1 | #include "RenderTraverser.h" |
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2 | #include "glInterface.h" |
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3 | #include "Timers.h" |
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4 | |
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5 | extern "C" |
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6 | { |
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7 | #include "MathStuff.h" |
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8 | } |
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9 | |
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10 | |
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11 | RenderTraverser::RenderTraverser(): mFrameID(1), mVisibilityThreshold(0), |
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12 | mHierarchyRoot(NULL), mOcclusionQueries(NULL), mCurrentTestIdx(0), mIsQueryMode(false), |
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13 | mNumTraversedNodes(0), mNumQueryCulledNodes(0), mNumFrustumCulledNodes(0), |
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14 | mRenderTime(0), mNumRenderedGeometry(0), mUseOptimization(true) |
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15 | { |
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16 | } |
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17 | |
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18 | RenderTraverser::~RenderTraverser() |
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19 | { |
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20 | if(mOcclusionQueries) |
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21 | delete [] mOcclusionQueries; |
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22 | } |
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23 | |
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24 | void RenderTraverser::Render(int mode) |
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25 | { |
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26 | mDistanceQueue.push(mHierarchyRoot); |
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27 | |
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28 | long startTime = getTime(); |
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29 | |
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30 | Preprocess(); |
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31 | |
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32 | switch(mode) |
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33 | { |
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34 | case RENDER_CULL_FRUSTUM: |
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35 | RenderCullFrustum(); |
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36 | break; |
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37 | case RENDER_STOP_AND_WAIT: |
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38 | RenderStopAndWait(); |
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39 | break; |
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40 | case RENDER_COHERENT: |
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41 | RenderCoherentWithQueue(); |
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42 | break; |
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43 | default: |
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44 | RenderCullFrustum(); |
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45 | break; |
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46 | } |
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47 | |
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48 | mFrameID ++; |
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49 | ResetQueries(); |
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50 | |
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51 | long endTime = getTime(); |
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52 | mRenderTime = endTime - startTime; |
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53 | |
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54 | finishTiming(); |
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55 | } |
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56 | |
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57 | /** |
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58 | This is the standard render traversal algorithm doing only frustum culling |
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59 | */ |
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60 | void RenderTraverser::RenderCullFrustum() |
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61 | { |
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62 | while(!mDistanceQueue.empty()) |
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63 | { |
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64 | HierarchyNode *node = mDistanceQueue.top(); |
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65 | mDistanceQueue.pop(); |
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66 | |
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67 | // interesting for the visualization, so rest and set |
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68 | node->SetVisible(false); |
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69 | mNumTraversedNodes ++; |
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70 | |
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71 | bool intersects; |
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72 | |
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73 | if(InsideViewFrustum(node, intersects)) |
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74 | { |
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75 | // update node's visited flag => needed for rendering |
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76 | // so set it also here |
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77 | node->SetLastVisited(mFrameID); |
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78 | node->SetVisible(true); |
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79 | TraverseNode(node); |
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80 | } |
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81 | else |
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82 | { |
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83 | mNumFrustumCulledNodes ++; |
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84 | } |
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85 | } |
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86 | } |
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87 | |
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88 | void RenderTraverser::RenderStopAndWait() |
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89 | { |
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90 | while(! mDistanceQueue.empty()) |
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91 | { |
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92 | HierarchyNode *node = mDistanceQueue.top(); |
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93 | mDistanceQueue.pop(); |
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94 | mNumTraversedNodes ++; |
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95 | // interesting for the visualization, so rest and set |
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96 | node->SetVisible(false); |
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97 | |
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98 | bool intersects; |
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99 | |
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100 | if(InsideViewFrustum(node, intersects)) |
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101 | { |
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102 | // update node's visited flag |
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103 | node->SetLastVisited(mFrameID); |
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104 | |
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105 | // for near plane intersecting abbs possible |
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106 | // wrong results => skip occlusion query |
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107 | if(intersects) |
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108 | { |
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109 | node->SetVisible(true); |
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110 | TraverseNode(node); |
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111 | } |
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112 | else |
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113 | { |
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114 | IssueOcclusionQuery(node, false); |
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115 | |
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116 | // wait if result not available |
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117 | int visiblePixels = GetOcclusionQueryResult(node); |
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118 | |
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119 | // node visible |
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120 | if(visiblePixels > mVisibilityThreshold) |
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121 | { |
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122 | node->SetVisible(true); |
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123 | TraverseNode(node); |
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124 | } |
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125 | else |
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126 | { |
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127 | mNumQueryCulledNodes ++; |
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128 | } |
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129 | } |
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130 | } |
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131 | else |
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132 | { |
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133 | mNumFrustumCulledNodes ++; |
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134 | } |
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135 | } |
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136 | } |
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137 | |
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138 | void RenderTraverser::RenderCoherentWithQueue() |
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139 | { |
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140 | QueryQueue queryQueue; |
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141 | |
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142 | //-- PART 1: process finished occlusion queries |
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143 | while(!mDistanceQueue.empty() || !queryQueue.empty()) |
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144 | { |
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145 | while(!queryQueue.empty() && |
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146 | (ResultAvailable(queryQueue.front()) || mDistanceQueue.empty())) |
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147 | { |
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148 | HierarchyNode *node = queryQueue.front(); |
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149 | queryQueue.pop(); |
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150 | |
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151 | // wait until result available |
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152 | int visiblePixels = GetOcclusionQueryResult(node); |
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153 | |
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154 | if(visiblePixels > mVisibilityThreshold) |
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155 | { |
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156 | PullUpVisibility(node); |
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157 | TraverseNode(node); |
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158 | } |
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159 | else |
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160 | { |
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161 | mNumQueryCulledNodes ++; |
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162 | } |
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163 | } |
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164 | |
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165 | //-- PART 2: hierarchical traversal |
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166 | if(! mDistanceQueue.empty()) |
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167 | { |
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168 | HierarchyNode *node = mDistanceQueue.top(); |
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169 | |
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170 | mDistanceQueue.pop(); |
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171 | |
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172 | mNumTraversedNodes ++; |
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173 | |
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174 | bool intersects; |
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175 | |
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176 | if(InsideViewFrustum(node, intersects)) |
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177 | { |
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178 | // for near plane intersecting bounding box possible |
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179 | // wrong results => skip occlusion query |
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180 | if(intersects) |
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181 | { |
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182 | // update node's visited flag |
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183 | node->SetLastVisited(mFrameID); |
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184 | |
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185 | PullUpVisibility(node); |
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186 | TraverseNode(node); |
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187 | } |
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188 | else |
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189 | { |
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190 | // identify previously visible nodes |
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191 | bool wasVisible = node->Visible() && (node->LastVisited() == mFrameID - 1); |
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192 | |
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193 | // identify nodes that we cannot skip queries for |
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194 | bool leafOrWasInvisible = !wasVisible || node->IsLeaf(); |
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195 | |
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196 | // reset node's visibility classification |
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197 | node->SetVisible(false); |
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198 | |
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199 | // update node's visited flag |
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200 | node->SetLastVisited(mFrameID); |
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201 | |
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202 | // skip testing previously visible interior nodes |
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203 | if(leafOrWasInvisible) |
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204 | { |
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205 | IssueOcclusionQuery(node, wasVisible); |
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206 | queryQueue.push(node); |
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207 | } |
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208 | |
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209 | // always traverse a node if it was visible |
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210 | if(wasVisible) |
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211 | TraverseNode(node); |
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212 | } |
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213 | } |
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214 | else |
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215 | { |
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216 | // for stats |
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217 | mNumFrustumCulledNodes ++; |
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218 | } |
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219 | } |
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220 | } |
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221 | } |
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222 | |
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223 | void RenderTraverser::TraverseNode(HierarchyNode *node) |
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224 | { |
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225 | if(node->IsLeaf()) |
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226 | mNumRenderedGeometry += node->Render(); |
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227 | else |
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228 | { |
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229 | // for non leafs this renders only the bounding volume (if the flag is set) |
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230 | //node->Render(); |
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231 | mDistanceQueue.push(node->GetLeftChild()); |
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232 | mDistanceQueue.push(node->GetRightChild()); |
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233 | } |
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234 | } |
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235 | |
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236 | void RenderTraverser::RenderVisualization() |
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237 | { |
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238 | mDistanceQueue.push(mHierarchyRoot); |
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239 | |
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240 | while(! mDistanceQueue.empty()) |
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241 | { |
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242 | HierarchyNode *node = mDistanceQueue.top(); |
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243 | mDistanceQueue.pop(); |
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244 | |
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245 | // identify previously visible nodes |
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246 | bool wasVisible = node->Visible() && (node->LastVisited() == mFrameID - 1); |
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247 | |
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248 | if(wasVisible) |
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249 | TraverseNode(node); |
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250 | else |
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251 | { |
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252 | // also render culled nodes |
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253 | glColor3f(1.0,0.0,0.0); |
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254 | node->RenderBoundingVolumeForVisualization(); |
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255 | } |
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256 | } |
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257 | } |
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258 | |
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259 | |
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260 | void RenderTraverser::PullUpVisibility(HierarchyNode *node) |
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261 | { |
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262 | while(node && !node->Visible()) |
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263 | { |
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264 | node->SetVisible(true); |
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265 | node = node->GetParent(); |
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266 | } |
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267 | } |
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268 | |
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269 | bool RenderTraverser::ResultAvailable(HierarchyNode *node) |
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270 | { |
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271 | int result; |
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272 | |
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273 | glGetQueryivARB(node->GetOcclusionQuery(), |
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274 | GL_QUERY_RESULT_AVAILABLE_ARB, &result); |
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275 | |
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276 | return (result == GL_TRUE); |
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277 | } |
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278 | |
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279 | void RenderTraverser::SetHierarchy(HierarchyNode *sceneRoot) |
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280 | { |
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281 | mHierarchyRoot = sceneRoot; |
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282 | |
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283 | // not valid anymore for new hierarchy => delete |
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284 | delete [] mOcclusionQueries; |
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285 | mOcclusionQueries = NULL; |
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286 | } |
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287 | |
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288 | HierarchyNode *RenderTraverser::GetHierarchy() |
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289 | { |
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290 | return mHierarchyRoot; |
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291 | } |
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292 | |
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293 | int RenderTraverser::GetOcclusionQueryResult(HierarchyNode *node) |
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294 | { |
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295 | unsigned int result; |
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296 | |
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297 | glGetQueryObjectuivARB(node->GetOcclusionQuery(), GL_QUERY_RESULT_ARB, &result); |
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298 | |
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299 | return (int)result; |
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300 | } |
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301 | |
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302 | |
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303 | void RenderTraverser::Switch2GLQueryState() |
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304 | { |
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305 | // boolean used to avoid unnecessary state changes |
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306 | if(!mIsQueryMode) |
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307 | { |
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308 | glColorMask(GL_FALSE, GL_FALSE, GL_FALSE, GL_FALSE); |
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309 | glDepthMask(GL_FALSE); |
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310 | glDisable(GL_LIGHTING); |
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311 | mIsQueryMode = true; |
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312 | } |
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313 | } |
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314 | |
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315 | |
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316 | void RenderTraverser::Switch2GLRenderState() |
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317 | { |
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318 | // boolean used to avoid unnecessary state changes |
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319 | if(mIsQueryMode) |
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320 | { |
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321 | // switch back to rendermode |
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322 | glColorMask(GL_TRUE, GL_TRUE, GL_TRUE, GL_TRUE); |
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323 | glDepthMask(GL_TRUE); |
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324 | glEnable(GL_LIGHTING); |
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325 | mIsQueryMode = false; |
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326 | } |
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327 | } |
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328 | |
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329 | void RenderTraverser::IssueOcclusionQuery(HierarchyNode *node, bool wasVisible) |
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330 | { |
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331 | // get next available test id |
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332 | unsigned int occlusionQuery = mOcclusionQueries[mCurrentTestIdx++]; |
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333 | |
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334 | node->SetOcclusionQuery(occlusionQuery); |
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335 | // do the actual occlusion query for this node |
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336 | glBeginQueryARB(GL_SAMPLES_PASSED_ARB, occlusionQuery); |
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337 | |
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338 | // if leaf and was visible => will be rendered anyway, thus we |
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339 | // can also test with the real geometry |
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340 | if(node->IsLeaf() && wasVisible && mUseOptimization) |
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341 | { |
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342 | mNumRenderedGeometry += node->Render(); |
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343 | } |
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344 | else |
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345 | { |
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346 | // change state so the bounding box gets not actually rendered on the screen |
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347 | Switch2GLQueryState(); |
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348 | node->RenderBoundingVolume(); |
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349 | Switch2GLRenderState(); |
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350 | } |
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351 | |
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352 | glEndQueryARB(GL_SAMPLES_PASSED_ARB); |
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353 | } |
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354 | |
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355 | void RenderTraverser::Preprocess() |
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356 | { |
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357 | if(!mOcclusionQueries) |
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358 | { |
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359 | mOcclusionQueries = new unsigned int[mHierarchyRoot->GetNumHierarchyNodes()]; |
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360 | } |
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361 | |
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362 | // view frustum planes for view frustum culling |
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363 | calcViewFrustumPlanes(&mClipPlanes, mProjViewMatrix); |
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364 | calcAABNPVertexIndices(mNPVertexIndices, mClipPlanes); |
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365 | // generate ids for occlusion test |
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366 | glGenQueriesARB(mHierarchyRoot->GetNumHierarchyNodes(), mOcclusionQueries); |
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367 | mCurrentTestIdx = 0; |
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368 | |
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369 | // reset statistics |
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370 | mNumTraversedNodes = 0; |
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371 | mNumQueryCulledNodes = 0; |
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372 | mNumFrustumCulledNodes = 0; |
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373 | mNumRenderedGeometry = 0; |
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374 | } |
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375 | |
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376 | |
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377 | void RenderTraverser::ResetQueries() |
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378 | { |
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379 | // tell the driver that the occlusion queries won't be needed any more |
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380 | glDeleteQueriesARB(mHierarchyRoot->GetNumHierarchyNodes(), mOcclusionQueries); |
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381 | } |
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382 | |
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383 | |
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384 | void RenderTraverser::SetViewpoint(Vector3 const &viewpoint) |
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385 | { |
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386 | copyVector3(mViewpoint, viewpoint); |
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387 | } |
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388 | |
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389 | |
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390 | void RenderTraverser::SetProjViewMatrix(Matrix4x4 const &projViewMatrix) |
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391 | { |
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392 | copyMatrix(mProjViewMatrix, projViewMatrix); |
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393 | } |
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394 | |
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395 | |
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396 | bool RenderTraverser::InsideViewFrustum(HierarchyNode *node, bool &intersects) |
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397 | { |
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398 | Vector3x8 vertices; |
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399 | |
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400 | bool intersect = false; |
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401 | |
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402 | calcAABoxPoints(vertices, node->GetBoundingVolume()); |
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403 | |
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404 | // simply test all 6 vertices |
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405 | for (int i = 0; i < 6; i++) |
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406 | { |
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407 | // test the n-vertex |
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408 | // note: the calcAABNearestVertexId should be preprocessed |
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409 | if(!pointBeforePlane(mClipPlanes.plane[i], vertices[mNPVertexIndices[i * 2]])) |
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410 | { |
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411 | // outside |
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412 | return false; |
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413 | } |
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414 | } |
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415 | |
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416 | // test if bounding box is intersected by nearplane (using the p-vertex) |
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417 | intersects = (!pointBeforePlane(mClipPlanes.plane[5], vertices[mNPVertexIndices[11]])); |
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418 | |
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419 | // -- get vector from viewpoint to center of bounding volume |
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420 | Vector3 vec;
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421 | calcAABoxCenter(vec, node->GetBoundingVolume());
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422 | diffVector3(vec, vec, mViewpoint);
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423 |
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424 | // compute distance from nearest point to viewpoint
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425 | diffVector3(vec, vertices[calcAABNearestVertexIdx(vec)], mViewpoint);
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426 | node->SetDistance(squaredLength(vec));
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427 | |
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428 | return true; |
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429 | } |
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430 | |
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431 | |
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432 | void RenderTraverser::SetVisibilityThreshold(int threshold) |
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433 | { |
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434 | mVisibilityThreshold = threshold; |
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435 | } |
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436 | |
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437 | long RenderTraverser::GetRenderTime() |
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438 | { |
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439 | return mRenderTime; |
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440 | } |
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441 | |
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442 | int RenderTraverser::GetNumTraversedNodes() |
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443 | { |
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444 | return mNumTraversedNodes; |
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445 | } |
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446 | |
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447 | int RenderTraverser::GetNumQueryCulledNodes() |
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448 | { |
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449 | return mNumQueryCulledNodes; |
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450 | } |
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451 | |
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452 | int RenderTraverser::GetNumFrustumCulledNodes() |
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453 | { |
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454 | return mNumFrustumCulledNodes; |
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455 | } |
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456 | |
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457 | |
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458 | int RenderTraverser::GetNumRenderedGeometry() |
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459 | { |
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460 | return mNumRenderedGeometry; |
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461 | } |
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462 | |
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463 | |
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464 | int RenderTraverser::GetVisibilityThreshold() |
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465 | { |
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466 | return mVisibilityThreshold; |
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467 | } |
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468 | |
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469 | void RenderTraverser::SetUseOptimization(bool useOptimization) |
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470 | { |
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471 | mUseOptimization = useOptimization; |
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472 | printf("using opt %d\n", mUseOptimization); |
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473 | } |
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