[32] | 1 | #include "OgreOcclusionCullingSceneTraverser.h"
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| 2 | #include "OgreMath.h"
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| 3 | #include "OgreIteratorWrappers.h"
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| 4 | #include "OgreCamera.h"
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| 5 | #include "OgreHardwareOcclusionQuery.h"
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| 6 | //#include "OgreWireBoundingBox.h"
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| 7 | #include "OgreSolidHalfBoundingBox.h"
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| 8 |
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[33] | 9 |
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[32] | 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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[33] | 15 | OcclusionCullingSceneTraverser::OcclusionCullingSceneTraverser(SceneManager *sm, RenderSystem *rsys):
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[32] | 16 | mFrameId(1), mDistanceQueue(NULL), mVisibilityThreshold(0), mCurrentTestIdx(0),
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| 17 | mQueryMode(MODE_RENDER), mNumSceneNodes(0), mCurrentAlgorithm(RENDER_COHERENT),
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| 18 | mNumTraversedNodes(0), mNumQueryCulledNodes(0), mNumFrustumCulledNodes(0),
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[33] | 19 | mNumRenderedGeometry(0), mSceneManager(sm), mRenderSystem(rsys)
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[32] | 20 | {
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| 21 | mHalfBoundingBox[0] = mHalfBoundingBox[1] = 0;
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| 22 | }
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| 23 | //-----------------------------------------------------------------------
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| 24 | OcclusionCullingSceneTraverser::~OcclusionCullingSceneTraverser()
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| 25 | {
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| 26 | if(mHalfBoundingBox[0]) delete mHalfBoundingBox[0];
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| 27 | if(mHalfBoundingBox[1]) delete mHalfBoundingBox[1];
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| 28 |
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| 29 | deleteQueries();
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| 30 | //SceneManager::~SceneManager();
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| 31 | }
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| 32 | //-----------------------------------------------------------------------
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| 33 | void OcclusionCullingSceneTraverser::renderScene( Camera *cam, SceneNode *root )
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| 34 | {
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| 35 | mNumTraversedNodes = 0; |
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| 36 | mNumQueryCulledNodes = 0; |
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| 37 | mNumFrustumCulledNodes = 0; |
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| 38 | mNumRenderedGeometry = 0;
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| 39 |
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| 40 | mDistanceQueue = new PriorityQueue(myless<SceneNode *>(cam));
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| 41 | mDistanceQueue->push(root);
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| 42 | mCurrentTestIdx = 0;
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[34] | 43 |
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| 44 | mCurrentAlgorithm = RENDER_CULL_FRUSTUM;
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[32] | 45 | switch(mCurrentAlgorithm) |
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| 46 | { |
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| 47 | case RENDER_CULL_FRUSTUM: |
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| 48 | renderCullFrustum(cam); |
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| 49 | break; |
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| 50 | case RENDER_STOP_AND_WAIT: |
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| 51 | renderStopAndWait(cam); |
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| 52 | break; |
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| 53 | case RENDER_COHERENT: |
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| 54 | renderCoherentWithQueue(cam); |
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| 55 | break; |
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| 56 | default: |
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| 57 | renderCullFrustum(cam); |
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| 58 | break; |
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| 59 | }
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| 60 |
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| 61 | delete mDistanceQueue;
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| 62 |
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| 63 | mFrameId ++;
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| 64 | }
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| 65 | //-----------------------------------------------------------------------
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| 66 | void OcclusionCullingSceneTraverser::renderCoherentWithQueue(Camera *cam) |
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| 67 | { |
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| 68 | QueryQueue queryQueue; |
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| 69 | |
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| 70 | //-- PART 1: process finished occlusion queries |
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| 71 | while(!mDistanceQueue->empty() || !queryQueue.empty()) |
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| 72 | { |
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| 73 | while(!queryQueue.empty() && |
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| 74 | ((queryQueue.front().second)->resultAvailable() || mDistanceQueue->empty())) |
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| 75 | { |
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| 76 | SceneNode *node = queryQueue.front().first; |
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| 77 | HardwareOcclusionQuery *query = queryQueue.front().second; |
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| 78 | |
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| 79 | queryQueue.pop(); |
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| 80 | |
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| 81 | // wait until result available |
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| 82 | unsigned int visiblePixels; |
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| 83 | query->pullOcclusionQuery(&visiblePixels); |
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| 84 | |
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| 85 | if(visiblePixels > mVisibilityThreshold) |
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| 86 | { |
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| 87 | pullUpVisibility(node); |
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| 88 | traverseNode(cam, node); |
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| 89 | } |
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| 90 | else |
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| 91 | { |
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| 92 | mNumQueryCulledNodes ++; |
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| 93 | } |
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| 94 | } |
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| 95 | |
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| 96 | //-- PART 2: hierarchical traversal |
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| 97 | if(!mDistanceQueue->empty()) |
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| 98 | { |
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| 99 | SceneNode *node = mDistanceQueue->top(); |
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| 100 | mDistanceQueue->pop(); |
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| 101 | |
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| 102 | if(cam->isVisible(node->_getWorldAABB())) |
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| 103 | { |
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| 104 | // identify previously visible nodes |
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| 105 | bool wasVisible = node->isNodeVisible() && (node->lastVisited() == mFrameId - 1); |
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| 106 | |
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| 107 | // identify nodes that we cannot skip queries for |
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| 108 | bool leafOrWasInvisible = !wasVisible || isLeaf(node); |
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| 109 | |
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| 110 | // reset node's visibility classification |
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| 111 | node->setNodeVisible(false); |
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| 112 | |
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| 113 | // update node's visited flag |
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| 114 | node->setLastVisited(mFrameId); |
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| 115 | |
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| 116 | // skip testing previously visible interior nodes |
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| 117 | if(leafOrWasInvisible) |
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| 118 | { |
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| 119 | HardwareOcclusionQuery *query = issueOcclusionQuery(node, wasVisible); |
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| 120 | queryQueue.push(query_pair(node, query)); |
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| 121 | } |
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| 122 | |
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| 123 | // always traverse a node if it was visible |
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| 124 | if(wasVisible) |
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| 125 | { |
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| 126 | traverseNode(cam, node); |
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| 127 | } |
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| 128 | } |
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| 129 | else |
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| 130 | { |
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| 131 | mNumFrustumCulledNodes ++; |
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| 132 | } |
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| 133 | } |
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| 134 | } |
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| 135 | }
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| 136 | //-----------------------------------------------------------------------
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| 137 | void OcclusionCullingSceneTraverser::renderCullFrustum(Camera *cam)
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| 138 | {
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| 139 | while(!mDistanceQueue->empty()) |
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| 140 | { |
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| 141 | SceneNode *node = mDistanceQueue->top(); |
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| 142 | mDistanceQueue->pop(); |
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| 143 | |
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| 144 | // interesting for visualization purpose |
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| 145 | node->setNodeVisible(false); |
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| 146 | |
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[34] | 147 | if(!cam->isVisible(node->_getWorldAABB())) |
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[32] | 148 | { |
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| 149 | // update node's visited flag |
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| 150 | node->setLastVisited(mFrameId); |
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| 151 | node->setNodeVisible(true); |
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| 152 | traverseNode(cam, node); |
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| 153 | } |
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[34] | 154 | //else |
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| 155 | if(cam->isVisible(node->_getWorldAABB())) |
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| 156 | { |
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| 157 | mNumQueryCulledNodes ++; |
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| 158 | }else |
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[32] | 159 | { |
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| 160 | mNumFrustumCulledNodes ++; |
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| 161 | } |
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| 162 | }
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| 163 | }
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| 164 | //-----------------------------------------------------------------------
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| 165 | void OcclusionCullingSceneTraverser::renderStopAndWait(Camera *cam) |
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| 166 | { |
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| 167 | while(!mDistanceQueue->empty()) |
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| 168 | { |
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| 169 | SceneNode *node = mDistanceQueue->top(); |
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| 170 | mDistanceQueue->pop(); |
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| 171 | |
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| 172 | // interesting for the visualization |
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| 173 | node->setNodeVisible(false); |
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| 174 | node->setLastVisited(mFrameId); |
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| 175 | |
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| 176 | if(cam->isVisible(node->_getWorldAABB())) |
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| 177 | { |
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| 178 | HardwareOcclusionQuery *query = issueOcclusionQuery(node, false); |
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| 179 | |
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| 180 | unsigned int visiblePixels; |
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| 181 | // wait if result not available |
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| 182 | query->pullOcclusionQuery(&visiblePixels); |
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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(cam, node); |
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| 188 | } |
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| 189 | else |
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| 190 | { |
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| 191 | mNumQueryCulledNodes ++; |
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| 192 | } |
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| 193 | } |
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| 194 | else |
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| 195 | { |
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| 196 | mNumFrustumCulledNodes ++; |
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| 197 | } |
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| 198 | } |
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| 199 | } |
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| 200 | //----------------------------------------------------------------------- |
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| 201 | HardwareOcclusionQuery *OcclusionCullingSceneTraverser::issueOcclusionQuery( SceneNode *node, bool wasVisible ) |
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| 202 | { |
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| 203 | // change state so the bounding box gets not actually rendered on the screen |
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| 204 | setRenderingMode(MODE_QUERY); |
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| 205 |
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| 206 | // get next available test id |
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| 207 | HardwareOcclusionQuery *query = mOcclusionQueries[mCurrentTestIdx++]; |
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| 208 | |
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| 209 | query->beginOcclusionQuery(); |
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| 210 |
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| 211 | renderBoundingBox(node);
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| 212 |
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| 213 | query->endOcclusionQuery();
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| 214 |
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| 215 | return query;
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| 216 | }
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| 217 | //-----------------------------------------------------------------------
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| 218 | void OcclusionCullingSceneTraverser::setRenderingMode( int mode ) |
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| 219 | { |
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| 220 | // avoid unnecessary state changes |
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| 221 | if(mode != mQueryMode) |
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| 222 | { |
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| 223 | bool enabled = (mode == MODE_RENDER); |
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| 224 | |
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| 225 | mRenderSystem->_setColourBufferWriteEnabled(enabled, |
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| 226 | enabled, enabled, enabled); |
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| 227 | mRenderSystem->_setDepthBufferWriteEnabled(enabled); |
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| 228 | mRenderSystem->setLightingEnabled(enabled); |
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| 229 | |
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| 230 | mQueryMode = mode; |
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| 231 | } |
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| 232 | }
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| 233 | //-----------------------------------------------------------------------
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| 234 | void OcclusionCullingSceneTraverser::traverseNode( Camera *cam, SceneNode *node )
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| 235 | {
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| 236 | mNumTraversedNodes ++;
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[34] | 237 |
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[32] | 238 | if(node->numAttachedObjects() > 0)
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| 239 | {
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| 240 | renderSceneNode(cam, node);
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| 241 | }
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| 242 |
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| 243 | // internal node: add children to priority queue for further processing
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| 244 | Node::ChildNodeIterator it = node->getChildIterator();
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| 245 |
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| 246 | while (it.hasMoreElements())
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| 247 | {
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| 248 | SceneNode* sceneChild = static_cast<SceneNode*>(it.getNext());
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| 249 | mDistanceQueue->push(sceneChild);
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| 250 | }
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| 251 | }
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| 252 | //-----------------------------------------------------------------------
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| 253 | void OcclusionCullingSceneTraverser::renderSceneNode( Camera *cam, SceneNode *node )
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| 254 | {
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| 255 | setRenderingMode(MODE_RENDER);
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| 256 |
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| 257 | //HACK (too slow)
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| 258 | mSceneManager->_renderSceneNode(cam, node);
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[34] | 259 | //MessageBox( NULL, "myplugin registered", "this is my plugin", MB_OK | MB_ICONERROR | MB_TASKMODAL);
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[32] | 260 | }
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| 261 | //-----------------------------------------------------------------------
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| 262 | void OcclusionCullingSceneTraverser::preprocess( void )
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| 263 | {
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| 264 | //-- initialise occlusion queries.
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| 265 | deleteQueries();
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[33] | 266 |
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[32] | 267 | for(unsigned int i=0; i < mNumSceneNodes; i++)
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| 268 | {
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| 269 | mOcclusionQueries.push_back(mRenderSystem->createHardwareOcclusionQuery());
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| 270 | }
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| 271 | }
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| 272 | //-----------------------------------------------------------------------
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| 273 | void OcclusionCullingSceneTraverser::setSceneManager( SceneManager *sm )
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| 274 | {
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| 275 | mSceneManager = sm;
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| 276 | }
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| 277 | //-----------------------------------------------------------------------
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| 278 | void OcclusionCullingSceneTraverser::setRenderSystem( RenderSystem *rsys )
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| 279 | {
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| 280 | mRenderSystem = rsys;
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| 281 | }
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| 282 | //-----------------------------------------------------------------------
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| 283 | /*unsigned int OcclusionCullingSceneManager::countSceneNodes(SceneNode *node)
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| 284 | {
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| 285 | unsigned int result = 1;
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| 286 |
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| 287 | Node::ChildNodeIterator it = node->getChildIterator();
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| 288 |
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| 289 | while (it.hasMoreElements())
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| 290 | {
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| 291 | SceneNode* sceneChild = static_cast<SceneNode*>(it.getNext());
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| 292 | result += countSceneNodes(sceneChild);
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| 293 | }
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| 294 |
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| 295 | return result;
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| 296 | }*/
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| 297 | //-----------------------------------------------------------------------
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| 298 | bool OcclusionCullingSceneTraverser::isLeaf( SceneNode *node )
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| 299 | {
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| 300 | return (node->numChildren() == 0);
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| 301 | }
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| 302 | //-----------------------------------------------------------------------
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| 303 | void OcclusionCullingSceneTraverser::pullUpVisibility( SceneNode *node )
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| 304 | {
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| 305 | while(node && !node->isNodeVisible()) |
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| 306 | { |
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| 307 | node->setNodeVisible(true); |
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| 308 | node = static_cast<SceneNode *>(node->getParent()); |
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| 309 | }
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| 310 | }
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| 311 | //-----------------------------------------------------------------------
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| 312 | void OcclusionCullingSceneTraverser::deleteQueries( void )
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| 313 | {
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| 314 | for(unsigned int i=0; i < mNumSceneNodes; i++)
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| 315 | delete mOcclusionQueries[i];
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| 316 |
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| 317 | mOcclusionQueries.clear();
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| 318 | }
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| 319 | //-----------------------------------------------------------------------
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| 320 | void OcclusionCullingSceneTraverser::renderBoundingBox( SceneNode *node )
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| 321 | {
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| 322 | // Render two halfes of the bounding box (using triangle fans)
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| 323 | for(int half = 0; half < 2; half ++)
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| 324 | {
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| 325 | SolidHalfBoundingBox *box = getSolidHalfBoundingBox(half);
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| 326 |
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| 327 | box->setupBoundingBox(node->_getWorldAABB());
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| 328 |
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| 329 | static RenderOperation ro; |
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| 330 | mSceneManager->useRenderableViewProjMode(box);
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| 331 | box->getRenderOperation(ro);
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| 332 | ro.srcRenderable = box;
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| 333 | mRenderSystem->_render(ro);
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| 334 |
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| 335 | //mSceneManager->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 *OcclusionCullingSceneTraverser::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 | bool OcclusionCullingSceneTraverser::setOption( const String & key, const void * val )
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| 349 | {
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| 350 | if ( key == "Algorithm" )
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| 351 | {
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| 352 | mCurrentAlgorithm = * static_cast < const int * > ( val );
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| 353 | return true;
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| 354 | }
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| 355 | if ( key == "Threshold" )
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| 356 | {
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| 357 | mVisibilityThreshold = * static_cast < const int * > ( val );
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| 358 | return true;
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| 359 | }
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| 360 |
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| 361 | return false;
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| 362 | }
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| 363 | //-----------------------------------------------------------------------
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| 364 | bool OcclusionCullingSceneTraverser::getOption( const String & key, void *val )
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| 365 | {
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| 366 | if ( key == "Algorithm" )
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| 367 | {
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| 368 | * static_cast < int * > ( val ) = mCurrentAlgorithm;
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| 369 | return true;
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| 370 | }
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| 371 | if ( key == "Threshold" )
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| 372 | {
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| 373 | * static_cast < unsigned int * > ( val ) = mVisibilityThreshold;
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| 374 | return true;
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| 375 | }
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| 376 | if ( key == "NumSceneNodes" )
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| 377 | {
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| 378 | * static_cast < unsigned int * > ( val ) = mNumSceneNodes;
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| 379 | return true;
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| 380 | }
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| 381 | if ( key == "NumTraversedNodes" )
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| 382 | {
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| 383 | * static_cast < unsigned int * > ( val ) = mNumTraversedNodes;
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| 384 | return true;
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| 385 | }
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| 386 | if ( key == "NumQueryCulledNodes" )
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| 387 | {
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| 388 | * static_cast < unsigned int * > ( val ) = mNumQueryCulledNodes;
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| 389 | return true;
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| 390 | }
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| 391 | if ( key == "NumFrustumCulledNodes" )
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| 392 | {
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| 393 | * static_cast < unsigned int * > ( val ) = mNumFrustumCulledNodes;
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| 394 | return true;
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| 395 | }
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| 396 | return false;
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| 397 | }
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[33] | 398 | //-----------------------------------------------------------------------
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| 399 | bool OcclusionCullingSceneTraverser::getOptionKeys( StringVector & refKeys )
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| 400 | {
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| 401 | refKeys.push_back( "Algorithm" );
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| 402 | refKeys.push_back( "Threshold" );
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| 403 | refKeys.push_back( "NumSceneNodes" ); |
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| 404 | refKeys.push_back( "NumTraversedNodes" ); |
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| 405 | refKeys.push_back( "NumQueryCulledNodes" ); |
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| 406 | refKeys.push_back( "NumFrustumCulledNodes" ); |
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| 407 | //refKeys.push_back( "mNumRenderedGeometry" );
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| 408 |
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| 409 | return true;
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| 410 | }
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| 411 | //-----------------------------------------------------------------------
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| 412 | void OcclusionCullingSceneTraverser::setNumSceneNodes(int num)
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| 413 | {
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| 414 | mNumSceneNodes = num;
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| 415 | }
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[32] | 416 | }
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