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//
// Copyright (C) 2007 Skew Matrix Software LLC (http://www.skew-matrix.com)
//
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// This library is open source and may be redistributed and/or modified under
// the terms of the OpenSceneGraph Public License (OSGPL) version 0.0 or
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// (at your option) any later version. The full license is in LICENSE file
// included with this distribution, and on the openscenegraph.org website.
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//
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// This library is distributed in the hope that it will be useful,
// but WITHOUT ANY WARRANTY; without even the implied warranty of
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// MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
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// OpenSceneGraph Public License for more details.
//
#ifndef OSG_OCCLUSION_QUERY_NODE
#define OSG_OCCLUSION_QUERY_NODE 1
#include <osg/Export>
#include <osg/CopyOp>
#include <osg/Group>
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#include <osg/Geometry>
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namespace osg {
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// Create and return a StateSet appropriate for performing an occlusion
// query test (disable lighting, texture mapping, etc). Probably some
// room for improvement here. Could disable shaders, for example.
osg::StateSet* initOQState();
// Create and return a StateSet for rendering a debug representation of query geometry.
osg::StateSet* initOQDebugState();
// TestResult -- stores (per context) results of an occlusion query
// test performed by QueryGeometry. An OcclusionQueryNode has a
// Geode owning a single QueryGeometry that
// draws the occlusion query geometry. QueryGeometry keeps a
// TestResult per context to store the result/status of each query.
// Accessed during the cull and draw traversals.
class TestResult : public osg::Referenced
{
public:
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TestResult() : _init( false ), _id( 0 ), _contextID( 0 ), _active( false ), _numPixels( 0 ) {setThreadSafeRefUnref(true);}
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~TestResult() {}
bool _init;
// Query ID for this context.
GLuint _id;
// Context ID owning this query ID.
unsigned int _contextID;
// Set to true when a query gets issued and set to
// false when the result is retrieved.
mutable bool _active;
// Result of last query.
GLint _numPixels;
};
// QueryGeometry -- A Drawable that performs an occlusion query,
// using its geometric data as the query geometry.
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class OSG_EXPORT QueryGeometry : public osg::Geometry
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{
public:
QueryGeometry( const std::string& oqnName=std::string("") );
~QueryGeometry();
void reset();
// TBD implement copy constructor
virtual void drawImplementation( osg::RenderInfo& renderInfo ) const;
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struct QueryResult
{
QueryResult() : valid(false), numPixels(0) {}
QueryResult(bool v, unsigned int p) : valid(v), numPixels(p) {}
bool valid;
unsigned int numPixels;
};
/** return a QueryResult for specified Camera, where the QueryResult.valid is true when query results are available, and in which case the QueryResult.numPixels provides the num of pixels in the query result.*/
QueryResult getQueryResult( const osg::Camera* cam );
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unsigned int getNumPixels( const osg::Camera* cam );
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virtual void releaseGLObjects( osg::State* state = 0 ) const;
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static void deleteQueryObject( unsigned int contextID, GLuint handle );
static void flushDeletedQueryObjects( unsigned int contextID, double currentTime, double& availableTime );
static void discardDeletedQueryObjects( unsigned int contextID );
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protected:
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typedef std::map< const osg::Camera*, osg::ref_ptr<osg::TestResult> > ResultMap;
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mutable ResultMap _results;
mutable OpenThreads::Mutex _mapMutex;
// Needed for debug only
std::string _oqnName;
};
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// This Node performs occlusion query testing on its children.
// You can use it directly to occlusion query test a portion
// of your scene graph, or you can use it implicitly with an
// OcclusionQueryRoot, which places OcclusionQueryNodes where
// needed and acts as a master control.
class OSG_EXPORT OcclusionQueryNode : public osg::Group
{
public:
OcclusionQueryNode();
// Copy constructor using CopyOp to manage deep vs shallow copy.
OcclusionQueryNode( const OcclusionQueryNode& oqn, const osg::CopyOp& copyop=osg::CopyOp::SHALLOW_COPY );
META_Node( osg, OcclusionQueryNode );
virtual osg::BoundingSphere computeBound() const;
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virtual void releaseGLObjects( osg::State* state = 0 ) const;
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// When disabled, OQN doesn't perform occlusion queries, and simply
// renders its children.
void setQueriesEnabled( bool enable=true );
bool getQueriesEnabled() const { return _enabled; }
// Sets/gets the visibility threshold. If the test indicates that
// the number of visible pixels is less than the specified
// threshold, don't draw the actual geometry.
void setVisibilityThreshold( unsigned int pixels ) { _visThreshold = pixels; }
unsigned int getVisibilityThreshold() const { return _visThreshold; }
// Specifies how many frames to wait before issuing another query.
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void setQueryFrameCount( unsigned int frames ) { _queryFrameCount = frames; }
unsigned int getQueryFrameCount() const { return _queryFrameCount; }
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// Resets the queries. The next frame will issue a new query.
// This is useful for big view changes, if it shouldn't be waited for
// '_queryFrameCount' till the frame contents change.
void resetQueries();
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// Indicate whether or not the bounding box used in the occlusion query test
// should be rendered. Handy for debugging and development.
// Should only be called outside of cull/draw. No thread issues.
void setDebugDisplay( bool enable );
bool getDebugDisplay() const;
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// Set and get the StateSet used by the OcclusionQueryNode
// when rendering the query geometry. OQN creates its own by
// default, but if you use many OQNs you might want to use
// this method to set all OQNs to use the same StateSet
// for more efficient processing.
void setQueryStateSet( osg::StateSet* ss );
osg::StateSet* getQueryStateSet();
const osg::StateSet* getQueryStateSet() const;
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// Get the QueryGeometry object used for occlusion query. Returns 0 if no QueryGeometry is created.
osg::QueryGeometry* getQueryGeometry();
const osg::QueryGeometry* getQueryGeometry() const;
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// Set and get the StateSet used by the OcclusionQueryNode
// when rendering the debug query geometry (see setDebugDisplay).
void setDebugStateSet( osg::StateSet* ss );
osg::StateSet* getDebugStateSet();
const osg::StateSet* getDebugStateSet() const;
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// For statistics gathering, e.g., by a NodeVisitor.
bool getPassed() const;
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// These methods are public so that osgUtil::CullVisitor can access them.
// Not intended for application use.
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virtual bool getPassed( const osg::Camera* camera, osg::NodeVisitor& nv );
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void traverseQuery( const osg::Camera* camera, osg::NodeVisitor& nv );
void traverseDebug( osg::NodeVisitor& nv );
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// Delete unused query IDs for this contextID.
static void flushDeletedQueryObjects( unsigned int contextID, double currentTime, double& availableTime );
// discard all the cached query objects which need to be deleted
// in the OpenGL context related to contextID.
// Note, unlike flush no OpenGL calls are made, instead the handles are all removed.
// this call is useful for when an OpenGL context has been destroyed.
static void discardDeletedQueryObjects( unsigned int contextID );
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protected:
virtual ~OcclusionQueryNode();
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virtual void createSupportNodes();
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osg::ref_ptr< osg::Geode > _queryGeode;
osg::ref_ptr< osg::Geode > _debugGeode;
bool _enabled;
// Tracks the last frame number that we performed a query.
// User can set how many times (See setQueryFrameCount).
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typedef std::map< const osg::Camera*, unsigned int > FrameCountMap;
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FrameCountMap _frameCountMap;
mutable OpenThreads::Mutex _frameCountMutex;
// For statistics gathering
bool _passed;
// User-settable variables
unsigned int _visThreshold;
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unsigned int _queryFrameCount;
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bool _debugBB;
// Required to ensure that computeBound() is thread-safe.
mutable OpenThreads::Mutex _computeBoundMutex;
};
}
#endif