Occlusion testing implementation in progress

--HG--
extra : convert_revision : svn%3A7752d6cf-9f14-4ad2-affc-04f1e67b81a5/trunk%4083
This commit is contained in:
kearwood
2012-08-29 22:29:18 +00:00
parent f8810110cd
commit 99b6d6771d
11 changed files with 62 additions and 18 deletions

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@@ -48,9 +48,9 @@ KRVector3 KRDirectionalLight::getLocalLightDirection() {
#if TARGET_OS_IPHONE
void KRDirectionalLight::render(KRCamera *pCamera, KRContext *pContext, KRBoundingVolume &frustrumVolume, KRMat4 &viewMatrix, KRVector3 &cameraPosition, KRVector3 &lightDirection, KRMat4 *pShadowMatrices, GLuint *shadowDepthTextures, int cShadowBuffers, KRNode::RenderPass renderPass) {
bool KRDirectionalLight::render(KRCamera *pCamera, KRContext *pContext, KRBoundingVolume &frustrumVolume, KRMat4 &viewMatrix, KRVector3 &cameraPosition, KRVector3 &lightDirection, KRMat4 *pShadowMatrices, GLuint *shadowDepthTextures, int cShadowBuffers, KRNode::RenderPass renderPass) {
KRLight::render(pCamera, pContext, frustrumVolume, viewMatrix, cameraPosition, lightDirection, pShadowMatrices, shadowDepthTextures, cShadowBuffers, renderPass);
bool bRendered = KRLight::render(pCamera, pContext, frustrumVolume, viewMatrix, cameraPosition, lightDirection, pShadowMatrices, shadowDepthTextures, cShadowBuffers, renderPass);
if(renderPass == KRNode::RENDER_PASS_DEFERRED_LIGHTS) {
@@ -109,6 +109,8 @@ void KRDirectionalLight::render(KRCamera *pCamera, KRContext *pContext, KRBoundi
glEnableVertexAttribArray(KRShader::KRENGINE_ATTRIB_VERTEX);
glDrawArrays(GL_TRIANGLE_STRIP, 0, 4);
}
return bRendered;
}
#endif

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@@ -25,7 +25,7 @@ public:
#if TARGET_OS_IPHONE
virtual void render(KRCamera *pCamera, KRContext *pContext, KRBoundingVolume &frustrumVolume, KRMat4 &viewMatrix, KRVector3 &cameraPosition, KRVector3 &lightDirection, KRMat4 *pShadowMatrices, GLuint *shadowDepthTextures, int cShadowBuffers, KRNode::RenderPass renderPass);
virtual bool render(KRCamera *pCamera, KRContext *pContext, KRBoundingVolume &frustrumVolume, KRMat4 &viewMatrix, KRVector3 &cameraPosition, KRVector3 &lightDirection, KRMat4 *pShadowMatrices, GLuint *shadowDepthTextures, int cShadowBuffers, KRNode::RenderPass renderPass);
#endif
private:

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@@ -72,9 +72,9 @@ void KRInstance::loadModel() {
}
}
void KRInstance::render(KRCamera *pCamera, KRContext *pContext, KRBoundingVolume &frustrumVolume, KRMat4 &viewMatrix, KRVector3 &cameraPosition, KRVector3 &lightDirection, KRMat4 *pShadowMatrices, GLuint *shadowDepthTextures, int cShadowBuffers, KRNode::RenderPass renderPass) {
bool KRInstance::render(KRCamera *pCamera, KRContext *pContext, KRBoundingVolume &frustrumVolume, KRMat4 &viewMatrix, KRVector3 &cameraPosition, KRVector3 &lightDirection, KRMat4 *pShadowMatrices, GLuint *shadowDepthTextures, int cShadowBuffers, KRNode::RenderPass renderPass) {
KRNode::render(pCamera, pContext, frustrumVolume, viewMatrix, cameraPosition, lightDirection, pShadowMatrices, shadowDepthTextures, cShadowBuffers, renderPass);
bool bRendered = KRNode::render(pCamera, pContext, frustrumVolume, viewMatrix, cameraPosition, lightDirection, pShadowMatrices, shadowDepthTextures, cShadowBuffers, renderPass);
if(renderPass != KRNode::RENDER_PASS_DEFERRED_LIGHTS && (renderPass != KRNode::RENDER_PASS_FORWARD_TRANSPARENT || this->hasTransparency()) && renderPass != KRNode::RENDER_PASS_FLARES) {
// Don't render meshes on second pass of the deferred lighting renderer, as only lights will be applied
@@ -111,13 +111,25 @@ void KRInstance::render(KRCamera *pCamera, KRContext *pContext, KRBoundingVolume
KRVector3 cameraPosObject = KRMat4::Dot(inverseModelMatrix, cameraPosition);
KRVector3 lightDirObject = KRMat4::Dot(inverseModelMatrix, lightDirection);
GLuint occlusionTest,hasBeenTested,theParams = 0;
glGenQueriesEXT(1, &occlusionTest);
glBeginQueryEXT(GL_ANY_SAMPLES_PASSED_EXT, occlusionTest);
m_pModel->render(pCamera, pContext, matModelToView, mvpmatrix, cameraPosObject, lightDirection, pShadowMatrices, shadowDepthTextures, cShadowBuffers, m_pLightMap, renderPass);
glEndQueryEXT(GL_ANY_SAMPLES_PASSED_EXT);
/*
glGetQueryObjectuivEXT(occlusionTest, GL_QUERY_RESULT_AVAILABLE_EXT, &hasBeenTested);
if (hasBeenTested) glGetQueryObjectuivEXT(occlusionTest, GL_QUERY_RESULT_EXT, &theParams);
if (theParams) {
bRendered = true;
}
*/
bRendered = true;
glDeleteQueriesEXT(1, &occlusionTest);
}
}
return bRendered;
}
#endif

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@@ -61,7 +61,7 @@ public:
#if TARGET_OS_IPHONE
virtual void render(KRCamera *pCamera, KRContext *pContext, KRBoundingVolume &frustrumVolume, KRMat4 &viewMatrix, KRVector3 &cameraPosition, KRVector3 &lightDirection, KRMat4 *pShadowMatrices, GLuint *shadowDepthTextures, int cShadowBuffers, RenderPass renderPass);
virtual bool render(KRCamera *pCamera, KRContext *pContext, KRBoundingVolume &frustrumVolume, KRMat4 &viewMatrix, KRVector3 &cameraPosition, KRVector3 &lightDirection, KRMat4 *pShadowMatrices, GLuint *shadowDepthTextures, int cShadowBuffers, RenderPass renderPass);
#endif
virtual void calcExtents(KRContext *pContext);

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@@ -117,9 +117,9 @@ float KRLight::getDecayStart() {
#if TARGET_OS_IPHONE
void KRLight::render(KRCamera *pCamera, KRContext *pContext, KRBoundingVolume &frustrumVolume, KRMat4 &viewMatrix, KRVector3 &cameraPosition, KRVector3 &lightDirection, KRMat4 *pShadowMatrices, GLuint *shadowDepthTextures, int cShadowBuffers, KRNode::RenderPass renderPass) {
bool KRLight::render(KRCamera *pCamera, KRContext *pContext, KRBoundingVolume &frustrumVolume, KRMat4 &viewMatrix, KRVector3 &cameraPosition, KRVector3 &lightDirection, KRMat4 *pShadowMatrices, GLuint *shadowDepthTextures, int cShadowBuffers, KRNode::RenderPass renderPass) {
KRNode::render(pCamera, pContext, frustrumVolume, viewMatrix, cameraPosition, lightDirection, pShadowMatrices, shadowDepthTextures, cShadowBuffers, renderPass);
bool bRendered = KRNode::render(pCamera, pContext, frustrumVolume, viewMatrix, cameraPosition, lightDirection, pShadowMatrices, shadowDepthTextures, cShadowBuffers, renderPass);
if(renderPass == KRNode::RENDER_PASS_FLARES) {
if(m_flareTexture.size() && m_flareSize > 0.0f) {
@@ -169,6 +169,8 @@ void KRLight::render(KRCamera *pCamera, KRContext *pContext, KRBoundingVolume &f
}
}
return bRendered || true;
}
#endif

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@@ -36,7 +36,7 @@ public:
#if TARGET_OS_IPHONE
virtual void render(KRCamera *pCamera, KRContext *pContext, KRBoundingVolume &frustrumVolume, KRMat4 &viewMatrix, KRVector3 &cameraPosition, KRVector3 &lightDirection, KRMat4 *pShadowMatrices, GLuint *shadowDepthTextures, int cShadowBuffers, KRNode::RenderPass renderPass);
virtual bool render(KRCamera *pCamera, KRContext *pContext, KRBoundingVolume &frustrumVolume, KRMat4 &viewMatrix, KRVector3 &cameraPosition, KRVector3 &lightDirection, KRMat4 *pShadowMatrices, GLuint *shadowDepthTextures, int cShadowBuffers, KRNode::RenderPass renderPass);
#endif

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@@ -158,12 +158,14 @@ KRNode *KRNode::LoadXML(KRScene &scene, tinyxml2::XMLElement *e) {
#if TARGET_OS_IPHONE
void KRNode::render(KRCamera *pCamera, KRContext *pContext, KRBoundingVolume &frustrumVolume, KRMat4 &viewMatrix, KRVector3 &cameraPosition, KRVector3 &lightDirection, KRMat4 *pShadowMatrices, GLuint *shadowDepthTextures, int cShadowBuffers, KRNode::RenderPass renderPass) {
bool KRNode::render(KRCamera *pCamera, KRContext *pContext, KRBoundingVolume &frustrumVolume, KRMat4 &viewMatrix, KRVector3 &cameraPosition, KRVector3 &lightDirection, KRMat4 *pShadowMatrices, GLuint *shadowDepthTextures, int cShadowBuffers, KRNode::RenderPass renderPass) {
for(std::vector<KRNode *>::iterator itr=m_childNodes.begin(); itr < m_childNodes.end(); ++itr) {
KRNode *child = (*itr);
child->render(pCamera, pContext, frustrumVolume, viewMatrix, cameraPosition, lightDirection, pShadowMatrices, shadowDepthTextures, cShadowBuffers, renderPass);
}
return false;
}
#endif

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@@ -72,7 +72,7 @@ public:
KRScene &getScene();
#if TARGET_OS_IPHONE
virtual void render(KRCamera *pCamera, KRContext *pContext, KRBoundingVolume &frustrumVolume, KRMat4 &viewMatrix, KRVector3 &cameraPosition, KRVector3 &lightDirection, KRMat4 *pShadowMatrices, GLuint *shadowDepthTextures, int cShadowBuffers, RenderPass renderPass);
virtual bool render(KRCamera *pCamera, KRContext *pContext, KRBoundingVolume &frustrumVolume, KRMat4 &viewMatrix, KRVector3 &cameraPosition, KRVector3 &lightDirection, KRMat4 *pShadowMatrices, GLuint *shadowDepthTextures, int cShadowBuffers, RenderPass renderPass);
#endif

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@@ -36,9 +36,9 @@ std::string KRPointLight::getElementName() {
#if TARGET_OS_IPHONE
void KRPointLight::render(KRCamera *pCamera, KRContext *pContext, KRBoundingVolume &frustrumVolume, KRMat4 &viewMatrix, KRVector3 &cameraPosition, KRVector3 &lightDirection, KRMat4 *pShadowMatrices, GLuint *shadowDepthTextures, int cShadowBuffers, KRNode::RenderPass renderPass) {
bool KRPointLight::render(KRCamera *pCamera, KRContext *pContext, KRBoundingVolume &frustrumVolume, KRMat4 &viewMatrix, KRVector3 &cameraPosition, KRVector3 &lightDirection, KRMat4 *pShadowMatrices, GLuint *shadowDepthTextures, int cShadowBuffers, KRNode::RenderPass renderPass) {
KRLight::render(pCamera, pContext, frustrumVolume, viewMatrix, cameraPosition, lightDirection, pShadowMatrices, shadowDepthTextures, cShadowBuffers, renderPass);
bool bRendered = KRLight::render(pCamera, pContext, frustrumVolume, viewMatrix, cameraPosition, lightDirection, pShadowMatrices, shadowDepthTextures, cShadowBuffers, renderPass);
if(renderPass == KRNode::RENDER_PASS_DEFERRED_LIGHTS) {
@@ -141,6 +141,7 @@ void KRPointLight::render(KRCamera *pCamera, KRContext *pContext, KRBoundingVolu
}
}
return bRendered;
}
void KRPointLight::generateMesh() {

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@@ -23,7 +23,7 @@ public:
#if TARGET_OS_IPHONE
virtual void render(KRCamera *pCamera, KRContext *pContext, KRBoundingVolume &frustrumVolume, KRMat4 &viewMatrix, KRVector3 &cameraPosition, KRVector3 &lightDirection, KRMat4 *pShadowMatrices, GLuint *shadowDepthTextures, int cShadowBuffers, KRNode::RenderPass renderPass);
virtual bool render(KRCamera *pCamera, KRContext *pContext, KRBoundingVolume &frustrumVolume, KRMat4 &viewMatrix, KRVector3 &cameraPosition, KRVector3 &lightDirection, KRMat4 *pShadowMatrices, GLuint *shadowDepthTextures, int cShadowBuffers, KRNode::RenderPass renderPass);
#endif
private:

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@@ -98,6 +98,31 @@ void KRScene::render(KRCamera *pCamera, KRContext *pContext, KRBoundingVolume &f
pCamera->dSunB = sun_color.z;
}
/*
GLuint occlusionTest,hasBeenTested,theParams = 0;
glGenQueriesEXT(1, &occlusionTest);
glBeginQueryEXT(GL_ANY_SAMPLES_PASSED_EXT, occlusionTest);
m_pModel->render(pCamera, pContext, matModelToView, mvpmatrix, cameraPosObject, lightDirection, pShadowMatrices, shadowDepthTextures, cShadowBuffers, m_pLightMap, renderPass);
glEndQueryEXT(GL_ANY_SAMPLES_PASSED_EXT);
// ----
if (hasBeenTested) glGetQueryObjectuivEXT(occlusionTest, GL_QUERY_RESULT_EXT, &theParams);
if (!theParams) {
fprintf(stderr, "Occluded: %s\n", getName().c_str());
} else {
fprintf(stderr, " Visible: %s\n", getName().c_str());
}
glDeleteQueriesEXT(1, &occlusionTest);
*/
m_pRootNode->render(pCamera, pContext, frustrumVolume, viewMatrix, cameraPosition, forward_render_light_direction, pShadowMatrices, shadowDepthTextures, cShadowBuffers, renderPass);
}