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