[2961] | 1 | // chcdemo.cpp : Defines the entry point for the console application.
|
---|
[2642] | 2 | //
|
---|
[3019] | 3 |
|
---|
[3021] | 4 |
|
---|
| 5 | #include "common.h"
|
---|
| 6 |
|
---|
[3019] | 7 | #ifdef _CRT_SET
|
---|
| 8 | #define _CRTDBG_MAP_ALLOC
|
---|
| 9 | #include <stdlib.h>
|
---|
| 10 | #include <crtdbg.h>
|
---|
| 11 |
|
---|
| 12 | // redefine new operator
|
---|
| 13 | #define DEBUG_NEW new(_NORMAL_BLOCK, __FILE__, __LINE__)
|
---|
| 14 | #define new DEBUG_NEW
|
---|
| 15 | #endif
|
---|
| 16 |
|
---|
[2746] | 17 | #include <math.h>
|
---|
| 18 | #include <time.h>
|
---|
[3019] | 19 | #include "glInterface.h"
|
---|
| 20 |
|
---|
| 21 |
|
---|
[2642] | 22 | #include "RenderTraverser.h"
|
---|
[2756] | 23 | #include "SceneEntity.h"
|
---|
| 24 | #include "Vector3.h"
|
---|
| 25 | #include "Matrix4x4.h"
|
---|
[2795] | 26 | #include "ResourceManager.h"
|
---|
[2756] | 27 | #include "Bvh.h"
|
---|
| 28 | #include "Camera.h"
|
---|
| 29 | #include "Geometry.h"
|
---|
[2760] | 30 | #include "BvhLoader.h"
|
---|
| 31 | #include "FrustumCullingTraverser.h"
|
---|
[2763] | 32 | #include "StopAndWaitTraverser.h"
|
---|
[2764] | 33 | #include "CHCTraverser.h"
|
---|
[2767] | 34 | #include "CHCPlusPlusTraverser.h"
|
---|
| 35 | #include "Visualization.h"
|
---|
[2769] | 36 | #include "RenderState.h"
|
---|
[2795] | 37 | #include "Timer/PerfTimer.h"
|
---|
[2796] | 38 | #include "SceneQuery.h"
|
---|
[2801] | 39 | #include "RenderQueue.h"
|
---|
[2819] | 40 | #include "Material.h"
|
---|
[2826] | 41 | #include "glfont2.h"
|
---|
[2827] | 42 | #include "PerformanceGraph.h"
|
---|
[2828] | 43 | #include "Environment.h"
|
---|
[2837] | 44 | #include "Halton.h"
|
---|
[2840] | 45 | #include "Transform3.h"
|
---|
[2853] | 46 | #include "SampleGenerator.h"
|
---|
[2857] | 47 | #include "FrameBufferObject.h"
|
---|
[2896] | 48 | #include "DeferredRenderer.h"
|
---|
[2887] | 49 | #include "ShadowMapping.h"
|
---|
| 50 | #include "Light.h"
|
---|
[2953] | 51 | #include "SceneEntityConverter.h"
|
---|
[2957] | 52 | #include "SkyPreetham.h"
|
---|
[2964] | 53 | #include "Texture.h"
|
---|
[3057] | 54 | #include "ShaderManager.h"
|
---|
[3078] | 55 | #include "MotionPath.h"
|
---|
[3113] | 56 | #include "ShaderProgram.h"
|
---|
| 57 | #include "Shape.h"
|
---|
[3219] | 58 | #include "WalkThroughRecorder.h"
|
---|
[3223] | 59 | #include "StatsWriter.h"
|
---|
[2642] | 60 |
|
---|
[3066] | 61 |
|
---|
[2756] | 62 | using namespace std;
|
---|
[2776] | 63 | using namespace CHCDemoEngine;
|
---|
[2642] | 64 |
|
---|
| 65 |
|
---|
[3068] | 66 | /// the environment for the program parameter
|
---|
[2828] | 67 | static Environment env;
|
---|
| 68 |
|
---|
| 69 |
|
---|
[2826] | 70 | GLuint fontTex;
|
---|
[3068] | 71 | /// the fbo used for MRT
|
---|
[3038] | 72 | FrameBufferObject *fbo = NULL;
|
---|
[2756] | 73 | /// the renderable scene geometry
|
---|
| 74 | SceneEntityContainer sceneEntities;
|
---|
[3214] | 75 | /// the dynamic objects in the scene
|
---|
[3070] | 76 | SceneEntityContainer dynamicObjects;
|
---|
[2756] | 77 | // traverses and renders the hierarchy
|
---|
[2767] | 78 | RenderTraverser *traverser = NULL;
|
---|
[2756] | 79 | /// the hierarchy
|
---|
[2767] | 80 | Bvh *bvh = NULL;
|
---|
[2793] | 81 | /// handles scene loading
|
---|
[3059] | 82 | ResourceManager *resourceManager = NULL;
|
---|
[3057] | 83 | /// handles scene loading
|
---|
| 84 | ShaderManager *shaderManager = NULL;
|
---|
[2756] | 85 | /// the scene camera
|
---|
[3062] | 86 | PerspectiveCamera *camera = NULL;
|
---|
[2795] | 87 | /// the scene camera
|
---|
[3062] | 88 | PerspectiveCamera *visCamera = NULL;
|
---|
[2767] | 89 | /// the visualization
|
---|
| 90 | Visualization *visualization = NULL;
|
---|
[3101] | 91 | /// the current render renderState
|
---|
| 92 | RenderState renderState;
|
---|
[2764] | 93 | /// the rendering algorithm
|
---|
[2795] | 94 | int renderMode = RenderTraverser::CHCPLUSPLUS;
|
---|
[3038] | 95 | /// eye near plane distance
|
---|
[3068] | 96 | const float nearDist = 0.2f;
|
---|
[3106] | 97 | //const float nearDist = 1.0f;
|
---|
[3038] | 98 | /// eye far plane distance
|
---|
[2927] | 99 | float farDist = 1e6f;
|
---|
[2856] | 100 | /// the field of view
|
---|
[3068] | 101 | const float fov = 50.0f;
|
---|
[2764] | 102 |
|
---|
[2796] | 103 | SceneQuery *sceneQuery = NULL;
|
---|
[2801] | 104 | RenderQueue *renderQueue = NULL;
|
---|
[3068] | 105 | /// traverses and renders the hierarchy
|
---|
[2897] | 106 | RenderTraverser *shadowTraverser = NULL;
|
---|
[3068] | 107 | /// the skylight + skydome model
|
---|
[2957] | 108 | SkyPreetham *preetham = NULL;
|
---|
[2897] | 109 |
|
---|
[3078] | 110 | MotionPath *motionPath = NULL;
|
---|
[3189] | 111 | /// max depth where candidates for tighter bounds are searched
|
---|
[3123] | 112 | int maxDepthForTestingChildren = 3;
|
---|
[3068] | 113 |
|
---|
[3216] | 114 | bool ssaoUseFullResolution = false;
|
---|
[3123] | 115 |
|
---|
[3219] | 116 | /// store the frames as tga
|
---|
| 117 | bool recordFrames = false;
|
---|
| 118 | /// record the taken path
|
---|
| 119 | bool recordPath = false;
|
---|
| 120 | /// replays the recorded path
|
---|
| 121 | bool replayPath = false;
|
---|
[3223] | 122 | /// frame number for replay
|
---|
[3219] | 123 | int currentReplayFrame = -1;
|
---|
| 124 |
|
---|
[3220] | 125 | string recordedFramesSuffix("frames");
|
---|
[3223] | 126 | string statsFilename("stats");
|
---|
[3220] | 127 |
|
---|
[3219] | 128 | /// the walkThroughRecorder
|
---|
| 129 | WalkThroughRecorder *walkThroughRecorder = NULL;
|
---|
| 130 | WalkThroughPlayer *walkThroughPlayer = NULL;
|
---|
[3223] | 131 | StatsWriter *statsWriter = NULL;
|
---|
[3219] | 132 |
|
---|
[3225] | 133 | bool makeSnapShot = false;
|
---|
[3219] | 134 |
|
---|
[3225] | 135 |
|
---|
[3068] | 136 | /// the technique used for rendering
|
---|
| 137 | enum RenderTechnique
|
---|
| 138 | {
|
---|
| 139 | FORWARD,
|
---|
| 140 | DEFERRED,
|
---|
| 141 | DEPTH_PASS
|
---|
| 142 | };
|
---|
| 143 |
|
---|
| 144 |
|
---|
[2994] | 145 | /// the used render type for this render pass
|
---|
| 146 | enum RenderMethod
|
---|
| 147 | {
|
---|
[3043] | 148 | RENDER_FORWARD,
|
---|
[2994] | 149 | RENDER_DEPTH_PASS,
|
---|
| 150 | RENDER_DEFERRED,
|
---|
| 151 | RENDER_DEPTH_PASS_DEFERRED,
|
---|
| 152 | RENDER_NUM_RENDER_TYPES
|
---|
| 153 | };
|
---|
[2957] | 154 |
|
---|
[2994] | 155 | /// one of four possible render methods
|
---|
[3043] | 156 | int renderMethod = RENDER_FORWARD;
|
---|
[2994] | 157 |
|
---|
[3059] | 158 | static int winWidth = 1024;
|
---|
| 159 | static int winHeight = 768;
|
---|
| 160 | static float winAspectRatio = 1.0f;
|
---|
[2994] | 161 |
|
---|
[2809] | 162 | /// these values get scaled with the frame rate
|
---|
[2828] | 163 | static float keyForwardMotion = 30.0f;
|
---|
| 164 | static float keyRotation = 1.5f;
|
---|
[2801] | 165 |
|
---|
[2826] | 166 | /// elapsed time in milliseconds
|
---|
[3059] | 167 | double elapsedTime = 1000.0;
|
---|
| 168 | double algTime = 1000.0;
|
---|
| 169 | double accumulatedTime = 1000.0;
|
---|
| 170 | float fps = 1e3f;
|
---|
[3193] | 171 | float turbitity = 5.0f;
|
---|
[2795] | 172 |
|
---|
[3212] | 173 | // ssao parameters
|
---|
| 174 | float ssaoKernelRadius = 1e-8f;
|
---|
| 175 | float ssaoSampleIntensity = 0.2f;
|
---|
[3216] | 176 | float ssaoFilterRadius = 12.0f;
|
---|
[3212] | 177 | float ssaoTempCohFactor = 255.0;
|
---|
| 178 | bool sortSamples = true;
|
---|
| 179 |
|
---|
[2945] | 180 | int shadowSize = 2048;
|
---|
[3212] | 181 |
|
---|
[3059] | 182 | /// the hud font
|
---|
[2826] | 183 | glfont::GLFont myfont;
|
---|
| 184 |
|
---|
[2809] | 185 | // rendertexture
|
---|
[3212] | 186 | int texWidth = 1024;
|
---|
| 187 | int texHeight = 768;
|
---|
[2866] | 188 |
|
---|
[2770] | 189 | int renderedObjects = 0;
|
---|
[2773] | 190 | int renderedNodes = 0;
|
---|
| 191 | int renderedTriangles = 0;
|
---|
| 192 |
|
---|
[2770] | 193 | int issuedQueries = 0;
|
---|
| 194 | int traversedNodes = 0;
|
---|
| 195 | int frustumCulledNodes = 0;
|
---|
| 196 | int queryCulledNodes = 0;
|
---|
| 197 | int stateChanges = 0;
|
---|
[2800] | 198 | int numBatches = 0;
|
---|
[2770] | 199 |
|
---|
[3101] | 200 | // mouse navigation renderState
|
---|
[2809] | 201 | int xEyeBegin = 0;
|
---|
| 202 | int yEyeBegin = 0;
|
---|
| 203 | int yMotionBegin = 0;
|
---|
| 204 | int verticalMotionBegin = 0;
|
---|
| 205 | int horizontalMotionBegin = 0;
|
---|
[2642] | 206 |
|
---|
[2792] | 207 | bool leftKeyPressed = false;
|
---|
| 208 | bool rightKeyPressed = false;
|
---|
| 209 | bool upKeyPressed = false;
|
---|
| 210 | bool downKeyPressed = false;
|
---|
[2837] | 211 | bool descendKeyPressed = false;
|
---|
| 212 | bool ascendKeyPressed = false;
|
---|
[3105] | 213 | bool leftStrafeKeyPressed = false;
|
---|
| 214 | bool rightStrafeKeyPressed = false;
|
---|
| 215 |
|
---|
[3054] | 216 | bool altKeyPressed = false;
|
---|
| 217 |
|
---|
[2994] | 218 | bool showHelp = false;
|
---|
| 219 | bool showStatistics = false;
|
---|
| 220 | bool showOptions = true;
|
---|
| 221 | bool showBoundingVolumes = false;
|
---|
| 222 | bool visMode = false;
|
---|
| 223 |
|
---|
| 224 | bool useOptimization = false;
|
---|
[3074] | 225 | bool useTightBounds = true;
|
---|
[2994] | 226 | bool useRenderQueue = true;
|
---|
| 227 | bool useMultiQueries = true;
|
---|
| 228 | bool flyMode = true;
|
---|
| 229 |
|
---|
[2875] | 230 | bool useGlobIllum = false;
|
---|
| 231 | bool useTemporalCoherence = true;
|
---|
[2994] | 232 | bool showAlgorithmTime = false;
|
---|
[2875] | 233 |
|
---|
[2994] | 234 | bool useFullScreen = false;
|
---|
| 235 | bool useLODs = true;
|
---|
| 236 | bool moveLight = false;
|
---|
| 237 |
|
---|
| 238 | bool useAdvancedShading = false;
|
---|
| 239 | bool showShadowMap = false;
|
---|
| 240 | bool renderLightView = false;
|
---|
[3054] | 241 | bool useHDR = true;
|
---|
[3175] | 242 | bool useAntiAliasing = true;
|
---|
[3215] | 243 | bool useLenseFlare = true;
|
---|
[2994] | 244 |
|
---|
[3054] | 245 | PerfTimer frameTimer, algTimer;
|
---|
[3212] | 246 | /// the performance graph window
|
---|
[3054] | 247 | PerformanceGraph *perfGraph = NULL;
|
---|
[2994] | 248 |
|
---|
[3189] | 249 | int sCurrentMrtSet = 0;
|
---|
[2957] | 250 |
|
---|
[3111] | 251 | static Matrix4x4 invTrafo = IdentityMatrix();
|
---|
[2825] | 252 |
|
---|
[3111] | 253 |
|
---|
[3068] | 254 | //////////////
|
---|
| 255 | //-- algorithm parameters
|
---|
[2827] | 256 |
|
---|
[3068] | 257 | /// the pixel threshold where a node is still considered invisible
|
---|
| 258 | /// (should be zero for conservative visibility)
|
---|
| 259 | int threshold;
|
---|
| 260 | int assumedVisibleFrames = 10;
|
---|
| 261 | int maxBatchSize = 50;
|
---|
| 262 | int trianglesPerVirtualLeaf = INITIAL_TRIANGLES_PER_VIRTUAL_LEAVES;
|
---|
| 263 |
|
---|
| 264 | //////////////
|
---|
| 265 |
|
---|
| 266 | enum {CAMERA_PASS = 0, LIGHT_PASS = 1};
|
---|
| 267 |
|
---|
| 268 |
|
---|
[2948] | 269 | //DeferredRenderer::SAMPLING_METHOD samplingMethod = DeferredRenderer::SAMPLING_POISSON;
|
---|
| 270 | DeferredRenderer::SAMPLING_METHOD samplingMethod = DeferredRenderer::SAMPLING_QUADRATIC;
|
---|
[2865] | 271 |
|
---|
[2894] | 272 | ShadowMap *shadowMap = NULL;
|
---|
[2952] | 273 | DirectionalLight *light = NULL;
|
---|
[3111] | 274 | DeferredRenderer *deferredShader = NULL;
|
---|
[2834] | 275 |
|
---|
[3175] | 276 |
|
---|
[3059] | 277 | SceneEntity *buddha = NULL;
|
---|
[2957] | 278 | SceneEntity *skyDome = NULL;
|
---|
[3214] | 279 | SceneEntity *sunBox = NULL;
|
---|
[2895] | 280 |
|
---|
[3214] | 281 | GLuint sunQuery = 0;
|
---|
[2952] | 282 |
|
---|
[3214] | 283 |
|
---|
[3059] | 284 | ////////////////////
|
---|
| 285 | //--- function forward declarations
|
---|
[2991] | 286 |
|
---|
[2759] | 287 | void InitExtensions();
|
---|
[3059] | 288 | void InitGLstate();
|
---|
| 289 |
|
---|
[2756] | 290 | void DisplayVisualization();
|
---|
[3059] | 291 | /// destroys all allocated resources
|
---|
[2759] | 292 | void CleanUp();
|
---|
| 293 | void SetupEyeView();
|
---|
| 294 | void SetupLighting();
|
---|
[2764] | 295 | void DisplayStats();
|
---|
[3059] | 296 | /// draw the help screen
|
---|
[2786] | 297 | void DrawHelpMessage();
|
---|
[3059] | 298 | /// render the sky dome
|
---|
[2796] | 299 | void RenderSky();
|
---|
[3059] | 300 | /// render the objects found visible in the depth pass
|
---|
[2801] | 301 | void RenderVisibleObjects();
|
---|
[2756] | 302 |
|
---|
[3215] | 303 | int TestSunVisible();
|
---|
[3214] | 304 |
|
---|
[2792] | 305 | void Begin2D();
|
---|
| 306 | void End2D();
|
---|
[3059] | 307 | /// the main loop
|
---|
| 308 | void MainLoop();
|
---|
| 309 |
|
---|
[2792] | 310 | void KeyBoard(unsigned char c, int x, int y);
|
---|
| 311 | void Special(int c, int x, int y);
|
---|
| 312 | void KeyUp(unsigned char c, int x, int y);
|
---|
| 313 | void SpecialKeyUp(int c, int x, int y);
|
---|
| 314 | void Reshape(int w, int h);
|
---|
[3101] | 315 | void Mouse(int button, int renderState, int x, int y);
|
---|
[2792] | 316 | void LeftMotion(int x, int y);
|
---|
| 317 | void RightMotion(int x, int y);
|
---|
| 318 | void MiddleMotion(int x, int y);
|
---|
[3059] | 319 | void KeyHorizontalMotion(float shift);
|
---|
| 320 | void KeyVerticalMotion(float shift);
|
---|
| 321 | /// returns the string representation of a number with the decimal points
|
---|
[2792] | 322 | void CalcDecimalPoint(string &str, int d);
|
---|
[3059] | 323 | /// Creates the traversal method (vfc, stopandwait, chc, chc++)
|
---|
[3062] | 324 | RenderTraverser *CreateTraverser(PerspectiveCamera *cam);
|
---|
[3059] | 325 | /// place the viewer on the floor plane
|
---|
[2801] | 326 | void PlaceViewer(const Vector3 &oldPos);
|
---|
[3019] | 327 | // initialise the frame buffer objects
|
---|
[2809] | 328 | void InitFBO();
|
---|
[3059] | 329 | /// changes the sunlight direction
|
---|
[2954] | 330 | void RightMotionLight(int x, int y);
|
---|
[3059] | 331 | /// render the shader map
|
---|
[2951] | 332 | void RenderShadowMap(float newfar);
|
---|
[3059] | 333 | /// function that touches each material once in order to accelarate render queue
|
---|
| 334 | void PrepareRenderQueue();
|
---|
| 335 | /// loads the specified model
|
---|
[3070] | 336 | void LoadModel(const string &model, SceneEntityContainer &entities);
|
---|
[2810] | 337 |
|
---|
[3059] | 338 | inline float KeyRotationAngle() { return keyRotation * elapsedTime * 1e-3f; }
|
---|
| 339 | inline float KeyShift() { return keyForwardMotion * elapsedTime * 1e-3f; }
|
---|
[3054] | 340 |
|
---|
[3078] | 341 | void CreateAnimation();
|
---|
| 342 |
|
---|
[3120] | 343 | SceneQuery *GetOrCreateSceneQuery();
|
---|
[3078] | 344 |
|
---|
[3120] | 345 |
|
---|
| 346 | // new view projection matrix of the camera
|
---|
[3005] | 347 | static Matrix4x4 viewProjMat = IdentityMatrix();
|
---|
[3120] | 348 | // the old view projection matrix of the camera
|
---|
[3005] | 349 | static Matrix4x4 oldViewProjMat = IdentityMatrix();
|
---|
[2820] | 350 |
|
---|
[2837] | 351 |
|
---|
[2995] | 352 |
|
---|
[2809] | 353 | static void PrintGLerror(char *msg)
|
---|
| 354 | {
|
---|
| 355 | GLenum errCode;
|
---|
| 356 | const GLubyte *errStr;
|
---|
| 357 |
|
---|
| 358 | if ((errCode = glGetError()) != GL_NO_ERROR)
|
---|
| 359 | {
|
---|
| 360 | errStr = gluErrorString(errCode);
|
---|
| 361 | fprintf(stderr,"OpenGL ERROR: %s: %s\n", errStr, msg);
|
---|
| 362 | }
|
---|
| 363 | }
|
---|
| 364 |
|
---|
| 365 |
|
---|
[2642] | 366 | int main(int argc, char* argv[])
|
---|
| 367 | {
|
---|
[3019] | 368 | #ifdef _CRT_SET
|
---|
| 369 | //Now just call this function at the start of your program and if you're
|
---|
| 370 | //compiling in debug mode (F5), any leaks will be displayed in the Output
|
---|
| 371 | //window when the program shuts down. If you're not in debug mode this will
|
---|
| 372 | //be ignored. Use it as you will!
|
---|
| 373 | //note: from GDNet Direct [3.8.04 - 3.14.04] void detectMemoryLeaks() {
|
---|
| 374 |
|
---|
| 375 | _CrtSetDbgFlag(_CRTDBG_LEAK_CHECK_DF|_CRTDBG_ALLOC_MEM_DF);
|
---|
| 376 | _CrtSetReportMode(_CRT_ASSERT,_CRTDBG_MODE_FILE);
|
---|
| 377 | _CrtSetReportFile(_CRT_ASSERT,_CRTDBG_FILE_STDERR);
|
---|
| 378 | #endif
|
---|
[3052] | 379 |
|
---|
[3019] | 380 | cout << "=== reading environment file ===" << endl << endl;
|
---|
| 381 |
|
---|
[2781] | 382 | int returnCode = 0;
|
---|
| 383 |
|
---|
[2837] | 384 | Vector3 camPos(.0f, .0f, .0f);
|
---|
[2838] | 385 | Vector3 camDir(.0f, 1.0f, .0f);
|
---|
[2952] | 386 | Vector3 lightDir(-0.8f, 1.0f, -0.7f);
|
---|
[2837] | 387 |
|
---|
[2873] | 388 | cout << "=== reading environment file ===" << endl << endl;
|
---|
[2830] | 389 |
|
---|
[3019] | 390 | const string envFileName = "default.env";
|
---|
[2837] | 391 | if (!env.Read(envFileName))
|
---|
| 392 | {
|
---|
| 393 | cerr << "loading environment " << envFileName << " failed!" << endl;
|
---|
| 394 | }
|
---|
| 395 | else
|
---|
| 396 | {
|
---|
| 397 | env.GetIntParam(string("assumedVisibleFrames"), assumedVisibleFrames);
|
---|
| 398 | env.GetIntParam(string("maxBatchSize"), maxBatchSize);
|
---|
| 399 | env.GetIntParam(string("trianglesPerVirtualLeaf"), trianglesPerVirtualLeaf);
|
---|
[3123] | 400 | env.GetIntParam(string("winWidth"), winWidth);
|
---|
| 401 | env.GetIntParam(string("winHeight"), winHeight);
|
---|
| 402 | env.GetIntParam(string("shadowSize"), shadowSize);
|
---|
| 403 | env.GetIntParam(string("maxDepthForTestingChildren"), maxDepthForTestingChildren);
|
---|
[2828] | 404 |
|
---|
[2837] | 405 | env.GetFloatParam(string("keyForwardMotion"), keyForwardMotion);
|
---|
| 406 | env.GetFloatParam(string("keyRotation"), keyRotation);
|
---|
[3123] | 407 | env.GetFloatParam(string("tempCohFactor"), ssaoTempCohFactor);
|
---|
[3193] | 408 | env.GetFloatParam(string("turbitity"), turbitity);
|
---|
[3123] | 409 |
|
---|
[2837] | 410 | env.GetVectorParam(string("camPosition"), camPos);
|
---|
[2838] | 411 | env.GetVectorParam(string("camDirection"), camDir);
|
---|
[2952] | 412 | env.GetVectorParam(string("lightDirection"), lightDir);
|
---|
[2865] | 413 |
|
---|
[3117] | 414 | env.GetBoolParam(string("useFullScreen"), useFullScreen);
|
---|
| 415 | env.GetBoolParam(string("useLODs"), useLODs);
|
---|
[2994] | 416 | env.GetBoolParam(string("useHDR"), useHDR);
|
---|
[3175] | 417 | env.GetBoolParam(string("useAA"), useAntiAliasing);
|
---|
[3215] | 418 | env.GetBoolParam(string("useLenseFlare"), useLenseFlare);
|
---|
[3175] | 419 | env.GetBoolParam(string("useAdvancedShading"), useAdvancedShading);
|
---|
[2994] | 420 |
|
---|
[3175] | 421 | env.GetIntParam(string("renderMethod"), renderMethod);
|
---|
[3117] | 422 |
|
---|
[3212] | 423 | env.GetFloatParam(string("ssaoKernelRadius"), ssaoKernelRadius);
|
---|
| 424 | env.GetFloatParam(string("ssaoSampleIntensity"), ssaoSampleIntensity);
|
---|
[3216] | 425 | env.GetBoolParam(string("ssaoUseFullResolution"), ssaoUseFullResolution);
|
---|
| 426 |
|
---|
[3220] | 427 | env.GetStringParam(string("recordedFramesSuffix"), recordedFramesSuffix);
|
---|
[3223] | 428 | env.GetStringParam(string("statsFilename"), statsFilename);
|
---|
[3220] | 429 |
|
---|
[2846] | 430 | //env.GetStringParam(string("modelPath"), model_path);
|
---|
[2838] | 431 | //env.GetIntParam(string("numSssaoSamples"), numSsaoSamples);
|
---|
| 432 |
|
---|
[3212] | 433 | texWidth = winWidth;
|
---|
| 434 | texHeight = winHeight;
|
---|
| 435 |
|
---|
[2837] | 436 | cout << "assumedVisibleFrames: " << assumedVisibleFrames << endl;
|
---|
| 437 | cout << "maxBatchSize: " << maxBatchSize << endl;
|
---|
| 438 | cout << "trianglesPerVirtualLeaf: " << trianglesPerVirtualLeaf << endl;
|
---|
[2828] | 439 |
|
---|
[2837] | 440 | cout << "keyForwardMotion: " << keyForwardMotion << endl;
|
---|
| 441 | cout << "keyRotation: " << keyRotation << endl;
|
---|
| 442 | cout << "winWidth: " << winWidth << endl;
|
---|
| 443 | cout << "winHeight: " << winHeight << endl;
|
---|
| 444 | cout << "useFullScreen: " << useFullScreen << endl;
|
---|
[2865] | 445 | cout << "useLODs: " << useLODs << endl;
|
---|
[2837] | 446 | cout << "camPosition: " << camPos << endl;
|
---|
[2945] | 447 | cout << "shadow size: " << shadowSize << endl;
|
---|
[3175] | 448 | cout << "render method: " << renderMethod << endl;
|
---|
| 449 | cout << "use antialiasing: " << useAntiAliasing << endl;
|
---|
[3215] | 450 | cout << "use lense flare: " << useLenseFlare << endl;
|
---|
[3175] | 451 | cout << "use advanced shading: " << useAdvancedShading << endl;
|
---|
[3193] | 452 | cout << "turbitity: " << turbitity << endl;
|
---|
[3212] | 453 | cout << "temporal coherence: " << ssaoTempCohFactor << endl;
|
---|
| 454 | cout << "sample intensity: " << ssaoSampleIntensity << endl;
|
---|
| 455 | cout << "kernel radius: " << ssaoKernelRadius << endl;
|
---|
[3216] | 456 | cout << "ssao full resolution: " << ssaoUseFullResolution << endl;
|
---|
[3220] | 457 | cout << "recorded frames suffix: " << recordedFramesSuffix << endl;
|
---|
[3223] | 458 | cout << "stats filename: " << statsFilename << endl;
|
---|
[2873] | 459 |
|
---|
[2846] | 460 | //cout << "model path: " << model_path << endl;
|
---|
[2881] | 461 | cout << "**** end parameters ****" << endl << endl;
|
---|
[2837] | 462 | }
|
---|
[2829] | 463 |
|
---|
[2828] | 464 | ///////////////////////////
|
---|
| 465 |
|
---|
[3062] | 466 | camera = new PerspectiveCamera(winWidth / winHeight, fov);
|
---|
[2795] | 467 | camera->SetNear(nearDist);
|
---|
[2913] | 468 | camera->SetFar(1000);
|
---|
[2888] | 469 |
|
---|
[2838] | 470 | camera->SetDirection(camDir);
|
---|
[2829] | 471 | camera->SetPosition(camPos);
|
---|
| 472 |
|
---|
[3062] | 473 | visCamera = new PerspectiveCamera(winWidth / winHeight, fov);
|
---|
[2796] | 474 | visCamera->SetNear(0.0f);
|
---|
| 475 | visCamera->Yaw(.5 * M_PI);
|
---|
[2781] | 476 |
|
---|
[2952] | 477 | // create a new light
|
---|
[2968] | 478 | light = new DirectionalLight(lightDir, RgbaColor(1, 1, 1, 1), RgbaColor(1, 1, 1, 1));
|
---|
[3061] | 479 | // the render queue for material sorting
|
---|
[3101] | 480 | renderQueue = new RenderQueue(&renderState);
|
---|
[2952] | 481 |
|
---|
[2760] | 482 | glutInitWindowSize(winWidth, winHeight);
|
---|
[2756] | 483 | glutInit(&argc, argv);
|
---|
[2853] | 484 | glutInitDisplayMode(GLUT_DOUBLE | GLUT_RGBA | GLUT_DEPTH | GLUT_MULTISAMPLE);
|
---|
| 485 | //glutInitDisplayMode(GLUT_DOUBLE | GLUT_RGBA | GLUT_DEPTH);
|
---|
[2850] | 486 | //glutInitDisplayString("samples=2");
|
---|
| 487 |
|
---|
[2867] | 488 | SceneEntity::SetUseLODs(useLODs);
|
---|
| 489 |
|
---|
[2828] | 490 | if (!useFullScreen)
|
---|
[2856] | 491 | {
|
---|
[2828] | 492 | glutCreateWindow("FriendlyCulling");
|
---|
[2856] | 493 | }
|
---|
[2828] | 494 | else
|
---|
| 495 | {
|
---|
| 496 | glutGameModeString( "1024x768:32@75" );
|
---|
| 497 | glutEnterGameMode();
|
---|
| 498 | }
|
---|
| 499 |
|
---|
[3059] | 500 | glutDisplayFunc(MainLoop);
|
---|
[2792] | 501 | glutKeyboardFunc(KeyBoard);
|
---|
| 502 | glutSpecialFunc(Special);
|
---|
| 503 | glutReshapeFunc(Reshape);
|
---|
| 504 | glutMouseFunc(Mouse);
|
---|
[3059] | 505 | glutIdleFunc(MainLoop);
|
---|
[2792] | 506 | glutKeyboardUpFunc(KeyUp);
|
---|
| 507 | glutSpecialUpFunc(SpecialKeyUp);
|
---|
| 508 | glutIgnoreKeyRepeat(true);
|
---|
| 509 |
|
---|
[2829] | 510 | // initialise gl graphics
|
---|
[2756] | 511 | InitExtensions();
|
---|
| 512 | InitGLstate();
|
---|
[2850] | 513 |
|
---|
[2854] | 514 | glEnable(GL_MULTISAMPLE_ARB);
|
---|
| 515 | glHint(GL_MULTISAMPLE_FILTER_HINT_NV, GL_NICEST);
|
---|
[2850] | 516 |
|
---|
[2792] | 517 | LeftMotion(0, 0);
|
---|
| 518 | MiddleMotion(0, 0);
|
---|
[2756] | 519 |
|
---|
[2829] | 520 | perfGraph = new PerformanceGraph(1000);
|
---|
[2756] | 521 |
|
---|
[3059] | 522 | resourceManager = ResourceManager::GetSingleton();
|
---|
[3057] | 523 | shaderManager = ShaderManager::GetSingleton();
|
---|
[2793] | 524 |
|
---|
[3220] | 525 |
|
---|
[3059] | 526 | ///////////
|
---|
| 527 | //-- load the static scene geometry
|
---|
[2756] | 528 |
|
---|
[3070] | 529 | LoadModel("city.dem", sceneEntities);
|
---|
[3059] | 530 |
|
---|
[3074] | 531 |
|
---|
[3072] | 532 | //////////
|
---|
| 533 | //-- load some dynamic stuff
|
---|
[3059] | 534 |
|
---|
[3203] | 535 | //resourceManager->mUseNormalMapping = true;
|
---|
[3193] | 536 | //resourceManager->mUseNormalMapping = false;
|
---|
[3127] | 537 |
|
---|
[3226] | 538 | resourceManager->mUseSpecialColors = true;
|
---|
| 539 |
|
---|
[3203] | 540 | //LoadModel("fisch.dem", dynamicObjects);
|
---|
| 541 | LoadModel("hbuddha.dem", dynamicObjects);
|
---|
[3146] | 542 | //LoadModel("venusm.dem", dynamicObjects);
|
---|
[3153] | 543 | //LoadModel("camel.dem", dynamicObjects);
|
---|
[3146] | 544 | //LoadModel("toyplane2.dem", dynamicObjects);
|
---|
[3151] | 545 | //LoadModel("elephal.dem", dynamicObjects);
|
---|
[3128] | 546 |
|
---|
[3127] | 547 | resourceManager->mUseNormalMapping = false;
|
---|
[3226] | 548 | resourceManager->mUseSpecialColors = false;
|
---|
[3128] | 549 |
|
---|
[3072] | 550 | buddha = dynamicObjects.back();
|
---|
| 551 |
|
---|
[3194] | 552 | const Vector3 sceneCenter(470.398f, 240.364f, 181.7f);
|
---|
| 553 | //const Vector3 sceneCenter(470.398f, 240.364f, 180.3);
|
---|
[3089] | 554 |
|
---|
[3072] | 555 | Matrix4x4 transl = TranslationMatrix(sceneCenter);
|
---|
| 556 | buddha->GetTransform()->SetMatrix(transl);
|
---|
| 557 |
|
---|
[3075] | 558 | for (int i = 0; i < 10; ++ i)
|
---|
[3072] | 559 | {
|
---|
| 560 | SceneEntity *ent = new SceneEntity(*buddha);
|
---|
| 561 | resourceManager->AddSceneEntity(ent);
|
---|
| 562 |
|
---|
| 563 | Vector3 offs = Vector3::ZERO();
|
---|
| 564 |
|
---|
[3074] | 565 | offs.x = RandomValue(.0f, 50.0f);
|
---|
| 566 | offs.y = RandomValue(.0f, 50.0f);
|
---|
[3072] | 567 |
|
---|
[3120] | 568 | Vector3 newPos = sceneCenter + offs;
|
---|
| 569 |
|
---|
| 570 | transl = TranslationMatrix(newPos);
|
---|
[3072] | 571 | Transform3 *transform = resourceManager->CreateTransform(transl);
|
---|
| 572 |
|
---|
| 573 | ent->SetTransform(transform);
|
---|
| 574 | dynamicObjects.push_back(ent);
|
---|
[3125] | 575 | }
|
---|
[3072] | 576 |
|
---|
[3118] | 577 |
|
---|
[3059] | 578 | ///////////
|
---|
| 579 | //-- load the associated static bvh
|
---|
| 580 |
|
---|
[2961] | 581 | const string bvh_filename = string(model_path + "city.bvh");
|
---|
[3072] | 582 |
|
---|
[2961] | 583 | BvhLoader bvhLoader;
|
---|
[3123] | 584 | bvh = bvhLoader.Load(bvh_filename, sceneEntities, dynamicObjects, maxDepthForTestingChildren);
|
---|
[2795] | 585 |
|
---|
[2961] | 586 | if (!bvh)
|
---|
[2795] | 587 | {
|
---|
[2961] | 588 | cerr << "loading bvh " << bvh_filename << " failed" << endl;
|
---|
[2795] | 589 | CleanUp();
|
---|
| 590 | exit(0);
|
---|
| 591 | }
|
---|
| 592 |
|
---|
[3059] | 593 | /// set the depth of the bvh depending on the triangles per leaf node
|
---|
| 594 | bvh->SetVirtualLeaves(trianglesPerVirtualLeaf);
|
---|
| 595 |
|
---|
[2963] | 596 | // set far plane based on scene extent
|
---|
| 597 | farDist = 10.0f * Magnitude(bvh->GetBox().Diagonal());
|
---|
[3059] | 598 | camera->SetFar(farDist);
|
---|
[2963] | 599 |
|
---|
[2961] | 600 |
|
---|
[3059] | 601 | //////////////////
|
---|
| 602 | //-- setup the skydome model
|
---|
[2964] | 603 |
|
---|
[3070] | 604 | LoadModel("sky.dem", sceneEntities);
|
---|
[3019] | 605 | skyDome = sceneEntities.back();
|
---|
[2861] | 606 |
|
---|
[3059] | 607 | /// the turbitity of the sky (from clear to hazy, use <3 for clear sky)
|
---|
[3193] | 608 | preetham = new SkyPreetham(turbitity, skyDome);
|
---|
[2961] | 609 |
|
---|
[3118] | 610 | CreateAnimation();
|
---|
[3059] | 611 |
|
---|
[3219] | 612 |
|
---|
[3214] | 613 | //////////////////////////
|
---|
[3219] | 614 | //-- a bounding box representing the sun pos in order to test visibility
|
---|
| 615 |
|
---|
[3214] | 616 | Transform3 *trafo = resourceManager->CreateTransform(IdentityMatrix());
|
---|
[3078] | 617 |
|
---|
[3214] | 618 | // make it slightly bigger to simulate sun diameter
|
---|
| 619 | const float size = 25.0f;
|
---|
| 620 | AxisAlignedBox3 sbox(Vector3(-size), Vector3(size));
|
---|
| 621 |
|
---|
| 622 | SceneEntityConverter conv;
|
---|
| 623 |
|
---|
| 624 | // toto clean up material
|
---|
[3215] | 625 | Material *mat = resourceManager->CreateMaterial();
|
---|
[3214] | 626 |
|
---|
| 627 | mat->GetTechnique(0)->SetDepthWriteEnabled(false);
|
---|
| 628 | mat->GetTechnique(0)->SetColorWriteEnabled(false);
|
---|
| 629 |
|
---|
| 630 | sunBox = conv.ConvertBox(sbox, mat, trafo);
|
---|
| 631 |
|
---|
[3215] | 632 | resourceManager->AddSceneEntity(sunBox);
|
---|
| 633 |
|
---|
| 634 | /// create single occlusion query that handles sun visibility
|
---|
[3214] | 635 | glGenQueriesARB(1, &sunQuery);
|
---|
| 636 |
|
---|
| 637 |
|
---|
[3059] | 638 | //////////
|
---|
| 639 | //-- initialize the traversal algorithm
|
---|
| 640 |
|
---|
[2897] | 641 | traverser = CreateTraverser(camera);
|
---|
[3059] | 642 |
|
---|
| 643 | // the bird-eye visualization
|
---|
[3101] | 644 | visualization = new Visualization(bvh, camera, NULL, &renderState);
|
---|
[3054] | 645 |
|
---|
[3059] | 646 | // this function assign the render queue bucket ids of the materials in beforehand
|
---|
| 647 | // => probably a little less overhead for new parts of the scene that are not yet assigned
|
---|
| 648 | PrepareRenderQueue();
|
---|
| 649 | /// forward rendering is the default
|
---|
[3101] | 650 | renderState.SetRenderTechnique(FORWARD);
|
---|
[2847] | 651 | // frame time is restarted every frame
|
---|
| 652 | frameTimer.Start();
|
---|
[3059] | 653 |
|
---|
[2857] | 654 | // the rendering loop
|
---|
[2642] | 655 | glutMainLoop();
|
---|
[3059] | 656 |
|
---|
[2642] | 657 | // clean up
|
---|
[2756] | 658 | CleanUp();
|
---|
[3019] | 659 |
|
---|
[2642] | 660 | return 0;
|
---|
| 661 | }
|
---|
| 662 |
|
---|
[2756] | 663 |
|
---|
[2809] | 664 | void InitFBO()
|
---|
[2810] | 665 | {
|
---|
[2949] | 666 | PrintGLerror("fbo start");
|
---|
[2980] | 667 |
|
---|
[2857] | 668 | // this fbo basicly stores the scene information we get from standard rendering of a frame
|
---|
[3066] | 669 | // we store diffuse colors, eye space depth and normals
|
---|
[2884] | 670 | fbo = new FrameBufferObject(texWidth, texHeight, FrameBufferObject::DEPTH_32);
|
---|
[2857] | 671 |
|
---|
[2859] | 672 | // the diffuse color buffer
|
---|
[3015] | 673 | fbo->AddColorBuffer(ColorBufferObject::RGBA_FLOAT_32, ColorBufferObject::WRAP_CLAMP_TO_EDGE, ColorBufferObject::FILTER_LINEAR, ColorBufferObject::FILTER_NEAREST);
|
---|
[3009] | 674 | // the normals buffer
|
---|
[3197] | 675 | //fbo->AddColorBuffer(ColorBufferObject::RGB_FLOAT_16, ColorBufferObject::WRAP_CLAMP_TO_EDGE, ColorBufferObject::FILTER_NEAREST);
|
---|
| 676 | fbo->AddColorBuffer(ColorBufferObject::RGB_FLOAT_16, ColorBufferObject::WRAP_CLAMP_TO_EDGE, ColorBufferObject::FILTER_LINEAR);
|
---|
[3066] | 677 | // a rgb buffer which could hold material properties
|
---|
[3113] | 678 | //fbo->AddColorBuffer(ColorBufferObject::RGB_UBYTE, ColorBufferObject::WRAP_CLAMP_TO_EDGE, ColorBufferObject::FILTER_NEAREST);
|
---|
[3117] | 679 | // buffer holding the difference vector to the old frame
|
---|
[3167] | 680 | fbo->AddColorBuffer(ColorBufferObject::RGB_FLOAT_16, ColorBufferObject::WRAP_CLAMP_TO_EDGE, ColorBufferObject::FILTER_LINEAR);
|
---|
[2879] | 681 | // another color buffer
|
---|
[3015] | 682 | fbo->AddColorBuffer(ColorBufferObject::RGBA_FLOAT_32, ColorBufferObject::WRAP_CLAMP_TO_EDGE, ColorBufferObject::FILTER_LINEAR, ColorBufferObject::FILTER_NEAREST);
|
---|
[2879] | 683 |
|
---|
[3117] | 684 | for (int i = 0; i < 4; ++ i)
|
---|
[3219] | 685 | {
|
---|
[3117] | 686 | FrameBufferObject::InitBuffer(fbo, i);
|
---|
[3219] | 687 | }
|
---|
| 688 |
|
---|
[3117] | 689 | PrintGLerror("init fbo");
|
---|
[2809] | 690 | }
|
---|
| 691 |
|
---|
| 692 |
|
---|
[2827] | 693 | bool InitFont(void)
|
---|
[2642] | 694 | {
|
---|
[2826] | 695 | glEnable(GL_TEXTURE_2D);
|
---|
| 696 |
|
---|
| 697 | glGenTextures(1, &fontTex);
|
---|
| 698 | glBindTexture(GL_TEXTURE_2D, fontTex);
|
---|
[3019] | 699 |
|
---|
[2829] | 700 | if (!myfont.Create("data/fonts/verdana.glf", fontTex))
|
---|
[2826] | 701 | return false;
|
---|
| 702 |
|
---|
| 703 | glDisable(GL_TEXTURE_2D);
|
---|
[2827] | 704 |
|
---|
[2826] | 705 | return true;
|
---|
| 706 | }
|
---|
| 707 |
|
---|
| 708 |
|
---|
| 709 | void InitGLstate()
|
---|
| 710 | {
|
---|
[2965] | 711 | glClearColor(0.4f, 0.4f, 0.4f, 1.0f);
|
---|
[2642] | 712 |
|
---|
| 713 | glPixelStorei(GL_UNPACK_ALIGNMENT, 1);
|
---|
| 714 | glPixelStorei(GL_PACK_ALIGNMENT,1);
|
---|
| 715 |
|
---|
| 716 | glDepthFunc(GL_LESS);
|
---|
[2762] | 717 | glEnable(GL_DEPTH_TEST);
|
---|
[2642] | 718 |
|
---|
[2760] | 719 | glColor3f(1.0f, 1.0f, 1.0f);
|
---|
[2642] | 720 | glShadeModel(GL_SMOOTH);
|
---|
| 721 |
|
---|
| 722 | glMaterialf(GL_FRONT, GL_SHININESS, 64);
|
---|
| 723 | glEnable(GL_NORMALIZE);
|
---|
[2767] | 724 |
|
---|
| 725 | glDisable(GL_ALPHA_TEST);
|
---|
[2951] | 726 | glAlphaFunc(GL_GEQUAL, 0.5f);
|
---|
[2767] | 727 |
|
---|
[2642] | 728 | glFrontFace(GL_CCW);
|
---|
| 729 | glCullFace(GL_BACK);
|
---|
[2851] | 730 | glEnable(GL_CULL_FACE);
|
---|
| 731 |
|
---|
[2800] | 732 | glDisable(GL_TEXTURE_2D);
|
---|
[2762] | 733 |
|
---|
[2959] | 734 | GLfloat ambientColor[] = {0.2, 0.2, 0.2, 1.0};
|
---|
[2756] | 735 | GLfloat diffuseColor[] = {1.0, 0.0, 0.0, 1.0};
|
---|
[2759] | 736 | GLfloat specularColor[] = {0.0, 0.0, 0.0, 1.0};
|
---|
[2642] | 737 |
|
---|
[2756] | 738 | glMaterialfv(GL_FRONT, GL_AMBIENT, ambientColor);
|
---|
| 739 | glMaterialfv(GL_FRONT, GL_DIFFUSE, diffuseColor);
|
---|
| 740 | glMaterialfv(GL_FRONT, GL_SPECULAR, specularColor);
|
---|
[2801] | 741 |
|
---|
| 742 | glDepthFunc(GL_LESS);
|
---|
[2826] | 743 |
|
---|
[2827] | 744 | if (!InitFont())
|
---|
[2826] | 745 | cerr << "font creation failed" << endl;
|
---|
| 746 | else
|
---|
| 747 | cout << "successfully created font" << endl;
|
---|
[2953] | 748 |
|
---|
| 749 |
|
---|
[2954] | 750 | //////////////////////////////
|
---|
| 751 |
|
---|
[2959] | 752 | //GLfloat lmodel_ambient[] = {1.0f, 1.0f, 1.0f, 1.0f};
|
---|
| 753 | GLfloat lmodel_ambient[] = {0.7f, 0.7f, 0.8f, 1.0f};
|
---|
[2954] | 754 |
|
---|
| 755 | glLightModelfv(GL_LIGHT_MODEL_AMBIENT, lmodel_ambient);
|
---|
[2959] | 756 | //glLightModeli(GL_LIGHT_MODEL_LOCAL_VIEWER, GL_TRUE);
|
---|
| 757 | glLightModeli(GL_LIGHT_MODEL_LOCAL_VIEWER, GL_FALSE);
|
---|
[2954] | 758 | glLightModeli(GL_LIGHT_MODEL_COLOR_CONTROL_EXT, GL_SINGLE_COLOR_EXT);
|
---|
[2642] | 759 | }
|
---|
| 760 |
|
---|
| 761 |
|
---|
[2827] | 762 | void DrawHelpMessage()
|
---|
[2826] | 763 | {
|
---|
[2642] | 764 | const char *message[] =
|
---|
| 765 | {
|
---|
| 766 | "Help information",
|
---|
| 767 | "",
|
---|
| 768 | "'F1' - shows/dismisses this message",
|
---|
[2795] | 769 | "'F2' - shows/hides bird eye view",
|
---|
[2790] | 770 | "'F3' - shows/hides bounds (boxes or tight bounds)",
|
---|
[2827] | 771 | "'F4', - shows/hides parameters",
|
---|
| 772 | "'F5' - shows/hides statistics",
|
---|
| 773 | "'F6', - toggles between fly/walkmode",
|
---|
[2826] | 774 | "'F7', - cycles throw render modes",
|
---|
| 775 | "'F8', - enables/disables ambient occlusion (only deferred)",
|
---|
| 776 | "'F9', - shows pure algorithm render time (using glFinish)",
|
---|
[2790] | 777 | "'SPACE' - cycles through occlusion culling algorithms",
|
---|
[2642] | 778 | "",
|
---|
[2827] | 779 | "'MOUSE LEFT' - turn left/right, move forward/backward",
|
---|
| 780 | "'MOUSE RIGHT' - turn left/right, move forward/backward",
|
---|
| 781 | "'MOUSE MIDDLE' - move up/down, left/right",
|
---|
| 782 | "'CURSOR UP/DOWN' - move forward/backward",
|
---|
| 783 | "'CURSOR LEFT/RIGHT' - turn left/right",
|
---|
[2642] | 784 | "",
|
---|
[2827] | 785 | "'-'/'+' - decreases/increases max batch size",
|
---|
[2837] | 786 | "'1'/'2' - downward/upward motion",
|
---|
| 787 | "'3'/'4' - decreases/increases triangles per virtual bvh leaf (sets bvh depth)",
|
---|
| 788 | "'5'/'6' - decreases/increases assumed visible frames",
|
---|
[2776] | 789 | "",
|
---|
[2786] | 790 | "'R' - use render queue",
|
---|
[2790] | 791 | "'B' - use tight bounds",
|
---|
| 792 | "'M' - use multiqueries",
|
---|
[2792] | 793 | "'O' - use CHC optimization (geometry queries for leaves)",
|
---|
[2642] | 794 | 0,
|
---|
| 795 | };
|
---|
| 796 |
|
---|
[2756] | 797 |
|
---|
[2827] | 798 | glColor4f(0.0f, 1.0f , 0.0f, 0.2f); // 20% green.
|
---|
[2756] | 799 |
|
---|
[2827] | 800 | glRecti(30, 30, winWidth - 30, winHeight - 30);
|
---|
[2642] | 801 |
|
---|
[2827] | 802 | glEnd();
|
---|
| 803 |
|
---|
[2756] | 804 | glColor3f(1.0f, 1.0f, 1.0f);
|
---|
| 805 |
|
---|
[2829] | 806 | glEnable(GL_TEXTURE_2D);
|
---|
[2827] | 807 | myfont.Begin();
|
---|
| 808 |
|
---|
| 809 | int x = 40, y = 30;
|
---|
| 810 |
|
---|
| 811 | for(int i = 0; message[i] != 0; ++ i)
|
---|
[2756] | 812 | {
|
---|
| 813 | if(message[i][0] == '\0')
|
---|
| 814 | {
|
---|
[2786] | 815 | y += 15;
|
---|
[2756] | 816 | }
|
---|
| 817 | else
|
---|
| 818 | {
|
---|
[2827] | 819 | myfont.DrawString(message[i], x, winHeight - y);
|
---|
| 820 | y += 25;
|
---|
[2642] | 821 | }
|
---|
| 822 | }
|
---|
[2829] | 823 | glDisable(GL_TEXTURE_2D);
|
---|
[2642] | 824 | }
|
---|
| 825 |
|
---|
| 826 |
|
---|
[3062] | 827 | RenderTraverser *CreateTraverser(PerspectiveCamera *cam)
|
---|
[2764] | 828 | {
|
---|
[2897] | 829 | RenderTraverser *tr;
|
---|
| 830 |
|
---|
[2764] | 831 | switch (renderMode)
|
---|
| 832 | {
|
---|
| 833 | case RenderTraverser::CULL_FRUSTUM:
|
---|
[2897] | 834 | tr = new FrustumCullingTraverser();
|
---|
[2764] | 835 | break;
|
---|
| 836 | case RenderTraverser::STOP_AND_WAIT:
|
---|
[2897] | 837 | tr = new StopAndWaitTraverser();
|
---|
[2764] | 838 | break;
|
---|
| 839 | case RenderTraverser::CHC:
|
---|
[2897] | 840 | tr = new CHCTraverser();
|
---|
[2764] | 841 | break;
|
---|
[2767] | 842 | case RenderTraverser::CHCPLUSPLUS:
|
---|
[2897] | 843 | tr = new CHCPlusPlusTraverser();
|
---|
[2767] | 844 | break;
|
---|
| 845 |
|
---|
[2764] | 846 | default:
|
---|
[2897] | 847 | tr = new FrustumCullingTraverser();
|
---|
[2764] | 848 | }
|
---|
| 849 |
|
---|
[2897] | 850 | tr->SetCamera(cam);
|
---|
| 851 | tr->SetHierarchy(bvh);
|
---|
| 852 | tr->SetRenderQueue(renderQueue);
|
---|
[3101] | 853 | tr->SetRenderState(&renderState);
|
---|
[2897] | 854 | tr->SetUseOptimization(useOptimization);
|
---|
| 855 | tr->SetUseRenderQueue(useRenderQueue);
|
---|
| 856 | tr->SetVisibilityThreshold(threshold);
|
---|
| 857 | tr->SetAssumedVisibleFrames(assumedVisibleFrames);
|
---|
| 858 | tr->SetMaxBatchSize(maxBatchSize);
|
---|
| 859 | tr->SetUseMultiQueries(useMultiQueries);
|
---|
| 860 | tr->SetUseTightBounds(useTightBounds);
|
---|
[2955] | 861 | tr->SetUseDepthPass((renderMethod == RENDER_DEPTH_PASS) || (renderMethod == RENDER_DEPTH_PASS_DEFERRED));
|
---|
[2897] | 862 | tr->SetRenderQueue(renderQueue);
|
---|
[3066] | 863 | tr->SetShowBounds(showBoundingVolumes);
|
---|
[2897] | 864 |
|
---|
[3066] | 865 | bvh->ResetNodeClassifications();
|
---|
| 866 |
|
---|
| 867 |
|
---|
[2897] | 868 | return tr;
|
---|
[2764] | 869 | }
|
---|
| 870 |
|
---|
[3059] | 871 | /** Setup sunlight
|
---|
| 872 | */
|
---|
[2759] | 873 | void SetupLighting()
|
---|
[2642] | 874 | {
|
---|
[2759] | 875 | glEnable(GL_LIGHT0);
|
---|
[2959] | 876 | glDisable(GL_LIGHT1);
|
---|
[2825] | 877 |
|
---|
[2954] | 878 | Vector3 lightDir = -light->GetDirection();
|
---|
| 879 |
|
---|
| 880 |
|
---|
[2945] | 881 | ///////////
|
---|
| 882 | //-- first light: sunlight
|
---|
| 883 |
|
---|
[2954] | 884 | GLfloat ambient[] = {0.25f, 0.25f, 0.3f, 1.0f};
|
---|
| 885 | GLfloat diffuse[] = {1.0f, 0.95f, 0.85f, 1.0f};
|
---|
| 886 | GLfloat specular[] = {1.0f, 1.0f, 1.0f, 1.0f};
|
---|
[2982] | 887 |
|
---|
[2759] | 888 |
|
---|
[3175] | 889 | const bool useHDRValues =
|
---|
[3046] | 890 | ((renderMethod == RENDER_DEPTH_PASS_DEFERRED) ||
|
---|
| 891 | (renderMethod == RENDER_DEFERRED)) && useHDR;
|
---|
[2982] | 892 |
|
---|
[3046] | 893 |
|
---|
[2954] | 894 | Vector3 sunAmbient;
|
---|
| 895 | Vector3 sunDiffuse;
|
---|
[2759] | 896 |
|
---|
[3193] | 897 | #if 1
|
---|
[3175] | 898 | preetham->ComputeSunColor(lightDir, sunAmbient, sunDiffuse, !useHDRValues);
|
---|
[2945] | 899 |
|
---|
[2954] | 900 | ambient[0] = sunAmbient.x;
|
---|
| 901 | ambient[1] = sunAmbient.y;
|
---|
| 902 | ambient[2] = sunAmbient.z;
|
---|
[2825] | 903 |
|
---|
[2954] | 904 | diffuse[0] = sunDiffuse.x;
|
---|
| 905 | diffuse[1] = sunDiffuse.y;
|
---|
| 906 | diffuse[2] = sunDiffuse.z;
|
---|
[2945] | 907 |
|
---|
[3193] | 908 | #else
|
---|
| 909 |
|
---|
| 910 | ambient[0] = .2f;
|
---|
| 911 | ambient[1] = .2f;
|
---|
| 912 | ambient[2] = .2f;
|
---|
[3077] | 913 |
|
---|
[3193] | 914 | diffuse[0] = 1.0f;
|
---|
| 915 | diffuse[1] = 1.0f;
|
---|
| 916 | diffuse[2] = 1.0f;
|
---|
| 917 |
|
---|
| 918 | #endif
|
---|
| 919 |
|
---|
[2954] | 920 | glLightfv(GL_LIGHT0, GL_AMBIENT, ambient);
|
---|
| 921 | glLightfv(GL_LIGHT0, GL_DIFFUSE, diffuse);
|
---|
| 922 | glLightfv(GL_LIGHT0, GL_SPECULAR, specular);
|
---|
[2825] | 923 |
|
---|
[2954] | 924 | GLfloat position[] = {lightDir.x, lightDir.y, lightDir.z, 0.0f};
|
---|
| 925 | glLightfv(GL_LIGHT0, GL_POSITION, position);
|
---|
[2642] | 926 | }
|
---|
| 927 |
|
---|
[2800] | 928 |
|
---|
[2795] | 929 | void SetupEyeView()
|
---|
[2642] | 930 | {
|
---|
[2861] | 931 | // store matrix of last frame
|
---|
[3005] | 932 | oldViewProjMat = viewProjMat;
|
---|
[2834] | 933 |
|
---|
[3061] | 934 | camera->SetupViewProjection();
|
---|
[2759] | 935 |
|
---|
[3061] | 936 |
|
---|
[2864] | 937 | /////////////////
|
---|
[3059] | 938 | //-- compute view projection matrix and store for later use
|
---|
[2864] | 939 |
|
---|
[2894] | 940 | Matrix4x4 matViewing, matProjection;
|
---|
[2864] | 941 |
|
---|
[2834] | 942 | camera->GetModelViewMatrix(matViewing);
|
---|
| 943 | camera->GetProjectionMatrix(matProjection);
|
---|
| 944 |
|
---|
[3005] | 945 | viewProjMat = matViewing * matProjection;
|
---|
[2642] | 946 | }
|
---|
| 947 |
|
---|
| 948 |
|
---|
[2792] | 949 | void KeyHorizontalMotion(float shift)
|
---|
| 950 | {
|
---|
[2888] | 951 | Vector3 hvec = -camera->GetDirection();
|
---|
[2792] | 952 | hvec.z = 0;
|
---|
| 953 |
|
---|
| 954 | Vector3 pos = camera->GetPosition();
|
---|
| 955 | pos += hvec * shift;
|
---|
| 956 |
|
---|
| 957 | camera->SetPosition(pos);
|
---|
| 958 | }
|
---|
| 959 |
|
---|
| 960 |
|
---|
[2794] | 961 | void KeyVerticalMotion(float shift)
|
---|
| 962 | {
|
---|
| 963 | Vector3 uvec = Vector3(0, 0, shift);
|
---|
| 964 |
|
---|
| 965 | Vector3 pos = camera->GetPosition();
|
---|
| 966 | pos += uvec;
|
---|
| 967 |
|
---|
| 968 | camera->SetPosition(pos);
|
---|
| 969 | }
|
---|
| 970 |
|
---|
| 971 |
|
---|
[3105] | 972 | void KeyStrafe(float shift)
|
---|
| 973 | {
|
---|
| 974 | Vector3 viewDir = camera->GetDirection();
|
---|
| 975 | Vector3 pos = camera->GetPosition();
|
---|
| 976 |
|
---|
| 977 | // the 90 degree rotated view vector
|
---|
| 978 | // z zero so we don't move in the vertical
|
---|
| 979 | Vector3 rVec(viewDir[0], viewDir[1], 0);
|
---|
| 980 |
|
---|
| 981 | Matrix4x4 rot = RotationZMatrix(M_PI * 0.5f);
|
---|
| 982 | rVec = rot * rVec;
|
---|
| 983 | pos += rVec * shift;
|
---|
| 984 |
|
---|
| 985 | camera->SetPosition(pos);
|
---|
| 986 | }
|
---|
| 987 |
|
---|
| 988 |
|
---|
[3059] | 989 | /** Initialize the deferred rendering pass.
|
---|
| 990 | */
|
---|
[2948] | 991 | void InitDeferredRendering()
|
---|
| 992 | {
|
---|
| 993 | if (!fbo) InitFBO();
|
---|
| 994 | fbo->Bind();
|
---|
| 995 |
|
---|
| 996 | // multisampling does not work with deferred shading
|
---|
| 997 | glDisable(GL_MULTISAMPLE_ARB);
|
---|
[3101] | 998 | renderState.SetRenderTechnique(DEFERRED);
|
---|
[2948] | 999 |
|
---|
| 1000 |
|
---|
[3175] | 1001 | // draw to 3 render targets
|
---|
[3118] | 1002 | if (sCurrentMrtSet == 0)
|
---|
| 1003 | {
|
---|
| 1004 | DeferredRenderer::colorBufferIdx = 0;
|
---|
| 1005 | glDrawBuffers(3, mrt);
|
---|
| 1006 | }
|
---|
| 1007 | else
|
---|
| 1008 | {
|
---|
| 1009 | DeferredRenderer::colorBufferIdx = 3;
|
---|
| 1010 | glDrawBuffers(3, mrt2);
|
---|
| 1011 | }
|
---|
[2985] | 1012 |
|
---|
[2978] | 1013 | sCurrentMrtSet = 1 - sCurrentMrtSet;
|
---|
[2948] | 1014 | }
|
---|
| 1015 |
|
---|
| 1016 |
|
---|
[3059] | 1017 | /** the main rendering loop
|
---|
| 1018 | */
|
---|
| 1019 | void MainLoop()
|
---|
[2801] | 1020 | {
|
---|
[3115] | 1021 | Matrix4x4 oldTrafo = buddha->GetTransform()->GetMatrix();
|
---|
[3111] | 1022 | Vector3 buddhaPos = motionPath->GetCurrentPosition();
|
---|
| 1023 | Matrix4x4 trafo = TranslationMatrix(buddhaPos);
|
---|
[3113] | 1024 |
|
---|
[3111] | 1025 | buddha->GetTransform()->SetMatrix(trafo);
|
---|
[3074] | 1026 |
|
---|
[3221] | 1027 | #if TODO
|
---|
[3120] | 1028 | /*for (int i = 0; i < 10; ++ i)
|
---|
| 1029 | {
|
---|
| 1030 | SceneEntity *ent = dynamicObjects[i];
|
---|
| 1031 | Vector3 newPos = ent->GetWorldCenter();
|
---|
| 1032 |
|
---|
| 1033 | if (GetOrCreateSceneQuery()->CalcIntersection(newPos))
|
---|
| 1034 | {
|
---|
[3125] | 1035 | Matrix4x4 mat = TranslationMatrix(newPos - ent->GetCenter());
|
---|
[3120] | 1036 | ent->GetTransform()->SetMatrix(mat);
|
---|
| 1037 | }
|
---|
| 1038 | }*/
|
---|
[3221] | 1039 | #endif
|
---|
[3120] | 1040 |
|
---|
[3221] | 1041 |
|
---|
| 1042 | /////////////////////////
|
---|
| 1043 | //-- update animations
|
---|
| 1044 |
|
---|
[3225] | 1045 | //const float rotAngle = M_PI * 1e-3f;
|
---|
| 1046 | const float rotAngle = 1.0f * M_PI / 180.0f;
|
---|
| 1047 |
|
---|
| 1048 | Matrix4x4 rotMatrix = RotationZMatrix(rotAngle);
|
---|
[3115] | 1049 | dynamicObjects[1]->GetTransform()->MultMatrix(rotMatrix);
|
---|
[3125] | 1050 |
|
---|
| 1051 | motionPath->Move(0.01f);
|
---|
| 1052 |
|
---|
[3113] | 1053 |
|
---|
[3118] | 1054 |
|
---|
[3111] | 1055 | /////////////
|
---|
[3078] | 1056 |
|
---|
[3219] | 1057 | static Vector3 oldPos = camera->GetPosition();
|
---|
| 1058 | static Vector3 oldDir = camera->GetDirection();
|
---|
[2800] | 1059 |
|
---|
[2792] | 1060 | if (leftKeyPressed)
|
---|
[2795] | 1061 | camera->Pitch(KeyRotationAngle());
|
---|
[2792] | 1062 | if (rightKeyPressed)
|
---|
[2795] | 1063 | camera->Pitch(-KeyRotationAngle());
|
---|
[2792] | 1064 | if (upKeyPressed)
|
---|
[2887] | 1065 | KeyHorizontalMotion(-KeyShift());
|
---|
| 1066 | if (downKeyPressed)
|
---|
[2795] | 1067 | KeyHorizontalMotion(KeyShift());
|
---|
[2837] | 1068 | if (ascendKeyPressed)
|
---|
| 1069 | KeyVerticalMotion(KeyShift());
|
---|
| 1070 | if (descendKeyPressed)
|
---|
[2795] | 1071 | KeyVerticalMotion(-KeyShift());
|
---|
[3105] | 1072 | if (leftStrafeKeyPressed)
|
---|
| 1073 | KeyStrafe(KeyShift());
|
---|
| 1074 | if (rightStrafeKeyPressed)
|
---|
| 1075 | KeyStrafe(-KeyShift());
|
---|
[2792] | 1076 |
|
---|
[3105] | 1077 |
|
---|
[2801] | 1078 | // place view on ground
|
---|
| 1079 | if (!flyMode) PlaceViewer(oldPos);
|
---|
[2800] | 1080 |
|
---|
[2826] | 1081 | if (showAlgorithmTime)
|
---|
| 1082 | {
|
---|
| 1083 | glFinish();
|
---|
| 1084 | algTimer.Start();
|
---|
| 1085 | }
|
---|
[2809] | 1086 |
|
---|
[3219] | 1087 | // don't allow replay on record
|
---|
| 1088 | if (replayPath && !recordPath)
|
---|
| 1089 | {
|
---|
| 1090 | if (!walkThroughPlayer)
|
---|
| 1091 | walkThroughPlayer = new WalkThroughPlayer("frames.log");
|
---|
| 1092 |
|
---|
| 1093 | ++ currentReplayFrame;
|
---|
[2895] | 1094 |
|
---|
[3223] | 1095 | // reset if end of walkthrough is reached
|
---|
[3219] | 1096 | if (!walkThroughPlayer->ReadNextFrame(camera))
|
---|
| 1097 | {
|
---|
| 1098 | currentReplayFrame = -1;
|
---|
| 1099 | replayPath = false;
|
---|
| 1100 | }
|
---|
| 1101 | }
|
---|
| 1102 |
|
---|
[2931] | 1103 | if ((!shadowMap || !shadowTraverser) && (showShadowMap || renderLightView))
|
---|
| 1104 | {
|
---|
| 1105 | if (!shadowMap)
|
---|
| 1106 | shadowMap = new ShadowMap(light, shadowSize, bvh->GetBox(), camera);
|
---|
| 1107 |
|
---|
| 1108 | if (!shadowTraverser)
|
---|
| 1109 | shadowTraverser = CreateTraverser(shadowMap->GetShadowCamera());
|
---|
| 1110 |
|
---|
| 1111 | }
|
---|
[2951] | 1112 |
|
---|
| 1113 | // bring eye modelview matrix up-to-date
|
---|
| 1114 | SetupEyeView();
|
---|
[3219] | 1115 |
|
---|
[3059] | 1116 | // set frame related parameters for GPU programs
|
---|
[3046] | 1117 | GPUProgramParameters::InitFrame(camera, light);
|
---|
[3045] | 1118 |
|
---|
[3219] | 1119 | if (recordPath)
|
---|
| 1120 | {
|
---|
| 1121 | if (!walkThroughRecorder)
|
---|
| 1122 | walkThroughRecorder = new WalkThroughRecorder("frames.log");
|
---|
| 1123 |
|
---|
| 1124 | if ((Distance(oldPos, camera->GetPosition()) > 1e-6f) ||
|
---|
| 1125 | (DotProd(oldDir, camera->GetDirection()) < 1.0f - 1e-6f))
|
---|
| 1126 | {
|
---|
| 1127 | walkThroughRecorder->WriteFrame(camera);
|
---|
| 1128 | }
|
---|
| 1129 | }
|
---|
| 1130 |
|
---|
[3059] | 1131 | // hack: store current rendering method and restore later
|
---|
[2955] | 1132 | int oldRenderMethod = renderMethod;
|
---|
[3044] | 1133 | // for rendering the light view, we use forward rendering
|
---|
[3068] | 1134 | if (renderLightView) renderMethod = FORWARD;
|
---|
[2931] | 1135 |
|
---|
[3059] | 1136 | /// enable vbo vertex array
|
---|
[2953] | 1137 | glEnableClientState(GL_VERTEX_ARRAY);
|
---|
[2931] | 1138 |
|
---|
| 1139 | // render with the specified method (forward rendering, forward + depth, deferred)
|
---|
[2955] | 1140 | switch (renderMethod)
|
---|
[2825] | 1141 | {
|
---|
[3043] | 1142 | case RENDER_FORWARD:
|
---|
[2825] | 1143 |
|
---|
[2851] | 1144 | glEnable(GL_MULTISAMPLE_ARB);
|
---|
[3101] | 1145 | renderState.SetRenderTechnique(FORWARD);
|
---|
[3223] | 1146 |
|
---|
[2829] | 1147 | glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT);
|
---|
[2953] | 1148 | glEnableClientState(GL_NORMAL_ARRAY);
|
---|
[2825] | 1149 | break;
|
---|
| 1150 |
|
---|
[2955] | 1151 | case RENDER_DEPTH_PASS_DEFERRED:
|
---|
[2948] | 1152 |
|
---|
[2950] | 1153 | glDisable(GL_MULTISAMPLE_ARB);
|
---|
[3101] | 1154 | renderState.SetUseAlphaToCoverage(false);
|
---|
| 1155 | renderState.SetRenderTechnique(DEPTH_PASS);
|
---|
[2949] | 1156 |
|
---|
[3175] | 1157 | if (!fbo) InitFBO();
|
---|
| 1158 | fbo->Bind();
|
---|
[3223] | 1159 | // render to single depth texture
|
---|
[2948] | 1160 | glDrawBuffers(1, mrt);
|
---|
[3223] | 1161 | // clear buffer once
|
---|
[2951] | 1162 | glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT);
|
---|
[2948] | 1163 |
|
---|
[3068] | 1164 | // the scene is rendered withouth any shading
|
---|
[3101] | 1165 | // (should be handled by render renderState)
|
---|
[2948] | 1166 | glShadeModel(GL_FLAT);
|
---|
| 1167 | break;
|
---|
| 1168 |
|
---|
[2955] | 1169 | case RENDER_DEPTH_PASS:
|
---|
[2851] | 1170 |
|
---|
| 1171 | glEnable(GL_MULTISAMPLE_ARB);
|
---|
[3101] | 1172 | renderState.SetRenderTechnique(DEPTH_PASS);
|
---|
[2857] | 1173 |
|
---|
[3067] | 1174 | glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT);
|
---|
| 1175 |
|
---|
[3068] | 1176 | // the scene is rendered withouth any shading
|
---|
[3101] | 1177 | // (should be handled by render renderState)
|
---|
[2943] | 1178 | glShadeModel(GL_FLAT);
|
---|
[2825] | 1179 | break;
|
---|
| 1180 |
|
---|
[3048] | 1181 | case RENDER_DEFERRED:
|
---|
[2851] | 1182 |
|
---|
[2948] | 1183 | if (showShadowMap && !renderLightView)
|
---|
[2951] | 1184 | RenderShadowMap(camera->GetFar());
|
---|
| 1185 |
|
---|
[2948] | 1186 | //glPushAttrib(GL_VIEWPORT_BIT);
|
---|
[2825] | 1187 | glViewport(0, 0, texWidth, texHeight);
|
---|
| 1188 |
|
---|
[2948] | 1189 | InitDeferredRendering();
|
---|
[2951] | 1190 |
|
---|
[2953] | 1191 | glEnableClientState(GL_NORMAL_ARRAY);
|
---|
[2954] | 1192 | glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT);
|
---|
[2825] | 1193 | break;
|
---|
| 1194 | }
|
---|
| 1195 |
|
---|
[2801] | 1196 | glDepthFunc(GL_LESS);
|
---|
| 1197 | glDisable(GL_TEXTURE_2D);
|
---|
| 1198 | glDisableClientState(GL_TEXTURE_COORD_ARRAY);
|
---|
[2825] | 1199 |
|
---|
[2801] | 1200 |
|
---|
[3059] | 1201 | // set proper lod levels for current frame using current eye point
|
---|
[2847] | 1202 | LODLevel::InitFrame(camera->GetPosition());
|
---|
[3059] | 1203 | // set up sunlight
|
---|
[2954] | 1204 | SetupLighting();
|
---|
[2795] | 1205 |
|
---|
[2801] | 1206 |
|
---|
[2931] | 1207 | if (renderLightView)
|
---|
| 1208 | {
|
---|
[3101] | 1209 | // change CHC++ set of renderState variables:
|
---|
[3059] | 1210 | // must be done for each change of camera because otherwise
|
---|
| 1211 | // the temporal coherency is broken
|
---|
[3054] | 1212 | BvhNode::SetCurrentState(LIGHT_PASS);
|
---|
[3005] | 1213 | shadowMap->RenderShadowView(shadowTraverser, viewProjMat);
|
---|
[3054] | 1214 | BvhNode::SetCurrentState(CAMERA_PASS);
|
---|
[2931] | 1215 | }
|
---|
| 1216 | else
|
---|
[3079] | 1217 | {
|
---|
[2931] | 1218 | // actually render the scene geometry using the specified algorithm
|
---|
[2982] | 1219 | traverser->RenderScene();
|
---|
[2948] | 1220 | }
|
---|
[2892] | 1221 |
|
---|
[2931] | 1222 |
|
---|
[2825] | 1223 | /////////
|
---|
[2809] | 1224 | //-- do the rest of the rendering
|
---|
[2893] | 1225 |
|
---|
[2801] | 1226 | // reset depth pass and render visible objects
|
---|
[2955] | 1227 | if ((renderMethod == RENDER_DEPTH_PASS) ||
|
---|
| 1228 | (renderMethod == RENDER_DEPTH_PASS_DEFERRED))
|
---|
[2801] | 1229 | {
|
---|
| 1230 | RenderVisibleObjects();
|
---|
| 1231 | }
|
---|
| 1232 |
|
---|
[3215] | 1233 | const bool useDeferred =
|
---|
| 1234 | ((renderMethod == RENDER_DEFERRED) || (renderMethod == RENDER_DEPTH_PASS_DEFERRED));
|
---|
[3214] | 1235 |
|
---|
[3215] | 1236 | // if no lense flare => just set sun to invisible
|
---|
[3221] | 1237 | const int sunVisiblePixels = useLenseFlare && useDeferred ? TestSunVisible() : 0;
|
---|
[3214] | 1238 |
|
---|
[3215] | 1239 |
|
---|
[2796] | 1240 | ///////////////
|
---|
| 1241 | //-- render sky
|
---|
[2795] | 1242 |
|
---|
[2894] | 1243 | // q: should we render sky after deferred shading?
|
---|
| 1244 | // this would conveniently solves some issues (e.g, skys without shadows)
|
---|
[2893] | 1245 |
|
---|
[3051] | 1246 | RenderSky();
|
---|
[2801] | 1247 |
|
---|
[2961] | 1248 |
|
---|
[3221] | 1249 | //////////////////////////////
|
---|
| 1250 |
|
---|
[3215] | 1251 | if (useDeferred)
|
---|
[2825] | 1252 | {
|
---|
[2881] | 1253 | FrameBufferObject::Release();
|
---|
[2810] | 1254 |
|
---|
[3111] | 1255 | if (!deferredShader) deferredShader =
|
---|
[3216] | 1256 | new DeferredRenderer(texWidth, texHeight, camera, ssaoUseFullResolution);
|
---|
[2895] | 1257 |
|
---|
[2903] | 1258 | DeferredRenderer::SHADING_METHOD shadingMethod;
|
---|
| 1259 |
|
---|
| 1260 | if (useAdvancedShading)
|
---|
| 1261 | {
|
---|
| 1262 | if (useGlobIllum)
|
---|
| 1263 | shadingMethod = DeferredRenderer::GI;
|
---|
| 1264 | else
|
---|
| 1265 | shadingMethod = DeferredRenderer::SSAO;
|
---|
| 1266 | }
|
---|
| 1267 | else
|
---|
[3216] | 1268 | {
|
---|
[2903] | 1269 | shadingMethod = DeferredRenderer::DEFAULT;
|
---|
[3216] | 1270 | }
|
---|
[2903] | 1271 |
|
---|
[3225] | 1272 | static int snapShotIdx = 0;
|
---|
| 1273 |
|
---|
[3215] | 1274 | deferredShader->SetSunVisiblePixels(sunVisiblePixels);
|
---|
[3111] | 1275 | deferredShader->SetShadingMethod(shadingMethod);
|
---|
| 1276 | deferredShader->SetSamplingMethod(samplingMethod);
|
---|
[3212] | 1277 | deferredShader->SetKernelRadius(ssaoKernelRadius);
|
---|
| 1278 | deferredShader->SetSampleIntensity(ssaoSampleIntensity);
|
---|
[3216] | 1279 | deferredShader->SetSsaoFilterRadius(ssaoFilterRadius);
|
---|
[3111] | 1280 | deferredShader->SetUseTemporalCoherence(useTemporalCoherence);
|
---|
[3189] | 1281 | deferredShader->SetSortSamples(sortSamples);
|
---|
[2903] | 1282 |
|
---|
[3225] | 1283 | if (recordFrames && replayPath)
|
---|
| 1284 | deferredShader->SetSaveFrame(recordedFramesSuffix, currentReplayFrame);
|
---|
| 1285 | else if (makeSnapShot)
|
---|
| 1286 | deferredShader->SetSaveFrame("snap", snapShotIdx ++);
|
---|
| 1287 | else
|
---|
| 1288 | deferredShader->SetSaveFrame("", -1);
|
---|
| 1289 |
|
---|
[3226] | 1290 | //if (makeSnapShot) makeSnapShot = false;
|
---|
[3225] | 1291 |
|
---|
[2895] | 1292 | ShadowMap *sm = showShadowMap ? shadowMap : NULL;
|
---|
[3215] | 1293 | deferredShader->Render(fbo, ssaoTempCohFactor, light, useHDR, useAntiAliasing, sm);
|
---|
[2825] | 1294 | }
|
---|
[2827] | 1295 |
|
---|
[2893] | 1296 |
|
---|
[3101] | 1297 | renderState.SetRenderTechnique(FORWARD);
|
---|
| 1298 | renderState.Reset();
|
---|
[2827] | 1299 |
|
---|
[2893] | 1300 |
|
---|
| 1301 | glDisableClientState(GL_VERTEX_ARRAY);
|
---|
| 1302 | glDisableClientState(GL_NORMAL_ARRAY);
|
---|
[2931] | 1303 |
|
---|
[2955] | 1304 | renderMethod = oldRenderMethod;
|
---|
[2893] | 1305 |
|
---|
| 1306 |
|
---|
| 1307 | ///////////
|
---|
| 1308 |
|
---|
| 1309 |
|
---|
[2826] | 1310 | if (showAlgorithmTime)
|
---|
| 1311 | {
|
---|
| 1312 | glFinish();
|
---|
[2827] | 1313 |
|
---|
[2826] | 1314 | algTime = algTimer.Elapsedms();
|
---|
[2827] | 1315 | perfGraph->AddData(algTime);
|
---|
[2828] | 1316 |
|
---|
[2827] | 1317 | perfGraph->Draw();
|
---|
[2826] | 1318 | }
|
---|
[2827] | 1319 | else
|
---|
| 1320 | {
|
---|
| 1321 | if (visMode) DisplayVisualization();
|
---|
| 1322 | }
|
---|
[2825] | 1323 |
|
---|
[2884] | 1324 | glFlush();
|
---|
[2847] | 1325 |
|
---|
| 1326 | const bool restart = true;
|
---|
| 1327 | elapsedTime = frameTimer.Elapsedms(restart);
|
---|
| 1328 |
|
---|
[3223] | 1329 | // statistics
|
---|
[2764] | 1330 | DisplayStats();
|
---|
[2767] | 1331 |
|
---|
[2642] | 1332 | glutSwapBuffers();
|
---|
[3219] | 1333 |
|
---|
| 1334 | oldPos = camera->GetPosition();
|
---|
| 1335 | oldDir = camera->GetDirection();
|
---|
[2642] | 1336 | }
|
---|
| 1337 |
|
---|
| 1338 |
|
---|
[3219] | 1339 | #pragma warning(disable : 4100)
|
---|
[2792] | 1340 | void KeyBoard(unsigned char c, int x, int y)
|
---|
[2642] | 1341 | {
|
---|
| 1342 | switch(c)
|
---|
| 1343 | {
|
---|
| 1344 | case 27:
|
---|
[3212] | 1345 | // write out current position on exit
|
---|
[3134] | 1346 | Debug << "camPosition=" << camera->GetPosition().x << " " << camera->GetPosition().y << " " << camera->GetPosition().z << endl;
|
---|
| 1347 | Debug << "camDirection=" << camera->GetDirection().x << " " << camera->GetDirection().y << " " << camera->GetDirection().z << endl;
|
---|
| 1348 |
|
---|
[2792] | 1349 | CleanUp();
|
---|
[2642] | 1350 | exit(0);
|
---|
[2948] | 1351 | case 32: // space
|
---|
[2800] | 1352 | renderMode = (renderMode + 1) % RenderTraverser::NUM_TRAVERSAL_TYPES;
|
---|
[2897] | 1353 |
|
---|
| 1354 | DEL_PTR(traverser);
|
---|
| 1355 | traverser = CreateTraverser(camera);
|
---|
| 1356 |
|
---|
[2931] | 1357 | if (shadowTraverser)
|
---|
[2897] | 1358 | {
|
---|
[2948] | 1359 | // shadow traverser has to be recomputed
|
---|
[2897] | 1360 | DEL_PTR(shadowTraverser);
|
---|
[2948] | 1361 | shadowTraverser = CreateTraverser(shadowMap->GetShadowCamera());
|
---|
[2897] | 1362 | }
|
---|
| 1363 |
|
---|
[2642] | 1364 | break;
|
---|
| 1365 | case '+':
|
---|
[2867] | 1366 | if (maxBatchSize < 10)
|
---|
| 1367 | maxBatchSize = 10;
|
---|
| 1368 | else
|
---|
| 1369 | maxBatchSize += 10;
|
---|
| 1370 |
|
---|
[2776] | 1371 | traverser->SetMaxBatchSize(maxBatchSize);
|
---|
[2642] | 1372 | break;
|
---|
| 1373 | case '-':
|
---|
[2776] | 1374 | maxBatchSize -= 10;
|
---|
| 1375 | if (maxBatchSize < 0) maxBatchSize = 1;
|
---|
| 1376 | traverser->SetMaxBatchSize(maxBatchSize);
|
---|
[2642] | 1377 | break;
|
---|
[2837] | 1378 | case 'M':
|
---|
| 1379 | case 'm':
|
---|
| 1380 | useMultiQueries = !useMultiQueries;
|
---|
| 1381 | traverser->SetUseMultiQueries(useMultiQueries);
|
---|
| 1382 | break;
|
---|
| 1383 | case '1':
|
---|
| 1384 | descendKeyPressed = true;
|
---|
| 1385 | break;
|
---|
| 1386 | case '2':
|
---|
| 1387 | ascendKeyPressed = true;
|
---|
| 1388 | break;
|
---|
| 1389 | case '3':
|
---|
[3212] | 1390 | if (trianglesPerVirtualLeaf >= 100) trianglesPerVirtualLeaf -= 100;
|
---|
[2837] | 1391 | bvh->SetVirtualLeaves(trianglesPerVirtualLeaf);
|
---|
| 1392 | break;
|
---|
| 1393 | case '4':
|
---|
| 1394 | trianglesPerVirtualLeaf += 100;
|
---|
| 1395 | bvh->SetVirtualLeaves(trianglesPerVirtualLeaf);
|
---|
| 1396 | break;
|
---|
| 1397 | case '5':
|
---|
[2776] | 1398 | assumedVisibleFrames -= 1;
|
---|
| 1399 | if (assumedVisibleFrames < 1) assumedVisibleFrames = 1;
|
---|
| 1400 | traverser->SetAssumedVisibleFrames(assumedVisibleFrames);
|
---|
| 1401 | break;
|
---|
[2837] | 1402 | case '6':
|
---|
[2776] | 1403 | assumedVisibleFrames += 1;
|
---|
| 1404 | traverser->SetAssumedVisibleFrames(assumedVisibleFrames);
|
---|
| 1405 | break;
|
---|
[2837] | 1406 | case '7':
|
---|
[2901] | 1407 | ssaoTempCohFactor *= 0.5f;
|
---|
[3216] | 1408 | cout << "new temporal coherence factor: " << ssaoTempCohFactor << endl;
|
---|
[2776] | 1409 | break;
|
---|
[2767] | 1410 | case '8':
|
---|
[2901] | 1411 | ssaoTempCohFactor *= 2.0f;
|
---|
[3216] | 1412 | cout << "new temporal coherence factor: " << ssaoTempCohFactor << endl;
|
---|
[2837] | 1413 | break;
|
---|
[3212] | 1414 | case '9':
|
---|
| 1415 | ssaoKernelRadius *= 0.8f;
|
---|
[3216] | 1416 | cout << "new ssao kernel radius: " << ssaoKernelRadius << endl;
|
---|
[3212] | 1417 | break;
|
---|
| 1418 | case '0':
|
---|
| 1419 | ssaoKernelRadius *= 1.2f;
|
---|
[3216] | 1420 | cout << "new ssao kernel radius: " << ssaoKernelRadius << endl;
|
---|
[3212] | 1421 | break;
|
---|
| 1422 | case 'n':
|
---|
| 1423 | ssaoSampleIntensity *= 0.9f;
|
---|
[3216] | 1424 | cout << "new ssao sample intensity: " << ssaoSampleIntensity << endl;
|
---|
[3212] | 1425 | break;
|
---|
| 1426 | case 'N':
|
---|
| 1427 | ssaoSampleIntensity *= 1.1f;
|
---|
[3216] | 1428 | cout << "new ssao sample intensity: " << ssaoSampleIntensity << endl;
|
---|
[3212] | 1429 | break;
|
---|
[3216] | 1430 | case 'o':
|
---|
| 1431 | ssaoFilterRadius *= 0.9f;
|
---|
| 1432 | cout << "new ssao filter radius: " << ssaoFilterRadius << endl;
|
---|
| 1433 | break;
|
---|
| 1434 | case 'O':
|
---|
| 1435 | ssaoFilterRadius *= 1.1f;
|
---|
| 1436 | cout << "new ssao filter radius: " << ssaoFilterRadius << endl;
|
---|
| 1437 | break;
|
---|
[3219] | 1438 | /* case 'o':
|
---|
| 1439 | case 'O':
|
---|
| 1440 | useOptimization = !useOptimization;
|
---|
| 1441 | // chc optimization of using the objects instead of
|
---|
| 1442 | // the bounding boxes for querying previously visible nodes
|
---|
| 1443 | traverser->SetUseOptimization(useOptimization);
|
---|
| 1444 | break;*/
|
---|
[3175] | 1445 | case 'l':
|
---|
| 1446 | case 'L':
|
---|
[2865] | 1447 | useLODs = !useLODs;
|
---|
| 1448 | SceneEntity::SetUseLODs(useLODs);
|
---|
[3216] | 1449 | cout << "using LODs: " << useLODs << endl;
|
---|
[2865] | 1450 | break;
|
---|
[2887] | 1451 | case 'P':
|
---|
| 1452 | case 'p':
|
---|
[2930] | 1453 | samplingMethod = DeferredRenderer::SAMPLING_METHOD((samplingMethod + 1) % 3);
|
---|
| 1454 | cout << "ssao sampling method: " << samplingMethod << endl;
|
---|
[2887] | 1455 | break;
|
---|
[2895] | 1456 | case 'Y':
|
---|
| 1457 | case 'y':
|
---|
| 1458 | showShadowMap = !showShadowMap;
|
---|
| 1459 | break;
|
---|
[2875] | 1460 | case 'g':
|
---|
[2903] | 1461 | case 'G':
|
---|
| 1462 | useGlobIllum = !useGlobIllum;
|
---|
| 1463 | break;
|
---|
[2875] | 1464 | case 't':
|
---|
| 1465 | case 'T':
|
---|
| 1466 | useTemporalCoherence = !useTemporalCoherence;
|
---|
| 1467 | break;
|
---|
[2767] | 1468 | case 'a':
|
---|
| 1469 | case 'A':
|
---|
[2931] | 1470 | leftKeyPressed = true;
|
---|
[2767] | 1471 | break;
|
---|
| 1472 | case 'd':
|
---|
| 1473 | case 'D':
|
---|
[2931] | 1474 | rightKeyPressed = true;
|
---|
[2767] | 1475 | break;
|
---|
| 1476 | case 'w':
|
---|
| 1477 | case 'W':
|
---|
[2931] | 1478 | upKeyPressed = true;
|
---|
[2767] | 1479 | break;
|
---|
[2829] | 1480 | case 's':
|
---|
| 1481 | case 'S':
|
---|
[2931] | 1482 | downKeyPressed = true;
|
---|
[2767] | 1483 | break;
|
---|
[3105] | 1484 | case 'j':
|
---|
| 1485 | case 'J':
|
---|
| 1486 | leftStrafeKeyPressed = true;
|
---|
| 1487 | break;
|
---|
| 1488 | case 'k':
|
---|
| 1489 | case 'K':
|
---|
| 1490 | rightStrafeKeyPressed = true;
|
---|
| 1491 | break;
|
---|
[2767] | 1492 | case 'r':
|
---|
| 1493 | case 'R':
|
---|
[2931] | 1494 | useRenderQueue = !useRenderQueue;
|
---|
| 1495 | traverser->SetUseRenderQueue(useRenderQueue);
|
---|
[2790] | 1496 | break;
|
---|
[2786] | 1497 | case 'b':
|
---|
| 1498 | case 'B':
|
---|
[2931] | 1499 | useTightBounds = !useTightBounds;
|
---|
| 1500 | traverser->SetUseTightBounds(useTightBounds);
|
---|
[2790] | 1501 | break;
|
---|
[3175] | 1502 | case 'v':
|
---|
| 1503 | case 'V':
|
---|
[2931] | 1504 | renderLightView = !renderLightView;
|
---|
| 1505 | break;
|
---|
[2994] | 1506 | case 'h':
|
---|
| 1507 | case 'H':
|
---|
| 1508 | useHDR = !useHDR;
|
---|
| 1509 | break;
|
---|
[3175] | 1510 | case 'i':
|
---|
| 1511 | case 'I':
|
---|
| 1512 | useAntiAliasing = !useAntiAliasing;
|
---|
| 1513 | break;
|
---|
[3215] | 1514 | case 'c':
|
---|
| 1515 | case 'C':
|
---|
| 1516 | useLenseFlare = !useLenseFlare;
|
---|
[3189] | 1517 | break;
|
---|
[3219] | 1518 | case 'u':
|
---|
| 1519 | case 'U':
|
---|
[3220] | 1520 | // move light source instead of camera tilt
|
---|
[3219] | 1521 | moveLight = !moveLight;
|
---|
| 1522 | break;
|
---|
[3225] | 1523 | case '#':
|
---|
| 1524 | // make a snapshot of the current frame
|
---|
| 1525 | makeSnapShot = true;
|
---|
| 1526 | break;
|
---|
[2642] | 1527 | default:
|
---|
| 1528 | return;
|
---|
| 1529 | }
|
---|
| 1530 |
|
---|
| 1531 | glutPostRedisplay();
|
---|
| 1532 | }
|
---|
| 1533 |
|
---|
| 1534 |
|
---|
[2792] | 1535 | void SpecialKeyUp(int c, int x, int y)
|
---|
[2642] | 1536 | {
|
---|
[2792] | 1537 | switch (c)
|
---|
| 1538 | {
|
---|
| 1539 | case GLUT_KEY_LEFT:
|
---|
| 1540 | leftKeyPressed = false;
|
---|
| 1541 | break;
|
---|
| 1542 | case GLUT_KEY_RIGHT:
|
---|
| 1543 | rightKeyPressed = false;
|
---|
| 1544 | break;
|
---|
| 1545 | case GLUT_KEY_UP:
|
---|
| 1546 | upKeyPressed = false;
|
---|
| 1547 | break;
|
---|
| 1548 | case GLUT_KEY_DOWN:
|
---|
| 1549 | downKeyPressed = false;
|
---|
| 1550 | break;
|
---|
[2953] | 1551 | case GLUT_ACTIVE_ALT:
|
---|
| 1552 | altKeyPressed = false;
|
---|
| 1553 | break;
|
---|
[2792] | 1554 | default:
|
---|
| 1555 | return;
|
---|
| 1556 | }
|
---|
| 1557 | }
|
---|
| 1558 |
|
---|
| 1559 |
|
---|
| 1560 | void KeyUp(unsigned char c, int x, int y)
|
---|
| 1561 | {
|
---|
| 1562 | switch (c)
|
---|
| 1563 | {
|
---|
[2879] | 1564 |
|
---|
[2792] | 1565 | case 'A':
|
---|
| 1566 | case 'a':
|
---|
| 1567 | leftKeyPressed = false;
|
---|
| 1568 | break;
|
---|
| 1569 | case 'D':
|
---|
| 1570 | case 'd':
|
---|
| 1571 | rightKeyPressed = false;
|
---|
| 1572 | break;
|
---|
| 1573 | case 'W':
|
---|
| 1574 | case 'w':
|
---|
| 1575 | upKeyPressed = false;
|
---|
| 1576 | break;
|
---|
[2829] | 1577 | case 'S':
|
---|
| 1578 | case 's':
|
---|
[2792] | 1579 | downKeyPressed = false;
|
---|
| 1580 | break;
|
---|
[2837] | 1581 | case '1':
|
---|
| 1582 | descendKeyPressed = false;
|
---|
[2794] | 1583 | break;
|
---|
[2837] | 1584 | case '2':
|
---|
| 1585 | ascendKeyPressed = false;
|
---|
[2794] | 1586 | break;
|
---|
[3105] | 1587 | case 'j':
|
---|
| 1588 | case 'J':
|
---|
| 1589 | leftStrafeKeyPressed = false;
|
---|
| 1590 | break;
|
---|
| 1591 | case 'k':
|
---|
| 1592 | case 'K':
|
---|
| 1593 | rightStrafeKeyPressed = false;
|
---|
| 1594 | break;
|
---|
[2792] | 1595 | default:
|
---|
| 1596 | return;
|
---|
| 1597 | }
|
---|
| 1598 | //glutPostRedisplay();
|
---|
| 1599 | }
|
---|
| 1600 |
|
---|
| 1601 |
|
---|
| 1602 | void Special(int c, int x, int y)
|
---|
| 1603 | {
|
---|
[2642] | 1604 | switch(c)
|
---|
| 1605 | {
|
---|
| 1606 | case GLUT_KEY_F1:
|
---|
| 1607 | showHelp = !showHelp;
|
---|
| 1608 | break;
|
---|
[2790] | 1609 | case GLUT_KEY_F2:
|
---|
[2795] | 1610 | visMode = !visMode;
|
---|
[2790] | 1611 | break;
|
---|
| 1612 | case GLUT_KEY_F3:
|
---|
| 1613 | showBoundingVolumes = !showBoundingVolumes;
|
---|
| 1614 | traverser->SetShowBounds(showBoundingVolumes);
|
---|
| 1615 | break;
|
---|
| 1616 | case GLUT_KEY_F4:
|
---|
[2827] | 1617 | showOptions = !showOptions;
|
---|
[2790] | 1618 | break;
|
---|
| 1619 | case GLUT_KEY_F5:
|
---|
[2827] | 1620 | showStatistics = !showStatistics;
|
---|
[2790] | 1621 | break;
|
---|
[2800] | 1622 | case GLUT_KEY_F6:
|
---|
| 1623 | flyMode = !flyMode;
|
---|
| 1624 | break;
|
---|
[2801] | 1625 | case GLUT_KEY_F7:
|
---|
[2825] | 1626 |
|
---|
[2955] | 1627 | renderMethod = (renderMethod + 1) % 4;
|
---|
| 1628 |
|
---|
| 1629 | traverser->SetUseDepthPass(
|
---|
| 1630 | (renderMethod == RENDER_DEPTH_PASS) ||
|
---|
| 1631 | (renderMethod == RENDER_DEPTH_PASS_DEFERRED)
|
---|
| 1632 | );
|
---|
[2825] | 1633 |
|
---|
[2801] | 1634 | break;
|
---|
[2803] | 1635 | case GLUT_KEY_F8:
|
---|
[2903] | 1636 | useAdvancedShading = !useAdvancedShading;
|
---|
[2821] | 1637 | break;
|
---|
[2826] | 1638 | case GLUT_KEY_F9:
|
---|
| 1639 | showAlgorithmTime = !showAlgorithmTime;
|
---|
| 1640 | break;
|
---|
[2954] | 1641 | case GLUT_KEY_F10:
|
---|
[3219] | 1642 | replayPath = !replayPath;
|
---|
| 1643 |
|
---|
| 1644 | if (replayPath)
|
---|
| 1645 | {
|
---|
| 1646 | cout << "replaying path" << endl;
|
---|
| 1647 | currentReplayFrame = -1;
|
---|
| 1648 | }
|
---|
| 1649 | else
|
---|
| 1650 | {
|
---|
| 1651 | cout << "finished replaying path" << endl;
|
---|
| 1652 | }
|
---|
| 1653 |
|
---|
[2954] | 1654 | break;
|
---|
[3219] | 1655 | case GLUT_KEY_F11:
|
---|
| 1656 | recordPath = !recordPath;
|
---|
| 1657 |
|
---|
| 1658 | if (recordPath)
|
---|
| 1659 | {
|
---|
| 1660 | cout << "recording path" << endl;
|
---|
| 1661 | }
|
---|
| 1662 | else
|
---|
| 1663 | {
|
---|
| 1664 | cout << "finished recording path" << endl;
|
---|
| 1665 | // start over with new frame recording next time
|
---|
| 1666 | DEL_PTR(walkThroughRecorder);
|
---|
| 1667 | }
|
---|
| 1668 |
|
---|
| 1669 | break;
|
---|
| 1670 | case GLUT_KEY_F12:
|
---|
| 1671 | recordFrames = !recordFrames;
|
---|
| 1672 |
|
---|
| 1673 | if (recordFrames)
|
---|
| 1674 | cout << "recording frames on replaying" << endl;
|
---|
| 1675 | else
|
---|
| 1676 | cout << "finished recording frames on replaying" << endl;
|
---|
| 1677 | break;
|
---|
[2642] | 1678 | case GLUT_KEY_LEFT:
|
---|
[2767] | 1679 | {
|
---|
[2792] | 1680 | leftKeyPressed = true;
|
---|
[2795] | 1681 | camera->Pitch(KeyRotationAngle());
|
---|
[2767] | 1682 | }
|
---|
[2642] | 1683 | break;
|
---|
| 1684 | case GLUT_KEY_RIGHT:
|
---|
[2767] | 1685 | {
|
---|
[2792] | 1686 | rightKeyPressed = true;
|
---|
[2795] | 1687 | camera->Pitch(-KeyRotationAngle());
|
---|
[2767] | 1688 | }
|
---|
[2642] | 1689 | break;
|
---|
| 1690 | case GLUT_KEY_UP:
|
---|
[2767] | 1691 | {
|
---|
[2792] | 1692 | upKeyPressed = true;
|
---|
[2795] | 1693 | KeyHorizontalMotion(KeyShift());
|
---|
[2767] | 1694 | }
|
---|
[2642] | 1695 | break;
|
---|
| 1696 | case GLUT_KEY_DOWN:
|
---|
[2767] | 1697 | {
|
---|
[2792] | 1698 | downKeyPressed = true;
|
---|
[2795] | 1699 | KeyHorizontalMotion(-KeyShift());
|
---|
[2767] | 1700 | }
|
---|
[2642] | 1701 | break;
|
---|
| 1702 | default:
|
---|
| 1703 | return;
|
---|
| 1704 |
|
---|
| 1705 | }
|
---|
| 1706 |
|
---|
| 1707 | glutPostRedisplay();
|
---|
| 1708 | }
|
---|
[2767] | 1709 |
|
---|
[2642] | 1710 | #pragma warning( default : 4100 )
|
---|
| 1711 |
|
---|
| 1712 |
|
---|
[2792] | 1713 | void Reshape(int w, int h)
|
---|
[2642] | 1714 | {
|
---|
[2759] | 1715 | winAspectRatio = 1.0f;
|
---|
[2642] | 1716 |
|
---|
| 1717 | glViewport(0, 0, w, h);
|
---|
| 1718 |
|
---|
| 1719 | winWidth = w;
|
---|
| 1720 | winHeight = h;
|
---|
| 1721 |
|
---|
[2833] | 1722 | if (w) winAspectRatio = (float) w / (float) h;
|
---|
[2642] | 1723 |
|
---|
[2758] | 1724 | glMatrixMode(GL_PROJECTION);
|
---|
| 1725 | glLoadIdentity();
|
---|
[2642] | 1726 |
|
---|
[2927] | 1727 | gluPerspective(fov, winAspectRatio, nearDist, farDist);
|
---|
[2788] | 1728 |
|
---|
[2758] | 1729 | glMatrixMode(GL_MODELVIEW);
|
---|
| 1730 |
|
---|
[2642] | 1731 | glutPostRedisplay();
|
---|
| 1732 | }
|
---|
| 1733 |
|
---|
| 1734 |
|
---|
[3101] | 1735 | void Mouse(int button, int renderState, int x, int y)
|
---|
[2642] | 1736 | {
|
---|
[3101] | 1737 | if ((button == GLUT_LEFT_BUTTON) && (renderState == GLUT_DOWN))
|
---|
[2642] | 1738 | {
|
---|
| 1739 | xEyeBegin = x;
|
---|
| 1740 | yMotionBegin = y;
|
---|
| 1741 |
|
---|
[2792] | 1742 | glutMotionFunc(LeftMotion);
|
---|
[2642] | 1743 | }
|
---|
[3101] | 1744 | else if ((button == GLUT_RIGHT_BUTTON) && (renderState == GLUT_DOWN))
|
---|
[2642] | 1745 | {
|
---|
[2829] | 1746 | xEyeBegin = x;
|
---|
[2758] | 1747 | yEyeBegin = y;
|
---|
| 1748 | yMotionBegin = y;
|
---|
| 1749 |
|
---|
[2954] | 1750 | if (!moveLight)
|
---|
| 1751 | glutMotionFunc(RightMotion);
|
---|
| 1752 | else
|
---|
| 1753 | glutMotionFunc(RightMotionLight);
|
---|
[2758] | 1754 | }
|
---|
[3101] | 1755 | else if ((button == GLUT_MIDDLE_BUTTON) && (renderState == GLUT_DOWN))
|
---|
[2758] | 1756 | {
|
---|
[2642] | 1757 | horizontalMotionBegin = x;
|
---|
| 1758 | verticalMotionBegin = y;
|
---|
[2792] | 1759 | glutMotionFunc(MiddleMotion);
|
---|
[2642] | 1760 | }
|
---|
| 1761 |
|
---|
| 1762 | glutPostRedisplay();
|
---|
| 1763 | }
|
---|
| 1764 |
|
---|
[2758] | 1765 |
|
---|
| 1766 | /** rotation for left/right mouse drag
|
---|
[2642] | 1767 | motion for up/down mouse drag
|
---|
| 1768 | */
|
---|
[2792] | 1769 | void LeftMotion(int x, int y)
|
---|
[2642] | 1770 | {
|
---|
[2758] | 1771 | Vector3 viewDir = camera->GetDirection();
|
---|
| 1772 | Vector3 pos = camera->GetPosition();
|
---|
| 1773 |
|
---|
| 1774 | // don't move in the vertical direction
|
---|
[2764] | 1775 | Vector3 horView(viewDir[0], viewDir[1], 0);
|
---|
[2642] | 1776 |
|
---|
[2795] | 1777 | float eyeXAngle = 0.2f * M_PI * (xEyeBegin - x) / 180.0;
|
---|
[2756] | 1778 |
|
---|
[2795] | 1779 | camera->Pitch(eyeXAngle);
|
---|
[2787] | 1780 |
|
---|
[2888] | 1781 | pos += horView * (yMotionBegin - y) * 0.2f;
|
---|
[2795] | 1782 |
|
---|
[2758] | 1783 | camera->SetPosition(pos);
|
---|
[2642] | 1784 |
|
---|
| 1785 | xEyeBegin = x;
|
---|
| 1786 | yMotionBegin = y;
|
---|
[2758] | 1787 |
|
---|
[2642] | 1788 | glutPostRedisplay();
|
---|
| 1789 | }
|
---|
| 1790 |
|
---|
[2758] | 1791 |
|
---|
[2954] | 1792 | void RightMotionLight(int x, int y)
|
---|
| 1793 | {
|
---|
| 1794 | float theta = 0.2f * M_PI * (xEyeBegin - x) / 180.0f;
|
---|
| 1795 | float phi = 0.2f * M_PI * (yMotionBegin - y) / 180.0f;
|
---|
| 1796 |
|
---|
| 1797 | Vector3 lightDir = light->GetDirection();
|
---|
| 1798 |
|
---|
| 1799 | Matrix4x4 roty = RotationYMatrix(theta);
|
---|
| 1800 | Matrix4x4 rotx = RotationXMatrix(phi);
|
---|
| 1801 |
|
---|
| 1802 | lightDir = roty * lightDir;
|
---|
| 1803 | lightDir = rotx * lightDir;
|
---|
| 1804 |
|
---|
[2967] | 1805 | // normalize to avoid accumulating errors
|
---|
| 1806 | lightDir.Normalize();
|
---|
| 1807 |
|
---|
[2954] | 1808 | light->SetDirection(lightDir);
|
---|
| 1809 |
|
---|
| 1810 | xEyeBegin = x;
|
---|
| 1811 | yMotionBegin = y;
|
---|
| 1812 |
|
---|
| 1813 | glutPostRedisplay();
|
---|
| 1814 | }
|
---|
| 1815 |
|
---|
| 1816 |
|
---|
[2767] | 1817 | /** rotation for left / right mouse drag
|
---|
| 1818 | motion for up / down mouse drag
|
---|
[2758] | 1819 | */
|
---|
[2792] | 1820 | void RightMotion(int x, int y)
|
---|
[2758] | 1821 | {
|
---|
[2829] | 1822 | float eyeXAngle = 0.2f * M_PI * (xEyeBegin - x) / 180.0;
|
---|
[2795] | 1823 | float eyeYAngle = -0.2f * M_PI * (yEyeBegin - y) / 180.0;
|
---|
[2758] | 1824 |
|
---|
[2795] | 1825 | camera->Yaw(eyeYAngle);
|
---|
[2829] | 1826 | camera->Pitch(eyeXAngle);
|
---|
[2780] | 1827 |
|
---|
[2829] | 1828 | xEyeBegin = x;
|
---|
[2758] | 1829 | yEyeBegin = y;
|
---|
[2829] | 1830 |
|
---|
[2758] | 1831 | glutPostRedisplay();
|
---|
| 1832 | }
|
---|
| 1833 |
|
---|
| 1834 |
|
---|
[3105] | 1835 | /** strafe
|
---|
| 1836 | */
|
---|
[2792] | 1837 | void MiddleMotion(int x, int y)
|
---|
[2642] | 1838 | {
|
---|
[2758] | 1839 | Vector3 viewDir = camera->GetDirection();
|
---|
| 1840 | Vector3 pos = camera->GetPosition();
|
---|
| 1841 |
|
---|
[2642] | 1842 | // the 90 degree rotated view vector
|
---|
| 1843 | // y zero so we don't move in the vertical
|
---|
[2764] | 1844 | Vector3 rVec(viewDir[0], viewDir[1], 0);
|
---|
[2642] | 1845 |
|
---|
[2764] | 1846 | Matrix4x4 rot = RotationZMatrix(M_PI * 0.5f);
|
---|
[2758] | 1847 | rVec = rot * rVec;
|
---|
[2642] | 1848 |
|
---|
[2888] | 1849 | pos -= rVec * (x - horizontalMotionBegin) * 0.1f;
|
---|
[2764] | 1850 | pos[2] += (verticalMotionBegin - y) * 0.1f;
|
---|
[2642] | 1851 |
|
---|
[2758] | 1852 | camera->SetPosition(pos);
|
---|
| 1853 |
|
---|
[2642] | 1854 | horizontalMotionBegin = x;
|
---|
| 1855 | verticalMotionBegin = y;
|
---|
[2758] | 1856 |
|
---|
[2642] | 1857 | glutPostRedisplay();
|
---|
| 1858 | }
|
---|
| 1859 |
|
---|
| 1860 |
|
---|
[2756] | 1861 | void InitExtensions(void)
|
---|
[2642] | 1862 | {
|
---|
| 1863 | GLenum err = glewInit();
|
---|
[2756] | 1864 |
|
---|
[2642] | 1865 | if (GLEW_OK != err)
|
---|
| 1866 | {
|
---|
| 1867 | // problem: glewInit failed, something is seriously wrong
|
---|
| 1868 | fprintf(stderr,"Error: %s\n", glewGetErrorString(err));
|
---|
| 1869 | exit(1);
|
---|
| 1870 | }
|
---|
[2756] | 1871 | if (!GLEW_ARB_occlusion_query)
|
---|
[2642] | 1872 | {
|
---|
[2756] | 1873 | printf("I require the GL_ARB_occlusion_query to work.\n");
|
---|
[2642] | 1874 | exit(1);
|
---|
| 1875 | }
|
---|
| 1876 | }
|
---|
| 1877 |
|
---|
| 1878 |
|
---|
[2826] | 1879 | void Begin2D()
|
---|
[2642] | 1880 | {
|
---|
| 1881 | glDisable(GL_LIGHTING);
|
---|
| 1882 | glDisable(GL_DEPTH_TEST);
|
---|
| 1883 |
|
---|
[2826] | 1884 | glMatrixMode(GL_PROJECTION);
|
---|
[2642] | 1885 | glPushMatrix();
|
---|
| 1886 | glLoadIdentity();
|
---|
[2834] | 1887 |
|
---|
[2826] | 1888 | gluOrtho2D(0, winWidth, 0, winHeight);
|
---|
[2642] | 1889 |
|
---|
[2826] | 1890 | glMatrixMode(GL_MODELVIEW);
|
---|
[2642] | 1891 | glPushMatrix();
|
---|
| 1892 | glLoadIdentity();
|
---|
| 1893 | }
|
---|
| 1894 |
|
---|
| 1895 |
|
---|
[2826] | 1896 | void End2D()
|
---|
[2642] | 1897 | {
|
---|
[2834] | 1898 | glMatrixMode(GL_PROJECTION);
|
---|
[2642] | 1899 | glPopMatrix();
|
---|
[2834] | 1900 |
|
---|
[2642] | 1901 | glMatrixMode(GL_MODELVIEW);
|
---|
| 1902 | glPopMatrix();
|
---|
| 1903 |
|
---|
| 1904 | glEnable(GL_LIGHTING);
|
---|
| 1905 | glEnable(GL_DEPTH_TEST);
|
---|
| 1906 | }
|
---|
| 1907 |
|
---|
| 1908 |
|
---|
[2787] | 1909 | // displays the visualisation of culling algorithm
|
---|
| 1910 | void DisplayVisualization()
|
---|
[2796] | 1911 | {
|
---|
[2787] | 1912 | visualization->SetFrameId(traverser->GetCurrentFrameId());
|
---|
| 1913 |
|
---|
[2792] | 1914 | Begin2D();
|
---|
[2642] | 1915 | glBlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA);
|
---|
| 1916 | glEnable(GL_BLEND);
|
---|
[2827] | 1917 | glColor4f(0.0f ,0.0f, 0.0f, 0.5f);
|
---|
[2642] | 1918 |
|
---|
[2827] | 1919 | glRecti(winWidth - winWidth / 3, winHeight - winHeight / 3, winWidth, winHeight);
|
---|
[2642] | 1920 | glDisable(GL_BLEND);
|
---|
[2792] | 1921 | End2D();
|
---|
[2788] | 1922 |
|
---|
| 1923 |
|
---|
| 1924 | AxisAlignedBox3 box = bvh->GetBox();
|
---|
| 1925 |
|
---|
[2948] | 1926 | const float offs = box.Size().x * 0.3f;
|
---|
[2834] | 1927 |
|
---|
[2838] | 1928 | Vector3 vizpos = Vector3(box.Min().x, box.Min().y - box.Size().y * 0.35f, box.Min().z + box.Size().z * 50);
|
---|
[2806] | 1929 |
|
---|
[2795] | 1930 | visCamera->SetPosition(vizpos);
|
---|
[2838] | 1931 | visCamera->ResetPitchAndYaw();
|
---|
[2892] | 1932 |
|
---|
[2834] | 1933 | glPushAttrib(GL_VIEWPORT_BIT);
|
---|
[2806] | 1934 | glViewport(winWidth - winWidth / 3, winHeight - winHeight / 3, winWidth / 3, winHeight / 3);
|
---|
[2796] | 1935 |
|
---|
| 1936 | glMatrixMode(GL_PROJECTION);
|
---|
[2834] | 1937 | glPushMatrix();
|
---|
| 1938 |
|
---|
[2787] | 1939 | glLoadIdentity();
|
---|
[2807] | 1940 | glOrtho(-offs, offs, -offs, offs, 0.0f, box.Size().z * 100.0f);
|
---|
[2787] | 1941 |
|
---|
[2796] | 1942 | glMatrixMode(GL_MODELVIEW);
|
---|
[2834] | 1943 | glPushMatrix();
|
---|
[2787] | 1944 |
|
---|
[2796] | 1945 | visCamera->SetupCameraView();
|
---|
[2806] | 1946 |
|
---|
| 1947 | Matrix4x4 rotZ = RotationZMatrix(-camera->GetPitch());
|
---|
| 1948 | glMultMatrixf((float *)rotZ.x);
|
---|
| 1949 |
|
---|
[2887] | 1950 | // inverse translation in order to fix current position
|
---|
[2838] | 1951 | Vector3 pos = camera->GetPosition();
|
---|
[2806] | 1952 | glTranslatef(-pos.x, -pos.y, -pos.z);
|
---|
| 1953 |
|
---|
| 1954 |
|
---|
[2788] | 1955 | GLfloat position[] = {0.8f, 1.0f, 1.5f, 0.0f};
|
---|
| 1956 | glLightfv(GL_LIGHT0, GL_POSITION, position);
|
---|
[2787] | 1957 |
|
---|
[2788] | 1958 | GLfloat position1[] = {bvh->GetBox().Center().x, bvh->GetBox().Max().y, bvh->GetBox().Center().z, 1.0f};
|
---|
| 1959 | glLightfv(GL_LIGHT1, GL_POSITION, position1);
|
---|
[2787] | 1960 |
|
---|
[2642] | 1961 | glClear(GL_DEPTH_BUFFER_BIT);
|
---|
| 1962 |
|
---|
[2888] | 1963 |
|
---|
[2767] | 1964 | ////////////
|
---|
[2787] | 1965 | //-- visualization of the occlusion culling
|
---|
| 1966 |
|
---|
[3063] | 1967 | visualization->Render(showShadowMap);
|
---|
[2887] | 1968 |
|
---|
[2767] | 1969 |
|
---|
[2834] | 1970 | // reset previous settings
|
---|
| 1971 | glPopAttrib();
|
---|
| 1972 |
|
---|
| 1973 | glMatrixMode(GL_PROJECTION);
|
---|
| 1974 | glPopMatrix();
|
---|
| 1975 | glMatrixMode(GL_MODELVIEW);
|
---|
| 1976 | glPopMatrix();
|
---|
[2642] | 1977 | }
|
---|
| 1978 |
|
---|
[2767] | 1979 |
|
---|
[2642] | 1980 | // cleanup routine after the main loop
|
---|
[2756] | 1981 | void CleanUp()
|
---|
[2642] | 1982 | {
|
---|
[2756] | 1983 | DEL_PTR(traverser);
|
---|
[2796] | 1984 | DEL_PTR(sceneQuery);
|
---|
[2756] | 1985 | DEL_PTR(bvh);
|
---|
[2767] | 1986 | DEL_PTR(visualization);
|
---|
[2787] | 1987 | DEL_PTR(camera);
|
---|
[2801] | 1988 | DEL_PTR(renderQueue);
|
---|
[2827] | 1989 | DEL_PTR(perfGraph);
|
---|
[2879] | 1990 | DEL_PTR(fbo);
|
---|
[3111] | 1991 | DEL_PTR(deferredShader);
|
---|
[3019] | 1992 | DEL_PTR(light);
|
---|
| 1993 | DEL_PTR(visCamera);
|
---|
| 1994 | DEL_PTR(preetham);
|
---|
[3020] | 1995 | DEL_PTR(shadowMap);
|
---|
| 1996 | DEL_PTR(shadowTraverser);
|
---|
[3078] | 1997 | DEL_PTR(motionPath);
|
---|
[3219] | 1998 | DEL_PTR(walkThroughRecorder);
|
---|
| 1999 | DEL_PTR(walkThroughPlayer);
|
---|
[3223] | 2000 | DEL_PTR(statsWriter);
|
---|
[3052] | 2001 |
|
---|
[3037] | 2002 | ResourceManager::DelSingleton();
|
---|
[3057] | 2003 | ShaderManager::DelSingleton();
|
---|
| 2004 |
|
---|
[3059] | 2005 | resourceManager = NULL;
|
---|
[3057] | 2006 | shaderManager = NULL;
|
---|
[2642] | 2007 | }
|
---|
| 2008 |
|
---|
| 2009 |
|
---|
| 2010 | // this function inserts a dezimal point after each 1000
|
---|
[2829] | 2011 | void CalcDecimalPoint(string &str, int d, int len)
|
---|
[2642] | 2012 | {
|
---|
[2827] | 2013 | static vector<int> numbers;
|
---|
| 2014 | numbers.clear();
|
---|
| 2015 |
|
---|
[2829] | 2016 | static string shortStr;
|
---|
| 2017 | shortStr.clear();
|
---|
[2642] | 2018 |
|
---|
[2829] | 2019 | static char hstr[100];
|
---|
| 2020 |
|
---|
[2642] | 2021 | while (d != 0)
|
---|
| 2022 | {
|
---|
| 2023 | numbers.push_back(d % 1000);
|
---|
| 2024 | d /= 1000;
|
---|
| 2025 | }
|
---|
| 2026 |
|
---|
| 2027 | // first element without leading zeros
|
---|
| 2028 | if (numbers.size() > 0)
|
---|
| 2029 | {
|
---|
[2800] | 2030 | sprintf(hstr, "%d", numbers.back());
|
---|
[2829] | 2031 | shortStr.append(hstr);
|
---|
[2642] | 2032 | }
|
---|
| 2033 |
|
---|
[2764] | 2034 | for (int i = (int)numbers.size() - 2; i >= 0; i--)
|
---|
[2642] | 2035 | {
|
---|
[2800] | 2036 | sprintf(hstr, ",%03d", numbers[i]);
|
---|
[2829] | 2037 | shortStr.append(hstr);
|
---|
[2642] | 2038 | }
|
---|
[2829] | 2039 |
|
---|
| 2040 | int dif = len - (int)shortStr.size();
|
---|
| 2041 |
|
---|
| 2042 | for (int i = 0; i < dif; ++ i)
|
---|
| 2043 | {
|
---|
| 2044 | str += " ";
|
---|
| 2045 | }
|
---|
| 2046 |
|
---|
| 2047 | str.append(shortStr);
|
---|
[2764] | 2048 | }
|
---|
| 2049 |
|
---|
| 2050 |
|
---|
| 2051 | void DisplayStats()
|
---|
| 2052 | {
|
---|
[2826] | 2053 | static char msg[9][300];
|
---|
[2764] | 2054 |
|
---|
[2826] | 2055 | static double frameTime = elapsedTime;
|
---|
| 2056 | static double renderTime = algTime;
|
---|
| 2057 |
|
---|
[2818] | 2058 | const float expFactor = 0.1f;
|
---|
[2767] | 2059 |
|
---|
[2802] | 2060 | // if some strange render time spike happened in this frame => don't count
|
---|
[2826] | 2061 | if (elapsedTime < 500) frameTime = elapsedTime * expFactor + (1.0f - expFactor) * elapsedTime;
|
---|
| 2062 |
|
---|
| 2063 | static float rTime = 1000.0f;
|
---|
[2764] | 2064 |
|
---|
[3223] | 2065 | // the render time used up purely for the traversal algorithm using glfinish
|
---|
[2826] | 2066 | if (showAlgorithmTime)
|
---|
| 2067 | {
|
---|
| 2068 | if (algTime < 500) renderTime = algTime * expFactor + (1.0f - expFactor) * renderTime;
|
---|
| 2069 | }
|
---|
[2802] | 2070 |
|
---|
[2826] | 2071 | accumulatedTime += elapsedTime;
|
---|
| 2072 |
|
---|
[2776] | 2073 | if (accumulatedTime > 500) // update every fraction of a second
|
---|
[2770] | 2074 | {
|
---|
| 2075 | accumulatedTime = 0;
|
---|
| 2076 |
|
---|
[2826] | 2077 | if (frameTime) fps = 1e3f / (float)frameTime;
|
---|
| 2078 |
|
---|
| 2079 | rTime = renderTime;
|
---|
[2773] | 2080 |
|
---|
[2948] | 2081 | if (renderLightView && shadowTraverser)
|
---|
| 2082 | {
|
---|
| 2083 | renderedTriangles = shadowTraverser->GetStats().mNumRenderedTriangles;
|
---|
| 2084 | renderedObjects = shadowTraverser->GetStats().mNumRenderedGeometry;
|
---|
| 2085 | renderedNodes = shadowTraverser->GetStats().mNumRenderedNodes;
|
---|
| 2086 | }
|
---|
| 2087 | else if (showShadowMap && shadowTraverser)
|
---|
| 2088 | {
|
---|
| 2089 | renderedNodes = traverser->GetStats().mNumRenderedNodes + shadowTraverser->GetStats().mNumRenderedNodes;
|
---|
| 2090 | renderedObjects = traverser->GetStats().mNumRenderedGeometry + shadowTraverser->GetStats().mNumRenderedGeometry;
|
---|
| 2091 | renderedTriangles = traverser->GetStats().mNumRenderedTriangles + shadowTraverser->GetStats().mNumRenderedTriangles;
|
---|
| 2092 | }
|
---|
| 2093 | else
|
---|
| 2094 | {
|
---|
| 2095 | renderedTriangles = traverser->GetStats().mNumRenderedTriangles;
|
---|
| 2096 | renderedObjects = traverser->GetStats().mNumRenderedGeometry;
|
---|
| 2097 | renderedNodes = traverser->GetStats().mNumRenderedNodes;
|
---|
| 2098 | }
|
---|
| 2099 |
|
---|
[2770] | 2100 | traversedNodes = traverser->GetStats().mNumTraversedNodes;
|
---|
| 2101 | frustumCulledNodes = traverser->GetStats().mNumFrustumCulledNodes;
|
---|
| 2102 | queryCulledNodes = traverser->GetStats().mNumQueryCulledNodes;
|
---|
| 2103 | issuedQueries = traverser->GetStats().mNumIssuedQueries;
|
---|
| 2104 | stateChanges = traverser->GetStats().mNumStateChanges;
|
---|
[2800] | 2105 | numBatches = traverser->GetStats().mNumBatches;
|
---|
[2770] | 2106 | }
|
---|
| 2107 |
|
---|
[2764] | 2108 |
|
---|
[3223] | 2109 | ////////////////
|
---|
| 2110 | //-- record stats on walkthrough
|
---|
| 2111 |
|
---|
| 2112 | static float accTime = .0f;
|
---|
| 2113 | static float averageTime = .0f;
|
---|
| 2114 |
|
---|
| 2115 | if (currentReplayFrame > -1)
|
---|
| 2116 | {
|
---|
| 2117 | accTime += frameTime;
|
---|
| 2118 | averageTime = accTime / (currentReplayFrame + 1);
|
---|
| 2119 |
|
---|
| 2120 | if (!statsWriter)
|
---|
| 2121 | statsWriter = new StatsWriter(statsFilename);
|
---|
| 2122 |
|
---|
| 2123 | FrameStats frameStats;
|
---|
| 2124 | frameStats.mFrame = currentReplayFrame;
|
---|
| 2125 | frameStats.mFPS = 1e3f / (float)frameTime;
|
---|
| 2126 | frameStats.mTime = frameTime;
|
---|
| 2127 | frameStats.mNodes = renderedNodes;
|
---|
| 2128 | frameStats.mObjects = renderedObjects;
|
---|
| 2129 | frameStats.mTriangles = renderedTriangles;
|
---|
| 2130 |
|
---|
| 2131 | statsWriter->WriteFrameStats(frameStats);
|
---|
| 2132 | }
|
---|
| 2133 | else if (statsWriter)
|
---|
| 2134 | {
|
---|
| 2135 | Debug << "average frame time " << averageTime << " for traversal algorithm " << renderMode << endl;
|
---|
| 2136 |
|
---|
| 2137 | // reset average frame time
|
---|
[3224] | 2138 | averageTime = accTime = .0f;
|
---|
[3223] | 2139 |
|
---|
| 2140 | DEL_PTR(statsWriter);
|
---|
| 2141 | }
|
---|
| 2142 |
|
---|
| 2143 |
|
---|
[2826] | 2144 | Begin2D();
|
---|
[2808] | 2145 |
|
---|
[2826] | 2146 | glEnable(GL_BLEND);
|
---|
| 2147 | glBlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA);
|
---|
[2764] | 2148 |
|
---|
[2826] | 2149 | if (showHelp)
|
---|
| 2150 | {
|
---|
| 2151 | DrawHelpMessage();
|
---|
| 2152 | }
|
---|
| 2153 | else
|
---|
| 2154 | {
|
---|
[2829] | 2155 | if (showOptions)
|
---|
| 2156 | {
|
---|
| 2157 | glColor4f(0.0f, 0.0f, 0.0f, 0.5f);
|
---|
| 2158 | glRecti(5, winHeight - 95, winWidth * 2 / 3 - 5, winHeight - 5);
|
---|
| 2159 | }
|
---|
| 2160 |
|
---|
| 2161 | if (showStatistics)
|
---|
| 2162 | {
|
---|
| 2163 | glColor4f(0.0f, 0.0f, 0.0f, 0.5f);
|
---|
| 2164 | glRecti(5, winHeight - 165, winWidth * 2 / 3 - 5, winHeight - 100);
|
---|
| 2165 | }
|
---|
| 2166 |
|
---|
| 2167 | glEnable(GL_TEXTURE_2D);
|
---|
[2827] | 2168 | myfont.Begin();
|
---|
[2769] | 2169 |
|
---|
[2826] | 2170 | if (showOptions)
|
---|
| 2171 | {
|
---|
[2829] | 2172 | glColor3f(0.0f, 1.0f, 0.0f);
|
---|
[2826] | 2173 | int i = 0;
|
---|
| 2174 |
|
---|
[3065] | 2175 | static char *renderMethodStr[] =
|
---|
| 2176 | {"forward", "depth pass + forward", "deferred shading", "depth pass + deferred"};
|
---|
[2826] | 2177 | sprintf(msg[i ++], "multiqueries: %d, tight bounds: %d, render queue: %d",
|
---|
[3065] | 2178 | useMultiQueries, useTightBounds, useRenderQueue);
|
---|
[2955] | 2179 | sprintf(msg[i ++], "render technique: %s, SSAO: %d", renderMethodStr[renderMethod], useAdvancedShading);
|
---|
[2826] | 2180 | sprintf(msg[i ++], "triangles per virtual leaf: %5d", trianglesPerVirtualLeaf);
|
---|
| 2181 | sprintf(msg[i ++], "assumed visible frames: %4d, max batch size: %4d",
|
---|
| 2182 | assumedVisibleFrames, maxBatchSize);
|
---|
[2808] | 2183 |
|
---|
[2826] | 2184 | for (int j = 0; j < 4; ++ j)
|
---|
[2829] | 2185 | myfont.DrawString(msg[j], 10.0f, winHeight - 5 - j * 20);
|
---|
[2826] | 2186 | }
|
---|
[2808] | 2187 |
|
---|
[2786] | 2188 | if (showStatistics)
|
---|
[2764] | 2189 | {
|
---|
[2829] | 2190 | glColor3f(1.0f, 1.0f, 0.0f);
|
---|
| 2191 |
|
---|
[2948] | 2192 | string objStr, totalObjStr;
|
---|
| 2193 | string triStr, totalTriStr;
|
---|
[2826] | 2194 |
|
---|
[2829] | 2195 | int len = 10;
|
---|
[2948] | 2196 | CalcDecimalPoint(objStr, renderedObjects, len);
|
---|
[3059] | 2197 | CalcDecimalPoint(totalObjStr, (int)resourceManager->GetNumEntities(), len);
|
---|
[2826] | 2198 |
|
---|
[2948] | 2199 | CalcDecimalPoint(triStr, renderedTriangles, len);
|
---|
| 2200 | CalcDecimalPoint(totalTriStr, bvh->GetBvhStats().mTriangles, len);
|
---|
| 2201 |
|
---|
[2826] | 2202 | int i = 4;
|
---|
| 2203 |
|
---|
[2953] | 2204 | if (0)
|
---|
| 2205 | {
|
---|
| 2206 | sprintf(msg[i ++], "rendered: %s of %s objects, %s of %s triangles",
|
---|
| 2207 | objStr.c_str(), totalObjStr.c_str(), triStr.c_str(), totalTriStr.c_str());
|
---|
| 2208 | }
|
---|
| 2209 | else
|
---|
| 2210 | {
|
---|
| 2211 | sprintf(msg[i ++], "rendered: %6d of %6d nodes, %s of %s triangles",
|
---|
| 2212 | renderedNodes, bvh->GetNumVirtualNodes(), triStr.c_str(), totalTriStr.c_str());
|
---|
| 2213 | }
|
---|
[2826] | 2214 |
|
---|
| 2215 | sprintf(msg[i ++], "traversed: %5d, frustum culled: %5d, query culled: %5d",
|
---|
| 2216 | traversedNodes, frustumCulledNodes, queryCulledNodes);
|
---|
[3101] | 2217 | sprintf(msg[i ++], "issued queries: %5d, renderState changes: %5d, render batches: %5d",
|
---|
[2826] | 2218 | issuedQueries, stateChanges, numBatches);
|
---|
| 2219 |
|
---|
| 2220 | for (int j = 4; j < 7; ++ j)
|
---|
[2829] | 2221 | myfont.DrawString(msg[j], 10.0f, winHeight - (j + 1) * 20);
|
---|
[2764] | 2222 | }
|
---|
[2790] | 2223 |
|
---|
[2826] | 2224 | glColor3f(1.0f, 1.0f, 1.0f);
|
---|
| 2225 | static char *alg_str[] = {"Frustum Cull", "Stop and Wait", "CHC", "CHC ++"};
|
---|
[2827] | 2226 |
|
---|
| 2227 | if (!showAlgorithmTime)
|
---|
[3065] | 2228 | sprintf(msg[7], "%s: %6.1f fps", alg_str[renderMode], fps);
|
---|
[2827] | 2229 | else
|
---|
| 2230 | sprintf(msg[7], "%s: %6.1f ms", alg_str[renderMode], rTime);
|
---|
[3010] | 2231 |
|
---|
[2829] | 2232 | myfont.DrawString(msg[7], 1.3f, 690.0f, 760.0f);//, top_color, bottom_color);
|
---|
[2827] | 2233 |
|
---|
| 2234 | //sprintf(msg[8], "algorithm time: %6.1f ms", rTime);
|
---|
| 2235 | //myfont.DrawString(msg[8], 720.0f, 730.0f);
|
---|
[2764] | 2236 | }
|
---|
| 2237 |
|
---|
[2826] | 2238 | glDisable(GL_BLEND);
|
---|
| 2239 | glDisable(GL_TEXTURE_2D);
|
---|
| 2240 |
|
---|
[2792] | 2241 | End2D();
|
---|
[2764] | 2242 | }
|
---|
[2796] | 2243 |
|
---|
| 2244 |
|
---|
| 2245 | void RenderSky()
|
---|
| 2246 | {
|
---|
[2959] | 2247 | if ((renderMethod == RENDER_DEFERRED) || (renderMethod == RENDER_DEPTH_PASS_DEFERRED))
|
---|
[3101] | 2248 | renderState.SetRenderTechnique(DEFERRED);
|
---|
[2958] | 2249 |
|
---|
[3036] | 2250 | const bool useToneMapping =
|
---|
| 2251 | ((renderMethod == RENDER_DEPTH_PASS_DEFERRED) ||
|
---|
| 2252 | (renderMethod == RENDER_DEFERRED)) && useHDR;
|
---|
[3059] | 2253 |
|
---|
[3101] | 2254 | preetham->RenderSkyDome(-light->GetDirection(), camera, &renderState, !useToneMapping);
|
---|
[3212] | 2255 |
|
---|
| 2256 | /// once again reset the renderState just to make sure
|
---|
[3101] | 2257 | renderState.Reset();
|
---|
[2801] | 2258 | }
|
---|
[2796] | 2259 |
|
---|
[2948] | 2260 |
|
---|
[2895] | 2261 | // render visible object from depth pass
|
---|
[2801] | 2262 | void RenderVisibleObjects()
|
---|
| 2263 | {
|
---|
[2955] | 2264 | if (renderMethod == RENDER_DEPTH_PASS_DEFERRED)
|
---|
[2948] | 2265 | {
|
---|
[2950] | 2266 | if (showShadowMap && !renderLightView)
|
---|
[2951] | 2267 | {
|
---|
[3068] | 2268 | // usethe maximal visible distance to focus shadow map
|
---|
| 2269 | float maxVisibleDist = min(camera->GetFar(), traverser->GetMaxVisibleDistance());
|
---|
| 2270 | RenderShadowMap(maxVisibleDist);
|
---|
[2951] | 2271 | }
|
---|
[3068] | 2272 | // initialize deferred rendering
|
---|
[2948] | 2273 | InitDeferredRendering();
|
---|
| 2274 | }
|
---|
[2949] | 2275 | else
|
---|
[2950] | 2276 | {
|
---|
[3101] | 2277 | renderState.SetRenderTechnique(FORWARD);
|
---|
[2950] | 2278 | }
|
---|
[2948] | 2279 |
|
---|
[3127] | 2280 |
|
---|
[3068] | 2281 | /////////////////
|
---|
[3101] | 2282 | //-- reset gl renderState before the final visible objects pass
|
---|
[3068] | 2283 |
|
---|
[3101] | 2284 | renderState.Reset();
|
---|
[3068] | 2285 |
|
---|
[2953] | 2286 | glEnableClientState(GL_NORMAL_ARRAY);
|
---|
[3068] | 2287 | /// switch back to smooth shading
|
---|
[3067] | 2288 | glShadeModel(GL_SMOOTH);
|
---|
[3068] | 2289 | /// reset alpha to coverage flag
|
---|
[3101] | 2290 | renderState.SetUseAlphaToCoverage(true);
|
---|
[3067] | 2291 | // clear color
|
---|
| 2292 | glClear(GL_COLOR_BUFFER_BIT);
|
---|
[3039] | 2293 |
|
---|
[3068] | 2294 | // draw only objects having exactly the same depth as the current sample
|
---|
| 2295 | glDepthFunc(GL_EQUAL);
|
---|
[2951] | 2296 |
|
---|
[2949] | 2297 | //cout << "visible: " << (int)traverser->GetVisibleObjects().size() << endl;
|
---|
| 2298 |
|
---|
[3068] | 2299 | SceneEntityContainer::const_iterator sit,
|
---|
[2801] | 2300 | sit_end = traverser->GetVisibleObjects().end();
|
---|
| 2301 |
|
---|
| 2302 | for (sit = traverser->GetVisibleObjects().begin(); sit != sit_end; ++ sit)
|
---|
[2948] | 2303 | {
|
---|
[2801] | 2304 | renderQueue->Enqueue(*sit);
|
---|
[2948] | 2305 | }
|
---|
[3068] | 2306 | /// now render out everything in one giant pass
|
---|
[2801] | 2307 | renderQueue->Apply();
|
---|
| 2308 |
|
---|
[3068] | 2309 | // switch back to standard depth func
|
---|
[2801] | 2310 | glDepthFunc(GL_LESS);
|
---|
[3101] | 2311 | renderState.Reset();
|
---|
[2949] | 2312 |
|
---|
| 2313 | PrintGLerror("visibleobjects");
|
---|
[2801] | 2314 | }
|
---|
| 2315 |
|
---|
| 2316 |
|
---|
[3120] | 2317 | SceneQuery *GetOrCreateSceneQuery()
|
---|
[2801] | 2318 | {
|
---|
[3037] | 2319 | if (!sceneQuery)
|
---|
[3101] | 2320 | sceneQuery = new SceneQuery(bvh->GetBox(), traverser, &renderState);
|
---|
[3037] | 2321 |
|
---|
[3120] | 2322 | return sceneQuery;
|
---|
| 2323 | }
|
---|
| 2324 |
|
---|
| 2325 |
|
---|
| 2326 | void PlaceViewer(const Vector3 &oldPos)
|
---|
| 2327 | {
|
---|
[2801] | 2328 | Vector3 playerPos = camera->GetPosition();
|
---|
[3120] | 2329 | bool validIntersect = GetOrCreateSceneQuery()->CalcIntersection(playerPos);
|
---|
[2801] | 2330 |
|
---|
[2853] | 2331 | if (validIntersect)
|
---|
[2848] | 2332 | // && ((playerPos.z - oldPos.z) < bvh->GetBox().Size(2) * 1e-1f))
|
---|
[2801] | 2333 | {
|
---|
| 2334 | camera->SetPosition(playerPos);
|
---|
| 2335 | }
|
---|
[2809] | 2336 | }
|
---|
[2948] | 2337 |
|
---|
| 2338 |
|
---|
[2951] | 2339 | void RenderShadowMap(float newfar)
|
---|
[2948] | 2340 | {
|
---|
[2953] | 2341 | glDisableClientState(GL_NORMAL_ARRAY);
|
---|
[3101] | 2342 | renderState.SetRenderTechnique(DEPTH_PASS);
|
---|
[3038] | 2343 |
|
---|
| 2344 | // hack: disable cull face because of alpha textured balconies
|
---|
| 2345 | glDisable(GL_CULL_FACE);
|
---|
[3101] | 2346 | renderState.LockCullFaceEnabled(true);
|
---|
[3068] | 2347 |
|
---|
| 2348 | /// don't use alpha to coverage for the depth map (problems with fbo rendering)
|
---|
[3101] | 2349 | renderState.SetUseAlphaToCoverage(false);
|
---|
[2948] | 2350 |
|
---|
[3101] | 2351 | // change CHC++ set of renderState variables
|
---|
[2980] | 2352 | // this must be done for each change of camera because
|
---|
[2948] | 2353 | // otherwise the temporal coherency is broken
|
---|
[3054] | 2354 | BvhNode::SetCurrentState(LIGHT_PASS);
|
---|
[2948] | 2355 | // hack: temporarily change camera far plane
|
---|
[2951] | 2356 | camera->SetFar(newfar);
|
---|
[2948] | 2357 | // the scene is rendered withouth any shading
|
---|
[3005] | 2358 | shadowMap->ComputeShadowMap(shadowTraverser, viewProjMat);
|
---|
[2948] | 2359 |
|
---|
| 2360 | camera->SetFar(farDist);
|
---|
| 2361 |
|
---|
[3101] | 2362 | renderState.SetUseAlphaToCoverage(true);
|
---|
| 2363 | renderState.LockCullFaceEnabled(false);
|
---|
[3102] | 2364 | glEnable(GL_CULL_FACE);
|
---|
[2948] | 2365 |
|
---|
[2953] | 2366 | glEnableClientState(GL_NORMAL_ARRAY);
|
---|
[3101] | 2367 | // change back renderState
|
---|
[3054] | 2368 | BvhNode::SetCurrentState(CAMERA_PASS);
|
---|
[2952] | 2369 | }
|
---|
[3059] | 2370 |
|
---|
[3068] | 2371 |
|
---|
[3110] | 2372 | /** Touch each material once in order to preload the render queue
|
---|
[3059] | 2373 | bucket id of each material
|
---|
| 2374 | */
|
---|
| 2375 | void PrepareRenderQueue()
|
---|
| 2376 | {
|
---|
| 2377 | for (int i = 0; i < 3; ++ i)
|
---|
| 2378 | {
|
---|
[3101] | 2379 | renderState.SetRenderTechnique(i);
|
---|
[3059] | 2380 |
|
---|
| 2381 | // fill all shapes into the render queue once so we can establish the buckets
|
---|
| 2382 | ShapeContainer::const_iterator sit, sit_end = (*resourceManager->GetShapes()).end();
|
---|
| 2383 |
|
---|
| 2384 | for (sit = (*resourceManager->GetShapes()).begin(); sit != sit_end; ++ sit)
|
---|
| 2385 | {
|
---|
[3071] | 2386 | static Transform3 dummy(IdentityMatrix());
|
---|
[3110] | 2387 | renderQueue->Enqueue(*sit, NULL);
|
---|
[3059] | 2388 | }
|
---|
| 2389 |
|
---|
| 2390 | // just clear queue again
|
---|
| 2391 | renderQueue->Clear();
|
---|
| 2392 | }
|
---|
| 2393 | }
|
---|
| 2394 |
|
---|
| 2395 |
|
---|
[3070] | 2396 | void LoadModel(const string &model, SceneEntityContainer &entities)
|
---|
[3059] | 2397 | {
|
---|
| 2398 | const string filename = string(model_path + model);
|
---|
| 2399 |
|
---|
[3127] | 2400 | cout << "\nloading model " << filename << endl;
|
---|
[3070] | 2401 | if (resourceManager->Load(filename, entities))
|
---|
[3225] | 2402 | {
|
---|
[3127] | 2403 | cout << "model " << filename << " successfully loaded" << endl;
|
---|
[3225] | 2404 | }
|
---|
[3059] | 2405 | else
|
---|
| 2406 | {
|
---|
| 2407 | cerr << "loading model " << filename << " failed" << endl;
|
---|
[3225] | 2408 |
|
---|
[3059] | 2409 | CleanUp();
|
---|
| 2410 | exit(0);
|
---|
| 2411 | }
|
---|
[3078] | 2412 | }
|
---|
| 2413 |
|
---|
| 2414 |
|
---|
| 2415 | void CreateAnimation()
|
---|
| 2416 | {
|
---|
| 2417 | const float radius = 5.0f;
|
---|
[3080] | 2418 | const Vector3 center(480.398f, 268.364f, 181.3);
|
---|
[3078] | 2419 |
|
---|
| 2420 | VertexArray vertices;
|
---|
| 2421 |
|
---|
[3080] | 2422 | /*for (int i = 0; i < 360; ++ i)
|
---|
[3078] | 2423 | {
|
---|
| 2424 | float angle = (float)i * M_PI / 180.0f;
|
---|
| 2425 |
|
---|
| 2426 | Vector3 offs = Vector3(cos(angle) * radius, sin(angle) * radius, 0);
|
---|
| 2427 | vertices.push_back(center + offs);
|
---|
[3080] | 2428 | }*/
|
---|
| 2429 |
|
---|
| 2430 | for (int i = 0; i < 5; ++ i)
|
---|
| 2431 | {
|
---|
| 2432 | Vector3 offs = Vector3(i, 0, 0);
|
---|
| 2433 | vertices.push_back(center + offs);
|
---|
[3078] | 2434 | }
|
---|
| 2435 |
|
---|
[3080] | 2436 |
|
---|
| 2437 | for (int i = 0; i < 5; ++ i)
|
---|
| 2438 | {
|
---|
| 2439 | Vector3 offs = Vector3(4 -i, 0, 0);
|
---|
| 2440 | vertices.push_back(center + offs);
|
---|
| 2441 | }
|
---|
| 2442 |
|
---|
[3078] | 2443 | motionPath = new MotionPath(vertices);
|
---|
[3214] | 2444 | }
|
---|
| 2445 |
|
---|
[3215] | 2446 | /** This function returns the number of visible pixels of a
|
---|
| 2447 | bounding box representing the sun.
|
---|
| 2448 | */
|
---|
| 2449 | int TestSunVisible()
|
---|
[3214] | 2450 | {
|
---|
| 2451 | // assume sun is at a far away point along the light vector
|
---|
| 2452 | Vector3 sunPos = light->GetDirection() * -1e3f;
|
---|
| 2453 | sunPos += camera->GetPosition();
|
---|
| 2454 |
|
---|
| 2455 | sunBox->GetTransform()->SetMatrix(TranslationMatrix(sunPos));
|
---|
| 2456 |
|
---|
| 2457 | glBeginQueryARB(GL_SAMPLES_PASSED_ARB, sunQuery);
|
---|
| 2458 |
|
---|
| 2459 | sunBox->Render(&renderState);
|
---|
| 2460 |
|
---|
| 2461 | glEndQueryARB(GL_SAMPLES_PASSED_ARB);
|
---|
| 2462 |
|
---|
| 2463 | GLuint sampleCount;
|
---|
| 2464 |
|
---|
| 2465 | glGetQueryObjectuivARB(sunQuery, GL_QUERY_RESULT_ARB, &sampleCount);
|
---|
| 2466 |
|
---|
[3215] | 2467 | return sampleCount;
|
---|
[3214] | 2468 | }
|
---|