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https://github.com/overte-org/overte.git
synced 2025-04-25 14:33:31 +02:00
Starting to remove empty bricks and empty cells
This commit is contained in:
parent
ad3f3a6dcf
commit
40e49b2376
7 changed files with 179 additions and 25 deletions
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@ -55,6 +55,24 @@ panel.newCheckbox("Show Partial Subcell Items",
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function(value) { return (value); }
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);
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/*
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panel.newSlider('Cells Free / Allocated', -1, 1,
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function(value) { value; }, // setter
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function() { return Render.RenderDeferredTask.DrawSceneOctree.numFreeCells; }, // getter
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function(value) { return value; });
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this.update = function () {
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var numFree = Render.RenderDeferredTask.DrawSceneOctree.numFreeCells;
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var numAlloc = Render.RenderDeferredTask.DrawSceneOctree.numAllocatedCells;
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var title = [
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' ' + name,
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numFree + ' / ' + numAlloc
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].join('\t');
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widget.editTitle({ text: title });
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slider.setMaxValue(numAlloc);
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};
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*/
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function mouseMoveEvent(event) {
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panel.mouseMoveEvent(event);
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}
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@ -93,6 +93,10 @@ void DrawSceneOctree::run(const SceneContextPointer& sceneContext,
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RenderArgs* args = renderContext->args;
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auto& scene = sceneContext->_scene;
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std::static_pointer_cast<Config>(renderContext->jobConfig)->numAllocatedCells = (int)scene->getSpatialTree().getNumAllocatedCells();
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std::static_pointer_cast<Config>(renderContext->jobConfig)->numFreeCells = (int)scene->getSpatialTree().getNumFreeCells();
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gpu::doInBatch(args->_context, [&](gpu::Batch& batch) {
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glm::mat4 projMat;
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Transform viewMat;
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@ -171,6 +175,8 @@ const gpu::PipelinePointer DrawItemSelection::getDrawItemBoundPipeline() {
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_drawItemBoundPosLoc = program->getUniforms().findLocation("inBoundPos");
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_drawItemBoundDimLoc = program->getUniforms().findLocation("inBoundDim");
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_drawCellLocationLoc = program->getUniforms().findLocation("inCellLocation");
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auto state = std::make_shared<gpu::State>();
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state->setDepthTest(true, false, gpu::LESS_EQUAL);
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@ -217,7 +223,10 @@ void DrawItemSelection::run(const SceneContextPointer& sceneContext,
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for (const auto& itemID : inSelection.insideItems) {
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auto& item = scene->getItem(itemID);
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auto itemBound = item.getBound();
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auto itemCell = scene->getSpatialTree().getCellLocation(item.getCell());
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glm::ivec4 cellLocation(0, 0, 0, itemCell.depth);
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batch._glUniform4iv(_drawCellLocationLoc, 1, ((const int*)(&cellLocation)));
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batch._glUniform3fv(_drawItemBoundPosLoc, 1, (const float*)(&itemBound.getCorner()));
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batch._glUniform3fv(_drawItemBoundDimLoc, 1, (const float*)(&itemBound.getScale()));
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@ -229,7 +238,10 @@ void DrawItemSelection::run(const SceneContextPointer& sceneContext,
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for (const auto& itemID : inSelection.insideSubcellItems) {
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auto& item = scene->getItem(itemID);
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auto itemBound = item.getBound();
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auto itemCell = scene->getSpatialTree().getCellLocation(item.getCell());
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glm::ivec4 cellLocation(0, 0, 1, itemCell.depth);
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batch._glUniform4iv(_drawCellLocationLoc, 1, ((const int*)(&cellLocation)));
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batch._glUniform3fv(_drawItemBoundPosLoc, 1, (const float*)(&itemBound.getCorner()));
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batch._glUniform3fv(_drawItemBoundDimLoc, 1, (const float*)(&itemBound.getScale()));
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@ -241,7 +253,10 @@ void DrawItemSelection::run(const SceneContextPointer& sceneContext,
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for (const auto& itemID : inSelection.partialItems) {
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auto& item = scene->getItem(itemID);
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auto itemBound = item.getBound();
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auto itemCell = scene->getSpatialTree().getCellLocation(item.getCell());
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glm::ivec4 cellLocation(0, 0, 0, itemCell.depth);
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batch._glUniform4iv(_drawCellLocationLoc, 1, ((const int*)(&cellLocation)));
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batch._glUniform3fv(_drawItemBoundPosLoc, 1, (const float*)(&itemBound.getCorner()));
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batch._glUniform3fv(_drawItemBoundDimLoc, 1, (const float*)(&itemBound.getScale()));
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@ -253,7 +268,9 @@ void DrawItemSelection::run(const SceneContextPointer& sceneContext,
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for (const auto& itemID : inSelection.partialSubcellItems) {
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auto& item = scene->getItem(itemID);
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auto itemBound = item.getBound();
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auto itemCell = scene->getSpatialTree().getCellLocation(item.getCell());
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glm::ivec4 cellLocation(0, 0, 1, itemCell.depth);
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batch._glUniform4iv(_drawCellLocationLoc, 1, ((const int*)(&cellLocation)));
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batch._glUniform3fv(_drawItemBoundPosLoc, 1, (const float*)(&itemBound.getCorner()));
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batch._glUniform3fv(_drawItemBoundDimLoc, 1, (const float*)(&itemBound.getScale()));
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@ -23,6 +23,9 @@ namespace render {
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Q_PROPERTY(bool showVisibleCells MEMBER showVisibleCells WRITE setShowVisibleCells)
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Q_PROPERTY(bool showEmptyCells MEMBER showEmptyCells WRITE setShowEmptyCells)
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Q_PROPERTY(bool freezeFrustum MEMBER freezeFrustum WRITE setFreezeFrustum)
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Q_PROPERTY(int numAllocatedCells READ getNumAllocatedCells)
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Q_PROPERTY(int numFreeCells READ getNumFreeCells)
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public:
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DrawSceneOctreeConfig() : Job::Config(false) {}
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@ -31,6 +34,12 @@ namespace render {
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bool showEmptyCells{ false };
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bool freezeFrustum{ false };
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int numAllocatedCells{ 0 };
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int numFreeCells{ 0 };
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int getNumAllocatedCells() const { return numAllocatedCells; }
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int getNumFreeCells() const { return numFreeCells; }
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public slots:
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void setShowVisibleCells(bool show) { showVisibleCells = show; emit dirty(); }
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void setShowEmptyCells(bool show) { showEmptyCells = show; emit dirty(); }
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@ -103,6 +112,7 @@ namespace render {
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int _drawItemBoundPosLoc = -1;
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int _drawItemBoundDimLoc = -1;
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int _drawCellLocationLoc = -1;
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gpu::PipelinePointer _drawItemBoundPipeline;
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bool _showInsideItems; // initialized by Config
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@ -109,21 +109,70 @@ Octree::Indices Octree::indexConcreteCellPath(const Locations& path) const {
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Octree::Index Octree::allocateCell(Index parent, const Location& location) {
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if (_cells[parent].asChild(location.octant())) {
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if (_cells[parent].hasChild(location.octant())) {
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assert(_cells[parent].child(location.octant()) == INVALID);
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return _cells[parent].child(location.octant());
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}
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assert(_cells[parent].getlocation().child(location.octant()) == location);
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auto newIndex = (Index) _cells.size();
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_cells.push_back(Cell(parent, location));
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_cells[parent].setChild(location.octant(), newIndex);
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Index newIndex;
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if (_freeCells.empty()) {
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newIndex = (Index)_cells.size();
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_cells.push_back(Cell(parent, location));
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} else {
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newIndex = _freeCells.back();
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_freeCells.pop_back();
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_cells[newIndex] = Cell(parent, location);
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}
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_cells[parent].setChild(location.octant(), newIndex);
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return newIndex;
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}
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void Octree::freeCell(Index index) {
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if (checkCellIndex(index)) {
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auto & cell = _cells[index];
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cell.free();
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_freeCells.push_back(index);
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}
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}
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void Octree::clearCell(Index index) {
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auto& cell = editCell(index);
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// Free the brick
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if (cell.hasBrick()) {
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freeBrick(cell.brick());
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cell.setBrick(INVALID);
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}
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// Free the cell ?
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Index parentIdx = cell.parent();
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if (!cell.hasParent()) {
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if (index == ROOT_CELL) {
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// Stop here, this is the root cell!
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return;
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} else {
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// THis is not expected
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assert(false);
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return;
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}
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}
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bool traverseParent = false;
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if (!cell.hasChildren()) {
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editCell(parentIdx).setChild(cell.getlocation().octant(), INVALID);
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freeCell(index);
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traverseParent = true;
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}
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if (traverseParent) {
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clearCell(parentIdx);
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}
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}
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Octree::Indices Octree::indexCellPath(const Locations& path) {
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// First through the allocated cells
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Indices cellPath = indexConcreteCellPath(path);
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@ -147,13 +196,27 @@ Octree::Indices Octree::indexCellPath(const Locations& path) {
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Octree::Index Octree::allocateBrick() {
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Index brickIdx = (int) _bricks.size();
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_bricks.push_back(Brick());
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return brickIdx;
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if (_freeBricks.empty()) {
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Index brickIdx = (int)_bricks.size();
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_bricks.push_back(Brick());
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return brickIdx;
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} else {
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Index brickIdx = _freeBricks.back();
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_freeBricks.pop_back();
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return brickIdx;
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}
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}
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void Octree::freeBrick(Index index) {
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if (checkCellIndex(index)) {
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auto & brick = _bricks[index];
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// brick.free();
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_freeBricks.push_back(index);
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}
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}
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Octree::Index Octree::accessCellBrick(Index cellID, const CellBrickAccessor& accessor, bool createBrick) {
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assert(cellID != INVALID);
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assert(checkCellIndex(cellID));
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auto& cell = editCell(cellID);
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if (!cell.hasBrick()) {
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if (!createBrick) {
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@ -220,6 +283,7 @@ bool ItemSpatialTree::removeItem(Index cellIdx, const ItemKey& key, const ItemID
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auto success = false;
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// Remove the item from the brick
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bool emptyCell = false;
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accessCellBrick(cellIdx, [&](Cell& cell, Brick& brick, Octree::Index brickID) {
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auto& itemList = (key.isSmall() ? brick.subcellItems : brick.items);
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@ -227,10 +291,16 @@ bool ItemSpatialTree::removeItem(Index cellIdx, const ItemKey& key, const ItemID
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if (brick.items.empty() && brick.subcellItems.empty()) {
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cell.signalBrickEmpty();
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emptyCell = true;
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}
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success = true;
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}, false); // do not create brick!
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if (emptyCell) {
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clearCell(cellIdx);
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}
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return success;
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}
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@ -245,7 +315,11 @@ ItemSpatialTree::Index ItemSpatialTree::resetItem(Index oldCell, const ItemKey&
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auto rangeSizef = maxCoordf - minCoordf;
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float cellFitSize = getCellHalfDiagonalSquare(location.depth);
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bool subcellItem = glm::dot(rangeSizef, rangeSizef) < cellFitSize;
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newKey.setSmaller(subcellItem);
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if (subcellItem) {
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newKey.setSmaller(subcellItem);
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} else {
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newKey.setSmaller(false);
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}
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auto newCell = indexCell(location);
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@ -461,3 +535,6 @@ int ItemSpatialTree::selectCellItems(ItemSelection& selection, const ItemFilter&
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return (int) selection.numItems();
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}
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@ -172,13 +172,23 @@ namespace render {
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// the cell description
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class Cell {
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public:
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void free() { _location = Location(); for (auto& link : _links) { link = INVALID; } }
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const Location& getlocation() const { return _location; }
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Index parent() const { return _links[Parent]; }
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bool asParent() const { return parent() != INVALID; }
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bool hasParent() const { return parent() != INVALID; }
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Index child(Link octant) const { return _links[octant]; }
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bool asChild(Link octant) const { return child(octant) != INVALID; }
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bool hasChild(Link octant) const { return child(octant) != INVALID; }
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bool hasChildren() const {
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for (LinkStorage octant = Octant_L_B_N; octant < NUM_OCTANTS; octant++) {
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if (hasChild((Link)octant)) {
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return true;
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}
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}
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return false;
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}
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void setChild(Link octant, Index child) { _links[octant] = child; }
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Index brick() const { return _links[BrickLink]; }
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@ -205,13 +215,17 @@ namespace render {
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using Bricks = std::vector< Brick >;
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// Octree members
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Cells _cells = Cells(1, Cell()); // start with only the Cell root
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Bricks _bricks;
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bool checkCellIndex(Index index) const { return (index >= 0) && (index < _cells.size()); }
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bool checkBrickIndex(Index index) const { return (index >= 0) && (index < _bricks.size()); }
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Octree() {};
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// Clear a cell:
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// Check that the cell brick is empty, if so free it
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// CHeck that the cell has no children, if so free itself
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// Apply the same logic to the parent cell
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void clearCell(Index index);
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// Indexing/Allocating the cells as the tree gets populated
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// Return the cell Index/Indices at the specified location/path, allocate all the cells on the path from the root if needed
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Indices indexCellPath(const Locations& path);
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@ -223,7 +237,7 @@ namespace render {
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// Get the cell location from the CellID
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Location getCellLocation(Index cellID) const {
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if ((cellID >= 0) && (cellID < _cells.size())) {
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if (checkCellIndex(cellID)) {
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return getConcreteCell(cellID).getlocation();
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}
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return Location();
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@ -231,12 +245,10 @@ namespace render {
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// Reach a concrete cell
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const Cell& getConcreteCell(Index index) const {
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assert(index < _cells.size());
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assert(checkCellIndex(index));
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return _cells[index];
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}
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// Let s talk about the Cell Bricks now
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using CellBrickAccessor = std::function<void(Cell& cell, Brick& brick, Index brickIdx)>;
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@ -244,9 +256,8 @@ namespace render {
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// This returns the Brick index
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Index accessCellBrick(Index cellID, const CellBrickAccessor& accessor, bool createBrick = true);
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const Brick& getConcreteBrick(Index index) const {
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assert(index < _bricks.size());
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assert(checkBrickIndex(index));
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return _bricks[index];
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}
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@ -297,15 +308,28 @@ namespace render {
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int selectBranch(Index cellID, CellSelection& selection, const FrustumSelector& selector) const;
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int selectCellBrick(Index cellID, CellSelection& selection, bool inside) const;
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int getNumAllocatedCells() const { return (int)_cells.size(); }
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int getNumFreeCells() const { return (int)_freeCells.size(); }
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protected:
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Index allocateCell(Index parent, const Location& location);
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void freeCell(Index index);
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Index allocateBrick();
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void freeBrick(Index index);
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Cell& editCell(Index index) {
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assert(index < _cells.size());
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assert(checkCellIndex(index));
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return _cells[index];
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}
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// Octree members
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Cells _cells = Cells(1, Cell()); // start with only the Cell root
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Bricks _bricks;
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Indices _freeCells; // stack of free cells to be reused for allocation
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Indices _freeBricks; // stack of free bricks to be reused for allocation
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};
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}
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@ -19,5 +19,11 @@ out vec4 outFragColor;
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void main(void) {
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float var = step(fract(varTexcoord.x * varTexcoord.y * 1.0), 0.5);
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outFragColor = vec4(mix(vec3(1.0), varColor.xyz, var), varColor.a);
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if (varColor.a == 0) {
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outFragColor = vec4(mix(vec3(0.0), varColor.xyz, var), mix(0.0, 1.0, var));
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} else {
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outFragColor = vec4(mix(vec3(1.0), varColor.xyz, var), varColor.a);
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}
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}
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@ -59,7 +59,9 @@ void main(void) {
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TransformObject obj = getTransformObject();
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<$transformModelToClipPos(cam, obj, pos, gl_Position)$>
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varColor = vec4(colorWheel(fract(float(inCellLocation.w) / 5.0)), 1.0);
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bool subcell = bool((inCellLocation.z));
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float cellDepth = float(inCellLocation.w);
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varColor = vec4(colorWheel(fract(cellDepth / 5.0)), 1.0 - float(subcell));
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varTexcoord = vec2(cubeVec.w, length(inBoundDim));
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}
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