131 | glEnable(GL_MULTISAMPLE_ARB);
|
---|
[3101] | 1132 | renderState.SetRenderTechnique(FORWARD);
|
---|
[3089] | 1133 | //glEnable(GL_LIGHTING);
|
---|
[2809] | 1134 |
|
---|
[2829] | 1135 | glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT);
|
---|
[2953] | 1136 | glEnableClientState(GL_NORMAL_ARRAY);
|
---|
[2825] | 1137 | break;
|
---|
| 1138 |
|
---|
[2955] | 1139 | case RENDER_DEPTH_PASS_DEFERRED:
|
---|
[2948] | 1140 |
|
---|
[2950] | 1141 | glDisable(GL_MULTISAMPLE_ARB);
|
---|
[3101] | 1142 | renderState.SetUseAlphaToCoverage(false);
|
---|
| 1143 | renderState.SetRenderTechnique(DEPTH_PASS);
|
---|
[2949] | 1144 |
|
---|
[3175] | 1145 | if (!fbo) InitFBO();
|
---|
| 1146 | fbo->Bind();
|
---|
[2949] | 1147 |
|
---|
[2948] | 1148 | glDrawBuffers(1, mrt);
|
---|
| 1149 |
|
---|
[2951] | 1150 | glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT);
|
---|
[2948] | 1151 |
|
---|
[3068] | 1152 | // the scene is rendered withouth any shading
|
---|
[3101] | 1153 | // (should be handled by render renderState)
|
---|
[2948] | 1154 | glShadeModel(GL_FLAT);
|
---|
| 1155 | break;
|
---|
| 1156 |
|
---|
[2955] | 1157 | case RENDER_DEPTH_PASS:
|
---|
[2851] | 1158 |
|
---|
| 1159 | glEnable(GL_MULTISAMPLE_ARB);
|
---|
[3101] | 1160 | renderState.SetRenderTechnique(DEPTH_PASS);
|
---|
[2857] | 1161 |
|
---|
[3067] | 1162 | glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT);
|
---|
| 1163 |
|
---|
[3068] | 1164 | // the scene is rendered withouth any shading
|
---|
[3101] | 1165 | // (should be handled by render renderState)
|
---|
[2943] | 1166 | glShadeModel(GL_FLAT);
|
---|
[2825] | 1167 | break;
|
---|
| 1168 |
|
---|
[3048] | 1169 | case RENDER_DEFERRED:
|
---|
[2851] | 1170 |
|
---|
[2948] | 1171 | if (showShadowMap && !renderLightView)
|
---|
[2951] | 1172 | RenderShadowMap(camera->GetFar());
|
---|
| 1173 |
|
---|
[2948] | 1174 | //glPushAttrib(GL_VIEWPORT_BIT);
|
---|
[2825] | 1175 | glViewport(0, 0, texWidth, texHeight);
|
---|
| 1176 |
|
---|
[2948] | 1177 | InitDeferredRendering();
|
---|
[2951] | 1178 |
|
---|
[2953] | 1179 | glEnableClientState(GL_NORMAL_ARRAY);
|
---|
[2954] | 1180 | glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT);
|
---|
[2825] | 1181 | break;
|
---|
| 1182 | }
|
---|
| 1183 |
|
---|
[2801] | 1184 | glDepthFunc(GL_LESS);
|
---|
| 1185 | glDisable(GL_TEXTURE_2D);
|
---|
| 1186 | glDisableClientState(GL_TEXTURE_COORD_ARRAY);
|
---|
[2825] | 1187 |
|
---|
[2801] | 1188 |
|
---|
[3059] | 1189 | // set proper lod levels for current frame using current eye point
|
---|
[2847] | 1190 | LODLevel::InitFrame(camera->GetPosition());
|
---|
[3059] | 1191 | // set up sunlight
|
---|
[2954] | 1192 | SetupLighting();
|
---|
[2795] | 1193 |
|
---|
[2801] | 1194 |
|
---|
[2931] | 1195 | if (renderLightView)
|
---|
| 1196 | {
|
---|
[3101] | 1197 | // change CHC++ set of renderState variables:
|
---|
[3059] | 1198 | // must be done for each change of camera because otherwise
|
---|
| 1199 | // the temporal coherency is broken
|
---|
[3054] | 1200 | BvhNode::SetCurrentState(LIGHT_PASS);
|
---|
[3005] | 1201 | shadowMap->RenderShadowView(shadowTraverser, viewProjMat);
|
---|
[3054] | 1202 | BvhNode::SetCurrentState(CAMERA_PASS);
|
---|
[2931] | 1203 | }
|
---|
| 1204 | else
|
---|
[3079] | 1205 | {
|
---|
[2931] | 1206 | // actually render the scene geometry using the specified algorithm
|
---|
[2982] | 1207 | traverser->RenderScene();
|
---|
[2948] | 1208 | }
|
---|
[2892] | 1209 |
|
---|
[2931] | 1210 |
|
---|
[2825] | 1211 | /////////
|
---|
[2809] | 1212 | //-- do the rest of the rendering
|
---|
[2893] | 1213 |
|
---|
[2801] | 1214 | // reset depth pass and render visible objects
|
---|
[2955] | 1215 | if ((renderMethod == RENDER_DEPTH_PASS) ||
|
---|
| 1216 | (renderMethod == RENDER_DEPTH_PASS_DEFERRED))
|
---|
[2801] | 1217 | {
|
---|
| 1218 | RenderVisibleObjects();
|
---|
| 1219 | }
|
---|
| 1220 |
|
---|
[3215] | 1221 | const bool useDeferred =
|
---|
| 1222 | ((renderMethod == RENDER_DEFERRED) || (renderMethod == RENDER_DEPTH_PASS_DEFERRED));
|
---|
[3214] | 1223 |
|
---|
[3215] | 1224 | // if no lense flare => just set sun to invisible
|
---|
[3221] | 1225 | const int sunVisiblePixels = useLenseFlare && useDeferred ? TestSunVisible() : 0;
|
---|
[3214] | 1226 |
|
---|
[3215] | 1227 |
|
---|
[2796] | 1228 | ///////////////
|
---|
| 1229 | //-- render sky
|
---|
[2795] | 1230 |
|
---|
[2894] | 1231 | // q: should we render sky after deferred shading?
|
---|
| 1232 | // this would conveniently solves some issues (e.g, skys without shadows)
|
---|
[2893] | 1233 |
|
---|
[3051] | 1234 | RenderSky();
|
---|
[2801] | 1235 |
|
---|
[2961] | 1236 |
|
---|
[3221] | 1237 | //////////////////////////////
|
---|
| 1238 |
|
---|
[3215] | 1239 | if (useDeferred)
|
---|
[2825] | 1240 | {
|
---|
[2881] | 1241 | FrameBufferObject::Release();
|
---|
[2810] | 1242 |
|
---|
[3111] | 1243 | if (!deferredShader) deferredShader =
|
---|
[3216] | 1244 | new DeferredRenderer(texWidth, texHeight, camera, ssaoUseFullResolution);
|
---|
[2895] | 1245 |
|
---|
[2903] | 1246 | DeferredRenderer::SHADING_METHOD shadingMethod;
|
---|
| 1247 |
|
---|
| 1248 | if (useAdvancedShading)
|
---|
| 1249 | {
|
---|
| 1250 | if (useGlobIllum)
|
---|
| 1251 | shadingMethod = DeferredRenderer::GI;
|
---|
| 1252 | else
|
---|
| 1253 | shadingMethod = DeferredRenderer::SSAO;
|
---|
| 1254 | }
|
---|
| 1255 | else
|
---|
[3216] | 1256 | {
|
---|
[2903] | 1257 | shadingMethod = DeferredRenderer::DEFAULT;
|
---|
[3216] | 1258 | }
|
---|
[2903] | 1259 |
|
---|
[3215] | 1260 | deferredShader->SetSunVisiblePixels(sunVisiblePixels);
|
---|
[3111] | 1261 | deferredShader->SetShadingMethod(shadingMethod);
|
---|
| 1262 | deferredShader->SetSamplingMethod(samplingMethod);
|
---|
[3212] | 1263 | deferredShader->SetKernelRadius(ssaoKernelRadius);
|
---|
| 1264 | deferredShader->SetSampleIntensity(ssaoSampleIntensity);
|
---|
[3216] | 1265 | deferredShader->SetSsaoFilterRadius(ssaoFilterRadius);
|
---|
[3111] | 1266 | deferredShader->SetUseTemporalCoherence(useTemporalCoherence);
|
---|
[3189] | 1267 | deferredShader->SetSortSamples(sortSamples);
|
---|
[3220] | 1268 | deferredShader->SetSaveFrame(recordedFramesSuffix, (recordFrames && replayPath) ? currentReplayFrame : -1);
|
---|
[2903] | 1269 |
|
---|
[2895] | 1270 | ShadowMap *sm = showShadowMap ? shadowMap : NULL;
|
---|
[3215] | 1271 | deferredShader->Render(fbo, ssaoTempCohFactor, light, useHDR, useAntiAliasing, sm);
|
---|
[2825] | 1272 | }
|
---|
[2827] | 1273 |
|
---|
[2893] | 1274 |
|
---|
[3101] | 1275 | renderState.SetRenderTechnique(FORWARD);
|
---|
| 1276 | renderState.Reset();
|
---|
[2827] | 1277 |
|
---|
[2893] | 1278 |
|
---|
| 1279 | glDisableClientState(GL_VERTEX_ARRAY);
|
---|
| 1280 | glDisableClientState(GL_NORMAL_ARRAY);
|
---|
[2931] | 1281 |
|
---|
[2955] | 1282 | renderMethod = oldRenderMethod;
|
---|
[2893] | 1283 |
|
---|
| 1284 |
|
---|
| 1285 | ///////////
|
---|
| 1286 |
|
---|
| 1287 |
|
---|
[2826] | 1288 | if (showAlgorithmTime)
|
---|
| 1289 | {
|
---|
| 1290 | glFinish();
|
---|
[2827] | 1291 |
|
---|
[2826] | 1292 | algTime = algTimer.Elapsedms();
|
---|
[2827] | 1293 | perfGraph->AddData(algTime);
|
---|
[2828] | 1294 |
|
---|
[2827] | 1295 | perfGraph->Draw();
|
---|
[2826] | 1296 | }
|
---|
[2827] | 1297 | else
|
---|
| 1298 | {
|
---|
| 1299 | if (visMode) DisplayVisualization();
|
---|
| 1300 | }
|
---|
[2825] | 1301 |
|
---|
[2884] | 1302 | glFlush();
|
---|
[2847] | 1303 |
|
---|
| 1304 | const bool restart = true;
|
---|
| 1305 | elapsedTime = frameTimer.Elapsedms(restart);
|
---|
| 1306 |
|
---|
[2764] | 1307 | DisplayStats();
|
---|
[2767] | 1308 |
|
---|
[2642] | 1309 | glutSwapBuffers();
|
---|
[3219] | 1310 |
|
---|
| 1311 | oldPos = camera->GetPosition();
|
---|
| 1312 | oldDir = camera->GetDirection();
|
---|
[2642] | 1313 | }
|
---|
| 1314 |
|
---|
| 1315 |
|
---|
[3219] | 1316 | #pragma warning(disable : 4100)
|
---|
[2792] | 1317 | void KeyBoard(unsigned char c, int x, int y)
|
---|
[2642] | 1318 | {
|
---|
| 1319 | switch(c)
|
---|
| 1320 | {
|
---|
| 1321 | case 27:
|
---|
[3212] | 1322 | // write out current position on exit
|
---|
[3134] | 1323 | Debug << "camPosition=" << camera->GetPosition().x << " " << camera->GetPosition().y << " " << camera->GetPosition().z << endl;
|
---|
| 1324 | Debug << "camDirection=" << camera->GetDirection().x << " " << camera->GetDirection().y << " " << camera->GetDirection().z << endl;
|
---|
| 1325 |
|
---|
[2792] | 1326 | CleanUp();
|
---|
[2642] | 1327 | exit(0);
|
---|
[2948] | 1328 | case 32: // space
|
---|
[2800] | 1329 | renderMode = (renderMode + 1) % RenderTraverser::NUM_TRAVERSAL_TYPES;
|
---|
[2897] | 1330 |
|
---|
| 1331 | DEL_PTR(traverser);
|
---|
| 1332 | traverser = CreateTraverser(camera);
|
---|
| 1333 |
|
---|
[2931] | 1334 | if (shadowTraverser)
|
---|
[2897] | 1335 | {
|
---|
[2948] | 1336 | // shadow traverser has to be recomputed
|
---|
[2897] | 1337 | DEL_PTR(shadowTraverser);
|
---|
[2948] | 1338 | shadowTraverser = CreateTraverser(shadowMap->GetShadowCamera());
|
---|
[2897] | 1339 | }
|
---|
| 1340 |
|
---|
[2642] | 1341 | break;
|
---|
| 1342 | case '+':
|
---|
[2867] | 1343 | if (maxBatchSize < 10)
|
---|
| 1344 | maxBatchSize = 10;
|
---|
| 1345 | else
|
---|
| 1346 | maxBatchSize += 10;
|
---|
| 1347 |
|
---|
[2776] | 1348 | traverser->SetMaxBatchSize(maxBatchSize);
|
---|
[2642] | 1349 | break;
|
---|
| 1350 | case '-':
|
---|
[2776] | 1351 | maxBatchSize -= 10;
|
---|
| 1352 | if (maxBatchSize < 0) maxBatchSize = 1;
|
---|
| 1353 | traverser->SetMaxBatchSize(maxBatchSize);
|
---|
[2642] | 1354 | break;
|
---|
[2837] | 1355 | case 'M':
|
---|
| 1356 | case 'm':
|
---|
| 1357 | useMultiQueries = !useMultiQueries;
|
---|
| 1358 | traverser->SetUseMultiQueries(useMultiQueries);
|
---|
| 1359 | break;
|
---|
| 1360 | case '1':
|
---|
| 1361 | descendKeyPressed = true;
|
---|
| 1362 | break;
|
---|
| 1363 | case '2':
|
---|
| 1364 | ascendKeyPressed = true;
|
---|
| 1365 | break;
|
---|
| 1366 | case '3':
|
---|
[3212] | 1367 | if (trianglesPerVirtualLeaf >= 100) trianglesPerVirtualLeaf -= 100;
|
---|
[2837] | 1368 | bvh->SetVirtualLeaves(trianglesPerVirtualLeaf);
|
---|
| 1369 | break;
|
---|
| 1370 | case '4':
|
---|
| 1371 | trianglesPerVirtualLeaf += 100;
|
---|
| 1372 | bvh->SetVirtualLeaves(trianglesPerVirtualLeaf);
|
---|
| 1373 | break;
|
---|
| 1374 | case '5':
|
---|
[2776] | 1375 | assumedVisibleFrames -= 1;
|
---|
| 1376 | if (assumedVisibleFrames < 1) assumedVisibleFrames = 1;
|
---|
| 1377 | traverser->SetAssumedVisibleFrames(assumedVisibleFrames);
|
---|
| 1378 | break;
|
---|
[2837] | 1379 | case '6':
|
---|
[2776] | 1380 | assumedVisibleFrames += 1;
|
---|
| 1381 | traverser->SetAssumedVisibleFrames(assumedVisibleFrames);
|
---|
| 1382 | break;
|
---|
[2837] | 1383 | case '7':
|
---|
[2901] | 1384 | ssaoTempCohFactor *= 0.5f;
|
---|
[3216] | 1385 | cout << "new temporal coherence factor: " << ssaoTempCohFactor << endl;
|
---|
[2776] | 1386 | break;
|
---|
[2767] | 1387 | case '8':
|
---|
[2901] | 1388 | ssaoTempCohFactor *= 2.0f;
|
---|
[3216] | 1389 | cout << "new temporal coherence factor: " << ssaoTempCohFactor << endl;
|
---|
[2837] | 1390 | break;
|
---|
[3212] | 1391 | case '9':
|
---|
| 1392 | ssaoKernelRadius *= 0.8f;
|
---|
[3216] | 1393 | cout << "new ssao kernel radius: " << ssaoKernelRadius << endl;
|
---|
[3212] | 1394 | break;
|
---|
| 1395 | case '0':
|
---|
| 1396 | ssaoKernelRadius *= 1.2f;
|
---|
[3216] | 1397 | cout << "new ssao kernel radius: " << ssaoKernelRadius << endl;
|
---|
[3212] | 1398 | break;
|
---|
| 1399 | case 'n':
|
---|
| 1400 | ssaoSampleIntensity *= 0.9f;
|
---|
[3216] | 1401 | cout << "new ssao sample intensity: " << ssaoSampleIntensity << endl;
|
---|
[3212] | 1402 | break;
|
---|
| 1403 | case 'N':
|
---|
| 1404 | ssaoSampleIntensity *= 1.1f;
|
---|
[3216] | 1405 | cout << "new ssao sample intensity: " << ssaoSampleIntensity << endl;
|
---|
[3212] | 1406 | break;
|
---|
[3216] | 1407 | case 'o':
|
---|
| 1408 | ssaoFilterRadius *= 0.9f;
|
---|
| 1409 | cout << "new ssao filter radius: " << ssaoFilterRadius << endl;
|
---|
| 1410 | break;
|
---|
| 1411 | case 'O':
|
---|
| 1412 | ssaoFilterRadius *= 1.1f;
|
---|
| 1413 | cout << "new ssao filter radius: " << ssaoFilterRadius << endl;
|
---|
| 1414 | break;
|
---|
[3219] | 1415 | /* case 'o':
|
---|
| 1416 | case 'O':
|
---|
| 1417 | useOptimization = !useOptimization;
|
---|
| 1418 | // chc optimization of using the objects instead of
|
---|
| 1419 | // the bounding boxes for querying previously visible nodes
|
---|
| 1420 | traverser->SetUseOptimization(useOptimization);
|
---|
| 1421 | break;*/
|
---|
[3175] | 1422 | case 'l':
|
---|
| 1423 | case 'L':
|
---|
[2865] | 1424 | useLODs = !useLODs;
|
---|
| 1425 | SceneEntity::SetUseLODs(useLODs);
|
---|
[3216] | 1426 | cout << "using LODs: " << useLODs << endl;
|
---|
[2865] | 1427 | break;
|
---|
[2887] | 1428 | case 'P':
|
---|
| 1429 | case 'p':
|
---|
[2930] | 1430 | samplingMethod = DeferredRenderer::SAMPLING_METHOD((samplingMethod + 1) % 3);
|
---|
| 1431 | cout << "ssao sampling method: " << samplingMethod << endl;
|
---|
[2887] | 1432 | break;
|
---|
[2895] | 1433 | case 'Y':
|
---|
| 1434 | case 'y':
|
---|
| 1435 | showShadowMap = !showShadowMap;
|
---|
| 1436 | break;
|
---|
[2875] | 1437 | case 'g':
|
---|
[2903] | 1438 | case 'G':
|
---|
| 1439 | useGlobIllum = !useGlobIllum;
|
---|
| 1440 | break;
|
---|
[2875] | 1441 | case 't':
|
---|
| 1442 | case 'T':
|
---|
| 1443 | useTemporalCoherence = !useTemporalCoherence;
|
---|
| 1444 | break;
|
---|
[2767] | 1445 | case 'a':
|
---|
| 1446 | case 'A':
|
---|
[2931] | 1447 | leftKeyPressed = true;
|
---|
[2767] | 1448 | break;
|
---|
| 1449 | case 'd':
|
---|
| 1450 | case 'D':
|
---|
[2931] | 1451 | rightKeyPressed = true;
|
---|
[2767] | 1452 | break;
|
---|
| 1453 | case 'w':
|
---|
| 1454 | case 'W':
|
---|
[2931] | 1455 | upKeyPressed = true;
|
---|
[2767] | 1456 | break;
|
---|
[2829] | 1457 | case 's':
|
---|
| 1458 | case 'S':
|
---|
[2931] | 1459 | downKeyPressed = true;
|
---|
[2767] | 1460 | break;
|
---|
[3105] | 1461 | case 'j':
|
---|
| 1462 | case 'J':
|
---|
| 1463 | leftStrafeKeyPressed = true;
|
---|
| 1464 | break;
|
---|
| 1465 | case 'k':
|
---|
| 1466 | case 'K':
|
---|
| 1467 | rightStrafeKeyPressed = true;
|
---|
| 1468 | break;
|
---|
[2767] | 1469 | case 'r':
|
---|
| 1470 | case 'R':
|
---|
[2931] | 1471 | useRenderQueue = !useRenderQueue;
|
---|
| 1472 | traverser->SetUseRenderQueue(useRenderQueue);
|
---|
[2790] | 1473 | break;
|
---|
[2786] | 1474 | case 'b':
|
---|
| 1475 | case 'B':
|
---|
[2931] | 1476 | useTightBounds = !useTightBounds;
|
---|
| 1477 | traverser->SetUseTightBounds(useTightBounds);
|
---|
[2790] | 1478 | break;
|
---|
[3175] | 1479 | case 'v':
|
---|
| 1480 | case 'V':
|
---|
[2931] | 1481 | renderLightView = !renderLightView;
|
---|
| 1482 | break;
|
---|
[2994] | 1483 | case 'h':
|
---|
| 1484 | case 'H':
|
---|
| 1485 | useHDR = !useHDR;
|
---|
| 1486 | break;
|
---|
[3175] | 1487 | case 'i':
|
---|
| 1488 | case 'I':
|
---|
| 1489 | useAntiAliasing = !useAntiAliasing;
|
---|
| 1490 | break;
|
---|
[3215] | 1491 | case 'c':
|
---|
| 1492 | case 'C':
|
---|
| 1493 | useLenseFlare = !useLenseFlare;
|
---|
[3189] | 1494 | break;
|
---|
[3219] | 1495 | case 'u':
|
---|
| 1496 | case 'U':
|
---|
[3220] | 1497 | // move light source instead of camera tilt
|
---|
[3219] | 1498 | moveLight = !moveLight;
|
---|
| 1499 | break;
|
---|
[2642] | 1500 | default:
|
---|
| 1501 | return;
|
---|
| 1502 | }
|
---|
| 1503 |
|
---|
| 1504 | glutPostRedisplay();
|
---|
| 1505 | }
|
---|
| 1506 |
|
---|
| 1507 |
|
---|
[2792] | 1508 | void SpecialKeyUp(int c, int x, int y)
|
---|
[2642] | 1509 | {
|
---|
[2792] | 1510 | switch (c)
|
---|
| 1511 | {
|
---|
| 1512 | case GLUT_KEY_LEFT:
|
---|
| 1513 | leftKeyPressed = false;
|
---|
| 1514 | break;
|
---|
| 1515 | case GLUT_KEY_RIGHT:
|
---|
| 1516 | rightKeyPressed = false;
|
---|
| 1517 | break;
|
---|
| 1518 | case GLUT_KEY_UP:
|
---|
| 1519 | upKeyPressed = false;
|
---|
| 1520 | break;
|
---|
| 1521 | case GLUT_KEY_DOWN:
|
---|
| 1522 | downKeyPressed = false;
|
---|
| 1523 | break;
|
---|
[2953] | 1524 | case GLUT_ACTIVE_ALT:
|
---|
| 1525 | altKeyPressed = false;
|
---|
| 1526 | break;
|
---|
[2792] | 1527 | default:
|
---|
| 1528 | return;
|
---|
| 1529 | }
|
---|
| 1530 | }
|
---|
| 1531 |
|
---|
| 1532 |
|
---|
| 1533 | void KeyUp(unsigned char c, int x, int y)
|
---|
| 1534 | {
|
---|
| 1535 | switch (c)
|
---|
| 1536 | {
|
---|
[2879] | 1537 |
|
---|
[2792] | 1538 | case 'A':
|
---|
| 1539 | case 'a':
|
---|
| 1540 | leftKeyPressed = false;
|
---|
| 1541 | break;
|
---|
| 1542 | case 'D':
|
---|
| 1543 | case 'd':
|
---|
| 1544 | rightKeyPressed = false;
|
---|
| 1545 | break;
|
---|
| 1546 | case 'W':
|
---|
| 1547 | case 'w':
|
---|
| 1548 | upKeyPressed = false;
|
---|
| 1549 | break;
|
---|
[2829] | 1550 | case 'S':
|
---|
| 1551 | case 's':
|
---|
[2792] | 1552 | downKeyPressed = false;
|
---|
| 1553 | break;
|
---|
[2837] | 1554 | case '1':
|
---|
| 1555 | descendKeyPressed = false;
|
---|
[2794] | 1556 | break;
|
---|
[2837] | 1557 | case '2':
|
---|
| 1558 | ascendKeyPressed = false;
|
---|
[2794] | 1559 | break;
|
---|
[3105] | 1560 | case 'j':
|
---|
| 1561 | case 'J':
|
---|
| 1562 | leftStrafeKeyPressed = false;
|
---|
| 1563 | break;
|
---|
| 1564 | case 'k':
|
---|
| 1565 | case 'K':
|
---|
| 1566 | rightStrafeKeyPressed = false;
|
---|
| 1567 | break;
|
---|
[2792] | 1568 | default:
|
---|
| 1569 | return;
|
---|
| 1570 | }
|
---|
| 1571 | //glutPostRedisplay();
|
---|
| 1572 | }
|
---|
| 1573 |
|
---|
| 1574 |
|
---|
| 1575 | void Special(int c, int x, int y)
|
---|
| 1576 | {
|
---|
[2642] | 1577 | switch(c)
|
---|
| 1578 | {
|
---|
| 1579 | case GLUT_KEY_F1:
|
---|
| 1580 | showHelp = !showHelp;
|
---|
| 1581 | break;
|
---|
[2790] | 1582 | case GLUT_KEY_F2:
|
---|
[2795] | 1583 | visMode = !visMode;
|
---|
[2790] | 1584 | break;
|
---|
| 1585 | case GLUT_KEY_F3:
|
---|
| 1586 | showBoundingVolumes = !showBoundingVolumes;
|
---|
| 1587 | traverser->SetShowBounds(showBoundingVolumes);
|
---|
| 1588 | break;
|
---|
| 1589 | case GLUT_KEY_F4:
|
---|
[2827] | 1590 | showOptions = !showOptions;
|
---|
[2790] | 1591 | break;
|
---|
| 1592 | case GLUT_KEY_F5:
|
---|
[2827] | 1593 | showStatistics = !showStatistics;
|
---|
[2790] | 1594 | break;
|
---|
[2800] | 1595 | case GLUT_KEY_F6:
|
---|
| 1596 | flyMode = !flyMode;
|
---|
| 1597 | break;
|
---|
[2801] | 1598 | case GLUT_KEY_F7:
|
---|
[2825] | 1599 |
|
---|
[2955] | 1600 | renderMethod = (renderMethod + 1) % 4;
|
---|
| 1601 |
|
---|
| 1602 | traverser->SetUseDepthPass(
|
---|
| 1603 | (renderMethod == RENDER_DEPTH_PASS) ||
|
---|
| 1604 | (renderMethod == RENDER_DEPTH_PASS_DEFERRED)
|
---|
| 1605 | );
|
---|
[2825] | 1606 |
|
---|
[2801] | 1607 | break;
|
---|
[2803] | 1608 | case GLUT_KEY_F8:
|
---|
[2903] | 1609 | useAdvancedShading = !useAdvancedShading;
|
---|
[2821] | 1610 | break;
|
---|
[2826] | 1611 | case GLUT_KEY_F9:
|
---|
| 1612 | showAlgorithmTime = !showAlgorithmTime;
|
---|
| 1613 | break;
|
---|
[2954] | 1614 | case GLUT_KEY_F10:
|
---|
[3219] | 1615 | replayPath = !replayPath;
|
---|
| 1616 |
|
---|
| 1617 | if (replayPath)
|
---|
| 1618 | {
|
---|
| 1619 | cout << "replaying path" << endl;
|
---|
| 1620 | currentReplayFrame = -1;
|
---|
| 1621 | }
|
---|
| 1622 | else
|
---|
| 1623 | {
|
---|
| 1624 | cout << "finished replaying path" << endl;
|
---|
| 1625 | }
|
---|
| 1626 |
|
---|
[2954] | 1627 | break;
|
---|
[3219] | 1628 | case GLUT_KEY_F11:
|
---|
| 1629 | recordPath = !recordPath;
|
---|
| 1630 |
|
---|
| 1631 | if (recordPath)
|
---|
| 1632 | {
|
---|
| 1633 | cout << "recording path" << endl;
|
---|
| 1634 | }
|
---|
| 1635 | else
|
---|
| 1636 | {
|
---|
| 1637 | cout << "finished recording path" << endl;
|
---|
| 1638 | // start over with new frame recording next time
|
---|
| 1639 | DEL_PTR(walkThroughRecorder);
|
---|
| 1640 | }
|
---|
| 1641 |
|
---|
| 1642 | break;
|
---|
| 1643 | case GLUT_KEY_F12:
|
---|
| 1644 | recordFrames = !recordFrames;
|
---|
| 1645 |
|
---|
| 1646 | if (recordFrames)
|
---|
| 1647 | cout << "recording frames on replaying" << endl;
|
---|
| 1648 | else
|
---|
| 1649 | cout << "finished recording frames on replaying" << endl;
|
---|
| 1650 | break;
|
---|
[2642] | 1651 | case GLUT_KEY_LEFT:
|
---|
[2767] | 1652 | {
|
---|
[2792] | 1653 | leftKeyPressed = true;
|
---|
[2795] | 1654 | camera->Pitch(KeyRotationAngle());
|
---|
[2767] | 1655 | }
|
---|
[2642] | 1656 | break;
|
---|
| 1657 | case GLUT_KEY_RIGHT:
|
---|
[2767] | 1658 | {
|
---|
[2792] | 1659 | rightKeyPressed = true;
|
---|
[2795] | 1660 | camera->Pitch(-KeyRotationAngle());
|
---|
[2767] | 1661 | }
|
---|
[2642] | 1662 | break;
|
---|
| 1663 | case GLUT_KEY_UP:
|
---|
[2767] | 1664 | {
|
---|
[2792] | 1665 | upKeyPressed = true;
|
---|
[2795] | 1666 | KeyHorizontalMotion(KeyShift());
|
---|
[2767] | 1667 | }
|
---|
[2642] | 1668 | break;
|
---|
| 1669 | case GLUT_KEY_DOWN:
|
---|
[2767] | 1670 | {
|
---|
[2792] | 1671 | downKeyPressed = true;
|
---|
[2795] | 1672 | KeyHorizontalMotion(-KeyShift());
|
---|
[2767] | 1673 | }
|
---|
[2642] | 1674 | break;
|
---|
| 1675 | default:
|
---|
| 1676 | return;
|
---|
| 1677 |
|
---|
| 1678 | }
|
---|
| 1679 |
|
---|
| 1680 | glutPostRedisplay();
|
---|
| 1681 | }
|
---|
[2767] | 1682 |
|
---|
[2642] | 1683 | #pragma warning( default : 4100 )
|
---|
| 1684 |
|
---|
| 1685 |
|
---|
[2792] | 1686 | void Reshape(int w, int h)
|
---|
[2642] | 1687 | {
|
---|
[2759] | 1688 | winAspectRatio = 1.0f;
|
---|
[2642] | 1689 |
|
---|
| 1690 | glViewport(0, 0, w, h);
|
---|
| 1691 |
|
---|
| 1692 | winWidth = w;
|
---|
| 1693 | winHeight = h;
|
---|
| 1694 |
|
---|
[2833] | 1695 | if (w) winAspectRatio = (float) w / (float) h;
|
---|
[2642] | 1696 |
|
---|
[2758] | 1697 | glMatrixMode(GL_PROJECTION);
|
---|
| 1698 | glLoadIdentity();
|
---|
[2642] | 1699 |
|
---|
[2927] | 1700 | gluPerspective(fov, winAspectRatio, nearDist, farDist);
|
---|
[2788] | 1701 |
|
---|
[2758] | 1702 | glMatrixMode(GL_MODELVIEW);
|
---|
| 1703 |
|
---|
[2642] | 1704 | glutPostRedisplay();
|
---|
| 1705 | }
|
---|
| 1706 |
|
---|
| 1707 |
|
---|
[3101] | 1708 | void Mouse(int button, int renderState, int x, int y)
|
---|
[2642] | 1709 | {
|
---|
[3101] | 1710 | if ((button == GLUT_LEFT_BUTTON) && (renderState == GLUT_DOWN))
|
---|
[2642] | 1711 | {
|
---|
| 1712 | xEyeBegin = x;
|
---|
| 1713 | yMotionBegin = y;
|
---|
| 1714 |
|
---|
[2792] | 1715 | glutMotionFunc(LeftMotion);
|
---|
[2642] | 1716 | }
|
---|
[3101] | 1717 | else if ((button == GLUT_RIGHT_BUTTON) && (renderState == GLUT_DOWN))
|
---|
[2642] | 1718 | {
|
---|
[2829] | 1719 | xEyeBegin = x;
|
---|
[2758] | 1720 | yEyeBegin = y;
|
---|
| 1721 | yMotionBegin = y;
|
---|
| 1722 |
|
---|
[2954] | 1723 | if (!moveLight)
|
---|
| 1724 | glutMotionFunc(RightMotion);
|
---|
| 1725 | else
|
---|
| 1726 | glutMotionFunc(RightMotionLight);
|
---|
[2758] | 1727 | }
|
---|
[3101] | 1728 | else if ((button == GLUT_MIDDLE_BUTTON) && (renderState == GLUT_DOWN))
|
---|
[2758] | 1729 | {
|
---|
[2642] | 1730 | horizontalMotionBegin = x;
|
---|
| 1731 | verticalMotionBegin = y;
|
---|
[2792] | 1732 | glutMotionFunc(MiddleMotion);
|
---|
[2642] | 1733 | }
|
---|
| 1734 |
|
---|
| 1735 | glutPostRedisplay();
|
---|
| 1736 | }
|
---|
| 1737 |
|
---|
[2758] | 1738 |
|
---|
| 1739 | /** rotation for left/right mouse drag
|
---|
[2642] | 1740 | motion for up/down mouse drag
|
---|
| 1741 | */
|
---|
[2792] | 1742 | void LeftMotion(int x, int y)
|
---|
[2642] | 1743 | {
|
---|
[2758] | 1744 | Vector3 viewDir = camera->GetDirection();
|
---|
| 1745 | Vector3 pos = camera->GetPosition();
|
---|
| 1746 |
|
---|
| 1747 | // don't move in the vertical direction
|
---|
[2764] | 1748 | Vector3 horView(viewDir[0], viewDir[1], 0);
|
---|
[2642] | 1749 |
|
---|
[2795] | 1750 | float eyeXAngle = 0.2f * M_PI * (xEyeBegin - x) / 180.0;
|
---|
[2756] | 1751 |
|
---|
[2795] | 1752 | camera->Pitch(eyeXAngle);
|
---|
[2787] | 1753 |
|
---|
[2888] | 1754 | pos += horView * (yMotionBegin - y) * 0.2f;
|
---|
[2795] | 1755 |
|
---|
[2758] | 1756 | camera->SetPosition(pos);
|
---|
[2642] | 1757 |
|
---|
| 1758 | xEyeBegin = x;
|
---|
| 1759 | yMotionBegin = y;
|
---|
[2758] | 1760 |
|
---|
[2642] | 1761 | glutPostRedisplay();
|
---|
| 1762 | }
|
---|
| 1763 |
|
---|
[2758] | 1764 |
|
---|
[2954] | 1765 | void RightMotionLight(int x, int y)
|
---|
| 1766 | {
|
---|
| 1767 | float theta = 0.2f * M_PI * (xEyeBegin - x) / 180.0f;
|
---|
| 1768 | float phi = 0.2f * M_PI * (yMotionBegin - y) / 180.0f;
|
---|
| 1769 |
|
---|
| 1770 | Vector3 lightDir = light->GetDirection();
|
---|
| 1771 |
|
---|
| 1772 | Matrix4x4 roty = RotationYMatrix(theta);
|
---|
| 1773 | Matrix4x4 rotx = RotationXMatrix(phi);
|
---|
| 1774 |
|
---|
| 1775 | lightDir = roty * lightDir;
|
---|
| 1776 | lightDir = rotx * lightDir;
|
---|
| 1777 |
|
---|
[2967] | 1778 | // normalize to avoid accumulating errors
|
---|
| 1779 | lightDir.Normalize();
|
---|
| 1780 |
|
---|
[2954] | 1781 | light->SetDirection(lightDir);
|
---|
| 1782 |
|
---|
| 1783 | xEyeBegin = x;
|
---|
| 1784 | yMotionBegin = y;
|
---|
| 1785 |
|
---|
| 1786 | glutPostRedisplay();
|
---|
| 1787 | }
|
---|
| 1788 |
|
---|
| 1789 |
|
---|
[2767] | 1790 | /** rotation for left / right mouse drag
|
---|
| 1791 | motion for up / down mouse drag
|
---|
[2758] | 1792 | */
|
---|
[2792] | 1793 | void RightMotion(int x, int y)
|
---|
[2758] | 1794 | {
|
---|
[2829] | 1795 | float eyeXAngle = 0.2f * M_PI * (xEyeBegin - x) / 180.0;
|
---|
[2795] | 1796 | float eyeYAngle = -0.2f * M_PI * (yEyeBegin - y) / 180.0;
|
---|
[2758] | 1797 |
|
---|
[2795] | 1798 | camera->Yaw(eyeYAngle);
|
---|
[2829] | 1799 | camera->Pitch(eyeXAngle);
|
---|
[2780] | 1800 |
|
---|
[2829] | 1801 | xEyeBegin = x;
|
---|
[2758] | 1802 | yEyeBegin = y;
|
---|
[2829] | 1803 |
|
---|
[2758] | 1804 | glutPostRedisplay();
|
---|
| 1805 | }
|
---|
| 1806 |
|
---|
| 1807 |
|
---|
[3105] | 1808 | /** strafe
|
---|
| 1809 | */
|
---|
[2792] | 1810 | void MiddleMotion(int x, int y)
|
---|
[2642] | 1811 | {
|
---|
[2758] | 1812 | Vector3 viewDir = camera->GetDirection();
|
---|
| 1813 | Vector3 pos = camera->GetPosition();
|
---|
| 1814 |
|
---|
[2642] | 1815 | // the 90 degree rotated view vector
|
---|
| 1816 | // y zero so we don't move in the vertical
|
---|
[2764] | 1817 | Vector3 rVec(viewDir[0], viewDir[1], 0);
|
---|
[2642] | 1818 |
|
---|
[2764] | 1819 | Matrix4x4 rot = RotationZMatrix(M_PI * 0.5f);
|
---|
[2758] | 1820 | rVec = rot * rVec;
|
---|
[2642] | 1821 |
|
---|
[2888] | 1822 | pos -= rVec * (x - horizontalMotionBegin) * 0.1f;
|
---|
[2764] | 1823 | pos[2] += (verticalMotionBegin - y) * 0.1f;
|
---|
[2642] | 1824 |
|
---|
[2758] | 1825 | camera->SetPosition(pos);
|
---|
| 1826 |
|
---|
[2642] | 1827 | horizontalMotionBegin = x;
|
---|
| 1828 | verticalMotionBegin = y;
|
---|
[2758] | 1829 |
|
---|
[2642] | 1830 | glutPostRedisplay();
|
---|
| 1831 | }
|
---|
| 1832 |
|
---|
| 1833 |
|
---|
[2756] | 1834 | void InitExtensions(void)
|
---|
[2642] | 1835 | {
|
---|
| 1836 | GLenum err = glewInit();
|
---|
[2756] | 1837 |
|
---|
[2642] | 1838 | if (GLEW_OK != err)
|
---|
| 1839 | {
|
---|
| 1840 | // problem: glewInit failed, something is seriously wrong
|
---|
| 1841 | fprintf(stderr,"Error: %s\n", glewGetErrorString(err));
|
---|
| 1842 | exit(1);
|
---|
| 1843 | }
|
---|
[2756] | 1844 | if (!GLEW_ARB_occlusion_query)
|
---|
[2642] | 1845 | {
|
---|
[2756] | 1846 | printf("I require the GL_ARB_occlusion_query to work.\n");
|
---|
[2642] | 1847 | exit(1);
|
---|
| 1848 | }
|
---|
| 1849 | }
|
---|
| 1850 |
|
---|
| 1851 |
|
---|
[2826] | 1852 | void Begin2D()
|
---|
[2642] | 1853 | {
|
---|
| 1854 | glDisable(GL_LIGHTING);
|
---|
| 1855 | glDisable(GL_DEPTH_TEST);
|
---|
| 1856 |
|
---|
[2826] | 1857 | glMatrixMode(GL_PROJECTION);
|
---|
[2642] | 1858 | glPushMatrix();
|
---|
| 1859 | glLoadIdentity();
|
---|
[2834] | 1860 |
|
---|
[2826] | 1861 | gluOrtho2D(0, winWidth, 0, winHeight);
|
---|
[2642] | 1862 |
|
---|
[2826] | 1863 | glMatrixMode(GL_MODELVIEW);
|
---|
[2642] | 1864 | glPushMatrix();
|
---|
| 1865 | glLoadIdentity();
|
---|
| 1866 | }
|
---|
| 1867 |
|
---|
| 1868 |
|
---|
[2826] | 1869 | void End2D()
|
---|
[2642] | 1870 | {
|
---|
[2834] | 1871 | glMatrixMode(GL_PROJECTION);
|
---|
[2642] | 1872 | glPopMatrix();
|
---|
[2834] | 1873 |
|
---|
[2642] | 1874 | glMatrixMode(GL_MODELVIEW);
|
---|
| 1875 | glPopMatrix();
|
---|
| 1876 |
|
---|
| 1877 | glEnable(GL_LIGHTING);
|
---|
| 1878 | glEnable(GL_DEPTH_TEST);
|
---|
| 1879 | }
|
---|
| 1880 |
|
---|
| 1881 |
|
---|
[2787] | 1882 | // displays the visualisation of culling algorithm
|
---|
| 1883 | void DisplayVisualization()
|
---|
[2796] | 1884 | {
|
---|
[2787] | 1885 | visualization->SetFrameId(traverser->GetCurrentFrameId());
|
---|
| 1886 |
|
---|
[2792] | 1887 | Begin2D();
|
---|
[2642] | 1888 | glBlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA);
|
---|
| 1889 | glEnable(GL_BLEND);
|
---|
[2827] | 1890 | glColor4f(0.0f ,0.0f, 0.0f, 0.5f);
|
---|
[2642] | 1891 |
|
---|
[2827] | 1892 | glRecti(winWidth - winWidth / 3, winHeight - winHeight / 3, winWidth, winHeight);
|
---|
[2642] | 1893 | glDisable(GL_BLEND);
|
---|
[2792] | 1894 | End2D();
|
---|
[2788] | 1895 |
|
---|
| 1896 |
|
---|
| 1897 | AxisAlignedBox3 box = bvh->GetBox();
|
---|
| 1898 |
|
---|
[2948] | 1899 | const float offs = box.Size().x * 0.3f;
|
---|
[2834] | 1900 |
|
---|
[2838] | 1901 | Vector3 vizpos = Vector3(box.Min().x, box.Min().y - box.Size().y * 0.35f, box.Min().z + box.Size().z * 50);
|
---|
[2806] | 1902 |
|
---|
[2795] | 1903 | visCamera->SetPosition(vizpos);
|
---|
[2838] | 1904 | visCamera->ResetPitchAndYaw();
|
---|
[2892] | 1905 |
|
---|
[2834] | 1906 | glPushAttrib(GL_VIEWPORT_BIT);
|
---|
[2806] | 1907 | glViewport(winWidth - winWidth / 3, winHeight - winHeight / 3, winWidth / 3, winHeight / 3);
|
---|
[2796] | 1908 |
|
---|
| 1909 | glMatrixMode(GL_PROJECTION);
|
---|
[2834] | 1910 | glPushMatrix();
|
---|
| 1911 |
|
---|
[2787] | 1912 | glLoadIdentity();
|
---|
[2807] | 1913 | glOrtho(-offs, offs, -offs, offs, 0.0f, box.Size().z * 100.0f);
|
---|
[2787] | 1914 |
|
---|
[2796] | 1915 | glMatrixMode(GL_MODELVIEW);
|
---|
[2834] | 1916 | glPushMatrix();
|
---|
[2787] | 1917 |
|
---|
[2796] | 1918 | visCamera->SetupCameraView();
|
---|
[2806] | 1919 |
|
---|
| 1920 | Matrix4x4 rotZ = RotationZMatrix(-camera->GetPitch());
|
---|
| 1921 | glMultMatrixf((float *)rotZ.x);
|
---|
| 1922 |
|
---|
[2887] | 1923 | // inverse translation in order to fix current position
|
---|
[2838] | 1924 | Vector3 pos = camera->GetPosition();
|
---|
[2806] | 1925 | glTranslatef(-pos.x, -pos.y, -pos.z);
|
---|
| 1926 |
|
---|
| 1927 |
|
---|
[2788] | 1928 | GLfloat position[] = {0.8f, 1.0f, 1.5f, 0.0f};
|
---|
| 1929 | glLightfv(GL_LIGHT0, GL_POSITION, position);
|
---|
[2787] | 1930 |
|
---|
[2788] | 1931 | GLfloat position1[] = {bvh->GetBox().Center().x, bvh->GetBox().Max().y, bvh->GetBox().Center().z, 1.0f};
|
---|
| 1932 | glLightfv(GL_LIGHT1, GL_POSITION, position1);
|
---|
[2787] | 1933 |
|
---|
[2642] | 1934 | glClear(GL_DEPTH_BUFFER_BIT);
|
---|
| 1935 |
|
---|
[2888] | 1936 |
|
---|
[2767] | 1937 | ////////////
|
---|
[2787] | 1938 | //-- visualization of the occlusion culling
|
---|
| 1939 |
|
---|
[3063] | 1940 | visualization->Render(showShadowMap);
|
---|
[2887] | 1941 |
|
---|
[2767] | 1942 |
|
---|
[2834] | 1943 | // reset previous settings
|
---|
| 1944 | glPopAttrib();
|
---|
| 1945 |
|
---|
| 1946 | glMatrixMode(GL_PROJECTION);
|
---|
| 1947 | glPopMatrix();
|
---|
| 1948 | glMatrixMode(GL_MODELVIEW);
|
---|
| 1949 | glPopMatrix();
|
---|
[2642] | 1950 | }
|
---|
| 1951 |
|
---|
[2767] | 1952 |
|
---|
[2642] | 1953 | // cleanup routine after the main loop
|
---|
[2756] | 1954 | void CleanUp()
|
---|
[2642] | 1955 | {
|
---|
[2756] | 1956 | DEL_PTR(traverser);
|
---|
[2796] | 1957 | DEL_PTR(sceneQuery);
|
---|
[2756] | 1958 | DEL_PTR(bvh);
|
---|
[2767] | 1959 | DEL_PTR(visualization);
|
---|
[2787] | 1960 | DEL_PTR(camera);
|
---|
[2801] | 1961 | DEL_PTR(renderQueue);
|
---|
[2827] | 1962 | DEL_PTR(perfGraph);
|
---|
[2879] | 1963 | DEL_PTR(fbo);
|
---|
[3111] | 1964 | DEL_PTR(deferredShader);
|
---|
[3019] | 1965 | DEL_PTR(light);
|
---|
| 1966 | DEL_PTR(visCamera);
|
---|
| 1967 | DEL_PTR(preetham);
|
---|
[3020] | 1968 | DEL_PTR(shadowMap);
|
---|
| 1969 | DEL_PTR(shadowTraverser);
|
---|
[3078] | 1970 | DEL_PTR(motionPath);
|
---|
[3219] | 1971 | DEL_PTR(walkThroughRecorder);
|
---|
| 1972 | DEL_PTR(walkThroughPlayer);
|
---|
[3052] | 1973 |
|
---|
[3037] | 1974 | ResourceManager::DelSingleton();
|
---|
[3057] | 1975 | ShaderManager::DelSingleton();
|
---|
| 1976 |
|
---|
[3059] | 1977 | resourceManager = NULL;
|
---|
[3057] | 1978 | shaderManager = NULL;
|
---|
[2642] | 1979 | }
|
---|
| 1980 |
|
---|
| 1981 |
|
---|
| 1982 | // this function inserts a dezimal point after each 1000
|
---|
[2829] | 1983 | void CalcDecimalPoint(string &str, int d, int len)
|
---|
[2642] | 1984 | {
|
---|
[2827] | 1985 | static vector<int> numbers;
|
---|
| 1986 | numbers.clear();
|
---|
| 1987 |
|
---|
[2829] | 1988 | static string shortStr;
|
---|
| 1989 | shortStr.clear();
|
---|
[2642] | 1990 |
|
---|
[2829] | 1991 | static char hstr[100];
|
---|
| 1992 |
|
---|
[2642] | 1993 | while (d != 0)
|
---|
| 1994 | {
|
---|
| 1995 | numbers.push_back(d % 1000);
|
---|
| 1996 | d /= 1000;
|
---|
| 1997 | }
|
---|
| 1998 |
|
---|
| 1999 | // first element without leading zeros
|
---|
| 2000 | if (numbers.size() > 0)
|
---|
| 2001 | {
|
---|
[2800] | 2002 | sprintf(hstr, "%d", numbers.back());
|
---|
[2829] | 2003 | shortStr.append(hstr);
|
---|
[2642] | 2004 | }
|
---|
| 2005 |
|
---|
[2764] | 2006 | for (int i = (int)numbers.size() - 2; i >= 0; i--)
|
---|
[2642] | 2007 | {
|
---|
[2800] | 2008 | sprintf(hstr, ",%03d", numbers[i]);
|
---|
[2829] | 2009 | shortStr.append(hstr);
|
---|
[2642] | 2010 | }
|
---|
[2829] | 2011 |
|
---|
| 2012 | int dif = len - (int)shortStr.size();
|
---|
| 2013 |
|
---|
| 2014 | for (int i = 0; i < dif; ++ i)
|
---|
| 2015 | {
|
---|
| 2016 | str += " ";
|
---|
| 2017 | }
|
---|
| 2018 |
|
---|
| 2019 | str.append(shortStr);
|
---|
[2764] | 2020 | }
|
---|
| 2021 |
|
---|
| 2022 |
|
---|
| 2023 | void DisplayStats()
|
---|
| 2024 | {
|
---|
[2826] | 2025 | static char msg[9][300];
|
---|
[2764] | 2026 |
|
---|
[2826] | 2027 | static double frameTime = elapsedTime;
|
---|
| 2028 | static double renderTime = algTime;
|
---|
| 2029 |
|
---|
[2818] | 2030 | const float expFactor = 0.1f;
|
---|
[2767] | 2031 |
|
---|
[2802] | 2032 | // if some strange render time spike happened in this frame => don't count
|
---|
[2826] | 2033 | if (elapsedTime < 500) frameTime = elapsedTime * expFactor + (1.0f - expFactor) * elapsedTime;
|
---|
| 2034 |
|
---|
| 2035 | static float rTime = 1000.0f;
|
---|
[2764] | 2036 |
|
---|
[2826] | 2037 | if (showAlgorithmTime)
|
---|
| 2038 | {
|
---|
| 2039 | if (algTime < 500) renderTime = algTime * expFactor + (1.0f - expFactor) * renderTime;
|
---|
| 2040 | }
|
---|
[2802] | 2041 |
|
---|
[2826] | 2042 | accumulatedTime += elapsedTime;
|
---|
| 2043 |
|
---|
[2776] | 2044 | if (accumulatedTime > 500) // update every fraction of a second
|
---|
[2770] | 2045 | {
|
---|
| 2046 | accumulatedTime = 0;
|
---|
| 2047 |
|
---|
[2826] | 2048 | if (frameTime) fps = 1e3f / (float)frameTime;
|
---|
| 2049 |
|
---|
| 2050 | rTime = renderTime;
|
---|
[2773] | 2051 |
|
---|
[2948] | 2052 | if (renderLightView && shadowTraverser)
|
---|
| 2053 | {
|
---|
| 2054 | renderedTriangles = shadowTraverser->GetStats().mNumRenderedTriangles;
|
---|
| 2055 | renderedObjects = shadowTraverser->GetStats().mNumRenderedGeometry;
|
---|
| 2056 | renderedNodes = shadowTraverser->GetStats().mNumRenderedNodes;
|
---|
| 2057 | }
|
---|
| 2058 | else if (showShadowMap && shadowTraverser)
|
---|
| 2059 | {
|
---|
| 2060 | renderedNodes = traverser->GetStats().mNumRenderedNodes + shadowTraverser->GetStats().mNumRenderedNodes;
|
---|
| 2061 | renderedObjects = traverser->GetStats().mNumRenderedGeometry + shadowTraverser->GetStats().mNumRenderedGeometry;
|
---|
| 2062 | renderedTriangles = traverser->GetStats().mNumRenderedTriangles + shadowTraverser->GetStats().mNumRenderedTriangles;
|
---|
| 2063 | }
|
---|
| 2064 | else
|
---|
| 2065 | {
|
---|
| 2066 | renderedTriangles = traverser->GetStats().mNumRenderedTriangles;
|
---|
| 2067 | renderedObjects = traverser->GetStats().mNumRenderedGeometry;
|
---|
| 2068 | renderedNodes = traverser->GetStats().mNumRenderedNodes;
|
---|
| 2069 | }
|
---|
| 2070 |
|
---|
[2770] | 2071 | traversedNodes = traverser->GetStats().mNumTraversedNodes;
|
---|
| 2072 | frustumCulledNodes = traverser->GetStats().mNumFrustumCulledNodes;
|
---|
| 2073 | queryCulledNodes = traverser->GetStats().mNumQueryCulledNodes;
|
---|
| 2074 | issuedQueries = traverser->GetStats().mNumIssuedQueries;
|
---|
| 2075 | stateChanges = traverser->GetStats().mNumStateChanges;
|
---|
[2800] | 2076 | numBatches = traverser->GetStats().mNumBatches;
|
---|
[2770] | 2077 | }
|
---|
| 2078 |
|
---|
[2764] | 2079 |
|
---|
[2826] | 2080 | Begin2D();
|
---|
[2808] | 2081 |
|
---|
[2826] | 2082 | glEnable(GL_BLEND);
|
---|
| 2083 | glBlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA);
|
---|
[2764] | 2084 |
|
---|
[2826] | 2085 | if (showHelp)
|
---|
| 2086 | {
|
---|
| 2087 | DrawHelpMessage();
|
---|
| 2088 | }
|
---|
| 2089 | else
|
---|
| 2090 | {
|
---|
[2829] | 2091 | if (showOptions)
|
---|
| 2092 | {
|
---|
| 2093 | glColor4f(0.0f, 0.0f, 0.0f, 0.5f);
|
---|
| 2094 | glRecti(5, winHeight - 95, winWidth * 2 / 3 - 5, winHeight - 5);
|
---|
| 2095 | }
|
---|
| 2096 |
|
---|
| 2097 | if (showStatistics)
|
---|
| 2098 | {
|
---|
| 2099 | glColor4f(0.0f, 0.0f, 0.0f, 0.5f);
|
---|
| 2100 | glRecti(5, winHeight - 165, winWidth * 2 / 3 - 5, winHeight - 100);
|
---|
| 2101 | }
|
---|
| 2102 |
|
---|
| 2103 | glEnable(GL_TEXTURE_2D);
|
---|
[2827] | 2104 | myfont.Begin();
|
---|
[2769] | 2105 |
|
---|
[2826] | 2106 | if (showOptions)
|
---|
| 2107 | {
|
---|
[2829] | 2108 | glColor3f(0.0f, 1.0f, 0.0f);
|
---|
[2826] | 2109 | int i = 0;
|
---|
| 2110 |
|
---|
[3065] | 2111 | static char *renderMethodStr[] =
|
---|
| 2112 | {"forward", "depth pass + forward", "deferred shading", "depth pass + deferred"};
|
---|
[2826] | 2113 | sprintf(msg[i ++], "multiqueries: %d, tight bounds: %d, render queue: %d",
|
---|
[3065] | 2114 | useMultiQueries, useTightBounds, useRenderQueue);
|
---|
[2955] | 2115 | sprintf(msg[i ++], "render technique: %s, SSAO: %d", renderMethodStr[renderMethod], useAdvancedShading);
|
---|
[2826] | 2116 | sprintf(msg[i ++], "triangles per virtual leaf: %5d", trianglesPerVirtualLeaf);
|
---|
| 2117 | sprintf(msg[i ++], "assumed visible frames: %4d, max batch size: %4d",
|
---|
| 2118 | assumedVisibleFrames, maxBatchSize);
|
---|
[2808] | 2119 |
|
---|
[2826] | 2120 | for (int j = 0; j < 4; ++ j)
|
---|
[2829] | 2121 | myfont.DrawString(msg[j], 10.0f, winHeight - 5 - j * 20);
|
---|
[2826] | 2122 | }
|
---|
[2808] | 2123 |
|
---|
[2786] | 2124 | if (showStatistics)
|
---|
[2764] | 2125 | {
|
---|
[2829] | 2126 | glColor3f(1.0f, 1.0f, 0.0f);
|
---|
| 2127 |
|
---|
[2948] | 2128 | string objStr, totalObjStr;
|
---|
| 2129 | string triStr, totalTriStr;
|
---|
[2826] | 2130 |
|
---|
[2829] | 2131 | int len = 10;
|
---|
[2948] | 2132 | CalcDecimalPoint(objStr, renderedObjects, len);
|
---|
[3059] | 2133 | CalcDecimalPoint(totalObjStr, (int)resourceManager->GetNumEntities(), len);
|
---|
[2826] | 2134 |
|
---|
[2948] | 2135 | CalcDecimalPoint(triStr, renderedTriangles, len);
|
---|
| 2136 | CalcDecimalPoint(totalTriStr, bvh->GetBvhStats().mTriangles, len);
|
---|
| 2137 |
|
---|
[2826] | 2138 | int i = 4;
|
---|
| 2139 |
|
---|
[2953] | 2140 | if (0)
|
---|
| 2141 | {
|
---|
| 2142 | sprintf(msg[i ++], "rendered: %s of %s objects, %s of %s triangles",
|
---|
| 2143 | objStr.c_str(), totalObjStr.c_str(), triStr.c_str(), totalTriStr.c_str());
|
---|
| 2144 | }
|
---|
| 2145 | else
|
---|
| 2146 | {
|
---|
| 2147 | sprintf(msg[i ++], "rendered: %6d of %6d nodes, %s of %s triangles",
|
---|
| 2148 | renderedNodes, bvh->GetNumVirtualNodes(), triStr.c_str(), totalTriStr.c_str());
|
---|
| 2149 | }
|
---|
[2826] | 2150 |
|
---|
| 2151 | sprintf(msg[i ++], "traversed: %5d, frustum culled: %5d, query culled: %5d",
|
---|
| 2152 | traversedNodes, frustumCulledNodes, queryCulledNodes);
|
---|
[3101] | 2153 | sprintf(msg[i ++], "issued queries: %5d, renderState changes: %5d, render batches: %5d",
|
---|
[2826] | 2154 | issuedQueries, stateChanges, numBatches);
|
---|
| 2155 |
|
---|
| 2156 | for (int j = 4; j < 7; ++ j)
|
---|
[2829] | 2157 | myfont.DrawString(msg[j], 10.0f, winHeight - (j + 1) * 20);
|
---|
[2764] | 2158 | }
|
---|
[2790] | 2159 |
|
---|
[2826] | 2160 | glColor3f(1.0f, 1.0f, 1.0f);
|
---|
| 2161 | static char *alg_str[] = {"Frustum Cull", "Stop and Wait", "CHC", "CHC ++"};
|
---|
[2827] | 2162 |
|
---|
| 2163 | if (!showAlgorithmTime)
|
---|
[3065] | 2164 | sprintf(msg[7], "%s: %6.1f fps", alg_str[renderMode], fps);
|
---|
[2827] | 2165 | else
|
---|
| 2166 | sprintf(msg[7], "%s: %6.1f ms", alg_str[renderMode], rTime);
|
---|
[3010] | 2167 |
|
---|
[2829] | 2168 | myfont.DrawString(msg[7], 1.3f, 690.0f, 760.0f);//, top_color, bottom_color);
|
---|
[2827] | 2169 |
|
---|
| 2170 | //sprintf(msg[8], "algorithm time: %6.1f ms", rTime);
|
---|
| 2171 | //myfont.DrawString(msg[8], 720.0f, 730.0f);
|
---|
[2764] | 2172 | }
|
---|
| 2173 |
|
---|
[2826] | 2174 | glDisable(GL_BLEND);
|
---|
| 2175 | glDisable(GL_TEXTURE_2D);
|
---|
| 2176 |
|
---|
[2792] | 2177 | End2D();
|
---|
[2764] | 2178 | }
|
---|
[2796] | 2179 |
|
---|
| 2180 |
|
---|
| 2181 | void RenderSky()
|
---|
| 2182 | {
|
---|
[2959] | 2183 | if ((renderMethod == RENDER_DEFERRED) || (renderMethod == RENDER_DEPTH_PASS_DEFERRED))
|
---|
[3101] | 2184 | renderState.SetRenderTechnique(DEFERRED);
|
---|
[2958] | 2185 |
|
---|
[3036] | 2186 | const bool useToneMapping =
|
---|
| 2187 | ((renderMethod == RENDER_DEPTH_PASS_DEFERRED) ||
|
---|
| 2188 | (renderMethod == RENDER_DEFERRED)) && useHDR;
|
---|
[3059] | 2189 |
|
---|
[3101] | 2190 | preetham->RenderSkyDome(-light->GetDirection(), camera, &renderState, !useToneMapping);
|
---|
[3212] | 2191 |
|
---|
| 2192 | /// once again reset the renderState just to make sure
|
---|
[3101] | 2193 | renderState.Reset();
|
---|
[2801] | 2194 | }
|
---|
[2796] | 2195 |
|
---|
[2948] | 2196 |
|
---|
[2895] | 2197 | // render visible object from depth pass
|
---|
[2801] | 2198 | void RenderVisibleObjects()
|
---|
| 2199 | {
|
---|
[2955] | 2200 | if (renderMethod == RENDER_DEPTH_PASS_DEFERRED)
|
---|
[2948] | 2201 | {
|
---|
[2950] | 2202 | if (showShadowMap && !renderLightView)
|
---|
[2951] | 2203 | {
|
---|
[3068] | 2204 | // usethe maximal visible distance to focus shadow map
|
---|
| 2205 | float maxVisibleDist = min(camera->GetFar(), traverser->GetMaxVisibleDistance());
|
---|
| 2206 | RenderShadowMap(maxVisibleDist);
|
---|
[2951] | 2207 | }
|
---|
[3068] | 2208 | // initialize deferred rendering
|
---|
[2948] | 2209 | InitDeferredRendering();
|
---|
| 2210 | }
|
---|
[2949] | 2211 | else
|
---|
[2950] | 2212 | {
|
---|
[3101] | 2213 | renderState.SetRenderTechnique(FORWARD);
|
---|
[2950] | 2214 | }
|
---|
[2948] | 2215 |
|
---|
[3127] | 2216 |
|
---|
[3068] | 2217 | /////////////////
|
---|
[3101] | 2218 | //-- reset gl renderState before the final visible objects pass
|
---|
[3068] | 2219 |
|
---|
[3101] | 2220 | renderState.Reset();
|
---|
[3068] | 2221 |
|
---|
[2953] | 2222 | glEnableClientState(GL_NORMAL_ARRAY);
|
---|
[3068] | 2223 | /// switch back to smooth shading
|
---|
[3067] | 2224 | glShadeModel(GL_SMOOTH);
|
---|
[3068] | 2225 | /// reset alpha to coverage flag
|
---|
[3101] | 2226 | renderState.SetUseAlphaToCoverage(true);
|
---|
[3067] | 2227 | // clear color
|
---|
| 2228 | glClear(GL_COLOR_BUFFER_BIT);
|
---|
[3039] | 2229 |
|
---|
[3068] | 2230 | // draw only objects having exactly the same depth as the current sample
|
---|
| 2231 | glDepthFunc(GL_EQUAL);
|
---|
[2951] | 2232 |
|
---|
[2949] | 2233 | //cout << "visible: " << (int)traverser->GetVisibleObjects().size() << endl;
|
---|
| 2234 |
|
---|
[3068] | 2235 | SceneEntityContainer::const_iterator sit,
|
---|
[2801] | 2236 | sit_end = traverser->GetVisibleObjects().end();
|
---|
| 2237 |
|
---|
| 2238 | for (sit = traverser->GetVisibleObjects().begin(); sit != sit_end; ++ sit)
|
---|
[2948] | 2239 | {
|
---|
[2801] | 2240 | renderQueue->Enqueue(*sit);
|
---|
[2948] | 2241 | }
|
---|
[3068] | 2242 | /// now render out everything in one giant pass
|
---|
[2801] | 2243 | renderQueue->Apply();
|
---|
| 2244 |
|
---|
[3068] | 2245 | // switch back to standard depth func
|
---|
[2801] | 2246 | glDepthFunc(GL_LESS);
|
---|
[3101] | 2247 | renderState.Reset();
|
---|
[2949] | 2248 |
|
---|
| 2249 | PrintGLerror("visibleobjects");
|
---|
[2801] | 2250 | }
|
---|
| 2251 |
|
---|
| 2252 |
|
---|
[3120] | 2253 | SceneQuery *GetOrCreateSceneQuery()
|
---|
[2801] | 2254 | {
|
---|
[3037] | 2255 | if (!sceneQuery)
|
---|
[3101] | 2256 | sceneQuery = new SceneQuery(bvh->GetBox(), traverser, &renderState);
|
---|
[3037] | 2257 |
|
---|
[3120] | 2258 | return sceneQuery;
|
---|
| 2259 | }
|
---|
| 2260 |
|
---|
| 2261 |
|
---|
| 2262 | void PlaceViewer(const Vector3 &oldPos)
|
---|
| 2263 | {
|
---|
[2801] | 2264 | Vector3 playerPos = camera->GetPosition();
|
---|
[3120] | 2265 | bool validIntersect = GetOrCreateSceneQuery()->CalcIntersection(playerPos);
|
---|
[2801] | 2266 |
|
---|
[2853] | 2267 | if (validIntersect)
|
---|
[2848] | 2268 | // && ((playerPos.z - oldPos.z) < bvh->GetBox().Size(2) * 1e-1f))
|
---|
[2801] | 2269 | {
|
---|
| 2270 | camera->SetPosition(playerPos);
|
---|
| 2271 | }
|
---|
[2809] | 2272 | }
|
---|
[2948] | 2273 |
|
---|
| 2274 |
|
---|
[2951] | 2275 | void RenderShadowMap(float newfar)
|
---|
[2948] | 2276 | {
|
---|
[2953] | 2277 | glDisableClientState(GL_NORMAL_ARRAY);
|
---|
[3101] | 2278 | renderState.SetRenderTechnique(DEPTH_PASS);
|
---|
[3038] | 2279 |
|
---|
| 2280 | // hack: disable cull face because of alpha textured balconies
|
---|
| 2281 | glDisable(GL_CULL_FACE);
|
---|
[3101] | 2282 | renderState.LockCullFaceEnabled(true);
|
---|
[3068] | 2283 |
|
---|
| 2284 | /// don't use alpha to coverage for the depth map (problems with fbo rendering)
|
---|
[3101] | 2285 | renderState.SetUseAlphaToCoverage(false);
|
---|
[2948] | 2286 |
|
---|
[3101] | 2287 | // change CHC++ set of renderState variables
|
---|
[2980] | 2288 | // this must be done for each change of camera because
|
---|
[2948] | 2289 | // otherwise the temporal coherency is broken
|
---|
[3054] | 2290 | BvhNode::SetCurrentState(LIGHT_PASS);
|
---|
[2948] | 2291 | // hack: temporarily change camera far plane
|
---|
[2951] | 2292 | camera->SetFar(newfar);
|
---|
[2948] | 2293 | // the scene is rendered withouth any shading
|
---|
[3005] | 2294 | shadowMap->ComputeShadowMap(shadowTraverser, viewProjMat);
|
---|
[2948] | 2295 |
|
---|
| 2296 | camera->SetFar(farDist);
|
---|
| 2297 |
|
---|
[3101] | 2298 | renderState.SetUseAlphaToCoverage(true);
|
---|
| 2299 | renderState.LockCullFaceEnabled(false);
|
---|
[3102] | 2300 | glEnable(GL_CULL_FACE);
|
---|
[2948] | 2301 |
|
---|
[2953] | 2302 | glEnableClientState(GL_NORMAL_ARRAY);
|
---|
[3101] | 2303 | // change back renderState
|
---|
[3054] | 2304 | BvhNode::SetCurrentState(CAMERA_PASS);
|
---|
[2952] | 2305 | }
|
---|
[3059] | 2306 |
|
---|
[3068] | 2307 |
|
---|
[3110] | 2308 | /** Touch each material once in order to preload the render queue
|
---|
[3059] | 2309 | bucket id of each material
|
---|
| 2310 | */
|
---|
| 2311 | void PrepareRenderQueue()
|
---|
| 2312 | {
|
---|
| 2313 | for (int i = 0; i < 3; ++ i)
|
---|
| 2314 | {
|
---|
[3101] | 2315 | renderState.SetRenderTechnique(i);
|
---|
[3059] | 2316 |
|
---|
| 2317 | // fill all shapes into the render queue once so we can establish the buckets
|
---|
| 2318 | ShapeContainer::const_iterator sit, sit_end = (*resourceManager->GetShapes()).end();
|
---|
| 2319 |
|
---|
| 2320 | for (sit = (*resourceManager->GetShapes()).begin(); sit != sit_end; ++ sit)
|
---|
| 2321 | {
|
---|
[3071] | 2322 | static Transform3 dummy(IdentityMatrix());
|
---|
[3110] | 2323 | renderQueue->Enqueue(*sit, NULL);
|
---|
[3059] | 2324 | }
|
---|
| 2325 |
|
---|
| 2326 | // just clear queue again
|
---|
| 2327 | renderQueue->Clear();
|
---|
| 2328 | }
|
---|
| 2329 | }
|
---|
| 2330 |
|
---|
| 2331 |
|
---|
[3070] | 2332 | void LoadModel(const string &model, SceneEntityContainer &entities)
|
---|
[3059] | 2333 | {
|
---|
| 2334 | const string filename = string(model_path + model);
|
---|
| 2335 |
|
---|
[3127] | 2336 | cout << "\nloading model " << filename << endl;
|
---|
[3070] | 2337 | if (resourceManager->Load(filename, entities))
|
---|
[3127] | 2338 | cout << "model " << filename << " successfully loaded" << endl;
|
---|
[3059] | 2339 | else
|
---|
| 2340 | {
|
---|
| 2341 | cerr << "loading model " << filename << " failed" << endl;
|
---|
| 2342 | CleanUp();
|
---|
| 2343 | exit(0);
|
---|
| 2344 | }
|
---|
[3078] | 2345 | }
|
---|
| 2346 |
|
---|
| 2347 |
|
---|
| 2348 | void CreateAnimation()
|
---|
| 2349 | {
|
---|
| 2350 | const float radius = 5.0f;
|
---|
[3080] | 2351 | const Vector3 center(480.398f, 268.364f, 181.3);
|
---|
[3078] | 2352 |
|
---|
| 2353 | VertexArray vertices;
|
---|
| 2354 |
|
---|
[3080] | 2355 | /*for (int i = 0; i < 360; ++ i)
|
---|
[3078] | 2356 | {
|
---|
| 2357 | float angle = (float)i * M_PI / 180.0f;
|
---|
| 2358 |
|
---|
| 2359 | Vector3 offs = Vector3(cos(angle) * radius, sin(angle) * radius, 0);
|
---|
| 2360 | vertices.push_back(center + offs);
|
---|
[3080] | 2361 | }*/
|
---|
| 2362 |
|
---|
| 2363 | for (int i = 0; i < 5; ++ i)
|
---|
| 2364 | {
|
---|
| 2365 | Vector3 offs = Vector3(i, 0, 0);
|
---|
| 2366 | vertices.push_back(center + offs);
|
---|
[3078] | 2367 | }
|
---|
| 2368 |
|
---|
[3080] | 2369 |
|
---|
| 2370 | for (int i = 0; i < 5; ++ i)
|
---|
| 2371 | {
|
---|
| 2372 | Vector3 offs = Vector3(4 -i, 0, 0);
|
---|
| 2373 | vertices.push_back(center + offs);
|
---|
| 2374 | }
|
---|
| 2375 |
|
---|
[3078] | 2376 | motionPath = new MotionPath(vertices);
|
---|
[3214] | 2377 | }
|
---|
| 2378 |
|
---|
[3215] | 2379 | /** This function returns the number of visible pixels of a
|
---|
| 2380 | bounding box representing the sun.
|
---|
| 2381 | */
|
---|
| 2382 | int TestSunVisible()
|
---|
[3214] | 2383 | {
|
---|
| 2384 | // assume sun is at a far away point along the light vector
|
---|
| 2385 | Vector3 sunPos = light->GetDirection() * -1e3f;
|
---|
| 2386 | sunPos += camera->GetPosition();
|
---|
| 2387 |
|
---|
| 2388 | sunBox->GetTransform()->SetMatrix(TranslationMatrix(sunPos));
|
---|
| 2389 |
|
---|
| 2390 | glBeginQueryARB(GL_SAMPLES_PASSED_ARB, sunQuery);
|
---|
| 2391 |
|
---|
| 2392 | sunBox->Render(&renderState);
|
---|
| 2393 |
|
---|
| 2394 | glEndQueryARB(GL_SAMPLES_PASSED_ARB);
|
---|
| 2395 |
|
---|
| 2396 | GLuint sampleCount;
|
---|
| 2397 |
|
---|
| 2398 | glGetQueryObjectuivARB(sunQuery, GL_QUERY_RESULT_ARB, &sampleCount);
|
---|
| 2399 |
|
---|
[3215] | 2400 | return sampleCount;
|
---|
[3214] | 2401 | }
|
---|