From f9158592e1478b2013afc7041d9ed041cf2d2f4a Mon Sep 17 00:00:00 2001 From: David Walter Seikel Date: Mon, 13 Jan 2014 19:47:58 +1000 Subject: Update Irrlicht to 1.8.1. Include actual change markers this time. lol --- .../examples/26.OcclusionQuery/main.cpp | 213 --------------------- 1 file changed, 213 deletions(-) delete mode 100644 libraries/irrlicht-1.8/examples/26.OcclusionQuery/main.cpp (limited to 'libraries/irrlicht-1.8/examples/26.OcclusionQuery/main.cpp') diff --git a/libraries/irrlicht-1.8/examples/26.OcclusionQuery/main.cpp b/libraries/irrlicht-1.8/examples/26.OcclusionQuery/main.cpp deleted file mode 100644 index 02a5440..0000000 --- a/libraries/irrlicht-1.8/examples/26.OcclusionQuery/main.cpp +++ /dev/null @@ -1,213 +0,0 @@ -/** 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 -#include "driverChoice.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(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(); - - 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("../../media/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("../../media/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(true, true, 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. -**/ -- cgit v1.1