1 | // occquery.cpp : Defines the entry point for the console application.
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2 | //
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3 | #include "glInterface.h"
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4 | #include <math.h>
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5 | #include <time.h>
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6 | #include "common.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 "Material.h"
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26 | #include <Cg/cg.h>
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27 | #include <Cg/cgGL.h>
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28 | #include "glfont2.h"
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29 |
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30 |
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31 |
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32 | using namespace std;
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33 | using namespace CHCDemoEngine;
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34 |
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35 |
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36 | GLuint fbo;
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37 |
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38 | GLuint depthBuffer;
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39 |
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40 | GLuint positionsBuffer;
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41 | GLuint colorsBuffer;
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42 | GLuint normalsBuffer;
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43 |
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44 | GLuint positionsTex;
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45 | GLuint colorsTex;
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46 | GLuint normalsTex;
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47 |
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48 | GLuint noiseTex;
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49 |
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50 | GLuint fontTex;
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51 |
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52 | /// the renderable scene geometry
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53 | SceneEntityContainer sceneEntities;
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54 | // traverses and renders the hierarchy
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55 | RenderTraverser *traverser = NULL;
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56 | /// the hierarchy
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57 | Bvh *bvh = NULL;
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58 | /// handles scene loading
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59 | ResourceManager *loader = NULL;
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60 | /// the scene camera
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61 | Camera *camera = NULL;
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62 | /// the scene camera
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63 | Camera *visCamera = NULL;
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64 | /// the visualization
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65 | Visualization *visualization = NULL;
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66 | /// the current render state
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67 | RenderState state;
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68 | /// the rendering algorithm
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69 | int renderMode = RenderTraverser::CHCPLUSPLUS;
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70 | // eye near plane distance
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71 | float nearDist = 0.2f;
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72 | /// the pixel threshold where a node is still considered invisible
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73 | int threshold;
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74 |
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75 | float fov = 50.0f;
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76 |
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77 | int assumedVisibleFrames = 10;
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78 | int maxBatchSize = 50;
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79 |
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80 | int trianglesPerVirtualLeaf = INITIAL_TRIANGLES_PER_VIRTUAL_LEAVES;
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81 |
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82 | SceneQuery *sceneQuery = NULL;
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83 | RenderQueue *renderQueue = NULL;
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84 |
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85 | /// these values get scaled with the frame rate
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86 | const static float keyForwardMotion = 30.0f;
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87 | const static float keyRotation = 1.5f;
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88 |
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89 | /// elapsed time in milliseconds
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90 | double elapsedTime = 1000.0f;
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91 | double algTime = 1000.0f;
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92 |
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93 | static int winWidth = 1024;
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94 | static int winHeight = 768;
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95 | static float winAspectRatio = 1.0f;
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96 |
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97 | double accumulatedTime = 1000;
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98 | float fps = 1e3f;
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99 |
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100 | float myfar = 0;
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101 |
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102 | glfont::GLFont myfont;
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103 |
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104 | // rendertexture
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105 | const static int texWidth = 1024;
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106 | const static int texHeight = 768;
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107 | //const static int texWidth = 2048;
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108 | //const static int texHeight = 2048;
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109 |
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110 | int renderedObjects = 0;
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111 | int renderedNodes = 0;
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112 | int renderedTriangles = 0;
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113 |
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114 | int issuedQueries = 0;
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115 | int traversedNodes = 0;
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116 | int frustumCulledNodes = 0;
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117 | int queryCulledNodes = 0;
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118 | int stateChanges = 0;
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119 | int numBatches = 0;
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120 |
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121 | bool showHelp = false;
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122 | bool showStatistics = false;
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123 | bool showOptions = false;
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124 | bool showBoundingVolumes = false;
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125 | bool visMode = false;
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126 |
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127 | // mouse navigation state
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128 | int xEyeBegin = 0;
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129 | int yEyeBegin = 0;
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130 | int yMotionBegin = 0;
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131 | int verticalMotionBegin = 0;
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132 | int horizontalMotionBegin = 0;
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133 |
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134 | bool useOptimization = false;
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135 | bool useTightBounds = true;
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136 | bool useRenderQueue = true;
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137 | bool useMultiQueries = true;
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138 | bool flyMode = true;
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139 |
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140 | SceneEntityContainer skyGeometry;
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141 |
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142 | bool leftKeyPressed = false;
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143 | bool rightKeyPressed = false;
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144 | bool upKeyPressed = false;
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145 | bool downKeyPressed = false;
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146 | bool nineKeyPressed = false;
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147 | bool eightKeyPressed = false;
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148 |
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149 | bool useSsao = false;
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150 |
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151 | bool showAlgorithmTime = false;
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152 |
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153 | GLubyte *randomNormals = NULL;
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154 |
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155 | PerfTimer frameTimer, algTimer;
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156 |
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157 | int renderType = RenderState::FIXED;
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158 |
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159 |
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160 | #define NUM_SAMPLES 8
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161 |
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162 | static float samples[NUM_SAMPLES * 2];
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163 |
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164 |
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165 | // function forward declarations
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166 | void InitExtensions();
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167 | void DisplayVisualization();
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168 | void InitGLstate();
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169 | void InitRenderTexture();
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170 | void InitCg();
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171 | void CleanUp();
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172 | void SetupEyeView();
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173 | void UpdateEyeMtx();
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174 | void SetupLighting();
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175 | void DisplayStats();
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176 | void Output(int x, int y, const char *string);
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177 | void DrawHelpMessage();
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178 | void RenderSky();
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179 | void RenderVisibleObjects();
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180 |
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181 | void Begin2D();
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182 | void End2D();
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183 | void KeyBoard(unsigned char c, int x, int y);
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184 | void DrawStatistics();
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185 | void Display();
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186 | void Special(int c, int x, int y);
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187 | void KeyUp(unsigned char c, int x, int y);
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188 | void SpecialKeyUp(int c, int x, int y);
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189 | void Reshape(int w, int h);
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190 | void Mouse(int button, int state, int x, int y);
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191 | void LeftMotion(int x, int y);
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192 | void RightMotion(int x, int y);
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193 | void MiddleMotion(int x, int y);
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194 | void CalcDecimalPoint(string &str, int d);
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195 | void ResetTraverser();
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196 |
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197 | void KeyHorizontalMotion(float shift);
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198 | void KeyVerticalMotion(float shift);
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199 |
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200 | void PlaceViewer(const Vector3 &oldPos);
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201 | void DisplayRenderTexture();
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202 |
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203 |
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204 | inline float KeyRotationAngle() { return keyRotation * elapsedTime * 1e-3f; }
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205 | inline float KeyShift() { return keyForwardMotion * elapsedTime * 1e-3f; }
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206 |
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207 | void InitFBO();
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208 |
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209 | void GenerateSamples();
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210 |
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211 | void CreateNoiseTex2D();
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212 |
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213 | void ComputeViewVectors(Vector3 &tl, Vector3 &tr, Vector3 &bl, Vector3 &br);
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214 |
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215 | void GenerateSamples();
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216 |
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217 |
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218 | GLenum mrt[] = {GL_COLOR_ATTACHMENT0_EXT, GL_COLOR_ATTACHMENT1_EXT, GL_COLOR_ATTACHMENT2_EXT};
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219 |
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220 |
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221 | /////////
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222 | //-- cg stuff
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223 |
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224 | static CGcontext sCgContext = NULL;
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225 | static CGprogram sCgMrtVertexProgram = NULL;
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226 | static CGprogram sCgSsaoProgram = NULL;
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227 | static CGprogram sCgDeferredProgram = NULL;
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228 |
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229 | static CGparameter sColorsTexParam;
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230 | static CGparameter sPositionsTexParam;
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231 | static CGparameter sNormalsTexParam;
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232 | //static CGparameter sNoiseTexParam;
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233 |
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234 | static CGparameter sColorsTexParamSsao;
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235 | static CGparameter sPositionsTexParamSsao;
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236 | static CGparameter sNormalsTexParamSsao;
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237 | static CGparameter sNoiseTexParamSsao;
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238 |
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239 | static CGparameter sModelViewProjMatrixParam;
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240 | //static CGparameter sModelMatrixParam;
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241 | static CGparameter sMaxDepthParam;
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242 | static CGparameter sMaxDepthParamTex;
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243 |
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244 | //static CGparameter sSamplesParam;
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245 | static CGparameter sSamplesParamSsao;
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246 |
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247 |
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248 |
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249 | static void cgErrorCallback()
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250 | {
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251 | CGerror lastError = cgGetError();
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252 |
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253 | if(lastError)
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254 | {
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255 | printf("%s\n\n", cgGetErrorString(lastError));
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256 | printf("%s\n", cgGetLastListing(sCgContext));
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257 | printf("Cg error, exiting...\n");
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258 |
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259 | exit(0);
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260 | }
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261 | }
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262 |
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263 |
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264 | static void PrintGLerror(char *msg)
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265 | {
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266 | GLenum errCode;
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267 | const GLubyte *errStr;
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268 |
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269 | if ((errCode = glGetError()) != GL_NO_ERROR)
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270 | {
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271 | errStr = gluErrorString(errCode);
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272 | fprintf(stderr,"OpenGL ERROR: %s: %s\n", errStr, msg);
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273 | }
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274 | }
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275 |
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276 |
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277 | int main(int argc, char* argv[])
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278 | {
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279 | int returnCode = 0;
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280 |
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281 | camera = new Camera(winWidth, winHeight, fov);
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282 | camera->SetNear(nearDist);
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283 |
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284 | visCamera = new Camera(winWidth, winHeight, fov);
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285 |
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286 | visCamera->SetNear(0.0f);
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287 | visCamera->Yaw(.5 * M_PI);
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288 |
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289 | renderQueue = new RenderQueue(&state, camera);
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290 |
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291 | glutInitWindowSize(winWidth, winHeight);
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292 | glutInit(&argc, argv);
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293 | glutInitDisplayMode(GLUT_DOUBLE | GLUT_RGBA | GLUT_DEPTH);
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294 |
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295 | #if 1
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296 | glutCreateWindow("FriendlyCulling");
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297 | #else
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298 | glutGameModeString( "1024x768:32@75" ); //the settings for fullscreen mode
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299 | glutEnterGameMode(); //set glut to fullscreen using the settings in the line above
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300 | #endif
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301 | glutDisplayFunc(Display);
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302 | glutKeyboardFunc(KeyBoard);
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303 | glutSpecialFunc(Special);
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304 | glutReshapeFunc(Reshape);
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305 | glutMouseFunc(Mouse);
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306 | glutIdleFunc(Display);
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307 | glutKeyboardUpFunc(KeyUp);
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308 | glutSpecialUpFunc(SpecialKeyUp);
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309 | glutIgnoreKeyRepeat(true);
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310 |
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311 | InitExtensions();
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312 | InitGLstate();
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313 |
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314 | //InitRenderTexture();
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315 | InitFBO();
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316 |
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317 | LeftMotion(0, 0);
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318 | MiddleMotion(0, 0);
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319 |
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320 |
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321 | loader = new ResourceManager();
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322 |
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323 | //const string filename("data/city/model/city.dem");
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324 | const string filename = string(model_path + "city.dem");
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325 |
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326 | if (loader->Load(filename, sceneEntities))
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327 | cout << "scene " << filename << " loaded" << endl;
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328 | else
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329 | {
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330 | cerr << "loading scene " << 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 | SceneEntityContainer dummy;
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336 |
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337 | const string envname = string(model_path + "env.dem");
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338 |
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339 | if (loader->Load(envname, skyGeometry))
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340 | cout << "sky box " << filename << " loaded" << endl;
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341 | else
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342 | {
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343 | cerr << "loading sky box " << filename << " failed" << endl;
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344 | CleanUp();
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345 | exit(0);
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346 | }
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347 |
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348 | const string bvh_filename = string(model_path + "city.bvh");
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349 | BvhLoader bvhLoader;
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350 | bvh = bvhLoader.Load(bvh_filename, sceneEntities);
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351 | //bvh = bvhLoader.Load("data/city/model/city.bvh", sceneEntities);
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352 |
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353 | myfar = 10.0f * Magnitude(bvh->GetBox().Diagonal());
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354 |
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355 | if (!bvh)
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356 | {
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357 | cerr << "loading bvh " << bvh_filename << " failed" << endl;
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358 | CleanUp();
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359 | exit(0);
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360 | }
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361 |
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362 | InitCg();
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363 |
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364 | // create noise texture for ssao
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365 | CreateNoiseTex2D();
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366 |
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367 | bvh->SetCamera(camera);
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368 |
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369 | // init render traverser
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370 | ResetTraverser();
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371 |
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372 | camera->Pitch(-M_PI * 0.5);
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373 | camera->SetPosition(Vector3(483.398f, 242.364f, 186.078f));
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374 |
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375 | visualization = new Visualization(bvh, camera, NULL, &state);
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376 |
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377 | sceneQuery = new SceneQuery(bvh->GetBox(), traverser);
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378 |
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379 |
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380 | glutMainLoop();
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381 |
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382 | // clean up
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383 | CleanUp();
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384 |
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385 | return 0;
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386 | }
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387 |
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388 |
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389 | void InitCg(void)
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390 | {
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391 | GenerateSamples();
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392 |
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393 | // Setup Cg
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394 | cgSetErrorCallback(cgErrorCallback);
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395 |
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396 | // Create cgContext.
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397 | sCgContext = cgCreateContext();
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398 |
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399 | // get the best profile for this hardware
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400 | RenderState::sCgFragmentProfile = cgGLGetLatestProfile(CG_GL_FRAGMENT);
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401 | //assert(sCgFragmentProfile != CG_PROFILE_UNKNOWN);
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402 | cgGLSetOptimalOptions(RenderState::sCgFragmentProfile);
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403 |
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404 | RenderState::sCgVertexProfile = cgGLGetLatestProfile(CG_GL_VERTEX);
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405 | cgGLSetOptimalOptions(RenderState::sCgVertexProfile);
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406 |
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407 | sCgMrtVertexProgram =
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408 | cgCreateProgramFromFile(sCgContext,
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409 | CG_SOURCE,
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410 | "src/shaders/mrt.cg",
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411 | RenderState::sCgVertexProfile,
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412 | "vtx",
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413 | NULL);
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414 |
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415 | if (sCgMrtVertexProgram != NULL)
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416 | {
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417 | cgGLLoadProgram(sCgMrtVertexProgram);
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418 |
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419 | SceneEntity::sModelMatrixParam = cgGetNamedParameter(sCgMrtVertexProgram, "ModelMatrix");
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420 | sModelViewProjMatrixParam = cgGetNamedParameter(sCgMrtVertexProgram, "ModelViewProj");
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421 | }
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422 |
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423 | RenderState::sCgMrtFragmentTexProgram =
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424 | cgCreateProgramFromFile(sCgContext,
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425 | CG_SOURCE,
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426 | "src/shaders/mrt.cg",
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427 | RenderState::sCgFragmentProfile,
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428 | "fragtex",
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429 | NULL);
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430 |
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431 | if (RenderState::sCgMrtFragmentTexProgram != NULL)
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432 | {
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433 | cgGLLoadProgram(RenderState::sCgMrtFragmentTexProgram);
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434 |
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435 | sMaxDepthParamTex = cgGetNamedParameter(RenderState::sCgMrtFragmentTexProgram, "maxDepth");
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436 | Material::sDiffuseTexParam = cgGetNamedParameter(RenderState::sCgMrtFragmentTexProgram, "diffuse");
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437 | Material::sAmbientTexParam = cgGetNamedParameter(RenderState::sCgMrtFragmentTexProgram, "ambient");
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438 |
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439 | cgGLSetParameter1f(sMaxDepthParamTex, 10.0f / myfar);
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440 | }
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441 | else
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442 | cerr << "fragment tex program failed to load" << endl;
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443 |
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444 | RenderState::sCgMrtFragmentProgram =
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445 | cgCreateProgramFromFile(sCgContext,
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446 | CG_SOURCE,
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447 | "src/shaders/mrt.cg",
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448 | RenderState::sCgFragmentProfile,
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449 | "frag",
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450 | NULL);
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451 |
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452 | if (RenderState::sCgMrtFragmentProgram != NULL)
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453 | {
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454 | cgGLLoadProgram(RenderState::sCgMrtFragmentProgram);
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455 |
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456 | sMaxDepthParam = cgGetNamedParameter(RenderState::sCgMrtFragmentProgram, "maxDepth");
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457 | Material::sDiffuseParam = cgGetNamedParameter(RenderState::sCgMrtFragmentProgram, "diffuse");
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458 | Material::sAmbientParam = cgGetNamedParameter(RenderState::sCgMrtFragmentProgram, "ambient");
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459 |
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460 | cgGLSetParameter1f(sMaxDepthParam, 10.0f / myfar);
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461 | }
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462 | else
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463 | cerr << "fragment program failed to load" << endl;
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464 |
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465 | PrintGLerror("test");
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466 |
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467 |
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468 | ///////////////
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469 |
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470 | sCgSsaoProgram =
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471 | cgCreateProgramFromFile(sCgContext,
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472 | CG_SOURCE,
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473 | "src/shaders/deferred.cg",
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474 | RenderState::sCgFragmentProfile,
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475 | "main_ssao",
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476 | NULL);
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477 |
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478 | if (sCgSsaoProgram != NULL)
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479 | {
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480 | cgGLLoadProgram(sCgSsaoProgram);
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481 |
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482 | // we need size of texture for scaling
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483 | sPositionsTexParamSsao = cgGetNamedParameter(sCgSsaoProgram, "positions");
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484 | sColorsTexParamSsao = cgGetNamedParameter(sCgSsaoProgram, "colors");
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485 | sNormalsTexParamSsao = cgGetNamedParameter(sCgSsaoProgram, "normals");
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486 | sNoiseTexParamSsao = cgGetNamedParameter(sCgSsaoProgram, "noiseTexture");
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---|
487 | cgGLDisableTextureParameter(sNoiseTexParamSsao);
|
---|
488 |
|
---|
489 | sSamplesParamSsao = cgGetNamedParameter(sCgSsaoProgram, "samples");
|
---|
490 | cgGLSetParameterArray2f(sSamplesParamSsao, 0, NUM_SAMPLES, (const float *)samples);
|
---|
491 | }
|
---|
492 | else
|
---|
493 | cerr << "ssao program failed to load" << endl;
|
---|
494 |
|
---|
495 |
|
---|
496 | sCgDeferredProgram =
|
---|
497 | cgCreateProgramFromFile(sCgContext,
|
---|
498 | CG_SOURCE,
|
---|
499 | "src/shaders/deferred.cg",
|
---|
500 | RenderState::sCgFragmentProfile,
|
---|
501 | "main",
|
---|
502 | NULL);
|
---|
503 |
|
---|
504 | if (sCgDeferredProgram != NULL)
|
---|
505 | {
|
---|
506 | cgGLLoadProgram(sCgDeferredProgram);
|
---|
507 |
|
---|
508 | // we need size of texture for scaling
|
---|
509 | sPositionsTexParam = cgGetNamedParameter(sCgDeferredProgram, "positions");
|
---|
510 | sColorsTexParam = cgGetNamedParameter(sCgDeferredProgram, "colors");
|
---|
511 | sNormalsTexParam = cgGetNamedParameter(sCgDeferredProgram, "normals");
|
---|
512 | }
|
---|
513 | else
|
---|
514 | cerr << "deferred program failed to load" << endl;
|
---|
515 |
|
---|
516 |
|
---|
517 | PrintGLerror("init");
|
---|
518 |
|
---|
519 | cout << "cg initialised" << endl;
|
---|
520 | }
|
---|
521 |
|
---|
522 |
|
---|
523 | void PrintFBOStatus(GLenum status)
|
---|
524 | {
|
---|
525 | switch(status)
|
---|
526 | {
|
---|
527 | case GL_FRAMEBUFFER_COMPLETE_EXT:
|
---|
528 | cout << "frame buffer object created successfully" << endl;
|
---|
529 | break;
|
---|
530 | case GL_FRAMEBUFFER_INCOMPLETE_ATTACHMENT_EXT:
|
---|
531 | cerr << "incomplete attachment" << endl;
|
---|
532 | break;
|
---|
533 | case GL_FRAMEBUFFER_INCOMPLETE_MISSING_ATTACHMENT_EXT:
|
---|
534 | cerr << "missing attachment" << endl;
|
---|
535 | break;
|
---|
536 | case GL_FRAMEBUFFER_INCOMPLETE_DIMENSIONS_EXT:
|
---|
537 | cerr << "incomplete dimensions" << endl;
|
---|
538 | break;
|
---|
539 | case GL_FRAMEBUFFER_INCOMPLETE_FORMATS_EXT:
|
---|
540 | cerr << "incomplete formats" << endl;
|
---|
541 | break;
|
---|
542 | case GL_FRAMEBUFFER_INCOMPLETE_DRAW_BUFFER_EXT:
|
---|
543 | cerr << "incomplete draw buffer" << endl;
|
---|
544 | break;
|
---|
545 | case GL_FRAMEBUFFER_INCOMPLETE_READ_BUFFER_EXT:
|
---|
546 | cerr << "incomplete read buffer" << endl;
|
---|
547 | break;
|
---|
548 | case GL_FRAMEBUFFER_UNSUPPORTED_EXT:
|
---|
549 | cerr << "framebuffer unsupported" << endl;
|
---|
550 | break;
|
---|
551 | default:
|
---|
552 | cerr << "unknown status code " << status << endl;
|
---|
553 | }
|
---|
554 | }
|
---|
555 |
|
---|
556 |
|
---|
557 | void InitFBO()
|
---|
558 | {
|
---|
559 | glGenFramebuffersEXT(1, &fbo);
|
---|
560 | glBindFramebufferEXT(GL_FRAMEBUFFER_EXT, fbo);
|
---|
561 |
|
---|
562 |
|
---|
563 | ////////////
|
---|
564 | //-- colors buffer
|
---|
565 |
|
---|
566 | glGenRenderbuffersEXT(1, &colorsBuffer);
|
---|
567 | glBindRenderbufferEXT(GL_RENDERBUFFER_EXT, colorsBuffer);
|
---|
568 |
|
---|
569 | glRenderbufferStorageEXT(GL_RENDERBUFFER_EXT, GL_RGBA8, texWidth, texHeight);
|
---|
570 | int samples = 8;
|
---|
571 | //glEnable(GL_MULTISAMPLE_ARB);
|
---|
572 | //glRenderbufferStorageMultisampleEXT(GL_RENDERBUFFER_EXT, samples, GL_RGBA8, texWidth, texHeight);
|
---|
573 | glFramebufferRenderbufferEXT(GL_FRAMEBUFFER_EXT, GL_COLOR_ATTACHMENT0_EXT, GL_RENDERBUFFER_EXT, colorsBuffer);
|
---|
574 |
|
---|
575 | glGenTextures(1, &colorsTex);
|
---|
576 | glBindTexture(GL_TEXTURE_2D, colorsTex);
|
---|
577 |
|
---|
578 | glTexImage2D(GL_TEXTURE_2D, 0, GL_RGBA8, texWidth, texHeight, 0, GL_RGBA, GL_UNSIGNED_BYTE, NULL);
|
---|
579 | glGenerateMipmapEXT(GL_TEXTURE_2D);
|
---|
580 | glFramebufferTexture2DEXT(GL_FRAMEBUFFER_EXT, GL_COLOR_ATTACHMENT0_EXT, GL_TEXTURE_2D, colorsTex, 0);
|
---|
581 |
|
---|
582 | glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_LINEAR);
|
---|
583 | glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_LINEAR_MIPMAP_LINEAR);
|
---|
584 |
|
---|
585 | glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_S, GL_CLAMP_TO_EDGE);
|
---|
586 | glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_T, GL_CLAMP_TO_EDGE);
|
---|
587 |
|
---|
588 |
|
---|
589 | //////////
|
---|
590 | //-- positions buffer
|
---|
591 |
|
---|
592 | PrintFBOStatus(glCheckFramebufferStatusEXT(GL_FRAMEBUFFER_EXT));
|
---|
593 | glGenRenderbuffersEXT(1, &positionsBuffer);
|
---|
594 | glBindRenderbufferEXT(GL_RENDERBUFFER_EXT, positionsBuffer);
|
---|
595 | glRenderbufferStorageEXT(GL_RENDERBUFFER_EXT, GL_RGBA32F_ARB, texWidth, texHeight);
|
---|
596 |
|
---|
597 | glFramebufferRenderbufferEXT(GL_FRAMEBUFFER_EXT, GL_COLOR_ATTACHMENT1_EXT, GL_RENDERBUFFER_EXT, positionsBuffer);
|
---|
598 |
|
---|
599 | glGenTextures(1, &positionsTex);
|
---|
600 | glBindTexture(GL_TEXTURE_2D, positionsTex);
|
---|
601 | glTexImage2D(GL_TEXTURE_2D, 0, GL_RGBA32F_ARB, texWidth, texHeight, 0, GL_RGBA, GL_FLOAT, NULL);
|
---|
602 | //glGenerateMipmapEXT(GL_TEXTURE_2D);
|
---|
603 | glFramebufferTexture2DEXT(GL_FRAMEBUFFER_EXT, GL_COLOR_ATTACHMENT1_EXT, GL_TEXTURE_2D, positionsTex, 0);
|
---|
604 |
|
---|
605 | glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_NEAREST);
|
---|
606 | glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_NEAREST);
|
---|
607 |
|
---|
608 | glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_S, GL_CLAMP_TO_EDGE);
|
---|
609 | glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_T, GL_CLAMP_TO_EDGE);
|
---|
610 |
|
---|
611 | PrintFBOStatus(glCheckFramebufferStatusEXT(GL_FRAMEBUFFER_EXT));
|
---|
612 |
|
---|
613 |
|
---|
614 | ////////
|
---|
615 | //-- normals buffer
|
---|
616 |
|
---|
617 | glGenRenderbuffersEXT(1, &normalsBuffer);
|
---|
618 | glBindRenderbufferEXT(GL_RENDERBUFFER_EXT, normalsBuffer);
|
---|
619 | glRenderbufferStorageEXT(GL_RENDERBUFFER_EXT, GL_RGBA8, texWidth, texHeight);
|
---|
620 |
|
---|
621 | glFramebufferRenderbufferEXT(GL_FRAMEBUFFER_EXT, GL_COLOR_ATTACHMENT2_EXT, GL_RENDERBUFFER_EXT, normalsBuffer);
|
---|
622 |
|
---|
623 | glGenTextures(1, &normalsTex);
|
---|
624 | glBindTexture(GL_TEXTURE_2D, normalsTex);
|
---|
625 | glTexImage2D(GL_TEXTURE_2D, 0, GL_RGBA8, texWidth, texHeight, 0, GL_RGBA, GL_UNSIGNED_BYTE, NULL);
|
---|
626 | //glGenerateMipmapEXT(GL_TEXTURE_2D);
|
---|
627 | glFramebufferTexture2DEXT(GL_FRAMEBUFFER_EXT, GL_COLOR_ATTACHMENT2_EXT, GL_TEXTURE_2D, normalsTex, 0);
|
---|
628 |
|
---|
629 | glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_NEAREST);
|
---|
630 | glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_NEAREST);
|
---|
631 |
|
---|
632 | glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_S, GL_CLAMP_TO_EDGE);
|
---|
633 | glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_T, GL_CLAMP_TO_EDGE);
|
---|
634 |
|
---|
635 | PrintFBOStatus(glCheckFramebufferStatusEXT(GL_FRAMEBUFFER_EXT));
|
---|
636 |
|
---|
637 |
|
---|
638 | ///////////
|
---|
639 | //-- create depth buffer
|
---|
640 |
|
---|
641 | glGenRenderbuffersEXT(1, &depthBuffer);
|
---|
642 | glBindRenderbufferEXT(GL_RENDERBUFFER_EXT, depthBuffer);
|
---|
643 | glRenderbufferStorageEXT(GL_RENDERBUFFER_EXT, GL_DEPTH_COMPONENT24, texWidth, texHeight);
|
---|
644 | glFramebufferRenderbufferEXT(GL_FRAMEBUFFER_EXT, GL_DEPTH_ATTACHMENT_EXT, GL_RENDERBUFFER_EXT, depthBuffer);
|
---|
645 |
|
---|
646 |
|
---|
647 | PrintFBOStatus(glCheckFramebufferStatusEXT(GL_FRAMEBUFFER_EXT));
|
---|
648 |
|
---|
649 | glBindFramebufferEXT(GL_FRAMEBUFFER_EXT, 0);
|
---|
650 |
|
---|
651 | PrintGLerror("fbo");
|
---|
652 | }
|
---|
653 |
|
---|
654 |
|
---|
655 | bool Initfont(void)
|
---|
656 | {
|
---|
657 | //Initialize OpenGL
|
---|
658 | //Texture mapping and blending must be enabled for glFont to work
|
---|
659 | glClearColor(0.0, 0.0, 0.0, 1.0);
|
---|
660 | glEnable(GL_TEXTURE_2D);
|
---|
661 | glEnable(GL_BLEND);
|
---|
662 | glBlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA);
|
---|
663 |
|
---|
664 | glGenTextures(1, &fontTex);
|
---|
665 | glBindTexture(GL_TEXTURE_2D, fontTex);
|
---|
666 | if (!myfont.Create("myfont.glf", fontTex))
|
---|
667 | return false;
|
---|
668 |
|
---|
669 | glDisable(GL_TEXTURE_2D);
|
---|
670 | //Return successfully
|
---|
671 | return true;
|
---|
672 | }
|
---|
673 |
|
---|
674 |
|
---|
675 | void InitGLstate()
|
---|
676 | {
|
---|
677 | glClearColor(0.5f, 0.5f, 0.8f, 0.0f);
|
---|
678 |
|
---|
679 | glPixelStorei(GL_UNPACK_ALIGNMENT, 1);
|
---|
680 | glPixelStorei(GL_PACK_ALIGNMENT,1);
|
---|
681 |
|
---|
682 | glDepthFunc(GL_LESS);
|
---|
683 | glEnable(GL_DEPTH_TEST);
|
---|
684 |
|
---|
685 | SetupLighting();
|
---|
686 |
|
---|
687 | glColor3f(1.0f, 1.0f, 1.0f);
|
---|
688 | glShadeModel(GL_SMOOTH);
|
---|
689 |
|
---|
690 | glMaterialf(GL_FRONT, GL_SHININESS, 64);
|
---|
691 | glEnable(GL_NORMALIZE);
|
---|
692 |
|
---|
693 | //glEnable(GL_ALPHA_TEST);
|
---|
694 | glDisable(GL_ALPHA_TEST);
|
---|
695 | glAlphaFunc(GL_GEQUAL, 0.5f);
|
---|
696 |
|
---|
697 | glFrontFace(GL_CCW);
|
---|
698 | glCullFace(GL_BACK);
|
---|
699 | glEnable(GL_CULL_FACE);
|
---|
700 | //glDisable(GL_CULL_FACE);
|
---|
701 | glDisable(GL_TEXTURE_2D);
|
---|
702 |
|
---|
703 | GLfloat ambientColor[] = {0.5, 0.5, 0.5, 1.0};
|
---|
704 | GLfloat diffuseColor[] = {1.0, 0.0, 0.0, 1.0};
|
---|
705 | GLfloat specularColor[] = {0.0, 0.0, 0.0, 1.0};
|
---|
706 |
|
---|
707 | glMaterialfv(GL_FRONT, GL_AMBIENT, ambientColor);
|
---|
708 | glMaterialfv(GL_FRONT, GL_DIFFUSE, diffuseColor);
|
---|
709 | glMaterialfv(GL_FRONT, GL_SPECULAR, specularColor);
|
---|
710 |
|
---|
711 | glDepthFunc(GL_LESS);
|
---|
712 |
|
---|
713 | if (!Initfont())
|
---|
714 | cerr << "font creation failed" << endl;
|
---|
715 | else
|
---|
716 | cout << "successfully created font" << endl;
|
---|
717 | }
|
---|
718 |
|
---|
719 |
|
---|
720 | void DrawFont()
|
---|
721 | {
|
---|
722 | float top_color[3] = {1.0F, 1.0F, 1.0F};
|
---|
723 | float bottom_color[3] = {0.0F, 0.0F, 1.0F};
|
---|
724 |
|
---|
725 | glEnable(GL_TEXTURE_2D);
|
---|
726 | glEnable(GL_BLEND);
|
---|
727 | glBlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA);
|
---|
728 |
|
---|
729 |
|
---|
730 | //Clear back buffer
|
---|
731 | glClear(GL_DEPTH_BUFFER_BIT);
|
---|
732 |
|
---|
733 | //Draw some stuff
|
---|
734 | glMatrixMode(GL_MODELVIEW);
|
---|
735 | glPushMatrix();
|
---|
736 | glLoadIdentity();
|
---|
737 |
|
---|
738 | //Draw a string
|
---|
739 | glColor3f(1.0F, 1.0F, 1.0F);
|
---|
740 | myfont.Begin();
|
---|
741 | myfont.DrawString("Hello World!", 1.0F, 0.0F, 480.0F);
|
---|
742 | /*myfont.DrawString(L"Hello World!", 2.0F, 0.0F,
|
---|
743 | 400.0F, top_color, bottom_color);
|
---|
744 | myfont.DrawString(std::string("Hello World!"), 0.0F, 320.0F);
|
---|
745 | myfont.DrawString(std::wstring(L"Hello World!"), 0.0F, 280.F,
|
---|
746 | top_color, bottom_color);
|
---|
747 | glTranslatef(0.0F, 200.F, 0.0F);
|
---|
748 | glRotatef(15.0F, 0.0F, 0.0F, 1.0F);
|
---|
749 | myfont.DrawString("Hello World!", 2.0F, 0.0F, 0.F,
|
---|
750 | top_color, bottom_color);
|
---|
751 | */
|
---|
752 | glPopMatrix();
|
---|
753 |
|
---|
754 | glDisable(GL_BLEND);
|
---|
755 | glDisable(GL_TEXTURE_2D);
|
---|
756 | }
|
---|
757 |
|
---|
758 |
|
---|
759 | void DrawHelpMessage(void)
|
---|
760 | {
|
---|
761 | const char *message[] =
|
---|
762 | {
|
---|
763 | "Help information",
|
---|
764 | "",
|
---|
765 | "'F1' - shows/dismisses this message",
|
---|
766 | "'F2' - shows/hides bird eye view",
|
---|
767 | "'F3' - shows/hides bounds (boxes or tight bounds)",
|
---|
768 | "'F4' - shows/hides statistics",
|
---|
769 | "'F5', - shows/hides parameters",
|
---|
770 | "'F6', - toggles between fly / walkmode",
|
---|
771 | "'F7', - cycles throw render modes",
|
---|
772 | "'F8', - enables/disables ambient occlusion (only deferred)",
|
---|
773 | "'F9', - shows pure algorithm render time (using glFinish)",
|
---|
774 | "'SPACE' - cycles through occlusion culling algorithms",
|
---|
775 | "",
|
---|
776 | "'MOUSE-LEFT' - turn left/right, move forward/backward",
|
---|
777 | "'MOUSE-RIGHT' - turn left/right, move forward/backward",
|
---|
778 | "'MOUSE-MIDDLE' - move up/down, left/right",
|
---|
779 | "'CURSOR UP' - move forward",
|
---|
780 | "'CURSOR BACK' - move backward",
|
---|
781 | "'CURSOR RIGHT' - turn right",
|
---|
782 | "'CURSOR LEFT' - turn left",
|
---|
783 | "",
|
---|
784 | "'-' - decreases max batch size",
|
---|
785 | "'+' - increases max batch size",
|
---|
786 | "'4' - decrease triangles per virtual leaf (sets depth of bvh)",
|
---|
787 | "'5' - increase triangles per virtual leaf (sets depth of bvh)",
|
---|
788 | "'6' - decrease assumed visible frames",
|
---|
789 | "'7' - increase assumed visible frames",
|
---|
790 | "'8' - downward motion",
|
---|
791 | "'9' - upward motion",
|
---|
792 | "",
|
---|
793 | "'R' - use render queue",
|
---|
794 | "'B' - use tight bounds",
|
---|
795 | "'M' - use multiqueries",
|
---|
796 | "'O' - use CHC optimization (geometry queries for leaves)",
|
---|
797 | 0,
|
---|
798 | };
|
---|
799 |
|
---|
800 |
|
---|
801 | int x = 40, y = 60;
|
---|
802 |
|
---|
803 | glBlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA);
|
---|
804 | glEnable(GL_BLEND);
|
---|
805 | glColor4f(0.0f, 1.0f , 0.0f, 0.2f); // 20% green.
|
---|
806 |
|
---|
807 | // Drawn clockwise because the flipped Y axis flips CCW and CW.
|
---|
808 | glRecti(winWidth - 30, 30, 30, winHeight - 30);
|
---|
809 |
|
---|
810 | glDisable(GL_BLEND);
|
---|
811 |
|
---|
812 | glColor3f(1.0f, 1.0f, 1.0f);
|
---|
813 |
|
---|
814 | for(int i = 0; message[i] != 0; i++)
|
---|
815 | {
|
---|
816 | if(message[i][0] == '\0')
|
---|
817 | {
|
---|
818 | y += 15;
|
---|
819 | }
|
---|
820 | else
|
---|
821 | {
|
---|
822 | Output(x, y, message[i]);
|
---|
823 | y += 20;
|
---|
824 | }
|
---|
825 | }
|
---|
826 | }
|
---|
827 |
|
---|
828 |
|
---|
829 | void ResetTraverser()
|
---|
830 | {
|
---|
831 | DEL_PTR(traverser);
|
---|
832 |
|
---|
833 | bvh->ResetNodeClassifications();
|
---|
834 |
|
---|
835 | switch (renderMode)
|
---|
836 | {
|
---|
837 | case RenderTraverser::CULL_FRUSTUM:
|
---|
838 | traverser = new FrustumCullingTraverser();
|
---|
839 | break;
|
---|
840 | case RenderTraverser::STOP_AND_WAIT:
|
---|
841 | traverser = new StopAndWaitTraverser();
|
---|
842 | break;
|
---|
843 | case RenderTraverser::CHC:
|
---|
844 | traverser = new CHCTraverser();
|
---|
845 | break;
|
---|
846 | case RenderTraverser::CHCPLUSPLUS:
|
---|
847 | traverser = new CHCPlusPlusTraverser();
|
---|
848 | break;
|
---|
849 |
|
---|
850 | default:
|
---|
851 | traverser = new FrustumCullingTraverser();
|
---|
852 | }
|
---|
853 |
|
---|
854 | traverser->SetCamera(camera);
|
---|
855 | traverser->SetHierarchy(bvh);
|
---|
856 | traverser->SetRenderQueue(renderQueue);
|
---|
857 | traverser->SetRenderState(&state);
|
---|
858 | traverser->SetUseOptimization(useOptimization);
|
---|
859 | traverser->SetUseRenderQueue(useRenderQueue);
|
---|
860 | traverser->SetVisibilityThreshold(threshold);
|
---|
861 | traverser->SetAssumedVisibleFrames(assumedVisibleFrames);
|
---|
862 | traverser->SetMaxBatchSize(maxBatchSize);
|
---|
863 | traverser->SetUseMultiQueries(useMultiQueries);
|
---|
864 | traverser->SetUseTightBounds(useTightBounds);
|
---|
865 | traverser->SetUseDepthPass(renderType == RenderState::DEPTH_PASS);
|
---|
866 | traverser->SetRenderQueue(renderQueue);
|
---|
867 | }
|
---|
868 |
|
---|
869 |
|
---|
870 | void SetupLighting()
|
---|
871 | {
|
---|
872 | glEnable(GL_LIGHTING);
|
---|
873 | glEnable(GL_LIGHT0);
|
---|
874 | glEnable(GL_LIGHT1);
|
---|
875 |
|
---|
876 | //GLfloat ambient[] = {0.5, 0.5, 0.5, 1.0};
|
---|
877 | GLfloat ambient[] = {0.2, 0.2, 0.2, 1.0};
|
---|
878 | GLfloat diffuse[] = {1.0, 1.0, 1.0, 1.0};
|
---|
879 | GLfloat specular[] = {1.0, 1.0, 1.0, 1.0};
|
---|
880 |
|
---|
881 | //GLfloat lmodel_ambient[] = {0.5f, 0.5f, 0.5f, 1.0f};
|
---|
882 | GLfloat lmodel_ambient[] = {0.3f, 0.3f, 0.3f, 1.0f};
|
---|
883 |
|
---|
884 | glLightfv(GL_LIGHT0, GL_AMBIENT, ambient);
|
---|
885 | glLightfv(GL_LIGHT0, GL_DIFFUSE, diffuse);
|
---|
886 | glLightfv(GL_LIGHT0, GL_SPECULAR, specular);
|
---|
887 |
|
---|
888 |
|
---|
889 | ////////////
|
---|
890 | //-- second light
|
---|
891 |
|
---|
892 | GLfloat ambient1[] = {0.2, 0.2, 0.2, 1.0};
|
---|
893 | GLfloat diffuse1[] = {1.0, 1.0, 1.0, 1.0};
|
---|
894 | //GLfloat diffuse1[] = {0.5, 0.5, 0.5, 1.0};
|
---|
895 | GLfloat specular1[] = {0.0, 0.0, 0.0, 1.0};
|
---|
896 |
|
---|
897 | glLightfv(GL_LIGHT1, GL_AMBIENT, ambient1);
|
---|
898 | glLightfv(GL_LIGHT1, GL_DIFFUSE, diffuse1);
|
---|
899 | glLightfv(GL_LIGHT1, GL_SPECULAR, specular1);
|
---|
900 |
|
---|
901 |
|
---|
902 | //////////////////////////////
|
---|
903 |
|
---|
904 | GLfloat position[] = {0.8f, -1.0f, 0.7f, 0.0f};
|
---|
905 | glLightfv(GL_LIGHT0, GL_POSITION, position);
|
---|
906 |
|
---|
907 | GLfloat position1[] = {-0.5f, 0.5f, 0.4f, 0.0f};
|
---|
908 | glLightfv(GL_LIGHT1, GL_POSITION, position1);
|
---|
909 |
|
---|
910 | glLightModelfv(GL_LIGHT_MODEL_AMBIENT, lmodel_ambient);
|
---|
911 | glLightModeli(GL_LIGHT_MODEL_LOCAL_VIEWER, GL_TRUE);
|
---|
912 | glLightModeli(GL_LIGHT_MODEL_COLOR_CONTROL_EXT, GL_SINGLE_COLOR_EXT);
|
---|
913 | }
|
---|
914 |
|
---|
915 |
|
---|
916 | void SetupEyeView()
|
---|
917 | {
|
---|
918 | glMatrixMode(GL_PROJECTION);
|
---|
919 | glLoadIdentity();
|
---|
920 |
|
---|
921 | gluPerspective(fov, 1.0f / winAspectRatio, nearDist, myfar);
|
---|
922 |
|
---|
923 | glMatrixMode(GL_MODELVIEW);
|
---|
924 | glLoadIdentity();
|
---|
925 | camera->SetupCameraView();
|
---|
926 |
|
---|
927 | GLfloat position[] = {0.8f, -1.0f, 0.7f, 0.0f};
|
---|
928 | glLightfv(GL_LIGHT0, GL_POSITION, position);
|
---|
929 |
|
---|
930 | GLfloat position1[] = {-0.5f, 0.5f, 0.4f, 0.0f};
|
---|
931 | glLightfv(GL_LIGHT1, GL_POSITION, position1);
|
---|
932 |
|
---|
933 |
|
---|
934 | if (renderType == RenderState::DEFERRED)
|
---|
935 | {
|
---|
936 | // set modelview matrix for shaders
|
---|
937 | cgGLSetStateMatrixParameter(sModelViewProjMatrixParam,
|
---|
938 | CG_GL_MODELVIEW_PROJECTION_MATRIX,
|
---|
939 | CG_GL_MATRIX_IDENTITY);
|
---|
940 |
|
---|
941 | static Matrix4x4 identity = IdentityMatrix();
|
---|
942 | cgGLSetMatrixParameterfc(SceneEntity::sModelMatrixParam, (const float *)identity.x);
|
---|
943 | }
|
---|
944 | }
|
---|
945 |
|
---|
946 |
|
---|
947 | void KeyHorizontalMotion(float shift)
|
---|
948 | {
|
---|
949 | Vector3 hvec = camera->GetDirection();
|
---|
950 | hvec.z = 0;
|
---|
951 |
|
---|
952 | Vector3 pos = camera->GetPosition();
|
---|
953 | pos += hvec * shift;
|
---|
954 |
|
---|
955 | camera->SetPosition(pos);
|
---|
956 | }
|
---|
957 |
|
---|
958 |
|
---|
959 | void KeyVerticalMotion(float shift)
|
---|
960 | {
|
---|
961 | Vector3 uvec = Vector3(0, 0, shift);
|
---|
962 |
|
---|
963 | Vector3 pos = camera->GetPosition();
|
---|
964 | pos += uvec;
|
---|
965 |
|
---|
966 | camera->SetPosition(pos);
|
---|
967 | }
|
---|
968 |
|
---|
969 |
|
---|
970 | void Display()
|
---|
971 | {
|
---|
972 | glFlush();
|
---|
973 | elapsedTime = frameTimer.Elapsedms();
|
---|
974 |
|
---|
975 | // take time from last frame
|
---|
976 | frameTimer.Start();
|
---|
977 |
|
---|
978 | Vector3 oldPos = camera->GetPosition();
|
---|
979 |
|
---|
980 | if (leftKeyPressed)
|
---|
981 | camera->Pitch(KeyRotationAngle());
|
---|
982 | if (rightKeyPressed)
|
---|
983 | camera->Pitch(-KeyRotationAngle());
|
---|
984 | if (upKeyPressed)
|
---|
985 | KeyHorizontalMotion(KeyShift());
|
---|
986 | if (downKeyPressed)
|
---|
987 | KeyHorizontalMotion(-KeyShift());
|
---|
988 | if (eightKeyPressed)
|
---|
989 | KeyVerticalMotion(-KeyShift());
|
---|
990 | if (nineKeyPressed)
|
---|
991 | KeyVerticalMotion(KeyShift());
|
---|
992 |
|
---|
993 | // place view on ground
|
---|
994 | if (!flyMode) PlaceViewer(oldPos);
|
---|
995 |
|
---|
996 | if (showAlgorithmTime)
|
---|
997 | {
|
---|
998 | glFinish();
|
---|
999 | algTimer.Start();
|
---|
1000 | }
|
---|
1001 |
|
---|
1002 | // render without shading
|
---|
1003 | switch (renderType)
|
---|
1004 | {
|
---|
1005 | case RenderState::FIXED:
|
---|
1006 |
|
---|
1007 | glBindFramebufferEXT(GL_FRAMEBUFFER_EXT, 0);
|
---|
1008 |
|
---|
1009 | state.SetRenderType(RenderState::FIXED);
|
---|
1010 | glEnable(GL_LIGHTING);
|
---|
1011 |
|
---|
1012 | cgGLDisableProfile(RenderState::sCgFragmentProfile);
|
---|
1013 | cgGLDisableProfile(RenderState::sCgVertexProfile);
|
---|
1014 |
|
---|
1015 | glDrawBuffers(1, mrt);
|
---|
1016 |
|
---|
1017 | break;
|
---|
1018 |
|
---|
1019 | case RenderState::DEPTH_PASS:
|
---|
1020 | glBindFramebufferEXT(GL_FRAMEBUFFER_EXT, 0);
|
---|
1021 |
|
---|
1022 | state.SetRenderType(RenderState::DEPTH_PASS);
|
---|
1023 | glDisable(GL_LIGHTING);
|
---|
1024 |
|
---|
1025 | cgGLDisableProfile(RenderState::sCgFragmentProfile);
|
---|
1026 | cgGLDisableProfile(RenderState::sCgVertexProfile);
|
---|
1027 |
|
---|
1028 | glDrawBuffers(1, mrt);
|
---|
1029 |
|
---|
1030 | break;
|
---|
1031 |
|
---|
1032 | case RenderState::DEFERRED:
|
---|
1033 | state.SetRenderType(RenderState::DEFERRED);
|
---|
1034 |
|
---|
1035 | glBindFramebufferEXT(GL_FRAMEBUFFER_EXT, fbo);
|
---|
1036 |
|
---|
1037 | glPushAttrib(GL_VIEWPORT_BIT);
|
---|
1038 | glViewport(0, 0, texWidth, texHeight);
|
---|
1039 |
|
---|
1040 | cgGLEnableProfile(RenderState::sCgFragmentProfile);
|
---|
1041 | cgGLBindProgram(RenderState::sCgMrtFragmentProgram);
|
---|
1042 |
|
---|
1043 | cgGLEnableProfile(RenderState::sCgVertexProfile);
|
---|
1044 | cgGLBindProgram(sCgMrtVertexProgram);
|
---|
1045 |
|
---|
1046 | glDrawBuffers(3, mrt);
|
---|
1047 |
|
---|
1048 | break;
|
---|
1049 | }
|
---|
1050 |
|
---|
1051 | glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT);
|
---|
1052 |
|
---|
1053 | glDepthFunc(GL_LESS);
|
---|
1054 |
|
---|
1055 | glDisable(GL_TEXTURE_2D);
|
---|
1056 | glDisableClientState(GL_TEXTURE_COORD_ARRAY);
|
---|
1057 |
|
---|
1058 |
|
---|
1059 | // bring eye modelview matrix up-to-date
|
---|
1060 | SetupEyeView();
|
---|
1061 |
|
---|
1062 |
|
---|
1063 | // actually render the scene geometry using one of the specified algorithms
|
---|
1064 | traverser->RenderScene();
|
---|
1065 |
|
---|
1066 |
|
---|
1067 |
|
---|
1068 | /////////
|
---|
1069 | //-- do the rest of the rendering
|
---|
1070 |
|
---|
1071 | glEnableClientState(GL_VERTEX_ARRAY);
|
---|
1072 | glEnableClientState(GL_NORMAL_ARRAY);
|
---|
1073 |
|
---|
1074 |
|
---|
1075 | // reset depth pass and render visible objects
|
---|
1076 | if (renderType == RenderState::DEPTH_PASS)
|
---|
1077 | {
|
---|
1078 | RenderVisibleObjects();
|
---|
1079 | }
|
---|
1080 |
|
---|
1081 |
|
---|
1082 | ///////////////
|
---|
1083 | //-- render sky
|
---|
1084 |
|
---|
1085 | RenderSky();
|
---|
1086 |
|
---|
1087 | state.Reset();
|
---|
1088 |
|
---|
1089 | glDisableClientState(GL_VERTEX_ARRAY);
|
---|
1090 | glDisableClientState(GL_NORMAL_ARRAY);
|
---|
1091 |
|
---|
1092 | if (renderType == RenderState::DEFERRED)
|
---|
1093 | {
|
---|
1094 | glPopAttrib();
|
---|
1095 | glBindFramebufferEXT(GL_FRAMEBUFFER_EXT, 0);
|
---|
1096 |
|
---|
1097 | cgGLDisableProfile(RenderState::sCgVertexProfile);
|
---|
1098 | cgGLDisableProfile(RenderState::sCgFragmentProfile);
|
---|
1099 |
|
---|
1100 | glDrawBuffers(1, mrt);
|
---|
1101 |
|
---|
1102 | DisplayRenderTexture();
|
---|
1103 | }
|
---|
1104 |
|
---|
1105 | if (showAlgorithmTime)
|
---|
1106 | {
|
---|
1107 | glFinish();
|
---|
1108 | algTime = algTimer.Elapsedms();
|
---|
1109 | }
|
---|
1110 |
|
---|
1111 | ///////////
|
---|
1112 |
|
---|
1113 | state.SetRenderType(RenderState::FIXED);
|
---|
1114 |
|
---|
1115 | if (visMode) DisplayVisualization();
|
---|
1116 |
|
---|
1117 | DisplayStats();
|
---|
1118 |
|
---|
1119 | glutSwapBuffers();
|
---|
1120 | }
|
---|
1121 |
|
---|
1122 |
|
---|
1123 | #pragma warning( disable : 4100 )
|
---|
1124 | void KeyBoard(unsigned char c, int x, int y)
|
---|
1125 | {
|
---|
1126 | switch(c)
|
---|
1127 | {
|
---|
1128 | case 27:
|
---|
1129 | CleanUp();
|
---|
1130 | exit(0);
|
---|
1131 | break;
|
---|
1132 | case 32: //space
|
---|
1133 | renderMode = (renderMode + 1) % RenderTraverser::NUM_TRAVERSAL_TYPES;
|
---|
1134 | ResetTraverser();
|
---|
1135 | break;
|
---|
1136 | case 'h':
|
---|
1137 | case 'H':
|
---|
1138 | showHelp = !showHelp;
|
---|
1139 | break;
|
---|
1140 | case '+':
|
---|
1141 | maxBatchSize += 10;
|
---|
1142 | traverser->SetMaxBatchSize(maxBatchSize);
|
---|
1143 | break;
|
---|
1144 | case '-':
|
---|
1145 | maxBatchSize -= 10;
|
---|
1146 | if (maxBatchSize < 0) maxBatchSize = 1;
|
---|
1147 | traverser->SetMaxBatchSize(maxBatchSize);
|
---|
1148 | break;
|
---|
1149 | case '6':
|
---|
1150 | assumedVisibleFrames -= 1;
|
---|
1151 | if (assumedVisibleFrames < 1) assumedVisibleFrames = 1;
|
---|
1152 | traverser->SetAssumedVisibleFrames(assumedVisibleFrames);
|
---|
1153 | break;
|
---|
1154 | case '7':
|
---|
1155 | assumedVisibleFrames += 1;
|
---|
1156 | traverser->SetAssumedVisibleFrames(assumedVisibleFrames);
|
---|
1157 | break;
|
---|
1158 | case 'M':
|
---|
1159 | case 'm':
|
---|
1160 | useMultiQueries = !useMultiQueries;
|
---|
1161 | traverser->SetUseMultiQueries(useMultiQueries);
|
---|
1162 | break;
|
---|
1163 | case '8':
|
---|
1164 | eightKeyPressed = true;
|
---|
1165 | break;
|
---|
1166 | case '9':
|
---|
1167 | nineKeyPressed = true;
|
---|
1168 | break;
|
---|
1169 | case 'o':
|
---|
1170 | case 'O':
|
---|
1171 | useOptimization = !useOptimization;
|
---|
1172 | traverser->SetUseOptimization(useOptimization);
|
---|
1173 | break;
|
---|
1174 | case 'a':
|
---|
1175 | case 'A':
|
---|
1176 | leftKeyPressed = true;
|
---|
1177 | break;
|
---|
1178 | case 'd':
|
---|
1179 | case 'D':
|
---|
1180 | rightKeyPressed = true;
|
---|
1181 | break;
|
---|
1182 | case 'w':
|
---|
1183 | case 'W':
|
---|
1184 | upKeyPressed = true;
|
---|
1185 | break;
|
---|
1186 | case 'x':
|
---|
1187 | case 'X':
|
---|
1188 | downKeyPressed = true;
|
---|
1189 | break;
|
---|
1190 | case 'r':
|
---|
1191 | case 'R':
|
---|
1192 | {
|
---|
1193 | useRenderQueue = !useRenderQueue;
|
---|
1194 | traverser->SetUseRenderQueue(useRenderQueue);
|
---|
1195 | }
|
---|
1196 | break;
|
---|
1197 | case 'b':
|
---|
1198 | case 'B':
|
---|
1199 | {
|
---|
1200 | useTightBounds = !useTightBounds;
|
---|
1201 | traverser->SetUseTightBounds(useTightBounds);
|
---|
1202 | }
|
---|
1203 | break;
|
---|
1204 | case '4':
|
---|
1205 | if (trianglesPerVirtualLeaf >= 100)
|
---|
1206 | trianglesPerVirtualLeaf -= 100;
|
---|
1207 |
|
---|
1208 | bvh->SetVirtualLeaves(trianglesPerVirtualLeaf);
|
---|
1209 | break;
|
---|
1210 | case '5':
|
---|
1211 | trianglesPerVirtualLeaf += 100;
|
---|
1212 | bvh->SetVirtualLeaves(trianglesPerVirtualLeaf);
|
---|
1213 | break;
|
---|
1214 | default:
|
---|
1215 | return;
|
---|
1216 | }
|
---|
1217 |
|
---|
1218 | glutPostRedisplay();
|
---|
1219 | }
|
---|
1220 |
|
---|
1221 |
|
---|
1222 | void SpecialKeyUp(int c, int x, int y)
|
---|
1223 | {
|
---|
1224 | switch (c)
|
---|
1225 | {
|
---|
1226 | case GLUT_KEY_LEFT:
|
---|
1227 | leftKeyPressed = false;
|
---|
1228 | break;
|
---|
1229 | case GLUT_KEY_RIGHT:
|
---|
1230 | rightKeyPressed = false;
|
---|
1231 | break;
|
---|
1232 | case GLUT_KEY_UP:
|
---|
1233 | upKeyPressed = false;
|
---|
1234 | break;
|
---|
1235 | case GLUT_KEY_DOWN:
|
---|
1236 | downKeyPressed = false;
|
---|
1237 | break;
|
---|
1238 | default:
|
---|
1239 | return;
|
---|
1240 | }
|
---|
1241 | //glutPostRedisplay();
|
---|
1242 | }
|
---|
1243 |
|
---|
1244 |
|
---|
1245 | void KeyUp(unsigned char c, int x, int y)
|
---|
1246 | {
|
---|
1247 | switch (c)
|
---|
1248 | {
|
---|
1249 | case 'A':
|
---|
1250 | case 'a':
|
---|
1251 | leftKeyPressed = false;
|
---|
1252 | break;
|
---|
1253 | case 'D':
|
---|
1254 | case 'd':
|
---|
1255 | rightKeyPressed = false;
|
---|
1256 | break;
|
---|
1257 | case 'W':
|
---|
1258 | case 'w':
|
---|
1259 | upKeyPressed = false;
|
---|
1260 | break;
|
---|
1261 | case 'X':
|
---|
1262 | case 'x':
|
---|
1263 | downKeyPressed = false;
|
---|
1264 | break;
|
---|
1265 | case '8':
|
---|
1266 | eightKeyPressed = false;
|
---|
1267 | break;
|
---|
1268 |
|
---|
1269 | case '9':
|
---|
1270 | nineKeyPressed = false;
|
---|
1271 | break;
|
---|
1272 |
|
---|
1273 | default:
|
---|
1274 | return;
|
---|
1275 | }
|
---|
1276 | //glutPostRedisplay();
|
---|
1277 | }
|
---|
1278 |
|
---|
1279 |
|
---|
1280 | void Special(int c, int x, int y)
|
---|
1281 | {
|
---|
1282 | switch(c)
|
---|
1283 | {
|
---|
1284 | case GLUT_KEY_F1:
|
---|
1285 | showHelp = !showHelp;
|
---|
1286 | break;
|
---|
1287 | case GLUT_KEY_F2:
|
---|
1288 | visMode = !visMode;
|
---|
1289 | break;
|
---|
1290 | case GLUT_KEY_F3:
|
---|
1291 | showBoundingVolumes = !showBoundingVolumes;
|
---|
1292 | traverser->SetShowBounds(showBoundingVolumes);
|
---|
1293 | break;
|
---|
1294 | case GLUT_KEY_F4:
|
---|
1295 | showStatistics = !showStatistics;
|
---|
1296 | break;
|
---|
1297 | case GLUT_KEY_F5:
|
---|
1298 | showOptions = !showOptions;
|
---|
1299 | break;
|
---|
1300 | case GLUT_KEY_F6:
|
---|
1301 | flyMode = !flyMode;
|
---|
1302 | break;
|
---|
1303 | case GLUT_KEY_F7:
|
---|
1304 |
|
---|
1305 | renderType = (renderType + 1) % 3;
|
---|
1306 | traverser->SetUseDepthPass(renderType == RenderState::DEPTH_PASS);
|
---|
1307 |
|
---|
1308 | break;
|
---|
1309 | case GLUT_KEY_F8:
|
---|
1310 | useSsao = !useSsao;
|
---|
1311 | break;
|
---|
1312 | case GLUT_KEY_F9:
|
---|
1313 | showAlgorithmTime = !showAlgorithmTime;
|
---|
1314 | break;
|
---|
1315 |
|
---|
1316 | case GLUT_KEY_LEFT:
|
---|
1317 | {
|
---|
1318 | leftKeyPressed = true;
|
---|
1319 | camera->Pitch(KeyRotationAngle());
|
---|
1320 | }
|
---|
1321 | break;
|
---|
1322 | case GLUT_KEY_RIGHT:
|
---|
1323 | {
|
---|
1324 | rightKeyPressed = true;
|
---|
1325 | camera->Pitch(-KeyRotationAngle());
|
---|
1326 | }
|
---|
1327 | break;
|
---|
1328 | case GLUT_KEY_UP:
|
---|
1329 | {
|
---|
1330 | upKeyPressed = true;
|
---|
1331 | KeyHorizontalMotion(KeyShift());
|
---|
1332 | }
|
---|
1333 | break;
|
---|
1334 | case GLUT_KEY_DOWN:
|
---|
1335 | {
|
---|
1336 | downKeyPressed = true;
|
---|
1337 | KeyHorizontalMotion(-KeyShift());
|
---|
1338 | }
|
---|
1339 | break;
|
---|
1340 | default:
|
---|
1341 | return;
|
---|
1342 |
|
---|
1343 | }
|
---|
1344 |
|
---|
1345 | glutPostRedisplay();
|
---|
1346 | }
|
---|
1347 |
|
---|
1348 | #pragma warning( default : 4100 )
|
---|
1349 |
|
---|
1350 |
|
---|
1351 | void Reshape(int w, int h)
|
---|
1352 | {
|
---|
1353 | winAspectRatio = 1.0f;
|
---|
1354 |
|
---|
1355 | glViewport(0, 0, w, h);
|
---|
1356 |
|
---|
1357 | winWidth = w;
|
---|
1358 | winHeight = h;
|
---|
1359 |
|
---|
1360 | if (w) winAspectRatio = (float) h / (float) w;
|
---|
1361 |
|
---|
1362 | glMatrixMode(GL_PROJECTION);
|
---|
1363 | glLoadIdentity();
|
---|
1364 |
|
---|
1365 | gluPerspective(fov, 1.0f / winAspectRatio, nearDist, myfar);
|
---|
1366 |
|
---|
1367 | glMatrixMode(GL_MODELVIEW);
|
---|
1368 |
|
---|
1369 | glutPostRedisplay();
|
---|
1370 | }
|
---|
1371 |
|
---|
1372 |
|
---|
1373 | void Mouse(int button, int state, int x, int y)
|
---|
1374 | {
|
---|
1375 | if ((button == GLUT_LEFT_BUTTON) && (state == GLUT_DOWN))
|
---|
1376 | {
|
---|
1377 | xEyeBegin = x;
|
---|
1378 | yMotionBegin = y;
|
---|
1379 |
|
---|
1380 | glutMotionFunc(LeftMotion);
|
---|
1381 | }
|
---|
1382 | else if ((button == GLUT_RIGHT_BUTTON) && (state == GLUT_DOWN))
|
---|
1383 | {
|
---|
1384 | yEyeBegin = y;
|
---|
1385 | yMotionBegin = y;
|
---|
1386 |
|
---|
1387 | glutMotionFunc(RightMotion);
|
---|
1388 | }
|
---|
1389 | else if ((button == GLUT_MIDDLE_BUTTON) && (state == GLUT_DOWN))
|
---|
1390 | {
|
---|
1391 | horizontalMotionBegin = x;
|
---|
1392 | verticalMotionBegin = y;
|
---|
1393 | glutMotionFunc(MiddleMotion);
|
---|
1394 | }
|
---|
1395 |
|
---|
1396 | glutPostRedisplay();
|
---|
1397 | }
|
---|
1398 |
|
---|
1399 |
|
---|
1400 | /** rotation for left/right mouse drag
|
---|
1401 | motion for up/down mouse drag
|
---|
1402 | */
|
---|
1403 | void LeftMotion(int x, int y)
|
---|
1404 | {
|
---|
1405 | Vector3 viewDir = camera->GetDirection();
|
---|
1406 | Vector3 pos = camera->GetPosition();
|
---|
1407 |
|
---|
1408 | // don't move in the vertical direction
|
---|
1409 | Vector3 horView(viewDir[0], viewDir[1], 0);
|
---|
1410 |
|
---|
1411 | float eyeXAngle = 0.2f * M_PI * (xEyeBegin - x) / 180.0;
|
---|
1412 |
|
---|
1413 | camera->Pitch(eyeXAngle);
|
---|
1414 |
|
---|
1415 | pos += horView * (yMotionBegin - y) * 0.2f;
|
---|
1416 |
|
---|
1417 | camera->SetPosition(pos);
|
---|
1418 |
|
---|
1419 | xEyeBegin = x;
|
---|
1420 | yMotionBegin = y;
|
---|
1421 |
|
---|
1422 | glutPostRedisplay();
|
---|
1423 | }
|
---|
1424 |
|
---|
1425 |
|
---|
1426 | /** rotation for left / right mouse drag
|
---|
1427 | motion for up / down mouse drag
|
---|
1428 | */
|
---|
1429 | void RightMotion(int x, int y)
|
---|
1430 | {
|
---|
1431 | float eyeYAngle = -0.2f * M_PI * (yEyeBegin - y) / 180.0;
|
---|
1432 |
|
---|
1433 | camera->Yaw(eyeYAngle);
|
---|
1434 |
|
---|
1435 | yEyeBegin = y;
|
---|
1436 | glutPostRedisplay();
|
---|
1437 | }
|
---|
1438 |
|
---|
1439 |
|
---|
1440 | // strafe
|
---|
1441 | void MiddleMotion(int x, int y)
|
---|
1442 | {
|
---|
1443 | Vector3 viewDir = camera->GetDirection();
|
---|
1444 | Vector3 pos = camera->GetPosition();
|
---|
1445 |
|
---|
1446 | // the 90 degree rotated view vector
|
---|
1447 | // y zero so we don't move in the vertical
|
---|
1448 | Vector3 rVec(viewDir[0], viewDir[1], 0);
|
---|
1449 |
|
---|
1450 | Matrix4x4 rot = RotationZMatrix(M_PI * 0.5f);
|
---|
1451 | rVec = rot * rVec;
|
---|
1452 |
|
---|
1453 | pos -= rVec * (x - horizontalMotionBegin) * 0.1f;
|
---|
1454 | pos[2] += (verticalMotionBegin - y) * 0.1f;
|
---|
1455 |
|
---|
1456 | camera->SetPosition(pos);
|
---|
1457 |
|
---|
1458 | horizontalMotionBegin = x;
|
---|
1459 | verticalMotionBegin = y;
|
---|
1460 |
|
---|
1461 | glutPostRedisplay();
|
---|
1462 | }
|
---|
1463 |
|
---|
1464 |
|
---|
1465 | void InitExtensions(void)
|
---|
1466 | {
|
---|
1467 | GLenum err = glewInit();
|
---|
1468 |
|
---|
1469 | if (GLEW_OK != err)
|
---|
1470 | {
|
---|
1471 | // problem: glewInit failed, something is seriously wrong
|
---|
1472 | fprintf(stderr,"Error: %s\n", glewGetErrorString(err));
|
---|
1473 | exit(1);
|
---|
1474 | }
|
---|
1475 | if (!GLEW_ARB_occlusion_query)
|
---|
1476 | {
|
---|
1477 | printf("I require the GL_ARB_occlusion_query to work.\n");
|
---|
1478 | exit(1);
|
---|
1479 | }
|
---|
1480 | }
|
---|
1481 |
|
---|
1482 |
|
---|
1483 | void Begin2D()
|
---|
1484 | {
|
---|
1485 | glDisable(GL_LIGHTING);
|
---|
1486 | glDisable(GL_DEPTH_TEST);
|
---|
1487 |
|
---|
1488 | glMatrixMode(GL_PROJECTION);
|
---|
1489 | glPushMatrix();
|
---|
1490 | glLoadIdentity();
|
---|
1491 | gluOrtho2D(0, winWidth, 0, winHeight);
|
---|
1492 |
|
---|
1493 | glMatrixMode(GL_MODELVIEW);
|
---|
1494 | glPushMatrix();
|
---|
1495 | glLoadIdentity();
|
---|
1496 | }
|
---|
1497 |
|
---|
1498 |
|
---|
1499 | void End2D()
|
---|
1500 | {
|
---|
1501 | glPopMatrix();
|
---|
1502 | glMatrixMode(GL_MODELVIEW);
|
---|
1503 | glPopMatrix();
|
---|
1504 |
|
---|
1505 | glEnable(GL_LIGHTING);
|
---|
1506 | glEnable(GL_DEPTH_TEST);
|
---|
1507 | }
|
---|
1508 |
|
---|
1509 |
|
---|
1510 | void Output(int x, int y, const char *string)
|
---|
1511 | {
|
---|
1512 | if (string != 0)
|
---|
1513 | {
|
---|
1514 | size_t len, i;
|
---|
1515 | glRasterPos2f(x, y);
|
---|
1516 | len = strlen(string);
|
---|
1517 |
|
---|
1518 | for (i = 0; i < len; ++ i)
|
---|
1519 | {
|
---|
1520 | glutBitmapCharacter(GLUT_BITMAP_HELVETICA_18, string[i]);
|
---|
1521 | }
|
---|
1522 | }
|
---|
1523 | }
|
---|
1524 |
|
---|
1525 |
|
---|
1526 | // displays the visualisation of culling algorithm
|
---|
1527 | void DisplayVisualization()
|
---|
1528 | {
|
---|
1529 | visualization->SetFrameId(traverser->GetCurrentFrameId());
|
---|
1530 |
|
---|
1531 | Begin2D();
|
---|
1532 | glBlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA);
|
---|
1533 | glEnable(GL_BLEND);
|
---|
1534 | glColor4f(0.0,0.0,0.0,0.5);
|
---|
1535 |
|
---|
1536 | glRecti(winWidth, 0, winWidth - winWidth / 3, winHeight / 3);
|
---|
1537 | glDisable(GL_BLEND);
|
---|
1538 | End2D();
|
---|
1539 |
|
---|
1540 |
|
---|
1541 | AxisAlignedBox3 box = bvh->GetBox();
|
---|
1542 |
|
---|
1543 | // set far for viz
|
---|
1544 | camera->SetFar(0.35f * Magnitude(box.Diagonal()));
|
---|
1545 |
|
---|
1546 | const float offs = box.Size().x * 0.3f;
|
---|
1547 | //const float yoffs = box.Size().y * 0.5f;
|
---|
1548 |
|
---|
1549 | Vector3 pos = camera->GetPosition();
|
---|
1550 |
|
---|
1551 | Vector3 vizpos = Vector3(box.Min().x + 20, box.Min().y + 500, box.Min().z + box.Size().z * 50);
|
---|
1552 |
|
---|
1553 | visCamera->SetPosition(vizpos);
|
---|
1554 |
|
---|
1555 | glViewport(winWidth - winWidth / 3, winHeight - winHeight / 3, winWidth / 3, winHeight / 3);
|
---|
1556 |
|
---|
1557 | glMatrixMode(GL_PROJECTION);
|
---|
1558 | glLoadIdentity();
|
---|
1559 |
|
---|
1560 | glOrtho(-offs, offs, -offs, offs, 0.0f, box.Size().z * 100.0f);
|
---|
1561 |
|
---|
1562 | glMatrixMode(GL_MODELVIEW);
|
---|
1563 |
|
---|
1564 | visCamera->SetupCameraView();
|
---|
1565 |
|
---|
1566 | Matrix4x4 rotZ = RotationZMatrix(-camera->GetPitch());
|
---|
1567 | glMultMatrixf((float *)rotZ.x);
|
---|
1568 |
|
---|
1569 | glTranslatef(-pos.x, -pos.y, -pos.z);
|
---|
1570 |
|
---|
1571 |
|
---|
1572 | GLfloat position[] = {0.8f, 1.0f, 1.5f, 0.0f};
|
---|
1573 | glLightfv(GL_LIGHT0, GL_POSITION, position);
|
---|
1574 |
|
---|
1575 | GLfloat position1[] = {bvh->GetBox().Center().x, bvh->GetBox().Max().y, bvh->GetBox().Center().z, 1.0f};
|
---|
1576 | glLightfv(GL_LIGHT1, GL_POSITION, position1);
|
---|
1577 |
|
---|
1578 | glClear(GL_DEPTH_BUFFER_BIT);
|
---|
1579 |
|
---|
1580 |
|
---|
1581 | ////////////
|
---|
1582 | //-- visualization of the occlusion culling
|
---|
1583 |
|
---|
1584 | visualization->Render();
|
---|
1585 |
|
---|
1586 | // reset vp
|
---|
1587 | glViewport(0, 0, winWidth, winHeight);
|
---|
1588 | }
|
---|
1589 |
|
---|
1590 |
|
---|
1591 | // cleanup routine after the main loop
|
---|
1592 | void CleanUp()
|
---|
1593 | {
|
---|
1594 | DEL_PTR(traverser);
|
---|
1595 | DEL_PTR(sceneQuery);
|
---|
1596 | DEL_PTR(bvh);
|
---|
1597 | DEL_PTR(visualization);
|
---|
1598 | DEL_PTR(camera);
|
---|
1599 | DEL_PTR(loader);
|
---|
1600 | DEL_PTR(renderQueue);
|
---|
1601 |
|
---|
1602 | if (sCgMrtVertexProgram)
|
---|
1603 | cgDestroyProgram(sCgMrtVertexProgram);
|
---|
1604 | if (sCgSsaoProgram)
|
---|
1605 | cgDestroyProgram(sCgSsaoProgram);
|
---|
1606 | if (sCgDeferredProgram)
|
---|
1607 | cgDestroyProgram(sCgDeferredProgram);
|
---|
1608 | if (sCgContext)
|
---|
1609 | cgDestroyContext(sCgContext);
|
---|
1610 |
|
---|
1611 | glDeleteFramebuffersEXT(1, &fbo);
|
---|
1612 | glDeleteRenderbuffersEXT(1, &depthBuffer);
|
---|
1613 | glDeleteRenderbuffersEXT(1, &colorsBuffer);
|
---|
1614 | glDeleteRenderbuffersEXT(1, &normalsBuffer);
|
---|
1615 | glDeleteRenderbuffersEXT(1, &positionsBuffer);
|
---|
1616 |
|
---|
1617 | glDeleteTextures(1, &colorsTex);
|
---|
1618 | glDeleteTextures(1, &normalsTex);
|
---|
1619 | glDeleteTextures(1, &positionsTex);
|
---|
1620 | glDeleteTextures(1, &noiseTex);
|
---|
1621 | }
|
---|
1622 |
|
---|
1623 |
|
---|
1624 | // this function inserts a dezimal point after each 1000
|
---|
1625 | void CalcDecimalPoint(string &str, int d)
|
---|
1626 | {
|
---|
1627 | vector<int> numbers;
|
---|
1628 | char hstr[100];
|
---|
1629 |
|
---|
1630 | while (d != 0)
|
---|
1631 | {
|
---|
1632 | numbers.push_back(d % 1000);
|
---|
1633 | d /= 1000;
|
---|
1634 | }
|
---|
1635 |
|
---|
1636 | // first element without leading zeros
|
---|
1637 | if (numbers.size() > 0)
|
---|
1638 | {
|
---|
1639 | sprintf(hstr, "%d", numbers.back());
|
---|
1640 | str.append(hstr);
|
---|
1641 | }
|
---|
1642 |
|
---|
1643 | for (int i = (int)numbers.size() - 2; i >= 0; i--)
|
---|
1644 | {
|
---|
1645 | sprintf(hstr, ",%03d", numbers[i]);
|
---|
1646 | str.append(hstr);
|
---|
1647 | }
|
---|
1648 | }
|
---|
1649 |
|
---|
1650 |
|
---|
1651 | void DisplayStats()
|
---|
1652 | {
|
---|
1653 | static char msg[9][300];
|
---|
1654 |
|
---|
1655 | static double frameTime = elapsedTime;
|
---|
1656 | static double renderTime = algTime;
|
---|
1657 |
|
---|
1658 | const float expFactor = 0.1f;
|
---|
1659 |
|
---|
1660 | // if some strange render time spike happened in this frame => don't count
|
---|
1661 | if (elapsedTime < 500) frameTime = elapsedTime * expFactor + (1.0f - expFactor) * elapsedTime;
|
---|
1662 |
|
---|
1663 | static float rTime = 1000.0f;
|
---|
1664 |
|
---|
1665 | if (showAlgorithmTime)
|
---|
1666 | {
|
---|
1667 | if (algTime < 500) renderTime = algTime * expFactor + (1.0f - expFactor) * renderTime;
|
---|
1668 | }
|
---|
1669 |
|
---|
1670 | accumulatedTime += elapsedTime;
|
---|
1671 |
|
---|
1672 | if (accumulatedTime > 500) // update every fraction of a second
|
---|
1673 | {
|
---|
1674 | accumulatedTime = 0;
|
---|
1675 |
|
---|
1676 | if (frameTime) fps = 1e3f / (float)frameTime;
|
---|
1677 |
|
---|
1678 | rTime = renderTime;
|
---|
1679 | renderedObjects = traverser->GetStats().mNumRenderedGeometry;
|
---|
1680 | renderedNodes = traverser->GetStats().mNumRenderedNodes;
|
---|
1681 | renderedTriangles = traverser->GetStats().mNumRenderedTriangles;
|
---|
1682 |
|
---|
1683 | traversedNodes = traverser->GetStats().mNumTraversedNodes;
|
---|
1684 | frustumCulledNodes = traverser->GetStats().mNumFrustumCulledNodes;
|
---|
1685 | queryCulledNodes = traverser->GetStats().mNumQueryCulledNodes;
|
---|
1686 | issuedQueries = traverser->GetStats().mNumIssuedQueries;
|
---|
1687 | stateChanges = traverser->GetStats().mNumStateChanges;
|
---|
1688 | numBatches = traverser->GetStats().mNumBatches;
|
---|
1689 | }
|
---|
1690 |
|
---|
1691 |
|
---|
1692 | Begin2D();
|
---|
1693 |
|
---|
1694 | float top_color[3] = {1.0F, 1.0F, 1.0F};
|
---|
1695 | float bottom_color[3] = {0.0F, 0.0F, 1.0F};
|
---|
1696 |
|
---|
1697 | glEnable(GL_TEXTURE_2D);
|
---|
1698 | glEnable(GL_BLEND);
|
---|
1699 | glBlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA);
|
---|
1700 |
|
---|
1701 |
|
---|
1702 |
|
---|
1703 | glClear(GL_DEPTH_BUFFER_BIT);
|
---|
1704 | //Draw a string
|
---|
1705 | glColor3f(1.0f, 1.0f, 1.0f);
|
---|
1706 | myfont.Begin();
|
---|
1707 |
|
---|
1708 | //DrawFont();
|
---|
1709 | if (showHelp)
|
---|
1710 | {
|
---|
1711 | DrawHelpMessage();
|
---|
1712 | }
|
---|
1713 | else
|
---|
1714 | {
|
---|
1715 | glColor3f(1.0f, 0.5f, 0.5f);
|
---|
1716 |
|
---|
1717 | if (showOptions)
|
---|
1718 | {
|
---|
1719 | int i = 0;
|
---|
1720 |
|
---|
1721 | static char *renderTypeStr[] = {"fixed function", "fixed function + depth pass", "deferred shading"};
|
---|
1722 |
|
---|
1723 | sprintf(msg[i ++], "multiqueries: %d, tight bounds: %d, render queue: %d",
|
---|
1724 | useMultiQueries, useTightBounds, useRenderQueue);
|
---|
1725 |
|
---|
1726 | sprintf(msg[i ++], "render technique: %s, SSAO: %d", renderTypeStr[renderType], useSsao);
|
---|
1727 |
|
---|
1728 | sprintf(msg[i ++], "triangles per virtual leaf: %5d", trianglesPerVirtualLeaf);
|
---|
1729 |
|
---|
1730 | sprintf(msg[i ++], "assumed visible frames: %4d, max batch size: %4d",
|
---|
1731 | assumedVisibleFrames, maxBatchSize);
|
---|
1732 |
|
---|
1733 | for (int j = 0; j < 4; ++ j)
|
---|
1734 | myfont.DrawString(msg[j], 1.0F, 20.0f, 760 - j * 30);
|
---|
1735 | }
|
---|
1736 |
|
---|
1737 | glColor3f(0.5f, 1.0f, 0.5f);
|
---|
1738 |
|
---|
1739 | if (showStatistics)
|
---|
1740 | {
|
---|
1741 | string str;
|
---|
1742 | string str2;
|
---|
1743 |
|
---|
1744 | CalcDecimalPoint(str, renderedTriangles);
|
---|
1745 | CalcDecimalPoint(str2, bvh->GetBvhStats().mTriangles);
|
---|
1746 |
|
---|
1747 | int i = 4;
|
---|
1748 |
|
---|
1749 | sprintf(msg[i ++], "rendered: %6d nodes (of %6d), %s triangles (of %s)",
|
---|
1750 | renderedNodes, bvh->GetNumVirtualNodes(), str.c_str(), str2.c_str());
|
---|
1751 |
|
---|
1752 | sprintf(msg[i ++], "traversed: %5d, frustum culled: %5d, query culled: %5d",
|
---|
1753 | traversedNodes, frustumCulledNodes, queryCulledNodes);
|
---|
1754 |
|
---|
1755 | sprintf(msg[i ++], "issued queries: %5d, state changes: %5d, render batches: %5d",
|
---|
1756 | issuedQueries, stateChanges, numBatches);
|
---|
1757 |
|
---|
1758 | for (int j = 4; j < 7; ++ j)
|
---|
1759 | myfont.DrawString(msg[j], 1.0F, 20.0f, 760 - j * 30);
|
---|
1760 | }
|
---|
1761 |
|
---|
1762 | //glTranslatef(200, 200, 0);
|
---|
1763 | //glScalef(1, -1, 1);
|
---|
1764 |
|
---|
1765 | glColor3f(1.0f, 1.0f, 1.0f);
|
---|
1766 | static char *alg_str[] = {"Frustum Cull", "Stop and Wait", "CHC", "CHC ++"};
|
---|
1767 | sprintf(msg[7], "%s: %6.1f fps", alg_str[renderMode], fps);
|
---|
1768 |
|
---|
1769 | myfont.DrawString(msg[7], 1.0F, 720.0F, 760.0F);//, top_color, bottom_color);
|
---|
1770 |
|
---|
1771 | //glDisable(GL_CULL_FACE);
|
---|
1772 | //Output(780, 30, msg[7]);
|
---|
1773 |
|
---|
1774 | if (showAlgorithmTime)
|
---|
1775 | {
|
---|
1776 | //sprintf(msg[8], "algorithm time: %6.1f ms", rTime);
|
---|
1777 | //Output(780, 60, msg[8]);
|
---|
1778 | }
|
---|
1779 | }
|
---|
1780 |
|
---|
1781 | glDisable(GL_BLEND);
|
---|
1782 | glDisable(GL_TEXTURE_2D);
|
---|
1783 |
|
---|
1784 | End2D();
|
---|
1785 | }
|
---|
1786 |
|
---|
1787 |
|
---|
1788 | void RenderSky()
|
---|
1789 | {
|
---|
1790 | SceneEntityContainer::const_iterator sit, sit_end = skyGeometry.end();
|
---|
1791 |
|
---|
1792 | for (sit = skyGeometry.begin(); sit != sit_end; ++ sit)
|
---|
1793 | (*sit)->Render(&state);
|
---|
1794 | }
|
---|
1795 |
|
---|
1796 |
|
---|
1797 | void RenderVisibleObjects()
|
---|
1798 | {
|
---|
1799 | state.SetRenderType(RenderState::FIXED);
|
---|
1800 | state.Reset();
|
---|
1801 |
|
---|
1802 | glEnable(GL_LIGHTING);
|
---|
1803 | glDepthFunc(GL_LEQUAL);
|
---|
1804 |
|
---|
1805 | //cout << "visible: " << (int)traverser->GetVisibleObjects().size() << endl;
|
---|
1806 |
|
---|
1807 | SceneEntityContainer::const_iterator sit,
|
---|
1808 | sit_end = traverser->GetVisibleObjects().end();
|
---|
1809 |
|
---|
1810 | for (sit = traverser->GetVisibleObjects().begin(); sit != sit_end; ++ sit)
|
---|
1811 | renderQueue->Enqueue(*sit);
|
---|
1812 |
|
---|
1813 | renderQueue->Apply();
|
---|
1814 |
|
---|
1815 | glDepthFunc(GL_LESS);
|
---|
1816 | }
|
---|
1817 |
|
---|
1818 |
|
---|
1819 | void PlaceViewer(const Vector3 &oldPos)
|
---|
1820 | {
|
---|
1821 | Vector3 playerPos = camera->GetPosition();
|
---|
1822 |
|
---|
1823 | bool validIntersect = sceneQuery->CalcIntersection(playerPos);
|
---|
1824 |
|
---|
1825 | if (validIntersect &&
|
---|
1826 | (( playerPos.z - oldPos.z) < bvh->GetBox().Size(2) * 1e-1f))
|
---|
1827 | {
|
---|
1828 | camera->SetPosition(playerPos);
|
---|
1829 | }
|
---|
1830 | }
|
---|
1831 |
|
---|
1832 |
|
---|
1833 | void DisplayRenderTexture()
|
---|
1834 | {
|
---|
1835 | glDisable(GL_TEXTURE_2D);
|
---|
1836 |
|
---|
1837 | glDisable(GL_LIGHTING);
|
---|
1838 |
|
---|
1839 | glMatrixMode(GL_PROJECTION);
|
---|
1840 | glPushMatrix();
|
---|
1841 | glLoadIdentity();
|
---|
1842 |
|
---|
1843 | glMatrixMode(GL_MODELVIEW);
|
---|
1844 | glPushMatrix();
|
---|
1845 | glLoadIdentity();
|
---|
1846 |
|
---|
1847 | const float offs = 0.5f;
|
---|
1848 |
|
---|
1849 | glOrtho(-offs, offs, -offs, offs, 0, 1);
|
---|
1850 |
|
---|
1851 | glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT);
|
---|
1852 |
|
---|
1853 | cgGLEnableProfile(RenderState::sCgFragmentProfile);
|
---|
1854 |
|
---|
1855 | if (useSsao)
|
---|
1856 | {
|
---|
1857 | cgGLBindProgram(sCgSsaoProgram);
|
---|
1858 |
|
---|
1859 | cgGLEnableTextureParameter(sPositionsTexParamSsao);
|
---|
1860 | cgGLSetTextureParameter(sPositionsTexParamSsao, positionsTex);
|
---|
1861 |
|
---|
1862 | cgGLEnableTextureParameter(sColorsTexParamSsao);
|
---|
1863 | cgGLSetTextureParameter(sColorsTexParamSsao, colorsTex);
|
---|
1864 |
|
---|
1865 | cgGLEnableTextureParameter(sNormalsTexParamSsao);
|
---|
1866 | cgGLSetTextureParameter(sNormalsTexParamSsao, normalsTex);
|
---|
1867 |
|
---|
1868 | cgGLEnableTextureParameter(sNoiseTexParamSsao);
|
---|
1869 | cgGLSetTextureParameter(sNoiseTexParamSsao, noiseTex);
|
---|
1870 | }
|
---|
1871 | else
|
---|
1872 | {
|
---|
1873 | cgGLBindProgram(sCgDeferredProgram);
|
---|
1874 |
|
---|
1875 | cgGLEnableTextureParameter(sPositionsTexParam);
|
---|
1876 | cgGLSetTextureParameter(sPositionsTexParam, positionsTex);
|
---|
1877 |
|
---|
1878 | cgGLEnableTextureParameter(sColorsTexParam);
|
---|
1879 | cgGLSetTextureParameter(sColorsTexParam, colorsTex);
|
---|
1880 |
|
---|
1881 | cgGLEnableTextureParameter(sNormalsTexParam);
|
---|
1882 | cgGLSetTextureParameter(sNormalsTexParam, normalsTex);
|
---|
1883 | }
|
---|
1884 |
|
---|
1885 | Vector3 tl, tr, bl, br;
|
---|
1886 | ComputeViewVectors(tl, tr, bl, br);
|
---|
1887 |
|
---|
1888 | glColor3f(1.0f, 1.0f, 1.0f);
|
---|
1889 |
|
---|
1890 | glBegin(GL_QUADS);
|
---|
1891 |
|
---|
1892 | // slightly larger than screen size in order to hide ambient occlusion errors
|
---|
1893 | //float offs2 = 0.55f;
|
---|
1894 | float offs2 = 0.5f;
|
---|
1895 |
|
---|
1896 | glColor3f(bl.x, bl.y, bl.z); glTexCoord2f(0, 0); glVertex3f(-offs2, -offs2, -0.5f);
|
---|
1897 | glColor3f(br.x, br.y, br.z); glTexCoord2f(1, 0); glVertex3f( offs2, -offs2, -0.5f);
|
---|
1898 | glColor3f(tr.x, tr.y, tr.z); glTexCoord2f(1, 1); glVertex3f( offs2, offs2, -0.5f);
|
---|
1899 | glColor3f(tl.x, tl.y, tl.z); glTexCoord2f(0, 1); glVertex3f(-offs2, offs2, -0.5f);
|
---|
1900 |
|
---|
1901 | glEnd();
|
---|
1902 |
|
---|
1903 | if (useSsao)
|
---|
1904 | {
|
---|
1905 | cgGLDisableTextureParameter(sColorsTexParamSsao);
|
---|
1906 | cgGLDisableTextureParameter(sPositionsTexParamSsao);
|
---|
1907 | cgGLDisableTextureParameter(sNormalsTexParamSsao);
|
---|
1908 |
|
---|
1909 | cgGLDisableTextureParameter(sNoiseTexParamSsao);
|
---|
1910 | //cgGLDisableTextureParameter(sSamplesParamSsao);
|
---|
1911 | }
|
---|
1912 | else
|
---|
1913 | {
|
---|
1914 | cgGLDisableTextureParameter(sColorsTexParam);
|
---|
1915 | cgGLDisableTextureParameter(sPositionsTexParam);
|
---|
1916 | cgGLDisableTextureParameter(sNormalsTexParam);
|
---|
1917 | }
|
---|
1918 |
|
---|
1919 | cgGLDisableProfile(RenderState::sCgFragmentProfile);
|
---|
1920 |
|
---|
1921 | glEnable(GL_LIGHTING);
|
---|
1922 | glDisable(GL_TEXTURE_2D);
|
---|
1923 |
|
---|
1924 | glMatrixMode(GL_PROJECTION);
|
---|
1925 | glPopMatrix();
|
---|
1926 |
|
---|
1927 | glMatrixMode(GL_MODELVIEW);
|
---|
1928 | glPopMatrix();
|
---|
1929 |
|
---|
1930 |
|
---|
1931 | PrintGLerror("displaytexture");
|
---|
1932 | }
|
---|
1933 |
|
---|
1934 |
|
---|
1935 |
|
---|
1936 | void GenerateSamples()
|
---|
1937 | {
|
---|
1938 | float scale = 1.0f / (float)NUM_SAMPLES;
|
---|
1939 |
|
---|
1940 | // fill an array with uniformly distributed spherical samples
|
---|
1941 | for (int i = 0; i < NUM_SAMPLES; ++ i)
|
---|
1942 | {
|
---|
1943 | // create stratified samples over sphere
|
---|
1944 | const float rx = ((float)i + RandomValue(0, 1)) * scale;
|
---|
1945 | const float ry = ((float)i + RandomValue(0, 1)) * scale;
|
---|
1946 |
|
---|
1947 | const float theta = 2.0f * acos(sqrt(1.0f - rx));
|
---|
1948 | const float phi = 2.0f * M_PI * ry;
|
---|
1949 |
|
---|
1950 | Vector3 unit = Vector3(sin(theta) * cos(phi), sin(theta) * sin(phi), cos(theta));
|
---|
1951 |
|
---|
1952 | // project
|
---|
1953 | Vector3 proj = unit / (1.0f + fabs(unit.z));
|
---|
1954 |
|
---|
1955 | samples[i + 0] = proj.x;
|
---|
1956 | samples[i + 1] = proj.y;
|
---|
1957 |
|
---|
1958 | cout << samples[i] << " " << samples[i + 1] << endl;
|
---|
1959 | }
|
---|
1960 | }
|
---|
1961 |
|
---|
1962 |
|
---|
1963 | /*void GenerateSamples()
|
---|
1964 | {
|
---|
1965 | float scale = 1.0f / (float)NUM_SAMPLES;
|
---|
1966 |
|
---|
1967 | // fill an array with uniformly distributed spherical samples
|
---|
1968 | for (int i = 0; i < NUM_SAMPLES; ++ i)
|
---|
1969 | {
|
---|
1970 | // create stratified samples over sphere
|
---|
1971 | const float rx = ((float)i + RandomValue(0, 1)) * scale;
|
---|
1972 |
|
---|
1973 | const float theta = 2.0f * acos(sqrt(1.0f - rx));
|
---|
1974 |
|
---|
1975 | samples[i + 0] = cos(theta);
|
---|
1976 | samples[i + 1] = sin(theta);
|
---|
1977 |
|
---|
1978 | cout << samples[i] << " " << samples[i + 1] << endl;
|
---|
1979 | }
|
---|
1980 | }
|
---|
1981 | */
|
---|
1982 |
|
---|
1983 | void ComputeViewVectors(Vector3 &tl, Vector3 &tr, Vector3 &bl, Vector3 &br)
|
---|
1984 | {
|
---|
1985 | float myfov = fov * M_PI / 180.0f;
|
---|
1986 | const float h_far = 2.0f * tan(myfov / 2.0f);
|
---|
1987 | const float w_far = h_far * texWidth / texHeight;
|
---|
1988 |
|
---|
1989 | float t1 = h_far * 0.5f;
|
---|
1990 | float t2 = w_far * 0.5f;
|
---|
1991 |
|
---|
1992 | bl = Normalize(Vector3(-t1, -t2, 1.0f));
|
---|
1993 | br = Normalize(Vector3( t1, -t2, 1.0f));
|
---|
1994 | tl = Normalize(Vector3(-t1, t2, 1.0f));
|
---|
1995 | tr = Normalize(Vector3( t1, t2, 1.0f));
|
---|
1996 |
|
---|
1997 | // normalize to 0 .. 1
|
---|
1998 | bl = bl * 0.5f + 0.5f;
|
---|
1999 | br = br * 0.5f + 0.5f;
|
---|
2000 | tl = tl * 0.5f + 0.5f;
|
---|
2001 | tr = tr * 0.5f + 0.5f;
|
---|
2002 | }
|
---|
2003 |
|
---|
2004 |
|
---|
2005 | void CreateNoiseTex2D()
|
---|
2006 | {
|
---|
2007 | randomNormals = new GLubyte[texWidth * texHeight * 3];
|
---|
2008 |
|
---|
2009 | for (int i = 0; i < texWidth * texHeight * 3; i += 3)
|
---|
2010 | {
|
---|
2011 | // create random samples over sphere
|
---|
2012 | const float rx = RandomValue(0, 1);
|
---|
2013 | const float theta = 2.0f * acos(sqrt(1.0f - rx));
|
---|
2014 |
|
---|
2015 | randomNormals[i + 0] = (GLubyte)((cos(theta) * 0.5f + 0.5f) * 255.0f);
|
---|
2016 | randomNormals[i + 1] = (GLubyte)((sin(theta) * 0.5f + 0.5f) * 255.0f);
|
---|
2017 | randomNormals[i + 2] = 0;
|
---|
2018 | }
|
---|
2019 |
|
---|
2020 | glEnable(GL_TEXTURE_2D);
|
---|
2021 | glGenTextures(1, &noiseTex);
|
---|
2022 | glBindTexture(GL_TEXTURE_2D, noiseTex);
|
---|
2023 |
|
---|
2024 | glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_NEAREST);
|
---|
2025 | glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_NEAREST);
|
---|
2026 | glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_S, GL_REPEAT);
|
---|
2027 | glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_T, GL_REPEAT);
|
---|
2028 |
|
---|
2029 | //glTexImage2D(GL_RGBA, 0, GL_RGBA, texWidth, texHeight, 0, GL_RGBA, GL_UNSIGNED_BYTE, randomNormals);
|
---|
2030 | gluBuild2DMipmaps(GL_TEXTURE_2D, GL_RGB, texWidth, texHeight, GL_RGB, GL_UNSIGNED_BYTE, randomNormals);
|
---|
2031 |
|
---|
2032 | glBindTexture(GL_TEXTURE_2D, 0);
|
---|
2033 | glDisable(GL_TEXTURE_2D);
|
---|
2034 |
|
---|
2035 | cout << "created noise texture" << endl;
|
---|
2036 | PrintGLerror("noisetexture");
|
---|
2037 | }
|
---|