OpenSceneGraph/examples/osgdepthpeeling/osgdepthpeeling.cpp
Robert Osfield 22eae68e48 From Mathias Froehlich, "This is a generic optimization that does not depend on any cpu or instruction
set.

The optimization is based on the observation that matrix matrix multiplication
with a dense matrix 4x4 is 4^3 Operations whereas multiplication with a
transform, or scale matrix is only 4^2 operations. Which is a gain of a
*FACTOR*4* for these special cases.
The change implements these special cases, provides a unit test for these
implementation and converts uses of the expensiver dense matrix matrix
routine with the specialized versions.

Depending on the transform nodes in the scenegraph this change gives a
noticable improovement.
For example the osgforest code using the MatrixTransform is about 20% slower
than the same codepath using the PositionAttitudeTransform instead of the
MatrixTransform with this patch applied.

If I remember right, the sse type optimizations did *not* provide a factor 4
improovement. Also these changes are totally independent of any cpu or
instruction set architecture. So I would prefer to have this current kind of
change instead of some hand coded and cpu dependent assembly stuff. If we
need that hand tuned stuff, these can go on top of this changes which must
provide than hand optimized additional variants for the specialized versions
to give a even better result in the end.

An other change included here is a change to rotation matrix from quaterion
code. There is a sqrt call which couold be optimized away. Since we divide in
effect by sqrt(length)*sqrt(length) which is just length ...
"
2008-09-17 16:14:28 +00:00

314 lines
7.6 KiB
C++

/*
Steffen Frey
Fachpraktikum Graphik-Programmierung 2007
Institut fuer Visualisierung und Interaktive Systeme
Universitaet Stuttgart
*/
#include <osg/GLExtensions>
#include <osg/Node>
#include <osg/Geometry>
#include <osg/Notify>
#include <osg/MatrixTransform>
#include <osg/AnimationPath>
#include <osgDB/ReadFile>
#include <osgViewer/Viewer>
#include <osgGA/TrackballManipulator>
#include <iostream>
#include "DePee.h"
/*!
Handles keyboard events.
Maintains a copy of the DePee object and part of its internal state
Used for example to set sketchiness, color, add or remove a depth peeling pass
*/
class KeyboardEventHandler : public osgGA::GUIEventHandler
{
public:
KeyboardEventHandler(DePee* dePee)
{
_apc = 0;
_dePee = dePee;
_sketchy = false;
_sketchiness = 1.0;
_colored = false;
_edgy = true;
_crayon = false;
_dePee->setSketchy(_sketchy);
_dePee->setColored(_colored);
}
virtual bool handle(const osgGA::GUIEventAdapter& ea,osgGA::GUIActionAdapter&)
{
switch(ea.getEventType())
{
case(osgGA::GUIEventAdapter::KEYDOWN):
{
if (ea.getKey()==osgGA::GUIEventAdapter::KEY_Space)
{
if(_apc)
_apc->setPause(!_apc->getPause());
return true;
}
else if (ea.getKey() == 'a')
{
_dePee->addDePeePass();
return true;
}
else if (ea.getKey() == 'r')
{
_dePee->remDePeePass();
return true;
}
else if (ea.getKey() == 'c')
{
_colored = !_colored;
_dePee->setColored(_colored);
return true;
}
else if (ea.getKey() == 's')
{
_sketchy = !_sketchy;
_dePee->setSketchy(_sketchy);
return true;
}
else if (ea.getKey() == 'e')
{
_edgy = !_edgy;
_dePee->setEdgy(_edgy);
return true;
}
else if (ea.getKey() == 'f')
{
return true;
}
else if (ea.getKey() == '+')
{
_sketchiness += 0.5;
_dePee->setSketchiness(_sketchiness);
}
else if (ea.getKey() == '-')
{
_sketchiness -= 0.5;
if(_sketchiness < 0.0)
_sketchiness = 0.0;
_dePee->setSketchiness(_sketchiness);
}
else if (ea.getKey() == 'y')
{
_crayon = !_crayon;
_dePee->setCrayon(_crayon);
}
break;
}
default:
break;
}
return false;
}
void registerAnimationPathCallback(osg::AnimationPathCallback* apc)
{
_apc = apc;
}
private:
DePee* _dePee;
bool _sketchy;
bool _colored;
bool _edgy;
bool _crayon;
double _sketchiness;
osg::AnimationPathCallback* _apc;
};
/*!
Handles mouse events.
Maintains a copy of the DePee object and part of its internal state
Used to rotate the object
*/
class MouseEventHandler : public osgGA::GUIEventHandler
{
public:
MouseEventHandler(DePee* dePee)
{
_dePee = dePee;
}
virtual bool handle(const osgGA::GUIEventAdapter& ea,osgGA::GUIActionAdapter&)
{
switch(ea.getEventType())
{
//mouse
case(osgGA::GUIEventAdapter::DRAG):
{
rotate(ea.getXnormalized(), ea.getYnormalized());
break;
}
case(osgGA::GUIEventAdapter::MOVE):
_prevX = ea.getXnormalized();
_prevY = ea.getYnormalized();
break;
default:
break;
}
return false;
}
void registerModelGroupTransform(osg::MatrixTransform* modelGroupTransform)
{
_modelGroupTransform = modelGroupTransform;
_rotCenter = modelGroupTransform->getBound().center();
}
private:
void rotate(float x, float y)
{
osg::Matrix baseMatrix = _modelGroupTransform->getMatrix();
baseMatrix.preMultTranslate(_rotCenter);
baseMatrix.preMultRotate(osg::Quat((x - _prevX) * 3, osg::Vec3d(0.0, 0.0, 1.0)));
baseMatrix.preMultRotate(osg::Quat(-(y - _prevY) * 3, (baseMatrix * osg::Vec3d(1.0, 0.0, 0.0))));
baseMatrix.preMultTranslate(-_rotCenter);
_modelGroupTransform->setMatrix(baseMatrix);
_prevX = x;
_prevY = y;
};
DePee* _dePee;
float _prevX;
float _prevY;
osg::Vec3 _rotCenter;
osg::MatrixTransform* _modelGroupTransform;
};
int main( int argc, char **argv )
{
// use an ArgumentParser object to manage the program arguments.
osg::ArgumentParser arguments(&argc,argv);
// set up the usage document, in case we need to print out how to use this program.
arguments.getApplicationUsage()->setDescription(arguments.getApplicationName()+" is the example which demonstrates Depth Peeling");
arguments.getApplicationUsage()->setCommandLineUsage(arguments.getApplicationName()+" filename");
// construct the viewer
osgViewer::Viewer viewer(arguments);
// any option left unread are converted into errors to write out later.
arguments.reportRemainingOptionsAsUnrecognized();
// report any errors if they have occurred when parsing the program arguments.
if (arguments.errors())
{
arguments.writeErrorMessages(std::cout);
return 1;
}
if (arguments.argc()<=1 || arguments.argc() > 3)
{
arguments.getApplicationUsage()->write(std::cout,osg::ApplicationUsage::COMMAND_LINE_OPTION);
return 1;
}
//only displays a textured quad
viewer.getCamera()->setComputeNearFarMode(osg::CullSettings::DO_NOT_COMPUTE_NEAR_FAR);
// read the model to do depth peeling with
osg::Node* loadedModel = osgDB::readNodeFile(arguments.argv()[1]);
if (!loadedModel)
return 1;
// create a transform to spin the model.
osg::MatrixTransform* modelGroupTransform = new osg::MatrixTransform;
osg::Group* modelGroup = new osg::Group;
modelGroupTransform->addChild(modelGroup);
modelGroup->addChild(loadedModel);
osg::Group* rootNode = new osg::Group();
// add model to the viewer.
viewer.setSceneData(rootNode);
// Depth peel example only works on a single graphics context right now
// so open up viewer on single screen to prevent problems
viewer.setUpViewOnSingleScreen(0);
// create the windows and run the threads.
viewer.realize();
unsigned int width = 1280;
unsigned int height = 1280;
osgViewer::Viewer::Windows windows;
viewer.getWindows(windows);
if (!windows.empty())
{
width = windows.front()->getTraits()->width;
height = windows.front()->getTraits()->height;
}
osg::ref_ptr<DePee> dePee = new DePee(rootNode,
modelGroupTransform,
width,
height);
//create event handlers
KeyboardEventHandler* keyboardEventHandler = new KeyboardEventHandler(dePee.get());
MouseEventHandler* mouseEventHandler = new MouseEventHandler(dePee.get());
viewer.addEventHandler(keyboardEventHandler);
viewer.addEventHandler(mouseEventHandler);
//viewer.setCameraManipulator(new osgGA::TrackballManipulator);
osg::StateSet* stateset = modelGroupTransform->getOrCreateStateSet();
stateset->setMode(GL_BLEND, osg::StateAttribute::OFF);
//create new animation callback for autmatic object rotation
osg::AnimationPathCallback* apc = new osg::AnimationPathCallback(modelGroupTransform->getBound().center(),osg::Vec3(0.0f,0.0f,1.0f),osg::inDegrees(45.0f));
apc->setPause(true);
modelGroupTransform->setUpdateCallback(apc);
keyboardEventHandler->registerAnimationPathCallback(apc);
mouseEventHandler->registerModelGroupTransform(modelGroupTransform);
//setup stuff that is necessary for measuring fps
osg::Timer_t current_tick, previous_tick = 1;
double* fps = new double;
dePee->setFPS(fps);
while(!viewer.done())
{
current_tick = osg::Timer::instance()->tick();
*fps = 1.0/osg::Timer::instance()->delta_s(previous_tick,current_tick);
dePee->updateHUDText();
previous_tick = current_tick;
// fire off the cull and draw traversals of the scene.
viewer.frame();
}
return 0;
}