source: GTP/trunk/App/Demos/Vis/FriendlyCulling/src/RenderTraverser.cpp @ 3074

Revision 3074, 5.4 KB checked in by mattausch, 16 years ago (diff)

included vbo support for dynamic objects

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        {
[2755]85                BvhInterior *interior = static_cast<BvhInterior *>(node);
86
87                EnqueueNode(interior->GetFront());
88                EnqueueNode(interior->GetBack());
[2642]89        }
90}
91
[2760]92
[2770]93void RenderTraverser::RenderNode(BvhNode *node)
94{
[2947]95        // test if node was already rendered in this frame
[2771]96        if (node->GetLastRenderedFrame() != mFrameId)
[2770]97        {
[3031]98                if (mRenderState->SetMode(RenderState::RENDER))
[2776]99                        ++ mStats.mNumStateChanges;
100               
[2771]101                node->SetLastRenderedFrame(mFrameId);
[2770]102
[2773]103                int geometrySize;
104                SceneEntity **entities = mBvh->GetGeometry(node, geometrySize);
105
106                mStats.mNumRenderedGeometry += geometrySize;
107                ++ mStats.mNumRenderedNodes;
108               
109                for (int i = 0; i < geometrySize; ++ i)
[2771]110                {
[2773]111                        SceneEntity *ent = entities[i];
[2847]112               
[2842]113                        mStats.mNumRenderedTriangles += ent->CountNumTriangles();
114
[2773]115                        if (mUseRenderQueue)
[2801]116                                mRenderQueue->Enqueue(ent);
[2773]117                        else
118                                ent->Render(mRenderState);
[2801]119
120                        // store the visible entities for rendering in the second pass
[2951]121                        if (mUseDepthPass) mVisibleObjects.push_back(ent);
[2947]122                }
123
124                // store the max distance in the scene for later use
125                float maxDist = mBvh->CalcMaxDistance(node);
126
127                if (maxDist > mMaxVisibleDistance)
128                        mMaxVisibleDistance = maxDist;
[2771]129        }
[2770]130}
131
132
[2760]133void RenderTraverser::SetHierarchy(Bvh *bvh)
134{
135        mBvh = bvh;
136}
137
138
139void RenderTraverser::SetRenderState(RenderState *state)
140{
141        mRenderState = state;
142}
143
144
[2767]145void RenderTraverser::RenderScene()
[2762]146{
[2801]147        mVisibleObjects.clear();
[2951]148        mMaxVisibleDistance = .0f;
[2800]149
[2767]150        ++ mFrameId;
[2762]151
[3074]152        mBvh->InitFrame(mCamera, mRenderState);
[2762]153
[2767]154        mStats.Reset();
155        mQueryHandler.ResetQueries();
[2953]156
[2951]157        // add root node to queue
[2767]158        EnqueueNode(mBvh->GetRoot());
[3072]159       
[2762]160
[2767]161        ///////////
162        //-- the actual rendering algorithm
[2762]163
[2767]164        Traverse();
[2762]165
[2795]166        // render the contents of the render queue
167        if (mUseRenderQueue) ApplyRenderQueue();
[2800]168       
169        // reset the render state
[2770]170        mRenderState->Reset();
[2767]171}
[2762]172
173
[2767]174void RenderTraverser::SetUseRenderQueue(bool useRenderQueue)
175{
176        mUseRenderQueue = useRenderQueue;
[2792]177        //std::cout << "using render queue: " << mUseRenderQueue << std::endl;
[2762]178}
179
[2771]180
[2801]181void RenderTraverser::SetUseDepthPass(bool b)
182{
183        mUseDepthPass = b;
184}
185
186
[2771]187void RenderTraverser::SetVisibilityThreshold(int threshold)
188{
189        mVisibilityThreshold = threshold;
[2762]190}
[2771]191
192
193void RenderTraverser::SetUseOptimization(bool useOptimization)
194{
195        mUseOptimization = useOptimization;
[2798]196        //cout << "using optimization: " << mUseOptimization << endl;
[2771]197}
198
199
[2776]200void RenderTraverser::SetAssumedVisibleFrames(int assumedVisibleFrames)
[2774]201{
[2776]202        mAssumedVisibleFrames = assumedVisibleFrames;
203}
[2773]204
205
[2776]206void RenderTraverser::SetMaxBatchSize(int batchSize)
207{
208        mMaxBatchSize = batchSize;
[2774]209}
210
211
[2776]212void RenderTraverser::SetUseMultiQueries(bool useMultiQueries)
[2773]213{
[2776]214        mUseMultiQueries = useMultiQueries;
[2786]215        //cout << "using multiqueries: " << mUseMultiQueries << endl;
[2776]216}
[2774]217
218
[2790]219void RenderTraverser::SetShowBounds(bool showBounds)
220{
221        mShowBounds = showBounds;
222}
223
224
[2786]225void RenderTraverser::SetUseTightBounds(bool useTightBounds)
226{
227        mUseTightBounds = useTightBounds;
[2790]228        //cout << "using tight bounds: " << useTightBounds << endl;
[2786]229}
[2774]230
[2786]231
[2792]232OcclusionQuery *RenderTraverser::IssueOcclusionQuery(BvhNode *node)
[2776]233{
234        OcclusionQuery *query = mQueryHandler.RequestQuery();
[2773]235        query->AddNode(node);
236
[2792]237        IssueOcclusionQuery(*query);
[2773]238
239        return query;
[2771]240}
[2773]241
[2776]242
[2792]243void RenderTraverser::IssueOcclusionQuery(const OcclusionQuery &query)
[2773]244{
245        ++ mStats.mNumIssuedQueries;
246
[2795]247        // render pending objects before changing to query mode
[2773]248        if (mUseRenderQueue && (mRenderState->GetMode() == RenderState::RENDER))
[3038]249        {
[2795]250                ApplyRenderQueue();
[3038]251        }
[2773]252
253        query.BeginQuery();
254
[2792]255        // change to query mode and render box
[3031]256        if (mRenderState->SetMode(RenderState::QUERY))
[3038]257        {
[2792]258                ++ mStats.mNumStateChanges;
[3038]259        }
[2773]260
[2792]261        mBvh->RenderBounds(query.GetNodes(), mRenderState, mUseTightBounds);
262       
[2773]263        query.EndQuery();
264}
265
266
[2795]267void RenderTraverser::ApplyRenderQueue()
268{
[3031]269        if (mRenderState->SetMode(RenderState::RENDER))
[2795]270                ++ mStats.mNumStateChanges;
271                 
[2801]272        if (mRenderQueue->GetSize() > 0)
[2848]273        {
[2800]274                ++ mStats.mNumBatches;
[2848]275                mRenderQueue->Apply();
276        }
[2773]277}
[2795]278
279
280}
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