- Timestamp:
- 06/29/08 02:31:58 (16 years ago)
- Location:
- GTP/trunk/App/Demos/Vis/FriendlyCulling
- Files:
-
- 8 edited
Legend:
- Unmodified
- Added
- Removed
-
GTP/trunk/App/Demos/Vis/FriendlyCulling/FriendlyCulling.vcproj
r2801 r2806 3 3 ProjectType="Visual C++" 4 4 Version="8,00" 5 Name=" chc_revisited"5 Name="friendlyculling" 6 6 ProjectGUID="{03661866-4093-4B02-B26A-028EA91AF023}" 7 7 RootNamespace="chc_revisited" … … 243 243 </File> 244 244 <File 245 RelativePath=".\src\ResourceManager.cpp"246 >247 </File>248 <File249 RelativePath=".\src\ResourceManager.h"250 >251 </File>252 <File253 245 RelativePath=".\src\SceneQuery.cpp" 254 246 > … … 458 450 </Filter> 459 451 <Filter 460 Name="render "452 Name="rendering" 461 453 > 462 454 <Filter … … 494 486 </File> 495 487 <File 488 RelativePath=".\src\ResourceManager.h" 489 > 490 </File> 491 <File 496 492 RelativePath=".\src\SceneEntity.h" 497 493 > … … 632 628 /> 633 629 </FileConfiguration> 630 </File> 631 <File 632 RelativePath=".\src\ResourceManager.cpp" 633 > 634 634 </File> 635 635 <File -
GTP/trunk/App/Demos/Vis/FriendlyCulling/Readme.txt
r2789 r2806 1 HARDWARE OCCLUSION QUERIES MADE USEFUL 1 GAME ENGINE FRIENDLY OCCLUSION CULLING 2 2 ====================================== 3 3 … … 37 37 SPACE key (view-frustum culling, hierarchical stop and wait, coherent hierarchical culling, chc++). 38 38 39 A bird eye view visualization of the culling algorithm from can be shown by pressing ' 1' on the keyboard.40 39 A bird eye view visualization of the culling algorithm from can be shown by pressing 'F2' on the keyboard. 40 Pressing 'F8' switches between using / not using the glFinish command, which causes slightly slower frame rates but brings more reliable fps measurements. 41 41 42 42 ---------- … … 59 59 ------------- 60 60 61 We use a simple OpenGL based engine which was designed to be as simple as possible while providing the necessary feature list to simulate the behaviour of full-fledged game engines like Ogre3D. The engine supports simple material sorting mainly based on the texture size, avoiding the mix of differently sized textures, which according to various sources induces one of the costliest state change. We demonstrate the integration of the culling algorithm into the engine, and show how occlusion cullig and state sorting are possible within one framework, two paradigms that were previously considered to be cancelling out each other ("either you do front-back-sorting or material sorting").61 We use a simple OpenGL based engine which was designed to be as simple as possible while providing the necessary feature list to simulate the behaviour of full-fledged game engines like Ogre3D. The engine supports simple material sorting mainly based on the texture format, avoiding the mix of different texture formats, which according to various sources induces one of the costliest state change. We demonstrate the integration of the culling algorithm into the engine, and show how occlusion cullig and state sorting are possible within one framework, two paradigms that were previously considered to be cancelling out each other ("either you do front-back-sorting or material sorting"). 62 62 63 63 … … 66 66 ---------- 67 67 68 A binary for Win32 and a solution for visual studio 2005 included. The program should work under XP and Windows Vista.68 A binary for Win32 and a solution for visual studio 2005 and 2003 included. The program should work under XP and Windows Vista. 69 69 70 70 … … 77 77 The rendering core of the engine is provided by the class RenderTraverser, which provides front to back scene traversal based on a priority queue. It's subclasses implement the various culling algorithms. The new algorithm is represented by the class CHCPlusPlusTraverser. 78 78 79 The main routine is implemented in chcdemo.cpp. Also it contains the OpenGl setup code, glut stuff, and set s upof the scene hierarchy.79 The main routine is implemented in chcdemo.cpp. Also it contains the OpenGl setup code, glut stuff, and setups of the scene hierarchy. 80 80 81 The project is separated into one section containing supportive code (utils), the traversal algorithms (traversal), and the basic engine classes like Camera, Geometry, Material, or RenderState ( scene).81 The project is separated into one section containing supportive code (utils), the traversal algorithms (traversal), and the basic engine classes like Camera, Geometry, Material, or RenderState (rendering). 82 82 83 83 If you find any problem with the code or have any comments, please feel free to ask us at any time. -
GTP/trunk/App/Demos/Vis/FriendlyCulling/src/Camera.cpp
r2796 r2806 66 66 { 67 67 mNear = nearDist; 68 } 69 70 71 void Camera::SetFar(float farDist) 72 { 73 mFar = farDist; 68 74 } 69 75 … … 165 171 Vector3 &ntl, Vector3 &ntr, Vector3 &nbl, Vector3 &nbr) 166 172 { 167 float z_near = 0.1f;168 float z_far = 300;173 float z_near = mNear; 174 float z_far = mFar; 169 175 170 176 const float h_near = 2.0f * tan(mFovy / 2) * z_near; -
GTP/trunk/App/Demos/Vis/FriendlyCulling/src/Camera.h
r2796 r2806 48 48 49 49 void CalcFrustum(Frustum &frustum); 50 50 /** Computes the extremal points of this frustum. 51 */ 51 52 void ComputePoints(Vector3 &ftl, Vector3 &ftr, Vector3 &fbl, Vector3 &fbr, 52 53 Vector3 &ntl, Vector3 &ntr, Vector3 &nbl, Vector3 &nbr); 53 54 55 /** Returns the near plane. 56 */ 54 57 inline float GetNear() const { return mNear; } 58 /** Returns the far plane. 59 */ 60 inline float GetFar() const { return mFar; } 61 /** Sets the near plane 62 */ 55 63 void SetNear(float nearDist); 64 /** Sets the far plane. 65 */ 66 void SetFar(float farDist); 56 67 57 inline float GetFar() const { return mFar; }58 59 void SetFar(float farDist) { mFar = farDist; }60 61 68 void SetOrtho(bool ortho); 62 69 … … 64 71 void Pitch(float angle); 65 72 73 float GetPitch() const { return mPitch; } 74 float GetYaw() const { return mYaw; } 75 66 76 67 77 -
GTP/trunk/App/Demos/Vis/FriendlyCulling/src/SceneQuery.h
r2800 r2806 21 21 SceneQuery(const AxisAlignedBox3 &sceneBox, RenderTraverser *traverser); 22 22 ~SceneQuery() { DEL_ARRAY_PTR(mDepth); } 23 24 /** Calculates intersection of vertical ray at position pt.x, pt.y and 25 stores the intersection point if valid. returns true if the intersection 26 is valid. 27 */ 23 28 bool CalcIntersection(Vector3 &pt); 29 24 30 25 31 protected: -
GTP/trunk/App/Demos/Vis/FriendlyCulling/src/Visualization.cpp
r2796 r2806 64 64 65 65 /******************************************************/ 66 /* Vizualization implementation */66 /* Vizualization implementation */ 67 67 /******************************************************/ 68 68 … … 78 78 mFrameId(0) 79 79 { 80 mSphere = (GLUquadric *)gluNewQuadric();81 80 } 82 81 … … 84 83 Visualization::~Visualization() 85 84 { 86 //DEL_PTR(mSphere);87 85 } 88 86 … … 110 108 stack<BvhNode *> tStack; 111 109 tStack.push(mBvh->GetRoot()); 112 113 glDisable(GL_LIGHTING);114 115 RenderViewPoint();116 RenderFrustum();117 RenderBoxForViz(mBvh->GetBox());118 119 glEnable(GL_LIGHTING);120 110 121 111 glEnableClientState(GL_VERTEX_ARRAY); … … 147 137 } 148 138 } 149 //leaves.push_back(static_cast<BvhLeaf *>(node));150 139 } 151 140 } 152 141 153 mRenderState->Reset();154 155 142 glDisableClientState(GL_VERTEX_ARRAY); 156 143 glDisableClientState(GL_NORMAL_ARRAY); 157 } 158 159 160 void Visualization::RenderViewPoint() 161 { 162 glPushMatrix(); 163 Vector3 pos = mCamera->GetPosition(); 164 pos.z += 100; 165 glTranslatef(pos.x, pos.y, pos.z); 144 145 146 mRenderState->Reset(); 147 148 glPushAttrib(GL_CURRENT_BIT); 149 glDisable(GL_LIGHTING); 150 glDisable(GL_DEPTH_TEST); 151 152 RenderFrustum(); 153 //RenderBoxForViz(mBvh->GetBox()); 166 154 167 glScalef(5.0f, 5.0f, 5.0f);168 glPushAttrib(GL_CURRENT_BIT);169 170 glColor3f(1.0f, 0.0f, 0.0f);171 172 gluSphere((::GLUquadric *)mSphere,173 2e-3f * Magnitude(mBvh->GetBox().Size()), 6, 6);174 175 155 glPopAttrib(); 176 glPopMatrix();177 156 } 178 157 -
GTP/trunk/App/Demos/Vis/FriendlyCulling/src/Visualization.h
r2796 r2806 20 20 { 21 21 public: 22 22 /** Main constructor taking a bvh, a camera, a visualization camera and the current render state 23 as parameters 24 */ 23 25 Visualization(Bvh *bvh, Camera *camera, Camera *vizCamera, RenderState *renderState); 24 26 … … 49 51 */ 50 52 void RenderFrustum(); 51 /** Renders the current view point.52 */53 void RenderViewPoint();54 53 55 54 … … 67 66 /// the current frame id 68 67 int mFrameId; 69 70 GLUquadric *mSphere;71 68 }; 72 69 -
GTP/trunk/App/Demos/Vis/FriendlyCulling/src/chcdemo.cpp
r2803 r2806 163 163 camera = new Camera(winWidth, winHeight, fov); 164 164 camera->SetNear(nearDist); 165 165 166 166 visCamera = new Camera(winWidth, winHeight, fov); 167 167 168 visCamera->SetNear(0.0f); 168 169 visCamera->Yaw(.5 * M_PI); … … 233 234 } 234 235 236 camera->SetFar(0.7f * Magnitude(bvh->GetBox().Diagonal())); 237 235 238 bvh->SetCamera(camera); 236 239 237 240 ResetTraverser(); 238 241 239 //camera->SetDirection(Vector3(0.961829f, 0.273652f, 0.0f));240 242 camera->Pitch(-M_PI * 0.5); 241 243 camera->SetPosition(Vector3(483.398f, 242.364f, 186.078f)); … … 992 994 glColor4f(0.0,0.0,0.0,0.5); 993 995 994 glRecti(winWidth, 0, winWidth - winWidth / 4, winHeight / 3);996 glRecti(winWidth, 0, winWidth - winWidth / 3, winHeight / 3); 995 997 glDisable(GL_BLEND); 996 998 End2D(); … … 1002 1004 const float yoffs = box.Size().y * 0.5f; 1003 1005 1004 Vector3 vizpos = Vector3(box.Center().x, box.Center().y, box.Max().z); 1006 Vector3 pos = camera->GetPosition(); 1007 1008 Vector3 vizpos = Vector3(box.Min().x, box.Min().y + 700, box.Min().z + box.Size().z * 50); 1009 1005 1010 visCamera->SetPosition(vizpos); 1006 1011 1007 glViewport(winWidth - winWidth / 4, winHeight - winHeight / 3, winWidth / 4, winHeight / 3);1012 glViewport(winWidth - winWidth / 3, winHeight - winHeight / 3, winWidth / 3, winHeight / 3); 1008 1013 1009 1014 glMatrixMode(GL_PROJECTION); 1010 1015 glLoadIdentity(); 1011 1016 1012 glOrtho(-xoffs, xoffs, - yoffs, yoffs, 0.0f, box.Size().z);1017 glOrtho(-xoffs, xoffs, -xoffs, xoffs, 0.0f, box.Size().z * 100.0f); 1013 1018 1014 1019 glMatrixMode(GL_MODELVIEW); 1015 1020 1016 1021 visCamera->SetupCameraView(); 1017 1022 1023 Matrix4x4 rotZ = RotationZMatrix(-camera->GetPitch()); 1024 glMultMatrixf((float *)rotZ.x); 1025 1026 glTranslatef(-pos.x, -pos.y, -pos.z); 1027 1028 1018 1029 GLfloat position[] = {0.8f, 1.0f, 1.5f, 0.0f}; 1019 1030 glLightfv(GL_LIGHT0, GL_POSITION, position); … … 1024 1035 glClear(GL_DEPTH_BUFFER_BIT); 1025 1036 1037 1026 1038 //////////// 1027 1039 //-- visualization of the occlusion culling … … 1029 1041 visualization->Render(); 1030 1042 1043 // reset vp 1031 1044 glViewport(0, 0, winWidth, winHeight); 1032 1045 }
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