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 | #include <Cg/cg.h>
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26 | #include <Cg/cgGL.h>
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27 |
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28 |
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29 |
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30 | using namespace std;
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31 | using namespace CHCDemoEngine;
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32 |
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33 |
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34 | GLuint fbo;
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35 | GLuint depthbuffer;
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36 | GLuint colorbuffer;
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37 | GLuint colorbuffer2;
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38 | GLuint depthTex;
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39 | GLuint colorTex;
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40 | GLuint colorTex2;
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41 |
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42 | GLuint normalTex;
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43 |
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44 | GLuint fbo2;
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45 | GLuint occlusionbuffer;
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46 | GLuint occlusionTex;
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47 |
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48 | int texWidth2 = 512;
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49 | int texHeight2 = 512;
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50 |
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51 | /// the renderable scene geometry
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52 | SceneEntityContainer sceneEntities;
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53 | // traverses and renders the hierarchy
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54 | RenderTraverser *traverser = NULL;
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55 | /// the hierarchy
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56 | Bvh *bvh = NULL;
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57 | /// handles scene loading
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58 | ResourceManager *loader = NULL;
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59 | /// the scene camera
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60 | Camera *camera = NULL;
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61 | /// the scene camera
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62 | Camera *visCamera = NULL;
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63 | /// the visualization
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64 | Visualization *visualization = NULL;
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65 | /// the current render state
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66 | RenderState state;
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67 | /// the rendering algorithm
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68 | int renderMode = RenderTraverser::CHCPLUSPLUS;
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69 | // eye near plane distance
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70 | float nearDist = 0.1f;
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71 | /// the pixel threshold where a node is still considered invisible
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72 | int threshold;
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73 |
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74 | float fov = 50.0f;
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75 |
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76 | int assumedVisibleFrames = 10;
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77 | int maxBatchSize = 50;
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78 |
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79 | int trianglesPerVirtualLeaf = INITIAL_TRIANGLES_PER_VIRTUAL_LEAVES;
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80 |
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81 | SceneQuery *sceneQuery = NULL;
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82 | RenderQueue *renderQueue = NULL;
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83 |
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84 | /// these values get scaled with the frame rate
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85 | const static float keyForwardMotion = 50.0f;
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86 | const static float keyRotation = 2.0f;
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87 |
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88 | /// elapsed time in seconds
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89 | double elapsedTime = 1.0f;
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90 | double algTime = 1.0f;
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91 |
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92 | static int winWidth = 1024;
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93 | static int winHeight = 768;
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94 | static float winAspectRatio = 1.0f;
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95 |
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96 | double accumulatedTime = 1000;
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97 | float fps = 1e3f;
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98 |
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99 | float myfar = 0;
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100 |
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101 | // rendertexture
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102 | const static int texWidth = 2048;
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103 | const static int texHeight = 2048;
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104 |
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105 | int renderedObjects = 0;
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106 | int renderedNodes = 0;
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107 | int renderedTriangles = 0;
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108 |
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109 | int issuedQueries = 0;
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110 | int traversedNodes = 0;
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111 | int frustumCulledNodes = 0;
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112 | int queryCulledNodes = 0;
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113 | int stateChanges = 0;
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114 | int numBatches = 0;
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115 |
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116 | bool showHelp = false;
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117 | bool showStatistics = true;
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118 | bool showOptions = true;
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119 | bool showBoundingVolumes = false;
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120 | bool visMode = false;
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121 |
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122 | // mouse navigation state
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123 | int xEyeBegin = 0;
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124 | int yEyeBegin = 0;
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125 | int yMotionBegin = 0;
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126 | int verticalMotionBegin = 0;
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127 | int horizontalMotionBegin = 0;
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128 |
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129 | bool useOptimization = false;
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130 | bool useTightBounds = true;
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131 | bool useRenderQueue = true;
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132 | bool useMultiQueries = true;
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133 | bool flyMode = true;
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134 | bool depthPass = false;
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135 | bool useGlFinish = false;
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136 |
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137 | SceneEntityContainer skyGeometry;
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138 |
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139 | bool leftKeyPressed = false;
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140 | bool rightKeyPressed = false;
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141 | bool upKeyPressed = false;
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142 | bool downKeyPressed = false;
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143 | bool nineKeyPressed = false;
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144 | bool eightKeyPressed = false;
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145 |
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146 |
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147 | static Vector3 samples[32];
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148 |
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149 |
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150 | // function forward declarations
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151 | void InitExtensions();
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152 | void DisplayVisualization();
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153 | void InitGLstate();
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154 | void InitRenderTexture();
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155 | void InitCg();
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156 | void CleanUp();
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157 | void SetupEyeView();
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158 | void UpdateEyeMtx();
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159 | void SetupLighting();
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160 | void DisplayStats();
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161 | void Output(int x, int y, const char *string);
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162 | void DrawHelpMessage();
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163 | void RenderSky();
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164 | void RenderVisibleObjects();
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165 |
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166 | void Begin2D();
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167 | void End2D();
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168 | void KeyBoard(unsigned char c, int x, int y);
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169 | void DrawStatistics();
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170 | void Display();
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171 | void Special(int c, int x, int y);
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172 | void KeyUp(unsigned char c, int x, int y);
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173 | void SpecialKeyUp(int c, int x, int y);
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174 | void Reshape(int w, int h);
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175 | void Mouse(int button, int state, int x, int y);
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176 | void LeftMotion(int x, int y);
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177 | void RightMotion(int x, int y);
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178 | void MiddleMotion(int x, int y);
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179 | void CalcDecimalPoint(string &str, int d);
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180 | void ResetTraverser();
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181 |
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182 | void KeyHorizontalMotion(float shift);
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183 | void KeyVerticalMotion(float shift);
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184 |
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185 | void PlaceViewer(const Vector3 &oldPos);
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186 | void DisplayRenderTexture();
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187 |
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188 |
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189 | inline float KeyRotationAngle() { return keyRotation * elapsedTime; }
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190 | inline float KeyShift() { return keyForwardMotion * elapsedTime; }
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191 |
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192 | void InitFBO();
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193 |
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194 | void GenerateSamples();
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195 |
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196 | void ComputeViewVectors(Vector3 &tl, Vector3 &tr, Vector3 &bl, Vector3 &br);
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197 |
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198 | GLenum mrt[] = {GL_COLOR_ATTACHMENT0_EXT, GL_COLOR_ATTACHMENT1_EXT};
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199 |
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200 |
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201 | // cg stuff
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202 | static CGcontext sCgContext = NULL;
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203 | static CGprogram sCgLinearDepthProgram = NULL;
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204 | static CGprogram sCgSSAOProgram = NULL;
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205 | static CGprogram sCgTestProgram = NULL;
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206 |
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207 | static CGprofile sCgFragmentProfile;
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208 | static CGprofile sCgVertexProfile;
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209 |
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210 | static CGparameter sTextureParam;
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211 | static CGparameter sSceneTextureParam;
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212 | static CGparameter sNormalTextureParam;
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213 |
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214 | static CGparameter sTexSizeParam;
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215 | static CGparameter sSamplesParam;
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216 | static CGparameter sEyeVecParam;
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217 | static CGparameter sRadiusParam;
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218 |
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219 | //static CGparameter sPositionParam;
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220 | static CGparameter sModelViewMatrixParam;
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221 | static CGparameter sMaxDepthParam;
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222 |
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223 | const static float radius = 1e-3f;
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224 |
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225 |
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226 | static void cgErrorCallback()
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227 | {
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228 | CGerror lastError = cgGetError();
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229 |
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230 | if(lastError)
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231 | {
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232 | printf("%s\n\n", cgGetErrorString(lastError));
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233 | printf("%s\n", cgGetLastListing(sCgContext));
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234 | printf("Cg error, exiting...\n");
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235 |
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236 | exit(0);
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237 | }
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238 | }
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239 |
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240 |
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241 | static void PrintGLerror(char *msg)
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242 | {
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243 | GLenum errCode;
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244 | const GLubyte *errStr;
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245 |
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246 | if ((errCode = glGetError()) != GL_NO_ERROR)
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247 | {
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248 | errStr = gluErrorString(errCode);
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249 | fprintf(stderr,"OpenGL ERROR: %s: %s\n", errStr, msg);
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250 | }
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251 | }
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252 |
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253 |
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254 | int main(int argc, char* argv[])
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255 | {
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256 | int returnCode = 0;
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257 |
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258 | camera = new Camera(winWidth, winHeight, fov);
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259 | camera->SetNear(nearDist);
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260 |
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261 | visCamera = new Camera(winWidth, winHeight, fov);
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262 |
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263 | visCamera->SetNear(0.0f);
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264 | visCamera->Yaw(.5 * M_PI);
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265 |
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266 | renderQueue = new RenderQueue(&state, camera);
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267 |
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268 | glutInitWindowSize(winWidth, winHeight);
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269 | glutInit(&argc, argv);
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270 | glutInitDisplayMode(GLUT_DOUBLE | GLUT_RGBA | GLUT_DEPTH);
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271 |
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272 | glutCreateWindow("FriendlyCulling");
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273 |
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274 | glutDisplayFunc(Display);
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275 | glutKeyboardFunc(KeyBoard);
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276 | glutSpecialFunc(Special);
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277 | glutReshapeFunc(Reshape);
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278 | glutMouseFunc(Mouse);
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279 | glutIdleFunc(Display);
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280 | glutKeyboardUpFunc(KeyUp);
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281 | glutSpecialUpFunc(SpecialKeyUp);
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282 | glutIgnoreKeyRepeat(true);
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283 |
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284 | InitExtensions();
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285 | InitGLstate();
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286 | //InitRenderTexture();
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287 | InitFBO();
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288 |
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289 | LeftMotion(0, 0);
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290 | MiddleMotion(0, 0);
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291 |
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292 |
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293 | loader = new ResourceManager();
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294 |
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295 | //const string filename("data/city/model/city.dem");
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296 | const string filename = string(model_path + "city.dem");
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297 |
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298 | if (loader->Load(filename, sceneEntities))
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299 | cout << "scene " << filename << " loaded" << endl;
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300 | else
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301 | {
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302 | cerr << "loading scene " << filename << " failed" << endl;
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303 | CleanUp();
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304 | exit(0);
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305 | }
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306 |
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307 | SceneEntityContainer dummy;
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308 |
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309 | const string envname = string(model_path + "env.dem");
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310 |
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311 | if (loader->Load(envname, skyGeometry))
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312 | cout << "sky box " << filename << " loaded" << endl;
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313 | else
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314 | {
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315 | cerr << "loading sky box " << filename << " failed" << endl;
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316 | CleanUp();
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317 | exit(0);
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318 | }
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319 |
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320 |
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321 | const string bvh_filename = string(model_path + "city.bvh");
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322 | BvhLoader bvhLoader;
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323 | bvh = bvhLoader.Load(bvh_filename, sceneEntities);
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324 | //bvh = bvhLoader.Load("data/city/model/city.bvh", sceneEntities);
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325 |
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326 | myfar = 10.0f * Magnitude(bvh->GetBox().Diagonal());
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327 |
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328 | if (!bvh)
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329 | {
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330 | cerr << "loading bvh " << bvh_filename << " failed" << endl;
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331 | CleanUp();
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332 | exit(0);
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333 | }
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334 |
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335 | InitCg();
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336 |
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337 | bvh->SetCamera(camera);
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338 |
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339 | ResetTraverser();
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340 |
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341 | camera->Pitch(-M_PI * 0.5);
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342 | camera->SetPosition(Vector3(483.398f, 242.364f, 186.078f));
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343 |
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344 | visualization = new Visualization(bvh, camera, NULL, &state);
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345 |
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346 | sceneQuery = new SceneQuery(bvh->GetBox(), traverser);
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347 |
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348 |
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349 | glutMainLoop();
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350 |
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351 | // clean up
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352 | CleanUp();
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353 |
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354 | return 0;
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355 | }
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356 |
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357 |
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358 | void InitCg(void)
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359 | {
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360 | GenerateSamples();
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361 |
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362 | // Setup Cg
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363 | cgSetErrorCallback(cgErrorCallback);
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364 |
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365 | // Create cgContext.
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366 | sCgContext = cgCreateContext();
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367 |
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368 | // get the best profile for this hardware
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369 | sCgFragmentProfile = cgGLGetLatestProfile(CG_GL_FRAGMENT);
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370 | //assert(sCgFragmentProfile != CG_PROFILE_UNKNOWN);
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371 | cgGLSetOptimalOptions(sCgFragmentProfile);
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372 |
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373 | sCgVertexProfile = cgGLGetLatestProfile(CG_GL_VERTEX);
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374 | cgGLSetOptimalOptions(sCgVertexProfile);
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375 |
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376 | sCgLinearDepthProgram =
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377 | cgCreateProgramFromFile(sCgContext,
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378 | CG_SOURCE,
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379 | "src/lineardepth.cg",
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380 | sCgVertexProfile,
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381 | "main",
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382 | NULL);
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383 |
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384 | if(sCgLinearDepthProgram != NULL)
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385 | {
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386 | cgGLLoadProgram(sCgLinearDepthProgram);
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387 |
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388 | sModelViewMatrixParam = cgGetNamedParameter(sCgLinearDepthProgram, "ModelViewProj");
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389 | }
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390 |
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391 | sCgTestProgram =
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392 | cgCreateProgramFromFile(sCgContext,
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393 | CG_SOURCE,
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394 | "src/test2.cg",
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395 | sCgFragmentProfile,
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396 | "main",
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397 | NULL);
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398 |
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399 | if(sCgTestProgram != NULL)
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400 | {
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401 | cgGLLoadProgram(sCgTestProgram);
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402 |
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403 | sMaxDepthParam = cgGetNamedParameter(sCgTestProgram, "maxDepth");
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404 | cgGLSetParameter1f(sMaxDepthParam, 1.0f / myfar);
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405 | }
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406 | else
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407 | cerr << "test program failed to load" << endl;
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408 |
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409 | PrintGLerror("test");
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410 |
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411 |
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412 | ///////////////
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413 |
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414 | sCgSSAOProgram =
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415 | cgCreateProgramFromFile(sCgContext,
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416 | CG_SOURCE,
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417 | "src/ssao.cg",
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418 | //"src/test.cg",
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419 | sCgFragmentProfile,
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420 | NULL,
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421 | NULL);
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422 |
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423 | if(sCgSSAOProgram != NULL)
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424 | {
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425 | cgGLLoadProgram(sCgSSAOProgram);
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426 |
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427 | // we need size of texture for scaling
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428 | sTextureParam = cgGetNamedParameter(sCgSSAOProgram, "lindepth");
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429 | sSceneTextureParam = cgGetNamedParameter(sCgSSAOProgram, "scene");
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430 | sNormalTextureParam = cgGetNamedParameter(sCgSSAOProgram, "normal");
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431 | sTexSizeParam = cgGetNamedParameter(sCgSSAOProgram, "invTexSize");
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432 | sRadiusParam = cgGetNamedParameter(sCgSSAOProgram, "radius");
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433 | sEyeVecParam = cgGetNamedParameter(sCgSSAOProgram, "eyevec");
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434 | sSamplesParam = cgGetNamedParameter(sCgSSAOProgram, "samples");
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435 |
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436 | cgGLSetParameter1f(sTexSizeParam, 1.0f / (float)texWidth);
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437 | cgGLSetParameter1f(sRadiusParam, radius);
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438 | cgGLSetParameterArray3f(sSamplesParam, 0, 32, (const float *)samples);
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439 | }
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440 | else
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441 | cerr << "ssao program failed to load" << endl;
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442 |
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443 | PrintGLerror("init");
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444 | }
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445 |
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446 |
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447 | void PrintFBOStatus(GLenum status)
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448 | {
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449 | switch(status)
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450 | {
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451 | case GL_FRAMEBUFFER_COMPLETE_EXT:
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452 | cout << "frame buffer object created successfully" << endl;
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453 | break;
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454 | case GL_FRAMEBUFFER_INCOMPLETE_ATTACHMENT_EXT:
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455 | cerr << "incomplete attachment" << endl;
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456 | break;
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457 | case GL_FRAMEBUFFER_INCOMPLETE_MISSING_ATTACHMENT_EXT:
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458 | cerr << "missing attachment" << endl;
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459 | break;
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460 | case GL_FRAMEBUFFER_INCOMPLETE_DIMENSIONS_EXT:
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461 | cerr << "incomplete dimensions" << endl;
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462 | break;
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463 | case GL_FRAMEBUFFER_INCOMPLETE_FORMATS_EXT:
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464 | cerr << "incomplete formats" << endl;
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465 | break;
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466 | case GL_FRAMEBUFFER_INCOMPLETE_DRAW_BUFFER_EXT:
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467 | cerr << "incomplete draw buffer" << endl;
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468 | break;
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469 | case GL_FRAMEBUFFER_INCOMPLETE_READ_BUFFER_EXT:
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470 | cerr << "incomplete read buffer" << endl;
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471 | break;
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472 | case GL_FRAMEBUFFER_UNSUPPORTED_EXT:
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473 | cerr << "framebuffer unsupported" << endl;
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474 | break;
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475 | default:
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476 | cerr << "unknown status code " << status << endl;
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477 | }
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478 | }
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479 |
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480 |
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481 | void InitFBO()
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482 | {
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483 | glGenFramebuffersEXT(1, &fbo);
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484 | glBindFramebufferEXT(GL_FRAMEBUFFER_EXT, fbo);
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485 |
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486 | // create color buffer
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487 | int samples = 8;
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488 |
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489 | glGenRenderbuffersEXT(1, &colorbuffer);
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490 | //glRenderbufferStorageEXT(GL_RENDERBUFFER_EXT, GL_RGBA16F_ARB, texWidth, texHeight);
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491 | glRenderbufferStorageMultisampleEXT(GL_RENDERBUFFER_EXT, samples, GL_FLOAT_RGBA_NV, texWidth, texHeight);
|
---|
492 | glBindRenderbufferEXT(GL_RENDERBUFFER_EXT, colorbuffer);
|
---|
493 | glFramebufferRenderbufferEXT(GL_FRAMEBUFFER_EXT, GL_COLOR_ATTACHMENT0_EXT, GL_RENDERBUFFER_EXT, colorbuffer);
|
---|
494 |
|
---|
495 | glGenTextures(1, &colorTex);
|
---|
496 | glBindTexture(GL_TEXTURE_2D, colorTex);
|
---|
497 | glTexImage2D(GL_TEXTURE_2D, 0, GL_RGBA16F_ARB, texWidth, texHeight, 0, GL_RGBA, GL_FLOAT, NULL);
|
---|
498 | glGenerateMipmapEXT(GL_TEXTURE_2D);
|
---|
499 | glFramebufferTexture2DEXT(GL_FRAMEBUFFER_EXT, GL_COLOR_ATTACHMENT0_EXT, GL_TEXTURE_2D, colorTex, 0);
|
---|
500 |
|
---|
501 | glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_LINEAR);
|
---|
502 | glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_LINEAR_MIPMAP_LINEAR);
|
---|
503 |
|
---|
504 | glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_S, GL_CLAMP_TO_EDGE);
|
---|
505 | glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_T, GL_CLAMP_TO_EDGE);
|
---|
506 |
|
---|
507 | PrintFBOStatus(glCheckFramebufferStatusEXT(GL_FRAMEBUFFER_EXT));
|
---|
508 |
|
---|
509 |
|
---|
510 | glGenRenderbuffersEXT(1, &colorbuffer2);
|
---|
511 | glRenderbufferStorageEXT(GL_RENDERBUFFER_EXT, GL_RGBA16F_ARB, texWidth, texHeight);
|
---|
512 | glBindRenderbufferEXT(GL_RENDERBUFFER_EXT, colorbuffer2);
|
---|
513 | glFramebufferRenderbufferEXT(GL_FRAMEBUFFER_EXT, GL_COLOR_ATTACHMENT1_EXT, GL_RENDERBUFFER_EXT, colorbuffer2);
|
---|
514 |
|
---|
515 | glGenTextures(1, &colorTex2);
|
---|
516 | glBindTexture(GL_TEXTURE_2D, colorTex2);
|
---|
517 | glTexImage2D(GL_TEXTURE_2D, 0, GL_RGBA16F_ARB, texWidth, texHeight, 0, GL_RGBA, GL_FLOAT, NULL);
|
---|
518 | glGenerateMipmapEXT(GL_TEXTURE_2D);
|
---|
519 | glFramebufferTexture2DEXT(GL_FRAMEBUFFER_EXT, GL_COLOR_ATTACHMENT1_EXT, GL_TEXTURE_2D, colorTex2, 0);
|
---|
520 |
|
---|
521 | glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_LINEAR);
|
---|
522 | glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_LINEAR_MIPMAP_LINEAR);
|
---|
523 |
|
---|
524 | glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_S, GL_CLAMP_TO_EDGE);
|
---|
525 | glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_T, GL_CLAMP_TO_EDGE);
|
---|
526 |
|
---|
527 | PrintFBOStatus(glCheckFramebufferStatusEXT(GL_FRAMEBUFFER_EXT));
|
---|
528 |
|
---|
529 | ///////////
|
---|
530 | // create depth buffer
|
---|
531 |
|
---|
532 | glGenRenderbuffersEXT(1, &depthbuffer);
|
---|
533 | glBindRenderbufferEXT(GL_RENDERBUFFER_EXT, depthbuffer);
|
---|
534 | glRenderbufferStorageEXT(GL_RENDERBUFFER_EXT, GL_DEPTH_COMPONENT, texWidth, texHeight);
|
---|
535 | glFramebufferRenderbufferEXT(GL_FRAMEBUFFER_EXT, GL_DEPTH_ATTACHMENT_EXT, GL_RENDERBUFFER_EXT, depthbuffer);
|
---|
536 |
|
---|
537 |
|
---|
538 | PrintFBOStatus(glCheckFramebufferStatusEXT(GL_FRAMEBUFFER_EXT));
|
---|
539 |
|
---|
540 | glBindFramebufferEXT(GL_FRAMEBUFFER_EXT, 0);
|
---|
541 |
|
---|
542 |
|
---|
543 | ////////////////
|
---|
544 | //-- second fbo
|
---|
545 |
|
---|
546 | /*glGenFramebuffersEXT(1, &fbo2);
|
---|
547 | glBindFramebufferEXT(GL_FRAMEBUFFER_EXT, fbo2);
|
---|
548 |
|
---|
549 | // create color buffer
|
---|
550 | glGenRenderbuffersEXT(1, &occlusionbuffer);
|
---|
551 | //glRenderbufferStorageEXT(GL_RENDERBUFFER_EXT, GL_RGBA16F_ARB, texWidth, texHeight);
|
---|
552 | glRenderbufferStorageMultisampleEXT(GL_RENDERBUFFER_EXT, samples, GL_FLOAT_RGBA_NV, texWidth2, texHeight2);
|
---|
553 | glBindRenderbufferEXT(GL_RENDERBUFFER_EXT, occlusionbuffer);
|
---|
554 | glFramebufferRenderbufferEXT(GL_FRAMEBUFFER_EXT, GL_COLOR_ATTACHMENT0_EXT, GL_RENDERBUFFER_EXT, occlusionbuffer);
|
---|
555 |
|
---|
556 | glGenTextures(1, &occlusionTex);
|
---|
557 | glBindTexture(GL_TEXTURE_2D, occlusionTex);
|
---|
558 | glTexImage2D(GL_TEXTURE_2D, 0, GL_RGBA16F_ARB, texWidth2, texHeight2, 0, GL_RGBA, GL_FLOAT, NULL);
|
---|
559 | glGenerateMipmapEXT(GL_TEXTURE_2D);
|
---|
560 | glFramebufferTexture2DEXT(GL_FRAMEBUFFER_EXT, GL_COLOR_ATTACHMENT0_EXT, GL_TEXTURE_2D, colorTex, 0);
|
---|
561 |
|
---|
562 | PrintFBOStatus(glCheckFramebufferStatusEXT(GL_FRAMEBUFFER_EXT));
|
---|
563 |
|
---|
564 | glBindFramebufferEXT(GL_FRAMEBUFFER_EXT, 0);*/
|
---|
565 | }
|
---|
566 |
|
---|
567 |
|
---|
568 | void InitGLstate(void)
|
---|
569 | {
|
---|
570 | glClearColor(0.5f, 0.5f, 0.8f, 0.0f);
|
---|
571 |
|
---|
572 | glPixelStorei(GL_UNPACK_ALIGNMENT, 1);
|
---|
573 | glPixelStorei(GL_PACK_ALIGNMENT,1);
|
---|
574 |
|
---|
575 | glDepthFunc(GL_LESS);
|
---|
576 | glEnable(GL_DEPTH_TEST);
|
---|
577 |
|
---|
578 | SetupLighting();
|
---|
579 |
|
---|
580 | glColor3f(1.0f, 1.0f, 1.0f);
|
---|
581 | glShadeModel(GL_SMOOTH);
|
---|
582 |
|
---|
583 | glMaterialf(GL_FRONT, GL_SHININESS, 64);
|
---|
584 | glEnable(GL_NORMALIZE);
|
---|
585 |
|
---|
586 | //glEnable(GL_ALPHA_TEST);
|
---|
587 | glDisable(GL_ALPHA_TEST);
|
---|
588 | glAlphaFunc(GL_GEQUAL, 0.5f);
|
---|
589 |
|
---|
590 | glFrontFace(GL_CCW);
|
---|
591 | glCullFace(GL_BACK);
|
---|
592 | glEnable(GL_CULL_FACE);
|
---|
593 | //glDisable(GL_CULL_FACE);
|
---|
594 | glDisable(GL_TEXTURE_2D);
|
---|
595 |
|
---|
596 | GLfloat ambientColor[] = {0.5, 0.5, 0.5, 1.0};
|
---|
597 | GLfloat diffuseColor[] = {1.0, 0.0, 0.0, 1.0};
|
---|
598 | GLfloat specularColor[] = {0.0, 0.0, 0.0, 1.0};
|
---|
599 |
|
---|
600 | glMaterialfv(GL_FRONT, GL_AMBIENT, ambientColor);
|
---|
601 | glMaterialfv(GL_FRONT, GL_DIFFUSE, diffuseColor);
|
---|
602 | glMaterialfv(GL_FRONT, GL_SPECULAR, specularColor);
|
---|
603 |
|
---|
604 | glDepthFunc(GL_LESS);
|
---|
605 | }
|
---|
606 |
|
---|
607 |
|
---|
608 | void DrawHelpMessage(void)
|
---|
609 | {
|
---|
610 | const char *message[] =
|
---|
611 | {
|
---|
612 | "Help information",
|
---|
613 | "",
|
---|
614 | "'F1' - shows/dismisses this message",
|
---|
615 | "'F2' - shows/hides bird eye view",
|
---|
616 | "'F3' - shows/hides bounds (boxes or tight bounds)",
|
---|
617 | "'F4' - shows/hides statistics",
|
---|
618 | "'F5', - shows/hides parameters",
|
---|
619 | "'F6', - toggles between fly / walkmode",
|
---|
620 | "'F7', - depth pass",
|
---|
621 | "'F8', - enable/disable glFinish for more accurate timings",
|
---|
622 | "'SPACE' - cycles through occlusion culling algorithms",
|
---|
623 | "",
|
---|
624 | "'MOUSE-LEFT' - turn left/right, move forward/backward",
|
---|
625 | "'MOUSE-RIGHT' - turn left/right, move forward/backward",
|
---|
626 | "'MOUSE-MIDDLE' - move up/down, left/right",
|
---|
627 | "'CURSOR UP' - move forward",
|
---|
628 | "'CURSOR BACK' - move backward",
|
---|
629 | "'CURSOR RIGHT' - turn right",
|
---|
630 | "'CURSOR LEFT' - turn left",
|
---|
631 | "",
|
---|
632 | "'-' - decreases max batch size",
|
---|
633 | "'+' - increases max batch size",
|
---|
634 | "'4' - decrease triangles per virtual leaf (sets depth of bvh)",
|
---|
635 | "'5' - increase triangles per virtual leaf (sets depth of bvh)",
|
---|
636 | "'6' - decrease assumed visible frames",
|
---|
637 | "'7' - increase assumed visible frames",
|
---|
638 | "'8' - downward motion",
|
---|
639 | "'9' - upward motion",
|
---|
640 | "",
|
---|
641 | "'R' - use render queue",
|
---|
642 | "'B' - use tight bounds",
|
---|
643 | "'M' - use multiqueries",
|
---|
644 | "'O' - use CHC optimization (geometry queries for leaves)",
|
---|
645 | 0,
|
---|
646 | };
|
---|
647 |
|
---|
648 |
|
---|
649 | int x = 40, y = 60;
|
---|
650 |
|
---|
651 | glBlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA);
|
---|
652 | glEnable(GL_BLEND);
|
---|
653 | glColor4f(0.0f, 1.0f , 0.0f, 0.2f); // 20% green.
|
---|
654 |
|
---|
655 | // Drawn clockwise because the flipped Y axis flips CCW and CW.
|
---|
656 | glRecti(winWidth - 30, 30, 30, winHeight - 30);
|
---|
657 |
|
---|
658 | glDisable(GL_BLEND);
|
---|
659 |
|
---|
660 | glColor3f(1.0f, 1.0f, 1.0f);
|
---|
661 |
|
---|
662 | for(int i = 0; message[i] != 0; i++)
|
---|
663 | {
|
---|
664 | if(message[i][0] == '\0')
|
---|
665 | {
|
---|
666 | y += 15;
|
---|
667 | }
|
---|
668 | else
|
---|
669 | {
|
---|
670 | Output(x, y, message[i]);
|
---|
671 | y += 20;
|
---|
672 | }
|
---|
673 | }
|
---|
674 | }
|
---|
675 |
|
---|
676 |
|
---|
677 | void ResetTraverser()
|
---|
678 | {
|
---|
679 | DEL_PTR(traverser);
|
---|
680 |
|
---|
681 | bvh->ResetNodeClassifications();
|
---|
682 |
|
---|
683 | switch (renderMode)
|
---|
684 | {
|
---|
685 | case RenderTraverser::CULL_FRUSTUM:
|
---|
686 | traverser = new FrustumCullingTraverser();
|
---|
687 | break;
|
---|
688 | case RenderTraverser::STOP_AND_WAIT:
|
---|
689 | traverser = new StopAndWaitTraverser();
|
---|
690 | break;
|
---|
691 | case RenderTraverser::CHC:
|
---|
692 | traverser = new CHCTraverser();
|
---|
693 | break;
|
---|
694 | case RenderTraverser::CHCPLUSPLUS:
|
---|
695 | traverser = new CHCPlusPlusTraverser();
|
---|
696 | break;
|
---|
697 |
|
---|
698 | default:
|
---|
699 | traverser = new FrustumCullingTraverser();
|
---|
700 | }
|
---|
701 |
|
---|
702 | traverser->SetCamera(camera);
|
---|
703 | traverser->SetHierarchy(bvh);
|
---|
704 | traverser->SetRenderQueue(renderQueue);
|
---|
705 | traverser->SetRenderState(&state);
|
---|
706 | traverser->SetUseOptimization(useOptimization);
|
---|
707 | traverser->SetUseRenderQueue(useRenderQueue);
|
---|
708 | traverser->SetVisibilityThreshold(threshold);
|
---|
709 | traverser->SetAssumedVisibleFrames(assumedVisibleFrames);
|
---|
710 | traverser->SetMaxBatchSize(maxBatchSize);
|
---|
711 | traverser->SetUseMultiQueries(useMultiQueries);
|
---|
712 | traverser->SetUseTightBounds(useTightBounds);
|
---|
713 | traverser->SetUseDepthPass(depthPass);
|
---|
714 | traverser->SetRenderQueue(renderQueue);
|
---|
715 | }
|
---|
716 |
|
---|
717 |
|
---|
718 | void SetupLighting()
|
---|
719 | {
|
---|
720 | glEnable(GL_LIGHTING);
|
---|
721 | glEnable(GL_LIGHT0);
|
---|
722 | //glEnable(GL_LIGHT1);
|
---|
723 | glDisable(GL_LIGHT1);
|
---|
724 |
|
---|
725 | //GLfloat ambient[] = {0.5, 0.5, 0.5, 1.0};
|
---|
726 | GLfloat ambient[] = {0.2, 0.2, 0.2, 1.0};
|
---|
727 | GLfloat diffuse[] = {1.0, 1.0, 1.0, 1.0};
|
---|
728 | GLfloat specular[] = {1.0, 1.0, 1.0, 1.0};
|
---|
729 |
|
---|
730 | GLfloat lmodel_ambient[] = {0.5f, 0.5f, 0.5f, 1.0f};
|
---|
731 | //GLfloat lmodel_ambient[] = {0.2f, 0.2f, 0.2f, 1.0f};
|
---|
732 |
|
---|
733 | glLightfv(GL_LIGHT0, GL_AMBIENT, ambient);
|
---|
734 | glLightfv(GL_LIGHT0, GL_DIFFUSE, diffuse);
|
---|
735 | glLightfv(GL_LIGHT0, GL_SPECULAR, specular);
|
---|
736 |
|
---|
737 | GLfloat position[] = {1.0, 1.0, 1.0, 0.0};
|
---|
738 | glLightfv(GL_LIGHT0, GL_POSITION, position);
|
---|
739 |
|
---|
740 |
|
---|
741 | ////////////
|
---|
742 | //-- second light
|
---|
743 |
|
---|
744 | GLfloat ambient1[] = {0.5, 0.5, 0.5, 1.0};
|
---|
745 | //GLfloat diffuse1[] = {1.0, 1.0, 1.0, 1.0};
|
---|
746 | GLfloat diffuse1[] = {0.5, 0.5, 0.5, 1.0};
|
---|
747 | GLfloat specular1[] = {0.5, 0.5, 0.5, 1.0};
|
---|
748 |
|
---|
749 | glLightfv(GL_LIGHT1, GL_AMBIENT, ambient1);
|
---|
750 | glLightfv(GL_LIGHT1, GL_DIFFUSE, diffuse1);
|
---|
751 | glLightfv(GL_LIGHT1, GL_SPECULAR, specular1);
|
---|
752 |
|
---|
753 | GLfloat position1[] = {0.0, 1.0, 0.0, 1.0};
|
---|
754 | glLightfv(GL_LIGHT1, GL_POSITION, position1);
|
---|
755 |
|
---|
756 | glLightModelfv(GL_LIGHT_MODEL_AMBIENT, lmodel_ambient);
|
---|
757 | glLightModeli(GL_LIGHT_MODEL_LOCAL_VIEWER, GL_TRUE);
|
---|
758 | //glLightModeli(GL_LIGHT_MODEL_LOCAL_VIEWER, GL_FALSE);
|
---|
759 | //glLightModeli(GL_LIGHT_MODEL_COLOR_CONTROL_EXT, GL_SEPARATE_SPECULAR_COLOR_EXT);
|
---|
760 | glLightModeli(GL_LIGHT_MODEL_COLOR_CONTROL_EXT, GL_SINGLE_COLOR_EXT);
|
---|
761 | }
|
---|
762 |
|
---|
763 |
|
---|
764 | void SetupEyeView()
|
---|
765 | {
|
---|
766 | glMatrixMode(GL_PROJECTION);
|
---|
767 | glLoadIdentity();
|
---|
768 |
|
---|
769 | gluPerspective(fov, 1.0f / winAspectRatio, nearDist, myfar);
|
---|
770 |
|
---|
771 | glMatrixMode(GL_MODELVIEW);
|
---|
772 | glLoadIdentity();
|
---|
773 | camera->SetupCameraView();
|
---|
774 |
|
---|
775 | GLfloat position[] = {0.8f, 1.0f, 1.5f, 0.0f};
|
---|
776 | glLightfv(GL_LIGHT0, GL_POSITION, position);
|
---|
777 |
|
---|
778 | GLfloat position1[] = {bvh->GetBox().Center().x, bvh->GetBox().Max().y, bvh->GetBox().Center().z, 1.0f};
|
---|
779 | glLightfv(GL_LIGHT1, GL_POSITION, position1);
|
---|
780 | }
|
---|
781 |
|
---|
782 |
|
---|
783 | void KeyHorizontalMotion(float shift)
|
---|
784 | {
|
---|
785 | Vector3 hvec = camera->GetDirection();
|
---|
786 | hvec.z = 0;
|
---|
787 |
|
---|
788 | Vector3 pos = camera->GetPosition();
|
---|
789 | pos += hvec * shift;
|
---|
790 |
|
---|
791 | camera->SetPosition(pos);
|
---|
792 | }
|
---|
793 |
|
---|
794 |
|
---|
795 | void KeyVerticalMotion(float shift)
|
---|
796 | {
|
---|
797 | Vector3 uvec = Vector3(0, 0, shift);
|
---|
798 |
|
---|
799 | Vector3 pos = camera->GetPosition();
|
---|
800 | pos += uvec;
|
---|
801 |
|
---|
802 | camera->SetPosition(pos);
|
---|
803 | }
|
---|
804 |
|
---|
805 |
|
---|
806 |
|
---|
807 | void Display()
|
---|
808 | {
|
---|
809 | PerfTimer frameTimer, algTimer;
|
---|
810 | frameTimer.Start();
|
---|
811 |
|
---|
812 | Vector3 oldPos = camera->GetPosition();
|
---|
813 |
|
---|
814 | if (leftKeyPressed)
|
---|
815 | camera->Pitch(KeyRotationAngle());
|
---|
816 | if (rightKeyPressed)
|
---|
817 | camera->Pitch(-KeyRotationAngle());
|
---|
818 | if (upKeyPressed)
|
---|
819 | KeyHorizontalMotion(KeyShift());
|
---|
820 | if (downKeyPressed)
|
---|
821 | KeyHorizontalMotion(-KeyShift());
|
---|
822 | if (eightKeyPressed)
|
---|
823 | KeyVerticalMotion(-KeyShift());
|
---|
824 | if (nineKeyPressed)
|
---|
825 | KeyVerticalMotion(KeyShift());
|
---|
826 |
|
---|
827 | // place view on ground
|
---|
828 | if (!flyMode) PlaceViewer(oldPos);
|
---|
829 |
|
---|
830 | if (useGlFinish) glFinish();
|
---|
831 |
|
---|
832 | algTimer.Start();
|
---|
833 |
|
---|
834 | glBindFramebufferEXT(GL_FRAMEBUFFER_EXT, fbo);
|
---|
835 |
|
---|
836 | glPushAttrib(GL_VIEWPORT_BIT);
|
---|
837 | glViewport(0, 0, texWidth, texHeight);
|
---|
838 |
|
---|
839 | cgGLEnableProfile(sCgFragmentProfile);
|
---|
840 | cgGLBindProgram(sCgTestProgram);
|
---|
841 |
|
---|
842 | cgGLEnableProfile(sCgVertexProfile);
|
---|
843 | cgGLBindProgram(sCgLinearDepthProgram);
|
---|
844 |
|
---|
845 | glDrawBuffers(2, mrt);
|
---|
846 |
|
---|
847 | glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT);
|
---|
848 |
|
---|
849 | glDepthFunc(GL_LESS);
|
---|
850 | glDisable(GL_TEXTURE_2D);
|
---|
851 | glDisableClientState(GL_TEXTURE_COORD_ARRAY);
|
---|
852 |
|
---|
853 | // render without shading
|
---|
854 | if (depthPass)
|
---|
855 | {
|
---|
856 | state.SetDepthPass(true);
|
---|
857 | glDisable(GL_LIGHTING);
|
---|
858 | }
|
---|
859 | else
|
---|
860 | {
|
---|
861 | state.SetDepthPass(false);
|
---|
862 | glEnable(GL_LIGHTING);
|
---|
863 | }
|
---|
864 |
|
---|
865 | // bring eye modelview matrix up-to-date
|
---|
866 | SetupEyeView();
|
---|
867 |
|
---|
868 | Vector3 dir = camera->GetDirection();
|
---|
869 | cgGLSetParameter3f(sEyeVecParam, dir.x, dir.y, dir.z);
|
---|
870 |
|
---|
871 | // set modelview matrix for shaders
|
---|
872 | cgGLSetStateMatrixParameter(sModelViewMatrixParam, CG_GL_MODELVIEW_PROJECTION_MATRIX, CG_GL_MATRIX_IDENTITY);
|
---|
873 | cgGLEnableProfile(sCgVertexProfile);
|
---|
874 |
|
---|
875 | // actually render the scene geometry using one of the specified algorithms
|
---|
876 | traverser->RenderScene();
|
---|
877 |
|
---|
878 |
|
---|
879 | //////
|
---|
880 | //-- do the rest of the rendering
|
---|
881 |
|
---|
882 | glEnableClientState(GL_VERTEX_ARRAY);
|
---|
883 | glEnableClientState(GL_NORMAL_ARRAY);
|
---|
884 |
|
---|
885 |
|
---|
886 | // reset depth pass and render visible objects
|
---|
887 | if (depthPass)
|
---|
888 | {
|
---|
889 | RenderVisibleObjects();
|
---|
890 | }
|
---|
891 |
|
---|
892 |
|
---|
893 | ///////////////
|
---|
894 | //-- render sky
|
---|
895 |
|
---|
896 | RenderSky();
|
---|
897 |
|
---|
898 | state.Reset();
|
---|
899 |
|
---|
900 | glDisableClientState(GL_VERTEX_ARRAY);
|
---|
901 | glDisableClientState(GL_NORMAL_ARRAY);
|
---|
902 |
|
---|
903 |
|
---|
904 | cgGLDisableProfile(sCgVertexProfile);
|
---|
905 | cgGLDisableProfile(sCgFragmentProfile);
|
---|
906 |
|
---|
907 | glPopAttrib();
|
---|
908 |
|
---|
909 | glBindFramebufferEXT(GL_FRAMEBUFFER_EXT, 0);
|
---|
910 |
|
---|
911 | DisplayRenderTexture();
|
---|
912 |
|
---|
913 | if (useGlFinish) glFinish();
|
---|
914 |
|
---|
915 | algTime = algTimer.Elapsedms();
|
---|
916 |
|
---|
917 | ///////////
|
---|
918 |
|
---|
919 | if (visMode) DisplayVisualization();
|
---|
920 |
|
---|
921 | DisplayStats();
|
---|
922 |
|
---|
923 | glutSwapBuffers();
|
---|
924 |
|
---|
925 | elapsedTime = frameTimer.Elapsed();
|
---|
926 | }
|
---|
927 |
|
---|
928 |
|
---|
929 | #pragma warning( disable : 4100 )
|
---|
930 | void KeyBoard(unsigned char c, int x, int y)
|
---|
931 | {
|
---|
932 | switch(c)
|
---|
933 | {
|
---|
934 | case 27:
|
---|
935 | CleanUp();
|
---|
936 | exit(0);
|
---|
937 | break;
|
---|
938 | case 32: //space
|
---|
939 | renderMode = (renderMode + 1) % RenderTraverser::NUM_TRAVERSAL_TYPES;
|
---|
940 | ResetTraverser();
|
---|
941 | break;
|
---|
942 | case 'h':
|
---|
943 | case 'H':
|
---|
944 | showHelp = !showHelp;
|
---|
945 | break;
|
---|
946 | case '+':
|
---|
947 | maxBatchSize += 10;
|
---|
948 | traverser->SetMaxBatchSize(maxBatchSize);
|
---|
949 | break;
|
---|
950 | case '-':
|
---|
951 | maxBatchSize -= 10;
|
---|
952 | if (maxBatchSize < 0) maxBatchSize = 1;
|
---|
953 | traverser->SetMaxBatchSize(maxBatchSize);
|
---|
954 | break;
|
---|
955 | case '6':
|
---|
956 | assumedVisibleFrames -= 1;
|
---|
957 | if (assumedVisibleFrames < 1) assumedVisibleFrames = 1;
|
---|
958 | traverser->SetAssumedVisibleFrames(assumedVisibleFrames);
|
---|
959 | break;
|
---|
960 | case '7':
|
---|
961 | assumedVisibleFrames += 1;
|
---|
962 | traverser->SetAssumedVisibleFrames(assumedVisibleFrames);
|
---|
963 | break;
|
---|
964 | case 'M':
|
---|
965 | case 'm':
|
---|
966 | useMultiQueries = !useMultiQueries;
|
---|
967 | traverser->SetUseMultiQueries(useMultiQueries);
|
---|
968 | break;
|
---|
969 | case '8':
|
---|
970 | eightKeyPressed = true;
|
---|
971 | break;
|
---|
972 | case '9':
|
---|
973 | nineKeyPressed = true;
|
---|
974 | break;
|
---|
975 | case 'o':
|
---|
976 | case 'O':
|
---|
977 | useOptimization = !useOptimization;
|
---|
978 | traverser->SetUseOptimization(useOptimization);
|
---|
979 | break;
|
---|
980 | case 'a':
|
---|
981 | case 'A':
|
---|
982 | leftKeyPressed = true;
|
---|
983 | break;
|
---|
984 | case 'd':
|
---|
985 | case 'D':
|
---|
986 | rightKeyPressed = true;
|
---|
987 | break;
|
---|
988 | case 'w':
|
---|
989 | case 'W':
|
---|
990 | upKeyPressed = true;
|
---|
991 | break;
|
---|
992 | case 'x':
|
---|
993 | case 'X':
|
---|
994 | downKeyPressed = true;
|
---|
995 | break;
|
---|
996 | case 'r':
|
---|
997 | case 'R':
|
---|
998 | {
|
---|
999 | useRenderQueue = !useRenderQueue;
|
---|
1000 | traverser->SetUseRenderQueue(useRenderQueue);
|
---|
1001 | }
|
---|
1002 | break;
|
---|
1003 | case 'b':
|
---|
1004 | case 'B':
|
---|
1005 | {
|
---|
1006 | useTightBounds = !useTightBounds;
|
---|
1007 | traverser->SetUseTightBounds(useTightBounds);
|
---|
1008 | }
|
---|
1009 | break;
|
---|
1010 | case '4':
|
---|
1011 | if (trianglesPerVirtualLeaf >= 100)
|
---|
1012 | trianglesPerVirtualLeaf -= 100;
|
---|
1013 |
|
---|
1014 | bvh->SetVirtualLeaves(trianglesPerVirtualLeaf);
|
---|
1015 | break;
|
---|
1016 | case '5':
|
---|
1017 | trianglesPerVirtualLeaf += 100;
|
---|
1018 | bvh->SetVirtualLeaves(trianglesPerVirtualLeaf);
|
---|
1019 | break;
|
---|
1020 | default:
|
---|
1021 | return;
|
---|
1022 | }
|
---|
1023 |
|
---|
1024 | glutPostRedisplay();
|
---|
1025 | }
|
---|
1026 |
|
---|
1027 |
|
---|
1028 | void SpecialKeyUp(int c, int x, int y)
|
---|
1029 | {
|
---|
1030 | switch (c)
|
---|
1031 | {
|
---|
1032 | case GLUT_KEY_LEFT:
|
---|
1033 | leftKeyPressed = false;
|
---|
1034 | break;
|
---|
1035 | case GLUT_KEY_RIGHT:
|
---|
1036 | rightKeyPressed = false;
|
---|
1037 | break;
|
---|
1038 | case GLUT_KEY_UP:
|
---|
1039 | upKeyPressed = false;
|
---|
1040 | break;
|
---|
1041 | case GLUT_KEY_DOWN:
|
---|
1042 | downKeyPressed = false;
|
---|
1043 | break;
|
---|
1044 | default:
|
---|
1045 | return;
|
---|
1046 | }
|
---|
1047 | //glutPostRedisplay();
|
---|
1048 | }
|
---|
1049 |
|
---|
1050 |
|
---|
1051 | void KeyUp(unsigned char c, int x, int y)
|
---|
1052 | {
|
---|
1053 | switch (c)
|
---|
1054 | {
|
---|
1055 | case 'A':
|
---|
1056 | case 'a':
|
---|
1057 | leftKeyPressed = false;
|
---|
1058 | break;
|
---|
1059 | case 'D':
|
---|
1060 | case 'd':
|
---|
1061 | rightKeyPressed = false;
|
---|
1062 | break;
|
---|
1063 | case 'W':
|
---|
1064 | case 'w':
|
---|
1065 | upKeyPressed = false;
|
---|
1066 | break;
|
---|
1067 | case 'X':
|
---|
1068 | case 'x':
|
---|
1069 | downKeyPressed = false;
|
---|
1070 | break;
|
---|
1071 | case '8':
|
---|
1072 | eightKeyPressed = false;
|
---|
1073 | break;
|
---|
1074 |
|
---|
1075 | case '9':
|
---|
1076 | nineKeyPressed = false;
|
---|
1077 | break;
|
---|
1078 |
|
---|
1079 | default:
|
---|
1080 | return;
|
---|
1081 | }
|
---|
1082 | //glutPostRedisplay();
|
---|
1083 | }
|
---|
1084 |
|
---|
1085 |
|
---|
1086 | void Special(int c, int x, int y)
|
---|
1087 | {
|
---|
1088 | switch(c)
|
---|
1089 | {
|
---|
1090 | case GLUT_KEY_F1:
|
---|
1091 | showHelp = !showHelp;
|
---|
1092 | break;
|
---|
1093 | case GLUT_KEY_F2:
|
---|
1094 | visMode = !visMode;
|
---|
1095 | break;
|
---|
1096 | case GLUT_KEY_F3:
|
---|
1097 | showBoundingVolumes = !showBoundingVolumes;
|
---|
1098 | traverser->SetShowBounds(showBoundingVolumes);
|
---|
1099 | break;
|
---|
1100 | case GLUT_KEY_F4:
|
---|
1101 | showStatistics = !showStatistics;
|
---|
1102 | break;
|
---|
1103 | case GLUT_KEY_F5:
|
---|
1104 | showOptions = !showOptions;
|
---|
1105 | break;
|
---|
1106 | case GLUT_KEY_F6:
|
---|
1107 | flyMode = !flyMode;
|
---|
1108 | break;
|
---|
1109 | case GLUT_KEY_F7:
|
---|
1110 | depthPass = !depthPass;
|
---|
1111 | traverser->SetUseDepthPass(depthPass);
|
---|
1112 | break;
|
---|
1113 | case GLUT_KEY_F8:
|
---|
1114 | useGlFinish = !useGlFinish;
|
---|
1115 | break;
|
---|
1116 | case GLUT_KEY_LEFT:
|
---|
1117 | {
|
---|
1118 | leftKeyPressed = true;
|
---|
1119 | camera->Pitch(KeyRotationAngle());
|
---|
1120 | }
|
---|
1121 | break;
|
---|
1122 | case GLUT_KEY_RIGHT:
|
---|
1123 | {
|
---|
1124 | rightKeyPressed = true;
|
---|
1125 | camera->Pitch(-KeyRotationAngle());
|
---|
1126 | }
|
---|
1127 | break;
|
---|
1128 | case GLUT_KEY_UP:
|
---|
1129 | {
|
---|
1130 | upKeyPressed = true;
|
---|
1131 | KeyHorizontalMotion(KeyShift());
|
---|
1132 | }
|
---|
1133 | break;
|
---|
1134 | case GLUT_KEY_DOWN:
|
---|
1135 | {
|
---|
1136 | downKeyPressed = true;
|
---|
1137 | KeyHorizontalMotion(-KeyShift());
|
---|
1138 | }
|
---|
1139 | break;
|
---|
1140 | default:
|
---|
1141 | return;
|
---|
1142 |
|
---|
1143 | }
|
---|
1144 |
|
---|
1145 | glutPostRedisplay();
|
---|
1146 | }
|
---|
1147 |
|
---|
1148 | #pragma warning( default : 4100 )
|
---|
1149 |
|
---|
1150 |
|
---|
1151 | void Reshape(int w, int h)
|
---|
1152 | {
|
---|
1153 | winAspectRatio = 1.0f;
|
---|
1154 |
|
---|
1155 | glViewport(0, 0, w, h);
|
---|
1156 |
|
---|
1157 | winWidth = w;
|
---|
1158 | winHeight = h;
|
---|
1159 |
|
---|
1160 | if (w) winAspectRatio = (float) h / (float) w;
|
---|
1161 |
|
---|
1162 | glMatrixMode(GL_PROJECTION);
|
---|
1163 | glLoadIdentity();
|
---|
1164 |
|
---|
1165 | gluPerspective(fov, 1.0f / winAspectRatio, nearDist, myfar);
|
---|
1166 |
|
---|
1167 | glMatrixMode(GL_MODELVIEW);
|
---|
1168 |
|
---|
1169 | glutPostRedisplay();
|
---|
1170 | }
|
---|
1171 |
|
---|
1172 |
|
---|
1173 | void Mouse(int button, int state, int x, int y)
|
---|
1174 | {
|
---|
1175 | if ((button == GLUT_LEFT_BUTTON) && (state == GLUT_DOWN))
|
---|
1176 | {
|
---|
1177 | xEyeBegin = x;
|
---|
1178 | yMotionBegin = y;
|
---|
1179 |
|
---|
1180 | glutMotionFunc(LeftMotion);
|
---|
1181 | }
|
---|
1182 | else if ((button == GLUT_RIGHT_BUTTON) && (state == GLUT_DOWN))
|
---|
1183 | {
|
---|
1184 | yEyeBegin = y;
|
---|
1185 | yMotionBegin = y;
|
---|
1186 |
|
---|
1187 | glutMotionFunc(RightMotion);
|
---|
1188 | }
|
---|
1189 | else if ((button == GLUT_MIDDLE_BUTTON) && (state == GLUT_DOWN))
|
---|
1190 | {
|
---|
1191 | horizontalMotionBegin = x;
|
---|
1192 | verticalMotionBegin = y;
|
---|
1193 | glutMotionFunc(MiddleMotion);
|
---|
1194 | }
|
---|
1195 |
|
---|
1196 | glutPostRedisplay();
|
---|
1197 | }
|
---|
1198 |
|
---|
1199 |
|
---|
1200 | /** rotation for left/right mouse drag
|
---|
1201 | motion for up/down mouse drag
|
---|
1202 | */
|
---|
1203 | void LeftMotion(int x, int y)
|
---|
1204 | {
|
---|
1205 | Vector3 viewDir = camera->GetDirection();
|
---|
1206 | Vector3 pos = camera->GetPosition();
|
---|
1207 |
|
---|
1208 | // don't move in the vertical direction
|
---|
1209 | Vector3 horView(viewDir[0], viewDir[1], 0);
|
---|
1210 |
|
---|
1211 | float eyeXAngle = 0.2f * M_PI * (xEyeBegin - x) / 180.0;
|
---|
1212 |
|
---|
1213 | camera->Pitch(eyeXAngle);
|
---|
1214 |
|
---|
1215 | pos += horView * (yMotionBegin - y) * 0.2f;
|
---|
1216 |
|
---|
1217 | camera->SetPosition(pos);
|
---|
1218 |
|
---|
1219 | xEyeBegin = x;
|
---|
1220 | yMotionBegin = y;
|
---|
1221 |
|
---|
1222 | glutPostRedisplay();
|
---|
1223 | }
|
---|
1224 |
|
---|
1225 |
|
---|
1226 | /** rotation for left / right mouse drag
|
---|
1227 | motion for up / down mouse drag
|
---|
1228 | */
|
---|
1229 | void RightMotion(int x, int y)
|
---|
1230 | {
|
---|
1231 | float eyeYAngle = -0.2f * M_PI * (yEyeBegin - y) / 180.0;
|
---|
1232 |
|
---|
1233 | camera->Yaw(eyeYAngle);
|
---|
1234 |
|
---|
1235 | yEyeBegin = y;
|
---|
1236 | glutPostRedisplay();
|
---|
1237 | }
|
---|
1238 |
|
---|
1239 |
|
---|
1240 | // strafe
|
---|
1241 | void MiddleMotion(int x, int y)
|
---|
1242 | {
|
---|
1243 | Vector3 viewDir = camera->GetDirection();
|
---|
1244 | Vector3 pos = camera->GetPosition();
|
---|
1245 |
|
---|
1246 | // the 90 degree rotated view vector
|
---|
1247 | // y zero so we don't move in the vertical
|
---|
1248 | Vector3 rVec(viewDir[0], viewDir[1], 0);
|
---|
1249 |
|
---|
1250 | Matrix4x4 rot = RotationZMatrix(M_PI * 0.5f);
|
---|
1251 | rVec = rot * rVec;
|
---|
1252 |
|
---|
1253 | pos -= rVec * (x - horizontalMotionBegin) * 0.1f;
|
---|
1254 | pos[2] += (verticalMotionBegin - y) * 0.1f;
|
---|
1255 |
|
---|
1256 | camera->SetPosition(pos);
|
---|
1257 |
|
---|
1258 | horizontalMotionBegin = x;
|
---|
1259 | verticalMotionBegin = y;
|
---|
1260 |
|
---|
1261 | glutPostRedisplay();
|
---|
1262 | }
|
---|
1263 |
|
---|
1264 |
|
---|
1265 | void InitExtensions(void)
|
---|
1266 | {
|
---|
1267 | GLenum err = glewInit();
|
---|
1268 |
|
---|
1269 | if (GLEW_OK != err)
|
---|
1270 | {
|
---|
1271 | // problem: glewInit failed, something is seriously wrong
|
---|
1272 | fprintf(stderr,"Error: %s\n", glewGetErrorString(err));
|
---|
1273 | exit(1);
|
---|
1274 | }
|
---|
1275 | if (!GLEW_ARB_occlusion_query)
|
---|
1276 | {
|
---|
1277 | printf("I require the GL_ARB_occlusion_query to work.\n");
|
---|
1278 | exit(1);
|
---|
1279 | }
|
---|
1280 | }
|
---|
1281 |
|
---|
1282 |
|
---|
1283 | void Begin2D(void)
|
---|
1284 | {
|
---|
1285 | glDisable(GL_LIGHTING);
|
---|
1286 | glDisable(GL_DEPTH_TEST);
|
---|
1287 |
|
---|
1288 | glPushMatrix();
|
---|
1289 | glLoadIdentity();
|
---|
1290 |
|
---|
1291 | glMatrixMode(GL_PROJECTION);
|
---|
1292 | glPushMatrix();
|
---|
1293 | glLoadIdentity();
|
---|
1294 | gluOrtho2D(0, winWidth, winHeight, 0);
|
---|
1295 | }
|
---|
1296 |
|
---|
1297 |
|
---|
1298 | void End2D(void)
|
---|
1299 | {
|
---|
1300 | glPopMatrix();
|
---|
1301 | glMatrixMode(GL_MODELVIEW);
|
---|
1302 | glPopMatrix();
|
---|
1303 |
|
---|
1304 | glEnable(GL_LIGHTING);
|
---|
1305 | glEnable(GL_DEPTH_TEST);
|
---|
1306 | }
|
---|
1307 |
|
---|
1308 |
|
---|
1309 | void Output(int x, int y, const char *string)
|
---|
1310 | {
|
---|
1311 | if (string != 0)
|
---|
1312 | {
|
---|
1313 | size_t len, i;
|
---|
1314 | glRasterPos2f(x, y);
|
---|
1315 | len = strlen(string);
|
---|
1316 |
|
---|
1317 | for (i = 0; i < len; ++ i)
|
---|
1318 | {
|
---|
1319 | glutBitmapCharacter(GLUT_BITMAP_HELVETICA_18, string[i]);
|
---|
1320 | }
|
---|
1321 | }
|
---|
1322 | }
|
---|
1323 |
|
---|
1324 |
|
---|
1325 | // displays the visualisation of culling algorithm
|
---|
1326 | void DisplayVisualization()
|
---|
1327 | {
|
---|
1328 | visualization->SetFrameId(traverser->GetCurrentFrameId());
|
---|
1329 |
|
---|
1330 | Begin2D();
|
---|
1331 | glBlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA);
|
---|
1332 | glEnable(GL_BLEND);
|
---|
1333 | glColor4f(0.0,0.0,0.0,0.5);
|
---|
1334 |
|
---|
1335 | glRecti(winWidth, 0, winWidth - winWidth / 3, winHeight / 3);
|
---|
1336 | glDisable(GL_BLEND);
|
---|
1337 | End2D();
|
---|
1338 |
|
---|
1339 |
|
---|
1340 | AxisAlignedBox3 box = bvh->GetBox();
|
---|
1341 |
|
---|
1342 | // set far for viz
|
---|
1343 | camera->SetFar(0.35f * Magnitude(box.Diagonal()));
|
---|
1344 |
|
---|
1345 | const float offs = box.Size().x * 0.3f;
|
---|
1346 | //const float yoffs = box.Size().y * 0.5f;
|
---|
1347 |
|
---|
1348 | Vector3 pos = camera->GetPosition();
|
---|
1349 |
|
---|
1350 | Vector3 vizpos = Vector3(box.Min().x + 20, box.Min().y + 500, box.Min().z + box.Size().z * 50);
|
---|
1351 |
|
---|
1352 | visCamera->SetPosition(vizpos);
|
---|
1353 |
|
---|
1354 | glViewport(winWidth - winWidth / 3, winHeight - winHeight / 3, winWidth / 3, winHeight / 3);
|
---|
1355 |
|
---|
1356 | glMatrixMode(GL_PROJECTION);
|
---|
1357 | glLoadIdentity();
|
---|
1358 |
|
---|
1359 | glOrtho(-offs, offs, -offs, offs, 0.0f, box.Size().z * 100.0f);
|
---|
1360 |
|
---|
1361 | glMatrixMode(GL_MODELVIEW);
|
---|
1362 |
|
---|
1363 | visCamera->SetupCameraView();
|
---|
1364 |
|
---|
1365 | Matrix4x4 rotZ = RotationZMatrix(-camera->GetPitch());
|
---|
1366 | glMultMatrixf((float *)rotZ.x);
|
---|
1367 |
|
---|
1368 | glTranslatef(-pos.x, -pos.y, -pos.z);
|
---|
1369 |
|
---|
1370 |
|
---|
1371 | GLfloat position[] = {0.8f, 1.0f, 1.5f, 0.0f};
|
---|
1372 | glLightfv(GL_LIGHT0, GL_POSITION, position);
|
---|
1373 |
|
---|
1374 | GLfloat position1[] = {bvh->GetBox().Center().x, bvh->GetBox().Max().y, bvh->GetBox().Center().z, 1.0f};
|
---|
1375 | glLightfv(GL_LIGHT1, GL_POSITION, position1);
|
---|
1376 |
|
---|
1377 | glClear(GL_DEPTH_BUFFER_BIT);
|
---|
1378 |
|
---|
1379 |
|
---|
1380 | ////////////
|
---|
1381 | //-- visualization of the occlusion culling
|
---|
1382 |
|
---|
1383 | visualization->Render();
|
---|
1384 |
|
---|
1385 | // reset vp
|
---|
1386 | glViewport(0, 0, winWidth, winHeight);
|
---|
1387 | }
|
---|
1388 |
|
---|
1389 |
|
---|
1390 | // cleanup routine after the main loop
|
---|
1391 | void CleanUp()
|
---|
1392 | {
|
---|
1393 | DEL_PTR(traverser);
|
---|
1394 | DEL_PTR(sceneQuery);
|
---|
1395 | DEL_PTR(bvh);
|
---|
1396 | DEL_PTR(visualization);
|
---|
1397 | DEL_PTR(camera);
|
---|
1398 | DEL_PTR(loader);
|
---|
1399 | DEL_PTR(renderQueue);
|
---|
1400 |
|
---|
1401 | if (sCgLinearDepthProgram)
|
---|
1402 | cgDestroyProgram(sCgLinearDepthProgram);
|
---|
1403 | if (sCgSSAOProgram)
|
---|
1404 | cgDestroyProgram(sCgSSAOProgram);
|
---|
1405 | if (sCgContext)
|
---|
1406 | cgDestroyContext(sCgContext);
|
---|
1407 | }
|
---|
1408 |
|
---|
1409 |
|
---|
1410 | // this function inserts a dezimal point after each 1000
|
---|
1411 | void CalcDecimalPoint(string &str, int d)
|
---|
1412 | {
|
---|
1413 | vector<int> numbers;
|
---|
1414 | char hstr[100];
|
---|
1415 |
|
---|
1416 | while (d != 0)
|
---|
1417 | {
|
---|
1418 | numbers.push_back(d % 1000);
|
---|
1419 | d /= 1000;
|
---|
1420 | }
|
---|
1421 |
|
---|
1422 | // first element without leading zeros
|
---|
1423 | if (numbers.size() > 0)
|
---|
1424 | {
|
---|
1425 | sprintf(hstr, "%d", numbers.back());
|
---|
1426 | str.append(hstr);
|
---|
1427 | }
|
---|
1428 |
|
---|
1429 | for (int i = (int)numbers.size() - 2; i >= 0; i--)
|
---|
1430 | {
|
---|
1431 | sprintf(hstr, ",%03d", numbers[i]);
|
---|
1432 | str.append(hstr);
|
---|
1433 | }
|
---|
1434 | }
|
---|
1435 |
|
---|
1436 |
|
---|
1437 | void DisplayStats()
|
---|
1438 | {
|
---|
1439 | static char msg[7][300];
|
---|
1440 |
|
---|
1441 | static double renderTime = algTime;
|
---|
1442 | const float expFactor = 0.5f;
|
---|
1443 |
|
---|
1444 | // if some strange render time spike happened in this frame => don't count
|
---|
1445 | if (algTime < 500) renderTime = algTime * expFactor + (1.0f - expFactor) * algTime;
|
---|
1446 |
|
---|
1447 | accumulatedTime += elapsedTime * 1e3f;
|
---|
1448 |
|
---|
1449 | if (accumulatedTime > 500) // update every fraction of a second
|
---|
1450 | {
|
---|
1451 | accumulatedTime = 0;
|
---|
1452 | if (renderTime) fps = 1e3f / (float)renderTime;
|
---|
1453 |
|
---|
1454 | renderedObjects = traverser->GetStats().mNumRenderedGeometry;
|
---|
1455 | renderedNodes = traverser->GetStats().mNumRenderedNodes;
|
---|
1456 | renderedTriangles = traverser->GetStats().mNumRenderedTriangles;
|
---|
1457 |
|
---|
1458 | traversedNodes = traverser->GetStats().mNumTraversedNodes;
|
---|
1459 | frustumCulledNodes = traverser->GetStats().mNumFrustumCulledNodes;
|
---|
1460 | queryCulledNodes = traverser->GetStats().mNumQueryCulledNodes;
|
---|
1461 | issuedQueries = traverser->GetStats().mNumIssuedQueries;
|
---|
1462 | stateChanges = traverser->GetStats().mNumStateChanges;
|
---|
1463 | numBatches = traverser->GetStats().mNumBatches;
|
---|
1464 | }
|
---|
1465 |
|
---|
1466 | string str;
|
---|
1467 | string str2;
|
---|
1468 |
|
---|
1469 | int i = 0;
|
---|
1470 |
|
---|
1471 | CalcDecimalPoint(str, renderedTriangles);
|
---|
1472 | CalcDecimalPoint(str2, bvh->GetBvhStats().mTriangles);
|
---|
1473 |
|
---|
1474 | sprintf(msg[i ++], "rendered nodes: %6d (of %6d), rendered triangles: %s (of %s)",
|
---|
1475 | renderedNodes, bvh->GetNumVirtualNodes(), str.c_str(), str2.c_str());
|
---|
1476 |
|
---|
1477 | sprintf(msg[i ++], "traversed: %5d, frustum culled: %5d, query culled: %5d",
|
---|
1478 | traversedNodes, frustumCulledNodes, queryCulledNodes);
|
---|
1479 |
|
---|
1480 | sprintf(msg[i ++], "issued queries: %5d, state changes: %5d, render batches: %5d",
|
---|
1481 | issuedQueries, stateChanges, numBatches);
|
---|
1482 |
|
---|
1483 | sprintf(msg[i ++], "fps: %6.1f", fps);
|
---|
1484 |
|
---|
1485 |
|
---|
1486 | sprintf(msg[i ++], "assumed visible frames: %4d, max batch size: %4d",
|
---|
1487 | assumedVisibleFrames, maxBatchSize);
|
---|
1488 |
|
---|
1489 | sprintf(msg[i ++], "multiqueries: %d, tight bounds: %d, render queue: %d, depth pass: %d, glFinish: %d",
|
---|
1490 | useMultiQueries, useTightBounds, useRenderQueue, depthPass, useGlFinish);
|
---|
1491 |
|
---|
1492 | sprintf(msg[i ++], "triangles per virtual leaf: %5d", trianglesPerVirtualLeaf);
|
---|
1493 |
|
---|
1494 |
|
---|
1495 | Begin2D();
|
---|
1496 |
|
---|
1497 | if(showHelp)
|
---|
1498 | {
|
---|
1499 | DrawHelpMessage();
|
---|
1500 | }
|
---|
1501 | else
|
---|
1502 | {
|
---|
1503 | static char *alg_str[] = {"Frustum Culling", "Stop and Wait", "CHC", "CHC ++"};
|
---|
1504 |
|
---|
1505 | glColor3f(1.0f, 1.0f, 1.0f);
|
---|
1506 | Output(850, 30, alg_str[renderMode]);
|
---|
1507 |
|
---|
1508 | if (showStatistics)
|
---|
1509 | {
|
---|
1510 | for (int i = 0; i < 4; ++ i)
|
---|
1511 | Output(20, (i + 1) * 30, msg[i]);
|
---|
1512 | }
|
---|
1513 |
|
---|
1514 | if (showOptions)
|
---|
1515 | {
|
---|
1516 | for (int i = 4; i < 8; ++ i)
|
---|
1517 | Output(20, (i + 1) * 30, msg[i]);
|
---|
1518 | }
|
---|
1519 | }
|
---|
1520 |
|
---|
1521 | End2D();
|
---|
1522 | }
|
---|
1523 |
|
---|
1524 |
|
---|
1525 | void RenderSky()
|
---|
1526 | {
|
---|
1527 | SceneEntityContainer::const_iterator sit, sit_end = skyGeometry.end();
|
---|
1528 |
|
---|
1529 | for (sit = skyGeometry.begin(); sit != sit_end; ++ sit)
|
---|
1530 | (*sit)->Render(&state);
|
---|
1531 | }
|
---|
1532 |
|
---|
1533 |
|
---|
1534 | void RenderVisibleObjects()
|
---|
1535 | {
|
---|
1536 | state.SetDepthPass(false);
|
---|
1537 | state.Reset();
|
---|
1538 |
|
---|
1539 | glEnable(GL_LIGHTING);
|
---|
1540 | glDepthFunc(GL_LEQUAL);
|
---|
1541 |
|
---|
1542 | //cout << "visible: " << (int)traverser->GetVisibleObjects().size() << endl;
|
---|
1543 |
|
---|
1544 | SceneEntityContainer::const_iterator sit,
|
---|
1545 | sit_end = traverser->GetVisibleObjects().end();
|
---|
1546 |
|
---|
1547 | for (sit = traverser->GetVisibleObjects().begin(); sit != sit_end; ++ sit)
|
---|
1548 | renderQueue->Enqueue(*sit);
|
---|
1549 |
|
---|
1550 | renderQueue->Apply();
|
---|
1551 |
|
---|
1552 | glDepthFunc(GL_LESS);
|
---|
1553 | }
|
---|
1554 |
|
---|
1555 |
|
---|
1556 | void PlaceViewer(const Vector3 &oldPos)
|
---|
1557 | {
|
---|
1558 | Vector3 playerPos = camera->GetPosition();
|
---|
1559 |
|
---|
1560 | bool validIntersect = sceneQuery->CalcIntersection(playerPos);
|
---|
1561 |
|
---|
1562 | if (validIntersect &&
|
---|
1563 | (( playerPos.z - oldPos.z) < bvh->GetBox().Size(2) * 1e-1f))
|
---|
1564 | {
|
---|
1565 | camera->SetPosition(playerPos);
|
---|
1566 | }
|
---|
1567 | }
|
---|
1568 |
|
---|
1569 |
|
---|
1570 | void DisplayRenderTexture2()
|
---|
1571 | {
|
---|
1572 | glEnable(GL_TEXTURE_2D);
|
---|
1573 | glBindTexture(GL_TEXTURE_2D, occlusionTex);
|
---|
1574 |
|
---|
1575 | glDisable(GL_LIGHTING);
|
---|
1576 |
|
---|
1577 | glMatrixMode(GL_PROJECTION);
|
---|
1578 | glPushMatrix();
|
---|
1579 | glLoadIdentity();
|
---|
1580 |
|
---|
1581 | glMatrixMode(GL_MODELVIEW);
|
---|
1582 | glPushMatrix();
|
---|
1583 | glLoadIdentity();
|
---|
1584 |
|
---|
1585 | glBindFramebufferEXT(GL_FRAMEBUFFER_EXT, fbo2);
|
---|
1586 | glPushAttrib(GL_VIEWPORT_BIT);
|
---|
1587 | glViewport(0, 0, texWidth2, texHeight2);
|
---|
1588 |
|
---|
1589 | glOrtho(-0.5f, 0.5f, -0.5f, 0.5f, 0, 1);
|
---|
1590 |
|
---|
1591 | //glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_LINEAR);
|
---|
1592 | //glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_LINEAR);
|
---|
1593 |
|
---|
1594 | glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT);
|
---|
1595 |
|
---|
1596 | glColor3f(1.0f, 1.0f, 1.0f);
|
---|
1597 |
|
---|
1598 | glBegin(GL_QUADS);
|
---|
1599 | glTexCoord2f(0, 0); glVertex3f(-1, -1, -0.5f);
|
---|
1600 | glTexCoord2f(1, 0); glVertex3f( 1, -1, -0.5f);
|
---|
1601 | glTexCoord2f(1, 1); glVertex3f( 1, 1, -0.5f);
|
---|
1602 | glTexCoord2f(0, 1); glVertex3f(-1, 1, -0.5f);
|
---|
1603 | glEnd();
|
---|
1604 |
|
---|
1605 | glEnable(GL_LIGHTING);
|
---|
1606 | glDisable(GL_TEXTURE_2D);
|
---|
1607 |
|
---|
1608 | glMatrixMode(GL_PROJECTION);
|
---|
1609 | glPopMatrix();
|
---|
1610 |
|
---|
1611 | glMatrixMode(GL_MODELVIEW);
|
---|
1612 | glPopMatrix();
|
---|
1613 |
|
---|
1614 | glPopAttrib();
|
---|
1615 | glBindTexture(GL_TEXTURE_2D, 0);
|
---|
1616 |
|
---|
1617 | PrintGLerror("displaytexture2");
|
---|
1618 | }
|
---|
1619 |
|
---|
1620 | void DisplayRenderTexture()
|
---|
1621 | {
|
---|
1622 | glDisable(GL_TEXTURE_2D);
|
---|
1623 | glDisable(GL_LIGHTING);
|
---|
1624 |
|
---|
1625 | glMatrixMode(GL_PROJECTION);
|
---|
1626 | glPushMatrix();
|
---|
1627 | glLoadIdentity();
|
---|
1628 |
|
---|
1629 | glMatrixMode(GL_MODELVIEW);
|
---|
1630 | glPushMatrix();
|
---|
1631 | glLoadIdentity();
|
---|
1632 |
|
---|
1633 | /*glBindFramebufferEXT(GL_FRAMEBUFFER_EXT, fbo2);
|
---|
1634 | glPushAttrib(GL_VIEWPORT_BIT);
|
---|
1635 | glViewport(0, 0, texWidth2, texHeight2);
|
---|
1636 | */
|
---|
1637 | glOrtho(-0.5f, 0.5f, -0.5f, 0.5f, 0, 1);
|
---|
1638 |
|
---|
1639 | glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT);
|
---|
1640 |
|
---|
1641 | cgGLEnableProfile(sCgFragmentProfile);
|
---|
1642 | cgGLBindProgram(sCgSSAOProgram);
|
---|
1643 |
|
---|
1644 | cgGLEnableTextureParameter(sTextureParam);
|
---|
1645 | cgGLSetTextureParameter(sTextureParam, colorTex2);
|
---|
1646 |
|
---|
1647 | cgGLEnableTextureParameter(sSceneTextureParam);
|
---|
1648 | cgGLSetTextureParameter(sSceneTextureParam, colorTex);
|
---|
1649 |
|
---|
1650 | cgGLEnableTextureParameter(sNormalTextureParam);
|
---|
1651 | cgGLSetTextureParameter(sNormalTextureParam, normalTex);
|
---|
1652 |
|
---|
1653 | Vector3 tl, tr, bl, br;
|
---|
1654 | ComputeViewVectors(tl, tr, bl, br);
|
---|
1655 |
|
---|
1656 | glColor3f(1.0f, 1.0f, 1.0f);
|
---|
1657 |
|
---|
1658 | glBegin(GL_QUADS);
|
---|
1659 | #if 1
|
---|
1660 | glColor3f(bl.x, bl.y, bl.z); glTexCoord2f(0, 0); glVertex3f(-1, -1, -0.5f);
|
---|
1661 | glColor3f(br.x, br.y, br.z); glTexCoord2f(1, 0); glVertex3f( 1, -1, -0.5f);
|
---|
1662 | glColor3f(tr.x, tr.y, tr.z); glTexCoord2f(1, 1); glVertex3f( 1, 1, -0.5f);
|
---|
1663 | glColor3f(tl.x, tl.y, tl.z); glTexCoord2f(0, 1); glVertex3f(-1, 1, -0.5f);
|
---|
1664 | #else
|
---|
1665 | glTexCoord2f(0, 0); glVertex3f(-1, -1, -0.5f);
|
---|
1666 | glTexCoord2f(1, 0); glVertex3f( 1, -1, -0.5f);
|
---|
1667 | glTexCoord2f(1, 1); glVertex3f( 1, 1, -0.5f);
|
---|
1668 | glTexCoord2f(0, 1); glVertex3f(-1, 1, -0.5f);
|
---|
1669 | #endif
|
---|
1670 | glEnd();
|
---|
1671 |
|
---|
1672 | cgGLDisableTextureParameter(sTextureParam);
|
---|
1673 | cgGLDisableTextureParameter(sSceneTextureParam);
|
---|
1674 | cgGLDisableProfile(sCgFragmentProfile);
|
---|
1675 |
|
---|
1676 | glEnable(GL_LIGHTING);
|
---|
1677 | glDisable(GL_TEXTURE_2D);
|
---|
1678 |
|
---|
1679 | glMatrixMode(GL_PROJECTION);
|
---|
1680 | glPopMatrix();
|
---|
1681 |
|
---|
1682 | glMatrixMode(GL_MODELVIEW);
|
---|
1683 | glPopMatrix();
|
---|
1684 |
|
---|
1685 | //glPopAttrib();
|
---|
1686 | //glBindFramebufferEXT(GL_FRAMEBUFFER_EXT, fbo2);
|
---|
1687 |
|
---|
1688 | PrintGLerror("displaytexture");
|
---|
1689 | //DisplayRenderTexture2();
|
---|
1690 | }
|
---|
1691 |
|
---|
1692 |
|
---|
1693 |
|
---|
1694 | void GenerateSamples()
|
---|
1695 | {
|
---|
1696 | // fill an n * n * 2 array with uniformly distributed spherical samples
|
---|
1697 | for (int i = 0; i < 32; ++ i)
|
---|
1698 | {
|
---|
1699 | // create stratified samples over sphere
|
---|
1700 | const float rx = RandomValue(0, 1);
|
---|
1701 | const float ry = RandomValue(0, 1);
|
---|
1702 | //const float l = RandomValue(0, 1);
|
---|
1703 |
|
---|
1704 | const float theta = 2.0f * acos(sqrt(1.0f - rx));
|
---|
1705 | const float phi = 2.0f * M_PI * ry;
|
---|
1706 |
|
---|
1707 | samples[i] = Vector3(sin(theta) * cos(phi), sin(theta) * sin(phi), cos(theta));
|
---|
1708 | cout << samples[i] << endl;
|
---|
1709 | }
|
---|
1710 | }
|
---|
1711 |
|
---|
1712 |
|
---|
1713 | void ComputeViewVectors(Vector3 &tl, Vector3 &tr, Vector3 &bl, Vector3 &br)
|
---|
1714 | {
|
---|
1715 | float myfov = fov * M_PI / 180.0f;
|
---|
1716 | const float h_far = 2.0f * tan(myfov / 2.0f);
|
---|
1717 | const float w_far = h_far * texWidth / texHeight;
|
---|
1718 |
|
---|
1719 | float t1 = h_far * 0.5f;
|
---|
1720 | float t2 = w_far * 0.5f;
|
---|
1721 |
|
---|
1722 | bl = Normalize(Vector3(-t1, -t2, 1.0f));
|
---|
1723 | br = Normalize(Vector3( t1, -t2, 1.0f));
|
---|
1724 | tl = Normalize(Vector3(-t1, t2, 1.0f));
|
---|
1725 | tr = Normalize(Vector3( t1, t2, 1.0f));
|
---|
1726 |
|
---|
1727 | // normalize to 0 .. 1
|
---|
1728 | bl = bl * 0.5f + 0.5f;
|
---|
1729 | br = br * 0.5f + 0.5f;
|
---|
1730 | tl = tl * 0.5f + 0.5f;
|
---|
1731 | tr = tr * 0.5f + 0.5f;
|
---|
1732 |
|
---|
1733 | /*
|
---|
1734 | cout << "tl: " << tl << endl;
|
---|
1735 | cout << "tr: " << tr << endl;
|
---|
1736 | cout << "bl: " << bl << endl;
|
---|
1737 | cout << "br: " << bl << endl << endl;*/
|
---|
1738 | }
|
---|
1739 |
|
---|
1740 |
|
---|
1741 | void CreateNormalMap()
|
---|
1742 | {
|
---|
1743 | Vector3 *data = new Vector3[texWidth * texHeight];
|
---|
1744 |
|
---|
1745 | for (int i = 0; i < texWidth * texHeight; ++ i)
|
---|
1746 | {
|
---|
1747 | // create random samples over sphere
|
---|
1748 | const float rx = RandomValue(0, 1);
|
---|
1749 | const float ry = RandomValue(0, 1);
|
---|
1750 |
|
---|
1751 | const float theta = 2.0f * acos(sqrt(1.0f - rx));
|
---|
1752 | const float phi = 2.0f * M_PI * ry;
|
---|
1753 |
|
---|
1754 | data[i] = Vector3(sin(theta) * cos(phi), sin(theta) * sin(phi), cos(theta));
|
---|
1755 | data[i] += 1.0f;
|
---|
1756 | data[i] *= 0.5f;
|
---|
1757 | }
|
---|
1758 |
|
---|
1759 | glGenTextures(1, &normalTex);
|
---|
1760 | glBindTexture(GL_TEXTURE_2D, normalTex);
|
---|
1761 | glTexImage2D(GL_TEXTURE_2D, 0, GL_RGB8, texWidth, texHeight, 0, GL_RGB, GL_UNSIGNED_BYTE, data);
|
---|
1762 | } |
---|