1 | #include "OgreOcclusionCullingSceneManager.h"
|
---|
2 | #include "OgreMath.h"
|
---|
3 | #include "OgreIteratorWrappers.h"
|
---|
4 | #include "OgreRenderSystem.h"
|
---|
5 | #include "OgreCamera.h"
|
---|
6 | #include "OgreHardwareOcclusionQuery.h"
|
---|
7 |
|
---|
8 | #include <windows.h>
|
---|
9 |
|
---|
10 | namespace Ogre {
|
---|
11 |
|
---|
12 | //-----------------------------------------------------------------------
|
---|
13 | OcclusionCullingSceneManager::OcclusionCullingSceneManager():
|
---|
14 | mFrameID(1), mDistanceQueue(NULL), mVisibilityThreshold(0), mCurrentTestIdx(0),
|
---|
15 | mIsQueryMode(false)
|
---|
16 | {
|
---|
17 | }
|
---|
18 |
|
---|
19 | void OcclusionCullingSceneManager::_findVisibleObjects(Camera* cam, bool onlyShadowCasters)
|
---|
20 | {
|
---|
21 | // empty because we have to find in _renderVisibleObjects
|
---|
22 | }
|
---|
23 |
|
---|
24 | //-----------------------------------------------------------------------
|
---|
25 | void OcclusionCullingSceneManager::_renderVisibleObjects(void)
|
---|
26 | {
|
---|
27 | mDistanceQueue = new PriorityQueue(myless<SceneNode *>(mCameraInProgress));
|
---|
28 | mDistanceQueue->push(mSceneRoot);
|
---|
29 | //renderZPass();
|
---|
30 | renderCullFrustum();
|
---|
31 | delete mDistanceQueue;
|
---|
32 | //mDestRenderSystem->_setDepthBufferParams(true, false, CMPF_LESS);
|
---|
33 | //SceneManager::_renderVisibleObjects();
|
---|
34 | //mDestRenderSystem->_setDepthBufferParams();
|
---|
35 | //mDistanceQueue.push(mSceneRoot);
|
---|
36 | //Preprocess();
|
---|
37 |
|
---|
38 | //renderCullFrustum();
|
---|
39 |
|
---|
40 | //mFrameID ++;
|
---|
41 | //ResetQueries();
|
---|
42 | }
|
---|
43 |
|
---|
44 | //-----------------------------------------------------------------------
|
---|
45 | void OcclusionCullingSceneManager::renderZPass()
|
---|
46 | {
|
---|
47 | traverseNode(mSceneRoot);
|
---|
48 | }
|
---|
49 |
|
---|
50 | //-----------------------------------------------------------------------
|
---|
51 | void OcclusionCullingSceneManager::renderCullFrustum()
|
---|
52 | {
|
---|
53 | while(!mDistanceQueue->empty()) |
---|
54 | { |
---|
55 | SceneNode *node = mDistanceQueue->top(); |
---|
56 | mDistanceQueue->pop(); |
---|
57 | |
---|
58 | // interesting for the visualization, so rest and set |
---|
59 | //node->SetVisible(false); |
---|
60 | |
---|
61 | if(mCameraInProgress->isVisible(node->_getWorldAABB())) |
---|
62 | { |
---|
63 | // update node's visited flag => needed for rendering |
---|
64 | // so set it also here |
---|
65 | //node->SetLastVisited(mFrameID); |
---|
66 | //node->SetVisible(true); |
---|
67 | traverseNode(node); |
---|
68 | } |
---|
69 | //else |
---|
70 | //MessageBox( NULL, "myplugin registered", "this is my plugin", MB_OK | MB_ICONERROR | MB_TASKMODAL); |
---|
71 | }
|
---|
72 | }
|
---|
73 |
|
---|
74 |
|
---|
75 | //-----------------------------------------------------------------------
|
---|
76 | void OcclusionCullingSceneManager::renderStopAndWait() |
---|
77 | { |
---|
78 | while(!mDistanceQueue->empty()) |
---|
79 | { |
---|
80 | SceneNode *node = mDistanceQueue->top(); |
---|
81 | mDistanceQueue->pop(); |
---|
82 | |
---|
83 | // interesting for the visualization, so rest and set |
---|
84 | //node->SetVisible(false); |
---|
85 | |
---|
86 | if(mCameraInProgress->isVisible(node->_getWorldAABB())) |
---|
87 | { |
---|
88 | issueOcclusionQuery(node, false); |
---|
89 | |
---|
90 | unsigned int visiblePixels; |
---|
91 | // wait if result not available |
---|
92 | mOcclusionQueries[mCurrentTestIdx++]->pullOcclusionQuery(&visiblePixels); |
---|
93 | |
---|
94 | // node visible |
---|
95 | if(visiblePixels > mVisibilityThreshold) |
---|
96 | { |
---|
97 | traverseNode(node); |
---|
98 | } |
---|
99 | } |
---|
100 | } |
---|
101 | } |
---|
102 | |
---|
103 | void OcclusionCullingSceneManager::issueOcclusionQuery(SceneNode *node, bool wasVisible) |
---|
104 | { |
---|
105 | // get next available test id |
---|
106 | mOcclusionQueries[mCurrentTestIdx]->beginOcclusionQuery(); |
---|
107 | |
---|
108 | // change state so the bounding box gets not actually rendered on the screen |
---|
109 | switchMode(false); |
---|
110 | node->_addBoundingBoxToQueue(getRenderQueue()); |
---|
111 | SceneManager::_renderVisibleObjects(); |
---|
112 | getRenderQueue()->clear(); |
---|
113 | switchMode(true); |
---|
114 |
|
---|
115 | mOcclusionQueries[mCurrentTestIdx++]->endOcclusionQuery();
|
---|
116 | }
|
---|
117 |
|
---|
118 |
|
---|
119 | //-----------------------------------------------------------------------
|
---|
120 | void OcclusionCullingSceneManager::switchMode(bool switch2QueryMode) |
---|
121 | { |
---|
122 | // boolean used to avoid unnecessary state changes |
---|
123 | if(switch2QueryMode != mIsQueryMode) |
---|
124 | { |
---|
125 | mDestRenderSystem->_setColourBufferWriteEnabled(switch2QueryMode, |
---|
126 | switch2QueryMode, switch2QueryMode, switch2QueryMode); |
---|
127 | mDestRenderSystem->_setDepthBufferWriteEnabled(switch2QueryMode); |
---|
128 | mDestRenderSystem->setLightingEnabled(switch2QueryMode); |
---|
129 | mIsQueryMode = switch2QueryMode; |
---|
130 | } |
---|
131 | }
|
---|
132 |
|
---|
133 |
|
---|
134 | //-----------------------------------------------------------------------
|
---|
135 | void OcclusionCullingSceneManager::traverseNode(SceneNode *node)
|
---|
136 | {
|
---|
137 | if(node->numChildren() == 0) // reached leaf
|
---|
138 | {
|
---|
139 | renderSceneNode(node);
|
---|
140 | }
|
---|
141 | else // internal node: add children to priority queue for further processing
|
---|
142 | {
|
---|
143 | Node::ChildNodeIterator it = node->getChildIterator();
|
---|
144 | char str[100]; sprintf(str, "number of children: %d", node->numChildren());
|
---|
145 |
|
---|
146 | while (it.hasMoreElements())
|
---|
147 | {
|
---|
148 | SceneNode* sceneChild = static_cast<SceneNode*>(it.getNext());
|
---|
149 | //mDistanceQueue->addRenderable(sceneChild);
|
---|
150 | mDistanceQueue->push(sceneChild);
|
---|
151 | }
|
---|
152 | }
|
---|
153 |
|
---|
154 | /*
|
---|
155 | static RenderOperation ro;
|
---|
156 | node->getRenderOperation(ro);
|
---|
157 | ro.srcRenderable = node;
|
---|
158 | mDestRenderSystem->_render(ro);
|
---|
159 | Pass pass();
|
---|
160 | renderSingleObject(node, &pass, true);
|
---|
161 | */
|
---|
162 | }
|
---|
163 |
|
---|
164 | void OcclusionCullingSceneManager::renderSceneNode(SceneNode *node)
|
---|
165 | {
|
---|
166 | node->_findVisibleObjects(mCameraInProgress, getRenderQueue(), false,
|
---|
167 | mDisplayNodes, false);
|
---|
168 | SceneManager::_renderVisibleObjects();
|
---|
169 | getRenderQueue()->clear();
|
---|
170 | }
|
---|
171 | }
|
---|