Starting to remove empty bricks and empty cells

This commit is contained in:
samcake 2016-02-08 18:23:29 -08:00
parent ad3f3a6dcf
commit 40e49b2376
7 changed files with 179 additions and 25 deletions

View file

@ -55,6 +55,24 @@ panel.newCheckbox("Show Partial Subcell Items",
function(value) { return (value); }
);
/*
panel.newSlider('Cells Free / Allocated', -1, 1,
function(value) { value; }, // setter
function() { return Render.RenderDeferredTask.DrawSceneOctree.numFreeCells; }, // getter
function(value) { return value; });
this.update = function () {
var numFree = Render.RenderDeferredTask.DrawSceneOctree.numFreeCells;
var numAlloc = Render.RenderDeferredTask.DrawSceneOctree.numAllocatedCells;
var title = [
' ' + name,
numFree + ' / ' + numAlloc
].join('\t');
widget.editTitle({ text: title });
slider.setMaxValue(numAlloc);
};
*/
function mouseMoveEvent(event) {
panel.mouseMoveEvent(event);
}

View file

@ -93,6 +93,10 @@ void DrawSceneOctree::run(const SceneContextPointer& sceneContext,
RenderArgs* args = renderContext->args;
auto& scene = sceneContext->_scene;
std::static_pointer_cast<Config>(renderContext->jobConfig)->numAllocatedCells = (int)scene->getSpatialTree().getNumAllocatedCells();
std::static_pointer_cast<Config>(renderContext->jobConfig)->numFreeCells = (int)scene->getSpatialTree().getNumFreeCells();
gpu::doInBatch(args->_context, [&](gpu::Batch& batch) {
glm::mat4 projMat;
Transform viewMat;
@ -171,6 +175,8 @@ const gpu::PipelinePointer DrawItemSelection::getDrawItemBoundPipeline() {
_drawItemBoundPosLoc = program->getUniforms().findLocation("inBoundPos");
_drawItemBoundDimLoc = program->getUniforms().findLocation("inBoundDim");
_drawCellLocationLoc = program->getUniforms().findLocation("inCellLocation");
auto state = std::make_shared<gpu::State>();
state->setDepthTest(true, false, gpu::LESS_EQUAL);
@ -217,7 +223,10 @@ void DrawItemSelection::run(const SceneContextPointer& sceneContext,
for (const auto& itemID : inSelection.insideItems) {
auto& item = scene->getItem(itemID);
auto itemBound = item.getBound();
auto itemCell = scene->getSpatialTree().getCellLocation(item.getCell());
glm::ivec4 cellLocation(0, 0, 0, itemCell.depth);
batch._glUniform4iv(_drawCellLocationLoc, 1, ((const int*)(&cellLocation)));
batch._glUniform3fv(_drawItemBoundPosLoc, 1, (const float*)(&itemBound.getCorner()));
batch._glUniform3fv(_drawItemBoundDimLoc, 1, (const float*)(&itemBound.getScale()));
@ -229,7 +238,10 @@ void DrawItemSelection::run(const SceneContextPointer& sceneContext,
for (const auto& itemID : inSelection.insideSubcellItems) {
auto& item = scene->getItem(itemID);
auto itemBound = item.getBound();
auto itemCell = scene->getSpatialTree().getCellLocation(item.getCell());
glm::ivec4 cellLocation(0, 0, 1, itemCell.depth);
batch._glUniform4iv(_drawCellLocationLoc, 1, ((const int*)(&cellLocation)));
batch._glUniform3fv(_drawItemBoundPosLoc, 1, (const float*)(&itemBound.getCorner()));
batch._glUniform3fv(_drawItemBoundDimLoc, 1, (const float*)(&itemBound.getScale()));
@ -241,7 +253,10 @@ void DrawItemSelection::run(const SceneContextPointer& sceneContext,
for (const auto& itemID : inSelection.partialItems) {
auto& item = scene->getItem(itemID);
auto itemBound = item.getBound();
auto itemCell = scene->getSpatialTree().getCellLocation(item.getCell());
glm::ivec4 cellLocation(0, 0, 0, itemCell.depth);
batch._glUniform4iv(_drawCellLocationLoc, 1, ((const int*)(&cellLocation)));
batch._glUniform3fv(_drawItemBoundPosLoc, 1, (const float*)(&itemBound.getCorner()));
batch._glUniform3fv(_drawItemBoundDimLoc, 1, (const float*)(&itemBound.getScale()));
@ -253,7 +268,9 @@ void DrawItemSelection::run(const SceneContextPointer& sceneContext,
for (const auto& itemID : inSelection.partialSubcellItems) {
auto& item = scene->getItem(itemID);
auto itemBound = item.getBound();
auto itemCell = scene->getSpatialTree().getCellLocation(item.getCell());
glm::ivec4 cellLocation(0, 0, 1, itemCell.depth);
batch._glUniform4iv(_drawCellLocationLoc, 1, ((const int*)(&cellLocation)));
batch._glUniform3fv(_drawItemBoundPosLoc, 1, (const float*)(&itemBound.getCorner()));
batch._glUniform3fv(_drawItemBoundDimLoc, 1, (const float*)(&itemBound.getScale()));

View file

@ -23,6 +23,9 @@ namespace render {
Q_PROPERTY(bool showVisibleCells MEMBER showVisibleCells WRITE setShowVisibleCells)
Q_PROPERTY(bool showEmptyCells MEMBER showEmptyCells WRITE setShowEmptyCells)
Q_PROPERTY(bool freezeFrustum MEMBER freezeFrustum WRITE setFreezeFrustum)
Q_PROPERTY(int numAllocatedCells READ getNumAllocatedCells)
Q_PROPERTY(int numFreeCells READ getNumFreeCells)
public:
DrawSceneOctreeConfig() : Job::Config(false) {}
@ -31,6 +34,12 @@ namespace render {
bool showEmptyCells{ false };
bool freezeFrustum{ false };
int numAllocatedCells{ 0 };
int numFreeCells{ 0 };
int getNumAllocatedCells() const { return numAllocatedCells; }
int getNumFreeCells() const { return numFreeCells; }
public slots:
void setShowVisibleCells(bool show) { showVisibleCells = show; emit dirty(); }
void setShowEmptyCells(bool show) { showEmptyCells = show; emit dirty(); }
@ -103,6 +112,7 @@ namespace render {
int _drawItemBoundPosLoc = -1;
int _drawItemBoundDimLoc = -1;
int _drawCellLocationLoc = -1;
gpu::PipelinePointer _drawItemBoundPipeline;
bool _showInsideItems; // initialized by Config

View file

@ -109,21 +109,70 @@ Octree::Indices Octree::indexConcreteCellPath(const Locations& path) const {
Octree::Index Octree::allocateCell(Index parent, const Location& location) {
if (_cells[parent].asChild(location.octant())) {
if (_cells[parent].hasChild(location.octant())) {
assert(_cells[parent].child(location.octant()) == INVALID);
return _cells[parent].child(location.octant());
}
assert(_cells[parent].getlocation().child(location.octant()) == location);
auto newIndex = (Index) _cells.size();
_cells.push_back(Cell(parent, location));
_cells[parent].setChild(location.octant(), newIndex);
Index newIndex;
if (_freeCells.empty()) {
newIndex = (Index)_cells.size();
_cells.push_back(Cell(parent, location));
} else {
newIndex = _freeCells.back();
_freeCells.pop_back();
_cells[newIndex] = Cell(parent, location);
}
_cells[parent].setChild(location.octant(), newIndex);
return newIndex;
}
void Octree::freeCell(Index index) {
if (checkCellIndex(index)) {
auto & cell = _cells[index];
cell.free();
_freeCells.push_back(index);
}
}
void Octree::clearCell(Index index) {
auto& cell = editCell(index);
// Free the brick
if (cell.hasBrick()) {
freeBrick(cell.brick());
cell.setBrick(INVALID);
}
// Free the cell ?
Index parentIdx = cell.parent();
if (!cell.hasParent()) {
if (index == ROOT_CELL) {
// Stop here, this is the root cell!
return;
} else {
// THis is not expected
assert(false);
return;
}
}
bool traverseParent = false;
if (!cell.hasChildren()) {
editCell(parentIdx).setChild(cell.getlocation().octant(), INVALID);
freeCell(index);
traverseParent = true;
}
if (traverseParent) {
clearCell(parentIdx);
}
}
Octree::Indices Octree::indexCellPath(const Locations& path) {
// First through the allocated cells
Indices cellPath = indexConcreteCellPath(path);
@ -147,13 +196,27 @@ Octree::Indices Octree::indexCellPath(const Locations& path) {
Octree::Index Octree::allocateBrick() {
Index brickIdx = (int) _bricks.size();
_bricks.push_back(Brick());
return brickIdx;
if (_freeBricks.empty()) {
Index brickIdx = (int)_bricks.size();
_bricks.push_back(Brick());
return brickIdx;
} else {
Index brickIdx = _freeBricks.back();
_freeBricks.pop_back();
return brickIdx;
}
}
void Octree::freeBrick(Index index) {
if (checkCellIndex(index)) {
auto & brick = _bricks[index];
// brick.free();
_freeBricks.push_back(index);
}
}
Octree::Index Octree::accessCellBrick(Index cellID, const CellBrickAccessor& accessor, bool createBrick) {
assert(cellID != INVALID);
assert(checkCellIndex(cellID));
auto& cell = editCell(cellID);
if (!cell.hasBrick()) {
if (!createBrick) {
@ -220,6 +283,7 @@ bool ItemSpatialTree::removeItem(Index cellIdx, const ItemKey& key, const ItemID
auto success = false;
// Remove the item from the brick
bool emptyCell = false;
accessCellBrick(cellIdx, [&](Cell& cell, Brick& brick, Octree::Index brickID) {
auto& itemList = (key.isSmall() ? brick.subcellItems : brick.items);
@ -227,10 +291,16 @@ bool ItemSpatialTree::removeItem(Index cellIdx, const ItemKey& key, const ItemID
if (brick.items.empty() && brick.subcellItems.empty()) {
cell.signalBrickEmpty();
emptyCell = true;
}
success = true;
}, false); // do not create brick!
if (emptyCell) {
clearCell(cellIdx);
}
return success;
}
@ -245,7 +315,11 @@ ItemSpatialTree::Index ItemSpatialTree::resetItem(Index oldCell, const ItemKey&
auto rangeSizef = maxCoordf - minCoordf;
float cellFitSize = getCellHalfDiagonalSquare(location.depth);
bool subcellItem = glm::dot(rangeSizef, rangeSizef) < cellFitSize;
newKey.setSmaller(subcellItem);
if (subcellItem) {
newKey.setSmaller(subcellItem);
} else {
newKey.setSmaller(false);
}
auto newCell = indexCell(location);
@ -461,3 +535,6 @@ int ItemSpatialTree::selectCellItems(ItemSelection& selection, const ItemFilter&
return (int) selection.numItems();
}

View file

@ -172,13 +172,23 @@ namespace render {
// the cell description
class Cell {
public:
void free() { _location = Location(); for (auto& link : _links) { link = INVALID; } }
const Location& getlocation() const { return _location; }
Index parent() const { return _links[Parent]; }
bool asParent() const { return parent() != INVALID; }
bool hasParent() const { return parent() != INVALID; }
Index child(Link octant) const { return _links[octant]; }
bool asChild(Link octant) const { return child(octant) != INVALID; }
bool hasChild(Link octant) const { return child(octant) != INVALID; }
bool hasChildren() const {
for (LinkStorage octant = Octant_L_B_N; octant < NUM_OCTANTS; octant++) {
if (hasChild((Link)octant)) {
return true;
}
}
return false;
}
void setChild(Link octant, Index child) { _links[octant] = child; }
Index brick() const { return _links[BrickLink]; }
@ -205,13 +215,17 @@ namespace render {
using Bricks = std::vector< Brick >;
// Octree members
Cells _cells = Cells(1, Cell()); // start with only the Cell root
Bricks _bricks;
bool checkCellIndex(Index index) const { return (index >= 0) && (index < _cells.size()); }
bool checkBrickIndex(Index index) const { return (index >= 0) && (index < _bricks.size()); }
Octree() {};
// Clear a cell:
// Check that the cell brick is empty, if so free it
// CHeck that the cell has no children, if so free itself
// Apply the same logic to the parent cell
void clearCell(Index index);
// Indexing/Allocating the cells as the tree gets populated
// Return the cell Index/Indices at the specified location/path, allocate all the cells on the path from the root if needed
Indices indexCellPath(const Locations& path);
@ -223,7 +237,7 @@ namespace render {
// Get the cell location from the CellID
Location getCellLocation(Index cellID) const {
if ((cellID >= 0) && (cellID < _cells.size())) {
if (checkCellIndex(cellID)) {
return getConcreteCell(cellID).getlocation();
}
return Location();
@ -231,12 +245,10 @@ namespace render {
// Reach a concrete cell
const Cell& getConcreteCell(Index index) const {
assert(index < _cells.size());
assert(checkCellIndex(index));
return _cells[index];
}
// Let s talk about the Cell Bricks now
using CellBrickAccessor = std::function<void(Cell& cell, Brick& brick, Index brickIdx)>;
@ -244,9 +256,8 @@ namespace render {
// This returns the Brick index
Index accessCellBrick(Index cellID, const CellBrickAccessor& accessor, bool createBrick = true);
const Brick& getConcreteBrick(Index index) const {
assert(index < _bricks.size());
assert(checkBrickIndex(index));
return _bricks[index];
}
@ -297,15 +308,28 @@ namespace render {
int selectBranch(Index cellID, CellSelection& selection, const FrustumSelector& selector) const;
int selectCellBrick(Index cellID, CellSelection& selection, bool inside) const;
int getNumAllocatedCells() const { return (int)_cells.size(); }
int getNumFreeCells() const { return (int)_freeCells.size(); }
protected:
Index allocateCell(Index parent, const Location& location);
void freeCell(Index index);
Index allocateBrick();
void freeBrick(Index index);
Cell& editCell(Index index) {
assert(index < _cells.size());
assert(checkCellIndex(index));
return _cells[index];
}
// Octree members
Cells _cells = Cells(1, Cell()); // start with only the Cell root
Bricks _bricks;
Indices _freeCells; // stack of free cells to be reused for allocation
Indices _freeBricks; // stack of free bricks to be reused for allocation
};
}

View file

@ -19,5 +19,11 @@ out vec4 outFragColor;
void main(void) {
float var = step(fract(varTexcoord.x * varTexcoord.y * 1.0), 0.5);
outFragColor = vec4(mix(vec3(1.0), varColor.xyz, var), varColor.a);
if (varColor.a == 0) {
outFragColor = vec4(mix(vec3(0.0), varColor.xyz, var), mix(0.0, 1.0, var));
} else {
outFragColor = vec4(mix(vec3(1.0), varColor.xyz, var), varColor.a);
}
}

View file

@ -59,7 +59,9 @@ void main(void) {
TransformObject obj = getTransformObject();
<$transformModelToClipPos(cam, obj, pos, gl_Position)$>
varColor = vec4(colorWheel(fract(float(inCellLocation.w) / 5.0)), 1.0);
bool subcell = bool((inCellLocation.z));
float cellDepth = float(inCellLocation.w);
varColor = vec4(colorWheel(fract(cellDepth / 5.0)), 1.0 - float(subcell));
varTexcoord = vec2(cubeVec.w, length(inBoundDim));
}