[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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[3271] | 134 | string bvhname("");
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[3243] | 135 | string visibilitySolution("");
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[3238] | 136 |
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| 137 |
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[3219] | 138 | /// the walkThroughRecorder
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| 139 | WalkThroughRecorder *walkThroughRecorder = NULL;
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| 140 | WalkThroughPlayer *walkThroughPlayer = NULL;
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[3223] | 141 | StatsWriter *statsWriter = NULL;
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[3219] | 142 |
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[3225] | 143 | bool makeSnapShot = false;
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[3219] | 144 |
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[3244] | 145 | ViewCellsTree *viewCellsTree = NULL;
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[3246] | 146 | ViewCell *viewCell = NULL;
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[3225] | 147 |
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[3247] | 148 | bool useSkylightForIllum = true;
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| 149 |
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[3273] | 150 | bool showFPS = true;
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| 151 |
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[3245] | 152 | static int globalVisibleId = 0;
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[3244] | 153 |
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[3245] | 154 |
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| 155 |
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[3068] | 156 | /// the technique used for rendering
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| 157 | enum RenderTechnique
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| 158 | {
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| 159 | FORWARD,
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| 160 | DEFERRED,
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| 161 | DEPTH_PASS
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| 162 | };
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| 163 |
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| 164 |
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[2994] | 165 | /// the used render type for this render pass
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| 166 | enum RenderMethod
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| 167 | {
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[3043] | 168 | RENDER_FORWARD,
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[2994] | 169 | RENDER_DEPTH_PASS,
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| 170 | RENDER_DEFERRED,
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| 171 | RENDER_DEPTH_PASS_DEFERRED,
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| 172 | RENDER_NUM_RENDER_TYPES
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| 173 | };
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[2957] | 174 |
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[2994] | 175 | /// one of four possible render methods
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[3043] | 176 | int renderMethod = RENDER_FORWARD;
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[2994] | 177 |
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[3059] | 178 | static int winWidth = 1024;
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| 179 | static int winHeight = 768;
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| 180 | static float winAspectRatio = 1.0f;
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[2994] | 181 |
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[2809] | 182 | /// these values get scaled with the frame rate
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[2828] | 183 | static float keyForwardMotion = 30.0f;
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| 184 | static float keyRotation = 1.5f;
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[2801] | 185 |
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[2826] | 186 | /// elapsed time in milliseconds
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[3059] | 187 | double elapsedTime = 1000.0;
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| 188 | double algTime = 1000.0;
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| 189 | double accumulatedTime = 1000.0;
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| 190 | float fps = 1e3f;
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[3193] | 191 | float turbitity = 5.0f;
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[2795] | 192 |
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[3212] | 193 | // ssao parameters
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| 194 | float ssaoKernelRadius = 1e-8f;
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| 195 | float ssaoSampleIntensity = 0.2f;
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[3216] | 196 | float ssaoFilterRadius = 12.0f;
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[3212] | 197 | float ssaoTempCohFactor = 255.0;
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| 198 | bool sortSamples = true;
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| 199 |
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[2945] | 200 | int shadowSize = 2048;
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[3212] | 201 |
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[3059] | 202 | /// the hud font
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[2826] | 203 | glfont::GLFont myfont;
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| 204 |
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[2809] | 205 | // rendertexture
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[3212] | 206 | int texWidth = 1024;
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| 207 | int texHeight = 768;
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[2866] | 208 |
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[2770] | 209 | int renderedObjects = 0;
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[2773] | 210 | int renderedNodes = 0;
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| 211 | int renderedTriangles = 0;
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| 212 |
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[2770] | 213 | int issuedQueries = 0;
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| 214 | int traversedNodes = 0;
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| 215 | int frustumCulledNodes = 0;
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| 216 | int queryCulledNodes = 0;
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| 217 | int stateChanges = 0;
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[2800] | 218 | int numBatches = 0;
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[2770] | 219 |
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[3101] | 220 | // mouse navigation renderState
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[2809] | 221 | int xEyeBegin = 0;
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| 222 | int yEyeBegin = 0;
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| 223 | int yMotionBegin = 0;
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| 224 | int verticalMotionBegin = 0;
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| 225 | int horizontalMotionBegin = 0;
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[2642] | 226 |
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[2792] | 227 | bool leftKeyPressed = false;
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| 228 | bool rightKeyPressed = false;
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| 229 | bool upKeyPressed = false;
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| 230 | bool downKeyPressed = false;
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[2837] | 231 | bool descendKeyPressed = false;
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| 232 | bool ascendKeyPressed = false;
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[3105] | 233 | bool leftStrafeKeyPressed = false;
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| 234 | bool rightStrafeKeyPressed = false;
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| 235 |
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[3054] | 236 | bool altKeyPressed = false;
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| 237 |
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[2994] | 238 | bool showHelp = false;
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| 239 | bool showStatistics = false;
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| 240 | bool showOptions = true;
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| 241 | bool showBoundingVolumes = false;
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| 242 | bool visMode = false;
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| 243 |
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| 244 | bool useOptimization = false;
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[3074] | 245 | bool useTightBounds = true;
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[2994] | 246 | bool useRenderQueue = true;
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| 247 | bool useMultiQueries = true;
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| 248 | bool flyMode = true;
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| 249 |
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[2875] | 250 | bool useGlobIllum = false;
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| 251 | bool useTemporalCoherence = true;
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[2994] | 252 | bool showAlgorithmTime = false;
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[2875] | 253 |
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[2994] | 254 | bool useFullScreen = false;
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| 255 | bool useLODs = true;
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| 256 | bool moveLight = false;
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| 257 |
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| 258 | bool useAdvancedShading = false;
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| 259 | bool showShadowMap = false;
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| 260 | bool renderLightView = false;
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[3054] | 261 | bool useHDR = true;
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[3175] | 262 | bool useAntiAliasing = true;
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[3215] | 263 | bool useLenseFlare = true;
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[2994] | 264 |
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[3246] | 265 | bool usePvs = false;
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| 266 |
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| 267 |
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[3054] | 268 | PerfTimer frameTimer, algTimer;
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[3212] | 269 | /// the performance graph window
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[3054] | 270 | PerformanceGraph *perfGraph = NULL;
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[2994] | 271 |
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[3189] | 272 | int sCurrentMrtSet = 0;
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[3111] | 273 | static Matrix4x4 invTrafo = IdentityMatrix();
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[3246] | 274 | float mouseMotion = 0.2f;
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[3111] | 275 |
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[3256] | 276 | float viewCellsScaleFactor = 1.0f;
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[3246] | 277 |
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[3256] | 278 |
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[3068] | 279 | //////////////
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[3246] | 280 | //-- chc++ algorithm parameters
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[2827] | 281 |
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[3068] | 282 | /// the pixel threshold where a node is still considered invisible
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| 283 | /// (should be zero for conservative visibility)
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| 284 | int threshold;
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| 285 | int assumedVisibleFrames = 10;
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| 286 | int maxBatchSize = 50;
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| 287 | int trianglesPerVirtualLeaf = INITIAL_TRIANGLES_PER_VIRTUAL_LEAVES;
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| 288 |
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[3244] | 289 |
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[3068] | 290 | //////////////
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| 291 |
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| 292 | enum {CAMERA_PASS = 0, LIGHT_PASS = 1};
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| 293 |
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| 294 |
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[2948] | 295 | //DeferredRenderer::SAMPLING_METHOD samplingMethod = DeferredRenderer::SAMPLING_POISSON;
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| 296 | DeferredRenderer::SAMPLING_METHOD samplingMethod = DeferredRenderer::SAMPLING_QUADRATIC;
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[2865] | 297 |
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[2894] | 298 | ShadowMap *shadowMap = NULL;
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[2952] | 299 | DirectionalLight *light = NULL;
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[3111] | 300 | DeferredRenderer *deferredShader = NULL;
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[2834] | 301 |
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[3175] | 302 |
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[3059] | 303 | SceneEntity *buddha = NULL;
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[2957] | 304 | SceneEntity *skyDome = NULL;
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[3214] | 305 | SceneEntity *sunBox = NULL;
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[2895] | 306 |
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[3214] | 307 | GLuint sunQuery = 0;
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[2952] | 308 |
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[3271] | 309 | string walkThroughSuffix("frames");
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[3214] | 310 |
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[3271] | 311 |
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[3059] | 312 | ////////////////////
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| 313 | //--- function forward declarations
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[2991] | 314 |
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[2759] | 315 | void InitExtensions();
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[3059] | 316 | void InitGLstate();
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| 317 |
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[2756] | 318 | void DisplayVisualization();
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[3059] | 319 | /// destroys all allocated resources
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[2759] | 320 | void CleanUp();
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| 321 | void SetupEyeView();
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| 322 | void SetupLighting();
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[2764] | 323 | void DisplayStats();
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[3059] | 324 | /// draw the help screen
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[2786] | 325 | void DrawHelpMessage();
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[3059] | 326 | /// render the sky dome
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[2796] | 327 | void RenderSky();
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[3059] | 328 | /// render the objects found visible in the depth pass
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[2801] | 329 | void RenderVisibleObjects();
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[2756] | 330 |
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[3215] | 331 | int TestSunVisible();
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[3214] | 332 |
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[2792] | 333 | void Begin2D();
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| 334 | void End2D();
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[3059] | 335 | /// the main loop
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| 336 | void MainLoop();
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| 337 |
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[2792] | 338 | void KeyBoard(unsigned char c, int x, int y);
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| 339 | void Special(int c, int x, int y);
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| 340 | void KeyUp(unsigned char c, int x, int y);
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| 341 | void SpecialKeyUp(int c, int x, int y);
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| 342 | void Reshape(int w, int h);
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[3101] | 343 | void Mouse(int button, int renderState, int x, int y);
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[2792] | 344 | void LeftMotion(int x, int y);
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| 345 | void RightMotion(int x, int y);
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| 346 | void MiddleMotion(int x, int y);
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[3059] | 347 | void KeyHorizontalMotion(float shift);
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| 348 | void KeyVerticalMotion(float shift);
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| 349 | /// returns the string representation of a number with the decimal points
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[2792] | 350 | void CalcDecimalPoint(string &str, int d);
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[3059] | 351 | /// Creates the traversal method (vfc, stopandwait, chc, chc++)
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[3062] | 352 | RenderTraverser *CreateTraverser(PerspectiveCamera *cam);
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[3059] | 353 | /// place the viewer on the floor plane
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[2801] | 354 | void PlaceViewer(const Vector3 &oldPos);
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[3019] | 355 | // initialise the frame buffer objects
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[2809] | 356 | void InitFBO();
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[3059] | 357 | /// changes the sunlight direction
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[2954] | 358 | void RightMotionLight(int x, int y);
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[3059] | 359 | /// render the shader map
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[2951] | 360 | void RenderShadowMap(float newfar);
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[3059] | 361 | /// function that touches each material once in order to accelarate render queue
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| 362 | void PrepareRenderQueue();
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| 363 | /// loads the specified model
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[3237] | 364 | int LoadModel(const string &model, SceneEntityContainer &entities);
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[2810] | 365 |
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[3059] | 366 | inline float KeyRotationAngle() { return keyRotation * elapsedTime * 1e-3f; }
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| 367 | inline float KeyShift() { return keyForwardMotion * elapsedTime * 1e-3f; }
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[3054] | 368 |
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[3078] | 369 | void CreateAnimation();
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| 370 |
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[3120] | 371 | SceneQuery *GetOrCreateSceneQuery();
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[3078] | 372 |
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[3246] | 373 | void LoadPvs();
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[3120] | 374 |
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[3246] | 375 | void LoadVisibilitySolution();
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[3244] | 376 |
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[3246] | 377 | void RenderViewCell();
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| 378 |
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| 379 |
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[3120] | 380 | // new view projection matrix of the camera
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[3005] | 381 | static Matrix4x4 viewProjMat = IdentityMatrix();
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[3120] | 382 | // the old view projection matrix of the camera
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[3005] | 383 | static Matrix4x4 oldViewProjMat = IdentityMatrix();
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[2820] | 384 |
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[2837] | 385 |
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[2995] | 386 |
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[2809] | 387 | static void PrintGLerror(char *msg)
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| 388 | {
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| 389 | GLenum errCode;
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| 390 | const GLubyte *errStr;
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| 391 |
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| 392 | if ((errCode = glGetError()) != GL_NO_ERROR)
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| 393 | {
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| 394 | errStr = gluErrorString(errCode);
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| 395 | fprintf(stderr,"OpenGL ERROR: %s: %s\n", errStr, msg);
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| 396 | }
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| 397 | }
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| 398 |
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| 399 |
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[2642] | 400 | int main(int argc, char* argv[])
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| 401 | {
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[3019] | 402 | #ifdef _CRT_SET
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| 403 | //Now just call this function at the start of your program and if you're
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| 404 | //compiling in debug mode (F5), any leaks will be displayed in the Output
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| 405 | //window when the program shuts down. If you're not in debug mode this will
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| 406 | //be ignored. Use it as you will!
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| 407 | //note: from GDNet Direct [3.8.04 - 3.14.04] void detectMemoryLeaks() {
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| 408 |
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| 409 | _CrtSetDbgFlag(_CRTDBG_LEAK_CHECK_DF|_CRTDBG_ALLOC_MEM_DF);
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| 410 | _CrtSetReportMode(_CRT_ASSERT,_CRTDBG_MODE_FILE);
|
---|
| 411 | _CrtSetReportFile(_CRT_ASSERT,_CRTDBG_FILE_STDERR);
|
---|
| 412 | #endif
|
---|
[3052] | 413 |
|
---|
[3019] | 414 |
|
---|
[2781] | 415 | int returnCode = 0;
|
---|
| 416 |
|
---|
[2837] | 417 | Vector3 camPos(.0f, .0f, .0f);
|
---|
[2838] | 418 | Vector3 camDir(.0f, 1.0f, .0f);
|
---|
[2952] | 419 | Vector3 lightDir(-0.8f, 1.0f, -0.7f);
|
---|
[2837] | 420 |
|
---|
[2873] | 421 | cout << "=== reading environment file ===" << endl << endl;
|
---|
[2830] | 422 |
|
---|
[3019] | 423 | const string envFileName = "default.env";
|
---|
[2837] | 424 | if (!env.Read(envFileName))
|
---|
| 425 | {
|
---|
| 426 | cerr << "loading environment " << envFileName << " failed!" << endl;
|
---|
| 427 | }
|
---|
| 428 | else
|
---|
| 429 | {
|
---|
| 430 | env.GetIntParam(string("assumedVisibleFrames"), assumedVisibleFrames);
|
---|
| 431 | env.GetIntParam(string("maxBatchSize"), maxBatchSize);
|
---|
| 432 | env.GetIntParam(string("trianglesPerVirtualLeaf"), trianglesPerVirtualLeaf);
|
---|
[3123] | 433 | env.GetIntParam(string("winWidth"), winWidth);
|
---|
| 434 | env.GetIntParam(string("winHeight"), winHeight);
|
---|
| 435 | env.GetIntParam(string("shadowSize"), shadowSize);
|
---|
| 436 | env.GetIntParam(string("maxDepthForTestingChildren"), maxDepthForTestingChildren);
|
---|
[2828] | 437 |
|
---|
[2837] | 438 | env.GetFloatParam(string("keyForwardMotion"), keyForwardMotion);
|
---|
| 439 | env.GetFloatParam(string("keyRotation"), keyRotation);
|
---|
[3246] | 440 | env.GetFloatParam(string("mouseMotion"), mouseMotion);
|
---|
[3123] | 441 | env.GetFloatParam(string("tempCohFactor"), ssaoTempCohFactor);
|
---|
[3193] | 442 | env.GetFloatParam(string("turbitity"), turbitity);
|
---|
[3123] | 443 |
|
---|
[2837] | 444 | env.GetVectorParam(string("camPosition"), camPos);
|
---|
[2838] | 445 | env.GetVectorParam(string("camDirection"), camDir);
|
---|
[2952] | 446 | env.GetVectorParam(string("lightDirection"), lightDir);
|
---|
[2865] | 447 |
|
---|
[3117] | 448 | env.GetBoolParam(string("useFullScreen"), useFullScreen);
|
---|
| 449 | env.GetBoolParam(string("useLODs"), useLODs);
|
---|
[2994] | 450 | env.GetBoolParam(string("useHDR"), useHDR);
|
---|
[3175] | 451 | env.GetBoolParam(string("useAA"), useAntiAliasing);
|
---|
[3215] | 452 | env.GetBoolParam(string("useLenseFlare"), useLenseFlare);
|
---|
[3175] | 453 | env.GetBoolParam(string("useAdvancedShading"), useAdvancedShading);
|
---|
[2994] | 454 |
|
---|
[3175] | 455 | env.GetIntParam(string("renderMethod"), renderMethod);
|
---|
[3117] | 456 |
|
---|
[3212] | 457 | env.GetFloatParam(string("ssaoKernelRadius"), ssaoKernelRadius);
|
---|
| 458 | env.GetFloatParam(string("ssaoSampleIntensity"), ssaoSampleIntensity);
|
---|
[3216] | 459 | env.GetBoolParam(string("ssaoUseFullResolution"), ssaoUseFullResolution);
|
---|
| 460 |
|
---|
[3220] | 461 | env.GetStringParam(string("recordedFramesSuffix"), recordedFramesSuffix);
|
---|
[3271] | 462 | env.GetStringParam(string("walkThroughSuffix"), walkThroughSuffix);
|
---|
[3223] | 463 | env.GetStringParam(string("statsFilename"), statsFilename);
|
---|
[3238] | 464 | env.GetStringParam(string("filename"), filename);
|
---|
[3271] | 465 | env.GetStringParam(string("bvhname"), bvhname);
|
---|
[3243] | 466 | env.GetStringParam(string("visibilitySolution"), visibilitySolution);
|
---|
[3220] | 467 |
|
---|
[3246] | 468 | env.GetBoolParam(string("usePvs"), usePvs);
|
---|
[3247] | 469 | env.GetBoolParam(string("useSkylightForIllum"), useSkylightForIllum);
|
---|
[3256] | 470 | env.GetFloatParam(string("viewCellsScaleFactor"), viewCellsScaleFactor);
|
---|
[3247] | 471 |
|
---|
[2846] | 472 | //env.GetStringParam(string("modelPath"), model_path);
|
---|
[2838] | 473 | //env.GetIntParam(string("numSssaoSamples"), numSsaoSamples);
|
---|
| 474 |
|
---|
[3212] | 475 | texWidth = winWidth;
|
---|
| 476 | texHeight = winHeight;
|
---|
| 477 |
|
---|
[3251] | 478 | cout << "assumed visible frames: " << assumedVisibleFrames << endl;
|
---|
| 479 | cout << "max batch size: " << maxBatchSize << endl;
|
---|
| 480 | cout << "triangles per virtual leaf: " << trianglesPerVirtualLeaf << endl;
|
---|
[2828] | 481 |
|
---|
[3271] | 482 | cout << "static scene filename prefix: " << filename << endl;
|
---|
| 483 | cout << "bvh filename prefix: " << bvhname << endl;
|
---|
| 484 |
|
---|
[3251] | 485 | cout << "key forward motion: " << keyForwardMotion << endl;
|
---|
| 486 | cout << "key rotation: " << keyRotation << endl;
|
---|
| 487 | cout << "win width: " << winWidth << endl;
|
---|
| 488 | cout << "win height: " << winHeight << endl;
|
---|
| 489 | cout << "use full screen: " << useFullScreen << endl;
|
---|
| 490 | cout << "use LODs: " << useLODs << endl;
|
---|
| 491 | cout << "camera position: " << camPos << endl;
|
---|
[2945] | 492 | cout << "shadow size: " << shadowSize << endl;
|
---|
[3175] | 493 | cout << "render method: " << renderMethod << endl;
|
---|
| 494 | cout << "use antialiasing: " << useAntiAliasing << endl;
|
---|
[3215] | 495 | cout << "use lense flare: " << useLenseFlare << endl;
|
---|
[3175] | 496 | cout << "use advanced shading: " << useAdvancedShading << endl;
|
---|
[3193] | 497 | cout << "turbitity: " << turbitity << endl;
|
---|
[3251] | 498 | cout << "temporal coherence factor: " << ssaoTempCohFactor << endl;
|
---|
[3212] | 499 | cout << "sample intensity: " << ssaoSampleIntensity << endl;
|
---|
| 500 | cout << "kernel radius: " << ssaoKernelRadius << endl;
|
---|
[3251] | 501 | cout << "use ssao full resolution: " << ssaoUseFullResolution << endl;
|
---|
[3220] | 502 | cout << "recorded frames suffix: " << recordedFramesSuffix << endl;
|
---|
[3271] | 503 | cout << "walkthrough suffix: " << walkThroughSuffix << endl;
|
---|
[3223] | 504 | cout << "stats filename: " << statsFilename << endl;
|
---|
[3251] | 505 | cout << "use PVSs: " << usePvs << endl;
|
---|
| 506 | cout << "visibility solution: " << visibilitySolution << endl;
|
---|
[3256] | 507 | cout << "view cells scale factor: " << viewCellsScaleFactor << endl;
|
---|
[3251] | 508 | cout << "use skylight for illumination: " << useSkylightForIllum << endl;
|
---|
[2873] | 509 |
|
---|
[2846] | 510 | //cout << "model path: " << model_path << endl;
|
---|
[2881] | 511 | cout << "**** end parameters ****" << endl << endl;
|
---|
[2837] | 512 | }
|
---|
[2829] | 513 |
|
---|
[2828] | 514 | ///////////////////////////
|
---|
| 515 |
|
---|
[3062] | 516 | camera = new PerspectiveCamera(winWidth / winHeight, fov);
|
---|
[2795] | 517 | camera->SetNear(nearDist);
|
---|
[2913] | 518 | camera->SetFar(1000);
|
---|
[2888] | 519 |
|
---|
[2838] | 520 | camera->SetDirection(camDir);
|
---|
[2829] | 521 | camera->SetPosition(camPos);
|
---|
| 522 |
|
---|
[3062] | 523 | visCamera = new PerspectiveCamera(winWidth / winHeight, fov);
|
---|
[2796] | 524 | visCamera->SetNear(0.0f);
|
---|
| 525 | visCamera->Yaw(.5 * M_PI);
|
---|
[2781] | 526 |
|
---|
[2952] | 527 | // create a new light
|
---|
[2968] | 528 | light = new DirectionalLight(lightDir, RgbaColor(1, 1, 1, 1), RgbaColor(1, 1, 1, 1));
|
---|
[3061] | 529 | // the render queue for material sorting
|
---|
[3101] | 530 | renderQueue = new RenderQueue(&renderState);
|
---|
[2952] | 531 |
|
---|
[2760] | 532 | glutInitWindowSize(winWidth, winHeight);
|
---|
[2756] | 533 | glutInit(&argc, argv);
|
---|
[2853] | 534 | glutInitDisplayMode(GLUT_DOUBLE | GLUT_RGBA | GLUT_DEPTH | GLUT_MULTISAMPLE);
|
---|
| 535 | //glutInitDisplayMode(GLUT_DOUBLE | GLUT_RGBA | GLUT_DEPTH);
|
---|
[2850] | 536 | //glutInitDisplayString("samples=2");
|
---|
| 537 |
|
---|
[2867] | 538 | SceneEntity::SetUseLODs(useLODs);
|
---|
| 539 |
|
---|
[3256] | 540 |
|
---|
[2828] | 541 | if (!useFullScreen)
|
---|
[2856] | 542 | {
|
---|
[2828] | 543 | glutCreateWindow("FriendlyCulling");
|
---|
[2856] | 544 | }
|
---|
[2828] | 545 | else
|
---|
| 546 | {
|
---|
| 547 | glutGameModeString( "1024x768:32@75" );
|
---|
| 548 | glutEnterGameMode();
|
---|
| 549 | }
|
---|
| 550 |
|
---|
[3059] | 551 | glutDisplayFunc(MainLoop);
|
---|
[2792] | 552 | glutKeyboardFunc(KeyBoard);
|
---|
| 553 | glutSpecialFunc(Special);
|
---|
| 554 | glutReshapeFunc(Reshape);
|
---|
| 555 | glutMouseFunc(Mouse);
|
---|
[3059] | 556 | glutIdleFunc(MainLoop);
|
---|
[2792] | 557 | glutKeyboardUpFunc(KeyUp);
|
---|
| 558 | glutSpecialUpFunc(SpecialKeyUp);
|
---|
| 559 | glutIgnoreKeyRepeat(true);
|
---|
| 560 |
|
---|
[2829] | 561 | // initialise gl graphics
|
---|
[2756] | 562 | InitExtensions();
|
---|
| 563 | InitGLstate();
|
---|
[2850] | 564 |
|
---|
[2854] | 565 | glEnable(GL_MULTISAMPLE_ARB);
|
---|
| 566 | glHint(GL_MULTISAMPLE_FILTER_HINT_NV, GL_NICEST);
|
---|
[2850] | 567 |
|
---|
[2792] | 568 | LeftMotion(0, 0);
|
---|
| 569 | MiddleMotion(0, 0);
|
---|
[2756] | 570 |
|
---|
[2829] | 571 | perfGraph = new PerformanceGraph(1000);
|
---|
[2756] | 572 |
|
---|
[3059] | 573 | resourceManager = ResourceManager::GetSingleton();
|
---|
[3057] | 574 | shaderManager = ShaderManager::GetSingleton();
|
---|
[2793] | 575 |
|
---|
[3220] | 576 |
|
---|
[3059] | 577 | ///////////
|
---|
| 578 | //-- load the static scene geometry
|
---|
[2756] | 579 |
|
---|
[3267] | 580 | LoadModel(filename + ".dem", staticObjects);
|
---|
[3059] | 581 |
|
---|
[3074] | 582 |
|
---|
[3072] | 583 | //////////
|
---|
| 584 | //-- load some dynamic stuff
|
---|
[3059] | 585 |
|
---|
[3203] | 586 | //resourceManager->mUseNormalMapping = true;
|
---|
[3193] | 587 | //resourceManager->mUseNormalMapping = false;
|
---|
[3127] | 588 |
|
---|
[3226] | 589 | resourceManager->mUseSpecialColors = true;
|
---|
| 590 |
|
---|
[3203] | 591 | //LoadModel("fisch.dem", dynamicObjects);
|
---|
[3235] | 592 |
|
---|
[3146] | 593 | //LoadModel("venusm.dem", dynamicObjects);
|
---|
[3153] | 594 | //LoadModel("camel.dem", dynamicObjects);
|
---|
[3146] | 595 | //LoadModel("toyplane2.dem", dynamicObjects);
|
---|
[3151] | 596 | //LoadModel("elephal.dem", dynamicObjects);
|
---|
[3249] | 597 | //LoadModel("sibenik.dem", dynamicObjects);
|
---|
[3128] | 598 |
|
---|
[3271] | 599 |
|
---|
| 600 | AxisAlignedBox3 pompeiiBox = SceneEntity::ComputeBoundingBox(staticObjects);
|
---|
| 601 |
|
---|
[3272] | 602 | cout << "here34 " << pompeiiBox << endl;
|
---|
| 603 |
|
---|
| 604 | #if 0
|
---|
[3270] | 605 | // todo: dispose texture
|
---|
| 606 | Texture *floorTex = new Texture(model_path + "stairs.c.01.tif");
|
---|
[3261] | 607 |
|
---|
[3270] | 608 | floorTex->SetBoundaryModeS(Texture::REPEAT);
|
---|
| 609 | floorTex->SetBoundaryModeT(Texture::REPEAT);
|
---|
| 610 |
|
---|
| 611 | floorTex->Create();
|
---|
[3271] | 612 | Material *mymat = resourceManager->CreateMaterial();
|
---|
[3270] | 613 |
|
---|
[3271] | 614 | Technique *tech = mymat->GetDefaultTechnique();
|
---|
| 615 | tech->SetDiffuse(RgbaColor(1, 1, 1, 1));
|
---|
| 616 | tech->SetTexture(floorTex);
|
---|
[3270] | 617 |
|
---|
[3271] | 618 | Technique *depthPass = new Technique(*tech);
|
---|
| 619 | Technique *deferred = new Technique(*tech);
|
---|
[3270] | 620 |
|
---|
[3271] | 621 | depthPass->SetColorWriteEnabled(false);
|
---|
| 622 | depthPass->SetLightingEnabled(false);
|
---|
[3270] | 623 |
|
---|
[3271] | 624 | ShaderProgram *defaultFragmentTexProgramMrt = ShaderManager::GetSingleton()->GetShaderProgram("defaultFragmentTexMrt");
|
---|
| 625 | ShaderProgram *defaultVertexProgramMrt = ShaderManager::GetSingleton()->GetShaderProgram("defaultVertexMrt");
|
---|
| 626 |
|
---|
| 627 | deferred->SetFragmentProgram(defaultFragmentTexProgramMrt);
|
---|
| 628 | deferred->SetVertexProgram(defaultVertexProgramMrt);
|
---|
| 629 |
|
---|
| 630 | deferred->GetFragmentProgramParameters()->SetViewMatrixParam(0);
|
---|
| 631 | deferred->GetVertexProgramParameters()->SetModelMatrixParam(1);
|
---|
| 632 | deferred->GetVertexProgramParameters()->SetOldModelMatrixParam(2);
|
---|
| 633 |
|
---|
| 634 | deferred->SetTexture(floorTex);
|
---|
| 635 |
|
---|
| 636 | mymat->AddTechnique(deferred);
|
---|
| 637 | mymat->AddTechnique(depthPass);
|
---|
| 638 |
|
---|
| 639 |
|
---|
| 640 | //const Vector3 offs(1300.0f, -2500.0f, .0f);
|
---|
| 641 | const Vector3 offs(pompeiiBox.Center(0), pompeiiBox.Center(1), 0);
|
---|
[3261] | 642 | Matrix4x4 moffs = TranslationMatrix(offs);
|
---|
| 643 |
|
---|
[3270] | 644 | Plane3 plane;
|
---|
| 645 | Transform3 *mytrafo = resourceManager->CreateTransform(moffs);
|
---|
[3261] | 646 |
|
---|
[3270] | 647 | SceneEntity *myplane =
|
---|
| 648 | SceneEntityConverter().ConvertPlane(plane,
|
---|
[3271] | 649 | pompeiiBox.Size(0),
|
---|
| 650 | pompeiiBox.Size(1),
|
---|
[3270] | 651 | 5,
|
---|
| 652 | 5,
|
---|
| 653 | mymat,
|
---|
| 654 | mytrafo);
|
---|
| 655 |
|
---|
| 656 | resourceManager->AddSceneEntity(myplane);
|
---|
| 657 | staticObjects.push_back(myplane);
|
---|
| 658 |
|
---|
[3271] | 659 | #endif
|
---|
[3270] | 660 |
|
---|
[3250] | 661 | #if 0
|
---|
[3261] | 662 | const Vector3 sceneCenter(470.398f, 240.364f, 181.7f);
|
---|
| 663 | //const Vector3 sceneCenter(470.398f, 240.364f, 180.3);
|
---|
| 664 | Matrix4x4 transl = TranslationMatrix(sceneCenter);
|
---|
| 665 |
|
---|
[3247] | 666 | LoadModel("hbuddha.dem", dynamicObjects);
|
---|
[3128] | 667 |
|
---|
[3072] | 668 | buddha = dynamicObjects.back();
|
---|
| 669 | buddha->GetTransform()->SetMatrix(transl);
|
---|
| 670 |
|
---|
[3075] | 671 | for (int i = 0; i < 10; ++ i)
|
---|
[3072] | 672 | {
|
---|
| 673 | SceneEntity *ent = new SceneEntity(*buddha);
|
---|
| 674 | resourceManager->AddSceneEntity(ent);
|
---|
| 675 |
|
---|
| 676 | Vector3 offs = Vector3::ZERO();
|
---|
| 677 |
|
---|
[3074] | 678 | offs.x = RandomValue(.0f, 50.0f);
|
---|
| 679 | offs.y = RandomValue(.0f, 50.0f);
|
---|
[3072] | 680 |
|
---|
[3120] | 681 | Vector3 newPos = sceneCenter + offs;
|
---|
| 682 |
|
---|
| 683 | transl = TranslationMatrix(newPos);
|
---|
[3072] | 684 | Transform3 *transform = resourceManager->CreateTransform(transl);
|
---|
| 685 |
|
---|
| 686 | ent->SetTransform(transform);
|
---|
| 687 | dynamicObjects.push_back(ent);
|
---|
[3125] | 688 | }
|
---|
[3247] | 689 | #endif
|
---|
[3072] | 690 |
|
---|
[3247] | 691 |
|
---|
| 692 | resourceManager->mUseNormalMapping = false;
|
---|
| 693 | resourceManager->mUseSpecialColors = false;
|
---|
| 694 |
|
---|
| 695 |
|
---|
[3059] | 696 | ///////////
|
---|
| 697 | //-- load the associated static bvh
|
---|
| 698 |
|
---|
[3266] | 699 | BvhFactory bvhFactory;
|
---|
[2795] | 700 |
|
---|
[3271] | 701 | if (bvhname != "")
|
---|
[2795] | 702 | {
|
---|
[3271] | 703 | cout << "loading bvh from disc" << endl;
|
---|
| 704 | const string bvh_fullpath = string(model_path + bvhname + ".bvh");
|
---|
| 705 | bvh = bvhFactory.Create(bvh_fullpath, staticObjects, dynamicObjects, maxDepthForTestingChildren);
|
---|
| 706 |
|
---|
| 707 | if (!bvh)
|
---|
| 708 | {
|
---|
| 709 | cerr << "loading bvh " << bvh_fullpath << " failed" << endl;
|
---|
| 710 | CleanUp();
|
---|
| 711 | exit(0);
|
---|
| 712 | }
|
---|
[2795] | 713 | }
|
---|
[3271] | 714 | else
|
---|
| 715 | {
|
---|
| 716 | cout << "creating new bvh" << endl;
|
---|
| 717 | bvh = bvhFactory.Create(staticObjects, dynamicObjects, maxDepthForTestingChildren);
|
---|
| 718 | }
|
---|
[2795] | 719 |
|
---|
[3059] | 720 | /// set the depth of the bvh depending on the triangles per leaf node
|
---|
| 721 | bvh->SetVirtualLeaves(trianglesPerVirtualLeaf);
|
---|
| 722 |
|
---|
[2963] | 723 | // set far plane based on scene extent
|
---|
| 724 | farDist = 10.0f * Magnitude(bvh->GetBox().Diagonal());
|
---|
[3059] | 725 | camera->SetFar(farDist);
|
---|
[2963] | 726 |
|
---|
[2961] | 727 |
|
---|
[3273] | 728 | ObjExporter().Export(model_path + "myvienna.obj", bvh);
|
---|
| 729 | BvhExporter().Export(model_path + "myvienna.bv", bvh);
|
---|
[3260] | 730 |
|
---|
| 731 |
|
---|
| 732 |
|
---|
[3059] | 733 | //////////////////
|
---|
| 734 | //-- setup the skydome model
|
---|
[2964] | 735 |
|
---|
[3267] | 736 | LoadModel("sky.dem", staticObjects);
|
---|
| 737 | skyDome = staticObjects.back();
|
---|
[2861] | 738 |
|
---|
[3059] | 739 | /// the turbitity of the sky (from clear to hazy, use <3 for clear sky)
|
---|
[3193] | 740 | preetham = new SkyPreetham(turbitity, skyDome);
|
---|
[2961] | 741 |
|
---|
[3118] | 742 | CreateAnimation();
|
---|
[3059] | 743 |
|
---|
[3219] | 744 |
|
---|
[3214] | 745 | //////////////////////////
|
---|
[3219] | 746 | //-- a bounding box representing the sun pos in order to test visibility
|
---|
| 747 |
|
---|
[3214] | 748 | Transform3 *trafo = resourceManager->CreateTransform(IdentityMatrix());
|
---|
[3078] | 749 |
|
---|
[3214] | 750 | // make it slightly bigger to simulate sun diameter
|
---|
| 751 | const float size = 25.0f;
|
---|
| 752 | AxisAlignedBox3 sbox(Vector3(-size), Vector3(size));
|
---|
| 753 |
|
---|
| 754 | SceneEntityConverter conv;
|
---|
| 755 |
|
---|
[3245] | 756 |
|
---|
| 757 | //////////////////
|
---|
| 758 | //-- occlusion query for sun
|
---|
| 759 |
|
---|
[3215] | 760 | Material *mat = resourceManager->CreateMaterial();
|
---|
[3214] | 761 |
|
---|
| 762 | mat->GetTechnique(0)->SetDepthWriteEnabled(false);
|
---|
| 763 | mat->GetTechnique(0)->SetColorWriteEnabled(false);
|
---|
| 764 |
|
---|
| 765 | sunBox = conv.ConvertBox(sbox, mat, trafo);
|
---|
[3215] | 766 | resourceManager->AddSceneEntity(sunBox);
|
---|
| 767 |
|
---|
| 768 | /// create single occlusion query that handles sun visibility
|
---|
[3214] | 769 | glGenQueriesARB(1, &sunQuery);
|
---|
| 770 |
|
---|
| 771 |
|
---|
[3059] | 772 | //////////
|
---|
| 773 | //-- initialize the traversal algorithm
|
---|
| 774 |
|
---|
[2897] | 775 | traverser = CreateTraverser(camera);
|
---|
[3059] | 776 |
|
---|
| 777 | // the bird-eye visualization
|
---|
[3101] | 778 | visualization = new Visualization(bvh, camera, NULL, &renderState);
|
---|
[3054] | 779 |
|
---|
[3059] | 780 | // this function assign the render queue bucket ids of the materials in beforehand
|
---|
[3227] | 781 | // => probably less overhead for new parts of the scene that are not yet assigned
|
---|
[3059] | 782 | PrepareRenderQueue();
|
---|
| 783 | /// forward rendering is the default
|
---|
[3101] | 784 | renderState.SetRenderTechnique(FORWARD);
|
---|
[2847] | 785 | // frame time is restarted every frame
|
---|
| 786 | frameTimer.Start();
|
---|
[3059] | 787 |
|
---|
[3238] | 788 | //Halton::TestHalton(7, 2);
|
---|
| 789 | //HaltonSequence::TestHalton(15, 2);
|
---|
| 790 | //Halton::TestPrime();
|
---|
[3227] | 791 |
|
---|
[2857] | 792 | // the rendering loop
|
---|
[2642] | 793 | glutMainLoop();
|
---|
[3059] | 794 |
|
---|
[2642] | 795 | // clean up
|
---|
[2756] | 796 | CleanUp();
|
---|
[3019] | 797 |
|
---|
[2642] | 798 | return 0;
|
---|
| 799 | }
|
---|
| 800 |
|
---|
[2756] | 801 |
|
---|
[2809] | 802 | void InitFBO()
|
---|
[2810] | 803 | {
|
---|
[2949] | 804 | PrintGLerror("fbo start");
|
---|
[2980] | 805 |
|
---|
[2857] | 806 | // this fbo basicly stores the scene information we get from standard rendering of a frame
|
---|
[3066] | 807 | // we store diffuse colors, eye space depth and normals
|
---|
[2884] | 808 | fbo = new FrameBufferObject(texWidth, texHeight, FrameBufferObject::DEPTH_32);
|
---|
[2857] | 809 |
|
---|
[2859] | 810 | // the diffuse color buffer
|
---|
[3015] | 811 | fbo->AddColorBuffer(ColorBufferObject::RGBA_FLOAT_32, ColorBufferObject::WRAP_CLAMP_TO_EDGE, ColorBufferObject::FILTER_LINEAR, ColorBufferObject::FILTER_NEAREST);
|
---|
[3009] | 812 | // the normals buffer
|
---|
[3197] | 813 | //fbo->AddColorBuffer(ColorBufferObject::RGB_FLOAT_16, ColorBufferObject::WRAP_CLAMP_TO_EDGE, ColorBufferObject::FILTER_NEAREST);
|
---|
| 814 | fbo->AddColorBuffer(ColorBufferObject::RGB_FLOAT_16, ColorBufferObject::WRAP_CLAMP_TO_EDGE, ColorBufferObject::FILTER_LINEAR);
|
---|
[3066] | 815 | // a rgb buffer which could hold material properties
|
---|
[3113] | 816 | //fbo->AddColorBuffer(ColorBufferObject::RGB_UBYTE, ColorBufferObject::WRAP_CLAMP_TO_EDGE, ColorBufferObject::FILTER_NEAREST);
|
---|
[3117] | 817 | // buffer holding the difference vector to the old frame
|
---|
[3167] | 818 | fbo->AddColorBuffer(ColorBufferObject::RGB_FLOAT_16, ColorBufferObject::WRAP_CLAMP_TO_EDGE, ColorBufferObject::FILTER_LINEAR);
|
---|
[2879] | 819 | // another color buffer
|
---|
[3015] | 820 | fbo->AddColorBuffer(ColorBufferObject::RGBA_FLOAT_32, ColorBufferObject::WRAP_CLAMP_TO_EDGE, ColorBufferObject::FILTER_LINEAR, ColorBufferObject::FILTER_NEAREST);
|
---|
[2879] | 821 |
|
---|
[3117] | 822 | for (int i = 0; i < 4; ++ i)
|
---|
[3219] | 823 | {
|
---|
[3117] | 824 | FrameBufferObject::InitBuffer(fbo, i);
|
---|
[3219] | 825 | }
|
---|
| 826 |
|
---|
[3117] | 827 | PrintGLerror("init fbo");
|
---|
[2809] | 828 | }
|
---|
| 829 |
|
---|
| 830 |
|
---|
[2827] | 831 | bool InitFont(void)
|
---|
[2642] | 832 | {
|
---|
[2826] | 833 | glEnable(GL_TEXTURE_2D);
|
---|
| 834 |
|
---|
| 835 | glGenTextures(1, &fontTex);
|
---|
| 836 | glBindTexture(GL_TEXTURE_2D, fontTex);
|
---|
[3019] | 837 |
|
---|
[2829] | 838 | if (!myfont.Create("data/fonts/verdana.glf", fontTex))
|
---|
[2826] | 839 | return false;
|
---|
| 840 |
|
---|
| 841 | glDisable(GL_TEXTURE_2D);
|
---|
[2827] | 842 |
|
---|
[2826] | 843 | return true;
|
---|
| 844 | }
|
---|
| 845 |
|
---|
| 846 |
|
---|
| 847 | void InitGLstate()
|
---|
| 848 | {
|
---|
[3246] | 849 | glClearColor(0.4f, 0.4f, 0.4f, 1e20f);
|
---|
[2642] | 850 |
|
---|
| 851 | glPixelStorei(GL_UNPACK_ALIGNMENT, 1);
|
---|
| 852 | glPixelStorei(GL_PACK_ALIGNMENT,1);
|
---|
| 853 |
|
---|
| 854 | glDepthFunc(GL_LESS);
|
---|
[2762] | 855 | glEnable(GL_DEPTH_TEST);
|
---|
[2642] | 856 |
|
---|
[2760] | 857 | glColor3f(1.0f, 1.0f, 1.0f);
|
---|
[2642] | 858 | glShadeModel(GL_SMOOTH);
|
---|
| 859 |
|
---|
| 860 | glMaterialf(GL_FRONT, GL_SHININESS, 64);
|
---|
| 861 | glEnable(GL_NORMALIZE);
|
---|
[2767] | 862 |
|
---|
| 863 | glDisable(GL_ALPHA_TEST);
|
---|
[2951] | 864 | glAlphaFunc(GL_GEQUAL, 0.5f);
|
---|
[2767] | 865 |
|
---|
[2642] | 866 | glFrontFace(GL_CCW);
|
---|
| 867 | glCullFace(GL_BACK);
|
---|
[2851] | 868 | glEnable(GL_CULL_FACE);
|
---|
| 869 |
|
---|
[2800] | 870 | glDisable(GL_TEXTURE_2D);
|
---|
[2762] | 871 |
|
---|
[2959] | 872 | GLfloat ambientColor[] = {0.2, 0.2, 0.2, 1.0};
|
---|
[2756] | 873 | GLfloat diffuseColor[] = {1.0, 0.0, 0.0, 1.0};
|
---|
[2759] | 874 | GLfloat specularColor[] = {0.0, 0.0, 0.0, 1.0};
|
---|
[2642] | 875 |
|
---|
[2756] | 876 | glMaterialfv(GL_FRONT, GL_AMBIENT, ambientColor);
|
---|
| 877 | glMaterialfv(GL_FRONT, GL_DIFFUSE, diffuseColor);
|
---|
| 878 | glMaterialfv(GL_FRONT, GL_SPECULAR, specularColor);
|
---|
[2801] | 879 |
|
---|
| 880 | glDepthFunc(GL_LESS);
|
---|
[2826] | 881 |
|
---|
[2827] | 882 | if (!InitFont())
|
---|
[2826] | 883 | cerr << "font creation failed" << endl;
|
---|
| 884 | else
|
---|
| 885 | cout << "successfully created font" << endl;
|
---|
[2953] | 886 |
|
---|
| 887 |
|
---|
[2954] | 888 | //////////////////////////////
|
---|
| 889 |
|
---|
[2959] | 890 | //GLfloat lmodel_ambient[] = {1.0f, 1.0f, 1.0f, 1.0f};
|
---|
| 891 | GLfloat lmodel_ambient[] = {0.7f, 0.7f, 0.8f, 1.0f};
|
---|
[2954] | 892 |
|
---|
| 893 | glLightModelfv(GL_LIGHT_MODEL_AMBIENT, lmodel_ambient);
|
---|
[2959] | 894 | //glLightModeli(GL_LIGHT_MODEL_LOCAL_VIEWER, GL_TRUE);
|
---|
| 895 | glLightModeli(GL_LIGHT_MODEL_LOCAL_VIEWER, GL_FALSE);
|
---|
[2954] | 896 | glLightModeli(GL_LIGHT_MODEL_COLOR_CONTROL_EXT, GL_SINGLE_COLOR_EXT);
|
---|
[2642] | 897 | }
|
---|
| 898 |
|
---|
| 899 |
|
---|
[2827] | 900 | void DrawHelpMessage()
|
---|
[2826] | 901 | {
|
---|
[2642] | 902 | const char *message[] =
|
---|
| 903 | {
|
---|
| 904 | "Help information",
|
---|
| 905 | "",
|
---|
| 906 | "'F1' - shows/dismisses this message",
|
---|
[2795] | 907 | "'F2' - shows/hides bird eye view",
|
---|
[2790] | 908 | "'F3' - shows/hides bounds (boxes or tight bounds)",
|
---|
[2827] | 909 | "'F4', - shows/hides parameters",
|
---|
| 910 | "'F5' - shows/hides statistics",
|
---|
| 911 | "'F6', - toggles between fly/walkmode",
|
---|
[2826] | 912 | "'F7', - cycles throw render modes",
|
---|
| 913 | "'F8', - enables/disables ambient occlusion (only deferred)",
|
---|
| 914 | "'F9', - shows pure algorithm render time (using glFinish)",
|
---|
[2790] | 915 | "'SPACE' - cycles through occlusion culling algorithms",
|
---|
[2642] | 916 | "",
|
---|
[2827] | 917 | "'MOUSE LEFT' - turn left/right, move forward/backward",
|
---|
| 918 | "'MOUSE RIGHT' - turn left/right, move forward/backward",
|
---|
| 919 | "'MOUSE MIDDLE' - move up/down, left/right",
|
---|
| 920 | "'CURSOR UP/DOWN' - move forward/backward",
|
---|
| 921 | "'CURSOR LEFT/RIGHT' - turn left/right",
|
---|
[2642] | 922 | "",
|
---|
[2827] | 923 | "'-'/'+' - decreases/increases max batch size",
|
---|
[2837] | 924 | "'1'/'2' - downward/upward motion",
|
---|
| 925 | "'3'/'4' - decreases/increases triangles per virtual bvh leaf (sets bvh depth)",
|
---|
| 926 | "'5'/'6' - decreases/increases assumed visible frames",
|
---|
[2776] | 927 | "",
|
---|
[2786] | 928 | "'R' - use render queue",
|
---|
[2790] | 929 | "'B' - use tight bounds",
|
---|
| 930 | "'M' - use multiqueries",
|
---|
[2792] | 931 | "'O' - use CHC optimization (geometry queries for leaves)",
|
---|
[2642] | 932 | 0,
|
---|
| 933 | };
|
---|
| 934 |
|
---|
[2756] | 935 |
|
---|
[2827] | 936 | glColor4f(0.0f, 1.0f , 0.0f, 0.2f); // 20% green.
|
---|
[2756] | 937 |
|
---|
[2827] | 938 | glRecti(30, 30, winWidth - 30, winHeight - 30);
|
---|
[2642] | 939 |
|
---|
[2827] | 940 | glEnd();
|
---|
| 941 |
|
---|
[2756] | 942 | glColor3f(1.0f, 1.0f, 1.0f);
|
---|
| 943 |
|
---|
[2829] | 944 | glEnable(GL_TEXTURE_2D);
|
---|
[2827] | 945 | myfont.Begin();
|
---|
| 946 |
|
---|
| 947 | int x = 40, y = 30;
|
---|
| 948 |
|
---|
| 949 | for(int i = 0; message[i] != 0; ++ i)
|
---|
[2756] | 950 | {
|
---|
| 951 | if(message[i][0] == '\0')
|
---|
| 952 | {
|
---|
[2786] | 953 | y += 15;
|
---|
[2756] | 954 | }
|
---|
| 955 | else
|
---|
| 956 | {
|
---|
[2827] | 957 | myfont.DrawString(message[i], x, winHeight - y);
|
---|
| 958 | y += 25;
|
---|
[2642] | 959 | }
|
---|
| 960 | }
|
---|
[2829] | 961 | glDisable(GL_TEXTURE_2D);
|
---|
[2642] | 962 | }
|
---|
| 963 |
|
---|
| 964 |
|
---|
[3062] | 965 | RenderTraverser *CreateTraverser(PerspectiveCamera *cam)
|
---|
[2764] | 966 | {
|
---|
[2897] | 967 | RenderTraverser *tr;
|
---|
| 968 |
|
---|
[2764] | 969 | switch (renderMode)
|
---|
| 970 | {
|
---|
| 971 | case RenderTraverser::CULL_FRUSTUM:
|
---|
[2897] | 972 | tr = new FrustumCullingTraverser();
|
---|
[2764] | 973 | break;
|
---|
| 974 | case RenderTraverser::STOP_AND_WAIT:
|
---|
[2897] | 975 | tr = new StopAndWaitTraverser();
|
---|
[2764] | 976 | break;
|
---|
| 977 | case RenderTraverser::CHC:
|
---|
[2897] | 978 | tr = new CHCTraverser();
|
---|
[2764] | 979 | break;
|
---|
[2767] | 980 | case RenderTraverser::CHCPLUSPLUS:
|
---|
[2897] | 981 | tr = new CHCPlusPlusTraverser();
|
---|
[2767] | 982 | break;
|
---|
[3258] | 983 | case RenderTraverser::CULL_COLLECTOR:
|
---|
| 984 | tr = new PvsCollectionRenderer();
|
---|
| 985 | break;
|
---|
[2764] | 986 | default:
|
---|
[2897] | 987 | tr = new FrustumCullingTraverser();
|
---|
[2764] | 988 | }
|
---|
| 989 |
|
---|
[2897] | 990 | tr->SetCamera(cam);
|
---|
| 991 | tr->SetHierarchy(bvh);
|
---|
| 992 | tr->SetRenderQueue(renderQueue);
|
---|
[3101] | 993 | tr->SetRenderState(&renderState);
|
---|
[2897] | 994 | tr->SetUseOptimization(useOptimization);
|
---|
| 995 | tr->SetUseRenderQueue(useRenderQueue);
|
---|
| 996 | tr->SetVisibilityThreshold(threshold);
|
---|
| 997 | tr->SetAssumedVisibleFrames(assumedVisibleFrames);
|
---|
| 998 | tr->SetMaxBatchSize(maxBatchSize);
|
---|
| 999 | tr->SetUseMultiQueries(useMultiQueries);
|
---|
| 1000 | tr->SetUseTightBounds(useTightBounds);
|
---|
[2955] | 1001 | tr->SetUseDepthPass((renderMethod == RENDER_DEPTH_PASS) || (renderMethod == RENDER_DEPTH_PASS_DEFERRED));
|
---|
[2897] | 1002 | tr->SetRenderQueue(renderQueue);
|
---|
[3066] | 1003 | tr->SetShowBounds(showBoundingVolumes);
|
---|
[2897] | 1004 |
|
---|
[3066] | 1005 | bvh->ResetNodeClassifications();
|
---|
| 1006 |
|
---|
| 1007 |
|
---|
[2897] | 1008 | return tr;
|
---|
[2764] | 1009 | }
|
---|
| 1010 |
|
---|
[3059] | 1011 | /** Setup sunlight
|
---|
| 1012 | */
|
---|
[2759] | 1013 | void SetupLighting()
|
---|
[2642] | 1014 | {
|
---|
[2759] | 1015 | glEnable(GL_LIGHT0);
|
---|
[2959] | 1016 | glDisable(GL_LIGHT1);
|
---|
[2825] | 1017 |
|
---|
[2954] | 1018 | Vector3 lightDir = -light->GetDirection();
|
---|
| 1019 |
|
---|
| 1020 |
|
---|
[2945] | 1021 | ///////////
|
---|
| 1022 | //-- first light: sunlight
|
---|
| 1023 |
|
---|
[2954] | 1024 | GLfloat ambient[] = {0.25f, 0.25f, 0.3f, 1.0f};
|
---|
| 1025 | GLfloat diffuse[] = {1.0f, 0.95f, 0.85f, 1.0f};
|
---|
| 1026 | GLfloat specular[] = {1.0f, 1.0f, 1.0f, 1.0f};
|
---|
[2982] | 1027 |
|
---|
[2759] | 1028 |
|
---|
[3175] | 1029 | const bool useHDRValues =
|
---|
[3046] | 1030 | ((renderMethod == RENDER_DEPTH_PASS_DEFERRED) ||
|
---|
| 1031 | (renderMethod == RENDER_DEFERRED)) && useHDR;
|
---|
[2982] | 1032 |
|
---|
[3046] | 1033 |
|
---|
[2954] | 1034 | Vector3 sunAmbient;
|
---|
| 1035 | Vector3 sunDiffuse;
|
---|
[2759] | 1036 |
|
---|
[3247] | 1037 | if (useSkylightForIllum)
|
---|
| 1038 | {
|
---|
| 1039 | preetham->ComputeSunColor(lightDir, sunAmbient, sunDiffuse, !useHDRValues);
|
---|
[2945] | 1040 |
|
---|
[3247] | 1041 | ambient[0] = sunAmbient.x;
|
---|
| 1042 | ambient[1] = sunAmbient.y;
|
---|
| 1043 | ambient[2] = sunAmbient.z;
|
---|
[2825] | 1044 |
|
---|
[3247] | 1045 | diffuse[0] = sunDiffuse.x;
|
---|
| 1046 | diffuse[1] = sunDiffuse.y;
|
---|
| 1047 | diffuse[2] = sunDiffuse.z;
|
---|
| 1048 | }
|
---|
| 1049 | else
|
---|
| 1050 | {
|
---|
[2945] | 1051 |
|
---|
[3247] | 1052 | ambient[0] = .2f;
|
---|
| 1053 | ambient[1] = .2f;
|
---|
| 1054 | ambient[2] = .2f;
|
---|
[3077] | 1055 |
|
---|
[3247] | 1056 | diffuse[0] = 1.0f;
|
---|
| 1057 | diffuse[1] = 1.0f;
|
---|
| 1058 | diffuse[2] = 1.0f;
|
---|
| 1059 | }
|
---|
[3193] | 1060 |
|
---|
[2954] | 1061 | glLightfv(GL_LIGHT0, GL_AMBIENT, ambient);
|
---|
| 1062 | glLightfv(GL_LIGHT0, GL_DIFFUSE, diffuse);
|
---|
| 1063 | glLightfv(GL_LIGHT0, GL_SPECULAR, specular);
|
---|
[2825] | 1064 |
|
---|
[2954] | 1065 | GLfloat position[] = {lightDir.x, lightDir.y, lightDir.z, 0.0f};
|
---|
| 1066 | glLightfv(GL_LIGHT0, GL_POSITION, position);
|
---|
[2642] | 1067 | }
|
---|
| 1068 |
|
---|
[2800] | 1069 |
|
---|
[2795] | 1070 | void SetupEyeView()
|
---|
[2642] | 1071 | {
|
---|
[2861] | 1072 | // store matrix of last frame
|
---|
[3005] | 1073 | oldViewProjMat = viewProjMat;
|
---|
[2834] | 1074 |
|
---|
[3061] | 1075 | camera->SetupViewProjection();
|
---|
[2759] | 1076 |
|
---|
[3061] | 1077 |
|
---|
[2864] | 1078 | /////////////////
|
---|
[3059] | 1079 | //-- compute view projection matrix and store for later use
|
---|
[2864] | 1080 |
|
---|
[2894] | 1081 | Matrix4x4 matViewing, matProjection;
|
---|
[2864] | 1082 |
|
---|
[2834] | 1083 | camera->GetModelViewMatrix(matViewing);
|
---|
| 1084 | camera->GetProjectionMatrix(matProjection);
|
---|
| 1085 |
|
---|
[3005] | 1086 | viewProjMat = matViewing * matProjection;
|
---|
[2642] | 1087 | }
|
---|
| 1088 |
|
---|
| 1089 |
|
---|
[2792] | 1090 | void KeyHorizontalMotion(float shift)
|
---|
| 1091 | {
|
---|
[2888] | 1092 | Vector3 hvec = -camera->GetDirection();
|
---|
[2792] | 1093 | hvec.z = 0;
|
---|
| 1094 |
|
---|
| 1095 | Vector3 pos = camera->GetPosition();
|
---|
| 1096 | pos += hvec * shift;
|
---|
| 1097 |
|
---|
| 1098 | camera->SetPosition(pos);
|
---|
| 1099 | }
|
---|
| 1100 |
|
---|
| 1101 |
|
---|
[2794] | 1102 | void KeyVerticalMotion(float shift)
|
---|
| 1103 | {
|
---|
| 1104 | Vector3 uvec = Vector3(0, 0, shift);
|
---|
| 1105 |
|
---|
| 1106 | Vector3 pos = camera->GetPosition();
|
---|
| 1107 | pos += uvec;
|
---|
| 1108 |
|
---|
| 1109 | camera->SetPosition(pos);
|
---|
| 1110 | }
|
---|
| 1111 |
|
---|
| 1112 |
|
---|
[3105] | 1113 | void KeyStrafe(float shift)
|
---|
| 1114 | {
|
---|
| 1115 | Vector3 viewDir = camera->GetDirection();
|
---|
| 1116 | Vector3 pos = camera->GetPosition();
|
---|
| 1117 |
|
---|
| 1118 | // the 90 degree rotated view vector
|
---|
| 1119 | // z zero so we don't move in the vertical
|
---|
| 1120 | Vector3 rVec(viewDir[0], viewDir[1], 0);
|
---|
| 1121 |
|
---|
| 1122 | Matrix4x4 rot = RotationZMatrix(M_PI * 0.5f);
|
---|
| 1123 | rVec = rot * rVec;
|
---|
| 1124 | pos += rVec * shift;
|
---|
| 1125 |
|
---|
| 1126 | camera->SetPosition(pos);
|
---|
| 1127 | }
|
---|
| 1128 |
|
---|
| 1129 |
|
---|
[3059] | 1130 | /** Initialize the deferred rendering pass.
|
---|
| 1131 | */
|
---|
[2948] | 1132 | void InitDeferredRendering()
|
---|
| 1133 | {
|
---|
| 1134 | if (!fbo) InitFBO();
|
---|
| 1135 | fbo->Bind();
|
---|
| 1136 |
|
---|
| 1137 | // multisampling does not work with deferred shading
|
---|
| 1138 | glDisable(GL_MULTISAMPLE_ARB);
|
---|
[3101] | 1139 | renderState.SetRenderTechnique(DEFERRED);
|
---|
[2948] | 1140 |
|
---|
| 1141 |
|
---|
[3175] | 1142 | // draw to 3 render targets
|
---|
[3118] | 1143 | if (sCurrentMrtSet == 0)
|
---|
| 1144 | {
|
---|
| 1145 | DeferredRenderer::colorBufferIdx = 0;
|
---|
| 1146 | glDrawBuffers(3, mrt);
|
---|
| 1147 | }
|
---|
| 1148 | else
|
---|
| 1149 | {
|
---|
| 1150 | DeferredRenderer::colorBufferIdx = 3;
|
---|
| 1151 | glDrawBuffers(3, mrt2);
|
---|
| 1152 | }
|
---|
[2985] | 1153 |
|
---|
[2978] | 1154 | sCurrentMrtSet = 1 - sCurrentMrtSet;
|
---|
[2948] | 1155 | }
|
---|
| 1156 |
|
---|
| 1157 |
|
---|
[3059] | 1158 | /** the main rendering loop
|
---|
| 1159 | */
|
---|
| 1160 | void MainLoop()
|
---|
[2801] | 1161 | {
|
---|
[3246] | 1162 | if (buddha)
|
---|
[3120] | 1163 | {
|
---|
[3246] | 1164 | Matrix4x4 oldTrafo = buddha->GetTransform()->GetMatrix();
|
---|
| 1165 | Vector3 buddhaPos = motionPath->GetCurrentPosition();
|
---|
| 1166 | Matrix4x4 trafo = TranslationMatrix(buddhaPos);
|
---|
[3120] | 1167 |
|
---|
[3246] | 1168 | buddha->GetTransform()->SetMatrix(trafo);
|
---|
| 1169 |
|
---|
| 1170 | #if TODO // drop objects on ground floor
|
---|
| 1171 | for (int i = 0; i < 10; ++ i)
|
---|
[3120] | 1172 | {
|
---|
[3246] | 1173 | SceneEntity *ent = dynamicObjects[i];
|
---|
| 1174 | Vector3 newPos = ent->GetWorldCenter();
|
---|
| 1175 |
|
---|
| 1176 | if (GetOrCreateSceneQuery()->CalcIntersection(newPos))
|
---|
| 1177 | {
|
---|
| 1178 | Matrix4x4 mat = TranslationMatrix(newPos - ent->GetCenter());
|
---|
| 1179 | ent->GetTransform()->SetMatrix(mat);
|
---|
| 1180 | }
|
---|
[3120] | 1181 | }
|
---|
[3221] | 1182 | #endif
|
---|
[3120] | 1183 |
|
---|
[3247] | 1184 | /*
|
---|
[3246] | 1185 | /////////////////////////
|
---|
| 1186 | //-- update animations
|
---|
[3221] | 1187 |
|
---|
[3246] | 1188 | //const float rotAngle = M_PI * 1e-3f;
|
---|
| 1189 | const float rotAngle = 1.0f * M_PI / 180.0f;
|
---|
[3225] | 1190 |
|
---|
[3246] | 1191 | Matrix4x4 rotMatrix = RotationZMatrix(rotAngle);
|
---|
[3247] | 1192 | dynamicObjects[2]->GetTransform()->MultMatrix(rotMatrix);
|
---|
[3125] | 1193 |
|
---|
[3246] | 1194 | motionPath->Move(0.01f);
|
---|
[3247] | 1195 | */
|
---|
[3246] | 1196 | }
|
---|
[3125] | 1197 |
|
---|
[3113] | 1198 |
|
---|
[3111] | 1199 | /////////////
|
---|
[3078] | 1200 |
|
---|
[3219] | 1201 | static Vector3 oldPos = camera->GetPosition();
|
---|
| 1202 | static Vector3 oldDir = camera->GetDirection();
|
---|
[2800] | 1203 |
|
---|
[2792] | 1204 | if (leftKeyPressed)
|
---|
[2795] | 1205 | camera->Pitch(KeyRotationAngle());
|
---|
[2792] | 1206 | if (rightKeyPressed)
|
---|
[2795] | 1207 | camera->Pitch(-KeyRotationAngle());
|
---|
[2792] | 1208 | if (upKeyPressed)
|
---|
[2887] | 1209 | KeyHorizontalMotion(-KeyShift());
|
---|
| 1210 | if (downKeyPressed)
|
---|
[2795] | 1211 | KeyHorizontalMotion(KeyShift());
|
---|
[2837] | 1212 | if (ascendKeyPressed)
|
---|
| 1213 | KeyVerticalMotion(KeyShift());
|
---|
| 1214 | if (descendKeyPressed)
|
---|
[2795] | 1215 | KeyVerticalMotion(-KeyShift());
|
---|
[3105] | 1216 | if (leftStrafeKeyPressed)
|
---|
| 1217 | KeyStrafe(KeyShift());
|
---|
| 1218 | if (rightStrafeKeyPressed)
|
---|
| 1219 | KeyStrafe(-KeyShift());
|
---|
[2792] | 1220 |
|
---|
[3105] | 1221 |
|
---|
[2801] | 1222 | // place view on ground
|
---|
| 1223 | if (!flyMode) PlaceViewer(oldPos);
|
---|
[2800] | 1224 |
|
---|
[2826] | 1225 | if (showAlgorithmTime)
|
---|
| 1226 | {
|
---|
| 1227 | glFinish();
|
---|
| 1228 | algTimer.Start();
|
---|
| 1229 | }
|
---|
[2809] | 1230 |
|
---|
[3219] | 1231 | // don't allow replay on record
|
---|
| 1232 | if (replayPath && !recordPath)
|
---|
| 1233 | {
|
---|
| 1234 | if (!walkThroughPlayer)
|
---|
[3271] | 1235 | walkThroughPlayer = new WalkThroughPlayer(walkThroughSuffix + ".log");
|
---|
[3219] | 1236 |
|
---|
| 1237 | ++ currentReplayFrame;
|
---|
[2895] | 1238 |
|
---|
[3223] | 1239 | // reset if end of walkthrough is reached
|
---|
[3219] | 1240 | if (!walkThroughPlayer->ReadNextFrame(camera))
|
---|
| 1241 | {
|
---|
| 1242 | currentReplayFrame = -1;
|
---|
| 1243 | replayPath = false;
|
---|
| 1244 | }
|
---|
| 1245 | }
|
---|
| 1246 |
|
---|
[2931] | 1247 | if ((!shadowMap || !shadowTraverser) && (showShadowMap || renderLightView))
|
---|
| 1248 | {
|
---|
| 1249 | if (!shadowMap)
|
---|
| 1250 | shadowMap = new ShadowMap(light, shadowSize, bvh->GetBox(), camera);
|
---|
| 1251 |
|
---|
| 1252 | if (!shadowTraverser)
|
---|
| 1253 | shadowTraverser = CreateTraverser(shadowMap->GetShadowCamera());
|
---|
| 1254 |
|
---|
| 1255 | }
|
---|
[2951] | 1256 |
|
---|
| 1257 | // bring eye modelview matrix up-to-date
|
---|
| 1258 | SetupEyeView();
|
---|
[3219] | 1259 |
|
---|
[3059] | 1260 | // set frame related parameters for GPU programs
|
---|
[3046] | 1261 | GPUProgramParameters::InitFrame(camera, light);
|
---|
[3045] | 1262 |
|
---|
[3219] | 1263 | if (recordPath)
|
---|
| 1264 | {
|
---|
| 1265 | if (!walkThroughRecorder)
|
---|
[3271] | 1266 | walkThroughRecorder = new WalkThroughRecorder(walkThroughSuffix + ".log");
|
---|
[3219] | 1267 |
|
---|
| 1268 | if ((Distance(oldPos, camera->GetPosition()) > 1e-6f) ||
|
---|
| 1269 | (DotProd(oldDir, camera->GetDirection()) < 1.0f - 1e-6f))
|
---|
| 1270 | {
|
---|
| 1271 | walkThroughRecorder->WriteFrame(camera);
|
---|
| 1272 | }
|
---|
| 1273 | }
|
---|
| 1274 |
|
---|
[3059] | 1275 | // hack: store current rendering method and restore later
|
---|
[2955] | 1276 | int oldRenderMethod = renderMethod;
|
---|
[3044] | 1277 | // for rendering the light view, we use forward rendering
|
---|
[3068] | 1278 | if (renderLightView) renderMethod = FORWARD;
|
---|
[2931] | 1279 |
|
---|
[3059] | 1280 | /// enable vbo vertex array
|
---|
[2953] | 1281 | glEnableClientState(GL_VERTEX_ARRAY);
|
---|
[2931] | 1282 |
|
---|
[3252] | 1283 | if (1 && usePvs)
|
---|
[3246] | 1284 | {
|
---|
[3256] | 1285 | if (!viewCellsTree) LoadVisibilitySolution();
|
---|
| 1286 |
|
---|
[3257] | 1287 | if (viewCellsTree) LoadPvs();
|
---|
[3246] | 1288 | }
|
---|
| 1289 |
|
---|
[2931] | 1290 | // render with the specified method (forward rendering, forward + depth, deferred)
|
---|
[2955] | 1291 | switch (renderMethod)
|
---|
[2825] | 1292 | {
|
---|
[3043] | 1293 | case RENDER_FORWARD:
|
---|
[2825] | 1294 |
|
---|
[2851] | 1295 | glEnable(GL_MULTISAMPLE_ARB);
|
---|
[3101] | 1296 | renderState.SetRenderTechnique(FORWARD);
|
---|
[3223] | 1297 |
|
---|
[2829] | 1298 | glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT);
|
---|
[2953] | 1299 | glEnableClientState(GL_NORMAL_ARRAY);
|
---|
[2825] | 1300 | break;
|
---|
| 1301 |
|
---|
[2955] | 1302 | case RENDER_DEPTH_PASS_DEFERRED:
|
---|
[2948] | 1303 |
|
---|
[2950] | 1304 | glDisable(GL_MULTISAMPLE_ARB);
|
---|
[3101] | 1305 | renderState.SetUseAlphaToCoverage(false);
|
---|
| 1306 | renderState.SetRenderTechnique(DEPTH_PASS);
|
---|
[2949] | 1307 |
|
---|
[3175] | 1308 | if (!fbo) InitFBO();
|
---|
| 1309 | fbo->Bind();
|
---|
[3223] | 1310 | // render to single depth texture
|
---|
[2948] | 1311 | glDrawBuffers(1, mrt);
|
---|
[3223] | 1312 | // clear buffer once
|
---|
[2951] | 1313 | glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT);
|
---|
[2948] | 1314 |
|
---|
[3068] | 1315 | // the scene is rendered withouth any shading
|
---|
[3101] | 1316 | // (should be handled by render renderState)
|
---|
[2948] | 1317 | glShadeModel(GL_FLAT);
|
---|
| 1318 | break;
|
---|
| 1319 |
|
---|
[2955] | 1320 | case RENDER_DEPTH_PASS:
|
---|
[2851] | 1321 |
|
---|
| 1322 | glEnable(GL_MULTISAMPLE_ARB);
|
---|
[3101] | 1323 | renderState.SetRenderTechnique(DEPTH_PASS);
|
---|
[2857] | 1324 |
|
---|
[3067] | 1325 | glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT);
|
---|
| 1326 |
|
---|
[3068] | 1327 | // the scene is rendered withouth any shading
|
---|
[3101] | 1328 | // (should be handled by render renderState)
|
---|
[2943] | 1329 | glShadeModel(GL_FLAT);
|
---|
[2825] | 1330 | break;
|
---|
| 1331 |
|
---|
[3048] | 1332 | case RENDER_DEFERRED:
|
---|
[2851] | 1333 |
|
---|
[2948] | 1334 | if (showShadowMap && !renderLightView)
|
---|
[2951] | 1335 | RenderShadowMap(camera->GetFar());
|
---|
| 1336 |
|
---|
[2948] | 1337 | //glPushAttrib(GL_VIEWPORT_BIT);
|
---|
[2825] | 1338 | glViewport(0, 0, texWidth, texHeight);
|
---|
| 1339 |
|
---|
[2948] | 1340 | InitDeferredRendering();
|
---|
[2951] | 1341 |
|
---|
[2953] | 1342 | glEnableClientState(GL_NORMAL_ARRAY);
|
---|
[2954] | 1343 | glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT);
|
---|
[2825] | 1344 | break;
|
---|
| 1345 | }
|
---|
| 1346 |
|
---|
[2801] | 1347 | glDepthFunc(GL_LESS);
|
---|
| 1348 | glDisable(GL_TEXTURE_2D);
|
---|
| 1349 | glDisableClientState(GL_TEXTURE_COORD_ARRAY);
|
---|
[2825] | 1350 |
|
---|
[2801] | 1351 |
|
---|
[3059] | 1352 | // set proper lod levels for current frame using current eye point
|
---|
[2847] | 1353 | LODLevel::InitFrame(camera->GetPosition());
|
---|
[3059] | 1354 | // set up sunlight
|
---|
[2954] | 1355 | SetupLighting();
|
---|
[2795] | 1356 |
|
---|
[2801] | 1357 |
|
---|
[2931] | 1358 | if (renderLightView)
|
---|
| 1359 | {
|
---|
[3101] | 1360 | // change CHC++ set of renderState variables:
|
---|
[3059] | 1361 | // must be done for each change of camera because otherwise
|
---|
| 1362 | // the temporal coherency is broken
|
---|
[3054] | 1363 | BvhNode::SetCurrentState(LIGHT_PASS);
|
---|
[3005] | 1364 | shadowMap->RenderShadowView(shadowTraverser, viewProjMat);
|
---|
[3054] | 1365 | BvhNode::SetCurrentState(CAMERA_PASS);
|
---|
[2931] | 1366 | }
|
---|
| 1367 | else
|
---|
[3079] | 1368 | {
|
---|
[3258] | 1369 | if (traverser->GetType() == RenderTraverser::CULL_COLLECTOR)
|
---|
| 1370 | ((PvsCollectionRenderer *)traverser)->SetViewCell(usePvs ? viewCell : NULL);
|
---|
| 1371 |
|
---|
[3272] | 1372 | //for (size_t i = 0; i < staticObjects.size(); ++ i)
|
---|
| 1373 | // staticObjects[i]->Render(&renderState);
|
---|
| 1374 |
|
---|
[2931] | 1375 | // actually render the scene geometry using the specified algorithm
|
---|
[3245] | 1376 | traverser->RenderScene();
|
---|
[2948] | 1377 | }
|
---|
[2892] | 1378 |
|
---|
[2931] | 1379 |
|
---|
[2825] | 1380 | /////////
|
---|
[2809] | 1381 | //-- do the rest of the rendering
|
---|
[2893] | 1382 |
|
---|
[3244] | 1383 | // return from depth pass and render visible objects
|
---|
[2955] | 1384 | if ((renderMethod == RENDER_DEPTH_PASS) ||
|
---|
| 1385 | (renderMethod == RENDER_DEPTH_PASS_DEFERRED))
|
---|
[2801] | 1386 | {
|
---|
| 1387 | RenderVisibleObjects();
|
---|
| 1388 | }
|
---|
| 1389 |
|
---|
[3215] | 1390 | const bool useDeferred =
|
---|
| 1391 | ((renderMethod == RENDER_DEFERRED) || (renderMethod == RENDER_DEPTH_PASS_DEFERRED));
|
---|
[3214] | 1392 |
|
---|
[3215] | 1393 | // if no lense flare => just set sun to invisible
|
---|
[3221] | 1394 | const int sunVisiblePixels = useLenseFlare && useDeferred ? TestSunVisible() : 0;
|
---|
[3214] | 1395 |
|
---|
[3246] | 1396 |
|
---|
[3215] | 1397 |
|
---|
[2796] | 1398 | ///////////////
|
---|
| 1399 | //-- render sky
|
---|
[2795] | 1400 |
|
---|
[2894] | 1401 | // q: should we render sky after deferred shading?
|
---|
| 1402 | // this would conveniently solves some issues (e.g, skys without shadows)
|
---|
[2893] | 1403 |
|
---|
[3051] | 1404 | RenderSky();
|
---|
[2801] | 1405 |
|
---|
[2961] | 1406 |
|
---|
[3221] | 1407 | //////////////////////////////
|
---|
| 1408 |
|
---|
[3215] | 1409 | if (useDeferred)
|
---|
[2825] | 1410 | {
|
---|
[2881] | 1411 | FrameBufferObject::Release();
|
---|
[2810] | 1412 |
|
---|
[3247] | 1413 | if (!deferredShader)
|
---|
| 1414 | {
|
---|
| 1415 | deferredShader =
|
---|
| 1416 | new DeferredRenderer(texWidth, texHeight, camera, ssaoUseFullResolution);
|
---|
| 1417 |
|
---|
| 1418 | deferredShader->SetKernelRadius(ssaoKernelRadius);
|
---|
| 1419 | deferredShader->SetSampleIntensity(ssaoSampleIntensity);
|
---|
| 1420 | deferredShader->SetSsaoFilterRadius(ssaoFilterRadius);
|
---|
| 1421 | }
|
---|
| 1422 |
|
---|
[2903] | 1423 | DeferredRenderer::SHADING_METHOD shadingMethod;
|
---|
| 1424 |
|
---|
| 1425 | if (useAdvancedShading)
|
---|
| 1426 | {
|
---|
| 1427 | if (useGlobIllum)
|
---|
| 1428 | shadingMethod = DeferredRenderer::GI;
|
---|
| 1429 | else
|
---|
| 1430 | shadingMethod = DeferredRenderer::SSAO;
|
---|
| 1431 | }
|
---|
| 1432 | else
|
---|
[3216] | 1433 | {
|
---|
[2903] | 1434 | shadingMethod = DeferredRenderer::DEFAULT;
|
---|
[3216] | 1435 | }
|
---|
[2903] | 1436 |
|
---|
[3225] | 1437 | static int snapShotIdx = 0;
|
---|
| 1438 |
|
---|
[3215] | 1439 | deferredShader->SetSunVisiblePixels(sunVisiblePixels);
|
---|
[3111] | 1440 | deferredShader->SetShadingMethod(shadingMethod);
|
---|
| 1441 | deferredShader->SetSamplingMethod(samplingMethod);
|
---|
[3247] | 1442 |
|
---|
[3111] | 1443 | deferredShader->SetUseTemporalCoherence(useTemporalCoherence);
|
---|
[3242] | 1444 | //deferredShader->SetSortSamples(sortSamples);
|
---|
| 1445 | deferredShader->SetTemporalCoherenceFactorForSsao(ssaoTempCohFactor);
|
---|
| 1446 | deferredShader->SetUseToneMapping(useHDR);
|
---|
| 1447 | deferredShader->SetUseAntiAliasing(useAntiAliasing);
|
---|
[2903] | 1448 |
|
---|
[3242] | 1449 |
|
---|
[3225] | 1450 | if (recordFrames && replayPath)
|
---|
[3269] | 1451 | {
|
---|
| 1452 | // record all frames of the walkthrough
|
---|
[3225] | 1453 | deferredShader->SetSaveFrame(recordedFramesSuffix, currentReplayFrame);
|
---|
[3269] | 1454 | }
|
---|
[3225] | 1455 | else if (makeSnapShot)
|
---|
[3269] | 1456 | {
|
---|
| 1457 | // make snap shot
|
---|
| 1458 | deferredShader->SetSaveFrame("snap", snapShotIdx ++);
|
---|
| 1459 | }
|
---|
[3225] | 1460 | else
|
---|
[3269] | 1461 | {
|
---|
| 1462 | // do nothing
|
---|
[3225] | 1463 | deferredShader->SetSaveFrame("", -1);
|
---|
[3269] | 1464 | }
|
---|
[3226] | 1465 | //if (makeSnapShot) makeSnapShot = false;
|
---|
[3225] | 1466 |
|
---|
[2895] | 1467 | ShadowMap *sm = showShadowMap ? shadowMap : NULL;
|
---|
[3242] | 1468 | deferredShader->Render(fbo, light, sm);
|
---|
[2825] | 1469 | }
|
---|
[2827] | 1470 |
|
---|
[2893] | 1471 |
|
---|
[3101] | 1472 | renderState.SetRenderTechnique(FORWARD);
|
---|
| 1473 | renderState.Reset();
|
---|
[2827] | 1474 |
|
---|
[2893] | 1475 | glDisableClientState(GL_VERTEX_ARRAY);
|
---|
| 1476 | glDisableClientState(GL_NORMAL_ARRAY);
|
---|
[2931] | 1477 |
|
---|
[2955] | 1478 | renderMethod = oldRenderMethod;
|
---|
[2893] | 1479 |
|
---|
| 1480 |
|
---|
| 1481 | ///////////
|
---|
| 1482 |
|
---|
| 1483 |
|
---|
[2826] | 1484 | if (showAlgorithmTime)
|
---|
| 1485 | {
|
---|
| 1486 | glFinish();
|
---|
[2827] | 1487 |
|
---|
[2826] | 1488 | algTime = algTimer.Elapsedms();
|
---|
[2827] | 1489 | perfGraph->AddData(algTime);
|
---|
[2828] | 1490 |
|
---|
[2827] | 1491 | perfGraph->Draw();
|
---|
[2826] | 1492 | }
|
---|
[2827] | 1493 | else
|
---|
| 1494 | {
|
---|
| 1495 | if (visMode) DisplayVisualization();
|
---|
| 1496 | }
|
---|
[2825] | 1497 |
|
---|
[2884] | 1498 | glFlush();
|
---|
[2847] | 1499 |
|
---|
| 1500 | const bool restart = true;
|
---|
| 1501 | elapsedTime = frameTimer.Elapsedms(restart);
|
---|
| 1502 |
|
---|
[3223] | 1503 | // statistics
|
---|
[2764] | 1504 | DisplayStats();
|
---|
[2767] | 1505 |
|
---|
[2642] | 1506 | glutSwapBuffers();
|
---|
[3219] | 1507 |
|
---|
| 1508 | oldPos = camera->GetPosition();
|
---|
| 1509 | oldDir = camera->GetDirection();
|
---|
[2642] | 1510 | }
|
---|
| 1511 |
|
---|
| 1512 |
|
---|
[3219] | 1513 | #pragma warning(disable : 4100)
|
---|
[2792] | 1514 | void KeyBoard(unsigned char c, int x, int y)
|
---|
[2642] | 1515 | {
|
---|
| 1516 | switch(c)
|
---|
| 1517 | {
|
---|
| 1518 | case 27:
|
---|
[3212] | 1519 | // write out current position on exit
|
---|
[3134] | 1520 | Debug << "camPosition=" << camera->GetPosition().x << " " << camera->GetPosition().y << " " << camera->GetPosition().z << endl;
|
---|
| 1521 | Debug << "camDirection=" << camera->GetDirection().x << " " << camera->GetDirection().y << " " << camera->GetDirection().z << endl;
|
---|
| 1522 |
|
---|
[2792] | 1523 | CleanUp();
|
---|
[2642] | 1524 | exit(0);
|
---|
[2948] | 1525 | case 32: // space
|
---|
[2800] | 1526 | renderMode = (renderMode + 1) % RenderTraverser::NUM_TRAVERSAL_TYPES;
|
---|
[3258] | 1527 | //renderMode = (renderMode + 1) % 4;
|
---|
[2897] | 1528 |
|
---|
| 1529 | DEL_PTR(traverser);
|
---|
| 1530 | traverser = CreateTraverser(camera);
|
---|
| 1531 |
|
---|
[2931] | 1532 | if (shadowTraverser)
|
---|
[2897] | 1533 | {
|
---|
[2948] | 1534 | // shadow traverser has to be recomputed
|
---|
[2897] | 1535 | DEL_PTR(shadowTraverser);
|
---|
[2948] | 1536 | shadowTraverser = CreateTraverser(shadowMap->GetShadowCamera());
|
---|
[2897] | 1537 | }
|
---|
| 1538 |
|
---|
[2642] | 1539 | break;
|
---|
| 1540 | case '+':
|
---|
[2867] | 1541 | if (maxBatchSize < 10)
|
---|
| 1542 | maxBatchSize = 10;
|
---|
| 1543 | else
|
---|
| 1544 | maxBatchSize += 10;
|
---|
| 1545 |
|
---|
[2776] | 1546 | traverser->SetMaxBatchSize(maxBatchSize);
|
---|
[2642] | 1547 | break;
|
---|
| 1548 | case '-':
|
---|
[2776] | 1549 | maxBatchSize -= 10;
|
---|
| 1550 | if (maxBatchSize < 0) maxBatchSize = 1;
|
---|
| 1551 | traverser->SetMaxBatchSize(maxBatchSize);
|
---|
[2642] | 1552 | break;
|
---|
[2837] | 1553 | case 'M':
|
---|
| 1554 | case 'm':
|
---|
| 1555 | useMultiQueries = !useMultiQueries;
|
---|
| 1556 | traverser->SetUseMultiQueries(useMultiQueries);
|
---|
| 1557 | break;
|
---|
| 1558 | case '1':
|
---|
| 1559 | descendKeyPressed = true;
|
---|
| 1560 | break;
|
---|
| 1561 | case '2':
|
---|
| 1562 | ascendKeyPressed = true;
|
---|
| 1563 | break;
|
---|
| 1564 | case '3':
|
---|
[3212] | 1565 | if (trianglesPerVirtualLeaf >= 100) trianglesPerVirtualLeaf -= 100;
|
---|
[2837] | 1566 | bvh->SetVirtualLeaves(trianglesPerVirtualLeaf);
|
---|
| 1567 | break;
|
---|
| 1568 | case '4':
|
---|
| 1569 | trianglesPerVirtualLeaf += 100;
|
---|
| 1570 | bvh->SetVirtualLeaves(trianglesPerVirtualLeaf);
|
---|
| 1571 | break;
|
---|
| 1572 | case '5':
|
---|
[2776] | 1573 | assumedVisibleFrames -= 1;
|
---|
| 1574 | if (assumedVisibleFrames < 1) assumedVisibleFrames = 1;
|
---|
| 1575 | traverser->SetAssumedVisibleFrames(assumedVisibleFrames);
|
---|
| 1576 | break;
|
---|
[2837] | 1577 | case '6':
|
---|
[2776] | 1578 | assumedVisibleFrames += 1;
|
---|
| 1579 | traverser->SetAssumedVisibleFrames(assumedVisibleFrames);
|
---|
| 1580 | break;
|
---|
[2837] | 1581 | case '7':
|
---|
[3227] | 1582 | ssaoTempCohFactor *= 1.0f / 1.2f;
|
---|
[3216] | 1583 | cout << "new temporal coherence factor: " << ssaoTempCohFactor << endl;
|
---|
[2776] | 1584 | break;
|
---|
[2767] | 1585 | case '8':
|
---|
[3227] | 1586 | ssaoTempCohFactor *= 1.2f;
|
---|
[3216] | 1587 | cout << "new temporal coherence factor: " << ssaoTempCohFactor << endl;
|
---|
[2837] | 1588 | break;
|
---|
[3212] | 1589 | case '9':
|
---|
| 1590 | ssaoKernelRadius *= 0.8f;
|
---|
[3216] | 1591 | cout << "new ssao kernel radius: " << ssaoKernelRadius << endl;
|
---|
[3247] | 1592 | if (deferredShader) deferredShader->SetKernelRadius(ssaoKernelRadius);
|
---|
[3212] | 1593 | break;
|
---|
| 1594 | case '0':
|
---|
[3227] | 1595 | ssaoKernelRadius *= 1.0f / 0.8f;
|
---|
[3247] | 1596 | if (deferredShader) deferredShader->SetKernelRadius(ssaoKernelRadius);
|
---|
[3216] | 1597 | cout << "new ssao kernel radius: " << ssaoKernelRadius << endl;
|
---|
[3212] | 1598 | break;
|
---|
| 1599 | case 'n':
|
---|
| 1600 | ssaoSampleIntensity *= 0.9f;
|
---|
[3247] | 1601 | if (deferredShader) deferredShader->SetSampleIntensity(ssaoSampleIntensity);
|
---|
[3216] | 1602 | cout << "new ssao sample intensity: " << ssaoSampleIntensity << endl;
|
---|
[3212] | 1603 | break;
|
---|
| 1604 | case 'N':
|
---|
[3227] | 1605 | ssaoSampleIntensity *= 1.0f / 0.9f;
|
---|
[3247] | 1606 | if (deferredShader) deferredShader->SetSampleIntensity(ssaoSampleIntensity);
|
---|
[3216] | 1607 | cout << "new ssao sample intensity: " << ssaoSampleIntensity << endl;
|
---|
[3212] | 1608 | break;
|
---|
[3216] | 1609 | case 'o':
|
---|
| 1610 | ssaoFilterRadius *= 0.9f;
|
---|
[3247] | 1611 | if (deferredShader) deferredShader->SetSsaoFilterRadius(ssaoFilterRadius);
|
---|
[3216] | 1612 | cout << "new ssao filter radius: " << ssaoFilterRadius << endl;
|
---|
| 1613 | break;
|
---|
| 1614 | case 'O':
|
---|
[3227] | 1615 | ssaoFilterRadius *= 1.0f / 0.9f;
|
---|
[3247] | 1616 | if (deferredShader) deferredShader->SetSsaoFilterRadius(ssaoFilterRadius);
|
---|
[3216] | 1617 | cout << "new ssao filter radius: " << ssaoFilterRadius << endl;
|
---|
| 1618 | break;
|
---|
[3219] | 1619 | /* case 'o':
|
---|
| 1620 | case 'O':
|
---|
| 1621 | useOptimization = !useOptimization;
|
---|
| 1622 | // chc optimization of using the objects instead of
|
---|
| 1623 | // the bounding boxes for querying previously visible nodes
|
---|
| 1624 | traverser->SetUseOptimization(useOptimization);
|
---|
| 1625 | break;*/
|
---|
[3175] | 1626 | case 'l':
|
---|
| 1627 | case 'L':
|
---|
[2865] | 1628 | useLODs = !useLODs;
|
---|
| 1629 | SceneEntity::SetUseLODs(useLODs);
|
---|
[3216] | 1630 | cout << "using LODs: " << useLODs << endl;
|
---|
[2865] | 1631 | break;
|
---|
[2887] | 1632 | case 'P':
|
---|
| 1633 | case 'p':
|
---|
[2930] | 1634 | samplingMethod = DeferredRenderer::SAMPLING_METHOD((samplingMethod + 1) % 3);
|
---|
| 1635 | cout << "ssao sampling method: " << samplingMethod << endl;
|
---|
[2887] | 1636 | break;
|
---|
[2895] | 1637 | case 'Y':
|
---|
| 1638 | case 'y':
|
---|
| 1639 | showShadowMap = !showShadowMap;
|
---|
| 1640 | break;
|
---|
[2875] | 1641 | case 'g':
|
---|
[2903] | 1642 | case 'G':
|
---|
| 1643 | useGlobIllum = !useGlobIllum;
|
---|
| 1644 | break;
|
---|
[2875] | 1645 | case 't':
|
---|
| 1646 | case 'T':
|
---|
| 1647 | useTemporalCoherence = !useTemporalCoherence;
|
---|
| 1648 | break;
|
---|
[2767] | 1649 | case 'a':
|
---|
| 1650 | case 'A':
|
---|
[2931] | 1651 | leftKeyPressed = true;
|
---|
[2767] | 1652 | break;
|
---|
| 1653 | case 'd':
|
---|
| 1654 | case 'D':
|
---|
[2931] | 1655 | rightKeyPressed = true;
|
---|
[2767] | 1656 | break;
|
---|
| 1657 | case 'w':
|
---|
| 1658 | case 'W':
|
---|
[2931] | 1659 | upKeyPressed = true;
|
---|
[2767] | 1660 | break;
|
---|
[2829] | 1661 | case 's':
|
---|
| 1662 | case 'S':
|
---|
[2931] | 1663 | downKeyPressed = true;
|
---|
[2767] | 1664 | break;
|
---|
[3105] | 1665 | case 'j':
|
---|
| 1666 | case 'J':
|
---|
| 1667 | leftStrafeKeyPressed = true;
|
---|
| 1668 | break;
|
---|
| 1669 | case 'k':
|
---|
| 1670 | case 'K':
|
---|
| 1671 | rightStrafeKeyPressed = true;
|
---|
| 1672 | break;
|
---|
[2767] | 1673 | case 'r':
|
---|
| 1674 | case 'R':
|
---|
[2931] | 1675 | useRenderQueue = !useRenderQueue;
|
---|
| 1676 | traverser->SetUseRenderQueue(useRenderQueue);
|
---|
[2790] | 1677 | break;
|
---|
[2786] | 1678 | case 'b':
|
---|
| 1679 | case 'B':
|
---|
[2931] | 1680 | useTightBounds = !useTightBounds;
|
---|
| 1681 | traverser->SetUseTightBounds(useTightBounds);
|
---|
[2790] | 1682 | break;
|
---|
[3175] | 1683 | case 'v':
|
---|
| 1684 | case 'V':
|
---|
[2931] | 1685 | renderLightView = !renderLightView;
|
---|
| 1686 | break;
|
---|
[2994] | 1687 | case 'h':
|
---|
| 1688 | case 'H':
|
---|
| 1689 | useHDR = !useHDR;
|
---|
| 1690 | break;
|
---|
[3175] | 1691 | case 'i':
|
---|
| 1692 | case 'I':
|
---|
| 1693 | useAntiAliasing = !useAntiAliasing;
|
---|
| 1694 | break;
|
---|
[3215] | 1695 | case 'c':
|
---|
| 1696 | case 'C':
|
---|
| 1697 | useLenseFlare = !useLenseFlare;
|
---|
[3189] | 1698 | break;
|
---|
[3219] | 1699 | case 'u':
|
---|
| 1700 | case 'U':
|
---|
[3220] | 1701 | // move light source instead of camera tilt
|
---|
[3219] | 1702 | moveLight = !moveLight;
|
---|
| 1703 | break;
|
---|
[3225] | 1704 | case '#':
|
---|
| 1705 | // make a snapshot of the current frame
|
---|
| 1706 | makeSnapShot = true;
|
---|
| 1707 | break;
|
---|
[3246] | 1708 | case '.':
|
---|
| 1709 | // enable / disable view cells
|
---|
| 1710 | usePvs = !usePvs;
|
---|
[3259] | 1711 | if (!usePvs) SceneEntity::SetCurrentVisibleId(-1);
|
---|
[3246] | 1712 | break;
|
---|
[3273] | 1713 | case ',':
|
---|
| 1714 | // show / hide FPS
|
---|
| 1715 | showFPS = !showFPS;
|
---|
| 1716 | break;
|
---|
| 1717 |
|
---|
[2642] | 1718 | default:
|
---|
| 1719 | return;
|
---|
| 1720 | }
|
---|
| 1721 |
|
---|
| 1722 | glutPostRedisplay();
|
---|
| 1723 | }
|
---|
| 1724 |
|
---|
| 1725 |
|
---|
[2792] | 1726 | void SpecialKeyUp(int c, int x, int y)
|
---|
[2642] | 1727 | {
|
---|
[2792] | 1728 | switch (c)
|
---|
| 1729 | {
|
---|
| 1730 | case GLUT_KEY_LEFT:
|
---|
| 1731 | leftKeyPressed = false;
|
---|
| 1732 | break;
|
---|
| 1733 | case GLUT_KEY_RIGHT:
|
---|
| 1734 | rightKeyPressed = false;
|
---|
| 1735 | break;
|
---|
| 1736 | case GLUT_KEY_UP:
|
---|
| 1737 | upKeyPressed = false;
|
---|
| 1738 | break;
|
---|
| 1739 | case GLUT_KEY_DOWN:
|
---|
| 1740 | downKeyPressed = false;
|
---|
| 1741 | break;
|
---|
[2953] | 1742 | case GLUT_ACTIVE_ALT:
|
---|
| 1743 | altKeyPressed = false;
|
---|
| 1744 | break;
|
---|
[2792] | 1745 | default:
|
---|
| 1746 | return;
|
---|
| 1747 | }
|
---|
| 1748 | }
|
---|
| 1749 |
|
---|
| 1750 |
|
---|
| 1751 | void KeyUp(unsigned char c, int x, int y)
|
---|
| 1752 | {
|
---|
| 1753 | switch (c)
|
---|
| 1754 | {
|
---|
[2879] | 1755 |
|
---|
[2792] | 1756 | case 'A':
|
---|
| 1757 | case 'a':
|
---|
| 1758 | leftKeyPressed = false;
|
---|
| 1759 | break;
|
---|
| 1760 | case 'D':
|
---|
| 1761 | case 'd':
|
---|
| 1762 | rightKeyPressed = false;
|
---|
| 1763 | break;
|
---|
| 1764 | case 'W':
|
---|
| 1765 | case 'w':
|
---|
| 1766 | upKeyPressed = false;
|
---|
| 1767 | break;
|
---|
[2829] | 1768 | case 'S':
|
---|
| 1769 | case 's':
|
---|
[2792] | 1770 | downKeyPressed = false;
|
---|
| 1771 | break;
|
---|
[2837] | 1772 | case '1':
|
---|
| 1773 | descendKeyPressed = false;
|
---|
[2794] | 1774 | break;
|
---|
[2837] | 1775 | case '2':
|
---|
| 1776 | ascendKeyPressed = false;
|
---|
[2794] | 1777 | break;
|
---|
[3105] | 1778 | case 'j':
|
---|
| 1779 | case 'J':
|
---|
| 1780 | leftStrafeKeyPressed = false;
|
---|
| 1781 | break;
|
---|
| 1782 | case 'k':
|
---|
| 1783 | case 'K':
|
---|
| 1784 | rightStrafeKeyPressed = false;
|
---|
| 1785 | break;
|
---|
[2792] | 1786 | default:
|
---|
| 1787 | return;
|
---|
| 1788 | }
|
---|
| 1789 | //glutPostRedisplay();
|
---|
| 1790 | }
|
---|
| 1791 |
|
---|
| 1792 |
|
---|
| 1793 | void Special(int c, int x, int y)
|
---|
| 1794 | {
|
---|
[2642] | 1795 | switch(c)
|
---|
| 1796 | {
|
---|
| 1797 | case GLUT_KEY_F1:
|
---|
| 1798 | showHelp = !showHelp;
|
---|
| 1799 | break;
|
---|
[2790] | 1800 | case GLUT_KEY_F2:
|
---|
[2795] | 1801 | visMode = !visMode;
|
---|
[2790] | 1802 | break;
|
---|
| 1803 | case GLUT_KEY_F3:
|
---|
| 1804 | showBoundingVolumes = !showBoundingVolumes;
|
---|
| 1805 | traverser->SetShowBounds(showBoundingVolumes);
|
---|
| 1806 | break;
|
---|
| 1807 | case GLUT_KEY_F4:
|
---|
[2827] | 1808 | showOptions = !showOptions;
|
---|
[2790] | 1809 | break;
|
---|
| 1810 | case GLUT_KEY_F5:
|
---|
[2827] | 1811 | showStatistics = !showStatistics;
|
---|
[2790] | 1812 | break;
|
---|
[2800] | 1813 | case GLUT_KEY_F6:
|
---|
| 1814 | flyMode = !flyMode;
|
---|
| 1815 | break;
|
---|
[2801] | 1816 | case GLUT_KEY_F7:
|
---|
[2825] | 1817 |
|
---|
[2955] | 1818 | renderMethod = (renderMethod + 1) % 4;
|
---|
| 1819 |
|
---|
| 1820 | traverser->SetUseDepthPass(
|
---|
| 1821 | (renderMethod == RENDER_DEPTH_PASS) ||
|
---|
| 1822 | (renderMethod == RENDER_DEPTH_PASS_DEFERRED)
|
---|
| 1823 | );
|
---|
[2825] | 1824 |
|
---|
[2801] | 1825 | break;
|
---|
[2803] | 1826 | case GLUT_KEY_F8:
|
---|
[2903] | 1827 | useAdvancedShading = !useAdvancedShading;
|
---|
[2821] | 1828 | break;
|
---|
[2826] | 1829 | case GLUT_KEY_F9:
|
---|
| 1830 | showAlgorithmTime = !showAlgorithmTime;
|
---|
| 1831 | break;
|
---|
[2954] | 1832 | case GLUT_KEY_F10:
|
---|
[3219] | 1833 | replayPath = !replayPath;
|
---|
| 1834 |
|
---|
| 1835 | if (replayPath)
|
---|
| 1836 | {
|
---|
| 1837 | cout << "replaying path" << endl;
|
---|
| 1838 | currentReplayFrame = -1;
|
---|
| 1839 | }
|
---|
| 1840 | else
|
---|
| 1841 | {
|
---|
| 1842 | cout << "finished replaying path" << endl;
|
---|
| 1843 | }
|
---|
| 1844 |
|
---|
[2954] | 1845 | break;
|
---|
[3219] | 1846 | case GLUT_KEY_F11:
|
---|
| 1847 | recordPath = !recordPath;
|
---|
| 1848 |
|
---|
| 1849 | if (recordPath)
|
---|
| 1850 | {
|
---|
| 1851 | cout << "recording path" << endl;
|
---|
| 1852 | }
|
---|
| 1853 | else
|
---|
| 1854 | {
|
---|
| 1855 | cout << "finished recording path" << endl;
|
---|
| 1856 | // start over with new frame recording next time
|
---|
| 1857 | DEL_PTR(walkThroughRecorder);
|
---|
| 1858 | }
|
---|
| 1859 |
|
---|
| 1860 | break;
|
---|
| 1861 | case GLUT_KEY_F12:
|
---|
| 1862 | recordFrames = !recordFrames;
|
---|
| 1863 |
|
---|
| 1864 | if (recordFrames)
|
---|
| 1865 | cout << "recording frames on replaying" << endl;
|
---|
| 1866 | else
|
---|
| 1867 | cout << "finished recording frames on replaying" << endl;
|
---|
| 1868 | break;
|
---|
[2642] | 1869 | case GLUT_KEY_LEFT:
|
---|
[2767] | 1870 | {
|
---|
[2792] | 1871 | leftKeyPressed = true;
|
---|
[2795] | 1872 | camera->Pitch(KeyRotationAngle());
|
---|
[2767] | 1873 | }
|
---|
[2642] | 1874 | break;
|
---|
| 1875 | case GLUT_KEY_RIGHT:
|
---|
[2767] | 1876 | {
|
---|
[2792] | 1877 | rightKeyPressed = true;
|
---|
[2795] | 1878 | camera->Pitch(-KeyRotationAngle());
|
---|
[2767] | 1879 | }
|
---|
[2642] | 1880 | break;
|
---|
| 1881 | case GLUT_KEY_UP:
|
---|
[2767] | 1882 | {
|
---|
[2792] | 1883 | upKeyPressed = true;
|
---|
[2795] | 1884 | KeyHorizontalMotion(KeyShift());
|
---|
[2767] | 1885 | }
|
---|
[2642] | 1886 | break;
|
---|
| 1887 | case GLUT_KEY_DOWN:
|
---|
[2767] | 1888 | {
|
---|
[2792] | 1889 | downKeyPressed = true;
|
---|
[2795] | 1890 | KeyHorizontalMotion(-KeyShift());
|
---|
[2767] | 1891 | }
|
---|
[2642] | 1892 | break;
|
---|
| 1893 | default:
|
---|
| 1894 | return;
|
---|
| 1895 |
|
---|
| 1896 | }
|
---|
| 1897 |
|
---|
| 1898 | glutPostRedisplay();
|
---|
| 1899 | }
|
---|
[2767] | 1900 |
|
---|
[2642] | 1901 | #pragma warning( default : 4100 )
|
---|
| 1902 |
|
---|
| 1903 |
|
---|
[2792] | 1904 | void Reshape(int w, int h)
|
---|
[2642] | 1905 | {
|
---|
[2759] | 1906 | winAspectRatio = 1.0f;
|
---|
[2642] | 1907 |
|
---|
| 1908 | glViewport(0, 0, w, h);
|
---|
| 1909 |
|
---|
| 1910 | winWidth = w;
|
---|
| 1911 | winHeight = h;
|
---|
| 1912 |
|
---|
[2833] | 1913 | if (w) winAspectRatio = (float) w / (float) h;
|
---|
[2642] | 1914 |
|
---|
[2758] | 1915 | glMatrixMode(GL_PROJECTION);
|
---|
| 1916 | glLoadIdentity();
|
---|
[2642] | 1917 |
|
---|
[2927] | 1918 | gluPerspective(fov, winAspectRatio, nearDist, farDist);
|
---|
[2788] | 1919 |
|
---|
[2758] | 1920 | glMatrixMode(GL_MODELVIEW);
|
---|
| 1921 |
|
---|
[2642] | 1922 | glutPostRedisplay();
|
---|
| 1923 | }
|
---|
| 1924 |
|
---|
| 1925 |
|
---|
[3101] | 1926 | void Mouse(int button, int renderState, int x, int y)
|
---|
[2642] | 1927 | {
|
---|
[3101] | 1928 | if ((button == GLUT_LEFT_BUTTON) && (renderState == GLUT_DOWN))
|
---|
[2642] | 1929 | {
|
---|
| 1930 | xEyeBegin = x;
|
---|
| 1931 | yMotionBegin = y;
|
---|
| 1932 |
|
---|
[2792] | 1933 | glutMotionFunc(LeftMotion);
|
---|
[2642] | 1934 | }
|
---|
[3101] | 1935 | else if ((button == GLUT_RIGHT_BUTTON) && (renderState == GLUT_DOWN))
|
---|
[2642] | 1936 | {
|
---|
[2829] | 1937 | xEyeBegin = x;
|
---|
[2758] | 1938 | yEyeBegin = y;
|
---|
| 1939 | yMotionBegin = y;
|
---|
| 1940 |
|
---|
[2954] | 1941 | if (!moveLight)
|
---|
| 1942 | glutMotionFunc(RightMotion);
|
---|
| 1943 | else
|
---|
| 1944 | glutMotionFunc(RightMotionLight);
|
---|
[2758] | 1945 | }
|
---|
[3101] | 1946 | else if ((button == GLUT_MIDDLE_BUTTON) && (renderState == GLUT_DOWN))
|
---|
[2758] | 1947 | {
|
---|
[2642] | 1948 | horizontalMotionBegin = x;
|
---|
| 1949 | verticalMotionBegin = y;
|
---|
[2792] | 1950 | glutMotionFunc(MiddleMotion);
|
---|
[2642] | 1951 | }
|
---|
| 1952 |
|
---|
| 1953 | glutPostRedisplay();
|
---|
| 1954 | }
|
---|
| 1955 |
|
---|
[2758] | 1956 |
|
---|
| 1957 | /** rotation for left/right mouse drag
|
---|
[2642] | 1958 | motion for up/down mouse drag
|
---|
| 1959 | */
|
---|
[2792] | 1960 | void LeftMotion(int x, int y)
|
---|
[2642] | 1961 | {
|
---|
[2758] | 1962 | Vector3 viewDir = camera->GetDirection();
|
---|
| 1963 | Vector3 pos = camera->GetPosition();
|
---|
| 1964 |
|
---|
| 1965 | // don't move in the vertical direction
|
---|
[2764] | 1966 | Vector3 horView(viewDir[0], viewDir[1], 0);
|
---|
[2642] | 1967 |
|
---|
[2795] | 1968 | float eyeXAngle = 0.2f * M_PI * (xEyeBegin - x) / 180.0;
|
---|
[2756] | 1969 |
|
---|
[2795] | 1970 | camera->Pitch(eyeXAngle);
|
---|
[2787] | 1971 |
|
---|
[3246] | 1972 | pos += horView * (yMotionBegin - y) * mouseMotion;
|
---|
[2795] | 1973 |
|
---|
[2758] | 1974 | camera->SetPosition(pos);
|
---|
[2642] | 1975 |
|
---|
| 1976 | xEyeBegin = x;
|
---|
| 1977 | yMotionBegin = y;
|
---|
[2758] | 1978 |
|
---|
[2642] | 1979 | glutPostRedisplay();
|
---|
| 1980 | }
|
---|
| 1981 |
|
---|
[2758] | 1982 |
|
---|
[2954] | 1983 | void RightMotionLight(int x, int y)
|
---|
| 1984 | {
|
---|
| 1985 | float theta = 0.2f * M_PI * (xEyeBegin - x) / 180.0f;
|
---|
| 1986 | float phi = 0.2f * M_PI * (yMotionBegin - y) / 180.0f;
|
---|
| 1987 |
|
---|
| 1988 | Vector3 lightDir = light->GetDirection();
|
---|
| 1989 |
|
---|
| 1990 | Matrix4x4 roty = RotationYMatrix(theta);
|
---|
| 1991 | Matrix4x4 rotx = RotationXMatrix(phi);
|
---|
| 1992 |
|
---|
| 1993 | lightDir = roty * lightDir;
|
---|
| 1994 | lightDir = rotx * lightDir;
|
---|
| 1995 |
|
---|
[2967] | 1996 | // normalize to avoid accumulating errors
|
---|
| 1997 | lightDir.Normalize();
|
---|
| 1998 |
|
---|
[2954] | 1999 | light->SetDirection(lightDir);
|
---|
| 2000 |
|
---|
| 2001 | xEyeBegin = x;
|
---|
| 2002 | yMotionBegin = y;
|
---|
| 2003 |
|
---|
| 2004 | glutPostRedisplay();
|
---|
| 2005 | }
|
---|
| 2006 |
|
---|
| 2007 |
|
---|
[2767] | 2008 | /** rotation for left / right mouse drag
|
---|
| 2009 | motion for up / down mouse drag
|
---|
[2758] | 2010 | */
|
---|
[2792] | 2011 | void RightMotion(int x, int y)
|
---|
[2758] | 2012 | {
|
---|
[2829] | 2013 | float eyeXAngle = 0.2f * M_PI * (xEyeBegin - x) / 180.0;
|
---|
[2795] | 2014 | float eyeYAngle = -0.2f * M_PI * (yEyeBegin - y) / 180.0;
|
---|
[2758] | 2015 |
|
---|
[2795] | 2016 | camera->Yaw(eyeYAngle);
|
---|
[2829] | 2017 | camera->Pitch(eyeXAngle);
|
---|
[2780] | 2018 |
|
---|
[2829] | 2019 | xEyeBegin = x;
|
---|
[2758] | 2020 | yEyeBegin = y;
|
---|
[2829] | 2021 |
|
---|
[2758] | 2022 | glutPostRedisplay();
|
---|
| 2023 | }
|
---|
| 2024 |
|
---|
| 2025 |
|
---|
[3105] | 2026 | /** strafe
|
---|
| 2027 | */
|
---|
[2792] | 2028 | void MiddleMotion(int x, int y)
|
---|
[2642] | 2029 | {
|
---|
[2758] | 2030 | Vector3 viewDir = camera->GetDirection();
|
---|
| 2031 | Vector3 pos = camera->GetPosition();
|
---|
| 2032 |
|
---|
[2642] | 2033 | // the 90 degree rotated view vector
|
---|
| 2034 | // y zero so we don't move in the vertical
|
---|
[2764] | 2035 | Vector3 rVec(viewDir[0], viewDir[1], 0);
|
---|
[2642] | 2036 |
|
---|
[2764] | 2037 | Matrix4x4 rot = RotationZMatrix(M_PI * 0.5f);
|
---|
[2758] | 2038 | rVec = rot * rVec;
|
---|
[2642] | 2039 |
|
---|
[3246] | 2040 | pos -= rVec * (x - horizontalMotionBegin) * mouseMotion;
|
---|
| 2041 | pos[2] += (verticalMotionBegin - y) * mouseMotion;
|
---|
[2642] | 2042 |
|
---|
[2758] | 2043 | camera->SetPosition(pos);
|
---|
| 2044 |
|
---|
[2642] | 2045 | horizontalMotionBegin = x;
|
---|
| 2046 | verticalMotionBegin = y;
|
---|
[2758] | 2047 |
|
---|
[2642] | 2048 | glutPostRedisplay();
|
---|
| 2049 | }
|
---|
| 2050 |
|
---|
| 2051 |
|
---|
[2756] | 2052 | void InitExtensions(void)
|
---|
[2642] | 2053 | {
|
---|
| 2054 | GLenum err = glewInit();
|
---|
[2756] | 2055 |
|
---|
[2642] | 2056 | if (GLEW_OK != err)
|
---|
| 2057 | {
|
---|
| 2058 | // problem: glewInit failed, something is seriously wrong
|
---|
| 2059 | fprintf(stderr,"Error: %s\n", glewGetErrorString(err));
|
---|
| 2060 | exit(1);
|
---|
| 2061 | }
|
---|
[2756] | 2062 | if (!GLEW_ARB_occlusion_query)
|
---|
[2642] | 2063 | {
|
---|
[2756] | 2064 | printf("I require the GL_ARB_occlusion_query to work.\n");
|
---|
[2642] | 2065 | exit(1);
|
---|
| 2066 | }
|
---|
| 2067 | }
|
---|
| 2068 |
|
---|
| 2069 |
|
---|
[2826] | 2070 | void Begin2D()
|
---|
[2642] | 2071 | {
|
---|
| 2072 | glDisable(GL_LIGHTING);
|
---|
| 2073 | glDisable(GL_DEPTH_TEST);
|
---|
| 2074 |
|
---|
[2826] | 2075 | glMatrixMode(GL_PROJECTION);
|
---|
[2642] | 2076 | glPushMatrix();
|
---|
| 2077 | glLoadIdentity();
|
---|
[2834] | 2078 |
|
---|
[2826] | 2079 | gluOrtho2D(0, winWidth, 0, winHeight);
|
---|
[2642] | 2080 |
|
---|
[2826] | 2081 | glMatrixMode(GL_MODELVIEW);
|
---|
[2642] | 2082 | glPushMatrix();
|
---|
| 2083 | glLoadIdentity();
|
---|
| 2084 | }
|
---|
| 2085 |
|
---|
| 2086 |
|
---|
[2826] | 2087 | void End2D()
|
---|
[2642] | 2088 | {
|
---|
[2834] | 2089 | glMatrixMode(GL_PROJECTION);
|
---|
[2642] | 2090 | glPopMatrix();
|
---|
[2834] | 2091 |
|
---|
[2642] | 2092 | glMatrixMode(GL_MODELVIEW);
|
---|
| 2093 | glPopMatrix();
|
---|
| 2094 |
|
---|
| 2095 | glEnable(GL_LIGHTING);
|
---|
| 2096 | glEnable(GL_DEPTH_TEST);
|
---|
| 2097 | }
|
---|
| 2098 |
|
---|
| 2099 |
|
---|
[2787] | 2100 | // displays the visualisation of culling algorithm
|
---|
| 2101 | void DisplayVisualization()
|
---|
[2796] | 2102 | {
|
---|
[3246] | 2103 | // render current view cell
|
---|
| 2104 | if (usePvs) RenderViewCell();
|
---|
| 2105 |
|
---|
| 2106 | visualization->SetViewCell(usePvs ? viewCell : NULL);
|
---|
[2787] | 2107 | visualization->SetFrameId(traverser->GetCurrentFrameId());
|
---|
[3246] | 2108 |
|
---|
[3245] | 2109 |
|
---|
[2792] | 2110 | Begin2D();
|
---|
[2642] | 2111 | glBlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA);
|
---|
| 2112 | glEnable(GL_BLEND);
|
---|
[2827] | 2113 | glColor4f(0.0f ,0.0f, 0.0f, 0.5f);
|
---|
[2642] | 2114 |
|
---|
[2827] | 2115 | glRecti(winWidth - winWidth / 3, winHeight - winHeight / 3, winWidth, winHeight);
|
---|
[2642] | 2116 | glDisable(GL_BLEND);
|
---|
[2792] | 2117 | End2D();
|
---|
[2788] | 2118 |
|
---|
| 2119 |
|
---|
| 2120 | AxisAlignedBox3 box = bvh->GetBox();
|
---|
| 2121 |
|
---|
[2948] | 2122 | const float offs = box.Size().x * 0.3f;
|
---|
[2834] | 2123 |
|
---|
[2838] | 2124 | Vector3 vizpos = Vector3(box.Min().x, box.Min().y - box.Size().y * 0.35f, box.Min().z + box.Size().z * 50);
|
---|
[2806] | 2125 |
|
---|
[2795] | 2126 | visCamera->SetPosition(vizpos);
|
---|
[2838] | 2127 | visCamera->ResetPitchAndYaw();
|
---|
[2892] | 2128 |
|
---|
[2834] | 2129 | glPushAttrib(GL_VIEWPORT_BIT);
|
---|
[2806] | 2130 | glViewport(winWidth - winWidth / 3, winHeight - winHeight / 3, winWidth / 3, winHeight / 3);
|
---|
[2796] | 2131 |
|
---|
| 2132 | glMatrixMode(GL_PROJECTION);
|
---|
[2834] | 2133 | glPushMatrix();
|
---|
| 2134 |
|
---|
[2787] | 2135 | glLoadIdentity();
|
---|
[2807] | 2136 | glOrtho(-offs, offs, -offs, offs, 0.0f, box.Size().z * 100.0f);
|
---|
[2787] | 2137 |
|
---|
[2796] | 2138 | glMatrixMode(GL_MODELVIEW);
|
---|
[2834] | 2139 | glPushMatrix();
|
---|
[2787] | 2140 |
|
---|
[2796] | 2141 | visCamera->SetupCameraView();
|
---|
[2806] | 2142 |
|
---|
| 2143 | Matrix4x4 rotZ = RotationZMatrix(-camera->GetPitch());
|
---|
| 2144 | glMultMatrixf((float *)rotZ.x);
|
---|
| 2145 |
|
---|
[2887] | 2146 | // inverse translation in order to fix current position
|
---|
[2838] | 2147 | Vector3 pos = camera->GetPosition();
|
---|
[2806] | 2148 | glTranslatef(-pos.x, -pos.y, -pos.z);
|
---|
| 2149 |
|
---|
| 2150 |
|
---|
[2788] | 2151 | GLfloat position[] = {0.8f, 1.0f, 1.5f, 0.0f};
|
---|
| 2152 | glLightfv(GL_LIGHT0, GL_POSITION, position);
|
---|
[2787] | 2153 |
|
---|
[2788] | 2154 | GLfloat position1[] = {bvh->GetBox().Center().x, bvh->GetBox().Max().y, bvh->GetBox().Center().z, 1.0f};
|
---|
| 2155 | glLightfv(GL_LIGHT1, GL_POSITION, position1);
|
---|
[2787] | 2156 |
|
---|
[2642] | 2157 | glClear(GL_DEPTH_BUFFER_BIT);
|
---|
| 2158 |
|
---|
[2888] | 2159 |
|
---|
[2767] | 2160 | ////////////
|
---|
[2787] | 2161 | //-- visualization of the occlusion culling
|
---|
| 2162 |
|
---|
[3063] | 2163 | visualization->Render(showShadowMap);
|
---|
[2887] | 2164 |
|
---|
[2767] | 2165 |
|
---|
[2834] | 2166 | // reset previous settings
|
---|
| 2167 | glPopAttrib();
|
---|
| 2168 |
|
---|
| 2169 | glMatrixMode(GL_PROJECTION);
|
---|
| 2170 | glPopMatrix();
|
---|
| 2171 | glMatrixMode(GL_MODELVIEW);
|
---|
| 2172 | glPopMatrix();
|
---|
[2642] | 2173 | }
|
---|
| 2174 |
|
---|
[2767] | 2175 |
|
---|
[2642] | 2176 | // cleanup routine after the main loop
|
---|
[2756] | 2177 | void CleanUp()
|
---|
[2642] | 2178 | {
|
---|
[2756] | 2179 | DEL_PTR(traverser);
|
---|
[2796] | 2180 | DEL_PTR(sceneQuery);
|
---|
[2756] | 2181 | DEL_PTR(bvh);
|
---|
[2767] | 2182 | DEL_PTR(visualization);
|
---|
[2787] | 2183 | DEL_PTR(camera);
|
---|
[2801] | 2184 | DEL_PTR(renderQueue);
|
---|
[2827] | 2185 | DEL_PTR(perfGraph);
|
---|
[2879] | 2186 | DEL_PTR(fbo);
|
---|
[3111] | 2187 | DEL_PTR(deferredShader);
|
---|
[3019] | 2188 | DEL_PTR(light);
|
---|
| 2189 | DEL_PTR(visCamera);
|
---|
| 2190 | DEL_PTR(preetham);
|
---|
[3020] | 2191 | DEL_PTR(shadowMap);
|
---|
| 2192 | DEL_PTR(shadowTraverser);
|
---|
[3078] | 2193 | DEL_PTR(motionPath);
|
---|
[3219] | 2194 | DEL_PTR(walkThroughRecorder);
|
---|
| 2195 | DEL_PTR(walkThroughPlayer);
|
---|
[3223] | 2196 | DEL_PTR(statsWriter);
|
---|
[3244] | 2197 | DEL_PTR(viewCellsTree);
|
---|
[3052] | 2198 |
|
---|
[3037] | 2199 | ResourceManager::DelSingleton();
|
---|
[3057] | 2200 | ShaderManager::DelSingleton();
|
---|
| 2201 |
|
---|
[3059] | 2202 | resourceManager = NULL;
|
---|
[3057] | 2203 | shaderManager = NULL;
|
---|
[2642] | 2204 | }
|
---|
| 2205 |
|
---|
| 2206 |
|
---|
| 2207 | // this function inserts a dezimal point after each 1000
|
---|
[2829] | 2208 | void CalcDecimalPoint(string &str, int d, int len)
|
---|
[2642] | 2209 | {
|
---|
[2827] | 2210 | static vector<int> numbers;
|
---|
| 2211 | numbers.clear();
|
---|
| 2212 |
|
---|
[2829] | 2213 | static string shortStr;
|
---|
| 2214 | shortStr.clear();
|
---|
[2642] | 2215 |
|
---|
[2829] | 2216 | static char hstr[100];
|
---|
| 2217 |
|
---|
[2642] | 2218 | while (d != 0)
|
---|
| 2219 | {
|
---|
| 2220 | numbers.push_back(d % 1000);
|
---|
| 2221 | d /= 1000;
|
---|
| 2222 | }
|
---|
| 2223 |
|
---|
| 2224 | // first element without leading zeros
|
---|
| 2225 | if (numbers.size() > 0)
|
---|
| 2226 | {
|
---|
[2800] | 2227 | sprintf(hstr, "%d", numbers.back());
|
---|
[2829] | 2228 | shortStr.append(hstr);
|
---|
[2642] | 2229 | }
|
---|
| 2230 |
|
---|
[2764] | 2231 | for (int i = (int)numbers.size() - 2; i >= 0; i--)
|
---|
[2642] | 2232 | {
|
---|
[2800] | 2233 | sprintf(hstr, ",%03d", numbers[i]);
|
---|
[2829] | 2234 | shortStr.append(hstr);
|
---|
[2642] | 2235 | }
|
---|
[2829] | 2236 |
|
---|
| 2237 | int dif = len - (int)shortStr.size();
|
---|
| 2238 |
|
---|
| 2239 | for (int i = 0; i < dif; ++ i)
|
---|
| 2240 | {
|
---|
| 2241 | str += " ";
|
---|
| 2242 | }
|
---|
| 2243 |
|
---|
| 2244 | str.append(shortStr);
|
---|
[2764] | 2245 | }
|
---|
| 2246 |
|
---|
| 2247 |
|
---|
| 2248 | void DisplayStats()
|
---|
| 2249 | {
|
---|
[2826] | 2250 | static char msg[9][300];
|
---|
[2764] | 2251 |
|
---|
[2826] | 2252 | static double frameTime = elapsedTime;
|
---|
| 2253 | static double renderTime = algTime;
|
---|
| 2254 |
|
---|
[2818] | 2255 | const float expFactor = 0.1f;
|
---|
[2767] | 2256 |
|
---|
[2802] | 2257 | // if some strange render time spike happened in this frame => don't count
|
---|
[2826] | 2258 | if (elapsedTime < 500) frameTime = elapsedTime * expFactor + (1.0f - expFactor) * elapsedTime;
|
---|
| 2259 |
|
---|
| 2260 | static float rTime = 1000.0f;
|
---|
[2764] | 2261 |
|
---|
[3223] | 2262 | // the render time used up purely for the traversal algorithm using glfinish
|
---|
[2826] | 2263 | if (showAlgorithmTime)
|
---|
| 2264 | {
|
---|
| 2265 | if (algTime < 500) renderTime = algTime * expFactor + (1.0f - expFactor) * renderTime;
|
---|
| 2266 | }
|
---|
[2802] | 2267 |
|
---|
[2826] | 2268 | accumulatedTime += elapsedTime;
|
---|
| 2269 |
|
---|
[2776] | 2270 | if (accumulatedTime > 500) // update every fraction of a second
|
---|
[2770] | 2271 | {
|
---|
| 2272 | accumulatedTime = 0;
|
---|
| 2273 |
|
---|
[2826] | 2274 | if (frameTime) fps = 1e3f / (float)frameTime;
|
---|
| 2275 |
|
---|
| 2276 | rTime = renderTime;
|
---|
[2773] | 2277 |
|
---|
[2948] | 2278 | if (renderLightView && shadowTraverser)
|
---|
| 2279 | {
|
---|
| 2280 | renderedTriangles = shadowTraverser->GetStats().mNumRenderedTriangles;
|
---|
| 2281 | renderedObjects = shadowTraverser->GetStats().mNumRenderedGeometry;
|
---|
| 2282 | renderedNodes = shadowTraverser->GetStats().mNumRenderedNodes;
|
---|
| 2283 | }
|
---|
| 2284 | else if (showShadowMap && shadowTraverser)
|
---|
| 2285 | {
|
---|
| 2286 | renderedNodes = traverser->GetStats().mNumRenderedNodes + shadowTraverser->GetStats().mNumRenderedNodes;
|
---|
| 2287 | renderedObjects = traverser->GetStats().mNumRenderedGeometry + shadowTraverser->GetStats().mNumRenderedGeometry;
|
---|
| 2288 | renderedTriangles = traverser->GetStats().mNumRenderedTriangles + shadowTraverser->GetStats().mNumRenderedTriangles;
|
---|
| 2289 | }
|
---|
| 2290 | else
|
---|
| 2291 | {
|
---|
| 2292 | renderedTriangles = traverser->GetStats().mNumRenderedTriangles;
|
---|
| 2293 | renderedObjects = traverser->GetStats().mNumRenderedGeometry;
|
---|
| 2294 | renderedNodes = traverser->GetStats().mNumRenderedNodes;
|
---|
| 2295 | }
|
---|
| 2296 |
|
---|
[2770] | 2297 | traversedNodes = traverser->GetStats().mNumTraversedNodes;
|
---|
| 2298 | frustumCulledNodes = traverser->GetStats().mNumFrustumCulledNodes;
|
---|
| 2299 | queryCulledNodes = traverser->GetStats().mNumQueryCulledNodes;
|
---|
| 2300 | issuedQueries = traverser->GetStats().mNumIssuedQueries;
|
---|
| 2301 | stateChanges = traverser->GetStats().mNumStateChanges;
|
---|
[2800] | 2302 | numBatches = traverser->GetStats().mNumBatches;
|
---|
[2770] | 2303 | }
|
---|
| 2304 |
|
---|
[2764] | 2305 |
|
---|
[3223] | 2306 | ////////////////
|
---|
| 2307 | //-- record stats on walkthrough
|
---|
| 2308 |
|
---|
| 2309 | static float accTime = .0f;
|
---|
| 2310 | static float averageTime = .0f;
|
---|
| 2311 |
|
---|
| 2312 | if (currentReplayFrame > -1)
|
---|
| 2313 | {
|
---|
| 2314 | accTime += frameTime;
|
---|
| 2315 | averageTime = accTime / (currentReplayFrame + 1);
|
---|
| 2316 |
|
---|
| 2317 | if (!statsWriter)
|
---|
| 2318 | statsWriter = new StatsWriter(statsFilename);
|
---|
| 2319 |
|
---|
| 2320 | FrameStats frameStats;
|
---|
| 2321 | frameStats.mFrame = currentReplayFrame;
|
---|
| 2322 | frameStats.mFPS = 1e3f / (float)frameTime;
|
---|
| 2323 | frameStats.mTime = frameTime;
|
---|
| 2324 | frameStats.mNodes = renderedNodes;
|
---|
| 2325 | frameStats.mObjects = renderedObjects;
|
---|
| 2326 | frameStats.mTriangles = renderedTriangles;
|
---|
| 2327 |
|
---|
| 2328 | statsWriter->WriteFrameStats(frameStats);
|
---|
| 2329 | }
|
---|
| 2330 | else if (statsWriter)
|
---|
| 2331 | {
|
---|
| 2332 | Debug << "average frame time " << averageTime << " for traversal algorithm " << renderMode << endl;
|
---|
| 2333 |
|
---|
| 2334 | // reset average frame time
|
---|
[3224] | 2335 | averageTime = accTime = .0f;
|
---|
[3223] | 2336 |
|
---|
| 2337 | DEL_PTR(statsWriter);
|
---|
| 2338 | }
|
---|
| 2339 |
|
---|
| 2340 |
|
---|
[2826] | 2341 | Begin2D();
|
---|
[2808] | 2342 |
|
---|
[2826] | 2343 | glEnable(GL_BLEND);
|
---|
| 2344 | glBlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA);
|
---|
[2764] | 2345 |
|
---|
[2826] | 2346 | if (showHelp)
|
---|
| 2347 | {
|
---|
| 2348 | DrawHelpMessage();
|
---|
| 2349 | }
|
---|
| 2350 | else
|
---|
| 2351 | {
|
---|
[2829] | 2352 | if (showOptions)
|
---|
| 2353 | {
|
---|
| 2354 | glColor4f(0.0f, 0.0f, 0.0f, 0.5f);
|
---|
| 2355 | glRecti(5, winHeight - 95, winWidth * 2 / 3 - 5, winHeight - 5);
|
---|
| 2356 | }
|
---|
| 2357 |
|
---|
| 2358 | if (showStatistics)
|
---|
| 2359 | {
|
---|
| 2360 | glColor4f(0.0f, 0.0f, 0.0f, 0.5f);
|
---|
| 2361 | glRecti(5, winHeight - 165, winWidth * 2 / 3 - 5, winHeight - 100);
|
---|
| 2362 | }
|
---|
| 2363 |
|
---|
| 2364 | glEnable(GL_TEXTURE_2D);
|
---|
[2827] | 2365 | myfont.Begin();
|
---|
[2769] | 2366 |
|
---|
[2826] | 2367 | if (showOptions)
|
---|
| 2368 | {
|
---|
[2829] | 2369 | glColor3f(0.0f, 1.0f, 0.0f);
|
---|
[2826] | 2370 | int i = 0;
|
---|
| 2371 |
|
---|
[3065] | 2372 | static char *renderMethodStr[] =
|
---|
| 2373 | {"forward", "depth pass + forward", "deferred shading", "depth pass + deferred"};
|
---|
[2826] | 2374 | sprintf(msg[i ++], "multiqueries: %d, tight bounds: %d, render queue: %d",
|
---|
[3065] | 2375 | useMultiQueries, useTightBounds, useRenderQueue);
|
---|
[3246] | 2376 | sprintf(msg[i ++], "render technique: %s, use pvss: %d", renderMethodStr[renderMethod], usePvs);
|
---|
[2826] | 2377 | sprintf(msg[i ++], "triangles per virtual leaf: %5d", trianglesPerVirtualLeaf);
|
---|
| 2378 | sprintf(msg[i ++], "assumed visible frames: %4d, max batch size: %4d",
|
---|
| 2379 | assumedVisibleFrames, maxBatchSize);
|
---|
[2808] | 2380 |
|
---|
[2826] | 2381 | for (int j = 0; j < 4; ++ j)
|
---|
[2829] | 2382 | myfont.DrawString(msg[j], 10.0f, winHeight - 5 - j * 20);
|
---|
[2826] | 2383 | }
|
---|
[2808] | 2384 |
|
---|
[2786] | 2385 | if (showStatistics)
|
---|
[2764] | 2386 | {
|
---|
[2829] | 2387 | glColor3f(1.0f, 1.0f, 0.0f);
|
---|
| 2388 |
|
---|
[2948] | 2389 | string objStr, totalObjStr;
|
---|
| 2390 | string triStr, totalTriStr;
|
---|
[2826] | 2391 |
|
---|
[2829] | 2392 | int len = 10;
|
---|
[2948] | 2393 | CalcDecimalPoint(objStr, renderedObjects, len);
|
---|
[3059] | 2394 | CalcDecimalPoint(totalObjStr, (int)resourceManager->GetNumEntities(), len);
|
---|
[2826] | 2395 |
|
---|
[2948] | 2396 | CalcDecimalPoint(triStr, renderedTriangles, len);
|
---|
| 2397 | CalcDecimalPoint(totalTriStr, bvh->GetBvhStats().mTriangles, len);
|
---|
| 2398 |
|
---|
[2826] | 2399 | int i = 4;
|
---|
| 2400 |
|
---|
[2953] | 2401 | if (0)
|
---|
| 2402 | {
|
---|
| 2403 | sprintf(msg[i ++], "rendered: %s of %s objects, %s of %s triangles",
|
---|
| 2404 | objStr.c_str(), totalObjStr.c_str(), triStr.c_str(), totalTriStr.c_str());
|
---|
| 2405 | }
|
---|
| 2406 | else
|
---|
| 2407 | {
|
---|
| 2408 | sprintf(msg[i ++], "rendered: %6d of %6d nodes, %s of %s triangles",
|
---|
| 2409 | renderedNodes, bvh->GetNumVirtualNodes(), triStr.c_str(), totalTriStr.c_str());
|
---|
| 2410 | }
|
---|
[2826] | 2411 |
|
---|
| 2412 | sprintf(msg[i ++], "traversed: %5d, frustum culled: %5d, query culled: %5d",
|
---|
| 2413 | traversedNodes, frustumCulledNodes, queryCulledNodes);
|
---|
[3251] | 2414 | sprintf(msg[i ++], "issued queries: %5d, state changes: %5d, render batches: %5d",
|
---|
[2826] | 2415 | issuedQueries, stateChanges, numBatches);
|
---|
| 2416 |
|
---|
| 2417 | for (int j = 4; j < 7; ++ j)
|
---|
[2829] | 2418 | myfont.DrawString(msg[j], 10.0f, winHeight - (j + 1) * 20);
|
---|
[2764] | 2419 | }
|
---|
[2790] | 2420 |
|
---|
[2826] | 2421 | glColor3f(1.0f, 1.0f, 1.0f);
|
---|
[3258] | 2422 | static char *alg_str[] = {
|
---|
| 2423 | "Frustum Cull"
|
---|
| 2424 | , "Stop and Wait"
|
---|
| 2425 | , "CHC"
|
---|
| 2426 | , "CHC ++"
|
---|
| 2427 | , "Collector"
|
---|
| 2428 | };
|
---|
[2827] | 2429 |
|
---|
| 2430 | if (!showAlgorithmTime)
|
---|
[3273] | 2431 | {
|
---|
| 2432 | if (showFPS)
|
---|
| 2433 | sprintf(msg[7], "%s: %6.1f fps", alg_str[renderMode], fps);
|
---|
| 2434 | }
|
---|
[2827] | 2435 | else
|
---|
| 2436 | sprintf(msg[7], "%s: %6.1f ms", alg_str[renderMode], rTime);
|
---|
[3010] | 2437 |
|
---|
[2829] | 2438 | myfont.DrawString(msg[7], 1.3f, 690.0f, 760.0f);//, top_color, bottom_color);
|
---|
[2827] | 2439 |
|
---|
| 2440 | //sprintf(msg[8], "algorithm time: %6.1f ms", rTime);
|
---|
| 2441 | //myfont.DrawString(msg[8], 720.0f, 730.0f);
|
---|
[2764] | 2442 | }
|
---|
| 2443 |
|
---|
[2826] | 2444 | glDisable(GL_BLEND);
|
---|
| 2445 | glDisable(GL_TEXTURE_2D);
|
---|
| 2446 |
|
---|
[2792] | 2447 | End2D();
|
---|
[2764] | 2448 | }
|
---|
[2796] | 2449 |
|
---|
| 2450 |
|
---|
| 2451 | void RenderSky()
|
---|
| 2452 | {
|
---|
[2959] | 2453 | if ((renderMethod == RENDER_DEFERRED) || (renderMethod == RENDER_DEPTH_PASS_DEFERRED))
|
---|
[3101] | 2454 | renderState.SetRenderTechnique(DEFERRED);
|
---|
[2958] | 2455 |
|
---|
[3036] | 2456 | const bool useToneMapping =
|
---|
| 2457 | ((renderMethod == RENDER_DEPTH_PASS_DEFERRED) ||
|
---|
| 2458 | (renderMethod == RENDER_DEFERRED)) && useHDR;
|
---|
[3059] | 2459 |
|
---|
[3101] | 2460 | preetham->RenderSkyDome(-light->GetDirection(), camera, &renderState, !useToneMapping);
|
---|
[3212] | 2461 |
|
---|
| 2462 | /// once again reset the renderState just to make sure
|
---|
[3101] | 2463 | renderState.Reset();
|
---|
[2801] | 2464 | }
|
---|
[2796] | 2465 |
|
---|
[2948] | 2466 |
|
---|
[2895] | 2467 | // render visible object from depth pass
|
---|
[2801] | 2468 | void RenderVisibleObjects()
|
---|
| 2469 | {
|
---|
[2955] | 2470 | if (renderMethod == RENDER_DEPTH_PASS_DEFERRED)
|
---|
[2948] | 2471 | {
|
---|
[2950] | 2472 | if (showShadowMap && !renderLightView)
|
---|
[2951] | 2473 | {
|
---|
[3068] | 2474 | // usethe maximal visible distance to focus shadow map
|
---|
[3235] | 2475 | const float newFar = min(camera->GetFar(), traverser->GetMaxVisibleDistance());
|
---|
| 2476 | RenderShadowMap(newFar);
|
---|
[2951] | 2477 | }
|
---|
[3068] | 2478 | // initialize deferred rendering
|
---|
[2948] | 2479 | InitDeferredRendering();
|
---|
| 2480 | }
|
---|
[2949] | 2481 | else
|
---|
[2950] | 2482 | {
|
---|
[3101] | 2483 | renderState.SetRenderTechnique(FORWARD);
|
---|
[2950] | 2484 | }
|
---|
[2948] | 2485 |
|
---|
[3127] | 2486 |
|
---|
[3068] | 2487 | /////////////////
|
---|
[3101] | 2488 | //-- reset gl renderState before the final visible objects pass
|
---|
[3068] | 2489 |
|
---|
[3101] | 2490 | renderState.Reset();
|
---|
[3068] | 2491 |
|
---|
[2953] | 2492 | glEnableClientState(GL_NORMAL_ARRAY);
|
---|
[3068] | 2493 | /// switch back to smooth shading
|
---|
[3067] | 2494 | glShadeModel(GL_SMOOTH);
|
---|
[3068] | 2495 | /// reset alpha to coverage flag
|
---|
[3101] | 2496 | renderState.SetUseAlphaToCoverage(true);
|
---|
[3067] | 2497 | // clear color
|
---|
| 2498 | glClear(GL_COLOR_BUFFER_BIT);
|
---|
[3039] | 2499 |
|
---|
[3068] | 2500 | // draw only objects having exactly the same depth as the current sample
|
---|
| 2501 | glDepthFunc(GL_EQUAL);
|
---|
[2951] | 2502 |
|
---|
[2949] | 2503 | //cout << "visible: " << (int)traverser->GetVisibleObjects().size() << endl;
|
---|
| 2504 |
|
---|
[3068] | 2505 | SceneEntityContainer::const_iterator sit,
|
---|
[2801] | 2506 | sit_end = traverser->GetVisibleObjects().end();
|
---|
| 2507 |
|
---|
| 2508 | for (sit = traverser->GetVisibleObjects().begin(); sit != sit_end; ++ sit)
|
---|
[2948] | 2509 | {
|
---|
[2801] | 2510 | renderQueue->Enqueue(*sit);
|
---|
[2948] | 2511 | }
|
---|
[3258] | 2512 |
|
---|
[3068] | 2513 | /// now render out everything in one giant pass
|
---|
[2801] | 2514 | renderQueue->Apply();
|
---|
| 2515 |
|
---|
[3068] | 2516 | // switch back to standard depth func
|
---|
[2801] | 2517 | glDepthFunc(GL_LESS);
|
---|
[3101] | 2518 | renderState.Reset();
|
---|
[2949] | 2519 |
|
---|
| 2520 | PrintGLerror("visibleobjects");
|
---|
[2801] | 2521 | }
|
---|
| 2522 |
|
---|
| 2523 |
|
---|
[3120] | 2524 | SceneQuery *GetOrCreateSceneQuery()
|
---|
[2801] | 2525 | {
|
---|
[3037] | 2526 | if (!sceneQuery)
|
---|
[3258] | 2527 | {
|
---|
[3101] | 2528 | sceneQuery = new SceneQuery(bvh->GetBox(), traverser, &renderState);
|
---|
[3258] | 2529 | }
|
---|
[3037] | 2530 |
|
---|
[3120] | 2531 | return sceneQuery;
|
---|
| 2532 | }
|
---|
| 2533 |
|
---|
| 2534 |
|
---|
| 2535 | void PlaceViewer(const Vector3 &oldPos)
|
---|
| 2536 | {
|
---|
[2801] | 2537 | Vector3 playerPos = camera->GetPosition();
|
---|
[3120] | 2538 | bool validIntersect = GetOrCreateSceneQuery()->CalcIntersection(playerPos);
|
---|
[2801] | 2539 |
|
---|
[2853] | 2540 | if (validIntersect)
|
---|
[2848] | 2541 | // && ((playerPos.z - oldPos.z) < bvh->GetBox().Size(2) * 1e-1f))
|
---|
[2801] | 2542 | {
|
---|
| 2543 | camera->SetPosition(playerPos);
|
---|
| 2544 | }
|
---|
[2809] | 2545 | }
|
---|
[2948] | 2546 |
|
---|
| 2547 |
|
---|
[2951] | 2548 | void RenderShadowMap(float newfar)
|
---|
[2948] | 2549 | {
|
---|
[2953] | 2550 | glDisableClientState(GL_NORMAL_ARRAY);
|
---|
[3101] | 2551 | renderState.SetRenderTechnique(DEPTH_PASS);
|
---|
[3038] | 2552 |
|
---|
| 2553 | // hack: disable cull face because of alpha textured balconies
|
---|
| 2554 | glDisable(GL_CULL_FACE);
|
---|
[3101] | 2555 | renderState.LockCullFaceEnabled(true);
|
---|
[3068] | 2556 |
|
---|
| 2557 | /// don't use alpha to coverage for the depth map (problems with fbo rendering)
|
---|
[3101] | 2558 | renderState.SetUseAlphaToCoverage(false);
|
---|
[2948] | 2559 |
|
---|
[3101] | 2560 | // change CHC++ set of renderState variables
|
---|
[2980] | 2561 | // this must be done for each change of camera because
|
---|
[2948] | 2562 | // otherwise the temporal coherency is broken
|
---|
[3054] | 2563 | BvhNode::SetCurrentState(LIGHT_PASS);
|
---|
[2948] | 2564 | // hack: temporarily change camera far plane
|
---|
[2951] | 2565 | camera->SetFar(newfar);
|
---|
[2948] | 2566 | // the scene is rendered withouth any shading
|
---|
[3005] | 2567 | shadowMap->ComputeShadowMap(shadowTraverser, viewProjMat);
|
---|
[2948] | 2568 |
|
---|
| 2569 | camera->SetFar(farDist);
|
---|
| 2570 |
|
---|
[3101] | 2571 | renderState.SetUseAlphaToCoverage(true);
|
---|
| 2572 | renderState.LockCullFaceEnabled(false);
|
---|
[3102] | 2573 | glEnable(GL_CULL_FACE);
|
---|
[2948] | 2574 |
|
---|
[2953] | 2575 | glEnableClientState(GL_NORMAL_ARRAY);
|
---|
[3101] | 2576 | // change back renderState
|
---|
[3054] | 2577 | BvhNode::SetCurrentState(CAMERA_PASS);
|
---|
[2952] | 2578 | }
|
---|
[3059] | 2579 |
|
---|
[3068] | 2580 |
|
---|
[3110] | 2581 | /** Touch each material once in order to preload the render queue
|
---|
[3059] | 2582 | bucket id of each material
|
---|
| 2583 | */
|
---|
| 2584 | void PrepareRenderQueue()
|
---|
| 2585 | {
|
---|
| 2586 | for (int i = 0; i < 3; ++ i)
|
---|
| 2587 | {
|
---|
[3101] | 2588 | renderState.SetRenderTechnique(i);
|
---|
[3059] | 2589 |
|
---|
| 2590 | // fill all shapes into the render queue once so we can establish the buckets
|
---|
| 2591 | ShapeContainer::const_iterator sit, sit_end = (*resourceManager->GetShapes()).end();
|
---|
| 2592 |
|
---|
| 2593 | for (sit = (*resourceManager->GetShapes()).begin(); sit != sit_end; ++ sit)
|
---|
| 2594 | {
|
---|
[3071] | 2595 | static Transform3 dummy(IdentityMatrix());
|
---|
[3110] | 2596 | renderQueue->Enqueue(*sit, NULL);
|
---|
[3059] | 2597 | }
|
---|
| 2598 |
|
---|
| 2599 | // just clear queue again
|
---|
| 2600 | renderQueue->Clear();
|
---|
| 2601 | }
|
---|
| 2602 | }
|
---|
| 2603 |
|
---|
| 2604 |
|
---|
[3237] | 2605 | int LoadModel(const string &model, SceneEntityContainer &entities)
|
---|
[3059] | 2606 | {
|
---|
| 2607 | const string filename = string(model_path + model);
|
---|
[3237] | 2608 | int numEntities = 0;
|
---|
| 2609 |
|
---|
[3127] | 2610 | cout << "\nloading model " << filename << endl;
|
---|
[3237] | 2611 |
|
---|
| 2612 | if (numEntities = resourceManager->Load(filename, entities))
|
---|
[3225] | 2613 | {
|
---|
[3127] | 2614 | cout << "model " << filename << " successfully loaded" << endl;
|
---|
[3225] | 2615 | }
|
---|
[3059] | 2616 | else
|
---|
| 2617 | {
|
---|
| 2618 | cerr << "loading model " << filename << " failed" << endl;
|
---|
[3225] | 2619 |
|
---|
[3059] | 2620 | CleanUp();
|
---|
| 2621 | exit(0);
|
---|
| 2622 | }
|
---|
[3237] | 2623 |
|
---|
| 2624 | return numEntities;
|
---|
[3078] | 2625 | }
|
---|
| 2626 |
|
---|
| 2627 |
|
---|
| 2628 | void CreateAnimation()
|
---|
| 2629 | {
|
---|
| 2630 | const float radius = 5.0f;
|
---|
[3080] | 2631 | const Vector3 center(480.398f, 268.364f, 181.3);
|
---|
[3078] | 2632 |
|
---|
| 2633 | VertexArray vertices;
|
---|
| 2634 |
|
---|
[3080] | 2635 | /*for (int i = 0; i < 360; ++ i)
|
---|
[3078] | 2636 | {
|
---|
| 2637 | float angle = (float)i * M_PI / 180.0f;
|
---|
| 2638 |
|
---|
| 2639 | Vector3 offs = Vector3(cos(angle) * radius, sin(angle) * radius, 0);
|
---|
| 2640 | vertices.push_back(center + offs);
|
---|
[3080] | 2641 | }*/
|
---|
| 2642 |
|
---|
| 2643 | for (int i = 0; i < 5; ++ i)
|
---|
| 2644 | {
|
---|
| 2645 | Vector3 offs = Vector3(i, 0, 0);
|
---|
| 2646 | vertices.push_back(center + offs);
|
---|
[3078] | 2647 | }
|
---|
| 2648 |
|
---|
[3080] | 2649 |
|
---|
| 2650 | for (int i = 0; i < 5; ++ i)
|
---|
| 2651 | {
|
---|
| 2652 | Vector3 offs = Vector3(4 -i, 0, 0);
|
---|
| 2653 | vertices.push_back(center + offs);
|
---|
| 2654 | }
|
---|
| 2655 |
|
---|
[3078] | 2656 | motionPath = new MotionPath(vertices);
|
---|
[3214] | 2657 | }
|
---|
| 2658 |
|
---|
[3215] | 2659 | /** This function returns the number of visible pixels of a
|
---|
| 2660 | bounding box representing the sun.
|
---|
| 2661 | */
|
---|
| 2662 | int TestSunVisible()
|
---|
[3214] | 2663 | {
|
---|
| 2664 | // assume sun is at a far away point along the light vector
|
---|
| 2665 | Vector3 sunPos = light->GetDirection() * -1e3f;
|
---|
| 2666 | sunPos += camera->GetPosition();
|
---|
| 2667 |
|
---|
| 2668 | sunBox->GetTransform()->SetMatrix(TranslationMatrix(sunPos));
|
---|
| 2669 |
|
---|
| 2670 | glBeginQueryARB(GL_SAMPLES_PASSED_ARB, sunQuery);
|
---|
| 2671 |
|
---|
| 2672 | sunBox->Render(&renderState);
|
---|
| 2673 |
|
---|
| 2674 | glEndQueryARB(GL_SAMPLES_PASSED_ARB);
|
---|
| 2675 |
|
---|
| 2676 | GLuint sampleCount;
|
---|
| 2677 |
|
---|
| 2678 | glGetQueryObjectuivARB(sunQuery, GL_QUERY_RESULT_ARB, &sampleCount);
|
---|
| 2679 |
|
---|
[3215] | 2680 | return sampleCount;
|
---|
[3214] | 2681 | }
|
---|
[3244] | 2682 |
|
---|
| 2683 |
|
---|
[3245] | 2684 | static Technique GetVizTechnique()
|
---|
| 2685 | {
|
---|
| 2686 | Technique tech;
|
---|
| 2687 | tech.Init();
|
---|
| 2688 |
|
---|
| 2689 | tech.SetEmmisive(RgbaColor(1.0f, 1.0f, 1.0f, 1.0f));
|
---|
| 2690 | tech.SetDiffuse(RgbaColor(1.0f, 1.0f, 1.0f, 1.0f));
|
---|
| 2691 | tech.SetAmbient(RgbaColor(1.0f, 1.0f, 1.0f, 1.0f));
|
---|
| 2692 |
|
---|
| 2693 | return tech;
|
---|
| 2694 | }
|
---|
| 2695 |
|
---|
| 2696 |
|
---|
[3246] | 2697 | void LoadPvs()
|
---|
[3244] | 2698 | {
|
---|
[3245] | 2699 | viewCell = viewCellsTree->GetViewCell(camera->GetPosition());
|
---|
[3244] | 2700 |
|
---|
[3245] | 2701 | int numTriangles = 0;
|
---|
| 2702 |
|
---|
[3259] | 2703 | SceneEntity::SetCurrentVisibleId(globalVisibleId);
|
---|
[3251] | 2704 |
|
---|
[3259] | 2705 | for (int i = 0; i < viewCell->mPvs.GetSize(); ++ i)
|
---|
[3244] | 2706 | {
|
---|
[3245] | 2707 | SceneEntity *ent = viewCell->mPvs.GetEntry(i);
|
---|
| 2708 | ent->SetVisibleId(globalVisibleId);
|
---|
[3252] | 2709 | //ent->Render(&renderState);
|
---|
[3245] | 2710 |
|
---|
| 2711 | numTriangles += ent->CountNumTriangles();
|
---|
[3244] | 2712 | }
|
---|
[3245] | 2713 |
|
---|
[3251] | 2714 | ++ globalVisibleId;
|
---|
[3246] | 2715 | }
|
---|
[3245] | 2716 |
|
---|
[3246] | 2717 |
|
---|
| 2718 | void LoadVisibilitySolution()
|
---|
| 2719 | {
|
---|
| 2720 | ///////////
|
---|
| 2721 | //-- load the visibility solution
|
---|
| 2722 |
|
---|
| 2723 | const string vis_filename =
|
---|
| 2724 | string(model_path + visibilitySolution + ".vis");
|
---|
| 2725 |
|
---|
| 2726 | VisibilitySolutionLoader visLoader;
|
---|
| 2727 |
|
---|
[3257] | 2728 | viewCellsTree = visLoader.Load(vis_filename, bvh, viewCellsScaleFactor);
|
---|
[3247] | 2729 |
|
---|
| 2730 | if (!viewCellsTree)
|
---|
| 2731 | {
|
---|
| 2732 | cerr << "loading pvs failed" << endl;
|
---|
| 2733 | CleanUp();
|
---|
| 2734 | exit(0);
|
---|
| 2735 | }
|
---|
[3246] | 2736 | }
|
---|
| 2737 |
|
---|
| 2738 |
|
---|
| 2739 | void RenderViewCell()
|
---|
| 2740 | {
|
---|
[3245] | 2741 | // render current view cell
|
---|
| 2742 | static Technique vcTechnique = GetVizTechnique();
|
---|
| 2743 |
|
---|
| 2744 | vcTechnique.Render(&renderState);
|
---|
| 2745 | Visualization::RenderBoxForViz(viewCell->GetBox());
|
---|
[3246] | 2746 | } |
---|