1 | // chcdemo.cpp : Defines the entry point for the console application.
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2 | //
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3 |
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4 |
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5 | #include "common.h"
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6 |
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7 | #ifdef _CRT_SET
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8 | #define _CRTDBG_MAP_ALLOC
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9 | #include <stdlib.h>
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10 | #include <crtdbg.h>
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11 |
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12 | // redefine new operator
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13 | #define DEBUG_NEW new(_NORMAL_BLOCK, __FILE__, __LINE__)
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14 | #define new DEBUG_NEW
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15 | #endif
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16 |
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17 | #include <math.h>
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18 | #include <time.h>
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19 | #include "glInterface.h"
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20 |
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21 |
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22 | #include "RenderTraverser.h"
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23 | #include "SceneEntity.h"
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24 | #include "Vector3.h"
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25 | #include "Matrix4x4.h"
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26 | #include "ResourceManager.h"
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27 | #include "Bvh.h"
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28 | #include "Camera.h"
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29 | #include "Geometry.h"
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30 | #include "BvhLoader.h"
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31 | #include "FrustumCullingTraverser.h"
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32 | #include "StopAndWaitTraverser.h"
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33 | #include "CHCTraverser.h"
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34 | #include "CHCPlusPlusTraverser.h"
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35 | #include "Visualization.h"
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36 | #include "RenderState.h"
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37 | #include "Timer/PerfTimer.h"
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38 | #include "SceneQuery.h"
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39 | #include "RenderQueue.h"
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40 | #include "Material.h"
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41 | #include "glfont2.h"
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42 | #include "PerformanceGraph.h"
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43 | #include "Environment.h"
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44 | #include "Halton.h"
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45 | #include "Transform3.h"
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46 | #include "SampleGenerator.h"
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47 | #include "FrameBufferObject.h"
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48 | #include "DeferredRenderer.h"
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49 | #include "ShadowMapping.h"
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50 | #include "Light.h"
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51 | #include "SceneEntityConverter.h"
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52 | #include "SkyPreetham.h"
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53 | #include "Texture.h"
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54 | #include "ShaderManager.h"
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55 | #include "MotionPath.h"
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56 | #include "ShaderProgram.h"
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57 | #include "Shape.h"
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58 | #include "WalkThroughRecorder.h"
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59 | #include "StatsWriter.h"
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60 | #include "VisibilitySolutionLoader.h"
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61 | #include "ViewCellsTree.h"
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62 | #include "PvsCollectionRenderer.h"
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63 | #include "ObjExporter.h"
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64 | #include "BvhExporter.h"
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65 |
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66 |
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67 | using namespace std;
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68 | using namespace CHCDemoEngine;
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69 |
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70 |
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71 | /// the environment for the program parameter
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72 | static Environment env;
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73 |
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74 |
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75 | GLuint fontTex;
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76 | /// the fbo used for MRT
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77 | FrameBufferObject *fbo = NULL;
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78 | /// the renderable scene geometry
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79 | SceneEntityContainer staticObjects;
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80 | /// the dynamic objects in the scene
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81 | SceneEntityContainer dynamicObjects;
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82 | // traverses and renders the hierarchy
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83 | RenderTraverser *traverser = NULL;
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84 | /// the hierarchy
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85 | Bvh *bvh = NULL;
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86 | /// handles scene loading
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87 | ResourceManager *resourceManager = NULL;
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88 | /// handles scene loading
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89 | ShaderManager *shaderManager = NULL;
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90 | /// the scene camera
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91 | PerspectiveCamera *camera = NULL;
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92 | /// the scene camera
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93 | PerspectiveCamera *visCamera = NULL;
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94 | /// the visualization
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95 | Visualization *visualization = NULL;
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96 | /// the current render renderState
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97 | RenderState renderState;
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98 | /// the rendering algorithm
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99 | int renderMode = RenderTraverser::CHCPLUSPLUS;
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100 | /// eye near plane distance
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101 | const float nearDist = 0.2f;
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102 | //const float nearDist = 1.0f;
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103 | /// eye far plane distance
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104 | float farDist = 1e6f;
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105 | /// the field of view
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106 | const float fov = 50.0f;
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107 |
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108 | float skyDomeScaleFactor = 80.0f;
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109 |
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110 | SceneQuery *sceneQuery = NULL;
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111 | RenderQueue *renderQueue = NULL;
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112 | /// traverses and renders the hierarchy
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113 | RenderTraverser *shadowTraverser = NULL;
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114 | /// the skylight + skydome model
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115 | SkyPreetham *preetham = NULL;
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116 |
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117 | MotionPath *motionPath = NULL;
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118 | /// max depth where candidates for tighter bounds are searched
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119 | int maxDepthForTestingChildren = 3;
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120 | /// use full resolution for ssao or half
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121 | bool ssaoUseFullResolution = false;
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122 |
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123 | /// store the frames as tga
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124 | bool recordFrames = false;
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125 | /// record the taken path
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126 | bool recordPath = false;
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127 | /// replays the recorded path
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128 | bool replayPath = false;
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129 | /// frame number for replay
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130 | int currentReplayFrame = -1;
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131 |
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132 | string recordedFramesSuffix("frames");
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133 | string statsFilename("stats");
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134 |
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135 | string filename("city");
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136 | string bvhname("");
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137 | string visibilitySolution("");
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138 |
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139 |
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140 | /// the walkThroughRecorder
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141 | WalkThroughRecorder *walkThroughRecorder = NULL;
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142 | WalkThroughPlayer *walkThroughPlayer = NULL;
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143 | StatsWriter *statsWriter = NULL;
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144 |
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145 | bool makeSnapShot = false;
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146 |
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147 | ViewCellsTree *viewCellsTree = NULL;
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148 | ViewCell *viewCell = NULL;
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149 |
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150 | bool useSkylightForIllum = true;
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151 |
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152 | bool showFPS = true;
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153 |
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154 | static int globalVisibleId = 0;
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155 |
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156 | PerfTimer applicationTimer;
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157 |
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158 | float shotRays = .0f;
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159 | /// the visibility solution is initialized at this number of rays shot that
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160 | int visibilitySolutionInitialState = 0;
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161 |
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162 |
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163 | /// the technique used for rendering
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164 | enum RenderTechnique
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165 | {
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166 | FORWARD,
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167 | DEFERRED,
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168 | DEPTH_PASS
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169 | };
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170 |
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171 |
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172 | /// the used render type for this render pass
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173 | enum RenderMethod
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174 | {
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175 | RENDER_FORWARD,
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176 | RENDER_DEPTH_PASS,
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177 | RENDER_DEFERRED,
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178 | RENDER_DEPTH_PASS_DEFERRED,
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179 | RENDER_NUM_RENDER_TYPES
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180 | };
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181 |
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182 | /// one of four possible render methods
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183 | int renderMethod = RENDER_FORWARD;
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184 |
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185 | static int winWidth = 1024;
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186 | static int winHeight = 768;
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187 | static float winAspectRatio = 1.0f;
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188 |
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189 | /// these values get scaled with the frame rate
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190 | static float keyForwardMotion = 30.0f;
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191 | static float keyRotation = 1.5f;
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192 |
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193 | /// elapsed time in milliseconds
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194 | double elapsedTime = 1000.0;
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195 | double algTime = 1000.0;
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196 | double accumulatedTime = 1000.0;
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197 | float fps = 1e3f;
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198 | float turbitity = 5.0f;
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199 |
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200 | // ssao parameters
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201 | float ssaoKernelRadius = 1e-8f;
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202 | float ssaoSampleIntensity = 0.2f;
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203 | float ssaoFilterRadius = 12.0f;
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204 | float ssaoTempCohFactor = 255.0;
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205 | bool sortSamples = true;
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206 |
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207 | int shadowSize = 2048;
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208 |
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209 | /// the hud font
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210 | glfont::GLFont myfont;
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211 |
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212 | // rendertexture
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213 | int texWidth = 1024;
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214 | int texHeight = 768;
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215 |
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216 | int renderedObjects = 0;
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217 | int renderedNodes = 0;
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218 | int renderedTriangles = 0;
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219 |
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220 | int issuedQueries = 0;
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221 | int traversedNodes = 0;
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222 | int frustumCulledNodes = 0;
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223 | int queryCulledNodes = 0;
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224 | int stateChanges = 0;
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225 | int numBatches = 0;
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226 |
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227 | // mouse navigation renderState
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228 | int xEyeBegin = 0;
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229 | int yEyeBegin = 0;
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230 | int yMotionBegin = 0;
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231 | int verticalMotionBegin = 0;
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232 | int horizontalMotionBegin = 0;
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233 |
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234 | bool leftKeyPressed = false;
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235 | bool rightKeyPressed = false;
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236 | bool upKeyPressed = false;
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237 | bool downKeyPressed = false;
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238 | bool descendKeyPressed = false;
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239 | bool ascendKeyPressed = false;
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240 | bool leftStrafeKeyPressed = false;
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241 | bool rightStrafeKeyPressed = false;
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242 |
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243 | bool altKeyPressed = false;
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244 |
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245 | bool showHelp = false;
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246 | bool showStatistics = false;
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247 | bool showOptions = true;
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248 | bool showBoundingVolumes = false;
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249 | bool visMode = false;
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250 |
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251 | bool useOptimization = false;
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252 | bool useTightBounds = true;
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253 | bool useRenderQueue = true;
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254 | bool useMultiQueries = true;
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255 | bool flyMode = true;
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256 |
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257 | bool useGlobIllum = false;
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258 | bool useTemporalCoherence = true;
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259 | bool showAlgorithmTime = false;
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260 |
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261 | bool useFullScreen = false;
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262 | bool useLODs = true;
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263 | bool moveLight = false;
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264 |
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265 | bool useAdvancedShading = false;
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266 | bool showShadowMap = false;
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267 | bool renderLightView = false;
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268 | bool useHDR = true;
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269 | bool useAntiAliasing = true;
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270 | bool useLenseFlare = true;
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271 |
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272 | bool usePvs = false;
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273 |
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274 |
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275 | PerfTimer frameTimer, algTimer;
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276 | /// the performance graph window
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277 | PerformanceGraph *perfGraph = NULL;
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278 |
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279 | int sCurrentMrtSet = 0;
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280 | static Matrix4x4 invTrafo = IdentityMatrix();
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281 | float mouseMotion = 0.2f;
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282 |
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283 | float viewCellsScaleFactor = 1.0f;
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284 |
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285 |
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286 | //////////////
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287 | //-- chc++ algorithm parameters
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288 |
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289 | /// the pixel threshold where a node is still considered invisible
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290 | /// (should be zero for conservative visibility)
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291 | int threshold;
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292 | int assumedVisibleFrames = 10;
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293 | int maxBatchSize = 50;
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294 | int trianglesPerVirtualLeaf = INITIAL_TRIANGLES_PER_VIRTUAL_LEAVES;
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295 |
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296 |
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297 | //////////////
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298 |
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299 | enum {CAMERA_PASS = 0, LIGHT_PASS = 1};
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300 |
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301 |
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302 | //DeferredRenderer::SAMPLING_METHOD samplingMethod = DeferredRenderer::SAMPLING_POISSON;
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303 | DeferredRenderer::SAMPLING_METHOD samplingMethod = DeferredRenderer::SAMPLING_QUADRATIC;
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304 |
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305 | ShadowMap *shadowMap = NULL;
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306 | DirectionalLight *light = NULL;
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307 | DeferredRenderer *deferredShader = NULL;
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308 |
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309 |
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310 | SceneEntity *buddha = NULL;
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311 | SceneEntity *skyDome = NULL;
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312 | SceneEntity *sunBox = NULL;
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313 |
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314 | GLuint sunQuery = 0;
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315 |
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316 | string walkThroughSuffix("frames");
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317 |
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318 |
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319 | ////////////////////
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320 | //--- function forward declarations
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321 |
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322 | void InitExtensions();
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323 | void InitGLstate();
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324 |
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325 | void DisplayVisualization();
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326 | /// destroys all allocated resources
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327 | void CleanUp();
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328 | void SetupEyeView();
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329 | void SetupLighting();
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330 | void DisplayStats();
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331 | /// draw the help screen
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332 | void DrawHelpMessage();
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333 | /// render the sky dome
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334 | void RenderSky();
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335 | /// render the objects found visible in the depth pass
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336 | void RenderVisibleObjects();
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337 |
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338 | int TestSunVisible();
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339 |
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340 | void Begin2D();
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341 | void End2D();
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342 | /// the main loop
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343 | void MainLoop();
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344 |
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345 | void KeyBoard(unsigned char c, int x, int y);
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346 | void Special(int c, int x, int y);
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347 | void KeyUp(unsigned char c, int x, int y);
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348 | void SpecialKeyUp(int c, int x, int y);
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349 | void Reshape(int w, int h);
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350 | void Mouse(int button, int renderState, int x, int y);
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351 | void LeftMotion(int x, int y);
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352 | void RightMotion(int x, int y);
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353 | void MiddleMotion(int x, int y);
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354 | void KeyHorizontalMotion(float shift);
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355 | void KeyVerticalMotion(float shift);
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356 | /// returns the string representation of a number with the decimal points
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357 | void CalcDecimalPoint(string &str, int d);
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358 | /// Creates the traversal method (vfc, stopandwait, chc, chc++)
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359 | RenderTraverser *CreateTraverser(PerspectiveCamera *cam);
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360 | /// place the viewer on the floor plane
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361 | void PlaceViewer(const Vector3 &oldPos);
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362 | // initialise the frame buffer objects
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363 | void InitFBO();
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364 | /// changes the sunlight direction
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365 | void RightMotionLight(int x, int y);
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366 | /// render the shader map
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367 | void RenderShadowMap(float newfar);
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368 | /// function that touches each material once in order to accelarate render queue
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369 | void PrepareRenderQueue();
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370 | /// loads the specified model
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371 | int LoadModel(const string &model, SceneEntityContainer &entities);
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372 |
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373 | inline float KeyRotationAngle() { return keyRotation * elapsedTime * 1e-3f; }
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374 | inline float KeyShift() { return keyForwardMotion * elapsedTime * 1e-3f; }
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375 |
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376 | void CreateAnimation();
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377 |
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378 | SceneQuery *GetOrCreateSceneQuery();
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379 |
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380 | void LoadPvs();
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381 |
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382 | void LoadVisibilitySolution();
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383 |
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384 | void RenderViewCell();
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385 |
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386 | void LoadPompeiiFloor();
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387 |
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388 | void LoadOrUpdatePVSs(const Vector3 &pos);
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389 |
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390 |
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391 |
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392 | float pvsTotalSamples = .0f;
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393 | float pvsTotalTime = .0f;
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394 |
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395 |
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396 | // new view projection matrix of the camera
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397 | static Matrix4x4 viewProjMat = IdentityMatrix();
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398 | // the old view projection matrix of the camera
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399 | static Matrix4x4 oldViewProjMat = IdentityMatrix();
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400 |
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401 |
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402 |
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403 | static void PrintGLerror(char *msg)
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404 | {
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405 | GLenum errCode;
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406 | const GLubyte *errStr;
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407 |
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408 | if ((errCode = glGetError()) != GL_NO_ERROR)
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409 | {
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410 | errStr = gluErrorString(errCode);
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411 | fprintf(stderr,"OpenGL ERROR: %s: %s\n", errStr, msg);
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412 | }
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413 | }
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414 |
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415 |
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416 | int main(int argc, char* argv[])
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417 | {
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418 | #ifdef _CRT_SET
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419 | //Now just call this function at the start of your program and if you're
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420 | //compiling in debug mode (F5), any leaks will be displayed in the Output
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421 | //window when the program shuts down. If you're not in debug mode this will
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422 | //be ignored. Use it as you will!
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423 | //note: from GDNet Direct [3.8.04 - 3.14.04] void detectMemoryLeaks() {
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424 |
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425 | _CrtSetDbgFlag(_CRTDBG_LEAK_CHECK_DF|_CRTDBG_ALLOC_MEM_DF);
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426 | _CrtSetReportMode(_CRT_ASSERT,_CRTDBG_MODE_FILE);
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427 | _CrtSetReportFile(_CRT_ASSERT,_CRTDBG_FILE_STDERR);
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428 | #endif
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429 |
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430 |
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431 | int returnCode = 0;
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432 |
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433 | Vector3 camPos(.0f, .0f, .0f);
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434 | Vector3 camDir(.0f, 1.0f, .0f);
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435 | Vector3 lightDir(-0.8f, 1.0f, -0.7f);
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436 |
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437 | cout << "=== reading environment file ===" << endl << endl;
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438 |
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439 | const string envFileName = "default.env";
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440 | if (!env.Read(envFileName))
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441 | {
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442 | cerr << "loading environment " << envFileName << " failed!" << endl;
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443 | }
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444 | else
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445 | {
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446 | env.GetIntParam(string("assumedVisibleFrames"), assumedVisibleFrames);
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447 | env.GetIntParam(string("maxBatchSize"), maxBatchSize);
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448 | env.GetIntParam(string("trianglesPerVirtualLeaf"), trianglesPerVirtualLeaf);
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449 | env.GetIntParam(string("winWidth"), winWidth);
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450 | env.GetIntParam(string("winHeight"), winHeight);
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451 | env.GetIntParam(string("shadowSize"), shadowSize);
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452 | env.GetIntParam(string("maxDepthForTestingChildren"), maxDepthForTestingChildren);
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453 |
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454 | env.GetFloatParam(string("keyForwardMotion"), keyForwardMotion);
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455 | env.GetFloatParam(string("keyRotation"), keyRotation);
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456 | env.GetFloatParam(string("mouseMotion"), mouseMotion);
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457 | env.GetFloatParam(string("tempCohFactor"), ssaoTempCohFactor);
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458 | env.GetFloatParam(string("turbitity"), turbitity);
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459 |
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460 | env.GetVectorParam(string("camPosition"), camPos);
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461 | env.GetVectorParam(string("camDirection"), camDir);
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462 | env.GetVectorParam(string("lightDirection"), lightDir);
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463 |
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464 | env.GetBoolParam(string("useFullScreen"), useFullScreen);
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465 | env.GetBoolParam(string("useLODs"), useLODs);
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466 | env.GetBoolParam(string("useHDR"), useHDR);
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467 | env.GetBoolParam(string("useAA"), useAntiAliasing);
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468 | env.GetBoolParam(string("useLenseFlare"), useLenseFlare);
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469 | env.GetBoolParam(string("useAdvancedShading"), useAdvancedShading);
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470 |
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471 | env.GetIntParam(string("renderMethod"), renderMethod);
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472 |
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473 | env.GetFloatParam(string("ssaoKernelRadius"), ssaoKernelRadius);
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474 | env.GetFloatParam(string("ssaoSampleIntensity"), ssaoSampleIntensity);
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475 | env.GetBoolParam(string("ssaoUseFullResolution"), ssaoUseFullResolution);
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476 |
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477 | env.GetStringParam(string("recordedFramesSuffix"), recordedFramesSuffix);
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478 | env.GetStringParam(string("walkThroughSuffix"), walkThroughSuffix);
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479 | env.GetStringParam(string("statsFilename"), statsFilename);
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480 | env.GetStringParam(string("filename"), filename);
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481 | env.GetStringParam(string("bvhname"), bvhname);
|
---|
482 | env.GetStringParam(string("visibilitySolution"), visibilitySolution);
|
---|
483 |
|
---|
484 | env.GetBoolParam(string("usePvs"), usePvs);
|
---|
485 | env.GetBoolParam(string("useSkylightForIllum"), useSkylightForIllum);
|
---|
486 | env.GetFloatParam(string("viewCellsScaleFactor"), viewCellsScaleFactor);
|
---|
487 | env.GetFloatParam(string("skyDomeScaleFactor"), skyDomeScaleFactor);
|
---|
488 | env.GetIntParam(string("visibilitySolutionInitialState"), visibilitySolutionInitialState);
|
---|
489 |
|
---|
490 | //env.GetStringParam(string("modelPath"), model_path);
|
---|
491 | //env.GetIntParam(string("numSssaoSamples"), numSsaoSamples);
|
---|
492 |
|
---|
493 | texWidth = winWidth;
|
---|
494 | texHeight = winHeight;
|
---|
495 |
|
---|
496 | cout << "assumed visible frames: " << assumedVisibleFrames << endl;
|
---|
497 | cout << "max batch size: " << maxBatchSize << endl;
|
---|
498 | cout << "triangles per virtual leaf: " << trianglesPerVirtualLeaf << endl;
|
---|
499 |
|
---|
500 | cout << "static scene filename prefix: " << filename << endl;
|
---|
501 | cout << "bvh filename prefix: " << bvhname << endl;
|
---|
502 |
|
---|
503 | cout << "key forward motion: " << keyForwardMotion << endl;
|
---|
504 | cout << "key rotation: " << keyRotation << endl;
|
---|
505 | cout << "win width: " << winWidth << endl;
|
---|
506 | cout << "win height: " << winHeight << endl;
|
---|
507 | cout << "use full screen: " << useFullScreen << endl;
|
---|
508 | cout << "use LODs: " << useLODs << endl;
|
---|
509 | cout << "camera position: " << camPos << endl;
|
---|
510 | cout << "shadow size: " << shadowSize << endl;
|
---|
511 | cout << "render method: " << renderMethod << endl;
|
---|
512 | cout << "use antialiasing: " << useAntiAliasing << endl;
|
---|
513 | cout << "use lense flare: " << useLenseFlare << endl;
|
---|
514 | cout << "use advanced shading: " << useAdvancedShading << endl;
|
---|
515 | cout << "turbitity: " << turbitity << endl;
|
---|
516 | cout << "temporal coherence factor: " << ssaoTempCohFactor << endl;
|
---|
517 | cout << "sample intensity: " << ssaoSampleIntensity << endl;
|
---|
518 | cout << "kernel radius: " << ssaoKernelRadius << endl;
|
---|
519 | cout << "use ssao full resolution: " << ssaoUseFullResolution << endl;
|
---|
520 | cout << "recorded frames suffix: " << recordedFramesSuffix << endl;
|
---|
521 | cout << "walkthrough suffix: " << walkThroughSuffix << endl;
|
---|
522 | cout << "stats filename: " << statsFilename << endl;
|
---|
523 | cout << "use PVSs: " << usePvs << endl;
|
---|
524 | cout << "visibility solution: " << visibilitySolution << endl;
|
---|
525 | cout << "view cells scale factor: " << viewCellsScaleFactor << endl;
|
---|
526 | cout << "use skylight for illumination: " << useSkylightForIllum << endl;
|
---|
527 | cout << "sky dome scale factor: " << skyDomeScaleFactor << endl;
|
---|
528 |
|
---|
529 | //cout << "model path: " << model_path << endl;
|
---|
530 | cout << "**** end parameters ****" << endl << endl;
|
---|
531 | }
|
---|
532 |
|
---|
533 | ///////////////////////////
|
---|
534 |
|
---|
535 | camera = new PerspectiveCamera(winWidth / winHeight, fov);
|
---|
536 | camera->SetNear(nearDist);
|
---|
537 | camera->SetFar(1000);
|
---|
538 |
|
---|
539 | camera->SetDirection(camDir);
|
---|
540 | camera->SetPosition(camPos);
|
---|
541 |
|
---|
542 | visCamera = new PerspectiveCamera(winWidth / winHeight, fov);
|
---|
543 | visCamera->SetNear(0.0f);
|
---|
544 | visCamera->Yaw(.5 * M_PI);
|
---|
545 |
|
---|
546 | // create a new light
|
---|
547 | light = new DirectionalLight(lightDir, RgbaColor(1, 1, 1, 1), RgbaColor(1, 1, 1, 1));
|
---|
548 | // the render queue for material sorting
|
---|
549 | renderQueue = new RenderQueue(&renderState);
|
---|
550 |
|
---|
551 | glutInitWindowSize(winWidth, winHeight);
|
---|
552 | glutInit(&argc, argv);
|
---|
553 | glutInitDisplayMode(GLUT_DOUBLE | GLUT_RGBA | GLUT_DEPTH | GLUT_MULTISAMPLE);
|
---|
554 | //glutInitDisplayMode(GLUT_DOUBLE | GLUT_RGBA | GLUT_DEPTH);
|
---|
555 | //glutInitDisplayString("samples=2");
|
---|
556 |
|
---|
557 | SceneEntity::SetUseLODs(useLODs);
|
---|
558 |
|
---|
559 |
|
---|
560 | if (!useFullScreen)
|
---|
561 | {
|
---|
562 | glutCreateWindow("FriendlyCulling");
|
---|
563 | }
|
---|
564 | else
|
---|
565 | {
|
---|
566 | glutGameModeString( "1024x768:32@75" );
|
---|
567 | glutEnterGameMode();
|
---|
568 | }
|
---|
569 |
|
---|
570 | glutDisplayFunc(MainLoop);
|
---|
571 | glutKeyboardFunc(KeyBoard);
|
---|
572 | glutSpecialFunc(Special);
|
---|
573 | glutReshapeFunc(Reshape);
|
---|
574 | glutMouseFunc(Mouse);
|
---|
575 | glutIdleFunc(MainLoop);
|
---|
576 | glutKeyboardUpFunc(KeyUp);
|
---|
577 | glutSpecialUpFunc(SpecialKeyUp);
|
---|
578 | glutIgnoreKeyRepeat(true);
|
---|
579 |
|
---|
580 | // initialise gl graphics
|
---|
581 | InitExtensions();
|
---|
582 | InitGLstate();
|
---|
583 |
|
---|
584 | glEnable(GL_MULTISAMPLE_ARB);
|
---|
585 | glHint(GL_MULTISAMPLE_FILTER_HINT_NV, GL_NICEST);
|
---|
586 |
|
---|
587 | LeftMotion(0, 0);
|
---|
588 | MiddleMotion(0, 0);
|
---|
589 |
|
---|
590 | perfGraph = new PerformanceGraph(1000);
|
---|
591 |
|
---|
592 | resourceManager = ResourceManager::GetSingleton();
|
---|
593 | shaderManager = ShaderManager::GetSingleton();
|
---|
594 |
|
---|
595 |
|
---|
596 | ///////////
|
---|
597 | //-- load the static scene geometry
|
---|
598 |
|
---|
599 | LoadModel(filename + ".dem", staticObjects);
|
---|
600 |
|
---|
601 |
|
---|
602 | //////////
|
---|
603 | //-- load some dynamic stuff
|
---|
604 |
|
---|
605 | //resourceManager->mUseNormalMapping = true;
|
---|
606 | //resourceManager->mUseNormalMapping = false;
|
---|
607 |
|
---|
608 | resourceManager->mUseSpecialColors = true;
|
---|
609 |
|
---|
610 | //LoadModel("fisch.dem", dynamicObjects);
|
---|
611 |
|
---|
612 | //LoadModel("venusm.dem", dynamicObjects);
|
---|
613 | //LoadModel("camel.dem", dynamicObjects);
|
---|
614 | //LoadModel("toyplane2.dem", dynamicObjects);
|
---|
615 | //LoadModel("elephal.dem", dynamicObjects);
|
---|
616 | //LoadModel("sibenik.dem", dynamicObjects);
|
---|
617 |
|
---|
618 | if (1) LoadPompeiiFloor();
|
---|
619 |
|
---|
620 | #if 0
|
---|
621 | const Vector3 sceneCenter(470.398f, 240.364f, 181.7f);
|
---|
622 | //const Vector3 sceneCenter(470.398f, 240.364f, 180.3);
|
---|
623 | Matrix4x4 transl = TranslationMatrix(sceneCenter);
|
---|
624 |
|
---|
625 | LoadModel("hbuddha.dem", dynamicObjects);
|
---|
626 |
|
---|
627 | buddha = dynamicObjects.back();
|
---|
628 | buddha->GetTransform()->SetMatrix(transl);
|
---|
629 |
|
---|
630 | for (int i = 0; i < 10; ++ i)
|
---|
631 | {
|
---|
632 | SceneEntity *ent = new SceneEntity(*buddha);
|
---|
633 | resourceManager->AddSceneEntity(ent);
|
---|
634 |
|
---|
635 | Vector3 offs = Vector3::ZERO();
|
---|
636 |
|
---|
637 | offs.x = RandomValue(.0f, 50.0f);
|
---|
638 | offs.y = RandomValue(.0f, 50.0f);
|
---|
639 |
|
---|
640 | Vector3 newPos = sceneCenter + offs;
|
---|
641 |
|
---|
642 | transl = TranslationMatrix(newPos);
|
---|
643 | Transform3 *transform = resourceManager->CreateTransform(transl);
|
---|
644 |
|
---|
645 | ent->SetTransform(transform);
|
---|
646 | dynamicObjects.push_back(ent);
|
---|
647 | }
|
---|
648 | #endif
|
---|
649 |
|
---|
650 |
|
---|
651 | resourceManager->mUseNormalMapping = false;
|
---|
652 | resourceManager->mUseSpecialColors = false;
|
---|
653 |
|
---|
654 |
|
---|
655 | ///////////
|
---|
656 | //-- load the associated static bvh
|
---|
657 |
|
---|
658 | BvhFactory bvhFactory;
|
---|
659 |
|
---|
660 | if (bvhname != "")
|
---|
661 | {
|
---|
662 | cout << "loading bvh from disc" << endl;
|
---|
663 | const string bvh_fullpath = string(model_path + bvhname + ".bvh");
|
---|
664 | bvh = bvhFactory.Create(bvh_fullpath, staticObjects, dynamicObjects, maxDepthForTestingChildren);
|
---|
665 |
|
---|
666 | if (!bvh)
|
---|
667 | {
|
---|
668 | cerr << "loading bvh " << bvh_fullpath << " failed" << endl;
|
---|
669 | CleanUp();
|
---|
670 | exit(0);
|
---|
671 | }
|
---|
672 | }
|
---|
673 | else
|
---|
674 | {
|
---|
675 | cout << "creating new bvh" << endl;
|
---|
676 | bvh = bvhFactory.Create(staticObjects, dynamicObjects, maxDepthForTestingChildren);
|
---|
677 | }
|
---|
678 |
|
---|
679 | /// set the depth of the bvh depending on the triangles per leaf node
|
---|
680 | bvh->SetVirtualLeaves(trianglesPerVirtualLeaf);
|
---|
681 |
|
---|
682 | // set far plane based on scene extent
|
---|
683 | farDist = 10.0f * Magnitude(bvh->GetBox().Diagonal());
|
---|
684 | camera->SetFar(farDist);
|
---|
685 |
|
---|
686 |
|
---|
687 | //ObjExporter().Export(model_path + "mytest.obj", bvh);
|
---|
688 | //BvhExporter().Export(model_path + "mytest.bv", bvh);
|
---|
689 |
|
---|
690 |
|
---|
691 |
|
---|
692 | //////////////////
|
---|
693 | //-- setup the skydome model
|
---|
694 |
|
---|
695 | LoadModel("sky.dem", staticObjects);
|
---|
696 | skyDome = staticObjects.back();
|
---|
697 |
|
---|
698 | /// the turbitity of the sky (from clear to hazy, use <3 for clear sky)
|
---|
699 | preetham = new SkyPreetham(turbitity, skyDome);
|
---|
700 |
|
---|
701 | CreateAnimation();
|
---|
702 |
|
---|
703 |
|
---|
704 | //////////////////////////
|
---|
705 | //-- a bounding box representing the sun pos in order to test visibility
|
---|
706 |
|
---|
707 | Transform3 *trafo = resourceManager->CreateTransform(IdentityMatrix());
|
---|
708 |
|
---|
709 | // make it slightly bigger to simulate sun diameter
|
---|
710 | const float size = 25.0f;
|
---|
711 | AxisAlignedBox3 sbox(Vector3(-size), Vector3(size));
|
---|
712 |
|
---|
713 | SceneEntityConverter conv;
|
---|
714 |
|
---|
715 |
|
---|
716 | //////////////////
|
---|
717 | //-- occlusion query for sun
|
---|
718 |
|
---|
719 | Material *mat = resourceManager->CreateMaterial();
|
---|
720 |
|
---|
721 | mat->GetTechnique(0)->SetDepthWriteEnabled(false);
|
---|
722 | mat->GetTechnique(0)->SetColorWriteEnabled(false);
|
---|
723 |
|
---|
724 | sunBox = conv.ConvertBox(sbox, mat, trafo);
|
---|
725 | resourceManager->AddSceneEntity(sunBox);
|
---|
726 |
|
---|
727 | /// create single occlusion query that handles sun visibility
|
---|
728 | glGenQueriesARB(1, &sunQuery);
|
---|
729 |
|
---|
730 |
|
---|
731 | //////////
|
---|
732 | //-- initialize the traversal algorithm
|
---|
733 |
|
---|
734 | traverser = CreateTraverser(camera);
|
---|
735 |
|
---|
736 | // the bird-eye visualization
|
---|
737 | visualization = new Visualization(bvh, camera, NULL, &renderState);
|
---|
738 |
|
---|
739 | // this function assign the render queue bucket ids of the materials in beforehand
|
---|
740 | // => probably less overhead for new parts of the scene that are not yet assigned
|
---|
741 | PrepareRenderQueue();
|
---|
742 | /// forward rendering is the default
|
---|
743 | renderState.SetRenderTechnique(FORWARD);
|
---|
744 | // frame time is restarted every frame
|
---|
745 | frameTimer.Start();
|
---|
746 |
|
---|
747 | //Halton::TestHalton(7, 2);
|
---|
748 | //HaltonSequence::TestHalton(15, 2);
|
---|
749 | //Halton::TestPrime();
|
---|
750 |
|
---|
751 | // the rendering loop
|
---|
752 | glutMainLoop();
|
---|
753 |
|
---|
754 | // clean up
|
---|
755 | CleanUp();
|
---|
756 |
|
---|
757 | return 0;
|
---|
758 | }
|
---|
759 |
|
---|
760 |
|
---|
761 | void InitFBO()
|
---|
762 | {
|
---|
763 | PrintGLerror("fbo start");
|
---|
764 |
|
---|
765 | // this fbo basicly stores the scene information we get from standard rendering of a frame
|
---|
766 | // we store diffuse colors, eye space depth and normals
|
---|
767 | fbo = new FrameBufferObject(texWidth, texHeight, FrameBufferObject::DEPTH_32);
|
---|
768 |
|
---|
769 | // the diffuse color buffer
|
---|
770 | fbo->AddColorBuffer(ColorBufferObject::RGBA_FLOAT_32, ColorBufferObject::WRAP_CLAMP_TO_EDGE, ColorBufferObject::FILTER_LINEAR, ColorBufferObject::FILTER_NEAREST);
|
---|
771 | // the normals buffer
|
---|
772 | //fbo->AddColorBuffer(ColorBufferObject::RGB_FLOAT_16, ColorBufferObject::WRAP_CLAMP_TO_EDGE, ColorBufferObject::FILTER_NEAREST);
|
---|
773 | fbo->AddColorBuffer(ColorBufferObject::RGB_FLOAT_16, ColorBufferObject::WRAP_CLAMP_TO_EDGE, ColorBufferObject::FILTER_LINEAR);
|
---|
774 | // a rgb buffer which could hold material properties
|
---|
775 | //fbo->AddColorBuffer(ColorBufferObject::RGB_UBYTE, ColorBufferObject::WRAP_CLAMP_TO_EDGE, ColorBufferObject::FILTER_NEAREST);
|
---|
776 | // buffer holding the difference vector to the old frame
|
---|
777 | fbo->AddColorBuffer(ColorBufferObject::RGB_FLOAT_16, ColorBufferObject::WRAP_CLAMP_TO_EDGE, ColorBufferObject::FILTER_LINEAR);
|
---|
778 | // another color buffer
|
---|
779 | fbo->AddColorBuffer(ColorBufferObject::RGBA_FLOAT_32, ColorBufferObject::WRAP_CLAMP_TO_EDGE, ColorBufferObject::FILTER_LINEAR, ColorBufferObject::FILTER_NEAREST);
|
---|
780 |
|
---|
781 | for (int i = 0; i < 4; ++ i)
|
---|
782 | {
|
---|
783 | FrameBufferObject::InitBuffer(fbo, i);
|
---|
784 | }
|
---|
785 |
|
---|
786 | PrintGLerror("init fbo");
|
---|
787 | }
|
---|
788 |
|
---|
789 |
|
---|
790 | bool InitFont(void)
|
---|
791 | {
|
---|
792 | glEnable(GL_TEXTURE_2D);
|
---|
793 |
|
---|
794 | glGenTextures(1, &fontTex);
|
---|
795 | glBindTexture(GL_TEXTURE_2D, fontTex);
|
---|
796 |
|
---|
797 | if (!myfont.Create("data/fonts/verdana.glf", fontTex))
|
---|
798 | return false;
|
---|
799 |
|
---|
800 | glDisable(GL_TEXTURE_2D);
|
---|
801 |
|
---|
802 | return true;
|
---|
803 | }
|
---|
804 |
|
---|
805 |
|
---|
806 | void InitGLstate()
|
---|
807 | {
|
---|
808 | glClearColor(0.4f, 0.4f, 0.4f, 1e20f);
|
---|
809 |
|
---|
810 | glPixelStorei(GL_UNPACK_ALIGNMENT, 1);
|
---|
811 | glPixelStorei(GL_PACK_ALIGNMENT,1);
|
---|
812 |
|
---|
813 | glDepthFunc(GL_LESS);
|
---|
814 | glEnable(GL_DEPTH_TEST);
|
---|
815 |
|
---|
816 | glColor3f(1.0f, 1.0f, 1.0f);
|
---|
817 | glShadeModel(GL_SMOOTH);
|
---|
818 |
|
---|
819 | glMaterialf(GL_FRONT, GL_SHININESS, 64);
|
---|
820 | glEnable(GL_NORMALIZE);
|
---|
821 |
|
---|
822 | glDisable(GL_ALPHA_TEST);
|
---|
823 | glAlphaFunc(GL_GEQUAL, 0.5f);
|
---|
824 |
|
---|
825 | glFrontFace(GL_CCW);
|
---|
826 | glCullFace(GL_BACK);
|
---|
827 | glEnable(GL_CULL_FACE);
|
---|
828 |
|
---|
829 | glDisable(GL_TEXTURE_2D);
|
---|
830 |
|
---|
831 | GLfloat ambientColor[] = {0.2, 0.2, 0.2, 1.0};
|
---|
832 | GLfloat diffuseColor[] = {1.0, 0.0, 0.0, 1.0};
|
---|
833 | GLfloat specularColor[] = {0.0, 0.0, 0.0, 1.0};
|
---|
834 |
|
---|
835 | glMaterialfv(GL_FRONT, GL_AMBIENT, ambientColor);
|
---|
836 | glMaterialfv(GL_FRONT, GL_DIFFUSE, diffuseColor);
|
---|
837 | glMaterialfv(GL_FRONT, GL_SPECULAR, specularColor);
|
---|
838 |
|
---|
839 | glDepthFunc(GL_LESS);
|
---|
840 |
|
---|
841 | if (!InitFont())
|
---|
842 | cerr << "font creation failed" << endl;
|
---|
843 | else
|
---|
844 | cout << "successfully created font" << endl;
|
---|
845 |
|
---|
846 |
|
---|
847 | //////////////////////////////
|
---|
848 |
|
---|
849 | //GLfloat lmodel_ambient[] = {1.0f, 1.0f, 1.0f, 1.0f};
|
---|
850 | GLfloat lmodel_ambient[] = {0.7f, 0.7f, 0.8f, 1.0f};
|
---|
851 |
|
---|
852 | glLightModelfv(GL_LIGHT_MODEL_AMBIENT, lmodel_ambient);
|
---|
853 | //glLightModeli(GL_LIGHT_MODEL_LOCAL_VIEWER, GL_TRUE);
|
---|
854 | glLightModeli(GL_LIGHT_MODEL_LOCAL_VIEWER, GL_FALSE);
|
---|
855 | glLightModeli(GL_LIGHT_MODEL_COLOR_CONTROL_EXT, GL_SINGLE_COLOR_EXT);
|
---|
856 | }
|
---|
857 |
|
---|
858 |
|
---|
859 | void DrawHelpMessage()
|
---|
860 | {
|
---|
861 | const char *message[] =
|
---|
862 | {
|
---|
863 | "Help information",
|
---|
864 | "",
|
---|
865 | "'F1' - shows/dismisses this message",
|
---|
866 | "'F2' - shows/hides bird eye view",
|
---|
867 | "'F3' - shows/hides bounds (boxes or tight bounds)",
|
---|
868 | "'F4', - shows/hides parameters",
|
---|
869 | "'F5' - shows/hides statistics",
|
---|
870 | "'F6', - toggles between fly/walkmode",
|
---|
871 | "'F7', - cycles throw render modes",
|
---|
872 | "'F8', - enables/disables ambient occlusion (only deferred)",
|
---|
873 | "'F9', - shows pure algorithm render time (using glFinish)",
|
---|
874 | "'SPACE' - cycles through occlusion culling algorithms",
|
---|
875 | "",
|
---|
876 | "'MOUSE LEFT' - turn left/right, move forward/backward",
|
---|
877 | "'MOUSE RIGHT' - turn left/right, move forward/backward",
|
---|
878 | "'MOUSE MIDDLE' - move up/down, left/right",
|
---|
879 | "'CURSOR UP/DOWN' - move forward/backward",
|
---|
880 | "'CURSOR LEFT/RIGHT' - turn left/right",
|
---|
881 | "",
|
---|
882 | "'-'/'+' - decreases/increases max batch size",
|
---|
883 | "'1'/'2' - downward/upward motion",
|
---|
884 | "'3'/'4' - decreases/increases triangles per virtual bvh leaf (sets bvh depth)",
|
---|
885 | "'5'/'6' - decreases/increases assumed visible frames",
|
---|
886 | "",
|
---|
887 | "'R' - use render queue",
|
---|
888 | "'B' - use tight bounds",
|
---|
889 | "'M' - use multiqueries",
|
---|
890 | "'O' - use CHC optimization (geometry queries for leaves)",
|
---|
891 | 0,
|
---|
892 | };
|
---|
893 |
|
---|
894 |
|
---|
895 | glColor4f(0.0f, 1.0f , 0.0f, 0.2f); // 20% green.
|
---|
896 |
|
---|
897 | glRecti(30, 30, winWidth - 30, winHeight - 30);
|
---|
898 |
|
---|
899 | glEnd();
|
---|
900 |
|
---|
901 | glColor3f(1.0f, 1.0f, 1.0f);
|
---|
902 |
|
---|
903 | glEnable(GL_TEXTURE_2D);
|
---|
904 | myfont.Begin();
|
---|
905 |
|
---|
906 | int x = 40, y = 30;
|
---|
907 |
|
---|
908 | for(int i = 0; message[i] != 0; ++ i)
|
---|
909 | {
|
---|
910 | if(message[i][0] == '\0')
|
---|
911 | {
|
---|
912 | y += 15;
|
---|
913 | }
|
---|
914 | else
|
---|
915 | {
|
---|
916 | myfont.DrawString(message[i], x, winHeight - y);
|
---|
917 | y += 25;
|
---|
918 | }
|
---|
919 | }
|
---|
920 | glDisable(GL_TEXTURE_2D);
|
---|
921 | }
|
---|
922 |
|
---|
923 |
|
---|
924 | RenderTraverser *CreateTraverser(PerspectiveCamera *cam)
|
---|
925 | {
|
---|
926 | RenderTraverser *tr;
|
---|
927 |
|
---|
928 | switch (renderMode)
|
---|
929 | {
|
---|
930 | case RenderTraverser::CULL_FRUSTUM:
|
---|
931 | tr = new FrustumCullingTraverser();
|
---|
932 | break;
|
---|
933 | case RenderTraverser::STOP_AND_WAIT:
|
---|
934 | tr = new StopAndWaitTraverser();
|
---|
935 | break;
|
---|
936 | case RenderTraverser::CHC:
|
---|
937 | tr = new CHCTraverser();
|
---|
938 | break;
|
---|
939 | case RenderTraverser::CHCPLUSPLUS:
|
---|
940 | tr = new CHCPlusPlusTraverser();
|
---|
941 | break;
|
---|
942 | //case RenderTraverser::CULL_COLLECTOR:
|
---|
943 | // tr = new PvsCollectionRenderer();
|
---|
944 | // break;
|
---|
945 | default:
|
---|
946 | tr = new FrustumCullingTraverser();
|
---|
947 | }
|
---|
948 |
|
---|
949 | tr->SetCamera(cam);
|
---|
950 | tr->SetHierarchy(bvh);
|
---|
951 | tr->SetRenderQueue(renderQueue);
|
---|
952 | tr->SetRenderState(&renderState);
|
---|
953 | tr->SetUseOptimization(useOptimization);
|
---|
954 | tr->SetUseRenderQueue(useRenderQueue);
|
---|
955 | tr->SetVisibilityThreshold(threshold);
|
---|
956 | tr->SetAssumedVisibleFrames(assumedVisibleFrames);
|
---|
957 | tr->SetMaxBatchSize(maxBatchSize);
|
---|
958 | tr->SetUseMultiQueries(useMultiQueries);
|
---|
959 | tr->SetUseTightBounds(useTightBounds);
|
---|
960 | tr->SetUseDepthPass((renderMethod == RENDER_DEPTH_PASS) || (renderMethod == RENDER_DEPTH_PASS_DEFERRED));
|
---|
961 | tr->SetRenderQueue(renderQueue);
|
---|
962 | tr->SetShowBounds(showBoundingVolumes);
|
---|
963 |
|
---|
964 | bvh->ResetNodeClassifications();
|
---|
965 |
|
---|
966 |
|
---|
967 | return tr;
|
---|
968 | }
|
---|
969 |
|
---|
970 | /** Setup sunlight
|
---|
971 | */
|
---|
972 | void SetupLighting()
|
---|
973 | {
|
---|
974 | glEnable(GL_LIGHT0);
|
---|
975 | glDisable(GL_LIGHT1);
|
---|
976 |
|
---|
977 | Vector3 lightDir = -light->GetDirection();
|
---|
978 |
|
---|
979 |
|
---|
980 | ///////////
|
---|
981 | //-- first light: sunlight
|
---|
982 |
|
---|
983 | GLfloat ambient[] = {0.25f, 0.25f, 0.3f, 1.0f};
|
---|
984 | GLfloat diffuse[] = {1.0f, 0.95f, 0.85f, 1.0f};
|
---|
985 | GLfloat specular[] = {1.0f, 1.0f, 1.0f, 1.0f};
|
---|
986 |
|
---|
987 |
|
---|
988 | const bool useHDRValues =
|
---|
989 | ((renderMethod == RENDER_DEPTH_PASS_DEFERRED) ||
|
---|
990 | (renderMethod == RENDER_DEFERRED)) && useHDR;
|
---|
991 |
|
---|
992 |
|
---|
993 | Vector3 sunAmbient;
|
---|
994 | Vector3 sunDiffuse;
|
---|
995 |
|
---|
996 | if (useSkylightForIllum)
|
---|
997 | {
|
---|
998 | preetham->ComputeSunColor(lightDir, sunAmbient, sunDiffuse, !useHDRValues);
|
---|
999 |
|
---|
1000 | ambient[0] = sunAmbient.x;
|
---|
1001 | ambient[1] = sunAmbient.y;
|
---|
1002 | ambient[2] = sunAmbient.z;
|
---|
1003 |
|
---|
1004 | diffuse[0] = sunDiffuse.x;
|
---|
1005 | diffuse[1] = sunDiffuse.y;
|
---|
1006 | diffuse[2] = sunDiffuse.z;
|
---|
1007 | }
|
---|
1008 | else
|
---|
1009 | {
|
---|
1010 |
|
---|
1011 | ambient[0] = .2f;
|
---|
1012 | ambient[1] = .2f;
|
---|
1013 | ambient[2] = .2f;
|
---|
1014 |
|
---|
1015 | diffuse[0] = 1.0f;
|
---|
1016 | diffuse[1] = 1.0f;
|
---|
1017 | diffuse[2] = 1.0f;
|
---|
1018 | }
|
---|
1019 |
|
---|
1020 | glLightfv(GL_LIGHT0, GL_AMBIENT, ambient);
|
---|
1021 | glLightfv(GL_LIGHT0, GL_DIFFUSE, diffuse);
|
---|
1022 | glLightfv(GL_LIGHT0, GL_SPECULAR, specular);
|
---|
1023 |
|
---|
1024 | GLfloat position[] = {lightDir.x, lightDir.y, lightDir.z, 0.0f};
|
---|
1025 | glLightfv(GL_LIGHT0, GL_POSITION, position);
|
---|
1026 | }
|
---|
1027 |
|
---|
1028 |
|
---|
1029 | void SetupEyeView()
|
---|
1030 | {
|
---|
1031 | // store matrix of last frame
|
---|
1032 | oldViewProjMat = viewProjMat;
|
---|
1033 |
|
---|
1034 | camera->SetupViewProjection();
|
---|
1035 |
|
---|
1036 |
|
---|
1037 | /////////////////
|
---|
1038 | //-- compute view projection matrix and store for later use
|
---|
1039 |
|
---|
1040 | Matrix4x4 matViewing, matProjection;
|
---|
1041 |
|
---|
1042 | camera->GetModelViewMatrix(matViewing);
|
---|
1043 | camera->GetProjectionMatrix(matProjection);
|
---|
1044 |
|
---|
1045 | viewProjMat = matViewing * matProjection;
|
---|
1046 | }
|
---|
1047 |
|
---|
1048 |
|
---|
1049 | void KeyHorizontalMotion(float shift)
|
---|
1050 | {
|
---|
1051 | Vector3 hvec = -camera->GetDirection();
|
---|
1052 | hvec.z = 0;
|
---|
1053 |
|
---|
1054 | Vector3 pos = camera->GetPosition();
|
---|
1055 | pos += hvec * shift;
|
---|
1056 |
|
---|
1057 | camera->SetPosition(pos);
|
---|
1058 | }
|
---|
1059 |
|
---|
1060 |
|
---|
1061 | void KeyVerticalMotion(float shift)
|
---|
1062 | {
|
---|
1063 | Vector3 uvec = Vector3(0, 0, shift);
|
---|
1064 |
|
---|
1065 | Vector3 pos = camera->GetPosition();
|
---|
1066 | pos += uvec;
|
---|
1067 |
|
---|
1068 | camera->SetPosition(pos);
|
---|
1069 | }
|
---|
1070 |
|
---|
1071 |
|
---|
1072 | void KeyStrafe(float shift)
|
---|
1073 | {
|
---|
1074 | Vector3 viewDir = camera->GetDirection();
|
---|
1075 | Vector3 pos = camera->GetPosition();
|
---|
1076 |
|
---|
1077 | // the 90 degree rotated view vector
|
---|
1078 | // z zero so we don't move in the vertical
|
---|
1079 | Vector3 rVec(viewDir[0], viewDir[1], 0);
|
---|
1080 |
|
---|
1081 | Matrix4x4 rot = RotationZMatrix(M_PI * 0.5f);
|
---|
1082 | rVec = rot * rVec;
|
---|
1083 | pos += rVec * shift;
|
---|
1084 |
|
---|
1085 | camera->SetPosition(pos);
|
---|
1086 | }
|
---|
1087 |
|
---|
1088 |
|
---|
1089 | /** Initialize the deferred rendering pass.
|
---|
1090 | */
|
---|
1091 | void InitDeferredRendering()
|
---|
1092 | {
|
---|
1093 | if (!fbo) InitFBO();
|
---|
1094 | fbo->Bind();
|
---|
1095 |
|
---|
1096 | // multisampling does not work with deferred shading
|
---|
1097 | glDisable(GL_MULTISAMPLE_ARB);
|
---|
1098 | renderState.SetRenderTechnique(DEFERRED);
|
---|
1099 |
|
---|
1100 |
|
---|
1101 | // draw to 3 render targets
|
---|
1102 | if (sCurrentMrtSet == 0)
|
---|
1103 | {
|
---|
1104 | DeferredRenderer::colorBufferIdx = 0;
|
---|
1105 | glDrawBuffers(3, mrt);
|
---|
1106 | }
|
---|
1107 | else
|
---|
1108 | {
|
---|
1109 | DeferredRenderer::colorBufferIdx = 3;
|
---|
1110 | glDrawBuffers(3, mrt2);
|
---|
1111 | }
|
---|
1112 |
|
---|
1113 | sCurrentMrtSet = 1 - sCurrentMrtSet;
|
---|
1114 | }
|
---|
1115 |
|
---|
1116 |
|
---|
1117 | /** the main rendering loop
|
---|
1118 | */
|
---|
1119 | void MainLoop()
|
---|
1120 | {
|
---|
1121 | if (buddha)
|
---|
1122 | {
|
---|
1123 | Matrix4x4 oldTrafo = buddha->GetTransform()->GetMatrix();
|
---|
1124 | Vector3 buddhaPos = motionPath->GetCurrentPosition();
|
---|
1125 | Matrix4x4 trafo = TranslationMatrix(buddhaPos);
|
---|
1126 |
|
---|
1127 | buddha->GetTransform()->SetMatrix(trafo);
|
---|
1128 |
|
---|
1129 | #if TODO // drop objects on ground floor
|
---|
1130 | for (int i = 0; i < 10; ++ i)
|
---|
1131 | {
|
---|
1132 | SceneEntity *ent = dynamicObjects[i];
|
---|
1133 | Vector3 newPos = ent->GetWorldCenter();
|
---|
1134 |
|
---|
1135 | if (GetOrCreateSceneQuery()->CalcIntersection(newPos))
|
---|
1136 | {
|
---|
1137 | Matrix4x4 mat = TranslationMatrix(newPos - ent->GetCenter());
|
---|
1138 | ent->GetTransform()->SetMatrix(mat);
|
---|
1139 | }
|
---|
1140 | }
|
---|
1141 | #endif
|
---|
1142 |
|
---|
1143 | /////////////////////////
|
---|
1144 | //-- update animations
|
---|
1145 |
|
---|
1146 | //const float rotAngle = M_PI * 1e-3f;
|
---|
1147 | const float rotAngle = 0.3f * M_PI / 180.0f;
|
---|
1148 |
|
---|
1149 | Matrix4x4 rotMatrix = RotationZMatrix(rotAngle);
|
---|
1150 | dynamicObjects[1]->GetTransform()->MultMatrix(rotMatrix);
|
---|
1151 |
|
---|
1152 | motionPath->Move(0.005f);
|
---|
1153 | }
|
---|
1154 |
|
---|
1155 |
|
---|
1156 | /////////////
|
---|
1157 |
|
---|
1158 | static Vector3 oldPos = camera->GetPosition();
|
---|
1159 | static Vector3 oldDir = camera->GetDirection();
|
---|
1160 |
|
---|
1161 | if (leftKeyPressed)
|
---|
1162 | camera->Pitch(KeyRotationAngle());
|
---|
1163 | if (rightKeyPressed)
|
---|
1164 | camera->Pitch(-KeyRotationAngle());
|
---|
1165 | if (upKeyPressed)
|
---|
1166 | KeyHorizontalMotion(-KeyShift());
|
---|
1167 | if (downKeyPressed)
|
---|
1168 | KeyHorizontalMotion(KeyShift());
|
---|
1169 | if (ascendKeyPressed)
|
---|
1170 | KeyVerticalMotion(KeyShift());
|
---|
1171 | if (descendKeyPressed)
|
---|
1172 | KeyVerticalMotion(-KeyShift());
|
---|
1173 | if (leftStrafeKeyPressed)
|
---|
1174 | KeyStrafe(KeyShift());
|
---|
1175 | if (rightStrafeKeyPressed)
|
---|
1176 | KeyStrafe(-KeyShift());
|
---|
1177 |
|
---|
1178 |
|
---|
1179 | // place view on ground
|
---|
1180 | if (!flyMode) PlaceViewer(oldPos);
|
---|
1181 |
|
---|
1182 | if (showAlgorithmTime)
|
---|
1183 | {
|
---|
1184 | glFinish();
|
---|
1185 | algTimer.Start();
|
---|
1186 | }
|
---|
1187 |
|
---|
1188 | // don't allow replay on record
|
---|
1189 | if (replayPath && !recordPath)
|
---|
1190 | {
|
---|
1191 | if (!walkThroughPlayer)
|
---|
1192 | walkThroughPlayer = new WalkThroughPlayer(walkThroughSuffix + ".log");
|
---|
1193 |
|
---|
1194 | ++ currentReplayFrame;
|
---|
1195 |
|
---|
1196 | // reset if end of walkthrough is reached
|
---|
1197 | if (!walkThroughPlayer->ReadNextFrame(camera))
|
---|
1198 | {
|
---|
1199 | cout << "reached end of walkthrough" << endl;
|
---|
1200 | currentReplayFrame = -1;
|
---|
1201 | replayPath = false;
|
---|
1202 | }
|
---|
1203 | }
|
---|
1204 |
|
---|
1205 | if ((!shadowMap || !shadowTraverser) && (showShadowMap || renderLightView))
|
---|
1206 | {
|
---|
1207 | if (!shadowMap)
|
---|
1208 | shadowMap = new ShadowMap(light, shadowSize, bvh->GetBox(), camera);
|
---|
1209 |
|
---|
1210 | if (!shadowTraverser)
|
---|
1211 | shadowTraverser = CreateTraverser(shadowMap->GetShadowCamera());
|
---|
1212 |
|
---|
1213 | }
|
---|
1214 |
|
---|
1215 | // bring eye modelview matrix up-to-date
|
---|
1216 | SetupEyeView();
|
---|
1217 |
|
---|
1218 |
|
---|
1219 | // set frame related parameters for GPU programs
|
---|
1220 | GPUProgramParameters::InitFrame(camera, light);
|
---|
1221 |
|
---|
1222 | if (recordPath)
|
---|
1223 | {
|
---|
1224 | if (!walkThroughRecorder)
|
---|
1225 | {
|
---|
1226 | walkThroughRecorder = new WalkThroughRecorder(walkThroughSuffix + ".log");
|
---|
1227 | }
|
---|
1228 |
|
---|
1229 | // question: check if player has moved more than a minimum distance?
|
---|
1230 |
|
---|
1231 | if (0 ||
|
---|
1232 | (Distance(oldPos, camera->GetPosition()) > 1e-6f) ||
|
---|
1233 | (DotProd(oldDir, camera->GetDirection()) < 1.0f - 1e-6f))
|
---|
1234 | {
|
---|
1235 | walkThroughRecorder->WriteFrame(camera);
|
---|
1236 | }
|
---|
1237 | }
|
---|
1238 |
|
---|
1239 | // hack: store current rendering method and restore later
|
---|
1240 | int oldRenderMethod = renderMethod;
|
---|
1241 | // for rendering the light view, we use forward rendering
|
---|
1242 | if (renderLightView) renderMethod = FORWARD;
|
---|
1243 |
|
---|
1244 | /// enable vbo vertex array
|
---|
1245 | glEnableClientState(GL_VERTEX_ARRAY);
|
---|
1246 |
|
---|
1247 | if (usePvs) LoadOrUpdatePVSs(camera->GetPosition());
|
---|
1248 |
|
---|
1249 |
|
---|
1250 | // render with the specified method (forward rendering, forward + depth, deferred)
|
---|
1251 | switch (renderMethod)
|
---|
1252 | {
|
---|
1253 | case RENDER_FORWARD:
|
---|
1254 |
|
---|
1255 | glEnable(GL_MULTISAMPLE_ARB);
|
---|
1256 | renderState.SetRenderTechnique(FORWARD);
|
---|
1257 |
|
---|
1258 | glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT);
|
---|
1259 | glEnableClientState(GL_NORMAL_ARRAY);
|
---|
1260 | break;
|
---|
1261 |
|
---|
1262 | case RENDER_DEPTH_PASS_DEFERRED:
|
---|
1263 |
|
---|
1264 | glDisable(GL_MULTISAMPLE_ARB);
|
---|
1265 | renderState.SetUseAlphaToCoverage(false);
|
---|
1266 | renderState.SetRenderTechnique(DEPTH_PASS);
|
---|
1267 |
|
---|
1268 | if (!fbo) InitFBO();
|
---|
1269 | fbo->Bind();
|
---|
1270 | // render to single depth texture
|
---|
1271 | glDrawBuffers(1, mrt);
|
---|
1272 | // clear buffer once
|
---|
1273 | glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT);
|
---|
1274 |
|
---|
1275 | // the scene is rendered withouth any shading
|
---|
1276 | // (should be handled by render renderState)
|
---|
1277 | glShadeModel(GL_FLAT);
|
---|
1278 | break;
|
---|
1279 |
|
---|
1280 | case RENDER_DEPTH_PASS:
|
---|
1281 |
|
---|
1282 | glEnable(GL_MULTISAMPLE_ARB);
|
---|
1283 | renderState.SetRenderTechnique(DEPTH_PASS);
|
---|
1284 |
|
---|
1285 | glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT);
|
---|
1286 |
|
---|
1287 | // the scene is rendered withouth any shading
|
---|
1288 | // (should be handled by render renderState)
|
---|
1289 | glShadeModel(GL_FLAT);
|
---|
1290 | break;
|
---|
1291 |
|
---|
1292 | case RENDER_DEFERRED:
|
---|
1293 |
|
---|
1294 | if (showShadowMap && !renderLightView)
|
---|
1295 | RenderShadowMap(camera->GetFar());
|
---|
1296 |
|
---|
1297 | //glPushAttrib(GL_VIEWPORT_BIT);
|
---|
1298 | glViewport(0, 0, texWidth, texHeight);
|
---|
1299 |
|
---|
1300 | InitDeferredRendering();
|
---|
1301 |
|
---|
1302 | glEnableClientState(GL_NORMAL_ARRAY);
|
---|
1303 | glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT);
|
---|
1304 | break;
|
---|
1305 | }
|
---|
1306 |
|
---|
1307 | glDepthFunc(GL_LESS);
|
---|
1308 | glDisable(GL_TEXTURE_2D);
|
---|
1309 | glDisableClientState(GL_TEXTURE_COORD_ARRAY);
|
---|
1310 |
|
---|
1311 |
|
---|
1312 | // set proper lod levels for current frame using current eye point
|
---|
1313 | LODLevel::InitFrame(camera->GetPosition());
|
---|
1314 | // set up sunlight
|
---|
1315 | SetupLighting();
|
---|
1316 |
|
---|
1317 |
|
---|
1318 | if (renderLightView)
|
---|
1319 | {
|
---|
1320 | // change CHC++ set of renderState variables:
|
---|
1321 | // must be done for each change of camera because otherwise
|
---|
1322 | // the temporal coherency is broken
|
---|
1323 | BvhNode::SetCurrentState(LIGHT_PASS);
|
---|
1324 | shadowMap->RenderShadowView(shadowTraverser, viewProjMat);
|
---|
1325 | BvhNode::SetCurrentState(CAMERA_PASS);
|
---|
1326 | }
|
---|
1327 | else
|
---|
1328 | {
|
---|
1329 | //if (traverser->GetType() == RenderTraverser::CULL_COLLECTOR)
|
---|
1330 | // ((PvsCollectionRenderer *)traverser)->SetViewCell(usePvs ? viewCell : NULL);
|
---|
1331 |
|
---|
1332 | //renderState.LockCullFaceEnabled(true);
|
---|
1333 |
|
---|
1334 | // actually render the scene geometry using the specified algorithm
|
---|
1335 | traverser->RenderScene();
|
---|
1336 | }
|
---|
1337 |
|
---|
1338 |
|
---|
1339 | /////////
|
---|
1340 | //-- do the rest of the rendering
|
---|
1341 |
|
---|
1342 | // return from depth pass and render visible objects
|
---|
1343 | if ((renderMethod == RENDER_DEPTH_PASS) ||
|
---|
1344 | (renderMethod == RENDER_DEPTH_PASS_DEFERRED))
|
---|
1345 | {
|
---|
1346 | RenderVisibleObjects();
|
---|
1347 | }
|
---|
1348 |
|
---|
1349 | const bool useDeferred =
|
---|
1350 | ((renderMethod == RENDER_DEFERRED) || (renderMethod == RENDER_DEPTH_PASS_DEFERRED));
|
---|
1351 |
|
---|
1352 | // if no lense flare => just set sun to invisible
|
---|
1353 | const int sunVisiblePixels = useLenseFlare && useDeferred ? TestSunVisible() : 0;
|
---|
1354 |
|
---|
1355 |
|
---|
1356 |
|
---|
1357 | ///////////////
|
---|
1358 | //-- render sky
|
---|
1359 |
|
---|
1360 | // q: should we render sky after deferred shading?
|
---|
1361 | // this would conveniently solves some issues (e.g, skys without shadows)
|
---|
1362 |
|
---|
1363 | RenderSky();
|
---|
1364 |
|
---|
1365 |
|
---|
1366 | //////////////////////////////
|
---|
1367 |
|
---|
1368 | if (useDeferred)
|
---|
1369 | {
|
---|
1370 | FrameBufferObject::Release();
|
---|
1371 |
|
---|
1372 | if (!deferredShader)
|
---|
1373 | {
|
---|
1374 | deferredShader =
|
---|
1375 | new DeferredRenderer(texWidth, texHeight, camera, ssaoUseFullResolution);
|
---|
1376 |
|
---|
1377 | deferredShader->SetKernelRadius(ssaoKernelRadius);
|
---|
1378 | deferredShader->SetSampleIntensity(ssaoSampleIntensity);
|
---|
1379 | deferredShader->SetSsaoFilterRadius(ssaoFilterRadius);
|
---|
1380 | }
|
---|
1381 |
|
---|
1382 | DeferredRenderer::SHADING_METHOD shadingMethod;
|
---|
1383 |
|
---|
1384 | if (useAdvancedShading)
|
---|
1385 | {
|
---|
1386 | if (useGlobIllum)
|
---|
1387 | shadingMethod = DeferredRenderer::GI;
|
---|
1388 | else
|
---|
1389 | shadingMethod = DeferredRenderer::SSAO;
|
---|
1390 | }
|
---|
1391 | else
|
---|
1392 | {
|
---|
1393 | shadingMethod = DeferredRenderer::DEFAULT;
|
---|
1394 | }
|
---|
1395 |
|
---|
1396 | static int snapShotIdx = 0;
|
---|
1397 |
|
---|
1398 | deferredShader->SetSunVisiblePixels(sunVisiblePixels);
|
---|
1399 | deferredShader->SetShadingMethod(shadingMethod);
|
---|
1400 | deferredShader->SetSamplingMethod(samplingMethod);
|
---|
1401 |
|
---|
1402 | deferredShader->SetUseTemporalCoherence(useTemporalCoherence);
|
---|
1403 | //deferredShader->SetSortSamples(sortSamples);
|
---|
1404 | deferredShader->SetTemporalCoherenceFactorForSsao(ssaoTempCohFactor);
|
---|
1405 | deferredShader->SetUseToneMapping(useHDR);
|
---|
1406 | deferredShader->SetUseAntiAliasing(useAntiAliasing);
|
---|
1407 |
|
---|
1408 |
|
---|
1409 | if (recordFrames && replayPath)
|
---|
1410 | {
|
---|
1411 | // record all frames of the walkthrough
|
---|
1412 | deferredShader->SetSaveFrame(recordedFramesSuffix, currentReplayFrame);
|
---|
1413 | }
|
---|
1414 | else if (makeSnapShot)
|
---|
1415 | {
|
---|
1416 | // make snap shot
|
---|
1417 | deferredShader->SetSaveFrame("snap", snapShotIdx ++);
|
---|
1418 | }
|
---|
1419 | else
|
---|
1420 | {
|
---|
1421 | // do nothing
|
---|
1422 | deferredShader->SetSaveFrame("", -1);
|
---|
1423 | }
|
---|
1424 |
|
---|
1425 | if (makeSnapShot) makeSnapShot = false;
|
---|
1426 |
|
---|
1427 | ShadowMap *sm = showShadowMap ? shadowMap : NULL;
|
---|
1428 | deferredShader->Render(fbo, light, sm);
|
---|
1429 | }
|
---|
1430 |
|
---|
1431 |
|
---|
1432 | renderState.SetRenderTechnique(FORWARD);
|
---|
1433 | renderState.Reset();
|
---|
1434 |
|
---|
1435 | glDisableClientState(GL_VERTEX_ARRAY);
|
---|
1436 | glDisableClientState(GL_NORMAL_ARRAY);
|
---|
1437 |
|
---|
1438 | renderMethod = oldRenderMethod;
|
---|
1439 |
|
---|
1440 |
|
---|
1441 | ///////////
|
---|
1442 |
|
---|
1443 |
|
---|
1444 | if (showAlgorithmTime)
|
---|
1445 | {
|
---|
1446 | glFinish();
|
---|
1447 |
|
---|
1448 | algTime = algTimer.Elapsedms();
|
---|
1449 | perfGraph->AddData(algTime);
|
---|
1450 |
|
---|
1451 | perfGraph->Draw();
|
---|
1452 | }
|
---|
1453 | else
|
---|
1454 | {
|
---|
1455 | if (visMode) DisplayVisualization();
|
---|
1456 | }
|
---|
1457 |
|
---|
1458 | glFlush();
|
---|
1459 |
|
---|
1460 | const bool restart = true;
|
---|
1461 | elapsedTime = frameTimer.Elapsedms(restart);
|
---|
1462 |
|
---|
1463 | // statistics
|
---|
1464 | DisplayStats();
|
---|
1465 |
|
---|
1466 | glutSwapBuffers();
|
---|
1467 |
|
---|
1468 | oldPos = camera->GetPosition();
|
---|
1469 | oldDir = camera->GetDirection();
|
---|
1470 | }
|
---|
1471 |
|
---|
1472 |
|
---|
1473 | #pragma warning(disable : 4100)
|
---|
1474 | void KeyBoard(unsigned char c, int x, int y)
|
---|
1475 | {
|
---|
1476 | switch(c)
|
---|
1477 | {
|
---|
1478 | case 27:
|
---|
1479 | // write out current position on exit
|
---|
1480 | Debug << "camPosition=" << camera->GetPosition().x << " " << camera->GetPosition().y << " " << camera->GetPosition().z << endl;
|
---|
1481 | Debug << "camDirection=" << camera->GetDirection().x << " " << camera->GetDirection().y << " " << camera->GetDirection().z << endl;
|
---|
1482 | Debug << "lightDirection=" << light->GetDirection().x << " " << light->GetDirection().y << " " << light->GetDirection().z << endl;
|
---|
1483 |
|
---|
1484 | CleanUp();
|
---|
1485 | exit(0);
|
---|
1486 | case 32: // space
|
---|
1487 | renderMode = (renderMode + 1) % RenderTraverser::NUM_TRAVERSAL_TYPES;
|
---|
1488 | //renderMode = (renderMode + 1) % 4;
|
---|
1489 |
|
---|
1490 | DEL_PTR(traverser);
|
---|
1491 | traverser = CreateTraverser(camera);
|
---|
1492 |
|
---|
1493 | if (shadowTraverser)
|
---|
1494 | {
|
---|
1495 | // shadow traverser has to be recomputed
|
---|
1496 | DEL_PTR(shadowTraverser);
|
---|
1497 | shadowTraverser = CreateTraverser(shadowMap->GetShadowCamera());
|
---|
1498 | }
|
---|
1499 |
|
---|
1500 | break;
|
---|
1501 | case '+':
|
---|
1502 | if (maxBatchSize < 10)
|
---|
1503 | maxBatchSize = 10;
|
---|
1504 | else
|
---|
1505 | maxBatchSize += 10;
|
---|
1506 |
|
---|
1507 | traverser->SetMaxBatchSize(maxBatchSize);
|
---|
1508 | break;
|
---|
1509 | case '-':
|
---|
1510 | maxBatchSize -= 10;
|
---|
1511 | if (maxBatchSize < 0) maxBatchSize = 1;
|
---|
1512 | traverser->SetMaxBatchSize(maxBatchSize);
|
---|
1513 | break;
|
---|
1514 | case 'M':
|
---|
1515 | case 'm':
|
---|
1516 | useMultiQueries = !useMultiQueries;
|
---|
1517 | traverser->SetUseMultiQueries(useMultiQueries);
|
---|
1518 | break;
|
---|
1519 | case '1':
|
---|
1520 | descendKeyPressed = true;
|
---|
1521 | break;
|
---|
1522 | case '2':
|
---|
1523 | ascendKeyPressed = true;
|
---|
1524 | break;
|
---|
1525 | case '3':
|
---|
1526 | if (trianglesPerVirtualLeaf >= 100) trianglesPerVirtualLeaf -= 100;
|
---|
1527 | bvh->SetVirtualLeaves(trianglesPerVirtualLeaf);
|
---|
1528 | break;
|
---|
1529 | case '4':
|
---|
1530 | trianglesPerVirtualLeaf += 100;
|
---|
1531 | bvh->SetVirtualLeaves(trianglesPerVirtualLeaf);
|
---|
1532 | break;
|
---|
1533 | case '5':
|
---|
1534 | assumedVisibleFrames -= 1;
|
---|
1535 | if (assumedVisibleFrames < 1) assumedVisibleFrames = 1;
|
---|
1536 | traverser->SetAssumedVisibleFrames(assumedVisibleFrames);
|
---|
1537 | break;
|
---|
1538 | case '6':
|
---|
1539 | assumedVisibleFrames += 1;
|
---|
1540 | traverser->SetAssumedVisibleFrames(assumedVisibleFrames);
|
---|
1541 | break;
|
---|
1542 | case '7':
|
---|
1543 | ssaoTempCohFactor *= 1.0f / 1.2f;
|
---|
1544 | cout << "new temporal coherence factor: " << ssaoTempCohFactor << endl;
|
---|
1545 | break;
|
---|
1546 | case '8':
|
---|
1547 | ssaoTempCohFactor *= 1.2f;
|
---|
1548 | cout << "new temporal coherence factor: " << ssaoTempCohFactor << endl;
|
---|
1549 | break;
|
---|
1550 | case '9':
|
---|
1551 | ssaoKernelRadius *= 0.8f;
|
---|
1552 | cout << "new ssao kernel radius: " << ssaoKernelRadius << endl;
|
---|
1553 | if (deferredShader) deferredShader->SetKernelRadius(ssaoKernelRadius);
|
---|
1554 | break;
|
---|
1555 | case '0':
|
---|
1556 | ssaoKernelRadius *= 1.0f / 0.8f;
|
---|
1557 | if (deferredShader) deferredShader->SetKernelRadius(ssaoKernelRadius);
|
---|
1558 | cout << "new ssao kernel radius: " << ssaoKernelRadius << endl;
|
---|
1559 | break;
|
---|
1560 | case 'n':
|
---|
1561 | ssaoSampleIntensity *= 0.9f;
|
---|
1562 | if (deferredShader) deferredShader->SetSampleIntensity(ssaoSampleIntensity);
|
---|
1563 | cout << "new ssao sample intensity: " << ssaoSampleIntensity << endl;
|
---|
1564 | break;
|
---|
1565 | case 'N':
|
---|
1566 | ssaoSampleIntensity *= 1.0f / 0.9f;
|
---|
1567 | if (deferredShader) deferredShader->SetSampleIntensity(ssaoSampleIntensity);
|
---|
1568 | cout << "new ssao sample intensity: " << ssaoSampleIntensity << endl;
|
---|
1569 | break;
|
---|
1570 | case 'o':
|
---|
1571 | ssaoFilterRadius *= 0.9f;
|
---|
1572 | if (deferredShader) deferredShader->SetSsaoFilterRadius(ssaoFilterRadius);
|
---|
1573 | cout << "new ssao filter radius: " << ssaoFilterRadius << endl;
|
---|
1574 | break;
|
---|
1575 | case 'O':
|
---|
1576 | ssaoFilterRadius *= 1.0f / 0.9f;
|
---|
1577 | if (deferredShader) deferredShader->SetSsaoFilterRadius(ssaoFilterRadius);
|
---|
1578 | cout << "new ssao filter radius: " << ssaoFilterRadius << endl;
|
---|
1579 | break;
|
---|
1580 | /* case 'o':
|
---|
1581 | case 'O':
|
---|
1582 | useOptimization = !useOptimization;
|
---|
1583 | // chc optimization of using the objects instead of
|
---|
1584 | // the bounding boxes for querying previously visible nodes
|
---|
1585 | traverser->SetUseOptimization(useOptimization);
|
---|
1586 | break;*/
|
---|
1587 | case 'l':
|
---|
1588 | case 'L':
|
---|
1589 | useLODs = !useLODs;
|
---|
1590 | SceneEntity::SetUseLODs(useLODs);
|
---|
1591 | cout << "using LODs: " << useLODs << endl;
|
---|
1592 | break;
|
---|
1593 | case 'P':
|
---|
1594 | case 'p':
|
---|
1595 | samplingMethod = DeferredRenderer::SAMPLING_METHOD((samplingMethod + 1) % 3);
|
---|
1596 | cout << "ssao sampling method: " << samplingMethod << endl;
|
---|
1597 | break;
|
---|
1598 | case 'Y':
|
---|
1599 | case 'y':
|
---|
1600 | showShadowMap = !showShadowMap;
|
---|
1601 | break;
|
---|
1602 | case 'g':
|
---|
1603 | case 'G':
|
---|
1604 | useGlobIllum = !useGlobIllum;
|
---|
1605 | break;
|
---|
1606 | case 't':
|
---|
1607 | case 'T':
|
---|
1608 | useTemporalCoherence = !useTemporalCoherence;
|
---|
1609 | break;
|
---|
1610 | case 'a':
|
---|
1611 | case 'A':
|
---|
1612 | leftKeyPressed = true;
|
---|
1613 | break;
|
---|
1614 | case 'd':
|
---|
1615 | case 'D':
|
---|
1616 | rightKeyPressed = true;
|
---|
1617 | break;
|
---|
1618 | case 'w':
|
---|
1619 | case 'W':
|
---|
1620 | upKeyPressed = true;
|
---|
1621 | break;
|
---|
1622 | case 's':
|
---|
1623 | case 'S':
|
---|
1624 | downKeyPressed = true;
|
---|
1625 | break;
|
---|
1626 | case 'j':
|
---|
1627 | case 'J':
|
---|
1628 | leftStrafeKeyPressed = true;
|
---|
1629 | break;
|
---|
1630 | case 'k':
|
---|
1631 | case 'K':
|
---|
1632 | rightStrafeKeyPressed = true;
|
---|
1633 | break;
|
---|
1634 | case 'r':
|
---|
1635 | case 'R':
|
---|
1636 | useRenderQueue = !useRenderQueue;
|
---|
1637 | traverser->SetUseRenderQueue(useRenderQueue);
|
---|
1638 | break;
|
---|
1639 | case 'b':
|
---|
1640 | case 'B':
|
---|
1641 | useTightBounds = !useTightBounds;
|
---|
1642 | traverser->SetUseTightBounds(useTightBounds);
|
---|
1643 | break;
|
---|
1644 | case 'v':
|
---|
1645 | case 'V':
|
---|
1646 | renderLightView = !renderLightView;
|
---|
1647 | break;
|
---|
1648 | case 'h':
|
---|
1649 | case 'H':
|
---|
1650 | useHDR = !useHDR;
|
---|
1651 | break;
|
---|
1652 | case 'i':
|
---|
1653 | case 'I':
|
---|
1654 | useAntiAliasing = !useAntiAliasing;
|
---|
1655 | break;
|
---|
1656 | case 'c':
|
---|
1657 | case 'C':
|
---|
1658 | useLenseFlare = !useLenseFlare;
|
---|
1659 | break;
|
---|
1660 | case 'u':
|
---|
1661 | case 'U':
|
---|
1662 | // move light source instead of camera tilt
|
---|
1663 | moveLight = !moveLight;
|
---|
1664 | break;
|
---|
1665 | case '#':
|
---|
1666 | // make a snapshot of the current frame
|
---|
1667 | makeSnapShot = true;
|
---|
1668 | break;
|
---|
1669 | case '.':
|
---|
1670 | // enable / disable view cells
|
---|
1671 | usePvs = !usePvs;
|
---|
1672 | if (!usePvs) SceneEntity::SetCurrentVisibleId(-1);
|
---|
1673 | break;
|
---|
1674 | case ',':
|
---|
1675 | // show / hide FPS
|
---|
1676 | showFPS = !showFPS;
|
---|
1677 | break;
|
---|
1678 |
|
---|
1679 | default:
|
---|
1680 | return;
|
---|
1681 | }
|
---|
1682 |
|
---|
1683 | glutPostRedisplay();
|
---|
1684 | }
|
---|
1685 |
|
---|
1686 |
|
---|
1687 | void SpecialKeyUp(int c, int x, int y)
|
---|
1688 | {
|
---|
1689 | switch (c)
|
---|
1690 | {
|
---|
1691 | case GLUT_KEY_LEFT:
|
---|
1692 | leftKeyPressed = false;
|
---|
1693 | break;
|
---|
1694 | case GLUT_KEY_RIGHT:
|
---|
1695 | rightKeyPressed = false;
|
---|
1696 | break;
|
---|
1697 | case GLUT_KEY_UP:
|
---|
1698 | upKeyPressed = false;
|
---|
1699 | break;
|
---|
1700 | case GLUT_KEY_DOWN:
|
---|
1701 | downKeyPressed = false;
|
---|
1702 | break;
|
---|
1703 | case GLUT_ACTIVE_ALT:
|
---|
1704 | altKeyPressed = false;
|
---|
1705 | break;
|
---|
1706 | default:
|
---|
1707 | return;
|
---|
1708 | }
|
---|
1709 | }
|
---|
1710 |
|
---|
1711 |
|
---|
1712 | void KeyUp(unsigned char c, int x, int y)
|
---|
1713 | {
|
---|
1714 | switch (c)
|
---|
1715 | {
|
---|
1716 |
|
---|
1717 | case 'A':
|
---|
1718 | case 'a':
|
---|
1719 | leftKeyPressed = false;
|
---|
1720 | break;
|
---|
1721 | case 'D':
|
---|
1722 | case 'd':
|
---|
1723 | rightKeyPressed = false;
|
---|
1724 | break;
|
---|
1725 | case 'W':
|
---|
1726 | case 'w':
|
---|
1727 | upKeyPressed = false;
|
---|
1728 | break;
|
---|
1729 | case 'S':
|
---|
1730 | case 's':
|
---|
1731 | downKeyPressed = false;
|
---|
1732 | break;
|
---|
1733 | case '1':
|
---|
1734 | descendKeyPressed = false;
|
---|
1735 | break;
|
---|
1736 | case '2':
|
---|
1737 | ascendKeyPressed = false;
|
---|
1738 | break;
|
---|
1739 | case 'j':
|
---|
1740 | case 'J':
|
---|
1741 | leftStrafeKeyPressed = false;
|
---|
1742 | break;
|
---|
1743 | case 'k':
|
---|
1744 | case 'K':
|
---|
1745 | rightStrafeKeyPressed = false;
|
---|
1746 | break;
|
---|
1747 | default:
|
---|
1748 | return;
|
---|
1749 | }
|
---|
1750 | //glutPostRedisplay();
|
---|
1751 | }
|
---|
1752 |
|
---|
1753 |
|
---|
1754 | void Special(int c, int x, int y)
|
---|
1755 | {
|
---|
1756 | switch(c)
|
---|
1757 | {
|
---|
1758 | case GLUT_KEY_F1:
|
---|
1759 | showHelp = !showHelp;
|
---|
1760 | break;
|
---|
1761 | case GLUT_KEY_F2:
|
---|
1762 | visMode = !visMode;
|
---|
1763 | break;
|
---|
1764 | case GLUT_KEY_F3:
|
---|
1765 | showBoundingVolumes = !showBoundingVolumes;
|
---|
1766 | traverser->SetShowBounds(showBoundingVolumes);
|
---|
1767 | break;
|
---|
1768 | case GLUT_KEY_F4:
|
---|
1769 | showOptions = !showOptions;
|
---|
1770 | break;
|
---|
1771 | case GLUT_KEY_F5:
|
---|
1772 | showStatistics = !showStatistics;
|
---|
1773 | break;
|
---|
1774 | case GLUT_KEY_F6:
|
---|
1775 | flyMode = !flyMode;
|
---|
1776 | break;
|
---|
1777 | case GLUT_KEY_F7:
|
---|
1778 |
|
---|
1779 | renderMethod = (renderMethod + 1) % 4;
|
---|
1780 |
|
---|
1781 | traverser->SetUseDepthPass(
|
---|
1782 | (renderMethod == RENDER_DEPTH_PASS) ||
|
---|
1783 | (renderMethod == RENDER_DEPTH_PASS_DEFERRED)
|
---|
1784 | );
|
---|
1785 | break;
|
---|
1786 | case GLUT_KEY_F8:
|
---|
1787 | useAdvancedShading = !useAdvancedShading;
|
---|
1788 | break;
|
---|
1789 | case GLUT_KEY_F9:
|
---|
1790 | showAlgorithmTime = !showAlgorithmTime;
|
---|
1791 | break;
|
---|
1792 | case GLUT_KEY_F10:
|
---|
1793 | replayPath = !replayPath;
|
---|
1794 |
|
---|
1795 | if (replayPath)
|
---|
1796 | {
|
---|
1797 | cout << "replaying path" << endl;
|
---|
1798 | currentReplayFrame = -1;
|
---|
1799 |
|
---|
1800 | // hack: load pvs on replay (remove later!)
|
---|
1801 | //usePvs = true;
|
---|
1802 | }
|
---|
1803 | else
|
---|
1804 | {
|
---|
1805 | cout << "finished replaying path" << endl;
|
---|
1806 | }
|
---|
1807 | break;
|
---|
1808 | case GLUT_KEY_F11:
|
---|
1809 | recordPath = !recordPath;
|
---|
1810 |
|
---|
1811 | if (recordPath)
|
---|
1812 | {
|
---|
1813 | cout << "recording path" << endl;
|
---|
1814 | }
|
---|
1815 | else
|
---|
1816 | {
|
---|
1817 | cout << "finished recording path" << endl;
|
---|
1818 | // start over with new frame recording next time
|
---|
1819 | DEL_PTR(walkThroughRecorder);
|
---|
1820 | }
|
---|
1821 | break;
|
---|
1822 | case GLUT_KEY_F12:
|
---|
1823 | recordFrames = !recordFrames;
|
---|
1824 |
|
---|
1825 | if (recordFrames)
|
---|
1826 | cout << "recording frames on replaying" << endl;
|
---|
1827 | else
|
---|
1828 | cout << "not recording frames on replaying" << endl;
|
---|
1829 | break;
|
---|
1830 | case GLUT_KEY_LEFT:
|
---|
1831 | {
|
---|
1832 | leftKeyPressed = true;
|
---|
1833 | camera->Pitch(KeyRotationAngle());
|
---|
1834 | }
|
---|
1835 | break;
|
---|
1836 | case GLUT_KEY_RIGHT:
|
---|
1837 | {
|
---|
1838 | rightKeyPressed = true;
|
---|
1839 | camera->Pitch(-KeyRotationAngle());
|
---|
1840 | }
|
---|
1841 | break;
|
---|
1842 | case GLUT_KEY_UP:
|
---|
1843 | {
|
---|
1844 | upKeyPressed = true;
|
---|
1845 | KeyHorizontalMotion(KeyShift());
|
---|
1846 | }
|
---|
1847 | break;
|
---|
1848 | case GLUT_KEY_DOWN:
|
---|
1849 | {
|
---|
1850 | downKeyPressed = true;
|
---|
1851 | KeyHorizontalMotion(-KeyShift());
|
---|
1852 | }
|
---|
1853 | break;
|
---|
1854 | default:
|
---|
1855 | return;
|
---|
1856 |
|
---|
1857 | }
|
---|
1858 |
|
---|
1859 | glutPostRedisplay();
|
---|
1860 | }
|
---|
1861 |
|
---|
1862 | #pragma warning( default : 4100 )
|
---|
1863 |
|
---|
1864 |
|
---|
1865 | void Reshape(int w, int h)
|
---|
1866 | {
|
---|
1867 | winAspectRatio = 1.0f;
|
---|
1868 |
|
---|
1869 | glViewport(0, 0, w, h);
|
---|
1870 |
|
---|
1871 | winWidth = w;
|
---|
1872 | winHeight = h;
|
---|
1873 |
|
---|
1874 | if (w) winAspectRatio = (float) w / (float) h;
|
---|
1875 |
|
---|
1876 | glMatrixMode(GL_PROJECTION);
|
---|
1877 | glLoadIdentity();
|
---|
1878 |
|
---|
1879 | gluPerspective(fov, winAspectRatio, nearDist, farDist);
|
---|
1880 |
|
---|
1881 | glMatrixMode(GL_MODELVIEW);
|
---|
1882 |
|
---|
1883 | glutPostRedisplay();
|
---|
1884 | }
|
---|
1885 |
|
---|
1886 |
|
---|
1887 | void Mouse(int button, int renderState, int x, int y)
|
---|
1888 | {
|
---|
1889 | if ((button == GLUT_LEFT_BUTTON) && (renderState == GLUT_DOWN))
|
---|
1890 | {
|
---|
1891 | xEyeBegin = x;
|
---|
1892 | yMotionBegin = y;
|
---|
1893 |
|
---|
1894 | glutMotionFunc(LeftMotion);
|
---|
1895 | }
|
---|
1896 | else if ((button == GLUT_RIGHT_BUTTON) && (renderState == GLUT_DOWN))
|
---|
1897 | {
|
---|
1898 | xEyeBegin = x;
|
---|
1899 | yEyeBegin = y;
|
---|
1900 | yMotionBegin = y;
|
---|
1901 |
|
---|
1902 | if (!moveLight)
|
---|
1903 | glutMotionFunc(RightMotion);
|
---|
1904 | else
|
---|
1905 | glutMotionFunc(RightMotionLight);
|
---|
1906 | }
|
---|
1907 | else if ((button == GLUT_MIDDLE_BUTTON) && (renderState == GLUT_DOWN))
|
---|
1908 | {
|
---|
1909 | horizontalMotionBegin = x;
|
---|
1910 | verticalMotionBegin = y;
|
---|
1911 | glutMotionFunc(MiddleMotion);
|
---|
1912 | }
|
---|
1913 |
|
---|
1914 | glutPostRedisplay();
|
---|
1915 | }
|
---|
1916 |
|
---|
1917 |
|
---|
1918 | /** rotation for left/right mouse drag
|
---|
1919 | motion for up/down mouse drag
|
---|
1920 | */
|
---|
1921 | void LeftMotion(int x, int y)
|
---|
1922 | {
|
---|
1923 | Vector3 viewDir = camera->GetDirection();
|
---|
1924 | Vector3 pos = camera->GetPosition();
|
---|
1925 |
|
---|
1926 | // don't move in the vertical direction
|
---|
1927 | Vector3 horView(viewDir[0], viewDir[1], 0);
|
---|
1928 |
|
---|
1929 | float eyeXAngle = 0.2f * M_PI * (xEyeBegin - x) / 180.0;
|
---|
1930 |
|
---|
1931 | camera->Pitch(eyeXAngle);
|
---|
1932 |
|
---|
1933 | pos += horView * (yMotionBegin - y) * mouseMotion;
|
---|
1934 |
|
---|
1935 | camera->SetPosition(pos);
|
---|
1936 |
|
---|
1937 | xEyeBegin = x;
|
---|
1938 | yMotionBegin = y;
|
---|
1939 |
|
---|
1940 | glutPostRedisplay();
|
---|
1941 | }
|
---|
1942 |
|
---|
1943 |
|
---|
1944 | void RightMotionLight(int x, int y)
|
---|
1945 | {
|
---|
1946 | float theta = 0.2f * M_PI * (xEyeBegin - x) / 180.0f;
|
---|
1947 | float phi = 0.2f * M_PI * (yMotionBegin - y) / 180.0f;
|
---|
1948 |
|
---|
1949 | Vector3 lightDir = light->GetDirection();
|
---|
1950 |
|
---|
1951 | Matrix4x4 roty = RotationYMatrix(theta);
|
---|
1952 | Matrix4x4 rotx = RotationXMatrix(phi);
|
---|
1953 |
|
---|
1954 | lightDir = roty * lightDir;
|
---|
1955 | lightDir = rotx * lightDir;
|
---|
1956 |
|
---|
1957 | // normalize to avoid accumulating errors
|
---|
1958 | lightDir.Normalize();
|
---|
1959 |
|
---|
1960 | light->SetDirection(lightDir);
|
---|
1961 |
|
---|
1962 | xEyeBegin = x;
|
---|
1963 | yMotionBegin = y;
|
---|
1964 |
|
---|
1965 | glutPostRedisplay();
|
---|
1966 | }
|
---|
1967 |
|
---|
1968 |
|
---|
1969 | /** rotation for left / right mouse drag
|
---|
1970 | motion for up / down mouse drag
|
---|
1971 | */
|
---|
1972 | void RightMotion(int x, int y)
|
---|
1973 | {
|
---|
1974 | float eyeXAngle = 0.2f * M_PI * (xEyeBegin - x) / 180.0;
|
---|
1975 | float eyeYAngle = -0.2f * M_PI * (yEyeBegin - y) / 180.0;
|
---|
1976 |
|
---|
1977 | camera->Yaw(eyeYAngle);
|
---|
1978 | camera->Pitch(eyeXAngle);
|
---|
1979 |
|
---|
1980 | xEyeBegin = x;
|
---|
1981 | yEyeBegin = y;
|
---|
1982 |
|
---|
1983 | glutPostRedisplay();
|
---|
1984 | }
|
---|
1985 |
|
---|
1986 |
|
---|
1987 | /** strafe
|
---|
1988 | */
|
---|
1989 | void MiddleMotion(int x, int y)
|
---|
1990 | {
|
---|
1991 | Vector3 viewDir = camera->GetDirection();
|
---|
1992 | Vector3 pos = camera->GetPosition();
|
---|
1993 |
|
---|
1994 | // the 90 degree rotated view vector
|
---|
1995 | // y zero so we don't move in the vertical
|
---|
1996 | Vector3 rVec(viewDir[0], viewDir[1], 0);
|
---|
1997 |
|
---|
1998 | Matrix4x4 rot = RotationZMatrix(M_PI * 0.5f);
|
---|
1999 | rVec = rot * rVec;
|
---|
2000 |
|
---|
2001 | pos -= rVec * (x - horizontalMotionBegin) * mouseMotion;
|
---|
2002 | pos[2] += (verticalMotionBegin - y) * mouseMotion;
|
---|
2003 |
|
---|
2004 | camera->SetPosition(pos);
|
---|
2005 |
|
---|
2006 | horizontalMotionBegin = x;
|
---|
2007 | verticalMotionBegin = y;
|
---|
2008 |
|
---|
2009 | glutPostRedisplay();
|
---|
2010 | }
|
---|
2011 |
|
---|
2012 |
|
---|
2013 | void InitExtensions(void)
|
---|
2014 | {
|
---|
2015 | GLenum err = glewInit();
|
---|
2016 |
|
---|
2017 | if (GLEW_OK != err)
|
---|
2018 | {
|
---|
2019 | // problem: glewInit failed, something is seriously wrong
|
---|
2020 | fprintf(stderr,"Error: %s\n", glewGetErrorString(err));
|
---|
2021 | exit(1);
|
---|
2022 | }
|
---|
2023 | if (!GLEW_ARB_occlusion_query)
|
---|
2024 | {
|
---|
2025 | printf("I require the GL_ARB_occlusion_query to work.\n");
|
---|
2026 | exit(1);
|
---|
2027 | }
|
---|
2028 | }
|
---|
2029 |
|
---|
2030 |
|
---|
2031 | void Begin2D()
|
---|
2032 | {
|
---|
2033 | glDisable(GL_LIGHTING);
|
---|
2034 | glDisable(GL_DEPTH_TEST);
|
---|
2035 |
|
---|
2036 | glMatrixMode(GL_PROJECTION);
|
---|
2037 | glPushMatrix();
|
---|
2038 | glLoadIdentity();
|
---|
2039 |
|
---|
2040 | gluOrtho2D(0, winWidth, 0, winHeight);
|
---|
2041 |
|
---|
2042 | glMatrixMode(GL_MODELVIEW);
|
---|
2043 | glPushMatrix();
|
---|
2044 | glLoadIdentity();
|
---|
2045 | }
|
---|
2046 |
|
---|
2047 |
|
---|
2048 | void End2D()
|
---|
2049 | {
|
---|
2050 | glMatrixMode(GL_PROJECTION);
|
---|
2051 | glPopMatrix();
|
---|
2052 |
|
---|
2053 | glMatrixMode(GL_MODELVIEW);
|
---|
2054 | glPopMatrix();
|
---|
2055 |
|
---|
2056 | glEnable(GL_LIGHTING);
|
---|
2057 | glEnable(GL_DEPTH_TEST);
|
---|
2058 | }
|
---|
2059 |
|
---|
2060 |
|
---|
2061 | // displays the visualisation of culling algorithm
|
---|
2062 | void DisplayVisualization()
|
---|
2063 | {
|
---|
2064 | // render current view cell
|
---|
2065 | if (usePvs) RenderViewCell();
|
---|
2066 |
|
---|
2067 | visualization->SetViewCell(usePvs ? viewCell : NULL);
|
---|
2068 | visualization->SetFrameId(traverser->GetCurrentFrameId());
|
---|
2069 |
|
---|
2070 |
|
---|
2071 | Begin2D();
|
---|
2072 | glBlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA);
|
---|
2073 | glEnable(GL_BLEND);
|
---|
2074 | glColor4f(0.0f ,0.0f, 0.0f, 0.5f);
|
---|
2075 |
|
---|
2076 | glRecti(winWidth - winWidth / 3, winHeight - winHeight / 3, winWidth, winHeight);
|
---|
2077 | glDisable(GL_BLEND);
|
---|
2078 | End2D();
|
---|
2079 |
|
---|
2080 |
|
---|
2081 | AxisAlignedBox3 box = bvh->GetBox();
|
---|
2082 |
|
---|
2083 | const float offs = box.Size().x * 0.3f;
|
---|
2084 |
|
---|
2085 | Vector3 vizpos = Vector3(box.Min().x, box.Min().y - box.Size().y * 0.35f, box.Min().z + box.Size().z * 50);
|
---|
2086 |
|
---|
2087 | visCamera->SetPosition(vizpos);
|
---|
2088 | visCamera->ResetPitchAndYaw();
|
---|
2089 |
|
---|
2090 | glPushAttrib(GL_VIEWPORT_BIT);
|
---|
2091 | glViewport(winWidth - winWidth / 3, winHeight - winHeight / 3, winWidth / 3, winHeight / 3);
|
---|
2092 |
|
---|
2093 | glMatrixMode(GL_PROJECTION);
|
---|
2094 | glPushMatrix();
|
---|
2095 |
|
---|
2096 | glLoadIdentity();
|
---|
2097 | glOrtho(-offs, offs, -offs, offs, 0.0f, box.Size().z * 100.0f);
|
---|
2098 |
|
---|
2099 | glMatrixMode(GL_MODELVIEW);
|
---|
2100 | glPushMatrix();
|
---|
2101 |
|
---|
2102 | visCamera->SetupCameraView();
|
---|
2103 |
|
---|
2104 | Matrix4x4 rotZ = RotationZMatrix(-camera->GetPitch());
|
---|
2105 | glMultMatrixf((float *)rotZ.x);
|
---|
2106 |
|
---|
2107 | // inverse translation in order to fix current position
|
---|
2108 | Vector3 pos = camera->GetPosition();
|
---|
2109 | glTranslatef(-pos.x, -pos.y, -pos.z);
|
---|
2110 |
|
---|
2111 |
|
---|
2112 | GLfloat position[] = {0.8f, 1.0f, 1.5f, 0.0f};
|
---|
2113 | glLightfv(GL_LIGHT0, GL_POSITION, position);
|
---|
2114 |
|
---|
2115 | GLfloat position1[] = {bvh->GetBox().Center().x, bvh->GetBox().Max().y, bvh->GetBox().Center().z, 1.0f};
|
---|
2116 | glLightfv(GL_LIGHT1, GL_POSITION, position1);
|
---|
2117 |
|
---|
2118 | glClear(GL_DEPTH_BUFFER_BIT);
|
---|
2119 |
|
---|
2120 |
|
---|
2121 | ////////////
|
---|
2122 | //-- visualization of the occlusion culling
|
---|
2123 |
|
---|
2124 | visualization->Render(showShadowMap);
|
---|
2125 |
|
---|
2126 |
|
---|
2127 | // reset previous settings
|
---|
2128 | glPopAttrib();
|
---|
2129 |
|
---|
2130 | glMatrixMode(GL_PROJECTION);
|
---|
2131 | glPopMatrix();
|
---|
2132 | glMatrixMode(GL_MODELVIEW);
|
---|
2133 | glPopMatrix();
|
---|
2134 | }
|
---|
2135 |
|
---|
2136 |
|
---|
2137 | // cleanup routine after the main loop
|
---|
2138 | void CleanUp()
|
---|
2139 | {
|
---|
2140 | DEL_PTR(traverser);
|
---|
2141 | DEL_PTR(sceneQuery);
|
---|
2142 | DEL_PTR(bvh);
|
---|
2143 | DEL_PTR(visualization);
|
---|
2144 | DEL_PTR(camera);
|
---|
2145 | DEL_PTR(renderQueue);
|
---|
2146 | DEL_PTR(perfGraph);
|
---|
2147 | DEL_PTR(fbo);
|
---|
2148 | DEL_PTR(deferredShader);
|
---|
2149 | DEL_PTR(light);
|
---|
2150 | DEL_PTR(visCamera);
|
---|
2151 | DEL_PTR(preetham);
|
---|
2152 | DEL_PTR(shadowMap);
|
---|
2153 | DEL_PTR(shadowTraverser);
|
---|
2154 | DEL_PTR(motionPath);
|
---|
2155 | DEL_PTR(walkThroughRecorder);
|
---|
2156 | DEL_PTR(walkThroughPlayer);
|
---|
2157 | DEL_PTR(statsWriter);
|
---|
2158 | DEL_PTR(viewCellsTree);
|
---|
2159 |
|
---|
2160 | ResourceManager::DelSingleton();
|
---|
2161 | ShaderManager::DelSingleton();
|
---|
2162 |
|
---|
2163 | resourceManager = NULL;
|
---|
2164 | shaderManager = NULL;
|
---|
2165 | }
|
---|
2166 |
|
---|
2167 |
|
---|
2168 | // this function inserts a dezimal point after each 1000
|
---|
2169 | void CalcDecimalPoint(string &str, int d, int len)
|
---|
2170 | {
|
---|
2171 | static vector<int> numbers;
|
---|
2172 | numbers.clear();
|
---|
2173 |
|
---|
2174 | static string shortStr;
|
---|
2175 | shortStr.clear();
|
---|
2176 |
|
---|
2177 | static char hstr[100];
|
---|
2178 |
|
---|
2179 | while (d != 0)
|
---|
2180 | {
|
---|
2181 | numbers.push_back(d % 1000);
|
---|
2182 | d /= 1000;
|
---|
2183 | }
|
---|
2184 |
|
---|
2185 | // first element without leading zeros
|
---|
2186 | if (numbers.size() > 0)
|
---|
2187 | {
|
---|
2188 | sprintf(hstr, "%d", numbers.back());
|
---|
2189 | shortStr.append(hstr);
|
---|
2190 | }
|
---|
2191 |
|
---|
2192 | for (int i = (int)numbers.size() - 2; i >= 0; i--)
|
---|
2193 | {
|
---|
2194 | sprintf(hstr, ",%03d", numbers[i]);
|
---|
2195 | shortStr.append(hstr);
|
---|
2196 | }
|
---|
2197 |
|
---|
2198 | int dif = len - (int)shortStr.size();
|
---|
2199 |
|
---|
2200 | for (int i = 0; i < dif; ++ i)
|
---|
2201 | {
|
---|
2202 | str += " ";
|
---|
2203 | }
|
---|
2204 |
|
---|
2205 | str.append(shortStr);
|
---|
2206 | }
|
---|
2207 |
|
---|
2208 |
|
---|
2209 | void DisplayStats()
|
---|
2210 | {
|
---|
2211 | static char msg[9][300];
|
---|
2212 |
|
---|
2213 | static double frameTime = elapsedTime;
|
---|
2214 | static double renderTime = algTime;
|
---|
2215 |
|
---|
2216 | const float expFactor = 0.1f;
|
---|
2217 |
|
---|
2218 | // if some strange render time spike happened in this frame => don't count
|
---|
2219 | if (elapsedTime < 500) frameTime = elapsedTime * expFactor + (1.0f - expFactor) * elapsedTime;
|
---|
2220 |
|
---|
2221 | static float rTime = 1000.0f;
|
---|
2222 |
|
---|
2223 | // the render time is used only for the traversal algorithm using glfinish
|
---|
2224 | if (algTime < 500) renderTime = algTime * expFactor + (1.0f - expFactor) * renderTime;
|
---|
2225 |
|
---|
2226 |
|
---|
2227 | accumulatedTime += elapsedTime;
|
---|
2228 |
|
---|
2229 | if (accumulatedTime > 500) // update every fraction of a second
|
---|
2230 | {
|
---|
2231 | accumulatedTime = 0;
|
---|
2232 |
|
---|
2233 | if (frameTime) fps = 1e3f / (float)frameTime;
|
---|
2234 | rTime = renderTime;
|
---|
2235 |
|
---|
2236 | if (renderLightView && shadowTraverser)
|
---|
2237 | {
|
---|
2238 | renderedTriangles = shadowTraverser->GetStats().mNumRenderedTriangles;
|
---|
2239 | renderedObjects = shadowTraverser->GetStats().mNumRenderedGeometry;
|
---|
2240 | renderedNodes = shadowTraverser->GetStats().mNumRenderedNodes;
|
---|
2241 | }
|
---|
2242 | else if (showShadowMap && shadowTraverser)
|
---|
2243 | {
|
---|
2244 | renderedNodes = traverser->GetStats().mNumRenderedNodes + shadowTraverser->GetStats().mNumRenderedNodes;
|
---|
2245 | renderedObjects = traverser->GetStats().mNumRenderedGeometry + shadowTraverser->GetStats().mNumRenderedGeometry;
|
---|
2246 | renderedTriangles = traverser->GetStats().mNumRenderedTriangles + shadowTraverser->GetStats().mNumRenderedTriangles;
|
---|
2247 | }
|
---|
2248 | else
|
---|
2249 | {
|
---|
2250 | renderedTriangles = traverser->GetStats().mNumRenderedTriangles;
|
---|
2251 | renderedObjects = traverser->GetStats().mNumRenderedGeometry;
|
---|
2252 | renderedNodes = traverser->GetStats().mNumRenderedNodes;
|
---|
2253 | }
|
---|
2254 |
|
---|
2255 | traversedNodes = traverser->GetStats().mNumTraversedNodes;
|
---|
2256 | frustumCulledNodes = traverser->GetStats().mNumFrustumCulledNodes;
|
---|
2257 | queryCulledNodes = traverser->GetStats().mNumQueryCulledNodes;
|
---|
2258 | issuedQueries = traverser->GetStats().mNumIssuedQueries;
|
---|
2259 | stateChanges = traverser->GetStats().mNumStateChanges;
|
---|
2260 | numBatches = traverser->GetStats().mNumBatches;
|
---|
2261 | }
|
---|
2262 |
|
---|
2263 |
|
---|
2264 | ////////////////
|
---|
2265 | //-- record stats on walkthrough
|
---|
2266 |
|
---|
2267 | static float accTime = .0f;
|
---|
2268 | static float averageTime = .0f;
|
---|
2269 |
|
---|
2270 | if (currentReplayFrame > -1)
|
---|
2271 | {
|
---|
2272 | accTime += frameTime;
|
---|
2273 | averageTime = accTime / (currentReplayFrame + 1);
|
---|
2274 |
|
---|
2275 | if (!statsWriter)
|
---|
2276 | statsWriter = new StatsWriter(statsFilename + ".log");
|
---|
2277 |
|
---|
2278 | FrameStats frameStats;
|
---|
2279 | frameStats.mFrame = currentReplayFrame;
|
---|
2280 | frameStats.mFPS = 1e3f / (float)frameTime;
|
---|
2281 | frameStats.mTime = frameTime;
|
---|
2282 | frameStats.mNodes = renderedNodes;
|
---|
2283 | frameStats.mObjects = renderedObjects;
|
---|
2284 | frameStats.mTriangles = renderedTriangles;
|
---|
2285 |
|
---|
2286 | statsWriter->WriteFrameStats(frameStats);
|
---|
2287 | }
|
---|
2288 | else if (statsWriter)
|
---|
2289 | {
|
---|
2290 | Debug << "average frame time " << averageTime << " for traversal algorithm " << renderMode << endl;
|
---|
2291 |
|
---|
2292 | // reset average frame time
|
---|
2293 | averageTime = accTime = .0f;
|
---|
2294 |
|
---|
2295 | DEL_PTR(statsWriter);
|
---|
2296 | }
|
---|
2297 |
|
---|
2298 |
|
---|
2299 | Begin2D();
|
---|
2300 |
|
---|
2301 | glEnable(GL_BLEND);
|
---|
2302 | glBlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA);
|
---|
2303 |
|
---|
2304 | if (showHelp)
|
---|
2305 | {
|
---|
2306 | DrawHelpMessage();
|
---|
2307 | }
|
---|
2308 | else
|
---|
2309 | {
|
---|
2310 | if (showOptions)
|
---|
2311 | {
|
---|
2312 | glColor4f(0.0f, 0.0f, 0.0f, 0.5f);
|
---|
2313 | glRecti(5, winHeight - 95, winWidth * 2 / 3 - 5, winHeight - 5);
|
---|
2314 | }
|
---|
2315 |
|
---|
2316 | if (showStatistics)
|
---|
2317 | {
|
---|
2318 | glColor4f(0.0f, 0.0f, 0.0f, 0.5f);
|
---|
2319 | glRecti(5, winHeight - 165, winWidth * 2 / 3 - 5, winHeight - 100);
|
---|
2320 | }
|
---|
2321 |
|
---|
2322 | glEnable(GL_TEXTURE_2D);
|
---|
2323 | myfont.Begin();
|
---|
2324 |
|
---|
2325 | if (showOptions)
|
---|
2326 | {
|
---|
2327 | glColor3f(0.0f, 1.0f, 0.0f);
|
---|
2328 | int i = 0;
|
---|
2329 |
|
---|
2330 | static char *renderMethodStr[] =
|
---|
2331 | {"forward", "depth pass + forward", "deferred shading", "depth pass + deferred"};
|
---|
2332 | sprintf(msg[i ++], "multiqueries: %d, tight bounds: %d, render queue: %d",
|
---|
2333 | useMultiQueries, useTightBounds, useRenderQueue);
|
---|
2334 | sprintf(msg[i ++], "render technique: %s, use pvss: %d", renderMethodStr[renderMethod], usePvs);
|
---|
2335 | sprintf(msg[i ++], "triangles per virtual leaf: %5d", trianglesPerVirtualLeaf);
|
---|
2336 | sprintf(msg[i ++], "assumed visible frames: %4d, max batch size: %4d",
|
---|
2337 | assumedVisibleFrames, maxBatchSize);
|
---|
2338 |
|
---|
2339 | for (int j = 0; j < 4; ++ j)
|
---|
2340 | myfont.DrawString(msg[j], 10.0f, winHeight - 5 - j * 20);
|
---|
2341 | }
|
---|
2342 |
|
---|
2343 | if (showStatistics)
|
---|
2344 | {
|
---|
2345 | glColor3f(1.0f, 1.0f, 0.0f);
|
---|
2346 |
|
---|
2347 | string objStr, totalObjStr;
|
---|
2348 | string triStr, totalTriStr;
|
---|
2349 |
|
---|
2350 | int len = 10;
|
---|
2351 | CalcDecimalPoint(objStr, renderedObjects, len);
|
---|
2352 | CalcDecimalPoint(totalObjStr, (int)resourceManager->GetNumEntities(), len);
|
---|
2353 |
|
---|
2354 | CalcDecimalPoint(triStr, renderedTriangles, len);
|
---|
2355 | CalcDecimalPoint(totalTriStr, bvh->GetBvhStats().mTriangles, len);
|
---|
2356 |
|
---|
2357 | int i = 4;
|
---|
2358 |
|
---|
2359 | if (0) // q: show rendered objects or nodes (no space for both)
|
---|
2360 | {
|
---|
2361 | sprintf(msg[i ++], "rendered: %s of %s objects, %s of %s triangles",
|
---|
2362 | objStr.c_str(), totalObjStr.c_str(), triStr.c_str(), totalTriStr.c_str());
|
---|
2363 | }
|
---|
2364 | else
|
---|
2365 | {
|
---|
2366 | sprintf(msg[i ++], "rendered: %6d of %6d nodes, %s of %s triangles",
|
---|
2367 | renderedNodes, bvh->GetNumVirtualNodes(), triStr.c_str(), totalTriStr.c_str());
|
---|
2368 | }
|
---|
2369 |
|
---|
2370 | sprintf(msg[i ++], "traversed: %5d, frustum culled: %5d, query culled: %5d nodes",
|
---|
2371 | traversedNodes, frustumCulledNodes, queryCulledNodes);
|
---|
2372 | sprintf(msg[i ++], "issued queries: %5d, state changes: %5d, render batches: %5d",
|
---|
2373 | issuedQueries, stateChanges, numBatches);
|
---|
2374 |
|
---|
2375 | for (int j = 4; j < 7; ++ j)
|
---|
2376 | myfont.DrawString(msg[j], 10.0f, winHeight - (j + 1) * 20);
|
---|
2377 | }
|
---|
2378 |
|
---|
2379 | glColor3f(0.0f, 1.0f, 0.0f);
|
---|
2380 |
|
---|
2381 | static char *alg_str[] = {
|
---|
2382 | "Frustum Cull"
|
---|
2383 | , "Stop and Wait"
|
---|
2384 | , "CHC"
|
---|
2385 | , "CHC ++"
|
---|
2386 | //, "Collector"
|
---|
2387 | };
|
---|
2388 |
|
---|
2389 | if (!showAlgorithmTime)
|
---|
2390 | {
|
---|
2391 | if (showFPS)
|
---|
2392 | {
|
---|
2393 | sprintf(msg[7], "%s: %6.1f fps", alg_str[renderMode], fps);
|
---|
2394 | myfont.DrawString(msg[7], 1.3f, winWidth - 300, winHeight - 10.0f);
|
---|
2395 |
|
---|
2396 | //int mrays = (int)shotRays / 1000000;
|
---|
2397 | //sprintf(msg[7], "%s: %04d M rays", alg_str[renderMode], mrays);
|
---|
2398 | //myfont.DrawString(msg[7], 1.3f, winWidth - 300, winHeight - 60.0f);
|
---|
2399 | }
|
---|
2400 | }
|
---|
2401 | else
|
---|
2402 | {
|
---|
2403 | sprintf(msg[7], "%s: %6.1f ms", alg_str[renderMode], rTime);
|
---|
2404 | myfont.DrawString(msg[7], 1.3f, winWidth - 300, winHeight - 10.0f);
|
---|
2405 | }
|
---|
2406 |
|
---|
2407 | glColor3f(1.0f, 1.0f, 1.0f);
|
---|
2408 | }
|
---|
2409 |
|
---|
2410 | glColor3f(1, 1, 1);
|
---|
2411 | glDisable(GL_BLEND);
|
---|
2412 | glDisable(GL_TEXTURE_2D);
|
---|
2413 |
|
---|
2414 | End2D();
|
---|
2415 | }
|
---|
2416 |
|
---|
2417 |
|
---|
2418 | void RenderSky()
|
---|
2419 | {
|
---|
2420 | if ((renderMethod == RENDER_DEFERRED) || (renderMethod == RENDER_DEPTH_PASS_DEFERRED))
|
---|
2421 | renderState.SetRenderTechnique(DEFERRED);
|
---|
2422 |
|
---|
2423 | const bool useToneMapping =
|
---|
2424 | ((renderMethod == RENDER_DEPTH_PASS_DEFERRED) ||
|
---|
2425 | (renderMethod == RENDER_DEFERRED)) && useHDR;
|
---|
2426 |
|
---|
2427 | preetham->RenderSkyDome(-light->GetDirection(), camera, &renderState, !useToneMapping, skyDomeScaleFactor);
|
---|
2428 |
|
---|
2429 | /// once again reset the renderState just to make sure
|
---|
2430 | renderState.Reset();
|
---|
2431 | }
|
---|
2432 |
|
---|
2433 |
|
---|
2434 | // render visible object from depth pass
|
---|
2435 | void RenderVisibleObjects()
|
---|
2436 | {
|
---|
2437 | if (renderMethod == RENDER_DEPTH_PASS_DEFERRED)
|
---|
2438 | {
|
---|
2439 | if (showShadowMap && !renderLightView)
|
---|
2440 | {
|
---|
2441 | // usethe maximal visible distance to focus shadow map
|
---|
2442 | const float newFar = min(camera->GetFar(), traverser->GetMaxVisibleDistance());
|
---|
2443 | RenderShadowMap(newFar);
|
---|
2444 | }
|
---|
2445 |
|
---|
2446 | // initialize deferred rendering
|
---|
2447 | InitDeferredRendering();
|
---|
2448 | }
|
---|
2449 | else
|
---|
2450 | {
|
---|
2451 | renderState.SetRenderTechnique(FORWARD);
|
---|
2452 | }
|
---|
2453 |
|
---|
2454 |
|
---|
2455 | /////////////////
|
---|
2456 | //-- reset gl renderState before the final visible objects pass
|
---|
2457 |
|
---|
2458 | renderState.Reset();
|
---|
2459 |
|
---|
2460 | glEnableClientState(GL_NORMAL_ARRAY);
|
---|
2461 | /// switch back to smooth shading
|
---|
2462 | glShadeModel(GL_SMOOTH);
|
---|
2463 | /// reset alpha to coverage flag
|
---|
2464 | renderState.SetUseAlphaToCoverage(true);
|
---|
2465 | // clear color
|
---|
2466 | glClear(GL_COLOR_BUFFER_BIT);
|
---|
2467 |
|
---|
2468 | // draw only objects having exactly the same depth as the current sample
|
---|
2469 | glDepthFunc(GL_EQUAL);
|
---|
2470 |
|
---|
2471 | //cout << "visible: " << (int)traverser->GetVisibleObjects().size() << endl;
|
---|
2472 |
|
---|
2473 | SceneEntityContainer::const_iterator sit,
|
---|
2474 | sit_end = traverser->GetVisibleObjects().end();
|
---|
2475 |
|
---|
2476 | for (sit = traverser->GetVisibleObjects().begin(); sit != sit_end; ++ sit)
|
---|
2477 | {
|
---|
2478 | renderQueue->Enqueue(*sit);
|
---|
2479 | }
|
---|
2480 |
|
---|
2481 | /// now render out everything in one giant pass
|
---|
2482 | renderQueue->Apply();
|
---|
2483 |
|
---|
2484 | // switch back to standard depth func
|
---|
2485 | glDepthFunc(GL_LESS);
|
---|
2486 | renderState.Reset();
|
---|
2487 |
|
---|
2488 | PrintGLerror("visible objects");
|
---|
2489 | }
|
---|
2490 |
|
---|
2491 |
|
---|
2492 | SceneQuery *GetOrCreateSceneQuery()
|
---|
2493 | {
|
---|
2494 | if (!sceneQuery)
|
---|
2495 | {
|
---|
2496 | sceneQuery = new SceneQuery(bvh->GetBox(), traverser, &renderState);
|
---|
2497 | }
|
---|
2498 |
|
---|
2499 | return sceneQuery;
|
---|
2500 | }
|
---|
2501 |
|
---|
2502 |
|
---|
2503 | void PlaceViewer(const Vector3 &oldPos)
|
---|
2504 | {
|
---|
2505 | Vector3 playerPos = camera->GetPosition();
|
---|
2506 | bool validIntersect = GetOrCreateSceneQuery()->CalcIntersection(playerPos);
|
---|
2507 |
|
---|
2508 | if (validIntersect)
|
---|
2509 | //&& ((playerPos.z - oldPos.z) < bvh->GetBox().Size(2) * 1e-1f))
|
---|
2510 | {
|
---|
2511 | camera->SetPosition(playerPos);
|
---|
2512 | }
|
---|
2513 | }
|
---|
2514 |
|
---|
2515 |
|
---|
2516 | void RenderShadowMap(float newfar)
|
---|
2517 | {
|
---|
2518 | glDisableClientState(GL_NORMAL_ARRAY);
|
---|
2519 | renderState.SetRenderTechnique(DEPTH_PASS);
|
---|
2520 |
|
---|
2521 | // hack: disable cull face because of alpha textured balconies
|
---|
2522 | glDisable(GL_CULL_FACE);
|
---|
2523 | renderState.LockCullFaceEnabled(true);
|
---|
2524 |
|
---|
2525 | /// don't use alpha to coverage for the depth map (problems with fbo rendering)
|
---|
2526 | renderState.SetUseAlphaToCoverage(false);
|
---|
2527 |
|
---|
2528 | const Vector3 lightPos = light->GetDirection() * -1e3f;
|
---|
2529 | if (usePvs) LoadOrUpdatePVSs(lightPos);
|
---|
2530 |
|
---|
2531 |
|
---|
2532 | // change CHC++ set of renderState variables
|
---|
2533 | // this must be done for each change of camera because
|
---|
2534 | // otherwise the temporal coherency is broken
|
---|
2535 | BvhNode::SetCurrentState(LIGHT_PASS);
|
---|
2536 | // hack: temporarily change camera far plane
|
---|
2537 | camera->SetFar(newfar);
|
---|
2538 | // the scene is rendered withouth any shading
|
---|
2539 | shadowMap->ComputeShadowMap(shadowTraverser, viewProjMat);
|
---|
2540 |
|
---|
2541 | camera->SetFar(farDist);
|
---|
2542 |
|
---|
2543 | renderState.SetUseAlphaToCoverage(true);
|
---|
2544 | renderState.LockCullFaceEnabled(false);
|
---|
2545 | glEnable(GL_CULL_FACE);
|
---|
2546 |
|
---|
2547 | glEnableClientState(GL_NORMAL_ARRAY);
|
---|
2548 | // change back renderState
|
---|
2549 | BvhNode::SetCurrentState(CAMERA_PASS);
|
---|
2550 | }
|
---|
2551 |
|
---|
2552 |
|
---|
2553 | /** Touch each material once in order to preload the render queue
|
---|
2554 | bucket id of each material
|
---|
2555 | */
|
---|
2556 | void PrepareRenderQueue()
|
---|
2557 | {
|
---|
2558 | for (int i = 0; i < 3; ++ i)
|
---|
2559 | {
|
---|
2560 | renderState.SetRenderTechnique(i);
|
---|
2561 |
|
---|
2562 | // fill all shapes into the render queue once so we can establish the buckets
|
---|
2563 | ShapeContainer::const_iterator sit, sit_end = (*resourceManager->GetShapes()).end();
|
---|
2564 |
|
---|
2565 | for (sit = (*resourceManager->GetShapes()).begin(); sit != sit_end; ++ sit)
|
---|
2566 | {
|
---|
2567 | static Transform3 dummy(IdentityMatrix());
|
---|
2568 | renderQueue->Enqueue(*sit, NULL);
|
---|
2569 | }
|
---|
2570 |
|
---|
2571 | // just clear queue again
|
---|
2572 | renderQueue->Clear();
|
---|
2573 | }
|
---|
2574 | }
|
---|
2575 |
|
---|
2576 |
|
---|
2577 | int LoadModel(const string &model, SceneEntityContainer &entities)
|
---|
2578 | {
|
---|
2579 | const string filename = string(model_path + model);
|
---|
2580 | int numEntities = 0;
|
---|
2581 |
|
---|
2582 | cout << "\nloading model " << filename << endl;
|
---|
2583 |
|
---|
2584 | if (numEntities = resourceManager->Load(filename, entities))
|
---|
2585 | {
|
---|
2586 | cout << "model " << filename << " successfully loaded" << endl;
|
---|
2587 | }
|
---|
2588 | else
|
---|
2589 | {
|
---|
2590 | cerr << "loading model " << filename << " failed" << endl;
|
---|
2591 |
|
---|
2592 | CleanUp();
|
---|
2593 | exit(0);
|
---|
2594 | }
|
---|
2595 |
|
---|
2596 | return numEntities;
|
---|
2597 | }
|
---|
2598 |
|
---|
2599 |
|
---|
2600 | void CreateAnimation()
|
---|
2601 | {
|
---|
2602 | const float radius = 5.0f;
|
---|
2603 | const Vector3 center(480.398f, 268.364f, 181.3);
|
---|
2604 |
|
---|
2605 | VertexArray vertices;
|
---|
2606 |
|
---|
2607 | /*for (int i = 0; i < 360; ++ i)
|
---|
2608 | {
|
---|
2609 | float angle = (float)i * M_PI / 180.0f;
|
---|
2610 |
|
---|
2611 | Vector3 offs = Vector3(cos(angle) * radius, sin(angle) * radius, 0);
|
---|
2612 | vertices.push_back(center + offs);
|
---|
2613 | }*/
|
---|
2614 |
|
---|
2615 | for (int i = 0; i < 5; ++ i)
|
---|
2616 | {
|
---|
2617 | Vector3 offs = Vector3(i, 0, 0);
|
---|
2618 | vertices.push_back(center + offs);
|
---|
2619 | }
|
---|
2620 |
|
---|
2621 |
|
---|
2622 | for (int i = 0; i < 5; ++ i)
|
---|
2623 | {
|
---|
2624 | Vector3 offs = Vector3(4 -i, 0, 0);
|
---|
2625 | vertices.push_back(center + offs);
|
---|
2626 | }
|
---|
2627 |
|
---|
2628 | motionPath = new MotionPath(vertices);
|
---|
2629 | }
|
---|
2630 |
|
---|
2631 | /** This function returns the number of visible pixels of a
|
---|
2632 | bounding box representing the sun.
|
---|
2633 | */
|
---|
2634 | int TestSunVisible()
|
---|
2635 | {
|
---|
2636 | // assume sun is at a far away point along the light vector
|
---|
2637 | Vector3 sunPos = light->GetDirection() * -1e3f;
|
---|
2638 | sunPos += camera->GetPosition();
|
---|
2639 |
|
---|
2640 | sunBox->GetTransform()->SetMatrix(TranslationMatrix(sunPos));
|
---|
2641 |
|
---|
2642 | glBeginQueryARB(GL_SAMPLES_PASSED_ARB, sunQuery);
|
---|
2643 |
|
---|
2644 | sunBox->Render(&renderState);
|
---|
2645 |
|
---|
2646 | glEndQueryARB(GL_SAMPLES_PASSED_ARB);
|
---|
2647 |
|
---|
2648 | GLuint sampleCount;
|
---|
2649 |
|
---|
2650 | glGetQueryObjectuivARB(sunQuery, GL_QUERY_RESULT_ARB, &sampleCount);
|
---|
2651 |
|
---|
2652 | return sampleCount;
|
---|
2653 | }
|
---|
2654 |
|
---|
2655 |
|
---|
2656 | static Technique GetVizTechnique()
|
---|
2657 | {
|
---|
2658 | Technique tech;
|
---|
2659 | tech.Init();
|
---|
2660 |
|
---|
2661 | tech.SetEmmisive(RgbaColor(1.0f, 1.0f, 1.0f, 1.0f));
|
---|
2662 | tech.SetDiffuse(RgbaColor(1.0f, 1.0f, 1.0f, 1.0f));
|
---|
2663 | tech.SetAmbient(RgbaColor(1.0f, 1.0f, 1.0f, 1.0f));
|
---|
2664 |
|
---|
2665 | return tech;
|
---|
2666 | }
|
---|
2667 |
|
---|
2668 |
|
---|
2669 | void UpdatePvs(const Vector3 &pos)
|
---|
2670 | {
|
---|
2671 | viewCell = viewCellsTree->GetViewCell(camera->GetPosition());
|
---|
2672 |
|
---|
2673 | const float elapsedAlgorithmTime = applicationTimer.Elapsedms(false);
|
---|
2674 |
|
---|
2675 | // assume 60 FPS, total time is in secs
|
---|
2676 | const float raysPerMs = 2.0f * pvsTotalSamples / (pvsTotalTime * 1000.0f);
|
---|
2677 | //shotRays = visibilitySolutionInitialState + elapsedAlgorithmTime * raysPerMs;
|
---|
2678 | //shotRays += 1000 * raysPerMs / 60.0f;
|
---|
2679 |
|
---|
2680 | //cout << "totalt: " << pvsTotalTime << endl;
|
---|
2681 | //cout << "rays per ms: " << raysPerMs << endl;
|
---|
2682 |
|
---|
2683 | SceneEntity::SetCurrentVisibleId(globalVisibleId);
|
---|
2684 |
|
---|
2685 | for (int i = 0; i < viewCell->mPvs.GetSize(); ++ i)
|
---|
2686 | {
|
---|
2687 | PvsEntry entry = viewCell->mPvs.GetEntry(i);
|
---|
2688 | #ifdef USE_TIMESTAMPS
|
---|
2689 | if (!((entry.mTimeStamp < 0.0f) || (entry.mTimeStamp <= shotRays)))
|
---|
2690 | continue;
|
---|
2691 | #endif
|
---|
2692 | entry.mEntity->SetVisibleId(globalVisibleId);
|
---|
2693 | //numTriangles += entry.mEntity->CountNumTriangles();
|
---|
2694 | }
|
---|
2695 |
|
---|
2696 | ++ globalVisibleId;
|
---|
2697 | }
|
---|
2698 |
|
---|
2699 |
|
---|
2700 | void LoadVisibilitySolution()
|
---|
2701 | {
|
---|
2702 | ///////////
|
---|
2703 | //-- load the visibility solution
|
---|
2704 |
|
---|
2705 | const string vis_filename =
|
---|
2706 | string(model_path + visibilitySolution + ".vis");
|
---|
2707 |
|
---|
2708 | VisibilitySolutionLoader visLoader;
|
---|
2709 |
|
---|
2710 | viewCellsTree = visLoader.Load(vis_filename,
|
---|
2711 | bvh,
|
---|
2712 | pvsTotalSamples,
|
---|
2713 | pvsTotalTime,
|
---|
2714 | viewCellsScaleFactor);
|
---|
2715 |
|
---|
2716 | if (!viewCellsTree)
|
---|
2717 | {
|
---|
2718 | cerr << "loading pvs failed" << endl;
|
---|
2719 | CleanUp();
|
---|
2720 | exit(0);
|
---|
2721 | }
|
---|
2722 | }
|
---|
2723 |
|
---|
2724 |
|
---|
2725 | void RenderViewCell()
|
---|
2726 | {
|
---|
2727 | // render current view cell
|
---|
2728 | static Technique vcTechnique = GetVizTechnique();
|
---|
2729 |
|
---|
2730 | vcTechnique.Render(&renderState);
|
---|
2731 | Visualization::RenderBoxForViz(viewCell->GetBox());
|
---|
2732 | }
|
---|
2733 |
|
---|
2734 |
|
---|
2735 | void LoadPompeiiFloor()
|
---|
2736 | {
|
---|
2737 | AxisAlignedBox3 pompeiiBox =
|
---|
2738 | SceneEntity::ComputeBoundingBox(staticObjects);
|
---|
2739 |
|
---|
2740 | // todo: dispose texture
|
---|
2741 | Texture *floorTex = new Texture(model_path + "stairs.c.01.tif");
|
---|
2742 |
|
---|
2743 | floorTex->SetBoundaryModeS(Texture::REPEAT);
|
---|
2744 | floorTex->SetBoundaryModeT(Texture::REPEAT);
|
---|
2745 |
|
---|
2746 | floorTex->Create();
|
---|
2747 | Material *mymat = resourceManager->CreateMaterial();
|
---|
2748 |
|
---|
2749 | Technique *tech = mymat->GetDefaultTechnique();
|
---|
2750 | tech->SetDiffuse(RgbaColor(1, 1, 1, 1));
|
---|
2751 | tech->SetTexture(floorTex);
|
---|
2752 |
|
---|
2753 | Technique *depthPass = new Technique(*tech);
|
---|
2754 | Technique *deferred = new Technique(*tech);
|
---|
2755 |
|
---|
2756 | depthPass->SetColorWriteEnabled(false);
|
---|
2757 | depthPass->SetLightingEnabled(false);
|
---|
2758 |
|
---|
2759 | ShaderProgram *defaultFragmentTexProgramMrt =
|
---|
2760 | ShaderManager::GetSingleton()->GetShaderProgram("defaultFragmentTexMrt");
|
---|
2761 | ShaderProgram *defaultVertexProgramMrt =
|
---|
2762 | ShaderManager::GetSingleton()->GetShaderProgram("defaultVertexMrt");
|
---|
2763 |
|
---|
2764 | deferred->SetFragmentProgram(defaultFragmentTexProgramMrt);
|
---|
2765 | deferred->SetVertexProgram(defaultVertexProgramMrt);
|
---|
2766 |
|
---|
2767 | deferred->GetFragmentProgramParameters()->SetViewMatrixParam(0);
|
---|
2768 | deferred->GetVertexProgramParameters()->SetModelMatrixParam(1);
|
---|
2769 | deferred->GetVertexProgramParameters()->SetOldModelMatrixParam(2);
|
---|
2770 |
|
---|
2771 | deferred->SetTexture(floorTex);
|
---|
2772 |
|
---|
2773 | mymat->AddTechnique(deferred);
|
---|
2774 | mymat->AddTechnique(depthPass);
|
---|
2775 |
|
---|
2776 |
|
---|
2777 | //const Vector3 offs(1300.0f, -2500.0f, .0f);
|
---|
2778 | const Vector3 offs(pompeiiBox.Center(0), pompeiiBox.Center(1), 0);
|
---|
2779 | Matrix4x4 moffs = TranslationMatrix(offs);
|
---|
2780 |
|
---|
2781 | Plane3 plane;
|
---|
2782 | Transform3 *mytrafo = resourceManager->CreateTransform(moffs);
|
---|
2783 |
|
---|
2784 | SceneEntity *myplane =
|
---|
2785 | SceneEntityConverter().ConvertPlane(plane,
|
---|
2786 | pompeiiBox.Size(0),
|
---|
2787 | pompeiiBox.Size(1),
|
---|
2788 | 5,
|
---|
2789 | 5,
|
---|
2790 | mymat,
|
---|
2791 | mytrafo);
|
---|
2792 |
|
---|
2793 | resourceManager->AddSceneEntity(myplane);
|
---|
2794 | staticObjects.push_back(myplane);
|
---|
2795 | }
|
---|
2796 |
|
---|
2797 |
|
---|
2798 | void LoadOrUpdatePVSs(const Vector3 &pos)
|
---|
2799 | {
|
---|
2800 | if (!viewCellsTree)
|
---|
2801 | {
|
---|
2802 | LoadVisibilitySolution();
|
---|
2803 | applicationTimer.Start();
|
---|
2804 | shotRays = visibilitySolutionInitialState;
|
---|
2805 | }
|
---|
2806 |
|
---|
2807 | if (viewCellsTree) UpdatePvs(pos);
|
---|
2808 | } |
---|