[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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[3147] | 54 | /// types of traversers
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| 55 | enum {CULL_FRUSTUM, STOP_AND_WAIT, CHC, CHCPLUSPLUS, NUM_TRAVERSAL_TYPES};
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| 56 |
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[2801] | 57 | /** Default constructor.
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| 58 | */
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[2755] | 59 | RenderTraverser();
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[2801] | 60 | /** Virtual constructor, has to be redefined in subclasses
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| 61 | */
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| 62 | virtual ~RenderTraverser();
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| 63 | /** Abstract method that traverses and renders the scene
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| 64 | */
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| 65 | void RenderScene();
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[2755] | 66 |
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[2801] | 67 | /** Returns the type of the traversal.
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| 68 | The type is one of
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[2767] | 69 | CULL_FRUSTUM: view frustum culling only
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| 70 | STOP_AND_WAIT: hierarchical stop and wait algorithm
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| 71 | CHC: coherent hierarchical algorithm
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| 72 | CHCPLUSPLUS: coherent hierarchical algorithm revisited
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[2755] | 73 | */
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[2801] | 74 | virtual int GetType() const = 0;
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[2755] | 75 | /** Sets the scene hierarchy.
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| 76 | */
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| 77 | void SetHierarchy(Bvh *bvh);
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| 78 | /** Sets the camera.
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| 79 | */
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[2897] | 80 | void SetCamera(Camera *cam) { mCamera = cam;}
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[2801] | 81 | /** Sets the render queue.
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| 82 | */
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| 83 | void SetRenderQueue(RenderQueue *rq) {mRenderQueue =rq;}
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[2760] | 84 | /** Sets the current render state
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| 85 | */
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| 86 | void SetRenderState(RenderState *state);
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[2771] | 87 | /** The traversal statistics
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| 88 | */
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| 89 | const TraversalStatistics &GetStats() const { return mStats; }
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[2787] | 90 | /** The current frame id
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| 91 | */
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| 92 | int GetCurrentFrameId() const { return mFrameId; }
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[2801] | 93 |
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[2771] | 94 | //////////////////
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| 95 | //-- options for the different rendering algorithms
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| 96 |
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| 97 | /** If a render queue should be used to batch up and sort scene entities before
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| 98 | rendering.
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| 99 | */
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[2767] | 100 | void SetUseRenderQueue(bool useRenderQueue);
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[2801] | 101 | /** If depth pass should be used.
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| 102 | If true, the entities found visible in the current pass are stored
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| 103 | */
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| 104 | void SetUseDepthPass(bool storeVisibleObjects);
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[2771] | 105 | /** Sets visible pixels threshold for visibility classification
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| 106 | */
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| 107 | void SetVisibilityThreshold(int threshold);
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[2760] | 108 |
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[2771] | 109 | ///////////////////
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| 110 | //-- CHC / CHC ++ related options
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| 111 |
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| 112 | /** CHC optimization to query the geometry itself instead of the bounding box.
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| 113 | */
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| 114 | void SetUseOptimization(bool useOptimization);
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| 115 | /** The number of frames a previously visible node is assumed to stay visible.
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| 116 | */
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| 117 | void SetAssumedVisibleFrames(int assumedVisibleFrames);
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| 118 | /** The maximum batch size for the i-queue
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| 119 | */
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| 120 | void SetMaxBatchSize(int batchSize);
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[2776] | 121 | /** If multiqueries should be used.
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| 122 | */
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| 123 | void SetUseMultiQueries(bool useMultiQueries);
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[2786] | 124 | /** If thight bounds should be used or the bounding boxes should be tested.
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| 125 | */
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| 126 | void SetUseTightBounds(bool useTightBounds);
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[2790] | 127 | /** If bounds should be shown
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| 128 | */
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| 129 | void SetShowBounds(bool showBounds);
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[2801] | 130 | /** Returns the entities found visible in current frame
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| 131 | (only if StoreVisibleObjects is set)
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| 132 | */
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| 133 | const SceneEntityContainer &GetVisibleObjects() const { return mVisibleObjects; }
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[2897] | 134 | /** Returns the current camera.
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| 135 | */
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| 136 | Camera *GetCamera() const { return mCamera; }
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[2947] | 137 | /** Returns the maximal visible distance encountered in the scene.
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| 138 | Useful for e.g., shadow map focussing
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| 139 | */
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| 140 | float GetMaxVisibleDistance() const { return mMaxVisibleDistance; }
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[3102] | 141 | /** Render also dynamic objects.
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| 142 | */
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| 143 | void SetRenderDynamicObjects(bool dynamic);
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[2771] | 144 |
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[2897] | 145 |
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[2755] | 146 | protected:
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| 147 |
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[2767] | 148 | /** This is the actual rendering algorithm. It must be implemented by all
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| 149 | the subclasses.
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[2755] | 150 | */
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[2767] | 151 | virtual void Traverse() = 0;
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[2755] | 152 | /** Hierarchy traversal
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| 153 | */
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| 154 | void TraverseNode(BvhNode *node);
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[2773] | 155 | /** Issues occlusion query for a single node
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[2755] | 156 | */
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[2792] | 157 | OcclusionQuery *IssueOcclusionQuery(BvhNode *node);
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[2773] | 158 | /** Issue multiquery.
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| 159 | */
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[2792] | 160 | void IssueOcclusionQuery(const OcclusionQuery &query);
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[2770] | 161 | /** Enqueues a bvh node for distance traversal
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[2767] | 162 | */
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[2755] | 163 | void EnqueueNode(BvhNode *node);
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[2770] | 164 | /** Renders the bvh node.
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| 165 | */
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| 166 | void RenderNode(BvhNode *node);
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[2795] | 167 | /** Renders and clears the contents of the render queue.
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| 168 | */
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| 169 | void ApplyRenderQueue();
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[2755] | 170 |
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[2760] | 171 |
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[2755] | 172 | ////////////
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| 173 | //-- members
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| 174 |
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| 175 | /// the current camera
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| 176 | Camera *mCamera;
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| 177 | /// the root of the scene hierarchy
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| 178 | Bvh *mBvh;
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[2767] | 179 | /// the priority queue used for front to back traversal
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[2755] | 180 | TraversalQueue mDistanceQueue;
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[2767] | 181 | /// the current frame id
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[2765] | 182 | int mFrameId;
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[2771] | 183 | /// the current render state
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[2760] | 184 | RenderState *mRenderState;
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[2771] | 185 | /// manages creation and destruction of the queries
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[2763] | 186 | QueryHandler mQueryHandler;
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[2771] | 187 | /// the statisitcs
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[2764] | 188 | TraversalStatistics mStats;
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[2771] | 189 |
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[2801] | 190 | RenderQueue *mRenderQueue;
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[2767] | 191 |
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[2801] | 192 | /// the objects found visible in current frame
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| 193 | SceneEntityContainer mVisibleObjects;
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[2947] | 194 | /// the maximal visible distance in the scene
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| 195 | float mMaxVisibleDistance;
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[2801] | 196 |
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[2771] | 197 | /////////////////
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[2947] | 198 | //-- algorithm parameters
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[2771] | 199 |
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[2767] | 200 | int mVisibilityThreshold;
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| 201 |
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| 202 | bool mUseOptimization;
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| 203 |
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| 204 | bool mUseRenderQueue;
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[2770] | 205 |
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| 206 | int mAssumedVisibleFrames;
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[2771] | 207 |
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| 208 | int mMaxBatchSize;
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[2776] | 209 |
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| 210 | bool mUseMultiQueries;
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[2786] | 211 |
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| 212 | bool mUseTightBounds;
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[2790] | 213 |
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| 214 | bool mShowBounds;
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[2800] | 215 |
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[2801] | 216 | bool mUseDepthPass;
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[3102] | 217 |
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| 218 | bool mRenderDynamicObjects;
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[2755] | 219 | };
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| 220 |
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[2767] | 221 |
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[2755] | 222 | }
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| 223 |
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| 224 |
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[2801] | 225 |
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[2642] | 226 | #endif // RENDERTRAVERSER_H |
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