2 #include <msp/gl/extensions/arb_occlusion_query.h>
3 #include <msp/gl/extensions/arb_occlusion_query2.h>
5 #include "occludedscene.h"
14 OccludedScene::OccludedScene():
15 bounding_mesh((VERTEX3, NORMAL3)),
16 bounding_shader("occluder.glsl"),
17 occluder_min_size(0.25f),
20 static Require req(ARB_occlusion_query);
21 static Require req2(ARB_occlusion_query2);
23 /* Use a slightly larger radius to ensure that all parts of the renderable
24 fit inside the icosahedron */
25 IcoSphereBuilder(1.26f, 1).build(bounding_mesh);
26 bounding_mesh.set_winding(&WindingTest::counterclockwise());
29 OccludedScene::~OccludedScene()
31 vector<unsigned> queries;
32 queries.reserve(occluded_cache.size());
33 for(OccludedArray::iterator i=occluded_cache.begin(); i!=occluded_cache.end(); ++i)
34 queries.push_back(i->query);
35 glDeleteQueries(queries.size(), &queries[0]);
38 void OccludedScene::add(Renderable &r)
40 renderables.insert(&r);
44 void OccludedScene::remove(Renderable &r)
46 renderables.erase(&r);
50 void OccludedScene::populate_cache() const
55 if(occluded_cache.size()<renderables.size())
57 unsigned old_size = occluded_cache.size();
58 occluded_cache.resize(renderables.size());
59 vector<unsigned> new_queries(occluded_cache.size()-old_size);
60 glGenQueries(new_queries.size(), &new_queries[0]);
61 for(unsigned i=0; i<new_queries.size(); ++i)
62 occluded_cache[old_size+i].query = new_queries[i];
65 OccludedArray::iterator j = occluded_cache.begin();
66 for(RenderableSet::iterator i=renderables.begin(); i!=renderables.end(); ++i, ++j)
68 for(; j!=occluded_cache.end(); ++j)
71 j->in_frustum = false;
77 void OccludedScene::setup_frame(Renderer &renderer)
80 for(OccludedArray::const_iterator i=occluded_cache.begin(); i!=occluded_cache.end(); ++i)
81 i->renderable->setup_frame(renderer);
84 void OccludedScene::finish_frame()
86 for(OccludedArray::const_iterator i=occluded_cache.begin(); i!=occluded_cache.end(); ++i)
87 i->renderable->finish_frame();
90 void OccludedScene::render(Renderer &renderer, const Tag &tag) const
92 if(renderables.empty())
97 const Camera *camera = renderer.get_camera();
100 for(OccludedArray::const_iterator i=occluded_cache.begin(); i!=occluded_cache.end(); ++i)
101 renderer.render(*i->renderable, tag);
105 const Vector3 &camera_pos = camera->get_position();
106 const Vector3 &look_dir = camera->get_look_direction();
107 float near_clip = camera->get_near_clip();
108 float frustum_h = tan(camera->get_field_of_view()/2.0f)*2.0f;
110 // Perform frustum culling and render any major occluders
111 bool use_frustum = setup_frustum(renderer);
112 for(OccludedArray::iterator i=occluded_cache.begin(); (i!=occluded_cache.end() && i->renderable); ++i)
114 i->in_frustum = (!use_frustum || !frustum_cull(*i->renderable));
118 const Matrix *matrix = i->renderable->get_matrix();
119 i->bounding_sphere = i->renderable->get_bounding_sphere();
120 if(matrix && i->bounding_sphere)
122 float depth = dot(*matrix*i->bounding_sphere->get_center()-camera_pos, look_dir);
123 float size = i->bounding_sphere->get_radius()*2/max(depth, near_clip);
124 i->occluder = (size>frustum_h*occluder_min_size);
127 // If the size can't be calculated, treat it as occluder
131 renderer.render(*i->renderable, tag);
134 // Move all objects within the frustum to the beginning of the array
135 for(OccludedArray::iterator i=occluded_cache.begin(), j=i+renderables.size()-1; i!=j; )
139 else if(j->in_frustum)
146 Renderer::Push push(renderer);
147 renderer.set_shader_program(&bounding_shader);
149 glColorMask(false, false, false, false);
152 // Fire off the occlusion queries
153 for(OccludedArray::const_iterator i=occluded_cache.begin(); (i!=occluded_cache.end() && i->in_frustum); ++i)
156 glBeginQuery(GL_ANY_SAMPLES_PASSED, i->query);
157 Renderer::Push push2(renderer);
158 renderer.transform(Matrix(*i->renderable->get_matrix())
159 .translate(i->bounding_sphere->get_center())
160 .scale(i->bounding_sphere->get_radius()));
161 bounding_mesh.draw(renderer);
162 glEndQuery(GL_ANY_SAMPLES_PASSED);
165 glColorMask(true, true, true, true);
169 // Render anything that has a chance of being visible
170 for(OccludedArray::const_iterator i=occluded_cache.begin(); (i!=occluded_cache.end() && i->in_frustum); ++i)
173 unsigned any_passed = 0;
174 glGetQueryObjectuiv(i->query, GL_QUERY_RESULT, &any_passed);
176 renderer.render(*i->renderable, tag);
181 OccludedScene::OccludedRenderable::OccludedRenderable():