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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 RenderTarget* OcclusionCullRenderer::renderTarget() const
00134 {
00135 if (mWrappedRenderer)
00136 return mWrappedRenderer->renderTarget();
00137 else
00138 return NULL;
00139 }
00140
00141 RenderTarget* OcclusionCullRenderer::renderTarget()
00142 {
00143 if (mWrappedRenderer)
00144 return mWrappedRenderer->renderTarget();
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(GLEW_ARB_occlusion_query || GLEW_VERSION_1_5 || GLEW_VERSION_3_0)
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
00206
00207
00208
00209
00210
00211
00212
00213
00214
00215
00216
00217
00218
00219 #if 1
00220 glEnable(GL_SCISSOR_TEST);
00221 glScissor(camera->viewport()->x(), camera->viewport()->y(), camera->viewport()->width(), camera->viewport()->height());
00222 #else
00223 glDisable(GL_SCISSOR_TEST);
00224 #endif
00225
00226 const Scissor* cur_scissor = NULL;
00227
00228
00229
00230 OpenGLContext* opengl_context = renderTarget()->openglContext();
00231 GLSLProgram* glsl_program = mOcclusionShader->glslProgram();
00232 Transform* cur_transform = NULL;
00233
00234 opengl_context->applyRenderStates(NULL, mOcclusionShader->getRenderStateSet(), camera );
00235 opengl_context->applyEnables(NULL, mOcclusionShader->getEnableSet() );
00236 projViewTransfCallback()->updateMatrices( true, true, glsl_program, camera, cur_transform, opengl_context->isCompatible() );
00237
00238
00239
00240 vec3 eye = camera->inverseViewMatrix().getT();
00241
00242
00243
00244
00245
00246
00247 glEnableClientState(GL_VERTEX_ARRAY); VL_CHECK_OGL();
00248
00249 for( int i=0; i<non_occluded_render_queue->size(); ++i)
00250 {
00251 const RenderToken* tok = non_occluded_render_queue->at(i);
00252 Actor* actor = tok->mActor;
00253
00254 if ( !mWrappedRenderer->isEnabled(actor->enableMask()) )
00255 continue;
00256
00257
00258
00259 const Scissor* scissor = actor->scissor() ? actor->scissor() : tok->mShader->scissor();
00260 if (cur_scissor != scissor)
00261 {
00262 cur_scissor = scissor;
00263 if (cur_scissor)
00264 {
00265 cur_scissor->enable(camera->viewport());
00266 }
00267 else
00268 {
00269 #if 1
00270
00271 VL_CHECK(glIsEnabled(GL_SCISSOR_TEST))
00272 glScissor(camera->viewport()->x(), camera->viewport()->y(), camera->viewport()->width(), camera->viewport()->height());
00273 #else
00274 glDisable(GL_SCISSOR_TEST);
00275 #endif
00276 }
00277 }
00278
00279 if ( !actor->boundingBox().isInside(eye) )
00280 {
00281 VL_CHECK(GLEW_ARB_occlusion_query || GLEW_VERSION_1_5 || GLEW_VERSION_3_0)
00282
00283
00284 if (actor->isOccludee())
00285 {
00286
00287 if (tok->mActor->transform() != cur_transform)
00288 {
00289 cur_transform = tok->mActor->transform();
00290 projViewTransfCallback()->updateMatrices( false, true, glsl_program, camera, cur_transform, opengl_context->isCompatible() );
00291 }
00292
00293
00294 actor->setOcclusionQueryTick( mWrappedRenderer->renderTick() );
00295
00296
00297 const AABB& aabb = tok->mRenderable->boundingBox();
00298 const float verts[] =
00299 {
00300 (float)aabb.minCorner().x(), (float)aabb.minCorner().y(), (float)aabb.minCorner().z(),
00301 (float)aabb.maxCorner().x(), (float)aabb.minCorner().y(), (float)aabb.minCorner().z(),
00302 (float)aabb.maxCorner().x(), (float)aabb.maxCorner().y(), (float)aabb.minCorner().z(),
00303 (float)aabb.minCorner().x(), (float)aabb.maxCorner().y(), (float)aabb.minCorner().z(),
00304 (float)aabb.minCorner().x(), (float)aabb.minCorner().y(), (float)aabb.maxCorner().z(),
00305 (float)aabb.maxCorner().x(), (float)aabb.minCorner().y(), (float)aabb.maxCorner().z(),
00306 (float)aabb.maxCorner().x(), (float)aabb.maxCorner().y(), (float)aabb.maxCorner().z(),
00307 (float)aabb.minCorner().x(), (float)aabb.maxCorner().y(), (float)aabb.maxCorner().z()
00308 };
00309 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 };
00310 glVertexPointer(3, GL_FLOAT, 0, verts); VL_CHECK_OGL();
00311 actor->createOcclusionQuery(); VL_CHECK_OGL();
00312 glBeginQuery(GL_SAMPLES_PASSED, actor->occlusionQuery()); VL_CHECK_OGL();
00313 glDrawElements(GL_QUADS, 6*4, GL_UNSIGNED_INT, quads); VL_CHECK_OGL();
00314 glEndQuery(GL_SAMPLES_PASSED); VL_CHECK_OGL();
00315 }
00316 }
00317 }
00318
00319 glDisableClientState(GL_VERTEX_ARRAY); VL_CHECK_OGL();
00320 glVertexPointer(3, GL_FLOAT, 0, NULL); VL_CHECK_OGL();
00321
00322
00323 opengl_context->applyEnables(mOcclusionShader->getEnableSet(), mDummyEnables.get() );
00324
00325
00326 opengl_context->applyRenderStates(mOcclusionShader->getRenderStateSet(), mDummyStateSet.get(), camera );
00327
00328 glDisable(GL_SCISSOR_TEST);
00329 }
00330