[10] | 1 | #include "RenderTraverser.h" |
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| 2 | #include "glInterface.h" |
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| 3 | #include "Timers.h" |
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| 4 | |
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| 5 | extern "C" |
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| 6 | { |
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| 7 | #include "MathStuff.h" |
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| 8 | } |
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| 9 | |
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| 10 | |
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| 11 | RenderTraverser::RenderTraverser(): mFrameID(1), mVisibilityThreshold(0), |
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| 12 | mHierarchyRoot(NULL), mOcclusionQueries(NULL), mCurrentTestIdx(0), mIsQueryMode(false), |
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| 13 | mNumTraversedNodes(0), mNumQueryCulledNodes(0), mNumFrustumCulledNodes(0), |
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| 14 | mRenderTime(0), mNumRenderedGeometry(0), mUseOptimization(true) |
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| 15 | { |
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| 16 | } |
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| 17 | |
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| 18 | RenderTraverser::~RenderTraverser() |
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| 19 | { |
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| 20 | if(mOcclusionQueries) |
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| 21 | delete [] mOcclusionQueries; |
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| 22 | } |
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| 23 | |
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| 24 | void RenderTraverser::Render(int mode) |
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| 25 | { |
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| 26 | mDistanceQueue.push(mHierarchyRoot); |
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| 27 | |
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| 28 | long startTime = getTime(); |
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| 29 | |
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| 30 | Preprocess(); |
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| 31 | |
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| 32 | switch(mode) |
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| 33 | { |
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| 34 | case RENDER_CULL_FRUSTUM: |
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| 35 | RenderCullFrustum(); |
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| 36 | break; |
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| 37 | case RENDER_STOP_AND_WAIT: |
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| 38 | RenderStopAndWait(); |
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| 39 | break; |
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| 40 | case RENDER_COHERENT: |
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| 41 | RenderCoherentWithQueue(); |
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| 42 | break; |
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| 43 | default: |
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| 44 | RenderCullFrustum(); |
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| 45 | break; |
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| 46 | } |
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| 47 | |
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| 48 | mFrameID ++; |
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| 49 | ResetQueries(); |
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| 50 | |
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| 51 | long endTime = getTime(); |
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| 52 | mRenderTime = endTime - startTime; |
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| 53 | |
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| 54 | finishTiming(); |
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| 55 | } |
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| 56 | |
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| 57 | /** |
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[86] | 58 | This is the standard render traversal algorithm doing only frustum culling |
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[10] | 59 | */ |
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| 60 | void RenderTraverser::RenderCullFrustum() |
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| 61 | { |
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| 62 | while(!mDistanceQueue.empty()) |
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| 63 | { |
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| 64 | HierarchyNode *node = mDistanceQueue.top(); |
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| 65 | mDistanceQueue.pop(); |
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| 66 | |
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| 67 | // interesting for the visualization, so rest and set |
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| 68 | node->SetVisible(false); |
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| 69 | mNumTraversedNodes ++; |
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| 70 | |
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| 71 | bool intersects; |
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| 72 | |
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| 73 | if(InsideViewFrustum(node, intersects)) |
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| 74 | { |
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| 75 | // update node's visited flag => needed for rendering |
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| 76 | // so set it also here |
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| 77 | node->SetLastVisited(mFrameID); |
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| 78 | node->SetVisible(true); |
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| 79 | TraverseNode(node); |
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| 80 | } |
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| 81 | else |
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| 82 | { |
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| 83 | mNumFrustumCulledNodes ++; |
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| 84 | } |
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| 85 | } |
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| 86 | } |
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| 87 | |
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| 88 | void RenderTraverser::RenderStopAndWait() |
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| 89 | { |
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| 90 | while(! mDistanceQueue.empty()) |
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| 91 | { |
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| 92 | HierarchyNode *node = mDistanceQueue.top(); |
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| 93 | mDistanceQueue.pop(); |
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| 94 | mNumTraversedNodes ++; |
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| 95 | // interesting for the visualization, so rest and set |
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| 96 | node->SetVisible(false); |
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| 97 | |
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| 98 | bool intersects; |
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| 99 | |
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| 100 | if(InsideViewFrustum(node, intersects)) |
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| 101 | { |
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| 102 | // update node's visited flag |
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| 103 | node->SetLastVisited(mFrameID); |
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| 104 | |
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| 105 | // for near plane intersecting abbs possible |
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| 106 | // wrong results => skip occlusion query |
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| 107 | if(intersects) |
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| 108 | { |
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| 109 | node->SetVisible(true); |
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| 110 | TraverseNode(node); |
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| 111 | } |
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| 112 | else |
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| 113 | { |
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| 114 | IssueOcclusionQuery(node, false); |
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| 115 | |
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| 116 | // wait if result not available |
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| 117 | int visiblePixels = GetOcclusionQueryResult(node); |
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| 118 | |
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| 119 | // node visible |
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| 120 | if(visiblePixels > mVisibilityThreshold) |
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| 121 | { |
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| 122 | node->SetVisible(true); |
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| 123 | TraverseNode(node); |
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| 124 | } |
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| 125 | else |
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| 126 | { |
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| 127 | mNumQueryCulledNodes ++; |
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| 128 | } |
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| 129 | } |
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| 130 | } |
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| 131 | else |
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| 132 | { |
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| 133 | mNumFrustumCulledNodes ++; |
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| 134 | } |
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| 135 | } |
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| 136 | } |
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| 137 | |
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| 138 | void RenderTraverser::RenderCoherentWithQueue() |
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| 139 | { |
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| 140 | QueryQueue queryQueue; |
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| 141 | |
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| 142 | //-- PART 1: process finished occlusion queries |
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| 143 | while(!mDistanceQueue.empty() || !queryQueue.empty()) |
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| 144 | { |
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| 145 | while(!queryQueue.empty() && |
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[86] | 146 | (ResultAvailable(queryQueue.front()) || mDistanceQueue.empty())) |
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[10] | 147 | { |
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| 148 | HierarchyNode *node = queryQueue.front(); |
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| 149 | queryQueue.pop(); |
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| 150 | |
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| 151 | // wait until result available |
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| 152 | int visiblePixels = GetOcclusionQueryResult(node); |
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| 153 | |
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| 154 | if(visiblePixels > mVisibilityThreshold) |
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| 155 | { |
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| 156 | PullUpVisibility(node); |
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| 157 | TraverseNode(node); |
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| 158 | } |
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| 159 | else |
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| 160 | { |
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| 161 | mNumQueryCulledNodes ++; |
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| 162 | } |
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| 163 | } |
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| 164 | |
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| 165 | //-- PART 2: hierarchical traversal |
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| 166 | if(! mDistanceQueue.empty()) |
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| 167 | { |
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| 168 | HierarchyNode *node = mDistanceQueue.top(); |
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| 169 | |
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| 170 | mDistanceQueue.pop(); |
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| 171 | |
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| 172 | mNumTraversedNodes ++; |
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| 173 | |
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| 174 | bool intersects; |
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| 175 | |
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| 176 | if(InsideViewFrustum(node, intersects)) |
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| 177 | { |
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[43] | 178 | // for near plane intersecting bounding box possible |
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[10] | 179 | // wrong results => skip occlusion query |
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| 180 | if(intersects) |
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| 181 | { |
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| 182 | // update node's visited flag |
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| 183 | node->SetLastVisited(mFrameID); |
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| 184 | |
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| 185 | PullUpVisibility(node); |
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| 186 | TraverseNode(node); |
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| 187 | } |
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| 188 | else |
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| 189 | { |
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| 190 | // identify previously visible nodes |
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| 191 | bool wasVisible = node->Visible() && (node->LastVisited() == mFrameID - 1); |
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| 192 | |
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| 193 | // identify nodes that we cannot skip queries for |
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| 194 | bool leafOrWasInvisible = !wasVisible || node->IsLeaf(); |
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| 195 | |
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| 196 | // reset node's visibility classification |
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| 197 | node->SetVisible(false); |
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| 198 | |
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| 199 | // update node's visited flag |
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| 200 | node->SetLastVisited(mFrameID); |
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| 201 | |
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| 202 | // skip testing previously visible interior nodes |
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| 203 | if(leafOrWasInvisible) |
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| 204 | { |
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| 205 | IssueOcclusionQuery(node, wasVisible); |
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| 206 | queryQueue.push(node); |
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| 207 | } |
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| 208 | |
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| 209 | // always traverse a node if it was visible |
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| 210 | if(wasVisible) |
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| 211 | TraverseNode(node); |
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| 212 | } |
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| 213 | } |
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| 214 | else |
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| 215 | { |
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| 216 | // for stats |
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| 217 | mNumFrustumCulledNodes ++; |
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| 218 | } |
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| 219 | } |
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| 220 | } |
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| 221 | } |
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| 222 | |
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| 223 | void RenderTraverser::TraverseNode(HierarchyNode *node) |
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| 224 | { |
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| 225 | if(node->IsLeaf()) |
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| 226 | mNumRenderedGeometry += node->Render(); |
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| 227 | else |
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| 228 | { |
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| 229 | // for non leafs this renders only the bounding volume (if the flag is set) |
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| 230 | //node->Render(); |
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| 231 | mDistanceQueue.push(node->GetLeftChild()); |
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| 232 | mDistanceQueue.push(node->GetRightChild()); |
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| 233 | } |
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| 234 | } |
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| 235 | |
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| 236 | void RenderTraverser::RenderVisualization() |
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| 237 | { |
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| 238 | mDistanceQueue.push(mHierarchyRoot); |
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| 239 | |
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| 240 | while(! mDistanceQueue.empty()) |
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| 241 | { |
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| 242 | HierarchyNode *node = mDistanceQueue.top(); |
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| 243 | mDistanceQueue.pop(); |
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| 244 | |
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| 245 | // identify previously visible nodes |
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| 246 | bool wasVisible = node->Visible() && (node->LastVisited() == mFrameID - 1); |
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| 247 | |
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| 248 | if(wasVisible) |
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| 249 | TraverseNode(node); |
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| 250 | else |
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| 251 | { |
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| 252 | // also render culled nodes |
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| 253 | glColor3f(1.0,0.0,0.0); |
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| 254 | node->RenderBoundingVolumeForVisualization(); |
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| 255 | } |
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| 256 | } |
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| 257 | } |
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| 258 | |
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| 259 | |
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| 260 | void RenderTraverser::PullUpVisibility(HierarchyNode *node) |
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| 261 | { |
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| 262 | while(node && !node->Visible()) |
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| 263 | { |
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| 264 | node->SetVisible(true); |
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| 265 | node = node->GetParent(); |
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| 266 | } |
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| 267 | } |
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| 268 | |
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| 269 | bool RenderTraverser::ResultAvailable(HierarchyNode *node) |
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| 270 | { |
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| 271 | int result; |
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| 272 | |
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| 273 | glGetQueryivARB(node->GetOcclusionQuery(), |
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| 274 | GL_QUERY_RESULT_AVAILABLE_ARB, &result); |
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| 275 | |
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| 276 | return (result == GL_TRUE); |
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| 277 | } |
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| 278 | |
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| 279 | void RenderTraverser::SetHierarchy(HierarchyNode *sceneRoot) |
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| 280 | { |
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| 281 | mHierarchyRoot = sceneRoot; |
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| 282 | |
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| 283 | // not valid anymore for new hierarchy => delete |
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| 284 | delete [] mOcclusionQueries; |
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| 285 | mOcclusionQueries = NULL; |
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| 286 | } |
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| 287 | |
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| 288 | HierarchyNode *RenderTraverser::GetHierarchy() |
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| 289 | { |
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| 290 | return mHierarchyRoot; |
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| 291 | } |
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| 292 | |
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| 293 | int RenderTraverser::GetOcclusionQueryResult(HierarchyNode *node) |
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| 294 | { |
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| 295 | unsigned int result; |
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| 296 | |
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| 297 | glGetQueryObjectuivARB(node->GetOcclusionQuery(), GL_QUERY_RESULT_ARB, &result); |
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| 298 | |
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| 299 | return (int)result; |
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| 300 | } |
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| 301 | |
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| 302 | |
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| 303 | void RenderTraverser::Switch2GLQueryState() |
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| 304 | { |
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| 305 | // boolean used to avoid unnecessary state changes |
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| 306 | if(!mIsQueryMode) |
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| 307 | { |
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| 308 | glColorMask(GL_FALSE, GL_FALSE, GL_FALSE, GL_FALSE); |
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| 309 | glDepthMask(GL_FALSE); |
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| 310 | glDisable(GL_LIGHTING); |
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| 311 | mIsQueryMode = true; |
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| 312 | } |
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| 313 | } |
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| 314 | |
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| 315 | |
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| 316 | void RenderTraverser::Switch2GLRenderState() |
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| 317 | { |
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| 318 | // boolean used to avoid unnecessary state changes |
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| 319 | if(mIsQueryMode) |
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| 320 | { |
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| 321 | // switch back to rendermode |
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| 322 | glColorMask(GL_TRUE, GL_TRUE, GL_TRUE, GL_TRUE); |
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| 323 | glDepthMask(GL_TRUE); |
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| 324 | glEnable(GL_LIGHTING); |
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| 325 | mIsQueryMode = false; |
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| 326 | } |
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| 327 | } |
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| 328 | |
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[86] | 329 | void RenderTraverser::IssueOcclusionQuery(HierarchyNode *node, const bool wasVisible) |
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[10] | 330 | { |
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| 331 | // get next available test id |
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| 332 | unsigned int occlusionQuery = mOcclusionQueries[mCurrentTestIdx++]; |
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| 333 | |
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| 334 | node->SetOcclusionQuery(occlusionQuery); |
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| 335 | // do the actual occlusion query for this node |
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| 336 | glBeginQueryARB(GL_SAMPLES_PASSED_ARB, occlusionQuery); |
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| 337 | |
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| 338 | // if leaf and was visible => will be rendered anyway, thus we |
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| 339 | // can also test with the real geometry |
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| 340 | if(node->IsLeaf() && wasVisible && mUseOptimization) |
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| 341 | { |
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| 342 | mNumRenderedGeometry += node->Render(); |
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| 343 | } |
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| 344 | else |
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| 345 | { |
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| 346 | // change state so the bounding box gets not actually rendered on the screen |
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| 347 | Switch2GLQueryState(); |
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| 348 | node->RenderBoundingVolume(); |
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| 349 | Switch2GLRenderState(); |
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| 350 | } |
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| 351 | |
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| 352 | glEndQueryARB(GL_SAMPLES_PASSED_ARB); |
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| 353 | } |
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| 354 | |
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| 355 | void RenderTraverser::Preprocess() |
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| 356 | { |
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| 357 | if(!mOcclusionQueries) |
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| 358 | { |
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| 359 | mOcclusionQueries = new unsigned int[mHierarchyRoot->GetNumHierarchyNodes()]; |
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| 360 | } |
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| 361 | |
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| 362 | // view frustum planes for view frustum culling |
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| 363 | calcViewFrustumPlanes(&mClipPlanes, mProjViewMatrix); |
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| 364 | calcAABNPVertexIndices(mNPVertexIndices, mClipPlanes); |
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| 365 | // generate ids for occlusion test |
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| 366 | glGenQueriesARB(mHierarchyRoot->GetNumHierarchyNodes(), mOcclusionQueries); |
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| 367 | mCurrentTestIdx = 0; |
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| 368 | |
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| 369 | // reset statistics |
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| 370 | mNumTraversedNodes = 0; |
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| 371 | mNumQueryCulledNodes = 0; |
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| 372 | mNumFrustumCulledNodes = 0; |
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| 373 | mNumRenderedGeometry = 0; |
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| 374 | } |
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| 375 | |
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| 376 | |
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| 377 | void RenderTraverser::ResetQueries() |
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| 378 | { |
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| 379 | // tell the driver that the occlusion queries won't be needed any more |
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| 380 | glDeleteQueriesARB(mHierarchyRoot->GetNumHierarchyNodes(), mOcclusionQueries); |
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| 381 | } |
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| 382 | |
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| 383 | |
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| 384 | void RenderTraverser::SetViewpoint(Vector3 const &viewpoint) |
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| 385 | { |
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| 386 | copyVector3(mViewpoint, viewpoint); |
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| 387 | } |
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| 388 | |
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| 389 | |
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| 390 | void RenderTraverser::SetProjViewMatrix(Matrix4x4 const &projViewMatrix) |
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| 391 | { |
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| 392 | copyMatrix(mProjViewMatrix, projViewMatrix); |
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| 393 | } |
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| 394 | |
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| 395 | |
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| 396 | bool RenderTraverser::InsideViewFrustum(HierarchyNode *node, bool &intersects) |
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| 397 | { |
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| 398 | Vector3x8 vertices; |
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| 399 | |
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| 400 | bool intersect = false; |
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| 401 | |
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| 402 | calcAABoxPoints(vertices, node->GetBoundingVolume()); |
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| 403 | |
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| 404 | // simply test all 6 vertices |
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| 405 | for (int i = 0; i < 6; i++) |
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| 406 | { |
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| 407 | // test the n-vertex |
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| 408 | // note: the calcAABNearestVertexId should be preprocessed |
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| 409 | if(!pointBeforePlane(mClipPlanes.plane[i], vertices[mNPVertexIndices[i * 2]])) |
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| 410 | { |
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| 411 | // outside |
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| 412 | return false; |
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| 413 | } |
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| 414 | } |
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| 415 | |
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| 416 | // test if bounding box is intersected by nearplane (using the p-vertex) |
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| 417 | intersects = (!pointBeforePlane(mClipPlanes.plane[5], vertices[mNPVertexIndices[11]])); |
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| 418 | |
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| 419 | // -- get vector from viewpoint to center of bounding volume |
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| 420 | Vector3 vec;
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| 421 | calcAABoxCenter(vec, node->GetBoundingVolume());
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| 422 | diffVector3(vec, vec, mViewpoint);
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| 423 |
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| 424 | // compute distance from nearest point to viewpoint
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| 425 | diffVector3(vec, vertices[calcAABNearestVertexIdx(vec)], mViewpoint);
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| 426 | node->SetDistance(squaredLength(vec));
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| 427 | |
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| 428 | return true; |
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| 429 | } |
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| 430 | |
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| 431 | |
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| 432 | void RenderTraverser::SetVisibilityThreshold(int threshold) |
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| 433 | { |
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| 434 | mVisibilityThreshold = threshold; |
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| 435 | } |
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| 436 | |
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| 437 | long RenderTraverser::GetRenderTime() |
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| 438 | { |
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| 439 | return mRenderTime; |
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| 440 | } |
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| 441 | |
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| 442 | int RenderTraverser::GetNumTraversedNodes() |
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| 443 | { |
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| 444 | return mNumTraversedNodes; |
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| 445 | } |
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| 446 | |
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| 447 | int RenderTraverser::GetNumQueryCulledNodes() |
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| 448 | { |
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| 449 | return mNumQueryCulledNodes; |
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| 450 | } |
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| 451 | |
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| 452 | int RenderTraverser::GetNumFrustumCulledNodes() |
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| 453 | { |
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| 454 | return mNumFrustumCulledNodes; |
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| 455 | } |
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| 456 | |
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| 457 | |
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| 458 | int RenderTraverser::GetNumRenderedGeometry() |
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| 459 | { |
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| 460 | return mNumRenderedGeometry; |
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| 461 | } |
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| 462 | |
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| 463 | |
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| 464 | int RenderTraverser::GetVisibilityThreshold() |
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| 465 | { |
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| 466 | return mVisibilityThreshold; |
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| 467 | } |
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| 468 | |
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| 469 | void RenderTraverser::SetUseOptimization(bool useOptimization) |
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| 470 | { |
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| 471 | mUseOptimization = useOptimization; |
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| 472 | printf("using opt %d\n", mUseOptimization); |
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| 473 | } |
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