[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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[3258] | 7 | #include "RenderQueue.h"
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[2776] | 8 | #include "Timer/PerfTimer.h"
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[2642] | 9 |
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| 10 |
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[2771] | 11 | using namespace std;
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| 12 |
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| 13 |
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[2776] | 14 | namespace CHCDemoEngine
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[2754] | 15 | {
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[2642] | 16 |
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[2764] | 17 |
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| 18 | void TraversalStatistics::Reset()
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| 19 | {
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| 20 | mNumTraversedNodes = 0;
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| 21 | mNumQueryCulledNodes = 0;
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| 22 | mNumFrustumCulledNodes = 0;
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[2773] | 23 |
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[2764] | 24 | mNumRenderedGeometry = 0;
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| 25 | mNumRenderedTriangles = 0;
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[2773] | 26 | mNumRenderedNodes = 0;
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| 27 |
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[2764] | 28 | mNumIssuedQueries = 0;
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[2773] | 29 | mNumStateChanges = 0;
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[2800] | 30 | mNumBatches = 0;
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[2773] | 31 |
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[2800] | 32 | mWaitTime = 0;
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| 33 | mQueryTime = 0;
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| 34 | mRestTime = 0;
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[2764] | 35 | }
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| 36 |
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| 37 |
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| 38 |
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| 39 | /******************************************************/
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| 40 | /* RenderTraverser implementation */
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| 41 | /******************************************************/
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| 42 |
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| 43 |
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[2765] | 44 | RenderTraverser::RenderTraverser():
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[2642] | 45 | mVisibilityThreshold(0),
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[2754] | 46 | mBvh(NULL),
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[2770] | 47 | mUseOptimization(false),
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[2768] | 48 | mFrameId(-1),
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[2770] | 49 | mUseRenderQueue(false),
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[2771] | 50 | mAssumedVisibleFrames(10),
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[2786] | 51 | mMaxBatchSize(50),
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[2801] | 52 | mUseTightBounds(false),
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| 53 | mShowBounds(false),
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[2947] | 54 | mRenderQueue(NULL),
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[3102] | 55 | mMaxVisibleDistance(.0f),
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| 56 | mRenderDynamicObjects(true)
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[2642] | 57 | {
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[3244] | 58 | mStats.Reset();
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[2642] | 59 | }
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| 60 |
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| 61 |
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| 62 | RenderTraverser::~RenderTraverser()
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| 63 | {
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[2764] | 64 | mQueryHandler.DestroyQueries();
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[2642] | 65 | }
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| 66 |
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| 67 |
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[2755] | 68 | void RenderTraverser::EnqueueNode(BvhNode *node)
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[2642] | 69 | {
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[2954] | 70 | mBvh->UpdateDistance(node);
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[2755] | 71 | mDistanceQueue.push(node);
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| 72 | }
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| 73 |
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| 74 |
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| 75 | void RenderTraverser::TraverseNode(BvhNode *node)
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| 76 | {
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[2764] | 77 | ++ mStats.mNumTraversedNodes;
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[2762] | 78 |
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| 79 | if (node->IsVirtualLeaf())
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[2755] | 80 | {
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[2770] | 81 | RenderNode(node);
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[2790] | 82 |
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| 83 | if (mShowBounds)
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[2947] | 84 | mBvh->RenderBoundsForViz(node, mRenderState, mUseTightBounds);
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[2755] | 85 | }
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[2642] | 86 | else
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| 87 | {
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[2755] | 88 | BvhInterior *interior = static_cast<BvhInterior *>(node);
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| 89 |
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| 90 | EnqueueNode(interior->GetFront());
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| 91 | EnqueueNode(interior->GetBack());
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[2642] | 92 | }
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| 93 | }
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| 94 |
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[2760] | 95 |
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[2770] | 96 | void RenderTraverser::RenderNode(BvhNode *node)
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| 97 | {
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[2947] | 98 | // test if node was already rendered in this frame
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[2771] | 99 | if (node->GetLastRenderedFrame() != mFrameId)
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[2770] | 100 | {
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[3031] | 101 | if (mRenderState->SetMode(RenderState::RENDER))
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[2776] | 102 | ++ mStats.mNumStateChanges;
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| 103 |
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[2771] | 104 | node->SetLastRenderedFrame(mFrameId);
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[2770] | 105 |
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[2773] | 106 | int geometrySize;
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| 107 | SceneEntity **entities = mBvh->GetGeometry(node, geometrySize);
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| 108 |
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| 109 | mStats.mNumRenderedGeometry += geometrySize;
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| 110 | ++ mStats.mNumRenderedNodes;
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| 111 |
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| 112 | for (int i = 0; i < geometrySize; ++ i)
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[2771] | 113 | {
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[2773] | 114 | SceneEntity *ent = entities[i];
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[3245] | 115 |
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| 116 | if (!ent->IsVisible()) continue;
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| 117 |
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[2842] | 118 | mStats.mNumRenderedTriangles += ent->CountNumTriangles();
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| 119 |
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[2773] | 120 | if (mUseRenderQueue)
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[2801] | 121 | mRenderQueue->Enqueue(ent);
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[2773] | 122 | else
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| 123 | ent->Render(mRenderState);
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[2801] | 124 |
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| 125 | // store the visible entities for rendering in the second pass
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[2951] | 126 | if (mUseDepthPass) mVisibleObjects.push_back(ent);
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[2947] | 127 | }
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| 128 |
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| 129 | // store the max distance in the scene for later use
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| 130 | float maxDist = mBvh->CalcMaxDistance(node);
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| 131 |
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| 132 | if (maxDist > mMaxVisibleDistance)
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| 133 | mMaxVisibleDistance = maxDist;
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[2771] | 134 | }
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[2770] | 135 | }
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| 136 |
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| 137 |
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[2760] | 138 | void RenderTraverser::SetHierarchy(Bvh *bvh)
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| 139 | {
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| 140 | mBvh = bvh;
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| 141 | }
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| 142 |
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| 143 |
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| 144 | void RenderTraverser::SetRenderState(RenderState *state)
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| 145 | {
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| 146 | mRenderState = state;
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| 147 | }
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| 148 |
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| 149 |
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[2767] | 150 | void RenderTraverser::RenderScene()
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[2762] | 151 | {
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[2801] | 152 | mVisibleObjects.clear();
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[2951] | 153 | mMaxVisibleDistance = .0f;
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[2800] | 154 |
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[2767] | 155 | ++ mFrameId;
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[2762] | 156 |
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[3074] | 157 | mBvh->InitFrame(mCamera, mRenderState);
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[2762] | 158 |
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[2767] | 159 | mStats.Reset();
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| 160 | mQueryHandler.ResetQueries();
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[2953] | 161 |
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[2951] | 162 | // add root node to queue
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[3102] | 163 | if (mRenderDynamicObjects)
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| 164 | EnqueueNode(mBvh->GetRoot());
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| 165 | else
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| 166 | EnqueueNode(mBvh->GetStaticRoot());
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| 167 |
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[3072] | 168 |
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[2762] | 169 |
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[2767] | 170 | ///////////
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| 171 | //-- the actual rendering algorithm
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[2762] | 172 |
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[2767] | 173 | Traverse();
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[2762] | 174 |
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[2795] | 175 | // render the contents of the render queue
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| 176 | if (mUseRenderQueue) ApplyRenderQueue();
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[2800] | 177 |
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| 178 | // reset the render state
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[2770] | 179 | mRenderState->Reset();
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[2767] | 180 | }
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[2762] | 181 |
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| 182 |
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[2767] | 183 | void RenderTraverser::SetUseRenderQueue(bool useRenderQueue)
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| 184 | {
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| 185 | mUseRenderQueue = useRenderQueue;
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[2792] | 186 | //std::cout << "using render queue: " << mUseRenderQueue << std::endl;
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[2762] | 187 | }
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| 188 |
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[2771] | 189 |
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[2801] | 190 | void RenderTraverser::SetUseDepthPass(bool b)
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| 191 | {
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| 192 | mUseDepthPass = b;
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| 193 | }
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| 194 |
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| 195 |
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[2771] | 196 | void RenderTraverser::SetVisibilityThreshold(int threshold)
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| 197 | {
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| 198 | mVisibilityThreshold = threshold;
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[2762] | 199 | }
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[2771] | 200 |
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| 201 |
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| 202 | void RenderTraverser::SetUseOptimization(bool useOptimization)
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| 203 | {
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| 204 | mUseOptimization = useOptimization;
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[2798] | 205 | //cout << "using optimization: " << mUseOptimization << endl;
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[2771] | 206 | }
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| 207 |
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| 208 |
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[2776] | 209 | void RenderTraverser::SetAssumedVisibleFrames(int assumedVisibleFrames)
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[2774] | 210 | {
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[2776] | 211 | mAssumedVisibleFrames = assumedVisibleFrames;
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| 212 | }
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[2773] | 213 |
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| 214 |
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[2776] | 215 | void RenderTraverser::SetMaxBatchSize(int batchSize)
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| 216 | {
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| 217 | mMaxBatchSize = batchSize;
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[2774] | 218 | }
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| 219 |
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| 220 |
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[2776] | 221 | void RenderTraverser::SetUseMultiQueries(bool useMultiQueries)
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[2773] | 222 | {
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[2776] | 223 | mUseMultiQueries = useMultiQueries;
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[2786] | 224 | //cout << "using multiqueries: " << mUseMultiQueries << endl;
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[2776] | 225 | }
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[2774] | 226 |
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| 227 |
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[2790] | 228 | void RenderTraverser::SetShowBounds(bool showBounds)
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| 229 | {
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| 230 | mShowBounds = showBounds;
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| 231 | }
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| 232 |
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| 233 |
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[2786] | 234 | void RenderTraverser::SetUseTightBounds(bool useTightBounds)
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| 235 | {
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| 236 | mUseTightBounds = useTightBounds;
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| 237 | }
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[2774] | 238 |
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[2786] | 239 |
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[2792] | 240 | OcclusionQuery *RenderTraverser::IssueOcclusionQuery(BvhNode *node)
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[2776] | 241 | {
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| 242 | OcclusionQuery *query = mQueryHandler.RequestQuery();
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[2773] | 243 | query->AddNode(node);
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| 244 |
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[2792] | 245 | IssueOcclusionQuery(*query);
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[2773] | 246 |
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| 247 | return query;
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[2771] | 248 | }
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[2773] | 249 |
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[2776] | 250 |
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[2792] | 251 | void RenderTraverser::IssueOcclusionQuery(const OcclusionQuery &query)
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[2773] | 252 | {
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| 253 | ++ mStats.mNumIssuedQueries;
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| 254 |
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[2795] | 255 | // render pending objects before changing to query mode
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[2773] | 256 | if (mUseRenderQueue && (mRenderState->GetMode() == RenderState::RENDER))
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[3038] | 257 | {
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[2795] | 258 | ApplyRenderQueue();
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[3038] | 259 | }
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[2773] | 260 |
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| 261 | query.BeginQuery();
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| 262 |
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[2792] | 263 | // change to query mode and render box
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[3031] | 264 | if (mRenderState->SetMode(RenderState::QUERY))
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[3038] | 265 | {
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[2792] | 266 | ++ mStats.mNumStateChanges;
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[3038] | 267 | }
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[2773] | 268 |
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[2792] | 269 | mBvh->RenderBounds(query.GetNodes(), mRenderState, mUseTightBounds);
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| 270 |
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[2773] | 271 | query.EndQuery();
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| 272 | }
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| 273 |
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| 274 |
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[2795] | 275 | void RenderTraverser::ApplyRenderQueue()
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| 276 | {
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[3031] | 277 | if (mRenderState->SetMode(RenderState::RENDER))
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[2795] | 278 | ++ mStats.mNumStateChanges;
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| 279 |
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[2801] | 280 | if (mRenderQueue->GetSize() > 0)
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[2848] | 281 | {
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[2800] | 282 | ++ mStats.mNumBatches;
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[2848] | 283 | mRenderQueue->Apply();
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| 284 | }
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[2773] | 285 | }
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[2795] | 286 |
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| 287 |
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[3102] | 288 | void RenderTraverser::SetRenderDynamicObjects(bool dynamic)
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| 289 | {
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| 290 | mRenderDynamicObjects = dynamic;
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[2795] | 291 | }
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[3102] | 292 |
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[3251] | 293 |
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[3258] | 294 | bool RenderTraverser::IsNodeGeometryVisible(BvhNode *node, int maxSize)
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[3251] | 295 | {
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| 296 | // no invisible objects
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[3259] | 297 | if (SceneEntity::GetCurrentVisibleId() == -1) return true;
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[3251] | 298 |
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| 299 | int geometrySize;
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| 300 | SceneEntity **entities = mBvh->GetGeometry(node, geometrySize);
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| 301 |
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[3258] | 302 | if ((maxSize != -1) && (geometrySize > maxSize)) return true;
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[3251] | 303 |
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| 304 | for (int i = 0; i < geometrySize; ++ i)
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| 305 | {
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| 306 | if (entities[i]->IsVisible()) return true;
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| 307 | }
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| 308 |
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| 309 | return false;
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[3102] | 310 | }
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[3251] | 311 |
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| 312 |
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[3258] | 313 | void RenderTraverser::SetCamera(Camera *cam)
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| 314 | {
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| 315 | mCamera = cam;
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[3251] | 316 | }
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[3258] | 317 |
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| 318 |
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| 319 | void RenderTraverser::SetRenderQueue(RenderQueue *rq)
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| 320 | {
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| 321 | mRenderQueue = rq;
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| 322 | }
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| 323 |
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| 324 |
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| 325 | const TraversalStatistics &RenderTraverser::GetStats() const
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| 326 | {
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| 327 | return mStats;
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| 328 | }
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| 329 |
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| 330 |
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| 331 | const SceneEntityContainer &RenderTraverser::GetVisibleObjects() const
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| 332 | {
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| 333 | return mVisibleObjects;
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| 334 | }
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| 335 |
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| 336 |
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| 337 | float RenderTraverser::GetMaxVisibleDistance() const
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| 338 | {
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| 339 | return mMaxVisibleDistance;
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| 340 | }
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| 341 |
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| 342 |
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| 343 | Camera *RenderTraverser::GetCamera() const
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| 344 | {
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| 345 | return mCamera;
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| 346 | }
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| 347 |
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| 348 |
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| 349 |
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| 350 | }
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