source: trunk/VUT/GtpVisibilityPreprocessor/src/RenderSimulator.cpp @ 497

Revision 497, 3.4 KB checked in by mattausch, 18 years ago (diff)

beware: bug in view cells merging

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