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