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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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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14 | OcclusionCullingSceneTraverser::OcclusionCullingSceneTraverser():
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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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17 | mNumTraversedNodes(0), mNumQueryCulledNodes(0), mNumFrustumCulledNodes(0),
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18 | mNumRenderedGeometry(0), mSceneManager(0), mRenderSystem(0)
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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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29 | //SceneManager::~SceneManager();
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30 | }
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31 | //-----------------------------------------------------------------------
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32 | void OcclusionCullingSceneTraverser::renderScene( Camera *cam, SceneNode *root )
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33 | {
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34 | mNumTraversedNodes = 0; |
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35 | mNumQueryCulledNodes = 0; |
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36 | mNumFrustumCulledNodes = 0; |
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37 | mNumRenderedGeometry = 0;
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38 |
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39 | mDistanceQueue = new PriorityQueue(myless<SceneNode *>(cam));
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40 | mDistanceQueue->push(root);
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41 | mCurrentTestIdx = 0;
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42 |
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43 | switch(mCurrentAlgorithm) |
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44 | { |
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45 | case RENDER_CULL_FRUSTUM: |
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46 | renderCullFrustum(cam); |
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47 | break; |
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48 | case RENDER_STOP_AND_WAIT: |
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49 | renderStopAndWait(cam); |
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50 | break; |
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51 | case RENDER_COHERENT: |
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52 | renderCoherentWithQueue(cam); |
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53 | break; |
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54 | default: |
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55 | renderCullFrustum(cam); |
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56 | break; |
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57 | }
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58 |
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59 | delete mDistanceQueue;
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60 |
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61 | mFrameId ++;
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62 | }
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63 | //-----------------------------------------------------------------------
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64 | void OcclusionCullingSceneTraverser::renderCoherentWithQueue(Camera *cam) |
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65 | { |
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66 | QueryQueue queryQueue; |
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67 | |
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68 | //-- PART 1: process finished occlusion queries |
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69 | while(!mDistanceQueue->empty() || !queryQueue.empty()) |
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70 | { |
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71 | while(!queryQueue.empty() && |
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72 | ((queryQueue.front().second)->resultAvailable() || mDistanceQueue->empty())) |
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73 | { |
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74 | SceneNode *node = queryQueue.front().first; |
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75 | HardwareOcclusionQuery *query = queryQueue.front().second; |
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76 | |
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77 | queryQueue.pop(); |
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78 | |
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79 | // wait until result available |
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80 | unsigned int visiblePixels; |
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81 | query->pullOcclusionQuery(&visiblePixels); |
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82 | |
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83 | if(visiblePixels > mVisibilityThreshold) |
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84 | { |
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85 | pullUpVisibility(node); |
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86 | traverseNode(cam, node); |
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87 | } |
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88 | else |
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89 | { |
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90 | mNumQueryCulledNodes ++; |
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91 | } |
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92 | } |
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93 | |
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94 | //-- PART 2: hierarchical traversal |
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95 | if(!mDistanceQueue->empty()) |
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96 | { |
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97 | SceneNode *node = mDistanceQueue->top(); |
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98 | mDistanceQueue->pop(); |
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99 | |
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100 | if(cam->isVisible(node->_getWorldAABB())) |
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101 | { |
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102 | // identify previously visible nodes |
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103 | bool wasVisible = node->isNodeVisible() && (node->lastVisited() == mFrameId - 1); |
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104 | |
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105 | // identify nodes that we cannot skip queries for |
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106 | bool leafOrWasInvisible = !wasVisible || isLeaf(node); |
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107 | |
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108 | // reset node's visibility classification |
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109 | node->setNodeVisible(false); |
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110 | |
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111 | // update node's visited flag |
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112 | node->setLastVisited(mFrameId); |
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113 | |
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114 | // skip testing previously visible interior nodes |
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115 | if(leafOrWasInvisible) |
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116 | { |
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117 | HardwareOcclusionQuery *query = issueOcclusionQuery(node, wasVisible); |
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118 | queryQueue.push(query_pair(node, query)); |
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119 | } |
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120 | |
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121 | // always traverse a node if it was visible |
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122 | if(wasVisible) |
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123 | { |
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124 | traverseNode(cam, node); |
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125 | } |
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126 | } |
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127 | else |
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128 | { |
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129 | mNumFrustumCulledNodes ++; |
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130 | } |
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131 | } |
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132 | } |
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133 | }
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134 | //-----------------------------------------------------------------------
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135 | void OcclusionCullingSceneTraverser::renderCullFrustum(Camera *cam)
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136 | {
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137 | while(!mDistanceQueue->empty()) |
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138 | { |
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139 | SceneNode *node = mDistanceQueue->top(); |
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140 | mDistanceQueue->pop(); |
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141 | |
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142 | // interesting for visualization purpose |
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143 | node->setNodeVisible(false); |
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144 | |
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145 | if(cam->isVisible(node->_getWorldAABB())) |
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146 | { |
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147 | // update node's visited flag |
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148 | node->setLastVisited(mFrameId); |
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149 | node->setNodeVisible(true); |
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150 | traverseNode(cam, node); |
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151 | } |
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152 | else |
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153 | { |
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154 | mNumFrustumCulledNodes ++; |
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155 | } |
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156 | }
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157 | }
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158 | //-----------------------------------------------------------------------
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159 | void OcclusionCullingSceneTraverser::renderStopAndWait(Camera *cam) |
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160 | { |
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161 | while(!mDistanceQueue->empty()) |
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162 | { |
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163 | SceneNode *node = mDistanceQueue->top(); |
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164 | mDistanceQueue->pop(); |
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165 | |
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166 | // interesting for the visualization |
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167 | node->setNodeVisible(false); |
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168 | node->setLastVisited(mFrameId); |
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169 | |
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170 | if(cam->isVisible(node->_getWorldAABB())) |
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171 | { |
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172 | HardwareOcclusionQuery *query = issueOcclusionQuery(node, false); |
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173 | |
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174 | unsigned int visiblePixels; |
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175 | // wait if result not available |
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176 | query->pullOcclusionQuery(&visiblePixels); |
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177 | |
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178 | // node visible |
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179 | if(visiblePixels > mVisibilityThreshold) |
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180 | { |
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181 | traverseNode(cam, node); |
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182 | } |
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183 | else |
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184 | { |
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185 | mNumQueryCulledNodes ++; |
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186 | } |
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187 | } |
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188 | else |
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189 | { |
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190 | mNumFrustumCulledNodes ++; |
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191 | } |
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192 | } |
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193 | } |
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194 | //----------------------------------------------------------------------- |
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195 | HardwareOcclusionQuery *OcclusionCullingSceneTraverser::issueOcclusionQuery( SceneNode *node, bool wasVisible ) |
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196 | { |
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197 | // change state so the bounding box gets not actually rendered on the screen |
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198 | setRenderingMode(MODE_QUERY); |
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199 |
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200 | // get next available test id |
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201 | HardwareOcclusionQuery *query = mOcclusionQueries[mCurrentTestIdx++]; |
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202 | |
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203 | query->beginOcclusionQuery(); |
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204 |
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205 | renderBoundingBox(node);
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206 |
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207 | query->endOcclusionQuery();
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208 |
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209 | return query;
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210 | }
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211 | //-----------------------------------------------------------------------
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212 | void OcclusionCullingSceneTraverser::setRenderingMode( int mode ) |
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213 | { |
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214 | // avoid unnecessary state changes |
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215 | if(mode != mQueryMode) |
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216 | { |
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217 | bool enabled = (mode == MODE_RENDER); |
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218 | |
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219 | mRenderSystem->_setColourBufferWriteEnabled(enabled, |
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220 | enabled, enabled, enabled); |
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221 | mRenderSystem->_setDepthBufferWriteEnabled(enabled); |
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222 | mRenderSystem->setLightingEnabled(enabled); |
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223 | |
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224 | mQueryMode = mode; |
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225 | } |
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226 | }
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227 | //-----------------------------------------------------------------------
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228 | void OcclusionCullingSceneTraverser::traverseNode( Camera *cam, SceneNode *node )
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229 | {
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230 | mNumTraversedNodes ++;
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231 |
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232 | if(node->numAttachedObjects() > 0)
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233 | {
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234 | renderSceneNode(cam, node);
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235 | }
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236 |
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237 | // internal node: add children to priority queue for further processing
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238 | Node::ChildNodeIterator it = node->getChildIterator();
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239 |
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240 | while (it.hasMoreElements())
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241 | {
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242 | SceneNode* sceneChild = static_cast<SceneNode*>(it.getNext());
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243 | mDistanceQueue->push(sceneChild);
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244 | }
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245 | }
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246 | //-----------------------------------------------------------------------
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247 | void OcclusionCullingSceneTraverser::renderSceneNode( Camera *cam, SceneNode *node )
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248 | {
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249 | setRenderingMode(MODE_RENDER);
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250 |
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251 | //HACK (too slow)
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252 | mSceneManager->_renderSceneNode(cam, node);
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253 | }
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254 | //-----------------------------------------------------------------------
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255 | void OcclusionCullingSceneTraverser::preprocess( void )
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256 | {
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257 | //-- initialise occlusion queries.
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258 | deleteQueries();
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259 |
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260 | for(unsigned int i=0; i < mNumSceneNodes; i++)
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261 | {
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262 | mOcclusionQueries.push_back(mRenderSystem->createHardwareOcclusionQuery());
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263 | }
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264 | }
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265 | //-----------------------------------------------------------------------
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266 | void OcclusionCullingSceneTraverser::setSceneManager( SceneManager *sm )
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267 | {
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268 | mSceneManager = sm;
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269 | }
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270 | //-----------------------------------------------------------------------
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271 | void OcclusionCullingSceneTraverser::setRenderSystem( RenderSystem *rsys )
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272 | {
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273 | mRenderSystem = rsys;
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274 | }
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275 | //-----------------------------------------------------------------------
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276 | /*unsigned int OcclusionCullingSceneManager::countSceneNodes(SceneNode *node)
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277 | {
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278 | unsigned int result = 1;
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279 |
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280 | Node::ChildNodeIterator it = node->getChildIterator();
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281 |
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282 | while (it.hasMoreElements())
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283 | {
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284 | SceneNode* sceneChild = static_cast<SceneNode*>(it.getNext());
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285 | result += countSceneNodes(sceneChild);
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286 | }
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287 |
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288 | return result;
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289 | }*/
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290 | //-----------------------------------------------------------------------
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291 | bool OcclusionCullingSceneTraverser::isLeaf( SceneNode *node )
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292 | {
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293 | return (node->numChildren() == 0);
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294 | }
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295 | //-----------------------------------------------------------------------
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296 | void OcclusionCullingSceneTraverser::pullUpVisibility( SceneNode *node )
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297 | {
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298 | while(node && !node->isNodeVisible()) |
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299 | { |
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300 | node->setNodeVisible(true); |
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301 | node = static_cast<SceneNode *>(node->getParent()); |
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302 | }
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303 | }
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304 | //-----------------------------------------------------------------------
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305 | void OcclusionCullingSceneTraverser::deleteQueries( void )
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306 | {
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307 | for(unsigned int i=0; i < mNumSceneNodes; i++)
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308 | delete mOcclusionQueries[i];
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309 |
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310 | mOcclusionQueries.clear();
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311 | }
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312 | //-----------------------------------------------------------------------
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313 | void OcclusionCullingSceneTraverser::renderBoundingBox( SceneNode *node )
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314 | {
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315 | // Render two halfes of the bounding box (using triangle fans)
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316 | for(int half = 0; half < 2; half ++)
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317 | {
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318 | SolidHalfBoundingBox *box = getSolidHalfBoundingBox(half);
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319 |
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320 | box->setupBoundingBox(node->_getWorldAABB());
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321 |
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322 | static RenderOperation ro; |
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323 | mSceneManager->useRenderableViewProjMode(box);
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324 | box->getRenderOperation(ro);
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325 | ro.srcRenderable = box;
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326 | mRenderSystem->_render(ro);
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327 |
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328 | //mSceneManager->renderSingleObject(getSolidHalfBoundingBox(half),
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329 | // getSolidHalfBoundingBox(half)->getTechnique()->getPass(0), false);
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330 | }
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331 | }
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332 | //-----------------------------------------------------------------------
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333 | SolidHalfBoundingBox *OcclusionCullingSceneTraverser::getSolidHalfBoundingBox( int half )
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334 | {
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335 | if(!mHalfBoundingBox[half])
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336 | mHalfBoundingBox[half] = new SolidHalfBoundingBox(half == 1);
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337 |
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338 | return mHalfBoundingBox[half];
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339 | }
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340 | //-----------------------------------------------------------------------
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341 | bool OcclusionCullingSceneTraverser::setOption( const String & key, const void * val )
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342 | {
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343 | if ( key == "Algorithm" )
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344 | {
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345 | mCurrentAlgorithm = * static_cast < const int * > ( val );
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346 | return true;
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347 | }
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348 | if ( key == "Threshold" )
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349 | {
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350 | mVisibilityThreshold = * static_cast < const int * > ( val );
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351 | return true;
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352 | }
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353 |
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354 | return false;
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355 | }
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356 | //-----------------------------------------------------------------------
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357 | bool OcclusionCullingSceneTraverser::getOption( const String & key, void *val )
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358 | {
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359 | if ( key == "Algorithm" )
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360 | {
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361 | * static_cast < int * > ( val ) = mCurrentAlgorithm;
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362 | return true;
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363 | }
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364 | if ( key == "Threshold" )
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365 | {
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366 | * static_cast < unsigned int * > ( val ) = mVisibilityThreshold;
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367 | return true;
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368 | }
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369 | if ( key == "NumSceneNodes" )
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370 | {
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371 | * static_cast < unsigned int * > ( val ) = mNumSceneNodes;
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372 | return true;
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373 | }
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374 | if ( key == "NumTraversedNodes" )
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375 | {
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376 | * static_cast < unsigned int * > ( val ) = mNumTraversedNodes;
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377 | return true;
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378 | }
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379 | if ( key == "NumQueryCulledNodes" )
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380 | {
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381 | * static_cast < unsigned int * > ( val ) = mNumQueryCulledNodes;
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382 | return true;
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383 | }
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384 | if ( key == "NumFrustumCulledNodes" )
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385 | {
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386 | * static_cast < unsigned int * > ( val ) = mNumFrustumCulledNodes;
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387 | return true;
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388 | }
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389 | return false;
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390 | }
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391 | }
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