- Timestamp:
- 06/29/08 23:48:17 (16 years ago)
- Location:
- GTP/trunk/App/Demos/Vis/FriendlyCulling
- Files:
-
- 2 added
- 4 edited
Legend:
- Unmodified
- Added
- Removed
-
GTP/trunk/App/Demos/Vis/FriendlyCulling/FriendlyCulling.vcproj
r2806 r2808 41 41 Name="VCCLCompilerTool" 42 42 Optimization="0" 43 AdditionalIncludeDirectories="libs;libs/GL;libs/Devil/include;src;libs/Zlib/include "43 AdditionalIncludeDirectories="libs;libs/GL;libs/Devil/include;src;libs/Zlib/include;"$(CG_INC_PATH)"" 44 44 PreprocessorDefinitions="WIN32;_DEBUG;_CONSOLE;_CRT_SECURE_NO_WARNINGS" 45 45 MinimalRebuild="true" … … 63 63 <Tool 64 64 Name="VCLinkerTool" 65 AdditionalDependencies="glut32.lib glew32s.lib glew32.lib DevIL.lib ILUT.lib zlib.lib "65 AdditionalDependencies="glut32.lib glew32s.lib glew32.lib DevIL.lib ILUT.lib zlib.lib cg.lib cgGL.lib" 66 66 LinkIncremental="2" 67 AdditionalLibraryDirectories="libs/GL;libs/Devil/lib;libs/Zlib/lib" 67 AdditionalLibraryDirectories="libs/GL;libs/Devil/lib;libs/Zlib/lib;"$(CG_LIB_PATH)"" 68 IgnoreDefaultLibraryNames="LIBCMT" 68 69 GenerateDebugInformation="true" 69 70 SubSystem="1" … … 126 127 OmitFramePointers="true" 127 128 EnableFiberSafeOptimizations="true" 128 AdditionalIncludeDirectories="libs;libs/GL;libs/Devil/include;src;libs/Zlib/include "129 AdditionalIncludeDirectories="libs;libs/GL;libs/Devil/include;src;libs/Zlib/include;"$(CG_INC_PATH)"" 129 130 PreprocessorDefinitions="WIN32;NDEBUG;_CONSOLE; _CRT_SECURE_NO_WARNINGS" 130 131 StringPooling="true" … … 243 244 </File> 244 245 <File 246 RelativePath=".\src\RenderTexture.cpp" 247 > 248 </File> 249 <File 250 RelativePath=".\src\RenderTexture.h" 251 > 252 </File> 253 <File 245 254 RelativePath=".\src\SceneQuery.cpp" 246 255 > -
GTP/trunk/App/Demos/Vis/FriendlyCulling/src/SceneQuery.cpp
r2800 r2808 7 7 #include <IL/il.h> 8 8 #include <assert.h> 9 #include "RenderTexture.h" 10 11 12 using namespace std; 13 14 int texWidth = 2048; 15 int texHeight = 2048; 16 17 /*static void cgErrorCallback() 18 { 19 CGerror lastError = cgGetError(); 20 21 if(lastError) 22 { 23 printf("%s\n\n", cgGetErrorString(lastError)); 24 printf("%s\n", cgGetLastListing(sCgContext)); 25 printf("Cg error, exiting...\n"); 26 27 exit(0); 28 } 29 }*/ 30 31 32 static void PrintGLerror(char *msg) 33 { 34 GLenum errCode; 35 const GLubyte *errStr; 36 37 if ((errCode = glGetError()) != GL_NO_ERROR) 38 { 39 errStr = gluErrorString(errCode); 40 fprintf(stderr,"OpenGL ERROR: %s: %s\n", errStr, msg); 41 } 42 } 9 43 10 44 … … 26 60 { 27 61 28 using namespace std; 29 30 31 //const static int viewport[4] = {0, 0, 512, 512}; 32 const static int viewport[4] = {0, 0, 1024, 768}; 33 //const static int viewport[4] = {0, 0, 2048, 2048}; 34 35 36 37 SceneQuery::SceneQuery(const AxisAlignedBox3 &sceneBox, RenderTraverser *renderer): 38 mSceneBox(sceneBox), mDepth(NULL) 39 { 40 Prepare(renderer); 41 } 42 43 44 bool SceneQuery::CalcIntersection(Vector3 &pt) 45 { 46 int px = (pt.x - mSceneBox.Min(0)) * (viewport[2] - 1) / mSceneBox.Size(0); 47 int py = (pt.y - mSceneBox.Min(1)) * (viewport[3] - 1) / mSceneBox.Size(1); 48 49 unsigned char d = mDepth[px + py * viewport[2]]; 50 51 const float offs = mSceneBox.Size(2) * 1e-1f; 52 53 static float depth = (float)d; 54 55 if (d > 0) 56 { 57 const float x = 0.1f; 58 depth = depth * x + d * (1.0f - x); 59 pt.z = mSceneBox.Max().z - mSceneBox.Size().z * depth / 255.0f + offs; 60 //cout << "new depth " << pt.z << " (" << d << ")" << endl; 61 62 return true; 63 } 64 //cout << "invalid depth: " << d << endl; 65 66 return false; 67 } 68 69 70 void SceneQuery::Prepare(RenderTraverser *renderer) 71 { 72 cout << "Preparing scene queries" << endl; 73 74 const float xlen = mSceneBox.Size().x * 0.5f; 75 const float ylen = mSceneBox.Size().y * 0.5f; 76 77 Camera *orthoCam = new Camera(xlen, ylen); 78 orthoCam->SetOrtho(true); 79 80 orthoCam->SetNear(0.0f); 81 orthoCam->Yaw(M_PI * 0.5f); 82 83 Vector3 pos = Vector3(mSceneBox.Center().x, mSceneBox.Center().y, mSceneBox.Max().z); 84 orthoCam->SetPosition(pos); 85 86 //glPixelStorei(GL_PACK_ROW_LENGTH, viewport[2]); 87 glPixelStorei(GL_PACK_ALIGNMENT, 1); 88 glReadBuffer(GL_BACK); 89 90 // hack: should create offscreen buffer for this 91 glViewport(0, 0, viewport[2], viewport[3]); 92 93 glMatrixMode(GL_PROJECTION); 94 glLoadIdentity(); 95 96 glOrtho(-xlen, xlen, -ylen, ylen, 0.0f, mSceneBox.Size().z); 97 98 glMatrixMode(GL_MODELVIEW); 99 100 orthoCam->SetupCameraView(); 101 102 glClear(GL_DEPTH_BUFFER_BIT); 103 104 mDepth = new unsigned char[viewport[2] * viewport[3]]; 105 //mDepth = new float[viewport[2] * viewport[3]]; 106 107 //renderer->SetCamera(orthoCam); 108 109 renderer->RenderScene(); 110 111 glReadPixels(0, 0, viewport[2], viewport[3], GL_DEPTH_COMPONENT, GL_UNSIGNED_BYTE, mDepth); 112 //glReadPixels(0, 0, viewport[2], viewport[3], GL_DEPTH_COMPONENT, GL_FLOAT, mDepth); 113 /* 62 63 void GrabDepthBuffer(float *data, RenderTexture *rt) 64 { 65 rt->BindDepth(); 66 rt->EnableTextureTarget(); 67 68 const int texFormat = GL_DEPTH_COMPONENT; 69 glGetTexImage(rt->GetTextureTarget(), 0, texFormat, GL_FLOAT, data); 70 71 rt->DisableTextureTarget(); 72 } 73 74 75 void ExportDepthBuffer(float *data) 76 { 114 77 startil(); 115 78 116 if (!ilTexImage(viewport[2], viewport[3], 1, 1, IL_LUMINANCE, IL_UNSIGNED_BYTE, mDepth)) 79 ILstring filename = ILstring("depth.tga"); 80 ilRegisterType(IL_FLOAT); 81 82 const int depth = 1; 83 const int bpp = 1; 84 85 if (!ilTexImage(texWidth, texHeight, depth, bpp, IL_LUMINANCE, IL_FLOAT, data)) 117 86 { 118 87 cerr << "IL error " << ilGetError() << endl; … … 121 90 } 122 91 123 ILstring writename = ILstring("out.tga"); 124 125 ilSetInteger(IL_TGA_RLE, 1); 126 if (!ilSaveImage(writename)) 92 if (!ilSaveImage(filename)) 127 93 { 128 94 cerr << "TGA write error " << ilGetError() << endl; … … 130 96 131 97 stopil(); 132 */ 98 99 cout << "exported depth buffer" << endl; 100 } 101 102 103 SceneQuery::SceneQuery(const AxisAlignedBox3 &sceneBox, RenderTraverser *renderer): 104 mSceneBox(sceneBox), mDepth(NULL) 105 { 106 Prepare(renderer); 107 } 108 109 110 bool SceneQuery::CalcIntersection(Vector3 &pt) 111 { 112 const int px = (pt.x - mSceneBox.Min(0)) * (texWidth - 1) / mSceneBox.Size(0); 113 const int py = (pt.y - mSceneBox.Min(1)) * (texHeight - 1) / mSceneBox.Size(1); 114 115 float d = mDepth[px + py * texHeight]; 116 117 static float depth = d; 118 119 if (d > 0) 120 { 121 // temporal smoothing of depth values 122 const float x = 0.5f; 123 depth = d * x + depth * (1.0f - x); 124 125 const float offs = mSceneBox.Size(2) * 5e-2f; 126 pt.z = mSceneBox.Max().z - mSceneBox.Size().z * depth + offs; 127 128 return true; 129 } 130 131 return false; 132 } 133 134 135 void SceneQuery::Prepare(RenderTraverser *renderer) 136 { 137 cout << "Preparing scene queries" << endl; 138 139 RenderTexture *depthTexture = new RenderTexture(texWidth, texHeight, true, true); 140 141 #ifdef ATI 142 depthTexture->Initialize(true, true, false, false, false, 8, 8, 8, 8, RenderTexture::RT_COPY_TO_TEXTURE); 143 #else 144 depthTexture->Initialize(true, true, false, false, false, 8, 8, 8, 8);//, RenderTexture::RT_COPY_TO_TEXTURE); 145 #endif 146 147 PrintGLerror("Init"); 148 149 150 const float xlen = mSceneBox.Size().x * 0.5f; 151 const float ylen = mSceneBox.Size().y * 0.5f; 152 153 Camera *orthoCam = new Camera(xlen, ylen); 154 orthoCam->SetOrtho(true); 155 156 orthoCam->SetNear(0.0f); 157 orthoCam->Yaw(M_PI * 0.5f); 158 159 Vector3 pos = Vector3(mSceneBox.Center().x, mSceneBox.Center().y, mSceneBox.Max().z); 160 orthoCam->SetPosition(pos); 161 162 depthTexture->BeginCapture(); 163 164 glViewport(0, 0, texWidth, texHeight); 165 166 glClearColor(1, 1, 1, 1); 167 glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT); 168 169 glFrontFace(GL_CCW); 170 glCullFace(GL_BACK); 171 172 glDisable(GL_CULL_FACE); 173 //glEnable(GL_CULL_FACE); 174 175 glShadeModel(GL_FLAT); 176 glEnable(GL_DEPTH_TEST); 177 178 glMatrixMode(GL_PROJECTION); 179 glLoadIdentity(); 180 181 glOrtho(-xlen, xlen, -ylen, ylen, 0.0f, mSceneBox.Size().z); 182 183 glMatrixMode(GL_MODELVIEW); 184 185 orthoCam->SetupCameraView(); 186 187 mDepth = new float[texHeight * texWidth]; 188 189 //renderer->SetCamera(orthoCam); 190 renderer->RenderScene(); 191 192 depthTexture->EndCapture(); 193 194 GrabDepthBuffer(mDepth, depthTexture); 195 //ExportDepthBuffer(mDepth); 196 //PrintGLerror("grab"); 197 198 DEL_PTR(depthTexture); 133 199 DEL_PTR(orthoCam); 134 200 } 135 201 136 } 202 203 204 205 } -
GTP/trunk/App/Demos/Vis/FriendlyCulling/src/SceneQuery.h
r2806 r2808 10 10 11 11 class RenderTraverser; 12 13 12 14 13 /** A simple class that computes the first intersection of a horizontal ray with … … 33 32 void Prepare(RenderTraverser *traverser); 34 33 35 36 34 /////////// 37 35 38 36 AxisAlignedBox3 mSceneBox; 39 37 40 unsigned char *mDepth; 38 //unsigned char *mDepth; 39 float *mDepth; 41 40 }; 42 41 -
GTP/trunk/App/Demos/Vis/FriendlyCulling/src/chcdemo.cpp
r2807 r2808 23 23 #include "SceneQuery.h" 24 24 #include "RenderQueue.h" 25 #include <Cg/cg.h> 26 #include <Cg/cgGL.h> 25 27 26 28 … … 156 158 157 159 160 // cg stuff 161 static CGcontext sCgContext = NULL; 162 static CGprogram sCgDepthPeelingProgram = NULL; 163 static CGprogram sCgPassThroughProgram = NULL; 164 165 static CGprofile sCgFragmentProfile; 166 static CGparameter sTextureParam; 167 static CGparameter sTexWidthParam; 168 static CGparameter sStepSizeParam; 169 170 158 171 159 172 int main(int argc, char* argv[]) … … 306 319 "'F3' - shows/hides bounds (boxes or tight bounds)", 307 320 "'F4' - shows/hides statistics", 308 "'F5', - toggles between fly / walkmode",309 "'F6', - shows/hides parameters",321 "'F5', - shows/hides parameters", 322 "'F6', - toggles between fly / walkmode", 310 323 "'F7', - depth pass", 311 324 "'F8', - enable/disable glFinish for more accurate timings", … … 1090 1103 void DisplayStats() 1091 1104 { 1092 char *msg[] = {"Frustum Culling", "Stop and Wait", 1093 "CHC", "CHC ++"}; 1094 1095 char msg2[400]; 1096 char msg3[200]; 1097 char msg4[200]; 1098 char msg5[200]; 1099 char msg6[200]; 1100 char msg7[200]; 1101 char msg8[200]; 1102 1105 static char msg[7][300]; 1103 1106 1104 1107 static double renderTime = algTime; 1105 const float expFactor = 0.3f; 1106 1107 //if (useRenderQueue) cout << "rq overhead: " << 1e6f * rqTimer.TotalTime() << " ms" << endl; 1108 const float expFactor = 0.5f; 1108 1109 1109 1110 // if some strange render time spike happened in this frame => don't count 1110 if (algTime < 1000) renderTime = algTime * expFactor + (1.0f - expFactor) * algTime; 1111 //renderTime = 1e3f * (elapsedTime * expFactor + (1.0f - expFactor) * elapsedTime); 1111 if (algTime < 500) renderTime = algTime * expFactor + (1.0f - expFactor) * algTime; 1112 1112 1113 1113 accumulatedTime += elapsedTime * 1e3f; … … 1130 1130 } 1131 1131 1132 sprintf(msg2, "assumed visible frames: %4d, max batch size: %4d",1133 assumedVisibleFrames, maxBatchSize);1134 1135 sprintf(msg3, "multiqueries: %d, tight bounds: %d, render queue: %d, depth pass: %d, glFinish: %d",1136 useMultiQueries, useTightBounds, useRenderQueue, depthPass, useGlFinish);1137 1138 1132 string str; 1139 1133 string str2; 1140 1134 1135 int i = 0; 1136 1141 1137 CalcDecimalPoint(str, renderedTriangles); 1142 1138 CalcDecimalPoint(str2, bvh->GetBvhStats().mTriangles); 1143 1139 1144 sprintf(msg4, "rendered nodes: %6d (of %6d), rendered triangles: %s (of %s)", 1145 renderedNodes, bvh->GetNumVirtualNodes(), str.c_str(), str2.c_str()); 1146 1147 sprintf(msg5, "traversed: %5d, frustum culled: %5d, query culled: %5d", 1148 traversedNodes, frustumCulledNodes, queryCulledNodes); 1149 1150 sprintf(msg6, "issued queries: %5d, state changes: %5d, render batches: %5d", issuedQueries, stateChanges, numBatches); 1151 1152 sprintf(msg8, "triangles per virtual leaf: %5d", trianglesPerVirtualLeaf); 1153 1154 sprintf(msg7, "fps: %6.1f", fps); 1140 sprintf(msg[i ++], "rendered nodes: %6d (of %6d), rendered triangles: %s (of %s)", 1141 renderedNodes, bvh->GetNumVirtualNodes(), str.c_str(), str2.c_str()); 1142 1143 sprintf(msg[i ++], "traversed: %5d, frustum culled: %5d, query culled: %5d", 1144 traversedNodes, frustumCulledNodes, queryCulledNodes); 1145 1146 sprintf(msg[i ++], "issued queries: %5d, state changes: %5d, render batches: %5d", 1147 issuedQueries, stateChanges, numBatches); 1148 1149 sprintf(msg[i ++], "fps: %6.1f", fps); 1150 1151 1152 sprintf(msg[i ++], "assumed visible frames: %4d, max batch size: %4d", 1153 assumedVisibleFrames, maxBatchSize); 1154 1155 sprintf(msg[i ++], "multiqueries: %d, tight bounds: %d, render queue: %d, depth pass: %d, glFinish: %d", 1156 useMultiQueries, useTightBounds, useRenderQueue, depthPass, useGlFinish); 1157 1158 sprintf(msg[i ++], "triangles per virtual leaf: %5d", trianglesPerVirtualLeaf); 1155 1159 1156 1160 … … 1163 1167 else 1164 1168 { 1169 static char *alg_str[] = {"Frustum Culling", "Stop and Wait", "CHC", "CHC ++"}; 1170 1165 1171 glColor3f(1.0f, 1.0f, 1.0f); 1166 //glColor3f(1.0f, 0.0f, 0.0f); 1167 Output(850, 30, msg[renderMode]); 1168 1169 1172 Output(850, 30, alg_str[renderMode]); 1173 1170 1174 if (showStatistics) 1171 1175 { 1172 Output(20, 30, msg4); 1173 Output(20, 60, msg5); 1174 Output(20, 90, msg6); 1175 Output(20, 120, msg7); 1176 for (int i = 0; i < 4; ++ i) 1177 Output(20, (i + 1) * 30, msg[i]); 1176 1178 } 1177 1179 1178 1180 if (showOptions) 1179 1181 { 1180 Output(20, 150, msg2); 1181 Output(20, 180, msg3); 1182 Output(20, 210, msg8); 1182 for (int i = 4; i < 8; ++ i) 1183 Output(20, (i + 1) * 30, msg[i]); 1183 1184 } 1184 1185 }
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