#include <algorithm>
#include <msp/gl/extensions/arb_occlusion_query.h>
+#include <msp/gl/extensions/arb_occlusion_query2.h>
#include "camera.h"
#include "occludedscene.h"
+#include "programbuilder.h"
#include "renderer.h"
#include "sphere.h"
using namespace std;
-namespace {
-
-const char vshader[] =
- "void main()\n"
- "{\n"
- " gl_Position = gl_ProjectionMatrix*gl_ModelViewMatrix*gl_Vertex;\n"
- "}";
-
-const char fshader[] =
- "void main()\n"
- "{\n"
- " gl_FragColor = vec4(1.0);\n"
- "}";
-
-}
-
namespace Msp {
namespace GL {
OccludedScene::OccludedScene():
bounding_mesh((VERTEX3, NORMAL3)),
- bounding_shader(vshader, fshader),
+ bounding_shader(ProgramBuilder::StandardFeatures()),
occluder_min_size(0.25f),
cache_dirty(false)
{
static Require req(ARB_occlusion_query);
+ static Require req2(ARB_occlusion_query2);
/* Use a slightly larger radius to ensure that all parts of the renderable
fit inside the icosahedron */
glDeleteQueries(queries.size(), &queries[0]);
}
-void OccludedScene::add(const Renderable &r)
+void OccludedScene::add(Renderable &r)
{
renderables.insert(&r);
cache_dirty = true;
}
-void OccludedScene::remove(const Renderable &r)
+void OccludedScene::remove(Renderable &r)
{
renderables.erase(&r);
cache_dirty = true;
}
-void OccludedScene::render(Renderer &renderer, const Tag &tag) const
+void OccludedScene::populate_cache() const
{
- if(renderables.empty())
+ if(!cache_dirty)
return;
- const Camera *camera = renderer.get_camera();
- if(!camera)
+ if(occluded_cache.size()<renderables.size())
{
- for(RenderableSet::const_iterator i=renderables.begin(); i!=renderables.end(); ++i)
- renderer.render(**i, tag);
- return;
+ unsigned old_size = occluded_cache.size();
+ occluded_cache.resize(renderables.size());
+ vector<unsigned> new_queries(occluded_cache.size()-old_size);
+ glGenQueries(new_queries.size(), &new_queries[0]);
+ for(unsigned i=0; i<new_queries.size(); ++i)
+ occluded_cache[old_size+i].query = new_queries[i];
}
- if(cache_dirty)
+ OccludedArray::iterator j = occluded_cache.begin();
+ for(RenderableSet::iterator i=renderables.begin(); i!=renderables.end(); ++i, ++j)
+ j->renderable = *i;
+ for(; j!=occluded_cache.end(); ++j)
{
- if(occluded_cache.size()<renderables.size())
- {
- unsigned old_size = occluded_cache.size();
- occluded_cache.resize(renderables.size());
- vector<unsigned> new_queries(occluded_cache.size()-old_size);
- glGenQueries(new_queries.size(), &new_queries[0]);
- for(unsigned i=0; i<new_queries.size(); ++i)
- occluded_cache[old_size+i].query = new_queries[i];
- }
+ j->renderable = 0;
+ j->in_frustum = false;
+ }
- OccludedArray::iterator j = occluded_cache.begin();
- for(RenderableSet::iterator i=renderables.begin(); i!=renderables.end(); ++i, ++j)
- j->renderable = *i;
- for(; j!=occluded_cache.end(); ++j)
- {
- j->renderable = 0;
- j->in_frustum = false;
- }
+ cache_dirty = false;
+}
- cache_dirty = false;
+void OccludedScene::setup_frame(Renderer &renderer)
+{
+ populate_cache();
+ for(OccludedArray::const_iterator i=occluded_cache.begin(); i!=occluded_cache.end(); ++i)
+ i->renderable->setup_frame(renderer);
+}
+
+void OccludedScene::finish_frame()
+{
+ for(OccludedArray::const_iterator i=occluded_cache.begin(); i!=occluded_cache.end(); ++i)
+ i->renderable->finish_frame();
+}
+
+void OccludedScene::render(Renderer &renderer, const Tag &tag) const
+{
+ if(renderables.empty())
+ return;
+
+ populate_cache();
+
+ const Camera *camera = renderer.get_camera();
+ if(!camera)
+ {
+ for(OccludedArray::const_iterator i=occluded_cache.begin(); i!=occluded_cache.end(); ++i)
+ renderer.render(*i->renderable, tag);
+ return;
}
const Vector3 &camera_pos = camera->get_position();
for(OccludedArray::const_iterator i=occluded_cache.begin(); (i!=occluded_cache.end() && i->in_frustum); ++i)
if(!i->occluder)
{
- glBeginQuery(GL_SAMPLES_PASSED, i->query);
+ glBeginQuery(GL_ANY_SAMPLES_PASSED, i->query);
Renderer::Push push2(renderer);
renderer.transform(Matrix(*i->renderable->get_matrix())
.translate(i->bounding_sphere->get_center())
.scale(i->bounding_sphere->get_radius()));
bounding_mesh.draw(renderer);
- glEndQuery(GL_SAMPLES_PASSED);
+ glEndQuery(GL_ANY_SAMPLES_PASSED);
}
glColorMask(true, true, true, true);
for(OccludedArray::const_iterator i=occluded_cache.begin(); (i!=occluded_cache.end() && i->in_frustum); ++i)
if(!i->occluder)
{
- int samples_passed;
- glGetQueryObjectiv(i->query, GL_QUERY_RESULT, &samples_passed);
- if(samples_passed>0)
+ unsigned any_passed = 0;
+ glGetQueryObjectuiv(i->query, GL_QUERY_RESULT, &any_passed);
+ if(any_passed)
renderer.render(*i->renderable, tag);
}
}