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- /** 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.
- **/
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