[2642] | 1 | #include "RenderTraverser.h"
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| 2 | #include "glInterface.h"
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[2762] | 3 | #include "Camera.h"
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[2765] | 4 | #include "SceneEntity.h"
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[2769] | 5 | #include "RenderState.h"
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[2773] | 6 | #include "Geometry.h"
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[2776] | 7 | #include "Timer/PerfTimer.h"
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[2642] | 8 |
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| 9 |
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[2771] | 10 | using namespace std;
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| 11 |
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| 12 |
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[2776] | 13 | namespace CHCDemoEngine
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[2754] | 14 | {
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[2642] | 15 |
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[2764] | 16 |
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| 17 | void TraversalStatistics::Reset()
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| 18 | {
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| 19 | mNumTraversedNodes = 0;
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| 20 | mNumQueryCulledNodes = 0;
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| 21 | mNumFrustumCulledNodes = 0;
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[2773] | 22 |
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[2764] | 23 | mNumRenderedGeometry = 0;
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| 24 | mNumRenderedTriangles = 0;
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[2773] | 25 | mNumRenderedNodes = 0;
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| 26 |
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[2764] | 27 | mNumIssuedQueries = 0;
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[2773] | 28 | mNumStateChanges = 0;
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[2800] | 29 | mNumBatches = 0;
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[2773] | 30 |
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[2800] | 31 | mWaitTime = 0;
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| 32 | mQueryTime = 0;
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| 33 | mRestTime = 0;
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[2764] | 34 | }
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| 35 |
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| 36 |
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| 37 |
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| 38 | /******************************************************/
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| 39 | /* RenderTraverser implementation */
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| 40 | /******************************************************/
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| 41 |
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| 42 |
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[2765] | 43 | RenderTraverser::RenderTraverser():
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[2642] | 44 | mVisibilityThreshold(0),
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[2754] | 45 | mBvh(NULL),
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[2770] | 46 | mUseOptimization(false),
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[2768] | 47 | mFrameId(-1),
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[2770] | 48 | mUseRenderQueue(false),
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[2771] | 49 | mAssumedVisibleFrames(10),
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[2786] | 50 | mMaxBatchSize(50),
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[2801] | 51 | mUseTightBounds(false),
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| 52 | mShowBounds(false),
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| 53 | mRenderQueue(NULL)
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[2642] | 54 | {
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| 55 | }
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| 56 |
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| 57 |
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| 58 | RenderTraverser::~RenderTraverser()
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| 59 | {
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[2764] | 60 | mQueryHandler.DestroyQueries();
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[2642] | 61 | }
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| 62 |
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| 63 |
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[2755] | 64 | void RenderTraverser::EnqueueNode(BvhNode *node)
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[2642] | 65 | {
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[2755] | 66 | mBvh->CalcDistance(node);
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| 67 | mDistanceQueue.push(node);
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| 68 | }
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| 69 |
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| 70 |
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| 71 | void RenderTraverser::TraverseNode(BvhNode *node)
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| 72 | {
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[2764] | 73 | ++ mStats.mNumTraversedNodes;
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[2762] | 74 |
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| 75 | if (node->IsVirtualLeaf())
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[2755] | 76 | {
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[2770] | 77 | RenderNode(node);
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[2790] | 78 |
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| 79 | if (mShowBounds)
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[2825] | 80 | mBvh->RenderBoundsForViz(node, mRenderState, mUseTightBounds);
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[2755] | 81 | }
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[2642] | 82 | else
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| 83 | {
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| 84 | // for non leafs this renders only the bounding volume (if the flag is set)
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[2755] | 85 | BvhInterior *interior = static_cast<BvhInterior *>(node);
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| 86 |
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| 87 | EnqueueNode(interior->GetFront());
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| 88 | EnqueueNode(interior->GetBack());
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[2642] | 89 | }
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| 90 | }
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| 91 |
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[2760] | 92 |
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[2770] | 93 | void RenderTraverser::RenderNode(BvhNode *node)
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| 94 | {
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[2771] | 95 | if (node->GetLastRenderedFrame() != mFrameId)
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[2770] | 96 | {
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[2776] | 97 | if (mRenderState->SetState(RenderState::RENDER))
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| 98 | ++ mStats.mNumStateChanges;
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| 99 |
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[2771] | 100 | node->SetLastRenderedFrame(mFrameId);
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[2770] | 101 |
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[2773] | 102 | int geometrySize;
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| 103 | SceneEntity **entities = mBvh->GetGeometry(node, geometrySize);
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| 104 |
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| 105 | mStats.mNumRenderedGeometry += geometrySize;
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| 106 | ++ mStats.mNumRenderedNodes;
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| 107 |
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| 108 | for (int i = 0; i < geometrySize; ++ i)
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[2771] | 109 | {
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[2773] | 110 | SceneEntity *ent = entities[i];
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[2847] | 111 |
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[2842] | 112 | mStats.mNumRenderedTriangles += ent->CountNumTriangles();
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| 113 |
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[2773] | 114 | if (mUseRenderQueue)
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[2801] | 115 | mRenderQueue->Enqueue(ent);
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[2773] | 116 | else
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| 117 | ent->Render(mRenderState);
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[2801] | 118 |
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| 119 | // store the visible entities for rendering in the second pass
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| 120 | if (mUseDepthPass)
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| 121 | mVisibleObjects.push_back(ent);
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[2771] | 122 | }
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| 123 | }
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[2770] | 124 | }
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| 125 |
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| 126 |
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[2760] | 127 | void RenderTraverser::SetHierarchy(Bvh *bvh)
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| 128 | {
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| 129 | mBvh = bvh;
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| 130 | }
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| 131 |
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| 132 |
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| 133 | void RenderTraverser::SetRenderState(RenderState *state)
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| 134 | {
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| 135 | mRenderState = state;
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| 136 | }
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| 137 |
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| 138 |
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[2767] | 139 | void RenderTraverser::RenderScene()
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[2762] | 140 | {
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[2801] | 141 | mVisibleObjects.clear();
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[2800] | 142 |
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[2767] | 143 | glEnableClientState(GL_VERTEX_ARRAY);
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[2801] | 144 |
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| 145 | if (!mUseDepthPass)
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| 146 | glEnableClientState(GL_NORMAL_ARRAY);
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[2762] | 147 |
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[2767] | 148 | ++ mFrameId;
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[2762] | 149 |
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[2897] | 150 | mBvh->InitFrame(mCamera);
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[2762] | 151 |
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[2767] | 152 | mStats.Reset();
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| 153 | mQueryHandler.ResetQueries();
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[2769] | 154 |
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[2767] | 155 | EnqueueNode(mBvh->GetRoot());
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[2762] | 156 |
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| 157 |
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[2767] | 158 | ///////////
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| 159 | //-- the actual rendering algorithm
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[2762] | 160 |
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[2767] | 161 | Traverse();
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[2762] | 162 |
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[2795] | 163 | // render the contents of the render queue
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| 164 | if (mUseRenderQueue) ApplyRenderQueue();
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[2800] | 165 |
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| 166 | // reset the render state
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[2770] | 167 | mRenderState->Reset();
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| 168 |
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[2767] | 169 | glDisableClientState(GL_VERTEX_ARRAY);
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| 170 | glDisableClientState(GL_NORMAL_ARRAY);
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[2762] | 171 |
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[2802] | 172 | //cout << "rq overhead: " << 1e3f * mRenderQueue->rTimer.TotalTime() << " ms" << endl;
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[2767] | 173 | }
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[2762] | 174 |
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| 175 |
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[2767] | 176 | void RenderTraverser::SetUseRenderQueue(bool useRenderQueue)
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| 177 | {
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| 178 | mUseRenderQueue = useRenderQueue;
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[2792] | 179 | //std::cout << "using render queue: " << mUseRenderQueue << std::endl;
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[2762] | 180 | }
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| 181 |
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[2771] | 182 |
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[2801] | 183 | void RenderTraverser::SetUseDepthPass(bool b)
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| 184 | {
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| 185 | mUseDepthPass = b;
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| 186 | }
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| 187 |
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| 188 |
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[2771] | 189 | void RenderTraverser::SetVisibilityThreshold(int threshold)
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| 190 | {
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| 191 | mVisibilityThreshold = threshold;
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[2762] | 192 | }
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[2771] | 193 |
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| 194 |
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| 195 | void RenderTraverser::SetUseOptimization(bool useOptimization)
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| 196 | {
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| 197 | mUseOptimization = useOptimization;
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[2798] | 198 | //cout << "using optimization: " << mUseOptimization << endl;
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[2771] | 199 | }
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| 200 |
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| 201 |
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[2776] | 202 | void RenderTraverser::SetAssumedVisibleFrames(int assumedVisibleFrames)
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[2774] | 203 | {
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[2776] | 204 | mAssumedVisibleFrames = assumedVisibleFrames;
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| 205 | }
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[2773] | 206 |
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| 207 |
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[2776] | 208 | void RenderTraverser::SetMaxBatchSize(int batchSize)
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| 209 | {
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| 210 | mMaxBatchSize = batchSize;
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[2774] | 211 | }
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| 212 |
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| 213 |
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[2776] | 214 | void RenderTraverser::SetUseMultiQueries(bool useMultiQueries)
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[2773] | 215 | {
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[2776] | 216 | mUseMultiQueries = useMultiQueries;
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[2786] | 217 | //cout << "using multiqueries: " << mUseMultiQueries << endl;
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[2776] | 218 | }
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[2774] | 219 |
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| 220 |
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[2790] | 221 | void RenderTraverser::SetShowBounds(bool showBounds)
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| 222 | {
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| 223 | mShowBounds = showBounds;
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| 224 | }
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| 225 |
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| 226 |
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[2786] | 227 | void RenderTraverser::SetUseTightBounds(bool useTightBounds)
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| 228 | {
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| 229 | mUseTightBounds = useTightBounds;
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[2790] | 230 | //cout << "using tight bounds: " << useTightBounds << endl;
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[2786] | 231 | }
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[2774] | 232 |
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[2786] | 233 |
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[2792] | 234 | OcclusionQuery *RenderTraverser::IssueOcclusionQuery(BvhNode *node)
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[2776] | 235 | {
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| 236 | OcclusionQuery *query = mQueryHandler.RequestQuery();
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[2773] | 237 | query->AddNode(node);
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| 238 |
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[2792] | 239 | IssueOcclusionQuery(*query);
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[2773] | 240 |
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| 241 | return query;
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[2771] | 242 | }
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[2773] | 243 |
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[2776] | 244 |
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[2792] | 245 | void RenderTraverser::IssueOcclusionQuery(const OcclusionQuery &query)
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[2773] | 246 | {
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| 247 | ++ mStats.mNumIssuedQueries;
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| 248 |
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[2795] | 249 | // render pending objects before changing to query mode
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[2773] | 250 | if (mUseRenderQueue && (mRenderState->GetMode() == RenderState::RENDER))
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[2795] | 251 | ApplyRenderQueue();
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| 252 |
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[2773] | 253 |
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| 254 | query.BeginQuery();
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| 255 |
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[2792] | 256 | // change to query mode and render box
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| 257 | if (mRenderState->SetState(RenderState::QUERY))
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| 258 | ++ mStats.mNumStateChanges;
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[2773] | 259 |
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[2792] | 260 | mBvh->RenderBounds(query.GetNodes(), mRenderState, mUseTightBounds);
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| 261 |
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[2773] | 262 | query.EndQuery();
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| 263 | }
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| 264 |
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| 265 |
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[2795] | 266 | void RenderTraverser::ApplyRenderQueue()
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| 267 | {
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| 268 | if (mRenderState->SetState(RenderState::RENDER))
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| 269 | ++ mStats.mNumStateChanges;
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| 270 |
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[2801] | 271 | if (mRenderQueue->GetSize() > 0)
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[2848] | 272 | {
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[2800] | 273 | ++ mStats.mNumBatches;
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[2848] | 274 | mRenderQueue->Apply();
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| 275 | }
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[2773] | 276 | }
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[2795] | 277 |
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| 278 |
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| 279 | }
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