source: GTP/trunk/App/Demos/Vis/FriendlyCulling/src/RenderTraverser.cpp @ 3038

Revision 3038, 5.5 KB checked in by mattausch, 16 years ago (diff)

unified shader stuff, but phreetham sky not working anymore for forward rendering

Line 
1#include "RenderTraverser.h"
2#include "glInterface.h"
3#include "Camera.h"
4#include "SceneEntity.h"
5#include "RenderState.h"
6#include "Geometry.h"
7#include "Timer/PerfTimer.h"
8
9
10using namespace std;
11
12
13namespace CHCDemoEngine
14{
15
16       
17void TraversalStatistics::Reset()
18{
19        mNumTraversedNodes = 0;
20        mNumQueryCulledNodes = 0;
21        mNumFrustumCulledNodes = 0;
22       
23        mNumRenderedGeometry = 0;
24        mNumRenderedTriangles = 0;
25        mNumRenderedNodes = 0;
26
27        mNumIssuedQueries = 0;
28        mNumStateChanges = 0;
29        mNumBatches = 0;
30
31        mWaitTime = 0;
32        mQueryTime = 0;
33        mRestTime = 0;
34}
35
36
37
38/******************************************************/
39/*           RenderTraverser implementation           */
40/******************************************************/
41
42
43RenderTraverser::RenderTraverser(): 
44mVisibilityThreshold(0),
45mBvh(NULL),
46mUseOptimization(false),
47mFrameId(-1),
48mUseRenderQueue(false),
49mAssumedVisibleFrames(10),
50mMaxBatchSize(50),
51mUseTightBounds(false),
52mShowBounds(false),
53mRenderQueue(NULL),
54mMaxVisibleDistance(.0f)
55{
56}
57
58
59RenderTraverser::~RenderTraverser()
60{
61        mQueryHandler.DestroyQueries();
62}
63
64
65void RenderTraverser::EnqueueNode(BvhNode *node)
66{
67        mBvh->UpdateDistance(node);
68        mDistanceQueue.push(node);
69}
70
71
72void RenderTraverser::TraverseNode(BvhNode *node)
73{
74        ++ mStats.mNumTraversedNodes;
75
76        if (node->IsVirtualLeaf())
77        {
78                RenderNode(node);
79
80                if (mShowBounds)
81                        mBvh->RenderBoundsForViz(node, mRenderState, mUseTightBounds);
82        }
83        else
84        {
85                // for non leafs this renders only the bounding volume (if the flag is set)
86                BvhInterior *interior = static_cast<BvhInterior *>(node);
87
88                EnqueueNode(interior->GetFront());
89                EnqueueNode(interior->GetBack());
90        }
91}
92
93
94void RenderTraverser::RenderNode(BvhNode *node)
95{
96        // test if node was already rendered in this frame
97        if (node->GetLastRenderedFrame() != mFrameId)
98        {
99                if (mRenderState->SetMode(RenderState::RENDER))
100                        ++ mStats.mNumStateChanges;
101               
102                node->SetLastRenderedFrame(mFrameId);
103
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)
111                {
112                        SceneEntity *ent = entities[i];
113               
114                        mStats.mNumRenderedTriangles += ent->CountNumTriangles();
115
116                        if (mUseRenderQueue)
117                                mRenderQueue->Enqueue(ent);
118                        else
119                                ent->Render(mRenderState);
120
121                        // store the visible entities for rendering in the second pass
122                        if (mUseDepthPass) mVisibleObjects.push_back(ent);
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;
130        }
131}
132
133
134void RenderTraverser::SetHierarchy(Bvh *bvh)
135{
136        mBvh = bvh;
137}
138
139
140void RenderTraverser::SetRenderState(RenderState *state)
141{
142        mRenderState = state;
143}
144
145
146void RenderTraverser::RenderScene()
147{
148        mVisibleObjects.clear();
149        mMaxVisibleDistance = .0f;
150
151        ++ mFrameId;
152
153        mBvh->InitFrame(mCamera);
154
155        mStats.Reset();
156        mQueryHandler.ResetQueries();
157
158        // add root node to queue
159        EnqueueNode(mBvh->GetRoot());
160
161
162        ///////////
163        //-- the actual rendering algorithm
164
165        Traverse();
166
167        // render the contents of the render queue
168        if (mUseRenderQueue) ApplyRenderQueue();
169       
170        // reset the render state
171        mRenderState->Reset();
172}
173
174
175void RenderTraverser::SetUseRenderQueue(bool useRenderQueue)
176{
177        mUseRenderQueue = useRenderQueue;
178        //std::cout << "using render queue: " << mUseRenderQueue << std::endl;
179}
180
181
182void RenderTraverser::SetUseDepthPass(bool b)
183{
184        mUseDepthPass = b;
185}
186
187
188void RenderTraverser::SetVisibilityThreshold(int threshold)
189{
190        mVisibilityThreshold = threshold;
191}
192
193
194void RenderTraverser::SetUseOptimization(bool useOptimization)
195{
196        mUseOptimization = useOptimization;
197        //cout << "using optimization: " << mUseOptimization << endl;
198}
199
200
201void RenderTraverser::SetAssumedVisibleFrames(int assumedVisibleFrames)
202{
203        mAssumedVisibleFrames = assumedVisibleFrames;
204}
205
206
207void RenderTraverser::SetMaxBatchSize(int batchSize)
208{
209        mMaxBatchSize = batchSize;
210}
211
212
213void RenderTraverser::SetUseMultiQueries(bool useMultiQueries)
214{
215        mUseMultiQueries = useMultiQueries;
216        //cout << "using multiqueries: " << mUseMultiQueries << endl;
217}
218
219
220void RenderTraverser::SetShowBounds(bool showBounds)
221{
222        mShowBounds = showBounds;
223}
224
225
226void RenderTraverser::SetUseTightBounds(bool useTightBounds)
227{
228        mUseTightBounds = useTightBounds;
229        //cout << "using tight bounds: " << useTightBounds << endl;
230}
231
232
233OcclusionQuery *RenderTraverser::IssueOcclusionQuery(BvhNode *node)
234{
235        OcclusionQuery *query = mQueryHandler.RequestQuery();
236        query->AddNode(node);
237
238        IssueOcclusionQuery(*query);
239
240        return query;
241}
242
243
244void RenderTraverser::IssueOcclusionQuery(const OcclusionQuery &query)
245{
246        ++ mStats.mNumIssuedQueries;
247
248        // render pending objects before changing to query mode
249        if (mUseRenderQueue && (mRenderState->GetMode() == RenderState::RENDER))
250        {
251                ApplyRenderQueue();
252        }
253
254        query.BeginQuery();
255
256        // change to query mode and render box
257        if (mRenderState->SetMode(RenderState::QUERY))
258        {
259                ++ mStats.mNumStateChanges;
260        }
261
262        mBvh->RenderBounds(query.GetNodes(), mRenderState, mUseTightBounds);
263       
264        query.EndQuery();
265}
266
267
268void RenderTraverser::ApplyRenderQueue()
269{
270        if (mRenderState->SetMode(RenderState::RENDER))
271                ++ mStats.mNumStateChanges;
272                 
273        if (mRenderQueue->GetSize() > 0)
274        {
275                ++ mStats.mNumBatches;
276                mRenderQueue->Apply();
277        }
278}
279
280
281}
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