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