/* Copyright (c) Mark J. Kilgard, 1996. */ /* This program is freely distributable without licensing fees and is provided without guarantee or warrantee expressed or implied. This program is -not- in the public domain. */ /* This program demonstrates an OpenGL histogram extension based algorithm for occlusion culling. Occlusion culling tries to speed rendering by quickly determine what objects that are in the view frustrum are not actually visible because they are occluded by other objects in the scene. If object occlusion can be quickly determined, you can save time by simply not rendering occluded objects. */ /* cc -o occlude occlude.c -lglut -lGL -lGLU -lXmu -lXext -lX11 -lm */ /* XXX Note that IMPACTs running IRIX 6.2 and earlier do not implement the histogram extension over alpha correctly. The algorithm works correctly on RealityEngine and InfiniteReality platforms. */ /* Hacked starting with the OpenGL programming Guide's scene.c */ #include #include #include #include #include #define TORUS 1 #define TETRAHEDRON 2 #define ICOSAHEDRON 3 int W = 250, H = 250; int showBoxes = 0; int single = 0; int showHistogram = 0; int showRate = 0; int occlusionDectection = 1; int nameOccludedTeapots = 1; int noOcclude = 0; int frames = 0; int renderCount = 0, occludedCount = 0; void output(GLfloat x, GLfloat y, char *format,...) { va_list args; char buffer[200], *p; va_start(args, format); vsprintf(buffer, format, args); va_end(args); glPushMatrix(); glTranslatef(x, y, 0); for (p = buffer; *p; p++) glutStrokeCharacter(GLUT_STROKE_ROMAN, *p); glPopMatrix(); } /* Initialize material property and light source. */ void myinit(void) { GLfloat light_ambient[] = {0.2, 0.2, 0.2, 1.0}; GLfloat light_diffuse[] = {1.0, 1.0, 1.0, 1.0}; GLfloat light_specular[] = {1.0, 1.0, 1.0, 1.0}; GLfloat light_position[] = {1.0, 1.0, 1.0, 0.0}; glLightfv(GL_LIGHT0, GL_AMBIENT, light_ambient); glLightfv(GL_LIGHT0, GL_DIFFUSE, light_diffuse); glLightfv(GL_LIGHT0, GL_SPECULAR, light_specular); glLightfv(GL_LIGHT0, GL_POSITION, light_position); glEnable(GL_LIGHT0); glDepthFunc(GL_LESS); glEnable(GL_DEPTH_TEST); glEnable(GL_LIGHTING); glNewList(TORUS, GL_COMPILE); glutSolidTorus(0.275, 0.85, 10, 15); glEndList(); glNewList(TETRAHEDRON, GL_COMPILE); glutSolidTetrahedron(); glEndList(); glNewList(ICOSAHEDRON, GL_COMPILE); glutSolidIcosahedron(); glEndList(); /* Make sure we clear with alpha set to 1. */ glClearColor(0, 0, 0, 1); #ifdef GL_EXT_histogram /* Do a histogram on alpha with 8 bins; throw away the image data used when computing the histogram. */ glHistogramEXT(GL_HISTOGRAM_EXT, 8, GL_ALPHA, GL_TRUE); #endif } void draw(void) { glPushMatrix(); glScalef(1.3, 1.3, 1.3); glRotatef(23.0, 1.0, 0.0, 0.0); glPushMatrix(); glTranslatef(-0.75, -0.5, 0.0); glRotatef(270.0, 1.0, 0.0, 0.0); glCallList(TETRAHEDRON); glPopMatrix(); glPushMatrix(); glTranslatef(-0.75, 0.5, 0.0); glRotatef(90.0, 1.0, 0.0, 0.0); glCallList(TORUS); glPopMatrix(); glPushMatrix(); glTranslatef(0.75, 0.0, -1.0); glCallList(ICOSAHEDRON); glPopMatrix(); glPopMatrix(); } void myortho(void) { if (W <= H) glOrtho(-2.5, 2.5, -2.5 * (GLfloat) H / (GLfloat) W, 2.5 * (GLfloat) H / (GLfloat) W, -10.0, 10.0); else glOrtho(-2.5 * (GLfloat) W / (GLfloat) H, 2.5 * (GLfloat) W / (GLfloat) H, -2.5, 2.5, -10.0, 10.0); } GLint turn = 90; int dir = -3; void idle(void) { /* Make the angle alternate back and forth. */ turn += dir; if (turn > 50) dir = -3; if (turn <= 0) dir = 3; glutPostRedisplay(); } void visible(int vis) { if (vis == GLUT_VISIBLE) glutIdleFunc(idle); else glutIdleFunc(NULL); } void boundingBox(void) { glScalef(1.9 * .6, 1.3 * .6, 1.2 * .6); glutSolidCube(0.9); } void teapot(void) { glutSolidTeapot(0.3); } typedef void (*RenderFunc) (void); void render1(RenderFunc func) { glPushMatrix(); glTranslatef(-0.75, 0.5, 0.0); glRotatef(turn, 0.0, 1.0, 0.0); glTranslatef(3.0, 0.0, 0.0); glColor4f(0, 1, 0, .25); func(); glPopMatrix(); } void render2(RenderFunc func) { glPushMatrix(); glTranslatef(-0.75, 0.5, 0.0); glRotatef(turn + 30, 0.0, 1.0, 0.0); glTranslatef(3.0, 0.0, 0.0); glColor4f(1, 0, 0, .5); func(); glPopMatrix(); } void render3(RenderFunc func) { glPushMatrix(); glTranslatef(-0.75, 0.5, 0.0); glRotatef(turn + 60, 0.0, 1.0, 0.0); glTranslatef(3.0, 0.0, 0.0); glColor4f(0, 0, 1, .0); func(); glPopMatrix(); } void render4(RenderFunc func) { glPushMatrix(); glTranslatef(-0.75, -0.75, 0.0); glRotatef(turn + 60, 0.0, 1.0, 0.0); glTranslatef(3.0, 0.0, 0.0); glColor4f(1, 1, 0, .75); func(); glPopMatrix(); } void render5(RenderFunc func) { glPushMatrix(); glTranslatef(-0.75, -0.25, 0.0); glRotatef(turn + 45, 0.0, 1.0, 0.0); glTranslatef(3.0, 0.0, 0.0); glColor4f(1, 0, 1, .12); func(); glPopMatrix(); } void display(void) { int teapot1, teapot2, teapot3, teapot4, teapot5; glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT); draw(); #ifdef GL_EXT_histogram if (occlusionDectection) { GLuint count_buffer[8]; int i; glDisable(GL_LIGHTING); if (!showBoxes) { glDepthMask(GL_FALSE); glColorMask(GL_FALSE, GL_FALSE, GL_FALSE, GL_TRUE); } /* Render the bounding box for each teapot. */ render1(boundingBox); render2(boundingBox); render3(boundingBox); render4(boundingBox); render5(boundingBox); glEnable(GL_HISTOGRAM_EXT); /* Sort of cheat. I know all the teapots move in the center horizontal half of the screen so only take the histogram over that area instead of the full window. */ glCopyPixels(0, H / 4, W, H / 2, GL_COLOR); glGetHistogramEXT(GL_HISTOGRAM_EXT, GL_TRUE, GL_ALPHA, GL_UNSIGNED_INT, count_buffer); glDisable(GL_HISTOGRAM_EXT); if (showHistogram) { printf("%2d: ", turn); for (i = 0; i < 8; i++) printf(" %7d", count_buffer[i]); printf("\n"); } /* Get the count from each histogram bucket for each teapot's bounding box. */ teapot1 = count_buffer[2]; teapot2 = count_buffer[3]; teapot3 = count_buffer[0]; teapot4 = count_buffer[5]; teapot5 = count_buffer[1]; glEnable(GL_LIGHTING); glDepthMask(GL_TRUE); glColorMask(GL_TRUE, GL_TRUE, GL_TRUE, GL_TRUE); } #endif if (!occlusionDectection || noOcclude) { /* Draw all teapots. */ teapot1 = teapot2 = teapot3 = teapot4 = teapot5 = 1; } /* If each teapot needs to be drawn (ie, not occluded when occlusion detection is enabled, draw it. */ if (teapot1) { render1(teapot); renderCount++; } else { occludedCount++; } if (teapot2) { render2(teapot); renderCount++; } else { occludedCount++; } if (teapot3) { render3(teapot); renderCount++; } else { occludedCount++; } if (teapot4) { render4(teapot); renderCount++; } else { occludedCount++; } if (teapot5) { render5(teapot); renderCount++; } else { occludedCount++; } /* To help see when occlusions take place, render the teapot number of each occluded teapot. */ if (nameOccludedTeapots) { if (!teapot1 || !teapot2 || !teapot3 || !teapot4 || !teapot5) { glDisable(GL_DEPTH_TEST); glDisable(GL_LIGHTING); glMatrixMode(GL_PROJECTION); glPushMatrix(); glLoadIdentity(); gluOrtho2D(0, 3000, 0, 3000); glMatrixMode(GL_MODELVIEW); glColor3f(1, 1, 0); /* Yellow text. */ if (!teapot1) { glLoadIdentity(); output(80, 2800, "1"); } if (!teapot2) { glLoadIdentity(); output(150, 2800, "2"); } if (!teapot3) { glLoadIdentity(); output(220, 2800, "3"); } if (!teapot4) { glLoadIdentity(); output(290, 2800, "4"); } if (!teapot5) { glLoadIdentity(); output(360, 2800, "5"); } glMatrixMode(GL_PROJECTION); glPopMatrix(); glMatrixMode(GL_MODELVIEW); glEnable(GL_DEPTH_TEST); glEnable(GL_LIGHTING); } } if (!single) { glutSwapBuffers(); } else { glFlush(); } frames++; } void reshape(int w, int h) { W = w; H = h; glViewport(0, 0, W, H); glMatrixMode(GL_PROJECTION); glLoadIdentity(); myortho(); glMatrixMode(GL_MODELVIEW); } void main_menu(int value) { switch (value) { case 666: exit(0); break; case 0: showBoxes = !showBoxes; break; case 1: showHistogram = !showHistogram; break; case 2: occlusionDectection = !occlusionDectection; break; case 3: nameOccludedTeapots = !nameOccludedTeapots; break; case 4: showRate = !showRate; break; case 5: noOcclude = !noOcclude; break; } glutPostRedisplay(); } /* This timer callback will print out stats every three seconds of the frame rate and precent of teapots occluded. */ /* ARGSUSED */ void timer(int value) { static int last = 0; int now; float time, total; now = glutGet(GLUT_ELAPSED_TIME); time = (now - last) / 1000; total = renderCount + occludedCount; if (showRate) { if (frames) { if (occlusionDectection) { printf("rate = %.1f (detection on) @ %%%.0f\n", frames / time, occludedCount/total*100); } else { printf("rate = %.1f @ %%%.0f\n", frames / time, occludedCount/total*100); } } } last = now; frames = 0; renderCount = 0; occludedCount = 0; glutTimerFunc(3000, timer, 0); } int main(int argc, char **argv) { int has_histogram, has_logic_op; glutInit(&argc, argv); glutInitWindowSize(W, H); if (argc > 1 && !strcmp(argv[1], "-single")) { single = 1; glutInitDisplayMode(GLUT_SINGLE | GLUT_RGB | GLUT_DEPTH | GLUT_ALPHA); } else { glutInitDisplayMode(GLUT_DOUBLE | GLUT_RGB | GLUT_DEPTH | GLUT_ALPHA); } glutCreateWindow(argv[0]); has_histogram = glutExtensionSupported("GL_EXT_histogram"); has_logic_op = glutExtensionSupported("GL_EXT_blend_logic_op"); if (!has_histogram && !has_logic_op) { fprintf(stderr, "\nYour OpenGL implementation lacks support for\nEXT_histogram or EXT_blend_logic_op (or both).\n\n"); exit(1); } myinit(); glutReshapeFunc(reshape); glutDisplayFunc(display); glutCreateMenu(main_menu); glutAddMenuEntry("Toggle occlusion detection", 2); glutAddMenuEntry("Toggle bounding boxes", 0); glutAddMenuEntry("Toggle histogram print", 1); glutAddMenuEntry("Toggle name occluded teapots", 3); glutAddMenuEntry("Toggle frame rate print", 4); glutAddMenuEntry("Toggle histogram without occlusion", 5); glutAddMenuEntry("Quit", 666); glutAttachMenu(GLUT_RIGHT_BUTTON); glutVisibilityFunc(visible); glutTimerFunc(3000, timer, 0); glutMainLoop(); return 0; /* ANSI C requires main to return int. */ }