#include "OgreOcclusionCullingSceneManager.h" #include "OgreVisibilityOptionsManager.h" #include #include #include #include #include #include #include #include #include #include #include #include "VspBspTree.h" #include "Containers.h" #include "ViewCellsManager.h" #include #include "OgreTypeConverter.h" #include "OgreMeshInstance.h" #include "common.h" #include "OgreBoundingBoxConverter.h" // normal terrain rendering const static NORMAL_RENDER_HACK = false; namespace Ogre { //----------------------------------------------------------------------- OcclusionCullingSceneManager::OcclusionCullingSceneManager(const String& name, GtpVisibility::VisibilityManager *visManager): TerrainSceneManager(name), mVisibilityManager(visManager), mShowVisualization(false), mRenderNodesForViz(false), mRenderNodesContentForViz(false), mVisualizeCulledNodes(false), mLeavePassesInQueue(0), mDelayRenderTransparents(true), mUseDepthPass(false), mIsDepthPassPhase(false), mUseItemBuffer(false), mIsItemBufferPhase(false), mCurrentEntityId(1), mEnableDepthWrite(true), mSkipTransparents(false), mRenderTransparentsForItemBuffer(true), mExecuteVertexProgramForAllPasses(false), mIsHierarchicalCulling(false), mViewCellsLoaded(false), mUseViewCells(false), mUseVisibilityFilter(false), mCurrentViewCell(NULL), mElementaryViewCell(NULL), mDeleteQueueAfterRendering(true) { Ogre::LogManager::getSingleton().logMessage("creating occlusion culling scene manager"); mHierarchyInterface = new OctreeHierarchyInterface(this, mDestRenderSystem); if (0) { mDisplayNodes = true; mShowBoundingBoxes = true; mShowBoxes = true; } // TODO: set maxdepth to reasonable value mMaxDepth = 50; } //----------------------------------------------------------------------- void OcclusionCullingSceneManager::InitDepthPass() { MaterialPtr depthMat = MaterialManager::getSingleton().getByName("Visibility/DepthPass"); if (depthMat.isNull()) { depthMat = MaterialManager::getSingleton().create( "Visibility/DepthPass", ResourceGroupManager::DEFAULT_RESOURCE_GROUP_NAME); mDepthPass = depthMat->getTechnique(0)->getPass(0); mDepthPass->setColourWriteEnabled(false); mDepthPass->setDepthWriteEnabled(true); mDepthPass->setLightingEnabled(false); } else { mDepthPass = depthMat->getTechnique(0)->getPass(0); } } //----------------------------------------------------------------------- OcclusionCullingSceneManager::~OcclusionCullingSceneManager() { OGRE_DELETE(mHierarchyInterface); CLEAR_CONTAINER(mObjects); OGRE_DELETE(mCurrentViewCell); } //----------------------------------------------------------------------- void OcclusionCullingSceneManager::InitItemBufferPass() { MaterialPtr itemBufferMat = MaterialManager::getSingleton(). getByName("Visibility/ItemBufferPass"); if (itemBufferMat.isNull()) { // Init itemBufferMat = MaterialManager::getSingleton().create("Visibility/ItemBufferPass", ResourceGroupManager::DEFAULT_RESOURCE_GROUP_NAME); mItemBufferPass = itemBufferMat->getTechnique(0)->getPass(0); mItemBufferPass->setColourWriteEnabled(true); mItemBufferPass->setDepthWriteEnabled(true); mItemBufferPass->setLightingEnabled(true); //mItemBufferPass->setLightingEnabled(false); } else { mItemBufferPass = itemBufferMat->getTechnique(0)->getPass(0); } //mItemBufferPass->setAmbient(1, 1, 0); } //------------------------------------------------------------------------- #if 1 void OcclusionCullingSceneManager::setWorldGeometry( DataStreamPtr& stream, const String& typeName ) { // Clear out any existing world resources (if not default) if (ResourceGroupManager::getSingleton().getWorldResourceGroupName() != ResourceGroupManager::DEFAULT_RESOURCE_GROUP_NAME) { ResourceGroupManager::getSingleton().clearResourceGroup( ResourceGroupManager::getSingleton().getWorldResourceGroupName()); } destroyLevelIndexes(); mTerrainPages.clear(); // Load the configuration loadConfig(stream); initLevelIndexes(); // Resize the octree, allow for 1 page for now float max_x = mOptions.scale.x * mOptions.pageSize; float max_y = mOptions.scale.y; float max_z = mOptions.scale.z * mOptions.pageSize; float maxAxis = std::max(max_x, max_y); maxAxis = std::max(maxAxis, max_z); resize( AxisAlignedBox( 0, 0, 0, maxAxis, maxAxis, maxAxis ) ); setupTerrainMaterial(); setupTerrainPages(); } #endif //----------------------------------------------------------------------- void OcclusionCullingSceneManager::PrepareVisualization(Camera *cam) { // add player camera for visualization purpose try { Camera *c; if ((c = getCamera("PlayerCam")) != NULL) { getRenderQueue()->addRenderable(c); } } catch (...) { // ignore } // add bounding boxes of rendered objects if (0) for (BoxList::iterator it = mBoxes.begin(); it != mBoxes.end(); ++it) { getRenderQueue()->addRenderable(*it); } if (mRenderNodesForViz || mRenderNodesContentForViz) { // HACK: change node material so it is better suited for visualization MaterialPtr nodeMat = MaterialManager::getSingleton().getByName("Core/NodeMaterial"); nodeMat->setAmbient(1, 1, 0); nodeMat->setLightingEnabled(true); nodeMat->getTechnique(0)->getPass(0)->removeAllTextureUnitStates(); for (NodeList::iterator it = mVisible.begin(); it != mVisible.end(); ++it) { if (mRenderNodesForViz) { // render the leaf nodes if ((*it)->numAttachedObjects() && !(*it)->numChildren() && ((*it)->getAttachedObject(0)->getMovableType() == "Entity") && (*it)->getAttachedObject(0)->isVisible()) { getRenderQueue()->addRenderable((*it)); } // addbounding boxes instead of node itself //(*it)->_addBoundingBoxToQueue(getRenderQueue()); } // add renderables itself if (mRenderNodesContentForViz) { (*it)->_addToRenderQueue(cam, getRenderQueue(), false); } } } } //----------------------------------------------------------------------- const Pass *OcclusionCullingSceneManager::_setPass(const Pass* pass, bool evenIfSuppressed) { if (NORMAL_RENDER_HACK) { return SceneManager::_setPass(pass); } // TODO: setting vertex program is not efficient //Pass *usedPass = ((mIsDepthPassPhase && !pass->hasVertexProgram()) ? mDepthPass : pass); // set depth fill pass if we currently do not make an aabb occlusion query const bool useDepthPass = (mIsDepthPassPhase && !mHierarchyInterface->IsBoundingBoxQuery()); const IlluminationRenderStage savedStage = mIlluminationStage; // set illumination stage to NONE so no shadow material is used // for depth pass or for occlusion query if (mIsDepthPassPhase || mHierarchyInterface->IsBoundingBoxQuery()) { mIlluminationStage = IRS_NONE; } // --- set vertex program of current pass in order to set correct depth if (mExecuteVertexProgramForAllPasses && mIsDepthPassPhase && pass->hasVertexProgram()) { // add vertex program of current pass to depth pass mDepthPass->setVertexProgram(pass->getVertexProgramName()); if (mDepthPass->hasVertexProgram()) { const GpuProgramPtr& prg = mDepthPass->getVertexProgram(); // Load this program if not done already if (!prg->isLoaded()) prg->load(); // Copy params mDepthPass->setVertexProgramParameters(pass->getVertexProgramParameters()); } } else if (mDepthPass->hasVertexProgram()) // reset vertex program { mDepthPass->setVertexProgram(""); } const Pass *usedPass = useDepthPass ? mDepthPass : pass; // save old depth write: needed for item buffer const bool IsDepthWrite = usedPass->getDepthWriteEnabled(); // global option which enables / disables depth writes if (!mEnableDepthWrite) { //usedPass->setDepthWriteEnabled(false); } //else if (mIsItemBufferPass) {usedPass = mItemBufferPass;} //-- set actual pass here const Pass *result = SceneManager::_setPass(usedPass); // reset depth write if (!mEnableDepthWrite) { //usedPass->setDepthWriteEnabled(IsDepthWrite); } // reset illumination stage mIlluminationStage = savedStage; return result; } //----------------------------------------------------------------------- void OcclusionCullingSceneManager::_findVisibleObjects(Camera* cam, bool onlyShadowCasters) { if (NORMAL_RENDER_HACK) { OctreeSceneManager::_findVisibleObjects(cam, onlyShadowCasters); return; } //-- show visible scene nodes and octree bounding boxes from last frame if (mShowVisualization) { PrepareVisualization(cam); } else { // for hierarchical culling, we interleave identification // and rendering of objects in _renderVisibibleObjects // for the shadow pass we use only standard rendering // because of low occlusion if (mShadowTechnique == SHADOWTYPE_TEXTURE_MODULATIVE && mIlluminationStage == IRS_RENDER_TO_TEXTURE) { OctreeSceneManager::_findVisibleObjects(cam, onlyShadowCasters); } // only shadow casters will be rendered in shadow texture pass if (0) mHierarchyInterface->SetOnlyShadowCasters(onlyShadowCasters); //-- apply view cell pvs updatePvs(cam); } // lists only used for visualization mVisible.clear(); mBoxes.clear(); } //----------------------------------------------------------------------- void OcclusionCullingSceneManager::_renderVisibleObjects() { if (NORMAL_RENDER_HACK) { OctreeSceneManager::_renderVisibleObjects(); return; } InitDepthPass(); // create material for depth pass InitItemBufferPass(); // create material for item buffer pass // save ambient light to reset later ColourValue savedAmbient = mAmbientLight; //-- apply standard rendering for some modes (e.g., visualization, shadow pass) if (mShowVisualization || (mShadowTechnique == SHADOWTYPE_TEXTURE_MODULATIVE && mIlluminationStage == IRS_RENDER_TO_TEXTURE)) { IlluminationRenderStage savedStage = mIlluminationStage; if (mShowVisualization) { // disable illumination stage to prevent rendering shadows mIlluminationStage = IRS_NONE; } // standard rendering for shadow maps because of performance TerrainSceneManager::_renderVisibleObjects(); mIlluminationStage = savedStage; } else //-- the hierarchical culling algorithm { // note matt: this is also called in TerrainSceneManager: really necessary? mDestRenderSystem -> setLightingEnabled(false); // don't render backgrounds for item buffer if (mUseItemBuffer) { clearSpecialCaseRenderQueues(); getRenderQueue()->clear(); } //-- hierarchical culling // the objects of different layers (e.g., background, scene, // overlay) must be identified and rendered one after another //-- render all early skies clearSpecialCaseRenderQueues(); addSpecialCaseRenderQueue(RENDER_QUEUE_BACKGROUND); addSpecialCaseRenderQueue(RENDER_QUEUE_SKIES_EARLY); setSpecialCaseRenderQueueMode(SceneManager::SCRQM_INCLUDE); TerrainSceneManager::_renderVisibleObjects(); #ifdef GTP_VISIBILITY_MODIFIED_OGRE // delete previously rendered content _deleteRenderedQueueGroups(); #endif //-- prepare queue for visible objects (i.e., all but overlay and skies late) clearSpecialCaseRenderQueues(); addSpecialCaseRenderQueue(RENDER_QUEUE_SKIES_LATE); addSpecialCaseRenderQueue(RENDER_QUEUE_OVERLAY); // exclude this queues from hierarchical rendering setSpecialCaseRenderQueueMode(SceneManager::SCRQM_EXCLUDE); // set all necessary parameters for // hierarchical visibility culling and rendering InitVisibilityCulling(mCameraInProgress); /** * the hierarchical culling algorithm * for depth pass: we just find objects and update depth buffer * for "delayed" rendering: we render some passes afterwards * e.g., transparents, because they need front-to-back sorting **/ mVisibilityManager->ApplyVisibilityCulling(); // delete remaining renderables from queue: // all which are not in mLeavePassesInQueue) #ifdef GTP_VISIBILITY_MODIFIED_OGRE _deleteRenderedQueueGroups(mLeavePassesInQueue); #endif //-- reset parameters needed for special rendering mIsDepthPassPhase = false; mIsItemBufferPhase = false; mSkipTransparents = false; mIsHierarchicalCulling = false; mLeavePassesInQueue = 0; // add visible nodes found by the visibility culling algorithm if (mUseDepthPass) { NodeList::const_iterator it, it_end = mVisible.end(); //getRenderQueue()->clear(); for (it = mVisible.begin(); it != it_end; ++ it) { (*it)->_addToRenderQueue(mCameraInProgress, getRenderQueue(), false); } } //-- now we can render all remaining queue objects //-- used for depth pass, transparents, overlay clearSpecialCaseRenderQueues(); TerrainSceneManager::_renderVisibleObjects(); } // end hierarchical culling // HACK: set the new render level index, important to avoid cracks // in terrain caused by LOD TerrainRenderable::NextRenderLevelIndex(); // reset ambient light setAmbientLight(savedAmbient); if (!mDeleteQueueAfterRendering) getRenderQueue()->clear(); // finally clear render queue else OGRE_DELETE(mRenderQueue); // HACK: should rather only be cleared ... if (1) WriteLog(); // write out stats } //----------------------------------------------------------------------- void OcclusionCullingSceneManager::_updateSceneGraph(Camera* cam) { if (NORMAL_RENDER_HACK) { OctreeSceneManager::_updateSceneGraph(cam); return; } mVisibilityManager->GetCullingManager()->SetHierarchyInterface(mHierarchyInterface); mHierarchyInterface->SetRenderSystem(mDestRenderSystem); TerrainSceneManager::_updateSceneGraph(cam); } //----------------------------------------------------------------------- bool OcclusionCullingSceneManager::setOption(const String & key, const void * val) { if (key == "UseDepthPass") { mUseDepthPass = (*static_cast(val)); return true; } if (key == "PrepareVisualization") { mShowVisualization = (*static_cast(val)); return true; } if (key == "RenderNodesForViz") { mRenderNodesForViz = (*static_cast(val)); return true; } if (key == "RenderNodesContentForViz") { mRenderNodesContentForViz = (*static_cast(val)); return true; } if (key == "SkyBoxEnabled") { mSkyBoxEnabled = (*static_cast(val)); return true; } if (key == "SkyPlaneEnabled") { mSkyPlaneEnabled = (*static_cast(val)); return true; } if (key == "SkyDomeEnabled") { mSkyDomeEnabled = (*static_cast(val)); return true; } if (key == "VisualizeCulledNodes") { mVisualizeCulledNodes = (*static_cast(val)); return true; } if (key == "DelayRenderTransparents") { mDelayRenderTransparents = (*static_cast(val)); return true; } if (key == "DepthWrite") { mEnableDepthWrite = (*static_cast(val)); return true; } if (key == "UseItemBuffer") { mUseItemBuffer = (*static_cast(val)); return true; } if (key == "ExecuteVertexProgramForAllPasses") { mExecuteVertexProgramForAllPasses = (*static_cast(val)); return true; } if (key == "RenderTransparentsForItemBuffer") { mRenderTransparentsForItemBuffer = (*static_cast(val)); return true; } if (key == "NodeVizScale") { OctreeNode::setVizScale(*static_cast(val)); return true; } if (key == "LoadViewCells") { if (!mViewCellsLoaded) { String filename(static_cast(val)); mViewCellsLoaded = LoadViewCells(filename); } return mViewCellsLoaded; } if (key == "UseViewCells") { if (mViewCellsLoaded) { mUseViewCells = *static_cast(val); // reset view cell OGRE_DELETE(mCurrentViewCell); if (mUseViewCells) mCurrentViewCell = mViewCellsManager->GenerateViewCell(); mElementaryViewCell = NULL; // if using view cells, all objects are set to false initially SetObjectsVisible(!mUseViewCells); } return true; } if (key == "UseVisibilityFilter") { mUseVisibilityFilter = *static_cast(val); // set null =>recomputation of the pvs mElementaryViewCell = NULL; return true; } return VisibilityOptionsManager(mVisibilityManager, mHierarchyInterface). setOption(key, val) || TerrainSceneManager::setOption(key, val); } //----------------------------------------------------------------------- bool OcclusionCullingSceneManager::getOption(const String & key, void *val) { if (key == "NumHierarchyNodes") { * static_cast(val) = (unsigned int)mNumOctants; return true; } if (key == "VisibilityManager") { * static_cast(val) = (GtpVisibility::VisibilityManager *)mVisibilityManager; return true; } if (key == "HierarchInterface") { * static_cast(val) = (GtpVisibility::HierarchyInterface *)mHierarchyInterface; return true; } return VisibilityOptionsManager(mVisibilityManager, mHierarchyInterface). getOption(key, val) && TerrainSceneManager::getOption(key, val); } //----------------------------------------------------------------------- bool OcclusionCullingSceneManager::getOptionValues(const String & key, StringVector &refValueList) { return TerrainSceneManager::getOptionValues( key, refValueList); } //----------------------------------------------------------------------- bool OcclusionCullingSceneManager::getOptionKeys(StringVector & refKeys) { return VisibilityOptionsManager(mVisibilityManager, mHierarchyInterface). getOptionKeys(refKeys) || TerrainSceneManager::getOptionKeys(refKeys); } //----------------------------------------------------------------------- void OcclusionCullingSceneManager::setVisibilityManager(GtpVisibility:: VisibilityManager *visManager) { mVisibilityManager = visManager; } //----------------------------------------------------------------------- GtpVisibility::VisibilityManager *OcclusionCullingSceneManager::getVisibilityManager( void ) { return mVisibilityManager; } //----------------------------------------------------------------------- void OcclusionCullingSceneManager::WriteLog() { std::stringstream d; d << "Depth pass: " << StringConverter::toString(mUseDepthPass) << ", " << "Delay transparents: " << StringConverter::toString(mDelayRenderTransparents) << ", " << "Use optimization: " << StringConverter::toString(mHierarchyInterface->GetTestGeometryForVisibleLeaves()) << ", " << "Algorithm type: " << mVisibilityManager->GetCullingManagerType() << ", " << "Hierarchy nodes: " << mNumOctants << ", " << "Traversed nodes: " << mHierarchyInterface->GetNumTraversedNodes() << ", " << "Rendered nodes: " << mHierarchyInterface->GetNumRenderedNodes() << ", " << "Query culled nodes: " << mVisibilityManager->GetCullingManager()->GetNumQueryCulledNodes() << ", " << "Frustum culled nodes: " << mVisibilityManager->GetCullingManager()->GetNumFrustumCulledNodes() << ", " << "Queries issued: " << mVisibilityManager->GetCullingManager()->GetNumQueriesIssued() << ", " << "Found objects: " << (int)mVisible.size() << "\n"; LogManager::getSingleton().logMessage(d.str()); } //----------------------------------------------------------------------- void OcclusionCullingSceneManager::renderBasicQueueGroupObjects(RenderQueueGroup* pGroup, QueuedRenderableCollection::OrganisationMode om) { // Basic render loop // Iterate through priorities RenderQueueGroup::PriorityMapIterator groupIt = pGroup->getIterator(); while (groupIt.hasMoreElements()) { RenderPriorityGroup* pPriorityGrp = groupIt.getNext(); // Sort the queue first pPriorityGrp->sort(mCameraInProgress); // Do solids renderObjects(pPriorityGrp->getSolidsBasic(), om, true); // for correct rendering, transparents must be rendered after hierarchical culling // => do nothing // Do transparents (always descending) if (NORMAL_RENDER_HACK || !mSkipTransparents) { renderObjects(pPriorityGrp->getTransparents(), QueuedRenderableCollection::OM_SORT_DESCENDING, true); } }// for each priority } //----------------------------------------------------------------------- bool OcclusionCullingSceneManager::validatePassForRendering(Pass* pass) { if (NORMAL_RENDER_HACK) { return SceneManager::validatePassForRendering(pass); } // skip all but first pass if we are doing the depth pass if ((mIsDepthPassPhase || mIsItemBufferPhase) && (pass->getIndex() > 0)) { return false; } // all but first pass /*else if ((!mIsDepthPassPhase || mIsItemBufferPhase) && (pass->getIndex() != 0)) { return false; }*/ return SceneManager::validatePassForRendering(pass); } //----------------------------------------------------------------------- void OcclusionCullingSceneManager::_renderQueueGroupObjects(RenderQueueGroup* pGroup, QueuedRenderableCollection::OrganisationMode om) { if (NORMAL_RENDER_HACK || !mIsItemBufferPhase) { TerrainSceneManager::_renderQueueGroupObjects(pGroup, om); return; } #ifdef ITEM_BUFFER //-- item buffer //-- item buffer: render objects using false colors // Iterate through priorities RenderQueueGroup::PriorityMapIterator groupIt = pGroup->getIterator(); while (groupIt.hasMoreElements()) { RenderItemBuffer(groupIt.getNext()); } #endif // ITEM_BUFFER } #ifdef ITEM_BUFFER //----------------------------------------------------------------------- void OcclusionCullingSceneManager::RenderItemBuffer(RenderPriorityGroup* pGroup) { // Do solids QueuedRenderableCollection solidObjs = pGroup->getSolidsBasic();//msz // ----- SOLIDS LOOP ----- RenderPriorityGroup::SolidRenderablePassMap::const_iterator ipass, ipassend; ipassend = solidObjs.end(); for (ipass = solidObjs.begin(); ipass != ipassend; ++ipass) { // Fast bypass if this group is now empty if (ipass->second->empty()) continue; // Render only first pass of renderable as false color if (ipass->first->getIndex() > 0) continue; RenderPriorityGroup::RenderableList* rendList = ipass->second; RenderPriorityGroup::RenderableList::const_iterator irend, irendend; irendend = rendList->end(); for (irend = rendList->begin(); irend != irendend; ++irend) { if (0) { std::stringstream d; d << "itembuffer, pass name: " << ipass->first->getParent()->getParent()->getName(); LogManager::getSingleton().logMessage(d.str()); } RenderSingleObjectForItemBuffer(*irend, ipass->first); } } //-- TRANSPARENT LOOP: must be handled differently from solids // transparents are treated either as solids or completely discarded if (mRenderTransparentsForItemBuffer) { QueuedRenderableCollection transpObjs = pGroup->getTransparents(); //msz RenderPriorityGroup::TransparentRenderablePassList::const_iterator itrans, itransend; itransend = transpObjs.end(); for (itrans = transpObjs.begin(); itrans != itransend; ++itrans) { // like for solids, render only first pass if (itrans->pass->getIndex() == 0) { RenderSingleObjectForItemBuffer(itrans->renderable, itrans->pass); } } } } //----------------------------------------------------------------------- void OcclusionCullingSceneManager::RenderSingleObjectForItemBuffer(Renderable *rend, Pass *pass) { static LightList nullLightList; int col[4]; // -- create color code out of object id col[0] = (rend->getId() >> 16) & 255; col[1] = (rend->getId() >> 8) & 255; col[2] = rend->getId() & 255; // col[3] = 255; //mDestRenderSystem->setColour(col[0], col[1], col[2], col[3]); mItemBufferPass->setAmbient(ColourValue(col[0] / 255.0f, col[1] / 255.0f, col[2] / 255.0f, 1)); // set vertex program of current pass if (mExecuteVertexProgramForAllPasses && pass->hasVertexProgram()) { mItemBufferPass->setVertexProgram(pass->getVertexProgramName()); if (mItemBufferPass->hasVertexProgram()) { const GpuProgramPtr& prg = mItemBufferPass->getVertexProgram(); // Load this program if not done already if (!prg->isLoaded()) prg->load(); // Copy params mItemBufferPass->setVertexProgramParameters(pass->getVertexProgramParameters()); } } else if (mItemBufferPass->hasVertexProgram()) { mItemBufferPass->setVertexProgram(""); } const Pass *usedPass = _setPass(mItemBufferPass); // render a single object, this will set up auto params if required renderSingleObject(rend, usedPass, false, &nullLightList); } #endif // ITEM_BUFFER //----------------------------------------------------------------------- GtpVisibility::VisibilityManager *OcclusionCullingSceneManager::GetVisibilityManager() { return mVisibilityManager; } //----------------------------------------------------------------------- void OcclusionCullingSceneManager::InitVisibilityCulling(Camera *cam) { // reset culling manager stats mVisibilityManager->GetCullingManager()->InitFrame(mVisualizeCulledNodes); // set depth pass flag before rendering mIsDepthPassPhase = mUseDepthPass; mIsHierarchicalCulling = true; // during hierarchical culling // item buffer needs full ambient lighting to use item colors as unique id if (mUseItemBuffer) { mIsItemBufferPhase = true; setAmbientLight(ColourValue(1,1,1,1)); } // set passes which are stored in render queue // for rendering AFTER hierarchical culling, i.e., passes which need // a special rendering order mLeavePassesInQueue = 0; // if we have the depth pass or use an item buffer, no passes are left in the queue if (1 && !mUseDepthPass && !mUseItemBuffer) { if (mShadowTechnique == SHADOWTYPE_STENCIL_ADDITIVE) { // TODO: remove this pass because it should be processed during hierarchical culling //mLeavePassesInQueue |= RenderPriorityGroup::SOLID_PASSES_NOSHADOW; mLeavePassesInQueue |= RenderPriorityGroup::SOLID_PASSES_DECAL; mLeavePassesInQueue |= RenderPriorityGroup::SOLID_PASSES_DIFFUSE_SPECULAR; mLeavePassesInQueue |= RenderPriorityGroup::TRANSPARENT_PASSES; // just render ambient passes /*** msz: no more IRS_AMBIENT, see OgreSceneManager.h ***/ // mIlluminationStage = IRS_AMBIENT; //getRenderQueue()->setSplitPassesByLightingType(true); } if (mShadowTechnique == SHADOWTYPE_STENCIL_MODULATIVE) { mLeavePassesInQueue |= RenderPriorityGroup::SOLID_PASSES_NOSHADOW; mLeavePassesInQueue |= RenderPriorityGroup::TRANSPARENT_PASSES; } // transparents should be rendered after hierarchical culling to // provide front-to-back ordering if (mDelayRenderTransparents) { mLeavePassesInQueue |= RenderPriorityGroup::TRANSPARENT_PASSES; } } // skip rendering transparents during the hierarchical culling // (because they will be rendered afterwards) mSkipTransparents = (mIsDepthPassPhase || (mLeavePassesInQueue & RenderPriorityGroup::TRANSPARENT_PASSES)); // -- initialise interface for rendering traversal of the hierarchy mHierarchyInterface->SetHierarchyRoot(mOctree); // possible two cameras (one for culling, one for rendering) mHierarchyInterface->InitTraversal(mCameraInProgress, mCullCamera ? getCamera("CullCamera") : NULL, mLeavePassesInQueue); } //----------------------------------------------------------------------- OctreeHierarchyInterface *OcclusionCullingSceneManager::GetHierarchyInterface() { return mHierarchyInterface; } //----------------------------------------------------------------------- void OcclusionCullingSceneManager::endFrame() { TerrainRenderable::ResetRenderLevelIndex(); } //----------------------------------------------------------------------- Entity* OcclusionCullingSceneManager::createEntity(const String& entityName, const String& meshName) { Entity *ent = SceneManager::createEntity(entityName, meshName); for (int i = 0; i < (int)ent->getNumSubEntities(); ++i) { ent->getSubEntity(i)->setId(mCurrentEntityId); } // increase counter of entity id values ++ mCurrentEntityId; return ent; } //----------------------------------------------------------------------- void OcclusionCullingSceneManager::renderAdditiveStencilShadowedQueueGroupObjects( RenderQueueGroup* pGroup, QueuedRenderableCollection::OrganisationMode om) { // only render solid passes during hierarchical culling if (mIsHierarchicalCulling) { RenderQueueGroup::PriorityMapIterator groupIt = pGroup->getIterator(); LightList lightList; while (groupIt.hasMoreElements()) { RenderPriorityGroup* pPriorityGrp = groupIt.getNext(); // Sort the queue first pPriorityGrp->sort(mCameraInProgress); // Clear light list lightList.clear(); // Render all the ambient passes first, no light iteration, no lights /*** msz: no more IRS_AMBIENT, see OgreSceneManager.h ***/ // mIlluminationStage = IRS_AMBIENT; OctreeSceneManager::renderObjects(pPriorityGrp->getSolidsBasic(), om, false, &lightList); // Also render any objects which have receive shadows disabled OctreeSceneManager::renderObjects(pPriorityGrp->getSolidsNoShadowReceive(), om, true); #if 0 std::stringstream d; d << " solid size: " << (int)pPriorityGrp->_getSolidPasses().size() << " solid no shadow size: " << (int)pPriorityGrp->_getSolidPassesNoShadow().size() << "difspec size: " << (int)pPriorityGrp->_getSolidPassesDiffuseSpecular().size() << " decal size: " << (int)pPriorityGrp->_getSolidPassesDecal().size(); LogManager::getSingleton().logMessage(d.str()); #endif } } else // render the rest of the passes { OctreeSceneManager::renderAdditiveStencilShadowedQueueGroupObjects(pGroup, om); } } //----------------------------------------------------------------------- void OcclusionCullingSceneManager::renderModulativeStencilShadowedQueueGroupObjects( RenderQueueGroup* pGroup, QueuedRenderableCollection::OrganisationMode om) { if (mIsHierarchicalCulling) { // Iterate through priorities RenderQueueGroup::PriorityMapIterator groupIt = pGroup->getIterator(); while (groupIt.hasMoreElements()) { RenderPriorityGroup* pPriorityGrp = groupIt.getNext(); // Sort the queue first pPriorityGrp->sort(mCameraInProgress); // Do (shadowable) solids OctreeSceneManager::renderObjects(pPriorityGrp->getSolidsBasic(), om, true); } } else { OctreeSceneManager::renderModulativeStencilShadowedQueueGroupObjects(pGroup, om); } } //------------------------------------------------------------------------- void OcclusionCullingSceneManager::SetObjectsVisible(const bool visible) { GtpVisibilityPreprocessor::ObjectContainer::iterator it, it_end = mObjects.end(); for (it = mObjects.begin(); it != it_end; ++ it) { OgreMeshInstance *omi = static_cast(*it); Entity *ent = omi->GetMesh(); ent->setVisible(visible); } } //----------------------------------------------------------------------- bool OcclusionCullingSceneManager::LoadViewCells(const String &filename) { // objects are set to invisible initially SetObjectsVisible(false); const string bboxesFilename = mVisibilityManager->GetVisibilityEnvironment()->getViewCellsFileName(); // converter between view cell ids and Ogre entites GtpVisibilityPreprocessor::IndexedBoundingBoxContainer iboxes; OgreBoundingBoxConverter bconverter(this); // load the view cells assigning the found objects to the pvss mViewCellsManager = GtpVisibilityPreprocessor::ViewCellsManager::LoadViewCells(filename, &mObjects, false, &bconverter); return (mViewCellsManager != NULL); } //------------------------------------------------------------------------- void OcclusionCullingSceneManager::applyViewCellPvs(GtpVisibilityPreprocessor::ViewCell *vc, const bool load) { // NOTE: should not happen, rather apply view cell representing unbounded space then if (!vc) { // set everything visible for savety SetObjectsVisible(true); return; } GtpVisibilityPreprocessor::ObjectPvsMap::const_iterator oit, oit_end = vc->GetPvs().mEntries.end(); //-- PVS of view cell for (oit = vc->GetPvs().mEntries.begin(); oit != oit_end; ++ oit) { if (!(*oit).first) continue; OgreMeshInstance *omi = dynamic_cast((*oit).first); omi->GetMesh()->setVisible(load); //GtpVisibilityPreprocessor::Debug << "assigned id " << omi->GetId() << endl; } } //------------------------------------------------------------------------- void OcclusionCullingSceneManager::updatePvs(Camera *cam) { if (!(mViewCellsLoaded && mUseViewCells)) return; const GtpVisibilityPreprocessor::Vector3 viewPoint = OgreTypeConverter::ConvertFromOgre(cam->getDerivedPosition()); GtpVisibilityPreprocessor::ViewCell *newElementary = mViewCellsManager->GetViewCell(viewPoint); // elementary view cell did not change => apply same pvs if (mElementaryViewCell == newElementary) return; mElementaryViewCell = newElementary; //LogManager::getSingleton().logMessage("unloading"); //-- unload old pvs applyViewCellPvs(mCurrentViewCell, false); //-- the new view cell GtpVisibilityPreprocessor::ViewCell *viewCell; if (mUseVisibilityFilter) { //-- compute new filtered cell GtpVisibilityPreprocessor::PrVs prvs; mViewCellsManager->GetPrVS(viewPoint, prvs, 5); viewCell = prvs.mViewCell; } else { viewCell = newElementary; } //LogManager::getSingleton().logMessage("loading"); //-- load new pvs applyViewCellPvs(viewCell, true); // store pvs mCurrentViewCell->SetPvs(viewCell->GetPvs()); // delete merge tree of filtered view cell if (mUseVisibilityFilter) mViewCellsManager->DeleteLocalMergeTree(viewCell); } #if 0 //------------------------------------------------------------------------- void OcclusionCullingSceneManager::TestVisible(SceneNode *node) { // first test for scene node, then for octant (part of the hierarchy) if (!node->mVisibleChildren) node->setVisible(false); node->getOctant()->mVisibleChildren --; } //------------------------------------------------------------------------- void OcclusionCullingSceneManager::TestVisible(Octree *octant) { // first test for scene node, then for octant (part of the hierarchy) if (!octant->mVisibleChildren) octant->setVisible(false); } //------------------------------------------------------------------------- void OcclusionCullingSceneManager::UpdateVisibility(Entity *ent) { if (!ent->isVisible()) { bool visible = TestVisible(ent->getParentNode()); if (!visible) visible = TestVisible(octant->getParentNode()); if (!visible) mHierarchyInterface->pullupVisibility(); } } #endif //----------------------------------------------------------------------- const String OcclusionCullingSceneManagerFactory::FACTORY_TYPE_NAME = "OcclusionCullingSceneManager"; //----------------------------------------------------------------------- void OcclusionCullingSceneManagerFactory::initMetaData(void) const { mMetaData.typeName = FACTORY_TYPE_NAME; mMetaData.description = "Scene manager organising the scene on the basis of an octree with advanced occlusion culling (TM)."; mMetaData.sceneTypeMask = 0xFFFF; // support all types mMetaData.worldGeometrySupported = false; } //----------------------------------------------------------------------- SceneManager *OcclusionCullingSceneManagerFactory::createInstance( const String& instanceName) { OcclusionCullingSceneManager* tsm = new OcclusionCullingSceneManager(instanceName, visManager); // Create & register default sources (one per manager) HeightmapTerrainPageSource* ps = new HeightmapTerrainPageSource(); mTerrainPageSources.push_back(ps); tsm->registerPageSource("Heightmap", ps); return tsm; } //----------------------------------------------------------------------- void OcclusionCullingSceneManagerFactory::destroyInstance(SceneManager* instance) { delete instance; } } // namespace Ogre