📄 unit1.pas
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{: Visibility culling demo/test/sample.<p>
This sample is used to test and showcase the efficiency (or inefficiency) of
visibility in various cases. Be aware that the sample may be slow loading
(the same mesh is loaded multiple times to put some stress).<br>
In each of the tests, a "square grid" of objects is created and made visible,
the camera points at the center of the square, making most of the objects
off-screen. Visibility culling detects that and does not render the off-screen
or too-far away objects.<p>
<ul>
<li>Spheres: this is the default setting, and one in which culling is
completely inefficient on a T&L board or good OpenGL ICD, mainly because
the spheres are rendered with build lists that already have some visibility
culling built-in. If culling is efficient for you in this case, well be
happy it is, but start looking for a newer graphics board ;)
<li>Actors: this one is culling friendly, and your framerate can more than
double by choosing "ObjectBased" mode. This is due to the fact that the
actor geometry must be resent at each frame, thus limiting T&L capability
(the AGP stands in the way...). A culled object's geometry is not sent
at all, and that can reduce the AGP and graphics driver load drastically.
</ul>
}
unit Unit1;
interface
uses
Windows, Messages, SysUtils, Classes, Graphics, Controls, Forms, Dialogs,
GLScene, GLObjects, GLCadencer, GLMisc, GLVectorFileObjects, ExtCtrls,
StdCtrls, GLWin32Viewer, GLTexture;
type
TForm1 = class(TForm)
Viewer: TGLSceneViewer;
RBNone: TRadioButton;
RBObject: TRadioButton;
RBHierarchical: TRadioButton;
Label1: TLabel;
GLScene: TGLScene;
GLCadencer: TGLCadencer;
GLCamera1: TGLCamera;
GLLightSource1: TGLLightSource;
DCTarget: TGLDummyCube;
Timer1: TTimer;
DCSpheres: TGLDummyCube;
DCActors: TGLDummyCube;
Label2: TLabel;
Panel1: TPanel;
RBSpheres: TRadioButton;
RBActors: TRadioButton;
ACReference: TGLActor;
GLMaterialLibrary: TGLMaterialLibrary;
procedure GLCadencerProgress(Sender: TObject; const deltaTime,
newTime: Double);
procedure Timer1Timer(Sender: TObject);
procedure FormCreate(Sender: TObject);
procedure RBNoneClick(Sender: TObject);
procedure RBSpheresClick(Sender: TObject);
private
{ D閏larations priv閑s }
public
{ D閏larations publiques }
end;
var
Form1: TForm1;
implementation
{$R *.DFM}
uses Jpeg, GLFileMD2;
procedure TForm1.FormCreate(Sender: TObject);
var
i, j : Integer;
newSphere : TGLSphere;
newActor : TGLActor;
begin
// Spheres are used as standalone, high-polycount objects
// that are highly T&L friendly
for i:=-4 to 4 do for j:=-4 to 4 do begin
newSphere:=(DCSpheres.AddNewChild(TGLSphere) as TGLSphere);
newSphere.Position.SetPoint(i*5, 0, j*5);
newSphere.Slices:=32;
newSphere.Stacks:=32;
end;
// Actors are used as standalone, med-polycount objects
// that aren't T&L friendly (all geometry must be sent to
// the hardware at each frame)
GLMaterialLibrary.Materials[0].Material.Texture.Image.LoadFromFile('..\..\media\waste.jpg');
ACReference.LoadFromFile('..\..\media\waste.md2');
for i:=-3 to 3 do for j:=-3 to 3 do begin
newActor:=(DCActors.AddNewChild(TGLActor) as TGLActor);
newActor.Assign(ACReference);
newActor.Position.SetPoint(i*10, 0, j*10);
newActor.CurrentFrame:=(i+2)+(j+2)*5;
end;
ACReference.Visible:=False;
end;
procedure TForm1.RBSpheresClick(Sender: TObject);
begin
DCSpheres.Visible:=RBSpheres.Checked;
DCActors.Visible:=RBActors.Checked;
end;
procedure TForm1.GLCadencerProgress(Sender: TObject; const deltaTime,
newTime: Double);
begin
Viewer.Invalidate;
end;
procedure TForm1.Timer1Timer(Sender: TObject);
begin
Caption:=Format('%.1f FPS', [Viewer.FramesPerSecond]);
Viewer.ResetPerformanceMonitor;
end;
procedure TForm1.RBNoneClick(Sender: TObject);
begin
if RBObject.Checked then
GLScene.VisibilityCulling:=vcObjectBased
else if RBHierarchical.Checked then
GLScene.VisibilityCulling:=vcHierarchical
else GLScene.VisibilityCulling:=vcNone;
end;
end.
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