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 "ResourceManager.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 | #include "Timer/PerfTimer.h"
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23 | #include "SceneQuery.h"
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24 | #include "RenderQueue.h"
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25 |
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26 |
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27 | using namespace std;
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28 | using namespace CHCDemoEngine;
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29 |
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30 |
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31 |
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32 | /// the renderable scene geometry
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33 | SceneEntityContainer sceneEntities;
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34 | // traverses and renders the hierarchy
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35 | RenderTraverser *traverser = NULL;
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36 | /// the hierarchy
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37 | Bvh *bvh = NULL;
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38 | /// handles scene loading
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39 | ResourceManager *loader = NULL;
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40 | /// the scene camera
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41 | Camera *camera = NULL;
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42 | /// the scene camera
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43 | Camera *visCamera = NULL;
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44 | /// the visualization
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45 | Visualization *visualization = NULL;
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46 | /// the current render state
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47 | RenderState state;
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48 | /// the rendering algorithm
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49 | int renderMode = RenderTraverser::CHCPLUSPLUS;
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50 | // eye near plane distance
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51 | float nearDist = 0.1f;
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52 | /// the pixel threshold where a node is still considered invisible
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53 | int threshold;
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54 |
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55 | float fov = 50.0f;
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56 |
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57 | int assumedVisibleFrames = 10;
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58 | int maxBatchSize = 50;
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59 |
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60 | int trianglesPerVirtualLeaf = INITIAL_TRIANGLES_PER_VIRTUAL_LEAVES;
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61 |
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62 | SceneQuery *sceneQuery = NULL;
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63 | RenderQueue *renderQueue = NULL;
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64 |
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65 |
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66 | /// these values get scaled with the frame rate
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67 | const float keyForwardMotion = 50.0f;
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68 | const float keyRotation = 2.0f;
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69 | /// elapsed time in seconds
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70 | double elapsedTime = 1.0f;
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71 | double algTime = 1.0f;
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72 |
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73 | int winWidth = 1024;
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74 | int winHeight = 768;
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75 | float winAspectRatio = 1.0f;
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76 |
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77 | double accumulatedTime = 1000;
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78 | float fps = 1e3f;
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79 |
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80 | int renderedObjects = 0;
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81 | int renderedNodes = 0;
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82 | int renderedTriangles = 0;
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83 |
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84 | int issuedQueries = 0;
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85 | int traversedNodes = 0;
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86 | int frustumCulledNodes = 0;
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87 | int queryCulledNodes = 0;
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88 | int stateChanges = 0;
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89 | int numBatches = 0;
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90 |
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91 | bool showHelp = false;
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92 | bool showStatistics = true;
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93 | bool showOptions = true;
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94 | bool showBoundingVolumes = false;
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95 | bool visMode = false;
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96 |
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97 | // mouse navigation state
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98 | int xEyeBegin, yEyeBegin, yMotionBegin = 0;
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99 | int verticalMotionBegin, horizontalMotionBegin = 0;
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100 |
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101 | bool useOptimization = false;
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102 | bool useTightBounds = true;
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103 | bool useRenderQueue = true;
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104 | bool useMultiQueries = true;
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105 | bool flyMode = true;
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106 | bool depthPass = false;
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107 |
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108 |
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109 | SceneEntityContainer skyGeometry;
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110 |
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111 | bool leftKeyPressed = false;
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112 | bool rightKeyPressed = false;
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113 | bool upKeyPressed = false;
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114 | bool downKeyPressed = false;
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115 | bool nineKeyPressed = false;
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116 | bool eightKeyPressed = false;
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117 |
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118 |
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119 | void InitExtensions();
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120 | void DisplayVisualization();
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121 | void InitGLstate();
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122 | void CleanUp();
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123 | void SetupEyeView();
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124 | void UpdateEyeMtx();
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125 | void SetupLighting();
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126 | void DisplayStats();
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127 | void Output(int x, int y, const char *string);
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128 | void DrawHelpMessage();
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129 | void RenderSky();
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130 | void RenderVisibleObjects();
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131 |
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132 | void Begin2D();
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133 | void End2D();
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134 | void KeyBoard(unsigned char c, int x, int y);
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135 | void DrawStatistics();
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136 | void Display();
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137 | void Special(int c, int x, int y);
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138 | void KeyUp(unsigned char c, int x, int y);
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139 | void SpecialKeyUp(int c, int x, int y);
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140 | void Reshape(int w, int h);
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141 | void Mouse(int button, int state, int x, int y);
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142 | void LeftMotion(int x, int y);
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143 | void RightMotion(int x, int y);
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144 | void MiddleMotion(int x, int y);
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145 | void CalcDecimalPoint(string &str, int d);
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146 | void ResetTraverser();
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147 |
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148 | void KeyHorizontalMotion(float shift);
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149 | void KeyVerticalMotion(float shift);
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150 |
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151 | void PlaceViewer(const Vector3 &oldPos);
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152 |
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153 |
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154 | inline float KeyRotationAngle() { return keyRotation * elapsedTime; }
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155 | inline float KeyShift() { return keyForwardMotion * elapsedTime; }
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156 |
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157 |
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158 |
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159 | int main(int argc, char* argv[])
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160 | {
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161 | int returnCode = 0;
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162 |
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163 | camera = new Camera(winWidth, winHeight, fov);
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164 | camera->SetNear(nearDist);
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165 |
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166 | visCamera = new Camera(winWidth, winHeight, fov);
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167 | visCamera->SetNear(0.0f);
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168 | visCamera->Yaw(.5 * M_PI);
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169 |
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170 | renderQueue = new RenderQueue(&state, camera);
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171 |
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172 | glutInitWindowSize(winWidth, winHeight);
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173 | glutInit(&argc, argv);
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174 | glutInitDisplayMode(GLUT_DOUBLE | GLUT_RGBA | GLUT_DEPTH);
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175 |
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176 | glutCreateWindow("FriendlyCulling");
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177 |
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178 | glutDisplayFunc(Display);
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179 | glutKeyboardFunc(KeyBoard);
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180 | glutSpecialFunc(Special);
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181 | glutReshapeFunc(Reshape);
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182 | glutMouseFunc(Mouse);
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183 | glutIdleFunc(Display);
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184 | glutKeyboardUpFunc(KeyUp);
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185 | glutSpecialUpFunc(SpecialKeyUp);
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186 | glutIgnoreKeyRepeat(true);
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187 |
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188 | InitExtensions();
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189 | InitGLstate();
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190 |
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191 | LeftMotion(0, 0);
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192 | MiddleMotion(0, 0);
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193 |
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194 |
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195 | loader = new ResourceManager();
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196 |
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197 | //const string filename("data/city/model/city.dem");
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198 | const string filename = string(model_path + "city.dem");
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199 |
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200 | if (loader->Load(filename, sceneEntities))
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201 | cout << "scene " << filename << " loaded" << endl;
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202 | else
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203 | {
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204 | cerr << "loading scene " << filename << " failed" << endl;
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205 | CleanUp();
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206 | exit(0);
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207 | }
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208 |
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209 | SceneEntityContainer dummy;
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210 |
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211 | const string envname = string(model_path + "env.dem");
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212 |
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213 | if (loader->Load(envname, skyGeometry))
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214 | cout << "sky box " << filename << " loaded" << endl;
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215 | else
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216 | {
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217 | cerr << "loading sky box " << filename << " failed" << endl;
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218 | CleanUp();
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219 | exit(0);
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220 | }
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221 |
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222 |
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223 | const string bvh_filename = string(model_path + "city.bvh");
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224 | BvhLoader bvhLoader;
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225 | bvh = bvhLoader.Load(bvh_filename, sceneEntities);
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226 | //bvh = bvhLoader.Load("data/city/model/city.bvh", sceneEntities);
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227 |
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228 | if (!bvh)
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229 | {
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230 | cerr << "loading bvh " << bvh_filename << " failed" << endl;
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231 | CleanUp();
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232 | exit(0);
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233 | }
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234 |
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235 | bvh->SetCamera(camera);
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236 |
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237 | ResetTraverser();
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238 |
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239 | //camera->SetDirection(Vector3(0.961829f, 0.273652f, 0.0f));
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240 | camera->Pitch(-M_PI * 0.5);
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241 | camera->SetPosition(Vector3(483.398f, 242.364f, 186.078f));
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242 |
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243 | visualization = new Visualization(bvh, camera, NULL, &state);
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244 |
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245 | sceneQuery = new SceneQuery(bvh->GetBox(), traverser);
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246 |
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247 |
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248 | glutMainLoop();
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249 |
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250 | // clean up
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251 | CleanUp();
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252 |
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253 | return 0;
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254 | }
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255 |
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256 |
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257 | void InitGLstate(void)
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258 | {
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259 | glClearColor(0.5f, 0.5f, 0.8f, 0.0f);
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260 |
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261 | glPixelStorei(GL_UNPACK_ALIGNMENT, 1);
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262 | glPixelStorei(GL_PACK_ALIGNMENT,1);
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263 |
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264 | glDepthFunc(GL_LESS);
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265 | glEnable(GL_DEPTH_TEST);
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266 |
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267 | SetupLighting();
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268 |
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269 | glColor3f(1.0f, 1.0f, 1.0f);
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270 | glShadeModel(GL_SMOOTH);
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271 |
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272 | glMaterialf(GL_FRONT, GL_SHININESS, 64);
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273 | glEnable(GL_NORMALIZE);
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274 |
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275 | //glEnable(GL_ALPHA_TEST);
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276 | glDisable(GL_ALPHA_TEST);
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277 | glAlphaFunc(GL_GEQUAL, 0.5f);
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278 |
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279 | glFrontFace(GL_CCW);
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280 | glCullFace(GL_BACK);
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281 | glEnable(GL_CULL_FACE);
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282 | //glDisable(GL_CULL_FACE);
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283 | glDisable(GL_TEXTURE_2D);
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284 |
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285 | GLfloat ambientColor[] = {0.5, 0.5, 0.5, 1.0};
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286 | GLfloat diffuseColor[] = {1.0, 0.0, 0.0, 1.0};
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287 | GLfloat specularColor[] = {0.0, 0.0, 0.0, 1.0};
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288 |
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289 | glMaterialfv(GL_FRONT, GL_AMBIENT, ambientColor);
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290 | glMaterialfv(GL_FRONT, GL_DIFFUSE, diffuseColor);
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291 | glMaterialfv(GL_FRONT, GL_SPECULAR, specularColor);
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292 |
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293 | glDepthFunc(GL_LESS);
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294 | }
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295 |
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296 |
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297 | void DrawHelpMessage(void)
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298 | {
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299 | const char *message[] =
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300 | {
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301 | "Help information",
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302 | "",
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303 | "'F1' - shows/dismisses this message",
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304 | "'F2' - shows/hides bird eye view",
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305 | "'F3' - shows/hides bounds (boxes or tight bounds)",
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306 | "'F4' - shows/hides statistics",
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307 | "'F5', - toggles between fly / walkmode",
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308 | "'F6', - shows/hides parameters",
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309 | "'F7', - depth pass",
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310 | "'SPACE' - cycles through occlusion culling algorithms",
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311 | "",
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312 | "'MOUSE-LEFT' - turn left/right, move forward/backward",
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313 | "'MOUSE-RIGHT' - turn left/right, move forward/backward",
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314 | "'MOUSE-MIDDLE' - move up/down, left/right",
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315 | "'CURSOR UP' - move forward",
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316 | "'CURSOR BACK' - move backward",
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317 | "'CURSOR RIGHT' - turn right",
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318 | "'CURSOR LEFT' - turn left",
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319 | "",
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320 | "'-' - decreases max batch size",
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321 | "'+' - increases max batch size",
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322 | "'4' - decrease triangles per virtual leaf (sets depth of bvh)",
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323 | "'5' - increase triangles per virtual leaf (sets depth of bvh)",
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324 | "'6' - decrease assumed visible frames",
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325 | "'7' - increase assumed visible frames",
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326 | "'8' - downward motion",
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327 | "'9' - upward motion",
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328 | "",
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329 | "'R' - use render queue",
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330 | "'B' - use tight bounds",
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331 | "'M' - use multiqueries",
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332 | "'O' - use CHC optimization (geometry queries for leaves)",
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333 | 0,
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334 | };
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335 |
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336 |
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337 | int x = 40, y = 60;
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338 |
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339 | glBlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA);
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340 | glEnable(GL_BLEND);
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341 | glColor4f(0.0f, 1.0f , 0.0f, 0.2f); // 20% green.
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342 |
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343 | // Drawn clockwise because the flipped Y axis flips CCW and CW.
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344 | glRecti(winWidth - 30, 30, 30, winHeight - 30);
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345 |
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346 | glDisable(GL_BLEND);
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347 |
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348 | glColor3f(1.0f, 1.0f, 1.0f);
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349 |
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350 | for(int i = 0; message[i] != 0; i++)
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351 | {
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352 | if(message[i][0] == '\0')
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353 | {
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354 | y += 15;
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355 | }
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356 | else
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357 | {
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358 | Output(x, y, message[i]);
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359 | y += 20;
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360 | }
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361 | }
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362 | }
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363 |
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364 |
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365 | void ResetTraverser()
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366 | {
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367 | DEL_PTR(traverser);
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368 |
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369 | bvh->ResetNodeClassifications();
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370 |
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371 | switch (renderMode)
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372 | {
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373 | case RenderTraverser::CULL_FRUSTUM:
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374 | traverser = new FrustumCullingTraverser();
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375 | break;
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376 | case RenderTraverser::STOP_AND_WAIT:
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377 | traverser = new StopAndWaitTraverser();
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378 | break;
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379 | case RenderTraverser::CHC:
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380 | traverser = new CHCTraverser();
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381 | break;
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382 | case RenderTraverser::CHCPLUSPLUS:
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383 | traverser = new CHCPlusPlusTraverser();
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384 | break;
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385 |
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386 | default:
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387 | traverser = new FrustumCullingTraverser();
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388 | }
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389 |
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390 | traverser->SetCamera(camera);
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391 | traverser->SetHierarchy(bvh);
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392 | traverser->SetRenderQueue(renderQueue);
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393 | traverser->SetRenderState(&state);
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394 | traverser->SetUseOptimization(useOptimization);
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395 | traverser->SetUseRenderQueue(useRenderQueue);
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396 | traverser->SetVisibilityThreshold(threshold);
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397 | traverser->SetAssumedVisibleFrames(assumedVisibleFrames);
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398 | traverser->SetMaxBatchSize(maxBatchSize);
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399 | traverser->SetUseMultiQueries(useMultiQueries);
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400 | traverser->SetUseTightBounds(useTightBounds);
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401 | traverser->SetUseDepthPass(depthPass);
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402 | traverser->SetRenderQueue(renderQueue);
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403 | }
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404 |
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405 |
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406 | void SetupLighting()
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407 | {
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408 | glEnable(GL_LIGHTING);
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409 | glEnable(GL_LIGHT0);
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410 | //glEnable(GL_LIGHT1);
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411 | glDisable(GL_LIGHT1);
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412 |
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413 | //GLfloat ambient[] = {0.5, 0.5, 0.5, 1.0};
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414 | GLfloat ambient[] = {0.2, 0.2, 0.2, 1.0};
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415 | GLfloat diffuse[] = {1.0, 1.0, 1.0, 1.0};
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416 | GLfloat specular[] = {1.0, 1.0, 1.0, 1.0};
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417 |
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418 | GLfloat lmodel_ambient[] = {0.5f, 0.5f, 0.5f, 1.0f};
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419 | //GLfloat lmodel_ambient[] = {0.2f, 0.2f, 0.2f, 1.0f};
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420 |
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421 | glLightfv(GL_LIGHT0, GL_AMBIENT, ambient);
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422 | glLightfv(GL_LIGHT0, GL_DIFFUSE, diffuse);
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423 | glLightfv(GL_LIGHT0, GL_SPECULAR, specular);
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424 |
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425 | GLfloat position[] = {1.0, 1.0, 1.0, 0.0};
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426 | glLightfv(GL_LIGHT0, GL_POSITION, position);
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427 |
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428 |
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429 | ////////////
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430 | //-- second light
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431 |
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432 | GLfloat ambient1[] = {0.5, 0.5, 0.5, 1.0};
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433 | //GLfloat diffuse1[] = {1.0, 1.0, 1.0, 1.0};
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434 | GLfloat diffuse1[] = {0.5, 0.5, 0.5, 1.0};
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435 | GLfloat specular1[] = {0.5, 0.5, 0.5, 1.0};
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436 |
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437 | glLightfv(GL_LIGHT1, GL_AMBIENT, ambient1);
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438 | glLightfv(GL_LIGHT1, GL_DIFFUSE, diffuse1);
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439 | glLightfv(GL_LIGHT1, GL_SPECULAR, specular1);
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440 |
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441 | GLfloat position1[] = {0.0, 1.0, 0.0, 1.0};
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442 | glLightfv(GL_LIGHT1, GL_POSITION, position1);
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443 |
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444 | glLightModelfv(GL_LIGHT_MODEL_AMBIENT, lmodel_ambient);
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445 | glLightModeli(GL_LIGHT_MODEL_LOCAL_VIEWER, GL_TRUE);
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446 | //glLightModeli(GL_LIGHT_MODEL_LOCAL_VIEWER, GL_FALSE);
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447 | //glLightModeli(GL_LIGHT_MODEL_COLOR_CONTROL_EXT, GL_SEPARATE_SPECULAR_COLOR_EXT);
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448 | glLightModeli(GL_LIGHT_MODEL_COLOR_CONTROL_EXT, GL_SINGLE_COLOR_EXT);
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449 | }
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450 |
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451 |
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452 | void SetupEyeView()
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453 | {
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454 | glMatrixMode(GL_PROJECTION);
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455 | glLoadIdentity();
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456 |
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457 | gluPerspective(fov, 1.0f / winAspectRatio, nearDist, 10.0f * Magnitude(bvh->GetBox().Diagonal()));
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458 |
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459 | glMatrixMode(GL_MODELVIEW);
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460 | glLoadIdentity();
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461 | camera->SetupCameraView();
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462 |
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463 | GLfloat position[] = {0.8f, 1.0f, 1.5f, 0.0f};
|
---|
464 | glLightfv(GL_LIGHT0, GL_POSITION, position);
|
---|
465 |
|
---|
466 | GLfloat position1[] = {bvh->GetBox().Center().x, bvh->GetBox().Max().y, bvh->GetBox().Center().z, 1.0f};
|
---|
467 | glLightfv(GL_LIGHT1, GL_POSITION, position1);
|
---|
468 | }
|
---|
469 |
|
---|
470 |
|
---|
471 | void KeyHorizontalMotion(float shift)
|
---|
472 | {
|
---|
473 | Vector3 hvec = camera->GetDirection();
|
---|
474 | hvec.z = 0;
|
---|
475 |
|
---|
476 | Vector3 pos = camera->GetPosition();
|
---|
477 | pos += hvec * shift;
|
---|
478 |
|
---|
479 | camera->SetPosition(pos);
|
---|
480 | }
|
---|
481 |
|
---|
482 |
|
---|
483 | void KeyVerticalMotion(float shift)
|
---|
484 | {
|
---|
485 | Vector3 uvec = Vector3(0, 0, shift);
|
---|
486 |
|
---|
487 | Vector3 pos = camera->GetPosition();
|
---|
488 | pos += uvec;
|
---|
489 |
|
---|
490 | camera->SetPosition(pos);
|
---|
491 | }
|
---|
492 |
|
---|
493 |
|
---|
494 |
|
---|
495 | void Display()
|
---|
496 | {
|
---|
497 | PerfTimer frameTimer, algTimer;
|
---|
498 | frameTimer.Start();
|
---|
499 |
|
---|
500 | Vector3 oldPos = camera->GetPosition();
|
---|
501 |
|
---|
502 | if (leftKeyPressed)
|
---|
503 | camera->Pitch(KeyRotationAngle());
|
---|
504 | if (rightKeyPressed)
|
---|
505 | camera->Pitch(-KeyRotationAngle());
|
---|
506 | if (upKeyPressed)
|
---|
507 | KeyHorizontalMotion(KeyShift());
|
---|
508 | if (downKeyPressed)
|
---|
509 | KeyHorizontalMotion(-KeyShift());
|
---|
510 | if (eightKeyPressed)
|
---|
511 | KeyVerticalMotion(-KeyShift());
|
---|
512 | if (nineKeyPressed)
|
---|
513 | KeyVerticalMotion(KeyShift());
|
---|
514 |
|
---|
515 | // place view on ground
|
---|
516 | if (!flyMode) PlaceViewer(oldPos);
|
---|
517 |
|
---|
518 | // note: have to flush queue in order to get reliable timings
|
---|
519 | // for optimal performance, remove this
|
---|
520 | //glFinish();
|
---|
521 |
|
---|
522 | algTimer.Start();
|
---|
523 |
|
---|
524 | glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT);
|
---|
525 |
|
---|
526 | glDepthFunc(GL_LESS);
|
---|
527 | glDisable(GL_TEXTURE_2D);
|
---|
528 | glDisableClientState(GL_TEXTURE_COORD_ARRAY);
|
---|
529 |
|
---|
530 | // render without shading
|
---|
531 | if (depthPass)
|
---|
532 | {
|
---|
533 | state.SetDepthPass(true);
|
---|
534 | glDisable(GL_LIGHTING);
|
---|
535 | }
|
---|
536 | else
|
---|
537 | {
|
---|
538 | state.SetDepthPass(false);
|
---|
539 | glEnable(GL_LIGHTING);
|
---|
540 | }
|
---|
541 |
|
---|
542 | // bring eye modelview matrix up-to-date
|
---|
543 | SetupEyeView();
|
---|
544 |
|
---|
545 | // actually render the scene geometry using one of the specified algorithms
|
---|
546 | traverser->RenderScene();
|
---|
547 |
|
---|
548 |
|
---|
549 | //////
|
---|
550 | //-- other rendering
|
---|
551 |
|
---|
552 | glEnableClientState(GL_VERTEX_ARRAY);
|
---|
553 | glEnableClientState(GL_NORMAL_ARRAY);
|
---|
554 |
|
---|
555 |
|
---|
556 | // reset depth pass and render visible objects
|
---|
557 | if (depthPass)
|
---|
558 | {
|
---|
559 | RenderVisibleObjects();
|
---|
560 | }
|
---|
561 |
|
---|
562 |
|
---|
563 | ///////////////
|
---|
564 | //-- render sky
|
---|
565 |
|
---|
566 | RenderSky();
|
---|
567 |
|
---|
568 | state.Reset();
|
---|
569 |
|
---|
570 | glDisableClientState(GL_VERTEX_ARRAY);
|
---|
571 | glDisableClientState(GL_NORMAL_ARRAY);
|
---|
572 |
|
---|
573 |
|
---|
574 |
|
---|
575 | // note: have to flush queue in order to get reliable timings
|
---|
576 | // for optimal performance, remove this
|
---|
577 | //glFinish();
|
---|
578 | algTime = algTimer.Elapsedms();
|
---|
579 |
|
---|
580 | ///////////
|
---|
581 |
|
---|
582 | if (visMode) DisplayVisualization();
|
---|
583 |
|
---|
584 | DisplayStats();
|
---|
585 |
|
---|
586 | glutSwapBuffers();
|
---|
587 |
|
---|
588 | elapsedTime = frameTimer.Elapsed();
|
---|
589 | }
|
---|
590 |
|
---|
591 |
|
---|
592 | #pragma warning( disable : 4100 )
|
---|
593 | void KeyBoard(unsigned char c, int x, int y)
|
---|
594 | {
|
---|
595 | switch(c)
|
---|
596 | {
|
---|
597 | case 27:
|
---|
598 | CleanUp();
|
---|
599 | exit(0);
|
---|
600 | break;
|
---|
601 | case 32: //space
|
---|
602 | renderMode = (renderMode + 1) % RenderTraverser::NUM_TRAVERSAL_TYPES;
|
---|
603 | ResetTraverser();
|
---|
604 | break;
|
---|
605 | case 'h':
|
---|
606 | case 'H':
|
---|
607 | showHelp = !showHelp;
|
---|
608 | break;
|
---|
609 | case '+':
|
---|
610 | maxBatchSize += 10;
|
---|
611 | traverser->SetMaxBatchSize(maxBatchSize);
|
---|
612 | break;
|
---|
613 | case '-':
|
---|
614 | maxBatchSize -= 10;
|
---|
615 | if (maxBatchSize < 0) maxBatchSize = 1;
|
---|
616 | traverser->SetMaxBatchSize(maxBatchSize);
|
---|
617 | break;
|
---|
618 | case '6':
|
---|
619 | assumedVisibleFrames -= 1;
|
---|
620 | if (assumedVisibleFrames < 1) assumedVisibleFrames = 1;
|
---|
621 | traverser->SetAssumedVisibleFrames(assumedVisibleFrames);
|
---|
622 | break;
|
---|
623 | case '7':
|
---|
624 | assumedVisibleFrames += 1;
|
---|
625 | traverser->SetAssumedVisibleFrames(assumedVisibleFrames);
|
---|
626 | break;
|
---|
627 | case 'M':
|
---|
628 | case 'm':
|
---|
629 | useMultiQueries = !useMultiQueries;
|
---|
630 | traverser->SetUseMultiQueries(useMultiQueries);
|
---|
631 | break;
|
---|
632 | case '8':
|
---|
633 | eightKeyPressed = true;
|
---|
634 | break;
|
---|
635 | case '9':
|
---|
636 | nineKeyPressed = true;
|
---|
637 | break;
|
---|
638 | case 'o':
|
---|
639 | case 'O':
|
---|
640 | useOptimization = !useOptimization;
|
---|
641 | traverser->SetUseOptimization(useOptimization);
|
---|
642 | break;
|
---|
643 | case 'a':
|
---|
644 | case 'A':
|
---|
645 | leftKeyPressed = true;
|
---|
646 | break;
|
---|
647 | case 'd':
|
---|
648 | case 'D':
|
---|
649 | rightKeyPressed = true;
|
---|
650 | break;
|
---|
651 | case 'w':
|
---|
652 | case 'W':
|
---|
653 | upKeyPressed = true;
|
---|
654 | break;
|
---|
655 | case 'x':
|
---|
656 | case 'X':
|
---|
657 | downKeyPressed = true;
|
---|
658 | break;
|
---|
659 | case 'r':
|
---|
660 | case 'R':
|
---|
661 | {
|
---|
662 | useRenderQueue = !useRenderQueue;
|
---|
663 | traverser->SetUseRenderQueue(useRenderQueue);
|
---|
664 | }
|
---|
665 | break;
|
---|
666 | case 'b':
|
---|
667 | case 'B':
|
---|
668 | {
|
---|
669 | useTightBounds = !useTightBounds;
|
---|
670 | traverser->SetUseTightBounds(useTightBounds);
|
---|
671 | }
|
---|
672 | break;
|
---|
673 | case '4':
|
---|
674 | if (trianglesPerVirtualLeaf >= 100)
|
---|
675 | trianglesPerVirtualLeaf -= 100;
|
---|
676 |
|
---|
677 | bvh->SetVirtualLeaves(trianglesPerVirtualLeaf);
|
---|
678 | break;
|
---|
679 | case '5':
|
---|
680 | trianglesPerVirtualLeaf += 100;
|
---|
681 | bvh->SetVirtualLeaves(trianglesPerVirtualLeaf);
|
---|
682 | break;
|
---|
683 | default:
|
---|
684 | return;
|
---|
685 | }
|
---|
686 |
|
---|
687 | glutPostRedisplay();
|
---|
688 | }
|
---|
689 |
|
---|
690 |
|
---|
691 | void SpecialKeyUp(int c, int x, int y)
|
---|
692 | {
|
---|
693 | switch (c)
|
---|
694 | {
|
---|
695 | case GLUT_KEY_LEFT:
|
---|
696 | leftKeyPressed = false;
|
---|
697 | break;
|
---|
698 | case GLUT_KEY_RIGHT:
|
---|
699 | rightKeyPressed = false;
|
---|
700 | break;
|
---|
701 | case GLUT_KEY_UP:
|
---|
702 | upKeyPressed = false;
|
---|
703 | break;
|
---|
704 | case GLUT_KEY_DOWN:
|
---|
705 | downKeyPressed = false;
|
---|
706 | break;
|
---|
707 | default:
|
---|
708 | return;
|
---|
709 | }
|
---|
710 | //glutPostRedisplay();
|
---|
711 | }
|
---|
712 |
|
---|
713 |
|
---|
714 | void KeyUp(unsigned char c, int x, int y)
|
---|
715 | {
|
---|
716 | switch (c)
|
---|
717 | {
|
---|
718 | case 'A':
|
---|
719 | case 'a':
|
---|
720 | leftKeyPressed = false;
|
---|
721 | break;
|
---|
722 | case 'D':
|
---|
723 | case 'd':
|
---|
724 | rightKeyPressed = false;
|
---|
725 | break;
|
---|
726 | case 'W':
|
---|
727 | case 'w':
|
---|
728 | upKeyPressed = false;
|
---|
729 | break;
|
---|
730 | case 'X':
|
---|
731 | case 'x':
|
---|
732 | downKeyPressed = false;
|
---|
733 | break;
|
---|
734 | case '8':
|
---|
735 | eightKeyPressed = false;
|
---|
736 | break;
|
---|
737 |
|
---|
738 | case '9':
|
---|
739 | nineKeyPressed = false;
|
---|
740 | break;
|
---|
741 |
|
---|
742 | default:
|
---|
743 | return;
|
---|
744 | }
|
---|
745 | //glutPostRedisplay();
|
---|
746 | }
|
---|
747 |
|
---|
748 |
|
---|
749 | void Special(int c, int x, int y)
|
---|
750 | {
|
---|
751 | switch(c)
|
---|
752 | {
|
---|
753 | case GLUT_KEY_F1:
|
---|
754 | showHelp = !showHelp;
|
---|
755 | break;
|
---|
756 | case GLUT_KEY_F2:
|
---|
757 | visMode = !visMode;
|
---|
758 | break;
|
---|
759 | case GLUT_KEY_F3:
|
---|
760 | showBoundingVolumes = !showBoundingVolumes;
|
---|
761 | traverser->SetShowBounds(showBoundingVolumes);
|
---|
762 | break;
|
---|
763 | case GLUT_KEY_F4:
|
---|
764 | showStatistics = !showStatistics;
|
---|
765 | break;
|
---|
766 | case GLUT_KEY_F5:
|
---|
767 | showOptions = !showOptions;
|
---|
768 | break;
|
---|
769 | case GLUT_KEY_F6:
|
---|
770 | flyMode = !flyMode;
|
---|
771 | break;
|
---|
772 | case GLUT_KEY_F7:
|
---|
773 | depthPass = !depthPass;
|
---|
774 | traverser->SetUseDepthPass(depthPass);
|
---|
775 | break;
|
---|
776 | case GLUT_KEY_LEFT:
|
---|
777 | {
|
---|
778 | leftKeyPressed = true;
|
---|
779 | camera->Pitch(KeyRotationAngle());
|
---|
780 | }
|
---|
781 | break;
|
---|
782 | case GLUT_KEY_RIGHT:
|
---|
783 | {
|
---|
784 | rightKeyPressed = true;
|
---|
785 | camera->Pitch(-KeyRotationAngle());
|
---|
786 | }
|
---|
787 | break;
|
---|
788 | case GLUT_KEY_UP:
|
---|
789 | {
|
---|
790 | upKeyPressed = true;
|
---|
791 | KeyHorizontalMotion(KeyShift());
|
---|
792 | }
|
---|
793 | break;
|
---|
794 | case GLUT_KEY_DOWN:
|
---|
795 | {
|
---|
796 | downKeyPressed = true;
|
---|
797 | KeyHorizontalMotion(-KeyShift());
|
---|
798 | }
|
---|
799 | break;
|
---|
800 | default:
|
---|
801 | return;
|
---|
802 |
|
---|
803 | }
|
---|
804 |
|
---|
805 | glutPostRedisplay();
|
---|
806 | }
|
---|
807 |
|
---|
808 | #pragma warning( default : 4100 )
|
---|
809 |
|
---|
810 |
|
---|
811 | void Reshape(int w, int h)
|
---|
812 | {
|
---|
813 | winAspectRatio = 1.0f;
|
---|
814 |
|
---|
815 | glViewport(0, 0, w, h);
|
---|
816 |
|
---|
817 | winWidth = w;
|
---|
818 | winHeight = h;
|
---|
819 |
|
---|
820 | if (w) winAspectRatio = (float) h / (float) w;
|
---|
821 |
|
---|
822 | glMatrixMode(GL_PROJECTION);
|
---|
823 | glLoadIdentity();
|
---|
824 |
|
---|
825 | gluPerspective(fov, 1.0f / winAspectRatio, nearDist, 10.0f * Magnitude(bvh->GetBox().Diagonal()));
|
---|
826 |
|
---|
827 | glMatrixMode(GL_MODELVIEW);
|
---|
828 |
|
---|
829 | glutPostRedisplay();
|
---|
830 | }
|
---|
831 |
|
---|
832 |
|
---|
833 | void Mouse(int button, int state, int x, int y)
|
---|
834 | {
|
---|
835 | if ((button == GLUT_LEFT_BUTTON) && (state == GLUT_DOWN))
|
---|
836 | {
|
---|
837 | xEyeBegin = x;
|
---|
838 | yMotionBegin = y;
|
---|
839 |
|
---|
840 | glutMotionFunc(LeftMotion);
|
---|
841 | }
|
---|
842 | else if ((button == GLUT_RIGHT_BUTTON) && (state == GLUT_DOWN))
|
---|
843 | {
|
---|
844 | yEyeBegin = y;
|
---|
845 | yMotionBegin = y;
|
---|
846 |
|
---|
847 | glutMotionFunc(RightMotion);
|
---|
848 | }
|
---|
849 | else if ((button == GLUT_MIDDLE_BUTTON) && (state == GLUT_DOWN))
|
---|
850 | {
|
---|
851 | horizontalMotionBegin = x;
|
---|
852 | verticalMotionBegin = y;
|
---|
853 | glutMotionFunc(MiddleMotion);
|
---|
854 | }
|
---|
855 |
|
---|
856 | glutPostRedisplay();
|
---|
857 | }
|
---|
858 |
|
---|
859 |
|
---|
860 | /** rotation for left/right mouse drag
|
---|
861 | motion for up/down mouse drag
|
---|
862 | */
|
---|
863 | void LeftMotion(int x, int y)
|
---|
864 | {
|
---|
865 | Vector3 viewDir = camera->GetDirection();
|
---|
866 | Vector3 pos = camera->GetPosition();
|
---|
867 |
|
---|
868 | // don't move in the vertical direction
|
---|
869 | Vector3 horView(viewDir[0], viewDir[1], 0);
|
---|
870 |
|
---|
871 | float eyeXAngle = 0.2f * M_PI * (xEyeBegin - x) / 180.0;
|
---|
872 |
|
---|
873 | camera->Pitch(eyeXAngle);
|
---|
874 |
|
---|
875 | pos += horView * (yMotionBegin - y) * 0.2f;
|
---|
876 |
|
---|
877 | camera->SetPosition(pos);
|
---|
878 |
|
---|
879 | xEyeBegin = x;
|
---|
880 | yMotionBegin = y;
|
---|
881 |
|
---|
882 | glutPostRedisplay();
|
---|
883 | }
|
---|
884 |
|
---|
885 |
|
---|
886 | /** rotation for left / right mouse drag
|
---|
887 | motion for up / down mouse drag
|
---|
888 | */
|
---|
889 | void RightMotion(int x, int y)
|
---|
890 | {
|
---|
891 | float eyeYAngle = -0.2f * M_PI * (yEyeBegin - y) / 180.0;
|
---|
892 |
|
---|
893 | camera->Yaw(eyeYAngle);
|
---|
894 |
|
---|
895 | yEyeBegin = y;
|
---|
896 | glutPostRedisplay();
|
---|
897 | }
|
---|
898 |
|
---|
899 |
|
---|
900 | // strafe
|
---|
901 | void MiddleMotion(int x, int y)
|
---|
902 | {
|
---|
903 | Vector3 viewDir = camera->GetDirection();
|
---|
904 | Vector3 pos = camera->GetPosition();
|
---|
905 |
|
---|
906 | // the 90 degree rotated view vector
|
---|
907 | // y zero so we don't move in the vertical
|
---|
908 | Vector3 rVec(viewDir[0], viewDir[1], 0);
|
---|
909 |
|
---|
910 | Matrix4x4 rot = RotationZMatrix(M_PI * 0.5f);
|
---|
911 | rVec = rot * rVec;
|
---|
912 |
|
---|
913 | pos -= rVec * (x - horizontalMotionBegin) * 0.1f;
|
---|
914 | pos[2] += (verticalMotionBegin - y) * 0.1f;
|
---|
915 |
|
---|
916 | camera->SetPosition(pos);
|
---|
917 |
|
---|
918 | horizontalMotionBegin = x;
|
---|
919 | verticalMotionBegin = y;
|
---|
920 |
|
---|
921 | glutPostRedisplay();
|
---|
922 | }
|
---|
923 |
|
---|
924 |
|
---|
925 | void InitExtensions(void)
|
---|
926 | {
|
---|
927 | GLenum err = glewInit();
|
---|
928 |
|
---|
929 | if (GLEW_OK != err)
|
---|
930 | {
|
---|
931 | // problem: glewInit failed, something is seriously wrong
|
---|
932 | fprintf(stderr,"Error: %s\n", glewGetErrorString(err));
|
---|
933 | exit(1);
|
---|
934 | }
|
---|
935 | if (!GLEW_ARB_occlusion_query)
|
---|
936 | {
|
---|
937 | printf("I require the GL_ARB_occlusion_query to work.\n");
|
---|
938 | exit(1);
|
---|
939 | }
|
---|
940 | }
|
---|
941 |
|
---|
942 |
|
---|
943 | void Begin2D(void)
|
---|
944 | {
|
---|
945 | glDisable(GL_LIGHTING);
|
---|
946 | glDisable(GL_DEPTH_TEST);
|
---|
947 |
|
---|
948 | glPushMatrix();
|
---|
949 | glLoadIdentity();
|
---|
950 |
|
---|
951 | glMatrixMode(GL_PROJECTION);
|
---|
952 | glPushMatrix();
|
---|
953 | glLoadIdentity();
|
---|
954 | gluOrtho2D(0, winWidth, winHeight, 0);
|
---|
955 | }
|
---|
956 |
|
---|
957 |
|
---|
958 | void End2D(void)
|
---|
959 | {
|
---|
960 | glPopMatrix();
|
---|
961 | glMatrixMode(GL_MODELVIEW);
|
---|
962 | glPopMatrix();
|
---|
963 |
|
---|
964 | glEnable(GL_LIGHTING);
|
---|
965 | glEnable(GL_DEPTH_TEST);
|
---|
966 | }
|
---|
967 |
|
---|
968 |
|
---|
969 | void Output(int x, int y, const char *string)
|
---|
970 | {
|
---|
971 | if (string != 0)
|
---|
972 | {
|
---|
973 | size_t len, i;
|
---|
974 | glRasterPos2f(x, y);
|
---|
975 | len = strlen(string);
|
---|
976 |
|
---|
977 | for (i = 0; i < len; ++ i)
|
---|
978 | {
|
---|
979 | glutBitmapCharacter(GLUT_BITMAP_HELVETICA_18, string[i]);
|
---|
980 | }
|
---|
981 | }
|
---|
982 | }
|
---|
983 |
|
---|
984 |
|
---|
985 | // displays the visualisation of culling algorithm
|
---|
986 | void DisplayVisualization()
|
---|
987 | {
|
---|
988 | visualization->SetFrameId(traverser->GetCurrentFrameId());
|
---|
989 |
|
---|
990 | Begin2D();
|
---|
991 | glBlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA);
|
---|
992 | glEnable(GL_BLEND);
|
---|
993 | glColor4f(0.0,0.0,0.0,0.5);
|
---|
994 |
|
---|
995 | glRecti(winWidth, 0, winWidth - winWidth / 4, winHeight / 3);
|
---|
996 | glDisable(GL_BLEND);
|
---|
997 | End2D();
|
---|
998 |
|
---|
999 |
|
---|
1000 | AxisAlignedBox3 box = bvh->GetBox();
|
---|
1001 |
|
---|
1002 | const float xoffs = box.Size().x * 0.5f;
|
---|
1003 | const float yoffs = box.Size().y * 0.5f;
|
---|
1004 |
|
---|
1005 | Vector3 vizpos = Vector3(box.Center().x, box.Center().y, box.Max().z);
|
---|
1006 | visCamera->SetPosition(vizpos);
|
---|
1007 |
|
---|
1008 | glViewport(winWidth - winWidth / 4, winHeight - winHeight / 3, winWidth / 4, winHeight / 3);
|
---|
1009 |
|
---|
1010 | glMatrixMode(GL_PROJECTION);
|
---|
1011 | glLoadIdentity();
|
---|
1012 |
|
---|
1013 | glOrtho(-xoffs, xoffs, -yoffs, yoffs, 0.0f, box.Size().z);
|
---|
1014 |
|
---|
1015 | glMatrixMode(GL_MODELVIEW);
|
---|
1016 |
|
---|
1017 | visCamera->SetupCameraView();
|
---|
1018 |
|
---|
1019 | GLfloat position[] = {0.8f, 1.0f, 1.5f, 0.0f};
|
---|
1020 | glLightfv(GL_LIGHT0, GL_POSITION, position);
|
---|
1021 |
|
---|
1022 | GLfloat position1[] = {bvh->GetBox().Center().x, bvh->GetBox().Max().y, bvh->GetBox().Center().z, 1.0f};
|
---|
1023 | glLightfv(GL_LIGHT1, GL_POSITION, position1);
|
---|
1024 |
|
---|
1025 | glClear(GL_DEPTH_BUFFER_BIT);
|
---|
1026 |
|
---|
1027 | ////////////
|
---|
1028 | //-- visualization of the occlusion culling
|
---|
1029 |
|
---|
1030 | visualization->Render();
|
---|
1031 |
|
---|
1032 | glViewport(0, 0, winWidth, winHeight);
|
---|
1033 | }
|
---|
1034 |
|
---|
1035 |
|
---|
1036 | // cleanup routine after the main loop
|
---|
1037 | void CleanUp()
|
---|
1038 | {
|
---|
1039 | DEL_PTR(traverser);
|
---|
1040 | DEL_PTR(sceneQuery);
|
---|
1041 | DEL_PTR(bvh);
|
---|
1042 | DEL_PTR(visualization);
|
---|
1043 | DEL_PTR(camera);
|
---|
1044 | DEL_PTR(loader);
|
---|
1045 | DEL_PTR(renderQueue);
|
---|
1046 | }
|
---|
1047 |
|
---|
1048 |
|
---|
1049 | // this function inserts a dezimal point after each 1000
|
---|
1050 | void CalcDecimalPoint(string &str, int d)
|
---|
1051 | {
|
---|
1052 | vector<int> numbers;
|
---|
1053 | char hstr[100];
|
---|
1054 |
|
---|
1055 | while (d != 0)
|
---|
1056 | {
|
---|
1057 | numbers.push_back(d % 1000);
|
---|
1058 | d /= 1000;
|
---|
1059 | }
|
---|
1060 |
|
---|
1061 | // first element without leading zeros
|
---|
1062 | if (numbers.size() > 0)
|
---|
1063 | {
|
---|
1064 | sprintf(hstr, "%d", numbers.back());
|
---|
1065 | str.append(hstr);
|
---|
1066 | }
|
---|
1067 |
|
---|
1068 | for (int i = (int)numbers.size() - 2; i >= 0; i--)
|
---|
1069 | {
|
---|
1070 | sprintf(hstr, ",%03d", numbers[i]);
|
---|
1071 | str.append(hstr);
|
---|
1072 | }
|
---|
1073 | }
|
---|
1074 |
|
---|
1075 |
|
---|
1076 | void DisplayStats()
|
---|
1077 | {
|
---|
1078 | char *msg[] = {"Frustum Culling", "Stop and Wait",
|
---|
1079 | "CHC", "CHC ++"};
|
---|
1080 |
|
---|
1081 | char msg2[400];
|
---|
1082 | char msg3[200];
|
---|
1083 | char msg4[200];
|
---|
1084 | char msg5[200];
|
---|
1085 | char msg6[200];
|
---|
1086 | char msg7[200];
|
---|
1087 | char msg8[200];
|
---|
1088 |
|
---|
1089 |
|
---|
1090 | static double renderTime = algTime;
|
---|
1091 | const float expFactor = 0.3f;
|
---|
1092 |
|
---|
1093 | //if (useRenderQueue) cout << "rq overhead: " << 1e6f * rqTimer.TotalTime() << " ms" << endl;
|
---|
1094 |
|
---|
1095 | // if some strange render time spike happened in this frame => don't count
|
---|
1096 | //if (algTime < 1000) renderTime = algTime * expFactor + (1.0f - expFactor) * algTime;
|
---|
1097 |
|
---|
1098 | renderTime = 1e3f * (elapsedTime * expFactor + (1.0f - expFactor) * elapsedTime);
|
---|
1099 |
|
---|
1100 | accumulatedTime += elapsedTime * 1e3f;
|
---|
1101 |
|
---|
1102 | if (accumulatedTime > 500) // update every fraction of a second
|
---|
1103 | {
|
---|
1104 | accumulatedTime = 0;
|
---|
1105 | if (renderTime) fps = 1e3f / (float)renderTime;
|
---|
1106 |
|
---|
1107 | renderedObjects = traverser->GetStats().mNumRenderedGeometry;
|
---|
1108 | renderedNodes = traverser->GetStats().mNumRenderedNodes;
|
---|
1109 | renderedTriangles = traverser->GetStats().mNumRenderedTriangles;
|
---|
1110 |
|
---|
1111 | traversedNodes = traverser->GetStats().mNumTraversedNodes;
|
---|
1112 | frustumCulledNodes = traverser->GetStats().mNumFrustumCulledNodes;
|
---|
1113 | queryCulledNodes = traverser->GetStats().mNumQueryCulledNodes;
|
---|
1114 | issuedQueries = traverser->GetStats().mNumIssuedQueries;
|
---|
1115 | stateChanges = traverser->GetStats().mNumStateChanges;
|
---|
1116 | numBatches = traverser->GetStats().mNumBatches;
|
---|
1117 | }
|
---|
1118 |
|
---|
1119 | sprintf(msg2, "assumed visible frames: %4d, max batch size: %4d",
|
---|
1120 | assumedVisibleFrames, maxBatchSize);
|
---|
1121 |
|
---|
1122 | sprintf(msg3, "render queue: %d, depth pass: %d, multiqueries: %d, tight bounds: %d",
|
---|
1123 | useRenderQueue, depthPass, useMultiQueries, useTightBounds);
|
---|
1124 |
|
---|
1125 | string str;
|
---|
1126 | string str2;
|
---|
1127 |
|
---|
1128 | CalcDecimalPoint(str, renderedTriangles);
|
---|
1129 | CalcDecimalPoint(str2, bvh->GetBvhStats().mTriangles);
|
---|
1130 |
|
---|
1131 | sprintf(msg4, "rendered nodes: %6d (of %6d), rendered triangles: %s (of %s)",
|
---|
1132 | renderedNodes, bvh->GetNumVirtualNodes(), str.c_str(), str2.c_str());
|
---|
1133 |
|
---|
1134 | sprintf(msg5, "traversed: %5d, frustum culled: %5d, query culled: %5d",
|
---|
1135 | traversedNodes, frustumCulledNodes, queryCulledNodes);
|
---|
1136 |
|
---|
1137 | sprintf(msg6, "issued queries: %5d, state changes: %5d, render batches: %5d", issuedQueries, stateChanges, numBatches);
|
---|
1138 |
|
---|
1139 | sprintf(msg8, "triangles per virtual leaf: %5d", trianglesPerVirtualLeaf);
|
---|
1140 |
|
---|
1141 | sprintf(msg7, "fps: %6.1f", fps);
|
---|
1142 |
|
---|
1143 |
|
---|
1144 | Begin2D();
|
---|
1145 |
|
---|
1146 | if(showHelp)
|
---|
1147 | {
|
---|
1148 | DrawHelpMessage();
|
---|
1149 | }
|
---|
1150 | else
|
---|
1151 | {
|
---|
1152 | glColor3f(1.0f, 1.0f, 1.0f);
|
---|
1153 | //glColor3f(1.0f, 0.0f, 0.0f);
|
---|
1154 | Output(850, 30, msg[renderMode]);
|
---|
1155 |
|
---|
1156 |
|
---|
1157 | if (showStatistics)
|
---|
1158 | {
|
---|
1159 | Output(20, 30, msg4);
|
---|
1160 | Output(20, 60, msg5);
|
---|
1161 | Output(20, 90, msg6);
|
---|
1162 | Output(20, 120, msg7);
|
---|
1163 | }
|
---|
1164 |
|
---|
1165 | if (showOptions)
|
---|
1166 | {
|
---|
1167 | Output(20, 150, msg2);
|
---|
1168 | Output(20, 180, msg3);
|
---|
1169 | Output(20, 210, msg8);
|
---|
1170 | }
|
---|
1171 | }
|
---|
1172 |
|
---|
1173 | End2D();
|
---|
1174 | }
|
---|
1175 |
|
---|
1176 |
|
---|
1177 | void RenderSky()
|
---|
1178 | {
|
---|
1179 | SceneEntityContainer::const_iterator sit, sit_end = skyGeometry.end();
|
---|
1180 |
|
---|
1181 | for (sit = skyGeometry.begin(); sit != sit_end; ++ sit)
|
---|
1182 | (*sit)->Render(&state);
|
---|
1183 | }
|
---|
1184 |
|
---|
1185 |
|
---|
1186 | void RenderVisibleObjects()
|
---|
1187 | {
|
---|
1188 | state.SetDepthPass(false);
|
---|
1189 | state.Reset();
|
---|
1190 |
|
---|
1191 | glEnable(GL_LIGHTING);
|
---|
1192 | glDepthFunc(GL_LEQUAL);
|
---|
1193 |
|
---|
1194 | //cout << "visible: " << (int)traverser->GetVisibleObjects().size() << endl;
|
---|
1195 |
|
---|
1196 | SceneEntityContainer::const_iterator sit,
|
---|
1197 | sit_end = traverser->GetVisibleObjects().end();
|
---|
1198 |
|
---|
1199 | for (sit = traverser->GetVisibleObjects().begin(); sit != sit_end; ++ sit)
|
---|
1200 | renderQueue->Enqueue(*sit);
|
---|
1201 |
|
---|
1202 | renderQueue->Apply();
|
---|
1203 |
|
---|
1204 | glDepthFunc(GL_LESS);
|
---|
1205 | }
|
---|
1206 |
|
---|
1207 |
|
---|
1208 | void PlaceViewer(const Vector3 &oldPos)
|
---|
1209 | {
|
---|
1210 | Vector3 playerPos = camera->GetPosition();
|
---|
1211 |
|
---|
1212 | bool validIntersect = sceneQuery->CalcIntersection(playerPos);
|
---|
1213 |
|
---|
1214 | if (validIntersect &&
|
---|
1215 | (( playerPos.z - oldPos.z) < bvh->GetBox().Size(2) * 1e-1f))
|
---|
1216 | {
|
---|
1217 | camera->SetPosition(playerPos);
|
---|
1218 | }
|
---|
1219 | } |
---|