[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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[3102] | 54 | mMaxVisibleDistance(.0f),
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| 55 | mRenderDynamicObjects(true)
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[2642] | 56 | {
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| 57 | }
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| 58 |
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| 59 |
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| 60 | RenderTraverser::~RenderTraverser()
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| 61 | {
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[2764] | 62 | mQueryHandler.DestroyQueries();
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[2642] | 63 | }
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| 64 |
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| 65 |
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[2755] | 66 | void RenderTraverser::EnqueueNode(BvhNode *node)
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[2642] | 67 | {
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[2954] | 68 | mBvh->UpdateDistance(node);
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[2755] | 69 | mDistanceQueue.push(node);
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| 70 | }
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| 71 |
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| 72 |
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| 73 | void RenderTraverser::TraverseNode(BvhNode *node)
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| 74 | {
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[2764] | 75 | ++ mStats.mNumTraversedNodes;
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[2762] | 76 |
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| 77 | if (node->IsVirtualLeaf())
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[2755] | 78 | {
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[2770] | 79 | RenderNode(node);
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[2790] | 80 |
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| 81 | if (mShowBounds)
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[2947] | 82 | mBvh->RenderBoundsForViz(node, mRenderState, mUseTightBounds);
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[2755] | 83 | }
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[2642] | 84 | else
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| 85 | {
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[2755] | 86 | BvhInterior *interior = static_cast<BvhInterior *>(node);
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| 87 |
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| 88 | EnqueueNode(interior->GetFront());
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| 89 | EnqueueNode(interior->GetBack());
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[2642] | 90 | }
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| 91 | }
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| 92 |
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[2760] | 93 |
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[2770] | 94 | void RenderTraverser::RenderNode(BvhNode *node)
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| 95 | {
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[2947] | 96 | // test if node was already rendered in this frame
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[2771] | 97 | if (node->GetLastRenderedFrame() != mFrameId)
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[2770] | 98 | {
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[3031] | 99 | if (mRenderState->SetMode(RenderState::RENDER))
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[2776] | 100 | ++ mStats.mNumStateChanges;
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| 101 |
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[2771] | 102 | node->SetLastRenderedFrame(mFrameId);
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[2770] | 103 |
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[2773] | 104 | int geometrySize;
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| 105 | SceneEntity **entities = mBvh->GetGeometry(node, geometrySize);
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| 106 |
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| 107 | mStats.mNumRenderedGeometry += geometrySize;
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| 108 | ++ mStats.mNumRenderedNodes;
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| 109 |
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| 110 | for (int i = 0; i < geometrySize; ++ i)
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[2771] | 111 | {
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[2773] | 112 | SceneEntity *ent = entities[i];
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[2847] | 113 |
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[2842] | 114 | mStats.mNumRenderedTriangles += ent->CountNumTriangles();
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| 115 |
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[2773] | 116 | if (mUseRenderQueue)
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[2801] | 117 | mRenderQueue->Enqueue(ent);
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[2773] | 118 | else
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| 119 | ent->Render(mRenderState);
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[2801] | 120 |
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| 121 | // store the visible entities for rendering in the second pass
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[2951] | 122 | if (mUseDepthPass) mVisibleObjects.push_back(ent);
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[2947] | 123 | }
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| 124 |
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| 125 | // store the max distance in the scene for later use
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| 126 | float maxDist = mBvh->CalcMaxDistance(node);
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| 127 |
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| 128 | if (maxDist > mMaxVisibleDistance)
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| 129 | mMaxVisibleDistance = maxDist;
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[2771] | 130 | }
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[2770] | 131 | }
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| 132 |
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| 133 |
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[2760] | 134 | void RenderTraverser::SetHierarchy(Bvh *bvh)
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| 135 | {
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| 136 | mBvh = bvh;
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| 137 | }
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| 138 |
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| 139 |
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| 140 | void RenderTraverser::SetRenderState(RenderState *state)
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| 141 | {
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| 142 | mRenderState = state;
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| 143 | }
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| 144 |
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| 145 |
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[2767] | 146 | void RenderTraverser::RenderScene()
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[2762] | 147 | {
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[2801] | 148 | mVisibleObjects.clear();
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[2951] | 149 | mMaxVisibleDistance = .0f;
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[2800] | 150 |
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[2767] | 151 | ++ mFrameId;
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[2762] | 152 |
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[3074] | 153 | mBvh->InitFrame(mCamera, mRenderState);
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[2762] | 154 |
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[2767] | 155 | mStats.Reset();
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| 156 | mQueryHandler.ResetQueries();
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[2953] | 157 |
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[2951] | 158 | // add root node to queue
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[3102] | 159 | if (mRenderDynamicObjects)
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| 160 | EnqueueNode(mBvh->GetRoot());
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| 161 | else
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| 162 | EnqueueNode(mBvh->GetStaticRoot());
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| 163 |
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[3072] | 164 |
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[2762] | 165 |
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[2767] | 166 | ///////////
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| 167 | //-- the actual rendering algorithm
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[2762] | 168 |
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[2767] | 169 | Traverse();
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[2762] | 170 |
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[2795] | 171 | // render the contents of the render queue
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| 172 | if (mUseRenderQueue) ApplyRenderQueue();
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[2800] | 173 |
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| 174 | // reset the render state
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[2770] | 175 | mRenderState->Reset();
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[2767] | 176 | }
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[2762] | 177 |
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| 178 |
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[2767] | 179 | void RenderTraverser::SetUseRenderQueue(bool useRenderQueue)
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| 180 | {
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| 181 | mUseRenderQueue = useRenderQueue;
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[2792] | 182 | //std::cout << "using render queue: " << mUseRenderQueue << std::endl;
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[2762] | 183 | }
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| 184 |
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[2771] | 185 |
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[2801] | 186 | void RenderTraverser::SetUseDepthPass(bool b)
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| 187 | {
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| 188 | mUseDepthPass = b;
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| 189 | }
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| 190 |
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| 191 |
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[2771] | 192 | void RenderTraverser::SetVisibilityThreshold(int threshold)
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| 193 | {
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| 194 | mVisibilityThreshold = threshold;
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[2762] | 195 | }
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[2771] | 196 |
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| 197 |
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| 198 | void RenderTraverser::SetUseOptimization(bool useOptimization)
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| 199 | {
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| 200 | mUseOptimization = useOptimization;
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[2798] | 201 | //cout << "using optimization: " << mUseOptimization << endl;
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[2771] | 202 | }
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| 203 |
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| 204 |
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[2776] | 205 | void RenderTraverser::SetAssumedVisibleFrames(int assumedVisibleFrames)
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[2774] | 206 | {
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[2776] | 207 | mAssumedVisibleFrames = assumedVisibleFrames;
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| 208 | }
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[2773] | 209 |
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| 210 |
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[2776] | 211 | void RenderTraverser::SetMaxBatchSize(int batchSize)
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| 212 | {
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| 213 | mMaxBatchSize = batchSize;
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[2774] | 214 | }
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| 215 |
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| 216 |
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[2776] | 217 | void RenderTraverser::SetUseMultiQueries(bool useMultiQueries)
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[2773] | 218 | {
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[2776] | 219 | mUseMultiQueries = useMultiQueries;
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[2786] | 220 | //cout << "using multiqueries: " << mUseMultiQueries << endl;
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[2776] | 221 | }
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[2774] | 222 |
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| 223 |
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[2790] | 224 | void RenderTraverser::SetShowBounds(bool showBounds)
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| 225 | {
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| 226 | mShowBounds = showBounds;
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| 227 | }
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| 228 |
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| 229 |
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[2786] | 230 | void RenderTraverser::SetUseTightBounds(bool useTightBounds)
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| 231 | {
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| 232 | mUseTightBounds = useTightBounds;
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[2790] | 233 | //cout << "using tight bounds: " << useTightBounds << endl;
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[2786] | 234 | }
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[2774] | 235 |
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[2786] | 236 |
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[2792] | 237 | OcclusionQuery *RenderTraverser::IssueOcclusionQuery(BvhNode *node)
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[2776] | 238 | {
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| 239 | OcclusionQuery *query = mQueryHandler.RequestQuery();
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[2773] | 240 | query->AddNode(node);
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| 241 |
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[2792] | 242 | IssueOcclusionQuery(*query);
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[2773] | 243 |
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| 244 | return query;
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[2771] | 245 | }
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[2773] | 246 |
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[2776] | 247 |
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[2792] | 248 | void RenderTraverser::IssueOcclusionQuery(const OcclusionQuery &query)
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[2773] | 249 | {
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| 250 | ++ mStats.mNumIssuedQueries;
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| 251 |
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[2795] | 252 | // render pending objects before changing to query mode
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[2773] | 253 | if (mUseRenderQueue && (mRenderState->GetMode() == RenderState::RENDER))
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[3038] | 254 | {
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[2795] | 255 | ApplyRenderQueue();
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[3038] | 256 | }
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[2773] | 257 |
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| 258 | query.BeginQuery();
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| 259 |
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[2792] | 260 | // change to query mode and render box
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[3031] | 261 | if (mRenderState->SetMode(RenderState::QUERY))
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[3038] | 262 | {
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[2792] | 263 | ++ mStats.mNumStateChanges;
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[3038] | 264 | }
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[2773] | 265 |
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[2792] | 266 | mBvh->RenderBounds(query.GetNodes(), mRenderState, mUseTightBounds);
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| 267 |
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[2773] | 268 | query.EndQuery();
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| 269 | }
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| 270 |
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| 271 |
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[2795] | 272 | void RenderTraverser::ApplyRenderQueue()
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| 273 | {
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[3031] | 274 | if (mRenderState->SetMode(RenderState::RENDER))
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[2795] | 275 | ++ mStats.mNumStateChanges;
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| 276 |
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[2801] | 277 | if (mRenderQueue->GetSize() > 0)
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[2848] | 278 | {
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[2800] | 279 | ++ mStats.mNumBatches;
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[2848] | 280 | mRenderQueue->Apply();
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| 281 | }
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[2773] | 282 | }
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[2795] | 283 |
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| 284 |
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[3102] | 285 | void RenderTraverser::SetRenderDynamicObjects(bool dynamic)
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| 286 | {
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| 287 | mRenderDynamicObjects = dynamic;
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[2795] | 288 | }
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[3102] | 289 |
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| 290 | }
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