Avoid warning and make local variable lower-case.
git-svn-id: svn://svn.code.sf.net/p/irrlicht/code/trunk@6000 dfc29bdd-3216-0410-991c-e03cc46cb475
This commit is contained in:
216
examples/26.OcclusionQuery/main.cpp
Normal file
216
examples/26.OcclusionQuery/main.cpp
Normal file
@@ -0,0 +1,216 @@
|
||||
/** Example 026 OcclusionQuery
|
||||
|
||||
This tutorial shows how to speed up rendering by use of the
|
||||
OcclusionQuery feature. The usual rendering tries to avoid rendering of
|
||||
scene nodes by culling those nodes which are outside the visible area, the
|
||||
view frustum. However, this technique does not cope with occluded objects
|
||||
which are still in the line of sight, but occluded by some larger object
|
||||
between the object and the eye (camera). Occlusion queries check exactly that.
|
||||
The queries basically measure the number of pixels that a previous render
|
||||
left on the screen.
|
||||
Since those pixels cannot be recognized at the end of a rendering anymore,
|
||||
the pixel count is measured directly when rendering. Thus, one needs to render
|
||||
the occluder (the object in front) first. This object needs to write to the
|
||||
z-buffer in order to become a real occluder. Then the node is rendered and in
|
||||
case a z-pass happens, i.e. the pixel is written to the framebuffer, the pixel
|
||||
is counted in the query.
|
||||
The result of a query is the number of pixels which got through. One can, based
|
||||
on this number, judge if the scene node is visible enough to be rendered, or if
|
||||
the node should be removed in the next round. Also note that the number of
|
||||
pixels is a safe over approximation in general. The pixels might be overdrawn
|
||||
later on, and the GPU tries to avoid inaccuracies which could lead to false
|
||||
negatives in the queries.
|
||||
|
||||
As you might have recognized already, we had to render the node to get the
|
||||
numbers. So where's the benefit, you might say. There are several ways where
|
||||
occlusion queries can help. It is often a good idea to just render the bbox
|
||||
of the node instead of the actual mesh. This is really fast and is a safe over
|
||||
approximation. If you need a more exact render with the actual geometry, it's
|
||||
a good idea to render with just basic solid material. Avoid complex shaders
|
||||
and state changes through textures. There's no need while just doing the
|
||||
occlusion query. At least if the render is not used for the actual scene. This
|
||||
is the third way to optimize occlusion queries. Just check the queries every
|
||||
5th or 10th frame, or even less frequent. This depends on the movement speed
|
||||
of the objects and camera.
|
||||
*/
|
||||
|
||||
#ifdef _MSC_VER
|
||||
// We'll also define this to stop MSVC complaining about sprintf().
|
||||
#define _CRT_SECURE_NO_WARNINGS
|
||||
#pragma comment(lib, "Irrlicht.lib")
|
||||
#endif
|
||||
|
||||
#include <irrlicht.h>
|
||||
#include "driverChoice.h"
|
||||
#include "exampleHelper.h"
|
||||
|
||||
using namespace irr;
|
||||
|
||||
/*
|
||||
We need keyboard input events to switch some parameters
|
||||
*/
|
||||
class MyEventReceiver : public IEventReceiver
|
||||
{
|
||||
public:
|
||||
// This is the one method that we have to implement
|
||||
virtual bool OnEvent(const SEvent& event)
|
||||
{
|
||||
// Remember whether each key is down or up
|
||||
if (event.EventType == irr::EET_KEY_INPUT_EVENT)
|
||||
KeyIsDown[event.KeyInput.Key] = event.KeyInput.PressedDown;
|
||||
|
||||
return false;
|
||||
}
|
||||
|
||||
// This is used to check whether a key is being held down
|
||||
virtual bool IsKeyDown(EKEY_CODE keyCode) const
|
||||
{
|
||||
return KeyIsDown[keyCode];
|
||||
}
|
||||
|
||||
MyEventReceiver()
|
||||
{
|
||||
for (u32 i=0; i<KEY_KEY_CODES_COUNT; ++i)
|
||||
KeyIsDown[i] = false;
|
||||
}
|
||||
|
||||
private:
|
||||
// We use this array to store the current state of each key
|
||||
bool KeyIsDown[KEY_KEY_CODES_COUNT];
|
||||
};
|
||||
|
||||
|
||||
/*
|
||||
We create an irr::IrrlichtDevice and the scene nodes. One occluder, one
|
||||
occluded. The latter is a complex sphere, which has many triangles.
|
||||
*/
|
||||
int main()
|
||||
{
|
||||
// ask user for driver
|
||||
video::E_DRIVER_TYPE driverType=driverChoiceConsole();
|
||||
if (driverType==video::EDT_COUNT)
|
||||
return 1;
|
||||
|
||||
// create device
|
||||
MyEventReceiver receiver;
|
||||
|
||||
IrrlichtDevice* device = createDevice(driverType,
|
||||
core::dimension2d<u32>(640, 480), 16, false, false, false, &receiver);
|
||||
|
||||
if (device == 0)
|
||||
return 1; // could not create selected driver.
|
||||
|
||||
video::IVideoDriver* driver = device->getVideoDriver();
|
||||
scene::ISceneManager* smgr = device->getSceneManager();
|
||||
|
||||
const io::path mediaPath = getExampleMediaPath();
|
||||
|
||||
smgr->getGUIEnvironment()->addStaticText(L"Press Space to hide occluder.", core::recti(10,10, 200,50));
|
||||
|
||||
/*
|
||||
Create the node to be occluded. We create a sphere node with high poly count.
|
||||
*/
|
||||
scene::ISceneNode * node = smgr->addSphereSceneNode(10, 64);
|
||||
if (node)
|
||||
{
|
||||
node->setPosition(core::vector3df(0,0,60));
|
||||
node->setMaterialTexture(0, driver->getTexture(mediaPath + "wall.bmp"));
|
||||
node->setMaterialFlag(video::EMF_LIGHTING, false);
|
||||
}
|
||||
|
||||
/*
|
||||
Now we create another node, the occluder. It's a simple plane.
|
||||
*/
|
||||
scene::ISceneNode* plane = smgr->addMeshSceneNode(smgr->addHillPlaneMesh(
|
||||
"plane", core::dimension2df(10,10), core::dimension2du(2,2)), 0, -1,
|
||||
core::vector3df(0,0,20), core::vector3df(270,0,0));
|
||||
|
||||
if (plane)
|
||||
{
|
||||
plane->setMaterialTexture(0, driver->getTexture(mediaPath + "t351sml.jpg"));
|
||||
plane->setMaterialFlag(video::EMF_LIGHTING, false);
|
||||
plane->setMaterialFlag(video::EMF_BACK_FACE_CULLING, true);
|
||||
}
|
||||
|
||||
/*
|
||||
Here we create the occlusion query. Because we don't have a plain mesh scene node
|
||||
(ESNT_MESH or ESNT_ANIMATED_MESH), we pass the base geometry as well. Instead,
|
||||
we could also pass a simpler mesh or the bounding box. But we will use a time
|
||||
based method, where the occlusion query renders to the frame buffer and in case
|
||||
of success (occlusion), the mesh is not drawn for several frames.
|
||||
*/
|
||||
driver->addOcclusionQuery(node, ((scene::IMeshSceneNode*)node)->getMesh());
|
||||
|
||||
/*
|
||||
We have done everything, just a camera and draw it. We also write the
|
||||
current frames per second and the name of the driver to the caption of the
|
||||
window to examine the render speedup.
|
||||
We also store the time for measuring the time since the last occlusion query ran
|
||||
and store whether the node should be visible in the next frames.
|
||||
*/
|
||||
smgr->addCameraSceneNode();
|
||||
int lastFPS = -1;
|
||||
u32 timeNow = device->getTimer()->getTime();
|
||||
bool nodeVisible=true;
|
||||
|
||||
while(device->run())
|
||||
{
|
||||
plane->setVisible(!receiver.IsKeyDown(irr::KEY_SPACE));
|
||||
|
||||
driver->beginScene(video::ECBF_COLOR | video::ECBF_DEPTH, video::SColor(255,113,113,133));
|
||||
/*
|
||||
First, we draw the scene, possibly without the occluded element. This is necessary
|
||||
because we need the occluder to be drawn first. You can also use several scene
|
||||
managers to collect a number of possible occluders in a separately rendered
|
||||
scene.
|
||||
*/
|
||||
node->setVisible(nodeVisible);
|
||||
smgr->drawAll();
|
||||
smgr->getGUIEnvironment()->drawAll();
|
||||
|
||||
/*
|
||||
Once in a while, here every 100 ms, we check the visibility. We run the queries,
|
||||
update the pixel value, and query the result. Since we already rendered the node
|
||||
we render the query invisible. The update is made blocking, as we need the result
|
||||
immediately. If you don't need the result immediately, e.g. because you have other
|
||||
things to render, you can call the update non-blocking. This gives the GPU more
|
||||
time to pass back the results without flushing the render pipeline.
|
||||
If the update was called non-blocking, the result from getOcclusionQueryResult is
|
||||
either the previous value, or 0xffffffff if no value has been generated at all, yet.
|
||||
The result is taken immediately as visibility flag for the node.
|
||||
*/
|
||||
if (device->getTimer()->getTime()-timeNow>100)
|
||||
{
|
||||
driver->runAllOcclusionQueries(false);
|
||||
driver->updateAllOcclusionQueries();
|
||||
nodeVisible=driver->getOcclusionQueryResult(node)>0;
|
||||
timeNow=device->getTimer()->getTime();
|
||||
}
|
||||
|
||||
driver->endScene();
|
||||
|
||||
int fps = driver->getFPS();
|
||||
|
||||
if (lastFPS != fps)
|
||||
{
|
||||
core::stringw tmp(L"OcclusionQuery Example [");
|
||||
tmp += driver->getName();
|
||||
tmp += L"] fps: ";
|
||||
tmp += fps;
|
||||
|
||||
device->setWindowCaption(tmp.c_str());
|
||||
lastFPS = fps;
|
||||
}
|
||||
}
|
||||
|
||||
/*
|
||||
In the end, delete the Irrlicht device.
|
||||
*/
|
||||
device->drop();
|
||||
|
||||
return 0;
|
||||
}
|
||||
|
||||
/*
|
||||
That's it. Compile and play around with the program.
|
||||
**/
|
Reference in New Issue
Block a user