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 | #include <Cg/cg.h>
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22 | #include <Cg/cgGL.h>
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23 |
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24 |
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25 | #include "RenderTraverser.h"
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26 | #include "SceneEntity.h"
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27 | #include "Vector3.h"
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28 | #include "Matrix4x4.h"
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29 | #include "ResourceManager.h"
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30 | #include "Bvh.h"
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31 | #include "Camera.h"
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32 | #include "Geometry.h"
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33 | #include "BvhLoader.h"
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34 | #include "FrustumCullingTraverser.h"
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35 | #include "StopAndWaitTraverser.h"
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36 | #include "CHCTraverser.h"
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37 | #include "CHCPlusPlusTraverser.h"
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38 | #include "Visualization.h"
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39 | #include "RenderState.h"
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40 | #include "Timer/PerfTimer.h"
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41 | #include "SceneQuery.h"
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42 | #include "RenderQueue.h"
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43 | #include "Material.h"
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44 | #include "glfont2.h"
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45 | #include "PerformanceGraph.h"
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46 | #include "Environment.h"
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47 | #include "Halton.h"
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48 | #include "Transform3.h"
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49 | #include "SampleGenerator.h"
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50 | #include "FrameBufferObject.h"
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51 | #include "DeferredRenderer.h"
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52 | #include "ShadowMapping.h"
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53 | #include "Light.h"
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54 | #include "SceneEntityConverter.h"
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55 | #include "ObjConverter.h"
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56 | #include "SkyPreetham.h"
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57 | #include "Texture.h"
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58 | #include "EntityMerger.h"
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59 |
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60 | using namespace std;
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61 | using namespace CHCDemoEngine;
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62 |
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63 |
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64 | static Environment env;
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65 |
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66 | #define MAX_DEPTH_CONST 10.0f
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67 |
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68 | // fbo
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69 | FrameBufferObject *fbo = NULL;
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70 |
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71 | GLuint fontTex;
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72 |
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73 | /// the renderable scene geometry
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74 | SceneEntityContainer sceneEntities;
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75 |
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76 | // traverses and renders the hierarchy
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77 | RenderTraverser *traverser = NULL;
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78 | /// the hierarchy
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79 | Bvh *bvh = NULL;
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80 | /// handles scene loading
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81 | ResourceManager *loader = NULL;
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82 | /// the scene camera
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83 | Camera *camera = NULL;
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84 | /// the scene camera
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85 | Camera *visCamera = NULL;
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86 | /// the visualization
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87 | Visualization *visualization = NULL;
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88 | /// the current render state
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89 | RenderState state;
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90 | /// the rendering algorithm
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91 | int renderMode = RenderTraverser::CHCPLUSPLUS;
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92 | // eye near plane distance
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93 | float nearDist = 0.2f;
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94 | float farDist = 1e6f;
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95 | /// the field of view
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96 | float fov = 50.0f;
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97 | /// the pixel threshold where a node is still considered invisible
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98 | int threshold;
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99 |
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100 | int assumedVisibleFrames = 10;
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101 | int maxBatchSize = 50;
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102 |
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103 | int trianglesPerVirtualLeaf = INITIAL_TRIANGLES_PER_VIRTUAL_LEAVES;
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104 |
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105 | SceneQuery *sceneQuery = NULL;
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106 | RenderQueue *renderQueue = NULL;
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107 |
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108 | // traverses and renders the hierarchy
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109 | RenderTraverser *shadowTraverser = NULL;
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110 |
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111 | SkyPreetham *preetham = NULL;
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112 |
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113 |
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114 | /// the used render type for this render pass
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115 | enum RenderMethod
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116 | {
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117 | RENDER_FIXED,
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118 | RENDER_DEPTH_PASS,
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119 | RENDER_DEFERRED,
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120 | RENDER_DEPTH_PASS_DEFERRED,
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121 | RENDER_NUM_RENDER_TYPES
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122 | };
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123 |
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124 | /// one of four possible render methods
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125 | int renderMethod = RENDER_FIXED;
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126 |
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127 |
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128 | /// these values get scaled with the frame rate
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129 | static float keyForwardMotion = 30.0f;
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130 | static float keyRotation = 1.5f;
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131 |
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132 | /// elapsed time in milliseconds
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133 | double elapsedTime = 1000.0f;
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134 | double algTime = 1000.0f;
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135 |
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136 | static int winWidth = 1024;
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137 | static int winHeight = 768;
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138 |
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139 | int shadowSize = 2048;
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140 |
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141 | static float winAspectRatio = 1.0f;
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142 |
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143 | double accumulatedTime = 1000;
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144 | float fps = 1e3f;
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145 |
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146 | glfont::GLFont myfont;
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147 |
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148 | // rendertexture
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149 | static int texWidth = 1024;
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150 | static int texHeight = 768;
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151 |
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152 | int renderedObjects = 0;
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153 | int renderedNodes = 0;
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154 | int renderedTriangles = 0;
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155 |
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156 | int issuedQueries = 0;
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157 | int traversedNodes = 0;
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158 | int frustumCulledNodes = 0;
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159 | int queryCulledNodes = 0;
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160 | int stateChanges = 0;
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161 | int numBatches = 0;
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162 |
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163 |
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164 | // mouse navigation state
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165 | int xEyeBegin = 0;
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166 | int yEyeBegin = 0;
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167 | int yMotionBegin = 0;
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168 | int verticalMotionBegin = 0;
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169 | int horizontalMotionBegin = 0;
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170 |
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171 |
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172 | bool leftKeyPressed = false;
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173 | bool rightKeyPressed = false;
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174 | bool upKeyPressed = false;
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175 | bool downKeyPressed = false;
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176 | bool descendKeyPressed = false;
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177 | bool ascendKeyPressed = false;
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178 |
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179 | bool showHelp = false;
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180 | bool showStatistics = false;
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181 | bool showOptions = true;
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182 | bool showBoundingVolumes = false;
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183 | bool visMode = false;
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184 |
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185 | bool useOptimization = false;
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186 | bool useTightBounds = true;
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187 | bool useRenderQueue = true;
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188 | bool useMultiQueries = true;
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189 | bool flyMode = true;
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190 |
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191 | bool useGlobIllum = false;
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192 | bool useTemporalCoherence = true;
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193 | bool showAlgorithmTime = false;
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194 |
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195 | bool useFullScreen = false;
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196 | bool useLODs = true;
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197 | bool moveLight = false;
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198 |
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199 | bool useAdvancedShading = false;
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200 | bool showShadowMap = false;
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201 | bool renderLightView = false;
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202 |
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203 | bool altKeyPressed = false;
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204 |
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205 | bool useHDR = true;
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206 |
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207 | static float ssaoTempCohFactor = 255.0;
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208 |
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209 |
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210 | PerfTimer frameTimer, algTimer;
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211 |
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212 | static int sCurrentMrtSet = 0;
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213 |
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214 | PerformanceGraph *perfGraph = NULL;
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215 |
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216 |
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217 | //DeferredRenderer::SAMPLING_METHOD samplingMethod = DeferredRenderer::SAMPLING_POISSON;
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218 | DeferredRenderer::SAMPLING_METHOD samplingMethod = DeferredRenderer::SAMPLING_QUADRATIC;
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219 |
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220 | ShadowMap *shadowMap = NULL;
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221 | DirectionalLight *light = NULL;
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222 | DeferredRenderer *ssaoShader = NULL;
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223 |
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224 | SceneEntity *cube = NULL;
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225 | SceneEntity *aeroplane = NULL;
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226 | SceneEntity *skyDome = NULL;
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227 |
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228 |
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229 |
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230 | // function forward declarations
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231 | void InitExtensions();
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232 | void DisplayVisualization();
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233 | void InitGLstate();
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234 | void InitRenderTexture();
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235 | void InitCg();
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236 | void CleanUp();
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237 | void SetupEyeView();
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238 | void UpdateEyeMtx();
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239 | void SetupLighting();
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240 | void DisplayStats();
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241 | void Output(int x, int y, const char *string);
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242 | void DrawHelpMessage();
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243 | void RenderSky();
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244 | void RenderVisibleObjects();
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245 |
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246 | void Begin2D();
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247 | void End2D();
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248 | void KeyBoard(unsigned char c, int x, int y);
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249 | void DrawStatistics();
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250 | void Display();
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251 | void Special(int c, int x, int y);
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252 | void KeyUp(unsigned char c, int x, int y);
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253 | void SpecialKeyUp(int c, int x, int y);
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254 | void Reshape(int w, int h);
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255 | void Mouse(int button, int state, int x, int y);
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256 | void LeftMotion(int x, int y);
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257 | void RightMotion(int x, int y);
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258 | void MiddleMotion(int x, int y);
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259 | void CalcDecimalPoint(string &str, int d);
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260 |
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261 | RenderTraverser *CreateTraverser(Camera *cam);
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262 |
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263 | void KeyHorizontalMotion(float shift);
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264 | void KeyVerticalMotion(float shift);
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265 |
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266 | void PlaceViewer(const Vector3 &oldPos);
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267 |
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268 | inline float KeyRotationAngle() { return keyRotation * elapsedTime * 1e-3f; }
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269 | inline float KeyShift() { return keyForwardMotion * elapsedTime * 1e-3f; }
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270 | // initialise the frame buffer objects
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271 | void InitFBO();
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272 |
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273 | void RightMotionLight(int x, int y);
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274 |
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275 | void RenderShadowMap(float newfar);
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276 |
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277 |
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278 |
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279 | /////////
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280 | //-- cg stuff
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281 |
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282 | static CGcontext sCgContext = NULL;
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283 |
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284 | static CGparameter sEyePosParamTex;
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285 | static CGparameter sEyePosParam;
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286 |
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287 | static Matrix4x4 viewProjMat = IdentityMatrix();
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288 | static Matrix4x4 oldViewProjMat = IdentityMatrix();
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289 |
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290 |
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291 |
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292 | static void cgErrorCallback()
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293 | {
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294 | CGerror lastError = cgGetError();
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295 |
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296 | if(lastError)
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297 | {
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298 | printf("%s\n\n", cgGetErrorString(lastError));
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299 | printf("%s\n", cgGetLastListing(sCgContext));
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300 |
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301 | printf("Cg error, exiting...\n");
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302 |
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303 | exit(0);
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304 | }
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305 | }
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306 |
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307 |
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308 | static void PrintGLerror(char *msg)
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309 | {
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310 | GLenum errCode;
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311 | const GLubyte *errStr;
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312 |
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313 | if ((errCode = glGetError()) != GL_NO_ERROR)
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314 | {
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315 | errStr = gluErrorString(errCode);
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316 | fprintf(stderr,"OpenGL ERROR: %s: %s\n", errStr, msg);
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317 | }
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318 | }
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319 |
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320 |
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321 | int main(int argc, char* argv[])
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322 | {
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323 | /*
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324 | #ifdef _CRT_SET
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325 |
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326 | //Now just call this function at the start of your program and if you're
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327 | //compiling in debug mode (F5), any leaks will be displayed in the Output
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328 | //window when the program shuts down. If you're not in debug mode this will
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329 | //be ignored. Use it as you will!
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330 | //note: from GDNet Direct [3.8.04 - 3.14.04] void detectMemoryLeaks() {
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331 |
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332 | _CrtSetDbgFlag(_CRTDBG_LEAK_CHECK_DF|_CRTDBG_ALLOC_MEM_DF);
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333 | _CrtSetReportMode(_CRT_ASSERT,_CRTDBG_MODE_FILE);
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334 | _CrtSetReportFile(_CRT_ASSERT,_CRTDBG_FILE_STDERR);
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335 | #endif
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336 | */
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337 | cout << "=== reading environment file ===" << endl << endl;
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338 |
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339 | int returnCode = 0;
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340 |
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341 | Vector3 camPos(.0f, .0f, .0f);
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342 | Vector3 camDir(.0f, 1.0f, .0f);
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343 | Vector3 lightDir(-0.8f, 1.0f, -0.7f);
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344 |
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345 | cout << "=== reading environment file ===" << endl << endl;
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346 |
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347 | const string envFileName = "default.env";
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348 | if (!env.Read(envFileName))
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349 | {
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350 | cerr << "loading environment " << envFileName << " failed!" << endl;
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351 | }
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352 | else
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353 | {
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354 | env.GetIntParam(string("assumedVisibleFrames"), assumedVisibleFrames);
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355 | env.GetIntParam(string("maxBatchSize"), maxBatchSize);
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356 | env.GetIntParam(string("trianglesPerVirtualLeaf"), trianglesPerVirtualLeaf);
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357 |
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358 | env.GetFloatParam(string("keyForwardMotion"), keyForwardMotion);
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359 | env.GetFloatParam(string("keyRotation"), keyRotation);
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360 |
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361 | env.GetIntParam(string("winWidth"), winWidth);
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362 | env.GetIntParam(string("winHeight"), winHeight);
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363 |
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364 | env.GetBoolParam(string("useFullScreen"), useFullScreen);
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365 | env.GetFloatParam(string("tempCohFactor"), ssaoTempCohFactor);
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366 | env.GetVectorParam(string("camPosition"), camPos);
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367 | env.GetVectorParam(string("camDirection"), camDir);
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368 | env.GetVectorParam(string("lightDirection"), lightDir);
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369 |
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370 | env.GetBoolParam(string("useLODs"), useLODs);
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371 | env.GetIntParam(string("shadowSize"), shadowSize);
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372 |
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373 | env.GetBoolParam(string("useHDR"), useHDR);
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374 |
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375 | //env.GetStringParam(string("modelPath"), model_path);
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376 | //env.GetIntParam(string("numSssaoSamples"), numSsaoSamples);
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377 |
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378 | cout << "assumedVisibleFrames: " << assumedVisibleFrames << endl;
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379 | cout << "maxBatchSize: " << maxBatchSize << endl;
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380 | cout << "trianglesPerVirtualLeaf: " << trianglesPerVirtualLeaf << endl;
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381 |
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382 | cout << "keyForwardMotion: " << keyForwardMotion << endl;
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383 | cout << "keyRotation: " << keyRotation << endl;
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384 | cout << "winWidth: " << winWidth << endl;
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385 | cout << "winHeight: " << winHeight << endl;
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386 | cout << "useFullScreen: " << useFullScreen << endl;
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387 | cout << "useLODs: " << useLODs << endl;
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388 | cout << "camPosition: " << camPos << endl;
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389 | cout << "temporal coherence: " << ssaoTempCohFactor << endl;
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390 | cout << "shadow size: " << shadowSize << endl;
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391 |
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392 | //cout << "model path: " << model_path << endl;
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393 |
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394 | cout << "**** end parameters ****" << endl << endl;
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395 | }
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396 |
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397 | ///////////////////////////
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398 |
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399 | camera = new Camera(winWidth, winHeight, fov);
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400 | camera->SetNear(nearDist);
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401 | camera->SetFar(1000);
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402 |
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403 | camera->SetDirection(camDir);
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404 | camera->SetPosition(camPos);
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405 |
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406 | visCamera = new Camera(winWidth, winHeight, fov);
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407 | visCamera->SetNear(0.0f);
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408 | visCamera->Yaw(.5 * M_PI);
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409 |
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410 | // create a new light
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411 | light = new DirectionalLight(lightDir, RgbaColor(1, 1, 1, 1), RgbaColor(1, 1, 1, 1));
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412 |
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413 |
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414 | renderQueue = new RenderQueue(&state, camera);
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415 |
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416 | glutInitWindowSize(winWidth, winHeight);
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417 | glutInit(&argc, argv);
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418 | glutInitDisplayMode(GLUT_DOUBLE | GLUT_RGBA | GLUT_DEPTH | GLUT_MULTISAMPLE);
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419 | //glutInitDisplayMode(GLUT_DOUBLE | GLUT_RGBA | GLUT_DEPTH);
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420 | //glutInitDisplayString("samples=2");
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421 |
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422 | SceneEntity::SetUseLODs(useLODs);
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423 |
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424 | if (!useFullScreen)
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425 | {
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426 | glutCreateWindow("FriendlyCulling");
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427 | }
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428 | else
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429 | {
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430 | glutGameModeString( "1024x768:32@75" );
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431 | glutEnterGameMode();
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432 | }
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433 |
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434 | glutDisplayFunc(Display);
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435 | glutKeyboardFunc(KeyBoard);
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436 | glutSpecialFunc(Special);
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437 | glutReshapeFunc(Reshape);
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438 | glutMouseFunc(Mouse);
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439 | glutIdleFunc(Display);
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440 | glutKeyboardUpFunc(KeyUp);
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441 | glutSpecialUpFunc(SpecialKeyUp);
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442 | glutIgnoreKeyRepeat(true);
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443 |
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444 | // initialise gl graphics
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445 | InitExtensions();
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446 | InitGLstate();
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447 |
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448 | glEnable(GL_MULTISAMPLE_ARB);
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449 | glHint(GL_MULTISAMPLE_FILTER_HINT_NV, GL_NICEST);
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450 |
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451 | LeftMotion(0, 0);
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452 | MiddleMotion(0, 0);
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453 |
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454 | // init cg shader programs
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455 | InitCg();
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456 |
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457 | perfGraph = new PerformanceGraph(1000);
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458 |
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459 | loader = ResourceManager::GetSingleton();
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460 |
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461 | const string filename = string(model_path + "city.dem");
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462 |
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463 | if (loader->Load(filename, sceneEntities))
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464 | cout << "model " << filename << " loaded" << endl;
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465 | else
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466 | {
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467 | cerr << "loading model " << filename << " failed" << endl;
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468 | CleanUp();
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469 | exit(0);
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470 | }
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471 |
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472 |
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473 | const string bvh_filename = string(model_path + "city.bvh");
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474 | BvhLoader bvhLoader;
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475 | bvh = bvhLoader.Load(bvh_filename, sceneEntities);
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476 |
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477 | if (!bvh)
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478 | {
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479 | cerr << "loading bvh " << bvh_filename << " failed" << endl;
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480 | CleanUp();
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481 | exit(0);
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482 | }
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483 |
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484 | // set far plane based on scene extent
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485 | farDist = 10.0f * Magnitude(bvh->GetBox().Diagonal());
|
---|
486 | bvh->SetVirtualLeaves(trianglesPerVirtualLeaf);
|
---|
487 |
|
---|
488 | camera->SetFar(Magnitude(bvh->GetBox().Diagonal()));
|
---|
489 |
|
---|
490 | Vector3 cubeCenter(470.398f, 240.364f, 182.5f);
|
---|
491 |
|
---|
492 | Matrix4x4 transl = TranslationMatrix(cubeCenter);
|
---|
493 |
|
---|
494 | SceneEntityContainer dummy;
|
---|
495 |
|
---|
496 | string skyDomeStr(model_path + "sky.dem");
|
---|
497 |
|
---|
498 | if (loader->Load(skyDomeStr, sceneEntities))
|
---|
499 | {
|
---|
500 | cout << "successfully loaded " << sceneEntities.size() << " scene entities" << endl;
|
---|
501 | }
|
---|
502 | else
|
---|
503 | {
|
---|
504 | cerr << "loading file " << skyDomeStr << " failed" << endl;
|
---|
505 |
|
---|
506 | CleanUp();
|
---|
507 | exit(0);
|
---|
508 | }
|
---|
509 |
|
---|
510 | skyDome = sceneEntities.back();
|
---|
511 |
|
---|
512 | //InitCg();
|
---|
513 |
|
---|
514 | const float turbitiy = 5.0f;
|
---|
515 | preetham = new SkyPreetham(turbitiy, skyDome);
|
---|
516 |
|
---|
517 | // initialize the render traverser
|
---|
518 | traverser = CreateTraverser(camera);
|
---|
519 |
|
---|
520 | visualization = new Visualization(bvh, camera, NULL, &state);
|
---|
521 |
|
---|
522 | state.SetRenderPassType(RenderState::FIXED);
|
---|
523 |
|
---|
524 | // frame time is restarted every frame
|
---|
525 | frameTimer.Start();
|
---|
526 |
|
---|
527 | // the rendering loop
|
---|
528 | glutMainLoop();
|
---|
529 |
|
---|
530 | // clean up
|
---|
531 | CleanUp();
|
---|
532 |
|
---|
533 | return 0;
|
---|
534 | }
|
---|
535 |
|
---|
536 |
|
---|
537 | void InitCg(void)
|
---|
538 | {
|
---|
539 | // setup cg
|
---|
540 | cgSetErrorCallback(cgErrorCallback);
|
---|
541 |
|
---|
542 | // create context.
|
---|
543 | sCgContext = cgCreateContext();
|
---|
544 |
|
---|
545 | // get the optimal profile
|
---|
546 | RenderState::sCgFragmentProfile = cgGLGetLatestProfile(CG_GL_FRAGMENT);
|
---|
547 | cgGLSetOptimalOptions(RenderState::sCgFragmentProfile);
|
---|
548 |
|
---|
549 | RenderState::sCgVertexProfile = cgGLGetLatestProfile(CG_GL_VERTEX);
|
---|
550 | cgGLSetOptimalOptions(RenderState::sCgVertexProfile);
|
---|
551 |
|
---|
552 | // set textures to auto load
|
---|
553 | cgGLSetManageTextureParameters(sCgContext, false);
|
---|
554 |
|
---|
555 | RenderState::sCgMrtVertexProgram =
|
---|
556 | new ShaderProgram(sCgContext, "src/shaders/mrt.cg", RenderState::sCgVertexProfile, "vtx");
|
---|
557 |
|
---|
558 | if (!RenderState::sCgMrtVertexProgram->IsValid())
|
---|
559 | cerr << "fragment program failed to load" << endl;
|
---|
560 |
|
---|
561 | RenderState::sCgMrtFragmentTexProgram =
|
---|
562 | new ShaderProgram(sCgContext, "src/shaders/mrt.cg", RenderState::sCgFragmentProfile, "fragtex");
|
---|
563 |
|
---|
564 |
|
---|
565 | if (!RenderState::sCgMrtFragmentTexProgram->IsValid())
|
---|
566 | cerr << "fragment tex program failed to load" << endl;
|
---|
567 |
|
---|
568 | RenderState::sCgMrtFragmentTexProgram->AddParameter("tex", 0);
|
---|
569 |
|
---|
570 | RenderState::sCgMrtFragmentProgram =
|
---|
571 | new ShaderProgram(sCgContext, "src/shaders/mrt.cg", RenderState::sCgFragmentProfile, "frag");
|
---|
572 |
|
---|
573 | if (!RenderState::sCgMrtFragmentProgram->IsValid())
|
---|
574 | cerr << "fragment program failed to load" << endl;
|
---|
575 |
|
---|
576 |
|
---|
577 | PrintGLerror("init");
|
---|
578 |
|
---|
579 | DeferredRenderer::InitCG(sCgContext);
|
---|
580 | SkyPreetham::InitCG(sCgContext);
|
---|
581 |
|
---|
582 | cout << "cg initialization successful" << endl;
|
---|
583 | }
|
---|
584 |
|
---|
585 |
|
---|
586 | void InitFBO()
|
---|
587 | {
|
---|
588 | PrintGLerror("fbo start");
|
---|
589 |
|
---|
590 | // this fbo basicly stores the scene information we get from standard rendering of a frame
|
---|
591 | // we store colors, normals, positions (for the ssao)
|
---|
592 | fbo = new FrameBufferObject(texWidth, texHeight, FrameBufferObject::DEPTH_32);
|
---|
593 | //fbo = new FrameBufferObject(texWidth, texHeight, FrameBufferObject::DEPTH_24);
|
---|
594 |
|
---|
595 | // the diffuse color buffer
|
---|
596 | fbo->AddColorBuffer(ColorBufferObject::RGBA_FLOAT_32, ColorBufferObject::WRAP_CLAMP_TO_EDGE, ColorBufferObject::FILTER_LINEAR, ColorBufferObject::FILTER_NEAREST);
|
---|
597 | // the normals buffer
|
---|
598 | fbo->AddColorBuffer(ColorBufferObject::RGB_FLOAT_16, ColorBufferObject::WRAP_CLAMP_TO_EDGE, ColorBufferObject::FILTER_NEAREST);
|
---|
599 | // the positions buffer
|
---|
600 | //fbo->AddColorBuffer(ColorBufferObject::RGBA_FLOAT_32, ColorBufferObject::WRAP_CLAMP_TO_EDGE, ColorBufferObject::FILTER_NEAREST);
|
---|
601 | fbo->AddColorBuffer(ColorBufferObject::RGB_UBYTE, ColorBufferObject::WRAP_CLAMP_TO_EDGE, ColorBufferObject::FILTER_NEAREST);
|
---|
602 | // another color buffer
|
---|
603 | fbo->AddColorBuffer(ColorBufferObject::RGBA_FLOAT_32, ColorBufferObject::WRAP_CLAMP_TO_EDGE, ColorBufferObject::FILTER_LINEAR, ColorBufferObject::FILTER_NEAREST);
|
---|
604 |
|
---|
605 | PrintGLerror("fbo");
|
---|
606 | }
|
---|
607 |
|
---|
608 |
|
---|
609 | bool InitFont(void)
|
---|
610 | {
|
---|
611 | glEnable(GL_TEXTURE_2D);
|
---|
612 |
|
---|
613 | glGenTextures(1, &fontTex);
|
---|
614 | glBindTexture(GL_TEXTURE_2D, fontTex);
|
---|
615 |
|
---|
616 | if (!myfont.Create("data/fonts/verdana.glf", fontTex))
|
---|
617 | return false;
|
---|
618 |
|
---|
619 | glDisable(GL_TEXTURE_2D);
|
---|
620 |
|
---|
621 | return true;
|
---|
622 | }
|
---|
623 |
|
---|
624 |
|
---|
625 | void InitGLstate()
|
---|
626 | {
|
---|
627 | glClearColor(0.4f, 0.4f, 0.4f, 1.0f);
|
---|
628 |
|
---|
629 | glPixelStorei(GL_UNPACK_ALIGNMENT, 1);
|
---|
630 | glPixelStorei(GL_PACK_ALIGNMENT,1);
|
---|
631 |
|
---|
632 | glDepthFunc(GL_LESS);
|
---|
633 | glEnable(GL_DEPTH_TEST);
|
---|
634 |
|
---|
635 | glColor3f(1.0f, 1.0f, 1.0f);
|
---|
636 | glShadeModel(GL_SMOOTH);
|
---|
637 |
|
---|
638 | glMaterialf(GL_FRONT, GL_SHININESS, 64);
|
---|
639 | glEnable(GL_NORMALIZE);
|
---|
640 |
|
---|
641 | glDisable(GL_ALPHA_TEST);
|
---|
642 | glAlphaFunc(GL_GEQUAL, 0.5f);
|
---|
643 |
|
---|
644 | glFrontFace(GL_CCW);
|
---|
645 | glCullFace(GL_BACK);
|
---|
646 | glEnable(GL_CULL_FACE);
|
---|
647 |
|
---|
648 | glDisable(GL_TEXTURE_2D);
|
---|
649 |
|
---|
650 | GLfloat ambientColor[] = {0.2, 0.2, 0.2, 1.0};
|
---|
651 | GLfloat diffuseColor[] = {1.0, 0.0, 0.0, 1.0};
|
---|
652 | GLfloat specularColor[] = {0.0, 0.0, 0.0, 1.0};
|
---|
653 |
|
---|
654 | glMaterialfv(GL_FRONT, GL_AMBIENT, ambientColor);
|
---|
655 | glMaterialfv(GL_FRONT, GL_DIFFUSE, diffuseColor);
|
---|
656 | glMaterialfv(GL_FRONT, GL_SPECULAR, specularColor);
|
---|
657 |
|
---|
658 | glDepthFunc(GL_LESS);
|
---|
659 |
|
---|
660 | if (!InitFont())
|
---|
661 | cerr << "font creation failed" << endl;
|
---|
662 | else
|
---|
663 | cout << "successfully created font" << endl;
|
---|
664 |
|
---|
665 |
|
---|
666 | //////////////////////////////
|
---|
667 |
|
---|
668 | //GLfloat lmodel_ambient[] = {1.0f, 1.0f, 1.0f, 1.0f};
|
---|
669 | GLfloat lmodel_ambient[] = {0.7f, 0.7f, 0.8f, 1.0f};
|
---|
670 |
|
---|
671 | glLightModelfv(GL_LIGHT_MODEL_AMBIENT, lmodel_ambient);
|
---|
672 | //glLightModeli(GL_LIGHT_MODEL_LOCAL_VIEWER, GL_TRUE);
|
---|
673 | glLightModeli(GL_LIGHT_MODEL_LOCAL_VIEWER, GL_FALSE);
|
---|
674 | glLightModeli(GL_LIGHT_MODEL_COLOR_CONTROL_EXT, GL_SINGLE_COLOR_EXT);
|
---|
675 | }
|
---|
676 |
|
---|
677 |
|
---|
678 | void DrawHelpMessage()
|
---|
679 | {
|
---|
680 | const char *message[] =
|
---|
681 | {
|
---|
682 | "Help information",
|
---|
683 | "",
|
---|
684 | "'F1' - shows/dismisses this message",
|
---|
685 | "'F2' - shows/hides bird eye view",
|
---|
686 | "'F3' - shows/hides bounds (boxes or tight bounds)",
|
---|
687 | "'F4', - shows/hides parameters",
|
---|
688 | "'F5' - shows/hides statistics",
|
---|
689 | "'F6', - toggles between fly/walkmode",
|
---|
690 | "'F7', - cycles throw render modes",
|
---|
691 | "'F8', - enables/disables ambient occlusion (only deferred)",
|
---|
692 | "'F9', - shows pure algorithm render time (using glFinish)",
|
---|
693 | "'SPACE' - cycles through occlusion culling algorithms",
|
---|
694 | "",
|
---|
695 | "'MOUSE LEFT' - turn left/right, move forward/backward",
|
---|
696 | "'MOUSE RIGHT' - turn left/right, move forward/backward",
|
---|
697 | "'MOUSE MIDDLE' - move up/down, left/right",
|
---|
698 | "'CURSOR UP/DOWN' - move forward/backward",
|
---|
699 | "'CURSOR LEFT/RIGHT' - turn left/right",
|
---|
700 | "",
|
---|
701 | "'-'/'+' - decreases/increases max batch size",
|
---|
702 | "'1'/'2' - downward/upward motion",
|
---|
703 | "'3'/'4' - decreases/increases triangles per virtual bvh leaf (sets bvh depth)",
|
---|
704 | "'5'/'6' - decreases/increases assumed visible frames",
|
---|
705 | "",
|
---|
706 | "'R' - use render queue",
|
---|
707 | "'B' - use tight bounds",
|
---|
708 | "'M' - use multiqueries",
|
---|
709 | "'O' - use CHC optimization (geometry queries for leaves)",
|
---|
710 | 0,
|
---|
711 | };
|
---|
712 |
|
---|
713 |
|
---|
714 | glColor4f(0.0f, 1.0f , 0.0f, 0.2f); // 20% green.
|
---|
715 |
|
---|
716 | glRecti(30, 30, winWidth - 30, winHeight - 30);
|
---|
717 |
|
---|
718 | glEnd();
|
---|
719 |
|
---|
720 | glColor3f(1.0f, 1.0f, 1.0f);
|
---|
721 |
|
---|
722 | glEnable(GL_TEXTURE_2D);
|
---|
723 | myfont.Begin();
|
---|
724 |
|
---|
725 | int x = 40, y = 30;
|
---|
726 |
|
---|
727 | for(int i = 0; message[i] != 0; ++ i)
|
---|
728 | {
|
---|
729 | if(message[i][0] == '\0')
|
---|
730 | {
|
---|
731 | y += 15;
|
---|
732 | }
|
---|
733 | else
|
---|
734 | {
|
---|
735 | myfont.DrawString(message[i], x, winHeight - y);
|
---|
736 | y += 25;
|
---|
737 | }
|
---|
738 | }
|
---|
739 | glDisable(GL_TEXTURE_2D);
|
---|
740 | }
|
---|
741 |
|
---|
742 |
|
---|
743 | RenderTraverser *CreateTraverser(Camera *cam)
|
---|
744 | {
|
---|
745 | RenderTraverser *tr;
|
---|
746 |
|
---|
747 | bvh->ResetNodeClassifications();
|
---|
748 |
|
---|
749 | switch (renderMode)
|
---|
750 | {
|
---|
751 | case RenderTraverser::CULL_FRUSTUM:
|
---|
752 | tr = new FrustumCullingTraverser();
|
---|
753 | break;
|
---|
754 | case RenderTraverser::STOP_AND_WAIT:
|
---|
755 | tr = new StopAndWaitTraverser();
|
---|
756 | break;
|
---|
757 | case RenderTraverser::CHC:
|
---|
758 | tr = new CHCTraverser();
|
---|
759 | break;
|
---|
760 | case RenderTraverser::CHCPLUSPLUS:
|
---|
761 | tr = new CHCPlusPlusTraverser();
|
---|
762 | break;
|
---|
763 |
|
---|
764 | default:
|
---|
765 | tr = new FrustumCullingTraverser();
|
---|
766 | }
|
---|
767 |
|
---|
768 | tr->SetCamera(cam);
|
---|
769 | tr->SetHierarchy(bvh);
|
---|
770 | tr->SetRenderQueue(renderQueue);
|
---|
771 | tr->SetRenderState(&state);
|
---|
772 | tr->SetUseOptimization(useOptimization);
|
---|
773 | tr->SetUseRenderQueue(useRenderQueue);
|
---|
774 | tr->SetVisibilityThreshold(threshold);
|
---|
775 | tr->SetAssumedVisibleFrames(assumedVisibleFrames);
|
---|
776 | tr->SetMaxBatchSize(maxBatchSize);
|
---|
777 | tr->SetUseMultiQueries(useMultiQueries);
|
---|
778 | tr->SetUseTightBounds(useTightBounds);
|
---|
779 | tr->SetUseDepthPass((renderMethod == RENDER_DEPTH_PASS) || (renderMethod == RENDER_DEPTH_PASS_DEFERRED));
|
---|
780 | tr->SetRenderQueue(renderQueue);
|
---|
781 |
|
---|
782 | return tr;
|
---|
783 | }
|
---|
784 |
|
---|
785 |
|
---|
786 | void SetupLighting()
|
---|
787 | {
|
---|
788 | glEnable(GL_LIGHT0);
|
---|
789 | glDisable(GL_LIGHT1);
|
---|
790 |
|
---|
791 | Vector3 lightDir = -light->GetDirection();
|
---|
792 |
|
---|
793 |
|
---|
794 | ///////////
|
---|
795 | //-- first light: sunlight
|
---|
796 |
|
---|
797 | GLfloat ambient[] = {0.25f, 0.25f, 0.3f, 1.0f};
|
---|
798 | GLfloat diffuse[] = {1.0f, 0.95f, 0.85f, 1.0f};
|
---|
799 | GLfloat specular[] = {1.0f, 1.0f, 1.0f, 1.0f};
|
---|
800 |
|
---|
801 |
|
---|
802 | const bool useToneMapping = ((renderMethod == RENDER_DEPTH_PASS_DEFERRED) || (renderMethod == RENDER_DEFERRED)) && useHDR;
|
---|
803 |
|
---|
804 | Vector3 sunAmbient;
|
---|
805 | Vector3 sunDiffuse;
|
---|
806 |
|
---|
807 | preetham->ComputeSunColor(lightDir, sunAmbient, sunDiffuse, !useToneMapping);
|
---|
808 |
|
---|
809 | ambient[0] = sunAmbient.x;
|
---|
810 | ambient[1] = sunAmbient.y;
|
---|
811 | ambient[2] = sunAmbient.z;
|
---|
812 |
|
---|
813 | // no tone mapping => scale
|
---|
814 | if (!useToneMapping)
|
---|
815 | {
|
---|
816 | const float maxComponent = sunDiffuse.MaxComponent();
|
---|
817 | sunDiffuse /= maxComponent;
|
---|
818 | }
|
---|
819 |
|
---|
820 | diffuse[0] = sunDiffuse.x;
|
---|
821 | diffuse[1] = sunDiffuse.y;
|
---|
822 | diffuse[2] = sunDiffuse.z;
|
---|
823 |
|
---|
824 | glLightfv(GL_LIGHT0, GL_AMBIENT, ambient);
|
---|
825 | glLightfv(GL_LIGHT0, GL_DIFFUSE, diffuse);
|
---|
826 | glLightfv(GL_LIGHT0, GL_SPECULAR, specular);
|
---|
827 |
|
---|
828 | GLfloat position[] = {lightDir.x, lightDir.y, lightDir.z, 0.0f};
|
---|
829 | glLightfv(GL_LIGHT0, GL_POSITION, position);
|
---|
830 | }
|
---|
831 |
|
---|
832 |
|
---|
833 | void SetupEyeView()
|
---|
834 | {
|
---|
835 | // store matrix of last frame
|
---|
836 | oldViewProjMat = viewProjMat;
|
---|
837 |
|
---|
838 | glMatrixMode(GL_PROJECTION);
|
---|
839 | glLoadIdentity();
|
---|
840 | gluPerspective(fov, winAspectRatio, nearDist, farDist);
|
---|
841 |
|
---|
842 | glMatrixMode(GL_MODELVIEW);
|
---|
843 |
|
---|
844 | // set up the camera view
|
---|
845 | camera->SetupCameraView();
|
---|
846 |
|
---|
847 |
|
---|
848 | /////////////////
|
---|
849 |
|
---|
850 | Matrix4x4 matViewing, matProjection;
|
---|
851 |
|
---|
852 | camera->GetModelViewMatrix(matViewing);
|
---|
853 | camera->GetProjectionMatrix(matProjection);
|
---|
854 |
|
---|
855 | // store matrix for later use
|
---|
856 | viewProjMat = matViewing * matProjection;
|
---|
857 | }
|
---|
858 |
|
---|
859 |
|
---|
860 | void KeyHorizontalMotion(float shift)
|
---|
861 | {
|
---|
862 | Vector3 hvec = -camera->GetDirection();
|
---|
863 | hvec.z = 0;
|
---|
864 |
|
---|
865 | Vector3 pos = camera->GetPosition();
|
---|
866 | pos += hvec * shift;
|
---|
867 |
|
---|
868 | camera->SetPosition(pos);
|
---|
869 | }
|
---|
870 |
|
---|
871 |
|
---|
872 | void KeyVerticalMotion(float shift)
|
---|
873 | {
|
---|
874 | Vector3 uvec = Vector3(0, 0, shift);
|
---|
875 |
|
---|
876 | Vector3 pos = camera->GetPosition();
|
---|
877 | pos += uvec;
|
---|
878 |
|
---|
879 | camera->SetPosition(pos);
|
---|
880 | }
|
---|
881 |
|
---|
882 |
|
---|
883 | static void ComputeViewVectors(Vector3 &tl, Vector3 &tr, Vector3 &bl, Vector3 &br)
|
---|
884 | {
|
---|
885 | Vector3 ftl, ftr, fbl, fbr, ntl, ntr, nbl, nbr;
|
---|
886 |
|
---|
887 | camera->ComputePoints(ftl, ftr, fbl, fbr, ntl, ntr, nbl, nbr);
|
---|
888 |
|
---|
889 | bl = Normalize(nbl - fbl);
|
---|
890 | br = Normalize(nbr - fbr);
|
---|
891 | tl = Normalize(ntl - ftl);
|
---|
892 | tr = Normalize(ntr - ftr);
|
---|
893 | }
|
---|
894 |
|
---|
895 |
|
---|
896 | void InitDeferredRendering()
|
---|
897 | {
|
---|
898 | if (!fbo) InitFBO();
|
---|
899 | fbo->Bind();
|
---|
900 |
|
---|
901 | // multisampling does not work with deferred shading
|
---|
902 | glDisable(GL_MULTISAMPLE_ARB);
|
---|
903 |
|
---|
904 | state.SetRenderPassType(RenderState::DEFERRED);
|
---|
905 |
|
---|
906 | cgGLEnableProfile(RenderState::sCgVertexProfile);
|
---|
907 | RenderState::sCgMrtVertexProgram->Bind();
|
---|
908 |
|
---|
909 | cgGLEnableProfile(RenderState::sCgFragmentProfile);
|
---|
910 | RenderState::sCgMrtFragmentProgram->Bind();
|
---|
911 |
|
---|
912 | const Vector3 pos = camera->GetPosition();
|
---|
913 |
|
---|
914 |
|
---|
915 | // draw to 3 color buffers
|
---|
916 | // a color, normal, and positions buffer
|
---|
917 | if (sCurrentMrtSet == 0)
|
---|
918 | {
|
---|
919 | DeferredRenderer::colorBufferIdx = 0;
|
---|
920 | glDrawBuffers(2, mrt);
|
---|
921 | }
|
---|
922 | else
|
---|
923 | {
|
---|
924 | DeferredRenderer::colorBufferIdx = 3;
|
---|
925 | glDrawBuffers(2, mrt2);
|
---|
926 | }
|
---|
927 |
|
---|
928 | sCurrentMrtSet = 1 - sCurrentMrtSet;
|
---|
929 | }
|
---|
930 |
|
---|
931 |
|
---|
932 | // the main rendering loop
|
---|
933 | void Display()
|
---|
934 | {
|
---|
935 | Vector3 oldPos = camera->GetPosition();
|
---|
936 |
|
---|
937 | if (leftKeyPressed)
|
---|
938 | camera->Pitch(KeyRotationAngle());
|
---|
939 | if (rightKeyPressed)
|
---|
940 | camera->Pitch(-KeyRotationAngle());
|
---|
941 | if (upKeyPressed)
|
---|
942 | KeyHorizontalMotion(-KeyShift());
|
---|
943 | if (downKeyPressed)
|
---|
944 | KeyHorizontalMotion(KeyShift());
|
---|
945 | if (ascendKeyPressed)
|
---|
946 | KeyVerticalMotion(KeyShift());
|
---|
947 | if (descendKeyPressed)
|
---|
948 | KeyVerticalMotion(-KeyShift());
|
---|
949 |
|
---|
950 | // place view on ground
|
---|
951 | if (!flyMode) PlaceViewer(oldPos);
|
---|
952 |
|
---|
953 | if (showAlgorithmTime)
|
---|
954 | {
|
---|
955 | glFinish();
|
---|
956 | algTimer.Start();
|
---|
957 | }
|
---|
958 |
|
---|
959 |
|
---|
960 |
|
---|
961 | if ((!shadowMap || !shadowTraverser) && (showShadowMap || renderLightView))
|
---|
962 | {
|
---|
963 | if (!shadowMap)
|
---|
964 | shadowMap = new ShadowMap(light, shadowSize, bvh->GetBox(), camera);
|
---|
965 |
|
---|
966 | if (!shadowTraverser)
|
---|
967 | shadowTraverser = CreateTraverser(shadowMap->GetShadowCamera());
|
---|
968 |
|
---|
969 | }
|
---|
970 |
|
---|
971 | // bring eye modelview matrix up-to-date
|
---|
972 | SetupEyeView();
|
---|
973 |
|
---|
974 | // hack
|
---|
975 | int oldRenderMethod = renderMethod;
|
---|
976 |
|
---|
977 | if (renderLightView)
|
---|
978 | renderMethod = RenderState::FIXED;
|
---|
979 |
|
---|
980 | glEnableClientState(GL_VERTEX_ARRAY);
|
---|
981 |
|
---|
982 |
|
---|
983 | // render with the specified method (forward rendering, forward + depth, deferred)
|
---|
984 | switch (renderMethod)
|
---|
985 | {
|
---|
986 | case RENDER_FIXED:
|
---|
987 |
|
---|
988 | glEnable(GL_MULTISAMPLE_ARB);
|
---|
989 |
|
---|
990 | state.SetRenderPassType(RenderState::FIXED);
|
---|
991 | glEnable(GL_LIGHTING);
|
---|
992 |
|
---|
993 | cgGLDisableProfile(RenderState::sCgFragmentProfile);
|
---|
994 | cgGLDisableProfile(RenderState::sCgVertexProfile);
|
---|
995 |
|
---|
996 | glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT);
|
---|
997 |
|
---|
998 | glEnableClientState(GL_NORMAL_ARRAY);
|
---|
999 |
|
---|
1000 | break;
|
---|
1001 |
|
---|
1002 | case RENDER_DEPTH_PASS_DEFERRED:
|
---|
1003 |
|
---|
1004 | glDisable(GL_MULTISAMPLE_ARB);
|
---|
1005 | state.SetUseAlphaToCoverage(false);
|
---|
1006 |
|
---|
1007 | state.SetRenderPassType(RenderState::DEPTH_PASS);
|
---|
1008 |
|
---|
1009 | if (!fbo) InitFBO(); fbo->Bind();
|
---|
1010 |
|
---|
1011 | glDrawBuffers(1, mrt);
|
---|
1012 |
|
---|
1013 | cgGLDisableProfile(RenderState::sCgFragmentProfile);
|
---|
1014 | cgGLDisableProfile(RenderState::sCgVertexProfile);
|
---|
1015 |
|
---|
1016 | glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT);
|
---|
1017 |
|
---|
1018 | // the scene is rendered withouth any shading
|
---|
1019 | glShadeModel(GL_FLAT);
|
---|
1020 | glDisable(GL_LIGHTING);
|
---|
1021 | glColorMask(GL_FALSE, GL_FALSE, GL_FALSE, GL_FALSE);
|
---|
1022 |
|
---|
1023 |
|
---|
1024 | break;
|
---|
1025 |
|
---|
1026 | case RENDER_DEPTH_PASS:
|
---|
1027 |
|
---|
1028 | glEnable(GL_MULTISAMPLE_ARB);
|
---|
1029 |
|
---|
1030 | cgGLDisableProfile(RenderState::sCgFragmentProfile);
|
---|
1031 | cgGLDisableProfile(RenderState::sCgVertexProfile);
|
---|
1032 |
|
---|
1033 | state.SetRenderPassType(RenderState::DEPTH_PASS);
|
---|
1034 |
|
---|
1035 | // the scene is rendered withouth any shading
|
---|
1036 | glShadeModel(GL_FLAT);
|
---|
1037 | glDisable(GL_LIGHTING);
|
---|
1038 |
|
---|
1039 | glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT);
|
---|
1040 | glColorMask(GL_FALSE, GL_FALSE, GL_FALSE, GL_FALSE);
|
---|
1041 |
|
---|
1042 |
|
---|
1043 | break;
|
---|
1044 |
|
---|
1045 | case RenderState::DEFERRED:
|
---|
1046 |
|
---|
1047 | if (showShadowMap && !renderLightView)
|
---|
1048 | RenderShadowMap(camera->GetFar());
|
---|
1049 |
|
---|
1050 | //glPushAttrib(GL_VIEWPORT_BIT);
|
---|
1051 | glViewport(0, 0, texWidth, texHeight);
|
---|
1052 |
|
---|
1053 | InitDeferredRendering();
|
---|
1054 |
|
---|
1055 | glEnableClientState(GL_NORMAL_ARRAY);
|
---|
1056 | glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT);
|
---|
1057 |
|
---|
1058 | break;
|
---|
1059 | }
|
---|
1060 |
|
---|
1061 | glDepthFunc(GL_LESS);
|
---|
1062 |
|
---|
1063 | glDisable(GL_TEXTURE_2D);
|
---|
1064 | glDisableClientState(GL_TEXTURE_COORD_ARRAY);
|
---|
1065 |
|
---|
1066 |
|
---|
1067 | // reset lod levels for current frame
|
---|
1068 | LODLevel::InitFrame(camera->GetPosition());
|
---|
1069 |
|
---|
1070 | // set up lights
|
---|
1071 | SetupLighting();
|
---|
1072 |
|
---|
1073 |
|
---|
1074 | if (renderLightView)
|
---|
1075 | {
|
---|
1076 | // change CHC++ set of state variables (must be done for each change of camera because
|
---|
1077 | // otherwise the temporal coherency is broken
|
---|
1078 | BvhNode::SetCurrentState(1);
|
---|
1079 | shadowMap->RenderShadowView(shadowTraverser, viewProjMat);
|
---|
1080 | BvhNode::SetCurrentState(0);
|
---|
1081 | }
|
---|
1082 | else
|
---|
1083 | {
|
---|
1084 | // actually render the scene geometry using the specified algorithm
|
---|
1085 | traverser->RenderScene();
|
---|
1086 | }
|
---|
1087 |
|
---|
1088 |
|
---|
1089 | /////////
|
---|
1090 | //-- do the rest of the rendering
|
---|
1091 |
|
---|
1092 | // reset depth pass and render visible objects
|
---|
1093 | if ((renderMethod == RENDER_DEPTH_PASS) ||
|
---|
1094 | (renderMethod == RENDER_DEPTH_PASS_DEFERRED))
|
---|
1095 | {
|
---|
1096 | RenderVisibleObjects();
|
---|
1097 | }
|
---|
1098 |
|
---|
1099 |
|
---|
1100 | ///////////////
|
---|
1101 | //-- render sky
|
---|
1102 |
|
---|
1103 | // q: should we render sky after deferred shading?
|
---|
1104 | // this would conveniently solves some issues (e.g, skys without shadows)
|
---|
1105 |
|
---|
1106 | RenderSky();
|
---|
1107 |
|
---|
1108 |
|
---|
1109 | if ((renderMethod == RENDER_DEFERRED) ||
|
---|
1110 | (renderMethod == RENDER_DEPTH_PASS_DEFERRED))
|
---|
1111 | {
|
---|
1112 | FrameBufferObject::Release();
|
---|
1113 |
|
---|
1114 | cgGLDisableProfile(RenderState::sCgVertexProfile);
|
---|
1115 | cgGLDisableProfile(RenderState::sCgFragmentProfile);
|
---|
1116 |
|
---|
1117 | if (!ssaoShader) ssaoShader =
|
---|
1118 | new DeferredRenderer(texWidth, texHeight, camera, farDist / MAX_DEPTH_CONST);
|
---|
1119 |
|
---|
1120 | DeferredRenderer::SHADING_METHOD shadingMethod;
|
---|
1121 |
|
---|
1122 | if (useAdvancedShading)
|
---|
1123 | {
|
---|
1124 | if (useGlobIllum)
|
---|
1125 | shadingMethod = DeferredRenderer::GI;
|
---|
1126 | else
|
---|
1127 | shadingMethod = DeferredRenderer::SSAO;
|
---|
1128 | }
|
---|
1129 | else
|
---|
1130 | shadingMethod = DeferredRenderer::DEFAULT;
|
---|
1131 |
|
---|
1132 |
|
---|
1133 | ssaoShader->SetShadingMethod(shadingMethod);
|
---|
1134 | ssaoShader->SetSamplingMethod(samplingMethod);
|
---|
1135 | ssaoShader->SetUseTemporalCoherence(useTemporalCoherence);
|
---|
1136 |
|
---|
1137 | ShadowMap *sm = showShadowMap ? shadowMap : NULL;
|
---|
1138 | ssaoShader->Render(fbo, oldViewProjMat, viewProjMat, ssaoTempCohFactor, light, useHDR, sm);
|
---|
1139 | }
|
---|
1140 |
|
---|
1141 |
|
---|
1142 | state.SetRenderPassType(RenderState::FIXED);
|
---|
1143 | state.Reset();
|
---|
1144 |
|
---|
1145 |
|
---|
1146 | glDisableClientState(GL_VERTEX_ARRAY);
|
---|
1147 | glDisableClientState(GL_NORMAL_ARRAY);
|
---|
1148 |
|
---|
1149 | renderMethod = oldRenderMethod;
|
---|
1150 |
|
---|
1151 |
|
---|
1152 | ///////////
|
---|
1153 |
|
---|
1154 |
|
---|
1155 | if (showAlgorithmTime)
|
---|
1156 | {
|
---|
1157 | glFinish();
|
---|
1158 |
|
---|
1159 | algTime = algTimer.Elapsedms();
|
---|
1160 | perfGraph->AddData(algTime);
|
---|
1161 |
|
---|
1162 | perfGraph->Draw();
|
---|
1163 | }
|
---|
1164 | else
|
---|
1165 | {
|
---|
1166 | if (visMode) DisplayVisualization();
|
---|
1167 | }
|
---|
1168 |
|
---|
1169 | glFlush();
|
---|
1170 |
|
---|
1171 | const bool restart = true;
|
---|
1172 | elapsedTime = frameTimer.Elapsedms(restart);
|
---|
1173 |
|
---|
1174 | DisplayStats();
|
---|
1175 |
|
---|
1176 | glutSwapBuffers();
|
---|
1177 | }
|
---|
1178 |
|
---|
1179 |
|
---|
1180 | #pragma warning( disable : 4100 )
|
---|
1181 | void KeyBoard(unsigned char c, int x, int y)
|
---|
1182 | {
|
---|
1183 | switch(c)
|
---|
1184 | {
|
---|
1185 | case 27:
|
---|
1186 | CleanUp();
|
---|
1187 | exit(0);
|
---|
1188 | break;
|
---|
1189 | case 32: // space
|
---|
1190 | renderMode = (renderMode + 1) % RenderTraverser::NUM_TRAVERSAL_TYPES;
|
---|
1191 |
|
---|
1192 | DEL_PTR(traverser);
|
---|
1193 | traverser = CreateTraverser(camera);
|
---|
1194 |
|
---|
1195 | if (shadowTraverser)
|
---|
1196 | {
|
---|
1197 | // shadow traverser has to be recomputed
|
---|
1198 | DEL_PTR(shadowTraverser);
|
---|
1199 | shadowTraverser = CreateTraverser(shadowMap->GetShadowCamera());
|
---|
1200 | }
|
---|
1201 |
|
---|
1202 | break;
|
---|
1203 | case '+':
|
---|
1204 | if (maxBatchSize < 10)
|
---|
1205 | maxBatchSize = 10;
|
---|
1206 | else
|
---|
1207 | maxBatchSize += 10;
|
---|
1208 |
|
---|
1209 | traverser->SetMaxBatchSize(maxBatchSize);
|
---|
1210 | break;
|
---|
1211 | case '-':
|
---|
1212 | maxBatchSize -= 10;
|
---|
1213 | if (maxBatchSize < 0) maxBatchSize = 1;
|
---|
1214 | traverser->SetMaxBatchSize(maxBatchSize);
|
---|
1215 | break;
|
---|
1216 | case 'M':
|
---|
1217 | case 'm':
|
---|
1218 | useMultiQueries = !useMultiQueries;
|
---|
1219 | traverser->SetUseMultiQueries(useMultiQueries);
|
---|
1220 | break;
|
---|
1221 | case '1':
|
---|
1222 | descendKeyPressed = true;
|
---|
1223 | break;
|
---|
1224 | case '2':
|
---|
1225 | ascendKeyPressed = true;
|
---|
1226 | break;
|
---|
1227 | case '3':
|
---|
1228 | if (trianglesPerVirtualLeaf >= 100)
|
---|
1229 | trianglesPerVirtualLeaf -= 100;
|
---|
1230 | bvh->SetVirtualLeaves(trianglesPerVirtualLeaf);
|
---|
1231 | break;
|
---|
1232 | case '4':
|
---|
1233 | trianglesPerVirtualLeaf += 100;
|
---|
1234 | bvh->SetVirtualLeaves(trianglesPerVirtualLeaf);
|
---|
1235 | break;
|
---|
1236 | case '5':
|
---|
1237 | assumedVisibleFrames -= 1;
|
---|
1238 | if (assumedVisibleFrames < 1) assumedVisibleFrames = 1;
|
---|
1239 | traverser->SetAssumedVisibleFrames(assumedVisibleFrames);
|
---|
1240 | break;
|
---|
1241 | case '6':
|
---|
1242 | assumedVisibleFrames += 1;
|
---|
1243 | traverser->SetAssumedVisibleFrames(assumedVisibleFrames);
|
---|
1244 | break;
|
---|
1245 | case '7':
|
---|
1246 | ssaoTempCohFactor *= 0.5f;
|
---|
1247 | break;
|
---|
1248 | case '8':
|
---|
1249 | ssaoTempCohFactor *= 2.0f;
|
---|
1250 | //if (ssaoTempCohFactor > 1.0f) ssaoExpFactor = 1.0f;
|
---|
1251 | break;
|
---|
1252 | case '9':
|
---|
1253 | useLODs = !useLODs;
|
---|
1254 | SceneEntity::SetUseLODs(useLODs);
|
---|
1255 | break;
|
---|
1256 | case 'P':
|
---|
1257 | case 'p':
|
---|
1258 | samplingMethod = DeferredRenderer::SAMPLING_METHOD((samplingMethod + 1) % 3);
|
---|
1259 | cout << "ssao sampling method: " << samplingMethod << endl;
|
---|
1260 | break;
|
---|
1261 | case 'Y':
|
---|
1262 | case 'y':
|
---|
1263 | showShadowMap = !showShadowMap;
|
---|
1264 | break;
|
---|
1265 | case 'g':
|
---|
1266 | case 'G':
|
---|
1267 | useGlobIllum = !useGlobIllum;
|
---|
1268 | break;
|
---|
1269 | case 't':
|
---|
1270 | case 'T':
|
---|
1271 | useTemporalCoherence = !useTemporalCoherence;
|
---|
1272 | break;
|
---|
1273 | case 'o':
|
---|
1274 | case 'O':
|
---|
1275 | useOptimization = !useOptimization;
|
---|
1276 | traverser->SetUseOptimization(useOptimization);
|
---|
1277 | break;
|
---|
1278 | case 'a':
|
---|
1279 | case 'A':
|
---|
1280 | leftKeyPressed = true;
|
---|
1281 | break;
|
---|
1282 | case 'd':
|
---|
1283 | case 'D':
|
---|
1284 | rightKeyPressed = true;
|
---|
1285 | break;
|
---|
1286 | case 'w':
|
---|
1287 | case 'W':
|
---|
1288 | upKeyPressed = true;
|
---|
1289 | break;
|
---|
1290 | case 's':
|
---|
1291 | case 'S':
|
---|
1292 | downKeyPressed = true;
|
---|
1293 | break;
|
---|
1294 | case 'r':
|
---|
1295 | case 'R':
|
---|
1296 | useRenderQueue = !useRenderQueue;
|
---|
1297 | traverser->SetUseRenderQueue(useRenderQueue);
|
---|
1298 |
|
---|
1299 | break;
|
---|
1300 | case 'b':
|
---|
1301 | case 'B':
|
---|
1302 | useTightBounds = !useTightBounds;
|
---|
1303 | traverser->SetUseTightBounds(useTightBounds);
|
---|
1304 | break;
|
---|
1305 | case 'l':
|
---|
1306 | case 'L':
|
---|
1307 | renderLightView = !renderLightView;
|
---|
1308 | break;
|
---|
1309 | case 'h':
|
---|
1310 | case 'H':
|
---|
1311 | useHDR = !useHDR;
|
---|
1312 | break;
|
---|
1313 | default:
|
---|
1314 | return;
|
---|
1315 | }
|
---|
1316 |
|
---|
1317 | glutPostRedisplay();
|
---|
1318 | }
|
---|
1319 |
|
---|
1320 |
|
---|
1321 | void SpecialKeyUp(int c, int x, int y)
|
---|
1322 | {
|
---|
1323 | switch (c)
|
---|
1324 | {
|
---|
1325 | case GLUT_KEY_LEFT:
|
---|
1326 | leftKeyPressed = false;
|
---|
1327 | break;
|
---|
1328 | case GLUT_KEY_RIGHT:
|
---|
1329 | rightKeyPressed = false;
|
---|
1330 | break;
|
---|
1331 | case GLUT_KEY_UP:
|
---|
1332 | upKeyPressed = false;
|
---|
1333 | break;
|
---|
1334 | case GLUT_KEY_DOWN:
|
---|
1335 | downKeyPressed = false;
|
---|
1336 | break;
|
---|
1337 | case GLUT_ACTIVE_ALT:
|
---|
1338 | altKeyPressed = false;
|
---|
1339 | break;
|
---|
1340 | default:
|
---|
1341 | return;
|
---|
1342 | }
|
---|
1343 | }
|
---|
1344 |
|
---|
1345 |
|
---|
1346 | void KeyUp(unsigned char c, int x, int y)
|
---|
1347 | {
|
---|
1348 | switch (c)
|
---|
1349 | {
|
---|
1350 |
|
---|
1351 | case 'A':
|
---|
1352 | case 'a':
|
---|
1353 | leftKeyPressed = false;
|
---|
1354 | break;
|
---|
1355 | case 'D':
|
---|
1356 | case 'd':
|
---|
1357 | rightKeyPressed = false;
|
---|
1358 | break;
|
---|
1359 | case 'W':
|
---|
1360 | case 'w':
|
---|
1361 | upKeyPressed = false;
|
---|
1362 | break;
|
---|
1363 | case 'S':
|
---|
1364 | case 's':
|
---|
1365 | downKeyPressed = false;
|
---|
1366 | break;
|
---|
1367 | case '1':
|
---|
1368 | descendKeyPressed = false;
|
---|
1369 | break;
|
---|
1370 | case '2':
|
---|
1371 | ascendKeyPressed = false;
|
---|
1372 | break;
|
---|
1373 |
|
---|
1374 | default:
|
---|
1375 | return;
|
---|
1376 | }
|
---|
1377 | //glutPostRedisplay();
|
---|
1378 | }
|
---|
1379 |
|
---|
1380 |
|
---|
1381 | void Special(int c, int x, int y)
|
---|
1382 | {
|
---|
1383 | switch(c)
|
---|
1384 | {
|
---|
1385 | case GLUT_KEY_F1:
|
---|
1386 | showHelp = !showHelp;
|
---|
1387 | break;
|
---|
1388 | case GLUT_KEY_F2:
|
---|
1389 | visMode = !visMode;
|
---|
1390 | break;
|
---|
1391 | case GLUT_KEY_F3:
|
---|
1392 | showBoundingVolumes = !showBoundingVolumes;
|
---|
1393 | traverser->SetShowBounds(showBoundingVolumes);
|
---|
1394 | break;
|
---|
1395 | case GLUT_KEY_F4:
|
---|
1396 | showOptions = !showOptions;
|
---|
1397 | break;
|
---|
1398 | case GLUT_KEY_F5:
|
---|
1399 | showStatistics = !showStatistics;
|
---|
1400 | break;
|
---|
1401 | case GLUT_KEY_F6:
|
---|
1402 | flyMode = !flyMode;
|
---|
1403 | break;
|
---|
1404 | case GLUT_KEY_F7:
|
---|
1405 |
|
---|
1406 | renderMethod = (renderMethod + 1) % 4;
|
---|
1407 |
|
---|
1408 | traverser->SetUseDepthPass(
|
---|
1409 | (renderMethod == RENDER_DEPTH_PASS) ||
|
---|
1410 | (renderMethod == RENDER_DEPTH_PASS_DEFERRED)
|
---|
1411 | );
|
---|
1412 |
|
---|
1413 | break;
|
---|
1414 | case GLUT_KEY_F8:
|
---|
1415 | useAdvancedShading = !useAdvancedShading;
|
---|
1416 |
|
---|
1417 | break;
|
---|
1418 | case GLUT_KEY_F9:
|
---|
1419 | showAlgorithmTime = !showAlgorithmTime;
|
---|
1420 | break;
|
---|
1421 | case GLUT_KEY_F10:
|
---|
1422 | moveLight = !moveLight;
|
---|
1423 | break;
|
---|
1424 | case GLUT_KEY_LEFT:
|
---|
1425 | {
|
---|
1426 | leftKeyPressed = true;
|
---|
1427 | camera->Pitch(KeyRotationAngle());
|
---|
1428 | }
|
---|
1429 | break;
|
---|
1430 | case GLUT_KEY_RIGHT:
|
---|
1431 | {
|
---|
1432 | rightKeyPressed = true;
|
---|
1433 | camera->Pitch(-KeyRotationAngle());
|
---|
1434 | }
|
---|
1435 | break;
|
---|
1436 | case GLUT_KEY_UP:
|
---|
1437 | {
|
---|
1438 | upKeyPressed = true;
|
---|
1439 | KeyHorizontalMotion(KeyShift());
|
---|
1440 | }
|
---|
1441 | break;
|
---|
1442 | case GLUT_KEY_DOWN:
|
---|
1443 | {
|
---|
1444 | downKeyPressed = true;
|
---|
1445 | KeyHorizontalMotion(-KeyShift());
|
---|
1446 | }
|
---|
1447 | break;
|
---|
1448 | default:
|
---|
1449 | return;
|
---|
1450 |
|
---|
1451 | }
|
---|
1452 |
|
---|
1453 | glutPostRedisplay();
|
---|
1454 | }
|
---|
1455 |
|
---|
1456 | #pragma warning( default : 4100 )
|
---|
1457 |
|
---|
1458 |
|
---|
1459 | void Reshape(int w, int h)
|
---|
1460 | {
|
---|
1461 | winAspectRatio = 1.0f;
|
---|
1462 |
|
---|
1463 | glViewport(0, 0, w, h);
|
---|
1464 |
|
---|
1465 | winWidth = w;
|
---|
1466 | winHeight = h;
|
---|
1467 |
|
---|
1468 | if (w) winAspectRatio = (float) w / (float) h;
|
---|
1469 |
|
---|
1470 | glMatrixMode(GL_PROJECTION);
|
---|
1471 | glLoadIdentity();
|
---|
1472 |
|
---|
1473 | gluPerspective(fov, winAspectRatio, nearDist, farDist);
|
---|
1474 |
|
---|
1475 | glMatrixMode(GL_MODELVIEW);
|
---|
1476 |
|
---|
1477 | glutPostRedisplay();
|
---|
1478 | }
|
---|
1479 |
|
---|
1480 |
|
---|
1481 | void Mouse(int button, int state, int x, int y)
|
---|
1482 | {
|
---|
1483 | if ((button == GLUT_LEFT_BUTTON) && (state == GLUT_DOWN))
|
---|
1484 | {
|
---|
1485 | xEyeBegin = x;
|
---|
1486 | yMotionBegin = y;
|
---|
1487 |
|
---|
1488 | glutMotionFunc(LeftMotion);
|
---|
1489 | }
|
---|
1490 | else if ((button == GLUT_RIGHT_BUTTON) && (state == GLUT_DOWN))
|
---|
1491 | {
|
---|
1492 | xEyeBegin = x;
|
---|
1493 | yEyeBegin = y;
|
---|
1494 | yMotionBegin = y;
|
---|
1495 |
|
---|
1496 | if (!moveLight)
|
---|
1497 | glutMotionFunc(RightMotion);
|
---|
1498 | else
|
---|
1499 | glutMotionFunc(RightMotionLight);
|
---|
1500 | }
|
---|
1501 | else if ((button == GLUT_MIDDLE_BUTTON) && (state == GLUT_DOWN))
|
---|
1502 | {
|
---|
1503 | horizontalMotionBegin = x;
|
---|
1504 | verticalMotionBegin = y;
|
---|
1505 | glutMotionFunc(MiddleMotion);
|
---|
1506 | }
|
---|
1507 |
|
---|
1508 | glutPostRedisplay();
|
---|
1509 | }
|
---|
1510 |
|
---|
1511 |
|
---|
1512 | /** rotation for left/right mouse drag
|
---|
1513 | motion for up/down mouse drag
|
---|
1514 | */
|
---|
1515 | void LeftMotion(int x, int y)
|
---|
1516 | {
|
---|
1517 | Vector3 viewDir = camera->GetDirection();
|
---|
1518 | Vector3 pos = camera->GetPosition();
|
---|
1519 |
|
---|
1520 | // don't move in the vertical direction
|
---|
1521 | Vector3 horView(viewDir[0], viewDir[1], 0);
|
---|
1522 |
|
---|
1523 | float eyeXAngle = 0.2f * M_PI * (xEyeBegin - x) / 180.0;
|
---|
1524 |
|
---|
1525 | camera->Pitch(eyeXAngle);
|
---|
1526 |
|
---|
1527 | pos += horView * (yMotionBegin - y) * 0.2f;
|
---|
1528 |
|
---|
1529 | camera->SetPosition(pos);
|
---|
1530 |
|
---|
1531 | xEyeBegin = x;
|
---|
1532 | yMotionBegin = y;
|
---|
1533 |
|
---|
1534 | glutPostRedisplay();
|
---|
1535 | }
|
---|
1536 |
|
---|
1537 |
|
---|
1538 | void RightMotionLight(int x, int y)
|
---|
1539 | {
|
---|
1540 | float theta = 0.2f * M_PI * (xEyeBegin - x) / 180.0f;
|
---|
1541 | float phi = 0.2f * M_PI * (yMotionBegin - y) / 180.0f;
|
---|
1542 |
|
---|
1543 | Vector3 lightDir = light->GetDirection();
|
---|
1544 |
|
---|
1545 | Matrix4x4 roty = RotationYMatrix(theta);
|
---|
1546 | Matrix4x4 rotx = RotationXMatrix(phi);
|
---|
1547 |
|
---|
1548 | lightDir = roty * lightDir;
|
---|
1549 | lightDir = rotx * lightDir;
|
---|
1550 |
|
---|
1551 | // normalize to avoid accumulating errors
|
---|
1552 | lightDir.Normalize();
|
---|
1553 |
|
---|
1554 | light->SetDirection(lightDir);
|
---|
1555 |
|
---|
1556 | xEyeBegin = x;
|
---|
1557 | yMotionBegin = y;
|
---|
1558 |
|
---|
1559 | glutPostRedisplay();
|
---|
1560 | }
|
---|
1561 |
|
---|
1562 |
|
---|
1563 | /** rotation for left / right mouse drag
|
---|
1564 | motion for up / down mouse drag
|
---|
1565 | */
|
---|
1566 | void RightMotion(int x, int y)
|
---|
1567 | {
|
---|
1568 | float eyeXAngle = 0.2f * M_PI * (xEyeBegin - x) / 180.0;
|
---|
1569 | float eyeYAngle = -0.2f * M_PI * (yEyeBegin - y) / 180.0;
|
---|
1570 |
|
---|
1571 | camera->Yaw(eyeYAngle);
|
---|
1572 | camera->Pitch(eyeXAngle);
|
---|
1573 |
|
---|
1574 | xEyeBegin = x;
|
---|
1575 | yEyeBegin = y;
|
---|
1576 |
|
---|
1577 | glutPostRedisplay();
|
---|
1578 | }
|
---|
1579 |
|
---|
1580 |
|
---|
1581 | // strafe
|
---|
1582 | void MiddleMotion(int x, int y)
|
---|
1583 | {
|
---|
1584 | Vector3 viewDir = camera->GetDirection();
|
---|
1585 | Vector3 pos = camera->GetPosition();
|
---|
1586 |
|
---|
1587 | // the 90 degree rotated view vector
|
---|
1588 | // y zero so we don't move in the vertical
|
---|
1589 | Vector3 rVec(viewDir[0], viewDir[1], 0);
|
---|
1590 |
|
---|
1591 | Matrix4x4 rot = RotationZMatrix(M_PI * 0.5f);
|
---|
1592 | rVec = rot * rVec;
|
---|
1593 |
|
---|
1594 | pos -= rVec * (x - horizontalMotionBegin) * 0.1f;
|
---|
1595 | pos[2] += (verticalMotionBegin - y) * 0.1f;
|
---|
1596 |
|
---|
1597 | camera->SetPosition(pos);
|
---|
1598 |
|
---|
1599 | horizontalMotionBegin = x;
|
---|
1600 | verticalMotionBegin = y;
|
---|
1601 |
|
---|
1602 | glutPostRedisplay();
|
---|
1603 | }
|
---|
1604 |
|
---|
1605 |
|
---|
1606 | void InitExtensions(void)
|
---|
1607 | {
|
---|
1608 | GLenum err = glewInit();
|
---|
1609 |
|
---|
1610 | if (GLEW_OK != err)
|
---|
1611 | {
|
---|
1612 | // problem: glewInit failed, something is seriously wrong
|
---|
1613 | fprintf(stderr,"Error: %s\n", glewGetErrorString(err));
|
---|
1614 | exit(1);
|
---|
1615 | }
|
---|
1616 | if (!GLEW_ARB_occlusion_query)
|
---|
1617 | {
|
---|
1618 | printf("I require the GL_ARB_occlusion_query to work.\n");
|
---|
1619 | exit(1);
|
---|
1620 | }
|
---|
1621 | }
|
---|
1622 |
|
---|
1623 |
|
---|
1624 | void Begin2D()
|
---|
1625 | {
|
---|
1626 | glDisable(GL_LIGHTING);
|
---|
1627 | glDisable(GL_DEPTH_TEST);
|
---|
1628 |
|
---|
1629 | glMatrixMode(GL_PROJECTION);
|
---|
1630 | glPushMatrix();
|
---|
1631 | glLoadIdentity();
|
---|
1632 |
|
---|
1633 | gluOrtho2D(0, winWidth, 0, winHeight);
|
---|
1634 |
|
---|
1635 | glMatrixMode(GL_MODELVIEW);
|
---|
1636 | glPushMatrix();
|
---|
1637 | glLoadIdentity();
|
---|
1638 | }
|
---|
1639 |
|
---|
1640 |
|
---|
1641 | void End2D()
|
---|
1642 | {
|
---|
1643 | glMatrixMode(GL_PROJECTION);
|
---|
1644 | glPopMatrix();
|
---|
1645 |
|
---|
1646 | glMatrixMode(GL_MODELVIEW);
|
---|
1647 | glPopMatrix();
|
---|
1648 |
|
---|
1649 | glEnable(GL_LIGHTING);
|
---|
1650 | glEnable(GL_DEPTH_TEST);
|
---|
1651 | }
|
---|
1652 |
|
---|
1653 |
|
---|
1654 | // displays the visualisation of culling algorithm
|
---|
1655 | void DisplayVisualization()
|
---|
1656 | {
|
---|
1657 | visualization->SetFrameId(traverser->GetCurrentFrameId());
|
---|
1658 |
|
---|
1659 | Begin2D();
|
---|
1660 | glBlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA);
|
---|
1661 | glEnable(GL_BLEND);
|
---|
1662 | glColor4f(0.0f ,0.0f, 0.0f, 0.5f);
|
---|
1663 |
|
---|
1664 | glRecti(winWidth - winWidth / 3, winHeight - winHeight / 3, winWidth, winHeight);
|
---|
1665 | glDisable(GL_BLEND);
|
---|
1666 | End2D();
|
---|
1667 |
|
---|
1668 |
|
---|
1669 | AxisAlignedBox3 box = bvh->GetBox();
|
---|
1670 |
|
---|
1671 | const float offs = box.Size().x * 0.3f;
|
---|
1672 |
|
---|
1673 | Vector3 vizpos = Vector3(box.Min().x, box.Min().y - box.Size().y * 0.35f, box.Min().z + box.Size().z * 50);
|
---|
1674 |
|
---|
1675 | visCamera->SetPosition(vizpos);
|
---|
1676 | visCamera->ResetPitchAndYaw();
|
---|
1677 |
|
---|
1678 | glPushAttrib(GL_VIEWPORT_BIT);
|
---|
1679 | glViewport(winWidth - winWidth / 3, winHeight - winHeight / 3, winWidth / 3, winHeight / 3);
|
---|
1680 |
|
---|
1681 | glMatrixMode(GL_PROJECTION);
|
---|
1682 | glPushMatrix();
|
---|
1683 |
|
---|
1684 | glLoadIdentity();
|
---|
1685 |
|
---|
1686 | glOrtho(-offs, offs, -offs, offs, 0.0f, box.Size().z * 100.0f);
|
---|
1687 |
|
---|
1688 | glMatrixMode(GL_MODELVIEW);
|
---|
1689 | glPushMatrix();
|
---|
1690 |
|
---|
1691 | visCamera->SetupCameraView();
|
---|
1692 |
|
---|
1693 | Matrix4x4 rotZ = RotationZMatrix(-camera->GetPitch());
|
---|
1694 | glMultMatrixf((float *)rotZ.x);
|
---|
1695 |
|
---|
1696 | // inverse translation in order to fix current position
|
---|
1697 | Vector3 pos = camera->GetPosition();
|
---|
1698 | glTranslatef(-pos.x, -pos.y, -pos.z);
|
---|
1699 |
|
---|
1700 |
|
---|
1701 | GLfloat position[] = {0.8f, 1.0f, 1.5f, 0.0f};
|
---|
1702 | glLightfv(GL_LIGHT0, GL_POSITION, position);
|
---|
1703 |
|
---|
1704 | GLfloat position1[] = {bvh->GetBox().Center().x, bvh->GetBox().Max().y, bvh->GetBox().Center().z, 1.0f};
|
---|
1705 | glLightfv(GL_LIGHT1, GL_POSITION, position1);
|
---|
1706 |
|
---|
1707 | glClear(GL_DEPTH_BUFFER_BIT);
|
---|
1708 |
|
---|
1709 |
|
---|
1710 | ////////////
|
---|
1711 | //-- visualization of the occlusion culling
|
---|
1712 |
|
---|
1713 | visualization->Render();
|
---|
1714 |
|
---|
1715 |
|
---|
1716 | // reset previous settings
|
---|
1717 | glPopAttrib();
|
---|
1718 |
|
---|
1719 | glMatrixMode(GL_PROJECTION);
|
---|
1720 | glPopMatrix();
|
---|
1721 | glMatrixMode(GL_MODELVIEW);
|
---|
1722 | glPopMatrix();
|
---|
1723 | }
|
---|
1724 |
|
---|
1725 |
|
---|
1726 | // cleanup routine after the main loop
|
---|
1727 | void CleanUp()
|
---|
1728 | {
|
---|
1729 | DEL_PTR(traverser);
|
---|
1730 | DEL_PTR(sceneQuery);
|
---|
1731 | DEL_PTR(bvh);
|
---|
1732 | DEL_PTR(visualization);
|
---|
1733 | DEL_PTR(camera);
|
---|
1734 | DEL_PTR(renderQueue);
|
---|
1735 | DEL_PTR(perfGraph);
|
---|
1736 | DEL_PTR(fbo);
|
---|
1737 | DEL_PTR(ssaoShader);
|
---|
1738 | DEL_PTR(light);
|
---|
1739 | DEL_PTR(visCamera);
|
---|
1740 | DEL_PTR(preetham);
|
---|
1741 | DEL_PTR(shadowMap);
|
---|
1742 | DEL_PTR(shadowTraverser);
|
---|
1743 | DEL_PTR(RenderState::sCgMrtFragmentProgram);
|
---|
1744 | DEL_PTR(RenderState::sCgMrtFragmentTexProgram);
|
---|
1745 | DEL_PTR(RenderState::sCgMrtVertexProgram);
|
---|
1746 |
|
---|
1747 | ResourceManager::DelSingleton();
|
---|
1748 | loader = NULL;
|
---|
1749 |
|
---|
1750 | DeferredRenderer::ReleaseCG();
|
---|
1751 | SkyPreetham::ReleaseCG();
|
---|
1752 |
|
---|
1753 | if (sCgContext)
|
---|
1754 | cgDestroyContext(sCgContext);
|
---|
1755 | }
|
---|
1756 |
|
---|
1757 |
|
---|
1758 | // this function inserts a dezimal point after each 1000
|
---|
1759 | void CalcDecimalPoint(string &str, int d, int len)
|
---|
1760 | {
|
---|
1761 | static vector<int> numbers;
|
---|
1762 | numbers.clear();
|
---|
1763 |
|
---|
1764 | static string shortStr;
|
---|
1765 | shortStr.clear();
|
---|
1766 |
|
---|
1767 | static char hstr[100];
|
---|
1768 |
|
---|
1769 | while (d != 0)
|
---|
1770 | {
|
---|
1771 | numbers.push_back(d % 1000);
|
---|
1772 | d /= 1000;
|
---|
1773 | }
|
---|
1774 |
|
---|
1775 | // first element without leading zeros
|
---|
1776 | if (numbers.size() > 0)
|
---|
1777 | {
|
---|
1778 | sprintf(hstr, "%d", numbers.back());
|
---|
1779 | shortStr.append(hstr);
|
---|
1780 | }
|
---|
1781 |
|
---|
1782 | for (int i = (int)numbers.size() - 2; i >= 0; i--)
|
---|
1783 | {
|
---|
1784 | sprintf(hstr, ",%03d", numbers[i]);
|
---|
1785 | shortStr.append(hstr);
|
---|
1786 | }
|
---|
1787 |
|
---|
1788 | int dif = len - (int)shortStr.size();
|
---|
1789 |
|
---|
1790 | for (int i = 0; i < dif; ++ i)
|
---|
1791 | {
|
---|
1792 | str += " ";
|
---|
1793 | }
|
---|
1794 |
|
---|
1795 | str.append(shortStr);
|
---|
1796 | }
|
---|
1797 |
|
---|
1798 |
|
---|
1799 | void DisplayStats()
|
---|
1800 | {
|
---|
1801 | static char msg[9][300];
|
---|
1802 |
|
---|
1803 | static double frameTime = elapsedTime;
|
---|
1804 | static double renderTime = algTime;
|
---|
1805 |
|
---|
1806 | const float expFactor = 0.1f;
|
---|
1807 |
|
---|
1808 | // if some strange render time spike happened in this frame => don't count
|
---|
1809 | if (elapsedTime < 500) frameTime = elapsedTime * expFactor + (1.0f - expFactor) * elapsedTime;
|
---|
1810 |
|
---|
1811 | static float rTime = 1000.0f;
|
---|
1812 |
|
---|
1813 | if (showAlgorithmTime)
|
---|
1814 | {
|
---|
1815 | if (algTime < 500) renderTime = algTime * expFactor + (1.0f - expFactor) * renderTime;
|
---|
1816 | }
|
---|
1817 |
|
---|
1818 | accumulatedTime += elapsedTime;
|
---|
1819 |
|
---|
1820 | if (accumulatedTime > 500) // update every fraction of a second
|
---|
1821 | {
|
---|
1822 | accumulatedTime = 0;
|
---|
1823 |
|
---|
1824 | if (frameTime) fps = 1e3f / (float)frameTime;
|
---|
1825 |
|
---|
1826 | rTime = renderTime;
|
---|
1827 |
|
---|
1828 | if (renderLightView && shadowTraverser)
|
---|
1829 | {
|
---|
1830 | renderedTriangles = shadowTraverser->GetStats().mNumRenderedTriangles;
|
---|
1831 | renderedObjects = shadowTraverser->GetStats().mNumRenderedGeometry;
|
---|
1832 | renderedNodes = shadowTraverser->GetStats().mNumRenderedNodes;
|
---|
1833 | }
|
---|
1834 | else if (showShadowMap && shadowTraverser)
|
---|
1835 | {
|
---|
1836 | renderedNodes = traverser->GetStats().mNumRenderedNodes + shadowTraverser->GetStats().mNumRenderedNodes;
|
---|
1837 | renderedObjects = traverser->GetStats().mNumRenderedGeometry + shadowTraverser->GetStats().mNumRenderedGeometry;
|
---|
1838 | renderedTriangles = traverser->GetStats().mNumRenderedTriangles + shadowTraverser->GetStats().mNumRenderedTriangles;
|
---|
1839 | }
|
---|
1840 | else
|
---|
1841 | {
|
---|
1842 | renderedTriangles = traverser->GetStats().mNumRenderedTriangles;
|
---|
1843 | renderedObjects = traverser->GetStats().mNumRenderedGeometry;
|
---|
1844 | renderedNodes = traverser->GetStats().mNumRenderedNodes;
|
---|
1845 | }
|
---|
1846 |
|
---|
1847 | traversedNodes = traverser->GetStats().mNumTraversedNodes;
|
---|
1848 | frustumCulledNodes = traverser->GetStats().mNumFrustumCulledNodes;
|
---|
1849 | queryCulledNodes = traverser->GetStats().mNumQueryCulledNodes;
|
---|
1850 | issuedQueries = traverser->GetStats().mNumIssuedQueries;
|
---|
1851 | stateChanges = traverser->GetStats().mNumStateChanges;
|
---|
1852 | numBatches = traverser->GetStats().mNumBatches;
|
---|
1853 | }
|
---|
1854 |
|
---|
1855 |
|
---|
1856 | Begin2D();
|
---|
1857 |
|
---|
1858 | glEnable(GL_BLEND);
|
---|
1859 | glBlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA);
|
---|
1860 |
|
---|
1861 | if (showHelp)
|
---|
1862 | {
|
---|
1863 | DrawHelpMessage();
|
---|
1864 | }
|
---|
1865 | else
|
---|
1866 | {
|
---|
1867 | if (showOptions)
|
---|
1868 | {
|
---|
1869 | glColor4f(0.0f, 0.0f, 0.0f, 0.5f);
|
---|
1870 | glRecti(5, winHeight - 95, winWidth * 2 / 3 - 5, winHeight - 5);
|
---|
1871 | }
|
---|
1872 |
|
---|
1873 | if (showStatistics)
|
---|
1874 | {
|
---|
1875 | glColor4f(0.0f, 0.0f, 0.0f, 0.5f);
|
---|
1876 | glRecti(5, winHeight - 165, winWidth * 2 / 3 - 5, winHeight - 100);
|
---|
1877 | }
|
---|
1878 |
|
---|
1879 | glEnable(GL_TEXTURE_2D);
|
---|
1880 |
|
---|
1881 | myfont.Begin();
|
---|
1882 |
|
---|
1883 | if (showOptions)
|
---|
1884 | {
|
---|
1885 | glColor3f(0.0f, 1.0f, 0.0f);
|
---|
1886 |
|
---|
1887 | int i = 0;
|
---|
1888 |
|
---|
1889 | static char *renderMethodStr[] = {"forward", "depth pass + forward", "deferred shading", "depth pass + deferred"};
|
---|
1890 |
|
---|
1891 | sprintf(msg[i ++], "multiqueries: %d, tight bounds: %d, render queue: %d",
|
---|
1892 | useMultiQueries, useTightBounds, useRenderQueue);
|
---|
1893 |
|
---|
1894 | sprintf(msg[i ++], "render technique: %s, SSAO: %d", renderMethodStr[renderMethod], useAdvancedShading);
|
---|
1895 |
|
---|
1896 | sprintf(msg[i ++], "triangles per virtual leaf: %5d", trianglesPerVirtualLeaf);
|
---|
1897 |
|
---|
1898 | sprintf(msg[i ++], "assumed visible frames: %4d, max batch size: %4d",
|
---|
1899 | assumedVisibleFrames, maxBatchSize);
|
---|
1900 |
|
---|
1901 | for (int j = 0; j < 4; ++ j)
|
---|
1902 | myfont.DrawString(msg[j], 10.0f, winHeight - 5 - j * 20);
|
---|
1903 | }
|
---|
1904 |
|
---|
1905 | if (showStatistics)
|
---|
1906 | {
|
---|
1907 | glColor3f(1.0f, 1.0f, 0.0f);
|
---|
1908 |
|
---|
1909 | string objStr, totalObjStr;
|
---|
1910 | string triStr, totalTriStr;
|
---|
1911 |
|
---|
1912 | int len = 10;
|
---|
1913 | CalcDecimalPoint(objStr, renderedObjects, len);
|
---|
1914 | CalcDecimalPoint(totalObjStr, (int)loader->GetNumEntities(), len);
|
---|
1915 |
|
---|
1916 | CalcDecimalPoint(triStr, renderedTriangles, len);
|
---|
1917 | CalcDecimalPoint(totalTriStr, bvh->GetBvhStats().mTriangles, len);
|
---|
1918 |
|
---|
1919 | int i = 4;
|
---|
1920 |
|
---|
1921 | if (0)
|
---|
1922 | {
|
---|
1923 | sprintf(msg[i ++], "rendered: %s of %s objects, %s of %s triangles",
|
---|
1924 | objStr.c_str(), totalObjStr.c_str(), triStr.c_str(), totalTriStr.c_str());
|
---|
1925 | }
|
---|
1926 | else
|
---|
1927 | {
|
---|
1928 | sprintf(msg[i ++], "rendered: %6d of %6d nodes, %s of %s triangles",
|
---|
1929 | renderedNodes, bvh->GetNumVirtualNodes(), triStr.c_str(), totalTriStr.c_str());
|
---|
1930 | }
|
---|
1931 |
|
---|
1932 | sprintf(msg[i ++], "traversed: %5d, frustum culled: %5d, query culled: %5d",
|
---|
1933 | traversedNodes, frustumCulledNodes, queryCulledNodes);
|
---|
1934 |
|
---|
1935 | sprintf(msg[i ++], "issued queries: %5d, state changes: %5d, render batches: %5d",
|
---|
1936 | issuedQueries, stateChanges, numBatches);
|
---|
1937 |
|
---|
1938 | for (int j = 4; j < 7; ++ j)
|
---|
1939 | myfont.DrawString(msg[j], 10.0f, winHeight - (j + 1) * 20);
|
---|
1940 | }
|
---|
1941 |
|
---|
1942 | glColor3f(1.0f, 1.0f, 1.0f);
|
---|
1943 | static char *alg_str[] = {"Frustum Cull", "Stop and Wait", "CHC", "CHC ++"};
|
---|
1944 |
|
---|
1945 | if (!showAlgorithmTime)
|
---|
1946 | sprintf(msg[7], "%s: %6.1f fps", alg_str[renderMode], fps);
|
---|
1947 | else
|
---|
1948 | sprintf(msg[7], "%s: %6.1f ms", alg_str[renderMode], rTime);
|
---|
1949 |
|
---|
1950 | myfont.DrawString(msg[7], 1.3f, 690.0f, 760.0f);//, top_color, bottom_color);
|
---|
1951 |
|
---|
1952 | //sprintf(msg[8], "algorithm time: %6.1f ms", rTime);
|
---|
1953 | //myfont.DrawString(msg[8], 720.0f, 730.0f);
|
---|
1954 | }
|
---|
1955 |
|
---|
1956 | glDisable(GL_BLEND);
|
---|
1957 | glDisable(GL_TEXTURE_2D);
|
---|
1958 |
|
---|
1959 | End2D();
|
---|
1960 | }
|
---|
1961 |
|
---|
1962 |
|
---|
1963 | void RenderSky()
|
---|
1964 | {
|
---|
1965 | cgGLEnableProfile(RenderState::sCgVertexProfile);
|
---|
1966 |
|
---|
1967 | if ((renderMethod == RENDER_DEFERRED) || (renderMethod == RENDER_DEPTH_PASS_DEFERRED))
|
---|
1968 | state.SetRenderPassType(RenderState::DEFERRED);
|
---|
1969 |
|
---|
1970 | const bool useToneMapping =
|
---|
1971 | ((renderMethod == RENDER_DEPTH_PASS_DEFERRED) ||
|
---|
1972 | (renderMethod == RENDER_DEFERRED)) && useHDR;
|
---|
1973 |
|
---|
1974 | preetham->RenderSkyDome(-light->GetDirection(), camera, &state, !useToneMapping);
|
---|
1975 |
|
---|
1976 | cgGLDisableProfile(RenderState::sCgVertexProfile);
|
---|
1977 | cgGLDisableProfile(RenderState::sCgFragmentProfile);
|
---|
1978 | }
|
---|
1979 |
|
---|
1980 |
|
---|
1981 | // render visible object from depth pass
|
---|
1982 | void RenderVisibleObjects()
|
---|
1983 | {
|
---|
1984 | if (renderMethod == RENDER_DEPTH_PASS_DEFERRED)
|
---|
1985 | {
|
---|
1986 | if (showShadowMap && !renderLightView)
|
---|
1987 | {
|
---|
1988 | float minVisibleDist = min(camera->GetFar(), traverser->GetMaxVisibleDistance());
|
---|
1989 | RenderShadowMap(minVisibleDist);
|
---|
1990 | }
|
---|
1991 |
|
---|
1992 | glDisable(GL_LIGHTING);
|
---|
1993 | glViewport(0, 0, texWidth, texHeight);
|
---|
1994 |
|
---|
1995 | InitDeferredRendering();
|
---|
1996 | }
|
---|
1997 | else
|
---|
1998 | {
|
---|
1999 | glEnable(GL_LIGHTING);
|
---|
2000 | state.SetRenderPassType(RenderState::FIXED);
|
---|
2001 | }
|
---|
2002 |
|
---|
2003 | glShadeModel(GL_SMOOTH);
|
---|
2004 | glEnableClientState(GL_NORMAL_ARRAY);
|
---|
2005 |
|
---|
2006 | // draw all objects that have exactly the same depth as the current sample
|
---|
2007 | glDepthFunc(GL_LEQUAL);
|
---|
2008 | glColorMask(GL_TRUE, GL_TRUE, GL_TRUE, GL_TRUE);
|
---|
2009 |
|
---|
2010 | glClear(GL_COLOR_BUFFER_BIT);
|
---|
2011 |
|
---|
2012 | state.SetUseAlphaToCoverage(true);
|
---|
2013 | state.Reset();
|
---|
2014 |
|
---|
2015 | //cout << "visible: " << (int)traverser->GetVisibleObjects().size() << endl;
|
---|
2016 |
|
---|
2017 | SceneEntityContainer::const_iterator sit,
|
---|
2018 | sit_end = traverser->GetVisibleObjects().end();
|
---|
2019 |
|
---|
2020 | for (sit = traverser->GetVisibleObjects().begin(); sit != sit_end; ++ sit)
|
---|
2021 | {
|
---|
2022 | renderQueue->Enqueue(*sit);
|
---|
2023 | }
|
---|
2024 |
|
---|
2025 | renderQueue->Apply();
|
---|
2026 |
|
---|
2027 | glDepthFunc(GL_LESS);
|
---|
2028 | state.Reset();
|
---|
2029 |
|
---|
2030 | PrintGLerror("visibleobjects");
|
---|
2031 | }
|
---|
2032 |
|
---|
2033 |
|
---|
2034 | void PlaceViewer(const Vector3 &oldPos)
|
---|
2035 | {
|
---|
2036 | if (!sceneQuery)
|
---|
2037 | sceneQuery = new SceneQuery(bvh->GetBox(), traverser);
|
---|
2038 |
|
---|
2039 | Vector3 playerPos = camera->GetPosition();
|
---|
2040 | bool validIntersect = sceneQuery->CalcIntersection(playerPos);
|
---|
2041 |
|
---|
2042 | if (validIntersect)
|
---|
2043 | // && ((playerPos.z - oldPos.z) < bvh->GetBox().Size(2) * 1e-1f))
|
---|
2044 | {
|
---|
2045 | camera->SetPosition(playerPos);
|
---|
2046 | }
|
---|
2047 | }
|
---|
2048 |
|
---|
2049 |
|
---|
2050 | void RenderShadowMap(float newfar)
|
---|
2051 | {
|
---|
2052 | cgGLDisableProfile(RenderState::sCgFragmentProfile);
|
---|
2053 | cgGLDisableProfile(RenderState::sCgVertexProfile);
|
---|
2054 |
|
---|
2055 | glDisableClientState(GL_NORMAL_ARRAY);
|
---|
2056 |
|
---|
2057 | state.SetRenderPassType(RenderState::DEPTH_PASS);
|
---|
2058 | state.LockCullFaceEnabled(true);
|
---|
2059 | state.SetUseAlphaToCoverage(false);
|
---|
2060 |
|
---|
2061 | // change CHC++ set of state variables
|
---|
2062 | // this must be done for each change of camera because
|
---|
2063 | // otherwise the temporal coherency is broken
|
---|
2064 | BvhNode::SetCurrentState(1);
|
---|
2065 |
|
---|
2066 | // hack: temporarily change camera far plane
|
---|
2067 | camera->SetFar(newfar);
|
---|
2068 | glDisable(GL_CULL_FACE);
|
---|
2069 |
|
---|
2070 | // the scene is rendered withouth any shading
|
---|
2071 | shadowMap->ComputeShadowMap(shadowTraverser, viewProjMat);
|
---|
2072 |
|
---|
2073 | glEnable(GL_CULL_FACE);
|
---|
2074 | camera->SetFar(farDist);
|
---|
2075 |
|
---|
2076 | state.SetUseAlphaToCoverage(true);
|
---|
2077 | state.LockCullFaceEnabled(false);
|
---|
2078 |
|
---|
2079 | glEnableClientState(GL_NORMAL_ARRAY);
|
---|
2080 |
|
---|
2081 | // change back state
|
---|
2082 | BvhNode::SetCurrentState(0);
|
---|
2083 | }
|
---|