#include "OgreOcclusionCullingOctreeSceneManager.h" #include "OgreMath.h" #include "OgreIteratorWrappers.h" #include "OgreRenderSystem.h" #include "OgreCamera.h" #include namespace Ogre { //----------------------------------------------------------------------- OcclusionCullingOctreeSceneManager::OcclusionCullingOctreeSceneManager() { mOcclusionCullingOctreeSceneTraverser = new OcclusionCullingOctreeSceneTraverser(this, mDestRenderSystem); //mDisplayNodes = true; //mShowBoundingBoxes = true; //mShowBoxes = true; mMaxDepth = 20; } //----------------------------------------------------------------------- OcclusionCullingOctreeSceneManager::~OcclusionCullingOctreeSceneManager() { delete mOcclusionCullingOctreeSceneTraverser; } //----------------------------------------------------------------------- void OcclusionCullingOctreeSceneManager::_renderVisibleObjects(void) { //-- render background clearSpecialCaseRenderQueues(); addSpecialCaseRenderQueue(RENDER_QUEUE_BACKGROUND); addSpecialCaseRenderQueue(RENDER_QUEUE_SKIES_EARLY); setSpecialCaseRenderQueueMode(SceneManager::SCRQM_INCLUDE); SceneManager::_renderVisibleObjects( ); _deleteRenderedQueueGroups(); //-- render visible objects (i.e., all but overlay) clearSpecialCaseRenderQueues(); addSpecialCaseRenderQueue(RENDER_QUEUE_OVERLAY); setSpecialCaseRenderQueueMode(SceneManager::SCRQM_EXCLUDE); mOcclusionCullingOctreeSceneTraverser->setSceneRoot(mOctree); mOcclusionCullingOctreeSceneTraverser->renderScene(mCameraInProgress); _deleteRenderedQueueGroups(); //-- render overlay clearSpecialCaseRenderQueues(); SceneManager::_renderVisibleObjects( ); clearSpecialCaseRenderQueues(); } //----------------------------------------------------------------------- void OcclusionCullingOctreeSceneManager::_findVisibleObjects(Camera* cam, bool onlyShadowCasters) { // must be empty because objects are found and rendered in an interleaved fashion // in _renderVisibibleObjects //char *msg = "now finding visible objects\n"; OutputDebugString(msg); } //----------------------------------------------------------------------- void OcclusionCullingOctreeSceneManager::_updateSceneGraph(Camera* cam) { //char *msg = "now updating scenegraph\n"; OutputDebugString(msg); //mOcclusionCullingOctreeSceneTraverser->preprocess(); mOcclusionCullingOctreeSceneTraverser->setNumSceneNodes((int)mSceneNodes.size()); mOcclusionCullingOctreeSceneTraverser->setRenderSystem(mDestRenderSystem); mOcclusionCullingOctreeSceneTraverser->setNumOctreeNodes(mNumOctreeNodes); OctreeSceneManager::_updateSceneGraph(cam); } //----------------------------------------------------------------------- bool OcclusionCullingOctreeSceneManager::setOption( const String & key, const void * val ) { return mOcclusionCullingOctreeSceneTraverser->setOption( key, val) || OctreeSceneManager::setOption( key, val ); } //----------------------------------------------------------------------- bool OcclusionCullingOctreeSceneManager::getOption( const String & key, void *val ) { return mOcclusionCullingOctreeSceneTraverser->getOption( key, val) || OctreeSceneManager::getOption( key, val ) ; } //----------------------------------------------------------------------- bool OcclusionCullingOctreeSceneManager::getOptionValues( const String & key, StringVector &refValueList ) { return OctreeSceneManager::getOptionValues( key, refValueList ); } //----------------------------------------------------------------------- bool OcclusionCullingOctreeSceneManager::getOptionKeys( StringVector & refKeys ) { return mOcclusionCullingOctreeSceneTraverser->getOptionKeys ( refKeys ) || OctreeSceneManager::getOptionKeys( refKeys ); } //----------------------------------------------------------------------- void OcclusionCullingOctreeSceneManager::_renderOctant(Camera *cam, Octree *octant) { //Add stuff to be rendered; NodeList::iterator it = octant->mNodes.begin(); while(it != octant->mNodes.end()) { OctreeNode *sn = *it; mNumObjects++; // check bounding box visibility of scene nodes if (cam->isVisible(sn->_getWorldAABB())) { sn->_addToRenderQueue(cam, getRenderQueue(), false); //node->_findVisibleObjects(cam, getRenderQueue(), false, mDisplayNodes, false); mVisible.push_back(sn); if (mDisplayNodes) getRenderQueue()->addRenderable(sn); // check if the scene manager or this node wants the bounding box shown. if (sn->getShowBoundingBox() || mShowBoundingBoxes) sn->_addBoundingBoxToQueue(getRenderQueue()); if (mShowBoxes) getRenderQueue()->addRenderable(octant->getWireBoundingBox()); } ++it; } SceneManager::_renderVisibleObjects(); // delete all rendered objects from renderqueue _deleteRenderedQueueGroups(); } }