source: GTP/trunk/App/Demos/Vis/FriendlyCulling/src/RenderTraverser.h @ 3065

Revision 3065, 5.2 KB checked in by mattausch, 16 years ago (diff)

found bug with near plane intersection: q? why did it work with vbo rendering? (probably because of tighter bounds ...)

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