Paul Martz wrote:
Thanks for the example code. When I bring it up, I get cull ~5ms, and draw
~15ms. I then use the middle mouse button to drag all the billboards off the
screen, and I get cull ~0.1ms, and draw ~0.3ms. So, obviously, frustum
culling is working.
However, performance is a cliff that only drops off when all billboards are
offscreen. This tells me something is wrong in the organization of your
scene graph. There is already quite a bit of discussion regarding that on
this thread.
This scene is as simple as
osg::Billboard => osg::Geometry (1 primitive set)
But the => represents thousands of links, i.e. the same geometry added
to the billboard thousands of times.
But as there is no way to do a quad tree on the drawable level, you
could add thousands of billboards each having the same geometry. Or
perhaps a large number of billboards each having a number of geometries.
See the attached file for the former solution (i.e. thousands of
billboards) + a run of the optimizer to build a quad-tree. The latter
solution is left as an exercise to the OP :)
Paul
When the data in your scene graph is spatially organized, you should see
cull/draw times ramp down as the amount of visible data decreases.
-Paul
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/* OpenSceneGraph example, osgbillboard.
*
* Permission is hereby granted, free of charge, to any person obtaining a copy
* of this software and associated documentation files (the "Software"), to deal
* in the Software without restriction, including without limitation the rights
* to use, copy, modify, merge, publish, distribute, sublicense, and/or sell
* copies of the Software, and to permit persons to whom the Software is
* furnished to do so, subject to the following conditions:
*
* THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS OR
* IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY,
* FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. IN NO EVENT SHALL THE
* AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER
* LIABILITY, WHETHER IN AN ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING FROM,
* OUT OF OR IN CONNECTION WITH THE SOFTWARE OR THE USE OR OTHER DEALINGS IN
* THE SOFTWARE.
*/
#include <osg/Node>
#include <osg/Geometry>
#include <osg/Notify>
#include <osg/MatrixTransform>
#include <osg/Texture2D>
#include <osg/Billboard>
#include <osg/LineWidth>
#include <osgGA/TrackballManipulator>
#include <osgGA/FlightManipulator>
#include <osgGA/DriveManipulator>
#include <osgDB/Registry>
#include <osgDB/ReadFile>
#include <osgDB/WriteFile>
#include <osgViewer/Viewer>
#include <osgViewer/ViewerEventHandlers>
#include <osgUtil/Optimizer>
//
// A simple demo demonstrating different texturing modes,
// including using of texture extensions.
//
typedef std::vector< osg::ref_ptr<osg::Image> > ImageList;
/** create quad at specified position. */
osg::Drawable* createSquare(const osg::Vec3& corner,const osg::Vec3& width,const osg::Vec3& height, osg::Image* image=NULL)
{
// set up the Geometry.
osg::Geometry* geom = new osg::Geometry;
geom->setUseDisplayList(false);
geom->setSupportsDisplayList(false);
geom->setUseVertexBufferObjects(false);
osg::Vec3Array* vert = new osg::Vec3Array;
//(*coords)[0] = corner;
//(*coords)[1] = corner+width;
//(*coords)[2] = corner+width+height;
//(*coords)[3] = corner+height;
vert->push_back( osg::Vec3( -0.5, 0.0, -0.5 ) );
vert->push_back( osg::Vec3( +0.5, 0.0, -0.5 ) );
vert->push_back( osg::Vec3( +0.5, 0.0, +0.5 ) );
vert->push_back( osg::Vec3( -0.5, 0.0, +0.5 ) );
geom->setVertexArray(vert);
osg::Vec3Array* norms = new osg::Vec3Array;
geom->setNormalArray(norms);
geom->setNormalBinding(osg::Geometry::BIND_PER_VERTEX);
norms->push_back( osg::Vec3(0,-1,0) );
norms->push_back( osg::Vec3(0,-1,0) );
norms->push_back( osg::Vec3(0,-1,0) );
norms->push_back( osg::Vec3(0,-1,0) );
#if 0
geom->addPrimitiveSet( new osg::DrawArrays(osg::PrimitiveSet::QUADS,0,4) );
#else
osg::DrawElementsUInt* drawel = new osg::DrawElementsUInt(osg::PrimitiveSet::QUADS);
drawel->push_back(0);
drawel->push_back(1);
drawel->push_back(2);
drawel->push_back(3);
geom->addPrimitiveSet( drawel );
#endif
geom->dirtyBound();
return geom;
}
osg::Drawable* createAxis(const osg::Vec3& corner,const osg::Vec3& xdir,const osg::Vec3& ydir,const osg::Vec3& zdir)
{
// set up the Geometry.
osg::Geometry* geom = new osg::Geometry;
osg::Vec3Array* coords = new osg::Vec3Array(6);
(*coords)[0] = corner;
(*coords)[1] = corner+xdir;
(*coords)[2] = corner;
(*coords)[3] = corner+ydir;
(*coords)[4] = corner;
(*coords)[5] = corner+zdir;
geom->setVertexArray(coords);
osg::Vec4 x_color(0.0f,1.0f,1.0f,1.0f);
osg::Vec4 y_color(0.0f,1.0f,1.0f,1.0f);
osg::Vec4 z_color(1.0f,0.0f,0.0f,1.0f);
osg::Vec4Array* color = new osg::Vec4Array(6);
(*color)[0] = x_color;
(*color)[1] = x_color;
(*color)[2] = y_color;
(*color)[3] = y_color;
(*color)[4] = z_color;
(*color)[5] = z_color;
geom->setColorArray(color);
geom->setColorBinding(osg::Geometry::BIND_PER_VERTEX);
geom->addPrimitiveSet(new osg::DrawArrays(osg::PrimitiveSet::LINES,0,6));
osg::StateSet* stateset = new osg::StateSet;
osg::LineWidth* linewidth = new osg::LineWidth();
linewidth->setWidth(4.0f);
stateset->setAttributeAndModes(linewidth,osg::StateAttribute::ON);
stateset->setMode(GL_LIGHTING,osg::StateAttribute::ON);
geom->setStateSet(stateset);
return geom;
}
osg::Node* createModel()
{
// create the root node which will hold the model.
osg::Group* root = new osg::Group();
osg::Drawable* square = createSquare(osg::Vec3(-0.5f,0.0f,-0.5f),osg::Vec3(1.0f,0.0f,0.0f),osg::Vec3(0.0f,0.0f,1.0f),NULL);
// add the drawable into a single goede to be shared...
for(int i=0; i<4000; i++)
{
float x = (float)rand() / RAND_MAX * 50;
float y = (float)rand() / RAND_MAX * 50;
float z = (float)rand() / RAND_MAX * 50;
osg::Billboard* center = new osg::Billboard();
center->setMode(osg::Billboard::POINT_ROT_EYE);
/*center->addDrawable(
square,
osg::Vec3(0.0f,0.0f,0.0f));*/
center->addDrawable(
square,
osg::Vec3(x,y,z)
);
root->addChild(center);
}
//osg::Billboard* x_arrow = new osg::Billboard();
//x_arrow->setMode(osg::Billboard::AXIAL_ROT);
//x_arrow->setAxis(osg::Vec3(1.0f,0.0f,0.0f));
//x_arrow->setNormal(osg::Vec3(0.0f,-1.0f,0.0f));
//x_arrow->addDrawable(
// createSquare(osg::Vec3(-0.5f,0.0f,-0.5f),osg::Vec3(1.0f,0.0f,0.0f),osg::Vec3(0.0f,0.0f,1.0f),osgDB::readImageFile("Cubemap_axis/posx.png")),
// osg::Vec3(5.0f,0.0f,0.0f));
//osg::Billboard* y_arrow = new osg::Billboard();
//y_arrow->setMode(osg::Billboard::AXIAL_ROT);
//y_arrow->setAxis(osg::Vec3(0.0f,1.0f,0.0f));
//y_arrow->setNormal(osg::Vec3(1.0f,0.0f,0.0f));
//y_arrow->addDrawable(
// createSquare(osg::Vec3(0.0f,-0.5f,-0.5f),osg::Vec3(0.0f,1.0f,0.0f),osg::Vec3(0.0f,0.0f,1.0f),osgDB::readImageFile("Cubemap_axis/posy.png")),
// osg::Vec3(0.0f,5.0f,0.0f));
//osg::Billboard* z_arrow = new osg::Billboard();
//z_arrow->setMode(osg::Billboard::AXIAL_ROT);
//z_arrow->setAxis(osg::Vec3(0.0f,0.0f,1.0f));
//z_arrow->setNormal(osg::Vec3(0.0f,-1.0f,0.0f));
//z_arrow->addDrawable(
// createSquare(osg::Vec3(-0.5f,0.0f,-0.5f),osg::Vec3(1.0f,0.0f,0.0f),osg::Vec3(0.0f,0.0f,1.0f),osgDB::readImageFile("Cubemap_axis/posz.png")),
// osg::Vec3(0.0f,0.0f,5.0f));
// osg::Geode* axis = new osg::Geode();
// axis->addDrawable(createAxis(osg::Vec3(0.0f,0.0f,0.0f),osg::Vec3(5.0f,0.0f,0.0f),osg::Vec3(0.0f,5.0f,0.0f),osg::Vec3(0.0f,0.0f,5.0f)));
//root->addChild(center);
// root->addChild(x_arrow);
// root->addChild(y_arrow);
// root->addChild(z_arrow);
// root->addChild(axis);
return root;
}
int main(int, char**)
{
// construct the viewer
osgViewer::Viewer viewer;
viewer.addEventHandler(new osgViewer::WindowSizeHandler);
viewer.addEventHandler(new osgViewer::StatsHandler);
// set the scene to render
osg::Node *root = createModel();
osgUtil::Optimizer opt;
opt.optimize(root, osgUtil::Optimizer::SPATIALIZE_GROUPS);
osgDB::writeNodeFile(*root, "out.osg");
viewer.setSceneData(root);
switch(3)
{
case 0: viewer.setThreadingModel(osgViewer::Viewer::SingleThreaded); break; // 197
case 1: viewer.setThreadingModel(osgViewer::Viewer::CullDrawThreadPerContext); break; // 162
case 2: viewer.setThreadingModel(osgViewer::Viewer::ThreadPerContext); break; // 200
case 3: viewer.setThreadingModel(osgViewer::Viewer::DrawThreadPerContext); break; // 300
case 4: viewer.setThreadingModel(osgViewer::Viewer::CullThreadPerCameraDrawThreadPerContext); break; // 300
case 5: viewer.setThreadingModel(osgViewer::Viewer::ThreadPerCamera); break; // 170
case 6: viewer.setThreadingModel(osgViewer::Viewer::AutomaticSelection); break;
}
// run the viewers frame loop
return viewer.run();
}
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