forked from teamnwah/openmw-tes3coop
Merge remote branch 'scrawl/occlusionquery'
commit
40310f3663
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#include "occlusionquery.hpp"
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#include <OgreRenderSystem.h>
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#include <OgreRoot.h>
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#include <OgreBillboardSet.h>
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#include <OgreHardwareOcclusionQuery.h>
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#include <OgreEntity.h>
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using namespace MWRender;
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using namespace Ogre;
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OcclusionQuery::OcclusionQuery(OEngine::Render::OgreRenderer* renderer, SceneNode* sunNode) :
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mSunTotalAreaQuery(0), mSunVisibleAreaQuery(0), mSingleObjectQuery(0), mActiveQuery(0),
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mDoQuery(0), mSunVisibility(0), mQuerySingleObjectStarted(false), mTestResult(false),
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mQuerySingleObjectRequested(false), mWasVisible(false), mObjectWasVisible(false), mDoQuery2(false)
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{
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mRendering = renderer;
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mSunNode = sunNode;
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try {
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RenderSystem* renderSystem = Root::getSingleton().getRenderSystem();
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mSunTotalAreaQuery = renderSystem->createHardwareOcclusionQuery();
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mSunVisibleAreaQuery = renderSystem->createHardwareOcclusionQuery();
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mSingleObjectQuery = renderSystem->createHardwareOcclusionQuery();
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mSupported = (mSunTotalAreaQuery != 0) && (mSunVisibleAreaQuery != 0) && (mSingleObjectQuery != 0);
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}
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catch (Ogre::Exception e)
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{
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mSupported = false;
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}
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if (!mSupported)
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{
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std::cout << "Hardware occlusion queries not supported." << std::endl;
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return;
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}
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// This means that everything up to RENDER_QUEUE_MAIN can occlude the objects that are tested
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const int queue = RENDER_QUEUE_MAIN+1;
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MaterialPtr matBase = MaterialManager::getSingleton().getByName("BaseWhiteNoLighting");
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MaterialPtr matQueryArea = matBase->clone("QueryTotalPixels");
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matQueryArea->setDepthWriteEnabled(false);
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matQueryArea->setColourWriteEnabled(false);
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matQueryArea->setDepthCheckEnabled(false); // Not occluded by objects
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MaterialPtr matQueryVisible = matBase->clone("QueryVisiblePixels");
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matQueryVisible->setDepthWriteEnabled(false);
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matQueryVisible->setColourWriteEnabled(false); // Uncomment this to visualize the occlusion query
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matQueryVisible->setDepthCheckEnabled(true); // Occluded by objects
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matQueryVisible->setCullingMode(CULL_NONE);
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matQueryVisible->setManualCullingMode(MANUAL_CULL_NONE);
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mBBNode = mSunNode->getParentSceneNode()->createChildSceneNode();
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mObjectNode = mRendering->getScene()->getRootSceneNode()->createChildSceneNode();
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mBBNodeReal = mRendering->getScene()->getRootSceneNode()->createChildSceneNode();
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mBBQueryTotal = mRendering->getScene()->createBillboardSet(1);
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mBBQueryTotal->setDefaultDimensions(150, 150);
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mBBQueryTotal->createBillboard(Vector3::ZERO);
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mBBQueryTotal->setMaterialName("QueryTotalPixels");
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mBBQueryTotal->setRenderQueueGroup(queue+1);
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mBBNodeReal->attachObject(mBBQueryTotal);
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mBBQueryVisible = mRendering->getScene()->createBillboardSet(1);
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mBBQueryVisible->setDefaultDimensions(150, 150);
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mBBQueryVisible->createBillboard(Vector3::ZERO);
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mBBQueryVisible->setMaterialName("QueryVisiblePixels");
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mBBQueryVisible->setRenderQueueGroup(queue+1);
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mBBNodeReal->attachObject(mBBQueryVisible);
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mBBQuerySingleObject = mRendering->getScene()->createBillboardSet(1);
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/// \todo ideally this should occupy exactly 1 pixel on the screen
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mBBQuerySingleObject->setDefaultDimensions(0.003, 0.003);
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mBBQuerySingleObject->createBillboard(Vector3::ZERO);
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mBBQuerySingleObject->setMaterialName("QueryVisiblePixels");
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mBBQuerySingleObject->setRenderQueueGroup(queue);
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mObjectNode->attachObject(mBBQuerySingleObject);
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mRendering->getScene()->addRenderObjectListener(this);
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mRendering->getScene()->addRenderQueueListener(this);
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mDoQuery = true;
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mDoQuery2 = true;
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}
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OcclusionQuery::~OcclusionQuery()
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{
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RenderSystem* renderSystem = Root::getSingleton().getRenderSystem();
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if (mSunTotalAreaQuery) renderSystem->destroyHardwareOcclusionQuery(mSunTotalAreaQuery);
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if (mSunVisibleAreaQuery) renderSystem->destroyHardwareOcclusionQuery(mSunVisibleAreaQuery);
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if (mSingleObjectQuery) renderSystem->destroyHardwareOcclusionQuery(mSingleObjectQuery);
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}
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bool OcclusionQuery::supported()
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{
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return mSupported;
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}
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void OcclusionQuery::notifyRenderSingleObject(Renderable* rend, const Pass* pass, const AutoParamDataSource* source,
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const LightList* pLightList, bool suppressRenderStateChanges)
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{
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// The following code activates and deactivates the occlusion queries
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// so that the queries only include the rendering of their intended targets
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// Close the last occlusion query
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// Each occlusion query should only last a single rendering
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if (mActiveQuery != NULL)
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{
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mActiveQuery->endOcclusionQuery();
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mActiveQuery = NULL;
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}
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// Open a new occlusion query
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if (mDoQuery == true)
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{
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if (rend == mBBQueryTotal)
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{
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mActiveQuery = mSunTotalAreaQuery;
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mWasVisible = true;
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}
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else if (rend == mBBQueryVisible)
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{
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mActiveQuery = mSunVisibleAreaQuery;
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}
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}
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if (mDoQuery == true && rend == mBBQuerySingleObject)
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{
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mQuerySingleObjectStarted = true;
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mQuerySingleObjectRequested = false;
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mActiveQuery = mSingleObjectQuery;
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mObjectWasVisible = true;
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}
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if (mActiveQuery != NULL)
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mActiveQuery->beginOcclusionQuery();
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}
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void OcclusionQuery::renderQueueEnded(uint8 queueGroupId, const String& invocation, bool& repeatThisInvocation)
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{
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if (mActiveQuery != NULL)
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{
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mActiveQuery->endOcclusionQuery();
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mActiveQuery = NULL;
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}
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/**
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* for every beginOcclusionQuery(), we want a respective pullOcclusionQuery() and vice versa
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* this also means that results can be wrong at other places if we pull, but beginOcclusionQuery() was never called
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* this can happen for example if the object that is tested is outside of the view frustum
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* to prevent this, check if the queries have been performed after everything has been rendered and if not, start them manually
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*/
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if (queueGroupId == RENDER_QUEUE_SKIES_LATE)
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{
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if (mWasVisible == false && mDoQuery)
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{
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mSunTotalAreaQuery->beginOcclusionQuery();
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mSunTotalAreaQuery->endOcclusionQuery();
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mSunVisibleAreaQuery->beginOcclusionQuery();
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mSunVisibleAreaQuery->endOcclusionQuery();
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}
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if (mObjectWasVisible == false && mDoQuery)
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{
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mSingleObjectQuery->beginOcclusionQuery();
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mSingleObjectQuery->endOcclusionQuery();
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mQuerySingleObjectStarted = true;
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mQuerySingleObjectRequested = false;
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}
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}
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}
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void OcclusionQuery::update(float duration)
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{
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if (!mSupported) return;
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mWasVisible = false;
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mObjectWasVisible = false;
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// Adjust the position of the sun billboards according to camera viewing distance
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// we need to do this to make sure that _everything_ can occlude the sun
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float dist = mRendering->getCamera()->getFarClipDistance();
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if (dist==0) dist = 10000000;
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dist -= 1000; // bias
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dist /= 1000.f;
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mBBNode->setPosition(mSunNode->getPosition() * dist);
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mBBNode->setScale(dist, dist, dist);
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mBBNodeReal->setPosition(mBBNode->_getDerivedPosition());
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mBBNodeReal->setScale(mBBNode->getScale());
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// Stop occlusion queries until we get their information
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// (may not happen on the same frame they are requested in)
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mDoQuery = false;
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mDoQuery2 = false;
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if (!mSunTotalAreaQuery->isStillOutstanding()
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&& !mSunVisibleAreaQuery->isStillOutstanding()
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&& !mSingleObjectQuery->isStillOutstanding())
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{
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unsigned int totalPixels;
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unsigned int visiblePixels;
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mSunTotalAreaQuery->pullOcclusionQuery(&totalPixels);
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mSunVisibleAreaQuery->pullOcclusionQuery(&visiblePixels);
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if (totalPixels == 0)
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{
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// probably outside of the view frustum
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mSunVisibility = 0;
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}
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else
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{
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mSunVisibility = float(visiblePixels) / float(totalPixels);
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if (mSunVisibility > 1) mSunVisibility = 1;
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}
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unsigned int result;
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mSingleObjectQuery->pullOcclusionQuery(&result);
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mTestResult = (result != 0);
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mQuerySingleObjectStarted = false;
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mQuerySingleObjectRequested = false;
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mDoQuery = true;
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}
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}
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void OcclusionQuery::occlusionTest(const Ogre::Vector3& position, Ogre::SceneNode* object)
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{
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assert( !occlusionTestPending()
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&& "Occlusion test still pending");
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mBBQuerySingleObject->setVisible(true);
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mObjectNode->setPosition(position);
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// scale proportional to camera distance, in order to always give the billboard the same size in screen-space
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mObjectNode->setScale( Vector3(1,1,1)*(position - mRendering->getCamera()->getRealPosition()).length() );
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mQuerySingleObjectRequested = true;
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}
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bool OcclusionQuery::occlusionTestPending()
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{
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return (mQuerySingleObjectRequested || mQuerySingleObjectStarted);
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}
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bool OcclusionQuery::getTestResult()
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{
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assert( !occlusionTestPending()
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&& "Occlusion test still pending");
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return mTestResult;
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}
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@ -0,0 +1,95 @@
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#ifndef _GAME_OCCLUSION_QUERY_H
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#define _GAME_OCCLUSION_QUERY_H
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#include <OgreRenderObjectListener.h>
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#include <OgreRenderQueueListener.h>
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namespace Ogre
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{
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class HardwareOcclusionQuery;
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class Entity;
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class SceneNode;
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}
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#include <openengine/ogre/renderer.hpp>
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namespace MWRender
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{
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///
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/// \brief Implements hardware occlusion queries on the GPU
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///
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class OcclusionQuery : public Ogre::RenderObjectListener, public Ogre::RenderQueueListener
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{
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public:
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OcclusionQuery(OEngine::Render::OgreRenderer*, Ogre::SceneNode* sunNode);
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~OcclusionQuery();
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/**
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* @return true if occlusion queries are supported on the user's hardware
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*/
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bool supported();
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/**
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* per-frame update
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*/
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void update(float duration);
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/**
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* request occlusion test for a billboard at the given position, omitting an entity
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* @param position of the billboard in ogre coordinates
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* @param object to exclude from the occluders
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*/
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void occlusionTest(const Ogre::Vector3& position, Ogre::SceneNode* object);
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/**
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* @return true if a request is still outstanding
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*/
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bool occlusionTestPending();
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/**
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* @return true if the object tested in the last request was occluded
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*/
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bool getTestResult();
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float getSunVisibility() const {return mSunVisibility;};
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private:
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Ogre::HardwareOcclusionQuery* mSunTotalAreaQuery;
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Ogre::HardwareOcclusionQuery* mSunVisibleAreaQuery;
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Ogre::HardwareOcclusionQuery* mSingleObjectQuery;
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Ogre::HardwareOcclusionQuery* mActiveQuery;
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Ogre::BillboardSet* mBBQueryVisible;
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Ogre::BillboardSet* mBBQueryTotal;
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Ogre::BillboardSet* mBBQuerySingleObject;
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Ogre::SceneNode* mSunNode;
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Ogre::SceneNode* mBBNode;
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Ogre::SceneNode* mBBNodeReal;
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float mSunVisibility;
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Ogre::SceneNode* mObjectNode;
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bool mWasVisible;
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bool mObjectWasVisible;
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bool mTestResult;
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bool mSupported;
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bool mDoQuery;
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bool mDoQuery2;
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bool mQuerySingleObjectRequested;
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bool mQuerySingleObjectStarted;
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OEngine::Render::OgreRenderer* mRendering;
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protected:
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virtual void notifyRenderSingleObject(Ogre::Renderable* rend, const Ogre::Pass* pass, const Ogre::AutoParamDataSource* source,
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const Ogre::LightList* pLightList, bool suppressRenderStateChanges);
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virtual void renderQueueEnded(Ogre::uint8 queueGroupId, const Ogre::String& invocation, bool& repeatThisInvocation);
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};
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}
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#endif
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