1 | // occquery.cpp : Defines the entry point for the console application.
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2 | //
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3 | #include <math.h>
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4 | #include <time.h>
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5 | #include "common.h"
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6 | #include "glInterface.h"
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7 | #include "RenderTraverser.h"
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8 | #include "SceneEntity.h"
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9 | #include "Vector3.h"
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10 | #include "Matrix4x4.h"
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11 | #include "BinaryLoader.h"
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12 | #include "Bvh.h"
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13 | #include "Camera.h"
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14 | #include "Geometry.h"
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15 | #include "BvhLoader.h"
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16 | #include "FrustumCullingTraverser.h"
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17 | #include "StopAndWaitTraverser.h"
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18 | #include "CHCTraverser.h"
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19 | #include "CHCPlusPlusTraverser.h"
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20 | #include "Visualization.h"
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21 | #include "RenderState.h"
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22 |
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23 |
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24 |
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25 | using namespace std;
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26 | using namespace CHCDemoEngine;
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27 |
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28 |
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29 |
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30 | /// the renderable scene geometry
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31 | SceneEntityContainer sceneEntities;
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32 | // traverses and renders the hierarchy
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33 | RenderTraverser *traverser = NULL;
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34 | /// the hierarchy
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35 | Bvh *bvh = NULL;
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36 | /// handles scene loading
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37 | BinaryLoader *loader = NULL;
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38 | /// the scene camera
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39 | Camera *camera = NULL;
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40 | /// the visualization
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41 | Visualization *visualization = NULL;
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42 | /// the current render state
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43 | RenderState state;
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44 | /// the rendering algorithm
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45 | int renderMode = RenderTraverser::CULL_FRUSTUM;
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46 | // eye near plane distance
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47 | float nearDist = 0.1f;
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48 | /// the pixel threshold where a node is still considered invisible
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49 | int threshold;
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50 |
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51 | int assumedVisibleFrames = 10;
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52 | int maxBatchSize = 50;
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53 |
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54 | const float keyForwardMotion = 0.5f;
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55 | const float keyRotation = 0.05f;
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56 |
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57 | int winWidth = 1024;
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58 | int winHeight = 768;
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59 | float winAspectRatio = 1.0f;
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60 |
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61 | double accumulatedTime = 1000;
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62 | float fps = 1e3f;
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63 |
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64 | int renderedObjects = 0;
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65 | int renderedNodes = 0;
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66 | int renderedTriangles = 0;
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67 |
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68 | int issuedQueries = 0;
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69 | int traversedNodes = 0;
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70 | int frustumCulledNodes = 0;
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71 | int queryCulledNodes = 0;
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72 | int stateChanges = 0;
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73 |
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74 | bool showHelp = false;
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75 | bool showStatistics = true;
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76 | bool showOptions = true;
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77 | bool showBoundingVolumes = false;
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78 | bool visMode = false;
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79 |
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80 | // mouse navigation state
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81 | int xEyeBegin, yEyeBegin, yMotionBegin = 0;
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82 | int verticalMotionBegin, horizontalMotionBegin = 0;
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83 |
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84 | bool useOptimization = false;
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85 | bool useTightBounds = true;
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86 | bool useRenderQueue = false;
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87 | bool useMultiQueries = true;
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88 |
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89 | float rotation = 0;
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90 |
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91 | Matrix4x4 visView = IdentityMatrix();
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92 |
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93 | bool leftKeyPressed = false;
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94 | bool rightKeyPressed = false;
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95 | bool upKeyPressed = false;
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96 | bool downKeyPressed = false;
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97 |
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98 | void InitExtensions();
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99 | void DisplayVisualization();
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100 | void InitGLstate();
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101 | void CleanUp();
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102 | void SetupEyeView();
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103 | void UpdateEyeMtx();
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104 | void SetupLighting();
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105 | void DisplayStats();
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106 | void Output(int x, int y, const char *string);
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107 | void DrawHelpMessage();
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108 |
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109 | void Begin2D();
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110 | void End2D();
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111 | void KeyBoard(unsigned char c, int x, int y);
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112 | void DrawStatistics();
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113 | void Display();
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114 | void Special(int c, int x, int y);
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115 | void KeyUp(unsigned char c, int x, int y);
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116 | void SpecialKeyUp(int c, int x, int y);
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117 | void Reshape(int w, int h);
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118 | void Mouse(int button, int state, int x, int y);
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119 | void LeftMotion(int x, int y);
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120 | void RightMotion(int x, int y);
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121 | void MiddleMotion(int x, int y);
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122 | void SetupVisView();
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123 | void CalcDecimalPoint(string &str, int d);
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124 | void ResetTraverser();
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125 |
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126 | void KeyHorizontalMotion(float shift);
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127 | void KeyRotate(float angle);
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128 |
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129 |
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130 |
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131 | int main(int argc, char* argv[])
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132 | {
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133 | int returnCode = 0;
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134 |
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135 | #ifdef _CRT_SET
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136 |
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137 | //Now just call this function at the start of your program and if you're
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138 | //compiling in debug mode (F5), any leaks will be displayed in the Output
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139 | //window when the program shuts down. If you're not in debug mode this will
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140 | //be ignored. Use it as you will!
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141 | //note: from GDNet Direct [3.8.04 - 3.14.04] void detectMemoryLeaks() {
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142 |
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143 | _CrtSetDbgFlag(_CRTDBG_LEAK_CHECK_DF|_CRTDBG_ALLOC_MEM_DF);
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144 | _CrtSetReportMode(_CRT_ASSERT,_CRTDBG_MODE_FILE);
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145 | _CrtSetReportFile(_CRT_ASSERT,_CRTDBG_FILE_STDERR);
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146 | #endif
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147 |
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148 |
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149 | camera = new Camera(winWidth, winHeight, 60);
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150 | camera->SetNear(nearDist);
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151 |
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152 | glutInitWindowSize(winWidth, winHeight);
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153 | glutInit(&argc, argv);
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154 | glutInitDisplayMode(GLUT_DOUBLE | GLUT_RGBA | GLUT_DEPTH);
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155 |
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156 | glutCreateWindow("Coherent Hierarchical Culling");
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157 |
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158 | glutDisplayFunc(Display);
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159 | glutKeyboardFunc(KeyBoard);
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160 | glutSpecialFunc(Special);
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161 | glutReshapeFunc(Reshape);
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162 | glutMouseFunc(Mouse);
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163 | glutIdleFunc(Display);
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164 | glutKeyboardUpFunc(KeyUp);
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165 | glutSpecialUpFunc(SpecialKeyUp);
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166 | glutIgnoreKeyRepeat(true);
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167 |
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168 | InitExtensions();
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169 | InitGLstate();
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170 |
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171 | LeftMotion(0, 0);
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172 | MiddleMotion(0, 0);
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173 |
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174 |
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175 | loader = new BinaryLoader();
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176 |
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177 | //const string filename("data/city/model/city.dem");
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178 | const string filename = string(model_path + "city.dem");
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179 |
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180 | if (loader->Load(filename, sceneEntities))
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181 | cout << "scene " << filename << " loaded" << endl;
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182 | else
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183 | {
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184 | cerr << "loading scene " << filename << " failed" << endl;
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185 | CleanUp();
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186 | exit(0);
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187 | }
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188 |
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189 | const string bvh_filename = string(model_path + "city.bvh");
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190 | BvhLoader bvhLoader;
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191 | bvh = bvhLoader.Load(bvh_filename, sceneEntities);
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192 | //bvh = bvhLoader.Load("data/city/model/city.bvh", sceneEntities);
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193 |
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194 | if (!bvh)
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195 | {
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196 | cerr << "loading bvh " << bvh_filename << " failed" << endl;
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197 | CleanUp();
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198 | exit(0);
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199 | }
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200 |
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201 | bvh->SetCamera(camera);
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202 | ResetTraverser();
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203 |
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204 | camera->SetDirection(Vector3(0.961829f, 0.273652f, 0.0f));
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205 | camera->SetPosition(Vector3(483.398f, 242.364f, 186.078f));
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206 |
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207 | visualization = new Visualization(bvh, camera, NULL, &state);
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208 |
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209 | glutMainLoop();
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210 |
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211 | // clean up
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212 | CleanUp();
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213 |
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214 | return 0;
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215 | }
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216 |
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217 |
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218 | void InitGLstate(void)
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219 | {
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220 | glClearColor(0.5f, 0.5f, 0.8f, 0.0f);
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221 |
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222 | glPixelStorei(GL_UNPACK_ALIGNMENT, 1);
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223 | glPixelStorei(GL_PACK_ALIGNMENT,1);
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224 |
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225 | glDepthFunc(GL_LESS);
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226 | glEnable(GL_DEPTH_TEST);
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227 |
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228 | SetupLighting();
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229 |
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230 | glColor3f(1.0f, 1.0f, 1.0f);
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231 | glShadeModel(GL_SMOOTH);
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232 |
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233 | glMaterialf(GL_FRONT, GL_SHININESS, 64);
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234 | glEnable(GL_NORMALIZE);
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235 |
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236 | //glEnable(GL_ALPHA_TEST);
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237 | glDisable(GL_ALPHA_TEST);
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238 | glAlphaFunc(GL_GEQUAL, 0.1f);
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239 |
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240 | glFrontFace(GL_CCW);
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241 | glCullFace(GL_BACK);
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242 | glEnable(GL_CULL_FACE);
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243 | //glDisable(GL_CULL_FACE);
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244 |
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245 |
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246 | GLfloat ambientColor[] = {0.5, 0.5, 0.5, 1.0};
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247 | GLfloat diffuseColor[] = {1.0, 0.0, 0.0, 1.0};
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248 | GLfloat specularColor[] = {0.0, 0.0, 0.0, 1.0};
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249 |
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250 | glMaterialfv(GL_FRONT, GL_AMBIENT, ambientColor);
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251 | glMaterialfv(GL_FRONT, GL_DIFFUSE, diffuseColor);
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252 | glMaterialfv(GL_FRONT, GL_SPECULAR, specularColor);
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253 | }
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254 |
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255 |
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256 | void DrawHelpMessage(void)
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257 | {
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258 | const char *message[] =
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259 | {
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260 | "Help information",
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261 | "",
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262 | "'F1' - shows/dismisses this message",
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263 | "'F2' - shows/hides statistics",
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264 | "'F3' - shows/hides bounds (boxes or tight bounds)",
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265 | "'F4' - shows/hides bird eye view",
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266 | "'f5', - load helpScreen",
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267 | "'SPACE' - cycles through occlusion culling algorithms",
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268 | "",
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269 | "'MOUSE-LEFT' - turn left/right, move forward/backward",
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270 | "'MOUSE-RIGHT' - turn left/right, move forward/backward",
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271 | "'MOUSE-MIDDLE' - move up/down, left/right",
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272 | "'CURSOR UP' - move forward",
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273 | "'CURSOR BACK' - move backward",
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274 | "'CURSOR RIGHT' - turn right",
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275 | "'CURSOR LEFT' - turn left",
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276 | "",
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277 | "'-' - decreases max batch size",
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278 | "'+' - increases max batch size",
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279 | "'6' - decrease assumed visible frames",
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280 | "'7' - increase assumed visible frames",
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281 | "'8' - upward motion",
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282 | "'9' - downward motion",
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283 | "",
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284 | "'R' - use render queue",
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285 | "'B' - use tight bounds",
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286 | "'M' - use multiqueries",
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287 | "'O' - use CHC optimization (geometry queries for leaves)",
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288 | 0,
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289 | };
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290 |
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291 |
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292 | int x = 40, y = 60;
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293 |
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294 | glBlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA);
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295 | glEnable(GL_BLEND);
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296 | glColor4f(0.0f, 1.0f , 0.0f, 0.2f); // 20% green.
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297 |
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298 | // Drawn clockwise because the flipped Y axis flips CCW and CW.
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299 | glRecti(winWidth - 30, 30, 30, winHeight - 30);
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300 |
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301 | glDisable(GL_BLEND);
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302 |
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303 | glColor3f(1.0f, 1.0f, 1.0f);
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304 |
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305 | for(int i = 0; message[i] != 0; i++)
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306 | {
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307 | if(message[i][0] == '\0')
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308 | {
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309 | y += 15;
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310 | }
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311 | else
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312 | {
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313 | Output(x, y, message[i]);
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314 | y += 20;
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315 | }
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316 | }
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317 | }
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318 |
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319 |
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320 | void ResetTraverser()
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321 | {
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322 | DEL_PTR(traverser);
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323 |
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324 | bvh->ResetNodeClassifications();
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325 |
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326 | switch (renderMode)
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327 | {
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328 | case RenderTraverser::CULL_FRUSTUM:
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329 | traverser = new FrustumCullingTraverser();
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330 | break;
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331 | case RenderTraverser::STOP_AND_WAIT:
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332 | traverser = new StopAndWaitTraverser();
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333 | break;
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334 | case RenderTraverser::CHC:
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335 | traverser = new CHCTraverser();
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336 | break;
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337 | case RenderTraverser::CHCPLUSPLUS:
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338 | traverser = new CHCPlusPlusTraverser();
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339 | break;
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340 |
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341 | default:
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342 | traverser = new FrustumCullingTraverser();
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343 | }
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344 |
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345 | traverser->SetCamera(camera);
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346 | traverser->SetHierarchy(bvh);
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347 | traverser->SetRenderState(&state);
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348 | traverser->SetUseOptimization(useOptimization);
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349 | traverser->SetUseRenderQueue(useRenderQueue);
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350 | traverser->SetVisibilityThreshold(threshold);
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351 | traverser->SetAssumedVisibleFrames(assumedVisibleFrames);
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352 | traverser->SetMaxBatchSize(maxBatchSize);
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353 | traverser->SetUseMultiQueries(useMultiQueries);
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354 | traverser->SetUseTightBounds(useTightBounds);
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355 | }
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356 |
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357 |
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358 | void SetupLighting()
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359 | {
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360 | glEnable(GL_LIGHTING);
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361 | glEnable(GL_LIGHT0);
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362 | glEnable(GL_LIGHT1);
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363 |
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364 | //GLfloat ambient[] = {0.5, 0.5, 0.5, 1.0};
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365 | GLfloat ambient[] = {0.2, 0.2, 0.2, 1.0};
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366 | GLfloat diffuse[] = {1.0, 1.0, 1.0, 1.0};
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367 | GLfloat specular[] = {1.0, 1.0, 1.0, 1.0};
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368 |
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369 | GLfloat lmodel_ambient[] = {0.5f, 0.5f, 0.5f, 1.0f};
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370 | //GLfloat lmodel_ambient[] = {0.2f, 0.2f, 0.2f, 1.0f};
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371 |
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372 | glLightfv(GL_LIGHT0, GL_AMBIENT, ambient);
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373 | glLightfv(GL_LIGHT0, GL_DIFFUSE, diffuse);
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374 | glLightfv(GL_LIGHT0, GL_SPECULAR, specular);
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375 |
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376 | GLfloat position[] = {1.0, 1.0, 1.0, 0.0};
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377 | glLightfv(GL_LIGHT0, GL_POSITION, position);
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378 |
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379 |
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380 | ////////////
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381 | //-- second light
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382 |
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383 | GLfloat ambient1[] = {0.5, 0.5, 0.5, 1.0};
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384 | //GLfloat diffuse1[] = {1.0, 1.0, 1.0, 1.0};
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385 | GLfloat diffuse1[] = {0.5, 0.5, 0.5, 1.0};
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386 | GLfloat specular1[] = {0.5, 0.5, 0.5, 1.0};
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387 |
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388 | glLightfv(GL_LIGHT1, GL_AMBIENT, ambient1);
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389 | glLightfv(GL_LIGHT1, GL_DIFFUSE, diffuse1);
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390 | glLightfv(GL_LIGHT1, GL_SPECULAR, specular1);
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391 |
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392 | GLfloat position1[] = {0.0, 1.0, 0.0, 1.0};
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393 | glLightfv(GL_LIGHT1, GL_POSITION, position1);
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394 |
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395 | glLightModelfv(GL_LIGHT_MODEL_AMBIENT, lmodel_ambient);
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396 | glLightModeli(GL_LIGHT_MODEL_LOCAL_VIEWER, GL_TRUE);
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397 | //glLightModeli(GL_LIGHT_MODEL_LOCAL_VIEWER, GL_FALSE);
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398 | //glLightModeli(GL_LIGHT_MODEL_COLOR_CONTROL_EXT, GL_SEPARATE_SPECULAR_COLOR_EXT);
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399 | glLightModeli(GL_LIGHT_MODEL_COLOR_CONTROL_EXT, GL_SINGLE_COLOR_EXT);
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400 |
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401 | }
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402 |
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403 | void SetupEyeView(void)
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404 | {
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405 | glMatrixMode(GL_PROJECTION);
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406 | glLoadIdentity();
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407 |
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408 | gluPerspective(60.0f, 1.0f / winAspectRatio, nearDist, 2.0f * Magnitude(bvh->GetBox().Diagonal()));
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409 |
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410 | glMatrixMode(GL_MODELVIEW);
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411 | camera->SetupCameraView();
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412 |
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413 | GLfloat position[] = {0.8f, 1.0f, 1.5f, 0.0f};
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414 | glLightfv(GL_LIGHT0, GL_POSITION, position);
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415 |
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416 | GLfloat position1[] = {bvh->GetBox().Center().x, bvh->GetBox().Max().y, bvh->GetBox().Center().z, 1.0f};
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417 | glLightfv(GL_LIGHT1, GL_POSITION, position1);
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418 | }
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419 |
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420 |
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421 | void KeyRotate(float angle)
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422 | {
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423 | Vector3 viewDir = camera->GetDirection();
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424 | // rotate view vector
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425 | Matrix4x4 rot = RotationZMatrix(angle);
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426 | viewDir = rot * viewDir;
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427 | camera->SetDirection(viewDir);
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428 | }
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429 |
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430 |
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431 | void KeyHorizontalMotion(float shift)
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432 | {
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433 | Vector3 hvec = camera->GetDirection();
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434 | hvec.z = 0;
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435 |
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436 | Vector3 pos = camera->GetPosition();
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437 | pos += hvec * shift;
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438 |
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439 | camera->SetPosition(pos);
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440 | }
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441 |
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442 |
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443 | void Display()
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444 | {
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445 | if (leftKeyPressed)
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446 | KeyRotate(keyRotation);
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447 | if (rightKeyPressed)
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448 | KeyRotate(-keyRotation);
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449 | if (upKeyPressed)
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450 | KeyHorizontalMotion(keyForwardMotion);
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451 | if (downKeyPressed)
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452 | KeyHorizontalMotion(-keyForwardMotion);
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453 |
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454 | glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT);
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455 |
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456 | // bring eye modelview matrix up-to-date
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457 | SetupEyeView();
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458 |
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459 | // actually render the scene geometry using one of the specified algorithms
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460 | traverser->RenderScene();
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461 |
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462 | if (visMode) DisplayVisualization();
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463 |
|
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464 | DisplayStats();
|
---|
465 |
|
---|
466 | glutSwapBuffers();
|
---|
467 | }
|
---|
468 |
|
---|
469 |
|
---|
470 | #pragma warning( disable : 4100 )
|
---|
471 | void KeyBoard(unsigned char c, int x, int y)
|
---|
472 | {
|
---|
473 | // used to avoid vertical motion with the keys
|
---|
474 | Vector3 hvec = Vector3(camera->GetDirection()[0], camera->GetDirection()[1], 0.0f);
|
---|
475 | Vector3 uvec = Vector3(0, 0, 1);
|
---|
476 |
|
---|
477 | switch(c)
|
---|
478 | {
|
---|
479 | case 27:
|
---|
480 | CleanUp();
|
---|
481 | exit(0);
|
---|
482 | break;
|
---|
483 | case 32: //space
|
---|
484 | renderMode = (renderMode + 1) % RenderTraverser::NUM_RENDERMODES;
|
---|
485 | ResetTraverser();
|
---|
486 | break;
|
---|
487 | case 'h':
|
---|
488 | case 'H':
|
---|
489 | showHelp = !showHelp;
|
---|
490 | break;
|
---|
491 | case '+':
|
---|
492 | maxBatchSize += 10;
|
---|
493 | traverser->SetMaxBatchSize(maxBatchSize);
|
---|
494 | break;
|
---|
495 | case '-':
|
---|
496 | maxBatchSize -= 10;
|
---|
497 | if (maxBatchSize < 0) maxBatchSize = 1;
|
---|
498 | traverser->SetMaxBatchSize(maxBatchSize);
|
---|
499 | break;
|
---|
500 | case '6':
|
---|
501 | assumedVisibleFrames -= 1;
|
---|
502 | if (assumedVisibleFrames < 1) assumedVisibleFrames = 1;
|
---|
503 | traverser->SetAssumedVisibleFrames(assumedVisibleFrames);
|
---|
504 | break;
|
---|
505 | case '7':
|
---|
506 | assumedVisibleFrames += 1;
|
---|
507 | traverser->SetAssumedVisibleFrames(assumedVisibleFrames);
|
---|
508 | break;
|
---|
509 | case 'M':
|
---|
510 | case 'm':
|
---|
511 | useMultiQueries = !useMultiQueries;
|
---|
512 | traverser->SetUseMultiQueries(useMultiQueries);
|
---|
513 | break;
|
---|
514 | case '8':
|
---|
515 | {
|
---|
516 | Vector3 pos = camera->GetPosition();
|
---|
517 | pos += uvec * keyForwardMotion;
|
---|
518 | camera->SetPosition(pos);
|
---|
519 | break;
|
---|
520 | }
|
---|
521 | case '9':
|
---|
522 | {
|
---|
523 | Vector3 pos = camera->GetPosition();
|
---|
524 | pos -= uvec * keyForwardMotion;
|
---|
525 | camera->SetPosition(pos);
|
---|
526 | break;
|
---|
527 | }
|
---|
528 | case 'o':
|
---|
529 | case 'O':
|
---|
530 | useOptimization = !useOptimization;
|
---|
531 | traverser->SetUseOptimization(useOptimization);
|
---|
532 | break;
|
---|
533 | case 'a':
|
---|
534 | case 'A':
|
---|
535 | {
|
---|
536 | leftKeyPressed = true;
|
---|
537 | KeyRotate(keyRotation);
|
---|
538 | }
|
---|
539 | break;
|
---|
540 | case 'd':
|
---|
541 | case 'D':
|
---|
542 | {
|
---|
543 | rightKeyPressed = true;
|
---|
544 | KeyRotate(-keyRotation);
|
---|
545 | }
|
---|
546 | break;
|
---|
547 | case 'w':
|
---|
548 | case 'W':
|
---|
549 | {
|
---|
550 | upKeyPressed = true;
|
---|
551 | KeyHorizontalMotion(keyForwardMotion);
|
---|
552 | }
|
---|
553 | break;
|
---|
554 | case 'x':
|
---|
555 | case 'X':
|
---|
556 | {
|
---|
557 | downKeyPressed = true;
|
---|
558 | KeyHorizontalMotion(-keyForwardMotion);
|
---|
559 | }
|
---|
560 | break;
|
---|
561 | case 'r':
|
---|
562 | case 'R':
|
---|
563 | {
|
---|
564 | useRenderQueue = !useRenderQueue;
|
---|
565 | traverser->SetUseRenderQueue(useRenderQueue);
|
---|
566 | }
|
---|
567 | break;
|
---|
568 | case 'b':
|
---|
569 | case 'B':
|
---|
570 | {
|
---|
571 | useTightBounds = !useTightBounds;
|
---|
572 | traverser->SetUseTightBounds(useTightBounds);
|
---|
573 | }
|
---|
574 | break;
|
---|
575 |
|
---|
576 |
|
---|
577 |
|
---|
578 | default:
|
---|
579 | return;
|
---|
580 | }
|
---|
581 |
|
---|
582 | glutPostRedisplay();
|
---|
583 | }
|
---|
584 |
|
---|
585 |
|
---|
586 | void SpecialKeyUp(int c, int x, int y)
|
---|
587 | {
|
---|
588 | switch (c)
|
---|
589 | {
|
---|
590 | case GLUT_KEY_LEFT:
|
---|
591 | leftKeyPressed = false;
|
---|
592 | break;
|
---|
593 | case GLUT_KEY_RIGHT:
|
---|
594 | rightKeyPressed = false;
|
---|
595 | break;
|
---|
596 | case GLUT_KEY_UP:
|
---|
597 | upKeyPressed = false;
|
---|
598 | break;
|
---|
599 | case GLUT_KEY_DOWN:
|
---|
600 | downKeyPressed = false;
|
---|
601 | break;
|
---|
602 | default:
|
---|
603 | return;
|
---|
604 | }
|
---|
605 | //glutPostRedisplay();
|
---|
606 | }
|
---|
607 |
|
---|
608 |
|
---|
609 | void KeyUp(unsigned char c, int x, int y)
|
---|
610 | {
|
---|
611 | switch (c)
|
---|
612 | {
|
---|
613 | case 'A':
|
---|
614 | case 'a':
|
---|
615 | leftKeyPressed = false;
|
---|
616 | break;
|
---|
617 | case 'D':
|
---|
618 | case 'd':
|
---|
619 | rightKeyPressed = false;
|
---|
620 | break;
|
---|
621 | case 'W':
|
---|
622 | case 'w':
|
---|
623 | upKeyPressed = false;
|
---|
624 | break;
|
---|
625 | case 'X':
|
---|
626 | case 'x':
|
---|
627 | downKeyPressed = false;
|
---|
628 | break;
|
---|
629 | default:
|
---|
630 | return;
|
---|
631 | }
|
---|
632 | //glutPostRedisplay();
|
---|
633 | }
|
---|
634 |
|
---|
635 |
|
---|
636 | void Special(int c, int x, int y)
|
---|
637 | {
|
---|
638 | // used to avoid vertical motion with the keys
|
---|
639 | Vector3 hvec = Vector3(camera->GetDirection()[0], camera->GetDirection()[1], 0.0f);
|
---|
640 |
|
---|
641 | switch(c)
|
---|
642 | {
|
---|
643 | case GLUT_KEY_F1:
|
---|
644 | showHelp = !showHelp;
|
---|
645 | break;
|
---|
646 | case GLUT_KEY_F2:
|
---|
647 | showStatistics = !showStatistics;
|
---|
648 | break;
|
---|
649 | case GLUT_KEY_F3:
|
---|
650 | showBoundingVolumes = !showBoundingVolumes;
|
---|
651 | traverser->SetShowBounds(showBoundingVolumes);
|
---|
652 | break;
|
---|
653 | case GLUT_KEY_F4:
|
---|
654 | visMode = !visMode;
|
---|
655 | break;
|
---|
656 | case GLUT_KEY_F5:
|
---|
657 | showOptions = !showOptions;
|
---|
658 | break;
|
---|
659 | case GLUT_KEY_LEFT:
|
---|
660 | {
|
---|
661 | leftKeyPressed = true;
|
---|
662 | KeyRotate(keyRotation);
|
---|
663 | }
|
---|
664 | break;
|
---|
665 | case GLUT_KEY_RIGHT:
|
---|
666 | {
|
---|
667 | rightKeyPressed = true;
|
---|
668 | KeyRotate(-keyRotation);
|
---|
669 | }
|
---|
670 | break;
|
---|
671 | case GLUT_KEY_UP:
|
---|
672 | {
|
---|
673 | upKeyPressed = true;
|
---|
674 | KeyHorizontalMotion(keyForwardMotion);
|
---|
675 | }
|
---|
676 | break;
|
---|
677 | case GLUT_KEY_DOWN:
|
---|
678 | {
|
---|
679 | downKeyPressed = true;
|
---|
680 | KeyHorizontalMotion(-keyForwardMotion);
|
---|
681 | }
|
---|
682 | break;
|
---|
683 | default:
|
---|
684 | return;
|
---|
685 |
|
---|
686 | }
|
---|
687 |
|
---|
688 | glutPostRedisplay();
|
---|
689 | }
|
---|
690 |
|
---|
691 | #pragma warning( default : 4100 )
|
---|
692 |
|
---|
693 |
|
---|
694 | void Reshape(int w, int h)
|
---|
695 | {
|
---|
696 | winAspectRatio = 1.0f;
|
---|
697 |
|
---|
698 | glViewport(0, 0, w, h);
|
---|
699 |
|
---|
700 | winWidth = w;
|
---|
701 | winHeight = h;
|
---|
702 |
|
---|
703 | if (w) winAspectRatio = (float) h / (float) w;
|
---|
704 |
|
---|
705 | glMatrixMode(GL_PROJECTION);
|
---|
706 | glLoadIdentity();
|
---|
707 |
|
---|
708 | gluPerspective(60.0f, 1.0f / winAspectRatio, nearDist, 2.0f * Magnitude(bvh->GetBox().Diagonal()));
|
---|
709 |
|
---|
710 | glMatrixMode(GL_MODELVIEW);
|
---|
711 |
|
---|
712 | glutPostRedisplay();
|
---|
713 | }
|
---|
714 |
|
---|
715 |
|
---|
716 | void Mouse(int button, int state, int x, int y)
|
---|
717 | {
|
---|
718 | if ((button == GLUT_LEFT_BUTTON) && (state == GLUT_DOWN))
|
---|
719 | {
|
---|
720 | xEyeBegin = x;
|
---|
721 | yMotionBegin = y;
|
---|
722 |
|
---|
723 | glutMotionFunc(LeftMotion);
|
---|
724 | }
|
---|
725 | else if ((button == GLUT_RIGHT_BUTTON) && (state == GLUT_DOWN))
|
---|
726 | {
|
---|
727 | yEyeBegin = y;
|
---|
728 | yMotionBegin = y;
|
---|
729 |
|
---|
730 | glutMotionFunc(RightMotion);
|
---|
731 | }
|
---|
732 | else if ((button == GLUT_MIDDLE_BUTTON) && (state == GLUT_DOWN))
|
---|
733 | {
|
---|
734 | horizontalMotionBegin = x;
|
---|
735 | verticalMotionBegin = y;
|
---|
736 | glutMotionFunc(MiddleMotion);
|
---|
737 | }
|
---|
738 |
|
---|
739 | glutPostRedisplay();
|
---|
740 | }
|
---|
741 |
|
---|
742 |
|
---|
743 | /** rotation for left/right mouse drag
|
---|
744 | motion for up/down mouse drag
|
---|
745 | */
|
---|
746 | void LeftMotion(int x, int y)
|
---|
747 | {
|
---|
748 | static float eyeXAngle = 0.0f;
|
---|
749 |
|
---|
750 | Vector3 viewDir = camera->GetDirection();
|
---|
751 | Vector3 pos = camera->GetPosition();
|
---|
752 |
|
---|
753 | // don't move in the vertical direction
|
---|
754 | Vector3 horView(viewDir[0], viewDir[1], 0);
|
---|
755 |
|
---|
756 | eyeXAngle = 0.2f * M_PI * (xEyeBegin - x) / 180.0;
|
---|
757 |
|
---|
758 | rotation += eyeXAngle;
|
---|
759 |
|
---|
760 | // rotate view vector
|
---|
761 | Matrix4x4 rot = RotationZMatrix(eyeXAngle);
|
---|
762 | viewDir = rot * viewDir;
|
---|
763 |
|
---|
764 | pos += horView * (yMotionBegin - y) * 0.2f;
|
---|
765 |
|
---|
766 | camera->SetDirection(viewDir);
|
---|
767 | camera->SetPosition(pos);
|
---|
768 |
|
---|
769 | xEyeBegin = x;
|
---|
770 | yMotionBegin = y;
|
---|
771 |
|
---|
772 | glutPostRedisplay();
|
---|
773 | }
|
---|
774 |
|
---|
775 |
|
---|
776 | /** rotation for left / right mouse drag
|
---|
777 | motion for up / down mouse drag
|
---|
778 | */
|
---|
779 | void RightMotion(int x, int y)
|
---|
780 | {
|
---|
781 | static float eyeYAngle = 0.0f;
|
---|
782 |
|
---|
783 | Vector3 viewDir = camera->GetDirection();
|
---|
784 | Vector3 right = camera->GetRightVector();
|
---|
785 |
|
---|
786 | eyeYAngle = -0.2f * M_PI * (yEyeBegin - y) / 180.0;
|
---|
787 |
|
---|
788 | // rotate view vector
|
---|
789 | Matrix4x4 rot = RotationAxisMatrix(right, eyeYAngle);
|
---|
790 | viewDir = rot * viewDir;
|
---|
791 |
|
---|
792 | camera->SetDirection(viewDir);
|
---|
793 |
|
---|
794 | yEyeBegin = y;
|
---|
795 |
|
---|
796 | glutPostRedisplay();
|
---|
797 | }
|
---|
798 |
|
---|
799 |
|
---|
800 | // strafe
|
---|
801 | void MiddleMotion(int x, int y)
|
---|
802 | {
|
---|
803 | Vector3 viewDir = camera->GetDirection();
|
---|
804 | Vector3 pos = camera->GetPosition();
|
---|
805 |
|
---|
806 | // the 90 degree rotated view vector
|
---|
807 | // y zero so we don't move in the vertical
|
---|
808 | Vector3 rVec(viewDir[0], viewDir[1], 0);
|
---|
809 |
|
---|
810 | Matrix4x4 rot = RotationZMatrix(M_PI * 0.5f);
|
---|
811 | rVec = rot * rVec;
|
---|
812 |
|
---|
813 | pos -= rVec * (x - horizontalMotionBegin) * 0.1f;
|
---|
814 | pos[2] += (verticalMotionBegin - y) * 0.1f;
|
---|
815 |
|
---|
816 | camera->SetPosition(pos);
|
---|
817 |
|
---|
818 | horizontalMotionBegin = x;
|
---|
819 | verticalMotionBegin = y;
|
---|
820 |
|
---|
821 | glutPostRedisplay();
|
---|
822 | }
|
---|
823 |
|
---|
824 |
|
---|
825 | void InitExtensions(void)
|
---|
826 | {
|
---|
827 | GLenum err = glewInit();
|
---|
828 |
|
---|
829 | if (GLEW_OK != err)
|
---|
830 | {
|
---|
831 | // problem: glewInit failed, something is seriously wrong
|
---|
832 | fprintf(stderr,"Error: %s\n", glewGetErrorString(err));
|
---|
833 | exit(1);
|
---|
834 | }
|
---|
835 | if (!GLEW_ARB_occlusion_query)
|
---|
836 | {
|
---|
837 | printf("I require the GL_ARB_occlusion_query to work.\n");
|
---|
838 | exit(1);
|
---|
839 | }
|
---|
840 | }
|
---|
841 |
|
---|
842 |
|
---|
843 | void Begin2D(void)
|
---|
844 | {
|
---|
845 | glDisable(GL_LIGHTING);
|
---|
846 | glDisable(GL_DEPTH_TEST);
|
---|
847 |
|
---|
848 | glPushMatrix();
|
---|
849 | glLoadIdentity();
|
---|
850 |
|
---|
851 | glMatrixMode(GL_PROJECTION);
|
---|
852 | glPushMatrix();
|
---|
853 | glLoadIdentity();
|
---|
854 | gluOrtho2D(0, winWidth, winHeight, 0);
|
---|
855 | }
|
---|
856 |
|
---|
857 |
|
---|
858 | void End2D(void)
|
---|
859 | {
|
---|
860 | glPopMatrix();
|
---|
861 | glMatrixMode(GL_MODELVIEW);
|
---|
862 | glPopMatrix();
|
---|
863 |
|
---|
864 | glEnable(GL_LIGHTING);
|
---|
865 | glEnable(GL_DEPTH_TEST);
|
---|
866 | }
|
---|
867 |
|
---|
868 |
|
---|
869 | void Output(int x, int y, const char *string)
|
---|
870 | {
|
---|
871 | if (string != 0)
|
---|
872 | {
|
---|
873 | size_t len, i;
|
---|
874 | glRasterPos2f(x, y);
|
---|
875 | len = strlen(string);
|
---|
876 |
|
---|
877 | for (i = 0; i < len; ++ i)
|
---|
878 | {
|
---|
879 | glutBitmapCharacter(GLUT_BITMAP_HELVETICA_18, string[i]);
|
---|
880 | }
|
---|
881 | }
|
---|
882 | }
|
---|
883 |
|
---|
884 |
|
---|
885 | // displays the visualisation of culling algorithm
|
---|
886 | void DisplayVisualization()
|
---|
887 | {
|
---|
888 | SetupVisView();
|
---|
889 |
|
---|
890 | visualization->SetFrameId(traverser->GetCurrentFrameId());
|
---|
891 |
|
---|
892 | Begin2D();
|
---|
893 | glBlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA);
|
---|
894 | glEnable(GL_BLEND);
|
---|
895 | glColor4f(0.0,0.0,0.0,0.5);
|
---|
896 |
|
---|
897 | glRecti(winWidth, 0, winWidth - winWidth / 4, winHeight / 3);
|
---|
898 | glDisable(GL_BLEND);
|
---|
899 | End2D();
|
---|
900 |
|
---|
901 | glViewport(winWidth - winWidth / 4, winHeight - winHeight / 3, winWidth, winHeight);
|
---|
902 |
|
---|
903 |
|
---|
904 | glMatrixMode(GL_PROJECTION);
|
---|
905 | glLoadIdentity();
|
---|
906 |
|
---|
907 | //gluPerspective(60.0f, 1.0f / winAspectRatio, nearDist, 2.0f * Magnitude(bvh->GetBox().Diagonal()));
|
---|
908 | AxisAlignedBox3 box = bvh->GetBox();
|
---|
909 | const float offs = 2000;
|
---|
910 | glOrtho(box.Min().y - offs, box.Max().y + offs, box.Min().y - offs, box.Max().y + offs, 0.1, 20.0f * Magnitude(bvh->GetBox().Diagonal()));
|
---|
911 |
|
---|
912 |
|
---|
913 | glPushMatrix();
|
---|
914 |
|
---|
915 | glMatrixMode(GL_MODELVIEW);
|
---|
916 | glLoadIdentity();
|
---|
917 |
|
---|
918 | glMultMatrixf((float *)visView.x);
|
---|
919 |
|
---|
920 | //SetupLighting();
|
---|
921 | GLfloat position[] = {0.8f, 1.0f, 1.5f, 0.0f};
|
---|
922 | glLightfv(GL_LIGHT0, GL_POSITION, position);
|
---|
923 |
|
---|
924 | GLfloat position1[] = {bvh->GetBox().Center().x, bvh->GetBox().Max().y, bvh->GetBox().Center().z, 1.0f};
|
---|
925 | glLightfv(GL_LIGHT1, GL_POSITION, position1);
|
---|
926 |
|
---|
927 |
|
---|
928 |
|
---|
929 | glClear(GL_DEPTH_BUFFER_BIT);
|
---|
930 |
|
---|
931 | ////////////
|
---|
932 | //-- visualization of the occlusion culling
|
---|
933 |
|
---|
934 | visualization->Render();
|
---|
935 |
|
---|
936 | glPopMatrix();
|
---|
937 |
|
---|
938 | glViewport(0, 0, winWidth, winHeight);
|
---|
939 | }
|
---|
940 |
|
---|
941 |
|
---|
942 | /** Sets up view matrix for bird eye view
|
---|
943 | */
|
---|
944 | void SetupVisView()
|
---|
945 | {
|
---|
946 | Vector3 pos(-bvh->GetBox().Center());
|
---|
947 |
|
---|
948 | pos.z = -15.0f * bvh->GetBox().Size().z;
|
---|
949 | pos.y += 1400;
|
---|
950 | pos.x -= 1170;
|
---|
951 |
|
---|
952 | Vector3 dir(0, 0, 1);
|
---|
953 | Vector3 up(0, 1, 0);
|
---|
954 |
|
---|
955 | Vector3 left = Normalize(CrossProd(dir, up));
|
---|
956 | up = Normalize(CrossProd(left, dir));
|
---|
957 |
|
---|
958 | visView = Matrix4x4(up, left, dir);
|
---|
959 | pos = visView * pos;
|
---|
960 |
|
---|
961 | visView.x[3][0] = pos.x;
|
---|
962 | visView.x[3][1] = pos.y;
|
---|
963 | visView.x[3][2] = pos.z;
|
---|
964 |
|
---|
965 | //cout << visView<< endl;
|
---|
966 | }
|
---|
967 |
|
---|
968 | // cleanup routine after the main loop
|
---|
969 | void CleanUp()
|
---|
970 | {
|
---|
971 | CLEAR_CONTAINER(sceneEntities);
|
---|
972 | DEL_PTR(traverser);
|
---|
973 |
|
---|
974 | DEL_PTR(bvh);
|
---|
975 | DEL_PTR(visualization);
|
---|
976 | DEL_PTR(camera);
|
---|
977 |
|
---|
978 | DEL_PTR(loader);
|
---|
979 | }
|
---|
980 |
|
---|
981 |
|
---|
982 | // this function inserts a dezimal point after each 1000
|
---|
983 | void CalcDecimalPoint(string &str, int d)
|
---|
984 | {
|
---|
985 | vector<int> numbers;
|
---|
986 | char hstr[100];
|
---|
987 |
|
---|
988 | while (d != 0)
|
---|
989 | {
|
---|
990 | numbers.push_back(d % 1000);
|
---|
991 | d /= 1000;
|
---|
992 | }
|
---|
993 |
|
---|
994 | // first element without leading zeros
|
---|
995 | if (numbers.size() > 0)
|
---|
996 | {
|
---|
997 | sprintf_s(hstr, "%d", numbers.back());
|
---|
998 | str.append(hstr);
|
---|
999 | }
|
---|
1000 |
|
---|
1001 | for (int i = (int)numbers.size() - 2; i >= 0; i--)
|
---|
1002 | {
|
---|
1003 | sprintf_s(hstr, ",%03d", numbers[i]);
|
---|
1004 | str.append(hstr);
|
---|
1005 | }
|
---|
1006 | }
|
---|
1007 |
|
---|
1008 |
|
---|
1009 | void DisplayStats()
|
---|
1010 | {
|
---|
1011 | char *msg[] = {"Frustum Culling", "Stop and Wait",
|
---|
1012 | "CHC", "CHC ++"};
|
---|
1013 |
|
---|
1014 | char msg2[400];
|
---|
1015 | char msg3[200];
|
---|
1016 | char msg4[200];
|
---|
1017 | char msg5[200];
|
---|
1018 | char msg6[200];
|
---|
1019 | char msg7[200];
|
---|
1020 |
|
---|
1021 |
|
---|
1022 | static double renderTime = traverser->GetStats().mRenderTime;
|
---|
1023 | const float expFactor = 0.3f;
|
---|
1024 | renderTime = traverser->GetStats().mRenderTime * expFactor + (1.0f - expFactor) * renderTime;
|
---|
1025 |
|
---|
1026 | accumulatedTime += renderTime;
|
---|
1027 |
|
---|
1028 | if (accumulatedTime > 500) // update every fraction of a second
|
---|
1029 | {
|
---|
1030 | accumulatedTime = 0;
|
---|
1031 | if (renderTime) fps = 1e3f / (float)renderTime;
|
---|
1032 |
|
---|
1033 | renderedObjects = traverser->GetStats().mNumRenderedGeometry;
|
---|
1034 | renderedNodes = traverser->GetStats().mNumRenderedNodes;
|
---|
1035 | renderedTriangles = traverser->GetStats().mNumRenderedTriangles;
|
---|
1036 |
|
---|
1037 | traversedNodes = traverser->GetStats().mNumTraversedNodes;
|
---|
1038 | frustumCulledNodes = traverser->GetStats().mNumFrustumCulledNodes;
|
---|
1039 | queryCulledNodes = traverser->GetStats().mNumQueryCulledNodes;
|
---|
1040 | issuedQueries = traverser->GetStats().mNumIssuedQueries;
|
---|
1041 | stateChanges = traverser->GetStats().mNumStateChanges;
|
---|
1042 | }
|
---|
1043 |
|
---|
1044 | sprintf_s(msg2, "assumed visible frames: %4d, max batch size: %4d",
|
---|
1045 | assumedVisibleFrames, maxBatchSize);
|
---|
1046 |
|
---|
1047 | sprintf_s(msg3, "render queue: %d, multiqueries: %d, tight bounds: %d",
|
---|
1048 | useRenderQueue, useMultiQueries, useTightBounds);
|
---|
1049 |
|
---|
1050 | string str;
|
---|
1051 | string str2;
|
---|
1052 |
|
---|
1053 | CalcDecimalPoint(str, renderedTriangles);
|
---|
1054 | CalcDecimalPoint(str2, bvh->GetBvhStats().mTriangles);
|
---|
1055 |
|
---|
1056 | sprintf_s(msg4, "rendered nodes: %6d (of %6d), rendered triangles: %s (of %s)",
|
---|
1057 | renderedNodes, bvh->GetNumVirtualNodes(), str.c_str(), str2.c_str());
|
---|
1058 |
|
---|
1059 | sprintf_s(msg5, "traversed: %5d, frustum culled: %5d, query culled: %5d",
|
---|
1060 | traversedNodes, frustumCulledNodes, queryCulledNodes);
|
---|
1061 |
|
---|
1062 | sprintf_s(msg6, "issued queries: %5d, state changes: %5d", issuedQueries, stateChanges);
|
---|
1063 |
|
---|
1064 | sprintf_s(msg7, "fps: %6.1f", fps);
|
---|
1065 |
|
---|
1066 |
|
---|
1067 | Begin2D();
|
---|
1068 |
|
---|
1069 | if(showHelp)
|
---|
1070 | {
|
---|
1071 | DrawHelpMessage();
|
---|
1072 | }
|
---|
1073 | else
|
---|
1074 | {
|
---|
1075 | glColor3f(1.0f, 1.0f, 1.0f);
|
---|
1076 | Output(850, 30, msg[renderMode]);
|
---|
1077 |
|
---|
1078 |
|
---|
1079 | if (showStatistics)
|
---|
1080 | {
|
---|
1081 | Output(20, 30, msg4);
|
---|
1082 | Output(20, 60, msg5);
|
---|
1083 | Output(20, 90, msg6);
|
---|
1084 | Output(20, 120, msg7);
|
---|
1085 | }
|
---|
1086 |
|
---|
1087 | if (showOptions)
|
---|
1088 | {
|
---|
1089 | Output(20, 150, msg2);
|
---|
1090 | Output(20, 180, msg3);
|
---|
1091 | }
|
---|
1092 | }
|
---|
1093 |
|
---|
1094 | End2D();
|
---|
1095 | }
|
---|