1 | #include "Bvh.h"
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2 | #include "Camera.h"
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3 | #include "Plane3.h"
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4 | #include "glInterface.h"
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5 | #include "Triangle3.h"
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6 | #include "SceneEntity.h"
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7 | #include "Geometry.h"
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8 | #include "RenderState.h"
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9 | #include "Material.h"
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10 | #include "gzstream.h"
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11 |
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12 | #include <queue>
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13 | #include <stack>
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14 | #include <fstream>
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15 | #include <iostream>
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16 | #include <iomanip>
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17 |
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18 |
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19 | #ifdef _CRT_SET
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20 | #define _CRTDBG_MAP_ALLOC
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21 | #include <stdlib.h>
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22 | #include <crtdbg.h>
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23 |
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24 | // redefine new operator
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25 | #define DEBUG_NEW new(_NORMAL_BLOCK, __FILE__, __LINE__)
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26 | #define new DEBUG_NEW
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27 | #endif
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28 |
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29 |
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30 | namespace CHCDemoEngine
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31 | {
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32 |
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33 | #define INVALID_TEST ((unsigned int)-1)
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34 |
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35 | using namespace std;
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36 |
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37 |
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38 | int BvhNode::sCurrentState = 0;
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39 |
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40 |
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41 | /*
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42 | 3 x---------x 2
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43 | |\ \
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44 | | \ \
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45 | | \ \
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46 | | 4 x---------x 5
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47 | | | |
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48 | 0 x | x 1 |
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49 | \ | |
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50 | \ | |
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51 | \| |
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52 | 7 x---------x 6
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53 | */
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54 |
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55 | static unsigned int sIndices[] =
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56 | {7, // degenerated
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57 | 7, 6, 4, 5, 3, 2, 0, 1,
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58 | 1, 4, // degenerated
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59 | 4, 3, 7, 0, 6, 1, 5, 2,
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60 | 2 // degenerated
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61 | };
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62 |
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63 |
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64 | const static int sNumIndicesPerBox = 20;
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65 |
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66 | /* Order of vertices
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67 | 0 = (0, 0, 0)
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68 | 1 = (1, 0, 0)
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69 | 2 = (1, 1, 0)
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70 | 3 = (0, 1, 0)
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71 | 4 = (0, 1, 1)
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72 | 5 = (1, 1, 1)
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73 | 6 = (1, 0, 1)
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74 | 7 = (0, 0, 1)
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75 | */
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76 |
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77 | static Plane3 sNearPlane;
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78 | static Frustum sFrustum;
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79 |
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80 | /// these values are valid for all nodes
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81 | static int sClipPlaneAABBVertexIndices[12];
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82 |
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83 |
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84 | #define ALIGN_INDICES
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85 |
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86 | BvhNode::BvhNode(BvhNode *parent):
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87 | mParent(parent),
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88 | mAxis(-1),
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89 | mDepth(0),
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90 | mFirst(-1),
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91 | mLast(-1),
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92 | mNumTestNodes(1),
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93 | mTestNodesIdx(-1),
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94 | mIndicesPtr(-1),
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95 | mId(0),
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96 | mIsMaxDepthForVirtualLeaf(false),
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97 | mIsVirtualLeaf(false)
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98 | {
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99 | for (int i = 0; i < NUM_STATES; ++ i)
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100 | {
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101 | mPlaneMask[i] = 0;
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102 | mPreferredPlane[i]= 0;
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103 | mLastRenderedFrame[i] = -1;
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104 | }
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105 | }
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106 |
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107 |
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108 | BvhNode::~BvhNode()
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109 | {
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110 | }
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111 |
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112 |
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113 | void BvhNode::ResetVisibility()
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114 | {
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115 | for (int i = 0; i < NUM_STATES; ++ i)
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116 | {
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117 | mVisibility[i].Reset();
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118 | mLastRenderedFrame[i] = -1;
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119 | mPlaneMask[i] = 0;
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120 | mPreferredPlane[i]= 0;
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121 | }
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122 | }
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123 |
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124 |
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125 | void BvhNode::VisibilityInfo::Reset()
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126 | {
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127 | mIsVisible = false;
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128 | mAssumedVisibleFrameId = 0;
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129 | mLastVisitedFrame = -1;
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130 | mTimesInvisible = 0;
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131 | mIsFrustumCulled = false;
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132 | mIsNew = true;
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133 | mLastQueriedFrame = -1;
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134 | }
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135 |
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136 |
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137 | BvhInterior::~BvhInterior()
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138 | {
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139 | DEL_PTR(mBack);
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140 | DEL_PTR(mFront);
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141 | }
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142 |
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143 |
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144 | BvhLeaf::~BvhLeaf()
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145 | {
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146 | }
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147 |
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148 |
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149 | /***********************************************************/
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150 | /* class Bvh implementation */
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151 | /***********************************************************/
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152 |
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153 |
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154 | Bvh::Bvh()
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155 | {
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156 | Init();
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157 | }
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158 |
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159 |
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160 | Bvh::Bvh(const SceneEntityContainer &entities)
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161 | {
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162 | Init();
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163 |
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164 | mGeometrySize = entities.size();
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165 | mGeometry = new SceneEntity*[mGeometrySize];
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166 |
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167 | SceneEntityContainer::const_iterator it, it_end = entities.end();
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168 |
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169 | int i = 0;
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170 | for (it = entities.begin(); it != it_end; ++ it, ++ i)
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171 | {
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172 | mGeometry[i] = (*it);
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173 | }
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174 | }
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175 |
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176 |
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177 | Bvh::~Bvh()
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178 | {
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179 | if (mVertices) delete [] mVertices;
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180 | if (mIndices) delete [] mIndices;
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181 | if (mTestIndices) delete [] mTestIndices;
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182 | if (mGeometry) delete [] mGeometry;
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183 |
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184 | if (mRoot) delete mRoot;
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185 |
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186 | // delete vbo
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187 | glDeleteBuffersARB(1, &mVboId);
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188 | }
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189 |
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190 |
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191 | void Bvh::Init()
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192 | {
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193 | mRoot = NULL;
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194 | mVertices = NULL;
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195 | mIndices = NULL;
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196 | mTestIndices = NULL;
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197 | mCurrentIndicesPtr = 0;
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198 | mNumNodes = 0;
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199 |
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200 | mMaxDepthForTestingChildren = 3;
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201 | //mMaxDepthForTestingChildren = 4;
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202 | mAreaRatioThreshold = 2.0f;
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203 | //mAreaRatioThreshold = 1.4f;
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204 |
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205 | mVboId = -1;
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206 | }
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207 |
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208 |
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209 | void Bvh::PullUpLastVisited(BvhNode *node, const int frameId) const
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210 | {
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211 | BvhNode *parent = node->GetParent();
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212 |
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213 | while (parent && (parent->GetLastVisitedFrame() != frameId))
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214 | {
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215 | parent->SetLastVisitedFrame(frameId);
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216 | parent = parent->GetParent();
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217 | }
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218 | }
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219 |
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220 |
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221 | void Bvh::MakeParentsVisible(BvhNode *node)
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222 | {
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223 | BvhNode *parent = node->GetParent();
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224 |
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225 | while (parent && (!parent->IsVisible()))
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226 | {
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227 | parent->SetVisible(true);
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228 | parent = parent->GetParent();
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229 | }
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230 | }
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231 |
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232 |
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233 | void Bvh::CollectLeaves(BvhNode *node, BvhLeafContainer &leaves)
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234 | {
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235 | stack<BvhNode *> tStack;
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236 | tStack.push(node);
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237 |
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238 | while (!tStack.empty())
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239 | {
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240 | BvhNode *node = tStack.top();
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241 |
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242 | tStack.pop();
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243 |
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244 | if (!node->IsLeaf())
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245 | {
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246 | BvhInterior *interior = static_cast<BvhInterior *>(node);
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247 |
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248 | tStack.push(interior->mFront);
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249 | tStack.push(interior->mBack);
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250 | }
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251 | else
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252 | {
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253 | leaves.push_back(static_cast<BvhLeaf *>(node));
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254 | }
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255 | }
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256 | }
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257 |
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258 |
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259 | void Bvh::CollectNodes(BvhNode *node, BvhNodeContainer &nodes)
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260 | {
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261 | stack<BvhNode *> tStack;
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262 |
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263 | tStack.push(node);
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264 |
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265 | while (!tStack.empty())
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266 | {
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267 | BvhNode *node = tStack.top();
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268 | tStack.pop();
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269 |
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270 | nodes.push_back(node);
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271 |
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272 | if (!node->IsLeaf())
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273 | {
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274 | BvhInterior *interior = static_cast<BvhInterior *>(node);
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275 |
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276 | tStack.push(interior->mFront);
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277 | tStack.push(interior->mBack);
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278 | }
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279 | }
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280 | }
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281 |
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282 |
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283 | typedef pair<BvhNode *, int> tPair;
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284 |
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285 | void Bvh::CollectNodes(BvhNode *root, BvhNodeContainer &nodes, int depth)
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286 | {
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287 | stack<tPair> tStack;
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288 | tStack.push(tPair(root, 0));
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289 |
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290 | while (!tStack.empty())
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291 | {
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292 | BvhNode *node = tStack.top().first;
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293 | const int d = tStack.top().second;
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294 |
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295 | tStack.pop();
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296 |
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297 | // found depth => take this node
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298 | if ((d == depth) || (node->IsLeaf()))
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299 | {
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300 | nodes.push_back(node);
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301 | }
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302 | else
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303 | {
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304 | BvhInterior *interior = static_cast<BvhInterior *>(node);
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305 |
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306 | tStack.push(tPair(interior->mFront, d + 1));
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307 | tStack.push(tPair(interior->mBack, d + 1));
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308 | }
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309 | }
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310 | }
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311 |
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312 |
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313 | SceneEntity **Bvh::GetGeometry(BvhNode *node, int &geometrySize) const
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314 | {
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315 | geometrySize = node->CountPrimitives();
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316 | return mGeometry + node->mFirst;
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317 | }
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318 |
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319 |
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320 | bool Bvh::TestPlane(BvhNode *node, int i, bool &bIntersect)
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321 | {
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322 | // do the test only if necessary
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323 | if (!(node->mPlaneMask[BvhNode::sCurrentState] & (1 << i)))
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324 | return true;
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325 |
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326 | ////////
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327 | //-- test the n-vertex
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328 |
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329 | if ((node->mBox.GetDistance(sClipPlaneAABBVertexIndices[i * 2 + 0], sFrustum.mClipPlanes[i]) > 0.0f))
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330 | {
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331 | // outside
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332 | node->mPreferredPlane[BvhNode::sCurrentState] = i;
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333 | return false;
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334 | }
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335 |
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336 | ////////////
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337 | //-- test the p-vertex
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338 |
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339 | if (node->mBox.GetDistance(sClipPlaneAABBVertexIndices[i * 2 + 1], sFrustum.mClipPlanes[i]) <= 0.0f)
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340 | {
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341 | // completely inside: children don't need to check against this plane no more
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342 | node->mPlaneMask[BvhNode::sCurrentState] ^= 1 << i;
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343 | }
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344 | else
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345 | {
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346 | bIntersect = true;
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347 | }
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348 |
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349 | return true;
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350 | }
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351 |
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352 |
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353 | int Bvh::IsWithinViewFrustum(BvhNode *node)
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354 | {
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355 | bool bIntersect = false;
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356 |
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357 | if (node->GetParent())
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358 | node->mPlaneMask[BvhNode::sCurrentState] = node->GetParent()->mPlaneMask[BvhNode::sCurrentState];
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359 |
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360 | ////////
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361 | //-- apply frustum culling for the planes [mPreferredPlane - 5]
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362 |
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363 | for (int i = node->mPreferredPlane[BvhNode::sCurrentState]; i < 6; ++ i)
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364 | if (!TestPlane(node, i, bIntersect)) return 0;
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365 |
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366 |
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367 | //////////
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368 | //-- do the view frustum culling for the planes [0 - m_iPreferredPlane)
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369 |
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370 | for (int i = 0; i < node->mPreferredPlane[BvhNode::sCurrentState]; ++ i)
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371 | if (!TestPlane(node, i, bIntersect)) return 0;
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372 |
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373 | return bIntersect ? -1 : 1;
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374 | }
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375 |
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376 |
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377 | static void CalcNPVertexIndices(const Frustum &frustum, int *indices)
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378 | {
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379 | for (int i = 0; i < 6; ++ i)
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380 | {
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381 | // n-vertex
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382 | indices[i * 2 + 0] = AxisAlignedBox3::GetIndexNearestVertex(frustum.mClipPlanes[i].mNormal);
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383 | // p-vertex
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384 | indices[i * 2 + 1] = AxisAlignedBox3::GetIndexFarthestVertex(frustum.mClipPlanes[i].mNormal);
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385 | }
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386 | }
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387 |
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388 |
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389 | void Bvh::InitFrame(Camera *cam)
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390 | {
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391 | // = 0011 1111 which means that at the beginning, all six planes have to frustum culled
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392 | mRoot->mPlaneMask[BvhNode::sCurrentState] = 0x3f;
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393 |
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394 | cam->CalcFrustum(sFrustum);
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395 | CalcNPVertexIndices(sFrustum, sClipPlaneAABBVertexIndices);
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396 |
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397 | // store near plane
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398 | sNearPlane = Plane3(cam->GetDirection(), cam->GetPosition());
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399 | }
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400 |
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401 |
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402 | void Bvh::UpdateDistance(BvhNode *node) const
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403 | {
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404 | //node->mDistance = node->GetBox()GetMinDistance(sNearPlane);
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405 | node->mDistance = sNearPlane.Distance(node->GetBox().Center());
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406 | }
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407 |
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408 |
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409 | float Bvh::CalcMaxDistance(BvhNode *node) const
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410 | {
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411 | return node->GetBox().GetMaxDistance(sNearPlane);
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412 |
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413 | float maxDist = .0f;
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414 |
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415 | int geometrySize;
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416 | SceneEntity **entities = GetGeometry(node, geometrySize);
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417 |
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418 | for (int i = 0; i < geometrySize; ++ i)
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419 | {
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420 | SceneEntity *ent = entities[i];
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421 | float dist = ent->GetTransformedBoundingBox().GetMaxDistance(sNearPlane);
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422 |
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423 | if (dist > maxDist) maxDist = dist;
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424 | }
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425 |
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426 | return maxDist;
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427 | }
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428 |
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429 |
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430 | void Bvh::RenderBounds(BvhNode *node, RenderState *state, bool useTightBounds)
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431 | {
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432 | // if not using tight bounds, rendering boxes in immediate mode
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433 | // is preferable to vertex arrays (less setup time)
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434 | if (!useTightBounds)
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435 | {
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436 | RenderBoundingBoxImmediate(node->GetBox());
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437 | }
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438 | else
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439 | {
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440 | // hack: use dummy wrapper in order to use function
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441 | static BvhNodeContainer dummy(1);
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442 | dummy[0] = node;
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443 | RenderBounds(dummy, state, useTightBounds);
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444 | }
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445 | }
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446 |
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447 |
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448 | int Bvh::RenderBounds(const BvhNodeContainer &nodes,
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449 | RenderState *state,
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450 | bool useTightBounds)
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451 | {
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452 | // if not using tight bounds, rendering boxes in immediate mode
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453 | // is preferable to vertex arrays (less setup time)
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454 |
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455 | int renderedBoxes;
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456 |
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457 | if (!useTightBounds)
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458 | {
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459 | BvhNodeContainer::const_iterator nit, nit_end = nodes.end();
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460 |
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461 | for (nit = nodes.begin(); nit != nit_end; ++ nit)
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462 | {
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463 | RenderBoundingBoxImmediate((*nit)->GetBox());
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464 | }
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465 |
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466 | renderedBoxes = (int)nodes.size();
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467 | }
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468 | else
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469 | {
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470 | renderedBoxes = PrepareBoundsWithDrawArrays(nodes);
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471 | RenderBoundsWithDrawArrays(renderedBoxes, state);
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472 | }
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473 |
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474 | return renderedBoxes;
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475 | }
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476 |
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477 |
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478 | int Bvh::PrepareBoundsWithDrawArrays(const BvhNodeContainer &nodes)
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479 | {
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480 | //////
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481 | //-- for the first time we come here ...
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482 |
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483 | if (!mIndices)
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484 | { // create list of indices
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485 | CreateIndices();
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486 | }
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487 |
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488 | if (mVboId == -1)
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489 | {
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490 | // prepare the vbo
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491 | PrepareVertices();
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492 | }
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493 |
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494 | ///////////////
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495 |
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496 | int numNodes = 0;
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497 |
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498 | BvhNodeContainer::const_iterator nit, nit_end = nodes.end();
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499 |
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500 | for (nit = nodes.begin(); nit != nit_end; ++ nit)
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501 | {
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502 | BvhNode *node = *nit;
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503 |
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504 | const int numIndices = node->mNumTestNodes * sNumIndicesPerBox;
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505 |
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506 | // copy indices
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507 | memcpy(mIndices + numNodes * sNumIndicesPerBox,
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508 | mTestIndices + node->mIndicesPtr,
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509 | numIndices * sizeof(unsigned int));
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510 |
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511 | numNodes += node->mNumTestNodes;
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512 | }
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513 |
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514 | return numNodes;
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515 | }
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---|
516 |
|
---|
517 |
|
---|
518 | void Bvh::RenderBoundsWithDrawArrays(int numNodes, RenderState *state)
|
---|
519 | {
|
---|
520 | //////
|
---|
521 | //-- Rendering the vbo
|
---|
522 |
|
---|
523 | if (state->GetCurrentVboId() != mVboId)
|
---|
524 | {
|
---|
525 | glBindBufferARB(GL_ARRAY_BUFFER_ARB, mVboId);
|
---|
526 | // set the vertex pointer to the vertex buffer
|
---|
527 | glVertexPointer(3, GL_FLOAT, 0, (char *)NULL);
|
---|
528 |
|
---|
529 | state->SetCurrentVboId(mVboId);
|
---|
530 | }
|
---|
531 |
|
---|
532 | // we do use the last or the first index (they are generate and only used to connect strips)
|
---|
533 | int numElements = numNodes * sNumIndicesPerBox - 1;
|
---|
534 | // don't render first degenerate index
|
---|
535 | glDrawElements(GL_TRIANGLE_STRIP, numElements, GL_UNSIGNED_INT, mIndices + 1);
|
---|
536 | }
|
---|
537 |
|
---|
538 |
|
---|
539 | void Bvh::CreateIndices()
|
---|
540 | {
|
---|
541 | // collect bvh nodes
|
---|
542 | BvhNodeContainer nodes;
|
---|
543 | CollectNodes(mRoot, nodes);
|
---|
544 |
|
---|
545 | cout << "creating new indices" << endl;
|
---|
546 |
|
---|
547 | int numMaxIndices = 0;
|
---|
548 |
|
---|
549 | BvhNodeContainer::const_iterator lit, lit_end = nodes.end();
|
---|
550 |
|
---|
551 | for (lit = nodes.begin(); lit != lit_end; ++ lit)
|
---|
552 | {
|
---|
553 | int offset = (*lit)->mNumTestNodes * sNumIndicesPerBox;
|
---|
554 | #ifdef ALIGN_INDICES
|
---|
555 | // align with 32
|
---|
556 | offset = (offset / 32) * 32 + 32;
|
---|
557 | #endif
|
---|
558 | numMaxIndices += offset;
|
---|
559 | }
|
---|
560 |
|
---|
561 |
|
---|
562 | cout << "creating global indices buffer" << endl;
|
---|
563 |
|
---|
564 | if (mIndices) delete [] mIndices;
|
---|
565 | if (mTestIndices) delete [] mTestIndices;
|
---|
566 |
|
---|
567 | // global buffer: create it once so we don't have
|
---|
568 | // to allocate memory from the chunks of the node
|
---|
569 | mIndices = new unsigned int[numMaxIndices];
|
---|
570 |
|
---|
571 | // create new index buffer for the individual nodes
|
---|
572 | mTestIndices = new unsigned int[numMaxIndices];
|
---|
573 |
|
---|
574 | mCurrentIndicesPtr = 0;
|
---|
575 |
|
---|
576 | for (lit = nodes.begin(); lit != lit_end; ++ lit)
|
---|
577 | {
|
---|
578 | BvhNode *node = *lit;
|
---|
579 |
|
---|
580 | // resize array
|
---|
581 | node->mIndicesPtr = mCurrentIndicesPtr;
|
---|
582 |
|
---|
583 | int numIndices = 0;
|
---|
584 |
|
---|
585 | // the bounding box of the test nodes are rendered instead of the root node
|
---|
586 | // => store their indices
|
---|
587 | for (int i = 0; i < node->mNumTestNodes; ++ i, numIndices += sNumIndicesPerBox)
|
---|
588 | {
|
---|
589 | BvhNode *testNode = mTestNodes[node->mTestNodesIdx + i];
|
---|
590 |
|
---|
591 | // add indices to root node
|
---|
592 | for (int j = 0; j < sNumIndicesPerBox; ++ j)
|
---|
593 | {
|
---|
594 | mTestIndices[mCurrentIndicesPtr + numIndices + j] = sIndices[j] + testNode->GetId() * 8;
|
---|
595 | }
|
---|
596 | }
|
---|
597 |
|
---|
598 | // align with 32
|
---|
599 | #ifdef ALIGN_INDICES
|
---|
600 | const int offset = (numIndices / 32) * 32 + 32;
|
---|
601 | #else
|
---|
602 | const int offset = numIndices;
|
---|
603 | #endif
|
---|
604 | mCurrentIndicesPtr += offset;
|
---|
605 | }
|
---|
606 | }
|
---|
607 |
|
---|
608 |
|
---|
609 | void Bvh::ComputeIds()
|
---|
610 | {
|
---|
611 | // collect all nodes
|
---|
612 | BvhNodeContainer nodes;
|
---|
613 | CollectNodes(mRoot, nodes);
|
---|
614 |
|
---|
615 | // assign ids to all nodes of the "regular" hierarchy
|
---|
616 | int i = 0;
|
---|
617 | BvhNodeContainer::const_iterator lit, lit_end = nodes.end();
|
---|
618 |
|
---|
619 | for (lit = nodes.begin(); lit != lit_end; ++ lit, ++ i)
|
---|
620 | {
|
---|
621 | (*lit)->SetId(i);
|
---|
622 | }
|
---|
623 | }
|
---|
624 |
|
---|
625 |
|
---|
626 | void Bvh::PrepareVertices()
|
---|
627 | {
|
---|
628 | // collect all nodes
|
---|
629 | BvhNodeContainer nodes;
|
---|
630 |
|
---|
631 | nodes.reserve(GetNumNodes());
|
---|
632 | CollectNodes(mRoot, nodes);
|
---|
633 |
|
---|
634 | const unsigned int bufferSize = 8 * (int)nodes.size();
|
---|
635 | mVertices = new Vector3[bufferSize];
|
---|
636 |
|
---|
637 | int i = 0;
|
---|
638 |
|
---|
639 | // store bounding box vertices
|
---|
640 | BvhNodeContainer::const_iterator lit, lit_end = nodes.end();
|
---|
641 |
|
---|
642 | for (lit = nodes.begin(); lit != lit_end; ++ lit, i += 8)
|
---|
643 | {
|
---|
644 | BvhNode *node = *lit;
|
---|
645 |
|
---|
646 | for (int j = 0; j < 8; ++ j)
|
---|
647 | ((Vector3 *)mVertices)[node->GetId() * 8 + j] = node->GetBox().GetVertex(j);
|
---|
648 | }
|
---|
649 |
|
---|
650 | glGenBuffersARB(1, &mVboId);
|
---|
651 | glBindBufferARB(GL_ARRAY_BUFFER_ARB, mVboId);
|
---|
652 | glVertexPointer(3, GL_FLOAT, 0, (char *)NULL);
|
---|
653 |
|
---|
654 | glBufferDataARB(GL_ARRAY_BUFFER_ARB,
|
---|
655 | bufferSize * sizeof(Vector3),
|
---|
656 | mVertices,
|
---|
657 | GL_STATIC_DRAW_ARB);
|
---|
658 |
|
---|
659 | glBindBufferARB(GL_ARRAY_BUFFER_ARB, 0);
|
---|
660 |
|
---|
661 | // data handled by graphics driver from now on
|
---|
662 | DEL_PTR(mVertices);
|
---|
663 |
|
---|
664 | cout << "***** created vbos for tighter bounds *********" << endl;
|
---|
665 | }
|
---|
666 |
|
---|
667 |
|
---|
668 | void Bvh::SetMaxDepthForTestingChildren(int maxDepth)
|
---|
669 | {
|
---|
670 | if (maxDepth != mMaxDepthForTestingChildren)
|
---|
671 | {
|
---|
672 | mMaxDepthForTestingChildren = maxDepth;
|
---|
673 | RecomputeBounds();
|
---|
674 | }
|
---|
675 | }
|
---|
676 |
|
---|
677 |
|
---|
678 | void Bvh::SetAreaRatioThresholdForTestingChildren(float ratio)
|
---|
679 | {
|
---|
680 | if (ratio != mAreaRatioThreshold)
|
---|
681 | {
|
---|
682 | mAreaRatioThreshold = ratio;
|
---|
683 | RecomputeBounds();
|
---|
684 | }
|
---|
685 | }
|
---|
686 |
|
---|
687 |
|
---|
688 | void Bvh::RecomputeBounds()
|
---|
689 | {
|
---|
690 | // collect all nodes
|
---|
691 | BvhNodeContainer nodes;
|
---|
692 | CollectNodes(mRoot, nodes);
|
---|
693 |
|
---|
694 | cout << "recomputing bounds, children will be tested in depth " << mMaxDepthForTestingChildren << endl;
|
---|
695 |
|
---|
696 | int success = 0;
|
---|
697 | BvhNodeContainer::const_iterator lit, lit_end = nodes.end();
|
---|
698 |
|
---|
699 | for (lit = nodes.begin(); lit != lit_end; ++ lit)
|
---|
700 | {
|
---|
701 | BvhNode *node = *lit;
|
---|
702 |
|
---|
703 | // recreate list of nodes that will be queried as a proxy
|
---|
704 | if (CreateNodeRenderList(node))
|
---|
705 | ++ success;
|
---|
706 | }
|
---|
707 |
|
---|
708 | float p = 100.0f * (float)success / nodes.size();
|
---|
709 | cout << "created tighter bounds for " << p << " percent of the nodes" << endl;
|
---|
710 |
|
---|
711 | // recreate indices used for indirect mode rendering
|
---|
712 | if (mIndices) CreateIndices();
|
---|
713 | }
|
---|
714 |
|
---|
715 |
|
---|
716 | bool Bvh::CreateNodeRenderList(BvhNode *node)
|
---|
717 | {
|
---|
718 | BvhNodeContainer children;
|
---|
719 |
|
---|
720 | // collect nodes that will be tested instead of the leaf node
|
---|
721 | // in order to get a tighter bounding box test
|
---|
722 | CollectNodes(node, children, mMaxDepthForTestingChildren);
|
---|
723 |
|
---|
724 |
|
---|
725 | // using the tighter bounds is not feasable in case
|
---|
726 | // that the tighter bounds represent nearly the same projected area
|
---|
727 | // as the old bounding box. Find this out using either volume or area
|
---|
728 | // heuristics
|
---|
729 |
|
---|
730 | float vol = 0;
|
---|
731 | float area = 0;
|
---|
732 |
|
---|
733 | BvhNodeContainer::const_iterator cit;
|
---|
734 |
|
---|
735 | for (cit = children.begin(); cit != children.end(); ++ cit)
|
---|
736 | area += (*cit)->GetBox().SurfaceArea();
|
---|
737 |
|
---|
738 | const float areaRatio = area / node->GetBox().SurfaceArea();
|
---|
739 |
|
---|
740 | bool success;
|
---|
741 |
|
---|
742 | if (areaRatio < mAreaRatioThreshold)
|
---|
743 | success = true;
|
---|
744 | else
|
---|
745 | {
|
---|
746 | // hack: only store node itself
|
---|
747 | children.clear();
|
---|
748 | children.push_back(node);
|
---|
749 |
|
---|
750 | success = false;
|
---|
751 | }
|
---|
752 |
|
---|
753 | // the new test nodes are added at the end of the vector
|
---|
754 | node->mTestNodesIdx = (int)mTestNodes.size();
|
---|
755 |
|
---|
756 | // use the found nodes as nodes during the occlusion tests
|
---|
757 | for (cit = children.begin(); cit != children.end(); ++ cit)
|
---|
758 | {
|
---|
759 | BvhNode *child = *cit;
|
---|
760 | mTestNodes.push_back(child);
|
---|
761 | }
|
---|
762 |
|
---|
763 | node->mNumTestNodes = (int)children.size();
|
---|
764 |
|
---|
765 | return success;
|
---|
766 | }
|
---|
767 |
|
---|
768 |
|
---|
769 | void Bvh::ResetNodeClassifications()
|
---|
770 | {
|
---|
771 | BvhNodeContainer nodes;
|
---|
772 |
|
---|
773 | nodes.reserve(GetNumNodes());
|
---|
774 | CollectNodes(mRoot, nodes);
|
---|
775 |
|
---|
776 | BvhNodeContainer::const_iterator lit, lit_end = nodes.end();
|
---|
777 |
|
---|
778 | for (lit = nodes.begin(); lit != lit_end; ++ lit)
|
---|
779 | {
|
---|
780 | (*lit)->ResetVisibility();
|
---|
781 | }
|
---|
782 | }
|
---|
783 |
|
---|
784 |
|
---|
785 | void Bvh::ComputeBvhStats()
|
---|
786 | {
|
---|
787 | std::stack<BvhNode *> nodeStack;
|
---|
788 | nodeStack.push(mRoot);
|
---|
789 |
|
---|
790 | int numVirtualLeaves = 0;
|
---|
791 |
|
---|
792 | while (!nodeStack.empty())
|
---|
793 | {
|
---|
794 | BvhNode *node = nodeStack.top();
|
---|
795 | nodeStack.pop();
|
---|
796 |
|
---|
797 | if (node->IsVirtualLeaf())
|
---|
798 | {
|
---|
799 | ++ numVirtualLeaves;
|
---|
800 |
|
---|
801 | BvhLeaf *leaf = static_cast<BvhLeaf *>(node);
|
---|
802 |
|
---|
803 | mBvhStats.mTriangles += CountTriangles(leaf);
|
---|
804 | mBvhStats.mLeafSA += leaf->mBox.SurfaceArea();
|
---|
805 | mBvhStats.mLeafVol += leaf->mBox.GetVolume();
|
---|
806 | }
|
---|
807 | else
|
---|
808 | {
|
---|
809 | mBvhStats.mInteriorSA += node->mBox.SurfaceArea();
|
---|
810 | mBvhStats.mInteriorVol += node->mBox.GetVolume();
|
---|
811 |
|
---|
812 | BvhInterior *interior = static_cast<BvhInterior *>(node);
|
---|
813 |
|
---|
814 | nodeStack.push(interior->mBack);
|
---|
815 | nodeStack.push(interior->mFront);
|
---|
816 | }
|
---|
817 | }
|
---|
818 |
|
---|
819 | mBvhStats.mGeometryRatio = mGeometrySize / (float)numVirtualLeaves;
|
---|
820 | mBvhStats.mTriangleRatio = mBvhStats.mTriangles / (float)numVirtualLeaves;
|
---|
821 | }
|
---|
822 |
|
---|
823 |
|
---|
824 | void Bvh::PrintBvhStats() const
|
---|
825 | {
|
---|
826 | cout << "\n******** bvh stats: ***********" << endl;
|
---|
827 | cout << "interiorNodesSA = " << mBvhStats.mInteriorSA / mRoot->mBox.SurfaceArea() << endl;
|
---|
828 | cout << "leafNodesSA = " << mBvhStats.mLeafSA / mRoot->mBox.SurfaceArea() << endl;
|
---|
829 | cout << "interiorNodesVolume = " << mBvhStats.mInteriorVol / mRoot->mBox.GetVolume() << endl;
|
---|
830 | cout << "leafNodesVolume = " << mBvhStats.mLeafVol / mRoot->mBox.GetVolume() << endl;
|
---|
831 |
|
---|
832 | cout << "geometry per leaf: " << mBvhStats.mGeometryRatio << endl;
|
---|
833 | cout << "triangles per leaf: " << mBvhStats.mTriangleRatio << endl;
|
---|
834 | cout << "**************" << endl << endl;
|
---|
835 | }
|
---|
836 |
|
---|
837 |
|
---|
838 | int Bvh::CountTriangles(BvhNode *node) const
|
---|
839 | {
|
---|
840 | int numTriangles = 0;
|
---|
841 |
|
---|
842 | for (int i = node->mFirst; i <= node->mLast; ++ i)
|
---|
843 | {
|
---|
844 | numTriangles += mGeometry[i]->CountNumTriangles(0);
|
---|
845 | }
|
---|
846 |
|
---|
847 | return numTriangles;
|
---|
848 | }
|
---|
849 |
|
---|
850 |
|
---|
851 | float Bvh::GetArea(BvhNode *node) const
|
---|
852 | {
|
---|
853 | return node->mArea;
|
---|
854 | }
|
---|
855 |
|
---|
856 |
|
---|
857 | void Bvh::UpdateNumLeaves(BvhNode *node) const
|
---|
858 | {
|
---|
859 | if (node->IsLeaf())
|
---|
860 | {
|
---|
861 | node->mNumLeaves = 1;
|
---|
862 | }
|
---|
863 | else
|
---|
864 | {
|
---|
865 | BvhNode *f = static_cast<BvhInterior *>(node)->GetFront();
|
---|
866 | BvhNode *b = static_cast<BvhInterior *>(node)->GetBack();
|
---|
867 |
|
---|
868 | UpdateNumLeaves(f);
|
---|
869 | UpdateNumLeaves(b);
|
---|
870 |
|
---|
871 | node->mNumLeaves = f->mNumLeaves + b->mNumLeaves;
|
---|
872 | }
|
---|
873 | }
|
---|
874 |
|
---|
875 |
|
---|
876 | void Bvh::CollectVirtualLeaves(BvhNode *node, BvhNodeContainer &leaves)
|
---|
877 | {
|
---|
878 | stack<BvhNode *> tStack;
|
---|
879 | tStack.push(node);
|
---|
880 |
|
---|
881 | while (!tStack.empty())
|
---|
882 | {
|
---|
883 | BvhNode *node = tStack.top();
|
---|
884 | tStack.pop();
|
---|
885 |
|
---|
886 | if (node->mIsVirtualLeaf)
|
---|
887 | {
|
---|
888 | leaves.push_back(node);
|
---|
889 | }
|
---|
890 | else if (!node->IsLeaf())
|
---|
891 | {
|
---|
892 | BvhInterior *interior = static_cast<BvhInterior *>(node);
|
---|
893 |
|
---|
894 | tStack.push(interior->mFront);
|
---|
895 | tStack.push(interior->mBack);
|
---|
896 | }
|
---|
897 | }
|
---|
898 | }
|
---|
899 |
|
---|
900 |
|
---|
901 | void Bvh::SetVirtualLeaves(int numTriangles)
|
---|
902 | {
|
---|
903 | // first invalidate old leaves
|
---|
904 | BvhNodeContainer leaves;
|
---|
905 |
|
---|
906 | CollectVirtualLeaves(mRoot, leaves);
|
---|
907 |
|
---|
908 | BvhNodeContainer::const_iterator bit, bit_end = leaves.end();
|
---|
909 |
|
---|
910 | for (bit = leaves.begin(); bit != bit_end; ++ bit)
|
---|
911 | {
|
---|
912 | (*bit)->mIsVirtualLeaf = false;
|
---|
913 | }
|
---|
914 |
|
---|
915 | mNumVirtualNodes = 0;
|
---|
916 |
|
---|
917 | // assign new virtual leaves based on specified number of triangles per leaf
|
---|
918 | std::stack<BvhNode *> nodeStack;
|
---|
919 | nodeStack.push(mRoot);
|
---|
920 |
|
---|
921 | while (!nodeStack.empty())
|
---|
922 | {
|
---|
923 | BvhNode *node = nodeStack.top();
|
---|
924 | nodeStack.pop();
|
---|
925 |
|
---|
926 | ++ mNumVirtualNodes;
|
---|
927 |
|
---|
928 | if (node->IsLeaf())
|
---|
929 | {
|
---|
930 | BvhLeaf *leaf = static_cast<BvhLeaf *>(node);
|
---|
931 | leaf->mIsVirtualLeaf = true;
|
---|
932 | }
|
---|
933 | else
|
---|
934 | {
|
---|
935 | BvhInterior *interior = static_cast<BvhInterior *>(node);
|
---|
936 |
|
---|
937 | BvhNode *f = interior->mFront;
|
---|
938 | BvhNode *b = interior->mBack;
|
---|
939 |
|
---|
940 | if (node->mIsMaxDepthForVirtualLeaf || (CountTriangles(node) <= numTriangles))
|
---|
941 | {
|
---|
942 | node->mIsVirtualLeaf = true;
|
---|
943 | }
|
---|
944 | else
|
---|
945 | {
|
---|
946 | nodeStack.push(interior->mBack);
|
---|
947 | nodeStack.push(interior->mFront);
|
---|
948 | }
|
---|
949 | }
|
---|
950 | }
|
---|
951 |
|
---|
952 | ResetNodeClassifications();
|
---|
953 | }
|
---|
954 |
|
---|
955 |
|
---|
956 | void Bvh::PostProcess()
|
---|
957 | {
|
---|
958 | std::stack<BvhNode *> nodeStack;
|
---|
959 | nodeStack.push(mRoot);
|
---|
960 |
|
---|
961 | while (!nodeStack.empty())
|
---|
962 | {
|
---|
963 | BvhNode *node = nodeStack.top();
|
---|
964 | nodeStack.pop();
|
---|
965 |
|
---|
966 | if (node->IsLeaf())
|
---|
967 | {
|
---|
968 | node->mIsMaxDepthForVirtualLeaf = true;
|
---|
969 | }
|
---|
970 | else
|
---|
971 | {
|
---|
972 | BvhInterior *interior = static_cast<BvhInterior *>(node);
|
---|
973 |
|
---|
974 | BvhNode *f = interior->mFront;
|
---|
975 | BvhNode *b = interior->mBack;
|
---|
976 |
|
---|
977 | // point reached where we cannot subdivide further on object level
|
---|
978 | if ((f->mFirst == b->mFirst) && (f->mLast == b->mLast))
|
---|
979 | {
|
---|
980 | node->mIsMaxDepthForVirtualLeaf = true;
|
---|
981 | }
|
---|
982 | else
|
---|
983 | {
|
---|
984 | nodeStack.push(f);
|
---|
985 | nodeStack.push(b);
|
---|
986 | }
|
---|
987 | }
|
---|
988 | }
|
---|
989 | }
|
---|
990 |
|
---|
991 |
|
---|
992 | void Bvh::RenderBoundingBoxImmediate(const AxisAlignedBox3 &box)
|
---|
993 | {
|
---|
994 | const Vector3 l = box.Min();
|
---|
995 | const Vector3 u = box.Max();
|
---|
996 |
|
---|
997 | glBegin(GL_TRIANGLE_STRIP);
|
---|
998 | {
|
---|
999 | ///////////
|
---|
1000 | //-- render AABB as triangle strips
|
---|
1001 |
|
---|
1002 | glVertex3f(l.x, l.y, u.z);
|
---|
1003 | glVertex3f(u.x, l.y, u.z);
|
---|
1004 | glVertex3f(l.x, u.y, u.z);
|
---|
1005 | glVertex3f(u.x, u.y, u.z);
|
---|
1006 | glVertex3f(l.x, u.y, l.z);
|
---|
1007 | glVertex3f(u.x, u.y, l.z);
|
---|
1008 | glVertex3f(l.x, l.y, l.z);
|
---|
1009 | glVertex3f(u.x, l.y, l.z);
|
---|
1010 |
|
---|
1011 | glPrimitiveRestartNV();
|
---|
1012 |
|
---|
1013 | //-- render second half of AABB
|
---|
1014 | glVertex3f(l.x, u.y, u.z);
|
---|
1015 | glVertex3f(l.x, u.y, l.z);
|
---|
1016 | glVertex3f(l.x, l.y, u.z);
|
---|
1017 | glVertex3f(l.x, l.y, l.z);
|
---|
1018 | glVertex3f(u.x, l.y, u.z);
|
---|
1019 | glVertex3f(u.x, l.y, l.z);
|
---|
1020 | glVertex3f(u.x, u.y, u.z);
|
---|
1021 | glVertex3f(u.x, u.y, l.z);
|
---|
1022 | }
|
---|
1023 | glEnd();
|
---|
1024 | }
|
---|
1025 |
|
---|
1026 |
|
---|
1027 |
|
---|
1028 |
|
---|
1029 | static void RenderBoxForViz(const AxisAlignedBox3 &box)
|
---|
1030 | {
|
---|
1031 | glBegin(GL_LINE_LOOP);
|
---|
1032 | glVertex3d(box.Min().x, box.Max().y, box.Min().z);
|
---|
1033 | glVertex3d(box.Max().x, box.Max().y, box.Min().z);
|
---|
1034 | glVertex3d(box.Max().x, box.Min().y, box.Min().z);
|
---|
1035 | glVertex3d(box.Min().x, box.Min().y, box.Min().z);
|
---|
1036 | glEnd();
|
---|
1037 |
|
---|
1038 | glBegin(GL_LINE_LOOP);
|
---|
1039 | glVertex3d(box.Min().x, box.Min().y, box.Max().z);
|
---|
1040 | glVertex3d(box.Max().x, box.Min().y, box.Max().z);
|
---|
1041 | glVertex3d(box.Max().x, box.Max().y, box.Max().z);
|
---|
1042 | glVertex3d(box.Min().x, box.Max().y, box.Max().z);
|
---|
1043 | glEnd();
|
---|
1044 |
|
---|
1045 | glBegin(GL_LINE_LOOP);
|
---|
1046 | glVertex3d(box.Max().x, box.Min().y, box.Min().z);
|
---|
1047 | glVertex3d(box.Max().x, box.Min().y, box.Max().z);
|
---|
1048 | glVertex3d(box.Max().x, box.Max().y, box.Max().z);
|
---|
1049 | glVertex3d(box.Max().x, box.Max().y, box.Min().z);
|
---|
1050 | glEnd();
|
---|
1051 |
|
---|
1052 | glBegin(GL_LINE_LOOP);
|
---|
1053 | glVertex3d(box.Min().x, box.Min().y, box.Min().z);
|
---|
1054 | glVertex3d(box.Min().x, box.Min().y, box.Max().z);
|
---|
1055 | glVertex3d(box.Min().x, box.Max().y, box.Max().z);
|
---|
1056 | glVertex3d(box.Min().x, box.Max().y, box.Min().z);
|
---|
1057 | glEnd();
|
---|
1058 |
|
---|
1059 | glBegin(GL_LINE_LOOP);
|
---|
1060 | glVertex3d(box.Min().x, box.Min().y, box.Min().z);
|
---|
1061 | glVertex3d(box.Max().x, box.Min().y, box.Min().z);
|
---|
1062 | glVertex3d(box.Max().x, box.Min().y, box.Max().z);
|
---|
1063 | glVertex3d(box.Min().x, box.Min().y, box.Max().z);
|
---|
1064 | glEnd();
|
---|
1065 |
|
---|
1066 | glBegin(GL_LINE_LOOP);
|
---|
1067 | glVertex3d(box.Min().x, box.Max().y, box.Min().z);
|
---|
1068 | glVertex3d(box.Max().x, box.Max().y, box.Min().z);
|
---|
1069 | glVertex3d(box.Max().x, box.Max().y, box.Max().z);
|
---|
1070 | glVertex3d(box.Min().x, box.Max().y, box.Max().z);
|
---|
1071 |
|
---|
1072 | glEnd();
|
---|
1073 | }
|
---|
1074 |
|
---|
1075 |
|
---|
1076 | void Bvh::RenderBoundsForViz(BvhNode *node, RenderState *state, bool useTightBounds)
|
---|
1077 | {
|
---|
1078 | glDisable(GL_TEXTURE_2D);
|
---|
1079 | glDisable(GL_LIGHTING);
|
---|
1080 | glColor3f(1, 1, 1);
|
---|
1081 |
|
---|
1082 | // hack: for deferred shading we have to define a material
|
---|
1083 | static Technique boxMat;
|
---|
1084 | boxMat.SetEmmisive(RgbaColor(1.0f, 1.0f, 1.0f, 1.0f));
|
---|
1085 |
|
---|
1086 | boxMat.Render(state);
|
---|
1087 |
|
---|
1088 | if (!useTightBounds)
|
---|
1089 | {
|
---|
1090 | RenderBoxForViz(node->GetBox());
|
---|
1091 | }
|
---|
1092 | else
|
---|
1093 | {
|
---|
1094 | for (int i = 0; i < node->mNumTestNodes; ++ i)
|
---|
1095 | {
|
---|
1096 | RenderBoxForViz(mTestNodes[node->mTestNodesIdx + i]->GetBox());
|
---|
1097 | }
|
---|
1098 | }
|
---|
1099 |
|
---|
1100 | glEnable(GL_LIGHTING);
|
---|
1101 | glEnable(GL_TEXTURE_2D);
|
---|
1102 | }
|
---|
1103 |
|
---|
1104 |
|
---|
1105 |
|
---|
1106 | } |
---|