source: GTP/trunk/App/Demos/Vis/FriendlyCulling/src/RenderTraverser.cpp @ 2954

Revision 2954, 5.5 KB checked in by mattausch, 16 years ago (diff)

implemented sun color

RevLine 
[2642]1#include "RenderTraverser.h"
2#include "glInterface.h"
[2762]3#include "Camera.h"
[2765]4#include "SceneEntity.h"
[2769]5#include "RenderState.h"
[2773]6#include "Geometry.h"
[2776]7#include "Timer/PerfTimer.h"
[2642]8
9
[2771]10using namespace std;
11
12
[2776]13namespace CHCDemoEngine
[2754]14{
[2642]15
[2764]16       
17void TraversalStatistics::Reset()
18{
19        mNumTraversedNodes = 0;
20        mNumQueryCulledNodes = 0;
21        mNumFrustumCulledNodes = 0;
[2773]22       
[2764]23        mNumRenderedGeometry = 0;
24        mNumRenderedTriangles = 0;
[2773]25        mNumRenderedNodes = 0;
26
[2764]27        mNumIssuedQueries = 0;
[2773]28        mNumStateChanges = 0;
[2800]29        mNumBatches = 0;
[2773]30
[2800]31        mWaitTime = 0;
32        mQueryTime = 0;
33        mRestTime = 0;
[2764]34}
35
36
37
38/******************************************************/
39/*           RenderTraverser implementation           */
40/******************************************************/
41
42
[2765]43RenderTraverser::RenderTraverser(): 
[2642]44mVisibilityThreshold(0),
[2754]45mBvh(NULL),
[2770]46mUseOptimization(false),
[2768]47mFrameId(-1),
[2770]48mUseRenderQueue(false),
[2771]49mAssumedVisibleFrames(10),
[2786]50mMaxBatchSize(50),
[2801]51mUseTightBounds(false),
52mShowBounds(false),
[2947]53mRenderQueue(NULL),
54mMaxVisibleDistance(.0f)
[2642]55{
56}
57
58
59RenderTraverser::~RenderTraverser()
60{
[2764]61        mQueryHandler.DestroyQueries();
[2642]62}
63
64
[2755]65void RenderTraverser::EnqueueNode(BvhNode *node)
[2642]66{
[2954]67        mBvh->UpdateDistance(node);
[2755]68        mDistanceQueue.push(node);
69}
70
71
72void RenderTraverser::TraverseNode(BvhNode *node)
73{
[2764]74        ++ mStats.mNumTraversedNodes;
[2762]75
76        if (node->IsVirtualLeaf())
[2755]77        {
[2770]78                RenderNode(node);
[2790]79
80                if (mShowBounds)
[2947]81                        mBvh->RenderBoundsForViz(node, mRenderState, mUseTightBounds);
[2755]82        }
[2642]83        else
84        {
85                // for non leafs this renders only the bounding volume (if the flag is set)
[2755]86                BvhInterior *interior = static_cast<BvhInterior *>(node);
87
88                EnqueueNode(interior->GetFront());
89                EnqueueNode(interior->GetBack());
[2642]90        }
91}
92
[2760]93
[2770]94void RenderTraverser::RenderNode(BvhNode *node)
95{
[2947]96        // test if node was already rendered in this frame
[2771]97        if (node->GetLastRenderedFrame() != mFrameId)
[2770]98        {
[2776]99                if (mRenderState->SetState(RenderState::RENDER))
100                        ++ mStats.mNumStateChanges;
101               
[2771]102                node->SetLastRenderedFrame(mFrameId);
[2770]103
[2773]104                int geometrySize;
105                SceneEntity **entities = mBvh->GetGeometry(node, geometrySize);
106
107                mStats.mNumRenderedGeometry += geometrySize;
108                ++ mStats.mNumRenderedNodes;
109               
110                for (int i = 0; i < geometrySize; ++ i)
[2771]111                {
[2773]112                        SceneEntity *ent = entities[i];
[2847]113               
[2842]114                        mStats.mNumRenderedTriangles += ent->CountNumTriangles();
115
[2773]116                        if (mUseRenderQueue)
[2801]117                                mRenderQueue->Enqueue(ent);
[2773]118                        else
119                                ent->Render(mRenderState);
[2801]120
121                        // store the visible entities for rendering in the second pass
[2951]122                        if (mUseDepthPass) mVisibleObjects.push_back(ent);
[2947]123                }
124
125                // store the max distance in the scene for later use
126                float maxDist = mBvh->CalcMaxDistance(node);
127
128                if (maxDist > mMaxVisibleDistance)
129                        mMaxVisibleDistance = maxDist;
[2771]130        }
[2770]131}
132
133
[2760]134void RenderTraverser::SetHierarchy(Bvh *bvh)
135{
136        mBvh = bvh;
137}
138
139
140void RenderTraverser::SetRenderState(RenderState *state)
141{
142        mRenderState = state;
143}
144
145
[2767]146void RenderTraverser::RenderScene()
[2762]147{
[2801]148        mVisibleObjects.clear();
[2951]149        mMaxVisibleDistance = .0f;
[2800]150
[2767]151        ++ mFrameId;
[2762]152
[2897]153        mBvh->InitFrame(mCamera);
[2762]154
[2767]155        mStats.Reset();
156        mQueryHandler.ResetQueries();
[2953]157
[2951]158        // add root node to queue
[2767]159        EnqueueNode(mBvh->GetRoot());
[2762]160
161
[2767]162        ///////////
163        //-- the actual rendering algorithm
[2762]164
[2767]165        Traverse();
[2762]166
[2795]167        // render the contents of the render queue
168        if (mUseRenderQueue) ApplyRenderQueue();
[2800]169       
170        // reset the render state
[2770]171        mRenderState->Reset();
[2767]172}
[2762]173
174
[2767]175void RenderTraverser::SetUseRenderQueue(bool useRenderQueue)
176{
177        mUseRenderQueue = useRenderQueue;
[2792]178        //std::cout << "using render queue: " << mUseRenderQueue << std::endl;
[2762]179}
180
[2771]181
[2801]182void RenderTraverser::SetUseDepthPass(bool b)
183{
184        mUseDepthPass = b;
185}
186
187
[2771]188void RenderTraverser::SetVisibilityThreshold(int threshold)
189{
190        mVisibilityThreshold = threshold;
[2762]191}
[2771]192
193
194void RenderTraverser::SetUseOptimization(bool useOptimization)
195{
196        mUseOptimization = useOptimization;
[2798]197        //cout << "using optimization: " << mUseOptimization << endl;
[2771]198}
199
200
[2776]201void RenderTraverser::SetAssumedVisibleFrames(int assumedVisibleFrames)
[2774]202{
[2776]203        mAssumedVisibleFrames = assumedVisibleFrames;
204}
[2773]205
206
[2776]207void RenderTraverser::SetMaxBatchSize(int batchSize)
208{
209        mMaxBatchSize = batchSize;
[2774]210}
211
212
[2776]213void RenderTraverser::SetUseMultiQueries(bool useMultiQueries)
[2773]214{
[2776]215        mUseMultiQueries = useMultiQueries;
[2786]216        //cout << "using multiqueries: " << mUseMultiQueries << endl;
[2776]217}
[2774]218
219
[2790]220void RenderTraverser::SetShowBounds(bool showBounds)
221{
222        mShowBounds = showBounds;
223}
224
225
[2786]226void RenderTraverser::SetUseTightBounds(bool useTightBounds)
227{
228        mUseTightBounds = useTightBounds;
[2790]229        //cout << "using tight bounds: " << useTightBounds << endl;
[2786]230}
[2774]231
[2786]232
[2792]233OcclusionQuery *RenderTraverser::IssueOcclusionQuery(BvhNode *node)
[2776]234{
235        OcclusionQuery *query = mQueryHandler.RequestQuery();
[2773]236        query->AddNode(node);
237
[2792]238        IssueOcclusionQuery(*query);
[2773]239
240        return query;
[2771]241}
[2773]242
[2776]243
[2792]244void RenderTraverser::IssueOcclusionQuery(const OcclusionQuery &query)
[2773]245{
246        ++ mStats.mNumIssuedQueries;
247
[2795]248        // render pending objects before changing to query mode
[2773]249        if (mUseRenderQueue && (mRenderState->GetMode() == RenderState::RENDER))
[2795]250                ApplyRenderQueue();
251       
[2773]252
253        query.BeginQuery();
254
[2792]255        // change to query mode and render box
256        if (mRenderState->SetState(RenderState::QUERY))
257                ++ mStats.mNumStateChanges;
[2773]258
[2792]259        mBvh->RenderBounds(query.GetNodes(), mRenderState, mUseTightBounds);
260       
[2773]261        query.EndQuery();
262}
263
264
[2795]265void RenderTraverser::ApplyRenderQueue()
266{
267        if (mRenderState->SetState(RenderState::RENDER))
268                ++ mStats.mNumStateChanges;
269                 
[2801]270        if (mRenderQueue->GetSize() > 0)
[2848]271        {
[2800]272                ++ mStats.mNumBatches;
[2848]273                mRenderQueue->Apply();
274        }
[2773]275}
[2795]276
277
278}
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