[2961] | 1 | // chcdemo.cpp : Defines the entry point for the console application.
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[2642] | 2 | //
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[3019] | 3 |
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[3021] | 4 |
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| 5 | #include "common.h"
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| 6 |
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[3019] | 7 | #ifdef _CRT_SET
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| 8 | #define _CRTDBG_MAP_ALLOC
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| 9 | #include <stdlib.h>
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| 10 | #include <crtdbg.h>
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| 11 |
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| 12 | // redefine new operator
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| 13 | #define DEBUG_NEW new(_NORMAL_BLOCK, __FILE__, __LINE__)
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| 14 | #define new DEBUG_NEW
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| 15 | #endif
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| 16 |
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[2746] | 17 | #include <math.h>
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| 18 | #include <time.h>
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[3019] | 19 | #include "glInterface.h"
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| 20 |
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| 21 |
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[2642] | 22 | #include "RenderTraverser.h"
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[2756] | 23 | #include "SceneEntity.h"
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| 24 | #include "Vector3.h"
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| 25 | #include "Matrix4x4.h"
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[2795] | 26 | #include "ResourceManager.h"
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[2756] | 27 | #include "Bvh.h"
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| 28 | #include "Camera.h"
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| 29 | #include "Geometry.h"
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[2760] | 30 | #include "BvhLoader.h"
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| 31 | #include "FrustumCullingTraverser.h"
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[2763] | 32 | #include "StopAndWaitTraverser.h"
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[2764] | 33 | #include "CHCTraverser.h"
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[2767] | 34 | #include "CHCPlusPlusTraverser.h"
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| 35 | #include "Visualization.h"
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[2769] | 36 | #include "RenderState.h"
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[2795] | 37 | #include "Timer/PerfTimer.h"
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[2796] | 38 | #include "SceneQuery.h"
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[2801] | 39 | #include "RenderQueue.h"
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[2819] | 40 | #include "Material.h"
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[2826] | 41 | #include "glfont2.h"
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[2827] | 42 | #include "PerformanceGraph.h"
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[2828] | 43 | #include "Environment.h"
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[2837] | 44 | #include "Halton.h"
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[2840] | 45 | #include "Transform3.h"
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[2853] | 46 | #include "SampleGenerator.h"
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[2857] | 47 | #include "FrameBufferObject.h"
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[2896] | 48 | #include "DeferredRenderer.h"
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[2887] | 49 | #include "ShadowMapping.h"
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| 50 | #include "Light.h"
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[2953] | 51 | #include "SceneEntityConverter.h"
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[2957] | 52 | #include "SkyPreetham.h"
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[2964] | 53 | #include "Texture.h"
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[3057] | 54 | #include "ShaderManager.h"
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[3078] | 55 | #include "MotionPath.h"
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[3113] | 56 | #include "ShaderProgram.h"
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| 57 | #include "Shape.h"
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[3219] | 58 | #include "WalkThroughRecorder.h"
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[3223] | 59 | #include "StatsWriter.h"
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[3243] | 60 | #include "VisibilitySolutionLoader.h"
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| 61 | #include "ViewCellsTree.h"
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[3258] | 62 | #include "PvsCollectionRenderer.h"
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[3260] | 63 | #include "ObjExporter.h"
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| 64 | #include "BvhExporter.h"
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[2642] | 65 |
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[3066] | 66 |
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[2756] | 67 | using namespace std;
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[2776] | 68 | using namespace CHCDemoEngine;
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[2642] | 69 |
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| 70 |
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[3068] | 71 | /// the environment for the program parameter
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[2828] | 72 | static Environment env;
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| 73 |
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| 74 |
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[2826] | 75 | GLuint fontTex;
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[3068] | 76 | /// the fbo used for MRT
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[3038] | 77 | FrameBufferObject *fbo = NULL;
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[2756] | 78 | /// the renderable scene geometry
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[3267] | 79 | SceneEntityContainer staticObjects;
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[3214] | 80 | /// the dynamic objects in the scene
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[3070] | 81 | SceneEntityContainer dynamicObjects;
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[2756] | 82 | // traverses and renders the hierarchy
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[2767] | 83 | RenderTraverser *traverser = NULL;
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[2756] | 84 | /// the hierarchy
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[2767] | 85 | Bvh *bvh = NULL;
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[2793] | 86 | /// handles scene loading
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[3059] | 87 | ResourceManager *resourceManager = NULL;
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[3057] | 88 | /// handles scene loading
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| 89 | ShaderManager *shaderManager = NULL;
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[2756] | 90 | /// the scene camera
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[3062] | 91 | PerspectiveCamera *camera = NULL;
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[2795] | 92 | /// the scene camera
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[3062] | 93 | PerspectiveCamera *visCamera = NULL;
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[2767] | 94 | /// the visualization
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| 95 | Visualization *visualization = NULL;
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[3101] | 96 | /// the current render renderState
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| 97 | RenderState renderState;
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[2764] | 98 | /// the rendering algorithm
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[2795] | 99 | int renderMode = RenderTraverser::CHCPLUSPLUS;
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[3038] | 100 | /// eye near plane distance
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[3068] | 101 | const float nearDist = 0.2f;
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[3106] | 102 | //const float nearDist = 1.0f;
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[3038] | 103 | /// eye far plane distance
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[2927] | 104 | float farDist = 1e6f;
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[2856] | 105 | /// the field of view
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[3068] | 106 | const float fov = 50.0f;
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[2764] | 107 |
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[3279] | 108 | float skyDomeScaleFactor = 80.0f;
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| 109 |
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[2796] | 110 | SceneQuery *sceneQuery = NULL;
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[2801] | 111 | RenderQueue *renderQueue = NULL;
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[3068] | 112 | /// traverses and renders the hierarchy
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[2897] | 113 | RenderTraverser *shadowTraverser = NULL;
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[3068] | 114 | /// the skylight + skydome model
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[2957] | 115 | SkyPreetham *preetham = NULL;
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[2897] | 116 |
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[3078] | 117 | MotionPath *motionPath = NULL;
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[3189] | 118 | /// max depth where candidates for tighter bounds are searched
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[3123] | 119 | int maxDepthForTestingChildren = 3;
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[3246] | 120 | /// use full resolution for ssao or half
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[3216] | 121 | bool ssaoUseFullResolution = false;
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[3123] | 122 |
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[3219] | 123 | /// store the frames as tga
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| 124 | bool recordFrames = false;
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| 125 | /// record the taken path
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| 126 | bool recordPath = false;
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| 127 | /// replays the recorded path
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| 128 | bool replayPath = false;
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[3223] | 129 | /// frame number for replay
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[3219] | 130 | int currentReplayFrame = -1;
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| 131 |
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[3220] | 132 | string recordedFramesSuffix("frames");
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[3223] | 133 | string statsFilename("stats");
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[3220] | 134 |
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[3238] | 135 | string filename("city");
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[3271] | 136 | string bvhname("");
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[3243] | 137 | string visibilitySolution("");
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[3238] | 138 |
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| 139 |
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[3219] | 140 | /// the walkThroughRecorder
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| 141 | WalkThroughRecorder *walkThroughRecorder = NULL;
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| 142 | WalkThroughPlayer *walkThroughPlayer = NULL;
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[3223] | 143 | StatsWriter *statsWriter = NULL;
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[3219] | 144 |
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[3225] | 145 | bool makeSnapShot = false;
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[3219] | 146 |
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[3244] | 147 | ViewCellsTree *viewCellsTree = NULL;
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[3246] | 148 | ViewCell *viewCell = NULL;
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[3225] | 149 |
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[3247] | 150 | bool useSkylightForIllum = true;
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| 151 |
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[3273] | 152 | bool showFPS = true;
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| 153 |
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[3245] | 154 | static int globalVisibleId = 0;
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[3244] | 155 |
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[3284] | 156 | PerfTimer applicationTimer;
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[3245] | 157 |
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[3284] | 158 | float shotRays = .0f;
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[3286] | 159 | /// the visibility solution is initialized at this number of rays shot that
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| 160 | int visibilitySolutionInitialState = 0;
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[3245] | 161 |
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[3295] | 162 | Vector3 defaultAmbient(0.2f);
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| 163 | Vector3 defaultDiffuse(1.0f);
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[3284] | 164 |
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[3295] | 165 |
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[3068] | 166 | /// the technique used for rendering
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| 167 | enum RenderTechnique
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| 168 | {
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| 169 | FORWARD,
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| 170 | DEFERRED,
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| 171 | DEPTH_PASS
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| 172 | };
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| 173 |
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| 174 |
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[2994] | 175 | /// the used render type for this render pass
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| 176 | enum RenderMethod
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| 177 | {
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[3043] | 178 | RENDER_FORWARD,
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[2994] | 179 | RENDER_DEPTH_PASS,
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| 180 | RENDER_DEFERRED,
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| 181 | RENDER_DEPTH_PASS_DEFERRED,
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| 182 | RENDER_NUM_RENDER_TYPES
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| 183 | };
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[2957] | 184 |
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[2994] | 185 | /// one of four possible render methods
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[3043] | 186 | int renderMethod = RENDER_FORWARD;
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[2994] | 187 |
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[3059] | 188 | static int winWidth = 1024;
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| 189 | static int winHeight = 768;
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| 190 | static float winAspectRatio = 1.0f;
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[2994] | 191 |
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[2809] | 192 | /// these values get scaled with the frame rate
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[2828] | 193 | static float keyForwardMotion = 30.0f;
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| 194 | static float keyRotation = 1.5f;
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[2801] | 195 |
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[2826] | 196 | /// elapsed time in milliseconds
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[3059] | 197 | double elapsedTime = 1000.0;
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| 198 | double algTime = 1000.0;
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| 199 | double accumulatedTime = 1000.0;
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| 200 | float fps = 1e3f;
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[3193] | 201 | float turbitity = 5.0f;
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[2795] | 202 |
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[3212] | 203 | // ssao parameters
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| 204 | float ssaoKernelRadius = 1e-8f;
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| 205 | float ssaoSampleIntensity = 0.2f;
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[3305] | 206 | float ssaoFilterRadius = 3.0f;
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[3212] | 207 | float ssaoTempCohFactor = 255.0;
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| 208 | bool sortSamples = true;
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| 209 |
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[2945] | 210 | int shadowSize = 2048;
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[3212] | 211 |
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[3059] | 212 | /// the hud font
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[2826] | 213 | glfont::GLFont myfont;
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| 214 |
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[2809] | 215 | // rendertexture
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[3212] | 216 | int texWidth = 1024;
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| 217 | int texHeight = 768;
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[2866] | 218 |
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[2770] | 219 | int renderedObjects = 0;
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[2773] | 220 | int renderedNodes = 0;
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| 221 | int renderedTriangles = 0;
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| 222 |
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[2770] | 223 | int issuedQueries = 0;
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| 224 | int traversedNodes = 0;
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| 225 | int frustumCulledNodes = 0;
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| 226 | int queryCulledNodes = 0;
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| 227 | int stateChanges = 0;
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[2800] | 228 | int numBatches = 0;
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[2770] | 229 |
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[3101] | 230 | // mouse navigation renderState
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[2809] | 231 | int xEyeBegin = 0;
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| 232 | int yEyeBegin = 0;
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| 233 | int yMotionBegin = 0;
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| 234 | int verticalMotionBegin = 0;
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| 235 | int horizontalMotionBegin = 0;
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[2642] | 236 |
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[2792] | 237 | bool leftKeyPressed = false;
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| 238 | bool rightKeyPressed = false;
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| 239 | bool upKeyPressed = false;
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| 240 | bool downKeyPressed = false;
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[2837] | 241 | bool descendKeyPressed = false;
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| 242 | bool ascendKeyPressed = false;
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[3105] | 243 | bool leftStrafeKeyPressed = false;
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| 244 | bool rightStrafeKeyPressed = false;
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| 245 |
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[3054] | 246 | bool altKeyPressed = false;
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| 247 |
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[2994] | 248 | bool showHelp = false;
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| 249 | bool showStatistics = false;
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| 250 | bool showOptions = true;
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| 251 | bool showBoundingVolumes = false;
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| 252 | bool visMode = false;
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| 253 |
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| 254 | bool useOptimization = false;
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[3074] | 255 | bool useTightBounds = true;
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[2994] | 256 | bool useRenderQueue = true;
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| 257 | bool useMultiQueries = true;
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| 258 | bool flyMode = true;
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| 259 |
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[2875] | 260 | bool useGlobIllum = false;
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| 261 | bool useTemporalCoherence = true;
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[2994] | 262 | bool showAlgorithmTime = false;
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[2875] | 263 |
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[2994] | 264 | bool useFullScreen = false;
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| 265 | bool useLODs = true;
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| 266 | bool moveLight = false;
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| 267 |
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| 268 | bool useAdvancedShading = false;
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| 269 | bool showShadowMap = false;
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| 270 | bool renderLightView = false;
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[3054] | 271 | bool useHDR = true;
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[3175] | 272 | bool useAntiAliasing = true;
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[3215] | 273 | bool useLenseFlare = true;
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[2994] | 274 |
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[3246] | 275 | bool usePvs = false;
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| 276 |
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| 277 |
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[3054] | 278 | PerfTimer frameTimer, algTimer;
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[3212] | 279 | /// the performance graph window
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[3054] | 280 | PerformanceGraph *perfGraph = NULL;
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[2994] | 281 |
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[3189] | 282 | int sCurrentMrtSet = 0;
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[3111] | 283 | static Matrix4x4 invTrafo = IdentityMatrix();
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[3246] | 284 | float mouseMotion = 0.2f;
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[3111] | 285 |
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[3256] | 286 | float viewCellsScaleFactor = 1.0f;
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[3246] | 287 |
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[3316] | 288 | float maxConvergence = 2000.0f;
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[3319] | 289 | float spatialWeight = 0.0001f;
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[3256] | 290 |
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[3316] | 291 |
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[3068] | 292 | //////////////
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[3246] | 293 | //-- chc++ algorithm parameters
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[2827] | 294 |
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[3068] | 295 | /// the pixel threshold where a node is still considered invisible
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| 296 | /// (should be zero for conservative visibility)
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| 297 | int threshold;
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| 298 | int assumedVisibleFrames = 10;
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| 299 | int maxBatchSize = 50;
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| 300 | int trianglesPerVirtualLeaf = INITIAL_TRIANGLES_PER_VIRTUAL_LEAVES;
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| 301 |
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[3244] | 302 |
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[3068] | 303 | //////////////
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| 304 |
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| 305 | enum {CAMERA_PASS = 0, LIGHT_PASS = 1};
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| 306 |
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| 307 |
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[2948] | 308 | //DeferredRenderer::SAMPLING_METHOD samplingMethod = DeferredRenderer::SAMPLING_POISSON;
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| 309 | DeferredRenderer::SAMPLING_METHOD samplingMethod = DeferredRenderer::SAMPLING_QUADRATIC;
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[2865] | 310 |
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[2894] | 311 | ShadowMap *shadowMap = NULL;
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[2952] | 312 | DirectionalLight *light = NULL;
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[3111] | 313 | DeferredRenderer *deferredShader = NULL;
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[2834] | 314 |
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[3175] | 315 |
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[3059] | 316 | SceneEntity *buddha = NULL;
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[2957] | 317 | SceneEntity *skyDome = NULL;
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[3214] | 318 | SceneEntity *sunBox = NULL;
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[2895] | 319 |
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[3214] | 320 | GLuint sunQuery = 0;
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[2952] | 321 |
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[3271] | 322 | string walkThroughSuffix("frames");
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[3214] | 323 |
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[3271] | 324 |
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[3059] | 325 | ////////////////////
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| 326 | //--- function forward declarations
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[2991] | 327 |
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[2759] | 328 | void InitExtensions();
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[3059] | 329 | void InitGLstate();
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| 330 |
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[2756] | 331 | void DisplayVisualization();
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[3059] | 332 | /// destroys all allocated resources
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[2759] | 333 | void CleanUp();
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| 334 | void SetupEyeView();
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| 335 | void SetupLighting();
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[2764] | 336 | void DisplayStats();
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[3059] | 337 | /// draw the help screen
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[2786] | 338 | void DrawHelpMessage();
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[3059] | 339 | /// render the sky dome
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[2796] | 340 | void RenderSky();
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[3059] | 341 | /// render the objects found visible in the depth pass
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[2801] | 342 | void RenderVisibleObjects();
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[2756] | 343 |
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[3215] | 344 | int TestSunVisible();
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[3214] | 345 |
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[2792] | 346 | void Begin2D();
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| 347 | void End2D();
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[3059] | 348 | /// the main loop
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| 349 | void MainLoop();
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| 350 |
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[2792] | 351 | void KeyBoard(unsigned char c, int x, int y);
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| 352 | void Special(int c, int x, int y);
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| 353 | void KeyUp(unsigned char c, int x, int y);
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| 354 | void SpecialKeyUp(int c, int x, int y);
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| 355 | void Reshape(int w, int h);
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[3101] | 356 | void Mouse(int button, int renderState, int x, int y);
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[2792] | 357 | void LeftMotion(int x, int y);
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| 358 | void RightMotion(int x, int y);
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| 359 | void MiddleMotion(int x, int y);
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[3059] | 360 | void KeyHorizontalMotion(float shift);
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| 361 | void KeyVerticalMotion(float shift);
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| 362 | /// returns the string representation of a number with the decimal points
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[2792] | 363 | void CalcDecimalPoint(string &str, int d);
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[3059] | 364 | /// Creates the traversal method (vfc, stopandwait, chc, chc++)
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[3062] | 365 | RenderTraverser *CreateTraverser(PerspectiveCamera *cam);
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[3059] | 366 | /// place the viewer on the floor plane
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[2801] | 367 | void PlaceViewer(const Vector3 &oldPos);
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[3019] | 368 | // initialise the frame buffer objects
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[2809] | 369 | void InitFBO();
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[3059] | 370 | /// changes the sunlight direction
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[2954] | 371 | void RightMotionLight(int x, int y);
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[3059] | 372 | /// render the shader map
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[2951] | 373 | void RenderShadowMap(float newfar);
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[3059] | 374 | /// function that touches each material once in order to accelarate render queue
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| 375 | void PrepareRenderQueue();
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| 376 | /// loads the specified model
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[3237] | 377 | int LoadModel(const string &model, SceneEntityContainer &entities);
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[2810] | 378 |
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[3059] | 379 | inline float KeyRotationAngle() { return keyRotation * elapsedTime * 1e-3f; }
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| 380 | inline float KeyShift() { return keyForwardMotion * elapsedTime * 1e-3f; }
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[3054] | 381 |
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[3316] | 382 | void CreateAnimation(const Vector3 &pos);
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[3078] | 383 |
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[3120] | 384 | SceneQuery *GetOrCreateSceneQuery();
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[3078] | 385 |
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[3246] | 386 | void LoadPvs();
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[3120] | 387 |
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[3246] | 388 | void LoadVisibilitySolution();
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[3244] | 389 |
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[3246] | 390 | void RenderViewCell();
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| 391 |
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[3279] | 392 | void LoadPompeiiFloor();
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[3246] | 393 |
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[3287] | 394 | void LoadOrUpdatePVSs(const Vector3 &pos);
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| 395 |
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[3316] | 396 | void CreateNewInstance(SceneEntity *parent, const Vector3 &pos);
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| 397 |
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| 398 |
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| 399 | /////////////
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| 400 |
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[3292] | 401 | string envFileName = "default.env";
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[3287] | 402 |
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[3285] | 403 | float pvsTotalSamples = .0f;
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| 404 | float pvsTotalTime = .0f;
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[3276] | 405 |
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[3285] | 406 |
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[3120] | 407 | // new view projection matrix of the camera
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[3005] | 408 | static Matrix4x4 viewProjMat = IdentityMatrix();
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[3120] | 409 | // the old view projection matrix of the camera
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[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);
|
---|
[3360] | 553 | camera->SetFar(1e6f);
|
---|
[2888] | 554 |
|
---|
[2838] | 555 | camera->SetDirection(camDir);
|
---|
[2829] | 556 | camera->SetPosition(camPos);
|
---|
| 557 |
|
---|
[3062] | 558 | visCamera = new PerspectiveCamera(winWidth / winHeight, fov);
|
---|
[3353] | 559 | visCamera->SetNear(.0f);
|
---|
[2796] | 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;
|
---|
[3226] | 623 | resourceManager->mUseSpecialColors = true;
|
---|
| 624 |
|
---|
[3203] | 625 | //LoadModel("fisch.dem", dynamicObjects);
|
---|
[3235] | 626 |
|
---|
[3146] | 627 | //LoadModel("venusm.dem", dynamicObjects);
|
---|
[3153] | 628 | //LoadModel("camel.dem", dynamicObjects);
|
---|
[3146] | 629 | //LoadModel("toyplane2.dem", dynamicObjects);
|
---|
[3151] | 630 | //LoadModel("elephal.dem", dynamicObjects);
|
---|
[3128] | 631 |
|
---|
[3294] | 632 | if (0) LoadPompeiiFloor();
|
---|
[3360] | 633 | #if 1
|
---|
[3271] | 634 |
|
---|
[3319] | 635 | #if 0
|
---|
[3318] | 636 | // vienna positions
|
---|
[3316] | 637 | VertexArray positions;
|
---|
| 638 | positions.push_back(Vector3(478.398f, 268.0f, 181.3));
|
---|
| 639 | positions.push_back(Vector3(470.461, 268.543, 181.7));
|
---|
| 640 | positions.push_back(Vector3(499.648, 264.358, 181.7));
|
---|
| 641 | positions.push_back(Vector3(487.913, 285.162, 181.7));
|
---|
| 642 |
|
---|
| 643 | #else
|
---|
| 644 |
|
---|
[3318] | 645 | // sibenik positions
|
---|
[3316] | 646 | VertexArray positions;
|
---|
[3359] | 647 |
|
---|
[3360] | 648 | // for buddha (lowres)
|
---|
[3359] | 649 | /*positions.push_back(Vector3(6.07307, 8.20723, 6.62));
|
---|
[3316] | 650 | positions.push_back(Vector3(-17.1935, 11.1687, 8.8781));
|
---|
[3359] | 651 | positions.push_back(Vector3(1.50032, 31.1943, 19.1f));*/
|
---|
[3316] | 652 |
|
---|
[3360] | 653 | // for happy buddha
|
---|
| 654 | //positions.push_back(Vector3(6.07307, 8.20723, 4.6f));
|
---|
| 655 | //positions.push_back(Vector3(-17.1935, 11.1687, 6.8f));
|
---|
| 656 | //positions.push_back(Vector3(1.50032, 31.1943, 17.6f));
|
---|
[3359] | 657 |
|
---|
[3360] | 658 | // for dragon
|
---|
| 659 | //positions.push_back(Vector3(6.07307, 8.20723, 5.0f));
|
---|
| 660 | positions.push_back(Vector3(0, 0, -0.8));
|
---|
| 661 |
|
---|
[3316] | 662 | #endif
|
---|
| 663 |
|
---|
[3261] | 664 | //const Vector3 sceneCenter(470.398f, 240.364f, 180.3);
|
---|
[3316] | 665 | Matrix4x4 transl = TranslationMatrix(positions[0]);
|
---|
[3261] | 666 |
|
---|
[3358] | 667 | //LoadModel("hbuddha.dem", dynamicObjects);
|
---|
[3360] | 668 | LoadModel("horse.dem", dynamicObjects);
|
---|
| 669 | //LoadModel("happy.dem", dynamicObjects);
|
---|
| 670 | //LoadModel("dragon.dem", dynamicObjects);
|
---|
[3341] | 671 | //LoadModel("torus.dem", dynamicObjects);
|
---|
[3325] | 672 | //LoadModel("venusm.dem", dynamicObjects);
|
---|
[3128] | 673 |
|
---|
[3072] | 674 | buddha = dynamicObjects.back();
|
---|
| 675 | buddha->GetTransform()->SetMatrix(transl);
|
---|
| 676 |
|
---|
[3316] | 677 |
|
---|
| 678 | for (size_t i = 1; i < positions.size(); ++ i)
|
---|
[3072] | 679 | {
|
---|
[3316] | 680 | CreateNewInstance(buddha, positions[i]);
|
---|
| 681 | }
|
---|
[3072] | 682 |
|
---|
[3359] | 683 | const float rotAngle = M_PI / 2.0f;
|
---|
| 684 | const Matrix4x4 rotMatrix = RotationXMatrix(rotAngle);
|
---|
| 685 | const Matrix4x4 scaleMatrix = ScaleMatrix(14, 14, 14);
|
---|
| 686 |
|
---|
[3353] | 687 | // hack: second buddha
|
---|
[3359] | 688 | dynamicObjects[0]->GetTransform()->MultMatrix(rotMatrix);
|
---|
| 689 | dynamicObjects[0]->GetTransform()->MultMatrix(scaleMatrix);
|
---|
[3072] | 690 |
|
---|
[3360] | 691 | //dynamicObjects[1]->GetTransform()->MultMatrix(rotMatrix);
|
---|
| 692 | //dynamicObjects[1]->GetTransform()->MultMatrix(scaleMatrix);
|
---|
| 693 |
|
---|
| 694 | //dynamicObjects[2]->GetTransform()->MultMatrix(rotMatrix);
|
---|
| 695 | //dynamicObjects[2]->GetTransform()->MultMatrix(scaleMatrix);
|
---|
| 696 |
|
---|
[3359] | 697 | cout << "dynamic objects: " << (int)dynamicObjects.size() << endl;
|
---|
| 698 |
|
---|
[3360] | 699 | CreateAnimation(positions[0]);
|
---|
| 700 | #endif
|
---|
| 701 |
|
---|
[3359] | 702 | // hack
|
---|
[3247] | 703 | resourceManager->mUseNormalMapping = false;
|
---|
| 704 | resourceManager->mUseSpecialColors = false;
|
---|
| 705 |
|
---|
| 706 |
|
---|
[3059] | 707 | ///////////
|
---|
| 708 | //-- load the associated static bvh
|
---|
| 709 |
|
---|
[3266] | 710 | BvhFactory bvhFactory;
|
---|
[2795] | 711 |
|
---|
[3271] | 712 | if (bvhname != "")
|
---|
[2795] | 713 | {
|
---|
[3271] | 714 | cout << "loading bvh from disc" << endl;
|
---|
| 715 | const string bvh_fullpath = string(model_path + bvhname + ".bvh");
|
---|
| 716 | bvh = bvhFactory.Create(bvh_fullpath, staticObjects, dynamicObjects, maxDepthForTestingChildren);
|
---|
| 717 |
|
---|
| 718 | if (!bvh)
|
---|
| 719 | {
|
---|
| 720 | cerr << "loading bvh " << bvh_fullpath << " failed" << endl;
|
---|
| 721 | CleanUp();
|
---|
| 722 | exit(0);
|
---|
| 723 | }
|
---|
[2795] | 724 | }
|
---|
[3271] | 725 | else
|
---|
| 726 | {
|
---|
| 727 | cout << "creating new bvh" << endl;
|
---|
| 728 | bvh = bvhFactory.Create(staticObjects, dynamicObjects, maxDepthForTestingChildren);
|
---|
| 729 | }
|
---|
[2795] | 730 |
|
---|
[3059] | 731 | /// set the depth of the bvh depending on the triangles per leaf node
|
---|
| 732 | bvh->SetVirtualLeaves(trianglesPerVirtualLeaf);
|
---|
| 733 |
|
---|
[2963] | 734 | // set far plane based on scene extent
|
---|
[3360] | 735 | //farDist = 10.0f * Magnitude(bvh->GetBox().Diagonal());
|
---|
| 736 | farDist = 1000.0f;
|
---|
[3059] | 737 | camera->SetFar(farDist);
|
---|
[2963] | 738 |
|
---|
[2961] | 739 |
|
---|
[3282] | 740 | //ObjExporter().Export(model_path + "mytest.obj", bvh);
|
---|
| 741 | //BvhExporter().Export(model_path + "mytest.bv", bvh);
|
---|
[3260] | 742 |
|
---|
| 743 |
|
---|
| 744 |
|
---|
[3059] | 745 | //////////////////
|
---|
| 746 | //-- setup the skydome model
|
---|
[2964] | 747 |
|
---|
[3267] | 748 | LoadModel("sky.dem", staticObjects);
|
---|
| 749 | skyDome = staticObjects.back();
|
---|
[2861] | 750 |
|
---|
[3059] | 751 | /// the turbitity of the sky (from clear to hazy, use <3 for clear sky)
|
---|
[3193] | 752 | preetham = new SkyPreetham(turbitity, skyDome);
|
---|
[2961] | 753 |
|
---|
[3059] | 754 |
|
---|
[3214] | 755 | //////////////////////////
|
---|
[3219] | 756 | //-- a bounding box representing the sun pos in order to test visibility
|
---|
| 757 |
|
---|
[3214] | 758 | Transform3 *trafo = resourceManager->CreateTransform(IdentityMatrix());
|
---|
[3078] | 759 |
|
---|
[3214] | 760 | // make it slightly bigger to simulate sun diameter
|
---|
| 761 | const float size = 25.0f;
|
---|
| 762 | AxisAlignedBox3 sbox(Vector3(-size), Vector3(size));
|
---|
| 763 |
|
---|
| 764 | SceneEntityConverter conv;
|
---|
| 765 |
|
---|
[3245] | 766 |
|
---|
| 767 | //////////////////
|
---|
| 768 | //-- occlusion query for sun
|
---|
| 769 |
|
---|
[3215] | 770 | Material *mat = resourceManager->CreateMaterial();
|
---|
[3214] | 771 |
|
---|
| 772 | mat->GetTechnique(0)->SetDepthWriteEnabled(false);
|
---|
| 773 | mat->GetTechnique(0)->SetColorWriteEnabled(false);
|
---|
| 774 |
|
---|
| 775 | sunBox = conv.ConvertBox(sbox, mat, trafo);
|
---|
[3215] | 776 | resourceManager->AddSceneEntity(sunBox);
|
---|
| 777 |
|
---|
| 778 | /// create single occlusion query that handles sun visibility
|
---|
[3214] | 779 | glGenQueriesARB(1, &sunQuery);
|
---|
| 780 |
|
---|
| 781 |
|
---|
[3059] | 782 | //////////
|
---|
| 783 | //-- initialize the traversal algorithm
|
---|
| 784 |
|
---|
[2897] | 785 | traverser = CreateTraverser(camera);
|
---|
[3059] | 786 |
|
---|
| 787 | // the bird-eye visualization
|
---|
[3101] | 788 | visualization = new Visualization(bvh, camera, NULL, &renderState);
|
---|
[3054] | 789 |
|
---|
[3059] | 790 | // this function assign the render queue bucket ids of the materials in beforehand
|
---|
[3227] | 791 | // => probably less overhead for new parts of the scene that are not yet assigned
|
---|
[3059] | 792 | PrepareRenderQueue();
|
---|
| 793 | /// forward rendering is the default
|
---|
[3101] | 794 | renderState.SetRenderTechnique(FORWARD);
|
---|
[2847] | 795 | // frame time is restarted every frame
|
---|
| 796 | frameTimer.Start();
|
---|
[3059] | 797 |
|
---|
[3238] | 798 | //Halton::TestHalton(7, 2);
|
---|
| 799 | //HaltonSequence::TestHalton(15, 2);
|
---|
| 800 | //Halton::TestPrime();
|
---|
[3227] | 801 |
|
---|
[2857] | 802 | // the rendering loop
|
---|
[2642] | 803 | glutMainLoop();
|
---|
[3059] | 804 |
|
---|
[2642] | 805 | // clean up
|
---|
[2756] | 806 | CleanUp();
|
---|
[3019] | 807 |
|
---|
[2642] | 808 | return 0;
|
---|
| 809 | }
|
---|
| 810 |
|
---|
[2756] | 811 |
|
---|
[2809] | 812 | void InitFBO()
|
---|
[2810] | 813 | {
|
---|
[2949] | 814 | PrintGLerror("fbo start");
|
---|
[2980] | 815 |
|
---|
[2857] | 816 | // this fbo basicly stores the scene information we get from standard rendering of a frame
|
---|
[3066] | 817 | // we store diffuse colors, eye space depth and normals
|
---|
[2884] | 818 | fbo = new FrameBufferObject(texWidth, texHeight, FrameBufferObject::DEPTH_32);
|
---|
[2857] | 819 |
|
---|
[2859] | 820 | // the diffuse color buffer
|
---|
[3015] | 821 | fbo->AddColorBuffer(ColorBufferObject::RGBA_FLOAT_32, ColorBufferObject::WRAP_CLAMP_TO_EDGE, ColorBufferObject::FILTER_LINEAR, ColorBufferObject::FILTER_NEAREST);
|
---|
[3009] | 822 | // the normals buffer
|
---|
[3197] | 823 | //fbo->AddColorBuffer(ColorBufferObject::RGB_FLOAT_16, ColorBufferObject::WRAP_CLAMP_TO_EDGE, ColorBufferObject::FILTER_NEAREST);
|
---|
| 824 | fbo->AddColorBuffer(ColorBufferObject::RGB_FLOAT_16, ColorBufferObject::WRAP_CLAMP_TO_EDGE, ColorBufferObject::FILTER_LINEAR);
|
---|
[3066] | 825 | // a rgb buffer which could hold material properties
|
---|
[3113] | 826 | //fbo->AddColorBuffer(ColorBufferObject::RGB_UBYTE, ColorBufferObject::WRAP_CLAMP_TO_EDGE, ColorBufferObject::FILTER_NEAREST);
|
---|
[3117] | 827 | // buffer holding the difference vector to the old frame
|
---|
[3167] | 828 | fbo->AddColorBuffer(ColorBufferObject::RGB_FLOAT_16, ColorBufferObject::WRAP_CLAMP_TO_EDGE, ColorBufferObject::FILTER_LINEAR);
|
---|
[2879] | 829 | // another color buffer
|
---|
[3015] | 830 | fbo->AddColorBuffer(ColorBufferObject::RGBA_FLOAT_32, ColorBufferObject::WRAP_CLAMP_TO_EDGE, ColorBufferObject::FILTER_LINEAR, ColorBufferObject::FILTER_NEAREST);
|
---|
[2879] | 831 |
|
---|
[3117] | 832 | for (int i = 0; i < 4; ++ i)
|
---|
[3219] | 833 | {
|
---|
[3117] | 834 | FrameBufferObject::InitBuffer(fbo, i);
|
---|
[3219] | 835 | }
|
---|
| 836 |
|
---|
[3117] | 837 | PrintGLerror("init fbo");
|
---|
[2809] | 838 | }
|
---|
| 839 |
|
---|
| 840 |
|
---|
[2827] | 841 | bool InitFont(void)
|
---|
[2642] | 842 | {
|
---|
[2826] | 843 | glEnable(GL_TEXTURE_2D);
|
---|
| 844 |
|
---|
| 845 | glGenTextures(1, &fontTex);
|
---|
| 846 | glBindTexture(GL_TEXTURE_2D, fontTex);
|
---|
[3019] | 847 |
|
---|
[2829] | 848 | if (!myfont.Create("data/fonts/verdana.glf", fontTex))
|
---|
[2826] | 849 | return false;
|
---|
| 850 |
|
---|
| 851 | glDisable(GL_TEXTURE_2D);
|
---|
[2827] | 852 |
|
---|
[2826] | 853 | return true;
|
---|
| 854 | }
|
---|
| 855 |
|
---|
| 856 |
|
---|
| 857 | void InitGLstate()
|
---|
| 858 | {
|
---|
[3246] | 859 | glClearColor(0.4f, 0.4f, 0.4f, 1e20f);
|
---|
[2642] | 860 |
|
---|
| 861 | glPixelStorei(GL_UNPACK_ALIGNMENT, 1);
|
---|
| 862 | glPixelStorei(GL_PACK_ALIGNMENT,1);
|
---|
| 863 |
|
---|
| 864 | glDepthFunc(GL_LESS);
|
---|
[2762] | 865 | glEnable(GL_DEPTH_TEST);
|
---|
[2642] | 866 |
|
---|
[2760] | 867 | glColor3f(1.0f, 1.0f, 1.0f);
|
---|
[2642] | 868 | glShadeModel(GL_SMOOTH);
|
---|
| 869 |
|
---|
| 870 | glMaterialf(GL_FRONT, GL_SHININESS, 64);
|
---|
| 871 | glEnable(GL_NORMALIZE);
|
---|
[2767] | 872 |
|
---|
| 873 | glDisable(GL_ALPHA_TEST);
|
---|
[2951] | 874 | glAlphaFunc(GL_GEQUAL, 0.5f);
|
---|
[2767] | 875 |
|
---|
[2642] | 876 | glFrontFace(GL_CCW);
|
---|
| 877 | glCullFace(GL_BACK);
|
---|
[2851] | 878 | glEnable(GL_CULL_FACE);
|
---|
| 879 |
|
---|
[2800] | 880 | glDisable(GL_TEXTURE_2D);
|
---|
[2762] | 881 |
|
---|
[2959] | 882 | GLfloat ambientColor[] = {0.2, 0.2, 0.2, 1.0};
|
---|
[2756] | 883 | GLfloat diffuseColor[] = {1.0, 0.0, 0.0, 1.0};
|
---|
[2759] | 884 | GLfloat specularColor[] = {0.0, 0.0, 0.0, 1.0};
|
---|
[2642] | 885 |
|
---|
[2756] | 886 | glMaterialfv(GL_FRONT, GL_AMBIENT, ambientColor);
|
---|
| 887 | glMaterialfv(GL_FRONT, GL_DIFFUSE, diffuseColor);
|
---|
| 888 | glMaterialfv(GL_FRONT, GL_SPECULAR, specularColor);
|
---|
[2801] | 889 |
|
---|
| 890 | glDepthFunc(GL_LESS);
|
---|
[2826] | 891 |
|
---|
[2827] | 892 | if (!InitFont())
|
---|
[2826] | 893 | cerr << "font creation failed" << endl;
|
---|
| 894 | else
|
---|
| 895 | cout << "successfully created font" << endl;
|
---|
[2953] | 896 |
|
---|
| 897 |
|
---|
[2954] | 898 | //////////////////////////////
|
---|
| 899 |
|
---|
[2959] | 900 | //GLfloat lmodel_ambient[] = {1.0f, 1.0f, 1.0f, 1.0f};
|
---|
| 901 | GLfloat lmodel_ambient[] = {0.7f, 0.7f, 0.8f, 1.0f};
|
---|
[2954] | 902 |
|
---|
| 903 | glLightModelfv(GL_LIGHT_MODEL_AMBIENT, lmodel_ambient);
|
---|
[2959] | 904 | //glLightModeli(GL_LIGHT_MODEL_LOCAL_VIEWER, GL_TRUE);
|
---|
| 905 | glLightModeli(GL_LIGHT_MODEL_LOCAL_VIEWER, GL_FALSE);
|
---|
[2954] | 906 | glLightModeli(GL_LIGHT_MODEL_COLOR_CONTROL_EXT, GL_SINGLE_COLOR_EXT);
|
---|
[2642] | 907 | }
|
---|
| 908 |
|
---|
| 909 |
|
---|
[2827] | 910 | void DrawHelpMessage()
|
---|
[2826] | 911 | {
|
---|
[2642] | 912 | const char *message[] =
|
---|
| 913 | {
|
---|
| 914 | "Help information",
|
---|
| 915 | "",
|
---|
| 916 | "'F1' - shows/dismisses this message",
|
---|
[2795] | 917 | "'F2' - shows/hides bird eye view",
|
---|
[2790] | 918 | "'F3' - shows/hides bounds (boxes or tight bounds)",
|
---|
[2827] | 919 | "'F4', - shows/hides parameters",
|
---|
| 920 | "'F5' - shows/hides statistics",
|
---|
| 921 | "'F6', - toggles between fly/walkmode",
|
---|
[2826] | 922 | "'F7', - cycles throw render modes",
|
---|
| 923 | "'F8', - enables/disables ambient occlusion (only deferred)",
|
---|
| 924 | "'F9', - shows pure algorithm render time (using glFinish)",
|
---|
[2790] | 925 | "'SPACE' - cycles through occlusion culling algorithms",
|
---|
[2642] | 926 | "",
|
---|
[2827] | 927 | "'MOUSE LEFT' - turn left/right, move forward/backward",
|
---|
| 928 | "'MOUSE RIGHT' - turn left/right, move forward/backward",
|
---|
| 929 | "'MOUSE MIDDLE' - move up/down, left/right",
|
---|
| 930 | "'CURSOR UP/DOWN' - move forward/backward",
|
---|
| 931 | "'CURSOR LEFT/RIGHT' - turn left/right",
|
---|
[2642] | 932 | "",
|
---|
[2827] | 933 | "'-'/'+' - decreases/increases max batch size",
|
---|
[2837] | 934 | "'1'/'2' - downward/upward motion",
|
---|
| 935 | "'3'/'4' - decreases/increases triangles per virtual bvh leaf (sets bvh depth)",
|
---|
| 936 | "'5'/'6' - decreases/increases assumed visible frames",
|
---|
[2776] | 937 | "",
|
---|
[2786] | 938 | "'R' - use render queue",
|
---|
[2790] | 939 | "'B' - use tight bounds",
|
---|
| 940 | "'M' - use multiqueries",
|
---|
[2792] | 941 | "'O' - use CHC optimization (geometry queries for leaves)",
|
---|
[2642] | 942 | 0,
|
---|
| 943 | };
|
---|
| 944 |
|
---|
[2756] | 945 |
|
---|
[2827] | 946 | glColor4f(0.0f, 1.0f , 0.0f, 0.2f); // 20% green.
|
---|
[2756] | 947 |
|
---|
[2827] | 948 | glRecti(30, 30, winWidth - 30, winHeight - 30);
|
---|
[2642] | 949 |
|
---|
[2827] | 950 | glEnd();
|
---|
| 951 |
|
---|
[2756] | 952 | glColor3f(1.0f, 1.0f, 1.0f);
|
---|
| 953 |
|
---|
[2829] | 954 | glEnable(GL_TEXTURE_2D);
|
---|
[2827] | 955 | myfont.Begin();
|
---|
| 956 |
|
---|
| 957 | int x = 40, y = 30;
|
---|
| 958 |
|
---|
| 959 | for(int i = 0; message[i] != 0; ++ i)
|
---|
[2756] | 960 | {
|
---|
| 961 | if(message[i][0] == '\0')
|
---|
| 962 | {
|
---|
[2786] | 963 | y += 15;
|
---|
[2756] | 964 | }
|
---|
| 965 | else
|
---|
| 966 | {
|
---|
[2827] | 967 | myfont.DrawString(message[i], x, winHeight - y);
|
---|
| 968 | y += 25;
|
---|
[2642] | 969 | }
|
---|
| 970 | }
|
---|
[2829] | 971 | glDisable(GL_TEXTURE_2D);
|
---|
[2642] | 972 | }
|
---|
| 973 |
|
---|
| 974 |
|
---|
[3062] | 975 | RenderTraverser *CreateTraverser(PerspectiveCamera *cam)
|
---|
[2764] | 976 | {
|
---|
[2897] | 977 | RenderTraverser *tr;
|
---|
| 978 |
|
---|
[2764] | 979 | switch (renderMode)
|
---|
| 980 | {
|
---|
| 981 | case RenderTraverser::CULL_FRUSTUM:
|
---|
[2897] | 982 | tr = new FrustumCullingTraverser();
|
---|
[2764] | 983 | break;
|
---|
| 984 | case RenderTraverser::STOP_AND_WAIT:
|
---|
[2897] | 985 | tr = new StopAndWaitTraverser();
|
---|
[2764] | 986 | break;
|
---|
| 987 | case RenderTraverser::CHC:
|
---|
[2897] | 988 | tr = new CHCTraverser();
|
---|
[2764] | 989 | break;
|
---|
[2767] | 990 | case RenderTraverser::CHCPLUSPLUS:
|
---|
[2897] | 991 | tr = new CHCPlusPlusTraverser();
|
---|
[2767] | 992 | break;
|
---|
[3284] | 993 | //case RenderTraverser::CULL_COLLECTOR:
|
---|
| 994 | // tr = new PvsCollectionRenderer();
|
---|
| 995 | // break;
|
---|
[2764] | 996 | default:
|
---|
[2897] | 997 | tr = new FrustumCullingTraverser();
|
---|
[2764] | 998 | }
|
---|
| 999 |
|
---|
[2897] | 1000 | tr->SetCamera(cam);
|
---|
| 1001 | tr->SetHierarchy(bvh);
|
---|
| 1002 | tr->SetRenderQueue(renderQueue);
|
---|
[3101] | 1003 | tr->SetRenderState(&renderState);
|
---|
[2897] | 1004 | tr->SetUseOptimization(useOptimization);
|
---|
| 1005 | tr->SetUseRenderQueue(useRenderQueue);
|
---|
| 1006 | tr->SetVisibilityThreshold(threshold);
|
---|
| 1007 | tr->SetAssumedVisibleFrames(assumedVisibleFrames);
|
---|
| 1008 | tr->SetMaxBatchSize(maxBatchSize);
|
---|
| 1009 | tr->SetUseMultiQueries(useMultiQueries);
|
---|
[3294] | 1010 | tr->SetUseTightBounds((renderMode == RenderTraverser::CHCPLUSPLUS) && useTightBounds);
|
---|
[2955] | 1011 | tr->SetUseDepthPass((renderMethod == RENDER_DEPTH_PASS) || (renderMethod == RENDER_DEPTH_PASS_DEFERRED));
|
---|
[2897] | 1012 | tr->SetRenderQueue(renderQueue);
|
---|
[3066] | 1013 | tr->SetShowBounds(showBoundingVolumes);
|
---|
[2897] | 1014 |
|
---|
[3066] | 1015 | bvh->ResetNodeClassifications();
|
---|
| 1016 |
|
---|
| 1017 |
|
---|
[2897] | 1018 | return tr;
|
---|
[2764] | 1019 | }
|
---|
| 1020 |
|
---|
[3295] | 1021 | /** Setup lighting conditions
|
---|
[3059] | 1022 | */
|
---|
[2759] | 1023 | void SetupLighting()
|
---|
[2642] | 1024 | {
|
---|
[2759] | 1025 | glEnable(GL_LIGHT0);
|
---|
[2959] | 1026 | glDisable(GL_LIGHT1);
|
---|
[2825] | 1027 |
|
---|
[2954] | 1028 | Vector3 lightDir = -light->GetDirection();
|
---|
| 1029 |
|
---|
| 1030 |
|
---|
[2945] | 1031 | ///////////
|
---|
| 1032 | //-- first light: sunlight
|
---|
| 1033 |
|
---|
[2954] | 1034 | GLfloat ambient[] = {0.25f, 0.25f, 0.3f, 1.0f};
|
---|
| 1035 | GLfloat diffuse[] = {1.0f, 0.95f, 0.85f, 1.0f};
|
---|
| 1036 | GLfloat specular[] = {1.0f, 1.0f, 1.0f, 1.0f};
|
---|
[2982] | 1037 |
|
---|
[2759] | 1038 |
|
---|
[3175] | 1039 | const bool useHDRValues =
|
---|
[3046] | 1040 | ((renderMethod == RENDER_DEPTH_PASS_DEFERRED) ||
|
---|
| 1041 | (renderMethod == RENDER_DEFERRED)) && useHDR;
|
---|
[2982] | 1042 |
|
---|
[3046] | 1043 |
|
---|
[2954] | 1044 | Vector3 sunAmbient;
|
---|
| 1045 | Vector3 sunDiffuse;
|
---|
[2759] | 1046 |
|
---|
[3247] | 1047 | if (useSkylightForIllum)
|
---|
| 1048 | {
|
---|
| 1049 | preetham->ComputeSunColor(lightDir, sunAmbient, sunDiffuse, !useHDRValues);
|
---|
[2945] | 1050 |
|
---|
[3247] | 1051 | ambient[0] = sunAmbient.x;
|
---|
| 1052 | ambient[1] = sunAmbient.y;
|
---|
| 1053 | ambient[2] = sunAmbient.z;
|
---|
[2825] | 1054 |
|
---|
[3247] | 1055 | diffuse[0] = sunDiffuse.x;
|
---|
| 1056 | diffuse[1] = sunDiffuse.y;
|
---|
| 1057 | diffuse[2] = sunDiffuse.z;
|
---|
| 1058 | }
|
---|
| 1059 | else
|
---|
| 1060 | {
|
---|
[3295] | 1061 | ambient[0] = defaultAmbient.x;
|
---|
| 1062 | ambient[1] = defaultAmbient.y;
|
---|
| 1063 | ambient[2] = defaultAmbient.z;
|
---|
[2945] | 1064 |
|
---|
[3295] | 1065 | diffuse[0] = defaultDiffuse.x;
|
---|
| 1066 | diffuse[1] = defaultDiffuse.y;
|
---|
| 1067 | diffuse[2] = defaultDiffuse.z;
|
---|
[3247] | 1068 | }
|
---|
[3193] | 1069 |
|
---|
[2954] | 1070 | glLightfv(GL_LIGHT0, GL_AMBIENT, ambient);
|
---|
| 1071 | glLightfv(GL_LIGHT0, GL_DIFFUSE, diffuse);
|
---|
| 1072 | glLightfv(GL_LIGHT0, GL_SPECULAR, specular);
|
---|
[2825] | 1073 |
|
---|
[2954] | 1074 | GLfloat position[] = {lightDir.x, lightDir.y, lightDir.z, 0.0f};
|
---|
| 1075 | glLightfv(GL_LIGHT0, GL_POSITION, position);
|
---|
[2642] | 1076 | }
|
---|
| 1077 |
|
---|
[2800] | 1078 |
|
---|
[2795] | 1079 | void SetupEyeView()
|
---|
[2642] | 1080 | {
|
---|
[2861] | 1081 | // store matrix of last frame
|
---|
[3005] | 1082 | oldViewProjMat = viewProjMat;
|
---|
[2834] | 1083 |
|
---|
[3061] | 1084 | camera->SetupViewProjection();
|
---|
[2759] | 1085 |
|
---|
[3061] | 1086 |
|
---|
[2864] | 1087 | /////////////////
|
---|
[3059] | 1088 | //-- compute view projection matrix and store for later use
|
---|
[2864] | 1089 |
|
---|
[2894] | 1090 | Matrix4x4 matViewing, matProjection;
|
---|
[2864] | 1091 |
|
---|
[2834] | 1092 | camera->GetModelViewMatrix(matViewing);
|
---|
| 1093 | camera->GetProjectionMatrix(matProjection);
|
---|
| 1094 |
|
---|
[3005] | 1095 | viewProjMat = matViewing * matProjection;
|
---|
[2642] | 1096 | }
|
---|
| 1097 |
|
---|
| 1098 |
|
---|
[2792] | 1099 | void KeyHorizontalMotion(float shift)
|
---|
| 1100 | {
|
---|
[2888] | 1101 | Vector3 hvec = -camera->GetDirection();
|
---|
[2792] | 1102 | hvec.z = 0;
|
---|
| 1103 |
|
---|
| 1104 | Vector3 pos = camera->GetPosition();
|
---|
| 1105 | pos += hvec * shift;
|
---|
| 1106 |
|
---|
| 1107 | camera->SetPosition(pos);
|
---|
| 1108 | }
|
---|
| 1109 |
|
---|
| 1110 |
|
---|
[2794] | 1111 | void KeyVerticalMotion(float shift)
|
---|
| 1112 | {
|
---|
| 1113 | Vector3 uvec = Vector3(0, 0, shift);
|
---|
| 1114 |
|
---|
| 1115 | Vector3 pos = camera->GetPosition();
|
---|
| 1116 | pos += uvec;
|
---|
| 1117 |
|
---|
| 1118 | camera->SetPosition(pos);
|
---|
| 1119 | }
|
---|
| 1120 |
|
---|
| 1121 |
|
---|
[3105] | 1122 | void KeyStrafe(float shift)
|
---|
| 1123 | {
|
---|
| 1124 | Vector3 viewDir = camera->GetDirection();
|
---|
| 1125 | Vector3 pos = camera->GetPosition();
|
---|
| 1126 |
|
---|
| 1127 | // the 90 degree rotated view vector
|
---|
| 1128 | // z zero so we don't move in the vertical
|
---|
| 1129 | Vector3 rVec(viewDir[0], viewDir[1], 0);
|
---|
| 1130 |
|
---|
| 1131 | Matrix4x4 rot = RotationZMatrix(M_PI * 0.5f);
|
---|
| 1132 | rVec = rot * rVec;
|
---|
| 1133 | pos += rVec * shift;
|
---|
| 1134 |
|
---|
| 1135 | camera->SetPosition(pos);
|
---|
| 1136 | }
|
---|
| 1137 |
|
---|
| 1138 |
|
---|
[3059] | 1139 | /** Initialize the deferred rendering pass.
|
---|
| 1140 | */
|
---|
[2948] | 1141 | void InitDeferredRendering()
|
---|
| 1142 | {
|
---|
| 1143 | if (!fbo) InitFBO();
|
---|
| 1144 | fbo->Bind();
|
---|
| 1145 |
|
---|
| 1146 | // multisampling does not work with deferred shading
|
---|
| 1147 | glDisable(GL_MULTISAMPLE_ARB);
|
---|
[3101] | 1148 | renderState.SetRenderTechnique(DEFERRED);
|
---|
[2948] | 1149 |
|
---|
| 1150 |
|
---|
[3175] | 1151 | // draw to 3 render targets
|
---|
[3118] | 1152 | if (sCurrentMrtSet == 0)
|
---|
| 1153 | {
|
---|
| 1154 | DeferredRenderer::colorBufferIdx = 0;
|
---|
| 1155 | glDrawBuffers(3, mrt);
|
---|
| 1156 | }
|
---|
| 1157 | else
|
---|
| 1158 | {
|
---|
| 1159 | DeferredRenderer::colorBufferIdx = 3;
|
---|
| 1160 | glDrawBuffers(3, mrt2);
|
---|
| 1161 | }
|
---|
[2985] | 1162 |
|
---|
[2978] | 1163 | sCurrentMrtSet = 1 - sCurrentMrtSet;
|
---|
[2948] | 1164 | }
|
---|
| 1165 |
|
---|
| 1166 |
|
---|
[3059] | 1167 | /** the main rendering loop
|
---|
| 1168 | */
|
---|
| 1169 | void MainLoop()
|
---|
[2801] | 1170 | {
|
---|
[3359] | 1171 | for (size_t i = 0; i < dynamicObjects.size(); ++ i)
|
---|
| 1172 | dynamicObjects[i]->GetTransform()->InitFrame();
|
---|
| 1173 |
|
---|
| 1174 | if (0)//buddha)
|
---|
[3120] | 1175 | {
|
---|
[3246] | 1176 | Matrix4x4 oldTrafo = buddha->GetTransform()->GetMatrix();
|
---|
| 1177 | Vector3 buddhaPos = motionPath->GetCurrentPosition();
|
---|
| 1178 | Matrix4x4 trafo = TranslationMatrix(buddhaPos);
|
---|
[3120] | 1179 |
|
---|
[3246] | 1180 | buddha->GetTransform()->SetMatrix(trafo);
|
---|
| 1181 |
|
---|
| 1182 | #if TODO // drop objects on ground floor
|
---|
| 1183 | for (int i = 0; i < 10; ++ i)
|
---|
[3120] | 1184 | {
|
---|
[3246] | 1185 | SceneEntity *ent = dynamicObjects[i];
|
---|
| 1186 | Vector3 newPos = ent->GetWorldCenter();
|
---|
| 1187 |
|
---|
| 1188 | if (GetOrCreateSceneQuery()->CalcIntersection(newPos))
|
---|
| 1189 | {
|
---|
| 1190 | Matrix4x4 mat = TranslationMatrix(newPos - ent->GetCenter());
|
---|
| 1191 | ent->GetTransform()->SetMatrix(mat);
|
---|
| 1192 | }
|
---|
[3120] | 1193 | }
|
---|
[3221] | 1194 | #endif
|
---|
[3120] | 1195 |
|
---|
[3353] | 1196 | #if 0
|
---|
[3246] | 1197 | /////////////////////////
|
---|
| 1198 | //-- update animations
|
---|
[3221] | 1199 |
|
---|
[3246] | 1200 | //const float rotAngle = M_PI * 1e-3f;
|
---|
[3316] | 1201 | //const float rotAngle = 0.3f * M_PI / 180.0f;
|
---|
| 1202 | const float rotAngle = 0.6f * M_PI / 180.0f;
|
---|
[3225] | 1203 |
|
---|
[3246] | 1204 | Matrix4x4 rotMatrix = RotationZMatrix(rotAngle);
|
---|
[3316] | 1205 | // hack: second buddha
|
---|
[3291] | 1206 | dynamicObjects[1]->GetTransform()->MultMatrix(rotMatrix);
|
---|
[3125] | 1207 |
|
---|
[3359] | 1208 | const float rotAngle2 = 0.0033f * M_PI;
|
---|
[3335] | 1209 |
|
---|
| 1210 | Matrix4x4 rotMatrix2 = RotationZMatrix(rotAngle);
|
---|
| 1211 | // hack: second buddha
|
---|
[3338] | 1212 | //dynamicObjects[3]->GetTransform()->MultMatrix(rotMatrix2);
|
---|
[3335] | 1213 |
|
---|
| 1214 |
|
---|
[3316] | 1215 | //const float moveSpeed = 5e-3f;
|
---|
| 1216 | const float moveSpeed = 1e-1f;
|
---|
[3314] | 1217 | motionPath->Move(moveSpeed);
|
---|
[3353] | 1218 | #endif
|
---|
[3246] | 1219 | }
|
---|
[3125] | 1220 |
|
---|
[3113] | 1221 |
|
---|
[3111] | 1222 | /////////////
|
---|
[3078] | 1223 |
|
---|
[3219] | 1224 | static Vector3 oldPos = camera->GetPosition();
|
---|
| 1225 | static Vector3 oldDir = camera->GetDirection();
|
---|
[2800] | 1226 |
|
---|
[2792] | 1227 | if (leftKeyPressed)
|
---|
[2795] | 1228 | camera->Pitch(KeyRotationAngle());
|
---|
[2792] | 1229 | if (rightKeyPressed)
|
---|
[2795] | 1230 | camera->Pitch(-KeyRotationAngle());
|
---|
[2792] | 1231 | if (upKeyPressed)
|
---|
[2887] | 1232 | KeyHorizontalMotion(-KeyShift());
|
---|
| 1233 | if (downKeyPressed)
|
---|
[2795] | 1234 | KeyHorizontalMotion(KeyShift());
|
---|
[2837] | 1235 | if (ascendKeyPressed)
|
---|
| 1236 | KeyVerticalMotion(KeyShift());
|
---|
| 1237 | if (descendKeyPressed)
|
---|
[2795] | 1238 | KeyVerticalMotion(-KeyShift());
|
---|
[3105] | 1239 | if (leftStrafeKeyPressed)
|
---|
| 1240 | KeyStrafe(KeyShift());
|
---|
| 1241 | if (rightStrafeKeyPressed)
|
---|
| 1242 | KeyStrafe(-KeyShift());
|
---|
[2792] | 1243 |
|
---|
[3105] | 1244 |
|
---|
[2801] | 1245 | // place view on ground
|
---|
| 1246 | if (!flyMode) PlaceViewer(oldPos);
|
---|
[2800] | 1247 |
|
---|
[2826] | 1248 | if (showAlgorithmTime)
|
---|
| 1249 | {
|
---|
| 1250 | glFinish();
|
---|
| 1251 | algTimer.Start();
|
---|
| 1252 | }
|
---|
[2809] | 1253 |
|
---|
[3219] | 1254 | // don't allow replay on record
|
---|
| 1255 | if (replayPath && !recordPath)
|
---|
| 1256 | {
|
---|
| 1257 | if (!walkThroughPlayer)
|
---|
[3271] | 1258 | walkThroughPlayer = new WalkThroughPlayer(walkThroughSuffix + ".log");
|
---|
[3219] | 1259 |
|
---|
| 1260 | ++ currentReplayFrame;
|
---|
[2895] | 1261 |
|
---|
[3223] | 1262 | // reset if end of walkthrough is reached
|
---|
[3219] | 1263 | if (!walkThroughPlayer->ReadNextFrame(camera))
|
---|
| 1264 | {
|
---|
[3286] | 1265 | cout << "reached end of walkthrough" << endl;
|
---|
[3219] | 1266 | currentReplayFrame = -1;
|
---|
| 1267 | replayPath = false;
|
---|
| 1268 | }
|
---|
| 1269 | }
|
---|
| 1270 |
|
---|
[2931] | 1271 | if ((!shadowMap || !shadowTraverser) && (showShadowMap || renderLightView))
|
---|
| 1272 | {
|
---|
[3313] | 1273 | if (!shadowMap)
|
---|
| 1274 | shadowMap = new ShadowMap(light, shadowSize, bvh->GetBox(), camera);
|
---|
| 1275 |
|
---|
| 1276 | if (!shadowTraverser)
|
---|
| 1277 | shadowTraverser = CreateTraverser(shadowMap->GetShadowCamera());
|
---|
| 1278 |
|
---|
[2931] | 1279 | }
|
---|
[2951] | 1280 |
|
---|
| 1281 | // bring eye modelview matrix up-to-date
|
---|
| 1282 | SetupEyeView();
|
---|
[3219] | 1283 |
|
---|
[3287] | 1284 |
|
---|
[3059] | 1285 | // set frame related parameters for GPU programs
|
---|
[3046] | 1286 | GPUProgramParameters::InitFrame(camera, light);
|
---|
[3045] | 1287 |
|
---|
[3219] | 1288 | if (recordPath)
|
---|
| 1289 | {
|
---|
| 1290 | if (!walkThroughRecorder)
|
---|
[3286] | 1291 | {
|
---|
[3271] | 1292 | walkThroughRecorder = new WalkThroughRecorder(walkThroughSuffix + ".log");
|
---|
[3286] | 1293 | }
|
---|
| 1294 |
|
---|
| 1295 | // question: check if player has moved more than a minimum distance?
|
---|
| 1296 |
|
---|
| 1297 | if (0 ||
|
---|
| 1298 | (Distance(oldPos, camera->GetPosition()) > 1e-6f) ||
|
---|
[3219] | 1299 | (DotProd(oldDir, camera->GetDirection()) < 1.0f - 1e-6f))
|
---|
| 1300 | {
|
---|
| 1301 | walkThroughRecorder->WriteFrame(camera);
|
---|
| 1302 | }
|
---|
| 1303 | }
|
---|
| 1304 |
|
---|
[3059] | 1305 | // hack: store current rendering method and restore later
|
---|
[2955] | 1306 | int oldRenderMethod = renderMethod;
|
---|
[3044] | 1307 | // for rendering the light view, we use forward rendering
|
---|
[3068] | 1308 | if (renderLightView) renderMethod = FORWARD;
|
---|
[2931] | 1309 |
|
---|
[3059] | 1310 | /// enable vbo vertex array
|
---|
[2953] | 1311 | glEnableClientState(GL_VERTEX_ARRAY);
|
---|
[2931] | 1312 |
|
---|
[3287] | 1313 | if (usePvs) LoadOrUpdatePVSs(camera->GetPosition());
|
---|
[3256] | 1314 |
|
---|
[3246] | 1315 |
|
---|
[2931] | 1316 | // render with the specified method (forward rendering, forward + depth, deferred)
|
---|
[2955] | 1317 | switch (renderMethod)
|
---|
[2825] | 1318 | {
|
---|
[3043] | 1319 | case RENDER_FORWARD:
|
---|
[2825] | 1320 |
|
---|
[2851] | 1321 | glEnable(GL_MULTISAMPLE_ARB);
|
---|
[3101] | 1322 | renderState.SetRenderTechnique(FORWARD);
|
---|
[3223] | 1323 |
|
---|
[2829] | 1324 | glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT);
|
---|
[2953] | 1325 | glEnableClientState(GL_NORMAL_ARRAY);
|
---|
[2825] | 1326 | break;
|
---|
| 1327 |
|
---|
[2955] | 1328 | case RENDER_DEPTH_PASS_DEFERRED:
|
---|
[2948] | 1329 |
|
---|
[2950] | 1330 | glDisable(GL_MULTISAMPLE_ARB);
|
---|
[3101] | 1331 | renderState.SetUseAlphaToCoverage(false);
|
---|
| 1332 | renderState.SetRenderTechnique(DEPTH_PASS);
|
---|
[2949] | 1333 |
|
---|
[3175] | 1334 | if (!fbo) InitFBO();
|
---|
| 1335 | fbo->Bind();
|
---|
[3223] | 1336 | // render to single depth texture
|
---|
[2948] | 1337 | glDrawBuffers(1, mrt);
|
---|
[3223] | 1338 | // clear buffer once
|
---|
[2951] | 1339 | glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT);
|
---|
[2948] | 1340 |
|
---|
[3068] | 1341 | // the scene is rendered withouth any shading
|
---|
[3101] | 1342 | // (should be handled by render renderState)
|
---|
[2948] | 1343 | glShadeModel(GL_FLAT);
|
---|
| 1344 | break;
|
---|
| 1345 |
|
---|
[2955] | 1346 | case RENDER_DEPTH_PASS:
|
---|
[2851] | 1347 |
|
---|
| 1348 | glEnable(GL_MULTISAMPLE_ARB);
|
---|
[3101] | 1349 | renderState.SetRenderTechnique(DEPTH_PASS);
|
---|
[2857] | 1350 |
|
---|
[3067] | 1351 | glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT);
|
---|
| 1352 |
|
---|
[3068] | 1353 | // the scene is rendered withouth any shading
|
---|
[3101] | 1354 | // (should be handled by render renderState)
|
---|
[2943] | 1355 | glShadeModel(GL_FLAT);
|
---|
[2825] | 1356 | break;
|
---|
| 1357 |
|
---|
[3048] | 1358 | case RENDER_DEFERRED:
|
---|
[2851] | 1359 |
|
---|
[2948] | 1360 | if (showShadowMap && !renderLightView)
|
---|
[3295] | 1361 | {
|
---|
[2951] | 1362 | RenderShadowMap(camera->GetFar());
|
---|
[3295] | 1363 | }
|
---|
[2951] | 1364 |
|
---|
[2948] | 1365 | //glPushAttrib(GL_VIEWPORT_BIT);
|
---|
[2825] | 1366 | glViewport(0, 0, texWidth, texHeight);
|
---|
| 1367 |
|
---|
[2948] | 1368 | InitDeferredRendering();
|
---|
[2951] | 1369 |
|
---|
[2953] | 1370 | glEnableClientState(GL_NORMAL_ARRAY);
|
---|
[2954] | 1371 | glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT);
|
---|
[2825] | 1372 | break;
|
---|
| 1373 | }
|
---|
| 1374 |
|
---|
[2801] | 1375 | glDepthFunc(GL_LESS);
|
---|
| 1376 | glDisable(GL_TEXTURE_2D);
|
---|
| 1377 | glDisableClientState(GL_TEXTURE_COORD_ARRAY);
|
---|
[2825] | 1378 |
|
---|
[2801] | 1379 |
|
---|
[3059] | 1380 | // set proper lod levels for current frame using current eye point
|
---|
[2847] | 1381 | LODLevel::InitFrame(camera->GetPosition());
|
---|
[3059] | 1382 | // set up sunlight
|
---|
[2954] | 1383 | SetupLighting();
|
---|
[2795] | 1384 |
|
---|
[2801] | 1385 |
|
---|
[2931] | 1386 | if (renderLightView)
|
---|
| 1387 | {
|
---|
[3101] | 1388 | // change CHC++ set of renderState variables:
|
---|
[3059] | 1389 | // must be done for each change of camera because otherwise
|
---|
| 1390 | // the temporal coherency is broken
|
---|
[3054] | 1391 | BvhNode::SetCurrentState(LIGHT_PASS);
|
---|
[3005] | 1392 | shadowMap->RenderShadowView(shadowTraverser, viewProjMat);
|
---|
[3054] | 1393 | BvhNode::SetCurrentState(CAMERA_PASS);
|
---|
[2931] | 1394 | }
|
---|
| 1395 | else
|
---|
[3079] | 1396 | {
|
---|
[3284] | 1397 | //if (traverser->GetType() == RenderTraverser::CULL_COLLECTOR)
|
---|
| 1398 | // ((PvsCollectionRenderer *)traverser)->SetViewCell(usePvs ? viewCell : NULL);
|
---|
[3258] | 1399 |
|
---|
[2931] | 1400 | // actually render the scene geometry using the specified algorithm
|
---|
[3245] | 1401 | traverser->RenderScene();
|
---|
[2948] | 1402 | }
|
---|
[2892] | 1403 |
|
---|
[2931] | 1404 |
|
---|
[2825] | 1405 | /////////
|
---|
[2809] | 1406 | //-- do the rest of the rendering
|
---|
[2893] | 1407 |
|
---|
[3244] | 1408 | // return from depth pass and render visible objects
|
---|
[2955] | 1409 | if ((renderMethod == RENDER_DEPTH_PASS) ||
|
---|
| 1410 | (renderMethod == RENDER_DEPTH_PASS_DEFERRED))
|
---|
[2801] | 1411 | {
|
---|
| 1412 | RenderVisibleObjects();
|
---|
| 1413 | }
|
---|
| 1414 |
|
---|
[3215] | 1415 | const bool useDeferred =
|
---|
| 1416 | ((renderMethod == RENDER_DEFERRED) || (renderMethod == RENDER_DEPTH_PASS_DEFERRED));
|
---|
[3214] | 1417 |
|
---|
[3215] | 1418 | // if no lense flare => just set sun to invisible
|
---|
[3221] | 1419 | const int sunVisiblePixels = useLenseFlare && useDeferred ? TestSunVisible() : 0;
|
---|
[3214] | 1420 |
|
---|
[3246] | 1421 |
|
---|
[3215] | 1422 |
|
---|
[2796] | 1423 | ///////////////
|
---|
| 1424 | //-- render sky
|
---|
[2795] | 1425 |
|
---|
[2894] | 1426 | // q: should we render sky after deferred shading?
|
---|
| 1427 | // this would conveniently solves some issues (e.g, skys without shadows)
|
---|
[2893] | 1428 |
|
---|
[3051] | 1429 | RenderSky();
|
---|
[2801] | 1430 |
|
---|
[2961] | 1431 |
|
---|
[3221] | 1432 | //////////////////////////////
|
---|
| 1433 |
|
---|
[3215] | 1434 | if (useDeferred)
|
---|
[2825] | 1435 | {
|
---|
[2881] | 1436 | FrameBufferObject::Release();
|
---|
[2810] | 1437 |
|
---|
[3247] | 1438 | if (!deferredShader)
|
---|
| 1439 | {
|
---|
| 1440 | deferredShader =
|
---|
| 1441 | new DeferredRenderer(texWidth, texHeight, camera, ssaoUseFullResolution);
|
---|
| 1442 |
|
---|
| 1443 | deferredShader->SetKernelRadius(ssaoKernelRadius);
|
---|
| 1444 | deferredShader->SetSampleIntensity(ssaoSampleIntensity);
|
---|
| 1445 | }
|
---|
| 1446 |
|
---|
[2903] | 1447 | DeferredRenderer::SHADING_METHOD shadingMethod;
|
---|
| 1448 |
|
---|
| 1449 | if (useAdvancedShading)
|
---|
| 1450 | {
|
---|
| 1451 | if (useGlobIllum)
|
---|
| 1452 | shadingMethod = DeferredRenderer::GI;
|
---|
| 1453 | else
|
---|
| 1454 | shadingMethod = DeferredRenderer::SSAO;
|
---|
| 1455 | }
|
---|
| 1456 | else
|
---|
[3216] | 1457 | {
|
---|
[2903] | 1458 | shadingMethod = DeferredRenderer::DEFAULT;
|
---|
[3216] | 1459 | }
|
---|
[2903] | 1460 |
|
---|
[3225] | 1461 | static int snapShotIdx = 0;
|
---|
| 1462 |
|
---|
[3215] | 1463 | deferredShader->SetSunVisiblePixels(sunVisiblePixels);
|
---|
[3111] | 1464 | deferredShader->SetShadingMethod(shadingMethod);
|
---|
| 1465 | deferredShader->SetSamplingMethod(samplingMethod);
|
---|
[3247] | 1466 |
|
---|
[3111] | 1467 | deferredShader->SetUseTemporalCoherence(useTemporalCoherence);
|
---|
[3242] | 1468 | //deferredShader->SetSortSamples(sortSamples);
|
---|
| 1469 | deferredShader->SetTemporalCoherenceFactorForSsao(ssaoTempCohFactor);
|
---|
| 1470 | deferredShader->SetUseToneMapping(useHDR);
|
---|
| 1471 | deferredShader->SetUseAntiAliasing(useAntiAliasing);
|
---|
[3316] | 1472 | deferredShader->SetMaxConvergence(maxConvergence);
|
---|
[3319] | 1473 | deferredShader->SetSpatialWeight(spatialWeight);
|
---|
[2903] | 1474 |
|
---|
[3242] | 1475 |
|
---|
[3225] | 1476 | if (recordFrames && replayPath)
|
---|
[3269] | 1477 | {
|
---|
| 1478 | // record all frames of the walkthrough
|
---|
[3225] | 1479 | deferredShader->SetSaveFrame(recordedFramesSuffix, currentReplayFrame);
|
---|
[3269] | 1480 | }
|
---|
[3225] | 1481 | else if (makeSnapShot)
|
---|
[3269] | 1482 | {
|
---|
| 1483 | // make snap shot
|
---|
| 1484 | deferredShader->SetSaveFrame("snap", snapShotIdx ++);
|
---|
| 1485 | }
|
---|
[3225] | 1486 | else
|
---|
[3269] | 1487 | {
|
---|
| 1488 | // do nothing
|
---|
[3225] | 1489 | deferredShader->SetSaveFrame("", -1);
|
---|
[3269] | 1490 | }
|
---|
[3276] | 1491 |
|
---|
| 1492 | if (makeSnapShot) makeSnapShot = false;
|
---|
[3225] | 1493 |
|
---|
[2895] | 1494 | ShadowMap *sm = showShadowMap ? shadowMap : NULL;
|
---|
[3242] | 1495 | deferredShader->Render(fbo, light, sm);
|
---|
[2825] | 1496 | }
|
---|
[2827] | 1497 |
|
---|
[2893] | 1498 |
|
---|
[3101] | 1499 | renderState.SetRenderTechnique(FORWARD);
|
---|
| 1500 | renderState.Reset();
|
---|
[2827] | 1501 |
|
---|
[2893] | 1502 | glDisableClientState(GL_VERTEX_ARRAY);
|
---|
| 1503 | glDisableClientState(GL_NORMAL_ARRAY);
|
---|
[2931] | 1504 |
|
---|
[2955] | 1505 | renderMethod = oldRenderMethod;
|
---|
[2893] | 1506 |
|
---|
| 1507 |
|
---|
| 1508 | ///////////
|
---|
| 1509 |
|
---|
| 1510 |
|
---|
[2826] | 1511 | if (showAlgorithmTime)
|
---|
| 1512 | {
|
---|
| 1513 | glFinish();
|
---|
[2827] | 1514 |
|
---|
[2826] | 1515 | algTime = algTimer.Elapsedms();
|
---|
[2827] | 1516 | perfGraph->AddData(algTime);
|
---|
[2828] | 1517 |
|
---|
[2827] | 1518 | perfGraph->Draw();
|
---|
[2826] | 1519 | }
|
---|
[2827] | 1520 | else
|
---|
| 1521 | {
|
---|
| 1522 | if (visMode) DisplayVisualization();
|
---|
| 1523 | }
|
---|
[2825] | 1524 |
|
---|
[2884] | 1525 | glFlush();
|
---|
[2847] | 1526 |
|
---|
| 1527 | const bool restart = true;
|
---|
| 1528 | elapsedTime = frameTimer.Elapsedms(restart);
|
---|
| 1529 |
|
---|
[3223] | 1530 | // statistics
|
---|
[2764] | 1531 | DisplayStats();
|
---|
[2767] | 1532 |
|
---|
[2642] | 1533 | glutSwapBuffers();
|
---|
[3219] | 1534 |
|
---|
| 1535 | oldPos = camera->GetPosition();
|
---|
| 1536 | oldDir = camera->GetDirection();
|
---|
[2642] | 1537 | }
|
---|
| 1538 |
|
---|
| 1539 |
|
---|
[3219] | 1540 | #pragma warning(disable : 4100)
|
---|
[2792] | 1541 | void KeyBoard(unsigned char c, int x, int y)
|
---|
[2642] | 1542 | {
|
---|
| 1543 | switch(c)
|
---|
| 1544 | {
|
---|
| 1545 | case 27:
|
---|
[3212] | 1546 | // write out current position on exit
|
---|
[3134] | 1547 | Debug << "camPosition=" << camera->GetPosition().x << " " << camera->GetPosition().y << " " << camera->GetPosition().z << endl;
|
---|
| 1548 | Debug << "camDirection=" << camera->GetDirection().x << " " << camera->GetDirection().y << " " << camera->GetDirection().z << endl;
|
---|
[3285] | 1549 | Debug << "lightDirection=" << light->GetDirection().x << " " << light->GetDirection().y << " " << light->GetDirection().z << endl;
|
---|
[3134] | 1550 |
|
---|
[2792] | 1551 | CleanUp();
|
---|
[2642] | 1552 | exit(0);
|
---|
[2948] | 1553 | case 32: // space
|
---|
[2800] | 1554 | renderMode = (renderMode + 1) % RenderTraverser::NUM_TRAVERSAL_TYPES;
|
---|
[3258] | 1555 | //renderMode = (renderMode + 1) % 4;
|
---|
[2897] | 1556 |
|
---|
| 1557 | DEL_PTR(traverser);
|
---|
| 1558 | traverser = CreateTraverser(camera);
|
---|
| 1559 |
|
---|
[2931] | 1560 | if (shadowTraverser)
|
---|
[2897] | 1561 | {
|
---|
[2948] | 1562 | // shadow traverser has to be recomputed
|
---|
[2897] | 1563 | DEL_PTR(shadowTraverser);
|
---|
[2948] | 1564 | shadowTraverser = CreateTraverser(shadowMap->GetShadowCamera());
|
---|
[2897] | 1565 | }
|
---|
| 1566 |
|
---|
[2642] | 1567 | break;
|
---|
| 1568 | case '+':
|
---|
[2867] | 1569 | if (maxBatchSize < 10)
|
---|
| 1570 | maxBatchSize = 10;
|
---|
| 1571 | else
|
---|
| 1572 | maxBatchSize += 10;
|
---|
| 1573 |
|
---|
[2776] | 1574 | traverser->SetMaxBatchSize(maxBatchSize);
|
---|
[2642] | 1575 | break;
|
---|
| 1576 | case '-':
|
---|
[2776] | 1577 | maxBatchSize -= 10;
|
---|
| 1578 | if (maxBatchSize < 0) maxBatchSize = 1;
|
---|
| 1579 | traverser->SetMaxBatchSize(maxBatchSize);
|
---|
[2642] | 1580 | break;
|
---|
[2837] | 1581 | case 'M':
|
---|
| 1582 | case 'm':
|
---|
| 1583 | useMultiQueries = !useMultiQueries;
|
---|
| 1584 | traverser->SetUseMultiQueries(useMultiQueries);
|
---|
| 1585 | break;
|
---|
| 1586 | case '1':
|
---|
| 1587 | descendKeyPressed = true;
|
---|
| 1588 | break;
|
---|
| 1589 | case '2':
|
---|
| 1590 | ascendKeyPressed = true;
|
---|
| 1591 | break;
|
---|
| 1592 | case '3':
|
---|
[3212] | 1593 | if (trianglesPerVirtualLeaf >= 100) trianglesPerVirtualLeaf -= 100;
|
---|
[2837] | 1594 | bvh->SetVirtualLeaves(trianglesPerVirtualLeaf);
|
---|
| 1595 | break;
|
---|
| 1596 | case '4':
|
---|
| 1597 | trianglesPerVirtualLeaf += 100;
|
---|
| 1598 | bvh->SetVirtualLeaves(trianglesPerVirtualLeaf);
|
---|
| 1599 | break;
|
---|
| 1600 | case '5':
|
---|
[2776] | 1601 | assumedVisibleFrames -= 1;
|
---|
| 1602 | if (assumedVisibleFrames < 1) assumedVisibleFrames = 1;
|
---|
| 1603 | traverser->SetAssumedVisibleFrames(assumedVisibleFrames);
|
---|
| 1604 | break;
|
---|
[2837] | 1605 | case '6':
|
---|
[2776] | 1606 | assumedVisibleFrames += 1;
|
---|
| 1607 | traverser->SetAssumedVisibleFrames(assumedVisibleFrames);
|
---|
| 1608 | break;
|
---|
[2837] | 1609 | case '7':
|
---|
[3227] | 1610 | ssaoTempCohFactor *= 1.0f / 1.2f;
|
---|
[3216] | 1611 | cout << "new temporal coherence factor: " << ssaoTempCohFactor << endl;
|
---|
[2776] | 1612 | break;
|
---|
[2767] | 1613 | case '8':
|
---|
[3227] | 1614 | ssaoTempCohFactor *= 1.2f;
|
---|
[3216] | 1615 | cout << "new temporal coherence factor: " << ssaoTempCohFactor << endl;
|
---|
[2837] | 1616 | break;
|
---|
[3212] | 1617 | case '9':
|
---|
[3360] | 1618 | ssaoKernelRadius *= .8f;
|
---|
[3216] | 1619 | cout << "new ssao kernel radius: " << ssaoKernelRadius << endl;
|
---|
[3247] | 1620 | if (deferredShader) deferredShader->SetKernelRadius(ssaoKernelRadius);
|
---|
[3212] | 1621 | break;
|
---|
| 1622 | case '0':
|
---|
[3360] | 1623 | ssaoKernelRadius *= 1.0f / .8f;
|
---|
[3247] | 1624 | if (deferredShader) deferredShader->SetKernelRadius(ssaoKernelRadius);
|
---|
[3216] | 1625 | cout << "new ssao kernel radius: " << ssaoKernelRadius << endl;
|
---|
[3212] | 1626 | break;
|
---|
| 1627 | case 'n':
|
---|
[3360] | 1628 | ssaoSampleIntensity *= .9f;
|
---|
[3247] | 1629 | if (deferredShader) deferredShader->SetSampleIntensity(ssaoSampleIntensity);
|
---|
[3216] | 1630 | cout << "new ssao sample intensity: " << ssaoSampleIntensity << endl;
|
---|
[3212] | 1631 | break;
|
---|
| 1632 | case 'N':
|
---|
[3360] | 1633 | ssaoSampleIntensity *= 1.0f / .9f;
|
---|
[3247] | 1634 | if (deferredShader) deferredShader->SetSampleIntensity(ssaoSampleIntensity);
|
---|
[3216] | 1635 | cout << "new ssao sample intensity: " << ssaoSampleIntensity << endl;
|
---|
[3212] | 1636 | break;
|
---|
[3219] | 1637 | /* case 'o':
|
---|
| 1638 | case 'O':
|
---|
| 1639 | useOptimization = !useOptimization;
|
---|
| 1640 | // chc optimization of using the objects instead of
|
---|
| 1641 | // the bounding boxes for querying previously visible nodes
|
---|
| 1642 | traverser->SetUseOptimization(useOptimization);
|
---|
| 1643 | break;*/
|
---|
[3316] | 1644 | case 'o':
|
---|
[3319] | 1645 | spatialWeight /= 2.0f;
|
---|
| 1646 | cout << "spatialWeight: " << spatialWeight << endl;
|
---|
| 1647 | break;
|
---|
[3316] | 1648 | case 'O':
|
---|
[3319] | 1649 | spatialWeight *= 2.0f;
|
---|
| 1650 | cout << "spatialWeight: " << spatialWeight << endl;
|
---|
| 1651 | break;
|
---|
| 1652 | /*case 'o':
|
---|
| 1653 | case 'O':
|
---|
[3316] | 1654 | if (maxConvergence > 100.0f)
|
---|
| 1655 | maxConvergence = 1.0f;
|
---|
| 1656 | else
|
---|
| 1657 | maxConvergence = 5000.0f;
|
---|
| 1658 | cout << "max convergence: " << maxConvergence << endl;
|
---|
[3320] | 1659 | */
|
---|
[3316] | 1660 | break;
|
---|
[3175] | 1661 | case 'l':
|
---|
| 1662 | case 'L':
|
---|
[2865] | 1663 | useLODs = !useLODs;
|
---|
| 1664 | SceneEntity::SetUseLODs(useLODs);
|
---|
[3216] | 1665 | cout << "using LODs: " << useLODs << endl;
|
---|
[2865] | 1666 | break;
|
---|
[2887] | 1667 | case 'P':
|
---|
| 1668 | case 'p':
|
---|
[2930] | 1669 | samplingMethod = DeferredRenderer::SAMPLING_METHOD((samplingMethod + 1) % 3);
|
---|
| 1670 | cout << "ssao sampling method: " << samplingMethod << endl;
|
---|
[2887] | 1671 | break;
|
---|
[2895] | 1672 | case 'Y':
|
---|
| 1673 | case 'y':
|
---|
| 1674 | showShadowMap = !showShadowMap;
|
---|
| 1675 | break;
|
---|
[2875] | 1676 | case 'g':
|
---|
[2903] | 1677 | case 'G':
|
---|
| 1678 | useGlobIllum = !useGlobIllum;
|
---|
| 1679 | break;
|
---|
[2875] | 1680 | case 't':
|
---|
| 1681 | case 'T':
|
---|
| 1682 | useTemporalCoherence = !useTemporalCoherence;
|
---|
[3360] | 1683 | cout << "using temporal coherence " << useTemporalCoherence << endl;
|
---|
[2875] | 1684 | break;
|
---|
[2767] | 1685 | case 'a':
|
---|
| 1686 | case 'A':
|
---|
[2931] | 1687 | leftKeyPressed = true;
|
---|
[2767] | 1688 | break;
|
---|
| 1689 | case 'd':
|
---|
| 1690 | case 'D':
|
---|
[2931] | 1691 | rightKeyPressed = true;
|
---|
[2767] | 1692 | break;
|
---|
| 1693 | case 'w':
|
---|
| 1694 | case 'W':
|
---|
[2931] | 1695 | upKeyPressed = true;
|
---|
[2767] | 1696 | break;
|
---|
[2829] | 1697 | case 's':
|
---|
| 1698 | case 'S':
|
---|
[2931] | 1699 | downKeyPressed = true;
|
---|
[2767] | 1700 | break;
|
---|
[3105] | 1701 | case 'j':
|
---|
| 1702 | case 'J':
|
---|
| 1703 | leftStrafeKeyPressed = true;
|
---|
| 1704 | break;
|
---|
| 1705 | case 'k':
|
---|
| 1706 | case 'K':
|
---|
| 1707 | rightStrafeKeyPressed = true;
|
---|
| 1708 | break;
|
---|
[2767] | 1709 | case 'r':
|
---|
| 1710 | case 'R':
|
---|
[2931] | 1711 | useRenderQueue = !useRenderQueue;
|
---|
| 1712 | traverser->SetUseRenderQueue(useRenderQueue);
|
---|
[2790] | 1713 | break;
|
---|
[2786] | 1714 | case 'b':
|
---|
| 1715 | case 'B':
|
---|
[2931] | 1716 | useTightBounds = !useTightBounds;
|
---|
[3294] | 1717 | traverser->SetUseTightBounds((renderMode == RenderTraverser::CHCPLUSPLUS) && useTightBounds);
|
---|
[2790] | 1718 | break;
|
---|
[3175] | 1719 | case 'v':
|
---|
| 1720 | case 'V':
|
---|
[2931] | 1721 | renderLightView = !renderLightView;
|
---|
| 1722 | break;
|
---|
[2994] | 1723 | case 'h':
|
---|
| 1724 | case 'H':
|
---|
| 1725 | useHDR = !useHDR;
|
---|
| 1726 | break;
|
---|
[3175] | 1727 | case 'i':
|
---|
| 1728 | case 'I':
|
---|
| 1729 | useAntiAliasing = !useAntiAliasing;
|
---|
| 1730 | break;
|
---|
[3215] | 1731 | case 'c':
|
---|
| 1732 | case 'C':
|
---|
| 1733 | useLenseFlare = !useLenseFlare;
|
---|
[3189] | 1734 | break;
|
---|
[3219] | 1735 | case 'u':
|
---|
| 1736 | case 'U':
|
---|
[3220] | 1737 | // move light source instead of camera tilt
|
---|
[3219] | 1738 | moveLight = !moveLight;
|
---|
| 1739 | break;
|
---|
[3225] | 1740 | case '#':
|
---|
| 1741 | // make a snapshot of the current frame
|
---|
| 1742 | makeSnapShot = true;
|
---|
| 1743 | break;
|
---|
[3246] | 1744 | case '.':
|
---|
| 1745 | // enable / disable view cells
|
---|
| 1746 | usePvs = !usePvs;
|
---|
[3259] | 1747 | if (!usePvs) SceneEntity::SetCurrentVisibleId(-1);
|
---|
[3246] | 1748 | break;
|
---|
[3273] | 1749 | case ',':
|
---|
| 1750 | // show / hide FPS
|
---|
| 1751 | showFPS = !showFPS;
|
---|
| 1752 | break;
|
---|
| 1753 |
|
---|
[2642] | 1754 | default:
|
---|
| 1755 | return;
|
---|
| 1756 | }
|
---|
| 1757 |
|
---|
| 1758 | glutPostRedisplay();
|
---|
| 1759 | }
|
---|
| 1760 |
|
---|
| 1761 |
|
---|
[2792] | 1762 | void SpecialKeyUp(int c, int x, int y)
|
---|
[2642] | 1763 | {
|
---|
[2792] | 1764 | switch (c)
|
---|
| 1765 | {
|
---|
| 1766 | case GLUT_KEY_LEFT:
|
---|
| 1767 | leftKeyPressed = false;
|
---|
| 1768 | break;
|
---|
| 1769 | case GLUT_KEY_RIGHT:
|
---|
| 1770 | rightKeyPressed = false;
|
---|
| 1771 | break;
|
---|
| 1772 | case GLUT_KEY_UP:
|
---|
| 1773 | upKeyPressed = false;
|
---|
| 1774 | break;
|
---|
| 1775 | case GLUT_KEY_DOWN:
|
---|
| 1776 | downKeyPressed = false;
|
---|
| 1777 | break;
|
---|
[2953] | 1778 | case GLUT_ACTIVE_ALT:
|
---|
| 1779 | altKeyPressed = false;
|
---|
| 1780 | break;
|
---|
[2792] | 1781 | default:
|
---|
| 1782 | return;
|
---|
| 1783 | }
|
---|
| 1784 | }
|
---|
| 1785 |
|
---|
| 1786 |
|
---|
| 1787 | void KeyUp(unsigned char c, int x, int y)
|
---|
| 1788 | {
|
---|
| 1789 | switch (c)
|
---|
| 1790 | {
|
---|
[2879] | 1791 |
|
---|
[2792] | 1792 | case 'A':
|
---|
| 1793 | case 'a':
|
---|
| 1794 | leftKeyPressed = false;
|
---|
| 1795 | break;
|
---|
| 1796 | case 'D':
|
---|
| 1797 | case 'd':
|
---|
| 1798 | rightKeyPressed = false;
|
---|
| 1799 | break;
|
---|
| 1800 | case 'W':
|
---|
| 1801 | case 'w':
|
---|
| 1802 | upKeyPressed = false;
|
---|
| 1803 | break;
|
---|
[2829] | 1804 | case 'S':
|
---|
| 1805 | case 's':
|
---|
[2792] | 1806 | downKeyPressed = false;
|
---|
| 1807 | break;
|
---|
[2837] | 1808 | case '1':
|
---|
| 1809 | descendKeyPressed = false;
|
---|
[2794] | 1810 | break;
|
---|
[2837] | 1811 | case '2':
|
---|
| 1812 | ascendKeyPressed = false;
|
---|
[2794] | 1813 | break;
|
---|
[3105] | 1814 | case 'j':
|
---|
| 1815 | case 'J':
|
---|
| 1816 | leftStrafeKeyPressed = false;
|
---|
| 1817 | break;
|
---|
| 1818 | case 'k':
|
---|
| 1819 | case 'K':
|
---|
| 1820 | rightStrafeKeyPressed = false;
|
---|
| 1821 | break;
|
---|
[2792] | 1822 | default:
|
---|
| 1823 | return;
|
---|
| 1824 | }
|
---|
| 1825 | //glutPostRedisplay();
|
---|
| 1826 | }
|
---|
| 1827 |
|
---|
| 1828 |
|
---|
| 1829 | void Special(int c, int x, int y)
|
---|
| 1830 | {
|
---|
[2642] | 1831 | switch(c)
|
---|
| 1832 | {
|
---|
| 1833 | case GLUT_KEY_F1:
|
---|
| 1834 | showHelp = !showHelp;
|
---|
| 1835 | break;
|
---|
[2790] | 1836 | case GLUT_KEY_F2:
|
---|
[2795] | 1837 | visMode = !visMode;
|
---|
[2790] | 1838 | break;
|
---|
| 1839 | case GLUT_KEY_F3:
|
---|
| 1840 | showBoundingVolumes = !showBoundingVolumes;
|
---|
| 1841 | traverser->SetShowBounds(showBoundingVolumes);
|
---|
| 1842 | break;
|
---|
| 1843 | case GLUT_KEY_F4:
|
---|
[2827] | 1844 | showOptions = !showOptions;
|
---|
[2790] | 1845 | break;
|
---|
| 1846 | case GLUT_KEY_F5:
|
---|
[2827] | 1847 | showStatistics = !showStatistics;
|
---|
[2790] | 1848 | break;
|
---|
[2800] | 1849 | case GLUT_KEY_F6:
|
---|
| 1850 | flyMode = !flyMode;
|
---|
| 1851 | break;
|
---|
[2801] | 1852 | case GLUT_KEY_F7:
|
---|
[2825] | 1853 |
|
---|
[2955] | 1854 | renderMethod = (renderMethod + 1) % 4;
|
---|
| 1855 |
|
---|
| 1856 | traverser->SetUseDepthPass(
|
---|
| 1857 | (renderMethod == RENDER_DEPTH_PASS) ||
|
---|
| 1858 | (renderMethod == RENDER_DEPTH_PASS_DEFERRED)
|
---|
| 1859 | );
|
---|
[2801] | 1860 | break;
|
---|
[2803] | 1861 | case GLUT_KEY_F8:
|
---|
[2903] | 1862 | useAdvancedShading = !useAdvancedShading;
|
---|
[2821] | 1863 | break;
|
---|
[2826] | 1864 | case GLUT_KEY_F9:
|
---|
| 1865 | showAlgorithmTime = !showAlgorithmTime;
|
---|
| 1866 | break;
|
---|
[2954] | 1867 | case GLUT_KEY_F10:
|
---|
[3219] | 1868 | replayPath = !replayPath;
|
---|
| 1869 |
|
---|
| 1870 | if (replayPath)
|
---|
| 1871 | {
|
---|
| 1872 | cout << "replaying path" << endl;
|
---|
| 1873 | currentReplayFrame = -1;
|
---|
[3285] | 1874 |
|
---|
| 1875 | // hack: load pvs on replay (remove later!)
|
---|
[3287] | 1876 | //usePvs = true;
|
---|
[3219] | 1877 | }
|
---|
| 1878 | else
|
---|
| 1879 | {
|
---|
| 1880 | cout << "finished replaying path" << endl;
|
---|
| 1881 | }
|
---|
[2954] | 1882 | break;
|
---|
[3219] | 1883 | case GLUT_KEY_F11:
|
---|
| 1884 | recordPath = !recordPath;
|
---|
| 1885 |
|
---|
| 1886 | if (recordPath)
|
---|
| 1887 | {
|
---|
| 1888 | cout << "recording path" << endl;
|
---|
| 1889 | }
|
---|
| 1890 | else
|
---|
| 1891 | {
|
---|
| 1892 | cout << "finished recording path" << endl;
|
---|
| 1893 | // start over with new frame recording next time
|
---|
| 1894 | DEL_PTR(walkThroughRecorder);
|
---|
| 1895 | }
|
---|
| 1896 | break;
|
---|
| 1897 | case GLUT_KEY_F12:
|
---|
| 1898 | recordFrames = !recordFrames;
|
---|
| 1899 |
|
---|
| 1900 | if (recordFrames)
|
---|
| 1901 | cout << "recording frames on replaying" << endl;
|
---|
| 1902 | else
|
---|
[3286] | 1903 | cout << "not recording frames on replaying" << endl;
|
---|
[3219] | 1904 | break;
|
---|
[2642] | 1905 | case GLUT_KEY_LEFT:
|
---|
[2767] | 1906 | {
|
---|
[2792] | 1907 | leftKeyPressed = true;
|
---|
[2795] | 1908 | camera->Pitch(KeyRotationAngle());
|
---|
[2767] | 1909 | }
|
---|
[2642] | 1910 | break;
|
---|
| 1911 | case GLUT_KEY_RIGHT:
|
---|
[2767] | 1912 | {
|
---|
[2792] | 1913 | rightKeyPressed = true;
|
---|
[2795] | 1914 | camera->Pitch(-KeyRotationAngle());
|
---|
[2767] | 1915 | }
|
---|
[2642] | 1916 | break;
|
---|
| 1917 | case GLUT_KEY_UP:
|
---|
[2767] | 1918 | {
|
---|
[2792] | 1919 | upKeyPressed = true;
|
---|
[2795] | 1920 | KeyHorizontalMotion(KeyShift());
|
---|
[2767] | 1921 | }
|
---|
[2642] | 1922 | break;
|
---|
| 1923 | case GLUT_KEY_DOWN:
|
---|
[2767] | 1924 | {
|
---|
[2792] | 1925 | downKeyPressed = true;
|
---|
[2795] | 1926 | KeyHorizontalMotion(-KeyShift());
|
---|
[2767] | 1927 | }
|
---|
[2642] | 1928 | break;
|
---|
| 1929 | default:
|
---|
| 1930 | return;
|
---|
| 1931 |
|
---|
| 1932 | }
|
---|
| 1933 |
|
---|
| 1934 | glutPostRedisplay();
|
---|
| 1935 | }
|
---|
[2767] | 1936 |
|
---|
[2642] | 1937 | #pragma warning( default : 4100 )
|
---|
| 1938 |
|
---|
| 1939 |
|
---|
[2792] | 1940 | void Reshape(int w, int h)
|
---|
[2642] | 1941 | {
|
---|
[2759] | 1942 | winAspectRatio = 1.0f;
|
---|
[2642] | 1943 |
|
---|
| 1944 | glViewport(0, 0, w, h);
|
---|
| 1945 |
|
---|
| 1946 | winWidth = w;
|
---|
| 1947 | winHeight = h;
|
---|
| 1948 |
|
---|
[2833] | 1949 | if (w) winAspectRatio = (float) w / (float) h;
|
---|
[2642] | 1950 |
|
---|
[2758] | 1951 | glMatrixMode(GL_PROJECTION);
|
---|
| 1952 | glLoadIdentity();
|
---|
[2642] | 1953 |
|
---|
[2927] | 1954 | gluPerspective(fov, winAspectRatio, nearDist, farDist);
|
---|
[2788] | 1955 |
|
---|
[2758] | 1956 | glMatrixMode(GL_MODELVIEW);
|
---|
| 1957 |
|
---|
[2642] | 1958 | glutPostRedisplay();
|
---|
| 1959 | }
|
---|
| 1960 |
|
---|
| 1961 |
|
---|
[3101] | 1962 | void Mouse(int button, int renderState, int x, int y)
|
---|
[2642] | 1963 | {
|
---|
[3101] | 1964 | if ((button == GLUT_LEFT_BUTTON) && (renderState == GLUT_DOWN))
|
---|
[2642] | 1965 | {
|
---|
| 1966 | xEyeBegin = x;
|
---|
| 1967 | yMotionBegin = y;
|
---|
| 1968 |
|
---|
[2792] | 1969 | glutMotionFunc(LeftMotion);
|
---|
[2642] | 1970 | }
|
---|
[3101] | 1971 | else if ((button == GLUT_RIGHT_BUTTON) && (renderState == GLUT_DOWN))
|
---|
[2642] | 1972 | {
|
---|
[2829] | 1973 | xEyeBegin = x;
|
---|
[2758] | 1974 | yEyeBegin = y;
|
---|
| 1975 | yMotionBegin = y;
|
---|
| 1976 |
|
---|
[2954] | 1977 | if (!moveLight)
|
---|
| 1978 | glutMotionFunc(RightMotion);
|
---|
| 1979 | else
|
---|
| 1980 | glutMotionFunc(RightMotionLight);
|
---|
[2758] | 1981 | }
|
---|
[3101] | 1982 | else if ((button == GLUT_MIDDLE_BUTTON) && (renderState == GLUT_DOWN))
|
---|
[2758] | 1983 | {
|
---|
[2642] | 1984 | horizontalMotionBegin = x;
|
---|
| 1985 | verticalMotionBegin = y;
|
---|
[2792] | 1986 | glutMotionFunc(MiddleMotion);
|
---|
[2642] | 1987 | }
|
---|
| 1988 |
|
---|
| 1989 | glutPostRedisplay();
|
---|
| 1990 | }
|
---|
| 1991 |
|
---|
[2758] | 1992 |
|
---|
| 1993 | /** rotation for left/right mouse drag
|
---|
[2642] | 1994 | motion for up/down mouse drag
|
---|
| 1995 | */
|
---|
[2792] | 1996 | void LeftMotion(int x, int y)
|
---|
[2642] | 1997 | {
|
---|
[2758] | 1998 | Vector3 viewDir = camera->GetDirection();
|
---|
| 1999 | Vector3 pos = camera->GetPosition();
|
---|
| 2000 |
|
---|
| 2001 | // don't move in the vertical direction
|
---|
[2764] | 2002 | Vector3 horView(viewDir[0], viewDir[1], 0);
|
---|
[2642] | 2003 |
|
---|
[2795] | 2004 | float eyeXAngle = 0.2f * M_PI * (xEyeBegin - x) / 180.0;
|
---|
[2756] | 2005 |
|
---|
[2795] | 2006 | camera->Pitch(eyeXAngle);
|
---|
[2787] | 2007 |
|
---|
[3246] | 2008 | pos += horView * (yMotionBegin - y) * mouseMotion;
|
---|
[2795] | 2009 |
|
---|
[2758] | 2010 | camera->SetPosition(pos);
|
---|
[2642] | 2011 |
|
---|
| 2012 | xEyeBegin = x;
|
---|
| 2013 | yMotionBegin = y;
|
---|
[2758] | 2014 |
|
---|
[2642] | 2015 | glutPostRedisplay();
|
---|
| 2016 | }
|
---|
| 2017 |
|
---|
[2758] | 2018 |
|
---|
[2954] | 2019 | void RightMotionLight(int x, int y)
|
---|
| 2020 | {
|
---|
| 2021 | float theta = 0.2f * M_PI * (xEyeBegin - x) / 180.0f;
|
---|
| 2022 | float phi = 0.2f * M_PI * (yMotionBegin - y) / 180.0f;
|
---|
| 2023 |
|
---|
| 2024 | Vector3 lightDir = light->GetDirection();
|
---|
| 2025 |
|
---|
| 2026 | Matrix4x4 roty = RotationYMatrix(theta);
|
---|
| 2027 | Matrix4x4 rotx = RotationXMatrix(phi);
|
---|
| 2028 |
|
---|
| 2029 | lightDir = roty * lightDir;
|
---|
| 2030 | lightDir = rotx * lightDir;
|
---|
| 2031 |
|
---|
[2967] | 2032 | // normalize to avoid accumulating errors
|
---|
| 2033 | lightDir.Normalize();
|
---|
| 2034 |
|
---|
[2954] | 2035 | light->SetDirection(lightDir);
|
---|
| 2036 |
|
---|
| 2037 | xEyeBegin = x;
|
---|
| 2038 | yMotionBegin = y;
|
---|
| 2039 |
|
---|
| 2040 | glutPostRedisplay();
|
---|
| 2041 | }
|
---|
| 2042 |
|
---|
| 2043 |
|
---|
[2767] | 2044 | /** rotation for left / right mouse drag
|
---|
| 2045 | motion for up / down mouse drag
|
---|
[2758] | 2046 | */
|
---|
[2792] | 2047 | void RightMotion(int x, int y)
|
---|
[2758] | 2048 | {
|
---|
[2829] | 2049 | float eyeXAngle = 0.2f * M_PI * (xEyeBegin - x) / 180.0;
|
---|
[2795] | 2050 | float eyeYAngle = -0.2f * M_PI * (yEyeBegin - y) / 180.0;
|
---|
[2758] | 2051 |
|
---|
[2795] | 2052 | camera->Yaw(eyeYAngle);
|
---|
[2829] | 2053 | camera->Pitch(eyeXAngle);
|
---|
[2780] | 2054 |
|
---|
[2829] | 2055 | xEyeBegin = x;
|
---|
[2758] | 2056 | yEyeBegin = y;
|
---|
[2829] | 2057 |
|
---|
[2758] | 2058 | glutPostRedisplay();
|
---|
| 2059 | }
|
---|
| 2060 |
|
---|
| 2061 |
|
---|
[3105] | 2062 | /** strafe
|
---|
| 2063 | */
|
---|
[2792] | 2064 | void MiddleMotion(int x, int y)
|
---|
[2642] | 2065 | {
|
---|
[2758] | 2066 | Vector3 viewDir = camera->GetDirection();
|
---|
| 2067 | Vector3 pos = camera->GetPosition();
|
---|
| 2068 |
|
---|
[2642] | 2069 | // the 90 degree rotated view vector
|
---|
| 2070 | // y zero so we don't move in the vertical
|
---|
[2764] | 2071 | Vector3 rVec(viewDir[0], viewDir[1], 0);
|
---|
[2642] | 2072 |
|
---|
[2764] | 2073 | Matrix4x4 rot = RotationZMatrix(M_PI * 0.5f);
|
---|
[2758] | 2074 | rVec = rot * rVec;
|
---|
[2642] | 2075 |
|
---|
[3246] | 2076 | pos -= rVec * (x - horizontalMotionBegin) * mouseMotion;
|
---|
| 2077 | pos[2] += (verticalMotionBegin - y) * mouseMotion;
|
---|
[2642] | 2078 |
|
---|
[2758] | 2079 | camera->SetPosition(pos);
|
---|
| 2080 |
|
---|
[2642] | 2081 | horizontalMotionBegin = x;
|
---|
| 2082 | verticalMotionBegin = y;
|
---|
[2758] | 2083 |
|
---|
[2642] | 2084 | glutPostRedisplay();
|
---|
| 2085 | }
|
---|
| 2086 |
|
---|
| 2087 |
|
---|
[2756] | 2088 | void InitExtensions(void)
|
---|
[2642] | 2089 | {
|
---|
| 2090 | GLenum err = glewInit();
|
---|
[2756] | 2091 |
|
---|
[2642] | 2092 | if (GLEW_OK != err)
|
---|
| 2093 | {
|
---|
| 2094 | // problem: glewInit failed, something is seriously wrong
|
---|
| 2095 | fprintf(stderr,"Error: %s\n", glewGetErrorString(err));
|
---|
| 2096 | exit(1);
|
---|
| 2097 | }
|
---|
[2756] | 2098 | if (!GLEW_ARB_occlusion_query)
|
---|
[2642] | 2099 | {
|
---|
[2756] | 2100 | printf("I require the GL_ARB_occlusion_query to work.\n");
|
---|
[2642] | 2101 | exit(1);
|
---|
| 2102 | }
|
---|
| 2103 | }
|
---|
| 2104 |
|
---|
| 2105 |
|
---|
[2826] | 2106 | void Begin2D()
|
---|
[2642] | 2107 | {
|
---|
| 2108 | glDisable(GL_LIGHTING);
|
---|
| 2109 | glDisable(GL_DEPTH_TEST);
|
---|
| 2110 |
|
---|
[2826] | 2111 | glMatrixMode(GL_PROJECTION);
|
---|
[2642] | 2112 | glPushMatrix();
|
---|
| 2113 | glLoadIdentity();
|
---|
[2834] | 2114 |
|
---|
[2826] | 2115 | gluOrtho2D(0, winWidth, 0, winHeight);
|
---|
[2642] | 2116 |
|
---|
[2826] | 2117 | glMatrixMode(GL_MODELVIEW);
|
---|
[2642] | 2118 | glPushMatrix();
|
---|
| 2119 | glLoadIdentity();
|
---|
| 2120 | }
|
---|
| 2121 |
|
---|
| 2122 |
|
---|
[2826] | 2123 | void End2D()
|
---|
[2642] | 2124 | {
|
---|
[2834] | 2125 | glMatrixMode(GL_PROJECTION);
|
---|
[2642] | 2126 | glPopMatrix();
|
---|
[2834] | 2127 |
|
---|
[2642] | 2128 | glMatrixMode(GL_MODELVIEW);
|
---|
| 2129 | glPopMatrix();
|
---|
| 2130 |
|
---|
| 2131 | glEnable(GL_LIGHTING);
|
---|
| 2132 | glEnable(GL_DEPTH_TEST);
|
---|
| 2133 | }
|
---|
| 2134 |
|
---|
| 2135 |
|
---|
[2787] | 2136 | // displays the visualisation of culling algorithm
|
---|
| 2137 | void DisplayVisualization()
|
---|
[2796] | 2138 | {
|
---|
[3246] | 2139 | // render current view cell
|
---|
| 2140 | if (usePvs) RenderViewCell();
|
---|
| 2141 |
|
---|
| 2142 | visualization->SetViewCell(usePvs ? viewCell : NULL);
|
---|
[2787] | 2143 | visualization->SetFrameId(traverser->GetCurrentFrameId());
|
---|
[3246] | 2144 |
|
---|
[3245] | 2145 |
|
---|
[2792] | 2146 | Begin2D();
|
---|
[2642] | 2147 | glBlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA);
|
---|
| 2148 | glEnable(GL_BLEND);
|
---|
[2827] | 2149 | glColor4f(0.0f ,0.0f, 0.0f, 0.5f);
|
---|
[2642] | 2150 |
|
---|
[2827] | 2151 | glRecti(winWidth - winWidth / 3, winHeight - winHeight / 3, winWidth, winHeight);
|
---|
[2642] | 2152 | glDisable(GL_BLEND);
|
---|
[2792] | 2153 | End2D();
|
---|
[2788] | 2154 |
|
---|
| 2155 |
|
---|
| 2156 | AxisAlignedBox3 box = bvh->GetBox();
|
---|
| 2157 |
|
---|
[2948] | 2158 | const float offs = box.Size().x * 0.3f;
|
---|
[2834] | 2159 |
|
---|
[2838] | 2160 | Vector3 vizpos = Vector3(box.Min().x, box.Min().y - box.Size().y * 0.35f, box.Min().z + box.Size().z * 50);
|
---|
[2806] | 2161 |
|
---|
[2795] | 2162 | visCamera->SetPosition(vizpos);
|
---|
[2838] | 2163 | visCamera->ResetPitchAndYaw();
|
---|
[2892] | 2164 |
|
---|
[2834] | 2165 | glPushAttrib(GL_VIEWPORT_BIT);
|
---|
[2806] | 2166 | glViewport(winWidth - winWidth / 3, winHeight - winHeight / 3, winWidth / 3, winHeight / 3);
|
---|
[2796] | 2167 |
|
---|
| 2168 | glMatrixMode(GL_PROJECTION);
|
---|
[2834] | 2169 | glPushMatrix();
|
---|
| 2170 |
|
---|
[2787] | 2171 | glLoadIdentity();
|
---|
[2807] | 2172 | glOrtho(-offs, offs, -offs, offs, 0.0f, box.Size().z * 100.0f);
|
---|
[2787] | 2173 |
|
---|
[2796] | 2174 | glMatrixMode(GL_MODELVIEW);
|
---|
[2834] | 2175 | glPushMatrix();
|
---|
[2787] | 2176 |
|
---|
[2796] | 2177 | visCamera->SetupCameraView();
|
---|
[2806] | 2178 |
|
---|
| 2179 | Matrix4x4 rotZ = RotationZMatrix(-camera->GetPitch());
|
---|
| 2180 | glMultMatrixf((float *)rotZ.x);
|
---|
| 2181 |
|
---|
[2887] | 2182 | // inverse translation in order to fix current position
|
---|
[2838] | 2183 | Vector3 pos = camera->GetPosition();
|
---|
[2806] | 2184 | glTranslatef(-pos.x, -pos.y, -pos.z);
|
---|
| 2185 |
|
---|
| 2186 |
|
---|
[2788] | 2187 | GLfloat position[] = {0.8f, 1.0f, 1.5f, 0.0f};
|
---|
| 2188 | glLightfv(GL_LIGHT0, GL_POSITION, position);
|
---|
[2787] | 2189 |
|
---|
[2788] | 2190 | GLfloat position1[] = {bvh->GetBox().Center().x, bvh->GetBox().Max().y, bvh->GetBox().Center().z, 1.0f};
|
---|
| 2191 | glLightfv(GL_LIGHT1, GL_POSITION, position1);
|
---|
[2787] | 2192 |
|
---|
[2642] | 2193 | glClear(GL_DEPTH_BUFFER_BIT);
|
---|
| 2194 |
|
---|
[2888] | 2195 |
|
---|
[2767] | 2196 | ////////////
|
---|
[2787] | 2197 | //-- visualization of the occlusion culling
|
---|
| 2198 |
|
---|
[3063] | 2199 | visualization->Render(showShadowMap);
|
---|
[2887] | 2200 |
|
---|
[2767] | 2201 |
|
---|
[2834] | 2202 | // reset previous settings
|
---|
| 2203 | glPopAttrib();
|
---|
| 2204 |
|
---|
| 2205 | glMatrixMode(GL_PROJECTION);
|
---|
| 2206 | glPopMatrix();
|
---|
| 2207 | glMatrixMode(GL_MODELVIEW);
|
---|
| 2208 | glPopMatrix();
|
---|
[2642] | 2209 | }
|
---|
| 2210 |
|
---|
[2767] | 2211 |
|
---|
[2642] | 2212 | // cleanup routine after the main loop
|
---|
[2756] | 2213 | void CleanUp()
|
---|
[2642] | 2214 | {
|
---|
[2756] | 2215 | DEL_PTR(traverser);
|
---|
[2796] | 2216 | DEL_PTR(sceneQuery);
|
---|
[2756] | 2217 | DEL_PTR(bvh);
|
---|
[2767] | 2218 | DEL_PTR(visualization);
|
---|
[2787] | 2219 | DEL_PTR(camera);
|
---|
[2801] | 2220 | DEL_PTR(renderQueue);
|
---|
[2827] | 2221 | DEL_PTR(perfGraph);
|
---|
[2879] | 2222 | DEL_PTR(fbo);
|
---|
[3111] | 2223 | DEL_PTR(deferredShader);
|
---|
[3019] | 2224 | DEL_PTR(light);
|
---|
| 2225 | DEL_PTR(visCamera);
|
---|
| 2226 | DEL_PTR(preetham);
|
---|
[3020] | 2227 | DEL_PTR(shadowMap);
|
---|
| 2228 | DEL_PTR(shadowTraverser);
|
---|
[3078] | 2229 | DEL_PTR(motionPath);
|
---|
[3219] | 2230 | DEL_PTR(walkThroughRecorder);
|
---|
| 2231 | DEL_PTR(walkThroughPlayer);
|
---|
[3223] | 2232 | DEL_PTR(statsWriter);
|
---|
[3244] | 2233 | DEL_PTR(viewCellsTree);
|
---|
[3052] | 2234 |
|
---|
[3037] | 2235 | ResourceManager::DelSingleton();
|
---|
[3057] | 2236 | ShaderManager::DelSingleton();
|
---|
| 2237 |
|
---|
[3059] | 2238 | resourceManager = NULL;
|
---|
[3057] | 2239 | shaderManager = NULL;
|
---|
[2642] | 2240 | }
|
---|
| 2241 |
|
---|
| 2242 |
|
---|
| 2243 | // this function inserts a dezimal point after each 1000
|
---|
[2829] | 2244 | void CalcDecimalPoint(string &str, int d, int len)
|
---|
[2642] | 2245 | {
|
---|
[2827] | 2246 | static vector<int> numbers;
|
---|
| 2247 | numbers.clear();
|
---|
| 2248 |
|
---|
[2829] | 2249 | static string shortStr;
|
---|
| 2250 | shortStr.clear();
|
---|
[2642] | 2251 |
|
---|
[2829] | 2252 | static char hstr[100];
|
---|
| 2253 |
|
---|
[2642] | 2254 | while (d != 0)
|
---|
| 2255 | {
|
---|
| 2256 | numbers.push_back(d % 1000);
|
---|
| 2257 | d /= 1000;
|
---|
| 2258 | }
|
---|
| 2259 |
|
---|
| 2260 | // first element without leading zeros
|
---|
| 2261 | if (numbers.size() > 0)
|
---|
| 2262 | {
|
---|
[2800] | 2263 | sprintf(hstr, "%d", numbers.back());
|
---|
[2829] | 2264 | shortStr.append(hstr);
|
---|
[2642] | 2265 | }
|
---|
| 2266 |
|
---|
[2764] | 2267 | for (int i = (int)numbers.size() - 2; i >= 0; i--)
|
---|
[2642] | 2268 | {
|
---|
[2800] | 2269 | sprintf(hstr, ",%03d", numbers[i]);
|
---|
[2829] | 2270 | shortStr.append(hstr);
|
---|
[2642] | 2271 | }
|
---|
[2829] | 2272 |
|
---|
| 2273 | int dif = len - (int)shortStr.size();
|
---|
| 2274 |
|
---|
| 2275 | for (int i = 0; i < dif; ++ i)
|
---|
| 2276 | {
|
---|
| 2277 | str += " ";
|
---|
| 2278 | }
|
---|
| 2279 |
|
---|
| 2280 | str.append(shortStr);
|
---|
[2764] | 2281 | }
|
---|
| 2282 |
|
---|
| 2283 |
|
---|
| 2284 | void DisplayStats()
|
---|
| 2285 | {
|
---|
[2826] | 2286 | static char msg[9][300];
|
---|
[2764] | 2287 |
|
---|
[2826] | 2288 | static double frameTime = elapsedTime;
|
---|
| 2289 | static double renderTime = algTime;
|
---|
| 2290 |
|
---|
[2818] | 2291 | const float expFactor = 0.1f;
|
---|
[2767] | 2292 |
|
---|
[2802] | 2293 | // if some strange render time spike happened in this frame => don't count
|
---|
[2826] | 2294 | if (elapsedTime < 500) frameTime = elapsedTime * expFactor + (1.0f - expFactor) * elapsedTime;
|
---|
| 2295 |
|
---|
| 2296 | static float rTime = 1000.0f;
|
---|
[2764] | 2297 |
|
---|
[3285] | 2298 | // the render time is used only for the traversal algorithm using glfinish
|
---|
| 2299 | if (algTime < 500) renderTime = algTime * expFactor + (1.0f - expFactor) * renderTime;
|
---|
| 2300 |
|
---|
[2802] | 2301 |
|
---|
[2826] | 2302 | accumulatedTime += elapsedTime;
|
---|
| 2303 |
|
---|
[2776] | 2304 | if (accumulatedTime > 500) // update every fraction of a second
|
---|
[2770] | 2305 | {
|
---|
| 2306 | accumulatedTime = 0;
|
---|
| 2307 |
|
---|
[2826] | 2308 | if (frameTime) fps = 1e3f / (float)frameTime;
|
---|
| 2309 | rTime = renderTime;
|
---|
[2773] | 2310 |
|
---|
[2948] | 2311 | if (renderLightView && shadowTraverser)
|
---|
| 2312 | {
|
---|
| 2313 | renderedTriangles = shadowTraverser->GetStats().mNumRenderedTriangles;
|
---|
| 2314 | renderedObjects = shadowTraverser->GetStats().mNumRenderedGeometry;
|
---|
| 2315 | renderedNodes = shadowTraverser->GetStats().mNumRenderedNodes;
|
---|
| 2316 | }
|
---|
| 2317 | else if (showShadowMap && shadowTraverser)
|
---|
| 2318 | {
|
---|
| 2319 | renderedNodes = traverser->GetStats().mNumRenderedNodes + shadowTraverser->GetStats().mNumRenderedNodes;
|
---|
| 2320 | renderedObjects = traverser->GetStats().mNumRenderedGeometry + shadowTraverser->GetStats().mNumRenderedGeometry;
|
---|
| 2321 | renderedTriangles = traverser->GetStats().mNumRenderedTriangles + shadowTraverser->GetStats().mNumRenderedTriangles;
|
---|
| 2322 | }
|
---|
| 2323 | else
|
---|
| 2324 | {
|
---|
| 2325 | renderedTriangles = traverser->GetStats().mNumRenderedTriangles;
|
---|
| 2326 | renderedObjects = traverser->GetStats().mNumRenderedGeometry;
|
---|
| 2327 | renderedNodes = traverser->GetStats().mNumRenderedNodes;
|
---|
| 2328 | }
|
---|
| 2329 |
|
---|
[2770] | 2330 | traversedNodes = traverser->GetStats().mNumTraversedNodes;
|
---|
| 2331 | frustumCulledNodes = traverser->GetStats().mNumFrustumCulledNodes;
|
---|
| 2332 | queryCulledNodes = traverser->GetStats().mNumQueryCulledNodes;
|
---|
| 2333 | issuedQueries = traverser->GetStats().mNumIssuedQueries;
|
---|
| 2334 | stateChanges = traverser->GetStats().mNumStateChanges;
|
---|
[2800] | 2335 | numBatches = traverser->GetStats().mNumBatches;
|
---|
[2770] | 2336 | }
|
---|
| 2337 |
|
---|
[2764] | 2338 |
|
---|
[3223] | 2339 | ////////////////
|
---|
| 2340 | //-- record stats on walkthrough
|
---|
| 2341 |
|
---|
| 2342 | static float accTime = .0f;
|
---|
| 2343 | static float averageTime = .0f;
|
---|
| 2344 |
|
---|
| 2345 | if (currentReplayFrame > -1)
|
---|
| 2346 | {
|
---|
| 2347 | accTime += frameTime;
|
---|
| 2348 | averageTime = accTime / (currentReplayFrame + 1);
|
---|
| 2349 |
|
---|
| 2350 | if (!statsWriter)
|
---|
[3279] | 2351 | statsWriter = new StatsWriter(statsFilename + ".log");
|
---|
[3223] | 2352 |
|
---|
| 2353 | FrameStats frameStats;
|
---|
| 2354 | frameStats.mFrame = currentReplayFrame;
|
---|
| 2355 | frameStats.mFPS = 1e3f / (float)frameTime;
|
---|
| 2356 | frameStats.mTime = frameTime;
|
---|
| 2357 | frameStats.mNodes = renderedNodes;
|
---|
| 2358 | frameStats.mObjects = renderedObjects;
|
---|
| 2359 | frameStats.mTriangles = renderedTriangles;
|
---|
| 2360 |
|
---|
| 2361 | statsWriter->WriteFrameStats(frameStats);
|
---|
| 2362 | }
|
---|
| 2363 | else if (statsWriter)
|
---|
| 2364 | {
|
---|
| 2365 | Debug << "average frame time " << averageTime << " for traversal algorithm " << renderMode << endl;
|
---|
| 2366 |
|
---|
| 2367 | // reset average frame time
|
---|
[3224] | 2368 | averageTime = accTime = .0f;
|
---|
[3223] | 2369 |
|
---|
| 2370 | DEL_PTR(statsWriter);
|
---|
| 2371 | }
|
---|
| 2372 |
|
---|
| 2373 |
|
---|
[2826] | 2374 | Begin2D();
|
---|
[2808] | 2375 |
|
---|
[2826] | 2376 | glEnable(GL_BLEND);
|
---|
| 2377 | glBlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA);
|
---|
[2764] | 2378 |
|
---|
[2826] | 2379 | if (showHelp)
|
---|
| 2380 | {
|
---|
| 2381 | DrawHelpMessage();
|
---|
| 2382 | }
|
---|
| 2383 | else
|
---|
| 2384 | {
|
---|
[2829] | 2385 | if (showOptions)
|
---|
| 2386 | {
|
---|
| 2387 | glColor4f(0.0f, 0.0f, 0.0f, 0.5f);
|
---|
| 2388 | glRecti(5, winHeight - 95, winWidth * 2 / 3 - 5, winHeight - 5);
|
---|
| 2389 | }
|
---|
| 2390 |
|
---|
| 2391 | if (showStatistics)
|
---|
| 2392 | {
|
---|
| 2393 | glColor4f(0.0f, 0.0f, 0.0f, 0.5f);
|
---|
| 2394 | glRecti(5, winHeight - 165, winWidth * 2 / 3 - 5, winHeight - 100);
|
---|
| 2395 | }
|
---|
| 2396 |
|
---|
| 2397 | glEnable(GL_TEXTURE_2D);
|
---|
[2827] | 2398 | myfont.Begin();
|
---|
[2769] | 2399 |
|
---|
[2826] | 2400 | if (showOptions)
|
---|
| 2401 | {
|
---|
[2829] | 2402 | glColor3f(0.0f, 1.0f, 0.0f);
|
---|
[2826] | 2403 | int i = 0;
|
---|
| 2404 |
|
---|
[3065] | 2405 | static char *renderMethodStr[] =
|
---|
| 2406 | {"forward", "depth pass + forward", "deferred shading", "depth pass + deferred"};
|
---|
[2826] | 2407 | sprintf(msg[i ++], "multiqueries: %d, tight bounds: %d, render queue: %d",
|
---|
[3294] | 2408 | useMultiQueries, (renderMode == RenderTraverser::CHCPLUSPLUS) && useTightBounds, useRenderQueue);
|
---|
[3246] | 2409 | sprintf(msg[i ++], "render technique: %s, use pvss: %d", renderMethodStr[renderMethod], usePvs);
|
---|
[2826] | 2410 | sprintf(msg[i ++], "triangles per virtual leaf: %5d", trianglesPerVirtualLeaf);
|
---|
| 2411 | sprintf(msg[i ++], "assumed visible frames: %4d, max batch size: %4d",
|
---|
| 2412 | assumedVisibleFrames, maxBatchSize);
|
---|
[2808] | 2413 |
|
---|
[2826] | 2414 | for (int j = 0; j < 4; ++ j)
|
---|
[2829] | 2415 | myfont.DrawString(msg[j], 10.0f, winHeight - 5 - j * 20);
|
---|
[2826] | 2416 | }
|
---|
[2808] | 2417 |
|
---|
[2786] | 2418 | if (showStatistics)
|
---|
[2764] | 2419 | {
|
---|
[2829] | 2420 | glColor3f(1.0f, 1.0f, 0.0f);
|
---|
| 2421 |
|
---|
[2948] | 2422 | string objStr, totalObjStr;
|
---|
| 2423 | string triStr, totalTriStr;
|
---|
[2826] | 2424 |
|
---|
[2829] | 2425 | int len = 10;
|
---|
[2948] | 2426 | CalcDecimalPoint(objStr, renderedObjects, len);
|
---|
[3059] | 2427 | CalcDecimalPoint(totalObjStr, (int)resourceManager->GetNumEntities(), len);
|
---|
[2826] | 2428 |
|
---|
[2948] | 2429 | CalcDecimalPoint(triStr, renderedTriangles, len);
|
---|
| 2430 | CalcDecimalPoint(totalTriStr, bvh->GetBvhStats().mTriangles, len);
|
---|
| 2431 |
|
---|
[2826] | 2432 | int i = 4;
|
---|
| 2433 |
|
---|
[3276] | 2434 | if (0) // q: show rendered objects or nodes (no space for both)
|
---|
[2953] | 2435 | {
|
---|
| 2436 | sprintf(msg[i ++], "rendered: %s of %s objects, %s of %s triangles",
|
---|
| 2437 | objStr.c_str(), totalObjStr.c_str(), triStr.c_str(), totalTriStr.c_str());
|
---|
| 2438 | }
|
---|
| 2439 | else
|
---|
| 2440 | {
|
---|
| 2441 | sprintf(msg[i ++], "rendered: %6d of %6d nodes, %s of %s triangles",
|
---|
| 2442 | renderedNodes, bvh->GetNumVirtualNodes(), triStr.c_str(), totalTriStr.c_str());
|
---|
| 2443 | }
|
---|
[2826] | 2444 |
|
---|
[3276] | 2445 | sprintf(msg[i ++], "traversed: %5d, frustum culled: %5d, query culled: %5d nodes",
|
---|
[2826] | 2446 | traversedNodes, frustumCulledNodes, queryCulledNodes);
|
---|
[3251] | 2447 | sprintf(msg[i ++], "issued queries: %5d, state changes: %5d, render batches: %5d",
|
---|
[2826] | 2448 | issuedQueries, stateChanges, numBatches);
|
---|
| 2449 |
|
---|
| 2450 | for (int j = 4; j < 7; ++ j)
|
---|
[2829] | 2451 | myfont.DrawString(msg[j], 10.0f, winHeight - (j + 1) * 20);
|
---|
[2764] | 2452 | }
|
---|
[2790] | 2453 |
|
---|
[3286] | 2454 | glColor3f(0.0f, 1.0f, 0.0f);
|
---|
| 2455 |
|
---|
[3258] | 2456 | static char *alg_str[] = {
|
---|
| 2457 | "Frustum Cull"
|
---|
| 2458 | , "Stop and Wait"
|
---|
| 2459 | , "CHC"
|
---|
| 2460 | , "CHC ++"
|
---|
[3285] | 2461 | //, "Collector"
|
---|
[3258] | 2462 | };
|
---|
[3284] | 2463 |
|
---|
[2827] | 2464 | if (!showAlgorithmTime)
|
---|
[3273] | 2465 | {
|
---|
| 2466 | if (showFPS)
|
---|
[3276] | 2467 | {
|
---|
| 2468 | sprintf(msg[7], "%s: %6.1f fps", alg_str[renderMode], fps);
|
---|
[3292] | 2469 | myfont.DrawString(msg[7], 1.3f, winWidth - 330, winHeight - 10.0f);
|
---|
[3288] | 2470 |
|
---|
| 2471 | //int mrays = (int)shotRays / 1000000;
|
---|
| 2472 | //sprintf(msg[7], "%s: %04d M rays", alg_str[renderMode], mrays);
|
---|
[3292] | 2473 | //myfont.DrawString(msg[7], 1.3f, winWidth - 330, winHeight - 60.0f);
|
---|
[3276] | 2474 | }
|
---|
[3273] | 2475 | }
|
---|
[2827] | 2476 | else
|
---|
[3276] | 2477 | {
|
---|
[2827] | 2478 | sprintf(msg[7], "%s: %6.1f ms", alg_str[renderMode], rTime);
|
---|
[3292] | 2479 | myfont.DrawString(msg[7], 1.3f, winWidth - 330, winHeight - 10.0f);
|
---|
[3276] | 2480 | }
|
---|
[3286] | 2481 |
|
---|
| 2482 | glColor3f(1.0f, 1.0f, 1.0f);
|
---|
[2764] | 2483 | }
|
---|
| 2484 |
|
---|
[3286] | 2485 | glColor3f(1, 1, 1);
|
---|
[2826] | 2486 | glDisable(GL_BLEND);
|
---|
| 2487 | glDisable(GL_TEXTURE_2D);
|
---|
| 2488 |
|
---|
[2792] | 2489 | End2D();
|
---|
[2764] | 2490 | }
|
---|
[2796] | 2491 |
|
---|
| 2492 |
|
---|
| 2493 | void RenderSky()
|
---|
| 2494 | {
|
---|
[2959] | 2495 | if ((renderMethod == RENDER_DEFERRED) || (renderMethod == RENDER_DEPTH_PASS_DEFERRED))
|
---|
[3101] | 2496 | renderState.SetRenderTechnique(DEFERRED);
|
---|
[2958] | 2497 |
|
---|
[3036] | 2498 | const bool useToneMapping =
|
---|
| 2499 | ((renderMethod == RENDER_DEPTH_PASS_DEFERRED) ||
|
---|
| 2500 | (renderMethod == RENDER_DEFERRED)) && useHDR;
|
---|
[3059] | 2501 |
|
---|
[3279] | 2502 | preetham->RenderSkyDome(-light->GetDirection(), camera, &renderState, !useToneMapping, skyDomeScaleFactor);
|
---|
[3212] | 2503 |
|
---|
| 2504 | /// once again reset the renderState just to make sure
|
---|
[3101] | 2505 | renderState.Reset();
|
---|
[2801] | 2506 | }
|
---|
[2796] | 2507 |
|
---|
[2948] | 2508 |
|
---|
[2895] | 2509 | // render visible object from depth pass
|
---|
[2801] | 2510 | void RenderVisibleObjects()
|
---|
| 2511 | {
|
---|
[2955] | 2512 | if (renderMethod == RENDER_DEPTH_PASS_DEFERRED)
|
---|
[2948] | 2513 | {
|
---|
[2950] | 2514 | if (showShadowMap && !renderLightView)
|
---|
[2951] | 2515 | {
|
---|
[3068] | 2516 | // usethe maximal visible distance to focus shadow map
|
---|
[3235] | 2517 | const float newFar = min(camera->GetFar(), traverser->GetMaxVisibleDistance());
|
---|
| 2518 | RenderShadowMap(newFar);
|
---|
[2951] | 2519 | }
|
---|
[3284] | 2520 |
|
---|
[3068] | 2521 | // initialize deferred rendering
|
---|
[2948] | 2522 | InitDeferredRendering();
|
---|
| 2523 | }
|
---|
[2949] | 2524 | else
|
---|
[2950] | 2525 | {
|
---|
[3101] | 2526 | renderState.SetRenderTechnique(FORWARD);
|
---|
[2950] | 2527 | }
|
---|
[2948] | 2528 |
|
---|
[3127] | 2529 |
|
---|
[3068] | 2530 | /////////////////
|
---|
[3101] | 2531 | //-- reset gl renderState before the final visible objects pass
|
---|
[3068] | 2532 |
|
---|
[3101] | 2533 | renderState.Reset();
|
---|
[3068] | 2534 |
|
---|
[2953] | 2535 | glEnableClientState(GL_NORMAL_ARRAY);
|
---|
[3068] | 2536 | /// switch back to smooth shading
|
---|
[3067] | 2537 | glShadeModel(GL_SMOOTH);
|
---|
[3068] | 2538 | /// reset alpha to coverage flag
|
---|
[3101] | 2539 | renderState.SetUseAlphaToCoverage(true);
|
---|
[3067] | 2540 | // clear color
|
---|
| 2541 | glClear(GL_COLOR_BUFFER_BIT);
|
---|
[3039] | 2542 |
|
---|
[3068] | 2543 | // draw only objects having exactly the same depth as the current sample
|
---|
| 2544 | glDepthFunc(GL_EQUAL);
|
---|
[2951] | 2545 |
|
---|
[2949] | 2546 | //cout << "visible: " << (int)traverser->GetVisibleObjects().size() << endl;
|
---|
| 2547 |
|
---|
[3068] | 2548 | SceneEntityContainer::const_iterator sit,
|
---|
[2801] | 2549 | sit_end = traverser->GetVisibleObjects().end();
|
---|
| 2550 |
|
---|
| 2551 | for (sit = traverser->GetVisibleObjects().begin(); sit != sit_end; ++ sit)
|
---|
[2948] | 2552 | {
|
---|
[2801] | 2553 | renderQueue->Enqueue(*sit);
|
---|
[2948] | 2554 | }
|
---|
[3258] | 2555 |
|
---|
[3068] | 2556 | /// now render out everything in one giant pass
|
---|
[2801] | 2557 | renderQueue->Apply();
|
---|
| 2558 |
|
---|
[3068] | 2559 | // switch back to standard depth func
|
---|
[2801] | 2560 | glDepthFunc(GL_LESS);
|
---|
[3101] | 2561 | renderState.Reset();
|
---|
[2949] | 2562 |
|
---|
[3276] | 2563 | PrintGLerror("visible objects");
|
---|
[2801] | 2564 | }
|
---|
| 2565 |
|
---|
| 2566 |
|
---|
[3120] | 2567 | SceneQuery *GetOrCreateSceneQuery()
|
---|
[2801] | 2568 | {
|
---|
[3037] | 2569 | if (!sceneQuery)
|
---|
[3258] | 2570 | {
|
---|
[3101] | 2571 | sceneQuery = new SceneQuery(bvh->GetBox(), traverser, &renderState);
|
---|
[3258] | 2572 | }
|
---|
[3037] | 2573 |
|
---|
[3120] | 2574 | return sceneQuery;
|
---|
| 2575 | }
|
---|
| 2576 |
|
---|
| 2577 |
|
---|
| 2578 | void PlaceViewer(const Vector3 &oldPos)
|
---|
| 2579 | {
|
---|
[2801] | 2580 | Vector3 playerPos = camera->GetPosition();
|
---|
[3120] | 2581 | bool validIntersect = GetOrCreateSceneQuery()->CalcIntersection(playerPos);
|
---|
[2801] | 2582 |
|
---|
[2853] | 2583 | if (validIntersect)
|
---|
[3276] | 2584 | //&& ((playerPos.z - oldPos.z) < bvh->GetBox().Size(2) * 1e-1f))
|
---|
[2801] | 2585 | {
|
---|
| 2586 | camera->SetPosition(playerPos);
|
---|
| 2587 | }
|
---|
[2809] | 2588 | }
|
---|
[2948] | 2589 |
|
---|
| 2590 |
|
---|
[2951] | 2591 | void RenderShadowMap(float newfar)
|
---|
[2948] | 2592 | {
|
---|
[2953] | 2593 | glDisableClientState(GL_NORMAL_ARRAY);
|
---|
[3101] | 2594 | renderState.SetRenderTechnique(DEPTH_PASS);
|
---|
[3038] | 2595 |
|
---|
| 2596 | // hack: disable cull face because of alpha textured balconies
|
---|
| 2597 | glDisable(GL_CULL_FACE);
|
---|
[3101] | 2598 | renderState.LockCullFaceEnabled(true);
|
---|
[3068] | 2599 |
|
---|
| 2600 | /// don't use alpha to coverage for the depth map (problems with fbo rendering)
|
---|
[3101] | 2601 | renderState.SetUseAlphaToCoverage(false);
|
---|
[2948] | 2602 |
|
---|
[3287] | 2603 | const Vector3 lightPos = light->GetDirection() * -1e3f;
|
---|
| 2604 | if (usePvs) LoadOrUpdatePVSs(lightPos);
|
---|
| 2605 |
|
---|
| 2606 |
|
---|
[3101] | 2607 | // change CHC++ set of renderState variables
|
---|
[2980] | 2608 | // this must be done for each change of camera because
|
---|
[2948] | 2609 | // otherwise the temporal coherency is broken
|
---|
[3054] | 2610 | BvhNode::SetCurrentState(LIGHT_PASS);
|
---|
[2948] | 2611 | // hack: temporarily change camera far plane
|
---|
[2951] | 2612 | camera->SetFar(newfar);
|
---|
[2948] | 2613 | // the scene is rendered withouth any shading
|
---|
[3005] | 2614 | shadowMap->ComputeShadowMap(shadowTraverser, viewProjMat);
|
---|
[2948] | 2615 |
|
---|
| 2616 | camera->SetFar(farDist);
|
---|
| 2617 |
|
---|
[3101] | 2618 | renderState.SetUseAlphaToCoverage(true);
|
---|
| 2619 | renderState.LockCullFaceEnabled(false);
|
---|
[3102] | 2620 | glEnable(GL_CULL_FACE);
|
---|
[2948] | 2621 |
|
---|
[2953] | 2622 | glEnableClientState(GL_NORMAL_ARRAY);
|
---|
[3101] | 2623 | // change back renderState
|
---|
[3054] | 2624 | BvhNode::SetCurrentState(CAMERA_PASS);
|
---|
[2952] | 2625 | }
|
---|
[3059] | 2626 |
|
---|
[3068] | 2627 |
|
---|
[3110] | 2628 | /** Touch each material once in order to preload the render queue
|
---|
[3059] | 2629 | bucket id of each material
|
---|
| 2630 | */
|
---|
| 2631 | void PrepareRenderQueue()
|
---|
| 2632 | {
|
---|
| 2633 | for (int i = 0; i < 3; ++ i)
|
---|
| 2634 | {
|
---|
[3101] | 2635 | renderState.SetRenderTechnique(i);
|
---|
[3059] | 2636 |
|
---|
| 2637 | // fill all shapes into the render queue once so we can establish the buckets
|
---|
| 2638 | ShapeContainer::const_iterator sit, sit_end = (*resourceManager->GetShapes()).end();
|
---|
| 2639 |
|
---|
| 2640 | for (sit = (*resourceManager->GetShapes()).begin(); sit != sit_end; ++ sit)
|
---|
| 2641 | {
|
---|
[3071] | 2642 | static Transform3 dummy(IdentityMatrix());
|
---|
[3110] | 2643 | renderQueue->Enqueue(*sit, NULL);
|
---|
[3059] | 2644 | }
|
---|
| 2645 |
|
---|
| 2646 | // just clear queue again
|
---|
| 2647 | renderQueue->Clear();
|
---|
| 2648 | }
|
---|
| 2649 | }
|
---|
| 2650 |
|
---|
| 2651 |
|
---|
[3237] | 2652 | int LoadModel(const string &model, SceneEntityContainer &entities)
|
---|
[3059] | 2653 | {
|
---|
| 2654 | const string filename = string(model_path + model);
|
---|
[3237] | 2655 | int numEntities = 0;
|
---|
| 2656 |
|
---|
[3127] | 2657 | cout << "\nloading model " << filename << endl;
|
---|
[3237] | 2658 |
|
---|
| 2659 | if (numEntities = resourceManager->Load(filename, entities))
|
---|
[3225] | 2660 | {
|
---|
[3127] | 2661 | cout << "model " << filename << " successfully loaded" << endl;
|
---|
[3225] | 2662 | }
|
---|
[3059] | 2663 | else
|
---|
| 2664 | {
|
---|
| 2665 | cerr << "loading model " << filename << " failed" << endl;
|
---|
[3225] | 2666 |
|
---|
[3059] | 2667 | CleanUp();
|
---|
| 2668 | exit(0);
|
---|
| 2669 | }
|
---|
[3237] | 2670 |
|
---|
| 2671 | return numEntities;
|
---|
[3078] | 2672 | }
|
---|
| 2673 |
|
---|
| 2674 |
|
---|
[3316] | 2675 | void CreateAnimation(const Vector3 &pos)
|
---|
[3078] | 2676 | {
|
---|
[3316] | 2677 | //const float b = 5.0f; const float a = 1.5f;
|
---|
| 2678 | const float a = 5.0f; const float b = 1.5f;
|
---|
[3078] | 2679 |
|
---|
| 2680 | VertexArray vertices;
|
---|
| 2681 |
|
---|
[3316] | 2682 | for (int i = 0; i < 360; ++ i)
|
---|
[3078] | 2683 | {
|
---|
[3316] | 2684 | const float angle = (float)i * M_PI / 180.0f;
|
---|
[3078] | 2685 |
|
---|
[3316] | 2686 | Vector3 offs = Vector3(cos(angle) * a, sin(angle) * b, 0);
|
---|
| 2687 | vertices.push_back(pos + offs);
|
---|
| 2688 | }
|
---|
[3080] | 2689 |
|
---|
[3316] | 2690 | /*for (int i = 0; i < 5; ++ i)
|
---|
[3080] | 2691 | {
|
---|
| 2692 | Vector3 offs = Vector3(i, 0, 0);
|
---|
| 2693 | vertices.push_back(center + offs);
|
---|
[3078] | 2694 | }
|
---|
[3080] | 2695 |
|
---|
| 2696 | for (int i = 0; i < 5; ++ i)
|
---|
| 2697 | {
|
---|
[3316] | 2698 | Vector3 offs = Vector3(4 - i, 0, 0);
|
---|
[3080] | 2699 | vertices.push_back(center + offs);
|
---|
[3316] | 2700 | }*/
|
---|
[3080] | 2701 |
|
---|
[3078] | 2702 | motionPath = new MotionPath(vertices);
|
---|
[3214] | 2703 | }
|
---|
| 2704 |
|
---|
[3316] | 2705 |
|
---|
[3215] | 2706 | /** This function returns the number of visible pixels of a
|
---|
| 2707 | bounding box representing the sun.
|
---|
| 2708 | */
|
---|
| 2709 | int TestSunVisible()
|
---|
[3214] | 2710 | {
|
---|
| 2711 | // assume sun is at a far away point along the light vector
|
---|
| 2712 | Vector3 sunPos = light->GetDirection() * -1e3f;
|
---|
| 2713 | sunPos += camera->GetPosition();
|
---|
| 2714 |
|
---|
| 2715 | sunBox->GetTransform()->SetMatrix(TranslationMatrix(sunPos));
|
---|
| 2716 |
|
---|
| 2717 | glBeginQueryARB(GL_SAMPLES_PASSED_ARB, sunQuery);
|
---|
| 2718 |
|
---|
| 2719 | sunBox->Render(&renderState);
|
---|
| 2720 |
|
---|
| 2721 | glEndQueryARB(GL_SAMPLES_PASSED_ARB);
|
---|
| 2722 |
|
---|
| 2723 | GLuint sampleCount;
|
---|
| 2724 |
|
---|
| 2725 | glGetQueryObjectuivARB(sunQuery, GL_QUERY_RESULT_ARB, &sampleCount);
|
---|
| 2726 |
|
---|
[3215] | 2727 | return sampleCount;
|
---|
[3214] | 2728 | }
|
---|
[3244] | 2729 |
|
---|
| 2730 |
|
---|
[3245] | 2731 | static Technique GetVizTechnique()
|
---|
| 2732 | {
|
---|
| 2733 | Technique tech;
|
---|
| 2734 | tech.Init();
|
---|
| 2735 |
|
---|
| 2736 | tech.SetEmmisive(RgbaColor(1.0f, 1.0f, 1.0f, 1.0f));
|
---|
| 2737 | tech.SetDiffuse(RgbaColor(1.0f, 1.0f, 1.0f, 1.0f));
|
---|
| 2738 | tech.SetAmbient(RgbaColor(1.0f, 1.0f, 1.0f, 1.0f));
|
---|
| 2739 |
|
---|
| 2740 | return tech;
|
---|
| 2741 | }
|
---|
| 2742 |
|
---|
| 2743 |
|
---|
[3287] | 2744 | void UpdatePvs(const Vector3 &pos)
|
---|
[3244] | 2745 | {
|
---|
[3245] | 2746 | viewCell = viewCellsTree->GetViewCell(camera->GetPosition());
|
---|
[3244] | 2747 |
|
---|
[3286] | 2748 | const float elapsedAlgorithmTime = applicationTimer.Elapsedms(false);
|
---|
[3245] | 2749 |
|
---|
[3286] | 2750 | // assume 60 FPS, total time is in secs
|
---|
| 2751 | const float raysPerMs = 2.0f * pvsTotalSamples / (pvsTotalTime * 1000.0f);
|
---|
| 2752 | //shotRays = visibilitySolutionInitialState + elapsedAlgorithmTime * raysPerMs;
|
---|
| 2753 | //shotRays += 1000 * raysPerMs / 60.0f;
|
---|
[3285] | 2754 |
|
---|
[3286] | 2755 | //cout << "totalt: " << pvsTotalTime << endl;
|
---|
| 2756 | //cout << "rays per ms: " << raysPerMs << endl;
|
---|
[3284] | 2757 |
|
---|
[3259] | 2758 | SceneEntity::SetCurrentVisibleId(globalVisibleId);
|
---|
[3251] | 2759 |
|
---|
[3259] | 2760 | for (int i = 0; i < viewCell->mPvs.GetSize(); ++ i)
|
---|
[3244] | 2761 | {
|
---|
[3284] | 2762 | PvsEntry entry = viewCell->mPvs.GetEntry(i);
|
---|
[3285] | 2763 | #ifdef USE_TIMESTAMPS
|
---|
[3286] | 2764 | if (!((entry.mTimeStamp < 0.0f) || (entry.mTimeStamp <= shotRays)))
|
---|
| 2765 | continue;
|
---|
[3285] | 2766 | #endif
|
---|
[3286] | 2767 | entry.mEntity->SetVisibleId(globalVisibleId);
|
---|
| 2768 | //numTriangles += entry.mEntity->CountNumTriangles();
|
---|
[3244] | 2769 | }
|
---|
[3245] | 2770 |
|
---|
[3251] | 2771 | ++ globalVisibleId;
|
---|
[3246] | 2772 | }
|
---|
[3245] | 2773 |
|
---|
[3246] | 2774 |
|
---|
| 2775 | void LoadVisibilitySolution()
|
---|
| 2776 | {
|
---|
| 2777 | ///////////
|
---|
| 2778 | //-- load the visibility solution
|
---|
| 2779 |
|
---|
| 2780 | const string vis_filename =
|
---|
| 2781 | string(model_path + visibilitySolution + ".vis");
|
---|
| 2782 |
|
---|
| 2783 | VisibilitySolutionLoader visLoader;
|
---|
| 2784 |
|
---|
[3285] | 2785 | viewCellsTree = visLoader.Load(vis_filename,
|
---|
| 2786 | bvh,
|
---|
| 2787 | pvsTotalSamples,
|
---|
| 2788 | pvsTotalTime,
|
---|
| 2789 | viewCellsScaleFactor);
|
---|
[3247] | 2790 |
|
---|
| 2791 | if (!viewCellsTree)
|
---|
| 2792 | {
|
---|
| 2793 | cerr << "loading pvs failed" << endl;
|
---|
| 2794 | CleanUp();
|
---|
| 2795 | exit(0);
|
---|
| 2796 | }
|
---|
[3246] | 2797 | }
|
---|
| 2798 |
|
---|
| 2799 |
|
---|
| 2800 | void RenderViewCell()
|
---|
| 2801 | {
|
---|
[3245] | 2802 | // render current view cell
|
---|
| 2803 | static Technique vcTechnique = GetVizTechnique();
|
---|
| 2804 |
|
---|
| 2805 | vcTechnique.Render(&renderState);
|
---|
| 2806 | Visualization::RenderBoxForViz(viewCell->GetBox());
|
---|
[3276] | 2807 | }
|
---|
| 2808 |
|
---|
| 2809 |
|
---|
[3279] | 2810 | void LoadPompeiiFloor()
|
---|
[3276] | 2811 | {
|
---|
[3284] | 2812 | AxisAlignedBox3 pompeiiBox =
|
---|
| 2813 | SceneEntity::ComputeBoundingBox(staticObjects);
|
---|
[3276] | 2814 |
|
---|
| 2815 | // todo: dispose texture
|
---|
| 2816 | Texture *floorTex = new Texture(model_path + "stairs.c.01.tif");
|
---|
| 2817 |
|
---|
| 2818 | floorTex->SetBoundaryModeS(Texture::REPEAT);
|
---|
| 2819 | floorTex->SetBoundaryModeT(Texture::REPEAT);
|
---|
| 2820 |
|
---|
| 2821 | floorTex->Create();
|
---|
| 2822 | Material *mymat = resourceManager->CreateMaterial();
|
---|
| 2823 |
|
---|
| 2824 | Technique *tech = mymat->GetDefaultTechnique();
|
---|
| 2825 | tech->SetDiffuse(RgbaColor(1, 1, 1, 1));
|
---|
| 2826 | tech->SetTexture(floorTex);
|
---|
| 2827 |
|
---|
| 2828 | Technique *depthPass = new Technique(*tech);
|
---|
| 2829 | Technique *deferred = new Technique(*tech);
|
---|
| 2830 |
|
---|
| 2831 | depthPass->SetColorWriteEnabled(false);
|
---|
| 2832 | depthPass->SetLightingEnabled(false);
|
---|
| 2833 |
|
---|
[3284] | 2834 | ShaderProgram *defaultFragmentTexProgramMrt =
|
---|
| 2835 | ShaderManager::GetSingleton()->GetShaderProgram("defaultFragmentTexMrt");
|
---|
| 2836 | ShaderProgram *defaultVertexProgramMrt =
|
---|
| 2837 | ShaderManager::GetSingleton()->GetShaderProgram("defaultVertexMrt");
|
---|
[3276] | 2838 |
|
---|
| 2839 | deferred->SetFragmentProgram(defaultFragmentTexProgramMrt);
|
---|
| 2840 | deferred->SetVertexProgram(defaultVertexProgramMrt);
|
---|
| 2841 |
|
---|
| 2842 | deferred->GetFragmentProgramParameters()->SetViewMatrixParam(0);
|
---|
| 2843 | deferred->GetVertexProgramParameters()->SetModelMatrixParam(1);
|
---|
| 2844 | deferred->GetVertexProgramParameters()->SetOldModelMatrixParam(2);
|
---|
| 2845 |
|
---|
| 2846 | deferred->SetTexture(floorTex);
|
---|
| 2847 |
|
---|
| 2848 | mymat->AddTechnique(deferred);
|
---|
| 2849 | mymat->AddTechnique(depthPass);
|
---|
| 2850 |
|
---|
| 2851 |
|
---|
| 2852 | //const Vector3 offs(1300.0f, -2500.0f, .0f);
|
---|
| 2853 | const Vector3 offs(pompeiiBox.Center(0), pompeiiBox.Center(1), 0);
|
---|
| 2854 | Matrix4x4 moffs = TranslationMatrix(offs);
|
---|
| 2855 |
|
---|
| 2856 | Plane3 plane;
|
---|
| 2857 | Transform3 *mytrafo = resourceManager->CreateTransform(moffs);
|
---|
| 2858 |
|
---|
| 2859 | SceneEntity *myplane =
|
---|
| 2860 | SceneEntityConverter().ConvertPlane(plane,
|
---|
| 2861 | pompeiiBox.Size(0),
|
---|
| 2862 | pompeiiBox.Size(1),
|
---|
| 2863 | 5,
|
---|
| 2864 | 5,
|
---|
| 2865 | mymat,
|
---|
| 2866 | mytrafo);
|
---|
| 2867 |
|
---|
| 2868 | resourceManager->AddSceneEntity(myplane);
|
---|
| 2869 | staticObjects.push_back(myplane);
|
---|
[3287] | 2870 | }
|
---|
| 2871 |
|
---|
| 2872 |
|
---|
| 2873 | void LoadOrUpdatePVSs(const Vector3 &pos)
|
---|
| 2874 | {
|
---|
| 2875 | if (!viewCellsTree)
|
---|
| 2876 | {
|
---|
| 2877 | LoadVisibilitySolution();
|
---|
| 2878 | applicationTimer.Start();
|
---|
| 2879 | shotRays = visibilitySolutionInitialState;
|
---|
| 2880 | }
|
---|
| 2881 |
|
---|
| 2882 | if (viewCellsTree) UpdatePvs(pos);
|
---|
[3316] | 2883 | }
|
---|
| 2884 |
|
---|
| 2885 |
|
---|
| 2886 | void CreateNewInstance(SceneEntity *parent, const Vector3 &pos)
|
---|
| 2887 | {
|
---|
| 2888 | SceneEntity *ent = new SceneEntity(*parent);
|
---|
| 2889 | resourceManager->AddSceneEntity(ent);
|
---|
| 2890 |
|
---|
| 2891 | Matrix4x4 transl = TranslationMatrix(pos);
|
---|
| 2892 | Transform3 *transform = resourceManager->CreateTransform(transl);
|
---|
| 2893 |
|
---|
| 2894 | ent->SetTransform(transform);
|
---|
| 2895 | dynamicObjects.push_back(ent);
|
---|
| 2896 | //Debug << "positions: " << newPos << endl;
|
---|
[3246] | 2897 | } |
---|