[720] | 1 | #include "OgreOcclusionCullingSceneManager.h"
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[675] | 2 | #include "OgreVisibilityOptionsManager.h"
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[863] | 3 | #include "OgreTypeConverter.h"
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[675] | 4 | #include <OgreMath.h>
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| 5 | #include <OgreIteratorWrappers.h>
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| 6 | #include <OgreRenderSystem.h>
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| 7 | #include <OgreCamera.h>
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| 8 | #include <OgreLogManager.h>
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| 9 | #include <OgreStringConverter.h>
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| 10 | #include <OgreEntity.h>
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| 11 | #include <OgreSubEntity.h>
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[863] | 12 | #include <OgreIteratorWrappers.h>
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[828] | 13 | #include "VspBspTree.h"
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[863] | 14 | #include "Containers.h"
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| 15 | #include "ViewCellsManager.h"
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[675] | 16 |
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[868] | 17 |
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| 18 | // normal terrain rendering
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| 19 | const static NORMAL_RENDER_HACK = false;
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| 20 |
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[675] | 21 | namespace Ogre {
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| 22 |
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| 23 | //-----------------------------------------------------------------------
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[720] | 24 | OcclusionCullingSceneManager::OcclusionCullingSceneManager(
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[675] | 25 | GtpVisibility::VisibilityManager *visManager):
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[868] | 26 | TerrainSceneManager(),
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[675] | 27 | mVisibilityManager(visManager),
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| 28 | mShowVisualization(false),
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| 29 | mRenderNodesForViz(false),
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| 30 | mRenderNodesContentForViz(false),
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| 31 | mVisualizeCulledNodes(false),
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| 32 | mLeavePassesInQueue(0),
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| 33 | mDelayRenderTransparents(true),
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| 34 | mUseDepthPass(false),
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| 35 | mIsDepthPassPhase(false),
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| 36 | mUseItemBuffer(false),
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| 37 | mIsItemBufferPhase(false),
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| 38 | mCurrentEntityId(1),
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| 39 | mEnableDepthWrite(true),
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| 40 | mSkipTransparents(false),
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| 41 | mRenderTransparentsForItemBuffer(true),
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| 42 | mExecuteVertexProgramForAllPasses(true),
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| 43 | mIsHierarchicalCulling(false)
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| 44 | {
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| 45 | mHierarchyInterface = new OctreeHierarchyInterface(this, mDestRenderSystem);
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| 46 |
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[868] | 47 | if (0)
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| 48 | {
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[863] | 49 | mDisplayNodes = true;
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| 50 | mShowBoundingBoxes = true;
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| 51 | mShowBoxes = true;
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[868] | 52 | }
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| 53 |
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[675] | 54 | // TODO: set maxdepth to reasonable value
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| 55 | mMaxDepth = 50;
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| 56 | }
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| 57 | //-----------------------------------------------------------------------
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[720] | 58 | void OcclusionCullingSceneManager::InitDepthPass()
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[675] | 59 | {
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| 60 | MaterialPtr depthMat = MaterialManager::getSingleton().getByName("Visibility/DepthPass");
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| 61 |
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| 62 | if (depthMat.isNull())
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| 63 | {
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| 64 | depthMat = MaterialManager::getSingleton().create(
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| 65 | "Visibility/DepthPass",
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| 66 | ResourceGroupManager::DEFAULT_RESOURCE_GROUP_NAME);
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| 67 |
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| 68 | mDepthPass = depthMat->getTechnique(0)->getPass(0);
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| 69 | mDepthPass->setColourWriteEnabled(false);
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| 70 | mDepthPass->setDepthWriteEnabled(true);
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| 71 | mDepthPass->setLightingEnabled(false);
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| 72 | }
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| 73 | else
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| 74 | {
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| 75 | mDepthPass = depthMat->getTechnique(0)->getPass(0);
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| 76 | }
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| 77 | }
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| 78 | //-----------------------------------------------------------------------
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[720] | 79 | OcclusionCullingSceneManager::~OcclusionCullingSceneManager()
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[675] | 80 | {
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| 81 | OGRE_DELETE(mHierarchyInterface);
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| 82 | }
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| 83 | //-----------------------------------------------------------------------
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[720] | 84 | void OcclusionCullingSceneManager::InitItemBufferPass()
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[675] | 85 | {
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| 86 | MaterialPtr itemBufferMat = MaterialManager::getSingleton().
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| 87 | getByName("Visibility/ItemBufferPass");
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| 88 |
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| 89 | if (itemBufferMat.isNull())
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| 90 | {
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| 91 | // Init
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| 92 | itemBufferMat = MaterialManager::getSingleton().create("Visibility/ItemBufferPass",
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| 93 | ResourceGroupManager::DEFAULT_RESOURCE_GROUP_NAME);
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| 94 |
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| 95 | mItemBufferPass = itemBufferMat->getTechnique(0)->getPass(0);
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| 96 | mItemBufferPass->setColourWriteEnabled(true);
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| 97 | mItemBufferPass->setDepthWriteEnabled(true);
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| 98 | mItemBufferPass->setLightingEnabled(true);
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| 99 | //mItemBufferPass->setLightingEnabled(false);
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| 100 | }
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| 101 | else
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| 102 | {
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| 103 | mItemBufferPass = itemBufferMat->getTechnique(0)->getPass(0);
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| 104 | }
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| 105 | //mItemBufferPass->setAmbient(1, 1, 0);
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| 106 | }
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| 107 | //-----------------------------------------------------------------------
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[720] | 108 | void OcclusionCullingSceneManager::PrepareVisualization(Camera *cam)
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[675] | 109 | {
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| 110 | // add player camera for visualization purpose
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| 111 | try
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| 112 | {
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| 113 | Camera *c;
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| 114 | if ((c = getCamera("PlayerCam")) != NULL)
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| 115 | {
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| 116 | getRenderQueue()->addRenderable(c);
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| 117 | }
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| 118 | }
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| 119 | catch (...)
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| 120 | {
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| 121 | // ignore
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| 122 | }
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[868] | 123 | // add bounding boxes of rendered objects
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[675] | 124 | for (BoxList::iterator it = mBoxes.begin(); it != mBoxes.end(); ++it)
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| 125 | {
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| 126 | getRenderQueue()->addRenderable(*it);
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| 127 | }
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[868] | 128 |
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[675] | 129 | if (mRenderNodesForViz || mRenderNodesContentForViz)
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| 130 | {
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| 131 | // HACK: change node material so it is better suited for visualization
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| 132 | MaterialPtr nodeMat = MaterialManager::getSingleton().getByName("Core/NodeMaterial");
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| 133 | nodeMat->setAmbient(1, 1, 0);
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| 134 | nodeMat->setLightingEnabled(true);
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| 135 | nodeMat->getTechnique(0)->getPass(0)->removeAllTextureUnitStates();
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| 136 |
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| 137 | for (NodeList::iterator it = mVisible.begin(); it != mVisible.end(); ++it)
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| 138 | {
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| 139 | if (mRenderNodesForViz)
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| 140 | {
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| 141 | // render the leaf nodes
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| 142 | if (((*it)->numAttachedObjects() > 0) && ((*it)->numChildren() == 0) &&
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| 143 | (*it)->getAttachedObject(0)->getMovableType() == "Entity")
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| 144 | {
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| 145 | getRenderQueue()->addRenderable((*it));
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| 146 | }
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| 147 |
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| 148 | // addbounding boxes instead of node itself
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| 149 | //(*it)->_addBoundingBoxToQueue(getRenderQueue());
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| 150 | }
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| 151 | if (mRenderNodesContentForViz)
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| 152 | {
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| 153 | (*it)->_addToRenderQueue(cam, getRenderQueue(), false);
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| 154 | }
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| 155 | }
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| 156 | }
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| 157 | }
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| 158 | //-----------------------------------------------------------------------
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[720] | 159 | Pass *OcclusionCullingSceneManager::setPass(Pass* pass)
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[675] | 160 | {
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[868] | 161 | if (NORMAL_RENDER_HACK)
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| 162 | {
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| 163 | return SceneManager::setPass(pass);
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| 164 | }
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| 165 |
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[675] | 166 | // TODO: setting vertex program is not efficient
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| 167 | //Pass *usedPass = ((mIsDepthPassPhase && !pass->hasVertexProgram()) ? mDepthPass : pass);
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| 168 |
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| 169 | // set depth fill pass if we currently do not make an aabb occlusion query
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[868] | 170 | const bool useDepthPass =
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| 171 | (mIsDepthPassPhase && !mHierarchyInterface->IsBoundingBoxQuery());
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| 172 |
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| 173 | Pass *usedPass = useDepthPass ? mDepthPass : pass;
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[675] | 174 |
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| 175 | IlluminationRenderStage savedStage = mIlluminationStage;
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| 176 |
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| 177 | // set illumination stage to NONE so no shadow material is used
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| 178 | // for depth pass or for occlusion query
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| 179 | if (mIsDepthPassPhase || mHierarchyInterface->IsBoundingBoxQuery())
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| 180 | {
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| 181 | mIlluminationStage = IRS_NONE;
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| 182 | }
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| 183 |
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| 184 | // --- set vertex program of current pass in order to set correct depth
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[868] | 185 | if (mExecuteVertexProgramForAllPasses &&
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| 186 | mIsDepthPassPhase &&
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| 187 | pass->hasVertexProgram())
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[675] | 188 | {
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| 189 | // add vertex program of current pass to depth pass
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| 190 | mDepthPass->setVertexProgram(pass->getVertexProgramName());
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| 191 |
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| 192 | if (mDepthPass->hasVertexProgram())
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| 193 | {
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| 194 | const GpuProgramPtr& prg = mDepthPass->getVertexProgram();
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| 195 | // Load this program if not done already
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| 196 | if (!prg->isLoaded())
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| 197 | prg->load();
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| 198 | // Copy params
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| 199 | mDepthPass->setVertexProgramParameters(pass->getVertexProgramParameters());
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| 200 | }
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| 201 | }
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[868] | 202 | else if (mDepthPass->hasVertexProgram()) // reset vertex program
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[675] | 203 | {
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| 204 | mDepthPass->setVertexProgram("");
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| 205 | }
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| 206 |
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[868] | 207 | // save old depth write: needed for item buffer
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| 208 | const bool IsDepthWrite = usedPass->getDepthWriteEnabled();
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[675] | 209 |
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| 210 | // global option which enables / disables depth writes
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| 211 | if (!mEnableDepthWrite)
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| 212 | {
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| 213 | usedPass->setDepthWriteEnabled(false);
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| 214 | }
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| 215 | //else if (mIsItemBufferPass) {usedPass = mItemBufferPass;}
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| 216 |
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[868] | 217 |
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| 218 | //-- set actual pass here
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[675] | 219 | Pass *result = SceneManager::setPass(usedPass);
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| 220 |
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[868] | 221 |
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[675] | 222 | // reset depth write
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| 223 | if (!mEnableDepthWrite)
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| 224 | {
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| 225 | usedPass->setDepthWriteEnabled(IsDepthWrite);
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| 226 | }
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| 227 |
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| 228 | // reset illumination stage
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| 229 | mIlluminationStage = savedStage;
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| 230 |
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| 231 | return result;
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| 232 | }
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| 233 | //-----------------------------------------------------------------------
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[868] | 234 | void OcclusionCullingSceneManager::_findVisibleObjects(Camera* cam, bool onlyShadowCasters)
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[675] | 235 | {
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[868] | 236 | if (NORMAL_RENDER_HACK)
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| 237 | {
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| 238 | OctreeSceneManager::_findVisibleObjects(cam, onlyShadowCasters);
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| 239 | return;
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| 240 | }
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| 241 |
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[675] | 242 | //-- show visible scene nodes and octree bounding boxes from last frame
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| 243 | if (mShowVisualization)
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| 244 | {
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| 245 | PrepareVisualization(cam);
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| 246 | }
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| 247 | else
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| 248 | {
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| 249 | // for hierarchical culling, we interleave identification
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| 250 | // and rendering of objects in _renderVisibibleObjects
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| 251 |
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| 252 | // for the shadow pass we use only standard rendering
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| 253 | // because of low occlusion
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| 254 | if (mShadowTechnique == SHADOWTYPE_TEXTURE_MODULATIVE &&
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| 255 | mIlluminationStage == IRS_RENDER_TO_TEXTURE)
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| 256 | {
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[868] | 257 | OctreeSceneManager::_findVisibleObjects(cam, onlyShadowCasters);
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[675] | 258 | }
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| 259 | // only shadow casters will be rendered in shadow texture pass
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[868] | 260 | if (0) mHierarchyInterface->SetOnlyShadowCasters(onlyShadowCasters);
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[675] | 261 | }
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| 262 |
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| 263 |
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| 264 | // -- delete lists stored for visualization
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| 265 | mVisible.clear();
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| 266 | mBoxes.clear();
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| 267 | }
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| 268 | //-----------------------------------------------------------------------
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[720] | 269 | void OcclusionCullingSceneManager::_renderVisibleObjects()
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[675] | 270 | {
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[868] | 271 | if (NORMAL_RENDER_HACK)
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| 272 | {
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| 273 | OctreeSceneManager::_renderVisibleObjects();
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[675] | 274 |
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[868] | 275 | return;
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| 276 | }
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| 277 |
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[675] | 278 | InitDepthPass(); // create material for depth pass
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| 279 | InitItemBufferPass(); // create material for item buffer pass
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| 280 |
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| 281 | // save ambient light to reset later
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| 282 | ColourValue savedAmbient = mAmbientLight;
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| 283 |
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| 284 | //-- apply standard rendering for some modes (e.g., visualization, shadow pass)
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| 285 |
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| 286 | if (mShowVisualization ||
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| 287 | (mShadowTechnique == SHADOWTYPE_TEXTURE_MODULATIVE &&
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| 288 | mIlluminationStage == IRS_RENDER_TO_TEXTURE))
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| 289 | {
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| 290 | IlluminationRenderStage savedStage = mIlluminationStage;
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| 291 |
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| 292 | if (mShowVisualization)
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[868] | 293 | {
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[675] | 294 | // disable illumination stage to prevent rendering shadows
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| 295 | mIlluminationStage = IRS_NONE;
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[868] | 296 | }
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[675] | 297 |
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| 298 | // standard rendering for shadow maps because of performance
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| 299 | TerrainSceneManager::_renderVisibleObjects();
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| 300 |
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| 301 | mIlluminationStage = savedStage;
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| 302 | }
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| 303 | else //-- the hierarchical culling algorithm
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| 304 | {
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[868] | 305 | // this is also called in TerrainSceneManager: really
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| 306 | // nexessary?
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| 307 | mDestRenderSystem -> setLightingEnabled(false);
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| 308 |
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[675] | 309 | // don't render backgrounds for item buffer
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| 310 | if (mUseItemBuffer)
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| 311 | {
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| 312 | clearSpecialCaseRenderQueues();
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| 313 | getRenderQueue()->clear();
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| 314 | }
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| 315 |
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| 316 | //-- hierarchical culling
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| 317 | // the objects of different layers (e.g., background, scene,
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| 318 | // overlay) must be identified and rendered one after another
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| 319 |
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| 320 | //-- render all early skies
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| 321 | clearSpecialCaseRenderQueues();
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| 322 | addSpecialCaseRenderQueue(RENDER_QUEUE_BACKGROUND);
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| 323 | addSpecialCaseRenderQueue(RENDER_QUEUE_SKIES_EARLY);
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| 324 | setSpecialCaseRenderQueueMode(SceneManager::SCRQM_INCLUDE);
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| 325 |
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| 326 | TerrainSceneManager::_renderVisibleObjects();
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| 327 |
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| 328 | #ifdef GTP_VISIBILITY_MODIFIED_OGRE
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| 329 | // delete previously rendered content
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| 330 | _deleteRenderedQueueGroups();
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| 331 | #endif
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| 332 |
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| 333 | //-- prepare queue for visible objects (i.e., all but overlay and skies late)
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| 334 | clearSpecialCaseRenderQueues();
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| 335 | addSpecialCaseRenderQueue(RENDER_QUEUE_SKIES_LATE);
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| 336 | addSpecialCaseRenderQueue(RENDER_QUEUE_OVERLAY);
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[868] | 337 |
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[675] | 338 | // exclude this queues from hierarchical rendering
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| 339 | setSpecialCaseRenderQueueMode(SceneManager::SCRQM_EXCLUDE);
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| 340 |
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| 341 | // set all necessary parameters for
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| 342 | // hierarchical visibility culling and rendering
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| 343 | InitVisibilityCulling(mCameraInProgress);
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| 344 |
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[736] | 345 |
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[675] | 346 | /**
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| 347 | * the hierarchical culling algorithm
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| 348 | * for depth pass: we just find objects and update depth buffer
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| 349 | * for "delayed" rendering: we render some passes afterwards
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| 350 | * e.g., transparents, because they need front-to-back sorting
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| 351 | **/
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| 352 |
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| 353 | mVisibilityManager->ApplyVisibilityCulling();
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| 354 |
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[868] | 355 | // delete remaining renderables from queue:
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| 356 | // all which are not in mLeavePassesInQueue)
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[675] | 357 | #ifdef GTP_VISIBILITY_MODIFIED_OGRE
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| 358 | _deleteRenderedQueueGroups(mLeavePassesInQueue);
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| 359 | #endif
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| 360 |
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| 361 | //-- reset parameters
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| 362 | mIsDepthPassPhase = false;
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| 363 | mIsItemBufferPhase = false;
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| 364 | mSkipTransparents = false;
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[868] | 365 | mIsHierarchicalCulling = false;
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| 366 |
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[675] | 367 | mLeavePassesInQueue = 0;
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| 368 |
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[868] | 369 | #if 1
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[675] | 370 | // add visible nodes found by the visibility culling algorithm
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| 371 | if (mUseDepthPass)
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| 372 | {
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[868] | 373 | NodeList::const_iterator it, it_end = mVisible.end();
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| 374 |
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| 375 | //getRenderQueue()->clear();
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| 376 | for (it = mVisible.begin(); it != it_end; ++ it)
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[675] | 377 | {
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| 378 | (*it)->_addToRenderQueue(mCameraInProgress, getRenderQueue(), false);
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| 379 | }
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| 380 | }
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[868] | 381 | #endif
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[675] | 382 | //-- now we can render all remaining queue objects
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[868] | 383 | //-- used for depth pass, transparents, overlay
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[675] | 384 | clearSpecialCaseRenderQueues();
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| 385 |
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| 386 | TerrainSceneManager::_renderVisibleObjects();
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[868] | 387 | } // hierarchical culling
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[675] | 388 |
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| 389 | // HACK: set the new render level index, important to avoid cracks
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| 390 | // in terrain caused by LOD
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| 391 | TerrainRenderable::NextRenderLevelIndex();
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| 392 |
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| 393 | // reset ambient light
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| 394 | setAmbientLight(savedAmbient);
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| 395 |
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| 396 | getRenderQueue()->clear(); // finally clear render queue
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[868] | 397 | if (0) OGRE_DELETE(mRenderQueue); // HACK: should rather only be cleared ...
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[675] | 398 |
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[868] | 399 | if (0) WriteLog(); // write out stats
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[675] | 400 | }
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| 401 |
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| 402 | //-----------------------------------------------------------------------
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[720] | 403 | void OcclusionCullingSceneManager::_updateSceneGraph(Camera* cam)
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[675] | 404 | {
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[868] | 405 | if (NORMAL_RENDER_HACK)
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| 406 | {
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| 407 | OctreeSceneManager::_updateSceneGraph(cam);
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| 408 | return;
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| 409 | }
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| 410 |
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[675] | 411 | mVisibilityManager->GetCullingManager()->SetHierarchyInterface(mHierarchyInterface);
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| 412 | mHierarchyInterface->SetRenderSystem(mDestRenderSystem);
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| 413 |
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| 414 | TerrainSceneManager::_updateSceneGraph(cam);
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| 415 | }
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| 416 | //-----------------------------------------------------------------------
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[720] | 417 | bool OcclusionCullingSceneManager::setOption(const String & key, const void * val)
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[675] | 418 | {
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| 419 | if (key == "UseDepthPass")
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| 420 | {
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| 421 | mUseDepthPass = (*static_cast<const bool *>(val));
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| 422 | return true;
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| 423 | }
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| 424 | if (key == "PrepareVisualization")
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| 425 | {
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| 426 | mShowVisualization = (*static_cast<const bool *>(val));
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| 427 | return true;
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| 428 | }
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| 429 | if (key == "RenderNodesForViz")
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| 430 | {
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| 431 | mRenderNodesForViz = (*static_cast<const bool *>(val));
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| 432 | return true;
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| 433 | }
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| 434 | if (key == "RenderNodesContentForViz")
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| 435 | {
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| 436 | mRenderNodesContentForViz = (*static_cast<const bool *>(val));
|
---|
| 437 | return true;
|
---|
| 438 | }
|
---|
| 439 | if (key == "SkyBoxEnabled")
|
---|
| 440 | {
|
---|
| 441 | mSkyBoxEnabled = (*static_cast<const bool *>(val));
|
---|
| 442 | return true;
|
---|
| 443 | }
|
---|
| 444 | if (key == "SkyPlaneEnabled")
|
---|
| 445 | {
|
---|
| 446 | mSkyPlaneEnabled = (*static_cast<const bool *>(val));
|
---|
| 447 | return true;
|
---|
| 448 | }
|
---|
| 449 | if (key == "SkyDomeEnabled")
|
---|
| 450 | {
|
---|
| 451 | mSkyDomeEnabled = (*static_cast<const bool *>(val));
|
---|
| 452 | return true;
|
---|
| 453 | }
|
---|
| 454 | if (key == "VisualizeCulledNodes")
|
---|
| 455 | {
|
---|
| 456 | mVisualizeCulledNodes = (*static_cast<const bool *>(val));
|
---|
| 457 | return true;
|
---|
| 458 | }
|
---|
| 459 | if (key == "DelayRenderTransparents")
|
---|
| 460 | {
|
---|
| 461 | mDelayRenderTransparents = (*static_cast<const bool *>(val));
|
---|
| 462 | return true;
|
---|
| 463 | }
|
---|
| 464 |
|
---|
| 465 | if (key == "DepthWrite")
|
---|
| 466 | {
|
---|
| 467 | mEnableDepthWrite = (*static_cast<const bool *>(val));
|
---|
| 468 | return true;
|
---|
| 469 | }
|
---|
| 470 | if (key == "UseItemBuffer")
|
---|
| 471 | {
|
---|
| 472 | mUseItemBuffer = (*static_cast<const bool *>(val));
|
---|
| 473 | return true;
|
---|
| 474 | }
|
---|
| 475 | if (key == "ExecuteVertexProgramForAllPasses")
|
---|
| 476 | {
|
---|
| 477 | mExecuteVertexProgramForAllPasses = (*static_cast<const bool *>(val));
|
---|
| 478 | return true;
|
---|
| 479 | }
|
---|
| 480 | if (key == "RenderTransparentsForItemBuffer")
|
---|
| 481 | {
|
---|
| 482 | mRenderTransparentsForItemBuffer = (*static_cast<const bool *>(val));
|
---|
| 483 | return true;
|
---|
| 484 | }
|
---|
| 485 | if (key == "NodeVizScale")
|
---|
| 486 | {
|
---|
| 487 | OctreeNode::setVizScale(*static_cast<const float *>(val));
|
---|
| 488 | return true;
|
---|
| 489 | }
|
---|
| 490 |
|
---|
| 491 | if (key == "UseArbQueries")
|
---|
| 492 | {
|
---|
| 493 | bool useArbQueries = (*static_cast<const bool *>(val));
|
---|
| 494 |
|
---|
| 495 | if (useArbQueries)
|
---|
| 496 | {
|
---|
| 497 | mHierarchyInterface->DeleteQueries();
|
---|
| 498 | mDestRenderSystem->setConfigOption("ArbQueries", "Yes");
|
---|
| 499 | }
|
---|
| 500 | else
|
---|
| 501 | {
|
---|
| 502 | mHierarchyInterface->DeleteQueries();
|
---|
| 503 | mDestRenderSystem->setConfigOption("ArbQueries", "No");
|
---|
| 504 | }
|
---|
| 505 | }
|
---|
[868] | 506 |
|
---|
[675] | 507 | return VisibilityOptionsManager(mVisibilityManager, mHierarchyInterface).
|
---|
| 508 | setOption(key, val) || TerrainSceneManager::setOption(key, val);
|
---|
| 509 | }
|
---|
| 510 | //-----------------------------------------------------------------------
|
---|
[720] | 511 | bool OcclusionCullingSceneManager::getOption(const String & key, void *val)
|
---|
[675] | 512 | {
|
---|
| 513 | if (key == "NumHierarchyNodes")
|
---|
| 514 | {
|
---|
| 515 | * static_cast<unsigned int *>(val) = (unsigned int)mNumOctants;
|
---|
| 516 | return true;
|
---|
| 517 | }
|
---|
| 518 |
|
---|
| 519 | return VisibilityOptionsManager(mVisibilityManager, mHierarchyInterface).
|
---|
| 520 | getOption(key, val) && TerrainSceneManager::getOption(key, val);
|
---|
| 521 | }
|
---|
| 522 | //-----------------------------------------------------------------------
|
---|
[720] | 523 | bool OcclusionCullingSceneManager::getOptionValues(const String & key,
|
---|
[675] | 524 | StringVector &refValueList)
|
---|
| 525 | {
|
---|
| 526 | return TerrainSceneManager::getOptionValues( key, refValueList);
|
---|
| 527 | }
|
---|
| 528 | //-----------------------------------------------------------------------
|
---|
[720] | 529 | bool OcclusionCullingSceneManager::getOptionKeys(StringVector & refKeys)
|
---|
[675] | 530 | {
|
---|
| 531 | return VisibilityOptionsManager(mVisibilityManager, mHierarchyInterface).
|
---|
| 532 | getOptionKeys(refKeys) || TerrainSceneManager::getOptionKeys(refKeys);
|
---|
| 533 | }
|
---|
| 534 | //-----------------------------------------------------------------------
|
---|
[720] | 535 | void OcclusionCullingSceneManager::setVisibilityManager(GtpVisibility::
|
---|
[675] | 536 | VisibilityManager *visManager)
|
---|
| 537 | {
|
---|
| 538 | mVisibilityManager = visManager;
|
---|
| 539 | }
|
---|
| 540 | //-----------------------------------------------------------------------
|
---|
[720] | 541 | GtpVisibility::VisibilityManager *OcclusionCullingSceneManager::getVisibilityManager( void )
|
---|
[675] | 542 | {
|
---|
| 543 | return mVisibilityManager;
|
---|
| 544 | }
|
---|
| 545 | //-----------------------------------------------------------------------
|
---|
[720] | 546 | void OcclusionCullingSceneManager::WriteLog()
|
---|
[675] | 547 | {
|
---|
| 548 | std::stringstream d;
|
---|
| 549 |
|
---|
| 550 | d << "Depth pass: " << StringConverter::toString(mUseDepthPass) << ", "
|
---|
| 551 | << "Delay transparents: " << StringConverter::toString(mDelayRenderTransparents) << ", "
|
---|
| 552 | << "Use optimization: " << StringConverter::toString(mHierarchyInterface->GetTestGeometryForVisibleLeaves()) << ", "
|
---|
| 553 | << "Algorithm type: " << mVisibilityManager->GetCullingManagerType() << ", "
|
---|
| 554 | << "Hierarchy nodes: " << mNumOctants << ", "
|
---|
| 555 | << "Traversed nodes: " << mHierarchyInterface->GetNumTraversedNodes() << ", "
|
---|
| 556 | << "Rendered nodes: " << mHierarchyInterface->GetNumRenderedNodes() << ", "
|
---|
| 557 | << "Query culled nodes: " << mVisibilityManager->GetCullingManager()->GetNumQueryCulledNodes() << ", "
|
---|
| 558 | << "Frustum culled nodes: " << mVisibilityManager->GetCullingManager()->GetNumFrustumCulledNodes() << ", "
|
---|
[868] | 559 | << "Queries issued: " << mVisibilityManager->GetCullingManager()->GetNumQueriesIssued() << ", "
|
---|
| 560 | << "Found objects: " << (int)mVisible.size() << "\n";
|
---|
[675] | 561 |
|
---|
| 562 | LogManager::getSingleton().logMessage(d.str());
|
---|
| 563 | }
|
---|
| 564 | //-----------------------------------------------------------------------
|
---|
[720] | 565 | void OcclusionCullingSceneManager::renderObjects(
|
---|
[675] | 566 | const RenderPriorityGroup::TransparentRenderablePassList& objs,
|
---|
| 567 | bool doLightIteration, const LightList* manualLightList)
|
---|
| 568 | {
|
---|
| 569 | // for correct rendering, transparents must be rendered after hierarchical culling
|
---|
[868] | 570 | // => do nothing
|
---|
| 571 | if (NORMAL_RENDER_HACK || !mSkipTransparents)
|
---|
[675] | 572 | {
|
---|
| 573 | OctreeSceneManager::renderObjects(objs, doLightIteration, manualLightList);
|
---|
| 574 | }
|
---|
| 575 | }
|
---|
| 576 | //-----------------------------------------------------------------------
|
---|
[720] | 577 | bool OcclusionCullingSceneManager::validatePassForRendering(Pass* pass)
|
---|
[675] | 578 | {
|
---|
[868] | 579 | if (NORMAL_RENDER_HACK)
|
---|
| 580 | {
|
---|
| 581 | return SceneManager::validatePassForRendering(pass);
|
---|
| 582 | }
|
---|
| 583 |
|
---|
[675] | 584 | // skip all but first pass if we are doing the depth pass
|
---|
[868] | 585 | if ((mIsDepthPassPhase || mIsItemBufferPhase) && (pass->getIndex() > 0))
|
---|
[675] | 586 | {
|
---|
| 587 | return false;
|
---|
| 588 | }
|
---|
[868] | 589 | // all but first pass
|
---|
| 590 | /*else if ((!mIsDepthPassPhase || mIsItemBufferPhase) && (pass->getIndex() != 0))
|
---|
| 591 | {
|
---|
| 592 | return false;
|
---|
| 593 | }*/
|
---|
[675] | 594 |
|
---|
| 595 | return SceneManager::validatePassForRendering(pass);
|
---|
| 596 | }
|
---|
| 597 | //-----------------------------------------------------------------------
|
---|
[720] | 598 | void OcclusionCullingSceneManager::renderQueueGroupObjects(RenderQueueGroup* pGroup)
|
---|
[675] | 599 | {
|
---|
[868] | 600 | if (NORMAL_RENDER_HACK || !mIsItemBufferPhase)
|
---|
[675] | 601 | {
|
---|
| 602 | TerrainSceneManager::renderQueueGroupObjects(pGroup);
|
---|
| 603 | return;
|
---|
| 604 | }
|
---|
| 605 |
|
---|
[868] | 606 | //-- item buffer: render objects using false colors
|
---|
[675] | 607 |
|
---|
| 608 | // Iterate through priorities
|
---|
| 609 | RenderQueueGroup::PriorityMapIterator groupIt = pGroup->getIterator();
|
---|
| 610 |
|
---|
| 611 | while (groupIt.hasMoreElements())
|
---|
| 612 | {
|
---|
| 613 | RenderItemBuffer(groupIt.getNext());
|
---|
| 614 | }
|
---|
| 615 | }
|
---|
| 616 | //-----------------------------------------------------------------------
|
---|
[720] | 617 | void OcclusionCullingSceneManager::RenderItemBuffer(RenderPriorityGroup* pGroup)
|
---|
[675] | 618 | {
|
---|
| 619 | // Do solids
|
---|
| 620 | RenderPriorityGroup::SolidRenderablePassMap solidObjs = pGroup->_getSolidPasses();
|
---|
| 621 |
|
---|
| 622 | // ----- SOLIDS LOOP -----
|
---|
| 623 | RenderPriorityGroup::SolidRenderablePassMap::const_iterator ipass, ipassend;
|
---|
| 624 | ipassend = solidObjs.end();
|
---|
| 625 |
|
---|
| 626 | for (ipass = solidObjs.begin(); ipass != ipassend; ++ipass)
|
---|
| 627 | {
|
---|
| 628 | // Fast bypass if this group is now empty
|
---|
| 629 | if (ipass->second->empty())
|
---|
| 630 | continue;
|
---|
| 631 |
|
---|
[868] | 632 | // Render only first pass of renderable as false color
|
---|
[675] | 633 | if (ipass->first->getIndex() > 0)
|
---|
| 634 | continue;
|
---|
| 635 |
|
---|
| 636 | RenderPriorityGroup::RenderableList* rendList = ipass->second;
|
---|
| 637 |
|
---|
| 638 | RenderPriorityGroup::RenderableList::const_iterator irend, irendend;
|
---|
| 639 | irendend = rendList->end();
|
---|
| 640 |
|
---|
| 641 | for (irend = rendList->begin(); irend != irendend; ++irend)
|
---|
| 642 | {
|
---|
[868] | 643 | if (0)
|
---|
| 644 | {
|
---|
| 645 | std::stringstream d; d << "itembuffer, pass name: " <<
|
---|
| 646 | ipass->first->getParent()->getParent()->getName();
|
---|
| 647 |
|
---|
| 648 | LogManager::getSingleton().logMessage(d.str());
|
---|
| 649 | }
|
---|
[675] | 650 |
|
---|
| 651 | RenderSingleObjectForItemBuffer(*irend, ipass->first);
|
---|
| 652 | }
|
---|
| 653 | }
|
---|
| 654 |
|
---|
[868] | 655 | //-- TRANSPARENT LOOP: must be handled differently from solids
|
---|
[675] | 656 |
|
---|
| 657 | // transparents are treated either as solids or completely discarded
|
---|
| 658 | if (mRenderTransparentsForItemBuffer)
|
---|
| 659 | {
|
---|
| 660 | RenderPriorityGroup::TransparentRenderablePassList transpObjs =
|
---|
| 661 | pGroup->_getTransparentPasses();
|
---|
| 662 | RenderPriorityGroup::TransparentRenderablePassList::const_iterator
|
---|
| 663 | itrans, itransend;
|
---|
| 664 |
|
---|
| 665 | itransend = transpObjs.end();
|
---|
| 666 | for (itrans = transpObjs.begin(); itrans != itransend; ++itrans)
|
---|
| 667 | {
|
---|
| 668 | // like for solids, render only first pass
|
---|
| 669 | if (itrans->pass->getIndex() == 0)
|
---|
| 670 | {
|
---|
| 671 | RenderSingleObjectForItemBuffer(itrans->renderable, itrans->pass);
|
---|
| 672 | }
|
---|
| 673 | }
|
---|
| 674 | }
|
---|
| 675 | }
|
---|
| 676 | //-----------------------------------------------------------------------
|
---|
[720] | 677 | void OcclusionCullingSceneManager::RenderSingleObjectForItemBuffer(Renderable *rend, Pass *pass)
|
---|
[675] | 678 | {
|
---|
| 679 | static LightList nullLightList;
|
---|
| 680 |
|
---|
| 681 | int col[4];
|
---|
| 682 |
|
---|
| 683 | // -- create color code out of object id
|
---|
| 684 | col[0] = (rend->getId() >> 16) & 255;
|
---|
| 685 | col[1] = (rend->getId() >> 8) & 255;
|
---|
| 686 | col[2] = rend->getId() & 255;
|
---|
| 687 | // col[3] = 255;
|
---|
| 688 |
|
---|
| 689 | //mDestRenderSystem->setColour(col[0], col[1], col[2], col[3]);
|
---|
| 690 |
|
---|
| 691 | mItemBufferPass->setAmbient(ColourValue(col[0] / 255.0f,
|
---|
| 692 | col[1] / 255.0f,
|
---|
| 693 | col[2] / 255.0f, 1));
|
---|
| 694 |
|
---|
| 695 | // set vertex program of current pass
|
---|
| 696 | if (mExecuteVertexProgramForAllPasses && pass->hasVertexProgram())
|
---|
| 697 | {
|
---|
| 698 | mItemBufferPass->setVertexProgram(pass->getVertexProgramName());
|
---|
| 699 |
|
---|
| 700 | if (mItemBufferPass->hasVertexProgram())
|
---|
| 701 | {
|
---|
| 702 | const GpuProgramPtr& prg = mItemBufferPass->getVertexProgram();
|
---|
| 703 | // Load this program if not done already
|
---|
| 704 | if (!prg->isLoaded())
|
---|
| 705 | prg->load();
|
---|
| 706 | // Copy params
|
---|
| 707 | mItemBufferPass->setVertexProgramParameters(pass->getVertexProgramParameters());
|
---|
| 708 | }
|
---|
| 709 | }
|
---|
| 710 | else if (mItemBufferPass->hasVertexProgram())
|
---|
| 711 | {
|
---|
| 712 | mItemBufferPass->setVertexProgram("");
|
---|
| 713 | }
|
---|
| 714 |
|
---|
| 715 | Pass *usedPass = setPass(mItemBufferPass);
|
---|
| 716 |
|
---|
| 717 |
|
---|
| 718 | // Render a single object, this will set up auto params if required
|
---|
| 719 | renderSingleObject(rend, usedPass, false, &nullLightList);
|
---|
| 720 | }
|
---|
| 721 | //-----------------------------------------------------------------------
|
---|
[720] | 722 | GtpVisibility::VisibilityManager *OcclusionCullingSceneManager::GetVisibilityManager()
|
---|
[675] | 723 | {
|
---|
| 724 | return mVisibilityManager;
|
---|
| 725 | }
|
---|
| 726 | //-----------------------------------------------------------------------
|
---|
[720] | 727 | void OcclusionCullingSceneManager::InitVisibilityCulling(Camera *cam)
|
---|
[675] | 728 | {
|
---|
| 729 | // reset culling manager stats
|
---|
| 730 | mVisibilityManager->GetCullingManager()->InitFrame(mVisualizeCulledNodes);
|
---|
| 731 |
|
---|
| 732 | // set depth pass flag before rendering
|
---|
| 733 | mIsDepthPassPhase = mUseDepthPass;
|
---|
| 734 |
|
---|
[868] | 735 | mIsHierarchicalCulling = true; // during hierarchical culling
|
---|
| 736 |
|
---|
[675] | 737 | // item buffer needs full ambient lighting to use item colors as unique id
|
---|
| 738 | if (mUseItemBuffer)
|
---|
| 739 | {
|
---|
| 740 | mIsItemBufferPhase = true;
|
---|
| 741 | setAmbientLight(ColourValue(1,1,1,1));
|
---|
| 742 | }
|
---|
| 743 |
|
---|
| 744 |
|
---|
| 745 | // set passes which are stored in render queue
|
---|
| 746 | // for rendering AFTER hierarchical culling, i.e., passes which need
|
---|
| 747 | // a special rendering order
|
---|
[868] | 748 |
|
---|
[675] | 749 | mLeavePassesInQueue = 0;
|
---|
| 750 |
|
---|
[868] | 751 | if (!mUseDepthPass && !mUseItemBuffer)
|
---|
[675] | 752 | {
|
---|
| 753 | if (mShadowTechnique == SHADOWTYPE_STENCIL_ADDITIVE)
|
---|
| 754 | {
|
---|
| 755 | // TODO: remove this pass because it should be processed during hierarchical culling
|
---|
| 756 | //mLeavePassesInQueue |= RenderPriorityGroup::SOLID_PASSES_NOSHADOW;
|
---|
| 757 |
|
---|
| 758 | mLeavePassesInQueue |= RenderPriorityGroup::SOLID_PASSES_DECAL;
|
---|
| 759 | mLeavePassesInQueue |= RenderPriorityGroup::SOLID_PASSES_DIFFUSE_SPECULAR;
|
---|
| 760 | mLeavePassesInQueue |= RenderPriorityGroup::TRANSPARENT_PASSES;
|
---|
| 761 |
|
---|
| 762 | // just render ambient stuff
|
---|
| 763 | mIlluminationStage = IRS_AMBIENT;
|
---|
[868] | 764 | getRenderQueue()->setSplitPassesByLightingType(true);
|
---|
[675] | 765 | }
|
---|
| 766 |
|
---|
| 767 | if (mShadowTechnique == SHADOWTYPE_STENCIL_MODULATIVE)
|
---|
| 768 | {
|
---|
| 769 | mLeavePassesInQueue |= RenderPriorityGroup::SOLID_PASSES_NOSHADOW;
|
---|
| 770 | mLeavePassesInQueue |= RenderPriorityGroup::TRANSPARENT_PASSES;
|
---|
| 771 | }
|
---|
| 772 |
|
---|
| 773 | // transparents should be rendered after hierarchical culling to
|
---|
| 774 | // provide front-to-back ordering
|
---|
| 775 | if (mDelayRenderTransparents)
|
---|
| 776 | {
|
---|
| 777 | mLeavePassesInQueue |= RenderPriorityGroup::TRANSPARENT_PASSES;
|
---|
| 778 | }
|
---|
| 779 | }
|
---|
| 780 |
|
---|
[868] | 781 | // skip rendering transparents during the hierarchical culling
|
---|
[675] | 782 | // (because they will be rendered afterwards)
|
---|
[868] | 783 | mSkipTransparents =
|
---|
| 784 | (mIsDepthPassPhase || (mLeavePassesInQueue & RenderPriorityGroup::TRANSPARENT_PASSES));
|
---|
[675] | 785 |
|
---|
| 786 | // -- initialise interface for rendering traversal of the hierarchy
|
---|
| 787 | mHierarchyInterface->SetHierarchyRoot(mOctree);
|
---|
| 788 |
|
---|
| 789 | // possible two cameras (one for culling, one for rendering)
|
---|
| 790 | mHierarchyInterface->InitTraversal(mCameraInProgress,
|
---|
| 791 | mCullCamera ? getCamera("CullCamera") : NULL,
|
---|
| 792 | mLeavePassesInQueue);
|
---|
| 793 |
|
---|
| 794 | }
|
---|
| 795 | //-----------------------------------------------------------------------
|
---|
[720] | 796 | OctreeHierarchyInterface *OcclusionCullingSceneManager::GetHierarchyInterface()
|
---|
[675] | 797 | {
|
---|
| 798 | return mHierarchyInterface;
|
---|
| 799 | }
|
---|
| 800 | //-----------------------------------------------------------------------
|
---|
[720] | 801 | void OcclusionCullingSceneManager::endFrame()
|
---|
[675] | 802 | {
|
---|
| 803 | TerrainRenderable::ResetRenderLevelIndex();
|
---|
| 804 | }
|
---|
| 805 | //-----------------------------------------------------------------------
|
---|
[720] | 806 | Entity* OcclusionCullingSceneManager::createEntity(const String& entityName,
|
---|
[675] | 807 | const String& meshName)
|
---|
| 808 | {
|
---|
| 809 | Entity *ent = SceneManager::createEntity(entityName, meshName);
|
---|
| 810 |
|
---|
| 811 | for (int i = 0; i < (int)ent->getNumSubEntities(); ++i)
|
---|
| 812 | {
|
---|
| 813 | ent->getSubEntity(i)->setId(mCurrentEntityId);
|
---|
| 814 | }
|
---|
| 815 |
|
---|
| 816 | // increase counter of entity id values
|
---|
| 817 | ++ mCurrentEntityId;
|
---|
| 818 |
|
---|
| 819 | return ent;
|
---|
| 820 | }
|
---|
| 821 | //-----------------------------------------------------------------------
|
---|
[720] | 822 | void OcclusionCullingSceneManager::renderAdditiveStencilShadowedQueueGroupObjects(RenderQueueGroup* pGroup)
|
---|
[675] | 823 | {
|
---|
| 824 | // only render solid passes during hierarchical culling
|
---|
| 825 | if (mIsHierarchicalCulling)
|
---|
| 826 | {
|
---|
| 827 | RenderQueueGroup::PriorityMapIterator groupIt = pGroup->getIterator();
|
---|
| 828 | LightList lightList;
|
---|
| 829 |
|
---|
| 830 | while (groupIt.hasMoreElements())
|
---|
| 831 | {
|
---|
| 832 | RenderPriorityGroup* pPriorityGrp = groupIt.getNext();
|
---|
| 833 |
|
---|
| 834 | // Sort the queue first
|
---|
| 835 | pPriorityGrp->sort(mCameraInProgress);
|
---|
| 836 |
|
---|
| 837 | // Clear light list
|
---|
| 838 | lightList.clear();
|
---|
| 839 |
|
---|
| 840 | // Render all the ambient passes first, no light iteration, no lights
|
---|
| 841 | mIlluminationStage = IRS_AMBIENT;
|
---|
| 842 |
|
---|
| 843 | OctreeSceneManager::renderObjects(pPriorityGrp->_getSolidPasses(), false, &lightList);
|
---|
| 844 | // Also render any objects which have receive shadows disabled
|
---|
| 845 | OctreeSceneManager::renderObjects(pPriorityGrp->_getSolidPassesNoShadow(), true);
|
---|
| 846 | }
|
---|
| 847 | }
|
---|
| 848 | else
|
---|
| 849 | {
|
---|
| 850 | OctreeSceneManager::renderAdditiveStencilShadowedQueueGroupObjects(pGroup);
|
---|
| 851 | }
|
---|
| 852 | }
|
---|
| 853 | //-----------------------------------------------------------------------
|
---|
[720] | 854 | void OcclusionCullingSceneManager::renderModulativeStencilShadowedQueueGroupObjects(RenderQueueGroup* pGroup)
|
---|
[675] | 855 | {
|
---|
| 856 | if (mIsHierarchicalCulling)
|
---|
| 857 | {
|
---|
| 858 | // Iterate through priorities
|
---|
| 859 | RenderQueueGroup::PriorityMapIterator groupIt = pGroup->getIterator();
|
---|
| 860 |
|
---|
| 861 | while (groupIt.hasMoreElements())
|
---|
| 862 | {
|
---|
| 863 | RenderPriorityGroup* pPriorityGrp = groupIt.getNext();
|
---|
| 864 |
|
---|
| 865 | // Sort the queue first
|
---|
| 866 | pPriorityGrp->sort(mCameraInProgress);
|
---|
| 867 |
|
---|
| 868 | // Do (shadowable) solids
|
---|
| 869 | OctreeSceneManager::renderObjects(pPriorityGrp->_getSolidPasses(), true);
|
---|
| 870 | }
|
---|
| 871 | }
|
---|
| 872 | else
|
---|
| 873 | {
|
---|
| 874 | SceneManager::renderModulativeStencilShadowedQueueGroupObjects(pGroup);
|
---|
| 875 | }
|
---|
| 876 | }
|
---|
[868] | 877 | //-------------------------------------------------------------------------
|
---|
| 878 | void OcclusionCullingSceneManager::setWorldGeometry( const String& filename )
|
---|
| 879 | {
|
---|
| 880 | // Clear out any existing world resources (if not default)
|
---|
| 881 | if (ResourceGroupManager::getSingleton().getWorldResourceGroupName() !=
|
---|
| 882 | ResourceGroupManager::DEFAULT_RESOURCE_GROUP_NAME)
|
---|
| 883 | {
|
---|
| 884 | ResourceGroupManager::getSingleton().clearResourceGroup(
|
---|
| 885 | ResourceGroupManager::getSingleton().getWorldResourceGroupName());
|
---|
| 886 | }
|
---|
| 887 | mTerrainPages.clear();
|
---|
| 888 | // Load the configuration
|
---|
| 889 | loadConfig(filename);
|
---|
[828] | 890 |
|
---|
[868] | 891 | // Resize the octree, allow for 1 page for now
|
---|
| 892 | float max_x = mOptions.scale.x * mOptions.pageSize;
|
---|
| 893 | float max_y = mOptions.scale.y;
|
---|
| 894 | float max_z = mOptions.scale.z * mOptions.pageSize;
|
---|
[863] | 895 |
|
---|
[868] | 896 | float maxAxis = std::max(max_x, max_y);
|
---|
| 897 | maxAxis = std::max(maxAxis, max_z);
|
---|
| 898 | resize( AxisAlignedBox( 0, 0, 0, maxAxis, maxAxis, maxAxis ) );
|
---|
| 899 |
|
---|
| 900 | setupTerrainMaterial();
|
---|
| 901 | setupTerrainPages();
|
---|
| 902 | }
|
---|
| 903 |
|
---|
| 904 | //-------------------------------------------------------------------------
|
---|
[863] | 905 | MovableObject *OcclusionCullingSceneManager::FindCorrespondingObject(const AxisAlignedBox &box)
|
---|
[853] | 906 | {
|
---|
| 907 | list<SceneNode *> sceneNodeList;
|
---|
| 908 |
|
---|
| 909 | findNodesIn(box, sceneNodeList, NULL);
|
---|
| 910 |
|
---|
| 911 | list<SceneNode *>::const_iterator sit, sit_end = sceneNodeList.end();
|
---|
| 912 |
|
---|
[863] | 913 | bool overlap = false;
|
---|
| 914 |
|
---|
| 915 | MovableObject *bestFittingObj = NULL;
|
---|
| 916 | float bestFit = 0.0;
|
---|
| 917 |
|
---|
| 918 | // find the bbox which is closest to the current bbox
|
---|
| 919 | for (sit = sceneNodeList.begin(); sit != sceneNodeList.end(), !overlap; ++ sit)
|
---|
[853] | 920 | {
|
---|
| 921 | SceneNode *sn = *sit;
|
---|
| 922 | SceneNode::ObjectIterator oit = sn->getAttachedObjectIterator();
|
---|
| 923 |
|
---|
[863] | 924 | while (oit.hasMoreElements())
|
---|
| 925 | {
|
---|
[853] | 926 | MovableObject *mo = oit.getNext();
|
---|
[863] | 927 | const AxisAlignedBox bbox = mo->getWorldBoundingBox();
|
---|
| 928 |
|
---|
[868] | 929 | const float overlap = GtpVisibilityPreprocessor::RatioOfOverlap(
|
---|
[863] | 930 | OgreTypeConverter::ConvertFromOgre(bbox),
|
---|
| 931 | OgreTypeConverter::ConvertFromOgre(box));
|
---|
| 932 |
|
---|
| 933 | if (overlap > bestFit)
|
---|
| 934 | {
|
---|
| 935 | bestFit = overlap;
|
---|
| 936 | bestFittingObj = mo;
|
---|
[868] | 937 |
|
---|
[863] | 938 | // perfect fit => object found
|
---|
| 939 | if (overlap > (1.0 - GtpVisibilityPreprocessor::Limits::Small))
|
---|
| 940 | break;
|
---|
| 941 | }
|
---|
| 942 | }
|
---|
[853] | 943 | }
|
---|
[863] | 944 |
|
---|
| 945 | return bestFittingObj;
|
---|
[828] | 946 | }
|
---|
| 947 |
|
---|
[863] | 948 |
|
---|
| 949 | void OcclusionCullingSceneManager::LoadViewCells(string filename)
|
---|
| 950 | {
|
---|
| 951 | GtpVisibilityPreprocessor::ObjectContainer objects;
|
---|
| 952 | // identify the corresponding Ogre meshes using the bounding boxes
|
---|
| 953 | IdentifyObjects(objects);
|
---|
[868] | 954 |
|
---|
[863] | 955 | // load the view cells assigning the found objects to the pvss
|
---|
| 956 | mViewCellsManager->LoadViewCells(filename, &objects);
|
---|
| 957 | }
|
---|
| 958 |
|
---|
| 959 |
|
---|
| 960 | void OcclusionCullingSceneManager::IdentifyObjects(GtpVisibilityPreprocessor::ObjectContainer &objects)
|
---|
| 961 | {
|
---|
| 962 | const string bboxesFilename = "boxes.out";
|
---|
| 963 |
|
---|
| 964 | GtpVisibilityPreprocessor::IndexedBoundingBoxContainer iboxes;
|
---|
| 965 | mViewCellsManager->LoadBoundingBoxes(bboxesFilename, iboxes);
|
---|
| 966 |
|
---|
| 967 | GtpVisibilityPreprocessor::IndexedBoundingBoxContainer::
|
---|
| 968 | const_iterator iit, iit_end = iboxes.end();
|
---|
| 969 |
|
---|
| 970 | for (iit = iboxes.begin(); iit != iit_end; ++ iit)
|
---|
| 971 | {
|
---|
| 972 | const GtpVisibilityPreprocessor::AxisAlignedBox3 box = (*iit).second;
|
---|
| 973 | const AxisAlignedBox currentBox = OgreTypeConverter::ConvertToOgre(box);
|
---|
| 974 |
|
---|
| 975 | MovableObject *mo = FindCorrespondingObject(currentBox);
|
---|
| 976 | //objects.push_back(mi);
|
---|
| 977 | }
|
---|
| 978 | }
|
---|
| 979 |
|
---|
[675] | 980 | } // namespace Ogre
|
---|