1 | #ifndef _OcclusionCullingSceneManager_H__
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2 | #define _OcclusionCullingSceneManager_H__
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3 |
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4 | #include <OgreSceneNode.h>
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5 | #include <OgreTerrainSceneManager.h>
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6 | #include <OgreOctreeNode.h>
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7 | #include <OgreOctreeCamera.h>
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8 | #include <OgrePrerequisites.h>
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9 | #include <OgreMovableObject.h>
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10 | #include "OgreOctreeHierarchyInterface.h"
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11 | #include "OgrePlatformQueryManager.h"
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12 | #include "VisibilityManager.h"
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13 | #include "Containers.h"
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14 | #include "ViewCellsManager.h"
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15 |
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16 |
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17 | namespace GtpVisibilityPreprocessor {
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18 | class Intersectable;
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19 | }
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20 |
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21 | class ObjReader;
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22 |
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23 | namespace Ogre {
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24 |
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25 |
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26 | /**
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27 | This class extends the terrain scene manager,
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28 | using occlusion queries for visibility culling.
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29 | */
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30 | class __declspec(dllexport) OcclusionCullingSceneManager: public TerrainSceneManager
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31 | {
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32 | public:
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33 | OcclusionCullingSceneManager(const String& name,
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34 | GtpVisibility::VisibilityManager *visManager);
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35 | ~OcclusionCullingSceneManager();
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36 |
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37 | void _renderVisibleObjects();
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38 | void _findVisibleObjects(Camera* cam, bool onlyShadowCasters);
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39 | void _updateSceneGraph(Camera* cam);
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40 |
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41 | /** Sets the given option for the SceneManager
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42 | @remarks Options are: "Algorithm", int *;
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43 | */
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44 |
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45 | virtual bool setOption(const String &, const void *);
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46 | /** Gets the given option for the Scene VisibilityManager.
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47 | @remarks
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48 | See setOption
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49 | */
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50 | virtual bool getOption(const String &, void *);
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51 |
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52 | bool getOptionValues(const String & key, StringVector &refValueList);
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53 | bool getOptionKeys(StringVector &refKeys);
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54 |
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55 | /** Sets the visibility manager.
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56 | @param visManager the visibility manager
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57 | */
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58 | void setVisibilityManager(GtpVisibility::VisibilityManager *visManager);
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59 | /** See set.
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60 | */
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61 | GtpVisibility::VisibilityManager *getVisibilityManager();
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62 |
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63 | /** Render a queue group.
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64 | Override so we can handle delayed rendering of transparent objects
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65 | */
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66 | void renderBasicQueueGroupObjects(RenderQueueGroup* pGroup,
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67 | QueuedRenderableCollection::OrganisationMode om);
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68 |
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69 | /** Writes out stats into the Ogre log file.
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70 | */
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71 | void WriteLog();
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72 |
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73 | /** Override pass so we can do the z-fail pass.
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74 | */
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75 | virtual const Pass* _setPass(const Pass* pass, bool evenIfSuppressed = false);
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76 |
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77 | /** Override from SceneManager so we can skip all but first pass for depth pass.
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78 | */
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79 | bool validatePassForRendering(Pass* pass);
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80 |
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81 | #ifdef ITEM_BUFFER
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82 | void RenderItemBuffer(RenderPriorityGroup* pGroup);
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83 | void RenderSingleObjectForItemBuffer(Renderable *rend, Pass *pass);
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84 | #endif // ITEM_BUFFER
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85 |
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86 | void _renderQueueGroupObjects(RenderQueueGroup* pGroup,
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87 | QueuedRenderableCollection::OrganisationMode om);
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88 |
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89 | /** Override from SceneManager so that sub entities can be assigned
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90 | an id for item buffer.
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91 | */
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92 | Entity* createEntity(const String& entityName, const String& meshName);
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93 |
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94 | /** Returns pointer to visibility manager.
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95 | */
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96 | GtpVisibility::VisibilityManager *GetVisibilityManager();
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97 |
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98 | /** Returns hierarchy interface.
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99 | */
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100 | OctreeHierarchyInterface *GetHierarchyInterface();
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101 |
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102 | /** Inherited from scene manager. Neccesary to draw terrain properly.
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103 | */
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104 | void endFrame();
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105 |
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106 | void renderAdditiveStencilShadowedQueueGroupObjects(
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107 | RenderQueueGroup* pGroup,
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108 | QueuedRenderableCollection::OrganisationMode om);
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109 | void renderModulativeStencilShadowedQueueGroupObjects(
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110 | RenderQueueGroup* pGroup,
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111 | QueuedRenderableCollection::OrganisationMode om);
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112 |
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113 | /** Override standard function so octree boxes are always of equal side length.
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114 | This has advantages for CHC, because terrain tiles are in different octree nodes
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115 | and can be culled.
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116 | msz: Modified to reflect changes in Ogre::TerrainSceneManager
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117 | */
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118 | #if 1
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119 | virtual void setWorldGeometry(DataStreamPtr& stream, const String& typeName);
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120 | #endif
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121 |
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122 | /** Loads view cells for this particular scene.
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123 | */
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124 | bool LoadViewCells(const String &filename);
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125 |
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126 | protected:
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127 |
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128 | void MailPvsObjects();
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129 | void RenderPvsEntry(GtpVisibilityPreprocessor::Intersectable *obj);
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130 | void SetObjectVisible(GtpVisibilityPreprocessor::Intersectable *entry,
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131 | const bool visible);
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132 | void ShowViewCellsGeometry();
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133 |
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134 | /** Creates material for depth pass, e.g., a pass that only fills the depth buffer.
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135 | */
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136 | void InitDepthPass();
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137 | /** Creates material for item buffer.
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138 | */
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139 | void InitItemBufferPass();
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140 | /** Fills render queue so that a visualization can be rendered.
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141 | */
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142 | void PrepareVisualization(Camera *cam);
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143 | /** Initialises necessary parameters for hierarchical visibility culling.
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144 | */
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145 | void InitVisibilityCulling(Camera *cam);
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146 | /** Loads / unloads pvs of the view cell to set the visibility in the scene.
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147 | */
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148 | void ApplyViewCellPvs(GtpVisibilityPreprocessor::ViewCell *vc, const bool load);
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149 |
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150 | /** updates pvs in current frame.
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151 | */
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152 | void UpdatePvs(Camera *cam);
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153 |
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154 | /** Sets all objects invisible.
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155 | */
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156 | void SetObjectsVisible(const bool visible);
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157 |
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158 | /** Creates view cells geometry from the loaded view cells.
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159 | */
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160 | void CreateViewCellsGeometry();
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161 | void VisualizeViewCells(const bool visualize);
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162 |
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163 | /** Load an iv scene.
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164 | */
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165 | bool LoadSceneIV(const String &filename,
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166 | SceneNode *root,
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167 | const int index);
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168 |
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169 | /** Load obj scene.
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170 | */
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171 | bool LoadSceneObj(const String &filename,
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172 | const String &viewCellsFile,
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173 | SceneNode *root);
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174 |
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175 | /** Load a scene.
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176 | */
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177 | bool LoadScene(const String &filename,
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178 | const String &viewCellsFilename);
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179 |
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180 | void loadConfig(DataStreamPtr& stream);
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181 |
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182 | void RenderDepthPass();
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183 |
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184 | void _renderScene(Camera* camera, Viewport* vp, bool includeOverlays);
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185 |
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186 | //////////////////////////////////////////
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187 |
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188 | /// the interface to the scene hierarchy.
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189 | OctreeHierarchyInterface *mHierarchyInterface;
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190 |
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191 | /// manages all visibility options
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192 | GtpVisibility::VisibilityManager *mVisibilityManager;
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193 |
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194 | /// if a visualization of the hierarchical culling is shown
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195 | bool mShowVisualization;
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196 |
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197 | /// if the culled nodes are indicated in the visualization
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198 | bool mVisualizeCulledNodes;
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199 |
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200 | /// if symbols for the nodes are shown in the visualization
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201 | bool mRenderNodesForViz;
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202 | /// if content of the nodes is shown in the visualization
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203 | bool mRenderNodesContentForViz;
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204 |
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205 | /// render transparents after the hierarchical traversal
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206 | bool mDelayRenderTransparents;
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207 |
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208 | /// use a depth pass (i.e., fill only the depth buffer in the first pass)
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209 | bool mUseDepthPass;
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210 | /// flag indicating if we currently render the depth pass
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211 | bool mIsDepthPassPhase;
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212 |
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213 | /// if we use an item buffer for rendering (i.e., object ids as color codes
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214 | bool mUseItemBuffer;
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215 | /// if we currently render the item buffer
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216 | bool mIsItemBufferPhase;
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217 |
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218 | /// if depth write should be enabled
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219 | bool mEnableDepthWrite;
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220 | /// if transparents are skipped during rendering
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221 | bool mSkipTransparents;
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222 |
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223 | /// the depth pass (no lighting, just filling the depth buffer)
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224 | Pass *mDepthPass;
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225 | /// the pass for item buffer setting a color id
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226 | Pass *mItemBufferPass;
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227 |
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228 | /// flag for passes which should not be deleted from queue during first traversal
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229 | int mLeavePassesInQueue;
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230 |
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231 | /// if transparent object are considered for item buffer visibility
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232 | bool mRenderTransparentsForItemBuffer;
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233 | /// Always execute the vertex program of a pass, e.g., for the depth pass or item buffer
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234 | bool mExecuteVertexProgramForAllPasses;
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235 |
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236 | /// if hierarchical culling is currently in use
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237 | bool mIsHierarchicalCulling;
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238 |
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239 | /// do we use preprocessed visibility
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240 | bool mViewCellsLoaded;
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241 |
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242 | /// the view cells manager handling the preprocesor stuff
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243 | GtpVisibilityPreprocessor::ViewCellsManager *mViewCellsManager;
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244 |
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245 |
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246 | /// Used to assign Ogre meshes to view cell entries.
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247 | GtpVisibilityPreprocessor::ObjectContainer mObjects;
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248 |
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249 | GtpVisibilityPreprocessor::ViewCell *mElementaryViewCell;
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250 | GtpVisibilityPreprocessor::ViewCell *mCurrentViewCell;
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251 |
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252 | /// If view cells are used.
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253 | bool mUseViewCells;
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254 |
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255 | /// if view cells visualization should be shown
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256 | bool mShowViewCells;
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257 |
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258 | /// if the view cells are filtered
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259 | bool mUseVisibilityFilter;
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260 |
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261 | bool mDeleteQueueAfterRendering;
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262 |
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263 | // normal terrain rendering
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264 | bool mNormalExecution;
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265 |
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266 | // helper variable to provide sequential numbering for sub-entities
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267 | int mCurrentEntityId;
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268 |
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269 | typedef map<int, MovableObject *> MovableMap;
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270 |
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271 | /// hash table for view cells geometry
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272 | MovableMap mViewCellsGeometry;
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273 |
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274 | bool mViewCellsGeometryLoaded;
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275 |
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276 | string mViewCellsFilename;
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277 | string mFilename;
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278 |
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279 | bool mShowTerrain;
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280 |
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281 | int mFlushRate;
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282 | int mCurrentFrame;
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283 |
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284 | ObjReader *mObjReader;
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285 | };
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286 |
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287 |
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288 | /** Factory for VisibilityOctreeSceneManager.
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289 | */
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290 | class OcclusionCullingSceneManagerFactory : public SceneManagerFactory
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291 | {
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292 | protected:
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293 | typedef std::vector<TerrainPageSource*> TerrainPageSources;
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294 | TerrainPageSources mTerrainPageSources;
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295 | void initMetaData(void) const;
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296 | GtpVisibility::VisibilityManager *visManager;
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297 | public:
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298 | OcclusionCullingSceneManagerFactory(GtpVisibility::VisibilityManager *vm)
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299 | {
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300 | visManager = vm;
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301 | }
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302 |
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303 | /// Factory type name
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304 | static const String FACTORY_TYPE_NAME;
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305 | SceneManager* createInstance(const String& instanceName);
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306 | void destroyInstance(SceneManager* instance);
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307 | };
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308 |
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309 | } // namespace Ogre
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310 |
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311 | #endif // OcclusionCullingSceneManager_H |
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