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