[720] | 1 | #include "OgreOcclusionCullingSceneManager.h"
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[675] | 2 | #include "OgreVisibilityOptionsManager.h"
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| 3 | #include <OgreMath.h>
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| 4 | #include <OgreIteratorWrappers.h>
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| 5 | #include <OgreRenderSystem.h>
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| 6 | #include <OgreCamera.h>
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| 7 | #include <OgreLogManager.h>
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| 8 | #include <OgreStringConverter.h>
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| 9 | #include <OgreEntity.h>
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| 10 | #include <OgreSubEntity.h>
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| 11 |
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| 12 |
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| 13 | namespace Ogre {
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| 14 |
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| 15 | //-----------------------------------------------------------------------
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[720] | 16 | OcclusionCullingSceneManager::OcclusionCullingSceneManager(
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[675] | 17 | GtpVisibility::VisibilityManager *visManager):
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| 18 | mVisibilityManager(visManager),
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| 19 | mShowVisualization(false),
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| 20 | mRenderNodesForViz(false),
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| 21 | mRenderNodesContentForViz(false),
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| 22 | mVisualizeCulledNodes(false),
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| 23 | mLeavePassesInQueue(0),
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| 24 | mDelayRenderTransparents(true),
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| 25 | mUseDepthPass(false),
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| 26 | mIsDepthPassPhase(false),
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| 27 | mUseItemBuffer(false),
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| 28 | //mUseItemBuffer(true),
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| 29 | mIsItemBufferPhase(false),
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| 30 | mCurrentEntityId(1),
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| 31 | mEnableDepthWrite(true),
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| 32 | mSkipTransparents(false),
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| 33 | mRenderTransparentsForItemBuffer(true),
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| 34 | mExecuteVertexProgramForAllPasses(true),
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| 35 | mIsHierarchicalCulling(false)
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| 36 | {
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| 37 | mHierarchyInterface = new OctreeHierarchyInterface(this, mDestRenderSystem);
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| 38 |
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| 39 | //mDisplayNodes = true;
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| 40 | //mShowBoundingBoxes = true;
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| 41 | //mShowBoxes = true;
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[720] | 42 | //std::stringstream d; d << "here555";
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| 43 | //mDummyLog.open("");
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[675] | 44 |
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| 45 | // TODO: set maxdepth to reasonable value
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| 46 | mMaxDepth = 50;
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| 47 | }
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| 48 | //-----------------------------------------------------------------------
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[720] | 49 | void OcclusionCullingSceneManager::InitDepthPass()
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[675] | 50 | {
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| 51 | MaterialPtr depthMat = MaterialManager::getSingleton().getByName("Visibility/DepthPass");
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| 52 |
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| 53 | if (depthMat.isNull())
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| 54 | {
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| 55 | depthMat = MaterialManager::getSingleton().create(
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| 56 | "Visibility/DepthPass",
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| 57 | ResourceGroupManager::DEFAULT_RESOURCE_GROUP_NAME);
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| 58 |
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| 59 | mDepthPass = depthMat->getTechnique(0)->getPass(0);
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| 60 | mDepthPass->setColourWriteEnabled(false);
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| 61 | mDepthPass->setDepthWriteEnabled(true);
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| 62 | mDepthPass->setLightingEnabled(false);
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| 63 | }
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| 64 | else
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| 65 | {
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| 66 | mDepthPass = depthMat->getTechnique(0)->getPass(0);
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| 67 | }
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| 68 | }
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| 69 | //-----------------------------------------------------------------------
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[720] | 70 | OcclusionCullingSceneManager::~OcclusionCullingSceneManager()
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[675] | 71 | {
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| 72 | OGRE_DELETE(mHierarchyInterface);
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| 73 | }
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| 74 | //-----------------------------------------------------------------------
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[720] | 75 | void OcclusionCullingSceneManager::InitItemBufferPass()
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[675] | 76 | {
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| 77 | MaterialPtr itemBufferMat = MaterialManager::getSingleton().
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| 78 | getByName("Visibility/ItemBufferPass");
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| 79 |
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| 80 | if (itemBufferMat.isNull())
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| 81 | {
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| 82 | // Init
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| 83 | itemBufferMat = MaterialManager::getSingleton().create("Visibility/ItemBufferPass",
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| 84 | ResourceGroupManager::DEFAULT_RESOURCE_GROUP_NAME);
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| 85 |
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| 86 | mItemBufferPass = itemBufferMat->getTechnique(0)->getPass(0);
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| 87 | mItemBufferPass->setColourWriteEnabled(true);
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| 88 | mItemBufferPass->setDepthWriteEnabled(true);
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| 89 | mItemBufferPass->setLightingEnabled(true);
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| 90 | //mItemBufferPass->setLightingEnabled(false);
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| 91 | }
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| 92 | else
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| 93 | {
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| 94 | mItemBufferPass = itemBufferMat->getTechnique(0)->getPass(0);
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| 95 | }
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| 96 | //mItemBufferPass->setAmbient(1, 1, 0);
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| 97 | }
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| 98 | //-------------------------------------------------------------------------
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[720] | 99 | void OcclusionCullingSceneManager::setWorldGeometry( const String& filename )
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[675] | 100 | {
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| 101 | // Clear out any existing world resources (if not default)
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| 102 | if (ResourceGroupManager::getSingleton().getWorldResourceGroupName() !=
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| 103 | ResourceGroupManager::DEFAULT_RESOURCE_GROUP_NAME)
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| 104 | {
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| 105 | ResourceGroupManager::getSingleton().clearResourceGroup(
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| 106 | ResourceGroupManager::getSingleton().getWorldResourceGroupName());
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| 107 | }
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| 108 | mTerrainPages.clear();
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| 109 | // Load the configuration
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| 110 | loadConfig(filename);
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| 111 |
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| 112 | // Resize the octree, allow for 1 page for now
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| 113 | float max_x = mOptions.scale.x * mOptions.pageSize;
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| 114 | float max_y = mOptions.scale.y;
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| 115 | float max_z = mOptions.scale.z * mOptions.pageSize;
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| 116 |
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| 117 | float maxAxis = std::max(max_x, max_y);
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| 118 | maxAxis = std::max(maxAxis, max_z);
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| 119 | resize( AxisAlignedBox( 0, 0, 0, maxAxis, maxAxis, maxAxis ) );
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| 120 |
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| 121 | setupTerrainMaterial();
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| 122 |
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| 123 | setupTerrainPages();
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| 124 |
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| 125 | }
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| 126 |
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| 127 | //-----------------------------------------------------------------------
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[720] | 128 | void OcclusionCullingSceneManager::PrepareVisualization(Camera *cam)
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[675] | 129 | {
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| 130 | // add player camera for visualization purpose
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| 131 | try
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| 132 | {
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| 133 | Camera *c;
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| 134 | if ((c = getCamera("PlayerCam")) != NULL)
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| 135 | {
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| 136 | getRenderQueue()->addRenderable(c);
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| 137 | }
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| 138 | }
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| 139 | catch (...)
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| 140 | {
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| 141 | // ignore
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| 142 | }
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| 143 | for (BoxList::iterator it = mBoxes.begin(); it != mBoxes.end(); ++it)
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| 144 | {
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| 145 | getRenderQueue()->addRenderable(*it);
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| 146 | }
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| 147 | if (mRenderNodesForViz || mRenderNodesContentForViz)
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| 148 | {
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| 149 | // HACK: change node material so it is better suited for visualization
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| 150 | MaterialPtr nodeMat = MaterialManager::getSingleton().getByName("Core/NodeMaterial");
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| 151 | nodeMat->setAmbient(1, 1, 0);
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| 152 | nodeMat->setLightingEnabled(true);
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| 153 | nodeMat->getTechnique(0)->getPass(0)->removeAllTextureUnitStates();
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| 154 |
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| 155 | for (NodeList::iterator it = mVisible.begin(); it != mVisible.end(); ++it)
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| 156 | {
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| 157 | if (mRenderNodesForViz)
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| 158 | {
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| 159 | // render the leaf nodes
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| 160 | if (((*it)->numAttachedObjects() > 0) && ((*it)->numChildren() == 0) &&
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| 161 | (*it)->getAttachedObject(0)->getMovableType() == "Entity")
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| 162 | {
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| 163 | getRenderQueue()->addRenderable((*it));
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| 164 | }
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| 165 |
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| 166 | // addbounding boxes instead of node itself
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| 167 | //(*it)->_addBoundingBoxToQueue(getRenderQueue());
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| 168 | }
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| 169 | if (mRenderNodesContentForViz)
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| 170 | {
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| 171 | (*it)->_addToRenderQueue(cam, getRenderQueue(), false);
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| 172 | }
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| 173 | }
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| 174 | }
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| 175 | }
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| 176 | //-----------------------------------------------------------------------
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[720] | 177 | Pass *OcclusionCullingSceneManager::setPass(Pass* pass)
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[675] | 178 | {
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| 179 | // TODO: setting vertex program is not efficient
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| 180 | //Pass *usedPass = ((mIsDepthPassPhase && !pass->hasVertexProgram()) ? mDepthPass : pass);
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| 181 |
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| 182 | // set depth fill pass if we currently do not make an aabb occlusion query
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| 183 | Pass *usedPass = (mIsDepthPassPhase && !mHierarchyInterface->IsBoundingBoxQuery() ?
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| 184 | mDepthPass : pass);
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| 185 |
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| 186 | IlluminationRenderStage savedStage = mIlluminationStage;
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| 187 |
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| 188 | // set illumination stage to NONE so no shadow material is used
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| 189 | // for depth pass or for occlusion query
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| 190 | if (mIsDepthPassPhase || mHierarchyInterface->IsBoundingBoxQuery())
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| 191 | {
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| 192 | mIlluminationStage = IRS_NONE;
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| 193 | }
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| 194 |
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| 195 | // --- set vertex program of current pass in order to set correct depth
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| 196 | if (mExecuteVertexProgramForAllPasses && mIsDepthPassPhase && pass->hasVertexProgram())
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| 197 | {
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| 198 | // add vertex program of current pass to depth pass
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| 199 | mDepthPass->setVertexProgram(pass->getVertexProgramName());
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| 200 |
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| 201 | if (mDepthPass->hasVertexProgram())
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| 202 | {
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| 203 | const GpuProgramPtr& prg = mDepthPass->getVertexProgram();
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| 204 | // Load this program if not done already
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| 205 | if (!prg->isLoaded())
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| 206 | prg->load();
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| 207 | // Copy params
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| 208 | mDepthPass->setVertexProgramParameters(pass->getVertexProgramParameters());
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| 209 | }
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| 210 | }
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| 211 | else if (mDepthPass->hasVertexProgram())
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| 212 | {
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| 213 | mDepthPass->setVertexProgram("");
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| 214 | }
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| 215 |
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| 216 |
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| 217 | bool IsDepthWrite = usedPass->getDepthWriteEnabled();
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| 218 |
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| 219 | // global option which enables / disables depth writes
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| 220 | if (!mEnableDepthWrite)
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| 221 | {
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| 222 | usedPass->setDepthWriteEnabled(false);
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| 223 | }
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| 224 | //else if (mIsItemBufferPass) {usedPass = mItemBufferPass;}
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| 225 |
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| 226 | Pass *result = SceneManager::setPass(usedPass);
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| 227 |
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| 228 | // reset depth write
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| 229 | if (!mEnableDepthWrite)
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| 230 | {
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| 231 | usedPass->setDepthWriteEnabled(IsDepthWrite);
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| 232 | }
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| 233 |
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| 234 | // reset illumination stage
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| 235 | mIlluminationStage = savedStage;
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| 236 |
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| 237 | return result;
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| 238 | }
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| 239 | //-----------------------------------------------------------------------
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[720] | 240 | void OcclusionCullingSceneManager::_findVisibleObjects(Camera* cam,
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[675] | 241 | bool onlyShadowCasters)
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| 242 | {
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| 243 | //-- show visible scene nodes and octree bounding boxes from last frame
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| 244 | if (mShowVisualization)
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| 245 | {
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| 246 | PrepareVisualization(cam);
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| 247 | }
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| 248 | else
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| 249 | {
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| 250 | // for hierarchical culling, we interleave identification
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| 251 | // and rendering of objects in _renderVisibibleObjects
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| 252 |
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| 253 | // for the shadow pass we use only standard rendering
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| 254 | // because of low occlusion
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| 255 | if (mShadowTechnique == SHADOWTYPE_TEXTURE_MODULATIVE &&
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| 256 | mIlluminationStage == IRS_RENDER_TO_TEXTURE)
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| 257 | {
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| 258 | TerrainSceneManager::_findVisibleObjects(cam, onlyShadowCasters);
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| 259 | }
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| 260 | // only shadow casters will be rendered in shadow texture pass
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| 261 | // mHierarchyInterface->SetOnlyShadowCasters(onlyShadowCasters);
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| 262 | }
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| 263 |
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| 264 |
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| 265 | // -- delete lists stored for visualization
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| 266 | mVisible.clear();
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| 267 | mBoxes.clear();
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| 268 | }
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| 269 | //-----------------------------------------------------------------------
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[720] | 270 | void OcclusionCullingSceneManager::_renderVisibleObjects()
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[675] | 271 | {
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| 272 |
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| 273 | InitDepthPass(); // create material for depth pass
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| 274 | InitItemBufferPass(); // create material for item buffer pass
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| 275 |
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| 276 | // save ambient light to reset later
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| 277 | ColourValue savedAmbient = mAmbientLight;
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| 278 |
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| 279 | //-- apply standard rendering for some modes (e.g., visualization, shadow pass)
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| 280 |
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| 281 | if (mShowVisualization ||
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| 282 | (mShadowTechnique == SHADOWTYPE_TEXTURE_MODULATIVE &&
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| 283 | mIlluminationStage == IRS_RENDER_TO_TEXTURE))
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| 284 | {
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| 285 | IlluminationRenderStage savedStage = mIlluminationStage;
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| 286 |
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| 287 | if (mShowVisualization)
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| 288 | // disable illumination stage to prevent rendering shadows
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| 289 | mIlluminationStage = IRS_NONE;
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| 290 |
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| 291 | // standard rendering for shadow maps because of performance
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| 292 | TerrainSceneManager::_renderVisibleObjects();
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| 293 |
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| 294 | mIlluminationStage = savedStage;
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| 295 | }
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| 296 | else //-- the hierarchical culling algorithm
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| 297 | {
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| 298 | // don't render backgrounds for item buffer
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| 299 | if (mUseItemBuffer)
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| 300 | {
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| 301 | clearSpecialCaseRenderQueues();
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| 302 | getRenderQueue()->clear();
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| 303 | }
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| 304 |
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| 305 | //-- hierarchical culling
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| 306 | // the objects of different layers (e.g., background, scene,
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| 307 | // overlay) must be identified and rendered one after another
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| 308 |
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| 309 | //-- render all early skies
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| 310 | clearSpecialCaseRenderQueues();
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| 311 | addSpecialCaseRenderQueue(RENDER_QUEUE_BACKGROUND);
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| 312 | addSpecialCaseRenderQueue(RENDER_QUEUE_SKIES_EARLY);
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| 313 | setSpecialCaseRenderQueueMode(SceneManager::SCRQM_INCLUDE);
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| 314 |
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| 315 | TerrainSceneManager::_renderVisibleObjects();
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| 316 |
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| 317 | #ifdef GTP_VISIBILITY_MODIFIED_OGRE
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| 318 | // delete previously rendered content
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| 319 | _deleteRenderedQueueGroups();
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| 320 | #endif
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| 321 |
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| 322 | //-- prepare queue for visible objects (i.e., all but overlay and skies late)
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| 323 | clearSpecialCaseRenderQueues();
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| 324 | addSpecialCaseRenderQueue(RENDER_QUEUE_SKIES_LATE);
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| 325 | addSpecialCaseRenderQueue(RENDER_QUEUE_OVERLAY);
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| 326 |
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| 327 | // exclude this queues from hierarchical rendering
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| 328 | setSpecialCaseRenderQueueMode(SceneManager::SCRQM_EXCLUDE);
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| 329 |
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| 330 | // set all necessary parameters for
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| 331 | // hierarchical visibility culling and rendering
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| 332 | InitVisibilityCulling(mCameraInProgress);
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| 333 |
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[736] | 334 |
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[675] | 335 | /**
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| 336 | * the hierarchical culling algorithm
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| 337 | * for depth pass: we just find objects and update depth buffer
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| 338 | * for "delayed" rendering: we render some passes afterwards
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| 339 | * e.g., transparents, because they need front-to-back sorting
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| 340 | **/
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| 341 |
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| 342 | mVisibilityManager->ApplyVisibilityCulling();
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| 343 |
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| 344 | // delete remaining renderables from queue (all not in mLeavePassesInQueue)
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| 345 | #ifdef GTP_VISIBILITY_MODIFIED_OGRE
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| 346 | _deleteRenderedQueueGroups(mLeavePassesInQueue);
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| 347 | #endif
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| 348 |
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| 349 | //-- reset parameters
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| 350 | mIsDepthPassPhase = false;
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| 351 | mIsItemBufferPhase = false;
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| 352 | mSkipTransparents = false;
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| 353 | mLeavePassesInQueue = 0;
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| 354 |
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| 355 |
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| 356 | // add visible nodes found by the visibility culling algorithm
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| 357 | if (mUseDepthPass)
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| 358 | {
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| 359 | for (NodeList::iterator it = mVisible.begin(); it != mVisible.end(); ++ it)
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| 360 | {
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| 361 | (*it)->_addToRenderQueue(mCameraInProgress, getRenderQueue(), false);
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| 362 | }
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| 363 | }
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| 364 |
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| 365 | //-- now we can render all remaining queue objects
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| 366 | // used for depth pass, transparents, overlay
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| 367 | clearSpecialCaseRenderQueues();
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| 368 |
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| 369 | TerrainSceneManager::_renderVisibleObjects();
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| 370 | }
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| 371 |
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| 372 | // HACK: set the new render level index, important to avoid cracks
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| 373 | // in terrain caused by LOD
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| 374 | TerrainRenderable::NextRenderLevelIndex();
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| 375 |
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| 376 | // reset ambient light
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| 377 | setAmbientLight(savedAmbient);
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| 378 |
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| 379 | getRenderQueue()->clear(); // finally clear render queue
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[726] | 380 | OGRE_DELETE(mRenderQueue); // HACK: should be cleared before ...
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[720] | 381 | WriteLog(); // write out stats
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[675] | 382 |
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| 383 | }
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| 384 |
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| 385 | //-----------------------------------------------------------------------
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[720] | 386 | void OcclusionCullingSceneManager::_updateSceneGraph(Camera* cam)
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[675] | 387 | {
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| 388 | mVisibilityManager->GetCullingManager()->SetHierarchyInterface(mHierarchyInterface);
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| 389 | mHierarchyInterface->SetRenderSystem(mDestRenderSystem);
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| 390 |
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| 391 | TerrainSceneManager::_updateSceneGraph(cam);
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| 392 | }
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| 393 | //-----------------------------------------------------------------------
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[720] | 394 | bool OcclusionCullingSceneManager::setOption(const String & key, const void * val)
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[675] | 395 | {
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| 396 | if (key == "UseDepthPass")
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| 397 | {
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| 398 | mUseDepthPass = (*static_cast<const bool *>(val));
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| 399 | return true;
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| 400 | }
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| 401 | if (key == "PrepareVisualization")
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| 402 | {
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| 403 | mShowVisualization = (*static_cast<const bool *>(val));
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| 404 | return true;
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| 405 | }
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| 406 | if (key == "RenderNodesForViz")
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| 407 | {
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| 408 | mRenderNodesForViz = (*static_cast<const bool *>(val));
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| 409 | return true;
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| 410 | }
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| 411 | if (key == "RenderNodesContentForViz")
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| 412 | {
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| 413 | mRenderNodesContentForViz = (*static_cast<const bool *>(val));
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| 414 | return true;
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| 415 | }
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| 416 | if (key == "SkyBoxEnabled")
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| 417 | {
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| 418 | mSkyBoxEnabled = (*static_cast<const bool *>(val));
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| 419 | return true;
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| 420 | }
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| 421 | if (key == "SkyPlaneEnabled")
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| 422 | {
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| 423 | mSkyPlaneEnabled = (*static_cast<const bool *>(val));
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| 424 | return true;
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| 425 | }
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| 426 | if (key == "SkyDomeEnabled")
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| 427 | {
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| 428 | mSkyDomeEnabled = (*static_cast<const bool *>(val));
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| 429 | return true;
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| 430 | }
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| 431 | if (key == "VisualizeCulledNodes")
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| 432 | {
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| 433 | mVisualizeCulledNodes = (*static_cast<const bool *>(val));
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| 434 | return true;
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| 435 | }
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| 436 | if (key == "DelayRenderTransparents")
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| 437 | {
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| 438 | mDelayRenderTransparents = (*static_cast<const bool *>(val));
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| 439 | return true;
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| 440 | }
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| 441 |
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| 442 | if (key == "DepthWrite")
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| 443 | {
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| 444 | mEnableDepthWrite = (*static_cast<const bool *>(val));
|
---|
| 445 | return true;
|
---|
| 446 | }
|
---|
| 447 | if (key == "UseItemBuffer")
|
---|
| 448 | {
|
---|
| 449 | mUseItemBuffer = (*static_cast<const bool *>(val));
|
---|
| 450 | return true;
|
---|
| 451 | }
|
---|
| 452 | if (key == "ExecuteVertexProgramForAllPasses")
|
---|
| 453 | {
|
---|
| 454 | mExecuteVertexProgramForAllPasses = (*static_cast<const bool *>(val));
|
---|
| 455 | return true;
|
---|
| 456 | }
|
---|
| 457 | if (key == "RenderTransparentsForItemBuffer")
|
---|
| 458 | {
|
---|
| 459 | mRenderTransparentsForItemBuffer = (*static_cast<const bool *>(val));
|
---|
| 460 | return true;
|
---|
| 461 | }
|
---|
| 462 | if (key == "NodeVizScale")
|
---|
| 463 | {
|
---|
| 464 | OctreeNode::setVizScale(*static_cast<const float *>(val));
|
---|
| 465 | return true;
|
---|
| 466 | }
|
---|
| 467 |
|
---|
| 468 | if (key == "UseArbQueries")
|
---|
| 469 | {
|
---|
| 470 | bool useArbQueries = (*static_cast<const bool *>(val));
|
---|
| 471 |
|
---|
| 472 | if (useArbQueries)
|
---|
| 473 | {
|
---|
| 474 | mHierarchyInterface->DeleteQueries();
|
---|
| 475 | mDestRenderSystem->setConfigOption("ArbQueries", "Yes");
|
---|
| 476 | }
|
---|
| 477 | else
|
---|
| 478 | {
|
---|
| 479 | mHierarchyInterface->DeleteQueries();
|
---|
| 480 | mDestRenderSystem->setConfigOption("ArbQueries", "No");
|
---|
| 481 | }
|
---|
| 482 | }
|
---|
| 483 | return VisibilityOptionsManager(mVisibilityManager, mHierarchyInterface).
|
---|
| 484 | setOption(key, val) || TerrainSceneManager::setOption(key, val);
|
---|
| 485 | }
|
---|
| 486 | //-----------------------------------------------------------------------
|
---|
[720] | 487 | bool OcclusionCullingSceneManager::getOption(const String & key, void *val)
|
---|
[675] | 488 | {
|
---|
| 489 | if (key == "NumHierarchyNodes")
|
---|
| 490 | {
|
---|
| 491 | * static_cast<unsigned int *>(val) = (unsigned int)mNumOctants;
|
---|
| 492 | return true;
|
---|
| 493 | }
|
---|
| 494 |
|
---|
| 495 | return VisibilityOptionsManager(mVisibilityManager, mHierarchyInterface).
|
---|
| 496 | getOption(key, val) && TerrainSceneManager::getOption(key, val);
|
---|
| 497 | }
|
---|
| 498 | //-----------------------------------------------------------------------
|
---|
[720] | 499 | bool OcclusionCullingSceneManager::getOptionValues(const String & key,
|
---|
[675] | 500 | StringVector &refValueList)
|
---|
| 501 | {
|
---|
| 502 | return TerrainSceneManager::getOptionValues( key, refValueList);
|
---|
| 503 | }
|
---|
| 504 | //-----------------------------------------------------------------------
|
---|
[720] | 505 | bool OcclusionCullingSceneManager::getOptionKeys(StringVector & refKeys)
|
---|
[675] | 506 | {
|
---|
| 507 | return VisibilityOptionsManager(mVisibilityManager, mHierarchyInterface).
|
---|
| 508 | getOptionKeys(refKeys) || TerrainSceneManager::getOptionKeys(refKeys);
|
---|
| 509 | }
|
---|
| 510 | //-----------------------------------------------------------------------
|
---|
[720] | 511 | void OcclusionCullingSceneManager::setVisibilityManager(GtpVisibility::
|
---|
[675] | 512 | VisibilityManager *visManager)
|
---|
| 513 | {
|
---|
| 514 | mVisibilityManager = visManager;
|
---|
| 515 | }
|
---|
| 516 | //-----------------------------------------------------------------------
|
---|
[720] | 517 | GtpVisibility::VisibilityManager *OcclusionCullingSceneManager::getVisibilityManager( void )
|
---|
[675] | 518 | {
|
---|
| 519 | return mVisibilityManager;
|
---|
| 520 | }
|
---|
| 521 | //-----------------------------------------------------------------------
|
---|
[720] | 522 | void OcclusionCullingSceneManager::WriteLog()
|
---|
[675] | 523 | {
|
---|
| 524 | std::stringstream d;
|
---|
| 525 |
|
---|
| 526 | d << "Depth pass: " << StringConverter::toString(mUseDepthPass) << ", "
|
---|
| 527 | << "Delay transparents: " << StringConverter::toString(mDelayRenderTransparents) << ", "
|
---|
| 528 | << "Use optimization: " << StringConverter::toString(mHierarchyInterface->GetTestGeometryForVisibleLeaves()) << ", "
|
---|
| 529 | << "Algorithm type: " << mVisibilityManager->GetCullingManagerType() << ", "
|
---|
| 530 | << "Hierarchy nodes: " << mNumOctants << ", "
|
---|
| 531 | << "Traversed nodes: " << mHierarchyInterface->GetNumTraversedNodes() << ", "
|
---|
| 532 | << "Rendered nodes: " << mHierarchyInterface->GetNumRenderedNodes() << ", "
|
---|
| 533 | << "Query culled nodes: " << mVisibilityManager->GetCullingManager()->GetNumQueryCulledNodes() << ", "
|
---|
| 534 | << "Frustum culled nodes: " << mVisibilityManager->GetCullingManager()->GetNumFrustumCulledNodes() << ", "
|
---|
| 535 | << "Queries issued: " << mVisibilityManager->GetCullingManager()->GetNumQueriesIssued() << "\n";
|
---|
| 536 |
|
---|
| 537 | LogManager::getSingleton().logMessage(d.str());
|
---|
| 538 | }
|
---|
| 539 | //-----------------------------------------------------------------------
|
---|
[720] | 540 | void OcclusionCullingSceneManager::renderObjects(
|
---|
[675] | 541 | const RenderPriorityGroup::TransparentRenderablePassList& objs,
|
---|
| 542 | bool doLightIteration, const LightList* manualLightList)
|
---|
| 543 | {
|
---|
| 544 | // for correct rendering, transparents must be rendered after hierarchical culling
|
---|
| 545 | if (!mSkipTransparents)
|
---|
| 546 | {
|
---|
| 547 | OctreeSceneManager::renderObjects(objs, doLightIteration, manualLightList);
|
---|
| 548 | }
|
---|
| 549 | }
|
---|
| 550 | //-----------------------------------------------------------------------
|
---|
[720] | 551 | bool OcclusionCullingSceneManager::validatePassForRendering(Pass* pass)
|
---|
[675] | 552 | {
|
---|
| 553 | // skip all but first pass if we are doing the depth pass
|
---|
| 554 | if ((mIsDepthPassPhase || mIsItemBufferPhase) && pass->getIndex() > 0)
|
---|
| 555 | {
|
---|
| 556 | return false;
|
---|
| 557 | }
|
---|
| 558 |
|
---|
| 559 | return SceneManager::validatePassForRendering(pass);
|
---|
| 560 | }
|
---|
| 561 | //-----------------------------------------------------------------------
|
---|
[720] | 562 | void OcclusionCullingSceneManager::renderQueueGroupObjects(RenderQueueGroup* pGroup)
|
---|
[675] | 563 | {
|
---|
| 564 | if (!mIsItemBufferPhase)
|
---|
| 565 | {
|
---|
| 566 | TerrainSceneManager::renderQueueGroupObjects(pGroup);
|
---|
| 567 | return;
|
---|
| 568 | }
|
---|
| 569 |
|
---|
| 570 | //-- item buffer
|
---|
| 571 |
|
---|
| 572 | // Iterate through priorities
|
---|
| 573 | RenderQueueGroup::PriorityMapIterator groupIt = pGroup->getIterator();
|
---|
| 574 |
|
---|
| 575 | while (groupIt.hasMoreElements())
|
---|
| 576 | {
|
---|
| 577 | RenderItemBuffer(groupIt.getNext());
|
---|
| 578 | }
|
---|
| 579 | }
|
---|
| 580 | //-----------------------------------------------------------------------
|
---|
[720] | 581 | void OcclusionCullingSceneManager::RenderItemBuffer(RenderPriorityGroup* pGroup)
|
---|
[675] | 582 | {
|
---|
| 583 | // Do solids
|
---|
| 584 | RenderPriorityGroup::SolidRenderablePassMap solidObjs = pGroup->_getSolidPasses();
|
---|
| 585 |
|
---|
| 586 | // ----- SOLIDS LOOP -----
|
---|
| 587 | RenderPriorityGroup::SolidRenderablePassMap::const_iterator ipass, ipassend;
|
---|
| 588 | ipassend = solidObjs.end();
|
---|
| 589 |
|
---|
| 590 | for (ipass = solidObjs.begin(); ipass != ipassend; ++ipass)
|
---|
| 591 | {
|
---|
| 592 | // Fast bypass if this group is now empty
|
---|
| 593 | if (ipass->second->empty())
|
---|
| 594 | continue;
|
---|
| 595 |
|
---|
| 596 | // Render only first pass
|
---|
| 597 | if (ipass->first->getIndex() > 0)
|
---|
| 598 | continue;
|
---|
| 599 |
|
---|
| 600 | RenderPriorityGroup::RenderableList* rendList = ipass->second;
|
---|
| 601 |
|
---|
| 602 | RenderPriorityGroup::RenderableList::const_iterator irend, irendend;
|
---|
| 603 | irendend = rendList->end();
|
---|
| 604 |
|
---|
| 605 | for (irend = rendList->begin(); irend != irendend; ++irend)
|
---|
| 606 | {
|
---|
[720] | 607 | //std::stringstream d; d << "itembuffer, pass name: " <<
|
---|
| 608 | // ipass->first->getParent()->getParent()->getName();
|
---|
| 609 | // LogManager::getSingleton().logMessage(d.str());
|
---|
[675] | 610 |
|
---|
| 611 | RenderSingleObjectForItemBuffer(*irend, ipass->first);
|
---|
| 612 | }
|
---|
| 613 | }
|
---|
| 614 |
|
---|
| 615 | // -- TRANSPARENT LOOP: must be handled differently
|
---|
| 616 |
|
---|
| 617 | // transparents are treated either as solids or completely discarded
|
---|
| 618 | if (mRenderTransparentsForItemBuffer)
|
---|
| 619 | {
|
---|
| 620 | RenderPriorityGroup::TransparentRenderablePassList transpObjs =
|
---|
| 621 | pGroup->_getTransparentPasses();
|
---|
| 622 | RenderPriorityGroup::TransparentRenderablePassList::const_iterator
|
---|
| 623 | itrans, itransend;
|
---|
| 624 |
|
---|
| 625 | itransend = transpObjs.end();
|
---|
| 626 | for (itrans = transpObjs.begin(); itrans != itransend; ++itrans)
|
---|
| 627 | {
|
---|
| 628 | // like for solids, render only first pass
|
---|
| 629 | if (itrans->pass->getIndex() == 0)
|
---|
| 630 | {
|
---|
| 631 | RenderSingleObjectForItemBuffer(itrans->renderable, itrans->pass);
|
---|
| 632 | }
|
---|
| 633 | }
|
---|
| 634 | }
|
---|
| 635 | }
|
---|
| 636 | //-----------------------------------------------------------------------
|
---|
[720] | 637 | void OcclusionCullingSceneManager::RenderSingleObjectForItemBuffer(Renderable *rend, Pass *pass)
|
---|
[675] | 638 | {
|
---|
| 639 | static LightList nullLightList;
|
---|
| 640 |
|
---|
| 641 | int col[4];
|
---|
| 642 |
|
---|
| 643 | // -- create color code out of object id
|
---|
| 644 | col[0] = (rend->getId() >> 16) & 255;
|
---|
| 645 | col[1] = (rend->getId() >> 8) & 255;
|
---|
| 646 | col[2] = rend->getId() & 255;
|
---|
| 647 | // col[3] = 255;
|
---|
| 648 |
|
---|
| 649 | //mDestRenderSystem->setColour(col[0], col[1], col[2], col[3]);
|
---|
| 650 |
|
---|
| 651 | mItemBufferPass->setAmbient(ColourValue(col[0] / 255.0f,
|
---|
| 652 | col[1] / 255.0f,
|
---|
| 653 | col[2] / 255.0f, 1));
|
---|
| 654 |
|
---|
| 655 | // set vertex program of current pass
|
---|
| 656 | if (mExecuteVertexProgramForAllPasses && pass->hasVertexProgram())
|
---|
| 657 | {
|
---|
| 658 | mItemBufferPass->setVertexProgram(pass->getVertexProgramName());
|
---|
| 659 |
|
---|
| 660 | if (mItemBufferPass->hasVertexProgram())
|
---|
| 661 | {
|
---|
| 662 | const GpuProgramPtr& prg = mItemBufferPass->getVertexProgram();
|
---|
| 663 | // Load this program if not done already
|
---|
| 664 | if (!prg->isLoaded())
|
---|
| 665 | prg->load();
|
---|
| 666 | // Copy params
|
---|
| 667 | mItemBufferPass->setVertexProgramParameters(pass->getVertexProgramParameters());
|
---|
| 668 | }
|
---|
| 669 | }
|
---|
| 670 | else if (mItemBufferPass->hasVertexProgram())
|
---|
| 671 | {
|
---|
| 672 | mItemBufferPass->setVertexProgram("");
|
---|
| 673 | }
|
---|
| 674 |
|
---|
| 675 | Pass *usedPass = setPass(mItemBufferPass);
|
---|
| 676 |
|
---|
| 677 |
|
---|
| 678 | // Render a single object, this will set up auto params if required
|
---|
| 679 | renderSingleObject(rend, usedPass, false, &nullLightList);
|
---|
| 680 | }
|
---|
| 681 | //-----------------------------------------------------------------------
|
---|
[720] | 682 | GtpVisibility::VisibilityManager *OcclusionCullingSceneManager::GetVisibilityManager()
|
---|
[675] | 683 | {
|
---|
| 684 | return mVisibilityManager;
|
---|
| 685 | }
|
---|
| 686 | //-----------------------------------------------------------------------
|
---|
[720] | 687 | void OcclusionCullingSceneManager::InitVisibilityCulling(Camera *cam)
|
---|
[675] | 688 | {
|
---|
| 689 | // reset culling manager stats
|
---|
| 690 | mVisibilityManager->GetCullingManager()->InitFrame(mVisualizeCulledNodes);
|
---|
| 691 |
|
---|
| 692 | // set depth pass flag before rendering
|
---|
| 693 | mIsDepthPassPhase = mUseDepthPass;
|
---|
| 694 |
|
---|
| 695 | // item buffer needs full ambient lighting to use item colors as unique id
|
---|
| 696 | if (mUseItemBuffer)
|
---|
| 697 | {
|
---|
| 698 | mIsItemBufferPhase = true;
|
---|
| 699 | setAmbientLight(ColourValue(1,1,1,1));
|
---|
| 700 | }
|
---|
| 701 |
|
---|
| 702 |
|
---|
| 703 | // set passes which are stored in render queue
|
---|
| 704 | // for rendering AFTER hierarchical culling, i.e., passes which need
|
---|
| 705 | // a special rendering order
|
---|
| 706 | mLeavePassesInQueue = 0;
|
---|
| 707 |
|
---|
[720] | 708 | // if we have the depth pass or use an item buffer, no passes are left in the queue
|
---|
| 709 | if (0 && !mUseDepthPass && !mUseItemBuffer)
|
---|
[675] | 710 | {
|
---|
| 711 | if (mShadowTechnique == SHADOWTYPE_STENCIL_ADDITIVE)
|
---|
| 712 | {
|
---|
| 713 | // TODO: remove this pass because it should be processed during hierarchical culling
|
---|
| 714 | //mLeavePassesInQueue |= RenderPriorityGroup::SOLID_PASSES_NOSHADOW;
|
---|
| 715 |
|
---|
| 716 | mLeavePassesInQueue |= RenderPriorityGroup::SOLID_PASSES_DECAL;
|
---|
| 717 | mLeavePassesInQueue |= RenderPriorityGroup::SOLID_PASSES_DIFFUSE_SPECULAR;
|
---|
| 718 | mLeavePassesInQueue |= RenderPriorityGroup::TRANSPARENT_PASSES;
|
---|
| 719 |
|
---|
| 720 | // just render ambient stuff
|
---|
| 721 | mIlluminationStage = IRS_AMBIENT;
|
---|
| 722 | }
|
---|
| 723 |
|
---|
| 724 | if (mShadowTechnique == SHADOWTYPE_STENCIL_MODULATIVE)
|
---|
| 725 | {
|
---|
| 726 | mLeavePassesInQueue |= RenderPriorityGroup::SOLID_PASSES_NOSHADOW;
|
---|
| 727 | mLeavePassesInQueue |= RenderPriorityGroup::TRANSPARENT_PASSES;
|
---|
| 728 | }
|
---|
| 729 |
|
---|
| 730 | // transparents should be rendered after hierarchical culling to
|
---|
| 731 | // provide front-to-back ordering
|
---|
| 732 | if (mDelayRenderTransparents)
|
---|
| 733 | {
|
---|
| 734 | mLeavePassesInQueue |= RenderPriorityGroup::TRANSPARENT_PASSES;
|
---|
| 735 | }
|
---|
| 736 | }
|
---|
| 737 |
|
---|
| 738 | // skip rendering transparents in the hierarchical culling
|
---|
| 739 | // (because they will be rendered afterwards)
|
---|
| 740 | mSkipTransparents = mUseDepthPass ||
|
---|
| 741 | (mLeavePassesInQueue & RenderPriorityGroup::TRANSPARENT_PASSES);
|
---|
| 742 |
|
---|
| 743 | // -- initialise interface for rendering traversal of the hierarchy
|
---|
| 744 | mHierarchyInterface->SetHierarchyRoot(mOctree);
|
---|
| 745 |
|
---|
| 746 | // possible two cameras (one for culling, one for rendering)
|
---|
| 747 | mHierarchyInterface->InitTraversal(mCameraInProgress,
|
---|
| 748 | mCullCamera ? getCamera("CullCamera") : NULL,
|
---|
| 749 | mLeavePassesInQueue);
|
---|
| 750 |
|
---|
[720] | 751 | std::stringstream d; d << "leave passes in queue: " << mLeavePassesInQueue;
|
---|
| 752 | LogManager::getSingleton().logMessage(d.str());
|
---|
[675] | 753 | }
|
---|
| 754 | //-----------------------------------------------------------------------
|
---|
[720] | 755 | OctreeHierarchyInterface *OcclusionCullingSceneManager::GetHierarchyInterface()
|
---|
[675] | 756 | {
|
---|
| 757 | return mHierarchyInterface;
|
---|
| 758 | }
|
---|
| 759 | //-----------------------------------------------------------------------
|
---|
[720] | 760 | void OcclusionCullingSceneManager::endFrame()
|
---|
[675] | 761 | {
|
---|
| 762 | TerrainRenderable::ResetRenderLevelIndex();
|
---|
| 763 | }
|
---|
| 764 | //-----------------------------------------------------------------------
|
---|
[720] | 765 | Entity* OcclusionCullingSceneManager::createEntity(const String& entityName,
|
---|
[675] | 766 | const String& meshName)
|
---|
| 767 | {
|
---|
| 768 | Entity *ent = SceneManager::createEntity(entityName, meshName);
|
---|
| 769 |
|
---|
| 770 | for (int i = 0; i < (int)ent->getNumSubEntities(); ++i)
|
---|
| 771 | {
|
---|
| 772 | ent->getSubEntity(i)->setId(mCurrentEntityId);
|
---|
| 773 | }
|
---|
| 774 |
|
---|
| 775 | // increase counter of entity id values
|
---|
| 776 | ++ mCurrentEntityId;
|
---|
| 777 |
|
---|
| 778 | return ent;
|
---|
| 779 | }
|
---|
| 780 | //-----------------------------------------------------------------------
|
---|
[720] | 781 | void OcclusionCullingSceneManager::renderAdditiveStencilShadowedQueueGroupObjects(RenderQueueGroup* pGroup)
|
---|
[675] | 782 | {
|
---|
| 783 | // only render solid passes during hierarchical culling
|
---|
| 784 | if (mIsHierarchicalCulling)
|
---|
| 785 | {
|
---|
| 786 | RenderQueueGroup::PriorityMapIterator groupIt = pGroup->getIterator();
|
---|
| 787 | LightList lightList;
|
---|
| 788 |
|
---|
| 789 | while (groupIt.hasMoreElements())
|
---|
| 790 | {
|
---|
| 791 | RenderPriorityGroup* pPriorityGrp = groupIt.getNext();
|
---|
| 792 |
|
---|
| 793 | // Sort the queue first
|
---|
| 794 | pPriorityGrp->sort(mCameraInProgress);
|
---|
| 795 |
|
---|
| 796 | // Clear light list
|
---|
| 797 | lightList.clear();
|
---|
| 798 |
|
---|
| 799 | // Render all the ambient passes first, no light iteration, no lights
|
---|
| 800 | mIlluminationStage = IRS_AMBIENT;
|
---|
| 801 |
|
---|
| 802 | OctreeSceneManager::renderObjects(pPriorityGrp->_getSolidPasses(), false, &lightList);
|
---|
| 803 | // Also render any objects which have receive shadows disabled
|
---|
| 804 | OctreeSceneManager::renderObjects(pPriorityGrp->_getSolidPassesNoShadow(), true);
|
---|
| 805 | }
|
---|
| 806 | }
|
---|
| 807 | else
|
---|
| 808 | {
|
---|
| 809 | OctreeSceneManager::renderAdditiveStencilShadowedQueueGroupObjects(pGroup);
|
---|
| 810 | }
|
---|
| 811 | }
|
---|
| 812 | //-----------------------------------------------------------------------
|
---|
[720] | 813 | void OcclusionCullingSceneManager::renderModulativeStencilShadowedQueueGroupObjects(RenderQueueGroup* pGroup)
|
---|
[675] | 814 | {
|
---|
| 815 | if (mIsHierarchicalCulling)
|
---|
| 816 | {
|
---|
| 817 | // Iterate through priorities
|
---|
| 818 | RenderQueueGroup::PriorityMapIterator groupIt = pGroup->getIterator();
|
---|
| 819 |
|
---|
| 820 | while (groupIt.hasMoreElements())
|
---|
| 821 | {
|
---|
| 822 | RenderPriorityGroup* pPriorityGrp = groupIt.getNext();
|
---|
| 823 |
|
---|
| 824 | // Sort the queue first
|
---|
| 825 | pPriorityGrp->sort(mCameraInProgress);
|
---|
| 826 |
|
---|
| 827 | // Do (shadowable) solids
|
---|
| 828 | OctreeSceneManager::renderObjects(pPriorityGrp->_getSolidPasses(), true);
|
---|
| 829 | }
|
---|
| 830 | }
|
---|
| 831 | else
|
---|
| 832 | {
|
---|
| 833 | SceneManager::renderModulativeStencilShadowedQueueGroupObjects(pGroup);
|
---|
| 834 | }
|
---|
| 835 | }
|
---|
| 836 | } // namespace Ogre
|
---|