[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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[2947] | 53 | mRenderQueue(NULL),
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| 54 | mMaxVisibleDistance(.0f)
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[2642] | 55 | {
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| 56 | }
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| 57 |
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| 58 |
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| 59 | RenderTraverser::~RenderTraverser()
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| 60 | {
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[2764] | 61 | mQueryHandler.DestroyQueries();
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[2642] | 62 | }
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| 63 |
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| 64 |
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[2755] | 65 | void RenderTraverser::EnqueueNode(BvhNode *node)
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[2642] | 66 | {
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[2954] | 67 | mBvh->UpdateDistance(node);
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[2755] | 68 | mDistanceQueue.push(node);
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| 69 | }
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| 70 |
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| 71 |
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| 72 | void RenderTraverser::TraverseNode(BvhNode *node)
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| 73 | {
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[2764] | 74 | ++ mStats.mNumTraversedNodes;
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[2762] | 75 |
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| 76 | if (node->IsVirtualLeaf())
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[2755] | 77 | {
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[2770] | 78 | RenderNode(node);
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[2790] | 79 |
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| 80 | if (mShowBounds)
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[2947] | 81 | mBvh->RenderBoundsForViz(node, mRenderState, mUseTightBounds);
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[2755] | 82 | }
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[2642] | 83 | else
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| 84 | {
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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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[2947] | 95 | // test if node was already rendered in this frame
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[2771] | 96 | if (node->GetLastRenderedFrame() != mFrameId)
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[2770] | 97 | {
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[3031] | 98 | if (mRenderState->SetMode(RenderState::RENDER))
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[2776] | 99 | ++ mStats.mNumStateChanges;
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| 100 |
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[2771] | 101 | node->SetLastRenderedFrame(mFrameId);
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[2770] | 102 |
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[2773] | 103 | int geometrySize;
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| 104 | SceneEntity **entities = mBvh->GetGeometry(node, geometrySize);
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| 105 |
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| 106 | mStats.mNumRenderedGeometry += geometrySize;
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| 107 | ++ mStats.mNumRenderedNodes;
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| 108 |
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| 109 | for (int i = 0; i < geometrySize; ++ i)
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[2771] | 110 | {
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[2773] | 111 | SceneEntity *ent = entities[i];
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[2847] | 112 |
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[2842] | 113 | mStats.mNumRenderedTriangles += ent->CountNumTriangles();
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| 114 |
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[2773] | 115 | if (mUseRenderQueue)
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[2801] | 116 | mRenderQueue->Enqueue(ent);
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[2773] | 117 | else
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| 118 | ent->Render(mRenderState);
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[2801] | 119 |
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| 120 | // store the visible entities for rendering in the second pass
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[2951] | 121 | if (mUseDepthPass) mVisibleObjects.push_back(ent);
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[2947] | 122 | }
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| 123 |
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| 124 | // store the max distance in the scene for later use
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| 125 | float maxDist = mBvh->CalcMaxDistance(node);
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| 126 |
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| 127 | if (maxDist > mMaxVisibleDistance)
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| 128 | mMaxVisibleDistance = maxDist;
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[2771] | 129 | }
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[2770] | 130 | }
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| 131 |
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| 132 |
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[2760] | 133 | void RenderTraverser::SetHierarchy(Bvh *bvh)
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| 134 | {
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| 135 | mBvh = bvh;
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| 136 | }
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| 137 |
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| 138 |
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| 139 | void RenderTraverser::SetRenderState(RenderState *state)
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| 140 | {
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| 141 | mRenderState = state;
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| 142 | }
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| 143 |
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| 144 |
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[2767] | 145 | void RenderTraverser::RenderScene()
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[2762] | 146 | {
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[2801] | 147 | mVisibleObjects.clear();
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[2951] | 148 | mMaxVisibleDistance = .0f;
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[2800] | 149 |
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[2767] | 150 | ++ mFrameId;
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[2762] | 151 |
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[3074] | 152 | mBvh->InitFrame(mCamera, mRenderState);
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[2762] | 153 |
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[2767] | 154 | mStats.Reset();
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| 155 | mQueryHandler.ResetQueries();
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[2953] | 156 |
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[2951] | 157 | // add root node to queue
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[2767] | 158 | EnqueueNode(mBvh->GetRoot());
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[3072] | 159 |
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[2762] | 160 |
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[2767] | 161 | ///////////
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| 162 | //-- the actual rendering algorithm
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[2762] | 163 |
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[2767] | 164 | Traverse();
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[2762] | 165 |
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[2795] | 166 | // render the contents of the render queue
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| 167 | if (mUseRenderQueue) ApplyRenderQueue();
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[2800] | 168 |
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| 169 | // reset the render state
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[2770] | 170 | mRenderState->Reset();
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[2767] | 171 | }
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[2762] | 172 |
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| 173 |
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[2767] | 174 | void RenderTraverser::SetUseRenderQueue(bool useRenderQueue)
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| 175 | {
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| 176 | mUseRenderQueue = useRenderQueue;
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[2792] | 177 | //std::cout << "using render queue: " << mUseRenderQueue << std::endl;
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[2762] | 178 | }
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| 179 |
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[2771] | 180 |
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[2801] | 181 | void RenderTraverser::SetUseDepthPass(bool b)
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| 182 | {
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| 183 | mUseDepthPass = b;
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| 184 | }
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| 185 |
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| 186 |
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[2771] | 187 | void RenderTraverser::SetVisibilityThreshold(int threshold)
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| 188 | {
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| 189 | mVisibilityThreshold = threshold;
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[2762] | 190 | }
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[2771] | 191 |
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| 192 |
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| 193 | void RenderTraverser::SetUseOptimization(bool useOptimization)
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| 194 | {
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| 195 | mUseOptimization = useOptimization;
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[2798] | 196 | //cout << "using optimization: " << mUseOptimization << endl;
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[2771] | 197 | }
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| 198 |
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| 199 |
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[2776] | 200 | void RenderTraverser::SetAssumedVisibleFrames(int assumedVisibleFrames)
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[2774] | 201 | {
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[2776] | 202 | mAssumedVisibleFrames = assumedVisibleFrames;
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| 203 | }
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[2773] | 204 |
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| 205 |
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[2776] | 206 | void RenderTraverser::SetMaxBatchSize(int batchSize)
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| 207 | {
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| 208 | mMaxBatchSize = batchSize;
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[2774] | 209 | }
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| 210 |
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| 211 |
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[2776] | 212 | void RenderTraverser::SetUseMultiQueries(bool useMultiQueries)
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[2773] | 213 | {
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[2776] | 214 | mUseMultiQueries = useMultiQueries;
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[2786] | 215 | //cout << "using multiqueries: " << mUseMultiQueries << endl;
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[2776] | 216 | }
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[2774] | 217 |
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| 218 |
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[2790] | 219 | void RenderTraverser::SetShowBounds(bool showBounds)
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| 220 | {
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| 221 | mShowBounds = showBounds;
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| 222 | }
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| 223 |
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| 224 |
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[2786] | 225 | void RenderTraverser::SetUseTightBounds(bool useTightBounds)
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| 226 | {
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| 227 | mUseTightBounds = useTightBounds;
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[2790] | 228 | //cout << "using tight bounds: " << useTightBounds << endl;
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[2786] | 229 | }
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[2774] | 230 |
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[2786] | 231 |
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[2792] | 232 | OcclusionQuery *RenderTraverser::IssueOcclusionQuery(BvhNode *node)
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[2776] | 233 | {
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| 234 | OcclusionQuery *query = mQueryHandler.RequestQuery();
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[2773] | 235 | query->AddNode(node);
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| 236 |
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[2792] | 237 | IssueOcclusionQuery(*query);
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[2773] | 238 |
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| 239 | return query;
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[2771] | 240 | }
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[2773] | 241 |
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[2776] | 242 |
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[2792] | 243 | void RenderTraverser::IssueOcclusionQuery(const OcclusionQuery &query)
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[2773] | 244 | {
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| 245 | ++ mStats.mNumIssuedQueries;
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| 246 |
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[2795] | 247 | // render pending objects before changing to query mode
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[2773] | 248 | if (mUseRenderQueue && (mRenderState->GetMode() == RenderState::RENDER))
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[3038] | 249 | {
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[2795] | 250 | ApplyRenderQueue();
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[3038] | 251 | }
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[2773] | 252 |
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| 253 | query.BeginQuery();
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| 254 |
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[2792] | 255 | // change to query mode and render box
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[3031] | 256 | if (mRenderState->SetMode(RenderState::QUERY))
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[3038] | 257 | {
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[2792] | 258 | ++ mStats.mNumStateChanges;
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[3038] | 259 | }
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[2773] | 260 |
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[2792] | 261 | mBvh->RenderBounds(query.GetNodes(), mRenderState, mUseTightBounds);
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| 262 |
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[2773] | 263 | query.EndQuery();
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| 264 | }
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| 265 |
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| 266 |
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[2795] | 267 | void RenderTraverser::ApplyRenderQueue()
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| 268 | {
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[3031] | 269 | if (mRenderState->SetMode(RenderState::RENDER))
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[2795] | 270 | ++ mStats.mNumStateChanges;
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| 271 |
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[2801] | 272 | if (mRenderQueue->GetSize() > 0)
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[2848] | 273 | {
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[2800] | 274 | ++ mStats.mNumBatches;
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[2848] | 275 | mRenderQueue->Apply();
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| 276 | }
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[2773] | 277 | }
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[2795] | 278 |
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| 279 |
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| 280 | }
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