1 | #include "OgreOcclusionCullingSceneManager.h"
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2 | #include "OgreVisibilityOptionsManager.h"
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3 | #include "OgreTypeConverter.h"
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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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12 | #include <OgreMaterialManager.h>
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13 | #include <OgreIteratorWrappers.h>
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14 | #include "VspBspTree.h"
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15 | #include "Containers.h"
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16 | #include "ViewCellsManager.h"
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17 |
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18 |
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19 | // normal terrain rendering
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20 | const static NORMAL_RENDER_HACK = false;
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21 |
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22 | namespace Ogre {
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23 |
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24 | //-----------------------------------------------------------------------
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25 | OcclusionCullingSceneManager::OcclusionCullingSceneManager(const String& name,
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26 | GtpVisibility::VisibilityManager *visManager):
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27 | TerrainSceneManager(name),
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28 | mVisibilityManager(visManager),
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29 | mShowVisualization(false),
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30 | mRenderNodesForViz(false),
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31 | mRenderNodesContentForViz(false),
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32 | mVisualizeCulledNodes(false),
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33 | mLeavePassesInQueue(0),
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34 | mDelayRenderTransparents(true),
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35 | mUseDepthPass(false),
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36 | mIsDepthPassPhase(false),
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37 | mUseItemBuffer(false),
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38 | //mUseItemBuffer(true),
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39 | mIsItemBufferPhase(false),
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40 | mCurrentEntityId(1),
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41 | mEnableDepthWrite(true),
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42 | mSkipTransparents(false),
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43 | mRenderTransparentsForItemBuffer(true),
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44 | mExecuteVertexProgramForAllPasses(true),
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45 | mIsHierarchicalCulling(false)
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46 | {
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47 | mHierarchyInterface = new OctreeHierarchyInterface(this, mDestRenderSystem);
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48 |
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49 | if (0)
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50 | {
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51 | mDisplayNodes = true;
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52 | mShowBoundingBoxes = true;
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53 | mShowBoxes = true;
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54 | }
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55 |
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56 | // TODO: set maxdepth to reasonable value
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57 | mMaxDepth = 50;
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58 | }
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59 | //-----------------------------------------------------------------------
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60 | void OcclusionCullingSceneManager::InitDepthPass()
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61 | {
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62 | MaterialPtr depthMat = MaterialManager::getSingleton().getByName("Visibility/DepthPass");
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63 |
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64 | if (depthMat.isNull())
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65 | {
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66 | depthMat = MaterialManager::getSingleton().create(
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67 | "Visibility/DepthPass",
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68 | ResourceGroupManager::DEFAULT_RESOURCE_GROUP_NAME);
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69 |
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70 | mDepthPass = depthMat->getTechnique(0)->getPass(0);
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71 | mDepthPass->setColourWriteEnabled(false);
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72 | mDepthPass->setDepthWriteEnabled(true);
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73 | mDepthPass->setLightingEnabled(false);
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74 | }
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75 | else
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76 | {
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77 | mDepthPass = depthMat->getTechnique(0)->getPass(0);
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78 | }
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79 | }
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80 | //-----------------------------------------------------------------------
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81 | OcclusionCullingSceneManager::~OcclusionCullingSceneManager()
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82 | {
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83 | OGRE_DELETE(mHierarchyInterface);
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84 | }
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85 | //-----------------------------------------------------------------------
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86 | void OcclusionCullingSceneManager::InitItemBufferPass()
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87 | {
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88 | MaterialPtr itemBufferMat = MaterialManager::getSingleton().
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89 | getByName("Visibility/ItemBufferPass");
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90 |
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91 | if (itemBufferMat.isNull())
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92 | {
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93 | // Init
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94 | itemBufferMat = MaterialManager::getSingleton().create("Visibility/ItemBufferPass",
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95 | ResourceGroupManager::DEFAULT_RESOURCE_GROUP_NAME);
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96 |
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97 | mItemBufferPass = itemBufferMat->getTechnique(0)->getPass(0);
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98 | mItemBufferPass->setColourWriteEnabled(true);
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99 | mItemBufferPass->setDepthWriteEnabled(true);
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100 | mItemBufferPass->setLightingEnabled(true);
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101 | //mItemBufferPass->setLightingEnabled(false);
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102 | }
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103 | else
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104 | {
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105 | mItemBufferPass = itemBufferMat->getTechnique(0)->getPass(0);
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106 | }
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107 | //mItemBufferPass->setAmbient(1, 1, 0);
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108 | }
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109 | //-------------------------------------------------------------------------
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110 | void OcclusionCullingSceneManager::setWorldGeometry( DataStreamPtr& stream, const String& typeName )
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111 | {
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112 | // Clear out any existing world resources (if not default)
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113 | if (ResourceGroupManager::getSingleton().getWorldResourceGroupName() !=
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114 | ResourceGroupManager::DEFAULT_RESOURCE_GROUP_NAME)
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115 | {
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116 | ResourceGroupManager::getSingleton().clearResourceGroup(
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117 | ResourceGroupManager::getSingleton().getWorldResourceGroupName());
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118 | }
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119 | destroyLevelIndexes();
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120 | mTerrainPages.clear();
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121 | // Load the configuration
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122 | loadConfig( stream );
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123 | initLevelIndexes();
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124 |
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125 | // Resize the octree, allow for 1 page for now
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126 | float max_x = mOptions.scale.x * mOptions.pageSize;
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127 | float max_y = mOptions.scale.y;
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128 | float max_z = mOptions.scale.z * mOptions.pageSize;
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129 |
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130 | float maxAxis = std::max(max_x, max_y);
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131 | maxAxis = std::max(maxAxis, max_z);
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132 | resize( AxisAlignedBox( 0, 0, 0, maxAxis, maxAxis, maxAxis ) );
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133 |
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134 | setupTerrainMaterial();
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135 |
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136 | setupTerrainPages();
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137 |
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138 | }
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139 |
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140 | //-----------------------------------------------------------------------
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141 | void OcclusionCullingSceneManager::PrepareVisualization(Camera *cam)
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142 | {
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143 | // add player camera for visualization purpose
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144 | try
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145 | {
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146 | Camera *c;
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147 | if ((c = getCamera("PlayerCam")) != NULL)
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148 | {
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149 | getRenderQueue()->addRenderable(c);
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150 | }
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151 | }
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152 | catch (...)
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153 | {
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154 | // ignore
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155 | }
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156 | // add bounding boxes of rendered objects
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157 | for (BoxList::iterator it = mBoxes.begin(); it != mBoxes.end(); ++it)
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158 | {
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159 | getRenderQueue()->addRenderable(*it);
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160 | }
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161 |
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162 | if (mRenderNodesForViz || mRenderNodesContentForViz)
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163 | {
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164 | // HACK: change node material so it is better suited for visualization
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165 | MaterialPtr nodeMat = MaterialManager::getSingleton().getByName("Core/NodeMaterial");
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166 | nodeMat->setAmbient(1, 1, 0);
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167 | nodeMat->setLightingEnabled(true);
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168 | nodeMat->getTechnique(0)->getPass(0)->removeAllTextureUnitStates();
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169 |
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170 | for (NodeList::iterator it = mVisible.begin(); it != mVisible.end(); ++it)
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171 | {
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172 | if (mRenderNodesForViz)
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173 | {
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174 | // render the leaf nodes
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175 | if (((*it)->numAttachedObjects() > 0) && ((*it)->numChildren() == 0) &&
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176 | (*it)->getAttachedObject(0)->getMovableType() == "Entity")
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177 | {
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178 | getRenderQueue()->addRenderable((*it));
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179 | }
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180 |
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181 | // addbounding boxes instead of node itself
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182 | //(*it)->_addBoundingBoxToQueue(getRenderQueue());
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183 | }
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184 | if (mRenderNodesContentForViz)
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185 | {
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186 | (*it)->_addToRenderQueue(cam, getRenderQueue(), false);
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187 | }
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188 | }
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189 | }
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190 | }
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191 | //-----------------------------------------------------------------------
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192 | const Pass *OcclusionCullingSceneManager::_setPass(Pass* pass)
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193 | {
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194 | if (NORMAL_RENDER_HACK)
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195 | {
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196 | return SceneManager::_setPass(pass);
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197 | }
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198 |
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199 | // TODO: setting vertex program is not efficient
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200 | //Pass *usedPass = ((mIsDepthPassPhase && !pass->hasVertexProgram()) ? mDepthPass : pass);
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201 |
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202 | // set depth fill pass if we currently do not make an aabb occlusion query
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203 | const bool useDepthPass =
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204 | (mIsDepthPassPhase && !mHierarchyInterface->IsBoundingBoxQuery());
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205 |
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206 | Pass *usedPass = useDepthPass ? mDepthPass : pass;
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207 |
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208 | IlluminationRenderStage savedStage = mIlluminationStage;
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209 |
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210 | // set illumination stage to NONE so no shadow material is used
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211 | // for depth pass or for occlusion query
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212 | if (mIsDepthPassPhase || mHierarchyInterface->IsBoundingBoxQuery())
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213 | {
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214 | mIlluminationStage = IRS_NONE;
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215 | }
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216 |
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217 | // --- set vertex program of current pass in order to set correct depth
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218 | if (mExecuteVertexProgramForAllPasses &&
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219 | mIsDepthPassPhase &&
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220 | pass->hasVertexProgram())
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221 | {
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222 | // add vertex program of current pass to depth pass
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223 | mDepthPass->setVertexProgram(pass->getVertexProgramName());
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224 |
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225 | if (mDepthPass->hasVertexProgram())
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226 | {
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227 | const GpuProgramPtr& prg = mDepthPass->getVertexProgram();
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228 | // Load this program if not done already
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229 | if (!prg->isLoaded())
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230 | prg->load();
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231 | // Copy params
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232 | mDepthPass->setVertexProgramParameters(pass->getVertexProgramParameters());
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233 | }
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234 | }
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235 | else if (mDepthPass->hasVertexProgram()) // reset vertex program
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236 | {
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237 | mDepthPass->setVertexProgram("");
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238 | }
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239 |
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240 | // save old depth write: needed for item buffer
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241 | const bool IsDepthWrite = usedPass->getDepthWriteEnabled();
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242 |
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243 | // global option which enables / disables depth writes
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244 | if (!mEnableDepthWrite)
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245 | {
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246 | usedPass->setDepthWriteEnabled(false);
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247 | }
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248 | //else if (mIsItemBufferPass) {usedPass = mItemBufferPass;}
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249 |
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250 |
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251 | //-- set actual pass here
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252 | const Pass *result = SceneManager::_setPass(usedPass);
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253 |
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254 |
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255 | // reset depth write
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256 | if (!mEnableDepthWrite)
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257 | {
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258 | usedPass->setDepthWriteEnabled(IsDepthWrite);
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259 | }
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260 |
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261 | // reset illumination stage
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262 | mIlluminationStage = savedStage;
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263 |
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264 | return result;
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265 | }
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266 | //-----------------------------------------------------------------------
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267 | void OcclusionCullingSceneManager::_findVisibleObjects(Camera* cam,
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268 | bool onlyShadowCasters)
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269 | {
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270 | if (NORMAL_RENDER_HACK)
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271 | {
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272 | OctreeSceneManager::_findVisibleObjects(cam, onlyShadowCasters);
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273 | return;
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274 | }
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275 |
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276 | //-- show visible scene nodes and octree bounding boxes from last frame
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277 | if (mShowVisualization)
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278 | {
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279 | PrepareVisualization(cam);
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280 | }
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281 | else
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282 | {
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283 | // for hierarchical culling, we interleave identification
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284 | // and rendering of objects in _renderVisibibleObjects
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285 |
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286 | // for the shadow pass we use only standard rendering
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287 | // because of low occlusion
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288 | if (mShadowTechnique == SHADOWTYPE_TEXTURE_MODULATIVE &&
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289 | mIlluminationStage == IRS_RENDER_TO_TEXTURE)
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290 | {
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291 | OctreeSceneManager::_findVisibleObjects(cam, onlyShadowCasters);
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292 | }
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293 | // only shadow casters will be rendered in shadow texture pass
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294 | if (0) mHierarchyInterface->SetOnlyShadowCasters(onlyShadowCasters);
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295 | }
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296 |
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297 |
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298 | // -- delete lists stored for visualization
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299 | mVisible.clear();
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300 | mBoxes.clear();
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301 | }
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302 | //-----------------------------------------------------------------------
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303 | void OcclusionCullingSceneManager::_renderVisibleObjects()
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304 | {
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305 | if (NORMAL_RENDER_HACK)
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306 | {
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307 | OctreeSceneManager::_renderVisibleObjects();
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308 |
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309 | return;
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310 | }
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311 |
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312 | InitDepthPass(); // create material for depth pass
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313 | InitItemBufferPass(); // create material for item buffer pass
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314 |
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315 | // save ambient light to reset later
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316 | ColourValue savedAmbient = mAmbientLight;
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317 |
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318 | //-- apply standard rendering for some modes (e.g., visualization, shadow pass)
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319 |
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320 | if (mShowVisualization ||
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321 | (mShadowTechnique == SHADOWTYPE_TEXTURE_MODULATIVE &&
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322 | mIlluminationStage == IRS_RENDER_TO_TEXTURE))
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323 | {
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324 | IlluminationRenderStage savedStage = mIlluminationStage;
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325 |
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326 | if (mShowVisualization)
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327 | {
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328 | // disable illumination stage to prevent rendering shadows
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329 | mIlluminationStage = IRS_NONE;
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330 | }
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331 |
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332 | // standard rendering for shadow maps because of performance
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333 | TerrainSceneManager::_renderVisibleObjects();
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334 |
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335 | mIlluminationStage = savedStage;
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336 | }
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337 | else //-- the hierarchical culling algorithm
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338 | {
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339 | // this is also called in TerrainSceneManager: really
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340 | // nexessary?
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341 | mDestRenderSystem -> setLightingEnabled(false);
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342 |
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343 | // don't render backgrounds for item buffer
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344 | if (mUseItemBuffer)
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345 | {
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346 | clearSpecialCaseRenderQueues();
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347 | getRenderQueue()->clear();
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348 | }
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349 |
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350 | //-- hierarchical culling
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351 | // the objects of different layers (e.g., background, scene,
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352 | // overlay) must be identified and rendered one after another
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353 |
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354 | //-- render all early skies
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355 | clearSpecialCaseRenderQueues();
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356 | addSpecialCaseRenderQueue(RENDER_QUEUE_BACKGROUND);
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357 | addSpecialCaseRenderQueue(RENDER_QUEUE_SKIES_EARLY);
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358 | setSpecialCaseRenderQueueMode(SceneManager::SCRQM_INCLUDE);
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359 |
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360 | TerrainSceneManager::_renderVisibleObjects();
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361 |
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362 | #ifdef GTP_VISIBILITY_MODIFIED_OGRE
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363 | // delete previously rendered content
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364 | _deleteRenderedQueueGroups();
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365 | #endif
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366 |
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367 | //-- prepare queue for visible objects (i.e., all but overlay and skies late)
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368 | clearSpecialCaseRenderQueues();
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369 | addSpecialCaseRenderQueue(RENDER_QUEUE_SKIES_LATE);
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370 | addSpecialCaseRenderQueue(RENDER_QUEUE_OVERLAY);
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371 |
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372 | // exclude this queues from hierarchical rendering
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373 | setSpecialCaseRenderQueueMode(SceneManager::SCRQM_EXCLUDE);
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374 |
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375 | // set all necessary parameters for
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376 | // hierarchical visibility culling and rendering
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377 | InitVisibilityCulling(mCameraInProgress);
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378 |
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379 |
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380 | /**
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381 | * the hierarchical culling algorithm
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382 | * for depth pass: we just find objects and update depth buffer
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383 | * for "delayed" rendering: we render some passes afterwards
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384 | * e.g., transparents, because they need front-to-back sorting
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385 | **/
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386 |
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387 | mVisibilityManager->ApplyVisibilityCulling();
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388 |
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389 | // delete remaining renderables from queue:
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390 | // all which are not in mLeavePassesInQueue)
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391 | #ifdef GTP_VISIBILITY_MODIFIED_OGRE
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392 | _deleteRenderedQueueGroups(mLeavePassesInQueue);
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393 | #endif
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394 |
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395 | //-- reset parameters
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396 | mIsDepthPassPhase = false;
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397 | mIsItemBufferPhase = false;
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398 | mSkipTransparents = false;
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399 | mIsHierarchicalCulling = false;
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400 |
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401 | mLeavePassesInQueue = 0;
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402 |
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403 | #if 1
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404 | // add visible nodes found by the visibility culling algorithm
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405 | if (mUseDepthPass)
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406 | {
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407 | NodeList::const_iterator it, it_end = mVisible.end();
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408 |
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409 | //getRenderQueue()->clear();
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410 | for (it = mVisible.begin(); it != it_end; ++ it)
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411 | {
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412 | (*it)->_addToRenderQueue(mCameraInProgress, getRenderQueue(), false);
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413 | }
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414 | }
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415 | #endif
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416 | //-- now we can render all remaining queue objects
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417 | //-- used for depth pass, transparents, overlay
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418 | clearSpecialCaseRenderQueues();
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419 |
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420 | TerrainSceneManager::_renderVisibleObjects();
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421 | } // hierarchical culling
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422 |
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423 | // HACK: set the new render level index, important to avoid cracks
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424 | // in terrain caused by LOD
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425 | TerrainRenderable::NextRenderLevelIndex();
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426 |
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427 | // reset ambient light
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428 | setAmbientLight(savedAmbient);
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429 |
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430 | getRenderQueue()->clear(); // finally clear render queue
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431 | if (0) OGRE_DELETE(mRenderQueue); // HACK: should rather only be cleared ...
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432 |
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433 | if (0) WriteLog(); // write out stats
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434 | }
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435 |
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436 | //-----------------------------------------------------------------------
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437 | void OcclusionCullingSceneManager::_updateSceneGraph(Camera* cam)
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438 | {
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439 | if (NORMAL_RENDER_HACK)
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440 | {
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441 | OctreeSceneManager::_updateSceneGraph(cam);
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442 | return;
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443 | }
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444 |
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445 | mVisibilityManager->GetCullingManager()->SetHierarchyInterface(mHierarchyInterface);
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446 | mHierarchyInterface->SetRenderSystem(mDestRenderSystem);
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447 |
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448 | TerrainSceneManager::_updateSceneGraph(cam);
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449 | }
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450 | //-----------------------------------------------------------------------
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451 | bool OcclusionCullingSceneManager::setOption(const String & key, const void * val)
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452 | {
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453 | if (key == "UseDepthPass")
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454 | {
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455 | mUseDepthPass = (*static_cast<const bool *>(val));
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456 | return true;
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457 | }
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458 | if (key == "PrepareVisualization")
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459 | {
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460 | mShowVisualization = (*static_cast<const bool *>(val));
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461 | return true;
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462 | }
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463 | if (key == "RenderNodesForViz")
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464 | {
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465 | mRenderNodesForViz = (*static_cast<const bool *>(val));
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466 | return true;
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467 | }
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468 | if (key == "RenderNodesContentForViz")
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469 | {
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470 | mRenderNodesContentForViz = (*static_cast<const bool *>(val));
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471 | return true;
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472 | }
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473 | if (key == "SkyBoxEnabled")
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474 | {
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475 | mSkyBoxEnabled = (*static_cast<const bool *>(val));
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476 | return true;
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477 | }
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478 | if (key == "SkyPlaneEnabled")
|
---|
479 | {
|
---|
480 | mSkyPlaneEnabled = (*static_cast<const bool *>(val));
|
---|
481 | return true;
|
---|
482 | }
|
---|
483 | if (key == "SkyDomeEnabled")
|
---|
484 | {
|
---|
485 | mSkyDomeEnabled = (*static_cast<const bool *>(val));
|
---|
486 | return true;
|
---|
487 | }
|
---|
488 | if (key == "VisualizeCulledNodes")
|
---|
489 | {
|
---|
490 | mVisualizeCulledNodes = (*static_cast<const bool *>(val));
|
---|
491 | return true;
|
---|
492 | }
|
---|
493 | if (key == "DelayRenderTransparents")
|
---|
494 | {
|
---|
495 | mDelayRenderTransparents = (*static_cast<const bool *>(val));
|
---|
496 | return true;
|
---|
497 | }
|
---|
498 |
|
---|
499 | if (key == "DepthWrite")
|
---|
500 | {
|
---|
501 | mEnableDepthWrite = (*static_cast<const bool *>(val));
|
---|
502 | return true;
|
---|
503 | }
|
---|
504 | if (key == "UseItemBuffer")
|
---|
505 | {
|
---|
506 | mUseItemBuffer = (*static_cast<const bool *>(val));
|
---|
507 | return true;
|
---|
508 | }
|
---|
509 | if (key == "ExecuteVertexProgramForAllPasses")
|
---|
510 | {
|
---|
511 | mExecuteVertexProgramForAllPasses = (*static_cast<const bool *>(val));
|
---|
512 | return true;
|
---|
513 | }
|
---|
514 | if (key == "RenderTransparentsForItemBuffer")
|
---|
515 | {
|
---|
516 | mRenderTransparentsForItemBuffer = (*static_cast<const bool *>(val));
|
---|
517 | return true;
|
---|
518 | }
|
---|
519 | if (key == "NodeVizScale")
|
---|
520 | {
|
---|
521 | OctreeNode::setVizScale(*static_cast<const float *>(val));
|
---|
522 | return true;
|
---|
523 | }
|
---|
524 |
|
---|
525 | if (key == "UseArbQueries")
|
---|
526 | {
|
---|
527 | bool useArbQueries = (*static_cast<const bool *>(val));
|
---|
528 |
|
---|
529 | if (useArbQueries)
|
---|
530 | {
|
---|
531 | mHierarchyInterface->ResetQueries();
|
---|
532 | mDestRenderSystem->setConfigOption("ArbQueries", "Yes");
|
---|
533 | }
|
---|
534 | else
|
---|
535 | {
|
---|
536 | mHierarchyInterface->ResetQueries();
|
---|
537 | mDestRenderSystem->setConfigOption("ArbQueries", "No");
|
---|
538 | }
|
---|
539 | }
|
---|
540 | return VisibilityOptionsManager(mVisibilityManager, mHierarchyInterface).
|
---|
541 | setOption(key, val) || TerrainSceneManager::setOption(key, val);
|
---|
542 | }
|
---|
543 | //-----------------------------------------------------------------------
|
---|
544 | bool OcclusionCullingSceneManager::getOption(const String & key, void *val)
|
---|
545 | {
|
---|
546 | if (key == "NumHierarchyNodes")
|
---|
547 | {
|
---|
548 | * static_cast<unsigned int *>(val) = (unsigned int)mNumOctants;
|
---|
549 | return true;
|
---|
550 | }
|
---|
551 |
|
---|
552 | return VisibilityOptionsManager(mVisibilityManager, mHierarchyInterface).
|
---|
553 | getOption(key, val) && TerrainSceneManager::getOption(key, val);
|
---|
554 | }
|
---|
555 | //-----------------------------------------------------------------------
|
---|
556 | bool OcclusionCullingSceneManager::getOptionValues(const String & key,
|
---|
557 | StringVector &refValueList)
|
---|
558 | {
|
---|
559 | return TerrainSceneManager::getOptionValues( key, refValueList);
|
---|
560 | }
|
---|
561 | //-----------------------------------------------------------------------
|
---|
562 | bool OcclusionCullingSceneManager::getOptionKeys(StringVector & refKeys)
|
---|
563 | {
|
---|
564 | return VisibilityOptionsManager(mVisibilityManager, mHierarchyInterface).
|
---|
565 | getOptionKeys(refKeys) || TerrainSceneManager::getOptionKeys(refKeys);
|
---|
566 | }
|
---|
567 | //-----------------------------------------------------------------------
|
---|
568 | void OcclusionCullingSceneManager::setVisibilityManager(GtpVisibility::
|
---|
569 | VisibilityManager *visManager)
|
---|
570 | {
|
---|
571 | mVisibilityManager = visManager;
|
---|
572 | }
|
---|
573 | //-----------------------------------------------------------------------
|
---|
574 | GtpVisibility::VisibilityManager *OcclusionCullingSceneManager::getVisibilityManager( void )
|
---|
575 | {
|
---|
576 | return mVisibilityManager;
|
---|
577 | }
|
---|
578 | //-----------------------------------------------------------------------
|
---|
579 | void OcclusionCullingSceneManager::WriteLog()
|
---|
580 | {
|
---|
581 | std::stringstream d;
|
---|
582 |
|
---|
583 | d << "Depth pass: " << StringConverter::toString(mUseDepthPass) << ", "
|
---|
584 | << "Delay transparents: " << StringConverter::toString(mDelayRenderTransparents) << ", "
|
---|
585 | << "Use optimization: " << StringConverter::toString(mHierarchyInterface->GetTestGeometryForVisibleLeaves()) << ", "
|
---|
586 | << "Algorithm type: " << mVisibilityManager->GetCullingManagerType() << ", "
|
---|
587 | << "Hierarchy nodes: " << mNumOctants << ", "
|
---|
588 | << "Traversed nodes: " << mHierarchyInterface->GetNumTraversedNodes() << ", "
|
---|
589 | << "Rendered nodes: " << mHierarchyInterface->GetNumRenderedNodes() << ", "
|
---|
590 | << "Query culled nodes: " << mVisibilityManager->GetCullingManager()->GetNumQueryCulledNodes() << ", "
|
---|
591 | << "Frustum culled nodes: " << mVisibilityManager->GetCullingManager()->GetNumFrustumCulledNodes() << ", "
|
---|
592 | << "Queries issued: " << mVisibilityManager->GetCullingManager()->GetNumQueriesIssued() << ", "
|
---|
593 | << "Found objects: " << (int)mVisible.size() << "\n";
|
---|
594 |
|
---|
595 | LogManager::getSingleton().logMessage(d.str());
|
---|
596 | }
|
---|
597 | //-----------------------------------------------------------------------
|
---|
598 | void OcclusionCullingSceneManager::renderObjects(
|
---|
599 | const QueuedRenderableCollection& objs,
|
---|
600 | QueuedRenderableCollection::OrganisationMode om,
|
---|
601 | bool doLightIteration, const LightList* manualLightList)
|
---|
602 | {
|
---|
603 | // for correct rendering, transparents must be rendered after hierarchical culling
|
---|
604 | // => do nothing
|
---|
605 | if (NORMAL_RENDER_HACK || !mSkipTransparents)
|
---|
606 | {
|
---|
607 | OctreeSceneManager::renderObjects(objs, om, doLightIteration, manualLightList);
|
---|
608 | }
|
---|
609 | }
|
---|
610 | //-----------------------------------------------------------------------
|
---|
611 | bool OcclusionCullingSceneManager::validatePassForRendering(Pass* pass)
|
---|
612 | {
|
---|
613 | if (NORMAL_RENDER_HACK)
|
---|
614 | {
|
---|
615 | return SceneManager::validatePassForRendering(pass);
|
---|
616 | }
|
---|
617 |
|
---|
618 | // skip all but first pass if we are doing the depth pass
|
---|
619 | if ((mIsDepthPassPhase || mIsItemBufferPhase) && (pass->getIndex() > 0))
|
---|
620 | {
|
---|
621 | return false;
|
---|
622 | }
|
---|
623 | // all but first pass
|
---|
624 | /*else if ((!mIsDepthPassPhase || mIsItemBufferPhase) && (pass->getIndex() != 0))
|
---|
625 | {
|
---|
626 | return false;
|
---|
627 | }*/
|
---|
628 |
|
---|
629 | return SceneManager::validatePassForRendering(pass);
|
---|
630 | }
|
---|
631 | //-----------------------------------------------------------------------
|
---|
632 | void OcclusionCullingSceneManager::_renderQueueGroupObjects(RenderQueueGroup* pGroup,
|
---|
633 | QueuedRenderableCollection::OrganisationMode om)
|
---|
634 | {
|
---|
635 | if (NORMAL_RENDER_HACK || !mIsItemBufferPhase)
|
---|
636 | {
|
---|
637 | TerrainSceneManager::_renderQueueGroupObjects(pGroup, om);
|
---|
638 | return;
|
---|
639 | }
|
---|
640 | #ifdef ITEM_BUFFER
|
---|
641 | //-- item buffer
|
---|
642 | //-- item buffer: render objects using false colors
|
---|
643 |
|
---|
644 | // Iterate through priorities
|
---|
645 | RenderQueueGroup::PriorityMapIterator groupIt = pGroup->getIterator();
|
---|
646 |
|
---|
647 | while (groupIt.hasMoreElements())
|
---|
648 | {
|
---|
649 | RenderItemBuffer(groupIt.getNext());
|
---|
650 | }
|
---|
651 | #endif // ITEM_BUFFER
|
---|
652 | }
|
---|
653 | #ifdef ITEM_BUFFER
|
---|
654 | //-----------------------------------------------------------------------
|
---|
655 | void OcclusionCullingSceneManager::RenderItemBuffer(RenderPriorityGroup* pGroup)
|
---|
656 | {
|
---|
657 | // Do solids
|
---|
658 | QueuedRenderableCollection solidObjs = pGroup->getSolidsBasic();//msz
|
---|
659 |
|
---|
660 | // ----- SOLIDS LOOP -----
|
---|
661 | RenderPriorityGroup::SolidRenderablePassMap::const_iterator ipass, ipassend;
|
---|
662 | ipassend = solidObjs.end();
|
---|
663 |
|
---|
664 | for (ipass = solidObjs.begin(); ipass != ipassend; ++ipass)
|
---|
665 | {
|
---|
666 | // Fast bypass if this group is now empty
|
---|
667 | if (ipass->second->empty())
|
---|
668 | continue;
|
---|
669 |
|
---|
670 | // Render only first pass of renderable as false color
|
---|
671 | if (ipass->first->getIndex() > 0)
|
---|
672 | continue;
|
---|
673 |
|
---|
674 | RenderPriorityGroup::RenderableList* rendList = ipass->second;
|
---|
675 |
|
---|
676 | RenderPriorityGroup::RenderableList::const_iterator irend, irendend;
|
---|
677 | irendend = rendList->end();
|
---|
678 |
|
---|
679 | for (irend = rendList->begin(); irend != irendend; ++irend)
|
---|
680 | {
|
---|
681 | if (0)
|
---|
682 | {
|
---|
683 | std::stringstream d; d << "itembuffer, pass name: " <<
|
---|
684 | ipass->first->getParent()->getParent()->getName();
|
---|
685 |
|
---|
686 | LogManager::getSingleton().logMessage(d.str());
|
---|
687 | }
|
---|
688 |
|
---|
689 | RenderSingleObjectForItemBuffer(*irend, ipass->first);
|
---|
690 | }
|
---|
691 | }
|
---|
692 |
|
---|
693 | //-- TRANSPARENT LOOP: must be handled differently from solids
|
---|
694 |
|
---|
695 | // transparents are treated either as solids or completely discarded
|
---|
696 | if (mRenderTransparentsForItemBuffer)
|
---|
697 | {
|
---|
698 | QueuedRenderableCollection transpObjs = pGroup->getTransparents(); //msz
|
---|
699 | RenderPriorityGroup::TransparentRenderablePassList::const_iterator
|
---|
700 | itrans, itransend;
|
---|
701 |
|
---|
702 | itransend = transpObjs.end();
|
---|
703 | for (itrans = transpObjs.begin(); itrans != itransend; ++itrans)
|
---|
704 | {
|
---|
705 | // like for solids, render only first pass
|
---|
706 | if (itrans->pass->getIndex() == 0)
|
---|
707 | {
|
---|
708 | RenderSingleObjectForItemBuffer(itrans->renderable, itrans->pass);
|
---|
709 | }
|
---|
710 | }
|
---|
711 | }
|
---|
712 | }
|
---|
713 | //-----------------------------------------------------------------------
|
---|
714 | void OcclusionCullingSceneManager::RenderSingleObjectForItemBuffer(Renderable *rend, Pass *pass)
|
---|
715 | {
|
---|
716 | static LightList nullLightList;
|
---|
717 |
|
---|
718 | int col[4];
|
---|
719 |
|
---|
720 | // -- create color code out of object id
|
---|
721 | col[0] = (rend->getId() >> 16) & 255;
|
---|
722 | col[1] = (rend->getId() >> 8) & 255;
|
---|
723 | col[2] = rend->getId() & 255;
|
---|
724 | // col[3] = 255;
|
---|
725 |
|
---|
726 | //mDestRenderSystem->setColour(col[0], col[1], col[2], col[3]);
|
---|
727 |
|
---|
728 | mItemBufferPass->setAmbient(ColourValue(col[0] / 255.0f,
|
---|
729 | col[1] / 255.0f,
|
---|
730 | col[2] / 255.0f, 1));
|
---|
731 |
|
---|
732 | // set vertex program of current pass
|
---|
733 | if (mExecuteVertexProgramForAllPasses && pass->hasVertexProgram())
|
---|
734 | {
|
---|
735 | mItemBufferPass->setVertexProgram(pass->getVertexProgramName());
|
---|
736 |
|
---|
737 | if (mItemBufferPass->hasVertexProgram())
|
---|
738 | {
|
---|
739 | const GpuProgramPtr& prg = mItemBufferPass->getVertexProgram();
|
---|
740 | // Load this program if not done already
|
---|
741 | if (!prg->isLoaded())
|
---|
742 | prg->load();
|
---|
743 | // Copy params
|
---|
744 | mItemBufferPass->setVertexProgramParameters(pass->getVertexProgramParameters());
|
---|
745 | }
|
---|
746 | }
|
---|
747 | else if (mItemBufferPass->hasVertexProgram())
|
---|
748 | {
|
---|
749 | mItemBufferPass->setVertexProgram("");
|
---|
750 | }
|
---|
751 |
|
---|
752 | const Pass *usedPass = _setPass(mItemBufferPass);
|
---|
753 |
|
---|
754 |
|
---|
755 | // Render a single object, this will set up auto params if required
|
---|
756 | renderSingleObject(rend, usedPass, false, &nullLightList);
|
---|
757 | }
|
---|
758 | #endif // ITEM_BUFFER
|
---|
759 | //-----------------------------------------------------------------------
|
---|
760 | GtpVisibility::VisibilityManager *OcclusionCullingSceneManager::GetVisibilityManager()
|
---|
761 | {
|
---|
762 | return mVisibilityManager;
|
---|
763 | }
|
---|
764 | //-----------------------------------------------------------------------
|
---|
765 | void OcclusionCullingSceneManager::InitVisibilityCulling(Camera *cam)
|
---|
766 | {
|
---|
767 | // reset culling manager stats
|
---|
768 | mVisibilityManager->GetCullingManager()->InitFrame(mVisualizeCulledNodes);
|
---|
769 |
|
---|
770 | // set depth pass flag before rendering
|
---|
771 | mIsDepthPassPhase = mUseDepthPass;
|
---|
772 |
|
---|
773 | mIsHierarchicalCulling = true; // during hierarchical culling
|
---|
774 |
|
---|
775 | // item buffer needs full ambient lighting to use item colors as unique id
|
---|
776 | if (mUseItemBuffer)
|
---|
777 | {
|
---|
778 | mIsItemBufferPhase = true;
|
---|
779 | setAmbientLight(ColourValue(1,1,1,1));
|
---|
780 | }
|
---|
781 |
|
---|
782 |
|
---|
783 | // set passes which are stored in render queue
|
---|
784 | // for rendering AFTER hierarchical culling, i.e., passes which need
|
---|
785 | // a special rendering order
|
---|
786 |
|
---|
787 | mLeavePassesInQueue = 0;
|
---|
788 |
|
---|
789 | // if we have the depth pass or use an item buffer, no passes are left in the queue
|
---|
790 | if (1 && !mUseDepthPass && !mUseItemBuffer)
|
---|
791 | {
|
---|
792 | if (mShadowTechnique == SHADOWTYPE_STENCIL_ADDITIVE)
|
---|
793 | {
|
---|
794 | // TODO: remove this pass because it should be processed during hierarchical culling
|
---|
795 | //mLeavePassesInQueue |= RenderPriorityGroup::SOLID_PASSES_NOSHADOW;
|
---|
796 |
|
---|
797 | mLeavePassesInQueue |= RenderPriorityGroup::SOLID_PASSES_DECAL;
|
---|
798 | mLeavePassesInQueue |= RenderPriorityGroup::SOLID_PASSES_DIFFUSE_SPECULAR;
|
---|
799 | mLeavePassesInQueue |= RenderPriorityGroup::TRANSPARENT_PASSES;
|
---|
800 |
|
---|
801 | // just render ambient stuff
|
---|
802 | /*** msz: no more IRS_AMBIENT, see OgreSceneManager.h ***/
|
---|
803 | // mIlluminationStage = IRS_AMBIENT;
|
---|
804 | }
|
---|
805 |
|
---|
806 | if (mShadowTechnique == SHADOWTYPE_STENCIL_MODULATIVE)
|
---|
807 | {
|
---|
808 | mLeavePassesInQueue |= RenderPriorityGroup::SOLID_PASSES_NOSHADOW;
|
---|
809 | mLeavePassesInQueue |= RenderPriorityGroup::TRANSPARENT_PASSES;
|
---|
810 | }
|
---|
811 |
|
---|
812 | // transparents should be rendered after hierarchical culling to
|
---|
813 | // provide front-to-back ordering
|
---|
814 | if (mDelayRenderTransparents)
|
---|
815 | {
|
---|
816 | mLeavePassesInQueue |= RenderPriorityGroup::TRANSPARENT_PASSES;
|
---|
817 | }
|
---|
818 | }
|
---|
819 |
|
---|
820 | // skip rendering transparents during the hierarchical culling
|
---|
821 | // (because they will be rendered afterwards)
|
---|
822 | mSkipTransparents =
|
---|
823 | (mIsDepthPassPhase || (mLeavePassesInQueue & RenderPriorityGroup::TRANSPARENT_PASSES));
|
---|
824 |
|
---|
825 | // -- initialise interface for rendering traversal of the hierarchy
|
---|
826 | mHierarchyInterface->SetHierarchyRoot(mOctree);
|
---|
827 |
|
---|
828 | // possible two cameras (one for culling, one for rendering)
|
---|
829 | mHierarchyInterface->InitTraversal(mCameraInProgress,
|
---|
830 | mCullCamera ? getCamera("CullCamera") : NULL,
|
---|
831 | mLeavePassesInQueue);
|
---|
832 |
|
---|
833 | }
|
---|
834 | //-----------------------------------------------------------------------
|
---|
835 | OctreeHierarchyInterface *OcclusionCullingSceneManager::GetHierarchyInterface()
|
---|
836 | {
|
---|
837 | return mHierarchyInterface;
|
---|
838 | }
|
---|
839 | //-----------------------------------------------------------------------
|
---|
840 | void OcclusionCullingSceneManager::endFrame()
|
---|
841 | {
|
---|
842 | TerrainRenderable::ResetRenderLevelIndex();
|
---|
843 | }
|
---|
844 | //-----------------------------------------------------------------------
|
---|
845 | Entity* OcclusionCullingSceneManager::createEntity(const String& entityName,
|
---|
846 | const String& meshName)
|
---|
847 | {
|
---|
848 | Entity *ent = SceneManager::createEntity(entityName, meshName);
|
---|
849 |
|
---|
850 | for (int i = 0; i < (int)ent->getNumSubEntities(); ++i)
|
---|
851 | {
|
---|
852 | ent->getSubEntity(i)->setId(mCurrentEntityId);
|
---|
853 | }
|
---|
854 |
|
---|
855 | // increase counter of entity id values
|
---|
856 | ++ mCurrentEntityId;
|
---|
857 |
|
---|
858 | return ent;
|
---|
859 | }
|
---|
860 | //-----------------------------------------------------------------------
|
---|
861 | void OcclusionCullingSceneManager::renderAdditiveStencilShadowedQueueGroupObjects(
|
---|
862 | RenderQueueGroup* pGroup, QueuedRenderableCollection::OrganisationMode om)
|
---|
863 | {
|
---|
864 | // only render solid passes during hierarchical culling
|
---|
865 | if (mIsHierarchicalCulling)
|
---|
866 | {
|
---|
867 | RenderQueueGroup::PriorityMapIterator groupIt = pGroup->getIterator();
|
---|
868 | LightList lightList;
|
---|
869 |
|
---|
870 | while (groupIt.hasMoreElements())
|
---|
871 | {
|
---|
872 | RenderPriorityGroup* pPriorityGrp = groupIt.getNext();
|
---|
873 |
|
---|
874 | // Sort the queue first
|
---|
875 | pPriorityGrp->sort(mCameraInProgress);
|
---|
876 |
|
---|
877 | // Clear light list
|
---|
878 | lightList.clear();
|
---|
879 |
|
---|
880 | // Render all the ambient passes first, no light iteration, no lights
|
---|
881 | /*** msz: no more IRS_AMBIENT, see OgreSceneManager.h ***/
|
---|
882 | // mIlluminationStage = IRS_AMBIENT;
|
---|
883 |
|
---|
884 | OctreeSceneManager::renderObjects(pPriorityGrp->getSolidsBasic(), om, false, &lightList);
|
---|
885 | // Also render any objects which have receive shadows disabled
|
---|
886 | OctreeSceneManager::renderObjects(pPriorityGrp->getSolidsNoShadowReceive(), om, true);
|
---|
887 | }
|
---|
888 | }
|
---|
889 | else
|
---|
890 | {
|
---|
891 | OctreeSceneManager::renderAdditiveStencilShadowedQueueGroupObjects(pGroup, om);
|
---|
892 | }
|
---|
893 | }
|
---|
894 | //-----------------------------------------------------------------------
|
---|
895 | void OcclusionCullingSceneManager::renderModulativeStencilShadowedQueueGroupObjects(
|
---|
896 | RenderQueueGroup* pGroup, QueuedRenderableCollection::OrganisationMode om)
|
---|
897 | {
|
---|
898 | if (mIsHierarchicalCulling)
|
---|
899 | {
|
---|
900 | // Iterate through priorities
|
---|
901 | RenderQueueGroup::PriorityMapIterator groupIt = pGroup->getIterator();
|
---|
902 |
|
---|
903 | while (groupIt.hasMoreElements())
|
---|
904 | {
|
---|
905 | RenderPriorityGroup* pPriorityGrp = groupIt.getNext();
|
---|
906 |
|
---|
907 | // Sort the queue first
|
---|
908 | pPriorityGrp->sort(mCameraInProgress);
|
---|
909 |
|
---|
910 | // Do (shadowable) solids
|
---|
911 | OctreeSceneManager::renderObjects(pPriorityGrp->getSolidsBasic(), om, true);
|
---|
912 | }
|
---|
913 | }
|
---|
914 | else
|
---|
915 | {
|
---|
916 | SceneManager::renderModulativeStencilShadowedQueueGroupObjects(pGroup, om);
|
---|
917 | }
|
---|
918 | }
|
---|
919 |
|
---|
920 | //-------------------------------------------------------------------------
|
---|
921 | MovableObject *OcclusionCullingSceneManager::FindCorrespondingObject(const AxisAlignedBox &box)
|
---|
922 | {
|
---|
923 | list<SceneNode *> sceneNodeList;
|
---|
924 |
|
---|
925 | findNodesIn(box, sceneNodeList, NULL);
|
---|
926 |
|
---|
927 | list<SceneNode *>::const_iterator sit, sit_end = sceneNodeList.end();
|
---|
928 |
|
---|
929 | bool overlap = false;
|
---|
930 |
|
---|
931 | MovableObject *bestFittingObj = NULL;
|
---|
932 | float bestFit = 0.0;
|
---|
933 |
|
---|
934 | // find the bbox which is closest to the current bbox
|
---|
935 | for (sit = sceneNodeList.begin(); sit != sceneNodeList.end(), !overlap; ++ sit)
|
---|
936 | {
|
---|
937 | SceneNode *sn = *sit;
|
---|
938 | SceneNode::ObjectIterator oit = sn->getAttachedObjectIterator();
|
---|
939 |
|
---|
940 | while (oit.hasMoreElements())
|
---|
941 | {
|
---|
942 | MovableObject *mo = oit.getNext();
|
---|
943 | const AxisAlignedBox bbox = mo->getWorldBoundingBox();
|
---|
944 |
|
---|
945 | const float overlap = GtpVisibilityPreprocessor::RatioOfOverlap(
|
---|
946 | OgreTypeConverter::ConvertFromOgre(bbox),
|
---|
947 | OgreTypeConverter::ConvertFromOgre(box));
|
---|
948 |
|
---|
949 | if (overlap > bestFit)
|
---|
950 | {
|
---|
951 | bestFit = overlap;
|
---|
952 | bestFittingObj = mo;
|
---|
953 |
|
---|
954 | // perfect fit => object found
|
---|
955 | if (overlap > (1.0 - GtpVisibilityPreprocessor::Limits::Small))
|
---|
956 | break;
|
---|
957 | }
|
---|
958 | }
|
---|
959 | }
|
---|
960 |
|
---|
961 | return bestFittingObj;
|
---|
962 | }
|
---|
963 |
|
---|
964 |
|
---|
965 | void OcclusionCullingSceneManager::LoadViewCells(string filename)
|
---|
966 | {
|
---|
967 | GtpVisibilityPreprocessor::ObjectContainer objects;
|
---|
968 | // identify the corresponding Ogre meshes using the bounding boxes
|
---|
969 | IdentifyObjects(objects);
|
---|
970 |
|
---|
971 | // load the view cells assigning the found objects to the pvss
|
---|
972 | mViewCellsManager->LoadViewCells(filename, &objects);
|
---|
973 | }
|
---|
974 |
|
---|
975 |
|
---|
976 | void OcclusionCullingSceneManager::IdentifyObjects(GtpVisibilityPreprocessor::ObjectContainer &objects)
|
---|
977 | {
|
---|
978 | const string bboxesFilename = "boxes.out";
|
---|
979 |
|
---|
980 | GtpVisibilityPreprocessor::IndexedBoundingBoxContainer iboxes;
|
---|
981 | mViewCellsManager->LoadBoundingBoxes(bboxesFilename, iboxes);
|
---|
982 |
|
---|
983 | GtpVisibilityPreprocessor::IndexedBoundingBoxContainer::
|
---|
984 | const_iterator iit, iit_end = iboxes.end();
|
---|
985 |
|
---|
986 | for (iit = iboxes.begin(); iit != iit_end; ++ iit)
|
---|
987 | {
|
---|
988 | const GtpVisibilityPreprocessor::AxisAlignedBox3 box = (*iit).second;
|
---|
989 | const AxisAlignedBox currentBox = OgreTypeConverter::ConvertToOgre(box);
|
---|
990 |
|
---|
991 | MovableObject *mo = FindCorrespondingObject(currentBox);
|
---|
992 | //objects.push_back(mi);
|
---|
993 | }
|
---|
994 | }
|
---|
995 |
|
---|
996 | } // namespace Ogre
|
---|