[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;
|
---|
[3286] | 159 | /// the visibility solution is initialized at this number of rays shot that
|
---|
| 160 | int visibilitySolutionInitialState = 0;
|
---|
[3245] | 161 |
|
---|
[3295] | 162 | Vector3 defaultAmbient(0.2f);
|
---|
| 163 | Vector3 defaultDiffuse(1.0f);
|
---|
[3284] | 164 |
|
---|
[3295] | 165 |
|
---|
[3068] | 166 | /// the technique used for rendering
|
---|
| 167 | enum RenderTechnique
|
---|
| 168 | {
|
---|
| 169 | FORWARD,
|
---|
| 170 | DEFERRED,
|
---|
| 171 | DEPTH_PASS
|
---|
| 172 | };
|
---|
| 173 |
|
---|
| 174 |
|
---|
[2994] | 175 | /// the used render type for this render pass
|
---|
| 176 | enum RenderMethod
|
---|
| 177 | {
|
---|
[3043] | 178 | RENDER_FORWARD,
|
---|
[2994] | 179 | RENDER_DEPTH_PASS,
|
---|
| 180 | RENDER_DEFERRED,
|
---|
| 181 | RENDER_DEPTH_PASS_DEFERRED,
|
---|
| 182 | RENDER_NUM_RENDER_TYPES
|
---|
| 183 | };
|
---|
[2957] | 184 |
|
---|
[2994] | 185 | /// one of four possible render methods
|
---|
[3043] | 186 | int renderMethod = RENDER_FORWARD;
|
---|
[2994] | 187 |
|
---|
[3059] | 188 | static int winWidth = 1024;
|
---|
| 189 | static int winHeight = 768;
|
---|
| 190 | static float winAspectRatio = 1.0f;
|
---|
[2994] | 191 |
|
---|
[2809] | 192 | /// these values get scaled with the frame rate
|
---|
[2828] | 193 | static float keyForwardMotion = 30.0f;
|
---|
| 194 | static float keyRotation = 1.5f;
|
---|
[2801] | 195 |
|
---|
[2826] | 196 | /// elapsed time in milliseconds
|
---|
[3059] | 197 | double elapsedTime = 1000.0;
|
---|
| 198 | double algTime = 1000.0;
|
---|
| 199 | double accumulatedTime = 1000.0;
|
---|
| 200 | float fps = 1e3f;
|
---|
[3193] | 201 | float turbitity = 5.0f;
|
---|
[2795] | 202 |
|
---|
[3212] | 203 | // ssao parameters
|
---|
| 204 | float ssaoKernelRadius = 1e-8f;
|
---|
| 205 | float ssaoSampleIntensity = 0.2f;
|
---|
[3305] | 206 | float ssaoFilterRadius = 3.0f;
|
---|
[3212] | 207 | float ssaoTempCohFactor = 255.0;
|
---|
| 208 | bool sortSamples = true;
|
---|
| 209 |
|
---|
[2945] | 210 | int shadowSize = 2048;
|
---|
[3212] | 211 |
|
---|
[3059] | 212 | /// the hud font
|
---|
[2826] | 213 | glfont::GLFont myfont;
|
---|
| 214 |
|
---|
[2809] | 215 | // rendertexture
|
---|
[3212] | 216 | int texWidth = 1024;
|
---|
| 217 | int texHeight = 768;
|
---|
[2866] | 218 |
|
---|
[2770] | 219 | int renderedObjects = 0;
|
---|
[2773] | 220 | int renderedNodes = 0;
|
---|
| 221 | int renderedTriangles = 0;
|
---|
| 222 |
|
---|
[2770] | 223 | int issuedQueries = 0;
|
---|
| 224 | int traversedNodes = 0;
|
---|
| 225 | int frustumCulledNodes = 0;
|
---|
| 226 | int queryCulledNodes = 0;
|
---|
| 227 | int stateChanges = 0;
|
---|
[2800] | 228 | int numBatches = 0;
|
---|
[2770] | 229 |
|
---|
[3101] | 230 | // mouse navigation renderState
|
---|
[2809] | 231 | int xEyeBegin = 0;
|
---|
| 232 | int yEyeBegin = 0;
|
---|
| 233 | int yMotionBegin = 0;
|
---|
| 234 | int verticalMotionBegin = 0;
|
---|
| 235 | int horizontalMotionBegin = 0;
|
---|
[2642] | 236 |
|
---|
[2792] | 237 | bool leftKeyPressed = false;
|
---|
| 238 | bool rightKeyPressed = false;
|
---|
| 239 | bool upKeyPressed = false;
|
---|
| 240 | bool downKeyPressed = false;
|
---|
[2837] | 241 | bool descendKeyPressed = false;
|
---|
| 242 | bool ascendKeyPressed = false;
|
---|
[3105] | 243 | bool leftStrafeKeyPressed = false;
|
---|
| 244 | bool rightStrafeKeyPressed = false;
|
---|
| 245 |
|
---|
[3054] | 246 | bool altKeyPressed = false;
|
---|
| 247 |
|
---|
[2994] | 248 | bool showHelp = false;
|
---|
| 249 | bool showStatistics = false;
|
---|
| 250 | bool showOptions = true;
|
---|
| 251 | bool showBoundingVolumes = false;
|
---|
| 252 | bool visMode = false;
|
---|
| 253 |
|
---|
| 254 | bool useOptimization = false;
|
---|
[3074] | 255 | bool useTightBounds = true;
|
---|
[2994] | 256 | bool useRenderQueue = true;
|
---|
| 257 | bool useMultiQueries = true;
|
---|
| 258 | bool flyMode = true;
|
---|
| 259 |
|
---|
[2875] | 260 | bool useGlobIllum = false;
|
---|
| 261 | bool useTemporalCoherence = true;
|
---|
[2994] | 262 | bool showAlgorithmTime = false;
|
---|
[2875] | 263 |
|
---|
[2994] | 264 | bool useFullScreen = false;
|
---|
| 265 | bool useLODs = true;
|
---|
| 266 | bool moveLight = false;
|
---|
| 267 |
|
---|
| 268 | bool useAdvancedShading = false;
|
---|
| 269 | bool showShadowMap = false;
|
---|
| 270 | bool renderLightView = false;
|
---|
[3054] | 271 | bool useHDR = true;
|
---|
[3175] | 272 | bool useAntiAliasing = true;
|
---|
[3215] | 273 | bool useLenseFlare = true;
|
---|
[2994] | 274 |
|
---|
[3246] | 275 | bool usePvs = false;
|
---|
| 276 |
|
---|
| 277 |
|
---|
[3054] | 278 | PerfTimer frameTimer, algTimer;
|
---|
[3212] | 279 | /// the performance graph window
|
---|
[3054] | 280 | PerformanceGraph *perfGraph = NULL;
|
---|
[2994] | 281 |
|
---|
[3189] | 282 | int sCurrentMrtSet = 0;
|
---|
[3111] | 283 | static Matrix4x4 invTrafo = IdentityMatrix();
|
---|
[3246] | 284 | float mouseMotion = 0.2f;
|
---|
[3111] | 285 |
|
---|
[3256] | 286 | float viewCellsScaleFactor = 1.0f;
|
---|
[3246] | 287 |
|
---|
[3316] | 288 | float maxConvergence = 2000.0f;
|
---|
[3256] | 289 |
|
---|
[3316] | 290 |
|
---|
| 291 |
|
---|
[3068] | 292 | //////////////
|
---|
[3246] | 293 | //-- chc++ algorithm parameters
|
---|
[2827] | 294 |
|
---|
[3068] | 295 | /// the pixel threshold where a node is still considered invisible
|
---|
| 296 | /// (should be zero for conservative visibility)
|
---|
| 297 | int threshold;
|
---|
| 298 | int assumedVisibleFrames = 10;
|
---|
| 299 | int maxBatchSize = 50;
|
---|
| 300 | int trianglesPerVirtualLeaf = INITIAL_TRIANGLES_PER_VIRTUAL_LEAVES;
|
---|
| 301 |
|
---|
[3244] | 302 |
|
---|
[3068] | 303 | //////////////
|
---|
| 304 |
|
---|
| 305 | enum {CAMERA_PASS = 0, LIGHT_PASS = 1};
|
---|
| 306 |
|
---|
| 307 |
|
---|
[2948] | 308 | //DeferredRenderer::SAMPLING_METHOD samplingMethod = DeferredRenderer::SAMPLING_POISSON;
|
---|
| 309 | DeferredRenderer::SAMPLING_METHOD samplingMethod = DeferredRenderer::SAMPLING_QUADRATIC;
|
---|
[2865] | 310 |
|
---|
[2894] | 311 | ShadowMap *shadowMap = NULL;
|
---|
[2952] | 312 | DirectionalLight *light = NULL;
|
---|
[3111] | 313 | DeferredRenderer *deferredShader = NULL;
|
---|
[2834] | 314 |
|
---|
[3175] | 315 |
|
---|
[3059] | 316 | SceneEntity *buddha = NULL;
|
---|
[2957] | 317 | SceneEntity *skyDome = NULL;
|
---|
[3214] | 318 | SceneEntity *sunBox = NULL;
|
---|
[2895] | 319 |
|
---|
[3214] | 320 | GLuint sunQuery = 0;
|
---|
[2952] | 321 |
|
---|
[3271] | 322 | string walkThroughSuffix("frames");
|
---|
[3214] | 323 |
|
---|
[3271] | 324 |
|
---|
[3059] | 325 | ////////////////////
|
---|
| 326 | //--- function forward declarations
|
---|
[2991] | 327 |
|
---|
[2759] | 328 | void InitExtensions();
|
---|
[3059] | 329 | void InitGLstate();
|
---|
| 330 |
|
---|
[2756] | 331 | void DisplayVisualization();
|
---|
[3059] | 332 | /// destroys all allocated resources
|
---|
[2759] | 333 | void CleanUp();
|
---|
| 334 | void SetupEyeView();
|
---|
| 335 | void SetupLighting();
|
---|
[2764] | 336 | void DisplayStats();
|
---|
[3059] | 337 | /// draw the help screen
|
---|
[2786] | 338 | void DrawHelpMessage();
|
---|
[3059] | 339 | /// render the sky dome
|
---|
[2796] | 340 | void RenderSky();
|
---|
[3059] | 341 | /// render the objects found visible in the depth pass
|
---|
[2801] | 342 | void RenderVisibleObjects();
|
---|
[2756] | 343 |
|
---|
[3215] | 344 | int TestSunVisible();
|
---|
[3214] | 345 |
|
---|
[2792] | 346 | void Begin2D();
|
---|
| 347 | void End2D();
|
---|
[3059] | 348 | /// the main loop
|
---|
| 349 | void MainLoop();
|
---|
| 350 |
|
---|
[2792] | 351 | void KeyBoard(unsigned char c, int x, int y);
|
---|
| 352 | void Special(int c, int x, int y);
|
---|
| 353 | void KeyUp(unsigned char c, int x, int y);
|
---|
| 354 | void SpecialKeyUp(int c, int x, int y);
|
---|
| 355 | void Reshape(int w, int h);
|
---|
[3101] | 356 | void Mouse(int button, int renderState, int x, int y);
|
---|
[2792] | 357 | void LeftMotion(int x, int y);
|
---|
| 358 | void RightMotion(int x, int y);
|
---|
| 359 | void MiddleMotion(int x, int y);
|
---|
[3059] | 360 | void KeyHorizontalMotion(float shift);
|
---|
| 361 | void KeyVerticalMotion(float shift);
|
---|
| 362 | /// returns the string representation of a number with the decimal points
|
---|
[2792] | 363 | void CalcDecimalPoint(string &str, int d);
|
---|
[3059] | 364 | /// Creates the traversal method (vfc, stopandwait, chc, chc++)
|
---|
[3062] | 365 | RenderTraverser *CreateTraverser(PerspectiveCamera *cam);
|
---|
[3059] | 366 | /// place the viewer on the floor plane
|
---|
[2801] | 367 | void PlaceViewer(const Vector3 &oldPos);
|
---|
[3019] | 368 | // initialise the frame buffer objects
|
---|
[2809] | 369 | void InitFBO();
|
---|
[3059] | 370 | /// changes the sunlight direction
|
---|
[2954] | 371 | void RightMotionLight(int x, int y);
|
---|
[3059] | 372 | /// render the shader map
|
---|
[2951] | 373 | void RenderShadowMap(float newfar);
|
---|
[3059] | 374 | /// function that touches each material once in order to accelarate render queue
|
---|
| 375 | void PrepareRenderQueue();
|
---|
| 376 | /// loads the specified model
|
---|
[3237] | 377 | int LoadModel(const string &model, SceneEntityContainer &entities);
|
---|
[2810] | 378 |
|
---|
[3059] | 379 | inline float KeyRotationAngle() { return keyRotation * elapsedTime * 1e-3f; }
|
---|
| 380 | inline float KeyShift() { return keyForwardMotion * elapsedTime * 1e-3f; }
|
---|
[3054] | 381 |
|
---|
[3316] | 382 | void CreateAnimation(const Vector3 &pos);
|
---|
[3078] | 383 |
|
---|
[3120] | 384 | SceneQuery *GetOrCreateSceneQuery();
|
---|
[3078] | 385 |
|
---|
[3246] | 386 | void LoadPvs();
|
---|
[3120] | 387 |
|
---|
[3246] | 388 | void LoadVisibilitySolution();
|
---|
[3244] | 389 |
|
---|
[3246] | 390 | void RenderViewCell();
|
---|
| 391 |
|
---|
[3279] | 392 | void LoadPompeiiFloor();
|
---|
[3246] | 393 |
|
---|
[3287] | 394 | void LoadOrUpdatePVSs(const Vector3 &pos);
|
---|
| 395 |
|
---|
[3316] | 396 | void CreateNewInstance(SceneEntity *parent, const Vector3 &pos);
|
---|
| 397 |
|
---|
| 398 |
|
---|
| 399 | /////////////
|
---|
| 400 |
|
---|
[3292] | 401 | string envFileName = "default.env";
|
---|
[3287] | 402 |
|
---|
[3285] | 403 | float pvsTotalSamples = .0f;
|
---|
| 404 | float pvsTotalTime = .0f;
|
---|
[3276] | 405 |
|
---|
[3285] | 406 |
|
---|
[3120] | 407 | // new view projection matrix of the camera
|
---|
[3005] | 408 | static Matrix4x4 viewProjMat = IdentityMatrix();
|
---|
[3120] | 409 | // the old view projection matrix of the camera
|
---|
[3005] | 410 | static Matrix4x4 oldViewProjMat = IdentityMatrix();
|
---|
[2820] | 411 |
|
---|
[2837] | 412 |
|
---|
[2995] | 413 |
|
---|
[2809] | 414 | static void PrintGLerror(char *msg)
|
---|
| 415 | {
|
---|
| 416 | GLenum errCode;
|
---|
| 417 | const GLubyte *errStr;
|
---|
| 418 |
|
---|
| 419 | if ((errCode = glGetError()) != GL_NO_ERROR)
|
---|
| 420 | {
|
---|
| 421 | errStr = gluErrorString(errCode);
|
---|
| 422 | fprintf(stderr,"OpenGL ERROR: %s: %s\n", errStr, msg);
|
---|
| 423 | }
|
---|
| 424 | }
|
---|
| 425 |
|
---|
| 426 |
|
---|
[2642] | 427 | int main(int argc, char* argv[])
|
---|
| 428 | {
|
---|
[3019] | 429 | #ifdef _CRT_SET
|
---|
| 430 | //Now just call this function at the start of your program and if you're
|
---|
| 431 | //compiling in debug mode (F5), any leaks will be displayed in the Output
|
---|
| 432 | //window when the program shuts down. If you're not in debug mode this will
|
---|
| 433 | //be ignored. Use it as you will!
|
---|
| 434 | //note: from GDNet Direct [3.8.04 - 3.14.04] void detectMemoryLeaks() {
|
---|
| 435 |
|
---|
| 436 | _CrtSetDbgFlag(_CRTDBG_LEAK_CHECK_DF|_CRTDBG_ALLOC_MEM_DF);
|
---|
| 437 | _CrtSetReportMode(_CRT_ASSERT,_CRTDBG_MODE_FILE);
|
---|
| 438 | _CrtSetReportFile(_CRT_ASSERT,_CRTDBG_FILE_STDERR);
|
---|
| 439 | #endif
|
---|
[3052] | 440 |
|
---|
[3019] | 441 |
|
---|
[2781] | 442 | int returnCode = 0;
|
---|
| 443 |
|
---|
[2837] | 444 | Vector3 camPos(.0f, .0f, .0f);
|
---|
[2838] | 445 | Vector3 camDir(.0f, 1.0f, .0f);
|
---|
[2952] | 446 | Vector3 lightDir(-0.8f, 1.0f, -0.7f);
|
---|
[2837] | 447 |
|
---|
[3292] | 448 | if (argc > 1) envFileName = argv[1];
|
---|
[2830] | 449 |
|
---|
[3292] | 450 | cout << "=== reading environment file " << envFileName << " ===" << endl << endl;
|
---|
| 451 |
|
---|
[2837] | 452 | if (!env.Read(envFileName))
|
---|
| 453 | {
|
---|
| 454 | cerr << "loading environment " << envFileName << " failed!" << endl;
|
---|
| 455 | }
|
---|
| 456 | else
|
---|
| 457 | {
|
---|
| 458 | env.GetIntParam(string("assumedVisibleFrames"), assumedVisibleFrames);
|
---|
| 459 | env.GetIntParam(string("maxBatchSize"), maxBatchSize);
|
---|
| 460 | env.GetIntParam(string("trianglesPerVirtualLeaf"), trianglesPerVirtualLeaf);
|
---|
[3123] | 461 | env.GetIntParam(string("winWidth"), winWidth);
|
---|
| 462 | env.GetIntParam(string("winHeight"), winHeight);
|
---|
| 463 | env.GetIntParam(string("shadowSize"), shadowSize);
|
---|
| 464 | env.GetIntParam(string("maxDepthForTestingChildren"), maxDepthForTestingChildren);
|
---|
[2828] | 465 |
|
---|
[2837] | 466 | env.GetFloatParam(string("keyForwardMotion"), keyForwardMotion);
|
---|
| 467 | env.GetFloatParam(string("keyRotation"), keyRotation);
|
---|
[3246] | 468 | env.GetFloatParam(string("mouseMotion"), mouseMotion);
|
---|
[3123] | 469 | env.GetFloatParam(string("tempCohFactor"), ssaoTempCohFactor);
|
---|
[3193] | 470 | env.GetFloatParam(string("turbitity"), turbitity);
|
---|
[3123] | 471 |
|
---|
[2837] | 472 | env.GetVectorParam(string("camPosition"), camPos);
|
---|
[2838] | 473 | env.GetVectorParam(string("camDirection"), camDir);
|
---|
[2952] | 474 | env.GetVectorParam(string("lightDirection"), lightDir);
|
---|
[3295] | 475 | env.GetVectorParam(string("defaultAmbient"), defaultAmbient);
|
---|
| 476 | env.GetVectorParam(string("defaultDiffuse"), defaultDiffuse);
|
---|
[2865] | 477 |
|
---|
[3117] | 478 | env.GetBoolParam(string("useFullScreen"), useFullScreen);
|
---|
| 479 | env.GetBoolParam(string("useLODs"), useLODs);
|
---|
[2994] | 480 | env.GetBoolParam(string("useHDR"), useHDR);
|
---|
[3175] | 481 | env.GetBoolParam(string("useAA"), useAntiAliasing);
|
---|
[3215] | 482 | env.GetBoolParam(string("useLenseFlare"), useLenseFlare);
|
---|
[3175] | 483 | env.GetBoolParam(string("useAdvancedShading"), useAdvancedShading);
|
---|
[2994] | 484 |
|
---|
[3175] | 485 | env.GetIntParam(string("renderMethod"), renderMethod);
|
---|
[3117] | 486 |
|
---|
[3212] | 487 | env.GetFloatParam(string("ssaoKernelRadius"), ssaoKernelRadius);
|
---|
| 488 | env.GetFloatParam(string("ssaoSampleIntensity"), ssaoSampleIntensity);
|
---|
[3216] | 489 | env.GetBoolParam(string("ssaoUseFullResolution"), ssaoUseFullResolution);
|
---|
| 490 |
|
---|
[3220] | 491 | env.GetStringParam(string("recordedFramesSuffix"), recordedFramesSuffix);
|
---|
[3271] | 492 | env.GetStringParam(string("walkThroughSuffix"), walkThroughSuffix);
|
---|
[3223] | 493 | env.GetStringParam(string("statsFilename"), statsFilename);
|
---|
[3238] | 494 | env.GetStringParam(string("filename"), filename);
|
---|
[3271] | 495 | env.GetStringParam(string("bvhname"), bvhname);
|
---|
[3243] | 496 | env.GetStringParam(string("visibilitySolution"), visibilitySolution);
|
---|
[3220] | 497 |
|
---|
[3246] | 498 | env.GetBoolParam(string("usePvs"), usePvs);
|
---|
[3247] | 499 | env.GetBoolParam(string("useSkylightForIllum"), useSkylightForIllum);
|
---|
[3256] | 500 | env.GetFloatParam(string("viewCellsScaleFactor"), viewCellsScaleFactor);
|
---|
[3279] | 501 | env.GetFloatParam(string("skyDomeScaleFactor"), skyDomeScaleFactor);
|
---|
[3286] | 502 | env.GetIntParam(string("visibilitySolutionInitialState"), visibilitySolutionInitialState);
|
---|
[3294] | 503 | env.GetIntParam(string("renderMode"), renderMode);
|
---|
[3279] | 504 |
|
---|
[2846] | 505 | //env.GetStringParam(string("modelPath"), model_path);
|
---|
[2838] | 506 | //env.GetIntParam(string("numSssaoSamples"), numSsaoSamples);
|
---|
| 507 |
|
---|
[3212] | 508 | texWidth = winWidth;
|
---|
| 509 | texHeight = winHeight;
|
---|
| 510 |
|
---|
[3251] | 511 | cout << "assumed visible frames: " << assumedVisibleFrames << endl;
|
---|
| 512 | cout << "max batch size: " << maxBatchSize << endl;
|
---|
| 513 | cout << "triangles per virtual leaf: " << trianglesPerVirtualLeaf << endl;
|
---|
[2828] | 514 |
|
---|
[3271] | 515 | cout << "static scene filename prefix: " << filename << endl;
|
---|
| 516 | cout << "bvh filename prefix: " << bvhname << endl;
|
---|
| 517 |
|
---|
[3251] | 518 | cout << "key forward motion: " << keyForwardMotion << endl;
|
---|
| 519 | cout << "key rotation: " << keyRotation << endl;
|
---|
| 520 | cout << "win width: " << winWidth << endl;
|
---|
| 521 | cout << "win height: " << winHeight << endl;
|
---|
| 522 | cout << "use full screen: " << useFullScreen << endl;
|
---|
| 523 | cout << "use LODs: " << useLODs << endl;
|
---|
| 524 | cout << "camera position: " << camPos << endl;
|
---|
[2945] | 525 | cout << "shadow size: " << shadowSize << endl;
|
---|
[3175] | 526 | cout << "render method: " << renderMethod << endl;
|
---|
| 527 | cout << "use antialiasing: " << useAntiAliasing << endl;
|
---|
[3215] | 528 | cout << "use lense flare: " << useLenseFlare << endl;
|
---|
[3175] | 529 | cout << "use advanced shading: " << useAdvancedShading << endl;
|
---|
[3193] | 530 | cout << "turbitity: " << turbitity << endl;
|
---|
[3251] | 531 | cout << "temporal coherence factor: " << ssaoTempCohFactor << endl;
|
---|
[3212] | 532 | cout << "sample intensity: " << ssaoSampleIntensity << endl;
|
---|
| 533 | cout << "kernel radius: " << ssaoKernelRadius << endl;
|
---|
[3251] | 534 | cout << "use ssao full resolution: " << ssaoUseFullResolution << endl;
|
---|
[3220] | 535 | cout << "recorded frames suffix: " << recordedFramesSuffix << endl;
|
---|
[3271] | 536 | cout << "walkthrough suffix: " << walkThroughSuffix << endl;
|
---|
[3223] | 537 | cout << "stats filename: " << statsFilename << endl;
|
---|
[3251] | 538 | cout << "use PVSs: " << usePvs << endl;
|
---|
| 539 | cout << "visibility solution: " << visibilitySolution << endl;
|
---|
[3256] | 540 | cout << "view cells scale factor: " << viewCellsScaleFactor << endl;
|
---|
[3251] | 541 | cout << "use skylight for illumination: " << useSkylightForIllum << endl;
|
---|
[3279] | 542 | cout << "sky dome scale factor: " << skyDomeScaleFactor << endl;
|
---|
[3294] | 543 | cout << "rendermode: " << renderMode << endl;
|
---|
[2873] | 544 |
|
---|
[2846] | 545 | //cout << "model path: " << model_path << endl;
|
---|
[3294] | 546 | cout << "==== end parameters ====" << endl << endl;
|
---|
[2837] | 547 | }
|
---|
[2829] | 548 |
|
---|
[2828] | 549 | ///////////////////////////
|
---|
| 550 |
|
---|
[3062] | 551 | camera = new PerspectiveCamera(winWidth / winHeight, fov);
|
---|
[2795] | 552 | camera->SetNear(nearDist);
|
---|
[2913] | 553 | camera->SetFar(1000);
|
---|
[2888] | 554 |
|
---|
[2838] | 555 | camera->SetDirection(camDir);
|
---|
[2829] | 556 | camera->SetPosition(camPos);
|
---|
| 557 |
|
---|
[3062] | 558 | visCamera = new PerspectiveCamera(winWidth / winHeight, fov);
|
---|
[2796] | 559 | visCamera->SetNear(0.0f);
|
---|
| 560 | visCamera->Yaw(.5 * M_PI);
|
---|
[2781] | 561 |
|
---|
[2952] | 562 | // create a new light
|
---|
[2968] | 563 | light = new DirectionalLight(lightDir, RgbaColor(1, 1, 1, 1), RgbaColor(1, 1, 1, 1));
|
---|
[3061] | 564 | // the render queue for material sorting
|
---|
[3101] | 565 | renderQueue = new RenderQueue(&renderState);
|
---|
[2952] | 566 |
|
---|
[2760] | 567 | glutInitWindowSize(winWidth, winHeight);
|
---|
[2756] | 568 | glutInit(&argc, argv);
|
---|
[2853] | 569 | glutInitDisplayMode(GLUT_DOUBLE | GLUT_RGBA | GLUT_DEPTH | GLUT_MULTISAMPLE);
|
---|
| 570 | //glutInitDisplayMode(GLUT_DOUBLE | GLUT_RGBA | GLUT_DEPTH);
|
---|
[2850] | 571 | //glutInitDisplayString("samples=2");
|
---|
| 572 |
|
---|
[2867] | 573 | SceneEntity::SetUseLODs(useLODs);
|
---|
| 574 |
|
---|
[3256] | 575 |
|
---|
[2828] | 576 | if (!useFullScreen)
|
---|
[2856] | 577 | {
|
---|
[2828] | 578 | glutCreateWindow("FriendlyCulling");
|
---|
[2856] | 579 | }
|
---|
[2828] | 580 | else
|
---|
| 581 | {
|
---|
| 582 | glutGameModeString( "1024x768:32@75" );
|
---|
| 583 | glutEnterGameMode();
|
---|
| 584 | }
|
---|
| 585 |
|
---|
[3059] | 586 | glutDisplayFunc(MainLoop);
|
---|
[2792] | 587 | glutKeyboardFunc(KeyBoard);
|
---|
| 588 | glutSpecialFunc(Special);
|
---|
| 589 | glutReshapeFunc(Reshape);
|
---|
| 590 | glutMouseFunc(Mouse);
|
---|
[3059] | 591 | glutIdleFunc(MainLoop);
|
---|
[2792] | 592 | glutKeyboardUpFunc(KeyUp);
|
---|
| 593 | glutSpecialUpFunc(SpecialKeyUp);
|
---|
| 594 | glutIgnoreKeyRepeat(true);
|
---|
| 595 |
|
---|
[2829] | 596 | // initialise gl graphics
|
---|
[2756] | 597 | InitExtensions();
|
---|
| 598 | InitGLstate();
|
---|
[2850] | 599 |
|
---|
[2854] | 600 | glEnable(GL_MULTISAMPLE_ARB);
|
---|
| 601 | glHint(GL_MULTISAMPLE_FILTER_HINT_NV, GL_NICEST);
|
---|
[2850] | 602 |
|
---|
[2792] | 603 | LeftMotion(0, 0);
|
---|
| 604 | MiddleMotion(0, 0);
|
---|
[2756] | 605 |
|
---|
[2829] | 606 | perfGraph = new PerformanceGraph(1000);
|
---|
[2756] | 607 |
|
---|
[3059] | 608 | resourceManager = ResourceManager::GetSingleton();
|
---|
[3057] | 609 | shaderManager = ShaderManager::GetSingleton();
|
---|
[2793] | 610 |
|
---|
[3220] | 611 |
|
---|
[3059] | 612 | ///////////
|
---|
| 613 | //-- load the static scene geometry
|
---|
[2756] | 614 |
|
---|
[3267] | 615 | LoadModel(filename + ".dem", staticObjects);
|
---|
[3059] | 616 |
|
---|
[3074] | 617 |
|
---|
[3072] | 618 | //////////
|
---|
| 619 | //-- load some dynamic stuff
|
---|
[3059] | 620 |
|
---|
[3203] | 621 | //resourceManager->mUseNormalMapping = true;
|
---|
[3193] | 622 | //resourceManager->mUseNormalMapping = false;
|
---|
[3127] | 623 |
|
---|
[3226] | 624 | resourceManager->mUseSpecialColors = true;
|
---|
| 625 |
|
---|
[3203] | 626 | //LoadModel("fisch.dem", dynamicObjects);
|
---|
[3235] | 627 |
|
---|
[3146] | 628 | //LoadModel("venusm.dem", dynamicObjects);
|
---|
[3153] | 629 | //LoadModel("camel.dem", dynamicObjects);
|
---|
[3146] | 630 | //LoadModel("toyplane2.dem", dynamicObjects);
|
---|
[3151] | 631 | //LoadModel("elephal.dem", dynamicObjects);
|
---|
[3128] | 632 |
|
---|
[3294] | 633 | if (0) LoadPompeiiFloor();
|
---|
[3271] | 634 |
|
---|
[3314] | 635 | #if 1
|
---|
[3316] | 636 |
|
---|
| 637 | #if 0
|
---|
| 638 | VertexArray positions;
|
---|
| 639 | positions.push_back(Vector3(478.398f, 268.0f, 181.3));
|
---|
| 640 | positions.push_back(Vector3(470.461, 268.543, 181.7));
|
---|
| 641 | positions.push_back(Vector3(499.648, 264.358, 181.7));
|
---|
| 642 | positions.push_back(Vector3(487.913, 285.162, 181.7));
|
---|
| 643 |
|
---|
| 644 | #else
|
---|
| 645 |
|
---|
| 646 | VertexArray positions;
|
---|
| 647 | //positions.push_back(Vector3(6.07307, 8.20723, 6.7));
|
---|
| 648 | positions.push_back(Vector3(6.07307, 8.20723, 6.62));
|
---|
| 649 | positions.push_back(Vector3(-17.1935, 11.1687, 8.8781));
|
---|
| 650 | //positions.push_back(Vector3(499.648, 264.358, 181.7));
|
---|
| 651 | //positions.push_back(Vector3(487.913, 285.162, 181.7));
|
---|
| 652 |
|
---|
| 653 | #endif
|
---|
| 654 |
|
---|
[3261] | 655 | //const Vector3 sceneCenter(470.398f, 240.364f, 180.3);
|
---|
[3316] | 656 | Matrix4x4 transl = TranslationMatrix(positions[0]);
|
---|
[3261] | 657 |
|
---|
[3247] | 658 | LoadModel("hbuddha.dem", dynamicObjects);
|
---|
[3128] | 659 |
|
---|
[3072] | 660 | buddha = dynamicObjects.back();
|
---|
| 661 | buddha->GetTransform()->SetMatrix(transl);
|
---|
| 662 |
|
---|
[3316] | 663 |
|
---|
| 664 | for (size_t i = 1; i < positions.size(); ++ i)
|
---|
[3072] | 665 | {
|
---|
[3316] | 666 | CreateNewInstance(buddha, positions[i]);
|
---|
| 667 | }
|
---|
[3072] | 668 |
|
---|
[3247] | 669 | #endif
|
---|
[3072] | 670 |
|
---|
[3247] | 671 |
|
---|
| 672 | resourceManager->mUseNormalMapping = false;
|
---|
| 673 | resourceManager->mUseSpecialColors = false;
|
---|
| 674 |
|
---|
| 675 |
|
---|
[3059] | 676 | ///////////
|
---|
| 677 | //-- load the associated static bvh
|
---|
| 678 |
|
---|
[3266] | 679 | BvhFactory bvhFactory;
|
---|
[2795] | 680 |
|
---|
[3271] | 681 | if (bvhname != "")
|
---|
[2795] | 682 | {
|
---|
[3271] | 683 | cout << "loading bvh from disc" << endl;
|
---|
| 684 | const string bvh_fullpath = string(model_path + bvhname + ".bvh");
|
---|
| 685 | bvh = bvhFactory.Create(bvh_fullpath, staticObjects, dynamicObjects, maxDepthForTestingChildren);
|
---|
| 686 |
|
---|
| 687 | if (!bvh)
|
---|
| 688 | {
|
---|
| 689 | cerr << "loading bvh " << bvh_fullpath << " failed" << endl;
|
---|
| 690 | CleanUp();
|
---|
| 691 | exit(0);
|
---|
| 692 | }
|
---|
[2795] | 693 | }
|
---|
[3271] | 694 | else
|
---|
| 695 | {
|
---|
| 696 | cout << "creating new bvh" << endl;
|
---|
| 697 | bvh = bvhFactory.Create(staticObjects, dynamicObjects, maxDepthForTestingChildren);
|
---|
| 698 | }
|
---|
[2795] | 699 |
|
---|
[3059] | 700 | /// set the depth of the bvh depending on the triangles per leaf node
|
---|
| 701 | bvh->SetVirtualLeaves(trianglesPerVirtualLeaf);
|
---|
| 702 |
|
---|
[2963] | 703 | // set far plane based on scene extent
|
---|
| 704 | farDist = 10.0f * Magnitude(bvh->GetBox().Diagonal());
|
---|
[3059] | 705 | camera->SetFar(farDist);
|
---|
[2963] | 706 |
|
---|
[2961] | 707 |
|
---|
[3282] | 708 | //ObjExporter().Export(model_path + "mytest.obj", bvh);
|
---|
| 709 | //BvhExporter().Export(model_path + "mytest.bv", bvh);
|
---|
[3260] | 710 |
|
---|
| 711 |
|
---|
| 712 |
|
---|
[3059] | 713 | //////////////////
|
---|
| 714 | //-- setup the skydome model
|
---|
[2964] | 715 |
|
---|
[3267] | 716 | LoadModel("sky.dem", staticObjects);
|
---|
| 717 | skyDome = staticObjects.back();
|
---|
[2861] | 718 |
|
---|
[3059] | 719 | /// the turbitity of the sky (from clear to hazy, use <3 for clear sky)
|
---|
[3193] | 720 | preetham = new SkyPreetham(turbitity, skyDome);
|
---|
[2961] | 721 |
|
---|
[3316] | 722 | CreateAnimation(positions[0]);
|
---|
[3059] | 723 |
|
---|
[3219] | 724 |
|
---|
[3214] | 725 | //////////////////////////
|
---|
[3219] | 726 | //-- a bounding box representing the sun pos in order to test visibility
|
---|
| 727 |
|
---|
[3214] | 728 | Transform3 *trafo = resourceManager->CreateTransform(IdentityMatrix());
|
---|
[3078] | 729 |
|
---|
[3214] | 730 | // make it slightly bigger to simulate sun diameter
|
---|
| 731 | const float size = 25.0f;
|
---|
| 732 | AxisAlignedBox3 sbox(Vector3(-size), Vector3(size));
|
---|
| 733 |
|
---|
| 734 | SceneEntityConverter conv;
|
---|
| 735 |
|
---|
[3245] | 736 |
|
---|
| 737 | //////////////////
|
---|
| 738 | //-- occlusion query for sun
|
---|
| 739 |
|
---|
[3215] | 740 | Material *mat = resourceManager->CreateMaterial();
|
---|
[3214] | 741 |
|
---|
| 742 | mat->GetTechnique(0)->SetDepthWriteEnabled(false);
|
---|
| 743 | mat->GetTechnique(0)->SetColorWriteEnabled(false);
|
---|
| 744 |
|
---|
| 745 | sunBox = conv.ConvertBox(sbox, mat, trafo);
|
---|
[3215] | 746 | resourceManager->AddSceneEntity(sunBox);
|
---|
| 747 |
|
---|
| 748 | /// create single occlusion query that handles sun visibility
|
---|
[3214] | 749 | glGenQueriesARB(1, &sunQuery);
|
---|
| 750 |
|
---|
| 751 |
|
---|
[3059] | 752 | //////////
|
---|
| 753 | //-- initialize the traversal algorithm
|
---|
| 754 |
|
---|
[2897] | 755 | traverser = CreateTraverser(camera);
|
---|
[3059] | 756 |
|
---|
| 757 | // the bird-eye visualization
|
---|
[3101] | 758 | visualization = new Visualization(bvh, camera, NULL, &renderState);
|
---|
[3054] | 759 |
|
---|
[3059] | 760 | // this function assign the render queue bucket ids of the materials in beforehand
|
---|
[3227] | 761 | // => probably less overhead for new parts of the scene that are not yet assigned
|
---|
[3059] | 762 | PrepareRenderQueue();
|
---|
| 763 | /// forward rendering is the default
|
---|
[3101] | 764 | renderState.SetRenderTechnique(FORWARD);
|
---|
[2847] | 765 | // frame time is restarted every frame
|
---|
| 766 | frameTimer.Start();
|
---|
[3059] | 767 |
|
---|
[3238] | 768 | //Halton::TestHalton(7, 2);
|
---|
| 769 | //HaltonSequence::TestHalton(15, 2);
|
---|
| 770 | //Halton::TestPrime();
|
---|
[3227] | 771 |
|
---|
[2857] | 772 | // the rendering loop
|
---|
[2642] | 773 | glutMainLoop();
|
---|
[3059] | 774 |
|
---|
[2642] | 775 | // clean up
|
---|
[2756] | 776 | CleanUp();
|
---|
[3019] | 777 |
|
---|
[2642] | 778 | return 0;
|
---|
| 779 | }
|
---|
| 780 |
|
---|
[2756] | 781 |
|
---|
[2809] | 782 | void InitFBO()
|
---|
[2810] | 783 | {
|
---|
[2949] | 784 | PrintGLerror("fbo start");
|
---|
[2980] | 785 |
|
---|
[2857] | 786 | // this fbo basicly stores the scene information we get from standard rendering of a frame
|
---|
[3066] | 787 | // we store diffuse colors, eye space depth and normals
|
---|
[2884] | 788 | fbo = new FrameBufferObject(texWidth, texHeight, FrameBufferObject::DEPTH_32);
|
---|
[2857] | 789 |
|
---|
[2859] | 790 | // the diffuse color buffer
|
---|
[3015] | 791 | fbo->AddColorBuffer(ColorBufferObject::RGBA_FLOAT_32, ColorBufferObject::WRAP_CLAMP_TO_EDGE, ColorBufferObject::FILTER_LINEAR, ColorBufferObject::FILTER_NEAREST);
|
---|
[3009] | 792 | // the normals buffer
|
---|
[3197] | 793 | //fbo->AddColorBuffer(ColorBufferObject::RGB_FLOAT_16, ColorBufferObject::WRAP_CLAMP_TO_EDGE, ColorBufferObject::FILTER_NEAREST);
|
---|
| 794 | fbo->AddColorBuffer(ColorBufferObject::RGB_FLOAT_16, ColorBufferObject::WRAP_CLAMP_TO_EDGE, ColorBufferObject::FILTER_LINEAR);
|
---|
[3066] | 795 | // a rgb buffer which could hold material properties
|
---|
[3113] | 796 | //fbo->AddColorBuffer(ColorBufferObject::RGB_UBYTE, ColorBufferObject::WRAP_CLAMP_TO_EDGE, ColorBufferObject::FILTER_NEAREST);
|
---|
[3117] | 797 | // buffer holding the difference vector to the old frame
|
---|
[3167] | 798 | fbo->AddColorBuffer(ColorBufferObject::RGB_FLOAT_16, ColorBufferObject::WRAP_CLAMP_TO_EDGE, ColorBufferObject::FILTER_LINEAR);
|
---|
[2879] | 799 | // another color buffer
|
---|
[3015] | 800 | fbo->AddColorBuffer(ColorBufferObject::RGBA_FLOAT_32, ColorBufferObject::WRAP_CLAMP_TO_EDGE, ColorBufferObject::FILTER_LINEAR, ColorBufferObject::FILTER_NEAREST);
|
---|
[2879] | 801 |
|
---|
[3117] | 802 | for (int i = 0; i < 4; ++ i)
|
---|
[3219] | 803 | {
|
---|
[3117] | 804 | FrameBufferObject::InitBuffer(fbo, i);
|
---|
[3219] | 805 | }
|
---|
| 806 |
|
---|
[3117] | 807 | PrintGLerror("init fbo");
|
---|
[2809] | 808 | }
|
---|
| 809 |
|
---|
| 810 |
|
---|
[2827] | 811 | bool InitFont(void)
|
---|
[2642] | 812 | {
|
---|
[2826] | 813 | glEnable(GL_TEXTURE_2D);
|
---|
| 814 |
|
---|
| 815 | glGenTextures(1, &fontTex);
|
---|
| 816 | glBindTexture(GL_TEXTURE_2D, fontTex);
|
---|
[3019] | 817 |
|
---|
[2829] | 818 | if (!myfont.Create("data/fonts/verdana.glf", fontTex))
|
---|
[2826] | 819 | return false;
|
---|
| 820 |
|
---|
| 821 | glDisable(GL_TEXTURE_2D);
|
---|
[2827] | 822 |
|
---|
[2826] | 823 | return true;
|
---|
| 824 | }
|
---|
| 825 |
|
---|
| 826 |
|
---|
| 827 | void InitGLstate()
|
---|
| 828 | {
|
---|
[3246] | 829 | glClearColor(0.4f, 0.4f, 0.4f, 1e20f);
|
---|
[2642] | 830 |
|
---|
| 831 | glPixelStorei(GL_UNPACK_ALIGNMENT, 1);
|
---|
| 832 | glPixelStorei(GL_PACK_ALIGNMENT,1);
|
---|
| 833 |
|
---|
| 834 | glDepthFunc(GL_LESS);
|
---|
[2762] | 835 | glEnable(GL_DEPTH_TEST);
|
---|
[2642] | 836 |
|
---|
[2760] | 837 | glColor3f(1.0f, 1.0f, 1.0f);
|
---|
[2642] | 838 | glShadeModel(GL_SMOOTH);
|
---|
| 839 |
|
---|
| 840 | glMaterialf(GL_FRONT, GL_SHININESS, 64);
|
---|
| 841 | glEnable(GL_NORMALIZE);
|
---|
[2767] | 842 |
|
---|
| 843 | glDisable(GL_ALPHA_TEST);
|
---|
[2951] | 844 | glAlphaFunc(GL_GEQUAL, 0.5f);
|
---|
[2767] | 845 |
|
---|
[2642] | 846 | glFrontFace(GL_CCW);
|
---|
| 847 | glCullFace(GL_BACK);
|
---|
[2851] | 848 | glEnable(GL_CULL_FACE);
|
---|
| 849 |
|
---|
[2800] | 850 | glDisable(GL_TEXTURE_2D);
|
---|
[2762] | 851 |
|
---|
[2959] | 852 | GLfloat ambientColor[] = {0.2, 0.2, 0.2, 1.0};
|
---|
[2756] | 853 | GLfloat diffuseColor[] = {1.0, 0.0, 0.0, 1.0};
|
---|
[2759] | 854 | GLfloat specularColor[] = {0.0, 0.0, 0.0, 1.0};
|
---|
[2642] | 855 |
|
---|
[2756] | 856 | glMaterialfv(GL_FRONT, GL_AMBIENT, ambientColor);
|
---|
| 857 | glMaterialfv(GL_FRONT, GL_DIFFUSE, diffuseColor);
|
---|
| 858 | glMaterialfv(GL_FRONT, GL_SPECULAR, specularColor);
|
---|
[2801] | 859 |
|
---|
| 860 | glDepthFunc(GL_LESS);
|
---|
[2826] | 861 |
|
---|
[2827] | 862 | if (!InitFont())
|
---|
[2826] | 863 | cerr << "font creation failed" << endl;
|
---|
| 864 | else
|
---|
| 865 | cout << "successfully created font" << endl;
|
---|
[2953] | 866 |
|
---|
| 867 |
|
---|
[2954] | 868 | //////////////////////////////
|
---|
| 869 |
|
---|
[2959] | 870 | //GLfloat lmodel_ambient[] = {1.0f, 1.0f, 1.0f, 1.0f};
|
---|
| 871 | GLfloat lmodel_ambient[] = {0.7f, 0.7f, 0.8f, 1.0f};
|
---|
[2954] | 872 |
|
---|
| 873 | glLightModelfv(GL_LIGHT_MODEL_AMBIENT, lmodel_ambient);
|
---|
[2959] | 874 | //glLightModeli(GL_LIGHT_MODEL_LOCAL_VIEWER, GL_TRUE);
|
---|
| 875 | glLightModeli(GL_LIGHT_MODEL_LOCAL_VIEWER, GL_FALSE);
|
---|
[2954] | 876 | glLightModeli(GL_LIGHT_MODEL_COLOR_CONTROL_EXT, GL_SINGLE_COLOR_EXT);
|
---|
[2642] | 877 | }
|
---|
| 878 |
|
---|
| 879 |
|
---|
[2827] | 880 | void DrawHelpMessage()
|
---|
[2826] | 881 | {
|
---|
[2642] | 882 | const char *message[] =
|
---|
| 883 | {
|
---|
| 884 | "Help information",
|
---|
| 885 | "",
|
---|
| 886 | "'F1' - shows/dismisses this message",
|
---|
[2795] | 887 | "'F2' - shows/hides bird eye view",
|
---|
[2790] | 888 | "'F3' - shows/hides bounds (boxes or tight bounds)",
|
---|
[2827] | 889 | "'F4', - shows/hides parameters",
|
---|
| 890 | "'F5' - shows/hides statistics",
|
---|
| 891 | "'F6', - toggles between fly/walkmode",
|
---|
[2826] | 892 | "'F7', - cycles throw render modes",
|
---|
| 893 | "'F8', - enables/disables ambient occlusion (only deferred)",
|
---|
| 894 | "'F9', - shows pure algorithm render time (using glFinish)",
|
---|
[2790] | 895 | "'SPACE' - cycles through occlusion culling algorithms",
|
---|
[2642] | 896 | "",
|
---|
[2827] | 897 | "'MOUSE LEFT' - turn left/right, move forward/backward",
|
---|
| 898 | "'MOUSE RIGHT' - turn left/right, move forward/backward",
|
---|
| 899 | "'MOUSE MIDDLE' - move up/down, left/right",
|
---|
| 900 | "'CURSOR UP/DOWN' - move forward/backward",
|
---|
| 901 | "'CURSOR LEFT/RIGHT' - turn left/right",
|
---|
[2642] | 902 | "",
|
---|
[2827] | 903 | "'-'/'+' - decreases/increases max batch size",
|
---|
[2837] | 904 | "'1'/'2' - downward/upward motion",
|
---|
| 905 | "'3'/'4' - decreases/increases triangles per virtual bvh leaf (sets bvh depth)",
|
---|
| 906 | "'5'/'6' - decreases/increases assumed visible frames",
|
---|
[2776] | 907 | "",
|
---|
[2786] | 908 | "'R' - use render queue",
|
---|
[2790] | 909 | "'B' - use tight bounds",
|
---|
| 910 | "'M' - use multiqueries",
|
---|
[2792] | 911 | "'O' - use CHC optimization (geometry queries for leaves)",
|
---|
[2642] | 912 | 0,
|
---|
| 913 | };
|
---|
| 914 |
|
---|
[2756] | 915 |
|
---|
[2827] | 916 | glColor4f(0.0f, 1.0f , 0.0f, 0.2f); // 20% green.
|
---|
[2756] | 917 |
|
---|
[2827] | 918 | glRecti(30, 30, winWidth - 30, winHeight - 30);
|
---|
[2642] | 919 |
|
---|
[2827] | 920 | glEnd();
|
---|
| 921 |
|
---|
[2756] | 922 | glColor3f(1.0f, 1.0f, 1.0f);
|
---|
| 923 |
|
---|
[2829] | 924 | glEnable(GL_TEXTURE_2D);
|
---|
[2827] | 925 | myfont.Begin();
|
---|
| 926 |
|
---|
| 927 | int x = 40, y = 30;
|
---|
| 928 |
|
---|
| 929 | for(int i = 0; message[i] != 0; ++ i)
|
---|
[2756] | 930 | {
|
---|
| 931 | if(message[i][0] == '\0')
|
---|
| 932 | {
|
---|
[2786] | 933 | y += 15;
|
---|
[2756] | 934 | }
|
---|
| 935 | else
|
---|
| 936 | {
|
---|
[2827] | 937 | myfont.DrawString(message[i], x, winHeight - y);
|
---|
| 938 | y += 25;
|
---|
[2642] | 939 | }
|
---|
| 940 | }
|
---|
[2829] | 941 | glDisable(GL_TEXTURE_2D);
|
---|
[2642] | 942 | }
|
---|
| 943 |
|
---|
| 944 |
|
---|
[3062] | 945 | RenderTraverser *CreateTraverser(PerspectiveCamera *cam)
|
---|
[2764] | 946 | {
|
---|
[2897] | 947 | RenderTraverser *tr;
|
---|
| 948 |
|
---|
[2764] | 949 | switch (renderMode)
|
---|
| 950 | {
|
---|
| 951 | case RenderTraverser::CULL_FRUSTUM:
|
---|
[2897] | 952 | tr = new FrustumCullingTraverser();
|
---|
[2764] | 953 | break;
|
---|
| 954 | case RenderTraverser::STOP_AND_WAIT:
|
---|
[2897] | 955 | tr = new StopAndWaitTraverser();
|
---|
[2764] | 956 | break;
|
---|
| 957 | case RenderTraverser::CHC:
|
---|
[2897] | 958 | tr = new CHCTraverser();
|
---|
[2764] | 959 | break;
|
---|
[2767] | 960 | case RenderTraverser::CHCPLUSPLUS:
|
---|
[2897] | 961 | tr = new CHCPlusPlusTraverser();
|
---|
[2767] | 962 | break;
|
---|
[3284] | 963 | //case RenderTraverser::CULL_COLLECTOR:
|
---|
| 964 | // tr = new PvsCollectionRenderer();
|
---|
| 965 | // break;
|
---|
[2764] | 966 | default:
|
---|
[2897] | 967 | tr = new FrustumCullingTraverser();
|
---|
[2764] | 968 | }
|
---|
| 969 |
|
---|
[2897] | 970 | tr->SetCamera(cam);
|
---|
| 971 | tr->SetHierarchy(bvh);
|
---|
| 972 | tr->SetRenderQueue(renderQueue);
|
---|
[3101] | 973 | tr->SetRenderState(&renderState);
|
---|
[2897] | 974 | tr->SetUseOptimization(useOptimization);
|
---|
| 975 | tr->SetUseRenderQueue(useRenderQueue);
|
---|
| 976 | tr->SetVisibilityThreshold(threshold);
|
---|
| 977 | tr->SetAssumedVisibleFrames(assumedVisibleFrames);
|
---|
| 978 | tr->SetMaxBatchSize(maxBatchSize);
|
---|
| 979 | tr->SetUseMultiQueries(useMultiQueries);
|
---|
[3294] | 980 | tr->SetUseTightBounds((renderMode == RenderTraverser::CHCPLUSPLUS) && useTightBounds);
|
---|
[2955] | 981 | tr->SetUseDepthPass((renderMethod == RENDER_DEPTH_PASS) || (renderMethod == RENDER_DEPTH_PASS_DEFERRED));
|
---|
[2897] | 982 | tr->SetRenderQueue(renderQueue);
|
---|
[3066] | 983 | tr->SetShowBounds(showBoundingVolumes);
|
---|
[2897] | 984 |
|
---|
[3066] | 985 | bvh->ResetNodeClassifications();
|
---|
| 986 |
|
---|
| 987 |
|
---|
[2897] | 988 | return tr;
|
---|
[2764] | 989 | }
|
---|
| 990 |
|
---|
[3295] | 991 | /** Setup lighting conditions
|
---|
[3059] | 992 | */
|
---|
[2759] | 993 | void SetupLighting()
|
---|
[2642] | 994 | {
|
---|
[2759] | 995 | glEnable(GL_LIGHT0);
|
---|
[2959] | 996 | glDisable(GL_LIGHT1);
|
---|
[2825] | 997 |
|
---|
[2954] | 998 | Vector3 lightDir = -light->GetDirection();
|
---|
| 999 |
|
---|
| 1000 |
|
---|
[2945] | 1001 | ///////////
|
---|
| 1002 | //-- first light: sunlight
|
---|
| 1003 |
|
---|
[2954] | 1004 | GLfloat ambient[] = {0.25f, 0.25f, 0.3f, 1.0f};
|
---|
| 1005 | GLfloat diffuse[] = {1.0f, 0.95f, 0.85f, 1.0f};
|
---|
| 1006 | GLfloat specular[] = {1.0f, 1.0f, 1.0f, 1.0f};
|
---|
[2982] | 1007 |
|
---|
[2759] | 1008 |
|
---|
[3175] | 1009 | const bool useHDRValues =
|
---|
[3046] | 1010 | ((renderMethod == RENDER_DEPTH_PASS_DEFERRED) ||
|
---|
| 1011 | (renderMethod == RENDER_DEFERRED)) && useHDR;
|
---|
[2982] | 1012 |
|
---|
[3046] | 1013 |
|
---|
[2954] | 1014 | Vector3 sunAmbient;
|
---|
| 1015 | Vector3 sunDiffuse;
|
---|
[2759] | 1016 |
|
---|
[3247] | 1017 | if (useSkylightForIllum)
|
---|
| 1018 | {
|
---|
| 1019 | preetham->ComputeSunColor(lightDir, sunAmbient, sunDiffuse, !useHDRValues);
|
---|
[2945] | 1020 |
|
---|
[3247] | 1021 | ambient[0] = sunAmbient.x;
|
---|
| 1022 | ambient[1] = sunAmbient.y;
|
---|
| 1023 | ambient[2] = sunAmbient.z;
|
---|
[2825] | 1024 |
|
---|
[3247] | 1025 | diffuse[0] = sunDiffuse.x;
|
---|
| 1026 | diffuse[1] = sunDiffuse.y;
|
---|
| 1027 | diffuse[2] = sunDiffuse.z;
|
---|
| 1028 | }
|
---|
| 1029 | else
|
---|
| 1030 | {
|
---|
[3295] | 1031 | ambient[0] = defaultAmbient.x;
|
---|
| 1032 | ambient[1] = defaultAmbient.y;
|
---|
| 1033 | ambient[2] = defaultAmbient.z;
|
---|
[2945] | 1034 |
|
---|
[3295] | 1035 | diffuse[0] = defaultDiffuse.x;
|
---|
| 1036 | diffuse[1] = defaultDiffuse.y;
|
---|
| 1037 | diffuse[2] = defaultDiffuse.z;
|
---|
[3247] | 1038 | }
|
---|
[3193] | 1039 |
|
---|
[2954] | 1040 | glLightfv(GL_LIGHT0, GL_AMBIENT, ambient);
|
---|
| 1041 | glLightfv(GL_LIGHT0, GL_DIFFUSE, diffuse);
|
---|
| 1042 | glLightfv(GL_LIGHT0, GL_SPECULAR, specular);
|
---|
[2825] | 1043 |
|
---|
[2954] | 1044 | GLfloat position[] = {lightDir.x, lightDir.y, lightDir.z, 0.0f};
|
---|
| 1045 | glLightfv(GL_LIGHT0, GL_POSITION, position);
|
---|
[2642] | 1046 | }
|
---|
| 1047 |
|
---|
[2800] | 1048 |
|
---|
[2795] | 1049 | void SetupEyeView()
|
---|
[2642] | 1050 | {
|
---|
[2861] | 1051 | // store matrix of last frame
|
---|
[3005] | 1052 | oldViewProjMat = viewProjMat;
|
---|
[2834] | 1053 |
|
---|
[3061] | 1054 | camera->SetupViewProjection();
|
---|
[2759] | 1055 |
|
---|
[3061] | 1056 |
|
---|
[2864] | 1057 | /////////////////
|
---|
[3059] | 1058 | //-- compute view projection matrix and store for later use
|
---|
[2864] | 1059 |
|
---|
[2894] | 1060 | Matrix4x4 matViewing, matProjection;
|
---|
[2864] | 1061 |
|
---|
[2834] | 1062 | camera->GetModelViewMatrix(matViewing);
|
---|
| 1063 | camera->GetProjectionMatrix(matProjection);
|
---|
| 1064 |
|
---|
[3005] | 1065 | viewProjMat = matViewing * matProjection;
|
---|
[2642] | 1066 | }
|
---|
| 1067 |
|
---|
| 1068 |
|
---|
[2792] | 1069 | void KeyHorizontalMotion(float shift)
|
---|
| 1070 | {
|
---|
[2888] | 1071 | Vector3 hvec = -camera->GetDirection();
|
---|
[2792] | 1072 | hvec.z = 0;
|
---|
| 1073 |
|
---|
| 1074 | Vector3 pos = camera->GetPosition();
|
---|
| 1075 | pos += hvec * shift;
|
---|
| 1076 |
|
---|
| 1077 | camera->SetPosition(pos);
|
---|
| 1078 | }
|
---|
| 1079 |
|
---|
| 1080 |
|
---|
[2794] | 1081 | void KeyVerticalMotion(float shift)
|
---|
| 1082 | {
|
---|
| 1083 | Vector3 uvec = Vector3(0, 0, shift);
|
---|
| 1084 |
|
---|
| 1085 | Vector3 pos = camera->GetPosition();
|
---|
| 1086 | pos += uvec;
|
---|
| 1087 |
|
---|
| 1088 | camera->SetPosition(pos);
|
---|
| 1089 | }
|
---|
| 1090 |
|
---|
| 1091 |
|
---|
[3105] | 1092 | void KeyStrafe(float shift)
|
---|
| 1093 | {
|
---|
| 1094 | Vector3 viewDir = camera->GetDirection();
|
---|
| 1095 | Vector3 pos = camera->GetPosition();
|
---|
| 1096 |
|
---|
| 1097 | // the 90 degree rotated view vector
|
---|
| 1098 | // z zero so we don't move in the vertical
|
---|
| 1099 | Vector3 rVec(viewDir[0], viewDir[1], 0);
|
---|
| 1100 |
|
---|
| 1101 | Matrix4x4 rot = RotationZMatrix(M_PI * 0.5f);
|
---|
| 1102 | rVec = rot * rVec;
|
---|
| 1103 | pos += rVec * shift;
|
---|
| 1104 |
|
---|
| 1105 | camera->SetPosition(pos);
|
---|
| 1106 | }
|
---|
| 1107 |
|
---|
| 1108 |
|
---|
[3059] | 1109 | /** Initialize the deferred rendering pass.
|
---|
| 1110 | */
|
---|
[2948] | 1111 | void InitDeferredRendering()
|
---|
| 1112 | {
|
---|
| 1113 | if (!fbo) InitFBO();
|
---|
| 1114 | fbo->Bind();
|
---|
| 1115 |
|
---|
| 1116 | // multisampling does not work with deferred shading
|
---|
| 1117 | glDisable(GL_MULTISAMPLE_ARB);
|
---|
[3101] | 1118 | renderState.SetRenderTechnique(DEFERRED);
|
---|
[2948] | 1119 |
|
---|
| 1120 |
|
---|
[3175] | 1121 | // draw to 3 render targets
|
---|
[3118] | 1122 | if (sCurrentMrtSet == 0)
|
---|
| 1123 | {
|
---|
| 1124 | DeferredRenderer::colorBufferIdx = 0;
|
---|
| 1125 | glDrawBuffers(3, mrt);
|
---|
| 1126 | }
|
---|
| 1127 | else
|
---|
| 1128 | {
|
---|
| 1129 | DeferredRenderer::colorBufferIdx = 3;
|
---|
| 1130 | glDrawBuffers(3, mrt2);
|
---|
| 1131 | }
|
---|
[2985] | 1132 |
|
---|
[2978] | 1133 | sCurrentMrtSet = 1 - sCurrentMrtSet;
|
---|
[2948] | 1134 | }
|
---|
| 1135 |
|
---|
| 1136 |
|
---|
[3059] | 1137 | /** the main rendering loop
|
---|
| 1138 | */
|
---|
| 1139 | void MainLoop()
|
---|
[2801] | 1140 | {
|
---|
[3291] | 1141 | if (buddha)
|
---|
[3120] | 1142 | {
|
---|
[3246] | 1143 | Matrix4x4 oldTrafo = buddha->GetTransform()->GetMatrix();
|
---|
| 1144 | Vector3 buddhaPos = motionPath->GetCurrentPosition();
|
---|
| 1145 | Matrix4x4 trafo = TranslationMatrix(buddhaPos);
|
---|
[3120] | 1146 |
|
---|
[3246] | 1147 | buddha->GetTransform()->SetMatrix(trafo);
|
---|
| 1148 |
|
---|
| 1149 | #if TODO // drop objects on ground floor
|
---|
| 1150 | for (int i = 0; i < 10; ++ i)
|
---|
[3120] | 1151 | {
|
---|
[3246] | 1152 | SceneEntity *ent = dynamicObjects[i];
|
---|
| 1153 | Vector3 newPos = ent->GetWorldCenter();
|
---|
| 1154 |
|
---|
| 1155 | if (GetOrCreateSceneQuery()->CalcIntersection(newPos))
|
---|
| 1156 | {
|
---|
| 1157 | Matrix4x4 mat = TranslationMatrix(newPos - ent->GetCenter());
|
---|
| 1158 | ent->GetTransform()->SetMatrix(mat);
|
---|
| 1159 | }
|
---|
[3120] | 1160 | }
|
---|
[3221] | 1161 | #endif
|
---|
[3120] | 1162 |
|
---|
[3246] | 1163 | /////////////////////////
|
---|
| 1164 | //-- update animations
|
---|
[3221] | 1165 |
|
---|
[3246] | 1166 | //const float rotAngle = M_PI * 1e-3f;
|
---|
[3316] | 1167 | //const float rotAngle = 0.3f * M_PI / 180.0f;
|
---|
| 1168 | const float rotAngle = 0.6f * M_PI / 180.0f;
|
---|
[3225] | 1169 |
|
---|
[3246] | 1170 | Matrix4x4 rotMatrix = RotationZMatrix(rotAngle);
|
---|
[3316] | 1171 | // hack: second buddha
|
---|
[3291] | 1172 | dynamicObjects[1]->GetTransform()->MultMatrix(rotMatrix);
|
---|
[3125] | 1173 |
|
---|
[3316] | 1174 | //const float moveSpeed = 5e-3f;
|
---|
| 1175 | const float moveSpeed = 1e-1f;
|
---|
[3314] | 1176 | motionPath->Move(moveSpeed);
|
---|
[3246] | 1177 | }
|
---|
[3125] | 1178 |
|
---|
[3113] | 1179 |
|
---|
[3111] | 1180 | /////////////
|
---|
[3078] | 1181 |
|
---|
[3219] | 1182 | static Vector3 oldPos = camera->GetPosition();
|
---|
| 1183 | static Vector3 oldDir = camera->GetDirection();
|
---|
[2800] | 1184 |
|
---|
[2792] | 1185 | if (leftKeyPressed)
|
---|
[2795] | 1186 | camera->Pitch(KeyRotationAngle());
|
---|
[2792] | 1187 | if (rightKeyPressed)
|
---|
[2795] | 1188 | camera->Pitch(-KeyRotationAngle());
|
---|
[2792] | 1189 | if (upKeyPressed)
|
---|
[2887] | 1190 | KeyHorizontalMotion(-KeyShift());
|
---|
| 1191 | if (downKeyPressed)
|
---|
[2795] | 1192 | KeyHorizontalMotion(KeyShift());
|
---|
[2837] | 1193 | if (ascendKeyPressed)
|
---|
| 1194 | KeyVerticalMotion(KeyShift());
|
---|
| 1195 | if (descendKeyPressed)
|
---|
[2795] | 1196 | KeyVerticalMotion(-KeyShift());
|
---|
[3105] | 1197 | if (leftStrafeKeyPressed)
|
---|
| 1198 | KeyStrafe(KeyShift());
|
---|
| 1199 | if (rightStrafeKeyPressed)
|
---|
| 1200 | KeyStrafe(-KeyShift());
|
---|
[2792] | 1201 |
|
---|
[3105] | 1202 |
|
---|
[2801] | 1203 | // place view on ground
|
---|
| 1204 | if (!flyMode) PlaceViewer(oldPos);
|
---|
[2800] | 1205 |
|
---|
[2826] | 1206 | if (showAlgorithmTime)
|
---|
| 1207 | {
|
---|
| 1208 | glFinish();
|
---|
| 1209 | algTimer.Start();
|
---|
| 1210 | }
|
---|
[2809] | 1211 |
|
---|
[3219] | 1212 | // don't allow replay on record
|
---|
| 1213 | if (replayPath && !recordPath)
|
---|
| 1214 | {
|
---|
| 1215 | if (!walkThroughPlayer)
|
---|
[3271] | 1216 | walkThroughPlayer = new WalkThroughPlayer(walkThroughSuffix + ".log");
|
---|
[3219] | 1217 |
|
---|
| 1218 | ++ currentReplayFrame;
|
---|
[2895] | 1219 |
|
---|
[3223] | 1220 | // reset if end of walkthrough is reached
|
---|
[3219] | 1221 | if (!walkThroughPlayer->ReadNextFrame(camera))
|
---|
| 1222 | {
|
---|
[3286] | 1223 | cout << "reached end of walkthrough" << endl;
|
---|
[3219] | 1224 | currentReplayFrame = -1;
|
---|
| 1225 | replayPath = false;
|
---|
| 1226 | }
|
---|
| 1227 | }
|
---|
| 1228 |
|
---|
[2931] | 1229 | if ((!shadowMap || !shadowTraverser) && (showShadowMap || renderLightView))
|
---|
| 1230 | {
|
---|
[3313] | 1231 | if (!shadowMap)
|
---|
| 1232 | shadowMap = new ShadowMap(light, shadowSize, bvh->GetBox(), camera);
|
---|
| 1233 |
|
---|
| 1234 | if (!shadowTraverser)
|
---|
| 1235 | shadowTraverser = CreateTraverser(shadowMap->GetShadowCamera());
|
---|
| 1236 |
|
---|
[2931] | 1237 | }
|
---|
[2951] | 1238 |
|
---|
| 1239 | // bring eye modelview matrix up-to-date
|
---|
| 1240 | SetupEyeView();
|
---|
[3219] | 1241 |
|
---|
[3287] | 1242 |
|
---|
[3059] | 1243 | // set frame related parameters for GPU programs
|
---|
[3046] | 1244 | GPUProgramParameters::InitFrame(camera, light);
|
---|
[3045] | 1245 |
|
---|
[3219] | 1246 | if (recordPath)
|
---|
| 1247 | {
|
---|
| 1248 | if (!walkThroughRecorder)
|
---|
[3286] | 1249 | {
|
---|
[3271] | 1250 | walkThroughRecorder = new WalkThroughRecorder(walkThroughSuffix + ".log");
|
---|
[3286] | 1251 | }
|
---|
| 1252 |
|
---|
| 1253 | // question: check if player has moved more than a minimum distance?
|
---|
| 1254 |
|
---|
| 1255 | if (0 ||
|
---|
| 1256 | (Distance(oldPos, camera->GetPosition()) > 1e-6f) ||
|
---|
[3219] | 1257 | (DotProd(oldDir, camera->GetDirection()) < 1.0f - 1e-6f))
|
---|
| 1258 | {
|
---|
| 1259 | walkThroughRecorder->WriteFrame(camera);
|
---|
| 1260 | }
|
---|
| 1261 | }
|
---|
| 1262 |
|
---|
[3059] | 1263 | // hack: store current rendering method and restore later
|
---|
[2955] | 1264 | int oldRenderMethod = renderMethod;
|
---|
[3044] | 1265 | // for rendering the light view, we use forward rendering
|
---|
[3068] | 1266 | if (renderLightView) renderMethod = FORWARD;
|
---|
[2931] | 1267 |
|
---|
[3059] | 1268 | /// enable vbo vertex array
|
---|
[2953] | 1269 | glEnableClientState(GL_VERTEX_ARRAY);
|
---|
[2931] | 1270 |
|
---|
[3287] | 1271 | if (usePvs) LoadOrUpdatePVSs(camera->GetPosition());
|
---|
[3256] | 1272 |
|
---|
[3246] | 1273 |
|
---|
[2931] | 1274 | // render with the specified method (forward rendering, forward + depth, deferred)
|
---|
[2955] | 1275 | switch (renderMethod)
|
---|
[2825] | 1276 | {
|
---|
[3043] | 1277 | case RENDER_FORWARD:
|
---|
[2825] | 1278 |
|
---|
[2851] | 1279 | glEnable(GL_MULTISAMPLE_ARB);
|
---|
[3101] | 1280 | renderState.SetRenderTechnique(FORWARD);
|
---|
[3223] | 1281 |
|
---|
[2829] | 1282 | glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT);
|
---|
[2953] | 1283 | glEnableClientState(GL_NORMAL_ARRAY);
|
---|
[2825] | 1284 | break;
|
---|
| 1285 |
|
---|
[2955] | 1286 | case RENDER_DEPTH_PASS_DEFERRED:
|
---|
[2948] | 1287 |
|
---|
[2950] | 1288 | glDisable(GL_MULTISAMPLE_ARB);
|
---|
[3101] | 1289 | renderState.SetUseAlphaToCoverage(false);
|
---|
| 1290 | renderState.SetRenderTechnique(DEPTH_PASS);
|
---|
[2949] | 1291 |
|
---|
[3175] | 1292 | if (!fbo) InitFBO();
|
---|
| 1293 | fbo->Bind();
|
---|
[3223] | 1294 | // render to single depth texture
|
---|
[2948] | 1295 | glDrawBuffers(1, mrt);
|
---|
[3223] | 1296 | // clear buffer once
|
---|
[2951] | 1297 | glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT);
|
---|
[2948] | 1298 |
|
---|
[3068] | 1299 | // the scene is rendered withouth any shading
|
---|
[3101] | 1300 | // (should be handled by render renderState)
|
---|
[2948] | 1301 | glShadeModel(GL_FLAT);
|
---|
| 1302 | break;
|
---|
| 1303 |
|
---|
[2955] | 1304 | case RENDER_DEPTH_PASS:
|
---|
[2851] | 1305 |
|
---|
| 1306 | glEnable(GL_MULTISAMPLE_ARB);
|
---|
[3101] | 1307 | renderState.SetRenderTechnique(DEPTH_PASS);
|
---|
[2857] | 1308 |
|
---|
[3067] | 1309 | glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT);
|
---|
| 1310 |
|
---|
[3068] | 1311 | // the scene is rendered withouth any shading
|
---|
[3101] | 1312 | // (should be handled by render renderState)
|
---|
[2943] | 1313 | glShadeModel(GL_FLAT);
|
---|
[2825] | 1314 | break;
|
---|
| 1315 |
|
---|
[3048] | 1316 | case RENDER_DEFERRED:
|
---|
[2851] | 1317 |
|
---|
[2948] | 1318 | if (showShadowMap && !renderLightView)
|
---|
[3295] | 1319 | {
|
---|
[2951] | 1320 | RenderShadowMap(camera->GetFar());
|
---|
[3295] | 1321 | }
|
---|
[2951] | 1322 |
|
---|
[2948] | 1323 | //glPushAttrib(GL_VIEWPORT_BIT);
|
---|
[2825] | 1324 | glViewport(0, 0, texWidth, texHeight);
|
---|
| 1325 |
|
---|
[2948] | 1326 | InitDeferredRendering();
|
---|
[2951] | 1327 |
|
---|
[2953] | 1328 | glEnableClientState(GL_NORMAL_ARRAY);
|
---|
[2954] | 1329 | glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT);
|
---|
[2825] | 1330 | break;
|
---|
| 1331 | }
|
---|
| 1332 |
|
---|
[2801] | 1333 | glDepthFunc(GL_LESS);
|
---|
| 1334 | glDisable(GL_TEXTURE_2D);
|
---|
| 1335 | glDisableClientState(GL_TEXTURE_COORD_ARRAY);
|
---|
[2825] | 1336 |
|
---|
[2801] | 1337 |
|
---|
[3059] | 1338 | // set proper lod levels for current frame using current eye point
|
---|
[2847] | 1339 | LODLevel::InitFrame(camera->GetPosition());
|
---|
[3059] | 1340 | // set up sunlight
|
---|
[2954] | 1341 | SetupLighting();
|
---|
[2795] | 1342 |
|
---|
[2801] | 1343 |
|
---|
[2931] | 1344 | if (renderLightView)
|
---|
| 1345 | {
|
---|
[3101] | 1346 | // change CHC++ set of renderState variables:
|
---|
[3059] | 1347 | // must be done for each change of camera because otherwise
|
---|
| 1348 | // the temporal coherency is broken
|
---|
[3054] | 1349 | BvhNode::SetCurrentState(LIGHT_PASS);
|
---|
[3005] | 1350 | shadowMap->RenderShadowView(shadowTraverser, viewProjMat);
|
---|
[3054] | 1351 | BvhNode::SetCurrentState(CAMERA_PASS);
|
---|
[2931] | 1352 | }
|
---|
| 1353 | else
|
---|
[3079] | 1354 | {
|
---|
[3284] | 1355 | //if (traverser->GetType() == RenderTraverser::CULL_COLLECTOR)
|
---|
| 1356 | // ((PvsCollectionRenderer *)traverser)->SetViewCell(usePvs ? viewCell : NULL);
|
---|
[3258] | 1357 |
|
---|
[2931] | 1358 | // actually render the scene geometry using the specified algorithm
|
---|
[3245] | 1359 | traverser->RenderScene();
|
---|
[2948] | 1360 | }
|
---|
[2892] | 1361 |
|
---|
[2931] | 1362 |
|
---|
[2825] | 1363 | /////////
|
---|
[2809] | 1364 | //-- do the rest of the rendering
|
---|
[2893] | 1365 |
|
---|
[3244] | 1366 | // return from depth pass and render visible objects
|
---|
[2955] | 1367 | if ((renderMethod == RENDER_DEPTH_PASS) ||
|
---|
| 1368 | (renderMethod == RENDER_DEPTH_PASS_DEFERRED))
|
---|
[2801] | 1369 | {
|
---|
| 1370 | RenderVisibleObjects();
|
---|
| 1371 | }
|
---|
| 1372 |
|
---|
[3215] | 1373 | const bool useDeferred =
|
---|
| 1374 | ((renderMethod == RENDER_DEFERRED) || (renderMethod == RENDER_DEPTH_PASS_DEFERRED));
|
---|
[3214] | 1375 |
|
---|
[3215] | 1376 | // if no lense flare => just set sun to invisible
|
---|
[3221] | 1377 | const int sunVisiblePixels = useLenseFlare && useDeferred ? TestSunVisible() : 0;
|
---|
[3214] | 1378 |
|
---|
[3246] | 1379 |
|
---|
[3215] | 1380 |
|
---|
[2796] | 1381 | ///////////////
|
---|
| 1382 | //-- render sky
|
---|
[2795] | 1383 |
|
---|
[2894] | 1384 | // q: should we render sky after deferred shading?
|
---|
| 1385 | // this would conveniently solves some issues (e.g, skys without shadows)
|
---|
[2893] | 1386 |
|
---|
[3051] | 1387 | RenderSky();
|
---|
[2801] | 1388 |
|
---|
[2961] | 1389 |
|
---|
[3221] | 1390 | //////////////////////////////
|
---|
| 1391 |
|
---|
[3215] | 1392 | if (useDeferred)
|
---|
[2825] | 1393 | {
|
---|
[2881] | 1394 | FrameBufferObject::Release();
|
---|
[2810] | 1395 |
|
---|
[3247] | 1396 | if (!deferredShader)
|
---|
| 1397 | {
|
---|
| 1398 | deferredShader =
|
---|
| 1399 | new DeferredRenderer(texWidth, texHeight, camera, ssaoUseFullResolution);
|
---|
| 1400 |
|
---|
| 1401 | deferredShader->SetKernelRadius(ssaoKernelRadius);
|
---|
| 1402 | deferredShader->SetSampleIntensity(ssaoSampleIntensity);
|
---|
| 1403 | }
|
---|
| 1404 |
|
---|
[2903] | 1405 | DeferredRenderer::SHADING_METHOD shadingMethod;
|
---|
| 1406 |
|
---|
| 1407 | if (useAdvancedShading)
|
---|
| 1408 | {
|
---|
| 1409 | if (useGlobIllum)
|
---|
| 1410 | shadingMethod = DeferredRenderer::GI;
|
---|
| 1411 | else
|
---|
| 1412 | shadingMethod = DeferredRenderer::SSAO;
|
---|
| 1413 | }
|
---|
| 1414 | else
|
---|
[3216] | 1415 | {
|
---|
[2903] | 1416 | shadingMethod = DeferredRenderer::DEFAULT;
|
---|
[3216] | 1417 | }
|
---|
[2903] | 1418 |
|
---|
[3225] | 1419 | static int snapShotIdx = 0;
|
---|
| 1420 |
|
---|
[3215] | 1421 | deferredShader->SetSunVisiblePixels(sunVisiblePixels);
|
---|
[3111] | 1422 | deferredShader->SetShadingMethod(shadingMethod);
|
---|
| 1423 | deferredShader->SetSamplingMethod(samplingMethod);
|
---|
[3247] | 1424 |
|
---|
[3111] | 1425 | deferredShader->SetUseTemporalCoherence(useTemporalCoherence);
|
---|
[3242] | 1426 | //deferredShader->SetSortSamples(sortSamples);
|
---|
| 1427 | deferredShader->SetTemporalCoherenceFactorForSsao(ssaoTempCohFactor);
|
---|
| 1428 | deferredShader->SetUseToneMapping(useHDR);
|
---|
| 1429 | deferredShader->SetUseAntiAliasing(useAntiAliasing);
|
---|
[3316] | 1430 | deferredShader->SetMaxConvergence(maxConvergence);
|
---|
[2903] | 1431 |
|
---|
[3242] | 1432 |
|
---|
[3225] | 1433 | if (recordFrames && replayPath)
|
---|
[3269] | 1434 | {
|
---|
| 1435 | // record all frames of the walkthrough
|
---|
[3225] | 1436 | deferredShader->SetSaveFrame(recordedFramesSuffix, currentReplayFrame);
|
---|
[3269] | 1437 | }
|
---|
[3225] | 1438 | else if (makeSnapShot)
|
---|
[3269] | 1439 | {
|
---|
| 1440 | // make snap shot
|
---|
| 1441 | deferredShader->SetSaveFrame("snap", snapShotIdx ++);
|
---|
| 1442 | }
|
---|
[3225] | 1443 | else
|
---|
[3269] | 1444 | {
|
---|
| 1445 | // do nothing
|
---|
[3225] | 1446 | deferredShader->SetSaveFrame("", -1);
|
---|
[3269] | 1447 | }
|
---|
[3276] | 1448 |
|
---|
| 1449 | if (makeSnapShot) makeSnapShot = false;
|
---|
[3225] | 1450 |
|
---|
[2895] | 1451 | ShadowMap *sm = showShadowMap ? shadowMap : NULL;
|
---|
[3242] | 1452 | deferredShader->Render(fbo, light, sm);
|
---|
[2825] | 1453 | }
|
---|
[2827] | 1454 |
|
---|
[2893] | 1455 |
|
---|
[3101] | 1456 | renderState.SetRenderTechnique(FORWARD);
|
---|
| 1457 | renderState.Reset();
|
---|
[2827] | 1458 |
|
---|
[2893] | 1459 | glDisableClientState(GL_VERTEX_ARRAY);
|
---|
| 1460 | glDisableClientState(GL_NORMAL_ARRAY);
|
---|
[2931] | 1461 |
|
---|
[2955] | 1462 | renderMethod = oldRenderMethod;
|
---|
[2893] | 1463 |
|
---|
| 1464 |
|
---|
| 1465 | ///////////
|
---|
| 1466 |
|
---|
| 1467 |
|
---|
[2826] | 1468 | if (showAlgorithmTime)
|
---|
| 1469 | {
|
---|
| 1470 | glFinish();
|
---|
[2827] | 1471 |
|
---|
[2826] | 1472 | algTime = algTimer.Elapsedms();
|
---|
[2827] | 1473 | perfGraph->AddData(algTime);
|
---|
[2828] | 1474 |
|
---|
[2827] | 1475 | perfGraph->Draw();
|
---|
[2826] | 1476 | }
|
---|
[2827] | 1477 | else
|
---|
| 1478 | {
|
---|
| 1479 | if (visMode) DisplayVisualization();
|
---|
| 1480 | }
|
---|
[2825] | 1481 |
|
---|
[2884] | 1482 | glFlush();
|
---|
[2847] | 1483 |
|
---|
| 1484 | const bool restart = true;
|
---|
| 1485 | elapsedTime = frameTimer.Elapsedms(restart);
|
---|
| 1486 |
|
---|
[3223] | 1487 | // statistics
|
---|
[2764] | 1488 | DisplayStats();
|
---|
[2767] | 1489 |
|
---|
[2642] | 1490 | glutSwapBuffers();
|
---|
[3219] | 1491 |
|
---|
| 1492 | oldPos = camera->GetPosition();
|
---|
| 1493 | oldDir = camera->GetDirection();
|
---|
[2642] | 1494 | }
|
---|
| 1495 |
|
---|
| 1496 |
|
---|
[3219] | 1497 | #pragma warning(disable : 4100)
|
---|
[2792] | 1498 | void KeyBoard(unsigned char c, int x, int y)
|
---|
[2642] | 1499 | {
|
---|
| 1500 | switch(c)
|
---|
| 1501 | {
|
---|
| 1502 | case 27:
|
---|
[3212] | 1503 | // write out current position on exit
|
---|
[3134] | 1504 | Debug << "camPosition=" << camera->GetPosition().x << " " << camera->GetPosition().y << " " << camera->GetPosition().z << endl;
|
---|
| 1505 | Debug << "camDirection=" << camera->GetDirection().x << " " << camera->GetDirection().y << " " << camera->GetDirection().z << endl;
|
---|
[3285] | 1506 | Debug << "lightDirection=" << light->GetDirection().x << " " << light->GetDirection().y << " " << light->GetDirection().z << endl;
|
---|
[3134] | 1507 |
|
---|
[2792] | 1508 | CleanUp();
|
---|
[2642] | 1509 | exit(0);
|
---|
[2948] | 1510 | case 32: // space
|
---|
[2800] | 1511 | renderMode = (renderMode + 1) % RenderTraverser::NUM_TRAVERSAL_TYPES;
|
---|
[3258] | 1512 | //renderMode = (renderMode + 1) % 4;
|
---|
[2897] | 1513 |
|
---|
| 1514 | DEL_PTR(traverser);
|
---|
| 1515 | traverser = CreateTraverser(camera);
|
---|
| 1516 |
|
---|
[2931] | 1517 | if (shadowTraverser)
|
---|
[2897] | 1518 | {
|
---|
[2948] | 1519 | // shadow traverser has to be recomputed
|
---|
[2897] | 1520 | DEL_PTR(shadowTraverser);
|
---|
[2948] | 1521 | shadowTraverser = CreateTraverser(shadowMap->GetShadowCamera());
|
---|
[2897] | 1522 | }
|
---|
| 1523 |
|
---|
[2642] | 1524 | break;
|
---|
| 1525 | case '+':
|
---|
[2867] | 1526 | if (maxBatchSize < 10)
|
---|
| 1527 | maxBatchSize = 10;
|
---|
| 1528 | else
|
---|
| 1529 | maxBatchSize += 10;
|
---|
| 1530 |
|
---|
[2776] | 1531 | traverser->SetMaxBatchSize(maxBatchSize);
|
---|
[2642] | 1532 | break;
|
---|
| 1533 | case '-':
|
---|
[2776] | 1534 | maxBatchSize -= 10;
|
---|
| 1535 | if (maxBatchSize < 0) maxBatchSize = 1;
|
---|
| 1536 | traverser->SetMaxBatchSize(maxBatchSize);
|
---|
[2642] | 1537 | break;
|
---|
[2837] | 1538 | case 'M':
|
---|
| 1539 | case 'm':
|
---|
| 1540 | useMultiQueries = !useMultiQueries;
|
---|
| 1541 | traverser->SetUseMultiQueries(useMultiQueries);
|
---|
| 1542 | break;
|
---|
| 1543 | case '1':
|
---|
| 1544 | descendKeyPressed = true;
|
---|
| 1545 | break;
|
---|
| 1546 | case '2':
|
---|
| 1547 | ascendKeyPressed = true;
|
---|
| 1548 | break;
|
---|
| 1549 | case '3':
|
---|
[3212] | 1550 | if (trianglesPerVirtualLeaf >= 100) trianglesPerVirtualLeaf -= 100;
|
---|
[2837] | 1551 | bvh->SetVirtualLeaves(trianglesPerVirtualLeaf);
|
---|
| 1552 | break;
|
---|
| 1553 | case '4':
|
---|
| 1554 | trianglesPerVirtualLeaf += 100;
|
---|
| 1555 | bvh->SetVirtualLeaves(trianglesPerVirtualLeaf);
|
---|
| 1556 | break;
|
---|
| 1557 | case '5':
|
---|
[2776] | 1558 | assumedVisibleFrames -= 1;
|
---|
| 1559 | if (assumedVisibleFrames < 1) assumedVisibleFrames = 1;
|
---|
| 1560 | traverser->SetAssumedVisibleFrames(assumedVisibleFrames);
|
---|
| 1561 | break;
|
---|
[2837] | 1562 | case '6':
|
---|
[2776] | 1563 | assumedVisibleFrames += 1;
|
---|
| 1564 | traverser->SetAssumedVisibleFrames(assumedVisibleFrames);
|
---|
| 1565 | break;
|
---|
[2837] | 1566 | case '7':
|
---|
[3227] | 1567 | ssaoTempCohFactor *= 1.0f / 1.2f;
|
---|
[3216] | 1568 | cout << "new temporal coherence factor: " << ssaoTempCohFactor << endl;
|
---|
[2776] | 1569 | break;
|
---|
[2767] | 1570 | case '8':
|
---|
[3227] | 1571 | ssaoTempCohFactor *= 1.2f;
|
---|
[3216] | 1572 | cout << "new temporal coherence factor: " << ssaoTempCohFactor << endl;
|
---|
[2837] | 1573 | break;
|
---|
[3212] | 1574 | case '9':
|
---|
| 1575 | ssaoKernelRadius *= 0.8f;
|
---|
[3216] | 1576 | cout << "new ssao kernel radius: " << ssaoKernelRadius << endl;
|
---|
[3247] | 1577 | if (deferredShader) deferredShader->SetKernelRadius(ssaoKernelRadius);
|
---|
[3212] | 1578 | break;
|
---|
| 1579 | case '0':
|
---|
[3227] | 1580 | ssaoKernelRadius *= 1.0f / 0.8f;
|
---|
[3247] | 1581 | if (deferredShader) deferredShader->SetKernelRadius(ssaoKernelRadius);
|
---|
[3216] | 1582 | cout << "new ssao kernel radius: " << ssaoKernelRadius << endl;
|
---|
[3212] | 1583 | break;
|
---|
| 1584 | case 'n':
|
---|
| 1585 | ssaoSampleIntensity *= 0.9f;
|
---|
[3247] | 1586 | if (deferredShader) deferredShader->SetSampleIntensity(ssaoSampleIntensity);
|
---|
[3216] | 1587 | cout << "new ssao sample intensity: " << ssaoSampleIntensity << endl;
|
---|
[3212] | 1588 | break;
|
---|
| 1589 | case 'N':
|
---|
[3227] | 1590 | ssaoSampleIntensity *= 1.0f / 0.9f;
|
---|
[3247] | 1591 | if (deferredShader) deferredShader->SetSampleIntensity(ssaoSampleIntensity);
|
---|
[3216] | 1592 | cout << "new ssao sample intensity: " << ssaoSampleIntensity << endl;
|
---|
[3212] | 1593 | break;
|
---|
[3219] | 1594 | /* case 'o':
|
---|
| 1595 | case 'O':
|
---|
| 1596 | useOptimization = !useOptimization;
|
---|
| 1597 | // chc optimization of using the objects instead of
|
---|
| 1598 | // the bounding boxes for querying previously visible nodes
|
---|
| 1599 | traverser->SetUseOptimization(useOptimization);
|
---|
| 1600 | break;*/
|
---|
[3316] | 1601 | case 'o':
|
---|
| 1602 | case 'O':
|
---|
| 1603 | if (maxConvergence > 100.0f)
|
---|
| 1604 | maxConvergence = 1.0f;
|
---|
| 1605 | else
|
---|
| 1606 | maxConvergence = 5000.0f;
|
---|
| 1607 |
|
---|
| 1608 | cout << "max convergence: " << maxConvergence << endl;
|
---|
| 1609 |
|
---|
| 1610 | break;
|
---|
[3175] | 1611 | case 'l':
|
---|
| 1612 | case 'L':
|
---|
[2865] | 1613 | useLODs = !useLODs;
|
---|
| 1614 | SceneEntity::SetUseLODs(useLODs);
|
---|
[3216] | 1615 | cout << "using LODs: " << useLODs << endl;
|
---|
[2865] | 1616 | break;
|
---|
[2887] | 1617 | case 'P':
|
---|
| 1618 | case 'p':
|
---|
[2930] | 1619 | samplingMethod = DeferredRenderer::SAMPLING_METHOD((samplingMethod + 1) % 3);
|
---|
| 1620 | cout << "ssao sampling method: " << samplingMethod << endl;
|
---|
[2887] | 1621 | break;
|
---|
[2895] | 1622 | case 'Y':
|
---|
| 1623 | case 'y':
|
---|
| 1624 | showShadowMap = !showShadowMap;
|
---|
| 1625 | break;
|
---|
[2875] | 1626 | case 'g':
|
---|
[2903] | 1627 | case 'G':
|
---|
| 1628 | useGlobIllum = !useGlobIllum;
|
---|
| 1629 | break;
|
---|
[2875] | 1630 | case 't':
|
---|
| 1631 | case 'T':
|
---|
| 1632 | useTemporalCoherence = !useTemporalCoherence;
|
---|
| 1633 | break;
|
---|
[2767] | 1634 | case 'a':
|
---|
| 1635 | case 'A':
|
---|
[2931] | 1636 | leftKeyPressed = true;
|
---|
[2767] | 1637 | break;
|
---|
| 1638 | case 'd':
|
---|
| 1639 | case 'D':
|
---|
[2931] | 1640 | rightKeyPressed = true;
|
---|
[2767] | 1641 | break;
|
---|
| 1642 | case 'w':
|
---|
| 1643 | case 'W':
|
---|
[2931] | 1644 | upKeyPressed = true;
|
---|
[2767] | 1645 | break;
|
---|
[2829] | 1646 | case 's':
|
---|
| 1647 | case 'S':
|
---|
[2931] | 1648 | downKeyPressed = true;
|
---|
[2767] | 1649 | break;
|
---|
[3105] | 1650 | case 'j':
|
---|
| 1651 | case 'J':
|
---|
| 1652 | leftStrafeKeyPressed = true;
|
---|
| 1653 | break;
|
---|
| 1654 | case 'k':
|
---|
| 1655 | case 'K':
|
---|
| 1656 | rightStrafeKeyPressed = true;
|
---|
| 1657 | break;
|
---|
[2767] | 1658 | case 'r':
|
---|
| 1659 | case 'R':
|
---|
[2931] | 1660 | useRenderQueue = !useRenderQueue;
|
---|
| 1661 | traverser->SetUseRenderQueue(useRenderQueue);
|
---|
[2790] | 1662 | break;
|
---|
[2786] | 1663 | case 'b':
|
---|
| 1664 | case 'B':
|
---|
[2931] | 1665 | useTightBounds = !useTightBounds;
|
---|
[3294] | 1666 | traverser->SetUseTightBounds((renderMode == RenderTraverser::CHCPLUSPLUS) && useTightBounds);
|
---|
[2790] | 1667 | break;
|
---|
[3175] | 1668 | case 'v':
|
---|
| 1669 | case 'V':
|
---|
[2931] | 1670 | renderLightView = !renderLightView;
|
---|
| 1671 | break;
|
---|
[2994] | 1672 | case 'h':
|
---|
| 1673 | case 'H':
|
---|
| 1674 | useHDR = !useHDR;
|
---|
| 1675 | break;
|
---|
[3175] | 1676 | case 'i':
|
---|
| 1677 | case 'I':
|
---|
| 1678 | useAntiAliasing = !useAntiAliasing;
|
---|
| 1679 | break;
|
---|
[3215] | 1680 | case 'c':
|
---|
| 1681 | case 'C':
|
---|
| 1682 | useLenseFlare = !useLenseFlare;
|
---|
[3189] | 1683 | break;
|
---|
[3219] | 1684 | case 'u':
|
---|
| 1685 | case 'U':
|
---|
[3220] | 1686 | // move light source instead of camera tilt
|
---|
[3219] | 1687 | moveLight = !moveLight;
|
---|
| 1688 | break;
|
---|
[3225] | 1689 | case '#':
|
---|
| 1690 | // make a snapshot of the current frame
|
---|
| 1691 | makeSnapShot = true;
|
---|
| 1692 | break;
|
---|
[3246] | 1693 | case '.':
|
---|
| 1694 | // enable / disable view cells
|
---|
| 1695 | usePvs = !usePvs;
|
---|
[3259] | 1696 | if (!usePvs) SceneEntity::SetCurrentVisibleId(-1);
|
---|
[3246] | 1697 | break;
|
---|
[3273] | 1698 | case ',':
|
---|
| 1699 | // show / hide FPS
|
---|
| 1700 | showFPS = !showFPS;
|
---|
| 1701 | break;
|
---|
| 1702 |
|
---|
[2642] | 1703 | default:
|
---|
| 1704 | return;
|
---|
| 1705 | }
|
---|
| 1706 |
|
---|
| 1707 | glutPostRedisplay();
|
---|
| 1708 | }
|
---|
| 1709 |
|
---|
| 1710 |
|
---|
[2792] | 1711 | void SpecialKeyUp(int c, int x, int y)
|
---|
[2642] | 1712 | {
|
---|
[2792] | 1713 | switch (c)
|
---|
| 1714 | {
|
---|
| 1715 | case GLUT_KEY_LEFT:
|
---|
| 1716 | leftKeyPressed = false;
|
---|
| 1717 | break;
|
---|
| 1718 | case GLUT_KEY_RIGHT:
|
---|
| 1719 | rightKeyPressed = false;
|
---|
| 1720 | break;
|
---|
| 1721 | case GLUT_KEY_UP:
|
---|
| 1722 | upKeyPressed = false;
|
---|
| 1723 | break;
|
---|
| 1724 | case GLUT_KEY_DOWN:
|
---|
| 1725 | downKeyPressed = false;
|
---|
| 1726 | break;
|
---|
[2953] | 1727 | case GLUT_ACTIVE_ALT:
|
---|
| 1728 | altKeyPressed = false;
|
---|
| 1729 | break;
|
---|
[2792] | 1730 | default:
|
---|
| 1731 | return;
|
---|
| 1732 | }
|
---|
| 1733 | }
|
---|
| 1734 |
|
---|
| 1735 |
|
---|
| 1736 | void KeyUp(unsigned char c, int x, int y)
|
---|
| 1737 | {
|
---|
| 1738 | switch (c)
|
---|
| 1739 | {
|
---|
[2879] | 1740 |
|
---|
[2792] | 1741 | case 'A':
|
---|
| 1742 | case 'a':
|
---|
| 1743 | leftKeyPressed = false;
|
---|
| 1744 | break;
|
---|
| 1745 | case 'D':
|
---|
| 1746 | case 'd':
|
---|
| 1747 | rightKeyPressed = false;
|
---|
| 1748 | break;
|
---|
| 1749 | case 'W':
|
---|
| 1750 | case 'w':
|
---|
| 1751 | upKeyPressed = false;
|
---|
| 1752 | break;
|
---|
[2829] | 1753 | case 'S':
|
---|
| 1754 | case 's':
|
---|
[2792] | 1755 | downKeyPressed = false;
|
---|
| 1756 | break;
|
---|
[2837] | 1757 | case '1':
|
---|
| 1758 | descendKeyPressed = false;
|
---|
[2794] | 1759 | break;
|
---|
[2837] | 1760 | case '2':
|
---|
| 1761 | ascendKeyPressed = false;
|
---|
[2794] | 1762 | break;
|
---|
[3105] | 1763 | case 'j':
|
---|
| 1764 | case 'J':
|
---|
| 1765 | leftStrafeKeyPressed = false;
|
---|
| 1766 | break;
|
---|
| 1767 | case 'k':
|
---|
| 1768 | case 'K':
|
---|
| 1769 | rightStrafeKeyPressed = false;
|
---|
| 1770 | break;
|
---|
[2792] | 1771 | default:
|
---|
| 1772 | return;
|
---|
| 1773 | }
|
---|
| 1774 | //glutPostRedisplay();
|
---|
| 1775 | }
|
---|
| 1776 |
|
---|
| 1777 |
|
---|
| 1778 | void Special(int c, int x, int y)
|
---|
| 1779 | {
|
---|
[2642] | 1780 | switch(c)
|
---|
| 1781 | {
|
---|
| 1782 | case GLUT_KEY_F1:
|
---|
| 1783 | showHelp = !showHelp;
|
---|
| 1784 | break;
|
---|
[2790] | 1785 | case GLUT_KEY_F2:
|
---|
[2795] | 1786 | visMode = !visMode;
|
---|
[2790] | 1787 | break;
|
---|
| 1788 | case GLUT_KEY_F3:
|
---|
| 1789 | showBoundingVolumes = !showBoundingVolumes;
|
---|
| 1790 | traverser->SetShowBounds(showBoundingVolumes);
|
---|
| 1791 | break;
|
---|
| 1792 | case GLUT_KEY_F4:
|
---|
[2827] | 1793 | showOptions = !showOptions;
|
---|
[2790] | 1794 | break;
|
---|
| 1795 | case GLUT_KEY_F5:
|
---|
[2827] | 1796 | showStatistics = !showStatistics;
|
---|
[2790] | 1797 | break;
|
---|
[2800] | 1798 | case GLUT_KEY_F6:
|
---|
| 1799 | flyMode = !flyMode;
|
---|
| 1800 | break;
|
---|
[2801] | 1801 | case GLUT_KEY_F7:
|
---|
[2825] | 1802 |
|
---|
[2955] | 1803 | renderMethod = (renderMethod + 1) % 4;
|
---|
| 1804 |
|
---|
| 1805 | traverser->SetUseDepthPass(
|
---|
| 1806 | (renderMethod == RENDER_DEPTH_PASS) ||
|
---|
| 1807 | (renderMethod == RENDER_DEPTH_PASS_DEFERRED)
|
---|
| 1808 | );
|
---|
[2801] | 1809 | break;
|
---|
[2803] | 1810 | case GLUT_KEY_F8:
|
---|
[2903] | 1811 | useAdvancedShading = !useAdvancedShading;
|
---|
[2821] | 1812 | break;
|
---|
[2826] | 1813 | case GLUT_KEY_F9:
|
---|
| 1814 | showAlgorithmTime = !showAlgorithmTime;
|
---|
| 1815 | break;
|
---|
[2954] | 1816 | case GLUT_KEY_F10:
|
---|
[3219] | 1817 | replayPath = !replayPath;
|
---|
| 1818 |
|
---|
| 1819 | if (replayPath)
|
---|
| 1820 | {
|
---|
| 1821 | cout << "replaying path" << endl;
|
---|
| 1822 | currentReplayFrame = -1;
|
---|
[3285] | 1823 |
|
---|
| 1824 | // hack: load pvs on replay (remove later!)
|
---|
[3287] | 1825 | //usePvs = true;
|
---|
[3219] | 1826 | }
|
---|
| 1827 | else
|
---|
| 1828 | {
|
---|
| 1829 | cout << "finished replaying path" << endl;
|
---|
| 1830 | }
|
---|
[2954] | 1831 | break;
|
---|
[3219] | 1832 | case GLUT_KEY_F11:
|
---|
| 1833 | recordPath = !recordPath;
|
---|
| 1834 |
|
---|
| 1835 | if (recordPath)
|
---|
| 1836 | {
|
---|
| 1837 | cout << "recording path" << endl;
|
---|
| 1838 | }
|
---|
| 1839 | else
|
---|
| 1840 | {
|
---|
| 1841 | cout << "finished recording path" << endl;
|
---|
| 1842 | // start over with new frame recording next time
|
---|
| 1843 | DEL_PTR(walkThroughRecorder);
|
---|
| 1844 | }
|
---|
| 1845 | break;
|
---|
| 1846 | case GLUT_KEY_F12:
|
---|
| 1847 | recordFrames = !recordFrames;
|
---|
| 1848 |
|
---|
| 1849 | if (recordFrames)
|
---|
| 1850 | cout << "recording frames on replaying" << endl;
|
---|
| 1851 | else
|
---|
[3286] | 1852 | cout << "not recording frames on replaying" << endl;
|
---|
[3219] | 1853 | break;
|
---|
[2642] | 1854 | case GLUT_KEY_LEFT:
|
---|
[2767] | 1855 | {
|
---|
[2792] | 1856 | leftKeyPressed = true;
|
---|
[2795] | 1857 | camera->Pitch(KeyRotationAngle());
|
---|
[2767] | 1858 | }
|
---|
[2642] | 1859 | break;
|
---|
| 1860 | case GLUT_KEY_RIGHT:
|
---|
[2767] | 1861 | {
|
---|
[2792] | 1862 | rightKeyPressed = true;
|
---|
[2795] | 1863 | camera->Pitch(-KeyRotationAngle());
|
---|
[2767] | 1864 | }
|
---|
[2642] | 1865 | break;
|
---|
| 1866 | case GLUT_KEY_UP:
|
---|
[2767] | 1867 | {
|
---|
[2792] | 1868 | upKeyPressed = true;
|
---|
[2795] | 1869 | KeyHorizontalMotion(KeyShift());
|
---|
[2767] | 1870 | }
|
---|
[2642] | 1871 | break;
|
---|
| 1872 | case GLUT_KEY_DOWN:
|
---|
[2767] | 1873 | {
|
---|
[2792] | 1874 | downKeyPressed = true;
|
---|
[2795] | 1875 | KeyHorizontalMotion(-KeyShift());
|
---|
[2767] | 1876 | }
|
---|
[2642] | 1877 | break;
|
---|
| 1878 | default:
|
---|
| 1879 | return;
|
---|
| 1880 |
|
---|
| 1881 | }
|
---|
| 1882 |
|
---|
| 1883 | glutPostRedisplay();
|
---|
| 1884 | }
|
---|
[2767] | 1885 |
|
---|
[2642] | 1886 | #pragma warning( default : 4100 )
|
---|
| 1887 |
|
---|
| 1888 |
|
---|
[2792] | 1889 | void Reshape(int w, int h)
|
---|
[2642] | 1890 | {
|
---|
[2759] | 1891 | winAspectRatio = 1.0f;
|
---|
[2642] | 1892 |
|
---|
| 1893 | glViewport(0, 0, w, h);
|
---|
| 1894 |
|
---|
| 1895 | winWidth = w;
|
---|
| 1896 | winHeight = h;
|
---|
| 1897 |
|
---|
[2833] | 1898 | if (w) winAspectRatio = (float) w / (float) h;
|
---|
[2642] | 1899 |
|
---|
[2758] | 1900 | glMatrixMode(GL_PROJECTION);
|
---|
| 1901 | glLoadIdentity();
|
---|
[2642] | 1902 |
|
---|
[2927] | 1903 | gluPerspective(fov, winAspectRatio, nearDist, farDist);
|
---|
[2788] | 1904 |
|
---|
[2758] | 1905 | glMatrixMode(GL_MODELVIEW);
|
---|
| 1906 |
|
---|
[2642] | 1907 | glutPostRedisplay();
|
---|
| 1908 | }
|
---|
| 1909 |
|
---|
| 1910 |
|
---|
[3101] | 1911 | void Mouse(int button, int renderState, int x, int y)
|
---|
[2642] | 1912 | {
|
---|
[3101] | 1913 | if ((button == GLUT_LEFT_BUTTON) && (renderState == GLUT_DOWN))
|
---|
[2642] | 1914 | {
|
---|
| 1915 | xEyeBegin = x;
|
---|
| 1916 | yMotionBegin = y;
|
---|
| 1917 |
|
---|
[2792] | 1918 | glutMotionFunc(LeftMotion);
|
---|
[2642] | 1919 | }
|
---|
[3101] | 1920 | else if ((button == GLUT_RIGHT_BUTTON) && (renderState == GLUT_DOWN))
|
---|
[2642] | 1921 | {
|
---|
[2829] | 1922 | xEyeBegin = x;
|
---|
[2758] | 1923 | yEyeBegin = y;
|
---|
| 1924 | yMotionBegin = y;
|
---|
| 1925 |
|
---|
[2954] | 1926 | if (!moveLight)
|
---|
| 1927 | glutMotionFunc(RightMotion);
|
---|
| 1928 | else
|
---|
| 1929 | glutMotionFunc(RightMotionLight);
|
---|
[2758] | 1930 | }
|
---|
[3101] | 1931 | else if ((button == GLUT_MIDDLE_BUTTON) && (renderState == GLUT_DOWN))
|
---|
[2758] | 1932 | {
|
---|
[2642] | 1933 | horizontalMotionBegin = x;
|
---|
| 1934 | verticalMotionBegin = y;
|
---|
[2792] | 1935 | glutMotionFunc(MiddleMotion);
|
---|
[2642] | 1936 | }
|
---|
| 1937 |
|
---|
| 1938 | glutPostRedisplay();
|
---|
| 1939 | }
|
---|
| 1940 |
|
---|
[2758] | 1941 |
|
---|
| 1942 | /** rotation for left/right mouse drag
|
---|
[2642] | 1943 | motion for up/down mouse drag
|
---|
| 1944 | */
|
---|
[2792] | 1945 | void LeftMotion(int x, int y)
|
---|
[2642] | 1946 | {
|
---|
[2758] | 1947 | Vector3 viewDir = camera->GetDirection();
|
---|
| 1948 | Vector3 pos = camera->GetPosition();
|
---|
| 1949 |
|
---|
| 1950 | // don't move in the vertical direction
|
---|
[2764] | 1951 | Vector3 horView(viewDir[0], viewDir[1], 0);
|
---|
[2642] | 1952 |
|
---|
[2795] | 1953 | float eyeXAngle = 0.2f * M_PI * (xEyeBegin - x) / 180.0;
|
---|
[2756] | 1954 |
|
---|
[2795] | 1955 | camera->Pitch(eyeXAngle);
|
---|
[2787] | 1956 |
|
---|
[3246] | 1957 | pos += horView * (yMotionBegin - y) * mouseMotion;
|
---|
[2795] | 1958 |
|
---|
[2758] | 1959 | camera->SetPosition(pos);
|
---|
[2642] | 1960 |
|
---|
| 1961 | xEyeBegin = x;
|
---|
| 1962 | yMotionBegin = y;
|
---|
[2758] | 1963 |
|
---|
[2642] | 1964 | glutPostRedisplay();
|
---|
| 1965 | }
|
---|
| 1966 |
|
---|
[2758] | 1967 |
|
---|
[2954] | 1968 | void RightMotionLight(int x, int y)
|
---|
| 1969 | {
|
---|
| 1970 | float theta = 0.2f * M_PI * (xEyeBegin - x) / 180.0f;
|
---|
| 1971 | float phi = 0.2f * M_PI * (yMotionBegin - y) / 180.0f;
|
---|
| 1972 |
|
---|
| 1973 | Vector3 lightDir = light->GetDirection();
|
---|
| 1974 |
|
---|
| 1975 | Matrix4x4 roty = RotationYMatrix(theta);
|
---|
| 1976 | Matrix4x4 rotx = RotationXMatrix(phi);
|
---|
| 1977 |
|
---|
| 1978 | lightDir = roty * lightDir;
|
---|
| 1979 | lightDir = rotx * lightDir;
|
---|
| 1980 |
|
---|
[2967] | 1981 | // normalize to avoid accumulating errors
|
---|
| 1982 | lightDir.Normalize();
|
---|
| 1983 |
|
---|
[2954] | 1984 | light->SetDirection(lightDir);
|
---|
| 1985 |
|
---|
| 1986 | xEyeBegin = x;
|
---|
| 1987 | yMotionBegin = y;
|
---|
| 1988 |
|
---|
| 1989 | glutPostRedisplay();
|
---|
| 1990 | }
|
---|
| 1991 |
|
---|
| 1992 |
|
---|
[2767] | 1993 | /** rotation for left / right mouse drag
|
---|
| 1994 | motion for up / down mouse drag
|
---|
[2758] | 1995 | */
|
---|
[2792] | 1996 | void RightMotion(int x, int y)
|
---|
[2758] | 1997 | {
|
---|
[2829] | 1998 | float eyeXAngle = 0.2f * M_PI * (xEyeBegin - x) / 180.0;
|
---|
[2795] | 1999 | float eyeYAngle = -0.2f * M_PI * (yEyeBegin - y) / 180.0;
|
---|
[2758] | 2000 |
|
---|
[2795] | 2001 | camera->Yaw(eyeYAngle);
|
---|
[2829] | 2002 | camera->Pitch(eyeXAngle);
|
---|
[2780] | 2003 |
|
---|
[2829] | 2004 | xEyeBegin = x;
|
---|
[2758] | 2005 | yEyeBegin = y;
|
---|
[2829] | 2006 |
|
---|
[2758] | 2007 | glutPostRedisplay();
|
---|
| 2008 | }
|
---|
| 2009 |
|
---|
| 2010 |
|
---|
[3105] | 2011 | /** strafe
|
---|
| 2012 | */
|
---|
[2792] | 2013 | void MiddleMotion(int x, int y)
|
---|
[2642] | 2014 | {
|
---|
[2758] | 2015 | Vector3 viewDir = camera->GetDirection();
|
---|
| 2016 | Vector3 pos = camera->GetPosition();
|
---|
| 2017 |
|
---|
[2642] | 2018 | // the 90 degree rotated view vector
|
---|
| 2019 | // y zero so we don't move in the vertical
|
---|
[2764] | 2020 | Vector3 rVec(viewDir[0], viewDir[1], 0);
|
---|
[2642] | 2021 |
|
---|
[2764] | 2022 | Matrix4x4 rot = RotationZMatrix(M_PI * 0.5f);
|
---|
[2758] | 2023 | rVec = rot * rVec;
|
---|
[2642] | 2024 |
|
---|
[3246] | 2025 | pos -= rVec * (x - horizontalMotionBegin) * mouseMotion;
|
---|
| 2026 | pos[2] += (verticalMotionBegin - y) * mouseMotion;
|
---|
[2642] | 2027 |
|
---|
[2758] | 2028 | camera->SetPosition(pos);
|
---|
| 2029 |
|
---|
[2642] | 2030 | horizontalMotionBegin = x;
|
---|
| 2031 | verticalMotionBegin = y;
|
---|
[2758] | 2032 |
|
---|
[2642] | 2033 | glutPostRedisplay();
|
---|
| 2034 | }
|
---|
| 2035 |
|
---|
| 2036 |
|
---|
[2756] | 2037 | void InitExtensions(void)
|
---|
[2642] | 2038 | {
|
---|
| 2039 | GLenum err = glewInit();
|
---|
[2756] | 2040 |
|
---|
[2642] | 2041 | if (GLEW_OK != err)
|
---|
| 2042 | {
|
---|
| 2043 | // problem: glewInit failed, something is seriously wrong
|
---|
| 2044 | fprintf(stderr,"Error: %s\n", glewGetErrorString(err));
|
---|
| 2045 | exit(1);
|
---|
| 2046 | }
|
---|
[2756] | 2047 | if (!GLEW_ARB_occlusion_query)
|
---|
[2642] | 2048 | {
|
---|
[2756] | 2049 | printf("I require the GL_ARB_occlusion_query to work.\n");
|
---|
[2642] | 2050 | exit(1);
|
---|
| 2051 | }
|
---|
| 2052 | }
|
---|
| 2053 |
|
---|
| 2054 |
|
---|
[2826] | 2055 | void Begin2D()
|
---|
[2642] | 2056 | {
|
---|
| 2057 | glDisable(GL_LIGHTING);
|
---|
| 2058 | glDisable(GL_DEPTH_TEST);
|
---|
| 2059 |
|
---|
[2826] | 2060 | glMatrixMode(GL_PROJECTION);
|
---|
[2642] | 2061 | glPushMatrix();
|
---|
| 2062 | glLoadIdentity();
|
---|
[2834] | 2063 |
|
---|
[2826] | 2064 | gluOrtho2D(0, winWidth, 0, winHeight);
|
---|
[2642] | 2065 |
|
---|
[2826] | 2066 | glMatrixMode(GL_MODELVIEW);
|
---|
[2642] | 2067 | glPushMatrix();
|
---|
| 2068 | glLoadIdentity();
|
---|
| 2069 | }
|
---|
| 2070 |
|
---|
| 2071 |
|
---|
[2826] | 2072 | void End2D()
|
---|
[2642] | 2073 | {
|
---|
[2834] | 2074 | glMatrixMode(GL_PROJECTION);
|
---|
[2642] | 2075 | glPopMatrix();
|
---|
[2834] | 2076 |
|
---|
[2642] | 2077 | glMatrixMode(GL_MODELVIEW);
|
---|
| 2078 | glPopMatrix();
|
---|
| 2079 |
|
---|
| 2080 | glEnable(GL_LIGHTING);
|
---|
| 2081 | glEnable(GL_DEPTH_TEST);
|
---|
| 2082 | }
|
---|
| 2083 |
|
---|
| 2084 |
|
---|
[2787] | 2085 | // displays the visualisation of culling algorithm
|
---|
| 2086 | void DisplayVisualization()
|
---|
[2796] | 2087 | {
|
---|
[3246] | 2088 | // render current view cell
|
---|
| 2089 | if (usePvs) RenderViewCell();
|
---|
| 2090 |
|
---|
| 2091 | visualization->SetViewCell(usePvs ? viewCell : NULL);
|
---|
[2787] | 2092 | visualization->SetFrameId(traverser->GetCurrentFrameId());
|
---|
[3246] | 2093 |
|
---|
[3245] | 2094 |
|
---|
[2792] | 2095 | Begin2D();
|
---|
[2642] | 2096 | glBlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA);
|
---|
| 2097 | glEnable(GL_BLEND);
|
---|
[2827] | 2098 | glColor4f(0.0f ,0.0f, 0.0f, 0.5f);
|
---|
[2642] | 2099 |
|
---|
[2827] | 2100 | glRecti(winWidth - winWidth / 3, winHeight - winHeight / 3, winWidth, winHeight);
|
---|
[2642] | 2101 | glDisable(GL_BLEND);
|
---|
[2792] | 2102 | End2D();
|
---|
[2788] | 2103 |
|
---|
| 2104 |
|
---|
| 2105 | AxisAlignedBox3 box = bvh->GetBox();
|
---|
| 2106 |
|
---|
[2948] | 2107 | const float offs = box.Size().x * 0.3f;
|
---|
[2834] | 2108 |
|
---|
[2838] | 2109 | Vector3 vizpos = Vector3(box.Min().x, box.Min().y - box.Size().y * 0.35f, box.Min().z + box.Size().z * 50);
|
---|
[2806] | 2110 |
|
---|
[2795] | 2111 | visCamera->SetPosition(vizpos);
|
---|
[2838] | 2112 | visCamera->ResetPitchAndYaw();
|
---|
[2892] | 2113 |
|
---|
[2834] | 2114 | glPushAttrib(GL_VIEWPORT_BIT);
|
---|
[2806] | 2115 | glViewport(winWidth - winWidth / 3, winHeight - winHeight / 3, winWidth / 3, winHeight / 3);
|
---|
[2796] | 2116 |
|
---|
| 2117 | glMatrixMode(GL_PROJECTION);
|
---|
[2834] | 2118 | glPushMatrix();
|
---|
| 2119 |
|
---|
[2787] | 2120 | glLoadIdentity();
|
---|
[2807] | 2121 | glOrtho(-offs, offs, -offs, offs, 0.0f, box.Size().z * 100.0f);
|
---|
[2787] | 2122 |
|
---|
[2796] | 2123 | glMatrixMode(GL_MODELVIEW);
|
---|
[2834] | 2124 | glPushMatrix();
|
---|
[2787] | 2125 |
|
---|
[2796] | 2126 | visCamera->SetupCameraView();
|
---|
[2806] | 2127 |
|
---|
| 2128 | Matrix4x4 rotZ = RotationZMatrix(-camera->GetPitch());
|
---|
| 2129 | glMultMatrixf((float *)rotZ.x);
|
---|
| 2130 |
|
---|
[2887] | 2131 | // inverse translation in order to fix current position
|
---|
[2838] | 2132 | Vector3 pos = camera->GetPosition();
|
---|
[2806] | 2133 | glTranslatef(-pos.x, -pos.y, -pos.z);
|
---|
| 2134 |
|
---|
| 2135 |
|
---|
[2788] | 2136 | GLfloat position[] = {0.8f, 1.0f, 1.5f, 0.0f};
|
---|
| 2137 | glLightfv(GL_LIGHT0, GL_POSITION, position);
|
---|
[2787] | 2138 |
|
---|
[2788] | 2139 | GLfloat position1[] = {bvh->GetBox().Center().x, bvh->GetBox().Max().y, bvh->GetBox().Center().z, 1.0f};
|
---|
| 2140 | glLightfv(GL_LIGHT1, GL_POSITION, position1);
|
---|
[2787] | 2141 |
|
---|
[2642] | 2142 | glClear(GL_DEPTH_BUFFER_BIT);
|
---|
| 2143 |
|
---|
[2888] | 2144 |
|
---|
[2767] | 2145 | ////////////
|
---|
[2787] | 2146 | //-- visualization of the occlusion culling
|
---|
| 2147 |
|
---|
[3063] | 2148 | visualization->Render(showShadowMap);
|
---|
[2887] | 2149 |
|
---|
[2767] | 2150 |
|
---|
[2834] | 2151 | // reset previous settings
|
---|
| 2152 | glPopAttrib();
|
---|
| 2153 |
|
---|
| 2154 | glMatrixMode(GL_PROJECTION);
|
---|
| 2155 | glPopMatrix();
|
---|
| 2156 | glMatrixMode(GL_MODELVIEW);
|
---|
| 2157 | glPopMatrix();
|
---|
[2642] | 2158 | }
|
---|
| 2159 |
|
---|
[2767] | 2160 |
|
---|
[2642] | 2161 | // cleanup routine after the main loop
|
---|
[2756] | 2162 | void CleanUp()
|
---|
[2642] | 2163 | {
|
---|
[2756] | 2164 | DEL_PTR(traverser);
|
---|
[2796] | 2165 | DEL_PTR(sceneQuery);
|
---|
[2756] | 2166 | DEL_PTR(bvh);
|
---|
[2767] | 2167 | DEL_PTR(visualization);
|
---|
[2787] | 2168 | DEL_PTR(camera);
|
---|
[2801] | 2169 | DEL_PTR(renderQueue);
|
---|
[2827] | 2170 | DEL_PTR(perfGraph);
|
---|
[2879] | 2171 | DEL_PTR(fbo);
|
---|
[3111] | 2172 | DEL_PTR(deferredShader);
|
---|
[3019] | 2173 | DEL_PTR(light);
|
---|
| 2174 | DEL_PTR(visCamera);
|
---|
| 2175 | DEL_PTR(preetham);
|
---|
[3020] | 2176 | DEL_PTR(shadowMap);
|
---|
| 2177 | DEL_PTR(shadowTraverser);
|
---|
[3078] | 2178 | DEL_PTR(motionPath);
|
---|
[3219] | 2179 | DEL_PTR(walkThroughRecorder);
|
---|
| 2180 | DEL_PTR(walkThroughPlayer);
|
---|
[3223] | 2181 | DEL_PTR(statsWriter);
|
---|
[3244] | 2182 | DEL_PTR(viewCellsTree);
|
---|
[3052] | 2183 |
|
---|
[3037] | 2184 | ResourceManager::DelSingleton();
|
---|
[3057] | 2185 | ShaderManager::DelSingleton();
|
---|
| 2186 |
|
---|
[3059] | 2187 | resourceManager = NULL;
|
---|
[3057] | 2188 | shaderManager = NULL;
|
---|
[2642] | 2189 | }
|
---|
| 2190 |
|
---|
| 2191 |
|
---|
| 2192 | // this function inserts a dezimal point after each 1000
|
---|
[2829] | 2193 | void CalcDecimalPoint(string &str, int d, int len)
|
---|
[2642] | 2194 | {
|
---|
[2827] | 2195 | static vector<int> numbers;
|
---|
| 2196 | numbers.clear();
|
---|
| 2197 |
|
---|
[2829] | 2198 | static string shortStr;
|
---|
| 2199 | shortStr.clear();
|
---|
[2642] | 2200 |
|
---|
[2829] | 2201 | static char hstr[100];
|
---|
| 2202 |
|
---|
[2642] | 2203 | while (d != 0)
|
---|
| 2204 | {
|
---|
| 2205 | numbers.push_back(d % 1000);
|
---|
| 2206 | d /= 1000;
|
---|
| 2207 | }
|
---|
| 2208 |
|
---|
| 2209 | // first element without leading zeros
|
---|
| 2210 | if (numbers.size() > 0)
|
---|
| 2211 | {
|
---|
[2800] | 2212 | sprintf(hstr, "%d", numbers.back());
|
---|
[2829] | 2213 | shortStr.append(hstr);
|
---|
[2642] | 2214 | }
|
---|
| 2215 |
|
---|
[2764] | 2216 | for (int i = (int)numbers.size() - 2; i >= 0; i--)
|
---|
[2642] | 2217 | {
|
---|
[2800] | 2218 | sprintf(hstr, ",%03d", numbers[i]);
|
---|
[2829] | 2219 | shortStr.append(hstr);
|
---|
[2642] | 2220 | }
|
---|
[2829] | 2221 |
|
---|
| 2222 | int dif = len - (int)shortStr.size();
|
---|
| 2223 |
|
---|
| 2224 | for (int i = 0; i < dif; ++ i)
|
---|
| 2225 | {
|
---|
| 2226 | str += " ";
|
---|
| 2227 | }
|
---|
| 2228 |
|
---|
| 2229 | str.append(shortStr);
|
---|
[2764] | 2230 | }
|
---|
| 2231 |
|
---|
| 2232 |
|
---|
| 2233 | void DisplayStats()
|
---|
| 2234 | {
|
---|
[2826] | 2235 | static char msg[9][300];
|
---|
[2764] | 2236 |
|
---|
[2826] | 2237 | static double frameTime = elapsedTime;
|
---|
| 2238 | static double renderTime = algTime;
|
---|
| 2239 |
|
---|
[2818] | 2240 | const float expFactor = 0.1f;
|
---|
[2767] | 2241 |
|
---|
[2802] | 2242 | // if some strange render time spike happened in this frame => don't count
|
---|
[2826] | 2243 | if (elapsedTime < 500) frameTime = elapsedTime * expFactor + (1.0f - expFactor) * elapsedTime;
|
---|
| 2244 |
|
---|
| 2245 | static float rTime = 1000.0f;
|
---|
[2764] | 2246 |
|
---|
[3285] | 2247 | // the render time is used only for the traversal algorithm using glfinish
|
---|
| 2248 | if (algTime < 500) renderTime = algTime * expFactor + (1.0f - expFactor) * renderTime;
|
---|
| 2249 |
|
---|
[2802] | 2250 |
|
---|
[2826] | 2251 | accumulatedTime += elapsedTime;
|
---|
| 2252 |
|
---|
[2776] | 2253 | if (accumulatedTime > 500) // update every fraction of a second
|
---|
[2770] | 2254 | {
|
---|
| 2255 | accumulatedTime = 0;
|
---|
| 2256 |
|
---|
[2826] | 2257 | if (frameTime) fps = 1e3f / (float)frameTime;
|
---|
| 2258 | rTime = renderTime;
|
---|
[2773] | 2259 |
|
---|
[2948] | 2260 | if (renderLightView && shadowTraverser)
|
---|
| 2261 | {
|
---|
| 2262 | renderedTriangles = shadowTraverser->GetStats().mNumRenderedTriangles;
|
---|
| 2263 | renderedObjects = shadowTraverser->GetStats().mNumRenderedGeometry;
|
---|
| 2264 | renderedNodes = shadowTraverser->GetStats().mNumRenderedNodes;
|
---|
| 2265 | }
|
---|
| 2266 | else if (showShadowMap && shadowTraverser)
|
---|
| 2267 | {
|
---|
| 2268 | renderedNodes = traverser->GetStats().mNumRenderedNodes + shadowTraverser->GetStats().mNumRenderedNodes;
|
---|
| 2269 | renderedObjects = traverser->GetStats().mNumRenderedGeometry + shadowTraverser->GetStats().mNumRenderedGeometry;
|
---|
| 2270 | renderedTriangles = traverser->GetStats().mNumRenderedTriangles + shadowTraverser->GetStats().mNumRenderedTriangles;
|
---|
| 2271 | }
|
---|
| 2272 | else
|
---|
| 2273 | {
|
---|
| 2274 | renderedTriangles = traverser->GetStats().mNumRenderedTriangles;
|
---|
| 2275 | renderedObjects = traverser->GetStats().mNumRenderedGeometry;
|
---|
| 2276 | renderedNodes = traverser->GetStats().mNumRenderedNodes;
|
---|
| 2277 | }
|
---|
| 2278 |
|
---|
[2770] | 2279 | traversedNodes = traverser->GetStats().mNumTraversedNodes;
|
---|
| 2280 | frustumCulledNodes = traverser->GetStats().mNumFrustumCulledNodes;
|
---|
| 2281 | queryCulledNodes = traverser->GetStats().mNumQueryCulledNodes;
|
---|
| 2282 | issuedQueries = traverser->GetStats().mNumIssuedQueries;
|
---|
| 2283 | stateChanges = traverser->GetStats().mNumStateChanges;
|
---|
[2800] | 2284 | numBatches = traverser->GetStats().mNumBatches;
|
---|
[2770] | 2285 | }
|
---|
| 2286 |
|
---|
[2764] | 2287 |
|
---|
[3223] | 2288 | ////////////////
|
---|
| 2289 | //-- record stats on walkthrough
|
---|
| 2290 |
|
---|
| 2291 | static float accTime = .0f;
|
---|
| 2292 | static float averageTime = .0f;
|
---|
| 2293 |
|
---|
| 2294 | if (currentReplayFrame > -1)
|
---|
| 2295 | {
|
---|
| 2296 | accTime += frameTime;
|
---|
| 2297 | averageTime = accTime / (currentReplayFrame + 1);
|
---|
| 2298 |
|
---|
| 2299 | if (!statsWriter)
|
---|
[3279] | 2300 | statsWriter = new StatsWriter(statsFilename + ".log");
|
---|
[3223] | 2301 |
|
---|
| 2302 | FrameStats frameStats;
|
---|
| 2303 | frameStats.mFrame = currentReplayFrame;
|
---|
| 2304 | frameStats.mFPS = 1e3f / (float)frameTime;
|
---|
| 2305 | frameStats.mTime = frameTime;
|
---|
| 2306 | frameStats.mNodes = renderedNodes;
|
---|
| 2307 | frameStats.mObjects = renderedObjects;
|
---|
| 2308 | frameStats.mTriangles = renderedTriangles;
|
---|
| 2309 |
|
---|
| 2310 | statsWriter->WriteFrameStats(frameStats);
|
---|
| 2311 | }
|
---|
| 2312 | else if (statsWriter)
|
---|
| 2313 | {
|
---|
| 2314 | Debug << "average frame time " << averageTime << " for traversal algorithm " << renderMode << endl;
|
---|
| 2315 |
|
---|
| 2316 | // reset average frame time
|
---|
[3224] | 2317 | averageTime = accTime = .0f;
|
---|
[3223] | 2318 |
|
---|
| 2319 | DEL_PTR(statsWriter);
|
---|
| 2320 | }
|
---|
| 2321 |
|
---|
| 2322 |
|
---|
[2826] | 2323 | Begin2D();
|
---|
[2808] | 2324 |
|
---|
[2826] | 2325 | glEnable(GL_BLEND);
|
---|
| 2326 | glBlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA);
|
---|
[2764] | 2327 |
|
---|
[2826] | 2328 | if (showHelp)
|
---|
| 2329 | {
|
---|
| 2330 | DrawHelpMessage();
|
---|
| 2331 | }
|
---|
| 2332 | else
|
---|
| 2333 | {
|
---|
[2829] | 2334 | if (showOptions)
|
---|
| 2335 | {
|
---|
| 2336 | glColor4f(0.0f, 0.0f, 0.0f, 0.5f);
|
---|
| 2337 | glRecti(5, winHeight - 95, winWidth * 2 / 3 - 5, winHeight - 5);
|
---|
| 2338 | }
|
---|
| 2339 |
|
---|
| 2340 | if (showStatistics)
|
---|
| 2341 | {
|
---|
| 2342 | glColor4f(0.0f, 0.0f, 0.0f, 0.5f);
|
---|
| 2343 | glRecti(5, winHeight - 165, winWidth * 2 / 3 - 5, winHeight - 100);
|
---|
| 2344 | }
|
---|
| 2345 |
|
---|
| 2346 | glEnable(GL_TEXTURE_2D);
|
---|
[2827] | 2347 | myfont.Begin();
|
---|
[2769] | 2348 |
|
---|
[2826] | 2349 | if (showOptions)
|
---|
| 2350 | {
|
---|
[2829] | 2351 | glColor3f(0.0f, 1.0f, 0.0f);
|
---|
[2826] | 2352 | int i = 0;
|
---|
| 2353 |
|
---|
[3065] | 2354 | static char *renderMethodStr[] =
|
---|
| 2355 | {"forward", "depth pass + forward", "deferred shading", "depth pass + deferred"};
|
---|
[2826] | 2356 | sprintf(msg[i ++], "multiqueries: %d, tight bounds: %d, render queue: %d",
|
---|
[3294] | 2357 | useMultiQueries, (renderMode == RenderTraverser::CHCPLUSPLUS) && useTightBounds, useRenderQueue);
|
---|
[3246] | 2358 | sprintf(msg[i ++], "render technique: %s, use pvss: %d", renderMethodStr[renderMethod], usePvs);
|
---|
[2826] | 2359 | sprintf(msg[i ++], "triangles per virtual leaf: %5d", trianglesPerVirtualLeaf);
|
---|
| 2360 | sprintf(msg[i ++], "assumed visible frames: %4d, max batch size: %4d",
|
---|
| 2361 | assumedVisibleFrames, maxBatchSize);
|
---|
[2808] | 2362 |
|
---|
[2826] | 2363 | for (int j = 0; j < 4; ++ j)
|
---|
[2829] | 2364 | myfont.DrawString(msg[j], 10.0f, winHeight - 5 - j * 20);
|
---|
[2826] | 2365 | }
|
---|
[2808] | 2366 |
|
---|
[2786] | 2367 | if (showStatistics)
|
---|
[2764] | 2368 | {
|
---|
[2829] | 2369 | glColor3f(1.0f, 1.0f, 0.0f);
|
---|
| 2370 |
|
---|
[2948] | 2371 | string objStr, totalObjStr;
|
---|
| 2372 | string triStr, totalTriStr;
|
---|
[2826] | 2373 |
|
---|
[2829] | 2374 | int len = 10;
|
---|
[2948] | 2375 | CalcDecimalPoint(objStr, renderedObjects, len);
|
---|
[3059] | 2376 | CalcDecimalPoint(totalObjStr, (int)resourceManager->GetNumEntities(), len);
|
---|
[2826] | 2377 |
|
---|
[2948] | 2378 | CalcDecimalPoint(triStr, renderedTriangles, len);
|
---|
| 2379 | CalcDecimalPoint(totalTriStr, bvh->GetBvhStats().mTriangles, len);
|
---|
| 2380 |
|
---|
[2826] | 2381 | int i = 4;
|
---|
| 2382 |
|
---|
[3276] | 2383 | if (0) // q: show rendered objects or nodes (no space for both)
|
---|
[2953] | 2384 | {
|
---|
| 2385 | sprintf(msg[i ++], "rendered: %s of %s objects, %s of %s triangles",
|
---|
| 2386 | objStr.c_str(), totalObjStr.c_str(), triStr.c_str(), totalTriStr.c_str());
|
---|
| 2387 | }
|
---|
| 2388 | else
|
---|
| 2389 | {
|
---|
| 2390 | sprintf(msg[i ++], "rendered: %6d of %6d nodes, %s of %s triangles",
|
---|
| 2391 | renderedNodes, bvh->GetNumVirtualNodes(), triStr.c_str(), totalTriStr.c_str());
|
---|
| 2392 | }
|
---|
[2826] | 2393 |
|
---|
[3276] | 2394 | sprintf(msg[i ++], "traversed: %5d, frustum culled: %5d, query culled: %5d nodes",
|
---|
[2826] | 2395 | traversedNodes, frustumCulledNodes, queryCulledNodes);
|
---|
[3251] | 2396 | sprintf(msg[i ++], "issued queries: %5d, state changes: %5d, render batches: %5d",
|
---|
[2826] | 2397 | issuedQueries, stateChanges, numBatches);
|
---|
| 2398 |
|
---|
| 2399 | for (int j = 4; j < 7; ++ j)
|
---|
[2829] | 2400 | myfont.DrawString(msg[j], 10.0f, winHeight - (j + 1) * 20);
|
---|
[2764] | 2401 | }
|
---|
[2790] | 2402 |
|
---|
[3286] | 2403 | glColor3f(0.0f, 1.0f, 0.0f);
|
---|
| 2404 |
|
---|
[3258] | 2405 | static char *alg_str[] = {
|
---|
| 2406 | "Frustum Cull"
|
---|
| 2407 | , "Stop and Wait"
|
---|
| 2408 | , "CHC"
|
---|
| 2409 | , "CHC ++"
|
---|
[3285] | 2410 | //, "Collector"
|
---|
[3258] | 2411 | };
|
---|
[3284] | 2412 |
|
---|
[2827] | 2413 | if (!showAlgorithmTime)
|
---|
[3273] | 2414 | {
|
---|
| 2415 | if (showFPS)
|
---|
[3276] | 2416 | {
|
---|
| 2417 | sprintf(msg[7], "%s: %6.1f fps", alg_str[renderMode], fps);
|
---|
[3292] | 2418 | myfont.DrawString(msg[7], 1.3f, winWidth - 330, winHeight - 10.0f);
|
---|
[3288] | 2419 |
|
---|
| 2420 | //int mrays = (int)shotRays / 1000000;
|
---|
| 2421 | //sprintf(msg[7], "%s: %04d M rays", alg_str[renderMode], mrays);
|
---|
[3292] | 2422 | //myfont.DrawString(msg[7], 1.3f, winWidth - 330, winHeight - 60.0f);
|
---|
[3276] | 2423 | }
|
---|
[3273] | 2424 | }
|
---|
[2827] | 2425 | else
|
---|
[3276] | 2426 | {
|
---|
[2827] | 2427 | sprintf(msg[7], "%s: %6.1f ms", alg_str[renderMode], rTime);
|
---|
[3292] | 2428 | myfont.DrawString(msg[7], 1.3f, winWidth - 330, winHeight - 10.0f);
|
---|
[3276] | 2429 | }
|
---|
[3286] | 2430 |
|
---|
| 2431 | glColor3f(1.0f, 1.0f, 1.0f);
|
---|
[2764] | 2432 | }
|
---|
| 2433 |
|
---|
[3286] | 2434 | glColor3f(1, 1, 1);
|
---|
[2826] | 2435 | glDisable(GL_BLEND);
|
---|
| 2436 | glDisable(GL_TEXTURE_2D);
|
---|
| 2437 |
|
---|
[2792] | 2438 | End2D();
|
---|
[2764] | 2439 | }
|
---|
[2796] | 2440 |
|
---|
| 2441 |
|
---|
| 2442 | void RenderSky()
|
---|
| 2443 | {
|
---|
[2959] | 2444 | if ((renderMethod == RENDER_DEFERRED) || (renderMethod == RENDER_DEPTH_PASS_DEFERRED))
|
---|
[3101] | 2445 | renderState.SetRenderTechnique(DEFERRED);
|
---|
[2958] | 2446 |
|
---|
[3036] | 2447 | const bool useToneMapping =
|
---|
| 2448 | ((renderMethod == RENDER_DEPTH_PASS_DEFERRED) ||
|
---|
| 2449 | (renderMethod == RENDER_DEFERRED)) && useHDR;
|
---|
[3059] | 2450 |
|
---|
[3279] | 2451 | preetham->RenderSkyDome(-light->GetDirection(), camera, &renderState, !useToneMapping, skyDomeScaleFactor);
|
---|
[3212] | 2452 |
|
---|
| 2453 | /// once again reset the renderState just to make sure
|
---|
[3101] | 2454 | renderState.Reset();
|
---|
[2801] | 2455 | }
|
---|
[2796] | 2456 |
|
---|
[2948] | 2457 |
|
---|
[2895] | 2458 | // render visible object from depth pass
|
---|
[2801] | 2459 | void RenderVisibleObjects()
|
---|
| 2460 | {
|
---|
[2955] | 2461 | if (renderMethod == RENDER_DEPTH_PASS_DEFERRED)
|
---|
[2948] | 2462 | {
|
---|
[2950] | 2463 | if (showShadowMap && !renderLightView)
|
---|
[2951] | 2464 | {
|
---|
[3068] | 2465 | // usethe maximal visible distance to focus shadow map
|
---|
[3235] | 2466 | const float newFar = min(camera->GetFar(), traverser->GetMaxVisibleDistance());
|
---|
| 2467 | RenderShadowMap(newFar);
|
---|
[2951] | 2468 | }
|
---|
[3284] | 2469 |
|
---|
[3068] | 2470 | // initialize deferred rendering
|
---|
[2948] | 2471 | InitDeferredRendering();
|
---|
| 2472 | }
|
---|
[2949] | 2473 | else
|
---|
[2950] | 2474 | {
|
---|
[3101] | 2475 | renderState.SetRenderTechnique(FORWARD);
|
---|
[2950] | 2476 | }
|
---|
[2948] | 2477 |
|
---|
[3127] | 2478 |
|
---|
[3068] | 2479 | /////////////////
|
---|
[3101] | 2480 | //-- reset gl renderState before the final visible objects pass
|
---|
[3068] | 2481 |
|
---|
[3101] | 2482 | renderState.Reset();
|
---|
[3068] | 2483 |
|
---|
[2953] | 2484 | glEnableClientState(GL_NORMAL_ARRAY);
|
---|
[3068] | 2485 | /// switch back to smooth shading
|
---|
[3067] | 2486 | glShadeModel(GL_SMOOTH);
|
---|
[3068] | 2487 | /// reset alpha to coverage flag
|
---|
[3101] | 2488 | renderState.SetUseAlphaToCoverage(true);
|
---|
[3067] | 2489 | // clear color
|
---|
| 2490 | glClear(GL_COLOR_BUFFER_BIT);
|
---|
[3039] | 2491 |
|
---|
[3068] | 2492 | // draw only objects having exactly the same depth as the current sample
|
---|
| 2493 | glDepthFunc(GL_EQUAL);
|
---|
[2951] | 2494 |
|
---|
[2949] | 2495 | //cout << "visible: " << (int)traverser->GetVisibleObjects().size() << endl;
|
---|
| 2496 |
|
---|
[3068] | 2497 | SceneEntityContainer::const_iterator sit,
|
---|
[2801] | 2498 | sit_end = traverser->GetVisibleObjects().end();
|
---|
| 2499 |
|
---|
| 2500 | for (sit = traverser->GetVisibleObjects().begin(); sit != sit_end; ++ sit)
|
---|
[2948] | 2501 | {
|
---|
[2801] | 2502 | renderQueue->Enqueue(*sit);
|
---|
[2948] | 2503 | }
|
---|
[3258] | 2504 |
|
---|
[3068] | 2505 | /// now render out everything in one giant pass
|
---|
[2801] | 2506 | renderQueue->Apply();
|
---|
| 2507 |
|
---|
[3068] | 2508 | // switch back to standard depth func
|
---|
[2801] | 2509 | glDepthFunc(GL_LESS);
|
---|
[3101] | 2510 | renderState.Reset();
|
---|
[2949] | 2511 |
|
---|
[3276] | 2512 | PrintGLerror("visible objects");
|
---|
[2801] | 2513 | }
|
---|
| 2514 |
|
---|
| 2515 |
|
---|
[3120] | 2516 | SceneQuery *GetOrCreateSceneQuery()
|
---|
[2801] | 2517 | {
|
---|
[3037] | 2518 | if (!sceneQuery)
|
---|
[3258] | 2519 | {
|
---|
[3101] | 2520 | sceneQuery = new SceneQuery(bvh->GetBox(), traverser, &renderState);
|
---|
[3258] | 2521 | }
|
---|
[3037] | 2522 |
|
---|
[3120] | 2523 | return sceneQuery;
|
---|
| 2524 | }
|
---|
| 2525 |
|
---|
| 2526 |
|
---|
| 2527 | void PlaceViewer(const Vector3 &oldPos)
|
---|
| 2528 | {
|
---|
[2801] | 2529 | Vector3 playerPos = camera->GetPosition();
|
---|
[3120] | 2530 | bool validIntersect = GetOrCreateSceneQuery()->CalcIntersection(playerPos);
|
---|
[2801] | 2531 |
|
---|
[2853] | 2532 | if (validIntersect)
|
---|
[3276] | 2533 | //&& ((playerPos.z - oldPos.z) < bvh->GetBox().Size(2) * 1e-1f))
|
---|
[2801] | 2534 | {
|
---|
| 2535 | camera->SetPosition(playerPos);
|
---|
| 2536 | }
|
---|
[2809] | 2537 | }
|
---|
[2948] | 2538 |
|
---|
| 2539 |
|
---|
[2951] | 2540 | void RenderShadowMap(float newfar)
|
---|
[2948] | 2541 | {
|
---|
[2953] | 2542 | glDisableClientState(GL_NORMAL_ARRAY);
|
---|
[3101] | 2543 | renderState.SetRenderTechnique(DEPTH_PASS);
|
---|
[3038] | 2544 |
|
---|
| 2545 | // hack: disable cull face because of alpha textured balconies
|
---|
| 2546 | glDisable(GL_CULL_FACE);
|
---|
[3101] | 2547 | renderState.LockCullFaceEnabled(true);
|
---|
[3068] | 2548 |
|
---|
| 2549 | /// don't use alpha to coverage for the depth map (problems with fbo rendering)
|
---|
[3101] | 2550 | renderState.SetUseAlphaToCoverage(false);
|
---|
[2948] | 2551 |
|
---|
[3287] | 2552 | const Vector3 lightPos = light->GetDirection() * -1e3f;
|
---|
| 2553 | if (usePvs) LoadOrUpdatePVSs(lightPos);
|
---|
| 2554 |
|
---|
| 2555 |
|
---|
[3101] | 2556 | // change CHC++ set of renderState variables
|
---|
[2980] | 2557 | // this must be done for each change of camera because
|
---|
[2948] | 2558 | // otherwise the temporal coherency is broken
|
---|
[3054] | 2559 | BvhNode::SetCurrentState(LIGHT_PASS);
|
---|
[2948] | 2560 | // hack: temporarily change camera far plane
|
---|
[2951] | 2561 | camera->SetFar(newfar);
|
---|
[2948] | 2562 | // the scene is rendered withouth any shading
|
---|
[3005] | 2563 | shadowMap->ComputeShadowMap(shadowTraverser, viewProjMat);
|
---|
[2948] | 2564 |
|
---|
| 2565 | camera->SetFar(farDist);
|
---|
| 2566 |
|
---|
[3101] | 2567 | renderState.SetUseAlphaToCoverage(true);
|
---|
| 2568 | renderState.LockCullFaceEnabled(false);
|
---|
[3102] | 2569 | glEnable(GL_CULL_FACE);
|
---|
[2948] | 2570 |
|
---|
[2953] | 2571 | glEnableClientState(GL_NORMAL_ARRAY);
|
---|
[3101] | 2572 | // change back renderState
|
---|
[3054] | 2573 | BvhNode::SetCurrentState(CAMERA_PASS);
|
---|
[2952] | 2574 | }
|
---|
[3059] | 2575 |
|
---|
[3068] | 2576 |
|
---|
[3110] | 2577 | /** Touch each material once in order to preload the render queue
|
---|
[3059] | 2578 | bucket id of each material
|
---|
| 2579 | */
|
---|
| 2580 | void PrepareRenderQueue()
|
---|
| 2581 | {
|
---|
| 2582 | for (int i = 0; i < 3; ++ i)
|
---|
| 2583 | {
|
---|
[3101] | 2584 | renderState.SetRenderTechnique(i);
|
---|
[3059] | 2585 |
|
---|
| 2586 | // fill all shapes into the render queue once so we can establish the buckets
|
---|
| 2587 | ShapeContainer::const_iterator sit, sit_end = (*resourceManager->GetShapes()).end();
|
---|
| 2588 |
|
---|
| 2589 | for (sit = (*resourceManager->GetShapes()).begin(); sit != sit_end; ++ sit)
|
---|
| 2590 | {
|
---|
[3071] | 2591 | static Transform3 dummy(IdentityMatrix());
|
---|
[3110] | 2592 | renderQueue->Enqueue(*sit, NULL);
|
---|
[3059] | 2593 | }
|
---|
| 2594 |
|
---|
| 2595 | // just clear queue again
|
---|
| 2596 | renderQueue->Clear();
|
---|
| 2597 | }
|
---|
| 2598 | }
|
---|
| 2599 |
|
---|
| 2600 |
|
---|
[3237] | 2601 | int LoadModel(const string &model, SceneEntityContainer &entities)
|
---|
[3059] | 2602 | {
|
---|
| 2603 | const string filename = string(model_path + model);
|
---|
[3237] | 2604 | int numEntities = 0;
|
---|
| 2605 |
|
---|
[3127] | 2606 | cout << "\nloading model " << filename << endl;
|
---|
[3237] | 2607 |
|
---|
| 2608 | if (numEntities = resourceManager->Load(filename, entities))
|
---|
[3225] | 2609 | {
|
---|
[3127] | 2610 | cout << "model " << filename << " successfully loaded" << endl;
|
---|
[3225] | 2611 | }
|
---|
[3059] | 2612 | else
|
---|
| 2613 | {
|
---|
| 2614 | cerr << "loading model " << filename << " failed" << endl;
|
---|
[3225] | 2615 |
|
---|
[3059] | 2616 | CleanUp();
|
---|
| 2617 | exit(0);
|
---|
| 2618 | }
|
---|
[3237] | 2619 |
|
---|
| 2620 | return numEntities;
|
---|
[3078] | 2621 | }
|
---|
| 2622 |
|
---|
| 2623 |
|
---|
[3316] | 2624 | void CreateAnimation(const Vector3 &pos)
|
---|
[3078] | 2625 | {
|
---|
[3316] | 2626 | //const float b = 5.0f; const float a = 1.5f;
|
---|
| 2627 | const float a = 5.0f; const float b = 1.5f;
|
---|
[3078] | 2628 |
|
---|
| 2629 | VertexArray vertices;
|
---|
| 2630 |
|
---|
[3316] | 2631 | for (int i = 0; i < 360; ++ i)
|
---|
[3078] | 2632 | {
|
---|
[3316] | 2633 | const float angle = (float)i * M_PI / 180.0f;
|
---|
[3078] | 2634 |
|
---|
[3316] | 2635 | Vector3 offs = Vector3(cos(angle) * a, sin(angle) * b, 0);
|
---|
| 2636 | vertices.push_back(pos + offs);
|
---|
| 2637 | }
|
---|
[3080] | 2638 |
|
---|
[3316] | 2639 | /*for (int i = 0; i < 5; ++ i)
|
---|
[3080] | 2640 | {
|
---|
| 2641 | Vector3 offs = Vector3(i, 0, 0);
|
---|
| 2642 | vertices.push_back(center + offs);
|
---|
[3078] | 2643 | }
|
---|
[3080] | 2644 |
|
---|
| 2645 | for (int i = 0; i < 5; ++ i)
|
---|
| 2646 | {
|
---|
[3316] | 2647 | Vector3 offs = Vector3(4 - i, 0, 0);
|
---|
[3080] | 2648 | vertices.push_back(center + offs);
|
---|
[3316] | 2649 | }*/
|
---|
[3080] | 2650 |
|
---|
[3078] | 2651 | motionPath = new MotionPath(vertices);
|
---|
[3214] | 2652 | }
|
---|
| 2653 |
|
---|
[3316] | 2654 |
|
---|
[3215] | 2655 | /** This function returns the number of visible pixels of a
|
---|
| 2656 | bounding box representing the sun.
|
---|
| 2657 | */
|
---|
| 2658 | int TestSunVisible()
|
---|
[3214] | 2659 | {
|
---|
| 2660 | // assume sun is at a far away point along the light vector
|
---|
| 2661 | Vector3 sunPos = light->GetDirection() * -1e3f;
|
---|
| 2662 | sunPos += camera->GetPosition();
|
---|
| 2663 |
|
---|
| 2664 | sunBox->GetTransform()->SetMatrix(TranslationMatrix(sunPos));
|
---|
| 2665 |
|
---|
| 2666 | glBeginQueryARB(GL_SAMPLES_PASSED_ARB, sunQuery);
|
---|
| 2667 |
|
---|
| 2668 | sunBox->Render(&renderState);
|
---|
| 2669 |
|
---|
| 2670 | glEndQueryARB(GL_SAMPLES_PASSED_ARB);
|
---|
| 2671 |
|
---|
| 2672 | GLuint sampleCount;
|
---|
| 2673 |
|
---|
| 2674 | glGetQueryObjectuivARB(sunQuery, GL_QUERY_RESULT_ARB, &sampleCount);
|
---|
| 2675 |
|
---|
[3215] | 2676 | return sampleCount;
|
---|
[3214] | 2677 | }
|
---|
[3244] | 2678 |
|
---|
| 2679 |
|
---|
[3245] | 2680 | static Technique GetVizTechnique()
|
---|
| 2681 | {
|
---|
| 2682 | Technique tech;
|
---|
| 2683 | tech.Init();
|
---|
| 2684 |
|
---|
| 2685 | tech.SetEmmisive(RgbaColor(1.0f, 1.0f, 1.0f, 1.0f));
|
---|
| 2686 | tech.SetDiffuse(RgbaColor(1.0f, 1.0f, 1.0f, 1.0f));
|
---|
| 2687 | tech.SetAmbient(RgbaColor(1.0f, 1.0f, 1.0f, 1.0f));
|
---|
| 2688 |
|
---|
| 2689 | return tech;
|
---|
| 2690 | }
|
---|
| 2691 |
|
---|
| 2692 |
|
---|
[3287] | 2693 | void UpdatePvs(const Vector3 &pos)
|
---|
[3244] | 2694 | {
|
---|
[3245] | 2695 | viewCell = viewCellsTree->GetViewCell(camera->GetPosition());
|
---|
[3244] | 2696 |
|
---|
[3286] | 2697 | const float elapsedAlgorithmTime = applicationTimer.Elapsedms(false);
|
---|
[3245] | 2698 |
|
---|
[3286] | 2699 | // assume 60 FPS, total time is in secs
|
---|
| 2700 | const float raysPerMs = 2.0f * pvsTotalSamples / (pvsTotalTime * 1000.0f);
|
---|
| 2701 | //shotRays = visibilitySolutionInitialState + elapsedAlgorithmTime * raysPerMs;
|
---|
| 2702 | //shotRays += 1000 * raysPerMs / 60.0f;
|
---|
[3285] | 2703 |
|
---|
[3286] | 2704 | //cout << "totalt: " << pvsTotalTime << endl;
|
---|
| 2705 | //cout << "rays per ms: " << raysPerMs << endl;
|
---|
[3284] | 2706 |
|
---|
[3259] | 2707 | SceneEntity::SetCurrentVisibleId(globalVisibleId);
|
---|
[3251] | 2708 |
|
---|
[3259] | 2709 | for (int i = 0; i < viewCell->mPvs.GetSize(); ++ i)
|
---|
[3244] | 2710 | {
|
---|
[3284] | 2711 | PvsEntry entry = viewCell->mPvs.GetEntry(i);
|
---|
[3285] | 2712 | #ifdef USE_TIMESTAMPS
|
---|
[3286] | 2713 | if (!((entry.mTimeStamp < 0.0f) || (entry.mTimeStamp <= shotRays)))
|
---|
| 2714 | continue;
|
---|
[3285] | 2715 | #endif
|
---|
[3286] | 2716 | entry.mEntity->SetVisibleId(globalVisibleId);
|
---|
| 2717 | //numTriangles += entry.mEntity->CountNumTriangles();
|
---|
[3244] | 2718 | }
|
---|
[3245] | 2719 |
|
---|
[3251] | 2720 | ++ globalVisibleId;
|
---|
[3246] | 2721 | }
|
---|
[3245] | 2722 |
|
---|
[3246] | 2723 |
|
---|
| 2724 | void LoadVisibilitySolution()
|
---|
| 2725 | {
|
---|
| 2726 | ///////////
|
---|
| 2727 | //-- load the visibility solution
|
---|
| 2728 |
|
---|
| 2729 | const string vis_filename =
|
---|
| 2730 | string(model_path + visibilitySolution + ".vis");
|
---|
| 2731 |
|
---|
| 2732 | VisibilitySolutionLoader visLoader;
|
---|
| 2733 |
|
---|
[3285] | 2734 | viewCellsTree = visLoader.Load(vis_filename,
|
---|
| 2735 | bvh,
|
---|
| 2736 | pvsTotalSamples,
|
---|
| 2737 | pvsTotalTime,
|
---|
| 2738 | viewCellsScaleFactor);
|
---|
[3247] | 2739 |
|
---|
| 2740 | if (!viewCellsTree)
|
---|
| 2741 | {
|
---|
| 2742 | cerr << "loading pvs failed" << endl;
|
---|
| 2743 | CleanUp();
|
---|
| 2744 | exit(0);
|
---|
| 2745 | }
|
---|
[3246] | 2746 | }
|
---|
| 2747 |
|
---|
| 2748 |
|
---|
| 2749 | void RenderViewCell()
|
---|
| 2750 | {
|
---|
[3245] | 2751 | // render current view cell
|
---|
| 2752 | static Technique vcTechnique = GetVizTechnique();
|
---|
| 2753 |
|
---|
| 2754 | vcTechnique.Render(&renderState);
|
---|
| 2755 | Visualization::RenderBoxForViz(viewCell->GetBox());
|
---|
[3276] | 2756 | }
|
---|
| 2757 |
|
---|
| 2758 |
|
---|
[3279] | 2759 | void LoadPompeiiFloor()
|
---|
[3276] | 2760 | {
|
---|
[3284] | 2761 | AxisAlignedBox3 pompeiiBox =
|
---|
| 2762 | SceneEntity::ComputeBoundingBox(staticObjects);
|
---|
[3276] | 2763 |
|
---|
| 2764 | // todo: dispose texture
|
---|
| 2765 | Texture *floorTex = new Texture(model_path + "stairs.c.01.tif");
|
---|
| 2766 |
|
---|
| 2767 | floorTex->SetBoundaryModeS(Texture::REPEAT);
|
---|
| 2768 | floorTex->SetBoundaryModeT(Texture::REPEAT);
|
---|
| 2769 |
|
---|
| 2770 | floorTex->Create();
|
---|
| 2771 | Material *mymat = resourceManager->CreateMaterial();
|
---|
| 2772 |
|
---|
| 2773 | Technique *tech = mymat->GetDefaultTechnique();
|
---|
| 2774 | tech->SetDiffuse(RgbaColor(1, 1, 1, 1));
|
---|
| 2775 | tech->SetTexture(floorTex);
|
---|
| 2776 |
|
---|
| 2777 | Technique *depthPass = new Technique(*tech);
|
---|
| 2778 | Technique *deferred = new Technique(*tech);
|
---|
| 2779 |
|
---|
| 2780 | depthPass->SetColorWriteEnabled(false);
|
---|
| 2781 | depthPass->SetLightingEnabled(false);
|
---|
| 2782 |
|
---|
[3284] | 2783 | ShaderProgram *defaultFragmentTexProgramMrt =
|
---|
| 2784 | ShaderManager::GetSingleton()->GetShaderProgram("defaultFragmentTexMrt");
|
---|
| 2785 | ShaderProgram *defaultVertexProgramMrt =
|
---|
| 2786 | ShaderManager::GetSingleton()->GetShaderProgram("defaultVertexMrt");
|
---|
[3276] | 2787 |
|
---|
| 2788 | deferred->SetFragmentProgram(defaultFragmentTexProgramMrt);
|
---|
| 2789 | deferred->SetVertexProgram(defaultVertexProgramMrt);
|
---|
| 2790 |
|
---|
| 2791 | deferred->GetFragmentProgramParameters()->SetViewMatrixParam(0);
|
---|
| 2792 | deferred->GetVertexProgramParameters()->SetModelMatrixParam(1);
|
---|
| 2793 | deferred->GetVertexProgramParameters()->SetOldModelMatrixParam(2);
|
---|
| 2794 |
|
---|
| 2795 | deferred->SetTexture(floorTex);
|
---|
| 2796 |
|
---|
| 2797 | mymat->AddTechnique(deferred);
|
---|
| 2798 | mymat->AddTechnique(depthPass);
|
---|
| 2799 |
|
---|
| 2800 |
|
---|
| 2801 | //const Vector3 offs(1300.0f, -2500.0f, .0f);
|
---|
| 2802 | const Vector3 offs(pompeiiBox.Center(0), pompeiiBox.Center(1), 0);
|
---|
| 2803 | Matrix4x4 moffs = TranslationMatrix(offs);
|
---|
| 2804 |
|
---|
| 2805 | Plane3 plane;
|
---|
| 2806 | Transform3 *mytrafo = resourceManager->CreateTransform(moffs);
|
---|
| 2807 |
|
---|
| 2808 | SceneEntity *myplane =
|
---|
| 2809 | SceneEntityConverter().ConvertPlane(plane,
|
---|
| 2810 | pompeiiBox.Size(0),
|
---|
| 2811 | pompeiiBox.Size(1),
|
---|
| 2812 | 5,
|
---|
| 2813 | 5,
|
---|
| 2814 | mymat,
|
---|
| 2815 | mytrafo);
|
---|
| 2816 |
|
---|
| 2817 | resourceManager->AddSceneEntity(myplane);
|
---|
| 2818 | staticObjects.push_back(myplane);
|
---|
[3287] | 2819 | }
|
---|
| 2820 |
|
---|
| 2821 |
|
---|
| 2822 | void LoadOrUpdatePVSs(const Vector3 &pos)
|
---|
| 2823 | {
|
---|
| 2824 | if (!viewCellsTree)
|
---|
| 2825 | {
|
---|
| 2826 | LoadVisibilitySolution();
|
---|
| 2827 | applicationTimer.Start();
|
---|
| 2828 | shotRays = visibilitySolutionInitialState;
|
---|
| 2829 | }
|
---|
| 2830 |
|
---|
| 2831 | if (viewCellsTree) UpdatePvs(pos);
|
---|
[3316] | 2832 | }
|
---|
| 2833 |
|
---|
| 2834 |
|
---|
| 2835 | void CreateNewInstance(SceneEntity *parent, const Vector3 &pos)
|
---|
| 2836 | {
|
---|
| 2837 | SceneEntity *ent = new SceneEntity(*parent);
|
---|
| 2838 | resourceManager->AddSceneEntity(ent);
|
---|
| 2839 |
|
---|
| 2840 | Matrix4x4 transl = TranslationMatrix(pos);
|
---|
| 2841 | Transform3 *transform = resourceManager->CreateTransform(transl);
|
---|
| 2842 |
|
---|
| 2843 | ent->SetTransform(transform);
|
---|
| 2844 | dynamicObjects.push_back(ent);
|
---|
| 2845 | //Debug << "positions: " << newPos << endl;
|
---|
[3246] | 2846 | } |
---|