#include "RandomUpdateCullingManager.h" #include #include "CullingLogManager.h" namespace GtpVisibility { //----------------------------------------------------------------------- RandomUpdateCullingManager::RandomUpdateCullingManager() { SetAssumedVisibility(0); // initialise random generator in case we use assumed visibility srand(time(NULL)); mRandomCandidates = 1; } //----------------------------------------------------------------------- RandomUpdateCullingManager::RandomUpdateCullingManager( const unsigned int assumedVisibility) { SetAssumedVisibility(assumedVisibility); // initialise random generator in case we use assumed visibility srand(time(NULL)); mRandomCandidates = 1; } //----------------------------------------------------------------------- void RandomUpdateCullingManager::RenderScene() { QueryQueue queryQueue; unsigned int visiblePixels = 0; ///////////// //-- PART 1: process finished occlusion queries //mHierarchyInterface->TraverseNode2(mHierarchyInterface->GetHierarchyRoot()); //return; while (!mHierarchyInterface->GetQueue()->empty() || !queryQueue.empty()) { bool resultAvailable = false; //-- only wait for result if there are no nodes to process while (!queryQueue.empty() && queryQueue.front().second->GetQueryResult(visiblePixels, mHierarchyInterface->GetQueue()->empty())) { HierarchyNode *node = queryQueue.front().first; queryQueue.pop(); if (visiblePixels > mVisibilityThreshold) { // in case geometry is in interior node: // ensure that we only traverse once if (!mHierarchyInterface->IsNodeVisible(node) && !mHierarchyInterface->IsNodeFullyVisible(node)) { mHierarchyInterface->TraverseNode(node); } mHierarchyInterface->PullUpVisibility(node); } else { mHierarchyInterface->SetNodeVisible(node, false); ++ mNumQueryCulledNodes; if (mVisualizeCulledNodes) { mHierarchyInterface->VisualizeCulledNode(node, QUERY_CULLED); } } } //-- PART 2: hierarchical traversal if (!mHierarchyInterface->GetQueue()->empty()) { HierarchyNode *node = mHierarchyInterface->GetQueue()->top(); mHierarchyInterface->GetQueue()->pop(); bool intersects = false; if (!mHierarchyInterface->CheckFrustumVisible(node, intersects)) { ++ mNumFrustumCulledNodes; if (mVisualizeCulledNodes) { mHierarchyInterface->VisualizeCulledNode(node, FRUSTUM_CULLED); } } //-- if node intersects near plane, skip query because wrong results possible else if (intersects) { SkipQuery(node); } else { // identify previously visible nodes const bool wasVisible = mHierarchyInterface->IsNodeVisible(node) && (mHierarchyInterface->LastVisited(node) == mHierarchyInterface->GetFrameId() - 1); // if we assume node to be visible in this frame => skip query const bool skipQuery = wasVisible && (mAssumedVisibility > 0) && DecideVisible(node) && mHierarchyInterface->HasGeometry(node); if (skipQuery) { SkipQuery(node); continue; } if (mHierarchyInterface->IsNodeFullyVisible(node)) { // node fully visible => test only random leaves for (int i = 0; i < mRandomCandidates; ++ i) { HierarchyNode *randomLeaf = mHierarchyInterface->GetRandomLeaf(node); if (!randomLeaf) continue; mHierarchyInterface->SetNodeVisible(randomLeaf, false); // update node's visited flag mHierarchyInterface->SetLastVisited(randomLeaf, mHierarchyInterface->GetFrameId()); queryQueue.push(QueryPair(node, mHierarchyInterface->IssueNodeOcclusionQuery(node))); } mHierarchyInterface->TraverseNode2(node); continue; } // identify nodes that we cannot skip queries for // geometry not only in leaves => test for renderable geometry const bool issueQuery = !wasVisible || mHierarchyInterface->HasGeometry(node); // reset node's visibility classification // set visibe if geometry in node => we only traverse the node once mHierarchyInterface->SetNodeVisible(node, wasVisible && issueQuery); // update node's visited flag mHierarchyInterface->SetLastVisited(node, mHierarchyInterface->GetFrameId()); // skip testing previously visible nodes without geometry if (issueQuery) { ++ mNumQueriesIssued; queryQueue.push(QueryPair(node, mHierarchyInterface-> IssueNodeOcclusionQuery(node, wasVisible))); } // always traverse a node if it was visible if (wasVisible) { mHierarchyInterface->TraverseNode(node); } } } } // update the fully visible classifications mHierarchyInterface->DetermineFullVisibility(mHierarchyInterface->GetHierarchyRoot()); } //----------------------------------------------------------------------- void RandomUpdateCullingManager::SetAssumedVisibility(const unsigned int assumedVisibility) { mAssumedVisibility = assumedVisibility; mThreshold = 0; if (mAssumedVisibility > 0) { mThreshold = RAND_MAX - RAND_MAX / mAssumedVisibility; if (mAssumedVisibility > 100) // fix visibility mThreshold = RAND_MAX; } } //----------------------------------------------------------------------- inline bool RandomUpdateCullingManager::DecideVisible(HierarchyNode *node) const { return rand() < mThreshold; } //----------------------------------------------------------------------- inline void RandomUpdateCullingManager::SkipQuery(HierarchyNode *node) const { // -- set node to be visible in this frame, then traverse it mHierarchyInterface->SetLastVisited(node, mHierarchyInterface->GetFrameId()); mHierarchyInterface->PullUpVisibility(node); mHierarchyInterface->TraverseNode(node); } } // namespace GtpVisibility