1 | #include "RenderTraverser.h"
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2 | #include "glInterface.h"
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3 | #include "Timers.h"
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4 | #include "Camera.h"
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5 |
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6 |
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7 | namespace CHCDemo
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8 | {
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9 |
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10 | RenderTraverser::RenderTraverser():
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11 | mFrameID(1),
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12 | mVisibilityThreshold(0),
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13 | mBvh(NULL),
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14 | mIsQueryMode(false),
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15 | mUseOptimization(true),
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16 | mCurrentQueryIdx(0)
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17 | {
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18 | }
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19 |
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20 |
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21 | RenderTraverser::~RenderTraverser()
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22 | {
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23 | //DelQueries();
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24 | }
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25 |
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26 |
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27 | /*void RenderTraverser::Render(int mode)
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28 | {
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29 | mDistanceQueue.push(mHierarchyRoot);
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30 |
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31 | long startTime = getTime();
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32 |
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33 | Preprocess();
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34 |
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35 | switch(mode)
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36 | {
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37 | case RENDER_CULL_FRUSTUM:
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38 | RenderCullFrustum();
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39 | break;
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40 | case RENDER_STOP_AND_WAIT:
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41 | RenderStopAndWait();
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42 | break;
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43 | case RENDER_COHERENT:
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44 | RenderCoherentWithQueue();
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45 | break;
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46 | default:
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47 | RenderCullFrustum();
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48 | break;
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49 | }
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50 |
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51 | mFrameID ++;
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52 |
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53 |
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54 | long endTime = getTime();
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55 | mRenderTime = endTime - startTime;
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56 |
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57 | finishTiming();
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58 | }*/
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59 |
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60 | void RenderTraverser::EnqueueNode(BvhNode *node)
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61 | {
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62 | mBvh->CalcDistance(node);
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63 | mDistanceQueue.push(node);
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64 | }
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65 |
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66 |
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67 | void RenderTraverser::TraverseNode(BvhNode *node)
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68 | {
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69 |
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70 | if (node->IsVirtualLeaf())
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71 | {
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72 | //RenderBox(node->GetBox());
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73 |
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74 | //mNumRenderedGeometry +=
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75 | mBvh->Render(node, mRenderState);
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76 | }
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77 | else
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78 | {
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79 | // for non leafs this renders only the bounding volume (if the flag is set)
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80 | BvhInterior *interior = static_cast<BvhInterior *>(node);
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81 |
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82 | EnqueueNode(interior->GetFront());
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83 | EnqueueNode(interior->GetBack());
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84 | }
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85 | }
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86 |
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87 |
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88 | void RenderTraverser::SetHierarchy(Bvh *bvh)
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89 | {
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90 | mBvh = bvh;
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91 | //DelQueries();
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92 | }
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93 |
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94 |
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95 | void RenderTraverser::SetRenderState(RenderState *state)
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96 | {
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97 | mRenderState = state;
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98 | //DelQueries();
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99 | }
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100 |
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101 |
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102 |
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103 | void RenderTraverser::Switch2GLRenderState()
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104 | {
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105 | // boolean used to avoid unnecessary state changes
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106 | if (mIsQueryMode)
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107 | {
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108 | // switch back to rendermode
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109 | glColorMask(GL_TRUE, GL_TRUE, GL_TRUE, GL_TRUE);
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110 | glDepthMask(GL_TRUE);
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111 | glEnable(GL_LIGHTING);
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112 | mIsQueryMode = false;
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113 | }
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114 | }
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115 |
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116 |
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117 | OcclusionQuery *RenderTraverser::IssueOcclusionQuery(BvhNode *node, bool wasVisible)
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118 | {
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119 | OcclusionQuery *query = mQueryHandler.RequestQuery();
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120 |
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121 | query->BeginQuery();
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122 |
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123 | // if leaf and was visible => will be rendered anyway, thus we
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124 | // can also test with the real geometry
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125 | /*if(node->IsLeaf() && wasVisible && mUseOptimization)
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126 | {
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127 | mNumRenderedGeometry += node->Render();
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128 | }
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129 | else
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130 | {*/
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131 |
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132 | // change state so the bounding box gets not actually rendered on the screen
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133 | //Switch2GLQueryState();
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134 | mBvh->RenderBoundingBox(node);
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135 | //Switch2GLRenderState();
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136 |
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137 | query->EndQuery();
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138 |
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139 | return query;
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140 | }
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141 |
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142 |
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143 | void RenderTraverser::Switch2GLQueryState()
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144 | {
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145 | // boolean used to avoid unnecessary state changes
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146 | if (!mIsQueryMode)
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147 | {
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148 | glColorMask(GL_FALSE, GL_FALSE, GL_FALSE, GL_FALSE);
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149 | glDepthMask(GL_FALSE);
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150 | glDisable(GL_LIGHTING);
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151 | mIsQueryMode = true;
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152 | }
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153 | }
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154 |
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155 |
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156 |
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157 | #if 0
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158 |
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159 | Bvh *RenderTraverser::GetHierarchy()
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160 | {
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161 | return mBvh;
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162 | }
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163 |
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164 |
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165 | void RenderTraverser::RenderVisualization()
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166 | {
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167 | mDistanceQueue.push(mHierarchyRoot);
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168 |
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169 | while(! mDistanceQueue.empty())
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170 | {
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171 | HierarchyNode *node = mDistanceQueue.top();
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172 | mDistanceQueue.pop();
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173 |
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174 | // identify previously visible nodes
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175 | bool wasVisible = node->Visible() && (node->LastVisited() == mFrameID - 1);
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176 |
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177 | if(wasVisible)
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178 | TraverseNode(node);
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179 | else
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180 | {
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181 | // also render culled nodes
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182 | glColor3f(1.0,0.0,0.0);
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183 | node->RenderBoundingVolumeForVisualization();
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184 | }
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185 | }
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186 | }
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187 |
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188 |
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189 | void RenderTraverser::PullUpVisibility(HierarchyNode *node)
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190 | {
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191 | while(node && !node->Visible())
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192 | {
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193 | node->SetVisible(true);
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194 | node = node->GetParent();
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195 | }
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196 | }
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197 |
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198 | bool RenderTraverser::ResultAvailable(HierarchyNode *node) const
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199 | {
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200 | unsigned int result;
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201 | if (mUseArbQueries)
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202 | {
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203 | glGetQueryObjectuivARB(node->GetOcclusionQuery(),
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204 | GL_QUERY_RESULT_AVAILABLE_ARB, &result);
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205 | }
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206 | else
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207 | {
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208 |
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209 | glGetOcclusionQueryuivNV(node->GetOcclusionQuery(),
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210 | GL_PIXEL_COUNT_AVAILABLE_NV, &result);
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211 |
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212 | }
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213 |
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214 | return (result == GL_TRUE);
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215 | }
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216 |
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217 |
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218 | void RenderTraverser::Preprocess()
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219 | {
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220 | if (!mOcclusionQueries)
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221 | {
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222 | mOcclusionQueries = new unsigned int[mHierarchyRoot->GetNumHierarchyNodes()];
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223 |
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224 | // generate ids for occlusion test
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225 | if (mUseArbQueries)
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226 | {
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227 | glGenQueriesARB(mHierarchyRoot->GetNumHierarchyNodes(), mOcclusionQueries);
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228 | }
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229 | else
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230 | {
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231 | glGenOcclusionQueriesNV(mHierarchyRoot->GetNumHierarchyNodes(), mOcclusionQueries);
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232 | }
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233 | }
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234 |
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235 | // view frustum planes for view frustum culling
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236 | calcViewFrustumPlanes(&mClipPlanes, mProjViewMatrix);
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237 | calcAABNPVertexIndices(mNPVertexIndices, mClipPlanes);
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238 |
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239 | mCurrentQueryIdx = 0;
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240 |
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241 | // reset statistics
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242 | mNumTraversedNodes = 0;
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243 | mNumQueryCulledNodes = 0;
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244 | mNumFrustumCulledNodes = 0;
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245 | mNumRenderedGeometry = 0;
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246 | }
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247 |
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248 |
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249 | void RenderTraverser::DelQueries()
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250 | {
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251 | if (!mOcclusionQueries)
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252 | return;
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253 |
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254 | // tell the driver that the occlusion queries won't be needed any more
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255 | if (mUseArbQueries)
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256 | {
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257 | glDeleteQueriesARB(mHierarchyRoot->GetNumHierarchyNodes(), mOcclusionQueries);
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258 | }
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259 | else
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260 | {
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261 | glDeleteOcclusionQueriesNV(mHierarchyRoot->GetNumHierarchyNodes(), mOcclusionQueries);
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262 | }
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263 |
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264 | delete [] mOcclusionQueries;
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265 |
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266 | mOcclusionQueries = NULL;
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267 | }
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268 |
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269 |
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270 | void RenderTraverser::SetViewpoint(Vector3 const &viewpoint)
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271 | {
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272 | copyVector3(mViewpoint, viewpoint);
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273 | }
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274 |
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275 |
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276 | void RenderTraverser::SetProjViewMatrix(Matrix4x4 const &projViewMatrix)
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277 | {
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278 | copyMatrix(mProjViewMatrix, projViewMatrix);
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279 | }
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280 |
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281 |
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282 | bool RenderTraverser::InsideViewFrustum(HierarchyNode *node, bool &intersects)
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283 | {
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284 | Vector3x8 vertices;
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285 |
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286 | bool intersect = false;
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287 |
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288 | calcAABoxPoints(vertices, node->GetBoundingVolume());
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289 |
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290 | // simply test all 6 vertices
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291 | for (int i = 0; i < 6; i++)
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292 | {
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293 | // test the n-vertex
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294 | // note: the calcAABNearestVertexId should be preprocessed
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295 | if(!pointBeforePlane(mClipPlanes.plane[i], vertices[mNPVertexIndices[i * 2]]))
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296 | {
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297 | // outside
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298 | return false;
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299 | }
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300 | }
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301 |
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302 | // test if bounding box is intersected by nearplane (using the p-vertex)
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303 | intersects = (!pointBeforePlane(mClipPlanes.plane[5], vertices[mNPVertexIndices[11]]));
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304 |
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305 | // -- get vector from viewpoint to center of bounding volume
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306 | Vector3 vec;
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307 | calcAABoxCenter(vec, node->GetBoundingVolume());
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308 | diffVector3(vec, vec, mViewpoint);
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309 |
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310 | // compute distance from nearest point to viewpoint
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311 | diffVector3(vec, vertices[calcAABNearestVertexIdx(vec)], mViewpoint);
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312 | node->SetDistance(squaredLength(vec));
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313 |
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314 | return true;
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315 | }
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316 |
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317 |
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318 | void RenderTraverser::SetVisibilityThreshold(int threshold)
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319 | {
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320 | mVisibilityThreshold = threshold;
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321 | }
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322 |
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323 | void RenderTraverser::SetUseArbQueries(const bool useArbQueries)
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324 | {
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325 | DelQueries();
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326 | mUseArbQueries = useArbQueries;
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327 | }
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328 |
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329 | bool RenderTraverser::GetUseArbQueries() const
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330 | {
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331 | return mUseArbQueries;
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332 | }
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333 |
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334 | long RenderTraverser::GetRenderTime()
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335 | {
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336 | return mRenderTime;
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337 | }
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338 |
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339 | int RenderTraverser::GetNumTraversedNodes()
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340 | {
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341 | return mNumTraversedNodes;
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342 | }
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343 |
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344 | int RenderTraverser::GetNumQueryCulledNodes()
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345 | {
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346 | return mNumQueryCulledNodes;
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347 | }
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348 |
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349 | int RenderTraverser::GetNumFrustumCulledNodes()
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350 | {
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351 | return mNumFrustumCulledNodes;
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352 | }
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353 |
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354 |
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355 | int RenderTraverser::GetNumRenderedGeometry()
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356 | {
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357 | return mNumRenderedGeometry;
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358 | }
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359 |
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360 |
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361 | #endif
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362 |
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363 |
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364 | void RenderTraverser::SetUseOptimization(bool useOptimization)
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365 | {
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366 | mUseOptimization = useOptimization;
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367 | printf("using opt %d\n", mUseOptimization);
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368 | }
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369 |
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370 |
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371 | void RenderTraverser::RenderBox(const AxisAlignedBox3 &box)
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372 | {
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373 | glPolygonMode(GL_FRONT_AND_BACK, GL_LINE);
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374 | glDisable(GL_CULL_FACE);
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375 | glColor3f(1.0f, 0.0f, 0.0f);
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376 |
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377 | glBegin(GL_QUADS);
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378 | glVertex3f(box.Min().x, box.Max().y, box.Min().z);
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379 | glVertex3f(box.Max().x, box.Max().y, box.Min().z);
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380 | glVertex3f(box.Max().x, box.Min().y, box.Min().z);
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381 | glVertex3f(box.Min().x, box.Min().y, box.Min().z);
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382 | glEnd();
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383 |
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384 | glBegin(GL_QUADS);
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385 | glVertex3f(box.Min().x, box.Min().y, box.Max().z);
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386 | glVertex3f(box.Max().x, box.Min().y, box.Max().z);
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387 | glVertex3f(box.Max().x, box.Max().y, box.Max().z);
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388 | glVertex3f(box.Min().x, box.Max().y, box.Max().z);
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389 | glEnd();
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390 |
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391 | glBegin(GL_QUADS);
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392 | glVertex3f(box.Max().x, box.Min().y, box.Min().z);
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393 | glVertex3f(box.Max().x, box.Min().y, box.Max().z);
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394 | glVertex3f(box.Max().x, box.Max().y, box.Max().z);
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395 | glVertex3f(box.Max().x, box.Max().y, box.Min().z);
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396 | glEnd();
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397 |
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398 | glBegin(GL_QUADS);
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399 | glVertex3f(box.Min().x, box.Min().y, box.Min().z);
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400 | glVertex3f(box.Min().x, box.Min().y, box.Max().z);
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401 | glVertex3f(box.Min().x, box.Max().y, box.Max().z);
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402 | glVertex3f(box.Min().x, box.Max().y, box.Min().z);
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403 | glEnd();
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404 |
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405 | glBegin(GL_QUADS);
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406 | glVertex3f(box.Min().x, box.Min().y, box.Min().z);
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407 | glVertex3f(box.Max().x, box.Min().y, box.Min().z);
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408 | glVertex3f(box.Max().x, box.Min().y, box.Max().z);
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409 | glVertex3f(box.Min().x, box.Min().y, box.Max().z);
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410 | glEnd();
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411 |
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412 | glBegin(GL_QUADS);
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413 | glVertex3f(box.Min().x, box.Max().y, box.Min().z);
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414 | glVertex3f(box.Max().x, box.Max().y, box.Min().z);
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415 | glVertex3f(box.Max().x, box.Max().y, box.Max().z);
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416 | glVertex3f(box.Min().x, box.Max().y, box.Max().z);
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417 | glEnd();
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418 |
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419 | glEnable(GL_CULL_FACE);
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420 |
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421 | glPolygonMode(GL_FRONT_AND_BACK, GL_FILL);
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422 | }
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423 |
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424 |
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425 | void RenderTraverser::RenderFrustum()
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426 | {
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427 | Vector3 ftl, ftr, fbl, fbr, ntl, ntr, nbl, nbr;
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428 | mCamera->ComputePoints(ftl, ftr, fbl, fbr, ntl, ntr, nbl, nbr);
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429 |
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430 | glLineWidth(2);
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431 |
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432 | glBegin(GL_LINE_LOOP);
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433 | glVertex3d(fbl.x, fbl.y, fbl.z);
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434 | glVertex3d(fbr.x, fbr.y, fbr.z);
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435 | glVertex3d(ftr.x, ftr.y, ftr.z);
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436 | glVertex3d(ftl.x, ftl.y, ftl.z);
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437 | glEnd();
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438 |
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439 | glBegin(GL_LINE_LOOP);
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440 | glVertex3d(nbl.x, nbl.y, nbl.z);
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441 | glVertex3d(nbr.x, nbr.y, nbr.z);
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442 | glVertex3d(ntr.x, ntr.y, ntr.z);
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443 | glVertex3d(ntl.x, ntl.y, ntl.z);
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444 | glEnd();
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445 |
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446 | glBegin(GL_LINE_LOOP);
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447 | glVertex3d(fbl.x, fbl.y, fbl.z);
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448 | glVertex3d(ftl.x, ftl.y, ftl.z);
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449 | glVertex3d(ntl.x, ntl.y, ntl.z);
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450 | glVertex3d(nbl.x, nbl.y, nbl.z);
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451 | glEnd();
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452 |
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453 | glBegin(GL_LINE_LOOP);
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454 | glVertex3d(fbr.x, fbr.y, fbr.z);
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455 | glVertex3d(ftr.x, ftr.y, ftr.z);
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456 | glVertex3d(ntr.x, ntr.y, ntr.z);
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457 | glVertex3d(nbr.x, nbr.y, nbr.z);
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458 | glEnd();
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459 |
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460 | glBegin(GL_LINE_LOOP);
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461 | glVertex3d(fbr.x, fbr.y, fbr.z);
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462 | glVertex3d(fbl.x, fbl.y, fbl.z);
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463 | glVertex3d(nbl.x, nbl.y, nbl.z);
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464 | glVertex3d(nbr.x, nbr.y, nbr.z);
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465 | glEnd();
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466 |
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467 | glBegin(GL_LINE_LOOP);
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468 | glVertex3d(ftr.x, ftr.y, ftr.z);
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469 | glVertex3d(ftl.x, ftl.y, ftl.z);
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470 | glVertex3d(ntl.x, ntl.y, ntl.z);
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471 | glVertex3d(ntr.x, ntr.y, ntr.z);
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472 | glEnd();
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473 | }
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474 |
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475 |
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476 | }
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