[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 "OgreSolidHalfBoundingBox.h"
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| 7 |
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[33] | 8 |
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[32] | 9 | #include <windows.h>
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| 10 |
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| 11 | namespace Ogre {
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| 12 |
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| 13 | //-----------------------------------------------------------------------
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[33] | 14 | OcclusionCullingSceneTraverser::OcclusionCullingSceneTraverser(SceneManager *sm, RenderSystem *rsys):
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[32] | 15 | mFrameId(1), mDistanceQueue(NULL), mVisibilityThreshold(0), mCurrentTestIdx(0),
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| 16 | mQueryMode(MODE_RENDER), mNumSceneNodes(0), mCurrentAlgorithm(RENDER_COHERENT),
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[41] | 17 | mNumQueries(0), mNumTraversedNodes(0), mNumQueryCulledNodes(0), mNumFrustumCulledNodes(0),
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[42] | 18 | mNumRenderedGeometry(0), mSceneManager(sm), mRenderSystem(rsys), mSceneRoot(NULL)
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[32] | 19 | {
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| 20 | mHalfBoundingBox[0] = mHalfBoundingBox[1] = 0;
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| 21 | }
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| 22 | //-----------------------------------------------------------------------
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| 23 | OcclusionCullingSceneTraverser::~OcclusionCullingSceneTraverser()
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| 24 | {
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| 25 | if(mHalfBoundingBox[0]) delete mHalfBoundingBox[0];
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| 26 | if(mHalfBoundingBox[1]) delete mHalfBoundingBox[1];
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| 27 |
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| 28 | deleteQueries();
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[42] | 29 |
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| 30 | if(mDistanceQueue)
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| 31 | delete mDistanceQueue;
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[32] | 32 | //SceneManager::~SceneManager();
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| 33 | }
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| 34 | //-----------------------------------------------------------------------
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[42] | 35 | void OcclusionCullingSceneTraverser::renderScene( Camera *cam )
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[32] | 36 | {
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| 37 | mNumTraversedNodes = 0; |
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| 38 | mNumQueryCulledNodes = 0; |
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| 39 | mNumFrustumCulledNodes = 0; |
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| 40 | mNumRenderedGeometry = 0;
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| 41 |
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| 42 | mCurrentTestIdx = 0;
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[34] | 43 |
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[42] | 44 | initDistanceQueue(cam);
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| 45 |
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[41] | 46 | //mCurrentAlgorithm = RENDER_CULL_FRUSTUM;
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[32] | 47 | switch(mCurrentAlgorithm) |
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| 48 | { |
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| 49 | case RENDER_CULL_FRUSTUM: |
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| 50 | renderCullFrustum(cam); |
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| 51 | break; |
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| 52 | case RENDER_STOP_AND_WAIT: |
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| 53 | renderStopAndWait(cam); |
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| 54 | break; |
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| 55 | case RENDER_COHERENT: |
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[44] | 56 | //renderCoherentWithQueue(cam); |
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| 57 | renderStopAndWait(cam); |
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[32] | 58 | break; |
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| 59 | default: |
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| 60 | renderCullFrustum(cam); |
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| 61 | break; |
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| 62 | }
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| 63 |
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| 64 | mFrameId ++;
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| 65 | }
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| 66 | //-----------------------------------------------------------------------
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| 67 | void OcclusionCullingSceneTraverser::renderCoherentWithQueue(Camera *cam) |
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| 68 | { |
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| 69 | QueryQueue queryQueue; |
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| 70 | |
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| 71 | //-- PART 1: process finished occlusion queries |
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| 72 | while(!mDistanceQueue->empty() || !queryQueue.empty()) |
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| 73 | { |
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| 74 | while(!queryQueue.empty() && |
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| 75 | ((queryQueue.front().second)->resultAvailable() || mDistanceQueue->empty())) |
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| 76 | { |
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| 77 | SceneNode *node = queryQueue.front().first; |
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| 78 | HardwareOcclusionQuery *query = queryQueue.front().second; |
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| 79 | |
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| 80 | queryQueue.pop(); |
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| 81 | |
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| 82 | // wait until result available |
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| 83 | unsigned int visiblePixels; |
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| 84 | query->pullOcclusionQuery(&visiblePixels); |
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| 85 | |
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| 86 | if(visiblePixels > mVisibilityThreshold) |
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| 87 | { |
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[42] | 88 | pullUpVisibility(cam, node); |
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[32] | 89 | traverseNode(cam, node); |
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| 90 | } |
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| 91 | else |
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| 92 | { |
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| 93 | mNumQueryCulledNodes ++; |
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| 94 | } |
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| 95 | } |
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| 96 | |
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| 97 | //-- PART 2: hierarchical traversal |
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| 98 | if(!mDistanceQueue->empty()) |
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| 99 | { |
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| 100 | SceneNode *node = mDistanceQueue->top(); |
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| 101 | mDistanceQueue->pop(); |
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[41] | 102 | |
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[42] | 103 | bool intersects = false; |
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[41] | 104 | //TODO: Isvisible also checked inside scenenode::findvisibleobjects |
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[42] | 105 | if(!cam->isVisible(node->_getWorldAABB(), intersects)) |
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[32] | 106 | { |
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[41] | 107 | mNumFrustumCulledNodes ++; |
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| 108 | continue; |
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| 109 | } |
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| 110 | |
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[42] | 111 | // if intersects near plane => skip occlusion query because wrong results possible |
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| 112 | if(intersects) |
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| 113 | { |
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| 114 | // update node's visited flag |
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| 115 | node->setLastVisited(mFrameId); |
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| 116 | pullUpVisibility(cam, node); |
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| 117 | traverseNode(cam, node); |
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| 118 | |
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| 119 | continue; |
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| 120 | } |
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| 121 | |
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[41] | 122 | // identify previously visible nodes |
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| 123 | bool wasVisible = node->isNodeVisible() && (node->lastVisited() == mFrameId - 1); |
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[32] | 124 | |
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[41] | 125 | // identify nodes that we cannot skip queries for |
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| 126 | bool leafOrWasInvisible = !wasVisible || isLeaf(node); |
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[32] | 127 | |
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[41] | 128 | // reset node's visibility classification |
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| 129 | node->setNodeVisible(false); |
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[32] | 130 | |
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[41] | 131 | // update node's visited flag |
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| 132 | node->setLastVisited(mFrameId); |
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[32] | 133 | |
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[41] | 134 | // skip testing previously visible interior nodes |
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| 135 | if(leafOrWasInvisible) |
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| 136 | { |
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| 137 | HardwareOcclusionQuery *query = issueOcclusionQuery(&node->_getWorldAABB(), wasVisible); |
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| 138 | queryQueue.push(QueryPair(node, query)); |
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| 139 | } |
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[32] | 140 | |
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[41] | 141 | // always traverse a node if it was visible |
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| 142 | if(wasVisible) |
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| 143 | { |
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| 144 | traverseNode(cam, node); |
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[32] | 145 | } |
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| 146 | else |
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| 147 | { |
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| 148 | mNumFrustumCulledNodes ++; |
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| 149 | } |
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| 150 | } |
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| 151 | } |
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| 152 | }
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| 153 | //-----------------------------------------------------------------------
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| 154 | void OcclusionCullingSceneTraverser::renderCullFrustum(Camera *cam)
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| 155 | {
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| 156 | while(!mDistanceQueue->empty()) |
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| 157 | { |
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| 158 | SceneNode *node = mDistanceQueue->top(); |
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| 159 | mDistanceQueue->pop(); |
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| 160 | |
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| 161 | // interesting for visualization purpose |
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| 162 | node->setNodeVisible(false); |
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[40] | 163 | |
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[41] | 164 | //TODO: IsVisible also checked inside scenenode::_findvisibleobjects |
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| 165 | if(!cam->isVisible(node->_getWorldAABB())) |
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[32] | 166 | { |
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| 167 | mNumFrustumCulledNodes ++; |
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[41] | 168 | continue; |
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[32] | 169 | } |
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[41] | 170 | |
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| 171 | // update node's visited flag |
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| 172 | node->setLastVisited(mFrameId); |
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| 173 | node->setNodeVisible(true); |
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| 174 | traverseNode(cam, node); |
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[32] | 175 | }
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| 176 | }
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| 177 | //-----------------------------------------------------------------------
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| 178 | void OcclusionCullingSceneTraverser::renderStopAndWait(Camera *cam) |
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| 179 | { |
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| 180 | while(!mDistanceQueue->empty()) |
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| 181 | { |
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| 182 | SceneNode *node = mDistanceQueue->top(); |
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| 183 | mDistanceQueue->pop(); |
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| 184 | |
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| 185 | // interesting for the visualization |
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| 186 | node->setNodeVisible(false); |
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| 187 | node->setLastVisited(mFrameId); |
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| 188 | |
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[42] | 189 | bool intersects = false; |
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[41] | 190 | //TODO: Isvisible also checked inside scenenode::findvisibleobjects |
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[42] | 191 | if(!cam->isVisible(node->_getWorldAABB(), intersects)) |
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[32] | 192 | { |
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[41] | 193 | mNumFrustumCulledNodes ++; |
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| 194 | continue; |
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| 195 | } |
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| 196 | |
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[42] | 197 | // if intersects near plane => skip occlusion query because wrong results possible |
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| 198 | if(intersects) |
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| 199 | { |
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| 200 | node->setNodeVisible(true); |
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| 201 | traverseNode(cam, node); |
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| 202 | |
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| 203 | continue; |
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| 204 | } |
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| 205 | |
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[41] | 206 | HardwareOcclusionQuery *query = issueOcclusionQuery(&node->_getWorldAABB(), false); |
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[32] | 207 | |
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[41] | 208 | unsigned int visiblePixels; |
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| 209 | // wait if result not available |
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| 210 | query->pullOcclusionQuery(&visiblePixels); |
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[32] | 211 | |
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[41] | 212 | // node visible |
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| 213 | if(visiblePixels > mVisibilityThreshold) |
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| 214 | { |
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[42] | 215 | node->setNodeVisible(true); |
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[41] | 216 | traverseNode(cam, node); |
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[32] | 217 | } |
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| 218 | else |
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| 219 | { |
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[41] | 220 | mNumQueryCulledNodes ++; |
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[32] | 221 | } |
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| 222 | } |
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| 223 | } |
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| 224 | //----------------------------------------------------------------------- |
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[41] | 225 | HardwareOcclusionQuery *OcclusionCullingSceneTraverser::issueOcclusionQuery( |
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| 226 | AxisAlignedBox *box, bool wasVisible ) |
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[32] | 227 | { |
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| 228 | // change state so the bounding box gets not actually rendered on the screen |
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[41] | 229 | // TODO: in rendervisibleobjects, the rendermode is changed by ogre itself => change this!! |
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[44] | 230 | |
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| 231 | //setRenderingMode(MODE_QUERY); |
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| 232 | setRenderingMode(MODE_RENDER);
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[32] | 233 |
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| 234 | // get next available test id |
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[42] | 235 | HardwareOcclusionQuery *query = getNextOcclusionQuery(); |
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[41] | 236 | |
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| 237 | //-- the actual query test |
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[32] | 238 | query->beginOcclusionQuery(); |
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| 239 |
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[41] | 240 | renderBoundingBox(box);
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[32] | 241 |
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| 242 | query->endOcclusionQuery();
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| 243 |
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| 244 | return query;
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| 245 | }
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| 246 | //-----------------------------------------------------------------------
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| 247 | void OcclusionCullingSceneTraverser::setRenderingMode( int mode ) |
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| 248 | { |
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| 249 | // avoid unnecessary state changes |
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[44] | 250 | //if(mode != mQueryMode) |
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| 251 | //{ |
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[32] | 252 | bool enabled = (mode == MODE_RENDER); |
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| 253 | |
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| 254 | mRenderSystem->_setColourBufferWriteEnabled(enabled, |
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| 255 | enabled, enabled, enabled); |
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| 256 | mRenderSystem->_setDepthBufferWriteEnabled(enabled); |
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| 257 | mRenderSystem->setLightingEnabled(enabled); |
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| 258 | |
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| 259 | mQueryMode = mode; |
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[44] | 260 | //} |
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[32] | 261 | }
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| 262 | //-----------------------------------------------------------------------
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| 263 | void OcclusionCullingSceneTraverser::traverseNode( Camera *cam, SceneNode *node )
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| 264 | {
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| 265 | mNumTraversedNodes ++;
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[34] | 266 |
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[32] | 267 | if(node->numAttachedObjects() > 0)
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| 268 | {
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| 269 | renderSceneNode(cam, node);
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| 270 | }
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| 271 |
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| 272 | // internal node: add children to priority queue for further processing
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| 273 | Node::ChildNodeIterator it = node->getChildIterator();
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| 274 |
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| 275 | while (it.hasMoreElements())
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| 276 | {
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| 277 | SceneNode* sceneChild = static_cast<SceneNode*>(it.getNext());
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| 278 | mDistanceQueue->push(sceneChild);
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| 279 | }
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| 280 | }
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| 281 | //-----------------------------------------------------------------------
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| 282 | void OcclusionCullingSceneTraverser::renderSceneNode( Camera *cam, SceneNode *node )
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| 283 | {
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[41] | 284 | //TODO: does not do any changes
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[32] | 285 | setRenderingMode(MODE_RENDER);
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| 286 |
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| 287 | mSceneManager->_renderSceneNode(cam, node);
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| 288 | }
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| 289 | //-----------------------------------------------------------------------
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[42] | 290 | /* void OcclusionCullingSceneTraverser::preprocess( void )
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[32] | 291 | {
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| 292 | //-- initialise occlusion queries.
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| 293 | deleteQueries();
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[37] | 294 |
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[41] | 295 | for(unsigned int i=0; i < mNumQueries; i++)
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[32] | 296 | {
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| 297 | mOcclusionQueries.push_back(mRenderSystem->createHardwareOcclusionQuery());
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| 298 | }
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[42] | 299 | }*/
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[32] | 300 | //-----------------------------------------------------------------------
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| 301 | void OcclusionCullingSceneTraverser::setSceneManager( SceneManager *sm )
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| 302 | {
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| 303 | mSceneManager = sm;
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| 304 | }
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| 305 | //-----------------------------------------------------------------------
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| 306 | void OcclusionCullingSceneTraverser::setRenderSystem( RenderSystem *rsys )
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| 307 | {
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| 308 | mRenderSystem = rsys;
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| 309 | }
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| 310 | //-----------------------------------------------------------------------
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| 311 | /*unsigned int OcclusionCullingSceneManager::countSceneNodes(SceneNode *node)
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| 312 | {
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| 313 | unsigned int result = 1;
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| 314 |
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| 315 | Node::ChildNodeIterator it = node->getChildIterator();
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| 316 |
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| 317 | while (it.hasMoreElements())
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| 318 | {
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| 319 | SceneNode* sceneChild = static_cast<SceneNode*>(it.getNext());
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| 320 | result += countSceneNodes(sceneChild);
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| 321 | }
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| 322 |
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| 323 | return result;
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| 324 | }*/
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| 325 | //-----------------------------------------------------------------------
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| 326 | bool OcclusionCullingSceneTraverser::isLeaf( SceneNode *node )
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| 327 | {
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| 328 | return (node->numChildren() == 0);
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| 329 | }
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| 330 | //-----------------------------------------------------------------------
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[42] | 331 | void OcclusionCullingSceneTraverser::pullUpVisibility( Camera *cam, SceneNode *node )
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[32] | 332 | {
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| 333 | while(node && !node->isNodeVisible()) |
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| 334 | { |
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[42] | 335 | // if we come across some renderable geometry => render it |
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| 336 | if(node->numAttachedObjects() > 0) |
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| 337 | { |
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| 338 | renderSceneNode(cam, node); |
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| 339 | } |
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| 340 | |
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[32] | 341 | node->setNodeVisible(true); |
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[42] | 342 | node = node->getParentSceneNode(); |
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[32] | 343 | }
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| 344 | }
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| 345 | //-----------------------------------------------------------------------
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| 346 | void OcclusionCullingSceneTraverser::deleteQueries( void )
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| 347 | {
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[42] | 348 | for(unsigned int i=0; i < (unsigned int)mOcclusionQueries.size(); i++)
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[32] | 349 | delete mOcclusionQueries[i];
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| 350 |
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| 351 | mOcclusionQueries.clear();
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| 352 | }
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| 353 | //-----------------------------------------------------------------------
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[41] | 354 | void OcclusionCullingSceneTraverser::renderBoundingBox( AxisAlignedBox *box )
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[32] | 355 | {
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| 356 | // Render two halfes of the bounding box (using triangle fans)
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| 357 | for(int half = 0; half < 2; half ++)
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| 358 | {
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[39] | 359 | //static Matrix4 xform[256];
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[41] | 360 | //TODO: this should be full boudning box
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| 361 | SolidHalfBoundingBox *halfbox = getSolidHalfBoundingBox(half);
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| 362 | halfbox->setupBoundingBox(*box);
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[39] | 363 |
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| 364 | mRenderSystem->_setWorldMatrix(Matrix4::IDENTITY); |
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| 365 | |
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[32] | 366 | static RenderOperation ro; |
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[39] | 367 | |
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[41] | 368 | mSceneManager->useRenderableViewProjMode(halfbox);
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| 369 | halfbox->getRenderOperation(ro);
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| 370 | ro.srcRenderable = halfbox;
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[32] | 371 | mRenderSystem->_render(ro);
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| 372 |
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| 373 | //mSceneManager->renderSingleObject(getSolidHalfBoundingBox(half),
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| 374 | // getSolidHalfBoundingBox(half)->getTechnique()->getPass(0), false);
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| 375 | }
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| 376 | }
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| 377 | //-----------------------------------------------------------------------
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| 378 | SolidHalfBoundingBox *OcclusionCullingSceneTraverser::getSolidHalfBoundingBox( int half )
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| 379 | {
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| 380 | if(!mHalfBoundingBox[half])
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| 381 | mHalfBoundingBox[half] = new SolidHalfBoundingBox(half == 1);
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| 382 |
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| 383 | return mHalfBoundingBox[half];
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| 384 | }
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| 385 | //-----------------------------------------------------------------------
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[42] | 386 | void OcclusionCullingSceneTraverser::setNumSceneNodes(int num)
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| 387 | {
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| 388 | mNumSceneNodes = num;
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| 389 | }
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| 390 | //-----------------------------------------------------------------------
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| 391 | /*void OcclusionCullingSceneTraverser::setNumQueries(int num)
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| 392 | {
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| 393 | mNumQueries = num;
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| 394 | }*/
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| 395 | //-----------------------------------------------------------------------
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| 396 | void OcclusionCullingSceneTraverser::setSceneRoot(SceneNode *root)
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| 397 | {
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| 398 | mSceneRoot = root;
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| 399 | }
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| 400 | //-----------------------------------------------------------------------
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| 401 | void OcclusionCullingSceneTraverser::initDistanceQueue(Camera *cam)
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| 402 | {
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| 403 | mDistanceQueue = new PriorityQueue(myless<SceneNode *>(cam));
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| 404 | mDistanceQueue->push(mSceneRoot);
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| 405 | }
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| 406 | //-----------------------------------------------------------------------
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| 407 | HardwareOcclusionQuery *OcclusionCullingSceneTraverser::getNextOcclusionQuery(void)
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| 408 | {
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| 409 | if(mCurrentTestIdx == mOcclusionQueries.size())
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| 410 | {
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| 411 | mOcclusionQueries.push_back(mRenderSystem->createHardwareOcclusionQuery());
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| 412 | }
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| 413 |
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| 414 | return mOcclusionQueries[mCurrentTestIdx ++];
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| 415 | }
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| 416 | //-----------------------------------------------------------------------
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[32] | 417 | bool OcclusionCullingSceneTraverser::setOption( const String & key, const void * val )
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| 418 | {
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| 419 | if ( key == "Algorithm" )
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| 420 | {
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| 421 | mCurrentAlgorithm = * static_cast < const int * > ( val );
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| 422 | return true;
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| 423 | }
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| 424 | if ( key == "Threshold" )
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| 425 | {
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| 426 | mVisibilityThreshold = * static_cast < const int * > ( val );
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| 427 | return true;
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| 428 | }
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| 429 |
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| 430 | return false;
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| 431 | }
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| 432 | //-----------------------------------------------------------------------
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| 433 | bool OcclusionCullingSceneTraverser::getOption( const String & key, void *val )
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| 434 | {
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| 435 | if ( key == "Algorithm" )
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| 436 | {
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| 437 | * static_cast < int * > ( val ) = mCurrentAlgorithm;
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| 438 | return true;
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| 439 | }
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| 440 | if ( key == "Threshold" )
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| 441 | {
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| 442 | * static_cast < unsigned int * > ( val ) = mVisibilityThreshold;
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| 443 | return true;
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| 444 | }
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| 445 | if ( key == "NumSceneNodes" )
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| 446 | {
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| 447 | * static_cast < unsigned int * > ( val ) = mNumSceneNodes;
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| 448 | return true;
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| 449 | }
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| 450 | if ( key == "NumTraversedNodes" )
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| 451 | {
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| 452 | * static_cast < unsigned int * > ( val ) = mNumTraversedNodes;
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| 453 | return true;
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| 454 | }
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| 455 | if ( key == "NumQueryCulledNodes" )
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| 456 | {
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| 457 | * static_cast < unsigned int * > ( val ) = mNumQueryCulledNodes;
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| 458 | return true;
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| 459 | }
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| 460 | if ( key == "NumFrustumCulledNodes" )
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| 461 | {
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| 462 | * static_cast < unsigned int * > ( val ) = mNumFrustumCulledNodes;
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| 463 | return true;
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| 464 | }
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| 465 | return false;
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| 466 | }
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[33] | 467 | //-----------------------------------------------------------------------
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| 468 | bool OcclusionCullingSceneTraverser::getOptionKeys( StringVector & refKeys )
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| 469 | {
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| 470 | refKeys.push_back( "Algorithm" );
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| 471 | refKeys.push_back( "Threshold" );
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| 472 | refKeys.push_back( "NumSceneNodes" ); |
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| 473 | refKeys.push_back( "NumTraversedNodes" ); |
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| 474 | refKeys.push_back( "NumQueryCulledNodes" ); |
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| 475 | refKeys.push_back( "NumFrustumCulledNodes" ); |
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| 476 | //refKeys.push_back( "mNumRenderedGeometry" );
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| 477 |
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| 478 | return true;
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| 479 | }
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[32] | 480 | }
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