1 | /*
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2 | -----------------------------------------------------------------------------
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3 | This source file is part of OGRE
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4 | (Object-oriented Graphics Rendering Engine)
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5 | For the latest info, see http://ogre.sourceforge.net/
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6 |
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7 | Copyright (c) 2000-2005 The OGRE Team
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8 | Also see acknowledgements in Readme.html
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9 |
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10 | This program is free software; you can redistribute it and/or modify it under
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11 | the terms of the GNU Lesser General Public License as published by the Free Software
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12 | Foundation; either version 2 of the License, or (at your option) any later
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13 | version.
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14 |
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15 | This program is distributed in the hope that it will be useful, but WITHOUT
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16 | ANY WARRANTY; without even the implied warranty of MERCHANTABILITY or FITNESS
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17 | FOR A PARTICULAR PURPOSE. See the GNU Lesser General Public License for more details.
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18 |
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19 | You should have received a copy of the GNU Lesser General Public License along with
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20 | this program; if not, write to the Free Software Foundation, Inc., 59 Temple
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21 | Place - Suite 330, Boston, MA 02111-1307, USA, or go to
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22 | http://www.gnu.org/copyleft/lesser.txt.
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23 | -----------------------------------------------------------------------------
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24 | */
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25 | #include "OgreStableHeaders.h"
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26 |
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27 | #include "OgreSceneManager.h"
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28 |
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29 | #include "OgreCamera.h"
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30 | #include "OgreRenderSystem.h"
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31 | #include "OgreMeshManager.h"
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32 | #include "OgreMesh.h"
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33 | #include "OgreSubMesh.h"
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34 | #include "OgreEntity.h"
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35 | #include "OgreSubEntity.h"
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36 | #include "OgreLight.h"
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37 | #include "OgreMath.h"
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38 | #include "OgreControllerManager.h"
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39 | #include "OgreMaterialManager.h"
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40 | #include "OgreAnimation.h"
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41 | #include "OgreAnimationTrack.h"
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42 | #include "OgreRenderQueueSortingGrouping.h"
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43 | #include "OgreOverlay.h"
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44 | #include "OgreOverlayManager.h"
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45 | #include "OgreStringConverter.h"
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46 | #include "OgreRenderQueueListener.h"
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47 | #include "OgreBillboardSet.h"
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48 | #include "OgrePass.h"
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49 | #include "OgreTechnique.h"
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50 | #include "OgreTextureUnitState.h"
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51 | #include "OgreException.h"
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52 | #include "OgreLogManager.h"
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53 | #include "OgreHardwareBufferManager.h"
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54 | #include "OgreRoot.h"
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55 | #include "OgreSpotShadowFadePng.h"
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56 | #include "OgreGpuProgramManager.h"
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57 | #include "OgreGpuProgram.h"
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58 | #include "OgreShadowVolumeExtrudeProgram.h"
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59 | #include "OgreDataStream.h"
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60 | #include "OgreStaticGeometry.h"
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61 | #include "OgreHardwarePixelBuffer.h"
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62 | #include "OgreManualObject.h"
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63 | #include "OgreRenderQueueInvocation.h"
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64 | #include "OgreBillboardChain.h"
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65 | #include "OgreRibbonTrail.h"
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66 | #include "OgreParticleSystemManager.h"
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67 | // This class implements the most basic scene manager
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68 |
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69 | #include <cstdio>
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70 |
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71 | namespace Ogre {
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72 |
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73 | //-----------------------------------------------------------------------
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74 | uint32 SceneManager::WORLD_GEOMETRY_TYPE_MASK = 0x80000000;
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75 | uint32 SceneManager::ENTITY_TYPE_MASK = 0x40000000;
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76 | uint32 SceneManager::FX_TYPE_MASK = 0x20000000;
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77 | uint32 SceneManager::STATICGEOMETRY_TYPE_MASK = 0x10000000;
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78 | uint32 SceneManager::LIGHT_TYPE_MASK = 0x08000000;
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79 | uint32 SceneManager::USER_TYPE_MASK_LIMIT = SceneManager::LIGHT_TYPE_MASK;
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80 | //-----------------------------------------------------------------------
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81 | SceneManager::SceneManager(const String& name) :
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82 | mName(name),
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83 | mRenderQueue(0),
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84 | mSkyPlaneEntity(0),
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85 | mSkyPlaneNode(0),
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86 | mSkyDomeNode(0),
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87 | mSkyBoxNode(0),
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88 | mSkyPlaneEnabled(false),
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89 | mSkyBoxEnabled(false),
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90 | mSkyDomeEnabled(false),
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91 | mFogMode(FOG_NONE),
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92 | mSpecialCaseQueueMode(SCRQM_EXCLUDE),
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93 | mWorldGeometryRenderQueue(RENDER_QUEUE_WORLD_GEOMETRY_1),
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94 | mLastFrameNumber(0),
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95 | mShadowCasterPlainBlackPass(0),
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96 | mShadowReceiverPass(0),
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97 | mDisplayNodes(false),
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98 | mShowBoundingBoxes(false),
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99 | mShadowTechnique(SHADOWTYPE_NONE),
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100 | mDebugShadows(false),
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101 | mShadowColour(ColourValue(0.25, 0.25, 0.25)),
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102 | mShadowDebugPass(0),
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103 | mShadowStencilPass(0),
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104 | mShadowModulativePass(0),
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105 | mShadowMaterialInitDone(false),
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106 | mShadowIndexBufferSize(51200),
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107 | mFullScreenQuad(0),
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108 | mShadowDirLightExtrudeDist(10000),
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109 | mIlluminationStage(IRS_NONE),
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110 | mShadowTextureSize(512),
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111 | mShadowTextureCount(1),
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112 | mShadowTextureFormat(PF_X8R8G8B8),
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113 | mShadowUseInfiniteFarPlane(true),
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114 | mShadowCasterSphereQuery(0),
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115 | mShadowCasterAABBQuery(0),
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116 | mShadowFarDist(0),
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117 | mShadowFarDistSquared(0),
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118 | mShadowTextureOffset(0.6),
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119 | mShadowTextureFadeStart(0.7),
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120 | mShadowTextureFadeEnd(0.9),
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121 | mShadowTextureSelfShadow(false),
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122 | mShadowTextureCustomCasterPass(0),
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123 | mShadowTextureCustomReceiverPass(0),
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124 | mShadowTextureCasterVPDirty(false),
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125 | mShadowTextureReceiverVPDirty(false),
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126 | mVisibilityMask(0xFFFFFFFF),
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127 | mFindVisibleObjects(true),
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128 | mSuppressRenderStateChanges(false),
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129 | mSuppressShadows(false)
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130 | {
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131 | // Root scene node
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132 | mSceneRoot = new SceneNode(this, "root node");
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133 | mSceneRoot->_notifyRootNode();
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134 |
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135 | // init sky
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136 | size_t i;
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137 | for (i = 0; i < 6; ++i)
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138 | {
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139 | mSkyBoxEntity[i] = 0;
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140 | }
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141 | for (i = 0; i < 5; ++i)
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142 | {
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143 | mSkyDomeEntity[i] = 0;
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144 | }
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145 |
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146 | mShadowCasterQueryListener = new ShadowCasterSceneQueryListener(this);
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147 |
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148 | Root *root = Root::getSingletonPtr();
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149 | if (root)
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150 | _setDestinationRenderSystem(root->getRenderSystem());
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151 |
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152 | // Setup default queued renderable visitor
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153 | mActiveQueuedRenderableVisitor = &mDefaultQueuedRenderableVisitor;
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154 | }
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155 | //-----------------------------------------------------------------------
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156 | SceneManager::~SceneManager()
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157 | {
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158 | clearScene();
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159 | destroyAllCameras();
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160 |
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161 | // clear down movable object collection map
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162 | for (MovableObjectCollectionMap::iterator i = mMovableObjectCollectionMap.begin();
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163 | i != mMovableObjectCollectionMap.end(); ++i)
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164 | {
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165 | delete i->second;
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166 | }
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167 | mMovableObjectCollectionMap.clear();
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168 |
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169 | delete mShadowCasterQueryListener;
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170 | delete mSceneRoot;
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171 | delete mFullScreenQuad;
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172 | delete mShadowCasterSphereQuery;
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173 | delete mShadowCasterAABBQuery;
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174 | delete mRenderQueue;
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175 | }
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176 | //-----------------------------------------------------------------------
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177 | RenderQueue* SceneManager::getRenderQueue(void)
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178 | {
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179 | if (!mRenderQueue)
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180 | {
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181 | initRenderQueue();
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182 | }
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183 | return mRenderQueue;
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184 | }
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185 | //-----------------------------------------------------------------------
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186 | void SceneManager::initRenderQueue(void)
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187 | {
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188 | mRenderQueue = new RenderQueue();
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189 | // init render queues that do not need shadows
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190 | mRenderQueue->getQueueGroup(RENDER_QUEUE_BACKGROUND)->setShadowsEnabled(false);
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191 | mRenderQueue->getQueueGroup(RENDER_QUEUE_OVERLAY)->setShadowsEnabled(false);
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192 | mRenderQueue->getQueueGroup(RENDER_QUEUE_SKIES_EARLY)->setShadowsEnabled(false);
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193 | mRenderQueue->getQueueGroup(RENDER_QUEUE_SKIES_LATE)->setShadowsEnabled(false);
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194 | }
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195 | //-----------------------------------------------------------------------
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196 | void SceneManager::addSpecialCaseRenderQueue(uint8 qid)
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197 | {
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198 | mSpecialCaseQueueList.insert(qid);
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199 | }
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200 | //-----------------------------------------------------------------------
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201 | void SceneManager::removeSpecialCaseRenderQueue(uint8 qid)
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202 | {
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203 | mSpecialCaseQueueList.erase(qid);
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204 | }
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205 | //-----------------------------------------------------------------------
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206 | void SceneManager::clearSpecialCaseRenderQueues(void)
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207 | {
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208 | mSpecialCaseQueueList.clear();
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209 | }
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210 | //-----------------------------------------------------------------------
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211 | void SceneManager::setSpecialCaseRenderQueueMode(SceneManager::SpecialCaseRenderQueueMode mode)
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212 | {
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213 | mSpecialCaseQueueMode = mode;
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214 | }
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215 | //-----------------------------------------------------------------------
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216 | SceneManager::SpecialCaseRenderQueueMode SceneManager::getSpecialCaseRenderQueueMode(void)
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217 | {
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218 | return mSpecialCaseQueueMode;
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219 | }
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220 | //-----------------------------------------------------------------------
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221 | bool SceneManager::isRenderQueueToBeProcessed(uint8 qid)
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222 | {
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223 | bool inList = mSpecialCaseQueueList.find(qid) != mSpecialCaseQueueList.end();
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224 | return (inList && mSpecialCaseQueueMode == SCRQM_INCLUDE)
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225 | || (!inList && mSpecialCaseQueueMode == SCRQM_EXCLUDE);
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226 | }
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227 | //-----------------------------------------------------------------------
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228 | void SceneManager::setWorldGeometryRenderQueue(uint8 qid)
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229 | {
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230 | mWorldGeometryRenderQueue = qid;
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231 | }
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232 | //-----------------------------------------------------------------------
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233 | uint8 SceneManager::getWorldGeometryRenderQueue(void)
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234 | {
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235 | return mWorldGeometryRenderQueue;
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236 | }
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237 | //-----------------------------------------------------------------------
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238 | Camera* SceneManager::createCamera(const String& name)
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239 | {
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240 | // Check name not used
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241 | if (mCameras.find(name) != mCameras.end())
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242 | {
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243 | OGRE_EXCEPT(
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244 | Exception::ERR_DUPLICATE_ITEM,
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245 | "A camera with the name " + name + " already exists",
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246 | "SceneManager::createCamera" );
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247 | }
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248 |
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249 | Camera *c = new Camera(name, this);
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250 | mCameras.insert(CameraList::value_type(name, c));
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251 |
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252 |
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253 | return c;
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254 | }
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255 |
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256 | //-----------------------------------------------------------------------
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257 | Camera* SceneManager::getCamera(const String& name)
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258 | {
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259 | CameraList::iterator i = mCameras.find(name);
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260 | if (i == mCameras.end())
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261 | {
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262 | OGRE_EXCEPT( Exception::ERR_ITEM_NOT_FOUND,
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263 | "Cannot find Camera with name " + name,
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264 | "SceneManager::getCamera");
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265 | }
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266 | else
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267 | {
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268 | return i->second;
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269 | }
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270 | }
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271 |
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272 | //-----------------------------------------------------------------------
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273 | void SceneManager::destroyCamera(Camera *cam)
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274 | {
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275 | // Find in list
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276 | CameraList::iterator i = mCameras.begin();
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277 | for (; i != mCameras.end(); ++i)
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278 | {
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279 | if (i->second == cam)
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280 | {
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281 | mCameras.erase(i);
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282 | // notify render targets
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283 | mDestRenderSystem->_notifyCameraRemoved(cam);
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284 | delete cam;
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285 | break;
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286 | }
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287 | }
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288 |
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289 | }
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290 |
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291 | //-----------------------------------------------------------------------
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292 | void SceneManager::destroyCamera(const String& name)
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293 | {
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294 | // Find in list
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295 | CameraList::iterator i = mCameras.find(name);
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296 | if (i != mCameras.end())
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297 | {
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298 | // Notify render system
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299 | mDestRenderSystem->_notifyCameraRemoved(i->second);
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300 | delete i->second;
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301 | mCameras.erase(i);
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302 | }
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303 |
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304 | }
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305 |
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306 | //-----------------------------------------------------------------------
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307 | void SceneManager::destroyAllCameras(void)
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308 | {
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309 |
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310 | CameraList::iterator i = mCameras.begin();
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311 | for (; i != mCameras.end(); ++i)
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312 | {
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313 | // Notify render system
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314 | mDestRenderSystem->_notifyCameraRemoved(i->second);
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315 | delete i->second;
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316 | }
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317 | mCameras.clear();
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318 | }
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319 | //-----------------------------------------------------------------------
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320 | Light* SceneManager::createLight(const String& name)
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321 | {
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322 | return static_cast<Light*>(
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323 | createMovableObject(name, LightFactory::FACTORY_TYPE_NAME));
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324 | }
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325 | //-----------------------------------------------------------------------
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326 | Light* SceneManager::getLight(const String& name)
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327 | {
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328 | return static_cast<Light*>(
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329 | getMovableObject(name, LightFactory::FACTORY_TYPE_NAME));
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330 | }
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331 | //-----------------------------------------------------------------------
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332 | void SceneManager::destroyLight(Light *l)
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333 | {
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334 | destroyMovableObject(l);
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335 | }
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336 | //-----------------------------------------------------------------------
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337 | void SceneManager::destroyLight(const String& name)
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338 | {
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339 | destroyMovableObject(name, LightFactory::FACTORY_TYPE_NAME);
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340 | }
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341 | //-----------------------------------------------------------------------
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342 | void SceneManager::destroyAllLights(void)
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343 | {
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344 | destroyAllMovableObjectsByType(LightFactory::FACTORY_TYPE_NAME);
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345 | }
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346 | //-----------------------------------------------------------------------
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347 | bool SceneManager::lightLess::operator()(const Light* a, const Light* b) const
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348 | {
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349 | return a->tempSquareDist < b->tempSquareDist;
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350 | }
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351 | //-----------------------------------------------------------------------
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352 | void SceneManager::_populateLightList(const Vector3& position, Real radius,
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353 | LightList& destList)
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354 | {
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355 | // Really basic trawl of the lights, then sort
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356 | // Subclasses could do something smarter
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357 | destList.clear();
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358 |
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359 | MovableObjectIterator it =
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360 | getMovableObjectIterator(LightFactory::FACTORY_TYPE_NAME);
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361 |
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362 | while(it.hasMoreElements())
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363 | {
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364 | Light* lt = static_cast<Light*>(it.getNext());
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365 | if (lt->isVisible())
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366 | {
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367 | if (lt->getType() == Light::LT_DIRECTIONAL)
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368 | {
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369 | // No distance
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370 | lt->tempSquareDist = 0.0f;
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371 | destList.push_back(lt);
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372 | }
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373 | else
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374 | {
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375 | // Calc squared distance
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376 | lt->tempSquareDist = (lt->getDerivedPosition() - position).squaredLength();
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377 | // only add in-range lights
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378 | Real range = lt->getAttenuationRange();
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379 | Real maxDist = range + radius;
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380 | if (lt->tempSquareDist <= Math::Sqr(maxDist))
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381 | {
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382 | destList.push_back(lt);
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383 | }
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384 | }
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385 | }
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386 | }
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387 |
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388 | // Sort (stable to guarantee ordering on directional lights)
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389 | std::stable_sort(destList.begin(), destList.end(), lightLess());
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390 |
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391 |
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392 | }
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393 | //-----------------------------------------------------------------------
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394 | Entity* SceneManager::createEntity(const String& entityName, PrefabType ptype)
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395 | {
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396 | switch (ptype)
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397 | {
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398 | case PT_PLANE:
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399 | return createEntity(entityName, "Prefab_Plane");
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400 |
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401 | break;
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402 | }
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403 |
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404 | OGRE_EXCEPT( Exception::ERR_ITEM_NOT_FOUND,
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405 | "Unknown prefab type for entity " + entityName,
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406 | "SceneManager::createEntity");
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407 | }
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408 |
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409 | //-----------------------------------------------------------------------
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410 | Entity* SceneManager::createEntity(
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411 | const String& entityName,
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412 | const String& meshName )
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413 | {
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414 | // delegate to factory implementation
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415 | NameValuePairList params;
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416 | params["mesh"] = meshName;
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417 | return static_cast<Entity*>(
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418 | createMovableObject(entityName, EntityFactory::FACTORY_TYPE_NAME,
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419 | ¶ms));
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420 |
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421 | }
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422 |
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423 | //-----------------------------------------------------------------------
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424 | Entity* SceneManager::getEntity(const String& name)
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425 | {
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426 | return static_cast<Entity*>(
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427 | getMovableObject(name, EntityFactory::FACTORY_TYPE_NAME));
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428 | }
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429 |
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430 | //-----------------------------------------------------------------------
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431 | void SceneManager::destroyEntity(Entity *e)
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432 | {
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433 | destroyMovableObject(e);
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434 | }
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435 |
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436 | //-----------------------------------------------------------------------
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437 | void SceneManager::destroyEntity(const String& name)
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438 | {
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439 | destroyMovableObject(name, EntityFactory::FACTORY_TYPE_NAME);
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440 |
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441 | }
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442 |
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443 | //-----------------------------------------------------------------------
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444 | void SceneManager::destroyAllEntities(void)
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445 | {
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446 |
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447 | destroyAllMovableObjectsByType(EntityFactory::FACTORY_TYPE_NAME);
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448 | }
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449 |
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450 | //-----------------------------------------------------------------------
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451 | void SceneManager::destroyAllBillboardSets(void)
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452 | {
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453 | destroyAllMovableObjectsByType(BillboardSetFactory::FACTORY_TYPE_NAME);
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454 | }
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455 | //-----------------------------------------------------------------------
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456 | ManualObject* SceneManager::createManualObject(const String& name)
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457 | {
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458 | return static_cast<ManualObject*>(
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459 | createMovableObject(name, ManualObjectFactory::FACTORY_TYPE_NAME));
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460 | }
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461 | //-----------------------------------------------------------------------
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462 | ManualObject* SceneManager::getManualObject(const String& name)
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463 | {
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464 | return static_cast<ManualObject*>(
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465 | getMovableObject(name, ManualObjectFactory::FACTORY_TYPE_NAME));
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466 |
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467 | }
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468 | //-----------------------------------------------------------------------
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469 | void SceneManager::destroyManualObject(ManualObject* obj)
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470 | {
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471 | destroyMovableObject(obj);
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472 | }
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473 | //-----------------------------------------------------------------------
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474 | void SceneManager::destroyManualObject(const String& name)
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475 | {
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476 | destroyMovableObject(name, ManualObjectFactory::FACTORY_TYPE_NAME);
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477 | }
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478 | //-----------------------------------------------------------------------
|
---|
479 | void SceneManager::destroyAllManualObjects(void)
|
---|
480 | {
|
---|
481 | destroyAllMovableObjectsByType(ManualObjectFactory::FACTORY_TYPE_NAME);
|
---|
482 | }
|
---|
483 | //-----------------------------------------------------------------------
|
---|
484 | BillboardChain* SceneManager::createBillboardChain(const String& name)
|
---|
485 | {
|
---|
486 | return static_cast<BillboardChain*>(
|
---|
487 | createMovableObject(name, BillboardChainFactory::FACTORY_TYPE_NAME));
|
---|
488 | }
|
---|
489 | //-----------------------------------------------------------------------
|
---|
490 | BillboardChain* SceneManager::getBillboardChain(const String& name)
|
---|
491 | {
|
---|
492 | return static_cast<BillboardChain*>(
|
---|
493 | getMovableObject(name, BillboardChainFactory::FACTORY_TYPE_NAME));
|
---|
494 |
|
---|
495 | }
|
---|
496 | //-----------------------------------------------------------------------
|
---|
497 | void SceneManager::destroyBillboardChain(BillboardChain* obj)
|
---|
498 | {
|
---|
499 | destroyMovableObject(obj);
|
---|
500 | }
|
---|
501 | //-----------------------------------------------------------------------
|
---|
502 | void SceneManager::destroyBillboardChain(const String& name)
|
---|
503 | {
|
---|
504 | destroyMovableObject(name, BillboardChainFactory::FACTORY_TYPE_NAME);
|
---|
505 | }
|
---|
506 | //-----------------------------------------------------------------------
|
---|
507 | void SceneManager::destroyAllBillboardChains(void)
|
---|
508 | {
|
---|
509 | destroyAllMovableObjectsByType(BillboardChainFactory::FACTORY_TYPE_NAME);
|
---|
510 | }
|
---|
511 | //-----------------------------------------------------------------------
|
---|
512 | RibbonTrail* SceneManager::createRibbonTrail(const String& name)
|
---|
513 | {
|
---|
514 | return static_cast<RibbonTrail*>(
|
---|
515 | createMovableObject(name, RibbonTrailFactory::FACTORY_TYPE_NAME));
|
---|
516 | }
|
---|
517 | //-----------------------------------------------------------------------
|
---|
518 | RibbonTrail* SceneManager::getRibbonTrail(const String& name)
|
---|
519 | {
|
---|
520 | return static_cast<RibbonTrail*>(
|
---|
521 | getMovableObject(name, RibbonTrailFactory::FACTORY_TYPE_NAME));
|
---|
522 |
|
---|
523 | }
|
---|
524 | //-----------------------------------------------------------------------
|
---|
525 | void SceneManager::destroyRibbonTrail(RibbonTrail* obj)
|
---|
526 | {
|
---|
527 | destroyMovableObject(obj);
|
---|
528 | }
|
---|
529 | //-----------------------------------------------------------------------
|
---|
530 | void SceneManager::destroyRibbonTrail(const String& name)
|
---|
531 | {
|
---|
532 | destroyMovableObject(name, RibbonTrailFactory::FACTORY_TYPE_NAME);
|
---|
533 | }
|
---|
534 | //-----------------------------------------------------------------------
|
---|
535 | void SceneManager::destroyAllRibbonTrails(void)
|
---|
536 | {
|
---|
537 | destroyAllMovableObjectsByType(RibbonTrailFactory::FACTORY_TYPE_NAME);
|
---|
538 | }
|
---|
539 | //-----------------------------------------------------------------------
|
---|
540 | ParticleSystem* SceneManager::createParticleSystem(const String& name,
|
---|
541 | const String& templateName)
|
---|
542 | {
|
---|
543 | NameValuePairList params;
|
---|
544 | params["templateName"] = templateName;
|
---|
545 |
|
---|
546 | return static_cast<ParticleSystem*>(
|
---|
547 | createMovableObject(name, ParticleSystemFactory::FACTORY_TYPE_NAME,
|
---|
548 | ¶ms));
|
---|
549 | }
|
---|
550 | //-----------------------------------------------------------------------
|
---|
551 | ParticleSystem* SceneManager::createParticleSystem(const String& name,
|
---|
552 | size_t quota, const String& group)
|
---|
553 | {
|
---|
554 | NameValuePairList params;
|
---|
555 | params["quota"] = StringConverter::toString(quota);
|
---|
556 | params["resourceGroup"] = group;
|
---|
557 |
|
---|
558 | return static_cast<ParticleSystem*>(
|
---|
559 | createMovableObject(name, ParticleSystemFactory::FACTORY_TYPE_NAME,
|
---|
560 | ¶ms));
|
---|
561 | }
|
---|
562 | //-----------------------------------------------------------------------
|
---|
563 | ParticleSystem* SceneManager::getParticleSystem(const String& name)
|
---|
564 | {
|
---|
565 | return static_cast<ParticleSystem*>(
|
---|
566 | getMovableObject(name, ParticleSystemFactory::FACTORY_TYPE_NAME));
|
---|
567 |
|
---|
568 | }
|
---|
569 | //-----------------------------------------------------------------------
|
---|
570 | void SceneManager::destroyParticleSystem(ParticleSystem* obj)
|
---|
571 | {
|
---|
572 | destroyMovableObject(obj);
|
---|
573 | }
|
---|
574 | //-----------------------------------------------------------------------
|
---|
575 | void SceneManager::destroyParticleSystem(const String& name)
|
---|
576 | {
|
---|
577 | destroyMovableObject(name, ParticleSystemFactory::FACTORY_TYPE_NAME);
|
---|
578 | }
|
---|
579 | //-----------------------------------------------------------------------
|
---|
580 | void SceneManager::destroyAllParticleSystems(void)
|
---|
581 | {
|
---|
582 | destroyAllMovableObjectsByType(ParticleSystemFactory::FACTORY_TYPE_NAME);
|
---|
583 | }
|
---|
584 | //-----------------------------------------------------------------------
|
---|
585 | void SceneManager::clearScene(void)
|
---|
586 | {
|
---|
587 | destroyAllStaticGeometry();
|
---|
588 | destroyAllMovableObjects();
|
---|
589 |
|
---|
590 | // Clear root node of all children
|
---|
591 | mSceneRoot->removeAllChildren();
|
---|
592 | mSceneRoot->detachAllObjects();
|
---|
593 |
|
---|
594 | // Delete all SceneNodes, except root that is
|
---|
595 | for (SceneNodeList::iterator i = mSceneNodes.begin();
|
---|
596 | i != mSceneNodes.end(); ++i)
|
---|
597 | {
|
---|
598 | delete i->second;
|
---|
599 | }
|
---|
600 | mSceneNodes.clear();
|
---|
601 | mAutoTrackingSceneNodes.clear();
|
---|
602 |
|
---|
603 |
|
---|
604 |
|
---|
605 | // Clear animations
|
---|
606 | destroyAllAnimations();
|
---|
607 |
|
---|
608 | // Remove sky nodes since they've been deleted
|
---|
609 | mSkyBoxNode = mSkyPlaneNode = mSkyDomeNode = 0;
|
---|
610 | mSkyBoxEnabled = mSkyPlaneEnabled = mSkyDomeEnabled = false;
|
---|
611 |
|
---|
612 | // Clear render queue, empty completely
|
---|
613 | if (mRenderQueue)
|
---|
614 | mRenderQueue->clear(true);
|
---|
615 |
|
---|
616 | }
|
---|
617 | //-----------------------------------------------------------------------
|
---|
618 | SceneNode* SceneManager::createSceneNode(void)
|
---|
619 | {
|
---|
620 | SceneNode* sn = new SceneNode(this);
|
---|
621 | assert(mSceneNodes.find(sn->getName()) == mSceneNodes.end());
|
---|
622 | mSceneNodes[sn->getName()] = sn;
|
---|
623 | return sn;
|
---|
624 | }
|
---|
625 | //-----------------------------------------------------------------------
|
---|
626 | SceneNode* SceneManager::createSceneNode(const String& name)
|
---|
627 | {
|
---|
628 | // Check name not used
|
---|
629 | if (mSceneNodes.find(name) != mSceneNodes.end())
|
---|
630 | {
|
---|
631 | OGRE_EXCEPT(
|
---|
632 | Exception::ERR_DUPLICATE_ITEM,
|
---|
633 | "A scene node with the name " + name + " already exists",
|
---|
634 | "SceneManager::createSceneNode" );
|
---|
635 | }
|
---|
636 |
|
---|
637 | SceneNode* sn = new SceneNode(this, name);
|
---|
638 | mSceneNodes[sn->getName()] = sn;
|
---|
639 | return sn;
|
---|
640 | }
|
---|
641 | //-----------------------------------------------------------------------
|
---|
642 | void SceneManager::destroySceneNode(const String& name)
|
---|
643 | {
|
---|
644 | SceneNodeList::iterator i = mSceneNodes.find(name);
|
---|
645 |
|
---|
646 | if (i == mSceneNodes.end())
|
---|
647 | {
|
---|
648 | OGRE_EXCEPT(Exception::ERR_ITEM_NOT_FOUND, "SceneNode '" + name + "' not found.",
|
---|
649 | "SceneManager::destroySceneNode");
|
---|
650 | }
|
---|
651 |
|
---|
652 | // Find any scene nodes which are tracking this node, and turn them off
|
---|
653 | AutoTrackingSceneNodes::iterator ai, aiend;
|
---|
654 | aiend = mAutoTrackingSceneNodes.end();
|
---|
655 | for (ai = mAutoTrackingSceneNodes.begin(); ai != aiend; )
|
---|
656 | {
|
---|
657 | // Pre-increment incase we delete
|
---|
658 | AutoTrackingSceneNodes::iterator curri = ai++;
|
---|
659 | SceneNode* n = *curri;
|
---|
660 | // Tracking this node
|
---|
661 | if (n->getAutoTrackTarget() == i->second)
|
---|
662 | {
|
---|
663 | // turn off, this will notify SceneManager to remove
|
---|
664 | n->setAutoTracking(false);
|
---|
665 | }
|
---|
666 | // node is itself a tracker
|
---|
667 | else if (n == i->second)
|
---|
668 | {
|
---|
669 | mAutoTrackingSceneNodes.erase(curri);
|
---|
670 | }
|
---|
671 | }
|
---|
672 |
|
---|
673 | // detach from parent (don't do this in destructor since bulk destruction
|
---|
674 | // behaves differently)
|
---|
675 | Node* parentNode = i->second->getParent();
|
---|
676 | if (parentNode)
|
---|
677 | {
|
---|
678 | parentNode->removeChild(i->second);
|
---|
679 | }
|
---|
680 | delete i->second;
|
---|
681 | mSceneNodes.erase(i);
|
---|
682 | }
|
---|
683 | //-----------------------------------------------------------------------
|
---|
684 | SceneNode* SceneManager::getRootSceneNode(void) const
|
---|
685 | {
|
---|
686 | return mSceneRoot;
|
---|
687 | }
|
---|
688 | //-----------------------------------------------------------------------
|
---|
689 | SceneNode* SceneManager::getSceneNode(const String& name) const
|
---|
690 | {
|
---|
691 | SceneNodeList::const_iterator i = mSceneNodes.find(name);
|
---|
692 |
|
---|
693 | if (i == mSceneNodes.end())
|
---|
694 | {
|
---|
695 | OGRE_EXCEPT(Exception::ERR_ITEM_NOT_FOUND, "SceneNode '" + name + "' not found.",
|
---|
696 | "SceneManager::getSceneNode");
|
---|
697 | }
|
---|
698 |
|
---|
699 | return i->second;
|
---|
700 |
|
---|
701 | }
|
---|
702 | //-----------------------------------------------------------------------
|
---|
703 | const Pass* SceneManager::_setPass(const Pass* pass, bool evenIfSuppressed)
|
---|
704 | {
|
---|
705 | if (!mSuppressRenderStateChanges || evenIfSuppressed)
|
---|
706 | {
|
---|
707 | if (mIlluminationStage == IRS_RENDER_TO_TEXTURE)
|
---|
708 | {
|
---|
709 | // Derive a special shadow caster pass from this one
|
---|
710 | pass = deriveShadowCasterPass(pass);
|
---|
711 | }
|
---|
712 | else if (mIlluminationStage == IRS_RENDER_RECEIVER_PASS)
|
---|
713 | {
|
---|
714 | pass = deriveShadowReceiverPass(pass);
|
---|
715 | }
|
---|
716 |
|
---|
717 | // TEST
|
---|
718 | /*
|
---|
719 | LogManager::getSingleton().logMessage("BEGIN PASS " + StringConverter::toString(pass->getIndex()) +
|
---|
720 | " of " + pass->getParent()->getParent()->getName());
|
---|
721 | */
|
---|
722 | bool passSurfaceAndLightParams = true;
|
---|
723 |
|
---|
724 | if (pass->hasVertexProgram())
|
---|
725 | {
|
---|
726 | mDestRenderSystem->bindGpuProgram(pass->getVertexProgram()->_getBindingDelegate());
|
---|
727 | // bind parameters later since they can be per-object
|
---|
728 | // does the vertex program want surface and light params passed to rendersystem?
|
---|
729 | passSurfaceAndLightParams = pass->getVertexProgram()->getPassSurfaceAndLightStates();
|
---|
730 | }
|
---|
731 | else
|
---|
732 | {
|
---|
733 | // Unbind program?
|
---|
734 | if (mDestRenderSystem->isGpuProgramBound(GPT_VERTEX_PROGRAM))
|
---|
735 | {
|
---|
736 | mDestRenderSystem->unbindGpuProgram(GPT_VERTEX_PROGRAM);
|
---|
737 | }
|
---|
738 | // Set fixed-function vertex parameters
|
---|
739 | }
|
---|
740 |
|
---|
741 | if (passSurfaceAndLightParams)
|
---|
742 | {
|
---|
743 | // Set surface reflectance properties, only valid if lighting is enabled
|
---|
744 | if (pass->getLightingEnabled())
|
---|
745 | {
|
---|
746 | mDestRenderSystem->_setSurfaceParams(
|
---|
747 | pass->getAmbient(),
|
---|
748 | pass->getDiffuse(),
|
---|
749 | pass->getSpecular(),
|
---|
750 | pass->getSelfIllumination(),
|
---|
751 | pass->getShininess(),
|
---|
752 | pass->getVertexColourTracking() );
|
---|
753 | }
|
---|
754 |
|
---|
755 | // Dynamic lighting enabled?
|
---|
756 | mDestRenderSystem->setLightingEnabled(pass->getLightingEnabled());
|
---|
757 | }
|
---|
758 |
|
---|
759 | // Using a fragment program?
|
---|
760 | if (pass->hasFragmentProgram())
|
---|
761 | {
|
---|
762 | mDestRenderSystem->bindGpuProgram(
|
---|
763 | pass->getFragmentProgram()->_getBindingDelegate());
|
---|
764 | // bind parameters later since they can be per-object
|
---|
765 | }
|
---|
766 | else
|
---|
767 | {
|
---|
768 | // Unbind program?
|
---|
769 | if (mDestRenderSystem->isGpuProgramBound(GPT_FRAGMENT_PROGRAM))
|
---|
770 | {
|
---|
771 | mDestRenderSystem->unbindGpuProgram(GPT_FRAGMENT_PROGRAM);
|
---|
772 | }
|
---|
773 |
|
---|
774 | // Set fixed-function fragment settings
|
---|
775 | }
|
---|
776 |
|
---|
777 | /* We need sets fog properties always. In D3D, it applies to shaders prior
|
---|
778 | to version vs_3_0 and ps_3_0. And in OGL, it applies to "ARB_fog_XXX" in
|
---|
779 | fragment program, and in other ways, them maybe access by gpu program via
|
---|
780 | "state.fog.XXX".
|
---|
781 | */
|
---|
782 | // New fog params can either be from scene or from material
|
---|
783 | FogMode newFogMode;
|
---|
784 | ColourValue newFogColour;
|
---|
785 | Real newFogStart, newFogEnd, newFogDensity;
|
---|
786 | if (pass->getFogOverride())
|
---|
787 | {
|
---|
788 | // New fog params from material
|
---|
789 | newFogMode = pass->getFogMode();
|
---|
790 | newFogColour = pass->getFogColour();
|
---|
791 | newFogStart = pass->getFogStart();
|
---|
792 | newFogEnd = pass->getFogEnd();
|
---|
793 | newFogDensity = pass->getFogDensity();
|
---|
794 | }
|
---|
795 | else
|
---|
796 | {
|
---|
797 | // New fog params from scene
|
---|
798 | newFogMode = mFogMode;
|
---|
799 | newFogColour = mFogColour;
|
---|
800 | newFogStart = mFogStart;
|
---|
801 | newFogEnd = mFogEnd;
|
---|
802 | newFogDensity = mFogDensity;
|
---|
803 | }
|
---|
804 | // Tell params about current fog
|
---|
805 | mAutoParamDataSource.setFog(
|
---|
806 | newFogMode, newFogColour, newFogDensity, newFogStart, newFogEnd);
|
---|
807 | mDestRenderSystem->_setFog(
|
---|
808 | newFogMode, newFogColour, newFogDensity, newFogStart, newFogEnd);
|
---|
809 |
|
---|
810 | // The rest of the settings are the same no matter whether we use programs or not
|
---|
811 |
|
---|
812 | // Set scene blending
|
---|
813 | mDestRenderSystem->_setSceneBlending(
|
---|
814 | pass->getSourceBlendFactor(), pass->getDestBlendFactor());
|
---|
815 |
|
---|
816 | // Set point parameters
|
---|
817 | mDestRenderSystem->_setPointParameters(
|
---|
818 | pass->getPointSize(),
|
---|
819 | pass->isPointAttenuationEnabled(),
|
---|
820 | pass->getPointAttenuationConstant(),
|
---|
821 | pass->getPointAttenuationLinear(),
|
---|
822 | pass->getPointAttenuationQuadratic(),
|
---|
823 | pass->getPointMinSize(),
|
---|
824 | pass->getPointMaxSize());
|
---|
825 |
|
---|
826 | mDestRenderSystem->_setPointSpritesEnabled(pass->getPointSpritesEnabled());
|
---|
827 |
|
---|
828 | // Texture unit settings
|
---|
829 |
|
---|
830 | Pass::ConstTextureUnitStateIterator texIter = pass->getTextureUnitStateIterator();
|
---|
831 | size_t unit = 0;
|
---|
832 | while(texIter.hasMoreElements())
|
---|
833 | {
|
---|
834 | TextureUnitState* pTex = texIter.getNext();
|
---|
835 | mDestRenderSystem->_setTextureUnitSettings(unit, *pTex);
|
---|
836 | ++unit;
|
---|
837 | }
|
---|
838 | // Disable remaining texture units
|
---|
839 | mDestRenderSystem->_disableTextureUnitsFrom(pass->getNumTextureUnitStates());
|
---|
840 |
|
---|
841 | // Set up non-texture related material settings
|
---|
842 | // Depth buffer settings
|
---|
843 | mDestRenderSystem->_setDepthBufferFunction(pass->getDepthFunction());
|
---|
844 | mDestRenderSystem->_setDepthBufferCheckEnabled(pass->getDepthCheckEnabled());
|
---|
845 | mDestRenderSystem->_setDepthBufferWriteEnabled(pass->getDepthWriteEnabled());
|
---|
846 | mDestRenderSystem->_setDepthBias(pass->getDepthBias());
|
---|
847 | // Alpha-reject settings
|
---|
848 | mDestRenderSystem->_setAlphaRejectSettings(
|
---|
849 | pass->getAlphaRejectFunction(), pass->getAlphaRejectValue());
|
---|
850 | // Set colour write mode
|
---|
851 | // Right now we only use on/off, not per-channel
|
---|
852 | bool colWrite = pass->getColourWriteEnabled();
|
---|
853 | mDestRenderSystem->_setColourBufferWriteEnabled(colWrite, colWrite, colWrite, colWrite);
|
---|
854 | // Culling mode
|
---|
855 | mDestRenderSystem->_setCullingMode(pass->getCullingMode());
|
---|
856 | // Shading
|
---|
857 | mDestRenderSystem->setShadingType(pass->getShadingMode());
|
---|
858 | // Polygon mode
|
---|
859 | mDestRenderSystem->_setPolygonMode(pass->getPolygonMode());
|
---|
860 |
|
---|
861 | // set pass number
|
---|
862 | mAutoParamDataSource.setPassNumber( pass->getIndex() );
|
---|
863 | }
|
---|
864 |
|
---|
865 | return pass;
|
---|
866 | }
|
---|
867 | //-----------------------------------------------------------------------
|
---|
868 | void SceneManager::prepareRenderQueue(void)
|
---|
869 | {
|
---|
870 | RenderQueue* q = getRenderQueue();
|
---|
871 | // Clear the render queue
|
---|
872 | q->clear();
|
---|
873 |
|
---|
874 | // Prep the ordering options
|
---|
875 |
|
---|
876 | // If we're using a custom render squence, define based on that
|
---|
877 | RenderQueueInvocationSequence* seq =
|
---|
878 | mCurrentViewport->_getRenderQueueInvocationSequence();
|
---|
879 | if (seq)
|
---|
880 | {
|
---|
881 | // Iterate once to crate / reset all
|
---|
882 | RenderQueueInvocationIterator invokeIt = seq->iterator();
|
---|
883 | while (invokeIt.hasMoreElements())
|
---|
884 | {
|
---|
885 | RenderQueueInvocation* invocation = invokeIt.getNext();
|
---|
886 | RenderQueueGroup* group =
|
---|
887 | q->getQueueGroup(invocation->getRenderQueueGroupID());
|
---|
888 | group->resetOrganisationModes();
|
---|
889 | }
|
---|
890 | // Iterate again to build up options (may be more than one)
|
---|
891 | invokeIt = seq->iterator();
|
---|
892 | while (invokeIt.hasMoreElements())
|
---|
893 | {
|
---|
894 | RenderQueueInvocation* invocation = invokeIt.getNext();
|
---|
895 | RenderQueueGroup* group =
|
---|
896 | q->getQueueGroup(invocation->getRenderQueueGroupID());
|
---|
897 | group->addOrganisationMode(invocation->getSolidsOrganisation());
|
---|
898 | // also set splitting options
|
---|
899 | updateRenderQueueGroupSplitOptions(group, invocation->getSuppressShadows(),
|
---|
900 | invocation->getSuppressRenderStateChanges());
|
---|
901 | }
|
---|
902 | }
|
---|
903 | else
|
---|
904 | {
|
---|
905 | // Default all the queue groups that are there, new ones will be created
|
---|
906 | // with defaults too
|
---|
907 | RenderQueue::QueueGroupIterator groupIter = q->_getQueueGroupIterator();
|
---|
908 | while (groupIter.hasMoreElements())
|
---|
909 | {
|
---|
910 | RenderQueueGroup* g = groupIter.getNext();
|
---|
911 | g->defaultOrganisationMode();
|
---|
912 | }
|
---|
913 | // Global split options
|
---|
914 | updateRenderQueueSplitOptions();
|
---|
915 | }
|
---|
916 |
|
---|
917 | }
|
---|
918 | //-----------------------------------------------------------------------
|
---|
919 | void SceneManager::_renderScene(Camera* camera, Viewport* vp, bool includeOverlays)
|
---|
920 | {
|
---|
921 | Root::getSingleton()._setCurrentSceneManager(this);
|
---|
922 | mActiveQueuedRenderableVisitor->targetSceneMgr = this;
|
---|
923 |
|
---|
924 | if (isShadowTechniqueInUse())
|
---|
925 | {
|
---|
926 | // Prepare shadow materials
|
---|
927 | initShadowVolumeMaterials();
|
---|
928 | }
|
---|
929 |
|
---|
930 | // Perform a quick pre-check to see whether we should override far distance
|
---|
931 | // When using stencil volumes we have to use infinite far distance
|
---|
932 | // to prevent dark caps getting clipped
|
---|
933 | if (isShadowTechniqueStencilBased() &&
|
---|
934 | camera->getProjectionType() == PT_PERSPECTIVE &&
|
---|
935 | camera->getFarClipDistance() != 0 &&
|
---|
936 | mDestRenderSystem->getCapabilities()->hasCapability(RSC_INFINITE_FAR_PLANE) &&
|
---|
937 | mShadowUseInfiniteFarPlane)
|
---|
938 | {
|
---|
939 | // infinite far distance
|
---|
940 | camera->setFarClipDistance(0);
|
---|
941 | }
|
---|
942 |
|
---|
943 | mCameraInProgress = camera;
|
---|
944 |
|
---|
945 |
|
---|
946 | // Update controllers
|
---|
947 | ControllerManager::getSingleton().updateAllControllers();
|
---|
948 |
|
---|
949 | // Update the scene, only do this once per frame
|
---|
950 | unsigned long thisFrameNumber = Root::getSingleton().getCurrentFrameNumber();
|
---|
951 | if (thisFrameNumber != mLastFrameNumber)
|
---|
952 | {
|
---|
953 | // Update animations
|
---|
954 | _applySceneAnimations();
|
---|
955 | mLastFrameNumber = thisFrameNumber;
|
---|
956 | }
|
---|
957 |
|
---|
958 | // Update scene graph for this camera (can happen multiple times per frame)
|
---|
959 | _updateSceneGraph(camera);
|
---|
960 |
|
---|
961 | // Auto-track nodes
|
---|
962 | AutoTrackingSceneNodes::iterator atsni, atsniend;
|
---|
963 | atsniend = mAutoTrackingSceneNodes.end();
|
---|
964 | for (atsni = mAutoTrackingSceneNodes.begin(); atsni != atsniend; ++atsni)
|
---|
965 | {
|
---|
966 | (*atsni)->_autoTrack();
|
---|
967 | }
|
---|
968 | // Auto-track camera if required
|
---|
969 | camera->_autoTrack();
|
---|
970 |
|
---|
971 |
|
---|
972 | // Are we using any shadows at all?
|
---|
973 | if (isShadowTechniqueInUse() &&
|
---|
974 | mIlluminationStage != IRS_RENDER_TO_TEXTURE &&
|
---|
975 | vp->getShadowsEnabled() &&
|
---|
976 | mFindVisibleObjects)
|
---|
977 | {
|
---|
978 | // Locate any lights which could be affecting the frustum
|
---|
979 | findLightsAffectingFrustum(camera);
|
---|
980 | if (isShadowTechniqueTextureBased())
|
---|
981 | {
|
---|
982 | // *******
|
---|
983 | // WARNING
|
---|
984 | // *******
|
---|
985 | // This call will result in re-entrant calls to this method
|
---|
986 | // therefore anything which comes before this is NOT
|
---|
987 | // guaranteed persistent. Make sure that anything which
|
---|
988 | // MUST be specific to this camera / target is done
|
---|
989 | // AFTER THIS POINT
|
---|
990 | prepareShadowTextures(camera, vp);
|
---|
991 | // reset the cameras because of the re-entrant call
|
---|
992 | mCameraInProgress = camera;
|
---|
993 | }
|
---|
994 | }
|
---|
995 |
|
---|
996 | // Invert vertex winding?
|
---|
997 | if (camera->isReflected())
|
---|
998 | {
|
---|
999 | mDestRenderSystem->setInvertVertexWinding(true);
|
---|
1000 | }
|
---|
1001 | else
|
---|
1002 | {
|
---|
1003 | mDestRenderSystem->setInvertVertexWinding(false);
|
---|
1004 | }
|
---|
1005 |
|
---|
1006 | // Tell params about viewport
|
---|
1007 | mAutoParamDataSource.setCurrentViewport(vp);
|
---|
1008 | // Set the viewport
|
---|
1009 | setViewport(vp);
|
---|
1010 |
|
---|
1011 | // Tell params about camera
|
---|
1012 | mAutoParamDataSource.setCurrentCamera(camera);
|
---|
1013 | // Set autoparams for finite dir light extrusion
|
---|
1014 | mAutoParamDataSource.setShadowDirLightExtrusionDistance(mShadowDirLightExtrudeDist);
|
---|
1015 |
|
---|
1016 | // Tell params about current ambient light
|
---|
1017 | mAutoParamDataSource.setAmbientLightColour(mAmbientLight);
|
---|
1018 | // Tell rendersystem
|
---|
1019 | mDestRenderSystem->setAmbientLight(mAmbientLight.r, mAmbientLight.g, mAmbientLight.b);
|
---|
1020 |
|
---|
1021 | // Tell params about render target
|
---|
1022 | mAutoParamDataSource.setCurrentRenderTarget(vp->getTarget());
|
---|
1023 |
|
---|
1024 |
|
---|
1025 | // Set camera window clipping planes (if any)
|
---|
1026 | if (mDestRenderSystem->getCapabilities()->hasCapability(RSC_USER_CLIP_PLANES))
|
---|
1027 | {
|
---|
1028 | if (camera->isWindowSet())
|
---|
1029 | {
|
---|
1030 | const std::vector<Plane>& planeList =
|
---|
1031 | camera->getWindowPlanes();
|
---|
1032 | for (ushort i = 0; i < 4; ++i)
|
---|
1033 | {
|
---|
1034 | mDestRenderSystem->enableClipPlane(i, true);
|
---|
1035 | mDestRenderSystem->setClipPlane(i, planeList[i]);
|
---|
1036 | }
|
---|
1037 | }
|
---|
1038 | else
|
---|
1039 | {
|
---|
1040 | for (ushort i = 0; i < 4; ++i)
|
---|
1041 | {
|
---|
1042 | mDestRenderSystem->enableClipPlane(i, false);
|
---|
1043 | }
|
---|
1044 | }
|
---|
1045 | }
|
---|
1046 |
|
---|
1047 | // Prepare render queue for receiving new objects
|
---|
1048 | #ifdef GAMETOOLS_ILLUMINATION_MODULE
|
---|
1049 | if (mFindVisibleObjects)
|
---|
1050 | prepareRenderQueue();
|
---|
1051 | #else
|
---|
1052 | prepareRenderQueue();
|
---|
1053 | #endif
|
---|
1054 |
|
---|
1055 |
|
---|
1056 | if (mFindVisibleObjects)
|
---|
1057 | {
|
---|
1058 | // Parse the scene and tag visibles
|
---|
1059 | _findVisibleObjects(camera,
|
---|
1060 | mIlluminationStage == IRS_RENDER_TO_TEXTURE? true : false);
|
---|
1061 | }
|
---|
1062 | // Add overlays, if viewport deems it
|
---|
1063 | if (vp->getOverlaysEnabled() && mIlluminationStage != IRS_RENDER_TO_TEXTURE)
|
---|
1064 | {
|
---|
1065 | OverlayManager::getSingleton()._queueOverlaysForRendering(camera, getRenderQueue(), vp);
|
---|
1066 | }
|
---|
1067 | // Queue skies, if viewport seems it
|
---|
1068 | if (vp->getSkiesEnabled() && mFindVisibleObjects && mIlluminationStage != IRS_RENDER_TO_TEXTURE)
|
---|
1069 | {
|
---|
1070 | _queueSkiesForRendering(camera);
|
---|
1071 | }
|
---|
1072 |
|
---|
1073 |
|
---|
1074 | mDestRenderSystem->_beginGeometryCount();
|
---|
1075 | // Begin the frame
|
---|
1076 | mDestRenderSystem->_beginFrame();
|
---|
1077 |
|
---|
1078 | // Set rasterisation mode
|
---|
1079 | mDestRenderSystem->_setPolygonMode(camera->getPolygonMode());
|
---|
1080 |
|
---|
1081 | // Set initial camera state
|
---|
1082 | mDestRenderSystem->_setProjectionMatrix(mCameraInProgress->getProjectionMatrixRS());
|
---|
1083 | mDestRenderSystem->_setViewMatrix(mCameraInProgress->getViewMatrix(true));
|
---|
1084 |
|
---|
1085 | // Render scene content
|
---|
1086 | _renderVisibleObjects();
|
---|
1087 |
|
---|
1088 | // End frame
|
---|
1089 | mDestRenderSystem->_endFrame();
|
---|
1090 |
|
---|
1091 | // Notify camera or vis faces
|
---|
1092 | camera->_notifyRenderedFaces(mDestRenderSystem->_getFaceCount());
|
---|
1093 |
|
---|
1094 |
|
---|
1095 |
|
---|
1096 | }
|
---|
1097 |
|
---|
1098 |
|
---|
1099 | //-----------------------------------------------------------------------
|
---|
1100 | void SceneManager::_setDestinationRenderSystem(RenderSystem* sys)
|
---|
1101 | {
|
---|
1102 | mDestRenderSystem = sys;
|
---|
1103 |
|
---|
1104 | }
|
---|
1105 |
|
---|
1106 |
|
---|
1107 | //-----------------------------------------------------------------------
|
---|
1108 | void SceneManager::setWorldGeometry(const String& filename)
|
---|
1109 | {
|
---|
1110 | // This default implementation cannot handle world geometry
|
---|
1111 | OGRE_EXCEPT(Exception::ERR_INVALIDPARAMS,
|
---|
1112 | "World geometry is not supported by the generic SceneManager.",
|
---|
1113 | "SceneManager::setWorldGeometry");
|
---|
1114 | }
|
---|
1115 | //-----------------------------------------------------------------------
|
---|
1116 | void SceneManager::setWorldGeometry(DataStreamPtr& stream,
|
---|
1117 | const String& typeName)
|
---|
1118 | {
|
---|
1119 | // This default implementation cannot handle world geometry
|
---|
1120 | OGRE_EXCEPT(Exception::ERR_INVALIDPARAMS,
|
---|
1121 | "World geometry is not supported by the generic SceneManager.",
|
---|
1122 | "SceneManager::setWorldGeometry");
|
---|
1123 | }
|
---|
1124 |
|
---|
1125 | //-----------------------------------------------------------------------
|
---|
1126 | bool SceneManager::materialLess::operator() (const Material* x, const Material* y) const
|
---|
1127 | {
|
---|
1128 | // If x transparent and y not, x > y (since x has to overlap y)
|
---|
1129 | if (x->isTransparent() && !y->isTransparent())
|
---|
1130 | {
|
---|
1131 | return false;
|
---|
1132 | }
|
---|
1133 | // If y is transparent and x not, x < y
|
---|
1134 | else if (!x->isTransparent() && y->isTransparent())
|
---|
1135 | {
|
---|
1136 | return true;
|
---|
1137 | }
|
---|
1138 | else
|
---|
1139 | {
|
---|
1140 | // Otherwise don't care (both transparent or both solid)
|
---|
1141 | // Just arbitrarily use pointer
|
---|
1142 | return x < y;
|
---|
1143 | }
|
---|
1144 |
|
---|
1145 | }
|
---|
1146 |
|
---|
1147 | //-----------------------------------------------------------------------
|
---|
1148 | void SceneManager::setSkyPlane(
|
---|
1149 | bool enable,
|
---|
1150 | const Plane& plane,
|
---|
1151 | const String& materialName,
|
---|
1152 | Real gscale,
|
---|
1153 | Real tiling,
|
---|
1154 | bool drawFirst,
|
---|
1155 | Real bow,
|
---|
1156 | int xsegments, int ysegments,
|
---|
1157 | const String& groupName)
|
---|
1158 | {
|
---|
1159 | if (enable)
|
---|
1160 | {
|
---|
1161 | String meshName = mName + "SkyPlane";
|
---|
1162 | mSkyPlane = plane;
|
---|
1163 |
|
---|
1164 | MaterialPtr m = MaterialManager::getSingleton().getByName(materialName);
|
---|
1165 | if (m.isNull())
|
---|
1166 | {
|
---|
1167 | OGRE_EXCEPT(Exception::ERR_INVALIDPARAMS,
|
---|
1168 | "Sky plane material '" + materialName + "' not found.",
|
---|
1169 | "SceneManager::setSkyPlane");
|
---|
1170 | }
|
---|
1171 | // Make sure the material doesn't update the depth buffer
|
---|
1172 | m->setDepthWriteEnabled(false);
|
---|
1173 | // Ensure loaded
|
---|
1174 | m->load();
|
---|
1175 |
|
---|
1176 | mSkyPlaneDrawFirst = drawFirst;
|
---|
1177 |
|
---|
1178 | // Set up the plane
|
---|
1179 | MeshPtr planeMesh = MeshManager::getSingleton().getByName(meshName);
|
---|
1180 | if (!planeMesh.isNull())
|
---|
1181 | {
|
---|
1182 | // Destroy the old one
|
---|
1183 | MeshManager::getSingleton().remove(planeMesh->getHandle());
|
---|
1184 | }
|
---|
1185 |
|
---|
1186 | // Create up vector
|
---|
1187 | Vector3 up = plane.normal.crossProduct(Vector3::UNIT_X);
|
---|
1188 | if (up == Vector3::ZERO)
|
---|
1189 | up = plane.normal.crossProduct(-Vector3::UNIT_Z);
|
---|
1190 |
|
---|
1191 | // Create skyplane
|
---|
1192 | if( bow > 0 )
|
---|
1193 | {
|
---|
1194 | // Build a curved skyplane
|
---|
1195 | planeMesh = MeshManager::getSingleton().createCurvedPlane(
|
---|
1196 | meshName, groupName, plane, gscale * 100, gscale * 100, gscale * bow * 100,
|
---|
1197 | xsegments, ysegments, false, 1, tiling, tiling, up);
|
---|
1198 | }
|
---|
1199 | else
|
---|
1200 | {
|
---|
1201 | planeMesh = MeshManager::getSingleton().createPlane(
|
---|
1202 | meshName, groupName, plane, gscale * 100, gscale * 100, xsegments, ysegments, false,
|
---|
1203 | 1, tiling, tiling, up);
|
---|
1204 | }
|
---|
1205 |
|
---|
1206 | // Create entity
|
---|
1207 | if (mSkyPlaneEntity)
|
---|
1208 | {
|
---|
1209 | // destroy old one, do it by name for speed
|
---|
1210 | destroyEntity(meshName);
|
---|
1211 | }
|
---|
1212 | // Create, use the same name for mesh and entity
|
---|
1213 | mSkyPlaneEntity = createEntity(meshName, meshName);
|
---|
1214 | mSkyPlaneEntity->setMaterialName(materialName);
|
---|
1215 | mSkyPlaneEntity->setCastShadows(false);
|
---|
1216 |
|
---|
1217 | // Create node and attach
|
---|
1218 | if (!mSkyPlaneNode)
|
---|
1219 | {
|
---|
1220 | mSkyPlaneNode = createSceneNode(meshName + "Node");
|
---|
1221 | }
|
---|
1222 | else
|
---|
1223 | {
|
---|
1224 | mSkyPlaneNode->detachAllObjects();
|
---|
1225 | }
|
---|
1226 | mSkyPlaneNode->attachObject(mSkyPlaneEntity);
|
---|
1227 |
|
---|
1228 | }
|
---|
1229 | mSkyPlaneEnabled = enable;
|
---|
1230 | mSkyPlaneGenParameters.skyPlaneBow = bow;
|
---|
1231 | mSkyPlaneGenParameters.skyPlaneScale = gscale;
|
---|
1232 | mSkyPlaneGenParameters.skyPlaneTiling = tiling;
|
---|
1233 | mSkyPlaneGenParameters.skyPlaneXSegments = xsegments;
|
---|
1234 | mSkyPlaneGenParameters.skyPlaneYSegments = ysegments;
|
---|
1235 | }
|
---|
1236 | //-----------------------------------------------------------------------
|
---|
1237 | void SceneManager::setSkyBox(
|
---|
1238 | bool enable,
|
---|
1239 | const String& materialName,
|
---|
1240 | Real distance,
|
---|
1241 | bool drawFirst,
|
---|
1242 | const Quaternion& orientation,
|
---|
1243 | const String& groupName)
|
---|
1244 | {
|
---|
1245 | if (enable)
|
---|
1246 | {
|
---|
1247 | MaterialPtr m = MaterialManager::getSingleton().getByName(materialName);
|
---|
1248 | if (m.isNull())
|
---|
1249 | {
|
---|
1250 | OGRE_EXCEPT(Exception::ERR_INVALIDPARAMS,
|
---|
1251 | "Sky box material '" + materialName + "' not found.",
|
---|
1252 | "SceneManager::setSkyBox");
|
---|
1253 | }
|
---|
1254 | // Make sure the material doesn't update the depth buffer
|
---|
1255 | m->setDepthWriteEnabled(false);
|
---|
1256 | // Ensure loaded
|
---|
1257 | m->load();
|
---|
1258 | // Also clamp texture, don't wrap (otherwise edges can get filtered)
|
---|
1259 | m->getBestTechnique()->getPass(0)->getTextureUnitState(0)->setTextureAddressingMode(TextureUnitState::TAM_CLAMP);
|
---|
1260 |
|
---|
1261 |
|
---|
1262 | mSkyBoxDrawFirst = drawFirst;
|
---|
1263 |
|
---|
1264 | // Create node
|
---|
1265 | if (!mSkyBoxNode)
|
---|
1266 | {
|
---|
1267 | mSkyBoxNode = createSceneNode("SkyBoxNode");
|
---|
1268 | }
|
---|
1269 | else
|
---|
1270 | {
|
---|
1271 | mSkyBoxNode->detachAllObjects();
|
---|
1272 | }
|
---|
1273 |
|
---|
1274 | MaterialManager& matMgr = MaterialManager::getSingleton();
|
---|
1275 | // Set up the box (6 planes)
|
---|
1276 | for (int i = 0; i < 6; ++i)
|
---|
1277 | {
|
---|
1278 | MeshPtr planeMesh = createSkyboxPlane((BoxPlane)i, distance, orientation, groupName);
|
---|
1279 | String entName = mName + "SkyBoxPlane" + StringConverter::toString(i);
|
---|
1280 |
|
---|
1281 | // Create entity
|
---|
1282 | if (mSkyBoxEntity[i])
|
---|
1283 | {
|
---|
1284 | // destroy old one, do it by name for speed
|
---|
1285 | destroyEntity(entName);
|
---|
1286 | }
|
---|
1287 | mSkyBoxEntity[i] = createEntity(entName, planeMesh->getName());
|
---|
1288 | mSkyBoxEntity[i]->setCastShadows(false);
|
---|
1289 | // Have to create 6 materials, one for each frame
|
---|
1290 | // Used to use combined material but now we're using queue we can't split to change frame
|
---|
1291 | // This doesn't use much memory because textures aren't duplicated
|
---|
1292 | MaterialPtr boxMat = matMgr.getByName(entName);
|
---|
1293 | if (boxMat.isNull())
|
---|
1294 | {
|
---|
1295 | // Create new by clone
|
---|
1296 | boxMat = m->clone(entName);
|
---|
1297 | boxMat->load();
|
---|
1298 | }
|
---|
1299 | else
|
---|
1300 | {
|
---|
1301 | // Copy over existing
|
---|
1302 | m->copyDetailsTo(boxMat);
|
---|
1303 | boxMat->load();
|
---|
1304 | }
|
---|
1305 | // Set active frame
|
---|
1306 | boxMat->getBestTechnique()->getPass(0)->getTextureUnitState(0)
|
---|
1307 | ->setCurrentFrame(i);
|
---|
1308 |
|
---|
1309 | mSkyBoxEntity[i]->setMaterialName(boxMat->getName());
|
---|
1310 |
|
---|
1311 | // Attach to node
|
---|
1312 | mSkyBoxNode->attachObject(mSkyBoxEntity[i]);
|
---|
1313 | } // for each plane
|
---|
1314 |
|
---|
1315 | }
|
---|
1316 | mSkyBoxEnabled = enable;
|
---|
1317 | mSkyBoxGenParameters.skyBoxDistance = distance;
|
---|
1318 | }
|
---|
1319 | //-----------------------------------------------------------------------
|
---|
1320 | void SceneManager::setSkyDome(
|
---|
1321 | bool enable,
|
---|
1322 | const String& materialName,
|
---|
1323 | Real curvature,
|
---|
1324 | Real tiling,
|
---|
1325 | Real distance,
|
---|
1326 | bool drawFirst,
|
---|
1327 | const Quaternion& orientation,
|
---|
1328 | int xsegments, int ysegments, int ySegmentsToKeep,
|
---|
1329 | const String& groupName)
|
---|
1330 | {
|
---|
1331 | if (enable)
|
---|
1332 | {
|
---|
1333 | MaterialPtr m = MaterialManager::getSingleton().getByName(materialName);
|
---|
1334 | if (m.isNull())
|
---|
1335 | {
|
---|
1336 | OGRE_EXCEPT(Exception::ERR_INVALIDPARAMS,
|
---|
1337 | "Sky dome material '" + materialName + "' not found.",
|
---|
1338 | "SceneManager::setSkyDome");
|
---|
1339 | }
|
---|
1340 | // Make sure the material doesn't update the depth buffer
|
---|
1341 | m->setDepthWriteEnabled(false);
|
---|
1342 | // Ensure loaded
|
---|
1343 | m->load();
|
---|
1344 |
|
---|
1345 | mSkyDomeDrawFirst = drawFirst;
|
---|
1346 |
|
---|
1347 | // Create node
|
---|
1348 | if (!mSkyDomeNode)
|
---|
1349 | {
|
---|
1350 | mSkyDomeNode = createSceneNode("SkyDomeNode");
|
---|
1351 | }
|
---|
1352 | else
|
---|
1353 | {
|
---|
1354 | mSkyDomeNode->detachAllObjects();
|
---|
1355 | }
|
---|
1356 |
|
---|
1357 | // Set up the dome (5 planes)
|
---|
1358 | for (int i = 0; i < 5; ++i)
|
---|
1359 | {
|
---|
1360 | MeshPtr planeMesh = createSkydomePlane((BoxPlane)i, curvature,
|
---|
1361 | tiling, distance, orientation, xsegments, ysegments,
|
---|
1362 | i!=BP_UP ? ySegmentsToKeep : -1, groupName);
|
---|
1363 |
|
---|
1364 | String entName = "SkyDomePlane" + StringConverter::toString(i);
|
---|
1365 |
|
---|
1366 | // Create entity
|
---|
1367 | if (mSkyDomeEntity[i])
|
---|
1368 | {
|
---|
1369 | // destroy old one, do it by name for speed
|
---|
1370 | destroyEntity(entName);
|
---|
1371 | }
|
---|
1372 | mSkyDomeEntity[i] = createEntity(entName, planeMesh->getName());
|
---|
1373 | mSkyDomeEntity[i]->setMaterialName(m->getName());
|
---|
1374 | mSkyDomeEntity[i]->setCastShadows(false);
|
---|
1375 |
|
---|
1376 | // Attach to node
|
---|
1377 | mSkyDomeNode->attachObject(mSkyDomeEntity[i]);
|
---|
1378 | } // for each plane
|
---|
1379 |
|
---|
1380 | }
|
---|
1381 | mSkyDomeEnabled = enable;
|
---|
1382 | mSkyDomeGenParameters.skyDomeCurvature = curvature;
|
---|
1383 | mSkyDomeGenParameters.skyDomeDistance = distance;
|
---|
1384 | mSkyDomeGenParameters.skyDomeTiling = tiling;
|
---|
1385 | mSkyDomeGenParameters.skyDomeXSegments = xsegments;
|
---|
1386 | mSkyDomeGenParameters.skyDomeYSegments = ysegments;
|
---|
1387 | mSkyDomeGenParameters.skyDomeYSegments_keep = ySegmentsToKeep;
|
---|
1388 | }
|
---|
1389 | //-----------------------------------------------------------------------
|
---|
1390 | MeshPtr SceneManager::createSkyboxPlane(
|
---|
1391 | BoxPlane bp,
|
---|
1392 | Real distance,
|
---|
1393 | const Quaternion& orientation,
|
---|
1394 | const String& groupName)
|
---|
1395 | {
|
---|
1396 | Plane plane;
|
---|
1397 | String meshName;
|
---|
1398 | Vector3 up;
|
---|
1399 |
|
---|
1400 | meshName = mName + "SkyBoxPlane_";
|
---|
1401 | // Set up plane equation
|
---|
1402 | plane.d = distance;
|
---|
1403 | switch(bp)
|
---|
1404 | {
|
---|
1405 | case BP_FRONT:
|
---|
1406 | plane.normal = Vector3::UNIT_Z;
|
---|
1407 | up = Vector3::UNIT_Y;
|
---|
1408 | meshName += "Front";
|
---|
1409 | break;
|
---|
1410 | case BP_BACK:
|
---|
1411 | plane.normal = -Vector3::UNIT_Z;
|
---|
1412 | up = Vector3::UNIT_Y;
|
---|
1413 | meshName += "Back";
|
---|
1414 | break;
|
---|
1415 | case BP_LEFT:
|
---|
1416 | plane.normal = Vector3::UNIT_X;
|
---|
1417 | up = Vector3::UNIT_Y;
|
---|
1418 | meshName += "Left";
|
---|
1419 | break;
|
---|
1420 | case BP_RIGHT:
|
---|
1421 | plane.normal = -Vector3::UNIT_X;
|
---|
1422 | up = Vector3::UNIT_Y;
|
---|
1423 | meshName += "Right";
|
---|
1424 | break;
|
---|
1425 | case BP_UP:
|
---|
1426 | plane.normal = -Vector3::UNIT_Y;
|
---|
1427 | up = Vector3::UNIT_Z;
|
---|
1428 | meshName += "Up";
|
---|
1429 | break;
|
---|
1430 | case BP_DOWN:
|
---|
1431 | plane.normal = Vector3::UNIT_Y;
|
---|
1432 | up = -Vector3::UNIT_Z;
|
---|
1433 | meshName += "Down";
|
---|
1434 | break;
|
---|
1435 | }
|
---|
1436 | // Modify by orientation
|
---|
1437 | plane.normal = orientation * plane.normal;
|
---|
1438 | up = orientation * up;
|
---|
1439 |
|
---|
1440 |
|
---|
1441 | // Check to see if existing plane
|
---|
1442 | MeshManager& mm = MeshManager::getSingleton();
|
---|
1443 | MeshPtr planeMesh = mm.getByName(meshName);
|
---|
1444 | if(!planeMesh.isNull())
|
---|
1445 | {
|
---|
1446 | // destroy existing
|
---|
1447 | mm.remove(planeMesh->getHandle());
|
---|
1448 | }
|
---|
1449 | // Create new
|
---|
1450 | Real planeSize = distance * 2;
|
---|
1451 | const int BOX_SEGMENTS = 1;
|
---|
1452 | planeMesh = mm.createPlane(meshName, groupName, plane, planeSize, planeSize,
|
---|
1453 | BOX_SEGMENTS, BOX_SEGMENTS, false, 1, 1, 1, up);
|
---|
1454 |
|
---|
1455 | //planeMesh->_dumpContents(meshName);
|
---|
1456 |
|
---|
1457 | return planeMesh;
|
---|
1458 |
|
---|
1459 | }
|
---|
1460 | //-----------------------------------------------------------------------
|
---|
1461 | MeshPtr SceneManager::createSkydomePlane(
|
---|
1462 | BoxPlane bp,
|
---|
1463 | Real curvature,
|
---|
1464 | Real tiling,
|
---|
1465 | Real distance,
|
---|
1466 | const Quaternion& orientation,
|
---|
1467 | int xsegments, int ysegments, int ysegments_keep,
|
---|
1468 | const String& groupName)
|
---|
1469 | {
|
---|
1470 |
|
---|
1471 | Plane plane;
|
---|
1472 | String meshName;
|
---|
1473 | Vector3 up;
|
---|
1474 |
|
---|
1475 | meshName = mName + "SkyDomePlane_";
|
---|
1476 | // Set up plane equation
|
---|
1477 | plane.d = distance;
|
---|
1478 | switch(bp)
|
---|
1479 | {
|
---|
1480 | case BP_FRONT:
|
---|
1481 | plane.normal = Vector3::UNIT_Z;
|
---|
1482 | up = Vector3::UNIT_Y;
|
---|
1483 | meshName += "Front";
|
---|
1484 | break;
|
---|
1485 | case BP_BACK:
|
---|
1486 | plane.normal = -Vector3::UNIT_Z;
|
---|
1487 | up = Vector3::UNIT_Y;
|
---|
1488 | meshName += "Back";
|
---|
1489 | break;
|
---|
1490 | case BP_LEFT:
|
---|
1491 | plane.normal = Vector3::UNIT_X;
|
---|
1492 | up = Vector3::UNIT_Y;
|
---|
1493 | meshName += "Left";
|
---|
1494 | break;
|
---|
1495 | case BP_RIGHT:
|
---|
1496 | plane.normal = -Vector3::UNIT_X;
|
---|
1497 | up = Vector3::UNIT_Y;
|
---|
1498 | meshName += "Right";
|
---|
1499 | break;
|
---|
1500 | case BP_UP:
|
---|
1501 | plane.normal = -Vector3::UNIT_Y;
|
---|
1502 | up = Vector3::UNIT_Z;
|
---|
1503 | meshName += "Up";
|
---|
1504 | break;
|
---|
1505 | case BP_DOWN:
|
---|
1506 | // no down
|
---|
1507 | return MeshPtr();
|
---|
1508 | }
|
---|
1509 | // Modify by orientation
|
---|
1510 | plane.normal = orientation * plane.normal;
|
---|
1511 | up = orientation * up;
|
---|
1512 |
|
---|
1513 | // Check to see if existing plane
|
---|
1514 | MeshManager& mm = MeshManager::getSingleton();
|
---|
1515 | MeshPtr planeMesh = mm.getByName(meshName);
|
---|
1516 | if(!planeMesh.isNull())
|
---|
1517 | {
|
---|
1518 | // destroy existing
|
---|
1519 | mm.remove(planeMesh->getHandle());
|
---|
1520 | }
|
---|
1521 | // Create new
|
---|
1522 | Real planeSize = distance * 2;
|
---|
1523 | planeMesh = mm.createCurvedIllusionPlane(meshName, groupName, plane,
|
---|
1524 | planeSize, planeSize, curvature,
|
---|
1525 | xsegments, ysegments, false, 1, tiling, tiling, up,
|
---|
1526 | orientation, HardwareBuffer::HBU_DYNAMIC_WRITE_ONLY, HardwareBuffer::HBU_STATIC_WRITE_ONLY,
|
---|
1527 | false, false, ysegments_keep);
|
---|
1528 |
|
---|
1529 | //planeMesh->_dumpContents(meshName);
|
---|
1530 |
|
---|
1531 | return planeMesh;
|
---|
1532 |
|
---|
1533 | }
|
---|
1534 |
|
---|
1535 |
|
---|
1536 | //-----------------------------------------------------------------------
|
---|
1537 | void SceneManager::_updateSceneGraph(Camera* cam)
|
---|
1538 | {
|
---|
1539 | // Process queued needUpdate calls
|
---|
1540 | Node::processQueuedUpdates();
|
---|
1541 |
|
---|
1542 | // Cascade down the graph updating transforms & world bounds
|
---|
1543 | // In this implementation, just update from the root
|
---|
1544 | // Smarter SceneManager subclasses may choose to update only
|
---|
1545 | // certain scene graph branches
|
---|
1546 | mSceneRoot->_update(true, false);
|
---|
1547 |
|
---|
1548 |
|
---|
1549 | }
|
---|
1550 | //-----------------------------------------------------------------------
|
---|
1551 | void SceneManager::_findVisibleObjects(Camera* cam, bool onlyShadowCasters)
|
---|
1552 | {
|
---|
1553 | // Tell nodes to find, cascade down all nodes
|
---|
1554 | mSceneRoot->_findVisibleObjects(cam, getRenderQueue(), true,
|
---|
1555 | mDisplayNodes, onlyShadowCasters);
|
---|
1556 |
|
---|
1557 | }
|
---|
1558 | //-----------------------------------------------------------------------
|
---|
1559 | void SceneManager::_renderVisibleObjects(void)
|
---|
1560 | {
|
---|
1561 | RenderQueueInvocationSequence* invocationSequence =
|
---|
1562 | mCurrentViewport->_getRenderQueueInvocationSequence();
|
---|
1563 | // Use custom sequence only if we're not doing the texture shadow render
|
---|
1564 | // since texture shadow render should not be interfered with by suppressing
|
---|
1565 | // render state changes for example
|
---|
1566 | if (invocationSequence && mIlluminationStage != IRS_RENDER_TO_TEXTURE)
|
---|
1567 | {
|
---|
1568 | renderVisibleObjectsCustomSequence(invocationSequence);
|
---|
1569 | }
|
---|
1570 | else
|
---|
1571 | {
|
---|
1572 | renderVisibleObjectsDefaultSequence();
|
---|
1573 | }
|
---|
1574 | }
|
---|
1575 | //-----------------------------------------------------------------------
|
---|
1576 | void SceneManager::renderVisibleObjectsCustomSequence(RenderQueueInvocationSequence* seq)
|
---|
1577 | {
|
---|
1578 | RenderQueueInvocationIterator invocationIt = seq->iterator();
|
---|
1579 | while (invocationIt.hasMoreElements())
|
---|
1580 | {
|
---|
1581 | RenderQueueInvocation* invocation = invocationIt.getNext();
|
---|
1582 | uint8 qId = invocation->getRenderQueueGroupID();
|
---|
1583 | // Skip this one if not to be processed
|
---|
1584 | if (!isRenderQueueToBeProcessed(qId))
|
---|
1585 | continue;
|
---|
1586 |
|
---|
1587 |
|
---|
1588 | bool repeatQueue = false;
|
---|
1589 | const String& invocationName = invocation->getInvocationName();
|
---|
1590 | RenderQueueGroup* queueGroup = getRenderQueue()->getQueueGroup(qId);
|
---|
1591 | do // for repeating queues
|
---|
1592 | {
|
---|
1593 | // Fire queue started event
|
---|
1594 | if (fireRenderQueueStarted(qId, invocationName))
|
---|
1595 | {
|
---|
1596 | // Someone requested we skip this queue
|
---|
1597 | break;
|
---|
1598 | }
|
---|
1599 |
|
---|
1600 | // Invoke it
|
---|
1601 | invocation->invoke(queueGroup, this);
|
---|
1602 |
|
---|
1603 | // Fire queue ended event
|
---|
1604 | if (fireRenderQueueEnded(qId, invocationName))
|
---|
1605 | {
|
---|
1606 | // Someone requested we repeat this queue
|
---|
1607 | repeatQueue = true;
|
---|
1608 | }
|
---|
1609 | else
|
---|
1610 | {
|
---|
1611 | repeatQueue = false;
|
---|
1612 | }
|
---|
1613 | } while (repeatQueue);
|
---|
1614 |
|
---|
1615 |
|
---|
1616 | }
|
---|
1617 | }
|
---|
1618 | //-----------------------------------------------------------------------
|
---|
1619 | void SceneManager::renderVisibleObjectsDefaultSequence(void)
|
---|
1620 | {
|
---|
1621 | // Render each separate queue
|
---|
1622 | RenderQueue::QueueGroupIterator queueIt = getRenderQueue()->_getQueueGroupIterator();
|
---|
1623 |
|
---|
1624 | // NB only queues which have been created are rendered, no time is wasted
|
---|
1625 | // parsing through non-existent queues (even though there are 10 available)
|
---|
1626 |
|
---|
1627 | while (queueIt.hasMoreElements())
|
---|
1628 | {
|
---|
1629 | // Get queue group id
|
---|
1630 | uint8 qId = queueIt.peekNextKey();
|
---|
1631 | RenderQueueGroup* pGroup = queueIt.getNext();
|
---|
1632 | // Skip this one if not to be processed
|
---|
1633 | if (!isRenderQueueToBeProcessed(qId))
|
---|
1634 | continue;
|
---|
1635 |
|
---|
1636 |
|
---|
1637 | bool repeatQueue = false;
|
---|
1638 | do // for repeating queues
|
---|
1639 | {
|
---|
1640 | // Fire queue started event
|
---|
1641 | if (fireRenderQueueStarted(qId,
|
---|
1642 | mIlluminationStage == IRS_RENDER_TO_TEXTURE ?
|
---|
1643 | RenderQueueInvocation::RENDER_QUEUE_INVOCATION_SHADOWS :
|
---|
1644 | StringUtil::BLANK))
|
---|
1645 | {
|
---|
1646 | // Someone requested we skip this queue
|
---|
1647 | break;
|
---|
1648 | }
|
---|
1649 |
|
---|
1650 | _renderQueueGroupObjects(pGroup, QueuedRenderableCollection::OM_PASS_GROUP);
|
---|
1651 |
|
---|
1652 | // Fire queue ended event
|
---|
1653 | if (fireRenderQueueEnded(qId,
|
---|
1654 | mIlluminationStage == IRS_RENDER_TO_TEXTURE ?
|
---|
1655 | RenderQueueInvocation::RENDER_QUEUE_INVOCATION_SHADOWS :
|
---|
1656 | StringUtil::BLANK))
|
---|
1657 | {
|
---|
1658 | // Someone requested we repeat this queue
|
---|
1659 | repeatQueue = true;
|
---|
1660 | }
|
---|
1661 | else
|
---|
1662 | {
|
---|
1663 | repeatQueue = false;
|
---|
1664 | }
|
---|
1665 | } while (repeatQueue);
|
---|
1666 |
|
---|
1667 | } // for each queue group
|
---|
1668 |
|
---|
1669 | }
|
---|
1670 | //-----------------------------------------------------------------------
|
---|
1671 | void SceneManager::renderAdditiveStencilShadowedQueueGroupObjects(
|
---|
1672 | RenderQueueGroup* pGroup,
|
---|
1673 | QueuedRenderableCollection::OrganisationMode om)
|
---|
1674 | {
|
---|
1675 | RenderQueueGroup::PriorityMapIterator groupIt = pGroup->getIterator();
|
---|
1676 | LightList lightList;
|
---|
1677 |
|
---|
1678 | while (groupIt.hasMoreElements())
|
---|
1679 | {
|
---|
1680 | RenderPriorityGroup* pPriorityGrp = groupIt.getNext();
|
---|
1681 |
|
---|
1682 | // Sort the queue first
|
---|
1683 | pPriorityGrp->sort(mCameraInProgress);
|
---|
1684 |
|
---|
1685 | // Clear light list
|
---|
1686 | lightList.clear();
|
---|
1687 |
|
---|
1688 | // Render all the ambient passes first, no light iteration, no lights
|
---|
1689 | renderObjects(pPriorityGrp->getSolidsBasic(), om, false, &lightList);
|
---|
1690 | // Also render any objects which have receive shadows disabled
|
---|
1691 | renderObjects(pPriorityGrp->getSolidsNoShadowReceive(), om, true);
|
---|
1692 |
|
---|
1693 |
|
---|
1694 | // Now iterate per light
|
---|
1695 | // Iterate over lights, render all volumes to stencil
|
---|
1696 | LightList::const_iterator li, liend;
|
---|
1697 | liend = mLightsAffectingFrustum.end();
|
---|
1698 |
|
---|
1699 | for (li = mLightsAffectingFrustum.begin(); li != liend; ++li)
|
---|
1700 | {
|
---|
1701 | Light* l = *li;
|
---|
1702 | // Set light state
|
---|
1703 |
|
---|
1704 | if (l->getCastShadows())
|
---|
1705 | {
|
---|
1706 | // Clear stencil
|
---|
1707 | mDestRenderSystem->clearFrameBuffer(FBT_STENCIL);
|
---|
1708 | renderShadowVolumesToStencil(l, mCameraInProgress);
|
---|
1709 | // turn stencil check on
|
---|
1710 | mDestRenderSystem->setStencilCheckEnabled(true);
|
---|
1711 | // NB we render where the stencil is equal to zero to render lit areas
|
---|
1712 | mDestRenderSystem->setStencilBufferParams(CMPF_EQUAL, 0);
|
---|
1713 | }
|
---|
1714 |
|
---|
1715 | // render lighting passes for this light
|
---|
1716 | if (lightList.empty())
|
---|
1717 | lightList.push_back(l);
|
---|
1718 | else
|
---|
1719 | lightList[0] = l;
|
---|
1720 | renderObjects(pPriorityGrp->getSolidsDiffuseSpecular(), om, false, &lightList);
|
---|
1721 |
|
---|
1722 | // Reset stencil params
|
---|
1723 | mDestRenderSystem->setStencilBufferParams();
|
---|
1724 | mDestRenderSystem->setStencilCheckEnabled(false);
|
---|
1725 | mDestRenderSystem->_setDepthBufferParams();
|
---|
1726 |
|
---|
1727 | }// for each light
|
---|
1728 |
|
---|
1729 |
|
---|
1730 | // Now render decal passes, no need to set lights as lighting will be disabled
|
---|
1731 | renderObjects(pPriorityGrp->getSolidsDecal(), om, false);
|
---|
1732 |
|
---|
1733 |
|
---|
1734 | }// for each priority
|
---|
1735 |
|
---|
1736 | // Iterate again - variable name changed to appease gcc.
|
---|
1737 | RenderQueueGroup::PriorityMapIterator groupIt2 = pGroup->getIterator();
|
---|
1738 | while (groupIt2.hasMoreElements())
|
---|
1739 | {
|
---|
1740 | RenderPriorityGroup* pPriorityGrp = groupIt2.getNext();
|
---|
1741 |
|
---|
1742 | // Do transparents (always descending sort)
|
---|
1743 | renderObjects(pPriorityGrp->getTransparents(),
|
---|
1744 | QueuedRenderableCollection::OM_SORT_DESCENDING, true);
|
---|
1745 |
|
---|
1746 | }// for each priority
|
---|
1747 |
|
---|
1748 |
|
---|
1749 | }
|
---|
1750 | //-----------------------------------------------------------------------
|
---|
1751 | void SceneManager::renderModulativeStencilShadowedQueueGroupObjects(
|
---|
1752 | RenderQueueGroup* pGroup,
|
---|
1753 | QueuedRenderableCollection::OrganisationMode om)
|
---|
1754 | {
|
---|
1755 | /* For each light, we need to render all the solids from each group,
|
---|
1756 | then do the modulative shadows, then render the transparents from
|
---|
1757 | each group.
|
---|
1758 | Now, this means we are going to reorder things more, but that it required
|
---|
1759 | if the shadows are to look correct. The overall order is preserved anyway,
|
---|
1760 | it's just that all the transparents are at the end instead of them being
|
---|
1761 | interleaved as in the normal rendering loop.
|
---|
1762 | */
|
---|
1763 | // Iterate through priorities
|
---|
1764 | RenderQueueGroup::PriorityMapIterator groupIt = pGroup->getIterator();
|
---|
1765 |
|
---|
1766 | while (groupIt.hasMoreElements())
|
---|
1767 | {
|
---|
1768 | RenderPriorityGroup* pPriorityGrp = groupIt.getNext();
|
---|
1769 |
|
---|
1770 | // Sort the queue first
|
---|
1771 | pPriorityGrp->sort(mCameraInProgress);
|
---|
1772 |
|
---|
1773 | // Do (shadowable) solids
|
---|
1774 | renderObjects(pPriorityGrp->getSolidsBasic(), om, true);
|
---|
1775 | }
|
---|
1776 |
|
---|
1777 |
|
---|
1778 | // Iterate over lights, render all volumes to stencil
|
---|
1779 | LightList::const_iterator li, liend;
|
---|
1780 | liend = mLightsAffectingFrustum.end();
|
---|
1781 |
|
---|
1782 | for (li = mLightsAffectingFrustum.begin(); li != liend; ++li)
|
---|
1783 | {
|
---|
1784 | Light* l = *li;
|
---|
1785 | if (l->getCastShadows())
|
---|
1786 | {
|
---|
1787 | // Clear stencil
|
---|
1788 | mDestRenderSystem->clearFrameBuffer(FBT_STENCIL);
|
---|
1789 | renderShadowVolumesToStencil(l, mCameraInProgress);
|
---|
1790 | // render full-screen shadow modulator for all lights
|
---|
1791 | _setPass(mShadowModulativePass);
|
---|
1792 | // turn stencil check on
|
---|
1793 | mDestRenderSystem->setStencilCheckEnabled(true);
|
---|
1794 | // NB we render where the stencil is not equal to zero to render shadows, not lit areas
|
---|
1795 | mDestRenderSystem->setStencilBufferParams(CMPF_NOT_EQUAL, 0);
|
---|
1796 | renderSingleObject(mFullScreenQuad, mShadowModulativePass, false);
|
---|
1797 | // Reset stencil params
|
---|
1798 | mDestRenderSystem->setStencilBufferParams();
|
---|
1799 | mDestRenderSystem->setStencilCheckEnabled(false);
|
---|
1800 | mDestRenderSystem->_setDepthBufferParams();
|
---|
1801 | }
|
---|
1802 |
|
---|
1803 | }// for each light
|
---|
1804 |
|
---|
1805 | // Iterate again - variable name changed to appease gcc.
|
---|
1806 | RenderQueueGroup::PriorityMapIterator groupIt2 = pGroup->getIterator();
|
---|
1807 | while (groupIt2.hasMoreElements())
|
---|
1808 | {
|
---|
1809 | RenderPriorityGroup* pPriorityGrp = groupIt2.getNext();
|
---|
1810 |
|
---|
1811 | // Do non-shadowable solids
|
---|
1812 | renderObjects(pPriorityGrp->getSolidsNoShadowReceive(), om, true);
|
---|
1813 |
|
---|
1814 | }// for each priority
|
---|
1815 |
|
---|
1816 |
|
---|
1817 | // Iterate again - variable name changed to appease gcc.
|
---|
1818 | RenderQueueGroup::PriorityMapIterator groupIt3 = pGroup->getIterator();
|
---|
1819 | while (groupIt3.hasMoreElements())
|
---|
1820 | {
|
---|
1821 | RenderPriorityGroup* pPriorityGrp = groupIt3.getNext();
|
---|
1822 |
|
---|
1823 | // Do transparents (always descending sort)
|
---|
1824 | renderObjects(pPriorityGrp->getTransparents(),
|
---|
1825 | QueuedRenderableCollection::OM_SORT_DESCENDING, true);
|
---|
1826 |
|
---|
1827 | }// for each priority
|
---|
1828 |
|
---|
1829 | }
|
---|
1830 | //-----------------------------------------------------------------------
|
---|
1831 | void SceneManager::renderTextureShadowCasterQueueGroupObjects(
|
---|
1832 | RenderQueueGroup* pGroup,
|
---|
1833 | QueuedRenderableCollection::OrganisationMode om)
|
---|
1834 | {
|
---|
1835 | static LightList nullLightList;
|
---|
1836 | // This is like the basic group render, except we skip all transparents
|
---|
1837 | // and we also render any non-shadowed objects
|
---|
1838 | // Note that non-shadow casters will have already been eliminated during
|
---|
1839 | // _findVisibleObjects
|
---|
1840 |
|
---|
1841 | // Iterate through priorities
|
---|
1842 | RenderQueueGroup::PriorityMapIterator groupIt = pGroup->getIterator();
|
---|
1843 |
|
---|
1844 | // Override auto param ambient to force vertex programs and fixed function to
|
---|
1845 | if (isShadowTechniqueAdditive())
|
---|
1846 | {
|
---|
1847 | // Use simple black / white mask if additive
|
---|
1848 | mAutoParamDataSource.setAmbientLightColour(ColourValue::Black);
|
---|
1849 | mDestRenderSystem->setAmbientLight(0, 0, 0);
|
---|
1850 | }
|
---|
1851 | else
|
---|
1852 | {
|
---|
1853 | // Use shadow colour as caster colour if modulative
|
---|
1854 | mAutoParamDataSource.setAmbientLightColour(mShadowColour);
|
---|
1855 | mDestRenderSystem->setAmbientLight(mShadowColour.r, mShadowColour.g, mShadowColour.b);
|
---|
1856 | }
|
---|
1857 |
|
---|
1858 | while (groupIt.hasMoreElements())
|
---|
1859 | {
|
---|
1860 | RenderPriorityGroup* pPriorityGrp = groupIt.getNext();
|
---|
1861 |
|
---|
1862 | // Sort the queue first
|
---|
1863 | pPriorityGrp->sort(mCameraInProgress);
|
---|
1864 |
|
---|
1865 | // Do solids, override light list incase any vertex programs use them
|
---|
1866 | renderObjects(pPriorityGrp->getSolidsBasic(), om, false, &nullLightList);
|
---|
1867 | renderObjects(pPriorityGrp->getSolidsNoShadowReceive(), om, false, &nullLightList);
|
---|
1868 | // Do transparents that cast shadows
|
---|
1869 | renderTransparentShadowCasterObjects(
|
---|
1870 | pPriorityGrp->getTransparents(),
|
---|
1871 | QueuedRenderableCollection::OM_SORT_DESCENDING,
|
---|
1872 | false, &nullLightList);
|
---|
1873 |
|
---|
1874 |
|
---|
1875 | }// for each priority
|
---|
1876 |
|
---|
1877 | // reset ambient light
|
---|
1878 | mAutoParamDataSource.setAmbientLightColour(mAmbientLight);
|
---|
1879 | mDestRenderSystem->setAmbientLight(mAmbientLight.r, mAmbientLight.g, mAmbientLight.b);
|
---|
1880 | }
|
---|
1881 | //-----------------------------------------------------------------------
|
---|
1882 | void SceneManager::renderModulativeTextureShadowedQueueGroupObjects(
|
---|
1883 | RenderQueueGroup* pGroup,
|
---|
1884 | QueuedRenderableCollection::OrganisationMode om)
|
---|
1885 | {
|
---|
1886 | /* For each light, we need to render all the solids from each group,
|
---|
1887 | then do the modulative shadows, then render the transparents from
|
---|
1888 | each group.
|
---|
1889 | Now, this means we are going to reorder things more, but that it required
|
---|
1890 | if the shadows are to look correct. The overall order is preserved anyway,
|
---|
1891 | it's just that all the transparents are at the end instead of them being
|
---|
1892 | interleaved as in the normal rendering loop.
|
---|
1893 | */
|
---|
1894 | // Iterate through priorities
|
---|
1895 | RenderQueueGroup::PriorityMapIterator groupIt = pGroup->getIterator();
|
---|
1896 |
|
---|
1897 | while (groupIt.hasMoreElements())
|
---|
1898 | {
|
---|
1899 | RenderPriorityGroup* pPriorityGrp = groupIt.getNext();
|
---|
1900 |
|
---|
1901 | // Sort the queue first
|
---|
1902 | pPriorityGrp->sort(mCameraInProgress);
|
---|
1903 |
|
---|
1904 | // Do solids
|
---|
1905 | renderObjects(pPriorityGrp->getSolidsBasic(), om, true);
|
---|
1906 | renderObjects(pPriorityGrp->getSolidsNoShadowReceive(), om, true);
|
---|
1907 | }
|
---|
1908 |
|
---|
1909 |
|
---|
1910 | // Iterate over lights, render received shadows
|
---|
1911 | // only perform this if we're in the 'normal' render stage, to avoid
|
---|
1912 | // doing it during the render to texture
|
---|
1913 | if (mIlluminationStage == IRS_NONE)
|
---|
1914 | {
|
---|
1915 | mIlluminationStage = IRS_RENDER_RECEIVER_PASS;
|
---|
1916 |
|
---|
1917 | LightList::iterator i, iend;
|
---|
1918 | ShadowTextureList::iterator si, siend;
|
---|
1919 | iend = mLightsAffectingFrustum.end();
|
---|
1920 | siend = mShadowTextures.end();
|
---|
1921 | for (i = mLightsAffectingFrustum.begin(), si = mShadowTextures.begin();
|
---|
1922 | i != iend && si != siend; ++i)
|
---|
1923 | {
|
---|
1924 | Light* l = *i;
|
---|
1925 |
|
---|
1926 | if (!l->getCastShadows())
|
---|
1927 | continue;
|
---|
1928 |
|
---|
1929 | // Store current shadow texture
|
---|
1930 | mCurrentShadowTexture = si->getPointer();
|
---|
1931 | // Get camera for current shadow texture
|
---|
1932 | Camera *cam = mCurrentShadowTexture->getBuffer()->getRenderTarget()->getViewport(0)->getCamera();
|
---|
1933 | // Hook up receiver texture
|
---|
1934 | Pass* targetPass = mShadowTextureCustomReceiverPass ?
|
---|
1935 | mShadowTextureCustomReceiverPass : mShadowReceiverPass;
|
---|
1936 | targetPass->getTextureUnitState(0)->setTextureName(
|
---|
1937 | mCurrentShadowTexture->getName());
|
---|
1938 | // Hook up projection frustum
|
---|
1939 | targetPass->getTextureUnitState(0)->setProjectiveTexturing(true, cam);
|
---|
1940 | mAutoParamDataSource.setTextureProjector(cam);
|
---|
1941 | // if this light is a spotlight, we need to add the spot fader layer
|
---|
1942 | if (l->getType() == Light::LT_SPOTLIGHT)
|
---|
1943 | {
|
---|
1944 | // remove all TUs except 0 & 1
|
---|
1945 | // (only an issue if additive shadows have been used)
|
---|
1946 | while(targetPass->getNumTextureUnitStates() > 2)
|
---|
1947 | targetPass->removeTextureUnitState(2);
|
---|
1948 |
|
---|
1949 | // Add spot fader if not present already
|
---|
1950 | if (targetPass->getNumTextureUnitStates() == 2 &&
|
---|
1951 | targetPass->getTextureUnitState(1)->getTextureName() ==
|
---|
1952 | "spot_shadow_fade.png")
|
---|
1953 | {
|
---|
1954 | // Just set
|
---|
1955 | TextureUnitState* t =
|
---|
1956 | targetPass->getTextureUnitState(1);
|
---|
1957 | t->setProjectiveTexturing(true, cam);
|
---|
1958 | }
|
---|
1959 | else
|
---|
1960 | {
|
---|
1961 | // Remove any non-conforming spot layers
|
---|
1962 | while(targetPass->getNumTextureUnitStates() > 1)
|
---|
1963 | targetPass->removeTextureUnitState(1);
|
---|
1964 |
|
---|
1965 | TextureUnitState* t =
|
---|
1966 | mShadowReceiverPass->createTextureUnitState("spot_shadow_fade.png");
|
---|
1967 | t->setProjectiveTexturing(true, cam);
|
---|
1968 | t->setColourOperation(LBO_ADD);
|
---|
1969 | t->setTextureAddressingMode(TextureUnitState::TAM_CLAMP);
|
---|
1970 | }
|
---|
1971 | }
|
---|
1972 | else
|
---|
1973 | {
|
---|
1974 | // remove all TUs except 0 including spot
|
---|
1975 | while(targetPass->getNumTextureUnitStates() > 1)
|
---|
1976 | targetPass->removeTextureUnitState(1);
|
---|
1977 |
|
---|
1978 | }
|
---|
1979 | // Set lighting / blending modes
|
---|
1980 | targetPass->setSceneBlending(SBF_DEST_COLOUR, SBF_ZERO);
|
---|
1981 | targetPass->setLightingEnabled(false);
|
---|
1982 |
|
---|
1983 | targetPass->_load();
|
---|
1984 |
|
---|
1985 | // Fire pre-receiver event
|
---|
1986 | fireShadowTexturesPreReceiver(l, cam);
|
---|
1987 |
|
---|
1988 | renderTextureShadowReceiverQueueGroupObjects(pGroup, om);
|
---|
1989 |
|
---|
1990 | ++si;
|
---|
1991 |
|
---|
1992 | }// for each light
|
---|
1993 |
|
---|
1994 | mIlluminationStage = IRS_NONE;
|
---|
1995 |
|
---|
1996 | }
|
---|
1997 |
|
---|
1998 | // Iterate again - variable name changed to appease gcc.
|
---|
1999 | RenderQueueGroup::PriorityMapIterator groupIt3 = pGroup->getIterator();
|
---|
2000 | while (groupIt3.hasMoreElements())
|
---|
2001 | {
|
---|
2002 | RenderPriorityGroup* pPriorityGrp = groupIt3.getNext();
|
---|
2003 |
|
---|
2004 | // Do transparents (always descending)
|
---|
2005 | renderObjects(pPriorityGrp->getTransparents(),
|
---|
2006 | QueuedRenderableCollection::OM_SORT_DESCENDING, true);
|
---|
2007 |
|
---|
2008 | }// for each priority
|
---|
2009 |
|
---|
2010 | }
|
---|
2011 | //-----------------------------------------------------------------------
|
---|
2012 | void SceneManager::renderAdditiveTextureShadowedQueueGroupObjects(
|
---|
2013 | RenderQueueGroup* pGroup,
|
---|
2014 | QueuedRenderableCollection::OrganisationMode om)
|
---|
2015 | {
|
---|
2016 | RenderQueueGroup::PriorityMapIterator groupIt = pGroup->getIterator();
|
---|
2017 | LightList lightList;
|
---|
2018 |
|
---|
2019 | while (groupIt.hasMoreElements())
|
---|
2020 | {
|
---|
2021 | RenderPriorityGroup* pPriorityGrp = groupIt.getNext();
|
---|
2022 |
|
---|
2023 | // Sort the queue first
|
---|
2024 | pPriorityGrp->sort(mCameraInProgress);
|
---|
2025 |
|
---|
2026 | // Clear light list
|
---|
2027 | lightList.clear();
|
---|
2028 |
|
---|
2029 | // Render all the ambient passes first, no light iteration, no lights
|
---|
2030 | renderObjects(pPriorityGrp->getSolidsBasic(), om, false, &lightList);
|
---|
2031 | // Also render any objects which have receive shadows disabled
|
---|
2032 | renderObjects(pPriorityGrp->getSolidsNoShadowReceive(), om, true);
|
---|
2033 |
|
---|
2034 |
|
---|
2035 | // only perform this next part if we're in the 'normal' render stage, to avoid
|
---|
2036 | // doing it during the render to texture
|
---|
2037 | if (mIlluminationStage == IRS_NONE)
|
---|
2038 | {
|
---|
2039 | // Iterate over lights, render masked
|
---|
2040 | LightList::const_iterator li, liend;
|
---|
2041 | ShadowTextureList::iterator si, siend;
|
---|
2042 | liend = mLightsAffectingFrustum.end();
|
---|
2043 | siend = mShadowTextures.end();
|
---|
2044 | si = mShadowTextures.begin();
|
---|
2045 |
|
---|
2046 | for (li = mLightsAffectingFrustum.begin(); li != liend; ++li)
|
---|
2047 | {
|
---|
2048 | Light* l = *li;
|
---|
2049 |
|
---|
2050 | if (l->getCastShadows() && si != siend)
|
---|
2051 | {
|
---|
2052 | // Store current shadow texture
|
---|
2053 | mCurrentShadowTexture = si->getPointer();
|
---|
2054 | // Get camera for current shadow texture
|
---|
2055 | Camera *cam = mCurrentShadowTexture->getBuffer()->getRenderTarget()->getViewport(0)->getCamera();
|
---|
2056 | // Hook up receiver texture
|
---|
2057 | Pass* targetPass = mShadowTextureCustomReceiverPass ?
|
---|
2058 | mShadowTextureCustomReceiverPass : mShadowReceiverPass;
|
---|
2059 | targetPass->getTextureUnitState(0)->setTextureName(
|
---|
2060 | mCurrentShadowTexture->getName());
|
---|
2061 | // Hook up projection frustum
|
---|
2062 | targetPass->getTextureUnitState(0)->setProjectiveTexturing(true, cam);
|
---|
2063 | mAutoParamDataSource.setTextureProjector(cam);
|
---|
2064 | // Remove any spot fader layer
|
---|
2065 | if (targetPass->getNumTextureUnitStates() > 1 &&
|
---|
2066 | targetPass->getTextureUnitState(1)->getTextureName()
|
---|
2067 | == "spot_shadow_fade.png")
|
---|
2068 | {
|
---|
2069 | // remove spot fader layer (should only be there if
|
---|
2070 | // we previously used modulative shadows)
|
---|
2071 | targetPass->removeTextureUnitState(1);
|
---|
2072 | }
|
---|
2073 | // Set lighting / blending modes
|
---|
2074 | targetPass->setSceneBlending(SBF_ONE, SBF_ONE);
|
---|
2075 | targetPass->setLightingEnabled(true);
|
---|
2076 | targetPass->_load();
|
---|
2077 |
|
---|
2078 | // increment shadow texture since used
|
---|
2079 | ++si;
|
---|
2080 |
|
---|
2081 | mIlluminationStage = IRS_RENDER_RECEIVER_PASS;
|
---|
2082 |
|
---|
2083 | }
|
---|
2084 | else
|
---|
2085 | {
|
---|
2086 | mIlluminationStage = IRS_NONE;
|
---|
2087 |
|
---|
2088 | }
|
---|
2089 |
|
---|
2090 | // render lighting passes for this light
|
---|
2091 | if (lightList.empty())
|
---|
2092 | lightList.push_back(l);
|
---|
2093 | else
|
---|
2094 | lightList[0] = l;
|
---|
2095 | renderObjects(pPriorityGrp->getSolidsDiffuseSpecular(), om, false, &lightList);
|
---|
2096 |
|
---|
2097 | }// for each light
|
---|
2098 |
|
---|
2099 | mIlluminationStage = IRS_NONE;
|
---|
2100 |
|
---|
2101 | // Now render decal passes, no need to set lights as lighting will be disabled
|
---|
2102 | renderObjects(pPriorityGrp->getSolidsDecal(), om, false);
|
---|
2103 |
|
---|
2104 | }
|
---|
2105 |
|
---|
2106 |
|
---|
2107 | }// for each priority
|
---|
2108 |
|
---|
2109 | // Iterate again - variable name changed to appease gcc.
|
---|
2110 | RenderQueueGroup::PriorityMapIterator groupIt2 = pGroup->getIterator();
|
---|
2111 | while (groupIt2.hasMoreElements())
|
---|
2112 | {
|
---|
2113 | RenderPriorityGroup* pPriorityGrp = groupIt2.getNext();
|
---|
2114 |
|
---|
2115 | // Do transparents (always descending sort)
|
---|
2116 | renderObjects(pPriorityGrp->getTransparents(),
|
---|
2117 | QueuedRenderableCollection::OM_SORT_DESCENDING, true);
|
---|
2118 |
|
---|
2119 | }// for each priority
|
---|
2120 |
|
---|
2121 | }
|
---|
2122 | //-----------------------------------------------------------------------
|
---|
2123 | void SceneManager::renderTextureShadowReceiverQueueGroupObjects(
|
---|
2124 | RenderQueueGroup* pGroup,
|
---|
2125 | QueuedRenderableCollection::OrganisationMode om)
|
---|
2126 | {
|
---|
2127 | static LightList nullLightList;
|
---|
2128 |
|
---|
2129 | // Iterate through priorities
|
---|
2130 | RenderQueueGroup::PriorityMapIterator groupIt = pGroup->getIterator();
|
---|
2131 |
|
---|
2132 | // Override auto param ambient to force vertex programs to go full-bright
|
---|
2133 | mAutoParamDataSource.setAmbientLightColour(ColourValue::White);
|
---|
2134 | mDestRenderSystem->setAmbientLight(1, 1, 1);
|
---|
2135 |
|
---|
2136 | while (groupIt.hasMoreElements())
|
---|
2137 | {
|
---|
2138 | RenderPriorityGroup* pPriorityGrp = groupIt.getNext();
|
---|
2139 |
|
---|
2140 | // Do solids, override light list incase any vertex programs use them
|
---|
2141 | renderObjects(pPriorityGrp->getSolidsBasic(), om, false, &nullLightList);
|
---|
2142 |
|
---|
2143 | // Don't render transparents or passes which have shadow receipt disabled
|
---|
2144 |
|
---|
2145 | }// for each priority
|
---|
2146 |
|
---|
2147 | // reset ambient
|
---|
2148 | mAutoParamDataSource.setAmbientLightColour(mAmbientLight);
|
---|
2149 | mDestRenderSystem->setAmbientLight(mAmbientLight.r, mAmbientLight.g, mAmbientLight.b);
|
---|
2150 |
|
---|
2151 | }
|
---|
2152 | //-----------------------------------------------------------------------
|
---|
2153 | void SceneManager::SceneMgrQueuedRenderableVisitor::visit(const Renderable* r)
|
---|
2154 | {
|
---|
2155 | // Give SM a chance to eliminate
|
---|
2156 | if (targetSceneMgr->validateRenderableForRendering(mUsedPass, r))
|
---|
2157 | {
|
---|
2158 | // Render a single object, this will set up auto params if required
|
---|
2159 | targetSceneMgr->renderSingleObject(r, mUsedPass, autoLights, manualLightList);
|
---|
2160 | }
|
---|
2161 | }
|
---|
2162 | //-----------------------------------------------------------------------
|
---|
2163 | bool SceneManager::SceneMgrQueuedRenderableVisitor::visit(const Pass* p)
|
---|
2164 | {
|
---|
2165 | // Give SM a chance to eliminate this pass
|
---|
2166 | if (!targetSceneMgr->validatePassForRendering(p))
|
---|
2167 | return false;
|
---|
2168 |
|
---|
2169 | // Set pass, store the actual one used
|
---|
2170 | mUsedPass = targetSceneMgr->_setPass(p);
|
---|
2171 |
|
---|
2172 |
|
---|
2173 | return true;
|
---|
2174 | }
|
---|
2175 | //-----------------------------------------------------------------------
|
---|
2176 | void SceneManager::SceneMgrQueuedRenderableVisitor::visit(const RenderablePass* rp)
|
---|
2177 | {
|
---|
2178 | // Skip this one if we're in transparency cast shadows mode & it doesn't
|
---|
2179 | // Don't need to implement this one in the other visit methods since
|
---|
2180 | // transparents are never grouped, always sorted
|
---|
2181 | if (transparentShadowCastersMode &&
|
---|
2182 | !rp->pass->getParent()->getParent()->getTransparencyCastsShadows())
|
---|
2183 | return;
|
---|
2184 |
|
---|
2185 | // Give SM a chance to eliminate
|
---|
2186 | if (targetSceneMgr->validateRenderableForRendering(rp->pass, rp->renderable))
|
---|
2187 | {
|
---|
2188 | targetSceneMgr->_setPass(rp->pass);
|
---|
2189 | targetSceneMgr->renderSingleObject(rp->renderable, rp->pass, autoLights,
|
---|
2190 | manualLightList);
|
---|
2191 | }
|
---|
2192 | }
|
---|
2193 | //-----------------------------------------------------------------------
|
---|
2194 | bool SceneManager::validatePassForRendering(const Pass* pass)
|
---|
2195 | {
|
---|
2196 | // Bypass if we're doing a texture shadow render and
|
---|
2197 | // this pass is after the first (only 1 pass needed for modulative shadow texture)
|
---|
2198 | // Also bypass if passes above the first if render state changes are
|
---|
2199 | // suppressed since we're not actually using this pass data anyway
|
---|
2200 | if (!mSuppressShadows && mCurrentViewport->getShadowsEnabled() &&
|
---|
2201 | isShadowTechniqueModulative() &&
|
---|
2202 | (mIlluminationStage == IRS_RENDER_TO_TEXTURE ||
|
---|
2203 | mIlluminationStage == IRS_RENDER_RECEIVER_PASS ||
|
---|
2204 | mSuppressRenderStateChanges) &&
|
---|
2205 | pass->getIndex() > 0)
|
---|
2206 | {
|
---|
2207 | return false;
|
---|
2208 | }
|
---|
2209 |
|
---|
2210 | #ifdef GAMETOOLS_ILLUMINATION_MODULE
|
---|
2211 | if(!pass->isActive())
|
---|
2212 | return false;
|
---|
2213 | #endif
|
---|
2214 |
|
---|
2215 | return true;
|
---|
2216 | }
|
---|
2217 | //-----------------------------------------------------------------------
|
---|
2218 | bool SceneManager::validateRenderableForRendering(const Pass* pass, const Renderable* rend)
|
---|
2219 | {
|
---|
2220 | // Skip this renderable if we're doing modulative texture shadows, it casts shadows
|
---|
2221 | // and we're doing the render receivers pass and we're not self-shadowing
|
---|
2222 | if (!mSuppressShadows && mCurrentViewport->getShadowsEnabled() &&
|
---|
2223 | isShadowTechniqueTextureBased() &&
|
---|
2224 | mIlluminationStage == IRS_RENDER_RECEIVER_PASS &&
|
---|
2225 | rend->getCastsShadows() && !mShadowTextureSelfShadow &&
|
---|
2226 | isShadowTechniqueModulative())
|
---|
2227 | {
|
---|
2228 | return false;
|
---|
2229 | }
|
---|
2230 |
|
---|
2231 | return true;
|
---|
2232 |
|
---|
2233 | }
|
---|
2234 | //-----------------------------------------------------------------------
|
---|
2235 | void SceneManager::renderObjects(const QueuedRenderableCollection& objs,
|
---|
2236 | QueuedRenderableCollection::OrganisationMode om,
|
---|
2237 | bool doLightIteration,
|
---|
2238 | const LightList* manualLightList)
|
---|
2239 | {
|
---|
2240 | mActiveQueuedRenderableVisitor->autoLights = doLightIteration;
|
---|
2241 | mActiveQueuedRenderableVisitor->manualLightList = manualLightList;
|
---|
2242 | mActiveQueuedRenderableVisitor->transparentShadowCastersMode = false;
|
---|
2243 | // Use visitor
|
---|
2244 | objs.acceptVisitor(mActiveQueuedRenderableVisitor, om);
|
---|
2245 | }
|
---|
2246 | //-----------------------------------------------------------------------
|
---|
2247 | void SceneManager::_renderQueueGroupObjects(RenderQueueGroup* pGroup,
|
---|
2248 | QueuedRenderableCollection::OrganisationMode om)
|
---|
2249 | {
|
---|
2250 | bool doShadows =
|
---|
2251 | pGroup->getShadowsEnabled() &&
|
---|
2252 | mCurrentViewport->getShadowsEnabled() &&
|
---|
2253 | !mSuppressShadows && !mSuppressRenderStateChanges;
|
---|
2254 |
|
---|
2255 | if (doShadows && mShadowTechnique == SHADOWTYPE_STENCIL_ADDITIVE)
|
---|
2256 | {
|
---|
2257 | // Additive stencil shadows in use
|
---|
2258 | renderAdditiveStencilShadowedQueueGroupObjects(pGroup, om);
|
---|
2259 | }
|
---|
2260 | else if (doShadows && mShadowTechnique == SHADOWTYPE_STENCIL_MODULATIVE)
|
---|
2261 | {
|
---|
2262 | // Modulative stencil shadows in use
|
---|
2263 | renderModulativeStencilShadowedQueueGroupObjects(pGroup, om);
|
---|
2264 | }
|
---|
2265 | else if (isShadowTechniqueTextureBased())
|
---|
2266 | {
|
---|
2267 | // Modulative texture shadows in use
|
---|
2268 | if (mIlluminationStage == IRS_RENDER_TO_TEXTURE)
|
---|
2269 | {
|
---|
2270 | // Shadow caster pass
|
---|
2271 | if (mCurrentViewport->getShadowsEnabled() &&
|
---|
2272 | !mSuppressShadows && !mSuppressRenderStateChanges)
|
---|
2273 | {
|
---|
2274 | renderTextureShadowCasterQueueGroupObjects(pGroup, om);
|
---|
2275 | }
|
---|
2276 | }
|
---|
2277 | else
|
---|
2278 | {
|
---|
2279 | // Ordinary + receiver pass
|
---|
2280 | if (doShadows)
|
---|
2281 | {
|
---|
2282 | // Receiver pass(es)
|
---|
2283 | if (isShadowTechniqueAdditive())
|
---|
2284 | {
|
---|
2285 | // Additive
|
---|
2286 | renderAdditiveTextureShadowedQueueGroupObjects(pGroup, om);
|
---|
2287 | }
|
---|
2288 | else
|
---|
2289 | {
|
---|
2290 | // Modulative
|
---|
2291 | renderModulativeTextureShadowedQueueGroupObjects(pGroup, om);
|
---|
2292 | }
|
---|
2293 | }
|
---|
2294 | else
|
---|
2295 | renderBasicQueueGroupObjects(pGroup, om);
|
---|
2296 | }
|
---|
2297 | }
|
---|
2298 | else
|
---|
2299 | {
|
---|
2300 | // No shadows, ordinary pass
|
---|
2301 | renderBasicQueueGroupObjects(pGroup, om);
|
---|
2302 | }
|
---|
2303 |
|
---|
2304 |
|
---|
2305 | }
|
---|
2306 | //-----------------------------------------------------------------------
|
---|
2307 | void SceneManager::renderBasicQueueGroupObjects(RenderQueueGroup* pGroup,
|
---|
2308 | QueuedRenderableCollection::OrganisationMode om)
|
---|
2309 | {
|
---|
2310 | // Basic render loop
|
---|
2311 | // Iterate through priorities
|
---|
2312 | RenderQueueGroup::PriorityMapIterator groupIt = pGroup->getIterator();
|
---|
2313 |
|
---|
2314 | while (groupIt.hasMoreElements())
|
---|
2315 | {
|
---|
2316 | RenderPriorityGroup* pPriorityGrp = groupIt.getNext();
|
---|
2317 |
|
---|
2318 | // Sort the queue first
|
---|
2319 | pPriorityGrp->sort(mCameraInProgress);
|
---|
2320 |
|
---|
2321 | // Do solids
|
---|
2322 | renderObjects(pPriorityGrp->getSolidsBasic(), om, true);
|
---|
2323 | // Do transparents (always descending)
|
---|
2324 | renderObjects(pPriorityGrp->getTransparents(),
|
---|
2325 | QueuedRenderableCollection::OM_SORT_DESCENDING, true);
|
---|
2326 |
|
---|
2327 |
|
---|
2328 | }// for each priority
|
---|
2329 | }
|
---|
2330 | //-----------------------------------------------------------------------
|
---|
2331 | void SceneManager::renderTransparentShadowCasterObjects(
|
---|
2332 | const QueuedRenderableCollection& objs,
|
---|
2333 | QueuedRenderableCollection::OrganisationMode om, bool doLightIteration,
|
---|
2334 | const LightList* manualLightList)
|
---|
2335 | {
|
---|
2336 | mActiveQueuedRenderableVisitor->transparentShadowCastersMode = true;
|
---|
2337 | mActiveQueuedRenderableVisitor->autoLights = doLightIteration;
|
---|
2338 | mActiveQueuedRenderableVisitor->manualLightList = manualLightList;
|
---|
2339 |
|
---|
2340 | // Sort descending (transparency)
|
---|
2341 | objs.acceptVisitor(mActiveQueuedRenderableVisitor,
|
---|
2342 | QueuedRenderableCollection::OM_SORT_DESCENDING);
|
---|
2343 |
|
---|
2344 | mActiveQueuedRenderableVisitor->transparentShadowCastersMode = false;
|
---|
2345 | }
|
---|
2346 | //-----------------------------------------------------------------------
|
---|
2347 | void SceneManager::renderSingleObject(const Renderable* rend, const Pass* pass,
|
---|
2348 | bool doLightIteration, const LightList* manualLightList)
|
---|
2349 | {
|
---|
2350 | unsigned short numMatrices;
|
---|
2351 | static RenderOperation ro;
|
---|
2352 | static LightList localLightList;
|
---|
2353 |
|
---|
2354 | // Set up rendering operation
|
---|
2355 | // I know, I know, const_cast is nasty but otherwise it requires all internal
|
---|
2356 | // state of the Renderable assigned to the rop to be mutable
|
---|
2357 | const_cast<Renderable*>(rend)->getRenderOperation(ro);
|
---|
2358 | ro.srcRenderable = rend;
|
---|
2359 |
|
---|
2360 | // Set world transformation
|
---|
2361 | rend->getWorldTransforms(mTempXform);
|
---|
2362 | numMatrices = rend->getNumWorldTransforms();
|
---|
2363 | if (numMatrices > 1)
|
---|
2364 | {
|
---|
2365 | mDestRenderSystem->_setWorldMatrices(mTempXform, numMatrices);
|
---|
2366 | }
|
---|
2367 | else
|
---|
2368 | {
|
---|
2369 | mDestRenderSystem->_setWorldMatrix(*mTempXform);
|
---|
2370 | }
|
---|
2371 |
|
---|
2372 | // Issue view / projection changes if any
|
---|
2373 | useRenderableViewProjMode(rend);
|
---|
2374 |
|
---|
2375 | if (!mSuppressRenderStateChanges)
|
---|
2376 | {
|
---|
2377 | bool passSurfaceAndLightParams = true;
|
---|
2378 |
|
---|
2379 | if (pass->isProgrammable())
|
---|
2380 | {
|
---|
2381 | // Tell auto params object about the renderable change
|
---|
2382 | mAutoParamDataSource.setCurrentRenderable(rend);
|
---|
2383 | pass->_updateAutoParamsNoLights(mAutoParamDataSource);
|
---|
2384 | if (pass->hasVertexProgram())
|
---|
2385 | {
|
---|
2386 | passSurfaceAndLightParams = pass->getVertexProgram()->getPassSurfaceAndLightStates();
|
---|
2387 | }
|
---|
2388 | }
|
---|
2389 |
|
---|
2390 | // Reissue any texture gen settings which are dependent on view matrix
|
---|
2391 | Pass::ConstTextureUnitStateIterator texIter = pass->getTextureUnitStateIterator();
|
---|
2392 | size_t unit = 0;
|
---|
2393 | while(texIter.hasMoreElements())
|
---|
2394 | {
|
---|
2395 | TextureUnitState* pTex = texIter.getNext();
|
---|
2396 | if (pTex->hasViewRelativeTextureCoordinateGeneration())
|
---|
2397 | {
|
---|
2398 | mDestRenderSystem->_setTextureUnitSettings(unit, *pTex);
|
---|
2399 | }
|
---|
2400 | ++unit;
|
---|
2401 | }
|
---|
2402 |
|
---|
2403 | // Sort out normalisation
|
---|
2404 | mDestRenderSystem->setNormaliseNormals(rend->getNormaliseNormals());
|
---|
2405 |
|
---|
2406 | // Set up the solid / wireframe override
|
---|
2407 | // Precedence is Camera, Object, Material
|
---|
2408 | // Camera might not override object if not overrideable
|
---|
2409 | PolygonMode reqMode = pass->getPolygonMode();
|
---|
2410 | if (rend->getPolygonModeOverrideable())
|
---|
2411 | {
|
---|
2412 | PolygonMode camPolyMode = mCameraInProgress->getPolygonMode();
|
---|
2413 | // check camera detial only when render detail is overridable
|
---|
2414 | if (reqMode > camPolyMode)
|
---|
2415 | {
|
---|
2416 | // only downgrade detail; if cam says wireframe we don't go up to solid
|
---|
2417 | reqMode = camPolyMode;
|
---|
2418 | }
|
---|
2419 | }
|
---|
2420 | mDestRenderSystem->_setPolygonMode(reqMode);
|
---|
2421 |
|
---|
2422 | mDestRenderSystem->setClipPlanes(rend->getClipPlanes());
|
---|
2423 |
|
---|
2424 | if (doLightIteration)
|
---|
2425 | {
|
---|
2426 | // Here's where we issue the rendering operation to the render system
|
---|
2427 | // Note that we may do this once per light, therefore it's in a loop
|
---|
2428 | // and the light parameters are updated once per traversal through the
|
---|
2429 | // loop
|
---|
2430 | const LightList& rendLightList = rend->getLights();
|
---|
2431 | bool iteratePerLight = pass->getIteratePerLight();
|
---|
2432 | size_t numIterations = iteratePerLight ? rendLightList.size() : 1;
|
---|
2433 | const LightList* pLightListToUse;
|
---|
2434 | for (size_t i = 0; i < numIterations; ++i)
|
---|
2435 | {
|
---|
2436 | // Determine light list to use
|
---|
2437 | if (iteratePerLight)
|
---|
2438 | {
|
---|
2439 | // Change the only element of local light list to be
|
---|
2440 | // the light at index i
|
---|
2441 | localLightList.clear();
|
---|
2442 | // Check whether we need to filter this one out
|
---|
2443 | if (pass->getRunOnlyForOneLightType() &&
|
---|
2444 | pass->getOnlyLightType() != rendLightList[i]->getType())
|
---|
2445 | {
|
---|
2446 | // Skip
|
---|
2447 | continue;
|
---|
2448 | }
|
---|
2449 |
|
---|
2450 | localLightList.push_back(rendLightList[i]);
|
---|
2451 | pLightListToUse = &localLightList;
|
---|
2452 | }
|
---|
2453 | else
|
---|
2454 | {
|
---|
2455 | // Use complete light list
|
---|
2456 | pLightListToUse = &rendLightList;
|
---|
2457 | }
|
---|
2458 |
|
---|
2459 |
|
---|
2460 | // Do we need to update GPU program parameters?
|
---|
2461 | if (pass->isProgrammable())
|
---|
2462 | {
|
---|
2463 | // Update any automatic gpu params for lights
|
---|
2464 | // Other bits of information will have to be looked up
|
---|
2465 | mAutoParamDataSource.setCurrentLightList(pLightListToUse);
|
---|
2466 | pass->_updateAutoParamsLightsOnly(mAutoParamDataSource);
|
---|
2467 | // NOTE: We MUST bind parameters AFTER updating the autos
|
---|
2468 | // TEST
|
---|
2469 | if (pass->hasVertexProgram())
|
---|
2470 | {
|
---|
2471 | mDestRenderSystem->bindGpuProgramParameters(GPT_VERTEX_PROGRAM,
|
---|
2472 | pass->getVertexProgramParameters());
|
---|
2473 | }
|
---|
2474 | if (pass->hasFragmentProgram())
|
---|
2475 | {
|
---|
2476 | mDestRenderSystem->bindGpuProgramParameters(GPT_FRAGMENT_PROGRAM,
|
---|
2477 | pass->getFragmentProgramParameters());
|
---|
2478 | }
|
---|
2479 | }
|
---|
2480 | // Do we need to update light states?
|
---|
2481 | // Only do this if fixed-function vertex lighting applies
|
---|
2482 | if (pass->getLightingEnabled() && passSurfaceAndLightParams)
|
---|
2483 | {
|
---|
2484 | mDestRenderSystem->_useLights(*pLightListToUse, pass->getMaxSimultaneousLights());
|
---|
2485 | }
|
---|
2486 | // issue the render op
|
---|
2487 | // nfz: check for gpu_multipass
|
---|
2488 | mDestRenderSystem->setCurrentPassIterationCount(pass->getPassIterationCount());
|
---|
2489 | mDestRenderSystem->_render(ro);
|
---|
2490 | } // possibly iterate per light
|
---|
2491 | }
|
---|
2492 | else // no automatic light processing
|
---|
2493 | {
|
---|
2494 | // Do we need to update GPU program parameters?
|
---|
2495 | if (pass->isProgrammable())
|
---|
2496 | {
|
---|
2497 | // Do we have a manual light list?
|
---|
2498 | if (manualLightList)
|
---|
2499 | {
|
---|
2500 | // Update any automatic gpu params for lights
|
---|
2501 | mAutoParamDataSource.setCurrentLightList(manualLightList);
|
---|
2502 | pass->_updateAutoParamsLightsOnly(mAutoParamDataSource);
|
---|
2503 | }
|
---|
2504 |
|
---|
2505 | if (pass->hasVertexProgram())
|
---|
2506 | {
|
---|
2507 | mDestRenderSystem->bindGpuProgramParameters(GPT_VERTEX_PROGRAM,
|
---|
2508 | pass->getVertexProgramParameters());
|
---|
2509 | }
|
---|
2510 | if (pass->hasFragmentProgram())
|
---|
2511 | {
|
---|
2512 | mDestRenderSystem->bindGpuProgramParameters(GPT_FRAGMENT_PROGRAM,
|
---|
2513 | pass->getFragmentProgramParameters());
|
---|
2514 | }
|
---|
2515 | }
|
---|
2516 |
|
---|
2517 | // Use manual lights if present, and not using vertex programs that don't use fixed pipeline
|
---|
2518 | if (manualLightList &&
|
---|
2519 | pass->getLightingEnabled() && passSurfaceAndLightParams)
|
---|
2520 | {
|
---|
2521 | mDestRenderSystem->_useLights(*manualLightList, pass->getMaxSimultaneousLights());
|
---|
2522 | }
|
---|
2523 | // issue the render op
|
---|
2524 | // nfz: set up multipass rendering
|
---|
2525 | mDestRenderSystem->setCurrentPassIterationCount(pass->getPassIterationCount());
|
---|
2526 | mDestRenderSystem->_render(ro);
|
---|
2527 | }
|
---|
2528 |
|
---|
2529 | }
|
---|
2530 | else // mSuppressRenderStateChanges
|
---|
2531 | {
|
---|
2532 | // Just render
|
---|
2533 | mDestRenderSystem->setCurrentPassIterationCount(1);
|
---|
2534 | mDestRenderSystem->_render(ro);
|
---|
2535 | }
|
---|
2536 |
|
---|
2537 | // Reset view / projection changes if any
|
---|
2538 | resetViewProjMode();
|
---|
2539 |
|
---|
2540 | }
|
---|
2541 | //-----------------------------------------------------------------------
|
---|
2542 | void SceneManager::setAmbientLight(const ColourValue& colour)
|
---|
2543 | {
|
---|
2544 | mAmbientLight = colour;
|
---|
2545 | }
|
---|
2546 | //-----------------------------------------------------------------------
|
---|
2547 | const ColourValue& SceneManager::getAmbientLight(void) const
|
---|
2548 | {
|
---|
2549 | return mAmbientLight;
|
---|
2550 | }
|
---|
2551 | //-----------------------------------------------------------------------
|
---|
2552 | ViewPoint SceneManager::getSuggestedViewpoint(bool random)
|
---|
2553 | {
|
---|
2554 | // By default return the origin
|
---|
2555 | ViewPoint vp;
|
---|
2556 | vp.position = Vector3::ZERO;
|
---|
2557 | vp.orientation = Quaternion::IDENTITY;
|
---|
2558 | return vp;
|
---|
2559 | }
|
---|
2560 | //-----------------------------------------------------------------------
|
---|
2561 | void SceneManager::setFog(FogMode mode, const ColourValue& colour, Real density, Real start, Real end)
|
---|
2562 | {
|
---|
2563 | mFogMode = mode;
|
---|
2564 | mFogColour = colour;
|
---|
2565 | mFogStart = start;
|
---|
2566 | mFogEnd = end;
|
---|
2567 | mFogDensity = density;
|
---|
2568 | }
|
---|
2569 | //-----------------------------------------------------------------------
|
---|
2570 | FogMode SceneManager::getFogMode(void) const
|
---|
2571 | {
|
---|
2572 | return mFogMode;
|
---|
2573 | }
|
---|
2574 | //-----------------------------------------------------------------------
|
---|
2575 | const ColourValue& SceneManager::getFogColour(void) const
|
---|
2576 | {
|
---|
2577 | return mFogColour;
|
---|
2578 | }
|
---|
2579 | //-----------------------------------------------------------------------
|
---|
2580 | Real SceneManager::getFogStart(void) const
|
---|
2581 | {
|
---|
2582 | return mFogStart;
|
---|
2583 | }
|
---|
2584 | //-----------------------------------------------------------------------
|
---|
2585 | Real SceneManager::getFogEnd(void) const
|
---|
2586 | {
|
---|
2587 | return mFogEnd;
|
---|
2588 | }
|
---|
2589 | //-----------------------------------------------------------------------
|
---|
2590 | Real SceneManager::getFogDensity(void) const
|
---|
2591 | {
|
---|
2592 | return mFogDensity;
|
---|
2593 | }
|
---|
2594 | //-----------------------------------------------------------------------
|
---|
2595 | BillboardSet* SceneManager::createBillboardSet(const String& name, unsigned int poolSize)
|
---|
2596 | {
|
---|
2597 | NameValuePairList params;
|
---|
2598 | params["poolSize"] = StringConverter::toString(poolSize);
|
---|
2599 | return static_cast<BillboardSet*>(
|
---|
2600 | createMovableObject(name, BillboardSetFactory::FACTORY_TYPE_NAME, ¶ms));
|
---|
2601 | }
|
---|
2602 | //-----------------------------------------------------------------------
|
---|
2603 | BillboardSet* SceneManager::getBillboardSet(const String& name)
|
---|
2604 | {
|
---|
2605 | return static_cast<BillboardSet*>(
|
---|
2606 | getMovableObject(name, BillboardSetFactory::FACTORY_TYPE_NAME));
|
---|
2607 | }
|
---|
2608 | //-----------------------------------------------------------------------
|
---|
2609 | void SceneManager::destroyBillboardSet(BillboardSet* set)
|
---|
2610 | {
|
---|
2611 | destroyMovableObject(set);
|
---|
2612 | }
|
---|
2613 | //-----------------------------------------------------------------------
|
---|
2614 | void SceneManager::destroyBillboardSet(const String& name)
|
---|
2615 | {
|
---|
2616 | destroyMovableObject(name, BillboardSetFactory::FACTORY_TYPE_NAME);
|
---|
2617 | }
|
---|
2618 | //-----------------------------------------------------------------------
|
---|
2619 | void SceneManager::setDisplaySceneNodes(bool display)
|
---|
2620 | {
|
---|
2621 | mDisplayNodes = display;
|
---|
2622 | }
|
---|
2623 | //-----------------------------------------------------------------------
|
---|
2624 | Animation* SceneManager::createAnimation(const String& name, Real length)
|
---|
2625 | {
|
---|
2626 | // Check name not used
|
---|
2627 | if (mAnimationsList.find(name) != mAnimationsList.end())
|
---|
2628 | {
|
---|
2629 | OGRE_EXCEPT(
|
---|
2630 | Exception::ERR_DUPLICATE_ITEM,
|
---|
2631 | "An animation with the name " + name + " already exists",
|
---|
2632 | "SceneManager::createAnimation" );
|
---|
2633 | }
|
---|
2634 |
|
---|
2635 | Animation* pAnim = new Animation(name, length);
|
---|
2636 | mAnimationsList[name] = pAnim;
|
---|
2637 | return pAnim;
|
---|
2638 | }
|
---|
2639 | //-----------------------------------------------------------------------
|
---|
2640 | Animation* SceneManager::getAnimation(const String& name) const
|
---|
2641 | {
|
---|
2642 | AnimationList::const_iterator i = mAnimationsList.find(name);
|
---|
2643 | if (i == mAnimationsList.end())
|
---|
2644 | {
|
---|
2645 | OGRE_EXCEPT(Exception::ERR_ITEM_NOT_FOUND,
|
---|
2646 | "Cannot find animation with name " + name,
|
---|
2647 | "SceneManager::getAnimation");
|
---|
2648 | }
|
---|
2649 | return i->second;
|
---|
2650 | }
|
---|
2651 | //-----------------------------------------------------------------------
|
---|
2652 | void SceneManager::destroyAnimation(const String& name)
|
---|
2653 | {
|
---|
2654 | // Also destroy any animation states referencing this animation
|
---|
2655 | mAnimationStates.removeAnimationState(name);
|
---|
2656 |
|
---|
2657 | AnimationList::iterator i = mAnimationsList.find(name);
|
---|
2658 | if (i == mAnimationsList.end())
|
---|
2659 | {
|
---|
2660 | OGRE_EXCEPT(Exception::ERR_ITEM_NOT_FOUND,
|
---|
2661 | "Cannot find animation with name " + name,
|
---|
2662 | "SceneManager::getAnimation");
|
---|
2663 | }
|
---|
2664 |
|
---|
2665 | // Free memory
|
---|
2666 | delete i->second;
|
---|
2667 |
|
---|
2668 | mAnimationsList.erase(i);
|
---|
2669 |
|
---|
2670 |
|
---|
2671 | }
|
---|
2672 | //-----------------------------------------------------------------------
|
---|
2673 | void SceneManager::destroyAllAnimations(void)
|
---|
2674 | {
|
---|
2675 | // Destroy all states too, since they cannot reference destroyed animations
|
---|
2676 | destroyAllAnimationStates();
|
---|
2677 |
|
---|
2678 | AnimationList::iterator i;
|
---|
2679 | for (i = mAnimationsList.begin(); i != mAnimationsList.end(); ++i)
|
---|
2680 | {
|
---|
2681 | // destroy
|
---|
2682 | delete i->second;
|
---|
2683 | }
|
---|
2684 | mAnimationsList.clear();
|
---|
2685 | }
|
---|
2686 | //-----------------------------------------------------------------------
|
---|
2687 | AnimationState* SceneManager::createAnimationState(const String& animName)
|
---|
2688 | {
|
---|
2689 |
|
---|
2690 | // Get animation, this will throw an exception if not found
|
---|
2691 | Animation* anim = getAnimation(animName);
|
---|
2692 |
|
---|
2693 | // Create new state
|
---|
2694 | return mAnimationStates.createAnimationState(animName, 0, anim->getLength());
|
---|
2695 |
|
---|
2696 | }
|
---|
2697 | //-----------------------------------------------------------------------
|
---|
2698 | AnimationState* SceneManager::getAnimationState(const String& animName)
|
---|
2699 | {
|
---|
2700 | return mAnimationStates.getAnimationState(animName);
|
---|
2701 |
|
---|
2702 | }
|
---|
2703 | //-----------------------------------------------------------------------
|
---|
2704 | void SceneManager::destroyAnimationState(const String& name)
|
---|
2705 | {
|
---|
2706 | mAnimationStates.removeAnimationState(name);
|
---|
2707 | }
|
---|
2708 | //-----------------------------------------------------------------------
|
---|
2709 | void SceneManager::destroyAllAnimationStates(void)
|
---|
2710 | {
|
---|
2711 | mAnimationStates.removeAllAnimationStates();
|
---|
2712 | }
|
---|
2713 | //-----------------------------------------------------------------------
|
---|
2714 | void SceneManager::_applySceneAnimations(void)
|
---|
2715 | {
|
---|
2716 | ConstEnabledAnimationStateIterator stateIt = mAnimationStates.getEnabledAnimationStateIterator();
|
---|
2717 |
|
---|
2718 | while (stateIt.hasMoreElements())
|
---|
2719 | {
|
---|
2720 | const AnimationState* state = stateIt.getNext();
|
---|
2721 | Animation* anim = getAnimation(state->getAnimationName());
|
---|
2722 |
|
---|
2723 | // Reset any nodes involved
|
---|
2724 | // NB this excludes blended animations
|
---|
2725 | Animation::NodeTrackIterator nodeTrackIt = anim->getNodeTrackIterator();
|
---|
2726 | while(nodeTrackIt.hasMoreElements())
|
---|
2727 | {
|
---|
2728 | Node* nd = nodeTrackIt.getNext()->getAssociatedNode();
|
---|
2729 | nd->resetToInitialState();
|
---|
2730 | }
|
---|
2731 |
|
---|
2732 | Animation::NumericTrackIterator numTrackIt = anim->getNumericTrackIterator();
|
---|
2733 | while(numTrackIt.hasMoreElements())
|
---|
2734 | {
|
---|
2735 | numTrackIt.getNext()->getAssociatedAnimable()->resetToBaseValue();
|
---|
2736 | }
|
---|
2737 |
|
---|
2738 | // Apply the animation
|
---|
2739 | anim->apply(state->getTimePosition(), state->getWeight());
|
---|
2740 | }
|
---|
2741 |
|
---|
2742 |
|
---|
2743 | }
|
---|
2744 | //---------------------------------------------------------------------
|
---|
2745 | void SceneManager::manualRender(RenderOperation* rend,
|
---|
2746 | Pass* pass, Viewport* vp, const Matrix4& worldMatrix,
|
---|
2747 | const Matrix4& viewMatrix, const Matrix4& projMatrix,
|
---|
2748 | bool doBeginEndFrame)
|
---|
2749 | {
|
---|
2750 | mDestRenderSystem->_setViewport(vp);
|
---|
2751 | mDestRenderSystem->_setWorldMatrix(worldMatrix);
|
---|
2752 | mDestRenderSystem->_setViewMatrix(viewMatrix);
|
---|
2753 | mDestRenderSystem->_setProjectionMatrix(projMatrix);
|
---|
2754 |
|
---|
2755 | if (doBeginEndFrame)
|
---|
2756 | mDestRenderSystem->_beginFrame();
|
---|
2757 |
|
---|
2758 | _setPass(pass);
|
---|
2759 | mDestRenderSystem->_render(*rend);
|
---|
2760 |
|
---|
2761 | if (doBeginEndFrame)
|
---|
2762 | mDestRenderSystem->_endFrame();
|
---|
2763 |
|
---|
2764 | }
|
---|
2765 | //---------------------------------------------------------------------
|
---|
2766 | void SceneManager::useRenderableViewProjMode(const Renderable* pRend)
|
---|
2767 | {
|
---|
2768 | // Check view matrix
|
---|
2769 | bool useIdentityView = pRend->useIdentityView();
|
---|
2770 | if (useIdentityView)
|
---|
2771 | {
|
---|
2772 | // Using identity view now, change it
|
---|
2773 | mDestRenderSystem->_setViewMatrix(Matrix4::IDENTITY);
|
---|
2774 | mResetIdentityView = true;
|
---|
2775 | }
|
---|
2776 |
|
---|
2777 | bool useIdentityProj = pRend->useIdentityProjection();
|
---|
2778 | if (useIdentityProj)
|
---|
2779 | {
|
---|
2780 | // Use identity projection matrix, still need to take RS depth into account.
|
---|
2781 | Matrix4 mat;
|
---|
2782 | mDestRenderSystem->_convertProjectionMatrix(Matrix4::IDENTITY, mat);
|
---|
2783 | mDestRenderSystem->_setProjectionMatrix(mat);
|
---|
2784 |
|
---|
2785 | mResetIdentityProj = true;
|
---|
2786 | }
|
---|
2787 |
|
---|
2788 |
|
---|
2789 | }
|
---|
2790 | //---------------------------------------------------------------------
|
---|
2791 | void SceneManager::resetViewProjMode(void)
|
---|
2792 | {
|
---|
2793 | if (mResetIdentityView)
|
---|
2794 | {
|
---|
2795 | // Coming back to normal from identity view
|
---|
2796 | mDestRenderSystem->_setViewMatrix(mCameraInProgress->getViewMatrix(true));
|
---|
2797 | mResetIdentityView = false;
|
---|
2798 | }
|
---|
2799 |
|
---|
2800 | if (mResetIdentityProj)
|
---|
2801 | {
|
---|
2802 | // Coming back from flat projection
|
---|
2803 | mDestRenderSystem->_setProjectionMatrix(mCameraInProgress->getProjectionMatrixRS());
|
---|
2804 | mResetIdentityProj = false;
|
---|
2805 | }
|
---|
2806 |
|
---|
2807 |
|
---|
2808 | }
|
---|
2809 | //---------------------------------------------------------------------
|
---|
2810 | void SceneManager::_queueSkiesForRendering(Camera* cam)
|
---|
2811 | {
|
---|
2812 | // Update nodes
|
---|
2813 | // Translate the box by the camera position (constant distance)
|
---|
2814 | if (mSkyPlaneNode)
|
---|
2815 | {
|
---|
2816 | // The plane position relative to the camera has already been set up
|
---|
2817 | mSkyPlaneNode->setPosition(cam->getDerivedPosition());
|
---|
2818 | }
|
---|
2819 |
|
---|
2820 | if (mSkyBoxNode)
|
---|
2821 | {
|
---|
2822 | mSkyBoxNode->setPosition(cam->getDerivedPosition());
|
---|
2823 | }
|
---|
2824 |
|
---|
2825 | if (mSkyDomeNode)
|
---|
2826 | {
|
---|
2827 | mSkyDomeNode->setPosition(cam->getDerivedPosition());
|
---|
2828 | }
|
---|
2829 |
|
---|
2830 | uint8 qid;
|
---|
2831 | if (mSkyPlaneEnabled)
|
---|
2832 | {
|
---|
2833 | qid = mSkyPlaneDrawFirst?
|
---|
2834 | RENDER_QUEUE_SKIES_EARLY : RENDER_QUEUE_SKIES_LATE;
|
---|
2835 | getRenderQueue()->addRenderable(mSkyPlaneEntity->getSubEntity(0), qid, OGRE_RENDERABLE_DEFAULT_PRIORITY);
|
---|
2836 | }
|
---|
2837 |
|
---|
2838 | uint plane;
|
---|
2839 | if (mSkyBoxEnabled)
|
---|
2840 | {
|
---|
2841 | qid = mSkyBoxDrawFirst?
|
---|
2842 | RENDER_QUEUE_SKIES_EARLY : RENDER_QUEUE_SKIES_LATE;
|
---|
2843 |
|
---|
2844 | for (plane = 0; plane < 6; ++plane)
|
---|
2845 | {
|
---|
2846 | getRenderQueue()->addRenderable(
|
---|
2847 | mSkyBoxEntity[plane]->getSubEntity(0), qid, OGRE_RENDERABLE_DEFAULT_PRIORITY);
|
---|
2848 | }
|
---|
2849 | }
|
---|
2850 |
|
---|
2851 | if (mSkyDomeEnabled)
|
---|
2852 | {
|
---|
2853 | qid = mSkyDomeDrawFirst?
|
---|
2854 | RENDER_QUEUE_SKIES_EARLY : RENDER_QUEUE_SKIES_LATE;
|
---|
2855 |
|
---|
2856 | for (plane = 0; plane < 5; ++plane)
|
---|
2857 | {
|
---|
2858 | getRenderQueue()->addRenderable(
|
---|
2859 | mSkyDomeEntity[plane]->getSubEntity(0), qid, OGRE_RENDERABLE_DEFAULT_PRIORITY);
|
---|
2860 | }
|
---|
2861 | }
|
---|
2862 | }
|
---|
2863 | //---------------------------------------------------------------------
|
---|
2864 | void SceneManager::addRenderQueueListener(RenderQueueListener* newListener)
|
---|
2865 | {
|
---|
2866 | mRenderQueueListeners.push_back(newListener);
|
---|
2867 | }
|
---|
2868 | //---------------------------------------------------------------------
|
---|
2869 | void SceneManager::removeRenderQueueListener(RenderQueueListener* delListener)
|
---|
2870 | {
|
---|
2871 | RenderQueueListenerList::iterator i, iend;
|
---|
2872 | iend = mRenderQueueListeners.end();
|
---|
2873 | for (i = mRenderQueueListeners.begin(); i != iend; ++i)
|
---|
2874 | {
|
---|
2875 | if (*i == delListener)
|
---|
2876 | {
|
---|
2877 | mRenderQueueListeners.erase(i);
|
---|
2878 | break;
|
---|
2879 | }
|
---|
2880 | }
|
---|
2881 |
|
---|
2882 | }
|
---|
2883 | //---------------------------------------------------------------------
|
---|
2884 | void SceneManager::addShadowListener(ShadowListener* newListener)
|
---|
2885 | {
|
---|
2886 | mShadowListeners.push_back(newListener);
|
---|
2887 | }
|
---|
2888 | //---------------------------------------------------------------------
|
---|
2889 | void SceneManager::removeShadowListener(ShadowListener* delListener)
|
---|
2890 | {
|
---|
2891 | ShadowListenerList::iterator i, iend;
|
---|
2892 | iend = mShadowListeners.end();
|
---|
2893 | for (i = mShadowListeners.begin(); i != iend; ++i)
|
---|
2894 | {
|
---|
2895 | if (*i == delListener)
|
---|
2896 | {
|
---|
2897 | mShadowListeners.erase(i);
|
---|
2898 | break;
|
---|
2899 | }
|
---|
2900 | }
|
---|
2901 |
|
---|
2902 | }
|
---|
2903 | //---------------------------------------------------------------------
|
---|
2904 | bool SceneManager::fireRenderQueueStarted(uint8 id, const String& invocation)
|
---|
2905 | {
|
---|
2906 | RenderQueueListenerList::iterator i, iend;
|
---|
2907 | bool skip = false;
|
---|
2908 |
|
---|
2909 | iend = mRenderQueueListeners.end();
|
---|
2910 | for (i = mRenderQueueListeners.begin(); i != iend; ++i)
|
---|
2911 | {
|
---|
2912 | (*i)->renderQueueStarted(id, invocation, skip);
|
---|
2913 | }
|
---|
2914 | return skip;
|
---|
2915 | }
|
---|
2916 | //---------------------------------------------------------------------
|
---|
2917 | bool SceneManager::fireRenderQueueEnded(uint8 id, const String& invocation)
|
---|
2918 | {
|
---|
2919 | RenderQueueListenerList::iterator i, iend;
|
---|
2920 | bool repeat = false;
|
---|
2921 |
|
---|
2922 | iend = mRenderQueueListeners.end();
|
---|
2923 | for (i = mRenderQueueListeners.begin(); i != iend; ++i)
|
---|
2924 | {
|
---|
2925 | (*i)->renderQueueEnded(id, invocation, repeat);
|
---|
2926 | }
|
---|
2927 | return repeat;
|
---|
2928 | }
|
---|
2929 | //---------------------------------------------------------------------
|
---|
2930 | void SceneManager::fireShadowTexturesUpdated(size_t numberOfShadowTextures)
|
---|
2931 | {
|
---|
2932 | ShadowListenerList::iterator i, iend;
|
---|
2933 |
|
---|
2934 | iend = mShadowListeners.end();
|
---|
2935 | for (i = mShadowListeners.begin(); i != iend; ++i)
|
---|
2936 | {
|
---|
2937 | (*i)->shadowTexturesUpdated(numberOfShadowTextures);
|
---|
2938 | }
|
---|
2939 | }
|
---|
2940 | //---------------------------------------------------------------------
|
---|
2941 | void SceneManager::fireShadowTexturesPreCaster(Light* light, Camera* camera)
|
---|
2942 | {
|
---|
2943 | ShadowListenerList::iterator i, iend;
|
---|
2944 |
|
---|
2945 | iend = mShadowListeners.end();
|
---|
2946 | for (i = mShadowListeners.begin(); i != iend; ++i)
|
---|
2947 | {
|
---|
2948 | (*i)->shadowTextureCasterPreViewProj(light, camera);
|
---|
2949 | }
|
---|
2950 | }
|
---|
2951 | //---------------------------------------------------------------------
|
---|
2952 | void SceneManager::fireShadowTexturesPreReceiver(Light* light, Frustum* f)
|
---|
2953 | {
|
---|
2954 | ShadowListenerList::iterator i, iend;
|
---|
2955 |
|
---|
2956 | iend = mShadowListeners.end();
|
---|
2957 | for (i = mShadowListeners.begin(); i != iend; ++i)
|
---|
2958 | {
|
---|
2959 | (*i)->shadowTextureReceiverPreViewProj(light, f);
|
---|
2960 | }
|
---|
2961 | }
|
---|
2962 | //---------------------------------------------------------------------
|
---|
2963 | void SceneManager::setViewport(Viewport* vp)
|
---|
2964 | {
|
---|
2965 | mCurrentViewport = vp;
|
---|
2966 | // Set viewport in render system
|
---|
2967 | mDestRenderSystem->_setViewport(vp);
|
---|
2968 | // Set the active material scheme for this viewport
|
---|
2969 | MaterialManager::getSingleton().setActiveScheme(vp->getMaterialScheme());
|
---|
2970 | }
|
---|
2971 | //---------------------------------------------------------------------
|
---|
2972 | void SceneManager::showBoundingBoxes(bool bShow)
|
---|
2973 | {
|
---|
2974 | mShowBoundingBoxes = bShow;
|
---|
2975 | }
|
---|
2976 | //---------------------------------------------------------------------
|
---|
2977 | bool SceneManager::getShowBoundingBoxes() const
|
---|
2978 | {
|
---|
2979 | return mShowBoundingBoxes;
|
---|
2980 | }
|
---|
2981 | //---------------------------------------------------------------------
|
---|
2982 | void SceneManager::_notifyAutotrackingSceneNode(SceneNode* node, bool autoTrack)
|
---|
2983 | {
|
---|
2984 | if (autoTrack)
|
---|
2985 | {
|
---|
2986 | mAutoTrackingSceneNodes.insert(node);
|
---|
2987 | }
|
---|
2988 | else
|
---|
2989 | {
|
---|
2990 | mAutoTrackingSceneNodes.erase(node);
|
---|
2991 | }
|
---|
2992 | }
|
---|
2993 | //---------------------------------------------------------------------
|
---|
2994 | void SceneManager::setShadowTechnique(ShadowTechnique technique)
|
---|
2995 | {
|
---|
2996 | mShadowTechnique = technique;
|
---|
2997 | if (isShadowTechniqueStencilBased())
|
---|
2998 | {
|
---|
2999 | // Firstly check that we have a stencil
|
---|
3000 | // Otherwise forget it
|
---|
3001 | if (!mDestRenderSystem->getCapabilities()->hasCapability(RSC_HWSTENCIL))
|
---|
3002 | {
|
---|
3003 | LogManager::getSingleton().logMessage(
|
---|
3004 | "WARNING: Stencil shadows were requested, but this device does not "
|
---|
3005 | "have a hardware stencil. Shadows disabled.");
|
---|
3006 | mShadowTechnique = SHADOWTYPE_NONE;
|
---|
3007 | }
|
---|
3008 | else if (mShadowIndexBuffer.isNull())
|
---|
3009 | {
|
---|
3010 | // Create an estimated sized shadow index buffer
|
---|
3011 | mShadowIndexBuffer = HardwareBufferManager::getSingleton().
|
---|
3012 | createIndexBuffer(HardwareIndexBuffer::IT_16BIT,
|
---|
3013 | mShadowIndexBufferSize,
|
---|
3014 | HardwareBuffer::HBU_DYNAMIC_WRITE_ONLY_DISCARDABLE,
|
---|
3015 | false);
|
---|
3016 | // tell all meshes to prepare shadow volumes
|
---|
3017 | MeshManager::getSingleton().setPrepareAllMeshesForShadowVolumes(true);
|
---|
3018 | }
|
---|
3019 | }
|
---|
3020 |
|
---|
3021 | if (isShadowTechniqueTextureBased())
|
---|
3022 | {
|
---|
3023 | createShadowTextures(mShadowTextureSize, mShadowTextureCount, mShadowTextureFormat);
|
---|
3024 | }
|
---|
3025 | else
|
---|
3026 | {
|
---|
3027 | // Destroy shadow textures to optimise resource usage
|
---|
3028 | destroyShadowTextures();
|
---|
3029 | }
|
---|
3030 |
|
---|
3031 | }
|
---|
3032 | //---------------------------------------------------------------------
|
---|
3033 | void SceneManager::_suppressShadows(bool suppress)
|
---|
3034 | {
|
---|
3035 | mSuppressShadows = suppress;
|
---|
3036 | }
|
---|
3037 | //---------------------------------------------------------------------
|
---|
3038 | void SceneManager::_suppressRenderStateChanges(bool suppress)
|
---|
3039 | {
|
---|
3040 | mSuppressRenderStateChanges = suppress;
|
---|
3041 | }
|
---|
3042 | //---------------------------------------------------------------------
|
---|
3043 | void SceneManager::updateRenderQueueSplitOptions(void)
|
---|
3044 | {
|
---|
3045 | if (isShadowTechniqueStencilBased())
|
---|
3046 | {
|
---|
3047 | // Casters can always be receivers
|
---|
3048 | getRenderQueue()->setShadowCastersCannotBeReceivers(false);
|
---|
3049 | }
|
---|
3050 | else // texture based
|
---|
3051 | {
|
---|
3052 | getRenderQueue()->setShadowCastersCannotBeReceivers(!mShadowTextureSelfShadow);
|
---|
3053 | }
|
---|
3054 |
|
---|
3055 | if (isShadowTechniqueAdditive() && mCurrentViewport->getShadowsEnabled())
|
---|
3056 | {
|
---|
3057 | // Additive lighting, we need to split everything by illumination stage
|
---|
3058 | getRenderQueue()->setSplitPassesByLightingType(true);
|
---|
3059 | }
|
---|
3060 | else
|
---|
3061 | {
|
---|
3062 | getRenderQueue()->setSplitPassesByLightingType(false);
|
---|
3063 | }
|
---|
3064 |
|
---|
3065 | if (isShadowTechniqueInUse() && mCurrentViewport->getShadowsEnabled())
|
---|
3066 | {
|
---|
3067 | // Tell render queue to split off non-shadowable materials
|
---|
3068 | getRenderQueue()->setSplitNoShadowPasses(true);
|
---|
3069 | }
|
---|
3070 | else
|
---|
3071 | {
|
---|
3072 | getRenderQueue()->setSplitNoShadowPasses(false);
|
---|
3073 | }
|
---|
3074 |
|
---|
3075 |
|
---|
3076 | }
|
---|
3077 | //---------------------------------------------------------------------
|
---|
3078 | void SceneManager::updateRenderQueueGroupSplitOptions(RenderQueueGroup* group,
|
---|
3079 | bool suppressShadows, bool suppressRenderState)
|
---|
3080 | {
|
---|
3081 | if (isShadowTechniqueStencilBased())
|
---|
3082 | {
|
---|
3083 | // Casters can always be receivers
|
---|
3084 | group->setShadowCastersCannotBeReceivers(false);
|
---|
3085 | }
|
---|
3086 | else if (isShadowTechniqueTextureBased())
|
---|
3087 | {
|
---|
3088 | group->setShadowCastersCannotBeReceivers(!mShadowTextureSelfShadow);
|
---|
3089 | }
|
---|
3090 |
|
---|
3091 | if (!suppressShadows && mCurrentViewport->getShadowsEnabled() &&
|
---|
3092 | isShadowTechniqueAdditive())
|
---|
3093 | {
|
---|
3094 | // Additive lighting, we need to split everything by illumination stage
|
---|
3095 | group->setSplitPassesByLightingType(true);
|
---|
3096 | }
|
---|
3097 | else
|
---|
3098 | {
|
---|
3099 | group->setSplitPassesByLightingType(false);
|
---|
3100 | }
|
---|
3101 |
|
---|
3102 | if (!suppressShadows && mCurrentViewport->getShadowsEnabled()
|
---|
3103 | && isShadowTechniqueInUse())
|
---|
3104 | {
|
---|
3105 | // Tell render queue to split off non-shadowable materials
|
---|
3106 | group->setSplitNoShadowPasses(true);
|
---|
3107 | }
|
---|
3108 | else
|
---|
3109 | {
|
---|
3110 | group->setSplitNoShadowPasses(false);
|
---|
3111 | }
|
---|
3112 |
|
---|
3113 |
|
---|
3114 | }
|
---|
3115 | //---------------------------------------------------------------------
|
---|
3116 | void SceneManager::findLightsAffectingFrustum(const Camera* camera)
|
---|
3117 | {
|
---|
3118 | // Basic iteration for this SM
|
---|
3119 | mLightsAffectingFrustum.clear();
|
---|
3120 | Sphere sphere;
|
---|
3121 | MovableObjectIterator it =
|
---|
3122 | getMovableObjectIterator(LightFactory::FACTORY_TYPE_NAME);
|
---|
3123 | while(it.hasMoreElements())
|
---|
3124 | {
|
---|
3125 | Light* l = static_cast<Light*>(it.getNext());
|
---|
3126 | if (l->isVisible())
|
---|
3127 | {
|
---|
3128 | if (l->getType() == Light::LT_DIRECTIONAL)
|
---|
3129 | {
|
---|
3130 | // Always visible
|
---|
3131 | mLightsAffectingFrustum.push_back(l);
|
---|
3132 | }
|
---|
3133 | else
|
---|
3134 | {
|
---|
3135 | // NB treating spotlight as point for simplicity
|
---|
3136 | // Just see if the lights attenuation range is within the frustum
|
---|
3137 | sphere.setCenter(l->getDerivedPosition());
|
---|
3138 | sphere.setRadius(l->getAttenuationRange());
|
---|
3139 | if (camera->isVisible(sphere))
|
---|
3140 | {
|
---|
3141 | mLightsAffectingFrustum.push_back(l);
|
---|
3142 | }
|
---|
3143 |
|
---|
3144 | }
|
---|
3145 | }
|
---|
3146 | }
|
---|
3147 |
|
---|
3148 | }
|
---|
3149 | //---------------------------------------------------------------------
|
---|
3150 | bool SceneManager::ShadowCasterSceneQueryListener::queryResult(
|
---|
3151 | MovableObject* object)
|
---|
3152 | {
|
---|
3153 | if (object->getCastShadows() && object->isVisible() &&
|
---|
3154 | mSceneMgr->isRenderQueueToBeProcessed(object->getRenderQueueGroup()))
|
---|
3155 | {
|
---|
3156 | if (mFarDistSquared)
|
---|
3157 | {
|
---|
3158 | // Check object is within the shadow far distance
|
---|
3159 | Vector3 toObj = object->getParentNode()->_getDerivedPosition()
|
---|
3160 | - mCamera->getDerivedPosition();
|
---|
3161 | Real radius = object->getWorldBoundingSphere().getRadius();
|
---|
3162 | Real dist = toObj.squaredLength();
|
---|
3163 | if (dist - (radius * radius) > mFarDistSquared)
|
---|
3164 | {
|
---|
3165 | // skip, beyond max range
|
---|
3166 | return true;
|
---|
3167 | }
|
---|
3168 | }
|
---|
3169 |
|
---|
3170 | // If the object is in the frustum, we can always see the shadow
|
---|
3171 | if (mCamera->isVisible(object->getWorldBoundingBox()))
|
---|
3172 | {
|
---|
3173 | mCasterList->push_back(object);
|
---|
3174 | return true;
|
---|
3175 | }
|
---|
3176 |
|
---|
3177 | // Otherwise, object can only be casting a shadow into our view if
|
---|
3178 | // the light is outside the frustum (or it's a directional light,
|
---|
3179 | // which are always outside), and the object is intersecting
|
---|
3180 | // on of the volumes formed between the edges of the frustum and the
|
---|
3181 | // light
|
---|
3182 | if (!mIsLightInFrustum || mLight->getType() == Light::LT_DIRECTIONAL)
|
---|
3183 | {
|
---|
3184 | // Iterate over volumes
|
---|
3185 | PlaneBoundedVolumeList::const_iterator i, iend;
|
---|
3186 | iend = mLightClipVolumeList->end();
|
---|
3187 | for (i = mLightClipVolumeList->begin(); i != iend; ++i)
|
---|
3188 | {
|
---|
3189 | if (i->intersects(object->getWorldBoundingBox()))
|
---|
3190 | {
|
---|
3191 | mCasterList->push_back(object);
|
---|
3192 | return true;
|
---|
3193 | }
|
---|
3194 |
|
---|
3195 | }
|
---|
3196 |
|
---|
3197 | }
|
---|
3198 | }
|
---|
3199 | return true;
|
---|
3200 | }
|
---|
3201 | //---------------------------------------------------------------------
|
---|
3202 | bool SceneManager::ShadowCasterSceneQueryListener::queryResult(
|
---|
3203 | SceneQuery::WorldFragment* fragment)
|
---|
3204 | {
|
---|
3205 | // don't deal with world geometry
|
---|
3206 | return true;
|
---|
3207 | }
|
---|
3208 | //---------------------------------------------------------------------
|
---|
3209 | const SceneManager::ShadowCasterList& SceneManager::findShadowCastersForLight(
|
---|
3210 | const Light* light, const Camera* camera)
|
---|
3211 | {
|
---|
3212 | mShadowCasterList.clear();
|
---|
3213 |
|
---|
3214 | if (light->getType() == Light::LT_DIRECTIONAL)
|
---|
3215 | {
|
---|
3216 | // Basic AABB query encompassing the frustum and the extrusion of it
|
---|
3217 | AxisAlignedBox aabb;
|
---|
3218 | const Vector3* corners = camera->getWorldSpaceCorners();
|
---|
3219 | Vector3 min, max;
|
---|
3220 | Vector3 extrude = light->getDerivedDirection() * -mShadowDirLightExtrudeDist;
|
---|
3221 | // do first corner
|
---|
3222 | min = max = corners[0];
|
---|
3223 | min.makeFloor(corners[0] + extrude);
|
---|
3224 | max.makeCeil(corners[0] + extrude);
|
---|
3225 | for (size_t c = 1; c < 8; ++c)
|
---|
3226 | {
|
---|
3227 | min.makeFloor(corners[c]);
|
---|
3228 | max.makeCeil(corners[c]);
|
---|
3229 | min.makeFloor(corners[c] + extrude);
|
---|
3230 | max.makeCeil(corners[c] + extrude);
|
---|
3231 | }
|
---|
3232 | aabb.setExtents(min, max);
|
---|
3233 |
|
---|
3234 | if (!mShadowCasterAABBQuery)
|
---|
3235 | mShadowCasterAABBQuery = createAABBQuery(aabb);
|
---|
3236 | else
|
---|
3237 | mShadowCasterAABBQuery->setBox(aabb);
|
---|
3238 | // Execute, use callback
|
---|
3239 | mShadowCasterQueryListener->prepare(false,
|
---|
3240 | &(light->_getFrustumClipVolumes(camera)),
|
---|
3241 | light, camera, &mShadowCasterList, mShadowFarDistSquared);
|
---|
3242 | mShadowCasterAABBQuery->execute(mShadowCasterQueryListener);
|
---|
3243 |
|
---|
3244 |
|
---|
3245 | }
|
---|
3246 | else
|
---|
3247 | {
|
---|
3248 | Sphere s(light->getDerivedPosition(), light->getAttenuationRange());
|
---|
3249 | // eliminate early if camera cannot see light sphere
|
---|
3250 | if (camera->isVisible(s))
|
---|
3251 | {
|
---|
3252 | if (!mShadowCasterSphereQuery)
|
---|
3253 | mShadowCasterSphereQuery = createSphereQuery(s);
|
---|
3254 | else
|
---|
3255 | mShadowCasterSphereQuery->setSphere(s);
|
---|
3256 |
|
---|
3257 | // Determine if light is inside or outside the frustum
|
---|
3258 | bool lightInFrustum = camera->isVisible(light->getDerivedPosition());
|
---|
3259 | const PlaneBoundedVolumeList* volList = 0;
|
---|
3260 | if (!lightInFrustum)
|
---|
3261 | {
|
---|
3262 | // Only worth building an external volume list if
|
---|
3263 | // light is outside the frustum
|
---|
3264 | volList = &(light->_getFrustumClipVolumes(camera));
|
---|
3265 | }
|
---|
3266 |
|
---|
3267 | // Execute, use callback
|
---|
3268 | mShadowCasterQueryListener->prepare(lightInFrustum,
|
---|
3269 | volList, light, camera, &mShadowCasterList, mShadowFarDistSquared);
|
---|
3270 | mShadowCasterSphereQuery->execute(mShadowCasterQueryListener);
|
---|
3271 |
|
---|
3272 | }
|
---|
3273 |
|
---|
3274 | }
|
---|
3275 |
|
---|
3276 |
|
---|
3277 | return mShadowCasterList;
|
---|
3278 | }
|
---|
3279 | //---------------------------------------------------------------------
|
---|
3280 | void SceneManager::initShadowVolumeMaterials(void)
|
---|
3281 | {
|
---|
3282 | /* This should have been set in the SceneManager constructor, but if you
|
---|
3283 | created the SceneManager BEFORE the Root object, you will need to call
|
---|
3284 | SceneManager::_setDestinationRenderSystem manually.
|
---|
3285 | */
|
---|
3286 | assert( mDestRenderSystem );
|
---|
3287 |
|
---|
3288 | if (mShadowMaterialInitDone)
|
---|
3289 | return;
|
---|
3290 |
|
---|
3291 | if (!mShadowDebugPass)
|
---|
3292 | {
|
---|
3293 | MaterialPtr matDebug =
|
---|
3294 | MaterialManager::getSingleton().getByName("Ogre/Debug/ShadowVolumes");
|
---|
3295 | if (matDebug.isNull())
|
---|
3296 | {
|
---|
3297 | // Create
|
---|
3298 | matDebug = MaterialManager::getSingleton().create(
|
---|
3299 | "Ogre/Debug/ShadowVolumes",
|
---|
3300 | ResourceGroupManager::INTERNAL_RESOURCE_GROUP_NAME);
|
---|
3301 | mShadowDebugPass = matDebug->getTechnique(0)->getPass(0);
|
---|
3302 | mShadowDebugPass->setSceneBlending(SBT_ADD);
|
---|
3303 | mShadowDebugPass->setLightingEnabled(false);
|
---|
3304 | mShadowDebugPass->setDepthWriteEnabled(false);
|
---|
3305 | TextureUnitState* t = mShadowDebugPass->createTextureUnitState();
|
---|
3306 | t->setColourOperationEx(LBX_MODULATE, LBS_MANUAL, LBS_CURRENT,
|
---|
3307 | ColourValue(0.7, 0.0, 0.2));
|
---|
3308 | mShadowDebugPass->setCullingMode(CULL_NONE);
|
---|
3309 |
|
---|
3310 | if (mDestRenderSystem->getCapabilities()->hasCapability(
|
---|
3311 | RSC_VERTEX_PROGRAM))
|
---|
3312 | {
|
---|
3313 | ShadowVolumeExtrudeProgram::initialise();
|
---|
3314 |
|
---|
3315 | // Enable the (infinite) point light extruder for now, just to get some params
|
---|
3316 | mShadowDebugPass->setVertexProgram(
|
---|
3317 | ShadowVolumeExtrudeProgram::programNames[ShadowVolumeExtrudeProgram::POINT_LIGHT]);
|
---|
3318 | mInfiniteExtrusionParams =
|
---|
3319 | mShadowDebugPass->getVertexProgramParameters();
|
---|
3320 | mInfiniteExtrusionParams->setAutoConstant(0,
|
---|
3321 | GpuProgramParameters::ACT_WORLDVIEWPROJ_MATRIX);
|
---|
3322 | mInfiniteExtrusionParams->setAutoConstant(4,
|
---|
3323 | GpuProgramParameters::ACT_LIGHT_POSITION_OBJECT_SPACE);
|
---|
3324 | }
|
---|
3325 | matDebug->compile();
|
---|
3326 |
|
---|
3327 | }
|
---|
3328 | else
|
---|
3329 | {
|
---|
3330 | mShadowDebugPass = matDebug->getTechnique(0)->getPass(0);
|
---|
3331 |
|
---|
3332 | if (mDestRenderSystem->getCapabilities()->hasCapability(RSC_VERTEX_PROGRAM))
|
---|
3333 | {
|
---|
3334 | mInfiniteExtrusionParams = mShadowDebugPass->getVertexProgramParameters();
|
---|
3335 | }
|
---|
3336 | }
|
---|
3337 | }
|
---|
3338 |
|
---|
3339 | if (!mShadowStencilPass)
|
---|
3340 | {
|
---|
3341 |
|
---|
3342 | MaterialPtr matStencil = MaterialManager::getSingleton().getByName(
|
---|
3343 | "Ogre/StencilShadowVolumes");
|
---|
3344 | if (matStencil.isNull())
|
---|
3345 | {
|
---|
3346 | // Init
|
---|
3347 | matStencil = MaterialManager::getSingleton().create(
|
---|
3348 | "Ogre/StencilShadowVolumes",
|
---|
3349 | ResourceGroupManager::INTERNAL_RESOURCE_GROUP_NAME);
|
---|
3350 | mShadowStencilPass = matStencil->getTechnique(0)->getPass(0);
|
---|
3351 |
|
---|
3352 | if (mDestRenderSystem->getCapabilities()->hasCapability(
|
---|
3353 | RSC_VERTEX_PROGRAM))
|
---|
3354 | {
|
---|
3355 |
|
---|
3356 | // Enable the finite point light extruder for now, just to get some params
|
---|
3357 | mShadowStencilPass->setVertexProgram(
|
---|
3358 | ShadowVolumeExtrudeProgram::programNames[ShadowVolumeExtrudeProgram::POINT_LIGHT_FINITE]);
|
---|
3359 | mFiniteExtrusionParams =
|
---|
3360 | mShadowStencilPass->getVertexProgramParameters();
|
---|
3361 | mFiniteExtrusionParams->setAutoConstant(0,
|
---|
3362 | GpuProgramParameters::ACT_WORLDVIEWPROJ_MATRIX);
|
---|
3363 | mFiniteExtrusionParams->setAutoConstant(4,
|
---|
3364 | GpuProgramParameters::ACT_LIGHT_POSITION_OBJECT_SPACE);
|
---|
3365 | // Note extra parameter
|
---|
3366 | mFiniteExtrusionParams->setAutoConstant(5,
|
---|
3367 | GpuProgramParameters::ACT_SHADOW_EXTRUSION_DISTANCE);
|
---|
3368 | }
|
---|
3369 | matStencil->compile();
|
---|
3370 | // Nothing else, we don't use this like a 'real' pass anyway,
|
---|
3371 | // it's more of a placeholder
|
---|
3372 | }
|
---|
3373 | else
|
---|
3374 | {
|
---|
3375 | mShadowStencilPass = matStencil->getTechnique(0)->getPass(0);
|
---|
3376 |
|
---|
3377 | if (mDestRenderSystem->getCapabilities()->hasCapability(RSC_VERTEX_PROGRAM))
|
---|
3378 | {
|
---|
3379 | mFiniteExtrusionParams = mShadowStencilPass->getVertexProgramParameters();
|
---|
3380 | }
|
---|
3381 | }
|
---|
3382 | }
|
---|
3383 |
|
---|
3384 |
|
---|
3385 |
|
---|
3386 |
|
---|
3387 | if (!mShadowModulativePass)
|
---|
3388 | {
|
---|
3389 |
|
---|
3390 | MaterialPtr matModStencil = MaterialManager::getSingleton().getByName(
|
---|
3391 | "Ogre/StencilShadowModulationPass");
|
---|
3392 | if (matModStencil.isNull())
|
---|
3393 | {
|
---|
3394 | // Init
|
---|
3395 | matModStencil = MaterialManager::getSingleton().create(
|
---|
3396 | "Ogre/StencilShadowModulationPass",
|
---|
3397 | ResourceGroupManager::INTERNAL_RESOURCE_GROUP_NAME);
|
---|
3398 | mShadowModulativePass = matModStencil->getTechnique(0)->getPass(0);
|
---|
3399 | mShadowModulativePass->setSceneBlending(SBF_DEST_COLOUR, SBF_ZERO);
|
---|
3400 | mShadowModulativePass->setLightingEnabled(false);
|
---|
3401 | mShadowModulativePass->setDepthWriteEnabled(false);
|
---|
3402 | mShadowModulativePass->setDepthCheckEnabled(false);
|
---|
3403 | TextureUnitState* t = mShadowModulativePass->createTextureUnitState();
|
---|
3404 | t->setColourOperationEx(LBX_MODULATE, LBS_MANUAL, LBS_CURRENT,
|
---|
3405 | mShadowColour);
|
---|
3406 | mShadowModulativePass->setCullingMode(CULL_NONE);
|
---|
3407 | }
|
---|
3408 | else
|
---|
3409 | {
|
---|
3410 | mShadowModulativePass = matModStencil->getTechnique(0)->getPass(0);
|
---|
3411 | }
|
---|
3412 | }
|
---|
3413 |
|
---|
3414 | // Also init full screen quad while we're at it
|
---|
3415 | if (!mFullScreenQuad)
|
---|
3416 | {
|
---|
3417 | mFullScreenQuad = new Rectangle2D();
|
---|
3418 | mFullScreenQuad->setCorners(-1,1,1,-1);
|
---|
3419 | }
|
---|
3420 |
|
---|
3421 | // Also init shadow caster material for texture shadows
|
---|
3422 | if (!mShadowCasterPlainBlackPass)
|
---|
3423 | {
|
---|
3424 | MaterialPtr matPlainBlack = MaterialManager::getSingleton().getByName(
|
---|
3425 | "Ogre/TextureShadowCaster");
|
---|
3426 | if (matPlainBlack.isNull())
|
---|
3427 | {
|
---|
3428 | matPlainBlack = MaterialManager::getSingleton().create(
|
---|
3429 | "Ogre/TextureShadowCaster",
|
---|
3430 | ResourceGroupManager::INTERNAL_RESOURCE_GROUP_NAME);
|
---|
3431 | mShadowCasterPlainBlackPass = matPlainBlack->getTechnique(0)->getPass(0);
|
---|
3432 | // Lighting has to be on, because we need shadow coloured objects
|
---|
3433 | // Note that because we can't predict vertex programs, we'll have to
|
---|
3434 | // bind light values to those, and so we bind White to ambient
|
---|
3435 | // reflectance, and we'll set the ambient colour to the shadow colour
|
---|
3436 | mShadowCasterPlainBlackPass->setAmbient(ColourValue::White);
|
---|
3437 | mShadowCasterPlainBlackPass->setDiffuse(ColourValue::Black);
|
---|
3438 | mShadowCasterPlainBlackPass->setSelfIllumination(ColourValue::Black);
|
---|
3439 | mShadowCasterPlainBlackPass->setSpecular(ColourValue::Black);
|
---|
3440 | // Override fog
|
---|
3441 | mShadowCasterPlainBlackPass->setFog(true, FOG_NONE);
|
---|
3442 | // no textures or anything else, we will bind vertex programs
|
---|
3443 | // every so often though
|
---|
3444 | }
|
---|
3445 | else
|
---|
3446 | {
|
---|
3447 | mShadowCasterPlainBlackPass = matPlainBlack->getTechnique(0)->getPass(0);
|
---|
3448 | }
|
---|
3449 | }
|
---|
3450 |
|
---|
3451 | if (!mShadowReceiverPass)
|
---|
3452 | {
|
---|
3453 | MaterialPtr matShadRec = MaterialManager::getSingleton().getByName(
|
---|
3454 | "Ogre/TextureShadowReceiver");
|
---|
3455 | if (matShadRec.isNull())
|
---|
3456 | {
|
---|
3457 | matShadRec = MaterialManager::getSingleton().create(
|
---|
3458 | "Ogre/TextureShadowReceiver",
|
---|
3459 | ResourceGroupManager::INTERNAL_RESOURCE_GROUP_NAME);
|
---|
3460 | mShadowReceiverPass = matShadRec->getTechnique(0)->getPass(0);
|
---|
3461 | // Don't set lighting and blending modes here, depends on additive / modulative
|
---|
3462 | TextureUnitState* t = mShadowReceiverPass->createTextureUnitState();
|
---|
3463 | t->setTextureAddressingMode(TextureUnitState::TAM_CLAMP);
|
---|
3464 | }
|
---|
3465 | else
|
---|
3466 | {
|
---|
3467 | mShadowReceiverPass = matShadRec->getTechnique(0)->getPass(0);
|
---|
3468 | }
|
---|
3469 | }
|
---|
3470 |
|
---|
3471 | // Set up spot shadow fade texture (loaded from code data block)
|
---|
3472 | TexturePtr spotShadowFadeTex =
|
---|
3473 | TextureManager::getSingleton().getByName("spot_shadow_fade.png");
|
---|
3474 | if (spotShadowFadeTex.isNull())
|
---|
3475 | {
|
---|
3476 | // Load the manual buffer into an image (don't destroy memory!
|
---|
3477 | DataStreamPtr stream(
|
---|
3478 | new MemoryDataStream(SPOT_SHADOW_FADE_PNG, SPOT_SHADOW_FADE_PNG_SIZE, false));
|
---|
3479 | Image img;
|
---|
3480 | img.load(stream, "png");
|
---|
3481 | spotShadowFadeTex =
|
---|
3482 | TextureManager::getSingleton().loadImage(
|
---|
3483 | "spot_shadow_fade.png", ResourceGroupManager::INTERNAL_RESOURCE_GROUP_NAME,
|
---|
3484 | img, TEX_TYPE_2D);
|
---|
3485 | }
|
---|
3486 |
|
---|
3487 | mShadowMaterialInitDone = true;
|
---|
3488 | }
|
---|
3489 | //---------------------------------------------------------------------
|
---|
3490 | const Pass* SceneManager::deriveShadowCasterPass(const Pass* pass)
|
---|
3491 | {
|
---|
3492 | if (isShadowTechniqueTextureBased())
|
---|
3493 | {
|
---|
3494 | Pass* retPass = mShadowTextureCustomCasterPass ?
|
---|
3495 | mShadowTextureCustomCasterPass : mShadowCasterPlainBlackPass;
|
---|
3496 |
|
---|
3497 |
|
---|
3498 | // Special case alpha-blended passes
|
---|
3499 | if ((pass->getSourceBlendFactor() == SBF_SOURCE_ALPHA &&
|
---|
3500 | pass->getDestBlendFactor() == SBF_ONE_MINUS_SOURCE_ALPHA)
|
---|
3501 | || pass->getAlphaRejectFunction() != CMPF_ALWAYS_PASS)
|
---|
3502 | {
|
---|
3503 | // Alpha blended passes must retain their transparency
|
---|
3504 | retPass->setAlphaRejectSettings(pass->getAlphaRejectFunction(),
|
---|
3505 | pass->getAlphaRejectValue());
|
---|
3506 | retPass->setSceneBlending(pass->getSourceBlendFactor(), pass->getDestBlendFactor());
|
---|
3507 | retPass->getParent()->getParent()->setTransparencyCastsShadows(true);
|
---|
3508 |
|
---|
3509 | // So we allow the texture units, but override the colour functions
|
---|
3510 | // Copy texture state, shift up one since 0 is shadow texture
|
---|
3511 | size_t origPassTUCount = pass->getNumTextureUnitStates();
|
---|
3512 | for (size_t t = 0; t < origPassTUCount; ++t)
|
---|
3513 | {
|
---|
3514 | TextureUnitState* tex;
|
---|
3515 | if (retPass->getNumTextureUnitStates() <= t)
|
---|
3516 | {
|
---|
3517 | tex = retPass->createTextureUnitState();
|
---|
3518 | }
|
---|
3519 | else
|
---|
3520 | {
|
---|
3521 | tex = retPass->getTextureUnitState(t);
|
---|
3522 | }
|
---|
3523 | // copy base state
|
---|
3524 | (*tex) = *(pass->getTextureUnitState(t));
|
---|
3525 | // override colour function
|
---|
3526 | tex->setColourOperationEx(LBX_SOURCE1, LBS_MANUAL, LBS_CURRENT,
|
---|
3527 | isShadowTechniqueAdditive()? ColourValue::Black : mShadowColour);
|
---|
3528 |
|
---|
3529 | }
|
---|
3530 | // Remove any extras
|
---|
3531 | while (retPass->getNumTextureUnitStates() > origPassTUCount)
|
---|
3532 | {
|
---|
3533 | retPass->removeTextureUnitState(origPassTUCount);
|
---|
3534 | }
|
---|
3535 |
|
---|
3536 | }
|
---|
3537 | else
|
---|
3538 | {
|
---|
3539 | // reset
|
---|
3540 | retPass->setSceneBlending(SBT_REPLACE);
|
---|
3541 | retPass->setAlphaRejectFunction(CMPF_ALWAYS_PASS);
|
---|
3542 | while (retPass->getNumTextureUnitStates() > 0)
|
---|
3543 | {
|
---|
3544 | retPass->removeTextureUnitState(0);
|
---|
3545 | }
|
---|
3546 | }
|
---|
3547 |
|
---|
3548 | // Propagate culling modes
|
---|
3549 | retPass->setCullingMode(pass->getCullingMode());
|
---|
3550 | retPass->setManualCullingMode(pass->getManualCullingMode());
|
---|
3551 |
|
---|
3552 |
|
---|
3553 | if (!pass->getShadowCasterVertexProgramName().empty())
|
---|
3554 | {
|
---|
3555 | // Have to merge the shadow caster vertex program in
|
---|
3556 | retPass->setVertexProgram(
|
---|
3557 | pass->getShadowCasterVertexProgramName());
|
---|
3558 | const GpuProgramPtr& prg = retPass->getVertexProgram();
|
---|
3559 | // Load this program if not done already
|
---|
3560 | if (!prg->isLoaded())
|
---|
3561 | prg->load();
|
---|
3562 | // Copy params
|
---|
3563 | retPass->setVertexProgramParameters(
|
---|
3564 | pass->getShadowCasterVertexProgramParameters());
|
---|
3565 | if (retPass == mShadowTextureCustomCasterPass)
|
---|
3566 | {
|
---|
3567 | // mark that we've overridden the standard
|
---|
3568 | mShadowTextureCasterVPDirty = true;
|
---|
3569 | }
|
---|
3570 | // Also have to hack the light autoparams, that is done later
|
---|
3571 | }
|
---|
3572 | else
|
---|
3573 | {
|
---|
3574 | retPass->setVertexProgram(StringUtil::BLANK);
|
---|
3575 | if (mShadowTextureCasterVPDirty)
|
---|
3576 | {
|
---|
3577 | // reset
|
---|
3578 | mShadowTextureCustomCasterPass->setVertexProgram(
|
---|
3579 | mShadowTextureCustomCasterVertexProgram);
|
---|
3580 | if(mShadowTextureCustomCasterPass->hasVertexProgram())
|
---|
3581 | {
|
---|
3582 | mShadowTextureCustomCasterPass->setVertexProgramParameters(
|
---|
3583 | mShadowTextureCustomCasterVPParams);
|
---|
3584 |
|
---|
3585 | }
|
---|
3586 | mShadowTextureCasterVPDirty = false;
|
---|
3587 | }
|
---|
3588 | }
|
---|
3589 | return retPass;
|
---|
3590 | }
|
---|
3591 | else
|
---|
3592 | {
|
---|
3593 | return pass;
|
---|
3594 | }
|
---|
3595 |
|
---|
3596 | }
|
---|
3597 | //---------------------------------------------------------------------
|
---|
3598 | const Pass* SceneManager::deriveShadowReceiverPass(const Pass* pass)
|
---|
3599 | {
|
---|
3600 |
|
---|
3601 | if (isShadowTechniqueTextureBased())
|
---|
3602 | {
|
---|
3603 | Pass* retPass = mShadowTextureCustomReceiverPass ?
|
---|
3604 | mShadowTextureCustomReceiverPass : mShadowReceiverPass;
|
---|
3605 |
|
---|
3606 | if (pass->hasVertexProgram())
|
---|
3607 | {
|
---|
3608 | // Have to merge the receiver vertex program in
|
---|
3609 | retPass->setVertexProgram(
|
---|
3610 | pass->getShadowReceiverVertexProgramName());
|
---|
3611 | // Did this result in a new vertex program?
|
---|
3612 | if (retPass->hasVertexProgram())
|
---|
3613 | {
|
---|
3614 | const GpuProgramPtr& prg = retPass->getVertexProgram();
|
---|
3615 | // Load this program if required
|
---|
3616 | if (!prg->isLoaded())
|
---|
3617 | prg->load();
|
---|
3618 | // Copy params
|
---|
3619 | retPass->setVertexProgramParameters(
|
---|
3620 | pass->getShadowReceiverVertexProgramParameters());
|
---|
3621 |
|
---|
3622 | if (retPass == mShadowTextureCustomReceiverPass)
|
---|
3623 | {
|
---|
3624 | // mark that we've overridden the standard
|
---|
3625 | mShadowTextureReceiverVPDirty = true;
|
---|
3626 | }
|
---|
3627 | }
|
---|
3628 | // Also have to hack the light autoparams, that is done later
|
---|
3629 | }
|
---|
3630 | else
|
---|
3631 | {
|
---|
3632 | retPass->setVertexProgram(StringUtil::BLANK);
|
---|
3633 | }
|
---|
3634 |
|
---|
3635 | bool resetFragmentProgram = true;
|
---|
3636 | size_t keepTUCount;
|
---|
3637 | // If additive, need lighting parameters & standard programs
|
---|
3638 | if (isShadowTechniqueAdditive())
|
---|
3639 | {
|
---|
3640 | keepTUCount = 1;
|
---|
3641 | retPass->setLightingEnabled(true);
|
---|
3642 | retPass->setAmbient(pass->getAmbient());
|
---|
3643 | retPass->setSelfIllumination(pass->getSelfIllumination());
|
---|
3644 | retPass->setDiffuse(pass->getDiffuse());
|
---|
3645 | retPass->setSpecular(pass->getSpecular());
|
---|
3646 | retPass->setShininess(pass->getShininess());
|
---|
3647 | retPass->setIteratePerLight(pass->getIteratePerLight(),
|
---|
3648 | pass->getRunOnlyForOneLightType(), pass->getOnlyLightType());
|
---|
3649 |
|
---|
3650 | // We need to keep alpha rejection settings
|
---|
3651 | retPass->setAlphaRejectSettings(pass->getAlphaRejectFunction(),
|
---|
3652 | pass->getAlphaRejectValue());
|
---|
3653 | // Copy texture state, shift up one since 0 is shadow texture
|
---|
3654 | size_t origPassTUCount = pass->getNumTextureUnitStates();
|
---|
3655 | for (size_t t = 0; t < origPassTUCount; ++t)
|
---|
3656 | {
|
---|
3657 | size_t targetIndex = t+1;
|
---|
3658 | TextureUnitState* tex;
|
---|
3659 | if (retPass->getNumTextureUnitStates() <= targetIndex)
|
---|
3660 | {
|
---|
3661 | tex = retPass->createTextureUnitState();
|
---|
3662 | }
|
---|
3663 | else
|
---|
3664 | {
|
---|
3665 | tex = retPass->getTextureUnitState(targetIndex);
|
---|
3666 | }
|
---|
3667 | (*tex) = *(pass->getTextureUnitState(t));
|
---|
3668 | }
|
---|
3669 | keepTUCount = origPassTUCount + 1;
|
---|
3670 |
|
---|
3671 | // Will also need fragment programs since this is a complex light setup
|
---|
3672 | if (pass->hasFragmentProgram())
|
---|
3673 | {
|
---|
3674 | String fragName = pass->getShadowReceiverFragmentProgramName();
|
---|
3675 | GpuProgramParametersSharedPtr params;
|
---|
3676 | if (!fragName.empty())
|
---|
3677 | {
|
---|
3678 | resetFragmentProgram = false;
|
---|
3679 |
|
---|
3680 | params = pass->getShadowReceiverFragmentProgramParameters();
|
---|
3681 |
|
---|
3682 | retPass->setFragmentProgram(fragName);
|
---|
3683 | const GpuProgramPtr& prg = retPass->getFragmentProgram();
|
---|
3684 | // Load this program if required
|
---|
3685 | if (!prg->isLoaded())
|
---|
3686 | prg->load();
|
---|
3687 | // Copy params
|
---|
3688 | retPass->setFragmentProgramParameters(params);
|
---|
3689 |
|
---|
3690 | // Did we bind a shadow vertex program?
|
---|
3691 | if (pass->hasVertexProgram() && !retPass->hasVertexProgram())
|
---|
3692 | {
|
---|
3693 | // We didn't bind a receiver-specific program, so bind the original
|
---|
3694 | retPass->setVertexProgram(pass->getVertexProgramName());
|
---|
3695 | const GpuProgramPtr& prg = retPass->getVertexProgram();
|
---|
3696 | // Load this program if required
|
---|
3697 | if (!prg->isLoaded())
|
---|
3698 | prg->load();
|
---|
3699 | // Copy params
|
---|
3700 | retPass->setVertexProgramParameters(
|
---|
3701 | pass->getVertexProgramParameters());
|
---|
3702 |
|
---|
3703 | if (retPass == mShadowTextureCustomReceiverPass)
|
---|
3704 | {
|
---|
3705 | // mark that we've overridden the standard
|
---|
3706 | mShadowTextureReceiverVPDirty = true;
|
---|
3707 | }
|
---|
3708 | }
|
---|
3709 | } // valid shadow fragment program
|
---|
3710 | } // ori pass has fragment program
|
---|
3711 |
|
---|
3712 | }// additive lighting
|
---|
3713 | else
|
---|
3714 | {
|
---|
3715 | // need to keep spotlight fade etc
|
---|
3716 | keepTUCount = retPass->getNumTextureUnitStates();
|
---|
3717 | }
|
---|
3718 |
|
---|
3719 | // reset fragment program
|
---|
3720 | if (resetFragmentProgram)
|
---|
3721 | {
|
---|
3722 | retPass->setFragmentProgram(StringUtil::BLANK);
|
---|
3723 | }
|
---|
3724 | // Remove any extra texture units
|
---|
3725 | while (retPass->getNumTextureUnitStates() > keepTUCount)
|
---|
3726 | {
|
---|
3727 | retPass->removeTextureUnitState(keepTUCount);
|
---|
3728 | }
|
---|
3729 |
|
---|
3730 | // reset vertex program
|
---|
3731 | if (retPass->hasVertexProgram() && !pass->hasVertexProgram())
|
---|
3732 | {
|
---|
3733 | // reset
|
---|
3734 | retPass->setVertexProgram("");
|
---|
3735 |
|
---|
3736 | if (mShadowTextureReceiverVPDirty)
|
---|
3737 | {
|
---|
3738 | // reset
|
---|
3739 | mShadowTextureCustomReceiverPass->setVertexProgram(
|
---|
3740 | mShadowTextureCustomReceiverVertexProgram);
|
---|
3741 | if(mShadowTextureCustomReceiverPass->hasVertexProgram())
|
---|
3742 | {
|
---|
3743 | mShadowTextureCustomReceiverPass->setVertexProgramParameters(
|
---|
3744 | mShadowTextureCustomReceiverVPParams);
|
---|
3745 |
|
---|
3746 | }
|
---|
3747 | mShadowTextureReceiverVPDirty = false;
|
---|
3748 | }
|
---|
3749 | }
|
---|
3750 |
|
---|
3751 | retPass->_load();
|
---|
3752 |
|
---|
3753 | return retPass;
|
---|
3754 | }
|
---|
3755 | else
|
---|
3756 | {
|
---|
3757 | return pass;
|
---|
3758 | }
|
---|
3759 |
|
---|
3760 | }
|
---|
3761 | //---------------------------------------------------------------------
|
---|
3762 | void SceneManager::renderShadowVolumesToStencil(const Light* light, const Camera* camera)
|
---|
3763 | {
|
---|
3764 | // Get the shadow caster list
|
---|
3765 | const ShadowCasterList& casters = findShadowCastersForLight(light, camera);
|
---|
3766 | // Check there are some shadow casters to render
|
---|
3767 | if (casters.empty())
|
---|
3768 | {
|
---|
3769 | // No casters, just do nothing
|
---|
3770 | return;
|
---|
3771 | }
|
---|
3772 |
|
---|
3773 | // Set up scissor test (point & spot lights only)
|
---|
3774 | bool scissored = false;
|
---|
3775 | if (light->getType() != Light::LT_DIRECTIONAL &&
|
---|
3776 | mDestRenderSystem->getCapabilities()->hasCapability(RSC_SCISSOR_TEST))
|
---|
3777 | {
|
---|
3778 | // Project the sphere onto the camera
|
---|
3779 | Real left, right, top, bottom;
|
---|
3780 | Sphere sphere(light->getDerivedPosition(), light->getAttenuationRange());
|
---|
3781 | if (camera->projectSphere(sphere, &left, &top, &right, &bottom))
|
---|
3782 | {
|
---|
3783 | scissored = true;
|
---|
3784 | // Turn normalised device coordinates into pixels
|
---|
3785 | int iLeft, iTop, iWidth, iHeight;
|
---|
3786 | mCurrentViewport->getActualDimensions(iLeft, iTop, iWidth, iHeight);
|
---|
3787 | size_t szLeft, szRight, szTop, szBottom;
|
---|
3788 |
|
---|
3789 | szLeft = (size_t)(iLeft + ((left + 1) * 0.5 * iWidth));
|
---|
3790 | szRight = (size_t)(iLeft + ((right + 1) * 0.5 * iWidth));
|
---|
3791 | szTop = (size_t)(iTop + ((-top + 1) * 0.5 * iHeight));
|
---|
3792 | szBottom = (size_t)(iTop + ((-bottom + 1) * 0.5 * iHeight));
|
---|
3793 |
|
---|
3794 | mDestRenderSystem->setScissorTest(true, szLeft, szTop, szRight, szBottom);
|
---|
3795 | }
|
---|
3796 | }
|
---|
3797 |
|
---|
3798 | mDestRenderSystem->unbindGpuProgram(GPT_FRAGMENT_PROGRAM);
|
---|
3799 |
|
---|
3800 | // Can we do a 2-sided stencil?
|
---|
3801 | bool stencil2sided = false;
|
---|
3802 | if (mDestRenderSystem->getCapabilities()->hasCapability(RSC_TWO_SIDED_STENCIL) &&
|
---|
3803 | mDestRenderSystem->getCapabilities()->hasCapability(RSC_STENCIL_WRAP))
|
---|
3804 | {
|
---|
3805 | // enable
|
---|
3806 | stencil2sided = true;
|
---|
3807 | }
|
---|
3808 |
|
---|
3809 | // Do we have access to vertex programs?
|
---|
3810 | bool extrudeInSoftware = true;
|
---|
3811 | bool finiteExtrude = !mShadowUseInfiniteFarPlane ||
|
---|
3812 | !mDestRenderSystem->getCapabilities()->hasCapability(RSC_INFINITE_FAR_PLANE);
|
---|
3813 | if (mDestRenderSystem->getCapabilities()->hasCapability(RSC_VERTEX_PROGRAM))
|
---|
3814 | {
|
---|
3815 | extrudeInSoftware = false;
|
---|
3816 | // attach the appropriate extrusion vertex program
|
---|
3817 | // Note we never unset it because support for vertex programs is constant
|
---|
3818 | mShadowStencilPass->setVertexProgram(
|
---|
3819 | ShadowVolumeExtrudeProgram::getProgramName(light->getType(), finiteExtrude, false)
|
---|
3820 | , false);
|
---|
3821 | // Set params
|
---|
3822 | if (finiteExtrude)
|
---|
3823 | {
|
---|
3824 | mShadowStencilPass->setVertexProgramParameters(mFiniteExtrusionParams);
|
---|
3825 | }
|
---|
3826 | else
|
---|
3827 | {
|
---|
3828 | mShadowStencilPass->setVertexProgramParameters(mInfiniteExtrusionParams);
|
---|
3829 | }
|
---|
3830 | if (mDebugShadows)
|
---|
3831 | {
|
---|
3832 | mShadowDebugPass->setVertexProgram(
|
---|
3833 | ShadowVolumeExtrudeProgram::getProgramName(light->getType(), finiteExtrude, true)
|
---|
3834 | , false);
|
---|
3835 | // Set params
|
---|
3836 | if (finiteExtrude)
|
---|
3837 | {
|
---|
3838 | mShadowDebugPass->setVertexProgramParameters(mFiniteExtrusionParams);
|
---|
3839 | }
|
---|
3840 | else
|
---|
3841 | {
|
---|
3842 | mShadowDebugPass->setVertexProgramParameters(mInfiniteExtrusionParams);
|
---|
3843 | }
|
---|
3844 | }
|
---|
3845 |
|
---|
3846 | mDestRenderSystem->bindGpuProgram(mShadowStencilPass->getVertexProgram()->_getBindingDelegate());
|
---|
3847 |
|
---|
3848 | }
|
---|
3849 | else
|
---|
3850 | {
|
---|
3851 | mDestRenderSystem->unbindGpuProgram(GPT_VERTEX_PROGRAM);
|
---|
3852 | }
|
---|
3853 |
|
---|
3854 | // Add light to internal list for use in render call
|
---|
3855 | LightList lightList;
|
---|
3856 | // const_cast is forgiveable here since we pass this const
|
---|
3857 | lightList.push_back(const_cast<Light*>(light));
|
---|
3858 |
|
---|
3859 | // Turn off colour writing and depth writing
|
---|
3860 | mDestRenderSystem->_setColourBufferWriteEnabled(false, false, false, false);
|
---|
3861 | mDestRenderSystem->_disableTextureUnitsFrom(0);
|
---|
3862 | mDestRenderSystem->_setDepthBufferParams(true, false, CMPF_LESS);
|
---|
3863 | mDestRenderSystem->setStencilCheckEnabled(true);
|
---|
3864 |
|
---|
3865 | // Calculate extrusion distance
|
---|
3866 | // Use direction light extrusion distance now, just form optimize code
|
---|
3867 | // generate a little, point/spot light will up to date later
|
---|
3868 | Real extrudeDist = mShadowDirLightExtrudeDist;
|
---|
3869 |
|
---|
3870 | // Figure out the near clip volume
|
---|
3871 | const PlaneBoundedVolume& nearClipVol =
|
---|
3872 | light->_getNearClipVolume(camera);
|
---|
3873 |
|
---|
3874 | // Now iterate over the casters and render
|
---|
3875 | ShadowCasterList::const_iterator si, siend;
|
---|
3876 | siend = casters.end();
|
---|
3877 |
|
---|
3878 |
|
---|
3879 | // Now iterate over the casters and render
|
---|
3880 | for (si = casters.begin(); si != siend; ++si)
|
---|
3881 | {
|
---|
3882 | ShadowCaster* caster = *si;
|
---|
3883 | bool zfailAlgo = camera->isCustomNearClipPlaneEnabled();
|
---|
3884 | unsigned long flags = 0;
|
---|
3885 |
|
---|
3886 | if (light->getType() != Light::LT_DIRECTIONAL)
|
---|
3887 | {
|
---|
3888 | extrudeDist = caster->getPointExtrusionDistance(light);
|
---|
3889 | }
|
---|
3890 |
|
---|
3891 | if (!extrudeInSoftware && !finiteExtrude)
|
---|
3892 | {
|
---|
3893 | // hardware extrusion, to infinity (and beyond!)
|
---|
3894 | flags |= SRF_EXTRUDE_TO_INFINITY;
|
---|
3895 | }
|
---|
3896 |
|
---|
3897 | // Determine whether zfail is required
|
---|
3898 | if (nearClipVol.intersects(caster->getWorldBoundingBox()))
|
---|
3899 | {
|
---|
3900 | // We use zfail for this object only because zfail
|
---|
3901 | // compatible with zpass algorithm
|
---|
3902 | zfailAlgo = true;
|
---|
3903 | // We need to include the light and / or dark cap
|
---|
3904 | // But only if they will be visible
|
---|
3905 | if(camera->isVisible(caster->getLightCapBounds()))
|
---|
3906 | {
|
---|
3907 | flags |= SRF_INCLUDE_LIGHT_CAP;
|
---|
3908 | }
|
---|
3909 | // zfail needs dark cap
|
---|
3910 | // UNLESS directional lights using hardware extrusion to infinity
|
---|
3911 | // since that extrudes to a single point
|
---|
3912 | if(!((flags & SRF_EXTRUDE_TO_INFINITY) &&
|
---|
3913 | light->getType() == Light::LT_DIRECTIONAL) &&
|
---|
3914 | camera->isVisible(caster->getDarkCapBounds(*light, extrudeDist)))
|
---|
3915 | {
|
---|
3916 | flags |= SRF_INCLUDE_DARK_CAP;
|
---|
3917 | }
|
---|
3918 | }
|
---|
3919 | else
|
---|
3920 | {
|
---|
3921 | // In zpass we need a dark cap if
|
---|
3922 | // 1: infinite extrusion on point/spotlight sources in modulative shadows
|
---|
3923 | // mode, since otherwise in areas where there is no depth (skybox)
|
---|
3924 | // the infinitely projected volume will leave a dark band
|
---|
3925 | // 2: finite extrusion on any light source since glancing angles
|
---|
3926 | // can peek through the end and shadow objects behind incorrectly
|
---|
3927 | if ((flags & SRF_EXTRUDE_TO_INFINITY) &&
|
---|
3928 | light->getType() != Light::LT_DIRECTIONAL &&
|
---|
3929 | isShadowTechniqueModulative() &&
|
---|
3930 | camera->isVisible(caster->getDarkCapBounds(*light, extrudeDist)))
|
---|
3931 | {
|
---|
3932 | flags |= SRF_INCLUDE_DARK_CAP;
|
---|
3933 | }
|
---|
3934 | else if (!(flags & SRF_EXTRUDE_TO_INFINITY) &&
|
---|
3935 | camera->isVisible(caster->getDarkCapBounds(*light, extrudeDist)))
|
---|
3936 | {
|
---|
3937 | flags |= SRF_INCLUDE_DARK_CAP;
|
---|
3938 | }
|
---|
3939 |
|
---|
3940 | }
|
---|
3941 |
|
---|
3942 | // Get shadow renderables
|
---|
3943 | ShadowCaster::ShadowRenderableListIterator iShadowRenderables =
|
---|
3944 | caster->getShadowVolumeRenderableIterator(mShadowTechnique,
|
---|
3945 | light, &mShadowIndexBuffer, extrudeInSoftware,
|
---|
3946 | extrudeDist, flags);
|
---|
3947 |
|
---|
3948 | // Render a shadow volume here
|
---|
3949 | // - if we have 2-sided stencil, one render with no culling
|
---|
3950 | // - otherwise, 2 renders, one with each culling method and invert the ops
|
---|
3951 | setShadowVolumeStencilState(false, zfailAlgo, stencil2sided);
|
---|
3952 | renderShadowVolumeObjects(iShadowRenderables, mShadowStencilPass, &lightList, flags,
|
---|
3953 | false, zfailAlgo, stencil2sided);
|
---|
3954 | if (!stencil2sided)
|
---|
3955 | {
|
---|
3956 | // Second pass
|
---|
3957 | setShadowVolumeStencilState(true, zfailAlgo, false);
|
---|
3958 | renderShadowVolumeObjects(iShadowRenderables, mShadowStencilPass, &lightList, flags,
|
---|
3959 | true, zfailAlgo, false);
|
---|
3960 | }
|
---|
3961 |
|
---|
3962 | // Do we need to render a debug shadow marker?
|
---|
3963 | if (mDebugShadows)
|
---|
3964 | {
|
---|
3965 | // reset stencil & colour ops
|
---|
3966 | mDestRenderSystem->setStencilBufferParams();
|
---|
3967 | mShadowDebugPass->getTextureUnitState(0)->
|
---|
3968 | setColourOperationEx(LBX_MODULATE, LBS_MANUAL, LBS_CURRENT,
|
---|
3969 | zfailAlgo ? ColourValue(0.7, 0.0, 0.2) : ColourValue(0.0, 0.7, 0.2));
|
---|
3970 | _setPass(mShadowDebugPass);
|
---|
3971 | renderShadowVolumeObjects(iShadowRenderables, mShadowDebugPass, &lightList, flags,
|
---|
3972 | true, false, false);
|
---|
3973 | mDestRenderSystem->_setColourBufferWriteEnabled(false, false, false, false);
|
---|
3974 | mDestRenderSystem->_setDepthBufferFunction(CMPF_LESS);
|
---|
3975 | }
|
---|
3976 | }
|
---|
3977 |
|
---|
3978 | // revert colour write state
|
---|
3979 | mDestRenderSystem->_setColourBufferWriteEnabled(true, true, true, true);
|
---|
3980 | // revert depth state
|
---|
3981 | mDestRenderSystem->_setDepthBufferParams();
|
---|
3982 |
|
---|
3983 | mDestRenderSystem->setStencilCheckEnabled(false);
|
---|
3984 |
|
---|
3985 | mDestRenderSystem->unbindGpuProgram(GPT_VERTEX_PROGRAM);
|
---|
3986 |
|
---|
3987 | if (scissored)
|
---|
3988 | {
|
---|
3989 | // disable scissor test
|
---|
3990 | mDestRenderSystem->setScissorTest(false);
|
---|
3991 | }
|
---|
3992 |
|
---|
3993 | }
|
---|
3994 | //---------------------------------------------------------------------
|
---|
3995 | void SceneManager::renderShadowVolumeObjects(ShadowCaster::ShadowRenderableListIterator iShadowRenderables,
|
---|
3996 | Pass* pass,
|
---|
3997 | const LightList *manualLightList,
|
---|
3998 | unsigned long flags,
|
---|
3999 | bool secondpass, bool zfail, bool twosided)
|
---|
4000 | {
|
---|
4001 | // ----- SHADOW VOLUME LOOP -----
|
---|
4002 | // Render all shadow renderables with same stencil operations
|
---|
4003 | while (iShadowRenderables.hasMoreElements())
|
---|
4004 | {
|
---|
4005 | ShadowRenderable* sr = iShadowRenderables.getNext();
|
---|
4006 |
|
---|
4007 | // omit hidden renderables
|
---|
4008 | if (sr->isVisible())
|
---|
4009 | {
|
---|
4010 | // render volume, including dark and (maybe) light caps
|
---|
4011 | renderSingleObject(sr, pass, false, manualLightList);
|
---|
4012 |
|
---|
4013 | // optionally render separate light cap
|
---|
4014 | if (sr->isLightCapSeparate() && (flags & SRF_INCLUDE_LIGHT_CAP))
|
---|
4015 | {
|
---|
4016 | ShadowRenderable* lightCap = sr->getLightCapRenderable();
|
---|
4017 | assert(lightCap && "Shadow renderable is missing a separate light cap renderable!");
|
---|
4018 |
|
---|
4019 | // We must take care with light caps when we could 'see' the back facing
|
---|
4020 | // triangles directly:
|
---|
4021 | // 1. The front facing light caps must render as always fail depth
|
---|
4022 | // check to avoid 'depth fighting'.
|
---|
4023 | // 2. The back facing light caps must use normal depth function to
|
---|
4024 | // avoid break the standard depth check
|
---|
4025 | //
|
---|
4026 | // TODO:
|
---|
4027 | // 1. Separate light caps rendering doesn't need for the 'closed'
|
---|
4028 | // mesh that never touch the near plane, because in this instance,
|
---|
4029 | // we couldn't 'see' any back facing triangles directly. The
|
---|
4030 | // 'closed' mesh must determinate by edge list builder.
|
---|
4031 | // 2. There still exists 'depth fighting' bug with coplane triangles
|
---|
4032 | // that has opposite facing. This usually occur when use two side
|
---|
4033 | // material in the modeling tools and the model exporting tools
|
---|
4034 | // exporting double triangles to represent this model. This bug
|
---|
4035 | // can't fixed in GPU only, there must has extra work on edge list
|
---|
4036 | // builder and shadow volume generater to fix it.
|
---|
4037 | //
|
---|
4038 | if (twosided)
|
---|
4039 | {
|
---|
4040 | // select back facing light caps to render
|
---|
4041 | mDestRenderSystem->_setCullingMode(CULL_ANTICLOCKWISE);
|
---|
4042 | // use normal depth function for back facing light caps
|
---|
4043 | renderSingleObject(lightCap, pass, false, manualLightList);
|
---|
4044 |
|
---|
4045 | // select front facing light caps to render
|
---|
4046 | mDestRenderSystem->_setCullingMode(CULL_CLOCKWISE);
|
---|
4047 | // must always fail depth check for front facing light caps
|
---|
4048 | mDestRenderSystem->_setDepthBufferFunction(CMPF_ALWAYS_FAIL);
|
---|
4049 | renderSingleObject(lightCap, pass, false, manualLightList);
|
---|
4050 |
|
---|
4051 | // reset depth function
|
---|
4052 | mDestRenderSystem->_setDepthBufferFunction(CMPF_LESS);
|
---|
4053 | // reset culling mode
|
---|
4054 | mDestRenderSystem->_setCullingMode(CULL_NONE);
|
---|
4055 | }
|
---|
4056 | else if ((secondpass || zfail) && !(secondpass && zfail))
|
---|
4057 | {
|
---|
4058 | // use normal depth function for back facing light caps
|
---|
4059 | renderSingleObject(lightCap, pass, false, manualLightList);
|
---|
4060 | }
|
---|
4061 | else
|
---|
4062 | {
|
---|
4063 | // must always fail depth check for front facing light caps
|
---|
4064 | mDestRenderSystem->_setDepthBufferFunction(CMPF_ALWAYS_FAIL);
|
---|
4065 | renderSingleObject(lightCap, pass, false, manualLightList);
|
---|
4066 |
|
---|
4067 | // reset depth function
|
---|
4068 | mDestRenderSystem->_setDepthBufferFunction(CMPF_LESS);
|
---|
4069 | }
|
---|
4070 | }
|
---|
4071 | }
|
---|
4072 | }
|
---|
4073 | }
|
---|
4074 | //---------------------------------------------------------------------
|
---|
4075 | void SceneManager::setShadowVolumeStencilState(bool secondpass, bool zfail, bool twosided)
|
---|
4076 | {
|
---|
4077 | // Determinate the best stencil operation
|
---|
4078 | StencilOperation incrOp, decrOp;
|
---|
4079 | if (mDestRenderSystem->getCapabilities()->hasCapability(RSC_STENCIL_WRAP))
|
---|
4080 | {
|
---|
4081 | incrOp = SOP_INCREMENT_WRAP;
|
---|
4082 | decrOp = SOP_DECREMENT_WRAP;
|
---|
4083 | }
|
---|
4084 | else
|
---|
4085 | {
|
---|
4086 | incrOp = SOP_INCREMENT;
|
---|
4087 | decrOp = SOP_DECREMENT;
|
---|
4088 | }
|
---|
4089 |
|
---|
4090 | // First pass, do front faces if zpass
|
---|
4091 | // Second pass, do back faces if zpass
|
---|
4092 | // Invert if zfail
|
---|
4093 | // this is to ensure we always increment before decrement
|
---|
4094 | // When two-sided stencil, always pass front face stencil
|
---|
4095 | // operation parameters and the inverse of them will happen
|
---|
4096 | // for back faces
|
---|
4097 | if ( !twosided && ((secondpass || zfail) && !(secondpass && zfail)) )
|
---|
4098 | {
|
---|
4099 | mDestRenderSystem->_setCullingMode(
|
---|
4100 | twosided? CULL_NONE : CULL_ANTICLOCKWISE);
|
---|
4101 | mDestRenderSystem->setStencilBufferParams(
|
---|
4102 | CMPF_ALWAYS_PASS, // always pass stencil check
|
---|
4103 | 0, // no ref value (no compare)
|
---|
4104 | 0xFFFFFFFF, // no mask
|
---|
4105 | SOP_KEEP, // stencil test will never fail
|
---|
4106 | zfail ? incrOp : SOP_KEEP, // back face depth fail
|
---|
4107 | zfail ? SOP_KEEP : decrOp, // back face pass
|
---|
4108 | twosided
|
---|
4109 | );
|
---|
4110 | }
|
---|
4111 | else
|
---|
4112 | {
|
---|
4113 | mDestRenderSystem->_setCullingMode(
|
---|
4114 | twosided? CULL_NONE : CULL_CLOCKWISE);
|
---|
4115 | mDestRenderSystem->setStencilBufferParams(
|
---|
4116 | CMPF_ALWAYS_PASS, // always pass stencil check
|
---|
4117 | 0, // no ref value (no compare)
|
---|
4118 | 0xFFFFFFFF, // no mask
|
---|
4119 | SOP_KEEP, // stencil test will never fail
|
---|
4120 | zfail ? decrOp : SOP_KEEP, // front face depth fail
|
---|
4121 | zfail ? SOP_KEEP : incrOp, // front face pass
|
---|
4122 | twosided
|
---|
4123 | );
|
---|
4124 | }
|
---|
4125 | }
|
---|
4126 | //---------------------------------------------------------------------
|
---|
4127 | void SceneManager::setShadowColour(const ColourValue& colour)
|
---|
4128 | {
|
---|
4129 | mShadowColour = colour;
|
---|
4130 |
|
---|
4131 | // Change shadow material setting only when it's prepared,
|
---|
4132 | // otherwise, it'll set up while preparing shadow materials.
|
---|
4133 | if (mShadowModulativePass)
|
---|
4134 | {
|
---|
4135 | mShadowModulativePass->getTextureUnitState(0)->setColourOperationEx(
|
---|
4136 | LBX_MODULATE, LBS_MANUAL, LBS_CURRENT, colour);
|
---|
4137 | }
|
---|
4138 | }
|
---|
4139 | //---------------------------------------------------------------------
|
---|
4140 | const ColourValue& SceneManager::getShadowColour(void) const
|
---|
4141 | {
|
---|
4142 | return mShadowColour;
|
---|
4143 | }
|
---|
4144 | //---------------------------------------------------------------------
|
---|
4145 | void SceneManager::setShadowFarDistance(Real distance)
|
---|
4146 | {
|
---|
4147 | mShadowFarDist = distance;
|
---|
4148 | mShadowFarDistSquared = distance * distance;
|
---|
4149 | }
|
---|
4150 | //---------------------------------------------------------------------
|
---|
4151 | void SceneManager::setShadowDirectionalLightExtrusionDistance(Real dist)
|
---|
4152 | {
|
---|
4153 | mShadowDirLightExtrudeDist = dist;
|
---|
4154 | }
|
---|
4155 | //---------------------------------------------------------------------
|
---|
4156 | Real SceneManager::getShadowDirectionalLightExtrusionDistance(void) const
|
---|
4157 | {
|
---|
4158 | return mShadowDirLightExtrudeDist;
|
---|
4159 | }
|
---|
4160 | //---------------------------------------------------------------------
|
---|
4161 | void SceneManager::setShadowIndexBufferSize(size_t size)
|
---|
4162 | {
|
---|
4163 | if (!mShadowIndexBuffer.isNull() && size != mShadowIndexBufferSize)
|
---|
4164 | {
|
---|
4165 | // re-create shadow buffer with new size
|
---|
4166 | mShadowIndexBuffer = HardwareBufferManager::getSingleton().
|
---|
4167 | createIndexBuffer(HardwareIndexBuffer::IT_16BIT,
|
---|
4168 | mShadowIndexBufferSize,
|
---|
4169 | HardwareBuffer::HBU_DYNAMIC_WRITE_ONLY_DISCARDABLE,
|
---|
4170 | false);
|
---|
4171 | }
|
---|
4172 | mShadowIndexBufferSize = size;
|
---|
4173 | }
|
---|
4174 | //---------------------------------------------------------------------
|
---|
4175 | void SceneManager::setShadowTextureSize(unsigned short size)
|
---|
4176 | {
|
---|
4177 | // possibly recreate
|
---|
4178 | createShadowTextures(size, mShadowTextureCount, mShadowTextureFormat);
|
---|
4179 | mShadowTextureSize = size;
|
---|
4180 | }
|
---|
4181 | //---------------------------------------------------------------------
|
---|
4182 | void SceneManager::setShadowTextureCount(unsigned short count)
|
---|
4183 | {
|
---|
4184 | // possibly recreate
|
---|
4185 | createShadowTextures(mShadowTextureSize, count, mShadowTextureFormat);
|
---|
4186 | mShadowTextureCount = count;
|
---|
4187 | }
|
---|
4188 | //---------------------------------------------------------------------
|
---|
4189 | void SceneManager::setShadowTexturePixelFormat(PixelFormat fmt)
|
---|
4190 | {
|
---|
4191 | // possibly recreate
|
---|
4192 | createShadowTextures(mShadowTextureSize, mShadowTextureCount, fmt);
|
---|
4193 | mShadowTextureFormat = fmt;
|
---|
4194 | }
|
---|
4195 | //---------------------------------------------------------------------
|
---|
4196 | void SceneManager::setShadowTextureSettings(unsigned short size,
|
---|
4197 | unsigned short count, PixelFormat fmt)
|
---|
4198 | {
|
---|
4199 | if (!mShadowTextures.empty() &&
|
---|
4200 | (count != mShadowTextureCount ||
|
---|
4201 | size != mShadowTextureSize ||
|
---|
4202 | fmt != mShadowTextureFormat))
|
---|
4203 | {
|
---|
4204 | // recreate
|
---|
4205 | createShadowTextures(size, count, fmt);
|
---|
4206 | }
|
---|
4207 | mShadowTextureCount = count;
|
---|
4208 | mShadowTextureSize = size;
|
---|
4209 | mShadowTextureFormat = fmt;
|
---|
4210 | }
|
---|
4211 | //---------------------------------------------------------------------
|
---|
4212 | void SceneManager::setShadowTextureSelfShadow(bool selfShadow)
|
---|
4213 | {
|
---|
4214 | mShadowTextureSelfShadow = selfShadow;
|
---|
4215 | if (isShadowTechniqueTextureBased())
|
---|
4216 | getRenderQueue()->setShadowCastersCannotBeReceivers(!selfShadow);
|
---|
4217 | }
|
---|
4218 | //---------------------------------------------------------------------
|
---|
4219 | void SceneManager::setShadowTextureCasterMaterial(const String& name)
|
---|
4220 | {
|
---|
4221 | if (name.empty())
|
---|
4222 | {
|
---|
4223 | mShadowTextureCustomCasterPass = 0;
|
---|
4224 | }
|
---|
4225 | else
|
---|
4226 | {
|
---|
4227 | MaterialPtr mat = MaterialManager::getSingleton().getByName(name);
|
---|
4228 | if (mat.isNull())
|
---|
4229 | {
|
---|
4230 | OGRE_EXCEPT(Exception::ERR_ITEM_NOT_FOUND,
|
---|
4231 | "Cannot locate material called '" + name + "'",
|
---|
4232 | "SceneManager::setShadowTextureCasterMaterial");
|
---|
4233 | }
|
---|
4234 | mat->load();
|
---|
4235 | mShadowTextureCustomCasterPass = mat->getBestTechnique()->getPass(0);
|
---|
4236 | if (mShadowTextureCustomCasterPass->hasVertexProgram())
|
---|
4237 | {
|
---|
4238 | // Save vertex program and params in case we have to swap them out
|
---|
4239 | mShadowTextureCustomCasterVertexProgram =
|
---|
4240 | mShadowTextureCustomCasterPass->getVertexProgramName();
|
---|
4241 | mShadowTextureCustomCasterVPParams =
|
---|
4242 | mShadowTextureCustomCasterPass->getVertexProgramParameters();
|
---|
4243 | mShadowTextureCasterVPDirty = false;
|
---|
4244 |
|
---|
4245 | }
|
---|
4246 | }
|
---|
4247 | }
|
---|
4248 | //---------------------------------------------------------------------
|
---|
4249 | void SceneManager::setShadowTextureReceiverMaterial(const String& name)
|
---|
4250 | {
|
---|
4251 | if (name.empty())
|
---|
4252 | {
|
---|
4253 | mShadowTextureCustomReceiverPass = 0;
|
---|
4254 | }
|
---|
4255 | else
|
---|
4256 | {
|
---|
4257 | MaterialPtr mat = MaterialManager::getSingleton().getByName(name);
|
---|
4258 | if (mat.isNull())
|
---|
4259 | {
|
---|
4260 | OGRE_EXCEPT(Exception::ERR_ITEM_NOT_FOUND,
|
---|
4261 | "Cannot locate material called '" + name + "'",
|
---|
4262 | "SceneManager::setShadowTextureReceiverMaterial");
|
---|
4263 | }
|
---|
4264 | mat->load();
|
---|
4265 | mShadowTextureCustomReceiverPass = mat->getBestTechnique()->getPass(0);
|
---|
4266 | if (mShadowTextureCustomReceiverPass->hasVertexProgram())
|
---|
4267 | {
|
---|
4268 | // Save vertex program and params in case we have to swap them out
|
---|
4269 | mShadowTextureCustomReceiverVertexProgram =
|
---|
4270 | mShadowTextureCustomReceiverPass->getVertexProgramName();
|
---|
4271 | mShadowTextureCustomReceiverVPParams =
|
---|
4272 | mShadowTextureCustomReceiverPass->getVertexProgramParameters();
|
---|
4273 | mShadowTextureReceiverVPDirty = false;
|
---|
4274 |
|
---|
4275 | }
|
---|
4276 | }
|
---|
4277 | }
|
---|
4278 | //---------------------------------------------------------------------
|
---|
4279 | void SceneManager::createShadowTextures(unsigned short size,
|
---|
4280 | unsigned short count, PixelFormat fmt)
|
---|
4281 | {
|
---|
4282 | static const String baseName = "Ogre/ShadowTexture";
|
---|
4283 |
|
---|
4284 | if (!isShadowTechniqueTextureBased() ||
|
---|
4285 | !mShadowTextures.empty() &&
|
---|
4286 | count == mShadowTextureCount &&
|
---|
4287 | size == mShadowTextureSize &&
|
---|
4288 | fmt == mShadowTextureFormat)
|
---|
4289 | {
|
---|
4290 | // no change
|
---|
4291 | return;
|
---|
4292 | }
|
---|
4293 |
|
---|
4294 |
|
---|
4295 | // destroy existing
|
---|
4296 | destroyShadowTextures();
|
---|
4297 |
|
---|
4298 | // Recreate shadow textures
|
---|
4299 | for (unsigned short t = 0; t < count; ++t)
|
---|
4300 | {
|
---|
4301 | String targName = baseName + StringConverter::toString(t);
|
---|
4302 | String camName = baseName + "Cam" + StringConverter::toString(t);
|
---|
4303 | String matName = baseName + "Mat" + StringConverter::toString(t);
|
---|
4304 |
|
---|
4305 | // try to get existing texture first, since we share these between
|
---|
4306 | // potentially multiple SMs
|
---|
4307 | TexturePtr shadowTex = TextureManager::getSingleton().getByName(targName);
|
---|
4308 | if (shadowTex.isNull())
|
---|
4309 | {
|
---|
4310 | shadowTex = TextureManager::getSingleton().createManual(
|
---|
4311 | targName,
|
---|
4312 | ResourceGroupManager::INTERNAL_RESOURCE_GROUP_NAME,
|
---|
4313 | TEX_TYPE_2D, size, size, 0, mShadowTextureFormat,
|
---|
4314 | TU_RENDERTARGET);
|
---|
4315 | }
|
---|
4316 | else if (shadowTex->getWidth() != size
|
---|
4317 | || shadowTex->getHeight() != size
|
---|
4318 | || shadowTex->getFormat() != mShadowTextureFormat)
|
---|
4319 | {
|
---|
4320 | StringUtil::StrStreamType s;
|
---|
4321 | s << "Warning: shadow texture #" << t << " is shared "
|
---|
4322 | << "between scene managers but the sizes / formats "
|
---|
4323 | << "do not agree. Consider rationalising your scene manager "
|
---|
4324 | << "shadow texture settings.";
|
---|
4325 | LogManager::getSingleton().logMessage(s.str());
|
---|
4326 | }
|
---|
4327 |
|
---|
4328 | // Ensure texture loaded
|
---|
4329 | shadowTex->load();
|
---|
4330 |
|
---|
4331 | RenderTexture *shadowRTT = shadowTex->getBuffer()->getRenderTarget();
|
---|
4332 |
|
---|
4333 | // Create camera for this texture, but note that we have to rebind
|
---|
4334 | // in prepareShadowTextures to coexist with multiple SMs
|
---|
4335 | Camera* cam = createCamera(camName);
|
---|
4336 | cam->setAspectRatio(1.0f);
|
---|
4337 | // Don't use rendering distance for light cameras; we don't want shadows
|
---|
4338 | // for visible objects disappearing, especially for directional lights
|
---|
4339 | cam->setUseRenderingDistance(false);
|
---|
4340 | mShadowTextureCameras.push_back(cam);
|
---|
4341 |
|
---|
4342 | // Create a viewport, if not there already
|
---|
4343 | if (shadowRTT->getNumViewports() == 0)
|
---|
4344 | {
|
---|
4345 | // Note camera assignment is transient when multiple SMs
|
---|
4346 | Viewport *v = shadowRTT->addViewport(cam);
|
---|
4347 | v->setClearEveryFrame(true);
|
---|
4348 | // remove overlays
|
---|
4349 | v->setOverlaysEnabled(false);
|
---|
4350 | }
|
---|
4351 |
|
---|
4352 | // Don't update automatically - we'll do it when required
|
---|
4353 | shadowRTT->setAutoUpdated(false);
|
---|
4354 |
|
---|
4355 | mShadowTextures.push_back(shadowTex);
|
---|
4356 |
|
---|
4357 |
|
---|
4358 | // Also create corresponding Material used for rendering this shadow
|
---|
4359 | MaterialPtr mat = MaterialManager::getSingleton().getByName(matName);
|
---|
4360 | if (mat.isNull())
|
---|
4361 | {
|
---|
4362 | mat = MaterialManager::getSingleton().create(
|
---|
4363 | matName, ResourceGroupManager::INTERNAL_RESOURCE_GROUP_NAME);
|
---|
4364 | }
|
---|
4365 | else
|
---|
4366 | {
|
---|
4367 | mat->getTechnique(0)->getPass(0)->removeAllTextureUnitStates();
|
---|
4368 | }
|
---|
4369 | // create texture unit referring to render target texture
|
---|
4370 | TextureUnitState* texUnit =
|
---|
4371 | mat->getTechnique(0)->getPass(0)->createTextureUnitState(targName);
|
---|
4372 | // set projective based on camera
|
---|
4373 | texUnit->setProjectiveTexturing(true, cam);
|
---|
4374 | texUnit->setTextureAddressingMode(TextureUnitState::TAM_CLAMP);
|
---|
4375 | mat->touch();
|
---|
4376 |
|
---|
4377 | }
|
---|
4378 | }
|
---|
4379 | //---------------------------------------------------------------------
|
---|
4380 | void SceneManager::destroyShadowTextures(void)
|
---|
4381 | {
|
---|
4382 | ShadowTextureList::iterator i, iend;
|
---|
4383 | ShadowTextureCameraList::iterator ci;
|
---|
4384 | iend = mShadowTextures.end();
|
---|
4385 | ci = mShadowTextureCameras.begin();
|
---|
4386 | for (i = mShadowTextures.begin(); i != iend; ++i, ++ci)
|
---|
4387 | {
|
---|
4388 | TexturePtr &shadowTex = *i;
|
---|
4389 | // If the reference count on this texture is 1 over the resource system
|
---|
4390 | // overhead, then we can remove the texture
|
---|
4391 | if (shadowTex.useCount() ==
|
---|
4392 | ResourceGroupManager::RESOURCE_SYSTEM_NUM_REFERENCE_COUNTS + 1)
|
---|
4393 | {
|
---|
4394 | // destroy texture
|
---|
4395 | TextureManager::getSingleton().remove(shadowTex->getName());
|
---|
4396 | }
|
---|
4397 |
|
---|
4398 | // Always destroy camera since they are local to this SM
|
---|
4399 | destroyCamera(*ci);
|
---|
4400 | }
|
---|
4401 | mShadowTextures.clear();
|
---|
4402 | mShadowTextureCameras.clear();
|
---|
4403 |
|
---|
4404 |
|
---|
4405 | }
|
---|
4406 | //---------------------------------------------------------------------
|
---|
4407 | void SceneManager::prepareShadowTextures(Camera* cam, Viewport* vp)
|
---|
4408 | {
|
---|
4409 | // Set the illumination stage, prevents recursive calls
|
---|
4410 | IlluminationRenderStage savedStage = mIlluminationStage;
|
---|
4411 | mIlluminationStage = IRS_RENDER_TO_TEXTURE;
|
---|
4412 |
|
---|
4413 | // Determine far shadow distance
|
---|
4414 | Real shadowDist = mShadowFarDist;
|
---|
4415 | if (!shadowDist)
|
---|
4416 | {
|
---|
4417 | // need a shadow distance, make one up
|
---|
4418 | shadowDist = cam->getNearClipDistance() * 300;
|
---|
4419 | }
|
---|
4420 | Real shadowOffset = shadowDist * mShadowTextureOffset;
|
---|
4421 | // Precalculate fading info
|
---|
4422 | Real shadowEnd = shadowDist + shadowOffset;
|
---|
4423 | Real fadeStart = shadowEnd * mShadowTextureFadeStart;
|
---|
4424 | Real fadeEnd = shadowEnd * mShadowTextureFadeEnd;
|
---|
4425 | // set fogging to hide the shadow edge
|
---|
4426 | // Additive lighting needs fading too (directional)
|
---|
4427 | mShadowReceiverPass->setFog(true, FOG_LINEAR, ColourValue::White,
|
---|
4428 | 0, fadeStart, fadeEnd);
|
---|
4429 |
|
---|
4430 | // Iterate over the lights we've found, max out at the limit of light textures
|
---|
4431 |
|
---|
4432 | LightList::iterator i, iend;
|
---|
4433 | ShadowTextureList::iterator si, siend;
|
---|
4434 | ShadowTextureCameraList::iterator ci;
|
---|
4435 | iend = mLightsAffectingFrustum.end();
|
---|
4436 | siend = mShadowTextures.end();
|
---|
4437 | ci = mShadowTextureCameras.begin();
|
---|
4438 | for (i = mLightsAffectingFrustum.begin(), si = mShadowTextures.begin();
|
---|
4439 | i != iend && si != siend; ++i)
|
---|
4440 | {
|
---|
4441 | Light* light = *i;
|
---|
4442 |
|
---|
4443 | // Skip non-shadowing lights
|
---|
4444 | if (!light->getCastShadows())
|
---|
4445 | continue;
|
---|
4446 |
|
---|
4447 | TexturePtr &shadowTex = *si;
|
---|
4448 | RenderTarget *shadowRTT = shadowTex->getBuffer()->getRenderTarget();
|
---|
4449 | Viewport *shadowView = shadowRTT->getViewport(0);
|
---|
4450 | Camera *texCam = *ci;
|
---|
4451 | // rebind camera, incase another SM in use which has switched to its cam
|
---|
4452 | shadowView->setCamera(texCam);
|
---|
4453 |
|
---|
4454 | Vector3 pos, dir;
|
---|
4455 |
|
---|
4456 | // Directional lights
|
---|
4457 | if (light->getType() == Light::LT_DIRECTIONAL)
|
---|
4458 | {
|
---|
4459 | // set up the shadow texture
|
---|
4460 | // Set ortho projection
|
---|
4461 | texCam->setProjectionType(PT_ORTHOGRAPHIC);
|
---|
4462 | // set easy FOV and near dist so that texture covers far dist
|
---|
4463 | texCam->setFOVy(Degree(90));
|
---|
4464 | texCam->setNearClipDistance(shadowDist);
|
---|
4465 |
|
---|
4466 | // Calculate look at position
|
---|
4467 | // We want to look at a spot shadowOffset away from near plane
|
---|
4468 | // 0.5 is a litle too close for angles
|
---|
4469 | Vector3 target = cam->getDerivedPosition() +
|
---|
4470 | (cam->getDerivedDirection() * shadowOffset);
|
---|
4471 |
|
---|
4472 | // Calculate direction, which same as directional light direction
|
---|
4473 | dir = - light->getDerivedDirection(); // backwards since point down -z
|
---|
4474 | dir.normalise();
|
---|
4475 |
|
---|
4476 | // Calculate position
|
---|
4477 | // We want to be in the -ve direction of the light direction
|
---|
4478 | // far enough to project for the dir light extrusion distance
|
---|
4479 | pos = target + dir * mShadowDirLightExtrudeDist;
|
---|
4480 |
|
---|
4481 | // Round local x/y position based on a world-space texel; this helps to reduce
|
---|
4482 | // jittering caused by the projection moving with the camera
|
---|
4483 | // Viewport is 2 * near clip distance across (90 degree fov)
|
---|
4484 | Real worldTexelSize = (texCam->getNearClipDistance() * 20) / mShadowTextureSize;
|
---|
4485 | pos.x -= fmod(pos.x, worldTexelSize);
|
---|
4486 | pos.y -= fmod(pos.y, worldTexelSize);
|
---|
4487 | pos.z -= fmod(pos.z, worldTexelSize);
|
---|
4488 | }
|
---|
4489 | // Spotlight
|
---|
4490 | else if (light->getType() == Light::LT_SPOTLIGHT)
|
---|
4491 | {
|
---|
4492 | // Set perspective projection
|
---|
4493 | texCam->setProjectionType(PT_PERSPECTIVE);
|
---|
4494 | // set FOV slightly larger than the spotlight range to ensure coverage
|
---|
4495 | texCam->setFOVy(light->getSpotlightOuterAngle()*1.2);
|
---|
4496 | // set near clip the same as main camera, since they are likely
|
---|
4497 | // to both reflect the nature of the scene
|
---|
4498 | texCam->setNearClipDistance(cam->getNearClipDistance());
|
---|
4499 |
|
---|
4500 | // Calculate position, which same as spotlight position
|
---|
4501 | pos = light->getDerivedPosition();
|
---|
4502 |
|
---|
4503 | // Calculate direction, which same as spotlight direction
|
---|
4504 | dir = - light->getDerivedDirection(); // backwards since point down -z
|
---|
4505 | dir.normalise();
|
---|
4506 | }
|
---|
4507 | // Point light
|
---|
4508 | else
|
---|
4509 | {
|
---|
4510 | // Set perspective projection
|
---|
4511 | texCam->setProjectionType(PT_PERSPECTIVE);
|
---|
4512 | // Use 120 degree FOV for point light to ensure coverage more area
|
---|
4513 | texCam->setFOVy(Degree(120));
|
---|
4514 | // set near clip the same as main camera, since they are likely
|
---|
4515 | // to both reflect the nature of the scene
|
---|
4516 | texCam->setNearClipDistance(cam->getNearClipDistance());
|
---|
4517 |
|
---|
4518 | // Calculate look at position
|
---|
4519 | // We want to look at a spot shadowOffset away from near plane
|
---|
4520 | // 0.5 is a litle too close for angles
|
---|
4521 | Vector3 target = cam->getDerivedPosition() +
|
---|
4522 | (cam->getDerivedDirection() * shadowOffset);
|
---|
4523 |
|
---|
4524 | // Calculate position, which same as point light position
|
---|
4525 | pos = light->getDerivedPosition();
|
---|
4526 |
|
---|
4527 | dir = (pos - target); // backwards since point down -z
|
---|
4528 | dir.normalise();
|
---|
4529 | }
|
---|
4530 |
|
---|
4531 | // Finally set position
|
---|
4532 | texCam->setPosition(pos);
|
---|
4533 |
|
---|
4534 | // Calculate orientation based on direction calculated above
|
---|
4535 | /*
|
---|
4536 | // Next section (camera oriented shadow map) abandoned
|
---|
4537 | // Always point in the same direction, if we don't do this then
|
---|
4538 | // we get 'shadow swimming' as camera rotates
|
---|
4539 | // As it is, we get swimming on moving but this is less noticeable
|
---|
4540 |
|
---|
4541 | // calculate up vector, we want it aligned with cam direction
|
---|
4542 | Vector3 up = cam->getDerivedDirection();
|
---|
4543 | // Check it's not coincident with dir
|
---|
4544 | if (up.dotProduct(dir) >= 1.0f)
|
---|
4545 | {
|
---|
4546 | // Use camera up
|
---|
4547 | up = cam->getUp();
|
---|
4548 | }
|
---|
4549 | */
|
---|
4550 | Vector3 up = Vector3::UNIT_Y;
|
---|
4551 | // Check it's not coincident with dir
|
---|
4552 | if (Math::Abs(up.dotProduct(dir)) >= 1.0f)
|
---|
4553 | {
|
---|
4554 | // Use camera up
|
---|
4555 | up = Vector3::UNIT_Z;
|
---|
4556 | }
|
---|
4557 | // cross twice to rederive, only direction is unaltered
|
---|
4558 | Vector3 left = dir.crossProduct(up);
|
---|
4559 | left.normalise();
|
---|
4560 | up = dir.crossProduct(left);
|
---|
4561 | up.normalise();
|
---|
4562 | // Derive quaternion from axes
|
---|
4563 | Quaternion q;
|
---|
4564 | q.FromAxes(left, up, dir);
|
---|
4565 | texCam->setOrientation(q);
|
---|
4566 |
|
---|
4567 | // Setup background colour
|
---|
4568 | shadowView->setBackgroundColour(ColourValue::White);
|
---|
4569 |
|
---|
4570 | // Fire shadow caster update, callee can alter camera settings
|
---|
4571 | fireShadowTexturesPreCaster(light, texCam);
|
---|
4572 |
|
---|
4573 | // Update target
|
---|
4574 | shadowRTT->update();
|
---|
4575 |
|
---|
4576 | ++si; // next shadow texture
|
---|
4577 | ++ci; // next camera
|
---|
4578 | }
|
---|
4579 | // Set the illumination stage, prevents recursive calls
|
---|
4580 | mIlluminationStage = savedStage;
|
---|
4581 |
|
---|
4582 | fireShadowTexturesUpdated(
|
---|
4583 | std::min(mLightsAffectingFrustum.size(), mShadowTextures.size()));
|
---|
4584 | }
|
---|
4585 | //---------------------------------------------------------------------
|
---|
4586 | StaticGeometry* SceneManager::createStaticGeometry(const String& name)
|
---|
4587 | {
|
---|
4588 | // Check not existing
|
---|
4589 | if (mStaticGeometryList.find(name) != mStaticGeometryList.end())
|
---|
4590 | {
|
---|
4591 | OGRE_EXCEPT(Exception::ERR_DUPLICATE_ITEM,
|
---|
4592 | "StaticGeometry with name '" + name + "' already exists!",
|
---|
4593 | "SceneManager::createStaticGeometry");
|
---|
4594 | }
|
---|
4595 | StaticGeometry* ret = new StaticGeometry(this, name);
|
---|
4596 | mStaticGeometryList[name] = ret;
|
---|
4597 | return ret;
|
---|
4598 | }
|
---|
4599 | //---------------------------------------------------------------------
|
---|
4600 | StaticGeometry* SceneManager::getStaticGeometry(const String& name) const
|
---|
4601 | {
|
---|
4602 | StaticGeometryList::const_iterator i = mStaticGeometryList.find(name);
|
---|
4603 | if (i == mStaticGeometryList.end())
|
---|
4604 | {
|
---|
4605 | OGRE_EXCEPT(Exception::ERR_ITEM_NOT_FOUND,
|
---|
4606 | "StaticGeometry with name '" + name + "' not found",
|
---|
4607 | "SceneManager::createStaticGeometry");
|
---|
4608 | }
|
---|
4609 | return i->second;
|
---|
4610 | }
|
---|
4611 | //---------------------------------------------------------------------
|
---|
4612 | void SceneManager::destroyStaticGeometry(StaticGeometry* geom)
|
---|
4613 | {
|
---|
4614 | destroyStaticGeometry(geom->getName());
|
---|
4615 | }
|
---|
4616 | //---------------------------------------------------------------------
|
---|
4617 | void SceneManager::destroyStaticGeometry(const String& name)
|
---|
4618 | {
|
---|
4619 | StaticGeometryList::iterator i = mStaticGeometryList.find(name);
|
---|
4620 | if (i != mStaticGeometryList.end())
|
---|
4621 | {
|
---|
4622 | delete i->second;
|
---|
4623 | mStaticGeometryList.erase(i);
|
---|
4624 | }
|
---|
4625 |
|
---|
4626 | }
|
---|
4627 | //---------------------------------------------------------------------
|
---|
4628 | void SceneManager::destroyAllStaticGeometry(void)
|
---|
4629 | {
|
---|
4630 | StaticGeometryList::iterator i, iend;
|
---|
4631 | iend = mStaticGeometryList.end();
|
---|
4632 | for (i = mStaticGeometryList.begin(); i != iend; ++i)
|
---|
4633 | {
|
---|
4634 | delete i->second;
|
---|
4635 | }
|
---|
4636 | mStaticGeometryList.clear();
|
---|
4637 | }
|
---|
4638 | //---------------------------------------------------------------------
|
---|
4639 | AxisAlignedBoxSceneQuery*
|
---|
4640 | SceneManager::createAABBQuery(const AxisAlignedBox& box, unsigned long mask)
|
---|
4641 | {
|
---|
4642 | DefaultAxisAlignedBoxSceneQuery* q = new DefaultAxisAlignedBoxSceneQuery(this);
|
---|
4643 | q->setBox(box);
|
---|
4644 | q->setQueryMask(mask);
|
---|
4645 | return q;
|
---|
4646 | }
|
---|
4647 | //---------------------------------------------------------------------
|
---|
4648 | SphereSceneQuery*
|
---|
4649 | SceneManager::createSphereQuery(const Sphere& sphere, unsigned long mask)
|
---|
4650 | {
|
---|
4651 | DefaultSphereSceneQuery* q = new DefaultSphereSceneQuery(this);
|
---|
4652 | q->setSphere(sphere);
|
---|
4653 | q->setQueryMask(mask);
|
---|
4654 | return q;
|
---|
4655 | }
|
---|
4656 | //---------------------------------------------------------------------
|
---|
4657 | PlaneBoundedVolumeListSceneQuery*
|
---|
4658 | SceneManager::createPlaneBoundedVolumeQuery(const PlaneBoundedVolumeList& volumes,
|
---|
4659 | unsigned long mask)
|
---|
4660 | {
|
---|
4661 | DefaultPlaneBoundedVolumeListSceneQuery* q = new DefaultPlaneBoundedVolumeListSceneQuery(this);
|
---|
4662 | q->setVolumes(volumes);
|
---|
4663 | q->setQueryMask(mask);
|
---|
4664 | return q;
|
---|
4665 | }
|
---|
4666 |
|
---|
4667 | //---------------------------------------------------------------------
|
---|
4668 | RaySceneQuery*
|
---|
4669 | SceneManager::createRayQuery(const Ray& ray, unsigned long mask)
|
---|
4670 | {
|
---|
4671 | DefaultRaySceneQuery* q = new DefaultRaySceneQuery(this);
|
---|
4672 | q->setRay(ray);
|
---|
4673 | q->setQueryMask(mask);
|
---|
4674 | return q;
|
---|
4675 | }
|
---|
4676 | //---------------------------------------------------------------------
|
---|
4677 | IntersectionSceneQuery*
|
---|
4678 | SceneManager::createIntersectionQuery(unsigned long mask)
|
---|
4679 | {
|
---|
4680 |
|
---|
4681 | DefaultIntersectionSceneQuery* q = new DefaultIntersectionSceneQuery(this);
|
---|
4682 | q->setQueryMask(mask);
|
---|
4683 | return q;
|
---|
4684 | }
|
---|
4685 | //---------------------------------------------------------------------
|
---|
4686 | void SceneManager::destroyQuery(SceneQuery* query)
|
---|
4687 | {
|
---|
4688 | delete query;
|
---|
4689 | }
|
---|
4690 | //---------------------------------------------------------------------
|
---|
4691 | SceneManager::MovableObjectMap*
|
---|
4692 | SceneManager::getMovableObjectMap(const String& typeName)
|
---|
4693 | {
|
---|
4694 | MovableObjectCollectionMap::iterator i =
|
---|
4695 | mMovableObjectCollectionMap.find(typeName);
|
---|
4696 | if (i == mMovableObjectCollectionMap.end())
|
---|
4697 | {
|
---|
4698 | // create
|
---|
4699 | MovableObjectMap* newMap = new MovableObjectMap();
|
---|
4700 | mMovableObjectCollectionMap[typeName] = newMap;
|
---|
4701 | return newMap;
|
---|
4702 | }
|
---|
4703 | else
|
---|
4704 | {
|
---|
4705 | return i->second;
|
---|
4706 | }
|
---|
4707 | }
|
---|
4708 | //---------------------------------------------------------------------
|
---|
4709 | MovableObject* SceneManager::createMovableObject(const String& name,
|
---|
4710 | const String& typeName, const NameValuePairList* params)
|
---|
4711 | {
|
---|
4712 | MovableObjectFactory* factory =
|
---|
4713 | Root::getSingleton().getMovableObjectFactory(typeName);
|
---|
4714 | // Check for duplicate names
|
---|
4715 | MovableObjectMap* objectMap = getMovableObjectMap(typeName);
|
---|
4716 |
|
---|
4717 | if (objectMap->find(name) != objectMap->end())
|
---|
4718 | {
|
---|
4719 | OGRE_EXCEPT(Exception::ERR_DUPLICATE_ITEM,
|
---|
4720 | "An object of type '" + typeName + "' with name '" + name
|
---|
4721 | + "' already exists.",
|
---|
4722 | "SceneManager::createMovableObject");
|
---|
4723 | }
|
---|
4724 |
|
---|
4725 | MovableObject* newObj = factory->createInstance(name, this, params);
|
---|
4726 | (*objectMap)[name] = newObj;
|
---|
4727 |
|
---|
4728 | return newObj;
|
---|
4729 |
|
---|
4730 | }
|
---|
4731 | //---------------------------------------------------------------------
|
---|
4732 | void SceneManager::destroyMovableObject(const String& name, const String& typeName)
|
---|
4733 | {
|
---|
4734 | MovableObjectMap* objectMap = getMovableObjectMap(typeName);
|
---|
4735 | MovableObjectFactory* factory =
|
---|
4736 | Root::getSingleton().getMovableObjectFactory(typeName);
|
---|
4737 |
|
---|
4738 | MovableObjectMap::iterator mi = objectMap->find(name);
|
---|
4739 | if (mi != objectMap->end())
|
---|
4740 | {
|
---|
4741 | factory->destroyInstance(mi->second);
|
---|
4742 | objectMap->erase(mi);
|
---|
4743 | }
|
---|
4744 |
|
---|
4745 | }
|
---|
4746 | //---------------------------------------------------------------------
|
---|
4747 | void SceneManager::destroyAllMovableObjectsByType(const String& typeName)
|
---|
4748 | {
|
---|
4749 | MovableObjectMap* objectMap = getMovableObjectMap(typeName);
|
---|
4750 | MovableObjectFactory* factory =
|
---|
4751 | Root::getSingleton().getMovableObjectFactory(typeName);
|
---|
4752 | MovableObjectMap::iterator i = objectMap->begin();
|
---|
4753 | for (; i != objectMap->end(); ++i)
|
---|
4754 | {
|
---|
4755 | // Only destroy our own
|
---|
4756 | if (i->second->_getManager() == this)
|
---|
4757 | {
|
---|
4758 | factory->destroyInstance(i->second);
|
---|
4759 | }
|
---|
4760 | }
|
---|
4761 | objectMap->clear();
|
---|
4762 |
|
---|
4763 | }
|
---|
4764 | //---------------------------------------------------------------------
|
---|
4765 | void SceneManager::destroyAllMovableObjects(void)
|
---|
4766 | {
|
---|
4767 | MovableObjectCollectionMap::iterator ci = mMovableObjectCollectionMap.begin();
|
---|
4768 |
|
---|
4769 | for(;ci != mMovableObjectCollectionMap.end(); ++ci)
|
---|
4770 | {
|
---|
4771 | if (Root::getSingleton().hasMovableObjectFactory(ci->first))
|
---|
4772 | {
|
---|
4773 | // Only destroy if we have a factory instance; otherwise must be injected
|
---|
4774 | MovableObjectFactory* factory =
|
---|
4775 | Root::getSingleton().getMovableObjectFactory(ci->first);
|
---|
4776 | MovableObjectMap::iterator i = ci->second->begin();
|
---|
4777 | for (; i != ci->second->end(); ++i)
|
---|
4778 | {
|
---|
4779 | if (i->second->_getManager() == this)
|
---|
4780 | {
|
---|
4781 | factory->destroyInstance(i->second);
|
---|
4782 | }
|
---|
4783 | }
|
---|
4784 | }
|
---|
4785 | ci->second->clear();
|
---|
4786 | }
|
---|
4787 |
|
---|
4788 | }
|
---|
4789 | //---------------------------------------------------------------------
|
---|
4790 | MovableObject* SceneManager::getMovableObject(const String& name, const String& typeName)
|
---|
4791 | {
|
---|
4792 |
|
---|
4793 | MovableObjectMap* objectMap = getMovableObjectMap(typeName);
|
---|
4794 | MovableObjectMap::iterator mi = objectMap->find(name);
|
---|
4795 | if (mi == objectMap->end())
|
---|
4796 | {
|
---|
4797 | OGRE_EXCEPT(Exception::ERR_ITEM_NOT_FOUND,
|
---|
4798 | "Object named '" + name + "' does not exist.",
|
---|
4799 | "SceneManager::getMovableObject");
|
---|
4800 | }
|
---|
4801 | return mi->second;
|
---|
4802 |
|
---|
4803 | }
|
---|
4804 | //---------------------------------------------------------------------
|
---|
4805 | SceneManager::MovableObjectIterator
|
---|
4806 | SceneManager::getMovableObjectIterator(const String& typeName)
|
---|
4807 | {
|
---|
4808 | MovableObjectMap* objectMap = getMovableObjectMap(typeName);
|
---|
4809 |
|
---|
4810 | return MovableObjectIterator(objectMap->begin(), objectMap->end());
|
---|
4811 | }
|
---|
4812 | //---------------------------------------------------------------------
|
---|
4813 | void SceneManager::destroyMovableObject(MovableObject* m)
|
---|
4814 | {
|
---|
4815 | destroyMovableObject(m->getName(), m->getMovableType());
|
---|
4816 | }
|
---|
4817 | //---------------------------------------------------------------------
|
---|
4818 | void SceneManager::injectMovableObject(MovableObject* m)
|
---|
4819 | {
|
---|
4820 | MovableObjectMap* objectMap = getMovableObjectMap(m->getMovableType());
|
---|
4821 | (*objectMap)[m->getName()] = m;
|
---|
4822 | }
|
---|
4823 | //---------------------------------------------------------------------
|
---|
4824 | void SceneManager::extractMovableObject(const String& name, const String& typeName)
|
---|
4825 | {
|
---|
4826 | MovableObjectMap* objectMap = getMovableObjectMap(typeName);
|
---|
4827 | MovableObjectMap::iterator mi = objectMap->find(name);
|
---|
4828 | if (mi != objectMap->end())
|
---|
4829 | {
|
---|
4830 | // no delete
|
---|
4831 | objectMap->erase(mi);
|
---|
4832 | }
|
---|
4833 |
|
---|
4834 | }
|
---|
4835 | //---------------------------------------------------------------------
|
---|
4836 | void SceneManager::extractMovableObject(MovableObject* m)
|
---|
4837 | {
|
---|
4838 | extractMovableObject(m->getName(), m->getMovableType());
|
---|
4839 | }
|
---|
4840 | //---------------------------------------------------------------------
|
---|
4841 | void SceneManager::extractAllMovableObjectsByType(const String& typeName)
|
---|
4842 | {
|
---|
4843 | MovableObjectMap* objectMap = getMovableObjectMap(typeName);
|
---|
4844 | // no deletion
|
---|
4845 | objectMap->clear();
|
---|
4846 |
|
---|
4847 | }
|
---|
4848 | //---------------------------------------------------------------------
|
---|
4849 | void SceneManager::_injectRenderWithPass(Pass *pass, Renderable *rend)
|
---|
4850 | {
|
---|
4851 | // render something as if it came from the current queue
|
---|
4852 | const Pass *usedPass = _setPass(pass);
|
---|
4853 | renderSingleObject(rend, usedPass, false);
|
---|
4854 | }
|
---|
4855 | //---------------------------------------------------------------------
|
---|
4856 | RenderSystem *SceneManager::getDestinationRenderSystem()
|
---|
4857 | {
|
---|
4858 | return mDestRenderSystem;
|
---|
4859 | }
|
---|
4860 |
|
---|
4861 | }
|
---|