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