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DM/DM_OverdrawHook.C
#include <UT/UT_Map.h>
#include <RE/RE_Font.h>
#include <RE/RE_Render.h>
namespace HDK_Sample
{
class DM_OverdrawRender : public DM_SceneRenderHook
{
public:
DM_OverdrawRender(DM_VPortAgent &vport)
myDepthFBO(NULL),
myDoQueries(false) {}
virtual ~DM_OverdrawRender()
{
delete myDepthFBO;
}
/// GL3 only because we use an occlusion query.
virtual bool supportsRenderer(GR_RenderVersion version)
{ return version >= GR_RENDER_GL3; }
/// Because this hook is bound to multiple passes, differentiate between the
/// various passes in our render method.
virtual bool render(RE_Render *r, const DM_SceneHookData &hook_data)
{
// check if the display option for this hook is on
if(!hook_data.disp_options->isSceneOptionEnabled("overdraw"))
return false;
if(hook_data.hook_type == DM_HOOK_BEAUTY)
{
{
// render a depth-only, depth test = always pass to
// determine how many samples are actually drawn.
// then start an occlusion query for the native beauty pass.
myDoQueries = doPreBeauty(r, hook_data);
}
else if(myDoQueries)
{
// end the occlusion query for the beauty pass.
doPostBeauty(r);
}
}
else if(myDoQueries) // && DM_HOOK_FOREGROUND
{
// render the collected information to the foreground pass,
// which is rendered after all the beauty pass items.
renderInfo(r, hook_data);
}
// allow other hooks bound to this pass to render by returning false
return false;
}
// Free our resources (the FBO and associated renderbuffer) when the
// viewport is closed.
virtual void viewportClosed()
{
delete myDepthFBO;
myDepthFBO = NULL;
myQuery1.destroy();
myQuery2.destroy();
}
// Reference count so that the DM_OverdrawHook knows when to delete this
// object.
int bumpRefCount(bool inc)
{
myRefCount += (inc?1:-1);
return myRefCount;
}
private:
bool doPreBeauty(RE_Render *r, const DM_SceneHookData &hook_data);
void doPostBeauty(RE_Render *r);
void renderInfo(RE_Render *r, const DM_SceneHookData &hook_data);
RE_OGLFramebuffer *myDepthFBO;
bool myDoQueries;
int myRefCount;
};
class DM_OverdrawHook : public DM_SceneHook
{
public:
DM_OverdrawHook() : DM_SceneHook("Overdraw", 0) {}
virtual ~DM_OverdrawHook() {}
virtual DM_SceneRenderHook *newSceneRender(DM_VPortAgent &vport,
{
// Only for 3D views (persp, top, bottom; not the UV viewport)
return NULL;
DM_OverdrawRender *hook = NULL;
// Create only 1 per viewport, even though we're registered many
// times for different passes.
const int id = vport.getUniqueId();
if(it != mySceneHooks.end())
{
// found existing hook for this viewport, reuse it.
hook = it->second;
}
else
{
// no hook for this viewport; create it.
hook = new DM_OverdrawRender(vport);
mySceneHooks[id] = hook;
}
// increase reference count on the render so we know when to delete
// it.
hook->bumpRefCount(true);
return hook;
}
virtual void retireSceneRender(DM_VPortAgent &vport,
{
// If the ref count is zero, we're the last retire call. delete the
// hook.
if(static_cast<DM_OverdrawRender *>(hook)->bumpRefCount(false) == 0)
{
// Remove from the map and delete the hook.
const int id = vport.getUniqueId();
= mySceneHooks.find(id);
if(it != mySceneHooks.end())
mySceneHooks.erase(id);
delete hook;
}
}
private:
};
}; // end namespace HDK_Sample
using namespace HDK_Sample;
bool
DM_OverdrawRender::doPreBeauty(RE_Render *r, const DM_SceneHookData &hook_data)
{
// Initialize both query objects, if not already done.
myQuery1.init(r);
myQuery2.init(r);
// AA setting is 2^getSceneAntialias().
int aa_samples = hook_data.disp_options->common().getSceneAntialias();
aa_samples = 1 << aa_samples;
// Create the throwaway depth buffer we'll be using as a target when doing
// the first occlusion query.
if(!myDepthFBO ||
myDepthFBO->getWidth() != hook_data.view_width ||
myDepthFBO->getWidth() != hook_data.view_height ||
myDepthFBO->getSamples() != aa_samples)
{
if(myDepthFBO)
{
delete myDepthFBO;
myDepthFBO = NULL;
}
myDepthFBO = new RE_OGLFramebuffer("DM_OverdrawHook");
myDepthFBO->setResolution(hook_data.view_width, hook_data.view_height);
myDepthFBO->setSamples(aa_samples);
myDepthFBO->createRenderbuffer(r, RE_GPU_FLOAT32, 1, RE_DEPTH_BUFFER);
if(!myDepthFBO->isValid(r))
{
// if it cannot be created, this hook can't run.
delete myDepthFBO;
myDepthFBO = NULL;
return false;
}
}
// determine the total number of samples drawn by rendering all geometry in
// the scene without depth testing. Count the samples with a GL occlusion
// query (myQuery1).
r->pushDrawFramebuffer(myDepthFBO);
myDepthFBO->drawToBuffer(r, RE_DEPTH_BUFFER);
myQuery1.begin(r);
viewport().renderGeometry(r, GR_RENDER_DEPTH, GR_SHADING_SOLID,
myQuery1.end(r);
// Start the query for the main beauty pass.
myQuery2.begin(r);
return true;
}
void
DM_OverdrawRender::doPostBeauty(RE_Render *r)
{
// Complete the occlusion query for the main beauty pass.
myQuery2.end(r);
}
void
DM_OverdrawRender::renderInfo(RE_Render *r, const DM_SceneHookData &hook_data)
{
// grab the occlusion query results from the GPU.
int num1 = myQuery1.getNumDrawn(r);
int num2 = myQuery2.getNumDrawn(r);
fpreal overdraw = (num1 > 0) ? fpreal(num1-num2) / fpreal(num1) : 0.0;
// format into a nice info string
string.sprintf("Overdraw %d%% (%d samples)", int(overdraw*100), num1-num2);
int w = font.getStringWidth(string.buffer());
int h = font.getHeight();
// Draw the info string at the bottom of the viewport, centered.
r->pushColor(hook_data.disp_options->common().defaultWireColor());
r->textMoveW( (hook_data.view_width - w) * 0.5, h *0.5);
r->putString( string.buffer() );
r->popColor();
}
void
{
DM_OverdrawHook *hook = new DM_OverdrawHook();
// Register the hook multiple times so that it executes both before and
// after the beauty pass, and in the foreground pass.
// This allows the hook to render a depth pass to determine all the samples
// rendered and do an occlusion query around the native beauty pass. Then
// the results are displayed to the user in the foreground pass.
table->registerSceneHook(hook,
table->registerSceneHook(hook,
table->registerSceneHook(hook,
table->installSceneOption("overdraw", "Overdraw info");
}