2 #include <msp/gl/extensions/arb_occlusion_query.h>
3 #include <msp/gl/extensions/arb_occlusion_query2.h>
5 #include "occludedscene.h"
15 OccludedScene::OccludedScene(Resources &resources):
16 bounding_mesh(resources.get<Mesh>("_occluder.mesh")),
17 bounding_shader(resources.get<Program>("_occluder.glsl.shader")),
18 occluder_min_size(0.25f),
21 static Require req(ARB_occlusion_query);
22 static Require req2(ARB_occlusion_query2);
25 OccludedScene::~OccludedScene()
27 vector<unsigned> queries;
28 queries.reserve(occluded_cache.size());
29 for(OccludedArray::iterator i=occluded_cache.begin(); i!=occluded_cache.end(); ++i)
30 queries.push_back(i->query);
31 glDeleteQueries(queries.size(), &queries[0]);
34 void OccludedScene::add(Renderable &r)
36 renderables.insert(&r);
40 void OccludedScene::remove(Renderable &r)
42 renderables.erase(&r);
46 void OccludedScene::populate_cache() const
51 if(occluded_cache.size()<renderables.size())
53 unsigned old_size = occluded_cache.size();
54 occluded_cache.resize(renderables.size());
55 vector<unsigned> new_queries(occluded_cache.size()-old_size);
56 glGenQueries(new_queries.size(), &new_queries[0]);
57 for(unsigned i=0; i<new_queries.size(); ++i)
58 occluded_cache[old_size+i].query = new_queries[i];
61 OccludedArray::iterator j = occluded_cache.begin();
62 for(RenderableSet::iterator i=renderables.begin(); i!=renderables.end(); ++i, ++j)
64 for(; j!=occluded_cache.end(); ++j)
67 j->in_frustum = false;
73 void OccludedScene::setup_frame(Renderer &renderer)
76 for(OccludedArray::const_iterator i=occluded_cache.begin(); i!=occluded_cache.end(); ++i)
77 i->renderable->setup_frame(renderer);
80 void OccludedScene::finish_frame()
82 for(OccludedArray::const_iterator i=occluded_cache.begin(); i!=occluded_cache.end(); ++i)
83 i->renderable->finish_frame();
86 void OccludedScene::render(Renderer &renderer, Tag tag) const
88 if(renderables.empty())
93 const Camera *camera = renderer.get_camera();
96 for(OccludedArray::const_iterator i=occluded_cache.begin(); i!=occluded_cache.end(); ++i)
97 renderer.render(*i->renderable, tag);
101 const Vector3 &camera_pos = camera->get_position();
102 const Vector3 &look_dir = camera->get_look_direction();
103 float near_clip = camera->get_near_clip();
104 float frustum_h = tan(camera->get_field_of_view()/2.0f)*2.0f;
106 // Perform frustum culling and render any major occluders
107 bool use_frustum = setup_frustum(renderer);
108 for(OccludedArray::iterator i=occluded_cache.begin(); (i!=occluded_cache.end() && i->renderable); ++i)
110 i->in_frustum = (!use_frustum || !frustum_cull(*i->renderable));
114 const Matrix *matrix = i->renderable->get_matrix();
115 i->bounding_sphere = i->renderable->get_bounding_sphere();
116 if(matrix && i->bounding_sphere)
118 float depth = dot(*matrix*i->bounding_sphere->get_center()-camera_pos, look_dir);
119 float size = i->bounding_sphere->get_radius()*2/max(depth, near_clip);
120 i->occluder = (size>frustum_h*occluder_min_size);
123 // If the size can't be calculated, treat it as occluder
127 renderer.render(*i->renderable, tag);
130 // Move all objects within the frustum to the beginning of the array
131 for(OccludedArray::iterator i=occluded_cache.begin(), j=i+renderables.size()-1; i!=j; )
135 else if(j->in_frustum)
142 Renderer::Push push(renderer);
143 renderer.set_shader_program(&bounding_shader);
145 glColorMask(false, false, false, false);
148 // Fire off the occlusion queries
149 for(OccludedArray::const_iterator i=occluded_cache.begin(); (i!=occluded_cache.end() && i->in_frustum); ++i)
152 glBeginQuery(GL_ANY_SAMPLES_PASSED, i->query);
153 Renderer::Push push2(renderer);
154 renderer.transform(Matrix(*i->renderable->get_matrix())
155 .translate(i->bounding_sphere->get_center())
156 .scale(i->bounding_sphere->get_radius()));
157 bounding_mesh.draw(renderer);
158 glEndQuery(GL_ANY_SAMPLES_PASSED);
161 glColorMask(true, true, true, true);
165 // Render anything that has a chance of being visible
166 for(OccludedArray::const_iterator i=occluded_cache.begin(); (i!=occluded_cache.end() && i->in_frustum); ++i)
169 unsigned any_passed = 0;
170 glGetQueryObjectuiv(i->query, GL_QUERY_RESULT, &any_passed);
172 renderer.render(*i->renderable, tag);
177 OccludedScene::OccludedRenderable::OccludedRenderable():