forked from Mirrorlandia_minetest/irrlicht
07f17647d2
git-svn-id: svn://svn.code.sf.net/p/irrlicht/code/branches/ogl-es@6425 dfc29bdd-3216-0410-991c-e03cc46cb475
220 lines
7.8 KiB
C++
220 lines
7.8 KiB
C++
/** Example 026 OcclusionQuery
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This tutorial shows how to speed up rendering by use of the
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OcclusionQuery feature. The usual rendering tries to avoid rendering of
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scene nodes by culling those nodes which are outside the visible area, the
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view frustum. However, this technique does not cope with occluded objects
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which are still in the line of sight, but occluded by some larger object
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between the object and the eye (camera). Occlusion queries check exactly that.
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The queries basically measure the number of pixels that a previous render
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left on the screen.
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Since those pixels cannot be recognized at the end of a rendering anymore,
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the pixel count is measured directly when rendering. Thus, one needs to render
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the occluder (the object in front) first. This object needs to write to the
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z-buffer in order to become a real occluder. Then the node is rendered and in
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case a z-pass happens, i.e. the pixel is written to the framebuffer, the pixel
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is counted in the query.
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The result of a query is the number of pixels which got through. One can, based
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on this number, judge if the scene node is visible enough to be rendered, or if
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the node should be removed in the next round. Also note that the number of
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pixels is a safe over approximation in general. The pixels might be overdrawn
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later on, and the GPU tries to avoid inaccuracies which could lead to false
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negatives in the queries.
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As you might have recognized already, we had to render the node to get the
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numbers. So where's the benefit, you might say. There are several ways where
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occlusion queries can help. It is often a good idea to just render the bbox
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of the node instead of the actual mesh. This is really fast and is a safe over
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approximation. If you need a more exact render with the actual geometry, it's
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a good idea to render with just basic solid material. Avoid complex shaders
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and state changes through textures. There's no need while just doing the
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occlusion query. At least if the render is not used for the actual scene. This
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is the third way to optimize occlusion queries. Just check the queries every
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5th or 10th frame, or even less frequent. This depends on the movement speed
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of the objects and camera.
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*/
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#ifdef _MSC_VER
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#pragma comment(lib, "Irrlicht.lib")
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#endif
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#include <irrlicht.h>
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#include "driverChoice.h"
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#include "exampleHelper.h"
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using namespace irr;
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/*
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We need keyboard input events to switch some parameters
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*/
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class MyEventReceiver : public IEventReceiver
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{
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public:
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// This is the one method that we have to implement
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virtual bool OnEvent(const SEvent& event)
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{
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// Remember whether each key is down or up
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if (event.EventType == irr::EET_KEY_INPUT_EVENT)
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KeyIsDown[event.KeyInput.Key] = event.KeyInput.PressedDown;
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return false;
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}
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// This is used to check whether a key is being held down
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virtual bool IsKeyDown(EKEY_CODE keyCode) const
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{
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return KeyIsDown[keyCode];
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}
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MyEventReceiver()
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{
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for (u32 i=0; i<KEY_KEY_CODES_COUNT; ++i)
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KeyIsDown[i] = false;
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}
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private:
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// We use this array to store the current state of each key
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bool KeyIsDown[KEY_KEY_CODES_COUNT];
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};
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/*
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We create an irr::IrrlichtDevice and the scene nodes. One occluder, one
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occluded. The latter is a complex sphere, which has many triangles.
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*/
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int main()
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{
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// ask user for driver
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video::E_DRIVER_TYPE driverType=driverChoiceConsole();
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if (driverType==video::EDT_COUNT)
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return 1;
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// create device
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MyEventReceiver receiver;
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IrrlichtDevice* device = createDevice(driverType,
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core::dimension2d<u32>(640, 480), 16, false, false, false, &receiver);
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if (device == 0)
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return 1; // could not create selected driver.
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video::IVideoDriver* driver = device->getVideoDriver();
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scene::ISceneManager* smgr = device->getSceneManager();
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const io::path mediaPath = getExampleMediaPath();
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smgr->getGUIEnvironment()->addStaticText(L"Press Space to hide occluder.", core::recti(10,10, 200,50));
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/*
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Create the node to be occluded. We create a sphere node with high poly count.
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*/
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scene::ISceneNode * node = smgr->addSphereSceneNode(10, 64);
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if (node)
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{
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node->setPosition(core::vector3df(0,0,60));
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node->setMaterialTexture(0, driver->getTexture(mediaPath + "wall.bmp"));
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node->setMaterialFlag(video::EMF_LIGHTING, false);
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}
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/*
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Now we create another node, the occluder. It's a simple plane.
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*/
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scene::ISceneNode* plane = smgr->addMeshSceneNode(smgr->addHillPlaneMesh(
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"plane", core::dimension2df(10,10), core::dimension2du(2,2)), 0, -1,
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core::vector3df(0,0,20), core::vector3df(270,0,0));
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if (plane)
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{
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plane->setMaterialTexture(0, driver->getTexture(mediaPath + "t351sml.jpg"));
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plane->setMaterialFlag(video::EMF_LIGHTING, false);
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plane->setMaterialFlag(video::EMF_BACK_FACE_CULLING, true);
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}
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/*
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Here we create the occlusion query. Because we don't have a plain mesh scene node
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(ESNT_MESH or ESNT_ANIMATED_MESH), we pass the base geometry as well. Instead,
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we could also pass a simpler mesh or the bounding box. But we will use a time
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based method, where the occlusion query renders to the frame buffer and in case
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of success (occlusion), the mesh is not drawn for several frames.
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*/
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driver->addOcclusionQuery(node, ((scene::IMeshSceneNode*)node)->getMesh());
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/*
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We have done everything, just a camera and draw it. We also write the
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current frames per second and the name of the driver to the caption of the
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window to examine the render speedup.
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We also store the time for measuring the time since the last occlusion query ran
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and store whether the node should be visible in the next frames.
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*/
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smgr->addCameraSceneNode();
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int lastFPS = -1;
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u32 lastPrimitives = 0;
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u32 timeNow = device->getTimer()->getTime();
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bool nodeVisible=true;
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while(device->run())
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{
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plane->setVisible(!receiver.IsKeyDown(irr::KEY_SPACE));
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driver->beginScene(video::ECBF_COLOR | video::ECBF_DEPTH, video::SColor(255,113,113,133));
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/*
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First, we draw the scene, possibly without the occluded element. This is necessary
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because we need the occluder to be drawn first. You can also use several scene
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managers to collect a number of possible occluders in a separately rendered
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scene.
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*/
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node->setVisible(nodeVisible);
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smgr->drawAll();
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smgr->getGUIEnvironment()->drawAll();
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/*
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Once in a while, here every 100 ms, we check the visibility. We run the queries,
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update the pixel value, and query the result. Since we already rendered the node
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we render the query invisible. The update is made blocking, as we need the result
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immediately. If you don't need the result immediately, e.g. because you have other
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things to render, you can call the update non-blocking. This gives the GPU more
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time to pass back the results without flushing the render pipeline.
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If the update was called non-blocking, the result from getOcclusionQueryResult is
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either the previous value, or 0xffffffff if no value has been generated at all, yet.
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The result is taken immediately as visibility flag for the node.
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*/
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if (device->getTimer()->getTime()-timeNow>100)
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{
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driver->runAllOcclusionQueries(false);
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driver->updateAllOcclusionQueries();
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nodeVisible=driver->getOcclusionQueryResult(node)>0;
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timeNow=device->getTimer()->getTime();
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}
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driver->endScene();
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int fps = driver->getFPS();
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u32 numPrimitives = driver->getPrimitiveCountDrawn();
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if (lastFPS != fps || lastPrimitives != numPrimitives)
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{
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core::stringw tmp(L"OcclusionQuery Example [");
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tmp += driver->getName();
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tmp += L"] fps: ";
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tmp += fps;
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tmp += L" polygons: ";
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tmp += numPrimitives;
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device->setWindowCaption(tmp.c_str());
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lastFPS = fps;
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lastPrimitives = numPrimitives;
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}
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}
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/*
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In the end, delete the Irrlicht device.
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*/
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device->drop();
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return 0;
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}
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/*
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That's it. Compile and play around with the program.
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**/
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