[2961] | 1 | // chcdemo.cpp : Defines the entry point for the console application.
|
---|
[2642] | 2 | //
|
---|
[3019] | 3 |
|
---|
[3021] | 4 |
|
---|
| 5 | #include "common.h"
|
---|
| 6 |
|
---|
[3019] | 7 | #ifdef _CRT_SET
|
---|
| 8 | #define _CRTDBG_MAP_ALLOC
|
---|
| 9 | #include <stdlib.h>
|
---|
| 10 | #include <crtdbg.h>
|
---|
| 11 |
|
---|
| 12 | // redefine new operator
|
---|
| 13 | #define DEBUG_NEW new(_NORMAL_BLOCK, __FILE__, __LINE__)
|
---|
| 14 | #define new DEBUG_NEW
|
---|
| 15 | #endif
|
---|
| 16 |
|
---|
[2746] | 17 | #include <math.h>
|
---|
| 18 | #include <time.h>
|
---|
[3019] | 19 | #include "glInterface.h"
|
---|
| 20 |
|
---|
| 21 |
|
---|
[2642] | 22 | #include "RenderTraverser.h"
|
---|
[2756] | 23 | #include "SceneEntity.h"
|
---|
| 24 | #include "Vector3.h"
|
---|
| 25 | #include "Matrix4x4.h"
|
---|
[2795] | 26 | #include "ResourceManager.h"
|
---|
[2756] | 27 | #include "Bvh.h"
|
---|
| 28 | #include "Camera.h"
|
---|
| 29 | #include "Geometry.h"
|
---|
[2760] | 30 | #include "BvhLoader.h"
|
---|
| 31 | #include "FrustumCullingTraverser.h"
|
---|
[2763] | 32 | #include "StopAndWaitTraverser.h"
|
---|
[2764] | 33 | #include "CHCTraverser.h"
|
---|
[2767] | 34 | #include "CHCPlusPlusTraverser.h"
|
---|
| 35 | #include "Visualization.h"
|
---|
[2769] | 36 | #include "RenderState.h"
|
---|
[2795] | 37 | #include "Timer/PerfTimer.h"
|
---|
[2796] | 38 | #include "SceneQuery.h"
|
---|
[2801] | 39 | #include "RenderQueue.h"
|
---|
[2819] | 40 | #include "Material.h"
|
---|
[2826] | 41 | #include "glfont2.h"
|
---|
[2827] | 42 | #include "PerformanceGraph.h"
|
---|
[2828] | 43 | #include "Environment.h"
|
---|
[2837] | 44 | #include "Halton.h"
|
---|
[2840] | 45 | #include "Transform3.h"
|
---|
[2853] | 46 | #include "SampleGenerator.h"
|
---|
[2857] | 47 | #include "FrameBufferObject.h"
|
---|
[2896] | 48 | #include "DeferredRenderer.h"
|
---|
[2887] | 49 | #include "ShadowMapping.h"
|
---|
| 50 | #include "Light.h"
|
---|
[2953] | 51 | #include "SceneEntityConverter.h"
|
---|
[2957] | 52 | #include "SkyPreetham.h"
|
---|
[2964] | 53 | #include "Texture.h"
|
---|
[3057] | 54 | #include "ShaderManager.h"
|
---|
[3078] | 55 | #include "MotionPath.h"
|
---|
[3113] | 56 | #include "ShaderProgram.h"
|
---|
| 57 | #include "Shape.h"
|
---|
[3219] | 58 | #include "WalkThroughRecorder.h"
|
---|
[3223] | 59 | #include "StatsWriter.h"
|
---|
[3243] | 60 | #include "VisibilitySolutionLoader.h"
|
---|
| 61 | #include "ViewCellsTree.h"
|
---|
[3258] | 62 | #include "PvsCollectionRenderer.h"
|
---|
[3260] | 63 | #include "ObjExporter.h"
|
---|
| 64 | #include "BvhExporter.h"
|
---|
[2642] | 65 |
|
---|
[3066] | 66 |
|
---|
[2756] | 67 | using namespace std;
|
---|
[2776] | 68 | using namespace CHCDemoEngine;
|
---|
[2642] | 69 |
|
---|
| 70 |
|
---|
[3068] | 71 | /// the environment for the program parameter
|
---|
[2828] | 72 | static Environment env;
|
---|
| 73 |
|
---|
| 74 |
|
---|
[2826] | 75 | GLuint fontTex;
|
---|
[3068] | 76 | /// the fbo used for MRT
|
---|
[3038] | 77 | FrameBufferObject *fbo = NULL;
|
---|
[2756] | 78 | /// the renderable scene geometry
|
---|
[3267] | 79 | SceneEntityContainer staticObjects;
|
---|
[3214] | 80 | /// the dynamic objects in the scene
|
---|
[3070] | 81 | SceneEntityContainer dynamicObjects;
|
---|
[2756] | 82 | // traverses and renders the hierarchy
|
---|
[2767] | 83 | RenderTraverser *traverser = NULL;
|
---|
[2756] | 84 | /// the hierarchy
|
---|
[2767] | 85 | Bvh *bvh = NULL;
|
---|
[2793] | 86 | /// handles scene loading
|
---|
[3059] | 87 | ResourceManager *resourceManager = NULL;
|
---|
[3057] | 88 | /// handles scene loading
|
---|
| 89 | ShaderManager *shaderManager = NULL;
|
---|
[2756] | 90 | /// the scene camera
|
---|
[3062] | 91 | PerspectiveCamera *camera = NULL;
|
---|
[2795] | 92 | /// the scene camera
|
---|
[3062] | 93 | PerspectiveCamera *visCamera = NULL;
|
---|
[2767] | 94 | /// the visualization
|
---|
| 95 | Visualization *visualization = NULL;
|
---|
[3101] | 96 | /// the current render renderState
|
---|
| 97 | RenderState renderState;
|
---|
[2764] | 98 | /// the rendering algorithm
|
---|
[2795] | 99 | int renderMode = RenderTraverser::CHCPLUSPLUS;
|
---|
[3038] | 100 | /// eye near plane distance
|
---|
[3068] | 101 | const float nearDist = 0.2f;
|
---|
[3106] | 102 | //const float nearDist = 1.0f;
|
---|
[3038] | 103 | /// eye far plane distance
|
---|
[2927] | 104 | float farDist = 1e6f;
|
---|
[2856] | 105 | /// the field of view
|
---|
[3068] | 106 | const float fov = 50.0f;
|
---|
[2764] | 107 |
|
---|
[3279] | 108 | float skyDomeScaleFactor = 80.0f;
|
---|
| 109 |
|
---|
[2796] | 110 | SceneQuery *sceneQuery = NULL;
|
---|
[2801] | 111 | RenderQueue *renderQueue = NULL;
|
---|
[3068] | 112 | /// traverses and renders the hierarchy
|
---|
[2897] | 113 | RenderTraverser *shadowTraverser = NULL;
|
---|
[3068] | 114 | /// the skylight + skydome model
|
---|
[2957] | 115 | SkyPreetham *preetham = NULL;
|
---|
[2897] | 116 |
|
---|
[3078] | 117 | MotionPath *motionPath = NULL;
|
---|
[3189] | 118 | /// max depth where candidates for tighter bounds are searched
|
---|
[3123] | 119 | int maxDepthForTestingChildren = 3;
|
---|
[3246] | 120 | /// use full resolution for ssao or half
|
---|
[3216] | 121 | bool ssaoUseFullResolution = false;
|
---|
[3123] | 122 |
|
---|
[3219] | 123 | /// store the frames as tga
|
---|
| 124 | bool recordFrames = false;
|
---|
| 125 | /// record the taken path
|
---|
| 126 | bool recordPath = false;
|
---|
| 127 | /// replays the recorded path
|
---|
| 128 | bool replayPath = false;
|
---|
[3223] | 129 | /// frame number for replay
|
---|
[3219] | 130 | int currentReplayFrame = -1;
|
---|
| 131 |
|
---|
[3220] | 132 | string recordedFramesSuffix("frames");
|
---|
[3223] | 133 | string statsFilename("stats");
|
---|
[3220] | 134 |
|
---|
[3238] | 135 | string filename("city");
|
---|
[3271] | 136 | string bvhname("");
|
---|
[3243] | 137 | string visibilitySolution("");
|
---|
[3238] | 138 |
|
---|
| 139 |
|
---|
[3219] | 140 | /// the walkThroughRecorder
|
---|
| 141 | WalkThroughRecorder *walkThroughRecorder = NULL;
|
---|
| 142 | WalkThroughPlayer *walkThroughPlayer = NULL;
|
---|
[3223] | 143 | StatsWriter *statsWriter = NULL;
|
---|
[3219] | 144 |
|
---|
[3225] | 145 | bool makeSnapShot = false;
|
---|
[3219] | 146 |
|
---|
[3244] | 147 | ViewCellsTree *viewCellsTree = NULL;
|
---|
[3246] | 148 | ViewCell *viewCell = NULL;
|
---|
[3225] | 149 |
|
---|
[3247] | 150 | bool useSkylightForIllum = true;
|
---|
| 151 |
|
---|
[3273] | 152 | bool showFPS = true;
|
---|
| 153 |
|
---|
[3245] | 154 | static int globalVisibleId = 0;
|
---|
[3244] | 155 |
|
---|
[3284] | 156 | PerfTimer applicationTimer;
|
---|
[3245] | 157 |
|
---|
[3284] | 158 | float shotRays = .0f;
|
---|
[3245] | 159 |
|
---|
[3284] | 160 |
|
---|
[3068] | 161 | /// the technique used for rendering
|
---|
| 162 | enum RenderTechnique
|
---|
| 163 | {
|
---|
| 164 | FORWARD,
|
---|
| 165 | DEFERRED,
|
---|
| 166 | DEPTH_PASS
|
---|
| 167 | };
|
---|
| 168 |
|
---|
| 169 |
|
---|
[2994] | 170 | /// the used render type for this render pass
|
---|
| 171 | enum RenderMethod
|
---|
| 172 | {
|
---|
[3043] | 173 | RENDER_FORWARD,
|
---|
[2994] | 174 | RENDER_DEPTH_PASS,
|
---|
| 175 | RENDER_DEFERRED,
|
---|
| 176 | RENDER_DEPTH_PASS_DEFERRED,
|
---|
| 177 | RENDER_NUM_RENDER_TYPES
|
---|
| 178 | };
|
---|
[2957] | 179 |
|
---|
[2994] | 180 | /// one of four possible render methods
|
---|
[3043] | 181 | int renderMethod = RENDER_FORWARD;
|
---|
[2994] | 182 |
|
---|
[3059] | 183 | static int winWidth = 1024;
|
---|
| 184 | static int winHeight = 768;
|
---|
| 185 | static float winAspectRatio = 1.0f;
|
---|
[2994] | 186 |
|
---|
[2809] | 187 | /// these values get scaled with the frame rate
|
---|
[2828] | 188 | static float keyForwardMotion = 30.0f;
|
---|
| 189 | static float keyRotation = 1.5f;
|
---|
[2801] | 190 |
|
---|
[2826] | 191 | /// elapsed time in milliseconds
|
---|
[3059] | 192 | double elapsedTime = 1000.0;
|
---|
| 193 | double algTime = 1000.0;
|
---|
| 194 | double accumulatedTime = 1000.0;
|
---|
| 195 | float fps = 1e3f;
|
---|
[3193] | 196 | float turbitity = 5.0f;
|
---|
[2795] | 197 |
|
---|
[3212] | 198 | // ssao parameters
|
---|
| 199 | float ssaoKernelRadius = 1e-8f;
|
---|
| 200 | float ssaoSampleIntensity = 0.2f;
|
---|
[3216] | 201 | float ssaoFilterRadius = 12.0f;
|
---|
[3212] | 202 | float ssaoTempCohFactor = 255.0;
|
---|
| 203 | bool sortSamples = true;
|
---|
| 204 |
|
---|
[2945] | 205 | int shadowSize = 2048;
|
---|
[3212] | 206 |
|
---|
[3059] | 207 | /// the hud font
|
---|
[2826] | 208 | glfont::GLFont myfont;
|
---|
| 209 |
|
---|
[2809] | 210 | // rendertexture
|
---|
[3212] | 211 | int texWidth = 1024;
|
---|
| 212 | int texHeight = 768;
|
---|
[2866] | 213 |
|
---|
[2770] | 214 | int renderedObjects = 0;
|
---|
[2773] | 215 | int renderedNodes = 0;
|
---|
| 216 | int renderedTriangles = 0;
|
---|
| 217 |
|
---|
[2770] | 218 | int issuedQueries = 0;
|
---|
| 219 | int traversedNodes = 0;
|
---|
| 220 | int frustumCulledNodes = 0;
|
---|
| 221 | int queryCulledNodes = 0;
|
---|
| 222 | int stateChanges = 0;
|
---|
[2800] | 223 | int numBatches = 0;
|
---|
[2770] | 224 |
|
---|
[3101] | 225 | // mouse navigation renderState
|
---|
[2809] | 226 | int xEyeBegin = 0;
|
---|
| 227 | int yEyeBegin = 0;
|
---|
| 228 | int yMotionBegin = 0;
|
---|
| 229 | int verticalMotionBegin = 0;
|
---|
| 230 | int horizontalMotionBegin = 0;
|
---|
[2642] | 231 |
|
---|
[2792] | 232 | bool leftKeyPressed = false;
|
---|
| 233 | bool rightKeyPressed = false;
|
---|
| 234 | bool upKeyPressed = false;
|
---|
| 235 | bool downKeyPressed = false;
|
---|
[2837] | 236 | bool descendKeyPressed = false;
|
---|
| 237 | bool ascendKeyPressed = false;
|
---|
[3105] | 238 | bool leftStrafeKeyPressed = false;
|
---|
| 239 | bool rightStrafeKeyPressed = false;
|
---|
| 240 |
|
---|
[3054] | 241 | bool altKeyPressed = false;
|
---|
| 242 |
|
---|
[2994] | 243 | bool showHelp = false;
|
---|
| 244 | bool showStatistics = false;
|
---|
| 245 | bool showOptions = true;
|
---|
| 246 | bool showBoundingVolumes = false;
|
---|
| 247 | bool visMode = false;
|
---|
| 248 |
|
---|
| 249 | bool useOptimization = false;
|
---|
[3074] | 250 | bool useTightBounds = true;
|
---|
[2994] | 251 | bool useRenderQueue = true;
|
---|
| 252 | bool useMultiQueries = true;
|
---|
| 253 | bool flyMode = true;
|
---|
| 254 |
|
---|
[2875] | 255 | bool useGlobIllum = false;
|
---|
| 256 | bool useTemporalCoherence = true;
|
---|
[2994] | 257 | bool showAlgorithmTime = false;
|
---|
[2875] | 258 |
|
---|
[2994] | 259 | bool useFullScreen = false;
|
---|
| 260 | bool useLODs = true;
|
---|
| 261 | bool moveLight = false;
|
---|
| 262 |
|
---|
| 263 | bool useAdvancedShading = false;
|
---|
| 264 | bool showShadowMap = false;
|
---|
| 265 | bool renderLightView = false;
|
---|
[3054] | 266 | bool useHDR = true;
|
---|
[3175] | 267 | bool useAntiAliasing = true;
|
---|
[3215] | 268 | bool useLenseFlare = true;
|
---|
[2994] | 269 |
|
---|
[3246] | 270 | bool usePvs = false;
|
---|
| 271 |
|
---|
| 272 |
|
---|
[3054] | 273 | PerfTimer frameTimer, algTimer;
|
---|
[3212] | 274 | /// the performance graph window
|
---|
[3054] | 275 | PerformanceGraph *perfGraph = NULL;
|
---|
[2994] | 276 |
|
---|
[3189] | 277 | int sCurrentMrtSet = 0;
|
---|
[3111] | 278 | static Matrix4x4 invTrafo = IdentityMatrix();
|
---|
[3246] | 279 | float mouseMotion = 0.2f;
|
---|
[3111] | 280 |
|
---|
[3256] | 281 | float viewCellsScaleFactor = 1.0f;
|
---|
[3246] | 282 |
|
---|
[3256] | 283 |
|
---|
[3068] | 284 | //////////////
|
---|
[3246] | 285 | //-- chc++ algorithm parameters
|
---|
[2827] | 286 |
|
---|
[3068] | 287 | /// the pixel threshold where a node is still considered invisible
|
---|
| 288 | /// (should be zero for conservative visibility)
|
---|
| 289 | int threshold;
|
---|
| 290 | int assumedVisibleFrames = 10;
|
---|
| 291 | int maxBatchSize = 50;
|
---|
| 292 | int trianglesPerVirtualLeaf = INITIAL_TRIANGLES_PER_VIRTUAL_LEAVES;
|
---|
| 293 |
|
---|
[3244] | 294 |
|
---|
[3068] | 295 | //////////////
|
---|
| 296 |
|
---|
| 297 | enum {CAMERA_PASS = 0, LIGHT_PASS = 1};
|
---|
| 298 |
|
---|
| 299 |
|
---|
[2948] | 300 | //DeferredRenderer::SAMPLING_METHOD samplingMethod = DeferredRenderer::SAMPLING_POISSON;
|
---|
| 301 | DeferredRenderer::SAMPLING_METHOD samplingMethod = DeferredRenderer::SAMPLING_QUADRATIC;
|
---|
[2865] | 302 |
|
---|
[2894] | 303 | ShadowMap *shadowMap = NULL;
|
---|
[2952] | 304 | DirectionalLight *light = NULL;
|
---|
[3111] | 305 | DeferredRenderer *deferredShader = NULL;
|
---|
[2834] | 306 |
|
---|
[3175] | 307 |
|
---|
[3059] | 308 | SceneEntity *buddha = NULL;
|
---|
[2957] | 309 | SceneEntity *skyDome = NULL;
|
---|
[3214] | 310 | SceneEntity *sunBox = NULL;
|
---|
[2895] | 311 |
|
---|
[3214] | 312 | GLuint sunQuery = 0;
|
---|
[2952] | 313 |
|
---|
[3271] | 314 | string walkThroughSuffix("frames");
|
---|
[3214] | 315 |
|
---|
[3271] | 316 |
|
---|
[3059] | 317 | ////////////////////
|
---|
| 318 | //--- function forward declarations
|
---|
[2991] | 319 |
|
---|
[2759] | 320 | void InitExtensions();
|
---|
[3059] | 321 | void InitGLstate();
|
---|
| 322 |
|
---|
[2756] | 323 | void DisplayVisualization();
|
---|
[3059] | 324 | /// destroys all allocated resources
|
---|
[2759] | 325 | void CleanUp();
|
---|
| 326 | void SetupEyeView();
|
---|
| 327 | void SetupLighting();
|
---|
[2764] | 328 | void DisplayStats();
|
---|
[3059] | 329 | /// draw the help screen
|
---|
[2786] | 330 | void DrawHelpMessage();
|
---|
[3059] | 331 | /// render the sky dome
|
---|
[2796] | 332 | void RenderSky();
|
---|
[3059] | 333 | /// render the objects found visible in the depth pass
|
---|
[2801] | 334 | void RenderVisibleObjects();
|
---|
[2756] | 335 |
|
---|
[3215] | 336 | int TestSunVisible();
|
---|
[3214] | 337 |
|
---|
[2792] | 338 | void Begin2D();
|
---|
| 339 | void End2D();
|
---|
[3059] | 340 | /// the main loop
|
---|
| 341 | void MainLoop();
|
---|
| 342 |
|
---|
[2792] | 343 | void KeyBoard(unsigned char c, int x, int y);
|
---|
| 344 | void Special(int c, int x, int y);
|
---|
| 345 | void KeyUp(unsigned char c, int x, int y);
|
---|
| 346 | void SpecialKeyUp(int c, int x, int y);
|
---|
| 347 | void Reshape(int w, int h);
|
---|
[3101] | 348 | void Mouse(int button, int renderState, int x, int y);
|
---|
[2792] | 349 | void LeftMotion(int x, int y);
|
---|
| 350 | void RightMotion(int x, int y);
|
---|
| 351 | void MiddleMotion(int x, int y);
|
---|
[3059] | 352 | void KeyHorizontalMotion(float shift);
|
---|
| 353 | void KeyVerticalMotion(float shift);
|
---|
| 354 | /// returns the string representation of a number with the decimal points
|
---|
[2792] | 355 | void CalcDecimalPoint(string &str, int d);
|
---|
[3059] | 356 | /// Creates the traversal method (vfc, stopandwait, chc, chc++)
|
---|
[3062] | 357 | RenderTraverser *CreateTraverser(PerspectiveCamera *cam);
|
---|
[3059] | 358 | /// place the viewer on the floor plane
|
---|
[2801] | 359 | void PlaceViewer(const Vector3 &oldPos);
|
---|
[3019] | 360 | // initialise the frame buffer objects
|
---|
[2809] | 361 | void InitFBO();
|
---|
[3059] | 362 | /// changes the sunlight direction
|
---|
[2954] | 363 | void RightMotionLight(int x, int y);
|
---|
[3059] | 364 | /// render the shader map
|
---|
[2951] | 365 | void RenderShadowMap(float newfar);
|
---|
[3059] | 366 | /// function that touches each material once in order to accelarate render queue
|
---|
| 367 | void PrepareRenderQueue();
|
---|
| 368 | /// loads the specified model
|
---|
[3237] | 369 | int LoadModel(const string &model, SceneEntityContainer &entities);
|
---|
[2810] | 370 |
|
---|
[3059] | 371 | inline float KeyRotationAngle() { return keyRotation * elapsedTime * 1e-3f; }
|
---|
| 372 | inline float KeyShift() { return keyForwardMotion * elapsedTime * 1e-3f; }
|
---|
[3054] | 373 |
|
---|
[3078] | 374 | void CreateAnimation();
|
---|
| 375 |
|
---|
[3120] | 376 | SceneQuery *GetOrCreateSceneQuery();
|
---|
[3078] | 377 |
|
---|
[3246] | 378 | void LoadPvs();
|
---|
[3120] | 379 |
|
---|
[3246] | 380 | void LoadVisibilitySolution();
|
---|
[3244] | 381 |
|
---|
[3246] | 382 | void RenderViewCell();
|
---|
| 383 |
|
---|
[3279] | 384 | void LoadPompeiiFloor();
|
---|
[3246] | 385 |
|
---|
[3285] | 386 | float pvsTotalSamples = .0f;
|
---|
| 387 | float pvsTotalTime = .0f;
|
---|
[3276] | 388 |
|
---|
[3285] | 389 |
|
---|
[3120] | 390 | // new view projection matrix of the camera
|
---|
[3005] | 391 | static Matrix4x4 viewProjMat = IdentityMatrix();
|
---|
[3120] | 392 | // the old view projection matrix of the camera
|
---|
[3005] | 393 | static Matrix4x4 oldViewProjMat = IdentityMatrix();
|
---|
[2820] | 394 |
|
---|
[2837] | 395 |
|
---|
[2995] | 396 |
|
---|
[2809] | 397 | static void PrintGLerror(char *msg)
|
---|
| 398 | {
|
---|
| 399 | GLenum errCode;
|
---|
| 400 | const GLubyte *errStr;
|
---|
| 401 |
|
---|
| 402 | if ((errCode = glGetError()) != GL_NO_ERROR)
|
---|
| 403 | {
|
---|
| 404 | errStr = gluErrorString(errCode);
|
---|
| 405 | fprintf(stderr,"OpenGL ERROR: %s: %s\n", errStr, msg);
|
---|
| 406 | }
|
---|
| 407 | }
|
---|
| 408 |
|
---|
| 409 |
|
---|
[2642] | 410 | int main(int argc, char* argv[])
|
---|
| 411 | {
|
---|
[3019] | 412 | #ifdef _CRT_SET
|
---|
| 413 | //Now just call this function at the start of your program and if you're
|
---|
| 414 | //compiling in debug mode (F5), any leaks will be displayed in the Output
|
---|
| 415 | //window when the program shuts down. If you're not in debug mode this will
|
---|
| 416 | //be ignored. Use it as you will!
|
---|
| 417 | //note: from GDNet Direct [3.8.04 - 3.14.04] void detectMemoryLeaks() {
|
---|
| 418 |
|
---|
| 419 | _CrtSetDbgFlag(_CRTDBG_LEAK_CHECK_DF|_CRTDBG_ALLOC_MEM_DF);
|
---|
| 420 | _CrtSetReportMode(_CRT_ASSERT,_CRTDBG_MODE_FILE);
|
---|
| 421 | _CrtSetReportFile(_CRT_ASSERT,_CRTDBG_FILE_STDERR);
|
---|
| 422 | #endif
|
---|
[3052] | 423 |
|
---|
[3019] | 424 |
|
---|
[2781] | 425 | int returnCode = 0;
|
---|
| 426 |
|
---|
[2837] | 427 | Vector3 camPos(.0f, .0f, .0f);
|
---|
[2838] | 428 | Vector3 camDir(.0f, 1.0f, .0f);
|
---|
[2952] | 429 | Vector3 lightDir(-0.8f, 1.0f, -0.7f);
|
---|
[2837] | 430 |
|
---|
[2873] | 431 | cout << "=== reading environment file ===" << endl << endl;
|
---|
[2830] | 432 |
|
---|
[3019] | 433 | const string envFileName = "default.env";
|
---|
[2837] | 434 | if (!env.Read(envFileName))
|
---|
| 435 | {
|
---|
| 436 | cerr << "loading environment " << envFileName << " failed!" << endl;
|
---|
| 437 | }
|
---|
| 438 | else
|
---|
| 439 | {
|
---|
| 440 | env.GetIntParam(string("assumedVisibleFrames"), assumedVisibleFrames);
|
---|
| 441 | env.GetIntParam(string("maxBatchSize"), maxBatchSize);
|
---|
| 442 | env.GetIntParam(string("trianglesPerVirtualLeaf"), trianglesPerVirtualLeaf);
|
---|
[3123] | 443 | env.GetIntParam(string("winWidth"), winWidth);
|
---|
| 444 | env.GetIntParam(string("winHeight"), winHeight);
|
---|
| 445 | env.GetIntParam(string("shadowSize"), shadowSize);
|
---|
| 446 | env.GetIntParam(string("maxDepthForTestingChildren"), maxDepthForTestingChildren);
|
---|
[2828] | 447 |
|
---|
[2837] | 448 | env.GetFloatParam(string("keyForwardMotion"), keyForwardMotion);
|
---|
| 449 | env.GetFloatParam(string("keyRotation"), keyRotation);
|
---|
[3246] | 450 | env.GetFloatParam(string("mouseMotion"), mouseMotion);
|
---|
[3123] | 451 | env.GetFloatParam(string("tempCohFactor"), ssaoTempCohFactor);
|
---|
[3193] | 452 | env.GetFloatParam(string("turbitity"), turbitity);
|
---|
[3123] | 453 |
|
---|
[2837] | 454 | env.GetVectorParam(string("camPosition"), camPos);
|
---|
[2838] | 455 | env.GetVectorParam(string("camDirection"), camDir);
|
---|
[2952] | 456 | env.GetVectorParam(string("lightDirection"), lightDir);
|
---|
[2865] | 457 |
|
---|
[3117] | 458 | env.GetBoolParam(string("useFullScreen"), useFullScreen);
|
---|
| 459 | env.GetBoolParam(string("useLODs"), useLODs);
|
---|
[2994] | 460 | env.GetBoolParam(string("useHDR"), useHDR);
|
---|
[3175] | 461 | env.GetBoolParam(string("useAA"), useAntiAliasing);
|
---|
[3215] | 462 | env.GetBoolParam(string("useLenseFlare"), useLenseFlare);
|
---|
[3175] | 463 | env.GetBoolParam(string("useAdvancedShading"), useAdvancedShading);
|
---|
[2994] | 464 |
|
---|
[3175] | 465 | env.GetIntParam(string("renderMethod"), renderMethod);
|
---|
[3117] | 466 |
|
---|
[3212] | 467 | env.GetFloatParam(string("ssaoKernelRadius"), ssaoKernelRadius);
|
---|
| 468 | env.GetFloatParam(string("ssaoSampleIntensity"), ssaoSampleIntensity);
|
---|
[3216] | 469 | env.GetBoolParam(string("ssaoUseFullResolution"), ssaoUseFullResolution);
|
---|
| 470 |
|
---|
[3220] | 471 | env.GetStringParam(string("recordedFramesSuffix"), recordedFramesSuffix);
|
---|
[3271] | 472 | env.GetStringParam(string("walkThroughSuffix"), walkThroughSuffix);
|
---|
[3223] | 473 | env.GetStringParam(string("statsFilename"), statsFilename);
|
---|
[3238] | 474 | env.GetStringParam(string("filename"), filename);
|
---|
[3271] | 475 | env.GetStringParam(string("bvhname"), bvhname);
|
---|
[3243] | 476 | env.GetStringParam(string("visibilitySolution"), visibilitySolution);
|
---|
[3220] | 477 |
|
---|
[3246] | 478 | env.GetBoolParam(string("usePvs"), usePvs);
|
---|
[3247] | 479 | env.GetBoolParam(string("useSkylightForIllum"), useSkylightForIllum);
|
---|
[3256] | 480 | env.GetFloatParam(string("viewCellsScaleFactor"), viewCellsScaleFactor);
|
---|
[3279] | 481 | env.GetFloatParam(string("skyDomeScaleFactor"), skyDomeScaleFactor);
|
---|
| 482 |
|
---|
[2846] | 483 | //env.GetStringParam(string("modelPath"), model_path);
|
---|
[2838] | 484 | //env.GetIntParam(string("numSssaoSamples"), numSsaoSamples);
|
---|
| 485 |
|
---|
[3212] | 486 | texWidth = winWidth;
|
---|
| 487 | texHeight = winHeight;
|
---|
| 488 |
|
---|
[3251] | 489 | cout << "assumed visible frames: " << assumedVisibleFrames << endl;
|
---|
| 490 | cout << "max batch size: " << maxBatchSize << endl;
|
---|
| 491 | cout << "triangles per virtual leaf: " << trianglesPerVirtualLeaf << endl;
|
---|
[2828] | 492 |
|
---|
[3271] | 493 | cout << "static scene filename prefix: " << filename << endl;
|
---|
| 494 | cout << "bvh filename prefix: " << bvhname << endl;
|
---|
| 495 |
|
---|
[3251] | 496 | cout << "key forward motion: " << keyForwardMotion << endl;
|
---|
| 497 | cout << "key rotation: " << keyRotation << endl;
|
---|
| 498 | cout << "win width: " << winWidth << endl;
|
---|
| 499 | cout << "win height: " << winHeight << endl;
|
---|
| 500 | cout << "use full screen: " << useFullScreen << endl;
|
---|
| 501 | cout << "use LODs: " << useLODs << endl;
|
---|
| 502 | cout << "camera position: " << camPos << endl;
|
---|
[2945] | 503 | cout << "shadow size: " << shadowSize << endl;
|
---|
[3175] | 504 | cout << "render method: " << renderMethod << endl;
|
---|
| 505 | cout << "use antialiasing: " << useAntiAliasing << endl;
|
---|
[3215] | 506 | cout << "use lense flare: " << useLenseFlare << endl;
|
---|
[3175] | 507 | cout << "use advanced shading: " << useAdvancedShading << endl;
|
---|
[3193] | 508 | cout << "turbitity: " << turbitity << endl;
|
---|
[3251] | 509 | cout << "temporal coherence factor: " << ssaoTempCohFactor << endl;
|
---|
[3212] | 510 | cout << "sample intensity: " << ssaoSampleIntensity << endl;
|
---|
| 511 | cout << "kernel radius: " << ssaoKernelRadius << endl;
|
---|
[3251] | 512 | cout << "use ssao full resolution: " << ssaoUseFullResolution << endl;
|
---|
[3220] | 513 | cout << "recorded frames suffix: " << recordedFramesSuffix << endl;
|
---|
[3271] | 514 | cout << "walkthrough suffix: " << walkThroughSuffix << endl;
|
---|
[3223] | 515 | cout << "stats filename: " << statsFilename << endl;
|
---|
[3251] | 516 | cout << "use PVSs: " << usePvs << endl;
|
---|
| 517 | cout << "visibility solution: " << visibilitySolution << endl;
|
---|
[3256] | 518 | cout << "view cells scale factor: " << viewCellsScaleFactor << endl;
|
---|
[3251] | 519 | cout << "use skylight for illumination: " << useSkylightForIllum << endl;
|
---|
[3279] | 520 | cout << "sky dome scale factor: " << skyDomeScaleFactor << endl;
|
---|
[2873] | 521 |
|
---|
[2846] | 522 | //cout << "model path: " << model_path << endl;
|
---|
[2881] | 523 | cout << "**** end parameters ****" << endl << endl;
|
---|
[2837] | 524 | }
|
---|
[2829] | 525 |
|
---|
[2828] | 526 | ///////////////////////////
|
---|
| 527 |
|
---|
[3062] | 528 | camera = new PerspectiveCamera(winWidth / winHeight, fov);
|
---|
[2795] | 529 | camera->SetNear(nearDist);
|
---|
[2913] | 530 | camera->SetFar(1000);
|
---|
[2888] | 531 |
|
---|
[2838] | 532 | camera->SetDirection(camDir);
|
---|
[2829] | 533 | camera->SetPosition(camPos);
|
---|
| 534 |
|
---|
[3062] | 535 | visCamera = new PerspectiveCamera(winWidth / winHeight, fov);
|
---|
[2796] | 536 | visCamera->SetNear(0.0f);
|
---|
| 537 | visCamera->Yaw(.5 * M_PI);
|
---|
[2781] | 538 |
|
---|
[2952] | 539 | // create a new light
|
---|
[2968] | 540 | light = new DirectionalLight(lightDir, RgbaColor(1, 1, 1, 1), RgbaColor(1, 1, 1, 1));
|
---|
[3061] | 541 | // the render queue for material sorting
|
---|
[3101] | 542 | renderQueue = new RenderQueue(&renderState);
|
---|
[2952] | 543 |
|
---|
[2760] | 544 | glutInitWindowSize(winWidth, winHeight);
|
---|
[2756] | 545 | glutInit(&argc, argv);
|
---|
[2853] | 546 | glutInitDisplayMode(GLUT_DOUBLE | GLUT_RGBA | GLUT_DEPTH | GLUT_MULTISAMPLE);
|
---|
| 547 | //glutInitDisplayMode(GLUT_DOUBLE | GLUT_RGBA | GLUT_DEPTH);
|
---|
[2850] | 548 | //glutInitDisplayString("samples=2");
|
---|
| 549 |
|
---|
[2867] | 550 | SceneEntity::SetUseLODs(useLODs);
|
---|
| 551 |
|
---|
[3256] | 552 |
|
---|
[2828] | 553 | if (!useFullScreen)
|
---|
[2856] | 554 | {
|
---|
[2828] | 555 | glutCreateWindow("FriendlyCulling");
|
---|
[2856] | 556 | }
|
---|
[2828] | 557 | else
|
---|
| 558 | {
|
---|
| 559 | glutGameModeString( "1024x768:32@75" );
|
---|
| 560 | glutEnterGameMode();
|
---|
| 561 | }
|
---|
| 562 |
|
---|
[3059] | 563 | glutDisplayFunc(MainLoop);
|
---|
[2792] | 564 | glutKeyboardFunc(KeyBoard);
|
---|
| 565 | glutSpecialFunc(Special);
|
---|
| 566 | glutReshapeFunc(Reshape);
|
---|
| 567 | glutMouseFunc(Mouse);
|
---|
[3059] | 568 | glutIdleFunc(MainLoop);
|
---|
[2792] | 569 | glutKeyboardUpFunc(KeyUp);
|
---|
| 570 | glutSpecialUpFunc(SpecialKeyUp);
|
---|
| 571 | glutIgnoreKeyRepeat(true);
|
---|
| 572 |
|
---|
[2829] | 573 | // initialise gl graphics
|
---|
[2756] | 574 | InitExtensions();
|
---|
| 575 | InitGLstate();
|
---|
[2850] | 576 |
|
---|
[2854] | 577 | glEnable(GL_MULTISAMPLE_ARB);
|
---|
| 578 | glHint(GL_MULTISAMPLE_FILTER_HINT_NV, GL_NICEST);
|
---|
[2850] | 579 |
|
---|
[2792] | 580 | LeftMotion(0, 0);
|
---|
| 581 | MiddleMotion(0, 0);
|
---|
[2756] | 582 |
|
---|
[2829] | 583 | perfGraph = new PerformanceGraph(1000);
|
---|
[2756] | 584 |
|
---|
[3059] | 585 | resourceManager = ResourceManager::GetSingleton();
|
---|
[3057] | 586 | shaderManager = ShaderManager::GetSingleton();
|
---|
[2793] | 587 |
|
---|
[3220] | 588 |
|
---|
[3059] | 589 | ///////////
|
---|
| 590 | //-- load the static scene geometry
|
---|
[2756] | 591 |
|
---|
[3267] | 592 | LoadModel(filename + ".dem", staticObjects);
|
---|
[3059] | 593 |
|
---|
[3074] | 594 |
|
---|
[3072] | 595 | //////////
|
---|
| 596 | //-- load some dynamic stuff
|
---|
[3059] | 597 |
|
---|
[3203] | 598 | //resourceManager->mUseNormalMapping = true;
|
---|
[3193] | 599 | //resourceManager->mUseNormalMapping = false;
|
---|
[3127] | 600 |
|
---|
[3226] | 601 | resourceManager->mUseSpecialColors = true;
|
---|
| 602 |
|
---|
[3203] | 603 | //LoadModel("fisch.dem", dynamicObjects);
|
---|
[3235] | 604 |
|
---|
[3146] | 605 | //LoadModel("venusm.dem", dynamicObjects);
|
---|
[3153] | 606 | //LoadModel("camel.dem", dynamicObjects);
|
---|
[3146] | 607 | //LoadModel("toyplane2.dem", dynamicObjects);
|
---|
[3151] | 608 | //LoadModel("elephal.dem", dynamicObjects);
|
---|
[3249] | 609 | //LoadModel("sibenik.dem", dynamicObjects);
|
---|
[3128] | 610 |
|
---|
[3282] | 611 | if (0) LoadPompeiiFloor();
|
---|
[3271] | 612 |
|
---|
[3250] | 613 | #if 0
|
---|
[3261] | 614 | const Vector3 sceneCenter(470.398f, 240.364f, 181.7f);
|
---|
| 615 | //const Vector3 sceneCenter(470.398f, 240.364f, 180.3);
|
---|
| 616 | Matrix4x4 transl = TranslationMatrix(sceneCenter);
|
---|
| 617 |
|
---|
[3247] | 618 | LoadModel("hbuddha.dem", dynamicObjects);
|
---|
[3128] | 619 |
|
---|
[3072] | 620 | buddha = dynamicObjects.back();
|
---|
| 621 | buddha->GetTransform()->SetMatrix(transl);
|
---|
| 622 |
|
---|
[3075] | 623 | for (int i = 0; i < 10; ++ i)
|
---|
[3072] | 624 | {
|
---|
| 625 | SceneEntity *ent = new SceneEntity(*buddha);
|
---|
| 626 | resourceManager->AddSceneEntity(ent);
|
---|
| 627 |
|
---|
| 628 | Vector3 offs = Vector3::ZERO();
|
---|
| 629 |
|
---|
[3074] | 630 | offs.x = RandomValue(.0f, 50.0f);
|
---|
| 631 | offs.y = RandomValue(.0f, 50.0f);
|
---|
[3072] | 632 |
|
---|
[3120] | 633 | Vector3 newPos = sceneCenter + offs;
|
---|
| 634 |
|
---|
| 635 | transl = TranslationMatrix(newPos);
|
---|
[3072] | 636 | Transform3 *transform = resourceManager->CreateTransform(transl);
|
---|
| 637 |
|
---|
| 638 | ent->SetTransform(transform);
|
---|
| 639 | dynamicObjects.push_back(ent);
|
---|
[3125] | 640 | }
|
---|
[3247] | 641 | #endif
|
---|
[3072] | 642 |
|
---|
[3247] | 643 |
|
---|
| 644 | resourceManager->mUseNormalMapping = false;
|
---|
| 645 | resourceManager->mUseSpecialColors = false;
|
---|
| 646 |
|
---|
| 647 |
|
---|
[3059] | 648 | ///////////
|
---|
| 649 | //-- load the associated static bvh
|
---|
| 650 |
|
---|
[3266] | 651 | BvhFactory bvhFactory;
|
---|
[2795] | 652 |
|
---|
[3271] | 653 | if (bvhname != "")
|
---|
[2795] | 654 | {
|
---|
[3271] | 655 | cout << "loading bvh from disc" << endl;
|
---|
| 656 | const string bvh_fullpath = string(model_path + bvhname + ".bvh");
|
---|
| 657 | bvh = bvhFactory.Create(bvh_fullpath, staticObjects, dynamicObjects, maxDepthForTestingChildren);
|
---|
| 658 |
|
---|
| 659 | if (!bvh)
|
---|
| 660 | {
|
---|
| 661 | cerr << "loading bvh " << bvh_fullpath << " failed" << endl;
|
---|
| 662 | CleanUp();
|
---|
| 663 | exit(0);
|
---|
| 664 | }
|
---|
[2795] | 665 | }
|
---|
[3271] | 666 | else
|
---|
| 667 | {
|
---|
| 668 | cout << "creating new bvh" << endl;
|
---|
| 669 | bvh = bvhFactory.Create(staticObjects, dynamicObjects, maxDepthForTestingChildren);
|
---|
| 670 | }
|
---|
[2795] | 671 |
|
---|
[3059] | 672 | /// set the depth of the bvh depending on the triangles per leaf node
|
---|
| 673 | bvh->SetVirtualLeaves(trianglesPerVirtualLeaf);
|
---|
| 674 |
|
---|
[2963] | 675 | // set far plane based on scene extent
|
---|
| 676 | farDist = 10.0f * Magnitude(bvh->GetBox().Diagonal());
|
---|
[3059] | 677 | camera->SetFar(farDist);
|
---|
[2963] | 678 |
|
---|
[2961] | 679 |
|
---|
[3282] | 680 | //ObjExporter().Export(model_path + "mytest.obj", bvh);
|
---|
| 681 | //BvhExporter().Export(model_path + "mytest.bv", bvh);
|
---|
[3260] | 682 |
|
---|
| 683 |
|
---|
| 684 |
|
---|
[3059] | 685 | //////////////////
|
---|
| 686 | //-- setup the skydome model
|
---|
[2964] | 687 |
|
---|
[3267] | 688 | LoadModel("sky.dem", staticObjects);
|
---|
| 689 | skyDome = staticObjects.back();
|
---|
[2861] | 690 |
|
---|
[3059] | 691 | /// the turbitity of the sky (from clear to hazy, use <3 for clear sky)
|
---|
[3193] | 692 | preetham = new SkyPreetham(turbitity, skyDome);
|
---|
[2961] | 693 |
|
---|
[3118] | 694 | CreateAnimation();
|
---|
[3059] | 695 |
|
---|
[3219] | 696 |
|
---|
[3214] | 697 | //////////////////////////
|
---|
[3219] | 698 | //-- a bounding box representing the sun pos in order to test visibility
|
---|
| 699 |
|
---|
[3214] | 700 | Transform3 *trafo = resourceManager->CreateTransform(IdentityMatrix());
|
---|
[3078] | 701 |
|
---|
[3214] | 702 | // make it slightly bigger to simulate sun diameter
|
---|
| 703 | const float size = 25.0f;
|
---|
| 704 | AxisAlignedBox3 sbox(Vector3(-size), Vector3(size));
|
---|
| 705 |
|
---|
| 706 | SceneEntityConverter conv;
|
---|
| 707 |
|
---|
[3245] | 708 |
|
---|
| 709 | //////////////////
|
---|
| 710 | //-- occlusion query for sun
|
---|
| 711 |
|
---|
[3215] | 712 | Material *mat = resourceManager->CreateMaterial();
|
---|
[3214] | 713 |
|
---|
| 714 | mat->GetTechnique(0)->SetDepthWriteEnabled(false);
|
---|
| 715 | mat->GetTechnique(0)->SetColorWriteEnabled(false);
|
---|
| 716 |
|
---|
| 717 | sunBox = conv.ConvertBox(sbox, mat, trafo);
|
---|
[3215] | 718 | resourceManager->AddSceneEntity(sunBox);
|
---|
| 719 |
|
---|
| 720 | /// create single occlusion query that handles sun visibility
|
---|
[3214] | 721 | glGenQueriesARB(1, &sunQuery);
|
---|
| 722 |
|
---|
| 723 |
|
---|
[3059] | 724 | //////////
|
---|
| 725 | //-- initialize the traversal algorithm
|
---|
| 726 |
|
---|
[2897] | 727 | traverser = CreateTraverser(camera);
|
---|
[3059] | 728 |
|
---|
| 729 | // the bird-eye visualization
|
---|
[3101] | 730 | visualization = new Visualization(bvh, camera, NULL, &renderState);
|
---|
[3054] | 731 |
|
---|
[3059] | 732 | // this function assign the render queue bucket ids of the materials in beforehand
|
---|
[3227] | 733 | // => probably less overhead for new parts of the scene that are not yet assigned
|
---|
[3059] | 734 | PrepareRenderQueue();
|
---|
| 735 | /// forward rendering is the default
|
---|
[3101] | 736 | renderState.SetRenderTechnique(FORWARD);
|
---|
[2847] | 737 | // frame time is restarted every frame
|
---|
| 738 | frameTimer.Start();
|
---|
[3059] | 739 |
|
---|
[3238] | 740 | //Halton::TestHalton(7, 2);
|
---|
| 741 | //HaltonSequence::TestHalton(15, 2);
|
---|
| 742 | //Halton::TestPrime();
|
---|
[3227] | 743 |
|
---|
[2857] | 744 | // the rendering loop
|
---|
[2642] | 745 | glutMainLoop();
|
---|
[3059] | 746 |
|
---|
[2642] | 747 | // clean up
|
---|
[2756] | 748 | CleanUp();
|
---|
[3019] | 749 |
|
---|
[2642] | 750 | return 0;
|
---|
| 751 | }
|
---|
| 752 |
|
---|
[2756] | 753 |
|
---|
[2809] | 754 | void InitFBO()
|
---|
[2810] | 755 | {
|
---|
[2949] | 756 | PrintGLerror("fbo start");
|
---|
[2980] | 757 |
|
---|
[2857] | 758 | // this fbo basicly stores the scene information we get from standard rendering of a frame
|
---|
[3066] | 759 | // we store diffuse colors, eye space depth and normals
|
---|
[2884] | 760 | fbo = new FrameBufferObject(texWidth, texHeight, FrameBufferObject::DEPTH_32);
|
---|
[2857] | 761 |
|
---|
[2859] | 762 | // the diffuse color buffer
|
---|
[3015] | 763 | fbo->AddColorBuffer(ColorBufferObject::RGBA_FLOAT_32, ColorBufferObject::WRAP_CLAMP_TO_EDGE, ColorBufferObject::FILTER_LINEAR, ColorBufferObject::FILTER_NEAREST);
|
---|
[3009] | 764 | // the normals buffer
|
---|
[3197] | 765 | //fbo->AddColorBuffer(ColorBufferObject::RGB_FLOAT_16, ColorBufferObject::WRAP_CLAMP_TO_EDGE, ColorBufferObject::FILTER_NEAREST);
|
---|
| 766 | fbo->AddColorBuffer(ColorBufferObject::RGB_FLOAT_16, ColorBufferObject::WRAP_CLAMP_TO_EDGE, ColorBufferObject::FILTER_LINEAR);
|
---|
[3066] | 767 | // a rgb buffer which could hold material properties
|
---|
[3113] | 768 | //fbo->AddColorBuffer(ColorBufferObject::RGB_UBYTE, ColorBufferObject::WRAP_CLAMP_TO_EDGE, ColorBufferObject::FILTER_NEAREST);
|
---|
[3117] | 769 | // buffer holding the difference vector to the old frame
|
---|
[3167] | 770 | fbo->AddColorBuffer(ColorBufferObject::RGB_FLOAT_16, ColorBufferObject::WRAP_CLAMP_TO_EDGE, ColorBufferObject::FILTER_LINEAR);
|
---|
[2879] | 771 | // another color buffer
|
---|
[3015] | 772 | fbo->AddColorBuffer(ColorBufferObject::RGBA_FLOAT_32, ColorBufferObject::WRAP_CLAMP_TO_EDGE, ColorBufferObject::FILTER_LINEAR, ColorBufferObject::FILTER_NEAREST);
|
---|
[2879] | 773 |
|
---|
[3117] | 774 | for (int i = 0; i < 4; ++ i)
|
---|
[3219] | 775 | {
|
---|
[3117] | 776 | FrameBufferObject::InitBuffer(fbo, i);
|
---|
[3219] | 777 | }
|
---|
| 778 |
|
---|
[3117] | 779 | PrintGLerror("init fbo");
|
---|
[2809] | 780 | }
|
---|
| 781 |
|
---|
| 782 |
|
---|
[2827] | 783 | bool InitFont(void)
|
---|
[2642] | 784 | {
|
---|
[2826] | 785 | glEnable(GL_TEXTURE_2D);
|
---|
| 786 |
|
---|
| 787 | glGenTextures(1, &fontTex);
|
---|
| 788 | glBindTexture(GL_TEXTURE_2D, fontTex);
|
---|
[3019] | 789 |
|
---|
[2829] | 790 | if (!myfont.Create("data/fonts/verdana.glf", fontTex))
|
---|
[2826] | 791 | return false;
|
---|
| 792 |
|
---|
| 793 | glDisable(GL_TEXTURE_2D);
|
---|
[2827] | 794 |
|
---|
[2826] | 795 | return true;
|
---|
| 796 | }
|
---|
| 797 |
|
---|
| 798 |
|
---|
| 799 | void InitGLstate()
|
---|
| 800 | {
|
---|
[3246] | 801 | glClearColor(0.4f, 0.4f, 0.4f, 1e20f);
|
---|
[2642] | 802 |
|
---|
| 803 | glPixelStorei(GL_UNPACK_ALIGNMENT, 1);
|
---|
| 804 | glPixelStorei(GL_PACK_ALIGNMENT,1);
|
---|
| 805 |
|
---|
| 806 | glDepthFunc(GL_LESS);
|
---|
[2762] | 807 | glEnable(GL_DEPTH_TEST);
|
---|
[2642] | 808 |
|
---|
[2760] | 809 | glColor3f(1.0f, 1.0f, 1.0f);
|
---|
[2642] | 810 | glShadeModel(GL_SMOOTH);
|
---|
| 811 |
|
---|
| 812 | glMaterialf(GL_FRONT, GL_SHININESS, 64);
|
---|
| 813 | glEnable(GL_NORMALIZE);
|
---|
[2767] | 814 |
|
---|
| 815 | glDisable(GL_ALPHA_TEST);
|
---|
[2951] | 816 | glAlphaFunc(GL_GEQUAL, 0.5f);
|
---|
[2767] | 817 |
|
---|
[2642] | 818 | glFrontFace(GL_CCW);
|
---|
| 819 | glCullFace(GL_BACK);
|
---|
[2851] | 820 | glEnable(GL_CULL_FACE);
|
---|
| 821 |
|
---|
[2800] | 822 | glDisable(GL_TEXTURE_2D);
|
---|
[2762] | 823 |
|
---|
[2959] | 824 | GLfloat ambientColor[] = {0.2, 0.2, 0.2, 1.0};
|
---|
[2756] | 825 | GLfloat diffuseColor[] = {1.0, 0.0, 0.0, 1.0};
|
---|
[2759] | 826 | GLfloat specularColor[] = {0.0, 0.0, 0.0, 1.0};
|
---|
[2642] | 827 |
|
---|
[2756] | 828 | glMaterialfv(GL_FRONT, GL_AMBIENT, ambientColor);
|
---|
| 829 | glMaterialfv(GL_FRONT, GL_DIFFUSE, diffuseColor);
|
---|
| 830 | glMaterialfv(GL_FRONT, GL_SPECULAR, specularColor);
|
---|
[2801] | 831 |
|
---|
| 832 | glDepthFunc(GL_LESS);
|
---|
[2826] | 833 |
|
---|
[2827] | 834 | if (!InitFont())
|
---|
[2826] | 835 | cerr << "font creation failed" << endl;
|
---|
| 836 | else
|
---|
| 837 | cout << "successfully created font" << endl;
|
---|
[2953] | 838 |
|
---|
| 839 |
|
---|
[2954] | 840 | //////////////////////////////
|
---|
| 841 |
|
---|
[2959] | 842 | //GLfloat lmodel_ambient[] = {1.0f, 1.0f, 1.0f, 1.0f};
|
---|
| 843 | GLfloat lmodel_ambient[] = {0.7f, 0.7f, 0.8f, 1.0f};
|
---|
[2954] | 844 |
|
---|
| 845 | glLightModelfv(GL_LIGHT_MODEL_AMBIENT, lmodel_ambient);
|
---|
[2959] | 846 | //glLightModeli(GL_LIGHT_MODEL_LOCAL_VIEWER, GL_TRUE);
|
---|
| 847 | glLightModeli(GL_LIGHT_MODEL_LOCAL_VIEWER, GL_FALSE);
|
---|
[2954] | 848 | glLightModeli(GL_LIGHT_MODEL_COLOR_CONTROL_EXT, GL_SINGLE_COLOR_EXT);
|
---|
[2642] | 849 | }
|
---|
| 850 |
|
---|
| 851 |
|
---|
[2827] | 852 | void DrawHelpMessage()
|
---|
[2826] | 853 | {
|
---|
[2642] | 854 | const char *message[] =
|
---|
| 855 | {
|
---|
| 856 | "Help information",
|
---|
| 857 | "",
|
---|
| 858 | "'F1' - shows/dismisses this message",
|
---|
[2795] | 859 | "'F2' - shows/hides bird eye view",
|
---|
[2790] | 860 | "'F3' - shows/hides bounds (boxes or tight bounds)",
|
---|
[2827] | 861 | "'F4', - shows/hides parameters",
|
---|
| 862 | "'F5' - shows/hides statistics",
|
---|
| 863 | "'F6', - toggles between fly/walkmode",
|
---|
[2826] | 864 | "'F7', - cycles throw render modes",
|
---|
| 865 | "'F8', - enables/disables ambient occlusion (only deferred)",
|
---|
| 866 | "'F9', - shows pure algorithm render time (using glFinish)",
|
---|
[2790] | 867 | "'SPACE' - cycles through occlusion culling algorithms",
|
---|
[2642] | 868 | "",
|
---|
[2827] | 869 | "'MOUSE LEFT' - turn left/right, move forward/backward",
|
---|
| 870 | "'MOUSE RIGHT' - turn left/right, move forward/backward",
|
---|
| 871 | "'MOUSE MIDDLE' - move up/down, left/right",
|
---|
| 872 | "'CURSOR UP/DOWN' - move forward/backward",
|
---|
| 873 | "'CURSOR LEFT/RIGHT' - turn left/right",
|
---|
[2642] | 874 | "",
|
---|
[2827] | 875 | "'-'/'+' - decreases/increases max batch size",
|
---|
[2837] | 876 | "'1'/'2' - downward/upward motion",
|
---|
| 877 | "'3'/'4' - decreases/increases triangles per virtual bvh leaf (sets bvh depth)",
|
---|
| 878 | "'5'/'6' - decreases/increases assumed visible frames",
|
---|
[2776] | 879 | "",
|
---|
[2786] | 880 | "'R' - use render queue",
|
---|
[2790] | 881 | "'B' - use tight bounds",
|
---|
| 882 | "'M' - use multiqueries",
|
---|
[2792] | 883 | "'O' - use CHC optimization (geometry queries for leaves)",
|
---|
[2642] | 884 | 0,
|
---|
| 885 | };
|
---|
| 886 |
|
---|
[2756] | 887 |
|
---|
[2827] | 888 | glColor4f(0.0f, 1.0f , 0.0f, 0.2f); // 20% green.
|
---|
[2756] | 889 |
|
---|
[2827] | 890 | glRecti(30, 30, winWidth - 30, winHeight - 30);
|
---|
[2642] | 891 |
|
---|
[2827] | 892 | glEnd();
|
---|
| 893 |
|
---|
[2756] | 894 | glColor3f(1.0f, 1.0f, 1.0f);
|
---|
| 895 |
|
---|
[2829] | 896 | glEnable(GL_TEXTURE_2D);
|
---|
[2827] | 897 | myfont.Begin();
|
---|
| 898 |
|
---|
| 899 | int x = 40, y = 30;
|
---|
| 900 |
|
---|
| 901 | for(int i = 0; message[i] != 0; ++ i)
|
---|
[2756] | 902 | {
|
---|
| 903 | if(message[i][0] == '\0')
|
---|
| 904 | {
|
---|
[2786] | 905 | y += 15;
|
---|
[2756] | 906 | }
|
---|
| 907 | else
|
---|
| 908 | {
|
---|
[2827] | 909 | myfont.DrawString(message[i], x, winHeight - y);
|
---|
| 910 | y += 25;
|
---|
[2642] | 911 | }
|
---|
| 912 | }
|
---|
[2829] | 913 | glDisable(GL_TEXTURE_2D);
|
---|
[2642] | 914 | }
|
---|
| 915 |
|
---|
| 916 |
|
---|
[3062] | 917 | RenderTraverser *CreateTraverser(PerspectiveCamera *cam)
|
---|
[2764] | 918 | {
|
---|
[2897] | 919 | RenderTraverser *tr;
|
---|
| 920 |
|
---|
[2764] | 921 | switch (renderMode)
|
---|
| 922 | {
|
---|
| 923 | case RenderTraverser::CULL_FRUSTUM:
|
---|
[2897] | 924 | tr = new FrustumCullingTraverser();
|
---|
[2764] | 925 | break;
|
---|
| 926 | case RenderTraverser::STOP_AND_WAIT:
|
---|
[2897] | 927 | tr = new StopAndWaitTraverser();
|
---|
[2764] | 928 | break;
|
---|
| 929 | case RenderTraverser::CHC:
|
---|
[2897] | 930 | tr = new CHCTraverser();
|
---|
[2764] | 931 | break;
|
---|
[2767] | 932 | case RenderTraverser::CHCPLUSPLUS:
|
---|
[2897] | 933 | tr = new CHCPlusPlusTraverser();
|
---|
[2767] | 934 | break;
|
---|
[3284] | 935 | //case RenderTraverser::CULL_COLLECTOR:
|
---|
| 936 | // tr = new PvsCollectionRenderer();
|
---|
| 937 | // break;
|
---|
[2764] | 938 | default:
|
---|
[2897] | 939 | tr = new FrustumCullingTraverser();
|
---|
[2764] | 940 | }
|
---|
| 941 |
|
---|
[2897] | 942 | tr->SetCamera(cam);
|
---|
| 943 | tr->SetHierarchy(bvh);
|
---|
| 944 | tr->SetRenderQueue(renderQueue);
|
---|
[3101] | 945 | tr->SetRenderState(&renderState);
|
---|
[2897] | 946 | tr->SetUseOptimization(useOptimization);
|
---|
| 947 | tr->SetUseRenderQueue(useRenderQueue);
|
---|
| 948 | tr->SetVisibilityThreshold(threshold);
|
---|
| 949 | tr->SetAssumedVisibleFrames(assumedVisibleFrames);
|
---|
| 950 | tr->SetMaxBatchSize(maxBatchSize);
|
---|
| 951 | tr->SetUseMultiQueries(useMultiQueries);
|
---|
| 952 | tr->SetUseTightBounds(useTightBounds);
|
---|
[2955] | 953 | tr->SetUseDepthPass((renderMethod == RENDER_DEPTH_PASS) || (renderMethod == RENDER_DEPTH_PASS_DEFERRED));
|
---|
[2897] | 954 | tr->SetRenderQueue(renderQueue);
|
---|
[3066] | 955 | tr->SetShowBounds(showBoundingVolumes);
|
---|
[2897] | 956 |
|
---|
[3066] | 957 | bvh->ResetNodeClassifications();
|
---|
| 958 |
|
---|
| 959 |
|
---|
[2897] | 960 | return tr;
|
---|
[2764] | 961 | }
|
---|
| 962 |
|
---|
[3059] | 963 | /** Setup sunlight
|
---|
| 964 | */
|
---|
[2759] | 965 | void SetupLighting()
|
---|
[2642] | 966 | {
|
---|
[2759] | 967 | glEnable(GL_LIGHT0);
|
---|
[2959] | 968 | glDisable(GL_LIGHT1);
|
---|
[2825] | 969 |
|
---|
[2954] | 970 | Vector3 lightDir = -light->GetDirection();
|
---|
| 971 |
|
---|
| 972 |
|
---|
[2945] | 973 | ///////////
|
---|
| 974 | //-- first light: sunlight
|
---|
| 975 |
|
---|
[2954] | 976 | GLfloat ambient[] = {0.25f, 0.25f, 0.3f, 1.0f};
|
---|
| 977 | GLfloat diffuse[] = {1.0f, 0.95f, 0.85f, 1.0f};
|
---|
| 978 | GLfloat specular[] = {1.0f, 1.0f, 1.0f, 1.0f};
|
---|
[2982] | 979 |
|
---|
[2759] | 980 |
|
---|
[3175] | 981 | const bool useHDRValues =
|
---|
[3046] | 982 | ((renderMethod == RENDER_DEPTH_PASS_DEFERRED) ||
|
---|
| 983 | (renderMethod == RENDER_DEFERRED)) && useHDR;
|
---|
[2982] | 984 |
|
---|
[3046] | 985 |
|
---|
[2954] | 986 | Vector3 sunAmbient;
|
---|
| 987 | Vector3 sunDiffuse;
|
---|
[2759] | 988 |
|
---|
[3247] | 989 | if (useSkylightForIllum)
|
---|
| 990 | {
|
---|
| 991 | preetham->ComputeSunColor(lightDir, sunAmbient, sunDiffuse, !useHDRValues);
|
---|
[2945] | 992 |
|
---|
[3247] | 993 | ambient[0] = sunAmbient.x;
|
---|
| 994 | ambient[1] = sunAmbient.y;
|
---|
| 995 | ambient[2] = sunAmbient.z;
|
---|
[2825] | 996 |
|
---|
[3247] | 997 | diffuse[0] = sunDiffuse.x;
|
---|
| 998 | diffuse[1] = sunDiffuse.y;
|
---|
| 999 | diffuse[2] = sunDiffuse.z;
|
---|
| 1000 | }
|
---|
| 1001 | else
|
---|
| 1002 | {
|
---|
[2945] | 1003 |
|
---|
[3247] | 1004 | ambient[0] = .2f;
|
---|
| 1005 | ambient[1] = .2f;
|
---|
| 1006 | ambient[2] = .2f;
|
---|
[3077] | 1007 |
|
---|
[3247] | 1008 | diffuse[0] = 1.0f;
|
---|
| 1009 | diffuse[1] = 1.0f;
|
---|
| 1010 | diffuse[2] = 1.0f;
|
---|
| 1011 | }
|
---|
[3193] | 1012 |
|
---|
[2954] | 1013 | glLightfv(GL_LIGHT0, GL_AMBIENT, ambient);
|
---|
| 1014 | glLightfv(GL_LIGHT0, GL_DIFFUSE, diffuse);
|
---|
| 1015 | glLightfv(GL_LIGHT0, GL_SPECULAR, specular);
|
---|
[2825] | 1016 |
|
---|
[2954] | 1017 | GLfloat position[] = {lightDir.x, lightDir.y, lightDir.z, 0.0f};
|
---|
| 1018 | glLightfv(GL_LIGHT0, GL_POSITION, position);
|
---|
[2642] | 1019 | }
|
---|
| 1020 |
|
---|
[2800] | 1021 |
|
---|
[2795] | 1022 | void SetupEyeView()
|
---|
[2642] | 1023 | {
|
---|
[2861] | 1024 | // store matrix of last frame
|
---|
[3005] | 1025 | oldViewProjMat = viewProjMat;
|
---|
[2834] | 1026 |
|
---|
[3061] | 1027 | camera->SetupViewProjection();
|
---|
[2759] | 1028 |
|
---|
[3061] | 1029 |
|
---|
[2864] | 1030 | /////////////////
|
---|
[3059] | 1031 | //-- compute view projection matrix and store for later use
|
---|
[2864] | 1032 |
|
---|
[2894] | 1033 | Matrix4x4 matViewing, matProjection;
|
---|
[2864] | 1034 |
|
---|
[2834] | 1035 | camera->GetModelViewMatrix(matViewing);
|
---|
| 1036 | camera->GetProjectionMatrix(matProjection);
|
---|
| 1037 |
|
---|
[3005] | 1038 | viewProjMat = matViewing * matProjection;
|
---|
[2642] | 1039 | }
|
---|
| 1040 |
|
---|
| 1041 |
|
---|
[2792] | 1042 | void KeyHorizontalMotion(float shift)
|
---|
| 1043 | {
|
---|
[2888] | 1044 | Vector3 hvec = -camera->GetDirection();
|
---|
[2792] | 1045 | hvec.z = 0;
|
---|
| 1046 |
|
---|
| 1047 | Vector3 pos = camera->GetPosition();
|
---|
| 1048 | pos += hvec * shift;
|
---|
| 1049 |
|
---|
| 1050 | camera->SetPosition(pos);
|
---|
| 1051 | }
|
---|
| 1052 |
|
---|
| 1053 |
|
---|
[2794] | 1054 | void KeyVerticalMotion(float shift)
|
---|
| 1055 | {
|
---|
| 1056 | Vector3 uvec = Vector3(0, 0, shift);
|
---|
| 1057 |
|
---|
| 1058 | Vector3 pos = camera->GetPosition();
|
---|
| 1059 | pos += uvec;
|
---|
| 1060 |
|
---|
| 1061 | camera->SetPosition(pos);
|
---|
| 1062 | }
|
---|
| 1063 |
|
---|
| 1064 |
|
---|
[3105] | 1065 | void KeyStrafe(float shift)
|
---|
| 1066 | {
|
---|
| 1067 | Vector3 viewDir = camera->GetDirection();
|
---|
| 1068 | Vector3 pos = camera->GetPosition();
|
---|
| 1069 |
|
---|
| 1070 | // the 90 degree rotated view vector
|
---|
| 1071 | // z zero so we don't move in the vertical
|
---|
| 1072 | Vector3 rVec(viewDir[0], viewDir[1], 0);
|
---|
| 1073 |
|
---|
| 1074 | Matrix4x4 rot = RotationZMatrix(M_PI * 0.5f);
|
---|
| 1075 | rVec = rot * rVec;
|
---|
| 1076 | pos += rVec * shift;
|
---|
| 1077 |
|
---|
| 1078 | camera->SetPosition(pos);
|
---|
| 1079 | }
|
---|
| 1080 |
|
---|
| 1081 |
|
---|
[3059] | 1082 | /** Initialize the deferred rendering pass.
|
---|
| 1083 | */
|
---|
[2948] | 1084 | void InitDeferredRendering()
|
---|
| 1085 | {
|
---|
| 1086 | if (!fbo) InitFBO();
|
---|
| 1087 | fbo->Bind();
|
---|
| 1088 |
|
---|
| 1089 | // multisampling does not work with deferred shading
|
---|
| 1090 | glDisable(GL_MULTISAMPLE_ARB);
|
---|
[3101] | 1091 | renderState.SetRenderTechnique(DEFERRED);
|
---|
[2948] | 1092 |
|
---|
| 1093 |
|
---|
[3175] | 1094 | // draw to 3 render targets
|
---|
[3118] | 1095 | if (sCurrentMrtSet == 0)
|
---|
| 1096 | {
|
---|
| 1097 | DeferredRenderer::colorBufferIdx = 0;
|
---|
| 1098 | glDrawBuffers(3, mrt);
|
---|
| 1099 | }
|
---|
| 1100 | else
|
---|
| 1101 | {
|
---|
| 1102 | DeferredRenderer::colorBufferIdx = 3;
|
---|
| 1103 | glDrawBuffers(3, mrt2);
|
---|
| 1104 | }
|
---|
[2985] | 1105 |
|
---|
[2978] | 1106 | sCurrentMrtSet = 1 - sCurrentMrtSet;
|
---|
[2948] | 1107 | }
|
---|
| 1108 |
|
---|
| 1109 |
|
---|
[3059] | 1110 | /** the main rendering loop
|
---|
| 1111 | */
|
---|
| 1112 | void MainLoop()
|
---|
[2801] | 1113 | {
|
---|
[3246] | 1114 | if (buddha)
|
---|
[3120] | 1115 | {
|
---|
[3246] | 1116 | Matrix4x4 oldTrafo = buddha->GetTransform()->GetMatrix();
|
---|
| 1117 | Vector3 buddhaPos = motionPath->GetCurrentPosition();
|
---|
| 1118 | Matrix4x4 trafo = TranslationMatrix(buddhaPos);
|
---|
[3120] | 1119 |
|
---|
[3246] | 1120 | buddha->GetTransform()->SetMatrix(trafo);
|
---|
| 1121 |
|
---|
| 1122 | #if TODO // drop objects on ground floor
|
---|
| 1123 | for (int i = 0; i < 10; ++ i)
|
---|
[3120] | 1124 | {
|
---|
[3246] | 1125 | SceneEntity *ent = dynamicObjects[i];
|
---|
| 1126 | Vector3 newPos = ent->GetWorldCenter();
|
---|
| 1127 |
|
---|
| 1128 | if (GetOrCreateSceneQuery()->CalcIntersection(newPos))
|
---|
| 1129 | {
|
---|
| 1130 | Matrix4x4 mat = TranslationMatrix(newPos - ent->GetCenter());
|
---|
| 1131 | ent->GetTransform()->SetMatrix(mat);
|
---|
| 1132 | }
|
---|
[3120] | 1133 | }
|
---|
[3221] | 1134 | #endif
|
---|
[3120] | 1135 |
|
---|
[3285] | 1136 | /*
|
---|
[3246] | 1137 | /////////////////////////
|
---|
| 1138 | //-- update animations
|
---|
[3221] | 1139 |
|
---|
[3246] | 1140 | //const float rotAngle = M_PI * 1e-3f;
|
---|
| 1141 | const float rotAngle = 1.0f * M_PI / 180.0f;
|
---|
[3225] | 1142 |
|
---|
[3246] | 1143 | Matrix4x4 rotMatrix = RotationZMatrix(rotAngle);
|
---|
[3247] | 1144 | dynamicObjects[2]->GetTransform()->MultMatrix(rotMatrix);
|
---|
[3125] | 1145 |
|
---|
[3246] | 1146 | motionPath->Move(0.01f);
|
---|
[3247] | 1147 | */
|
---|
[3246] | 1148 | }
|
---|
[3125] | 1149 |
|
---|
[3113] | 1150 |
|
---|
[3111] | 1151 | /////////////
|
---|
[3078] | 1152 |
|
---|
[3219] | 1153 | static Vector3 oldPos = camera->GetPosition();
|
---|
| 1154 | static Vector3 oldDir = camera->GetDirection();
|
---|
[2800] | 1155 |
|
---|
[2792] | 1156 | if (leftKeyPressed)
|
---|
[2795] | 1157 | camera->Pitch(KeyRotationAngle());
|
---|
[2792] | 1158 | if (rightKeyPressed)
|
---|
[2795] | 1159 | camera->Pitch(-KeyRotationAngle());
|
---|
[2792] | 1160 | if (upKeyPressed)
|
---|
[2887] | 1161 | KeyHorizontalMotion(-KeyShift());
|
---|
| 1162 | if (downKeyPressed)
|
---|
[2795] | 1163 | KeyHorizontalMotion(KeyShift());
|
---|
[2837] | 1164 | if (ascendKeyPressed)
|
---|
| 1165 | KeyVerticalMotion(KeyShift());
|
---|
| 1166 | if (descendKeyPressed)
|
---|
[2795] | 1167 | KeyVerticalMotion(-KeyShift());
|
---|
[3105] | 1168 | if (leftStrafeKeyPressed)
|
---|
| 1169 | KeyStrafe(KeyShift());
|
---|
| 1170 | if (rightStrafeKeyPressed)
|
---|
| 1171 | KeyStrafe(-KeyShift());
|
---|
[2792] | 1172 |
|
---|
[3105] | 1173 |
|
---|
[2801] | 1174 | // place view on ground
|
---|
| 1175 | if (!flyMode) PlaceViewer(oldPos);
|
---|
[2800] | 1176 |
|
---|
[2826] | 1177 | if (showAlgorithmTime)
|
---|
| 1178 | {
|
---|
| 1179 | glFinish();
|
---|
| 1180 | algTimer.Start();
|
---|
| 1181 | }
|
---|
[2809] | 1182 |
|
---|
[3219] | 1183 | // don't allow replay on record
|
---|
| 1184 | if (replayPath && !recordPath)
|
---|
| 1185 | {
|
---|
| 1186 | if (!walkThroughPlayer)
|
---|
[3271] | 1187 | walkThroughPlayer = new WalkThroughPlayer(walkThroughSuffix + ".log");
|
---|
[3219] | 1188 |
|
---|
| 1189 | ++ currentReplayFrame;
|
---|
[2895] | 1190 |
|
---|
[3223] | 1191 | // reset if end of walkthrough is reached
|
---|
[3219] | 1192 | if (!walkThroughPlayer->ReadNextFrame(camera))
|
---|
| 1193 | {
|
---|
| 1194 | currentReplayFrame = -1;
|
---|
| 1195 | replayPath = false;
|
---|
| 1196 | }
|
---|
| 1197 | }
|
---|
| 1198 |
|
---|
[2931] | 1199 | if ((!shadowMap || !shadowTraverser) && (showShadowMap || renderLightView))
|
---|
| 1200 | {
|
---|
| 1201 | if (!shadowMap)
|
---|
| 1202 | shadowMap = new ShadowMap(light, shadowSize, bvh->GetBox(), camera);
|
---|
| 1203 |
|
---|
| 1204 | if (!shadowTraverser)
|
---|
| 1205 | shadowTraverser = CreateTraverser(shadowMap->GetShadowCamera());
|
---|
| 1206 |
|
---|
| 1207 | }
|
---|
[2951] | 1208 |
|
---|
| 1209 | // bring eye modelview matrix up-to-date
|
---|
| 1210 | SetupEyeView();
|
---|
[3219] | 1211 |
|
---|
[3059] | 1212 | // set frame related parameters for GPU programs
|
---|
[3046] | 1213 | GPUProgramParameters::InitFrame(camera, light);
|
---|
[3045] | 1214 |
|
---|
[3219] | 1215 | if (recordPath)
|
---|
| 1216 | {
|
---|
| 1217 | if (!walkThroughRecorder)
|
---|
[3271] | 1218 | walkThroughRecorder = new WalkThroughRecorder(walkThroughSuffix + ".log");
|
---|
[3219] | 1219 |
|
---|
| 1220 | if ((Distance(oldPos, camera->GetPosition()) > 1e-6f) ||
|
---|
| 1221 | (DotProd(oldDir, camera->GetDirection()) < 1.0f - 1e-6f))
|
---|
| 1222 | {
|
---|
| 1223 | walkThroughRecorder->WriteFrame(camera);
|
---|
| 1224 | }
|
---|
| 1225 | }
|
---|
| 1226 |
|
---|
[3059] | 1227 | // hack: store current rendering method and restore later
|
---|
[2955] | 1228 | int oldRenderMethod = renderMethod;
|
---|
[3044] | 1229 | // for rendering the light view, we use forward rendering
|
---|
[3068] | 1230 | if (renderLightView) renderMethod = FORWARD;
|
---|
[2931] | 1231 |
|
---|
[3059] | 1232 | /// enable vbo vertex array
|
---|
[2953] | 1233 | glEnableClientState(GL_VERTEX_ARRAY);
|
---|
[2931] | 1234 |
|
---|
[3285] | 1235 | if (usePvs)
|
---|
[3246] | 1236 | {
|
---|
[3284] | 1237 | if (!viewCellsTree)
|
---|
| 1238 | {
|
---|
[3285] | 1239 | LoadVisibilitySolution();
|
---|
[3284] | 1240 | applicationTimer.Start();
|
---|
| 1241 | }
|
---|
[3256] | 1242 |
|
---|
[3257] | 1243 | if (viewCellsTree) LoadPvs();
|
---|
[3246] | 1244 | }
|
---|
| 1245 |
|
---|
[2931] | 1246 | // render with the specified method (forward rendering, forward + depth, deferred)
|
---|
[2955] | 1247 | switch (renderMethod)
|
---|
[2825] | 1248 | {
|
---|
[3043] | 1249 | case RENDER_FORWARD:
|
---|
[2825] | 1250 |
|
---|
[2851] | 1251 | glEnable(GL_MULTISAMPLE_ARB);
|
---|
[3101] | 1252 | renderState.SetRenderTechnique(FORWARD);
|
---|
[3223] | 1253 |
|
---|
[2829] | 1254 | glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT);
|
---|
[2953] | 1255 | glEnableClientState(GL_NORMAL_ARRAY);
|
---|
[2825] | 1256 | break;
|
---|
| 1257 |
|
---|
[2955] | 1258 | case RENDER_DEPTH_PASS_DEFERRED:
|
---|
[2948] | 1259 |
|
---|
[2950] | 1260 | glDisable(GL_MULTISAMPLE_ARB);
|
---|
[3101] | 1261 | renderState.SetUseAlphaToCoverage(false);
|
---|
| 1262 | renderState.SetRenderTechnique(DEPTH_PASS);
|
---|
[2949] | 1263 |
|
---|
[3175] | 1264 | if (!fbo) InitFBO();
|
---|
| 1265 | fbo->Bind();
|
---|
[3223] | 1266 | // render to single depth texture
|
---|
[2948] | 1267 | glDrawBuffers(1, mrt);
|
---|
[3223] | 1268 | // clear buffer once
|
---|
[2951] | 1269 | glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT);
|
---|
[2948] | 1270 |
|
---|
[3068] | 1271 | // the scene is rendered withouth any shading
|
---|
[3101] | 1272 | // (should be handled by render renderState)
|
---|
[2948] | 1273 | glShadeModel(GL_FLAT);
|
---|
| 1274 | break;
|
---|
| 1275 |
|
---|
[2955] | 1276 | case RENDER_DEPTH_PASS:
|
---|
[2851] | 1277 |
|
---|
| 1278 | glEnable(GL_MULTISAMPLE_ARB);
|
---|
[3101] | 1279 | renderState.SetRenderTechnique(DEPTH_PASS);
|
---|
[2857] | 1280 |
|
---|
[3067] | 1281 | glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT);
|
---|
| 1282 |
|
---|
[3068] | 1283 | // the scene is rendered withouth any shading
|
---|
[3101] | 1284 | // (should be handled by render renderState)
|
---|
[2943] | 1285 | glShadeModel(GL_FLAT);
|
---|
[2825] | 1286 | break;
|
---|
| 1287 |
|
---|
[3048] | 1288 | case RENDER_DEFERRED:
|
---|
[2851] | 1289 |
|
---|
[2948] | 1290 | if (showShadowMap && !renderLightView)
|
---|
[2951] | 1291 | RenderShadowMap(camera->GetFar());
|
---|
| 1292 |
|
---|
[2948] | 1293 | //glPushAttrib(GL_VIEWPORT_BIT);
|
---|
[2825] | 1294 | glViewport(0, 0, texWidth, texHeight);
|
---|
| 1295 |
|
---|
[2948] | 1296 | InitDeferredRendering();
|
---|
[2951] | 1297 |
|
---|
[2953] | 1298 | glEnableClientState(GL_NORMAL_ARRAY);
|
---|
[2954] | 1299 | glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT);
|
---|
[2825] | 1300 | break;
|
---|
| 1301 | }
|
---|
| 1302 |
|
---|
[2801] | 1303 | glDepthFunc(GL_LESS);
|
---|
| 1304 | glDisable(GL_TEXTURE_2D);
|
---|
| 1305 | glDisableClientState(GL_TEXTURE_COORD_ARRAY);
|
---|
[2825] | 1306 |
|
---|
[2801] | 1307 |
|
---|
[3059] | 1308 | // set proper lod levels for current frame using current eye point
|
---|
[2847] | 1309 | LODLevel::InitFrame(camera->GetPosition());
|
---|
[3059] | 1310 | // set up sunlight
|
---|
[2954] | 1311 | SetupLighting();
|
---|
[2795] | 1312 |
|
---|
[2801] | 1313 |
|
---|
[2931] | 1314 | if (renderLightView)
|
---|
| 1315 | {
|
---|
[3101] | 1316 | // change CHC++ set of renderState variables:
|
---|
[3059] | 1317 | // must be done for each change of camera because otherwise
|
---|
| 1318 | // the temporal coherency is broken
|
---|
[3054] | 1319 | BvhNode::SetCurrentState(LIGHT_PASS);
|
---|
[3005] | 1320 | shadowMap->RenderShadowView(shadowTraverser, viewProjMat);
|
---|
[3054] | 1321 | BvhNode::SetCurrentState(CAMERA_PASS);
|
---|
[2931] | 1322 | }
|
---|
| 1323 | else
|
---|
[3079] | 1324 | {
|
---|
[3284] | 1325 | //if (traverser->GetType() == RenderTraverser::CULL_COLLECTOR)
|
---|
| 1326 | // ((PvsCollectionRenderer *)traverser)->SetViewCell(usePvs ? viewCell : NULL);
|
---|
[3258] | 1327 |
|
---|
[2931] | 1328 | // actually render the scene geometry using the specified algorithm
|
---|
[3245] | 1329 | traverser->RenderScene();
|
---|
[2948] | 1330 | }
|
---|
[2892] | 1331 |
|
---|
[2931] | 1332 |
|
---|
[2825] | 1333 | /////////
|
---|
[2809] | 1334 | //-- do the rest of the rendering
|
---|
[2893] | 1335 |
|
---|
[3244] | 1336 | // return from depth pass and render visible objects
|
---|
[2955] | 1337 | if ((renderMethod == RENDER_DEPTH_PASS) ||
|
---|
| 1338 | (renderMethod == RENDER_DEPTH_PASS_DEFERRED))
|
---|
[2801] | 1339 | {
|
---|
| 1340 | RenderVisibleObjects();
|
---|
| 1341 | }
|
---|
| 1342 |
|
---|
[3215] | 1343 | const bool useDeferred =
|
---|
| 1344 | ((renderMethod == RENDER_DEFERRED) || (renderMethod == RENDER_DEPTH_PASS_DEFERRED));
|
---|
[3214] | 1345 |
|
---|
[3215] | 1346 | // if no lense flare => just set sun to invisible
|
---|
[3221] | 1347 | const int sunVisiblePixels = useLenseFlare && useDeferred ? TestSunVisible() : 0;
|
---|
[3214] | 1348 |
|
---|
[3246] | 1349 |
|
---|
[3215] | 1350 |
|
---|
[2796] | 1351 | ///////////////
|
---|
| 1352 | //-- render sky
|
---|
[2795] | 1353 |
|
---|
[2894] | 1354 | // q: should we render sky after deferred shading?
|
---|
| 1355 | // this would conveniently solves some issues (e.g, skys without shadows)
|
---|
[2893] | 1356 |
|
---|
[3051] | 1357 | RenderSky();
|
---|
[2801] | 1358 |
|
---|
[2961] | 1359 |
|
---|
[3221] | 1360 | //////////////////////////////
|
---|
| 1361 |
|
---|
[3215] | 1362 | if (useDeferred)
|
---|
[2825] | 1363 | {
|
---|
[2881] | 1364 | FrameBufferObject::Release();
|
---|
[2810] | 1365 |
|
---|
[3247] | 1366 | if (!deferredShader)
|
---|
| 1367 | {
|
---|
| 1368 | deferredShader =
|
---|
| 1369 | new DeferredRenderer(texWidth, texHeight, camera, ssaoUseFullResolution);
|
---|
| 1370 |
|
---|
| 1371 | deferredShader->SetKernelRadius(ssaoKernelRadius);
|
---|
| 1372 | deferredShader->SetSampleIntensity(ssaoSampleIntensity);
|
---|
| 1373 | deferredShader->SetSsaoFilterRadius(ssaoFilterRadius);
|
---|
| 1374 | }
|
---|
| 1375 |
|
---|
[2903] | 1376 | DeferredRenderer::SHADING_METHOD shadingMethod;
|
---|
| 1377 |
|
---|
| 1378 | if (useAdvancedShading)
|
---|
| 1379 | {
|
---|
| 1380 | if (useGlobIllum)
|
---|
| 1381 | shadingMethod = DeferredRenderer::GI;
|
---|
| 1382 | else
|
---|
| 1383 | shadingMethod = DeferredRenderer::SSAO;
|
---|
| 1384 | }
|
---|
| 1385 | else
|
---|
[3216] | 1386 | {
|
---|
[2903] | 1387 | shadingMethod = DeferredRenderer::DEFAULT;
|
---|
[3216] | 1388 | }
|
---|
[2903] | 1389 |
|
---|
[3225] | 1390 | static int snapShotIdx = 0;
|
---|
| 1391 |
|
---|
[3215] | 1392 | deferredShader->SetSunVisiblePixels(sunVisiblePixels);
|
---|
[3111] | 1393 | deferredShader->SetShadingMethod(shadingMethod);
|
---|
| 1394 | deferredShader->SetSamplingMethod(samplingMethod);
|
---|
[3247] | 1395 |
|
---|
[3111] | 1396 | deferredShader->SetUseTemporalCoherence(useTemporalCoherence);
|
---|
[3242] | 1397 | //deferredShader->SetSortSamples(sortSamples);
|
---|
| 1398 | deferredShader->SetTemporalCoherenceFactorForSsao(ssaoTempCohFactor);
|
---|
| 1399 | deferredShader->SetUseToneMapping(useHDR);
|
---|
| 1400 | deferredShader->SetUseAntiAliasing(useAntiAliasing);
|
---|
[2903] | 1401 |
|
---|
[3242] | 1402 |
|
---|
[3225] | 1403 | if (recordFrames && replayPath)
|
---|
[3269] | 1404 | {
|
---|
| 1405 | // record all frames of the walkthrough
|
---|
[3225] | 1406 | deferredShader->SetSaveFrame(recordedFramesSuffix, currentReplayFrame);
|
---|
[3269] | 1407 | }
|
---|
[3225] | 1408 | else if (makeSnapShot)
|
---|
[3269] | 1409 | {
|
---|
| 1410 | // make snap shot
|
---|
| 1411 | deferredShader->SetSaveFrame("snap", snapShotIdx ++);
|
---|
| 1412 | }
|
---|
[3225] | 1413 | else
|
---|
[3269] | 1414 | {
|
---|
| 1415 | // do nothing
|
---|
[3225] | 1416 | deferredShader->SetSaveFrame("", -1);
|
---|
[3269] | 1417 | }
|
---|
[3276] | 1418 |
|
---|
| 1419 | if (makeSnapShot) makeSnapShot = false;
|
---|
[3225] | 1420 |
|
---|
[2895] | 1421 | ShadowMap *sm = showShadowMap ? shadowMap : NULL;
|
---|
[3242] | 1422 | deferredShader->Render(fbo, light, sm);
|
---|
[2825] | 1423 | }
|
---|
[2827] | 1424 |
|
---|
[2893] | 1425 |
|
---|
[3101] | 1426 | renderState.SetRenderTechnique(FORWARD);
|
---|
| 1427 | renderState.Reset();
|
---|
[2827] | 1428 |
|
---|
[2893] | 1429 | glDisableClientState(GL_VERTEX_ARRAY);
|
---|
| 1430 | glDisableClientState(GL_NORMAL_ARRAY);
|
---|
[2931] | 1431 |
|
---|
[2955] | 1432 | renderMethod = oldRenderMethod;
|
---|
[2893] | 1433 |
|
---|
| 1434 |
|
---|
| 1435 | ///////////
|
---|
| 1436 |
|
---|
| 1437 |
|
---|
[2826] | 1438 | if (showAlgorithmTime)
|
---|
| 1439 | {
|
---|
| 1440 | glFinish();
|
---|
[2827] | 1441 |
|
---|
[2826] | 1442 | algTime = algTimer.Elapsedms();
|
---|
[2827] | 1443 | perfGraph->AddData(algTime);
|
---|
[2828] | 1444 |
|
---|
[2827] | 1445 | perfGraph->Draw();
|
---|
[2826] | 1446 | }
|
---|
[2827] | 1447 | else
|
---|
| 1448 | {
|
---|
| 1449 | if (visMode) DisplayVisualization();
|
---|
| 1450 | }
|
---|
[2825] | 1451 |
|
---|
[2884] | 1452 | glFlush();
|
---|
[2847] | 1453 |
|
---|
| 1454 | const bool restart = true;
|
---|
| 1455 | elapsedTime = frameTimer.Elapsedms(restart);
|
---|
| 1456 |
|
---|
[3223] | 1457 | // statistics
|
---|
[2764] | 1458 | DisplayStats();
|
---|
[2767] | 1459 |
|
---|
[2642] | 1460 | glutSwapBuffers();
|
---|
[3219] | 1461 |
|
---|
| 1462 | oldPos = camera->GetPosition();
|
---|
| 1463 | oldDir = camera->GetDirection();
|
---|
[2642] | 1464 | }
|
---|
| 1465 |
|
---|
| 1466 |
|
---|
[3219] | 1467 | #pragma warning(disable : 4100)
|
---|
[2792] | 1468 | void KeyBoard(unsigned char c, int x, int y)
|
---|
[2642] | 1469 | {
|
---|
| 1470 | switch(c)
|
---|
| 1471 | {
|
---|
| 1472 | case 27:
|
---|
[3212] | 1473 | // write out current position on exit
|
---|
[3134] | 1474 | Debug << "camPosition=" << camera->GetPosition().x << " " << camera->GetPosition().y << " " << camera->GetPosition().z << endl;
|
---|
| 1475 | Debug << "camDirection=" << camera->GetDirection().x << " " << camera->GetDirection().y << " " << camera->GetDirection().z << endl;
|
---|
[3285] | 1476 | Debug << "lightDirection=" << light->GetDirection().x << " " << light->GetDirection().y << " " << light->GetDirection().z << endl;
|
---|
[3134] | 1477 |
|
---|
[2792] | 1478 | CleanUp();
|
---|
[2642] | 1479 | exit(0);
|
---|
[2948] | 1480 | case 32: // space
|
---|
[2800] | 1481 | renderMode = (renderMode + 1) % RenderTraverser::NUM_TRAVERSAL_TYPES;
|
---|
[3258] | 1482 | //renderMode = (renderMode + 1) % 4;
|
---|
[2897] | 1483 |
|
---|
| 1484 | DEL_PTR(traverser);
|
---|
| 1485 | traverser = CreateTraverser(camera);
|
---|
| 1486 |
|
---|
[2931] | 1487 | if (shadowTraverser)
|
---|
[2897] | 1488 | {
|
---|
[2948] | 1489 | // shadow traverser has to be recomputed
|
---|
[2897] | 1490 | DEL_PTR(shadowTraverser);
|
---|
[2948] | 1491 | shadowTraverser = CreateTraverser(shadowMap->GetShadowCamera());
|
---|
[2897] | 1492 | }
|
---|
| 1493 |
|
---|
[2642] | 1494 | break;
|
---|
| 1495 | case '+':
|
---|
[2867] | 1496 | if (maxBatchSize < 10)
|
---|
| 1497 | maxBatchSize = 10;
|
---|
| 1498 | else
|
---|
| 1499 | maxBatchSize += 10;
|
---|
| 1500 |
|
---|
[2776] | 1501 | traverser->SetMaxBatchSize(maxBatchSize);
|
---|
[2642] | 1502 | break;
|
---|
| 1503 | case '-':
|
---|
[2776] | 1504 | maxBatchSize -= 10;
|
---|
| 1505 | if (maxBatchSize < 0) maxBatchSize = 1;
|
---|
| 1506 | traverser->SetMaxBatchSize(maxBatchSize);
|
---|
[2642] | 1507 | break;
|
---|
[2837] | 1508 | case 'M':
|
---|
| 1509 | case 'm':
|
---|
| 1510 | useMultiQueries = !useMultiQueries;
|
---|
| 1511 | traverser->SetUseMultiQueries(useMultiQueries);
|
---|
| 1512 | break;
|
---|
| 1513 | case '1':
|
---|
| 1514 | descendKeyPressed = true;
|
---|
| 1515 | break;
|
---|
| 1516 | case '2':
|
---|
| 1517 | ascendKeyPressed = true;
|
---|
| 1518 | break;
|
---|
| 1519 | case '3':
|
---|
[3212] | 1520 | if (trianglesPerVirtualLeaf >= 100) trianglesPerVirtualLeaf -= 100;
|
---|
[2837] | 1521 | bvh->SetVirtualLeaves(trianglesPerVirtualLeaf);
|
---|
| 1522 | break;
|
---|
| 1523 | case '4':
|
---|
| 1524 | trianglesPerVirtualLeaf += 100;
|
---|
| 1525 | bvh->SetVirtualLeaves(trianglesPerVirtualLeaf);
|
---|
| 1526 | break;
|
---|
| 1527 | case '5':
|
---|
[2776] | 1528 | assumedVisibleFrames -= 1;
|
---|
| 1529 | if (assumedVisibleFrames < 1) assumedVisibleFrames = 1;
|
---|
| 1530 | traverser->SetAssumedVisibleFrames(assumedVisibleFrames);
|
---|
| 1531 | break;
|
---|
[2837] | 1532 | case '6':
|
---|
[2776] | 1533 | assumedVisibleFrames += 1;
|
---|
| 1534 | traverser->SetAssumedVisibleFrames(assumedVisibleFrames);
|
---|
| 1535 | break;
|
---|
[2837] | 1536 | case '7':
|
---|
[3227] | 1537 | ssaoTempCohFactor *= 1.0f / 1.2f;
|
---|
[3216] | 1538 | cout << "new temporal coherence factor: " << ssaoTempCohFactor << endl;
|
---|
[2776] | 1539 | break;
|
---|
[2767] | 1540 | case '8':
|
---|
[3227] | 1541 | ssaoTempCohFactor *= 1.2f;
|
---|
[3216] | 1542 | cout << "new temporal coherence factor: " << ssaoTempCohFactor << endl;
|
---|
[2837] | 1543 | break;
|
---|
[3212] | 1544 | case '9':
|
---|
| 1545 | ssaoKernelRadius *= 0.8f;
|
---|
[3216] | 1546 | cout << "new ssao kernel radius: " << ssaoKernelRadius << endl;
|
---|
[3247] | 1547 | if (deferredShader) deferredShader->SetKernelRadius(ssaoKernelRadius);
|
---|
[3212] | 1548 | break;
|
---|
| 1549 | case '0':
|
---|
[3227] | 1550 | ssaoKernelRadius *= 1.0f / 0.8f;
|
---|
[3247] | 1551 | if (deferredShader) deferredShader->SetKernelRadius(ssaoKernelRadius);
|
---|
[3216] | 1552 | cout << "new ssao kernel radius: " << ssaoKernelRadius << endl;
|
---|
[3212] | 1553 | break;
|
---|
| 1554 | case 'n':
|
---|
| 1555 | ssaoSampleIntensity *= 0.9f;
|
---|
[3247] | 1556 | if (deferredShader) deferredShader->SetSampleIntensity(ssaoSampleIntensity);
|
---|
[3216] | 1557 | cout << "new ssao sample intensity: " << ssaoSampleIntensity << endl;
|
---|
[3212] | 1558 | break;
|
---|
| 1559 | case 'N':
|
---|
[3227] | 1560 | ssaoSampleIntensity *= 1.0f / 0.9f;
|
---|
[3247] | 1561 | if (deferredShader) deferredShader->SetSampleIntensity(ssaoSampleIntensity);
|
---|
[3216] | 1562 | cout << "new ssao sample intensity: " << ssaoSampleIntensity << endl;
|
---|
[3212] | 1563 | break;
|
---|
[3216] | 1564 | case 'o':
|
---|
| 1565 | ssaoFilterRadius *= 0.9f;
|
---|
[3247] | 1566 | if (deferredShader) deferredShader->SetSsaoFilterRadius(ssaoFilterRadius);
|
---|
[3216] | 1567 | cout << "new ssao filter radius: " << ssaoFilterRadius << endl;
|
---|
| 1568 | break;
|
---|
| 1569 | case 'O':
|
---|
[3227] | 1570 | ssaoFilterRadius *= 1.0f / 0.9f;
|
---|
[3247] | 1571 | if (deferredShader) deferredShader->SetSsaoFilterRadius(ssaoFilterRadius);
|
---|
[3216] | 1572 | cout << "new ssao filter radius: " << ssaoFilterRadius << endl;
|
---|
| 1573 | break;
|
---|
[3219] | 1574 | /* case 'o':
|
---|
| 1575 | case 'O':
|
---|
| 1576 | useOptimization = !useOptimization;
|
---|
| 1577 | // chc optimization of using the objects instead of
|
---|
| 1578 | // the bounding boxes for querying previously visible nodes
|
---|
| 1579 | traverser->SetUseOptimization(useOptimization);
|
---|
| 1580 | break;*/
|
---|
[3175] | 1581 | case 'l':
|
---|
| 1582 | case 'L':
|
---|
[2865] | 1583 | useLODs = !useLODs;
|
---|
| 1584 | SceneEntity::SetUseLODs(useLODs);
|
---|
[3216] | 1585 | cout << "using LODs: " << useLODs << endl;
|
---|
[2865] | 1586 | break;
|
---|
[2887] | 1587 | case 'P':
|
---|
| 1588 | case 'p':
|
---|
[2930] | 1589 | samplingMethod = DeferredRenderer::SAMPLING_METHOD((samplingMethod + 1) % 3);
|
---|
| 1590 | cout << "ssao sampling method: " << samplingMethod << endl;
|
---|
[2887] | 1591 | break;
|
---|
[2895] | 1592 | case 'Y':
|
---|
| 1593 | case 'y':
|
---|
| 1594 | showShadowMap = !showShadowMap;
|
---|
| 1595 | break;
|
---|
[2875] | 1596 | case 'g':
|
---|
[2903] | 1597 | case 'G':
|
---|
| 1598 | useGlobIllum = !useGlobIllum;
|
---|
| 1599 | break;
|
---|
[2875] | 1600 | case 't':
|
---|
| 1601 | case 'T':
|
---|
| 1602 | useTemporalCoherence = !useTemporalCoherence;
|
---|
| 1603 | break;
|
---|
[2767] | 1604 | case 'a':
|
---|
| 1605 | case 'A':
|
---|
[2931] | 1606 | leftKeyPressed = true;
|
---|
[2767] | 1607 | break;
|
---|
| 1608 | case 'd':
|
---|
| 1609 | case 'D':
|
---|
[2931] | 1610 | rightKeyPressed = true;
|
---|
[2767] | 1611 | break;
|
---|
| 1612 | case 'w':
|
---|
| 1613 | case 'W':
|
---|
[2931] | 1614 | upKeyPressed = true;
|
---|
[2767] | 1615 | break;
|
---|
[2829] | 1616 | case 's':
|
---|
| 1617 | case 'S':
|
---|
[2931] | 1618 | downKeyPressed = true;
|
---|
[2767] | 1619 | break;
|
---|
[3105] | 1620 | case 'j':
|
---|
| 1621 | case 'J':
|
---|
| 1622 | leftStrafeKeyPressed = true;
|
---|
| 1623 | break;
|
---|
| 1624 | case 'k':
|
---|
| 1625 | case 'K':
|
---|
| 1626 | rightStrafeKeyPressed = true;
|
---|
| 1627 | break;
|
---|
[2767] | 1628 | case 'r':
|
---|
| 1629 | case 'R':
|
---|
[2931] | 1630 | useRenderQueue = !useRenderQueue;
|
---|
| 1631 | traverser->SetUseRenderQueue(useRenderQueue);
|
---|
[2790] | 1632 | break;
|
---|
[2786] | 1633 | case 'b':
|
---|
| 1634 | case 'B':
|
---|
[2931] | 1635 | useTightBounds = !useTightBounds;
|
---|
| 1636 | traverser->SetUseTightBounds(useTightBounds);
|
---|
[2790] | 1637 | break;
|
---|
[3175] | 1638 | case 'v':
|
---|
| 1639 | case 'V':
|
---|
[2931] | 1640 | renderLightView = !renderLightView;
|
---|
| 1641 | break;
|
---|
[2994] | 1642 | case 'h':
|
---|
| 1643 | case 'H':
|
---|
| 1644 | useHDR = !useHDR;
|
---|
| 1645 | break;
|
---|
[3175] | 1646 | case 'i':
|
---|
| 1647 | case 'I':
|
---|
| 1648 | useAntiAliasing = !useAntiAliasing;
|
---|
| 1649 | break;
|
---|
[3215] | 1650 | case 'c':
|
---|
| 1651 | case 'C':
|
---|
| 1652 | useLenseFlare = !useLenseFlare;
|
---|
[3189] | 1653 | break;
|
---|
[3219] | 1654 | case 'u':
|
---|
| 1655 | case 'U':
|
---|
[3220] | 1656 | // move light source instead of camera tilt
|
---|
[3219] | 1657 | moveLight = !moveLight;
|
---|
| 1658 | break;
|
---|
[3225] | 1659 | case '#':
|
---|
| 1660 | // make a snapshot of the current frame
|
---|
| 1661 | makeSnapShot = true;
|
---|
| 1662 | break;
|
---|
[3246] | 1663 | case '.':
|
---|
| 1664 | // enable / disable view cells
|
---|
| 1665 | usePvs = !usePvs;
|
---|
[3259] | 1666 | if (!usePvs) SceneEntity::SetCurrentVisibleId(-1);
|
---|
[3246] | 1667 | break;
|
---|
[3273] | 1668 | case ',':
|
---|
| 1669 | // show / hide FPS
|
---|
| 1670 | showFPS = !showFPS;
|
---|
| 1671 | break;
|
---|
| 1672 |
|
---|
[2642] | 1673 | default:
|
---|
| 1674 | return;
|
---|
| 1675 | }
|
---|
| 1676 |
|
---|
| 1677 | glutPostRedisplay();
|
---|
| 1678 | }
|
---|
| 1679 |
|
---|
| 1680 |
|
---|
[2792] | 1681 | void SpecialKeyUp(int c, int x, int y)
|
---|
[2642] | 1682 | {
|
---|
[2792] | 1683 | switch (c)
|
---|
| 1684 | {
|
---|
| 1685 | case GLUT_KEY_LEFT:
|
---|
| 1686 | leftKeyPressed = false;
|
---|
| 1687 | break;
|
---|
| 1688 | case GLUT_KEY_RIGHT:
|
---|
| 1689 | rightKeyPressed = false;
|
---|
| 1690 | break;
|
---|
| 1691 | case GLUT_KEY_UP:
|
---|
| 1692 | upKeyPressed = false;
|
---|
| 1693 | break;
|
---|
| 1694 | case GLUT_KEY_DOWN:
|
---|
| 1695 | downKeyPressed = false;
|
---|
| 1696 | break;
|
---|
[2953] | 1697 | case GLUT_ACTIVE_ALT:
|
---|
| 1698 | altKeyPressed = false;
|
---|
| 1699 | break;
|
---|
[2792] | 1700 | default:
|
---|
| 1701 | return;
|
---|
| 1702 | }
|
---|
| 1703 | }
|
---|
| 1704 |
|
---|
| 1705 |
|
---|
| 1706 | void KeyUp(unsigned char c, int x, int y)
|
---|
| 1707 | {
|
---|
| 1708 | switch (c)
|
---|
| 1709 | {
|
---|
[2879] | 1710 |
|
---|
[2792] | 1711 | case 'A':
|
---|
| 1712 | case 'a':
|
---|
| 1713 | leftKeyPressed = false;
|
---|
| 1714 | break;
|
---|
| 1715 | case 'D':
|
---|
| 1716 | case 'd':
|
---|
| 1717 | rightKeyPressed = false;
|
---|
| 1718 | break;
|
---|
| 1719 | case 'W':
|
---|
| 1720 | case 'w':
|
---|
| 1721 | upKeyPressed = false;
|
---|
| 1722 | break;
|
---|
[2829] | 1723 | case 'S':
|
---|
| 1724 | case 's':
|
---|
[2792] | 1725 | downKeyPressed = false;
|
---|
| 1726 | break;
|
---|
[2837] | 1727 | case '1':
|
---|
| 1728 | descendKeyPressed = false;
|
---|
[2794] | 1729 | break;
|
---|
[2837] | 1730 | case '2':
|
---|
| 1731 | ascendKeyPressed = false;
|
---|
[2794] | 1732 | break;
|
---|
[3105] | 1733 | case 'j':
|
---|
| 1734 | case 'J':
|
---|
| 1735 | leftStrafeKeyPressed = false;
|
---|
| 1736 | break;
|
---|
| 1737 | case 'k':
|
---|
| 1738 | case 'K':
|
---|
| 1739 | rightStrafeKeyPressed = false;
|
---|
| 1740 | break;
|
---|
[2792] | 1741 | default:
|
---|
| 1742 | return;
|
---|
| 1743 | }
|
---|
| 1744 | //glutPostRedisplay();
|
---|
| 1745 | }
|
---|
| 1746 |
|
---|
| 1747 |
|
---|
| 1748 | void Special(int c, int x, int y)
|
---|
| 1749 | {
|
---|
[2642] | 1750 | switch(c)
|
---|
| 1751 | {
|
---|
| 1752 | case GLUT_KEY_F1:
|
---|
| 1753 | showHelp = !showHelp;
|
---|
| 1754 | break;
|
---|
[2790] | 1755 | case GLUT_KEY_F2:
|
---|
[2795] | 1756 | visMode = !visMode;
|
---|
[2790] | 1757 | break;
|
---|
| 1758 | case GLUT_KEY_F3:
|
---|
| 1759 | showBoundingVolumes = !showBoundingVolumes;
|
---|
| 1760 | traverser->SetShowBounds(showBoundingVolumes);
|
---|
| 1761 | break;
|
---|
| 1762 | case GLUT_KEY_F4:
|
---|
[2827] | 1763 | showOptions = !showOptions;
|
---|
[2790] | 1764 | break;
|
---|
| 1765 | case GLUT_KEY_F5:
|
---|
[2827] | 1766 | showStatistics = !showStatistics;
|
---|
[2790] | 1767 | break;
|
---|
[2800] | 1768 | case GLUT_KEY_F6:
|
---|
| 1769 | flyMode = !flyMode;
|
---|
| 1770 | break;
|
---|
[2801] | 1771 | case GLUT_KEY_F7:
|
---|
[2825] | 1772 |
|
---|
[2955] | 1773 | renderMethod = (renderMethod + 1) % 4;
|
---|
| 1774 |
|
---|
| 1775 | traverser->SetUseDepthPass(
|
---|
| 1776 | (renderMethod == RENDER_DEPTH_PASS) ||
|
---|
| 1777 | (renderMethod == RENDER_DEPTH_PASS_DEFERRED)
|
---|
| 1778 | );
|
---|
[2825] | 1779 |
|
---|
[2801] | 1780 | break;
|
---|
[2803] | 1781 | case GLUT_KEY_F8:
|
---|
[2903] | 1782 | useAdvancedShading = !useAdvancedShading;
|
---|
[2821] | 1783 | break;
|
---|
[2826] | 1784 | case GLUT_KEY_F9:
|
---|
| 1785 | showAlgorithmTime = !showAlgorithmTime;
|
---|
| 1786 | break;
|
---|
[2954] | 1787 | case GLUT_KEY_F10:
|
---|
[3219] | 1788 | replayPath = !replayPath;
|
---|
| 1789 |
|
---|
| 1790 | if (replayPath)
|
---|
| 1791 | {
|
---|
| 1792 | cout << "replaying path" << endl;
|
---|
[3285] | 1793 |
|
---|
[3219] | 1794 | currentReplayFrame = -1;
|
---|
[3285] | 1795 |
|
---|
| 1796 | // hack: load pvs on replay (remove later!)
|
---|
| 1797 | usePvs = true;
|
---|
[3219] | 1798 | }
|
---|
| 1799 | else
|
---|
| 1800 | {
|
---|
| 1801 | cout << "finished replaying path" << endl;
|
---|
| 1802 | }
|
---|
| 1803 |
|
---|
[2954] | 1804 | break;
|
---|
[3219] | 1805 | case GLUT_KEY_F11:
|
---|
| 1806 | recordPath = !recordPath;
|
---|
| 1807 |
|
---|
| 1808 | if (recordPath)
|
---|
| 1809 | {
|
---|
| 1810 | cout << "recording path" << endl;
|
---|
| 1811 | }
|
---|
| 1812 | else
|
---|
| 1813 | {
|
---|
| 1814 | cout << "finished recording path" << endl;
|
---|
| 1815 | // start over with new frame recording next time
|
---|
| 1816 | DEL_PTR(walkThroughRecorder);
|
---|
| 1817 | }
|
---|
| 1818 |
|
---|
| 1819 | break;
|
---|
| 1820 | case GLUT_KEY_F12:
|
---|
| 1821 | recordFrames = !recordFrames;
|
---|
| 1822 |
|
---|
| 1823 | if (recordFrames)
|
---|
| 1824 | cout << "recording frames on replaying" << endl;
|
---|
| 1825 | else
|
---|
| 1826 | cout << "finished recording frames on replaying" << endl;
|
---|
| 1827 | break;
|
---|
[2642] | 1828 | case GLUT_KEY_LEFT:
|
---|
[2767] | 1829 | {
|
---|
[2792] | 1830 | leftKeyPressed = true;
|
---|
[2795] | 1831 | camera->Pitch(KeyRotationAngle());
|
---|
[2767] | 1832 | }
|
---|
[2642] | 1833 | break;
|
---|
| 1834 | case GLUT_KEY_RIGHT:
|
---|
[2767] | 1835 | {
|
---|
[2792] | 1836 | rightKeyPressed = true;
|
---|
[2795] | 1837 | camera->Pitch(-KeyRotationAngle());
|
---|
[2767] | 1838 | }
|
---|
[2642] | 1839 | break;
|
---|
| 1840 | case GLUT_KEY_UP:
|
---|
[2767] | 1841 | {
|
---|
[2792] | 1842 | upKeyPressed = true;
|
---|
[2795] | 1843 | KeyHorizontalMotion(KeyShift());
|
---|
[2767] | 1844 | }
|
---|
[2642] | 1845 | break;
|
---|
| 1846 | case GLUT_KEY_DOWN:
|
---|
[2767] | 1847 | {
|
---|
[2792] | 1848 | downKeyPressed = true;
|
---|
[2795] | 1849 | KeyHorizontalMotion(-KeyShift());
|
---|
[2767] | 1850 | }
|
---|
[2642] | 1851 | break;
|
---|
| 1852 | default:
|
---|
| 1853 | return;
|
---|
| 1854 |
|
---|
| 1855 | }
|
---|
| 1856 |
|
---|
| 1857 | glutPostRedisplay();
|
---|
| 1858 | }
|
---|
[2767] | 1859 |
|
---|
[2642] | 1860 | #pragma warning( default : 4100 )
|
---|
| 1861 |
|
---|
| 1862 |
|
---|
[2792] | 1863 | void Reshape(int w, int h)
|
---|
[2642] | 1864 | {
|
---|
[2759] | 1865 | winAspectRatio = 1.0f;
|
---|
[2642] | 1866 |
|
---|
| 1867 | glViewport(0, 0, w, h);
|
---|
| 1868 |
|
---|
| 1869 | winWidth = w;
|
---|
| 1870 | winHeight = h;
|
---|
| 1871 |
|
---|
[2833] | 1872 | if (w) winAspectRatio = (float) w / (float) h;
|
---|
[2642] | 1873 |
|
---|
[2758] | 1874 | glMatrixMode(GL_PROJECTION);
|
---|
| 1875 | glLoadIdentity();
|
---|
[2642] | 1876 |
|
---|
[2927] | 1877 | gluPerspective(fov, winAspectRatio, nearDist, farDist);
|
---|
[2788] | 1878 |
|
---|
[2758] | 1879 | glMatrixMode(GL_MODELVIEW);
|
---|
| 1880 |
|
---|
[2642] | 1881 | glutPostRedisplay();
|
---|
| 1882 | }
|
---|
| 1883 |
|
---|
| 1884 |
|
---|
[3101] | 1885 | void Mouse(int button, int renderState, int x, int y)
|
---|
[2642] | 1886 | {
|
---|
[3101] | 1887 | if ((button == GLUT_LEFT_BUTTON) && (renderState == GLUT_DOWN))
|
---|
[2642] | 1888 | {
|
---|
| 1889 | xEyeBegin = x;
|
---|
| 1890 | yMotionBegin = y;
|
---|
| 1891 |
|
---|
[2792] | 1892 | glutMotionFunc(LeftMotion);
|
---|
[2642] | 1893 | }
|
---|
[3101] | 1894 | else if ((button == GLUT_RIGHT_BUTTON) && (renderState == GLUT_DOWN))
|
---|
[2642] | 1895 | {
|
---|
[2829] | 1896 | xEyeBegin = x;
|
---|
[2758] | 1897 | yEyeBegin = y;
|
---|
| 1898 | yMotionBegin = y;
|
---|
| 1899 |
|
---|
[2954] | 1900 | if (!moveLight)
|
---|
| 1901 | glutMotionFunc(RightMotion);
|
---|
| 1902 | else
|
---|
| 1903 | glutMotionFunc(RightMotionLight);
|
---|
[2758] | 1904 | }
|
---|
[3101] | 1905 | else if ((button == GLUT_MIDDLE_BUTTON) && (renderState == GLUT_DOWN))
|
---|
[2758] | 1906 | {
|
---|
[2642] | 1907 | horizontalMotionBegin = x;
|
---|
| 1908 | verticalMotionBegin = y;
|
---|
[2792] | 1909 | glutMotionFunc(MiddleMotion);
|
---|
[2642] | 1910 | }
|
---|
| 1911 |
|
---|
| 1912 | glutPostRedisplay();
|
---|
| 1913 | }
|
---|
| 1914 |
|
---|
[2758] | 1915 |
|
---|
| 1916 | /** rotation for left/right mouse drag
|
---|
[2642] | 1917 | motion for up/down mouse drag
|
---|
| 1918 | */
|
---|
[2792] | 1919 | void LeftMotion(int x, int y)
|
---|
[2642] | 1920 | {
|
---|
[2758] | 1921 | Vector3 viewDir = camera->GetDirection();
|
---|
| 1922 | Vector3 pos = camera->GetPosition();
|
---|
| 1923 |
|
---|
| 1924 | // don't move in the vertical direction
|
---|
[2764] | 1925 | Vector3 horView(viewDir[0], viewDir[1], 0);
|
---|
[2642] | 1926 |
|
---|
[2795] | 1927 | float eyeXAngle = 0.2f * M_PI * (xEyeBegin - x) / 180.0;
|
---|
[2756] | 1928 |
|
---|
[2795] | 1929 | camera->Pitch(eyeXAngle);
|
---|
[2787] | 1930 |
|
---|
[3246] | 1931 | pos += horView * (yMotionBegin - y) * mouseMotion;
|
---|
[2795] | 1932 |
|
---|
[2758] | 1933 | camera->SetPosition(pos);
|
---|
[2642] | 1934 |
|
---|
| 1935 | xEyeBegin = x;
|
---|
| 1936 | yMotionBegin = y;
|
---|
[2758] | 1937 |
|
---|
[2642] | 1938 | glutPostRedisplay();
|
---|
| 1939 | }
|
---|
| 1940 |
|
---|
[2758] | 1941 |
|
---|
[2954] | 1942 | void RightMotionLight(int x, int y)
|
---|
| 1943 | {
|
---|
| 1944 | float theta = 0.2f * M_PI * (xEyeBegin - x) / 180.0f;
|
---|
| 1945 | float phi = 0.2f * M_PI * (yMotionBegin - y) / 180.0f;
|
---|
| 1946 |
|
---|
| 1947 | Vector3 lightDir = light->GetDirection();
|
---|
| 1948 |
|
---|
| 1949 | Matrix4x4 roty = RotationYMatrix(theta);
|
---|
| 1950 | Matrix4x4 rotx = RotationXMatrix(phi);
|
---|
| 1951 |
|
---|
| 1952 | lightDir = roty * lightDir;
|
---|
| 1953 | lightDir = rotx * lightDir;
|
---|
| 1954 |
|
---|
[2967] | 1955 | // normalize to avoid accumulating errors
|
---|
| 1956 | lightDir.Normalize();
|
---|
| 1957 |
|
---|
[2954] | 1958 | light->SetDirection(lightDir);
|
---|
| 1959 |
|
---|
| 1960 | xEyeBegin = x;
|
---|
| 1961 | yMotionBegin = y;
|
---|
| 1962 |
|
---|
| 1963 | glutPostRedisplay();
|
---|
| 1964 | }
|
---|
| 1965 |
|
---|
| 1966 |
|
---|
[2767] | 1967 | /** rotation for left / right mouse drag
|
---|
| 1968 | motion for up / down mouse drag
|
---|
[2758] | 1969 | */
|
---|
[2792] | 1970 | void RightMotion(int x, int y)
|
---|
[2758] | 1971 | {
|
---|
[2829] | 1972 | float eyeXAngle = 0.2f * M_PI * (xEyeBegin - x) / 180.0;
|
---|
[2795] | 1973 | float eyeYAngle = -0.2f * M_PI * (yEyeBegin - y) / 180.0;
|
---|
[2758] | 1974 |
|
---|
[2795] | 1975 | camera->Yaw(eyeYAngle);
|
---|
[2829] | 1976 | camera->Pitch(eyeXAngle);
|
---|
[2780] | 1977 |
|
---|
[2829] | 1978 | xEyeBegin = x;
|
---|
[2758] | 1979 | yEyeBegin = y;
|
---|
[2829] | 1980 |
|
---|
[2758] | 1981 | glutPostRedisplay();
|
---|
| 1982 | }
|
---|
| 1983 |
|
---|
| 1984 |
|
---|
[3105] | 1985 | /** strafe
|
---|
| 1986 | */
|
---|
[2792] | 1987 | void MiddleMotion(int x, int y)
|
---|
[2642] | 1988 | {
|
---|
[2758] | 1989 | Vector3 viewDir = camera->GetDirection();
|
---|
| 1990 | Vector3 pos = camera->GetPosition();
|
---|
| 1991 |
|
---|
[2642] | 1992 | // the 90 degree rotated view vector
|
---|
| 1993 | // y zero so we don't move in the vertical
|
---|
[2764] | 1994 | Vector3 rVec(viewDir[0], viewDir[1], 0);
|
---|
[2642] | 1995 |
|
---|
[2764] | 1996 | Matrix4x4 rot = RotationZMatrix(M_PI * 0.5f);
|
---|
[2758] | 1997 | rVec = rot * rVec;
|
---|
[2642] | 1998 |
|
---|
[3246] | 1999 | pos -= rVec * (x - horizontalMotionBegin) * mouseMotion;
|
---|
| 2000 | pos[2] += (verticalMotionBegin - y) * mouseMotion;
|
---|
[2642] | 2001 |
|
---|
[2758] | 2002 | camera->SetPosition(pos);
|
---|
| 2003 |
|
---|
[2642] | 2004 | horizontalMotionBegin = x;
|
---|
| 2005 | verticalMotionBegin = y;
|
---|
[2758] | 2006 |
|
---|
[2642] | 2007 | glutPostRedisplay();
|
---|
| 2008 | }
|
---|
| 2009 |
|
---|
| 2010 |
|
---|
[2756] | 2011 | void InitExtensions(void)
|
---|
[2642] | 2012 | {
|
---|
| 2013 | GLenum err = glewInit();
|
---|
[2756] | 2014 |
|
---|
[2642] | 2015 | if (GLEW_OK != err)
|
---|
| 2016 | {
|
---|
| 2017 | // problem: glewInit failed, something is seriously wrong
|
---|
| 2018 | fprintf(stderr,"Error: %s\n", glewGetErrorString(err));
|
---|
| 2019 | exit(1);
|
---|
| 2020 | }
|
---|
[2756] | 2021 | if (!GLEW_ARB_occlusion_query)
|
---|
[2642] | 2022 | {
|
---|
[2756] | 2023 | printf("I require the GL_ARB_occlusion_query to work.\n");
|
---|
[2642] | 2024 | exit(1);
|
---|
| 2025 | }
|
---|
| 2026 | }
|
---|
| 2027 |
|
---|
| 2028 |
|
---|
[2826] | 2029 | void Begin2D()
|
---|
[2642] | 2030 | {
|
---|
| 2031 | glDisable(GL_LIGHTING);
|
---|
| 2032 | glDisable(GL_DEPTH_TEST);
|
---|
| 2033 |
|
---|
[2826] | 2034 | glMatrixMode(GL_PROJECTION);
|
---|
[2642] | 2035 | glPushMatrix();
|
---|
| 2036 | glLoadIdentity();
|
---|
[2834] | 2037 |
|
---|
[2826] | 2038 | gluOrtho2D(0, winWidth, 0, winHeight);
|
---|
[2642] | 2039 |
|
---|
[2826] | 2040 | glMatrixMode(GL_MODELVIEW);
|
---|
[2642] | 2041 | glPushMatrix();
|
---|
| 2042 | glLoadIdentity();
|
---|
| 2043 | }
|
---|
| 2044 |
|
---|
| 2045 |
|
---|
[2826] | 2046 | void End2D()
|
---|
[2642] | 2047 | {
|
---|
[2834] | 2048 | glMatrixMode(GL_PROJECTION);
|
---|
[2642] | 2049 | glPopMatrix();
|
---|
[2834] | 2050 |
|
---|
[2642] | 2051 | glMatrixMode(GL_MODELVIEW);
|
---|
| 2052 | glPopMatrix();
|
---|
| 2053 |
|
---|
| 2054 | glEnable(GL_LIGHTING);
|
---|
| 2055 | glEnable(GL_DEPTH_TEST);
|
---|
| 2056 | }
|
---|
| 2057 |
|
---|
| 2058 |
|
---|
[2787] | 2059 | // displays the visualisation of culling algorithm
|
---|
| 2060 | void DisplayVisualization()
|
---|
[2796] | 2061 | {
|
---|
[3246] | 2062 | // render current view cell
|
---|
| 2063 | if (usePvs) RenderViewCell();
|
---|
| 2064 |
|
---|
| 2065 | visualization->SetViewCell(usePvs ? viewCell : NULL);
|
---|
[2787] | 2066 | visualization->SetFrameId(traverser->GetCurrentFrameId());
|
---|
[3246] | 2067 |
|
---|
[3245] | 2068 |
|
---|
[2792] | 2069 | Begin2D();
|
---|
[2642] | 2070 | glBlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA);
|
---|
| 2071 | glEnable(GL_BLEND);
|
---|
[2827] | 2072 | glColor4f(0.0f ,0.0f, 0.0f, 0.5f);
|
---|
[2642] | 2073 |
|
---|
[2827] | 2074 | glRecti(winWidth - winWidth / 3, winHeight - winHeight / 3, winWidth, winHeight);
|
---|
[2642] | 2075 | glDisable(GL_BLEND);
|
---|
[2792] | 2076 | End2D();
|
---|
[2788] | 2077 |
|
---|
| 2078 |
|
---|
| 2079 | AxisAlignedBox3 box = bvh->GetBox();
|
---|
| 2080 |
|
---|
[2948] | 2081 | const float offs = box.Size().x * 0.3f;
|
---|
[2834] | 2082 |
|
---|
[2838] | 2083 | Vector3 vizpos = Vector3(box.Min().x, box.Min().y - box.Size().y * 0.35f, box.Min().z + box.Size().z * 50);
|
---|
[2806] | 2084 |
|
---|
[2795] | 2085 | visCamera->SetPosition(vizpos);
|
---|
[2838] | 2086 | visCamera->ResetPitchAndYaw();
|
---|
[2892] | 2087 |
|
---|
[2834] | 2088 | glPushAttrib(GL_VIEWPORT_BIT);
|
---|
[2806] | 2089 | glViewport(winWidth - winWidth / 3, winHeight - winHeight / 3, winWidth / 3, winHeight / 3);
|
---|
[2796] | 2090 |
|
---|
| 2091 | glMatrixMode(GL_PROJECTION);
|
---|
[2834] | 2092 | glPushMatrix();
|
---|
| 2093 |
|
---|
[2787] | 2094 | glLoadIdentity();
|
---|
[2807] | 2095 | glOrtho(-offs, offs, -offs, offs, 0.0f, box.Size().z * 100.0f);
|
---|
[2787] | 2096 |
|
---|
[2796] | 2097 | glMatrixMode(GL_MODELVIEW);
|
---|
[2834] | 2098 | glPushMatrix();
|
---|
[2787] | 2099 |
|
---|
[2796] | 2100 | visCamera->SetupCameraView();
|
---|
[2806] | 2101 |
|
---|
| 2102 | Matrix4x4 rotZ = RotationZMatrix(-camera->GetPitch());
|
---|
| 2103 | glMultMatrixf((float *)rotZ.x);
|
---|
| 2104 |
|
---|
[2887] | 2105 | // inverse translation in order to fix current position
|
---|
[2838] | 2106 | Vector3 pos = camera->GetPosition();
|
---|
[2806] | 2107 | glTranslatef(-pos.x, -pos.y, -pos.z);
|
---|
| 2108 |
|
---|
| 2109 |
|
---|
[2788] | 2110 | GLfloat position[] = {0.8f, 1.0f, 1.5f, 0.0f};
|
---|
| 2111 | glLightfv(GL_LIGHT0, GL_POSITION, position);
|
---|
[2787] | 2112 |
|
---|
[2788] | 2113 | GLfloat position1[] = {bvh->GetBox().Center().x, bvh->GetBox().Max().y, bvh->GetBox().Center().z, 1.0f};
|
---|
| 2114 | glLightfv(GL_LIGHT1, GL_POSITION, position1);
|
---|
[2787] | 2115 |
|
---|
[2642] | 2116 | glClear(GL_DEPTH_BUFFER_BIT);
|
---|
| 2117 |
|
---|
[2888] | 2118 |
|
---|
[2767] | 2119 | ////////////
|
---|
[2787] | 2120 | //-- visualization of the occlusion culling
|
---|
| 2121 |
|
---|
[3063] | 2122 | visualization->Render(showShadowMap);
|
---|
[2887] | 2123 |
|
---|
[2767] | 2124 |
|
---|
[2834] | 2125 | // reset previous settings
|
---|
| 2126 | glPopAttrib();
|
---|
| 2127 |
|
---|
| 2128 | glMatrixMode(GL_PROJECTION);
|
---|
| 2129 | glPopMatrix();
|
---|
| 2130 | glMatrixMode(GL_MODELVIEW);
|
---|
| 2131 | glPopMatrix();
|
---|
[2642] | 2132 | }
|
---|
| 2133 |
|
---|
[2767] | 2134 |
|
---|
[2642] | 2135 | // cleanup routine after the main loop
|
---|
[2756] | 2136 | void CleanUp()
|
---|
[2642] | 2137 | {
|
---|
[2756] | 2138 | DEL_PTR(traverser);
|
---|
[2796] | 2139 | DEL_PTR(sceneQuery);
|
---|
[2756] | 2140 | DEL_PTR(bvh);
|
---|
[2767] | 2141 | DEL_PTR(visualization);
|
---|
[2787] | 2142 | DEL_PTR(camera);
|
---|
[2801] | 2143 | DEL_PTR(renderQueue);
|
---|
[2827] | 2144 | DEL_PTR(perfGraph);
|
---|
[2879] | 2145 | DEL_PTR(fbo);
|
---|
[3111] | 2146 | DEL_PTR(deferredShader);
|
---|
[3019] | 2147 | DEL_PTR(light);
|
---|
| 2148 | DEL_PTR(visCamera);
|
---|
| 2149 | DEL_PTR(preetham);
|
---|
[3020] | 2150 | DEL_PTR(shadowMap);
|
---|
| 2151 | DEL_PTR(shadowTraverser);
|
---|
[3078] | 2152 | DEL_PTR(motionPath);
|
---|
[3219] | 2153 | DEL_PTR(walkThroughRecorder);
|
---|
| 2154 | DEL_PTR(walkThroughPlayer);
|
---|
[3223] | 2155 | DEL_PTR(statsWriter);
|
---|
[3244] | 2156 | DEL_PTR(viewCellsTree);
|
---|
[3052] | 2157 |
|
---|
[3037] | 2158 | ResourceManager::DelSingleton();
|
---|
[3057] | 2159 | ShaderManager::DelSingleton();
|
---|
| 2160 |
|
---|
[3059] | 2161 | resourceManager = NULL;
|
---|
[3057] | 2162 | shaderManager = NULL;
|
---|
[2642] | 2163 | }
|
---|
| 2164 |
|
---|
| 2165 |
|
---|
| 2166 | // this function inserts a dezimal point after each 1000
|
---|
[2829] | 2167 | void CalcDecimalPoint(string &str, int d, int len)
|
---|
[2642] | 2168 | {
|
---|
[2827] | 2169 | static vector<int> numbers;
|
---|
| 2170 | numbers.clear();
|
---|
| 2171 |
|
---|
[2829] | 2172 | static string shortStr;
|
---|
| 2173 | shortStr.clear();
|
---|
[2642] | 2174 |
|
---|
[2829] | 2175 | static char hstr[100];
|
---|
| 2176 |
|
---|
[2642] | 2177 | while (d != 0)
|
---|
| 2178 | {
|
---|
| 2179 | numbers.push_back(d % 1000);
|
---|
| 2180 | d /= 1000;
|
---|
| 2181 | }
|
---|
| 2182 |
|
---|
| 2183 | // first element without leading zeros
|
---|
| 2184 | if (numbers.size() > 0)
|
---|
| 2185 | {
|
---|
[2800] | 2186 | sprintf(hstr, "%d", numbers.back());
|
---|
[2829] | 2187 | shortStr.append(hstr);
|
---|
[2642] | 2188 | }
|
---|
| 2189 |
|
---|
[2764] | 2190 | for (int i = (int)numbers.size() - 2; i >= 0; i--)
|
---|
[2642] | 2191 | {
|
---|
[2800] | 2192 | sprintf(hstr, ",%03d", numbers[i]);
|
---|
[2829] | 2193 | shortStr.append(hstr);
|
---|
[2642] | 2194 | }
|
---|
[2829] | 2195 |
|
---|
| 2196 | int dif = len - (int)shortStr.size();
|
---|
| 2197 |
|
---|
| 2198 | for (int i = 0; i < dif; ++ i)
|
---|
| 2199 | {
|
---|
| 2200 | str += " ";
|
---|
| 2201 | }
|
---|
| 2202 |
|
---|
| 2203 | str.append(shortStr);
|
---|
[2764] | 2204 | }
|
---|
| 2205 |
|
---|
| 2206 |
|
---|
| 2207 | void DisplayStats()
|
---|
| 2208 | {
|
---|
[2826] | 2209 | static char msg[9][300];
|
---|
[2764] | 2210 |
|
---|
[2826] | 2211 | static double frameTime = elapsedTime;
|
---|
| 2212 | static double renderTime = algTime;
|
---|
| 2213 |
|
---|
[2818] | 2214 | const float expFactor = 0.1f;
|
---|
[2767] | 2215 |
|
---|
[2802] | 2216 | // if some strange render time spike happened in this frame => don't count
|
---|
[2826] | 2217 | if (elapsedTime < 500) frameTime = elapsedTime * expFactor + (1.0f - expFactor) * elapsedTime;
|
---|
| 2218 |
|
---|
| 2219 | static float rTime = 1000.0f;
|
---|
[2764] | 2220 |
|
---|
[3285] | 2221 | // the render time is used only for the traversal algorithm using glfinish
|
---|
| 2222 | if (algTime < 500) renderTime = algTime * expFactor + (1.0f - expFactor) * renderTime;
|
---|
| 2223 |
|
---|
[2802] | 2224 |
|
---|
[2826] | 2225 | accumulatedTime += elapsedTime;
|
---|
| 2226 |
|
---|
[2776] | 2227 | if (accumulatedTime > 500) // update every fraction of a second
|
---|
[2770] | 2228 | {
|
---|
| 2229 | accumulatedTime = 0;
|
---|
| 2230 |
|
---|
[2826] | 2231 | if (frameTime) fps = 1e3f / (float)frameTime;
|
---|
| 2232 | rTime = renderTime;
|
---|
[2773] | 2233 |
|
---|
[2948] | 2234 | if (renderLightView && shadowTraverser)
|
---|
| 2235 | {
|
---|
| 2236 | renderedTriangles = shadowTraverser->GetStats().mNumRenderedTriangles;
|
---|
| 2237 | renderedObjects = shadowTraverser->GetStats().mNumRenderedGeometry;
|
---|
| 2238 | renderedNodes = shadowTraverser->GetStats().mNumRenderedNodes;
|
---|
| 2239 | }
|
---|
| 2240 | else if (showShadowMap && shadowTraverser)
|
---|
| 2241 | {
|
---|
| 2242 | renderedNodes = traverser->GetStats().mNumRenderedNodes + shadowTraverser->GetStats().mNumRenderedNodes;
|
---|
| 2243 | renderedObjects = traverser->GetStats().mNumRenderedGeometry + shadowTraverser->GetStats().mNumRenderedGeometry;
|
---|
| 2244 | renderedTriangles = traverser->GetStats().mNumRenderedTriangles + shadowTraverser->GetStats().mNumRenderedTriangles;
|
---|
| 2245 | }
|
---|
| 2246 | else
|
---|
| 2247 | {
|
---|
| 2248 | renderedTriangles = traverser->GetStats().mNumRenderedTriangles;
|
---|
| 2249 | renderedObjects = traverser->GetStats().mNumRenderedGeometry;
|
---|
| 2250 | renderedNodes = traverser->GetStats().mNumRenderedNodes;
|
---|
| 2251 | }
|
---|
| 2252 |
|
---|
[2770] | 2253 | traversedNodes = traverser->GetStats().mNumTraversedNodes;
|
---|
| 2254 | frustumCulledNodes = traverser->GetStats().mNumFrustumCulledNodes;
|
---|
| 2255 | queryCulledNodes = traverser->GetStats().mNumQueryCulledNodes;
|
---|
| 2256 | issuedQueries = traverser->GetStats().mNumIssuedQueries;
|
---|
| 2257 | stateChanges = traverser->GetStats().mNumStateChanges;
|
---|
[2800] | 2258 | numBatches = traverser->GetStats().mNumBatches;
|
---|
[2770] | 2259 | }
|
---|
| 2260 |
|
---|
[2764] | 2261 |
|
---|
[3223] | 2262 | ////////////////
|
---|
| 2263 | //-- record stats on walkthrough
|
---|
| 2264 |
|
---|
| 2265 | static float accTime = .0f;
|
---|
| 2266 | static float averageTime = .0f;
|
---|
| 2267 |
|
---|
| 2268 | if (currentReplayFrame > -1)
|
---|
| 2269 | {
|
---|
| 2270 | accTime += frameTime;
|
---|
| 2271 | averageTime = accTime / (currentReplayFrame + 1);
|
---|
| 2272 |
|
---|
| 2273 | if (!statsWriter)
|
---|
[3279] | 2274 | statsWriter = new StatsWriter(statsFilename + ".log");
|
---|
[3223] | 2275 |
|
---|
| 2276 | FrameStats frameStats;
|
---|
| 2277 | frameStats.mFrame = currentReplayFrame;
|
---|
| 2278 | frameStats.mFPS = 1e3f / (float)frameTime;
|
---|
| 2279 | frameStats.mTime = frameTime;
|
---|
| 2280 | frameStats.mNodes = renderedNodes;
|
---|
| 2281 | frameStats.mObjects = renderedObjects;
|
---|
| 2282 | frameStats.mTriangles = renderedTriangles;
|
---|
| 2283 |
|
---|
| 2284 | statsWriter->WriteFrameStats(frameStats);
|
---|
| 2285 | }
|
---|
| 2286 | else if (statsWriter)
|
---|
| 2287 | {
|
---|
| 2288 | Debug << "average frame time " << averageTime << " for traversal algorithm " << renderMode << endl;
|
---|
| 2289 |
|
---|
| 2290 | // reset average frame time
|
---|
[3224] | 2291 | averageTime = accTime = .0f;
|
---|
[3223] | 2292 |
|
---|
| 2293 | DEL_PTR(statsWriter);
|
---|
| 2294 | }
|
---|
| 2295 |
|
---|
| 2296 |
|
---|
[2826] | 2297 | Begin2D();
|
---|
[2808] | 2298 |
|
---|
[2826] | 2299 | glEnable(GL_BLEND);
|
---|
| 2300 | glBlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA);
|
---|
[2764] | 2301 |
|
---|
[2826] | 2302 | if (showHelp)
|
---|
| 2303 | {
|
---|
| 2304 | DrawHelpMessage();
|
---|
| 2305 | }
|
---|
| 2306 | else
|
---|
| 2307 | {
|
---|
[2829] | 2308 | if (showOptions)
|
---|
| 2309 | {
|
---|
| 2310 | glColor4f(0.0f, 0.0f, 0.0f, 0.5f);
|
---|
| 2311 | glRecti(5, winHeight - 95, winWidth * 2 / 3 - 5, winHeight - 5);
|
---|
| 2312 | }
|
---|
| 2313 |
|
---|
| 2314 | if (showStatistics)
|
---|
| 2315 | {
|
---|
| 2316 | glColor4f(0.0f, 0.0f, 0.0f, 0.5f);
|
---|
| 2317 | glRecti(5, winHeight - 165, winWidth * 2 / 3 - 5, winHeight - 100);
|
---|
| 2318 | }
|
---|
| 2319 |
|
---|
| 2320 | glEnable(GL_TEXTURE_2D);
|
---|
[2827] | 2321 | myfont.Begin();
|
---|
[2769] | 2322 |
|
---|
[2826] | 2323 | if (showOptions)
|
---|
| 2324 | {
|
---|
[2829] | 2325 | glColor3f(0.0f, 1.0f, 0.0f);
|
---|
[2826] | 2326 | int i = 0;
|
---|
| 2327 |
|
---|
[3065] | 2328 | static char *renderMethodStr[] =
|
---|
| 2329 | {"forward", "depth pass + forward", "deferred shading", "depth pass + deferred"};
|
---|
[2826] | 2330 | sprintf(msg[i ++], "multiqueries: %d, tight bounds: %d, render queue: %d",
|
---|
[3065] | 2331 | useMultiQueries, useTightBounds, useRenderQueue);
|
---|
[3246] | 2332 | sprintf(msg[i ++], "render technique: %s, use pvss: %d", renderMethodStr[renderMethod], usePvs);
|
---|
[2826] | 2333 | sprintf(msg[i ++], "triangles per virtual leaf: %5d", trianglesPerVirtualLeaf);
|
---|
| 2334 | sprintf(msg[i ++], "assumed visible frames: %4d, max batch size: %4d",
|
---|
| 2335 | assumedVisibleFrames, maxBatchSize);
|
---|
[2808] | 2336 |
|
---|
[2826] | 2337 | for (int j = 0; j < 4; ++ j)
|
---|
[2829] | 2338 | myfont.DrawString(msg[j], 10.0f, winHeight - 5 - j * 20);
|
---|
[2826] | 2339 | }
|
---|
[2808] | 2340 |
|
---|
[2786] | 2341 | if (showStatistics)
|
---|
[2764] | 2342 | {
|
---|
[2829] | 2343 | glColor3f(1.0f, 1.0f, 0.0f);
|
---|
| 2344 |
|
---|
[2948] | 2345 | string objStr, totalObjStr;
|
---|
| 2346 | string triStr, totalTriStr;
|
---|
[2826] | 2347 |
|
---|
[2829] | 2348 | int len = 10;
|
---|
[2948] | 2349 | CalcDecimalPoint(objStr, renderedObjects, len);
|
---|
[3059] | 2350 | CalcDecimalPoint(totalObjStr, (int)resourceManager->GetNumEntities(), len);
|
---|
[2826] | 2351 |
|
---|
[2948] | 2352 | CalcDecimalPoint(triStr, renderedTriangles, len);
|
---|
| 2353 | CalcDecimalPoint(totalTriStr, bvh->GetBvhStats().mTriangles, len);
|
---|
| 2354 |
|
---|
[2826] | 2355 | int i = 4;
|
---|
| 2356 |
|
---|
[3276] | 2357 | if (0) // q: show rendered objects or nodes (no space for both)
|
---|
[2953] | 2358 | {
|
---|
| 2359 | sprintf(msg[i ++], "rendered: %s of %s objects, %s of %s triangles",
|
---|
| 2360 | objStr.c_str(), totalObjStr.c_str(), triStr.c_str(), totalTriStr.c_str());
|
---|
| 2361 | }
|
---|
| 2362 | else
|
---|
| 2363 | {
|
---|
| 2364 | sprintf(msg[i ++], "rendered: %6d of %6d nodes, %s of %s triangles",
|
---|
| 2365 | renderedNodes, bvh->GetNumVirtualNodes(), triStr.c_str(), totalTriStr.c_str());
|
---|
| 2366 | }
|
---|
[2826] | 2367 |
|
---|
[3276] | 2368 | sprintf(msg[i ++], "traversed: %5d, frustum culled: %5d, query culled: %5d nodes",
|
---|
[2826] | 2369 | traversedNodes, frustumCulledNodes, queryCulledNodes);
|
---|
[3251] | 2370 | sprintf(msg[i ++], "issued queries: %5d, state changes: %5d, render batches: %5d",
|
---|
[2826] | 2371 | issuedQueries, stateChanges, numBatches);
|
---|
| 2372 |
|
---|
| 2373 | for (int j = 4; j < 7; ++ j)
|
---|
[2829] | 2374 | myfont.DrawString(msg[j], 10.0f, winHeight - (j + 1) * 20);
|
---|
[2764] | 2375 | }
|
---|
[2790] | 2376 |
|
---|
[2826] | 2377 | glColor3f(1.0f, 1.0f, 1.0f);
|
---|
[3258] | 2378 | static char *alg_str[] = {
|
---|
| 2379 | "Frustum Cull"
|
---|
| 2380 | , "Stop and Wait"
|
---|
| 2381 | , "CHC"
|
---|
| 2382 | , "CHC ++"
|
---|
[3285] | 2383 | //, "Collector"
|
---|
[3258] | 2384 | };
|
---|
[3284] | 2385 |
|
---|
| 2386 | #if 0
|
---|
[2827] | 2387 | if (!showAlgorithmTime)
|
---|
[3273] | 2388 | {
|
---|
| 2389 | if (showFPS)
|
---|
[3276] | 2390 | {
|
---|
| 2391 | sprintf(msg[7], "%s: %6.1f fps", alg_str[renderMode], fps);
|
---|
| 2392 | myfont.DrawString(msg[7], 1.3f, 690.0f, 760.0f);//, top_color, bottom_color);
|
---|
| 2393 | }
|
---|
[3273] | 2394 | }
|
---|
[2827] | 2395 | else
|
---|
[3276] | 2396 | {
|
---|
[2827] | 2397 | sprintf(msg[7], "%s: %6.1f ms", alg_str[renderMode], rTime);
|
---|
[3276] | 2398 | myfont.DrawString(msg[7], 1.3f, 690.0f, 760.0f);//, top_color, bottom_color);
|
---|
| 2399 | }
|
---|
[3284] | 2400 | #else
|
---|
| 2401 | int mrays = (int)shotRays / 1000000;
|
---|
| 2402 | sprintf(msg[7], "%s: %04d M rays", alg_str[renderMode], mrays);
|
---|
[3285] | 2403 | //myfont.DrawString(msg[7], 1.3f, 690.0f, 760.0f);//, top_color, bottom_color);
|
---|
| 2404 | myfont.DrawString(msg[7], 1.3f, winWidth - 350, winHeight - 30.0f);//, top_color, bottom_color);
|
---|
[3284] | 2405 | #endif
|
---|
[2764] | 2406 | }
|
---|
| 2407 |
|
---|
[2826] | 2408 | glDisable(GL_BLEND);
|
---|
| 2409 | glDisable(GL_TEXTURE_2D);
|
---|
| 2410 |
|
---|
[2792] | 2411 | End2D();
|
---|
[2764] | 2412 | }
|
---|
[2796] | 2413 |
|
---|
| 2414 |
|
---|
| 2415 | void RenderSky()
|
---|
| 2416 | {
|
---|
[2959] | 2417 | if ((renderMethod == RENDER_DEFERRED) || (renderMethod == RENDER_DEPTH_PASS_DEFERRED))
|
---|
[3101] | 2418 | renderState.SetRenderTechnique(DEFERRED);
|
---|
[2958] | 2419 |
|
---|
[3036] | 2420 | const bool useToneMapping =
|
---|
| 2421 | ((renderMethod == RENDER_DEPTH_PASS_DEFERRED) ||
|
---|
| 2422 | (renderMethod == RENDER_DEFERRED)) && useHDR;
|
---|
[3059] | 2423 |
|
---|
[3279] | 2424 | preetham->RenderSkyDome(-light->GetDirection(), camera, &renderState, !useToneMapping, skyDomeScaleFactor);
|
---|
[3212] | 2425 |
|
---|
| 2426 | /// once again reset the renderState just to make sure
|
---|
[3101] | 2427 | renderState.Reset();
|
---|
[2801] | 2428 | }
|
---|
[2796] | 2429 |
|
---|
[2948] | 2430 |
|
---|
[2895] | 2431 | // render visible object from depth pass
|
---|
[2801] | 2432 | void RenderVisibleObjects()
|
---|
| 2433 | {
|
---|
[2955] | 2434 | if (renderMethod == RENDER_DEPTH_PASS_DEFERRED)
|
---|
[2948] | 2435 | {
|
---|
[2950] | 2436 | if (showShadowMap && !renderLightView)
|
---|
[2951] | 2437 | {
|
---|
[3068] | 2438 | // usethe maximal visible distance to focus shadow map
|
---|
[3235] | 2439 | const float newFar = min(camera->GetFar(), traverser->GetMaxVisibleDistance());
|
---|
| 2440 | RenderShadowMap(newFar);
|
---|
[2951] | 2441 | }
|
---|
[3284] | 2442 |
|
---|
[3068] | 2443 | // initialize deferred rendering
|
---|
[2948] | 2444 | InitDeferredRendering();
|
---|
| 2445 | }
|
---|
[2949] | 2446 | else
|
---|
[2950] | 2447 | {
|
---|
[3101] | 2448 | renderState.SetRenderTechnique(FORWARD);
|
---|
[2950] | 2449 | }
|
---|
[2948] | 2450 |
|
---|
[3127] | 2451 |
|
---|
[3068] | 2452 | /////////////////
|
---|
[3101] | 2453 | //-- reset gl renderState before the final visible objects pass
|
---|
[3068] | 2454 |
|
---|
[3101] | 2455 | renderState.Reset();
|
---|
[3068] | 2456 |
|
---|
[2953] | 2457 | glEnableClientState(GL_NORMAL_ARRAY);
|
---|
[3068] | 2458 | /// switch back to smooth shading
|
---|
[3067] | 2459 | glShadeModel(GL_SMOOTH);
|
---|
[3068] | 2460 | /// reset alpha to coverage flag
|
---|
[3101] | 2461 | renderState.SetUseAlphaToCoverage(true);
|
---|
[3067] | 2462 | // clear color
|
---|
| 2463 | glClear(GL_COLOR_BUFFER_BIT);
|
---|
[3039] | 2464 |
|
---|
[3068] | 2465 | // draw only objects having exactly the same depth as the current sample
|
---|
| 2466 | glDepthFunc(GL_EQUAL);
|
---|
[2951] | 2467 |
|
---|
[2949] | 2468 | //cout << "visible: " << (int)traverser->GetVisibleObjects().size() << endl;
|
---|
| 2469 |
|
---|
[3068] | 2470 | SceneEntityContainer::const_iterator sit,
|
---|
[2801] | 2471 | sit_end = traverser->GetVisibleObjects().end();
|
---|
| 2472 |
|
---|
| 2473 | for (sit = traverser->GetVisibleObjects().begin(); sit != sit_end; ++ sit)
|
---|
[2948] | 2474 | {
|
---|
[2801] | 2475 | renderQueue->Enqueue(*sit);
|
---|
[2948] | 2476 | }
|
---|
[3258] | 2477 |
|
---|
[3068] | 2478 | /// now render out everything in one giant pass
|
---|
[2801] | 2479 | renderQueue->Apply();
|
---|
| 2480 |
|
---|
[3068] | 2481 | // switch back to standard depth func
|
---|
[2801] | 2482 | glDepthFunc(GL_LESS);
|
---|
[3101] | 2483 | renderState.Reset();
|
---|
[2949] | 2484 |
|
---|
[3276] | 2485 | PrintGLerror("visible objects");
|
---|
[2801] | 2486 | }
|
---|
| 2487 |
|
---|
| 2488 |
|
---|
[3120] | 2489 | SceneQuery *GetOrCreateSceneQuery()
|
---|
[2801] | 2490 | {
|
---|
[3037] | 2491 | if (!sceneQuery)
|
---|
[3258] | 2492 | {
|
---|
[3101] | 2493 | sceneQuery = new SceneQuery(bvh->GetBox(), traverser, &renderState);
|
---|
[3258] | 2494 | }
|
---|
[3037] | 2495 |
|
---|
[3120] | 2496 | return sceneQuery;
|
---|
| 2497 | }
|
---|
| 2498 |
|
---|
| 2499 |
|
---|
| 2500 | void PlaceViewer(const Vector3 &oldPos)
|
---|
| 2501 | {
|
---|
[2801] | 2502 | Vector3 playerPos = camera->GetPosition();
|
---|
[3120] | 2503 | bool validIntersect = GetOrCreateSceneQuery()->CalcIntersection(playerPos);
|
---|
[2801] | 2504 |
|
---|
[2853] | 2505 | if (validIntersect)
|
---|
[3276] | 2506 | //&& ((playerPos.z - oldPos.z) < bvh->GetBox().Size(2) * 1e-1f))
|
---|
[2801] | 2507 | {
|
---|
| 2508 | camera->SetPosition(playerPos);
|
---|
| 2509 | }
|
---|
[2809] | 2510 | }
|
---|
[2948] | 2511 |
|
---|
| 2512 |
|
---|
[2951] | 2513 | void RenderShadowMap(float newfar)
|
---|
[2948] | 2514 | {
|
---|
[2953] | 2515 | glDisableClientState(GL_NORMAL_ARRAY);
|
---|
[3101] | 2516 | renderState.SetRenderTechnique(DEPTH_PASS);
|
---|
[3038] | 2517 |
|
---|
| 2518 | // hack: disable cull face because of alpha textured balconies
|
---|
| 2519 | glDisable(GL_CULL_FACE);
|
---|
[3101] | 2520 | renderState.LockCullFaceEnabled(true);
|
---|
[3068] | 2521 |
|
---|
| 2522 | /// don't use alpha to coverage for the depth map (problems with fbo rendering)
|
---|
[3101] | 2523 | renderState.SetUseAlphaToCoverage(false);
|
---|
[2948] | 2524 |
|
---|
[3101] | 2525 | // change CHC++ set of renderState variables
|
---|
[2980] | 2526 | // this must be done for each change of camera because
|
---|
[2948] | 2527 | // otherwise the temporal coherency is broken
|
---|
[3054] | 2528 | BvhNode::SetCurrentState(LIGHT_PASS);
|
---|
[2948] | 2529 | // hack: temporarily change camera far plane
|
---|
[2951] | 2530 | camera->SetFar(newfar);
|
---|
[2948] | 2531 | // the scene is rendered withouth any shading
|
---|
[3005] | 2532 | shadowMap->ComputeShadowMap(shadowTraverser, viewProjMat);
|
---|
[2948] | 2533 |
|
---|
| 2534 | camera->SetFar(farDist);
|
---|
| 2535 |
|
---|
[3101] | 2536 | renderState.SetUseAlphaToCoverage(true);
|
---|
| 2537 | renderState.LockCullFaceEnabled(false);
|
---|
[3102] | 2538 | glEnable(GL_CULL_FACE);
|
---|
[2948] | 2539 |
|
---|
[2953] | 2540 | glEnableClientState(GL_NORMAL_ARRAY);
|
---|
[3101] | 2541 | // change back renderState
|
---|
[3054] | 2542 | BvhNode::SetCurrentState(CAMERA_PASS);
|
---|
[2952] | 2543 | }
|
---|
[3059] | 2544 |
|
---|
[3068] | 2545 |
|
---|
[3110] | 2546 | /** Touch each material once in order to preload the render queue
|
---|
[3059] | 2547 | bucket id of each material
|
---|
| 2548 | */
|
---|
| 2549 | void PrepareRenderQueue()
|
---|
| 2550 | {
|
---|
| 2551 | for (int i = 0; i < 3; ++ i)
|
---|
| 2552 | {
|
---|
[3101] | 2553 | renderState.SetRenderTechnique(i);
|
---|
[3059] | 2554 |
|
---|
| 2555 | // fill all shapes into the render queue once so we can establish the buckets
|
---|
| 2556 | ShapeContainer::const_iterator sit, sit_end = (*resourceManager->GetShapes()).end();
|
---|
| 2557 |
|
---|
| 2558 | for (sit = (*resourceManager->GetShapes()).begin(); sit != sit_end; ++ sit)
|
---|
| 2559 | {
|
---|
[3071] | 2560 | static Transform3 dummy(IdentityMatrix());
|
---|
[3110] | 2561 | renderQueue->Enqueue(*sit, NULL);
|
---|
[3059] | 2562 | }
|
---|
| 2563 |
|
---|
| 2564 | // just clear queue again
|
---|
| 2565 | renderQueue->Clear();
|
---|
| 2566 | }
|
---|
| 2567 | }
|
---|
| 2568 |
|
---|
| 2569 |
|
---|
[3237] | 2570 | int LoadModel(const string &model, SceneEntityContainer &entities)
|
---|
[3059] | 2571 | {
|
---|
| 2572 | const string filename = string(model_path + model);
|
---|
[3237] | 2573 | int numEntities = 0;
|
---|
| 2574 |
|
---|
[3127] | 2575 | cout << "\nloading model " << filename << endl;
|
---|
[3237] | 2576 |
|
---|
| 2577 | if (numEntities = resourceManager->Load(filename, entities))
|
---|
[3225] | 2578 | {
|
---|
[3127] | 2579 | cout << "model " << filename << " successfully loaded" << endl;
|
---|
[3225] | 2580 | }
|
---|
[3059] | 2581 | else
|
---|
| 2582 | {
|
---|
| 2583 | cerr << "loading model " << filename << " failed" << endl;
|
---|
[3225] | 2584 |
|
---|
[3059] | 2585 | CleanUp();
|
---|
| 2586 | exit(0);
|
---|
| 2587 | }
|
---|
[3237] | 2588 |
|
---|
| 2589 | return numEntities;
|
---|
[3078] | 2590 | }
|
---|
| 2591 |
|
---|
| 2592 |
|
---|
| 2593 | void CreateAnimation()
|
---|
| 2594 | {
|
---|
| 2595 | const float radius = 5.0f;
|
---|
[3080] | 2596 | const Vector3 center(480.398f, 268.364f, 181.3);
|
---|
[3078] | 2597 |
|
---|
| 2598 | VertexArray vertices;
|
---|
| 2599 |
|
---|
[3080] | 2600 | /*for (int i = 0; i < 360; ++ i)
|
---|
[3078] | 2601 | {
|
---|
| 2602 | float angle = (float)i * M_PI / 180.0f;
|
---|
| 2603 |
|
---|
| 2604 | Vector3 offs = Vector3(cos(angle) * radius, sin(angle) * radius, 0);
|
---|
| 2605 | vertices.push_back(center + offs);
|
---|
[3080] | 2606 | }*/
|
---|
| 2607 |
|
---|
| 2608 | for (int i = 0; i < 5; ++ i)
|
---|
| 2609 | {
|
---|
| 2610 | Vector3 offs = Vector3(i, 0, 0);
|
---|
| 2611 | vertices.push_back(center + offs);
|
---|
[3078] | 2612 | }
|
---|
| 2613 |
|
---|
[3080] | 2614 |
|
---|
| 2615 | for (int i = 0; i < 5; ++ i)
|
---|
| 2616 | {
|
---|
| 2617 | Vector3 offs = Vector3(4 -i, 0, 0);
|
---|
| 2618 | vertices.push_back(center + offs);
|
---|
| 2619 | }
|
---|
| 2620 |
|
---|
[3078] | 2621 | motionPath = new MotionPath(vertices);
|
---|
[3214] | 2622 | }
|
---|
| 2623 |
|
---|
[3215] | 2624 | /** This function returns the number of visible pixels of a
|
---|
| 2625 | bounding box representing the sun.
|
---|
| 2626 | */
|
---|
| 2627 | int TestSunVisible()
|
---|
[3214] | 2628 | {
|
---|
| 2629 | // assume sun is at a far away point along the light vector
|
---|
| 2630 | Vector3 sunPos = light->GetDirection() * -1e3f;
|
---|
| 2631 | sunPos += camera->GetPosition();
|
---|
| 2632 |
|
---|
| 2633 | sunBox->GetTransform()->SetMatrix(TranslationMatrix(sunPos));
|
---|
| 2634 |
|
---|
| 2635 | glBeginQueryARB(GL_SAMPLES_PASSED_ARB, sunQuery);
|
---|
| 2636 |
|
---|
| 2637 | sunBox->Render(&renderState);
|
---|
| 2638 |
|
---|
| 2639 | glEndQueryARB(GL_SAMPLES_PASSED_ARB);
|
---|
| 2640 |
|
---|
| 2641 | GLuint sampleCount;
|
---|
| 2642 |
|
---|
| 2643 | glGetQueryObjectuivARB(sunQuery, GL_QUERY_RESULT_ARB, &sampleCount);
|
---|
| 2644 |
|
---|
[3215] | 2645 | return sampleCount;
|
---|
[3214] | 2646 | }
|
---|
[3244] | 2647 |
|
---|
| 2648 |
|
---|
[3245] | 2649 | static Technique GetVizTechnique()
|
---|
| 2650 | {
|
---|
| 2651 | Technique tech;
|
---|
| 2652 | tech.Init();
|
---|
| 2653 |
|
---|
| 2654 | tech.SetEmmisive(RgbaColor(1.0f, 1.0f, 1.0f, 1.0f));
|
---|
| 2655 | tech.SetDiffuse(RgbaColor(1.0f, 1.0f, 1.0f, 1.0f));
|
---|
| 2656 | tech.SetAmbient(RgbaColor(1.0f, 1.0f, 1.0f, 1.0f));
|
---|
| 2657 |
|
---|
| 2658 | return tech;
|
---|
| 2659 | }
|
---|
| 2660 |
|
---|
| 2661 |
|
---|
[3246] | 2662 | void LoadPvs()
|
---|
[3244] | 2663 | {
|
---|
[3245] | 2664 | viewCell = viewCellsTree->GetViewCell(camera->GetPosition());
|
---|
[3244] | 2665 |
|
---|
[3285] | 2666 | // assume 60 FPS
|
---|
| 2667 | const float raysPerMs = pvsTotalSamples / pvsTotalTime;
|
---|
| 2668 | const float scale = renderTime * raysPerMs;
|
---|
[3245] | 2669 |
|
---|
[3285] | 2670 | cout << "rays per sec: " << raysPerMs << endl;
|
---|
| 2671 |
|
---|
[3284] | 2672 | //const float elapsedAlgorithmTime = applicationTimer.Elapsedms(false);
|
---|
| 2673 | //int numTriangles = 0;
|
---|
| 2674 |
|
---|
[3259] | 2675 | SceneEntity::SetCurrentVisibleId(globalVisibleId);
|
---|
[3251] | 2676 |
|
---|
[3259] | 2677 | for (int i = 0; i < viewCell->mPvs.GetSize(); ++ i)
|
---|
[3244] | 2678 | {
|
---|
[3284] | 2679 | PvsEntry entry = viewCell->mPvs.GetEntry(i);
|
---|
[3285] | 2680 | #ifdef USE_TIMESTAMPS
|
---|
| 2681 | if ((entry.mTimeStamp < 0.0f) || (entry.mTimeStamp <= shotRays))
|
---|
| 2682 | #else
|
---|
| 2683 | if (1)
|
---|
| 2684 | #endif
|
---|
[3284] | 2685 | {
|
---|
| 2686 | entry.mEntity->SetVisibleId(globalVisibleId);
|
---|
| 2687 | //numTriangles += entry.mEntity->CountNumTriangles();
|
---|
| 2688 | }
|
---|
[3244] | 2689 | }
|
---|
[3245] | 2690 |
|
---|
[3284] | 2691 | shotRays += scale;
|
---|
[3251] | 2692 | ++ globalVisibleId;
|
---|
[3246] | 2693 | }
|
---|
[3245] | 2694 |
|
---|
[3246] | 2695 |
|
---|
| 2696 | void LoadVisibilitySolution()
|
---|
| 2697 | {
|
---|
| 2698 | ///////////
|
---|
| 2699 | //-- load the visibility solution
|
---|
| 2700 |
|
---|
| 2701 | const string vis_filename =
|
---|
| 2702 | string(model_path + visibilitySolution + ".vis");
|
---|
| 2703 |
|
---|
| 2704 | VisibilitySolutionLoader visLoader;
|
---|
| 2705 |
|
---|
[3285] | 2706 | viewCellsTree = visLoader.Load(vis_filename,
|
---|
| 2707 | bvh,
|
---|
| 2708 | pvsTotalSamples,
|
---|
| 2709 | pvsTotalTime,
|
---|
| 2710 | viewCellsScaleFactor);
|
---|
[3247] | 2711 |
|
---|
| 2712 | if (!viewCellsTree)
|
---|
| 2713 | {
|
---|
| 2714 | cerr << "loading pvs failed" << endl;
|
---|
| 2715 | CleanUp();
|
---|
| 2716 | exit(0);
|
---|
| 2717 | }
|
---|
[3246] | 2718 | }
|
---|
| 2719 |
|
---|
| 2720 |
|
---|
| 2721 | void RenderViewCell()
|
---|
| 2722 | {
|
---|
[3245] | 2723 | // render current view cell
|
---|
| 2724 | static Technique vcTechnique = GetVizTechnique();
|
---|
| 2725 |
|
---|
| 2726 | vcTechnique.Render(&renderState);
|
---|
| 2727 | Visualization::RenderBoxForViz(viewCell->GetBox());
|
---|
[3276] | 2728 | }
|
---|
| 2729 |
|
---|
| 2730 |
|
---|
[3279] | 2731 | void LoadPompeiiFloor()
|
---|
[3276] | 2732 | {
|
---|
[3284] | 2733 | AxisAlignedBox3 pompeiiBox =
|
---|
| 2734 | SceneEntity::ComputeBoundingBox(staticObjects);
|
---|
[3276] | 2735 |
|
---|
| 2736 | // todo: dispose texture
|
---|
| 2737 | Texture *floorTex = new Texture(model_path + "stairs.c.01.tif");
|
---|
| 2738 |
|
---|
| 2739 | floorTex->SetBoundaryModeS(Texture::REPEAT);
|
---|
| 2740 | floorTex->SetBoundaryModeT(Texture::REPEAT);
|
---|
| 2741 |
|
---|
| 2742 | floorTex->Create();
|
---|
| 2743 | Material *mymat = resourceManager->CreateMaterial();
|
---|
| 2744 |
|
---|
| 2745 | Technique *tech = mymat->GetDefaultTechnique();
|
---|
| 2746 | tech->SetDiffuse(RgbaColor(1, 1, 1, 1));
|
---|
| 2747 | tech->SetTexture(floorTex);
|
---|
| 2748 |
|
---|
| 2749 | Technique *depthPass = new Technique(*tech);
|
---|
| 2750 | Technique *deferred = new Technique(*tech);
|
---|
| 2751 |
|
---|
| 2752 | depthPass->SetColorWriteEnabled(false);
|
---|
| 2753 | depthPass->SetLightingEnabled(false);
|
---|
| 2754 |
|
---|
[3284] | 2755 | ShaderProgram *defaultFragmentTexProgramMrt =
|
---|
| 2756 | ShaderManager::GetSingleton()->GetShaderProgram("defaultFragmentTexMrt");
|
---|
| 2757 | ShaderProgram *defaultVertexProgramMrt =
|
---|
| 2758 | ShaderManager::GetSingleton()->GetShaderProgram("defaultVertexMrt");
|
---|
[3276] | 2759 |
|
---|
| 2760 | deferred->SetFragmentProgram(defaultFragmentTexProgramMrt);
|
---|
| 2761 | deferred->SetVertexProgram(defaultVertexProgramMrt);
|
---|
| 2762 |
|
---|
| 2763 | deferred->GetFragmentProgramParameters()->SetViewMatrixParam(0);
|
---|
| 2764 | deferred->GetVertexProgramParameters()->SetModelMatrixParam(1);
|
---|
| 2765 | deferred->GetVertexProgramParameters()->SetOldModelMatrixParam(2);
|
---|
| 2766 |
|
---|
| 2767 | deferred->SetTexture(floorTex);
|
---|
| 2768 |
|
---|
| 2769 | mymat->AddTechnique(deferred);
|
---|
| 2770 | mymat->AddTechnique(depthPass);
|
---|
| 2771 |
|
---|
| 2772 |
|
---|
| 2773 | //const Vector3 offs(1300.0f, -2500.0f, .0f);
|
---|
| 2774 | const Vector3 offs(pompeiiBox.Center(0), pompeiiBox.Center(1), 0);
|
---|
| 2775 | Matrix4x4 moffs = TranslationMatrix(offs);
|
---|
| 2776 |
|
---|
| 2777 | Plane3 plane;
|
---|
| 2778 | Transform3 *mytrafo = resourceManager->CreateTransform(moffs);
|
---|
| 2779 |
|
---|
| 2780 | SceneEntity *myplane =
|
---|
| 2781 | SceneEntityConverter().ConvertPlane(plane,
|
---|
| 2782 | pompeiiBox.Size(0),
|
---|
| 2783 | pompeiiBox.Size(1),
|
---|
| 2784 | 5,
|
---|
| 2785 | 5,
|
---|
| 2786 | mymat,
|
---|
| 2787 | mytrafo);
|
---|
| 2788 |
|
---|
| 2789 | resourceManager->AddSceneEntity(myplane);
|
---|
| 2790 | staticObjects.push_back(myplane);
|
---|
[3246] | 2791 | } |
---|