added occlusion tests to debug menu

This commit is contained in:
ZappoMan 2013-06-11 13:29:01 -07:00
parent ab365202c8
commit ac7fbc6320
4 changed files with 90 additions and 46 deletions

View file

@ -964,6 +964,11 @@ void Application::doFalseColorizeInView() {
_voxels.falseColorizeInView(&_viewFrustum);
}
void Application::doFalseColorizeOccluded() {
_debugShowVirtualOccluders->setChecked(true);
_voxels.falseColorizeOccluded();
}
void Application::doTrueVoxelColors() {
_voxels.trueColorize();
}
@ -1316,7 +1321,9 @@ void Application::initMenu() {
renderDebugMenu->addAction("FALSE Color Voxel Every Other Randomly", this, SLOT(doFalseRandomizeEveryOtherVoxelColors()));
renderDebugMenu->addAction("FALSE Color Voxels by Distance", this, SLOT(doFalseColorizeByDistance()));
renderDebugMenu->addAction("FALSE Color Voxel Out of View", this, SLOT(doFalseColorizeInView()));
renderDebugMenu->addAction("Show TRUE Colors", this, SLOT(doTrueVoxelColors()));
renderDebugMenu->addAction("FALSE Color Occluded Voxels", this, SLOT(doFalseColorizeOccluded()), Qt::CTRL | Qt::Key_O);
renderDebugMenu->addAction("Show TRUE Colors", this, SLOT(doTrueVoxelColors()), Qt::CTRL | Qt::Key_T);
(_debugShowVirtualOccluders = renderDebugMenu->addAction("Show Virtual Occluders"))->setCheckable(true);
debugMenu->addAction("Wants Res-In", this, SLOT(setWantsResIn(bool)))->setCheckable(true);
debugMenu->addAction("Wants Monochrome", this, SLOT(setWantsMonochrome(bool)))->setCheckable(true);
@ -1902,59 +1909,62 @@ glm::vec2 Application::getScreenPoint(glm::vec3 voxelPoint) {
return getScaledScreenPoint(projectedPoint);
}
void Application::render2DTests() {
glLineWidth(2.0);
glBegin(GL_LINES);
glColor3f(1,0,0);
void Application::renderVirtualOccluders() {
AABox boxA(glm::vec3(0,0,0), 0.0125);
boxA.scale(TREE_SCALE);
VoxelProjectedShadow shadowA = _viewFrustum.getProjectedShadow(boxA);
if (_debugShowVirtualOccluders->isChecked()) {
glLineWidth(2.0);
glBegin(GL_LINES);
glColor3f(0,0,1);
AABox boxB(glm::vec3(0.0125,0,0.025), 0.0125);
boxB.scale(TREE_SCALE);
VoxelProjectedShadow shadowB = _viewFrustum.getProjectedShadow(boxB);
AABox boxA(glm::vec3(0,0,0), 0.0125);
boxA.scale(TREE_SCALE);
VoxelProjectedShadow shadowA = _viewFrustum.getProjectedShadow(boxA);
bool shadowAoccludesB = shadowA.occludes(shadowB);
bool shadowBoccludesA = shadowB.occludes(shadowA);
AABox boxB(glm::vec3(0.0125,0,0.025), 0.0125);
boxB.scale(TREE_SCALE);
VoxelProjectedShadow shadowB = _viewFrustum.getProjectedShadow(boxB);
bool shadowAoccludesB = shadowA.occludes(shadowB);
bool shadowBoccludesA = shadowB.occludes(shadowA);
if (shadowA.getVertexCount()) {
if (shadowBoccludesA) {
glColor3f(0,1,1);
} else {
glColor3f(1,0,0);
}
glm::vec2 firstPoint = getScaledScreenPoint(shadowA.getVertex(0));
glm::vec2 lastPoint(firstPoint);
for (int i = 1; i < shadowA.getVertexCount(); i++) {
glm::vec2 thisPoint = getScaledScreenPoint(shadowA.getVertex(i));
if (shadowA.getVertexCount()) {
if (shadowBoccludesA) {
glColor3f(1,0,0);
} else {
glColor3f(0,0,1);
}
glm::vec2 firstPoint = getScaledScreenPoint(shadowA.getVertex(0));
glm::vec2 lastPoint(firstPoint);
for (int i = 1; i < shadowA.getVertexCount(); i++) {
glm::vec2 thisPoint = getScaledScreenPoint(shadowA.getVertex(i));
glVertex2f(lastPoint.x, lastPoint.y);
glVertex2f(thisPoint.x, thisPoint.y);
lastPoint = thisPoint;
}
glVertex2f(lastPoint.x, lastPoint.y);
glVertex2f(thisPoint.x, thisPoint.y);
lastPoint = thisPoint;
glVertex2f(firstPoint.x, firstPoint.y);
}
glVertex2f(lastPoint.x, lastPoint.y);
glVertex2f(firstPoint.x, firstPoint.y);
}
if (shadowB.getVertexCount()) {
if (shadowAoccludesB) {
glColor3f(0,1,0);
} else {
glColor3f(1,0,0);
}
glm::vec2 firstPoint = getScaledScreenPoint(shadowB.getVertex(0));
glm::vec2 lastPoint(firstPoint);
for (int i = 1; i < shadowB.getVertexCount(); i++) {
glm::vec2 thisPoint = getScaledScreenPoint(shadowB.getVertex(i));
if (shadowB.getVertexCount()) {
if (shadowAoccludesB) {
glColor3f(0,1,0);
} else {
glColor3f(1,0,0);
}
glm::vec2 firstPoint = getScaledScreenPoint(shadowB.getVertex(0));
glm::vec2 lastPoint(firstPoint);
for (int i = 1; i < shadowB.getVertexCount(); i++) {
glm::vec2 thisPoint = getScaledScreenPoint(shadowB.getVertex(i));
glVertex2f(lastPoint.x, lastPoint.y);
glVertex2f(thisPoint.x, thisPoint.y);
lastPoint = thisPoint;
}
glVertex2f(lastPoint.x, lastPoint.y);
glVertex2f(thisPoint.x, thisPoint.y);
lastPoint = thisPoint;
glVertex2f(firstPoint.x, firstPoint.y);
}
glVertex2f(lastPoint.x, lastPoint.y);
glVertex2f(firstPoint.x, firstPoint.y);
}
glEnd();
glEnd();
}
}
void Application::displaySide(Camera& whichCamera) {
@ -2240,7 +2250,7 @@ void Application::displayStats() {
}
// testing....
render2DTests();
renderVirtualOccluders();
}

View file

@ -102,6 +102,7 @@ private slots:
void doFalseRandomizeVoxelColors();
void doFalseRandomizeEveryOtherVoxelColors();
void doFalseColorizeByDistance();
void doFalseColorizeOccluded();
void doFalseColorizeInView();
void doTrueVoxelColors();
void doTreeStats();
@ -141,7 +142,7 @@ private:
void displayStats();
// Couple of debug routines for use in debuggin/developing Occlusion Culling. Will be removed eventually
void render2DTests();
void renderVirtualOccluders();
glm::vec2 getScreenPoint(glm::vec3 voxelPoint);
glm::vec2 getScaledScreenPoint(glm::vec2 projectedPoint);
@ -206,6 +207,7 @@ private:
QAction* _fullScreenMode; // whether we are in full screen mode
QAction* _frustumRenderModeAction;
QAction* _settingsAutosave; // Whether settings are saved automatically
QAction* _debugShowVirtualOccluders;
SerialInterface _serialHeadSensor;
QNetworkAccessManager* _networkAccessManager;

View file

@ -1156,3 +1156,33 @@ void VoxelSystem::copyFromTreeIntoSubTree(VoxelTree* sourceTree, VoxelNode* dest
_tree->copyFromTreeIntoSubTree(sourceTree, destinationNode);
}
struct FalseColorizeOccludedArgs {
VoxelProjectedShadow occluder;
ViewFrustum* viewFrustum;
};
bool VoxelSystem::falseColorizeOccludedOperation(VoxelNode* node, void* extraData) {
FalseColorizeOccludedArgs* args = (FalseColorizeOccludedArgs*) extraData;
if (node->isColored()) {
AABox voxelBox = node->getAABox();
voxelBox.scale(TREE_SCALE);
VoxelProjectedShadow voxelShadow = args->viewFrustum->getProjectedShadow(voxelBox);
if (args->occluder.occludes(voxelShadow)) {
node->setFalseColor(255, 0, 0);
}
}
return true; // keep going!
}
void VoxelSystem::falseColorizeOccluded() {
FalseColorizeOccludedArgs args;
args.viewFrustum = Application::getInstance()->getViewFrustum();
AABox box(glm::vec3(0.0125,0,0.025), 0.0125);
box.scale(TREE_SCALE);
args.occluder = args.viewFrustum->getProjectedShadow(box);
_tree->recurseTreeWithOperation(falseColorizeOccludedOperation,(void*)&args);
setupNewVoxelsForDrawing();
}

View file

@ -56,6 +56,7 @@ public:
void falseColorizeInView(ViewFrustum* viewFrustum);
void falseColorizeDistanceFromView(ViewFrustum* viewFrustum);
void falseColorizeRandomEveryOther();
void falseColorizeOccluded();
void killLocalVoxels();
void setRenderPipelineWarnings(bool on) { _renderWarningsOn = on; };
@ -120,6 +121,7 @@ private:
static bool removeOutOfViewOperation(VoxelNode* node, void* extraData);
static bool falseColorizeRandomEveryOtherOperation(VoxelNode* node, void* extraData);
static bool collectStatsForTreesAndVBOsOperation(VoxelNode* node, void* extraData);
static bool falseColorizeOccludedOperation(VoxelNode* node, void* extraData);
int updateNodeInArraysAsFullVBO(VoxelNode* node);
int updateNodeInArraysAsPartialVBO(VoxelNode* node);