1 | // occquery.cpp : Defines the entry point for the console application. |
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2 | // |
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3 | |
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4 | #include "stdafx.h" |
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5 | |
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6 | extern "C" |
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7 | { |
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8 | #include "MathStuff.h" |
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9 | #include "DataTypes.h" |
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10 | } |
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11 | |
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12 | #include "glInterface.h" |
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13 | #include "RenderTraverser.h" |
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14 | #include <math.h> |
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15 | #include <time.h> |
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16 | |
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17 | double nearDist = 0.1; // eye near plane distance |
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18 | int winWidth, winHeight; |
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19 | int objectType = Geometry::TEAPOT; |
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20 | int nextObjectType = objectType; |
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21 | |
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22 | float visZoomFactor = 1.5f; |
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23 | |
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24 | bool showHelp = false; |
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25 | bool showStatistics = true; |
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26 | bool showBoundingVolumes = false; |
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27 | bool visMode = false; |
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28 | bool showCreateParams = false; |
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29 | |
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30 | // traverses and renders the hierarchy |
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31 | RenderTraverser traverser; |
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32 | |
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33 | Vector3 eyePos = {0.0, 0.0, 3.0}; // eye position |
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34 | Vector3 viewDir = {0.0, 0.0, -1.0}; // eye view dir |
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35 | Vector3 lightDir = {0.0, 0.0, 1.0}; // light dir |
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36 | |
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37 | Matrix4x4 eyeView; // eye view matrix |
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38 | Matrix4x4 eyeProjection; // eye projection matrix |
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39 | Matrix4x4 eyeProjView; //= eyeProjection*eyeView |
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40 | Matrix4x4 invEyeProjView; //= eyeProjView^(-1) |
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41 | Matrix4x4 visView; // visualisation view matrix |
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42 | |
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43 | //mouse navigation state |
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44 | int xEyeBegin, yEyeBegin, yMotionBegin, verticalMotionBegin, horizontalMotionBegin = 0; |
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45 | int renderMode = RenderTraverser::RENDER_COHERENT; |
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46 | |
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47 | // relative size of an object |
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48 | float objectSize = 3.5f; |
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49 | |
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50 | int numObjects = 2000; |
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51 | int numNextObjects = numObjects; |
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52 | float zLength = 30.0f; |
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53 | |
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54 | // this defines the volume where objects can be drawn |
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55 | Vector3 minTranslation = {-2.5f, -2.5f, -3.0f}; |
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56 | Vector3 maxTranslation = {2.5f, 2.5f, -3.0 - zLength}; |
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57 | |
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58 | const float minAngle = 0; |
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59 | const float maxAngle = 360; |
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60 | |
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61 | const int renderTimeSize = 100; |
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62 | long renderTimes[renderTimeSize]; |
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63 | int renderTimesIdx = 0; |
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64 | int renderTimesValid = 0; |
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65 | |
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66 | typedef vector<Geometry *> GeometryList; |
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67 | GeometryList geometry; |
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68 | |
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69 | bool useOptimization = true; |
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70 | |
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71 | Vector3 amb[2]; |
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72 | Vector3 dif[2]; |
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73 | Vector3 spec[2]; |
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74 | |
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75 | void begin2D(void); |
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76 | void end2D(void); |
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77 | void output(const int x, const int y, const char *string); |
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78 | void initGLstate(void); |
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79 | void keyboard(const unsigned char c, const int x, const int y); |
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80 | void drawHelpMessage(void); |
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81 | void drawStatistics(void); |
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82 | void display(void); |
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83 | void special(const int c, const int x, const int y); |
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84 | void reshape(const int w, const int h); |
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85 | void mouse(int button, int state, int x, int y); |
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86 | void initExtensions(void); |
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87 | void leftMotion(int x, int y); |
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88 | //void rightMotion(int x, int y); |
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89 | void middleMotion(int x, int y); |
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90 | void drawEyeView(void); |
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91 | void setupEyeView(void); |
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92 | void setupVisView(void); |
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93 | void updateEyeMtx(void); |
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94 | long calcRenderTime(void); |
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95 | void resetTimer(void); |
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96 | void cleanUp(void); |
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97 | void calcDecimalPoint(string &str, int d); |
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98 | |
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99 | HierarchyNode* generateHierarchy(int numObjects); |
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100 | Geometry *generateGeometry(Vector3 translateRatio, float xRotRatio, |
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101 | float yRotRatio, float zRotRatio, int materialIdx); |
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102 | void displayVisualization(); |
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103 | |
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104 | void deleteGeometry(); |
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105 | |
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106 | |
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107 | int _tmain(int argc, _TCHAR* argv[]) |
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108 | { |
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109 | glutInitWindowSize(800,600); |
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110 | glutInit(&argc,argv); |
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111 | glutInitDisplayMode(GLUT_DOUBLE | GLUT_RGBA | GLUT_DEPTH); |
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112 | |
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113 | glutCreateWindow("Coherent Hierarchical Culling"); |
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114 | |
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115 | glutDisplayFunc(display); |
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116 | glutKeyboardFunc(keyboard); |
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117 | glutSpecialFunc(special); |
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118 | glutReshapeFunc(reshape); |
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119 | glutMouseFunc(mouse); |
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120 | glutIdleFunc(display); |
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121 | initExtensions(); |
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122 | initGLstate(); |
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123 | |
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124 | leftMotion(0,0); |
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125 | middleMotion(0,0); |
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126 | |
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127 | HierarchyNode *hierarchy = generateHierarchy(numObjects); |
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128 | traverser.SetHierarchy(hierarchy); |
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129 | |
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130 | /// initialise rendertime array |
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131 | for(int i=0; i<renderTimeSize; i++) |
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132 | renderTimes[i] = 0; |
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133 | |
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134 | glutMainLoop(); |
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135 | |
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136 | // clean up |
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137 | cleanUp(); |
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138 | |
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139 | return 0; |
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140 | } |
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141 | |
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142 | |
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143 | void initGLstate(void) |
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144 | { |
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145 | glClearColor(0.6, 0.6, 0.8, 1.0); |
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146 | |
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147 | glPixelStorei(GL_UNPACK_ALIGNMENT, 1); |
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148 | glPixelStorei(GL_PACK_ALIGNMENT,1); |
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149 | |
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150 | glDepthRange(0.0, 1.0); |
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151 | glClearDepth(1.0); |
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152 | glDepthFunc(GL_LESS); |
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153 | |
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154 | glEnable(GL_LIGHTING); |
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155 | glEnable(GL_LIGHT0); |
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156 | |
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157 | glShadeModel(GL_SMOOTH); |
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158 | |
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159 | GLfloat ambient[] = { 0.0, 0.0, 0.0, 1.0 }; |
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160 | GLfloat diffuse[] = { 1.0, 1.0, 1.0, 1.0 }; |
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161 | GLfloat specular[] = { 1.0, 1.0, 1.0, 1.0 }; |
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162 | GLfloat position[] = { 0.0, 3.0, 3.0, 0.0 }; |
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163 | |
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164 | GLfloat lmodel_ambient[] = { 0.2, 0.2, 0.2, 1.0 }; |
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165 | GLfloat local_view[] = { 0.0 }; |
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166 | |
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167 | glLightfv(GL_LIGHT0, GL_AMBIENT, ambient); |
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168 | glLightfv(GL_LIGHT0, GL_DIFFUSE, diffuse); |
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169 | glLightfv(GL_LIGHT0, GL_POSITION, position); |
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170 | |
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171 | glLightModelfv(GL_LIGHT_MODEL_AMBIENT, lmodel_ambient); |
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172 | glLightModelfv(GL_LIGHT_MODEL_LOCAL_VIEWER, local_view); |
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173 | |
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174 | glMaterialf(GL_FRONT, GL_SHININESS, 64); |
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175 | glEnable(GL_NORMALIZE); |
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176 | |
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177 | glFrontFace(GL_CCW); |
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178 | glCullFace(GL_BACK); |
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179 | glEnable(GL_CULL_FACE); |
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180 | |
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181 | glClearColor(0.2, 0.2, 0.8, 0.0); |
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182 | |
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183 | setupVisView(); |
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184 | } |
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185 | |
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186 | |
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187 | void drawHelpMessage(void) |
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188 | { |
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189 | const char *message[] = |
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190 | { |
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191 | "Help information", |
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192 | "", |
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193 | "'F1' - shows/dismisses this message", |
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194 | "'F2' - decreases number of objects (valid after scene recreation)", |
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195 | "'F3' - increases number of objects (valid after scene recreation)", |
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196 | "'F4' - decreases box length in z direction (valid after scene recreation)", |
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197 | "'F5' - increases box length in z direction (valid after scene recreation)", |
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198 | "'F6' - decreases object size (valid after scene recreation)", |
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199 | "'F7' - increases object size (valid after scene recreation)", |
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200 | "'F8' - cycles through object types (teapot, ...) (valid after scene recreation)", |
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201 | "", |
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202 | "'MOUSE-LEFT' - turn left/right, move forward/backward", |
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203 | "'MOUSE-RIGHT' - turn left/right, move forward/backward", |
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204 | "'MOUSE-MIDDLE' - move up/down, left/right", |
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205 | "'CURSOR UP' - move forward", |
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206 | "'CURSOR BACK' - move backward", |
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207 | "'CURSOR RIGHT' - turn right", |
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208 | "'CURSOR LEFT' - turn left", |
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209 | "", |
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210 | "'SPACE' - cycles through occlusion culling algorithms", |
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211 | "'-' - decreases visibility threshold", |
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212 | "'+' - increases visibility threshold", |
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213 | "'C' - recreates the scene hierarchy", |
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214 | "'G' - enables/disables optimization to take geometry as occluder", |
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215 | "", |
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216 | "'R' - shows/hides recreation parameters", |
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217 | "'S' - shows/hides statistics", |
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218 | "'V' - shows/hides bounding volumes", |
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219 | "", |
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220 | "'1' - shows/hides visualization", |
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221 | "'2' - zooms out visualization", |
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222 | "'3' - zooms in visualization", |
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223 | 0, |
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224 | }; |
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225 | |
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226 | int i; |
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227 | int x = 40, y = 42; |
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228 | glBlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA); |
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229 | glEnable(GL_BLEND); |
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230 | glColor4f(0.0,1.0,0.0,0.2); // 20% green. |
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231 | |
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232 | // Drawn clockwise because the flipped Y axis flips CCW and CW. |
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233 | glRecti(winWidth - 30, 30, 30, winHeight - 30); |
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234 | |
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235 | glDisable(GL_BLEND); |
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236 | |
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237 | |
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238 | glColor3f(1.0,1.0,1.0); |
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239 | for(i = 0; message[i] != 0; i++) { |
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240 | if(message[i][0] == '\0') { |
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241 | y += 7; |
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242 | } else { |
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243 | output(x,y,message[i]); |
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244 | y += 14; |
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245 | } |
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246 | } |
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247 | |
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248 | } |
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249 | |
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250 | // generates a teapot, all parameters between zero and one |
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251 | Geometry *generateGeometry(Vector3 translationRatio, float xRotRatio, |
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252 | float yRotRatio, float zRotRatio, int materialIdx) |
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253 | { |
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254 | float xRot = minAngle + xRotRatio * (maxAngle - minAngle); |
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255 | float yRot = minAngle + yRotRatio * (maxAngle - minAngle); |
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256 | float zRot = minAngle + zRotRatio * (maxAngle - minAngle); |
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257 | |
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258 | Vector3 translation; |
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259 | translation[0] = minTranslation[0] + translationRatio[0] * (maxTranslation[0] - minTranslation[0]); |
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260 | translation[1] = minTranslation[1] + translationRatio[1] * (maxTranslation[1] - minTranslation[1]); |
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261 | translation[2] = minTranslation[2] + translationRatio[2] * (maxTranslation[2] - minTranslation[2]); |
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262 | |
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263 | Geometry *result = new Geometry(translation, xRot, yRot, zRot, objectSize, objectType); |
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264 | |
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265 | result->SetAmbientColor(amb[materialIdx][0], amb[materialIdx][1], amb[materialIdx][2]); |
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266 | result->SetDiffuseColor(dif[materialIdx][0], dif[materialIdx][1], dif[materialIdx][2]); |
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267 | result->SetSpecularColor(spec[materialIdx][0], spec[materialIdx][1], spec[materialIdx][2]); |
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268 | |
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269 | return result; |
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270 | } |
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271 | |
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272 | // generates a the scene hierarchy with random values |
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273 | HierarchyNode* generateHierarchy(int numObjects) |
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274 | { |
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275 | HierarchyNode *hierarchy = new HierarchyNode(); |
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276 | |
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277 | // initialise materials |
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278 | copyVector3Values(amb[0], 0.0215, 0.1745, 0.0215); |
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279 | copyVector3Values(dif[0], 0.727811, 0.633, 0.6); |
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280 | copyVector3Values(spec[0], 0.633, 0.727811, 0.633); |
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281 | |
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282 | copyVector3Values(amb[1], 0.1745, 0.01175, 0.01175); |
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283 | copyVector3Values(dif[1], 0.61424, 0.04136, 0.04136); |
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284 | copyVector3Values(spec[1], 0.727811, 0.626959, 0.626959); |
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285 | |
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286 | srand (time (0)); |
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287 | |
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288 | printf("generating geometry with random position and orientation ... "); |
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289 | |
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290 | for(int i=0; i < numObjects; i++) |
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291 | { |
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292 | float xRotRatio = rand() / (float) RAND_MAX; |
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293 | float yRotRatio = rand() / (float) RAND_MAX; |
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294 | float zRotRatio = rand() / (float) RAND_MAX; |
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295 | |
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296 | Vector3 translationRatio = {rand() / (float) RAND_MAX, |
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297 | rand() / (float) RAND_MAX, |
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298 | rand() / (float) RAND_MAX}; |
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299 | |
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300 | int materialIdx = int(2 * rand() / (float) RAND_MAX); |
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301 | |
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302 | Geometry *geo = generateGeometry(translationRatio, xRotRatio, |
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303 | yRotRatio, zRotRatio, materialIdx); |
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304 | hierarchy->AddGeometry(geo); |
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305 | |
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306 | // put into global geometry list for later deletion |
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307 | geometry.push_back(geo); |
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308 | } |
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309 | |
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310 | printf("finished\n"); |
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311 | printf("generating new kd-tree hierarchy ... "); |
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312 | HierarchyNode::InitKdTree(hierarchy); |
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313 | hierarchy->GenerateKdTree(); |
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314 | printf("finished\n"); |
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315 | |
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316 | return hierarchy; |
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317 | } |
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318 | |
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319 | |
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320 | void updateEyeMtx(void) |
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321 | { |
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322 | const Vector3 up = {0.0, 1.0, 0.0}; |
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323 | |
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324 | look(eyeView, eyePos, viewDir, up); |
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325 | mult(eyeProjView, eyeProjection, eyeView); //eyeProjView = eyeProjection*eyeView |
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326 | invert(invEyeProjView, eyeProjView); //invert matrix |
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327 | } |
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328 | |
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329 | |
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330 | void setupEyeView(void) |
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331 | { |
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332 | glMatrixMode(GL_PROJECTION); |
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333 | glLoadMatrixd(eyeProjection); |
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334 | |
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335 | glMatrixMode(GL_MODELVIEW); |
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336 | glLoadMatrixd(eyeView); |
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337 | } |
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338 | |
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339 | |
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340 | void display(void) |
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341 | { |
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342 | char * msg[] = {"Frustum culling only", "Hierarchical stop and wait", |
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343 | "Coherent hierarchical culling"}; |
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344 | |
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345 | char msg2[200]; |
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346 | char msg3[200]; |
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347 | char msg4[100]; |
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348 | char msg5[100]; |
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349 | char msg6[100]; |
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350 | char msg7[100]; |
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351 | char msg8[100]; |
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352 | |
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353 | sprintf(msg2, "Traversed: %4d, frustum culled: %4d, query culled: %4d (of %d nodes)", |
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354 | traverser.GetNumTraversedNodes(), traverser.GetNumFrustumCulledNodes(), |
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355 | traverser.GetNumQueryCulledNodes(), |
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356 | traverser.GetHierarchy()->GetNumHierarchyNodes()); |
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357 | |
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358 | char *optstr[2] = {"", ", using optimization"}; |
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359 | |
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360 | float fps = 1000.0; |
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361 | long renderTime = calcRenderTime(); |
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362 | if(renderTime) fps = 1000000.0f / (float)calcRenderTime(); |
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363 | |
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364 | sprintf(msg3, "Threshold: %4d, algorithm rendering time: %ld ms (%3.3f fps)%s", |
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365 | traverser.GetVisibilityThreshold(), renderTime / 1000, fps, optstr[useOptimization]); |
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366 | |
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367 | string str; |
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368 | string str2; |
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369 | |
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370 | calcDecimalPoint(str, Geometry::CountTriangles(objectType) * traverser.GetNumRenderedGeometry()); |
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371 | calcDecimalPoint(str2, Geometry::CountTriangles(objectType) * numObjects); |
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372 | |
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373 | sprintf(msg4, "Rendered objects %d (of %d), rendered triangles: %s (of %s)", |
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374 | traverser.GetNumRenderedGeometry(), numObjects, str.c_str(), str2.c_str()); |
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375 | |
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376 | sprintf(msg5, "Next object num: %d", numNextObjects); |
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377 | sprintf(msg6, "Next length in z dir: %3.3f", zLength); |
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378 | |
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379 | char *objectTypeStr[3] = {"teapot", "torus", "sphere"}; |
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380 | |
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381 | sprintf(msg7, "Next object type: %s", objectTypeStr[nextObjectType]); |
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382 | sprintf(msg8, "Next object size: %3.3f", objectSize); |
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383 | |
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384 | glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT); |
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385 | |
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386 | updateEyeMtx(); // bring eye modelview matrix up-to-date |
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387 | setupEyeView(); |
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388 | |
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389 | traverser.SetViewpoint(eyePos); |
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390 | traverser.SetProjViewMatrix(eyeProjView); |
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391 | traverser.Render(renderMode); |
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392 | |
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393 | // cycle through rendertime array |
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394 | renderTimes[renderTimesIdx] = traverser.GetRenderTime(); |
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395 | renderTimesIdx = (renderTimesIdx + 1) % renderTimeSize; |
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396 | |
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397 | if(renderTimesIdx > renderTimesValid) |
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398 | renderTimesValid = renderTimesIdx; |
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399 | |
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400 | if(visMode) |
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401 | { |
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402 | displayVisualization(); |
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403 | } |
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404 | |
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405 | begin2D(); |
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406 | if(showHelp) |
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407 | drawHelpMessage(); |
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408 | else |
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409 | { |
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410 | glColor3f(1.0,1.0,1.0); |
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411 | output(10,winHeight-10, msg[renderMode]); |
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412 | |
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413 | if(showStatistics) |
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414 | { |
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415 | if(showCreateParams) |
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416 | { |
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417 | output(10, winHeight-150, msg8); |
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418 | output(10, winHeight-130, msg7); |
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419 | output(10, winHeight-110, msg6); |
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420 | output(10, winHeight-90, msg5); |
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421 | } |
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422 | output(10, winHeight-70, msg3); |
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423 | output(10, winHeight-50, msg4); |
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424 | output(10, winHeight-30, msg2); |
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425 | } |
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426 | } |
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427 | end2D(); |
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428 | |
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429 | glutSwapBuffers(); |
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430 | } |
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431 | |
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432 | |
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433 | #pragma warning( disable : 4100 ) |
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434 | void keyboard(const unsigned char c, const int x, const int y) |
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435 | { |
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436 | int threshold; |
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437 | HierarchyNode *hierarchy; |
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438 | |
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439 | switch(c) |
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440 | { |
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441 | case 27: |
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442 | exit(0); |
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443 | break; |
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444 | case 32: //space |
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445 | renderMode = (renderMode + 1) % RenderTraverser::NUM_RENDERMODES; |
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446 | |
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447 | resetTimer(); |
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448 | traverser.Render(renderMode); // render once so stats are updated |
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449 | break; |
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450 | case 'h': |
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451 | case 'H': |
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452 | showHelp = !showHelp; |
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453 | break; |
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454 | case 'v': |
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455 | case 'V': |
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456 | showBoundingVolumes = !showBoundingVolumes; |
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457 | HierarchyNode::SetRenderBoundingVolume(showBoundingVolumes); |
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458 | break; |
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459 | case 's': |
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460 | case 'S': |
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461 | showStatistics = !showStatistics; |
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462 | break; |
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463 | case '+': |
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464 | threshold = traverser.GetVisibilityThreshold() + 10; |
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465 | traverser.SetVisibilityThreshold(threshold); |
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466 | break; |
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467 | case '-': |
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468 | threshold = traverser.GetVisibilityThreshold() - 10; |
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469 | if(threshold < 0) threshold = 0; |
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470 | |
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471 | traverser.SetVisibilityThreshold(threshold); |
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472 | break; |
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473 | case '1': |
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474 | visMode = !visMode; |
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475 | break; |
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476 | |
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477 | case '2': |
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478 | visZoomFactor += 0.1; |
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479 | setupVisView(); |
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480 | break; |
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481 | case '3': |
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482 | visZoomFactor -= 0.1; |
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483 | if(visZoomFactor < 0.1) visZoomFactor = 0.1; |
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484 | |
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485 | setupVisView(); |
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486 | break; |
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487 | case 'r': |
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488 | case 'R': |
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489 | showCreateParams = !showCreateParams; |
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490 | break; |
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491 | case 'g': |
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492 | case 'G': |
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493 | useOptimization = !useOptimization; |
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494 | traverser.SetUseOptimization(useOptimization); |
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495 | break; |
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496 | case 'c': |
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497 | case 'C': |
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498 | |
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499 | hierarchy = traverser.GetHierarchy(); |
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500 | // delete old hierarchy |
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501 | if(hierarchy) delete hierarchy; |
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502 | deleteGeometry(); |
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503 | |
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504 | maxTranslation[2] = -3.0 - zLength; |
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505 | numObjects = numNextObjects; |
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506 | objectType = nextObjectType; |
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507 | |
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508 | hierarchy = generateHierarchy(numObjects); |
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509 | traverser.SetHierarchy(hierarchy); |
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510 | |
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511 | showCreateParams = false; |
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512 | |
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513 | traverser.Render(renderMode); // render once to update stats |
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514 | resetTimer(); |
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515 | break; |
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516 | |
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517 | default: |
---|
518 | return; |
---|
519 | } |
---|
520 | |
---|
521 | glutPostRedisplay(); |
---|
522 | } |
---|
523 | |
---|
524 | |
---|
525 | void special(const int c, const int x, const int y) |
---|
526 | { |
---|
527 | // used to avoid vertical motion with the keys |
---|
528 | Vector3 hvec = {viewDir[0], 0, viewDir[2]}; |
---|
529 | |
---|
530 | switch(c) |
---|
531 | { |
---|
532 | case GLUT_KEY_F1: |
---|
533 | showHelp = !showHelp; |
---|
534 | break; |
---|
535 | case GLUT_KEY_F2: |
---|
536 | numNextObjects -= 100; |
---|
537 | if(numNextObjects < 100) numNextObjects = 100; |
---|
538 | break; |
---|
539 | case GLUT_KEY_F3: |
---|
540 | numNextObjects += 100; |
---|
541 | break; |
---|
542 | case GLUT_KEY_F4: |
---|
543 | zLength -= 1; |
---|
544 | if(zLength < 0) zLength = 0; |
---|
545 | break; |
---|
546 | case GLUT_KEY_F5: |
---|
547 | zLength += 1; |
---|
548 | break; |
---|
549 | case GLUT_KEY_F6: |
---|
550 | objectSize -= 0.1; |
---|
551 | if(objectSize < 0.1) objectSize = 0.1; |
---|
552 | break; |
---|
553 | case GLUT_KEY_F7: |
---|
554 | objectSize += 0.1; |
---|
555 | break; |
---|
556 | case GLUT_KEY_F8: |
---|
557 | nextObjectType = (nextObjectType + 1) % Geometry::NUM_OBJECTS; |
---|
558 | break; |
---|
559 | case GLUT_KEY_LEFT: |
---|
560 | rotateVectorY(viewDir, 0.2); |
---|
561 | break;
|
---|
562 | case GLUT_KEY_RIGHT:
|
---|
563 | rotateVectorY(viewDir, -0.2);
|
---|
564 | break;
|
---|
565 | case GLUT_KEY_UP:
|
---|
566 | linCombVector3(eyePos, eyePos, hvec, 0.6);
|
---|
567 | break;
|
---|
568 | case GLUT_KEY_DOWN: |
---|
569 | linCombVector3(eyePos, eyePos, hvec, -0.6); |
---|
570 | break; |
---|
571 | default: |
---|
572 | return; |
---|
573 | |
---|
574 | } |
---|
575 | |
---|
576 | glutPostRedisplay(); |
---|
577 | } |
---|
578 | #pragma warning( default : 4100 ) |
---|
579 | |
---|
580 | |
---|
581 | void reshape(const int w, const int h) |
---|
582 | { |
---|
583 | double winAspectRatio = 1.0; |
---|
584 | |
---|
585 | glViewport(0, 0, w, h); |
---|
586 | |
---|
587 | winWidth = w; |
---|
588 | winHeight = h; |
---|
589 | |
---|
590 | if(w) winAspectRatio = (double) h / (double) w; |
---|
591 | |
---|
592 | perspectiveDeg(eyeProjection, 60.0, 1.0/winAspectRatio, nearDist, 150.0); |
---|
593 | |
---|
594 | glutPostRedisplay(); |
---|
595 | } |
---|
596 | |
---|
597 | |
---|
598 | void mouse(int button, int state, int x, int y) |
---|
599 | { |
---|
600 | if(((button == GLUT_LEFT_BUTTON) || (button == GLUT_RIGHT_BUTTON)) && state == GLUT_DOWN) |
---|
601 | { |
---|
602 | xEyeBegin = x; |
---|
603 | yMotionBegin = y; |
---|
604 | |
---|
605 | glutMotionFunc(leftMotion); |
---|
606 | } |
---|
607 | else if(button == GLUT_MIDDLE_BUTTON && state == GLUT_DOWN) |
---|
608 | { |
---|
609 | horizontalMotionBegin = x; |
---|
610 | verticalMotionBegin = y; |
---|
611 | glutMotionFunc(middleMotion); |
---|
612 | } |
---|
613 | |
---|
614 | glutPostRedisplay(); |
---|
615 | } |
---|
616 | |
---|
617 | /** |
---|
618 | rotation for left/right mouse drag |
---|
619 | motion for up/down mouse drag |
---|
620 | */ |
---|
621 | void leftMotion(int x, int y) |
---|
622 | { |
---|
623 | static double eyeXAngle = 0.0; |
---|
624 | // not move in the vertical direction |
---|
625 | Vector3 horView = {viewDir[0], 0, viewDir[2]}; |
---|
626 | |
---|
627 | eyeXAngle = 0.6 * PI * (xEyeBegin - x) / 180.0; |
---|
628 | linCombVector3(eyePos, eyePos, horView, (yMotionBegin - y) * 0.1); |
---|
629 | |
---|
630 | rotateVectorY(viewDir, eyeXAngle); |
---|
631 | |
---|
632 | xEyeBegin = x; |
---|
633 | yMotionBegin = y; |
---|
634 | |
---|
635 | glutPostRedisplay(); |
---|
636 | } |
---|
637 | |
---|
638 | // strafe |
---|
639 | void middleMotion(int x, int y) |
---|
640 | { |
---|
641 | // the 90 degree rotated view vector |
---|
642 | // y zero so we don't move in the vertical |
---|
643 | Vector3 rVec = {viewDir[0], 0, viewDir[2]}; |
---|
644 | |
---|
645 | rotateVectorY(rVec, PI / 2.0); |
---|
646 | linCombVector3(eyePos, eyePos, rVec, (horizontalMotionBegin - x) * 0.1); |
---|
647 | |
---|
648 | eyePos[1] += (verticalMotionBegin - y) * 0.1; |
---|
649 | |
---|
650 | horizontalMotionBegin = x; |
---|
651 | verticalMotionBegin = y; |
---|
652 | |
---|
653 | glutPostRedisplay(); |
---|
654 | } |
---|
655 | |
---|
656 | |
---|
657 | void initExtensions(void) |
---|
658 | { |
---|
659 | GLenum err = glewInit(); |
---|
660 | if(GLEW_OK != err) { |
---|
661 | // problem: glewInit failed, something is seriously wrong |
---|
662 | fprintf(stderr,"Error: %s\n",glewGetErrorString(err)); |
---|
663 | exit(1); |
---|
664 | } |
---|
665 | |
---|
666 | if(!GLEW_ARB_occlusion_query) { |
---|
667 | printf("I require the GL_ARB_occlusion_query OpenGL extension to work.\n"); |
---|
668 | exit(1); |
---|
669 | } |
---|
670 | } |
---|
671 | |
---|
672 | |
---|
673 | void begin2D(void) |
---|
674 | { |
---|
675 | glDisable(GL_LIGHTING); |
---|
676 | glDisable(GL_DEPTH_TEST); |
---|
677 | |
---|
678 | glPushMatrix(); |
---|
679 | glLoadIdentity(); |
---|
680 | |
---|
681 | glMatrixMode(GL_PROJECTION); |
---|
682 | glPushMatrix(); |
---|
683 | glLoadIdentity(); |
---|
684 | gluOrtho2D(0, winWidth, winHeight, 0); |
---|
685 | } |
---|
686 | |
---|
687 | |
---|
688 | void end2D(void) |
---|
689 | { |
---|
690 | glPopMatrix(); |
---|
691 | glMatrixMode(GL_MODELVIEW); |
---|
692 | glPopMatrix(); |
---|
693 | |
---|
694 | glEnable(GL_LIGHTING); |
---|
695 | glEnable(GL_DEPTH_TEST); |
---|
696 | } |
---|
697 | |
---|
698 | |
---|
699 | void output(const int x, const int y, const char *string) |
---|
700 | { |
---|
701 | if(string != 0) |
---|
702 | { |
---|
703 | int len, i; |
---|
704 | glRasterPos2f(x,y); |
---|
705 | len = (int) strlen(string); |
---|
706 | |
---|
707 | for (i = 0; i < len; i++) |
---|
708 | { |
---|
709 | glutBitmapCharacter(GLUT_BITMAP_8_BY_13,string[i]); |
---|
710 | } |
---|
711 | } |
---|
712 | } |
---|
713 | |
---|
714 | // explicitly deletes geometry generated for hierarchy |
---|
715 | // (deleting the hierarchy does not delete the geometry) |
---|
716 | void deleteGeometry() |
---|
717 | { |
---|
718 | for (GeometryList::iterator it = geometry.begin(); it != geometry.end(); it++) |
---|
719 | if(*it) delete (*it); |
---|
720 | |
---|
721 | geometry.clear(); |
---|
722 | } |
---|
723 | |
---|
724 | // displays the visualisation of the kd tree node culling |
---|
725 | void displayVisualization() |
---|
726 | { |
---|
727 | begin2D(); |
---|
728 | glBlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA); |
---|
729 | glEnable(GL_BLEND); |
---|
730 | glColor4f(0.0,0.0,0.0,0.5); |
---|
731 | |
---|
732 | glRecti(winWidth, 0, winWidth / 2, winHeight / 2); |
---|
733 | glDisable(GL_BLEND); |
---|
734 | end2D(); |
---|
735 | |
---|
736 | glViewport(winWidth / 2, winHeight / 2, winWidth, winHeight); |
---|
737 | glPushMatrix(); |
---|
738 | glLoadMatrixd(visView); |
---|
739 | |
---|
740 | glClear(GL_DEPTH_BUFFER_BIT); |
---|
741 | |
---|
742 | // --- visualization of the occlusion culling |
---|
743 | HierarchyNode::SetRenderBoundingVolume(true); |
---|
744 | traverser.RenderVisualization(); |
---|
745 | HierarchyNode::SetRenderBoundingVolume(showBoundingVolumes); |
---|
746 | |
---|
747 | glPopMatrix(); |
---|
748 | glViewport(0, 0, winWidth, winHeight); |
---|
749 | } |
---|
750 | |
---|
751 | /** |
---|
752 | sets up view matrix in order to get a good position |
---|
753 | for viewing the kd tree node culling |
---|
754 | */ |
---|
755 | void setupVisView() |
---|
756 | { |
---|
757 | const Vector3 up = {0.0, 1.0, 0.0}; |
---|
758 | |
---|
759 | Vector3 visPos = {24, 23, -6}; |
---|
760 | |
---|
761 | visPos[0] *= visZoomFactor; |
---|
762 | visPos[1] *= visZoomFactor; |
---|
763 | visPos[2] *= visZoomFactor; |
---|
764 | |
---|
765 | Vector3 visDir = {-1.3,-1,-1}; |
---|
766 | |
---|
767 | normalize(visDir); |
---|
768 | look(visView, visPos, visDir, up); |
---|
769 | } |
---|
770 | |
---|
771 | // we take a couple of measurements and compute the average |
---|
772 | long calcRenderTime() |
---|
773 | { |
---|
774 | long result = 0; |
---|
775 | |
---|
776 | for(int i=0; i<renderTimesValid; i++) |
---|
777 | result += renderTimes[i]; |
---|
778 | |
---|
779 | if(renderTimesValid) |
---|
780 | result /= renderTimesValid; |
---|
781 | |
---|
782 | return result; |
---|
783 | } |
---|
784 | |
---|
785 | |
---|
786 | // reset the timer array for a new traversal method |
---|
787 | void resetTimer() |
---|
788 | { |
---|
789 | renderTimesValid = 0; |
---|
790 | renderTimesIdx = 0; |
---|
791 | } |
---|
792 | |
---|
793 | // cleanup routine after the main loop |
---|
794 | void cleanUp() |
---|
795 | { |
---|
796 | if(traverser.GetHierarchy()) |
---|
797 | delete traverser.GetHierarchy(); |
---|
798 | |
---|
799 | deleteGeometry(); |
---|
800 | |
---|
801 | Geometry::CleanUp(); |
---|
802 | } |
---|
803 | |
---|
804 | // this function inserts a dezimal point after each 1000 |
---|
805 | void calcDecimalPoint(string &str, int d) |
---|
806 | { |
---|
807 | vector<int> numbers; |
---|
808 | char hstr[100]; |
---|
809 | |
---|
810 | while(d != 0) |
---|
811 | { |
---|
812 | numbers.push_back(d % 1000); |
---|
813 | d /= 1000; |
---|
814 | } |
---|
815 | |
---|
816 | // first element without leading zeros |
---|
817 | if(numbers.size() > 0) |
---|
818 | { |
---|
819 | sprintf(hstr, "%d", numbers.back()); |
---|
820 | str.append(hstr); |
---|
821 | } |
---|
822 | |
---|
823 | for(int i=numbers.size()-2; i >= 0; i--) |
---|
824 | { |
---|
825 | sprintf(hstr, ",%03d", numbers[i]); |
---|
826 | str.append(hstr); |
---|
827 | } |
---|
828 | } |
---|