[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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[3369] | 106 | //const float fov = 50.0f;
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| 107 | const float fov = 90.0f;
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[2764] | 108 |
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[3279] | 109 | float skyDomeScaleFactor = 80.0f;
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| 110 |
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[2796] | 111 | SceneQuery *sceneQuery = NULL;
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[2801] | 112 | RenderQueue *renderQueue = NULL;
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[3068] | 113 | /// traverses and renders the hierarchy
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[2897] | 114 | RenderTraverser *shadowTraverser = NULL;
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[3068] | 115 | /// the skylight + skydome model
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[2957] | 116 | SkyPreetham *preetham = NULL;
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[2897] | 117 |
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[3078] | 118 | MotionPath *motionPath = NULL;
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[3189] | 119 | /// max depth where candidates for tighter bounds are searched
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[3123] | 120 | int maxDepthForTestingChildren = 3;
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[3246] | 121 | /// use full resolution for ssao or half
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[3216] | 122 | bool ssaoUseFullResolution = false;
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[3123] | 123 |
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[3219] | 124 | /// store the frames as tga
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| 125 | bool recordFrames = false;
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| 126 | /// record the taken path
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| 127 | bool recordPath = false;
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| 128 | /// replays the recorded path
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| 129 | bool replayPath = false;
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[3223] | 130 | /// frame number for replay
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[3219] | 131 | int currentReplayFrame = -1;
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| 132 |
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[3220] | 133 | string recordedFramesSuffix("frames");
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[3223] | 134 | string statsFilename("stats");
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[3220] | 135 |
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[3238] | 136 | string filename("city");
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[3271] | 137 | string bvhname("");
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[3243] | 138 | string visibilitySolution("");
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[3238] | 139 |
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| 140 |
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[3219] | 141 | /// the walkThroughRecorder
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| 142 | WalkThroughRecorder *walkThroughRecorder = NULL;
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| 143 | WalkThroughPlayer *walkThroughPlayer = NULL;
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[3223] | 144 | StatsWriter *statsWriter = NULL;
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[3219] | 145 |
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[3225] | 146 | bool makeSnapShot = false;
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[3219] | 147 |
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[3244] | 148 | ViewCellsTree *viewCellsTree = NULL;
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[3246] | 149 | ViewCell *viewCell = NULL;
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[3225] | 150 |
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[3247] | 151 | bool useSkylightForIllum = true;
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[3273] | 152 | bool showFPS = true;
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[3245] | 153 | static int globalVisibleId = 0;
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[3284] | 154 | PerfTimer applicationTimer;
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[3245] | 155 |
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[3284] | 156 | float shotRays = .0f;
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[3286] | 157 | /// the visibility solution is initialized at this number of rays shot that
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| 158 | int visibilitySolutionInitialState = 0;
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[3245] | 159 |
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[3295] | 160 | Vector3 defaultAmbient(0.2f);
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| 161 | Vector3 defaultDiffuse(1.0f);
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[3284] | 162 |
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[3295] | 163 |
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[3068] | 164 | /// the technique used for rendering
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| 165 | enum RenderTechnique
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| 166 | {
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| 167 | FORWARD,
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| 168 | DEFERRED,
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| 169 | DEPTH_PASS
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| 170 | };
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| 171 |
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| 172 |
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[2994] | 173 | /// the used render type for this render pass
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| 174 | enum RenderMethod
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| 175 | {
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[3043] | 176 | RENDER_FORWARD,
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[2994] | 177 | RENDER_DEPTH_PASS,
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| 178 | RENDER_DEFERRED,
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| 179 | RENDER_DEPTH_PASS_DEFERRED,
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| 180 | RENDER_NUM_RENDER_TYPES
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| 181 | };
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[2957] | 182 |
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[2994] | 183 | /// one of four possible render methods
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[3043] | 184 | int renderMethod = RENDER_FORWARD;
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[2994] | 185 |
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[3059] | 186 | static int winWidth = 1024;
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| 187 | static int winHeight = 768;
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| 188 | static float winAspectRatio = 1.0f;
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[2994] | 189 |
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[2809] | 190 | /// these values get scaled with the frame rate
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[2828] | 191 | static float keyForwardMotion = 30.0f;
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| 192 | static float keyRotation = 1.5f;
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[2801] | 193 |
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[2826] | 194 | /// elapsed time in milliseconds
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[3059] | 195 | double elapsedTime = 1000.0;
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| 196 | double algTime = 1000.0;
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| 197 | double accumulatedTime = 1000.0;
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| 198 | float fps = 1e3f;
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[3193] | 199 | float turbitity = 5.0f;
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[2795] | 200 |
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[3212] | 201 | // ssao parameters
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| 202 | float ssaoKernelRadius = 1e-8f;
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[3361] | 203 | float ssaoSampleIntensity = .2f;
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[3305] | 204 | float ssaoFilterRadius = 3.0f;
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[3212] | 205 | float ssaoTempCohFactor = 255.0;
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| 206 | bool sortSamples = true;
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| 207 |
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[2945] | 208 | int shadowSize = 2048;
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[3212] | 209 |
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[3059] | 210 | /// the hud font
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[2826] | 211 | glfont::GLFont myfont;
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| 212 |
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[2809] | 213 | // rendertexture
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[3212] | 214 | int texWidth = 1024;
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| 215 | int texHeight = 768;
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[2866] | 216 |
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[2770] | 217 | int renderedObjects = 0;
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[2773] | 218 | int renderedNodes = 0;
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| 219 | int renderedTriangles = 0;
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| 220 |
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[2770] | 221 | int issuedQueries = 0;
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| 222 | int traversedNodes = 0;
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| 223 | int frustumCulledNodes = 0;
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| 224 | int queryCulledNodes = 0;
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| 225 | int stateChanges = 0;
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[2800] | 226 | int numBatches = 0;
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[2770] | 227 |
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[3101] | 228 | // mouse navigation renderState
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[2809] | 229 | int xEyeBegin = 0;
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| 230 | int yEyeBegin = 0;
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| 231 | int yMotionBegin = 0;
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| 232 | int verticalMotionBegin = 0;
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| 233 | int horizontalMotionBegin = 0;
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[2642] | 234 |
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[2792] | 235 | bool leftKeyPressed = false;
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| 236 | bool rightKeyPressed = false;
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| 237 | bool upKeyPressed = false;
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| 238 | bool downKeyPressed = false;
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[2837] | 239 | bool descendKeyPressed = false;
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| 240 | bool ascendKeyPressed = false;
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[3105] | 241 | bool leftStrafeKeyPressed = false;
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| 242 | bool rightStrafeKeyPressed = false;
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| 243 |
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[3054] | 244 | bool altKeyPressed = false;
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| 245 |
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[2994] | 246 | bool showHelp = false;
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| 247 | bool showStatistics = false;
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| 248 | bool showOptions = true;
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| 249 | bool showBoundingVolumes = false;
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| 250 | bool visMode = false;
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| 251 |
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| 252 | bool useOptimization = false;
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[3074] | 253 | bool useTightBounds = true;
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[2994] | 254 | bool useRenderQueue = true;
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| 255 | bool useMultiQueries = true;
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| 256 | bool flyMode = true;
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| 257 |
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[2875] | 258 | bool useGlobIllum = false;
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| 259 | bool useTemporalCoherence = true;
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[2994] | 260 | bool showAlgorithmTime = false;
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[2875] | 261 |
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[2994] | 262 | bool useFullScreen = false;
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| 263 | bool useLODs = true;
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| 264 | bool moveLight = false;
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| 265 |
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| 266 | bool useAdvancedShading = false;
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| 267 | bool showShadowMap = false;
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| 268 | bool renderLightView = false;
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[3054] | 269 | bool useHDR = true;
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[3175] | 270 | bool useAntiAliasing = true;
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[3215] | 271 | bool useLenseFlare = true;
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[2994] | 272 |
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[3246] | 273 | bool usePvs = false;
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| 274 |
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| 275 |
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[3054] | 276 | PerfTimer frameTimer, algTimer;
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[3212] | 277 | /// the performance graph window
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[3054] | 278 | PerformanceGraph *perfGraph = NULL;
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[2994] | 279 |
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[3189] | 280 | int sCurrentMrtSet = 0;
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[3111] | 281 | static Matrix4x4 invTrafo = IdentityMatrix();
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[3246] | 282 | float mouseMotion = 0.2f;
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[3111] | 283 |
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[3256] | 284 | float viewCellsScaleFactor = 1.0f;
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[3246] | 285 |
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[3316] | 286 | float maxConvergence = 2000.0f;
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[3319] | 287 | float spatialWeight = 0.0001f;
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[3256] | 288 |
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[3316] | 289 |
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[3068] | 290 | //////////////
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[3246] | 291 | //-- chc++ algorithm parameters
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[2827] | 292 |
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[3068] | 293 | /// the pixel threshold where a node is still considered invisible
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| 294 | /// (should be zero for conservative visibility)
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| 295 | int threshold;
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| 296 | int assumedVisibleFrames = 10;
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| 297 | int maxBatchSize = 50;
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| 298 | int trianglesPerVirtualLeaf = INITIAL_TRIANGLES_PER_VIRTUAL_LEAVES;
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| 299 |
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[3244] | 300 |
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[3068] | 301 | //////////////
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| 302 |
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| 303 | enum {CAMERA_PASS = 0, LIGHT_PASS = 1};
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| 304 |
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| 305 |
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[2948] | 306 | //DeferredRenderer::SAMPLING_METHOD samplingMethod = DeferredRenderer::SAMPLING_POISSON;
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| 307 | DeferredRenderer::SAMPLING_METHOD samplingMethod = DeferredRenderer::SAMPLING_QUADRATIC;
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[2865] | 308 |
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[2894] | 309 | ShadowMap *shadowMap = NULL;
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[2952] | 310 | DirectionalLight *light = NULL;
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[3111] | 311 | DeferredRenderer *deferredShader = NULL;
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[2834] | 312 |
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[3175] | 313 |
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[3059] | 314 | SceneEntity *buddha = NULL;
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[2957] | 315 | SceneEntity *skyDome = NULL;
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[3214] | 316 | SceneEntity *sunBox = NULL;
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[2895] | 317 |
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[3214] | 318 | GLuint sunQuery = 0;
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[2952] | 319 |
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[3271] | 320 | string walkThroughSuffix("frames");
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[3214] | 321 |
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[3271] | 322 |
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[3059] | 323 | ////////////////////
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| 324 | //--- function forward declarations
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[2991] | 325 |
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[2759] | 326 | void InitExtensions();
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[3059] | 327 | void InitGLstate();
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| 328 |
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[2756] | 329 | void DisplayVisualization();
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[3059] | 330 | /// destroys all allocated resources
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[2759] | 331 | void CleanUp();
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| 332 | void SetupEyeView();
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| 333 | void SetupLighting();
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[2764] | 334 | void DisplayStats();
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[3059] | 335 | /// draw the help screen
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[2786] | 336 | void DrawHelpMessage();
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[3059] | 337 | /// render the sky dome
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[2796] | 338 | void RenderSky();
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[3059] | 339 | /// render the objects found visible in the depth pass
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[2801] | 340 | void RenderVisibleObjects();
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[2756] | 341 |
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[3215] | 342 | int TestSunVisible();
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[3214] | 343 |
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[2792] | 344 | void Begin2D();
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| 345 | void End2D();
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[3059] | 346 | /// the main loop
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| 347 | void MainLoop();
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| 348 |
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[2792] | 349 | void KeyBoard(unsigned char c, int x, int y);
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| 350 | void Special(int c, int x, int y);
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| 351 | void KeyUp(unsigned char c, int x, int y);
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| 352 | void SpecialKeyUp(int c, int x, int y);
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| 353 | void Reshape(int w, int h);
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[3101] | 354 | void Mouse(int button, int renderState, int x, int y);
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[2792] | 355 | void LeftMotion(int x, int y);
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| 356 | void RightMotion(int x, int y);
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| 357 | void MiddleMotion(int x, int y);
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[3059] | 358 | void KeyHorizontalMotion(float shift);
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| 359 | void KeyVerticalMotion(float shift);
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| 360 | /// returns the string representation of a number with the decimal points
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[2792] | 361 | void CalcDecimalPoint(string &str, int d);
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[3059] | 362 | /// Creates the traversal method (vfc, stopandwait, chc, chc++)
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[3062] | 363 | RenderTraverser *CreateTraverser(PerspectiveCamera *cam);
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[3059] | 364 | /// place the viewer on the floor plane
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[2801] | 365 | void PlaceViewer(const Vector3 &oldPos);
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[3019] | 366 | // initialise the frame buffer objects
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[2809] | 367 | void InitFBO();
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[3059] | 368 | /// changes the sunlight direction
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[2954] | 369 | void RightMotionLight(int x, int y);
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[3059] | 370 | /// render the shader map
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[2951] | 371 | void RenderShadowMap(float newfar);
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[3059] | 372 | /// function that touches each material once in order to accelarate render queue
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| 373 | void PrepareRenderQueue();
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| 374 | /// loads the specified model
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[3237] | 375 | int LoadModel(const string &model, SceneEntityContainer &entities);
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[2810] | 376 |
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[3059] | 377 | inline float KeyRotationAngle() { return keyRotation * elapsedTime * 1e-3f; }
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| 378 | inline float KeyShift() { return keyForwardMotion * elapsedTime * 1e-3f; }
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[3054] | 379 |
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[3316] | 380 | void CreateAnimation(const Vector3 &pos);
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[3078] | 381 |
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[3120] | 382 | SceneQuery *GetOrCreateSceneQuery();
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[3078] | 383 |
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[3246] | 384 | void LoadPvs();
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[3120] | 385 |
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[3246] | 386 | void LoadVisibilitySolution();
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[3244] | 387 |
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[3246] | 388 | void RenderViewCell();
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| 389 |
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[3279] | 390 | void LoadPompeiiFloor();
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[3246] | 391 |
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[3287] | 392 | void LoadOrUpdatePVSs(const Vector3 &pos);
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| 393 |
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[3316] | 394 | void CreateNewInstance(SceneEntity *parent, const Vector3 &pos);
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| 395 |
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| 396 |
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| 397 | /////////////
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| 398 |
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[3292] | 399 | string envFileName = "default.env";
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[3287] | 400 |
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[3285] | 401 | float pvsTotalSamples = .0f;
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| 402 | float pvsTotalTime = .0f;
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[3276] | 403 |
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[3285] | 404 |
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[3120] | 405 | // new view projection matrix of the camera
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[3005] | 406 | static Matrix4x4 viewProjMat = IdentityMatrix();
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[3120] | 407 | // the old view projection matrix of the camera
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[3005] | 408 | static Matrix4x4 oldViewProjMat = IdentityMatrix();
|
---|
[2820] | 409 |
|
---|
[2837] | 410 |
|
---|
[2995] | 411 |
|
---|
[2809] | 412 | static void PrintGLerror(char *msg)
|
---|
| 413 | {
|
---|
| 414 | GLenum errCode;
|
---|
| 415 | const GLubyte *errStr;
|
---|
| 416 |
|
---|
| 417 | if ((errCode = glGetError()) != GL_NO_ERROR)
|
---|
| 418 | {
|
---|
| 419 | errStr = gluErrorString(errCode);
|
---|
| 420 | fprintf(stderr,"OpenGL ERROR: %s: %s\n", errStr, msg);
|
---|
| 421 | }
|
---|
| 422 | }
|
---|
| 423 |
|
---|
| 424 |
|
---|
[2642] | 425 | int main(int argc, char* argv[])
|
---|
| 426 | {
|
---|
[3019] | 427 | #ifdef _CRT_SET
|
---|
| 428 | //Now just call this function at the start of your program and if you're
|
---|
| 429 | //compiling in debug mode (F5), any leaks will be displayed in the Output
|
---|
| 430 | //window when the program shuts down. If you're not in debug mode this will
|
---|
| 431 | //be ignored. Use it as you will!
|
---|
| 432 | //note: from GDNet Direct [3.8.04 - 3.14.04] void detectMemoryLeaks() {
|
---|
| 433 |
|
---|
| 434 | _CrtSetDbgFlag(_CRTDBG_LEAK_CHECK_DF|_CRTDBG_ALLOC_MEM_DF);
|
---|
| 435 | _CrtSetReportMode(_CRT_ASSERT,_CRTDBG_MODE_FILE);
|
---|
| 436 | _CrtSetReportFile(_CRT_ASSERT,_CRTDBG_FILE_STDERR);
|
---|
| 437 | #endif
|
---|
[3052] | 438 |
|
---|
[3019] | 439 |
|
---|
[2781] | 440 | int returnCode = 0;
|
---|
| 441 |
|
---|
[2837] | 442 | Vector3 camPos(.0f, .0f, .0f);
|
---|
[2838] | 443 | Vector3 camDir(.0f, 1.0f, .0f);
|
---|
[2952] | 444 | Vector3 lightDir(-0.8f, 1.0f, -0.7f);
|
---|
[2837] | 445 |
|
---|
[3292] | 446 | if (argc > 1) envFileName = argv[1];
|
---|
[2830] | 447 |
|
---|
[3292] | 448 | cout << "=== reading environment file " << envFileName << " ===" << endl << endl;
|
---|
| 449 |
|
---|
[2837] | 450 | if (!env.Read(envFileName))
|
---|
| 451 | {
|
---|
| 452 | cerr << "loading environment " << envFileName << " failed!" << endl;
|
---|
| 453 | }
|
---|
| 454 | else
|
---|
| 455 | {
|
---|
| 456 | env.GetIntParam(string("assumedVisibleFrames"), assumedVisibleFrames);
|
---|
| 457 | env.GetIntParam(string("maxBatchSize"), maxBatchSize);
|
---|
| 458 | env.GetIntParam(string("trianglesPerVirtualLeaf"), trianglesPerVirtualLeaf);
|
---|
[3123] | 459 | env.GetIntParam(string("winWidth"), winWidth);
|
---|
| 460 | env.GetIntParam(string("winHeight"), winHeight);
|
---|
| 461 | env.GetIntParam(string("shadowSize"), shadowSize);
|
---|
| 462 | env.GetIntParam(string("maxDepthForTestingChildren"), maxDepthForTestingChildren);
|
---|
[2828] | 463 |
|
---|
[2837] | 464 | env.GetFloatParam(string("keyForwardMotion"), keyForwardMotion);
|
---|
| 465 | env.GetFloatParam(string("keyRotation"), keyRotation);
|
---|
[3246] | 466 | env.GetFloatParam(string("mouseMotion"), mouseMotion);
|
---|
[3123] | 467 | env.GetFloatParam(string("tempCohFactor"), ssaoTempCohFactor);
|
---|
[3193] | 468 | env.GetFloatParam(string("turbitity"), turbitity);
|
---|
[3123] | 469 |
|
---|
[2837] | 470 | env.GetVectorParam(string("camPosition"), camPos);
|
---|
[2838] | 471 | env.GetVectorParam(string("camDirection"), camDir);
|
---|
[2952] | 472 | env.GetVectorParam(string("lightDirection"), lightDir);
|
---|
[3295] | 473 | env.GetVectorParam(string("defaultAmbient"), defaultAmbient);
|
---|
| 474 | env.GetVectorParam(string("defaultDiffuse"), defaultDiffuse);
|
---|
[2865] | 475 |
|
---|
[3117] | 476 | env.GetBoolParam(string("useFullScreen"), useFullScreen);
|
---|
| 477 | env.GetBoolParam(string("useLODs"), useLODs);
|
---|
[2994] | 478 | env.GetBoolParam(string("useHDR"), useHDR);
|
---|
[3175] | 479 | env.GetBoolParam(string("useAA"), useAntiAliasing);
|
---|
[3215] | 480 | env.GetBoolParam(string("useLenseFlare"), useLenseFlare);
|
---|
[3175] | 481 | env.GetBoolParam(string("useAdvancedShading"), useAdvancedShading);
|
---|
[2994] | 482 |
|
---|
[3175] | 483 | env.GetIntParam(string("renderMethod"), renderMethod);
|
---|
[3117] | 484 |
|
---|
[3212] | 485 | env.GetFloatParam(string("ssaoKernelRadius"), ssaoKernelRadius);
|
---|
| 486 | env.GetFloatParam(string("ssaoSampleIntensity"), ssaoSampleIntensity);
|
---|
[3216] | 487 | env.GetBoolParam(string("ssaoUseFullResolution"), ssaoUseFullResolution);
|
---|
| 488 |
|
---|
[3220] | 489 | env.GetStringParam(string("recordedFramesSuffix"), recordedFramesSuffix);
|
---|
[3271] | 490 | env.GetStringParam(string("walkThroughSuffix"), walkThroughSuffix);
|
---|
[3223] | 491 | env.GetStringParam(string("statsFilename"), statsFilename);
|
---|
[3238] | 492 | env.GetStringParam(string("filename"), filename);
|
---|
[3271] | 493 | env.GetStringParam(string("bvhname"), bvhname);
|
---|
[3243] | 494 | env.GetStringParam(string("visibilitySolution"), visibilitySolution);
|
---|
[3220] | 495 |
|
---|
[3246] | 496 | env.GetBoolParam(string("usePvs"), usePvs);
|
---|
[3247] | 497 | env.GetBoolParam(string("useSkylightForIllum"), useSkylightForIllum);
|
---|
[3256] | 498 | env.GetFloatParam(string("viewCellsScaleFactor"), viewCellsScaleFactor);
|
---|
[3279] | 499 | env.GetFloatParam(string("skyDomeScaleFactor"), skyDomeScaleFactor);
|
---|
[3286] | 500 | env.GetIntParam(string("visibilitySolutionInitialState"), visibilitySolutionInitialState);
|
---|
[3294] | 501 | env.GetIntParam(string("renderMode"), renderMode);
|
---|
[3279] | 502 |
|
---|
[2846] | 503 | //env.GetStringParam(string("modelPath"), model_path);
|
---|
[2838] | 504 | //env.GetIntParam(string("numSssaoSamples"), numSsaoSamples);
|
---|
| 505 |
|
---|
[3212] | 506 | texWidth = winWidth;
|
---|
| 507 | texHeight = winHeight;
|
---|
| 508 |
|
---|
[3251] | 509 | cout << "assumed visible frames: " << assumedVisibleFrames << endl;
|
---|
| 510 | cout << "max batch size: " << maxBatchSize << endl;
|
---|
| 511 | cout << "triangles per virtual leaf: " << trianglesPerVirtualLeaf << endl;
|
---|
[2828] | 512 |
|
---|
[3271] | 513 | cout << "static scene filename prefix: " << filename << endl;
|
---|
| 514 | cout << "bvh filename prefix: " << bvhname << endl;
|
---|
| 515 |
|
---|
[3251] | 516 | cout << "key forward motion: " << keyForwardMotion << endl;
|
---|
| 517 | cout << "key rotation: " << keyRotation << endl;
|
---|
| 518 | cout << "win width: " << winWidth << endl;
|
---|
| 519 | cout << "win height: " << winHeight << endl;
|
---|
| 520 | cout << "use full screen: " << useFullScreen << endl;
|
---|
| 521 | cout << "use LODs: " << useLODs << endl;
|
---|
| 522 | cout << "camera position: " << camPos << endl;
|
---|
[2945] | 523 | cout << "shadow size: " << shadowSize << endl;
|
---|
[3175] | 524 | cout << "render method: " << renderMethod << endl;
|
---|
| 525 | cout << "use antialiasing: " << useAntiAliasing << endl;
|
---|
[3215] | 526 | cout << "use lense flare: " << useLenseFlare << endl;
|
---|
[3175] | 527 | cout << "use advanced shading: " << useAdvancedShading << endl;
|
---|
[3193] | 528 | cout << "turbitity: " << turbitity << endl;
|
---|
[3251] | 529 | cout << "temporal coherence factor: " << ssaoTempCohFactor << endl;
|
---|
[3212] | 530 | cout << "sample intensity: " << ssaoSampleIntensity << endl;
|
---|
| 531 | cout << "kernel radius: " << ssaoKernelRadius << endl;
|
---|
[3251] | 532 | cout << "use ssao full resolution: " << ssaoUseFullResolution << endl;
|
---|
[3220] | 533 | cout << "recorded frames suffix: " << recordedFramesSuffix << endl;
|
---|
[3271] | 534 | cout << "walkthrough suffix: " << walkThroughSuffix << endl;
|
---|
[3223] | 535 | cout << "stats filename: " << statsFilename << endl;
|
---|
[3251] | 536 | cout << "use PVSs: " << usePvs << endl;
|
---|
| 537 | cout << "visibility solution: " << visibilitySolution << endl;
|
---|
[3256] | 538 | cout << "view cells scale factor: " << viewCellsScaleFactor << endl;
|
---|
[3251] | 539 | cout << "use skylight for illumination: " << useSkylightForIllum << endl;
|
---|
[3279] | 540 | cout << "sky dome scale factor: " << skyDomeScaleFactor << endl;
|
---|
[3294] | 541 | cout << "rendermode: " << renderMode << endl;
|
---|
[2873] | 542 |
|
---|
[2846] | 543 | //cout << "model path: " << model_path << endl;
|
---|
[3294] | 544 | cout << "==== end parameters ====" << endl << endl;
|
---|
[2837] | 545 | }
|
---|
[2829] | 546 |
|
---|
[2828] | 547 | ///////////////////////////
|
---|
| 548 |
|
---|
[3062] | 549 | camera = new PerspectiveCamera(winWidth / winHeight, fov);
|
---|
[2795] | 550 | camera->SetNear(nearDist);
|
---|
[3360] | 551 | camera->SetFar(1e6f);
|
---|
[2888] | 552 |
|
---|
[2838] | 553 | camera->SetDirection(camDir);
|
---|
[2829] | 554 | camera->SetPosition(camPos);
|
---|
| 555 |
|
---|
[3062] | 556 | visCamera = new PerspectiveCamera(winWidth / winHeight, fov);
|
---|
[3353] | 557 | visCamera->SetNear(.0f);
|
---|
[2796] | 558 | visCamera->Yaw(.5 * M_PI);
|
---|
[2781] | 559 |
|
---|
[2952] | 560 | // create a new light
|
---|
[2968] | 561 | light = new DirectionalLight(lightDir, RgbaColor(1, 1, 1, 1), RgbaColor(1, 1, 1, 1));
|
---|
[3061] | 562 | // the render queue for material sorting
|
---|
[3101] | 563 | renderQueue = new RenderQueue(&renderState);
|
---|
[2952] | 564 |
|
---|
[2760] | 565 | glutInitWindowSize(winWidth, winHeight);
|
---|
[2756] | 566 | glutInit(&argc, argv);
|
---|
[2853] | 567 | glutInitDisplayMode(GLUT_DOUBLE | GLUT_RGBA | GLUT_DEPTH | GLUT_MULTISAMPLE);
|
---|
| 568 | //glutInitDisplayMode(GLUT_DOUBLE | GLUT_RGBA | GLUT_DEPTH);
|
---|
[2850] | 569 | //glutInitDisplayString("samples=2");
|
---|
| 570 |
|
---|
[2867] | 571 | SceneEntity::SetUseLODs(useLODs);
|
---|
| 572 |
|
---|
[3256] | 573 |
|
---|
[2828] | 574 | if (!useFullScreen)
|
---|
[2856] | 575 | {
|
---|
[2828] | 576 | glutCreateWindow("FriendlyCulling");
|
---|
[2856] | 577 | }
|
---|
[2828] | 578 | else
|
---|
| 579 | {
|
---|
| 580 | glutGameModeString( "1024x768:32@75" );
|
---|
| 581 | glutEnterGameMode();
|
---|
| 582 | }
|
---|
| 583 |
|
---|
[3059] | 584 | glutDisplayFunc(MainLoop);
|
---|
[2792] | 585 | glutKeyboardFunc(KeyBoard);
|
---|
| 586 | glutSpecialFunc(Special);
|
---|
| 587 | glutReshapeFunc(Reshape);
|
---|
| 588 | glutMouseFunc(Mouse);
|
---|
[3059] | 589 | glutIdleFunc(MainLoop);
|
---|
[2792] | 590 | glutKeyboardUpFunc(KeyUp);
|
---|
| 591 | glutSpecialUpFunc(SpecialKeyUp);
|
---|
| 592 | glutIgnoreKeyRepeat(true);
|
---|
| 593 |
|
---|
[2829] | 594 | // initialise gl graphics
|
---|
[2756] | 595 | InitExtensions();
|
---|
| 596 | InitGLstate();
|
---|
[2850] | 597 |
|
---|
[2854] | 598 | glEnable(GL_MULTISAMPLE_ARB);
|
---|
| 599 | glHint(GL_MULTISAMPLE_FILTER_HINT_NV, GL_NICEST);
|
---|
[2850] | 600 |
|
---|
[2792] | 601 | LeftMotion(0, 0);
|
---|
| 602 | MiddleMotion(0, 0);
|
---|
[2756] | 603 |
|
---|
[2829] | 604 | perfGraph = new PerformanceGraph(1000);
|
---|
[2756] | 605 |
|
---|
[3059] | 606 | resourceManager = ResourceManager::GetSingleton();
|
---|
[3057] | 607 | shaderManager = ShaderManager::GetSingleton();
|
---|
[2793] | 608 |
|
---|
[3220] | 609 |
|
---|
[3059] | 610 | ///////////
|
---|
| 611 | //-- load the static scene geometry
|
---|
[2756] | 612 |
|
---|
[3267] | 613 | LoadModel(filename + ".dem", staticObjects);
|
---|
[3059] | 614 |
|
---|
[3074] | 615 |
|
---|
[3072] | 616 | //////////
|
---|
| 617 | //-- load some dynamic stuff
|
---|
[3059] | 618 |
|
---|
[3203] | 619 | //resourceManager->mUseNormalMapping = true;
|
---|
[3193] | 620 | //resourceManager->mUseNormalMapping = false;
|
---|
[3226] | 621 | resourceManager->mUseSpecialColors = true;
|
---|
| 622 |
|
---|
[3203] | 623 | //LoadModel("fisch.dem", dynamicObjects);
|
---|
[3235] | 624 |
|
---|
[3146] | 625 | //LoadModel("venusm.dem", dynamicObjects);
|
---|
[3153] | 626 | //LoadModel("camel.dem", dynamicObjects);
|
---|
[3146] | 627 | //LoadModel("toyplane2.dem", dynamicObjects);
|
---|
[3151] | 628 | //LoadModel("elephal.dem", dynamicObjects);
|
---|
[3128] | 629 |
|
---|
[3369] | 630 | if (1) LoadPompeiiFloor();
|
---|
[3362] | 631 |
|
---|
[3360] | 632 | #if 1
|
---|
[3271] | 633 |
|
---|
[3319] | 634 | #if 0
|
---|
[3318] | 635 | // vienna positions
|
---|
[3316] | 636 | VertexArray positions;
|
---|
| 637 | positions.push_back(Vector3(478.398f, 268.0f, 181.3));
|
---|
| 638 | positions.push_back(Vector3(470.461, 268.543, 181.7));
|
---|
| 639 | positions.push_back(Vector3(499.648, 264.358, 181.7));
|
---|
| 640 | positions.push_back(Vector3(487.913, 285.162, 181.7));
|
---|
| 641 |
|
---|
| 642 | #else
|
---|
| 643 |
|
---|
[3318] | 644 | // sibenik positions
|
---|
[3316] | 645 | VertexArray positions;
|
---|
[3369] | 646 | //const float factor2 = 1.6f;
|
---|
| 647 | const float factor2 = 1.5f;
|
---|
| 648 |
|
---|
[3360] | 649 | // for buddha (lowres)
|
---|
[3362] | 650 | positions.push_back(Vector3(6.07307, 8.20723, 6.62 - factor2));
|
---|
| 651 | positions.push_back(Vector3(-17.1935, 11.1687, 8.8781 - factor2));
|
---|
| 652 | //positions.push_back(Vector3(1.50032, 31.1943, 19.1f));
|
---|
[3316] | 653 |
|
---|
[3360] | 654 | // for happy buddha
|
---|
| 655 | //positions.push_back(Vector3(6.07307, 8.20723, 4.6f));
|
---|
| 656 | //positions.push_back(Vector3(-17.1935, 11.1687, 6.8f));
|
---|
| 657 | //positions.push_back(Vector3(1.50032, 31.1943, 17.6f));
|
---|
[3359] | 658 |
|
---|
[3360] | 659 | // for dragon
|
---|
| 660 | //positions.push_back(Vector3(6.07307, 8.20723, 5.0f));
|
---|
[3362] | 661 | //positions.push_back(Vector3(0, 0, -0.8f));
|
---|
[3360] | 662 |
|
---|
[3316] | 663 | #endif
|
---|
| 664 |
|
---|
[3261] | 665 | //const Vector3 sceneCenter(470.398f, 240.364f, 180.3);
|
---|
[3316] | 666 | Matrix4x4 transl = TranslationMatrix(positions[0]);
|
---|
[3362] | 667 | //LoadModel("dragon.dem", dynamicObjects);
|
---|
| 668 |
|
---|
| 669 | #if 1
|
---|
| 670 |
|
---|
[3371] | 671 | LoadModel("hbuddha.dem", dynamicObjects);
|
---|
[3361] | 672 | //LoadModel("horse.dem", dynamicObjects);
|
---|
[3371] | 673 | //LoadModel("happy2.dem", dynamicObjects);
|
---|
[3341] | 674 | //LoadModel("torus.dem", dynamicObjects);
|
---|
[3325] | 675 | //LoadModel("venusm.dem", dynamicObjects);
|
---|
[3128] | 676 |
|
---|
[3072] | 677 | buddha = dynamicObjects.back();
|
---|
| 678 | buddha->GetTransform()->SetMatrix(transl);
|
---|
| 679 |
|
---|
[3316] | 680 |
|
---|
| 681 | for (size_t i = 1; i < positions.size(); ++ i)
|
---|
[3072] | 682 | {
|
---|
[3316] | 683 | CreateNewInstance(buddha, positions[i]);
|
---|
| 684 | }
|
---|
[3072] | 685 |
|
---|
[3362] | 686 |
|
---|
[3359] | 687 | const float rotAngle = M_PI / 2.0f;
|
---|
| 688 | const Matrix4x4 rotMatrix = RotationXMatrix(rotAngle);
|
---|
| 689 | const Matrix4x4 scaleMatrix = ScaleMatrix(14, 14, 14);
|
---|
| 690 |
|
---|
[3353] | 691 | // hack: second buddha
|
---|
[3359] | 692 | dynamicObjects[0]->GetTransform()->MultMatrix(rotMatrix);
|
---|
[3362] | 693 | //dynamicObjects[0]->GetTransform()->MultMatrix(scaleMatrix);
|
---|
[3072] | 694 |
|
---|
[3362] | 695 | /*dynamicObjects[1]->GetTransform()->MultMatrix(rotMatrix);
|
---|
[3361] | 696 | dynamicObjects[1]->GetTransform()->MultMatrix(scaleMatrix);
|
---|
[3360] | 697 |
|
---|
[3361] | 698 | dynamicObjects[2]->GetTransform()->MultMatrix(rotMatrix);
|
---|
| 699 | dynamicObjects[2]->GetTransform()->MultMatrix(scaleMatrix);
|
---|
[3360] | 700 |
|
---|
[3359] | 701 | cout << "dynamic objects: " << (int)dynamicObjects.size() << endl;
|
---|
[3361] | 702 | */
|
---|
[3360] | 703 | CreateAnimation(positions[0]);
|
---|
[3361] | 704 |
|
---|
[3360] | 705 | #endif
|
---|
[3362] | 706 | #endif
|
---|
[3359] | 707 | // hack
|
---|
[3247] | 708 | resourceManager->mUseNormalMapping = false;
|
---|
| 709 | resourceManager->mUseSpecialColors = false;
|
---|
| 710 |
|
---|
| 711 |
|
---|
[3059] | 712 | ///////////
|
---|
| 713 | //-- load the associated static bvh
|
---|
| 714 |
|
---|
[3266] | 715 | BvhFactory bvhFactory;
|
---|
[2795] | 716 |
|
---|
[3271] | 717 | if (bvhname != "")
|
---|
[2795] | 718 | {
|
---|
[3271] | 719 | cout << "loading bvh from disc" << endl;
|
---|
| 720 | const string bvh_fullpath = string(model_path + bvhname + ".bvh");
|
---|
| 721 | bvh = bvhFactory.Create(bvh_fullpath, staticObjects, dynamicObjects, maxDepthForTestingChildren);
|
---|
| 722 |
|
---|
| 723 | if (!bvh)
|
---|
| 724 | {
|
---|
| 725 | cerr << "loading bvh " << bvh_fullpath << " failed" << endl;
|
---|
| 726 | CleanUp();
|
---|
| 727 | exit(0);
|
---|
| 728 | }
|
---|
[2795] | 729 | }
|
---|
[3271] | 730 | else
|
---|
| 731 | {
|
---|
| 732 | cout << "creating new bvh" << endl;
|
---|
| 733 | bvh = bvhFactory.Create(staticObjects, dynamicObjects, maxDepthForTestingChildren);
|
---|
| 734 | }
|
---|
[2795] | 735 |
|
---|
[3059] | 736 | /// set the depth of the bvh depending on the triangles per leaf node
|
---|
| 737 | bvh->SetVirtualLeaves(trianglesPerVirtualLeaf);
|
---|
| 738 |
|
---|
[2963] | 739 | // set far plane based on scene extent
|
---|
[3362] | 740 | farDist = 10.0f * Magnitude(bvh->GetBox().Diagonal());
|
---|
| 741 | //farDist = 1000.0f;
|
---|
[3059] | 742 | camera->SetFar(farDist);
|
---|
[2963] | 743 |
|
---|
[2961] | 744 |
|
---|
[3282] | 745 | //ObjExporter().Export(model_path + "mytest.obj", bvh);
|
---|
| 746 | //BvhExporter().Export(model_path + "mytest.bv", bvh);
|
---|
[3260] | 747 |
|
---|
| 748 |
|
---|
| 749 |
|
---|
[3059] | 750 | //////////////////
|
---|
| 751 | //-- setup the skydome model
|
---|
[2964] | 752 |
|
---|
[3267] | 753 | LoadModel("sky.dem", staticObjects);
|
---|
| 754 | skyDome = staticObjects.back();
|
---|
[2861] | 755 |
|
---|
[3059] | 756 | /// the turbitity of the sky (from clear to hazy, use <3 for clear sky)
|
---|
[3193] | 757 | preetham = new SkyPreetham(turbitity, skyDome);
|
---|
[2961] | 758 |
|
---|
[3059] | 759 |
|
---|
[3214] | 760 | //////////////////////////
|
---|
[3219] | 761 | //-- a bounding box representing the sun pos in order to test visibility
|
---|
| 762 |
|
---|
[3214] | 763 | Transform3 *trafo = resourceManager->CreateTransform(IdentityMatrix());
|
---|
[3078] | 764 |
|
---|
[3214] | 765 | // make it slightly bigger to simulate sun diameter
|
---|
| 766 | const float size = 25.0f;
|
---|
| 767 | AxisAlignedBox3 sbox(Vector3(-size), Vector3(size));
|
---|
| 768 |
|
---|
| 769 | SceneEntityConverter conv;
|
---|
| 770 |
|
---|
[3245] | 771 |
|
---|
| 772 | //////////////////
|
---|
| 773 | //-- occlusion query for sun
|
---|
| 774 |
|
---|
[3215] | 775 | Material *mat = resourceManager->CreateMaterial();
|
---|
[3214] | 776 |
|
---|
| 777 | mat->GetTechnique(0)->SetDepthWriteEnabled(false);
|
---|
| 778 | mat->GetTechnique(0)->SetColorWriteEnabled(false);
|
---|
| 779 |
|
---|
| 780 | sunBox = conv.ConvertBox(sbox, mat, trafo);
|
---|
[3215] | 781 | resourceManager->AddSceneEntity(sunBox);
|
---|
| 782 |
|
---|
| 783 | /// create single occlusion query that handles sun visibility
|
---|
[3214] | 784 | glGenQueriesARB(1, &sunQuery);
|
---|
| 785 |
|
---|
| 786 |
|
---|
[3059] | 787 | //////////
|
---|
| 788 | //-- initialize the traversal algorithm
|
---|
| 789 |
|
---|
[2897] | 790 | traverser = CreateTraverser(camera);
|
---|
[3059] | 791 |
|
---|
| 792 | // the bird-eye visualization
|
---|
[3101] | 793 | visualization = new Visualization(bvh, camera, NULL, &renderState);
|
---|
[3054] | 794 |
|
---|
[3059] | 795 | // this function assign the render queue bucket ids of the materials in beforehand
|
---|
[3227] | 796 | // => probably less overhead for new parts of the scene that are not yet assigned
|
---|
[3059] | 797 | PrepareRenderQueue();
|
---|
| 798 | /// forward rendering is the default
|
---|
[3101] | 799 | renderState.SetRenderTechnique(FORWARD);
|
---|
[2847] | 800 | // frame time is restarted every frame
|
---|
| 801 | frameTimer.Start();
|
---|
[3059] | 802 |
|
---|
[3238] | 803 | //Halton::TestHalton(7, 2);
|
---|
| 804 | //HaltonSequence::TestHalton(15, 2);
|
---|
| 805 | //Halton::TestPrime();
|
---|
[3227] | 806 |
|
---|
[2857] | 807 | // the rendering loop
|
---|
[2642] | 808 | glutMainLoop();
|
---|
[3059] | 809 |
|
---|
[2642] | 810 | // clean up
|
---|
[2756] | 811 | CleanUp();
|
---|
[3019] | 812 |
|
---|
[2642] | 813 | return 0;
|
---|
| 814 | }
|
---|
| 815 |
|
---|
[2756] | 816 |
|
---|
[2809] | 817 | void InitFBO()
|
---|
[2810] | 818 | {
|
---|
[2949] | 819 | PrintGLerror("fbo start");
|
---|
[2980] | 820 |
|
---|
[2857] | 821 | // this fbo basicly stores the scene information we get from standard rendering of a frame
|
---|
[3066] | 822 | // we store diffuse colors, eye space depth and normals
|
---|
[2884] | 823 | fbo = new FrameBufferObject(texWidth, texHeight, FrameBufferObject::DEPTH_32);
|
---|
[2857] | 824 |
|
---|
[2859] | 825 | // the diffuse color buffer
|
---|
[3015] | 826 | fbo->AddColorBuffer(ColorBufferObject::RGBA_FLOAT_32, ColorBufferObject::WRAP_CLAMP_TO_EDGE, ColorBufferObject::FILTER_LINEAR, ColorBufferObject::FILTER_NEAREST);
|
---|
[3009] | 827 | // the normals buffer
|
---|
[3197] | 828 | //fbo->AddColorBuffer(ColorBufferObject::RGB_FLOAT_16, ColorBufferObject::WRAP_CLAMP_TO_EDGE, ColorBufferObject::FILTER_NEAREST);
|
---|
| 829 | fbo->AddColorBuffer(ColorBufferObject::RGB_FLOAT_16, ColorBufferObject::WRAP_CLAMP_TO_EDGE, ColorBufferObject::FILTER_LINEAR);
|
---|
[3066] | 830 | // a rgb buffer which could hold material properties
|
---|
[3113] | 831 | //fbo->AddColorBuffer(ColorBufferObject::RGB_UBYTE, ColorBufferObject::WRAP_CLAMP_TO_EDGE, ColorBufferObject::FILTER_NEAREST);
|
---|
[3117] | 832 | // buffer holding the difference vector to the old frame
|
---|
[3367] | 833 | fbo->AddColorBuffer(ColorBufferObject::RGB_FLOAT_16, ColorBufferObject::WRAP_CLAMP_TO_EDGE, ColorBufferObject::FILTER_LINEAR);
|
---|
[3361] | 834 | //fbo->AddColorBuffer(ColorBufferObject::RGB_UBYTE, ColorBufferObject::WRAP_CLAMP_TO_EDGE, ColorBufferObject::FILTER_LINEAR);
|
---|
[2879] | 835 | // another color buffer
|
---|
[3015] | 836 | fbo->AddColorBuffer(ColorBufferObject::RGBA_FLOAT_32, ColorBufferObject::WRAP_CLAMP_TO_EDGE, ColorBufferObject::FILTER_LINEAR, ColorBufferObject::FILTER_NEAREST);
|
---|
[2879] | 837 |
|
---|
[3371] | 838 |
|
---|
[3117] | 839 | for (int i = 0; i < 4; ++ i)
|
---|
[3219] | 840 | {
|
---|
[3117] | 841 | FrameBufferObject::InitBuffer(fbo, i);
|
---|
[3219] | 842 | }
|
---|
| 843 |
|
---|
[3117] | 844 | PrintGLerror("init fbo");
|
---|
[2809] | 845 | }
|
---|
| 846 |
|
---|
| 847 |
|
---|
[2827] | 848 | bool InitFont(void)
|
---|
[2642] | 849 | {
|
---|
[2826] | 850 | glEnable(GL_TEXTURE_2D);
|
---|
| 851 |
|
---|
| 852 | glGenTextures(1, &fontTex);
|
---|
| 853 | glBindTexture(GL_TEXTURE_2D, fontTex);
|
---|
[3019] | 854 |
|
---|
[2829] | 855 | if (!myfont.Create("data/fonts/verdana.glf", fontTex))
|
---|
[2826] | 856 | return false;
|
---|
| 857 |
|
---|
| 858 | glDisable(GL_TEXTURE_2D);
|
---|
[2827] | 859 |
|
---|
[2826] | 860 | return true;
|
---|
| 861 | }
|
---|
| 862 |
|
---|
| 863 |
|
---|
| 864 | void InitGLstate()
|
---|
| 865 | {
|
---|
[3246] | 866 | glClearColor(0.4f, 0.4f, 0.4f, 1e20f);
|
---|
[2642] | 867 |
|
---|
| 868 | glPixelStorei(GL_UNPACK_ALIGNMENT, 1);
|
---|
| 869 | glPixelStorei(GL_PACK_ALIGNMENT,1);
|
---|
| 870 |
|
---|
| 871 | glDepthFunc(GL_LESS);
|
---|
[2762] | 872 | glEnable(GL_DEPTH_TEST);
|
---|
[2642] | 873 |
|
---|
[2760] | 874 | glColor3f(1.0f, 1.0f, 1.0f);
|
---|
[2642] | 875 | glShadeModel(GL_SMOOTH);
|
---|
| 876 |
|
---|
| 877 | glMaterialf(GL_FRONT, GL_SHININESS, 64);
|
---|
| 878 | glEnable(GL_NORMALIZE);
|
---|
[2767] | 879 |
|
---|
| 880 | glDisable(GL_ALPHA_TEST);
|
---|
[2951] | 881 | glAlphaFunc(GL_GEQUAL, 0.5f);
|
---|
[2767] | 882 |
|
---|
[2642] | 883 | glFrontFace(GL_CCW);
|
---|
| 884 | glCullFace(GL_BACK);
|
---|
[2851] | 885 | glEnable(GL_CULL_FACE);
|
---|
| 886 |
|
---|
[2800] | 887 | glDisable(GL_TEXTURE_2D);
|
---|
[2762] | 888 |
|
---|
[2959] | 889 | GLfloat ambientColor[] = {0.2, 0.2, 0.2, 1.0};
|
---|
[2756] | 890 | GLfloat diffuseColor[] = {1.0, 0.0, 0.0, 1.0};
|
---|
[2759] | 891 | GLfloat specularColor[] = {0.0, 0.0, 0.0, 1.0};
|
---|
[2642] | 892 |
|
---|
[2756] | 893 | glMaterialfv(GL_FRONT, GL_AMBIENT, ambientColor);
|
---|
| 894 | glMaterialfv(GL_FRONT, GL_DIFFUSE, diffuseColor);
|
---|
| 895 | glMaterialfv(GL_FRONT, GL_SPECULAR, specularColor);
|
---|
[2801] | 896 |
|
---|
| 897 | glDepthFunc(GL_LESS);
|
---|
[2826] | 898 |
|
---|
[2827] | 899 | if (!InitFont())
|
---|
[2826] | 900 | cerr << "font creation failed" << endl;
|
---|
| 901 | else
|
---|
| 902 | cout << "successfully created font" << endl;
|
---|
[2953] | 903 |
|
---|
| 904 |
|
---|
[2954] | 905 | //////////////////////////////
|
---|
| 906 |
|
---|
[2959] | 907 | //GLfloat lmodel_ambient[] = {1.0f, 1.0f, 1.0f, 1.0f};
|
---|
| 908 | GLfloat lmodel_ambient[] = {0.7f, 0.7f, 0.8f, 1.0f};
|
---|
[2954] | 909 |
|
---|
| 910 | glLightModelfv(GL_LIGHT_MODEL_AMBIENT, lmodel_ambient);
|
---|
[2959] | 911 | //glLightModeli(GL_LIGHT_MODEL_LOCAL_VIEWER, GL_TRUE);
|
---|
| 912 | glLightModeli(GL_LIGHT_MODEL_LOCAL_VIEWER, GL_FALSE);
|
---|
[2954] | 913 | glLightModeli(GL_LIGHT_MODEL_COLOR_CONTROL_EXT, GL_SINGLE_COLOR_EXT);
|
---|
[2642] | 914 | }
|
---|
| 915 |
|
---|
| 916 |
|
---|
[2827] | 917 | void DrawHelpMessage()
|
---|
[2826] | 918 | {
|
---|
[2642] | 919 | const char *message[] =
|
---|
| 920 | {
|
---|
| 921 | "Help information",
|
---|
| 922 | "",
|
---|
| 923 | "'F1' - shows/dismisses this message",
|
---|
[2795] | 924 | "'F2' - shows/hides bird eye view",
|
---|
[2790] | 925 | "'F3' - shows/hides bounds (boxes or tight bounds)",
|
---|
[2827] | 926 | "'F4', - shows/hides parameters",
|
---|
| 927 | "'F5' - shows/hides statistics",
|
---|
| 928 | "'F6', - toggles between fly/walkmode",
|
---|
[2826] | 929 | "'F7', - cycles throw render modes",
|
---|
| 930 | "'F8', - enables/disables ambient occlusion (only deferred)",
|
---|
| 931 | "'F9', - shows pure algorithm render time (using glFinish)",
|
---|
[2790] | 932 | "'SPACE' - cycles through occlusion culling algorithms",
|
---|
[2642] | 933 | "",
|
---|
[2827] | 934 | "'MOUSE LEFT' - turn left/right, move forward/backward",
|
---|
| 935 | "'MOUSE RIGHT' - turn left/right, move forward/backward",
|
---|
| 936 | "'MOUSE MIDDLE' - move up/down, left/right",
|
---|
| 937 | "'CURSOR UP/DOWN' - move forward/backward",
|
---|
| 938 | "'CURSOR LEFT/RIGHT' - turn left/right",
|
---|
[2642] | 939 | "",
|
---|
[2827] | 940 | "'-'/'+' - decreases/increases max batch size",
|
---|
[2837] | 941 | "'1'/'2' - downward/upward motion",
|
---|
| 942 | "'3'/'4' - decreases/increases triangles per virtual bvh leaf (sets bvh depth)",
|
---|
| 943 | "'5'/'6' - decreases/increases assumed visible frames",
|
---|
[2776] | 944 | "",
|
---|
[2786] | 945 | "'R' - use render queue",
|
---|
[2790] | 946 | "'B' - use tight bounds",
|
---|
| 947 | "'M' - use multiqueries",
|
---|
[2792] | 948 | "'O' - use CHC optimization (geometry queries for leaves)",
|
---|
[2642] | 949 | 0,
|
---|
| 950 | };
|
---|
| 951 |
|
---|
[2756] | 952 |
|
---|
[2827] | 953 | glColor4f(0.0f, 1.0f , 0.0f, 0.2f); // 20% green.
|
---|
[2756] | 954 |
|
---|
[2827] | 955 | glRecti(30, 30, winWidth - 30, winHeight - 30);
|
---|
[2642] | 956 |
|
---|
[2827] | 957 | glEnd();
|
---|
| 958 |
|
---|
[2756] | 959 | glColor3f(1.0f, 1.0f, 1.0f);
|
---|
| 960 |
|
---|
[2829] | 961 | glEnable(GL_TEXTURE_2D);
|
---|
[2827] | 962 | myfont.Begin();
|
---|
| 963 |
|
---|
| 964 | int x = 40, y = 30;
|
---|
| 965 |
|
---|
| 966 | for(int i = 0; message[i] != 0; ++ i)
|
---|
[2756] | 967 | {
|
---|
| 968 | if(message[i][0] == '\0')
|
---|
| 969 | {
|
---|
[2786] | 970 | y += 15;
|
---|
[2756] | 971 | }
|
---|
| 972 | else
|
---|
| 973 | {
|
---|
[2827] | 974 | myfont.DrawString(message[i], x, winHeight - y);
|
---|
| 975 | y += 25;
|
---|
[2642] | 976 | }
|
---|
| 977 | }
|
---|
[2829] | 978 | glDisable(GL_TEXTURE_2D);
|
---|
[2642] | 979 | }
|
---|
| 980 |
|
---|
| 981 |
|
---|
[3062] | 982 | RenderTraverser *CreateTraverser(PerspectiveCamera *cam)
|
---|
[2764] | 983 | {
|
---|
[2897] | 984 | RenderTraverser *tr;
|
---|
| 985 |
|
---|
[2764] | 986 | switch (renderMode)
|
---|
| 987 | {
|
---|
| 988 | case RenderTraverser::CULL_FRUSTUM:
|
---|
[2897] | 989 | tr = new FrustumCullingTraverser();
|
---|
[2764] | 990 | break;
|
---|
| 991 | case RenderTraverser::STOP_AND_WAIT:
|
---|
[2897] | 992 | tr = new StopAndWaitTraverser();
|
---|
[2764] | 993 | break;
|
---|
| 994 | case RenderTraverser::CHC:
|
---|
[2897] | 995 | tr = new CHCTraverser();
|
---|
[2764] | 996 | break;
|
---|
[2767] | 997 | case RenderTraverser::CHCPLUSPLUS:
|
---|
[2897] | 998 | tr = new CHCPlusPlusTraverser();
|
---|
[2767] | 999 | break;
|
---|
[3284] | 1000 | //case RenderTraverser::CULL_COLLECTOR:
|
---|
| 1001 | // tr = new PvsCollectionRenderer();
|
---|
| 1002 | // break;
|
---|
[2764] | 1003 | default:
|
---|
[2897] | 1004 | tr = new FrustumCullingTraverser();
|
---|
[2764] | 1005 | }
|
---|
| 1006 |
|
---|
[2897] | 1007 | tr->SetCamera(cam);
|
---|
| 1008 | tr->SetHierarchy(bvh);
|
---|
| 1009 | tr->SetRenderQueue(renderQueue);
|
---|
[3101] | 1010 | tr->SetRenderState(&renderState);
|
---|
[2897] | 1011 | tr->SetUseOptimization(useOptimization);
|
---|
| 1012 | tr->SetUseRenderQueue(useRenderQueue);
|
---|
| 1013 | tr->SetVisibilityThreshold(threshold);
|
---|
| 1014 | tr->SetAssumedVisibleFrames(assumedVisibleFrames);
|
---|
| 1015 | tr->SetMaxBatchSize(maxBatchSize);
|
---|
| 1016 | tr->SetUseMultiQueries(useMultiQueries);
|
---|
[3294] | 1017 | tr->SetUseTightBounds((renderMode == RenderTraverser::CHCPLUSPLUS) && useTightBounds);
|
---|
[2955] | 1018 | tr->SetUseDepthPass((renderMethod == RENDER_DEPTH_PASS) || (renderMethod == RENDER_DEPTH_PASS_DEFERRED));
|
---|
[2897] | 1019 | tr->SetRenderQueue(renderQueue);
|
---|
[3066] | 1020 | tr->SetShowBounds(showBoundingVolumes);
|
---|
[2897] | 1021 |
|
---|
[3066] | 1022 | bvh->ResetNodeClassifications();
|
---|
| 1023 |
|
---|
| 1024 |
|
---|
[2897] | 1025 | return tr;
|
---|
[2764] | 1026 | }
|
---|
| 1027 |
|
---|
[3295] | 1028 | /** Setup lighting conditions
|
---|
[3059] | 1029 | */
|
---|
[2759] | 1030 | void SetupLighting()
|
---|
[2642] | 1031 | {
|
---|
[2759] | 1032 | glEnable(GL_LIGHT0);
|
---|
[2959] | 1033 | glDisable(GL_LIGHT1);
|
---|
[2825] | 1034 |
|
---|
[2954] | 1035 | Vector3 lightDir = -light->GetDirection();
|
---|
| 1036 |
|
---|
| 1037 |
|
---|
[2945] | 1038 | ///////////
|
---|
| 1039 | //-- first light: sunlight
|
---|
| 1040 |
|
---|
[2954] | 1041 | GLfloat ambient[] = {0.25f, 0.25f, 0.3f, 1.0f};
|
---|
| 1042 | GLfloat diffuse[] = {1.0f, 0.95f, 0.85f, 1.0f};
|
---|
| 1043 | GLfloat specular[] = {1.0f, 1.0f, 1.0f, 1.0f};
|
---|
[2982] | 1044 |
|
---|
[2759] | 1045 |
|
---|
[3175] | 1046 | const bool useHDRValues =
|
---|
[3046] | 1047 | ((renderMethod == RENDER_DEPTH_PASS_DEFERRED) ||
|
---|
| 1048 | (renderMethod == RENDER_DEFERRED)) && useHDR;
|
---|
[2982] | 1049 |
|
---|
[3046] | 1050 |
|
---|
[2954] | 1051 | Vector3 sunAmbient;
|
---|
| 1052 | Vector3 sunDiffuse;
|
---|
[2759] | 1053 |
|
---|
[3247] | 1054 | if (useSkylightForIllum)
|
---|
| 1055 | {
|
---|
| 1056 | preetham->ComputeSunColor(lightDir, sunAmbient, sunDiffuse, !useHDRValues);
|
---|
[2945] | 1057 |
|
---|
[3247] | 1058 | ambient[0] = sunAmbient.x;
|
---|
| 1059 | ambient[1] = sunAmbient.y;
|
---|
| 1060 | ambient[2] = sunAmbient.z;
|
---|
[2825] | 1061 |
|
---|
[3247] | 1062 | diffuse[0] = sunDiffuse.x;
|
---|
| 1063 | diffuse[1] = sunDiffuse.y;
|
---|
| 1064 | diffuse[2] = sunDiffuse.z;
|
---|
| 1065 | }
|
---|
| 1066 | else
|
---|
| 1067 | {
|
---|
[3295] | 1068 | ambient[0] = defaultAmbient.x;
|
---|
| 1069 | ambient[1] = defaultAmbient.y;
|
---|
| 1070 | ambient[2] = defaultAmbient.z;
|
---|
[2945] | 1071 |
|
---|
[3295] | 1072 | diffuse[0] = defaultDiffuse.x;
|
---|
| 1073 | diffuse[1] = defaultDiffuse.y;
|
---|
| 1074 | diffuse[2] = defaultDiffuse.z;
|
---|
[3247] | 1075 | }
|
---|
[3193] | 1076 |
|
---|
[2954] | 1077 | glLightfv(GL_LIGHT0, GL_AMBIENT, ambient);
|
---|
| 1078 | glLightfv(GL_LIGHT0, GL_DIFFUSE, diffuse);
|
---|
| 1079 | glLightfv(GL_LIGHT0, GL_SPECULAR, specular);
|
---|
[2825] | 1080 |
|
---|
[2954] | 1081 | GLfloat position[] = {lightDir.x, lightDir.y, lightDir.z, 0.0f};
|
---|
| 1082 | glLightfv(GL_LIGHT0, GL_POSITION, position);
|
---|
[2642] | 1083 | }
|
---|
| 1084 |
|
---|
[2800] | 1085 |
|
---|
[2795] | 1086 | void SetupEyeView()
|
---|
[2642] | 1087 | {
|
---|
[2861] | 1088 | // store matrix of last frame
|
---|
[3005] | 1089 | oldViewProjMat = viewProjMat;
|
---|
[2834] | 1090 |
|
---|
[3061] | 1091 | camera->SetupViewProjection();
|
---|
[2759] | 1092 |
|
---|
[3061] | 1093 |
|
---|
[2864] | 1094 | /////////////////
|
---|
[3059] | 1095 | //-- compute view projection matrix and store for later use
|
---|
[2864] | 1096 |
|
---|
[2894] | 1097 | Matrix4x4 matViewing, matProjection;
|
---|
[2864] | 1098 |
|
---|
[2834] | 1099 | camera->GetModelViewMatrix(matViewing);
|
---|
| 1100 | camera->GetProjectionMatrix(matProjection);
|
---|
| 1101 |
|
---|
[3005] | 1102 | viewProjMat = matViewing * matProjection;
|
---|
[2642] | 1103 | }
|
---|
| 1104 |
|
---|
| 1105 |
|
---|
[2792] | 1106 | void KeyHorizontalMotion(float shift)
|
---|
| 1107 | {
|
---|
[2888] | 1108 | Vector3 hvec = -camera->GetDirection();
|
---|
[2792] | 1109 | hvec.z = 0;
|
---|
| 1110 |
|
---|
| 1111 | Vector3 pos = camera->GetPosition();
|
---|
| 1112 | pos += hvec * shift;
|
---|
| 1113 |
|
---|
| 1114 | camera->SetPosition(pos);
|
---|
| 1115 | }
|
---|
| 1116 |
|
---|
| 1117 |
|
---|
[2794] | 1118 | void KeyVerticalMotion(float shift)
|
---|
| 1119 | {
|
---|
| 1120 | Vector3 uvec = Vector3(0, 0, shift);
|
---|
| 1121 |
|
---|
| 1122 | Vector3 pos = camera->GetPosition();
|
---|
| 1123 | pos += uvec;
|
---|
| 1124 |
|
---|
| 1125 | camera->SetPosition(pos);
|
---|
| 1126 | }
|
---|
| 1127 |
|
---|
| 1128 |
|
---|
[3105] | 1129 | void KeyStrafe(float shift)
|
---|
| 1130 | {
|
---|
| 1131 | Vector3 viewDir = camera->GetDirection();
|
---|
| 1132 | Vector3 pos = camera->GetPosition();
|
---|
| 1133 |
|
---|
| 1134 | // the 90 degree rotated view vector
|
---|
| 1135 | // z zero so we don't move in the vertical
|
---|
| 1136 | Vector3 rVec(viewDir[0], viewDir[1], 0);
|
---|
| 1137 |
|
---|
| 1138 | Matrix4x4 rot = RotationZMatrix(M_PI * 0.5f);
|
---|
| 1139 | rVec = rot * rVec;
|
---|
| 1140 | pos += rVec * shift;
|
---|
| 1141 |
|
---|
| 1142 | camera->SetPosition(pos);
|
---|
| 1143 | }
|
---|
| 1144 |
|
---|
| 1145 |
|
---|
[3059] | 1146 | /** Initialize the deferred rendering pass.
|
---|
| 1147 | */
|
---|
[2948] | 1148 | void InitDeferredRendering()
|
---|
| 1149 | {
|
---|
| 1150 | if (!fbo) InitFBO();
|
---|
| 1151 | fbo->Bind();
|
---|
| 1152 |
|
---|
| 1153 | // multisampling does not work with deferred shading
|
---|
| 1154 | glDisable(GL_MULTISAMPLE_ARB);
|
---|
[3101] | 1155 | renderState.SetRenderTechnique(DEFERRED);
|
---|
[2948] | 1156 |
|
---|
| 1157 |
|
---|
[3175] | 1158 | // draw to 3 render targets
|
---|
[3118] | 1159 | if (sCurrentMrtSet == 0)
|
---|
| 1160 | {
|
---|
| 1161 | DeferredRenderer::colorBufferIdx = 0;
|
---|
| 1162 | glDrawBuffers(3, mrt);
|
---|
| 1163 | }
|
---|
| 1164 | else
|
---|
| 1165 | {
|
---|
| 1166 | DeferredRenderer::colorBufferIdx = 3;
|
---|
| 1167 | glDrawBuffers(3, mrt2);
|
---|
| 1168 | }
|
---|
[2985] | 1169 |
|
---|
[2978] | 1170 | sCurrentMrtSet = 1 - sCurrentMrtSet;
|
---|
[2948] | 1171 | }
|
---|
| 1172 |
|
---|
| 1173 |
|
---|
[3059] | 1174 | /** the main rendering loop
|
---|
| 1175 | */
|
---|
| 1176 | void MainLoop()
|
---|
[2801] | 1177 | {
|
---|
[3359] | 1178 | for (size_t i = 0; i < dynamicObjects.size(); ++ i)
|
---|
| 1179 | dynamicObjects[i]->GetTransform()->InitFrame();
|
---|
| 1180 |
|
---|
[3361] | 1181 | if (buddha)
|
---|
[3120] | 1182 | {
|
---|
[3246] | 1183 | Matrix4x4 oldTrafo = buddha->GetTransform()->GetMatrix();
|
---|
| 1184 | Vector3 buddhaPos = motionPath->GetCurrentPosition();
|
---|
| 1185 | Matrix4x4 trafo = TranslationMatrix(buddhaPos);
|
---|
[3120] | 1186 |
|
---|
[3246] | 1187 | buddha->GetTransform()->SetMatrix(trafo);
|
---|
| 1188 |
|
---|
[3362] | 1189 | const float rotAngle3 = M_PI / 2.0f;
|
---|
| 1190 | const Matrix4x4 rotMatrix3 = RotationZMatrix(rotAngle3);
|
---|
| 1191 |
|
---|
| 1192 | // hack: second buddha
|
---|
| 1193 | buddha->GetTransform()->MultMatrix(rotMatrix3);
|
---|
| 1194 |
|
---|
[3246] | 1195 | #if TODO // drop objects on ground floor
|
---|
| 1196 | for (int i = 0; i < 10; ++ i)
|
---|
[3120] | 1197 | {
|
---|
[3246] | 1198 | SceneEntity *ent = dynamicObjects[i];
|
---|
| 1199 | Vector3 newPos = ent->GetWorldCenter();
|
---|
| 1200 |
|
---|
| 1201 | if (GetOrCreateSceneQuery()->CalcIntersection(newPos))
|
---|
| 1202 | {
|
---|
| 1203 | Matrix4x4 mat = TranslationMatrix(newPos - ent->GetCenter());
|
---|
| 1204 | ent->GetTransform()->SetMatrix(mat);
|
---|
| 1205 | }
|
---|
[3120] | 1206 | }
|
---|
[3221] | 1207 | #endif
|
---|
[3120] | 1208 |
|
---|
[3246] | 1209 | /////////////////////////
|
---|
| 1210 | //-- update animations
|
---|
[3221] | 1211 |
|
---|
[3362] | 1212 |
|
---|
[3246] | 1213 | //const float rotAngle = M_PI * 1e-3f;
|
---|
[3368] | 1214 | //const float rotAngle = 1.5f * M_PI / 180.0f;
|
---|
| 1215 | const float rotAngle = 0.6f * M_PI / 180.0f;
|
---|
[3225] | 1216 |
|
---|
[3246] | 1217 | Matrix4x4 rotMatrix = RotationZMatrix(rotAngle);
|
---|
[3316] | 1218 | // hack: second buddha
|
---|
[3291] | 1219 | dynamicObjects[1]->GetTransform()->MultMatrix(rotMatrix);
|
---|
[3125] | 1220 |
|
---|
[3361] | 1221 | // hack: second buddha
|
---|
[3359] | 1222 | const float rotAngle2 = 0.0033f * M_PI;
|
---|
[3335] | 1223 | Matrix4x4 rotMatrix2 = RotationZMatrix(rotAngle);
|
---|
[3338] | 1224 | //dynamicObjects[3]->GetTransform()->MultMatrix(rotMatrix2);
|
---|
[3335] | 1225 |
|
---|
[3316] | 1226 | //const float moveSpeed = 5e-3f;
|
---|
[3365] | 1227 | const float moveSpeed = 5e-1f;
|
---|
[3314] | 1228 | motionPath->Move(moveSpeed);
|
---|
[3246] | 1229 | }
|
---|
[3125] | 1230 |
|
---|
[3113] | 1231 |
|
---|
[3111] | 1232 | /////////////
|
---|
[3078] | 1233 |
|
---|
[3219] | 1234 | static Vector3 oldPos = camera->GetPosition();
|
---|
| 1235 | static Vector3 oldDir = camera->GetDirection();
|
---|
[2800] | 1236 |
|
---|
[2792] | 1237 | if (leftKeyPressed)
|
---|
[2795] | 1238 | camera->Pitch(KeyRotationAngle());
|
---|
[2792] | 1239 | if (rightKeyPressed)
|
---|
[2795] | 1240 | camera->Pitch(-KeyRotationAngle());
|
---|
[2792] | 1241 | if (upKeyPressed)
|
---|
[2887] | 1242 | KeyHorizontalMotion(-KeyShift());
|
---|
| 1243 | if (downKeyPressed)
|
---|
[2795] | 1244 | KeyHorizontalMotion(KeyShift());
|
---|
[2837] | 1245 | if (ascendKeyPressed)
|
---|
| 1246 | KeyVerticalMotion(KeyShift());
|
---|
| 1247 | if (descendKeyPressed)
|
---|
[2795] | 1248 | KeyVerticalMotion(-KeyShift());
|
---|
[3105] | 1249 | if (leftStrafeKeyPressed)
|
---|
| 1250 | KeyStrafe(KeyShift());
|
---|
| 1251 | if (rightStrafeKeyPressed)
|
---|
| 1252 | KeyStrafe(-KeyShift());
|
---|
[2792] | 1253 |
|
---|
[3105] | 1254 |
|
---|
[2801] | 1255 | // place view on ground
|
---|
| 1256 | if (!flyMode) PlaceViewer(oldPos);
|
---|
[2800] | 1257 |
|
---|
[2826] | 1258 | if (showAlgorithmTime)
|
---|
| 1259 | {
|
---|
| 1260 | glFinish();
|
---|
| 1261 | algTimer.Start();
|
---|
| 1262 | }
|
---|
[2809] | 1263 |
|
---|
[3219] | 1264 | // don't allow replay on record
|
---|
| 1265 | if (replayPath && !recordPath)
|
---|
| 1266 | {
|
---|
| 1267 | if (!walkThroughPlayer)
|
---|
[3271] | 1268 | walkThroughPlayer = new WalkThroughPlayer(walkThroughSuffix + ".log");
|
---|
[3219] | 1269 |
|
---|
| 1270 | ++ currentReplayFrame;
|
---|
[2895] | 1271 |
|
---|
[3223] | 1272 | // reset if end of walkthrough is reached
|
---|
[3219] | 1273 | if (!walkThroughPlayer->ReadNextFrame(camera))
|
---|
| 1274 | {
|
---|
[3286] | 1275 | cout << "reached end of walkthrough" << endl;
|
---|
[3219] | 1276 | currentReplayFrame = -1;
|
---|
| 1277 | replayPath = false;
|
---|
| 1278 | }
|
---|
| 1279 | }
|
---|
| 1280 |
|
---|
[2931] | 1281 | if ((!shadowMap || !shadowTraverser) && (showShadowMap || renderLightView))
|
---|
| 1282 | {
|
---|
[3313] | 1283 | if (!shadowMap)
|
---|
| 1284 | shadowMap = new ShadowMap(light, shadowSize, bvh->GetBox(), camera);
|
---|
| 1285 |
|
---|
| 1286 | if (!shadowTraverser)
|
---|
| 1287 | shadowTraverser = CreateTraverser(shadowMap->GetShadowCamera());
|
---|
| 1288 |
|
---|
[2931] | 1289 | }
|
---|
[2951] | 1290 |
|
---|
| 1291 | // bring eye modelview matrix up-to-date
|
---|
| 1292 | SetupEyeView();
|
---|
[3219] | 1293 |
|
---|
[3287] | 1294 |
|
---|
[3059] | 1295 | // set frame related parameters for GPU programs
|
---|
[3046] | 1296 | GPUProgramParameters::InitFrame(camera, light);
|
---|
[3045] | 1297 |
|
---|
[3219] | 1298 | if (recordPath)
|
---|
| 1299 | {
|
---|
| 1300 | if (!walkThroughRecorder)
|
---|
[3286] | 1301 | {
|
---|
[3271] | 1302 | walkThroughRecorder = new WalkThroughRecorder(walkThroughSuffix + ".log");
|
---|
[3286] | 1303 | }
|
---|
| 1304 |
|
---|
| 1305 | // question: check if player has moved more than a minimum distance?
|
---|
| 1306 |
|
---|
| 1307 | if (0 ||
|
---|
| 1308 | (Distance(oldPos, camera->GetPosition()) > 1e-6f) ||
|
---|
[3219] | 1309 | (DotProd(oldDir, camera->GetDirection()) < 1.0f - 1e-6f))
|
---|
| 1310 | {
|
---|
| 1311 | walkThroughRecorder->WriteFrame(camera);
|
---|
| 1312 | }
|
---|
| 1313 | }
|
---|
| 1314 |
|
---|
[3059] | 1315 | // hack: store current rendering method and restore later
|
---|
[2955] | 1316 | int oldRenderMethod = renderMethod;
|
---|
[3044] | 1317 | // for rendering the light view, we use forward rendering
|
---|
[3068] | 1318 | if (renderLightView) renderMethod = FORWARD;
|
---|
[2931] | 1319 |
|
---|
[3059] | 1320 | /// enable vbo vertex array
|
---|
[2953] | 1321 | glEnableClientState(GL_VERTEX_ARRAY);
|
---|
[2931] | 1322 |
|
---|
[3287] | 1323 | if (usePvs) LoadOrUpdatePVSs(camera->GetPosition());
|
---|
[3256] | 1324 |
|
---|
[3246] | 1325 |
|
---|
[2931] | 1326 | // render with the specified method (forward rendering, forward + depth, deferred)
|
---|
[2955] | 1327 | switch (renderMethod)
|
---|
[2825] | 1328 | {
|
---|
[3043] | 1329 | case RENDER_FORWARD:
|
---|
[2825] | 1330 |
|
---|
[2851] | 1331 | glEnable(GL_MULTISAMPLE_ARB);
|
---|
[3101] | 1332 | renderState.SetRenderTechnique(FORWARD);
|
---|
[3223] | 1333 |
|
---|
[2829] | 1334 | glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT);
|
---|
[2953] | 1335 | glEnableClientState(GL_NORMAL_ARRAY);
|
---|
[2825] | 1336 | break;
|
---|
| 1337 |
|
---|
[2955] | 1338 | case RENDER_DEPTH_PASS_DEFERRED:
|
---|
[2948] | 1339 |
|
---|
[2950] | 1340 | glDisable(GL_MULTISAMPLE_ARB);
|
---|
[3101] | 1341 | renderState.SetUseAlphaToCoverage(false);
|
---|
| 1342 | renderState.SetRenderTechnique(DEPTH_PASS);
|
---|
[2949] | 1343 |
|
---|
[3175] | 1344 | if (!fbo) InitFBO();
|
---|
| 1345 | fbo->Bind();
|
---|
[3223] | 1346 | // render to single depth texture
|
---|
[2948] | 1347 | glDrawBuffers(1, mrt);
|
---|
[3223] | 1348 | // clear buffer once
|
---|
[2951] | 1349 | glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT);
|
---|
[2948] | 1350 |
|
---|
[3068] | 1351 | // the scene is rendered withouth any shading
|
---|
[3101] | 1352 | // (should be handled by render renderState)
|
---|
[2948] | 1353 | glShadeModel(GL_FLAT);
|
---|
| 1354 | break;
|
---|
| 1355 |
|
---|
[2955] | 1356 | case RENDER_DEPTH_PASS:
|
---|
[2851] | 1357 |
|
---|
| 1358 | glEnable(GL_MULTISAMPLE_ARB);
|
---|
[3101] | 1359 | renderState.SetRenderTechnique(DEPTH_PASS);
|
---|
[2857] | 1360 |
|
---|
[3067] | 1361 | glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT);
|
---|
| 1362 |
|
---|
[3068] | 1363 | // the scene is rendered withouth any shading
|
---|
[3101] | 1364 | // (should be handled by render renderState)
|
---|
[2943] | 1365 | glShadeModel(GL_FLAT);
|
---|
[2825] | 1366 | break;
|
---|
| 1367 |
|
---|
[3048] | 1368 | case RENDER_DEFERRED:
|
---|
[2851] | 1369 |
|
---|
[2948] | 1370 | if (showShadowMap && !renderLightView)
|
---|
[3295] | 1371 | {
|
---|
[2951] | 1372 | RenderShadowMap(camera->GetFar());
|
---|
[3295] | 1373 | }
|
---|
[2951] | 1374 |
|
---|
[2948] | 1375 | //glPushAttrib(GL_VIEWPORT_BIT);
|
---|
[2825] | 1376 | glViewport(0, 0, texWidth, texHeight);
|
---|
| 1377 |
|
---|
[2948] | 1378 | InitDeferredRendering();
|
---|
[2951] | 1379 |
|
---|
[2953] | 1380 | glEnableClientState(GL_NORMAL_ARRAY);
|
---|
[2954] | 1381 | glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT);
|
---|
[2825] | 1382 | break;
|
---|
| 1383 | }
|
---|
| 1384 |
|
---|
[2801] | 1385 | glDepthFunc(GL_LESS);
|
---|
| 1386 | glDisable(GL_TEXTURE_2D);
|
---|
| 1387 | glDisableClientState(GL_TEXTURE_COORD_ARRAY);
|
---|
[2825] | 1388 |
|
---|
[2801] | 1389 |
|
---|
[3059] | 1390 | // set proper lod levels for current frame using current eye point
|
---|
[2847] | 1391 | LODLevel::InitFrame(camera->GetPosition());
|
---|
[3059] | 1392 | // set up sunlight
|
---|
[2954] | 1393 | SetupLighting();
|
---|
[2795] | 1394 |
|
---|
[2801] | 1395 |
|
---|
[2931] | 1396 | if (renderLightView)
|
---|
| 1397 | {
|
---|
[3101] | 1398 | // change CHC++ set of renderState variables:
|
---|
[3059] | 1399 | // must be done for each change of camera because otherwise
|
---|
| 1400 | // the temporal coherency is broken
|
---|
[3054] | 1401 | BvhNode::SetCurrentState(LIGHT_PASS);
|
---|
[3005] | 1402 | shadowMap->RenderShadowView(shadowTraverser, viewProjMat);
|
---|
[3054] | 1403 | BvhNode::SetCurrentState(CAMERA_PASS);
|
---|
[2931] | 1404 | }
|
---|
| 1405 | else
|
---|
[3079] | 1406 | {
|
---|
[3284] | 1407 | //if (traverser->GetType() == RenderTraverser::CULL_COLLECTOR)
|
---|
| 1408 | // ((PvsCollectionRenderer *)traverser)->SetViewCell(usePvs ? viewCell : NULL);
|
---|
[3258] | 1409 |
|
---|
[2931] | 1410 | // actually render the scene geometry using the specified algorithm
|
---|
[3245] | 1411 | traverser->RenderScene();
|
---|
[2948] | 1412 | }
|
---|
[2892] | 1413 |
|
---|
[2931] | 1414 |
|
---|
[2825] | 1415 | /////////
|
---|
[2809] | 1416 | //-- do the rest of the rendering
|
---|
[2893] | 1417 |
|
---|
[3244] | 1418 | // return from depth pass and render visible objects
|
---|
[2955] | 1419 | if ((renderMethod == RENDER_DEPTH_PASS) ||
|
---|
| 1420 | (renderMethod == RENDER_DEPTH_PASS_DEFERRED))
|
---|
[2801] | 1421 | {
|
---|
| 1422 | RenderVisibleObjects();
|
---|
| 1423 | }
|
---|
| 1424 |
|
---|
[3215] | 1425 | const bool useDeferred =
|
---|
| 1426 | ((renderMethod == RENDER_DEFERRED) || (renderMethod == RENDER_DEPTH_PASS_DEFERRED));
|
---|
[3214] | 1427 |
|
---|
[3215] | 1428 | // if no lense flare => just set sun to invisible
|
---|
[3221] | 1429 | const int sunVisiblePixels = useLenseFlare && useDeferred ? TestSunVisible() : 0;
|
---|
[3214] | 1430 |
|
---|
[3246] | 1431 |
|
---|
[3215] | 1432 |
|
---|
[2796] | 1433 | ///////////////
|
---|
| 1434 | //-- render sky
|
---|
[2795] | 1435 |
|
---|
[2894] | 1436 | // q: should we render sky after deferred shading?
|
---|
| 1437 | // this would conveniently solves some issues (e.g, skys without shadows)
|
---|
[2893] | 1438 |
|
---|
[3051] | 1439 | RenderSky();
|
---|
[2801] | 1440 |
|
---|
[2961] | 1441 |
|
---|
[3221] | 1442 | //////////////////////////////
|
---|
| 1443 |
|
---|
[3215] | 1444 | if (useDeferred)
|
---|
[2825] | 1445 | {
|
---|
[2881] | 1446 | FrameBufferObject::Release();
|
---|
[2810] | 1447 |
|
---|
[3247] | 1448 | if (!deferredShader)
|
---|
| 1449 | {
|
---|
| 1450 | deferredShader =
|
---|
| 1451 | new DeferredRenderer(texWidth, texHeight, camera, ssaoUseFullResolution);
|
---|
| 1452 |
|
---|
| 1453 | deferredShader->SetKernelRadius(ssaoKernelRadius);
|
---|
| 1454 | deferredShader->SetSampleIntensity(ssaoSampleIntensity);
|
---|
| 1455 | }
|
---|
| 1456 |
|
---|
[2903] | 1457 | DeferredRenderer::SHADING_METHOD shadingMethod;
|
---|
| 1458 |
|
---|
| 1459 | if (useAdvancedShading)
|
---|
| 1460 | {
|
---|
| 1461 | if (useGlobIllum)
|
---|
| 1462 | shadingMethod = DeferredRenderer::GI;
|
---|
| 1463 | else
|
---|
| 1464 | shadingMethod = DeferredRenderer::SSAO;
|
---|
| 1465 | }
|
---|
| 1466 | else
|
---|
[3216] | 1467 | {
|
---|
[2903] | 1468 | shadingMethod = DeferredRenderer::DEFAULT;
|
---|
[3216] | 1469 | }
|
---|
[2903] | 1470 |
|
---|
[3225] | 1471 | static int snapShotIdx = 0;
|
---|
| 1472 |
|
---|
[3215] | 1473 | deferredShader->SetSunVisiblePixels(sunVisiblePixels);
|
---|
[3111] | 1474 | deferredShader->SetShadingMethod(shadingMethod);
|
---|
| 1475 | deferredShader->SetSamplingMethod(samplingMethod);
|
---|
[3247] | 1476 |
|
---|
[3111] | 1477 | deferredShader->SetUseTemporalCoherence(useTemporalCoherence);
|
---|
[3242] | 1478 | //deferredShader->SetSortSamples(sortSamples);
|
---|
| 1479 | deferredShader->SetTemporalCoherenceFactorForSsao(ssaoTempCohFactor);
|
---|
| 1480 | deferredShader->SetUseToneMapping(useHDR);
|
---|
| 1481 | deferredShader->SetUseAntiAliasing(useAntiAliasing);
|
---|
[3316] | 1482 | deferredShader->SetMaxConvergence(maxConvergence);
|
---|
[3319] | 1483 | deferredShader->SetSpatialWeight(spatialWeight);
|
---|
[2903] | 1484 |
|
---|
[3242] | 1485 |
|
---|
[3225] | 1486 | if (recordFrames && replayPath)
|
---|
[3269] | 1487 | {
|
---|
| 1488 | // record all frames of the walkthrough
|
---|
[3225] | 1489 | deferredShader->SetSaveFrame(recordedFramesSuffix, currentReplayFrame);
|
---|
[3269] | 1490 | }
|
---|
[3225] | 1491 | else if (makeSnapShot)
|
---|
[3269] | 1492 | {
|
---|
| 1493 | // make snap shot
|
---|
| 1494 | deferredShader->SetSaveFrame("snap", snapShotIdx ++);
|
---|
| 1495 | }
|
---|
[3225] | 1496 | else
|
---|
[3269] | 1497 | {
|
---|
| 1498 | // do nothing
|
---|
[3225] | 1499 | deferredShader->SetSaveFrame("", -1);
|
---|
[3269] | 1500 | }
|
---|
[3276] | 1501 |
|
---|
[3362] | 1502 | static int dummy = 0;
|
---|
| 1503 | if (makeSnapShot && (dummy ++ == 650)) makeSnapShot = false;
|
---|
[3225] | 1504 |
|
---|
[2895] | 1505 | ShadowMap *sm = showShadowMap ? shadowMap : NULL;
|
---|
[3242] | 1506 | deferredShader->Render(fbo, light, sm);
|
---|
[2825] | 1507 | }
|
---|
[2827] | 1508 |
|
---|
[2893] | 1509 |
|
---|
[3101] | 1510 | renderState.SetRenderTechnique(FORWARD);
|
---|
| 1511 | renderState.Reset();
|
---|
[2827] | 1512 |
|
---|
[2893] | 1513 | glDisableClientState(GL_VERTEX_ARRAY);
|
---|
| 1514 | glDisableClientState(GL_NORMAL_ARRAY);
|
---|
[2931] | 1515 |
|
---|
[2955] | 1516 | renderMethod = oldRenderMethod;
|
---|
[2893] | 1517 |
|
---|
| 1518 |
|
---|
| 1519 | ///////////
|
---|
| 1520 |
|
---|
| 1521 |
|
---|
[2826] | 1522 | if (showAlgorithmTime)
|
---|
| 1523 | {
|
---|
| 1524 | glFinish();
|
---|
[2827] | 1525 |
|
---|
[2826] | 1526 | algTime = algTimer.Elapsedms();
|
---|
[2827] | 1527 | perfGraph->AddData(algTime);
|
---|
[2828] | 1528 |
|
---|
[2827] | 1529 | perfGraph->Draw();
|
---|
[2826] | 1530 | }
|
---|
[2827] | 1531 | else
|
---|
| 1532 | {
|
---|
| 1533 | if (visMode) DisplayVisualization();
|
---|
| 1534 | }
|
---|
[2825] | 1535 |
|
---|
[2884] | 1536 | glFlush();
|
---|
[2847] | 1537 |
|
---|
| 1538 | const bool restart = true;
|
---|
| 1539 | elapsedTime = frameTimer.Elapsedms(restart);
|
---|
| 1540 |
|
---|
[3223] | 1541 | // statistics
|
---|
[2764] | 1542 | DisplayStats();
|
---|
[2767] | 1543 |
|
---|
[2642] | 1544 | glutSwapBuffers();
|
---|
[3219] | 1545 |
|
---|
| 1546 | oldPos = camera->GetPosition();
|
---|
| 1547 | oldDir = camera->GetDirection();
|
---|
[2642] | 1548 | }
|
---|
| 1549 |
|
---|
| 1550 |
|
---|
[3219] | 1551 | #pragma warning(disable : 4100)
|
---|
[2792] | 1552 | void KeyBoard(unsigned char c, int x, int y)
|
---|
[2642] | 1553 | {
|
---|
| 1554 | switch(c)
|
---|
| 1555 | {
|
---|
| 1556 | case 27:
|
---|
[3212] | 1557 | // write out current position on exit
|
---|
[3134] | 1558 | Debug << "camPosition=" << camera->GetPosition().x << " " << camera->GetPosition().y << " " << camera->GetPosition().z << endl;
|
---|
| 1559 | Debug << "camDirection=" << camera->GetDirection().x << " " << camera->GetDirection().y << " " << camera->GetDirection().z << endl;
|
---|
[3285] | 1560 | Debug << "lightDirection=" << light->GetDirection().x << " " << light->GetDirection().y << " " << light->GetDirection().z << endl;
|
---|
[3134] | 1561 |
|
---|
[2792] | 1562 | CleanUp();
|
---|
[2642] | 1563 | exit(0);
|
---|
[2948] | 1564 | case 32: // space
|
---|
[2800] | 1565 | renderMode = (renderMode + 1) % RenderTraverser::NUM_TRAVERSAL_TYPES;
|
---|
[3258] | 1566 | //renderMode = (renderMode + 1) % 4;
|
---|
[2897] | 1567 |
|
---|
| 1568 | DEL_PTR(traverser);
|
---|
| 1569 | traverser = CreateTraverser(camera);
|
---|
| 1570 |
|
---|
[2931] | 1571 | if (shadowTraverser)
|
---|
[2897] | 1572 | {
|
---|
[2948] | 1573 | // shadow traverser has to be recomputed
|
---|
[2897] | 1574 | DEL_PTR(shadowTraverser);
|
---|
[2948] | 1575 | shadowTraverser = CreateTraverser(shadowMap->GetShadowCamera());
|
---|
[2897] | 1576 | }
|
---|
| 1577 |
|
---|
[2642] | 1578 | break;
|
---|
| 1579 | case '+':
|
---|
[2867] | 1580 | if (maxBatchSize < 10)
|
---|
| 1581 | maxBatchSize = 10;
|
---|
| 1582 | else
|
---|
| 1583 | maxBatchSize += 10;
|
---|
| 1584 |
|
---|
[2776] | 1585 | traverser->SetMaxBatchSize(maxBatchSize);
|
---|
[2642] | 1586 | break;
|
---|
| 1587 | case '-':
|
---|
[2776] | 1588 | maxBatchSize -= 10;
|
---|
| 1589 | if (maxBatchSize < 0) maxBatchSize = 1;
|
---|
| 1590 | traverser->SetMaxBatchSize(maxBatchSize);
|
---|
[2642] | 1591 | break;
|
---|
[2837] | 1592 | case 'M':
|
---|
| 1593 | case 'm':
|
---|
| 1594 | useMultiQueries = !useMultiQueries;
|
---|
| 1595 | traverser->SetUseMultiQueries(useMultiQueries);
|
---|
| 1596 | break;
|
---|
| 1597 | case '1':
|
---|
| 1598 | descendKeyPressed = true;
|
---|
| 1599 | break;
|
---|
| 1600 | case '2':
|
---|
| 1601 | ascendKeyPressed = true;
|
---|
| 1602 | break;
|
---|
| 1603 | case '3':
|
---|
[3212] | 1604 | if (trianglesPerVirtualLeaf >= 100) trianglesPerVirtualLeaf -= 100;
|
---|
[2837] | 1605 | bvh->SetVirtualLeaves(trianglesPerVirtualLeaf);
|
---|
| 1606 | break;
|
---|
| 1607 | case '4':
|
---|
| 1608 | trianglesPerVirtualLeaf += 100;
|
---|
| 1609 | bvh->SetVirtualLeaves(trianglesPerVirtualLeaf);
|
---|
| 1610 | break;
|
---|
| 1611 | case '5':
|
---|
[2776] | 1612 | assumedVisibleFrames -= 1;
|
---|
| 1613 | if (assumedVisibleFrames < 1) assumedVisibleFrames = 1;
|
---|
| 1614 | traverser->SetAssumedVisibleFrames(assumedVisibleFrames);
|
---|
| 1615 | break;
|
---|
[2837] | 1616 | case '6':
|
---|
[2776] | 1617 | assumedVisibleFrames += 1;
|
---|
| 1618 | traverser->SetAssumedVisibleFrames(assumedVisibleFrames);
|
---|
| 1619 | break;
|
---|
[2837] | 1620 | case '7':
|
---|
[3227] | 1621 | ssaoTempCohFactor *= 1.0f / 1.2f;
|
---|
[3216] | 1622 | cout << "new temporal coherence factor: " << ssaoTempCohFactor << endl;
|
---|
[2776] | 1623 | break;
|
---|
[2767] | 1624 | case '8':
|
---|
[3227] | 1625 | ssaoTempCohFactor *= 1.2f;
|
---|
[3216] | 1626 | cout << "new temporal coherence factor: " << ssaoTempCohFactor << endl;
|
---|
[2837] | 1627 | break;
|
---|
[3212] | 1628 | case '9':
|
---|
[3360] | 1629 | ssaoKernelRadius *= .8f;
|
---|
[3216] | 1630 | cout << "new ssao kernel radius: " << ssaoKernelRadius << endl;
|
---|
[3247] | 1631 | if (deferredShader) deferredShader->SetKernelRadius(ssaoKernelRadius);
|
---|
[3212] | 1632 | break;
|
---|
| 1633 | case '0':
|
---|
[3360] | 1634 | ssaoKernelRadius *= 1.0f / .8f;
|
---|
[3247] | 1635 | if (deferredShader) deferredShader->SetKernelRadius(ssaoKernelRadius);
|
---|
[3216] | 1636 | cout << "new ssao kernel radius: " << ssaoKernelRadius << endl;
|
---|
[3212] | 1637 | break;
|
---|
| 1638 | case 'n':
|
---|
[3360] | 1639 | ssaoSampleIntensity *= .9f;
|
---|
[3247] | 1640 | if (deferredShader) deferredShader->SetSampleIntensity(ssaoSampleIntensity);
|
---|
[3216] | 1641 | cout << "new ssao sample intensity: " << ssaoSampleIntensity << endl;
|
---|
[3212] | 1642 | break;
|
---|
| 1643 | case 'N':
|
---|
[3360] | 1644 | ssaoSampleIntensity *= 1.0f / .9f;
|
---|
[3247] | 1645 | if (deferredShader) deferredShader->SetSampleIntensity(ssaoSampleIntensity);
|
---|
[3216] | 1646 | cout << "new ssao sample intensity: " << ssaoSampleIntensity << endl;
|
---|
[3212] | 1647 | break;
|
---|
[3219] | 1648 | /* case 'o':
|
---|
| 1649 | case 'O':
|
---|
| 1650 | useOptimization = !useOptimization;
|
---|
| 1651 | // chc optimization of using the objects instead of
|
---|
| 1652 | // the bounding boxes for querying previously visible nodes
|
---|
| 1653 | traverser->SetUseOptimization(useOptimization);
|
---|
| 1654 | break;*/
|
---|
[3316] | 1655 | case 'o':
|
---|
[3319] | 1656 | spatialWeight /= 2.0f;
|
---|
| 1657 | cout << "spatialWeight: " << spatialWeight << endl;
|
---|
| 1658 | break;
|
---|
[3316] | 1659 | case 'O':
|
---|
[3319] | 1660 | spatialWeight *= 2.0f;
|
---|
| 1661 | cout << "spatialWeight: " << spatialWeight << endl;
|
---|
| 1662 | break;
|
---|
| 1663 | /*case 'o':
|
---|
| 1664 | case 'O':
|
---|
[3316] | 1665 | if (maxConvergence > 100.0f)
|
---|
| 1666 | maxConvergence = 1.0f;
|
---|
| 1667 | else
|
---|
| 1668 | maxConvergence = 5000.0f;
|
---|
| 1669 | cout << "max convergence: " << maxConvergence << endl;
|
---|
[3320] | 1670 | */
|
---|
[3316] | 1671 | break;
|
---|
[3175] | 1672 | case 'l':
|
---|
| 1673 | case 'L':
|
---|
[2865] | 1674 | useLODs = !useLODs;
|
---|
| 1675 | SceneEntity::SetUseLODs(useLODs);
|
---|
[3216] | 1676 | cout << "using LODs: " << useLODs << endl;
|
---|
[2865] | 1677 | break;
|
---|
[2887] | 1678 | case 'P':
|
---|
| 1679 | case 'p':
|
---|
[2930] | 1680 | samplingMethod = DeferredRenderer::SAMPLING_METHOD((samplingMethod + 1) % 3);
|
---|
| 1681 | cout << "ssao sampling method: " << samplingMethod << endl;
|
---|
[2887] | 1682 | break;
|
---|
[2895] | 1683 | case 'Y':
|
---|
| 1684 | case 'y':
|
---|
| 1685 | showShadowMap = !showShadowMap;
|
---|
| 1686 | break;
|
---|
[2875] | 1687 | case 'g':
|
---|
[2903] | 1688 | case 'G':
|
---|
| 1689 | useGlobIllum = !useGlobIllum;
|
---|
| 1690 | break;
|
---|
[2875] | 1691 | case 't':
|
---|
| 1692 | case 'T':
|
---|
| 1693 | useTemporalCoherence = !useTemporalCoherence;
|
---|
[3360] | 1694 | cout << "using temporal coherence " << useTemporalCoherence << endl;
|
---|
[2875] | 1695 | break;
|
---|
[2767] | 1696 | case 'a':
|
---|
| 1697 | case 'A':
|
---|
[2931] | 1698 | leftKeyPressed = true;
|
---|
[2767] | 1699 | break;
|
---|
| 1700 | case 'd':
|
---|
| 1701 | case 'D':
|
---|
[2931] | 1702 | rightKeyPressed = true;
|
---|
[2767] | 1703 | break;
|
---|
| 1704 | case 'w':
|
---|
| 1705 | case 'W':
|
---|
[2931] | 1706 | upKeyPressed = true;
|
---|
[2767] | 1707 | break;
|
---|
[2829] | 1708 | case 's':
|
---|
| 1709 | case 'S':
|
---|
[2931] | 1710 | downKeyPressed = true;
|
---|
[2767] | 1711 | break;
|
---|
[3105] | 1712 | case 'j':
|
---|
| 1713 | case 'J':
|
---|
| 1714 | leftStrafeKeyPressed = true;
|
---|
| 1715 | break;
|
---|
| 1716 | case 'k':
|
---|
| 1717 | case 'K':
|
---|
| 1718 | rightStrafeKeyPressed = true;
|
---|
| 1719 | break;
|
---|
[2767] | 1720 | case 'r':
|
---|
| 1721 | case 'R':
|
---|
[2931] | 1722 | useRenderQueue = !useRenderQueue;
|
---|
| 1723 | traverser->SetUseRenderQueue(useRenderQueue);
|
---|
[2790] | 1724 | break;
|
---|
[2786] | 1725 | case 'b':
|
---|
| 1726 | case 'B':
|
---|
[2931] | 1727 | useTightBounds = !useTightBounds;
|
---|
[3294] | 1728 | traverser->SetUseTightBounds((renderMode == RenderTraverser::CHCPLUSPLUS) && useTightBounds);
|
---|
[2790] | 1729 | break;
|
---|
[3175] | 1730 | case 'v':
|
---|
| 1731 | case 'V':
|
---|
[2931] | 1732 | renderLightView = !renderLightView;
|
---|
| 1733 | break;
|
---|
[2994] | 1734 | case 'h':
|
---|
| 1735 | case 'H':
|
---|
| 1736 | useHDR = !useHDR;
|
---|
| 1737 | break;
|
---|
[3175] | 1738 | case 'i':
|
---|
| 1739 | case 'I':
|
---|
| 1740 | useAntiAliasing = !useAntiAliasing;
|
---|
| 1741 | break;
|
---|
[3215] | 1742 | case 'c':
|
---|
| 1743 | case 'C':
|
---|
| 1744 | useLenseFlare = !useLenseFlare;
|
---|
[3189] | 1745 | break;
|
---|
[3219] | 1746 | case 'u':
|
---|
| 1747 | case 'U':
|
---|
[3220] | 1748 | // move light source instead of camera tilt
|
---|
[3219] | 1749 | moveLight = !moveLight;
|
---|
| 1750 | break;
|
---|
[3225] | 1751 | case '#':
|
---|
| 1752 | // make a snapshot of the current frame
|
---|
| 1753 | makeSnapShot = true;
|
---|
| 1754 | break;
|
---|
[3246] | 1755 | case '.':
|
---|
| 1756 | // enable / disable view cells
|
---|
| 1757 | usePvs = !usePvs;
|
---|
[3259] | 1758 | if (!usePvs) SceneEntity::SetCurrentVisibleId(-1);
|
---|
[3246] | 1759 | break;
|
---|
[3273] | 1760 | case ',':
|
---|
| 1761 | // show / hide FPS
|
---|
| 1762 | showFPS = !showFPS;
|
---|
| 1763 | break;
|
---|
| 1764 |
|
---|
[2642] | 1765 | default:
|
---|
| 1766 | return;
|
---|
| 1767 | }
|
---|
| 1768 |
|
---|
| 1769 | glutPostRedisplay();
|
---|
| 1770 | }
|
---|
| 1771 |
|
---|
| 1772 |
|
---|
[2792] | 1773 | void SpecialKeyUp(int c, int x, int y)
|
---|
[2642] | 1774 | {
|
---|
[2792] | 1775 | switch (c)
|
---|
| 1776 | {
|
---|
| 1777 | case GLUT_KEY_LEFT:
|
---|
| 1778 | leftKeyPressed = false;
|
---|
| 1779 | break;
|
---|
| 1780 | case GLUT_KEY_RIGHT:
|
---|
| 1781 | rightKeyPressed = false;
|
---|
| 1782 | break;
|
---|
| 1783 | case GLUT_KEY_UP:
|
---|
| 1784 | upKeyPressed = false;
|
---|
| 1785 | break;
|
---|
| 1786 | case GLUT_KEY_DOWN:
|
---|
| 1787 | downKeyPressed = false;
|
---|
| 1788 | break;
|
---|
[2953] | 1789 | case GLUT_ACTIVE_ALT:
|
---|
| 1790 | altKeyPressed = false;
|
---|
| 1791 | break;
|
---|
[2792] | 1792 | default:
|
---|
| 1793 | return;
|
---|
| 1794 | }
|
---|
| 1795 | }
|
---|
| 1796 |
|
---|
| 1797 |
|
---|
| 1798 | void KeyUp(unsigned char c, int x, int y)
|
---|
| 1799 | {
|
---|
| 1800 | switch (c)
|
---|
| 1801 | {
|
---|
[2879] | 1802 |
|
---|
[2792] | 1803 | case 'A':
|
---|
| 1804 | case 'a':
|
---|
| 1805 | leftKeyPressed = false;
|
---|
| 1806 | break;
|
---|
| 1807 | case 'D':
|
---|
| 1808 | case 'd':
|
---|
| 1809 | rightKeyPressed = false;
|
---|
| 1810 | break;
|
---|
| 1811 | case 'W':
|
---|
| 1812 | case 'w':
|
---|
| 1813 | upKeyPressed = false;
|
---|
| 1814 | break;
|
---|
[2829] | 1815 | case 'S':
|
---|
| 1816 | case 's':
|
---|
[2792] | 1817 | downKeyPressed = false;
|
---|
| 1818 | break;
|
---|
[2837] | 1819 | case '1':
|
---|
| 1820 | descendKeyPressed = false;
|
---|
[2794] | 1821 | break;
|
---|
[2837] | 1822 | case '2':
|
---|
| 1823 | ascendKeyPressed = false;
|
---|
[2794] | 1824 | break;
|
---|
[3105] | 1825 | case 'j':
|
---|
| 1826 | case 'J':
|
---|
| 1827 | leftStrafeKeyPressed = false;
|
---|
| 1828 | break;
|
---|
| 1829 | case 'k':
|
---|
| 1830 | case 'K':
|
---|
| 1831 | rightStrafeKeyPressed = false;
|
---|
| 1832 | break;
|
---|
[2792] | 1833 | default:
|
---|
| 1834 | return;
|
---|
| 1835 | }
|
---|
| 1836 | //glutPostRedisplay();
|
---|
| 1837 | }
|
---|
| 1838 |
|
---|
| 1839 |
|
---|
| 1840 | void Special(int c, int x, int y)
|
---|
| 1841 | {
|
---|
[2642] | 1842 | switch(c)
|
---|
| 1843 | {
|
---|
| 1844 | case GLUT_KEY_F1:
|
---|
| 1845 | showHelp = !showHelp;
|
---|
| 1846 | break;
|
---|
[2790] | 1847 | case GLUT_KEY_F2:
|
---|
[2795] | 1848 | visMode = !visMode;
|
---|
[2790] | 1849 | break;
|
---|
| 1850 | case GLUT_KEY_F3:
|
---|
| 1851 | showBoundingVolumes = !showBoundingVolumes;
|
---|
| 1852 | traverser->SetShowBounds(showBoundingVolumes);
|
---|
| 1853 | break;
|
---|
| 1854 | case GLUT_KEY_F4:
|
---|
[2827] | 1855 | showOptions = !showOptions;
|
---|
[2790] | 1856 | break;
|
---|
| 1857 | case GLUT_KEY_F5:
|
---|
[2827] | 1858 | showStatistics = !showStatistics;
|
---|
[2790] | 1859 | break;
|
---|
[2800] | 1860 | case GLUT_KEY_F6:
|
---|
| 1861 | flyMode = !flyMode;
|
---|
| 1862 | break;
|
---|
[2801] | 1863 | case GLUT_KEY_F7:
|
---|
[2825] | 1864 |
|
---|
[2955] | 1865 | renderMethod = (renderMethod + 1) % 4;
|
---|
| 1866 |
|
---|
| 1867 | traverser->SetUseDepthPass(
|
---|
| 1868 | (renderMethod == RENDER_DEPTH_PASS) ||
|
---|
| 1869 | (renderMethod == RENDER_DEPTH_PASS_DEFERRED)
|
---|
| 1870 | );
|
---|
[2801] | 1871 | break;
|
---|
[2803] | 1872 | case GLUT_KEY_F8:
|
---|
[2903] | 1873 | useAdvancedShading = !useAdvancedShading;
|
---|
[2821] | 1874 | break;
|
---|
[2826] | 1875 | case GLUT_KEY_F9:
|
---|
| 1876 | showAlgorithmTime = !showAlgorithmTime;
|
---|
| 1877 | break;
|
---|
[2954] | 1878 | case GLUT_KEY_F10:
|
---|
[3219] | 1879 | replayPath = !replayPath;
|
---|
| 1880 |
|
---|
| 1881 | if (replayPath)
|
---|
| 1882 | {
|
---|
| 1883 | cout << "replaying path" << endl;
|
---|
| 1884 | currentReplayFrame = -1;
|
---|
[3285] | 1885 |
|
---|
| 1886 | // hack: load pvs on replay (remove later!)
|
---|
[3287] | 1887 | //usePvs = true;
|
---|
[3219] | 1888 | }
|
---|
| 1889 | else
|
---|
| 1890 | {
|
---|
| 1891 | cout << "finished replaying path" << endl;
|
---|
| 1892 | }
|
---|
[2954] | 1893 | break;
|
---|
[3219] | 1894 | case GLUT_KEY_F11:
|
---|
| 1895 | recordPath = !recordPath;
|
---|
| 1896 |
|
---|
| 1897 | if (recordPath)
|
---|
| 1898 | {
|
---|
| 1899 | cout << "recording path" << endl;
|
---|
| 1900 | }
|
---|
| 1901 | else
|
---|
| 1902 | {
|
---|
| 1903 | cout << "finished recording path" << endl;
|
---|
| 1904 | // start over with new frame recording next time
|
---|
| 1905 | DEL_PTR(walkThroughRecorder);
|
---|
| 1906 | }
|
---|
| 1907 | break;
|
---|
| 1908 | case GLUT_KEY_F12:
|
---|
| 1909 | recordFrames = !recordFrames;
|
---|
| 1910 |
|
---|
| 1911 | if (recordFrames)
|
---|
| 1912 | cout << "recording frames on replaying" << endl;
|
---|
| 1913 | else
|
---|
[3286] | 1914 | cout << "not recording frames on replaying" << endl;
|
---|
[3219] | 1915 | break;
|
---|
[2642] | 1916 | case GLUT_KEY_LEFT:
|
---|
[2767] | 1917 | {
|
---|
[2792] | 1918 | leftKeyPressed = true;
|
---|
[2795] | 1919 | camera->Pitch(KeyRotationAngle());
|
---|
[2767] | 1920 | }
|
---|
[2642] | 1921 | break;
|
---|
| 1922 | case GLUT_KEY_RIGHT:
|
---|
[2767] | 1923 | {
|
---|
[2792] | 1924 | rightKeyPressed = true;
|
---|
[2795] | 1925 | camera->Pitch(-KeyRotationAngle());
|
---|
[2767] | 1926 | }
|
---|
[2642] | 1927 | break;
|
---|
| 1928 | case GLUT_KEY_UP:
|
---|
[2767] | 1929 | {
|
---|
[2792] | 1930 | upKeyPressed = true;
|
---|
[2795] | 1931 | KeyHorizontalMotion(KeyShift());
|
---|
[2767] | 1932 | }
|
---|
[2642] | 1933 | break;
|
---|
| 1934 | case GLUT_KEY_DOWN:
|
---|
[2767] | 1935 | {
|
---|
[2792] | 1936 | downKeyPressed = true;
|
---|
[2795] | 1937 | KeyHorizontalMotion(-KeyShift());
|
---|
[2767] | 1938 | }
|
---|
[2642] | 1939 | break;
|
---|
| 1940 | default:
|
---|
| 1941 | return;
|
---|
| 1942 |
|
---|
| 1943 | }
|
---|
| 1944 |
|
---|
| 1945 | glutPostRedisplay();
|
---|
| 1946 | }
|
---|
[2767] | 1947 |
|
---|
[2642] | 1948 | #pragma warning( default : 4100 )
|
---|
| 1949 |
|
---|
| 1950 |
|
---|
[2792] | 1951 | void Reshape(int w, int h)
|
---|
[2642] | 1952 | {
|
---|
[2759] | 1953 | winAspectRatio = 1.0f;
|
---|
[2642] | 1954 |
|
---|
| 1955 | glViewport(0, 0, w, h);
|
---|
| 1956 |
|
---|
| 1957 | winWidth = w;
|
---|
| 1958 | winHeight = h;
|
---|
| 1959 |
|
---|
[2833] | 1960 | if (w) winAspectRatio = (float) w / (float) h;
|
---|
[2642] | 1961 |
|
---|
[2758] | 1962 | glMatrixMode(GL_PROJECTION);
|
---|
| 1963 | glLoadIdentity();
|
---|
[2642] | 1964 |
|
---|
[2927] | 1965 | gluPerspective(fov, winAspectRatio, nearDist, farDist);
|
---|
[2788] | 1966 |
|
---|
[2758] | 1967 | glMatrixMode(GL_MODELVIEW);
|
---|
| 1968 |
|
---|
[2642] | 1969 | glutPostRedisplay();
|
---|
| 1970 | }
|
---|
| 1971 |
|
---|
| 1972 |
|
---|
[3101] | 1973 | void Mouse(int button, int renderState, int x, int y)
|
---|
[2642] | 1974 | {
|
---|
[3101] | 1975 | if ((button == GLUT_LEFT_BUTTON) && (renderState == GLUT_DOWN))
|
---|
[2642] | 1976 | {
|
---|
| 1977 | xEyeBegin = x;
|
---|
| 1978 | yMotionBegin = y;
|
---|
| 1979 |
|
---|
[2792] | 1980 | glutMotionFunc(LeftMotion);
|
---|
[2642] | 1981 | }
|
---|
[3101] | 1982 | else if ((button == GLUT_RIGHT_BUTTON) && (renderState == GLUT_DOWN))
|
---|
[2642] | 1983 | {
|
---|
[2829] | 1984 | xEyeBegin = x;
|
---|
[2758] | 1985 | yEyeBegin = y;
|
---|
| 1986 | yMotionBegin = y;
|
---|
| 1987 |
|
---|
[2954] | 1988 | if (!moveLight)
|
---|
| 1989 | glutMotionFunc(RightMotion);
|
---|
| 1990 | else
|
---|
| 1991 | glutMotionFunc(RightMotionLight);
|
---|
[2758] | 1992 | }
|
---|
[3101] | 1993 | else if ((button == GLUT_MIDDLE_BUTTON) && (renderState == GLUT_DOWN))
|
---|
[2758] | 1994 | {
|
---|
[2642] | 1995 | horizontalMotionBegin = x;
|
---|
| 1996 | verticalMotionBegin = y;
|
---|
[2792] | 1997 | glutMotionFunc(MiddleMotion);
|
---|
[2642] | 1998 | }
|
---|
| 1999 |
|
---|
| 2000 | glutPostRedisplay();
|
---|
| 2001 | }
|
---|
| 2002 |
|
---|
[2758] | 2003 |
|
---|
| 2004 | /** rotation for left/right mouse drag
|
---|
[2642] | 2005 | motion for up/down mouse drag
|
---|
| 2006 | */
|
---|
[2792] | 2007 | void LeftMotion(int x, int y)
|
---|
[2642] | 2008 | {
|
---|
[2758] | 2009 | Vector3 viewDir = camera->GetDirection();
|
---|
| 2010 | Vector3 pos = camera->GetPosition();
|
---|
| 2011 |
|
---|
| 2012 | // don't move in the vertical direction
|
---|
[2764] | 2013 | Vector3 horView(viewDir[0], viewDir[1], 0);
|
---|
[2642] | 2014 |
|
---|
[2795] | 2015 | float eyeXAngle = 0.2f * M_PI * (xEyeBegin - x) / 180.0;
|
---|
[2756] | 2016 |
|
---|
[2795] | 2017 | camera->Pitch(eyeXAngle);
|
---|
[2787] | 2018 |
|
---|
[3246] | 2019 | pos += horView * (yMotionBegin - y) * mouseMotion;
|
---|
[2795] | 2020 |
|
---|
[2758] | 2021 | camera->SetPosition(pos);
|
---|
[2642] | 2022 |
|
---|
| 2023 | xEyeBegin = x;
|
---|
| 2024 | yMotionBegin = y;
|
---|
[2758] | 2025 |
|
---|
[2642] | 2026 | glutPostRedisplay();
|
---|
| 2027 | }
|
---|
| 2028 |
|
---|
[2758] | 2029 |
|
---|
[2954] | 2030 | void RightMotionLight(int x, int y)
|
---|
| 2031 | {
|
---|
[3362] | 2032 | const float theta = .2f * M_PI * (xEyeBegin - x) / 180.0f;
|
---|
| 2033 | const float phi = .2f * M_PI * (yMotionBegin - y) / 180.0f;
|
---|
[2954] | 2034 |
|
---|
| 2035 | Vector3 lightDir = light->GetDirection();
|
---|
| 2036 |
|
---|
| 2037 | Matrix4x4 roty = RotationYMatrix(theta);
|
---|
| 2038 | Matrix4x4 rotx = RotationXMatrix(phi);
|
---|
| 2039 |
|
---|
| 2040 | lightDir = roty * lightDir;
|
---|
| 2041 | lightDir = rotx * lightDir;
|
---|
| 2042 |
|
---|
[2967] | 2043 | // normalize to avoid accumulating errors
|
---|
| 2044 | lightDir.Normalize();
|
---|
| 2045 |
|
---|
[2954] | 2046 | light->SetDirection(lightDir);
|
---|
| 2047 |
|
---|
| 2048 | xEyeBegin = x;
|
---|
| 2049 | yMotionBegin = y;
|
---|
| 2050 |
|
---|
| 2051 | glutPostRedisplay();
|
---|
| 2052 | }
|
---|
| 2053 |
|
---|
| 2054 |
|
---|
[2767] | 2055 | /** rotation for left / right mouse drag
|
---|
| 2056 | motion for up / down mouse drag
|
---|
[2758] | 2057 | */
|
---|
[2792] | 2058 | void RightMotion(int x, int y)
|
---|
[2758] | 2059 | {
|
---|
[2829] | 2060 | float eyeXAngle = 0.2f * M_PI * (xEyeBegin - x) / 180.0;
|
---|
[2795] | 2061 | float eyeYAngle = -0.2f * M_PI * (yEyeBegin - y) / 180.0;
|
---|
[2758] | 2062 |
|
---|
[2795] | 2063 | camera->Yaw(eyeYAngle);
|
---|
[2829] | 2064 | camera->Pitch(eyeXAngle);
|
---|
[2780] | 2065 |
|
---|
[2829] | 2066 | xEyeBegin = x;
|
---|
[2758] | 2067 | yEyeBegin = y;
|
---|
[2829] | 2068 |
|
---|
[2758] | 2069 | glutPostRedisplay();
|
---|
| 2070 | }
|
---|
| 2071 |
|
---|
| 2072 |
|
---|
[3105] | 2073 | /** strafe
|
---|
| 2074 | */
|
---|
[2792] | 2075 | void MiddleMotion(int x, int y)
|
---|
[2642] | 2076 | {
|
---|
[2758] | 2077 | Vector3 viewDir = camera->GetDirection();
|
---|
| 2078 | Vector3 pos = camera->GetPosition();
|
---|
| 2079 |
|
---|
[2642] | 2080 | // the 90 degree rotated view vector
|
---|
| 2081 | // y zero so we don't move in the vertical
|
---|
[2764] | 2082 | Vector3 rVec(viewDir[0], viewDir[1], 0);
|
---|
[2642] | 2083 |
|
---|
[3362] | 2084 | Matrix4x4 rot = RotationZMatrix(M_PI * .5f);
|
---|
[2758] | 2085 | rVec = rot * rVec;
|
---|
[2642] | 2086 |
|
---|
[3362] | 2087 | pos -= rVec * (x - horizontalMotionBegin) * mouseMotion;
|
---|
[3246] | 2088 | pos[2] += (verticalMotionBegin - y) * mouseMotion;
|
---|
[2642] | 2089 |
|
---|
[2758] | 2090 | camera->SetPosition(pos);
|
---|
| 2091 |
|
---|
[2642] | 2092 | horizontalMotionBegin = x;
|
---|
| 2093 | verticalMotionBegin = y;
|
---|
[2758] | 2094 |
|
---|
[2642] | 2095 | glutPostRedisplay();
|
---|
| 2096 | }
|
---|
| 2097 |
|
---|
| 2098 |
|
---|
[2756] | 2099 | void InitExtensions(void)
|
---|
[2642] | 2100 | {
|
---|
| 2101 | GLenum err = glewInit();
|
---|
[2756] | 2102 |
|
---|
[2642] | 2103 | if (GLEW_OK != err)
|
---|
| 2104 | {
|
---|
| 2105 | // problem: glewInit failed, something is seriously wrong
|
---|
| 2106 | fprintf(stderr,"Error: %s\n", glewGetErrorString(err));
|
---|
| 2107 | exit(1);
|
---|
| 2108 | }
|
---|
[2756] | 2109 | if (!GLEW_ARB_occlusion_query)
|
---|
[2642] | 2110 | {
|
---|
[2756] | 2111 | printf("I require the GL_ARB_occlusion_query to work.\n");
|
---|
[2642] | 2112 | exit(1);
|
---|
| 2113 | }
|
---|
| 2114 | }
|
---|
| 2115 |
|
---|
| 2116 |
|
---|
[2826] | 2117 | void Begin2D()
|
---|
[2642] | 2118 | {
|
---|
| 2119 | glDisable(GL_LIGHTING);
|
---|
| 2120 | glDisable(GL_DEPTH_TEST);
|
---|
| 2121 |
|
---|
[2826] | 2122 | glMatrixMode(GL_PROJECTION);
|
---|
[2642] | 2123 | glPushMatrix();
|
---|
| 2124 | glLoadIdentity();
|
---|
[2834] | 2125 |
|
---|
[2826] | 2126 | gluOrtho2D(0, winWidth, 0, winHeight);
|
---|
[2642] | 2127 |
|
---|
[2826] | 2128 | glMatrixMode(GL_MODELVIEW);
|
---|
[2642] | 2129 | glPushMatrix();
|
---|
| 2130 | glLoadIdentity();
|
---|
| 2131 | }
|
---|
| 2132 |
|
---|
| 2133 |
|
---|
[2826] | 2134 | void End2D()
|
---|
[2642] | 2135 | {
|
---|
[2834] | 2136 | glMatrixMode(GL_PROJECTION);
|
---|
[2642] | 2137 | glPopMatrix();
|
---|
[2834] | 2138 |
|
---|
[2642] | 2139 | glMatrixMode(GL_MODELVIEW);
|
---|
| 2140 | glPopMatrix();
|
---|
| 2141 |
|
---|
| 2142 | glEnable(GL_LIGHTING);
|
---|
| 2143 | glEnable(GL_DEPTH_TEST);
|
---|
| 2144 | }
|
---|
| 2145 |
|
---|
| 2146 |
|
---|
[2787] | 2147 | // displays the visualisation of culling algorithm
|
---|
| 2148 | void DisplayVisualization()
|
---|
[2796] | 2149 | {
|
---|
[3246] | 2150 | // render current view cell
|
---|
| 2151 | if (usePvs) RenderViewCell();
|
---|
| 2152 |
|
---|
| 2153 | visualization->SetViewCell(usePvs ? viewCell : NULL);
|
---|
[2787] | 2154 | visualization->SetFrameId(traverser->GetCurrentFrameId());
|
---|
[3246] | 2155 |
|
---|
[3245] | 2156 |
|
---|
[2792] | 2157 | Begin2D();
|
---|
[2642] | 2158 | glBlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA);
|
---|
| 2159 | glEnable(GL_BLEND);
|
---|
[2827] | 2160 | glColor4f(0.0f ,0.0f, 0.0f, 0.5f);
|
---|
[2642] | 2161 |
|
---|
[2827] | 2162 | glRecti(winWidth - winWidth / 3, winHeight - winHeight / 3, winWidth, winHeight);
|
---|
[2642] | 2163 | glDisable(GL_BLEND);
|
---|
[2792] | 2164 | End2D();
|
---|
[2788] | 2165 |
|
---|
| 2166 |
|
---|
| 2167 | AxisAlignedBox3 box = bvh->GetBox();
|
---|
| 2168 |
|
---|
[2948] | 2169 | const float offs = box.Size().x * 0.3f;
|
---|
[2834] | 2170 |
|
---|
[2838] | 2171 | Vector3 vizpos = Vector3(box.Min().x, box.Min().y - box.Size().y * 0.35f, box.Min().z + box.Size().z * 50);
|
---|
[2806] | 2172 |
|
---|
[2795] | 2173 | visCamera->SetPosition(vizpos);
|
---|
[2838] | 2174 | visCamera->ResetPitchAndYaw();
|
---|
[2892] | 2175 |
|
---|
[2834] | 2176 | glPushAttrib(GL_VIEWPORT_BIT);
|
---|
[2806] | 2177 | glViewport(winWidth - winWidth / 3, winHeight - winHeight / 3, winWidth / 3, winHeight / 3);
|
---|
[2796] | 2178 |
|
---|
| 2179 | glMatrixMode(GL_PROJECTION);
|
---|
[2834] | 2180 | glPushMatrix();
|
---|
| 2181 |
|
---|
[2787] | 2182 | glLoadIdentity();
|
---|
[2807] | 2183 | glOrtho(-offs, offs, -offs, offs, 0.0f, box.Size().z * 100.0f);
|
---|
[2787] | 2184 |
|
---|
[2796] | 2185 | glMatrixMode(GL_MODELVIEW);
|
---|
[2834] | 2186 | glPushMatrix();
|
---|
[2787] | 2187 |
|
---|
[2796] | 2188 | visCamera->SetupCameraView();
|
---|
[2806] | 2189 |
|
---|
| 2190 | Matrix4x4 rotZ = RotationZMatrix(-camera->GetPitch());
|
---|
| 2191 | glMultMatrixf((float *)rotZ.x);
|
---|
| 2192 |
|
---|
[2887] | 2193 | // inverse translation in order to fix current position
|
---|
[2838] | 2194 | Vector3 pos = camera->GetPosition();
|
---|
[2806] | 2195 | glTranslatef(-pos.x, -pos.y, -pos.z);
|
---|
| 2196 |
|
---|
| 2197 |
|
---|
[2788] | 2198 | GLfloat position[] = {0.8f, 1.0f, 1.5f, 0.0f};
|
---|
| 2199 | glLightfv(GL_LIGHT0, GL_POSITION, position);
|
---|
[2787] | 2200 |
|
---|
[2788] | 2201 | GLfloat position1[] = {bvh->GetBox().Center().x, bvh->GetBox().Max().y, bvh->GetBox().Center().z, 1.0f};
|
---|
| 2202 | glLightfv(GL_LIGHT1, GL_POSITION, position1);
|
---|
[2787] | 2203 |
|
---|
[2642] | 2204 | glClear(GL_DEPTH_BUFFER_BIT);
|
---|
| 2205 |
|
---|
[2888] | 2206 |
|
---|
[2767] | 2207 | ////////////
|
---|
[2787] | 2208 | //-- visualization of the occlusion culling
|
---|
| 2209 |
|
---|
[3063] | 2210 | visualization->Render(showShadowMap);
|
---|
[2887] | 2211 |
|
---|
[2767] | 2212 |
|
---|
[2834] | 2213 | // reset previous settings
|
---|
| 2214 | glPopAttrib();
|
---|
| 2215 |
|
---|
| 2216 | glMatrixMode(GL_PROJECTION);
|
---|
| 2217 | glPopMatrix();
|
---|
| 2218 | glMatrixMode(GL_MODELVIEW);
|
---|
| 2219 | glPopMatrix();
|
---|
[2642] | 2220 | }
|
---|
| 2221 |
|
---|
[2767] | 2222 |
|
---|
[2642] | 2223 | // cleanup routine after the main loop
|
---|
[2756] | 2224 | void CleanUp()
|
---|
[2642] | 2225 | {
|
---|
[2756] | 2226 | DEL_PTR(traverser);
|
---|
[2796] | 2227 | DEL_PTR(sceneQuery);
|
---|
[2756] | 2228 | DEL_PTR(bvh);
|
---|
[2767] | 2229 | DEL_PTR(visualization);
|
---|
[2787] | 2230 | DEL_PTR(camera);
|
---|
[2801] | 2231 | DEL_PTR(renderQueue);
|
---|
[2827] | 2232 | DEL_PTR(perfGraph);
|
---|
[2879] | 2233 | DEL_PTR(fbo);
|
---|
[3111] | 2234 | DEL_PTR(deferredShader);
|
---|
[3019] | 2235 | DEL_PTR(light);
|
---|
| 2236 | DEL_PTR(visCamera);
|
---|
| 2237 | DEL_PTR(preetham);
|
---|
[3020] | 2238 | DEL_PTR(shadowMap);
|
---|
| 2239 | DEL_PTR(shadowTraverser);
|
---|
[3078] | 2240 | DEL_PTR(motionPath);
|
---|
[3219] | 2241 | DEL_PTR(walkThroughRecorder);
|
---|
| 2242 | DEL_PTR(walkThroughPlayer);
|
---|
[3223] | 2243 | DEL_PTR(statsWriter);
|
---|
[3244] | 2244 | DEL_PTR(viewCellsTree);
|
---|
[3052] | 2245 |
|
---|
[3037] | 2246 | ResourceManager::DelSingleton();
|
---|
[3057] | 2247 | ShaderManager::DelSingleton();
|
---|
| 2248 |
|
---|
[3059] | 2249 | resourceManager = NULL;
|
---|
[3057] | 2250 | shaderManager = NULL;
|
---|
[2642] | 2251 | }
|
---|
| 2252 |
|
---|
| 2253 |
|
---|
| 2254 | // this function inserts a dezimal point after each 1000
|
---|
[2829] | 2255 | void CalcDecimalPoint(string &str, int d, int len)
|
---|
[2642] | 2256 | {
|
---|
[2827] | 2257 | static vector<int> numbers;
|
---|
| 2258 | numbers.clear();
|
---|
| 2259 |
|
---|
[2829] | 2260 | static string shortStr;
|
---|
| 2261 | shortStr.clear();
|
---|
[2642] | 2262 |
|
---|
[2829] | 2263 | static char hstr[100];
|
---|
| 2264 |
|
---|
[2642] | 2265 | while (d != 0)
|
---|
| 2266 | {
|
---|
| 2267 | numbers.push_back(d % 1000);
|
---|
| 2268 | d /= 1000;
|
---|
| 2269 | }
|
---|
| 2270 |
|
---|
| 2271 | // first element without leading zeros
|
---|
| 2272 | if (numbers.size() > 0)
|
---|
| 2273 | {
|
---|
[2800] | 2274 | sprintf(hstr, "%d", numbers.back());
|
---|
[2829] | 2275 | shortStr.append(hstr);
|
---|
[2642] | 2276 | }
|
---|
| 2277 |
|
---|
[2764] | 2278 | for (int i = (int)numbers.size() - 2; i >= 0; i--)
|
---|
[2642] | 2279 | {
|
---|
[2800] | 2280 | sprintf(hstr, ",%03d", numbers[i]);
|
---|
[2829] | 2281 | shortStr.append(hstr);
|
---|
[2642] | 2282 | }
|
---|
[2829] | 2283 |
|
---|
| 2284 | int dif = len - (int)shortStr.size();
|
---|
| 2285 |
|
---|
| 2286 | for (int i = 0; i < dif; ++ i)
|
---|
| 2287 | {
|
---|
| 2288 | str += " ";
|
---|
| 2289 | }
|
---|
| 2290 |
|
---|
| 2291 | str.append(shortStr);
|
---|
[2764] | 2292 | }
|
---|
| 2293 |
|
---|
| 2294 |
|
---|
| 2295 | void DisplayStats()
|
---|
| 2296 | {
|
---|
[2826] | 2297 | static char msg[9][300];
|
---|
[2764] | 2298 |
|
---|
[2826] | 2299 | static double frameTime = elapsedTime;
|
---|
| 2300 | static double renderTime = algTime;
|
---|
| 2301 |
|
---|
[2818] | 2302 | const float expFactor = 0.1f;
|
---|
[2767] | 2303 |
|
---|
[2802] | 2304 | // if some strange render time spike happened in this frame => don't count
|
---|
[2826] | 2305 | if (elapsedTime < 500) frameTime = elapsedTime * expFactor + (1.0f - expFactor) * elapsedTime;
|
---|
| 2306 |
|
---|
| 2307 | static float rTime = 1000.0f;
|
---|
[2764] | 2308 |
|
---|
[3285] | 2309 | // the render time is used only for the traversal algorithm using glfinish
|
---|
| 2310 | if (algTime < 500) renderTime = algTime * expFactor + (1.0f - expFactor) * renderTime;
|
---|
| 2311 |
|
---|
[2802] | 2312 |
|
---|
[2826] | 2313 | accumulatedTime += elapsedTime;
|
---|
| 2314 |
|
---|
[2776] | 2315 | if (accumulatedTime > 500) // update every fraction of a second
|
---|
[2770] | 2316 | {
|
---|
| 2317 | accumulatedTime = 0;
|
---|
| 2318 |
|
---|
[2826] | 2319 | if (frameTime) fps = 1e3f / (float)frameTime;
|
---|
| 2320 | rTime = renderTime;
|
---|
[2773] | 2321 |
|
---|
[2948] | 2322 | if (renderLightView && shadowTraverser)
|
---|
| 2323 | {
|
---|
| 2324 | renderedTriangles = shadowTraverser->GetStats().mNumRenderedTriangles;
|
---|
| 2325 | renderedObjects = shadowTraverser->GetStats().mNumRenderedGeometry;
|
---|
| 2326 | renderedNodes = shadowTraverser->GetStats().mNumRenderedNodes;
|
---|
| 2327 | }
|
---|
| 2328 | else if (showShadowMap && shadowTraverser)
|
---|
| 2329 | {
|
---|
| 2330 | renderedNodes = traverser->GetStats().mNumRenderedNodes + shadowTraverser->GetStats().mNumRenderedNodes;
|
---|
| 2331 | renderedObjects = traverser->GetStats().mNumRenderedGeometry + shadowTraverser->GetStats().mNumRenderedGeometry;
|
---|
| 2332 | renderedTriangles = traverser->GetStats().mNumRenderedTriangles + shadowTraverser->GetStats().mNumRenderedTriangles;
|
---|
| 2333 | }
|
---|
| 2334 | else
|
---|
| 2335 | {
|
---|
| 2336 | renderedTriangles = traverser->GetStats().mNumRenderedTriangles;
|
---|
| 2337 | renderedObjects = traverser->GetStats().mNumRenderedGeometry;
|
---|
| 2338 | renderedNodes = traverser->GetStats().mNumRenderedNodes;
|
---|
| 2339 | }
|
---|
| 2340 |
|
---|
[2770] | 2341 | traversedNodes = traverser->GetStats().mNumTraversedNodes;
|
---|
| 2342 | frustumCulledNodes = traverser->GetStats().mNumFrustumCulledNodes;
|
---|
| 2343 | queryCulledNodes = traverser->GetStats().mNumQueryCulledNodes;
|
---|
| 2344 | issuedQueries = traverser->GetStats().mNumIssuedQueries;
|
---|
| 2345 | stateChanges = traverser->GetStats().mNumStateChanges;
|
---|
[2800] | 2346 | numBatches = traverser->GetStats().mNumBatches;
|
---|
[2770] | 2347 | }
|
---|
| 2348 |
|
---|
[2764] | 2349 |
|
---|
[3223] | 2350 | ////////////////
|
---|
| 2351 | //-- record stats on walkthrough
|
---|
| 2352 |
|
---|
| 2353 | static float accTime = .0f;
|
---|
| 2354 | static float averageTime = .0f;
|
---|
| 2355 |
|
---|
| 2356 | if (currentReplayFrame > -1)
|
---|
| 2357 | {
|
---|
| 2358 | accTime += frameTime;
|
---|
| 2359 | averageTime = accTime / (currentReplayFrame + 1);
|
---|
| 2360 |
|
---|
| 2361 | if (!statsWriter)
|
---|
[3279] | 2362 | statsWriter = new StatsWriter(statsFilename + ".log");
|
---|
[3223] | 2363 |
|
---|
| 2364 | FrameStats frameStats;
|
---|
| 2365 | frameStats.mFrame = currentReplayFrame;
|
---|
| 2366 | frameStats.mFPS = 1e3f / (float)frameTime;
|
---|
| 2367 | frameStats.mTime = frameTime;
|
---|
| 2368 | frameStats.mNodes = renderedNodes;
|
---|
| 2369 | frameStats.mObjects = renderedObjects;
|
---|
| 2370 | frameStats.mTriangles = renderedTriangles;
|
---|
| 2371 |
|
---|
| 2372 | statsWriter->WriteFrameStats(frameStats);
|
---|
| 2373 | }
|
---|
| 2374 | else if (statsWriter)
|
---|
| 2375 | {
|
---|
| 2376 | Debug << "average frame time " << averageTime << " for traversal algorithm " << renderMode << endl;
|
---|
| 2377 |
|
---|
| 2378 | // reset average frame time
|
---|
[3224] | 2379 | averageTime = accTime = .0f;
|
---|
[3223] | 2380 |
|
---|
| 2381 | DEL_PTR(statsWriter);
|
---|
| 2382 | }
|
---|
| 2383 |
|
---|
| 2384 |
|
---|
[2826] | 2385 | Begin2D();
|
---|
[2808] | 2386 |
|
---|
[2826] | 2387 | glEnable(GL_BLEND);
|
---|
| 2388 | glBlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA);
|
---|
[2764] | 2389 |
|
---|
[2826] | 2390 | if (showHelp)
|
---|
| 2391 | {
|
---|
| 2392 | DrawHelpMessage();
|
---|
| 2393 | }
|
---|
| 2394 | else
|
---|
| 2395 | {
|
---|
[2829] | 2396 | if (showOptions)
|
---|
| 2397 | {
|
---|
| 2398 | glColor4f(0.0f, 0.0f, 0.0f, 0.5f);
|
---|
| 2399 | glRecti(5, winHeight - 95, winWidth * 2 / 3 - 5, winHeight - 5);
|
---|
| 2400 | }
|
---|
| 2401 |
|
---|
| 2402 | if (showStatistics)
|
---|
| 2403 | {
|
---|
| 2404 | glColor4f(0.0f, 0.0f, 0.0f, 0.5f);
|
---|
| 2405 | glRecti(5, winHeight - 165, winWidth * 2 / 3 - 5, winHeight - 100);
|
---|
| 2406 | }
|
---|
| 2407 |
|
---|
| 2408 | glEnable(GL_TEXTURE_2D);
|
---|
[2827] | 2409 | myfont.Begin();
|
---|
[2769] | 2410 |
|
---|
[2826] | 2411 | if (showOptions)
|
---|
| 2412 | {
|
---|
[2829] | 2413 | glColor3f(0.0f, 1.0f, 0.0f);
|
---|
[2826] | 2414 | int i = 0;
|
---|
| 2415 |
|
---|
[3065] | 2416 | static char *renderMethodStr[] =
|
---|
| 2417 | {"forward", "depth pass + forward", "deferred shading", "depth pass + deferred"};
|
---|
[2826] | 2418 | sprintf(msg[i ++], "multiqueries: %d, tight bounds: %d, render queue: %d",
|
---|
[3294] | 2419 | useMultiQueries, (renderMode == RenderTraverser::CHCPLUSPLUS) && useTightBounds, useRenderQueue);
|
---|
[3246] | 2420 | sprintf(msg[i ++], "render technique: %s, use pvss: %d", renderMethodStr[renderMethod], usePvs);
|
---|
[2826] | 2421 | sprintf(msg[i ++], "triangles per virtual leaf: %5d", trianglesPerVirtualLeaf);
|
---|
| 2422 | sprintf(msg[i ++], "assumed visible frames: %4d, max batch size: %4d",
|
---|
| 2423 | assumedVisibleFrames, maxBatchSize);
|
---|
[2808] | 2424 |
|
---|
[2826] | 2425 | for (int j = 0; j < 4; ++ j)
|
---|
[2829] | 2426 | myfont.DrawString(msg[j], 10.0f, winHeight - 5 - j * 20);
|
---|
[2826] | 2427 | }
|
---|
[2808] | 2428 |
|
---|
[2786] | 2429 | if (showStatistics)
|
---|
[2764] | 2430 | {
|
---|
[2829] | 2431 | glColor3f(1.0f, 1.0f, 0.0f);
|
---|
| 2432 |
|
---|
[2948] | 2433 | string objStr, totalObjStr;
|
---|
| 2434 | string triStr, totalTriStr;
|
---|
[2826] | 2435 |
|
---|
[2829] | 2436 | int len = 10;
|
---|
[2948] | 2437 | CalcDecimalPoint(objStr, renderedObjects, len);
|
---|
[3059] | 2438 | CalcDecimalPoint(totalObjStr, (int)resourceManager->GetNumEntities(), len);
|
---|
[2826] | 2439 |
|
---|
[2948] | 2440 | CalcDecimalPoint(triStr, renderedTriangles, len);
|
---|
| 2441 | CalcDecimalPoint(totalTriStr, bvh->GetBvhStats().mTriangles, len);
|
---|
| 2442 |
|
---|
[2826] | 2443 | int i = 4;
|
---|
| 2444 |
|
---|
[3276] | 2445 | if (0) // q: show rendered objects or nodes (no space for both)
|
---|
[2953] | 2446 | {
|
---|
| 2447 | sprintf(msg[i ++], "rendered: %s of %s objects, %s of %s triangles",
|
---|
| 2448 | objStr.c_str(), totalObjStr.c_str(), triStr.c_str(), totalTriStr.c_str());
|
---|
| 2449 | }
|
---|
| 2450 | else
|
---|
| 2451 | {
|
---|
| 2452 | sprintf(msg[i ++], "rendered: %6d of %6d nodes, %s of %s triangles",
|
---|
| 2453 | renderedNodes, bvh->GetNumVirtualNodes(), triStr.c_str(), totalTriStr.c_str());
|
---|
| 2454 | }
|
---|
[2826] | 2455 |
|
---|
[3276] | 2456 | sprintf(msg[i ++], "traversed: %5d, frustum culled: %5d, query culled: %5d nodes",
|
---|
[2826] | 2457 | traversedNodes, frustumCulledNodes, queryCulledNodes);
|
---|
[3251] | 2458 | sprintf(msg[i ++], "issued queries: %5d, state changes: %5d, render batches: %5d",
|
---|
[2826] | 2459 | issuedQueries, stateChanges, numBatches);
|
---|
| 2460 |
|
---|
| 2461 | for (int j = 4; j < 7; ++ j)
|
---|
[2829] | 2462 | myfont.DrawString(msg[j], 10.0f, winHeight - (j + 1) * 20);
|
---|
[2764] | 2463 | }
|
---|
[2790] | 2464 |
|
---|
[3286] | 2465 | glColor3f(0.0f, 1.0f, 0.0f);
|
---|
| 2466 |
|
---|
[3258] | 2467 | static char *alg_str[] = {
|
---|
| 2468 | "Frustum Cull"
|
---|
| 2469 | , "Stop and Wait"
|
---|
| 2470 | , "CHC"
|
---|
| 2471 | , "CHC ++"
|
---|
[3285] | 2472 | //, "Collector"
|
---|
[3258] | 2473 | };
|
---|
[3284] | 2474 |
|
---|
[2827] | 2475 | if (!showAlgorithmTime)
|
---|
[3273] | 2476 | {
|
---|
| 2477 | if (showFPS)
|
---|
[3276] | 2478 | {
|
---|
| 2479 | sprintf(msg[7], "%s: %6.1f fps", alg_str[renderMode], fps);
|
---|
[3292] | 2480 | myfont.DrawString(msg[7], 1.3f, winWidth - 330, winHeight - 10.0f);
|
---|
[3288] | 2481 |
|
---|
| 2482 | //int mrays = (int)shotRays / 1000000;
|
---|
| 2483 | //sprintf(msg[7], "%s: %04d M rays", alg_str[renderMode], mrays);
|
---|
[3292] | 2484 | //myfont.DrawString(msg[7], 1.3f, winWidth - 330, winHeight - 60.0f);
|
---|
[3276] | 2485 | }
|
---|
[3273] | 2486 | }
|
---|
[2827] | 2487 | else
|
---|
[3276] | 2488 | {
|
---|
[2827] | 2489 | sprintf(msg[7], "%s: %6.1f ms", alg_str[renderMode], rTime);
|
---|
[3292] | 2490 | myfont.DrawString(msg[7], 1.3f, winWidth - 330, winHeight - 10.0f);
|
---|
[3276] | 2491 | }
|
---|
[3286] | 2492 |
|
---|
| 2493 | glColor3f(1.0f, 1.0f, 1.0f);
|
---|
[2764] | 2494 | }
|
---|
| 2495 |
|
---|
[3286] | 2496 | glColor3f(1, 1, 1);
|
---|
[2826] | 2497 | glDisable(GL_BLEND);
|
---|
| 2498 | glDisable(GL_TEXTURE_2D);
|
---|
| 2499 |
|
---|
[2792] | 2500 | End2D();
|
---|
[2764] | 2501 | }
|
---|
[2796] | 2502 |
|
---|
| 2503 |
|
---|
| 2504 | void RenderSky()
|
---|
| 2505 | {
|
---|
[2959] | 2506 | if ((renderMethod == RENDER_DEFERRED) || (renderMethod == RENDER_DEPTH_PASS_DEFERRED))
|
---|
[3101] | 2507 | renderState.SetRenderTechnique(DEFERRED);
|
---|
[2958] | 2508 |
|
---|
[3036] | 2509 | const bool useToneMapping =
|
---|
| 2510 | ((renderMethod == RENDER_DEPTH_PASS_DEFERRED) ||
|
---|
| 2511 | (renderMethod == RENDER_DEFERRED)) && useHDR;
|
---|
[3059] | 2512 |
|
---|
[3279] | 2513 | preetham->RenderSkyDome(-light->GetDirection(), camera, &renderState, !useToneMapping, skyDomeScaleFactor);
|
---|
[3212] | 2514 |
|
---|
| 2515 | /// once again reset the renderState just to make sure
|
---|
[3101] | 2516 | renderState.Reset();
|
---|
[2801] | 2517 | }
|
---|
[2796] | 2518 |
|
---|
[2948] | 2519 |
|
---|
[2895] | 2520 | // render visible object from depth pass
|
---|
[2801] | 2521 | void RenderVisibleObjects()
|
---|
| 2522 | {
|
---|
[2955] | 2523 | if (renderMethod == RENDER_DEPTH_PASS_DEFERRED)
|
---|
[2948] | 2524 | {
|
---|
[2950] | 2525 | if (showShadowMap && !renderLightView)
|
---|
[2951] | 2526 | {
|
---|
[3068] | 2527 | // usethe maximal visible distance to focus shadow map
|
---|
[3235] | 2528 | const float newFar = min(camera->GetFar(), traverser->GetMaxVisibleDistance());
|
---|
| 2529 | RenderShadowMap(newFar);
|
---|
[2951] | 2530 | }
|
---|
[3284] | 2531 |
|
---|
[3068] | 2532 | // initialize deferred rendering
|
---|
[2948] | 2533 | InitDeferredRendering();
|
---|
| 2534 | }
|
---|
[2949] | 2535 | else
|
---|
[2950] | 2536 | {
|
---|
[3101] | 2537 | renderState.SetRenderTechnique(FORWARD);
|
---|
[2950] | 2538 | }
|
---|
[2948] | 2539 |
|
---|
[3127] | 2540 |
|
---|
[3068] | 2541 | /////////////////
|
---|
[3101] | 2542 | //-- reset gl renderState before the final visible objects pass
|
---|
[3068] | 2543 |
|
---|
[3101] | 2544 | renderState.Reset();
|
---|
[3068] | 2545 |
|
---|
[2953] | 2546 | glEnableClientState(GL_NORMAL_ARRAY);
|
---|
[3068] | 2547 | /// switch back to smooth shading
|
---|
[3067] | 2548 | glShadeModel(GL_SMOOTH);
|
---|
[3068] | 2549 | /// reset alpha to coverage flag
|
---|
[3101] | 2550 | renderState.SetUseAlphaToCoverage(true);
|
---|
[3067] | 2551 | // clear color
|
---|
| 2552 | glClear(GL_COLOR_BUFFER_BIT);
|
---|
[3039] | 2553 |
|
---|
[3068] | 2554 | // draw only objects having exactly the same depth as the current sample
|
---|
| 2555 | glDepthFunc(GL_EQUAL);
|
---|
[2951] | 2556 |
|
---|
[2949] | 2557 | //cout << "visible: " << (int)traverser->GetVisibleObjects().size() << endl;
|
---|
| 2558 |
|
---|
[3068] | 2559 | SceneEntityContainer::const_iterator sit,
|
---|
[2801] | 2560 | sit_end = traverser->GetVisibleObjects().end();
|
---|
| 2561 |
|
---|
| 2562 | for (sit = traverser->GetVisibleObjects().begin(); sit != sit_end; ++ sit)
|
---|
[2948] | 2563 | {
|
---|
[2801] | 2564 | renderQueue->Enqueue(*sit);
|
---|
[2948] | 2565 | }
|
---|
[3258] | 2566 |
|
---|
[3068] | 2567 | /// now render out everything in one giant pass
|
---|
[2801] | 2568 | renderQueue->Apply();
|
---|
| 2569 |
|
---|
[3068] | 2570 | // switch back to standard depth func
|
---|
[2801] | 2571 | glDepthFunc(GL_LESS);
|
---|
[3101] | 2572 | renderState.Reset();
|
---|
[2949] | 2573 |
|
---|
[3276] | 2574 | PrintGLerror("visible objects");
|
---|
[2801] | 2575 | }
|
---|
| 2576 |
|
---|
| 2577 |
|
---|
[3120] | 2578 | SceneQuery *GetOrCreateSceneQuery()
|
---|
[2801] | 2579 | {
|
---|
[3037] | 2580 | if (!sceneQuery)
|
---|
[3258] | 2581 | {
|
---|
[3101] | 2582 | sceneQuery = new SceneQuery(bvh->GetBox(), traverser, &renderState);
|
---|
[3258] | 2583 | }
|
---|
[3037] | 2584 |
|
---|
[3120] | 2585 | return sceneQuery;
|
---|
| 2586 | }
|
---|
| 2587 |
|
---|
| 2588 |
|
---|
| 2589 | void PlaceViewer(const Vector3 &oldPos)
|
---|
| 2590 | {
|
---|
[2801] | 2591 | Vector3 playerPos = camera->GetPosition();
|
---|
[3120] | 2592 | bool validIntersect = GetOrCreateSceneQuery()->CalcIntersection(playerPos);
|
---|
[2801] | 2593 |
|
---|
[2853] | 2594 | if (validIntersect)
|
---|
[3276] | 2595 | //&& ((playerPos.z - oldPos.z) < bvh->GetBox().Size(2) * 1e-1f))
|
---|
[2801] | 2596 | {
|
---|
| 2597 | camera->SetPosition(playerPos);
|
---|
| 2598 | }
|
---|
[2809] | 2599 | }
|
---|
[2948] | 2600 |
|
---|
| 2601 |
|
---|
[2951] | 2602 | void RenderShadowMap(float newfar)
|
---|
[2948] | 2603 | {
|
---|
[2953] | 2604 | glDisableClientState(GL_NORMAL_ARRAY);
|
---|
[3101] | 2605 | renderState.SetRenderTechnique(DEPTH_PASS);
|
---|
[3038] | 2606 |
|
---|
| 2607 | // hack: disable cull face because of alpha textured balconies
|
---|
| 2608 | glDisable(GL_CULL_FACE);
|
---|
[3101] | 2609 | renderState.LockCullFaceEnabled(true);
|
---|
[3068] | 2610 |
|
---|
| 2611 | /// don't use alpha to coverage for the depth map (problems with fbo rendering)
|
---|
[3101] | 2612 | renderState.SetUseAlphaToCoverage(false);
|
---|
[2948] | 2613 |
|
---|
[3287] | 2614 | const Vector3 lightPos = light->GetDirection() * -1e3f;
|
---|
| 2615 | if (usePvs) LoadOrUpdatePVSs(lightPos);
|
---|
| 2616 |
|
---|
| 2617 |
|
---|
[3101] | 2618 | // change CHC++ set of renderState variables
|
---|
[2980] | 2619 | // this must be done for each change of camera because
|
---|
[2948] | 2620 | // otherwise the temporal coherency is broken
|
---|
[3054] | 2621 | BvhNode::SetCurrentState(LIGHT_PASS);
|
---|
[2948] | 2622 | // hack: temporarily change camera far plane
|
---|
[2951] | 2623 | camera->SetFar(newfar);
|
---|
[2948] | 2624 | // the scene is rendered withouth any shading
|
---|
[3005] | 2625 | shadowMap->ComputeShadowMap(shadowTraverser, viewProjMat);
|
---|
[2948] | 2626 |
|
---|
| 2627 | camera->SetFar(farDist);
|
---|
| 2628 |
|
---|
[3101] | 2629 | renderState.SetUseAlphaToCoverage(true);
|
---|
| 2630 | renderState.LockCullFaceEnabled(false);
|
---|
[3102] | 2631 | glEnable(GL_CULL_FACE);
|
---|
[2948] | 2632 |
|
---|
[2953] | 2633 | glEnableClientState(GL_NORMAL_ARRAY);
|
---|
[3101] | 2634 | // change back renderState
|
---|
[3054] | 2635 | BvhNode::SetCurrentState(CAMERA_PASS);
|
---|
[2952] | 2636 | }
|
---|
[3059] | 2637 |
|
---|
[3068] | 2638 |
|
---|
[3110] | 2639 | /** Touch each material once in order to preload the render queue
|
---|
[3059] | 2640 | bucket id of each material
|
---|
| 2641 | */
|
---|
| 2642 | void PrepareRenderQueue()
|
---|
| 2643 | {
|
---|
| 2644 | for (int i = 0; i < 3; ++ i)
|
---|
| 2645 | {
|
---|
[3101] | 2646 | renderState.SetRenderTechnique(i);
|
---|
[3059] | 2647 |
|
---|
| 2648 | // fill all shapes into the render queue once so we can establish the buckets
|
---|
| 2649 | ShapeContainer::const_iterator sit, sit_end = (*resourceManager->GetShapes()).end();
|
---|
| 2650 |
|
---|
| 2651 | for (sit = (*resourceManager->GetShapes()).begin(); sit != sit_end; ++ sit)
|
---|
| 2652 | {
|
---|
[3071] | 2653 | static Transform3 dummy(IdentityMatrix());
|
---|
[3110] | 2654 | renderQueue->Enqueue(*sit, NULL);
|
---|
[3059] | 2655 | }
|
---|
| 2656 |
|
---|
| 2657 | // just clear queue again
|
---|
| 2658 | renderQueue->Clear();
|
---|
| 2659 | }
|
---|
| 2660 | }
|
---|
| 2661 |
|
---|
| 2662 |
|
---|
[3237] | 2663 | int LoadModel(const string &model, SceneEntityContainer &entities)
|
---|
[3059] | 2664 | {
|
---|
| 2665 | const string filename = string(model_path + model);
|
---|
[3237] | 2666 | int numEntities = 0;
|
---|
| 2667 |
|
---|
[3127] | 2668 | cout << "\nloading model " << filename << endl;
|
---|
[3237] | 2669 |
|
---|
| 2670 | if (numEntities = resourceManager->Load(filename, entities))
|
---|
[3225] | 2671 | {
|
---|
[3127] | 2672 | cout << "model " << filename << " successfully loaded" << endl;
|
---|
[3225] | 2673 | }
|
---|
[3059] | 2674 | else
|
---|
| 2675 | {
|
---|
| 2676 | cerr << "loading model " << filename << " failed" << endl;
|
---|
[3225] | 2677 |
|
---|
[3059] | 2678 | CleanUp();
|
---|
| 2679 | exit(0);
|
---|
| 2680 | }
|
---|
[3237] | 2681 |
|
---|
| 2682 | return numEntities;
|
---|
[3078] | 2683 | }
|
---|
| 2684 |
|
---|
| 2685 |
|
---|
[3316] | 2686 | void CreateAnimation(const Vector3 &pos)
|
---|
[3078] | 2687 | {
|
---|
[3316] | 2688 | //const float b = 5.0f; const float a = 1.5f;
|
---|
| 2689 | const float a = 5.0f; const float b = 1.5f;
|
---|
[3078] | 2690 |
|
---|
| 2691 | VertexArray vertices;
|
---|
| 2692 |
|
---|
[3316] | 2693 | for (int i = 0; i < 360; ++ i)
|
---|
[3078] | 2694 | {
|
---|
[3316] | 2695 | const float angle = (float)i * M_PI / 180.0f;
|
---|
[3078] | 2696 |
|
---|
[3316] | 2697 | Vector3 offs = Vector3(cos(angle) * a, sin(angle) * b, 0);
|
---|
| 2698 | vertices.push_back(pos + offs);
|
---|
| 2699 | }
|
---|
[3080] | 2700 |
|
---|
[3316] | 2701 | /*for (int i = 0; i < 5; ++ i)
|
---|
[3080] | 2702 | {
|
---|
| 2703 | Vector3 offs = Vector3(i, 0, 0);
|
---|
| 2704 | vertices.push_back(center + offs);
|
---|
[3078] | 2705 | }
|
---|
[3080] | 2706 |
|
---|
| 2707 | for (int i = 0; i < 5; ++ i)
|
---|
| 2708 | {
|
---|
[3316] | 2709 | Vector3 offs = Vector3(4 - i, 0, 0);
|
---|
[3080] | 2710 | vertices.push_back(center + offs);
|
---|
[3316] | 2711 | }*/
|
---|
[3080] | 2712 |
|
---|
[3078] | 2713 | motionPath = new MotionPath(vertices);
|
---|
[3214] | 2714 | }
|
---|
| 2715 |
|
---|
[3316] | 2716 |
|
---|
[3215] | 2717 | /** This function returns the number of visible pixels of a
|
---|
| 2718 | bounding box representing the sun.
|
---|
| 2719 | */
|
---|
| 2720 | int TestSunVisible()
|
---|
[3214] | 2721 | {
|
---|
| 2722 | // assume sun is at a far away point along the light vector
|
---|
| 2723 | Vector3 sunPos = light->GetDirection() * -1e3f;
|
---|
| 2724 | sunPos += camera->GetPosition();
|
---|
| 2725 |
|
---|
| 2726 | sunBox->GetTransform()->SetMatrix(TranslationMatrix(sunPos));
|
---|
| 2727 |
|
---|
| 2728 | glBeginQueryARB(GL_SAMPLES_PASSED_ARB, sunQuery);
|
---|
| 2729 |
|
---|
| 2730 | sunBox->Render(&renderState);
|
---|
| 2731 |
|
---|
| 2732 | glEndQueryARB(GL_SAMPLES_PASSED_ARB);
|
---|
| 2733 |
|
---|
| 2734 | GLuint sampleCount;
|
---|
| 2735 |
|
---|
| 2736 | glGetQueryObjectuivARB(sunQuery, GL_QUERY_RESULT_ARB, &sampleCount);
|
---|
| 2737 |
|
---|
[3215] | 2738 | return sampleCount;
|
---|
[3214] | 2739 | }
|
---|
[3244] | 2740 |
|
---|
| 2741 |
|
---|
[3245] | 2742 | static Technique GetVizTechnique()
|
---|
| 2743 | {
|
---|
| 2744 | Technique tech;
|
---|
| 2745 | tech.Init();
|
---|
| 2746 |
|
---|
| 2747 | tech.SetEmmisive(RgbaColor(1.0f, 1.0f, 1.0f, 1.0f));
|
---|
| 2748 | tech.SetDiffuse(RgbaColor(1.0f, 1.0f, 1.0f, 1.0f));
|
---|
| 2749 | tech.SetAmbient(RgbaColor(1.0f, 1.0f, 1.0f, 1.0f));
|
---|
| 2750 |
|
---|
| 2751 | return tech;
|
---|
| 2752 | }
|
---|
| 2753 |
|
---|
| 2754 |
|
---|
[3287] | 2755 | void UpdatePvs(const Vector3 &pos)
|
---|
[3244] | 2756 | {
|
---|
[3245] | 2757 | viewCell = viewCellsTree->GetViewCell(camera->GetPosition());
|
---|
[3244] | 2758 |
|
---|
[3286] | 2759 | const float elapsedAlgorithmTime = applicationTimer.Elapsedms(false);
|
---|
[3245] | 2760 |
|
---|
[3286] | 2761 | // assume 60 FPS, total time is in secs
|
---|
| 2762 | const float raysPerMs = 2.0f * pvsTotalSamples / (pvsTotalTime * 1000.0f);
|
---|
| 2763 | //shotRays = visibilitySolutionInitialState + elapsedAlgorithmTime * raysPerMs;
|
---|
| 2764 | //shotRays += 1000 * raysPerMs / 60.0f;
|
---|
[3285] | 2765 |
|
---|
[3286] | 2766 | //cout << "totalt: " << pvsTotalTime << endl;
|
---|
| 2767 | //cout << "rays per ms: " << raysPerMs << endl;
|
---|
[3284] | 2768 |
|
---|
[3259] | 2769 | SceneEntity::SetCurrentVisibleId(globalVisibleId);
|
---|
[3251] | 2770 |
|
---|
[3259] | 2771 | for (int i = 0; i < viewCell->mPvs.GetSize(); ++ i)
|
---|
[3244] | 2772 | {
|
---|
[3284] | 2773 | PvsEntry entry = viewCell->mPvs.GetEntry(i);
|
---|
[3285] | 2774 | #ifdef USE_TIMESTAMPS
|
---|
[3286] | 2775 | if (!((entry.mTimeStamp < 0.0f) || (entry.mTimeStamp <= shotRays)))
|
---|
| 2776 | continue;
|
---|
[3285] | 2777 | #endif
|
---|
[3286] | 2778 | entry.mEntity->SetVisibleId(globalVisibleId);
|
---|
| 2779 | //numTriangles += entry.mEntity->CountNumTriangles();
|
---|
[3244] | 2780 | }
|
---|
[3245] | 2781 |
|
---|
[3251] | 2782 | ++ globalVisibleId;
|
---|
[3246] | 2783 | }
|
---|
[3245] | 2784 |
|
---|
[3246] | 2785 |
|
---|
| 2786 | void LoadVisibilitySolution()
|
---|
| 2787 | {
|
---|
| 2788 | ///////////
|
---|
| 2789 | //-- load the visibility solution
|
---|
| 2790 |
|
---|
| 2791 | const string vis_filename =
|
---|
| 2792 | string(model_path + visibilitySolution + ".vis");
|
---|
| 2793 |
|
---|
| 2794 | VisibilitySolutionLoader visLoader;
|
---|
| 2795 |
|
---|
[3285] | 2796 | viewCellsTree = visLoader.Load(vis_filename,
|
---|
| 2797 | bvh,
|
---|
| 2798 | pvsTotalSamples,
|
---|
| 2799 | pvsTotalTime,
|
---|
| 2800 | viewCellsScaleFactor);
|
---|
[3247] | 2801 |
|
---|
| 2802 | if (!viewCellsTree)
|
---|
| 2803 | {
|
---|
| 2804 | cerr << "loading pvs failed" << endl;
|
---|
| 2805 | CleanUp();
|
---|
| 2806 | exit(0);
|
---|
| 2807 | }
|
---|
[3246] | 2808 | }
|
---|
| 2809 |
|
---|
| 2810 |
|
---|
| 2811 | void RenderViewCell()
|
---|
| 2812 | {
|
---|
[3245] | 2813 | // render current view cell
|
---|
| 2814 | static Technique vcTechnique = GetVizTechnique();
|
---|
| 2815 |
|
---|
| 2816 | vcTechnique.Render(&renderState);
|
---|
| 2817 | Visualization::RenderBoxForViz(viewCell->GetBox());
|
---|
[3276] | 2818 | }
|
---|
| 2819 |
|
---|
| 2820 |
|
---|
[3279] | 2821 | void LoadPompeiiFloor()
|
---|
[3276] | 2822 | {
|
---|
[3284] | 2823 | AxisAlignedBox3 pompeiiBox =
|
---|
| 2824 | SceneEntity::ComputeBoundingBox(staticObjects);
|
---|
[3276] | 2825 |
|
---|
| 2826 | // todo: dispose texture
|
---|
| 2827 | Texture *floorTex = new Texture(model_path + "stairs.c.01.tif");
|
---|
| 2828 |
|
---|
| 2829 | floorTex->SetBoundaryModeS(Texture::REPEAT);
|
---|
| 2830 | floorTex->SetBoundaryModeT(Texture::REPEAT);
|
---|
| 2831 |
|
---|
| 2832 | floorTex->Create();
|
---|
| 2833 | Material *mymat = resourceManager->CreateMaterial();
|
---|
| 2834 |
|
---|
| 2835 | Technique *tech = mymat->GetDefaultTechnique();
|
---|
| 2836 | tech->SetDiffuse(RgbaColor(1, 1, 1, 1));
|
---|
| 2837 | tech->SetTexture(floorTex);
|
---|
| 2838 |
|
---|
| 2839 | Technique *depthPass = new Technique(*tech);
|
---|
| 2840 | Technique *deferred = new Technique(*tech);
|
---|
| 2841 |
|
---|
| 2842 | depthPass->SetColorWriteEnabled(false);
|
---|
| 2843 | depthPass->SetLightingEnabled(false);
|
---|
| 2844 |
|
---|
[3284] | 2845 | ShaderProgram *defaultFragmentTexProgramMrt =
|
---|
| 2846 | ShaderManager::GetSingleton()->GetShaderProgram("defaultFragmentTexMrt");
|
---|
| 2847 | ShaderProgram *defaultVertexProgramMrt =
|
---|
| 2848 | ShaderManager::GetSingleton()->GetShaderProgram("defaultVertexMrt");
|
---|
[3276] | 2849 |
|
---|
| 2850 | deferred->SetFragmentProgram(defaultFragmentTexProgramMrt);
|
---|
| 2851 | deferred->SetVertexProgram(defaultVertexProgramMrt);
|
---|
| 2852 |
|
---|
| 2853 | deferred->GetFragmentProgramParameters()->SetViewMatrixParam(0);
|
---|
| 2854 | deferred->GetVertexProgramParameters()->SetModelMatrixParam(1);
|
---|
| 2855 | deferred->GetVertexProgramParameters()->SetOldModelMatrixParam(2);
|
---|
| 2856 |
|
---|
| 2857 | deferred->SetTexture(floorTex);
|
---|
| 2858 |
|
---|
| 2859 | mymat->AddTechnique(deferred);
|
---|
| 2860 | mymat->AddTechnique(depthPass);
|
---|
| 2861 |
|
---|
| 2862 |
|
---|
| 2863 | //const Vector3 offs(1300.0f, -2500.0f, .0f);
|
---|
| 2864 | const Vector3 offs(pompeiiBox.Center(0), pompeiiBox.Center(1), 0);
|
---|
| 2865 | Matrix4x4 moffs = TranslationMatrix(offs);
|
---|
| 2866 |
|
---|
| 2867 | Plane3 plane;
|
---|
| 2868 | Transform3 *mytrafo = resourceManager->CreateTransform(moffs);
|
---|
| 2869 |
|
---|
| 2870 | SceneEntity *myplane =
|
---|
| 2871 | SceneEntityConverter().ConvertPlane(plane,
|
---|
| 2872 | pompeiiBox.Size(0),
|
---|
| 2873 | pompeiiBox.Size(1),
|
---|
| 2874 | 5,
|
---|
| 2875 | 5,
|
---|
| 2876 | mymat,
|
---|
| 2877 | mytrafo);
|
---|
| 2878 |
|
---|
| 2879 | resourceManager->AddSceneEntity(myplane);
|
---|
| 2880 | staticObjects.push_back(myplane);
|
---|
[3287] | 2881 | }
|
---|
| 2882 |
|
---|
| 2883 |
|
---|
| 2884 | void LoadOrUpdatePVSs(const Vector3 &pos)
|
---|
| 2885 | {
|
---|
| 2886 | if (!viewCellsTree)
|
---|
| 2887 | {
|
---|
| 2888 | LoadVisibilitySolution();
|
---|
| 2889 | applicationTimer.Start();
|
---|
| 2890 | shotRays = visibilitySolutionInitialState;
|
---|
| 2891 | }
|
---|
| 2892 |
|
---|
| 2893 | if (viewCellsTree) UpdatePvs(pos);
|
---|
[3316] | 2894 | }
|
---|
| 2895 |
|
---|
| 2896 |
|
---|
| 2897 | void CreateNewInstance(SceneEntity *parent, const Vector3 &pos)
|
---|
| 2898 | {
|
---|
| 2899 | SceneEntity *ent = new SceneEntity(*parent);
|
---|
| 2900 | resourceManager->AddSceneEntity(ent);
|
---|
| 2901 |
|
---|
| 2902 | Matrix4x4 transl = TranslationMatrix(pos);
|
---|
| 2903 | Transform3 *transform = resourceManager->CreateTransform(transl);
|
---|
| 2904 |
|
---|
| 2905 | ent->SetTransform(transform);
|
---|
| 2906 | dynamicObjects.push_back(ent);
|
---|
| 2907 | //Debug << "positions: " << newPos << endl;
|
---|
[3246] | 2908 | } |
---|