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00032 #include <vlGraphics/OcclusionCullRenderer.hpp>
00033 #include <vlGraphics/RenderQueue.hpp>
00034 #include <vlGraphics/OpenGLContext.hpp>
00035 #include <vlCore/Log.hpp>
00036 #include <vlCore/Say.hpp>
00037
00038 using namespace vl;
00039
00040
00041 OcclusionCullRenderer::OcclusionCullRenderer()
00042 {
00043 VL_DEBUG_SET_OBJECT_NAME()
00044
00045 mPrevWrapRenderer = NULL;
00046
00047 mStatsTotalObjects = 0;
00048 mStatsOccludedObjects = 0;
00049
00050 mCulledRenderQueue = new RenderQueue;
00051 mOcclusionThreshold = 0;
00052
00053
00054 mOcclusionShader = new Shader;
00055 mOcclusionShader->gocDepthMask()->set(false);
00056 mOcclusionShader->gocDepthFunc()->set(vl::FU_LEQUAL);
00057 mOcclusionShader->gocColorMask()->set(false, false, false, false);
00058 mOcclusionShader->enable(vl::EN_CULL_FACE);
00059 mOcclusionShader->enable(vl::EN_DEPTH_TEST);
00060 mOcclusionShader->enable(vl::EN_POLYGON_OFFSET_FILL);
00061 mOcclusionShader->gocPolygonOffset()->set(-1.0f, -1.0f);
00062
00063
00064
00065
00066 }
00067
00068 const RenderQueue* OcclusionCullRenderer::render(const RenderQueue* in_render_queue, Camera* camera, real frame_clock)
00069 {
00070
00071 if (enableMask() == 0)
00072 return in_render_queue;
00073
00074
00075
00076 class InOutContract
00077 {
00078 RendererAbstract* mRenderer;
00079
00080 public:
00081 InOutContract(RendererAbstract* renderer): mRenderer(renderer)
00082 {
00083
00084 mRenderer->incrementRenderTick();
00085
00086
00087 mRenderer->dispatchOnRendererStarted();
00088
00089
00090 VL_CHECK_OGL()
00091 }
00092
00093 ~InOutContract()
00094 {
00095
00096 mRenderer->dispatchOnRendererFinished();
00097
00098
00099 VL_CHECK_OGL()
00100 }
00101 } contract(this);
00102
00103
00104
00105 if (!mWrappedRenderer)
00106 {
00107 Log::error("OcclusionCullRenderer::render(): no Renderer is wrapped!\n");
00108 VL_TRAP();
00109 return in_render_queue;
00110 }
00111
00112
00113
00114 render_pass1( in_render_queue );
00115
00116
00117
00118 mWrappedRenderer->render( mCulledRenderQueue.get(), camera, frame_clock );
00119
00120
00121
00122 render_pass2( in_render_queue, camera );
00123
00124
00125 return mCulledRenderQueue.get();
00126 }
00127
00128 void OcclusionCullRenderer::setWrappedRenderer(Renderer* renderer)
00129 {
00130 mWrappedRenderer = renderer;
00131 }
00132
00133 const Framebuffer* OcclusionCullRenderer::framebuffer() const
00134 {
00135 if (mWrappedRenderer)
00136 return mWrappedRenderer->framebuffer();
00137 else
00138 return NULL;
00139 }
00140
00141 Framebuffer* OcclusionCullRenderer::framebuffer()
00142 {
00143 if (mWrappedRenderer)
00144 return mWrappedRenderer->framebuffer();
00145 else
00146 return NULL;
00147 }
00148
00149 void OcclusionCullRenderer::render_pass1(const RenderQueue* in_render_queue )
00150 {
00151
00152 mStatsOccludedObjects = 0;
00153 mStatsTotalObjects = in_render_queue->size();
00154
00155
00156 mCulledRenderQueue->clear();
00157
00158
00159 for( int i=0; i<in_render_queue->size(); ++i)
00160 {
00161 const Actor* actor = in_render_queue->at(i)->mActor;
00162
00163 if ( !mWrappedRenderer->isEnabled(actor->enableMask()) )
00164 continue;
00165
00166 bool occluded = false;
00167 VL_CHECK(Has_Occlusion_Query)
00168
00169 if ( actor->occlusionQuery() &&
00170 actor->occlusionQueryTick() == mWrappedRenderer->renderTick() &&
00171 mPrevWrapRenderer == mWrappedRenderer.get() )
00172 {
00173 #if 0
00174 GLint ready = GL_FALSE;
00175 glGetQueryObjectiv(actor->occlusionQuery(), GL_QUERY_RESULT_AVAILABLE, &ready); VL_CHECK_OGL();
00176 if (ready == GL_FALSE)
00177 vl::Log::error("Occlusion culling query not yet available.\n");
00178 #endif
00179
00180 GLint pixels = 0;
00181 glGetQueryObjectiv(actor->occlusionQuery(), GL_QUERY_RESULT, &pixels); VL_CHECK_OGL();
00182 if (pixels <= occlusionThreshold())
00183 occluded = true;
00184 }
00185
00186 if (occluded == false)
00187 {
00188
00189 RenderToken* tok = mCulledRenderQueue->newToken(false);
00190 *tok = *in_render_queue->at(i);
00191 }
00192 else
00193 mStatsOccludedObjects++;
00194 }
00195
00196 mPrevWrapRenderer = mWrappedRenderer.get();
00197 }
00198
00199 void OcclusionCullRenderer::render_pass2(const RenderQueue* non_occluded_render_queue, Camera* camera)
00200 {
00201
00202 if (enableMask() == 0)
00203 return;
00204
00205 #ifndef NDEBUG
00206 GLint buffer = 0;
00207 glGetIntegerv(GL_ARRAY_BUFFER_BINDING, &buffer);
00208 VL_CHECK(buffer == 0);
00209 #endif
00210
00211
00212
00213
00214
00215
00216
00217
00218
00219
00220
00221
00222
00223
00224
00225 #if 1
00226 glEnable(GL_SCISSOR_TEST);
00227 glScissor(camera->viewport()->x(), camera->viewport()->y(), camera->viewport()->width(), camera->viewport()->height());
00228 #else
00229 glDisable(GL_SCISSOR_TEST);
00230 #endif
00231
00232 const Scissor* cur_scissor = NULL;
00233
00234
00235
00236 OpenGLContext* opengl_context = framebuffer()->openglContext();
00237 GLSLProgram* glsl_program = mOcclusionShader->glslProgram();
00238 Transform* cur_transform = NULL;
00239
00240 opengl_context->resetRenderStates();
00241 opengl_context->resetEnables();
00242 opengl_context->applyRenderStates( mOcclusionShader->getRenderStateSet(), camera );
00243 opengl_context->applyEnables( mOcclusionShader->getEnableSet() );
00244 projViewTransfCallback()->updateMatrices( true, true, glsl_program, camera, cur_transform );
00245
00246
00247
00248 vec3 eye = camera->modelingMatrix().getT();
00249
00250
00251
00252
00253
00254
00255 glEnableClientState(GL_VERTEX_ARRAY); VL_CHECK_OGL();
00256
00257 for( int i=0; i<non_occluded_render_queue->size(); ++i)
00258 {
00259 const RenderToken* tok = non_occluded_render_queue->at(i);
00260 Actor* actor = tok->mActor;
00261
00262 if ( !mWrappedRenderer->isEnabled(actor->enableMask()) )
00263 continue;
00264
00265
00266
00267 const Scissor* scissor = actor->scissor() ? actor->scissor() : tok->mShader->scissor();
00268 if (cur_scissor != scissor)
00269 {
00270 cur_scissor = scissor;
00271 if (cur_scissor)
00272 {
00273 cur_scissor->enable(camera->viewport());
00274 }
00275 else
00276 {
00277 #if 1
00278
00279 VL_CHECK(glIsEnabled(GL_SCISSOR_TEST))
00280 glScissor(camera->viewport()->x(), camera->viewport()->y(), camera->viewport()->width(), camera->viewport()->height());
00281 #else
00282 glDisable(GL_SCISSOR_TEST);
00283 #endif
00284 }
00285 }
00286
00287 if ( !actor->boundingBox().isInside(eye) )
00288 {
00289 VL_CHECK(Has_Occlusion_Query)
00290
00291
00292 if (actor->isOccludee())
00293 {
00294
00295 if (tok->mActor->transform() != cur_transform)
00296 {
00297 cur_transform = tok->mActor->transform();
00298 projViewTransfCallback()->updateMatrices( false, true, glsl_program, camera, cur_transform );
00299 }
00300
00301
00302 actor->setOcclusionQueryTick( mWrappedRenderer->renderTick() );
00303
00304
00305 const AABB& aabb = tok->mRenderable->boundingBox();
00306 const float verts[] =
00307 {
00308 (float)aabb.minCorner().x(), (float)aabb.minCorner().y(), (float)aabb.minCorner().z(),
00309 (float)aabb.maxCorner().x(), (float)aabb.minCorner().y(), (float)aabb.minCorner().z(),
00310 (float)aabb.maxCorner().x(), (float)aabb.maxCorner().y(), (float)aabb.minCorner().z(),
00311 (float)aabb.minCorner().x(), (float)aabb.maxCorner().y(), (float)aabb.minCorner().z(),
00312 (float)aabb.minCorner().x(), (float)aabb.minCorner().y(), (float)aabb.maxCorner().z(),
00313 (float)aabb.maxCorner().x(), (float)aabb.minCorner().y(), (float)aabb.maxCorner().z(),
00314 (float)aabb.maxCorner().x(), (float)aabb.maxCorner().y(), (float)aabb.maxCorner().z(),
00315 (float)aabb.minCorner().x(), (float)aabb.maxCorner().y(), (float)aabb.maxCorner().z()
00316 };
00317 const unsigned quads[] = { 3,2,1,0, 2,6,5,1, 3,7,6,2, 7,3,0,4, 4,0,1,5, 6,7,4,5 };
00318 glVertexPointer(3, GL_FLOAT, 0, verts); VL_CHECK_OGL();
00319 actor->createOcclusionQuery(); VL_CHECK_OGL();
00320 glBeginQuery(GL_SAMPLES_PASSED, actor->occlusionQuery()); VL_CHECK_OGL();
00321 glDrawElements(GL_QUADS, 6*4, GL_UNSIGNED_INT, quads); VL_CHECK_OGL();
00322 glEndQuery(GL_SAMPLES_PASSED); VL_CHECK_OGL();
00323 }
00324 }
00325 }
00326
00327 glDisableClientState(GL_VERTEX_ARRAY); VL_CHECK_OGL();
00328 glVertexPointer(3, GL_FLOAT, 0, NULL); VL_CHECK_OGL();
00329
00330
00331 opengl_context->applyEnables( mDummyEnables.get() );
00332
00333
00334 opengl_context->applyRenderStates( mDummyStateSet.get(), camera );
00335
00336 glDisable(GL_SCISSOR_TEST);
00337 }
00338