1 | #include "OgreOcclusionCullingSceneManager.h"
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2 | #include "OgreMath.h"
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3 | #include "OgreIteratorWrappers.h"
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4 | #include "OgreRenderSystem.h"
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5 | #include "OgreCamera.h"
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6 | #include "OgreHardwareOcclusionQuery.h"
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7 | //#include "OgreWireBoundingBox.h"
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8 | #include "OgreSolidHalfBoundingBox.h"
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9 |
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10 | #include <windows.h>
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11 |
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12 | namespace Ogre {
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13 |
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14 | //-----------------------------------------------------------------------
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15 | OcclusionCullingSceneManager::OcclusionCullingSceneManager():
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16 | mFrameId(1), mDistanceQueue(NULL), mVisibilityThreshold(0), mCurrentTestIdx(0),
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17 | mQueryMode(MODE_RENDER), mNumSceneNodes(0), mAlgorithmType(RENDER_COHERENT)
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18 | {
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19 | mHalfBoundingBox[0] = mHalfBoundingBox[1] = 0;
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20 | }
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21 | //-----------------------------------------------------------------------
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22 | void OcclusionCullingSceneManager::_findVisibleObjects(Camera* cam, bool onlyShadowCasters)
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23 | {
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24 | // empty because we have to find in _renderVisibleObjects
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25 | }
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26 | //-----------------------------------------------------------------------
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27 | OcclusionCullingSceneManager::~OcclusionCullingSceneManager()
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28 | {
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29 | delete mHalfBoundingBox[0];
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30 | delete mHalfBoundingBox[1];
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31 |
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32 | deleteQueries();
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33 | //SceneManager::~SceneManager();
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34 | }
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35 | //-----------------------------------------------------------------------
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36 | void OcclusionCullingSceneManager::_renderVisibleObjects(void)
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37 | {
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38 | mDistanceQueue = new PriorityQueue(myless<SceneNode *>(mCameraInProgress));
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39 |
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40 | mDistanceQueue->push(mSceneRoot);
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41 |
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42 | mCurrentTestIdx = 0;
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43 |
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44 | //renderZPass();
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45 |
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46 | switch(mAlgorithmType) |
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47 | { |
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48 | case RENDER_CULL_FRUSTUM: |
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49 | renderCullFrustum(); |
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50 | break; |
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51 | case RENDER_STOP_AND_WAIT: |
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52 | renderStopAndWait(); |
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53 | break; |
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54 | case RENDER_COHERENT: |
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55 | renderCoherentWithQueue(); |
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56 | break; |
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57 | default: |
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58 | renderCullFrustum(); |
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59 | break; |
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60 | }
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61 |
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62 | delete mDistanceQueue;
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63 |
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64 | /*mDestRenderSystem->_setDepthBufferParams(true, false, CMPF_LESS);
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65 | SceneManager::_renderVisibleObjects();
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66 | mDestRenderSystem->_setDepthBufferParams();
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67 | mDistanceQueue.push(mSceneRoot);
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68 | Preprocess();
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69 | //ResetQueries();
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70 | */
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71 |
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72 | mFrameId ++;
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73 | }
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74 | //-----------------------------------------------------------------------
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75 | void OcclusionCullingSceneManager::renderZPass()
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76 | {
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77 | traverseNode(mSceneRoot);
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78 | }
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79 | //-----------------------------------------------------------------------
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80 | void OcclusionCullingSceneManager::renderCoherentWithQueue() |
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81 | { |
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82 | QueryQueue queryQueue; |
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83 | |
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84 | //-- PART 1: process finished occlusion queries |
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85 | while(!mDistanceQueue->empty() || !queryQueue.empty()) |
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86 | { |
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87 | while(!queryQueue.empty() && |
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88 | ((queryQueue.front().second)->resultAvailable() || mDistanceQueue->empty())) |
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89 | { |
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90 | SceneNode *node = queryQueue.front().first; |
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91 | HardwareOcclusionQuery *query = queryQueue.front().second; |
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92 | |
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93 | queryQueue.pop(); |
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94 | |
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95 | // wait until result available |
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96 | unsigned int visiblePixels; |
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97 | query->pullOcclusionQuery(&visiblePixels); |
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98 | |
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99 | if(visiblePixels > mVisibilityThreshold) |
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100 | { |
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101 | pullUpVisibility(node); |
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102 | traverseNode(node); |
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103 | } |
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104 | } |
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105 | |
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106 | //-- PART 2: hierarchical traversal |
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107 | if(!mDistanceQueue->empty()) |
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108 | { |
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109 | SceneNode *node = mDistanceQueue->top(); |
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110 | |
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111 | mDistanceQueue->pop(); |
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112 | |
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113 | if(mCameraInProgress->isVisible(node->_getWorldAABB())) |
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114 | { |
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115 | // identify previously visible nodes |
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116 | bool wasVisible = node->isNodeVisible() && (node->lastVisited() == mFrameId - 1); |
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117 | |
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118 | // identify nodes that we cannot skip queries for |
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119 | bool leafOrWasInvisible = !wasVisible || isLeaf(node); |
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120 | |
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121 | // reset node's visibility classification |
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122 | node->setNodeVisible(false); |
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123 | |
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124 | // update node's visited flag |
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125 | node->setLastVisited(mFrameId); |
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126 | |
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127 | // skip testing previously visible interior nodes |
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128 | if(leafOrWasInvisible) |
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129 | { |
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130 | HardwareOcclusionQuery *query = issueOcclusionQuery(node, wasVisible); |
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131 | queryQueue.push(query_pair(node, query)); |
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132 | } |
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133 | |
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134 | // always traverse a node if it was visible |
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135 | if(wasVisible) |
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136 | traverseNode(node); |
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137 | } |
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138 | } |
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139 | } |
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140 | }
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141 | //-----------------------------------------------------------------------
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142 | void OcclusionCullingSceneManager::renderCullFrustum()
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143 | {
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144 | while(!mDistanceQueue->empty()) |
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145 | { |
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146 | SceneNode *node = mDistanceQueue->top(); |
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147 | mDistanceQueue->pop(); |
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148 | |
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149 | // interesting for visualization purpose |
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150 | node->setNodeVisible(false); |
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151 | |
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152 | if(mCameraInProgress->isVisible(node->_getWorldAABB())) |
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153 | { |
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154 | // update node's visited flag |
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155 | node->setLastVisited(mFrameId); |
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156 | node->setNodeVisible(true); |
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157 | traverseNode(node); |
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158 | } |
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159 | }
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160 | }
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161 | //-----------------------------------------------------------------------
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162 | void OcclusionCullingSceneManager::renderStopAndWait() |
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163 | { |
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164 | while(!mDistanceQueue->empty()) |
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165 | { |
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166 | SceneNode *node = mDistanceQueue->top(); |
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167 | mDistanceQueue->pop(); |
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168 | |
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169 | // interesting for the visualization |
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170 | node->setNodeVisible(false); |
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171 | node->setLastVisited(mFrameId); |
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172 | |
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173 | if(mCameraInProgress->isVisible(node->_getWorldAABB())) |
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174 | { |
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175 | HardwareOcclusionQuery *query = issueOcclusionQuery(node, false); |
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176 | |
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177 | unsigned int visiblePixels; |
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178 | // wait if result not available |
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179 | query->pullOcclusionQuery(&visiblePixels); |
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180 | |
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181 | //char str[100]; sprintf(str, "number: %d, id: %d", (int)visiblePixels, mCurrentTestIdx);
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182 | //MessageBox( NULL, str, "this is my plugin", MB_OK | MB_ICONERROR | MB_TASKMODAL); |
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183 | |
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184 | // node visible |
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185 | if(visiblePixels > mVisibilityThreshold) |
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186 | { |
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187 | traverseNode(node); |
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188 | } |
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189 | } |
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190 | } |
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191 | } |
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192 | //----------------------------------------------------------------------- |
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193 | HardwareOcclusionQuery *OcclusionCullingSceneManager::issueOcclusionQuery(SceneNode *node, bool wasVisible) |
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194 | { |
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195 | // change state so the bounding box gets not actually rendered on the screen |
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196 | setRenderingMode(MODE_QUERY); |
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197 | |
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198 | // get next available test id |
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199 | HardwareOcclusionQuery *query = mOcclusionQueries[mCurrentTestIdx++]; |
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200 | |
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201 | query->beginOcclusionQuery(); |
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202 | |
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203 | /* |
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204 | static RenderOperation ro; |
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205 | |
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206 | // Issue view / projection changes if any
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207 | useRenderableViewProjMode(&box);
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208 |
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209 | box.getRenderOperation(ro);
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210 | ro.srcRenderable = &box;
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211 | mDestRenderSystem->_render(ro);
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212 | */
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213 |
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214 | renderBoundingBox(node);
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215 |
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216 | query->endOcclusionQuery();
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217 |
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218 | return query;
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219 | }
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220 |
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221 | //-----------------------------------------------------------------------
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222 | void OcclusionCullingSceneManager::setRenderingMode(int mode) |
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223 | { |
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224 | // avoid unnecessary state changes |
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225 | if(mode != mQueryMode) |
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226 | { |
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227 | bool enabled = (mode == MODE_RENDER); |
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228 | |
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229 | mDestRenderSystem->_setColourBufferWriteEnabled(enabled, |
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230 | enabled, enabled, enabled); |
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231 | mDestRenderSystem->_setDepthBufferWriteEnabled(enabled); |
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232 | mDestRenderSystem->setLightingEnabled(enabled); |
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233 | mQueryMode = mode; |
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234 | } |
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235 | }
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236 | //-----------------------------------------------------------------------
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237 | void OcclusionCullingSceneManager::traverseNode(SceneNode *node)
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238 | {
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239 | if(isLeaf(node))
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240 | {
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241 | render(node);
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242 | }
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243 | else // internal node: add children to priority queue for further processing
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244 | {
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245 | Node::ChildNodeIterator it = node->getChildIterator();
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246 |
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247 | while (it.hasMoreElements())
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248 | {
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249 | SceneNode* sceneChild = static_cast<SceneNode*>(it.getNext());
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250 | mDistanceQueue->push(sceneChild);
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251 | }
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252 | }
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253 | }
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254 | //-----------------------------------------------------------------------
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255 | void OcclusionCullingSceneManager::render(SceneNode *node)
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256 | {
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257 | //setRenderingMode(MODE_RENDER);
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258 | //MessageBox( NULL, "harhar", "this is my plugin", MB_OK | MB_ICONERROR | MB_TASKMODAL);
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259 | //HACK (too slow)
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260 | node->_findVisibleObjects(mCameraInProgress, getRenderQueue(), false,
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261 | mDisplayNodes, false);
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262 | SceneManager::_renderVisibleObjects();
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263 | getRenderQueue()->clear();
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264 | }
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265 | //-----------------------------------------------------------------------
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266 | void OcclusionCullingSceneManager::_updateSceneGraph(Camera* cam)
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267 | {
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268 | int numnodes = countSceneNodes(mSceneRoot);
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269 |
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270 | //-- initialise occlusion queries.
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271 | if(numnodes != mNumSceneNodes)
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272 | {
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273 | deleteQueries();
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274 | mNumSceneNodes = numnodes;
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275 |
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276 | for(unsigned int i=0; i < mNumSceneNodes; i++)
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277 | {
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278 | HardwareOcclusionQuery *hw = mDestRenderSystem->createHardwareOcclusionQuery();
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279 | mOcclusionQueries.push_back(hw);
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280 | }
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281 | }
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282 |
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283 | SceneManager::_updateSceneGraph(cam);
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284 | }
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285 | //-----------------------------------------------------------------------
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286 | int OcclusionCullingSceneManager::countSceneNodes(SceneNode *node)
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287 | {
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288 | int num = 1;
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289 | if(isLeaf(node))
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290 | {
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291 | return num;
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292 | }
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293 |
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294 | Node::ChildNodeIterator it = node->getChildIterator();
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295 |
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296 | while (it.hasMoreElements())
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297 | {
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298 | SceneNode* sceneChild = static_cast<SceneNode*>(it.getNext());
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299 | num += countSceneNodes(sceneChild);
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300 | }
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301 |
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302 | return num;
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303 | }
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304 | //-----------------------------------------------------------------------
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305 | int OcclusionCullingSceneManager::isLeaf(SceneNode *node)
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306 | {
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307 | return (node->numChildren() == 0);
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308 | }
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309 | //-----------------------------------------------------------------------
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310 | void OcclusionCullingSceneManager::pullUpVisibility(SceneNode *node)
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311 | {
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312 | while(!node->isNodeVisible()) |
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313 | { |
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314 | node->setNodeVisible(true); |
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315 | |
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316 | if(node != mSceneRoot) |
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317 | node = static_cast<SceneNode *>(node->getParent()); |
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318 | }
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319 | }
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320 | //-----------------------------------------------------------------------
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321 | void OcclusionCullingSceneManager::deleteQueries()
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322 | {
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323 | for(unsigned int i=0; i < mNumSceneNodes; i++)
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324 | delete mOcclusionQueries[i];
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325 |
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326 | mOcclusionQueries.clear();
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327 | }
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328 | //-----------------------------------------------------------------------
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329 | void OcclusionCullingSceneManager::renderBoundingBox(SceneNode *node)
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330 | {
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331 | // Render two halfes of the bounding box (using triangle fans)
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332 | for(int half=0; half < 2; half ++)
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333 | {
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334 | getSolidHalfBoundingBox(half)->setupBoundingBox(node->_getWorldAABB());
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335 | SceneManager::renderSingleObject(getSolidHalfBoundingBox(half),
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336 | getSolidHalfBoundingBox(half)->getTechnique()->getPass(0), false);
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337 | }
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338 | }
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339 | //-----------------------------------------------------------------------
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340 | SolidHalfBoundingBox *OcclusionCullingSceneManager::getSolidHalfBoundingBox(int half)
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341 | {
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342 | if(!mHalfBoundingBox[half])
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343 | mHalfBoundingBox[half] = new SolidHalfBoundingBox(half == 1);
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344 |
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345 | return mHalfBoundingBox[half];
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346 | }
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347 | //-----------------------------------------------------------------------
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348 | void OcclusionCullingSceneManager::setAlgorithmType(int type)
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349 | {
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350 | mAlgorithmType = type;
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351 | }
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352 | //-----------------------------------------------------------------------
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353 | int OcclusionCullingSceneManager::getAlgorithmType()
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354 | {
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355 | return mAlgorithmType;
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356 | }
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357 | }
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