[2961] | 1 | // chcdemo.cpp : Defines the entry point for the console application.
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[2642] | 2 | //
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[3019] | 3 |
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[3021] | 4 |
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| 5 | #include "common.h"
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| 6 |
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[3019] | 7 | #ifdef _CRT_SET
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| 8 | #define _CRTDBG_MAP_ALLOC
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| 9 | #include <stdlib.h>
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| 10 | #include <crtdbg.h>
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| 11 |
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| 12 | // redefine new operator
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| 13 | #define DEBUG_NEW new(_NORMAL_BLOCK, __FILE__, __LINE__)
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| 14 | #define new DEBUG_NEW
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| 15 | #endif
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| 16 |
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[2746] | 17 | #include <math.h>
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| 18 | #include <time.h>
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[3019] | 19 | #include "glInterface.h"
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| 20 |
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| 21 |
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[2642] | 22 | #include "RenderTraverser.h"
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[2756] | 23 | #include "SceneEntity.h"
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| 24 | #include "Vector3.h"
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| 25 | #include "Matrix4x4.h"
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[2795] | 26 | #include "ResourceManager.h"
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[2756] | 27 | #include "Bvh.h"
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| 28 | #include "Camera.h"
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| 29 | #include "Geometry.h"
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[2760] | 30 | #include "BvhLoader.h"
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| 31 | #include "FrustumCullingTraverser.h"
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[2763] | 32 | #include "StopAndWaitTraverser.h"
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[2764] | 33 | #include "CHCTraverser.h"
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[2767] | 34 | #include "CHCPlusPlusTraverser.h"
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| 35 | #include "Visualization.h"
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[2769] | 36 | #include "RenderState.h"
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[2795] | 37 | #include "Timer/PerfTimer.h"
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[2796] | 38 | #include "SceneQuery.h"
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[2801] | 39 | #include "RenderQueue.h"
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[2819] | 40 | #include "Material.h"
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[2826] | 41 | #include "glfont2.h"
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[2827] | 42 | #include "PerformanceGraph.h"
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[2828] | 43 | #include "Environment.h"
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[2837] | 44 | #include "Halton.h"
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[2840] | 45 | #include "Transform3.h"
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[2853] | 46 | #include "SampleGenerator.h"
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[2857] | 47 | #include "FrameBufferObject.h"
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[2896] | 48 | #include "DeferredRenderer.h"
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[2887] | 49 | #include "ShadowMapping.h"
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| 50 | #include "Light.h"
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[2953] | 51 | #include "SceneEntityConverter.h"
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[2957] | 52 | #include "SkyPreetham.h"
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[2964] | 53 | #include "Texture.h"
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[3057] | 54 | #include "ShaderManager.h"
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[3078] | 55 | #include "MotionPath.h"
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[3113] | 56 | #include "ShaderProgram.h"
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| 57 | #include "Shape.h"
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[3219] | 58 | #include "WalkThroughRecorder.h"
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[3223] | 59 | #include "StatsWriter.h"
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[3243] | 60 | #include "VisibilitySolutionLoader.h"
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| 61 | #include "ViewCellsTree.h"
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[3258] | 62 | #include "PvsCollectionRenderer.h"
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[3260] | 63 | #include "ObjExporter.h"
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| 64 | #include "BvhExporter.h"
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[2642] | 65 |
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[3066] | 66 |
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[2756] | 67 | using namespace std;
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[2776] | 68 | using namespace CHCDemoEngine;
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[2642] | 69 |
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| 70 |
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[3068] | 71 | /// the environment for the program parameter
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[2828] | 72 | static Environment env;
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| 73 |
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| 74 |
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[2826] | 75 | GLuint fontTex;
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[3068] | 76 | /// the fbo used for MRT
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[3038] | 77 | FrameBufferObject *fbo = NULL;
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[2756] | 78 | /// the renderable scene geometry
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[3267] | 79 | SceneEntityContainer staticObjects;
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[3214] | 80 | /// the dynamic objects in the scene
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[3070] | 81 | SceneEntityContainer dynamicObjects;
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[2756] | 82 | // traverses and renders the hierarchy
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[2767] | 83 | RenderTraverser *traverser = NULL;
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[2756] | 84 | /// the hierarchy
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[2767] | 85 | Bvh *bvh = NULL;
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[2793] | 86 | /// handles scene loading
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[3059] | 87 | ResourceManager *resourceManager = NULL;
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[3057] | 88 | /// handles scene loading
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| 89 | ShaderManager *shaderManager = NULL;
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[2756] | 90 | /// the scene camera
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[3062] | 91 | PerspectiveCamera *camera = NULL;
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[2795] | 92 | /// the scene camera
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[3062] | 93 | PerspectiveCamera *visCamera = NULL;
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[2767] | 94 | /// the visualization
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| 95 | Visualization *visualization = NULL;
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[3101] | 96 | /// the current render renderState
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| 97 | RenderState renderState;
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[2764] | 98 | /// the rendering algorithm
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[2795] | 99 | int renderMode = RenderTraverser::CHCPLUSPLUS;
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[3038] | 100 | /// eye near plane distance
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[3068] | 101 | const float nearDist = 0.2f;
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[3106] | 102 | //const float nearDist = 1.0f;
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[3038] | 103 | /// eye far plane distance
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[2927] | 104 | float farDist = 1e6f;
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[2856] | 105 | /// the field of view
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[3068] | 106 | const float fov = 50.0f;
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[2764] | 107 |
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[2796] | 108 | SceneQuery *sceneQuery = NULL;
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[2801] | 109 | RenderQueue *renderQueue = NULL;
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[3068] | 110 | /// traverses and renders the hierarchy
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[2897] | 111 | RenderTraverser *shadowTraverser = NULL;
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[3068] | 112 | /// the skylight + skydome model
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[2957] | 113 | SkyPreetham *preetham = NULL;
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[2897] | 114 |
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[3078] | 115 | MotionPath *motionPath = NULL;
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[3189] | 116 | /// max depth where candidates for tighter bounds are searched
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[3123] | 117 | int maxDepthForTestingChildren = 3;
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[3246] | 118 | /// use full resolution for ssao or half
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[3216] | 119 | bool ssaoUseFullResolution = false;
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[3123] | 120 |
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[3219] | 121 | /// store the frames as tga
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| 122 | bool recordFrames = false;
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| 123 | /// record the taken path
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| 124 | bool recordPath = false;
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| 125 | /// replays the recorded path
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| 126 | bool replayPath = false;
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[3223] | 127 | /// frame number for replay
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[3219] | 128 | int currentReplayFrame = -1;
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| 129 |
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[3220] | 130 | string recordedFramesSuffix("frames");
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[3223] | 131 | string statsFilename("stats");
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[3220] | 132 |
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[3238] | 133 | string filename("city");
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[3243] | 134 | string visibilitySolution("");
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[3238] | 135 |
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| 136 |
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[3219] | 137 | /// the walkThroughRecorder
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| 138 | WalkThroughRecorder *walkThroughRecorder = NULL;
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| 139 | WalkThroughPlayer *walkThroughPlayer = NULL;
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[3223] | 140 | StatsWriter *statsWriter = NULL;
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[3219] | 141 |
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[3225] | 142 | bool makeSnapShot = false;
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[3219] | 143 |
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[3244] | 144 | ViewCellsTree *viewCellsTree = NULL;
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[3246] | 145 | ViewCell *viewCell = NULL;
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[3225] | 146 |
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[3247] | 147 | bool useSkylightForIllum = true;
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| 148 |
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[3245] | 149 | static int globalVisibleId = 0;
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[3244] | 150 |
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[3245] | 151 |
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| 152 |
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[3068] | 153 | /// the technique used for rendering
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| 154 | enum RenderTechnique
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| 155 | {
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| 156 | FORWARD,
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| 157 | DEFERRED,
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| 158 | DEPTH_PASS
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| 159 | };
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| 160 |
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| 161 |
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[2994] | 162 | /// the used render type for this render pass
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| 163 | enum RenderMethod
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| 164 | {
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[3043] | 165 | RENDER_FORWARD,
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[2994] | 166 | RENDER_DEPTH_PASS,
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| 167 | RENDER_DEFERRED,
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| 168 | RENDER_DEPTH_PASS_DEFERRED,
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| 169 | RENDER_NUM_RENDER_TYPES
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| 170 | };
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[2957] | 171 |
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[2994] | 172 | /// one of four possible render methods
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[3043] | 173 | int renderMethod = RENDER_FORWARD;
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[2994] | 174 |
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[3059] | 175 | static int winWidth = 1024;
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| 176 | static int winHeight = 768;
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| 177 | static float winAspectRatio = 1.0f;
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[2994] | 178 |
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[2809] | 179 | /// these values get scaled with the frame rate
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[2828] | 180 | static float keyForwardMotion = 30.0f;
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| 181 | static float keyRotation = 1.5f;
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[2801] | 182 |
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[2826] | 183 | /// elapsed time in milliseconds
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[3059] | 184 | double elapsedTime = 1000.0;
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| 185 | double algTime = 1000.0;
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| 186 | double accumulatedTime = 1000.0;
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| 187 | float fps = 1e3f;
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[3193] | 188 | float turbitity = 5.0f;
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[2795] | 189 |
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[3212] | 190 | // ssao parameters
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| 191 | float ssaoKernelRadius = 1e-8f;
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| 192 | float ssaoSampleIntensity = 0.2f;
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[3216] | 193 | float ssaoFilterRadius = 12.0f;
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[3212] | 194 | float ssaoTempCohFactor = 255.0;
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| 195 | bool sortSamples = true;
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| 196 |
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[2945] | 197 | int shadowSize = 2048;
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[3212] | 198 |
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[3059] | 199 | /// the hud font
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[2826] | 200 | glfont::GLFont myfont;
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| 201 |
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[2809] | 202 | // rendertexture
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[3212] | 203 | int texWidth = 1024;
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| 204 | int texHeight = 768;
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[2866] | 205 |
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[2770] | 206 | int renderedObjects = 0;
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[2773] | 207 | int renderedNodes = 0;
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| 208 | int renderedTriangles = 0;
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| 209 |
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[2770] | 210 | int issuedQueries = 0;
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| 211 | int traversedNodes = 0;
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| 212 | int frustumCulledNodes = 0;
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| 213 | int queryCulledNodes = 0;
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| 214 | int stateChanges = 0;
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[2800] | 215 | int numBatches = 0;
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[2770] | 216 |
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[3101] | 217 | // mouse navigation renderState
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[2809] | 218 | int xEyeBegin = 0;
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| 219 | int yEyeBegin = 0;
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| 220 | int yMotionBegin = 0;
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| 221 | int verticalMotionBegin = 0;
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| 222 | int horizontalMotionBegin = 0;
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[2642] | 223 |
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[2792] | 224 | bool leftKeyPressed = false;
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| 225 | bool rightKeyPressed = false;
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| 226 | bool upKeyPressed = false;
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| 227 | bool downKeyPressed = false;
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[2837] | 228 | bool descendKeyPressed = false;
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| 229 | bool ascendKeyPressed = false;
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[3105] | 230 | bool leftStrafeKeyPressed = false;
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| 231 | bool rightStrafeKeyPressed = false;
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| 232 |
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[3054] | 233 | bool altKeyPressed = false;
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| 234 |
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[2994] | 235 | bool showHelp = false;
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| 236 | bool showStatistics = false;
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| 237 | bool showOptions = true;
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| 238 | bool showBoundingVolumes = false;
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| 239 | bool visMode = false;
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| 240 |
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| 241 | bool useOptimization = false;
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[3074] | 242 | bool useTightBounds = true;
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[2994] | 243 | bool useRenderQueue = true;
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| 244 | bool useMultiQueries = true;
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| 245 | bool flyMode = true;
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| 246 |
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[2875] | 247 | bool useGlobIllum = false;
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| 248 | bool useTemporalCoherence = true;
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[2994] | 249 | bool showAlgorithmTime = false;
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[2875] | 250 |
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[2994] | 251 | bool useFullScreen = false;
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| 252 | bool useLODs = true;
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| 253 | bool moveLight = false;
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| 254 |
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| 255 | bool useAdvancedShading = false;
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| 256 | bool showShadowMap = false;
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| 257 | bool renderLightView = false;
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[3054] | 258 | bool useHDR = true;
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[3175] | 259 | bool useAntiAliasing = true;
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[3215] | 260 | bool useLenseFlare = true;
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[2994] | 261 |
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[3246] | 262 | bool usePvs = false;
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| 263 |
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| 264 |
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[3054] | 265 | PerfTimer frameTimer, algTimer;
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[3212] | 266 | /// the performance graph window
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[3054] | 267 | PerformanceGraph *perfGraph = NULL;
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[2994] | 268 |
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[3189] | 269 | int sCurrentMrtSet = 0;
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[3111] | 270 | static Matrix4x4 invTrafo = IdentityMatrix();
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[3246] | 271 | float mouseMotion = 0.2f;
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[3111] | 272 |
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[3256] | 273 | float viewCellsScaleFactor = 1.0f;
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[3246] | 274 |
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[3256] | 275 |
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[3068] | 276 | //////////////
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[3246] | 277 | //-- chc++ algorithm parameters
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[2827] | 278 |
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[3068] | 279 | /// the pixel threshold where a node is still considered invisible
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| 280 | /// (should be zero for conservative visibility)
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| 281 | int threshold;
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| 282 | int assumedVisibleFrames = 10;
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| 283 | int maxBatchSize = 50;
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| 284 | int trianglesPerVirtualLeaf = INITIAL_TRIANGLES_PER_VIRTUAL_LEAVES;
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| 285 |
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[3244] | 286 |
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[3068] | 287 | //////////////
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| 288 |
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| 289 | enum {CAMERA_PASS = 0, LIGHT_PASS = 1};
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| 290 |
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| 291 |
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[2948] | 292 | //DeferredRenderer::SAMPLING_METHOD samplingMethod = DeferredRenderer::SAMPLING_POISSON;
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| 293 | DeferredRenderer::SAMPLING_METHOD samplingMethod = DeferredRenderer::SAMPLING_QUADRATIC;
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[2865] | 294 |
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[2894] | 295 | ShadowMap *shadowMap = NULL;
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[2952] | 296 | DirectionalLight *light = NULL;
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[3111] | 297 | DeferredRenderer *deferredShader = NULL;
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[2834] | 298 |
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[3175] | 299 |
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[3059] | 300 | SceneEntity *buddha = NULL;
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[2957] | 301 | SceneEntity *skyDome = NULL;
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[3214] | 302 | SceneEntity *sunBox = NULL;
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[2895] | 303 |
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[3214] | 304 | GLuint sunQuery = 0;
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[2952] | 305 |
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[3214] | 306 |
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[3059] | 307 | ////////////////////
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| 308 | //--- function forward declarations
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[2991] | 309 |
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[2759] | 310 | void InitExtensions();
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[3059] | 311 | void InitGLstate();
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| 312 |
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[2756] | 313 | void DisplayVisualization();
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[3059] | 314 | /// destroys all allocated resources
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[2759] | 315 | void CleanUp();
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| 316 | void SetupEyeView();
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| 317 | void SetupLighting();
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[2764] | 318 | void DisplayStats();
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[3059] | 319 | /// draw the help screen
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[2786] | 320 | void DrawHelpMessage();
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[3059] | 321 | /// render the sky dome
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[2796] | 322 | void RenderSky();
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[3059] | 323 | /// render the objects found visible in the depth pass
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[2801] | 324 | void RenderVisibleObjects();
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[2756] | 325 |
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[3215] | 326 | int TestSunVisible();
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[3214] | 327 |
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[2792] | 328 | void Begin2D();
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| 329 | void End2D();
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[3059] | 330 | /// the main loop
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| 331 | void MainLoop();
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| 332 |
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[2792] | 333 | void KeyBoard(unsigned char c, int x, int y);
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| 334 | void Special(int c, int x, int y);
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| 335 | void KeyUp(unsigned char c, int x, int y);
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| 336 | void SpecialKeyUp(int c, int x, int y);
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| 337 | void Reshape(int w, int h);
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[3101] | 338 | void Mouse(int button, int renderState, int x, int y);
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[2792] | 339 | void LeftMotion(int x, int y);
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| 340 | void RightMotion(int x, int y);
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| 341 | void MiddleMotion(int x, int y);
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[3059] | 342 | void KeyHorizontalMotion(float shift);
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| 343 | void KeyVerticalMotion(float shift);
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| 344 | /// returns the string representation of a number with the decimal points
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[2792] | 345 | void CalcDecimalPoint(string &str, int d);
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[3059] | 346 | /// Creates the traversal method (vfc, stopandwait, chc, chc++)
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[3062] | 347 | RenderTraverser *CreateTraverser(PerspectiveCamera *cam);
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[3059] | 348 | /// place the viewer on the floor plane
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[2801] | 349 | void PlaceViewer(const Vector3 &oldPos);
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[3019] | 350 | // initialise the frame buffer objects
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[2809] | 351 | void InitFBO();
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[3059] | 352 | /// changes the sunlight direction
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[2954] | 353 | void RightMotionLight(int x, int y);
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[3059] | 354 | /// render the shader map
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[2951] | 355 | void RenderShadowMap(float newfar);
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[3059] | 356 | /// function that touches each material once in order to accelarate render queue
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| 357 | void PrepareRenderQueue();
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| 358 | /// loads the specified model
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[3237] | 359 | int LoadModel(const string &model, SceneEntityContainer &entities);
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[2810] | 360 |
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[3059] | 361 | inline float KeyRotationAngle() { return keyRotation * elapsedTime * 1e-3f; }
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| 362 | inline float KeyShift() { return keyForwardMotion * elapsedTime * 1e-3f; }
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[3054] | 363 |
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[3078] | 364 | void CreateAnimation();
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| 365 |
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[3120] | 366 | SceneQuery *GetOrCreateSceneQuery();
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[3078] | 367 |
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[3246] | 368 | void LoadPvs();
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[3120] | 369 |
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[3246] | 370 | void LoadVisibilitySolution();
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[3244] | 371 |
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[3246] | 372 | void RenderViewCell();
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| 373 |
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| 374 |
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[3120] | 375 | // new view projection matrix of the camera
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[3005] | 376 | static Matrix4x4 viewProjMat = IdentityMatrix();
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[3120] | 377 | // the old view projection matrix of the camera
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[3005] | 378 | static Matrix4x4 oldViewProjMat = IdentityMatrix();
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[2820] | 379 |
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[2837] | 380 |
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[2995] | 381 |
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[2809] | 382 | static void PrintGLerror(char *msg)
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| 383 | {
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| 384 | GLenum errCode;
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| 385 | const GLubyte *errStr;
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| 386 |
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| 387 | if ((errCode = glGetError()) != GL_NO_ERROR)
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| 388 | {
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| 389 | errStr = gluErrorString(errCode);
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| 390 | fprintf(stderr,"OpenGL ERROR: %s: %s\n", errStr, msg);
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| 391 | }
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| 392 | }
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| 393 |
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| 394 |
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[2642] | 395 | int main(int argc, char* argv[])
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| 396 | {
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[3019] | 397 | #ifdef _CRT_SET
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| 398 | //Now just call this function at the start of your program and if you're
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| 399 | //compiling in debug mode (F5), any leaks will be displayed in the Output
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| 400 | //window when the program shuts down. If you're not in debug mode this will
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| 401 | //be ignored. Use it as you will!
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| 402 | //note: from GDNet Direct [3.8.04 - 3.14.04] void detectMemoryLeaks() {
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| 403 |
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| 404 | _CrtSetDbgFlag(_CRTDBG_LEAK_CHECK_DF|_CRTDBG_ALLOC_MEM_DF);
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| 405 | _CrtSetReportMode(_CRT_ASSERT,_CRTDBG_MODE_FILE);
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| 406 | _CrtSetReportFile(_CRT_ASSERT,_CRTDBG_FILE_STDERR);
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| 407 | #endif
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[3052] | 408 |
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[3019] | 409 |
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[2781] | 410 | int returnCode = 0;
|
---|
| 411 |
|
---|
[2837] | 412 | Vector3 camPos(.0f, .0f, .0f);
|
---|
[2838] | 413 | Vector3 camDir(.0f, 1.0f, .0f);
|
---|
[2952] | 414 | Vector3 lightDir(-0.8f, 1.0f, -0.7f);
|
---|
[2837] | 415 |
|
---|
[2873] | 416 | cout << "=== reading environment file ===" << endl << endl;
|
---|
[2830] | 417 |
|
---|
[3019] | 418 | const string envFileName = "default.env";
|
---|
[2837] | 419 | if (!env.Read(envFileName))
|
---|
| 420 | {
|
---|
| 421 | cerr << "loading environment " << envFileName << " failed!" << endl;
|
---|
| 422 | }
|
---|
| 423 | else
|
---|
| 424 | {
|
---|
| 425 | env.GetIntParam(string("assumedVisibleFrames"), assumedVisibleFrames);
|
---|
| 426 | env.GetIntParam(string("maxBatchSize"), maxBatchSize);
|
---|
| 427 | env.GetIntParam(string("trianglesPerVirtualLeaf"), trianglesPerVirtualLeaf);
|
---|
[3123] | 428 | env.GetIntParam(string("winWidth"), winWidth);
|
---|
| 429 | env.GetIntParam(string("winHeight"), winHeight);
|
---|
| 430 | env.GetIntParam(string("shadowSize"), shadowSize);
|
---|
| 431 | env.GetIntParam(string("maxDepthForTestingChildren"), maxDepthForTestingChildren);
|
---|
[2828] | 432 |
|
---|
[2837] | 433 | env.GetFloatParam(string("keyForwardMotion"), keyForwardMotion);
|
---|
| 434 | env.GetFloatParam(string("keyRotation"), keyRotation);
|
---|
[3246] | 435 | env.GetFloatParam(string("mouseMotion"), mouseMotion);
|
---|
[3123] | 436 | env.GetFloatParam(string("tempCohFactor"), ssaoTempCohFactor);
|
---|
[3193] | 437 | env.GetFloatParam(string("turbitity"), turbitity);
|
---|
[3123] | 438 |
|
---|
[2837] | 439 | env.GetVectorParam(string("camPosition"), camPos);
|
---|
[2838] | 440 | env.GetVectorParam(string("camDirection"), camDir);
|
---|
[2952] | 441 | env.GetVectorParam(string("lightDirection"), lightDir);
|
---|
[2865] | 442 |
|
---|
[3117] | 443 | env.GetBoolParam(string("useFullScreen"), useFullScreen);
|
---|
| 444 | env.GetBoolParam(string("useLODs"), useLODs);
|
---|
[2994] | 445 | env.GetBoolParam(string("useHDR"), useHDR);
|
---|
[3175] | 446 | env.GetBoolParam(string("useAA"), useAntiAliasing);
|
---|
[3215] | 447 | env.GetBoolParam(string("useLenseFlare"), useLenseFlare);
|
---|
[3175] | 448 | env.GetBoolParam(string("useAdvancedShading"), useAdvancedShading);
|
---|
[2994] | 449 |
|
---|
[3175] | 450 | env.GetIntParam(string("renderMethod"), renderMethod);
|
---|
[3117] | 451 |
|
---|
[3212] | 452 | env.GetFloatParam(string("ssaoKernelRadius"), ssaoKernelRadius);
|
---|
| 453 | env.GetFloatParam(string("ssaoSampleIntensity"), ssaoSampleIntensity);
|
---|
[3216] | 454 | env.GetBoolParam(string("ssaoUseFullResolution"), ssaoUseFullResolution);
|
---|
| 455 |
|
---|
[3220] | 456 | env.GetStringParam(string("recordedFramesSuffix"), recordedFramesSuffix);
|
---|
[3223] | 457 | env.GetStringParam(string("statsFilename"), statsFilename);
|
---|
[3238] | 458 | env.GetStringParam(string("filename"), filename);
|
---|
[3243] | 459 | env.GetStringParam(string("visibilitySolution"), visibilitySolution);
|
---|
[3220] | 460 |
|
---|
[3246] | 461 | env.GetBoolParam(string("usePvs"), usePvs);
|
---|
[3247] | 462 | env.GetBoolParam(string("useSkylightForIllum"), useSkylightForIllum);
|
---|
[3256] | 463 | env.GetFloatParam(string("viewCellsScaleFactor"), viewCellsScaleFactor);
|
---|
[3247] | 464 |
|
---|
[2846] | 465 | //env.GetStringParam(string("modelPath"), model_path);
|
---|
[2838] | 466 | //env.GetIntParam(string("numSssaoSamples"), numSsaoSamples);
|
---|
| 467 |
|
---|
[3212] | 468 | texWidth = winWidth;
|
---|
| 469 | texHeight = winHeight;
|
---|
| 470 |
|
---|
[3251] | 471 | cout << "assumed visible frames: " << assumedVisibleFrames << endl;
|
---|
| 472 | cout << "max batch size: " << maxBatchSize << endl;
|
---|
| 473 | cout << "triangles per virtual leaf: " << trianglesPerVirtualLeaf << endl;
|
---|
[2828] | 474 |
|
---|
[3251] | 475 | cout << "key forward motion: " << keyForwardMotion << endl;
|
---|
| 476 | cout << "key rotation: " << keyRotation << endl;
|
---|
| 477 | cout << "win width: " << winWidth << endl;
|
---|
| 478 | cout << "win height: " << winHeight << endl;
|
---|
| 479 | cout << "use full screen: " << useFullScreen << endl;
|
---|
| 480 | cout << "use LODs: " << useLODs << endl;
|
---|
| 481 | cout << "camera position: " << camPos << endl;
|
---|
[2945] | 482 | cout << "shadow size: " << shadowSize << endl;
|
---|
[3175] | 483 | cout << "render method: " << renderMethod << endl;
|
---|
| 484 | cout << "use antialiasing: " << useAntiAliasing << endl;
|
---|
[3215] | 485 | cout << "use lense flare: " << useLenseFlare << endl;
|
---|
[3175] | 486 | cout << "use advanced shading: " << useAdvancedShading << endl;
|
---|
[3193] | 487 | cout << "turbitity: " << turbitity << endl;
|
---|
[3251] | 488 | cout << "temporal coherence factor: " << ssaoTempCohFactor << endl;
|
---|
[3212] | 489 | cout << "sample intensity: " << ssaoSampleIntensity << endl;
|
---|
| 490 | cout << "kernel radius: " << ssaoKernelRadius << endl;
|
---|
[3251] | 491 | cout << "use ssao full resolution: " << ssaoUseFullResolution << endl;
|
---|
[3220] | 492 | cout << "recorded frames suffix: " << recordedFramesSuffix << endl;
|
---|
[3223] | 493 | cout << "stats filename: " << statsFilename << endl;
|
---|
[3251] | 494 | cout << "static scene filename prefix: " << filename << endl;
|
---|
| 495 | cout << "use PVSs: " << usePvs << endl;
|
---|
| 496 | cout << "visibility solution: " << visibilitySolution << endl;
|
---|
[3256] | 497 | cout << "view cells scale factor: " << viewCellsScaleFactor << endl;
|
---|
[3251] | 498 | cout << "use skylight for illumination: " << useSkylightForIllum << endl;
|
---|
[2873] | 499 |
|
---|
[2846] | 500 | //cout << "model path: " << model_path << endl;
|
---|
[2881] | 501 | cout << "**** end parameters ****" << endl << endl;
|
---|
[2837] | 502 | }
|
---|
[2829] | 503 |
|
---|
[2828] | 504 | ///////////////////////////
|
---|
| 505 |
|
---|
[3062] | 506 | camera = new PerspectiveCamera(winWidth / winHeight, fov);
|
---|
[2795] | 507 | camera->SetNear(nearDist);
|
---|
[2913] | 508 | camera->SetFar(1000);
|
---|
[2888] | 509 |
|
---|
[2838] | 510 | camera->SetDirection(camDir);
|
---|
[2829] | 511 | camera->SetPosition(camPos);
|
---|
| 512 |
|
---|
[3062] | 513 | visCamera = new PerspectiveCamera(winWidth / winHeight, fov);
|
---|
[2796] | 514 | visCamera->SetNear(0.0f);
|
---|
| 515 | visCamera->Yaw(.5 * M_PI);
|
---|
[2781] | 516 |
|
---|
[2952] | 517 | // create a new light
|
---|
[2968] | 518 | light = new DirectionalLight(lightDir, RgbaColor(1, 1, 1, 1), RgbaColor(1, 1, 1, 1));
|
---|
[3061] | 519 | // the render queue for material sorting
|
---|
[3101] | 520 | renderQueue = new RenderQueue(&renderState);
|
---|
[2952] | 521 |
|
---|
[2760] | 522 | glutInitWindowSize(winWidth, winHeight);
|
---|
[2756] | 523 | glutInit(&argc, argv);
|
---|
[2853] | 524 | glutInitDisplayMode(GLUT_DOUBLE | GLUT_RGBA | GLUT_DEPTH | GLUT_MULTISAMPLE);
|
---|
| 525 | //glutInitDisplayMode(GLUT_DOUBLE | GLUT_RGBA | GLUT_DEPTH);
|
---|
[2850] | 526 | //glutInitDisplayString("samples=2");
|
---|
| 527 |
|
---|
[2867] | 528 | SceneEntity::SetUseLODs(useLODs);
|
---|
| 529 |
|
---|
[3256] | 530 |
|
---|
[2828] | 531 | if (!useFullScreen)
|
---|
[2856] | 532 | {
|
---|
[2828] | 533 | glutCreateWindow("FriendlyCulling");
|
---|
[2856] | 534 | }
|
---|
[2828] | 535 | else
|
---|
| 536 | {
|
---|
| 537 | glutGameModeString( "1024x768:32@75" );
|
---|
| 538 | glutEnterGameMode();
|
---|
| 539 | }
|
---|
| 540 |
|
---|
[3059] | 541 | glutDisplayFunc(MainLoop);
|
---|
[2792] | 542 | glutKeyboardFunc(KeyBoard);
|
---|
| 543 | glutSpecialFunc(Special);
|
---|
| 544 | glutReshapeFunc(Reshape);
|
---|
| 545 | glutMouseFunc(Mouse);
|
---|
[3059] | 546 | glutIdleFunc(MainLoop);
|
---|
[2792] | 547 | glutKeyboardUpFunc(KeyUp);
|
---|
| 548 | glutSpecialUpFunc(SpecialKeyUp);
|
---|
| 549 | glutIgnoreKeyRepeat(true);
|
---|
| 550 |
|
---|
[2829] | 551 | // initialise gl graphics
|
---|
[2756] | 552 | InitExtensions();
|
---|
| 553 | InitGLstate();
|
---|
[2850] | 554 |
|
---|
[2854] | 555 | glEnable(GL_MULTISAMPLE_ARB);
|
---|
| 556 | glHint(GL_MULTISAMPLE_FILTER_HINT_NV, GL_NICEST);
|
---|
[2850] | 557 |
|
---|
[2792] | 558 | LeftMotion(0, 0);
|
---|
| 559 | MiddleMotion(0, 0);
|
---|
[2756] | 560 |
|
---|
[2829] | 561 | perfGraph = new PerformanceGraph(1000);
|
---|
[2756] | 562 |
|
---|
[3059] | 563 | resourceManager = ResourceManager::GetSingleton();
|
---|
[3057] | 564 | shaderManager = ShaderManager::GetSingleton();
|
---|
[2793] | 565 |
|
---|
[3220] | 566 |
|
---|
[3059] | 567 | ///////////
|
---|
| 568 | //-- load the static scene geometry
|
---|
[2756] | 569 |
|
---|
[3267] | 570 | LoadModel(filename + ".dem", staticObjects);
|
---|
[3059] | 571 |
|
---|
[3074] | 572 |
|
---|
[3072] | 573 | //////////
|
---|
| 574 | //-- load some dynamic stuff
|
---|
[3059] | 575 |
|
---|
[3203] | 576 | //resourceManager->mUseNormalMapping = true;
|
---|
[3193] | 577 | //resourceManager->mUseNormalMapping = false;
|
---|
[3127] | 578 |
|
---|
[3226] | 579 | resourceManager->mUseSpecialColors = true;
|
---|
| 580 |
|
---|
[3203] | 581 | //LoadModel("fisch.dem", dynamicObjects);
|
---|
[3235] | 582 |
|
---|
[3146] | 583 | //LoadModel("venusm.dem", dynamicObjects);
|
---|
[3153] | 584 | //LoadModel("camel.dem", dynamicObjects);
|
---|
[3146] | 585 | //LoadModel("toyplane2.dem", dynamicObjects);
|
---|
[3151] | 586 | //LoadModel("elephal.dem", dynamicObjects);
|
---|
[3249] | 587 | //LoadModel("sibenik.dem", dynamicObjects);
|
---|
[3128] | 588 |
|
---|
[3268] | 589 | //LoadModel("procedural_pompeii_area6_hires/pompeii.dem", dynamicObjects);
|
---|
| 590 | /*
|
---|
[3261] | 591 | AxisAlignedBox3 box;
|
---|
| 592 | box.Initialize();
|
---|
| 593 |
|
---|
| 594 | const Vector3 offs(.0f, 3000.0f, 180);
|
---|
| 595 | //const Vector3 sceneCenter(470.398f, 240.364f, 180.3);
|
---|
| 596 | Matrix4x4 moffs = TranslationMatrix(offs);
|
---|
| 597 |
|
---|
| 598 | for (size_t i = 0; i < dynamicObjects.size(); ++ i)
|
---|
| 599 | {
|
---|
| 600 | dynamicObjects[i]->GetTransform()->SetMatrix(moffs);
|
---|
| 601 | box.Include(dynamicObjects[i]->GetWorldBoundingBox());
|
---|
| 602 | }
|
---|
| 603 |
|
---|
| 604 | cout << "pompeii bb:\n" << box << endl;
|
---|
[3268] | 605 | */
|
---|
[3250] | 606 | #if 0
|
---|
[3261] | 607 | const Vector3 sceneCenter(470.398f, 240.364f, 181.7f);
|
---|
| 608 | //const Vector3 sceneCenter(470.398f, 240.364f, 180.3);
|
---|
| 609 | Matrix4x4 transl = TranslationMatrix(sceneCenter);
|
---|
| 610 |
|
---|
[3247] | 611 | LoadModel("hbuddha.dem", dynamicObjects);
|
---|
[3128] | 612 |
|
---|
[3072] | 613 | buddha = dynamicObjects.back();
|
---|
| 614 | buddha->GetTransform()->SetMatrix(transl);
|
---|
| 615 |
|
---|
[3075] | 616 | for (int i = 0; i < 10; ++ i)
|
---|
[3072] | 617 | {
|
---|
| 618 | SceneEntity *ent = new SceneEntity(*buddha);
|
---|
| 619 | resourceManager->AddSceneEntity(ent);
|
---|
| 620 |
|
---|
| 621 | Vector3 offs = Vector3::ZERO();
|
---|
| 622 |
|
---|
[3074] | 623 | offs.x = RandomValue(.0f, 50.0f);
|
---|
| 624 | offs.y = RandomValue(.0f, 50.0f);
|
---|
[3072] | 625 |
|
---|
[3120] | 626 | Vector3 newPos = sceneCenter + offs;
|
---|
| 627 |
|
---|
| 628 | transl = TranslationMatrix(newPos);
|
---|
[3072] | 629 | Transform3 *transform = resourceManager->CreateTransform(transl);
|
---|
| 630 |
|
---|
| 631 | ent->SetTransform(transform);
|
---|
| 632 | dynamicObjects.push_back(ent);
|
---|
[3125] | 633 | }
|
---|
[3247] | 634 | #endif
|
---|
[3072] | 635 |
|
---|
[3247] | 636 |
|
---|
| 637 | resourceManager->mUseNormalMapping = false;
|
---|
| 638 | resourceManager->mUseSpecialColors = false;
|
---|
| 639 |
|
---|
| 640 |
|
---|
[3059] | 641 | ///////////
|
---|
| 642 | //-- load the associated static bvh
|
---|
| 643 |
|
---|
[3238] | 644 | const string bvh_filename = string(model_path + filename + ".bvh");
|
---|
[3072] | 645 |
|
---|
[3266] | 646 | BvhFactory bvhFactory;
|
---|
[3268] | 647 | #if 1
|
---|
[3267] | 648 | bvh = bvhFactory.Create(staticObjects, dynamicObjects, maxDepthForTestingChildren);
|
---|
[3268] | 649 | #else
|
---|
| 650 | bvh = bvhFactory.Create(bvh_filename, staticObjects, dynamicObjects, maxDepthForTestingChildren);
|
---|
| 651 | #endif
|
---|
[2795] | 652 |
|
---|
[2961] | 653 | if (!bvh)
|
---|
[2795] | 654 | {
|
---|
[2961] | 655 | cerr << "loading bvh " << bvh_filename << " failed" << endl;
|
---|
[2795] | 656 | CleanUp();
|
---|
| 657 | exit(0);
|
---|
| 658 | }
|
---|
| 659 |
|
---|
[3059] | 660 | /// set the depth of the bvh depending on the triangles per leaf node
|
---|
| 661 | bvh->SetVirtualLeaves(trianglesPerVirtualLeaf);
|
---|
| 662 |
|
---|
[2963] | 663 | // set far plane based on scene extent
|
---|
| 664 | farDist = 10.0f * Magnitude(bvh->GetBox().Diagonal());
|
---|
[3059] | 665 | camera->SetFar(farDist);
|
---|
[2963] | 666 |
|
---|
[2961] | 667 |
|
---|
[3261] | 668 | //ObjExporter().Export(model_path + "mycity.obj", bvh);
|
---|
| 669 | //BvhExporter().Export(model_path + "mycity.bvh", bvh);
|
---|
[3260] | 670 |
|
---|
| 671 |
|
---|
| 672 |
|
---|
[3059] | 673 | //////////////////
|
---|
| 674 | //-- setup the skydome model
|
---|
[2964] | 675 |
|
---|
[3267] | 676 | LoadModel("sky.dem", staticObjects);
|
---|
| 677 | skyDome = staticObjects.back();
|
---|
[2861] | 678 |
|
---|
[3059] | 679 | /// the turbitity of the sky (from clear to hazy, use <3 for clear sky)
|
---|
[3193] | 680 | preetham = new SkyPreetham(turbitity, skyDome);
|
---|
[2961] | 681 |
|
---|
[3118] | 682 | CreateAnimation();
|
---|
[3059] | 683 |
|
---|
[3219] | 684 |
|
---|
[3214] | 685 | //////////////////////////
|
---|
[3219] | 686 | //-- a bounding box representing the sun pos in order to test visibility
|
---|
| 687 |
|
---|
[3214] | 688 | Transform3 *trafo = resourceManager->CreateTransform(IdentityMatrix());
|
---|
[3078] | 689 |
|
---|
[3214] | 690 | // make it slightly bigger to simulate sun diameter
|
---|
| 691 | const float size = 25.0f;
|
---|
| 692 | AxisAlignedBox3 sbox(Vector3(-size), Vector3(size));
|
---|
| 693 |
|
---|
| 694 | SceneEntityConverter conv;
|
---|
| 695 |
|
---|
[3245] | 696 |
|
---|
| 697 | //////////////////
|
---|
| 698 | //-- occlusion query for sun
|
---|
| 699 |
|
---|
| 700 | // todo: clean up material
|
---|
[3215] | 701 | Material *mat = resourceManager->CreateMaterial();
|
---|
[3214] | 702 |
|
---|
| 703 | mat->GetTechnique(0)->SetDepthWriteEnabled(false);
|
---|
| 704 | mat->GetTechnique(0)->SetColorWriteEnabled(false);
|
---|
| 705 |
|
---|
| 706 | sunBox = conv.ConvertBox(sbox, mat, trafo);
|
---|
[3215] | 707 | resourceManager->AddSceneEntity(sunBox);
|
---|
| 708 |
|
---|
| 709 | /// create single occlusion query that handles sun visibility
|
---|
[3214] | 710 | glGenQueriesARB(1, &sunQuery);
|
---|
| 711 |
|
---|
| 712 |
|
---|
[3059] | 713 | //////////
|
---|
| 714 | //-- initialize the traversal algorithm
|
---|
| 715 |
|
---|
[2897] | 716 | traverser = CreateTraverser(camera);
|
---|
[3059] | 717 |
|
---|
| 718 | // the bird-eye visualization
|
---|
[3101] | 719 | visualization = new Visualization(bvh, camera, NULL, &renderState);
|
---|
[3054] | 720 |
|
---|
[3059] | 721 | // this function assign the render queue bucket ids of the materials in beforehand
|
---|
[3227] | 722 | // => probably less overhead for new parts of the scene that are not yet assigned
|
---|
[3059] | 723 | PrepareRenderQueue();
|
---|
| 724 | /// forward rendering is the default
|
---|
[3101] | 725 | renderState.SetRenderTechnique(FORWARD);
|
---|
[2847] | 726 | // frame time is restarted every frame
|
---|
| 727 | frameTimer.Start();
|
---|
[3059] | 728 |
|
---|
[3238] | 729 | //Halton::TestHalton(7, 2);
|
---|
| 730 | //HaltonSequence::TestHalton(15, 2);
|
---|
| 731 | //Halton::TestPrime();
|
---|
[3227] | 732 |
|
---|
[2857] | 733 | // the rendering loop
|
---|
[2642] | 734 | glutMainLoop();
|
---|
[3059] | 735 |
|
---|
[2642] | 736 | // clean up
|
---|
[2756] | 737 | CleanUp();
|
---|
[3019] | 738 |
|
---|
[2642] | 739 | return 0;
|
---|
| 740 | }
|
---|
| 741 |
|
---|
[2756] | 742 |
|
---|
[2809] | 743 | void InitFBO()
|
---|
[2810] | 744 | {
|
---|
[2949] | 745 | PrintGLerror("fbo start");
|
---|
[2980] | 746 |
|
---|
[2857] | 747 | // this fbo basicly stores the scene information we get from standard rendering of a frame
|
---|
[3066] | 748 | // we store diffuse colors, eye space depth and normals
|
---|
[2884] | 749 | fbo = new FrameBufferObject(texWidth, texHeight, FrameBufferObject::DEPTH_32);
|
---|
[2857] | 750 |
|
---|
[2859] | 751 | // the diffuse color buffer
|
---|
[3015] | 752 | fbo->AddColorBuffer(ColorBufferObject::RGBA_FLOAT_32, ColorBufferObject::WRAP_CLAMP_TO_EDGE, ColorBufferObject::FILTER_LINEAR, ColorBufferObject::FILTER_NEAREST);
|
---|
[3009] | 753 | // the normals buffer
|
---|
[3197] | 754 | //fbo->AddColorBuffer(ColorBufferObject::RGB_FLOAT_16, ColorBufferObject::WRAP_CLAMP_TO_EDGE, ColorBufferObject::FILTER_NEAREST);
|
---|
| 755 | fbo->AddColorBuffer(ColorBufferObject::RGB_FLOAT_16, ColorBufferObject::WRAP_CLAMP_TO_EDGE, ColorBufferObject::FILTER_LINEAR);
|
---|
[3066] | 756 | // a rgb buffer which could hold material properties
|
---|
[3113] | 757 | //fbo->AddColorBuffer(ColorBufferObject::RGB_UBYTE, ColorBufferObject::WRAP_CLAMP_TO_EDGE, ColorBufferObject::FILTER_NEAREST);
|
---|
[3117] | 758 | // buffer holding the difference vector to the old frame
|
---|
[3167] | 759 | fbo->AddColorBuffer(ColorBufferObject::RGB_FLOAT_16, ColorBufferObject::WRAP_CLAMP_TO_EDGE, ColorBufferObject::FILTER_LINEAR);
|
---|
[2879] | 760 | // another color buffer
|
---|
[3015] | 761 | fbo->AddColorBuffer(ColorBufferObject::RGBA_FLOAT_32, ColorBufferObject::WRAP_CLAMP_TO_EDGE, ColorBufferObject::FILTER_LINEAR, ColorBufferObject::FILTER_NEAREST);
|
---|
[2879] | 762 |
|
---|
[3117] | 763 | for (int i = 0; i < 4; ++ i)
|
---|
[3219] | 764 | {
|
---|
[3117] | 765 | FrameBufferObject::InitBuffer(fbo, i);
|
---|
[3219] | 766 | }
|
---|
| 767 |
|
---|
[3117] | 768 | PrintGLerror("init fbo");
|
---|
[2809] | 769 | }
|
---|
| 770 |
|
---|
| 771 |
|
---|
[2827] | 772 | bool InitFont(void)
|
---|
[2642] | 773 | {
|
---|
[2826] | 774 | glEnable(GL_TEXTURE_2D);
|
---|
| 775 |
|
---|
| 776 | glGenTextures(1, &fontTex);
|
---|
| 777 | glBindTexture(GL_TEXTURE_2D, fontTex);
|
---|
[3019] | 778 |
|
---|
[2829] | 779 | if (!myfont.Create("data/fonts/verdana.glf", fontTex))
|
---|
[2826] | 780 | return false;
|
---|
| 781 |
|
---|
| 782 | glDisable(GL_TEXTURE_2D);
|
---|
[2827] | 783 |
|
---|
[2826] | 784 | return true;
|
---|
| 785 | }
|
---|
| 786 |
|
---|
| 787 |
|
---|
| 788 | void InitGLstate()
|
---|
| 789 | {
|
---|
[3246] | 790 | glClearColor(0.4f, 0.4f, 0.4f, 1e20f);
|
---|
[2642] | 791 |
|
---|
| 792 | glPixelStorei(GL_UNPACK_ALIGNMENT, 1);
|
---|
| 793 | glPixelStorei(GL_PACK_ALIGNMENT,1);
|
---|
| 794 |
|
---|
| 795 | glDepthFunc(GL_LESS);
|
---|
[2762] | 796 | glEnable(GL_DEPTH_TEST);
|
---|
[2642] | 797 |
|
---|
[2760] | 798 | glColor3f(1.0f, 1.0f, 1.0f);
|
---|
[2642] | 799 | glShadeModel(GL_SMOOTH);
|
---|
| 800 |
|
---|
| 801 | glMaterialf(GL_FRONT, GL_SHININESS, 64);
|
---|
| 802 | glEnable(GL_NORMALIZE);
|
---|
[2767] | 803 |
|
---|
| 804 | glDisable(GL_ALPHA_TEST);
|
---|
[2951] | 805 | glAlphaFunc(GL_GEQUAL, 0.5f);
|
---|
[2767] | 806 |
|
---|
[2642] | 807 | glFrontFace(GL_CCW);
|
---|
| 808 | glCullFace(GL_BACK);
|
---|
[2851] | 809 | glEnable(GL_CULL_FACE);
|
---|
| 810 |
|
---|
[2800] | 811 | glDisable(GL_TEXTURE_2D);
|
---|
[2762] | 812 |
|
---|
[2959] | 813 | GLfloat ambientColor[] = {0.2, 0.2, 0.2, 1.0};
|
---|
[2756] | 814 | GLfloat diffuseColor[] = {1.0, 0.0, 0.0, 1.0};
|
---|
[2759] | 815 | GLfloat specularColor[] = {0.0, 0.0, 0.0, 1.0};
|
---|
[2642] | 816 |
|
---|
[2756] | 817 | glMaterialfv(GL_FRONT, GL_AMBIENT, ambientColor);
|
---|
| 818 | glMaterialfv(GL_FRONT, GL_DIFFUSE, diffuseColor);
|
---|
| 819 | glMaterialfv(GL_FRONT, GL_SPECULAR, specularColor);
|
---|
[2801] | 820 |
|
---|
| 821 | glDepthFunc(GL_LESS);
|
---|
[2826] | 822 |
|
---|
[2827] | 823 | if (!InitFont())
|
---|
[2826] | 824 | cerr << "font creation failed" << endl;
|
---|
| 825 | else
|
---|
| 826 | cout << "successfully created font" << endl;
|
---|
[2953] | 827 |
|
---|
| 828 |
|
---|
[2954] | 829 | //////////////////////////////
|
---|
| 830 |
|
---|
[2959] | 831 | //GLfloat lmodel_ambient[] = {1.0f, 1.0f, 1.0f, 1.0f};
|
---|
| 832 | GLfloat lmodel_ambient[] = {0.7f, 0.7f, 0.8f, 1.0f};
|
---|
[2954] | 833 |
|
---|
| 834 | glLightModelfv(GL_LIGHT_MODEL_AMBIENT, lmodel_ambient);
|
---|
[2959] | 835 | //glLightModeli(GL_LIGHT_MODEL_LOCAL_VIEWER, GL_TRUE);
|
---|
| 836 | glLightModeli(GL_LIGHT_MODEL_LOCAL_VIEWER, GL_FALSE);
|
---|
[2954] | 837 | glLightModeli(GL_LIGHT_MODEL_COLOR_CONTROL_EXT, GL_SINGLE_COLOR_EXT);
|
---|
[2642] | 838 | }
|
---|
| 839 |
|
---|
| 840 |
|
---|
[2827] | 841 | void DrawHelpMessage()
|
---|
[2826] | 842 | {
|
---|
[2642] | 843 | const char *message[] =
|
---|
| 844 | {
|
---|
| 845 | "Help information",
|
---|
| 846 | "",
|
---|
| 847 | "'F1' - shows/dismisses this message",
|
---|
[2795] | 848 | "'F2' - shows/hides bird eye view",
|
---|
[2790] | 849 | "'F3' - shows/hides bounds (boxes or tight bounds)",
|
---|
[2827] | 850 | "'F4', - shows/hides parameters",
|
---|
| 851 | "'F5' - shows/hides statistics",
|
---|
| 852 | "'F6', - toggles between fly/walkmode",
|
---|
[2826] | 853 | "'F7', - cycles throw render modes",
|
---|
| 854 | "'F8', - enables/disables ambient occlusion (only deferred)",
|
---|
| 855 | "'F9', - shows pure algorithm render time (using glFinish)",
|
---|
[2790] | 856 | "'SPACE' - cycles through occlusion culling algorithms",
|
---|
[2642] | 857 | "",
|
---|
[2827] | 858 | "'MOUSE LEFT' - turn left/right, move forward/backward",
|
---|
| 859 | "'MOUSE RIGHT' - turn left/right, move forward/backward",
|
---|
| 860 | "'MOUSE MIDDLE' - move up/down, left/right",
|
---|
| 861 | "'CURSOR UP/DOWN' - move forward/backward",
|
---|
| 862 | "'CURSOR LEFT/RIGHT' - turn left/right",
|
---|
[2642] | 863 | "",
|
---|
[2827] | 864 | "'-'/'+' - decreases/increases max batch size",
|
---|
[2837] | 865 | "'1'/'2' - downward/upward motion",
|
---|
| 866 | "'3'/'4' - decreases/increases triangles per virtual bvh leaf (sets bvh depth)",
|
---|
| 867 | "'5'/'6' - decreases/increases assumed visible frames",
|
---|
[2776] | 868 | "",
|
---|
[2786] | 869 | "'R' - use render queue",
|
---|
[2790] | 870 | "'B' - use tight bounds",
|
---|
| 871 | "'M' - use multiqueries",
|
---|
[2792] | 872 | "'O' - use CHC optimization (geometry queries for leaves)",
|
---|
[2642] | 873 | 0,
|
---|
| 874 | };
|
---|
| 875 |
|
---|
[2756] | 876 |
|
---|
[2827] | 877 | glColor4f(0.0f, 1.0f , 0.0f, 0.2f); // 20% green.
|
---|
[2756] | 878 |
|
---|
[2827] | 879 | glRecti(30, 30, winWidth - 30, winHeight - 30);
|
---|
[2642] | 880 |
|
---|
[2827] | 881 | glEnd();
|
---|
| 882 |
|
---|
[2756] | 883 | glColor3f(1.0f, 1.0f, 1.0f);
|
---|
| 884 |
|
---|
[2829] | 885 | glEnable(GL_TEXTURE_2D);
|
---|
[2827] | 886 | myfont.Begin();
|
---|
| 887 |
|
---|
| 888 | int x = 40, y = 30;
|
---|
| 889 |
|
---|
| 890 | for(int i = 0; message[i] != 0; ++ i)
|
---|
[2756] | 891 | {
|
---|
| 892 | if(message[i][0] == '\0')
|
---|
| 893 | {
|
---|
[2786] | 894 | y += 15;
|
---|
[2756] | 895 | }
|
---|
| 896 | else
|
---|
| 897 | {
|
---|
[2827] | 898 | myfont.DrawString(message[i], x, winHeight - y);
|
---|
| 899 | y += 25;
|
---|
[2642] | 900 | }
|
---|
| 901 | }
|
---|
[2829] | 902 | glDisable(GL_TEXTURE_2D);
|
---|
[2642] | 903 | }
|
---|
| 904 |
|
---|
| 905 |
|
---|
[3062] | 906 | RenderTraverser *CreateTraverser(PerspectiveCamera *cam)
|
---|
[2764] | 907 | {
|
---|
[2897] | 908 | RenderTraverser *tr;
|
---|
| 909 |
|
---|
[2764] | 910 | switch (renderMode)
|
---|
| 911 | {
|
---|
| 912 | case RenderTraverser::CULL_FRUSTUM:
|
---|
[2897] | 913 | tr = new FrustumCullingTraverser();
|
---|
[2764] | 914 | break;
|
---|
| 915 | case RenderTraverser::STOP_AND_WAIT:
|
---|
[2897] | 916 | tr = new StopAndWaitTraverser();
|
---|
[2764] | 917 | break;
|
---|
| 918 | case RenderTraverser::CHC:
|
---|
[2897] | 919 | tr = new CHCTraverser();
|
---|
[2764] | 920 | break;
|
---|
[2767] | 921 | case RenderTraverser::CHCPLUSPLUS:
|
---|
[2897] | 922 | tr = new CHCPlusPlusTraverser();
|
---|
[2767] | 923 | break;
|
---|
[3258] | 924 | case RenderTraverser::CULL_COLLECTOR:
|
---|
| 925 | tr = new PvsCollectionRenderer();
|
---|
| 926 | break;
|
---|
[2764] | 927 | default:
|
---|
[2897] | 928 | tr = new FrustumCullingTraverser();
|
---|
[2764] | 929 | }
|
---|
| 930 |
|
---|
[2897] | 931 | tr->SetCamera(cam);
|
---|
| 932 | tr->SetHierarchy(bvh);
|
---|
| 933 | tr->SetRenderQueue(renderQueue);
|
---|
[3101] | 934 | tr->SetRenderState(&renderState);
|
---|
[2897] | 935 | tr->SetUseOptimization(useOptimization);
|
---|
| 936 | tr->SetUseRenderQueue(useRenderQueue);
|
---|
| 937 | tr->SetVisibilityThreshold(threshold);
|
---|
| 938 | tr->SetAssumedVisibleFrames(assumedVisibleFrames);
|
---|
| 939 | tr->SetMaxBatchSize(maxBatchSize);
|
---|
| 940 | tr->SetUseMultiQueries(useMultiQueries);
|
---|
| 941 | tr->SetUseTightBounds(useTightBounds);
|
---|
[2955] | 942 | tr->SetUseDepthPass((renderMethod == RENDER_DEPTH_PASS) || (renderMethod == RENDER_DEPTH_PASS_DEFERRED));
|
---|
[2897] | 943 | tr->SetRenderQueue(renderQueue);
|
---|
[3066] | 944 | tr->SetShowBounds(showBoundingVolumes);
|
---|
[2897] | 945 |
|
---|
[3066] | 946 | bvh->ResetNodeClassifications();
|
---|
| 947 |
|
---|
| 948 |
|
---|
[2897] | 949 | return tr;
|
---|
[2764] | 950 | }
|
---|
| 951 |
|
---|
[3059] | 952 | /** Setup sunlight
|
---|
| 953 | */
|
---|
[2759] | 954 | void SetupLighting()
|
---|
[2642] | 955 | {
|
---|
[2759] | 956 | glEnable(GL_LIGHT0);
|
---|
[2959] | 957 | glDisable(GL_LIGHT1);
|
---|
[2825] | 958 |
|
---|
[2954] | 959 | Vector3 lightDir = -light->GetDirection();
|
---|
| 960 |
|
---|
| 961 |
|
---|
[2945] | 962 | ///////////
|
---|
| 963 | //-- first light: sunlight
|
---|
| 964 |
|
---|
[2954] | 965 | GLfloat ambient[] = {0.25f, 0.25f, 0.3f, 1.0f};
|
---|
| 966 | GLfloat diffuse[] = {1.0f, 0.95f, 0.85f, 1.0f};
|
---|
| 967 | GLfloat specular[] = {1.0f, 1.0f, 1.0f, 1.0f};
|
---|
[2982] | 968 |
|
---|
[2759] | 969 |
|
---|
[3175] | 970 | const bool useHDRValues =
|
---|
[3046] | 971 | ((renderMethod == RENDER_DEPTH_PASS_DEFERRED) ||
|
---|
| 972 | (renderMethod == RENDER_DEFERRED)) && useHDR;
|
---|
[2982] | 973 |
|
---|
[3046] | 974 |
|
---|
[2954] | 975 | Vector3 sunAmbient;
|
---|
| 976 | Vector3 sunDiffuse;
|
---|
[2759] | 977 |
|
---|
[3247] | 978 | if (useSkylightForIllum)
|
---|
| 979 | {
|
---|
| 980 | preetham->ComputeSunColor(lightDir, sunAmbient, sunDiffuse, !useHDRValues);
|
---|
[2945] | 981 |
|
---|
[3247] | 982 | ambient[0] = sunAmbient.x;
|
---|
| 983 | ambient[1] = sunAmbient.y;
|
---|
| 984 | ambient[2] = sunAmbient.z;
|
---|
[2825] | 985 |
|
---|
[3247] | 986 | diffuse[0] = sunDiffuse.x;
|
---|
| 987 | diffuse[1] = sunDiffuse.y;
|
---|
| 988 | diffuse[2] = sunDiffuse.z;
|
---|
| 989 | }
|
---|
| 990 | else
|
---|
| 991 | {
|
---|
[2945] | 992 |
|
---|
[3247] | 993 | ambient[0] = .2f;
|
---|
| 994 | ambient[1] = .2f;
|
---|
| 995 | ambient[2] = .2f;
|
---|
[3077] | 996 |
|
---|
[3247] | 997 | diffuse[0] = 1.0f;
|
---|
| 998 | diffuse[1] = 1.0f;
|
---|
| 999 | diffuse[2] = 1.0f;
|
---|
| 1000 | }
|
---|
[3193] | 1001 |
|
---|
[2954] | 1002 | glLightfv(GL_LIGHT0, GL_AMBIENT, ambient);
|
---|
| 1003 | glLightfv(GL_LIGHT0, GL_DIFFUSE, diffuse);
|
---|
| 1004 | glLightfv(GL_LIGHT0, GL_SPECULAR, specular);
|
---|
[2825] | 1005 |
|
---|
[2954] | 1006 | GLfloat position[] = {lightDir.x, lightDir.y, lightDir.z, 0.0f};
|
---|
| 1007 | glLightfv(GL_LIGHT0, GL_POSITION, position);
|
---|
[2642] | 1008 | }
|
---|
| 1009 |
|
---|
[2800] | 1010 |
|
---|
[2795] | 1011 | void SetupEyeView()
|
---|
[2642] | 1012 | {
|
---|
[2861] | 1013 | // store matrix of last frame
|
---|
[3005] | 1014 | oldViewProjMat = viewProjMat;
|
---|
[2834] | 1015 |
|
---|
[3061] | 1016 | camera->SetupViewProjection();
|
---|
[2759] | 1017 |
|
---|
[3061] | 1018 |
|
---|
[2864] | 1019 | /////////////////
|
---|
[3059] | 1020 | //-- compute view projection matrix and store for later use
|
---|
[2864] | 1021 |
|
---|
[2894] | 1022 | Matrix4x4 matViewing, matProjection;
|
---|
[2864] | 1023 |
|
---|
[2834] | 1024 | camera->GetModelViewMatrix(matViewing);
|
---|
| 1025 | camera->GetProjectionMatrix(matProjection);
|
---|
| 1026 |
|
---|
[3005] | 1027 | viewProjMat = matViewing * matProjection;
|
---|
[2642] | 1028 | }
|
---|
| 1029 |
|
---|
| 1030 |
|
---|
[2792] | 1031 | void KeyHorizontalMotion(float shift)
|
---|
| 1032 | {
|
---|
[2888] | 1033 | Vector3 hvec = -camera->GetDirection();
|
---|
[2792] | 1034 | hvec.z = 0;
|
---|
| 1035 |
|
---|
| 1036 | Vector3 pos = camera->GetPosition();
|
---|
| 1037 | pos += hvec * shift;
|
---|
| 1038 |
|
---|
| 1039 | camera->SetPosition(pos);
|
---|
| 1040 | }
|
---|
| 1041 |
|
---|
| 1042 |
|
---|
[2794] | 1043 | void KeyVerticalMotion(float shift)
|
---|
| 1044 | {
|
---|
| 1045 | Vector3 uvec = Vector3(0, 0, shift);
|
---|
| 1046 |
|
---|
| 1047 | Vector3 pos = camera->GetPosition();
|
---|
| 1048 | pos += uvec;
|
---|
| 1049 |
|
---|
| 1050 | camera->SetPosition(pos);
|
---|
| 1051 | }
|
---|
| 1052 |
|
---|
| 1053 |
|
---|
[3105] | 1054 | void KeyStrafe(float shift)
|
---|
| 1055 | {
|
---|
| 1056 | Vector3 viewDir = camera->GetDirection();
|
---|
| 1057 | Vector3 pos = camera->GetPosition();
|
---|
| 1058 |
|
---|
| 1059 | // the 90 degree rotated view vector
|
---|
| 1060 | // z zero so we don't move in the vertical
|
---|
| 1061 | Vector3 rVec(viewDir[0], viewDir[1], 0);
|
---|
| 1062 |
|
---|
| 1063 | Matrix4x4 rot = RotationZMatrix(M_PI * 0.5f);
|
---|
| 1064 | rVec = rot * rVec;
|
---|
| 1065 | pos += rVec * shift;
|
---|
| 1066 |
|
---|
| 1067 | camera->SetPosition(pos);
|
---|
| 1068 | }
|
---|
| 1069 |
|
---|
| 1070 |
|
---|
[3059] | 1071 | /** Initialize the deferred rendering pass.
|
---|
| 1072 | */
|
---|
[2948] | 1073 | void InitDeferredRendering()
|
---|
| 1074 | {
|
---|
| 1075 | if (!fbo) InitFBO();
|
---|
| 1076 | fbo->Bind();
|
---|
| 1077 |
|
---|
| 1078 | // multisampling does not work with deferred shading
|
---|
| 1079 | glDisable(GL_MULTISAMPLE_ARB);
|
---|
[3101] | 1080 | renderState.SetRenderTechnique(DEFERRED);
|
---|
[2948] | 1081 |
|
---|
| 1082 |
|
---|
[3175] | 1083 | // draw to 3 render targets
|
---|
[3118] | 1084 | if (sCurrentMrtSet == 0)
|
---|
| 1085 | {
|
---|
| 1086 | DeferredRenderer::colorBufferIdx = 0;
|
---|
| 1087 | glDrawBuffers(3, mrt);
|
---|
| 1088 | }
|
---|
| 1089 | else
|
---|
| 1090 | {
|
---|
| 1091 | DeferredRenderer::colorBufferIdx = 3;
|
---|
| 1092 | glDrawBuffers(3, mrt2);
|
---|
| 1093 | }
|
---|
[2985] | 1094 |
|
---|
[2978] | 1095 | sCurrentMrtSet = 1 - sCurrentMrtSet;
|
---|
[2948] | 1096 | }
|
---|
| 1097 |
|
---|
| 1098 |
|
---|
[3059] | 1099 | /** the main rendering loop
|
---|
| 1100 | */
|
---|
| 1101 | void MainLoop()
|
---|
[2801] | 1102 | {
|
---|
[3246] | 1103 | if (buddha)
|
---|
[3120] | 1104 | {
|
---|
[3246] | 1105 | Matrix4x4 oldTrafo = buddha->GetTransform()->GetMatrix();
|
---|
| 1106 | Vector3 buddhaPos = motionPath->GetCurrentPosition();
|
---|
| 1107 | Matrix4x4 trafo = TranslationMatrix(buddhaPos);
|
---|
[3120] | 1108 |
|
---|
[3246] | 1109 | buddha->GetTransform()->SetMatrix(trafo);
|
---|
| 1110 |
|
---|
| 1111 | #if TODO // drop objects on ground floor
|
---|
| 1112 | for (int i = 0; i < 10; ++ i)
|
---|
[3120] | 1113 | {
|
---|
[3246] | 1114 | SceneEntity *ent = dynamicObjects[i];
|
---|
| 1115 | Vector3 newPos = ent->GetWorldCenter();
|
---|
| 1116 |
|
---|
| 1117 | if (GetOrCreateSceneQuery()->CalcIntersection(newPos))
|
---|
| 1118 | {
|
---|
| 1119 | Matrix4x4 mat = TranslationMatrix(newPos - ent->GetCenter());
|
---|
| 1120 | ent->GetTransform()->SetMatrix(mat);
|
---|
| 1121 | }
|
---|
[3120] | 1122 | }
|
---|
[3221] | 1123 | #endif
|
---|
[3120] | 1124 |
|
---|
[3247] | 1125 | /*
|
---|
[3246] | 1126 | /////////////////////////
|
---|
| 1127 | //-- update animations
|
---|
[3221] | 1128 |
|
---|
[3246] | 1129 | //const float rotAngle = M_PI * 1e-3f;
|
---|
| 1130 | const float rotAngle = 1.0f * M_PI / 180.0f;
|
---|
[3225] | 1131 |
|
---|
[3246] | 1132 | Matrix4x4 rotMatrix = RotationZMatrix(rotAngle);
|
---|
[3247] | 1133 | dynamicObjects[2]->GetTransform()->MultMatrix(rotMatrix);
|
---|
[3125] | 1134 |
|
---|
[3246] | 1135 | motionPath->Move(0.01f);
|
---|
[3247] | 1136 | */
|
---|
[3246] | 1137 | }
|
---|
[3125] | 1138 |
|
---|
[3113] | 1139 |
|
---|
[3111] | 1140 | /////////////
|
---|
[3078] | 1141 |
|
---|
[3219] | 1142 | static Vector3 oldPos = camera->GetPosition();
|
---|
| 1143 | static Vector3 oldDir = camera->GetDirection();
|
---|
[2800] | 1144 |
|
---|
[2792] | 1145 | if (leftKeyPressed)
|
---|
[2795] | 1146 | camera->Pitch(KeyRotationAngle());
|
---|
[2792] | 1147 | if (rightKeyPressed)
|
---|
[2795] | 1148 | camera->Pitch(-KeyRotationAngle());
|
---|
[2792] | 1149 | if (upKeyPressed)
|
---|
[2887] | 1150 | KeyHorizontalMotion(-KeyShift());
|
---|
| 1151 | if (downKeyPressed)
|
---|
[2795] | 1152 | KeyHorizontalMotion(KeyShift());
|
---|
[2837] | 1153 | if (ascendKeyPressed)
|
---|
| 1154 | KeyVerticalMotion(KeyShift());
|
---|
| 1155 | if (descendKeyPressed)
|
---|
[2795] | 1156 | KeyVerticalMotion(-KeyShift());
|
---|
[3105] | 1157 | if (leftStrafeKeyPressed)
|
---|
| 1158 | KeyStrafe(KeyShift());
|
---|
| 1159 | if (rightStrafeKeyPressed)
|
---|
| 1160 | KeyStrafe(-KeyShift());
|
---|
[2792] | 1161 |
|
---|
[3105] | 1162 |
|
---|
[2801] | 1163 | // place view on ground
|
---|
| 1164 | if (!flyMode) PlaceViewer(oldPos);
|
---|
[2800] | 1165 |
|
---|
[2826] | 1166 | if (showAlgorithmTime)
|
---|
| 1167 | {
|
---|
| 1168 | glFinish();
|
---|
| 1169 | algTimer.Start();
|
---|
| 1170 | }
|
---|
[2809] | 1171 |
|
---|
[3219] | 1172 | // don't allow replay on record
|
---|
| 1173 | if (replayPath && !recordPath)
|
---|
| 1174 | {
|
---|
| 1175 | if (!walkThroughPlayer)
|
---|
| 1176 | walkThroughPlayer = new WalkThroughPlayer("frames.log");
|
---|
| 1177 |
|
---|
| 1178 | ++ currentReplayFrame;
|
---|
[2895] | 1179 |
|
---|
[3223] | 1180 | // reset if end of walkthrough is reached
|
---|
[3219] | 1181 | if (!walkThroughPlayer->ReadNextFrame(camera))
|
---|
| 1182 | {
|
---|
| 1183 | currentReplayFrame = -1;
|
---|
| 1184 | replayPath = false;
|
---|
| 1185 | }
|
---|
| 1186 | }
|
---|
| 1187 |
|
---|
[2931] | 1188 | if ((!shadowMap || !shadowTraverser) && (showShadowMap || renderLightView))
|
---|
| 1189 | {
|
---|
| 1190 | if (!shadowMap)
|
---|
| 1191 | shadowMap = new ShadowMap(light, shadowSize, bvh->GetBox(), camera);
|
---|
| 1192 |
|
---|
| 1193 | if (!shadowTraverser)
|
---|
| 1194 | shadowTraverser = CreateTraverser(shadowMap->GetShadowCamera());
|
---|
| 1195 |
|
---|
| 1196 | }
|
---|
[2951] | 1197 |
|
---|
| 1198 | // bring eye modelview matrix up-to-date
|
---|
| 1199 | SetupEyeView();
|
---|
[3219] | 1200 |
|
---|
[3059] | 1201 | // set frame related parameters for GPU programs
|
---|
[3046] | 1202 | GPUProgramParameters::InitFrame(camera, light);
|
---|
[3045] | 1203 |
|
---|
[3219] | 1204 | if (recordPath)
|
---|
| 1205 | {
|
---|
| 1206 | if (!walkThroughRecorder)
|
---|
| 1207 | walkThroughRecorder = new WalkThroughRecorder("frames.log");
|
---|
| 1208 |
|
---|
| 1209 | if ((Distance(oldPos, camera->GetPosition()) > 1e-6f) ||
|
---|
| 1210 | (DotProd(oldDir, camera->GetDirection()) < 1.0f - 1e-6f))
|
---|
| 1211 | {
|
---|
| 1212 | walkThroughRecorder->WriteFrame(camera);
|
---|
| 1213 | }
|
---|
| 1214 | }
|
---|
| 1215 |
|
---|
[3059] | 1216 | // hack: store current rendering method and restore later
|
---|
[2955] | 1217 | int oldRenderMethod = renderMethod;
|
---|
[3044] | 1218 | // for rendering the light view, we use forward rendering
|
---|
[3068] | 1219 | if (renderLightView) renderMethod = FORWARD;
|
---|
[2931] | 1220 |
|
---|
[3059] | 1221 | /// enable vbo vertex array
|
---|
[2953] | 1222 | glEnableClientState(GL_VERTEX_ARRAY);
|
---|
[2931] | 1223 |
|
---|
[3252] | 1224 | if (1 && usePvs)
|
---|
[3246] | 1225 | {
|
---|
[3256] | 1226 | if (!viewCellsTree) LoadVisibilitySolution();
|
---|
| 1227 |
|
---|
[3257] | 1228 | if (viewCellsTree) LoadPvs();
|
---|
[3246] | 1229 | }
|
---|
| 1230 |
|
---|
[2931] | 1231 | // render with the specified method (forward rendering, forward + depth, deferred)
|
---|
[2955] | 1232 | switch (renderMethod)
|
---|
[2825] | 1233 | {
|
---|
[3043] | 1234 | case RENDER_FORWARD:
|
---|
[2825] | 1235 |
|
---|
[2851] | 1236 | glEnable(GL_MULTISAMPLE_ARB);
|
---|
[3101] | 1237 | renderState.SetRenderTechnique(FORWARD);
|
---|
[3223] | 1238 |
|
---|
[2829] | 1239 | glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT);
|
---|
[2953] | 1240 | glEnableClientState(GL_NORMAL_ARRAY);
|
---|
[2825] | 1241 | break;
|
---|
| 1242 |
|
---|
[2955] | 1243 | case RENDER_DEPTH_PASS_DEFERRED:
|
---|
[2948] | 1244 |
|
---|
[2950] | 1245 | glDisable(GL_MULTISAMPLE_ARB);
|
---|
[3101] | 1246 | renderState.SetUseAlphaToCoverage(false);
|
---|
| 1247 | renderState.SetRenderTechnique(DEPTH_PASS);
|
---|
[2949] | 1248 |
|
---|
[3175] | 1249 | if (!fbo) InitFBO();
|
---|
| 1250 | fbo->Bind();
|
---|
[3223] | 1251 | // render to single depth texture
|
---|
[2948] | 1252 | glDrawBuffers(1, mrt);
|
---|
[3223] | 1253 | // clear buffer once
|
---|
[2951] | 1254 | glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT);
|
---|
[2948] | 1255 |
|
---|
[3068] | 1256 | // the scene is rendered withouth any shading
|
---|
[3101] | 1257 | // (should be handled by render renderState)
|
---|
[2948] | 1258 | glShadeModel(GL_FLAT);
|
---|
| 1259 | break;
|
---|
| 1260 |
|
---|
[2955] | 1261 | case RENDER_DEPTH_PASS:
|
---|
[2851] | 1262 |
|
---|
| 1263 | glEnable(GL_MULTISAMPLE_ARB);
|
---|
[3101] | 1264 | renderState.SetRenderTechnique(DEPTH_PASS);
|
---|
[2857] | 1265 |
|
---|
[3067] | 1266 | glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT);
|
---|
| 1267 |
|
---|
[3068] | 1268 | // the scene is rendered withouth any shading
|
---|
[3101] | 1269 | // (should be handled by render renderState)
|
---|
[2943] | 1270 | glShadeModel(GL_FLAT);
|
---|
[2825] | 1271 | break;
|
---|
| 1272 |
|
---|
[3048] | 1273 | case RENDER_DEFERRED:
|
---|
[2851] | 1274 |
|
---|
[2948] | 1275 | if (showShadowMap && !renderLightView)
|
---|
[2951] | 1276 | RenderShadowMap(camera->GetFar());
|
---|
| 1277 |
|
---|
[2948] | 1278 | //glPushAttrib(GL_VIEWPORT_BIT);
|
---|
[2825] | 1279 | glViewport(0, 0, texWidth, texHeight);
|
---|
| 1280 |
|
---|
[2948] | 1281 | InitDeferredRendering();
|
---|
[2951] | 1282 |
|
---|
[2953] | 1283 | glEnableClientState(GL_NORMAL_ARRAY);
|
---|
[2954] | 1284 | glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT);
|
---|
[2825] | 1285 | break;
|
---|
| 1286 | }
|
---|
| 1287 |
|
---|
[2801] | 1288 | glDepthFunc(GL_LESS);
|
---|
| 1289 | glDisable(GL_TEXTURE_2D);
|
---|
| 1290 | glDisableClientState(GL_TEXTURE_COORD_ARRAY);
|
---|
[2825] | 1291 |
|
---|
[2801] | 1292 |
|
---|
[3059] | 1293 | // set proper lod levels for current frame using current eye point
|
---|
[2847] | 1294 | LODLevel::InitFrame(camera->GetPosition());
|
---|
[3059] | 1295 | // set up sunlight
|
---|
[2954] | 1296 | SetupLighting();
|
---|
[2795] | 1297 |
|
---|
[2801] | 1298 |
|
---|
[2931] | 1299 | if (renderLightView)
|
---|
| 1300 | {
|
---|
[3101] | 1301 | // change CHC++ set of renderState variables:
|
---|
[3059] | 1302 | // must be done for each change of camera because otherwise
|
---|
| 1303 | // the temporal coherency is broken
|
---|
[3054] | 1304 | BvhNode::SetCurrentState(LIGHT_PASS);
|
---|
[3005] | 1305 | shadowMap->RenderShadowView(shadowTraverser, viewProjMat);
|
---|
[3054] | 1306 | BvhNode::SetCurrentState(CAMERA_PASS);
|
---|
[2931] | 1307 | }
|
---|
| 1308 | else
|
---|
[3079] | 1309 | {
|
---|
[3258] | 1310 | if (traverser->GetType() == RenderTraverser::CULL_COLLECTOR)
|
---|
| 1311 | ((PvsCollectionRenderer *)traverser)->SetViewCell(usePvs ? viewCell : NULL);
|
---|
| 1312 |
|
---|
[2931] | 1313 | // actually render the scene geometry using the specified algorithm
|
---|
[3245] | 1314 | traverser->RenderScene();
|
---|
[2948] | 1315 | }
|
---|
[2892] | 1316 |
|
---|
[2931] | 1317 |
|
---|
[2825] | 1318 | /////////
|
---|
[2809] | 1319 | //-- do the rest of the rendering
|
---|
[2893] | 1320 |
|
---|
[3244] | 1321 | // return from depth pass and render visible objects
|
---|
[2955] | 1322 | if ((renderMethod == RENDER_DEPTH_PASS) ||
|
---|
| 1323 | (renderMethod == RENDER_DEPTH_PASS_DEFERRED))
|
---|
[2801] | 1324 | {
|
---|
| 1325 | RenderVisibleObjects();
|
---|
| 1326 | }
|
---|
| 1327 |
|
---|
[3215] | 1328 | const bool useDeferred =
|
---|
| 1329 | ((renderMethod == RENDER_DEFERRED) || (renderMethod == RENDER_DEPTH_PASS_DEFERRED));
|
---|
[3214] | 1330 |
|
---|
[3215] | 1331 | // if no lense flare => just set sun to invisible
|
---|
[3221] | 1332 | const int sunVisiblePixels = useLenseFlare && useDeferred ? TestSunVisible() : 0;
|
---|
[3214] | 1333 |
|
---|
[3246] | 1334 |
|
---|
[3215] | 1335 |
|
---|
[2796] | 1336 | ///////////////
|
---|
| 1337 | //-- render sky
|
---|
[2795] | 1338 |
|
---|
[2894] | 1339 | // q: should we render sky after deferred shading?
|
---|
| 1340 | // this would conveniently solves some issues (e.g, skys without shadows)
|
---|
[2893] | 1341 |
|
---|
[3051] | 1342 | RenderSky();
|
---|
[2801] | 1343 |
|
---|
[2961] | 1344 |
|
---|
[3221] | 1345 | //////////////////////////////
|
---|
| 1346 |
|
---|
[3215] | 1347 | if (useDeferred)
|
---|
[2825] | 1348 | {
|
---|
[2881] | 1349 | FrameBufferObject::Release();
|
---|
[2810] | 1350 |
|
---|
[3247] | 1351 | if (!deferredShader)
|
---|
| 1352 | {
|
---|
| 1353 | deferredShader =
|
---|
| 1354 | new DeferredRenderer(texWidth, texHeight, camera, ssaoUseFullResolution);
|
---|
| 1355 |
|
---|
| 1356 | deferredShader->SetKernelRadius(ssaoKernelRadius);
|
---|
| 1357 | deferredShader->SetSampleIntensity(ssaoSampleIntensity);
|
---|
| 1358 | deferredShader->SetSsaoFilterRadius(ssaoFilterRadius);
|
---|
| 1359 | }
|
---|
| 1360 |
|
---|
[2903] | 1361 | DeferredRenderer::SHADING_METHOD shadingMethod;
|
---|
| 1362 |
|
---|
| 1363 | if (useAdvancedShading)
|
---|
| 1364 | {
|
---|
| 1365 | if (useGlobIllum)
|
---|
| 1366 | shadingMethod = DeferredRenderer::GI;
|
---|
| 1367 | else
|
---|
| 1368 | shadingMethod = DeferredRenderer::SSAO;
|
---|
| 1369 | }
|
---|
| 1370 | else
|
---|
[3216] | 1371 | {
|
---|
[2903] | 1372 | shadingMethod = DeferredRenderer::DEFAULT;
|
---|
[3216] | 1373 | }
|
---|
[2903] | 1374 |
|
---|
[3225] | 1375 | static int snapShotIdx = 0;
|
---|
| 1376 |
|
---|
[3215] | 1377 | deferredShader->SetSunVisiblePixels(sunVisiblePixels);
|
---|
[3111] | 1378 | deferredShader->SetShadingMethod(shadingMethod);
|
---|
| 1379 | deferredShader->SetSamplingMethod(samplingMethod);
|
---|
[3247] | 1380 |
|
---|
[3111] | 1381 | deferredShader->SetUseTemporalCoherence(useTemporalCoherence);
|
---|
[3242] | 1382 | //deferredShader->SetSortSamples(sortSamples);
|
---|
| 1383 | deferredShader->SetTemporalCoherenceFactorForSsao(ssaoTempCohFactor);
|
---|
| 1384 | deferredShader->SetUseToneMapping(useHDR);
|
---|
| 1385 | deferredShader->SetUseAntiAliasing(useAntiAliasing);
|
---|
[2903] | 1386 |
|
---|
[3242] | 1387 |
|
---|
[3225] | 1388 | if (recordFrames && replayPath)
|
---|
[3269] | 1389 | {
|
---|
| 1390 | // record all frames of the walkthrough
|
---|
[3225] | 1391 | deferredShader->SetSaveFrame(recordedFramesSuffix, currentReplayFrame);
|
---|
[3269] | 1392 | }
|
---|
[3225] | 1393 | else if (makeSnapShot)
|
---|
[3269] | 1394 | {
|
---|
| 1395 | // make snap shot
|
---|
| 1396 | deferredShader->SetSaveFrame("snap", snapShotIdx ++);
|
---|
| 1397 | }
|
---|
[3225] | 1398 | else
|
---|
[3269] | 1399 | {
|
---|
| 1400 | // do nothing
|
---|
[3225] | 1401 | deferredShader->SetSaveFrame("", -1);
|
---|
[3269] | 1402 | }
|
---|
[3226] | 1403 | //if (makeSnapShot) makeSnapShot = false;
|
---|
[3225] | 1404 |
|
---|
[2895] | 1405 | ShadowMap *sm = showShadowMap ? shadowMap : NULL;
|
---|
[3242] | 1406 | deferredShader->Render(fbo, light, sm);
|
---|
[2825] | 1407 | }
|
---|
[2827] | 1408 |
|
---|
[2893] | 1409 |
|
---|
[3101] | 1410 | renderState.SetRenderTechnique(FORWARD);
|
---|
| 1411 | renderState.Reset();
|
---|
[2827] | 1412 |
|
---|
[2893] | 1413 | glDisableClientState(GL_VERTEX_ARRAY);
|
---|
| 1414 | glDisableClientState(GL_NORMAL_ARRAY);
|
---|
[2931] | 1415 |
|
---|
[2955] | 1416 | renderMethod = oldRenderMethod;
|
---|
[2893] | 1417 |
|
---|
| 1418 |
|
---|
| 1419 | ///////////
|
---|
| 1420 |
|
---|
| 1421 |
|
---|
[2826] | 1422 | if (showAlgorithmTime)
|
---|
| 1423 | {
|
---|
| 1424 | glFinish();
|
---|
[2827] | 1425 |
|
---|
[2826] | 1426 | algTime = algTimer.Elapsedms();
|
---|
[2827] | 1427 | perfGraph->AddData(algTime);
|
---|
[2828] | 1428 |
|
---|
[2827] | 1429 | perfGraph->Draw();
|
---|
[2826] | 1430 | }
|
---|
[2827] | 1431 | else
|
---|
| 1432 | {
|
---|
| 1433 | if (visMode) DisplayVisualization();
|
---|
| 1434 | }
|
---|
[2825] | 1435 |
|
---|
[2884] | 1436 | glFlush();
|
---|
[2847] | 1437 |
|
---|
| 1438 | const bool restart = true;
|
---|
| 1439 | elapsedTime = frameTimer.Elapsedms(restart);
|
---|
| 1440 |
|
---|
[3223] | 1441 | // statistics
|
---|
[2764] | 1442 | DisplayStats();
|
---|
[2767] | 1443 |
|
---|
[2642] | 1444 | glutSwapBuffers();
|
---|
[3219] | 1445 |
|
---|
| 1446 | oldPos = camera->GetPosition();
|
---|
| 1447 | oldDir = camera->GetDirection();
|
---|
[2642] | 1448 | }
|
---|
| 1449 |
|
---|
| 1450 |
|
---|
[3219] | 1451 | #pragma warning(disable : 4100)
|
---|
[2792] | 1452 | void KeyBoard(unsigned char c, int x, int y)
|
---|
[2642] | 1453 | {
|
---|
| 1454 | switch(c)
|
---|
| 1455 | {
|
---|
| 1456 | case 27:
|
---|
[3212] | 1457 | // write out current position on exit
|
---|
[3134] | 1458 | Debug << "camPosition=" << camera->GetPosition().x << " " << camera->GetPosition().y << " " << camera->GetPosition().z << endl;
|
---|
| 1459 | Debug << "camDirection=" << camera->GetDirection().x << " " << camera->GetDirection().y << " " << camera->GetDirection().z << endl;
|
---|
| 1460 |
|
---|
[2792] | 1461 | CleanUp();
|
---|
[2642] | 1462 | exit(0);
|
---|
[2948] | 1463 | case 32: // space
|
---|
[2800] | 1464 | renderMode = (renderMode + 1) % RenderTraverser::NUM_TRAVERSAL_TYPES;
|
---|
[3258] | 1465 | //renderMode = (renderMode + 1) % 4;
|
---|
[2897] | 1466 |
|
---|
| 1467 | DEL_PTR(traverser);
|
---|
| 1468 | traverser = CreateTraverser(camera);
|
---|
| 1469 |
|
---|
[2931] | 1470 | if (shadowTraverser)
|
---|
[2897] | 1471 | {
|
---|
[2948] | 1472 | // shadow traverser has to be recomputed
|
---|
[2897] | 1473 | DEL_PTR(shadowTraverser);
|
---|
[2948] | 1474 | shadowTraverser = CreateTraverser(shadowMap->GetShadowCamera());
|
---|
[2897] | 1475 | }
|
---|
| 1476 |
|
---|
[2642] | 1477 | break;
|
---|
| 1478 | case '+':
|
---|
[2867] | 1479 | if (maxBatchSize < 10)
|
---|
| 1480 | maxBatchSize = 10;
|
---|
| 1481 | else
|
---|
| 1482 | maxBatchSize += 10;
|
---|
| 1483 |
|
---|
[2776] | 1484 | traverser->SetMaxBatchSize(maxBatchSize);
|
---|
[2642] | 1485 | break;
|
---|
| 1486 | case '-':
|
---|
[2776] | 1487 | maxBatchSize -= 10;
|
---|
| 1488 | if (maxBatchSize < 0) maxBatchSize = 1;
|
---|
| 1489 | traverser->SetMaxBatchSize(maxBatchSize);
|
---|
[2642] | 1490 | break;
|
---|
[2837] | 1491 | case 'M':
|
---|
| 1492 | case 'm':
|
---|
| 1493 | useMultiQueries = !useMultiQueries;
|
---|
| 1494 | traverser->SetUseMultiQueries(useMultiQueries);
|
---|
| 1495 | break;
|
---|
| 1496 | case '1':
|
---|
| 1497 | descendKeyPressed = true;
|
---|
| 1498 | break;
|
---|
| 1499 | case '2':
|
---|
| 1500 | ascendKeyPressed = true;
|
---|
| 1501 | break;
|
---|
| 1502 | case '3':
|
---|
[3212] | 1503 | if (trianglesPerVirtualLeaf >= 100) trianglesPerVirtualLeaf -= 100;
|
---|
[2837] | 1504 | bvh->SetVirtualLeaves(trianglesPerVirtualLeaf);
|
---|
| 1505 | break;
|
---|
| 1506 | case '4':
|
---|
| 1507 | trianglesPerVirtualLeaf += 100;
|
---|
| 1508 | bvh->SetVirtualLeaves(trianglesPerVirtualLeaf);
|
---|
| 1509 | break;
|
---|
| 1510 | case '5':
|
---|
[2776] | 1511 | assumedVisibleFrames -= 1;
|
---|
| 1512 | if (assumedVisibleFrames < 1) assumedVisibleFrames = 1;
|
---|
| 1513 | traverser->SetAssumedVisibleFrames(assumedVisibleFrames);
|
---|
| 1514 | break;
|
---|
[2837] | 1515 | case '6':
|
---|
[2776] | 1516 | assumedVisibleFrames += 1;
|
---|
| 1517 | traverser->SetAssumedVisibleFrames(assumedVisibleFrames);
|
---|
| 1518 | break;
|
---|
[2837] | 1519 | case '7':
|
---|
[3227] | 1520 | ssaoTempCohFactor *= 1.0f / 1.2f;
|
---|
[3216] | 1521 | cout << "new temporal coherence factor: " << ssaoTempCohFactor << endl;
|
---|
[2776] | 1522 | break;
|
---|
[2767] | 1523 | case '8':
|
---|
[3227] | 1524 | ssaoTempCohFactor *= 1.2f;
|
---|
[3216] | 1525 | cout << "new temporal coherence factor: " << ssaoTempCohFactor << endl;
|
---|
[2837] | 1526 | break;
|
---|
[3212] | 1527 | case '9':
|
---|
| 1528 | ssaoKernelRadius *= 0.8f;
|
---|
[3216] | 1529 | cout << "new ssao kernel radius: " << ssaoKernelRadius << endl;
|
---|
[3247] | 1530 | if (deferredShader) deferredShader->SetKernelRadius(ssaoKernelRadius);
|
---|
[3212] | 1531 | break;
|
---|
| 1532 | case '0':
|
---|
[3227] | 1533 | ssaoKernelRadius *= 1.0f / 0.8f;
|
---|
[3247] | 1534 | if (deferredShader) deferredShader->SetKernelRadius(ssaoKernelRadius);
|
---|
[3216] | 1535 | cout << "new ssao kernel radius: " << ssaoKernelRadius << endl;
|
---|
[3212] | 1536 | break;
|
---|
| 1537 | case 'n':
|
---|
| 1538 | ssaoSampleIntensity *= 0.9f;
|
---|
[3247] | 1539 | if (deferredShader) deferredShader->SetSampleIntensity(ssaoSampleIntensity);
|
---|
[3216] | 1540 | cout << "new ssao sample intensity: " << ssaoSampleIntensity << endl;
|
---|
[3212] | 1541 | break;
|
---|
| 1542 | case 'N':
|
---|
[3227] | 1543 | ssaoSampleIntensity *= 1.0f / 0.9f;
|
---|
[3247] | 1544 | if (deferredShader) deferredShader->SetSampleIntensity(ssaoSampleIntensity);
|
---|
[3216] | 1545 | cout << "new ssao sample intensity: " << ssaoSampleIntensity << endl;
|
---|
[3212] | 1546 | break;
|
---|
[3216] | 1547 | case 'o':
|
---|
| 1548 | ssaoFilterRadius *= 0.9f;
|
---|
[3247] | 1549 | if (deferredShader) deferredShader->SetSsaoFilterRadius(ssaoFilterRadius);
|
---|
[3216] | 1550 | cout << "new ssao filter radius: " << ssaoFilterRadius << endl;
|
---|
| 1551 | break;
|
---|
| 1552 | case 'O':
|
---|
[3227] | 1553 | ssaoFilterRadius *= 1.0f / 0.9f;
|
---|
[3247] | 1554 | if (deferredShader) deferredShader->SetSsaoFilterRadius(ssaoFilterRadius);
|
---|
[3216] | 1555 | cout << "new ssao filter radius: " << ssaoFilterRadius << endl;
|
---|
| 1556 | break;
|
---|
[3219] | 1557 | /* case 'o':
|
---|
| 1558 | case 'O':
|
---|
| 1559 | useOptimization = !useOptimization;
|
---|
| 1560 | // chc optimization of using the objects instead of
|
---|
| 1561 | // the bounding boxes for querying previously visible nodes
|
---|
| 1562 | traverser->SetUseOptimization(useOptimization);
|
---|
| 1563 | break;*/
|
---|
[3175] | 1564 | case 'l':
|
---|
| 1565 | case 'L':
|
---|
[2865] | 1566 | useLODs = !useLODs;
|
---|
| 1567 | SceneEntity::SetUseLODs(useLODs);
|
---|
[3216] | 1568 | cout << "using LODs: " << useLODs << endl;
|
---|
[2865] | 1569 | break;
|
---|
[2887] | 1570 | case 'P':
|
---|
| 1571 | case 'p':
|
---|
[2930] | 1572 | samplingMethod = DeferredRenderer::SAMPLING_METHOD((samplingMethod + 1) % 3);
|
---|
| 1573 | cout << "ssao sampling method: " << samplingMethod << endl;
|
---|
[2887] | 1574 | break;
|
---|
[2895] | 1575 | case 'Y':
|
---|
| 1576 | case 'y':
|
---|
| 1577 | showShadowMap = !showShadowMap;
|
---|
| 1578 | break;
|
---|
[2875] | 1579 | case 'g':
|
---|
[2903] | 1580 | case 'G':
|
---|
| 1581 | useGlobIllum = !useGlobIllum;
|
---|
| 1582 | break;
|
---|
[2875] | 1583 | case 't':
|
---|
| 1584 | case 'T':
|
---|
| 1585 | useTemporalCoherence = !useTemporalCoherence;
|
---|
| 1586 | break;
|
---|
[2767] | 1587 | case 'a':
|
---|
| 1588 | case 'A':
|
---|
[2931] | 1589 | leftKeyPressed = true;
|
---|
[2767] | 1590 | break;
|
---|
| 1591 | case 'd':
|
---|
| 1592 | case 'D':
|
---|
[2931] | 1593 | rightKeyPressed = true;
|
---|
[2767] | 1594 | break;
|
---|
| 1595 | case 'w':
|
---|
| 1596 | case 'W':
|
---|
[2931] | 1597 | upKeyPressed = true;
|
---|
[2767] | 1598 | break;
|
---|
[2829] | 1599 | case 's':
|
---|
| 1600 | case 'S':
|
---|
[2931] | 1601 | downKeyPressed = true;
|
---|
[2767] | 1602 | break;
|
---|
[3105] | 1603 | case 'j':
|
---|
| 1604 | case 'J':
|
---|
| 1605 | leftStrafeKeyPressed = true;
|
---|
| 1606 | break;
|
---|
| 1607 | case 'k':
|
---|
| 1608 | case 'K':
|
---|
| 1609 | rightStrafeKeyPressed = true;
|
---|
| 1610 | break;
|
---|
[2767] | 1611 | case 'r':
|
---|
| 1612 | case 'R':
|
---|
[2931] | 1613 | useRenderQueue = !useRenderQueue;
|
---|
| 1614 | traverser->SetUseRenderQueue(useRenderQueue);
|
---|
[2790] | 1615 | break;
|
---|
[2786] | 1616 | case 'b':
|
---|
| 1617 | case 'B':
|
---|
[2931] | 1618 | useTightBounds = !useTightBounds;
|
---|
| 1619 | traverser->SetUseTightBounds(useTightBounds);
|
---|
[2790] | 1620 | break;
|
---|
[3175] | 1621 | case 'v':
|
---|
| 1622 | case 'V':
|
---|
[2931] | 1623 | renderLightView = !renderLightView;
|
---|
| 1624 | break;
|
---|
[2994] | 1625 | case 'h':
|
---|
| 1626 | case 'H':
|
---|
| 1627 | useHDR = !useHDR;
|
---|
| 1628 | break;
|
---|
[3175] | 1629 | case 'i':
|
---|
| 1630 | case 'I':
|
---|
| 1631 | useAntiAliasing = !useAntiAliasing;
|
---|
| 1632 | break;
|
---|
[3215] | 1633 | case 'c':
|
---|
| 1634 | case 'C':
|
---|
| 1635 | useLenseFlare = !useLenseFlare;
|
---|
[3189] | 1636 | break;
|
---|
[3219] | 1637 | case 'u':
|
---|
| 1638 | case 'U':
|
---|
[3220] | 1639 | // move light source instead of camera tilt
|
---|
[3219] | 1640 | moveLight = !moveLight;
|
---|
| 1641 | break;
|
---|
[3225] | 1642 | case '#':
|
---|
| 1643 | // make a snapshot of the current frame
|
---|
| 1644 | makeSnapShot = true;
|
---|
| 1645 | break;
|
---|
[3246] | 1646 | case '.':
|
---|
| 1647 | // enable / disable view cells
|
---|
| 1648 | usePvs = !usePvs;
|
---|
[3259] | 1649 | if (!usePvs) SceneEntity::SetCurrentVisibleId(-1);
|
---|
[3246] | 1650 | break;
|
---|
[2642] | 1651 | default:
|
---|
| 1652 | return;
|
---|
| 1653 | }
|
---|
| 1654 |
|
---|
| 1655 | glutPostRedisplay();
|
---|
| 1656 | }
|
---|
| 1657 |
|
---|
| 1658 |
|
---|
[2792] | 1659 | void SpecialKeyUp(int c, int x, int y)
|
---|
[2642] | 1660 | {
|
---|
[2792] | 1661 | switch (c)
|
---|
| 1662 | {
|
---|
| 1663 | case GLUT_KEY_LEFT:
|
---|
| 1664 | leftKeyPressed = false;
|
---|
| 1665 | break;
|
---|
| 1666 | case GLUT_KEY_RIGHT:
|
---|
| 1667 | rightKeyPressed = false;
|
---|
| 1668 | break;
|
---|
| 1669 | case GLUT_KEY_UP:
|
---|
| 1670 | upKeyPressed = false;
|
---|
| 1671 | break;
|
---|
| 1672 | case GLUT_KEY_DOWN:
|
---|
| 1673 | downKeyPressed = false;
|
---|
| 1674 | break;
|
---|
[2953] | 1675 | case GLUT_ACTIVE_ALT:
|
---|
| 1676 | altKeyPressed = false;
|
---|
| 1677 | break;
|
---|
[2792] | 1678 | default:
|
---|
| 1679 | return;
|
---|
| 1680 | }
|
---|
| 1681 | }
|
---|
| 1682 |
|
---|
| 1683 |
|
---|
| 1684 | void KeyUp(unsigned char c, int x, int y)
|
---|
| 1685 | {
|
---|
| 1686 | switch (c)
|
---|
| 1687 | {
|
---|
[2879] | 1688 |
|
---|
[2792] | 1689 | case 'A':
|
---|
| 1690 | case 'a':
|
---|
| 1691 | leftKeyPressed = false;
|
---|
| 1692 | break;
|
---|
| 1693 | case 'D':
|
---|
| 1694 | case 'd':
|
---|
| 1695 | rightKeyPressed = false;
|
---|
| 1696 | break;
|
---|
| 1697 | case 'W':
|
---|
| 1698 | case 'w':
|
---|
| 1699 | upKeyPressed = false;
|
---|
| 1700 | break;
|
---|
[2829] | 1701 | case 'S':
|
---|
| 1702 | case 's':
|
---|
[2792] | 1703 | downKeyPressed = false;
|
---|
| 1704 | break;
|
---|
[2837] | 1705 | case '1':
|
---|
| 1706 | descendKeyPressed = false;
|
---|
[2794] | 1707 | break;
|
---|
[2837] | 1708 | case '2':
|
---|
| 1709 | ascendKeyPressed = false;
|
---|
[2794] | 1710 | break;
|
---|
[3105] | 1711 | case 'j':
|
---|
| 1712 | case 'J':
|
---|
| 1713 | leftStrafeKeyPressed = false;
|
---|
| 1714 | break;
|
---|
| 1715 | case 'k':
|
---|
| 1716 | case 'K':
|
---|
| 1717 | rightStrafeKeyPressed = false;
|
---|
| 1718 | break;
|
---|
[2792] | 1719 | default:
|
---|
| 1720 | return;
|
---|
| 1721 | }
|
---|
| 1722 | //glutPostRedisplay();
|
---|
| 1723 | }
|
---|
| 1724 |
|
---|
| 1725 |
|
---|
| 1726 | void Special(int c, int x, int y)
|
---|
| 1727 | {
|
---|
[2642] | 1728 | switch(c)
|
---|
| 1729 | {
|
---|
| 1730 | case GLUT_KEY_F1:
|
---|
| 1731 | showHelp = !showHelp;
|
---|
| 1732 | break;
|
---|
[2790] | 1733 | case GLUT_KEY_F2:
|
---|
[2795] | 1734 | visMode = !visMode;
|
---|
[2790] | 1735 | break;
|
---|
| 1736 | case GLUT_KEY_F3:
|
---|
| 1737 | showBoundingVolumes = !showBoundingVolumes;
|
---|
| 1738 | traverser->SetShowBounds(showBoundingVolumes);
|
---|
| 1739 | break;
|
---|
| 1740 | case GLUT_KEY_F4:
|
---|
[2827] | 1741 | showOptions = !showOptions;
|
---|
[2790] | 1742 | break;
|
---|
| 1743 | case GLUT_KEY_F5:
|
---|
[2827] | 1744 | showStatistics = !showStatistics;
|
---|
[2790] | 1745 | break;
|
---|
[2800] | 1746 | case GLUT_KEY_F6:
|
---|
| 1747 | flyMode = !flyMode;
|
---|
| 1748 | break;
|
---|
[2801] | 1749 | case GLUT_KEY_F7:
|
---|
[2825] | 1750 |
|
---|
[2955] | 1751 | renderMethod = (renderMethod + 1) % 4;
|
---|
| 1752 |
|
---|
| 1753 | traverser->SetUseDepthPass(
|
---|
| 1754 | (renderMethod == RENDER_DEPTH_PASS) ||
|
---|
| 1755 | (renderMethod == RENDER_DEPTH_PASS_DEFERRED)
|
---|
| 1756 | );
|
---|
[2825] | 1757 |
|
---|
[2801] | 1758 | break;
|
---|
[2803] | 1759 | case GLUT_KEY_F8:
|
---|
[2903] | 1760 | useAdvancedShading = !useAdvancedShading;
|
---|
[2821] | 1761 | break;
|
---|
[2826] | 1762 | case GLUT_KEY_F9:
|
---|
| 1763 | showAlgorithmTime = !showAlgorithmTime;
|
---|
| 1764 | break;
|
---|
[2954] | 1765 | case GLUT_KEY_F10:
|
---|
[3219] | 1766 | replayPath = !replayPath;
|
---|
| 1767 |
|
---|
| 1768 | if (replayPath)
|
---|
| 1769 | {
|
---|
| 1770 | cout << "replaying path" << endl;
|
---|
| 1771 | currentReplayFrame = -1;
|
---|
| 1772 | }
|
---|
| 1773 | else
|
---|
| 1774 | {
|
---|
| 1775 | cout << "finished replaying path" << endl;
|
---|
| 1776 | }
|
---|
| 1777 |
|
---|
[2954] | 1778 | break;
|
---|
[3219] | 1779 | case GLUT_KEY_F11:
|
---|
| 1780 | recordPath = !recordPath;
|
---|
| 1781 |
|
---|
| 1782 | if (recordPath)
|
---|
| 1783 | {
|
---|
| 1784 | cout << "recording path" << endl;
|
---|
| 1785 | }
|
---|
| 1786 | else
|
---|
| 1787 | {
|
---|
| 1788 | cout << "finished recording path" << endl;
|
---|
| 1789 | // start over with new frame recording next time
|
---|
| 1790 | DEL_PTR(walkThroughRecorder);
|
---|
| 1791 | }
|
---|
| 1792 |
|
---|
| 1793 | break;
|
---|
| 1794 | case GLUT_KEY_F12:
|
---|
| 1795 | recordFrames = !recordFrames;
|
---|
| 1796 |
|
---|
| 1797 | if (recordFrames)
|
---|
| 1798 | cout << "recording frames on replaying" << endl;
|
---|
| 1799 | else
|
---|
| 1800 | cout << "finished recording frames on replaying" << endl;
|
---|
| 1801 | break;
|
---|
[2642] | 1802 | case GLUT_KEY_LEFT:
|
---|
[2767] | 1803 | {
|
---|
[2792] | 1804 | leftKeyPressed = true;
|
---|
[2795] | 1805 | camera->Pitch(KeyRotationAngle());
|
---|
[2767] | 1806 | }
|
---|
[2642] | 1807 | break;
|
---|
| 1808 | case GLUT_KEY_RIGHT:
|
---|
[2767] | 1809 | {
|
---|
[2792] | 1810 | rightKeyPressed = true;
|
---|
[2795] | 1811 | camera->Pitch(-KeyRotationAngle());
|
---|
[2767] | 1812 | }
|
---|
[2642] | 1813 | break;
|
---|
| 1814 | case GLUT_KEY_UP:
|
---|
[2767] | 1815 | {
|
---|
[2792] | 1816 | upKeyPressed = true;
|
---|
[2795] | 1817 | KeyHorizontalMotion(KeyShift());
|
---|
[2767] | 1818 | }
|
---|
[2642] | 1819 | break;
|
---|
| 1820 | case GLUT_KEY_DOWN:
|
---|
[2767] | 1821 | {
|
---|
[2792] | 1822 | downKeyPressed = true;
|
---|
[2795] | 1823 | KeyHorizontalMotion(-KeyShift());
|
---|
[2767] | 1824 | }
|
---|
[2642] | 1825 | break;
|
---|
| 1826 | default:
|
---|
| 1827 | return;
|
---|
| 1828 |
|
---|
| 1829 | }
|
---|
| 1830 |
|
---|
| 1831 | glutPostRedisplay();
|
---|
| 1832 | }
|
---|
[2767] | 1833 |
|
---|
[2642] | 1834 | #pragma warning( default : 4100 )
|
---|
| 1835 |
|
---|
| 1836 |
|
---|
[2792] | 1837 | void Reshape(int w, int h)
|
---|
[2642] | 1838 | {
|
---|
[2759] | 1839 | winAspectRatio = 1.0f;
|
---|
[2642] | 1840 |
|
---|
| 1841 | glViewport(0, 0, w, h);
|
---|
| 1842 |
|
---|
| 1843 | winWidth = w;
|
---|
| 1844 | winHeight = h;
|
---|
| 1845 |
|
---|
[2833] | 1846 | if (w) winAspectRatio = (float) w / (float) h;
|
---|
[2642] | 1847 |
|
---|
[2758] | 1848 | glMatrixMode(GL_PROJECTION);
|
---|
| 1849 | glLoadIdentity();
|
---|
[2642] | 1850 |
|
---|
[2927] | 1851 | gluPerspective(fov, winAspectRatio, nearDist, farDist);
|
---|
[2788] | 1852 |
|
---|
[2758] | 1853 | glMatrixMode(GL_MODELVIEW);
|
---|
| 1854 |
|
---|
[2642] | 1855 | glutPostRedisplay();
|
---|
| 1856 | }
|
---|
| 1857 |
|
---|
| 1858 |
|
---|
[3101] | 1859 | void Mouse(int button, int renderState, int x, int y)
|
---|
[2642] | 1860 | {
|
---|
[3101] | 1861 | if ((button == GLUT_LEFT_BUTTON) && (renderState == GLUT_DOWN))
|
---|
[2642] | 1862 | {
|
---|
| 1863 | xEyeBegin = x;
|
---|
| 1864 | yMotionBegin = y;
|
---|
| 1865 |
|
---|
[2792] | 1866 | glutMotionFunc(LeftMotion);
|
---|
[2642] | 1867 | }
|
---|
[3101] | 1868 | else if ((button == GLUT_RIGHT_BUTTON) && (renderState == GLUT_DOWN))
|
---|
[2642] | 1869 | {
|
---|
[2829] | 1870 | xEyeBegin = x;
|
---|
[2758] | 1871 | yEyeBegin = y;
|
---|
| 1872 | yMotionBegin = y;
|
---|
| 1873 |
|
---|
[2954] | 1874 | if (!moveLight)
|
---|
| 1875 | glutMotionFunc(RightMotion);
|
---|
| 1876 | else
|
---|
| 1877 | glutMotionFunc(RightMotionLight);
|
---|
[2758] | 1878 | }
|
---|
[3101] | 1879 | else if ((button == GLUT_MIDDLE_BUTTON) && (renderState == GLUT_DOWN))
|
---|
[2758] | 1880 | {
|
---|
[2642] | 1881 | horizontalMotionBegin = x;
|
---|
| 1882 | verticalMotionBegin = y;
|
---|
[2792] | 1883 | glutMotionFunc(MiddleMotion);
|
---|
[2642] | 1884 | }
|
---|
| 1885 |
|
---|
| 1886 | glutPostRedisplay();
|
---|
| 1887 | }
|
---|
| 1888 |
|
---|
[2758] | 1889 |
|
---|
| 1890 | /** rotation for left/right mouse drag
|
---|
[2642] | 1891 | motion for up/down mouse drag
|
---|
| 1892 | */
|
---|
[2792] | 1893 | void LeftMotion(int x, int y)
|
---|
[2642] | 1894 | {
|
---|
[2758] | 1895 | Vector3 viewDir = camera->GetDirection();
|
---|
| 1896 | Vector3 pos = camera->GetPosition();
|
---|
| 1897 |
|
---|
| 1898 | // don't move in the vertical direction
|
---|
[2764] | 1899 | Vector3 horView(viewDir[0], viewDir[1], 0);
|
---|
[2642] | 1900 |
|
---|
[2795] | 1901 | float eyeXAngle = 0.2f * M_PI * (xEyeBegin - x) / 180.0;
|
---|
[2756] | 1902 |
|
---|
[2795] | 1903 | camera->Pitch(eyeXAngle);
|
---|
[2787] | 1904 |
|
---|
[3246] | 1905 | pos += horView * (yMotionBegin - y) * mouseMotion;
|
---|
[2795] | 1906 |
|
---|
[2758] | 1907 | camera->SetPosition(pos);
|
---|
[2642] | 1908 |
|
---|
| 1909 | xEyeBegin = x;
|
---|
| 1910 | yMotionBegin = y;
|
---|
[2758] | 1911 |
|
---|
[2642] | 1912 | glutPostRedisplay();
|
---|
| 1913 | }
|
---|
| 1914 |
|
---|
[2758] | 1915 |
|
---|
[2954] | 1916 | void RightMotionLight(int x, int y)
|
---|
| 1917 | {
|
---|
| 1918 | float theta = 0.2f * M_PI * (xEyeBegin - x) / 180.0f;
|
---|
| 1919 | float phi = 0.2f * M_PI * (yMotionBegin - y) / 180.0f;
|
---|
| 1920 |
|
---|
| 1921 | Vector3 lightDir = light->GetDirection();
|
---|
| 1922 |
|
---|
| 1923 | Matrix4x4 roty = RotationYMatrix(theta);
|
---|
| 1924 | Matrix4x4 rotx = RotationXMatrix(phi);
|
---|
| 1925 |
|
---|
| 1926 | lightDir = roty * lightDir;
|
---|
| 1927 | lightDir = rotx * lightDir;
|
---|
| 1928 |
|
---|
[2967] | 1929 | // normalize to avoid accumulating errors
|
---|
| 1930 | lightDir.Normalize();
|
---|
| 1931 |
|
---|
[2954] | 1932 | light->SetDirection(lightDir);
|
---|
| 1933 |
|
---|
| 1934 | xEyeBegin = x;
|
---|
| 1935 | yMotionBegin = y;
|
---|
| 1936 |
|
---|
| 1937 | glutPostRedisplay();
|
---|
| 1938 | }
|
---|
| 1939 |
|
---|
| 1940 |
|
---|
[2767] | 1941 | /** rotation for left / right mouse drag
|
---|
| 1942 | motion for up / down mouse drag
|
---|
[2758] | 1943 | */
|
---|
[2792] | 1944 | void RightMotion(int x, int y)
|
---|
[2758] | 1945 | {
|
---|
[2829] | 1946 | float eyeXAngle = 0.2f * M_PI * (xEyeBegin - x) / 180.0;
|
---|
[2795] | 1947 | float eyeYAngle = -0.2f * M_PI * (yEyeBegin - y) / 180.0;
|
---|
[2758] | 1948 |
|
---|
[2795] | 1949 | camera->Yaw(eyeYAngle);
|
---|
[2829] | 1950 | camera->Pitch(eyeXAngle);
|
---|
[2780] | 1951 |
|
---|
[2829] | 1952 | xEyeBegin = x;
|
---|
[2758] | 1953 | yEyeBegin = y;
|
---|
[2829] | 1954 |
|
---|
[2758] | 1955 | glutPostRedisplay();
|
---|
| 1956 | }
|
---|
| 1957 |
|
---|
| 1958 |
|
---|
[3105] | 1959 | /** strafe
|
---|
| 1960 | */
|
---|
[2792] | 1961 | void MiddleMotion(int x, int y)
|
---|
[2642] | 1962 | {
|
---|
[2758] | 1963 | Vector3 viewDir = camera->GetDirection();
|
---|
| 1964 | Vector3 pos = camera->GetPosition();
|
---|
| 1965 |
|
---|
[2642] | 1966 | // the 90 degree rotated view vector
|
---|
| 1967 | // y zero so we don't move in the vertical
|
---|
[2764] | 1968 | Vector3 rVec(viewDir[0], viewDir[1], 0);
|
---|
[2642] | 1969 |
|
---|
[2764] | 1970 | Matrix4x4 rot = RotationZMatrix(M_PI * 0.5f);
|
---|
[2758] | 1971 | rVec = rot * rVec;
|
---|
[2642] | 1972 |
|
---|
[3246] | 1973 | pos -= rVec * (x - horizontalMotionBegin) * mouseMotion;
|
---|
| 1974 | pos[2] += (verticalMotionBegin - y) * mouseMotion;
|
---|
[2642] | 1975 |
|
---|
[2758] | 1976 | camera->SetPosition(pos);
|
---|
| 1977 |
|
---|
[2642] | 1978 | horizontalMotionBegin = x;
|
---|
| 1979 | verticalMotionBegin = y;
|
---|
[2758] | 1980 |
|
---|
[2642] | 1981 | glutPostRedisplay();
|
---|
| 1982 | }
|
---|
| 1983 |
|
---|
| 1984 |
|
---|
[2756] | 1985 | void InitExtensions(void)
|
---|
[2642] | 1986 | {
|
---|
| 1987 | GLenum err = glewInit();
|
---|
[2756] | 1988 |
|
---|
[2642] | 1989 | if (GLEW_OK != err)
|
---|
| 1990 | {
|
---|
| 1991 | // problem: glewInit failed, something is seriously wrong
|
---|
| 1992 | fprintf(stderr,"Error: %s\n", glewGetErrorString(err));
|
---|
| 1993 | exit(1);
|
---|
| 1994 | }
|
---|
[2756] | 1995 | if (!GLEW_ARB_occlusion_query)
|
---|
[2642] | 1996 | {
|
---|
[2756] | 1997 | printf("I require the GL_ARB_occlusion_query to work.\n");
|
---|
[2642] | 1998 | exit(1);
|
---|
| 1999 | }
|
---|
| 2000 | }
|
---|
| 2001 |
|
---|
| 2002 |
|
---|
[2826] | 2003 | void Begin2D()
|
---|
[2642] | 2004 | {
|
---|
| 2005 | glDisable(GL_LIGHTING);
|
---|
| 2006 | glDisable(GL_DEPTH_TEST);
|
---|
| 2007 |
|
---|
[2826] | 2008 | glMatrixMode(GL_PROJECTION);
|
---|
[2642] | 2009 | glPushMatrix();
|
---|
| 2010 | glLoadIdentity();
|
---|
[2834] | 2011 |
|
---|
[2826] | 2012 | gluOrtho2D(0, winWidth, 0, winHeight);
|
---|
[2642] | 2013 |
|
---|
[2826] | 2014 | glMatrixMode(GL_MODELVIEW);
|
---|
[2642] | 2015 | glPushMatrix();
|
---|
| 2016 | glLoadIdentity();
|
---|
| 2017 | }
|
---|
| 2018 |
|
---|
| 2019 |
|
---|
[2826] | 2020 | void End2D()
|
---|
[2642] | 2021 | {
|
---|
[2834] | 2022 | glMatrixMode(GL_PROJECTION);
|
---|
[2642] | 2023 | glPopMatrix();
|
---|
[2834] | 2024 |
|
---|
[2642] | 2025 | glMatrixMode(GL_MODELVIEW);
|
---|
| 2026 | glPopMatrix();
|
---|
| 2027 |
|
---|
| 2028 | glEnable(GL_LIGHTING);
|
---|
| 2029 | glEnable(GL_DEPTH_TEST);
|
---|
| 2030 | }
|
---|
| 2031 |
|
---|
| 2032 |
|
---|
[2787] | 2033 | // displays the visualisation of culling algorithm
|
---|
| 2034 | void DisplayVisualization()
|
---|
[2796] | 2035 | {
|
---|
[3246] | 2036 | // render current view cell
|
---|
| 2037 | if (usePvs) RenderViewCell();
|
---|
| 2038 |
|
---|
| 2039 | visualization->SetViewCell(usePvs ? viewCell : NULL);
|
---|
[2787] | 2040 | visualization->SetFrameId(traverser->GetCurrentFrameId());
|
---|
[3246] | 2041 |
|
---|
[3245] | 2042 |
|
---|
[2792] | 2043 | Begin2D();
|
---|
[2642] | 2044 | glBlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA);
|
---|
| 2045 | glEnable(GL_BLEND);
|
---|
[2827] | 2046 | glColor4f(0.0f ,0.0f, 0.0f, 0.5f);
|
---|
[2642] | 2047 |
|
---|
[2827] | 2048 | glRecti(winWidth - winWidth / 3, winHeight - winHeight / 3, winWidth, winHeight);
|
---|
[2642] | 2049 | glDisable(GL_BLEND);
|
---|
[2792] | 2050 | End2D();
|
---|
[2788] | 2051 |
|
---|
| 2052 |
|
---|
| 2053 | AxisAlignedBox3 box = bvh->GetBox();
|
---|
| 2054 |
|
---|
[2948] | 2055 | const float offs = box.Size().x * 0.3f;
|
---|
[2834] | 2056 |
|
---|
[2838] | 2057 | Vector3 vizpos = Vector3(box.Min().x, box.Min().y - box.Size().y * 0.35f, box.Min().z + box.Size().z * 50);
|
---|
[2806] | 2058 |
|
---|
[2795] | 2059 | visCamera->SetPosition(vizpos);
|
---|
[2838] | 2060 | visCamera->ResetPitchAndYaw();
|
---|
[2892] | 2061 |
|
---|
[2834] | 2062 | glPushAttrib(GL_VIEWPORT_BIT);
|
---|
[2806] | 2063 | glViewport(winWidth - winWidth / 3, winHeight - winHeight / 3, winWidth / 3, winHeight / 3);
|
---|
[2796] | 2064 |
|
---|
| 2065 | glMatrixMode(GL_PROJECTION);
|
---|
[2834] | 2066 | glPushMatrix();
|
---|
| 2067 |
|
---|
[2787] | 2068 | glLoadIdentity();
|
---|
[2807] | 2069 | glOrtho(-offs, offs, -offs, offs, 0.0f, box.Size().z * 100.0f);
|
---|
[2787] | 2070 |
|
---|
[2796] | 2071 | glMatrixMode(GL_MODELVIEW);
|
---|
[2834] | 2072 | glPushMatrix();
|
---|
[2787] | 2073 |
|
---|
[2796] | 2074 | visCamera->SetupCameraView();
|
---|
[2806] | 2075 |
|
---|
| 2076 | Matrix4x4 rotZ = RotationZMatrix(-camera->GetPitch());
|
---|
| 2077 | glMultMatrixf((float *)rotZ.x);
|
---|
| 2078 |
|
---|
[2887] | 2079 | // inverse translation in order to fix current position
|
---|
[2838] | 2080 | Vector3 pos = camera->GetPosition();
|
---|
[2806] | 2081 | glTranslatef(-pos.x, -pos.y, -pos.z);
|
---|
| 2082 |
|
---|
| 2083 |
|
---|
[2788] | 2084 | GLfloat position[] = {0.8f, 1.0f, 1.5f, 0.0f};
|
---|
| 2085 | glLightfv(GL_LIGHT0, GL_POSITION, position);
|
---|
[2787] | 2086 |
|
---|
[2788] | 2087 | GLfloat position1[] = {bvh->GetBox().Center().x, bvh->GetBox().Max().y, bvh->GetBox().Center().z, 1.0f};
|
---|
| 2088 | glLightfv(GL_LIGHT1, GL_POSITION, position1);
|
---|
[2787] | 2089 |
|
---|
[2642] | 2090 | glClear(GL_DEPTH_BUFFER_BIT);
|
---|
| 2091 |
|
---|
[2888] | 2092 |
|
---|
[2767] | 2093 | ////////////
|
---|
[2787] | 2094 | //-- visualization of the occlusion culling
|
---|
| 2095 |
|
---|
[3063] | 2096 | visualization->Render(showShadowMap);
|
---|
[2887] | 2097 |
|
---|
[2767] | 2098 |
|
---|
[2834] | 2099 | // reset previous settings
|
---|
| 2100 | glPopAttrib();
|
---|
| 2101 |
|
---|
| 2102 | glMatrixMode(GL_PROJECTION);
|
---|
| 2103 | glPopMatrix();
|
---|
| 2104 | glMatrixMode(GL_MODELVIEW);
|
---|
| 2105 | glPopMatrix();
|
---|
[2642] | 2106 | }
|
---|
| 2107 |
|
---|
[2767] | 2108 |
|
---|
[2642] | 2109 | // cleanup routine after the main loop
|
---|
[2756] | 2110 | void CleanUp()
|
---|
[2642] | 2111 | {
|
---|
[2756] | 2112 | DEL_PTR(traverser);
|
---|
[2796] | 2113 | DEL_PTR(sceneQuery);
|
---|
[2756] | 2114 | DEL_PTR(bvh);
|
---|
[2767] | 2115 | DEL_PTR(visualization);
|
---|
[2787] | 2116 | DEL_PTR(camera);
|
---|
[2801] | 2117 | DEL_PTR(renderQueue);
|
---|
[2827] | 2118 | DEL_PTR(perfGraph);
|
---|
[2879] | 2119 | DEL_PTR(fbo);
|
---|
[3111] | 2120 | DEL_PTR(deferredShader);
|
---|
[3019] | 2121 | DEL_PTR(light);
|
---|
| 2122 | DEL_PTR(visCamera);
|
---|
| 2123 | DEL_PTR(preetham);
|
---|
[3020] | 2124 | DEL_PTR(shadowMap);
|
---|
| 2125 | DEL_PTR(shadowTraverser);
|
---|
[3078] | 2126 | DEL_PTR(motionPath);
|
---|
[3219] | 2127 | DEL_PTR(walkThroughRecorder);
|
---|
| 2128 | DEL_PTR(walkThroughPlayer);
|
---|
[3223] | 2129 | DEL_PTR(statsWriter);
|
---|
[3244] | 2130 | DEL_PTR(viewCellsTree);
|
---|
[3052] | 2131 |
|
---|
[3037] | 2132 | ResourceManager::DelSingleton();
|
---|
[3057] | 2133 | ShaderManager::DelSingleton();
|
---|
| 2134 |
|
---|
[3059] | 2135 | resourceManager = NULL;
|
---|
[3057] | 2136 | shaderManager = NULL;
|
---|
[2642] | 2137 | }
|
---|
| 2138 |
|
---|
| 2139 |
|
---|
| 2140 | // this function inserts a dezimal point after each 1000
|
---|
[2829] | 2141 | void CalcDecimalPoint(string &str, int d, int len)
|
---|
[2642] | 2142 | {
|
---|
[2827] | 2143 | static vector<int> numbers;
|
---|
| 2144 | numbers.clear();
|
---|
| 2145 |
|
---|
[2829] | 2146 | static string shortStr;
|
---|
| 2147 | shortStr.clear();
|
---|
[2642] | 2148 |
|
---|
[2829] | 2149 | static char hstr[100];
|
---|
| 2150 |
|
---|
[2642] | 2151 | while (d != 0)
|
---|
| 2152 | {
|
---|
| 2153 | numbers.push_back(d % 1000);
|
---|
| 2154 | d /= 1000;
|
---|
| 2155 | }
|
---|
| 2156 |
|
---|
| 2157 | // first element without leading zeros
|
---|
| 2158 | if (numbers.size() > 0)
|
---|
| 2159 | {
|
---|
[2800] | 2160 | sprintf(hstr, "%d", numbers.back());
|
---|
[2829] | 2161 | shortStr.append(hstr);
|
---|
[2642] | 2162 | }
|
---|
| 2163 |
|
---|
[2764] | 2164 | for (int i = (int)numbers.size() - 2; i >= 0; i--)
|
---|
[2642] | 2165 | {
|
---|
[2800] | 2166 | sprintf(hstr, ",%03d", numbers[i]);
|
---|
[2829] | 2167 | shortStr.append(hstr);
|
---|
[2642] | 2168 | }
|
---|
[2829] | 2169 |
|
---|
| 2170 | int dif = len - (int)shortStr.size();
|
---|
| 2171 |
|
---|
| 2172 | for (int i = 0; i < dif; ++ i)
|
---|
| 2173 | {
|
---|
| 2174 | str += " ";
|
---|
| 2175 | }
|
---|
| 2176 |
|
---|
| 2177 | str.append(shortStr);
|
---|
[2764] | 2178 | }
|
---|
| 2179 |
|
---|
| 2180 |
|
---|
| 2181 | void DisplayStats()
|
---|
| 2182 | {
|
---|
[2826] | 2183 | static char msg[9][300];
|
---|
[2764] | 2184 |
|
---|
[2826] | 2185 | static double frameTime = elapsedTime;
|
---|
| 2186 | static double renderTime = algTime;
|
---|
| 2187 |
|
---|
[2818] | 2188 | const float expFactor = 0.1f;
|
---|
[2767] | 2189 |
|
---|
[2802] | 2190 | // if some strange render time spike happened in this frame => don't count
|
---|
[2826] | 2191 | if (elapsedTime < 500) frameTime = elapsedTime * expFactor + (1.0f - expFactor) * elapsedTime;
|
---|
| 2192 |
|
---|
| 2193 | static float rTime = 1000.0f;
|
---|
[2764] | 2194 |
|
---|
[3223] | 2195 | // the render time used up purely for the traversal algorithm using glfinish
|
---|
[2826] | 2196 | if (showAlgorithmTime)
|
---|
| 2197 | {
|
---|
| 2198 | if (algTime < 500) renderTime = algTime * expFactor + (1.0f - expFactor) * renderTime;
|
---|
| 2199 | }
|
---|
[2802] | 2200 |
|
---|
[2826] | 2201 | accumulatedTime += elapsedTime;
|
---|
| 2202 |
|
---|
[2776] | 2203 | if (accumulatedTime > 500) // update every fraction of a second
|
---|
[2770] | 2204 | {
|
---|
| 2205 | accumulatedTime = 0;
|
---|
| 2206 |
|
---|
[2826] | 2207 | if (frameTime) fps = 1e3f / (float)frameTime;
|
---|
| 2208 |
|
---|
| 2209 | rTime = renderTime;
|
---|
[2773] | 2210 |
|
---|
[2948] | 2211 | if (renderLightView && shadowTraverser)
|
---|
| 2212 | {
|
---|
| 2213 | renderedTriangles = shadowTraverser->GetStats().mNumRenderedTriangles;
|
---|
| 2214 | renderedObjects = shadowTraverser->GetStats().mNumRenderedGeometry;
|
---|
| 2215 | renderedNodes = shadowTraverser->GetStats().mNumRenderedNodes;
|
---|
| 2216 | }
|
---|
| 2217 | else if (showShadowMap && shadowTraverser)
|
---|
| 2218 | {
|
---|
| 2219 | renderedNodes = traverser->GetStats().mNumRenderedNodes + shadowTraverser->GetStats().mNumRenderedNodes;
|
---|
| 2220 | renderedObjects = traverser->GetStats().mNumRenderedGeometry + shadowTraverser->GetStats().mNumRenderedGeometry;
|
---|
| 2221 | renderedTriangles = traverser->GetStats().mNumRenderedTriangles + shadowTraverser->GetStats().mNumRenderedTriangles;
|
---|
| 2222 | }
|
---|
| 2223 | else
|
---|
| 2224 | {
|
---|
| 2225 | renderedTriangles = traverser->GetStats().mNumRenderedTriangles;
|
---|
| 2226 | renderedObjects = traverser->GetStats().mNumRenderedGeometry;
|
---|
| 2227 | renderedNodes = traverser->GetStats().mNumRenderedNodes;
|
---|
| 2228 | }
|
---|
| 2229 |
|
---|
[2770] | 2230 | traversedNodes = traverser->GetStats().mNumTraversedNodes;
|
---|
| 2231 | frustumCulledNodes = traverser->GetStats().mNumFrustumCulledNodes;
|
---|
| 2232 | queryCulledNodes = traverser->GetStats().mNumQueryCulledNodes;
|
---|
| 2233 | issuedQueries = traverser->GetStats().mNumIssuedQueries;
|
---|
| 2234 | stateChanges = traverser->GetStats().mNumStateChanges;
|
---|
[2800] | 2235 | numBatches = traverser->GetStats().mNumBatches;
|
---|
[2770] | 2236 | }
|
---|
| 2237 |
|
---|
[2764] | 2238 |
|
---|
[3223] | 2239 | ////////////////
|
---|
| 2240 | //-- record stats on walkthrough
|
---|
| 2241 |
|
---|
| 2242 | static float accTime = .0f;
|
---|
| 2243 | static float averageTime = .0f;
|
---|
| 2244 |
|
---|
| 2245 | if (currentReplayFrame > -1)
|
---|
| 2246 | {
|
---|
| 2247 | accTime += frameTime;
|
---|
| 2248 | averageTime = accTime / (currentReplayFrame + 1);
|
---|
| 2249 |
|
---|
| 2250 | if (!statsWriter)
|
---|
| 2251 | statsWriter = new StatsWriter(statsFilename);
|
---|
| 2252 |
|
---|
| 2253 | FrameStats frameStats;
|
---|
| 2254 | frameStats.mFrame = currentReplayFrame;
|
---|
| 2255 | frameStats.mFPS = 1e3f / (float)frameTime;
|
---|
| 2256 | frameStats.mTime = frameTime;
|
---|
| 2257 | frameStats.mNodes = renderedNodes;
|
---|
| 2258 | frameStats.mObjects = renderedObjects;
|
---|
| 2259 | frameStats.mTriangles = renderedTriangles;
|
---|
| 2260 |
|
---|
| 2261 | statsWriter->WriteFrameStats(frameStats);
|
---|
| 2262 | }
|
---|
| 2263 | else if (statsWriter)
|
---|
| 2264 | {
|
---|
| 2265 | Debug << "average frame time " << averageTime << " for traversal algorithm " << renderMode << endl;
|
---|
| 2266 |
|
---|
| 2267 | // reset average frame time
|
---|
[3224] | 2268 | averageTime = accTime = .0f;
|
---|
[3223] | 2269 |
|
---|
| 2270 | DEL_PTR(statsWriter);
|
---|
| 2271 | }
|
---|
| 2272 |
|
---|
| 2273 |
|
---|
[2826] | 2274 | Begin2D();
|
---|
[2808] | 2275 |
|
---|
[2826] | 2276 | glEnable(GL_BLEND);
|
---|
| 2277 | glBlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA);
|
---|
[2764] | 2278 |
|
---|
[2826] | 2279 | if (showHelp)
|
---|
| 2280 | {
|
---|
| 2281 | DrawHelpMessage();
|
---|
| 2282 | }
|
---|
| 2283 | else
|
---|
| 2284 | {
|
---|
[2829] | 2285 | if (showOptions)
|
---|
| 2286 | {
|
---|
| 2287 | glColor4f(0.0f, 0.0f, 0.0f, 0.5f);
|
---|
| 2288 | glRecti(5, winHeight - 95, winWidth * 2 / 3 - 5, winHeight - 5);
|
---|
| 2289 | }
|
---|
| 2290 |
|
---|
| 2291 | if (showStatistics)
|
---|
| 2292 | {
|
---|
| 2293 | glColor4f(0.0f, 0.0f, 0.0f, 0.5f);
|
---|
| 2294 | glRecti(5, winHeight - 165, winWidth * 2 / 3 - 5, winHeight - 100);
|
---|
| 2295 | }
|
---|
| 2296 |
|
---|
| 2297 | glEnable(GL_TEXTURE_2D);
|
---|
[2827] | 2298 | myfont.Begin();
|
---|
[2769] | 2299 |
|
---|
[2826] | 2300 | if (showOptions)
|
---|
| 2301 | {
|
---|
[2829] | 2302 | glColor3f(0.0f, 1.0f, 0.0f);
|
---|
[2826] | 2303 | int i = 0;
|
---|
| 2304 |
|
---|
[3065] | 2305 | static char *renderMethodStr[] =
|
---|
| 2306 | {"forward", "depth pass + forward", "deferred shading", "depth pass + deferred"};
|
---|
[2826] | 2307 | sprintf(msg[i ++], "multiqueries: %d, tight bounds: %d, render queue: %d",
|
---|
[3065] | 2308 | useMultiQueries, useTightBounds, useRenderQueue);
|
---|
[3246] | 2309 | sprintf(msg[i ++], "render technique: %s, use pvss: %d", renderMethodStr[renderMethod], usePvs);
|
---|
[2826] | 2310 | sprintf(msg[i ++], "triangles per virtual leaf: %5d", trianglesPerVirtualLeaf);
|
---|
| 2311 | sprintf(msg[i ++], "assumed visible frames: %4d, max batch size: %4d",
|
---|
| 2312 | assumedVisibleFrames, maxBatchSize);
|
---|
[2808] | 2313 |
|
---|
[2826] | 2314 | for (int j = 0; j < 4; ++ j)
|
---|
[2829] | 2315 | myfont.DrawString(msg[j], 10.0f, winHeight - 5 - j * 20);
|
---|
[2826] | 2316 | }
|
---|
[2808] | 2317 |
|
---|
[2786] | 2318 | if (showStatistics)
|
---|
[2764] | 2319 | {
|
---|
[2829] | 2320 | glColor3f(1.0f, 1.0f, 0.0f);
|
---|
| 2321 |
|
---|
[2948] | 2322 | string objStr, totalObjStr;
|
---|
| 2323 | string triStr, totalTriStr;
|
---|
[2826] | 2324 |
|
---|
[2829] | 2325 | int len = 10;
|
---|
[2948] | 2326 | CalcDecimalPoint(objStr, renderedObjects, len);
|
---|
[3059] | 2327 | CalcDecimalPoint(totalObjStr, (int)resourceManager->GetNumEntities(), len);
|
---|
[2826] | 2328 |
|
---|
[2948] | 2329 | CalcDecimalPoint(triStr, renderedTriangles, len);
|
---|
| 2330 | CalcDecimalPoint(totalTriStr, bvh->GetBvhStats().mTriangles, len);
|
---|
| 2331 |
|
---|
[2826] | 2332 | int i = 4;
|
---|
| 2333 |
|
---|
[2953] | 2334 | if (0)
|
---|
| 2335 | {
|
---|
| 2336 | sprintf(msg[i ++], "rendered: %s of %s objects, %s of %s triangles",
|
---|
| 2337 | objStr.c_str(), totalObjStr.c_str(), triStr.c_str(), totalTriStr.c_str());
|
---|
| 2338 | }
|
---|
| 2339 | else
|
---|
| 2340 | {
|
---|
| 2341 | sprintf(msg[i ++], "rendered: %6d of %6d nodes, %s of %s triangles",
|
---|
| 2342 | renderedNodes, bvh->GetNumVirtualNodes(), triStr.c_str(), totalTriStr.c_str());
|
---|
| 2343 | }
|
---|
[2826] | 2344 |
|
---|
| 2345 | sprintf(msg[i ++], "traversed: %5d, frustum culled: %5d, query culled: %5d",
|
---|
| 2346 | traversedNodes, frustumCulledNodes, queryCulledNodes);
|
---|
[3251] | 2347 | sprintf(msg[i ++], "issued queries: %5d, state changes: %5d, render batches: %5d",
|
---|
[2826] | 2348 | issuedQueries, stateChanges, numBatches);
|
---|
| 2349 |
|
---|
| 2350 | for (int j = 4; j < 7; ++ j)
|
---|
[2829] | 2351 | myfont.DrawString(msg[j], 10.0f, winHeight - (j + 1) * 20);
|
---|
[2764] | 2352 | }
|
---|
[2790] | 2353 |
|
---|
[2826] | 2354 | glColor3f(1.0f, 1.0f, 1.0f);
|
---|
[3258] | 2355 | static char *alg_str[] = {
|
---|
| 2356 | "Frustum Cull"
|
---|
| 2357 | , "Stop and Wait"
|
---|
| 2358 | , "CHC"
|
---|
| 2359 | , "CHC ++"
|
---|
| 2360 | , "Collector"
|
---|
| 2361 | };
|
---|
[2827] | 2362 |
|
---|
| 2363 | if (!showAlgorithmTime)
|
---|
[3065] | 2364 | sprintf(msg[7], "%s: %6.1f fps", alg_str[renderMode], fps);
|
---|
[2827] | 2365 | else
|
---|
| 2366 | sprintf(msg[7], "%s: %6.1f ms", alg_str[renderMode], rTime);
|
---|
[3010] | 2367 |
|
---|
[2829] | 2368 | myfont.DrawString(msg[7], 1.3f, 690.0f, 760.0f);//, top_color, bottom_color);
|
---|
[2827] | 2369 |
|
---|
| 2370 | //sprintf(msg[8], "algorithm time: %6.1f ms", rTime);
|
---|
| 2371 | //myfont.DrawString(msg[8], 720.0f, 730.0f);
|
---|
[2764] | 2372 | }
|
---|
| 2373 |
|
---|
[2826] | 2374 | glDisable(GL_BLEND);
|
---|
| 2375 | glDisable(GL_TEXTURE_2D);
|
---|
| 2376 |
|
---|
[2792] | 2377 | End2D();
|
---|
[2764] | 2378 | }
|
---|
[2796] | 2379 |
|
---|
| 2380 |
|
---|
| 2381 | void RenderSky()
|
---|
| 2382 | {
|
---|
[2959] | 2383 | if ((renderMethod == RENDER_DEFERRED) || (renderMethod == RENDER_DEPTH_PASS_DEFERRED))
|
---|
[3101] | 2384 | renderState.SetRenderTechnique(DEFERRED);
|
---|
[2958] | 2385 |
|
---|
[3036] | 2386 | const bool useToneMapping =
|
---|
| 2387 | ((renderMethod == RENDER_DEPTH_PASS_DEFERRED) ||
|
---|
| 2388 | (renderMethod == RENDER_DEFERRED)) && useHDR;
|
---|
[3059] | 2389 |
|
---|
[3101] | 2390 | preetham->RenderSkyDome(-light->GetDirection(), camera, &renderState, !useToneMapping);
|
---|
[3212] | 2391 |
|
---|
| 2392 | /// once again reset the renderState just to make sure
|
---|
[3101] | 2393 | renderState.Reset();
|
---|
[2801] | 2394 | }
|
---|
[2796] | 2395 |
|
---|
[2948] | 2396 |
|
---|
[2895] | 2397 | // render visible object from depth pass
|
---|
[2801] | 2398 | void RenderVisibleObjects()
|
---|
| 2399 | {
|
---|
[2955] | 2400 | if (renderMethod == RENDER_DEPTH_PASS_DEFERRED)
|
---|
[2948] | 2401 | {
|
---|
[2950] | 2402 | if (showShadowMap && !renderLightView)
|
---|
[2951] | 2403 | {
|
---|
[3068] | 2404 | // usethe maximal visible distance to focus shadow map
|
---|
[3235] | 2405 | const float newFar = min(camera->GetFar(), traverser->GetMaxVisibleDistance());
|
---|
| 2406 | RenderShadowMap(newFar);
|
---|
[2951] | 2407 | }
|
---|
[3068] | 2408 | // initialize deferred rendering
|
---|
[2948] | 2409 | InitDeferredRendering();
|
---|
| 2410 | }
|
---|
[2949] | 2411 | else
|
---|
[2950] | 2412 | {
|
---|
[3101] | 2413 | renderState.SetRenderTechnique(FORWARD);
|
---|
[2950] | 2414 | }
|
---|
[2948] | 2415 |
|
---|
[3127] | 2416 |
|
---|
[3068] | 2417 | /////////////////
|
---|
[3101] | 2418 | //-- reset gl renderState before the final visible objects pass
|
---|
[3068] | 2419 |
|
---|
[3101] | 2420 | renderState.Reset();
|
---|
[3068] | 2421 |
|
---|
[2953] | 2422 | glEnableClientState(GL_NORMAL_ARRAY);
|
---|
[3068] | 2423 | /// switch back to smooth shading
|
---|
[3067] | 2424 | glShadeModel(GL_SMOOTH);
|
---|
[3068] | 2425 | /// reset alpha to coverage flag
|
---|
[3101] | 2426 | renderState.SetUseAlphaToCoverage(true);
|
---|
[3067] | 2427 | // clear color
|
---|
| 2428 | glClear(GL_COLOR_BUFFER_BIT);
|
---|
[3039] | 2429 |
|
---|
[3068] | 2430 | // draw only objects having exactly the same depth as the current sample
|
---|
| 2431 | glDepthFunc(GL_EQUAL);
|
---|
[2951] | 2432 |
|
---|
[2949] | 2433 | //cout << "visible: " << (int)traverser->GetVisibleObjects().size() << endl;
|
---|
| 2434 |
|
---|
[3068] | 2435 | SceneEntityContainer::const_iterator sit,
|
---|
[2801] | 2436 | sit_end = traverser->GetVisibleObjects().end();
|
---|
| 2437 |
|
---|
| 2438 | for (sit = traverser->GetVisibleObjects().begin(); sit != sit_end; ++ sit)
|
---|
[2948] | 2439 | {
|
---|
[2801] | 2440 | renderQueue->Enqueue(*sit);
|
---|
[2948] | 2441 | }
|
---|
[3258] | 2442 |
|
---|
[3068] | 2443 | /// now render out everything in one giant pass
|
---|
[2801] | 2444 | renderQueue->Apply();
|
---|
| 2445 |
|
---|
[3068] | 2446 | // switch back to standard depth func
|
---|
[2801] | 2447 | glDepthFunc(GL_LESS);
|
---|
[3101] | 2448 | renderState.Reset();
|
---|
[2949] | 2449 |
|
---|
| 2450 | PrintGLerror("visibleobjects");
|
---|
[2801] | 2451 | }
|
---|
| 2452 |
|
---|
| 2453 |
|
---|
[3120] | 2454 | SceneQuery *GetOrCreateSceneQuery()
|
---|
[2801] | 2455 | {
|
---|
[3037] | 2456 | if (!sceneQuery)
|
---|
[3258] | 2457 | {
|
---|
[3101] | 2458 | sceneQuery = new SceneQuery(bvh->GetBox(), traverser, &renderState);
|
---|
[3258] | 2459 | }
|
---|
[3037] | 2460 |
|
---|
[3120] | 2461 | return sceneQuery;
|
---|
| 2462 | }
|
---|
| 2463 |
|
---|
| 2464 |
|
---|
| 2465 | void PlaceViewer(const Vector3 &oldPos)
|
---|
| 2466 | {
|
---|
[2801] | 2467 | Vector3 playerPos = camera->GetPosition();
|
---|
[3120] | 2468 | bool validIntersect = GetOrCreateSceneQuery()->CalcIntersection(playerPos);
|
---|
[2801] | 2469 |
|
---|
[2853] | 2470 | if (validIntersect)
|
---|
[2848] | 2471 | // && ((playerPos.z - oldPos.z) < bvh->GetBox().Size(2) * 1e-1f))
|
---|
[2801] | 2472 | {
|
---|
| 2473 | camera->SetPosition(playerPos);
|
---|
| 2474 | }
|
---|
[2809] | 2475 | }
|
---|
[2948] | 2476 |
|
---|
| 2477 |
|
---|
[2951] | 2478 | void RenderShadowMap(float newfar)
|
---|
[2948] | 2479 | {
|
---|
[2953] | 2480 | glDisableClientState(GL_NORMAL_ARRAY);
|
---|
[3101] | 2481 | renderState.SetRenderTechnique(DEPTH_PASS);
|
---|
[3038] | 2482 |
|
---|
| 2483 | // hack: disable cull face because of alpha textured balconies
|
---|
| 2484 | glDisable(GL_CULL_FACE);
|
---|
[3101] | 2485 | renderState.LockCullFaceEnabled(true);
|
---|
[3068] | 2486 |
|
---|
| 2487 | /// don't use alpha to coverage for the depth map (problems with fbo rendering)
|
---|
[3101] | 2488 | renderState.SetUseAlphaToCoverage(false);
|
---|
[2948] | 2489 |
|
---|
[3101] | 2490 | // change CHC++ set of renderState variables
|
---|
[2980] | 2491 | // this must be done for each change of camera because
|
---|
[2948] | 2492 | // otherwise the temporal coherency is broken
|
---|
[3054] | 2493 | BvhNode::SetCurrentState(LIGHT_PASS);
|
---|
[2948] | 2494 | // hack: temporarily change camera far plane
|
---|
[2951] | 2495 | camera->SetFar(newfar);
|
---|
[2948] | 2496 | // the scene is rendered withouth any shading
|
---|
[3005] | 2497 | shadowMap->ComputeShadowMap(shadowTraverser, viewProjMat);
|
---|
[2948] | 2498 |
|
---|
| 2499 | camera->SetFar(farDist);
|
---|
| 2500 |
|
---|
[3101] | 2501 | renderState.SetUseAlphaToCoverage(true);
|
---|
| 2502 | renderState.LockCullFaceEnabled(false);
|
---|
[3102] | 2503 | glEnable(GL_CULL_FACE);
|
---|
[2948] | 2504 |
|
---|
[2953] | 2505 | glEnableClientState(GL_NORMAL_ARRAY);
|
---|
[3101] | 2506 | // change back renderState
|
---|
[3054] | 2507 | BvhNode::SetCurrentState(CAMERA_PASS);
|
---|
[2952] | 2508 | }
|
---|
[3059] | 2509 |
|
---|
[3068] | 2510 |
|
---|
[3110] | 2511 | /** Touch each material once in order to preload the render queue
|
---|
[3059] | 2512 | bucket id of each material
|
---|
| 2513 | */
|
---|
| 2514 | void PrepareRenderQueue()
|
---|
| 2515 | {
|
---|
| 2516 | for (int i = 0; i < 3; ++ i)
|
---|
| 2517 | {
|
---|
[3101] | 2518 | renderState.SetRenderTechnique(i);
|
---|
[3059] | 2519 |
|
---|
| 2520 | // fill all shapes into the render queue once so we can establish the buckets
|
---|
| 2521 | ShapeContainer::const_iterator sit, sit_end = (*resourceManager->GetShapes()).end();
|
---|
| 2522 |
|
---|
| 2523 | for (sit = (*resourceManager->GetShapes()).begin(); sit != sit_end; ++ sit)
|
---|
| 2524 | {
|
---|
[3071] | 2525 | static Transform3 dummy(IdentityMatrix());
|
---|
[3110] | 2526 | renderQueue->Enqueue(*sit, NULL);
|
---|
[3059] | 2527 | }
|
---|
| 2528 |
|
---|
| 2529 | // just clear queue again
|
---|
| 2530 | renderQueue->Clear();
|
---|
| 2531 | }
|
---|
| 2532 | }
|
---|
| 2533 |
|
---|
| 2534 |
|
---|
[3237] | 2535 | int LoadModel(const string &model, SceneEntityContainer &entities)
|
---|
[3059] | 2536 | {
|
---|
| 2537 | const string filename = string(model_path + model);
|
---|
| 2538 |
|
---|
[3237] | 2539 | int numEntities = 0;
|
---|
| 2540 |
|
---|
[3127] | 2541 | cout << "\nloading model " << filename << endl;
|
---|
[3237] | 2542 |
|
---|
| 2543 | if (numEntities = resourceManager->Load(filename, entities))
|
---|
[3225] | 2544 | {
|
---|
[3127] | 2545 | cout << "model " << filename << " successfully loaded" << endl;
|
---|
[3225] | 2546 | }
|
---|
[3059] | 2547 | else
|
---|
| 2548 | {
|
---|
| 2549 | cerr << "loading model " << filename << " failed" << endl;
|
---|
[3225] | 2550 |
|
---|
[3059] | 2551 | CleanUp();
|
---|
| 2552 | exit(0);
|
---|
| 2553 | }
|
---|
[3237] | 2554 |
|
---|
| 2555 | return numEntities;
|
---|
[3078] | 2556 | }
|
---|
| 2557 |
|
---|
| 2558 |
|
---|
| 2559 | void CreateAnimation()
|
---|
| 2560 | {
|
---|
| 2561 | const float radius = 5.0f;
|
---|
[3080] | 2562 | const Vector3 center(480.398f, 268.364f, 181.3);
|
---|
[3078] | 2563 |
|
---|
| 2564 | VertexArray vertices;
|
---|
| 2565 |
|
---|
[3080] | 2566 | /*for (int i = 0; i < 360; ++ i)
|
---|
[3078] | 2567 | {
|
---|
| 2568 | float angle = (float)i * M_PI / 180.0f;
|
---|
| 2569 |
|
---|
| 2570 | Vector3 offs = Vector3(cos(angle) * radius, sin(angle) * radius, 0);
|
---|
| 2571 | vertices.push_back(center + offs);
|
---|
[3080] | 2572 | }*/
|
---|
| 2573 |
|
---|
| 2574 | for (int i = 0; i < 5; ++ i)
|
---|
| 2575 | {
|
---|
| 2576 | Vector3 offs = Vector3(i, 0, 0);
|
---|
| 2577 | vertices.push_back(center + offs);
|
---|
[3078] | 2578 | }
|
---|
| 2579 |
|
---|
[3080] | 2580 |
|
---|
| 2581 | for (int i = 0; i < 5; ++ i)
|
---|
| 2582 | {
|
---|
| 2583 | Vector3 offs = Vector3(4 -i, 0, 0);
|
---|
| 2584 | vertices.push_back(center + offs);
|
---|
| 2585 | }
|
---|
| 2586 |
|
---|
[3078] | 2587 | motionPath = new MotionPath(vertices);
|
---|
[3214] | 2588 | }
|
---|
| 2589 |
|
---|
[3215] | 2590 | /** This function returns the number of visible pixels of a
|
---|
| 2591 | bounding box representing the sun.
|
---|
| 2592 | */
|
---|
| 2593 | int TestSunVisible()
|
---|
[3214] | 2594 | {
|
---|
| 2595 | // assume sun is at a far away point along the light vector
|
---|
| 2596 | Vector3 sunPos = light->GetDirection() * -1e3f;
|
---|
| 2597 | sunPos += camera->GetPosition();
|
---|
| 2598 |
|
---|
| 2599 | sunBox->GetTransform()->SetMatrix(TranslationMatrix(sunPos));
|
---|
| 2600 |
|
---|
| 2601 | glBeginQueryARB(GL_SAMPLES_PASSED_ARB, sunQuery);
|
---|
| 2602 |
|
---|
| 2603 | sunBox->Render(&renderState);
|
---|
| 2604 |
|
---|
| 2605 | glEndQueryARB(GL_SAMPLES_PASSED_ARB);
|
---|
| 2606 |
|
---|
| 2607 | GLuint sampleCount;
|
---|
| 2608 |
|
---|
| 2609 | glGetQueryObjectuivARB(sunQuery, GL_QUERY_RESULT_ARB, &sampleCount);
|
---|
| 2610 |
|
---|
[3215] | 2611 | return sampleCount;
|
---|
[3214] | 2612 | }
|
---|
[3244] | 2613 |
|
---|
| 2614 |
|
---|
[3245] | 2615 | static Technique GetVizTechnique()
|
---|
| 2616 | {
|
---|
| 2617 | Technique tech;
|
---|
| 2618 | tech.Init();
|
---|
| 2619 |
|
---|
| 2620 | tech.SetEmmisive(RgbaColor(1.0f, 1.0f, 1.0f, 1.0f));
|
---|
| 2621 | tech.SetDiffuse(RgbaColor(1.0f, 1.0f, 1.0f, 1.0f));
|
---|
| 2622 | tech.SetAmbient(RgbaColor(1.0f, 1.0f, 1.0f, 1.0f));
|
---|
| 2623 |
|
---|
| 2624 | return tech;
|
---|
| 2625 | }
|
---|
| 2626 |
|
---|
| 2627 |
|
---|
[3246] | 2628 | void LoadPvs()
|
---|
[3244] | 2629 | {
|
---|
[3245] | 2630 | viewCell = viewCellsTree->GetViewCell(camera->GetPosition());
|
---|
[3244] | 2631 |
|
---|
[3245] | 2632 | int numTriangles = 0;
|
---|
| 2633 |
|
---|
[3259] | 2634 | SceneEntity::SetCurrentVisibleId(globalVisibleId);
|
---|
[3251] | 2635 |
|
---|
[3259] | 2636 | for (int i = 0; i < viewCell->mPvs.GetSize(); ++ i)
|
---|
[3244] | 2637 | {
|
---|
[3245] | 2638 | SceneEntity *ent = viewCell->mPvs.GetEntry(i);
|
---|
| 2639 | ent->SetVisibleId(globalVisibleId);
|
---|
[3252] | 2640 | //ent->Render(&renderState);
|
---|
[3245] | 2641 |
|
---|
| 2642 | numTriangles += ent->CountNumTriangles();
|
---|
[3244] | 2643 | }
|
---|
[3245] | 2644 |
|
---|
[3251] | 2645 | ++ globalVisibleId;
|
---|
[3246] | 2646 | }
|
---|
[3245] | 2647 |
|
---|
[3246] | 2648 |
|
---|
| 2649 | void LoadVisibilitySolution()
|
---|
| 2650 | {
|
---|
| 2651 | ///////////
|
---|
| 2652 | //-- load the visibility solution
|
---|
| 2653 |
|
---|
| 2654 | const string vis_filename =
|
---|
| 2655 | string(model_path + visibilitySolution + ".vis");
|
---|
| 2656 |
|
---|
| 2657 | VisibilitySolutionLoader visLoader;
|
---|
| 2658 |
|
---|
[3257] | 2659 | viewCellsTree = visLoader.Load(vis_filename, bvh, viewCellsScaleFactor);
|
---|
[3247] | 2660 |
|
---|
| 2661 | if (!viewCellsTree)
|
---|
| 2662 | {
|
---|
| 2663 | cerr << "loading pvs failed" << endl;
|
---|
| 2664 | CleanUp();
|
---|
| 2665 | exit(0);
|
---|
| 2666 | }
|
---|
[3246] | 2667 | }
|
---|
| 2668 |
|
---|
| 2669 |
|
---|
| 2670 | void RenderViewCell()
|
---|
| 2671 | {
|
---|
[3245] | 2672 | // render current view cell
|
---|
| 2673 | static Technique vcTechnique = GetVizTechnique();
|
---|
| 2674 |
|
---|
| 2675 | vcTechnique.Render(&renderState);
|
---|
| 2676 | Visualization::RenderBoxForViz(viewCell->GetBox());
|
---|
[3246] | 2677 | } |
---|