1 | #include "RenderSimulator.h"
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2 | #include "KdTree.h"
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3 | #include "ViewCellBsp.h"
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4 | #include "ViewCell.h"
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5 | #include "VspBspTree.h"
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6 | #include "VspKdTree.h"
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7 | #include "ViewCellsManager.h"
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8 |
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9 | void SimulationStatistics::Print(ostream &app) const
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10 | {
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11 | app << "===== Render Simulation statistics ===============\n";
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12 |
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13 | app << setprecision(4);
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14 |
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15 | app << "#N_CTIME ( Simulation time [s] )\n" << Time() << " \n";
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16 |
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17 | app << "#MAX_COST ( maximal cost of a view cell )\n" << maxCost << "\n";
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18 |
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19 | app << "#MIN_COST ( minimal cost of a view cell )\n" << minCost << "\n";
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20 |
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21 | app << "#AVG_RENDER_TIME ( average render time )\n" << avgRenderTime << "\n";
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22 |
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23 | app << "#AVG_RENDER_TIME_NO_OVERHEAD ( average render time without overhead )\n"
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24 | << avgRtWithoutOverhead << "\n";
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25 |
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26 | app << "===== END OF Render Simulation statistics ==========\n";
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27 | }
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28 |
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29 | RenderSimulator::RenderSimulator(ViewCellsManager *viewCellsManager):
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30 | Renderer(viewCellsManager)
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31 | {}
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32 |
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33 | RenderSimulator::RenderSimulator(ViewCellsManager *viewCellsManager,
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34 | float objRenderCost,
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35 | float vcOverhead,
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36 | float moveSpeed):
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37 | Renderer(viewCellsManager),
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38 | mObjRenderCost(objRenderCost),
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39 | mVcOverhead(vcOverhead),
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40 | mMoveSpeed(moveSpeed)
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41 | {
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42 | }
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43 |
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44 | void RenderSimulator::SetObjectRenderCost(const float objRenderCost)
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45 | {
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46 | mObjRenderCost = objRenderCost;
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47 | }
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48 |
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49 | void RenderSimulator::SetVcOverhead(const float vcOverhead)
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50 | {
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51 | mVcOverhead = vcOverhead;
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52 | }
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53 |
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54 | void RenderSimulator::SetMoveSpeed(const float moveSpeed)
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55 | {
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56 | mMoveSpeed = moveSpeed;
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57 | }
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58 |
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59 | bool RenderSimulator::RenderScene()
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60 | {
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61 | mSimulationStatistics.Reset();
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62 | mSimulationStatistics.Start();
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63 |
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64 | Real renderTime = 0;
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65 |
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66 | // overhead for loading the PVS of the view cells
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67 | float loadPvsOverhead = 0;
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68 |
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69 | ViewCellContainer::const_iterator it,
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70 | it_end = mViewCellsManager->GetViewCells().end();
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71 |
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72 |
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73 | for (it = mViewCellsManager->GetViewCells().begin(); it != it_end; ++ it)
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74 | {
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75 | ViewCell *vc = *it;
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76 |
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77 | // probability of view cell
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78 | const float pInVc = mViewCellsManager->GetProbability(vc);
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79 | // compute render time of PVS times probability
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80 | // that view point is in view cell
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81 | const float vcCost = pInVc *
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82 | mViewCellsManager->GetRendercost(vc, mObjRenderCost);
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83 |
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84 | // crossing the border of a view cell is depending on the move speed
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85 | // and the probability that a view cell border is crossed
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86 | loadPvsOverhead += GetCrossVcProbability() * mVcOverhead;
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87 |
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88 | //Debug << "vccost: " << vcCost << " p in vc " << pInVc
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89 | //<< " cross vc " << GetCrossVcProbability() << endl;
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90 |
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91 | //-- update statistics
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92 | renderTime += vcCost;
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93 |
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94 | if (vcCost > mSimulationStatistics.maxCost)
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95 | mSimulationStatistics.maxCost = vcCost;
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96 | else if (vcCost < mSimulationStatistics.minCost)
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97 | mSimulationStatistics.minCost = vcCost;
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98 | }
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99 |
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100 | mSimulationStatistics.avgRtWithoutOverhead = renderTime;
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101 | mSimulationStatistics.avgRenderTime = renderTime + loadPvsOverhead;
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102 |
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103 | mSimulationStatistics.Stop();
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104 |
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105 | return true;
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106 | }
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107 |
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108 |
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109 | float RenderSimulator::GetCrossVcProbability() const
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110 | {
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111 | // assume the view cells are uniformly distributed
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112 | //NOTE: should I take move speed relative to view space or absolute?
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113 | const float vcNum =
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114 | (float)mViewCellsManager->GetViewCells().size();
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115 |
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116 | const float prop = mMoveSpeed * vcNum;
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117 |
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118 | // clamp probability between 0 and 1
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119 | return min(1.0f, prop);
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120 | }
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121 |
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122 | void RenderSimulator::GetStatistics(SimulationStatistics &simStats) const
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123 | {
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124 | simStats = mSimulationStatistics;
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125 | } |
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