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 |
|
---|
10 | using namespace std;
|
---|
11 |
|
---|
12 |
|
---|
13 | namespace CHCDemoEngine
|
---|
14 | {
|
---|
15 |
|
---|
16 |
|
---|
17 | void 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 |
|
---|
43 | RenderTraverser::RenderTraverser():
|
---|
44 | mVisibilityThreshold(0),
|
---|
45 | mBvh(NULL),
|
---|
46 | mUseOptimization(false),
|
---|
47 | mFrameId(-1),
|
---|
48 | mUseRenderQueue(false),
|
---|
49 | mAssumedVisibleFrames(10),
|
---|
50 | mMaxBatchSize(50),
|
---|
51 | mUseTightBounds(false),
|
---|
52 | mShowBounds(false),
|
---|
53 | mRenderQueue(NULL),
|
---|
54 | mMaxVisibleDistance(.0f),
|
---|
55 | mRenderDynamicObjects(true)
|
---|
56 | {
|
---|
57 | mStats.Reset();
|
---|
58 | }
|
---|
59 |
|
---|
60 |
|
---|
61 | RenderTraverser::~RenderTraverser()
|
---|
62 | {
|
---|
63 | mQueryHandler.DestroyQueries();
|
---|
64 | }
|
---|
65 |
|
---|
66 |
|
---|
67 | void RenderTraverser::EnqueueNode(BvhNode *node)
|
---|
68 | {
|
---|
69 | mBvh->UpdateDistance(node);
|
---|
70 | mDistanceQueue.push(node);
|
---|
71 | }
|
---|
72 |
|
---|
73 |
|
---|
74 | void RenderTraverser::TraverseNode(BvhNode *node)
|
---|
75 | {
|
---|
76 | ++ mStats.mNumTraversedNodes;
|
---|
77 |
|
---|
78 | if (node->IsVirtualLeaf())
|
---|
79 | {
|
---|
80 | RenderNode(node);
|
---|
81 |
|
---|
82 | if (mShowBounds)
|
---|
83 | mBvh->RenderBoundsForViz(node, mRenderState, mUseTightBounds);
|
---|
84 | }
|
---|
85 | else
|
---|
86 | {
|
---|
87 | BvhInterior *interior = static_cast<BvhInterior *>(node);
|
---|
88 |
|
---|
89 | EnqueueNode(interior->GetFront());
|
---|
90 | EnqueueNode(interior->GetBack());
|
---|
91 | }
|
---|
92 | }
|
---|
93 |
|
---|
94 |
|
---|
95 | void RenderTraverser::RenderNode(BvhNode *node)
|
---|
96 | {
|
---|
97 | // test if node was already rendered in this frame
|
---|
98 | if (node->GetLastRenderedFrame() != mFrameId)
|
---|
99 | {
|
---|
100 | if (mRenderState->SetMode(RenderState::RENDER))
|
---|
101 | ++ mStats.mNumStateChanges;
|
---|
102 |
|
---|
103 | node->SetLastRenderedFrame(mFrameId);
|
---|
104 |
|
---|
105 | int geometrySize;
|
---|
106 | SceneEntity **entities = mBvh->GetGeometry(node, geometrySize);
|
---|
107 |
|
---|
108 | mStats.mNumRenderedGeometry += geometrySize;
|
---|
109 | ++ mStats.mNumRenderedNodes;
|
---|
110 |
|
---|
111 | for (int i = 0; i < geometrySize; ++ i)
|
---|
112 | {
|
---|
113 | SceneEntity *ent = entities[i];
|
---|
114 |
|
---|
115 | if (!ent->IsVisible()) continue;
|
---|
116 |
|
---|
117 | mStats.mNumRenderedTriangles += ent->CountNumTriangles();
|
---|
118 |
|
---|
119 | if (mUseRenderQueue)
|
---|
120 | mRenderQueue->Enqueue(ent);
|
---|
121 | else
|
---|
122 | ent->Render(mRenderState);
|
---|
123 |
|
---|
124 | // store the visible entities for rendering in the second pass
|
---|
125 | if (mUseDepthPass) mVisibleObjects.push_back(ent);
|
---|
126 | }
|
---|
127 |
|
---|
128 | // store the max distance in the scene for later use
|
---|
129 | float maxDist = mBvh->CalcMaxDistance(node);
|
---|
130 |
|
---|
131 | if (maxDist > mMaxVisibleDistance)
|
---|
132 | mMaxVisibleDistance = maxDist;
|
---|
133 | }
|
---|
134 | }
|
---|
135 |
|
---|
136 |
|
---|
137 | void RenderTraverser::SetHierarchy(Bvh *bvh)
|
---|
138 | {
|
---|
139 | mBvh = bvh;
|
---|
140 | }
|
---|
141 |
|
---|
142 |
|
---|
143 | void RenderTraverser::SetRenderState(RenderState *state)
|
---|
144 | {
|
---|
145 | mRenderState = state;
|
---|
146 | }
|
---|
147 |
|
---|
148 |
|
---|
149 | void RenderTraverser::RenderScene()
|
---|
150 | {
|
---|
151 | mVisibleObjects.clear();
|
---|
152 | mMaxVisibleDistance = .0f;
|
---|
153 |
|
---|
154 | ++ mFrameId;
|
---|
155 |
|
---|
156 | mBvh->InitFrame(mCamera, mRenderState);
|
---|
157 |
|
---|
158 | mStats.Reset();
|
---|
159 | mQueryHandler.ResetQueries();
|
---|
160 |
|
---|
161 | // add root node to queue
|
---|
162 | if (mRenderDynamicObjects)
|
---|
163 | EnqueueNode(mBvh->GetRoot());
|
---|
164 | else
|
---|
165 | EnqueueNode(mBvh->GetStaticRoot());
|
---|
166 |
|
---|
167 |
|
---|
168 |
|
---|
169 | ///////////
|
---|
170 | //-- the actual rendering algorithm
|
---|
171 |
|
---|
172 | Traverse();
|
---|
173 |
|
---|
174 | // render the contents of the render queue
|
---|
175 | if (mUseRenderQueue) ApplyRenderQueue();
|
---|
176 |
|
---|
177 | // reset the render state
|
---|
178 | mRenderState->Reset();
|
---|
179 | }
|
---|
180 |
|
---|
181 |
|
---|
182 | void RenderTraverser::SetUseRenderQueue(bool useRenderQueue)
|
---|
183 | {
|
---|
184 | mUseRenderQueue = useRenderQueue;
|
---|
185 | //std::cout << "using render queue: " << mUseRenderQueue << std::endl;
|
---|
186 | }
|
---|
187 |
|
---|
188 |
|
---|
189 | void RenderTraverser::SetUseDepthPass(bool b)
|
---|
190 | {
|
---|
191 | mUseDepthPass = b;
|
---|
192 | }
|
---|
193 |
|
---|
194 |
|
---|
195 | void RenderTraverser::SetVisibilityThreshold(int threshold)
|
---|
196 | {
|
---|
197 | mVisibilityThreshold = threshold;
|
---|
198 | }
|
---|
199 |
|
---|
200 |
|
---|
201 | void RenderTraverser::SetUseOptimization(bool useOptimization)
|
---|
202 | {
|
---|
203 | mUseOptimization = useOptimization;
|
---|
204 | //cout << "using optimization: " << mUseOptimization << endl;
|
---|
205 | }
|
---|
206 |
|
---|
207 |
|
---|
208 | void RenderTraverser::SetAssumedVisibleFrames(int assumedVisibleFrames)
|
---|
209 | {
|
---|
210 | mAssumedVisibleFrames = assumedVisibleFrames;
|
---|
211 | }
|
---|
212 |
|
---|
213 |
|
---|
214 | void RenderTraverser::SetMaxBatchSize(int batchSize)
|
---|
215 | {
|
---|
216 | mMaxBatchSize = batchSize;
|
---|
217 | }
|
---|
218 |
|
---|
219 |
|
---|
220 | void RenderTraverser::SetUseMultiQueries(bool useMultiQueries)
|
---|
221 | {
|
---|
222 | mUseMultiQueries = useMultiQueries;
|
---|
223 | //cout << "using multiqueries: " << mUseMultiQueries << endl;
|
---|
224 | }
|
---|
225 |
|
---|
226 |
|
---|
227 | void RenderTraverser::SetShowBounds(bool showBounds)
|
---|
228 | {
|
---|
229 | mShowBounds = showBounds;
|
---|
230 | }
|
---|
231 |
|
---|
232 |
|
---|
233 | void RenderTraverser::SetUseTightBounds(bool useTightBounds)
|
---|
234 | {
|
---|
235 | mUseTightBounds = useTightBounds;
|
---|
236 | //cout << "using tight bounds: " << useTightBounds << endl;
|
---|
237 | }
|
---|
238 |
|
---|
239 |
|
---|
240 | OcclusionQuery *RenderTraverser::IssueOcclusionQuery(BvhNode *node)
|
---|
241 | {
|
---|
242 | OcclusionQuery *query = mQueryHandler.RequestQuery();
|
---|
243 | query->AddNode(node);
|
---|
244 |
|
---|
245 | IssueOcclusionQuery(*query);
|
---|
246 |
|
---|
247 | return query;
|
---|
248 | }
|
---|
249 |
|
---|
250 |
|
---|
251 | void RenderTraverser::IssueOcclusionQuery(const OcclusionQuery &query)
|
---|
252 | {
|
---|
253 | ++ mStats.mNumIssuedQueries;
|
---|
254 |
|
---|
255 | // render pending objects before changing to query mode
|
---|
256 | if (mUseRenderQueue && (mRenderState->GetMode() == RenderState::RENDER))
|
---|
257 | {
|
---|
258 | ApplyRenderQueue();
|
---|
259 | }
|
---|
260 |
|
---|
261 | query.BeginQuery();
|
---|
262 |
|
---|
263 | // change to query mode and render box
|
---|
264 | if (mRenderState->SetMode(RenderState::QUERY))
|
---|
265 | {
|
---|
266 | ++ mStats.mNumStateChanges;
|
---|
267 | }
|
---|
268 |
|
---|
269 | mBvh->RenderBounds(query.GetNodes(), mRenderState, mUseTightBounds);
|
---|
270 |
|
---|
271 | query.EndQuery();
|
---|
272 | }
|
---|
273 |
|
---|
274 |
|
---|
275 | void RenderTraverser::ApplyRenderQueue()
|
---|
276 | {
|
---|
277 | if (mRenderState->SetMode(RenderState::RENDER))
|
---|
278 | ++ mStats.mNumStateChanges;
|
---|
279 |
|
---|
280 | if (mRenderQueue->GetSize() > 0)
|
---|
281 | {
|
---|
282 | ++ mStats.mNumBatches;
|
---|
283 | mRenderQueue->Apply();
|
---|
284 | }
|
---|
285 | }
|
---|
286 |
|
---|
287 |
|
---|
288 | void RenderTraverser::SetRenderDynamicObjects(bool dynamic)
|
---|
289 | {
|
---|
290 | mRenderDynamicObjects = dynamic;
|
---|
291 | }
|
---|
292 |
|
---|
293 | }
|
---|