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 | #include "PerformanceGraph.h"
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30 | #include "Environment.h"
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31 | #include "Halton.h"
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32 | #include "Transform3.h"
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33 | #include "SampleGenerator.h"
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34 | #include "FrameBufferObject.h"
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35 | #include "SsaoShader.h"
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36 | #include "DeferredShader.h"
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37 |
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38 |
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39 | using namespace std;
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40 | using namespace CHCDemoEngine;
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41 |
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42 |
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43 | static Environment env;
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44 |
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45 |
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46 | /////////////
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47 | //-- fbos
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48 |
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49 | FrameBufferObject *fbo;
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50 |
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51 | bool isFirstTexture = true;
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52 |
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53 | GLuint fontTex;
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54 |
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55 | /// the renderable scene geometry
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56 | SceneEntityContainer sceneEntities;
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57 | // traverses and renders the hierarchy
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58 | RenderTraverser *traverser = NULL;
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59 | /// the hierarchy
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60 | Bvh *bvh = NULL;
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61 | /// handles scene loading
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62 | ResourceManager *loader = NULL;
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63 | /// the scene camera
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64 | Camera *camera = NULL;
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65 | /// the scene camera
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66 | Camera *visCamera = NULL;
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67 | /// the visualization
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68 | Visualization *visualization = NULL;
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69 | /// the current render state
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70 | RenderState state;
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71 | /// the rendering algorithm
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72 | int renderMode = RenderTraverser::CHCPLUSPLUS;
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73 | // eye near plane distance
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74 | float nearDist = 0.2f;
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75 | /// the field of view
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76 | float fov = 50.0f;
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77 | /// the pixel threshold where a node is still considered invisible
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78 | int threshold;
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79 |
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80 | int assumedVisibleFrames = 10;
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81 | int maxBatchSize = 50;
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82 |
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83 | int trianglesPerVirtualLeaf = INITIAL_TRIANGLES_PER_VIRTUAL_LEAVES;
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84 |
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85 | SceneQuery *sceneQuery = NULL;
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86 | RenderQueue *renderQueue = NULL;
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87 |
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88 | /// these values get scaled with the frame rate
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89 | static float keyForwardMotion = 30.0f;
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90 | static float keyRotation = 1.5f;
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91 |
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92 | /// elapsed time in milliseconds
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93 | double elapsedTime = 1000.0f;
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94 | double algTime = 1000.0f;
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95 |
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96 | static int winWidth = 1024;
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97 | static int winHeight = 768;
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98 | static float winAspectRatio = 1.0f;
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99 |
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100 | double accumulatedTime = 1000;
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101 | float fps = 1e3f;
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102 |
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103 | float myfar = 0;
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104 |
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105 | glfont::GLFont myfont;
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106 |
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107 | // rendertexture
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108 | static int texWidth = 1024;
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109 | static int texHeight = 768;
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110 | //static int texWidth = 2048;
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111 | //static int texHeight = 2048;
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112 |
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113 | int renderedObjects = 0;
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114 | int renderedNodes = 0;
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115 | int renderedTriangles = 0;
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116 |
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117 | int issuedQueries = 0;
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118 | int traversedNodes = 0;
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119 | int frustumCulledNodes = 0;
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120 | int queryCulledNodes = 0;
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121 | int stateChanges = 0;
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122 | int numBatches = 0;
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123 |
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124 | bool showHelp = false;
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125 | bool showStatistics = false;
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126 | bool showOptions = true;
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127 | bool showBoundingVolumes = false;
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128 | bool visMode = false;
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129 |
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130 | // mouse navigation state
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131 | int xEyeBegin = 0;
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132 | int yEyeBegin = 0;
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133 | int yMotionBegin = 0;
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134 | int verticalMotionBegin = 0;
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135 | int horizontalMotionBegin = 0;
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136 |
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137 | bool useOptimization = false;
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138 | bool useTightBounds = true;
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139 | bool useRenderQueue = true;
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140 | bool useMultiQueries = true;
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141 | bool flyMode = true;
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142 |
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143 | SceneEntityContainer skyGeometry;
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144 |
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145 | bool leftKeyPressed = false;
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146 | bool rightKeyPressed = false;
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147 | bool upKeyPressed = false;
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148 | bool downKeyPressed = false;
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149 | bool descendKeyPressed = false;
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150 | bool ascendKeyPressed = false;
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151 |
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152 | bool useSsao = false;
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153 | static float ssaoExpFactor = 0.1f;
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154 |
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155 | bool showAlgorithmTime = false;
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156 |
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157 | GLubyte *randomNormals = NULL;
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158 |
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159 | PerfTimer frameTimer, algTimer;
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160 |
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161 | int renderType = RenderState::FIXED;
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162 |
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163 | PerformanceGraph *perfGraph = NULL;
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164 |
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165 | bool useFullScreen = false;
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166 |
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167 | bool useLODs = true;
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168 |
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169 |
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170 | static Matrix4x4 matProjectionView = IdentityMatrix();
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171 |
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172 |
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173 |
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174 | // function forward declarations
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175 | void InitExtensions();
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176 | void DisplayVisualization();
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177 | void InitGLstate();
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178 | void InitRenderTexture();
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179 | void InitCg();
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180 | void CleanUp();
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181 | void SetupEyeView();
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182 | void UpdateEyeMtx();
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183 | void SetupLighting();
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184 | void DisplayStats();
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185 | void Output(int x, int y, const char *string);
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186 | void DrawHelpMessage();
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187 | void RenderSky();
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188 | void RenderVisibleObjects();
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189 |
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190 | void Begin2D();
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191 | void End2D();
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192 | void KeyBoard(unsigned char c, int x, int y);
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193 | void DrawStatistics();
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194 | void Display();
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195 | void Special(int c, int x, int y);
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196 | void KeyUp(unsigned char c, int x, int y);
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197 | void SpecialKeyUp(int c, int x, int y);
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198 | void Reshape(int w, int h);
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199 | void Mouse(int button, int state, int x, int y);
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200 | void LeftMotion(int x, int y);
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201 | void RightMotion(int x, int y);
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202 | void MiddleMotion(int x, int y);
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203 | void CalcDecimalPoint(string &str, int d);
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204 | void ResetTraverser();
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205 |
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206 | void KeyHorizontalMotion(float shift);
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207 | void KeyVerticalMotion(float shift);
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208 |
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209 | void PlaceViewer(const Vector3 &oldPos);
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210 |
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211 |
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212 | inline float KeyRotationAngle() { return keyRotation * elapsedTime * 1e-3f; }
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213 | inline float KeyShift() { return keyForwardMotion * elapsedTime * 1e-3f; }
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214 |
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215 | void InitFBO();
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216 |
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217 | SsaoShader *ssaoShader = NULL;
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218 | DeferredShader *deferredShader = NULL;
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219 |
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220 | GLenum mrt[] = {GL_COLOR_ATTACHMENT0_EXT, GL_COLOR_ATTACHMENT1_EXT, GL_COLOR_ATTACHMENT2_EXT};
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221 |
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222 |
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223 | /////////
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224 | //-- cg stuff
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225 |
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226 | static CGcontext sCgContext = NULL;
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227 | static CGprogram sCgMrtVertexProgram = NULL;
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228 |
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229 | static CGparameter sModelViewProjMatrixParam;
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230 | static CGparameter sMaxDepthParam;
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231 | static CGparameter sMaxDepthParamTex;
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232 |
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233 | static Matrix4x4 oldViewProjMatrix;
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234 |
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235 |
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236 | static void cgErrorCallback()
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237 | {
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238 | CGerror lastError = cgGetError();
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239 |
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240 | if(lastError)
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241 | {
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242 | printf("%s\n\n", cgGetErrorString(lastError));
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243 | printf("%s\n", cgGetLastListing(sCgContext));
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244 |
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245 | printf("Cg error, exiting...\n");
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246 |
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247 | exit(0);
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248 | }
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249 | }
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250 |
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251 |
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252 | static void PrintGLerror(char *msg)
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253 | {
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254 | GLenum errCode;
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255 | const GLubyte *errStr;
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256 |
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257 | if ((errCode = glGetError()) != GL_NO_ERROR)
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258 | {
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259 | errStr = gluErrorString(errCode);
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260 | fprintf(stderr,"OpenGL ERROR: %s: %s\n", errStr, msg);
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261 | }
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262 | }
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263 |
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264 |
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265 | int main(int argc, char* argv[])
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266 | {
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267 | int returnCode = 0;
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268 |
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269 | Vector3 camPos(.0f, .0f, .0f);
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270 | Vector3 camDir(.0f, 1.0f, .0f);
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271 |
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272 | cout << "=== reading environment file === " << endl;
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273 |
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274 | string envFileName = "default.env";
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275 | if (!env.Read(envFileName))
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276 | {
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277 | cerr << "loading environment " << envFileName << " failed!" << endl;
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278 | }
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279 | else
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280 | {
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281 | env.GetIntParam(string("assumedVisibleFrames"), assumedVisibleFrames);
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282 | env.GetIntParam(string("maxBatchSize"), maxBatchSize);
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283 | env.GetIntParam(string("trianglesPerVirtualLeaf"), trianglesPerVirtualLeaf);
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284 |
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285 | env.GetFloatParam(string("keyForwardMotion"), keyForwardMotion);
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286 | env.GetFloatParam(string("keyRotation"), keyRotation);
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287 |
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288 | env.GetIntParam(string("winWidth"), winWidth);
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289 | env.GetIntParam(string("winHeight"), winHeight);
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290 |
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291 | env.GetBoolParam(string("useFullScreen"), useFullScreen);
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292 | env.GetFloatParam(string("expFactor"), ssaoExpFactor);
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293 | env.GetVectorParam(string("camPosition"), camPos);
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294 | env.GetVectorParam(string("camDirection"), camDir);
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295 |
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296 | env.GetBoolParam(string("useLODs"), useLODs);
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297 |
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298 | //env.GetStringParam(string("modelPath"), model_path);
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299 | //env.GetIntParam(string("numSssaoSamples"), numSsaoSamples);
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300 |
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301 | cout << "*********** parameters ***************" << endl;
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302 | cout << "assumedVisibleFrames: " << assumedVisibleFrames << endl;
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303 | cout << "maxBatchSize: " << maxBatchSize << endl;
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304 | cout << "trianglesPerVirtualLeaf: " << trianglesPerVirtualLeaf << endl;
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305 |
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306 | cout << "keyForwardMotion: " << keyForwardMotion << endl;
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307 | cout << "keyRotation: " << keyRotation << endl;
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308 | cout << "winWidth: " << winWidth << endl;
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309 | cout << "winHeight: " << winHeight << endl;
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310 | cout << "useFullScreen: " << useFullScreen << endl;
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311 | cout << "useLODs: " << useLODs << endl;
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312 | cout << "camPosition: " << camPos << endl;
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313 | cout << "expFactor: " << ssaoExpFactor << endl;
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314 | //cout << "model path: " << model_path << endl;
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315 | }
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316 |
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317 | ///////////////////////////
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318 |
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319 | camera = new Camera(winWidth, winHeight, fov);
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320 | camera->SetNear(nearDist);
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321 |
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322 | camera->SetDirection(camDir);
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323 | camera->SetPosition(camPos);
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324 |
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325 | visCamera = new Camera(winWidth, winHeight, fov);
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326 |
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327 | visCamera->SetNear(0.0f);
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328 | visCamera->Yaw(.5 * M_PI);
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329 |
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330 | renderQueue = new RenderQueue(&state, camera);
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331 |
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332 | glutInitWindowSize(winWidth, winHeight);
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333 | glutInit(&argc, argv);
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334 | glutInitDisplayMode(GLUT_DOUBLE | GLUT_RGBA | GLUT_DEPTH | GLUT_MULTISAMPLE);
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335 | //glutInitDisplayMode(GLUT_DOUBLE | GLUT_RGBA | GLUT_DEPTH);
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336 |
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337 | //glutInitDisplayString("samples=2");
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338 |
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339 | if (!useFullScreen)
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340 | {
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341 | glutCreateWindow("FriendlyCulling");
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342 | }
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343 | else
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344 | {
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345 | glutGameModeString( "1024x768:32@75" );
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346 | glutEnterGameMode();
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347 | }
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348 |
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349 | glutDisplayFunc(Display);
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350 | glutKeyboardFunc(KeyBoard);
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351 | glutSpecialFunc(Special);
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352 | glutReshapeFunc(Reshape);
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353 | glutMouseFunc(Mouse);
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354 | glutIdleFunc(Display);
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355 | glutKeyboardUpFunc(KeyUp);
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356 | glutSpecialUpFunc(SpecialKeyUp);
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357 | glutIgnoreKeyRepeat(true);
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358 |
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359 | // initialise gl graphics
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360 | InitExtensions();
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361 | InitGLstate();
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362 |
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363 | glEnable(GL_MULTISAMPLE_ARB);
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364 | glHint(GL_MULTISAMPLE_FILTER_HINT_NV, GL_NICEST);
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365 |
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366 | InitFBO();
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367 |
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368 | LeftMotion(0, 0);
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369 | MiddleMotion(0, 0);
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370 |
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371 | perfGraph = new PerformanceGraph(1000);
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372 |
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373 | loader = new ResourceManager();
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374 |
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375 | //const string filename("data/city/model/city.dem");
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376 | const string filename = string(model_path + "city.dem");
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377 |
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378 | if (loader->Load(filename, sceneEntities))
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379 | cout << "scene " << filename << " loaded" << endl;
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380 | else
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381 | {
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382 | cerr << "loading scene " << filename << " failed" << endl;
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383 | CleanUp();
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384 | exit(0);
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385 | }
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386 |
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387 | SceneEntityContainer dummy;
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388 |
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389 | const string envname = string(model_path + "env.dem");
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390 |
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391 | if (loader->Load(envname, skyGeometry))
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392 | cout << "sky box " << filename << " loaded" << endl;
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393 | else
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394 | {
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395 | cerr << "loading sky box " << filename << " failed" << endl;
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396 | CleanUp();
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397 | exit(0);
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398 | }
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399 |
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400 | const string bvh_filename = string(model_path + "city.bvh");
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401 | BvhLoader bvhLoader;
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402 | bvh = bvhLoader.Load(bvh_filename, sceneEntities);
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403 |
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404 | if (!bvh)
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405 | {
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406 | cerr << "loading bvh " << bvh_filename << " failed" << endl;
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407 | CleanUp();
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408 | exit(0);
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409 | }
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410 |
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411 | // set far plane based on scene extent
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412 | myfar = 10.0f * Magnitude(bvh->GetBox().Diagonal());
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413 | bvh->SetVirtualLeaves(trianglesPerVirtualLeaf);
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414 |
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415 | bvh->SetCamera(camera);
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416 |
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417 | InitCg();
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418 |
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419 | SsaoShader::Init(sCgContext);
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420 | DeferredShader::Init(sCgContext);
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421 |
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422 | ssaoShader = new SsaoShader(texWidth, texHeight, camera, myfar / 10.0f);
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423 | deferredShader = new DeferredShader(texWidth, texHeight);
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424 |
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425 | // initialize the render traverser
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426 | ResetTraverser();
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427 |
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428 | visualization = new Visualization(bvh, camera, NULL, &state);
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429 |
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430 | sceneQuery = new SceneQuery(bvh->GetBox(), traverser);
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431 |
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432 | // frame time is restarted every frame
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433 | frameTimer.Start();
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434 |
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435 | // the rendering loop
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436 | glutMainLoop();
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437 |
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438 | // clean up
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439 | CleanUp();
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440 |
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441 | return 0;
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442 | }
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443 |
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444 |
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445 | void InitCg(void)
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446 | {
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447 | // Setup Cg
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448 | cgSetErrorCallback(cgErrorCallback);
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449 |
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450 | // Create cgContext.
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451 | sCgContext = cgCreateContext();
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452 |
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453 | // get the best profile for this hardware
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454 | RenderState::sCgFragmentProfile = cgGLGetLatestProfile(CG_GL_FRAGMENT);
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455 | cgGLSetOptimalOptions(RenderState::sCgFragmentProfile);
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456 |
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457 | RenderState::sCgVertexProfile = cgGLGetLatestProfile(CG_GL_VERTEX);
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458 | cgGLSetOptimalOptions(RenderState::sCgVertexProfile);
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459 |
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460 | sCgMrtVertexProgram =
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461 | cgCreateProgramFromFile(sCgContext,
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462 | CG_SOURCE,
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463 | "src/shaders/mrt.cg",
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464 | RenderState::sCgVertexProfile,
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465 | "vtx",
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466 | NULL);
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467 |
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468 | if (sCgMrtVertexProgram != NULL)
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469 | {
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470 | cgGLLoadProgram(sCgMrtVertexProgram);
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471 |
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472 | Transform3::sModelMatrixParam = cgGetNamedParameter(sCgMrtVertexProgram, "ModelMatrix");
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473 | sModelViewProjMatrixParam = cgGetNamedParameter(sCgMrtVertexProgram, "ModelViewProj");
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474 | }
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475 |
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476 | RenderState::sCgMrtFragmentTexProgram =
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477 | cgCreateProgramFromFile(sCgContext,
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478 | CG_SOURCE,
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479 | "src/shaders/mrt.cg",
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480 | RenderState::sCgFragmentProfile,
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481 | "fragtex",
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482 | NULL);
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483 |
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484 | if (RenderState::sCgMrtFragmentTexProgram != NULL)
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485 | {
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486 | cgGLLoadProgram(RenderState::sCgMrtFragmentTexProgram);
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487 |
|
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488 | sMaxDepthParamTex = cgGetNamedParameter(RenderState::sCgMrtFragmentTexProgram, "maxDepth");
|
---|
489 | Material::sDiffuseTexParam = cgGetNamedParameter(RenderState::sCgMrtFragmentTexProgram, "diffuse");
|
---|
490 | Material::sAmbientTexParam = cgGetNamedParameter(RenderState::sCgMrtFragmentTexProgram, "ambient");
|
---|
491 |
|
---|
492 | cgGLSetParameter1f(sMaxDepthParamTex, 10.0f / myfar);
|
---|
493 | Debug << "maxdepth: " << 10.0f / myfar << endl;
|
---|
494 | }
|
---|
495 | else
|
---|
496 | cerr << "fragment tex program failed to load" << endl;
|
---|
497 |
|
---|
498 | RenderState::sCgMrtFragmentProgram =
|
---|
499 | cgCreateProgramFromFile(sCgContext,
|
---|
500 | CG_SOURCE,
|
---|
501 | "src/shaders/mrt.cg",
|
---|
502 | RenderState::sCgFragmentProfile,
|
---|
503 | "frag",
|
---|
504 | NULL);
|
---|
505 |
|
---|
506 | if (RenderState::sCgMrtFragmentProgram != NULL)
|
---|
507 | {
|
---|
508 | cgGLLoadProgram(RenderState::sCgMrtFragmentProgram);
|
---|
509 |
|
---|
510 | sMaxDepthParam = cgGetNamedParameter(RenderState::sCgMrtFragmentProgram, "maxDepth");
|
---|
511 | Material::sDiffuseParam = cgGetNamedParameter(RenderState::sCgMrtFragmentProgram, "diffuse");
|
---|
512 | Material::sAmbientParam = cgGetNamedParameter(RenderState::sCgMrtFragmentProgram, "ambient");
|
---|
513 |
|
---|
514 | cgGLSetParameter1f(sMaxDepthParam, 10.0f / myfar);
|
---|
515 | }
|
---|
516 | else
|
---|
517 | cerr << "fragment program failed to load" << endl;
|
---|
518 |
|
---|
519 | PrintGLerror("init");
|
---|
520 |
|
---|
521 | cout << "cg initialization successful" << endl;
|
---|
522 | }
|
---|
523 |
|
---|
524 |
|
---|
525 | void InitFBO()
|
---|
526 | {
|
---|
527 | // this fbo basicly stores the scene information we get from standard rendering of a frame
|
---|
528 | // we store colors, normals, positions (for the ssao)
|
---|
529 | fbo = new FrameBufferObject(texWidth, texHeight, FrameBufferObject::DEPTH_24);
|
---|
530 |
|
---|
531 | // the diffuse color buffer
|
---|
532 | fbo->AddColorBuffer(ColorBufferObject::BUFFER_FLOAT_32, ColorBufferObject::WRAP_CLAMP_TO_EDGE, ColorBufferObject::FILTER_LINEAR, false, false);
|
---|
533 | // the positions buffer
|
---|
534 | fbo->AddColorBuffer(ColorBufferObject::BUFFER_FLOAT_32, ColorBufferObject::WRAP_CLAMP_TO_EDGE, ColorBufferObject::FILTER_NEAREST, false, false);
|
---|
535 | // the normals buffer
|
---|
536 | //fbo->AddColorBuffer(ColorBufferObject::BUFFER_UBYTE, ColorBufferObject::WRAP_CLAMP_TO_EDGE, ColorBufferObject::FILTER_NEAREST, false, false);
|
---|
537 | fbo->AddColorBuffer(ColorBufferObject::BUFFER_FLOAT_32, ColorBufferObject::WRAP_CLAMP_TO_EDGE, ColorBufferObject::FILTER_NEAREST, false, false);
|
---|
538 |
|
---|
539 | PrintGLerror("fbo");
|
---|
540 | }
|
---|
541 |
|
---|
542 |
|
---|
543 | bool InitFont(void)
|
---|
544 | {
|
---|
545 | glEnable(GL_TEXTURE_2D);
|
---|
546 |
|
---|
547 | glGenTextures(1, &fontTex);
|
---|
548 | glBindTexture(GL_TEXTURE_2D, fontTex);
|
---|
549 | if (!myfont.Create("data/fonts/verdana.glf", fontTex))
|
---|
550 | return false;
|
---|
551 |
|
---|
552 | glDisable(GL_TEXTURE_2D);
|
---|
553 |
|
---|
554 | return true;
|
---|
555 | }
|
---|
556 |
|
---|
557 |
|
---|
558 | void InitGLstate()
|
---|
559 | {
|
---|
560 | glClearColor(0.5f, 0.5f, 0.8f, 0.0f);
|
---|
561 |
|
---|
562 | glPixelStorei(GL_UNPACK_ALIGNMENT, 1);
|
---|
563 | glPixelStorei(GL_PACK_ALIGNMENT,1);
|
---|
564 |
|
---|
565 | glDepthFunc(GL_LESS);
|
---|
566 | glEnable(GL_DEPTH_TEST);
|
---|
567 |
|
---|
568 | SetupLighting();
|
---|
569 |
|
---|
570 | glColor3f(1.0f, 1.0f, 1.0f);
|
---|
571 | glShadeModel(GL_SMOOTH);
|
---|
572 |
|
---|
573 | glMaterialf(GL_FRONT, GL_SHININESS, 64);
|
---|
574 | glEnable(GL_NORMALIZE);
|
---|
575 |
|
---|
576 | //glEnable(GL_ALPHA_TEST);
|
---|
577 | glDisable(GL_ALPHA_TEST);
|
---|
578 | glAlphaFunc(GL_GEQUAL, 0.8f);
|
---|
579 |
|
---|
580 | glFrontFace(GL_CCW);
|
---|
581 | glCullFace(GL_BACK);
|
---|
582 | glEnable(GL_CULL_FACE);
|
---|
583 |
|
---|
584 | //glDisable(GL_CULL_FACE);
|
---|
585 | glDisable(GL_TEXTURE_2D);
|
---|
586 |
|
---|
587 | GLfloat ambientColor[] = {0.5, 0.5, 0.5, 1.0};
|
---|
588 | GLfloat diffuseColor[] = {1.0, 0.0, 0.0, 1.0};
|
---|
589 | GLfloat specularColor[] = {0.0, 0.0, 0.0, 1.0};
|
---|
590 |
|
---|
591 | glMaterialfv(GL_FRONT, GL_AMBIENT, ambientColor);
|
---|
592 | glMaterialfv(GL_FRONT, GL_DIFFUSE, diffuseColor);
|
---|
593 | glMaterialfv(GL_FRONT, GL_SPECULAR, specularColor);
|
---|
594 |
|
---|
595 | glDepthFunc(GL_LESS);
|
---|
596 |
|
---|
597 | if (!InitFont())
|
---|
598 | cerr << "font creation failed" << endl;
|
---|
599 | else
|
---|
600 | cout << "successfully created font" << endl;
|
---|
601 | }
|
---|
602 |
|
---|
603 |
|
---|
604 | void DrawHelpMessage()
|
---|
605 | {
|
---|
606 | const char *message[] =
|
---|
607 | {
|
---|
608 | "Help information",
|
---|
609 | "",
|
---|
610 | "'F1' - shows/dismisses this message",
|
---|
611 | "'F2' - shows/hides bird eye view",
|
---|
612 | "'F3' - shows/hides bounds (boxes or tight bounds)",
|
---|
613 | "'F4', - shows/hides parameters",
|
---|
614 | "'F5' - shows/hides statistics",
|
---|
615 | "'F6', - toggles between fly/walkmode",
|
---|
616 | "'F7', - cycles throw render modes",
|
---|
617 | "'F8', - enables/disables ambient occlusion (only deferred)",
|
---|
618 | "'F9', - shows pure algorithm render time (using glFinish)",
|
---|
619 | "'SPACE' - cycles through occlusion culling algorithms",
|
---|
620 | "",
|
---|
621 | "'MOUSE LEFT' - turn left/right, move forward/backward",
|
---|
622 | "'MOUSE RIGHT' - turn left/right, move forward/backward",
|
---|
623 | "'MOUSE MIDDLE' - move up/down, left/right",
|
---|
624 | "'CURSOR UP/DOWN' - move forward/backward",
|
---|
625 | "'CURSOR LEFT/RIGHT' - turn left/right",
|
---|
626 | "",
|
---|
627 | "'-'/'+' - decreases/increases max batch size",
|
---|
628 | "'1'/'2' - downward/upward motion",
|
---|
629 | "'3'/'4' - decreases/increases triangles per virtual bvh leaf (sets bvh depth)",
|
---|
630 | "'5'/'6' - decreases/increases assumed visible frames",
|
---|
631 | "",
|
---|
632 | "'R' - use render queue",
|
---|
633 | "'B' - use tight bounds",
|
---|
634 | "'M' - use multiqueries",
|
---|
635 | "'O' - use CHC optimization (geometry queries for leaves)",
|
---|
636 | 0,
|
---|
637 | };
|
---|
638 |
|
---|
639 |
|
---|
640 | glColor4f(0.0f, 1.0f , 0.0f, 0.2f); // 20% green.
|
---|
641 |
|
---|
642 | glRecti(30, 30, winWidth - 30, winHeight - 30);
|
---|
643 |
|
---|
644 | glEnd();
|
---|
645 |
|
---|
646 | glColor3f(1.0f, 1.0f, 1.0f);
|
---|
647 |
|
---|
648 | glEnable(GL_TEXTURE_2D);
|
---|
649 | myfont.Begin();
|
---|
650 |
|
---|
651 | int x = 40, y = 30;
|
---|
652 |
|
---|
653 | for(int i = 0; message[i] != 0; ++ i)
|
---|
654 | {
|
---|
655 | if(message[i][0] == '\0')
|
---|
656 | {
|
---|
657 | y += 15;
|
---|
658 | }
|
---|
659 | else
|
---|
660 | {
|
---|
661 | myfont.DrawString(message[i], x, winHeight - y);
|
---|
662 | y += 25;
|
---|
663 | }
|
---|
664 | }
|
---|
665 | glDisable(GL_TEXTURE_2D);
|
---|
666 | }
|
---|
667 |
|
---|
668 |
|
---|
669 | void ResetTraverser()
|
---|
670 | {
|
---|
671 | DEL_PTR(traverser);
|
---|
672 |
|
---|
673 | bvh->ResetNodeClassifications();
|
---|
674 |
|
---|
675 | switch (renderMode)
|
---|
676 | {
|
---|
677 | case RenderTraverser::CULL_FRUSTUM:
|
---|
678 | traverser = new FrustumCullingTraverser();
|
---|
679 | break;
|
---|
680 | case RenderTraverser::STOP_AND_WAIT:
|
---|
681 | traverser = new StopAndWaitTraverser();
|
---|
682 | break;
|
---|
683 | case RenderTraverser::CHC:
|
---|
684 | traverser = new CHCTraverser();
|
---|
685 | break;
|
---|
686 | case RenderTraverser::CHCPLUSPLUS:
|
---|
687 | traverser = new CHCPlusPlusTraverser();
|
---|
688 | break;
|
---|
689 |
|
---|
690 | default:
|
---|
691 | traverser = new FrustumCullingTraverser();
|
---|
692 | }
|
---|
693 |
|
---|
694 | traverser->SetCamera(camera);
|
---|
695 | traverser->SetHierarchy(bvh);
|
---|
696 | traverser->SetRenderQueue(renderQueue);
|
---|
697 | traverser->SetRenderState(&state);
|
---|
698 | traverser->SetUseOptimization(useOptimization);
|
---|
699 | traverser->SetUseRenderQueue(useRenderQueue);
|
---|
700 | traverser->SetVisibilityThreshold(threshold);
|
---|
701 | traverser->SetAssumedVisibleFrames(assumedVisibleFrames);
|
---|
702 | traverser->SetMaxBatchSize(maxBatchSize);
|
---|
703 | traverser->SetUseMultiQueries(useMultiQueries);
|
---|
704 | traverser->SetUseTightBounds(useTightBounds);
|
---|
705 | traverser->SetUseDepthPass(renderType == RenderState::DEPTH_PASS);
|
---|
706 | traverser->SetRenderQueue(renderQueue);
|
---|
707 | }
|
---|
708 |
|
---|
709 |
|
---|
710 | void SetupLighting()
|
---|
711 | {
|
---|
712 | glEnable(GL_LIGHTING);
|
---|
713 | glEnable(GL_LIGHT0);
|
---|
714 | glEnable(GL_LIGHT1);
|
---|
715 |
|
---|
716 | GLfloat ambient[] = {0.2, 0.2, 0.2, 1.0};
|
---|
717 | GLfloat diffuse[] = {1.0, 1.0, 1.0, 1.0};
|
---|
718 | GLfloat specular[] = {1.0, 1.0, 1.0, 1.0};
|
---|
719 |
|
---|
720 | GLfloat lmodel_ambient[] = {0.3f, 0.3f, 0.3f, 1.0f};
|
---|
721 |
|
---|
722 | glLightfv(GL_LIGHT0, GL_AMBIENT, ambient);
|
---|
723 | glLightfv(GL_LIGHT0, GL_DIFFUSE, diffuse);
|
---|
724 | glLightfv(GL_LIGHT0, GL_SPECULAR, specular);
|
---|
725 |
|
---|
726 |
|
---|
727 | ////////////
|
---|
728 | //-- second light
|
---|
729 |
|
---|
730 | GLfloat ambient1[] = {0.2, 0.2, 0.2, 1.0};
|
---|
731 | GLfloat diffuse1[] = {1.0, 1.0, 1.0, 1.0};
|
---|
732 | //GLfloat diffuse1[] = {0.5, 0.5, 0.5, 1.0};
|
---|
733 | GLfloat specular1[] = {0.0, 0.0, 0.0, 1.0};
|
---|
734 |
|
---|
735 | glLightfv(GL_LIGHT1, GL_AMBIENT, ambient1);
|
---|
736 | glLightfv(GL_LIGHT1, GL_DIFFUSE, diffuse1);
|
---|
737 | glLightfv(GL_LIGHT1, GL_SPECULAR, specular1);
|
---|
738 |
|
---|
739 |
|
---|
740 | //////////////////////////////
|
---|
741 |
|
---|
742 | GLfloat position[] = {0.8f, -1.0f, 0.7f, 0.0f};
|
---|
743 | glLightfv(GL_LIGHT0, GL_POSITION, position);
|
---|
744 |
|
---|
745 | GLfloat position1[] = {-0.5f, 0.5f, 0.4f, 0.0f};
|
---|
746 | glLightfv(GL_LIGHT1, GL_POSITION, position1);
|
---|
747 |
|
---|
748 | glLightModelfv(GL_LIGHT_MODEL_AMBIENT, lmodel_ambient);
|
---|
749 | glLightModeli(GL_LIGHT_MODEL_LOCAL_VIEWER, GL_TRUE);
|
---|
750 | glLightModeli(GL_LIGHT_MODEL_COLOR_CONTROL_EXT, GL_SINGLE_COLOR_EXT);
|
---|
751 | }
|
---|
752 |
|
---|
753 |
|
---|
754 | void SetupEyeView()
|
---|
755 | {
|
---|
756 | // store matrix of last frame
|
---|
757 | oldViewProjMatrix = matProjectionView;
|
---|
758 |
|
---|
759 | glMatrixMode(GL_PROJECTION);
|
---|
760 | glLoadIdentity();
|
---|
761 |
|
---|
762 | gluPerspective(fov, winAspectRatio, nearDist, myfar);
|
---|
763 |
|
---|
764 | glMatrixMode(GL_MODELVIEW);
|
---|
765 | glLoadIdentity();
|
---|
766 |
|
---|
767 | // set up the camera view
|
---|
768 | camera->SetupCameraView();
|
---|
769 |
|
---|
770 | // set lights
|
---|
771 | GLfloat position[] = {0.8f, -1.0f, 0.7f, 0.0f};
|
---|
772 | glLightfv(GL_LIGHT0, GL_POSITION, position);
|
---|
773 |
|
---|
774 | GLfloat position1[] = {-0.5f, 0.5f, 0.4f, 0.0f};
|
---|
775 | glLightfv(GL_LIGHT1, GL_POSITION, position1);
|
---|
776 |
|
---|
777 |
|
---|
778 | /////////////////
|
---|
779 |
|
---|
780 | Matrix4x4 matViewing, matProjection;
|
---|
781 |
|
---|
782 | camera->GetModelViewMatrix(matViewing);
|
---|
783 | camera->GetProjectionMatrix(matProjection);
|
---|
784 |
|
---|
785 | // store matrix for later use
|
---|
786 | matProjectionView = matViewing * matProjection;
|
---|
787 |
|
---|
788 | if (renderType == RenderState::DEFERRED)
|
---|
789 | {
|
---|
790 | // set modelview matrix for shaders
|
---|
791 | cgGLSetStateMatrixParameter(sModelViewProjMatrixParam,
|
---|
792 | CG_GL_MODELVIEW_PROJECTION_MATRIX,
|
---|
793 | CG_GL_MATRIX_IDENTITY);
|
---|
794 |
|
---|
795 | static Matrix4x4 identity = IdentityMatrix();
|
---|
796 | cgGLSetMatrixParameterfc(Transform3::sModelMatrixParam, (const float *)identity.x);
|
---|
797 | }
|
---|
798 | }
|
---|
799 |
|
---|
800 |
|
---|
801 | void KeyHorizontalMotion(float shift)
|
---|
802 | {
|
---|
803 | Vector3 hvec = camera->GetDirection();
|
---|
804 | hvec.z = 0;
|
---|
805 |
|
---|
806 | Vector3 pos = camera->GetPosition();
|
---|
807 | pos += hvec * shift;
|
---|
808 |
|
---|
809 | camera->SetPosition(pos);
|
---|
810 | }
|
---|
811 |
|
---|
812 |
|
---|
813 | void KeyVerticalMotion(float shift)
|
---|
814 | {
|
---|
815 | Vector3 uvec = Vector3(0, 0, shift);
|
---|
816 |
|
---|
817 | Vector3 pos = camera->GetPosition();
|
---|
818 | pos += uvec;
|
---|
819 |
|
---|
820 | camera->SetPosition(pos);
|
---|
821 | }
|
---|
822 |
|
---|
823 |
|
---|
824 | // the main rendering loop
|
---|
825 | void Display()
|
---|
826 | {
|
---|
827 | Vector3 oldPos = camera->GetPosition();
|
---|
828 |
|
---|
829 | if (leftKeyPressed)
|
---|
830 | camera->Pitch(KeyRotationAngle());
|
---|
831 | if (rightKeyPressed)
|
---|
832 | camera->Pitch(-KeyRotationAngle());
|
---|
833 | if (upKeyPressed)
|
---|
834 | KeyHorizontalMotion(KeyShift());
|
---|
835 | if (downKeyPressed)
|
---|
836 | KeyHorizontalMotion(-KeyShift());
|
---|
837 | if (ascendKeyPressed)
|
---|
838 | KeyVerticalMotion(KeyShift());
|
---|
839 | if (descendKeyPressed)
|
---|
840 | KeyVerticalMotion(-KeyShift());
|
---|
841 |
|
---|
842 | // place view on ground
|
---|
843 | if (!flyMode) PlaceViewer(oldPos);
|
---|
844 |
|
---|
845 | if (showAlgorithmTime)
|
---|
846 | {
|
---|
847 | glFinish();
|
---|
848 | algTimer.Start();
|
---|
849 | }
|
---|
850 |
|
---|
851 | // render without shading
|
---|
852 | switch (renderType)
|
---|
853 | {
|
---|
854 | case RenderState::FIXED:
|
---|
855 |
|
---|
856 | glEnable(GL_MULTISAMPLE_ARB);
|
---|
857 | //glEnable(GL_SAMPLE_ALPHA_TO_COVERAGE_ARB);
|
---|
858 |
|
---|
859 | fbo->Release();
|
---|
860 |
|
---|
861 | state.SetRenderType(RenderState::FIXED);
|
---|
862 | glEnable(GL_LIGHTING);
|
---|
863 |
|
---|
864 | cgGLDisableProfile(RenderState::sCgFragmentProfile);
|
---|
865 | cgGLDisableProfile(RenderState::sCgVertexProfile);
|
---|
866 |
|
---|
867 | glDrawBuffers(1, mrt);
|
---|
868 |
|
---|
869 | glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT);
|
---|
870 |
|
---|
871 | break;
|
---|
872 |
|
---|
873 | case RenderState::DEPTH_PASS:
|
---|
874 |
|
---|
875 | glEnable(GL_MULTISAMPLE_ARB);
|
---|
876 | //glEnable(GL_SAMPLE_ALPHA_TO_COVERAGE_ARB);
|
---|
877 |
|
---|
878 | fbo->Release();
|
---|
879 |
|
---|
880 | cgGLDisableProfile(RenderState::sCgFragmentProfile);
|
---|
881 | cgGLDisableProfile(RenderState::sCgVertexProfile);
|
---|
882 |
|
---|
883 | state.SetRenderType(RenderState::DEPTH_PASS);
|
---|
884 |
|
---|
885 | // the scene is rendered withouth any shading
|
---|
886 | glDisable(GL_LIGHTING);
|
---|
887 |
|
---|
888 | glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT);
|
---|
889 |
|
---|
890 | glColorMask(GL_FALSE, GL_FALSE, GL_FALSE, GL_FALSE);
|
---|
891 |
|
---|
892 | glDrawBuffers(1, mrt);
|
---|
893 |
|
---|
894 | break;
|
---|
895 |
|
---|
896 | case RenderState::DEFERRED:
|
---|
897 |
|
---|
898 | // multisampling not working with deferred shading
|
---|
899 | //glDisable(GL_SAMPLE_ALPHA_TO_COVERAGE_ARB);
|
---|
900 | glDisable(GL_MULTISAMPLE_ARB);
|
---|
901 |
|
---|
902 | state.SetRenderType(RenderState::DEFERRED);
|
---|
903 |
|
---|
904 | fbo->Bind();
|
---|
905 |
|
---|
906 | glPushAttrib(GL_VIEWPORT_BIT);
|
---|
907 | glViewport(0, 0, texWidth, texHeight);
|
---|
908 |
|
---|
909 | cgGLEnableProfile(RenderState::sCgFragmentProfile);
|
---|
910 | cgGLBindProgram(RenderState::sCgMrtFragmentProgram);
|
---|
911 |
|
---|
912 | cgGLEnableProfile(RenderState::sCgVertexProfile);
|
---|
913 | cgGLBindProgram(sCgMrtVertexProgram);
|
---|
914 |
|
---|
915 | /// draw to 3 color buffers
|
---|
916 | glDrawBuffers(3, mrt);
|
---|
917 |
|
---|
918 | glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT);
|
---|
919 |
|
---|
920 | break;
|
---|
921 | }
|
---|
922 |
|
---|
923 |
|
---|
924 | glDepthFunc(GL_LESS);
|
---|
925 |
|
---|
926 | glDisable(GL_TEXTURE_2D);
|
---|
927 | glDisableClientState(GL_TEXTURE_COORD_ARRAY);
|
---|
928 |
|
---|
929 |
|
---|
930 | // reset lod levels for current frame
|
---|
931 | LODLevel::InitFrame(camera->GetPosition());
|
---|
932 |
|
---|
933 |
|
---|
934 | // bring eye modelview matrix up-to-date
|
---|
935 | SetupEyeView();
|
---|
936 |
|
---|
937 | // actually render the scene geometry using one of the specified algorithms
|
---|
938 | traverser->RenderScene();
|
---|
939 |
|
---|
940 |
|
---|
941 |
|
---|
942 | /////////
|
---|
943 | //-- do the rest of the rendering
|
---|
944 |
|
---|
945 | glEnableClientState(GL_VERTEX_ARRAY);
|
---|
946 | glEnableClientState(GL_NORMAL_ARRAY);
|
---|
947 |
|
---|
948 |
|
---|
949 | // reset depth pass and render visible objects
|
---|
950 | if (renderType == RenderState::DEPTH_PASS)
|
---|
951 | {
|
---|
952 | glColorMask(GL_TRUE, GL_TRUE, GL_TRUE, GL_TRUE);
|
---|
953 | RenderVisibleObjects();
|
---|
954 | }
|
---|
955 |
|
---|
956 |
|
---|
957 | ///////////////
|
---|
958 | //-- render sky
|
---|
959 |
|
---|
960 | RenderSky();
|
---|
961 |
|
---|
962 | state.Reset();
|
---|
963 |
|
---|
964 | glDisableClientState(GL_VERTEX_ARRAY);
|
---|
965 | glDisableClientState(GL_NORMAL_ARRAY);
|
---|
966 |
|
---|
967 |
|
---|
968 | if (renderType == RenderState::DEFERRED)
|
---|
969 | {
|
---|
970 | fbo->Release();
|
---|
971 |
|
---|
972 | cgGLDisableProfile(RenderState::sCgVertexProfile);
|
---|
973 | cgGLDisableProfile(RenderState::sCgFragmentProfile);
|
---|
974 |
|
---|
975 | glDrawBuffers(1, mrt);
|
---|
976 |
|
---|
977 | if (useSsao)
|
---|
978 | ssaoShader->Render(fbo, oldViewProjMatrix, ssaoExpFactor);
|
---|
979 | else
|
---|
980 | deferredShader->Render(fbo);
|
---|
981 | }
|
---|
982 |
|
---|
983 | ///////////
|
---|
984 |
|
---|
985 | state.SetRenderType(RenderState::FIXED);
|
---|
986 |
|
---|
987 | if (showAlgorithmTime)
|
---|
988 | {
|
---|
989 | glFinish();
|
---|
990 |
|
---|
991 | algTime = algTimer.Elapsedms();
|
---|
992 | perfGraph->AddData(algTime);
|
---|
993 |
|
---|
994 | perfGraph->Draw();
|
---|
995 | }
|
---|
996 | else
|
---|
997 | {
|
---|
998 | if (visMode) DisplayVisualization();
|
---|
999 | }
|
---|
1000 |
|
---|
1001 | //glFlush();
|
---|
1002 |
|
---|
1003 | const bool restart = true;
|
---|
1004 | elapsedTime = frameTimer.Elapsedms(restart);
|
---|
1005 |
|
---|
1006 | DisplayStats();
|
---|
1007 |
|
---|
1008 | // flip textures for temporal smoothing
|
---|
1009 | isFirstTexture = !isFirstTexture;
|
---|
1010 |
|
---|
1011 | glutSwapBuffers();
|
---|
1012 | }
|
---|
1013 |
|
---|
1014 |
|
---|
1015 | #pragma warning( disable : 4100 )
|
---|
1016 | void KeyBoard(unsigned char c, int x, int y)
|
---|
1017 | {
|
---|
1018 | switch(c)
|
---|
1019 | {
|
---|
1020 | case 27:
|
---|
1021 | CleanUp();
|
---|
1022 | exit(0);
|
---|
1023 | break;
|
---|
1024 | case 32: //space
|
---|
1025 | renderMode = (renderMode + 1) % RenderTraverser::NUM_TRAVERSAL_TYPES;
|
---|
1026 | ResetTraverser();
|
---|
1027 | break;
|
---|
1028 | case 'h':
|
---|
1029 | case 'H':
|
---|
1030 | showHelp = !showHelp;
|
---|
1031 | break;
|
---|
1032 | case '+':
|
---|
1033 | maxBatchSize += 10;
|
---|
1034 | traverser->SetMaxBatchSize(maxBatchSize);
|
---|
1035 | break;
|
---|
1036 | case '-':
|
---|
1037 | maxBatchSize -= 10;
|
---|
1038 | if (maxBatchSize < 0) maxBatchSize = 1;
|
---|
1039 | traverser->SetMaxBatchSize(maxBatchSize);
|
---|
1040 | break;
|
---|
1041 | case 'M':
|
---|
1042 | case 'm':
|
---|
1043 | useMultiQueries = !useMultiQueries;
|
---|
1044 | traverser->SetUseMultiQueries(useMultiQueries);
|
---|
1045 | break;
|
---|
1046 | case '1':
|
---|
1047 | descendKeyPressed = true;
|
---|
1048 | break;
|
---|
1049 | case '2':
|
---|
1050 | ascendKeyPressed = true;
|
---|
1051 | break;
|
---|
1052 | case '3':
|
---|
1053 | if (trianglesPerVirtualLeaf >= 100)
|
---|
1054 | trianglesPerVirtualLeaf -= 100;
|
---|
1055 | bvh->SetVirtualLeaves(trianglesPerVirtualLeaf);
|
---|
1056 | break;
|
---|
1057 | case '4':
|
---|
1058 | trianglesPerVirtualLeaf += 100;
|
---|
1059 | bvh->SetVirtualLeaves(trianglesPerVirtualLeaf);
|
---|
1060 | break;
|
---|
1061 | case '5':
|
---|
1062 | assumedVisibleFrames -= 1;
|
---|
1063 | if (assumedVisibleFrames < 1) assumedVisibleFrames = 1;
|
---|
1064 | traverser->SetAssumedVisibleFrames(assumedVisibleFrames);
|
---|
1065 | break;
|
---|
1066 | case '6':
|
---|
1067 | assumedVisibleFrames += 1;
|
---|
1068 | traverser->SetAssumedVisibleFrames(assumedVisibleFrames);
|
---|
1069 | break;
|
---|
1070 | case '7':
|
---|
1071 | ssaoExpFactor *= 0.5f;
|
---|
1072 | break;
|
---|
1073 | case '8':
|
---|
1074 | ssaoExpFactor *= 2.0f;
|
---|
1075 | if (ssaoExpFactor > 1.0f) ssaoExpFactor = 1.0f;
|
---|
1076 | break;
|
---|
1077 | case '9':
|
---|
1078 | useLODs = !useLODs;
|
---|
1079 | SceneEntity::SetUseLODs(useLODs);
|
---|
1080 | break;
|
---|
1081 | case 'o':
|
---|
1082 | case 'O':
|
---|
1083 | useOptimization = !useOptimization;
|
---|
1084 | traverser->SetUseOptimization(useOptimization);
|
---|
1085 | break;
|
---|
1086 | case 'a':
|
---|
1087 | case 'A':
|
---|
1088 | leftKeyPressed = true;
|
---|
1089 | break;
|
---|
1090 | case 'd':
|
---|
1091 | case 'D':
|
---|
1092 | rightKeyPressed = true;
|
---|
1093 | break;
|
---|
1094 | case 'w':
|
---|
1095 | case 'W':
|
---|
1096 | upKeyPressed = true;
|
---|
1097 | break;
|
---|
1098 | case 's':
|
---|
1099 | case 'S':
|
---|
1100 | downKeyPressed = true;
|
---|
1101 | break;
|
---|
1102 | case 'r':
|
---|
1103 | case 'R':
|
---|
1104 | {
|
---|
1105 | useRenderQueue = !useRenderQueue;
|
---|
1106 | traverser->SetUseRenderQueue(useRenderQueue);
|
---|
1107 | }
|
---|
1108 | break;
|
---|
1109 | case 'b':
|
---|
1110 | case 'B':
|
---|
1111 | {
|
---|
1112 | useTightBounds = !useTightBounds;
|
---|
1113 | traverser->SetUseTightBounds(useTightBounds);
|
---|
1114 | }
|
---|
1115 | break;
|
---|
1116 | default:
|
---|
1117 | return;
|
---|
1118 | }
|
---|
1119 |
|
---|
1120 | glutPostRedisplay();
|
---|
1121 | }
|
---|
1122 |
|
---|
1123 |
|
---|
1124 | void SpecialKeyUp(int c, int x, int y)
|
---|
1125 | {
|
---|
1126 | switch (c)
|
---|
1127 | {
|
---|
1128 | case GLUT_KEY_LEFT:
|
---|
1129 | leftKeyPressed = false;
|
---|
1130 | break;
|
---|
1131 | case GLUT_KEY_RIGHT:
|
---|
1132 | rightKeyPressed = false;
|
---|
1133 | break;
|
---|
1134 | case GLUT_KEY_UP:
|
---|
1135 | upKeyPressed = false;
|
---|
1136 | break;
|
---|
1137 | case GLUT_KEY_DOWN:
|
---|
1138 | downKeyPressed = false;
|
---|
1139 | break;
|
---|
1140 | default:
|
---|
1141 | return;
|
---|
1142 | }
|
---|
1143 | //glutPostRedisplay();
|
---|
1144 | }
|
---|
1145 |
|
---|
1146 |
|
---|
1147 | void KeyUp(unsigned char c, int x, int y)
|
---|
1148 | {
|
---|
1149 | switch (c)
|
---|
1150 | {
|
---|
1151 | case 'A':
|
---|
1152 | case 'a':
|
---|
1153 | leftKeyPressed = false;
|
---|
1154 | break;
|
---|
1155 | case 'D':
|
---|
1156 | case 'd':
|
---|
1157 | rightKeyPressed = false;
|
---|
1158 | break;
|
---|
1159 | case 'W':
|
---|
1160 | case 'w':
|
---|
1161 | upKeyPressed = false;
|
---|
1162 | break;
|
---|
1163 | case 'S':
|
---|
1164 | case 's':
|
---|
1165 | downKeyPressed = false;
|
---|
1166 | break;
|
---|
1167 | case '1':
|
---|
1168 | descendKeyPressed = false;
|
---|
1169 | break;
|
---|
1170 | case '2':
|
---|
1171 | ascendKeyPressed = false;
|
---|
1172 | break;
|
---|
1173 |
|
---|
1174 | default:
|
---|
1175 | return;
|
---|
1176 | }
|
---|
1177 | //glutPostRedisplay();
|
---|
1178 | }
|
---|
1179 |
|
---|
1180 |
|
---|
1181 | void Special(int c, int x, int y)
|
---|
1182 | {
|
---|
1183 | switch(c)
|
---|
1184 | {
|
---|
1185 | case GLUT_KEY_F1:
|
---|
1186 | showHelp = !showHelp;
|
---|
1187 | break;
|
---|
1188 | case GLUT_KEY_F2:
|
---|
1189 | visMode = !visMode;
|
---|
1190 | break;
|
---|
1191 | case GLUT_KEY_F3:
|
---|
1192 | showBoundingVolumes = !showBoundingVolumes;
|
---|
1193 | traverser->SetShowBounds(showBoundingVolumes);
|
---|
1194 | break;
|
---|
1195 | case GLUT_KEY_F4:
|
---|
1196 | showOptions = !showOptions;
|
---|
1197 | break;
|
---|
1198 | case GLUT_KEY_F5:
|
---|
1199 | showStatistics = !showStatistics;
|
---|
1200 | break;
|
---|
1201 | case GLUT_KEY_F6:
|
---|
1202 | flyMode = !flyMode;
|
---|
1203 | break;
|
---|
1204 | case GLUT_KEY_F7:
|
---|
1205 |
|
---|
1206 | renderType = (renderType + 1) % 3;
|
---|
1207 | traverser->SetUseDepthPass(renderType == RenderState::DEPTH_PASS);
|
---|
1208 |
|
---|
1209 | break;
|
---|
1210 | case GLUT_KEY_F8:
|
---|
1211 | useSsao = !useSsao;
|
---|
1212 | break;
|
---|
1213 | case GLUT_KEY_F9:
|
---|
1214 | showAlgorithmTime = !showAlgorithmTime;
|
---|
1215 | break;
|
---|
1216 |
|
---|
1217 | case GLUT_KEY_LEFT:
|
---|
1218 | {
|
---|
1219 | leftKeyPressed = true;
|
---|
1220 | camera->Pitch(KeyRotationAngle());
|
---|
1221 | }
|
---|
1222 | break;
|
---|
1223 | case GLUT_KEY_RIGHT:
|
---|
1224 | {
|
---|
1225 | rightKeyPressed = true;
|
---|
1226 | camera->Pitch(-KeyRotationAngle());
|
---|
1227 | }
|
---|
1228 | break;
|
---|
1229 | case GLUT_KEY_UP:
|
---|
1230 | {
|
---|
1231 | upKeyPressed = true;
|
---|
1232 | KeyHorizontalMotion(KeyShift());
|
---|
1233 | }
|
---|
1234 | break;
|
---|
1235 | case GLUT_KEY_DOWN:
|
---|
1236 | {
|
---|
1237 | downKeyPressed = true;
|
---|
1238 | KeyHorizontalMotion(-KeyShift());
|
---|
1239 | }
|
---|
1240 | break;
|
---|
1241 | default:
|
---|
1242 | return;
|
---|
1243 |
|
---|
1244 | }
|
---|
1245 |
|
---|
1246 | glutPostRedisplay();
|
---|
1247 | }
|
---|
1248 |
|
---|
1249 | #pragma warning( default : 4100 )
|
---|
1250 |
|
---|
1251 |
|
---|
1252 | void Reshape(int w, int h)
|
---|
1253 | {
|
---|
1254 | winAspectRatio = 1.0f;
|
---|
1255 |
|
---|
1256 | glViewport(0, 0, w, h);
|
---|
1257 |
|
---|
1258 | winWidth = w;
|
---|
1259 | winHeight = h;
|
---|
1260 |
|
---|
1261 | if (w) winAspectRatio = (float) w / (float) h;
|
---|
1262 |
|
---|
1263 | glMatrixMode(GL_PROJECTION);
|
---|
1264 | glLoadIdentity();
|
---|
1265 |
|
---|
1266 | gluPerspective(fov, winAspectRatio, nearDist, myfar);
|
---|
1267 |
|
---|
1268 | glMatrixMode(GL_MODELVIEW);
|
---|
1269 |
|
---|
1270 | glutPostRedisplay();
|
---|
1271 | }
|
---|
1272 |
|
---|
1273 |
|
---|
1274 | void Mouse(int button, int state, int x, int y)
|
---|
1275 | {
|
---|
1276 | if ((button == GLUT_LEFT_BUTTON) && (state == GLUT_DOWN))
|
---|
1277 | {
|
---|
1278 | xEyeBegin = x;
|
---|
1279 | yMotionBegin = y;
|
---|
1280 |
|
---|
1281 | glutMotionFunc(LeftMotion);
|
---|
1282 | }
|
---|
1283 | else if ((button == GLUT_RIGHT_BUTTON) && (state == GLUT_DOWN))
|
---|
1284 | {
|
---|
1285 | xEyeBegin = x;
|
---|
1286 | yEyeBegin = y;
|
---|
1287 | yMotionBegin = y;
|
---|
1288 |
|
---|
1289 | glutMotionFunc(RightMotion);
|
---|
1290 | }
|
---|
1291 | else if ((button == GLUT_MIDDLE_BUTTON) && (state == GLUT_DOWN))
|
---|
1292 | {
|
---|
1293 | horizontalMotionBegin = x;
|
---|
1294 | verticalMotionBegin = y;
|
---|
1295 | glutMotionFunc(MiddleMotion);
|
---|
1296 | }
|
---|
1297 |
|
---|
1298 | glutPostRedisplay();
|
---|
1299 | }
|
---|
1300 |
|
---|
1301 |
|
---|
1302 | /** rotation for left/right mouse drag
|
---|
1303 | motion for up/down mouse drag
|
---|
1304 | */
|
---|
1305 | void LeftMotion(int x, int y)
|
---|
1306 | {
|
---|
1307 | Vector3 viewDir = camera->GetDirection();
|
---|
1308 | Vector3 pos = camera->GetPosition();
|
---|
1309 |
|
---|
1310 | // don't move in the vertical direction
|
---|
1311 | Vector3 horView(viewDir[0], viewDir[1], 0);
|
---|
1312 |
|
---|
1313 | float eyeXAngle = 0.2f * M_PI * (xEyeBegin - x) / 180.0;
|
---|
1314 |
|
---|
1315 | camera->Pitch(eyeXAngle);
|
---|
1316 |
|
---|
1317 | pos += horView * (yMotionBegin - y) * 0.2f;
|
---|
1318 |
|
---|
1319 | camera->SetPosition(pos);
|
---|
1320 |
|
---|
1321 | xEyeBegin = x;
|
---|
1322 | yMotionBegin = y;
|
---|
1323 |
|
---|
1324 | glutPostRedisplay();
|
---|
1325 | }
|
---|
1326 |
|
---|
1327 |
|
---|
1328 | /** rotation for left / right mouse drag
|
---|
1329 | motion for up / down mouse drag
|
---|
1330 | */
|
---|
1331 | void RightMotion(int x, int y)
|
---|
1332 | {
|
---|
1333 | float eyeXAngle = 0.2f * M_PI * (xEyeBegin - x) / 180.0;
|
---|
1334 | float eyeYAngle = -0.2f * M_PI * (yEyeBegin - y) / 180.0;
|
---|
1335 |
|
---|
1336 | camera->Yaw(eyeYAngle);
|
---|
1337 | camera->Pitch(eyeXAngle);
|
---|
1338 |
|
---|
1339 | xEyeBegin = x;
|
---|
1340 | yEyeBegin = y;
|
---|
1341 |
|
---|
1342 | glutPostRedisplay();
|
---|
1343 | }
|
---|
1344 |
|
---|
1345 |
|
---|
1346 | // strafe
|
---|
1347 | void MiddleMotion(int x, int y)
|
---|
1348 | {
|
---|
1349 | Vector3 viewDir = camera->GetDirection();
|
---|
1350 | Vector3 pos = camera->GetPosition();
|
---|
1351 |
|
---|
1352 | // the 90 degree rotated view vector
|
---|
1353 | // y zero so we don't move in the vertical
|
---|
1354 | Vector3 rVec(viewDir[0], viewDir[1], 0);
|
---|
1355 |
|
---|
1356 | Matrix4x4 rot = RotationZMatrix(M_PI * 0.5f);
|
---|
1357 | rVec = rot * rVec;
|
---|
1358 |
|
---|
1359 | pos -= rVec * (x - horizontalMotionBegin) * 0.1f;
|
---|
1360 | pos[2] += (verticalMotionBegin - y) * 0.1f;
|
---|
1361 |
|
---|
1362 | camera->SetPosition(pos);
|
---|
1363 |
|
---|
1364 | horizontalMotionBegin = x;
|
---|
1365 | verticalMotionBegin = y;
|
---|
1366 |
|
---|
1367 | glutPostRedisplay();
|
---|
1368 | }
|
---|
1369 |
|
---|
1370 |
|
---|
1371 | void InitExtensions(void)
|
---|
1372 | {
|
---|
1373 | GLenum err = glewInit();
|
---|
1374 |
|
---|
1375 | if (GLEW_OK != err)
|
---|
1376 | {
|
---|
1377 | // problem: glewInit failed, something is seriously wrong
|
---|
1378 | fprintf(stderr,"Error: %s\n", glewGetErrorString(err));
|
---|
1379 | exit(1);
|
---|
1380 | }
|
---|
1381 | if (!GLEW_ARB_occlusion_query)
|
---|
1382 | {
|
---|
1383 | printf("I require the GL_ARB_occlusion_query to work.\n");
|
---|
1384 | exit(1);
|
---|
1385 | }
|
---|
1386 | }
|
---|
1387 |
|
---|
1388 |
|
---|
1389 | void Begin2D()
|
---|
1390 | {
|
---|
1391 | glDisable(GL_LIGHTING);
|
---|
1392 | glDisable(GL_DEPTH_TEST);
|
---|
1393 |
|
---|
1394 | glMatrixMode(GL_PROJECTION);
|
---|
1395 | glPushMatrix();
|
---|
1396 | glLoadIdentity();
|
---|
1397 |
|
---|
1398 | gluOrtho2D(0, winWidth, 0, winHeight);
|
---|
1399 |
|
---|
1400 | glMatrixMode(GL_MODELVIEW);
|
---|
1401 | glPushMatrix();
|
---|
1402 | glLoadIdentity();
|
---|
1403 | }
|
---|
1404 |
|
---|
1405 |
|
---|
1406 | void End2D()
|
---|
1407 | {
|
---|
1408 | glMatrixMode(GL_PROJECTION);
|
---|
1409 | glPopMatrix();
|
---|
1410 |
|
---|
1411 | glMatrixMode(GL_MODELVIEW);
|
---|
1412 | glPopMatrix();
|
---|
1413 |
|
---|
1414 | glEnable(GL_LIGHTING);
|
---|
1415 | glEnable(GL_DEPTH_TEST);
|
---|
1416 | }
|
---|
1417 |
|
---|
1418 |
|
---|
1419 | // displays the visualisation of culling algorithm
|
---|
1420 | void DisplayVisualization()
|
---|
1421 | {
|
---|
1422 | visualization->SetFrameId(traverser->GetCurrentFrameId());
|
---|
1423 |
|
---|
1424 | Begin2D();
|
---|
1425 | glBlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA);
|
---|
1426 | glEnable(GL_BLEND);
|
---|
1427 | glColor4f(0.0f ,0.0f, 0.0f, 0.5f);
|
---|
1428 |
|
---|
1429 | glRecti(winWidth - winWidth / 3, winHeight - winHeight / 3, winWidth, winHeight);
|
---|
1430 | glDisable(GL_BLEND);
|
---|
1431 | End2D();
|
---|
1432 |
|
---|
1433 |
|
---|
1434 | AxisAlignedBox3 box = bvh->GetBox();
|
---|
1435 |
|
---|
1436 | // hack: set far plane for viz
|
---|
1437 | camera->SetFar(0.35f * Magnitude(box.Diagonal()));
|
---|
1438 |
|
---|
1439 | const float offs = box.Size().x * 0.3f;
|
---|
1440 |
|
---|
1441 | //Vector3 vizpos = Vector3(box.Min().x, box.Min().y + box.Size().y * 0.5f, box.Min().z + box.Size().z * 50);
|
---|
1442 | Vector3 vizpos = Vector3(box.Min().x, box.Min().y - box.Size().y * 0.35f, box.Min().z + box.Size().z * 50);
|
---|
1443 |
|
---|
1444 | visCamera->SetPosition(vizpos);
|
---|
1445 | visCamera->ResetPitchAndYaw();
|
---|
1446 | //visCamera->Pitch(M_PI);
|
---|
1447 |
|
---|
1448 | glPushAttrib(GL_VIEWPORT_BIT);
|
---|
1449 | glViewport(winWidth - winWidth / 3, winHeight - winHeight / 3, winWidth / 3, winHeight / 3);
|
---|
1450 |
|
---|
1451 | glMatrixMode(GL_PROJECTION);
|
---|
1452 | glPushMatrix();
|
---|
1453 |
|
---|
1454 | glLoadIdentity();
|
---|
1455 |
|
---|
1456 | glOrtho(-offs, offs, -offs, offs, 0.0f, box.Size().z * 100.0f);
|
---|
1457 |
|
---|
1458 | glMatrixMode(GL_MODELVIEW);
|
---|
1459 | glPushMatrix();
|
---|
1460 |
|
---|
1461 | visCamera->SetupCameraView();
|
---|
1462 |
|
---|
1463 | //Matrix4x4 rotX = RotationXMatrix(camera->GetYaw());
|
---|
1464 | //glMultMatrixf((float *)rotX.x);
|
---|
1465 | Matrix4x4 rotZ = RotationZMatrix(-camera->GetPitch());
|
---|
1466 | glMultMatrixf((float *)rotZ.x);
|
---|
1467 |
|
---|
1468 | Vector3 pos = camera->GetPosition();
|
---|
1469 | glTranslatef(-pos.x, -pos.y, -pos.z);
|
---|
1470 |
|
---|
1471 |
|
---|
1472 | GLfloat position[] = {0.8f, 1.0f, 1.5f, 0.0f};
|
---|
1473 | glLightfv(GL_LIGHT0, GL_POSITION, position);
|
---|
1474 |
|
---|
1475 | GLfloat position1[] = {bvh->GetBox().Center().x, bvh->GetBox().Max().y, bvh->GetBox().Center().z, 1.0f};
|
---|
1476 | glLightfv(GL_LIGHT1, GL_POSITION, position1);
|
---|
1477 |
|
---|
1478 | glClear(GL_DEPTH_BUFFER_BIT);
|
---|
1479 |
|
---|
1480 |
|
---|
1481 | ////////////
|
---|
1482 | //-- visualization of the occlusion culling
|
---|
1483 |
|
---|
1484 | visualization->Render();
|
---|
1485 |
|
---|
1486 |
|
---|
1487 | // reset previous settings
|
---|
1488 | glPopAttrib();
|
---|
1489 |
|
---|
1490 | glMatrixMode(GL_PROJECTION);
|
---|
1491 | glPopMatrix();
|
---|
1492 | glMatrixMode(GL_MODELVIEW);
|
---|
1493 | glPopMatrix();
|
---|
1494 | }
|
---|
1495 |
|
---|
1496 |
|
---|
1497 | // cleanup routine after the main loop
|
---|
1498 | void CleanUp()
|
---|
1499 | {
|
---|
1500 | DEL_PTR(traverser);
|
---|
1501 | DEL_PTR(sceneQuery);
|
---|
1502 | DEL_PTR(bvh);
|
---|
1503 | DEL_PTR(visualization);
|
---|
1504 | DEL_PTR(camera);
|
---|
1505 | DEL_PTR(loader);
|
---|
1506 | DEL_PTR(renderQueue);
|
---|
1507 | DEL_PTR(perfGraph);
|
---|
1508 |
|
---|
1509 | if (sCgMrtVertexProgram)
|
---|
1510 | cgDestroyProgram(sCgMrtVertexProgram);
|
---|
1511 | if (RenderState::sCgMrtFragmentProgram)
|
---|
1512 | cgDestroyProgram(RenderState::sCgMrtFragmentProgram);
|
---|
1513 | if (RenderState::sCgMrtFragmentTexProgram)
|
---|
1514 | cgDestroyProgram(RenderState::sCgMrtFragmentTexProgram);
|
---|
1515 |
|
---|
1516 | if (sCgContext)
|
---|
1517 | cgDestroyContext(sCgContext);
|
---|
1518 | }
|
---|
1519 |
|
---|
1520 |
|
---|
1521 | // this function inserts a dezimal point after each 1000
|
---|
1522 | void CalcDecimalPoint(string &str, int d, int len)
|
---|
1523 | {
|
---|
1524 | static vector<int> numbers;
|
---|
1525 | numbers.clear();
|
---|
1526 |
|
---|
1527 | static string shortStr;
|
---|
1528 | shortStr.clear();
|
---|
1529 |
|
---|
1530 | static char hstr[100];
|
---|
1531 |
|
---|
1532 | while (d != 0)
|
---|
1533 | {
|
---|
1534 | numbers.push_back(d % 1000);
|
---|
1535 | d /= 1000;
|
---|
1536 | }
|
---|
1537 |
|
---|
1538 | // first element without leading zeros
|
---|
1539 | if (numbers.size() > 0)
|
---|
1540 | {
|
---|
1541 | sprintf(hstr, "%d", numbers.back());
|
---|
1542 | shortStr.append(hstr);
|
---|
1543 | }
|
---|
1544 |
|
---|
1545 | for (int i = (int)numbers.size() - 2; i >= 0; i--)
|
---|
1546 | {
|
---|
1547 | sprintf(hstr, ",%03d", numbers[i]);
|
---|
1548 | shortStr.append(hstr);
|
---|
1549 | }
|
---|
1550 |
|
---|
1551 | int dif = len - (int)shortStr.size();
|
---|
1552 |
|
---|
1553 | for (int i = 0; i < dif; ++ i)
|
---|
1554 | {
|
---|
1555 | str += " ";
|
---|
1556 | }
|
---|
1557 |
|
---|
1558 | str.append(shortStr);
|
---|
1559 | }
|
---|
1560 |
|
---|
1561 |
|
---|
1562 | void DisplayStats()
|
---|
1563 | {
|
---|
1564 | static char msg[9][300];
|
---|
1565 |
|
---|
1566 | static double frameTime = elapsedTime;
|
---|
1567 | static double renderTime = algTime;
|
---|
1568 |
|
---|
1569 | const float expFactor = 0.1f;
|
---|
1570 |
|
---|
1571 | // if some strange render time spike happened in this frame => don't count
|
---|
1572 | if (elapsedTime < 500) frameTime = elapsedTime * expFactor + (1.0f - expFactor) * elapsedTime;
|
---|
1573 |
|
---|
1574 | static float rTime = 1000.0f;
|
---|
1575 |
|
---|
1576 | if (showAlgorithmTime)
|
---|
1577 | {
|
---|
1578 | if (algTime < 500) renderTime = algTime * expFactor + (1.0f - expFactor) * renderTime;
|
---|
1579 | }
|
---|
1580 |
|
---|
1581 | accumulatedTime += elapsedTime;
|
---|
1582 |
|
---|
1583 | if (accumulatedTime > 500) // update every fraction of a second
|
---|
1584 | {
|
---|
1585 | accumulatedTime = 0;
|
---|
1586 |
|
---|
1587 | if (frameTime) fps = 1e3f / (float)frameTime;
|
---|
1588 |
|
---|
1589 | rTime = renderTime;
|
---|
1590 | renderedObjects = traverser->GetStats().mNumRenderedGeometry;
|
---|
1591 | renderedNodes = traverser->GetStats().mNumRenderedNodes;
|
---|
1592 | renderedTriangles = traverser->GetStats().mNumRenderedTriangles;
|
---|
1593 |
|
---|
1594 | traversedNodes = traverser->GetStats().mNumTraversedNodes;
|
---|
1595 | frustumCulledNodes = traverser->GetStats().mNumFrustumCulledNodes;
|
---|
1596 | queryCulledNodes = traverser->GetStats().mNumQueryCulledNodes;
|
---|
1597 | issuedQueries = traverser->GetStats().mNumIssuedQueries;
|
---|
1598 | stateChanges = traverser->GetStats().mNumStateChanges;
|
---|
1599 | numBatches = traverser->GetStats().mNumBatches;
|
---|
1600 | }
|
---|
1601 |
|
---|
1602 |
|
---|
1603 | Begin2D();
|
---|
1604 |
|
---|
1605 | glEnable(GL_BLEND);
|
---|
1606 | glBlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA);
|
---|
1607 |
|
---|
1608 | if (showHelp)
|
---|
1609 | {
|
---|
1610 | DrawHelpMessage();
|
---|
1611 | }
|
---|
1612 | else
|
---|
1613 | {
|
---|
1614 | if (showOptions)
|
---|
1615 | {
|
---|
1616 | glColor4f(0.0f, 0.0f, 0.0f, 0.5f);
|
---|
1617 | glRecti(5, winHeight - 95, winWidth * 2 / 3 - 5, winHeight - 5);
|
---|
1618 | }
|
---|
1619 |
|
---|
1620 | if (showStatistics)
|
---|
1621 | {
|
---|
1622 | glColor4f(0.0f, 0.0f, 0.0f, 0.5f);
|
---|
1623 | glRecti(5, winHeight - 165, winWidth * 2 / 3 - 5, winHeight - 100);
|
---|
1624 | }
|
---|
1625 |
|
---|
1626 | glEnable(GL_TEXTURE_2D);
|
---|
1627 |
|
---|
1628 | myfont.Begin();
|
---|
1629 |
|
---|
1630 | if (showOptions)
|
---|
1631 | {
|
---|
1632 | glColor3f(0.0f, 1.0f, 0.0f);
|
---|
1633 |
|
---|
1634 | int i = 0;
|
---|
1635 |
|
---|
1636 | static char *renderTypeStr[] = {"fixed function", "fixed function + depth pass", "deferred shading"};
|
---|
1637 |
|
---|
1638 | sprintf(msg[i ++], "multiqueries: %d, tight bounds: %d, render queue: %d",
|
---|
1639 | useMultiQueries, useTightBounds, useRenderQueue);
|
---|
1640 |
|
---|
1641 | sprintf(msg[i ++], "render technique: %s, SSAO: %d", renderTypeStr[renderType], useSsao);
|
---|
1642 |
|
---|
1643 | sprintf(msg[i ++], "triangles per virtual leaf: %5d", trianglesPerVirtualLeaf);
|
---|
1644 |
|
---|
1645 | sprintf(msg[i ++], "assumed visible frames: %4d, max batch size: %4d",
|
---|
1646 | assumedVisibleFrames, maxBatchSize);
|
---|
1647 |
|
---|
1648 | for (int j = 0; j < 4; ++ j)
|
---|
1649 | myfont.DrawString(msg[j], 10.0f, winHeight - 5 - j * 20);
|
---|
1650 | }
|
---|
1651 |
|
---|
1652 | if (showStatistics)
|
---|
1653 | {
|
---|
1654 | glColor3f(1.0f, 1.0f, 0.0f);
|
---|
1655 |
|
---|
1656 | string str;
|
---|
1657 | string str2;
|
---|
1658 |
|
---|
1659 | int len = 10;
|
---|
1660 | CalcDecimalPoint(str, renderedTriangles, len);
|
---|
1661 | CalcDecimalPoint(str2, bvh->GetBvhStats().mTriangles, len);
|
---|
1662 |
|
---|
1663 | int i = 4;
|
---|
1664 |
|
---|
1665 | sprintf(msg[i ++], "rendered: %6d of %6d nodes, %s of %s triangles",
|
---|
1666 | renderedNodes, bvh->GetNumVirtualNodes(), str.c_str(), str2.c_str());
|
---|
1667 |
|
---|
1668 | sprintf(msg[i ++], "traversed: %5d, frustum culled: %5d, query culled: %5d",
|
---|
1669 | traversedNodes, frustumCulledNodes, queryCulledNodes);
|
---|
1670 |
|
---|
1671 | sprintf(msg[i ++], "issued queries: %5d, state changes: %5d, render batches: %5d",
|
---|
1672 | issuedQueries, stateChanges, numBatches);
|
---|
1673 |
|
---|
1674 | for (int j = 4; j < 7; ++ j)
|
---|
1675 | myfont.DrawString(msg[j], 10.0f, winHeight - (j + 1) * 20);
|
---|
1676 | }
|
---|
1677 |
|
---|
1678 | glColor3f(1.0f, 1.0f, 1.0f);
|
---|
1679 | static char *alg_str[] = {"Frustum Cull", "Stop and Wait", "CHC", "CHC ++"};
|
---|
1680 |
|
---|
1681 | if (!showAlgorithmTime)
|
---|
1682 | {
|
---|
1683 | sprintf(msg[7], "%s: %6.1f fps", alg_str[renderMode], fps);
|
---|
1684 | }
|
---|
1685 | else
|
---|
1686 | {
|
---|
1687 | sprintf(msg[7], "%s: %6.1f ms", alg_str[renderMode], rTime);
|
---|
1688 | }
|
---|
1689 |
|
---|
1690 | myfont.DrawString(msg[7], 1.3f, 690.0f, 760.0f);//, top_color, bottom_color);
|
---|
1691 |
|
---|
1692 | //sprintf(msg[8], "algorithm time: %6.1f ms", rTime);
|
---|
1693 | //myfont.DrawString(msg[8], 720.0f, 730.0f);
|
---|
1694 | }
|
---|
1695 |
|
---|
1696 | glDisable(GL_BLEND);
|
---|
1697 | glDisable(GL_TEXTURE_2D);
|
---|
1698 |
|
---|
1699 | End2D();
|
---|
1700 | }
|
---|
1701 |
|
---|
1702 |
|
---|
1703 | void RenderSky()
|
---|
1704 | {
|
---|
1705 | SceneEntityContainer::const_iterator sit, sit_end = skyGeometry.end();
|
---|
1706 |
|
---|
1707 | for (sit = skyGeometry.begin(); sit != sit_end; ++ sit)
|
---|
1708 | (*sit)->Render(&state);
|
---|
1709 | }
|
---|
1710 |
|
---|
1711 |
|
---|
1712 | void RenderVisibleObjects()
|
---|
1713 | {
|
---|
1714 | state.SetRenderType(RenderState::FIXED);
|
---|
1715 | state.Reset();
|
---|
1716 |
|
---|
1717 | glEnable(GL_LIGHTING);
|
---|
1718 | glDepthFunc(GL_LEQUAL);
|
---|
1719 |
|
---|
1720 | //cout << "visible: " << (int)traverser->GetVisibleObjects().size() << endl;
|
---|
1721 |
|
---|
1722 | SceneEntityContainer::const_iterator sit,
|
---|
1723 | sit_end = traverser->GetVisibleObjects().end();
|
---|
1724 |
|
---|
1725 | for (sit = traverser->GetVisibleObjects().begin(); sit != sit_end; ++ sit)
|
---|
1726 | renderQueue->Enqueue(*sit);
|
---|
1727 |
|
---|
1728 | renderQueue->Apply();
|
---|
1729 |
|
---|
1730 | glDepthFunc(GL_LESS);
|
---|
1731 | }
|
---|
1732 |
|
---|
1733 |
|
---|
1734 | void PlaceViewer(const Vector3 &oldPos)
|
---|
1735 | {
|
---|
1736 | Vector3 playerPos = camera->GetPosition();
|
---|
1737 |
|
---|
1738 | bool validIntersect = sceneQuery->CalcIntersection(playerPos);
|
---|
1739 |
|
---|
1740 | if (validIntersect)
|
---|
1741 | // && ((playerPos.z - oldPos.z) < bvh->GetBox().Size(2) * 1e-1f))
|
---|
1742 | {
|
---|
1743 | camera->SetPosition(playerPos);
|
---|
1744 | }
|
---|
1745 | }
|
---|