[2755] | 1 | #ifndef __RENDERTRAVERSER_H
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| 2 | #define __RENDERTRAVERSER_H
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| 3 |
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| 4 | #include <queue>
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| 5 | #include "Bvh.h"
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[2763] | 6 | #include "OcclusionQuery.h"
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[2764] | 7 | #include "Camera.h"
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[2767] | 8 | #include "RenderQueue.h"
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[2800] | 9 | #include "Timer/PerfTimer.h"
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[2755] | 10 |
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[2767] | 11 |
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| 12 |
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[2776] | 13 | namespace CHCDemoEngine
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[2755] | 14 | {
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| 15 |
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| 16 | class Camera;
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| 17 | class Matrix4x4;
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| 18 |
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| 19 |
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[2760] | 20 |
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[2755] | 21 | struct TraversalStatistics
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| 22 | {
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| 23 | public:
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| 24 |
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[2764] | 25 | void Reset();
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| 26 |
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[2755] | 27 | //////////
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| 28 | //-- several statistics for a rendering pass
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| 29 |
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| 30 | int mNumTraversedNodes;
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| 31 | int mNumQueryCulledNodes;
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| 32 | int mNumFrustumCulledNodes;
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[2773] | 33 |
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[2755] | 34 | int mNumRenderedGeometry;
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[2764] | 35 | int mNumRenderedTriangles;
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[2773] | 36 | int mNumRenderedNodes;
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| 37 |
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[2764] | 38 | int mNumIssuedQueries;
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[2770] | 39 | int mNumStateChanges;
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[2800] | 40 | int mNumBatches;
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| 41 |
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| 42 | double mWaitTime;
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| 43 | double mQueryTime;
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| 44 | double mRestTime;
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[2755] | 45 | };
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| 46 |
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| 47 |
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| 48 | /** Abstract class implementing a scene traversal for rendering.
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| 49 | */
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| 50 | class RenderTraverser
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| 51 | {
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| 52 | public:
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| 53 |
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[2801] | 54 | /** Default constructor.
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| 55 | */
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[2755] | 56 | RenderTraverser();
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[2801] | 57 | /** Virtual constructor, has to be redefined in subclasses
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| 58 | */
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| 59 | virtual ~RenderTraverser();
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| 60 | /** Abstract method that traverses and renders the scene
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| 61 | */
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| 62 | void RenderScene();
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[2755] | 63 |
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[2801] | 64 | enum {CULL_FRUSTUM, STOP_AND_WAIT, CHC, CHCPLUSPLUS, NUM_TRAVERSAL_TYPES};
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| 65 | /** Returns the type of the traversal.
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| 66 | The type is one of
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[2767] | 67 | CULL_FRUSTUM: view frustum culling only
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| 68 | STOP_AND_WAIT: hierarchical stop and wait algorithm
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| 69 | CHC: coherent hierarchical algorithm
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| 70 | CHCPLUSPLUS: coherent hierarchical algorithm revisited
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[2755] | 71 | */
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[2801] | 72 | virtual int GetType() const = 0;
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[2755] | 73 | /** Sets the scene hierarchy.
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| 74 | */
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| 75 | void SetHierarchy(Bvh *bvh);
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| 76 | /** Sets the camera.
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| 77 | */
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[2897] | 78 | void SetCamera(Camera *cam) { mCamera = cam;}
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[2801] | 79 | /** Sets the render queue.
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| 80 | */
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| 81 | void SetRenderQueue(RenderQueue *rq) {mRenderQueue =rq;}
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[2760] | 82 | /** Sets the current render state
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| 83 | */
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| 84 | void SetRenderState(RenderState *state);
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[2771] | 85 | /** The traversal statistics
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| 86 | */
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| 87 | const TraversalStatistics &GetStats() const { return mStats; }
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[2787] | 88 | /** The current frame id
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| 89 | */
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| 90 | int GetCurrentFrameId() const { return mFrameId; }
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[2801] | 91 |
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[2771] | 92 | //////////////////
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| 93 | //-- options for the different rendering algorithms
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| 94 |
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| 95 | /** If a render queue should be used to batch up and sort scene entities before
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| 96 | rendering.
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| 97 | */
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[2767] | 98 | void SetUseRenderQueue(bool useRenderQueue);
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[2801] | 99 | /** If depth pass should be used.
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| 100 | If true, the entities found visible in the current pass are stored
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| 101 | */
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| 102 | void SetUseDepthPass(bool storeVisibleObjects);
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[2771] | 103 | /** Sets visible pixels threshold for visibility classification
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| 104 | */
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| 105 | void SetVisibilityThreshold(int threshold);
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[2760] | 106 |
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[2771] | 107 | ///////////////////
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| 108 | //-- CHC / CHC ++ related options
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| 109 |
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| 110 | /** CHC optimization to query the geometry itself instead of the bounding box.
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| 111 | */
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| 112 | void SetUseOptimization(bool useOptimization);
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| 113 | /** The number of frames a previously visible node is assumed to stay visible.
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| 114 | */
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| 115 | void SetAssumedVisibleFrames(int assumedVisibleFrames);
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| 116 | /** The maximum batch size for the i-queue
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| 117 | */
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| 118 | void SetMaxBatchSize(int batchSize);
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[2776] | 119 | /** If multiqueries should be used.
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| 120 | */
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| 121 | void SetUseMultiQueries(bool useMultiQueries);
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[2786] | 122 | /** If thight bounds should be used or the bounding boxes should be tested.
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| 123 | */
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| 124 | void SetUseTightBounds(bool useTightBounds);
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[2790] | 125 | /** If bounds should be shown
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| 126 | */
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| 127 | void SetShowBounds(bool showBounds);
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[2801] | 128 | /** Returns the entities found visible in current frame
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| 129 | (only if StoreVisibleObjects is set)
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| 130 | */
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| 131 | const SceneEntityContainer &GetVisibleObjects() const { return mVisibleObjects; }
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[2897] | 132 | /** Returns the current camera.
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| 133 | */
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| 134 | Camera *GetCamera() const { return mCamera; }
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[2771] | 135 |
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[2897] | 136 |
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[2755] | 137 | protected:
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| 138 |
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[2767] | 139 | /** This is the actual rendering algorithm. It must be implemented by all
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| 140 | the subclasses.
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[2755] | 141 | */
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[2767] | 142 | virtual void Traverse() = 0;
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[2755] | 143 | /** Hierarchy traversal
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| 144 | */
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| 145 | void TraverseNode(BvhNode *node);
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[2773] | 146 | /** Issues occlusion query for a single node
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[2755] | 147 | */
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[2792] | 148 | OcclusionQuery *IssueOcclusionQuery(BvhNode *node);
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[2773] | 149 | /** Issue multiquery.
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| 150 | */
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[2792] | 151 | void IssueOcclusionQuery(const OcclusionQuery &query);
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[2767] | 152 | /** Retunrs true if the current bvh node intersects the near plane.
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| 153 | */
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| 154 | inline bool IntersectsNearPlane(BvhNode *node) const;
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[2770] | 155 | /** Enqueues a bvh node for distance traversal
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[2767] | 156 | */
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[2755] | 157 | void EnqueueNode(BvhNode *node);
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[2770] | 158 | /** Renders the bvh node.
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| 159 | */
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| 160 | void RenderNode(BvhNode *node);
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[2795] | 161 | /** Renders and clears the contents of the render queue.
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| 162 | */
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| 163 | void ApplyRenderQueue();
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[2755] | 164 |
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[2760] | 165 |
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[2755] | 166 | ////////////
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| 167 | //-- members
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| 168 |
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| 169 | /// the current camera
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| 170 | Camera *mCamera;
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| 171 | /// the root of the scene hierarchy
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| 172 | Bvh *mBvh;
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[2767] | 173 | /// the priority queue used for front to back traversal
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[2755] | 174 | TraversalQueue mDistanceQueue;
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[2767] | 175 | /// the current frame id
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[2765] | 176 | int mFrameId;
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[2771] | 177 | /// the current render state
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[2760] | 178 | RenderState *mRenderState;
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[2771] | 179 | /// manages creation and destruction of the queries
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[2763] | 180 | QueryHandler mQueryHandler;
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[2771] | 181 | /// the statisitcs
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[2764] | 182 | TraversalStatistics mStats;
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[2771] | 183 |
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[2801] | 184 | RenderQueue *mRenderQueue;
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[2767] | 185 |
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[2801] | 186 | /// the objects found visible in current frame
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| 187 | SceneEntityContainer mVisibleObjects;
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[2767] | 188 |
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[2801] | 189 |
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[2771] | 190 | /////////////////
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| 191 | //-- algorithm parametes
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| 192 |
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[2767] | 193 | int mVisibilityThreshold;
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| 194 |
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| 195 | bool mUseOptimization;
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| 196 |
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| 197 | bool mUseRenderQueue;
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[2770] | 198 |
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| 199 | int mAssumedVisibleFrames;
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[2771] | 200 |
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| 201 | int mMaxBatchSize;
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[2776] | 202 |
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| 203 | bool mUseMultiQueries;
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[2786] | 204 |
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| 205 | bool mUseTightBounds;
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[2790] | 206 |
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| 207 | bool mShowBounds;
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[2800] | 208 |
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[2801] | 209 | bool mUseDepthPass;
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[2755] | 210 | };
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| 211 |
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[2767] | 212 |
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| 213 | inline bool RenderTraverser::IntersectsNearPlane(BvhNode *node) const
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| 214 | {
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| 215 | return mBvh->GetDistance(node) < mCamera->GetNear();
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[2755] | 216 | }
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| 217 |
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| 218 |
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[2801] | 219 |
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[2767] | 220 | }
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[2755] | 221 |
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[2767] | 222 |
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| 223 |
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[2642] | 224 | #endif // RENDERTRAVERSER_H |
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